9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
285 lines
12 KiB
HLSL
285 lines
12 KiB
HLSL
#ifndef UNIVERSAL_GBUFFERUTIL_INCLUDED
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#define UNIVERSAL_GBUFFERUTIL_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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// inspired from [builtin_shaders]/CGIncludes/UnityGBuffer.cginc
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// Non-static meshes with real-time lighting need to write shadow mask, which in that case stores per-object occlusion probe values.
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#if !defined(LIGHTMAP_ON) && defined(LIGHTMAP_SHADOW_MIXING) && !defined(SHADOWS_SHADOWMASK)
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#define OUTPUT_SHADOWMASK 1 // subtractive
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#elif defined(SHADOWS_SHADOWMASK)
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#define OUTPUT_SHADOWMASK 2 // shadow mask
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#elif defined(_DEFERRED_MIXED_LIGHTING)
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#define OUTPUT_SHADOWMASK 3 // we don't know if it's subtractive or just shadowMap (from deferred lighting shader, LIGHTMAP_ON does not need to be defined)
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#else
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#endif
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#if _RENDER_PASS_ENABLED
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#define GBUFFER_OPTIONAL_SLOT_1 GBuffer4
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#define GBUFFER_OPTIONAL_SLOT_1_TYPE float
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#if OUTPUT_SHADOWMASK && defined(_LIGHT_LAYERS)
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#define GBUFFER_OPTIONAL_SLOT_2 GBuffer5
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#define GBUFFER_OPTIONAL_SLOT_3 GBuffer6
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#define GBUFFER_LIGHT_LAYERS GBuffer5
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#define GBUFFER_SHADOWMASK GBuffer6
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#elif OUTPUT_SHADOWMASK
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#define GBUFFER_OPTIONAL_SLOT_2 GBuffer5
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#define GBUFFER_SHADOWMASK GBuffer5
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#elif defined(_LIGHT_LAYERS)
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#define GBUFFER_OPTIONAL_SLOT_2 GBuffer5
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#define GBUFFER_LIGHT_LAYERS GBuffer5
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#endif //#if OUTPUT_SHADOWMASK && defined(_LIGHT_LAYERS)
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#else
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#define GBUFFER_OPTIONAL_SLOT_1_TYPE half4
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#if OUTPUT_SHADOWMASK && defined(_LIGHT_LAYERS)
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#define GBUFFER_OPTIONAL_SLOT_1 GBuffer4
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#define GBUFFER_OPTIONAL_SLOT_2 GBuffer5
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#define GBUFFER_LIGHT_LAYERS GBuffer4
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#define GBUFFER_SHADOWMASK GBuffer5
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#elif OUTPUT_SHADOWMASK
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#define GBUFFER_OPTIONAL_SLOT_1 GBuffer4
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#define GBUFFER_SHADOWMASK GBuffer4
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#elif defined(_LIGHT_LAYERS)
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#define GBUFFER_OPTIONAL_SLOT_1 GBuffer4
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#define GBUFFER_LIGHT_LAYERS GBuffer4
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#endif //#if OUTPUT_SHADOWMASK && defined(_LIGHT_LAYERS)
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#endif //#if _RENDER_PASS_ENABLED
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#define kLightingInvalid -1 // No dynamic lighting: can aliase any other material type as they are skipped using stencil
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#define kLightingLit 1 // lit shader
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#define kLightingSimpleLit 2 // Simple lit shader
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// clearcoat 3
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// backscatter 4
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// skin 5
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// Material flags
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#define kMaterialFlagReceiveShadowsOff 1 // Does not receive dynamic shadows
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#define kMaterialFlagSpecularHighlightsOff 2 // Does not receivce specular
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#define kMaterialFlagSubtractiveMixedLighting 4 // The geometry uses subtractive mixed lighting
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#define kMaterialFlagSpecularSetup 8 // Lit material use specular setup instead of metallic setup
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// Light flags.
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#define kLightFlagSubtractiveMixedLighting 4 // The light uses subtractive mixed lighting.
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struct FragmentOutput
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{
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half4 GBuffer0 : SV_Target0;
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half4 GBuffer1 : SV_Target1;
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half4 GBuffer2 : SV_Target2;
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half4 GBuffer3 : SV_Target3; // Camera color attachment
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#ifdef GBUFFER_OPTIONAL_SLOT_1
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GBUFFER_OPTIONAL_SLOT_1_TYPE GBuffer4 : SV_Target4;
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#endif
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#ifdef GBUFFER_OPTIONAL_SLOT_2
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half4 GBuffer5 : SV_Target5;
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#endif
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#ifdef GBUFFER_OPTIONAL_SLOT_3
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half4 GBuffer6 : SV_Target6;
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#endif
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};
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float PackMaterialFlags(uint materialFlags)
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{
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return materialFlags * (1.0h / 255.0h);
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}
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uint UnpackMaterialFlags(float packedMaterialFlags)
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{
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return uint((packedMaterialFlags * 255.0h) + 0.5h);
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}
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#ifdef _GBUFFER_NORMALS_OCT
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half3 PackNormal(half3 n)
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{
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float2 octNormalWS = PackNormalOctQuadEncode(n); // values between [-1, +1], must use fp32 on some platforms.
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float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); // values between [ 0, +1]
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return half3(PackFloat2To888(remappedOctNormalWS)); // values between [ 0, +1]
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}
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half3 UnpackNormal(half3 pn)
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{
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half2 remappedOctNormalWS = half2(Unpack888ToFloat2(pn)); // values between [ 0, +1]
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half2 octNormalWS = remappedOctNormalWS.xy * half(2.0) - half(1.0);// values between [-1, +1]
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return half3(UnpackNormalOctQuadEncode(octNormalWS)); // values between [-1, +1]
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}
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#else
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half3 PackNormal(half3 n)
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{ return n; } // values between [-1, +1]
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half3 UnpackNormal(half3 pn)
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{ return pn; } // values between [-1, +1]
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#endif
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// This will encode SurfaceData into GBuffer
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FragmentOutput SurfaceDataToGbuffer(SurfaceData surfaceData, InputData inputData, half3 globalIllumination, int lightingMode)
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{
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half3 packedNormalWS = PackNormal(inputData.normalWS);
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uint materialFlags = 0;
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// SimpleLit does not use _SPECULARHIGHLIGHTS_OFF to disable specular highlights.
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#ifdef _RECEIVE_SHADOWS_OFF
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materialFlags |= kMaterialFlagReceiveShadowsOff;
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#endif
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#if defined(LIGHTMAP_ON) && defined(_MIXED_LIGHTING_SUBTRACTIVE)
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materialFlags |= kMaterialFlagSubtractiveMixedLighting;
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#endif
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FragmentOutput output;
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output.GBuffer0 = half4(surfaceData.albedo.rgb, PackMaterialFlags(materialFlags)); // albedo albedo albedo materialFlags (sRGB rendertarget)
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output.GBuffer1 = half4(surfaceData.specular.rgb, surfaceData.occlusion); // specular specular specular occlusion
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output.GBuffer2 = half4(packedNormalWS, surfaceData.smoothness); // encoded-normal encoded-normal encoded-normal smoothness
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output.GBuffer3 = half4(globalIllumination, 1); // GI GI GI [optional: see OutputAlpha()] (lighting buffer)
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#if _RENDER_PASS_ENABLED
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output.GBuffer4 = inputData.positionCS.z;
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#endif
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#if OUTPUT_SHADOWMASK
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output.GBUFFER_SHADOWMASK = inputData.shadowMask; // will have unity_ProbesOcclusion value if subtractive lighting is used (baked)
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#endif
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#ifdef _LIGHT_LAYERS
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uint renderingLayers = GetMeshRenderingLightLayer();
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// Note: we need to mask out only 8bits of the layer mask before encoding it as otherwise any value > 255 will map to all layers active
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output.GBUFFER_LIGHT_LAYERS = float4((renderingLayers & 0x000000FF) / 255.0, 0.0, 0.0, 0.0);
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#endif
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return output;
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}
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// This decodes the Gbuffer into a SurfaceData struct
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SurfaceData SurfaceDataFromGbuffer(half4 gbuffer0, half4 gbuffer1, half4 gbuffer2, int lightingMode)
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{
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SurfaceData surfaceData;
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surfaceData.albedo = gbuffer0.rgb;
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uint materialFlags = UnpackMaterialFlags(gbuffer0.a);
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surfaceData.occlusion = 1.0; // Not used by SimpleLit material.
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surfaceData.specular = gbuffer1.rgb;
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half smoothness = gbuffer2.a;
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surfaceData.metallic = 0.0; // Not used by SimpleLit material.
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surfaceData.alpha = 1.0; // gbuffer only contains opaque materials
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surfaceData.smoothness = smoothness;
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surfaceData.emission = (half3)0; // Note: this is not made available at lighting pass in this renderer - emission contribution is included (with GI) in the value GBuffer3.rgb, that is used as a renderTarget during lighting
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surfaceData.normalTS = (half3)0; // Note: does this normalTS member need to be in SurfaceData? It looks like an intermediate value
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return surfaceData;
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}
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// This will encode SurfaceData into GBuffer
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FragmentOutput BRDFDataToGbuffer(BRDFData brdfData, InputData inputData, half smoothness, half3 globalIllumination, half occlusion = 1.0)
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{
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half3 packedNormalWS = PackNormal(inputData.normalWS);
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uint materialFlags = 0;
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#ifdef _RECEIVE_SHADOWS_OFF
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materialFlags |= kMaterialFlagReceiveShadowsOff;
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#endif
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half3 packedSpecular;
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#ifdef _SPECULAR_SETUP
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materialFlags |= kMaterialFlagSpecularSetup;
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packedSpecular = brdfData.specular.rgb;
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#else
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packedSpecular.r = brdfData.reflectivity;
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packedSpecular.gb = 0.0;
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#endif
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#ifdef _SPECULARHIGHLIGHTS_OFF
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// During the next deferred shading pass, we don't use a shader variant to disable specular calculations.
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// Instead, we can either silence specular contribution when writing the gbuffer, and/or reserve a bit in the gbuffer
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// and use this during shading to skip computations via dynamic branching. Fastest option depends on platforms.
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materialFlags |= kMaterialFlagSpecularHighlightsOff;
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packedSpecular = 0.0.xxx;
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#endif
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#if defined(LIGHTMAP_ON) && defined(_MIXED_LIGHTING_SUBTRACTIVE)
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materialFlags |= kMaterialFlagSubtractiveMixedLighting;
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#endif
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FragmentOutput output;
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output.GBuffer0 = half4(brdfData.albedo.rgb, PackMaterialFlags(materialFlags)); // diffuse diffuse diffuse materialFlags (sRGB rendertarget)
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output.GBuffer1 = half4(packedSpecular, occlusion); // metallic/specular specular specular occlusion
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output.GBuffer2 = half4(packedNormalWS, smoothness); // encoded-normal encoded-normal encoded-normal smoothness
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output.GBuffer3 = half4(globalIllumination, 1); // GI GI GI [optional: see OutputAlpha()] (lighting buffer)
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#if _RENDER_PASS_ENABLED
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output.GBuffer4 = inputData.positionCS.z;
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#endif
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#if OUTPUT_SHADOWMASK
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output.GBUFFER_SHADOWMASK = inputData.shadowMask; // will have unity_ProbesOcclusion value if subtractive lighting is used (baked)
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#endif
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#ifdef _LIGHT_LAYERS
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uint renderingLayers = GetMeshRenderingLightLayer();
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// Note: we need to mask out only 8bits of the layer mask before encoding it as otherwise any value > 255 will map to all layers active
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output.GBUFFER_LIGHT_LAYERS = float4((renderingLayers & 0x000000FF) / 255.0, 0.0, 0.0, 0.0);
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#endif
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return output;
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}
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// This decodes the Gbuffer into a SurfaceData struct
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BRDFData BRDFDataFromGbuffer(half4 gbuffer0, half4 gbuffer1, half4 gbuffer2)
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{
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half3 albedo = gbuffer0.rgb;
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half3 specular = gbuffer1.rgb;
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uint materialFlags = UnpackMaterialFlags(gbuffer0.a);
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half smoothness = gbuffer2.a;
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BRDFData brdfData = (BRDFData)0;
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half alpha = half(1.0); // NOTE: alpha can get modfied, forward writes it out (_ALPHAPREMULTIPLY_ON).
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half3 brdfDiffuse;
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half3 brdfSpecular;
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half reflectivity;
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half oneMinusReflectivity;
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if ((materialFlags & kMaterialFlagSpecularSetup) != 0)
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{
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// Specular setup
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reflectivity = ReflectivitySpecular(specular);
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oneMinusReflectivity = half(1.0) - reflectivity;
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brdfDiffuse = albedo * oneMinusReflectivity;
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brdfSpecular = specular;
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}
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else
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{
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// Metallic setup
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reflectivity = specular.r;
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oneMinusReflectivity = 1.0 - reflectivity;
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half metallic = MetallicFromReflectivity(reflectivity);
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brdfDiffuse = albedo * oneMinusReflectivity;
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brdfSpecular = lerp(kDieletricSpec.rgb, albedo, metallic);
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}
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InitializeBRDFDataDirect(albedo, brdfDiffuse, brdfSpecular, reflectivity, oneMinusReflectivity, smoothness, alpha, brdfData);
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return brdfData;
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}
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InputData InputDataFromGbufferAndWorldPosition(half4 gbuffer2, float3 wsPos)
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{
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InputData inputData = (InputData)0;
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inputData.positionWS = wsPos;
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inputData.normalWS = normalize(UnpackNormal(gbuffer2.xyz)); // normalize() is required because terrain shaders use additive blending for normals (not unit-length anymore)
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inputData.viewDirectionWS = GetWorldSpaceNormalizeViewDir(wsPos.xyz);
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// TODO: pass this info?
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inputData.shadowCoord = (float4)0;
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inputData.fogCoord = (half )0;
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inputData.vertexLighting = (half3 )0;
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inputData.bakedGI = (half3)0; // Note: this is not made available at lighting pass in this renderer - bakedGI contribution is included (with emission) in the value GBuffer3.rgb, that is used as a renderTarget during lighting
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return inputData;
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}
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#endif // UNIVERSAL_GBUFFERUTIL_INCLUDED
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