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

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sebastienlagarde 7 年前
当前提交
1d94ca60
共有 123 个文件被更改,包括 14083 次插入1513 次删除
  1. 999
      ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2001_Dynamic_Directional.unity.png
  2. 979
      ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2003_Light_Parameters.unity.png
  3. 2
      ScriptableRenderPipeline/Core/CoreRP/MousePositionDebug.cs
  4. 2
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/PSSL.hlsl
  5. 2
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Color.hlsl
  6. 34
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Common.hlsl
  7. 14
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/ImageBasedLighting.hlsl
  8. 39
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Packing.hlsl
  9. 11
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Shadow/ShadowAlgorithms.hlsl
  10. 13
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/UnityInstancing.hlsl
  11. 66
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDAdditionalCameraData.cs
  12. 9
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.hlsl
  13. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewTiles.shader
  14. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/MaterialDebug.cs
  15. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/MaterialDebug.cs.hlsl
  16. 11
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Camera/HDCameraEditor.Handlers.cs
  17. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Camera/HDCameraEditor.cs
  18. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/DiffusionProfile/DiffusionProfileSettingsEditor.cs
  19. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/RenderPipelineSettingsUI.cs
  20. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/SerializedRenderPipelineSettings.cs
  21. 36
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
  22. 26
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.cs
  23. 323
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/VolumetricLighting.cs
  24. 28
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitData.hlsl
  25. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.cs
  26. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.cs.hlsl
  27. 329
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
  28. 12
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitDataIndividualLayer.hlsl
  29. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.hlsl
  30. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/FrameSettings.cs
  31. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/RenderPipelineSettings.cs
  32. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassForward.hlsl
  33. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassForwardUnlit.hlsl
  34. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/VertMesh.hlsl
  35. 7
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/ProceduralSky/Resources/ProceduralSky.shader
  36. 4
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/HDRP_GraphicTests_Asset.asset
  37. 3
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/HDRP_Test_Camera.prefab
  38. 1
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/SkySettings/HDRP_Black_Sky_Shadow50.asset
  39. 6
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/040_UpgradeScene/LightingData.asset
  40. 1001
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1301_SubSurfaceScattering.unity.png
  41. 83
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1301_SubSurfaceScattering.unity.png.meta
  42. 1001
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1302_SSS_MaxRadius.unity.png
  43. 83
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1302_SSS_MaxRadius.unity.png.meta
  44. 1001
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1303_SSS_Pre-Post.unity.png
  45. 83
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1303_SSS_Pre-Post.unity.png.meta
  46. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/GroundLeaf.meta
  47. 85
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/Head.prefab
  48. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/Head.prefab.meta
  49. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/PerryHead.meta
  50. 72
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/HDRP_Black_Sky_Shadow500.prefab
  51. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/HDRP_Black_Sky_Shadow500.prefab.meta
  52. 179
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Tests_Diffusion_Profile_Settings.asset
  53. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Tests_Diffusion_Profile_Settings.asset.meta
  54. 1
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/LayerMask.tga
  55. 94
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/LayerMask.tga.meta
  56. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1301_SubSurfaceScattering.meta
  57. 1001
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1301_SubSurfaceScattering.unity
  58. 7
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1301_SubSurfaceScattering.unity.meta
  59. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1302_SSS_MaxRadius.meta
  60. 1001
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1302_SSS_MaxRadius.unity
  61. 7
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1302_SSS_MaxRadius.unity.meta
  62. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1303_SSS_Pre-Post.meta
  63. 831
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1303_SSS_Pre-Post.unity
  64. 7
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1303_SSS_Pre-Post.unity.meta
  65. 249
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/GroundLeaf/GroundLeaf.FBX
  66. 92
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/GroundLeaf/GroundLeaf.FBX.meta
  67. 211
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/GroundLeaf/GroundLeaf.mat
  68. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/GroundLeaf/GroundLeaf.mat.meta
  69. 83
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/GroundLeaf/GroundLeaf.tga.meta
  70. 83
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/GroundLeaf/GroundLeaf_Masks.tga.meta
  71. 83
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/GroundLeaf/GroundLeaf_Normal.tga.meta
  72. 1001
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/GroundLeaf/GroundLeaf_Thickness.png
  73. 94
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/GroundLeaf/GroundLeaf_Thickness.png.meta
  74. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/PerryHead/Head.mat.meta
  75. 83
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/PerryHead/lambertian.jpg.meta
  76. 83
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/PerryHead/perry_normal.png.meta
  77. 1001
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/PerryHead/perry_thickness.png
  78. 83
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/PerryHead/perry_thickness.png.meta
  79. 1001
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/PerryHead/Head.fbx
  80. 92
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/PerryHead/Head.fbx.meta
  81. 210
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/PerryHead/Head.mat
  82. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1301_SubSurfaceScattering/FlatSkin.mat.meta
  83. 211
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1301_SubSurfaceScattering/GroundLeaf_Transmission-None.mat
  84. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1301_SubSurfaceScattering/GroundLeaf_Transmission-None.mat.meta
  85. 211
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1301_SubSurfaceScattering/GroundLeaf_Transmission-Regular.mat
  86. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1301_SubSurfaceScattering/GroundLeaf_Transmission-Regular.mat.meta
  87. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1301_SubSurfaceScattering/LayerRef.mat.meta
  88. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1301_SubSurfaceScattering/SSS_Layered.mat.meta
  89. 535
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1301_SubSurfaceScattering/SSS_Layered.mat
  90. 536
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1301_SubSurfaceScattering/LayerRef.mat

999
ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2001_Dynamic_Directional.unity.png
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查看文件

979
ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2003_Light_Parameters.unity.png
文件差异内容过多而无法显示
查看文件

2
ScriptableRenderPipeline/Core/CoreRP/MousePositionDebug.cs


}
}
#if UNITY_EDITOR
#if UNITY_EDITOR
private void OnSceneGUI(UnityEditor.SceneView sceneview)
{
m_mousePosition = Event.current.mousePosition;

2
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/PSSL.hlsl


#define INTRINSIC_MINMAX3
#define Min3 min3
#define Max3 max3
//#define INTRINSIC_CUBEMAP_FACE_ID // Must investigate why AMD reference implementation is different than ours
#define INTRINSIC_CUBEMAP_FACE_ID
#define UNITY_UV_STARTS_AT_TOP 1
#define UNITY_REVERSED_Z 1

2
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Color.hlsl


real3 FastLinearToSRGB(real3 c)
{
return max(1.055 * pow(c, 0.416666667) - 0.055, 0.0);
return saturate(1.055 * pow(abs(c), 0.416666667) - 0.055);
}
real4 FastLinearToSRGB(real4 c)

34
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Common.hlsl


#define CUBEMAPFACE_NEGATIVE_Z 5
#ifndef INTRINSIC_CUBEMAP_FACE_ID
// TODO: implement this. Is the reference implementation of cubemapID provide by AMD the reverse of our ?
/*
float CubemapFaceID(float3 dir)
float CubeMapFaceID(float3 dir)
faceID = (dir.z < 0.0) ? 5.0 : 4.0;
faceID = (dir.z < 0.0) ? CUBEMAPFACE_NEGATIVE_Z : CUBEMAPFACE_POSITIVE_Z;
faceID = (dir.y < 0.0) ? 3.0 : 2.0;
faceID = (dir.y < 0.0) ? CUBEMAPFACE_NEGATIVE_Y : CUBEMAPFACE_POSITIVE_Y;
faceID = (dir.x < 0.0) ? 1.0 : 0.0;
faceID = (dir.x < 0.0) ? CUBEMAPFACE_NEGATIVE_X : CUBEMAPFACE_POSITIVE_X;
return faceID;
}
*/
void GetCubeFaceID(float3 dir, out int faceIndex)
{
// TODO: Use faceID intrinsic on console
float3 adir = abs(dir);
// +Z -Z
faceIndex = dir.z > 0.0 ? CUBEMAPFACE_NEGATIVE_Z : CUBEMAPFACE_POSITIVE_Z;
// +X -X
if (adir.x > adir.y && adir.x > adir.z)
{
faceIndex = dir.x > 0.0 ? CUBEMAPFACE_NEGATIVE_X : CUBEMAPFACE_POSITIVE_X;
}
// +Y -Y
else if (adir.y > adir.x && adir.y > adir.z)
{
faceIndex = dir.y > 0.0 ? CUBEMAPFACE_NEGATIVE_Y : CUBEMAPFACE_POSITIVE_Y;
}
return faceID;
#endif // INTRINSIC_CUBEMAP_FACE_ID
// ----------------------------------------------------------------------------

14
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/ImageBasedLighting.hlsl


}
// Ref: "Moving Frostbite to PBR", p. 69.
real3 GetSpecularDominantDir(real3 N, real3 R, real roughness, real NdotV)
real3 GetSpecularDominantDir(real3 N, real3 R, real perceptualRoughness, real NdotV)
real a = 1.0 - roughness;
real p = perceptualRoughness;
real a = 1.0 - p * p;
real lerpFactor = (s + roughness) * a;
real lerpFactor = (s + p * p) * a;
real lerpFactor = (s + roughness) * saturate(a * a + lerp(0.0, a, NdotV * NdotV));
real lerpFactor = (s + p * p) * saturate(a * a + lerp(0.0, a, NdotV * NdotV));
#endif
// The result is not normalized as we fetch in a cubemap

// To simulate the streching of highlight at grazing angle for IBL we shrink the roughness
// which allow to fake an anisotropic specular lobe.
// Ref: http://www.frostbite.com/2015/08/stochastic-screen-space-reflections/ - slide 84
real AnisotropicStrechAtGrazingAngle(real roughness, real perceptualRoughness, real NdotV)
real AnisotropicStrechAtGrazingAngle(real perceptualRoughness, real NdotV)
return roughness * lerp(saturate(NdotV * 2.0), 1.0, perceptualRoughness);
real p = perceptualRoughness;
return p * lerp(saturate(NdotV * 2.0) * p, p, p);
}
// ----------------------------------------------------------------------------

39
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Packing.hlsl


{
// Perform planar projection.
real3 p = n * rcp(dot(abs(n), 1.0));
real x = p.x, y = p.y, z = p.z;
real r = 1 - p.x + p.y;
real g = p.x + p.y;
// Left side of the 2:1 rectangle for the negative hemisphere, right otherwise.
// We also correct the aspect ratio from 2:1 to 1:1.
real s = CopySign(0.5, p.z);
// Also correct the aspect ratio from 2:1 to 1:1.
real r = saturate(0.5 - 0.5 * x + 0.5 * y);
real g = x + y;
return real2(s * r, g);
// Negative hemisphere on the left, positive on the right.
return real2(CopySign(r, z), g);
real r = f.r;
real g = f.g;
real s = FastSign(r);
real r = f.r, g = f.g;
real x = 0.5 * g + 0.5 - s * r;
real x = 0.5 + 0.5 * g - abs(r);
real z = s * max(1.0 - abs(x) - abs(y), FLT_EPS); // Clamping is absolutely crucial for numerical stability
real z = max(1.0 - abs(x) - abs(y), FLT_EPS); // EPS is absolutely crucial for anisotropy
real3 p = real3(x, y, z);
real3 p = real3(x, y, CopySign(z, r));
return normalize(p);
}

// ...
// Example: precision is 1024.0, maxi is 8, i is [0..7] encode on 3 bit. f is [0..1] encode on 7 bit.
//...
real PackFloatInt(real f, int i, real maxi, real precision)
real PackFloatInt(real f, uint i, real maxi, real precision)
{
// Constant
real precisionMinusOne = precision - 1.0;

return t1 * f + t2 * real(i);
}
void UnpackFloatInt(real val, real maxi, real precision, out real f, out int i)
void UnpackFloatInt(real val, real maxi, real precision, out real f, out uint i)
{
// Constant
real precisionMinusOne = precision - 1.0;

}
// Define various variante for ease of read
real PackFloatInt8bit(real f, int i, real maxi)
real PackFloatInt8bit(real f, uint i, real maxi)
void UnpackFloatInt8bit(real val, real maxi, out real f, out int i)
void UnpackFloatInt8bit(real val, real maxi, out real f, out uint i)
real PackFloatInt10bit(real f, int i, real maxi)
real PackFloatInt10bit(real f, uint i, real maxi)
void UnpackFloatInt10bit(real val, real maxi, out real f, out int i)
void UnpackFloatInt10bit(real val, real maxi, out real f, out uint i)
real PackFloatInt16bit(real f, int i, real maxi)
real PackFloatInt16bit(real f, uint i, real maxi)
void UnpackFloatInt16bit(real val, real maxi, out real f, out int i)
void UnpackFloatInt16bit(real val, real maxi, out real f, out uint i)
{
UnpackFloatInt(val, maxi, 65536.0, f, i);
}

11
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Shadow/ShadowAlgorithms.hlsl


return uint2( (posTC * sd.scaleOffset.xy + sd.scaleOffset.zw) * sd.textureSize.xy );
}
int EvalShadow_GetCubeFaceID( real3 dir )
int EvalShadow_GetCubeFaceID( real3 sampleToLight )
// TODO: Use faceID intrinsic on console
real3 lightToSample = -sampleToLight; // TODO: pass the correct (flipped) direction
#ifdef INTRINSIC_CUBEMAP_FACE_ID
return (int)CubeMapFaceID(lightToSample);
#else
// TODO: use CubeMapFaceID() defined in Common.hlsl for all pipelines on all platforms.
real3 dir = sampleToLight;
real3 adir = abs(dir);
// +Z -Z

faceIndex = dir.y > 0.0 ? CUBEMAPFACE_NEGATIVE_Y : CUBEMAPFACE_POSITIVE_Y;
}
return faceIndex;
#endif
}

13
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/UnityInstancing.hlsl


#endif
#if defined(UNITY_INSTANCED_SH) && !defined(LIGHTMAP_ON)
//In HDRenderpipe we only decide to look at probe data based on Lightmap flags.
#if !defined(DYNAMICLIGHTMAP_ON)
#if !defined(DYNAMICLIGHTMAP_ON)
#define UNITY_USE_SHCOEFFS_ARRAYS
#endif
#if defined(SHADOWS_SHADOWMASK)

#undef UNITY_MATRIX_I_M
#define UNITY_MATRIX_I_M UNITY_ACCESS_INSTANCED_PROP(MERGE_UNITY_BUILTINS_INDEX(UNITY_WORLDTOOBJECTARRAY_CB), unity_WorldToObjectArray)
inline float4 UnityObjectToClipPosInstanced(in float3 pos)
{
return mul(UNITY_MATRIX_VP, mul(UNITY_MATRIX_M, float4(pos, 1.0)));
}
inline float4 UnityObjectToClipPosInstanced(float4 pos)
{
return UnityObjectToClipPosInstanced(pos.xyz);
}
#define UnityObjectToClipPos UnityObjectToClipPosInstanced
#else // UNITY_INSTANCING_ENABLED

66
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDAdditionalCameraData.cs


float m_Version = 1.0f;
#pragma warning restore 414
Camera m_camera;
// This struct allow to add specialized path in HDRenderPipeline (can be use to render mini map or planar reflection etc...)
// A rendering path is the list of rendering pass that will be executed at runtime and depends on the associated FrameSettings
// Default is the default rendering path define by the HDRendeRPipelineAsset FrameSettings.

[FormerlySerializedAs("serializedFrameSettings")]
FrameSettings m_FrameSettings = new FrameSettings(); // Serialize frameSettings
// Not serialized, not visible
// Not serialized, visible only in the debug windows
bool m_frameSettingsIsDirty = true;
// Use for debug windows
// When camera name change we need to update the name in DebugWindows.
// This is the purpose of this class
bool m_IsDebugRegistered = false;
string m_CameraRegisterName;
// This is the function use outside to access FrameSettings. It return the current state of FrameSettings for the camera
// taking into account the customization via the debug menu
bool m_IsDebugRegistered = false;
Camera m_camera;
string m_CameraRegisterName;
// This function is call at the beginning of camera loop in HDRenderPipeline.Render()
// It allow to correctly init the m_FrameSettingsRuntime to use.
// If the camera use defaultFrameSettings it must be copied in m_FrameSettingsRuntime
// otherwise it is the serialized m_FrameSettings that are used
// This is required so each camera have its own debug settings even if they all use the RenderingPath.Default path
// and important at Runtime as Default Camera from Scene Preview doesn't exist
// assetFrameSettingsIsDirty is the current dirty frame settings state of HDRenderPipelineAsset
// if it is dirty and camera use RenderingPath.Default, we need to update it
// defaultFrameSettings are the settings store in the HDRenderPipelineAsset
public void UpdateDirtyFrameSettings(bool assetFrameSettingsIsDirty, FrameSettings defaultFrameSettings)
{
if (m_frameSettingsIsDirty || assetFrameSettingsIsDirty)
{
// We do a copy of the settings to those effectively used
if (renderingPath == RenderingPath.Default)
{
defaultFrameSettings.CopyTo(m_FrameSettingsRuntime);
}
else
{
m_FrameSettings.CopyTo(m_FrameSettingsRuntime);
}
m_frameSettingsIsDirty = false;
}
}
FrameSettings.RegisterDebug(m_camera.name, GetFrameSettings());
// Note that we register m_FrameSettingsRuntime, so manipulating it in the Debug windows
// doesn't affect the serialized version
if (m_camera.cameraType != CameraType.Preview)
{
FrameSettings.RegisterDebug(m_camera.name, GetFrameSettings());
}
m_CameraRegisterName = m_camera.name;
m_IsDebugRegistered = true;
}

{
if (m_IsDebugRegistered)
{
FrameSettings.UnRegisterDebug(m_CameraRegisterName);
if (m_camera.cameraType != CameraType.Preview)
{
FrameSettings.UnRegisterDebug(m_CameraRegisterName);
}
m_IsDebugRegistered = false;
}
}

m_camera = GetComponent<Camera>();
m_camera.allowHDR = false;
m_FrameSettings.CopyTo(m_FrameSettingsRuntime);
// Tag as dirty so frameSettings are correctly initialize at next HDRenderPipeline.Render() call
m_frameSettingsIsDirty = true;
RegisterDebug();
}

// We need to detect name change in the editor and update debug windows accordingly
#if UNITY_EDITOR
if (m_camera.name != m_CameraRegisterName)
{

public void OnAfterDeserialize()
{
// We do a copy of the settings to those effectively used
m_FrameSettings.CopyTo(m_FrameSettingsRuntime);
// This is call on load or when this settings are change.
// When FrameSettings are manipulated or RenderPath change we reset them to reflect the change, discarding all the Debug Windows change.
// Tag as dirty so frameSettings are correctly initialize at next HDRenderPipeline.Render() call
m_frameSettingsIsDirty = true;
}
}
}

9
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.hlsl


#include "MipMapDebug.cs.hlsl"
#include "ColorPickerDebug.cs.hlsl"
CBUFFER_START(UnityDebugDisplay)
// Set of parameters available when switching to debug shader mode
int _DebugLightingMode; // Match enum DebugLightingMode
int _DebugViewMaterial; // Contain the id (define in various materialXXX.cs.hlsl) of the property to display

float4 _MousePixelCoord; // xy unorm, zw norm
CBUFFER_END
TEXTURE2D(_DebugFont); // Debug font to write string in shader

#endif
break;
case DEBUGVIEWPROPERTIES_INSTANCING:
#if defined(UNITY_INSTANCING_ENABLED)
result = float3(1.0, 0.0, 0.0);
#else
result = float3(0.0, 0.0, 0.0);
#endif
break;
}
}

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewTiles.shader


int2 pixelCoord = posInput.positionSS.xy;
int2 tileCoord = (float2)pixelCoord / GetTileSize();
int2 mouseTileCoord = _MousePixelCoord / GetTileSize();
int2 mouseTileCoord = _MousePixelCoord.xy / GetTileSize();
int2 offsetInTile = pixelCoord - tileCoord * GetTileSize();
int n = 0;

int maxLights = 32;
if (tileCoord.y < LIGHTCATEGORY_COUNT && tileCoord.x < maxLights + 3)
{
PositionInputs mousePosInput = GetPositionInput(_MousePixelCoord, _ScreenSize.zw, mouseTileCoord);
PositionInputs mousePosInput = GetPositionInput(_MousePixelCoord.xy, _ScreenSize.zw, mouseTileCoord);
float depthMouse = LOAD_TEXTURE2D(_MainDepthTexture, mousePosInput.positionSS).x;
UpdatePositionInput(depthMouse, UNITY_MATRIX_I_VP, UNITY_MATRIX_VP, mousePosInput);

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/MaterialDebug.cs


TessellationDisplacement,
DepthOffset,
Lightmap,
Instancing,
Last,
}
}

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/MaterialDebug.cs.hlsl


#define DEBUGVIEWPROPERTIES_TESSELLATION_DISPLACEMENT (19)
#define DEBUGVIEWPROPERTIES_DEPTH_OFFSET (20)
#define DEBUGVIEWPROPERTIES_LIGHTMAP (21)
#define DEBUGVIEWPROPERTIES_LAST (22)
#define DEBUGVIEWPROPERTIES_INSTANCING (22)
#define DEBUGVIEWPROPERTIES_LAST (23)
#endif

11
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Camera/HDCameraEditor.Handlers.cs


{
m_PreviewCamera.CopyFrom(c);
EditorUtility.CopySerialized(c, m_PreviewCamera);
EditorUtility.CopySerialized(c.GetComponent<HDAdditionalCameraData>(), m_PreviewAdditionalCameraData);
var cameraData = c.GetComponent<HDAdditionalCameraData>();
EditorUtility.CopySerialized(cameraData, m_PreviewAdditionalCameraData);
m_PreviewCamera.cameraType = CameraType.SceneView;
m_PreviewCamera.cameraType = CameraType.SceneView; // This is required else if we use Preview the image is flipped... (Unity...)
// We need to call UpdateDirtyFrameSettings to update the dirty flags that was set in the CopySerialized call
m_PreviewAdditionalCameraData.UpdateDirtyFrameSettings(true, cameraData.GetFrameSettings());
// And then to copy the runtime frame settings
// So this includes the runtime frame settings properly
cameraData.GetFrameSettings().CopyTo(m_PreviewAdditionalCameraData.GetFrameSettings());
m_PreviewHDCamera.Update(m_PreviewPostProcessLayer, m_PreviewAdditionalCameraData.GetFrameSettings());
var previewTexture = GetPreviewTextureWithSize((int)previewSize.x, (int)previewSize.y);

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Camera/HDCameraEditor.cs


m_UIState.Reset(m_SerializedCamera, Repaint);
m_PreviewCamera = EditorUtility.CreateGameObjectWithHideFlags("Preview Camera", HideFlags.HideAndDontSave, typeof(Camera)).GetComponent<Camera>();
m_PreviewCamera.enabled = false;
m_PreviewCamera.cameraType = CameraType.Preview; // Must be init before adding HDAdditionalCameraData
m_PreviewCamera.enabled = false;
m_PreviewHDCamera = new HDCamera(m_PreviewCamera);
m_PreviewHDCamera.Update(m_PreviewPostProcessLayer, m_PreviewAdditionalCameraData.GetFrameSettings());
}

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/DiffusionProfile/DiffusionProfileSettingsEditor.cs


EditorGUILayout.PropertyField(profile.lerpWeight, s_Styles.profileLerpWeight);
}
EditorGUILayout.Slider(profile.ior, 1.0f, 2.0f, s_Styles.profileIor);
EditorGUILayout.PropertyField(profile.worldScale, s_Styles.profileWorldScale);
EditorGUILayout.Space();

EditorGUILayout.Slider(profile.ior, 1.0f, 2.0f, s_Styles.profileIor);
EditorGUILayout.Space();
EditorGUILayout.LabelField(s_Styles.TransmissionLabel, EditorStyles.boldLabel);

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/RenderPipelineSettingsUI.cs


public RenderPipelineSettingsUI()
: base(0)
{
}
public override void Reset(SerializedRenderPipelineSettings data, UnityAction repaint)

EditorGUILayout.PropertyField(d.supportDBuffer, _.GetContent("Support Decal Buffer"));
EditorGUILayout.PropertyField(d.supportMSAA, _.GetContent("Support MSAA"));
EditorGUILayout.PropertyField(d.supportSubsurfaceScattering, _.GetContent("Support Subsurface Scattering"));
EditorGUILayout.PropertyField(d.supportAsyncCompute, _.GetContent("Support AsyncCompute"));
--EditorGUI.indentLevel;
}
}

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/SerializedRenderPipelineSettings.cs


public SerializedProperty supportDBuffer;
public SerializedProperty supportMSAA;
public SerializedProperty supportSubsurfaceScattering;
public SerializedProperty supportAsyncCompute;
public SerializedGlobalLightLoopSettings lightLoopSettings;
public SerializedShadowInitParameters shadowInitParams;

supportDBuffer = root.Find((RenderPipelineSettings s) => s.supportDBuffer);
supportMSAA = root.Find((RenderPipelineSettings s) => s.supportMSAA);
supportSubsurfaceScattering = root.Find((RenderPipelineSettings s) => s.supportSubsurfaceScattering);
supportAsyncCompute = root.Find((RenderPipelineSettings s) => s.supportAsyncCompute);
lightLoopSettings = new SerializedGlobalLightLoopSettings(root.Find((RenderPipelineSettings s) => s.lightLoopSettings));
shadowInitParams = new SerializedShadowInitParameters(root.Find((RenderPipelineSettings s) => s.shadowInitParams));

36
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs


m_LightLoop.AllocResolutionDependentBuffers(texWidth, texHeight);
}
int viewId = hdCamera.camera.GetInstanceID(); // Warning: different views can use the same camera
ResizeVBuffer(viewId, texWidth, texHeight);
{
ResizeVBuffer(GetViewID(hdCamera), texWidth, texHeight);
}
// update recorded window resolution
m_CurrentWidth = texWidth;

m_FrameCount = Time.frameCount;
}
// We first update the state of asset frame settings as they can be use by various camera
// but we keep the dirty state to correctly reset other camera that use RenderingPath.Default.
bool assetFrameSettingsIsDirty = m_Asset.frameSettingsIsDirty;
m_Asset.UpdateDirtyFrameSettings();
foreach (var camera in cameras)
{
if (camera == null)

// Note: the SceneView camera will never have additionalCameraData
// Note: the scene view camera will never have additionalCameraData
var srcFrameSettings = (additionalCameraData && additionalCameraData.renderingPath != HDAdditionalCameraData.RenderingPath.Default)
? additionalCameraData.GetFrameSettings()
: m_Asset.GetFrameSettings();
// Init effective frame settings of each camera
// Each camera have its own debug frame settings control from the debug windows
// debug frame settings can't be aggregate with frame settings (i.e we can't aggregate forward only control for example)
// so debug settings (when use) are the effective frame settings
// To be able to have this behavior we init effective frame settings with serialized frame settings and copy
// debug settings change on top of it. Each time frame settings are change in the editor, we reset all debug settings
// to stay in sync. The loop below allow to update all frame settings correctly and is required because
// camera can rely on default frame settings from the HDRendeRPipelineAsset
FrameSettings srcFrameSettings;
if (additionalCameraData)
{
additionalCameraData.UpdateDirtyFrameSettings(assetFrameSettingsIsDirty, m_Asset.GetFrameSettings());
srcFrameSettings = additionalCameraData.GetFrameSettings();
}
else
{
srcFrameSettings = m_Asset.GetFrameSettings();
}
// Get the effective frame settings for this camera taking into account the global setting and camera type
FrameSettings.InitializeFrameSettings(camera, m_Asset.GetRenderPipelineSettings(), srcFrameSettings, ref m_FrameSettings);
// This is the main command buffer used for the frame.

26
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.cs


FrameSettings m_FrameSettings = new FrameSettings(); // This are the defaultFrameSettings for all the camera and apply to sceneView, public to be visible in the inspector
// Not serialized, not visible, the settings effectively used
FrameSettings m_FrameSettingsRuntime = new FrameSettings();
bool m_frameSettingsIsDirty = true;
public bool frameSettingsIsDirty
{
get { return m_frameSettingsIsDirty; }
}
}
// See comment in FrameSettings.UpdateDirtyFrameSettings()
// for detail about this function
public void UpdateDirtyFrameSettings()
{
if (m_frameSettingsIsDirty)
{
m_FrameSettings.CopyTo(m_FrameSettingsRuntime);
m_frameSettingsIsDirty = false;
}
}
// Store the various RenderPipelineSettings for each platform (for now only one)

void ISerializationCallbackReceiver.OnAfterDeserialize()
{
// Modification of defaultFrameSettings in the inspector will call OnValidate().
// We do a copy of the settings to those effectively used
m_FrameSettings.CopyTo(m_FrameSettingsRuntime);
// This is call on load or when this settings are change.
// When FrameSettings are manipulated we reset them to reflect the change, discarding all the Debug Windows change.
// Tag as dirty so frameSettings are correctly initialize at next HDRenderPipeline.Render() call
m_frameSettingsIsDirty = true;
}
}
}

323
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/VolumetricLighting.cs


using System;
using UnityEngine.Rendering;
using System.Collections.Generic;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{

VolumetricLightingPreset m_VolumetricLightingPreset
{ get { return (VolumetricLightingPreset)Math.Min(ShaderConfig.s_VolumetricLightingPreset, (int)VolumetricLightingPreset.Count); } }
ComputeShader m_VolumetricLightingCS { get { return m_Asset.renderPipelineResources.volumetricLightingCS; } }
ComputeShader m_VolumetricLightingCS { get { return m_Asset.renderPipelineResources.volumetricLightingCS; } }
float m_VBufferNearPlane = 0.5f; // Distance in meters; dynamic modifications not handled by reprojection
float m_VBufferFarPlane = 64.0f; // Distance in meters; dynamic modifications not handled by reprojection
const int k_VBufferCount = 3; // 0 and 1 - history (prev) and feedback (next), 2 - integral (curr)
class VBuffer
{
public int viewID = -1; // -1 is invalid; positive for Game Views, 0 otherwise
public RenderTexture[] lightingRTEX = null;
public RenderTargetIdentifier[] lightingRTID = null;
RenderTexture[] m_VBufferLighting = null;
RenderTargetIdentifier[] m_VBufferLightingRT = null;
public RenderTargetIdentifier GetLightingIntegralBuffer() // Of the current frame
{
Debug.Assert(viewID >= 0);
return lightingRTID[0];
}
int m_ViewCount = 0;
int[] m_ViewIdArray = new int[8]; // TODO: account for the CameraType
public RenderTargetIdentifier GetLightingHistoryBuffer() // From the previous frame
{
Debug.Assert(viewID > 0); // Game View only
return lightingRTID[1 + ((Time.renderedFrameCount + 0) & 1)];
}
int ViewOffsetFromViewId(int viewId)
public RenderTargetIdentifier GetLightingFeedbackBuffer() // For the next frame
{
Debug.Assert(viewID > 0); // Game View only
return lightingRTID[1 + ((Time.renderedFrameCount + 1) & 1)];
}
};
List<VBuffer> m_VBuffers = null;
float m_VBufferNearPlane = 0.5f; // Distance in meters; dynamic modifications not handled by reprojection
float m_VBufferFarPlane = 64.0f; // Distance in meters; dynamic modifications not handled by reprojection
// Warning: different views can use the same camera!
int GetViewID(HDCamera camera)
int viewOffset = -1;
Debug.Assert(camera != null);
Debug.Assert(m_ViewCount == 0 || m_ViewIdArray != null);
if (camera.camera.cameraType == CameraType.Game)
{
int viewID = camera.camera.GetInstanceID();
Debug.Assert(viewID > 0);
return viewID;
}
else
{
return 0;
}
}
for (int i = 0; i < m_ViewCount; i++)
VBuffer FindVBuffer(int viewID)
{
Debug.Assert(viewID >= 0);
VBuffer vBuffer = null;
if (m_VBuffers != null)
if (m_ViewIdArray[i] == viewId)
int n = m_VBuffers.Count;
for (int i = 0; i < n; i++)
viewOffset = i;
if (viewID == m_VBuffers[i].viewID)
{
vBuffer = m_VBuffers[i];
}
return viewOffset;
return vBuffer;
}
void ResizeVBuffer(int viewID, int screenWidth, int screenHeight)
{
Debug.Assert(viewID >= 0);
int w = 0, h = 0, d = 0;
ComputeVBufferResolutionAndScale(screenWidth, screenHeight, ref w, ref h, ref d);
VBuffer vBuffer = FindVBuffer(viewID);
if (vBuffer != null)
{
Debug.Assert(vBuffer.lightingRTEX != null);
Debug.Assert(vBuffer.lightingRTEX[0] != null);
Debug.Assert(vBuffer.lightingRTID != null);
// Found, check resolution.
if (w == vBuffer.lightingRTEX[0].width &&
h == vBuffer.lightingRTEX[0].height &&
d == vBuffer.lightingRTEX[0].volumeDepth)
{
// Everything matches, nothing to do here.
return;
}
}
// Otherwise, we have to (re)create the VBuffer.
CreateVBuffer(viewID, w, h, d, vBuffer);
}
void CreateVBuffer(int viewID, int w, int h, int d, VBuffer vBuffer)
{
Debug.Assert(viewID >= 0);
if (vBuffer != null)
{
// Clean up first.
DestroyVBuffer(vBuffer);
}
else
{
// Grow the array.
vBuffer = new VBuffer();
if (m_VBuffers == null)
{
m_VBuffers = new List<VBuffer>(1);
}
m_VBuffers.Add(vBuffer);
}
bool isGameView = viewID > 0;
int numBuffers = isGameView ? 3 : 1;
vBuffer.viewID = viewID;
vBuffer.lightingRTEX = new RenderTexture[numBuffers];
vBuffer.lightingRTID = new RenderTargetIdentifier[numBuffers];
for (int i = 0; i < numBuffers; i++)
{
vBuffer.lightingRTEX[i] = new RenderTexture(w, h, 0, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear);
vBuffer.lightingRTEX[i].filterMode = FilterMode.Trilinear; // Custom
vBuffer.lightingRTEX[i].dimension = TextureDimension.Tex3D; // TODO: request the thick 3D tiling layout
vBuffer.lightingRTEX[i].volumeDepth = d;
vBuffer.lightingRTEX[i].enableRandomWrite = true;
vBuffer.lightingRTEX[i].Create();
vBuffer.lightingRTID[i] = new RenderTargetIdentifier(vBuffer.lightingRTEX[i]);
}
}
void DestroyVBuffer(VBuffer vBuffer)
{
if (vBuffer == null) return;
if (vBuffer.lightingRTEX != null)
{
int n = vBuffer.lightingRTEX.Length;
for (int i = 0; i < n; i++)
{
vBuffer.lightingRTEX[i].Release();
}
}
vBuffer.viewID = -1;
vBuffer.lightingRTEX = null;
vBuffer.lightingRTID = null;
}
public static int ComputeVBufferTileSize(VolumetricLightingPreset preset)

return new Vector2(screenWidth / (w * t), screenHeight / (h * t));
}
void ResizeVBuffer(int viewId, int screenWidth, int screenHeight)
{
int viewOffset = ViewOffsetFromViewId(viewId);
if (viewOffset >= 0)
{
// Found, check resolution.
int w = 0, h = 0, d = 0;
ComputeVBufferResolutionAndScale(screenWidth, screenHeight, ref w, ref h, ref d);
Debug.Assert(m_VBufferLighting != null);
Debug.Assert(m_VBufferLighting.Length >= (viewOffset + 1) * k_VBufferCount);
Debug.Assert(m_VBufferLighting[viewOffset * k_VBufferCount] != null);
if (w == m_VBufferLighting[viewOffset * k_VBufferCount].width &&
h == m_VBufferLighting[viewOffset * k_VBufferCount].height &&
d == m_VBufferLighting[viewOffset * k_VBufferCount].volumeDepth)
{
// Everything matches, nothing to do here.
return;
}
}
// Otherwise, we have to recreate the VBuffer.
CreateVBuffer(viewId, screenWidth, screenHeight);
}
void CreateVBuffer(int viewId, int screenWidth, int screenHeight)
{
// Clean up first.
DestroyVBuffer(viewId);
int viewOffset = ViewOffsetFromViewId(viewId);
if (viewOffset < 0)
{
// Not found. Push back.
viewOffset = m_ViewCount++;
Debug.Assert(viewOffset < 8);
m_ViewIdArray[viewOffset] = viewId;
if (m_VBufferLighting == null)
{
// Lazy initialize.
m_VBufferLighting = new RenderTexture[k_VBufferCount];
m_VBufferLightingRT = new RenderTargetIdentifier[k_VBufferCount];
}
else if (m_VBufferLighting.Length < m_ViewCount * k_VBufferCount)
{
// Grow by reallocation and copy.
RenderTexture[] newArray = new RenderTexture[m_ViewCount * k_VBufferCount];
RenderTargetIdentifier[] newArrayRT = new RenderTargetIdentifier[m_ViewCount * k_VBufferCount];
for (int i = 0, n = m_VBufferLighting.Length; i < n; i++)
{
newArray[i] = m_VBufferLighting[i];
newArrayRT[i] = m_VBufferLightingRT[i];
}
// Reassign and release memory.
m_VBufferLighting = newArray;
m_VBufferLightingRT = newArrayRT;
}
}
Debug.Assert(m_VBufferLighting != null);
int w = 0, h = 0, d = 0;
ComputeVBufferResolutionAndScale(screenWidth, screenHeight, ref w, ref h, ref d);
for (int i = viewOffset * k_VBufferCount,
n = viewOffset * k_VBufferCount + k_VBufferCount; i < n; i++)
{
m_VBufferLighting[i] = new RenderTexture(w, h, 0, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear);
m_VBufferLighting[i].filterMode = FilterMode.Trilinear; // Custom
m_VBufferLighting[i].dimension = TextureDimension.Tex3D; // TODO: request the thick 3D tiling layout
m_VBufferLighting[i].volumeDepth = d;
m_VBufferLighting[i].enableRandomWrite = true;
m_VBufferLighting[i].Create();
m_VBufferLightingRT[i] = new RenderTargetIdentifier(m_VBufferLighting[i]);
}
}
void DestroyVBuffer(int viewId)
{
int viewOffset = ViewOffsetFromViewId(viewId);
if (viewOffset < 0)
{
// Not found.
return;
}
int lastOffset = m_ViewCount - 1;
Debug.Assert(lastOffset >= 0);
if (m_VBufferLighting != null)
{
Debug.Assert(m_VBufferLighting.Length >= m_ViewCount * k_VBufferCount);
for (int i = 0; i < k_VBufferCount; i++)
{
int viewBuffer = viewOffset * k_VBufferCount + i;
int lastBuffer = lastOffset * k_VBufferCount + i;
// Release the memory.
if (m_VBufferLighting[viewBuffer] != null)
{
m_VBufferLighting[viewBuffer].Release();
}
// Swap with the last element.
m_VBufferLighting[viewBuffer] = m_VBufferLighting[lastBuffer];
m_VBufferLightingRT[viewBuffer] = m_VBufferLightingRT[lastBuffer];
}
}
// Swap with the last element and shrink the array.
m_ViewIdArray[viewOffset] = m_ViewIdArray[lastOffset];
m_ViewCount--;
}
// Uses a logarithmic depth encoding.
// Near plane: depth = 0; far plane: depth = 1.
// x = n, y = log2(f/n), z = 1/n, w = 1/log2(f/n).

return globalFogComponent;
}
RenderTargetIdentifier GetVBufferLightingHistory(int viewOffset) // From the previous frame
{
return m_VBufferLightingRT[viewOffset * k_VBufferCount + ((Time.renderedFrameCount + 0) & 1)]; // Does not work in the Scene view
}
RenderTargetIdentifier GetVBufferLightingFeedback(int viewOffset) // For the next frame
{
return m_VBufferLightingRT[viewOffset * k_VBufferCount + ((Time.renderedFrameCount + 1) & 1)]; // Does not work in the Scene view
}
RenderTargetIdentifier GetVBufferLightingIntegral(int viewOffset) // Of the current frame
{
return m_VBufferLightingRT[viewOffset * k_VBufferCount + 2];
}
public void SetVolumetricLightingData(HDCamera camera, CommandBuffer cmd)
{
HomogeneousFog globalFogComponent = GetGlobalFogComponent();

int w = 0, h = 0, d = 0;
Vector2 scale = ComputeVBufferResolutionAndScale(camera.screenSize.x, camera.screenSize.y, ref w, ref h, ref d);
int viewId = camera.camera.GetInstanceID();
int viewOffset = ViewOffsetFromViewId(viewId);
Debug.Assert(viewOffset >= 0 && viewOffset < 8);
VBuffer vBuffer = FindVBuffer(GetViewID(camera));
Debug.Assert(vBuffer != null);
cmd.SetGlobalTexture(HDShaderIDs._VBufferLighting, GetVBufferLightingIntegral(viewOffset));
cmd.SetGlobalTexture(HDShaderIDs._VBufferLighting, vBuffer.GetLightingIntegralBuffer());
}
// Ref: https://en.wikipedia.org/wiki/Close-packing_of_equal_spheres

using (new ProfilingSample(cmd, "Volumetric Lighting"))
{
int viewId = camera.camera.GetInstanceID(); // Warning: different views can use the same camera
int viewOffset = ViewOffsetFromViewId(viewId);
Debug.Assert(viewOffset >= 0 && viewOffset < 8);
VBuffer vBuffer = FindVBuffer(GetViewID(camera));
Debug.Assert(vBuffer != null);
if (GetGlobalFogComponent() == null)
{

// TODO: set 'm_VolumetricLightingPreset'.
cmd.SetComputeVectorParam( m_VolumetricLightingCS, HDShaderIDs._VBufferSampleOffset, offset);
cmd.SetComputeMatrixParam( m_VolumetricLightingCS, HDShaderIDs._VBufferCoordToViewDirWS, transform);
cmd.SetComputeTextureParam(m_VolumetricLightingCS, kernel, HDShaderIDs._VBufferLightingHistory, GetVBufferLightingHistory(viewOffset)); // Read
cmd.SetComputeTextureParam(m_VolumetricLightingCS, kernel, HDShaderIDs._VBufferLightingFeedback, GetVBufferLightingFeedback(viewOffset)); // Write
cmd.SetComputeTextureParam(m_VolumetricLightingCS, kernel, HDShaderIDs._VBufferLightingIntegral, GetVBufferLightingIntegral(viewOffset)); // Write
cmd.SetComputeTextureParam(m_VolumetricLightingCS, kernel, HDShaderIDs._VBufferLightingIntegral, vBuffer.GetLightingIntegralBuffer()); // Write
if (enableReprojection)
{
cmd.SetComputeTextureParam(m_VolumetricLightingCS, kernel, HDShaderIDs._VBufferLightingFeedback, vBuffer.GetLightingFeedbackBuffer()); // Write
cmd.SetComputeTextureParam(m_VolumetricLightingCS, kernel, HDShaderIDs._VBufferLightingHistory, vBuffer.GetLightingHistoryBuffer()); // Read
}
// The shader defines GROUP_SIZE_1D = 16.
cmd.DispatchCompute(m_VolumetricLightingCS, kernel, (w + 15) / 16, (h + 15) / 16, 1);

28
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitData.hlsl


// In the case of subsurface profile index, the goal is to take the index with the hights weights.
// Or the last found in case of equality.
float BlendLayeredSSSprofile(float x0, float x1, float x2, float x3, float weight[4])
float BlendLayeredDiffusionProfile(float x0, float x1, float x2, float x3, float weight[4])
int sssProfileIndex = x0;
int diffusionProfileId = x0;
sssProfileIndex = currentMax < weight[1] ? x1 : sssProfileIndex;
diffusionProfileId = currentMax < weight[1] ? x1 : diffusionProfileId;
sssProfileIndex = currentMax < weight[2] ? x2 : sssProfileIndex;
diffusionProfileId = currentMax < weight[2] ? x2 : diffusionProfileId;
sssProfileIndex = currentMax < weight[3] ? x3 : sssProfileIndex;
diffusionProfileId = currentMax < weight[3] ? x3 : diffusionProfileId;
return sssProfileIndex;
return diffusionProfileId;
#define SURFACEDATA_BLEND_SSS_PROFILE(surfaceData, name, mask) BlendLayeredSSSprofile(MERGE_NAME(surfaceData, 0) MERGE_NAME(., name), MERGE_NAME(surfaceData, 1) MERGE_NAME(., name), MERGE_NAME(surfaceData, 2) MERGE_NAME(., name), MERGE_NAME(surfaceData, 3) MERGE_NAME(., name), mask);
#define SURFACEDATA_BLEND_DIFFUSION_PROFILE(surfaceData, name, mask) BlendLayeredDiffusionProfile(MERGE_NAME(surfaceData, 0) MERGE_NAME(., name), MERGE_NAME(surfaceData, 1) MERGE_NAME(., name), MERGE_NAME(surfaceData, 2) MERGE_NAME(., name), MERGE_NAME(surfaceData, 3) MERGE_NAME(., name), mask);
#define PROP_BLEND_SCALAR(name, mask) BlendLayeredScalar(name##0, name##1, name##2, name##3, mask);
void GetLayerTexCoord(float2 texCoord0, float2 texCoord1, float2 texCoord2, float2 texCoord3,

surfaceData.tangentWS = normalize(input.worldToTangent[0].xyz); // The tangent is not normalize in worldToTangent for mikkt. Tag: SURFACE_GRADIENT
surfaceData.subsurfaceMask = SURFACEDATA_BLEND_SCALAR(surfaceData, subsurfaceMask, weights);
surfaceData.thickness = SURFACEDATA_BLEND_SCALAR(surfaceData, thickness, weights);
surfaceData.diffusionProfile = SURFACEDATA_BLEND_SSS_PROFILE(surfaceData, diffusionProfile, weights);
surfaceData.diffusionProfile = SURFACEDATA_BLEND_DIFFUSION_PROFILE(surfaceData, diffusionProfile, weights);
surfaceData.materialFeatures = 0;
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
// TEMP: The UI must control if we have transmission or not.
// Currently until we update the UI, this is control in the diffusion profile
uint transmissionMode = BitFieldExtract(asuint(_TransmissionFlags), 2u * surfaceData.diffusionProfile, 2u);
// Caution: Because of this dynamic test we don't know anymore statically if we have transmission, which mess with performance.
// in deferred case as we still have both sss and transmission until we update the UI it should be the same perf
if (transmissionMode != TRANSMISSION_MODE_NONE)
{
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
}
#endif
// Init other parameters

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.cs


// SSS
[SurfaceDataAttributes("Diffusion Profile")]
public int diffusionProfile;
public uint diffusionProfile;
[SurfaceDataAttributes("Subsurface Mask")]
public float subsurfaceMask;

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.cs.hlsl


float3 normalWS;
float perceptualRoughness;
float coatMask;
int diffusionProfile;
uint diffusionProfile;
float subsurfaceMask;
float thickness;
bool useThickObjectMode;

329
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl


#define DEFAULT_SPECULAR_VALUE 0.04
#define GBUFFER_LIT_SPECULAR_COLOR 15
#define GBUFFER_LIT_SSS_OR_TRANSMISSION 14
#define GBUFFER_LIT_IRIDESCENCE 13
#define GBUFFER_LIT_ANISOTROPIC_UPPER_BOUND 12
// Enum for materialFeatureId (only use for encode/decode GBuffer)
#define GBUFFER_LIT_STANDARD 0
// we have not enough space (3bit) to store mat feature to have SSS and Transmission as bitmask, such why we have all variant
#define GBUFFER_LIT_SSS 1
#define GBUFFER_LIT_TRANSMISSION 2
#define GBUFFER_LIT_TRANSMISSION_SSS 3
#define GBUFFER_LIT_ANISOTROPIC 4
#define GBUFFER_LIT_IRIDESCENCE 5 // TODO
#define CLEAR_COAT_IOR 1.5
#define CLEAR_COAT_IETA (1.0 / CLEAR_COAT_IOR) // IETA is the inverse eta which is the ratio of IOR of two interface

return ((featureFlags & flag) != 0);
}
float3 ComputeDiffuseColor(float3 baseColor, float metallic)
{
return baseColor * (1.0 - metallic);

}
// Assume that bsdfData.diffusionProfile is init
void FillMaterialSSS(float subsurfaceMask, inout BSDFData bsdfData)
void FillMaterialSSS(uint diffusionProfile, float subsurfaceMask, inout BSDFData bsdfData)
bsdfData.fresnel0 = _TransmissionTintsAndFresnel0[bsdfData.diffusionProfile].a;
bsdfData.diffusionProfile = diffusionProfile;
bsdfData.fresnel0 = _TransmissionTintsAndFresnel0[diffusionProfile].a;
void FillMaterialTransmission(float thickness, inout BSDFData bsdfData)
void FillMaterialTransmission(uint diffusionProfile, float thickness, inout BSDFData bsdfData)
int diffusionProfile = bsdfData.diffusionProfile;
bsdfData.diffusionProfile = diffusionProfile;
bsdfData.fresnel0 = _TransmissionTintsAndFresnel0[diffusionProfile].a;
bsdfData.thickness = _ThicknessRemaps[diffusionProfile].x + _ThicknessRemaps[diffusionProfile].y * thickness;
uint transmissionMode = BitFieldExtract(asuint(_TransmissionFlags), 2u * diffusionProfile, 2u);

ZERO_INITIALIZE(BSDFData, bsdfData);
// IMPORTANT: In case of foward or gbuffer pass all enable flags are statically know at compile time, so the compiler can do compile time optimization
bsdfData.materialFeatures = surfaceData.materialFeatures | MATERIALFEATUREFLAGS_LIT_STANDARD; // Not really needed but for consistency with deferred path
bsdfData.materialFeatures = surfaceData.materialFeatures;
// Standard material
bsdfData.specularOcclusion = surfaceData.specularOcclusion;

// There is no mettalic with SSS and specular color mode
// There is no metallic with SSS and specular color mode
// Always assign even if not used, DIFFUSION_PROFILE_NEUTRAL_ID is 0
bsdfData.diffusionProfile = surfaceData.diffusionProfile;
// Note: DIFFUSION_PROFILE_NEUTRAL_ID is 0
// However in practice we keep parity between deferred and forward, so we should contrain the various features.
// The UI is in charge of setuping the constrain not the code, so if users is forward only and want full power, it is easy to unleash by some UI change
// However in practice we keep parity between deferred and forward, so we should constrain the various features.
// The UI is in charge of setuping the constrain, not the code. So if users is forward only and want unleash power, it is easy to unleash by some UI change
// Modify fresnel0
FillMaterialSSS(surfaceData.subsurfaceMask, bsdfData);
// Assign profile id and overwrite fresnel0
FillMaterialSSS(surfaceData.diffusionProfile, surfaceData.subsurfaceMask, bsdfData);
FillMaterialTransmission(surfaceData.thickness, bsdfData);
// Assign profile id and overwrite fresnel0
FillMaterialTransmission(surfaceData.diffusionProfile, surfaceData.thickness, bsdfData);
}
if (HasFeatureFlag(surfaceData.materialFeatures, MATERIALFEATUREFLAGS_LIT_ANISOTROPY))

// conversion function for deferred
//-----------------------------------------------------------------------------
// GBuffer layout.
// GBuffer2 and GBuffer0.a interpretation depends on material feature enabled
//GBuffer0 RGBA8 sRGB Gbuffer0 encode baseColor and so is sRGB to save precision. Alpha is not affected.
//GBuffer1 R10B10G10A2
//GBuffer2 RGBA8
//GBuffer3 RGBA8
//FeatureName Standard
//GBuffer0 baseColor.r, baseColor.g, baseColor.b, specularOcclusion
//GBuffer1 perceptualRoughness, normal.x, normal.y, normal.sign
//GBuffer2 f0.r, f0.g, f0.b, featureID(3) / coatMask(5)
//GBuffer3 bakedDiffuseLighting.rgb
//FeatureName Subsurface Scattering + Transmission
//GBuffer0 baseColor.r, baseColor.g, baseColor.b, diffusionProfile(4) / subsurfaceMask(4)
//GBuffer1 perceptualRoughness, normal.x, normal.y, normal.sign
//GBuffer2 specularOcclusion, thickness, diffusionProfile(4) / subsurfaceMask(4), featureID(3) / coatMask(5)
//GBuffer3 bakedDiffuseLighting.rgb
//FeatureName Anisotropic
//GBuffer0 baseColor.r, baseColor.g, baseColor.b, specularOcclusion
//GBuffer1 perceptualRoughness, normal.x, normal.y, normal.sign
//GBuffer2 anisotropy, tangent.x, tangent.y(3) / metallic(5), featureID(3) / coatMask(5)
//GBuffer3 bakedDiffuseLighting.rgb
//FeatureName Irridescence
//GBuffer0 baseColor.r, baseColor.g, baseColor.b, specularOcclusion
//GBuffer1 perceptualRoughness, normal.x, normal.y, normal.sign
//GBuffer2 IOR, thickness, unused(3bit) / metallic(5), featureID(3) / coatMask(5)
//GBuffer3 bakedDiffuseLighting.rgb
// Note:
// For standard we have chose to always encode fresnel0. Even when we use metal/baseColor parametrization. This avoid
// compiler optimization problem that was using VGPR to deal with the various combination of metal non metal.
// For SSS, we move diffusionProfile(4) / subsurfaceMask(4) in GBuffer0.a so the forward SSS code only need to write into one RT
// and the SSS postprocess only need to read one RT
// We duplicate diffusionProfile / subsurfaceMask in GBuffer2.b so the compiler don't need to read the GBuffer0 before PostEvaluateBSDF
// The lighting code have been adapted to only apply diffuseColor at the end.
// This save VGPR as we don' need to keep the GBuffer0 value in register.
// The layout is also design to only require one RT for the material classification. All the material feature flags are deduced from GBuffer2.
// Encode SurfaceData (BSDF parameters) into GBuffer
// Must be in sync with RT declared in HDRenderPipeline.cs ::Rebuild
void EncodeIntoGBuffer( SurfaceData surfaceData,

ApplyDebugToSurfaceData(surfaceData);
// RT0 - 8:8:8:8 sRGB
// Warning: the contents are later overwritten for Standard and SSS!
// We store perceptualRoughness instead of roughness because it save a sqrt ALU when decoding
// (as we want both perceptualRoughness and roughness for the lighting due to Disney Diffuse model)
// Encode normal on 20bit with oct compression + 2bit of sign
// To have more precision encode the sign of xy in a separate uint
// To have better precision encode the sign of XY separately.
// We store perceptualRoughness instead of roughness because it is perceptually linear.
// mettalic will be store on 4 bit and store special value when not used
int metallic15 = int(surfaceData.metallic * (GBUFFER_LIT_ANISOTROPIC_UPPER_BOUND + 0.5)); // Remap to [0..12] range. 13, 14, 15 are special value
uint materialFeatureId;
// IMPORTANT: In case of foward or gbuffer pass materialFeatures is statically know at compile time, so the compiler can do compile time optimization
// Currently material features SpecularColor, Iridescence, SubsurfaceScattering/Transmission, Anisotropy are mutually exclusive due to Gbuffer constrain
// The priority of feature is handled in the code here and reflect in the UI (see LitUI.cs)
// Process SSS and Transmission together as they encode almost the same data, negligible cost
metallic15 = GBUFFER_LIT_SSS_OR_TRANSMISSION;
// Special case: For SSS we will store the profile id and the subsurface radius at the location of the specular occlusion (in alpha channel of GBuffer0)
// and we will move the specular occlusion in GBuffer2. This is an optimization for SSSSS and have no other side effect as specular occlusion is always used
// during lighting pass when other buffer (Gbuffer0, 1, 2) and read anyway.
// Reminder that during GBuffer pass we know statically material materialFeatures
if ((surfaceData.materialFeatures & (MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING | MATERIALFEATUREFLAGS_LIT_TRANSMISSION)) == (MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING | MATERIALFEATUREFLAGS_LIT_TRANSMISSION))
materialFeatureId = GBUFFER_LIT_TRANSMISSION_SSS;
else if ((surfaceData.materialFeatures & MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING) == MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING)
materialFeatureId = GBUFFER_LIT_SSS;
else
materialFeatureId = GBUFFER_LIT_TRANSMISSION;
// We perform the same encoding for SSS and transmission even if not used as it is the same cost
// Note that regarding EncodeIntoSSSBuffer, as the lit.shader IS the deferred shader (and the SSS fullscreen pass is based on deferred encoding),
// it know the details of the encoding, so it is fine to assume here how SSSBuffer0 is encoded
// For the SSS feature, the alpha channel is overwritten with (diffusionProfile | subsurfaceMask).
// It is done so that the SSS pass only has to read a single G-Buffer 0.
// We move specular occlusion to the red channel of the G-Buffer 2.
outGBuffer2.rgb = float3(surfaceData.specularOcclusion, surfaceData.thickness, HasFeatureFlag(surfaceData.materialFeatures, MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING) ? 1.0 : 0.0); // thickness for Transmission
// We duplicate the alpha channel of the G-Buffer 0 (for diffusion profile).
// It allows us to delay reading the G-Buffer 0 until the end of the deferred lighting shader.
outGBuffer2.rgb = float3(surfaceData.specularOcclusion, surfaceData.thickness, outGBuffer0.a);
}
else if (HasFeatureFlag(surfaceData.materialFeatures, MATERIALFEATUREFLAGS_LIT_ANISOTROPY))
{
materialFeatureId = GBUFFER_LIT_ANISOTROPIC;
// Reconstruct the default tangent frame.
float3x3 frame = GetLocalFrame(surfaceData.normalWS);
// Compute the rotation angle of the actual tangent frame with respect to the default one.
float sinFrame = dot(surfaceData.tangentWS, frame[1]);
float cosFrame = dot(surfaceData.tangentWS, frame[0]);
uint storeSin = abs(sinFrame) < abs(cosFrame) ? 4 : 0;
uint quadrant = ((sinFrame < 0) ? 1 : 0) | ((cosFrame < 0) ? 2 : 0);
// sin [and cos] are approximately linear up to [after] 45 degrees.
float sinOrCos = min(abs(sinFrame), abs(cosFrame)) * sqrt(2);
outGBuffer2.rgb = float3(surfaceData.anisotropy * 0.5 + 0.5,
sinOrCos,
PackFloatInt8bit(surfaceData.metallic, storeSin | quadrant, 8));
else
else if (HasFeatureFlag(surfaceData.materialFeatures, MATERIALFEATUREFLAGS_LIT_IRIDESCENCE))
if (HasFeatureFlag(surfaceData.materialFeatures, MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR))
{
metallic15 = GBUFFER_LIT_SPECULAR_COLOR;
outGBuffer2.rgb = LinearToGamma20(surfaceData.specularColor);
}
else if (HasFeatureFlag(surfaceData.materialFeatures, MATERIALFEATUREFLAGS_LIT_ANISOTROPY))
{
// Reconstruct the default tangent frame.
float3x3 frame = GetLocalFrame(surfaceData.normalWS);
materialFeatureId = GBUFFER_LIT_IRIDESCENCE;
outGBuffer2.rgb = float3(0.0 /* TODO: IOR */, surfaceData.thicknessIrid,
PackFloatInt8bit(surfaceData.metallic, 0, 8));
}
else // Standard
{
// In the case of standard or specular color we always convert to specular color parametrization before encoding,
// so decoding is more efficient (it allow better optimization for the compiler and save VGPR)
// This mean that on the decode side, MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR doesn't exist anymore
materialFeatureId = GBUFFER_LIT_STANDARD;
// Compute the rotation angle of the actual tangent frame with respect to the default one.
float sinFrame = dot(surfaceData.tangentWS, frame[1]);
float cosFrame = dot(surfaceData.tangentWS, frame[0]);
uint storeSin = abs(sinFrame) < abs(cosFrame) ? 4 : 0;
uint quadrant = ((sinFrame < 0) ? 1 : 0) | ((cosFrame < 0) ? 2 : 0);
float3 diffuseColor = surfaceData.baseColor;
float3 fresnel0 = surfaceData.specularColor;
outGBuffer2.rgb = float3(min(abs(sinFrame), abs(cosFrame)) * sqrt(2), PackByte(storeSin | quadrant), surfaceData.anisotropy * 0.5 + 0.5);
}
else if (HasFeatureFlag(surfaceData.materialFeatures, MATERIALFEATUREFLAGS_LIT_IRIDESCENCE))
if (!HasFeatureFlag(surfaceData.materialFeatures, MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR))
metallic15 = GBUFFER_LIT_IRIDESCENCE;
outGBuffer2.rgb = float3(0.0, surfaceData.thicknessIrid, 0.0);
// Convert from the metallic parametrization.
diffuseColor = ComputeDiffuseColor(surfaceData.baseColor, surfaceData.metallic);
fresnel0 = ComputeFresnel0(surfaceData.baseColor, surfaceData.metallic, DEFAULT_SPECULAR_VALUE);
else
{
// Caution: Neutral value for anisotropy is 0.5 not 0
outGBuffer2.rgb = float3(0.0, 0.0, 0.5);
}
outGBuffer0.rgb = diffuseColor; // sRGB RT
// outGBuffer2 is not sRGB, so use a fast encode/decode sRGB to keep precision
outGBuffer2.rgb = FastLinearToSRGB(fresnel0); // TODO: optimize
// Encode coatMask (4bit) / mettalic (4bit)
outGBuffer2.a = PackFloatInt8bit(HasFeatureFlag(surfaceData.materialFeatures, MATERIALFEATUREFLAGS_LIT_CLEAR_COAT) ? surfaceData.coatMask : 0.0, metallic15, 16.0);
// Ensure that surfaceData.coatMask is 0 if the feature is not enabled
float coatMask = HasFeatureFlag(surfaceData.materialFeatures, MATERIALFEATUREFLAGS_LIT_CLEAR_COAT) ? surfaceData.coatMask : 0.0;
// Note: no need to store MATERIALFEATUREFLAGS_LIT_STANDARD, always present
outGBuffer2.a = PackFloatInt8bit(coatMask, materialFeatureId, 8);
// Lighting: 11:11:10f
// RT3 - 11f:11f:10f
// Note that return type is not part of the MACRO DECODE_FROM_GBUFFER, so it is safe to use return value for our need
// If you're not using the feature classification system, pass 0.
// If you're not using the feature classification system, pass UINT_MAX.
// Also, see comment in TileVariantToFeatureFlags. When we are the worse case (i.e last variant), we read the featureflags
// from the structured buffer use to generate the indirect draw call. It allow to not go through all branch and the branch is scalar (not VGPR)
// Note: we have ZERO_INITIALIZE the struct, so bsdfData.diffusionProfile == DIFFUSION_PROFILE_NEUTRAL_ID,
// bsdfData.anisotropy == 0, bsdfData.subsurfaceMask == 0, etc...
ZERO_INITIALIZE(BSDFData, bsdfData);
// Isolate material features.

GBufferType2 inGBuffer2 = LOAD_TEXTURE2D(_GBufferTexture2, positionSS);
GBufferType3 inGBuffer3 = LOAD_TEXTURE2D(_GBufferTexture3, positionSS);
// Init all material flags from Gbuffer2
// Material classification only uses the G-Buffer 2.
int metallic15;
UnpackFloatInt8bit(inGBuffer2.a, 16.0, coatMask, metallic15);
uint materialFeatureId;
UnpackFloatInt8bit(inGBuffer2.a, 8, coatMask, materialFeatureId);
uint pixelFeatureFlags = MATERIALFEATUREFLAGS_LIT_STANDARD; // Only sky/background do not have the Standard material flag
bool pixelHasSpecularColor = (metallic15 == GBUFFER_LIT_SPECULAR_COLOR); // This is always a dynamic test as it is very cheap
bool pixelHasTransmission = (metallic15 == GBUFFER_LIT_SSS_OR_TRANSMISSION && inGBuffer2.g > 0); // Thickness > 0
bool pixelHasSubsurface = (metallic15 == GBUFFER_LIT_SSS_OR_TRANSMISSION && inGBuffer2.b > 0); // TagSSS > 0
bool pixelHasAnisotropy = (metallic15 <= GBUFFER_LIT_ANISOTROPIC_UPPER_BOUND && abs(inGBuffer2.b - 0.5) >= 1.0/255.0); // Anisotropy > 0
bool pixelHasIridescence = (metallic15 == GBUFFER_LIT_IRIDESCENCE);
bool pixelHasClearCoat = (coatMask > 0);
uint pixelFeatureFlags = MATERIALFEATUREFLAGS_LIT_STANDARD; // Only sky/background do not have the Standard flag.
bool pixelHasSubsurface = materialFeatureId == GBUFFER_LIT_TRANSMISSION_SSS || materialFeatureId == GBUFFER_LIT_SSS;
bool pixelHasTransmission = materialFeatureId == GBUFFER_LIT_TRANSMISSION_SSS || materialFeatureId == GBUFFER_LIT_TRANSMISSION;
bool pixelHasAnisotropy = materialFeatureId == GBUFFER_LIT_ANISOTROPIC;
bool pixelHasIridescence = materialFeatureId == GBUFFER_LIT_IRIDESCENCE;
bool pixelHasClearCoat = coatMask > 0;
pixelFeatureFlags |= tileFeatureFlags & (pixelHasSpecularColor ? MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR : 0);
pixelFeatureFlags |= tileFeatureFlags & (pixelHasTransmission ? MATERIALFEATUREFLAGS_LIT_TRANSMISSION : 0);
pixelFeatureFlags |= tileFeatureFlags & (pixelHasSubsurface ? MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING : 0);
pixelFeatureFlags |= tileFeatureFlags & (pixelHasAnisotropy ? MATERIALFEATUREFLAGS_LIT_ANISOTROPY : 0);
pixelFeatureFlags |= tileFeatureFlags & (pixelHasIridescence ? MATERIALFEATUREFLAGS_LIT_IRIDESCENCE : 0);
pixelFeatureFlags |= tileFeatureFlags & (pixelHasClearCoat ? MATERIALFEATUREFLAGS_LIT_CLEAR_COAT : 0);
pixelFeatureFlags |= tileFeatureFlags & (pixelHasSubsurface ? MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING : 0);
pixelFeatureFlags |= tileFeatureFlags & (pixelHasTransmission ? MATERIALFEATUREFLAGS_LIT_TRANSMISSION : 0);
pixelFeatureFlags |= tileFeatureFlags & (pixelHasAnisotropy ? MATERIALFEATUREFLAGS_LIT_ANISOTROPY : 0);
pixelFeatureFlags |= tileFeatureFlags & (pixelHasIridescence ? MATERIALFEATUREFLAGS_LIT_IRIDESCENCE : 0);
pixelFeatureFlags |= tileFeatureFlags & (pixelHasClearCoat ? MATERIALFEATUREFLAGS_LIT_CLEAR_COAT : 0);
// Start decompressing GBuffer
// Decompress feature-agnostic data from the G-Buffer.
bsdfData.specularOcclusion = inGBuffer0.a;
bsdfData.specularOcclusion = inGBuffer0.a; // Later possibly overwritten by SSS
bsdfData.perceptualRoughness = inGBuffer1.r;
float2 octNormalWS = inGBuffer1.gb;

bsdfData.normalWS = UnpackNormalOctRectEncode(octNormalWS);
// metallic15 is range [0..12] if metallic data is needed
bool pixelHasNoMetallic = HasFeatureFlag(pixelFeatureFlags, MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR | MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING | MATERIALFEATUREFLAGS_LIT_TRANSMISSION);
float metallic = pixelHasNoMetallic ? 0 : metallic15 * (1.0 / GBUFFER_LIT_ANISOTROPIC_UPPER_BOUND);
bsdfData.diffuseColor = ComputeDiffuseColor(baseColor, metallic);
bsdfData.fresnel0 = HasFeatureFlag(pixelFeatureFlags, MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR) ? Gamma20ToLinear(inGBuffer2.rgb) : ComputeFresnel0(baseColor, metallic, DEFAULT_SPECULAR_VALUE);
bakeDiffuseLighting = inGBuffer3.rgb;
// Always assign even if not used, DIFFUSION_PROFILE_NEUTRAL_ID is 0
// Note: we have ZERO_INITIALIZE the struct, so bsdfData.diffusionProfile == DIFFUSION_PROFILE_NEUTRAL_ID, bsdfData.anisotropy == 0, bsdfData.subsurfaceMask == 0 etc...
// Decompress feature-specific data from the G-Buffer.
bool pixelHasMetallic = HasFeatureFlag(pixelFeatureFlags, MATERIALFEATUREFLAGS_LIT_ANISOTROPY | MATERIALFEATUREFLAGS_LIT_IRIDESCENCE);
if (pixelHasMetallic)
{
float metallic;
uint unused;
UnpackFloatInt8bit(inGBuffer2.b, 8, metallic, unused);
bsdfData.diffuseColor = ComputeDiffuseColor(baseColor, metallic);
bsdfData.fresnel0 = ComputeFresnel0(baseColor, metallic, DEFAULT_SPECULAR_VALUE);
}
else
{
bsdfData.diffuseColor = baseColor;
bsdfData.fresnel0 = FastSRGBToLinear(inGBuffer2.rgb); // Later possibly overwritten by SSS
}
// Process SSS and Transmission together as they encode almost the same data
// First we must extract the diffusion profile
SSSData sssData;
// We don't need to do this call, see comment below
// DecodeFromSSSBuffer(inGBuffer0, positionSS, sssData);
// Overwrite the diffusion profile/subsurfaceMask extracted by DecodeFromSSSBuffer().
// We must do this so the compiler can optimize away the read from the G-Buffer 0 to the very end (in PostEvaluateBSDF)
// Note that we don't use sssData.subsurfaceMask here. But it is still assign so we can have the information in the
// material debug view + If we require it in the future.
UnpackFloatInt8bit(inGBuffer2.b, 16, sssData.subsurfaceMask, sssData.diffusionProfile);
SSSData sssData;
DecodeFromSSSBuffer(inGBuffer0, positionSS, sssData);
bsdfData.diffusionProfile = sssData.diffusionProfile;
// Note: both function assign profile and overwrite fresnel0 (both SSS and Transmission)
// in case one feature is enabled and not the other.
// Modify fresnel0
FillMaterialSSS(sssData.subsurfaceMask, bsdfData);
FillMaterialSSS(sssData.diffusionProfile, sssData.subsurfaceMask, bsdfData);
FillMaterialTransmission(inGBuffer2.g, bsdfData);
FillMaterialTransmission(sssData.diffusionProfile, inGBuffer2.g, bsdfData);
}
}

if (HasFeatureFlag(pixelFeatureFlags, MATERIALFEATUREFLAGS_LIT_ANISOTROPY))
{
anisotropy = inGBuffer2.b * 2.0 - 1.0;
anisotropy = inGBuffer2.r * 2.0 - 1.0;
float unused;
uint tangentFlags;
UnpackFloatInt8bit(inGBuffer2.b, 8, unused, tangentFlags);
uint quadrant = UnpackByte(inGBuffer2.g);
uint storeSin = UnpackByte(inGBuffer2.g) & 4;
float absVal0 = inGBuffer2.r * rsqrt(2);
float absVal1 = sqrt(1 - absVal0 * absVal0);
float sinFrame = storeSin ? absVal0 : absVal1;
float cosFrame = storeSin ? absVal1 : absVal0;
uint quadrant = tangentFlags;
uint storeSin = tangentFlags & 4;
float sinOrCos = inGBuffer2.g * rsqrt(2);
float cosOrSin = sqrt(1 - sinOrCos * sinOrCos);
float sinFrame = storeSin ? sinOrCos : cosOrSin;
float cosFrame = storeSin ? cosOrSin : sinOrCos;
sinFrame = (quadrant & 1) ? -sinFrame : sinFrame;
cosFrame = (quadrant & 2) ? -cosFrame : cosFrame;

// perceptualRoughness can be modify by FillMaterialClearCoatData, so ConvertAnisotropyToClampRoughness must be call after
ConvertAnisotropyToClampRoughness(bsdfData.perceptualRoughness, bsdfData.anisotropy, bsdfData.roughnessT, bsdfData.roughnessB);
bakeDiffuseLighting = inGBuffer3.rgb;
return pixelFeatureFlags;
}

void GetSurfaceDataDebug(uint paramId, SurfaceData surfaceData, inout float3 result, inout bool needLinearToSRGB)
{
GetGeneratedSurfaceDataDebug(paramId, surfaceData, result, needLinearToSRGB);
// Overide debug value output to be more readable
switch (paramId)
{
case DEBUGVIEW_LIT_SURFACEDATA_MATERIAL_FEATURES:
result = (surfaceData.materialFeatures.xxx) / 255.0; // Aloow to read with color picker debug mode
break;
}
// Overide debug value output to be more readable
switch (paramId)
{
case DEBUGVIEW_LIT_BSDFDATA_MATERIAL_FEATURES:
result = (bsdfData.materialFeatures.xxx) / 255.0; // Aloow to read with color picker debug mode
break;
}
}
//-----------------------------------------------------------------------------

// This is a ad-hoc tweak to better match reference of anisotropic GGX.
// TODO: We need a better hack.
preLightData.iblPerceptualRoughness *= saturate(1.2 - abs(bsdfData.anisotropy));
float iblRoughness = PerceptualRoughnessToRoughness(preLightData.iblPerceptualRoughness);
preLightData.iblR = GetSpecularDominantDir(N, iblR, iblRoughness, NdotV);
preLightData.iblR = GetSpecularDominantDir(N, iblR, preLightData.iblPerceptualRoughness, NdotV);
#ifdef LIT_USE_GGX_ENERGY_COMPENSATION
// Ref: Practical multiple scattering compensation for microfacet models.

12
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitDataIndividualLayer.hlsl


#if !defined(LAYERED_LIT_SHADER)
// These static material feature allow compile time optimization
surfaceData.materialFeatures = 0;
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
// TEMP: The UI must control if we have transmission or not.
// Currently until we update the UI, this is control in the diffusion profile
uint transmissionMode = BitFieldExtract(asuint(_TransmissionFlags), 2u * surfaceData.diffusionProfile, 2u);
// Caution: Because of this dynamic test we don't know anymore statically if we have transmission, which mess with performance.
// in deferred case as we still have both sss and transmission until we update the UI it should be the same perf
if (transmissionMode != TRANSMISSION_MODE_NONE)
{
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
}
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.hlsl


{
float3 diffuseColor;
float subsurfaceMask;
int diffusionProfile;
uint diffusionProfile;
};
#define SSSBufferType0 float4

// Note: The SSS buffer used here is sRGB
void EncodeIntoSSSBuffer(SSSData sssData, uint2 positionSS, out SSSBufferType0 outSSSBuffer0)
{
outSSSBuffer0 = float4(sssData.diffuseColor, PackFloatInt8bit(sssData.subsurfaceMask, sssData.diffusionProfile, 16.0));
outSSSBuffer0 = float4(sssData.diffuseColor, PackFloatInt8bit(sssData.subsurfaceMask, sssData.diffusionProfile, 16));
}
// Note: The SSS buffer used here is sRGB

UnpackFloatInt8bit(sssBuffer.a, 16.0, sssData.subsurfaceMask, sssData.diffusionProfile);
UnpackFloatInt8bit(sssBuffer.a, 16, sssData.subsurfaceMask, sssData.diffusionProfile);
}
void DecodeFromSSSBuffer(uint2 positionSS, out SSSData sssData)

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/FrameSettings.cs


public bool enablePostprocess = true;
public bool enableStereo = true;
public bool enableAsyncCompute = false;
public bool enableAsyncCompute = true;
public bool enableOpaqueObjects = true;
public bool enableTransparentObjects = true;

// Force forward if we request stereo. TODO: We should not enforce that, users should be able to chose deferred
aggregate.enableForwardRenderingOnly = aggregate.enableForwardRenderingOnly || aggregate.enableStereo;
aggregate.enableAsyncCompute = srcFrameSettings.enableAsyncCompute && renderPipelineSettings.supportAsyncCompute;
aggregate.enableAsyncCompute = srcFrameSettings.enableAsyncCompute && SystemInfo.supportsAsyncCompute;
aggregate.enableOpaqueObjects = srcFrameSettings.enableOpaqueObjects;
aggregate.enableTransparentObjects = srcFrameSettings.enableTransparentObjects;

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/RenderPipelineSettings.cs


// Engine
public bool supportDBuffer = false;
public bool supportMSAA = false;
public bool supportAsyncCompute = false;
public GlobalLightLoopSettings lightLoopSettings = new GlobalLightLoopSettings();
public ShadowInitParameters shadowInitParams = new ShadowInitParameters();

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassForward.hlsl


GetVaryingsDataDebug(_DebugViewMaterial, input, result, needLinearToSRGB);
GetBuiltinDataDebug(_DebugViewMaterial, builtinData, result, needLinearToSRGB);
GetSurfaceDataDebug(_DebugViewMaterial, surfaceData, result, needLinearToSRGB);
GetBSDFDataDebug(_DebugViewMaterial, bsdfData, result, needLinearToSRGB); // TODO: This required to initialize all field from BSDFData...
GetBSDFDataDebug(_DebugViewMaterial, bsdfData, result, needLinearToSRGB);
// TEMP!
// For now, the final blit in the backbuffer performs an sRGB write

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassForwardUnlit.hlsl


GetPropertiesDataDebug(_DebugViewMaterial, result, needLinearToSRGB);
GetVaryingsDataDebug(_DebugViewMaterial, input, result, needLinearToSRGB);
GetBuiltinDataDebug(_DebugViewMaterial, builtinData, result, needLinearToSRGB);
GetBSDFDataDebug(_DebugViewMaterial, bsdfData, result, needLinearToSRGB); // TODO: This required to initialize all field from BSDFData...
GetSurfaceDataDebug(_DebugViewMaterial, surfaceData, result, needLinearToSRGB);
GetBSDFDataDebug(_DebugViewMaterial, bsdfData, result, needLinearToSRGB);
// TEMP!
// For now, the final blit in the backbuffer performs an sRGB write

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/VertMesh.hlsl


float3 normalWS = float3(0.0, 0.0, 0.0); // We need this case to be able to compile ApplyVertexModification that doesn't use normal.
#endif
float4 tangentWS = float4(0.0, 0.0, 0.0, 0.0);
tangentWS = float4(TransformObjectToWorldDir(input.tangentOS.xyz), input.tangentOS.w);
float4 tangentWS = float4(TransformObjectToWorldDir(input.tangentOS.xyz), input.tangentOS.w);
#endif
// TODO: deal with camera center rendering and instancing (This is the reason why we always perform two steps transform to clip space + instancing matrix)

7
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/ProceduralSky/Resources/ProceduralSky.shader


float getMiePhase(float eyeCos, float eyeCos2)
{
float temp = 1.0 + MIE_G2 - 2.0 * MIE_G * eyeCos;
temp = pow(max(temp, 0), pow(_SunSize,0.65) * 10);
temp = PositivePow(temp, PositivePow(_SunSize, 0.65) * 10);
#if defined(UNITY_COLORSPACE_GAMMA) && SKYBOX_COLOR_IN_TARGET_COLOR_SPACE
temp = pow(temp, .454545);
#endif
return temp;
}

float3 cameraPos = float3(0,kInnerRadius + kCameraHeight,0); // The camera's current position
// Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the atmosphere)
float3 eyeRay = dir; // normalize(mul((float3x3)unity_ObjectToWorld, v.vertex.xyz));
float3 eyeRay = dir; // normalize(mul((float3x3)UNITY_MATRIX_M, v.vertex.xyz));
float far = 0.0;
float3 cIn = float3(0.0, 0.0, 0.0);

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m_Texture: {fileID: 0}
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m_Texture: {fileID: 0}
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