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84 lines
3.6 KiB
84 lines
3.6 KiB
#if SHADERPASS != SHADERPASS_GBUFFER
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#error SHADERPASS_is_not_correctly_define
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#endif
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Water/Shaders/ShaderPassWaterCommon.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadow.hlsl"
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void Frag(PackedVaryingsToPS packedInput,
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out float4 outGBuffer0 : SV_Target0,
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out float4 outGBuffer1 : SV_Target1,
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out float4 outGBuffer2 : SV_Target2,
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out float4 outGBuffer3 : SV_Target3)
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
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FragInputs input = UnpackVaryingsToFragInputs(packedInput);
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// Compute the tile index
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uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize();
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// input.positionSS is SV_Position
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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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#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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// Get the surface and built in data
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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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// Support custom rendering when used by custom pass
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if (_CustomOutputForCustomPass != 0)
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{
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if (_CustomOutputForCustomPass == 1) // depth
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surfaceData.baseColor = posInput.linearDepth;
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else if (_CustomOutputForCustomPass == 2) // normal
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surfaceData.baseColor = surfaceData.normalWS;
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else if (_CustomOutputForCustomPass == 3) // tangent
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surfaceData.baseColor = input.tangentToWorld[0].xyz;
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}
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// Light layers need to be set manually here as there is no mesh renderer
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builtinData.renderingLayers = RENDERING_LAYERS_MASK;
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// The indirect diffuse term will be injected in the lighting pass
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builtinData.bakeDiffuseLighting = 0.0;
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// Compute the BSDF Data
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BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData);
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// If the camera is in the underwater region of this surface and the the camera is under the surface
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#if defined(SHADER_STAGE_FRAGMENT)
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bsdfData.frontFace = packedInput.cullFace;
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#endif
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// If we are on a back face, we need to flip the normals
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if (!bsdfData.frontFace)
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{
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// For now we simply flip the normals and kill the caustics
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bsdfData.normalWS = -bsdfData.normalWS;
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bsdfData.lowFrequencyNormalWS = -bsdfData.lowFrequencyNormalWS;
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}
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// In case the user asked for shadow to explicitly be affected by shadows
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if (_CausticsShadowIntensity < 1.0 && _DirectionalShadowIndex >= 0)
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{
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HDShadowContext shadowContext = InitShadowContext();
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DirectionalLightData light = _DirectionalLightDatas[_DirectionalShadowIndex];
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// TODO: this will cause us to load from the normal buffer first. Does this cause a performance problem?
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float3 L = -light.forward;
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// Is it worth sampling the shadow map?
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float sunShadow = 1.0f;
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if ((light.lightDimmer > 0) && (light.shadowDimmer > 0))
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sunShadow = lerp(_CausticsShadowIntensity, 1.0, GetDirectionalShadowAttenuation(shadowContext, posInput.positionSS, surfaceData.refractedPositionWS, GetNormalForShadowBias(bsdfData), light.shadowIndex, L));
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bsdfData.caustics = max(max(bsdfData.caustics - 1.0, 0) * sunShadow + 1.0, 0);
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}
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// Encode the water into the gbuffer
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EncodeIntoGBuffer(bsdfData, builtinData, posInput.positionSS, outGBuffer0, outGBuffer1, outGBuffer2, outGBuffer3);
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}
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