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