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Merge pull request #162 from EvgeniiG/master

Improve the SSS profile UI
/Branch_Batching2
GitHub 8 年前
当前提交
24918600
共有 162 个文件被更改,包括 624 次插入555 次删除
  1. 26
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  2. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop.cs
  3. 5
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Resources/Deferred.shader
  4. 20
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
  5. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
  6. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
  7. 19
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/BaseLitUI.cs
  8. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs
  9. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs.hlsl
  10. 18
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
  11. 3
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
  12. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl
  13. 3
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader
  14. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader
  15. 128
      Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SubsurfaceScatteringParameters.cs
  16. 6
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Utilities.cs
  17. 122
      Assets/TestScenes/FPTL/Materials/Custom_NewSurfaceShader.mat
  18. 206
      Assets/TestScenes/FPTL/Materials/gray.mat
  19. 6
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Lit_Blue.mat
  20. 6
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Lit_Green.mat
  21. 21
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Lit_Red.mat
  22. 21
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Lit_White.mat
  23. 6
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_0.mat
  24. 6
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_1.mat
  25. 6
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_2.mat
  26. 6
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_3.mat
  27. 6
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_4.mat
  28. 6
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_5.mat
  29. 6
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_6.mat
  30. 6
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_7.mat
  31. 6
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_8.mat
  32. 6
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_9.mat
  33. 6
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth1_1.mat
  34. 6
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smoothdielectric0_0.mat
  35. 6
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smoothdielectric0_1.mat
  36. 6
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smoothdielectric0_2.mat
  37. 6
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smoothdielectric0_3.mat
  38. 6
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smoothdielectric0_4.mat
  39. 6
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smoothdielectric0_5.mat
  40. 6
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smoothdielectric0_6.mat
  41. 6
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smoothdielectric0_7.mat
  42. 6
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smoothdielectric0_8.mat
  43. 6
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smoothdielectric0_9.mat
  44. 6
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smoothdielectric1_0.mat
  45. 10
      Assets/TestScenes/HDTest/GraphicTest/LayeredTessellation/Layer-2-woord-rock.mat
  46. 2
      Assets/TestScenes/HDTest/GraphicTest/LayeredTessellation/Layer-2-woord-rock.mat.meta
  47. 22
      Assets/TestScenes/HDTest/GraphicTest/Parallax Occlusion Mapping/Material/POM - Rock.mat
  48. 22
      Assets/TestScenes/HDTest/GraphicTest/Parallax Occlusion Mapping/Material/POM - Wood.mat
  49. 11
      Assets/TestScenes/HDTest/GraphicTest/Tessellation/Material/Tessellation - Rock.mat
  50. 22
      Assets/TestScenes/HDTest/GraphicTest/Tessellation/Material/Tessellation - Wood.mat
  51. 10
      Assets/TestScenes/HDTest/GraphicTest/Two Sided/Material/GroundLeaf_DoubleSided.mat
  52. 7
      Assets/TestScenes/HDTest/GraphicTest/Two Sided/Material/GroundLeaf_DoubleSidedFlip.mat
  53. 25
      Assets/TestScenes/HDTest/GraphicTest/Two Sided/Material/GroundLeaf_DoubleSidedMirror.mat
  54. 3
      Assets/TestScenes/HDTest/GraphicTest/Unlit/Material/TestUnlit Mask.mat
  55. 4
      Assets/TestScenes/HDTest/GraphicTest/Unlit/Material/TestUnlit Transparent.mat
  56. 4
      Assets/TestScenes/HDTest/GraphicTest/Unlit/Material/TestUnlit.mat
  57. 21
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/CubeTransparent.mat
  58. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s00.mat
  59. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s01.mat
  60. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s02.mat
  61. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s03.mat
  62. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s04.mat
  63. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s05.mat
  64. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s06.mat
  65. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s07.mat
  66. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s08.mat
  67. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s09.mat
  68. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s10.mat
  69. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a02_s00.mat
  70. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a02_s01.mat
  71. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a02_s02.mat
  72. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a02_s03.mat
  73. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a02_s04.mat
  74. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a02_s05.mat
  75. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a02_s06.mat
  76. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a02_s07.mat
  77. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a02_s08.mat
  78. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a02_s09.mat
  79. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a02_s10.mat
  80. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a04_s00.mat
  81. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a04_s01.mat
  82. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a04_s02.mat
  83. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a04_s03.mat
  84. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a04_s04.mat
  85. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a04_s05.mat
  86. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a04_s06.mat
  87. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a04_s07.mat
  88. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a04_s08.mat
  89. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a04_s09.mat
  90. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a04_s10.mat
  91. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a06_s00.mat
  92. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a06_s01.mat
  93. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a06_s02.mat
  94. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a06_s03.mat
  95. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a06_s04.mat
  96. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a06_s05.mat
  97. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a06_s06.mat
  98. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a06_s07.mat
  99. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a06_s08.mat
  100. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a06_s09.mat

26
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


}
// Broadcast SSS parameters to all shaders.
Shader.SetGlobalInt("_TransmittanceFlags", sssParameters.transmittanceFlags);
Shader.SetGlobalInt("_TransmissionFlags", sssParameters.transmissionFlags);
if (sssParameters.enableSSS)
{
Shader.EnableKeyword("_SUBSURFACE_SCATTERING");
}
else
{
Shader.DisableKeyword("_SUBSURFACE_SCATTERING");
}
var cmd = new CommandBuffer {name = "Push Global Parameters"};

// TODO: Try to arrange code so we can trigger this call earlier and use async compute here to run sky convolution during other passes (once we move convolution shader to compute).
UpdateSkyEnvironment(hdCamera, renderContext);
RenderDeferredLighting(hdCamera, renderContext);
RenderDeferredLighting(hdCamera, renderContext, m_Owner.sssParameters.enableSSS);
// We compute subsurface scattering here. Therefore, no objects rendered afterwards will exhibit SSS.
// Currently, there is no efficient way to switch between SRT and MRT for the forward pass;

}
}
void RenderDeferredLighting(HDCamera hdCamera, ScriptableRenderContext renderContext)
void RenderDeferredLighting(HDCamera hdCamera, ScriptableRenderContext renderContext, bool enableSSS)
{
if (m_Owner.renderingSettings.ShouldUseForwardRenderingOnly() || m_LightLoop == null)
{

RenderTargetIdentifier[] colorRTs = { m_CameraColorBufferRT, m_CameraSubsurfaceBufferRT };
// Output split lighting for materials tagged with the SSS stencil bit.
m_LightLoop.RenderDeferredLighting(hdCamera, renderContext, globalDebugSettings.lightingDebugSettings, colorRTs, m_CameraStencilBufferRT, true);
if (enableSSS)
{
// Output split lighting for materials tagged with the SSS stencil bit.
m_LightLoop.RenderDeferredLighting(hdCamera, renderContext, globalDebugSettings.lightingDebugSettings, colorRTs, m_CameraStencilBufferRT, true, enableSSS);
}
m_LightLoop.RenderDeferredLighting(hdCamera, renderContext, globalDebugSettings.lightingDebugSettings, colorRTs, m_CameraStencilBufferRT, false);
m_LightLoop.RenderDeferredLighting(hdCamera, renderContext, globalDebugSettings.lightingDebugSettings, colorRTs, m_CameraStencilBufferRT, false, enableSSS);
}
// Combines specular lighting and diffuse lighting with subsurface scattering.

if (m_Owner.renderingSettings.ShouldUseForwardRenderingOnly()) return;
if (!sssParameters.enableSSS) return;
var cmd = new CommandBuffer() { name = "Subsurface Scattering Pass" };

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop.cs


public virtual void RenderDeferredLighting(HDCamera hdCamera, ScriptableRenderContext renderContext,
LightingDebugSettings lightDebugParameters,
RenderTargetIdentifier[] colorBuffers, RenderTargetIdentifier stencilBuffer,
bool outputSplitLighting) {}
bool outputSplitLightingForSSS, bool enableSSS) {}
public virtual void RenderForward(Camera camera, ScriptableRenderContext renderContext, bool renderOpaque) {}

5
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Resources/Deferred.shader


_SrcBlend("", Float) = 1
_DstBlend("", Float) = 1
_StencilRef("_StencilRef", Int) = 0
_StencilRef("", Int) = 0
_StencilCmp("", Int) = 3
}
SubShader

Stencil
{
Ref [_StencilRef]
Comp Equal
Comp [_StencilCmp]
Pass Keep
}

20
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


m_DeferredDirectMaterialSRT.EnableKeyword("LIGHTLOOP_TILE_PASS");
m_DeferredDirectMaterialSRT.DisableKeyword("OUTPUT_SPLIT_LIGHTING");
m_DeferredDirectMaterialSRT.SetInt("_StencilRef", (int)StencilBits.Standard);
m_DeferredDirectMaterialSRT.SetInt("_StencilCmp", 4 /* LEqual */);
m_DeferredDirectMaterialSRT.SetInt("_SrcBlend", (int)BlendMode.One);
m_DeferredDirectMaterialSRT.SetInt("_DstBlend", (int)BlendMode.Zero);

m_DeferredDirectMaterialMRT.EnableKeyword("OUTPUT_SPLIT_LIGHTING");
m_DeferredDirectMaterialMRT.SetInt("_StencilRef", (int)StencilBits.SSS);
m_DeferredDirectMaterialMRT.SetInt("_StencilCmp", 3 /* Equal */);
m_DeferredDirectMaterialMRT.SetInt("_SrcBlend", (int)BlendMode.One);
m_DeferredDirectMaterialMRT.SetInt("_DstBlend", (int)BlendMode.Zero);

m_DeferredIndirectMaterialSRT.DisableKeyword("OUTPUT_SPLIT_LIGHTING");
m_DeferredIndirectMaterialSRT.SetInt("_StencilRef", (int)StencilBits.Standard);
m_DeferredIndirectMaterialSRT.SetInt("_StencilCmp", 4 /* LEqual */);
m_DeferredIndirectMaterialSRT.SetInt("_SrcBlend", (int)BlendMode.One);
m_DeferredIndirectMaterialSRT.SetInt("_DstBlend", (int)BlendMode.One); // Additive color & alpha source

m_DeferredIndirectMaterialMRT.EnableKeyword("OUTPUT_SPLIT_LIGHTING");
m_DeferredIndirectMaterialMRT.SetInt("_StencilRef", (int)StencilBits.SSS);
m_DeferredIndirectMaterialMRT.SetInt("_StencilCmp", 3 /* Equal */);
m_DeferredIndirectMaterialMRT.SetInt("_SrcBlend", (int)BlendMode.One);
m_DeferredIndirectMaterialMRT.SetInt("_DstBlend", (int)BlendMode.One); // Additive color & alpha source

m_DeferredAllMaterialSRT.DisableKeyword("OUTPUT_SPLIT_LIGHTING");
m_DeferredAllMaterialSRT.SetInt("_StencilRef", (int)StencilBits.Standard);
m_DeferredAllMaterialSRT.SetInt("_StencilCmp", 4 /* LEqual */);
m_DeferredAllMaterialSRT.SetInt("_SrcBlend", (int)BlendMode.One);
m_DeferredAllMaterialSRT.SetInt("_DstBlend", (int)BlendMode.Zero);

m_DeferredAllMaterialMRT.EnableKeyword("OUTPUT_SPLIT_LIGHTING");
m_DeferredAllMaterialMRT.SetInt("_StencilRef", (int)StencilBits.SSS);
m_DeferredAllMaterialMRT.SetInt("_StencilCmp", 3 /* Equal */);
m_DeferredAllMaterialMRT.SetInt("_SrcBlend", (int)BlendMode.One);
m_DeferredAllMaterialMRT.SetInt("_DstBlend", (int)BlendMode.Zero);

m_SingleDeferredMaterialSRT.EnableKeyword("LIGHTLOOP_SINGLE_PASS");
m_SingleDeferredMaterialSRT.DisableKeyword("OUTPUT_SPLIT_LIGHTING");
m_SingleDeferredMaterialSRT.SetInt("_StencilRef", (int)StencilBits.Standard);
m_SingleDeferredMaterialSRT.SetInt("_StencilCmp", 4 /* LEqual */);
m_SingleDeferredMaterialSRT.SetInt("_SrcBlend", (int)BlendMode.One);
m_SingleDeferredMaterialSRT.SetInt("_DstBlend", (int)BlendMode.Zero);

m_SingleDeferredMaterialMRT.SetInt("_StencilRef", (int)StencilBits.SSS);
m_SingleDeferredMaterialMRT.SetInt("_StencilCmp", 3 /* Equal */);
m_SingleDeferredMaterialMRT.SetInt("_SrcBlend", (int)BlendMode.One);
m_SingleDeferredMaterialMRT.SetInt("_DstBlend", (int)BlendMode.Zero);

public override void RenderDeferredLighting(HDCamera hdCamera, ScriptableRenderContext renderContext,
LightingDebugSettings lightDebugSettings,
RenderTargetIdentifier[] colorBuffers, RenderTargetIdentifier stencilBuffer,
bool outputSplitLighting)
bool outputSplitLightingForSSS, bool enableSSS)
{
var bUseClusteredForDeferred = !usingFptl;

if (m_PassSettings.disableTileAndCluster)
{
// This is a debug brute force renderer to debug tile/cluster which render all the lights
if (outputSplitLighting)
if (outputSplitLightingForSSS)
m_SingleDeferredMaterialSRT.SetInt("_StencilRef", (int)(enableSSS ? StencilBits.Standard : StencilBits.SSS));
Utilities.DrawFullScreen(cmd, m_SingleDeferredMaterialSRT, hdCamera, colorBuffers[0], stencilBuffer);
}
}

// Pixel shader evaluation
if (m_PassSettings.enableSplitLightEvaluation)
{
if (outputSplitLighting)
if (outputSplitLightingForSSS)
{
Utilities.SelectKeyword(m_DeferredDirectMaterialMRT, "USE_CLUSTERED_LIGHTLIST", "USE_FPTL_LIGHTLIST", bUseClusteredForDeferred);
Utilities.DrawFullScreen(cmd, m_DeferredDirectMaterialMRT, hdCamera, colorBuffers, stencilBuffer);

}
else
{
m_DeferredDirectMaterialSRT.SetInt("_StencilRef", (int)(enableSSS ? StencilBits.Standard : StencilBits.SSS));
m_DeferredIndirectMaterialSRT.SetInt("_StencilRef", (int)(enableSSS ? StencilBits.Standard : StencilBits.SSS));
Utilities.SelectKeyword(m_DeferredIndirectMaterialSRT, "USE_CLUSTERED_LIGHTLIST", "USE_FPTL_LIGHTLIST", bUseClusteredForDeferred);
Utilities.DrawFullScreen(cmd, m_DeferredIndirectMaterialSRT, hdCamera, colorBuffers[0], stencilBuffer);
}

if (outputSplitLighting)
if (outputSplitLightingForSSS)
{
Utilities.SelectKeyword(m_DeferredAllMaterialMRT, "USE_CLUSTERED_LIGHTLIST", "USE_FPTL_LIGHTLIST", bUseClusteredForDeferred);
Utilities.DrawFullScreen(cmd, m_DeferredAllMaterialMRT, hdCamera, colorBuffers, stencilBuffer);

m_DeferredAllMaterialSRT.SetInt("_StencilRef", (int)(enableSSS ? StencilBits.Standard : StencilBits.SSS));
Utilities.SelectKeyword(m_DeferredAllMaterialSRT, "USE_CLUSTERED_LIGHTLIST", "USE_FPTL_LIGHTLIST", bUseClusteredForDeferred);
Utilities.DrawFullScreen(cmd, m_DeferredAllMaterialSRT, hdCamera, colorBuffers[0], stencilBuffer);
}

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader


_HorizonFade("Horizon fade", Range(0.0, 5.0)) = 1.0
// Stencil state
[HideInInspector] _StencilRef("_StencilRef", Int) = 1
[HideInInspector] _StencilRef("_StencilRef", Int) = 2 // StencilBits.Standard
// Blending state
[HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader


_HorizonFade("Horizon fade", Range(0.0, 5.0)) = 1.0
// Stencil state
[HideInInspector] _StencilRef("_StencilRef", Int) = 1
[HideInInspector] _StencilRef("_StencilRef", Int) = 2 // StencilBits.Standard
// Blending state
[HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0

19
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/BaseLitUI.cs


bool depthOffsetEnable = material.GetFloat(kDepthOffsetEnable) > 0.0f;
SetKeyword(material, "_DEPTHOFFSET_ON", depthOffsetEnable);
int stencilRef = (int)UnityEngine.Experimental.Rendering.HDPipeline.StencilBits.Standard; // See 'StencilBits'.
material.SetInt("_StencilRef", 1 + (int)material.GetFloat(kMaterialID)); // See 'StencilBits'.
{
int materialID = (int)material.GetFloat(kMaterialID);
switch (materialID)
{
case (int)UnityEngine.Experimental.Rendering.HDPipeline.Lit.MaterialId.LitSSS:
stencilRef = (int)UnityEngine.Experimental.Rendering.HDPipeline.StencilBits.SSS;
break;
case (int)UnityEngine.Experimental.Rendering.HDPipeline.Lit.MaterialId.LitStandard:
stencilRef = (int)UnityEngine.Experimental.Rendering.HDPipeline.StencilBits.Standard;
break;
default:
stencilRef = 1 + materialID;
break;
}
}
material.SetInt("_StencilRef", stencilRef);
bool enablePerPixelDisplacement = material.GetFloat(kEnablePerPixelDisplacement) > 0.0f;
SetKeyword(material, "_PER_PIXEL_DISPLACEMENT", enablePerPixelDisplacement);

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


public float subsurfaceRadius;
public float thickness;
public int subsurfaceProfile;
public bool enableTransmittance;
public bool enableTransmission;
public Vector3 transmittance;
// Clearcoat

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


float subsurfaceRadius;
float thickness;
int subsurfaceProfile;
bool enableTransmittance;
bool enableTransmission;
float3 transmittance;
float3 coatNormalWS;
float coatRoughness;

18
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


// SSS parameters
#define N_PROFILES 8
uint _TransmittanceFlags; // One bit per profile; 1 = enabled
uint _TransmissionFlags; // One bit per profile; 1 = enabled
float _ThicknessScales[N_PROFILES];
float4 _HalfRcpVariancesAndLerpWeights[N_PROFILES][2]; // 2x Gaussians per color channel, A is the the associated interpolation weight

{
bsdfData.diffuseColor = surfaceData.baseColor;
bsdfData.fresnel0 = 0.028; // TODO take from subsurfaceProfile
bsdfData.subsurfaceProfile = surfaceData.subsurfaceProfile;
bsdfData.subsurfaceProfile = surfaceData.subsurfaceProfile;
bsdfData.enableTransmittance = (1 << bsdfData.subsurfaceProfile) & _TransmittanceFlags;
if (bsdfData.enableTransmittance)
bsdfData.enableTransmission = (1 << bsdfData.subsurfaceProfile) & _TransmissionFlags;
if (bsdfData.enableTransmission)
{
bsdfData.transmittance = ComputeTransmittance(_HalfRcpVariancesAndLerpWeights[bsdfData.subsurfaceProfile][0].xyz,
_HalfRcpVariancesAndLerpWeights[bsdfData.subsurfaceProfile][0].w,

{
bsdfData.diffuseColor = baseColor;
bsdfData.fresnel0 = 0.028; // TODO take from subsurfaceProfile
bsdfData.subsurfaceProfile = inGBuffer2.a * 8.0;
bsdfData.subsurfaceProfile = inGBuffer2.a * 8.0;
bsdfData.enableTransmittance = (1 << bsdfData.subsurfaceProfile) & _TransmittanceFlags;
if (bsdfData.enableTransmittance)
bsdfData.enableTransmission = (1 << bsdfData.subsurfaceProfile) & _TransmissionFlags;
if (bsdfData.enableTransmission)
{
bsdfData.transmittance = ComputeTransmittance(_HalfRcpVariancesAndLerpWeights[bsdfData.subsurfaceProfile][0].xyz,
_HalfRcpVariancesAndLerpWeights[bsdfData.subsurfaceProfile][0].w,

specularLighting *= (cookie.rgb * lightData.color) * (illuminance * lightData.specularScale);
}
[branch] if (bsdfData.enableTransmittance)
[branch] if (bsdfData.enableTransmission)
{
// Reverse the normal.
illuminance = saturate(dot(-bsdfData.normalWS, L));

specularLighting *= (cookie.rgb * lightData.color) * (illuminance * lightData.specularScale);
}
[branch] if (bsdfData.enableTransmittance)
[branch] if (bsdfData.enableTransmission)
{
// Reverse the normal.
illuminance = saturate(dot(-bsdfData.normalWS, L)) * attenuation;

3
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader


_SubsurfaceProfile("Subsurface Profile", Int) = 0
_SubsurfaceRadius("Subsurface Radius", Range(0.004, 1.0)) = 1.0
_SubsurfaceRadiusMap("Subsurface Radius Map", 2D) = "white" {}
_Thickness("Thickness", Range(0.004, 1.0)) = 0.5
_Thickness("Thickness", Range(0.004, 1.0)) = 1.0
_ThicknessMap("Thickness Map", 2D) = "white" {}
//_CoatCoverage("CoatCoverage", Range(0.0, 1.0)) = 0

#pragma shader_feature _DETAIL_MAP
#pragma shader_feature _SUBSURFACE_RADIUS_MAP
#pragma shader_feature _THICKNESS_MAP
#pragma shader_feature _SUBSURFACE_SCATTERING
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl


// This part of the code is not used in case of layered shader but we keep the same macro system for simplicity
#if !defined(LAYERED_LIT_SHADER)
#ifdef _SUBSURFACE_SCATTERING
#else
surfaceData.materialId = (_MaterialID == MATERIALID_LIT_SSS) ? 0 : _MaterialID;
#endif
// TODO: think about using BC5
#ifdef _TANGENTMAP

3
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader


_SubsurfaceProfile("Subsurface Profile", Int) = 0
_SubsurfaceRadius("Subsurface Radius", Range(0.004, 1.0)) = 1.0
_SubsurfaceRadiusMap("Subsurface Radius Map", 2D) = "white" {}
_Thickness("Thickness", Range(0.004, 1.0)) = 0.5
_Thickness("Thickness", Range(0.004, 1.0)) = 1.0
_ThicknessMap("Thickness Map", 2D) = "white" {}
//_CoatCoverage("CoatCoverage", Range(0.0, 1.0)) = 0

#pragma shader_feature _DETAIL_MAP
#pragma shader_feature _SUBSURFACE_RADIUS_MAP
#pragma shader_feature _THICKNESS_MAP
#pragma shader_feature _SUBSURFACE_SCATTERING
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader


{
Stencil
{
Ref 2 // StencilBits.SSS
Ref 1 // StencilBits.SSS
Comp Equal
Pass Keep
}

128
Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SubsurfaceScatteringParameters.cs


using System;
using UnityEngine.Rendering;
#if UNITY_EDITOR
using UnityEditor;
#endif

[SerializeField]
public float lerpWeight;
[SerializeField]
public bool enableTransmittance;
public bool enableTransmission;
[SerializeField]
public float thicknessScale;
[SerializeField] [HideInInspector]

public SubsurfaceScatteringProfile()
{
stdDev1 = new Color(0.3f, 0.3f, 0.3f, 0.0f);
stdDev2 = new Color(1.0f, 1.0f, 1.0f, 0.0f);
lerpWeight = 0.5f;
enableTransmittance = false;
thicknessScale = 3.0f;
stdDev1 = new Color(0.3f, 0.3f, 0.3f, 0.0f);
stdDev2 = new Color(0.6f, 0.6f, 0.6f, 0.0f);
lerpWeight = 0.5f;
enableTransmission = false;
thicknessScale = 3.0f;
UpdateKernelAndVarianceData();
}

public const int maxNumProfiles = 8;
[SerializeField]
bool m_EnableSSS;
[SerializeField]
int m_TransmittanceFlags;
int m_TransmissionFlags;
[SerializeField]
SubsurfaceScatteringProfile[] m_Profiles;
[SerializeField]

public SubsurfaceScatteringParameters()
{
m_EnableSSS = true;
m_NumProfiles = 1;
m_Profiles = new SubsurfaceScatteringProfile[m_NumProfiles];

}
OnValidate();
}
public bool enableSSS {
// Set via serialization.
get { return m_EnableSSS; }
}
public SubsurfaceScatteringProfile[] profiles {

// Returns a bit mask s.t. the i-th bit indicates whether the i-th profile requires transmittance evaluation.
// Supplies '_TransmittanceFlags' to Lit.hlsl.
public int transmittanceFlags {
// Supplies '_TransmissionFlags' to Lit.hlsl.
public int transmissionFlags {
get { return m_TransmittanceFlags; }
get { return m_TransmissionFlags; }
}
// Supplies '_ThicknessScales' to Lit.hlsl.

get { return m_FilterKernels; }
}
// --- Private Methods ---
void OnValidate()
public void OnValidate()
{
if (m_Profiles.Length > maxNumProfiles)
{

m_NumProfiles = m_Profiles.Length;
m_TransmittanceFlags = 0;
m_TransmissionFlags = 0;
if (m_ThicknessScales == null)
{

for (int i = 0; i < m_NumProfiles; i++)
{
m_TransmittanceFlags |= (m_Profiles[i].enableTransmittance ? 1 : 0) << i;
m_TransmissionFlags |= (m_Profiles[i].enableTransmission ? 1 : 0) << i;
c.r = Mathf.Clamp(m_Profiles[i].stdDev1.r, 0.05f, 2.0f);
c.g = Mathf.Clamp(m_Profiles[i].stdDev1.g, 0.05f, 2.0f);

{
private class Styles
{
public readonly GUIContent sssCategory = new GUIContent("Subsurface scattering");
public readonly GUIContent sssProfileStdDev1 = new GUIContent("Standard deviation #1", "Determines the shape of the 1st Gaussian filter. Increases the strength and the radius of the blur of the corresponding color channel.");
public readonly GUIContent sssProfileStdDev2 = new GUIContent("Standard deviation #2", "Determines the shape of the 2nd Gaussian filter. Increases the strength and the radius of the blur of the corresponding color channel.");
public readonly GUIContent sssProfileLerpWeight = new GUIContent("Filter interpolation", "Controls linear interpolation between the two Gaussian filters.");
public readonly GUIContent sssProfileTransmittance = new GUIContent("Enable transmittance", "Toggles simulation of light passing through thin objects. Depends on the thickness of the material.");
public readonly GUIContent sssProfileThicknessScale = new GUIContent("Thickness scale", "Linearly scales the thickness of the object which affects the amount of transmitted lighting.");
public readonly GUIContent category = new GUIContent("Subsurface scattering parameters");
public readonly GUIContent[] profiles = new GUIContent[SubsurfaceScatteringParameters.maxNumProfiles] { new GUIContent("Profile #0"), new GUIContent("Profile #1"), new GUIContent("Profile #2"), new GUIContent("Profile #3"), new GUIContent("Profile #4"), new GUIContent("Profile #5"), new GUIContent("Profile #6"), new GUIContent("Profile #7") };
public readonly GUIContent profilePreview = new GUIContent("Profile preview. Note that the intensity of the region in the center may be clamped.");
public readonly GUIContent numProfiles = new GUIContent("Number of profiles");
public readonly GUIContent profileStdDev1 = new GUIContent("Standard deviation #1", "Determines the shape of the 1st Gaussian filter. Increases the strength and the radius of the blur of the corresponding color channel.");
public readonly GUIContent profileStdDev2 = new GUIContent("Standard deviation #2", "Determines the shape of the 2nd Gaussian filter. Increases the strength and the radius of the blur of the corresponding color channel.");
public readonly GUIContent profileLerpWeight = new GUIContent("Filter interpolation", "Controls linear interpolation between the two Gaussian filters.");
public readonly GUIContent profileTransmission = new GUIContent("Enable transmission", "Toggles simulation of light passing through thin objects. Depends on the thickness of the material.");
public readonly GUIContent profileThicknessScale = new GUIContent("Thickness scale", "Linearly scales the object thickness which affects the amount of transmitted lighting.");
private static Styles s_Styles;
private static Styles s_Styles;
private SerializedProperty m_EnableSSS, m_Profiles, m_NumProfiles;
private Material m_ProfileMaterial;
private RenderTexture[] m_ProfileImages;
// --- Public Methods ---

}
}
void OnEnable()
{
m_EnableSSS = serializedObject.FindProperty("m_EnableSSS");
m_Profiles = serializedObject.FindProperty("m_Profiles");
m_NumProfiles = m_Profiles.FindPropertyRelative("Array.size");
m_ProfileMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/DrawGaussianProfile");
m_ProfileImages = new RenderTexture[SubsurfaceScatteringParameters.maxNumProfiles];
for (int i = 0; i < SubsurfaceScatteringParameters.maxNumProfiles; i++)
{
m_ProfileImages[i] = new RenderTexture(256, 256, 0, RenderTextureFormat.DefaultHDR);
}
}
SerializedProperty profiles = serializedObject.FindProperty("m_Profiles");
EditorGUILayout.PropertyField(profiles, true);
// Validate the data before displaying it.
((SubsurfaceScatteringParameters)serializedObject.targetObject).OnValidate();
EditorGUILayout.LabelField(styles.category, EditorStyles.boldLabel);
EditorGUILayout.PropertyField(m_EnableSSS);
EditorGUILayout.PropertyField(m_NumProfiles, styles.numProfiles);
EditorGUILayout.PropertyField(m_Profiles);
if (m_Profiles.isExpanded)
{
EditorGUI.indentLevel++;
for (int i = 0, n = Math.Min(m_Profiles.arraySize, SubsurfaceScatteringParameters.maxNumProfiles); i < n; i++)
{
SerializedProperty profile = m_Profiles.GetArrayElementAtIndex(i);
EditorGUILayout.PropertyField(profile, styles.profiles[i]);
if (profile.isExpanded)
{
EditorGUI.indentLevel++;
SerializedProperty profileStdDev1 = profile.FindPropertyRelative("stdDev1");
SerializedProperty profileStdDev2 = profile.FindPropertyRelative("stdDev2");
SerializedProperty profileLerpWeight = profile.FindPropertyRelative("lerpWeight");
SerializedProperty profileTransmission = profile.FindPropertyRelative("enableTransmission");
SerializedProperty profileThicknessScale = profile.FindPropertyRelative("thicknessScale");
EditorGUILayout.PropertyField(profileStdDev1, styles.profileStdDev1);
EditorGUILayout.PropertyField(profileStdDev2, styles.profileStdDev2);
EditorGUILayout.PropertyField(profileLerpWeight, styles.profileLerpWeight);
EditorGUILayout.PropertyField(profileTransmission, styles.profileTransmission);
EditorGUILayout.PropertyField(profileThicknessScale, styles.profileThicknessScale);
EditorGUILayout.Space();
// Draw the profile.
m_ProfileMaterial.SetColor("_StdDev1", profileStdDev1.colorValue);
m_ProfileMaterial.SetColor("_StdDev2", profileStdDev2.colorValue);
m_ProfileMaterial.SetFloat("_LerpWeight", profileLerpWeight.floatValue);
EditorGUI.DrawPreviewTexture(GUILayoutUtility.GetRect(256, 256), m_ProfileImages[i], m_ProfileMaterial, ScaleMode.ScaleToFit);
EditorGUILayout.Space();
EditorGUILayout.LabelField(styles.profilePreview, EditorStyles.centeredGreyMiniLabel);
EditorGUILayout.Space();
EditorGUI.indentLevel--;
}
}
EditorGUI.indentLevel--;
}
if (EditorGUI.EndChangeCheck())
{
// Serialization does not invoke setters, but does call OnValidate().

6
Assets/ScriptableRenderPipeline/HDRenderPipeline/Utilities.cs


public enum StencilBits
{
None = 0,
Standard = 1 + Lit.MaterialId.LitStandard,
SSS = 1 + Lit.MaterialId.LitSSS,
ClearCoat = 1 + Lit.MaterialId.LitClearCoat,
SSS = 0 + Lit.MaterialId.LitSSS, // 1
Standard = 2 + Lit.MaterialId.LitStandard, // 2
ClearCoat = 1 + Lit.MaterialId.LitClearCoat, // 3
All = 255 // 0xff
}

122
Assets/TestScenes/FPTL/Materials/Custom_NewSurfaceShader.mat


m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_Name: Custom_NewSurfaceShader
m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
m_Shader: {fileID: 0}
m_EnableInstancingVariants: 0
disabledShaderPasses: []
serializedVersion: 2
serializedVersion: 3
- first:
name: _BumpMap
second:
- _BumpMap:
- first:
name: _DetailAlbedoMap
second:
- _DetailAlbedoMap:
- first:
name: _DetailMask
second:
- _DetailMask:
- first:
name: _DetailNormalMap
second:
- _DetailNormalMap:
- first:
name: _EmissionMap
second:
- _EmissionMap:
- first:
name: _MainTex
second:
- _MainTex:
- first:
name: _MetallicGlossMap
second:
- _MetallicGlossMap:
- first:
name: _OcclusionMap
second:
- _OcclusionMap:
- first:
name: _ParallaxMap
second:
- _ParallaxMap:
- first:
name: _SpecGlossMap
second:
- _SpecGlossMap:
- first:
name: _BumpScale
second: 1
- first:
name: _Cutoff
second: 0.5
- first:
name: _DetailNormalMapScale
second: 1
- first:
name: _DstBlend
second: 0
- first:
name: _GlossMapScale
second: 1
- first:
name: _Glossiness
second: 0.258
- first:
name: _GlossyReflections
second: 1
- first:
name: _Metallic
second: 0
- first:
name: _Mode
second: 0
- first:
name: _OcclusionStrength
second: 1
- first:
name: _Parallax
second: 0.02
- first:
name: _SmoothnessTextureChannel
second: 0
- first:
name: _SpecularHighlights
second: 1
- first:
name: _SrcBlend
second: 1
- first:
name: _UVSec
second: 0
- first:
name: _ZWrite
second: 1
- _BumpScale: 1
- _Cutoff: 0.5
- _DetailNormalMapScale: 1
- _DstBlend: 0
- _GlossMapScale: 1
- _Glossiness: 0.258
- _GlossyReflections: 1
- _Metallic: 0
- _Mode: 0
- _OcclusionStrength: 1
- _Parallax: 0.02
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
- _UVSec: 0
- _ZWrite: 1
- first:
name: _Color
second: {r: 1, g: 1, b: 1, a: 1}
- first:
name: _EmissionColor
second: {r: 0, g: 0, b: 0, a: 1}
- first:
name: _SpecColor
second: {r: 1, g: 1, b: 1, a: 1}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 1, g: 1, b: 1, a: 1}

206
Assets/TestScenes/FPTL/Materials/gray.mat


m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_Name: gray
m_Shader: {fileID: 45, guid: 0000000000000000f000000000000000, type: 0}
m_Shader: {fileID: 0}
m_EnableInstancingVariants: 0
disabledShaderPasses: []
serializedVersion: 2
serializedVersion: 3
- first:
name: _AlternateLightMap
second:
- _AlternateLightMap:
- first:
name: _BumpMap
second:
- _BumpMap:
- first:
name: _DetailAlbedoMap
second:
- _DetailAlbedoMap:
- first:
name: _DetailMask
second:
- _DetailMask:
- first:
name: _DetailNormalMap
second:
- _DetailNormalMap:
- first:
name: _EmissionMap
second:
- _EmissionMap:
- first:
name: _MainTex
second:
- _MainTex:
- first:
name: _MetallicGlossMap
second:
- _MetallicGlossMap:
- first:
name: _OcclusionMap
second:
- _OcclusionMap:
- first:
name: _ParallaxMap
second:
- _ParallaxMap:
- first:
name: _SpecGlossMap
second:
- _SpecGlossMap:
- first:
name: g_tOverrideLightmap
second:
- g_tOverrideLightmap:
- first:
name: _BumpScale
second: 1
- first:
name: _Cutoff
second: 0.5
- first:
name: _DetailNormalMapScale
second: 1
- first:
name: _DstBlend
second: 0
- first:
name: _GlossMapScale
second: 1
- first:
name: _Glossiness
second: 0.825
- first:
name: _GlossyReflections
second: 1
- first:
name: _Metallic
second: 0
- first:
name: _Mode
second: 0
- first:
name: _OcclusionStrength
second: 1
- first:
name: _OcclusionStrengthDirectDiffuse
second: 1
- first:
name: _OcclusionStrengthDirectSpecular
second: 1
- first:
name: _OcclusionStrengthIndirectDiffuse
second: 1
- first:
name: _OcclusionStrengthIndirectSpecular
second: 1
- first:
name: _Parallax
second: 0.02
- first:
name: _SmoothnessTextureChannel
second: 0
- first:
name: _SpecularHighlights
second: 1
- first:
name: _SpecularMode
second: 2
- first:
name: _SrcBlend
second: 1
- first:
name: _UVSec
second: 0
- first:
name: _ZWrite
second: 1
- first:
name: g_bEnableMetallic
second: 0
- first:
name: g_bReceiveShadows
second: 1
- first:
name: g_bUnlit
second: 0
- first:
name: g_bWorldAlignedTexture
second: 0
- first:
name: g_flCubeMapScalar
second: 1
- first:
name: g_flReflectanceBias
second: 0
- first:
name: g_flReflectanceMax
second: 1
- first:
name: g_flReflectanceMin
second: 0
- first:
name: g_flReflectanceScale
second: 1
- _BumpScale: 1
- _Cutoff: 0.5
- _DetailNormalMapScale: 1
- _DstBlend: 0
- _GlossMapScale: 1
- _Glossiness: 0.825
- _GlossyReflections: 1
- _Metallic: 0
- _Mode: 0
- _OcclusionStrength: 1
- _OcclusionStrengthDirectDiffuse: 1
- _OcclusionStrengthDirectSpecular: 1
- _OcclusionStrengthIndirectDiffuse: 1
- _OcclusionStrengthIndirectSpecular: 1
- _Parallax: 0.02
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SpecularMode: 2
- _SrcBlend: 1
- _UVSec: 0
- _ZWrite: 1
- g_bEnableMetallic: 0
- g_bReceiveShadows: 1
- g_bUnlit: 0
- g_bWorldAlignedTexture: 0
- g_flCubeMapScalar: 1
- g_flReflectanceBias: 0
- g_flReflectanceMax: 1
- g_flReflectanceMin: 0
- g_flReflectanceScale: 1
- first:
name: _Color
second: {r: 1, g: 1, b: 1, a: 1}
- first:
name: _EmissionColor
second: {r: 0, g: 0, b: 0, a: 1}
- first:
name: _SpecColor
second: {r: 1, g: 1, b: 1, a: 1}
- first:
name: g_vWorldAlignedNormalTangentU
second: {r: -1, g: 0, b: 0, a: 0}
- first:
name: g_vWorldAlignedNormalTangentV
second: {r: 0, g: 0, b: 1, a: 0}
- first:
name: g_vWorldAlignedTextureNormal
second: {r: 0, g: 1, b: 0, a: 0}
- first:
name: g_vWorldAlignedTexturePosition
second: {r: 0, g: 0, b: 0, a: 0}
- first:
name: g_vWorldAlignedTextureSize
second: {r: 1, g: 1, b: 1, a: 0}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 1, g: 1, b: 1, a: 1}
- g_vWorldAlignedNormalTangentU: {r: -1, g: 0, b: 0, a: 0}
- g_vWorldAlignedNormalTangentV: {r: 0, g: 0, b: 1, a: 0}
- g_vWorldAlignedTextureNormal: {r: 0, g: 1, b: 0, a: 0}
- g_vWorldAlignedTexturePosition: {r: 0, g: 0, b: 0, a: 0}
- g_vWorldAlignedTextureSize: {r: 1, g: 1, b: 1, a: 0}

6
Assets/TestScenes/HDTest/GraphicTest/Common/Material/Lit_Blue.mat


m_PrefabInternal: {fileID: 0}
m_Name: Lit_Blue
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
m_ShaderKeywords: _ALPHACUTOFFENABLE_OFF _DETAIL_MAP_WITH_NORMAL _DISTORTIONDEPTHTEST_OFF
_DISTORTIONONLY_OFF _EMISSION _NORMALMAP_TANGENT_SPACE
m_ShaderKeywords: _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 1
m_EnableInstancingVariants: 0
m_CustomRenderQueue: -1

- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
- _StencilRef: 1
- _StencilRef: 2
- _SubSurfaceRadius: 0
- _SubsurfaceProfile: 0
- _SubsurfaceRadius: 1

m_Colors:
- _BaseColor: {r: 0, g: 0, b: 1, a: 1}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _EmissiveColor: {r: 0, g: 0, b: 0, a: 1}
- _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0}

6
Assets/TestScenes/HDTest/GraphicTest/Common/Material/Lit_Green.mat


m_PrefabInternal: {fileID: 0}
m_Name: Lit_Green
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
m_ShaderKeywords: _ALPHACUTOFFENABLE_OFF _DETAIL_MAP_WITH_NORMAL _DISTORTIONDEPTHTEST_OFF
_DISTORTIONONLY_OFF _EMISSION _NORMALMAP_TANGENT_SPACE
m_ShaderKeywords: _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 1
m_EnableInstancingVariants: 0
m_CustomRenderQueue: -1

- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
- _StencilRef: 1
- _StencilRef: 2
- _SubSurfaceRadius: 0
- _SubsurfaceProfile: 0
- _SubsurfaceRadius: 1

m_Colors:
- _BaseColor: {r: 0, g: 1, b: 0, a: 1}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _EmissiveColor: {r: 0, g: 0, b: 0, a: 1}
- _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0}

21
Assets/TestScenes/HDTest/GraphicTest/Common/Material/Lit_Red.mat


m_PrefabInternal: {fileID: 0}
m_Name: Lit_Red
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
m_ShaderKeywords: _ALPHACUTOFFENABLE_OFF _DETAIL_MAP_WITH_NORMAL _DISTORTIONDEPTHTEST_OFF
_DISTORTIONONLY_OFF _EMISSION _NORMALMAP_TANGENT_SPACE _SPECULAROCCLUSIONMAP
m_ShaderKeywords: _NORMALMAP_TANGENT_SPACE _SPECULAROCCLUSIONMAP
m_LightmapFlags: 1
m_EnableInstancingVariants: 0
m_CustomRenderQueue: -1

m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _SubsurfaceRadiusMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _ThicknessMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}

- _DistortionDepthTest: 0
- _DistortionEnable: 0
- _DistortionOnly: 0
- _DoubleSidedEnable: 0
- _DoubleSidedMirrorEnable: 1
- _DoubleSidedMode: 0
- _DstBlend: 0
- _EmissiveColorMode: 1

- _HeightCenter: 0.5
- _HeightMapMode: 0
- _HeightScale: 1
- _HorizonFade: 1
- _StencilRef: 1
- _PPDLodThreshold: 5
- _PPDMaxSamples: 15
- _PPDMinSamples: 5
- _Parallax: 0.02

- _SrcBlend: 1
- _StencilRef: 2
- _SubsurfaceProfile: 0
- _SubsurfaceRadius: 1
- _Thickness: 1
- _UVBase: 0
- _UVDetail: 0
- _UVMappingPlanar: 0

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Assets/TestScenes/HDTest/GraphicTest/Common/Material/Lit_White.mat


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Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_0.mat


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Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_1.mat


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Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_2.mat


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Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_3.mat


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Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_4.mat


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Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_5.mat


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Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_6.mat


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Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_7.mat


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Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_8.mat


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Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_9.mat


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Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth1_1.mat


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Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smoothdielectric0_0.mat


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Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smoothdielectric0_1.mat


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Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smoothdielectric0_2.mat


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Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smoothdielectric0_3.mat


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Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smoothdielectric0_4.mat


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Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smoothdielectric0_5.mat


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Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smoothdielectric0_6.mat


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Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smoothdielectric0_7.mat


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Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smoothdielectric0_8.mat


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Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smoothdielectric0_9.mat


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Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smoothdielectric1_0.mat


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10
Assets/TestScenes/HDTest/GraphicTest/LayeredTessellation/Layer-2-woord-rock.mat


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Assets/TestScenes/HDTest/GraphicTest/LayeredTessellation/Layer-2-woord-rock.mat.meta


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Assets/TestScenes/HDTest/GraphicTest/Parallax Occlusion Mapping/Material/POM - Rock.mat


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22
Assets/TestScenes/HDTest/GraphicTest/Parallax Occlusion Mapping/Material/POM - Wood.mat


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11
Assets/TestScenes/HDTest/GraphicTest/Tessellation/Material/Tessellation - Rock.mat


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22
Assets/TestScenes/HDTest/GraphicTest/Tessellation/Material/Tessellation - Wood.mat


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10
Assets/TestScenes/HDTest/GraphicTest/Two Sided/Material/GroundLeaf_DoubleSided.mat


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Assets/TestScenes/HDTest/GraphicTest/Two Sided/Material/GroundLeaf_DoubleSidedFlip.mat


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Assets/TestScenes/HDTest/GraphicTest/Two Sided/Material/GroundLeaf_DoubleSidedMirror.mat


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3
Assets/TestScenes/HDTest/GraphicTest/Unlit/Material/TestUnlit Mask.mat


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Assets/TestScenes/HDTest/GraphicTest/Unlit/Material/TestUnlit Transparent.mat


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Assets/TestScenes/HDTest/GraphicTest/Unlit/Material/TestUnlit.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/CubeTransparent.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s00.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s01.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s02.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s03.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s04.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s05.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s06.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s07.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s08.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s09.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s10.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a02_s00.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a02_s01.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a02_s02.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a02_s03.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a02_s04.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a02_s05.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a02_s06.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a02_s07.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a02_s08.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a02_s09.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a02_s10.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a04_s00.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a04_s01.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a04_s02.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a04_s03.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a04_s04.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a04_s05.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a04_s06.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a04_s07.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a04_s08.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a04_s09.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a04_s10.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a06_s08.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a06_s09.mat


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