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Merge branch 'hdrp/staging' into hdrp/refactor-reflectionProbe/merge-probe-editors

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Remy 6 年前
当前提交
106a0d43
共有 109 个文件被更改,包括 1598 次插入4242 次删除
  1. 2
      TestProjects/LWGraphicsTest/ProjectSettings/EditorBuildSettings.asset
  2. 2
      com.unity.render-pipelines.core/CHANGELOG.md
  3. 2
      com.unity.render-pipelines.core/CoreRP/Editor/CameraEditorUtils.cs
  4. 34
      com.unity.render-pipelines.core/CoreRP/ShaderLibrary/CommonLighting.hlsl
  5. 18
      com.unity.render-pipelines.core/CoreRP/ShaderLibrary/CommonMaterial.hlsl
  6. 1
      com.unity.render-pipelines.core/CoreRP/Shadow/ShadowBase.cs
  7. 9
      com.unity.render-pipelines.core/CoreRP/Utilities/CoreUtils.cs
  8. 2
      com.unity.render-pipelines.core/package.json
  9. 11
      com.unity.render-pipelines.high-definition/CHANGELOG.md
  10. 2
      com.unity.render-pipelines.high-definition/HDRP/Editor/AssetProcessors/NormalMapFilteringTexturePostprocessor.cs.meta
  11. 2
      com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/HDLightExplorerExtension.cs
  12. 6
      com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Volumetric/DensityVolumeTextureTool.cs
  13. 2
      com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/Settings/SerializedShadowInitParameters.cs
  14. 1
      com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/Settings/ShadowInitParametersUI.cs
  15. 4
      com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/GlobalLightLoopSettings.cs
  16. 8
      com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/LightLoop.cs
  17. 6
      com.unity.render-pipelines.high-definition/HDRP/Material/LayeredLit/LayeredLitData.hlsl
  18. 8
      com.unity.render-pipelines.high-definition/HDRP/Material/Lit/Lit.hlsl
  19. 20
      com.unity.render-pipelines.high-definition/HDRP/Material/Lit/LitData.hlsl
  20. 16
      com.unity.render-pipelines.high-definition/HDRP/Material/Lit/LitDataIndividualLayer.hlsl
  21. 40
      com.unity.render-pipelines.high-definition/HDRP/Material/MaterialEvaluation.hlsl
  22. 11
      com.unity.render-pipelines.high-definition/HDRP/Material/NormalBuffer.hlsl
  23. 16
      com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipeline.cs
  24. 6
      com.unity.render-pipelines.high-definition/package.json
  25. 3
      com.unity.render-pipelines.lightweight/CHANGELOG.md
  26. 8
      com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGUI/LightweightShaderGUI.cs
  27. 2
      com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGUI/LightweightStandardGUI.cs
  28. 2
      com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGUI/LightweightStandardSimpleLightingGUI.cs
  29. 2
      com.unity.render-pipelines.lightweight/LWRP/LightweightPipeline.cs
  30. 4
      com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/LightweightPassLit.hlsl
  31. 4
      com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/LightweightPassLitSimple.hlsl
  32. 4
      com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/Shadows.hlsl
  33. 3
      com.unity.render-pipelines.lightweight/LWRP/Shaders/LightweightStandard.shader
  34. 3
      com.unity.render-pipelines.lightweight/LWRP/Shaders/LightweightStandardSimpleLighting.shader
  35. 6
      com.unity.render-pipelines.lightweight/package.json
  36. 2
      com.unity.shadergraph/CHANGELOG.md
  37. 2
      com.unity.shadergraph/package.json
  38. 2
      com.unity.testframework.graphics/CHANGELOG.md
  39. 2
      com.unity.testframework.graphics/package.json
  40. 4
      com.unity.testing.srp.core/package.json
  41. 430
      com.unity.testing.srp.lightweight/Tests/ReferenceImages/Linear/OSXEditor/Metal/020_Lighting_BasicDirectional.png
  42. 455
      com.unity.testing.srp.lightweight/Tests/ReferenceImages/Linear/WindowsEditor/Direct3D11/020_Lighting_BasicDirectional.png
  43. 497
      com.unity.testing.srp.lightweight/Tests/Scenes/020_Lighting_BasicDirectional.unity
  44. 6
      com.unity.testing.srp.lightweight/package.json
  45. 272
      com.unity.render-pipelines.high-definition/HDRP/Editor/AssetProcessors/NormalMapFilteringTexturePostprocessor.cs
  46. 87
      com.unity.testing.srp.lightweight/Tests/Scenes/020_Lighting_BasicDirectional/PhysicallyBased_NoReceiveShadows.mat
  47. 8
      com.unity.testing.srp.lightweight/Tests/Scenes/020_Lighting_BasicDirectional/PhysicallyBased_NoReceiveShadows.mat.meta
  48. 87
      com.unity.testing.srp.lightweight/Tests/Scenes/020_Lighting_BasicDirectional/SimpleLighting_NoReceiveShadows.mat
  49. 8
      com.unity.testing.srp.lightweight/Tests/Scenes/020_Lighting_BasicDirectional/SimpleLighting_NoReceiveShadows.mat.meta
  50. 7
      com.unity.render-pipelines.core/Documentation~/ScriptableRenderPipeline.md.meta
  51. 8
      com.unity.render-pipelines.core/Documentation.meta
  52. 124
      com.unity.render-pipelines.high-definition/HDRP/Editor/AssetProcessors/NormalMapAverageLengthTexturePostprocessor.cs
  53. 84
      com.unity.render-pipelines.high-definition/Documentation~/Images/GettingStarted1.png.meta
  54. 84
      com.unity.render-pipelines.high-definition/Documentation~/Images/GettingStarted2.png.meta
  55. 84
      com.unity.render-pipelines.high-definition/Documentation~/Images/LitShader1.png.meta
  56. 84
      com.unity.render-pipelines.high-definition/Documentation~/Images/LitShader10.png.meta
  57. 84
      com.unity.render-pipelines.high-definition/Documentation~/Images/LitShader11.png.meta
  58. 84
      com.unity.render-pipelines.high-definition/Documentation~/Images/LitShader12.png.meta
  59. 84
      com.unity.render-pipelines.high-definition/Documentation~/Images/LitShader13.png.meta
  60. 84
      com.unity.render-pipelines.high-definition/Documentation~/Images/LitShader14.png.meta
  61. 84
      com.unity.render-pipelines.high-definition/Documentation~/Images/LitShader15.png.meta
  62. 84
      com.unity.render-pipelines.high-definition/Documentation~/Images/LitShader16.png.meta
  63. 84
      com.unity.render-pipelines.high-definition/Documentation~/Images/LitShader17.png.meta
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      com.unity.render-pipelines.high-definition/Documentation~/Images/LitShader18.png.meta
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      com.unity.render-pipelines.high-definition/Documentation~/Images/LitShader19.png.meta
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      com.unity.render-pipelines.high-definition/Documentation~/Images/LitShader2.png.meta
  67. 84
      com.unity.render-pipelines.high-definition/Documentation~/Images/LitShader20.png.meta
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      com.unity.render-pipelines.high-definition/Documentation~/Images/LitShader21.png.meta
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      com.unity.render-pipelines.high-definition/Documentation~/Images/LitShader22.png.meta
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      com.unity.render-pipelines.high-definition/Documentation~/Images/LitShader24.png.meta
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      com.unity.render-pipelines.high-definition/Documentation~/Images/LitShader25.png.meta
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      com.unity.render-pipelines.high-definition/Documentation~/Images/LitShader26.png.meta
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      com.unity.render-pipelines.high-definition/Documentation~/Images/LitShader27.png.meta
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      com.unity.render-pipelines.high-definition/Documentation~/Images/LitShader3.png.meta
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      com.unity.render-pipelines.high-definition/Documentation~/Images/LitShader4.png.meta
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      com.unity.render-pipelines.high-definition/Documentation~/Images/LitShader5.png.meta
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      com.unity.render-pipelines.high-definition/Documentation~/Images/LitShader6.png.meta
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      com.unity.render-pipelines.high-definition/Documentation~/Images/LitShader7.png.meta
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      com.unity.render-pipelines.high-definition/Documentation~/Images/LitShader8.png.meta
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      com.unity.render-pipelines.high-definition/Documentation~/Images/LitShader9.png.meta
  82. 84
      com.unity.render-pipelines.high-definition/Documentation~/Images/SkyAndFog1.png.meta
  83. 84
      com.unity.render-pipelines.high-definition/Documentation~/Images/SkyAndFog2.png.meta
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      com.unity.render-pipelines.high-definition/Documentation~/Images/SkyAndFog3.png.meta
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      com.unity.render-pipelines.high-definition/Documentation~/Images/SkyAndFog8.png.meta
  89. 84
      com.unity.render-pipelines.high-definition/Documentation~/Images/SkyandFog6.png.meta
  90. 7
      com.unity.render-pipelines.high-definition/Documentation~/HDRenderPipeline.md.meta
  91. 8
      com.unity.render-pipelines.high-definition/Documentation~/Images.meta
  92. 8
      com.unity.render-pipelines.high-definition/Documentation.meta
  93. 83
      com.unity.render-pipelines.lightweight/Documentation~/images/GraphicsSettings_LW.jpg.meta
  94. 83
      com.unity.render-pipelines.lightweight/Documentation~/images/LWPipelineAsset.jpg.meta
  95. 83
      com.unity.render-pipelines.lightweight/Documentation~/images/LWPipelineShaders.png.meta
  96. 83
      com.unity.render-pipelines.lightweight/Documentation~/images/MaterialUpgraders.png.meta
  97. 83
      com.unity.render-pipelines.lightweight/Documentation~/images/Nightmares.png.meta
  98. 7
      com.unity.render-pipelines.lightweight/Documentation~/GettingStarted.md.meta
  99. 8
      com.unity.render-pipelines.lightweight/Documentation~/images.meta
  100. 8
      com.unity.render-pipelines.lightweight/Documentation.meta

2
TestProjects/LWGraphicsTest/ProjectSettings/EditorBuildSettings.asset


- enabled: 1
path: Packages/com.unity.testing.srp.lightweight/Tests/Scenes/037_Particles_Standard.unity
guid: 67bc76c89479b264aa4a5c176433ec3a
- enabled: 0
- enabled: 1
path: Packages/com.unity.testing.srp.lightweight/Tests/Scenes/040_UpgradeScene.unity
guid: 5b50bbd7a4d4f4f49b5a50ebed1ba42c
- enabled: 1

2
com.unity.render-pipelines.core/CHANGELOG.md


The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).
## [3.3.0]
## [3.2.0]
## [3.1.0]

2
com.unity.render-pipelines.core/CoreRP/Editor/CameraEditorUtils.cs


return;
}
GL.sRGBWrite = QualitySettings.activeColorSpace == ColorSpace.Linear;
GL.sRGBWrite = false;
Graphics.DrawTexture(cameraRect, previewCamera.targetTexture, new Rect(0, 0, 1, 1), 0, 0, 0, 0, GUI.color, GUITextureBlit2SRGBMaterial);
}
}

34
com.unity.render-pipelines.core/CoreRP/ShaderLibrary/CommonLighting.hlsl


return area;
}
// ref: Practical Realtime Strategies for Accurate Indirect Occlusion
// http://blog.selfshadow.com/publications/s2016-shading-course/#course_content
// Original Cone-Cone method with cosine weighted assumption (p129 s2016_pbs_activision_occlusion)
real GetSpecularOcclusionFromBentAO(real3 V, real3 bentNormalWS, real3 normalWS, real ambientOcclusion, real roughness)
{
// Retrieve cone angle
// Ambient occlusion is cosine weighted, thus use following equation. See slide 129
real cosAv = sqrt(1.0 - ambientOcclusion);
roughness = max(roughness, 0.01); // Clamp to 0.01 to avoid edge cases
real cosAs = exp2((-log(10.0) / log(2.0)) * Sq(roughness));
real cosB = dot(bentNormalWS, reflect(-V, normalWS));
return SphericalCapIntersectionSolidArea(cosAv, cosAs, cosB) / (TWO_PI * (1.0 - cosAs));
}
// Ref: Steve McAuley - Energy-Conserving Wrapped Diffuse
real ComputeWrappedDiffuseLighting(real NdotL, real w)
{

real3 localY = cross(localZ, localX);
return real3x3(localX, localY, localZ);
}
// Construct a right-handed view-dependent orthogonal basis around the normal:
// b0-b2 is the view-normal aka reflection plane.
real3x3 GetOrthoBasisViewNormal(real3 V, real3 N, real unclampedNdotV, bool testSingularity = false)
{
real3x3 orthoBasisViewNormal;
if (testSingularity && (abs(1.0 - unclampedNdotV) <= FLT_EPS))
{
// In this case N == V, and azimuth orientation around N shouldn't matter for the caller,
// we can use any quaternion-based method, like Frisvad or Reynold's (Pixar):
orthoBasisViewNormal = GetLocalFrame(N);
}
else
{
orthoBasisViewNormal[0] = normalize(V - N * unclampedNdotV);
orthoBasisViewNormal[2] = N;
orthoBasisViewNormal[1] = cross(orthoBasisViewNormal[2], orthoBasisViewNormal[0]);
}
return orthoBasisViewNormal;
}
#endif // UNITY_COMMON_LIGHTING_INCLUDED

18
com.unity.render-pipelines.core/CoreRP/ShaderLibrary/CommonMaterial.hlsl


void ConvertRoughnessToAnisotropy(real roughnessT, real roughnessB, out real anisotropy)
{
anisotropy = ((roughnessT - roughnessB) / (roughnessT + roughnessB + 0.0001));
anisotropy = ((roughnessT - roughnessB) / max(roughnessT + roughnessB, 0.0001));
}
// Same as ConvertAnisotropyToRoughness but

return sqrt(2.0 / (variance + 2.0));
}
// Normal Map Filtering - This must match HDRP\Editor\AssetProcessors\NormalMapFilteringTexturePostprocessor.cs - highestVarianceAllowed (TODO: Move in core)
#define NORMALMAP_HIGHEST_VARIANCE 0.03125
float DecodeVariance(float gradientW)
{
return gradientW * NORMALMAP_HIGHEST_VARIANCE;
}
// Return modified perceptualSmoothness based on provided variance (get from GeometricNormalVariance + TextureNormalVariance)
float NormalFiltering(float perceptualSmoothness, float variance, float threshold)
{

return 1.0 - RoughnessToPerceptualRoughness(sqrt(squaredRoughness));
return RoughnessToPerceptualSmoothness(sqrt(squaredRoughness));
}
// Reference: Error Reduction and Simplification for Shading Anti-Aliasing

// like Toksvig.
float TextureNormalVariance(float avgNormalLength)
{
float variance = 0.0;
if (avgNormalLength < 1.0)
{
float avgNormLen2 = avgNormalLength * avgNormalLength;

// Relationship between gaussian lobe and vMF lobe is 2 * variance = 1 / (2 * kappa) = roughness^2
// (Equation 36 of Normal map filtering based on The Order : 1886 SIGGRAPH course notes implementation).
// So to get variance we must use variance = 1 / (4 * kappa)
return 0.25 * kappa;
variance = 0.25 / kappa;
return 0.0;
return variance;
}
float TextureNormalFiltering(float perceptualSmoothness, float avgNormalLength, float threshold)

1
com.unity.render-pipelines.core/CoreRP/Shadow/ShadowBase.cs


public int shadowAtlasWidth = kDefaultShadowAtlasSize;
public int shadowAtlasHeight = kDefaultShadowAtlasSize;
public bool shadowMap16Bit;
public int maxPointLightShadows = kDefaultMaxPointLightShadows;
public int maxSpotLightShadows = kDefaultMaxSpotLightShadows;

9
com.unity.render-pipelines.core/CoreRP/Utilities/CoreUtils.cs


public static void DisplayUnsupportedAPIMessage()
{
string msg = "Platform " + SystemInfo.operatingSystem + " with device " + SystemInfo.graphicsDeviceType.ToString() + " is not supported, no rendering will occur";
// If we are in the editor they are many possible targets that does not matches the current OS so we use the active build target instead
#if UNITY_EDITOR
string currentPlatform = UnityEditor.EditorUserBuildSettings.activeBuildTarget.ToString();
#else
string currentPlatform = SystemInfo.operatingSystem;
#endif
string msg = "Platform " + currentPlatform + " with device " + SystemInfo.graphicsDeviceType.ToString() + " is not supported, no rendering will occur";
DisplayUnsupportedMessage(msg);
}

2
com.unity.render-pipelines.core/package.json


{
"name": "com.unity.render-pipelines.core",
"description": "Core library for Unity render pipelines.",
"version": "3.2.0-preview",
"version": "3.3.0-preview",
"unity": "2018.3",
"displayName": "Render Pipeline Core Library"
}

11
com.unity.render-pipelines.high-definition/CHANGELOG.md


The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).
## [3.3.0-preview]
### Fixed
- Fix an issue where the screen where darken when rendering camera preview
- Fix display correct target platform when showing message to inform user that a platform is not supported
- Remove workaround for metal and vulkan in normal buffer encoding/decoding
### Changed
- Changed default reflection probe to be 256x256x6 and array size to be 64
- Added support for 16bit shadows
### Fixed
- Fix issue with package upgrading (HDRP resources asset is now versionned to worarkound package manager limitation)

2
com.unity.render-pipelines.high-definition/HDRP/Editor/AssetProcessors/NormalMapFilteringTexturePostprocessor.cs.meta


fileFormatVersion: 2
guid: 3ceae5765b6bbee4fb4f76acdaae9130
guid: db58d0243609fae48a1a8f3460bdbd4c
MonoImporter:
externalObjects: {}
serializedVersion: 2

2
com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/HDLightExplorerExtension.cs


lightDataPairing[light].hdAdditionalLightData.intensity = intensity;
}
}),
new LightingExplorerTableColumn(LightingExplorerTableColumn.DataType.Float, HDStyles.Intensity, "m_Intensity", 60, (r, prop, dep) => // 9: Unit
new LightingExplorerTableColumn(LightingExplorerTableColumn.DataType.Float, HDStyles.Unit, "m_Intensity", 60, (r, prop, dep) => // 9: Unit
{
Light light = prop.serializedObject.targetObject as Light;
LightUnit unit = lightDataPairing[light].hdAdditionalLightData.lightUnit;

6
com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Volumetric/DensityVolumeTextureTool.cs


void OnGUI()
{
EditorGUILayout.LabelField(textureLabel, null);
EditorGUILayout.LabelField(textureLabel);
tileSize = EditorGUILayout.IntField(tileSizeLabel, tileSize, null);
tileSize = EditorGUILayout.IntField(tileSizeLabel, tileSize);
bool validData = (sourceTexture != null && IsTileSizeValid());
bool create = false;

using (new EditorGUI.DisabledScope(!validData))
{
create = GUILayout.Button(createLabel, null);
create = GUILayout.Button(createLabel);
}
if (create)

2
com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/Settings/SerializedShadowInitParameters.cs


public SerializedProperty shadowAtlasWidth;
public SerializedProperty shadowAtlasHeight;
public SerializedProperty shadowMap16Bit;
public SerializedProperty maxPointLightShadows;
public SerializedProperty maxSpotLightShadows;

shadowAtlasWidth = root.Find((ShadowInitParameters s) => s.shadowAtlasWidth);
shadowAtlasHeight = root.Find((ShadowInitParameters s) => s.shadowAtlasHeight);
shadowMap16Bit = root.Find((ShadowInitParameters s) => s.shadowMap16Bit);
maxPointLightShadows = root.Find((ShadowInitParameters s) => s.maxPointLightShadows);
maxSpotLightShadows = root.Find((ShadowInitParameters s) => s.maxSpotLightShadows);
maxDirectionalLightShadows = root.Find((ShadowInitParameters s) => s.maxDirectionalLightShadows);

1
com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/Settings/ShadowInitParametersUI.cs


++EditorGUI.indentLevel;
EditorGUILayout.PropertyField(d.shadowAtlasWidth, _.GetContent("Atlas Width"));
EditorGUILayout.PropertyField(d.shadowAtlasHeight, _.GetContent("Atlas Height"));
EditorGUILayout.PropertyField(d.shadowMap16Bit, _.GetContent("16-bit Shadow Maps"));
--EditorGUI.indentLevel;
EditorGUILayout.Space();

4
com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/GlobalLightLoopSettings.cs


public int planarReflectionProbeCacheSize = 2;
public PlanarReflectionResolution planarReflectionTextureSize = PlanarReflectionResolution.PlanarReflectionResolution1024;
public int reflectionProbeCacheSize = 128;
public CubeReflectionResolution reflectionCubemapSize = CubeReflectionResolution.CubeReflectionResolution128;
public int reflectionProbeCacheSize = 64;
public CubeReflectionResolution reflectionCubemapSize = CubeReflectionResolution.CubeReflectionResolution256;
public bool reflectionCacheCompressed = false;
public bool planarReflectionCacheCompressed = false;
public SkyResolution skyReflectionSize = SkyResolution.SkyResolution256;

8
com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/LightLoop.cs


atlasInit.baseInit.width = (uint)shadowInit.shadowAtlasWidth;
atlasInit.baseInit.height = (uint)shadowInit.shadowAtlasHeight;
atlasInit.baseInit.slices = 1;
atlasInit.baseInit.shadowmapBits = 32;
atlasInit.baseInit.shadowmapBits = shadowInit.shadowMap16Bit ? 16u : 32u;
atlasInit.baseInit.shadowmapFormat = RenderTextureFormat.Shadowmap;
atlasInit.baseInit.samplerState = SamplerState.Default();
atlasInit.baseInit.comparisonSamplerState = ComparisonSamplerState.Default();

m_ShadowMgr = new ShadowManager(shadowSettings, ref scInit, ref budgets, m_Shadowmaps);
// set global overrides - these need to match the override specified in LightLoop/Shadow.hlsl
bool useGlobalOverrides = true;
m_ShadowMgr.SetGlobalShadowOverride(GPUShadowType.Point , ShadowAlgorithm.PCF, ShadowVariant.V2, ShadowPrecision.High, useGlobalOverrides);
m_ShadowMgr.SetGlobalShadowOverride(GPUShadowType.Spot , ShadowAlgorithm.PCF, ShadowVariant.V2, ShadowPrecision.High, useGlobalOverrides);
m_ShadowMgr.SetGlobalShadowOverride(GPUShadowType.Directional , ShadowAlgorithm.PCF, ShadowVariant.V3, ShadowPrecision.High, useGlobalOverrides);
m_ShadowMgr.SetGlobalShadowOverride(GPUShadowType.Point , ShadowAlgorithm.PCF, ShadowVariant.V2, shadowInit.shadowMap16Bit ? ShadowPrecision.Low : ShadowPrecision.High, useGlobalOverrides);
m_ShadowMgr.SetGlobalShadowOverride(GPUShadowType.Spot , ShadowAlgorithm.PCF, ShadowVariant.V2, shadowInit.shadowMap16Bit ? ShadowPrecision.Low : ShadowPrecision.High, useGlobalOverrides);
m_ShadowMgr.SetGlobalShadowOverride(GPUShadowType.Directional , ShadowAlgorithm.PCF, ShadowVariant.V3, shadowInit.shadowMap16Bit ? ShadowPrecision.Low : ShadowPrecision.High, useGlobalOverrides);
m_ShadowMgr.SetShadowLightTypeDelegate(HDShadowLightType);

6
com.unity.render-pipelines.high-definition/HDRP/Material/LayeredLit/LayeredLitData.hlsl


// If user provide bent normal then we process a better term
#if (defined(_BENTNORMALMAP0) || defined(_BENTNORMALMAP1) || defined(_BENTNORMALMAP2) || defined(_BENTNORMALMAP3)) && defined(_ENABLESPECULAROCCLUSION)
// If we have bent normal and ambient occlusion, process a specular occlusion
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData);
#ifdef SPECULAR_OCCLUSION_USE_SPTD
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAOPivot(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
#else
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
#endif
#elif defined(_MASKMAP0) || defined(_MASKMAP1) || defined(_MASKMAP2) || defined(_MASKMAP3)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(dot(surfaceData.normalWS, V), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
#else

8
com.unity.render-pipelines.high-definition/HDRP/Material/Lit/Lit.hlsl


preLightData.ltcTransformSpecular._m00_m02_m11_m20 = SAMPLE_TEXTURE2D_ARRAY_LOD(_LtcData, s_linear_clamp_sampler, uv, LTC_GGX_MATRIX_INDEX, 0);
// Construct a right-handed view-dependent orthogonal basis around the normal
preLightData.orthoBasisViewNormal[0] = normalize(V - N * preLightData.NdotV); // Do not clamp NdotV here
preLightData.orthoBasisViewNormal[2] = N;
preLightData.orthoBasisViewNormal[1] = cross(preLightData.orthoBasisViewNormal[2], preLightData.orthoBasisViewNormal[0]);
preLightData.orthoBasisViewNormal = GetOrthoBasisViewNormal(V, N, preLightData.NdotV);
preLightData.ltcTransformCoat = 0.0;
if (HasFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_CLEAR_COAT))

// If refraction is enable we use the transmittanceMask to lerp between current diffuse lighting and refraction value
// Physically speaking, transmittanceMask should be 1, but for artistic reasons, we let the value vary
//
// Note we also transfer the refracted light (lighting.indirect.specularTransmitted) into diffuseLighting
// since we know it won't be further processed: it is called at the end of the LightLoop(), but doing this
// enables opacity to affect it (in ApplyBlendMode()) while the rest of specularLighting escapes it.
#if HAS_REFRACTION
diffuseLighting = lerp(diffuseLighting, lighting.indirect.specularTransmitted, bsdfData.transmittanceMask);
#endif

20
com.unity.render-pipelines.high-definition/HDRP/Material/Lit/LitData.hlsl


#include "HDRP/Material/MaterialUtilities.hlsl"
#include "HDRP/Material/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));
}
//#include "HDRP/Material/SphericalCapPivot/SPTDistribution.hlsl"
//#define SPECULAR_OCCLUSION_USE_SPTD
// Struct that gather UVMapping info of all layers + common calculation
// This is use to abstract the mapping that can differ on layers

// 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);
#ifdef SPECULAR_OCCLUSION_USE_SPTD
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAOPivot(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
#else
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
#endif
#elif defined(_MASKMAP)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
#else

16
com.unity.render-pipelines.high-definition/HDRP/Material/Lit/LitDataIndividualLayer.hlsl


#ifdef SURFACE_GRADIENT
normalTS += detailNormalTS * detailMask;
#else
normalTS = lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask);
normalTS = lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); // todo: detailMask should lerp the angle of the quaternion rotation, not the normals
#endif
#endif
#else

surfaceData.baseColor = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_BaseColorMap), ADD_ZERO_IDX(sampler_BaseColorMap), ADD_IDX(layerTexCoord.base)).rgb * ADD_IDX(_BaseColor).rgb;
#ifdef _DETAIL_MAP_IDX
// Goal: we want the detail albedo map to be able to darken down to black and brighten up to white the surface albedo.
// The scale control the speed of the gradient. We simply remap detailAlbedo from [0..1] to [-1..1] then perform a lerp to black or white
// with a factor based on speed.
// Goal: we want the detail albedo map to be able to darken down to black and brighten up to white the surface albedo.
// The scale control the speed of the gradient. We simply remap detailAlbedo from [0..1] to [-1..1] then perform a lerp to black or white
// with a factor based on speed.
float albedoDetailSpeed = saturate(abs(detailAlbedo) * ADD_IDX(_DetailAlbedoScale));
float3 baseColorOverlay = lerp(sqrt(surfaceData.baseColor), (detailAlbedo < 0.0) ? float3(0.0, 0.0, 0.0) : float3(1.0, 1.0, 1.0), albedoDetailSpeed * albedoDetailSpeed);
baseColorOverlay *= baseColorOverlay;
float albedoDetailSpeed = saturate(abs(detailAlbedo) * ADD_IDX(_DetailAlbedoScale));
float3 baseColorOverlay = lerp(sqrt(surfaceData.baseColor), (detailAlbedo < 0.0) ? float3(0.0, 0.0, 0.0) : float3(1.0, 1.0, 1.0), albedoDetailSpeed * albedoDetailSpeed);
baseColorOverlay *= baseColorOverlay;
// Lerp with details mask
surfaceData.baseColor = lerp(surfaceData.baseColor, saturate(baseColorOverlay), detailMask);
#endif

#ifdef _DETAIL_MAP_IDX
// See comment for baseColorOverlay
float smoothnessDetailSpeed = saturate(abs(detailSmoothness) * ADD_IDX(_DetailSmoothnessScale));
float smoothnessOverlay = lerp(surfaceData.perceptualSmoothness, (detailSmoothness < 0.0) ? 0.0 : 1.0, smoothnessDetailSpeed);
float smoothnessOverlay = lerp(surfaceData.perceptualSmoothness, (detailSmoothness < 0.0) ? 0.0 : 1.0, smoothnessDetailSpeed);
// Lerp with details mask
surfaceData.perceptualSmoothness = lerp(surfaceData.perceptualSmoothness, saturate(smoothnessOverlay), detailMask);
#endif

40
com.unity.render-pipelines.high-definition/HDRP/Material/MaterialEvaluation.hlsl


float3 indirectSpecularOcclusion;
};
void GetScreenSpaceAmbientOcclusion(float2 positionSS, float NdotV, float perceptualRoughness, float ambientOcclusionFromData, float specularOcclusionFromData, out AmbientOcclusionFactor aoFactor)
// Get screen space ambient occlusion only:
float GetScreenSpaceDiffuseOcclusion(float2 positionSS)
// Ambient occlusion use for indirect lighting (reflection probe, baked diffuse lighting)
// Ambient occlusion use for indirect lighting (reflection probe, baked diffuse lighting)
// Ambient occlusion use for direct lighting (directional, punctual, area)
float directAmbientOcclusion = lerp(1.0, indirectAmbientOcclusion, _AmbientOcclusionParam.w);
float directAmbientOcclusion = 1.0;
return indirectAmbientOcclusion;
}
void GetScreenSpaceAmbientOcclusion(float2 positionSS, float NdotV, float perceptualRoughness, float ambientOcclusionFromData, float specularOcclusionFromData, out AmbientOcclusionFactor aoFactor)
{
float indirectAmbientOcclusion = GetScreenSpaceDiffuseOcclusion(positionSS);
float directAmbientOcclusion = lerp(1.0, indirectAmbientOcclusion, _AmbientOcclusionParam.w);
float roughness = PerceptualRoughnessToRoughness(perceptualRoughness);
float specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(NdotV), indirectAmbientOcclusion, roughness);

aoFactor.directAmbientOcclusion = lerp(_AmbientOcclusionParam.rgb, float3(1.0, 1.0, 1.0), directAmbientOcclusion);
}
// Use GTAOMultiBounce approximation for ambient occlusion (allow to get a tint from the diffuseColor)
// Use GTAOMultiBounce approximation for ambient occlusion (allow to get a tint from the diffuseColor)
// Note: When we ImageLoad outside of texture size, the value returned by Load is 0 (Note: On Metal maybe it clamp to value of texture which is also fine)
// We use this property to have a neutral value for AO that doesn't consume a sampler and work also with compute shader (i.e use ImageLoad)
// We store inverse AO so neutral is black. So either we sample inside or outside the texture it return 0 in case of neutral
// Ambient occlusion use for indirect lighting (reflection probe, baked diffuse lighting)
#ifndef _SURFACE_TYPE_TRANSPARENT
float indirectAmbientOcclusion = 1.0 - LOAD_TEXTURE2D(_AmbientOcclusionTexture, positionSS).x;
// Ambient occlusion use for direct lighting (directional, punctual, area)
float indirectAmbientOcclusion = GetScreenSpaceDiffuseOcclusion(positionSS);
#else
float indirectAmbientOcclusion = 1.0;
float directAmbientOcclusion = 1.0;
#endif
float roughness = PerceptualRoughnessToRoughness(perceptualRoughness);
float specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(NdotV), indirectAmbientOcclusion, roughness);

void ApplyAmbientOcclusionFactor(AmbientOcclusionFactor aoFactor, inout BuiltinData builtinData, inout AggregateLighting lighting)
{
// Note: in case of deferred Lit, builtinData.bakeDiffuseLighting contain indirect diffuse * surfaceData.ambientOcclusion + emissive,
// so emissive is affected by SSAO and we get a double darkening from SSAO and from AO which is incorrect but we accept the tradeoff
// Note: In case of deferred Lit, builtinData.bakeDiffuseLighting contains indirect diffuse * surfaceData.ambientOcclusion + emissive,
// so SSAO is multiplied by emissive which is wrong.
// Also, we have double occlusion for diffuse lighting since it already had precomputed AO (aka "FromData") applied
// (the * surfaceData.ambientOcclusion above)
// This is a tradeoff to avoid storing the precomputed (from data) AO in the GBuffer.
// (This is also why GetScreenSpaceAmbientOcclusion*() is effectively called with AOFromData = 1.0 in Lit:PostEvaluateBSDF() in the
// deferred case since DecodeFromGBuffer will init bsdfData.ambientOcclusion to 1.0 and we will only have SSAO in the aoFactor here)
builtinData.bakeDiffuseLighting *= aoFactor.indirectAmbientOcclusion;
lighting.indirect.specularReflected *= aoFactor.indirectSpecularOcclusion;
lighting.direct.diffuse *= aoFactor.directAmbientOcclusion;

11
com.unity.render-pipelines.high-definition/HDRP/Material/NormalBuffer.hlsl


// RT1 - 8:8:8:8
// Our tangent encoding is based on our normal.
#if defined(SHADER_API_METAL) || defined(SHADER_API_VULKAN)
// With octahedral quad packing we get an artifact for reconstructed tangent at the center of this quad. We use rect packing instead to avoid it.
float2 octNormalWS = PackNormalOctRectEncode(normalData.normalWS);
#else
float2 octNormalWS = PackNormalOctQuadEncode(normalData.normalWS);
#endif
float2 octNormalWS = PackNormalOctQuadEncode(normalData.normalWS);
float3 packNormalWS = PackFloat2To888(saturate(octNormalWS * 0.5 + 0.5));
// We store perceptualRoughness instead of roughness because it is perceptually linear.
outNormalBuffer0 = float4(packNormalWS, normalData.perceptualRoughness);

{
float3 packNormalWS = normalBuffer.rgb;
float2 octNormalWS = Unpack888ToFloat2(packNormalWS);
#if defined(SHADER_API_METAL) || defined(SHADER_API_VULKAN)
normalData.normalWS = UnpackNormalOctRectEncode(octNormalWS * 2.0 - 1.0);
#else
#endif
normalData.perceptualRoughness = normalBuffer.a;
}

16
com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipeline.cs


public void ApplyDebugDisplaySettings(HDCamera hdCamera, CommandBuffer cmd)
{
// See ShaderPassForward.hlsl: for forward shaders, if DEBUG_DISPLAY is enabled and no DebugLightingMode or DebugMipMapMod
// modes have been set, lighting is automatically skipped (To avoid some crashed due to lighting RT not set on console).
// However debug mode like colorPickerModes and false color don't need DEBUG_DISPLAY and must work with the lighting.
// So we will enabled DEBUG_DISPLAY independently
// Enable globally the keyword DEBUG_DISPLAY on shader that support it with multicompile
CoreUtils.SetKeyword(cmd, "DEBUG_DISPLAY", m_CurrentDebugDisplaySettings.IsDebugDisplayEnabled());
// enable globally the keyword DEBUG_DISPLAY on shader that support it with multicompile
cmd.EnableShaderKeyword("DEBUG_DISPLAY");
// This is for texture streaming
m_CurrentDebugDisplaySettings.UpdateMaterials();

// The DebugNeedsExposure test allows us to set a neutral value if exposure is not needed. This way we don't need to make various tests inside shaders but only in this function.
cmd.SetGlobalFloat(HDShaderIDs._DebugExposure, m_CurrentDebugDisplaySettings.DebugNeedsExposure() ? lightingDebugSettings.debugExposure : 0.0f);
}
else
{
// TODO: Be sure that if there is no change in the state of this keyword, it doesn't imply any work on CPU side! else we will need to save the sate somewher
cmd.DisableShaderKeyword("DEBUG_DISPLAY");
}
}

6
com.unity.render-pipelines.high-definition/package.json


{
"name": "com.unity.render-pipelines.high-definition",
"description": "HD Render Pipeline for Unity.",
"version": "3.2.0-preview",
"version": "3.3.0-preview",
"com.unity.render-pipelines.core": "3.2.0-preview",
"com.unity.shadergraph": "3.2.0-preview"
"com.unity.render-pipelines.core": "3.3.0-preview",
"com.unity.shadergraph": "3.3.0-preview"
}
}

3
com.unity.render-pipelines.lightweight/CHANGELOG.md


The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).
## [3.3.0-preview]
- Receive Shadows property is now exposed in the material instead of in the renderer.
- The UI for Lightweight asset has been updated with new categories. A more clean structure and foldouts has been added to keep things organized.
### Fixed

8
com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGUI/LightweightShaderGUI.cs


public static GUIContent twoSidedText = new GUIContent("Two Sided", "Render front and back faces");
public static GUIContent alphaClipText = new GUIContent("Alpha Clip", "Enable Alpha Clip");
public static GUIContent alphaClipThresholdText = new GUIContent("Clip Threshold", "Threshold for alpha clip");
public static GUIContent receiveShadowText = new GUIContent("Receive Shadows", "Enables this material to receive shadows if there is at least one shadow casting light affecting it.");
public static readonly string[] surfaceNames = Enum.GetNames(typeof(SurfaceType));
public static readonly string[] blendNames = Enum.GetNames(typeof(BlendMode));
}

protected MaterialProperty cullingProp;
protected MaterialProperty alphaClipProp;
protected MaterialProperty alphaCutoffProp;
protected MaterialProperty receiveShadowsProp;
private bool m_FirstTimeApply = true;
public abstract void MaterialChanged(Material material);

cullingProp = FindProperty("_Cull", properties);
alphaClipProp = FindProperty("_AlphaClip", properties);
alphaCutoffProp = FindProperty("_Cutoff", properties);
receiveShadowsProp = FindProperty("_ReceiveShadows", properties);
}
public virtual void ShaderPropertiesGUI(Material material)

if (alphaClipProp.floatValue == 1)
m_MaterialEditor.ShaderProperty(alphaCutoffProp, Styles.alphaClipThresholdText, MaterialEditor.kMiniTextureFieldLabelIndentLevel + 1);
EditorGUI.BeginChangeCheck();
bool receiveShadows = EditorGUILayout.Toggle(Styles.receiveShadowText, receiveShadowsProp.floatValue == 1.0f);
if (EditorGUI.EndChangeCheck())
receiveShadowsProp.floatValue = receiveShadows ? 1.0f : 0.0f;
EditorGUILayout.Space();
}

2
com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGUI/LightweightStandardGUI.cs


CoreUtils.SetKeyword(material, "_PARALLAXMAP", material.GetTexture("_ParallaxMap"));
CoreUtils.SetKeyword(material, "_DETAIL_MULX2", material.GetTexture("_DetailAlbedoMap") || material.GetTexture("_DetailNormalMap"));
CoreUtils.SetKeyword(material, "_RECEIVE_SHADOWS_OFF", material.GetFloat("_ReceiveShadows") == 0.0f);
// A material's GI flag internally keeps track of whether emission is enabled at all, it's enabled but has no effect
// or is enabled and may be modified at runtime. This state depends on the values of the current flag and emissive color.
// The fixup routine makes sure that the material is in the correct state if/when changes are made to the mode or color.

2
com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGUI/LightweightStandardSimpleLightingGUI.cs


MaterialEditor.FixupEmissiveFlag(material);
bool shouldEmissionBeEnabled = (material.globalIlluminationFlags & MaterialGlobalIlluminationFlags.EmissiveIsBlack) == 0;
CoreUtils.SetKeyword(material, "_EMISSION", shouldEmissionBeEnabled);
CoreUtils.SetKeyword(material, "_RECEIVE_SHADOWS_OFF", material.GetFloat("_ReceiveShadows") == 0.0f);
}
private void UpdateMaterialSpecularSource(Material material)

2
com.unity.render-pipelines.lightweight/LWRP/LightweightPipeline.cs


supportedLightmapsModes = LightmapsMode.CombinedDirectional | LightmapsMode.NonDirectional,
rendererSupportsLightProbeProxyVolumes = false,
rendererSupportsMotionVectors = false,
rendererSupportsReceiveShadows = true,
rendererSupportsReceiveShadows = false,
rendererSupportsReflectionProbes = true
};
SceneViewDrawMode.SetupDrawMode();

4
com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/LightweightPassLit.hlsl


#endif
inputData.viewDirectionWS = FragmentViewDirWS(viewDir);
#ifdef _SHADOWS_ENABLED
#if defined(_SHADOWS_ENABLED) && !defined(_RECEIVE_SHADOWS_OFF)
inputData.shadowCoord = IN.shadowCoord;
#else
inputData.shadowCoord = float4(0, 0, 0, 0);

half fogFactor = ComputeFogFactor(o.clipPos.z);
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#ifdef _SHADOWS_ENABLED
#if defined(_SHADOWS_ENABLED) && !defined(_RECEIVE_SHADOWS_OFF)
#if SHADOWS_SCREEN
o.shadowCoord = ComputeShadowCoord(o.clipPos);
#else

4
com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/LightweightPassLitSimple.hlsl


#endif
inputData.viewDirectionWS = FragmentViewDirWS(viewDir);
#ifdef _SHADOWS_ENABLED
#if defined(_SHADOWS_ENABLED) && !defined(_RECEIVE_SHADOWS_OFF)
inputData.shadowCoord = IN.shadowCoord;
#else
inputData.shadowCoord = float4(0, 0, 0, 0);

half fogFactor = ComputeFogFactor(o.clipPos.z);
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#ifdef _SHADOWS_ENABLED
#if defined(_SHADOWS_ENABLED) && !defined(_RECEIVE_SHADOWS_OFF)
#if SHADOWS_SCREEN
o.shadowCoord = ComputeShadowCoord(o.clipPos);
#else

4
com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/Shadows.hlsl


half MainLightRealtimeShadowAttenuation(float4 shadowCoord)
{
#if !defined(_SHADOWS_ENABLED)
#if !defined(_SHADOWS_ENABLED) || defined(_RECEIVE_SHADOWS_OFF)
return 1.0h;
#endif

half LocalLightRealtimeShadowAttenuation(int lightIndex, float3 positionWS)
{
#if !defined(_LOCAL_SHADOWS_ENABLED)
#if !defined(_LOCAL_SHADOWS_ENABLED) || defined(_RECEIVE_SHADOWS_OFF)
return 1.0h;
#else
float4 shadowCoord = mul(_LocalWorldToShadowAtlas[lightIndex], float4(positionWS, 1.0));

3
com.unity.render-pipelines.lightweight/LWRP/Shaders/LightweightStandard.shader


[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
[HideInInspector] _Cull("__cull", Float) = 2.0
_ReceiveShadows("Receive Shadows", Float) = 1.0
}
SubShader

#pragma shader_feature _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _GLOSSYREFLECTIONS_OFF
#pragma shader_feature _SPECULAR_SETUP
#pragma shader_feature _RECEIVE_SHADOWS_OFF
// -------------------------------------
// Lightweight Pipeline keywords

3
com.unity.render-pipelines.lightweight/LWRP/Shaders/LightweightStandardSimpleLighting.shader


[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
[HideInInspector] _Cull("__cull", Float) = 2.0
[ToogleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0
}
SubShader

#pragma shader_feature _GLOSSINESS_FROM_BASE_ALPHA
#pragma shader_feature _NORMALMAP
#pragma shader_feature _EMISSION
#pragma shader_feature _RECEIVE_SHADOWS_OFF
// -------------------------------------
// Lightweight Pipeline keywords

6
com.unity.render-pipelines.lightweight/package.json


{
"name": "com.unity.render-pipelines.lightweight",
"description": "Lightweight Render Pipeline for Unity.",
"version": "3.2.0-preview",
"version": "3.3.0-preview",
"com.unity.render-pipelines.core": "3.2.0-preview",
"com.unity.shadergraph": "3.2.0-preview"
"com.unity.render-pipelines.core": "3.3.0-preview",
"com.unity.shadergraph": "3.3.0-preview"
}
}

2
com.unity.shadergraph/CHANGELOG.md


## [3.3.0]
## [3.2.0]
## [3.1.0]

2
com.unity.shadergraph/package.json


{
"name": "com.unity.shadergraph",
"description": "Shader Graph",
"version": "3.2.0-preview",
"version": "3.3.0-preview",
"unity": "2018.3",
"displayName": "Shader Graph",
"dependencies": {

2
com.unity.testframework.graphics/CHANGELOG.md


The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).
## [3.3.0]
## [3.2.0]
## [3.1.0]

2
com.unity.testframework.graphics/package.json


{
"name": "com.unity.testframework.graphics",
"displayName":"Graphics Tests Framework",
"version": "3.2.0-preview",
"version": "3.3.0-preview",
"unity": "2018.3",
"description": "Provides test framework helpers for writing tests for graphics code, such as image comparison assertions and automatic management of reference images.",
"keywords": ["qa", "test", "testing", "tests", "graphics"],

4
com.unity.testing.srp.core/package.json


{
"name": "com.unity.testing.srp.core",
"displayName":"Core Graphics Tests",
"version": "3.2.0-preview",
"version": "3.3.0-preview",
"com.unity.render-pipelines.core" : "3.2.0-preview"
"com.unity.render-pipelines.core" : "3.3.0-preview"
}
}

430
com.unity.testing.srp.lightweight/Tests/ReferenceImages/Linear/OSXEditor/Metal/020_Lighting_BasicDirectional.png

之前 之后
宽度: 640  |  高度: 360  |  大小: 65 KiB

455
com.unity.testing.srp.lightweight/Tests/ReferenceImages/Linear/WindowsEditor/Direct3D11/020_Lighting_BasicDirectional.png

之前 之后
宽度: 640  |  高度: 360  |  大小: 65 KiB

497
com.unity.testing.srp.lightweight/Tests/Scenes/020_Lighting_BasicDirectional.unity


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6
com.unity.testing.srp.lightweight/package.json


{
"name": "com.unity.testing.srp.lightweight",
"displayName":"Lightweight Graphics Tests",
"version": "3.2.0-preview",
"version": "3.3.0-preview",
"com.unity.render-pipelines.lightweight" : "3.2.0-preview",
"com.unity.testframework.graphics" : "3.2.0-preview"
"com.unity.render-pipelines.lightweight" : "3.3.0-preview",
"com.unity.testframework.graphics" : "3.3.0-preview"
}
}

272
com.unity.render-pipelines.high-definition/HDRP/Editor/AssetProcessors/NormalMapFilteringTexturePostprocessor.cs


using System;
using UnityEngine;
using System.IO;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{
public class NormalMapFilteringTexturePostprocessor : AssetPostprocessor
{
// This class will process a normal map and add the value of average normal length to the blue or alpha channel
// The texture is saved as BC7.
// Tangent space normal map: BC7 RGB (normal xy - encoded variance)
// Object space normal map: BC7 RGBA (normal xyz - encoded variance)
static string s_Suffix = "_NF";
static string s_SuffixOS = "_OSNF"; // Suffix for object space case
bool IsAssetTaggedAsTangentSpaceNormalMap()
{
return Path.GetFileNameWithoutExtension(assetPath).EndsWith(s_Suffix, StringComparison.InvariantCultureIgnoreCase);
}
bool IsAssetTaggedAsObjectSpaceNormalMap()
{
return Path.GetFileNameWithoutExtension(assetPath).EndsWith(s_SuffixOS, StringComparison.InvariantCultureIgnoreCase);
}
void OnPreprocessTexture()
{
bool isNormalMapTangentSpace = IsAssetTaggedAsTangentSpaceNormalMap();
bool isNormalMapObjectSpace = isNormalMapTangentSpace ? false : IsAssetTaggedAsObjectSpaceNormalMap();
if (isNormalMapTangentSpace || isNormalMapObjectSpace)
{
// Make sure we don't convert as a normal map.
TextureImporter textureImporter = (TextureImporter)assetImporter;
textureImporter.convertToNormalmap = false;
//textureImporter.alphaSource = isNormalMapTangentSpace ? TextureImporterAlphaSource.None : TextureImporterAlphaSource.FromInput;
//bool inputHasAlphaChannel = textureImporter.DoesSourceTextureHaveAlpha();
// Hack:
// We need Unity to create an alpha channel when using object space normal maps!
// If it doesn't find one in input, and we set TextureImporterAlphaSource.FromInput, it will ignore our alpha values we
// set with SetPixels in OnPostProcess, even if the Texture2D format is eg RGBA.
// So here, we force it to create a dummy one in all cases (from gray scale)
textureImporter.alphaSource = isNormalMapTangentSpace ? TextureImporterAlphaSource.None : TextureImporterAlphaSource.FromGrayScale;
textureImporter.alphaIsTransparency = false;
textureImporter.mipmapEnabled = true;
textureImporter.textureCompression = TextureImporterCompression.CompressedHQ; // This is BC7 for Mac/PC
//textureImporter.textureCompression = TextureImporterCompression.Uncompressed;
// We can also force a format like TextureImporterFormat.BC6H or TextureImporterFormat.BC7:
var settings = textureImporter.GetPlatformTextureSettings("Standalone");
settings.format = TextureImporterFormat.BC7;
settings.overridden = true;
textureImporter.SetPlatformTextureSettings(settings);
textureImporter.isReadable = true;
// ...works without, but Unity doc says to set it if we need read access during OnPostProcess:
// https://docs.unity3d.com/ScriptReference/AssetPostprocessor.OnPostprocessTexture.html
#pragma warning disable 618 // remove obsolete warning for this one
textureImporter.linearTexture = true; // Says deprecated but won't work without it.
#pragma warning restore 618
textureImporter.sRGBTexture = false; // But we're setting the new property just in case it changes later...
}
}
private static Color GetColor(Color[] source, int x, int y, int width, int height)
{
x = (x + width) % width; // for NPOT textures
y = (y + height) % height;
int index = y * width + x;
var c = source[index];
return c;
}
private static Vector3 GetNormal(Color[] source, int x, int y, int width, int height)
{
Vector3 n = (Vector4)GetColor(source, x, y, width, height);
n = 2.0f * n - Vector3.one;
n.Normalize();
return n;
}
private static Vector3 GetAverageNormal(Color[] source, int x, int y, int width, int height, int texelFootprintW, int texelFootprintH)
{
Vector3 averageNormal = new Vector3(0, 0, 0);
// Calculate the average color over the texel footprint.
for (int i = 0; i < texelFootprintH; ++i)
{
for (int j = 0; j < texelFootprintW; ++j)
{
averageNormal += GetNormal(source, x + j, y + i, width, height);
}
}
averageNormal /= (texelFootprintW * texelFootprintH);
return averageNormal;
}
// Converts averageNormalLength to variance and
// thresholds and remaps variance from [0, highestVarianceAllowed] to [0, 1]
private static float GetEncodedVariance(float averageNormalLength)
{
// Caution: This constant must be in sync with CommonMaterial.hlsl #define NORMALMAP_HIGHEST_VARIANCE
const float highestVarianceAllowed = 0.03125f; // 0.25 * 0.25 / 2 = 0.0625 / 2 = 0.03125;
// To decide to store or not the averageNormalLength directly we need to consider:
//
// 1) useful range vs block compression and bit encoding of that range,
// 2) the possibly nonlinear conversion to variance,
// 3) computation in the shader.
//
// For 2) we need something that can be linearly filtered by the hardware as much as possible.
// Averages of length(average normal) are obviously not equal to length( of averages of normal)
// (that's the point of normal map inferred-NDF filtering vs just using mip-mapping hardware on normal maps),
// and the formula to get to variance via the vMF lobe fit is also quite nonlinear, although not
// everywhere. We show below that the most useful part of this fit (near the 1.0 end of the length
// of the average normal) is linear and so if we would store and filter averageNormalLength anyway
// but limit our range to that part, we could just store and filter directly the variance in that
// range too. (Note though that moments are linearly filterable cf LEAN, LEADR).
// For 1), compression can further compound artifacts too so we need to consider the useful range.
//
// We recall:
//
// Ref: Frequency Domain Normal Map Filtering - http://www.cs.columbia.edu/cg/normalmap/normalmap.pdf
// (equation 21)
// The relationship between between the standard deviation of a Gaussian distribution and
// the roughness parameter of a Beckmann distribution.is roughness^2 = 2 variance
// Ref: Filtering Distributions of Normals for Shading Antialiasing, equation just after (14).
// Relationship between gaussian lobe and vMF lobe is 2 * variance = 1 / (2 * kappa) = roughness^2
// (Equation 36 of Normal map filtering based on The Order : 1886 SIGGRAPH course notes implementation).
//
// So to get variance we must use variance = 1 / (4 * kappa)
// where
// kappa = (averageNormalLength*(3.0f - averageNormalLengthSquared)) / (1.0f - averageNormalLengthSquared);
//
float averageNormalLengthSquared = averageNormalLength * averageNormalLength;
float variance = 0.0f;
if (averageNormalLengthSquared < 1.0f)
{
float kappa = (averageNormalLength * (3.0f - averageNormalLengthSquared)) / (1.0f - averageNormalLengthSquared);
variance = 1.0f / (4.0f * kappa);
}
// The variance as a function of (averageNormalLength) is quite steep near 0 length, and
// from about averageNormalLength = 0.376, variance stays under 0.2, and
// from about averageNormalLength = 0.603, variance stays under 0.1, and goes to 0 quite
// linearly as averageNormalLength goes to 1 with a slope of -1/4
// http://www.wolframalpha.com/input/?i=y(x)+:%3D+(1+-+x*x)%2F(4*(3x+-+x*x*x));+x+from+0+to+1
// Remember we do "+ min(2.0 * variance, threshold * threshold)" in NormalFiltering of CommonMaterial.hlsl
// to effectively limit the added_roughness^2
// when doing normal map filtering by modifying underlying BSDF roughness.
//
// An added variance of 0.1 gives an increase of roughness = sqrt(2 * 0.1) = 0.447, which is a huge increase already.
// An added variance of 0.03125 gives an increase of roughness = sqrt(2 * 0.03125) = 0.25, which still a lot
//
// Also remember that we use a user specified threshold to effectively limit the added_roughness^2,
// as shown above with + min(2.0 * variance, threshold * threshold)).
// We consider the relationship between the considered range of useful added variance vs that threshold:
// We have
// 2*variance_max_allowed = roughness_threshold_max_allowed^2
// variance_max_allowed = 0.5 * roughness_threshold_max_allowed^2
//
// Let's say we think an increased roughness^2 of threshold * threshold = 0.250^2 is enough such
// that we will never set the threshold in the UI to anything higher than 0.250.
// We then have:
//
// (0.250)^2 = (2 * variance_max_allowed)
// variance_max_allowed = 0.25*0.25 / 2 = 0.0625/2 = 0.03125
// 0.03125 = (1-xx)/(4*(3*x-x*x*x)) where x is lowestAverageNormalLengthAllowed
// http://www.wolframalpha.com/input/?i=0.03125+%3D++(1+-+x*x)%2F(4*(3x+-+x*x*x));+solve+for+x+from+0+to+1
// which gives our constants:
//
// highestVarianceAllowed = 0.03125f
// lowestAverageNormalLengthAllowed = 0.8695f;
//
float encodedVariance = Math.Min(variance, highestVarianceAllowed) / highestVarianceAllowed;
return encodedVariance;
}
void OnPostprocessTexture(Texture2D texture)
{
bool isNormalMapTangentSpace = IsAssetTaggedAsTangentSpaceNormalMap();
bool isNormalMapObjectSpace = isNormalMapTangentSpace ? false : IsAssetTaggedAsObjectSpaceNormalMap();
if (isNormalMapTangentSpace || isNormalMapObjectSpace)
{
// Based on The Order : 1886 SIGGRAPH course notes implementation. Sample all normal map
// texels from the base mip level that are within the footprint of the current mipmap texel.
Color[] source = texture.GetPixels(0);
for (int m = 1; m < texture.mipmapCount; m++)
{
Color[] c = texture.GetPixels(m);
int mipWidth = Math.Max(1, texture.width >> m);
int mipHeight = Math.Max(1, texture.height >> m);
int texelFootprintW = texture.width / mipWidth;
int texelFootprintH = texture.height / mipHeight;
for (int y = 0; y < mipHeight; ++y)
{
for (int x = 0; x < mipWidth; ++x)
{
Vector3 averageNormal = GetAverageNormal(source, x * texelFootprintW, y * texelFootprintH,
texture.width, texture.height, texelFootprintW, texelFootprintH);
int outputPosition = y * mipWidth + x;
// Note: As an optimization we could check what is generated in the mipmap (as it is suppose to be the average already)
// TODO: Do some test and see if it is equivalent, for now reprocess all normal from top mips.
// Vector3 existingAverageNormal = (Vector4)c[outputPosition];
// existingAverageNormal = 2.0f * existingAverageNormal - Vector3.one;
// Clamp to avoid any issue (shouldn't be required but sanitizes the normal map if needed)
// We will also write the custom data into the blue channel to streamline the unpacking
// shader code to fetch a 2 channel normal in RG whether we use normal map filtering or not.
float averageNormalLength = Math.Max(0.0f, Math.Min(1.0f, averageNormal.magnitude));
float outputValue = GetEncodedVariance(averageNormalLength);
// Finally, note that since we need to add custom data in a map channel, we can't use the Unity
// importer UI settings TextureType == NormalMap, since it leaves channel control to Unity in
// that case and will make it interpret the x,y,z input as the normal to compress (which it might
// do eg in 2 channels BC5)
//
// We need to normalize the resulting average normal and store the x,y components in the
// proper (n + 1)/2 range encoded values in the R,G channels:
averageNormal.Normalize();
c[outputPosition].r = (averageNormal.x + 1.0f) / 2.0f;
c[outputPosition].g = (averageNormal.y + 1.0f) / 2.0f;
if (isNormalMapTangentSpace)
{
c[outputPosition].b = outputValue;
c[outputPosition].a = 1.0f;
}
else
{
// Object space normal map needs 3 channels
c[outputPosition].b = (averageNormal.z + 1.0f) / 2.0f;
c[outputPosition].a = outputValue;
}
}
}
texture.SetPixels(c, m);
}
// Now overwrite the first mip average normal channel - order is important as above we read the mip0
// For mip 0, set the normal length to 1.
{
Color[] c = texture.GetPixels(0);
float outputValue = GetEncodedVariance(1.0f);
for (int i = 0; i < c.Length; i++)
{
if (isNormalMapTangentSpace)
{
c[i].b = outputValue;
c[i].a = 1.0f;
}
else
{
c[i].a = outputValue;
}
}
texture.SetPixels(c, 0);
}
// Compression will be apply after this.
texture.Apply(updateMipmaps: false, makeNoLongerReadable: true);
}
}
}
}

87
com.unity.testing.srp.lightweight/Tests/Scenes/020_Lighting_BasicDirectional/PhysicallyBased_NoReceiveShadows.mat


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com.unity.testing.srp.lightweight/Tests/Scenes/020_Lighting_BasicDirectional/SimpleLighting_NoReceiveShadows.mat


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com.unity.render-pipelines.high-definition/HDRP/Editor/AssetProcessors/NormalMapAverageLengthTexturePostprocessor.cs


using System;
using UnityEngine;
using System.IO;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{
public class NormalMapAverageLengthTexturePostprocessor : AssetPostprocessor
{
// This class will process a normal map and add the value of average normal length to the blue or alpha channel
// The texture is save as BC7.
// Tangent space normal map: BC7 RGB (normal xy - average normal length)
// Object space normal map: BC7 RGBA (normal xyz - average normal length)
static string s_Suffix = "_NA";
//static string s_SuffixOS = "_OSNA"; // Suffix for object space case - TODO
void OnPreprocessTexture()
{
// Any texture with _NA suffix will store average normal lenght in alpha
if (Path.GetFileNameWithoutExtension(assetPath).EndsWith(s_Suffix, StringComparison.InvariantCultureIgnoreCase))
{
// Make sure we don't convert as a normal map.
TextureImporter textureImporter = (TextureImporter)assetImporter;
textureImporter.convertToNormalmap = false;
textureImporter.alphaSource = TextureImporterAlphaSource.None;
textureImporter.mipmapEnabled = true;
textureImporter.textureCompression = TextureImporterCompression.CompressedHQ; // This is BC7 for Mac/PC
#pragma warning disable 618 // remove obsolete warning for this one
textureImporter.linearTexture = true; // Says deprecated but won't work without it.
#pragma warning restore 618
textureImporter.sRGBTexture = false; // But we're setting the new property just in case it changes later...
}
}
private static Color GetColor(Color[] source, int x, int y, int width, int height)
{
x = (x + width) % width;
y = (y + height) % height;
int index = y * width + x;
var c = source[index];
return c;
}
private static Vector3 GetNormal(Color[] source, int x, int y, int width, int height)
{
Vector3 n = (Vector4)GetColor(source, x, y, width, height);
n = 2.0f * n - Vector3.one;
n.Normalize();
return n;
}
private static Vector3 GetAverageNormal(Color[] source, int x, int y, int width, int height, int texelFootprint)
{
Vector3 averageNormal = new Vector3(0, 0, 0);
// Calculate the average color over the texel footprint.
for (int i = 0; i < texelFootprint; ++i)
{
for (int j = 0; j < texelFootprint; ++j)
{
averageNormal += GetNormal(source, x + i, y + j, width, height);
}
}
averageNormal /= (texelFootprint * texelFootprint);
return averageNormal;
}
void OnPostprocessTexture(Texture2D texture)
{
if (Path.GetFileNameWithoutExtension(assetPath).EndsWith(s_Suffix, StringComparison.InvariantCultureIgnoreCase))
{
// Based on The Order : 1886 SIGGRAPH course notes implementation. Sample all normal map
// texels from the base mip level that are within the footprint of the current mipmap texel.
Color[] source = texture.GetPixels(0);
for (int m = 1; m < texture.mipmapCount; m++)
{
Color[] c = texture.GetPixels(m);
int mipWidth = Math.Max(1, texture.width >> m);
int mipHeight = Math.Max(1, texture.height >> m);
for (int x = 0; x < mipWidth; ++x)
{
for (int y = 0; y < mipHeight; ++y)
{
int texelFootprint = 1 << m;
Vector3 averageNormal = GetAverageNormal(source, x * texelFootprint, y * texelFootprint,
texture.width, texture.height, texelFootprint);
// Store the normal length for the average normal.
int outputPosition = y * mipWidth + x;
// Clamp to avoid any issue (TODO: Check this)
// Write into the blue channel
float averageNormalLength = Math.Max(0.0f, Math.Min(1.0f, averageNormal.magnitude));
c[outputPosition].b = averageNormalLength;
c[outputPosition].a = 1.0f;
}
}
texture.SetPixels(c, m);
}
// Now overwrite the first mip average normal channel - order is important as above we read the mip0
// For mip 0, set the normal length to 1.
{
Color[] c = texture.GetPixels(0);
for (int i = 0; i < c.Length; i++)
{
c[i].b = 1.0f;
c[i].a = 1.0f;
}
texture.SetPixels(c, 0);
}
}
}
}
}

84
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