UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPassDecal.hlsl
2024-10-27 10:53:47 +03:00

375 lines
14 KiB
HLSL

#if (SHADERPASS != SHADERPASS_DEPTHONLY) && (SHADERPASS != SHADERPASS_DBUFFER_PROJECTOR) && (SHADERPASS != SHADERPASS_DBUFFER_MESH) && (SHADERPASS != SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) && (SHADERPASS != SHADERPASS_FORWARD_EMISSIVE_MESH) && (SHADERPASS != SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) && (SHADERPASS != SHADERPASS_DECAL_SCREEN_SPACE_MESH) && (SHADERPASS != SHADERPASS_DECAL_GBUFFER_PROJECTOR) && (SHADERPASS != SHADERPASS_DECAL_GBUFFER_MESH)
#error SHADERPASS_is_not_correctly_define
#endif
#if !defined(SHADERPASS)
#error SHADERPASS_is_not_define
#endif
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR)
#define DECAL_PROJECTOR
#endif
#if (SHADERPASS == SHADERPASS_DBUFFER_MESH) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
#define DECAL_MESH
#endif
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DBUFFER_MESH)
#define DECAL_DBUFFER
#endif
#if (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_SCREEN_SPACE_MESH)
#define DECAL_SCREEN_SPACE
#endif
#if (SHADERPASS == SHADERPASS_DECAL_GBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_DECAL_GBUFFER_MESH)
#define DECAL_GBUFFER
#endif
#if (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_MESH)
#define DECAL_FORWARD_EMISSIVE
#endif
#if ((!defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_ALBEDO)) || (defined(_MATERIAL_AFFECTS_NORMAL) && defined(_MATERIAL_AFFECTS_NORMAL_BLEND))) && (defined(DECAL_SCREEN_SPACE) || defined(DECAL_GBUFFER))
#define DECAL_RECONSTRUCT_NORMAL
#elif defined(DECAL_ANGLE_FADE)
#define DECAL_LOAD_NORMAL
#endif
#ifdef _DECAL_LAYERS
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareRenderingLayerTexture.hlsl"
#endif
#if defined(DECAL_LOAD_NORMAL)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl"
#endif
#if defined(DECAL_PROJECTOR) || defined(DECAL_RECONSTRUCT_NORMAL)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#endif
#ifdef DECAL_MESH
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DecalMeshBiasTypeEnum.cs.hlsl"
#endif
#ifdef DECAL_RECONSTRUCT_NORMAL
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/NormalReconstruction.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
void MeshDecalsPositionZBias(inout Varyings input)
{
#if UNITY_REVERSED_Z
input.positionCS.z -= _DecalMeshDepthBias;
#else
input.positionCS.z += _DecalMeshDepthBias;
#endif
}
void InitializeInputData(Varyings input, float3 positionWS, half3 normalWS, half3 viewDirectionWS, out InputData inputData)
{
inputData = (InputData)0;
inputData.positionWS = positionWS;
inputData.normalWS = normalWS;
inputData.viewDirectionWS = viewDirectionWS;
#if defined(VARYINGS_NEED_SHADOW_COORD) && defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
inputData.shadowCoord = input.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
inputData.shadowCoord = TransformWorldToShadowCoord(positionWS);
#else
inputData.shadowCoord = float4(0, 0, 0, 0);
#endif
#ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
inputData.fogCoord = InitializeInputDataFog(float4(positionWS, 1.0), input.fogFactorAndVertexLight.x);
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
#endif
#if defined(VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV) && defined(DYNAMICLIGHTMAP_ON)
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV.xy, half3(input.sh), normalWS);
#if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
#endif
#elif defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
#if !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
inputData.bakedGI = SAMPLE_GI(input.sh,
GetAbsolutePositionWS(inputData.positionWS),
inputData.normalWS,
inputData.viewDirectionWS,
input.positionCS.xy,
input.probeOcclusion,
inputData.shadowMask);
#else
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, half3(input.sh), normalWS);
#if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
#endif
#endif
#endif
#if defined(DEBUG_DISPLAY)
#if defined(VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV) && defined(DYNAMICLIGHTMAP_ON)
inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
#endif
#if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV) && defined(LIGHTMAP_ON)
inputData.staticLightmapUV = input.staticLightmapUV;
#elif defined(VARYINGS_NEED_SH)
inputData.vertexSH = input.sh;
#endif
#if defined(USE_APV_PROBE_OCCLUSION)
inputData.probeOcclusion = input.probeOcclusion;
#endif
#endif
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
}
void GetSurface(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData)
{
surfaceData.albedo = decalSurfaceData.baseColor.rgb;
surfaceData.metallic = saturate(decalSurfaceData.metallic);
surfaceData.specular = 0;
surfaceData.smoothness = saturate(decalSurfaceData.smoothness);
surfaceData.occlusion = decalSurfaceData.occlusion;
surfaceData.emission = decalSurfaceData.emissive;
surfaceData.alpha = saturate(decalSurfaceData.baseColor.w);
surfaceData.clearCoatMask = 0;
surfaceData.clearCoatSmoothness = 1;
}
PackedVaryings Vert(Attributes inputMesh)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
#ifdef DECAL_MESH
if (_DecalMeshBiasType == DECALMESHDEPTHBIASTYPE_VIEW_BIAS) // TODO: Check performance of branch
{
float3 viewDirectionOS = GetObjectSpaceNormalizeViewDir(inputMesh.positionOS);
inputMesh.positionOS += viewDirectionOS * (_DecalMeshViewBias);
}
output = BuildVaryings(inputMesh);
if (_DecalMeshBiasType == DECALMESHDEPTHBIASTYPE_DEPTH_BIAS) // TODO: Check performance of branch
{
MeshDecalsPositionZBias(output);
}
#else
output = BuildVaryings(inputMesh);
#endif
#if defined(VARYINGS_NEED_STATIC_LIGHTMAP_UV)
OUTPUT_LIGHTMAP_UV(inputMesh.uv1, unity_LightmapST, output.staticLightmapUV);
#endif
#if defined(VARYINGS_NEED_DYNAMIC_LIGHTMAP_UV) && defined(DYNAMICLIGHTMAP_ON)
output.dynamicLightmapUV.xy = inputMesh.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
#if defined(VARYINGS_NEED_SH) && !defined(LIGHTMAP_ON)
output.sh = float3(SampleSHVertex(half3(output.normalWS)));
#endif
PackedVaryings packedOutput = (PackedVaryings)0;
packedOutput = PackVaryings(output);
return packedOutput;
}
void Frag(PackedVaryings packedInput,
#if defined(DECAL_DBUFFER)
OUTPUT_DBUFFER(outDBuffer)
#elif defined(DECAL_SCREEN_SPACE)
out half4 outColor : SV_Target0
#elif defined(DECAL_GBUFFER)
out FragmentOutput fragmentOutput
#elif defined(DECAL_FORWARD_EMISSIVE)
out half4 outEmissive : SV_Target0
#elif defined(SCENEPICKINGPASS)
out float4 outColor : SV_Target0
#else
#error SHADERPASS_is_not_correctly_define
#endif
)
{
#ifdef SCENEPICKINGPASS
outColor = _SelectionID;
#else
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
UNITY_SETUP_INSTANCE_ID(packedInput);
Varyings input = UnpackVaryings(packedInput);
half angleFadeFactor = 1.0;
float2 positionCS = input.positionCS.xy;
// Only screen space needs flip logic, other passes do not setup needed properties so we skip here
#if defined(DECAL_SCREEN_SPACE)
TransformScreenUV(positionCS, _ScreenSize.y);
#endif
#ifdef _DECAL_LAYERS
#ifdef _RENDER_PASS_ENABLED
uint surfaceRenderingLayer = DecodeMeshRenderingLayer(LOAD_FRAMEBUFFER_X_INPUT(GBUFFER4, positionCS.xy).r);
#else
uint surfaceRenderingLayer = LoadSceneRenderingLayer(positionCS.xy);
#endif
uint projectorRenderingLayer = uint(UNITY_ACCESS_INSTANCED_PROP(Decal, _DecalLayerMaskFromDecal));
// This is simple trick to clip if there is no matching layers
// Part (surfaceRenderingLayer & projectorRenderingLayer) will produce 0, 1, 2 ...
// Finally we subtract with small value to remmap only zero to negative value
clip((surfaceRenderingLayer & projectorRenderingLayer) - 0.1);
#endif
#if defined(DECAL_PROJECTOR)
#if UNITY_REVERSED_Z
#if _RENDER_PASS_ENABLED
float depth = LOAD_FRAMEBUFFER_X_INPUT(GBUFFER3, positionCS.xy).x;
#else
float depth = LoadSceneDepth(positionCS.xy);
#endif
#else
#if _RENDER_PASS_ENABLED
float depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, LOAD_FRAMEBUFFER_X_INPUT(GBUFFER3, positionCS.xy));
#else
// Adjust z to match NDC for OpenGL
float depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, LoadSceneDepth(positionCS.xy));
#endif
#endif
#endif
#if defined(DECAL_RECONSTRUCT_NORMAL)
#if defined(_DECAL_NORMAL_BLEND_HIGH)
half3 normalWS = half3(ReconstructNormalTap9(positionCS.xy));
#elif defined(_DECAL_NORMAL_BLEND_MEDIUM)
half3 normalWS = half3(ReconstructNormalTap5(positionCS.xy));
#else
half3 normalWS = half3(ReconstructNormalDerivative(input.positionCS.xy));
#endif
#elif defined(DECAL_LOAD_NORMAL)
half3 normalWS = half3(LoadSceneNormals(positionCS.xy));
#endif
float2 positionSS = FoveatedRemapNonUniformToLinearCS(input.positionCS.xy) * _ScreenSize.zw;
#ifdef DECAL_PROJECTOR
float3 positionWS = ComputeWorldSpacePosition(positionSS, depth, UNITY_MATRIX_I_VP);
#ifdef VARYINGS_NEED_POSITION_WS
input.positionWS = positionWS;
#endif
// Transform from relative world space to decal space (DS) to clip the decal
float3 positionDS = TransformWorldToObject(positionWS);
positionDS = positionDS * float3(1.0, -1.0, 1.0);
// call clip as early as possible
float clipValue = 0.5 - Max3(abs(positionDS).x, abs(positionDS).y, abs(positionDS).z);
clip(clipValue);
float2 texCoord = positionDS.xz + float2(0.5, 0.5);
#ifdef VARYINGS_NEED_TEXCOORD0
input.texCoord0.xy = texCoord;
#endif
#ifdef VARYINGS_NEED_TEXCOORD1
input.texCoord1.xy = texCoord;
#endif
#ifdef VARYINGS_NEED_TEXCOORD2
input.texCoord2.xy = texCoord;
#endif
#ifdef VARYINGS_NEED_TEXCOORD3
input.texCoord3.xy = texCoord;
#endif
#ifdef DECAL_ANGLE_FADE
// Check if this decal projector require angle fading
half4x4 normalToWorld = UNITY_ACCESS_INSTANCED_PROP(Decal, _NormalToWorld);
half2 angleFade = half2(normalToWorld[1][3], normalToWorld[2][3]);
if (angleFade.y < 0.0f) // if angle fade is enabled
{
half3 decalNormal = half3(normalToWorld[0].z, normalToWorld[1].z, normalToWorld[2].z);
half dotAngle = dot(normalWS, decalNormal);
// See equation in DecalCreateDrawCallSystem.cs - simplified to a madd mul add here
angleFadeFactor = saturate(angleFade.x + angleFade.y * (dotAngle * (dotAngle - 2.0)));
}
#endif
#else // Decal mesh
float3 positionWS = input.positionWS.xyz;
#endif
half3 viewDirectionWS = GetWorldSpaceNormalizeViewDir(positionWS);
DecalSurfaceData surfaceData;
GetSurfaceData(input, input.positionCS, angleFadeFactor, surfaceData);
#if defined(DECAL_DBUFFER)
ENCODE_INTO_DBUFFER(surfaceData, outDBuffer);
#elif defined(DECAL_SCREEN_SPACE)
// Blend normal with background
#ifdef DECAL_RECONSTRUCT_NORMAL
surfaceData.normalWS.xyz = normalize(lerp(normalWS.xyz, surfaceData.normalWS.xyz, surfaceData.normalWS.w));
#endif
InputData inputData;
InitializeInputData(input, positionWS, surfaceData.normalWS.xyz, viewDirectionWS, inputData);
SurfaceData surface = (SurfaceData)0;
GetSurface(surfaceData, surface);
half4 color = UniversalFragmentPBR(inputData, surface);
color.rgb = MixFog(color.rgb, inputData.fogCoord);
outColor = color;
#elif defined(DECAL_GBUFFER)
// Need to reconstruct normal here for inputData.bakedGI, but also save off surfaceData.normalWS for correct GBuffer blending
half3 normalToPack = surfaceData.normalWS.xyz;
#ifdef DECAL_RECONSTRUCT_NORMAL
surfaceData.normalWS.xyz = normalize(lerp(normalWS.xyz, surfaceData.normalWS.xyz, surfaceData.normalWS.w));
#endif
InputData inputData;
InitializeInputData(input, positionWS, surfaceData.normalWS.xyz, viewDirectionWS, inputData);
SurfaceData surface = (SurfaceData)0;
GetSurface(surfaceData, surface);
BRDFData brdfData;
InitializeBRDFData(surface.albedo, surface.metallic, 0, surface.smoothness, surface.alpha, brdfData);
// Skip GI if there is no abledo
#ifdef _MATERIAL_AFFECTS_ALBEDO
Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
MixRealtimeAndBakedGI(mainLight, surfaceData.normalWS.xyz, inputData.bakedGI, inputData.shadowMask);
half3 color = GlobalIllumination(brdfData, inputData.bakedGI, surface.occlusion, surfaceData.normalWS.xyz, inputData.viewDirectionWS);
#else
half3 color = 0;
#endif
// We can not use usual GBuffer functions (etc. BRDFDataToGbuffer) as we use alpha for blending
#pragma warning (disable : 3578) // The output value isn't completely initialized.
half3 packedNormalWS = PackNormal(normalToPack);
fragmentOutput.GBuffer0 = half4(surfaceData.baseColor.rgb, surfaceData.baseColor.a);
fragmentOutput.GBuffer1 = 0;
fragmentOutput.GBuffer2 = half4(packedNormalWS, surfaceData.normalWS.a);
fragmentOutput.GBuffer3 = half4(surfaceData.emissive + color, surfaceData.baseColor.a);
#if OUTPUT_SHADOWMASK
fragmentOutput.GBuffer4 = inputData.shadowMask; // will have unity_ProbesOcclusion value if subtractive lighting is used (baked)
#endif
#pragma warning (default : 3578) // Restore output value isn't completely initialized.
#elif defined(DECAL_FORWARD_EMISSIVE)
// Emissive need to be pre-exposed
outEmissive.rgb = surfaceData.emissive * GetCurrentExposureMultiplier();
outEmissive.a = surfaceData.baseColor.a;
#else
#endif
#endif
}