73 lines
2.2 KiB
HLSL
73 lines
2.2 KiB
HLSL
#if SHADERPASS != SHADERPASS_GBUFFER
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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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PackedVaryingsType Vert(AttributesMesh inputMesh)
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{
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VaryingsType varyingsType;
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#if defined(HAVE_RECURSIVE_RENDERING)
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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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void Frag( PackedVaryingsToPS packedInput,
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OUTPUT_GBUFFER(outGBuffer)
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#ifdef _DEPTHOFFSET_ON
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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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ENCODE_INTO_GBUFFER(surfaceData, builtinData, posInput.positionSS, outGBuffer);
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#ifdef _DEPTHOFFSET_ON
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outputDepth = posInput.deviceDepth;
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#endif
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}
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