forked from BilalY/Rasagar
389 lines
16 KiB
HLSL
389 lines
16 KiB
HLSL
#ifndef UNIVERSAL_STENCIL_DEFERRED
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#define UNIVERSAL_STENCIL_DEFERRED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Deferred.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DynamicScaling.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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uint vertexID : SV_VertexID;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float3 screenUV : TEXCOORD1;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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#if defined(_SPOT)
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float4 _SpotLightScale;
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float4 _SpotLightBias;
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float4 _SpotLightGuard;
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#endif
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Varyings Vertex(Attributes input)
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{
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Varyings output = (Varyings)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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float3 positionOS = input.positionOS.xyz;
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#if defined(_SPOT)
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// Spot lights have an outer angle than can be up to 180 degrees, in which case the shape
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// becomes a capped hemisphere. There is no affine transforms to handle the particular cone shape,
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// so instead we will adjust the vertices positions in the vertex shader to get the tighest fit.
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[flatten] if (any(positionOS.xyz))
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{
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// The hemisphere becomes the rounded cap of the cone.
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positionOS.xyz = _SpotLightBias.xyz + _SpotLightScale.xyz * positionOS.xyz;
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positionOS.xyz = normalize(positionOS.xyz) * _SpotLightScale.w;
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// Slightly inflate the geometry to fit the analytic cone shape.
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// We want the outer rim to be expanded along xy axis only, while the rounded cap is extended along all axis.
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positionOS.xyz = (positionOS.xyz - float3(0, 0, _SpotLightGuard.w)) * _SpotLightGuard.xyz + float3(0, 0, _SpotLightGuard.w);
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}
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#endif
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#if defined(_DIRECTIONAL) || defined(_FOG) || defined(_CLEAR_STENCIL_PARTIAL) || (defined(_SSAO_ONLY) && defined(_SCREEN_SPACE_OCCLUSION))
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// Full screen render using a large triangle.
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output.positionCS = float4(positionOS.xy, UNITY_RAW_FAR_CLIP_VALUE, 1.0); // Force triangle to be on zfar
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#elif defined(_SSAO_ONLY) && !defined(_SCREEN_SPACE_OCCLUSION)
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// Deferred renderer does not know whether there is a SSAO feature or not at the C# scripting level.
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// However, this is known at the shader level because of the shader keyword SSAO feature enables.
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// If the keyword was not enabled, discard the SSAO_only pass by rendering the geometry outside the screen.
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output.positionCS = float4(positionOS.xy, -2, 1.0); // Force triangle to be discarded
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#else
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// Light shape geometry is projected as normal.
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VertexPositionInputs vertexInput = GetVertexPositionInputs(positionOS.xyz);
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output.positionCS = vertexInput.positionCS;
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#endif
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output.screenUV = output.positionCS.xyw;
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#if UNITY_UV_STARTS_AT_TOP
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output.screenUV.xy = output.screenUV.xy * float2(0.5, -0.5) + 0.5 * output.screenUV.z;
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#else
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output.screenUV.xy = output.screenUV.xy * 0.5 + 0.5 * output.screenUV.z;
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#endif
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output.screenUV.xy = DynamicScalingApplyScaleBias(output.screenUV.xy, float4(_RTHandleScale.xy, 0.0f, 0.0f));
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return output;
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}
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TEXTURE2D_X(_CameraDepthTexture);
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TEXTURE2D_X_HALF(_GBuffer0);
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TEXTURE2D_X_HALF(_GBuffer1);
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TEXTURE2D_X_HALF(_GBuffer2);
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#if _RENDER_PASS_ENABLED
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#define GBUFFER0 0
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#define GBUFFER1 1
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#define GBUFFER2 2
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#define GBUFFER3 3
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FRAMEBUFFER_INPUT_X_HALF(GBUFFER0);
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FRAMEBUFFER_INPUT_X_HALF(GBUFFER1);
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FRAMEBUFFER_INPUT_X_HALF(GBUFFER2);
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FRAMEBUFFER_INPUT_X_FLOAT(GBUFFER3);
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#if OUTPUT_SHADOWMASK && (defined(_WRITE_RENDERING_LAYERS) || defined(_LIGHT_LAYERS))
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#define GBUFFER4 4
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#define GBUFFER5 5
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TEXTURE2D_X_HALF(_GBuffer4);
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TEXTURE2D_X_HALF(_GBuffer5);
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FRAMEBUFFER_INPUT_X_HALF(GBUFFER4);
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FRAMEBUFFER_INPUT_X_HALF(GBUFFER5);
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#elif OUTPUT_SHADOWMASK || defined(_WRITE_RENDERING_LAYERS) || defined(_LIGHT_LAYERS)
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#define GBUFFER4 4
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TEXTURE2D_X_HALF(_GBuffer4);
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FRAMEBUFFER_INPUT_X_HALF(GBUFFER4);
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#endif
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#else
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#ifdef GBUFFER_OPTIONAL_SLOT_1
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TEXTURE2D_X_HALF(_GBuffer4);
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#endif
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#ifdef GBUFFER_OPTIONAL_SLOT_2
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TEXTURE2D_X(_GBuffer5);
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#endif
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#endif
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#ifdef GBUFFER_OPTIONAL_SLOT_3
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TEXTURE2D_X(_GBuffer6);
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#endif
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float4x4 _ScreenToWorld[2];
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// 2023.3 Deprecated. This is for backwards compatibility. Remove in the future.
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#define my_point_clamp_sampler sampler_PointClamp
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float3 _LightPosWS;
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half3 _LightColor;
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half4 _LightAttenuation; // .xy are used by DistanceAttenuation - .zw are used by AngleAttenuation *for SpotLights)
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half3 _LightDirection; // directional/spotLights support
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half4 _LightOcclusionProbInfo;
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int _LightFlags;
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int _ShadowLightIndex;
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uint _LightLayerMask;
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int _CookieLightIndex;
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half4 FragWhite(Varyings input) : SV_Target
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{
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return half4(1.0, 1.0, 1.0, 1.0);
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}
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half4 SampleAdditionalLightCookieDeferred(int perObjectLightIndex, float3 samplePositionWS)
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{
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float4 cookieUvRect = GetLightCookieAtlasUVRect(perObjectLightIndex);
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float4x4 worldToLight = GetLightCookieWorldToLightMatrix(perObjectLightIndex);
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float2 cookieUv = float2(0,0);
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#if defined(_SPOT)
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cookieUv = ComputeLightCookieUVSpot(worldToLight, samplePositionWS, cookieUvRect);
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#endif
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#if defined(_POINT)
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cookieUv = ComputeLightCookieUVPoint(worldToLight, samplePositionWS, cookieUvRect);
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#endif
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#if defined(_DIRECTIONAL)
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cookieUv = ComputeLightCookieUVDirectional(worldToLight, samplePositionWS, cookieUvRect, URP_TEXTURE_WRAP_MODE_REPEAT);
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#endif
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half4 cookieColor = SampleAdditionalLightsCookieAtlasTexture(cookieUv);
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cookieColor = half4(IsAdditionalLightsCookieAtlasTextureRGBFormat() ? cookieColor.rgb
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: IsAdditionalLightsCookieAtlasTextureAlphaFormat() ? cookieColor.aaa
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: cookieColor.rrr, 1);
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return cookieColor;
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}
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Light GetStencilLight(float3 posWS, float2 screen_uv, half4 shadowMask, uint materialFlags)
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{
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Light unityLight;
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bool materialReceiveShadowsOff = (materialFlags & kMaterialFlagReceiveShadowsOff) != 0;
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uint lightLayerMask =_LightLayerMask;
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#if defined(_DIRECTIONAL)
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#if defined(_DEFERRED_MAIN_LIGHT)
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unityLight = GetMainLight();
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// unity_LightData.z is set per mesh for forward renderer, we cannot cull lights in this fashion with deferred renderer.
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unityLight.distanceAttenuation = 1.0;
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if (!materialReceiveShadowsOff)
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{
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#if defined(_MAIN_LIGHT_SHADOWS_SCREEN) && !defined(_SURFACE_TYPE_TRANSPARENT)
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float4 shadowCoord = float4(screen_uv, 0.0, 1.0);
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#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
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float4 shadowCoord = TransformWorldToShadowCoord(posWS.xyz);
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#else
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float4 shadowCoord = float4(0, 0, 0, 0);
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#endif
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unityLight.shadowAttenuation = MainLightShadow(shadowCoord, posWS.xyz, shadowMask, _MainLightOcclusionProbes);
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}
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#if defined(_LIGHT_COOKIES)
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real3 cookieColor = SampleMainLightCookie(posWS);
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unityLight.color *= half3(cookieColor);
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#endif
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#else
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unityLight.direction = _LightDirection;
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unityLight.distanceAttenuation = 1.0;
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unityLight.shadowAttenuation = 1.0;
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unityLight.color = _LightColor.rgb;
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unityLight.layerMask = lightLayerMask;
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if (!materialReceiveShadowsOff)
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{
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#if defined(_ADDITIONAL_LIGHT_SHADOWS)
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unityLight.shadowAttenuation = AdditionalLightShadow(_ShadowLightIndex, posWS.xyz, _LightDirection, shadowMask, _LightOcclusionProbInfo);
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#endif
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}
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#ifdef _LIGHT_COOKIES
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// Enable/disable is done toggling the keyword _LIGHT_COOKIES, but we could do a "static if" instead if required.
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// if(_CookieLightIndex >= 0)
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{
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half3 cookieColor = SampleAdditionalLightCookieDeferred(_CookieLightIndex, posWS).xyz;
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unityLight.color *= cookieColor;
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}
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#endif
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#endif
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#else
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PunctualLightData light;
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light.posWS = _LightPosWS;
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light.radius2 = 0.0; // only used by tile-lights.
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light.color = float4(_LightColor, 0.0);
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light.attenuation = _LightAttenuation;
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light.spotDirection = _LightDirection;
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light.occlusionProbeInfo = _LightOcclusionProbInfo;
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light.flags = _LightFlags;
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light.layerMask = lightLayerMask;
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unityLight = UnityLightFromPunctualLightDataAndWorldSpacePosition(light, posWS.xyz, shadowMask, _ShadowLightIndex, materialReceiveShadowsOff);
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#ifdef _LIGHT_COOKIES
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// Enable/disable is done toggling the keyword _LIGHT_COOKIES, but we could do a "static if" instead if required.
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// if(_CookieLightIndex >= 0)
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{
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half3 cookieColor = SampleAdditionalLightCookieDeferred(_CookieLightIndex, posWS).xyz;
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unityLight.color *= cookieColor;
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}
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#endif
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#endif
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return unityLight;
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}
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half4 DeferredShading(Varyings input) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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float2 screen_uv = (input.screenUV.xy / input.screenUV.z);
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#if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
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float2 undistorted_screen_uv = screen_uv;
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UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
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{
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screen_uv = input.positionCS.xy * _ScreenSize.zw;
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}
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#endif
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half4 shadowMask = 1.0;
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#if _RENDER_PASS_ENABLED
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float d = LOAD_FRAMEBUFFER_X_INPUT(GBUFFER3, input.positionCS.xy).x;
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half4 gbuffer0 = LOAD_FRAMEBUFFER_X_INPUT(GBUFFER0, input.positionCS.xy);
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half4 gbuffer1 = LOAD_FRAMEBUFFER_X_INPUT(GBUFFER1, input.positionCS.xy);
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half4 gbuffer2 = LOAD_FRAMEBUFFER_X_INPUT(GBUFFER2, input.positionCS.xy);
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#if defined(_DEFERRED_MIXED_LIGHTING)
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shadowMask = LOAD_FRAMEBUFFER_X_INPUT(GBUFFER4, input.positionCS.xy);
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#endif
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#else
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// Using SAMPLE_TEXTURE2D is faster than using LOAD_TEXTURE2D on iOS platforms (5% faster shader).
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// Possible reason: HLSLcc upcasts Load() operation to float, which doesn't happen for Sample()?
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float d = SAMPLE_TEXTURE2D_X_LOD(_CameraDepthTexture, sampler_PointClamp, screen_uv, 0).x; // raw depth value has UNITY_REVERSED_Z applied on most platforms.
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half4 gbuffer0 = SAMPLE_TEXTURE2D_X_LOD(_GBuffer0, sampler_PointClamp, screen_uv, 0);
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half4 gbuffer1 = SAMPLE_TEXTURE2D_X_LOD(_GBuffer1, sampler_PointClamp, screen_uv, 0);
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half4 gbuffer2 = SAMPLE_TEXTURE2D_X_LOD(_GBuffer2, sampler_PointClamp, screen_uv, 0);
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#if defined(_DEFERRED_MIXED_LIGHTING)
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shadowMask = SAMPLE_TEXTURE2D_X_LOD(MERGE_NAME(_, GBUFFER_SHADOWMASK), sampler_PointClamp, screen_uv, 0);
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#endif
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#endif
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half surfaceDataOcclusion = gbuffer1.a;
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uint materialFlags = UnpackMaterialFlags(gbuffer0.a);
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half3 color = 0.0.xxx;
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half alpha = 1.0;
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#if defined(_DEFERRED_MIXED_LIGHTING)
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// If both lights and geometry are static, then no realtime lighting to perform for this combination.
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[branch] if ((_LightFlags & materialFlags) == kMaterialFlagSubtractiveMixedLighting)
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return half4(color, alpha); // Cannot discard because stencil must be updated.
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#endif
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#if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
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UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
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{
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input.positionCS.xy = undistorted_screen_uv * _ScreenSize.xy;
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}
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#endif
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#if defined(USING_STEREO_MATRICES)
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int eyeIndex = unity_StereoEyeIndex;
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#else
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int eyeIndex = 0;
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#endif
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float4 posWS = mul(_ScreenToWorld[eyeIndex], float4(input.positionCS.xy, d, 1.0));
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posWS.xyz *= rcp(posWS.w);
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Light unityLight = GetStencilLight(posWS.xyz, screen_uv, shadowMask, materialFlags);
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#ifdef _LIGHT_LAYERS
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#if _RENDER_PASS_ENABLED
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float renderingLayers = LOAD_FRAMEBUFFER_X_INPUT(GBUFFER4, input.positionCS.xy).x;
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#else
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float4 renderingLayers = SAMPLE_TEXTURE2D_X_LOD(MERGE_NAME(_, GBUFFER_LIGHT_LAYERS), sampler_PointClamp, screen_uv, 0);
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#endif
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uint meshRenderingLayers = DecodeMeshRenderingLayer(renderingLayers);
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[branch] if (!IsMatchingLightLayer(unityLight.layerMask, meshRenderingLayers))
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return half4(color, alpha); // Cannot discard because stencil must be updated.
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#endif
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#if defined(_SCREEN_SPACE_OCCLUSION) && !defined(_SURFACE_TYPE_TRANSPARENT)
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AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(screen_uv);
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unityLight.color *= aoFactor.directAmbientOcclusion;
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#if defined(_DIRECTIONAL) && defined(_DEFERRED_FIRST_LIGHT)
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// What we want is really to apply the mininum occlusion value between the baked occlusion from surfaceDataOcclusion and real-time occlusion from SSAO.
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// But we already applied the baked occlusion during gbuffer pass, so we have to cancel it out here.
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// We must also avoid divide-by-0 that the reciprocal can generate.
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half occlusion = aoFactor.indirectAmbientOcclusion < surfaceDataOcclusion ? aoFactor.indirectAmbientOcclusion * rcp(surfaceDataOcclusion) : 1.0;
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alpha = occlusion;
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#endif
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#endif
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InputData inputData = InputDataFromGbufferAndWorldPosition(gbuffer2, posWS.xyz);
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#if defined(_LIT)
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#if SHADER_API_MOBILE || SHADER_API_SWITCH
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// Specular highlights are still silenced by setting specular to 0.0 during gbuffer pass and GPU timing is still reduced.
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bool materialSpecularHighlightsOff = false;
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#else
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bool materialSpecularHighlightsOff = (materialFlags & kMaterialFlagSpecularHighlightsOff);
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#endif
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BRDFData brdfData = BRDFDataFromGbuffer(gbuffer0, gbuffer1, gbuffer2);
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color = LightingPhysicallyBased(brdfData, unityLight, inputData.normalWS, inputData.viewDirectionWS, materialSpecularHighlightsOff);
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#elif defined(_SIMPLELIT)
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SurfaceData surfaceData = SurfaceDataFromGbuffer(gbuffer0, gbuffer1, gbuffer2, kLightingSimpleLit);
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half3 attenuatedLightColor = unityLight.color * (unityLight.distanceAttenuation * unityLight.shadowAttenuation);
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half3 diffuseColor = LightingLambert(attenuatedLightColor, unityLight.direction, inputData.normalWS);
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half smoothness = exp2(10 * surfaceData.smoothness + 1);
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half3 specularColor = LightingSpecular(attenuatedLightColor, unityLight.direction, inputData.normalWS, inputData.viewDirectionWS, half4(surfaceData.specular, 1), smoothness);
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// TODO: if !defined(_SPECGLOSSMAP) && !defined(_SPECULAR_COLOR), force specularColor to 0 in gbuffer code
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color = diffuseColor * surfaceData.albedo + specularColor;
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#endif
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return half4(color, alpha);
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}
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half4 FragFog(Varyings input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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#if _RENDER_PASS_ENABLED
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float d = LOAD_FRAMEBUFFER_X_INPUT(GBUFFER3, input.positionCS.xy).x;
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#else
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float d = LOAD_TEXTURE2D_X(_CameraDepthTexture, input.positionCS.xy).x;
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#endif
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float eye_z = LinearEyeDepth(d, _ZBufferParams);
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float clip_z = UNITY_MATRIX_P[2][2] * -eye_z + UNITY_MATRIX_P[2][3];
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half fogFactor = ComputeFogFactor(clip_z);
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half fogIntensity = ComputeFogIntensity(fogFactor);
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return half4(unity_FogColor.rgb, fogIntensity);
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}
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half4 FragSSAOOnly(Varyings input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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float2 screen_uv = (input.screenUV.xy / input.screenUV.z);
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AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(screen_uv);
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half surfaceDataOcclusion = SAMPLE_TEXTURE2D_X_LOD(_GBuffer1, sampler_PointClamp, screen_uv, 0).a;
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// What we want is really to apply the mininum occlusion value between the baked occlusion from surfaceDataOcclusion and real-time occlusion from SSAO.
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// But we already applied the baked occlusion during gbuffer pass, so we have to cancel it out here.
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// We must also avoid divide-by-0 that the reciprocal can generate.
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half occlusion = aoFactor.indirectAmbientOcclusion < surfaceDataOcclusion ? aoFactor.indirectAmbientOcclusion * rcp(surfaceDataOcclusion) : 1.0;
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return half4(0.0, 0.0, 0.0, occlusion);
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}
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#endif //UNIVERSAL_STENCIL_DEFERRED
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