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

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Sebastien Lagarde 7 年前
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1ebf9456
共有 24 个文件被更改,包括 902 次插入418 次删除
  1. 20
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Common.hlsl
  2. 92
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Debug.hlsl
  3. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/MaterialDebug.cs
  4. 27
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/LayeredLit/LayeredLitUI.cs
  5. 39
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Lit/LitUI.cs
  6. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/Resources/VolumetricLighting.compute
  7. 7
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLit.shader
  8. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitData.hlsl
  9. 7
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitTessellation.shader
  10. 8
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.shader
  11. 540
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitData.hlsl
  12. 8
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitProperties.hlsl
  13. 8
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitTessellation.shader
  14. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Unlit/Unlit.shader
  15. 72
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Unlit/UnlitProperties.hlsl
  16. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassLightTransport.hlsl
  17. 23
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/VaryingMesh.hlsl
  18. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/VertMesh.hlsl
  19. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderVariables.hlsl
  20. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/OpaqueAtmosphericScattering.shader
  21. 342
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/UnityInstancing.hlsl
  22. 9
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/UnityInstancing.hlsl.meta
  23. 86
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitBuiltinData.hlsl
  24. 9
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitBuiltinData.hlsl.meta

20
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Common.hlsl


// The reason is that for compute shader we need to guarantee that the layout of CBs is consistent across kernels. Something that we can't control with the global namespace (uniforms get optimized out if not used, modifying the global CBuffer layout per kernel)
// Structure definition that are share between C# and hlsl.
// These structures need to be align on float4 to respect various packing rules from shader language. This mean that these structure need to be padded.
// Rules: When doing an array for constant buffer variables, we always use float4 to avoid any packing issue, particularly between compute shader and pixel shaders
// i.e don't use SetGlobalFloatArray or SetComputeFloatParams
// The array can be alias in hlsl. Exemple:
// uniform float4 packedArray[3];
// These structures need to be align on float4 to respect various packing rules from shader language. This mean that these structure need to be padded.
// Rules: When doing an array for constant buffer variables, we always use float4 to avoid any packing issue, particularly between compute shader and pixel shaders
// i.e don't use SetGlobalFloatArray or SetComputeFloatParams
// The array can be alias in hlsl. Exemple:
// uniform float4 packedArray[3];
// static float unpackedArray[12] = (float[12])packedArray;
// The function of the shader library are stateless, no uniform decalare in it.

return ComputeTextureLOD(uv);
}
uint GetMipCount(Texture2D tex)
uint GetMipCount(Texture2D tex)
{
#if defined(SHADER_API_D3D11) || defined(SHADER_API_D3D12) || defined(SHADER_API_D3D11_9X) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_PSSL)
#define MIP_COUNT_SUPPORTED 1

// Metal doesn't support high enough OpenGL version
#if defined(MIP_COUNT_SUPPORTED)
uint width, height, depth, mipCount;
width = height = depth = mipCount = 0;
tex.GetDimensions(width, height, depth, mipCount);
uint width, height, depth, mipCount;
width = height = depth = mipCount = 0;
tex.GetDimensions(width, height, depth, mipCount);
#endif
#endif
}
// ----------------------------------------------------------------------------

92
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Debug.hlsl


}
}
float4 GetStreamingMipColor(uint mipCount, float4 mipInfo)
float4 GetStreamingMipColor(uint mipCount, float4 mipInfo)
uint originalTextureMipCount = uint(mipInfo.y);
uint originalTextureMipCount = uint(mipInfo.y);
uint desiredMipLevel = uint(mipInfo.z);
uint desiredMipLevel = uint(mipInfo.z);
uint mipCountDesired = uint(originalTextureMipCount)-uint(desiredMipLevel);
if (mipCount == 0)
{

float ratioToOriginal = float(mipCount) / float(originalTextureMipCount);
return float4(0.0, 1.0, 0.0, 1.0 - ratioToOriginal);
}
}
float4 GetSimpleMipCountColor(uint mipCount)
}
float4 GetSimpleMipCountColor(uint mipCount)
{
// Grey scale for mip counts where mip count of 12 = white
float mipCountColor = float(mipCount) / 12.0;

// Magenta is no valid mip count
// Original colour if greater than 12
return mipCount==0 ? float4(1.0, 0.0, 1.0, 1.0) : (mipCount > 12 ? float4(1.0, 1.0, 1.0, 0.0) : color );
}
float4 GetMipLevelColor(float2 uv, float4 texelSize)
{
}
float4 GetMipLevelColor(float2 uv, float4 texelSize)
{
mipLevel = clamp(mipLevel, 0.0, 5.0 - 0.0001);
mipLevel = clamp(mipLevel, 0.0, 5.0 - 0.0001);
float4(0.0, 0.0, 1.0, 0.8), // 0 BLUE = too little texture detail
float4(0.0, 0.5, 1.0, 0.4), // 1
float4(1.0, 1.0, 1.0, 0.0), // 2 = optimal level
float4(1.0, 0.7, 0.0, 0.2), // 3 (YELLOW tint)
float4(1.0, 0.3, 0.0, 0.6), // 4 (clamped mipLevel 4.9999)
float4(1.0, 0.0, 0.0, 0.8) // 5 RED = too much texture detail (max blended value)
};
int mipLevelInt = floor(mipLevel);
float t = frac(mipLevel);
float4 a = colors[mipLevelInt];
float4 b = colors[mipLevelInt + 1];
float4 color = lerp(a, b, t);
return color;
float4(0.0, 0.0, 1.0, 0.8), // 0 BLUE = too little texture detail
float4(0.0, 0.5, 1.0, 0.4), // 1
float4(1.0, 1.0, 1.0, 0.0), // 2 = optimal level
float4(1.0, 0.7, 0.0, 0.2), // 3 (YELLOW tint)
float4(1.0, 0.3, 0.0, 0.6), // 4 (clamped mipLevel 4.9999)
float4(1.0, 0.0, 0.0, 0.8) // 5 RED = too much texture detail (max blended value)
};
int mipLevelInt = floor(mipLevel);
float t = frac(mipLevel);
float4 a = colors[mipLevelInt];
float4 b = colors[mipLevelInt + 1];
float4 color = lerp(a, b, t);
return color;
{
// https://aras-p.info/blog/2011/05/03/a-way-to-visualize-mip-levels/
float4 mipColor= GetMipLevelColor(uv, texelSize);
{
// https://aras-p.info/blog/2011/05/03/a-way-to-visualize-mip-levels/
float4 mipColor= GetMipLevelColor(uv, texelSize);
{
{
float4 mipColor = GetSimpleMipCountColor(mipCount);
float4 mipColor = GetSimpleMipCountColor(mipCount);
{
{
return GetStreamingMipColor(mipCount, mipInfo).xyz;
return GetStreamingMipColor(mipCount, mipInfo).xyz;
{
{
float4 mipColor = GetStreamingMipColor(mipCount, mipInfo);
float4 mipColor = GetStreamingMipColor(mipCount, mipInfo);
{
{
uint originalTextureMipCount = uint(mipInfo.y);
if (originalTextureMipCount != 0)
{

}
float3 GetDebugMipReductionColor(Texture2D tex, float4 mipInfo)
{
{
uint originalTextureMipCount = uint(mipInfo.y);
if (originalTextureMipCount != 0)
{

}
#ifdef DEBUG_DISPLAY
float3 GetTextureDataDebug(uint paramId, float2 uv, Texture2D tex, float4 texelSize, float4 mipInfo, float3 originalColor)
{
switch (paramId)
{
float3 GetTextureDataDebug(uint paramId, float2 uv, Texture2D tex, float4 texelSize, float4 mipInfo, float3 originalColor)
{
switch (paramId)
{
case DEBUGMIPMAPMODE_MIP_RATIO:
return GetDebugMipColorIncludingMipReduction(originalColor, tex, texelSize, uv, mipInfo);
case DEBUGMIPMAPMODE_MIP_COUNT:

return GetDebugStreamingMipColorBlended(originalColor, tex, mipInfo);
}
return originalColor;
return originalColor;
#endif // DEBUG_DISPLAY
#endif // DEBUG_DISPLAY
#endif // UNITY_DEBUG_INCLUDED

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/MaterialDebug.cs


public static GUIContent[] debugViewMaterialPropertiesStrings = null;
public static int[] debugViewMaterialPropertiesValues = null;
public static GUIContent[] debugViewMaterialTextureStrings = null;
public static int[] debugViewMaterialTextureValues = null;
public static int[] debugViewMaterialTextureValues = null;
public static GUIContent[] debugViewMaterialGBufferStrings = null;
public static int[] debugViewMaterialGBufferValues = null;

27
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/LayeredLit/LayeredLitUI.cs


CoreUtils.SetKeyword(material, "_INFLUENCEMASK_MAP", material.GetTexture(kLayerInfluenceMaskMap) && material.GetFloat(kkUseMainLayerInfluence) != 0.0f);
CoreUtils.SetKeyword(material, "_EMISSIVE_MAPPING_PLANAR", ((UVBaseMapping)material.GetFloat(kUVEmissive)) == UVBaseMapping.Planar && material.GetTexture(kEmissiveColorMap));
CoreUtils.SetKeyword(material, "_EMISSIVE_MAPPING_TRIPLANAR", ((UVBaseMapping)material.GetFloat(kUVEmissive)) == UVBaseMapping.Triplanar && material.GetTexture(kEmissiveColorMap));
CoreUtils.SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap));
CoreUtils.SetKeyword(material, "_ENABLESPECULAROCCLUSION", material.GetFloat(kEnableSpecularOcclusion) > 0.0f);

CoreUtils.SetKeyword(material, "_MATERIAL_FEATURE_SUBSURFACE_SCATTERING", materialId == BaseLitGUI.MaterialId.LitSSS);
CoreUtils.SetKeyword(material, "_MATERIAL_FEATURE_TRANSMISSION", materialId == BaseLitGUI.MaterialId.LitSSS);
}
private void DoEmissiveGUI(Material material)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField(Styles.lightingText, EditorStyles.boldLabel);
m_MaterialEditor.ShaderProperty(enableSpecularOcclusion, Styles.enableSpecularOcclusionText);
// TODO: display warning if we don't have bent normal (either OS or TS) and ambient occlusion
//if (enableSpecularOcclusion.floatValue > 0.0f)
{
// EditorGUILayout.HelpBox(Styles.specularOcclusionWarning.text, MessageType.Error);
}
EditorGUI.indentLevel++;
m_MaterialEditor.TexturePropertySingleLine(Styles.emissiveText, emissiveColorMap, emissiveColor);
m_MaterialEditor.ShaderProperty(emissiveIntensity, Styles.emissiveIntensityText);
m_MaterialEditor.ShaderProperty(albedoAffectEmissive, Styles.albedoAffectEmissiveText);
EditorGUI.indentLevel--;
}
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props)

bool layerChanged = DoLayersGUI(materialImporter);
DoEmissiveGUI(material);
EditorGUI.BeginChangeCheck();
{
DoEmissiveGUI(material);
}
if (EditorGUI.EndChangeCheck())
{
optionsChanged = true;
}
DoEmissionArea(material);
EditorGUI.indentLevel--;
m_MaterialEditor.EnableInstancingField();

39
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Lit/LitUI.cs


protected const string kEmissiveIntensity = "_EmissiveIntensity";
protected MaterialProperty albedoAffectEmissive = null;
protected const string kAlbedoAffectEmissive = "_AlbedoAffectEmissive";
protected MaterialProperty UVEmissive = null;
protected const string kUVEmissive = "_UVEmissive";
protected MaterialProperty TexWorldScaleEmissive = null;
protected const string kTexWorldScaleEmissive = "_TexWorldScaleEmissive";
protected MaterialProperty UVMappingMaskEmissive = null;
protected const string kUVMappingMaskEmissive = "_UVMappingMaskEmissive";
protected MaterialProperty enableSpecularOcclusion = null;
protected const string kEnableSpecularOcclusion = "_EnableSpecularOcclusion";

emissiveColorMap = FindProperty(kEmissiveColorMap, props);
emissiveIntensity = FindProperty(kEmissiveIntensity, props);
albedoAffectEmissive = FindProperty(kAlbedoAffectEmissive, props);
UVEmissive = FindProperty(kUVEmissive, props);
TexWorldScaleEmissive = FindProperty(kTexWorldScaleEmissive, props);
UVMappingMaskEmissive = FindProperty(kUVMappingMaskEmissive, props);
enableSpecularOcclusion = FindProperty(kEnableSpecularOcclusion, props);
}

if (EditorGUI.EndChangeCheck())
{
UpdateDisplacement(layerIndex);
}
}
}
switch ((BaseLitGUI.MaterialId)materialID.floatValue)

}
}
private void DoEmissiveGUI(Material material)
protected void DoEmissiveGUI(Material material)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField(Styles.lightingText, EditorStyles.boldLabel);

}
EditorGUI.indentLevel++;
m_MaterialEditor.TexturePropertySingleLine(Styles.emissiveText, emissiveColorMap, emissiveColor);
m_MaterialEditor.ShaderProperty(UVEmissive, Styles.UVBaseMappingText);
UVBaseMapping uvEmissiveMapping = (UVBaseMapping)UVEmissive.floatValue;
float X, Y, Z, W;
X = (uvEmissiveMapping == UVBaseMapping.UV0) ? 1.0f : 0.0f;
Y = (uvEmissiveMapping == UVBaseMapping.UV1) ? 1.0f : 0.0f;
Z = (uvEmissiveMapping == UVBaseMapping.UV2) ? 1.0f : 0.0f;
W = (uvEmissiveMapping == UVBaseMapping.UV3) ? 1.0f : 0.0f;
UVMappingMaskEmissive.colorValue = new Color(X, Y, Z, W);
if ((uvEmissiveMapping == UVBaseMapping.Planar) || (uvEmissiveMapping == UVBaseMapping.Triplanar))
{
m_MaterialEditor.ShaderProperty(TexWorldScaleEmissive, Styles.texWorldScaleText);
}
m_MaterialEditor.ShaderProperty(emissiveIntensity, Styles.emissiveIntensityText);
m_MaterialEditor.ShaderProperty(albedoAffectEmissive, Styles.albedoAffectEmissiveText);
EditorGUI.indentLevel--;

// (MaterialProperty value might come from renderer material property block)
CoreUtils.SetKeyword(material, "_MAPPING_PLANAR", ((UVBaseMapping)material.GetFloat(kUVBase)) == UVBaseMapping.Planar);
CoreUtils.SetKeyword(material, "_MAPPING_TRIPLANAR", ((UVBaseMapping)material.GetFloat(kUVBase)) == UVBaseMapping.Triplanar);
CoreUtils.SetKeyword(material, "_NORMALMAP_TANGENT_SPACE", (normalMapSpace == NormalMapSpace.TangentSpace));
if (normalMapSpace == NormalMapSpace.TangentSpace)

CoreUtils.SetKeyword(material, "_BENTNORMALMAP", material.GetTexture(kBentNormalMapOS));
}
CoreUtils.SetKeyword(material, "_MASKMAP", material.GetTexture(kMaskMap));
CoreUtils.SetKeyword(material, "_EMISSIVE_MAPPING_PLANAR", ((UVBaseMapping)material.GetFloat(kUVEmissive)) == UVBaseMapping.Planar && material.GetTexture(kEmissiveColorMap));
CoreUtils.SetKeyword(material, "_EMISSIVE_MAPPING_TRIPLANAR", ((UVBaseMapping)material.GetFloat(kUVEmissive)) == UVBaseMapping.Triplanar && material.GetTexture(kEmissiveColorMap));
CoreUtils.SetKeyword(material, "_ENABLESPECULAROCCLUSION", material.GetFloat(kEnableSpecularOcclusion) > 0.0f);
CoreUtils.SetKeyword(material, "_HEIGHTMAP", material.GetTexture(kHeightMap));
CoreUtils.SetKeyword(material, "_ANISOTROPYMAP", material.GetTexture(kAnisotropyMap));

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/Resources/VolumetricLighting.compute


#pragma kernel VolumetricLightingClustered VolumetricLighting=VolumetricLightingClustered ENABLE_REPROJECTION=0 LIGHTLOOP_TILE_PASS USE_CLUSTERED_LIGHTLIST
#pragma kernel VolumetricLightingClusteredReproj VolumetricLighting=VolumetricLightingClusteredReproj ENABLE_REPROJECTION=1 LIGHTLOOP_TILE_PASS USE_CLUSTERED_LIGHTLIST
#pragma enable_d3d11_debug_symbols
// #pragma debug
#define DEBUG_REPROJECTION 0

7
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLit.shader


[HideInInspector] _InvPrimScale("Inverse primitive scale for non-planar POM", Vector) = (1, 1, 0, 0)
[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1
[Enum(UV0, 0, Planar, 4, TriPlanar, 5)] _UVEmissive("UV Set for emissive", Float) = 0
_TexWorldScaleEmissive("Scale to apply on world coordinate", Float) = 1.0
[HideInInspector] _UVMappingMaskEmissive("_UVMappingMaskEmissive", Color) = (1, 0, 0, 0)
// Wind
[ToggleOff] _EnableWind("Enable Wind", Float) = 0.0

#pragma shader_feature _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE
#pragma shader_feature _VERTEX_WIND
#pragma shader_feature _ _EMISSIVE_MAPPING_PLANAR _EMISSIVE_MAPPING_TRIPLANAR
#pragma shader_feature _LAYER_TILING_COUPLED_WITH_UNIFORM_OBJECT_SCALE
#pragma shader_feature _ _LAYER_MAPPING_PLANAR_BLENDMASK _LAYER_MAPPING_TRIPLANAR_BLENDMASK
#pragma shader_feature _ _LAYER_MAPPING_PLANAR0 _LAYER_MAPPING_TRIPLANAR0

// enable dithering LOD crossfade
#pragma multi_compile _ LOD_FADE_CROSSFADE
//enable GPU instancing support
#pragma multi_compile_instancing
//-------------------------------------------------------------------------------------
// Define

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitData.hlsl


}
#include "LayeredLitDataDisplacement.hlsl"
#include "../Lit/LitBuiltinData.hlsl"
void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{

#if defined(DEBUG_DISPLAY)
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
surfaceData.baseColor = GetTextureDataDebug(_DebugMipMapMode, layerTexCoord.base0.uv, _BaseColorMap0, _BaseColorMap0_TexelSize, _BaseColorMap0_MipInfo, surfaceData.baseColor);
surfaceData.baseColor = GetTextureDataDebug(_DebugMipMapMode, layerTexCoord.base0.uv, _BaseColorMap0, _BaseColorMap0_TexelSize, _BaseColorMap0_MipInfo, surfaceData.baseColor);
surfaceData.metallic = 0;
}
#endif

7
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitTessellation.shader


[HideInInspector] _InvPrimScale("Inverse primitive scale for non-planar POM", Vector) = (1, 1, 0, 0)
[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVEmissive("UV Set for emissive", Float) = 0
_TexWorldScaleEmissive("Scale to apply on world coordinate", Float) = 1.0
[HideInInspector] _UVMappingMaskEmissive("_UVMappingMaskEmissive", Color) = (1, 0, 0, 0)
// Wind
[ToggleOff] _EnableWind("Enable Wind", Float) = 0.0

#pragma shader_feature _VERTEX_WIND
#pragma shader_feature _TESSELLATION_PHONG
#pragma shader_feature _ _EMISSIVE_MAPPING_PLANAR _EMISSIVE_MAPPING_TRIPLANAR
#pragma shader_feature _LAYER_TILING_COUPLED_WITH_UNIFORM_OBJECT_SCALE
#pragma shader_feature _ _LAYER_MAPPING_PLANAR_BLENDMASK _LAYER_MAPPING_TRIPLANAR_BLENDMASK
#pragma shader_feature _ _LAYER_MAPPING_PLANAR0 _LAYER_MAPPING_TRIPLANAR0

// enable dithering LOD crossfade
#pragma multi_compile _ LOD_FADE_CROSSFADE
// enable GPU instancing
#pragma multi_compile_instancing
//-------------------------------------------------------------------------------------
// Define

8
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.shader


[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail("UV Set for detail", Float) = 0
[HideInInspector] _UVDetailsMappingMask("_UVDetailsMappingMask", Color) = (1, 0, 0, 0)
[ToggleOff] _LinkDetailsWithBase("LinkDetailsWithBase", Float) = 1.0
[Enum(UV0, 0, Planar, 4, TriPlanar, 5)] _UVEmissive("UV Set for emissive", Float) = 0
_TexWorldScaleEmissive("Scale to apply on world coordinate", Float) = 1.0
[HideInInspector] _UVMappingMaskEmissive("_UVMappingMaskEmissive", Color) = (1, 0, 0, 0)
// Wind
[ToggleOff] _EnableWind("Enable Wind", Float) = 0.0

#pragma shader_feature _VERTEX_WIND
#pragma shader_feature _ _REFRACTION_PLANE _REFRACTION_SPHERE
#pragma shader_feature _ _EMISSIVE_MAPPING_PLANAR _EMISSIVE_MAPPING_TRIPLANAR
#pragma shader_feature _ _MAPPING_PLANAR _MAPPING_TRIPLANAR
#pragma shader_feature _NORMALMAP_TANGENT_SPACE
#pragma shader_feature _ _REQUIRE_UV2 _REQUIRE_UV3

// enable dithering LOD crossfade
#pragma multi_compile _ LOD_FADE_CROSSFADE
//enable GPU instancing support
#pragma multi_compile_instancing
//-------------------------------------------------------------------------------------
// Define

540
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitData.hlsl


//-------------------------------------------------------------------------------------
// Fill SurfaceData/Builtin data function
//-------------------------------------------------------------------------------------
#include "CoreRP/ShaderLibrary/Sampling/SampleUVMapping.hlsl"
#include "../MaterialUtilities.hlsl"
#include "../Decal/DecalUtilities.hlsl"
// TODO: move this function to commonLighting.hlsl once validated it work correctly
float GetSpecularOcclusionFromBentAO(float3 V, float3 bentNormalWS, SurfaceData surfaceData)
{
// Retrieve cone angle
// Ambient occlusion is cosine weighted, thus use following equation. See slide 129
float cosAv = sqrt(1.0 - surfaceData.ambientOcclusion);
float roughness = max(PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness), 0.01); // Clamp to 0.01 to avoid edge cases
float cosAs = exp2((-log(10.0)/log(2.0)) * Sq(roughness));
float cosB = dot(bentNormalWS, reflect(-V, surfaceData.normalWS));
return SphericalCapIntersectionSolidArea(cosAv, cosAs, cosB) / (TWO_PI * (1.0 - cosAs));
}
void GetBuiltinData(FragInputs input, SurfaceData surfaceData, float alpha, float3 bentNormalWS, float depthOffset, out BuiltinData builtinData)
{
// Builtin Data
builtinData.opacity = alpha;
// TODO: Sample lightmap/lightprobe/volume proxy
// This should also handle projective lightmap
builtinData.bakeDiffuseLighting = SampleBakedGI(input.positionWS, bentNormalWS, input.texCoord1, input.texCoord2);
// It is safe to call this function here as surfaceData have been filled
// We want to know if we must enable transmission on GI for SSS material, if the material have no SSS, this code will be remove by the compiler.
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
if (HasMaterialFeatureFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_TRANSMISSION))
{
// For now simply recall the function with inverted normal, the compiler should be able to optimize the lightmap case to not resample the directional lightmap
// however it will not optimize the lightprobe case due to the proxy volume relying on dynamic if (we rely must get right of this dynamic if), not a problem for SH9, but a problem for proxy volume.
// TODO: optimize more this code.
// Add GI transmission contribution by resampling the GI for inverted vertex normal
builtinData.bakeDiffuseLighting += SampleBakedGI(input.positionWS, -input.worldToTangent[2], input.texCoord1, input.texCoord2) * bsdfData.transmittance;
}
#ifdef SHADOWS_SHADOWMASK
float4 shadowMask = SampleShadowMask(input.positionWS, input.texCoord1);
builtinData.shadowMask0 = shadowMask.x;
builtinData.shadowMask1 = shadowMask.y;
builtinData.shadowMask2 = shadowMask.z;
builtinData.shadowMask3 = shadowMask.w;
#else
builtinData.shadowMask0 = 0.0;
builtinData.shadowMask1 = 0.0;
builtinData.shadowMask2 = 0.0;
builtinData.shadowMask3 = 0.0;
#endif
// Emissive Intensity is only use here, but is part of BuiltinData to enforce UI parameters as we want the users to fill one color and one intensity
builtinData.emissiveIntensity = _EmissiveIntensity; // We still store intensity here so we can reuse it with debug code
builtinData.emissiveColor = _EmissiveColor * builtinData.emissiveIntensity * lerp(float3(1.0, 1.0, 1.0), surfaceData.baseColor.rgb, _AlbedoAffectEmissive);
#ifdef _EMISSIVE_COLOR_MAP
builtinData.emissiveColor *= SAMPLE_TEXTURE2D(_EmissiveColorMap, sampler_EmissiveColorMap, TRANSFORM_TEX(input.texCoord0, _EmissiveColorMap)).rgb;
#endif
builtinData.velocity = float2(0.0, 0.0);
#if (SHADERPASS == SHADERPASS_DISTORTION) || defined(DEBUG_DISPLAY)
float3 distortion = SAMPLE_TEXTURE2D(_DistortionVectorMap, sampler_DistortionVectorMap, input.texCoord0).rgb;
distortion.rg = distortion.rg * _DistortionVectorScale.xx + _DistortionVectorBias.xx;
builtinData.distortion = distortion.rg * _DistortionScale;
builtinData.distortionBlur = clamp(distortion.b * _DistortionBlurScale, 0.0, 1.0) * (_DistortionBlurRemapMax - _DistortionBlurRemapMin) + _DistortionBlurRemapMin;
#else
builtinData.distortion = float2(0.0, 0.0);
builtinData.distortionBlur = 0.0;
#endif
builtinData.depthOffset = depthOffset;
}
// Struct that gather UVMapping info of all layers + common calculation
// This is use to abstract the mapping that can differ on layers
struct LayerTexCoord
{
#ifndef LAYERED_LIT_SHADER
UVMapping base;
UVMapping details;
#else
// Regular texcoord
UVMapping base0;
UVMapping base1;
UVMapping base2;
UVMapping base3;
UVMapping details0;
UVMapping details1;
UVMapping details2;
UVMapping details3;
// Dedicated for blend mask
UVMapping blendMask;
#endif
// Store information that will be share by all UVMapping
float3 vertexNormalWS; // TODO: store also object normal map for object triplanar
float3 triplanarWeights;
#ifdef SURFACE_GRADIENT
// tangent basis for each UVSet - up to 4 for now
float3 vertexTangentWS0, vertexBitangentWS0;
float3 vertexTangentWS1, vertexBitangentWS1;
float3 vertexTangentWS2, vertexBitangentWS2;
float3 vertexTangentWS3, vertexBitangentWS3;
#endif
};
#ifdef SURFACE_GRADIENT
void GenerateLayerTexCoordBasisTB(FragInputs input, inout LayerTexCoord layerTexCoord)
{
float3 vertexNormalWS = input.worldToTangent[2];
layerTexCoord.vertexTangentWS0 = input.worldToTangent[0];
layerTexCoord.vertexBitangentWS0 = input.worldToTangent[1];
// TODO: We should use relative camera position here - This will be automatic when we will move to camera relative space.
float3 dPdx = ddx_fine(input.positionWS);
float3 dPdy = ddy_fine(input.positionWS);
float3 sigmaX = dPdx - dot(dPdx, vertexNormalWS) * vertexNormalWS;
float3 sigmaY = dPdy - dot(dPdy, vertexNormalWS) * vertexNormalWS;
//float flipSign = dot(sigmaY, cross(vertexNormalWS, sigmaX) ) ? -1.0 : 1.0;
float flipSign = dot(dPdy, cross(vertexNormalWS, dPdx)) < 0.0 ? -1.0 : 1.0; // gives same as the commented out line above
// TODO: Optimize! The compiler will not be able to remove the tangent space that are not use because it can't know due to our UVMapping constant we use for both base and details
// To solve this we should track which UVSet is use for normal mapping... Maybe not as simple as it sounds
SurfaceGradientGenBasisTB(vertexNormalWS, sigmaX, sigmaY, flipSign, input.texCoord1, layerTexCoord.vertexTangentWS1, layerTexCoord.vertexBitangentWS1);
#if defined(_REQUIRE_UV2) || defined(_REQUIRE_UV3)
SurfaceGradientGenBasisTB(vertexNormalWS, sigmaX, sigmaY, flipSign, input.texCoord2, layerTexCoord.vertexTangentWS2, layerTexCoord.vertexBitangentWS2);
#endif
#if defined(_REQUIRE_UV3)
SurfaceGradientGenBasisTB(vertexNormalWS, sigmaX, sigmaY, flipSign, input.texCoord3, layerTexCoord.vertexTangentWS3, layerTexCoord.vertexBitangentWS3);
#endif
}
#endif
#ifndef LAYERED_LIT_SHADER
// Want to use only one sampler for normalmap/bentnormalmap either we use OS or TS. And either we have normal map or bent normal or both.
#ifdef _NORMALMAP_TANGENT_SPACE
#if defined(_NORMALMAP)
#define SAMPLER_NORMALMAP_IDX sampler_NormalMap
#elif defined(_BENTNORMALMAP)
#define SAMPLER_NORMALMAP_IDX sampler_BentNormalMap
#endif
#else
#if defined(_NORMALMAP)
#define SAMPLER_NORMALMAP_IDX sampler_NormalMapOS
#elif defined(_BENTNORMALMAP)
#define SAMPLER_NORMALMAP_IDX sampler_BentNormalMapOS
#endif
#endif
#define SAMPLER_DETAILMAP_IDX sampler_DetailMap
#define SAMPLER_MASKMAP_IDX sampler_MaskMap
#define SAMPLER_HEIGHTMAP_IDX sampler_HeightMap
#define SAMPLER_SUBSURFACE_MASKMAP_IDX sampler_SubsurfaceMaskMap
#define SAMPLER_THICKNESSMAP_IDX sampler_ThicknessMap
// include LitDataIndividualLayer to define GetSurfaceData
#define LAYER_INDEX 0
#define ADD_IDX(Name) Name
#define ADD_ZERO_IDX(Name) Name
#ifdef _NORMALMAP
#define _NORMALMAP_IDX
#endif
#ifdef _NORMALMAP_TANGENT_SPACE
#define _NORMALMAP_TANGENT_SPACE_IDX
#endif
#ifdef _DETAIL_MAP
#define _DETAIL_MAP_IDX
#endif
#ifdef _SUBSURFACE_MASK_MAP
#define _SUBSURFACE_MASK_MAP_IDX
#endif
#ifdef _THICKNESSMAP
#define _THICKNESSMAP_IDX
#endif
#ifdef _MASKMAP
#define _MASKMAP_IDX
#endif
#ifdef _BENTNORMALMAP
#define _BENTNORMALMAP_IDX
#endif
#include "LitDataIndividualLayer.hlsl"
// This maybe call directly by tessellation (domain) shader, thus all part regarding surface gradient must be done
// in function with FragInputs input as parameters
// layerTexCoord must have been initialize to 0 outside of this function
void GetLayerTexCoord(float2 texCoord0, float2 texCoord1, float2 texCoord2, float2 texCoord3,
float3 positionWS, float3 vertexNormalWS, inout LayerTexCoord layerTexCoord)
{
layerTexCoord.vertexNormalWS = vertexNormalWS;
layerTexCoord.triplanarWeights = ComputeTriplanarWeights(vertexNormalWS);
int mappingType = UV_MAPPING_UVSET;
#if defined(_MAPPING_PLANAR)
mappingType = UV_MAPPING_PLANAR;
#elif defined(_MAPPING_TRIPLANAR)
mappingType = UV_MAPPING_TRIPLANAR;
#endif
// Be sure that the compiler is aware that we don't use UV1 to UV3 for main layer so it can optimize code
ComputeLayerTexCoord( texCoord0, texCoord1, texCoord2, texCoord3, float4(1.0, 0.0, 0.0, 0.0), _UVDetailsMappingMask,
_BaseColorMap_ST.xy, _BaseColorMap_ST.zw, _DetailMap_ST.xy, _DetailMap_ST.zw, 1.0, _LinkDetailsWithBase,
positionWS, _TexWorldScale,
mappingType, layerTexCoord);
}
// This is call only in this file
// layerTexCoord must have been initialize to 0 outside of this function
void GetLayerTexCoord(FragInputs input, inout LayerTexCoord layerTexCoord)
{
#ifdef SURFACE_GRADIENT
GenerateLayerTexCoordBasisTB(input, layerTexCoord);
#endif
GetLayerTexCoord( input.texCoord0, input.texCoord1, input.texCoord2, input.texCoord3,
input.positionWS, input.worldToTangent[2].xyz, layerTexCoord);
}
#include "LitDataDisplacement.hlsl"
void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
LODDitheringTransition(posInput.positionSS, unity_LODFade.x);
#endif
ApplyDoubleSidedFlipOrMirror(input); // Apply double sided flip on the vertex normal
LayerTexCoord layerTexCoord;
ZERO_INITIALIZE(LayerTexCoord, layerTexCoord);
GetLayerTexCoord(input, layerTexCoord);
float depthOffset = ApplyPerPixelDisplacement(input, V, layerTexCoord);
#ifdef _DEPTHOFFSET_ON
ApplyDepthOffsetPositionInput(V, depthOffset, GetWorldToHClipMatrix(), posInput);
#endif
// We perform the conversion to world of the normalTS outside of the GetSurfaceData
// so it allow us to correctly deal with detail normal map and optimize the code for the layered shaders
float3 normalTS;
float3 bentNormalTS;
float3 bentNormalWS;
float alpha = GetSurfaceData(input, layerTexCoord, surfaceData, normalTS, bentNormalTS);
GetNormalWS(input, V, normalTS, surfaceData.normalWS);
// Ensure that the normal is front-facing.
float NdotV;
surfaceData.normalWS = GetViewReflectedNormal(surfaceData.normalWS, V, NdotV);
// Use bent normal to sample GI if available
#ifdef _BENTNORMALMAP
GetNormalWS(input, V, bentNormalTS, bentNormalWS);
#else
bentNormalWS = surfaceData.normalWS;
#endif
// By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion.
// If user provide bent normal then we process a better term
#if defined(_BENTNORMALMAP) && defined(_ENABLESPECULAROCCLUSION)
// If we have bent normal and ambient occlusion, process a specular occlusion
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData);
#elif defined(_MASKMAP)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(NdotV, surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
#else
surfaceData.specularOcclusion = 1.0;
#endif
// This is use with anisotropic material
surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS);
AddDecalContribution(posInput.positionSS, surfaceData);
#if defined(DEBUG_DISPLAY)
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
surfaceData.baseColor = GetTextureDataDebug(_DebugMipMapMode, layerTexCoord.base.uv, _BaseColorMap, _BaseColorMap_TexelSize, _BaseColorMap_MipInfo, surfaceData.baseColor);
surfaceData.metallic = 0;
}
#endif
// Caution: surfaceData must be fully initialize before calling GetBuiltinData
GetBuiltinData(input, surfaceData, alpha, bentNormalWS, depthOffset, builtinData);
}
#include "LitDataMeshModification.hlsl"
#endif // #ifndef LAYERED_LIT_SHADER
//-------------------------------------------------------------------------------------
// Fill SurfaceData/Builtin data function
//-------------------------------------------------------------------------------------
#include "CoreRP/ShaderLibrary/Sampling/SampleUVMapping.hlsl"
#include "../MaterialUtilities.hlsl"
#include "../Decal/DecalUtilities.hlsl"
// TODO: move this function to commonLighting.hlsl once validated it work correctly
float GetSpecularOcclusionFromBentAO(float3 V, float3 bentNormalWS, SurfaceData surfaceData)
{
// Retrieve cone angle
// Ambient occlusion is cosine weighted, thus use following equation. See slide 129
float cosAv = sqrt(1.0 - surfaceData.ambientOcclusion);
float roughness = max(PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness), 0.01); // Clamp to 0.01 to avoid edge cases
float cosAs = exp2((-log(10.0)/log(2.0)) * Sq(roughness));
float cosB = dot(bentNormalWS, reflect(-V, surfaceData.normalWS));
return SphericalCapIntersectionSolidArea(cosAv, cosAs, cosB) / (TWO_PI * (1.0 - cosAs));
}
// Struct that gather UVMapping info of all layers + common calculation
// This is use to abstract the mapping that can differ on layers
struct LayerTexCoord
{
#ifndef LAYERED_LIT_SHADER
UVMapping base;
UVMapping details;
#else
// Regular texcoord
UVMapping base0;
UVMapping base1;
UVMapping base2;
UVMapping base3;
UVMapping details0;
UVMapping details1;
UVMapping details2;
UVMapping details3;
// Dedicated for blend mask
UVMapping blendMask;
#endif
// Store information that will be share by all UVMapping
float3 vertexNormalWS; // TODO: store also object normal map for object triplanar
float3 triplanarWeights;
#ifdef SURFACE_GRADIENT
// tangent basis for each UVSet - up to 4 for now
float3 vertexTangentWS0, vertexBitangentWS0;
float3 vertexTangentWS1, vertexBitangentWS1;
float3 vertexTangentWS2, vertexBitangentWS2;
float3 vertexTangentWS3, vertexBitangentWS3;
#endif
};
#ifdef SURFACE_GRADIENT
void GenerateLayerTexCoordBasisTB(FragInputs input, inout LayerTexCoord layerTexCoord)
{
float3 vertexNormalWS = input.worldToTangent[2];
layerTexCoord.vertexTangentWS0 = input.worldToTangent[0];
layerTexCoord.vertexBitangentWS0 = input.worldToTangent[1];
// TODO: We should use relative camera position here - This will be automatic when we will move to camera relative space.
float3 dPdx = ddx_fine(input.positionWS);
float3 dPdy = ddy_fine(input.positionWS);
float3 sigmaX = dPdx - dot(dPdx, vertexNormalWS) * vertexNormalWS;
float3 sigmaY = dPdy - dot(dPdy, vertexNormalWS) * vertexNormalWS;
//float flipSign = dot(sigmaY, cross(vertexNormalWS, sigmaX) ) ? -1.0 : 1.0;
float flipSign = dot(dPdy, cross(vertexNormalWS, dPdx)) < 0.0 ? -1.0 : 1.0; // gives same as the commented out line above
// TODO: Optimize! The compiler will not be able to remove the tangent space that are not use because it can't know due to our UVMapping constant we use for both base and details
// To solve this we should track which UVSet is use for normal mapping... Maybe not as simple as it sounds
SurfaceGradientGenBasisTB(vertexNormalWS, sigmaX, sigmaY, flipSign, input.texCoord1, layerTexCoord.vertexTangentWS1, layerTexCoord.vertexBitangentWS1);
#if defined(_REQUIRE_UV2) || defined(_REQUIRE_UV3)
SurfaceGradientGenBasisTB(vertexNormalWS, sigmaX, sigmaY, flipSign, input.texCoord2, layerTexCoord.vertexTangentWS2, layerTexCoord.vertexBitangentWS2);
#endif
#if defined(_REQUIRE_UV3)
SurfaceGradientGenBasisTB(vertexNormalWS, sigmaX, sigmaY, flipSign, input.texCoord3, layerTexCoord.vertexTangentWS3, layerTexCoord.vertexBitangentWS3);
#endif
}
#endif
#ifndef LAYERED_LIT_SHADER
// Want to use only one sampler for normalmap/bentnormalmap either we use OS or TS. And either we have normal map or bent normal or both.
#ifdef _NORMALMAP_TANGENT_SPACE
#if defined(_NORMALMAP)
#define SAMPLER_NORMALMAP_IDX sampler_NormalMap
#elif defined(_BENTNORMALMAP)
#define SAMPLER_NORMALMAP_IDX sampler_BentNormalMap
#endif
#else
#if defined(_NORMALMAP)
#define SAMPLER_NORMALMAP_IDX sampler_NormalMapOS
#elif defined(_BENTNORMALMAP)
#define SAMPLER_NORMALMAP_IDX sampler_BentNormalMapOS
#endif
#endif
#define SAMPLER_DETAILMAP_IDX sampler_DetailMap
#define SAMPLER_MASKMAP_IDX sampler_MaskMap
#define SAMPLER_HEIGHTMAP_IDX sampler_HeightMap
#define SAMPLER_SUBSURFACE_MASKMAP_IDX sampler_SubsurfaceMaskMap
#define SAMPLER_THICKNESSMAP_IDX sampler_ThicknessMap
// include LitDataIndividualLayer to define GetSurfaceData
#define LAYER_INDEX 0
#define ADD_IDX(Name) Name
#define ADD_ZERO_IDX(Name) Name
#ifdef _NORMALMAP
#define _NORMALMAP_IDX
#endif
#ifdef _NORMALMAP_TANGENT_SPACE
#define _NORMALMAP_TANGENT_SPACE_IDX
#endif
#ifdef _DETAIL_MAP
#define _DETAIL_MAP_IDX
#endif
#ifdef _SUBSURFACE_MASK_MAP
#define _SUBSURFACE_MASK_MAP_IDX
#endif
#ifdef _THICKNESSMAP
#define _THICKNESSMAP_IDX
#endif
#ifdef _MASKMAP
#define _MASKMAP_IDX
#endif
#ifdef _BENTNORMALMAP
#define _BENTNORMALMAP_IDX
#endif
#include "LitDataIndividualLayer.hlsl"
// This maybe call directly by tessellation (domain) shader, thus all part regarding surface gradient must be done
// in function with FragInputs input as parameters
// layerTexCoord must have been initialize to 0 outside of this function
void GetLayerTexCoord(float2 texCoord0, float2 texCoord1, float2 texCoord2, float2 texCoord3,
float3 positionWS, float3 vertexNormalWS, inout LayerTexCoord layerTexCoord)
{
layerTexCoord.vertexNormalWS = vertexNormalWS;
layerTexCoord.triplanarWeights = ComputeTriplanarWeights(vertexNormalWS);
int mappingType = UV_MAPPING_UVSET;
#if defined(_MAPPING_PLANAR)
mappingType = UV_MAPPING_PLANAR;
#elif defined(_MAPPING_TRIPLANAR)
mappingType = UV_MAPPING_TRIPLANAR;
#endif
// Be sure that the compiler is aware that we don't use UV1 to UV3 for main layer so it can optimize code
ComputeLayerTexCoord( texCoord0, texCoord1, texCoord2, texCoord3, float4(1.0, 0.0, 0.0, 0.0), _UVDetailsMappingMask,
_BaseColorMap_ST.xy, _BaseColorMap_ST.zw, _DetailMap_ST.xy, _DetailMap_ST.zw, 1.0, _LinkDetailsWithBase,
positionWS, _TexWorldScale,
mappingType, layerTexCoord);
}
// This is call only in this file
// layerTexCoord must have been initialize to 0 outside of this function
void GetLayerTexCoord(FragInputs input, inout LayerTexCoord layerTexCoord)
{
#ifdef SURFACE_GRADIENT
GenerateLayerTexCoordBasisTB(input, layerTexCoord);
#endif
GetLayerTexCoord( input.texCoord0, input.texCoord1, input.texCoord2, input.texCoord3,
input.positionWS, input.worldToTangent[2].xyz, layerTexCoord);
}
#include "LitDataDisplacement.hlsl"
#include "LitBuiltinData.hlsl"
void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
LODDitheringTransition(posInput.positionSS, unity_LODFade.x);
#endif
ApplyDoubleSidedFlipOrMirror(input); // Apply double sided flip on the vertex normal
LayerTexCoord layerTexCoord;
ZERO_INITIALIZE(LayerTexCoord, layerTexCoord);
GetLayerTexCoord(input, layerTexCoord);
float depthOffset = ApplyPerPixelDisplacement(input, V, layerTexCoord);
#ifdef _DEPTHOFFSET_ON
ApplyDepthOffsetPositionInput(V, depthOffset, GetWorldToHClipMatrix(), posInput);
#endif
// We perform the conversion to world of the normalTS outside of the GetSurfaceData
// so it allow us to correctly deal with detail normal map and optimize the code for the layered shaders
float3 normalTS;
float3 bentNormalTS;
float3 bentNormalWS;
float alpha = GetSurfaceData(input, layerTexCoord, surfaceData, normalTS, bentNormalTS);
GetNormalWS(input, V, normalTS, surfaceData.normalWS);
// Ensure that the normal is front-facing.
float NdotV;
surfaceData.normalWS = GetViewReflectedNormal(surfaceData.normalWS, V, NdotV);
// Use bent normal to sample GI if available
#ifdef _BENTNORMALMAP
GetNormalWS(input, V, bentNormalTS, bentNormalWS);
#else
bentNormalWS = surfaceData.normalWS;
#endif
// By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion.
// If user provide bent normal then we process a better term
#if defined(_BENTNORMALMAP) && defined(_ENABLESPECULAROCCLUSION)
// If we have bent normal and ambient occlusion, process a specular occlusion
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData);
#elif defined(_MASKMAP)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(NdotV, surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
#else
surfaceData.specularOcclusion = 1.0;
#endif
// This is use with anisotropic material
surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS);
AddDecalContribution(posInput.positionSS, surfaceData);
#if defined(DEBUG_DISPLAY)
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
surfaceData.baseColor = GetTextureDataDebug(_DebugMipMapMode, layerTexCoord.base.uv, _BaseColorMap, _BaseColorMap_TexelSize, _BaseColorMap_MipInfo, surfaceData.baseColor);
surfaceData.metallic = 0;
}
#endif
// Caution: surfaceData must be fully initialize before calling GetBuiltinData
GetBuiltinData(input, surfaceData, alpha, bentNormalWS, depthOffset, builtinData);
}
#include "LitDataMeshModification.hlsl"
#endif // #ifndef LAYERED_LIT_SHADER

8
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitProperties.hlsl


// TODO: Fix the code in legacy unity so we can customize the beahvior for GI
float3 _EmissionColor;
float4 _EmissiveColorMap_ST;
float _TexWorldScaleEmissive;
float4 _UVMappingMaskEmissive;
float4 _InvPrimScale; // Only XY are used

float4 _BaseColor;
float4 _BaseColorMap_ST;
float4 _BaseColorMap_TexelSize;
float4 _BaseColorMap_MipInfo;
float4 _BaseColorMap_MipInfo;
float _Metallic;
float _Smoothness;

float4 _BaseColorMap2_ST;
float4 _BaseColorMap3_ST;
float4 _BaseColorMap0_TexelSize;
float4 _BaseColorMap0_MipInfo;
float4 _BaseColorMap0_TexelSize;
float4 _BaseColorMap0_MipInfo;
PROP_DECL(float, _Metallic);
PROP_DECL(float, _Smoothness);

8
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitTessellation.shader


[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail("UV Set for detail", Float) = 0
[HideInInspector] _UVDetailsMappingMask("_UVDetailsMappingMask", Color) = (1, 0, 0, 0)
[ToggleOff] _LinkDetailsWithBase("LinkDetailsWithBase", Float) = 1.0
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVEmissive("UV Set for emissive", Float) = 0
_TexWorldScaleEmissive("Scale to apply on world coordinate", Float) = 1.0
[HideInInspector] _UVMappingMaskEmissive("_UVMappingMaskEmissive", Color) = (1, 0, 0, 0)
// Wind
[ToggleOff] _EnableWind("Enable Wind", Float) = 0.0

#pragma shader_feature _ _TESSELLATION_PHONG
#pragma shader_feature _ _REFRACTION_PLANE _REFRACTION_SPHERE
#pragma shader_feature _ _EMISSIVE_MAPPING_PLANAR _EMISSIVE_MAPPING_TRIPLANAR
#pragma shader_feature _ _MAPPING_PLANAR _MAPPING_TRIPLANAR
#pragma shader_feature _NORMALMAP_TANGENT_SPACE
#pragma shader_feature _ _REQUIRE_UV2 _REQUIRE_UV3

// enable dithering LOD crossfade
#pragma multi_compile _ LOD_FADE_CROSSFADE
//enable GPU instancing support
#pragma multi_compile_instancing
//-------------------------------------------------------------------------------------
// Define

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Unlit/Unlit.shader


#pragma shader_feature _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature _ENABLE_FOG_ON_TRANSPARENT
//enable GPU instancing support
#pragma multi_compile_instancing
//-------------------------------------------------------------------------------------
// Define
//-------------------------------------------------------------------------------------

72
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Unlit/UnlitProperties.hlsl


TEXTURE2D(_DistortionVectorMap);
SAMPLER(sampler_DistortionVectorMap);
TEXTURE2D(_UnlitColorMap);
SAMPLER(sampler_UnlitColorMap);
TEXTURE2D(_EmissiveColorMap);
SAMPLER(sampler_EmissiveColorMap);
CBUFFER_START(UnityPerMaterial)
float4 _UnlitColor;
float4 _UnlitColorMap_ST;
float4 _UnlitColorMap_TexelSize;
float4 _UnlitColorMap_MipInfo;
float3 _EmissiveColor;
float4 _EmissiveColorMap_ST;
float _EmissiveIntensity;
float _AlphaCutoff;
float _DistortionScale;
float _DistortionVectorScale;
float _DistortionVectorBias;
float _DistortionBlurScale;
float _DistortionBlurRemapMin;
float _DistortionBlurRemapMax;
// Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor"
// value that exist to identify if the GI emission need to be enabled.
// In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it.
// TODO: Fix the code in legacy unity so we can customize the behavior for GI
float3 _EmissionColor;
CBUFFER_END
TEXTURE2D(_DistortionVectorMap);
SAMPLER(sampler_DistortionVectorMap);
TEXTURE2D(_UnlitColorMap);
SAMPLER(sampler_UnlitColorMap);
TEXTURE2D(_EmissiveColorMap);
SAMPLER(sampler_EmissiveColorMap);
CBUFFER_START(UnityPerMaterial)
float4 _UnlitColor;
float4 _UnlitColorMap_ST;
float4 _UnlitColorMap_TexelSize;
float4 _UnlitColorMap_MipInfo;
float3 _EmissiveColor;
float4 _EmissiveColorMap_ST;
float _EmissiveIntensity;
float _AlphaCutoff;
float _DistortionScale;
float _DistortionVectorScale;
float _DistortionVectorBias;
float _DistortionBlurScale;
float _DistortionBlurRemapMin;
float _DistortionBlurRemapMax;
// Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor"
// value that exist to identify if the GI emission need to be enabled.
// In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it.
// TODO: Fix the code in legacy unity so we can customize the behavior for GI
float3 _EmissionColor;
CBUFFER_END

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


{
VaryingsToPS output;
UNITY_SETUP_INSTANCE_ID(inputMesh);
UNITY_TRANSFER_INSTANCE_ID(inputMesh, output);
// Output UV coordinate in vertex shader
float2 uv;

23
ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/VaryingMesh.hlsl


#ifdef ATTRIBUTES_NEED_COLOR
float4 color : COLOR;
#endif
// UNITY_INSTANCE_ID
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VaryingsMeshToPS

#ifdef VARYINGS_NEED_COLOR
float4 color;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryingsMeshToPS

#if defined(VARYINGS_NEED_CULLFACE) && SHADER_STAGE_FRAGMENT
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
// Functions to pack data to use as few interpolator as possible, the ShaderGraph should generate these functions

UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionCS = input.positionCS;
#ifdef VARYINGS_NEED_POSITION_WS

FragInputs output;
ZERO_INITIALIZE(FragInputs, output);
UNITY_SETUP_INSTANCE_ID(input);
// Init to some default value to make the computer quiet (else it output "divide by zero" warning even if value is not used).
// TODO: this is a really poor workaround, but the variable is used in a bunch of places
// to compute normals which are then passed on elsewhere to compute other values...

#ifdef VARYINGS_DS_NEED_COLOR
float4 color;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryingsMeshToDS

#ifdef VARYINGS_DS_NEED_COLOR
float4 interpolators5 : TEXCOORD2;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
// Functions to pack data to use as few interpolator as possible, the ShaderGraph should generate these functions

UNITY_TRANSFER_INSTANCE_ID(input, output)
output.interpolators0 = input.positionWS;
output.interpolators1 = input.normalWS;
#ifdef VARYINGS_DS_NEED_TANGENT

VaryingsMeshToDS UnpackVaryingsMeshToDS(PackedVaryingsMeshToDS input)
{
VaryingsMeshToDS output;
UNITY_TRANSFER_INSTANCE_ID(input, output)
output.positionWS = input.interpolators0;
output.normalWS = input.interpolators1;

VaryingsMeshToDS InterpolateWithBaryCoordsMeshToDS(VaryingsMeshToDS input0, VaryingsMeshToDS input1, VaryingsMeshToDS input2, float3 baryCoords)
{
VaryingsMeshToDS ouput;
UNITY_TRANSFER_INSTANCE_ID(input0, output)
TESSELLATION_INTERPOLATE_BARY(positionWS, baryCoords);
TESSELLATION_INTERPOLATE_BARY(normalWS, baryCoords);

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/VertMesh.hlsl


{
VaryingsMeshType output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
float3 positionWS = TransformObjectToWorld(input.positionOS);
#ifdef ATTRIBUTES_NEED_NORMAL
float3 normalWS = TransformObjectToWorldNormal(input.normalOS);

VaryingsMeshToPS VertMeshTesselation(VaryingsMeshToDS input)
{
VaryingsMeshToPS output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionCS = TransformWorldToHClip(input.positionWS);

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderVariables.hlsl


#include "ShaderVariablesMatrixDefsHDCamera.hlsl"
#endif
#include "CoreRP/ShaderLibrary/UnityInstancing.hlsl"
#include "ShaderVariablesFunctions.hlsl"
#endif // UNITY_SHADER_VARIABLES_INCLUDED

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/OpaqueAtmosphericScattering.shader


#pragma vertex Vert
#pragma fragment Frag
#pragma enable_d3d11_debug_symbols
// #pragma enable_d3d11_debug_symbols
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "../ShaderVariables.hlsl"

342
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/UnityInstancing.hlsl


#ifndef UNITY_INSTANCING_INCLUDED
#define UNITY_INSTANCING_INCLUDED
#ifndef UNITY_SHADER_VARIABLES_INCLUDED
// We will redefine some built-in shader params e.g. unity_ObjectToWorld and unity_WorldToObject.
#error "Please include ShaderVariables.hlsl first."
#endif
#if SHADER_TARGET >= 35 && (defined(SHADER_API_D3D11) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_PSSL) || defined(SHADER_API_VULKAN) || defined(SHADER_API_METAL))
#define UNITY_SUPPORT_INSTANCING
#endif
#if defined(SHADER_API_SWITCH)
#define UNITY_SUPPORT_INSTANCING
#endif
#if defined(SHADER_API_D3D11)
#define UNITY_SUPPORT_STEREO_INSTANCING
#endif
#if defined(SHADER_API_D3D11) || defined(SHADER_API_GLCORE) || defined(SHADER_API_GLES3) || defined(SHADER_API_VULKAN) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_PSSL) || defined(SHADER_API_METAL) || defined(SHADER_API_SWITCH)
#define UNITY_INSTANCING_AOS
#endif
// These platforms support dynamically adjusting the instancing CB size according to the current batch.
#if defined(SHADER_API_D3D11) || defined(SHADER_API_GLCORE) || defined(SHADER_API_GLES3) || defined(SHADER_API_METAL) || defined(SHADER_API_PSSL) || defined(SHADER_API_VULKAN)
#define UNITY_INSTANCING_SUPPORT_FLEXIBLE_ARRAY_SIZE
#endif
#if defined(SHADER_TARGET_SURFACE_ANALYSIS) && defined(UNITY_SUPPORT_INSTANCING)
#undef UNITY_SUPPORT_INSTANCING
#endif
////////////////////////////////////////////////////////
// instancing paths
// - UNITY_INSTANCING_ENABLED Defined if instancing path is taken.
// - UNITY_PROCEDURAL_INSTANCING_ENABLED Defined if procedural instancing path is taken.
// - UNITY_STEREO_INSTANCING_ENABLED Defined if stereo instancing path is taken.
#if defined(UNITY_SUPPORT_INSTANCING) && defined(INSTANCING_ON)
#define UNITY_INSTANCING_ENABLED
#endif
#if defined(UNITY_SUPPORT_INSTANCING) && defined(PROCEDURAL_INSTANCING_ON)
#define UNITY_PROCEDURAL_INSTANCING_ENABLED
#endif
#if defined(UNITY_SUPPORT_STEREO_INSTANCING) && defined(STEREO_INSTANCING_ON)
#define UNITY_STEREO_INSTANCING_ENABLED
#endif
#if defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE) || defined(SHADER_API_METAL) || defined(SHADER_API_VULKAN)
// These platforms have constant buffers disabled normally, but not here (see CBUFFER_START/CBUFFER_END in HLSLSupport.cginc).
#define UNITY_INSTANCING_CBUFFER_SCOPE_BEGIN(name) cbuffer name {
#define UNITY_INSTANCING_CBUFFER_SCOPE_END }
#else
#define UNITY_INSTANCING_CBUFFER_SCOPE_BEGIN(name) CBUFFER_START(name)
#define UNITY_INSTANCING_CBUFFER_SCOPE_END CBUFFER_END
#endif
////////////////////////////////////////////////////////
// basic instancing setups
// - UNITY_VERTEX_INPUT_INSTANCE_ID Declare instance ID field in vertex shader input / output struct.
// - UNITY_GET_INSTANCE_ID (Internal) Get the instance ID from input struct.
#if defined(UNITY_INSTANCING_ENABLED) || defined(UNITY_PROCEDURAL_INSTANCING_ENABLED) || defined(UNITY_STEREO_INSTANCING_ENABLED)
// A global instance ID variable that functions can directly access.
static uint unity_InstanceID;
// Don't make UnityDrawCallInfo an actual CB on GL
#if !defined(SHADER_API_GLES3) && !defined(SHADER_API_GLCORE)
UNITY_INSTANCING_CBUFFER_SCOPE_BEGIN(UnityDrawCallInfo)
#endif
int unity_BaseInstanceID;
int unity_InstanceCount;
#if !defined(SHADER_API_GLES3) && !defined(SHADER_API_GLCORE)
UNITY_INSTANCING_CBUFFER_SCOPE_END
#endif
#ifdef SHADER_API_PSSL
#define DEFAULT_UNITY_VERTEX_INPUT_INSTANCE_ID uint instanceID;
#define UNITY_GET_INSTANCE_ID(input) _GETINSTANCEID(input)
#else
#define DEFAULT_UNITY_VERTEX_INPUT_INSTANCE_ID uint instanceID : SV_InstanceID;
#define UNITY_GET_INSTANCE_ID(input) input.instanceID
#endif
#else
#define DEFAULT_UNITY_VERTEX_INPUT_INSTANCE_ID
#endif // UNITY_INSTANCING_ENABLED || UNITY_PROCEDURAL_INSTANCING_ENABLED || UNITY_STEREO_INSTANCING_ENABLED
#if !defined(UNITY_VERTEX_INPUT_INSTANCE_ID)
# define UNITY_VERTEX_INPUT_INSTANCE_ID DEFAULT_UNITY_VERTEX_INPUT_INSTANCE_ID
#endif
////////////////////////////////////////////////////////
// basic stereo instancing setups
// - UNITY_VERTEX_OUTPUT_STEREO Declare stereo target eye field in vertex shader output struct.
// - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO Assign the stereo target eye.
// - UNITY_TRANSFER_VERTEX_OUTPUT_STEREO Copy stero target from input struct to output struct. Used in vertex shader.
// - UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
#ifdef UNITY_STEREO_INSTANCING_ENABLED
#define DEFAULT_UNITY_VERTEX_OUTPUT_STEREO uint stereoTargetEyeIndex : SV_RenderTargetArrayIndex;
#define DEFAULT_UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output) output.stereoTargetEyeIndex = unity_StereoEyeIndex
#define DEFAULT_UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(input, output) output.stereoTargetEyeIndex = input.stereoTargetEyeIndex;
#define DEFAULT_UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) unity_StereoEyeIndex = input.stereoTargetEyeIndex;
#elif defined(UNITY_STEREO_MULTIVIEW_ENABLED)
#define DEFAULT_UNITY_VERTEX_OUTPUT_STEREO float stereoTargetEyeIndex : BLENDWEIGHT0;
// HACK: Workaround for Mali shader compiler issues with directly using GL_ViewID_OVR (GL_OVR_multiview). This array just contains the values 0 and 1.
#define DEFAULT_UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output) output.stereoTargetEyeIndex = unity_StereoEyeIndices[unity_StereoEyeIndex].x;
#define DEFAULT_UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(input, output) output.stereoTargetEyeIndex = input.stereoTargetEyeIndex;
#if defined(SHADER_STAGE_VERTEX)
#define DEFAULT_UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#else
#define DEFAULT_UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) unity_StereoEyeIndex = (uint) input.stereoTargetEyeIndex;
#endif
#else
#define DEFAULT_UNITY_VERTEX_OUTPUT_STEREO
#define DEFAULT_UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output)
#define DEFAULT_UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(input, output)
#define DEFAULT_UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#if !defined(UNITY_VERTEX_OUTPUT_STEREO)
# define UNITY_VERTEX_OUTPUT_STEREO DEFAULT_UNITY_VERTEX_OUTPUT_STEREO
#endif
#if !defined(UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO)
# define UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output) DEFAULT_UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output)
#endif
#if !defined(UNITY_TRANSFER_VERTEX_OUTPUT_STEREO)
# define UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(input, output) DEFAULT_UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(input, output)
#endif
#if !defined(UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX)
# define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) DEFAULT_UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
////////////////////////////////////////////////////////
// - UNITY_SETUP_INSTANCE_ID Should be used at the very beginning of the vertex shader / fragment shader,
// so that succeeding code can have access to the global unity_InstanceID.
// Also procedural function is called to setup instance data.
// - UNITY_TRANSFER_INSTANCE_ID Copy instance ID from input struct to output struct. Used in vertex shader.
#if defined(UNITY_INSTANCING_ENABLED) || defined(UNITY_PROCEDURAL_INSTANCING_ENABLED) || defined(UNITY_STEREO_INSTANCING_ENABLED)
void UnitySetupInstanceID(uint inputInstanceID)
{
#ifdef UNITY_STEREO_INSTANCING_ENABLED
// stereo eye index is automatically figured out from the instance ID
unity_StereoEyeIndex = inputInstanceID & 0x01;
unity_InstanceID = unity_BaseInstanceID + (inputInstanceID >> 1);
#else
unity_InstanceID = inputInstanceID + unity_BaseInstanceID;
#endif
}
void UnitySetupCompoundMatrices();
#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
#ifndef UNITY_INSTANCING_PROCEDURAL_FUNC
#error "UNITY_INSTANCING_PROCEDURAL_FUNC must be defined."
#else
void UNITY_INSTANCING_PROCEDURAL_FUNC(); // forward declaration of the procedural function
#define DEFAULT_UNITY_SETUP_INSTANCE_ID(input) { UnitySetupInstanceID(UNITY_GET_INSTANCE_ID(input)); UNITY_INSTANCING_PROCEDURAL_FUNC(); UnitySetupCompoundMatrices(); }
#endif
#else
#define DEFAULT_UNITY_SETUP_INSTANCE_ID(input) { UnitySetupInstanceID(UNITY_GET_INSTANCE_ID(input)); UnitySetupCompoundMatrices(); }
#endif
#define UNITY_TRANSFER_INSTANCE_ID(input, output) output.instanceID = UNITY_GET_INSTANCE_ID(input)
#else
#define DEFAULT_UNITY_SETUP_INSTANCE_ID(input)
#define UNITY_TRANSFER_INSTANCE_ID(input, output)
#endif
#if !defined(UNITY_SETUP_INSTANCE_ID)
# define UNITY_SETUP_INSTANCE_ID(input) DEFAULT_UNITY_SETUP_INSTANCE_ID(input)
#endif
////////////////////////////////////////////////////////
// instanced property arrays
#if defined(UNITY_INSTANCING_ENABLED)
#ifdef UNITY_FORCE_MAX_INSTANCE_COUNT
#define UNITY_INSTANCED_ARRAY_SIZE UNITY_FORCE_MAX_INSTANCE_COUNT
#elif defined(UNITY_INSTANCING_SUPPORT_FLEXIBLE_ARRAY_SIZE)
#define UNITY_INSTANCED_ARRAY_SIZE 2 // minimum array size that ensures dynamic indexing
#elif defined(UNITY_MAX_INSTANCE_COUNT)
#define UNITY_INSTANCED_ARRAY_SIZE UNITY_MAX_INSTANCE_COUNT
#else
#if defined(SHADER_API_VULKAN) && defined(SHADER_API_MOBILE)
#define UNITY_INSTANCED_ARRAY_SIZE 250
#else
#define UNITY_INSTANCED_ARRAY_SIZE 500
#endif
#endif
#ifdef UNITY_INSTANCING_AOS
#define UNITY_INSTANCING_BUFFER_START(buf) UNITY_INSTANCING_CBUFFER_SCOPE_BEGIN(UnityInstancing_##buf) struct {
#define UNITY_INSTANCING_BUFFER_END(arr) } arr##Array[UNITY_INSTANCED_ARRAY_SIZE]; UNITY_INSTANCING_CBUFFER_SCOPE_END
#define UNITY_DEFINE_INSTANCED_PROP(type, var) type var;
#define UNITY_ACCESS_INSTANCED_PROP(arr, var) arr##Array[unity_InstanceID].var
#else
#define UNITY_INSTANCING_BUFFER_START(buf) UNITY_INSTANCING_CBUFFER_SCOPE_BEGIN(UnityInstancing_##buf)
#define UNITY_INSTANCING_BUFFER_END(arr) UNITY_INSTANCING_CBUFFER_SCOPE_END
#define UNITY_DEFINE_INSTANCED_PROP(type, var) type var[UNITY_INSTANCED_ARRAY_SIZE];
#define UNITY_ACCESS_INSTANCED_PROP(arr, var) var[unity_InstanceID]
#endif
// Put worldToObject array to a separate CB if UNITY_ASSUME_UNIFORM_SCALING is defined. Most of the time it will not be used.
#ifdef UNITY_ASSUME_UNIFORM_SCALING
#define UNITY_WORLDTOOBJECTARRAY_CB 1
#else
#define UNITY_WORLDTOOBJECTARRAY_CB 0
#endif
#if defined(UNITY_INSTANCED_LOD_FADE) && (defined(LOD_FADE_PERCENTAGE) || defined(LOD_FADE_CROSSFADE))
#define UNITY_USE_LODFADE_ARRAY
#endif
#ifdef UNITY_INSTANCED_LIGHTMAPSTS
#ifdef LIGHTMAP_ON
#define UNITY_USE_LIGHTMAPST_ARRAY
#endif
#ifdef DYNAMICLIGHTMAP_ON
#define UNITY_USE_DYNAMICLIGHTMAPST_ARRAY
#endif
#endif
#if defined(UNITY_INSTANCED_SH) && !defined(LIGHTMAP_ON)
#if UNITY_SHOULD_SAMPLE_SH
#define UNITY_USE_SHCOEFFS_ARRAYS
#endif
#if defined(UNITY_PASS_DEFERRED) && defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
#define UNITY_USE_PROBESOCCLUSION_ARRAY
#endif
#endif
UNITY_INSTANCING_BUFFER_START(PerDraw0)
UNITY_DEFINE_INSTANCED_PROP(float4x4, unity_ObjectToWorldArray)
#if UNITY_WORLDTOOBJECTARRAY_CB == 0
UNITY_DEFINE_INSTANCED_PROP(float4x4, unity_WorldToObjectArray)
#endif
#if defined(UNITY_USE_LODFADE_ARRAY) && defined(UNITY_INSTANCING_SUPPORT_FLEXIBLE_ARRAY_SIZE)
UNITY_DEFINE_INSTANCED_PROP(float, unity_LODFadeArray)
// the quantized fade value (unity_LODFade.y) is automatically used for cross-fading instances
#define unity_LODFade UNITY_ACCESS_INSTANCED_PROP(unity_Builtins0, unity_LODFadeArray).xxxx
#endif
UNITY_INSTANCING_BUFFER_END(unity_Builtins0)
UNITY_INSTANCING_BUFFER_START(PerDraw1)
#if UNITY_WORLDTOOBJECTARRAY_CB == 1
UNITY_DEFINE_INSTANCED_PROP(float4x4, unity_WorldToObjectArray)
#endif
#if defined(UNITY_USE_LODFADE_ARRAY) && !defined(UNITY_INSTANCING_SUPPORT_FLEXIBLE_ARRAY_SIZE)
UNITY_DEFINE_INSTANCED_PROP(float, unity_LODFadeArray)
// the quantized fade value (unity_LODFade.y) is automatically used for cross-fading instances
#define unity_LODFade UNITY_ACCESS_INSTANCED_PROP(unity_Builtins1, unity_LODFadeArray).xxxx
#endif
UNITY_INSTANCING_BUFFER_END(unity_Builtins1)
UNITY_INSTANCING_BUFFER_START(PerDraw2)
#ifdef UNITY_USE_LIGHTMAPST_ARRAY
UNITY_DEFINE_INSTANCED_PROP(float4, unity_LightmapSTArray)
#define unity_LightmapST UNITY_ACCESS_INSTANCED_PROP(unity_Builtins2, unity_LightmapSTArray)
#endif
#ifdef UNITY_USE_DYNAMICLIGHTMAPST_ARRAY
UNITY_DEFINE_INSTANCED_PROP(float4, unity_DynamicLightmapSTArray)
#define unity_DynamicLightmapST UNITY_ACCESS_INSTANCED_PROP(unity_Builtins2, unity_DynamicLightmapSTArray)
#endif
#ifdef UNITY_USE_SHCOEFFS_ARRAYS
UNITY_DEFINE_INSTANCED_PROP(half4, unity_SHArArray)
UNITY_DEFINE_INSTANCED_PROP(half4, unity_SHAgArray)
UNITY_DEFINE_INSTANCED_PROP(half4, unity_SHAbArray)
UNITY_DEFINE_INSTANCED_PROP(half4, unity_SHBrArray)
UNITY_DEFINE_INSTANCED_PROP(half4, unity_SHBgArray)
UNITY_DEFINE_INSTANCED_PROP(half4, unity_SHBbArray)
UNITY_DEFINE_INSTANCED_PROP(half4, unity_SHCArray)
#define unity_SHAr UNITY_ACCESS_INSTANCED_PROP(unity_Builtins2, unity_SHArArray)
#define unity_SHAg UNITY_ACCESS_INSTANCED_PROP(unity_Builtins2, unity_SHAgArray)
#define unity_SHAb UNITY_ACCESS_INSTANCED_PROP(unity_Builtins2, unity_SHAbArray)
#define unity_SHBr UNITY_ACCESS_INSTANCED_PROP(unity_Builtins2, unity_SHBrArray)
#define unity_SHBg UNITY_ACCESS_INSTANCED_PROP(unity_Builtins2, unity_SHBgArray)
#define unity_SHBb UNITY_ACCESS_INSTANCED_PROP(unity_Builtins2, unity_SHBbArray)
#define unity_SHC UNITY_ACCESS_INSTANCED_PROP(unity_Builtins2, unity_SHCArray)
#endif
#ifdef UNITY_USE_PROBESOCCLUSION_ARRAY
UNITY_DEFINE_INSTANCED_PROP(half4, unity_ProbesOcclusionArray)
#define unity_ProbesOcclusion UNITY_ACCESS_INSTANCED_PROP(unity_Builtins2, unity_ProbesOcclusionArray)
#endif
UNITY_INSTANCING_BUFFER_END(unity_Builtins2)
#define unity_ObjectToWorld UNITY_ACCESS_INSTANCED_PROP(unity_Builtins0, unity_ObjectToWorldArray)
#define MERGE_UNITY_BUILTINS_INDEX(X) unity_Builtins##X
#define unity_WorldToObject 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_ObjectToWorld, float4(pos, 1.0)));
}
inline float4 UnityObjectToClipPosInstanced(float4 pos)
{
return UnityObjectToClipPosInstanced(pos.xyz);
}
#define UnityObjectToClipPos UnityObjectToClipPosInstanced
#else // UNITY_INSTANCING_ENABLED
// in procedural mode we don't need cbuffer, and properties are not uniforms
#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
#define UNITY_INSTANCING_BUFFER_START(buf)
#define UNITY_INSTANCING_BUFFER_END(arr)
#define UNITY_DEFINE_INSTANCED_PROP(type, var) static type var;
#else
#define UNITY_INSTANCING_BUFFER_START(buf) CBUFFER_START(buf)
#define UNITY_INSTANCING_BUFFER_END(arr) CBUFFER_END
#define UNITY_DEFINE_INSTANCED_PROP(type, var) type var;
#endif
#define UNITY_ACCESS_INSTANCED_PROP(arr, var) var
#endif // UNITY_INSTANCING_ENABLED
#if defined(UNITY_INSTANCING_ENABLED) || defined(UNITY_PROCEDURAL_INSTANCING_ENABLED) || defined(UNITY_STEREO_INSTANCING_ENABLED)
// The following matrix evaluations depend on the static var unity_InstanceID & unity_StereoEyeIndex. They need to be initialized after UnitySetupInstanceID.
static float4x4 unity_MatrixMVP_Instanced;
static float4x4 unity_MatrixMV_Instanced;
static float4x4 unity_MatrixTMV_Instanced;
static float4x4 unity_MatrixITMV_Instanced;
void UnitySetupCompoundMatrices()
{
unity_MatrixMVP_Instanced = mul(UNITY_MATRIX_VP, unity_ObjectToWorld);
unity_MatrixMV_Instanced = mul(UNITY_MATRIX_V, unity_ObjectToWorld);
unity_MatrixTMV_Instanced = transpose(unity_MatrixMV_Instanced);
unity_MatrixITMV_Instanced = transpose(mul(unity_WorldToObject, unity_MatrixInvV));
}
#undef UNITY_MATRIX_MVP
#undef UNITY_MATRIX_MV
#undef UNITY_MATRIX_T_MV
#undef UNITY_MATRIX_IT_MV
#define UNITY_MATRIX_MVP unity_MatrixMVP_Instanced
#define UNITY_MATRIX_MV unity_MatrixMV_Instanced
#define UNITY_MATRIX_T_MV unity_MatrixTMV_Instanced
#define UNITY_MATRIX_IT_MV unity_MatrixITMV_Instanced
#endif
#endif // UNITY_INSTANCING_INCLUDED

9
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/UnityInstancing.hlsl.meta


fileFormatVersion: 2
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ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

86
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitBuiltinData.hlsl


void GetBuiltinData(FragInputs input, SurfaceData surfaceData, float alpha, float3 bentNormalWS, float depthOffset, out BuiltinData builtinData)
{
// Builtin Data
builtinData.opacity = alpha;
// TODO: Sample lightmap/lightprobe/volume proxy
// This should also handle projective lightmap
builtinData.bakeDiffuseLighting = SampleBakedGI(input.positionWS, bentNormalWS, input.texCoord1, input.texCoord2);
// It is safe to call this function here as surfaceData have been filled
// We want to know if we must enable transmission on GI for SSS material, if the material have no SSS, this code will be remove by the compiler.
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
if (HasMaterialFeatureFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_TRANSMISSION))
{
// For now simply recall the function with inverted normal, the compiler should be able to optimize the lightmap case to not resample the directional lightmap
// however it will not optimize the lightprobe case due to the proxy volume relying on dynamic if (we rely must get right of this dynamic if), not a problem for SH9, but a problem for proxy volume.
// TODO: optimize more this code.
// Add GI transmission contribution by resampling the GI for inverted vertex normal
builtinData.bakeDiffuseLighting += SampleBakedGI(input.positionWS, -input.worldToTangent[2], input.texCoord1, input.texCoord2) * bsdfData.transmittance;
}
#ifdef SHADOWS_SHADOWMASK
float4 shadowMask = SampleShadowMask(input.positionWS, input.texCoord1);
builtinData.shadowMask0 = shadowMask.x;
builtinData.shadowMask1 = shadowMask.y;
builtinData.shadowMask2 = shadowMask.z;
builtinData.shadowMask3 = shadowMask.w;
#else
builtinData.shadowMask0 = 0.0;
builtinData.shadowMask1 = 0.0;
builtinData.shadowMask2 = 0.0;
builtinData.shadowMask3 = 0.0;
#endif
// Emissive Intensity is only use here, but is part of BuiltinData to enforce UI parameters as we want the users to fill one color and one intensity
builtinData.emissiveIntensity = _EmissiveIntensity; // We still store intensity here so we can reuse it with debug code
builtinData.emissiveColor = _EmissiveColor * builtinData.emissiveIntensity * lerp(float3(1.0, 1.0, 1.0), surfaceData.baseColor.rgb, _AlbedoAffectEmissive);
#ifdef _EMISSIVE_COLOR_MAP
// Use layer0 of LayerTexCoord to retrieve emissive color mapping information
LayerTexCoord layerTexCoord;
ZERO_INITIALIZE(LayerTexCoord, layerTexCoord);
layerTexCoord.vertexNormalWS = input.worldToTangent[2].xyz;
layerTexCoord.triplanarWeights = ComputeTriplanarWeights(layerTexCoord.vertexNormalWS);
int mappingType = UV_MAPPING_UVSET;
#if defined(_EMISSIVE_MAPPING_PLANAR)
mappingType = UV_MAPPING_PLANAR;
#elif defined(_EMISSIVE_MAPPING_TRIPLANAR)
mappingType = UV_MAPPING_TRIPLANAR;
#endif
// Be sure that the compiler is aware that we don't use UV1 to UV3 for main layer so it can optimize code
#ifndef LAYERED_LIT_SHADER
ComputeLayerTexCoord(input.texCoord0, input.texCoord1, input.texCoord2, input.texCoord3, float4(1.0, 0.0, 0.0, 0.0), float4(1.0, 0.0, 0.0, 0.0),
#else
ComputeLayerTexCoord0(input.texCoord0, input.texCoord1, input.texCoord2, input.texCoord3, _UVMappingMaskEmissive, _UVMappingMaskEmissive,
#endif
_EmissiveColorMap_ST.xy, _EmissiveColorMap_ST.zw, float2(0.0, 0.0), float2(0.0, 0.0), 1.0, false,
input.positionWS, _TexWorldScaleEmissive,
mappingType, layerTexCoord);
#ifndef LAYERED_LIT_SHADER
UVMapping emissiveMapMapping = layerTexCoord.base;
#else
UVMapping emissiveMapMapping = layerTexCoord.base0;
#endif
builtinData.emissiveColor *= SAMPLE_UVMAPPING_TEXTURE2D(_EmissiveColorMap, sampler_EmissiveColorMap, emissiveMapMapping).rgb;
#endif // _EMISSIVE_COLOR_MAP
builtinData.velocity = float2(0.0, 0.0);
#if (SHADERPASS == SHADERPASS_DISTORTION) || defined(DEBUG_DISPLAY)
float3 distortion = SAMPLE_TEXTURE2D(_DistortionVectorMap, sampler_DistortionVectorMap, input.texCoord0).rgb;
distortion.rg = distortion.rg * _DistortionVectorScale.xx + _DistortionVectorBias.xx;
builtinData.distortion = distortion.rg * _DistortionScale;
builtinData.distortionBlur = clamp(distortion.b * _DistortionBlurScale, 0.0, 1.0) * (_DistortionBlurRemapMax - _DistortionBlurRemapMin) + _DistortionBlurRemapMin;
#else
builtinData.distortion = float2(0.0, 0.0);
builtinData.distortionBlur = 0.0;
#endif
builtinData.depthOffset = depthOffset;
}

9
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitBuiltinData.hlsl.meta


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