Firstborn/Library/PackageCache/com.unity.render-pipelines..../ShaderLibrary/DBuffer.hlsl
Schaken-Mods 9092858a58 updated to the latest editor
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!
2023-05-07 17:43:11 -05:00

214 lines
7.8 KiB
HLSL

#ifndef UNIVERSAL_DBUFFER_INCLUDED
#define UNIVERSAL_DBUFFER_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DecalInput.hlsl"
#if (defined(_DBUFFER_MRT1) || defined(_DBUFFER_MRT2) || defined(_DBUFFER_MRT3)) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define _DBUFFER
#endif
#define DBufferType0 half4
#define DBufferType1 half4
#define DBufferType2 half4
#if defined(_DBUFFER_MRT3)
#define OUTPUT_DBUFFER(NAME) \
out DBufferType0 MERGE_NAME(NAME, 0) : SV_Target0, \
out DBufferType1 MERGE_NAME(NAME, 1) : SV_Target1, \
out DBufferType2 MERGE_NAME(NAME, 2) : SV_Target2
#define DECLARE_DBUFFER_TEXTURE(NAME) \
TEXTURE2D_X_HALF(MERGE_NAME(NAME, 0)); \
TEXTURE2D_X_HALF(MERGE_NAME(NAME, 1)); \
TEXTURE2D_X_HALF(MERGE_NAME(NAME, 2));
#define FETCH_DBUFFER(NAME, TEX, unCoord2) \
DBufferType0 MERGE_NAME(NAME, 0) = LOAD_TEXTURE2D_X(MERGE_NAME(TEX, 0), unCoord2); \
DBufferType1 MERGE_NAME(NAME, 1) = LOAD_TEXTURE2D_X(MERGE_NAME(TEX, 1), unCoord2); \
DBufferType2 MERGE_NAME(NAME, 2) = LOAD_TEXTURE2D_X(MERGE_NAME(TEX, 2), unCoord2);
#define ENCODE_INTO_DBUFFER(DECAL_SURFACE_DATA, NAME) EncodeIntoDBuffer(DECAL_SURFACE_DATA, MERGE_NAME(NAME,0), MERGE_NAME(NAME,1), MERGE_NAME(NAME,2))
#define DECODE_FROM_DBUFFER(NAME, DECAL_SURFACE_DATA) DecodeFromDBuffer(MERGE_NAME(NAME,0), MERGE_NAME(NAME,1), MERGE_NAME(NAME,2), DECAL_SURFACE_DATA)
#elif defined(_DBUFFER_MRT2)
#define OUTPUT_DBUFFER(NAME) \
out DBufferType0 MERGE_NAME(NAME, 0) : SV_Target0, \
out DBufferType1 MERGE_NAME(NAME, 1) : SV_Target1
#define DECLARE_DBUFFER_TEXTURE(NAME) \
TEXTURE2D_X_HALF(MERGE_NAME(NAME, 0)); \
TEXTURE2D_X_HALF(MERGE_NAME(NAME, 1));
#define FETCH_DBUFFER(NAME, TEX, unCoord2) \
DBufferType0 MERGE_NAME(NAME, 0) = LOAD_TEXTURE2D_X(MERGE_NAME(TEX, 0), unCoord2); \
DBufferType1 MERGE_NAME(NAME, 1) = LOAD_TEXTURE2D_X(MERGE_NAME(TEX, 1), unCoord2);
#define ENCODE_INTO_DBUFFER(DECAL_SURFACE_DATA, NAME) EncodeIntoDBuffer(DECAL_SURFACE_DATA, MERGE_NAME(NAME,0), MERGE_NAME(NAME,1))
#define DECODE_FROM_DBUFFER(NAME, DECAL_SURFACE_DATA) DecodeFromDBuffer(MERGE_NAME(NAME,0), MERGE_NAME(NAME,1), DECAL_SURFACE_DATA)
#else
#define OUTPUT_DBUFFER(NAME) \
out DBufferType0 MERGE_NAME(NAME, 0) : SV_Target0
#define DECLARE_DBUFFER_TEXTURE(NAME) \
TEXTURE2D_X_HALF(MERGE_NAME(NAME, 0));
#define FETCH_DBUFFER(NAME, TEX, unCoord2) \
DBufferType0 MERGE_NAME(NAME, 0) = LOAD_TEXTURE2D_X(MERGE_NAME(TEX, 0), unCoord2);
#define ENCODE_INTO_DBUFFER(DECAL_SURFACE_DATA, NAME) EncodeIntoDBuffer(DECAL_SURFACE_DATA, MERGE_NAME(NAME,0))
#define DECODE_FROM_DBUFFER(NAME, DECAL_SURFACE_DATA) DecodeFromDBuffer(MERGE_NAME(NAME,0), DECAL_SURFACE_DATA)
#endif
void EncodeIntoDBuffer(DecalSurfaceData surfaceData
, out DBufferType0 outDBuffer0
#if defined(_DBUFFER_MRT2) || defined(_DBUFFER_MRT3)
, out DBufferType1 outDBuffer1
#endif
#if defined(_DBUFFER_MRT3)
, out DBufferType2 outDBuffer2
#endif
)
{
outDBuffer0 = surfaceData.baseColor;
#if defined(_DBUFFER_MRT2) || defined(_DBUFFER_MRT3)
outDBuffer1 = half4(surfaceData.normalWS.xyz * 0.5 + 0.5, surfaceData.normalWS.w);
#endif
#if defined(_DBUFFER_MRT3)
outDBuffer2 = half4(surfaceData.metallic, surfaceData.occlusion, surfaceData.smoothness, surfaceData.MAOSAlpha);
#endif
}
void DecodeFromDBuffer(
DBufferType0 inDBuffer0
#if defined(_DBUFFER_MRT2) || defined(_DBUFFER_MRT3)
, DBufferType1 inDBuffer1
#endif
#if defined(_DBUFFER_MRT3) || defined(DECALS_4RT)
, DBufferType2 inDBuffer2
#endif
, out DecalSurfaceData surfaceData
)
{
ZERO_INITIALIZE(DecalSurfaceData, surfaceData);
surfaceData.baseColor = inDBuffer0;
#if defined(_DBUFFER_MRT2) || defined(_DBUFFER_MRT3)
// Use (254.0 / 255.0) instead of 0.5 to allow to encode 0 perfectly (encode as 127)
// Range goes from -0.99607 to 1.0039
surfaceData.normalWS.xyz = inDBuffer1.xyz * 2.0 - (254.0 / 255.0);
surfaceData.normalWS.w = inDBuffer1.w;
#endif
#if defined(_DBUFFER_MRT3)
surfaceData.metallic = inDBuffer2.x;
surfaceData.occlusion = inDBuffer2.y;
surfaceData.smoothness = inDBuffer2.z;
surfaceData.MAOSAlpha = inDBuffer2.w;
#endif
}
DECLARE_DBUFFER_TEXTURE(_DBufferTexture);
void ApplyDecal(float4 positionCS,
inout half3 baseColor,
inout half3 specularColor,
inout half3 normalWS,
inout half metallic,
inout half occlusion,
inout half smoothness)
{
FETCH_DBUFFER(DBuffer, _DBufferTexture, int2(positionCS.xy));
DecalSurfaceData decalSurfaceData;
DECODE_FROM_DBUFFER(DBuffer, decalSurfaceData);
// using alpha compositing https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch23.html, mean weight of 1 is neutral
// Note: We only test weight (i.e decalSurfaceData.xxx.w is < 1.0) if it can save something
baseColor.xyz = baseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz;
#if defined(_DBUFFER_MRT2) || defined(_DBUFFER_MRT3)
// Always test the normal as we can have decompression artifact
if (decalSurfaceData.normalWS.w < 1.0)
{
normalWS.xyz = normalize(normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz);
}
#endif
#if defined(_DBUFFER_MRT3)
#ifdef _SPECULAR_SETUP
if (decalSurfaceData.MAOSAlpha.x < 1.0)
{
half3 decalSpecularColor = ComputeFresnel0((decalSurfaceData.baseColor.w < 1.0) ? decalSurfaceData.baseColor.xyz : half3(1.0, 1.0, 1.0), decalSurfaceData.metallic, DEFAULT_SPECULAR_VALUE);
specularColor = specularColor * decalSurfaceData.MAOSAlpha + decalSpecularColor * (1.0f - decalSurfaceData.MAOSAlpha);
}
#else
metallic = metallic * decalSurfaceData.MAOSAlpha + decalSurfaceData.metallic;
#endif
occlusion = occlusion * decalSurfaceData.MAOSAlpha + decalSurfaceData.occlusion;
smoothness = smoothness * decalSurfaceData.MAOSAlpha + decalSurfaceData.smoothness;
#endif
}
void ApplyDecalToBaseColor(float4 positionCS, inout half3 baseColor)
{
FETCH_DBUFFER(DBuffer, _DBufferTexture, int2(positionCS.xy));
DecalSurfaceData decalSurfaceData;
DECODE_FROM_DBUFFER(DBuffer, decalSurfaceData);
// using alpha compositing https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch23.html, mean weight of 1 is neutral
// Note: We only test weight (i.e decalSurfaceData.xxx.w is < 1.0) if it can save something
baseColor.xyz = baseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz;
}
void ApplyDecalToBaseColorAndNormal(float4 positionCS, inout half3 baseColor, inout half3 normalWS)
{
half3 specular = 0;
half metallic = 0;
half occlusion = 0;
half smoothness = 0;
ApplyDecal(positionCS,
baseColor,
specular,
normalWS,
metallic,
occlusion,
smoothness);
}
void ApplyDecalToSurfaceData(float4 positionCS, inout SurfaceData surfaceData, inout InputData inputData)
{
#ifdef _SPECULAR_SETUP
half metallic = 0;
ApplyDecal(positionCS,
surfaceData.albedo,
surfaceData.specular,
inputData.normalWS,
metallic,
surfaceData.occlusion,
surfaceData.smoothness);
#else
half3 specular = 0;
ApplyDecal(positionCS,
surfaceData.albedo,
specular,
inputData.normalWS,
surfaceData.metallic,
surfaceData.occlusion,
surfaceData.smoothness);
#endif
}
#endif // UNIVERSAL_DBUFFER_INCLUDED