116 lines
4.0 KiB
HLSL
116 lines
4.0 KiB
HLSL
#ifndef UNIVERSAL_COPY_DEPTH_PASS_INCLUDED
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#define UNIVERSAL_COPY_DEPTH_PASS_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#if defined(_DEPTH_MSAA_2)
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#define MSAA_SAMPLES 2
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#elif defined(_DEPTH_MSAA_4)
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#define MSAA_SAMPLES 4
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#elif defined(_DEPTH_MSAA_8)
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#define MSAA_SAMPLES 8
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#else
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#define MSAA_SAMPLES 1
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#endif
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struct Attributes
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{
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#if _USE_DRAW_PROCEDURAL
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uint vertexID : SV_VertexID;
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#else
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float4 positionHCS : POSITION;
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float2 uv : TEXCOORD0;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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Varyings vert(Attributes input)
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{
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Varyings output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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// Note: CopyDepth pass is setup with a mesh already in CS
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// Therefore, we can just output vertex position
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// We need to handle y-flip in a way that all existing shaders using _ProjectionParams.x work.
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// Otherwise we get flipping issues like this one (case https://issuetracker.unity3d.com/issues/lwrp-depth-texture-flipy)
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// Unity flips projection matrix in non-OpenGL platforms and when rendering to a render texture.
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// If URP is rendering to RT:
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// - Source Depth is upside down. We need to copy depth by using a shader that has flipped matrix as well so we have same orientaiton for source and copy depth.
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// - This also guarantess to be standard across if we are using a depth prepass.
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// - When shaders (including shader graph) render objects that sample depth they adjust uv sign with _ProjectionParams.x. (https://docs.unity3d.com/Manual/SL-PlatformDifferences.html)
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// - All good.
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// If URP is NOT rendering to RT neither rendering with OpenGL:
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// - Source Depth is NOT fliped. We CANNOT flip when copying depth and don't flip when sampling. (ProjectionParams.x == 1)
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#if _USE_DRAW_PROCEDURAL
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output.positionCS = GetQuadVertexPosition(input.vertexID);
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output.positionCS.xy = output.positionCS.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f); //convert to -1..1
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output.uv = GetQuadTexCoord(input.vertexID);
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#else
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output.positionCS = float4(input.positionHCS.xyz, 1.0);
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output.uv = input.uv;
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#endif
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output.positionCS.y *= _ScaleBiasRt.x;
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return output;
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}
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#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
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#define DEPTH_TEXTURE_MS(name, samples) Texture2DMSArray<float, samples> name
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#define DEPTH_TEXTURE(name) TEXTURE2D_ARRAY_FLOAT(name)
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#define LOAD(uv, sampleIndex) LOAD_TEXTURE2D_ARRAY_MSAA(_CameraDepthAttachment, uv, unity_StereoEyeIndex, sampleIndex)
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#define SAMPLE(uv) SAMPLE_TEXTURE2D_ARRAY(_CameraDepthAttachment, sampler_CameraDepthAttachment, uv, unity_StereoEyeIndex).r
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#else
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#define DEPTH_TEXTURE_MS(name, samples) Texture2DMS<float, samples> name
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#define DEPTH_TEXTURE(name) TEXTURE2D_FLOAT(name)
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#define LOAD(uv, sampleIndex) LOAD_TEXTURE2D_MSAA(_CameraDepthAttachment, uv, sampleIndex)
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#define SAMPLE(uv) SAMPLE_DEPTH_TEXTURE(_CameraDepthAttachment, sampler_CameraDepthAttachment, uv)
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#endif
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#if MSAA_SAMPLES == 1
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DEPTH_TEXTURE(_CameraDepthAttachment);
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SAMPLER(sampler_CameraDepthAttachment);
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#else
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DEPTH_TEXTURE_MS(_CameraDepthAttachment, MSAA_SAMPLES);
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float4 _CameraDepthAttachment_TexelSize;
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#endif
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#if UNITY_REVERSED_Z
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#define DEPTH_DEFAULT_VALUE 1.0
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#define DEPTH_OP min
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#else
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#define DEPTH_DEFAULT_VALUE 0.0
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#define DEPTH_OP max
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#endif
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float SampleDepth(float2 uv)
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{
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#if MSAA_SAMPLES == 1
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return SAMPLE(uv);
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#else
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int2 coord = int2(uv * _CameraDepthAttachment_TexelSize.zw);
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float outDepth = DEPTH_DEFAULT_VALUE;
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UNITY_UNROLL
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for (int i = 0; i < MSAA_SAMPLES; ++i)
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outDepth = DEPTH_OP(LOAD(coord, i), outDepth);
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return outDepth;
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#endif
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}
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float frag(Varyings input) : SV_Depth
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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return SampleDepth(input.uv);
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}
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#endif
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