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[2022.3][URP] Fixing an issue with Strict Variant Matching when using…
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… Deferred Rendering (UUM-58537)

Fixes UUM-58537.
Sets up the StencilDeferred shader in the same way as is done in 2023 by splitting up the code in to a .hlsl file. Changes some multi compile declarations to defines.
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ellioman authored and Evergreen committed Jan 18, 2024
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#ifndef UNIVERSAL_STENCIL_DEFERRED
#define UNIVERSAL_STENCIL_DEFERRED

#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Deferred.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"

struct Attributes
{
float4 positionOS : POSITION;
uint vertexID : SV_VertexID;
UNITY_VERTEX_INPUT_INSTANCE_ID
};

struct Varyings
{
float4 positionCS : SV_POSITION;
float3 screenUV : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};

#if defined(_SPOT)
float4 _SpotLightScale;
float4 _SpotLightBias;
float4 _SpotLightGuard;
#endif

Varyings Vertex(Attributes input)
{
Varyings output = (Varyings)0;

UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);

float3 positionOS = input.positionOS.xyz;

#if defined(_SPOT)
// Spot lights have an outer angle than can be up to 180 degrees, in which case the shape
// becomes a capped hemisphere. There is no affine transforms to handle the particular cone shape,
// so instead we will adjust the vertices positions in the vertex shader to get the tighest fit.
[flatten] if (any(positionOS.xyz))
{
// The hemisphere becomes the rounded cap of the cone.
positionOS.xyz = _SpotLightBias.xyz + _SpotLightScale.xyz * positionOS.xyz;
positionOS.xyz = normalize(positionOS.xyz) * _SpotLightScale.w;
// Slightly inflate the geometry to fit the analytic cone shape.
// We want the outer rim to be expanded along xy axis only, while the rounded cap is extended along all axis.
positionOS.xyz = (positionOS.xyz - float3(0, 0, _SpotLightGuard.w)) * _SpotLightGuard.xyz + float3(0, 0, _SpotLightGuard.w);
}
#endif

#if defined(_DIRECTIONAL) || defined(_FOG) || defined(_CLEAR_STENCIL_PARTIAL) || (defined(_SSAO_ONLY) && defined(_SCREEN_SPACE_OCCLUSION))
// Full screen render using a large triangle.
output.positionCS = float4(positionOS.xy, UNITY_RAW_FAR_CLIP_VALUE, 1.0); // Force triangle to be on zfar
#elif defined(_SSAO_ONLY) && !defined(_SCREEN_SPACE_OCCLUSION)
// Deferred renderer does not know whether there is a SSAO feature or not at the C# scripting level.
// However, this is known at the shader level because of the shader keyword SSAO feature enables.
// If the keyword was not enabled, discard the SSAO_only pass by rendering the geometry outside the screen.
output.positionCS = float4(positionOS.xy, -2, 1.0); // Force triangle to be discarded
#else
// Light shape geometry is projected as normal.
VertexPositionInputs vertexInput = GetVertexPositionInputs(positionOS.xyz);
output.positionCS = vertexInput.positionCS;
#endif

output.screenUV = output.positionCS.xyw;
#if UNITY_UV_STARTS_AT_TOP
output.screenUV.xy = output.screenUV.xy * float2(0.5, -0.5) + 0.5 * output.screenUV.z;
#else
output.screenUV.xy = output.screenUV.xy * 0.5 + 0.5 * output.screenUV.z;
#endif

return output;
}

TEXTURE2D_X(_CameraDepthTexture);
TEXTURE2D_X_HALF(_GBuffer0);
TEXTURE2D_X_HALF(_GBuffer1);
TEXTURE2D_X_HALF(_GBuffer2);

#if _RENDER_PASS_ENABLED

#define GBUFFER0 0
#define GBUFFER1 1
#define GBUFFER2 2
#define GBUFFER3 3

FRAMEBUFFER_INPUT_HALF(GBUFFER0);
FRAMEBUFFER_INPUT_HALF(GBUFFER1);
FRAMEBUFFER_INPUT_HALF(GBUFFER2);
FRAMEBUFFER_INPUT_FLOAT(GBUFFER3);
#if OUTPUT_SHADOWMASK
#define GBUFFER4 4
FRAMEBUFFER_INPUT_HALF(GBUFFER4);
#endif
#else
#ifdef GBUFFER_OPTIONAL_SLOT_1
TEXTURE2D_X_HALF(_GBuffer4);
#endif
#endif

#if defined(GBUFFER_OPTIONAL_SLOT_2) && _RENDER_PASS_ENABLED
TEXTURE2D_X_HALF(_GBuffer5);
#elif defined(GBUFFER_OPTIONAL_SLOT_2)
TEXTURE2D_X(_GBuffer5);
#endif
#ifdef GBUFFER_OPTIONAL_SLOT_3
TEXTURE2D_X(_GBuffer6);
#endif

float4x4 _ScreenToWorld[2];
SamplerState my_point_clamp_sampler;

float3 _LightPosWS;
half3 _LightColor;
half4 _LightAttenuation; // .xy are used by DistanceAttenuation - .zw are used by AngleAttenuation *for SpotLights)
half3 _LightDirection; // directional/spotLights support
half4 _LightOcclusionProbInfo;
int _LightFlags;
int _ShadowLightIndex;
uint _LightLayerMask;
int _CookieLightIndex;

half4 FragWhite(Varyings input) : SV_Target
{
return half4(1.0, 1.0, 1.0, 1.0);
}

Light GetStencilLight(float3 posWS, float2 screen_uv, half4 shadowMask, uint materialFlags)
{
Light unityLight;

bool materialReceiveShadowsOff = (materialFlags & kMaterialFlagReceiveShadowsOff) != 0;

uint lightLayerMask =_LightLayerMask;

#if defined(_DIRECTIONAL)
#if defined(_DEFERRED_MAIN_LIGHT)
unityLight = GetMainLight();
// unity_LightData.z is set per mesh for forward renderer, we cannot cull lights in this fashion with deferred renderer.
unityLight.distanceAttenuation = 1.0;

if (!materialReceiveShadowsOff)
{
#if defined(_MAIN_LIGHT_SHADOWS_SCREEN) && !defined(_SURFACE_TYPE_TRANSPARENT)
float4 shadowCoord = float4(screen_uv, 0.0, 1.0);
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
float4 shadowCoord = TransformWorldToShadowCoord(posWS.xyz);
#else
float4 shadowCoord = float4(0, 0, 0, 0);
#endif
unityLight.shadowAttenuation = MainLightShadow(shadowCoord, posWS.xyz, shadowMask, _MainLightOcclusionProbes);
}

#if defined(_LIGHT_COOKIES)
real3 cookieColor = SampleMainLightCookie(posWS);
unityLight.color *= half3(cookieColor);
#endif
#else
unityLight.direction = _LightDirection;
unityLight.distanceAttenuation = 1.0;
unityLight.shadowAttenuation = 1.0;
unityLight.color = _LightColor.rgb;
unityLight.layerMask = lightLayerMask;

if (!materialReceiveShadowsOff)
{
#if defined(_ADDITIONAL_LIGHT_SHADOWS)
unityLight.shadowAttenuation = AdditionalLightShadow(_ShadowLightIndex, posWS.xyz, _LightDirection, shadowMask, _LightOcclusionProbInfo);
#endif
}
#endif
#else
PunctualLightData light;
light.posWS = _LightPosWS;
light.radius2 = 0.0; // only used by tile-lights.
light.color = float4(_LightColor, 0.0);
light.attenuation = _LightAttenuation;
light.spotDirection = _LightDirection;
light.occlusionProbeInfo = _LightOcclusionProbInfo;
light.flags = _LightFlags;
light.layerMask = lightLayerMask;
unityLight = UnityLightFromPunctualLightDataAndWorldSpacePosition(light, posWS.xyz, shadowMask, _ShadowLightIndex, materialReceiveShadowsOff);

#ifdef _LIGHT_COOKIES
// Enable/disable is done toggling the keyword _LIGHT_COOKIES, but we could do a "static if" instead if required.
// if(_CookieLightIndex >= 0)
{
float4 cookieUvRect = GetLightCookieAtlasUVRect(_CookieLightIndex);
float4x4 worldToLight = GetLightCookieWorldToLightMatrix(_CookieLightIndex);
float2 cookieUv = float2(0,0);
#if defined(_SPOT)
cookieUv = ComputeLightCookieUVSpot(worldToLight, posWS, cookieUvRect);
#endif
#if defined(_POINT)
cookieUv = ComputeLightCookieUVPoint(worldToLight, posWS, cookieUvRect);
#endif
half4 cookieColor = SampleAdditionalLightsCookieAtlasTexture(cookieUv);
cookieColor = half4(IsAdditionalLightsCookieAtlasTextureRGBFormat() ? cookieColor.rgb
: IsAdditionalLightsCookieAtlasTextureAlphaFormat() ? cookieColor.aaa
: cookieColor.rrr, 1);
unityLight.color *= cookieColor;
}
#endif
#endif
return unityLight;
}

half4 DeferredShading(Varyings input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);

float2 screen_uv = (input.screenUV.xy / input.screenUV.z);

#if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
float2 undistorted_screen_uv = screen_uv;
UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
{
screen_uv = input.positionCS.xy * _ScreenSize.zw;
}
#endif

half4 shadowMask = 1.0;

#if _RENDER_PASS_ENABLED
float d = LOAD_FRAMEBUFFER_INPUT(GBUFFER3, input.positionCS.xy).x;
half4 gbuffer0 = LOAD_FRAMEBUFFER_INPUT(GBUFFER0, input.positionCS.xy);
half4 gbuffer1 = LOAD_FRAMEBUFFER_INPUT(GBUFFER1, input.positionCS.xy);
half4 gbuffer2 = LOAD_FRAMEBUFFER_INPUT(GBUFFER2, input.positionCS.xy);
#if defined(_DEFERRED_MIXED_LIGHTING)
shadowMask = LOAD_FRAMEBUFFER_INPUT(GBUFFER4, input.positionCS.xy);
#endif
#else
// Using SAMPLE_TEXTURE2D is faster than using LOAD_TEXTURE2D on iOS platforms (5% faster shader).
// Possible reason: HLSLcc upcasts Load() operation to float, which doesn't happen for Sample()?
float d = SAMPLE_TEXTURE2D_X_LOD(_CameraDepthTexture, my_point_clamp_sampler, screen_uv, 0).x; // raw depth value has UNITY_REVERSED_Z applied on most platforms.
half4 gbuffer0 = SAMPLE_TEXTURE2D_X_LOD(_GBuffer0, my_point_clamp_sampler, screen_uv, 0);
half4 gbuffer1 = SAMPLE_TEXTURE2D_X_LOD(_GBuffer1, my_point_clamp_sampler, screen_uv, 0);
half4 gbuffer2 = SAMPLE_TEXTURE2D_X_LOD(_GBuffer2, my_point_clamp_sampler, screen_uv, 0);
#if defined(_DEFERRED_MIXED_LIGHTING)
shadowMask = SAMPLE_TEXTURE2D_X_LOD(MERGE_NAME(_, GBUFFER_SHADOWMASK), my_point_clamp_sampler, screen_uv, 0);
#endif
#endif

half surfaceDataOcclusion = gbuffer1.a;
uint materialFlags = UnpackMaterialFlags(gbuffer0.a);

half3 color = 0.0.xxx;
half alpha = 1.0;

#if defined(_DEFERRED_MIXED_LIGHTING)
// If both lights and geometry are static, then no realtime lighting to perform for this combination.
[branch] if ((_LightFlags & materialFlags) == kMaterialFlagSubtractiveMixedLighting)
return half4(color, alpha); // Cannot discard because stencil must be updated.
#endif

#if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
{
input.positionCS.xy = undistorted_screen_uv * _ScreenSize.xy;
}
#endif

#if defined(USING_STEREO_MATRICES)
int eyeIndex = unity_StereoEyeIndex;
#else
int eyeIndex = 0;
#endif
float4 posWS = mul(_ScreenToWorld[eyeIndex], float4(input.positionCS.xy, d, 1.0));
posWS.xyz *= rcp(posWS.w);

Light unityLight = GetStencilLight(posWS.xyz, screen_uv, shadowMask, materialFlags);

#ifdef _LIGHT_LAYERS
float4 renderingLayers = SAMPLE_TEXTURE2D_X_LOD(MERGE_NAME(_, GBUFFER_LIGHT_LAYERS), my_point_clamp_sampler, screen_uv, 0);
uint meshRenderingLayers = DecodeMeshRenderingLayer(renderingLayers.r);
[branch] if (!IsMatchingLightLayer(unityLight.layerMask, meshRenderingLayers))
return half4(color, alpha); // Cannot discard because stencil must be updated.
#endif

#if defined(_SCREEN_SPACE_OCCLUSION) && !defined(_SURFACE_TYPE_TRANSPARENT)
AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(screen_uv);
unityLight.color *= aoFactor.directAmbientOcclusion;
#if defined(_DIRECTIONAL) && defined(_DEFERRED_FIRST_LIGHT)
// What we want is really to apply the mininum occlusion value between the baked occlusion from surfaceDataOcclusion and real-time occlusion from SSAO.
// But we already applied the baked occlusion during gbuffer pass, so we have to cancel it out here.
// We must also avoid divide-by-0 that the reciprocal can generate.
half occlusion = aoFactor.indirectAmbientOcclusion < surfaceDataOcclusion ? aoFactor.indirectAmbientOcclusion * rcp(surfaceDataOcclusion) : 1.0;
alpha = occlusion;
#endif
#endif

InputData inputData = InputDataFromGbufferAndWorldPosition(gbuffer2, posWS.xyz);

#if defined(_LIT)
#if SHADER_API_MOBILE || SHADER_API_SWITCH
// Specular highlights are still silenced by setting specular to 0.0 during gbuffer pass and GPU timing is still reduced.
bool materialSpecularHighlightsOff = false;
#else
bool materialSpecularHighlightsOff = (materialFlags & kMaterialFlagSpecularHighlightsOff);
#endif
BRDFData brdfData = BRDFDataFromGbuffer(gbuffer0, gbuffer1, gbuffer2);
color = LightingPhysicallyBased(brdfData, unityLight, inputData.normalWS, inputData.viewDirectionWS, materialSpecularHighlightsOff);
#elif defined(_SIMPLELIT)
SurfaceData surfaceData = SurfaceDataFromGbuffer(gbuffer0, gbuffer1, gbuffer2, kLightingSimpleLit);
half3 attenuatedLightColor = unityLight.color * (unityLight.distanceAttenuation * unityLight.shadowAttenuation);
half3 diffuseColor = LightingLambert(attenuatedLightColor, unityLight.direction, inputData.normalWS);
half smoothness = exp2(10 * surfaceData.smoothness + 1);
half3 specularColor = LightingSpecular(attenuatedLightColor, unityLight.direction, inputData.normalWS, inputData.viewDirectionWS, half4(surfaceData.specular, 1), smoothness);

// TODO: if !defined(_SPECGLOSSMAP) && !defined(_SPECULAR_COLOR), force specularColor to 0 in gbuffer code
color = diffuseColor * surfaceData.albedo + specularColor;
#endif

return half4(color, alpha);
}

half4 FragFog(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);

#if _RENDER_PASS_ENABLED
float d = LOAD_FRAMEBUFFER_INPUT(GBUFFER3, input.positionCS.xy).x;
#else
float d = LOAD_TEXTURE2D_X(_CameraDepthTexture, input.positionCS.xy).x;
#endif
float eye_z = LinearEyeDepth(d, _ZBufferParams);
float clip_z = UNITY_MATRIX_P[2][2] * -eye_z + UNITY_MATRIX_P[2][3];
half fogFactor = ComputeFogFactor(clip_z);
half fogIntensity = ComputeFogIntensity(fogFactor);
return half4(unity_FogColor.rgb, fogIntensity);
}

half4 FragSSAOOnly(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);

float2 screen_uv = (input.screenUV.xy / input.screenUV.z);
AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(screen_uv);
half surfaceDataOcclusion = SAMPLE_TEXTURE2D_X_LOD(_GBuffer1, my_point_clamp_sampler, screen_uv, 0).a;
// What we want is really to apply the mininum occlusion value between the baked occlusion from surfaceDataOcclusion and real-time occlusion from SSAO.
// But we already applied the baked occlusion during gbuffer pass, so we have to cancel it out here.
// We must also avoid divide-by-0 that the reciprocal can generate.
half occlusion = aoFactor.indirectAmbientOcclusion < surfaceDataOcclusion ? aoFactor.indirectAmbientOcclusion * rcp(surfaceDataOcclusion) : 1.0;
return half4(0.0, 0.0, 0.0, occlusion);
}

#endif //UNIVERSAL_STENCIL_DEFERRED

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