#ifndef UNIVERSAL_GBUFFERUTIL_INCLUDED #define UNIVERSAL_GBUFFERUTIL_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" // inspired from [builtin_shaders]/CGIncludes/UnityGBuffer.cginc // Non-static meshes with real-time lighting need to write shadow mask, which in that case stores per-object occlusion probe values. #if !defined(LIGHTMAP_ON) && defined(_MIXED_LIGHTING_SUBTRACTIVE) #define USE_SHADOWMASK 1 #else #define USE_SHADOWMASK 0 #endif #define kLightingInvalid -1 // No dynamic lighting: can aliase any other material type as they are skipped using stencil #define kLightingSimpleLit 2 // Simple lit shader // clearcoat 3 // backscatter 4 // skin 5 #define kMaterialFlagReceiveShadowsOff 1 // Does not receive dynamic shadows #define kMaterialFlagSpecularHighlightsOff 2 // Does not receivce specular #define kMaterialFlagSubtractiveMixedLighting 4 // The geometry uses subtractive mixed lighting #define kLightFlagSubtractiveMixedLighting 4 // The light uses subtractive mixed lighting. struct FragmentOutput { half4 GBuffer0 : SV_Target0; half4 GBuffer1 : SV_Target1; half4 GBuffer2 : SV_Target2; half4 GBuffer3 : SV_Target3; // Camera color attachment #if USE_SHADOWMASK half4 GBuffer4 : SV_Target4; #endif }; float PackMaterialFlags(uint materialFlags) { return materialFlags * (1.0h / 255.0h); } uint UnpackMaterialFlags(float packedMaterialFlags) { return uint((packedMaterialFlags * 255.0h) + 0.5h); } // This will encode SurfaceData into GBuffer FragmentOutput SurfaceDataToGbuffer(SurfaceData surfaceData, InputData inputData, half3 globalIllumination, int lightingMode) { #if _GBUFFER_NORMALS_OCT float2 octNormalWS = PackNormalOctQuadEncode(inputData.normalWS); // values between [-1, +1], must use fp32 on Nintendo Switch. float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); // values between [ 0, 1] half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); // values between [ 0, 1] // See SimpleLitInput.hlsl, SampleSpecularSmoothness(). half packedSmoothness; if (lightingMode == kLightingSimpleLit) packedSmoothness = 0.1h * log2(surfaceData.smoothness) - 0.1h; // values between [ 0, 1] else packedSmoothness = surfaceData.smoothness; // values between [ 0, 1] #else half3 packedNormalWS = inputData.normalWS; // values between [-1, 1] // See SimpleLitInput.hlsl, SampleSpecularSmoothness(). half packedSmoothness; if (lightingMode == kLightingSimpleLit) packedSmoothness = 0.2h * log2(surfaceData.smoothness) - 0.2h - 1.0h; // values between [-1, 1] else packedSmoothness = surfaceData.smoothness * 2.0h - 1.0h; // values between [-1, 1] #endif uint materialFlags = 0; // SimpleLit does not use _SPECULARHIGHLIGHTS_OFF to disable specular highlights. #ifdef _RECEIVE_SHADOWS_OFF materialFlags |= kMaterialFlagReceiveShadowsOff; #endif #if defined(LIGHTMAP_ON) && defined(_MIXED_LIGHTING_SUBTRACTIVE) materialFlags |= kMaterialFlagSubtractiveMixedLighting; #endif FragmentOutput output; output.GBuffer0 = half4(surfaceData.albedo.rgb, PackMaterialFlags(materialFlags)); // albedo albedo albedo materialFlags (sRGB rendertarget) output.GBuffer1 = half4(surfaceData.specular.rgb, 0); // specular specular specular [unused] (sRGB rendertarget) output.GBuffer2 = half4(packedNormalWS, packedSmoothness); // encoded-normal encoded-normal encoded-normal packed-smoothness output.GBuffer3 = half4(globalIllumination, 0); // GI GI GI [not_available] (lighting buffer) #if USE_SHADOWMASK output.GBuffer4 = unity_ProbesOcclusion; #endif return output; } // This decodes the Gbuffer into a SurfaceData struct SurfaceData SurfaceDataFromGbuffer(half4 gbuffer0, half4 gbuffer1, half4 gbuffer2, int lightingMode) { SurfaceData surfaceData; surfaceData.albedo = gbuffer0.rgb; uint materialFlags = UnpackMaterialFlags(gbuffer0.a); surfaceData.occlusion = 1.0; // Not used by SimpleLit material. surfaceData.specular = gbuffer1.rgb; half smoothness; #if _GBUFFER_NORMALS_OCT if (lightingMode == kLightingSimpleLit) smoothness = exp2(10.0h * gbuffer2.a + 1.0h); else smoothness = gbuffer2.a; #else if (lightingMode == kLightingSimpleLit) smoothness = exp2(5.0h * gbuffer2.a + 6.0h); else smoothness = gbuffer2.a * 0.5h + 0.5h; #endif surfaceData.metallic = 0.0; // Not used by SimpleLit material. surfaceData.alpha = 1.0; // gbuffer only contains opaque materials surfaceData.smoothness = smoothness; surfaceData.emission = (half3)0; // Note: this is not made available at lighting pass in this renderer - emission contribution is included (with GI) in the value GBuffer3.rgb, that is used as a renderTarget during lighting surfaceData.normalTS = (half3)0; // Note: does this normalTS member need to be in SurfaceData? It looks like an intermediate value return surfaceData; } // This will encode SurfaceData into GBuffer FragmentOutput BRDFDataToGbuffer(BRDFData brdfData, InputData inputData, half smoothness, half3 globalIllumination) { #if _GBUFFER_NORMALS_OCT float2 octNormalWS = PackNormalOctQuadEncode(inputData.normalWS); // values between [-1, +1], must use fp32 on Nintendo Switch. float2 remappedOctNormalWS = octNormalWS * 0.5 + 0.5; // values between [ 0, 1] half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); half packedSmoothness = smoothness; #else half3 packedNormalWS = inputData.normalWS; // values between [-1, 1] half packedSmoothness = smoothness * 2.0h - 1.0h; #endif uint materialFlags = 0; #ifdef _RECEIVE_SHADOWS_OFF materialFlags |= kMaterialFlagReceiveShadowsOff; #endif half3 specular = brdfData.specular.rgb; #ifdef _SPECULARHIGHLIGHTS_OFF // During the next deferred shading pass, we don't use a shader variant to disable specular calculations. // Instead, we can either silence specular contribution when writing the gbuffer, and/or reserve a bit in the gbuffer // and use this during shading to skip computations via dynamic branching. Fastest option depends on platforms. materialFlags |= kMaterialFlagSpecularHighlightsOff; specular = 0.0.xxx; #endif #if defined(LIGHTMAP_ON) && defined(_MIXED_LIGHTING_SUBTRACTIVE) materialFlags |= kMaterialFlagSubtractiveMixedLighting; #endif FragmentOutput output; output.GBuffer0 = half4(brdfData.diffuse.rgb, PackMaterialFlags(materialFlags)); // diffuse diffuse diffuse materialFlags (sRGB rendertarget) output.GBuffer1 = half4(specular, brdfData.reflectivity); // specular specular specular reflectivity (sRGB rendertarget) output.GBuffer2 = half4(packedNormalWS, packedSmoothness); // encoded-normal encoded-normal encoded-normal smoothness output.GBuffer3 = half4(globalIllumination, 0); // GI GI GI [not_available] (lighting buffer) #if USE_SHADOWMASK output.GBuffer4 = unity_ProbesOcclusion; #endif return output; } // This decodes the Gbuffer into a SurfaceData struct BRDFData BRDFDataFromGbuffer(half4 gbuffer0, half4 gbuffer1, half4 gbuffer2) { half3 diffuse = gbuffer0.rgb; uint materialFlags = UnpackMaterialFlags(gbuffer0.a); half3 specular = gbuffer1.rgb; half reflectivity = gbuffer1.a; half oneMinusReflectivity = 1.0h - reflectivity; #if _GBUFFER_NORMALS_OCT half smoothness = gbuffer2.a; #else half smoothness = gbuffer2.a * 0.5h + 0.5h; #endif BRDFData brdfData = (BRDFData)0; half alpha = 1.0; // NOTE: alpha can get modfied, forward writes it out (_ALPHAPREMULTIPLY_ON). InitializeBRDFDataDirect(diffuse, specular, reflectivity, oneMinusReflectivity, smoothness, alpha, brdfData); return brdfData; } InputData InputDataFromGbufferAndWorldPosition(half4 gbuffer2, float3 wsPos) { InputData inputData; inputData.positionWS = wsPos; #if _GBUFFER_NORMALS_OCT half2 remappedOctNormalWS = Unpack888ToFloat2(gbuffer2.xyz); // values between [ 0, 1] half2 octNormalWS = remappedOctNormalWS.xy * 2.0h - 1.0h; // values between [-1, +1] inputData.normalWS = UnpackNormalOctQuadEncode(octNormalWS); #else inputData.normalWS = normalize(gbuffer2.xyz); // values between [-1, +1] #endif inputData.viewDirectionWS = SafeNormalize(GetWorldSpaceViewDir(wsPos.xyz)); // TODO: pass this info? inputData.shadowCoord = (float4)0; inputData.fogCoord = (half )0; inputData.vertexLighting = (half3 )0; inputData.bakedGI = (half3)0; // Note: this is not made available at lighting pass in this renderer - bakedGI contribution is included (with emission) in the value GBuffer3.rgb, that is used as a renderTarget during lighting return inputData; } #endif // UNIVERSAL_GBUFFERUTIL_INCLUDED