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