Shader "Hidden/Internal-DeferredShading" { Properties { _LightTexture0 ("", any) = "" {} _LightTextureB0 ("", 2D) = "" {} _ShadowMapTexture ("", any) = "" {} _SrcBlend ("", Float) = 1 _DstBlend ("", Float) = 1 } SubShader { // Pass 1: Lighting pass // LDR case - Lighting encoded into a subtractive ARGB8 buffer // HDR case - Lighting additively blended into floating point buffer Pass { ZWrite Off Blend [_SrcBlend] [_DstBlend] CGPROGRAM #pragma target 3.0 #pragma vertex vert_deferred #pragma fragment frag #pragma multi_compile_lightpass #pragma multi_compile ___ UNITY_HDR_ON #pragma exclude_renderers nomrt #include "UnityCG.cginc" #include "UnityDeferredLibrary.cginc" #include "UnityPBSLighting.cginc" #include "UnityStandardUtils.cginc" #include "UnityStandardBRDF.cginc" sampler2D _CameraGBufferTexture0; sampler2D _CameraGBufferTexture1; sampler2D _CameraGBufferTexture2; half4 CalculateLight (unity_v2f_deferred i) { float3 wpos; float2 uv; float atten, fadeDist; UnityLight light; UNITY_INITIALIZE_OUTPUT(UnityLight, light); UnityDeferredCalculateLightParams (i, wpos, uv, light.dir, atten, fadeDist); half4 gbuffer0 = tex2D (_CameraGBufferTexture0, uv); half4 gbuffer1 = tex2D (_CameraGBufferTexture1, uv); half4 gbuffer2 = tex2D (_CameraGBufferTexture2, uv); light.color = _LightColor.rgb * atten; half3 baseColor = gbuffer0.rgb; half3 specColor = gbuffer1.rgb; half oneMinusRoughness = gbuffer1.a; half3 normalWorld = gbuffer2.rgb * 2 - 1; normalWorld = normalize(normalWorld); float3 eyeVec = normalize(wpos-_WorldSpaceCameraPos); half oneMinusReflectivity = 1 - SpecularStrength(specColor.rgb); light.ndotl = LambertTerm (normalWorld, light.dir); UnityIndirect ind; UNITY_INITIALIZE_OUTPUT(UnityIndirect, ind); ind.diffuse = 0; ind.specular = 0; half4 res = UNITY_BRDF_PBS (baseColor, specColor, oneMinusReflectivity, oneMinusRoughness, normalWorld, -eyeVec, light, ind); return res; } #ifdef UNITY_HDR_ON half4 #else fixed4 #endif frag (unity_v2f_deferred i) : SV_Target { half4 c = CalculateLight(i); #ifdef UNITY_HDR_ON return c; #else return exp2(-c); #endif } ENDCG } // Pass 2: Final decode pass. // Used only with HDR off, to decode the logarithmic buffer into the main RT Pass { ZTest Always Cull Off ZWrite Off Stencil { ref [_StencilNonBackground] readmask [_StencilNonBackground] // Normally just comp would be sufficient, but there's a bug and only front face stencil state is set (case 583207) compback equal compfront equal } CGPROGRAM #pragma target 3.0 #pragma vertex vert #pragma fragment frag #pragma exclude_renderers nomrt #include "UnityCG.cginc" sampler2D _LightBuffer; struct v2f { float4 vertex : SV_POSITION; float2 texcoord : TEXCOORD0; }; v2f vert (float4 vertex : POSITION, float2 texcoord : TEXCOORD0) { v2f o; o.vertex = UnityObjectToClipPos(vertex); o.texcoord = texcoord.xy; #ifdef UNITY_SINGLE_PASS_STEREO o.texcoord = TransformStereoScreenSpaceTex(o.texcoord, 1.0f); #endif return o; } fixed4 frag (v2f i) : SV_Target { return -log2(tex2D(_LightBuffer, i.texcoord)); } ENDCG } } Fallback Off }