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