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Merge branch 'Unity-2017.3'

/main
Felipe Lira 7 年前
当前提交
18e0d6e8
共有 32 个文件被更改,包括 2120 次插入2001 次删除
  1. 999
      ImageTemplates/LightweightPipeline/Scenes/023_Lighting_Mixed.unity.png
  2. 999
      ImageTemplates/LightweightPipeline/Scenes/027_PostProcessing.unity.png
  3. 999
      ImageTemplates/LightweightPipeline/Scenes/036_Lighting_Scene_DirectionalBakedDirectional.unity.png
  4. 20
      ScriptableRenderPipeline/Core/CoreUtils.cs
  5. 14
      ScriptableRenderPipeline/LightweightPipeline/Editor/LightweightAssetEditor.cs
  6. 42
      ScriptableRenderPipeline/LightweightPipeline/Editor/LightweightCameraEditor.cs
  7. 7
      ScriptableRenderPipeline/LightweightPipeline/Editor/LightweightLightEditor.cs
  8. 1
      ScriptableRenderPipeline/LightweightPipeline/LightweightConstantBuffer.cs
  9. 256
      ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs
  10. 4
      ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineAsset.asset
  11. 7
      ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineAsset.cs
  12. 8
      ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineUtils.cs
  13. 286
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightLighting.cginc
  14. 46
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPassLit.cginc
  15. 46
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightShadows.cginc
  16. 1
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandard.shader
  17. 2
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardParticles.shader
  18. 3
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardSimpleLighting.shader
  19. 1
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardTerrain.shader
  20. 2
      Tests/GraphicsTests/Framework/Editor/TestFramework.cs
  21. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/007_LitShaderMaps/007_LitShaderMaps_01_BaseWhite.mat
  22. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/007_LitShaderMaps/007_LitShaderMaps_02_BaseColor.mat
  23. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/007_LitShaderMaps/007_LitShaderMaps_03_Specular.mat
  24. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/007_LitShaderMaps/007_LitShaderMaps_04_Normal.mat
  25. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/007_LitShaderMaps/007_LitShaderMaps_05_Emission.mat
  26. 4
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/007_LitShaderMaps/007_LitShaderMaps_06_All.mat
  27. 6
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/009_LightweightShading.unity
  28. 248
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/011_UnlitSprites.unity
  29. 18
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/028_PostProcessing_Custom.unity
  30. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/036_Lighting_Scene_DirectionalBakedDirectional.unity
  31. 81
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightInput.cginc
  32. 9
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightInput.cginc.meta

999
ImageTemplates/LightweightPipeline/Scenes/023_Lighting_Mixed.unity.png
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999
ImageTemplates/LightweightPipeline/Scenes/027_PostProcessing.unity.png
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999
ImageTemplates/LightweightPipeline/Scenes/036_Lighting_Scene_DirectionalBakedDirectional.unity.png
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20
ScriptableRenderPipeline/Core/CoreUtils.cs


public const int assetCreateMenuPriority2 = 241;
// Render Target Management.
public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier buffer, ClearFlag clearFlag, Color clearColor, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown)
public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier buffer, ClearFlag clearFlag, Color clearColor, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown, int depthSlice = 0)
cmd.SetRenderTarget(buffer, miplevel, cubemapFace);
cmd.SetRenderTarget(buffer, miplevel, cubemapFace, depthSlice);
public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier buffer, ClearFlag clearFlag = ClearFlag.None, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown)
public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier buffer, ClearFlag clearFlag = ClearFlag.None, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown, int depthSlice = 0)
SetRenderTarget(cmd, buffer, clearFlag, clearColorAllBlack, miplevel, cubemapFace);
SetRenderTarget(cmd, buffer, clearFlag, clearColorAllBlack, miplevel, cubemapFace, depthSlice);
public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthBuffer, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown)
public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthBuffer, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown, int depthSlice = 0)
SetRenderTarget(cmd, colorBuffer, depthBuffer, ClearFlag.None, clearColorAllBlack, miplevel, cubemapFace);
SetRenderTarget(cmd, colorBuffer, depthBuffer, ClearFlag.None, clearColorAllBlack, miplevel, cubemapFace, depthSlice);
public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthBuffer, ClearFlag clearFlag, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown)
public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthBuffer, ClearFlag clearFlag, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown, int depthSlice = 0)
SetRenderTarget(cmd, colorBuffer, depthBuffer, clearFlag, clearColorAllBlack, miplevel, cubemapFace);
SetRenderTarget(cmd, colorBuffer, depthBuffer, clearFlag, clearColorAllBlack, miplevel, cubemapFace, depthSlice);
public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthBuffer, ClearFlag clearFlag, Color clearColor, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown)
public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthBuffer, ClearFlag clearFlag, Color clearColor, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown, int depthSlice = 0)
cmd.SetRenderTarget(colorBuffer, depthBuffer, miplevel, cubemapFace);
cmd.SetRenderTarget(colorBuffer, depthBuffer, miplevel, cubemapFace, depthSlice);
if (clearFlag != ClearFlag.None)
cmd.ClearRenderTarget((clearFlag & ClearFlag.Depth) != 0, (clearFlag & ClearFlag.Color) != 0, clearColor);

14
ScriptableRenderPipeline/LightweightPipeline/Editor/LightweightAssetEditor.cs


public static GUIContent renderScaleLabel = new GUIContent("Render Scale", "Allows game to render at a resolution different than native resolution. UI is always rendered at native resolution.");
public static GUIContent maxAdditionalPixelLightsLabel = new GUIContent("Max Additional Pixel Lights",
"Controls the additional per-pixel lights that run in fragment light loop.");
public static GUIContent maxPixelLightsLabel = new GUIContent("Max Pixel Lights",
"Controls the amount of pixel lights that run in fragment light loop. Lights are sorted and culled per-object.");
public static GUIContent enableVertexLightLabel = new GUIContent("Enable Vertex Light",
"If enabled, shades additional lights exceeding maxAdditionalPixelLights per-vertex up to the maximum of 8 lights.");

public static GUIContent msaaContent = new GUIContent("Anti Aliasing (MSAA)", "Controls the global anti aliasing applied to all cameras.");
}
private int kMaxSupportedAdditionalPixelLights = 8;
private int kMaxSupportedPixelLights = 8;
private SerializedProperty m_MaxAdditionalPixelLights;
private SerializedProperty m_MaxPixelLights;
private SerializedProperty m_SupportsVertexLightProp;
private SerializedProperty m_SupportSoftParticlesProp;
private SerializedProperty m_ShadowTypeProp;

void OnEnable()
{
m_RenderScale = serializedObject.FindProperty("m_RenderScale");
m_MaxAdditionalPixelLights = serializedObject.FindProperty("m_MaxAdditionalPixelLights");
m_MaxPixelLights = serializedObject.FindProperty("m_MaxPixelLights");
m_SupportsVertexLightProp = serializedObject.FindProperty("m_SupportsVertexLight");
m_SupportSoftParticlesProp = serializedObject.FindProperty("m_SupportSoftParticles");
m_ShadowTypeProp = serializedObject.FindProperty("m_ShadowType");

m_RenderScale.floatValue = EditorGUILayout.Slider(m_RenderScale.floatValue, 0.1f, 1.0f);
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(Styles.maxAdditionalPixelLightsLabel);
m_MaxAdditionalPixelLights.intValue = EditorGUILayout.IntSlider(m_MaxAdditionalPixelLights.intValue, 0, kMaxSupportedAdditionalPixelLights);
EditorGUILayout.LabelField(Styles.maxPixelLightsLabel);
m_MaxPixelLights.intValue = EditorGUILayout.IntSlider(m_MaxPixelLights.intValue, 0, kMaxSupportedPixelLights);
EditorGUILayout.EndHorizontal();
EditorGUILayout.PropertyField(m_SupportsVertexLightProp, Styles.enableVertexLightLabel);
EditorGUILayout.PropertyField(m_SupportSoftParticlesProp, Styles.enableSoftParticles);

42
ScriptableRenderPipeline/LightweightPipeline/Editor/LightweightCameraEditor.cs


[CanEditMultipleObjects]
public class LightweightameraEditor : Editor
{
// Manually entered rendering path names/values, since we want to show them
// in different order than they appear in the enum.
private static readonly GUIContent[] kCameraRenderPaths =
{
new GUIContent("Use Graphics Settings"),
new GUIContent("Forward"),
new GUIContent("Deferred"),
new GUIContent("Legacy Vertex Lit"),
new GUIContent("Legacy Deferred (light prepass)")
};
private static readonly int[] kCameraRenderPathValues =
{
(int) RenderingPath.UsePlayerSettings,
(int) RenderingPath.Forward,
(int) RenderingPath.DeferredShading,
(int) RenderingPath.VertexLit,
(int) RenderingPath.DeferredLighting
};
public readonly GUIContent renderingPathWarning = new GUIContent("Lightweight Pipeline only supports Forward rendering path.");
public readonly GUIContent renderingPathLabel = new GUIContent("Rendering Path");
public readonly GUIContent[] renderingPathOptions = { new GUIContent("Forward") };
public readonly GUIContent renderingPathInfo = new GUIContent("Lightweight Pipeline only supports Forward rendering path.");
public readonly GUIContent clipingPlanesLabel = new GUIContent("Clipping Planes", "Distances from the camera to start and stop rendering.");
public readonly GUIContent nearPlaneLabel = new GUIContent("Near", "The closest point relative to the camera that drawing will occur.");
public readonly GUIContent farPlaneLabel = new GUIContent("Far", "The furthest point relative to the camera that drawing will occur.");

private static readonly int[] kRenderingPathValues = {0};
private static Styles s_Styles;
private LightweightPipelineAsset lightweightPipeline;

// Animation Properties
private bool IsSameClearFlags { get { return !clearFlags.hasMultipleDifferentValues; } }
private bool IsSameOrthographic { get { return !orthographic.hasMultipleDifferentValues; } }
private bool IsSameRenderingPath { get { return !renderingPath.hasMultipleDifferentValues; } }
private bool ShowRenderingPathWarning { get { return IsSameRenderingPath && renderingPath.intValue != (int)RenderingPath.Forward; } }
readonly AnimBool showBGColorAnim = new AnimBool();
readonly AnimBool showOrthoAnim = new AnimBool();

orthographicSize = serializedObject.FindProperty("orthographic size");
depth = serializedObject.FindProperty("m_Depth");
cullingMask = serializedObject.FindProperty("m_CullingMask");
renderingPath = serializedObject.FindProperty("m_RenderingPath");
occlusionCulling = serializedObject.FindProperty("m_OcclusionCulling");
targetTexture = serializedObject.FindProperty("m_TargetTexture");
HDR = serializedObject.FindProperty("m_HDR");

public void DrawRenderingPath()
{
EditorGUILayout.IntPopup(renderingPath, kCameraRenderPaths, kCameraRenderPathValues,
new GUIContent("Rendering Path"));
if (ShowRenderingPathWarning)
using (new EditorGUI.DisabledScope(true))
EditorGUILayout.HelpBox(s_Styles.renderingPathWarning.text, MessageType.Warning);
// Button (align lower right)
if (GUI.Button(new Rect(0.0f, 0.0f, 60.0f, 20.0f), s_Styles.fixNow))
renderingPath.intValue = (int) RenderingPath.Forward;
EditorGUILayout.IntPopup(s_Styles.renderingPathLabel, 0, s_Styles.renderingPathOptions, kRenderingPathValues);
EditorGUILayout.HelpBox(s_Styles.renderingPathInfo.text, MessageType.Info);
}
public void DrawTargetTexture()

7
ScriptableRenderPipeline/LightweightPipeline/Editor/LightweightLightEditor.cs


if (group.visible) DrawRuntimeShadow();
EditorGUI.indentLevel -= 1;
if (RealtimeShadowsWarningValue || BakingWarningValue)
{
if (BakingWarningValue)
EditorGUILayout.HelpBox(s_Styles.BakingWarning.text, MessageType.Warning);
if (RealtimeShadowsWarningValue)
}
EditorGUILayout.Space();
}

1
ScriptableRenderPipeline/LightweightPipeline/LightweightConstantBuffer.cs


public static class PerFrameBuffer
{
public static int _GlossyEnvironmentColor;
public static int _SubtractiveShadowColor;
}
public static class PerCameraBuffer

256
ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs


public bool shadowsRendered;
}
public enum MixedLightingSetup
{
None = 0,
ShadowMask,
Subtractive,
};
public static class CameraRenderTargetID
{
// Camera color target. Not used when camera is rendering to backbuffer or camera

private readonly LightweightPipelineAsset m_Asset;
// Maximum amount of visible lights the shader can process. This controls the constant global light buffer size.
// It must match the MAX_VISIBLE_LIGHTS in LightweightCore.cginc
private static readonly int kMaxVisibleAdditionalLights = 16;
// It must match the MAX_VISIBLE_LIGHTS in LightweightInput.cginc
private static readonly int kMaxVisibleLights = 16;
// Lights are culled per-object. This holds the maximum amount of additional lights that can shade each object.
// Lights are culled per-object. This holds the maximum amount of lights that can be shaded per-object.
private static readonly int kMaxPerObjectAdditionalLights = 8;
private static readonly int kMaxPerObjectLights = 8;
private static readonly int kMaxVertexLights = 4;
private Vector4[] m_LightPositions = new Vector4[kMaxVisibleAdditionalLights];
private Vector4[] m_LightColors = new Vector4[kMaxVisibleAdditionalLights];
private Vector4[] m_LightDistanceAttenuations = new Vector4[kMaxVisibleAdditionalLights];
private Vector4[] m_LightSpotDirections = new Vector4[kMaxVisibleAdditionalLights];
private Vector4[] m_LightSpotAttenuations = new Vector4[kMaxVisibleAdditionalLights];
private Vector4[] m_LightPositions = new Vector4[kMaxVisibleLights];
private Vector4[] m_LightColors = new Vector4[kMaxVisibleLights];
private Vector4[] m_LightDistanceAttenuations = new Vector4[kMaxVisibleLights];
private Vector4[] m_LightSpotDirections = new Vector4[kMaxVisibleLights];
private Vector4[] m_LightSpotAttenuations = new Vector4[kMaxVisibleLights];
private Camera m_CurrCamera = null;
private Camera m_CurrCamera;
private static readonly int kMaxCascades = 4;
private int m_ShadowCasterCascadesCount = kMaxCascades;

private RenderTargetIdentifier m_CopyDepth;
private RenderTargetIdentifier m_Color;
private bool m_IntermediateTextureArray = false;
private bool m_RequiredDepth = false;
private bool m_IntermediateTextureArray;
private bool m_RequiredDepth;
private MixedLightingSetup m_MixedLightingSetup;
private const int kShadowDepthBufferBits = 16;
private const int kCameraDepthBufferBits = 32;

BuildShadowSettings();
PerFrameBuffer._GlossyEnvironmentColor = Shader.PropertyToID("_GlossyEnvironmentColor");
PerFrameBuffer._SubtractiveShadowColor = Shader.PropertyToID("_SubtractiveShadowColor");
// Lights are culled per-camera. Therefore we need to reset light buffers on each camera render
PerCameraBuffer._MainLightPosition = Shader.PropertyToID("_MainLightPosition");

Shader.globalRenderPipeline = "LightweightPipeline";
m_BlitQuad = LightweightUtils.CreateQuadMesh(false);
m_BlitMaterial = new Material(m_Asset.BlitShader)
{
hideFlags = HideFlags.HideAndDontSave
};
m_CopyDepthMaterial = new Material(m_Asset.CopyDepthShader)
{
hideFlags = HideFlags.HideAndDontSave
};
m_BlitMaterial = CoreUtils.CreateEngineMaterial(m_Asset.BlitShader);
m_CopyDepthMaterial = CoreUtils.CreateEngineMaterial(m_Asset.CopyDepthShader);
}
public override void Dispose()

// instead this should be forced when using SRP, since all SRP use linear lighting.
GraphicsSettings.lightsUseLinearIntensity = true;
SetupPerFrameShaderConstants(ref context);
SetupPerFrameShaderConstants();
// Sort cameras array by camera depth
Array.Sort(cameras, m_CameraComparer);

private void DepthPass(ref ScriptableRenderContext context)
{
CommandBuffer cmd = CommandBufferPool.Get("Depth Prepass");
cmd.SetRenderTarget(m_DepthRT);
SetRenderTarget(cmd, m_DepthRT);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);

};
context.DrawRenderers(m_CullResults.visibleRenderers, ref opaqueDrawSettings, opaqueFilterSettings);
context.DrawSkybox(m_CurrCamera);
if (m_CurrCamera.clearFlags == CameraClearFlags.Skybox)
context.DrawSkybox(m_CurrCamera);
}
private void AfterOpaque(ref ScriptableRenderContext context, FrameRenderingConfiguration config)

{
RenderTargetIdentifier colorRT = (m_IsOffscreenCamera) ? BuiltinRenderTextureType.CameraTarget : m_ColorRT;
CopyTexture(cmd, m_DepthRT, m_CopyDepth, m_CopyDepthMaterial);
SetupRenderTargets(cmd, colorRT, m_CopyDepth);
SetRenderTarget(cmd, colorRT, m_CopyDepth);
}
context.ExecuteCommandBuffer(cmd);

if (msaaEnabled)
{
configuration |= FrameRenderingConfiguration.Msaa;
intermediateTexture = !LightweightUtils.PlatformSupportsMSAABackBuffer();
intermediateTexture = intermediateTexture || !LightweightUtils.PlatformSupportsMSAABackBuffer();
}
Rect cameraRect = m_CurrCamera.rect;

if (m_RequiredDepth)
{
cmd.GetTemporaryRT(CameraRenderTargetID.depth, rtWidth, rtHeight, kCameraDepthBufferBits, FilterMode.Bilinear, RenderTextureFormat.Depth);
RenderTextureDescriptor depthRTDesc = new RenderTextureDescriptor(rtWidth, rtHeight, RenderTextureFormat.Depth, kCameraDepthBufferBits);
cmd.GetTemporaryRT(CameraRenderTargetID.depth, depthRTDesc, FilterMode.Bilinear);
cmd.GetTemporaryRT(CameraRenderTargetID.depthCopy, rtWidth, rtHeight, kCameraDepthBufferBits, FilterMode.Bilinear, RenderTextureFormat.Depth);
cmd.GetTemporaryRT(CameraRenderTargetID.depthCopy, depthRTDesc, FilterMode.Bilinear);
RenderTextureDescriptor colorRTDesc = new RenderTextureDescriptor(rtWidth, rtHeight, m_ColorFormat, kCameraDepthBufferBits);
colorRTDesc.msaaSamples = msaaSamples;
colorRTDesc.enableRandomWrite = false;
cmd.GetTemporaryRT(CameraRenderTargetID.color, rtWidth, rtHeight, kCameraDepthBufferBits,
FilterMode.Bilinear, m_ColorFormat, RenderTextureReadWrite.Default, msaaSamples);
cmd.GetTemporaryRT(CameraRenderTargetID.color, colorRTDesc, FilterMode.Bilinear);
m_CurrCameraColorRT = m_ColorRT;
}

if (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.BeforeTransparentPostProcess))
{
cmd.GetTemporaryRT(CameraRenderTargetID.copyColor, rtWidth, rtHeight, kCameraDepthBufferBits,
FilterMode.Bilinear, m_ColorFormat, RenderTextureReadWrite.Default, msaaSamples);
}
cmd.GetTemporaryRT(CameraRenderTargetID.copyColor, colorRTDesc, FilterMode.Point);
}
private void SetupIntermediateResourcesStereo(CommandBuffer cmd, int msaaSamples)

private void InitializeLightData(VisibleLight[] visibleLights, out LightData lightData)
{
int visibleLightsCount = visibleLights.Length;
int visibleLightsCount = Math.Min(visibleLights.Length, m_Asset.MaxPixelLights);
m_SortedLightIndexMap.Clear();
lightData.shadowsRendered = false;

lightData.mainLightIndex = SortLights(visibleLights);
// If we have a main light we don't shade it in the per-object light loop. We also remove it from the per-object cull list
int additionalLightsCount = (lightData.mainLightIndex > 0) ? visibleLightsCount - 1 : visibleLightsCount;
additionalLightsCount = Math.Min(additionalLightsCount, kMaxPerObjectAdditionalLights);
int mainLightPresent = (lightData.mainLightIndex >= 0) ? 1 : 0;
int additionalPixelLightsCount = visibleLightsCount - mainLightPresent;
int vertexLightCount = (m_Asset.SupportsVertexLight) ? Math.Min(visibleLights.Length, kMaxPerObjectLights) - additionalPixelLightsCount : 0;
vertexLightCount = Math.Min(vertexLightCount, kMaxVertexLights);
int pixelLightsCount = Math.Min(additionalLightsCount, m_Asset.MaxAdditionalPixelLights);
int vertexLightCount = (m_Asset.SupportsVertexLight) ? additionalLightsCount - pixelLightsCount : 0;
lightData.pixelAdditionalLightsCount = additionalPixelLightsCount;
lightData.totalAdditionalLightsCount = additionalPixelLightsCount + vertexLightCount;
lightData.pixelAdditionalLightsCount = pixelLightsCount;
lightData.totalAdditionalLightsCount = pixelLightsCount + vertexLightCount;
m_MixedLightingSetup = MixedLightingSetup.None;
}
private int SortLights(VisibleLight[] visibleLights)

int totalVisibleLights = visibleLights.Length;
bool shadowsEnabled = m_Asset.AreShadowsEnabled();
if (totalVisibleLights == 0)
if (totalVisibleLights == 0 || m_Asset.MaxPixelLights == 0)
return -1;
int brighestDirectionalIndex = -1;

private void InitializeLightConstants(VisibleLight[] lights, int lightIndex, out Vector4 lightPos, out Vector4 lightColor, out Vector4 lightDistanceAttenuation, out Vector4 lightSpotDir,
out Vector4 lightSpotAttenuation)
{
float directContributionNotBaked = 1.0f;
lightDistanceAttenuation = new Vector4(0.0f, 1.0f, 0.0f, 0.0f);
lightDistanceAttenuation = new Vector4(0.0f, 1.0f, 0.0f, directContributionNotBaked);
lightSpotDir = new Vector4(0.0f, 0.0f, 1.0f, 0.0f);
lightSpotAttenuation = new Vector4(0.0f, 1.0f, 0.0f, 0.0f);

return;
VisibleLight light = lights[lightIndex];
if (light.lightType == LightType.Directional)
VisibleLight lightData = lights[lightIndex];
if (lightData.lightType == LightType.Directional)
Vector4 dir = -light.localToWorld.GetColumn(2);
Vector4 dir = -lightData.localToWorld.GetColumn(2);
Vector4 pos = light.localToWorld.GetColumn(3);
Vector4 pos = lightData.localToWorld.GetColumn(3);
lightColor = light.finalColor;
lightColor = lightData.finalColor;
if (light.lightType != LightType.Directional)
if (lightData.lightType != LightType.Directional)
{
// Light attenuation in lightweight matches the unity vanilla one.
// attenuation = 1.0 / 1.0 + distanceToLightSqr * quadraticAttenuation

// with one MAD instruction
// smoothFactor = distanceSqr * (1.0 / (fadeDistanceSqr - lightRangeSqr)) + (-lightRangeSqr / (fadeDistanceSqr - lightRangeSqr)
// distanceSqr * oneOverFadeRangeSqr + lightRangeSqrOverFadeRangeSqr
float lightRangeSqr = light.range * light.range;
float lightRangeSqr = lightData.range * lightData.range;
lightDistanceAttenuation = new Vector4(quadAtten, oneOverFadeRangeSqr, lightRangeSqrOverFadeRangeSqr, 0.0f);
lightDistanceAttenuation = new Vector4(quadAtten, oneOverFadeRangeSqr, lightRangeSqrOverFadeRangeSqr, directContributionNotBaked);
if (light.lightType == LightType.Spot)
if (lightData.lightType == LightType.Spot)
Vector4 dir = light.localToWorld.GetColumn(2);
Vector4 dir = lightData.localToWorld.GetColumn(2);
lightSpotDir = new Vector4(-dir.x, -dir.y, -dir.z, 0.0f);
// Spot Attenuation with a linear falloff can be defined as

// SdotL * invAngleRange + (-cosOuterAngle * invAngleRange)
// If we precompute the terms in a MAD instruction
float spotAngle = Mathf.Deg2Rad * light.spotAngle;
float spotAngle = Mathf.Deg2Rad * lightData.spotAngle;
float cosOuterAngle = Mathf.Cos(spotAngle * 0.5f);
float cosInneAngle = Mathf.Cos(spotAngle * 0.25f);
float smoothAngleRange = cosInneAngle - cosOuterAngle;

float invAngleRange = 1.0f / smoothAngleRange;
float add = -cosOuterAngle * invAngleRange;
lightSpotAttenuation = new Vector4(invAngleRange, add, 0.0f);
}
Light light = lightData.light;
if (light.bakingOutput.lightmapBakeType == LightmapBakeType.Mixed)
{
// TODO: Add support to shadow mask
if (m_MixedLightingSetup == MixedLightingSetup.None && lightData.light.shadows != LightShadows.None)
{
m_MixedLightingSetup = MixedLightingSetup.Subtractive;
lightDistanceAttenuation.w = 0.0f;
}
private void SetupPerFrameShaderConstants(ref ScriptableRenderContext context)
private void SetupPerFrameShaderConstants()
// Used when subtractive mode is selected
Shader.SetGlobalColor(PerFrameBuffer._SubtractiveShadowColor, RenderSettings.subtractiveShadowColor.linear);
}
private void SetupShaderLightConstants(CommandBuffer cmd, VisibleLight[] lights, ref LightData lightData)

Vector4 lightPos, lightColor, lightDistanceAttenuation, lightSpotDir, lightSpotAttenuation;
InitializeLightConstants(lights, lightIndex, out lightPos, out lightColor, out lightDistanceAttenuation, out lightSpotDir, out lightSpotAttenuation);
if (lightIndex >= 0)
{
LightType mainLightType = lights[lightIndex].lightType;
Light mainLight = lights[lightIndex].light;
if (LightweightUtils.IsSupportedCookieType(mainLightType) && mainLight.cookie != null)
{
Matrix4x4 lightCookieMatrix;
LightweightUtils.GetLightCookieMatrix(lights[lightIndex], out lightCookieMatrix);
cmd.SetGlobalTexture(PerCameraBuffer._MainLightCookie, mainLight.cookie);
cmd.SetGlobalMatrix(PerCameraBuffer._WorldToLight, lightCookieMatrix);
}
}
if (lightIndex >= 0 && LightweightUtils.IsSupportedCookieType(lights[lightIndex].lightType) && lights[lightIndex].light.cookie != null)
{
Matrix4x4 lightCookieMatrix;
LightweightUtils.GetLightCookieMatrix(lights[lightIndex], out lightCookieMatrix);
cmd.SetGlobalTexture(PerCameraBuffer._MainLightCookie, lights[lightIndex].light.cookie);
cmd.SetGlobalMatrix(PerCameraBuffer._WorldToLight, lightCookieMatrix);
}
}
private void SetupAdditionalListConstants(CommandBuffer cmd, VisibleLight[] lights, ref LightData lightData)

for (int i = 0; i < lights.Length; ++i)
perObjectLightIndexMap[i] = -1;
for (int i = 0; i < lights.Length && additionalLightIndex < kMaxVisibleAdditionalLights; ++i)
for (int i = 0; i < lights.Length && additionalLightIndex < kMaxVisibleLights; ++i)
{
if (i != lightData.mainLightIndex)
{

}
m_CullResults.SetLightIndexMap(perObjectLightIndexMap);
cmd.SetGlobalVector(PerCameraBuffer._AdditionalLightCount, new Vector4 (lightData.pixelAdditionalLightsCount,
cmd.SetGlobalVector(PerCameraBuffer._AdditionalLightCount, new Vector4(lightData.pixelAdditionalLightsCount,
cmd.SetGlobalVectorArray (PerCameraBuffer._AdditionalLightPosition, m_LightPositions);
cmd.SetGlobalVectorArray (PerCameraBuffer._AdditionalLightColor, m_LightColors);
cmd.SetGlobalVectorArray (PerCameraBuffer._AdditionalLightDistanceAttenuation, m_LightDistanceAttenuations);
cmd.SetGlobalVectorArray (PerCameraBuffer._AdditionalLightSpotDir, m_LightSpotDirections);
cmd.SetGlobalVectorArray (PerCameraBuffer._AdditionalLightSpotAttenuation, m_LightSpotAttenuations);
cmd.SetGlobalVectorArray(PerCameraBuffer._AdditionalLightPosition, m_LightPositions);
cmd.SetGlobalVectorArray(PerCameraBuffer._AdditionalLightColor, m_LightColors);
cmd.SetGlobalVectorArray(PerCameraBuffer._AdditionalLightDistanceAttenuation, m_LightDistanceAttenuations);
cmd.SetGlobalVectorArray(PerCameraBuffer._AdditionalLightSpotDir, m_LightSpotDirections);
cmd.SetGlobalVectorArray(PerCameraBuffer._AdditionalLightSpotAttenuation, m_LightSpotAttenuations);
float strength = 1.0f - light.shadowStrength;
float nearPlane = light.shadowNearPlane;
float shadowResolution = m_ShadowSlices[0].shadowResolution;
const int maxShadowCascades = 4;

cmd.SetGlobalMatrixArray("_WorldToShadow", shadowMatrices);
cmd.SetGlobalVectorArray("_DirShadowSplitSpheres", m_DirectionalShadowSplitDistances);
cmd.SetGlobalVector("_ShadowData", new Vector4(0.0f, bias, normalBias, 0.0f));
cmd.SetGlobalVector("_ShadowData", new Vector4(strength, bias, normalBias, nearPlane));
cmd.SetGlobalFloatArray("_PCFKernel", pcfKernel);
}

LightweightUtils.SetKeyword(cmd, "_VERTEX_LIGHTS", vertexLightsCount > 0);
CoreUtils.SetKeyword(cmd, "_VERTEX_LIGHTS", vertexLightsCount > 0);
// Currently only directional light cookie is supported
LightweightUtils.SetKeyword(cmd, "_MAIN_LIGHT_COOKIE", mainLightIndex != -1 && LightweightUtils.IsSupportedCookieType(visibleLights[mainLightIndex].lightType) && visibleLights[mainLightIndex].light.cookie != null);
LightweightUtils.SetKeyword (cmd, "_MAIN_DIRECTIONAL_LIGHT", mainLightIndex == -1 || visibleLights[mainLightIndex].lightType == LightType.Directional);
LightweightUtils.SetKeyword (cmd, "_MAIN_SPOT_LIGHT", mainLightIndex != -1 && visibleLights[mainLightIndex].lightType == LightType.Spot);
LightweightUtils.SetKeyword (cmd, "_MAIN_POINT_LIGHT", mainLightIndex != -1 && visibleLights[mainLightIndex].lightType == LightType.Point);
LightweightUtils.SetKeyword(cmd, "_ADDITIONAL_LIGHTS", lightData.totalAdditionalLightsCount > 0);
CoreUtils.SetKeyword(cmd, "_MAIN_LIGHT_COOKIE", mainLightIndex != -1 && LightweightUtils.IsSupportedCookieType(visibleLights[mainLightIndex].lightType) && visibleLights[mainLightIndex].light.cookie != null);
CoreUtils.SetKeyword(cmd, "_MAIN_DIRECTIONAL_LIGHT", mainLightIndex == -1 || visibleLights[mainLightIndex].lightType == LightType.Directional);
CoreUtils.SetKeyword(cmd, "_MAIN_SPOT_LIGHT", mainLightIndex != -1 && visibleLights[mainLightIndex].lightType == LightType.Spot);
CoreUtils.SetKeyword(cmd, "_ADDITIONAL_LIGHTS", lightData.totalAdditionalLightsCount > 0);
CoreUtils.SetKeyword(cmd, "_MIXED_LIGHTING_SHADOWMASK", m_MixedLightingSetup == MixedLightingSetup.ShadowMask);
CoreUtils.SetKeyword(cmd, "_MIXED_LIGHTING_SUBTRACTIVE", m_MixedLightingSetup == MixedLightingSetup.Subtractive);
string[] shadowKeywords = new string[] { "_HARD_SHADOWS", "_SOFT_SHADOWS", "_HARD_SHADOWS_CASCADES", "_SOFT_SHADOWS_CASCADES" };
for (int i = 0; i < shadowKeywords.Length; ++i)

cmd.EnableShaderKeyword(shadowKeywords[keywordIndex]);
}
LightweightUtils.SetKeyword(cmd, "SOFTPARTICLES_ON", m_Asset.SupportsSoftParticles);
CoreUtils.SetKeyword(cmd, "SOFTPARTICLES_ON", m_Asset.SupportsSoftParticles);
}
private bool RenderShadows(ref CullResults cullResults, ref VisibleLight shadowLight, int shadowLightIndex, ref ScriptableRenderContext context)

if (!cullResults.GetShadowCasterBounds(shadowLightIndex, out bounds))
return false;
var setRenderTargetCommandBuffer = CommandBufferPool.Get();
setRenderTargetCommandBuffer.name = "Render packed shadows";
setRenderTargetCommandBuffer.GetTemporaryRT(m_ShadowMapRTID, m_ShadowSettings.shadowAtlasWidth,
var cmd = CommandBufferPool.Get();
cmd.name = "Render packed shadows";
cmd.GetTemporaryRT(m_ShadowMapRTID, m_ShadowSettings.shadowAtlasWidth,
setRenderTargetCommandBuffer.SetRenderTarget(m_ShadowMapRT);
setRenderTargetCommandBuffer.ClearRenderTarget(true, true, Color.black);
context.ExecuteCommandBuffer(setRenderTargetCommandBuffer);
CommandBufferPool.Release(setRenderTargetCommandBuffer);
SetRenderTarget(cmd, m_ShadowMapRT, ClearFlag.All);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
float shadowNearPlane = m_Asset.ShadowNearOffset;
Vector3 splitRatio = m_ShadowSettings.directionalLightCascades;

depthRT = m_DepthRT;
}
SetupRenderTargets(cmd, colorRT, depthRT);
// Clear RenderTarget to avoid tile initialization on mobile GPUs
// https://community.arm.com/graphics/b/blog/posts/mali-performance-2-how-to-correctly-handle-framebuffers
if (m_CurrCamera.clearFlags != CameraClearFlags.Nothing)
if (ForceClear())
bool clearDepth = (m_CurrCamera.clearFlags != CameraClearFlags.Nothing);
bool clearColor = (m_CurrCamera.clearFlags == CameraClearFlags.Color || m_CurrCamera.clearFlags == CameraClearFlags.Skybox);
cmd.ClearRenderTarget(clearDepth, clearColor, m_CurrCamera.backgroundColor.linear);
SetRenderTarget(cmd, colorRT, depthRT, ClearFlag.All);
}
else
{
ClearFlag clearFlag = ClearFlag.None;
CameraClearFlags cameraClearFlags = m_CurrCamera.clearFlags;
if (cameraClearFlags != CameraClearFlags.Nothing)
{
clearFlag |= ClearFlag.Depth;
if (cameraClearFlags == CameraClearFlags.Color || cameraClearFlags == CameraClearFlags.Skybox)
clearFlag |= ClearFlag.Color;
}
SetRenderTarget(cmd, colorRT, depthRT, clearFlag);
}
context.ExecuteCommandBuffer(cmd);

var cmd = CommandBufferPool.Get("Blit");
if (m_IntermediateTextureArray)
{
cmd.SetRenderTarget(BuiltinRenderTextureType.CameraTarget, 0, CubemapFace.Unknown, -1);
SetRenderTarget(cmd, BuiltinRenderTextureType.CameraTarget);
cmd.Blit(m_CurrCameraColorRT, BuiltinRenderTextureType.CurrentActive);
}
else if (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.IntermediateTexture))

Blit(cmd, renderingConfig, BuiltinRenderTextureType.CurrentActive, BuiltinRenderTextureType.CameraTarget);
}
SetupRenderTargets(cmd, BuiltinRenderTextureType.CameraTarget, BuiltinRenderTextureType.None);
SetRenderTarget(cmd, BuiltinRenderTextureType.CameraTarget);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);

return settings;
}
private void SetupRenderTargets(CommandBuffer cmd, RenderTargetIdentifier colorRT, RenderTargetIdentifier depthRT)
private void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier colorRT, ClearFlag clearFlag = ClearFlag.None)
if (depthRT != BuiltinRenderTextureType.None)
cmd.SetRenderTarget(colorRT, depthRT, 0, CubemapFace.Unknown, depthSlice);
else
cmd.SetRenderTarget(colorRT, 0, CubemapFace.Unknown, depthSlice);
CoreUtils.SetRenderTarget(cmd, colorRT, clearFlag, m_CurrCamera.backgroundColor.linear, 0, CubemapFace.Unknown, depthSlice);
}
private void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier colorRT, RenderTargetIdentifier depthRT, ClearFlag clearFlag = ClearFlag.None)
{
if (depthRT == BuiltinRenderTextureType.None)
{
SetRenderTarget(cmd, colorRT, clearFlag);
return;
}
int depthSlice = (m_IntermediateTextureArray) ? -1 : 0;
CoreUtils.SetRenderTarget(cmd, colorRT, depthRT, clearFlag, m_CurrCamera.backgroundColor.linear, 0, CubemapFace.Unknown, depthSlice);
}
private void RenderPostProcess(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier dest, bool opaqueOnly)

return (index < m_SortedLightIndexMap.Count) ? m_SortedLightIndexMap[index] : index;
}
private bool ForceClear()
{
// Clear RenderTarget to avoid tile initialization on mobile GPUs
// https://community.arm.com/graphics/b/blog/posts/mali-performance-2-how-to-correctly-handle-framebuffers
return (Application.platform == RuntimePlatform.Android || Application.platform == RuntimePlatform.IPhonePlayer);
}
private void Blit(CommandBuffer cmd, FrameRenderingConfiguration renderingConfig, RenderTargetIdentifier sourceRT, RenderTargetIdentifier destRT, Material material = null)
{
if (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.DefaultViewport))

m_BlitQuad = LightweightUtils.CreateQuadMesh(false);
cmd.SetGlobalTexture(m_BlitTexID, sourceRT);
cmd.SetRenderTarget(destRT);
SetRenderTarget(cmd, destRT);
cmd.SetViewport(m_CurrCamera.pixelRect);
cmd.DrawMesh(m_BlitQuad, Matrix4x4.identity, m_BlitMaterial);
}

4
ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineAsset.asset


m_Script: {fileID: 11500000, guid: bf2edee5c58d82540a51f03df9d42094, type: 3}
m_Name: LightweightPipelineAsset
m_EditorClassIdentifier:
m_MaxAdditionalPixelLights: 4
m_MaxPixelLights: 4
m_SupportSoftParticles: 1
m_SupportSoftParticles: 0
m_MSAA: 4
m_RenderScale: 1
m_ShadowType: 1

7
ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineAsset.cs


public static readonly string m_SimpleLightShaderPath = "LightweightPipeline/Standard (Simple Lighting)";
public static readonly string m_StandardShaderPath = "LightweightPipeline/Standard (Physically Based)";
[SerializeField] private int m_MaxAdditionalPixelLights = 4;
// Default values set when a new LightweightPipeline asset is created
[SerializeField] private int m_MaxPixelLights = 4;
[SerializeField] private bool m_SupportsVertexLight = false;
[SerializeField] private bool m_SupportSoftParticles = false;
[SerializeField] private MSAAQuality m_MSAA = MSAAQuality._4x;

return ShadowSetting != ShadowType.NO_SHADOW;
}
public int MaxAdditionalPixelLights
public int MaxPixelLights
get { return m_MaxAdditionalPixelLights; }
get { return m_MaxPixelLights; }
}
public bool SupportsVertexLight

8
ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineUtils.cs


// Remaining light types don't support cookies
}
public static void SetKeyword(CommandBuffer cmd, string keyword, bool enable)
{
if (enable)
cmd.EnableShaderKeyword(keyword);
else
cmd.DisableShaderKeyword(keyword);
}
public static bool IsSupportedShadowType(LightType lightType)
{
return lightType == LightType.Directional || lightType == LightType.Spot;

286
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightLighting.cginc


#define PI 3.14159265359f
#define kDieletricSpec half4(0.04, 0.04, 0.04, 1.0 - 0.04) // standard dielectric reflectivity coef at incident angle (= 4%)
#define MAX_VISIBLE_LIGHTS 16
#ifndef UNITY_SPECCUBE_LOD_STEPS
#define UNITY_SPECCUBE_LOD_STEPS 6
#endif

#endif
#endif
// Main light initialized without indexing
#define INITIALIZE_MAIN_LIGHT(light) \
light.pos = _MainLightPosition; \
light.color = _MainLightColor; \
light.distanceAttenuation = _MainLightDistanceAttenuation; \
light.spotDirection = _MainLightSpotDir; \
light.spotAttenuation = _MainLightSpotAttenuation
// Indexing might have a performance hit for old mobile hardware
#define INITIALIZE_LIGHT(light, i) \
half4 indices = (i < 4) ? unity_4LightIndices0 : unity_4LightIndices1; \
int index = (i < 4) ? i : i - 4; \
int lightIndex = indices[index]; \
light.pos = _AdditionalLightPosition[lightIndex]; \
light.color = _AdditionalLightColor[lightIndex]; \
light.distanceAttenuation = _AdditionalLightDistanceAttenuation[lightIndex]; \
light.spotDirection = _AdditionalLightSpotDir[lightIndex]; \
light.spotAttenuation = _AdditionalLightSpotAttenuation[lightIndex]
CBUFFER_START(_PerObject)
half4 unity_LightIndicesOffsetAndCount;
half4 unity_4LightIndices0;
half4 unity_4LightIndices1;
CBUFFER_END
CBUFFER_START(_PerCamera)
sampler2D _MainLightCookie;
float4 _MainLightPosition;
half4 _MainLightColor;
half4 _MainLightDistanceAttenuation;
half4 _MainLightSpotDir;
half4 _MainLightSpotAttenuation;
float4x4 _WorldToLight;
half4 _AdditionalLightCount;
float4 _AdditionalLightPosition[MAX_VISIBLE_LIGHTS];
half4 _AdditionalLightColor[MAX_VISIBLE_LIGHTS];
half4 _AdditionalLightDistanceAttenuation[MAX_VISIBLE_LIGHTS];
half4 _AdditionalLightSpotDir[MAX_VISIBLE_LIGHTS];
half4 _AdditionalLightSpotAttenuation[MAX_VISIBLE_LIGHTS];
CBUFFER_END
CBUFFER_START(_PerFrame)
half4 _GlossyEnvironmentColor;
CBUFFER_END
// Must match Lightweigth ShaderGraph master node
struct SurfaceData
{
half3 albedo;
half3 specular;
half metallic;
half smoothness;
half3 normal;
half3 emission;
half occlusion;
half alpha;
};
struct LightInput
{
float4 pos;
half4 color;
half4 distanceAttenuation;
half4 spotDirection;
half4 spotAttenuation;
};
///////////////////////////////////////////////////////////////////////////////
// BRDF Functions //
///////////////////////////////////////////////////////////////////////////////
struct BRDFData
{
half3 diffuse;

#endif
}
half3 GlossyEnvironment(half3 reflectVector, half perceptualRoughness)
{
#if !defined(_GLOSSYREFLECTIONS_OFF)
half roughness = perceptualRoughness * (1.7 - 0.7 * perceptualRoughness);
half mip = roughness * UNITY_SPECCUBE_LOD_STEPS;
half4 rgbm = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, reflectVector, mip);
return DecodeHDR(rgbm, unity_SpecCube0_HDR);
#endif
return _GlossyEnvironmentColor;
}
half3 LightweightEnvironmentBRDF(BRDFData brdfData, half3 indirectDiffuse, half3 indirectSpecular, half roughness2, half fresnelTerm)
{
half3 c = indirectDiffuse * brdfData.diffuse;

// * NDF [Modified] GGX
// * Modified Kelemen and Szirmay-​Kalos for Visibility term
// * Fresnel approximated with 1/LdotH
half3 LightweightBDRF(BRDFData brdfData, half roughness2, half3 normal, half3 lightDirection, half3 viewDir)
half3 LightweightDirectBDRF(BRDFData brdfData, half roughness2, half3 normal, half3 lightDirection, half3 viewDir)
{
#ifndef _SPECULARHIGHLIGHTS_OFF
half3 halfDir = SafeNormalize(lightDirection + viewDir);

#endif
}
half3 LightingLambert(half3 lightColor, half3 lightDir, half3 normal)
{
half NdotL = saturate(dot(normal, lightDir));
return lightColor * NdotL;
}
half3 LightingSpecular(half3 lightColor, half3 lightDir, half3 normal, half3 viewDir, half4 specularGloss, half shininess)
{
half3 halfVec = SafeNormalize(lightDir + viewDir);
half NdotH = saturate(dot(normal, halfVec));
half3 specularReflection = specularGloss.rgb * pow(NdotH, shininess) * specularGloss.a;
return lightColor * specularReflection;
}
///////////////////////////////////////////////////////////////////////////////
// Attenuation Functions /
///////////////////////////////////////////////////////////////////////////////
#ifdef _MAIN_DIRECTIONAL_LIGHT
float2 cookieUV = mul(_WorldToLight, float4(worldPos, 1.0)).xy;
return tex2D(_MainLightCookie, cookieUV).a;
#elif defined(_MAIN_SPOT_LIGHT)
float4 projPos = mul(_WorldToLight, float4(worldPos, 1.0));
float2 cookieUV = projPos.xy / projPos.w + 0.5;
return tex2D(_MainLightCookie, cookieUV).a;
#endif // POINT LIGHT cookie not supported
#ifdef _MAIN_DIRECTIONAL_LIGHT
float2 cookieUV = mul(_WorldToLight, float4(worldPos, 1.0)).xy;
return tex2D(_MainLightCookie, cookieUV).a;
#elif defined(_MAIN_SPOT_LIGHT)
float4 projPos = mul(_WorldToLight, float4(worldPos, 1.0));
float2 cookieUV = projPos.xy / projPos.w + 0.5;
return tex2D(_MainLightCookie, cookieUV).a;
#endif // POINT LIGHT cookie not supported
#endif
return 1;

// Attenuation smoothly decreases to light range.
half DistanceAttenuation(half3 distanceSqr, half4 distanceAttenuation)
{
// We use a shared distance attenuation for additional directional and puctual lights

return saturate(SdotL * spotAttenuation.x + spotAttenuation.y);
}
// Attenuation smoothly decreases to light range.
inline half ComputeLightAttenuation(LightInput lightInput, half3 normal, float3 worldPos, out half3 lightDirection)
inline half GetLightDirectionAndRealtimeAttenuation(LightInput lightInput, half3 normal, float3 worldPos, out half3 lightDirection)
{
float3 posToLightVec = lightInput.pos.xyz - worldPos * lightInput.pos.w;
float distanceSqr = max(dot(posToLightVec, posToLightVec), 0.001);

return lightAtten;
}
inline half ComputeMainLightAttenuation(LightInput lightInput, half3 normalWS, float3 positionWS, out half3 lightDirection)
inline half GetMainLightDirectionAndRealtimeAttenuation(LightInput lightInput, half3 normalWS, float3 positionWS, out half3 lightDirection)
{
#ifdef _MAIN_DIRECTIONAL_LIGHT
// Light pos holds normalized light dir

half attenuation = ComputeLightAttenuation(lightInput, normalWS, positionWS, lightDirection);
half attenuation = GetLightDirectionAndRealtimeAttenuation(lightInput, normalWS, positionWS, lightDirection);
///////////////////////////////////////////////////////////////////////////////
// Lighting Functions //
///////////////////////////////////////////////////////////////////////////////
half3 LightingLambert(half3 lightColor, half3 lightDir, half3 normal)
{
half NdotL = saturate(dot(normal, lightDir));
return lightColor * NdotL;
}
half3 LightingSpecular(half3 lightColor, half3 lightDir, half3 normal, half3 viewDir, half4 specularGloss, half shininess)
{
half3 halfVec = SafeNormalize(lightDir + viewDir);
half NdotH = saturate(dot(normal, halfVec));
half3 specularReflection = specularGloss.rgb * pow(NdotH, shininess) * specularGloss.a;
return lightColor * specularReflection;
}
half3 VertexLighting(float3 positionWS, half3 normalWS)
{
half3 vertexLightColor = half3(0.0, 0.0, 0.0);

INITIALIZE_LIGHT(light, lightIter);
half3 lightDirection;
half atten = ComputeLightAttenuation(light, normalWS, positionWS, lightDirection);
half atten = GetLightDirectionAndRealtimeAttenuation(light, normalWS, positionWS, lightDirection);
half3 lightColor = light.color * atten;
vertexLightColor += LightingLambert(lightColor, lightDirection, normalWS);
}

}
half4 LightweightFragmentPBR(float3 positionWS, half3 normalWS, half3 viewDirectionWS, half3 indirectDiffuse, half3 vertexLighting, half3 albedo, half metallic, half3 specular, half smoothness, half occlusion, half3 emission, half alpha)
///////////////////////////////////////////////////////////////////////////////
// Global Illumination //
///////////////////////////////////////////////////////////////////////////////
half3 DiffuseGI(half3 indirectDiffuse, half3 lambert, half mainLightRealtimeAttenuation, half occlusion)
// If shadows and mixed subtractive mode is enabled we need to remove direct
// light contribution from lightmap from occluded pixels so we can have dynamic objects
// casting shadows onto static correctly.
#if defined(_MIXED_LIGHTING_SUBTRACTIVE) && defined(LIGHTMAP_ON) && defined(_SHADOWS)
indirectDiffuse = SubtractDirectMainLightFromLightmap(indirectDiffuse, mainLightRealtimeAttenuation, lambert);
#endif
return indirectDiffuse * occlusion;
}
half3 GlossyEnvironmentReflection(half3 viewDirectionWS, half3 normalWS, half perceptualRoughness, half occlusion)
{
half3 reflectVector = reflect(-viewDirectionWS, normalWS);
#if !defined(_GLOSSYREFLECTIONS_OFF)
half roughness = perceptualRoughness * (1.7 - 0.7 * perceptualRoughness);
half mip = roughness * UNITY_SPECCUBE_LOD_STEPS;
half4 rgbm = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, reflectVector, mip);
return DecodeHDR(rgbm, unity_SpecCube0_HDR) * occlusion;
#endif
return _GlossyEnvironmentColor * occlusion;
}
///////////////////////////////////////////////////////////////////////////////
// Fragment Functions //
// Used by ShaderGraph and others builtin renderers //
///////////////////////////////////////////////////////////////////////////////
half4 LightweightFragmentPBR(float3 positionWS, half3 normalWS, half3 viewDirectionWS,
half3 bakedGI, half3 vertexLighting, half3 albedo, half metallic, half3 specular,
half smoothness, half occlusion, half3 emission, half alpha)
{
half4 bakedOcclusion = half4(0, 0, 0, 0);
half3 reflectVec = reflect(-viewDirectionWS, normalWS);
half roughness2 = brdfData.roughness * brdfData.roughness;
indirectDiffuse *= occlusion;
half3 indirectSpecular = GlossyEnvironment(reflectVec, brdfData.perceptualRoughness) * occlusion;
half3 lightDirectionWS;
LightInput mainLight;
INITIALIZE_MAIN_LIGHT(mainLight);
// PBS
// No distance fade.
half realtimeMainLightAtten = GetMainLightDirectionAndRealtimeAttenuation(mainLight, normalWS, positionWS, lightDirectionWS);
half NdotL = saturate(dot(normalWS, lightDirectionWS));
half3 radiance = mainLight.color * NdotL;
half3 indirectDiffuse = DiffuseGI(bakedGI, radiance, realtimeMainLightAtten, occlusion);
half3 indirectSpecular = GlossyEnvironmentReflection(viewDirectionWS, normalWS, brdfData.perceptualRoughness, occlusion);
half roughness2 = brdfData.roughness * brdfData.roughness;
half3 lightDirectionWS;
LightInput light;
INITIALIZE_MAIN_LIGHT(light);
half lightAtten = ComputeMainLightAttenuation(light, normalWS, positionWS, lightDirectionWS);
half NdotL = saturate(dot(normalWS, lightDirectionWS));
half3 radiance = light.color * (lightAtten * NdotL);
color += LightweightBDRF(brdfData, roughness2, normalWS, lightDirectionWS, viewDirectionWS) * radiance;
half mainLightAtten = MixRealtimeAndBakedOcclusion(realtimeMainLightAtten, bakedOcclusion, mainLight.distanceAttenuation);
radiance *= mainLightAtten;
color += LightweightDirectBDRF(brdfData, roughness2, normalWS, lightDirectionWS, viewDirectionWS) * radiance;
color += vertexLighting * brdfData.diffuse;
#ifdef _ADDITIONAL_LIGHTS

LightInput light;
INITIALIZE_LIGHT(light, lightIter);
half lightAtten = ComputeLightAttenuation(light, normalWS, positionWS, lightDirectionWS);
half lightAttenuation = GetLightDirectionAndRealtimeAttenuation(light, normalWS, positionWS, lightDirectionWS);
lightAttenuation = MixRealtimeAndBakedOcclusion(lightAttenuation, bakedOcclusion, light.distanceAttenuation);
half3 radiance = light.color * (lightAtten * NdotL);
color += LightweightBDRF(brdfData, roughness2, normalWS, lightDirectionWS, viewDirectionWS) * radiance;
half3 radiance = light.color * (lightAttenuation * NdotL);
color += LightweightDirectBDRF(brdfData, roughness2, normalWS, lightDirectionWS, viewDirectionWS) * radiance;
}
#endif

half4 LightweightFragmentLambert(float3 positionWS, half3 normalWS, half3 viewDirectionWS, half fogFactor, half3 diffuseGI, half3 diffuse, half3 emission, half alpha)
half4 LightweightFragmentLambert(float3 positionWS, half3 normalWS, half3 viewDirectionWS,
half fogFactor, half3 diffuseGI, half3 diffuse, half3 emission, half alpha)
half4 bakedOcclusion = half4(0, 0, 0, 0);
half3 diffuseColor = diffuseGI;
half lightAtten = ComputeMainLightAttenuation(mainLight, normalWS, positionWS, lightDirection);
half3 lightColor = mainLight.color * lightAtten;
diffuseColor += LightingLambert(lightColor, lightDirection, normalWS);
half realtimeMainLightAtten = GetMainLightDirectionAndRealtimeAttenuation(mainLight, normalWS, positionWS, lightDirection);
half3 NdotL = saturate(dot(normalWS, lightDirection));
half3 lambert = mainLight.color * NdotL;
half3 indirectDiffuse = DiffuseGI(diffuseGI, lambert, realtimeMainLightAtten, 1.0);
half mainLightAtten = MixRealtimeAndBakedOcclusion(realtimeMainLightAtten, bakedOcclusion, mainLight.distanceAttenuation);
half3 diffuseColor = lambert * mainLightAtten + indirectDiffuse;
LightInput lightData;
INITIALIZE_LIGHT(lightData, lightIter);
lightAtten = ComputeLightAttenuation(lightData, normalWS, positionWS, lightDirection);
lightColor = lightData.color * lightAtten;
LightInput light;
INITIALIZE_LIGHT(light, lightIter);
half lightAttenuation = GetLightDirectionAndRealtimeAttenuation(light, normalWS, positionWS, lightDirection);
lightAttenuation = MixRealtimeAndBakedOcclusion(lightAttenuation, bakedOcclusion, light.distanceAttenuation);
diffuseColor += LightingLambert(lightColor, lightDirection, normalWS);
half3 attenuatedLightColor = light.color * lightAttenuation;
diffuseColor += LightingLambert(attenuatedLightColor, lightDirection, normalWS);
#endif // _ADDITIONAL_LIGHTS
#endif
half3 finalColor = diffuseColor * diffuse + emission;

return OUTPUT_COLOR(color);
}
half4 LightweightFragmentBlinnPhong(float3 positionWS, half3 normalWS, half3 viewDirectionWS, half fogFactor, half3 diffuseGI, half3 diffuse, half4 specularGloss, half shininess, half3 emission, half alpha)
half4 LightweightFragmentBlinnPhong(float3 positionWS, half3 normalWS, half3 viewDirectionWS,
half fogFactor, half3 diffuseGI, half3 diffuse, half4 specularGloss, half shininess, half3 emission, half alpha)
half4 bakedOcclusion = half4(0, 0, 0, 0);
half3 diffuseColor = diffuseGI;
half3 specularColor;
half lightAtten = ComputeMainLightAttenuation(mainLight, normalWS, positionWS, lightDirection);
half realtimeMainLightAtten = GetMainLightDirectionAndRealtimeAttenuation(mainLight, normalWS, positionWS, lightDirection);
half3 NdotL = saturate(dot(normalWS, lightDirection));
half3 lambert = mainLight.color * NdotL;
half3 lightColor = mainLight.color * lightAtten;
diffuseColor += LightingLambert(lightColor, lightDirection, normalWS);
specularColor = LightingSpecular(lightColor, lightDirection, normalWS, viewDirectionWS, specularGloss, shininess);
half3 indirectDiffuse = DiffuseGI(diffuseGI, lambert, realtimeMainLightAtten, 1.0);
half mainLightAtten = MixRealtimeAndBakedOcclusion(realtimeMainLightAtten, bakedOcclusion, mainLight.distanceAttenuation);
half3 diffuseColor = lambert * mainLightAtten + indirectDiffuse;
half3 specularColor = LightingSpecular(mainLight.color * mainLightAtten, lightDirection, normalWS, viewDirectionWS, specularGloss, shininess);
LightInput lightData;
INITIALIZE_LIGHT(lightData, lightIter);
lightAtten = ComputeLightAttenuation(lightData, normalWS, positionWS, lightDirection);
lightColor = lightData.color * lightAtten;
LightInput light;
INITIALIZE_LIGHT(light, lightIter);
half lightAttenuation = GetLightDirectionAndRealtimeAttenuation(light, normalWS, positionWS, lightDirection);
lightAttenuation = MixRealtimeAndBakedOcclusion(lightAttenuation, bakedOcclusion, light.distanceAttenuation);
diffuseColor += LightingLambert(lightColor, lightDirection, normalWS);
specularColor += LightingSpecular(lightColor, lightDirection, normalWS, viewDirectionWS, specularGloss, shininess);
half3 attenuatedLightColor = light.color * lightAttenuation;
diffuseColor += LightingLambert(attenuatedLightColor, lightDirection, normalWS);
specularColor += LightingSpecular(attenuatedLightColor, lightDirection, normalWS, viewDirectionWS, specularGloss, shininess);
#endif // _ADDITIONAL_LIGHTS
#endif
half3 finalColor = diffuseColor * diffuse + emission;
finalColor += specularColor;

46
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPassLit.cginc


#define SAMPLE_METALLICSPECULAR(uv) tex2D(_MetallicGlossMap, uv)
#endif
CBUFFER_START(MaterialProperties)
half4 _MainTex_ST;
sampler2D _MainTex; half4 _MainTex_ST;
sampler2D _MetallicGlossMap;
half _BumpScale;
half _OcclusionStrength;
half4 _EmissionColor;
half _Shininess;
CBUFFER_END
sampler2D _MainTex;
sampler2D _MetallicGlossMap;
half _BumpScale;
half _OcclusionStrength;
half4 _EmissionColor;
half _Shininess;
struct LightweightVertexInput
{

{
float4 uv01 : TEXCOORD0; // xy: main UV, zw: lightmap UV (directional / non-directional)
float3 posWS : TEXCOORD1;
#if _NORMALMAP
half3 tangent : TEXCOORD2;
half3 binormal : TEXCOORD3;

#endif
#if defined(EVALUATE_SH_VERTEX) || defined(EVALUATE_SH_MIXED)
#ifndef LIGHTMAP_ON
///////////////////////////////////////////////////////////////////////////////
// Material Property Helpers //
///////////////////////////////////////////////////////////////////////////////
inline half Alpha(half albedoAlpha)
{
#if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)

#endif
}
half SpecularGloss(half2 uv, half alpha)
half4 SpecularGloss(half2 uv, half alpha)
{
half4 specularGloss = half4(0, 0, 0, 1);
#ifdef _SPECGLOSSMAP

outSurfaceData.alpha = Alpha(albedoAlpha.a);
}
///////////////////////////////////////////////////////////////////////////////
// Vertex and Fragment functions //
///////////////////////////////////////////////////////////////////////////////
// Vertex: Used for Standard and StandardSimpleLighting shaders
LightweightVertexOutput LitPassVertex(LightweightVertexInput v)
{
LightweightVertexOutput o = (LightweightVertexOutput)0;

o.uv01.zw = v.lightmapUV * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
float3 positionWS = mul(unity_ObjectToWorld, v.vertex).xyz;
half3 viewDirectionWS = SafeNormalize(_WorldSpaceCameraPos - positionWS);
float4 positionWS = mul(unity_ObjectToWorld, v.vertex);
half3 viewDirectionWS = SafeNormalize(_WorldSpaceCameraPos - positionWS.xyz);
#if _NORMALMAP
OutputTangentToWorld(v.tangent, v.normal, o.tangent, o.binormal, o.normal);

float4 clipPos = UnityObjectToClipPos(v.vertex);
float4 clipPos = mul(UNITY_MATRIX_VP, positionWS);
#if defined(EVALUATE_SH_VERTEX) || defined(EVALUATE_SH_MIXED)
#ifndef LIGHTMAP_ON
o.fogFactorAndVertexLight.yzw = VertexLighting(positionWS, o.normal);
o.fogFactorAndVertexLight.yzw = VertexLighting(positionWS.xyz, o.normal);
o.fogFactorAndVertexLight.x = ComputeFogFactor(clipPos.z);
o.clipPos = clipPos;

// Used for Standard shader
half4 LitPassFragment(LightweightVertexOutput IN) : SV_Target
{
SurfaceData surfaceData;

return OUTPUT_COLOR(color);
}
// Used for StandardSimpleLighting shader
half4 LitPassFragmentSimple(LightweightVertexOutput IN) : SV_Target
{
float2 uv = IN.uv01.xy;

half fogFactor = IN.fogFactorAndVertexLight.x;
#if defined(_SPECGLOSSMAP) || defined(_SPECULAR_COLOR)
half4 specularGloss = SpecularGloss(uv, alpha);
half4 specularGloss = SpecularGloss(uv, diffuseAlpha.a);
return LightweightFragmentBlinnPhong(positionWS, normalWS, viewDirectionWS, fogFactor, diffuseGI, diffuse, specularGloss, shininess, emission, alpha);
#else
return LightweightFragmentLambert(positionWS, normalWS, viewDirectionWS, fogFactor, diffuseGI, diffuse, emission, alpha);

46
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightShadows.cginc


#ifndef LIGHTWEIGHT_SHADOWS_INCLUDED
#define LIGHTWEIGHT_SHADOWS_INCLUDED
#include "LightweightInput.cginc"
#define MAX_SHADOW_CASCADES 4
#if defined(_HARD_SHADOWS) || defined(_SOFT_SHADOWS) || defined(_HARD_SHADOWS_CASCADES) || defined(_SOFT_SHADOWS_CASCADES)

#else
return ShadowAttenuation(shadowCoord.xyz);
#endif
}
half MixRealtimeAndBakedOcclusion(half realtimeAttenuation, half4 bakedOcclusion, half4 distanceAttenuation)
{
#if defined(LIGHTMAP_ON)
#if defined(_MIXED_LIGHTING_SHADOWMASK)
// TODO:
#elif defined(_MIXED_LIGHTING_SUBTRACTIVE)
// Subtractive Light mode has direct light contribution baked into lightmap for mixed lights.
// We need to remove direct realtime contribution from mixed lights
// distanceAttenuation.w is set 0.0 if this light is mixed, 1.0 otherwise.
return realtimeAttenuation * distanceAttenuation.w;
#endif
#endif
return realtimeAttenuation;
}
inline half3 SubtractDirectMainLightFromLightmap(half3 lightmap, half attenuation, half3 lambert)
{
// Let's try to make realtime shadows work on a surface, which already contains
// baked lighting and shadowing from the main sun light.
// Summary:
// 1) Calculate possible value in the shadow by subtracting estimated light contribution from the places occluded by realtime shadow:
// a) preserves other baked lights and light bounces
// b) eliminates shadows on the geometry facing away from the light
// 2) Clamp against user defined ShadowColor.
// 3) Pick original lightmap value, if it is the darkest one.
// 1) Gives good estimate of illumination as if light would've been shadowed during the bake.
// Preserves bounce and other baked lights
// No shadows on the geometry facing away from the light
half shadowStrength = _ShadowData.x;
half3 estimatedLightContributionMaskedByInverseOfShadow = lambert * (1.0 - attenuation);
half3 subtractedLightmap = lightmap - estimatedLightContributionMaskedByInverseOfShadow;
// 2) Allows user to define overall ambient of the scene and control situation when realtime shadow becomes too dark.
half3 realtimeShadow = max(subtractedLightmap, _SubtractiveShadowColor);
realtimeShadow = lerp(realtimeShadow, lightmap, shadowStrength);
// 3) Pick darkest color
return min(lightmap, realtimeShadow);
}
#endif

1
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandard.shader


#pragma multi_compile _ _MAIN_LIGHT_COOKIE
#pragma multi_compile _MAIN_DIRECTIONAL_LIGHT _MAIN_SPOT_LIGHT _MAIN_POINT_LIGHT
#pragma multi_compile _ _ADDITIONAL_LIGHTS
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE _MIXED_LIGHTING_SHADOWMASK
#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED

2
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardParticles.shader


#pragma vertex ParticlesLitVertex
#pragma fragment ParticlesLitFragment
#pragma multi_compile __ SOFTPARTICLES_ON
#pragma multi_compile _MAIN_DIRECTIONAL_LIGHT _MAIN_SPOT_LIGHT _MAIN_POINT_LIGHT
#pragma multi_compile _MAIN_DIRECTIONAL_LIGHT _MAIN_SPOT_LIGHT
#pragma target 3.5
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON

3
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardSimpleLighting.shader


#pragma shader_feature _EMISSION
#pragma multi_compile _ _MAIN_LIGHT_COOKIE
#pragma multi_compile _MAIN_DIRECTIONAL_LIGHT _MAIN_SPOT_LIGHT _MAIN_POINT_LIGHT
#pragma multi_compile _MAIN_DIRECTIONAL_LIGHT _MAIN_SPOT_LIGHT
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE _MIXED_LIGHTING_SHADOWMASK
#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED

1
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardTerrain.shader


#pragma multi_compile _ _MAIN_LIGHT_COOKIE
#pragma multi_compile _MAIN_DIRECTIONAL_LIGHT _MAIN_SPOT_LIGHT _MAIN_POINT_LIGHT
#pragma multi_compile _ _ADDITIONAL_LIGHTS
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE _MIXED_LIGHTING_SHADOWMASK
#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED

2
Tests/GraphicsTests/Framework/Editor/TestFramework.cs


// Readback the rendered texture
var oldActive = RenderTexture.active;
RenderTexture.active = tempTarget;
var captured = new Texture2D(tempTarget.width, tempTarget.height, TextureFormat.ARGB32, false);
var captured = new Texture2D(tempTarget.width, tempTarget.height, TextureFormat.RGB24, false);
captured.ReadPixels(new Rect(0, 0, testSetup.width, testSetup.height), 0, 0);
RenderTexture.active = oldActive;

2
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/007_LitShaderMaps/007_LitShaderMaps_01_BaseWhite.mat


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m_LightmapFlags: 4
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2
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/007_LitShaderMaps/007_LitShaderMaps_02_BaseColor.mat


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/007_LitShaderMaps/007_LitShaderMaps_03_Specular.mat


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/007_LitShaderMaps/007_LitShaderMaps_04_Normal.mat


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/007_LitShaderMaps/007_LitShaderMaps_05_Emission.mat


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4
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/007_LitShaderMaps/007_LitShaderMaps_06_All.mat


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6
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/009_LightweightShading.unity


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/011_UnlitSprites.unity
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查看文件

18
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/028_PostProcessing_Custom.unity


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2
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/036_Lighting_Scene_DirectionalBakedDirectional.unity


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81
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightInput.cginc


#ifndef LIGHTWEIGHT_INPUT_INCLUDED
#define LIGHTWEIGHT_INPUT_INCLUDED
#define MAX_VISIBLE_LIGHTS 16
// Must match Lightweigth ShaderGraph master node
struct SurfaceData
{
half3 albedo;
half3 specular;
half metallic;
half smoothness;
half3 normal;
half3 emission;
half occlusion;
half alpha;
};
struct LightInput
{
float4 pos;
half4 color;
half4 distanceAttenuation;
half4 spotDirection;
half4 spotAttenuation;
};
// Main light initialized without indexing
#define INITIALIZE_MAIN_LIGHT(light) \
light.pos = _MainLightPosition; \
light.color = _MainLightColor; \
light.distanceAttenuation = _MainLightDistanceAttenuation; \
light.spotDirection = _MainLightSpotDir; \
light.spotAttenuation = _MainLightSpotAttenuation
// Indexing might have a performance hit for old mobile hardware
#define INITIALIZE_LIGHT(light, i) \
half4 indices = (i < 4) ? unity_4LightIndices0 : unity_4LightIndices1; \
int index = (i < 4) ? i : i - 4; \
int lightIndex = indices[index]; \
light.pos = _AdditionalLightPosition[lightIndex]; \
light.color = _AdditionalLightColor[lightIndex]; \
light.distanceAttenuation = _AdditionalLightDistanceAttenuation[lightIndex]; \
light.spotDirection = _AdditionalLightSpotDir[lightIndex]; \
light.spotAttenuation = _AdditionalLightSpotAttenuation[lightIndex]
///////////////////////////////////////////////////////////////////////////////
// Constant Buffers //
///////////////////////////////////////////////////////////////////////////////
CBUFFER_START(_PerFrame)
half4 _GlossyEnvironmentColor;
half4 _SubtractiveShadowColor;
CBUFFER_END
CBUFFER_START(_PerCamera)
sampler2D _MainLightCookie;
float4 _MainLightPosition;
half4 _MainLightColor;
half4 _MainLightDistanceAttenuation;
half4 _MainLightSpotDir;
half4 _MainLightSpotAttenuation;
float4x4 _WorldToLight;
half4 _AdditionalLightCount;
float4 _AdditionalLightPosition[MAX_VISIBLE_LIGHTS];
half4 _AdditionalLightColor[MAX_VISIBLE_LIGHTS];
half4 _AdditionalLightDistanceAttenuation[MAX_VISIBLE_LIGHTS];
half4 _AdditionalLightSpotDir[MAX_VISIBLE_LIGHTS];
half4 _AdditionalLightSpotAttenuation[MAX_VISIBLE_LIGHTS];
CBUFFER_END
// These are set internally by the engine upon request by RendererConfiguration.
// Check GetRendererSettings in LightweightPipeline.cs
CBUFFER_START(_PerObject)
half4 unity_LightIndicesOffsetAndCount;
half4 unity_4LightIndices0;
half4 unity_4LightIndices1;
CBUFFER_END
#endif

9
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightInput.cginc.meta


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