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Merge remote-tracking branch 'refs/remotes/origin/master' into shadows

# Conflicts:
#	Assets/TestScenes/HDTest/GraphicTest/SSS/head.OBJ.meta
/main
sebastienlagarde 7 年前
当前提交
0ded8f98
共有 183 个文件被更改,包括 11135 次插入341 次删除
  1. 6
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  2. 5
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TileLightLoopProducer.cs
  3. 9
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
  4. 39
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
  5. 10
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs
  6. 7
      Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SceneSettings.cs
  7. 1
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkyRenderer.cs
  8. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkySettings.cs
  9. 13
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/SkyProcedural.shader
  10. 12
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs
  11. 5
      Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendMobilePipelineMaterialEditor.cs
  12. 18
      Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendPipelineAssetInspector.cs
  13. 18
      Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendUpgraders.cs
  14. 35
      Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipeline.cs
  15. 16
      Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipelineAsset.cs
  16. 151
      Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipeline.shader
  17. 106
      Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipelineCore.cginc
  18. 140
      Assets/ScriptableRenderPipeline/ShaderLibrary/AreaLighting.hlsl
  19. 3
      Assets/ScriptableRenderPipeline/ShaderLibrary/CommonLighting.hlsl
  20. 5
      Assets/ScriptableRenderPipeline/common/CubeToSpherical.shader
  21. 21
      Assets/ScriptableRenderPipeline/common/TextureCache.cs
  22. 2
      ProjectSettings/ProjectVersion.txt
  23. 9
      Assets/GraphicsTests.meta
  24. 69
      Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipelineShadows.cginc
  25. 9
      Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipelineShadows.cginc.meta
  26. 9
      Assets/TestScenes/HDTest/GraphicTest/SSS/Materials.meta
  27. 9
      Assets/GraphicsTests/Editor.meta
  28. 9
      Assets/GraphicsTests/Scenes.meta
  29. 12
      Assets/GraphicsTests/SetupSceneForRenderPipelineTest.cs.meta
  30. 26
      Assets/GraphicsTests/SetupSceneForRenderPipelineTest.cs
  31. 9
      Assets/GraphicsTests/Assets.meta
  32. 9
      Assets/GraphicsTests/Assets/LDPipe_Camera.meta
  33. 9
      Assets/GraphicsTests/Assets/LDPipe_CommonAssets.meta
  34. 9
      Assets/GraphicsTests/Assets/LDPipe_Shader.meta
  35. 75
      Assets/GraphicsTests/Assets/LDPipe_Camera/Cam_TargetMat.mat
  36. 9
      Assets/GraphicsTests/Assets/LDPipe_Camera/Cam_TargetMat.mat.meta
  37. 9
      Assets/GraphicsTests/Assets/LDPipe_Camera/Cam_TargetTex.renderTexture.meta
  38. 29
      Assets/GraphicsTests/Assets/LDPipe_Camera/Cam_TargetTex.renderTexture
  39. 55
      Assets/GraphicsTests/Assets/LDPipe_CommonAssets/Cornell Box.fbx
  40. 88
      Assets/GraphicsTests/Assets/LDPipe_CommonAssets/Cornell Box.fbx.meta
  41. 9
      Assets/GraphicsTests/Assets/LDPipe_CommonAssets/Materials.meta
  42. 89
      Assets/GraphicsTests/Assets/LDPipe_CommonAssets/Materials/Cornell Box.mat
  43. 9
      Assets/GraphicsTests/Assets/LDPipe_CommonAssets/Materials/Cornell Box.mat.meta
  44. 89
      Assets/GraphicsTests/Assets/LDPipe_CommonAssets/Materials/Cornell Box_green.mat
  45. 9
      Assets/GraphicsTests/Assets/LDPipe_CommonAssets/Materials/Cornell Box_green.mat.meta
  46. 89
      Assets/GraphicsTests/Assets/LDPipe_CommonAssets/Materials/Cornell Box_red.mat
  47. 9
      Assets/GraphicsTests/Assets/LDPipe_CommonAssets/Materials/Cornell Box_red.mat.meta
  48. 88
      Assets/GraphicsTests/Assets/LDPipe_CommonAssets/Materials/LDpipe_targetTex.mat
  49. 9
      Assets/GraphicsTests/Assets/LDPipe_CommonAssets/Materials/LDpipe_targetTex.mat.meta
  50. 9
      Assets/GraphicsTests/Assets/LDPipe_CommonAssets/Textures.meta
  51. 82
      Assets/GraphicsTests/Assets/LDPipe_CommonAssets/Textures/RockWall_Albedo.png.meta
  52. 1001
      Assets/GraphicsTests/Assets/LDPipe_CommonAssets/Textures/RockWall_Height.png
  53. 82
      Assets/GraphicsTests/Assets/LDPipe_CommonAssets/Textures/RockWall_Height.png.meta
  54. 1001
      Assets/GraphicsTests/Assets/LDPipe_CommonAssets/Textures/RockWall_Normal.png
  55. 74
      Assets/GraphicsTests/Assets/LDPipe_CommonAssets/Textures/RockWall_Normal.png.meta
  56. 1001
      Assets/GraphicsTests/Assets/LDPipe_CommonAssets/Textures/RockWall_Occlusion.png
  57. 82
      Assets/GraphicsTests/Assets/LDPipe_CommonAssets/Textures/RockWall_Occlusion.png.meta
  58. 751
      Assets/GraphicsTests/Assets/LDPipe_CommonAssets/Textures/RockWall_Spec.png
  59. 82
      Assets/GraphicsTests/Assets/LDPipe_CommonAssets/Textures/RockWall_Spec.png.meta
  60. 82
      Assets/GraphicsTests/Assets/LDPipe_CommonAssets/Textures/ScifiFloor_Albedo.png.meta
  61. 1001
      Assets/GraphicsTests/Assets/LDPipe_CommonAssets/Textures/ScifiFloor_Height.png
  62. 82
      Assets/GraphicsTests/Assets/LDPipe_CommonAssets/Textures/ScifiFloor_Height.png.meta
  63. 82
      Assets/GraphicsTests/Assets/LDPipe_CommonAssets/Textures/ScifiFloor_Normal.png.meta
  64. 943
      Assets/GraphicsTests/Assets/LDPipe_CommonAssets/Textures/ScifiFloor_Occlusion.png
  65. 82
      Assets/GraphicsTests/Assets/LDPipe_CommonAssets/Textures/ScifiFloor_Occlusion.png.meta
  66. 1001
      Assets/GraphicsTests/Assets/LDPipe_CommonAssets/Textures/ScifiFloor_Spec.tif
  67. 82
      Assets/GraphicsTests/Assets/LDPipe_CommonAssets/Textures/ScifiFloor_Spec.tif.meta
  68. 528
      Assets/GraphicsTests/Assets/LDPipe_CommonAssets/Textures/cube_RGBA_32bit.jpg
  69. 83
      Assets/GraphicsTests/Assets/LDPipe_CommonAssets/Textures/cube_RGBA_32bit.jpg.meta
  70. 1001
      Assets/GraphicsTests/Assets/LDPipe_CommonAssets/Textures/uvGrid.jpg
  71. 74
      Assets/GraphicsTests/Assets/LDPipe_CommonAssets/Textures/uvGrid.jpg.meta
  72. 89
      Assets/GraphicsTests/Assets/LDPipe_Shader/LDPipe_LitMat_01_BaseWhite.mat
  73. 9
      Assets/GraphicsTests/Assets/LDPipe_Shader/LDPipe_LitMat_01_BaseWhite.mat.meta
  74. 89
      Assets/GraphicsTests/Assets/LDPipe_Shader/LDPipe_LitMat_02_BaseColor.mat
  75. 9
      Assets/GraphicsTests/Assets/LDPipe_Shader/LDPipe_LitMat_02_BaseColor.mat.meta
  76. 9
      Assets/GraphicsTests/Assets/LDPipe_Shader/LDPipe_LitMat_03_Specular.mat.meta
  77. 89
      Assets/GraphicsTests/Assets/LDPipe_Shader/LDPipe_LitMat_04_Normal.mat
  78. 9
      Assets/GraphicsTests/Assets/LDPipe_Shader/LDPipe_LitMat_04_Normal.mat.meta
  79. 89
      Assets/GraphicsTests/Assets/LDPipe_Shader/LDPipe_LitMat_05_Emission.mat
  80. 9
      Assets/GraphicsTests/Assets/LDPipe_Shader/LDPipe_LitMat_05_Emission.mat.meta
  81. 89
      Assets/GraphicsTests/Assets/LDPipe_Shader/LDPipe_LitMat_06_All.mat
  82. 9
      Assets/GraphicsTests/Assets/LDPipe_Shader/LDPipe_LitMat_06_All.mat.meta
  83. 89
      Assets/GraphicsTests/Assets/LDPipe_Shader/LDPipe_LitMat_Reflection_Cube.mat
  84. 9
      Assets/GraphicsTests/Assets/LDPipe_Shader/LDPipe_LitMat_Reflection_Cube.mat.meta
  85. 89
      Assets/GraphicsTests/Assets/LDPipe_Shader/LDPipe_LitMat_Reflection_Non.mat
  86. 9
      Assets/GraphicsTests/Assets/LDPipe_Shader/LDPipe_LitMat_Reflection_Non.mat.meta
  87. 89
      Assets/GraphicsTests/Assets/LDPipe_Shader/LDPipe_LitMat_Reflection_Probe.mat
  88. 9
      Assets/GraphicsTests/Assets/LDPipe_Shader/LDPipe_LitMat_Reflection_Probe.mat.meta

6
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


m_DebugDisplayLatlong = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/DebugDisplayLatlong");
}
public void OnSceneLoad()
{
// Recreate the textures which went NULL, and set 'isInit' to 'false'.
m_LitRenderLoop.Build();
}
public override void Dispose()
{
base.Dispose();

5
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TileLightLoopProducer.cs


[Range(0.0f, 1.0f)]
public float specularGlobalDimmer = 1.0f;
public enum TileDebug : int { None = 0, Punctual = 1, Area = 2, AreaAndPunctual = 3, Environment = 4, EnvironmentAndPunctual = 5, EnvironmentAndArea = 6, EnvironmentAndAreaAndPunctual = 7, FeatureVariants = 8 };
public enum TileDebug : int { None = 0, Punctual = 1, Area = 2, AreaAndPunctual = 3, Projector = 4, ProjectorAndPunctual = 5, ProjectorAndArea = 6, ProjectorAndAreaAndPunctual = 7,
Environment = 8, EnvironmentAndPunctual = 9, EnvironmentAndArea = 10, EnvironemntAndAreaAndPunctual = 11,
EnvironmentAndProjector = 12, EnvironmentAndProjectorAndPunctual = 13, EnvironmentAndProjectorAndArea = 14, EnvironmentAndProjectorAndAreaAndPunctual = 15,
FeatureVariants = 16 }; //TODO: we should probably make this checkboxes
public TileDebug tileDebugByCategory;
public static TileSettings defaultSettings = new TileSettings

9
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


var additionalData = light.light.GetComponent<AdditionalLightData>();
if (additionalData == null)
{
// Don't display warning for the preview windows
if (camera.cameraType != CameraType.Preview)
{
Debug.LogWarningFormat(light.light, "Light entity {0} has no additional data, will be rendered using default values.", light.light.name);
}
}
LightCategory lightCategory = LightCategory.Count;
GPULightType gpuLightType = GPULightType.Point;

Utilities.SetMatrixCS(cmd, shadeOpaqueShader, "_InvViewProjMatrix", invViewProjection);
Utilities.SetMatrixCS(cmd, shadeOpaqueShader, "_ViewProjMatrix", viewProjection);
Utilities.SetMatrixCS(cmd, shadeOpaqueShader, "g_mInvScrProjection", Shader.GetGlobalMatrix("g_mInvScrProjection"));
cmd.SetComputeVectorParam(shadeOpaqueShader, "_ScreenSize", Shader.GetGlobalVector("_ScreenSize"));
cmd.SetComputeVectorParam(shadeOpaqueShader, "_ScreenSize", hdCamera.screenSize);
cmd.SetComputeIntParam(shadeOpaqueShader, "_UseTileLightList", Shader.GetGlobalInt("_UseTileLightList"));
cmd.SetComputeVectorParam(shadeOpaqueShader, "_Time", Shader.GetGlobalVector("_Time"));

39
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


#define LTC_LUT_OFFSET (0.5 * rcp(LTC_LUT_SIZE))
// SSS parameters
#define SSS_N_PROFILES 8
#define SSS_UNIT_CONVERSION (1.0 / 300.0) // From 1/3 centimeters to meters
#define SSS_LOW_THICKNESS 0.002 // 2 mm
#define SSS_N_PROFILES 8
#define SSS_UNIT_CONVERSION (1.0 / 300.0) // From 1/3 centimeters to meters
#define SSS_LOW_THICKNESS 0.005 // 0.5 cm
#define CENTIMETERS_TO_METERS (1.0 / 100.0)
uint _EnableSSS; // Globally toggles subsurface scattering on/off
uint _TransmissionFlags; // 1 bit/profile; 0 = inf. thick, 1 = supports transmission

// Thickness and SSS radius are decoupled for artists.
// In theory, we should modify the thickness by the inverse of the radius scale of the profile.
// thickness /= radiusScale;
thickness /= SSS_UNIT_CONVERSION;
thickness /= CENTIMETERS_TO_METERS;
float t2 = thickness * thickness;

bsdfData.subsurfaceProfile = subsurfaceProfile;
// Make the Std. Dev. of 1 correspond to the effective radius of 1 cm (three-sigma rule).
bsdfData.subsurfaceRadius = SSS_UNIT_CONVERSION * subsurfaceRadius + 0.0001;
bsdfData.thickness = SSS_UNIT_CONVERSION * (_ThicknessRemaps[subsurfaceProfile][0] +
_ThicknessRemaps[subsurfaceProfile][1] * thickness);
bsdfData.thickness = CENTIMETERS_TO_METERS * (_ThicknessRemaps[subsurfaceProfile][0] +
_ThicknessRemaps[subsurfaceProfile][1] * thickness);
bsdfData.enableTransmission = IsBitSet(_TransmissionFlags, subsurfaceProfile);
if (bsdfData.enableTransmission)

struct PreLightData
{
// General
float NdotV;
float NdotV; // Between 0.0001 and 1
float unNdotV; // Between -1 and 1
// GGX iso
float ggxLambdaV;

// General
float3 iblNormalWS = bsdfData.normalWS;
preLightData.unNdotV = dot(bsdfData.normalWS, V);
preLightData.NdotV = GetShiftedNdotV(iblNormalWS, V); // Handle artificat for specular lighting
preLightData.NdotV = GetShiftedNdotV(iblNormalWS, V, preLightData.unNdotV);
// GGX iso
preLightData.ggxLambdaV = GetSmithJointGGXLambdaV(preLightData.NdotV, bsdfData.roughness);

out float3 specularLighting)
{
float NdotL = saturate(dot(bsdfData.normalWS, L));
float NdotV = preLightData.NdotV;
float NdotV = preLightData.unNdotV; // This value must not be clamped
float LdotV = dot(L, V);
// GCN Optimization: reference PBR Diffuse Lighting for GGX + Smith Microsurfaces
float invLenLV = rsqrt(abs(2.0 * LdotV + 2.0)); // invLenLV = rcp(length(L + V))

bsdfData.roughnessB = ClampRoughnessForAnalyticalLights(bsdfData.roughnessB);
#ifdef LIT_USE_BSDF_PRE_LAMBDAV
Vis = V_SmithJointGGXAnisoLambdaV( preLightData.TdotV, preLightData.BdotV, NdotV, TdotL, BdotL, NdotL,
bsdfData.roughnessT, bsdfData.roughnessB, preLightData.anisoGGXLambdaV);
Vis = V_SmithJointGGXAnisoLambdaV(preLightData.TdotV, preLightData.BdotV, preLightData.NdotV, TdotL, BdotL, NdotL,
bsdfData.roughnessT, bsdfData.roughnessB, preLightData.anisoGGXLambdaV);
Vis = V_SmithJointGGXAniso( preLightData.TdotV, preLightData.BdotV, NdotV, TdotL, BdotL, NdotL,
bsdfData.roughnessT, bsdfData.roughnessB);
Vis = V_SmithJointGGXAniso(preLightData.TdotV, preLightData.BdotV, preLightData.NdotV, TdotL, BdotL, NdotL,
bsdfData.roughnessT, bsdfData.roughnessB);
#endif
D = D_GGXAniso(TdotH, BdotH, NdotH, bsdfData.roughnessT, bsdfData.roughnessB);

bsdfData.roughness = ClampRoughnessForAnalyticalLights(bsdfData.roughness);
#ifdef LIT_USE_BSDF_PRE_LAMBDAV
Vis = V_SmithJointGGX(NdotL, NdotV, bsdfData.roughness, preLightData.ggxLambdaV);
Vis = V_SmithJointGGX(NdotL, preLightData.NdotV, bsdfData.roughness, preLightData.ggxLambdaV);
Vis = V_SmithJointGGX(NdotL, NdotV, bsdfData.roughness);
Vis = V_SmithJointGGX(NdotL, preLightData.NdotV, bsdfData.roughness);
#endif
D = D_GGX(NdotH, bsdfData.roughness);
}

float diffuseTerm = Lambert();
#elif LIT_DIFFUSE_GGX_BRDF
float3 diffuseTerm = DiffuseGGX(bsdfData.diffuseColor, NdotV, NdotL, NdotH, LdotV, bsdfData.perceptualRoughness);
float3 diffuseTerm = DiffuseGGX(bsdfData.diffuseColor, preLightData.NdotV, NdotL, NdotH, LdotV, bsdfData.perceptualRoughness);
float diffuseTerm = DisneyDiffuse(NdotV, NdotL, LdotH, bsdfData.perceptualRoughness);
float diffuseTerm = DisneyDiffuse(preLightData.NdotV, NdotL, LdotH, bsdfData.perceptualRoughness);
#endif
diffuseLighting = bsdfData.diffuseColor * diffuseTerm;

10
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs


private class Styles
{
public readonly GUIContent sssProfilePreview0 = new GUIContent("Profile Preview");
public readonly GUIContent sssProfilePreview1 = new GUIContent("Shows the fraction of light scattered from the source as radius increases to 1.");
public readonly GUIContent sssProfilePreview1 = new GUIContent("Shows the fraction of light scattered from the source as the radius increases to 1.");
public readonly GUIContent sssTransmittancePreview1 = new GUIContent("Shows the fraction of light passing through the object as thickness increases to 1.");
public readonly GUIContent sssTransmittancePreview1 = new GUIContent("Shows the fraction of light passing through the object for thickness values from the remap.");
public readonly GUIContent sssTransmittancePreview2 = new GUIContent("Can be thought of as a cross section of a slab of material illuminated by a white light from the left.");
public readonly GUIContent sssProfileStdDev1 = new GUIContent("Standard Deviation #1", "Determines the shape of the 1st Gaussian filter. Increases the strength and the radius of the blur of the corresponding color channel.");
public readonly GUIContent sssProfileStdDev2 = new GUIContent("Standard Deviation #2", "Determines the shape of the 2nd Gaussian filter. Increases the strength and the radius of the blur of the corresponding color channel.");
public readonly GUIContent sssProfileLerpWeight = new GUIContent("Filter Interpolation", "Controls linear interpolation between the two Gaussian filters.");

};
public readonly GUIContent sssProfileTransmission = new GUIContent("Enable Transmission", "Toggles simulation of light passing through thin objects. Depends on the thickness of the material.");
public readonly GUIContent sssProfileTintColor = new GUIContent("Transmission Tint Color", "Tints transmitted light.");
public readonly GUIContent sssProfileMinMaxThickness = new GUIContent("Min-Max Thickness", "Shows the values of the thickness remap below.");
public readonly GUIContent sssProfileThicknessRemap = new GUIContent("Thickness Remap", "Remaps the thickness parameter from [0, 1] to the desired range.");
public readonly GUIContent sssProfileMinMaxThickness = new GUIContent("Min-Max Thickness", "Shows the values of the thickness remap below (in centimeters).");
public readonly GUIContent sssProfileThicknessRemap = new GUIContent("Thickness Remap", "Remaps the thickness parameter from [0, 1] to the desired range (in centimeters).");
public readonly GUIStyle centeredMiniBoldLabel = new GUIStyle(GUI.skin.label);

EditorGUILayout.Space();
EditorGUILayout.LabelField(styles.sssTransmittancePreview0, styles.centeredMiniBoldLabel);
EditorGUILayout.LabelField(styles.sssTransmittancePreview1, EditorStyles.centeredGreyMiniLabel);
EditorGUILayout.LabelField(styles.sssTransmittancePreview2, EditorStyles.centeredGreyMiniLabel);
EditorGUILayout.Space();
// Draw the transmittance graph.

7
Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SceneSettings.cs


void OnEnable()
{
SceneSettingsManager.instance.AddSceneSettings(this);
HDRenderPipelineInstance hdPipeline = RenderPipelineManager.currentPipeline as HDRenderPipelineInstance;
if (hdPipeline != null)
{
hdPipeline.OnSceneLoad();
}
}
void OnDisable()

1
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkyRenderer.cs


m_ProceduralSkyMaterial.SetFloat("_WorldRayleighNearScatterPush", -Mathf.Pow(Mathf.Abs(param.worldRayleighNearScatterPush), param.worldScaleExponent) * Mathf.Sign(param.worldRayleighNearScatterPush));
m_ProceduralSkyMaterial.SetFloat("_WorldRayleighDensity", -param.worldRayleighDensity / 100000f);
m_ProceduralSkyMaterial.SetFloat("_WorldMieDensity", -param.worldMieDensity / 100000f);
m_ProceduralSkyMaterial.SetFloat("_SkyDepth", 1.0f / param.maxSkyDistance);
var rayleighColorM20 = param.worldRayleighColorRamp.Evaluate(0.00f);
var rayleighColorM10 = param.worldRayleighColorRamp.Evaluate(0.25f);

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkySettings.cs


// public Shader atmosphericShader = null;
// public Shader occlusionShader = null;
public float worldScaleExponent = 1.0f;
public float maxSkyDistance = 4000.0f;
public ScatterDebugMode debugMode = ScatterDebugMode.None;
// Camera m_currentCamera;

heightRayleighNearScatterPush = Mathf.Clamp(heightRayleighNearScatterPush, -200f, 300f);
worldScaleExponent = Mathf.Clamp(worldScaleExponent, 1f, 2f);
maxSkyDistance = Mathf.Clamp(maxSkyDistance, 1.0f, 1000000.0f);
/*
occlusionBias = Mathf.Clamp01(occlusionBias);

13
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/SkyProcedural.shader


float4x4 _InvViewProjMatrix;
float _SkyDepth;
float _DisableSkyOcclusionTest;
float _FlipY;

// input.positionCS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw);
// An arbitrary value attempting to match the size of the sky mesh from the Blacksmith demo.
const float skyDepth = 0.00025;
float depthRaw = max(skyDepth, LOAD_TEXTURE2D(_MainDepthTexture, posInput.unPositionSS).r);
float skyTexWeight = (depthRaw > skyDepth) ? 0.0 : 1.0;
float depthRaw = max(_SkyDepth, LOAD_TEXTURE2D(_MainDepthTexture, posInput.unPositionSS).r);
float skyTexWeight = (depthRaw > _SkyDepth) ? 0.0 : 1.0;
float depthRaw = skyDepth;
float depthRaw = _SkyDepth;
depthRaw = skyDepth;
depthRaw = _SkyDepth;
skyTexWeight = 1.0;
}

12
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs


SkyRenderer m_Renderer = null;
int m_SkyParametersHash = -1;
bool m_NeedLowLevelUpdateEnvironment = false;
bool m_UpdateRequired = true;
int m_UpdatedFramesRequired = 2; // The first frame after the scene load is currently not rendered correctly
float m_CurrentUpdateTime = 0.0f;
bool m_useMIS = false;

m_SkyParametersHash = -1;
m_SkySettings = value;
m_UpdateRequired = true;
m_UpdatedFramesRequired = 2;
if (value != null)
{

m_SkyboxConditionalCdfRT.Create();
}
m_UpdateRequired = true; // Special case. Even if update mode is set to OnDemand, we need to regenerate the environment after destroying the texture.
m_UpdatedFramesRequired = 2; // Special case. Even if update mode is set to OnDemand, we need to regenerate the environment after destroying the texture.
}
m_CubemapScreenSize = new Vector4((float)resolution, (float)resolution, 1.0f / (float)resolution, 1.0f / (float)resolution);

public void RequestEnvironmentUpdate()
{
m_UpdateRequired = true;
m_UpdatedFramesRequired = Math.Max(m_UpdatedFramesRequired, 1);
}
public void UpdateEnvironment(HDCamera camera, Light sunLight, ScriptableRenderContext renderContext)

m_BuiltinParameters.sunLight = sunLight;
if (
(skySettings.updateMode == EnvironementUpdateMode.OnDemand && m_UpdateRequired) ||
m_UpdatedFramesRequired > 0 ||
(skySettings.updateMode == EnvironementUpdateMode.OnChanged && skySettings.GetHash() != m_SkyParametersHash) ||
(skySettings.updateMode == EnvironementUpdateMode.Realtime && m_CurrentUpdateTime > skySettings.updatePeriod)
)

RenderCubemapGGXConvolution(renderContext, m_BuiltinParameters, skySettings, m_SkyboxCubemapRT, m_SkyboxGGXCubemapRT);
m_NeedLowLevelUpdateEnvironment = true;
m_UpdateRequired = false;
m_UpdatedFramesRequired--;
m_SkyParametersHash = skySettings.GetHash();
m_CurrentUpdateTime = 0.0f;
}

5
Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendMobilePipelineMaterialEditor.cs


private MaterialProperty emissionMapProp = null;
private MaterialProperty emissionColorProp = null;
private MaterialProperty reflectionMapProp = null;
private MaterialProperty reflectionColorProp = null;
private MaterialEditor m_MaterialEditor = null;

emissionMapProp = FindProperty("_EmissionMap", properties);
emissionColorProp = FindProperty("_EmissionColor", properties);
reflectionMapProp = FindProperty("_Cube", properties);
reflectionColorProp = FindProperty("_ReflectColor", properties);
reflectionSourceProp = FindProperty("_ReflectionSource", properties);
}

EditorGUILayout.Space();
ReflectionSource reflectionSource = (ReflectionSource)reflectionSourceProp.floatValue;
if (reflectionSource == ReflectionSource.Cubemap)
m_MaterialEditor.TexturePropertySingleLine(Styles.reflectionMapLabel, reflectionMapProp,
reflectionColorProp);
m_MaterialEditor.TexturePropertySingleLine(Styles.reflectionMapLabel, reflectionMapProp);
}
private void ConvertFromLegacy(Material material, string oldShaderName)

18
Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendPipelineAssetInspector.cs


public static GUIContent enableLightmap = new GUIContent("Enable Lightmap",
"Only non-directional lightmaps are supported");
public static GUIContent enableAmbientProbe = new GUIContent("Enable Ambient Probe",
"Uses light probes as ambient light source for non-lightmapped objects.");
public static GUIContent enableAmbientProbe = new GUIContent("Enable Light Probes",
"Enables/Disabled light probe support.");
public static GUIContent shadowType = new GUIContent("Shadow Type",
"Single directional shadow supported. SOFT_SHADOWS applies shadow filtering.");

public static GUIContent shadowDistante = new GUIContent("Shadow Distance", "Max shadow drawing distance");
public static GUIContent shadowBias = new GUIContent("Shadow Bias");
public static GUIContent shadowMinBias = new GUIContent("Shadow Min Normal Bias Offset", "Minimum value of normal bias offset applied");
public static GUIContent shadowBias = new GUIContent("Shadow Normal Bias", "Normal bias offset value.");
public static GUIContent shadowAtlasResolution = new GUIContent("Shadow Map Resolution",
"Resolution of shadow map texture. If cascades are enabled all cascades will be packed into this texture resolution.");

private SerializedProperty m_EnableAmbientProbeProp;
private SerializedProperty m_ShadowTypeProp;
private SerializedProperty m_ShadowNearPlaneOffsetProp;
private SerializedProperty m_ShadowBiasProperty;
private SerializedProperty m_ShadowMinNormalBiasProperty;
private SerializedProperty m_ShadowNormalBiasProperty;
private SerializedProperty m_ShadowDistanceProp;
private SerializedProperty m_ShadowAtlasResolutionProp;
private SerializedProperty m_ShadowCascadesProp;

m_EnableAmbientProbeProp = serializedObject.FindProperty("m_EnableAmbientProbe");
m_ShadowTypeProp = serializedObject.FindProperty("m_ShadowType");
m_ShadowNearPlaneOffsetProp = serializedObject.FindProperty("m_ShadowNearPlaneOffset");
m_ShadowBiasProperty = serializedObject.FindProperty("m_ShadowBias");
m_ShadowMinNormalBiasProperty = serializedObject.FindProperty("m_MinShadowNormalBias");
m_ShadowNormalBiasProperty = serializedObject.FindProperty("m_ShadowNormalBias");
m_ShadowDistanceProp = serializedObject.FindProperty("m_ShadowDistance");
m_ShadowAtlasResolutionProp = serializedObject.FindProperty("m_ShadowAtlasResolution");
m_ShadowCascadesProp = serializedObject.FindProperty("m_ShadowCascades");

public override void OnInspectorGUI()
{
LowEndMobilePipelineAsset pipeAsset = target as LowEndMobilePipelineAsset;
serializedObject.Update();
EditorGUILayout.Space();

EditorGUILayout.PropertyField(m_ShadowTypeProp, Styles.shadowType);
EditorGUILayout.PropertyField(m_ShadowAtlasResolutionProp, Styles.shadowAtlasResolution);
EditorGUILayout.PropertyField(m_ShadowNearPlaneOffsetProp, Styles.shadowNearPlaneOffset);
EditorGUILayout.PropertyField(m_ShadowBiasProperty, Styles.shadowBias);
EditorGUILayout.PropertyField(m_ShadowMinNormalBiasProperty, Styles.shadowMinBias);
EditorGUILayout.PropertyField(m_ShadowNormalBiasProperty, Styles.shadowBias);
EditorGUILayout.PropertyField(m_ShadowDistanceProp, Styles.shadowDistante);
EditorGUILayout.PropertyField(m_ShadowCascadesProp, Styles.shadowCascades);

18
Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendUpgraders.cs


private static void UpdateMaterialReflectionSource(Material material)
{
SetKeyword(material, "_REFLECTION_CUBEMAP", false);
SetKeyword(material, "_REFLECTION_PROBE", false);
if (reflectionSource == ReflectionSource.NoReflection)
{
SetKeyword(material, "_CUBEMAP_REFLECTION", false);
}
else if (reflectionSource == ReflectionSource.Cubemap && material.GetTexture("_Cube"))
if (reflectionSource == ReflectionSource.Cubemap && material.GetTexture("_Cube"))
SetKeyword(material, "_CUBEMAP_REFLECTION", true);
SetKeyword(material, "_REFLECTION_CUBEMAP", true);
Debug.LogWarning("Reflection probe not implemented yet");
SetKeyword(material, "_CUBEMAP_REFLECTION", false);
}
else
{
SetKeyword(material, "_CUBEMAP_REFLECTION", false);
SetKeyword(material, "_REFLECTION_PROBE", true);
}
}

35
Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipeline.cs


int pixelLightsCount, vertexLightsCount;
GetMaxSupportedLights(visibleLights.Length, out pixelLightsCount, out vertexLightsCount);
// TODO: handle shader keywords when no lights are present
SortLights(ref visibleLights, pixelLightsCount);
// TODO: Add remaining lights to SH

settings.sorting.flags = SortFlags.CommonOpaque;
settings.inputFilter.SetQueuesOpaque();
settings.rendererConfiguration = RendererConfiguration.PerObjectReflectionProbes;
if (m_Asset.EnableLightmap)
settings.rendererConfiguration |= RendererConfiguration.PerObjectLightmaps;

vertexLightsCount = (m_Asset.SupportsVertexLight) ? Mathf.Min(lightsCount - pixelLightsCount, kMaxVertexLights) : 0;
}
private void InitializeLightData()
{
for (int i = 0; i < kMaxLights; ++i)
{
m_LightPositions[i] = Vector4.zero;
m_LightColors[i] = Vector4.zero;
m_LightAttenuations[i] = new Vector4(0.0f, 1.0f, 0.0f, 0.0f);
m_LightSpotDirections[i] = new Vector4(0.0f, 0.0f, 1.0f, 0.0f);
}
}
if (lights.Length <= 0)
return;
InitializeLightData();
for (int i = 0; i < totalLightCount; ++i)
{

cmd.SetGlobalVectorArray("globalLightColor", m_LightColors);
cmd.SetGlobalVectorArray("globalLightAtten", m_LightAttenuations);
cmd.SetGlobalVectorArray("globalLightSpotDir", m_LightSpotDirections);
cmd.SetGlobalVector("globalLightCount", new Vector4(pixelLightCount, totalLightCount, 0.0f, 0.0f));
SetShaderKeywords(cmd);
float shadowMinNormalBias = m_Asset.ShadowMinNormalBias;
float shadowNormalBias = m_Asset.ShadowNormalBias;
cmd.SetGlobalVector("globalLightData", new Vector4(pixelLightCount, totalLightCount, shadowMinNormalBias, shadowNormalBias));
SetShaderKeywords(cmd, vertexLightCount > 0);
context.ExecuteCommandBuffer(cmd);
cmd.Dispose();
}

buffer.SetViewport(new Rect(m_ShadowSlices[cascadeIndex].atlasX, m_ShadowSlices[cascadeIndex].atlasY,
m_ShadowSlices[cascadeIndex].shadowResolution, m_ShadowSlices[cascadeIndex].shadowResolution));
buffer.SetViewProjectionMatrices(view, proj);
buffer.SetGlobalVector("_WorldLightDirAndBias",
new Vector4(-lightDir.x, -lightDir.y, -lightDir.z, m_Asset.ShadowBias));
context.ExecuteCommandBuffer(buffer);
buffer.Dispose();

setupShadow.Dispose();
}
void SetShaderKeywords(CommandBuffer cmd)
void SetShaderKeywords(CommandBuffer cmd, bool vertexLightSupport)
if (m_Asset.SupportsVertexLight)
if (vertexLightSupport)
cmd.EnableShaderKeyword("_VERTEX_LIGHTS");
else
cmd.DisableShaderKeyword("_VERTEX_LIGHTS");

cmd.DisableShaderKeyword(shadowKeywords[i]);
if (m_ShadowLightIndex != -1 || m_Asset.CurrShadowType != ShadowType.NO_SHADOW)
if (m_ShadowLightIndex != -1 && m_Asset.CurrShadowType != ShadowType.NO_SHADOW)
{
int keywordIndex = (int)m_Asset.CurrShadowType - 1;
if (m_Asset.CascadeCount > 1)

if (m_Asset.EnableAmbientProbe)
cmd.EnableShaderKeyword("_LIGHT_PROBES_ON");
else
cmd.DisableShaderKeyword("_LIGHT_PROBES_ON");
}
// Finds main light and main shadow casters and places them in the beginning of array.

16
Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipelineAsset.cs


[SerializeField] private float m_ShadowDistance = 50.0f;
[SerializeField] private float m_ShadowBias = 0.0005f;
[SerializeField] private float m_MinShadowNormalBias = 0.0005f;
[SerializeField] private float m_ShadowNormalBias = 0.05f;
[SerializeField] private ShadowCascades m_ShadowCascades = ShadowCascades.NO_CASCADES;

private set { m_ShadowDistance = value; }
}
public float ShadowBias
public float ShadowMinNormalBias
get { return m_ShadowBias; }
private set { m_ShadowBias = value; }
get { return m_MinShadowNormalBias; }
private set { m_MinShadowNormalBias = value; }
}
public float ShadowNormalBias
{
get { return m_ShadowNormalBias; }
private set { m_ShadowNormalBias = value; }
}
public int CascadeCount

151
Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipeline.shader


[Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
_Cube ("Reflection Cubemap", CUBE) = "" {}
_ReflectColor("Reflection Color", Color) = (1, 1, 1, 1)
_ReflectionSource("Reflection Source", Float) = 0
[HideInInspector] _SpecSource("Specular Color Source", Float) = 0.0

#pragma shader_feature _ _SPECGLOSSMAP _SPECGLOSSMAP_BASE_ALPHA _SPECULAR_COLOR
#pragma shader_feature _NORMALMAP
#pragma shader_feature _EMISSION_MAP
#pragma shader_feature _CUBEMAP_REFLECTION
#pragma shader_feature _ _REFLECTION_CUBEMAP _REFLECTION_PROBE
#pragma multi_compile _ _LIGHT_PROBES_ON
#pragma multi_compile _ _HARD_SHADOWS _SOFT_SHADOWS _HARD_SHADOWS_CASCADES _SOFT_SHADOWS_CASCADES
#pragma multi_compile _ _VERTEX_LIGHTS
#pragma multi_compile_fog

o.normal = normal;
#endif
#if _VERTEX_LIGHTS
#if defined(_VERTEX_LIGHTS)
for (int lightIndex = globalLightCount.x; lightIndex < globalLightCount.y; ++lightIndex)
for (int lightIndex = globalLightData.x; lightIndex < globalLightData.y; ++lightIndex)
half NdotL;
o.fogCoord.yzw += EvaluateOneLight(lightInput, diffuseAndSpecular.rgb, diffuseAndSpecular, normal, o.posWS, o.viewDir.xyz);
o.fogCoord.yzw += EvaluateOneLight(lightInput, diffuseAndSpecular.rgb, diffuseAndSpecular, normal, o.posWS, o.viewDir.xyz, NdotL);
#ifndef _SHADOW_CASCADES
o.shadowCoord = mul(_WorldToShadow[0], float4(o.posWS, 1.0));
#ifdef _LIGHT_PROBES_ON
o.fogCoord.yzw += max(half3(0, 0, 0), ShadeSH9(half4(normal, 1)));
o.fogCoord.yzw += max(half3(0, 0, 0), ShadeSH9(half4(normal, 1)));
UNITY_TRANSFER_FOG(o, o.hpos);
return o;

half4 specularGloss;
SpecularGloss(i.uv01.xy, diffuse, alpha, specularGloss);
// Indirect Light Contribution
half3 indirect;
Indirect(i, diffuse, normal, alpha, indirect);
half3 viewDir = i.viewDir.xyz;
// TODO: Restrict pixel lights by 4. This way we can keep moderate constrain for most LD project
// and can benefit from better data layout/avoid branching by doing vec math.
half3 color = half3(0, 0, 0);
for (int lightIndex = 0; lightIndex < globalLightData.x; ++lightIndex)
{
LightInput lightData;
half NdotL;
INITIALIZE_LIGHT(lightData, lightIndex);
color += EvaluateOneLight(lightData, diffuse, specularGloss, normal, i.posWS, viewDir, NdotL);
#ifdef _SHADOWS
if (lightIndex == 0)
{
#if _NORMALMAP
float3 vertexNormal = float3(i.tangentToWorld0.z, i.tangentToWorld1.z, i.tangentToWorld2.z);
#else
float3 vertexNormal = i.normal;
#endif
float bias = max(globalLightData.z, (1.0 - NdotL) * globalLightData.w);
color *= ComputeShadowAttenuation(i, vertexNormal * bias);
}
#endif
}
color += emissionColor;
// Compute direct contribution from main directional light.
// Only a single directional shadow caster is supported.
LightInput mainLight;
INITIALIZE_LIGHT(mainLight, 0);
half3 viewDir = i.viewDir.xyz;
half3 directColor = EvaluateOneLight(mainLight, diffuse, specularGloss, normal, i.posWS, viewDir);
#ifdef _SHADOWS
directColor *= ComputeShadowAttenuation(i);
#if defined(LIGHTMAP_ON)
color += (DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv01.zw)) + i.fogCoord.yzw) * diffuse;
#elif defined(_VERTEX_LIGHTS) || defined(_LIGHT_PROBES_ON)
color += i.fogCoord.yzw * diffuse;
// Compute direct contribution from additional lights.
for (int lightIndex = 1; lightIndex < globalLightCount.x; ++lightIndex)
{
LightInput additionalLight;
INITIALIZE_LIGHT(additionalLight, lightIndex);
directColor += EvaluateOneLight(additionalLight, diffuse, specularGloss, normal, i.posWS, viewDir);
}
#if _REFLECTION_CUBEMAP
// TODO: we can use reflect vec to compute specular instead of half when computing cubemap reflection
half3 reflectVec = reflect(-i.viewDir.xyz, normal);
color += texCUBE(_Cube, reflectVec).rgb * specularGloss.rgb;
#elif defined(_REFLECTION_PROBE)
half3 reflectVec = reflect(-i.viewDir.xyz, normal);
half4 reflectionProbe = UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, reflectVec);
color += reflectionProbe.rgb * (reflectionProbe.a * unity_SpecCube0_HDR.x) * specularGloss.rgb;
#endif
half3 color = directColor + indirect + emissionColor;
UNITY_APPLY_FOG(i.fogCoord, color);
return OutputColor(color, alpha);

#pragma vertex vert
#pragma fragment frag
float4 _WorldLightDirAndBias;
struct VertexInput
float4 vert(float4 pos : POSITION) : SV_POSITION
float4 pos : POSITION;
float3 normal : NORMAL;
};
// Similar to UnityClipSpaceShadowCasterPos but using LDPipeline lightdir and bias and applying near plane clamp
float4 ClipSpaceShadowCasterPos(float4 vertex, float3 normal)
{
float4 wPos = mul(unity_ObjectToWorld, vertex);
if (_WorldLightDirAndBias.w > 0.0)
{
float3 wNormal = UnityObjectToWorldNormal(normal);
// apply normal offset bias (inset position along the normal)
// bias needs to be scaled by sine between normal and light direction
// (http://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/)
//
// _WorldLightDirAndBias.w shadow bias defined in LRRenderPipeline asset
float shadowCos = dot(wNormal, _WorldLightDirAndBias.xyz);
float shadowSine = sqrt(1 - shadowCos*shadowCos);
float normalBias = _WorldLightDirAndBias.w * shadowSine;
wPos.xyz -= wNormal * normalBias;
}
float4 clipPos = mul(UNITY_MATRIX_VP, wPos);
float4 clipPos = UnityObjectToClipPos(pos);
#if defined(UNITY_REVERSED_Z)
clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE);
#else

}
float4 vert(VertexInput i) : SV_POSITION
{
return ClipSpaceShadowCasterPos(i.pos, i.normal);
}
half4 frag() : SV_TARGET
{
return 0;

// This pass it not used during regular rendering, only for lightmap baking.
Pass
{
Name "LD_META"
Tags{ "LightMode" = "Meta" }
// This pass it not used during regular rendering, only for lightmap baking.
Pass
{
Name "LD_META"
Tags{ "LightMode" = "Meta" }
Cull Off
Cull Off
CGPROGRAM
#pragma vertex vert_meta
#pragma fragment frag_meta
CGPROGRAM
#pragma vertex vert_meta
#pragma fragment frag_meta
#pragma shader_feature _EMISSION
#pragma shader_feature _METALLICGLOSSMAP
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature ___ _DETAIL_MULX2
#pragma shader_feature EDITOR_VISUALIZATION
#pragma shader_feature _EMISSION
#pragma shader_feature _METALLICGLOSSMAP
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature ___ _DETAIL_MULX2
#pragma shader_feature EDITOR_VISUALIZATION
#include "UnityStandardMeta.cginc"
ENDCG
}
#include "UnityStandardMeta.cginc"
ENDCG
Fallback "Standard (Specular setup)"
CustomEditor "LowendMobilePipelineMaterialEditor"
}
Fallback "Standard (Specular setup)"
CustomEditor "LowendMobilePipelineMaterialEditor"
}

106
Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipelineCore.cginc


#define DEBUG_CASCADES 0
#define MAX_SHADOW_CASCADES 4
#define MAX_LIGHTS 8
#define INITIALIZE_LIGHT(light, lightIndex) \

#endif
half4 viewDir : TEXCOORD5; // xyz: viewDir
UNITY_FOG_COORDS_PACKED(6, half4) // x: fogCoord, yzw: vertexColor
#ifndef _SHADOW_CASCADES
float4 shadowCoord : TEXCOORD7;
#endif
float4 hpos : SV_POSITION;
};

float4 globalLightPos[MAX_LIGHTS];
half4 globalLightSpotDir[MAX_LIGHTS];
half4 globalLightAtten[MAX_LIGHTS];
int4 globalLightCount; // x: pixelLightCount, y = totalLightCount (pixel + vert)
sampler2D_float _ShadowMap;
float _PCFKernel[8];
float4 globalLightData; // x: pixelLightCount, y = totalLightCount (pixel + vert), z = minShadowNormalBiasOffset, w = shadowNormalBiasOffset
half4x4 _WorldToShadow[MAX_SHADOW_CASCADES];
float4 _DirShadowSplitSpheres[MAX_SHADOW_CASCADES];
#ifdef _SHADOWS
#include "LowEndMobilePipelineShadows.cginc"
#endif
inline void NormalMap(v2f i, out half3 normal)
{
#if _NORMALMAP

#endif
}
inline void Indirect(v2f i, half3 diffuse, half3 normal, half glossiness, out half3 indirect)
{
#ifdef LIGHTMAP_ON
indirect = (DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv01.zw)) + i.fogCoord.yzw) * diffuse;
#else
indirect = i.fogCoord.yzw * diffuse;
#endif
// TODO: we can use reflect vec to compute specular instead of half when computing cubemap reflection
#ifdef _CUBEMAP_REFLECTION
half3 reflectVec = reflect(-i.viewDir.xyz, normal);
half3 indirectSpecular = texCUBE(_Cube, reflectVec) * _ReflectColor * glossiness;
indirect += indirectSpecular;
#endif
}
half4 OutputColor(half3 color, half alpha)
{
#ifdef _ALPHABLEND_ON

#endif
}
inline half ComputeCascadeIndex(float3 wpos)
{
float3 fromCenter0 = wpos.xyz - _DirShadowSplitSpheres[0].xyz;
float3 fromCenter1 = wpos.xyz - _DirShadowSplitSpheres[1].xyz;
float3 fromCenter2 = wpos.xyz - _DirShadowSplitSpheres[2].xyz;
float3 fromCenter3 = wpos.xyz - _DirShadowSplitSpheres[3].xyz;
float4 distances2 = float4(dot(fromCenter0, fromCenter0), dot(fromCenter1, fromCenter1), dot(fromCenter2, fromCenter2), dot(fromCenter3, fromCenter3));
float4 vDirShadowSplitSphereSqRadii;
vDirShadowSplitSphereSqRadii.x = _DirShadowSplitSpheres[0].w;
vDirShadowSplitSphereSqRadii.y = _DirShadowSplitSpheres[1].w;
vDirShadowSplitSphereSqRadii.z = _DirShadowSplitSpheres[2].w;
vDirShadowSplitSphereSqRadii.w = _DirShadowSplitSpheres[3].w;
fixed4 weights = fixed4(distances2 < vDirShadowSplitSphereSqRadii);
weights.yzw = saturate(weights.yzw - weights.xyz);
return 4 - dot(weights, fixed4(4, 3, 2, 1));
}
inline half ShadowAttenuation(half3 shadowCoord)
{
if (shadowCoord.x <= 0 || shadowCoord.x >= 1 || shadowCoord.y <= 0 || shadowCoord.y >= 1)
return 1;
half depth = tex2D(_ShadowMap, shadowCoord).r;
#if defined(UNITY_REVERSED_Z)
return step(depth, shadowCoord.z);
#else
return step(shadowCoord.z, depth);
#endif
}
inline half ShadowPCF(half3 shadowCoord)
{
// TODO: simulate textureGatherOffset not available, simulate it
half2 offset = half2(0, 0);
half attenuation = ShadowAttenuation(half3(shadowCoord.xy + half2(_PCFKernel[0], _PCFKernel[1]) + offset, shadowCoord.z)) +
ShadowAttenuation(half3(shadowCoord.xy + half2(_PCFKernel[2], _PCFKernel[3]) + offset, shadowCoord.z)) +
ShadowAttenuation(half3(shadowCoord.xy + half2(_PCFKernel[4], _PCFKernel[5]) + offset, shadowCoord.z)) +
ShadowAttenuation(half3(shadowCoord.xy + half2(_PCFKernel[6], _PCFKernel[7]) + offset, shadowCoord.z));
return attenuation * 0.25;
}
inline half3 EvaluateOneLight(LightInput lightInput, half3 diffuseColor, half4 specularGloss, half3 normal, float3 posWorld, half3 viewDir)
inline half3 EvaluateOneLight(LightInput lightInput, half3 diffuseColor, half4 specularGloss, half3 normal, float3 posWorld, half3 viewDir, out half NdotL)
{
float3 posToLight = lightInput.pos.xyz;
posToLight -= posWorld * lightInput.pos.w;

half3 lightDir = posToLight * rsqrt(distanceSqr);
float3 lightDir = posToLight * rsqrt(distanceSqr);
half SdotL = saturate(dot(lightInput.spotDir.xyz, lightDir));
lightAtten *= saturate((SdotL - lightInput.atten.x) / lightInput.atten.y);

half NdotL = saturate(dot(normal, lightDir));
NdotL = saturate(dot(normal, lightDir));
half3 halfVec = normalize(lightDir + viewDir);
half NdotH = saturate(dot(normal, halfVec));

#if defined(_SHARED_SPECULAR_DIFFUSE) || defined(_SPECGLOSSMAP) || defined(_SPECULAR_COLOR)
#if defined(_SPECGLOSSMAP_BASE_ALPHA) || defined(_SPECGLOSSMAP) || defined(_SPECULAR_COLOR)
half3 specular = specularGloss.rgb * lightColor * pow(NdotH, _Shininess * 128.0) * specularGloss.a;
return diffuse + specular;
#else

inline half ComputeShadowAttenuation(v2f i)
{
#ifndef _SHADOW_CASCADES
half4 shadowCoord;
shadowCoord = i.shadowCoord;
#else
half4 shadowCoord;
int cascadeIndex = ComputeCascadeIndex(i.posWS);
if (cascadeIndex < 4)
shadowCoord = mul(_WorldToShadow[cascadeIndex], half4(i.posWS, 1.0));
else
return 1.0;
#endif
shadowCoord.xyz /= shadowCoord.w;
shadowCoord.z = saturate(shadowCoord.z);
#if defined(_SOFT_SHADOWS) || defined(_SOFT_SHADOWS_CASCADES)
return ShadowPCF(shadowCoord.xyz);
#else
return ShadowAttenuation(shadowCoord.xyz);
#endif
}

140
Assets/ScriptableRenderPipeline/ShaderLibrary/AreaLighting.hlsl


#ifndef UNITY_AREA_LIGHTING_INCLUDED
#define UNITY_AREA_LIGHTING_INCLUDED
#define SPHERE_LIGHT_APPROXIMATION
#define APPROXIMATE_POLY_LIGHT_AS_SPHERE_LIGHT
#define APPROXIMATE_SPHERE_LIGHT_NUMERICALLY
// Not normalized by the factor of 1/TWO_PI.
float3 ComputeEdgeFactor(float3 V1, float3 V2)

// N.b.: this function accounts for horizon clipping.
float DiffuseSphereLightIrradiance(float sinSqSigma, float cosOmega)
{
#if 1 // Use a numerical fit for the sphere light approximation found in Mathematica.
#ifdef APPROXIMATE_SPHERE_LIGHT_NUMERICALLY
// For most of the domain, the absolute error is pretty low, under 0.005.
// You can use the following Mathematica code to reproduce our results:
// t = Flatten[Table[{x, y, f[x, y]}, {x, 0, 0.999999, 0.001}, {y, -0.999999, 0.999999, 0.002}], 1]
// m = NonlinearModelFit[t, {x * (y + e) * (0.5 + (y - e) * (a + b * x + c * x^2 + d * x^3))}, {a, b, c, d, e}, {x, y}]
return saturate(x * (0.9245867471551246 + y) * (0.5 + (-0.9245867471551246 + y) * (0.5359050373687144 + x * (-1.0054221851257754 + x * (1.8199061187417047 - x * 1.3172081704209504)))));
#endif
#if 0 // Ref: Area Light Sources for Real-Time Graphics, page 4 (1996).
float sinSqOmega = saturate(1 - cosOmega * cosOmega);
float cosSqSigma = saturate(1 - sinSqSigma);
float sinSqGamma = saturate(cosSqSigma / sinSqOmega);
float cosSqGamma = saturate(1 - sinSqGamma);
float sinSigma = sqrt(sinSqSigma);
float sinGamma = sqrt(sinSqGamma);
float cosGamma = sqrt(cosSqGamma);
#if 1
// Use a numerical fit found in Mathematica.
// For most of the domain, the absolute error is fairly low, under 0.005.
// You can use the following Mathematica code to reproduce our results:
// t = Flatten[Table[{x, y, f[x, y]}, {x, 0, 0.999999, 0.001}, {y, -0.999999, 0.999999, 0.002}], 1]
// m = NonlinearModelFit[t, x * (y + e) * (0.5 + (y - e) * (a + b * x + c * x^2 + d * x^3)), {a, b, c, d, e}, {x, y}]
return saturate(x * (0.9245867471551246 + y) * (0.5 + (-0.9245867471551246 + y) * (0.5359050373687144 + x * (-1.0054221851257754 + x * (1.8199061187417047 - x * 1.3172081704209504)))));
#else
// Another fit found with Mathematica. The absolute error is larger (around 0.02 on average), but the function is very smooth.
// You can use the following Mathematica code to reproduce our results:
// t = Flatten[Table[{x, y, f[x, y]}, {x, 0, 0.999999, 0.001}, {y, -0.999999, 0.999999, 0.002}], 1]
// m = NonlinearModelFit[t, 1 - (1 - x)^(a * (y + 1) + b * (y + 1)^2 + c * (y + 1)^3 + d * (y + 1)^4)}, {a, b, c, d}, {x, y}]
float p = saturate(0.14506085844485772 + y * (0.2858221675641456 + y * (0.23405929637528905 + y * (0.20682928702038633 + y * 0.1135312997643852))));
return saturate(1 - pow(1 - x, p));
#endif
#else
#if 0 // Ref: Area Light Sources for Real-Time Graphics, page 4 (1996).
float sinSqOmega = saturate(1 - cosOmega * cosOmega);
float cosSqSigma = saturate(1 - sinSqSigma);
float sinSqGamma = saturate(cosSqSigma / sinSqOmega);
float cosSqGamma = saturate(1 - sinSqGamma);
float sigma = asin(sinSigma);
float omega = acos(cosOmega);
float gamma = asin(sinGamma);
float sinSigma = sqrt(sinSqSigma);
float sinGamma = sqrt(sinSqGamma);
float cosGamma = sqrt(cosSqGamma);
if (omega >= HALF_PI + sigma)
{
// Full horizon occlusion (case #4).
return 0;
}
float sigma = asin(sinSigma);
float omega = acos(cosOmega);
float gamma = asin(sinGamma);
float e = sinSqSigma * cosOmega;
if (omega >= HALF_PI + sigma)
{
// Full horizon occlusion (case #4).
return 0;
}
[branch]
if (omega < HALF_PI - sigma)
{
// No horizon occlusion (case #1).
return e;
}
else
{
float g = (-2 * sqrt(sinSqOmega * cosSqSigma) + sinGamma) * cosGamma + (HALF_PI - gamma);
float h = cosOmega * (cosGamma * sqrt(saturate(sinSqSigma - cosSqGamma)) + sinSqSigma * asin(saturate(cosGamma / sinSigma)));
float e = sinSqSigma * cosOmega;
if (omega < HALF_PI)
[branch]
if (omega < HALF_PI - sigma)
// Partial horizon occlusion (case #2).
return saturate(e + INV_PI * (g - h));
// No horizon occlusion (case #1).
return e;
// Partial horizon occlusion (case #3).
return saturate(INV_PI * (g + h));
float g = (-2 * sqrt(sinSqOmega * cosSqSigma) + sinGamma) * cosGamma + (HALF_PI - gamma);
float h = cosOmega * (cosGamma * sqrt(saturate(sinSqSigma - cosSqGamma)) + sinSqSigma * asin(saturate(cosGamma / sinSigma)));
if (omega < HALF_PI)
{
// Partial horizon occlusion (case #2).
return saturate(e + INV_PI * (g - h));
}
else
{
// Partial horizon occlusion (case #3).
return saturate(INV_PI * (g + h));
}
}
#else // Ref: Moving Frostbite to Physically Based Rendering, page 47 (2015, optimized).
float cosSqOmega = cosOmega * cosOmega; // y^2
#else // Ref: Moving Frostbite to Physically Based Rendering, page 47 (2015, optimized).
float cosSqOmega = cosOmega * cosOmega; // y^2
[branch]
if (cosSqOmega > sinSqSigma) // (y^2)>x
{
return saturate(sinSqSigma * cosOmega); // Clip[x*y,{0,1}]
}
else
{
float cotSqSigma = rcp(sinSqSigma) - 1; // 1/x-1
float tanSqSigma = rcp(cotSqSigma); // x/(1-x)
float sinSqOmega = 1 - cosSqOmega; // 1-y^2
[branch]
if (cosSqOmega > sinSqSigma) // (y^2)>x
{
return saturate(sinSqSigma * cosOmega); // Clip[x*y,{0,1}]
}
else
{
float cotSqSigma = rcp(sinSqSigma) - 1; // 1/x-1
float tanSqSigma = rcp(cotSqSigma); // x/(1-x)
float sinSqOmega = 1 - cosSqOmega; // 1-y^2
float w = sinSqOmega * tanSqSigma; // (1-y^2)*(x/(1-x))
float x = -cosOmega * rsqrt(w); // -y*Sqrt[(1/x-1)/(1-y^2)]
float y = sqrt(sinSqOmega * tanSqSigma - cosSqOmega); // Sqrt[(1-y^2)*(x/(1-x))-y^2]
float z = y * cotSqSigma; // Sqrt[(1-y^2)*(x/(1-x))-y^2]*(1/x-1)
float w = sinSqOmega * tanSqSigma; // (1-y^2)*(x/(1-x))
float x = -cosOmega * rsqrt(w); // -y*Sqrt[(1/x-1)/(1-y^2)]
float y = sqrt(sinSqOmega * tanSqSigma - cosSqOmega); // Sqrt[(1-y^2)*(x/(1-x))-y^2]
float z = y * cotSqSigma; // Sqrt[(1-y^2)*(x/(1-x))-y^2]*(1/x-1)
float a = cosOmega * acos(x) - z; // y*ArcCos[-y*Sqrt[(1/x-1)/(1-y^2)]]-Sqrt[(1-y^2)*(x/(1-x))-y^2]*(1/x-1)
float b = atan(y); // ArcTan[Sqrt[(1-y^2)*(x/(1-x))-y^2]]
float a = cosOmega * acos(x) - z; // y*ArcCos[-y*Sqrt[(1/x-1)/(1-y^2)]]-Sqrt[(1-y^2)*(x/(1-x))-y^2]*(1/x-1)
float b = atan(y); // ArcTan[Sqrt[(1-y^2)*(x/(1-x))-y^2]]
// Replacing max() with saturate() results in a 12 cycle SGPR forwarding stall on PS4.
return max(INV_PI * (a * sinSqSigma + b), 0); // (a/Pi)*x+(b/Pi)
}
// Replacing max() with saturate() results in a 12 cycle SGPR forwarding stall on PS4.
return max(INV_PI * (a * sinSqSigma + b), 0); // (a/Pi)*x+(b/Pi)
}
#endif
#endif
}

#ifdef SPHERE_LIGHT_APPROXIMATION
#ifdef APPROXIMATE_POLY_LIGHT_AS_SPHERE_LIGHT
[unroll]
for (uint i = 0; i < 4; i++)
{

3
Assets/ScriptableRenderPipeline/ShaderLibrary/CommonLighting.hlsl


// A way to reduce artifact is to limit NdotV value to not be negative and calculate reflection vector for cubemap with a shifted normal (i.e what depends on the view)
// This is what provide this function
// Note: NdotV return by this function is always positive, no need for saturate
float GetShiftedNdotV(inout float3 N, float3 V)
float GetShiftedNdotV(inout float3 N, float3 V, float NdotV)
float NdotV = dot(N, V);
const float limit = 0.0001; // Epsilon value that avoid divide by 0 (several BSDF divide by NdotV)
if (NdotV < limit)

5
Assets/ScriptableRenderPipeline/common/CubeToSpherical.shader


uint2 pixCoord = ((uint2) i.vertex.xy);
half3 dir = SphericalTexCoordinateToDirection(i.texcoord.xy);
half3 res = UNITY_SAMPLE_TEXCUBE_LOD(_srcCubeTexture, dir, (float) _cubeMipLvl).xyz;
return half4(res,1.0);
return (half4) UNITY_SAMPLE_TEXCUBE_LOD(_srcCubeTexture, dir, (float) _cubeMipLvl);
}
ENDCG

21
Assets/ScriptableRenderPipeline/common/TextureCache.cs


var probeFormat = TextureFormat.BC6H;
// On editor the texture is uncompressed when operating against mobile build targets
#if UNITY_2017_2_OR_NEWER
//#if UNITY_2017_2_OR_NEWER
#else
if (SystemInfo.SupportsTextureFormat(probeFormat) && !TextureCache.isMobileBuildTarget)
format = probeFormat;
#endif
//#else
// if (SystemInfo.SupportsTextureFormat(probeFormat) && !TextureCache.isMobileBuildTarget)
// format = probeFormat;
//#endif
return format;
}

{
get
{
#if UNITY_2017_2_OR_NEWER
//#if UNITY_2017_2_OR_NEWER
#else
return (SystemInfo.supportsCubemapArrayTextures && !TextureCache.isMobileBuildTarget);
#endif
//#else
// return (SystemInfo.supportsCubemapArrayTextures && !TextureCache.isMobileBuildTarget);
//#endif
}
}

{
sliceIndex = m_LocatorInSliceArray[texId];
bFoundAvailOrExistingSlice = true;
#if UNITY_EDITOR
if(m_TextureCacheVersion!=s_GlobalTextureCacheVersion)
{
m_TextureCacheVersion++;

#endif
//assert(m_SliceArray[sliceIndex].TexID==TexID);
}

2
ProjectSettings/ProjectVersion.txt


m_EditorVersion: 2017.1.0b2
m_EditorVersion: 2017.1.0b3

9
Assets/GraphicsTests.meta


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Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipelineShadows.cginc


#define MAX_SHADOW_CASCADES 4
sampler2D_float _ShadowMap;
float _PCFKernel[8];
float4x4 _WorldToShadow[MAX_SHADOW_CASCADES];
float4 _DirShadowSplitSpheres[MAX_SHADOW_CASCADES];
inline half ShadowAttenuation(float3 shadowCoord)
{
if (shadowCoord.x <= 0 || shadowCoord.x >= 1 || shadowCoord.y <= 0 || shadowCoord.y >= 1)
return 1;
float depth = tex2D(_ShadowMap, shadowCoord).r;
#if defined(UNITY_REVERSED_Z)
return step(depth, shadowCoord.z);
#else
return step(shadowCoord.z, depth);
#endif
}
inline half ComputeShadowAttenuation(v2f i, float3 offset)
{
float3 posWorldOffsetNormal = i.posWS + offset;
int cascadeIndex = 0;
#ifdef _SHADOW_CASCADES
cascadeIndex = ComputeCascadeIndex(i.posWS);
if (cascadeIndex >= MAX_SHADOW_CASCADES)
return 1.0;
#endif
float4 shadowCoord = mul(_WorldToShadow[cascadeIndex], float4(posWorldOffsetNormal, 1.0));
shadowCoord.xyz /= shadowCoord.w;
shadowCoord.z = saturate(shadowCoord.z);
#if defined(_SOFT_SHADOWS) || defined(_SOFT_SHADOWS_CASCADES)
return ShadowPCF(shadowCoord.xyz);
#else
return ShadowAttenuation(shadowCoord.xyz);
#endif
}
inline half ComputeCascadeIndex(float3 wpos)
{
float3 fromCenter0 = wpos.xyz - _DirShadowSplitSpheres[0].xyz;
float3 fromCenter1 = wpos.xyz - _DirShadowSplitSpheres[1].xyz;
float3 fromCenter2 = wpos.xyz - _DirShadowSplitSpheres[2].xyz;
float3 fromCenter3 = wpos.xyz - _DirShadowSplitSpheres[3].xyz;
float4 distances2 = float4(dot(fromCenter0, fromCenter0), dot(fromCenter1, fromCenter1), dot(fromCenter2, fromCenter2), dot(fromCenter3, fromCenter3));
float4 vDirShadowSplitSphereSqRadii;
vDirShadowSplitSphereSqRadii.x = _DirShadowSplitSpheres[0].w;
vDirShadowSplitSphereSqRadii.y = _DirShadowSplitSpheres[1].w;
vDirShadowSplitSphereSqRadii.z = _DirShadowSplitSpheres[2].w;
vDirShadowSplitSphereSqRadii.w = _DirShadowSplitSpheres[3].w;
fixed4 weights = fixed4(distances2 < vDirShadowSplitSphereSqRadii);
weights.yzw = saturate(weights.yzw - weights.xyz);
return 4 - dot(weights, fixed4(4, 3, 2, 1));
}
inline half ShadowPCF(half3 shadowCoord)
{
// TODO: simulate textureGatherOffset not available, simulate it
half2 offset = half2(0, 0);
half attenuation = ShadowAttenuation(half3(shadowCoord.xy + half2(_PCFKernel[0], _PCFKernel[1]) + offset, shadowCoord.z)) +
ShadowAttenuation(half3(shadowCoord.xy + half2(_PCFKernel[2], _PCFKernel[3]) + offset, shadowCoord.z)) +
ShadowAttenuation(half3(shadowCoord.xy + half2(_PCFKernel[4], _PCFKernel[5]) + offset, shadowCoord.z)) +
ShadowAttenuation(half3(shadowCoord.xy + half2(_PCFKernel[6], _PCFKernel[7]) + offset, shadowCoord.z));
return attenuation * 0.25;
}

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Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipelineShadows.cginc.meta


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Assets/GraphicsTests/SetupSceneForRenderPipelineTest.cs.meta


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Assets/GraphicsTests/SetupSceneForRenderPipelineTest.cs


using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering
{
public class SetupSceneForRenderPipelineTest : MonoBehaviour
{
private RenderPipelineAsset m_OriginalAsset;
public RenderPipelineAsset renderPipeline;
public Camera cameraToUse;
public bool hdr = false;
public int width = 1280;
public int height = 720;
public void Setup()
{
m_OriginalAsset = GraphicsSettings.renderPipelineAsset;
GraphicsSettings.renderPipelineAsset = renderPipeline;
}
public void TearDown()
{
GraphicsSettings.renderPipelineAsset = m_OriginalAsset;
}
}
}

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