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Merge pull request #1269 from Unity-Technologies/LWRP

Lwrp
/main
GitHub 7 年前
当前提交
231beaa3
共有 50 个文件被更改,包括 866 次插入435 次删除
  1. 15
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/D3D11.hlsl
  2. 11
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/GLCore.hlsl
  3. 1
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/GLES2.hlsl
  4. 1
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/GLES3.hlsl
  5. 15
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/Metal.hlsl
  6. 15
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/PSSL.hlsl
  7. 15
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/Vulkan.hlsl
  8. 15
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/XBoxOne.hlsl
  9. 4
      ScriptableRenderPipeline/Core/CoreRP/Utilities/CoreUtils.cs
  10. 64
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Data/LightweightPipelineAsset.cs
  11. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Data/LightweightPipelineEditorResources.cs
  12. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Data/LightweightPipelineResources.asset
  13. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Data/LightweightPipelineResources.cs
  14. 102
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/LightweightAssetEditor.cs
  15. 6
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderGUI/LightweightStandardSimpleLightingGUI.cs
  16. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderGraph/LightWeightPBRSubShader.cs
  17. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderGraph/LightWeightUnlitSubShader.cs
  18. 3
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderGraph/lightweightPBRExtraPasses.template
  19. 3
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderGraph/lightweightPBRForwardPass.template
  20. 1
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderGraph/lightweightUnlitExtraPasses.template
  21. 1
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderGraph/lightweightUnlitPass.template
  22. 176
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs
  23. 74
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightShadowPass.cs
  24. 4
      ScriptableRenderPipeline/LightweightPipeline/LWRP/SceneViewDrawMode.cs
  25. 15
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Shadows.hlsl
  26. 1
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Terrain/LightweightPassLitTerrain.hlsl
  27. 1
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightBlit.shader
  28. 37
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightCopyDepth.shader
  29. 1
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightSampling.shader
  30. 1
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightScreenSpaceShadows.shader
  31. 9
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandard.shader
  32. 3
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardParticles.shader
  33. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardParticlesSimpleLighting.shader
  34. 3
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardParticlesUnlit.shader
  35. 9
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader
  36. 1
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardUnlit.shader
  37. 7
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/Terrain/LightweightStandardTerrain.shader
  38. 5
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/Terrain/LightweightStandardTerrainAddPass.shader
  39. 6
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/Terrain/LightweightStandardTerrainBase.shader
  40. 9
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/Terrain/LightweightWavingGrass.shader
  41. 9
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/Terrain/LightweightWavingGrassBillboard.shader
  42. 13
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/LightweightPipelineAsset.asset
  43. 158
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderPreprocessor.cs
  44. 11
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderPreprocessor.cs.meta
  45. 203
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipelineCore.cs
  46. 11
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipelineCore.cs.meta
  47. 81
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/DepthCopy.hlsl
  48. 9
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/DepthCopy.hlsl.meta
  49. 13
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipelineUtils.cs.meta
  50. 147
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipelineUtils.cs

15
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/D3D11.hlsl


#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r
#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r
#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
#define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0))
#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
#define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int4(unCoord2, index, 0), sampleIndex)
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
#define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0))
#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
#define PLATFORM_SUPPORT_GATHER
#define GATHER_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.Gather(samplerName, coord2, offset)

11
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/GLCore.hlsl


#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r
#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r
#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
#define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int4(unCoord2, index, 0), sampleIndex)
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
#if OPENGL4_1_SM5
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2)

1
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/GLES2.hlsl


#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) half4(0, 0, 0, 0)
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) half4(0, 0, 0, 0)
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) half4(0, 0, 0, 0)
#define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) half4(0, 0, 0, 0)
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) half4(0, 0, 0, 0)
// Gather not supported. Fallback to regular texture sampling.

1
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/GLES3.hlsl


#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
#define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int4(unCoord2, index, 0), sampleIndex)
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
#if GLES3_1_AEP

15
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/Metal.hlsl


#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r
#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r
#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
#define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0))
#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
#define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int4(unCoord2, index, 0), sampleIndex)
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
#define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0))
#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2)
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index))

15
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/PSSL.hlsl


#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r
#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r
#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
#define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0))
#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
#define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int4(unCoord2, index, 0), sampleIndex)
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
#define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0))
#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
#define PLATFORM_SUPPORT_GATHER
#define GATHER_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.Gather(samplerName, coord2, offset)

15
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/Vulkan.hlsl


#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r
#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r
#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
#define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0))
#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
#define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int4(unCoord2, index, 0), sampleIndex)
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
#define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0))
#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
#define PLATFORM_SUPPORT_GATHER
#define GATHER_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.Gather(samplerName, coord2, offset)

15
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/XBoxOne.hlsl


#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r
#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r
#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
#define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0))
#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
#define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int4(unCoord2, index, 0), sampleIndex)
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
#define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0))
#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
#define PLATFORM_SUPPORT_GATHER
#define GATHER_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.Gather(samplerName, coord2, offset)

4
ScriptableRenderPipeline/Core/CoreRP/Utilities/CoreUtils.cs


};
return mat;
}
public static bool HasFlag<T>(T mask, T flag) where T : IConvertible
{
return (mask.ToUInt32(null) & flag.ToUInt32(null)) != 0;
}
public static void SetKeyword(CommandBuffer cmd, string keyword, bool state)
{

64
ScriptableRenderPipeline/LightweightPipeline/LWRP/Data/LightweightPipelineAsset.cs


public enum ShadowResolution
{
_256 = 256,
_512 = 512,
_1024 = 1024,
_2048 = 2048,

UnityBuiltinDefault
}
public class LightweightPipelineAsset : RenderPipelineAsset
public class LightweightPipelineAsset : RenderPipelineAsset, ISerializationCallbackReceiver
private const int PACKAGE_MANAGER_PATH_INDEX = 1;
[SerializeField] private int kAssetVersion = 2;
[SerializeField] private int kAssetVersion = 3;
[SerializeField] private int m_MaxPixelLights = 4;
[SerializeField] private bool m_SupportsVertexLight = false;
[SerializeField] private bool m_RequireDepthTexture = false;

[SerializeField] private bool m_SupportsHDR = false;
[SerializeField] private MSAAQuality m_MSAA = MSAAQuality._4x;
[SerializeField] private float m_RenderScale = 1.0f;
[SerializeField] private ShadowType m_ShadowType = ShadowType.HARD_SHADOWS;
[SerializeField] private bool m_DirectionalShadowsSupported = true;
[SerializeField] private bool m_LocalShadowsSupported = true;
[SerializeField] private ShadowResolution m_LocalShadowsAtlasResolution = ShadowResolution._512;
[SerializeField] private bool m_SoftShadowsSupported = false;
// Deprecated
[SerializeField] private ShadowType m_ShadowType = ShadowType.HARD_SHADOWS;
#if UNITY_EDITOR
[NonSerialized]

#endif
}
public bool AreShadowsEnabled()
{
return ShadowSetting != ShadowType.NO_SHADOW;
}
public float GetAssetVersion()
public int GetAssetVersion()
{
return kAssetVersion;
}

public bool RequireDepthTexture
{
get { return m_RequireDepthTexture; }
set { m_RequireDepthTexture = value; }
}
public bool RequireSoftParticles

public bool RequireOpaqueTexture
{
get { return m_RequireOpaqueTexture; }
set { m_RequireOpaqueTexture = value; }
set { m_OpaqueDownsampling = value; }
}
public bool SupportsHDR

set { m_RenderScale = value; }
}
public ShadowType ShadowSetting
public bool SupportsDirectionalShadows
get { return m_ShadowType; }
private set { m_ShadowType = value; }
get { return m_DirectionalShadowsSupported; }
public int ShadowAtlasResolution
public int DirectionalShadowAtlasResolution
private set { m_ShadowAtlasResolution = (ShadowResolution)value; }
private set { m_ShadowDistance = value; }
set { m_ShadowDistance = value; }
}
public int CascadeCount

public float Cascade2Split
{
get { return m_Cascade2Split; }
private set { m_Cascade2Split = value; }
private set { m_Cascade4Split = value; }
}
public bool SupportsLocalShadows
{
get { return m_LocalShadowsSupported; }
}
public int LocalShadowAtlasResolution
{
get { return (int)m_LocalShadowsAtlasResolution; }
}
public bool SupportsSoftShadows
{
get { return m_SoftShadowsSupported; }
}
public override Material GetDefaultMaterial()

{
get { return resources != null ? resources.CopyDepthShader : null; }
}
public Shader ScreenSpaceShadowShader
{
get { return resources != null ? resources.ScreenSpaceShadowShader : null; }

{
get { return resources != null ? resources.SamplingShader : null; }
}
public void OnBeforeSerialize()
{
}
public void OnAfterDeserialize()
{
if (kAssetVersion < 3)
{
kAssetVersion = 3;
m_SoftShadowsSupported = (m_ShadowType == ShadowType.SOFT_SHADOWS);
}
}
}
}

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/Data/LightweightPipelineEditorResources.cs


public Material DefaultMaterial;
public Material DefaultParticleMaterial;
public Material DefaultTerrainMaterial;
}
}

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/Data/LightweightPipelineResources.asset


--- !u!114 &11400000
MonoBehaviour:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/Data/LightweightPipelineResources.cs


public Shader CopyDepthShader;
public Shader ScreenSpaceShadowShader;
public Shader SamplingShader;
}
}

102
ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/LightweightAssetEditor.cs


public static GUIContent requireOpaqueTexture = new GUIContent("Opaque Texture", "If enabled the pipeline will copy the screen to texture after opaque objects are drawn. For transparent objects this can be bound in shaders as _CameraOpaqueTexture.");
public static GUIContent opaqueDownsampling = new GUIContent("Opaque Downsampling", "The downsampling method that is used for the opaque texture");
public static GUIContent hdrContent = new GUIContent("HDR", "Controls the global HDR settings.");
public static GUIContent msaaContent = new GUIContent("Anti Aliasing (MSAA)", "Controls the global anti aliasing settings.");
public static GUIContent shadowType = new GUIContent("Type",
"Global shadow settings. Options are NO_SHADOW, HARD_SHADOWS and SOFT_SHADOWS.");
public static GUIContent supportsSoftShadows = new GUIContent("Soft Shadows", "If enabled pipeline will perform shadow filtering. Otherwise all lights that cast shadows will fallback to perform a single shadow sample.");
public static GUIContent supportsDirectionalShadows = new GUIContent("Directional Shadows", "If enabled shadows will be supported for directional lights.");
public static GUIContent shadowDistante = new GUIContent("Distance", "Max shadow rendering distance.");
public static GUIContent shadowDistance = new GUIContent("Distance", "Max shadow rendering distance.");
public static GUIContent shadowAtlasResolution = new GUIContent("Shadowmap Resolution",
"Resolution of shadow map texture. If cascades are enabled, cascades will be packed into an atlas and this setting controls the max shadows atlas resolution.");
public static GUIContent directionalShadowAtlasResolution = new GUIContent("Atlas Resolution",
"Resolution of the directional shadow map texture. If cascades are enabled, cascades will be packed into an atlas and this setting controls the max shadows atlas resolution.");
public static GUIContent shadowCascades = new GUIContent("Cascades",
"Number of cascades used in directional lights shadows");

public static GUIContent hdrContent = new GUIContent("HDR", "Controls the global HDR settings.");
public static GUIContent msaaContent = new GUIContent("Anti Aliasing (MSAA)", "Controls the global anti aliasing settings.");
public static GUIContent supportsLocalShadows = new GUIContent("Local Shadows", "If enabled shadows will be supported for spot lights.");
public static GUIContent localShadowsAtlasResolution = new GUIContent("Atlas Resolution",
"All local lights are packed into a single atlas. This setting controls the atlas size.");
public static string[] shadowTypeOptions = {"No Shadows", "Hard Shadows", "Hard and Soft Shadows"};
public static string[] shadowCascadeOptions = {"No Cascades", "Two Cascades", "Four Cascades"};
public static string[] opaqueDownsamplingOptions = {"None", "2x (Bilinear)", "4x (Box)", "4x (Bilinear)"};
}

private SerializedProperty m_RequireSoftParticlesProp;
private SerializedProperty m_RequireOpaqueTextureProp;
private SerializedProperty m_OpaqueDownsamplingProp;
private SerializedProperty m_ShadowTypeProp;
private SerializedProperty m_HDR;
private SerializedProperty m_MSAA;
private SerializedProperty m_SoftShadowsSupportedProp;
private SerializedProperty m_DirectionalShadowsSupportedProp;
private SerializedProperty m_ShadowAtlasResolutionProp;
private SerializedProperty m_DirectionalShadowAtlasResolutionProp;
private SerializedProperty m_HDR;
private SerializedProperty m_MSAA;
private SerializedProperty m_LocalShadowSupportedProp;
private SerializedProperty m_LocalShadowsAtlasResolutionProp;
void OnEnable()
{

m_RequireSoftParticlesProp = serializedObject.FindProperty("m_RequireSoftParticles");
m_RequireOpaqueTextureProp = serializedObject.FindProperty("m_RequireOpaqueTexture");
m_OpaqueDownsamplingProp = serializedObject.FindProperty("m_OpaqueDownsampling");
m_ShadowTypeProp = serializedObject.FindProperty("m_ShadowType");
m_HDR = serializedObject.FindProperty("m_SupportsHDR");
m_MSAA = serializedObject.FindProperty("m_MSAA");
m_DirectionalShadowsSupportedProp = serializedObject.FindProperty("m_DirectionalShadowsSupported");
m_ShadowAtlasResolutionProp = serializedObject.FindProperty("m_ShadowAtlasResolution");
m_DirectionalShadowAtlasResolutionProp = serializedObject.FindProperty("m_ShadowAtlasResolution");
m_HDR = serializedObject.FindProperty("m_SupportsHDR");
m_MSAA = serializedObject.FindProperty("m_MSAA");
m_LocalShadowSupportedProp = serializedObject.FindProperty("m_LocalShadowsSupported");
m_LocalShadowsAtlasResolutionProp = serializedObject.FindProperty("m_LocalShadowsAtlasResolution");
m_SoftShadowsSupportedProp = serializedObject.FindProperty("m_SoftShadowsSupported");
m_ShowSoftParticles.valueChanged.AddListener(Repaint);
m_ShowSoftParticles.value = m_RequireSoftParticlesProp.boolValue;

CoreEditorUtils.DrawPopup(content, prop, options);
}
public override void OnInspectorGUI()
void DrawRenderingSettings()
serializedObject.Update();
UpdateAnimationValues();
EditorGUILayout.Space();
EditorGUILayout.LabelField(Styles.renderingLabel, EditorStyles.boldLabel);
EditorGUI.indentLevel++;

EditorGUI.indentLevel--;
EditorGUILayout.Space();
EditorGUILayout.Space();
}
void DrawShadowSettings()
{
CoreEditorUtils.DrawPopup(Styles.shadowType, m_ShadowTypeProp, Styles.shadowTypeOptions);
EditorGUILayout.PropertyField(m_ShadowAtlasResolutionProp, Styles.shadowAtlasResolution);
m_ShadowDistanceProp.floatValue = Mathf.Max(0.0f, EditorGUILayout.FloatField(Styles.shadowDistante, m_ShadowDistanceProp.floatValue));
CoreEditorUtils.DrawPopup(Styles.shadowCascades, m_ShadowCascadesProp, Styles.shadowCascadeOptions);
EditorGUILayout.PropertyField(m_DirectionalShadowsSupportedProp, Styles.supportsDirectionalShadows);
bool directionalShadows = m_DirectionalShadowsSupportedProp.boolValue;
if (directionalShadows)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_DirectionalShadowAtlasResolutionProp, Styles.directionalShadowAtlasResolution);
m_ShadowDistanceProp.floatValue = Mathf.Max(0.0f,
EditorGUILayout.FloatField(Styles.shadowDistance, m_ShadowDistanceProp.floatValue));
CoreEditorUtils.DrawPopup(Styles.shadowCascades, m_ShadowCascadesProp, Styles.shadowCascadeOptions);
ShadowCascades cascades = (ShadowCascades)m_ShadowCascadesProp.intValue;
if (cascades == ShadowCascades.FOUR_CASCADES)
CoreEditorUtils.DrawCascadeSplitGUI<Vector3>(ref m_ShadowCascade4SplitProp);
else if (cascades == ShadowCascades.TWO_CASCADES)
CoreEditorUtils.DrawCascadeSplitGUI<float>(ref m_ShadowCascade2SplitProp);
EditorGUI.indentLevel--;
EditorGUILayout.Space();
}
EditorGUILayout.PropertyField(m_LocalShadowSupportedProp, Styles.supportsLocalShadows);
bool localShadows = m_LocalShadowSupportedProp.boolValue;
if (localShadows)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_LocalShadowsAtlasResolutionProp, Styles.localShadowsAtlasResolution);
EditorGUI.indentLevel--;
EditorGUILayout.Space();
}
ShadowCascades cascades = (ShadowCascades)m_ShadowCascadesProp.intValue;
if (cascades == ShadowCascades.FOUR_CASCADES)
CoreEditorUtils.DrawCascadeSplitGUI<Vector3>(ref m_ShadowCascade4SplitProp);
else if (cascades == ShadowCascades.TWO_CASCADES)
CoreEditorUtils.DrawCascadeSplitGUI<float>(ref m_ShadowCascade2SplitProp);
if (directionalShadows || localShadows)
EditorGUILayout.PropertyField(m_SoftShadowsSupportedProp, Styles.supportsSoftShadows);
}
public override void OnInspectorGUI()
{
serializedObject.Update();
UpdateAnimationValues();
DrawRenderingSettings();
DrawShadowSettings();
serializedObject.ApplyModifiedProperties();
}

6
ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderGUI/LightweightStandardSimpleLightingGUI.cs


private bool RequiresAlpha()
{
SurfaceType surfaceType = (SurfaceType) surfaceTypeProp.floatValue;
SurfaceType surfaceType = (SurfaceType)surfaceTypeProp.floatValue;
return alphaClipProp.floatValue > 0.0f || surfaceType == SurfaceType.Transparent;
}

if (RequiresAlpha())
{
GUI.enabled = false;
glossinessSourceProp.floatValue = (float)EditorGUILayout.Popup(Styles.glossinessSourceLabel, (int) GlossinessSource.SpecularAlpha, Styles.glossinessSourceNames);
glossinessSourceProp.floatValue = (float)EditorGUILayout.Popup(Styles.glossinessSourceLabel, (int)GlossinessSource.SpecularAlpha, Styles.glossinessSourceNames);
GUI.enabled = true;
}
else

EditorGUI.BeginChangeCheck();
float shininess = EditorGUILayout.Slider(Styles.shininessLabel, shininessProp.floatValue,
kMinShininessValue, 1.0f);
kMinShininessValue, 1.0f);
if (EditorGUI.EndChangeCheck())
shininessProp.floatValue = shininess;
EditorGUI.indentLevel -= 2;

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderGraph/LightWeightPBRSubShader.cs


if (masterNode.IsSlotConnected(PBRMasterNode.AlphaThresholdSlotId))
defines.AddShaderChunk("#define _AlphaClip 1", true);
if(masterNode.surfaceType == SurfaceType.Transparent && masterNode.alphaMode == AlphaMode.Premultiply)
if (masterNode.surfaceType == SurfaceType.Transparent && masterNode.alphaMode == AlphaMode.Premultiply)
defines.AddShaderChunk("#define _ALPHAPREMULTIPLY_ON 1", true);
var templateLocation = GetTemplatePath(template);

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderGraph/LightWeightUnlitSubShader.cs


if (masterNode.IsSlotConnected(UnlitMasterNode.AlphaThresholdSlotId))
defines.AddShaderChunk("#define _AlphaClip 1", true);
if(masterNode.surfaceType == SurfaceType.Transparent && masterNode.alphaMode == AlphaMode.Premultiply)
if (masterNode.surfaceType == SurfaceType.Transparent && masterNode.alphaMode == AlphaMode.Premultiply)
defines.AddShaderChunk("#define _ALPHAPREMULTIPLY_ON 1", true);
var templateLocation = GetTemplatePath(template);

3
ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderGraph/lightweightPBRExtraPasses.template


Pass
{
Name "ShadowCaster"
Tags{"LightMode" = "ShadowCaster"}
ZWrite On

Pass
{
Name "DepthOnly"
Tags{"LightMode" = "DepthOnly"}
ZWrite On

// This pass it not used during regular rendering, only for lightmap baking.
Pass
{
Name "Meta"
Tags{"LightMode" = "Meta"}
Cull Off

3
ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderGraph/lightweightPBRForwardPass.template


Pass
{
Name "StandardLit"
Tags{"LightMode" = "LightweightForward"}
${Tags}
${Blending}

#pragma multi_compile _ _VERTEX_LIGHTS
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
#pragma multi_compile _ _SHADOWS_ENABLED
#pragma multi_compile _ _LOCAL_SHADOWS_ENABLED
#pragma multi_compile _ _SHADOWS_SOFT
// -------------------------------------
// Unity defined keywords

1
ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderGraph/lightweightUnlitExtraPasses.template


Pass
{
Name "DepthOnly"
Tags{"LightMode" = "DepthOnly"}
ZWrite On

1
ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderGraph/lightweightUnlitPass.template


Pass
{
Name "StandardUnlit"
Tags{"LightMode" = "LightweightForward"}
${Tags}
${Blending}

176
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs


public static int opaque;
}
public class LightweightPipeline : RenderPipeline
public partial class LightweightPipeline : RenderPipeline
{
private readonly LightweightPipelineAsset m_Asset;

private static readonly float kRenderScaleThreshold = 0.05f;
private static readonly string kMSAADepthKeyword = "_MSAA_DEPTH";
private bool m_IsOffscreenCamera;
private Vector4 kDefaultLightPosition = new Vector4(0.0f, 0.0f, 1.0f, 0.0f);

private float[] m_OpaqueScalerValues = {1.0f, 0.5f, 0.25f, 0.25f};
private float m_RenderScale;
private int m_MSAASamples;
private bool m_IntermediateTextureArray;
private bool m_RequireDepthTexture;

private Material m_ErrorMaterial;
private Material m_SamplingMaterial;
private int m_SampleOffset;
private int m_SampleCount;
private int m_BlitTexID = Shader.PropertyToID("_BlitTex");
private CopyTextureSupport m_CopyTextureSupport;

m_Asset = asset;
SetRenderingFeatures();
SetPipelineCapabilities(asset);
PerFrameBuffer._GlossyEnvironmentColor = Shader.PropertyToID("_GlossyEnvironmentColor");
PerFrameBuffer._SubtractiveShadowColor = Shader.PropertyToID("_SubtractiveShadowColor");

CameraRenderTargetID.opaque = Shader.PropertyToID("_CameraOpaqueTexture");
m_SampleOffset = Shader.PropertyToID("_SampleOffset");
m_SampleCount = Shader.PropertyToID("_SampleCount");
m_ColorRT = new RenderTargetIdentifier(CameraRenderTargetID.color);
m_CopyColorRT = new RenderTargetIdentifier(CameraRenderTargetID.copyColor);

m_MaxLocalLightsShadedPerPass = m_UseComputeBuffer ? kMaxVisibleLocalLights : kMaxNonIndexedLocalLights;
m_LocalLightIndices = new List<int>(m_MaxLocalLightsShadedPerPass);
m_ShadowPass = new LightweightShadowPass(m_Asset, m_MaxLocalLightsShadedPerPass);
m_ShadowPass = new LightweightShadowPass(m_Asset, kMaxVisibleLocalLights);
// Let engine know we have MSAA on for cases where we support MSAA backbuffer
if (QualitySettings.antiAliasing != m_Asset.MSAASampleCount)

if (!CullResults.GetCullingParameters(m_CurrCamera, stereoEnabled, out cullingParameters))
continue;
var cmd = CommandBufferPool.Get("");
cullingParameters.shadowDistance = Mathf.Min(m_ShadowPass.RenderingDistance, m_CurrCamera.farClipPlane);
#if UNITY_EDITOR

// Setup global time properties (_Time, _SinTime, _CosTime)
context.SetupCameraProperties(m_CurrCamera, stereoEnabled);
if (LightweightUtils.HasFlag(frameRenderingConfiguration, FrameRenderingConfiguration.DepthPrePass))
if (CoreUtils.HasFlag(frameRenderingConfiguration, FrameRenderingConfiguration.DepthPrePass))
DepthPass(ref context, frameRenderingConfiguration);
if (screenspaceShadows)

cmd.name = "After Camera Render";
CommandBuffer cmd;
{
cmd = CommandBufferPool.Get("Copy Depth to Camera");
cmd.DisableShaderKeyword(kMSAADepthKeyword);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
context.Submit();
cmd = CommandBufferPool.Get("Dispose of Temporaries");
cmd.ReleaseTemporaryRT(CameraRenderTargetID.depthCopy);
cmd.ReleaseTemporaryRT(CameraRenderTargetID.depth);
cmd.ReleaseTemporaryRT(CameraRenderTargetID.color);

m_ShadowPass.Dispose(cmd);
m_ShadowPass.Dispose(cmd);
context.Submit();
}

renderQueueRange = RenderQueueRange.opaque
};
LightweightUtils.StartStereoRendering(m_CurrCamera, ref context, frameRenderingConfiguration);
StartStereoRendering(m_CurrCamera, ref context, frameRenderingConfiguration);
LightweightUtils.StopStereoRendering(m_CurrCamera, ref context, frameRenderingConfiguration);
StopStereoRendering(m_CurrCamera, ref context, frameRenderingConfiguration);
}
private void OpaqueTexturePass(ref ScriptableRenderContext context, FrameRenderingConfiguration frameRenderingConfiguration)

switch(m_Asset.OpaqueDownsampling)
switch (m_Asset.OpaqueDownsampling)
{
case Downsampling.None:
cmd.Blit(m_CurrCameraColorRT, CameraRenderTargetID.opaque);

// TODO: There's currently an issue in the PostFX stack that has a one frame delay when an effect is enabled/disabled
// when an effect is disabled, HasOpaqueOnlyEffects returns true in the first frame, however inside render the effect
// state is update, causing RenderPostProcess here to not blit to FinalColorRT. Until the next frame the RT will have garbage.
if (LightweightUtils.HasFlag(config, FrameRenderingConfiguration.BeforeTransparentPostProcess))
if (CoreUtils.HasFlag(config, FrameRenderingConfiguration.BeforeTransparentPostProcess))
{
// When only have one effect in the stack we blit to a work RT then blit it back to active color RT.
// This seems like an extra blit but it saves us a depth copy/blit which has some corner cases like msaa depth resolve.

SetRenderTarget(cmd, m_CurrCameraColorRT, m_DepthRT);
}
if (LightweightUtils.HasFlag(config, FrameRenderingConfiguration.DepthCopy))
if (CoreUtils.HasFlag(config, FrameRenderingConfiguration.DepthCopy))
CopyTexture(cmd, m_DepthRT, m_CopyDepth, m_CopyDepthMaterial);
bool forceBlit = false;
if (m_MSAASamples > 1)
{
cmd.SetGlobalFloat(m_SampleCount, (float)m_MSAASamples);
cmd.EnableShaderKeyword(kMSAADepthKeyword);
forceBlit = true;
}
else
cmd.DisableShaderKeyword(kMSAADepthKeyword);
CopyTexture(cmd, m_DepthRT, m_CopyDepth, m_CopyDepthMaterial, forceBlit);
cmd.SetGlobalTexture(CameraRenderTargetID.depth, m_CopyDepth);
}
if (setRenderTarget)

}
if(m_Asset.RequireOpaqueTexture)
if (m_Asset.RequireOpaqueTexture)
{
OpaqueTexturePass(ref context, config);
}

private void AfterTransparent(ref ScriptableRenderContext context, FrameRenderingConfiguration config)
{
if (!LightweightUtils.HasFlag(config, FrameRenderingConfiguration.PostProcess))
if (!CoreUtils.HasFlag(config, FrameRenderingConfiguration.PostProcess))
return;
CommandBuffer cmd = CommandBufferPool.Get("After Transparent");

// TODO: PostProcessing and SoftParticles are currently not support for VR
bool postProcessEnabled = m_CameraPostProcessLayer != null && m_CameraPostProcessLayer.enabled && !stereoEnabled;
m_RequireDepthTexture = m_Asset.RequireDepthTexture && !stereoEnabled;
bool canSkipDepthCopy = !m_RequireDepthTexture;
if (postProcessEnabled)
{
m_RequireDepthTexture = true;

}
if (sceneViewCamera)
{
canSkipDepthCopy = false;
}
canSkipDepthCopy = canSkipDepthCopy && !screenspaceShadows;
intermediateTexture = intermediateTexture || !LightweightUtils.PlatformSupportsMSAABackBuffer();
intermediateTexture = intermediateTexture || !PlatformSupportsMSAABackBuffer();
canSkipDepthCopy = false;
// If msaa is enabled we don't use a depth renderbuffer as we might not have support to Texture2DMS to resolve depth.
// Instead we use a depth prepass and whenever depth is needed we use the 1 sample depth from prepass.
// Screen space shadows require depth before opaque shading.
if (!msaaEnabled && !screenspaceShadows)
{
bool supportsDepthCopy = m_CopyTextureSupport != CopyTextureSupport.None && m_Asset.CopyDepthShader.isSupported;
m_DepthRenderBuffer = true;
intermediateTexture = true;
bool hasTex2DMS = SystemInfo.supportsMultisampledTextures != 0;
bool copyShaderSupported = m_Asset.CopyDepthShader.isSupported && (msaaEnabled == hasTex2DMS);
bool supportsDepthCopy = m_CopyTextureSupport != CopyTextureSupport.None || copyShaderSupported;
bool requiresDepthPrepassToResolveMSAA = msaaEnabled && !hasTex2DMS;
bool requiresDepthPrepass = !supportsDepthCopy || screenspaceShadows || requiresDepthPrepassToResolveMSAA;
// If requiring a camera depth texture we need separate depth as it reads/write to depth at same time
// Post process doesn't need the copy
if (!m_Asset.RequireDepthTexture && postProcessEnabled)
configuration |= (supportsDepthCopy) ? FrameRenderingConfiguration.DepthCopy : FrameRenderingConfiguration.DepthPrePass;
}
else
{
m_DepthRenderBuffer = !requiresDepthPrepass;
intermediateTexture = intermediateTexture || m_DepthRenderBuffer;
if (requiresDepthPrepass)
}
else if (supportsDepthCopy && !canSkipDepthCopy)
configuration |= FrameRenderingConfiguration.DepthCopy;
}
Rect cameraRect = m_CurrCamera.rect;

private RenderTextureDescriptor CreateRTDesc(FrameRenderingConfiguration renderingConfig, float scaler = 1.0f)
{
RenderTextureDescriptor desc;
if (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.Stereo))
if (CoreUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.Stereo))
desc = XRSettings.eyeTextureDesc;
else
desc = new RenderTextureDescriptor(m_CurrCamera.pixelWidth, m_CurrCamera.pixelHeight);

CommandBuffer cmd = CommandBufferPool.Get("Setup Intermediate Resources");
int msaaSamples = (m_IsOffscreenCamera) ? Math.Min(m_CurrCamera.targetTexture.antiAliasing, m_Asset.MSAASampleCount) : m_Asset.MSAASampleCount;
msaaSamples = (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.Msaa)) ? msaaSamples : 1;
msaaSamples = (CoreUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.Msaa)) ? msaaSamples : 1;
m_MSAASamples = msaaSamples;
if (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.IntermediateTexture) || m_RequireDepthTexture)
if (CoreUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.IntermediateTexture) || m_RequireDepthTexture)
SetupIntermediateRenderTextures(cmd, renderingConfig, shadows, msaaSamples);
context.ExecuteCommandBuffer(cmd);

depthRTDesc.colorFormat = RenderTextureFormat.Depth;
depthRTDesc.depthBufferBits = kDepthStencilBufferBits;
cmd.GetTemporaryRT(CameraRenderTargetID.depth, depthRTDesc, FilterMode.Bilinear);
// This also means we don't do a depth copy
bool doesDepthPrepass = CoreUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.DepthPrePass);
if (!doesDepthPrepass)
{
depthRTDesc.bindMS = msaaSamples > 1;
depthRTDesc.msaaSamples = msaaSamples;
}
if (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.DepthCopy))
cmd.GetTemporaryRT(CameraRenderTargetID.depthCopy, depthRTDesc, FilterMode.Bilinear);
cmd.GetTemporaryRT(CameraRenderTargetID.depth, depthRTDesc, FilterMode.Point);
if (!doesDepthPrepass)
{
depthRTDesc.bindMS = false;
depthRTDesc.msaaSamples = 1;
cmd.GetTemporaryRT(CameraRenderTargetID.depthCopy, depthRTDesc, FilterMode.Point);
}
m_ShadowPass.InitializeResources(cmd, baseDesc);
}

{
if (visibleLights[i].lightType != LightType.Directional)
m_LocalLightIndices.Add(i);
if (m_LocalLightIndices.Count >= m_MaxLocalLightsShadedPerPass)
break;
}
// Clear to default all light constant data

{
VisibleLight light = visibleLights[i];
if (light.lightType == LightType.Directional)
{
++directionalLightCount;
}
else
perObjectLightIndexMap[i] -= directionalLightCount;
}

// Main light has an optimized shader path for main light. This will benefit games that only care about a single light.
// Lightweight pipeline also supports only a single shadow light, if available it will be the main light.
SetupMainLightConstants(cmd, ref lightData);
SetupAdditionalListConstants(cmd, ref lightData);
SetupAdditionalLightConstants(cmd, ref lightData);
}
private void SetupMainLightConstants(CommandBuffer cmd, ref LightData lightData)

VisibleLight mainLight = lights[lightData.mainLightIndex];
Light mainLightRef = mainLight.light;
if (LightweightUtils.IsSupportedCookieType(mainLight.lightType) && mainLightRef.cookie != null)
if (IsSupportedCookieType(mainLight.lightType) && mainLightRef.cookie != null)
LightweightUtils.GetLightCookieMatrix(mainLight, out lightCookieMatrix);
GetLightCookieMatrix(mainLight, out lightCookieMatrix);
cmd.SetGlobalTexture(PerCameraBuffer._MainLightCookie, mainLightRef.cookie);
cmd.SetGlobalMatrix(PerCameraBuffer._WorldToLight, lightCookieMatrix);
}

cmd.SetGlobalVector(PerCameraBuffer._MainLightColor, lightColor);
}
private void SetupAdditionalListConstants(CommandBuffer cmd, ref LightData lightData)
private void SetupAdditionalLightConstants(CommandBuffer cmd, ref LightData lightData)
{
List<VisibleLight> lights = lightData.visibleLights;
if (lightData.totalAdditionalLightsCount > 0)

private void SetShaderKeywords(CommandBuffer cmd, ref LightData lightData)
{
List<VisibleLight> visibleLights = lightData.visibleLights;
int mainLightIndex = lightData.mainLightIndex;
bool shadowsEnabled = m_ShadowPass.HasDirectionalShadowmap || m_ShadowPass.HasLocalLightsShadowmap;
CoreUtils.SetKeyword(cmd, "_SHADOWS_ENABLED", shadowsEnabled);
CoreUtils.SetKeyword(cmd, LightweightKeywords.AdditionalLightsText, lightData.totalAdditionalLightsCount > 0);
CoreUtils.SetKeyword(cmd, LightweightKeywords.MixedLightingSubtractiveText, m_MixedLightingSetup == MixedLightingSetup.Subtractive);
CoreUtils.SetKeyword(cmd, LightweightKeywords.VertexLightsText, vertexLightsCount > 0);
// TODO: Currently we are shading same keyword for directional and local lights
// When we have ability to strip keywords we can use the one below instead
//CoreUtils.SetKeyword(cmd, "_SHADOWS_ENABLED", m_ShadowPass.HasDirectionalShadowmap);
//CoreUtils.SetKeyword(cmd, "_LOCAL_SHADOWS_ENABLED", m_ShadowPass.HasLocalLightsShadowmap);
// TODO: We have to discuss cookie approach on LWRP.
// CoreUtils.SetKeyword(cmd, LightweightKeywords.MainLightCookieText, mainLightIndex != -1 && LightweightUtils.IsSupportedCookieType(visibleLights[mainLightIndex].lightType) && visibleLights[mainLightIndex].light.cookie != null);
//TIM: Not used in shader for V1 to reduce keywords
CoreUtils.SetKeyword(cmd, "_MAIN_LIGHT_COOKIE", mainLightIndex != -1 && LightweightUtils.IsSupportedCookieType(visibleLights[mainLightIndex].lightType) && visibleLights[mainLightIndex].light.cookie != null);
bool anyShadowsEnabled = m_ShadowPass.IsDirectionalShadowsEnabled || m_ShadowPass.IsLocalShadowsEnabled;
CoreUtils.SetKeyword(cmd, LightweightKeywords.DirectionalShadowsText, m_ShadowPass.DirectionalShadowsRendered);
CoreUtils.SetKeyword(cmd, LightweightKeywords.LocalShadowsText, m_ShadowPass.LocalShadowsRendered);
CoreUtils.SetKeyword(cmd, LightweightKeywords.SoftShadowsText, m_ShadowPass.IsSoftShadowsEnabled && anyShadowsEnabled);
CoreUtils.SetKeyword(cmd, "_ADDITIONAL_LIGHTS", lightData.totalAdditionalLightsCount > 0);
CoreUtils.SetKeyword(cmd, "_MIXED_LIGHTING_SUBTRACTIVE", m_MixedLightingSetup == MixedLightingSetup.Subtractive);
CoreUtils.SetKeyword(cmd, "_VERTEX_LIGHTS", vertexLightsCount > 0);
// TODO: Remove this. legacy particles support will be removed from Unity in 2018.3. This should be a shader_feature instead with prop exposed in the Standard particles shader.
CoreUtils.SetKeyword(cmd, "SOFTPARTICLES_ON", m_RequireDepthTexture && m_Asset.RequireSoftParticles);
}

RenderTargetIdentifier depthRT = BuiltinRenderTextureType.None;
LightweightUtils.StartStereoRendering(m_CurrCamera, ref context, renderingConfig);
StartStereoRendering(m_CurrCamera, ref context, renderingConfig);
bool intermediateTexture = LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.IntermediateTexture);
bool intermediateTexture = CoreUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.IntermediateTexture);
if (m_RequireDepthTexture)
if (m_DepthRenderBuffer)
depthRT = m_DepthRT;
}

// If rendering to an intermediate RT we resolve viewport on blit due to offset not being supported
// while rendering to a RT.
if (!intermediateTexture && !LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.DefaultViewport))
if (!intermediateTexture && !CoreUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.DefaultViewport))
cmd.SetViewport(m_CurrCamera.pixelRect);
context.ExecuteCommandBuffer(cmd);

{
cmd.Blit(m_CurrCameraColorRT, BuiltinRenderTextureType.CameraTarget);
}
else if (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.IntermediateTexture))
else if (CoreUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.IntermediateTexture))
if (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.Stereo))
if (CoreUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.Stereo))
if (!LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.PostProcess))
if (!CoreUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.PostProcess))
Blit(cmd, renderingConfig, m_CurrCameraColorRT, BuiltinRenderTextureType.CameraTarget, blitMaterial);
}

CommandBufferPool.Release(cmd);
if (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.Stereo))
if (CoreUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.Stereo))
{
context.StopMultiEye(m_CurrCamera);
context.StereoEndRender(m_CurrCamera);

private void Blit(CommandBuffer cmd, FrameRenderingConfiguration renderingConfig, RenderTargetIdentifier sourceRT, RenderTargetIdentifier destRT, Material material = null)
{
cmd.SetGlobalTexture(m_BlitTexID, sourceRT);
if (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.DefaultViewport))
if (CoreUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.DefaultViewport))
{
cmd.Blit(sourceRT, destRT, material);
}

SetRenderTarget(cmd, destRT);
cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity);
cmd.SetViewport(m_CurrCamera.pixelRect);
LightweightUtils.DrawFullScreen(cmd, m_BlitMaterial);
DrawFullScreen(cmd, m_BlitMaterial);
}
}

74
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightShadowPass.cs


[Serializable]
public class ShadowSettings
{
public LightShadows directionalShadowQuality;
public bool supportsDirectionalShadows;
public LightShadows localLightsShadowQuality;
public float maxShadowDistance;
public int directionalLightCascadeCount;
public Vector3 directionalLightCascades;
public bool supportsLocalShadows;
public bool supportsSoftShadows;
public float maxShadowDistance;
public int directionalLightCascadeCount;
public Vector3 directionalLightCascades;
public RenderTextureFormat shadowmapTextureFormat;
public RenderTextureFormat screenspaceShadowmapTextureFormat;

if (defaultShadowSettings == null)
{
defaultShadowSettings = new ShadowSettings();
defaultShadowSettings.directionalShadowQuality = LightShadows.None;
defaultShadowSettings.supportsDirectionalShadows = true;
defaultShadowSettings.localLightsShadowQuality = LightShadows.None;
defaultShadowSettings.directionalLightCascadeCount = 1;
defaultShadowSettings.directionalLightCascades = new Vector3(0.067f, 0.2f, 0.467f);
defaultShadowSettings.supportsLocalShadows = true;
defaultShadowSettings.directionalLightCascadeCount = 1;
defaultShadowSettings.directionalLightCascades = new Vector3(0.05F, 0.2F, 0.3F);
defaultShadowSettings.supportsSoftShadows = false;
}
return defaultShadowSettings;
}

public class LightweightShadowPass
{
public bool IsDirectionalShadowsEnabled { get { return m_ShadowSettings.directionalShadowQuality != LightShadows.None; } }
public bool IsLocalShadowsEnabled { get { return m_ShadowSettings.localLightsShadowQuality != LightShadows.None; }}
public bool IsDirectionalShadowsEnabled { get { return m_ShadowSettings.supportsDirectionalShadows; } }
public bool IsLocalShadowsEnabled { get { return m_ShadowSettings.supportsLocalShadows; } }
public bool HasDirectionalShadowmap { get { return m_DirectionalShadowmapQuality != LightShadows.None; } }
public bool HasLocalLightsShadowmap { get { return m_LocalShadowmapQuality != LightShadows.None; } }
public bool DirectionalShadowsRendered { get { return m_DirectionalShadowmapQuality != LightShadows.None; } }
public bool LocalShadowsRendered { get { return m_LocalShadowmapQuality != LightShadows.None; } }
public bool IsSoftShadowsEnabled { get { return m_ShadowSettings.supportsSoftShadows; } }
public float RenderingDistance { get { return m_ShadowSettings.maxShadowDistance; } }

cmd.ClearRenderTarget(true, true, Color.white);
cmd.Blit(m_ScreenSpaceShadowmapTexture, m_ScreenSpaceShadowmapTexture, m_ScreenSpaceShadowsMaterial);
LightweightUtils.StartStereoRendering(camera, ref context, frameRenderingConfiguration);
LightweightPipeline.StartStereoRendering(camera, ref context, frameRenderingConfiguration);
LightweightUtils.StopStereoRendering(camera, ref context, frameRenderingConfiguration);
LightweightPipeline.StopStereoRendering(camera, ref context, frameRenderingConfiguration);
CommandBufferPool.Release(cmd);
}

// Until we can have keyword stripping forcing single cascade hard shadows on gles2
bool supportsScreenSpaceShadows = SystemInfo.graphicsDeviceType != GraphicsDeviceType.OpenGLES2;
bool supportsLocalShadows = Application.isMobilePlatform || Application.platform == RuntimePlatform.WebGLPlayer;
m_ShadowSettings.directionalShadowQuality = (LightShadows)pipelineAsset.ShadowSetting;
m_ShadowSettings.screenSpace = supportsScreenSpaceShadows;
m_ShadowSettings.supportsDirectionalShadows = pipelineAsset.SupportsDirectionalShadows;
m_ShadowSettings.screenSpace = m_ShadowSettings.supportsDirectionalShadows && supportsScreenSpaceShadows;
m_ShadowSettings.directionalShadowAtlasWidth = pipelineAsset.ShadowAtlasResolution;
m_ShadowSettings.directionalShadowAtlasHeight = pipelineAsset.ShadowAtlasResolution;
m_ShadowSettings.directionalShadowAtlasWidth = pipelineAsset.DirectionalShadowAtlasResolution;
m_ShadowSettings.directionalShadowAtlasHeight = pipelineAsset.DirectionalShadowAtlasResolution;
m_ShadowSettings.shadowmapTextureFormat = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Shadowmap)
? RenderTextureFormat.Shadowmap
: RenderTextureFormat.Depth;
m_ShadowSettings.screenspaceShadowmapTextureFormat = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.R8)
? RenderTextureFormat.R8
: RenderTextureFormat.ARGB32;
switch (m_ShadowSettings.directionalLightCascadeCount)
{

break;
}
// Until we can have keyword stripping we disable local light shadows on mobile
m_ShadowSettings.localLightsShadowQuality = (supportsLocalShadows) ? LightShadows.Hard : LightShadows.None;
m_ShadowSettings.supportsLocalShadows = pipelineAsset.SupportsLocalShadows;
m_ShadowSettings.localShadowAtlasWidth = m_ShadowSettings.localShadowAtlasHeight = pipelineAsset.LocalShadowAtlasResolution;
m_ShadowSettings.supportsSoftShadows = pipelineAsset.SupportsSoftShadows;
m_ShadowSettings.bufferBitCount = 16;
m_ShadowSettings.shadowmapTextureFormat = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Shadowmap)
? RenderTextureFormat.Shadowmap
: RenderTextureFormat.Depth;
m_ShadowSettings.screenspaceShadowmapTextureFormat = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.R8)
? RenderTextureFormat.R8
: RenderTextureFormat.ARGB32;
}
private void Clear()

private void SetShadowCollectPassKeywords(CommandBuffer cmd)
{
CoreUtils.SetKeyword(cmd, "_SHADOWS_SOFT", m_DirectionalShadowmapQuality == LightShadows.Soft);
CoreUtils.SetKeyword(cmd, "_SHADOWS_CASCADE", m_ShadowSettings.directionalLightCascadeCount > 1);
CoreUtils.SetKeyword(cmd, LightweightKeywords.SoftShadowsText, m_DirectionalShadowmapQuality == LightShadows.Soft);
CoreUtils.SetKeyword(cmd, LightweightKeywords.CascadeShadowsText, m_ShadowSettings.directionalLightCascadeCount > 1);
}
private bool RenderDirectionalCascadeShadowmap(ref CullResults cullResults, ref LightData lightData, ref ScriptableRenderContext context)

if (success)
{
m_DirectionalShadowmapQuality = (m_ShadowSettings.directionalShadowQuality != LightShadows.Soft) ? LightShadows.Hard : light.shadows;
m_DirectionalShadowmapQuality = (IsSoftShadowsEnabled) ? light.shadows : LightShadows.Hard;
// In order to avoid shader variants explosion we only do hard shadows when sampling shadowmap in the lit pass.
// GLES2 platform is forced to hard single cascade shadows.

SetupLocalLightsShadowReceiverConstants(cmd, ref context);
m_LocalShadowmapQuality = (LightShadows)Math.Min(shadowSampling, (int)m_ShadowSettings.directionalShadowQuality);
m_LocalShadowmapQuality = (IsSoftShadowsEnabled) ? (LightShadows)shadowSampling : LightShadows.Hard;
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}

4
ScriptableRenderPipeline/LightweightPipeline/LWRP/SceneViewDrawMode.cs


#if UNITY_EDITOR
#if UNITY_EDITOR
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

cameraMode.drawMode == DrawCameraMode.ValidateMetalSpecular ||
cameraMode.drawMode == DrawCameraMode.ShadowMasks ||
cameraMode.drawMode == DrawCameraMode.LightOverlap
)
)
return false;
return true;

15
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Shadows.hlsl


CBUFFER_END
CBUFFER_START(_LocalShadowBuffer)
float4x4 _LocalWorldToShadowAtlas[4];
half _LocalShadowStrength[4];
float4x4 _LocalWorldToShadowAtlas[MAX_VISIBLE_LIGHTS];
half _LocalShadowStrength[MAX_VISIBLE_LIGHTS];
half4 _LocalShadowOffset0;
half4 _LocalShadowOffset1;
half4 _LocalShadowOffset2;

#else
float fetchesWeights[9];
float2 fetchesUV[9];
SampleShadow_ComputeSamples_Tent_5x5(_ShadowmapSize, shadowCoord.xy, fetchesWeights, fetchesUV);
SampleShadow_ComputeSamples_Tent_5x5(samplingData.shadowmapSize, shadowCoord.xy, fetchesWeights, fetchesUV);
attenuation = fetchesWeights[0] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[0].xy, shadowCoord.z));
attenuation += fetchesWeights[1] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[1].xy, shadowCoord.z));

half MainLightRealtimeShadowAttenuation(float4 shadowCoord)
{
#if defined(NO_SHADOWS) || !defined(_SHADOWS_ENABLED)
#if !defined(_SHADOWS_ENABLED)
return 1.0h;
#elif SHADOWS_SCREEN
return SampleScreenSpaceShadowMap(shadowCoord);

half LocalLightRealtimeShadowAttenuation(int lightIndex, float3 positionWS)
{
// TODO: We can't add more keywords to standard shaders. For now we use
// same _SHADOWS_ENABLED keywords for local lights. In the future we can use
// _LOCAL_SHADOWS_ENABLED keyword
// For now disabling local shadows on mobile until we can get the keyword stripping
//#if defined(NO_SHADOWS) || !defined(_LOCAL_SHADOWS_ENABLED)
#if defined(NO_SHADOWS) || !defined(_SHADOWS_ENABLED) || defined(SHADER_API_MOBILE)
#if !defined(_LOCAL_SHADOWS_ENABLED)
return 1.0h;
#else
float4 shadowCoord = mul(_LocalWorldToShadowAtlas[lightIndex], float4(positionWS, 1.0));

1
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Terrain/LightweightPassLitTerrain.hlsl


}
#endif // LIGHTWEIGHT_PASS_LIT_TERRAIN_INCLUDED

1
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightBlit.shader


Pass
{
Name "Default"
Tags { "LightMode" = "LightweightForward"}
ZTest Always ZWrite Off

37
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightCopyDepth.shader


Shader "Hidden/LightweightPipeline/CopyDepth"
{
Properties
{
[HideInInspector] _SampleCount("MSAA sample count", Float) = 1.0
}
Tags { "RenderType" = "Opaque" "RenderPipeline" = "LightiweightPipeline"}
Tags { "RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline"}
Name "Default"
ZTest Always ZWrite On ColorMask 0
HLSLPROGRAM

#pragma vertex vert
#pragma fragment frag
#include "LWRP/ShaderLibrary/Core.hlsl"
#pragma multi_compile __ _MSAA_DEPTH
TEXTURE2D(_CameraDepthTexture);
SAMPLER(sampler_CameraDepthTexture);
struct VertexInput
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
#include "LWRP/ShaderLibrary/DepthCopy.hlsl"
struct VertexOutput
{
float4 position : SV_POSITION;
float2 uv : TEXCOORD0;
};
VertexOutput vert(VertexInput i)
{
VertexOutput o;
o.uv = i.uv;
o.position = TransformObjectToHClip(i.vertex.xyz);
return o;
}
float frag(VertexOutput i) : SV_Depth
{
return SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.uv);
}
ENDHLSL
}
}

1
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightSampling.shader


// 0 - Downsample - Box filtering
Pass
{
Name "Default"
Tags { "LightMode" = "LightweightForward"}
ZTest Always

1
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightScreenSpaceShadows.shader


Pass
{
Name "Default"
ZTest Always
ZWrite Off
Cull Off

9
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandard.shader


{
// Lightmode matches the ShaderPassName set in LightweightPipeline.cs. SRPDefaultUnlit and passes with
// no LightMode tag are also rendered by Lightweight Pipeline
Name "StandardLit"
Tags{"LightMode" = "LightweightForward"}
Blend[_SrcBlend][_DstBlend]

#pragma multi_compile _ _VERTEX_LIGHTS
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
#pragma multi_compile _ _SHADOWS_ENABLED
// TODO: Enabled this when we have C# keyword stripping
//#pragma multi_compile _ _LOCAL_SHADOWS_ENABLED
#pragma multi_compile _ _LOCAL_SHADOWS_ENABLED
#pragma multi_compile _ _SHADOWS_SOFT
// -------------------------------------
// Unity defined keywords

Pass
{
Name "ShadowCaster"
Tags{"LightMode" = "ShadowCaster"}
ZWrite On

Pass
{
Name "DepthOnly"
Tags{"LightMode" = "DepthOnly"}
ZWrite On

// This pass it not used during regular rendering, only for lightmap baking.
Pass
{
Name "Meta"
Tags{"LightMode" = "Meta"}
Cull Off

3
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardParticles.shader


Pass
{
Name "ParticlesLit"
Tags {"LightMode" = "LightweightForward"}
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library

#pragma shader_feature _EMISSION
#pragma shader_feature _FADING_ON
#pragma shader_feature _REQUIRE_UV2
#define NO_SHADOWS 1
#include "LWRP/ShaderLibrary/ParticlesPBR.hlsl"
#include "LWRP/ShaderLibrary/Lighting.hlsl"

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardParticlesSimpleLighting.shader


Pass
{
Name "ParticlesLit"
Tags {"LightMode" = "LightweightForward"}
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library

#pragma shader_feature _REQUIRE_UV2
#define BUMP_SCALE_NOT_SUPPORTED 1
#define NO_SHADOWS 1
#include "LWRP/ShaderLibrary/Particles.hlsl"
#include "LWRP/ShaderLibrary/Lighting.hlsl"

3
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardParticlesUnlit.shader


Pass
{
Name "ParticlesUnlit"
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles

half3 diffuse = AlphaModulate(albedo.rgb, albedo.a);
half alpha = AlphaBlendAndTest(albedo.a, _Cutoff);
half3 emission = SampleEmission(IN, _EmissionColor.rgb, TEXTURE2D_PARAM(_EmissionMap, sampler_EmissionMap));
half3 result = diffuse + emission;
half fogFactor = IN.posWS.w;
ApplyFogColor(result, half3(0, 0, 0), fogFactor);

9
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader


Pass
{
Name "StandardLit"
Tags { "LightMode" = "LightweightForward" }
// Use same blending / depth states as Standard shader

#pragma multi_compile _ _VERTEX_LIGHTS
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
#pragma multi_compile _ _SHADOWS_ENABLED
// TODO: Enabled this when we have C# keyword stripping
//#pragma multi_compile _ _LOCAL_SHADOWS_ENABLED
#pragma multi_compile _ _LOCAL_SHADOWS_ENABLED
#pragma multi_compile _ _SHADOWS_SOFT
// -------------------------------------
// Unity defined keywords

Pass
{
Name "ShadowCaster"
Tags{"LightMode" = "ShadowCaster"}
ZWrite On

Pass
{
Name "DepthOnly"
Tags{"LightMode" = "DepthOnly"}
ZWrite On

// This pass it not used during regular rendering, only for lightmap baking.
Pass
{
Name "Meta"
Tags{ "LightMode" = "Meta" }
Cull Off

1
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardUnlit.shader


Pass
{
Name "StandardUnlit"
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles

7
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/Terrain/LightweightStandardTerrain.shader


Pass
{
Name "TerrainLit"
Tags { "LightMode" = "LightweightForward" }
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library

#pragma multi_compile _ _VERTEX_LIGHTS
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
#pragma multi_compile _ _SHADOWS_ENABLED
#pragma multi_compile _ _LOCAL_SHADOWS_ENABLED
#pragma multi_compile _ _SHADOWS_SOFT
// -------------------------------------
// Unity defined keywords

#pragma multi_compile __ _TERRAIN_NORMAL_MAP
#include "LWRP/ShaderLibrary/Terrain/InputSurfaceTerrain.hlsl"
#include "LWRP/ShaderLibrary/Terrain/LightweightPassLitTerrain.hlsl"

Pass
{
Name "ShadowCaster"
Tags{"LightMode" = "ShadowCaster"}
ZWrite On

Pass
{
Name "DepthOnly"
Tags{"LightMode" = "DepthOnly"}
ZWrite On

5
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/Terrain/LightweightStandardTerrainAddPass.shader


Pass
{
Name "TerrainAddLit"
Tags { "LightMode" = "LightweightForward" }
Blend One One
HLSLPROGRAM

#pragma multi_compile _ _VERTEX_LIGHTS
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
#pragma multi_compile _ _SHADOWS_ENABLED
#pragma multi_compile _ _LOCAL_SHADOWS_ENABLED
#pragma multi_compile _ _SHADOWS_SOFT
// -------------------------------------
// Unity defined keywords

#pragma multi_compile __ _TERRAIN_NORMAL_MAP
#define TERRAIN_SPLAT_ADDPASS 1
#include "LWRP/ShaderLibrary/Terrain/InputSurfaceTerrain.hlsl"
#include "LWRP/ShaderLibrary/Terrain/LightweightPassLitTerrain.hlsl"

6
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/Terrain/LightweightStandardTerrainBase.shader


// Forward pass. Shades all light in a single pass. GI + emission + Fog
Pass
{
Name "TerrainBaseLit"
// Lightmode matches the ShaderPassName set in LightweightPipeline.cs. SRPDefaultUnlit and passes with
// no LightMode tag are also rendered by Lightweight Pipeline
Tags{"LightMode" = "LightweightForward"}

#pragma multi_compile _ _VERTEX_LIGHTS
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
#pragma multi_compile _ _SHADOWS_ENABLED
// TODO: Enabled this when we have C# keyword stripping
//#pragma multi_compile _ _LOCAL_SHADOWS_ENABLED
#pragma multi_compile _ _LOCAL_SHADOWS_ENABLED
#pragma multi_compile _ _SHADOWS_SOFT
// -------------------------------------
// Unity defined keywords

9
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/Terrain/LightweightWavingGrass.shader


// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "Hidden/TerrainEngine/Details/WavingDoublePass" // Has to override the internal shaders so named like this
{
Properties
Properties
{
_WavingTint ("Fade Color", Color) = (.7,.6,.5, 0)
_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}

SubShader
SubShader
{
Tags {"Queue" = "Geometry+200" "RenderType" = "Grass" "IgnoreProjectors" = "True" "RenderPipeline" = "LightweightPipeline" }//"DisableBatching"="True"
Cull Off

#pragma multi_compile _ _VERTEX_LIGHTS
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
#pragma multi_compile _ _SHADOWS_ENABLED
// TODO: Enabled this when we have C# keyword stripping
//#pragma multi_compile _ _LOCAL_SHADOWS_ENABLED
#pragma multi_compile _ _LOCAL_SHADOWS_ENABLED
#pragma multi_compile _ _SHADOWS_SOFT
// -------------------------------------
// Unity defined keywords

9
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/Terrain/LightweightWavingGrassBillboard.shader


// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "Hidden/TerrainEngine/Details/BillboardWavingDoublePass" // Has to override the internal shaders so named like this
{
Properties
Properties
{
_WavingTint ("Fade Color", Color) = (.7,.6,.5, 0)
_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}

SubShader
SubShader
{
Tags {"Queue" = "Geometry+200" "RenderType" = "GrassBillBoard" "IgnoreProjectors" = "True" "RenderPipeline" = "LightweightPipeline" }//"DisableBatching"="True"
Cull Off

#pragma multi_compile _ _VERTEX_LIGHTS
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
#pragma multi_compile _ _SHADOWS_ENABLED
// TODO: Enabled this when we have C# keyword stripping
//#pragma multi_compile _ _LOCAL_SHADOWS_ENABLED
#pragma multi_compile _ _LOCAL_SHADOWS_ENABLED
#pragma multi_compile _ _SHADOWS_SOFT
// -------------------------------------
// Unity defined keywords

13
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/LightweightPipelineAsset.asset


--- !u!114 &11400000
MonoBehaviour:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1

m_EditorClassIdentifier:
kAssetVersion: 2
kAssetVersion: 3
m_RequireOpaqueTexture: 0
m_OpaqueDownsampling: 1
m_ShadowType: 1
m_DirectionalShadowsSupported: 1
m_ShadowNearPlaneOffset: 2
m_LocalShadowsSupported: 1
m_LocalShadowsAtlasResolution: 256
m_SoftShadowsSupported: 1
m_ShadowType: 0

158
ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderPreprocessor.cs


//#define LOG_VARIANTS
//#define LOG_ONLY_LWRP_VARIANTS
using System.Collections.Generic;
using UnityEditor.Build;
using UnityEditor.Rendering;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.LightweightPipeline;
using UnityEngine.Rendering;
using LightweightRP = UnityEngine.Experimental.Rendering.LightweightPipeline.LightweightPipeline;
namespace UnityEditor.Experimental.Rendering.LightweightPipeline
{
public class ShaderPreprocessor : IPreprocessShaders
{
#if LOG_VARIANTS
int m_TotalVariantsInputCount;
int m_TotalVariantsOutputCount;
#endif
// Multiple callback may be implemented.
// The first one executed is the one where callbackOrder is returning the smallest number.
public int callbackOrder { get { return 0; } }
bool StripUnusedShader(PipelineCapabilities capabilities, Shader shader)
{
if (shader.name.Contains("Debug"))
return true;
if (shader.name.Contains("HDRenderPipeline"))
return true;
if (!CoreUtils.HasFlag(capabilities, PipelineCapabilities.DirectionalShadows) &&
shader.name.Contains("ScreenSpaceShadows"))
return true;
return false;
}
bool StripUnusedPass(PipelineCapabilities capabilities, ShaderSnippetData snippetData)
{
if (snippetData.passType == PassType.Meta)
return true;
if (snippetData.passType == PassType.ShadowCaster)
if (!CoreUtils.HasFlag(capabilities, PipelineCapabilities.DirectionalShadows) && !CoreUtils.HasFlag(capabilities, PipelineCapabilities.LocalShadows))
return true;
return false;
}
bool StripUnusedVariant(PipelineCapabilities capabilities, ShaderCompilerData compilerData)
{
if (compilerData.shaderKeywordSet.IsEnabled(LightweightKeywords.AdditionalLights) &&
!CoreUtils.HasFlag(capabilities, PipelineCapabilities.AdditionalLights))
return true;
if (compilerData.shaderKeywordSet.IsEnabled(LightweightKeywords.VertexLights) &&
!CoreUtils.HasFlag(capabilities, PipelineCapabilities.VertexLights))
return true;
if (compilerData.shaderKeywordSet.IsEnabled(LightweightKeywords.DirectionalShadows) &&
!CoreUtils.HasFlag(capabilities, PipelineCapabilities.DirectionalShadows))
return true;
if (compilerData.shaderKeywordSet.IsEnabled(LightweightKeywords.LocalShadows) &&
!CoreUtils.HasFlag(capabilities, PipelineCapabilities.LocalShadows))
return true;
if (compilerData.shaderKeywordSet.IsEnabled(LightweightKeywords.SoftShadows) &&
!CoreUtils.HasFlag(capabilities, PipelineCapabilities.SoftShadows))
return true;
return false;
}
bool StripInvalidVariants(ShaderCompilerData compilerData)
{
bool isShadowVariant = compilerData.shaderKeywordSet.IsEnabled(LightweightKeywords.DirectionalShadows) ||
compilerData.shaderKeywordSet.IsEnabled(LightweightKeywords.LocalShadows);
if (compilerData.shaderKeywordSet.IsEnabled(LightweightKeywords.SoftShadows) && !isShadowVariant)
return true;
if (compilerData.shaderKeywordSet.IsEnabled(LightweightKeywords.VertexLights) &&
!compilerData.shaderKeywordSet.IsEnabled(LightweightKeywords.AdditionalLights))
return true;
// Note: LWRP doesn't support Dynamic Lightmap.
if (compilerData.shaderKeywordSet.IsEnabled(LightweightKeywords.DirectionalLightmap) &&
!compilerData.shaderKeywordSet.IsEnabled(LightweightKeywords.Lightmap))
return true;
return false;
}
bool StripUnused(PipelineCapabilities capabilities, Shader shader, ShaderSnippetData snippetData, ShaderCompilerData compilerData)
{
if (StripUnusedShader(capabilities, shader))
return true;
if (StripUnusedPass(capabilities, snippetData))
return true;
if (StripUnusedVariant(capabilities, compilerData))
return true;
if (StripInvalidVariants(compilerData))
return true;
return false;
}
#if LOG_VARIANTS
void LogVariants(Shader shader, ShaderSnippetData snippetData, int prevVariantsCount, int currVariantsCount)
{
#if LOG_ONLY_LWRP_VARIANTS
if (shader.name.Contains("LightweightPipeline"))
#endif
{
float percentageCurrent = (float)currVariantsCount / (float)prevVariantsCount * 100f;
float percentageTotal = (float)m_TotalVariantsOutputCount / (float)m_TotalVariantsInputCount * 100f;
string result = string.Format("STRIPPING: {0} ({1} pass) ({2}) -" +
" Remaining shader variants = {3}/{4} = {5}% - Total = {6}/{7} = {8}%",
shader.name, snippetData.passName, snippetData.shaderType.ToString(), currVariantsCount,
prevVariantsCount, percentageCurrent, m_TotalVariantsOutputCount, m_TotalVariantsInputCount,
percentageTotal);
Debug.Log(result);
}
}
#endif
public void OnProcessShader(Shader shader, ShaderSnippetData snippetData, IList<ShaderCompilerData> compilerDataList)
{
PipelineCapabilities capabilities = LightweightRP.GetPipelineCapabilities();
int prevVariantCount = compilerDataList.Count;
for (int i = 0; i < compilerDataList.Count; ++i)
{
if (StripUnused(capabilities, shader, snippetData, compilerDataList[i]))
{
compilerDataList.RemoveAt(i);
--i;
}
}
#if LOG_VARIANTS
m_TotalVariantsInputCount += prevVariantCount;
m_TotalVariantsOutputCount += compilerDataList.Count;
LogVariants(shader, snippetData, prevVariantCount, compilerDataList.Count);
#endif
}
}
}

11
ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderPreprocessor.cs.meta


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userData:
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203
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipelineCore.cs


using System;
using System.Collections.Generic;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{
[Flags]
public enum FrameRenderingConfiguration
{
None = (0 << 0),
Stereo = (1 << 0),
Msaa = (1 << 1),
BeforeTransparentPostProcess = (1 << 2),
PostProcess = (1 << 3),
DepthPrePass = (1 << 4),
DepthCopy = (1 << 5),
DefaultViewport = (1 << 6),
IntermediateTexture = (1 << 7)
}
[Flags]
public enum PipelineCapabilities
{
AdditionalLights = (1 << 0),
VertexLights = (1 << 1),
DirectionalShadows = (1 << 2),
LocalShadows = (1 << 3),
SoftShadows = (1 << 4),
}
public class CameraComparer : IComparer<Camera>
{
public int Compare(Camera lhs, Camera rhs)
{
return (int)(lhs.depth - rhs.depth);
}
}
public class LightweightKeywords
{
public static readonly string AdditionalLightsText = "_ADDITIONAL_LIGHTS";
public static readonly string VertexLightsText = "_VERTEX_LIGHTS";
public static readonly string MixedLightingSubtractiveText = "_MIXED_LIGHTING_SUBTRACTIVE";
public static readonly string MainLightCookieText = "_MAIN_LIGHT_COOKIE";
public static readonly string DirectionalShadowsText = "_SHADOWS_ENABLED";
public static readonly string LocalShadowsText = "_LOCAL_SHADOWS_ENABLED";
public static readonly string SoftShadowsText = "_SHADOWS_SOFT";
public static readonly string CascadeShadowsText = "_SHADOWS_CASCADE";
public static readonly ShaderKeyword AdditionalLights = new ShaderKeyword(AdditionalLightsText);
public static readonly ShaderKeyword VertexLights = new ShaderKeyword(VertexLightsText);
public static readonly ShaderKeyword MixedLightingSubtractive = new ShaderKeyword(MixedLightingSubtractiveText);
public static readonly ShaderKeyword MainLightCookie = new ShaderKeyword(MainLightCookieText);
public static readonly ShaderKeyword DirectionalShadows = new ShaderKeyword(DirectionalShadowsText);
public static readonly ShaderKeyword LocalShadows = new ShaderKeyword(LocalShadowsText);
public static readonly ShaderKeyword SoftShadows = new ShaderKeyword(SoftShadowsText);
public static readonly ShaderKeyword Lightmap = new ShaderKeyword("LIGHTMAP_ON");
public static readonly ShaderKeyword DirectionalLightmap = new ShaderKeyword("DIRLIGHTMAP_COMBINED");
}
public partial class LightweightPipeline
{
static Mesh s_FullscreenMesh = null;
public static Mesh fullscreenMesh
{
get
{
if (s_FullscreenMesh != null)
return s_FullscreenMesh;
float topV = 1.0f;
float bottomV = 0.0f;
Mesh mesh = new Mesh { name = "Fullscreen Quad" };
mesh.SetVertices(new List<Vector3>
{
new Vector3(-1.0f, -1.0f, 0.0f),
new Vector3(-1.0f, 1.0f, 0.0f),
new Vector3(1.0f, -1.0f, 0.0f),
new Vector3(1.0f, 1.0f, 0.0f)
});
mesh.SetUVs(0, new List<Vector2>
{
new Vector2(0.0f, bottomV),
new Vector2(0.0f, topV),
new Vector2(1.0f, bottomV),
new Vector2(1.0f, topV)
});
mesh.SetIndices(new[] { 0, 1, 2, 2, 1, 3 }, MeshTopology.Triangles, 0, false);
mesh.UploadMeshData(true);
return mesh;
}
}
static PipelineCapabilities s_PipelineCapabilities;
public static PipelineCapabilities GetPipelineCapabilities()
{
return s_PipelineCapabilities;
}
static void SetPipelineCapabilities(LightweightPipelineAsset pipelineAsset)
{
s_PipelineCapabilities = 0U;
if (pipelineAsset.MaxPixelLights > 1 || pipelineAsset.SupportsVertexLight)
s_PipelineCapabilities |= PipelineCapabilities.AdditionalLights;
if (pipelineAsset.SupportsVertexLight)
s_PipelineCapabilities |= PipelineCapabilities.VertexLights;
if (pipelineAsset.SupportsDirectionalShadows)
s_PipelineCapabilities |= PipelineCapabilities.DirectionalShadows;
if (pipelineAsset.SupportsLocalShadows)
s_PipelineCapabilities |= PipelineCapabilities.LocalShadows;
bool anyShadows = pipelineAsset.SupportsDirectionalShadows || pipelineAsset.SupportsLocalShadows;
if (pipelineAsset.SupportsSoftShadows && anyShadows)
s_PipelineCapabilities |= PipelineCapabilities.SoftShadows;
}
public static void DrawFullScreen(CommandBuffer commandBuffer, Material material,
MaterialPropertyBlock properties = null, int shaderPassId = 0)
{
commandBuffer.DrawMesh(fullscreenMesh, Matrix4x4.identity, material, 0, shaderPassId, properties);
}
public static void StartStereoRendering(Camera camera, ref ScriptableRenderContext context, FrameRenderingConfiguration renderingConfiguration)
{
if (CoreUtils.HasFlag(renderingConfiguration, FrameRenderingConfiguration.Stereo))
context.StartMultiEye(camera);
}
public static void StopStereoRendering(Camera camera, ref ScriptableRenderContext context, FrameRenderingConfiguration renderingConfiguration)
{
if (CoreUtils.HasFlag(renderingConfiguration, FrameRenderingConfiguration.Stereo))
context.StopMultiEye(camera);
}
public static void GetLightCookieMatrix(VisibleLight light, out Matrix4x4 cookieMatrix)
{
cookieMatrix = Matrix4x4.Inverse(light.localToWorld);
if (light.lightType == LightType.Directional)
{
float scale = 1.0f / light.light.cookieSize;
// apply cookie scale and offset by 0.5 to convert from [-0.5, 0.5] to texture space [0, 1]
Vector4 row0 = cookieMatrix.GetRow(0);
Vector4 row1 = cookieMatrix.GetRow(1);
cookieMatrix.SetRow(0, new Vector4(row0.x * scale, row0.y * scale, row0.z * scale, row0.w * scale + 0.5f));
cookieMatrix.SetRow(1, new Vector4(row1.x * scale, row1.y * scale, row1.z * scale, row1.w * scale + 0.5f));
}
else if (light.lightType == LightType.Spot)
{
// we want out.w = 2.0 * in.z / m_CotanHalfSpotAngle
// c = cotHalfSpotAngle
// 1 0 0 0
// 0 1 0 0
// 0 0 1 0
// 0 0 2/c 0
// the "2" will be used to scale .xy for the cookie as in .xy/2 + 0.5
float scale = 1.0f / light.range;
float halfSpotAngleRad = Mathf.Deg2Rad * light.spotAngle * 0.5f;
float cs = Mathf.Cos(halfSpotAngleRad);
float ss = Mathf.Sin(halfSpotAngleRad);
float cotHalfSpotAngle = cs / ss;
Matrix4x4 scaleMatrix = Matrix4x4.identity;
scaleMatrix.m00 = scaleMatrix.m11 = scaleMatrix.m22 = scale;
scaleMatrix.m33 = 0.0f;
scaleMatrix.m32 = scale * (2.0f / cotHalfSpotAngle);
cookieMatrix = scaleMatrix * cookieMatrix;
}
// Remaining light types don't support cookies
}
public static bool IsSupportedShadowType(LightType lightType)
{
return lightType == LightType.Directional || lightType == LightType.Spot;
}
public static bool IsSupportedCookieType(LightType lightType)
{
return lightType == LightType.Directional || lightType == LightType.Spot;
}
public static bool PlatformSupportsMSAABackBuffer()
{
#if UNITY_ANDROID || UNITY_IPHONE || UNITY_TVOS || UNITY_SAMSUNGTV
return true;
#else
return false;
#endif
}
}
}

11
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipelineCore.cs.meta


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81
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/DepthCopy.hlsl


#ifndef LIGHTWEIGHT_DEPTH_COPY_INCLUDED
#define LIGHTWEIGHT_DEPTH_COPY_INCLUDED
#include "LWRP/ShaderLibrary/Core.hlsl"
struct VertexInput
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 position : SV_POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
VertexOutput vert(VertexInput i)
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(i);
UNITY_TRANSFER_INSTANCE_ID(i, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.uv = i.uv;
o.position = TransformObjectToHClip(i.vertex.xyz);
return o;
}
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
#define DEPTH_TEXTURE_MS Texture2DMSArray
#define DEPTH_TEXTURE(name) TEXTURE2D_ARRAY(name)
#define LOAD(uv, sampleIndex) LOAD_TEXTURE2D_ARRAY_MSAA(_CameraDepthTexture, uv, unity_StereoEyeIndex, sampleIndex)
#define SAMPLE(uv) SAMPLE_TEXTURE2D_ARRAY(_CameraDepthTexture, sampler_CameraDepthTexture, uv, unity_StereoEyeIndex).r
#else
#define DEPTH_TEXTURE_MS Texture2DMS
#define DEPTH_TEXTURE(name) TEXTURE2D(name)
#define LOAD(uv, sampleIndex) LOAD_TEXTURE2D_MSAA(_CameraDepthTexture, uv, sampleIndex)
#define SAMPLE(uv) SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, uv)
#endif
#ifdef _MSAA_DEPTH
DEPTH_TEXTURE_MS<float> _CameraDepthTexture;
float _SampleCount;
float4 _CameraDepthTexture_TexelSize;
#else
DEPTH_TEXTURE(_CameraDepthTexture);
SAMPLER(sampler_CameraDepthTexture);
#endif
float SampleDepth(float2 uv)
{
#ifdef _MSAA_DEPTH
int2 coord = int2(uv * _CameraDepthTexture_TexelSize.zw);
int samples = (int)_SampleCount;
#if UNITY_REVERSED_Z
float outDepth = 1.0;
#define DEPTH_OP min
#else
float outDepth = 0.0;
#define DEPTH_OP max
#endif
for (int i = 0; i < samples; ++i)
outDepth = DEPTH_OP(LOAD(uv, i), outDepth);
return outDepth;
#else
return SAMPLE(uv);
#endif
}
float frag(VertexOutput i) : SV_Depth
{
UNITY_SETUP_INSTANCE_ID(i);
return SampleDepth(i.uv);
}
#endif // LIGHTWEIGHT_DEPTH_COPY_INCLUDED

9
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/DepthCopy.hlsl.meta


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13
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipelineUtils.cs.meta


fileFormatVersion: 2
guid: 1556a6d19597541c8bed4b90c704fb06
timeCreated: 1505115136
licenseType: Free
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147
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipelineUtils.cs


using System;
using System.Collections.Generic;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{
public class CameraComparer : IComparer<Camera>
{
public int Compare(Camera lhs, Camera rhs)
{
return (int)(lhs.depth - rhs.depth);
}
}
[Flags]
public enum FrameRenderingConfiguration
{
None = 0,
Stereo = (1 << 0),
Msaa = (1 << 1),
BeforeTransparentPostProcess = (1 << 2),
PostProcess = (1 << 3),
DepthPrePass = (1 << 4),
DepthCopy = (1 << 5),
DefaultViewport = (1 << 6),
IntermediateTexture = (1 << 7)
}
public static class LightweightUtils
{
static Mesh s_FullscreenMesh = null;
public static Mesh fullscreenMesh
{
get
{
if (s_FullscreenMesh != null)
return s_FullscreenMesh;
float topV = 1.0f;
float bottomV = 0.0f;
Mesh mesh = new Mesh {name = "Fullscreen Quad"};
mesh.SetVertices(new List<Vector3>
{
new Vector3(-1.0f, -1.0f, 0.0f),
new Vector3(-1.0f, 1.0f, 0.0f),
new Vector3( 1.0f, -1.0f, 0.0f),
new Vector3( 1.0f, 1.0f, 0.0f)
});
mesh.SetUVs(0, new List<Vector2>
{
new Vector2(0.0f, bottomV),
new Vector2(0.0f, topV),
new Vector2(1.0f, bottomV),
new Vector2(1.0f, topV)
});
mesh.SetIndices(new[] { 0, 1, 2, 2, 1, 3 }, MeshTopology.Triangles, 0, false);
mesh.UploadMeshData(true);
return mesh;
}
}
public static void DrawFullScreen(CommandBuffer commandBuffer, Material material,
MaterialPropertyBlock properties = null, int shaderPassId = 0)
{
commandBuffer.DrawMesh(fullscreenMesh, Matrix4x4.identity, material, 0, shaderPassId, properties);
}
public static void StartStereoRendering(Camera camera, ref ScriptableRenderContext context, FrameRenderingConfiguration renderingConfiguration)
{
if (HasFlag(renderingConfiguration, FrameRenderingConfiguration.Stereo))
context.StartMultiEye(camera);
}
public static void StopStereoRendering(Camera camera, ref ScriptableRenderContext context, FrameRenderingConfiguration renderingConfiguration)
{
if (HasFlag(renderingConfiguration, FrameRenderingConfiguration.Stereo))
context.StopMultiEye(camera);
}
public static void GetLightCookieMatrix(VisibleLight light, out Matrix4x4 cookieMatrix)
{
cookieMatrix = Matrix4x4.Inverse(light.localToWorld);
if (light.lightType == LightType.Directional)
{
float scale = 1.0f / light.light.cookieSize;
// apply cookie scale and offset by 0.5 to convert from [-0.5, 0.5] to texture space [0, 1]
Vector4 row0 = cookieMatrix.GetRow(0);
Vector4 row1 = cookieMatrix.GetRow(1);
cookieMatrix.SetRow(0, new Vector4(row0.x * scale, row0.y * scale, row0.z * scale, row0.w * scale + 0.5f));
cookieMatrix.SetRow(1, new Vector4(row1.x * scale, row1.y * scale, row1.z * scale, row1.w * scale + 0.5f));
}
else if (light.lightType == LightType.Spot)
{
// we want out.w = 2.0 * in.z / m_CotanHalfSpotAngle
// c = cotHalfSpotAngle
// 1 0 0 0
// 0 1 0 0
// 0 0 1 0
// 0 0 2/c 0
// the "2" will be used to scale .xy for the cookie as in .xy/2 + 0.5
float scale = 1.0f / light.range;
float halfSpotAngleRad = Mathf.Deg2Rad * light.spotAngle * 0.5f;
float cs = Mathf.Cos(halfSpotAngleRad);
float ss = Mathf.Sin(halfSpotAngleRad);
float cotHalfSpotAngle = cs / ss;
Matrix4x4 scaleMatrix = Matrix4x4.identity;
scaleMatrix.m00 = scaleMatrix.m11 = scaleMatrix.m22 = scale;
scaleMatrix.m33 = 0.0f;
scaleMatrix.m32 = scale * (2.0f / cotHalfSpotAngle);
cookieMatrix = scaleMatrix * cookieMatrix;
}
// Remaining light types don't support cookies
}
public static bool IsSupportedShadowType(LightType lightType)
{
return lightType == LightType.Directional || lightType == LightType.Spot;
}
public static bool IsSupportedCookieType(LightType lightType)
{
return lightType == LightType.Directional || lightType == LightType.Spot;
}
public static bool PlatformSupportsMSAABackBuffer()
{
#if UNITY_ANDROID || UNITY_IPHONE || UNITY_TVOS || UNITY_SAMSUNGTV
return true;
#else
return false;
#endif
}
public static bool HasFlag(FrameRenderingConfiguration mask, FrameRenderingConfiguration flag)
{
return (mask & flag) != 0;
}
}
}
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