#ifndef UNIVERSAL_DEFERRED_INCLUDED #define UNIVERSAL_DEFERRED_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" #define PREFERRED_CBUFFER_SIZE (64 * 1024) #define SIZEOF_VEC4_TILEDATA 1 // uint4 #define SIZEOF_VEC4_PUNCTUALLIGHTDATA 6 // 6 * float4 #define MAX_DEPTHRANGE_PER_CBUFFER_BATCH (PREFERRED_CBUFFER_SIZE / 4) // Should be ushort, but extra unpacking code is "too expensive" #define MAX_TILES_PER_CBUFFER_PATCH (PREFERRED_CBUFFER_SIZE / (16 * SIZEOF_VEC4_TILEDATA)) #define MAX_PUNCTUALLIGHT_PER_CBUFFER_BATCH (PREFERRED_CBUFFER_SIZE / (16 * SIZEOF_VEC4_PUNCTUALLIGHTDATA)) #define MAX_REL_LIGHT_INDICES_PER_CBUFFER_BATCH (PREFERRED_CBUFFER_SIZE / 4) // Should be ushort, but extra unpacking code is "too expensive" // Keep in sync with kUseCBufferForDepthRange. // Keep in sync with kUseCBufferForTileData. // Keep in sync with kUseCBufferForLightData. // Keep in sync with kUseCBufferForLightList. #if defined(SHADER_API_SWITCH) #define USE_CBUFFER_FOR_DEPTHRANGE 0 #define USE_CBUFFER_FOR_TILELIST 0 #define USE_CBUFFER_FOR_LIGHTDATA 1 #define USE_CBUFFER_FOR_LIGHTLIST 0 #elif defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE) #define USE_CBUFFER_FOR_DEPTHRANGE 1 #define USE_CBUFFER_FOR_TILELIST 1 #define USE_CBUFFER_FOR_LIGHTDATA 1 #define USE_CBUFFER_FOR_LIGHTLIST 1 #else #define USE_CBUFFER_FOR_DEPTHRANGE 0 #define USE_CBUFFER_FOR_TILELIST 0 #define USE_CBUFFER_FOR_LIGHTDATA 1 #define USE_CBUFFER_FOR_LIGHTLIST 0 #endif // This structure is used in StructuredBuffer. // TODO move some of the properties to half storage (color, attenuation, spotDirection, flag to 16bits, occlusionProbeInfo) struct PunctualLightData { float3 posWS; float radius2; // squared radius float4 color; float4 attenuation; // .xy are used by DistanceAttenuation - .zw are used by AngleAttenuation (for SpotLights) float3 spotDirection; // spotLights support int flags; // Light flags (enum kLightFlags and LightFlag in C# code) float4 occlusionProbeInfo; uint layerMask; // Optional light layer mask }; Light UnityLightFromPunctualLightDataAndWorldSpacePosition(PunctualLightData punctualLightData, float3 positionWS, half4 shadowMask, int shadowLightIndex, bool materialFlagReceiveShadowsOff) { // Keep in sync with GetAdditionalPerObjectLight in Lighting.hlsl half4 probesOcclusion = shadowMask; Light light; float3 lightVector = punctualLightData.posWS - positionWS.xyz; float distanceSqr = max(dot(lightVector, lightVector), HALF_MIN); half3 lightDirection = half3(lightVector * rsqrt(distanceSqr)); // full-float precision required on some platforms float attenuation = DistanceAttenuation(distanceSqr, punctualLightData.attenuation.xy) * AngleAttenuation(punctualLightData.spotDirection.xyz, lightDirection, punctualLightData.attenuation.zw); light.direction = lightDirection; light.color = punctualLightData.color.rgb; light.distanceAttenuation = attenuation; [branch] if (materialFlagReceiveShadowsOff) light.shadowAttenuation = 1.0; else { light.shadowAttenuation = AdditionalLightShadow(shadowLightIndex, positionWS, lightDirection, shadowMask, punctualLightData.occlusionProbeInfo); } light.layerMask = punctualLightData.layerMask; return light; } #endif