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Merge branch 'master' into normal-buffer-support

/main
Sebastien Lagarde 7 年前
当前提交
0ec73e5c
共有 16 个文件被更改,包括 219 次插入62 次删除
  1. 4
      com.unity.render-pipelines.high-definition/CHANGELOG.md
  2. 3
      com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Decal/DecalProjectorComponentEditor.cs
  3. 21
      com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Decal/DecalUI.cs
  4. 4
      com.unity.render-pipelines.high-definition/HDRP/Material/Decal/DBufferManager.cs
  5. 14
      com.unity.render-pipelines.high-definition/HDRP/Material/Decal/Decal.cs
  6. 31
      com.unity.render-pipelines.high-definition/HDRP/Material/Decal/Decal.shader
  7. 35
      com.unity.render-pipelines.high-definition/HDRP/Material/Decal/DecalData.hlsl
  8. 9
      com.unity.render-pipelines.high-definition/HDRP/Material/Decal/DecalProjectorComponent.cs
  9. 73
      com.unity.render-pipelines.high-definition/HDRP/Material/Decal/DecalSystem.cs
  10. 9
      com.unity.render-pipelines.high-definition/HDRP/Material/Decal/DecalUtilities.hlsl
  11. 10
      com.unity.render-pipelines.high-definition/HDRP/Material/Decal/ShaderPass/DecalSharePass.hlsl
  12. 30
      com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipeline.cs
  13. 2
      com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDStringConstants.cs
  14. 3
      com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPass.cs
  15. 3
      com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPass.cs.hlsl
  16. 30
      com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassDBuffer.hlsl

4
com.unity.render-pipelines.high-definition/CHANGELOG.md


## [2018.2 / next ]
- Add Light -> Planar Reflection Probe command
- Added a false color mode in rendering debug
- Add support for mesh decals
- Add flag to disable projector decals on transparent geometry to save performance and decal texture atlas space
- Add ability to use decal diffuse map as mask only
### Improvements

- Fix warning when creating Planar reflection
- Fix specular lighting debug mode (was rendering black)
- Allow projector decal with null material to allow to configure decal when HDRP is not set
- Decal atlas texture offset/scale is updated after allocations (used to be before so it was using date from previous frame)
## [2018.1 undecided]

3
com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Decal/DecalProjectorComponentEditor.cs


private SerializedProperty m_FadeScaleProperty;
private SerializedProperty m_UVScaleProperty;
private SerializedProperty m_UVBiasProperty;
private SerializedProperty m_AffectsTransparencyProperty;
public class DecalBoundsHandle : BoxBoundsHandle
{

m_FadeScaleProperty = serializedObject.FindProperty("m_FadeScale");
m_UVScaleProperty = serializedObject.FindProperty("m_UVScale");
m_UVBiasProperty = serializedObject.FindProperty("m_UVBias");
m_AffectsTransparencyProperty = serializedObject.FindProperty("m_AffectsTransparency");
}
private void OnDisable()

EditorGUILayout.Slider(m_FadeScaleProperty, 0.0f, 1.0f, new GUIContent("Fade scale"));
EditorGUILayout.PropertyField(m_UVScaleProperty);
EditorGUILayout.PropertyField(m_UVBiasProperty);
EditorGUILayout.PropertyField(m_AffectsTransparencyProperty);
if (EditorGUI.EndChangeCheck())
{
serializedObject.ApplyModifiedProperties();

21
com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Decal/DecalUI.cs


{
public static string InputsText = "Inputs";
public static GUIContent baseColorText = new GUIContent("Base Color + Blend", "Albedo (RGB) and Blend Factor (A)");
public static GUIContent baseColorText = new GUIContent("Albedo (RGB) and Blend Factor (A)", "Albedo (RGB) and Blend Factor (A)");
public static GUIContent baseColorText2 = new GUIContent("Blend Factor (A)", "Blend Factor (A)");
public static GUIContent BlendText = new GUIContent("Decal Blend", "Whole decal blend");
public static GUIContent AlbedoModeText = new GUIContent("Albedo contribution", "Base color + Blend, Blend only");
}
protected MaterialProperty baseColorMap = new MaterialProperty();

protected MaterialProperty decalBlend = new MaterialProperty();
protected const string kDecalBlend = "_DecalBlend";
protected MaterialProperty albedoMode = new MaterialProperty();
protected const string kAlbedoMode = "_AlbedoMode";
protected MaterialEditor m_MaterialEditor;

normalMap = FindProperty(kNormalMap, props);
maskMap = FindProperty(kMaskMap, props);
decalBlend = FindProperty(kDecalBlend, props);
albedoMode = FindProperty(kAlbedoMode, props);
// always instanced
SerializedProperty instancing = m_MaterialEditor.serializedObject.FindProperty("m_EnableInstancingVariants");
instancing.boolValue = true;

static public void SetupMaterialKeywordsAndPass(Material material)
{
CoreUtils.SetKeyword(material, "_ALBEDOCONTRIBUTION", material.GetFloat(kAlbedoMode) == 1.0f);
CoreUtils.SetKeyword(material, "_COLORMAP", material.GetTexture(kBaseColorMap));
CoreUtils.SetKeyword(material, "_NORMALMAP", material.GetTexture(kNormalMap));
CoreUtils.SetKeyword(material, "_MASKMAP", material.GetTexture(kMaskMap));

EditorGUILayout.LabelField(Styles.InputsText, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
m_MaterialEditor.TexturePropertySingleLine(Styles.baseColorText, baseColorMap);
m_MaterialEditor.ShaderProperty(albedoMode, Styles.AlbedoModeText);
if (material.GetFloat(kAlbedoMode) == 1.0f)
{
m_MaterialEditor.TexturePropertySingleLine(Styles.baseColorText, baseColorMap);
}
else
{
m_MaterialEditor.TexturePropertySingleLine(Styles.baseColorText2, baseColorMap);
}
m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, normalMap);
m_MaterialEditor.TexturePropertySingleLine(Styles.maskMapText, maskMap);
m_MaterialEditor.ShaderProperty(decalBlend, Styles.decalBlendText);

4
com.unity.render-pipelines.high-definition/HDRP/Material/Decal/DBufferManager.cs


{
public class DBufferManager : MRTBufferManager
{
public int vsibleDecalCount { get; set; }
public bool EnableDBUffer { get; set; }
RTHandleSystem.RTHandle m_HTile;

{
if (hdCamera.frameSettings.enableDBuffer)
{
cmd.SetGlobalInt(HDShaderIDs._EnableDBuffer, vsibleDecalCount > 0 ? 1 : 0);
cmd.SetGlobalInt(HDShaderIDs._EnableDBuffer, EnableDBUffer ? 1 : 0);
cmd.SetGlobalVector(HDShaderIDs._DecalAtlasResolution, new Vector2(HDUtils.hdrpSettings.decalSettings.atlasWidth, HDUtils.hdrpSettings.decalSettings.atlasHeight));
BindBufferAsTextures(cmd);
}

14
com.unity.render-pipelines.high-definition/HDRP/Material/Decal/Decal.cs


sRGBFlags = m_sRGBFlags;
}
}
// normalToWorld.m03 - total blend factor
// normalToWorld.m13 - diffuse texture index in atlas
// normalToWorld.m23 - normal texture index in atlas
// normalToWorld.m33 - mask texture index in atlas
// normal to world only uses 3x3 for actual matrix so some data is packed in the unused space
// blend:
// float decalBlend = decalData.normalToWorld[0][3];
// albedo contribution on/off:
// float albedoContribution = decalData.normalToWorld[1][3];
// tiling:
// float2 uvScale = float2(decalData.normalToWorld[3][0], decalData.normalToWorld[3][1]);
// float2 uvBias = float2(decalData.normalToWorld[3][2], decalData.normalToWorld[3][3]);
[GenerateHLSL]
public struct DecalData
{

31
com.unity.render-pipelines.high-definition/HDRP/Material/Decal/Decal.shader


_NormalMap("NormalMap", 2D) = "bump" {} // Tangent space normal map
_MaskMap("MaskMap", 2D) = "white" {}
_DecalBlend("_DecalBlend", Range(0.0, 1.0)) = 0.5
[ToggleUI] _AlbedoMode("_AlbedoMode", Range(0.0, 1.0)) = 1.0
}
HLSLINCLUDE

#pragma shader_feature _COLORMAP
#pragma shader_feature _NORMALMAP
#pragma shader_feature _MASKMAP
#pragma shader_feature _ALBEDOCONTRIBUTION
#pragma multi_compile_instancing
//-------------------------------------------------------------------------------------

Pass
{
Name "DBuffer" // Name is not used
Tags { "LightMode" = "DBuffer" } // This will be only for opaque object based on the RenderQueue index
Name "DBufferProjector" // Name is not used
Tags { "LightMode" = "DBufferProjector" } // This will be only for opaque object based on the RenderQueue index
// back faces with zfail, for cases when camera is inside the decal volume
Cull Front

HLSLPROGRAM
#define SHADERPASS SHADERPASS_DBUFFER
#define SHADERPASS SHADERPASS_DBUFFER_PROJECTOR
#include "../../ShaderVariables.hlsl"
#include "Decal.hlsl"
#include "ShaderPass/DecalSharePass.hlsl"

ENDHLSL
}
Pass
{
Name "DBufferMesh" // Name is not used
Tags{"LightMode" = "DBufferMesh"} // This will be only for opaque object based on the RenderQueue index
Cull Back
ZWrite Off
ZTest LEqual
// using alpha compositing https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch23.html
Blend SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha
HLSLPROGRAM
#define SHADERPASS SHADERPASS_DBUFFER_MESH
#include "../../ShaderVariables.hlsl"
#include "Decal.hlsl"
#include "ShaderPass/DecalSharePass.hlsl"
#include "DecalData.hlsl"
#include "../../ShaderPass/ShaderPassDBuffer.hlsl"
ENDHLSL
}
}
CustomEditor "Experimental.Rendering.HDPipeline.DecalUI"
}

35
com.unity.render-pipelines.high-definition/HDRP/Material/Decal/DecalData.hlsl


//-------------------------------------------------------------------------------------
#include "CoreRP/ShaderLibrary/Packing.hlsl"
#include "CoreRP/ShaderLibrary/Sampling/SampleUVMapping.hlsl"
#include "CoreRP/ShaderLibrary/EntityLighting.hlsl"
#include "../MaterialUtilities.hlsl"
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR)
#elif (SHADERPASS == SHADERPASS_DBUFFER_MESH)
void GetSurfaceData(FragInputs input, out DecalSurfaceData surfaceData)
#endif
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR)
texCoordDS = texCoordDS * scale + offset;
float2 texCoords = texCoordDS * scale + offset;
#elif (SHADERPASS == SHADERPASS_DBUFFER_MESH)
float totalBlend = _DecalBlend;
float2 texCoords = input.texCoord0;
#endif
surfaceData.baseColor = SAMPLE_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, texCoordDS.xy);
surfaceData.baseColor = SAMPLE_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, texCoords);
surfaceData.HTileMask |= DBUFFERHTILEBIT_DIFFUSE;
#if _ALBEDOCONTRIBUTION
surfaceData.HTileMask |= DBUFFERHTILEBIT_DIFFUSE;
#else
surfaceData.baseColor.w = 0; // dont blend any albedo
#endif
surfaceData.normalWS.xyz = mul((float3x3)normalToWorld, UnpackNormalmapRGorAG(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, texCoordDS))) * 0.5f + 0.5f;
float3 normalTS = UnpackNormalmapRGorAG(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, texCoords));
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR)
float3 normalWS = mul((float3x3)normalToWorld, normalTS);
#elif (SHADERPASS == SHADERPASS_DBUFFER_MESH)
float3 normalWS;
GetNormalWS(input, 0, normalTS, normalWS);
#endif
surfaceData.normalWS.xyz = normalWS * 0.5f + 0.5f;
surfaceData.mask = SAMPLE_TEXTURE2D(_MaskMap, sampler_MaskMap, texCoordDS.xy);
surfaceData.mask = SAMPLE_TEXTURE2D(_MaskMap, sampler_MaskMap, texCoords);
surfaceData.mask.z = surfaceData.mask.w;
surfaceData.mask.w = totalBlend;
surfaceData.HTileMask |= DBUFFERHTILEBIT_MASK;

9
com.unity.render-pipelines.high-definition/HDRP/Material/Decal/DecalProjectorComponent.cs


public float m_FadeScale = 0.9f;
public Vector2 m_UVScale = new Vector2(1, 1);
public Vector2 m_UVBias = new Vector2(0, 0);
public bool m_AffectsTransparency = false;
private Material m_OldMaterial = null;
private DecalSystem.DecalHandle m_Handle = null;

}
Vector4 uvScaleBias = new Vector4(m_UVScale.x, m_UVScale.y, m_UVBias.x, m_UVBias.y);
m_Handle = DecalSystem.instance.AddDecal(transform, m_DrawDistance, m_FadeScale, uvScaleBias, m_Material);
m_Handle = DecalSystem.instance.AddDecal(transform, m_DrawDistance, m_FadeScale, uvScaleBias, m_AffectsTransparency, m_Material);
}
public void OnDisable()

if (m_Handle != null)
DecalSystem.instance.RemoveDecal(m_Handle);
Vector4 uvScaleBias = new Vector4(m_UVScale.x, m_UVScale.y, m_UVBias.x, m_UVBias.y);
m_Handle = DecalSystem.instance.AddDecal(transform, m_DrawDistance, m_FadeScale, uvScaleBias, m_Material);
m_Handle = DecalSystem.instance.AddDecal(transform, m_DrawDistance, m_FadeScale, uvScaleBias, m_AffectsTransparency, m_Material);
m_OldMaterial = m_Material;
// notify the editor that material has changed so it can update the shader foldout

if (transform.hasChanged == true)
{
Vector4 uvScaleBias = new Vector4(m_UVScale.x, m_UVScale.y, m_UVBias.x, m_UVBias.y);
DecalSystem.instance.UpdateCachedData(transform, m_DrawDistance, m_FadeScale, uvScaleBias, m_Handle);
DecalSystem.instance.UpdateCachedData(transform, m_DrawDistance, m_FadeScale, uvScaleBias, m_AffectsTransparency, m_Handle);
transform.hasChanged = false;
}
}

DrawGizmo(true);
// if this object is selected there is a chance the transform was changed so update culling info
Vector4 uvScaleBias = new Vector4(m_UVScale.x, m_UVScale.y, m_UVBias.x, m_UVBias.y);
DecalSystem.instance.UpdateCachedData(transform, m_DrawDistance, m_FadeScale, uvScaleBias, m_Handle);
DecalSystem.instance.UpdateCachedData(transform, m_DrawDistance, m_FadeScale, uvScaleBias, m_AffectsTransparency, m_Handle);
}
public void OnDrawGizmos()

73
com.unity.render-pipelines.high-definition/HDRP/Material/Decal/DecalSystem.cs


static public DecalData[] m_DecalDatas = new DecalData[kDecalBlockSize];
static public SFiniteLightBound[] m_Bounds = new SFiniteLightBound[kDecalBlockSize];
static public LightVolumeData[] m_LightVolumes = new LightVolumeData[kDecalBlockSize];
static public TextureScaleBias[] m_DiffuseTextureScaleBias = new TextureScaleBias[kDecalBlockSize];
static public TextureScaleBias[] m_NormalTextureScaleBias = new TextureScaleBias[kDecalBlockSize];
static public TextureScaleBias[] m_MaskTextureScaleBias = new TextureScaleBias[kDecalBlockSize];
static public int m_DecalDatasCount = 0;
static public float[] m_BoundingDistances = new float[1];

m_Normal.m_Texture = m_Material.GetTexture("_NormalMap");
m_Mask.m_Texture = m_Material.GetTexture("_MaskMap");
m_Blend = m_Material.GetFloat("_DecalBlend");
m_AlbedoContribution = m_Material.GetFloat("_AlbedoMode");
}
public DecalSet(Material material)

return res;
}
public void UpdateCachedData(Transform transform, float drawDistance, float fadeScale, Vector4 uvScaleBias, DecalHandle handle)
public void UpdateCachedData(Transform transform, float drawDistance, float fadeScale, Vector4 uvScaleBias, bool affectsTransparency, DecalHandle handle)
{
if (m_Material == null)
return;

: instance.DrawDistance;
m_CachedDrawDistances[index].y = fadeScale;
m_CachedUVScaleBias[index] = uvScaleBias;
m_CachedAffectsTransparency[index] = affectsTransparency;
public DecalHandle AddDecal(Transform transform, float drawDistance, float fadeScale, Vector4 uvScaleBias, int materialID)
public DecalHandle AddDecal(Transform transform, float drawDistance, float fadeScale, Vector4 uvScaleBias, bool affectsTransparency, int materialID)
{
// increase array size if no space left
if (m_DecalsCount == m_Handles.Length)

Matrix4x4[] newCachedNormalToWorld = new Matrix4x4[m_DecalsCount + kDecalBlockSize];
Vector2[] newCachedDrawDistances = new Vector2[m_DecalsCount + kDecalBlockSize];
Vector4[] newCachedUVScaleBias = new Vector4[m_DecalsCount + kDecalBlockSize];
bool[] newCachedAffectsTransparency = new bool[m_DecalsCount + kDecalBlockSize];
m_ResultIndices = new int[m_DecalsCount + kDecalBlockSize];
m_Handles.CopyTo(newHandles, 0);

m_CachedDrawDistances.CopyTo(newCachedDrawDistances, 0);
m_CachedUVScaleBias.CopyTo(newCachedUVScaleBias, 0);
m_CachedAffectsTransparency.CopyTo(newCachedAffectsTransparency, 0);
m_Handles = newHandles;
m_BoundingSpheres = newSpheres;

m_CachedUVScaleBias = newCachedUVScaleBias;
m_CachedAffectsTransparency = newCachedAffectsTransparency;
UpdateCachedData(transform, drawDistance, fadeScale, uvScaleBias, decalHandle);
UpdateCachedData(transform, drawDistance, fadeScale, uvScaleBias, affectsTransparency, decalHandle);
m_DecalsCount++;
return decalHandle;
}

m_CachedNormalToWorld[removeAtIndex] = m_CachedNormalToWorld[m_DecalsCount - 1];
m_CachedDrawDistances[removeAtIndex] = m_CachedDrawDistances[m_DecalsCount - 1];
m_CachedUVScaleBias[removeAtIndex] = m_CachedUVScaleBias[m_DecalsCount - 1];
m_CachedAffectsTransparency[removeAtIndex] = m_CachedAffectsTransparency[m_DecalsCount - 1];
m_DecalsCount--;
handle.m_Index = kInvalidIndex;
}

return;
if (m_NumResults == 0)
return;
// only add if anything in this decal set is visible.
AddToTextureList(ref instance.m_TextureList);
bool anyAffectTransparency = false;
AssignCurrentBatches(ref decalToWorldBatch, ref normalToWorldBatch, batchCount);

normalToWorldBatch[instanceCount] = m_CachedNormalToWorld[decalIndex];
float fadeFactor = Mathf.Clamp((cullDistance - distanceToDecal) / (cullDistance * (1.0f - m_CachedDrawDistances[decalIndex].y)), 0.0f, 1.0f);
normalToWorldBatch[instanceCount].m03 = fadeFactor * m_Blend; // vector3 rotation matrix so bottom row and last column can be used for other data to save space
normalToWorldBatch[instanceCount].m13 = m_AlbedoContribution;
m_DecalDatas[m_DecalDatasCount].worldToDecal = decalToWorldBatch[instanceCount].inverse;
m_DecalDatas[m_DecalDatasCount].normalToWorld = normalToWorldBatch[instanceCount];
m_DecalDatas[m_DecalDatasCount].diffuseScaleBias = m_Diffuse.m_ScaleBias;
m_DecalDatas[m_DecalDatasCount].normalScaleBias = m_Normal.m_ScaleBias;
m_DecalDatas[m_DecalDatasCount].maskScaleBias = m_Mask.m_ScaleBias;
GetDecalVolumeDataAndBound(decalToWorldBatch[instanceCount], worldToView);
m_DecalDatasCount++;
if(m_CachedAffectsTransparency[decalIndex])
{
m_DecalDatas[m_DecalDatasCount].worldToDecal = decalToWorldBatch[instanceCount].inverse;
m_DecalDatas[m_DecalDatasCount].normalToWorld = normalToWorldBatch[instanceCount];
// we have not allocated the textures in atlas yet, so only store references to them
m_DiffuseTextureScaleBias[m_DecalDatasCount] = m_Diffuse;
m_NormalTextureScaleBias[m_DecalDatasCount] = m_Normal;
m_MaskTextureScaleBias[m_DecalDatasCount] = m_Mask;
GetDecalVolumeDataAndBound(decalToWorldBatch[instanceCount], worldToView);
m_DecalDatasCount++;
anyAffectTransparency = true;
}
instanceCount++;
if (instanceCount == kDrawIndexedBatchSize)

AssignCurrentBatches(ref decalToWorldBatch, ref normalToWorldBatch, batchCount);
}
}
}
// only add if any projectors in this decal set affect transparency, doesn't actually allocate textures in the atlas yet, this is because we want all the textures in the list so we can optimize the packing
if( anyAffectTransparency)
{
AddToTextureList(ref instance.m_TextureList);
}
}

private Matrix4x4[] m_CachedNormalToWorld = new Matrix4x4[kDecalBlockSize];
private Vector2[] m_CachedDrawDistances = new Vector2[kDecalBlockSize]; // x - draw distance, y - fade scale
private Vector4[] m_CachedUVScaleBias = new Vector4[kDecalBlockSize]; // xy - scale, zw bias
private bool[] m_CachedAffectsTransparency = new bool[kDecalBlockSize];
private float m_AlbedoContribution = 0;
TextureScaleBias m_Diffuse = new TextureScaleBias();
TextureScaleBias m_Normal = new TextureScaleBias();

public DecalHandle AddDecal(Transform transform, float drawDistance, float fadeScale, Vector4 uvScaleBias, Material material)
public DecalHandle AddDecal(Transform transform, float drawDistance, float fadeScale, Vector4 uvScaleBias, bool affectsTransparency, Material material)
{
DecalSet decalSet = null;
int key = material != null ? material.GetInstanceID() : kNullMaterialIndex;

m_DecalSets.Add(key, decalSet);
}
return decalSet.AddDecal(transform, drawDistance, fadeScale, uvScaleBias, key);
return decalSet.AddDecal(transform, drawDistance, fadeScale, uvScaleBias, affectsTransparency, key);
}
public void RemoveDecal(DecalHandle handle)

}
}
public void UpdateCachedData(Transform transform, float drawDistance, float fadeScale, Vector4 uvScaleBias, DecalHandle handle)
public void UpdateCachedData(Transform transform, float drawDistance, float fadeScale, Vector4 uvScaleBias, bool affectsTransparency, DecalHandle handle)
{
if (!DecalHandle.IsValid(handle))
return;

if (m_DecalSets.TryGetValue(key, out decalSet))
{
decalSet.UpdateCachedData(transform, drawDistance, fadeScale, uvScaleBias, handle);
decalSet.UpdateCachedData(transform, drawDistance, fadeScale, uvScaleBias, affectsTransparency, handle);
}
}

}
}
private void UpdateDecalDatasWithAtlasInfo()
{
for (int decalDataIndex = 0; decalDataIndex < m_DecalDatasCount; decalDataIndex++)
{
m_DecalDatas[decalDataIndex].diffuseScaleBias = m_DiffuseTextureScaleBias[decalDataIndex].m_ScaleBias;
m_DecalDatas[decalDataIndex].normalScaleBias = m_NormalTextureScaleBias[decalDataIndex].m_ScaleBias;
m_DecalDatas[decalDataIndex].maskScaleBias = m_MaskTextureScaleBias[decalDataIndex].m_ScaleBias;
}
}
public void UpdateTextureAtlas(CommandBuffer cmd)
{
m_AllocationSuccess = true;

}
}
m_PrevAllocationSuccess = m_AllocationSuccess;
// now that textures have been stored in the atlas we can update their location info in decal data
UpdateDecalDatasWithAtlasInfo();
}
public void CreateDrawData()

m_DecalDatas = new DecalData[newDecalDatasSize];
m_Bounds = new SFiniteLightBound[newDecalDatasSize];
m_LightVolumes = new LightVolumeData[newDecalDatasSize];
m_DiffuseTextureScaleBias = new TextureScaleBias[newDecalDatasSize];
m_NormalTextureScaleBias = new TextureScaleBias[newDecalDatasSize];
m_MaskTextureScaleBias = new TextureScaleBias[newDecalDatasSize];
}
foreach (var pair in m_DecalSets)
{

9
com.unity.render-pipelines.high-definition/HDRP/Material/Decal/DecalUtilities.hlsl


if((decalData.diffuseScaleBias.x > 0) && (decalData.diffuseScaleBias.y > 0))
{
ApplyBlendDiffuse(DBuffer0, mask, sampleDiffuse, DBUFFERHTILEBIT_DIFFUSE, decalBlend, lodDiffuse);
alpha = alpha < decalBlend ? decalBlend : alpha; // use decal alpha if it is higher than transparent alpha
ApplyBlendDiffuse(DBuffer0, mask, sampleDiffuse, DBUFFERHTILEBIT_DIFFUSE, decalBlend, lodDiffuse);
float albedoContribution = decalData.normalToWorld[1][3];
if (albedoContribution == 0.0f)
{
mask = 0; // diffuse will not get modified
}
alpha = alpha < decalBlend ? decalBlend : alpha; // use decal alpha if it is higher than transparent alpha
}
if ((decalData.normalScaleBias.x > 0) && (decalData.normalScaleBias.y > 0))

10
com.unity.render-pipelines.high-definition/HDRP/Material/Decal/ShaderPass/DecalSharePass.hlsl


#error Undefine_SHADERPASS
#endif
#if (SHADERPASS == SHADERPASS_DBUFFER_MESH)
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT // Always present as we require it also in case of anisotropic lighting
#define ATTRIBUTES_NEED_TEXCOORD0
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_TANGENT_TO_WORLD
#define VARYINGS_NEED_TEXCOORD0
#endif
// This include will define the various Attributes/Varyings structure
#include "../../ShaderPass/VaryingMesh.hlsl"

30
com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipeline.cs


m_ReflectionProbeCullResults.Cull();
m_DbufferManager.vsibleDecalCount = 0;
m_DbufferManager.EnableDBUffer = false;
m_DbufferManager.vsibleDecalCount = DecalSystem.m_DecalsVisibleThisFrame;
m_DbufferManager.EnableDBUffer = true; // mesh decals are renderers managed by c++ runtime and we have no way to query if any are visible, so set to true
DecalSystem.instance.UpdateCachedMaterialData(); // textures, alpha or fade distances could've changed
DecalSystem.instance.CreateDrawData(); // prepare data is separate from draw
DecalSystem.instance.UpdateTextureAtlas(cmd); // as this is only used for transparent pass, would've been nice not to have to do this if no transparent renderers are visible, needs to happen after CreateDrawData

ClearBuffers(hdCamera, cmd);
// TODO: Add stereo occlusion mask
bool forcePrepassForDecals = m_DbufferManager.vsibleDecalCount > 0;
RenderDepthPrepass(m_CullResults, hdCamera, renderContext, cmd, forcePrepassForDecals);
RenderDepthPrepass(m_CullResults, hdCamera, renderContext, cmd, m_DbufferManager.EnableDBUffer);
RenderDBuffer(hdCamera, cmd);
RenderDBuffer(hdCamera, cmd, renderContext, m_CullResults);
RenderGBuffer(m_CullResults, hdCamera, enableBakeShadowMask, renderContext, cmd);

}
}
void RenderDBuffer(HDCamera hdCamera, CommandBuffer cmd)
void RenderDBuffer(HDCamera hdCamera, CommandBuffer cmd, ScriptableRenderContext renderContext, CullResults cullResults)
{
if (!hdCamera.frameSettings.enableDBuffer)
return;

m_DbufferManager.ClearTargets(cmd, hdCamera);
HDUtils.SetRenderTarget(cmd, hdCamera, m_DbufferManager.GetBuffersRTI(), m_CameraDepthStencilBuffer); // do not clear anymore
m_DbufferManager.SetHTile(m_DbufferManager.bufferCount, cmd);
renderContext.ExecuteCommandBuffer(cmd);
cmd.Clear();
DrawRendererSettings drawSettings = new DrawRendererSettings(hdCamera.camera, HDShaderPassNames.s_EmptyName)
{
rendererConfiguration = 0,
sorting = { flags = SortFlags.CommonOpaque }
};
drawSettings.SetShaderPassName(0, HDShaderPassNames.s_MeshDecalsName);
FilterRenderersSettings filterRenderersSettings = new FilterRenderersSettings(true)
{
renderQueueRange = HDRenderQueue.k_RenderQueue_AllOpaque
};
renderContext.DrawRenderers(cullResults.visibleRenderers, ref drawSettings, filterRenderersSettings);
DecalSystem.instance.RenderIntoDBuffer(cmd);
m_DbufferManager.UnSetHTile(cmd);
m_DbufferManager.SetHTileTexture(cmd); // mask per 8x8 tile used for optimization when looking up dbuffer values

else
{
HDUtils.SetRenderTarget(cmd, hdCamera, m_CameraColorBuffer, m_CameraDepthStencilBuffer);
if ((hdCamera.frameSettings.enableDBuffer) && (DecalSystem.m_DecalsVisibleThisFrame > 0)) // enable d-buffer flag value is being interpreted more like enable decals in general now that we have clustered
if ((hdCamera.frameSettings.enableDBuffer) && (DecalSystem.m_DecalDatasCount > 0)) // enable d-buffer flag value is being interpreted more like enable decals in general now that we have clustered
// decal datas count is 0 if no decals affect transparency
{
DecalSystem.instance.SetAtlas(cmd); // for clustered decals
}

2
com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDStringConstants.cs


public static readonly string s_TransparentDepthPostpassStr = "TransparentDepthPostpass";
public static readonly string s_MetaStr = "Meta";
public static readonly string s_ShadowCasterStr = "ShadowCaster";
public static readonly string s_MeshDecalsStr = "DBufferMesh";
// ShaderPass name
public static readonly ShaderPassName s_EmptyName = new ShaderPassName(s_EmptyStr);

public static readonly ShaderPassName s_TransparentDepthPrepassName = new ShaderPassName(s_TransparentDepthPrepassStr);
public static readonly ShaderPassName s_TransparentBackfaceName = new ShaderPassName(s_TransparentBackfaceStr);
public static readonly ShaderPassName s_TransparentDepthPostpassName = new ShaderPassName(s_TransparentDepthPostpassStr);
public static readonly ShaderPassName s_MeshDecalsName = new ShaderPassName(s_MeshDecalsStr);
// Legacy name
public static readonly ShaderPassName s_AlwaysName = new ShaderPassName("Always");

3
com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPass.cs


SubsurfaceScattering,
VolumeVoxelization,
VolumetricLighting,
DBuffer
DbufferProjector,
DbufferMesh
}
}

3
com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPass.cs.hlsl


#define SHADERPASS_SUBSURFACE_SCATTERING (9)
#define SHADERPASS_VOLUME_VOXELIZATION (10)
#define SHADERPASS_VOLUMETRIC_LIGHTING (11)
#define SHADERPASS_DBUFFER (12)
#define SHADERPASS_DBUFFER_PROJECTOR (12)
#define SHADERPASS_DBUFFER_MESH (13)
#endif

30
com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassDBuffer.hlsl


#if SHADERPASS != SHADERPASS_DBUFFER
#if (SHADERPASS != SHADERPASS_DBUFFER_PROJECTOR) && (SHADERPASS != SHADERPASS_DBUFFER_MESH)
#error SHADERPASS_is_not_correctly_define
#endif

)
{
FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
float depth = LOAD_TEXTURE2D(_CameraDepthTexture, input.positionSS.xy).x;
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
DecalSurfaceData surfaceData;
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR)
float depth = LOAD_TEXTURE2D(_CameraDepthTexture, input.positionSS.xy).x;
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
// Transform from world space to decal space (DS) to clip the decal.
// For this we must use absolute position.
// There is no lose of precision here as it doesn't involve the camera matrix

clip(positionDS); // clip negative value
clip(1.0 - positionDS); // Clip value above one
DecalSurfaceData surfaceData;
// have to do explicit test since compiler behavior is not defined for RW resources and discard instructions
if ((all(positionDS.xyz > 0.0f) && all(1.0f - positionDS.xyz > 0.0f)))
{
// have to do explicit test since compiler behavior is not defined for RW resources and discard instructions
if((all(positionDS.xyz > 0.0f) && all(1.0f - positionDS.xyz > 0.0f)))
{
uint oldVal = UnpackByte(_DecalHTile[posInput.positionSS.xy / 8]);
#elif (SHADERPASS == SHADERPASS_DBUFFER_MESH)
GetSurfaceData(input, surfaceData);
#endif
uint oldVal = UnpackByte(_DecalHTile[input.positionSS.xy / 8]);
_DecalHTile[posInput.positionSS.xy / 8] = PackByte(oldVal);
_DecalHTile[input.positionSS.xy / 8] = PackByte(oldVal);
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR)
#endif
ENCODE_INTO_DBUFFER(surfaceData, outDBuffer);
}
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