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#if SHADERPASS != SHADERPASS_FORWARD
#error SHADERPASS_is_not_correctly_define
#endif
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/LineRendering/ShaderPass/LineRenderingOffscreenShading.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl"
ByteAddressBuffer _CounterBuffer;
PackedVaryingsType Vert(uint vertexID : SV_VertexID)
{
VaryingsType varyingsType;
ZERO_INITIALIZE(VaryingsType, varyingsType);
{
int idxs[] = { 0, 1, 2, 2, 1, 3 };
int vertId = idxs[vertexID % 6];
float2 uvScreen = float2(vertId & 0x1, (vertId >> 1) & 0x1);
int startRow = 0;
int endRow = startRow + _ShadingSampleVisibilityCount / OffscreenAtlasWidth;
float2 minMaxRowsUV = 1.0 - (float2(startRow, endRow) / float(OffscreenAtlasHeight));
uvScreen.y = clamp(uvScreen.y, minMaxRowsUV.y - 2.0 / (float)OffscreenAtlasHeight, minMaxRowsUV.x);
varyingsType.vmesh.positionCS = float4(uvScreen * 2.0 - 1.0, UNITY_NEAR_CLIP_VALUE, 1.0);
}
return PackVaryingsType(varyingsType);
}
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplayMaterial.hlsl"
void Frag(PackedVaryingsToPS packedInput, out float4 outColor : SV_Target0)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
FragInputs input = UnpackVaryingsToFragInputs(packedInput);
OffscreenShadingFillFragInputs(packedInput.vmesh.positionCS.xy, input);
// We need to readapt the SS position as our screen space positions are for a low res buffer, but we try to access a full res buffer.
input.positionSS.xy = _OffScreenRendering > 0 ? (uint2)round(input.positionSS.xy * _OffScreenDownsampleFactor) : input.positionSS.xy;
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
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData);
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData);
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
outColor = float4(0.0, 0.0, 0.0, 0.0);
// We need to skip lighting when doing debug pass because the debug pass is done before lighting so some buffers may not be properly initialized potentially causing crashes on PS4.
#ifdef DEBUG_DISPLAY
bool viewMaterial = GetMaterialDebugColor(outColor, input, builtinData, posInput, surfaceData, bsdfData);
if (!viewMaterial)
{
if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_DIFFUSE_COLOR || _DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_SPECULAR_COLOR)
{
float3 result = float3(0.0, 0.0, 0.0);
GetPBRValidatorDebug(surfaceData, result);
outColor = float4(result, 1.0f);
}
else if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_TRANSPARENCY_OVERDRAW)
{
float4 result = _DebugTransparencyOverdrawWeight * float4(TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_A);
outColor = result;
}
else
#endif
{
uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_OPAQUE;
LightLoopOutput lightLoopOutput;
LightLoop(V, posInput, preLightData, bsdfData, builtinData, featureFlags, lightLoopOutput);
// Alias
float3 diffuseLighting = lightLoopOutput.diffuseLighting;
float3 specularLighting = lightLoopOutput.specularLighting;
diffuseLighting *= GetCurrentExposureMultiplier();
specularLighting *= GetCurrentExposureMultiplier();
outColor = ApplyBlendMode(diffuseLighting, specularLighting, builtinData.opacity);
#ifdef _ENABLE_FOG_ON_TRANSPARENT
{
float3 volColor, volOpacity;
EvaluateAtmosphericScattering(posInput, V, volColor, volOpacity); // Premultiplied alpha
outColor.rgb = outColor.rgb * (1 - volOpacity) + volColor;
}
#endif
}
#ifdef DEBUG_DISPLAY
}
#endif
}