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Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into lwrp_batcher
/main
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into lwrp_batcher
/main
当前提交
074f76bb
共有 165 个文件被更改,包括 8437 次插入 和 3004 次删除
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272ImageTemplates/HDRenderPipeline/Scenes/3xxx_DebugView/3002_ObjectMotionVector.unity.png
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1001ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Common.hlsl
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80ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/CommonLighting.hlsl
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406ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Debug.hlsl
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14ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Shadow/Shadow.hlsl
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44ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Shadow/ShadowAlgorithms.hlsl
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2ScriptableRenderPipeline/Core/package.json
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs
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616ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/MaterialDebug.cs
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35ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/LayeredLit/LayeredLitUI.cs
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Lit/BaseLitUI.cs
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41ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Lit/LitUI.cs
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3ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDStringConstants.cs
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7ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Deferred.shader
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6ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/HDAdditionalLightData.cs
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76ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightEvaluation.hlsl
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25ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/Deferred.compute
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoopDef.hlsl
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12ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/Shadow.hlsl
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22ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/Resources/VolumetricLighting.compute
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7ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLit.shader
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1001ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitData.hlsl
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9ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitTessellation.shader
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290ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
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8ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.shader
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540ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitData.hlsl
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520ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitProperties.hlsl
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11ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitReference.hlsl
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10ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitTessellation.shader
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19ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.compute
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3ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Unlit/Unlit.shader
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3ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/DefaultHDMaterial.mat
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1ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPass.cs
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17ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPass.cs.hlsl
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassForward.hlsl
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3ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassLightTransport.hlsl
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/TessellationShare.hlsl
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23ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/VaryingMesh.hlsl
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6ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/VertMesh.hlsl
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8ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderVariables.hlsl
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/OpaqueAtmosphericScattering.shader
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4ScriptableRenderPipeline/HDRenderPipeline/package.json
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18ScriptableRenderPipeline/LightweightPipeline/LWRP/Data/LightweightPipelineAsset.cs
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37ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/LightweightAssetEditor.cs
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2ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/LightweightShaderIncludePaths.cs
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120ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs
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2ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipelineUtils.cs
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2ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightBlit.shader
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2ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightCopyDepth.shader
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18ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandard.shader
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6ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardParticles.shader
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4ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardParticlesUnlit.shader
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8ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader
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6ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardTerrain.shader
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4ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightUnlit.shader
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4ScriptableRenderPipeline/LightweightPipeline/package.json
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2ScriptableRenderPipeline/master-package.json
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4TestbedPipelines/OnTileDeferredPipeline/Shaders/LightingTemplate.hlsl
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9TestbedPipelines/OnTileDeferredPipeline/Shaders/ShadowContext.hlsl
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29TestbedPipelines/OnTileDeferredPipeline/Shaders/Standard.shader
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29TestbedPipelines/OnTileDeferredPipeline/Shaders/StandardSpecular.shader
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3Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/CornelBox/Cornell Box.fbx.meta
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3Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/Sphere/Sphere.fbx.meta
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3Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/HDRP_Default_Material.mat
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3Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1210_Lit_BentNormal/BentNormal_Tangent.mat
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3Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1210_Lit_BentNormal/Green_Emissive.mat
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3Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1210_Lit_BentNormal/Red_Emissive.mat
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192Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/3xxx_DebugView/3002_ObjectMotionVector.unity
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9Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/EditorPlayModeTests.asset
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6Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/CommonAssets/Cornell Box.fbx.meta
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5Tests/GraphicsTests/RenderPipeline/LightweightPipeline/LightweightPipelineAsset.asset
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4Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/040_UpgradeScene/Models/Environment/Floor.fbx.meta
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11Tests/Scripts/Editor.meta
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14Tests/Scripts/Editor/GraphicTests/Framework/EditorPlayModeTests_Editor.cs
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11Tests/Scripts/Editor/GraphicTests/Framework/TestFramework.cs
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14Tests/Scripts/GraphicTests/Framework/SetupSceneForRenderPipelineTest.cs
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34Tests/Scripts/GraphicTests/Framework/TestFrameworkPlayMode.cs
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35Tests/Scripts/GraphicTests/Framework/TestFrameworkTools.cs
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24Tests/Scripts/GraphicTests/HDRenderPipeline/DebugViewController.cs
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9ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLit.hlsl
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4ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassMeta.hlsl
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2ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassShadow.hlsl
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5Tests/Scripts/GraphicTests/HDRenderPipeline/SinMove.cs
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2Tests/Scripts/GraphicTests/HDRenderPipeline/SinMove.cs.meta
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43ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/CoreFunctions.hlsl
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33ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Shadows.hlsl
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5ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Input.hlsl
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4ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputBuiltin.hlsl
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744ImageTemplates/HDRenderPipeline/Scenes/3xxx_DebugView/3003_CameraMotionVector_TranslateX.unity.png
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83ImageTemplates/HDRenderPipeline/Scenes/3xxx_DebugView/3003_CameraMotionVector_TranslateX.unity.png.meta
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465ImageTemplates/HDRenderPipeline/Scenes/3xxx_DebugView/3004_CameraMotionVector_TranslateY.unity.png
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83ImageTemplates/HDRenderPipeline/Scenes/3xxx_DebugView/3004_CameraMotionVector_TranslateY.unity.png.meta
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1001ImageTemplates/HDRenderPipeline/Scenes/3xxx_DebugView/3005_CameraMotionVector_TranslateZ.unity.png
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83ImageTemplates/HDRenderPipeline/Scenes/3xxx_DebugView/3005_CameraMotionVector_TranslateZ.unity.png.meta
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902ImageTemplates/HDRenderPipeline/Scenes/3xxx_DebugView/3006_CameraMotionVector_RotateX.unity.png
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83ImageTemplates/HDRenderPipeline/Scenes/3xxx_DebugView/3006_CameraMotionVector_RotateX.unity.png.meta
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956ImageTemplates/HDRenderPipeline/Scenes/3xxx_DebugView/3007_CameraMotionVector_RotateY.unity.png
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83ImageTemplates/HDRenderPipeline/Scenes/3xxx_DebugView/3007_CameraMotionVector_RotateY.unity.png.meta
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1001ImageTemplates/HDRenderPipeline/Scenes/3xxx_DebugView/3008_CameraMotionVector_RotateZ.unity.png
272
ImageTemplates/HDRenderPipeline/Scenes/3xxx_DebugView/3002_ObjectMotionVector.unity.png
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1001
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Common.hlsl
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|
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{ |
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"name": "com.unity.render-pipelines.core", |
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"description": "Core library for Unity render pipelines.", |
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"version": "0.1.23", |
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"version": "0.1.24", |
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"unity": "2018.1", |
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"dependencies": { |
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"com.unity.postprocessing": "0.1.7" |
|
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using System.Collections.Generic; |
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using UnityEngine; |
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using System; |
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|
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namespace UnityEngine.Experimental.Rendering.HDPipeline |
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{ |
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namespace Attributes |
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{ |
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// 0 is reserved!
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[GenerateHLSL] |
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public enum DebugViewVarying |
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{ |
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None = 0, |
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Texcoord0 = 1, |
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Texcoord1, |
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Texcoord2, |
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Texcoord3, |
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VertexTangentWS, |
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VertexBitangentWS, |
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VertexNormalWS, |
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VertexColor, |
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VertexColorAlpha, |
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Last, |
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}; |
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|
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// Number must be contiguous
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[GenerateHLSL] |
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public enum DebugViewGbuffer |
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{ |
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None = 0, |
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Depth = DebugViewVarying.Last, |
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BakeDiffuseLightingWithAlbedoPlusEmissive, |
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BakeShadowMask0, |
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BakeShadowMask1, |
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BakeShadowMask2, |
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BakeShadowMask3, |
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Last, |
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} |
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|
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// Number must be contiguous
|
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[GenerateHLSL] |
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public enum DebugViewProperties |
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{ |
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None = 0, |
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Tessellation = DebugViewGbuffer.Last, |
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PixelDisplacement, |
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VertexDisplacement, |
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TessellationDisplacement, |
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DepthOffset, |
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Lightmap, |
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Last, |
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} |
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} |
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|
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[Serializable] |
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public class MaterialDebugSettings |
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{ |
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private static bool isDebugViewMaterialInit = false; |
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|
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public static GUIContent[] debugViewMaterialStrings = null; |
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public static int[] debugViewMaterialValues = null; |
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public static GUIContent[] debugViewEngineStrings = null; |
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public static int[] debugViewEngineValues = null; |
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public static GUIContent[] debugViewMaterialVaryingStrings = null; |
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public static int[] debugViewMaterialVaryingValues = null; |
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public static GUIContent[] debugViewMaterialPropertiesStrings = null; |
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public static int[] debugViewMaterialPropertiesValues = null; |
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public static GUIContent[] debugViewMaterialTextureStrings = null; |
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using System.Collections.Generic; |
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using UnityEngine; |
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using System; |
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|
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namespace UnityEngine.Experimental.Rendering.HDPipeline |
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{ |
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namespace Attributes |
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{ |
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// 0 is reserved!
|
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[GenerateHLSL] |
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public enum DebugViewVarying |
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{ |
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None = 0, |
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Texcoord0 = 1, |
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Texcoord1, |
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Texcoord2, |
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Texcoord3, |
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VertexTangentWS, |
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VertexBitangentWS, |
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VertexNormalWS, |
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VertexColor, |
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VertexColorAlpha, |
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Last, |
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}; |
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|
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// Number must be contiguous
|
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[GenerateHLSL] |
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public enum DebugViewGbuffer |
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{ |
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None = 0, |
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Depth = DebugViewVarying.Last, |
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BakeDiffuseLightingWithAlbedoPlusEmissive, |
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BakeShadowMask0, |
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BakeShadowMask1, |
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BakeShadowMask2, |
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BakeShadowMask3, |
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Last, |
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} |
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|
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// Number must be contiguous
|
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[GenerateHLSL] |
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public enum DebugViewProperties |
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{ |
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None = 0, |
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Tessellation = DebugViewGbuffer.Last, |
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PixelDisplacement, |
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VertexDisplacement, |
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TessellationDisplacement, |
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DepthOffset, |
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Lightmap, |
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Last, |
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} |
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} |
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|
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[Serializable] |
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public class MaterialDebugSettings |
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{ |
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private static bool isDebugViewMaterialInit = false; |
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|
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public static GUIContent[] debugViewMaterialStrings = null; |
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public static int[] debugViewMaterialValues = null; |
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public static GUIContent[] debugViewEngineStrings = null; |
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public static int[] debugViewEngineValues = null; |
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public static GUIContent[] debugViewMaterialVaryingStrings = null; |
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public static int[] debugViewMaterialVaryingValues = null; |
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public static GUIContent[] debugViewMaterialPropertiesStrings = null; |
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public static int[] debugViewMaterialPropertiesValues = null; |
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public static GUIContent[] debugViewMaterialTextureStrings = null; |
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public static GUIContent[] debugViewMaterialGBufferStrings = null; |
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public static int[] debugViewMaterialGBufferValues = null; |
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|
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public MaterialDebugSettings() |
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{ |
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BuildDebugRepresentation(); |
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} |
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|
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// className include the additional "/"
|
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void FillWithProperties(Type type, GUIContent[] debugViewMaterialStrings, int[] debugViewMaterialValues, string className, ref int index) |
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{ |
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var attributes = type.GetCustomAttributes(true); |
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// Get attribute to get the start number of the value for the enum
|
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var attr = attributes[0] as GenerateHLSL; |
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|
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if (!attr.needParamDebug) |
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{ |
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return; |
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} |
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|
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var fields = type.GetFields(); |
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|
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var localIndex = 0; |
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foreach (var field in fields) |
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{ |
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var fieldName = field.Name; |
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|
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// Check if the display name have been override by the users
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if (Attribute.IsDefined(field, typeof(SurfaceDataAttributes))) |
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{ |
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var propertyAttr = (SurfaceDataAttributes[])field.GetCustomAttributes(typeof(SurfaceDataAttributes), false); |
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if (propertyAttr[0].displayName != "") |
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{ |
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fieldName = propertyAttr[0].displayName; |
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} |
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} |
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fieldName = className + fieldName; |
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debugViewMaterialStrings[index] = new GUIContent(fieldName); |
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debugViewMaterialValues[index] = attr.paramDefinesStart + (int)localIndex; |
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index++; |
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localIndex++; |
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} |
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} |
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|
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void FillWithPropertiesEnum(Type type, GUIContent[] debugViewMaterialStrings, int[] debugViewMaterialValues, string prefix, ref int index) |
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{ |
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var names = Enum.GetNames(type); |
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|
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var localIndex = 0; |
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foreach (var value in Enum.GetValues(type)) |
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{ |
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var valueName = prefix + names[localIndex]; |
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debugViewMaterialStrings[index] = new GUIContent(valueName); |
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debugViewMaterialValues[index] = (int)value; |
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index++; |
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localIndex++; |
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} |
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} |
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|
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public class MaterialItem |
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{ |
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public String className; |
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public Type surfaceDataType; |
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public Type bsdfDataType; |
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}; |
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|
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void BuildDebugRepresentation() |
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{ |
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if (!isDebugViewMaterialInit) |
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{ |
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List<RenderPipelineMaterial> materialList = HDUtils.GetRenderPipelineMaterialList(); |
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|
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// TODO: Share this code to retrieve deferred material with HDRenderPipeline
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// Find first material that have non 0 Gbuffer count and assign it as deferredMaterial
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Type bsdfDataDeferredType = null; |
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foreach (RenderPipelineMaterial material in materialList) |
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{ |
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if (material.GetMaterialGBufferCount() > 0) |
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{ |
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bsdfDataDeferredType = material.GetType().GetNestedType("BSDFData"); |
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} |
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} |
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|
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// TODO: Handle the case of no Gbuffer material
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Debug.Assert(bsdfDataDeferredType != null); |
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List<MaterialItem> materialItems = new List<MaterialItem>(); |
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|
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int numSurfaceDataFields = 0; |
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int numBSDFDataFields = 0; |
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foreach (RenderPipelineMaterial material in materialList) |
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{ |
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MaterialItem item = new MaterialItem(); |
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|
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item.className = material.GetType().Name + "/"; |
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|
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item.surfaceDataType = material.GetType().GetNestedType("SurfaceData"); |
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numSurfaceDataFields += item.surfaceDataType.GetFields().Length; |
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|
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item.bsdfDataType = material.GetType().GetNestedType("BSDFData"); |
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numBSDFDataFields += item.bsdfDataType.GetFields().Length; |
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|
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materialItems.Add(item); |
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} |
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|
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// Material properties debug
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var num = typeof(Builtin.BuiltinData).GetFields().Length * materialList.Count // BuildtinData are duplicated for each material
|
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+ numSurfaceDataFields + 1; // +1 for None case
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|
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debugViewMaterialStrings = new GUIContent[num]; |
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debugViewMaterialValues = new int[num]; |
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// Special case for None since it cannot be inferred from SurfaceData/BuiltinData
|
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debugViewMaterialStrings[0] = new GUIContent("None"); |
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debugViewMaterialValues[0] = 0; |
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var index = 1; |
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// 0 is a reserved number and should not be used (allow to track error)
|
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foreach (MaterialItem item in materialItems) |
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{ |
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// BuiltinData are duplicated for each material
|
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FillWithProperties(typeof(Builtin.BuiltinData), debugViewMaterialStrings, debugViewMaterialValues, item.className, ref index); |
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FillWithProperties(item.surfaceDataType, debugViewMaterialStrings, debugViewMaterialValues, item.className, ref index); |
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} |
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|
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// Engine properties debug
|
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num = numBSDFDataFields + 1; // +1 for None case
|
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debugViewEngineStrings = new GUIContent[num]; |
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debugViewEngineValues = new int[num]; |
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// 0 is a reserved number and should not be used (allow to track error)
|
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debugViewEngineStrings[0] = new GUIContent("None"); |
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debugViewEngineValues[0] = 0; |
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index = 1; |
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foreach (MaterialItem item in materialItems) |
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{ |
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FillWithProperties(item.bsdfDataType, debugViewEngineStrings, debugViewEngineValues, item.className, ref index); |
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} |
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|
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// Attributes debug
|
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var varyingNames = Enum.GetNames(typeof(Attributes.DebugViewVarying)); |
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debugViewMaterialVaryingStrings = new GUIContent[varyingNames.Length]; |
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debugViewMaterialVaryingValues = new int[varyingNames.Length]; |
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index = 0; |
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FillWithPropertiesEnum(typeof(Attributes.DebugViewVarying), debugViewMaterialVaryingStrings, debugViewMaterialVaryingValues, "", ref index); |
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|
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// Properties debug
|
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var propertiesNames = Enum.GetNames(typeof(Attributes.DebugViewProperties)); |
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debugViewMaterialPropertiesStrings = new GUIContent[propertiesNames.Length]; |
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debugViewMaterialPropertiesValues = new int[propertiesNames.Length]; |
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index = 0; |
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FillWithPropertiesEnum(typeof(Attributes.DebugViewProperties), debugViewMaterialPropertiesStrings, debugViewMaterialPropertiesValues, "", ref index); |
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|
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// Gbuffer debug
|
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var gbufferNames = Enum.GetNames(typeof(Attributes.DebugViewGbuffer)); |
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debugViewMaterialGBufferStrings = new GUIContent[gbufferNames.Length + bsdfDataDeferredType.GetFields().Length]; |
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debugViewMaterialGBufferValues = new int[gbufferNames.Length + bsdfDataDeferredType.GetFields().Length]; |
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index = 0; |
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FillWithPropertiesEnum(typeof(Attributes.DebugViewGbuffer), debugViewMaterialGBufferStrings, debugViewMaterialGBufferValues, "", ref index); |
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FillWithProperties(typeof(Lit.BSDFData), debugViewMaterialGBufferStrings, debugViewMaterialGBufferValues, "", ref index); |
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|
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isDebugViewMaterialInit = true; |
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} |
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} |
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|
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public int debugViewMaterial { get { return m_DebugViewMaterial; } } |
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public int debugViewEngine { get { return m_DebugViewEngine; } } |
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public Attributes.DebugViewVarying debugViewVarying { get { return m_DebugViewVarying; } } |
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public Attributes.DebugViewProperties debugViewProperties { get { return m_DebugViewProperties; } } |
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public int debugViewGBuffer { get { return m_DebugViewGBuffer; } } |
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|
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int m_DebugViewMaterial = 0; // No enum there because everything is generated from materials.
|
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int m_DebugViewEngine = 0; // No enum there because everything is generated from BSDFData
|
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Attributes.DebugViewVarying m_DebugViewVarying = Attributes.DebugViewVarying.None; |
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Attributes.DebugViewProperties m_DebugViewProperties = Attributes.DebugViewProperties.None; |
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int m_DebugViewGBuffer = 0; // Can't use GBuffer enum here because the values are actually split between this enum and values from Lit.BSDFData
|
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|
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public int GetDebugMaterialIndex() |
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{ |
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// This value is used in the shader for the actual debug display.
|
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// There is only one uniform parameter for that so we just add all of them
|
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// They are all mutually exclusive so return the sum will return the right index.
|
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return m_DebugViewGBuffer + m_DebugViewMaterial + m_DebugViewEngine + (int)m_DebugViewVarying + (int)m_DebugViewProperties; |
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} |
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|
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public void DisableMaterialDebug() |
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{ |
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m_DebugViewMaterial = 0; |
|||
m_DebugViewEngine = 0; |
|||
m_DebugViewVarying = Attributes.DebugViewVarying.None; |
|||
m_DebugViewProperties = Attributes.DebugViewProperties.None; |
|||
m_DebugViewGBuffer = 0; |
|||
} |
|||
|
|||
public void SetDebugViewMaterial(int value) |
|||
{ |
|||
if (value != 0) |
|||
DisableMaterialDebug(); |
|||
m_DebugViewMaterial = value; |
|||
} |
|||
|
|||
public void SetDebugViewEngine(int value) |
|||
{ |
|||
if (value != 0) |
|||
DisableMaterialDebug(); |
|||
m_DebugViewEngine = value; |
|||
} |
|||
|
|||
public void SetDebugViewVarying(Attributes.DebugViewVarying value) |
|||
{ |
|||
if (value != 0) |
|||
DisableMaterialDebug(); |
|||
m_DebugViewVarying = value; |
|||
} |
|||
public void SetDebugViewProperties(Attributes.DebugViewProperties value) |
|||
{ |
|||
if (value != 0) |
|||
DisableMaterialDebug(); |
|||
m_DebugViewProperties = value; |
|||
} |
|||
|
|||
public void SetDebugViewGBuffer(int value) |
|||
{ |
|||
if (value != 0) |
|||
DisableMaterialDebug(); |
|||
m_DebugViewGBuffer = value; |
|||
} |
|||
|
|||
|
|||
public bool IsDebugGBufferEnabled() |
|||
{ |
|||
return m_DebugViewGBuffer != 0; |
|||
} |
|||
|
|||
public bool IsDebugDisplayEnabled() |
|||
{ |
|||
return (m_DebugViewEngine != 0 || m_DebugViewMaterial != 0 || m_DebugViewVarying != Attributes.DebugViewVarying.None || m_DebugViewProperties != Attributes.DebugViewProperties.None || m_DebugViewGBuffer != 0); |
|||
} |
|||
} |
|||
} |
|||
public static GUIContent[] debugViewMaterialGBufferStrings = null; |
|||
public static int[] debugViewMaterialGBufferValues = null; |
|||
|
|||
public MaterialDebugSettings() |
|||
{ |
|||
BuildDebugRepresentation(); |
|||
} |
|||
|
|||
// className include the additional "/"
|
|||
void FillWithProperties(Type type, GUIContent[] debugViewMaterialStrings, int[] debugViewMaterialValues, string className, ref int index) |
|||
{ |
|||
var attributes = type.GetCustomAttributes(true); |
|||
// Get attribute to get the start number of the value for the enum
|
|||
var attr = attributes[0] as GenerateHLSL; |
|||
|
|||
if (!attr.needParamDebug) |
|||
{ |
|||
return; |
|||
} |
|||
|
|||
var fields = type.GetFields(); |
|||
|
|||
var localIndex = 0; |
|||
foreach (var field in fields) |
|||
{ |
|||
var fieldName = field.Name; |
|||
|
|||
// Check if the display name have been override by the users
|
|||
if (Attribute.IsDefined(field, typeof(SurfaceDataAttributes))) |
|||
{ |
|||
var propertyAttr = (SurfaceDataAttributes[])field.GetCustomAttributes(typeof(SurfaceDataAttributes), false); |
|||
if (propertyAttr[0].displayName != "") |
|||
{ |
|||
fieldName = propertyAttr[0].displayName; |
|||
} |
|||
} |
|||
|
|||
fieldName = className + fieldName; |
|||
|
|||
debugViewMaterialStrings[index] = new GUIContent(fieldName); |
|||
debugViewMaterialValues[index] = attr.paramDefinesStart + (int)localIndex; |
|||
index++; |
|||
localIndex++; |
|||
} |
|||
} |
|||
|
|||
void FillWithPropertiesEnum(Type type, GUIContent[] debugViewMaterialStrings, int[] debugViewMaterialValues, string prefix, ref int index) |
|||
{ |
|||
var names = Enum.GetNames(type); |
|||
|
|||
var localIndex = 0; |
|||
foreach (var value in Enum.GetValues(type)) |
|||
{ |
|||
var valueName = prefix + names[localIndex]; |
|||
|
|||
debugViewMaterialStrings[index] = new GUIContent(valueName); |
|||
debugViewMaterialValues[index] = (int)value; |
|||
index++; |
|||
localIndex++; |
|||
} |
|||
} |
|||
|
|||
public class MaterialItem |
|||
{ |
|||
public String className; |
|||
public Type surfaceDataType; |
|||
public Type bsdfDataType; |
|||
}; |
|||
|
|||
void BuildDebugRepresentation() |
|||
{ |
|||
if (!isDebugViewMaterialInit) |
|||
{ |
|||
List<RenderPipelineMaterial> materialList = HDUtils.GetRenderPipelineMaterialList(); |
|||
|
|||
// TODO: Share this code to retrieve deferred material with HDRenderPipeline
|
|||
// Find first material that have non 0 Gbuffer count and assign it as deferredMaterial
|
|||
Type bsdfDataDeferredType = null; |
|||
foreach (RenderPipelineMaterial material in materialList) |
|||
{ |
|||
if (material.GetMaterialGBufferCount() > 0) |
|||
{ |
|||
bsdfDataDeferredType = material.GetType().GetNestedType("BSDFData"); |
|||
} |
|||
} |
|||
|
|||
// TODO: Handle the case of no Gbuffer material
|
|||
Debug.Assert(bsdfDataDeferredType != null); |
|||
|
|||
List<MaterialItem> materialItems = new List<MaterialItem>(); |
|||
|
|||
int numSurfaceDataFields = 0; |
|||
int numBSDFDataFields = 0; |
|||
foreach (RenderPipelineMaterial material in materialList) |
|||
{ |
|||
MaterialItem item = new MaterialItem(); |
|||
|
|||
item.className = material.GetType().Name + "/"; |
|||
|
|||
item.surfaceDataType = material.GetType().GetNestedType("SurfaceData"); |
|||
numSurfaceDataFields += item.surfaceDataType.GetFields().Length; |
|||
|
|||
item.bsdfDataType = material.GetType().GetNestedType("BSDFData"); |
|||
numBSDFDataFields += item.bsdfDataType.GetFields().Length; |
|||
|
|||
materialItems.Add(item); |
|||
} |
|||
|
|||
// Material properties debug
|
|||
var num = typeof(Builtin.BuiltinData).GetFields().Length * materialList.Count // BuildtinData are duplicated for each material
|
|||
+ numSurfaceDataFields + 1; // +1 for None case
|
|||
|
|||
debugViewMaterialStrings = new GUIContent[num]; |
|||
debugViewMaterialValues = new int[num]; |
|||
// Special case for None since it cannot be inferred from SurfaceData/BuiltinData
|
|||
debugViewMaterialStrings[0] = new GUIContent("None"); |
|||
debugViewMaterialValues[0] = 0; |
|||
var index = 1; |
|||
// 0 is a reserved number and should not be used (allow to track error)
|
|||
foreach (MaterialItem item in materialItems) |
|||
{ |
|||
// BuiltinData are duplicated for each material
|
|||
FillWithProperties(typeof(Builtin.BuiltinData), debugViewMaterialStrings, debugViewMaterialValues, item.className, ref index); |
|||
FillWithProperties(item.surfaceDataType, debugViewMaterialStrings, debugViewMaterialValues, item.className, ref index); |
|||
} |
|||
|
|||
// Engine properties debug
|
|||
num = numBSDFDataFields + 1; // +1 for None case
|
|||
debugViewEngineStrings = new GUIContent[num]; |
|||
debugViewEngineValues = new int[num]; |
|||
// 0 is a reserved number and should not be used (allow to track error)
|
|||
debugViewEngineStrings[0] = new GUIContent("None"); |
|||
debugViewEngineValues[0] = 0; |
|||
index = 1; |
|||
foreach (MaterialItem item in materialItems) |
|||
{ |
|||
FillWithProperties(item.bsdfDataType, debugViewEngineStrings, debugViewEngineValues, item.className, ref index); |
|||
} |
|||
|
|||
// Attributes debug
|
|||
var varyingNames = Enum.GetNames(typeof(Attributes.DebugViewVarying)); |
|||
debugViewMaterialVaryingStrings = new GUIContent[varyingNames.Length]; |
|||
debugViewMaterialVaryingValues = new int[varyingNames.Length]; |
|||
index = 0; |
|||
FillWithPropertiesEnum(typeof(Attributes.DebugViewVarying), debugViewMaterialVaryingStrings, debugViewMaterialVaryingValues, "", ref index); |
|||
|
|||
// Properties debug
|
|||
var propertiesNames = Enum.GetNames(typeof(Attributes.DebugViewProperties)); |
|||
debugViewMaterialPropertiesStrings = new GUIContent[propertiesNames.Length]; |
|||
debugViewMaterialPropertiesValues = new int[propertiesNames.Length]; |
|||
index = 0; |
|||
FillWithPropertiesEnum(typeof(Attributes.DebugViewProperties), debugViewMaterialPropertiesStrings, debugViewMaterialPropertiesValues, "", ref index); |
|||
|
|||
// Gbuffer debug
|
|||
var gbufferNames = Enum.GetNames(typeof(Attributes.DebugViewGbuffer)); |
|||
debugViewMaterialGBufferStrings = new GUIContent[gbufferNames.Length + bsdfDataDeferredType.GetFields().Length]; |
|||
debugViewMaterialGBufferValues = new int[gbufferNames.Length + bsdfDataDeferredType.GetFields().Length]; |
|||
index = 0; |
|||
FillWithPropertiesEnum(typeof(Attributes.DebugViewGbuffer), debugViewMaterialGBufferStrings, debugViewMaterialGBufferValues, "", ref index); |
|||
FillWithProperties(typeof(Lit.BSDFData), debugViewMaterialGBufferStrings, debugViewMaterialGBufferValues, "", ref index); |
|||
|
|||
isDebugViewMaterialInit = true; |
|||
} |
|||
} |
|||
|
|||
public int debugViewMaterial { get { return m_DebugViewMaterial; } } |
|||
public int debugViewEngine { get { return m_DebugViewEngine; } } |
|||
public Attributes.DebugViewVarying debugViewVarying { get { return m_DebugViewVarying; } } |
|||
public Attributes.DebugViewProperties debugViewProperties { get { return m_DebugViewProperties; } } |
|||
public int debugViewGBuffer { get { return m_DebugViewGBuffer; } } |
|||
|
|||
int m_DebugViewMaterial = 0; // No enum there because everything is generated from materials.
|
|||
int m_DebugViewEngine = 0; // No enum there because everything is generated from BSDFData
|
|||
Attributes.DebugViewVarying m_DebugViewVarying = Attributes.DebugViewVarying.None; |
|||
Attributes.DebugViewProperties m_DebugViewProperties = Attributes.DebugViewProperties.None; |
|||
int m_DebugViewGBuffer = 0; // Can't use GBuffer enum here because the values are actually split between this enum and values from Lit.BSDFData
|
|||
|
|||
public int GetDebugMaterialIndex() |
|||
{ |
|||
// This value is used in the shader for the actual debug display.
|
|||
// There is only one uniform parameter for that so we just add all of them
|
|||
// They are all mutually exclusive so return the sum will return the right index.
|
|||
return m_DebugViewGBuffer + m_DebugViewMaterial + m_DebugViewEngine + (int)m_DebugViewVarying + (int)m_DebugViewProperties; |
|||
} |
|||
|
|||
public void DisableMaterialDebug() |
|||
{ |
|||
m_DebugViewMaterial = 0; |
|||
m_DebugViewEngine = 0; |
|||
m_DebugViewVarying = Attributes.DebugViewVarying.None; |
|||
m_DebugViewProperties = Attributes.DebugViewProperties.None; |
|||
m_DebugViewGBuffer = 0; |
|||
} |
|||
|
|||
public void SetDebugViewMaterial(int value) |
|||
{ |
|||
if (value != 0) |
|||
DisableMaterialDebug(); |
|||
m_DebugViewMaterial = value; |
|||
} |
|||
|
|||
public void SetDebugViewEngine(int value) |
|||
{ |
|||
if (value != 0) |
|||
DisableMaterialDebug(); |
|||
m_DebugViewEngine = value; |
|||
} |
|||
|
|||
public void SetDebugViewVarying(Attributes.DebugViewVarying value) |
|||
{ |
|||
if (value != 0) |
|||
DisableMaterialDebug(); |
|||
m_DebugViewVarying = value; |
|||
} |
|||
public void SetDebugViewProperties(Attributes.DebugViewProperties value) |
|||
{ |
|||
if (value != 0) |
|||
DisableMaterialDebug(); |
|||
m_DebugViewProperties = value; |
|||
} |
|||
|
|||
public void SetDebugViewGBuffer(int value) |
|||
{ |
|||
if (value != 0) |
|||
DisableMaterialDebug(); |
|||
m_DebugViewGBuffer = value; |
|||
} |
|||
|
|||
|
|||
public bool IsDebugGBufferEnabled() |
|||
{ |
|||
return m_DebugViewGBuffer != 0; |
|||
} |
|||
|
|||
public bool IsDebugDisplayEnabled() |
|||
{ |
|||
return (m_DebugViewEngine != 0 || m_DebugViewMaterial != 0 || m_DebugViewVarying != Attributes.DebugViewVarying.None || m_DebugViewProperties != Attributes.DebugViewProperties.None || m_DebugViewGBuffer != 0); |
|||
} |
|||
} |
|||
} |
1001
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitData.hlsl
文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
|
|||
//------------------------------------------------------------------------------------- |
|||
// Fill SurfaceData/Builtin data function |
|||
//------------------------------------------------------------------------------------- |
|||
#include "CoreRP/ShaderLibrary/Sampling/SampleUVMapping.hlsl" |
|||
#include "../MaterialUtilities.hlsl" |
|||
#include "../Decal/DecalUtilities.hlsl" |
|||
|
|||
// TODO: move this function to commonLighting.hlsl once validated it work correctly |
|||
float GetSpecularOcclusionFromBentAO(float3 V, float3 bentNormalWS, SurfaceData surfaceData) |
|||
{ |
|||
// Retrieve cone angle |
|||
// Ambient occlusion is cosine weighted, thus use following equation. See slide 129 |
|||
float cosAv = sqrt(1.0 - surfaceData.ambientOcclusion); |
|||
float roughness = max(PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness), 0.01); // Clamp to 0.01 to avoid edge cases |
|||
float cosAs = exp2((-log(10.0)/log(2.0)) * Sq(roughness)); |
|||
float cosB = dot(bentNormalWS, reflect(-V, surfaceData.normalWS)); |
|||
|
|||
return SphericalCapIntersectionSolidArea(cosAv, cosAs, cosB) / (TWO_PI * (1.0 - cosAs)); |
|||
} |
|||
|
|||
void GetBuiltinData(FragInputs input, SurfaceData surfaceData, float alpha, float3 bentNormalWS, float depthOffset, out BuiltinData builtinData) |
|||
{ |
|||
// Builtin Data |
|||
builtinData.opacity = alpha; |
|||
|
|||
// TODO: Sample lightmap/lightprobe/volume proxy |
|||
// This should also handle projective lightmap |
|||
builtinData.bakeDiffuseLighting = SampleBakedGI(input.positionWS, bentNormalWS, input.texCoord1, input.texCoord2); |
|||
|
|||
// It is safe to call this function here as surfaceData have been filled |
|||
// We want to know if we must enable transmission on GI for SSS material, if the material have no SSS, this code will be remove by the compiler. |
|||
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData); |
|||
if (HasMaterialFeatureFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_TRANSMISSION)) |
|||
{ |
|||
// For now simply recall the function with inverted normal, the compiler should be able to optimize the lightmap case to not resample the directional lightmap |
|||
// however it will not optimize the lightprobe case due to the proxy volume relying on dynamic if (we rely must get right of this dynamic if), not a problem for SH9, but a problem for proxy volume. |
|||
// TODO: optimize more this code. |
|||
// Add GI transmission contribution by resampling the GI for inverted vertex normal |
|||
builtinData.bakeDiffuseLighting += SampleBakedGI(input.positionWS, -input.worldToTangent[2], input.texCoord1, input.texCoord2) * bsdfData.transmittance; |
|||
} |
|||
|
|||
#ifdef SHADOWS_SHADOWMASK |
|||
float4 shadowMask = SampleShadowMask(input.positionWS, input.texCoord1); |
|||
builtinData.shadowMask0 = shadowMask.x; |
|||
builtinData.shadowMask1 = shadowMask.y; |
|||
builtinData.shadowMask2 = shadowMask.z; |
|||
builtinData.shadowMask3 = shadowMask.w; |
|||
#else |
|||
builtinData.shadowMask0 = 0.0; |
|||
builtinData.shadowMask1 = 0.0; |
|||
builtinData.shadowMask2 = 0.0; |
|||
builtinData.shadowMask3 = 0.0; |
|||
#endif |
|||
|
|||
// Emissive Intensity is only use here, but is part of BuiltinData to enforce UI parameters as we want the users to fill one color and one intensity |
|||
builtinData.emissiveIntensity = _EmissiveIntensity; // We still store intensity here so we can reuse it with debug code |
|||
|
|||
builtinData.emissiveColor = _EmissiveColor * builtinData.emissiveIntensity * lerp(float3(1.0, 1.0, 1.0), surfaceData.baseColor.rgb, _AlbedoAffectEmissive); |
|||
#ifdef _EMISSIVE_COLOR_MAP |
|||
builtinData.emissiveColor *= SAMPLE_TEXTURE2D(_EmissiveColorMap, sampler_EmissiveColorMap, TRANSFORM_TEX(input.texCoord0, _EmissiveColorMap)).rgb; |
|||
#endif |
|||
|
|||
builtinData.velocity = float2(0.0, 0.0); |
|||
|
|||
#if (SHADERPASS == SHADERPASS_DISTORTION) || defined(DEBUG_DISPLAY) |
|||
float3 distortion = SAMPLE_TEXTURE2D(_DistortionVectorMap, sampler_DistortionVectorMap, input.texCoord0).rgb; |
|||
distortion.rg = distortion.rg * _DistortionVectorScale.xx + _DistortionVectorBias.xx; |
|||
builtinData.distortion = distortion.rg * _DistortionScale; |
|||
builtinData.distortionBlur = clamp(distortion.b * _DistortionBlurScale, 0.0, 1.0) * (_DistortionBlurRemapMax - _DistortionBlurRemapMin) + _DistortionBlurRemapMin; |
|||
#else |
|||
builtinData.distortion = float2(0.0, 0.0); |
|||
builtinData.distortionBlur = 0.0; |
|||
#endif |
|||
|
|||
builtinData.depthOffset = depthOffset; |
|||
} |
|||
|
|||
// Struct that gather UVMapping info of all layers + common calculation |
|||
// This is use to abstract the mapping that can differ on layers |
|||
struct LayerTexCoord |
|||
{ |
|||
#ifndef LAYERED_LIT_SHADER |
|||
UVMapping base; |
|||
UVMapping details; |
|||
#else |
|||
// Regular texcoord |
|||
UVMapping base0; |
|||
UVMapping base1; |
|||
UVMapping base2; |
|||
UVMapping base3; |
|||
|
|||
UVMapping details0; |
|||
UVMapping details1; |
|||
UVMapping details2; |
|||
UVMapping details3; |
|||
|
|||
// Dedicated for blend mask |
|||
UVMapping blendMask; |
|||
#endif |
|||
|
|||
// Store information that will be share by all UVMapping |
|||
float3 vertexNormalWS; // TODO: store also object normal map for object triplanar |
|||
float3 triplanarWeights; |
|||
|
|||
#ifdef SURFACE_GRADIENT |
|||
// tangent basis for each UVSet - up to 4 for now |
|||
float3 vertexTangentWS0, vertexBitangentWS0; |
|||
float3 vertexTangentWS1, vertexBitangentWS1; |
|||
float3 vertexTangentWS2, vertexBitangentWS2; |
|||
float3 vertexTangentWS3, vertexBitangentWS3; |
|||
#endif |
|||
}; |
|||
|
|||
#ifdef SURFACE_GRADIENT |
|||
void GenerateLayerTexCoordBasisTB(FragInputs input, inout LayerTexCoord layerTexCoord) |
|||
{ |
|||
float3 vertexNormalWS = input.worldToTangent[2]; |
|||
|
|||
layerTexCoord.vertexTangentWS0 = input.worldToTangent[0]; |
|||
layerTexCoord.vertexBitangentWS0 = input.worldToTangent[1]; |
|||
|
|||
// TODO: We should use relative camera position here - This will be automatic when we will move to camera relative space. |
|||
float3 dPdx = ddx_fine(input.positionWS); |
|||
float3 dPdy = ddy_fine(input.positionWS); |
|||
|
|||
float3 sigmaX = dPdx - dot(dPdx, vertexNormalWS) * vertexNormalWS; |
|||
float3 sigmaY = dPdy - dot(dPdy, vertexNormalWS) * vertexNormalWS; |
|||
//float flipSign = dot(sigmaY, cross(vertexNormalWS, sigmaX) ) ? -1.0 : 1.0; |
|||
float flipSign = dot(dPdy, cross(vertexNormalWS, dPdx)) < 0.0 ? -1.0 : 1.0; // gives same as the commented out line above |
|||
|
|||
// TODO: Optimize! The compiler will not be able to remove the tangent space that are not use because it can't know due to our UVMapping constant we use for both base and details |
|||
// To solve this we should track which UVSet is use for normal mapping... Maybe not as simple as it sounds |
|||
SurfaceGradientGenBasisTB(vertexNormalWS, sigmaX, sigmaY, flipSign, input.texCoord1, layerTexCoord.vertexTangentWS1, layerTexCoord.vertexBitangentWS1); |
|||
#if defined(_REQUIRE_UV2) || defined(_REQUIRE_UV3) |
|||
SurfaceGradientGenBasisTB(vertexNormalWS, sigmaX, sigmaY, flipSign, input.texCoord2, layerTexCoord.vertexTangentWS2, layerTexCoord.vertexBitangentWS2); |
|||
#endif |
|||
#if defined(_REQUIRE_UV3) |
|||
SurfaceGradientGenBasisTB(vertexNormalWS, sigmaX, sigmaY, flipSign, input.texCoord3, layerTexCoord.vertexTangentWS3, layerTexCoord.vertexBitangentWS3); |
|||
#endif |
|||
} |
|||
#endif |
|||
|
|||
#ifndef LAYERED_LIT_SHADER |
|||
|
|||
// Want to use only one sampler for normalmap/bentnormalmap either we use OS or TS. And either we have normal map or bent normal or both. |
|||
#ifdef _NORMALMAP_TANGENT_SPACE |
|||
#if defined(_NORMALMAP) |
|||
#define SAMPLER_NORMALMAP_IDX sampler_NormalMap |
|||
#elif defined(_BENTNORMALMAP) |
|||
#define SAMPLER_NORMALMAP_IDX sampler_BentNormalMap |
|||
#endif |
|||
#else |
|||
#if defined(_NORMALMAP) |
|||
#define SAMPLER_NORMALMAP_IDX sampler_NormalMapOS |
|||
#elif defined(_BENTNORMALMAP) |
|||
#define SAMPLER_NORMALMAP_IDX sampler_BentNormalMapOS |
|||
#endif |
|||
#endif |
|||
|
|||
#define SAMPLER_DETAILMAP_IDX sampler_DetailMap |
|||
#define SAMPLER_MASKMAP_IDX sampler_MaskMap |
|||
#define SAMPLER_HEIGHTMAP_IDX sampler_HeightMap |
|||
|
|||
#define SAMPLER_SUBSURFACE_MASKMAP_IDX sampler_SubsurfaceMaskMap |
|||
#define SAMPLER_THICKNESSMAP_IDX sampler_ThicknessMap |
|||
|
|||
// include LitDataIndividualLayer to define GetSurfaceData |
|||
#define LAYER_INDEX 0 |
|||
#define ADD_IDX(Name) Name |
|||
#define ADD_ZERO_IDX(Name) Name |
|||
#ifdef _NORMALMAP |
|||
#define _NORMALMAP_IDX |
|||
#endif |
|||
#ifdef _NORMALMAP_TANGENT_SPACE |
|||
#define _NORMALMAP_TANGENT_SPACE_IDX |
|||
#endif |
|||
#ifdef _DETAIL_MAP |
|||
#define _DETAIL_MAP_IDX |
|||
#endif |
|||
#ifdef _SUBSURFACE_MASK_MAP |
|||
#define _SUBSURFACE_MASK_MAP_IDX |
|||
#endif |
|||
#ifdef _THICKNESSMAP |
|||
#define _THICKNESSMAP_IDX |
|||
#endif |
|||
#ifdef _MASKMAP |
|||
#define _MASKMAP_IDX |
|||
#endif |
|||
#ifdef _BENTNORMALMAP |
|||
#define _BENTNORMALMAP_IDX |
|||
#endif |
|||
#include "LitDataIndividualLayer.hlsl" |
|||
|
|||
// This maybe call directly by tessellation (domain) shader, thus all part regarding surface gradient must be done |
|||
// in function with FragInputs input as parameters |
|||
// layerTexCoord must have been initialize to 0 outside of this function |
|||
void GetLayerTexCoord(float2 texCoord0, float2 texCoord1, float2 texCoord2, float2 texCoord3, |
|||
float3 positionWS, float3 vertexNormalWS, inout LayerTexCoord layerTexCoord) |
|||
{ |
|||
layerTexCoord.vertexNormalWS = vertexNormalWS; |
|||
layerTexCoord.triplanarWeights = ComputeTriplanarWeights(vertexNormalWS); |
|||
|
|||
int mappingType = UV_MAPPING_UVSET; |
|||
#if defined(_MAPPING_PLANAR) |
|||
mappingType = UV_MAPPING_PLANAR; |
|||
#elif defined(_MAPPING_TRIPLANAR) |
|||
mappingType = UV_MAPPING_TRIPLANAR; |
|||
#endif |
|||
|
|||
// Be sure that the compiler is aware that we don't use UV1 to UV3 for main layer so it can optimize code |
|||
ComputeLayerTexCoord( texCoord0, texCoord1, texCoord2, texCoord3, float4(1.0, 0.0, 0.0, 0.0), _UVDetailsMappingMask, |
|||
_BaseColorMap_ST.xy, _BaseColorMap_ST.zw, _DetailMap_ST.xy, _DetailMap_ST.zw, 1.0, _LinkDetailsWithBase, |
|||
positionWS, _TexWorldScale, |
|||
mappingType, layerTexCoord); |
|||
} |
|||
|
|||
// This is call only in this file |
|||
// layerTexCoord must have been initialize to 0 outside of this function |
|||
void GetLayerTexCoord(FragInputs input, inout LayerTexCoord layerTexCoord) |
|||
{ |
|||
#ifdef SURFACE_GRADIENT |
|||
GenerateLayerTexCoordBasisTB(input, layerTexCoord); |
|||
#endif |
|||
|
|||
GetLayerTexCoord( input.texCoord0, input.texCoord1, input.texCoord2, input.texCoord3, |
|||
input.positionWS, input.worldToTangent[2].xyz, layerTexCoord); |
|||
} |
|||
|
|||
#include "LitDataDisplacement.hlsl" |
|||
|
|||
void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) |
|||
{ |
|||
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group |
|||
LODDitheringTransition(posInput.positionSS, unity_LODFade.x); |
|||
#endif |
|||
|
|||
ApplyDoubleSidedFlipOrMirror(input); // Apply double sided flip on the vertex normal |
|||
|
|||
LayerTexCoord layerTexCoord; |
|||
ZERO_INITIALIZE(LayerTexCoord, layerTexCoord); |
|||
GetLayerTexCoord(input, layerTexCoord); |
|||
|
|||
float depthOffset = ApplyPerPixelDisplacement(input, V, layerTexCoord); |
|||
|
|||
#ifdef _DEPTHOFFSET_ON |
|||
ApplyDepthOffsetPositionInput(V, depthOffset, GetWorldToHClipMatrix(), posInput); |
|||
#endif |
|||
|
|||
// We perform the conversion to world of the normalTS outside of the GetSurfaceData |
|||
// so it allow us to correctly deal with detail normal map and optimize the code for the layered shaders |
|||
float3 normalTS; |
|||
float3 bentNormalTS; |
|||
float3 bentNormalWS; |
|||
float alpha = GetSurfaceData(input, layerTexCoord, surfaceData, normalTS, bentNormalTS); |
|||
GetNormalWS(input, V, normalTS, surfaceData.normalWS); |
|||
|
|||
// Ensure that the normal is front-facing. |
|||
float NdotV; |
|||
surfaceData.normalWS = GetViewReflectedNormal(surfaceData.normalWS, V, NdotV); |
|||
|
|||
// Use bent normal to sample GI if available |
|||
#ifdef _BENTNORMALMAP |
|||
GetNormalWS(input, V, bentNormalTS, bentNormalWS); |
|||
#else |
|||
bentNormalWS = surfaceData.normalWS; |
|||
#endif |
|||
|
|||
// By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion. |
|||
// If user provide bent normal then we process a better term |
|||
#if defined(_BENTNORMALMAP) && defined(_ENABLESPECULAROCCLUSION) |
|||
// If we have bent normal and ambient occlusion, process a specular occlusion |
|||
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData); |
|||
#elif defined(_MASKMAP) |
|||
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(NdotV, surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness)); |
|||
#else |
|||
surfaceData.specularOcclusion = 1.0; |
|||
#endif |
|||
|
|||
// This is use with anisotropic material |
|||
surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS); |
|||
|
|||
AddDecalContribution(posInput.positionSS, surfaceData); |
|||
|
|||
#if defined(DEBUG_DISPLAY) |
|||
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) |
|||
{ |
|||
surfaceData.baseColor = GetTextureDataDebug(_DebugMipMapMode, layerTexCoord.base.uv, _BaseColorMap, _BaseColorMap_TexelSize, _BaseColorMap_MipInfo, surfaceData.baseColor); |
|||
surfaceData.metallic = 0; |
|||
} |
|||
#endif |
|||
|
|||
// Caution: surfaceData must be fully initialize before calling GetBuiltinData |
|||
GetBuiltinData(input, surfaceData, alpha, bentNormalWS, depthOffset, builtinData); |
|||
} |
|||
|
|||
#include "LitDataMeshModification.hlsl" |
|||
|
|||
#endif // #ifndef LAYERED_LIT_SHADER |
|||
//------------------------------------------------------------------------------------- |
|||
// Fill SurfaceData/Builtin data function |
|||
//------------------------------------------------------------------------------------- |
|||
#include "CoreRP/ShaderLibrary/Sampling/SampleUVMapping.hlsl" |
|||
#include "../MaterialUtilities.hlsl" |
|||
#include "../Decal/DecalUtilities.hlsl" |
|||
|
|||
// TODO: move this function to commonLighting.hlsl once validated it work correctly |
|||
float GetSpecularOcclusionFromBentAO(float3 V, float3 bentNormalWS, SurfaceData surfaceData) |
|||
{ |
|||
// Retrieve cone angle |
|||
// Ambient occlusion is cosine weighted, thus use following equation. See slide 129 |
|||
float cosAv = sqrt(1.0 - surfaceData.ambientOcclusion); |
|||
float roughness = max(PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness), 0.01); // Clamp to 0.01 to avoid edge cases |
|||
float cosAs = exp2((-log(10.0)/log(2.0)) * Sq(roughness)); |
|||
float cosB = dot(bentNormalWS, reflect(-V, surfaceData.normalWS)); |
|||
|
|||
return SphericalCapIntersectionSolidArea(cosAv, cosAs, cosB) / (TWO_PI * (1.0 - cosAs)); |
|||
} |
|||
|
|||
// Struct that gather UVMapping info of all layers + common calculation |
|||
// This is use to abstract the mapping that can differ on layers |
|||
struct LayerTexCoord |
|||
{ |
|||
#ifndef LAYERED_LIT_SHADER |
|||
UVMapping base; |
|||
UVMapping details; |
|||
#else |
|||
// Regular texcoord |
|||
UVMapping base0; |
|||
UVMapping base1; |
|||
UVMapping base2; |
|||
UVMapping base3; |
|||
|
|||
UVMapping details0; |
|||
UVMapping details1; |
|||
UVMapping details2; |
|||
UVMapping details3; |
|||
|
|||
// Dedicated for blend mask |
|||
UVMapping blendMask; |
|||
#endif |
|||
|
|||
// Store information that will be share by all UVMapping |
|||
float3 vertexNormalWS; // TODO: store also object normal map for object triplanar |
|||
float3 triplanarWeights; |
|||
|
|||
#ifdef SURFACE_GRADIENT |
|||
// tangent basis for each UVSet - up to 4 for now |
|||
float3 vertexTangentWS0, vertexBitangentWS0; |
|||
float3 vertexTangentWS1, vertexBitangentWS1; |
|||
float3 vertexTangentWS2, vertexBitangentWS2; |
|||
float3 vertexTangentWS3, vertexBitangentWS3; |
|||
#endif |
|||
}; |
|||
|
|||
#ifdef SURFACE_GRADIENT |
|||
void GenerateLayerTexCoordBasisTB(FragInputs input, inout LayerTexCoord layerTexCoord) |
|||
{ |
|||
float3 vertexNormalWS = input.worldToTangent[2]; |
|||
|
|||
layerTexCoord.vertexTangentWS0 = input.worldToTangent[0]; |
|||
layerTexCoord.vertexBitangentWS0 = input.worldToTangent[1]; |
|||
|
|||
// TODO: We should use relative camera position here - This will be automatic when we will move to camera relative space. |
|||
float3 dPdx = ddx_fine(input.positionWS); |
|||
float3 dPdy = ddy_fine(input.positionWS); |
|||
|
|||
float3 sigmaX = dPdx - dot(dPdx, vertexNormalWS) * vertexNormalWS; |
|||
float3 sigmaY = dPdy - dot(dPdy, vertexNormalWS) * vertexNormalWS; |
|||
//float flipSign = dot(sigmaY, cross(vertexNormalWS, sigmaX) ) ? -1.0 : 1.0; |
|||
float flipSign = dot(dPdy, cross(vertexNormalWS, dPdx)) < 0.0 ? -1.0 : 1.0; // gives same as the commented out line above |
|||
|
|||
// TODO: Optimize! The compiler will not be able to remove the tangent space that are not use because it can't know due to our UVMapping constant we use for both base and details |
|||
// To solve this we should track which UVSet is use for normal mapping... Maybe not as simple as it sounds |
|||
SurfaceGradientGenBasisTB(vertexNormalWS, sigmaX, sigmaY, flipSign, input.texCoord1, layerTexCoord.vertexTangentWS1, layerTexCoord.vertexBitangentWS1); |
|||
#if defined(_REQUIRE_UV2) || defined(_REQUIRE_UV3) |
|||
SurfaceGradientGenBasisTB(vertexNormalWS, sigmaX, sigmaY, flipSign, input.texCoord2, layerTexCoord.vertexTangentWS2, layerTexCoord.vertexBitangentWS2); |
|||
#endif |
|||
#if defined(_REQUIRE_UV3) |
|||
SurfaceGradientGenBasisTB(vertexNormalWS, sigmaX, sigmaY, flipSign, input.texCoord3, layerTexCoord.vertexTangentWS3, layerTexCoord.vertexBitangentWS3); |
|||
#endif |
|||
} |
|||
#endif |
|||
|
|||
#ifndef LAYERED_LIT_SHADER |
|||
|
|||
// Want to use only one sampler for normalmap/bentnormalmap either we use OS or TS. And either we have normal map or bent normal or both. |
|||
#ifdef _NORMALMAP_TANGENT_SPACE |
|||
#if defined(_NORMALMAP) |
|||
#define SAMPLER_NORMALMAP_IDX sampler_NormalMap |
|||
#elif defined(_BENTNORMALMAP) |
|||
#define SAMPLER_NORMALMAP_IDX sampler_BentNormalMap |
|||
#endif |
|||
#else |
|||
#if defined(_NORMALMAP) |
|||
#define SAMPLER_NORMALMAP_IDX sampler_NormalMapOS |
|||
#elif defined(_BENTNORMALMAP) |
|||
#define SAMPLER_NORMALMAP_IDX sampler_BentNormalMapOS |
|||
#endif |
|||
#endif |
|||
|
|||
#define SAMPLER_DETAILMAP_IDX sampler_DetailMap |
|||
#define SAMPLER_MASKMAP_IDX sampler_MaskMap |
|||
#define SAMPLER_HEIGHTMAP_IDX sampler_HeightMap |
|||
|
|||
#define SAMPLER_SUBSURFACE_MASKMAP_IDX sampler_SubsurfaceMaskMap |
|||
#define SAMPLER_THICKNESSMAP_IDX sampler_ThicknessMap |
|||
|
|||
// include LitDataIndividualLayer to define GetSurfaceData |
|||
#define LAYER_INDEX 0 |
|||
#define ADD_IDX(Name) Name |
|||
#define ADD_ZERO_IDX(Name) Name |
|||
#ifdef _NORMALMAP |
|||
#define _NORMALMAP_IDX |
|||
#endif |
|||
#ifdef _NORMALMAP_TANGENT_SPACE |
|||
#define _NORMALMAP_TANGENT_SPACE_IDX |
|||
#endif |
|||
#ifdef _DETAIL_MAP |
|||
#define _DETAIL_MAP_IDX |
|||
#endif |
|||
#ifdef _SUBSURFACE_MASK_MAP |
|||
#define _SUBSURFACE_MASK_MAP_IDX |
|||
#endif |
|||
#ifdef _THICKNESSMAP |
|||
#define _THICKNESSMAP_IDX |
|||
#endif |
|||
#ifdef _MASKMAP |
|||
#define _MASKMAP_IDX |
|||
#endif |
|||
#ifdef _BENTNORMALMAP |
|||
#define _BENTNORMALMAP_IDX |
|||
#endif |
|||
#include "LitDataIndividualLayer.hlsl" |
|||
|
|||
// This maybe call directly by tessellation (domain) shader, thus all part regarding surface gradient must be done |
|||
// in function with FragInputs input as parameters |
|||
// layerTexCoord must have been initialize to 0 outside of this function |
|||
void GetLayerTexCoord(float2 texCoord0, float2 texCoord1, float2 texCoord2, float2 texCoord3, |
|||
float3 positionWS, float3 vertexNormalWS, inout LayerTexCoord layerTexCoord) |
|||
{ |
|||
layerTexCoord.vertexNormalWS = vertexNormalWS; |
|||
layerTexCoord.triplanarWeights = ComputeTriplanarWeights(vertexNormalWS); |
|||
|
|||
int mappingType = UV_MAPPING_UVSET; |
|||
#if defined(_MAPPING_PLANAR) |
|||
mappingType = UV_MAPPING_PLANAR; |
|||
#elif defined(_MAPPING_TRIPLANAR) |
|||
mappingType = UV_MAPPING_TRIPLANAR; |
|||
#endif |
|||
|
|||
// Be sure that the compiler is aware that we don't use UV1 to UV3 for main layer so it can optimize code |
|||
ComputeLayerTexCoord( texCoord0, texCoord1, texCoord2, texCoord3, float4(1.0, 0.0, 0.0, 0.0), _UVDetailsMappingMask, |
|||
_BaseColorMap_ST.xy, _BaseColorMap_ST.zw, _DetailMap_ST.xy, _DetailMap_ST.zw, 1.0, _LinkDetailsWithBase, |
|||
positionWS, _TexWorldScale, |
|||
mappingType, layerTexCoord); |
|||
} |
|||
|
|||
// This is call only in this file |
|||
// layerTexCoord must have been initialize to 0 outside of this function |
|||
void GetLayerTexCoord(FragInputs input, inout LayerTexCoord layerTexCoord) |
|||
{ |
|||
#ifdef SURFACE_GRADIENT |
|||
GenerateLayerTexCoordBasisTB(input, layerTexCoord); |
|||
#endif |
|||
|
|||
GetLayerTexCoord( input.texCoord0, input.texCoord1, input.texCoord2, input.texCoord3, |
|||
input.positionWS, input.worldToTangent[2].xyz, layerTexCoord); |
|||
} |
|||
|
|||
#include "LitDataDisplacement.hlsl" |
|||
#include "LitBuiltinData.hlsl" |
|||
|
|||
void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) |
|||
{ |
|||
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group |
|||
LODDitheringTransition(posInput.positionSS, unity_LODFade.x); |
|||
#endif |
|||
|
|||
ApplyDoubleSidedFlipOrMirror(input); // Apply double sided flip on the vertex normal |
|||
|
|||
LayerTexCoord layerTexCoord; |
|||
ZERO_INITIALIZE(LayerTexCoord, layerTexCoord); |
|||
GetLayerTexCoord(input, layerTexCoord); |
|||
|
|||
float depthOffset = ApplyPerPixelDisplacement(input, V, layerTexCoord); |
|||
|
|||
#ifdef _DEPTHOFFSET_ON |
|||
ApplyDepthOffsetPositionInput(V, depthOffset, GetWorldToHClipMatrix(), posInput); |
|||
#endif |
|||
|
|||
// We perform the conversion to world of the normalTS outside of the GetSurfaceData |
|||
// so it allow us to correctly deal with detail normal map and optimize the code for the layered shaders |
|||
float3 normalTS; |
|||
float3 bentNormalTS; |
|||
float3 bentNormalWS; |
|||
float alpha = GetSurfaceData(input, layerTexCoord, surfaceData, normalTS, bentNormalTS); |
|||
GetNormalWS(input, V, normalTS, surfaceData.normalWS); |
|||
|
|||
// Ensure that the normal is front-facing. |
|||
float NdotV; |
|||
surfaceData.normalWS = GetViewReflectedNormal(surfaceData.normalWS, V, NdotV); |
|||
|
|||
// Use bent normal to sample GI if available |
|||
#ifdef _BENTNORMALMAP |
|||
GetNormalWS(input, V, bentNormalTS, bentNormalWS); |
|||
#else |
|||
bentNormalWS = surfaceData.normalWS; |
|||
#endif |
|||
|
|||
// By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion. |
|||
// If user provide bent normal then we process a better term |
|||
#if defined(_BENTNORMALMAP) && defined(_ENABLESPECULAROCCLUSION) |
|||
// If we have bent normal and ambient occlusion, process a specular occlusion |
|||
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData); |
|||
#elif defined(_MASKMAP) |
|||
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(NdotV, surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness)); |
|||
#else |
|||
surfaceData.specularOcclusion = 1.0; |
|||
#endif |
|||
|
|||
// This is use with anisotropic material |
|||
surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS); |
|||
|
|||
AddDecalContribution(posInput.positionSS, surfaceData); |
|||
|
|||
#if defined(DEBUG_DISPLAY) |
|||
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) |
|||
{ |
|||
surfaceData.baseColor = GetTextureDataDebug(_DebugMipMapMode, layerTexCoord.base.uv, _BaseColorMap, _BaseColorMap_TexelSize, _BaseColorMap_MipInfo, surfaceData.baseColor); |
|||
surfaceData.metallic = 0; |
|||
} |
|||
#endif |
|||
|
|||
// Caution: surfaceData must be fully initialize before calling GetBuiltinData |
|||
GetBuiltinData(input, surfaceData, alpha, bentNormalWS, depthOffset, builtinData); |
|||
} |
|||
|
|||
#include "LitDataMeshModification.hlsl" |
|||
|
|||
#endif // #ifndef LAYERED_LIT_SHADER |
|
|||
// =========================================================================== |
|||
// WARNING: |
|||
// On PS4, texture/sampler declarations need to be outside of CBuffers |
|||
// Otherwise those parameters are not bound correctly at runtime. |
|||
// =========================================================================== |
|||
|
|||
TEXTURE2D(_DistortionVectorMap); |
|||
SAMPLER(sampler_DistortionVectorMap); |
|||
|
|||
TEXTURE2D(_EmissiveColorMap); |
|||
SAMPLER(sampler_EmissiveColorMap); |
|||
|
|||
#ifndef LAYERED_LIT_SHADER |
|||
|
|||
TEXTURE2D(_DiffuseLightingMap); |
|||
SAMPLER(sampler_DiffuseLightingMap); |
|||
|
|||
TEXTURE2D(_BaseColorMap); |
|||
SAMPLER(sampler_BaseColorMap); |
|||
|
|||
TEXTURE2D(_MaskMap); |
|||
SAMPLER(sampler_MaskMap); |
|||
TEXTURE2D(_BentNormalMap); // Reuse sampler from normal map |
|||
SAMPLER(sampler_BentNormalMap); |
|||
|
|||
TEXTURE2D(_NormalMap); |
|||
SAMPLER(sampler_NormalMap); |
|||
TEXTURE2D(_NormalMapOS); |
|||
SAMPLER(sampler_NormalMapOS); |
|||
|
|||
TEXTURE2D(_DetailMap); |
|||
SAMPLER(sampler_DetailMap); |
|||
|
|||
TEXTURE2D(_HeightMap); |
|||
SAMPLER(sampler_HeightMap); |
|||
|
|||
TEXTURE2D(_TangentMap); |
|||
SAMPLER(sampler_TangentMap); |
|||
TEXTURE2D(_TangentMapOS); |
|||
SAMPLER(sampler_TangentMapOS); |
|||
|
|||
TEXTURE2D(_AnisotropyMap); |
|||
SAMPLER(sampler_AnisotropyMap); |
|||
|
|||
TEXTURE2D(_SubsurfaceMaskMap); |
|||
SAMPLER(sampler_SubsurfaceMaskMap); |
|||
TEXTURE2D(_ThicknessMap); |
|||
SAMPLER(sampler_ThicknessMap); |
|||
|
|||
TEXTURE2D(_SpecularColorMap); |
|||
SAMPLER(sampler_SpecularColorMap); |
|||
|
|||
TEXTURE2D(_TransmittanceColorMap); |
|||
SAMPLER(sampler_TransmittanceColorMap); |
|||
|
|||
#else |
|||
|
|||
// Set of users variables |
|||
#define PROP_DECL(type, name) type name##0, name##1, name##2, name##3 |
|||
// sampler are share by texture type inside a layered material but we need to support that a particualr layer have no texture, so we take the first sampler of available texture as the share one |
|||
// mean we must declare all sampler |
|||
#define PROP_DECL_TEX2D(name)\ |
|||
TEXTURE2D(MERGE_NAME(name, 0)); \ |
|||
SAMPLER(MERGE_NAME(MERGE_NAME(sampler, name), 0)); \ |
|||
TEXTURE2D(MERGE_NAME(name, 1)); \ |
|||
SAMPLER(MERGE_NAME(MERGE_NAME(sampler, name), 1)); \ |
|||
TEXTURE2D(MERGE_NAME(name, 2)); \ |
|||
SAMPLER(MERGE_NAME(MERGE_NAME(sampler, name), 2)); \ |
|||
TEXTURE2D(MERGE_NAME(name, 3)); \ |
|||
SAMPLER(MERGE_NAME(MERGE_NAME(sampler, name), 3)) |
|||
|
|||
|
|||
PROP_DECL_TEX2D(_BaseColorMap); |
|||
PROP_DECL_TEX2D(_MaskMap); |
|||
PROP_DECL_TEX2D(_BentNormalMap); |
|||
PROP_DECL_TEX2D(_NormalMap); |
|||
PROP_DECL_TEX2D(_NormalMapOS); |
|||
PROP_DECL_TEX2D(_DetailMap); |
|||
PROP_DECL_TEX2D(_HeightMap); |
|||
|
|||
PROP_DECL_TEX2D(_SubsurfaceMaskMap); |
|||
PROP_DECL_TEX2D(_ThicknessMap); |
|||
|
|||
TEXTURE2D(_LayerMaskMap); |
|||
SAMPLER(sampler_LayerMaskMap); |
|||
TEXTURE2D(_LayerInfluenceMaskMap); |
|||
SAMPLER(sampler_LayerInfluenceMaskMap); |
|||
|
|||
#endif |
|||
|
|||
CBUFFER_START(UnityPerMaterial) |
|||
|
|||
// shared constant between lit and layered lit |
|||
float _AlphaCutoff; |
|||
float _AlphaCutoffPrepass; |
|||
float _AlphaCutoffPostpass; |
|||
float4 _DoubleSidedConstants; |
|||
float _DistortionScale; |
|||
float _DistortionVectorScale; |
|||
float _DistortionVectorBias; |
|||
float _DistortionBlurScale; |
|||
float _DistortionBlurRemapMin; |
|||
float _DistortionBlurRemapMax; |
|||
|
|||
float _PPDMaxSamples; |
|||
float _PPDMinSamples; |
|||
float _PPDLodThreshold; |
|||
|
|||
float3 _EmissiveColor; |
|||
float _EmissiveIntensity; |
|||
float _AlbedoAffectEmissive; |
|||
|
|||
float _EnableSpecularOcclusion; |
|||
|
|||
// Transparency |
|||
float3 _TransmittanceColor; |
|||
float _IOR; |
|||
float _ATDistance; |
|||
float _ThicknessMultiplier; |
|||
|
|||
// Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor" |
|||
// value that exist to identify if the GI emission need to be enabled. |
|||
// In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it. |
|||
// TODO: Fix the code in legacy unity so we can customize the beahvior for GI |
|||
float3 _EmissionColor; |
|||
float4 _EmissiveColorMap_ST; |
|||
|
|||
float4 _InvPrimScale; // Only XY are used |
|||
|
|||
// Wind |
|||
float _InitialBend; |
|||
float _Stiffness; |
|||
float _Drag; |
|||
float _ShiverDrag; |
|||
float _ShiverDirectionality; |
|||
|
|||
#ifndef LAYERED_LIT_SHADER |
|||
|
|||
// Set of users variables |
|||
float4 _BaseColor; |
|||
float4 _BaseColorMap_ST; |
|||
float4 _BaseColorMap_TexelSize; |
|||
// =========================================================================== |
|||
// WARNING: |
|||
// On PS4, texture/sampler declarations need to be outside of CBuffers |
|||
// Otherwise those parameters are not bound correctly at runtime. |
|||
// =========================================================================== |
|||
|
|||
TEXTURE2D(_DistortionVectorMap); |
|||
SAMPLER(sampler_DistortionVectorMap); |
|||
|
|||
TEXTURE2D(_EmissiveColorMap); |
|||
SAMPLER(sampler_EmissiveColorMap); |
|||
|
|||
#ifndef LAYERED_LIT_SHADER |
|||
|
|||
TEXTURE2D(_DiffuseLightingMap); |
|||
SAMPLER(sampler_DiffuseLightingMap); |
|||
|
|||
TEXTURE2D(_BaseColorMap); |
|||
SAMPLER(sampler_BaseColorMap); |
|||
|
|||
TEXTURE2D(_MaskMap); |
|||
SAMPLER(sampler_MaskMap); |
|||
TEXTURE2D(_BentNormalMap); // Reuse sampler from normal map |
|||
SAMPLER(sampler_BentNormalMap); |
|||
|
|||
TEXTURE2D(_NormalMap); |
|||
SAMPLER(sampler_NormalMap); |
|||
TEXTURE2D(_NormalMapOS); |
|||
SAMPLER(sampler_NormalMapOS); |
|||
|
|||
TEXTURE2D(_DetailMap); |
|||
SAMPLER(sampler_DetailMap); |
|||
|
|||
TEXTURE2D(_HeightMap); |
|||
SAMPLER(sampler_HeightMap); |
|||
|
|||
TEXTURE2D(_TangentMap); |
|||
SAMPLER(sampler_TangentMap); |
|||
TEXTURE2D(_TangentMapOS); |
|||
SAMPLER(sampler_TangentMapOS); |
|||
|
|||
TEXTURE2D(_AnisotropyMap); |
|||
SAMPLER(sampler_AnisotropyMap); |
|||
|
|||
TEXTURE2D(_SubsurfaceMaskMap); |
|||
SAMPLER(sampler_SubsurfaceMaskMap); |
|||
TEXTURE2D(_ThicknessMap); |
|||
SAMPLER(sampler_ThicknessMap); |
|||
|
|||
TEXTURE2D(_SpecularColorMap); |
|||
SAMPLER(sampler_SpecularColorMap); |
|||
|
|||
TEXTURE2D(_TransmittanceColorMap); |
|||
SAMPLER(sampler_TransmittanceColorMap); |
|||
|
|||
#else |
|||
|
|||
// Set of users variables |
|||
#define PROP_DECL(type, name) type name##0, name##1, name##2, name##3 |
|||
// sampler are share by texture type inside a layered material but we need to support that a particualr layer have no texture, so we take the first sampler of available texture as the share one |
|||
// mean we must declare all sampler |
|||
#define PROP_DECL_TEX2D(name)\ |
|||
TEXTURE2D(MERGE_NAME(name, 0)); \ |
|||
SAMPLER(MERGE_NAME(MERGE_NAME(sampler, name), 0)); \ |
|||
TEXTURE2D(MERGE_NAME(name, 1)); \ |
|||
SAMPLER(MERGE_NAME(MERGE_NAME(sampler, name), 1)); \ |
|||
TEXTURE2D(MERGE_NAME(name, 2)); \ |
|||
SAMPLER(MERGE_NAME(MERGE_NAME(sampler, name), 2)); \ |
|||
TEXTURE2D(MERGE_NAME(name, 3)); \ |
|||
SAMPLER(MERGE_NAME(MERGE_NAME(sampler, name), 3)) |
|||
|
|||
|
|||
PROP_DECL_TEX2D(_BaseColorMap); |
|||
PROP_DECL_TEX2D(_MaskMap); |
|||
PROP_DECL_TEX2D(_BentNormalMap); |
|||
PROP_DECL_TEX2D(_NormalMap); |
|||
PROP_DECL_TEX2D(_NormalMapOS); |
|||
PROP_DECL_TEX2D(_DetailMap); |
|||
PROP_DECL_TEX2D(_HeightMap); |
|||
|
|||
PROP_DECL_TEX2D(_SubsurfaceMaskMap); |
|||
PROP_DECL_TEX2D(_ThicknessMap); |
|||
|
|||
TEXTURE2D(_LayerMaskMap); |
|||
SAMPLER(sampler_LayerMaskMap); |
|||
TEXTURE2D(_LayerInfluenceMaskMap); |
|||
SAMPLER(sampler_LayerInfluenceMaskMap); |
|||
|
|||
#endif |
|||
|
|||
CBUFFER_START(UnityPerMaterial) |
|||
|
|||
// shared constant between lit and layered lit |
|||
float _AlphaCutoff; |
|||
float _AlphaCutoffPrepass; |
|||
float _AlphaCutoffPostpass; |
|||
float4 _DoubleSidedConstants; |
|||
float _DistortionScale; |
|||
float _DistortionVectorScale; |
|||
float _DistortionVectorBias; |
|||
float _DistortionBlurScale; |
|||
float _DistortionBlurRemapMin; |
|||
float _DistortionBlurRemapMax; |
|||
|
|||
float _PPDMaxSamples; |
|||
float _PPDMinSamples; |
|||
float _PPDLodThreshold; |
|||
|
|||
float3 _EmissiveColor; |
|||
float _EmissiveIntensity; |
|||
float _AlbedoAffectEmissive; |
|||
|
|||
float _EnableSpecularOcclusion; |
|||
|
|||
// Transparency |
|||
float3 _TransmittanceColor; |
|||
float _IOR; |
|||
float _ATDistance; |
|||
float _ThicknessMultiplier; |
|||
|
|||
// Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor" |
|||
// value that exist to identify if the GI emission need to be enabled. |
|||
// In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it. |
|||
// TODO: Fix the code in legacy unity so we can customize the beahvior for GI |
|||
float3 _EmissionColor; |
|||
float4 _EmissiveColorMap_ST; |
|||
float _TexWorldScaleEmissive; |
|||
float4 _UVMappingMaskEmissive; |
|||
|
|||
float4 _InvPrimScale; // Only XY are used |
|||
|
|||
// Wind |
|||
float _InitialBend; |
|||
float _Stiffness; |
|||
float _Drag; |
|||
float _ShiverDrag; |
|||
float _ShiverDirectionality; |
|||
|
|||
#ifndef LAYERED_LIT_SHADER |
|||
|
|||
// Set of users variables |
|||
float4 _BaseColor; |
|||
float4 _BaseColorMap_ST; |
|||
float4 _BaseColorMap_TexelSize; |
|||
|
|||
float _Metallic; |
|||
float _Smoothness; |
|||
float _SmoothnessRemapMin; |
|||
float _SmoothnessRemapMax; |
|||
float _AORemapMin; |
|||
float _AORemapMax; |
|||
|
|||
float _NormalScale; |
|||
|
|||
float4 _DetailMap_ST; |
|||
float _DetailAlbedoScale; |
|||
float _DetailNormalScale; |
|||
float _DetailSmoothnessScale; |
|||
|
|||
float4 _HeightMap_TexelSize; // Unity facility. This will provide the size of the heightmap to the shader |
|||
|
|||
float _HeightAmplitude; |
|||
float _HeightCenter; |
|||
|
|||
float _Anisotropy; |
|||
|
|||
int _DiffusionProfile; |
|||
float _SubsurfaceMask; |
|||
float _Thickness; |
|||
float4 _ThicknessRemap; |
|||
|
|||
float _CoatMask; |
|||
|
|||
float4 _SpecularColor; |
|||
|
|||
float _TexWorldScale; |
|||
float _InvTilingScale; |
|||
float4 _UVMappingMask; |
|||
float4 _UVDetailsMappingMask; |
|||
float _LinkDetailsWithBase; |
|||
|
|||
#else // LAYERED_LIT_SHADER |
|||
|
|||
// Set of users variables |
|||
PROP_DECL(float4, _BaseColor); |
|||
float4 _BaseColorMap0_ST; |
|||
float4 _BaseColorMap1_ST; |
|||
float4 _BaseColorMap2_ST; |
|||
float4 _BaseColorMap3_ST; |
|||
|
|||
|
|||
float _Metallic; |
|||
float _Smoothness; |
|||
float _SmoothnessRemapMin; |
|||
float _SmoothnessRemapMax; |
|||
float _AORemapMin; |
|||
float _AORemapMax; |
|||
|
|||
float _NormalScale; |
|||
|
|||
float4 _DetailMap_ST; |
|||
float _DetailAlbedoScale; |
|||
float _DetailNormalScale; |
|||
float _DetailSmoothnessScale; |
|||
|
|||
float4 _HeightMap_TexelSize; // Unity facility. This will provide the size of the heightmap to the shader |
|||
|
|||
float _HeightAmplitude; |
|||
float _HeightCenter; |
|||
|
|||
float _Anisotropy; |
|||
|
|||
int _DiffusionProfile; |
|||
float _SubsurfaceMask; |
|||
float _Thickness; |
|||
float4 _ThicknessRemap; |
|||
|
|||
float _CoatMask; |
|||
|
|||
float4 _SpecularColor; |
|||
|
|||
float _TexWorldScale; |
|||
float _InvTilingScale; |
|||
float4 _UVMappingMask; |
|||
float4 _UVDetailsMappingMask; |
|||
float _LinkDetailsWithBase; |
|||
|
|||
#else // LAYERED_LIT_SHADER |
|||
|
|||
// Set of users variables |
|||
PROP_DECL(float4, _BaseColor); |
|||
float4 _BaseColorMap0_ST; |
|||
float4 _BaseColorMap1_ST; |
|||
float4 _BaseColorMap2_ST; |
|||
float4 _BaseColorMap3_ST; |
|||
|
|||
|
|||
PROP_DECL(float, _Metallic); |
|||
PROP_DECL(float, _Smoothness); |
|||
PROP_DECL(float, _SmoothnessRemapMin); |
|||
PROP_DECL(float, _SmoothnessRemapMax); |
|||
PROP_DECL(float, _AORemapMin); |
|||
PROP_DECL(float, _AORemapMax); |
|||
|
|||
PROP_DECL(float, _NormalScale); |
|||
float4 _NormalMap0_TexelSize; // Unity facility. This will provide the size of the base normal to the shader |
|||
|
|||
float4 _HeightMap0_TexelSize; |
|||
float4 _HeightMap1_TexelSize; |
|||
float4 _HeightMap2_TexelSize; |
|||
float4 _HeightMap3_TexelSize; |
|||
|
|||
float4 _DetailMap0_ST; |
|||
float4 _DetailMap1_ST; |
|||
float4 _DetailMap2_ST; |
|||
float4 _DetailMap3_ST; |
|||
PROP_DECL(float, _UVDetail); |
|||
PROP_DECL(float, _DetailAlbedoScale); |
|||
PROP_DECL(float, _DetailNormalScale); |
|||
PROP_DECL(float, _DetailSmoothnessScale); |
|||
|
|||
PROP_DECL(float, _HeightAmplitude); |
|||
PROP_DECL(float, _HeightCenter); |
|||
|
|||
PROP_DECL(int, _DiffusionProfile); |
|||
PROP_DECL(float, _SubsurfaceMask); |
|||
PROP_DECL(float, _Thickness); |
|||
PROP_DECL(float4, _ThicknessRemap); |
|||
|
|||
PROP_DECL(float, _OpacityAsDensity); |
|||
float _InheritBaseNormal1; |
|||
float _InheritBaseNormal2; |
|||
float _InheritBaseNormal3; |
|||
float _InheritBaseHeight1; |
|||
float _InheritBaseHeight2; |
|||
float _InheritBaseHeight3; |
|||
float _InheritBaseColor1; |
|||
float _InheritBaseColor2; |
|||
float _InheritBaseColor3; |
|||
PROP_DECL(float, _HeightOffset); |
|||
float _HeightTransition; |
|||
|
|||
float4 _LayerMaskMap_ST; |
|||
float _TexWorldScaleBlendMask; |
|||
PROP_DECL(float, _TexWorldScale); |
|||
PROP_DECL(float, _InvTilingScale); |
|||
float4 _UVMappingMaskBlendMask; |
|||
PROP_DECL(float4, _UVMappingMask); |
|||
PROP_DECL(float4, _UVDetailsMappingMask); |
|||
PROP_DECL(float, _LinkDetailsWithBase); |
|||
|
|||
#endif // LAYERED_LIT_SHADER |
|||
|
|||
// Tessellation specific |
|||
|
|||
#ifdef TESSELLATION_ON |
|||
float _TessellationFactor; |
|||
float _TessellationFactorMinDistance; |
|||
float _TessellationFactorMaxDistance; |
|||
float _TessellationFactorTriangleSize; |
|||
float _TessellationShapeFactor; |
|||
float _TessellationBackFaceCullEpsilon; |
|||
float _TessellationObjectScale; |
|||
float _TessellationTilingScale; |
|||
#endif |
|||
|
|||
CBUFFER_END |
|||
|
|||
PROP_DECL(float, _Metallic); |
|||
PROP_DECL(float, _Smoothness); |
|||
PROP_DECL(float, _SmoothnessRemapMin); |
|||
PROP_DECL(float, _SmoothnessRemapMax); |
|||
PROP_DECL(float, _AORemapMin); |
|||
PROP_DECL(float, _AORemapMax); |
|||
|
|||
PROP_DECL(float, _NormalScale); |
|||
float4 _NormalMap0_TexelSize; // Unity facility. This will provide the size of the base normal to the shader |
|||
|
|||
float4 _HeightMap0_TexelSize; |
|||
float4 _HeightMap1_TexelSize; |
|||
float4 _HeightMap2_TexelSize; |
|||
float4 _HeightMap3_TexelSize; |
|||
|
|||
float4 _DetailMap0_ST; |
|||
float4 _DetailMap1_ST; |
|||
float4 _DetailMap2_ST; |
|||
float4 _DetailMap3_ST; |
|||
PROP_DECL(float, _UVDetail); |
|||
PROP_DECL(float, _DetailAlbedoScale); |
|||
PROP_DECL(float, _DetailNormalScale); |
|||
PROP_DECL(float, _DetailSmoothnessScale); |
|||
|
|||
PROP_DECL(float, _HeightAmplitude); |
|||
PROP_DECL(float, _HeightCenter); |
|||
|
|||
PROP_DECL(int, _DiffusionProfile); |
|||
PROP_DECL(float, _SubsurfaceMask); |
|||
PROP_DECL(float, _Thickness); |
|||
PROP_DECL(float4, _ThicknessRemap); |
|||
|
|||
PROP_DECL(float, _OpacityAsDensity); |
|||
float _InheritBaseNormal1; |
|||
float _InheritBaseNormal2; |
|||
float _InheritBaseNormal3; |
|||
float _InheritBaseHeight1; |
|||
float _InheritBaseHeight2; |
|||
float _InheritBaseHeight3; |
|||
float _InheritBaseColor1; |
|||
float _InheritBaseColor2; |
|||
float _InheritBaseColor3; |
|||
PROP_DECL(float, _HeightOffset); |
|||
float _HeightTransition; |
|||
|
|||
float4 _LayerMaskMap_ST; |
|||
float _TexWorldScaleBlendMask; |
|||
PROP_DECL(float, _TexWorldScale); |
|||
PROP_DECL(float, _InvTilingScale); |
|||
float4 _UVMappingMaskBlendMask; |
|||
PROP_DECL(float4, _UVMappingMask); |
|||
PROP_DECL(float4, _UVDetailsMappingMask); |
|||
PROP_DECL(float, _LinkDetailsWithBase); |
|||
|
|||
#endif // LAYERED_LIT_SHADER |
|||
|
|||
// Tessellation specific |
|||
|
|||
#ifdef TESSELLATION_ON |
|||
float _TessellationFactor; |
|||
float _TessellationFactorMinDistance; |
|||
float _TessellationFactorMaxDistance; |
|||
float _TessellationFactorTriangleSize; |
|||
float _TessellationShapeFactor; |
|||
float _TessellationBackFaceCullEpsilon; |
|||
float _TessellationObjectScale; |
|||
float _TessellationTilingScale; |
|||
#endif |
|||
|
|||
CBUFFER_END |
|
|||
{ |
|||
"name": "com.unity.render-pipelines.high-definition", |
|||
"description": "HD Render Pipeline for Unity.", |
|||
"version": "0.1.23", |
|||
"version": "0.1.24", |
|||
"com.unity.render-pipelines.core": "0.1.23" |
|||
"com.unity.render-pipelines.core": "0.1.24" |
|||
} |
|||
} |
|
|||
{ |
|||
"name": "com.unity.render-pipelines.lightweight", |
|||
"description": "Lightweight Render Pipeline for Unity.", |
|||
"version": "0.1.23", |
|||
"version": "0.1.24", |
|||
"com.unity.render-pipelines.core": "0.1.23" |
|||
"com.unity.render-pipelines.core": "0.1.24" |
|||
} |
|||
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ImageTemplates/HDRenderPipeline/Scenes/3xxx_DebugView/3005_CameraMotionVector_TranslateZ.unity.png
文件差异内容过多而无法显示
查看文件
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查看文件
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ImageTemplates/HDRenderPipeline/Scenes/3xxx_DebugView/3008_CameraMotionVector_RotateZ.unity.png
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