runes 8 年前
当前提交
2998b7cd
共有 208 个文件被更改,包括 5758 次插入1297 次删除
  1. 2
      Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.asset.meta
  2. 73
      Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
  3. 40
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Builtin/BuiltinData.cs
  4. 5
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Builtin/BuiltinData.cs.hlsl
  5. 31
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Builtin/BuiltinData.hlsl
  6. 49
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/LayeredLit/LayeredLitDefault.shader
  7. 34
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/LayeredLit/LayeredLitUI.cs
  8. 18
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.cs
  9. 18
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.hlsl
  10. 47
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitData.hlsl
  11. 39
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitDefault.shader
  12. 13
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitDepthPass.hlsl
  13. 3
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitMetaPass.hlsl
  14. 2
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitSharePass.hlsl
  15. 36
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitUI.cs
  16. 98
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Material.hlsl
  17. 10
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/Unlit.hlsl
  18. 3
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitData.hlsl
  19. 118
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitDefault.shader
  20. 2
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitShare.hlsl
  21. 17
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitUI.cs
  22. 6
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderConfig.cs
  23. 2
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassForwardUnlit.hlsl
  24. 12
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassGBuffer.hlsl
  25. 9
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderVariables.hlsl
  26. 27
      Assets/ScriptableRenderLoop/ShaderLibrary/CommonMaterial.hlsl
  27. 62
      Assets/ScriptableRenderLoop/ShaderLibrary/ImageBasedLighting.hlsl
  28. 4
      Assets/ScriptableRenderLoop/fptl/Internal-DeferredComputeShading.compute
  29. 5
      Assets/ScriptableRenderLoop/fptl/LightDefinitions.cs.hlsl
  30. 11
      Assets/ScriptableRenderLoop/fptl/TiledLightingTemplate.hlsl
  31. 24
      Assets/ScriptableRenderLoop/fptl/TiledLightingUtils.hlsl
  32. 11
      Assets/ScriptableRenderLoop/fptl/TiledReflectionTemplate.hlsl
  33. 8
      Assets/ScriptableRenderLoop/fptl/renderloopfptl.asset
  34. 470
      Assets/TestScenes/HDTest/GlobalIlluminationTest.unity
  35. 980
      Assets/TestScenes/HDTest/HDRenderLoopTest.unity
  36. 263
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Green.mat
  37. 323
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Ground/Ground_01_2x2.mat
  38. 287
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Ground/Needle_Moss_1x1.mat
  39. 287
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Ground/Sand_02_2x2_02.mat
  40. 36
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Ground/Textures/Ground_01_2x2_BC.tga.meta
  41. 28
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Ground/Textures/Ground_01_2x2_H.exr.meta
  42. 28
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Ground/Textures/Ground_01_2x2_MSK.tga.meta
  43. 36
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Ground/Textures/Ground_01_2x2_N.tga.meta
  44. 28
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Ground/Textures/Needle_Moss_1x1_BC.tga.meta
  45. 32
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Ground/Textures/Needle_Moss_1x1_H.tga.meta
  46. 28
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Ground/Textures/Needle_Moss_1x1_MSK.tga.meta
  47. 28
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Ground/Textures/Needle_Moss_1x1_N.tga.meta
  48. 36
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Ground/Textures/Sand_02_2x2_02_BC.tga.meta
  49. 32
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Ground/Textures/Sand_02_2x2_02_H.exr.meta
  50. 36
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Ground/Textures/Sand_02_2x2_02_MSK.tga.meta
  51. 36
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Ground/Textures/Sand_02_2x2_02_N.tga.meta
  52. 2
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Layered.mat
  53. 2
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Layered.mat.meta
  54. 259
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Red.mat
  55. 124
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitVelocityPass.hlsl
  56. 9
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitVelocityPass.hlsl.meta
  57. 18
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassVelocity.hlsl
  58. 9
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassVelocity.hlsl.meta
  59. 9
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test.meta
  60. 155
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Lit_Emissive_Blue.mat
  61. 8
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Lit_Emissive_Blue.mat.meta
  62. 155
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Unlit_Emissive_Blue.mat
  63. 8
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Unlit_Emissive_Blue.mat.meta
  64. 55
      Assets/TestScenes/HDTest/Material/StandardShaderMaterials/AnimateEmissive.cs
  65. 12
      Assets/TestScenes/HDTest/Material/StandardShaderMaterials/AnimateEmissive.cs.meta
  66. 73
      Assets/TestScenes/HDTest/Material/StandardShaderMaterials/Std_Blue_Emissive.mat
  67. 8
      Assets/TestScenes/HDTest/Material/StandardShaderMaterials/Std_Blue_Emissive.mat.meta
  68. 73
      Assets/TestScenes/HDTest/Material/StandardShaderMaterials/Unlit_Blue_Emissive.mat
  69. 8
      Assets/TestScenes/HDTest/Material/StandardShaderMaterials/Unlit_Blue_Emissive.mat.meta
  70. 9
      Assets/TestScenes/HDTest/Spheres/Materials.meta
  71. 151
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s00.mat
  72. 8
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s00.mat.meta
  73. 151
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s01.mat
  74. 8
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s01.mat.meta
  75. 151
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s02.mat
  76. 8
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s02.mat.meta
  77. 151
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s03.mat
  78. 8
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s03.mat.meta
  79. 151
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s04.mat
  80. 8
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s04.mat.meta
  81. 151
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s05.mat
  82. 8
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s05.mat.meta
  83. 151
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s06.mat
  84. 8
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s06.mat.meta
  85. 151
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s07.mat
  86. 8
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s07.mat.meta
  87. 151
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s08.mat
  88. 8
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s08.mat.meta
  89. 151
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s09.mat
  90. 8
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s09.mat.meta
  91. 151
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s10.mat
  92. 8
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s10.mat.meta
  93. 151
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a02_s00.mat
  94. 8
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a02_s00.mat.meta
  95. 151
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a02_s01.mat
  96. 8
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a02_s01.mat.meta
  97. 151
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a02_s02.mat
  98. 8
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a02_s02.mat.meta

2
Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.asset.meta


fileFormatVersion: 2
guid: 2400b74f5ce370c4481e5dc417d03703
timeCreated: 1477406009
timeCreated: 1478744315
licenseType: Pro
NativeFormatImporter:
userData:

73
Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs


// Must be in sync with ShaderConfig.cs
//#define VELOCITY_IN_GBUFFER
using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
using System.Collections.Generic;

public bool displayOpaqueObjects = true;
public bool displayTransparentObjects = true;
public bool useForwardRenderingOnly = false;
public bool useForwardRenderingOnly = false; // TODO: Currently there is no way to strip the extra forward shaders generated by the shaders compiler, so we can switch dynamically.
public bool enableTonemap = true;
public float exposure = 0;

// TODO: Find a way to automatically create/iterate through these kind of class
Lit.RenderLoop m_LitRenderLoop;
Builtin.RenderLoop m_BuiltinRenderLoop;
// Debug
Material m_DebugViewMaterialGBuffer;

static private int s_CameraColorBuffer;
static private int s_CameraDepthBuffer;
static private int s_VelocityBuffer;
static private ComputeBuffer s_punctualLightList;
static private ComputeBuffer s_envLightList;

// Init Lit material buffer - GBuffer and init
m_LitRenderLoop = new Lit.RenderLoop(); // Our object can be garbacge collected, so need to be allocate here
m_BuiltinRenderLoop = new Builtin.RenderLoop();
for (int gbufferIndex = 0; gbufferIndex < m_LitRenderLoop.GetGBufferCount(); ++gbufferIndex)
{
m_gbufferManager.SetBufferDescription(gbufferIndex, "_CameraGBufferTexture" + gbufferIndex, m_LitRenderLoop.RTFormat[gbufferIndex], m_LitRenderLoop.RTReadWrite[gbufferIndex]);
}
m_gbufferManager.gbufferCount = m_LitRenderLoop.GetGBufferCount();
m_gbufferManager.gbufferCount = m_LitRenderLoop.GetGBufferCount();
for (int gbufferIndex = 0; gbufferIndex < m_gbufferManager.gbufferCount; ++gbufferIndex)
// In forward we still name the buffer as if they were gbuffer, it doesn't matter
for (int gbufferIndex = 0; gbufferIndex < m_BuiltinRenderLoop.GetGBufferCount(); ++gbufferIndex)
m_gbufferManager.SetBufferDescription(gbufferIndex, "_CameraGBufferTexture" + gbufferIndex, m_LitRenderLoop.RTFormat[gbufferIndex], m_LitRenderLoop.RTReadWrite[gbufferIndex]);
int textureIndex = m_gbufferManager.gbufferCount + gbufferIndex;
m_gbufferManager.SetBufferDescription(textureIndex, "_CameraGBufferTexture" + textureIndex, m_BuiltinRenderLoop.RTFormat[gbufferIndex], m_BuiltinRenderLoop.RTReadWrite[gbufferIndex]);
m_gbufferManager.gbufferCount += m_BuiltinRenderLoop.GetGBufferCount();
// Caution velocity texture name must match with Macro in Material.hlsl
s_VelocityBuffer = Shader.PropertyToID("_VelocityTexture");
#if VELOCITY_IN_GBUFFER
m_gbufferManager.SetBufferDescription(m_gbufferManager.gbufferCount, "_VelocityTexture", m_BuiltinRenderLoop.GetVelocityBufferFormat(), m_BuiltinRenderLoop.GetVelocityBufferReadWrite());
m_gbufferManager.gbufferCount++;
#endif
m_BuiltinRenderLoop.Rebuild();
}
void OnDisable()

int w = camera.pixelWidth;
int h = camera.pixelHeight;
cmd.GetTemporaryRT(s_CameraColorBuffer, w, h, 0, FilterMode.Point, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Default);
cmd.GetTemporaryRT(s_CameraColorBuffer, w, h, 0, FilterMode.Point, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear);
m_gbufferManager.InitGBuffers(w, h, cmd);
if (!debugParameters.useForwardRenderingOnly)
{
m_gbufferManager.InitGBuffers(w, h, cmd);
}
cmd.SetRenderTarget(new RenderTargetIdentifier(s_CameraColorBuffer), new RenderTargetIdentifier(s_CameraDepthBuffer));
cmd.ClearRenderTarget(true, false, new Color(0, 0, 0, 0));

// END TEMP
}
// TODO: Create an opaque and transparent list!
void RenderOpaqueRenderList(CullResults cull, Camera camera, RenderLoop renderLoop, string passName)
{
if (!debugParameters.displayOpaqueObjects)

var settings = new DrawRendererSettings(cull, camera, new ShaderPassName(passName))
{
rendererConfiguration = RendererConfiguration.PerObjectLightProbe | RendererConfiguration.PerObjectReflectionProbes,
sorting = { sortOptions = SortOptions.SortByMaterialThenMesh }
rendererConfiguration = RendererConfiguration.PerObjectLightProbe | RendererConfiguration.PerObjectReflectionProbes | RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbeProxyVolume,
sorting = { sortOptions = SortOptions.BackToFront }
};
settings.inputFilter.SetQueuesTransparent();
renderLoop.DrawRenderers(ref settings);

{
if (debugParameters.useForwardRenderingOnly)
{
return;
return ;
}
// Bind material data

RenderOpaqueRenderList(cullResults, camera, renderLoop, "ForwardUnlit");
RenderTransparentRenderList(cullResults, camera, renderLoop, "ForwardUnlit");
}
void RenderVelocity(CullResults cullResults, Camera camera, RenderLoop renderLoop)
{
int w = camera.pixelWidth;
int h = camera.pixelHeight;
var cmd = new CommandBuffer { name = "Velocity Pass" };
cmd.GetTemporaryRT(s_VelocityBuffer, w, h, 0, FilterMode.Point, m_BuiltinRenderLoop.GetVelocityBufferFormat(), m_BuiltinRenderLoop.GetVelocityBufferReadWrite());
cmd.SetRenderTarget(new RenderTargetIdentifier(s_VelocityBuffer), new RenderTargetIdentifier(s_CameraDepthBuffer));
renderLoop.ExecuteCommandBuffer(cmd);
cmd.Dispose();
RenderOpaqueRenderList(cullResults, camera, renderLoop, "MotionVectors");
}
void FinalPass(RenderLoop renderLoop)

RenderForward(cullResults, camera, renderLoop);
RenderForwardUnlit(cullResults, camera, renderLoop);
// If opaque velocity have been render during GBuffer no need to render them here
// TODO: What about forward opaque object that will come later, (with stencil bit to avoid double lighting), we need to
// also render their velocity inside the buffer. So It mean that when they are deferred opaque they should render during GBuffer pass
// but when they are forward they should render a second time here in velocity pass... Maybe we should enable MRT during forward pass ?
// TODO: implement MRT velocity buffer as an option in case of forward
// Render as late as possible to benefit from an up to date depth buffer (TODO: could use equal depth test ?)
#if VELOCITY_IN_GBUFFER
if (debugParameters.useForwardRenderingOnly)
#endif
RenderVelocity(cullResults, camera, renderLoop);
FinalPass(renderLoop);
}

// Post effects
}
#if UNITY_EDITOR
#if UNITY_EDITOR
public override UnityEditor.SupportedRenderingFeatures GetSupportedRenderingFeatures()
{
var features = new UnityEditor.SupportedRenderingFeatures

return features;
}
#endif
#endif
}
}

40
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Builtin/BuiltinData.cs


public Vector3 diffuseColor;
public Vector3 emissiveColor;
};
[GenerateHLSL(PackingRules.Exact)]
public enum GBufferBuiltin
{
Count = 1
};
public class RenderLoop : Object
{
// Note: Velocity buffer must be the last buffer of a GBuffer pass if applicable
public RenderTextureFormat GetVelocityBufferFormat()
{
return RenderTextureFormat.RGHalf;
}
public RenderTextureReadWrite GetVelocityBufferReadWrite()
{
return RenderTextureReadWrite.Linear;
}
//-----------------------------------------------------------------------------
// GBuffer management
//-----------------------------------------------------------------------------
public int GetGBufferCount() { return (int)GBufferBuiltin.Count; }
public RenderTextureFormat[] RTFormat =
{
RenderTextureFormat.RGB111110Float
};
public RenderTextureReadWrite[] RTReadWrite =
{
RenderTextureReadWrite.Linear
};
public void Rebuild()
{
}
}
}
}

5
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Builtin/BuiltinData.cs.hlsl


#define DEBUGVIEW_BUILTIN_LIGHTRANSPORTDATA_DIFFUSE_COLOR (120)
#define DEBUGVIEW_BUILTIN_LIGHTRANSPORTDATA_EMISSIVE_COLOR (121)
//
// UnityEngine.Experimental.ScriptableRenderLoop.Builtin.GBufferBuiltin: static fields
//
#define GBUFFERBUILTIN_COUNT (1)
// Generated from UnityEngine.Experimental.ScriptableRenderLoop.Builtin.BuiltinData
// PackingRules = Exact
struct BuiltinData

31
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Builtin/BuiltinData.hlsl


#include "BuiltinData.cs.hlsl"
//-----------------------------------------------------------------------------
// common Encode/Decode functions
//-----------------------------------------------------------------------------
// Encode/Decode velocity in a buffer (either forward of deferred)
// Design note: We assume that VelocityVector fit into a single buffer (i.e not spread on several buffer)
void EncodeVelocity(float2 velocity, out float4 outBuffer)
{
// RT - 16:16 float
outBuffer = float4(velocity.xy, 0.0, 0.0);
}
float2 DecodeVelocity(float4 inBuffer)
{
return float2(inBuffer.xy);
}
// Encode/Decode into GBuffer - This is share so others material can use it.
// Design note: We assume that BakeDiffuseLighting and emissive fit into a single buffer (i.e not spread on several buffer)
void EncodeBakedDiffuseLigthingIntoGBuffer(float3 bakeDiffuseLighting, out float4 outBuffer)
{
// RT - 11:11:10f
outBuffer = float4(bakeDiffuseLighting.xyz, 0.0);
}
float3 DecodeBakedDiffuseLigthingFromGBuffer(float4 inBuffer)
{
return float3(inBuffer.xyz);
}
void GetBuiltinDataDebug(uint paramId, BuiltinData builtinData, inout float3 result, inout bool needLinearToSRGB)
{
switch (paramId)

49
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/LayeredLit/LayeredLitDefault.shader


// Set of users variables
PROP_DECL(float4, _BaseColor);
//PROP_DECL_TEX2D(_BaseColorMap);
TEXTURE2D(_BaseColorMap0);
TEXTURE2D(_BaseColorMap1);
TEXTURE2D(_BaseColorMap2);
TEXTURE2D(_BaseColorMap3);
SAMPLER2D(sampler_BaseColorMap0);
PROP_DECL_TEX2D(_BaseColorMap);
PROP_DECL(float, _Metallic);
PROP_DECL(float, _Smoothness);
PROP_DECL_TEX2D(_MaskMap);

Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
LOD 300
// ------------------------------------------------------------------
// Deferred pass
Pass
Pass
{
Name "GBuffer" // Name is not used
Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index

ENDHLSL
}
// ------------------------------------------------------------------
// Debug pass
Pass
{
Name "Debug"

ENDHLSL
}
// ------------------------------------------------------------------
// ------------------------------------------------------------------
Pass
{
Name "META"

ENDHLSL
}
// ------------------------------------------------------------------
// Depth only
// ------------------------------------------------------------------
Pass
{
Name "Motion Vectors"
Tags{ "LightMode" = "MotionVectors" } // Caution, this need to be call like this to setup the correct parameters by C++ (legacy Unity)
Cull[_CullMode]
ZTest LEqual
ZWrite Off // TODO: Test Z equal here.
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#define SHADERPASS SHADERPASS_VELOCITY
#define LAYERED_LIT_SHADER
#include "../../Material/Material.hlsl"
#include "../Lit/LitData.hlsl"
#include "../Lit/LitVelocityPass.hlsl"
#include "../../ShaderPass/ShaderPassVelocity.hlsl"
ENDHLSL
}
Pass
{
Name "ShadowCaster"

ENDHLSL
}
// ------------------------------------------------------------------
// forward pass
Pass
{
Name "Forward" // Name is not used

34
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/LayeredLit/LayeredLitUI.cs


};
public readonly GUIContent syncButton = new GUIContent("Re-Synchronize Layers", "Re-synchronize all layers's properties with the referenced Material");
public readonly GUIContent layers = new GUIContent("Layers");
public readonly GUIContent emission = new GUIContent("Emissive");
public readonly GUIContent layerMapMask = new GUIContent("Layer Mask", "Layer mask (multiplied by vertex color)");
public readonly GUIContent layerCount = new GUIContent("Layer Count", "Number of layers.");
}

SetKeyword(material, "_LAYERMASKMAP", material.GetTexture(kLayerMaskMap));
}
protected override void SetupEmissionGIFlags(Material material)
{
// Setup lightmap emissive flags
bool nonNullEmissive = false;
for(int i = 0 ; i < layerCount ; ++i)
{
string paramName = string.Format("_EmissiveIntensity{0}", i);
if (material.GetFloat(paramName) > 0.0f)
{
nonNullEmissive = true;
break;
}
}
var realtimeEmission = (material.globalIlluminationFlags & MaterialGlobalIlluminationFlags.RealtimeEmissive) > 0;
bool shouldEmissionBeEnabled = nonNullEmissive || realtimeEmission;
MaterialGlobalIlluminationFlags flags = material.globalIlluminationFlags;
if ((flags & (MaterialGlobalIlluminationFlags.BakedEmissive | MaterialGlobalIlluminationFlags.RealtimeEmissive)) != 0)
{
if (shouldEmissionBeEnabled)
flags &= ~MaterialGlobalIlluminationFlags.EmissiveIsBlack;
else
flags |= MaterialGlobalIlluminationFlags.EmissiveIsBlack;
material.globalIlluminationFlags = flags;
}
}
void SetupMaterialForLayers(Material material)
{
if (layerCount == 4)

EditorGUI.BeginChangeCheck();
{
ShaderOptionsGUI();
EditorGUI.indentLevel++;
EditorGUILayout.LabelField(styles.emission);
m_MaterialEditor.LightmapEmissionProperty(1);
EditorGUI.indentLevel--;
EditorGUILayout.Space();
}
if (EditorGUI.EndChangeCheck())

18
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.cs


// GBuffer management
//-----------------------------------------------------------------------------
#if (VELOCITY_IN_GBUFFER)
public const int s_GBufferCount = (int)GBufferMaterial.Count + 2; // +1 for emissive buffer
#else
public const int s_GBufferCount = (int)GBufferMaterial.Count + 1;
#endif
public int GetGBufferCount() { return s_GBufferCount; }
public int GetGBufferCount() { return (int)GBufferMaterial.Count; }
RenderTextureFormat.ARGB32,
#if (VELOCITY_IN_GBUFFER)
RenderTextureFormat.RGHalf,
#endif
RenderTextureFormat.RGB111110Float
RenderTextureFormat.ARGB32
};
public RenderTextureReadWrite[] RTReadWrite =

RenderTextureReadWrite.Linear,
#if (VELOCITY_IN_GBUFFER)
RenderTextureReadWrite.Linear,
#endif
RenderTextureReadWrite.Linear
};

18
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.hlsl


preLightData.TdotV = dot(bsdfData.tangentWS, V);
preLightData.BdotV = dot(bsdfData.bitangentWS, V);
preLightData.anisoGGXLambdaV = GetSmithJointGGXAnisoLambdaV(preLightData.TdotV, preLightData.BdotV, preLightData.NdotV, bsdfData.roughnessT, bsdfData.roughnessB);
iblNormalWS = GetAnisotropicModifiedNormal(bsdfData.normalWS, bsdfData.tangentWS, V, bsdfData.anisotropy);
// Tangent = highlight stretch (anisotropy) direction. Bitangent = grain (brush) direction.
iblNormalWS = GetAnisotropicModifiedNormal(bsdfData.bitangentWS, bsdfData.normalWS, V, bsdfData.anisotropy);
// NOTE: If we follow the theory we should use the modified normal for the different calculation implying a normal (like NDotV) and use iblNormalWS
// into function like GetSpecularDominantDir(). However modified normal is just a hack. The goal is just to stretch a cubemap, no accuracy here.

float weightOverPdf;
// GGX BRDF
ImportanceSampleGGX(u, V, N, tangentX, tangentY, bsdfData.roughness, NdotV,
L, VdotH, NdotL, weightOverPdf);
if (bsdfData.materialId = MATERIALID_LIT_ANISO)
{
ImportanceSampleAnisoGGX(u, V, N, tangentX, tangentY, bsdfData.roughnessT, bsdfData.roughnessB, NdotV, L, VdotH, NdotL, weightOverPdf);
}
else
{
ImportanceSampleGGX(u, V, N, tangentX, tangentY, bsdfData.roughness, NdotV, L, VdotH, NdotL, weightOverPdf);
}
if (NdotL > 0.0)
{

{
#ifdef LIT_DISPLAY_REFERENCE
specularLighting.rgb = IntegrateSpecularGGXIBLRef(V, lightData, bsdfData);
specularLighting.rgb = IntegrateSpecularGGXIBLRef(lightLoopContext, V, lightData, bsdfData);
specularLighting.a = 1.0;
/*

diffuseLighting.rgb = IntegrateDisneyDiffuseIBLRef(V, lightData, bsdfData);
diffuseLighting.rgb = IntegrateDisneyDiffuseIBLRef(lightLoopContext, V, lightData, bsdfData);
#endif
diffuseLighting.a = 1.0;
*/

47
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitData.hlsl


struct FragInput
{
float4 unPositionSS; // This is the position return by VPOS, only xy is use
float4 unPositionSS; // This is the position return by VPOS (That is name positionCS in PackedVarying), only xy is use
// For velocity
// Note: Z component is not use
float4 positionCS; // This is the clip spae position. Warning, do not confuse with the value of positionCS in PackedVarying which is VPOS and store in unPositionSS
float4 previousPositionCS;
// For two sided lighting
bool isFrontFace;
};

return bakeDiffuseLighting;
#endif
}
float2 CalculateVelocity(float4 positionCS, float4 previousPositionCS)
{
// This test on define is required to remove warning of divide by 0 when initializing empty struct
#if SHADERPASS == SHADERPASS_VELOCITY || (SHADERPASS == SHADERPASS_GBUFFER && defined(VELOCITY_IN_GBUFFER))
// Encode velocity
positionCS.xy = positionCS.xy / positionCS.w;
previousPositionCS.xy = previousPositionCS.xy / previousPositionCS.w;
return (positionCS.xy - previousPositionCS.xy) * _ForceNoMotion;
#else
return float2(0.0, 0.0);
#endif
}

builtinData.emissiveIntensity = _EmissiveIntensity;
builtinData.velocity = float2(0.0, 0.0);
builtinData.velocity = CalculateVelocity(input.positionCS, input.previousPositionCS);
builtinData.distortion = float2(0.0, 0.0);
builtinData.distortionBlur = 0.0;

{
float3 result = float3(0.0, 0.0, 0.0);
result = rgb0 * weight[0] + rgb1 * weight[1];
result = rgb0 * weight[0] + rgb1 * weight[1];
#if _LAYER_COUNT >= 3
result += (rgb2 * weight[2]);
#endif

return result;
}
void ComputeMaskWeights(float4 inputMasks, out float outWeights[_MAX_LAYER])
void ComputeMaskWeights(float3 inputMasks, out float outWeights[_MAX_LAYER])
masks[0] = inputMasks.r;
masks[1] = inputMasks.g;
masks[2] = inputMasks.b;
masks[3] = inputMasks.a;
masks[0] = 1.0f; // Layer 0 is always full
masks[1] = inputMasks.r;
masks[2] = inputMasks.g;
masks[3] = inputMasks.b;
// ATTRIBUTE_UNROLL
[unroll]
for (int i = _LAYER_COUNT - 1; i > 0; --i)
{
outWeights[i] = masks[i] * left;

void GetSurfaceAndBuiltinData(FragInput input, out SurfaceData surfaceData, out BuiltinData builtinData)
{
float4 maskValues = float4(1.0, 1.0, 1.0, 1.0);// input.vertexColor;
// Mask Values : Layer 1, 2, 3 are r, g, b
float3 maskValues = float3(0.0, 0.0, 0.0);// input.vertexColor;
float4 maskMap = SAMPLE_TEXTURE2D(_LayerMaskMap, sampler_LayerMaskMap, input.texCoord0);
maskValues *= maskMap;
maskValues = SAMPLE_TEXTURE2D(_LayerMaskMap, sampler_LayerMaskMap, input.texCoord0).rgb;
#endif
float weights[_MAX_LAYER];

PROP_BLEND_SCALAR(emissiveIntensity, weights);
builtinData.emissiveIntensity = emissiveIntensity;
builtinData.velocity = float2(0.0, 0.0);
builtinData.velocity = CalculateVelocity(input.positionCS, input.previousPositionCS);
builtinData.distortion = float2(0.0, 0.0);
builtinData.distortionBlur = 0.0;

39
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitDefault.shader


Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
LOD 300
// ------------------------------------------------------------------
// Deferred pass
// ------------------------------------------------------------------
Pass
{
Name "GBuffer" // Name is not used

ENDHLSL
}
// ------------------------------------------------------------------
// Debug pass
// ------------------------------------------------------------------
Pass
{
Name "Debug"

ENDHLSL
}
// ------------------------------------------------------------------
// ------------------------------------------------------------------
Pass
{
Name "META"

ENDHLSL
}
// ------------------------------------------------------------------
// Depth only
// ------------------------------------------------------------------
Pass
{
Name "ShadowCaster"

ENDHLSL
}
// ------------------------------------------------------------------
// forward pass
// ------------------------------------------------------------------
Pass
{
Name "Motion Vectors"
Tags{ "LightMode" = "MotionVectors" } // Caution, this need to be call like this to setup the correct parameters by C++ (legacy Unity)
Cull[_CullMode]
ZTest LEqual
ZWrite Off // TODO: Test Z equal here.
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#define SHADERPASS SHADERPASS_VELOCITY
#include "../../Material/Material.hlsl"
#include "LitData.hlsl"
#include "LitVelocityPass.hlsl"
#include "../../ShaderPass/ShaderPassVelocity.hlsl"
ENDHLSL
}
Pass
{
Name "Forward" // Name is not used

13
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitDepthPass.hlsl


#error Undefine_SHADERPASS
#endif
#define NEED_TANGENT_TO_WORLD (defined(_HEIGHTMAP) && !defined (_HEIGHTMAP_AS_DISPLACEMENT))
#define NEED_TEXCOORD0 defined(_ALPHATEST_ON) || NEED_TANGENT_TO_WORLD
// Check if Alpha test is enabled. If it is, check if parallax is enabled on this material
#define NEED_TEXCOORD0 defined(_ALPHATEST_ON)
#define NEED_TANGENT_TO_WORLD NEED_TEXCOORD0 && (defined(_HEIGHTMAP) && !defined(_HEIGHTMAP_AS_DISPLACEMENT))
struct Attributes
{

FragInput output;
ZERO_INITIALIZE(FragInput, output);
output.unPositionSS = input.positionCS;
output.unPositionSS = input.positionCS; // as input we have the vpos
#if NEED_TANGENT_TO_WORLD
output.positionWS.xyz = input.interpolators[0].xyz;

output.positionWS = positionWS;
float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
float4 tangentWS = float4(TransformObjectToWorldDir(input.tangentOS.xyz), input.tangentOS.w);
float4 tangentWS = float4(TransformObjectToWorldDir(input.tangentOS.xyz), input.tangentOS.w);
float3x3 tangentToWorld = CreateTangentToWorld(normalWS, tangentWS.xyz, tangentWS.w);
output.tangentToWorld[0] = tangentToWorld[0];
float3x3 tangentToWorld = CreateTangentToWorld(normalWS, tangentWS.xyz, tangentWS.w);
output.tangentToWorld[0] = tangentToWorld[0];
output.tangentToWorld[1] = tangentToWorld[1];
output.tangentToWorld[2] = tangentToWorld[2];
#endif

3
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitMetaPass.hlsl


float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float4 tangentOS : TANGENT;
};
struct Varyings

FragInput output;
ZERO_INITIALIZE(FragInput, output);
output.unPositionSS = input.positionCS;
output.unPositionSS = input.positionCS; // as input we have the vpos
output.texCoord0 = input.interpolators[0].xy;
output.texCoord1 = input.interpolators[0].zw;

2
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitSharePass.hlsl


FragInput output;
ZERO_INITIALIZE(FragInput, output);
output.unPositionSS = input.positionCS;
output.unPositionSS = input.positionCS; // as input we have the vpos
output.positionWS.xyz = input.interpolators[0].xyz;
output.tangentToWorld[0] = input.interpolators[1].xyz;
output.tangentToWorld[1] = input.interpolators[2].xyz;

36
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitUI.cs


m_MaterialEditor.TexturePropertySingleLine(Styles.emissiveText, emissiveColorMap, emissiveColor);
}
m_MaterialEditor.ShaderProperty(emissiveIntensity, Styles.emissiveIntensityText);
m_MaterialEditor.LightmapEmissionProperty(MaterialEditor.kMiniTextureFieldLabelIndentLevel + 1);
EditorGUI.indentLevel--;
}

SetKeyword(material, "_HEIGHTMAP", material.GetTexture(kHeightMap));
SetKeyword(material, "_TANGENTMAP", material.GetTexture(kTangentMap));
SetKeyword(material, "_ANISOTROPYMAP", material.GetTexture(kAnisotropyMap));
}
protected virtual void SetupEmissionGIFlags(Material material)
{
// Setup lightmap emissive flags
MaterialGlobalIlluminationFlags flags = material.globalIlluminationFlags;
if ((flags & (MaterialGlobalIlluminationFlags.BakedEmissive | MaterialGlobalIlluminationFlags.RealtimeEmissive)) != 0)
{
if (ShouldEmissionBeEnabled(material))
flags &= ~MaterialGlobalIlluminationFlags.EmissiveIsBlack;
else
flags |= MaterialGlobalIlluminationFlags.EmissiveIsBlack;
material.globalIlluminationFlags = flags;
}
}
protected void SetupMaterial(Material material)

SetKeyword(material, "_HEIGHTMAP_AS_DISPLACEMENT", (HeightmapMode)material.GetFloat(kHeightMapMode) == HeightmapMode.Displacement);
SetupKeywordsForInputMaps(material);
// Setup lightmap emissive flags
bool shouldEmissionBeEnabled = ShouldEmissionBeEnabled(material, material.GetFloat("_EmissiveIntensity"));
MaterialGlobalIlluminationFlags flags = material.globalIlluminationFlags;
if ((flags & (MaterialGlobalIlluminationFlags.BakedEmissive | MaterialGlobalIlluminationFlags.RealtimeEmissive)) != 0)
{
if (shouldEmissionBeEnabled)
flags &= ~MaterialGlobalIlluminationFlags.EmissiveIsBlack;
else
flags |= MaterialGlobalIlluminationFlags.EmissiveIsBlack;
material.globalIlluminationFlags = flags;
}
SetupEmissionGIFlags(material);
static bool ShouldEmissionBeEnabled(Material mat, float emissiveIntensity)
public static bool ShouldEmissionBeEnabled(Material mat)
float emissiveIntensity = mat.GetFloat("_EmissiveIntensity");
var realtimeEmission = (mat.globalIlluminationFlags & MaterialGlobalIlluminationFlags.RealtimeEmissive) > 0;
return emissiveIntensity > 0.0f || realtimeEmission;
}

98
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Material.hlsl


#include "EntityLighting.hlsl"
//-----------------------------------------------------------------------------
// common Encode/Decode functions
//-----------------------------------------------------------------------------
// Encode/Decode velocity in a buffer (either forward of deferred)
// Design note: We assume that VelocityVector fit into a single buffer (i.e not spread on several buffer)
void EncodeVelocity(float2 velocity, out float4 outBuffer)
{
// RT - 16:16 float
outBuffer = float4(velocity.xy, 0.0, 0.0);
}
float2 DecodeVelocity(float4 inBuffer)
{
return float2(inBuffer.xy);
}
// Encode/Decode into GBuffer - This is share so others material can use it.
// Design note: We assume that BakeDiffuseLighting and emissive fit into a single buffer (i.e not spread on several buffer)
void EncodeBakedDiffuseLigthingIntoGBuffer(float3 bakeDiffuseLighting, out float4 outBuffer)
{
// RT - 11:11:10f
outBuffer = float4(bakeDiffuseLighting.xyz, 0.0);
}
float3 DecodeBakedDiffuseLigthingFromGBuffer(float4 inBuffer)
{
return float3(inBuffer.xyz);
}
//-----------------------------------------------------------------------------
// BuiltinData
//-----------------------------------------------------------------------------

#ifdef GBUFFERMATERIAL_COUNT
#if GBUFFERMATERIAL_COUNT == 3
#if GBUFFERMATERIAL_COUNT == 2
#define OUTPUT_GBUFFER(NAME) \
out float4 MERGE_NAME(NAME, 0) : SV_Target0, \
out float4 MERGE_NAME(NAME, 1) : SV_Target1
#define DECLARE_GBUFFER_TEXTURE(NAME) \
TEXTURE2D(MERGE_NAME(NAME, 0)); \
TEXTURE2D(MERGE_NAME(NAME, 1));
#define FETCH_GBUFFER(NAME, TEX, UV) \
float4 MERGE_NAME(NAME, 0) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 0), uint3(UV, 0)); \
float4 MERGE_NAME(NAME, 1) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 1), uint3(UV, 0));
#define ENCODE_INTO_GBUFFER(SURFACE_DATA, NAME) EncodeIntoGBuffer(SURFACE_DATA, MERGE_NAME(NAME,0), MERGE_NAME(NAME,1), MERGE_NAME(NAME,2))
#define DECODE_FROM_GBUFFER(NAME) DecodeFromGBuffer(MERGE_NAME(NAME,0), MERGE_NAME(NAME,1), MERGE_NAME(NAME,2))
#define GBUFFER_BAKE_LIGHTING_NAME(NAME) MERGE_NAME(NAME, 2)
#define GBUFFER_BAKE_LIGHTING_TARGET(TARGET) MERGE_NAME(TARGET, 2)
#ifdef VELOCITY_IN_GBUFFER
#define GBUFFER_VELOCITY_NAME(NAME) MERGE_NAME(NAME, 3)
#define GBUFFER_VELOCITY_TARGET(TARGET) MERGE_NAME(TARGET, 3)
#endif
#elif GBUFFERMATERIAL_COUNT == 3
#define OUTPUT_GBUFFER(NAME) \
out float4 MERGE_NAME(NAME, 0) : SV_Target0, \

#define ENCODE_INTO_GBUFFER(SURFACE_DATA, NAME) EncodeIntoGBuffer(SURFACE_DATA, MERGE_NAME(NAME,0), MERGE_NAME(NAME,1), MERGE_NAME(NAME,2))
#define DECODE_FROM_GBUFFER(NAME) DecodeFromGBuffer(MERGE_NAME(NAME,0), MERGE_NAME(NAME,1), MERGE_NAME(NAME,2))
#ifdef VELOCITY_IN_GBUFFER
#define GBUFFER_VELOCITY_NAME(NAME) MERGE_NAME(NAME, 3)
#define GBUFFER_VELOCITY_TARGET(TARGET) MERGE_NAME(TARGET, 3)
#define GBUFFER_BAKE_LIGHTING_NAME(NAME) MERGE_NAME(NAME, 4)
#define GBUFFER_BAKE_LIGHTING_TARGET(TARGET) MERGE_NAME(TARGET, 4)
#else
#ifdef VELOCITY_IN_GBUFFER
#define GBUFFER_VELOCITY_NAME(NAME) MERGE_NAME(NAME, 4)
#define GBUFFER_VELOCITY_TARGET(TARGET) MERGE_NAME(TARGET, 4)
#endif
#elif GBUFFERMATERIAL_COUNT == 4

#define ENCODE_INTO_GBUFFER(SURFACE_DATA, NAME) EncodeIntoGBuffer(SURFACE_DATA, MERGE_NAME(NAME, 0), MERGE_NAME(NAME, 1), MERGE_NAME(NAME, 2), MERGE_NAME(NAME, 3))
#define DECODE_FROM_GBUFFER(NAME) DecodeFromGBuffer(MERGE_NAME(NAME, 0), MERGE_NAME(NAME, 1), MERGE_NAME(NAME, 2), MERGE_NAME(NAME, 3))
#define GBUFFER_BAKE_LIGHTING_NAME(NAME) MERGE_NAME(NAME, 4)
#define GBUFFER_BAKE_LIGHTING_TARGET(TARGET) MERGE_NAME(TARGET, 4)
#define GBUFFER_VELOCITY_NAME(NAME) MERGE_NAME(NAME, 4)
#define GBUFFER_VELOCITY_TARGET(TARGET) MERGE_NAME(TARGET, 4)
#else
#define GBUFFER_BAKE_LIGHTING_NAME(NAME) MERGE_NAME(NAME, 4)
#define GBUFFER_BAKE_LIGHTING_TARGET(TARGET) MERGE_NAME(TARGET, 4)
#endif
#elif GBUFFERMATERIAL_COUNT == 5

#define ENCODE_INTO_GBUFFER(SURFACE_DATA, NAME) EncodeIntoGBuffer(SURFACE_DATA, MERGE_NAME(NAME, 0), MERGE_NAME(NAME, 1), MERGE_NAME(NAME, 2), MERGE_NAME(NAME, 3), MERGE_NAME(NAME, 4))
#define DECODE_FROM_GBUFFER(NAME) DecodeFromGBuffer(MERGE_NAME(NAME, 0), MERGE_NAME(NAME, 1), MERGE_NAME(NAME, 2), MERGE_NAME(NAME, 3), MERGE_NAME(NAME, 4))
#define GBUFFER_BAKE_LIGHTING_NAME(NAME) MERGE_NAME(NAME, 5)
#define GBUFFER_BAKE_LIGHTING_TARGET(TARGET) MERGE_NAME(TARGET, 5)
#define GBUFFER_VELOCITY_NAME(NAME) MERGE_NAME(NAME, 5)
#define GBUFFER_VELOCITY_TARGET(TARGET) MERGE_NAME(TARGET, 5)
#else
#define GBUFFER_BAKE_LIGHTING_NAME(NAME) MERGE_NAME(NAME, 5)
#define GBUFFER_BAKE_LIGHTING_TARGET(TARGET) MERGE_NAME(TARGET, 5)
#ifdef VELOCITY_IN_GBUFFER
#define OUTPUT_GBUFFER_VELOCITY(NAME) out float4 GBUFFER_VELOCITY_NAME(NAME) : GBUFFER_VELOCITY_TARGET(SV_Target)
#define DECLARE_GBUFFER_VELOCITY_TEXTURE(NAME) TEXTURE2D(GBUFFER_VELOCITY_NAME(NAME));
#define ENCODE_VELOCITY_INTO_GBUFFER(VELOCITY, NAME) EncodeVelocity(VELOCITY, GBUFFER_VELOCITY_NAME(NAME))
#endif
#define FETCH_BAKE_LIGHTING_GBUFFER(NAME, TEX, UV) float4 GBUFFER_BAKE_LIGHTING_NAME(NAME) = GBUFFER_BAKE_LIGHTING_NAME(TEX).Load(uint3(UV, 0));
#define FETCH_BAKE_LIGHTING_GBUFFER(NAME, TEX, UV) float4 GBUFFER_BAKE_LIGHTING_NAME(NAME) = LOAD_TEXTURE2D(GBUFFER_BAKE_LIGHTING_NAME(TEX), uint3(UV, 0));
#endif // #ifdef GBUFFERMATERIAL_COUNT
// Decode velocity need to be accessible in both forward and deferred
#define DECODE_VELOCITY_BUFFER(NAME) DecodeVelocity(GBUFFER_VELOCITY_NAME(NAME))
#else
#define DECODE_VELOCITY_BUFFER(NAME) DecodeVelocity(GBUFFER_VELOCITY_NAME(NAME))
#define OUTPUT_GBUFFER_VELOCITY(NAME) out float4 GBUFFER_VELOCITY_NAME(NAME) : GBUFFER_VELOCITY_TARGET(SV_Target)
#define DECLARE_GBUFFER_VELOCITY_TEXTURE(NAME) TEXTURE2D(GBUFFER_VELOCITY_NAME(NAME));
#define ENCODE_VELOCITY_INTO_GBUFFER(VELOCITY, NAME) EncodeVelocity(VELOCITY, GBUFFER_VELOCITY_NAME(NAME))
#endif // #ifdef GBUFFERMATERIAL_COUNT
#endif // UNITY_MATERIAL_INCLUDED

10
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/Unlit.hlsl


break;
}
}
LighTransportData GetLightTransportData(SurfaceData surfaceData, BuiltinData builtinData, BSDFData bsdfData)
{
LighTransportData lightTransportData;
lightTransportData.diffuseColor = float3(0.0, 0.0, 0.0);
lightTransportData.emissiveColor = builtinData.emissiveColor * builtinData.emissiveIntensity;
return lightTransportData;
}

3
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitData.hlsl


struct FragInput
{
float4 positionCS;
float4 unPositionSS;
float2 texCoord1;
};
//-------------------------------------------------------------------------------------

118
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitDefault.shader


ENDHLSL
}
// ------------------------------------------------------------------
// Extracts information for lightmapping, GI (emission, albedo, ...)
// This pass it not used during regular rendering.
// ------------------------------------------------------------------
Pass
{
Name "META"
Tags{ "LightMode" = "Meta" }
Cull Off
HLSLPROGRAM
// Lightmap memo
// DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light,
// both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON.
#pragma vertex Vert
#pragma fragment Frag
#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT
#include "../../Material/Material.hlsl"
#include "UnlitData.hlsl"
CBUFFER_START(UnityMetaPass)
// x = use uv1 as raster position
// y = use uv2 as raster position
bool4 unity_MetaVertexControl;
// x = return albedo
// y = return normal
bool4 unity_MetaFragmentControl;
CBUFFER_END
// This was not in constant buffer in original unity, so keep outiside. But should be in as ShaderRenderPass frequency
float unity_OneOverOutputBoost;
float unity_MaxOutputValue;
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
};
struct Varyings
{
float4 positionCS;
float2 texCoord0;
float2 texCoord1;
};
struct PackedVaryings
{
float4 positionCS : SV_Position;
float4 interpolators[1] : TEXCOORD0;
};
// Function to pack data to use as few interpolator as possible, the ShaderGraph should generate these functions
PackedVaryings PackVaryings(Varyings input)
{
PackedVaryings output;
output.positionCS = input.positionCS;
output.interpolators[0].xy = input.texCoord0;
output.interpolators[0].zw = input.texCoord1;
return output;
}
FragInput UnpackVaryings(PackedVaryings input)
{
FragInput output;
ZERO_INITIALIZE(FragInput, output);
output.unPositionSS = input.positionCS;
output.texCoord0 = input.interpolators[0].xy;
output.texCoord1 = input.interpolators[0].zw;
return output;
}
PackedVaryings Vert(Attributes input)
{
Varyings output;
// Output UV coordinate in vertex shader
if (unity_MetaVertexControl.x)
{
input.positionOS.xy = input.uv1 * unity_LightmapST.xy + unity_LightmapST.zw;
// OpenGL right now needs to actually use incoming vertex position,
// so use it in a very dummy way
//v.positionOS.z = vertex.z > 0 ? 1.0e-4f : 0.0f;
}
if (unity_MetaVertexControl.y)
{
input.positionOS.xy = input.uv2 * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
// OpenGL right now needs to actually use incoming vertex position,
// so use it in a very dummy way
//v.positionOS.z = vertex.z > 0 ? 1.0e-4f : 0.0f;
}
float3 positionWS = TransformObjectToWorld(input.positionOS);
output.positionCS = TransformWorldToHClip(positionWS);
output.texCoord0 = input.uv0;
output.texCoord1 = input.uv1;
return PackVaryings(output);
}
#include "../../ShaderPass/ShaderPassLightTransport.hlsl"
ENDHLSL
}
}
CustomEditor "UnlitGUI"

2
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitShare.hlsl


FragInput output;
ZERO_INITIALIZE(FragInput, output);
output.positionCS = input.positionCS;
output.unPositionSS = input.positionCS;
output.texCoord0.xy = input.interpolators[0].xy;
return output;

17
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitUI.cs


m_MaterialEditor.TexturePropertySingleLine(Styles.emissiveText, emissiveColorMap, emissiveColor);
m_MaterialEditor.ShaderProperty(emissiveIntensity, Styles.emissiveIntensityText);
m_MaterialEditor.LightmapEmissionProperty(MaterialEditor.kMiniTextureFieldLabelIndentLevel + 1);
EditorGUI.indentLevel--;
}

SetupKeywordsForInputMaps(material);
/*
flags &= ~MaterialGlobalIlluminationFlags.EmissiveIsBlack;
if (!shouldEmissionBeEnabled)
if (LitGUI.ShouldEmissionBeEnabled(material))
flags &= ~MaterialGlobalIlluminationFlags.EmissiveIsBlack;
else
*/
}
static bool ShouldEmissionBeEnabled(Material mat, Color color)
{
//var realtimeEmission = (mat.globalIlluminationFlags & MaterialGlobalIlluminationFlags.RealtimeEmissive) > 0;
//return color.maxColorComponent > 0.1f / 255.0f || realtimeEmission;
return false;
}
bool HasValidEmissiveKeyword(Material material)

6
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderConfig.cs


// #define DIFFUSE_LAMBERT_BRDF
// #define USE_BSDF_PRE_LAMBDAV
// #define VELOCITY_IN_GBUFFER
// Note: C# define can't be reuse in another C# file and ideally we would like that these define are present both on C# and HLSL side... How to do that ?
// For now sync by hand within HDRenderLoop.cs file and this one
// TODO: Currently it is not yet possible to use this feature, we need to provide previousPositionCS to the vertex shader as part of Attribute for GBuffer pass
//#define VELOCITY_IN_GBUFFER

2
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassForwardUnlit.hlsl


BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
// TODO: we must not access bsdfData here, it break the genericity of the code!
return float4(bsdfData.color, builtinData.opacity);
return float4(bsdfData.color + builtinData.emissiveColor * builtinData.emissiveIntensity, builtinData.opacity);
}

12
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassGBuffer.hlsl


#endif
void Frag( PackedVaryings packedInput,
OUTPUT_GBUFFER(outGBuffer)
#ifdef VELOCITY_IN_GBUFFER
, OUTPUT_GBUFFER_VELOCITY(outGBuffer)
#endif
, OUTPUT_GBUFFER_BAKE_LIGHTING(outGBuffer)
OUTPUT_GBUFFER(outGBuffer),
OUTPUT_GBUFFER_BAKE_LIGHTING(outGBuffer)
#ifdef VELOCITY_IN_GBUFFER
, OUTPUT_GBUFFER_VELOCITY(outGBuffer)
#endif
)
{
FragInput input = UnpackVaryings(packedInput);

PreLightData preLightData = GetPreLightData(V, positionWS, coord, bsdfData);
ENCODE_INTO_GBUFFER(surfaceData, outGBuffer);
ENCODE_BAKE_LIGHTING_INTO_GBUFFER(GetBakedDiffuseLigthing(preLightData, surfaceData, builtinData, bsdfData), outGBuffer);
ENCODE_BAKE_LIGHTING_INTO_GBUFFER(GetBakedDiffuseLigthing(preLightData, surfaceData, builtinData, bsdfData), outGBuffer);
}

9
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderVariables.hlsl


float3 unity_ProbeVolumeMin;
CBUFFER_END
CBUFFER_START(UnityVelocityPass)
float4x4 _NonJitteredVP;
float4x4 _PreviousVP;
float4x4 _PreviousM;
bool _HasLastPositionData;
bool _ForceNoMotion;
float _MotionVectorDepthBias;
CBUFFER_END
// ----------------------------------------------------------------------------
// TODO: move this to constant buffer by Pass

27
Assets/ScriptableRenderLoop/ShaderLibrary/CommonMaterial.hlsl


// Convert anisotropic ratio (0->no isotropic; 1->full anisotropy in tangent direction) to roughness
void ConvertAnisotropyToRoughness(float roughness, float anisotropy, out float roughnessT, out float roughnessB)
{
// (0 <= anisotropy <= 1), therefore (0 <= anisoAspect <= 1)
// The 0.9 factor limits the aspect ratio to 10:1.
roughnessT = roughness * anisoAspect;
roughnessB = roughness / anisoAspect;
roughnessT = roughness / anisoAspect; // Distort along tangent (rougher)
roughnessB = roughness * anisoAspect; // Straighten along bitangent (smoother)
// Fake anisotropic by distorting the normal as suggested by:
// anisotropic ratio (0->no isotropic; 1->full anisotropy in tangent direction)
float3 GetAnisotropicModifiedNormal(float3 N, float3 T, float3 V, float anisotropy)
// The grain direction (e.g. hair or brush direction) is assumed to be orthogonal to the normal.
// The returned normal is NOT normalized.
float3 ComputeGrainNormal(float3 grainDir, float3 V)
float3 anisoT = cross(-V, T);
float3 anisoN = cross(anisoT, T);
float3 B = cross(-V, grainDir);
return cross(B, grainDir);
}
return normalize(lerp(N, anisoN, anisotropy));
// Fake anisotropic by distorting the normal.
// The grain direction (e.g. hair or brush direction) is assumed to be orthogonal to N.
// Anisotropic ratio (0->no isotropic; 1->full anisotropy in tangent direction)
float3 GetAnisotropicModifiedNormal(float3 grainDir, float3 N, float3 V, float anisotropy)
{
float3 grainNormal = ComputeGrainNormal(grainDir, V);
// TODO: test whether normalizing 'grainNormal' is worth it.
return normalize(lerp(N, grainNormal, anisotropy));
}
//-----------------------------------------------------------------------------

62
Assets/ScriptableRenderLoop/ShaderLibrary/ImageBasedLighting.hlsl


L = 2.0 * dot(V, H) * H - V;
}
// ref: http://blog.selfshadow.com/publications/s2012-shading-course/burley/s2012_pbs_disney_brdf_notes_v3.pdf p26
void ImportanceSampleAnisoGGXDir( float2 u,
float3 V,
float3 N,
float3 tangentX,
float3 tangentY,
float roughnessT,
float roughnessB,
out float3 H,
out float3 L)
{
// AnisoGGX NDF sampling
H = sqrt(u.x / (1.0 - u.x)) * (roughnessT * cos(TWO_PI * u.y) * tangentX + roughnessB * sin(TWO_PI * u.y) * tangentY) + N;
H = normalize(H);
// Local to world
// H = tangentX * H.x + tangentY * H.y + N * H.z;
// Convert sample from half angle to incident angle
L = 2.0 * dot(V, H) * H - V;
}
// weightOverPdf return the weight (without the diffuseAlbedo term) over pdf. diffuseAlbedo term must be apply by the caller.
void ImportanceSampleLambert(
float2 u,

// F is apply outside the function
float Vis = V_SmithJointGGX(NdotL, NdotV, roughness);
weightOverPdf = 4.0 * Vis * NdotL * VdotH / NdotH;
}
// weightOverPdf return the weight (without the Fresnel term) over pdf. Fresnel term must be apply by the caller.
void ImportanceSampleAnisoGGX(
float2 u,
float3 V,
float3 N,
float3 tangentX,
float3 tangentY,
float roughnessT,
float roughnessB,
float NdotV,
out float3 L,
out float VdotH,
out float NdotL,
out float weightOverPdf)
{
float3 H;
ImportanceSampleAnisoGGXDir(u, V, N, tangentX, tangentY, roughnessT, roughnessB, H, L);
float NdotH = saturate(dot(N, H));
// Note: since L and V are symmetric around H, LdotH == VdotH
VdotH = saturate(dot(V, H));
NdotL = saturate(dot(N, L));
// Importance sampling weight for each sample
// pdf = D(H) * (N.H) / (4 * (L.H))
// weight = fr * (N.L) with fr = F(H) * G(V, L) * D(H) / (4 * (N.L) * (N.V))
// weight over pdf is:
// weightOverPdf = F(H) * G(V, L) * (L.H) / ((N.H) * (N.V))
// weightOverPdf = F(H) * 4 * (N.L) * V(V, L) * (L.H) / (N.H) with V(V, L) = G(V, L) / (4 * (N.L) * (N.V))
// Remind (L.H) == (V.H)
// F is apply outside the function
float TdotV = dot(tangentX, V);
float BdotV = dot(tangentY, V);
float TdotL = saturate(dot(tangentX, L));
float BdotL = saturate(dot(tangentY, L));
float Vis = V_SmithJointGGXAniso(TdotV, BdotV, NdotV, TdotL, BdotL, NdotL, roughnessT, roughnessB);
weightOverPdf = 4.0 * Vis * NdotL * VdotH / NdotH;
}

4
Assets/ScriptableRenderLoop/fptl/Internal-DeferredComputeShading.compute


uint2 tileCoord = groupId >> 1;
uint numLightsProcessed = 0;
float3 c = data.emission + ExecuteLightListTile(numLightsProcessed, tileCoord, vP, vPw, Vworld);
float3 c = data.emission + ExecuteLightList(numLightsProcessed, tileCoord, vP, vPw, Vworld);
c += ExecuteReflectionListTile(numReflectionsProcessed, tileCoord, vP, data.normalWorld, Vworld, data.smoothness);
c += ExecuteReflectionList(numReflectionsProcessed, tileCoord, vP, data.normalWorld, Vworld, data.smoothness);
#if ENABLE_DEBUG
c = OverlayHeatMap(pixCoord & 15, numLightsProcessed, c);

5
Assets/ScriptableRenderLoop/fptl/LightDefinitions.cs.hlsl


//
// LightDefinitions: static fields
//
#define USE_LEFTHAND_CAMERASPACE (0)
#define USE_LEFTHAND_CAMERASPACE (0)
#define IS_CIRCULAR_SPOT_SHAPE (1)
#define HAS_COOKIE_TEXTURE (2)
#define IS_BOX_PROJECTED (4)

11
Assets/ScriptableRenderLoop/fptl/TiledLightingTemplate.hlsl


return ExecuteLightList(start, numLights, vP, vPw, Vworld);
}
float3 ExecuteLightListTile(out uint numLightsProcessed, uint2 tileIDX, float3 vP, float3 vPw, float3 Vworld)
{
uint nrTilesX = (g_widthRT + 15) / 16; uint nrTilesY = (g_heightRT + 15) / 16;
uint start = 0, numLights = 0;
GetCountAndStart(start, numLights, tileIDX, nrTilesX, nrTilesY, vP.z, DIRECT_LIGHT);
numLightsProcessed = numLights; // mainly for debugging/heat maps
return ExecuteLightList(start, numLights, vP, vPw, Vworld);
}
#endif

24
Assets/ScriptableRenderLoop/fptl/TiledLightingUtils.hlsl


#include "LightingUtils.hlsl"
StructuredBuffer<SFiniteLightData> g_vLightData;
Buffer<uint> g_vLightListGlobal;
// these uniforms are only needed for when OPAQUES_ONLY is NOT defined
// but there's a problem with our front-end compilation of compute shaders with multiple kernels causing it to error
//#ifndef OPAQUES_ONLY
uniform float g_fClustScale;
uniform float g_fClustBase;
uniform float g_fNearPlane;

#include "ClusteredUtils.h"
Buffer<uint> g_vLayeredOffsetsBuffer;
Buffer<float> g_logBaseBuffer;
//#endif
StructuredBuffer<SFiniteLightData> g_vLightData;
Buffer<uint> g_vLightListGlobal;
void GetCountAndStartOpaque(out uint uStart, out uint uNrLights, uint2 tileIDX, int nrTilesX, int nrTilesY, float linDepth, uint model)
{

}
#else
#include "ClusteredUtils.h"
Buffer<uint> g_vLayeredOffsetsBuffer;
Buffer<float> g_logBaseBuffer;
void GetCountAndStart(out uint uStart, out uint uNrLights, uint2 tileIDX, int nrTilesX, int nrTilesY, float linDepth, uint model)
{

11
Assets/ScriptableRenderLoop/fptl/TiledReflectionTemplate.hlsl


return ExecuteReflectionList(start, numReflectionProbes, vP, vNw, Vworld, smoothness);
}
float3 ExecuteReflectionListTile(out uint numReflectionProbesProcessed, uint2 tileIDX, float3 vP, float3 vNw, float3 Vworld, float smoothness)
{
uint nrTilesX = (g_widthRT + 15) / 16; uint nrTilesY = (g_heightRT + 15) / 16;
uint start = 0, numReflectionProbes = 0;
GetCountAndStart(start, numReflectionProbes, tileIDX, nrTilesX, nrTilesY, vP.z, REFLECTION_LIGHT);
numReflectionProbesProcessed = numReflectionProbes; // mainly for debugging/heat maps
return ExecuteReflectionList(start, numReflectionProbes, vP, vNw, Vworld, smoothness);
}
#endif

8
Assets/ScriptableRenderLoop/fptl/renderloopfptl.asset


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470
Assets/TestScenes/HDTest/GlobalIlluminationTest.unity


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Assets/TestScenes/HDTest/HDRenderLoopTest.unity
文件差异内容过多而无法显示
查看文件

263
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323
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287
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- first:
name: _SpecularOcclusionMap
second:
- _SubSurfaceRadiusMap:
- first:
name: _SubSurfaceRadiusMap
second:
- _TangentMap:
- first:
name: _AlphaCutoff
second: 0.5
- first:
name: _AlphaCutoffEnable
second: 0
- first:
name: _BlendMode
second: 0
- first:
name: _BumpScale
second: 1
- first:
name: _CullMode
second: 2
- first:
name: _Cutoff
second: 0.5
- first:
name: _DetailNormalMapScale
second: 1
- first:
name: _DistortionDepthTest
second: 0
- first:
name: _DistortionOnly
second: 0
- first:
name: _DoubleSided
second: 1
- first:
name: _DoubleSidedLigthing
second: 1
- first:
name: _DoubleSidedMode
second: 0
- first:
name: _DstBlend
second: 0
- first:
name: _EmissiveColorMode
second: 1
- first:
name: _EmissiveIntensity
second: 0
- first:
name: _GlossMapScale
second: 1
- first:
name: _Glossiness
second: 0.5
- first:
name: _GlossyReflections
second: 1
- first:
name: _HeightBias
second: 0
- first:
name: _HeightMapMode
second: 0
- first:
name: _HeightScale
second: 1
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name: _MaterialID
second: 0
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name: _MaterialId
second: 0
- first:
name: _Metalic
second: 0
- first:
name: _Metallic
second: 0
- first:
name: _Mettalic
second: 0
- first:
name: _Mode
second: 0
- first:
name: _NormalMapSpace
second: 0
- first:
name: _OcclusionStrength
second: 1
- first:
name: _Parallax
second: 0.02
- first:
name: _Smoothness
second: 0.486
- first:
name: _SmoothnessTextureChannel
second: 0
- first:
name: _SpecularHighlights
second: 1
- first:
name: _SrcBlend
second: 1
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name: _SubSurfaceRadius
second: 0
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name: _SurfaceType
second: 0
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name: _UVSec
second: 0
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name: _ZWrite
second: 1
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- _HeightScale: 1
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- _Mettalic: 0
- _Mode: 0
- _NormalMapSpace: 0
- _OcclusionStrength: 1
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- _Smoothness: 0.486
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
- _SubSurfaceRadius: 0
- _SurfaceType: 0
- _UVSec: 0
- _ZWrite: 1
- first:
name: _BaseColor
second: {r: 1, g: 0, b: 0, a: 1}
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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: _EmissiveColor
second: {r: 0, g: 0, b: 0, a: 1}
- _BaseColor: {r: 1, g: 0, b: 0, a: 1}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _EmissiveColor: {r: 0, g: 0, b: 0, a: 1}

124
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitVelocityPass.hlsl


#ifndef SHADERPASS
#error Undefine_SHADERPASS
#endif
#define NEED_TEXCOORD0 defined(_ALPHATEST_ON)
#define NEED_TANGENT_TO_WORLD NEED_TEXCOORD0 && (defined(_HEIGHTMAP) && !defined(_HEIGHTMAP_AS_DISPLACEMENT))
struct Attributes
{
float3 positionOS : POSITION;
float3 previousPositionOS : NORMAL; // Contain previous transform position (in case of skinning for example)
#if NEED_TEXCOORD0
float2 uv0 : TEXCOORD0;
#endif
#if NEED_TANGENT_TO_WORLD
float4 tangentOS : TANGENT;
#endif
};
struct Varyings
{
float4 positionCS;
// Note: Z component is not use
float4 transferPositionCS;
float4 transferPreviousPositionCS;
#if NEED_TEXCOORD0
float2 texCoord0;
#endif
#if NEED_TANGENT_TO_WORLD
float3 positionWS;
float3 tangentToWorld[3];
#endif
};
struct PackedVaryings
{
float4 positionCS : SV_Position;
#if NEED_TANGENT_TO_WORLD
float4 interpolators[5] : TEXCOORD0;
#elif NEED_TEXCOORD0
float4 interpolators[2] : TEXCOORD0;
#else
float4 interpolators[2] : TEXCOORD0;
#endif
};
// Function to pack data to use as few interpolator as possible, the ShaderGraph should generate these functions
PackedVaryings PackVaryings(Varyings input)
{
PackedVaryings output;
output.positionCS = input.positionCS;
output.interpolators[0] = float4(input.transferPositionCS.xyw, 0.0);
output.interpolators[1] = float4(input.transferPreviousPositionCS.xyw, 0.0);
#if NEED_TANGENT_TO_WORLD
output.interpolators[0].w = input.texCoord0.x;
output.interpolators[1].w = input.texCoord0.y;
output.interpolators[2].xyz = input.tangentToWorld[0];
output.interpolators[3].xyz = input.tangentToWorld[1];
output.interpolators[4].xyz = input.tangentToWorld[2];
output.interpolators[2].w = input.positionWS.x;
output.interpolators[3].w = input.positionWS.y;
output.interpolators[4].w = input.positionWS.z;
#elif NEED_TEXCOORD0
output.interpolators[0].w = input.texCoord0.x;
output.interpolators[1].w = input.texCoord0.y;
#endif
return output;
}
FragInput UnpackVaryings(PackedVaryings input)
{
FragInput output;
ZERO_INITIALIZE(FragInput, output);
output.unPositionSS = input.positionCS; // as input we have the vpos
output.positionCS = float4(input.interpolators[0].xy, 0.0, input.interpolators[0].z);
output.previousPositionCS = float4(input.interpolators[1].xy, 0.0, input.interpolators[1].z);
#if NEED_TANGENT_TO_WORLD
output.texCoord0.xy = float2(input.interpolators[0].w, input.interpolators[1].w);
output.positionWS.xyz = float2(input.interpolators[2].w, input.interpolators[3].w, input.interpolators[4].w);
output.tangentToWorld[0] = input.interpolators[2].xyz;
output.tangentToWorld[1] = input.interpolators[3].xyz;
output.tangentToWorld[2] = input.interpolators[4].xyz;
#elif NEED_TEXCOORD0
output.texCoord0.xy = float2(input.interpolators[0].w, input.interpolators[1].w);
#endif
return output;
}
PackedVaryings Vert(Attributes input)
{
Varyings output;
float3 positionWS = TransformObjectToWorld(input.positionOS);
output.positionCS = TransformWorldToHClip(positionWS);
// TODO: Clean this code, put in function ?
output.transferPositionCS = mul(_NonJitteredVP, mul(unity_ObjectToWorld, float4(input.positionOS, 1.0)));
output.transferPreviousPositionCS = mul(_PreviousVP, mul(_PreviousM, _HasLastPositionData ? float4(input.previousPositionOS, 1.0) : float4(input.positionOS, 1.0)));
#if NEED_TEXCOORD0
output.texCoord0 = input.uv0;
#endif
#if NEED_TANGENT_TO_WORLD
output.positionWS = positionWS;
float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
float4 tangentWS = float4(TransformObjectToWorldDir(input.tangentOS.xyz), input.tangentOS.w);
float3x3 tangentToWorld = CreateTangentToWorld(normalWS, tangentWS.xyz, tangentWS.w);
output.tangentToWorld[0] = tangentToWorld[0];
output.tangentToWorld[1] = tangentToWorld[1];
output.tangentToWorld[2] = tangentToWorld[2];
#endif
return PackVaryings(output);
}

9
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitVelocityPass.hlsl.meta


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Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassVelocity.hlsl


#if SHADERPASS != SHADERPASS_VELOCITY
#error SHADERPASS_is_not_correctly_define
#endif
float4 Frag(PackedVaryings packedInput) : SV_Target
{
FragInput input = UnpackVaryings(packedInput);
// Perform alpha testing + get velocity
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(input, surfaceData, builtinData);
float4 outBuffer;
EncodeVelocity(builtinData.velocity, outBuffer);
return outBuffer;
}

9
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassVelocity.hlsl.meta


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test.meta


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Assets/TestScenes/HDTest/Material/StandardShaderMaterials/AnimateEmissive.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AnimateEmissive : MonoBehaviour {
public GameObject m_CurrentGameObject = null;
public float m_Period = 3.0f;
public Color m_Color0;
public Color m_Color1;
private float m_Timer = 0.0f;
private int m_Index = 0;
// Use this for initialization
void Start () {
m_Timer = 0.0f;
}
// Update is called once per frame
void Update () {
if (m_CurrentGameObject != null)
{
m_Timer += Time.deltaTime;
if(m_Timer > m_Period)
{
m_Timer = 0.0f;
Renderer renderer = m_CurrentGameObject.GetComponent<Renderer>();
if(renderer != null)
{
Color color = m_Index == 0 ? m_Color0 : m_Color1;
float intensity = 1.0f;
if (renderer.material != null)
{
if (renderer.material.HasProperty("_EmissionColor"))
{
renderer.material.SetColor("_EmissionColor", color);
}
else
{
renderer.material.SetColor("_EmissiveColor", color);
intensity = renderer.material.GetFloat("_EmissiveIntensity");
}
}
DynamicGI.SetEmissive(renderer, color * intensity);
m_Index = (m_Index + 1) % 2;
}
}
}
}
}

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