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Merge pull request #476 from Unity-Technologies/Unity-2017.3

Merge 2017.3
/main
GitHub 7 年前
当前提交
17bdc932
共有 73 个文件被更改,包括 6641 次插入97 次删除
  1. 21
      SampleScenes/HDTest/GraphicTest/Common/Material/Lit_Checker_White.mat
  2. 18
      ScriptableRenderPipeline/Core/ShaderLibrary/BSDF.hlsl
  3. 9
      ScriptableRenderPipeline/Core/ShaderLibrary/ImageBasedLighting.hlsl
  4. 1
      ScriptableRenderPipeline/HDRenderPipeline/Editor/HDAssetFactory.cs
  5. 78
      ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  6. 7
      ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin/BuiltinData.hlsl
  7. 5
      ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
  8. 5
      ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
  9. 43
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs
  10. 23
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
  11. 13
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
  12. 4
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl
  13. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl
  14. 4
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl
  15. 101
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs
  16. 12
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/UnlitUI.cs
  17. 13
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader
  18. 4
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/UnlitData.hlsl
  19. 6
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/UnlitProperties.hlsl
  20. 1
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/HDRenderPipelineResources.asset
  21. 2
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/HDRenderPipelineResources.asset.meta
  22. 11
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/RenderPipelineResources.cs
  23. 3
      ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassDistortion.hlsl
  24. 1001
      SampleScenes/HDTest/DistortionTest.unity
  25. 8
      SampleScenes/HDTest/DistortionTest.unity.meta
  26. 10
      SampleScenes/HDTest/GraphicTest/Common/AnimationController.meta
  27. 10
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture.meta
  28. 172
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_2DNoise.mat
  29. 10
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_2DNoise.mat.meta
  30. 181
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_Only_2DNoise.mat
  31. 10
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_Only_2DNoise.mat.meta
  32. 182
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_Only_Ripple.mat
  33. 10
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_Only_Ripple.mat.meta
  34. 179
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_Reject.mat
  35. 10
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_Reject.mat.meta
  36. 182
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_Voronoi.mat
  37. 10
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_Voronoi.mat.meta
  38. 176
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Unlit_2DNoise.mat
  39. 10
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Unlit_2DNoise.mat.meta
  40. 185
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Unlit_Only_2DNoise.mat
  41. 10
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Unlit_Only_2DNoise.mat.meta
  42. 185
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Unlit_Only_Ripple.mat
  43. 10
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Unlit_Only_Ripple.mat.meta
  44. 184
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Unlit_Reject.mat
  45. 10
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Unlit_Reject.mat.meta
  46. 176
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Fire.mat
  47. 10
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Fire.mat.meta
  48. 1001
      SampleScenes/HDTest/GraphicTest/Common/Textures/Fire_6x10.png
  49. 117
      SampleScenes/HDTest/GraphicTest/Common/Textures/Fire_6x10.png.meta
  50. 117
      SampleScenes/HDTest/GraphicTest/Common/Textures/Fire_6x10_alpha.tga.meta
  51. 60
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/ApplyDistorsion.compute
  52. 10
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/ApplyDistorsion.compute.meta
  53. 69
      SampleScenes/HDTest/GraphicTest/Common/AnimationController/DistortionTest.controller
  54. 10
      SampleScenes/HDTest/GraphicTest/Common/AnimationController/DistortionTest.controller.meta
  55. 10
      SampleScenes/HDTest/GraphicTest/Common/AnimationController/DistortionTest@main.anim.meta
  56. 1001
      SampleScenes/HDTest/GraphicTest/Common/AnimationController/DistortionTest@main.anim
  57. 275
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/DistortionMap.shader
  58. 10
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/DistortionMap.shader.meta
  59. 48
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/DistortionMap_2DNoise.asset
  60. 10
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/DistortionMap_2DNoise.asset.meta
  61. 48
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/DistortionMap_Ripple.asset
  62. 10
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/DistortionMap_Ripple.asset.meta
  63. 179
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/Mat_DistortionMap_2DNoise.mat
  64. 10
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/Mat_DistortionMap_2DNoise.mat.meta
  65. 10
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/Mat_DistortionMap_Ripple.mat.meta
  66. 48
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/DistortionMap_Voronoi.asset
  67. 10
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/DistortionMap_Voronoi.asset.meta
  68. 179
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/Mat_DistortionMap_Voronoi.mat
  69. 10
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/Mat_DistortionMap_Voronoi.mat.meta
  70. 179
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/Mat_DistortionMap_Ripple.mat

21
SampleScenes/HDTest/GraphicTest/Common/Material/Lit_Checker_White.mat


m_PrefabInternal: {fileID: 0}
m_Name: Lit_Checker_White
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
m_ShaderKeywords: _NORMALMAP_TANGENT_SPACE
m_ShaderKeywords: _DOUBLESIDEDENABLE_OFF _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 1
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0

- _DetailNormalMapScale: 1
- _DetailNormalScale: 1
- _DetailSmoothnessScale: 1
- _DistortionBlendMode: 0
- _DistortionBlurBlendMode: 0
- _DistortionBlurDstBlend: 1
- _DistortionBlurRemapMax: 1
- _DistortionBlurRemapMin: 0
- _DistortionBlurScale: 1
- _DistortionBlurSrcBlend: 1
- _DistortionDstBlend: 1
- _DistortionScale: 1
- _DistortionSrcBlend: 1
- _DoubleSidedNormalMode: 1
- _DoubleSidedNormalMode: 2
- _Drag: 1
- _DstBlend: 0
- _EmissiveColorMode: 1

- _EnableVertexDisplacement: 0
- _EnableWind: 0
- _GlossMapScale: 1
- _Glossiness: 0.5

- _PPDMaxSamples: 15
- _PPDMinSamples: 5
- _Parallax: 0.02
- _PerPixelDisplacementObjectScale: 1
- _RefractionMode: 0
- _RoughRefractionEnable: 0
- _ShiverDirectionality: 0.5
- _ShiverDrag: 0.2

- _UVDetail: 0
- _UVMappingPlanar: 0
- _UVSec: 0
- _VertexDisplacementObjectScale: 1
- _VertexDisplacementTilingScale: 1
- _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0}
- _DoubleSidedConstants: {r: -1, g: -1, b: -1, a: 0}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _EmissiveColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecularColor: {r: 1, g: 1, b: 1, a: 1}

18
ScriptableRenderPipeline/Core/ShaderLibrary/BSDF.hlsl


}
// Ref: Diffuse Lighting for GGX + Smith Microsurfaces, p. 113.
float3 DiffuseGGXNoPI(float3 albedo, float NdotV, float NdotL, float NdotH, float LdotV, float perceptualRoughness)
float3 DiffuseGGXNoPI(float3 albedo, float NdotV, float NdotL, float NdotH, float LdotV, float roughness)
float facing = 0.5 + 0.5 * LdotV; // (LdotH)^2
float rough = facing * (0.9 - 0.4 * facing) * ((0.5 + NdotH) / NdotH);
float facing = 0.5 + 0.5 * LdotV; // (LdotH)^2
float rough = facing * (0.9 - 0.4 * facing) * (0.5 / NdotH + 1);
float smooth = transmitL * transmitV * 1.05; // Normalize F_t over the hemisphere
float single = lerp(smooth, rough, perceptualRoughness); // Rescaled by PI
// This constant is picked s.t. setting perceptualRoughness, albedo and all cosines to 1
// allows us to match the Lambertian and the Disney Diffuse models. Original value: 0.1159.
float multiple = perceptualRoughness * (0.079577 * PI); // Rescaled by PI
float smooth = transmitL * transmitV * 1.05; // Normalize F_t over the hemisphere
float single = lerp(smooth, rough, roughness); // Rescaled by PI
float multiple = roughness * (0.1159 * PI); // Rescaled by PI
float3 DiffuseGGX(float3 albedo, float NdotV, float NdotL, float NdotH, float LdotV, float perceptualRoughness)
float3 DiffuseGGX(float3 albedo, float NdotV, float NdotL, float NdotH, float LdotV, float roughness)
return INV_PI * DiffuseGGXNoPI(albedo, NdotV, NdotL, NdotH, LdotV, perceptualRoughness);
return INV_PI * DiffuseGGXNoPI(albedo, NdotV, NdotL, NdotH, LdotV, roughness);
}
#endif // UNITY_BSDF_INCLUDED

9
ScriptableRenderPipeline/Core/ShaderLibrary/ImageBasedLighting.hlsl


// approximating the cone of the specular lobe, and then computing the MIP map level
// which (approximately) covers the footprint of the lobe with a single texel.
// Improves the perceptual roughness distribution.
float PerceptualRoughnessToMipmapLevel(float perceptualRoughness)
float PerceptualRoughnessToMipmapLevel(float perceptualRoughness, uint mipMapCount)
return perceptualRoughness * UNITY_SPECCUBE_LOD_STEPS;
return perceptualRoughness * mipMapCount;
}
float PerceptualRoughnessToMipmapLevel(float perceptualRoughness)
{
return PerceptualRoughnessToMipmapLevel(perceptualRoughness, UNITY_SPECCUBE_LOD_STEPS);
}
// The *accurate* version of the non-linear remapping. It works by

1
ScriptableRenderPipeline/HDRenderPipeline/Editor/HDAssetFactory.cs


instance.gaussianPyramidCS = Load<ComputeShader>(PostProcessingPath + "Shaders/Builtins/GaussianDownsample.compute");
instance.depthPyramidCS = Load<ComputeShader>(HDRenderPipelinePath + "RenderPipelineResources/DepthDownsample.compute");
instance.copyChannelCS = Load<ComputeShader>(CorePath + "Resources/GPUCopy.compute");
instance.applyDistortionCS = Load<ComputeShader>(HDRenderPipelinePath + "RenderPipelineResources/ApplyDistorsion.compute");
instance.clearDispatchIndirectShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/TilePass/cleardispatchindirect.compute");
instance.buildDispatchIndirectShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/TilePass/builddispatchindirect.compute");

78
ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


autoGenerateMips = false
};
m_DistortionBuffer = HDShaderIDs._DistortionTexture;
m_DistortionBufferRT = new RenderTargetIdentifier(m_DistortionBuffer);
m_DeferredShadowBuffer = HDShaderIDs._DeferredShadowTexture;
m_DeferredShadowBufferRT = new RenderTargetIdentifier(m_DeferredShadowBuffer);

{
RenderVelocity(m_CullResults, hdCamera, renderContext, cmd); // Note we may have to render velocity earlier if we do temporalAO, temporal volumetric etc... Mean we will not take into account forward opaque in case of deferred rendering ?
RenderGaussianPyramidColor(camera, cmd);
// Instead we chose to apply distortion at the end after we cumulate distortion vector and desired blurriness. This
RenderDistortion(m_CullResults, camera, renderContext, cmd);
// Instead we chose to apply distortion at the end after we cumulate distortion vector and desired blurriness.
AccumulateDistortion(m_CullResults, camera, renderContext, cmd);
RenderDistortion(cmd, m_Asset.renderPipelineResources);
RenderPostProcesses(camera, cmd, postProcessLayer);
}

renderContext.DrawRenderers(cull.visibleRenderers, ref drawSettings, filterSettings, stateBlock.Value);
}
void AccumulateDistortion(CullResults cullResults, Camera camera, ScriptableRenderContext renderContext, CommandBuffer cmd)
{
if (!m_CurrentDebugDisplaySettings.renderingDebugSettings.enableDistortion)
return;
using (new ProfilingSample(cmd, "Distortion"))
{
int w = camera.pixelWidth;
int h = camera.pixelHeight;
cmd.GetTemporaryRT(m_DistortionBuffer, w, h, 0, FilterMode.Point, Builtin.GetDistortionBufferFormat(), Builtin.GetDistortionBufferReadWrite());
cmd.SetRenderTarget(m_DistortionBufferRT, m_CameraDepthStencilBufferRT);
cmd.ClearRenderTarget(false, true, Color.clear);
// Only transparent object can render distortion vectors
RenderTransparentRenderList(cullResults, camera, renderContext, cmd, HDShaderPassNames.s_DistortionVectorsName);
}
}
void RenderDistortion(CommandBuffer cmd, RenderPipelineResources resources)
{
using (new ProfilingSample(cmd, "ApplyDistortion"))
{
var size = new Vector4(m_CurrentWidth, m_CurrentHeight, 1f / m_CurrentWidth, 1f / m_CurrentHeight);
uint x, y, z;
resources.applyDistortionCS.GetKernelThreadGroupSizes(resources.applyDistortionKernel, out x, out y, out z);
cmd.SetComputeTextureParam(resources.applyDistortionCS, resources.applyDistortionKernel, HDShaderIDs._DistortionTexture, m_DistortionBufferRT);
cmd.SetComputeTextureParam(resources.applyDistortionCS, resources.applyDistortionKernel, HDShaderIDs._GaussianPyramidColorTexture, m_GaussianPyramidColorBufferRT);
cmd.SetComputeTextureParam(resources.applyDistortionCS, resources.applyDistortionKernel, HDShaderIDs._CameraColorTexture, m_CameraColorBufferRT);
cmd.SetComputeTextureParam(resources.applyDistortionCS, resources.applyDistortionKernel, HDShaderIDs._DepthTexture, GetDepthTexture());
cmd.SetComputeVectorParam(resources.applyDistortionCS, HDShaderIDs._Size, size);
cmd.SetComputeVectorParam(resources.applyDistortionCS, HDShaderIDs._ZBufferParams, Shader.GetGlobalVector(HDShaderIDs._ZBufferParams));
cmd.SetComputeVectorParam(resources.applyDistortionCS, HDShaderIDs._GaussianPyramidColorMipSize, Shader.GetGlobalVector(HDShaderIDs._GaussianPyramidColorMipSize));
cmd.DispatchCompute(resources.applyDistortionCS, resources.applyDistortionKernel, Mathf.CeilToInt(size.x / x), Mathf.CeilToInt(size.y / y), 1);
}
}
// RenderDepthPrepass render both opaque and opaque alpha tested based on engine configuration.
// Forward only renderer: We always render everything
// Deferred renderer: We render a depth prepass only if engine request it. We can decide if we render everything or only opaque alpha tested object.

{
int w = camera.pixelWidth;
int h = camera.pixelHeight;
int size = Mathf.ClosestPowerOfTwo(Mathf.Min(w, h));
int size = CalculatePyramidSize(w, h);
// The gaussian pyramid compute works in blocks of 8x8 so make sure the last lod has a
// minimum size of 8x8

{
int w = camera.pixelWidth;
int h = camera.pixelHeight;
int size = Mathf.ClosestPowerOfTwo(Mathf.Min(w, h));
int size = CalculatePyramidSize(w, h);
// The gaussian pyramid compute works in blocks of 8x8 so make sure the last lod has a
// minimum size of 8x8

}
}
void RenderDistortion(CullResults cullResults, Camera camera, ScriptableRenderContext renderContext, CommandBuffer cmd)
{
if (!m_CurrentDebugDisplaySettings.renderingDebugSettings.enableDistortion)
return;
using (new ProfilingSample(cmd, "Distortion"))
{
int w = camera.pixelWidth;
int h = camera.pixelHeight;
cmd.GetTemporaryRT(m_DistortionBuffer, w, h, 0, FilterMode.Point, Builtin.GetDistortionBufferFormat(), Builtin.GetDistortionBufferReadWrite());
cmd.SetRenderTarget(m_DistortionBufferRT, m_CameraDepthStencilBufferRT);
cmd.ClearRenderTarget(false, true, Color.black); // TODO: can we avoid this clear for performance ?
// Only transparent object can render distortion vectors
RenderTransparentRenderList(cullResults, camera, renderContext, cmd, HDShaderPassNames.s_DistortionVectorsName);
}
}
void RenderPostProcesses(Camera camera, CommandBuffer cmd, PostProcessLayer layer)
{
using (new ProfilingSample(cmd, "Post-processing"))

cmd.GetTemporaryRT(m_CameraFilteringBuffer, w, h, 0, FilterMode.Point, RenderTextureFormat.RGB111110Float, RenderTextureReadWrite.Linear, 1, true); // Enable UAV
// Color and depth pyramids
int s = Mathf.ClosestPowerOfTwo(Mathf.Min(w, h));
int s = CalculatePyramidSize(w, h);
m_GaussianPyramidColorBufferDesc.width = s;
m_GaussianPyramidColorBufferDesc.height = s;
cmd.GetTemporaryRT(m_GaussianPyramidColorBuffer, m_GaussianPyramidColorBufferDesc, FilterMode.Trilinear);

}
// END TEMP
}
}
static int CalculatePyramidSize(int w, int h)
{
return Mathf.ClosestPowerOfTwo(Mathf.Min(w, h));
}
}
}

7
ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin/BuiltinData.hlsl


velocity = inBuffer.xy;
}
void EncodeDistortion(float2 distortion, float distortionBlur, out float4 outBuffer)
void EncodeDistortion(float2 distortion, float distortionBlur, bool isValidSource, out float4 outBuffer)
outBuffer = float4(distortion, 0.0, distortionBlur);
outBuffer = float4(distortion, isValidSource, distortionBlur);
void DecodeDistortion(float4 inBuffer, out float2 distortion, out float2 distortionBlur)
void DecodeDistortion(float4 inBuffer, out float2 distortion, out float distortionBlur, out bool isValidSource)
isValidSource = (inBuffer.z != 0.0);
}
void GetBuiltinDataDebug(uint paramId, BuiltinData builtinData, inout float3 result, inout bool needLinearToSRGB)

5
ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader


[HideInInspector] _UVDetailsMappingMask2("_UVDetailsMappingMask2", Color) = (1, 0, 0, 0)
[HideInInspector] _UVDetailsMappingMask3("_UVDetailsMappingMask3", Color) = (1, 0, 0, 0)
[ToggleOff] _LinkDetailsWithBase0("LinkDetailsWithBase0", Float) = 1.0
[ToggleOff] _LinkDetailsWithBase1("LinkDetailsWithBase1", Float) = 1.0
[ToggleOff] _LinkDetailsWithBase2("LinkDetailsWithBase2", Float) = 1.0
[ToggleOff] _LinkDetailsWithBase3("LinkDetailsWithBase3", Float) = 1.0
[HideInInspector] _ShowMaterialReferences("_ShowMaterialReferences", Float) = 0
[HideInInspector] _ShowLayer0("_ShowLayer0", Float) = 0
[HideInInspector] _ShowLayer1("_ShowLayer1", Float) = 0

5
ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader


[HideInInspector] _UVDetailsMappingMask2("_UVDetailsMappingMask2", Color) = (1, 0, 0, 0)
[HideInInspector] _UVDetailsMappingMask3("_UVDetailsMappingMask3", Color) = (1, 0, 0, 0)
[ToggleOff] _LinkDetailsWithBase0("LinkDetailsWithBase0", Float) = 1.0
[ToggleOff] _LinkDetailsWithBase1("LinkDetailsWithBase1", Float) = 1.0
[ToggleOff] _LinkDetailsWithBase2("LinkDetailsWithBase2", Float) = 1.0
[ToggleOff] _LinkDetailsWithBase3("LinkDetailsWithBase3", Float) = 1.0
[HideInInspector] _ShowMaterialReferences("_ShowMaterialReferences", Float) = 0
[HideInInspector] _ShowLayer0("_ShowLayer0", Float) = 0
[HideInInspector] _ShowLayer1("_ShowLayer1", Float) = 0

43
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs


public static GUIContent normalMapSpaceWarning = new GUIContent("Object space normal can't be use with triplanar mapping.");
// Transparency
public static string TransparencyInputsText = "Transparency Inputs";
public static string refractionModeText = "Refraction Mode";
public static GUIContent refractionIORText = new GUIContent("Indice of refraction", "Indice of refraction");
public static GUIContent refractionThicknessText = new GUIContent("Refraction Thickness", "Thickness for rough refraction");

&& refractionMode != null)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField(Styles.TransparencyInputsText, EditorStyles.boldLabel);
EditorGUILayout.LabelField(StylesBaseUnlit.TransparencyInputsText, EditorStyles.boldLabel);
m_MaterialEditor.ShaderProperty(refractionMode, Styles.refractionModeText);
var mode = (Lit.RefractionMode)refractionMode.floatValue;
if (mode != Lit.RefractionMode.None)
if (refractionMode != null)
m_MaterialEditor.ShaderProperty(ior, Styles.refractionIORText);
m_MaterialEditor.ShaderProperty(refractionMode, Styles.refractionModeText);
var mode = (Lit.RefractionMode)refractionMode.floatValue;
if (mode != Lit.RefractionMode.None)
{
++EditorGUI.indentLevel;
if (mode != Lit.RefractionMode.ThinPlane)
{
if (thicknessMap.textureValue == null)
m_MaterialEditor.ShaderProperty(thickness, Styles.refractionThicknessText);
m_MaterialEditor.TexturePropertySingleLine(Styles.refractionThicknessMapText, thicknessMap);
m_MaterialEditor.ShaderProperty(ior, Styles.refractionIORText);
if (mode != Lit.RefractionMode.ThinPlane)
{
if (thicknessMap.textureValue == null)
m_MaterialEditor.ShaderProperty(thickness, Styles.refractionThicknessText);
m_MaterialEditor.TexturePropertySingleLine(Styles.refractionThicknessMapText, thicknessMap);
++EditorGUI.indentLevel;
m_MaterialEditor.ShaderProperty(thicknessMultiplier, Styles.refractionThicknessMultiplierText);
--EditorGUI.indentLevel;
}
m_MaterialEditor.ShaderProperty(transmittanceColor, Styles.transmittanceColorText);
m_MaterialEditor.ShaderProperty(thicknessMultiplier, Styles.refractionThicknessMultiplierText);
m_MaterialEditor.ShaderProperty(atDistance, Styles.atDistanceText);
--EditorGUI.indentLevel;
m_MaterialEditor.ShaderProperty(transmittanceColor, Styles.transmittanceColorText);
++EditorGUI.indentLevel;
m_MaterialEditor.ShaderProperty(atDistance, Styles.atDistanceText);
--EditorGUI.indentLevel;
DoDistortionInputsGUI();
--EditorGUI.indentLevel;
}
}

23
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


// Color pyramid (width, height, lodcount, Unused)
float4 _GaussianPyramidColorMipSize;
TEXTURE2D(_GaussianPyramidColorTexture);
SAMPLER2D(sampler_GaussianPyramidColorTexture);
SAMPLER2D(sampler_PyramidDepthTexture);
SamplerState ltc_trilinear_clamp_sampler;
// TODO: This one should be set into a constant Buffer at pass frequency (with _Screensize)
TEXTURE2D(_PreIntegratedFGD);
TEXTURE2D_ARRAY(_LtcData); // We pack the 3 Ltc data inside a texture array

#ifdef LIT_DIFFUSE_LAMBERT_BRDF
float diffuseTerm = Lambert();
#elif LIT_DIFFUSE_GGX_BRDF
float3 diffuseTerm = DiffuseGGX(bsdfData.diffuseColor, NdotV, NdotL, NdotH, LdotV, bsdfData.perceptualRoughness);
float3 diffuseTerm = DiffuseGGX(bsdfData.diffuseColor, NdotV, NdotL, NdotH, LdotV, bsdfData.roughness);
#else
float diffuseTerm = DisneyDiffuse(NdotV, NdotL, LdotV, bsdfData.perceptualRoughness);
#endif

float3 refractedBackPointWS = float3(0.0, 0.0, 0.0);
float opticalDepth = 0.0;
uint2 depthSize = uint2(_PyramidDepthMipSize.xy);
// For all refraction approximation, to calculate the refracted point in world space,
// we approximate the scene as a plane (back plane) with normal -V at the depth hit point.
// (We avoid to raymarch the depth texture to get the refracted point.)

float3 R = refract(-V, bsdfData.normalWS, 1.0 / bsdfData.ior);
// Get the depth of the approximated back plane
float pyramidDepth = SAMPLE_TEXTURE2D_LOD(_PyramidDepthTexture, sampler_PyramidDepthTexture, posInput.positionSS, 2.0).r;
float pyramidDepth = LOAD_TEXTURE2D_LOD(_PyramidDepthTexture, posInput.positionSS * (depthSize >> 2), 2).r;
float depth = LinearEyeDepth(pyramidDepth, _ZBufferParams);
// Distance from point to the back plane

// So the light is refracted twice: in and out of the tangent sphere
// Get the depth of the approximated back plane
float pyramidDepth = SAMPLE_TEXTURE2D_LOD(_PyramidDepthTexture, sampler_PyramidDepthTexture, posInput.positionSS, 2.0).r;
float pyramidDepth = LOAD_TEXTURE2D_LOD(_PyramidDepthTexture, posInput.positionSS * (depthSize >> 2), 2).r;
float depth = LinearEyeDepth(pyramidDepth, _ZBufferParams);
// Distance from point to the back plane

float3 R = refract(-V, bsdfData.normalWS, 1.0 / bsdfData.ior);
// Get the depth of the approximated back plane
float pyramidDepth = SAMPLE_TEXTURE2D_LOD(_PyramidDepthTexture, sampler_PyramidDepthTexture, posInput.positionSS, 2.0).r;
float pyramidDepth = LOAD_TEXTURE2D_LOD(_PyramidDepthTexture, posInput.positionSS * (depthSize >> 2), 2).r;
float depth = LinearEyeDepth(pyramidDepth, _ZBufferParams);
// Distance from point to the back plane

// Calculate screen space coordinates of refracted point in back plane
float4 refractedBackPointCS = mul(_ViewProjMatrix, float4(refractedBackPointWS, 1.0));
float2 refractedBackPointSS = ComputeScreenSpacePosition(refractedBackPointCS);
float refractedBackPointDepth = LinearEyeDepth(SAMPLE_TEXTURE2D_LOD(_PyramidDepthTexture, sampler_PyramidDepthTexture, refractedBackPointSS, 0.0).r, _ZBufferParams);
float refractedBackPointDepth = LinearEyeDepth(LOAD_TEXTURE2D_LOD(_PyramidDepthTexture, refractedBackPointSS * depthSize, 0).r, _ZBufferParams);
// Exit if texel is out of color buffer
// Or if the texel is from an object in front of the object

{
diffuseLighting = SAMPLE_TEXTURE2D_LOD(_GaussianPyramidColorTexture, sampler_GaussianPyramidColorTexture, posInput.positionSS, 0.0).rgb;
diffuseLighting = SAMPLE_TEXTURE2D_LOD(_GaussianPyramidColorTexture, ltc_trilinear_clamp_sampler, posInput.positionSS, 0.0).rgb;
float mipLevel = PerceptualRoughnessToMipmapLevel(bsdfData.perceptualRoughness);
diffuseLighting = SAMPLE_TEXTURE2D_LOD(_GaussianPyramidColorTexture, sampler_GaussianPyramidColorTexture, refractedBackPointSS.xy, mipLevel).rgb;
float mipLevel = PerceptualRoughnessToMipmapLevel(bsdfData.perceptualRoughness, uint(_GaussianPyramidColorMipSize.z));
diffuseLighting = SAMPLE_TEXTURE2D_LOD(_GaussianPyramidColorTexture, ltc_trilinear_clamp_sampler, refractedBackPointSS, mipLevel).rgb;
// Beer-Lamber law for absorption
float3 transmittance = exp(-bsdfData.absorptionCoefficient * opticalDepth);

// Use perfect flat transparency when we cannot fetch the correct pixel color for the refracted point
diffuseLighting = SAMPLE_TEXTURE2D_LOD(_GaussianPyramidColorTexture, sampler_GaussianPyramidColorTexture, posInput.positionSS, 0.0).rgb;
diffuseLighting = SAMPLE_TEXTURE2D_LOD(_GaussianPyramidColorTexture, ltc_trilinear_clamp_sampler, posInput.positionSS, 0.0).rgb;
#endif
}

13
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader


[ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0
[ToggleOff] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 0.0
[ToggleOff] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0
[Enum(Add, 0, Multiply, 1)] _DistortionBlendMode("Distortion Blend Mode", Int) = 0
[HideInInspector] _DistortionSrcBlend("Distortion Blend Src", Int) = 0
[HideInInspector] _DistortionDstBlend("Distortion Blend Dst", Int) = 0
[HideInInspector] _DistortionBlurSrcBlend("Distortion Blur Blend Src", Int) = 0
[HideInInspector] _DistortionBlurDstBlend("Distortion Blur Blend Dst", Int) = 0
[HideInInspector] _DistortionBlurBlendMode("Distortion Blur Blend Mode", Int) = 0
_DistortionScale("Distortion Scale", Float) = 1
_DistortionBlurScale("Distortion Blur Scale", Float) = 1
_DistortionBlurRemapMin("DistortionBlurRemapMin", Float) = 0.0
_DistortionBlurRemapMax("DistortionBlurRemapMax", Float) = 1.0
[ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5

Name "Distortion" // Name is not used
Tags { "LightMode" = "DistortionVectors" } // This will be only for transparent object based on the RenderQueue index
Blend One One
Blend [_DistortionSrcBlend] [_DistortionDstBlend], [_DistortionBlurSrcBlend] [_DistortionBlurDstBlend]
BlendOp Add, [_DistortionBlurBlendOp]
ZTest [_ZTestMode]
ZWrite off
Cull [_CullMode]

4
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl


#if (SHADERPASS == SHADERPASS_DISTORTION)
float3 distortion = SAMPLE_TEXTURE2D(_DistortionVectorMap, sampler_DistortionVectorMap, input.texCoord0).rgb;
builtinData.distortion = distortion.rg;
builtinData.distortionBlur = distortion.b;
builtinData.distortion = distortion.rg * _DistortionScale;
builtinData.distortionBlur = clamp(distortion.b * _DistortionBlurScale, 0.0, 1.0) * (_DistortionBlurRemapMax - _DistortionBlurRemapMin) + _DistortionBlurRemapMin;
#else
builtinData.distortion = float2(0.0, 0.0);
builtinData.distortionBlur = 0.0;

2
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl


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
// Use overlay blend mode for detail abledo: (base < 0.5 ? (2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend)))
float baseColorOverlay = (detailAlbedo < 0.5) ?
float3 baseColorOverlay = (detailAlbedo < 0.5) ?
surfaceData.baseColor * PositivePow(2.0 * detailAlbedo, ADD_IDX(_DetailAlbedoScale)) :
1.0 - 2.0 * (1.0 - surfaceData.baseColor) * (1.0 - (detailAlbedo * ADD_IDX(_DetailAlbedoScale)));
// Lerp with details mask

4
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl


// shared constant between lit and layered lit
float _AlphaCutoff;
float4 _DoubleSidedConstants;
float _DistortionScale;
float _DistortionBlurScale;
float _DistortionBlurRemapMin;
float _DistortionBlurRemapMax;
float _PPDMaxSamples;
float _PPDMinSamples;

101
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs


using System;
using UnityEngine;
using UnityEngine.Experimental.Rendering.HDPipeline;
using UnityEngine.Rendering;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{

{
protected static class StylesBaseUnlit
{
public static string TransparencyInputsText = "Transparency Inputs";
public static string optionText = "Surface options";
public static string surfaceTypeText = "Surface Type";
public static string blendModeText = "Blend Mode";

public static GUIContent transparentDepthPrepassEnableText = new GUIContent("Enable transparent depth prepass", "It allow to ");
public static GUIContent doubleSidedEnableText = new GUIContent("Double Sided", "This will render the two face of the objects (disable backface culling) and flip/mirror normal");
public static GUIContent distortionEnableText = new GUIContent("Distortion", "Enable distortion on this shader");
public static GUIContent distortionEnableText = new GUIContent("Distortion", "Enable distortion on this shader");
public static GUIContent distortionVectorMapText = new GUIContent("Distortion Vector Map - Dist(RG) Blur(B)", "Vector Map for the distorsion - Dist(RG) Blur(B)");
public static GUIContent distortionBlendModeText = new GUIContent("Distortion Blend Mode", "Distortion Blend Mode");
public static GUIContent distortionScaleText = new GUIContent("Distortion Scale", "Distortion Scale");
public static GUIContent distortionBlurScaleText = new GUIContent("Distortion Blur Scale", "Distortion Blur Scale");
public static GUIContent distortionBlurRemappingText = new GUIContent("Distortion Blur Remapping", "Distortion Blur Remapping");
public static string advancedText = "Advanced Options";
}

protected const string kDistortionOnly = "_DistortionOnly";
protected MaterialProperty distortionDepthTest = null;
protected const string kDistortionDepthTest = "_DistortionDepthTest";
protected MaterialProperty distortionVectorMap = null;
protected const string kDistortionVectorMap = "_DistortionVectorMap";
protected MaterialProperty distortionBlendMode = null;
protected const string kDistortionBlendMode = "_DistortionBlendMode";
protected MaterialProperty distortionScale = null;
protected const string kDistortionScale = "_DistortionScale";
protected MaterialProperty distortionBlurScale = null;
protected const string kDistortionBlurScale = "_DistortionBlurScale";
protected MaterialProperty distortionBlurRemapMin = null;
protected const string kDistortionBlurRemapMin = "_DistortionBlurRemapMin";
protected MaterialProperty distortionBlurRemapMax = null;
protected const string kDistortionBlurRemapMax = "_DistortionBlurRemapMax";
// See comment in LitProperties.hlsl
const string kEmissionColor = "_EmissionColor";

distortionEnable = FindProperty(kDistortionEnable, props, false);
distortionOnly = FindProperty(kDistortionOnly, props, false);
distortionDepthTest = FindProperty(kDistortionDepthTest, props, false);
distortionVectorMap = FindProperty(kDistortionVectorMap, props, false);
distortionBlendMode = FindProperty(kDistortionBlendMode, props, false);
distortionScale = FindProperty(kDistortionScale, props, false);
distortionBlurScale = FindProperty(kDistortionBlurScale, props, false);
distortionBlurRemapMin = FindProperty(kDistortionBlurRemapMin, props, false);
distortionBlurRemapMax = FindProperty(kDistortionBlurRemapMax, props, false);
}
void SurfaceTypePopup()

if ((SurfaceType)surfaceType.floatValue == SurfaceType.Transparent)
{
BlendModePopup();
if (distortionEnable != null)
{
m_MaterialEditor.ShaderProperty(distortionEnable, StylesBaseUnlit.distortionEnableText);
if (distortionEnable.floatValue == 1.0f)
{
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(distortionOnly, StylesBaseUnlit.distortionOnlyText);
m_MaterialEditor.ShaderProperty(distortionDepthTest, StylesBaseUnlit.distortionDepthTestText);
EditorGUI.indentLevel--;
}
}
}
m_MaterialEditor.ShaderProperty(alphaCutoffEnable, StylesBaseUnlit.alphaCutoffEnableText);
if (alphaCutoffEnable.floatValue == 1.0f)

EditorGUI.indentLevel--;
}
protected void DoDistortionInputsGUI()
{
if (distortionEnable != null)
{
m_MaterialEditor.ShaderProperty(distortionEnable, StylesBaseUnlit.distortionEnableText);
if (distortionEnable.floatValue == 1.0f)
{
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(distortionBlendMode, StylesBaseUnlit.distortionBlendModeText);
m_MaterialEditor.ShaderProperty(distortionOnly, StylesBaseUnlit.distortionOnlyText);
m_MaterialEditor.ShaderProperty(distortionDepthTest, StylesBaseUnlit.distortionDepthTestText);
EditorGUI.indentLevel++;
m_MaterialEditor.TexturePropertySingleLine(StylesBaseUnlit.distortionVectorMapText, distortionVectorMap);
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(distortionScale, StylesBaseUnlit.distortionScaleText);
m_MaterialEditor.ShaderProperty(distortionBlurScale, StylesBaseUnlit.distortionBlurScaleText);
float remapMin = distortionBlurRemapMin.floatValue;
float remapMax = distortionBlurRemapMax.floatValue;
EditorGUI.BeginChangeCheck();
EditorGUILayout.MinMaxSlider(StylesBaseUnlit.distortionBlurRemappingText, ref remapMin, ref remapMax, 0.0f, 1.0f);
if (EditorGUI.EndChangeCheck())
{
distortionBlurRemapMin.floatValue = remapMin;
distortionBlurRemapMax.floatValue = remapMax;
}
EditorGUI.indentLevel--;
EditorGUI.indentLevel--;
EditorGUI.indentLevel--;
}
}
}
static public void SetKeyword(Material m, string keyword, bool state)
{
if (state)

else
{
material.SetInt("_ZTestMode", (int)UnityEngine.Rendering.CompareFunction.Always);
}
var distortionBlendMode = material.GetInt(kDistortionBlendMode);
switch (distortionBlendMode)
{
default:
case 0: // Add
{
material.SetInt("_DistortionSrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DistortionDstBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DistortionBlurSrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DistortionBlurDstBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DistortionBlurBlendOp", (int)UnityEngine.Rendering.BlendOp.Max);
break;
}
case 1: // Multiply
material.SetInt("_DistortionSrcBlend", (int)UnityEngine.Rendering.BlendMode.DstColor);
material.SetInt("_DistortionDstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
material.SetInt("_DistortionBlurSrcBlend", (int)UnityEngine.Rendering.BlendMode.DstAlpha);
material.SetInt("_DistortionBlurDstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
material.SetInt("_DistortionBlurBlendOp", (int)UnityEngine.Rendering.BlendOp.Add);
break;
}
}

12
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/UnlitUI.cs


m_MaterialEditor.TexturePropertySingleLine(Styles.emissiveText, emissiveColorMap, emissiveColor);
m_MaterialEditor.ShaderProperty(emissiveIntensity, Styles.emissiveIntensityText);
var surfaceTypeValue = (SurfaceType)surfaceType.floatValue;
if (surfaceTypeValue == SurfaceType.Transparent)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField(StylesBaseUnlit.TransparencyInputsText, EditorStyles.boldLabel);
++EditorGUI.indentLevel;
DoDistortionInputsGUI();
--EditorGUI.indentLevel;
}
}
protected override void VertexAnimationPropertiesGUI()

13
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader


[ToggleOff] _DistortionEnable("Enable Distortion", Float) = 0.0
[ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0
[ToggleOff] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 0.0
[Enum(Add, 0, Multiply, 1)] _DistortionBlendMode("Distortion Blend Mode", Int) = 0
[HideInInspector] _DistortionSrcBlend("Distortion Blend Src", Int) = 0
[HideInInspector] _DistortionDstBlend("Distortion Blend Dst", Int) = 0
[HideInInspector] _DistortionBlurSrcBlend("Distortion Blur Blend Src", Int) = 0
[HideInInspector] _DistortionBlurDstBlend("Distortion Blur Blend Dst", Int) = 0
[HideInInspector] _DistortionBlurBlendMode("Distortion Blur Blend Mode", Int) = 0
_DistortionScale("Distortion Scale", Float) = 1
_DistortionBlurScale("Distortion Blur Scale", Float) = 1
_DistortionBlurRemapMin("DistortionBlurRemapMin", Float) = 0.0
_DistortionBlurRemapMax("DistortionBlurRemapMax", Float) = 1.0
[ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5

Name "Distortion" // Name is not used
Tags { "LightMode" = "DistortionVectors" } // This will be only for transparent object based on the RenderQueue index
Blend One One
Blend [_DistortionSrcBlend] [_DistortionDstBlend], [_DistortionBlurSrcBlend] [_DistortionBlurDstBlend]
BlendOp Add, [_DistortionBlurBlendOp]
ZTest [_ZTestMode]
ZWrite off
Cull [_CullMode]

4
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/UnlitData.hlsl


#if (SHADERPASS == SHADERPASS_DISTORTION)
float3 distortion = SAMPLE_TEXTURE2D(_DistortionVectorMap, sampler_DistortionVectorMap, input.texCoord0).rgb;
builtinData.distortion = distortion.rg;
builtinData.distortionBlur = distortion.b;
builtinData.distortion = distortion.rg * _DistortionScale;
builtinData.distortionBlur = clamp(distortion.b * _DistortionBlurScale, 0.0, 1.0) * (_DistortionBlurRemapMax - _DistortionBlurRemapMin) + _DistortionBlurRemapMin;
#else
builtinData.distortion = float2(0.0, 0.0);
builtinData.distortionBlur = 0.0;

6
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/UnlitProperties.hlsl


float4 _Color;
float4 _Color;
TEXTURE2D(_ColorMap);
SAMPLER2D(sampler_ColorMap);

float _EmissiveIntensity;
float _AlphaCutoff;
float _DistortionScale;
float _DistortionBlurScale;
float _DistortionBlurRemapMin;
float _DistortionBlurRemapMax;
// Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor"
// value that exist to identify if the GI emission need to be enabled.

1
ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/HDRenderPipelineResources.asset


gaussianPyramidCS: {fileID: 7200000, guid: 6dba4103d23a7904fbc49099355aff3e, type: 3}
depthPyramidCS: {fileID: 7200000, guid: 64a553bb564274041906f78ffba955e4, type: 3}
copyChannelCS: {fileID: 7200000, guid: a68d8aaeb0956234d94e389f196381ee, type: 3}
applyDistortionCS: {fileID: 7200000, guid: 2fa6c0e3fe6dc3145a4156f21913fe5c, type: 3}
clearDispatchIndirectShader: {fileID: 7200000, guid: fc1f553acb80a6446a32d33e403d0656,
type: 3}
buildDispatchIndirectShader: {fileID: 7200000, guid: 4eb1b418be7044c40bb5200496c50f14,

2
ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/HDRenderPipelineResources.asset.meta


fileFormatVersion: 2
guid: 42086e81f4f0c724f96f7f09cc995354
timeCreated: 1507124092
timeCreated: 1507194928
licenseType: Pro
NativeFormatImporter:
externalObjects: {}

11
ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/RenderPipelineResources.cs


public ComputeShader gaussianPyramidCS;
public ComputeShader depthPyramidCS;
public ComputeShader copyChannelCS;
public ComputeShader applyDistortionCS;
// Lighting tile pass resources
public ComputeShader clearDispatchIndirectShader;

public Shader GGXConvolve;
public Shader skyboxCubemap;
public int applyDistortionKernel { get; private set; }
void OnEnable()
{
applyDistortionKernel = -1;
if (applyDistortionCS != null)
applyDistortionKernel = applyDistortionCS.FindKernel("KMain");
}
}
}

3
ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassDistortion.hlsl


GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData);
float4 outBuffer;
EncodeDistortion(builtinData.distortion, builtinData.distortionBlur, outBuffer);
// Mark this pixel as eligible as source for distortion
EncodeDistortion(builtinData.distortion, builtinData.distortionBlur, true, outBuffer);
return outBuffer;
}

1001
SampleScenes/HDTest/DistortionTest.unity
文件差异内容过多而无法显示
查看文件

8
SampleScenes/HDTest/DistortionTest.unity.meta


fileFormatVersion: 2
guid: b2e28eaefe0c2724190bc74e3c9d11c9
timeCreated: 1475076282
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

10
SampleScenes/HDTest/GraphicTest/Common/AnimationController.meta


fileFormatVersion: 2
guid: 48cd8a5ad3a61624db56c2e78890340f
folderAsset: yes
timeCreated: 1507649048
licenseType: Pro
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

10
SampleScenes/HDTest/GraphicTest/Common/CustomTexture.meta


fileFormatVersion: 2
guid: edcd9983c0a7e154381e8f596d33e02f
folderAsset: yes
timeCreated: 1507196699
licenseType: Pro
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

172
SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_2DNoise.mat


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serializedVersion: 6
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
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m_Name: Mat_Distorsion_Lit_2DNoise
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
m_ShaderKeywords: _ALBEDOAFFECTEMISSIVE_OFF _ALPHACUTOFFENABLE_OFF _BLENDMODE_LERP
_DEPTHOFFSETENABLE_OFF _DISTORTIONDEPTHTEST_OFF _DISTORTIONNULLIFY_OFF _DISTORTIONONLY_OFF
_DISTORTION_ON _DOUBLESIDEDENABLE_OFF _ENABLEPERPIXELDISPLACEMENT_OFF _ENABLESPECULAROCCLUSION_OFF
_ENABLEVERTEXDISPLACEMENT_OFF _ENABLEWIND_OFF _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: 3000
stringTagMap:
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disabledShaderPasses: []
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m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Floats:
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- _CoatCoverage: 1
- _CoatIOR: 0.5
- _CullMode: 2
- _DepthOffsetEnable: 0
- _DetailAlbedoScale: 1
- _DetailNormalScale: 1
- _DetailSmoothnessScale: 1
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- _DistortionOnly: 0
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- _DistortionStencilRef: 4
- _DoubleSidedEnable: 0
- _DoubleSidedNormalMode: 1
- _Drag: 1
- _DstBlend: 10
- _EmissiveColorMode: 1
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- _EnablePerPixelDisplacement: 0
- _EnableSpecularOcclusion: 0
- _EnableVertexDisplacement: 0
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- _HeightAmplitude: 0.01
- _HeightCenter: 0.5
- _HeightMax: 1
- _HeightMin: -1
- _IOR: 1
- _InitialBend: 1
- _MaterialID: 1
- _Metallic: 0
- _NormalMapSpace: 0
- _NormalScale: 1
- _PPDLodThreshold: 5
- _PPDMaxSamples: 15
- _PPDMinSamples: 5
- _PerPixelDisplacementObjectScale: 1
- _RefractionMode: 0
- _ShiverDirectionality: 0.5
- _ShiverDrag: 0.2
- _Smoothness: 1
- _SmoothnessRemapMax: 1
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- _SrcBlend: 5
- _StencilRef: 2
- _Stiffness: 1
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- _SubsurfaceRadius: 1
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- _TexWorldScale: 1
- _Thickness: 1
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SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Fire.mat.meta


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SampleScenes/HDTest/GraphicTest/Common/Textures/Fire_6x10.png
文件差异内容过多而无法显示
查看文件

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60
ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/ApplyDistorsion.compute


#include "../../Core/ShaderLibrary/Common.hlsl"
#include "../Material/Builtin/BuiltinData.hlsl"
TEXTURE2D(_DistortionTexture);
TEXTURE2D(_GaussianPyramidColorTexture);
RW_TEXTURE2D(float4, _CameraColorTexture);
SamplerState sampler_GaussianPyramidColorTexture;
CBUFFER_START(cb)
float4 _Size;
float4 _GaussianPyramidColorMipSize;
CBUFFER_END
#pragma kernel KMain
[numthreads(8, 8, 1)]
void KMain(uint2 groupId : SV_GroupID, uint2 groupThreadId : SV_GroupThreadID, uint2 dispatchThreadId : SV_DispatchThreadID)
{
// We use a bias when fetching distortion source pixels
// This avoid artifacts when a distortion is overlapped by an opaque object
const float _FetchBias = 0.9;
// Get distortion values
float4 encodedDistortion = LOAD_TEXTURE2D(_DistortionTexture, dispatchThreadId);
float2 distortion;
float distortionBlur;
bool distortionIsSourceValid;
DecodeDistortion(encodedDistortion, distortion, distortionBlur, distortionIsSourceValid);
// Reject the pixel if it is not in the distortion mask
if (!distortionIsSourceValid)
return;
int2 distortedEncodedDistortionId = dispatchThreadId + int2(distortion);
// Reject distortion if we try to fetch a pixel out of the buffer
if (any(distortedEncodedDistortionId < 0)
|| any(distortedEncodedDistortionId > int2(_Size.xy)))
return;
// We fetch a second time the _DistortionTexture for the at the distorded coordinate
// Then we check if this pixels is in the distorded mask (eg: behind any distorted object)
// Otherwise we reject the distortion
float2 distordedDistortion;
float distordedDistortionBlur;
bool distordedIsSourceValid;
float4 encodedDistordedDistortion = LOAD_TEXTURE2D(_DistortionTexture, distortedEncodedDistortionId);
DecodeDistortion(encodedDistordedDistortion, distordedDistortion, distordedDistortionBlur, distordedIsSourceValid);
if (!distordedIsSourceValid)
return;
// Get source pixel for distortion
float2 distordedUV = float2(dispatchThreadId + int2(distortion * _FetchBias)) * _Size.zw;
float mip = (_GaussianPyramidColorMipSize.z - 1) * clamp(distortionBlur, 0.0, 1.0);
float4 sampled = SAMPLE_TEXTURE2D_LOD(_GaussianPyramidColorTexture, sampler_GaussianPyramidColorTexture, distordedUV, mip);
_CameraColorTexture[dispatchThreadId] = sampled;
}

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SampleScenes/HDTest/GraphicTest/Common/AnimationController/DistortionTest.controller


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SampleScenes/HDTest/GraphicTest/Common/AnimationController/DistortionTest@main.anim.meta


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SampleScenes/HDTest/GraphicTest/Common/AnimationController/DistortionTest@main.anim
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275
SampleScenes/HDTest/GraphicTest/Common/CustomTexture/DistortionMap.shader


Shader "Hidden/HDRenderPipeline/Test/DistortionMap"{
Properties
{
_Size("Size", Float) = 1
_DistortionAmplitude("Distortion Amplitude", Float) = 1
_NoiseAmplitude("Noise Amplitude", Range(0, 1)) = 0.5
_NoiseLacunarity("Noise Lacunarity", Range(0, 10)) = 2
}
CGINCLUDE
const float Pi = 3.14159265359;
float _Size;
float _DistortionAmplitude;
float _NoiseAmplitude;
float _NoiseLacunarity;
float3 permute(float3 x) { return ((x*34.0) + 1.0)*x % 289.0; }
float2 rand2(float2 p)
{
return frac(sin(float2(dot(p, float2(64321.9843, 8143.18321)), dot(p, float2(8312.153, 3218.1984)))) * 13218.2165);
}
#define SDF_VORONOI(pointTransform, name) float name(float2 value)\
{\
float2 o = floor(value);\
float2 f = frac(value);\
float r = 1;\
for (int y = -1; y <= 1; ++y)\
{\
for (int x = -1; x <= 1; ++x)\
{\
float2 cell = float2(float(x), float(y));\
float2 pCS = rand2(cell + o);\
pCS = pointTransform(pCS);\
float2 diff = cell + pCS - f;\
float dist = length(diff);\
\
r = min(r, dist);\
}\
}\
\
return r;\
}
#define SDF_GRADIENT(sdf, name) float2 name(float2 value)\
{\
const float2 d = float2(0.0, 0.0001);\
float f00 = sdf(value + d.xx);\
float f01 = sdf(value + d.xy);\
float f10 = sdf(value + d.yx);\
float f11 = sdf(value + d.yy);\
return float2((f10 - f00 + f11 - f10) * 0.5, (f01 - f00 + f11 - f10) * 0.5);\
}
float snoise(float2 v) {
const float4 C = float4(0.211324865405187, 0.366025403784439,
-0.577350269189626, 0.024390243902439);
float2 i = floor(v + dot(v, C.yy));
float2 x0 = v - i + dot(i, C.xx);
float2 i1;
i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0);
float4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = i % 289.0;
float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0))
+ i.x + float3(0.0, i1.x, 1.0));
float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy),
dot(x12.zw, x12.zw)), 0.0);
m = m*m;
m = m*m;
float3 x = 2.0 * frac(p * C.www) - 1.0;
float3 h = abs(x) - 0.5;
float3 ox = floor(x + 0.5);
float3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * (a0*a0 + h*h);
float3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
float4 permute(float4 x) { return ((x*34.0) + 1.0)*x % 289.0; }
float4 taylorInvSqrt(float4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
float snoise(float3 v) {
const float2 C = float2(1.0 / 6.0, 1.0 / 3.0);
const float4 D = float4(0.0, 0.5, 1.0, 2.0);
// First corner
float3 i = floor(v + dot(v, C.yyy));
float3 x0 = v - i + dot(i, C.xxx);
// Other corners
float3 g = step(x0.yzx, x0.xyz);
float3 l = 1.0 - g;
float3 i1 = min(g.xyz, l.zxy);
float3 i2 = max(g.xyz, l.zxy);
// x0 = x0 - 0. + 0.0 * C
float3 x1 = x0 - i1 + 1.0 * C.xxx;
float3 x2 = x0 - i2 + 2.0 * C.xxx;
float3 x3 = x0 - 1. + 3.0 * C.xxx;
// Permutations
i = i % 289.0;
float4 p = permute(permute(permute(
i.z + float4(0.0, i1.z, i2.z, 1.0))
+ i.y + float4(0.0, i1.y, i2.y, 1.0))
+ i.x + float4(0.0, i1.x, i2.x, 1.0));
// Gradients
// ( N*N points uniformly over a square, mapped onto an octahedron.)
float n_ = 1.0 / 7.0; // N=7
float3 ns = n_ * D.wyz - D.xzx;
float4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N)
float4 x_ = floor(j * ns.z);
float4 y_ = floor(j - 7.0 * x_); // mod(j,N)
float4 x = x_ *ns.x + ns.yyyy;
float4 y = y_ *ns.x + ns.yyyy;
float4 h = 1.0 - abs(x) - abs(y);
float4 b0 = float4(x.xy, y.xy);
float4 b1 = float4(x.zw, y.zw);
float4 s0 = floor(b0)*2.0 + 1.0;
float4 s1 = floor(b1)*2.0 + 1.0;
float4 sh = -step(h, float4(0.0, 0.0, 0.0, 0.0));
float4 a0 = b0.xzyw + s0.xzyw*sh.xxyy;
float4 a1 = b1.xzyw + s1.xzyw*sh.zzww;
float3 p0 = float3(a0.xy, h.x);
float3 p1 = float3(a0.zw, h.y);
float3 p2 = float3(a1.xy, h.z);
float3 p3 = float3(a1.zw, h.w);
//Normalise gradients
float4 norm = taylorInvSqrt(float4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
float4 m = max(0.6 - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);
m = m * m;
return 42.0 * dot(m*m, float4(dot(p0, x0), dot(p1, x1),
dot(p2, x2), dot(p3, x3)));
}
float3 fbm2x3(float2 v, float a, float f)
{
float3 r = float3(0.0, 0.0, 0.0);
for (int i = 0; i < 6; ++i)
{
r += a * float3(snoise(v), snoise(v * 1.18142), snoise(v * 0.974236));
v *= f;
a *= a;
}
return r;
}
float fbm3(float3 v, float a, float f)
{
float r = float(0.0);
for (int i = 0; i < 6; ++i)
{
r += a * snoise(v);
v *= f;
a *= a;
}
return r;
}
ENDCG
SubShader
{
Lighting Off
Blend One Zero
Pass
{
Name "2DNoise"
CGPROGRAM
#include "UnityCustomRenderTexture.cginc"
#pragma vertex CustomRenderTextureVertexShader
#pragma fragment frag
#pragma target 3.0
float4 frag(v2f_customrendertexture IN) : COLOR
{
float2 p = _Size * IN.globalTexcoord.xy;
float3 s = fbm2x3(p, _NoiseAmplitude, _NoiseLacunarity * (_SinTime.w * 0.1 + 1.0));
float2 distortion = s.xy * _DistortionAmplitude;
float blur = s.z;
return float4(distortion, blur, 1.0);
}
ENDCG
}
Pass
{
Name "Ripple"
CGPROGRAM
#include "UnityCustomRenderTexture.cginc"
#pragma vertex CustomRenderTextureVertexShader
#pragma fragment frag
#pragma target 3.0
float4 frag(v2f_customrendertexture IN) : COLOR
{
float s = _Size * (cos(_Time.w * 0.5) * 0.1 + 1);
float3 n3 = fbm2x3(IN.globalTexcoord.xy * 5, _NoiseAmplitude, _NoiseLacunarity);
float n = fbm3(n3 + IN.globalTexcoord.xyx + _Time.w * 0.1, _NoiseAmplitude, _NoiseLacunarity);
float t = sin(n * 5 + _Time.w * 0.5) * 0.5 + 0.5;
float2 distortion = sin(n3.xy * s) * _DistortionAmplitude;
float blur = (min(t, 1-t) * 2);
return float4(distortion, blur, 1.0);
}
ENDCG
}
Pass
{
Name "Voronoi"
CGPROGRAM
#include "UnityCustomRenderTexture.cginc"
#pragma vertex CustomRenderTextureVertexShader
#pragma fragment frag
#pragma target 3.0
float2 circlePoint(float2 p)
{
p = 0.5 + 0.5 * sin(_Time.w * 0.2 + 6.2831 * p);
return p;
}
SDF_VORONOI(circlePoint, sdfVoronoi)
SDF_GRADIENT(sdfVoronoi, sdfVoronoiGrad)
float4 frag(v2f_customrendertexture IN) : COLOR
{
float2 uv = IN.globalTexcoord.xy * _Size;
float v = sdfVoronoi(uv);
v = v * v * v;
float2 distortion = sdfVoronoiGrad(uv);
float blur = v;
return float4(distortion, blur, 1.0);
}
ENDCG
}
}
}

10
SampleScenes/HDTest/GraphicTest/Common/CustomTexture/DistortionMap.shader.meta


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SampleScenes/HDTest/GraphicTest/Common/CustomTexture/DistortionMap_2DNoise.asset


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