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#if SHADERPASS != SHADERPASS_FORWARD_UNLIT
#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 + (uint)_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"
float GetDeExposureMultiplier()
{
#if defined(DISABLE_UNLIT_DEEXPOSURE)
return 1.0;
#else
return _DeExposureMultiplier;
#endif
}
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);
// input.positionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
#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);
outResult = EvaluateAtmosphericScattering(posInput, V, outResult);
#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;
}