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