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BakeryHDRP_GBuffer.hlsl
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BakeryHDRP_GBuffer.hlsl
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#if SHADERPASS != SHADERPASS_GBUFFER
#error SHADERPASS_is_not_correctly_define
#endif
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl"
#include "BakeryHDRP.hlsl"
PackedVaryingsType Vert(AttributesMesh inputMesh)
{
VaryingsType varyingsType;
varyingsType.vmesh = VertMesh(inputMesh);
return PackVaryingsType(varyingsType);
}
#ifdef TESSELLATION_ON
PackedVaryingsToPS VertTesselation(VaryingsToDS input)
{
VaryingsToPS output;
output.vmesh = VertMeshTesselation(input.vmesh);
return PackVaryingsToPS(output);
}
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/TessellationShare.hlsl"
#endif // TESSELLATION_ON
void Frag( PackedVaryingsToPS packedInput,
OUTPUT_GBUFFER(outGBuffer)
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : SV_Depth
#endif
)
{
FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
// input.positionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
#ifdef VARYINGS_NEED_POSITION_WS
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
#else
// Unused
float3 V = float3(1.0, 1.0, 1.0); // Avoid the division by 0
#endif
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData);
#ifdef BAKERY_SH
if (bakeryLightmapMode == BAKERYMODE_SH)
{
float3 indirectSpecular = 0;
BakerySH(builtinData.bakeDiffuseLighting, indirectSpecular, input.texCoord1 * unity_LightmapST.xy + unity_LightmapST.zw, surfaceData.normalWS, 0, 0);
builtinData.bakeDiffuseLighting = max(builtinData.bakeDiffuseLighting * surfaceData.baseColor, 0);
builtinData.backBakeDiffuseLighting = builtinData.bakeDiffuseLighting;
}
#endif
ENCODE_INTO_GBUFFER(surfaceData, builtinData, posInput.positionSS, outGBuffer);
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.deviceDepth;
#endif
}