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223 lines
8.2 KiB
223 lines
8.2 KiB
#if SHADERPASS != SHADERPASS_FORWARD_UNLIT
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#error SHADERPASS_is_not_correctly_define
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#endif
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#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/MotionVectorVertexShaderCommon.hlsl"
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PackedVaryingsType Vert(AttributesMesh inputMesh, AttributesPass inputPass)
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{
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VaryingsType varyingsType;
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#ifdef HAVE_VFX_MODIFICATION
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AttributesElement inputElement;
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varyingsType.vmesh = VertMesh(inputMesh, inputElement);
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return MotionVectorVS(varyingsType, inputMesh, inputPass, inputElement);
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#else
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varyingsType.vmesh = VertMesh(inputMesh);
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return MotionVectorVS(varyingsType, inputMesh, inputPass);
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#endif
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}
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#ifdef TESSELLATION_ON
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PackedVaryingsToPS VertTesselation(VaryingsToDS input)
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{
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VaryingsToPS output;
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output.vmesh = VertMeshTesselation(input.vmesh);
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return MotionVectorTessellation(output, input);
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}
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#endif // TESSELLATION_ON
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#else // _WRITE_TRANSPARENT_MOTION_VECTOR
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl"
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PackedVaryingsType Vert(AttributesMesh inputMesh)
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{
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VaryingsType varyingsType;
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varyingsType.vmesh = VertMesh(inputMesh);
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return PackVaryingsType(varyingsType);
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}
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#ifdef TESSELLATION_ON
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PackedVaryingsToPS VertTesselation(VaryingsToDS input)
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{
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VaryingsToPS output;
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output.vmesh = VertMeshTesselation(input.vmesh);
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return PackVaryingsToPS(output);
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}
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#endif // TESSELLATION_ON
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#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
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#ifdef TESSELLATION_ON
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/TessellationShare.hlsl"
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#endif
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplayMaterial.hlsl"
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#if defined(_TRANSPARENT_REFRACTIVE_SORT) || defined(_ENABLE_FOG_ON_TRANSPARENT)
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Water/Shaders/UnderWaterUtilities.hlsl"
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#endif
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//NOTE: some shaders set target1 to be
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// Blend 1 SrcAlpha OneMinusSrcAlpha
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//The reason for this blend mode is to let virtual texturing alpha dither work.
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//Anything using Target1 should write 1.0 or 0.0 in alpha to write / not write into the target.
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#ifdef UNITY_VIRTUAL_TEXTURING
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#define VT_BUFFER_TARGET SV_Target1
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#define EXTRA_BUFFER_TARGET SV_Target2
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#define BEFORE_REFRACTION_TARGET SV_Target3
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#define BEFORE_REFRACTION_ALPHA_TARGET SV_Target4
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#if defined(SHADER_API_PSSL)
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//For exact packing on pssl, we want to write exact 16 bit unorm (respect exact bit packing).
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//In some sony platforms, the default is FMT_16_ABGR, which would incur in loss of precision.
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//Thus, when VT is enabled, we force FMT_32_ABGR
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#pragma PSSL_target_output_format(target 1 FMT_32_ABGR)
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#endif
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#else
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#define EXTRA_BUFFER_TARGET SV_Target1
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#define BEFORE_REFRACTION_TARGET SV_Target2
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#define BEFORE_REFRACTION_ALPHA_TARGET SV_Target3
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#endif
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float GetDeExposureMultiplier()
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{
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#if defined(DISABLE_UNLIT_DEEXPOSURE)
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return 1.0;
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#else
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return _DeExposureMultiplier;
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#endif
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}
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void Frag(PackedVaryingsToPS packedInput,
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out float4 outColor : SV_Target0
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#ifdef UNITY_VIRTUAL_TEXTURING
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, out float4 outVTFeedback : VT_BUFFER_TARGET
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#endif
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#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
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, out float4 outMotionVec : EXTRA_BUFFER_TARGET
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#ifdef _TRANSPARENT_REFRACTIVE_SORT
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, out float4 outBeforeRefractionColor : BEFORE_REFRACTION_TARGET
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, out float4 outBeforeRefractionAlpha : BEFORE_REFRACTION_ALPHA_TARGET
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#endif
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#endif
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#ifdef _DEPTHOFFSET_ON
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, out float outputDepth : DEPTH_OFFSET_SEMANTIC
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#endif
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)
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{
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#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
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// Init outMotionVector here to solve compiler warning (potentially unitialized variable)
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// It is init to the value of forceNoMotion (with 2.0)
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// Always write 1.0 in alpha since blend mode could be active on this target as a side effect of VT feedback buffer
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// motion vector expected output format is RG16
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outMotionVec = float4(2.0, 0.0, 0.0, 1.0);
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#endif
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
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FragInputs input = UnpackVaryingsToFragInputs(packedInput);
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AdjustFragInputsToOffScreenRendering(input, _OffScreenRendering > 0, _OffScreenDownsampleFactor);
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#if defined(_ENABLE_SHADOW_MATTE)
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// In case we use the shadow matte, we need to ensure that the tile is loaded properly.
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uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize();
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PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex);
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#else
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PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz);
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#endif
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#ifdef VARYINGS_NEED_POSITION_WS
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float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
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#else
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// Unused
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float3 V = float3(1.0, 1.0, 1.0); // Avoid the division by 0
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#endif
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SurfaceData surfaceData;
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BuiltinData builtinData;
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GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData);
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// Not lit here (but emissive is allowed)
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BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData);
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// If this is a shadow matte, then we want the AO to affect the base color (the AO being correct if the surface is flagged shadow matte).
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#if defined(_ENABLE_SHADOW_MATTE)
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bsdfData.color *= GetScreenSpaceAmbientOcclusion(input.positionSS.xy);
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#endif
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#ifdef DEBUG_DISPLAY
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// Handle debug lighting mode here as there is no lightloop for unlit.
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// For unlit we let all unlit object appear
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if (_DebugLightingMode >= DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING && _DebugLightingMode <= DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING)
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{
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if (_DebugLightingMode != DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING)
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{
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builtinData.emissiveColor = 0.0;
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}
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else
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{
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bsdfData.color = 0.0;
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}
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}
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#endif
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// Note: we must not access bsdfData in shader pass, but for unlit we make an exception and assume it should have a color field
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float4 outResult = ApplyBlendMode(bsdfData.color * GetDeExposureMultiplier() + builtinData.emissiveColor * GetCurrentExposureMultiplier(), builtinData.opacity);
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#ifdef _ENABLE_FOG_ON_TRANSPARENT
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outResult = EvaluateAtmosphericScattering(posInput, V, outResult);
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#endif
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#if defined(_TRANSPARENT_REFRACTIVE_SORT) && defined(_WRITE_TRANSPARENT_MOTION_VECTOR)
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ComputeRefractionSplitColor(posInput, outResult, outBeforeRefractionColor, outBeforeRefractionAlpha);
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#endif
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#ifdef DEBUG_DISPLAY
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float4 debugColor = 0;
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if (GetMaterialDebugColor(debugColor, input, builtinData, posInput, surfaceData, bsdfData))
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{
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outResult = debugColor;
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}
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if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_TRANSPARENCY_OVERDRAW)
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{
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float4 result = _DebugTransparencyOverdrawWeight * float4(TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_A);
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outResult = result;
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}
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#endif
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outColor = outResult;
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#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
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VaryingsPassToPS inputPass = UnpackVaryingsPassToPS(packedInput.vpass);
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bool forceNoMotion = any(unity_MotionVectorsParams.yw == 0.0);
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//Motion vector is enabled in SG but not active in VFX
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#if defined(HAVE_VFX_MODIFICATION) && !VFX_FEATURE_MOTION_VECTORS
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forceNoMotion = true;
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#endif
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// outMotionVec is already initialize at the value of forceNoMotion (see above)
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if (!forceNoMotion)
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{
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float2 motionVec = CalculateMotionVector(inputPass.positionCS, inputPass.previousPositionCS);
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EncodeMotionVector(motionVec * 0.5, outMotionVec);
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// Always write 1.0 in alpha since blend mode could be active on this target as a side effect of VT feedback buffer
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// motion vector expected output format is RG16
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outMotionVec.zw = 1.0;
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}
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#endif
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#ifdef _DEPTHOFFSET_ON
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outputDepth = posInput.deviceDepth;
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#endif
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#ifdef UNITY_VIRTUAL_TEXTURING
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outVTFeedback = PackVTFeedbackWithAlpha(builtinData.vtPackedFeedback, input.positionSS.xy, builtinData.opacity);
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#endif
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}
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