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- {
- "Type": "JsonSerialization",
- "Version": 1,
- "ClassName": "PassAsset",
- "ClassData": {
- "PassTemplate": {
- "Name": "HairPPLLResolvePassTemplate",
- "PassClass": "HairPPLLResolvePass",
- "Slots": [
- //------ General Input/Output resources and Render Target ------
- {
- "Name": "RenderTargetInputOutput",
- "SlotType": "InputOutput",
- "ScopeAttachmentUsage": "RenderTarget",
- "LoadStoreAction": {
- "LoadAction": "Load",
- "StoreAction": "Store"
- }
- },
- { // Will be used to get the background color for the hair blending
- "Name": "RenderTargetCopy",
- "SlotType": "Input",
- "ScopeAttachmentUsage": "Shader",
- "ShaderInputName": "m_frameBuffer"
- },
- { // Used to get the transform from screen space to world space.
- "Name": "DepthLinear",
- "SlotType": "Input",
- "ShaderInputName": "m_linearDepth",
- "ScopeAttachmentUsage": "Shader"
- },
- { // The depth buffer will be used to write the closest hair fragment depth
- "Name": "Depth",
- "SlotType": "InputOutput",
- "ScopeAttachmentUsage": "DepthStencil",
- "LoadStoreAction": {
- "LoadAction": "Load",
- "StoreAction": "Store"
- }
- },
- //------------- Shadowing Resources -------------
- {
- "Name": "DirectionalShadowmap",
- "ShaderInputName": "m_directionalLightShadowmap",
- "SlotType": "Input",
- "ScopeAttachmentUsage": "Shader",
- "ImageViewDesc": {
- "IsArray": 1
- }
- },
- {
- "Name": "DirectionalESM",
- "ShaderInputName": "m_directionalLightExponentialShadowmap",
- "SlotType": "Input",
- "ScopeAttachmentUsage": "Shader",
- "ImageViewDesc": {
- "IsArray": 1
- }
- },
- {
- "Name": "ProjectedShadowmap",
- "ShaderInputName": "m_projectedShadowmaps",
- "SlotType": "Input",
- "ScopeAttachmentUsage": "Shader",
- "ImageViewDesc": {
- "IsArray": 1
- }
- },
- {
- "Name": "ProjectedESM",
- "ShaderInputName": "m_projectedExponentialShadowmap",
- "SlotType": "Input",
- "ScopeAttachmentUsage": "Shader",
- "ImageViewDesc": {
- "IsArray": 1
- }
- },
- //------------- Lighting Resources -------------
- {
- "Name": "BRDFTextureInput",
- "ShaderInputName": "m_brdfMap",
- "SlotType": "Input",
- "ScopeAttachmentUsage": "Shader"
- },
- {
- "Name": "TileLightData",
- "SlotType": "Input",
- "ShaderInputName": "m_tileLightData",
- "ScopeAttachmentUsage": "Shader"
- },
- {
- "Name": "LightListRemapped",
- "SlotType": "Input",
- "ShaderInputName": "m_lightListRemapped",
- "ScopeAttachmentUsage": "Shader"
- },
- //---------- PPLL Resources -----------
- {
- "Name": "PerPixelListHead",
- "ShaderInputName": "m_fragmentListHead",
- "SlotType": "Input", // Read only - the reset is done before the fill pass
- "ScopeAttachmentUsage": "Shader",
- "LoadStoreAction": {
- "LoadAction": "Load",
- "StoreAction": "DontCare"
- }
- },
- {
- "Name": "PerPixelLinkedList",
- "ShaderInputName": "m_linkedListNodes",
- "SlotType": "Input",
- "ScopeAttachmentUsage": "Shader",
- "LoadStoreAction": {
- "LoadAction": "Load",
- "StoreAction": "DontCare"
- }
- }
- ],
- "ImageAttachments": [
- {
- "Name": "BRDFTexture",
- "Lifetime": "Imported",
- "AssetRef": {
- "FilePath": "Textures/BRDFTexture.attimage"
- }
- }
- ],
- "Connections": [
- {
- "LocalSlot": "BRDFTextureInput",
- "AttachmentRef": {
- "Pass": "This",
- "Attachment": "BRDFTexture"
- }
- }
- ],
- "PassData": {
- "$type": "FullscreenTrianglePassData",
- "BindViewSrg": true,
- "ShaderAsset": {
- // Looking for it in the Shaders directory relative to the Assets directory
- "FilePath": "Shaders/HairRenderingResolvePPLL.shader"
- }
- }
- }
- }
- }
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