146 lines
5.8 KiB
HLSL
146 lines
5.8 KiB
HLSL
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#if (SHADERPASS != SHADERPASS_DEPTH_ONLY && SHADERPASS != SHADERPASS_SHADOWS && SHADERPASS != SHADERPASS_TRANSPARENT_DEPTH_PREPASS && SHADERPASS != SHADERPASS_TRANSPARENT_DEPTH_POSTPASS)
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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/RenderPipeline/ShaderPass/VertMesh.hlsl"
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#if (defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)) || defined(WRITE_RENDERING_LAYER)
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl"
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#endif
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PackedVaryingsType Vert(AttributesMesh inputMesh)
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{
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VaryingsType varyingsType;
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#if (SHADERPASS == SHADERPASS_DEPTH_ONLY) && defined(HAVE_RECURSIVE_RENDERING) && !defined(SCENESELECTIONPASS) && !defined(SCENEPICKINGPASS)
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// If we have a recursive raytrace object, we will not render it.
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// As we don't want to rely on renderqueue to exclude the object from the list,
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// we cull it by settings position to NaN value.
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// TODO: provide a solution to filter dyanmically recursive raytrace object in the DrawRenderer
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if (_EnableRecursiveRayTracing && _RayTracing > 0.0)
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{
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ZERO_INITIALIZE(VaryingsType, varyingsType); // Divide by 0 should produce a NaN and thus cull the primitive.
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}
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else
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#endif
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{
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varyingsType.vmesh = VertMesh(inputMesh);
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}
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return PackVaryingsType(varyingsType);
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}
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#ifdef TESSELLATION_ON
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PackedVaryingsToPS VertTesselation(VaryingsToDS input)
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{
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VaryingsToPS output;
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output.vmesh = VertMeshTesselation(input.vmesh);
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return PackVaryingsToPS(output);
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}
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/TessellationShare.hlsl"
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#endif // TESSELLATION_ON
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#if defined(WRITE_NORMAL_BUFFER) && defined(WRITE_MSAA_DEPTH)
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#define SV_TARGET_DECAL SV_Target2
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#elif defined(WRITE_NORMAL_BUFFER) || defined(WRITE_MSAA_DEPTH)
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#define SV_TARGET_DECAL SV_Target1
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#else
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#define SV_TARGET_DECAL SV_Target0
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#endif
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void Frag( PackedVaryingsToPS packedInput
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#if defined(SCENESELECTIONPASS) || defined(SCENEPICKINGPASS)
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, out float4 outColor : SV_Target0
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#else
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#ifdef WRITE_MSAA_DEPTH
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// We need the depth color as SV_Target0 for alpha to coverage
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, out float4 depthColor : SV_Target0
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#ifdef WRITE_NORMAL_BUFFER
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, out float4 outNormalBuffer : SV_Target1
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#endif
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#else
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#ifdef WRITE_NORMAL_BUFFER
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, out float4 outNormalBuffer : SV_Target0
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#endif
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#endif
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// Decal buffer must be last as it is bind but we can optionally write into it (based on _DISABLE_DECALS)
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#if (defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)) || defined(WRITE_RENDERING_LAYER)
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, out float4 outDecalBuffer : SV_TARGET_DECAL
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#endif
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#endif
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#if defined(_DEPTHOFFSET_ON) && !defined(SCENEPICKINGPASS)
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, out float outputDepth : DEPTH_OFFSET_SEMANTIC
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#endif
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)
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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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// 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);
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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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SurfaceData surfaceData;
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BuiltinData builtinData;
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GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData);
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#if defined(_DEPTHOFFSET_ON) && !defined(SCENEPICKINGPASS)
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outputDepth = posInput.deviceDepth;
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#if SHADERPASS == SHADERPASS_SHADOWS
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// If we are using the depth offset and manually outputting depth, the slope-scale depth bias is not properly applied
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// we need to manually apply.
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float bias = max(abs(ddx(posInput.deviceDepth)), abs(ddy(posInput.deviceDepth))) * _SlopeScaleDepthBias;
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outputDepth += bias;
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#endif
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#endif
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#ifdef SCENESELECTIONPASS
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// We use depth prepass for scene selection in the editor, this code allow to output the outline correctly
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outColor = float4(_ObjectId, _PassValue, 1.0, 1.0);
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#elif defined(SCENEPICKINGPASS)
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outColor = unity_SelectionID;
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#else
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// Depth and Alpha to coverage
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#ifdef WRITE_MSAA_DEPTH
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// In case we are rendering in MSAA, reading the an MSAA depth buffer is way too expensive. To avoid that, we export the depth to a color buffer
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depthColor = packedInput.vmesh.positionCS.z;
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// Alpha channel is used for alpha to coverage
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depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold);
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#endif
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#if defined(WRITE_NORMAL_BUFFER)
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EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer);
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#endif
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#if (defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)) || defined(WRITE_RENDERING_LAYER)
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DecalPrepassData decalPrepassData;
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#ifdef _DISABLE_DECALS
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ZERO_INITIALIZE(DecalPrepassData, decalPrepassData);
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#else
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// We don't have the right to access SurfaceData in a shaderpass.
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// However it would be painful to have to add a function like ConvertSurfaceDataToDecalPrepassData() to every Material to return geomNormalWS anyway
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// Here we will put the constrain that any Material requiring to support Decal, will need to have geomNormalWS as member of surfaceData (and we already require normalWS anyway)
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decalPrepassData.geomNormalWS = surfaceData.geomNormalWS;
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#endif
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decalPrepassData.renderingLayerMask = GetMeshRenderingLayerMask();
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EncodeIntoDecalPrepassBuffer(decalPrepassData, outDecalBuffer);
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#endif
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#endif // SCENESELECTIONPASS
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}
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