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