Rasagar/Library/PackageCache/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl
2024-08-26 23:07:20 +03:00

146 lines
5.8 KiB
HLSL

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