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