116 lines
4.0 KiB
HLSL
116 lines
4.0 KiB
HLSL
|
#ifndef UNIVERSAL_COPY_DEPTH_PASS_INCLUDED
|
||
|
#define UNIVERSAL_COPY_DEPTH_PASS_INCLUDED
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
|
|
||
|
#if defined(_DEPTH_MSAA_2)
|
||
|
#define MSAA_SAMPLES 2
|
||
|
#elif defined(_DEPTH_MSAA_4)
|
||
|
#define MSAA_SAMPLES 4
|
||
|
#elif defined(_DEPTH_MSAA_8)
|
||
|
#define MSAA_SAMPLES 8
|
||
|
#else
|
||
|
#define MSAA_SAMPLES 1
|
||
|
#endif
|
||
|
|
||
|
struct Attributes
|
||
|
{
|
||
|
#if _USE_DRAW_PROCEDURAL
|
||
|
uint vertexID : SV_VertexID;
|
||
|
#else
|
||
|
float4 positionHCS : POSITION;
|
||
|
float2 uv : TEXCOORD0;
|
||
|
#endif
|
||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
};
|
||
|
|
||
|
struct Varyings
|
||
|
{
|
||
|
float4 positionCS : SV_POSITION;
|
||
|
float2 uv : TEXCOORD0;
|
||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
};
|
||
|
|
||
|
Varyings vert(Attributes input)
|
||
|
{
|
||
|
Varyings output;
|
||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||
|
|
||
|
// Note: CopyDepth pass is setup with a mesh already in CS
|
||
|
// Therefore, we can just output vertex position
|
||
|
|
||
|
// We need to handle y-flip in a way that all existing shaders using _ProjectionParams.x work.
|
||
|
// Otherwise we get flipping issues like this one (case https://issuetracker.unity3d.com/issues/lwrp-depth-texture-flipy)
|
||
|
|
||
|
// Unity flips projection matrix in non-OpenGL platforms and when rendering to a render texture.
|
||
|
// If URP is rendering to RT:
|
||
|
// - Source Depth is upside down. We need to copy depth by using a shader that has flipped matrix as well so we have same orientaiton for source and copy depth.
|
||
|
// - This also guarantess to be standard across if we are using a depth prepass.
|
||
|
// - When shaders (including shader graph) render objects that sample depth they adjust uv sign with _ProjectionParams.x. (https://docs.unity3d.com/Manual/SL-PlatformDifferences.html)
|
||
|
// - All good.
|
||
|
// If URP is NOT rendering to RT neither rendering with OpenGL:
|
||
|
// - Source Depth is NOT fliped. We CANNOT flip when copying depth and don't flip when sampling. (ProjectionParams.x == 1)
|
||
|
#if _USE_DRAW_PROCEDURAL
|
||
|
output.positionCS = GetQuadVertexPosition(input.vertexID);
|
||
|
output.positionCS.xy = output.positionCS.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f); //convert to -1..1
|
||
|
output.uv = GetQuadTexCoord(input.vertexID);
|
||
|
#else
|
||
|
output.positionCS = float4(input.positionHCS.xyz, 1.0);
|
||
|
output.uv = input.uv;
|
||
|
#endif
|
||
|
output.positionCS.y *= _ScaleBiasRt.x;
|
||
|
return output;
|
||
|
}
|
||
|
|
||
|
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
|
||
|
#define DEPTH_TEXTURE_MS(name, samples) Texture2DMSArray<float, samples> name
|
||
|
#define DEPTH_TEXTURE(name) TEXTURE2D_ARRAY_FLOAT(name)
|
||
|
#define LOAD(uv, sampleIndex) LOAD_TEXTURE2D_ARRAY_MSAA(_CameraDepthAttachment, uv, unity_StereoEyeIndex, sampleIndex)
|
||
|
#define SAMPLE(uv) SAMPLE_TEXTURE2D_ARRAY(_CameraDepthAttachment, sampler_CameraDepthAttachment, uv, unity_StereoEyeIndex).r
|
||
|
#else
|
||
|
#define DEPTH_TEXTURE_MS(name, samples) Texture2DMS<float, samples> name
|
||
|
#define DEPTH_TEXTURE(name) TEXTURE2D_FLOAT(name)
|
||
|
#define LOAD(uv, sampleIndex) LOAD_TEXTURE2D_MSAA(_CameraDepthAttachment, uv, sampleIndex)
|
||
|
#define SAMPLE(uv) SAMPLE_DEPTH_TEXTURE(_CameraDepthAttachment, sampler_CameraDepthAttachment, uv)
|
||
|
#endif
|
||
|
|
||
|
#if MSAA_SAMPLES == 1
|
||
|
DEPTH_TEXTURE(_CameraDepthAttachment);
|
||
|
SAMPLER(sampler_CameraDepthAttachment);
|
||
|
#else
|
||
|
DEPTH_TEXTURE_MS(_CameraDepthAttachment, MSAA_SAMPLES);
|
||
|
float4 _CameraDepthAttachment_TexelSize;
|
||
|
#endif
|
||
|
|
||
|
#if UNITY_REVERSED_Z
|
||
|
#define DEPTH_DEFAULT_VALUE 1.0
|
||
|
#define DEPTH_OP min
|
||
|
#else
|
||
|
#define DEPTH_DEFAULT_VALUE 0.0
|
||
|
#define DEPTH_OP max
|
||
|
#endif
|
||
|
|
||
|
float SampleDepth(float2 uv)
|
||
|
{
|
||
|
#if MSAA_SAMPLES == 1
|
||
|
return SAMPLE(uv);
|
||
|
#else
|
||
|
int2 coord = int2(uv * _CameraDepthAttachment_TexelSize.zw);
|
||
|
float outDepth = DEPTH_DEFAULT_VALUE;
|
||
|
|
||
|
UNITY_UNROLL
|
||
|
for (int i = 0; i < MSAA_SAMPLES; ++i)
|
||
|
outDepth = DEPTH_OP(LOAD(coord, i), outDepth);
|
||
|
return outDepth;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
float frag(Varyings input) : SV_Depth
|
||
|
{
|
||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||
|
return SampleDepth(input.uv);
|
||
|
}
|
||
|
|
||
|
#endif
|