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Merge pull request #314 from Unity-Technologies/Move-matId-Specular-in-Standard

Update materialId management in Lit (Optimization + one slot saved)
/RenderPassXR_Sandbox
GitHub 8 年前
当前提交
2b47951c
共有 131 个文件被更改,包括 1071 次插入190 次删除
  1. 2
      Assets/ScriptableRenderPipeline/Core/Shadow/ShadowBase.cs.hlsl
  2. 2
      Assets/ScriptableRenderPipeline/Fptl/LightDefinitions.cs.hlsl
  3. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/FeatureFlags.hlsl
  4. 16
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs
  5. 23
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs
  6. 21
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs.hlsl
  7. 134
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
  8. 7
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
  9. 19
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl
  10. 1
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl
  11. 7
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader
  12. 8
      Assets/ScriptableRenderPipeline/ShaderLibrary/Packing.hlsl
  13. 4
      Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/DragonNormalOS.mat
  14. 4
      Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/DragonNormalTS.mat
  15. 15
      Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/DragonStatue.mat
  16. 8
      Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/DragonStatueSpecular.mat
  17. 10
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Lit_Blue.mat
  18. 10
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Lit_Green.mat
  19. 10
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Lit_Red.mat
  20. 10
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Lit_White.mat
  21. 10
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_0.mat
  22. 10
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_1.mat
  23. 10
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_2.mat
  24. 10
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_3.mat
  25. 10
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_4.mat
  26. 10
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_5.mat
  27. 10
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_6.mat
  28. 10
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_7.mat
  29. 10
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_8.mat
  30. 10
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_9.mat
  31. 10
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth1_1.mat
  32. 10
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smoothdielectric0_0.mat
  33. 10
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smoothdielectric0_1.mat
  34. 10
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smoothdielectric0_2.mat
  35. 10
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smoothdielectric0_3.mat
  36. 10
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smoothdielectric0_4.mat
  37. 10
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smoothdielectric0_5.mat
  38. 10
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smoothdielectric0_6.mat
  39. 10
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smoothdielectric0_7.mat
  40. 10
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smoothdielectric0_8.mat
  41. 10
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smoothdielectric0_9.mat
  42. 10
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smoothdielectric1_0.mat
  43. 27
      Assets/TestScenes/HDTest/GraphicTest/LayeredTessellation/Material/Layer-2-woord-rock.mat
  44. 10
      Assets/TestScenes/HDTest/GraphicTest/Parallax Occlusion Mapping/Material/POM - Rock.mat
  45. 13
      Assets/TestScenes/HDTest/GraphicTest/Parallax Occlusion Mapping/Material/POM - Wood triplanar.mat
  46. 10
      Assets/TestScenes/HDTest/GraphicTest/Parallax Occlusion Mapping/Material/POM - Wood.mat
  47. 4
      Assets/TestScenes/HDTest/GraphicTest/SSS/Materials/SSSHead.mat
  48. 10
      Assets/TestScenes/HDTest/GraphicTest/Tessellation/Material/Tessellation - Rock.mat
  49. 10
      Assets/TestScenes/HDTest/GraphicTest/Tessellation/Material/Tessellation - Wood.mat
  50. 10
      Assets/TestScenes/HDTest/GraphicTest/Triplanar/Material/Wood triplanar.mat
  51. 1
      Assets/TestScenes/HDTest/GraphicTest/Two Sided/Material/GroundLeaf_DoubleSided.mat
  52. 10
      Assets/TestScenes/HDTest/GraphicTest/Two Sided/Material/GroundLeaf_DoubleSidedFlip.mat
  53. 12
      Assets/TestScenes/HDTest/GraphicTest/Two Sided/Material/GroundLeaf_DoubleSidedFlipSSS.mat
  54. 10
      Assets/TestScenes/HDTest/GraphicTest/Two Sided/Material/GroundLeaf_DoubleSidedMirror.mat
  55. 1
      Assets/TestScenes/HDTest/GraphicTest/Unlit/Material/TestUnlit Mask.mat
  56. 1
      Assets/TestScenes/HDTest/GraphicTest/Unlit/Material/TestUnlit Transparent.mat
  57. 1
      Assets/TestScenes/HDTest/GraphicTest/Unlit/Material/TestUnlit.mat
  58. 10
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/CubeTransparent.mat
  59. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s00.mat
  60. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s01.mat
  61. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s02.mat
  62. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s03.mat
  63. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s04.mat
  64. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s05.mat
  65. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s06.mat
  66. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s07.mat
  67. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s08.mat
  68. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s09.mat
  69. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s10.mat
  70. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a02_s00.mat
  71. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a02_s01.mat
  72. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a02_s02.mat
  73. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a02_s03.mat
  74. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a02_s04.mat
  75. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a02_s05.mat
  76. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a02_s06.mat
  77. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a02_s07.mat
  78. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a02_s08.mat
  79. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a02_s09.mat
  80. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a02_s10.mat
  81. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a04_s00.mat
  82. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a04_s01.mat
  83. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a04_s02.mat
  84. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a04_s03.mat
  85. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a04_s04.mat
  86. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a04_s05.mat
  87. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a04_s06.mat
  88. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a04_s07.mat
  89. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a04_s08.mat
  90. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a04_s09.mat
  91. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a04_s10.mat
  92. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a06_s00.mat
  93. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a06_s01.mat
  94. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a06_s02.mat
  95. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a06_s03.mat
  96. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a06_s04.mat
  97. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a06_s05.mat
  98. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a06_s06.mat
  99. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a06_s07.mat
  100. 14
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a06_s08.mat

2
Assets/ScriptableRenderPipeline/Core/Shadow/ShadowBase.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderPipeline/Core/Shadow/ShadowBase.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderPipeline/core/Shadow/ShadowBase.cs. Please don't edit by hand.
//
#ifndef SHADOWBASE_CS_HLSL

2
Assets/ScriptableRenderPipeline/Fptl/LightDefinitions.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderPipeline/Fptl/LightDefinitions.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderPipeline/fptl/LightDefinitions.cs. Please don't edit by hand.
//
#ifndef LIGHTDEFINITIONS_CS_HLSL

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/FeatureFlags.hlsl


static const uint FeatureVariantFlags[NUM_FEATURE_VARIANTS] =
{
/* 0 */ 0 | MATERIALFEATUREFLAGS_MASK,
/* 0 */ 0 | MATERIALFEATUREFLAGS_MASK, // TODO: ask Runes if this is really needed ? In case of material only, it mean debug and we don't care about performance
/* 1 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | MATERIALFEATUREFLAGS_LIT_STANDARD,
/* 2 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_ENV | MATERIALFEATUREFLAGS_LIT_STANDARD,
/* 3 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_PUNCTUAL | MATERIALFEATUREFLAGS_LIT_STANDARD,

16
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs


m_MaterialEditor.TexturePropertySingleLine(Styles.thicknessMapText, thicknessMap);
}
protected void ShaderStandardInputGUI()
protected void ShaderAnisoInputGUI()
{
if ((NormalMapSpace)normalMapSpace.floatValue == NormalMapSpace.TangentSpace)
{

m_MaterialEditor.TexturePropertySingleLine(Styles.baseColorText, baseColorMap, baseColor);
if ((Lit.MaterialId)materialID.floatValue == Lit.MaterialId.LitStandard)
if ((Lit.MaterialId)materialID.floatValue == Lit.MaterialId.LitStandard || (Lit.MaterialId)materialID.floatValue == Lit.MaterialId.LitAniso)
{
m_MaterialEditor.ShaderProperty(metallic, Styles.metallicText);
}

ShaderSSSInputGUI(material);
break;
case Lit.MaterialId.LitStandard:
ShaderStandardInputGUI();
// Nothing
break;
case Lit.MaterialId.LitAniso:
ShaderAnisoInputGUI();
break;
case Lit.MaterialId.LitSpecular:
m_MaterialEditor.TexturePropertySingleLine(Styles.specularColorText, specularColorMap, specularColor);

material.DisableKeyword("_REQUIRE_UV2");
material.DisableKeyword("_REQUIRE_UV3");
}
Lit.MaterialId materialId = (Lit.MaterialId)material.GetFloat(kMaterialID);
SetKeyword(material, "_MATID_SSS", materialId == Lit.MaterialId.LitSSS);
//SetKeyword(material, "_MATID_STANDARD", materialId == Lit.MaterialId.LitStandard); // See comment in Lit.shader, it is the default, we don't define it
SetKeyword(material, "_MATID_ANISO", materialId == Lit.MaterialId.LitAniso);
SetKeyword(material, "_MATID_SPECULAR", materialId == Lit.MaterialId.LitSpecular);
}
}
} // namespace UnityEditor

23
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs


{
LitSSS = 0,
LitStandard = 1,
LitSpecular = 2,
LitUnused = 3,
LitAniso = 4 // Should be the last as it is not setup by the users but generated based on anisotropy property
LitUnused0 = 2,
LitUnused1 = 3,
LitAniso = 4, // Should be the last as it is not setup by the users but generated based on anisotropy property
LitSpecular = 5, // Should be the last as it is not setup by the users but generated based on anisotropy property and specular
};
[GenerateHLSL]

LitStandard = 1 << 13,
LitSpecular = 1 << 14,
LitAniso = 1 << 15
LitAniso = 1 << 14,
LitSpecular = 1 << 15
}
[GenerateHLSL]
public enum SpecularValue
{
// Value are defined in the tab name convertSpecularToValue in lit.hlsl
Water = 0, // 0.02 Water or ice
Regular = 1, // 0.04 regular dieletric
Gemstone = 2, // 0.20
SpecularColor = 3 // Special case: use specular color
}
//-----------------------------------------------------------------------------

[SurfaceDataAttributes("Metallic")]
public float metallic;
[SurfaceDataAttributes("Specular")]
public float specular; // 0.02, 0.04, 0.16, 0.2
public SpecularValue specular;
// SSS
[SurfaceDataAttributes("Subsurface Radius")]

21
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs.hlsl


//
#define MATERIALID_LIT_SSS (0)
#define MATERIALID_LIT_STANDARD (1)
#define MATERIALID_LIT_SPECULAR (2)
#define MATERIALID_LIT_UNUSED (3)
#define MATERIALID_LIT_UNUSED0 (2)
#define MATERIALID_LIT_UNUSED1 (3)
#define MATERIALID_LIT_SPECULAR (5)
//
// UnityEngine.Experimental.Rendering.HDPipeline.Lit+MaterialFeatureFlags: static fields

#define MATERIALFEATUREFLAGS_LIT_SPECULAR (16384)
#define MATERIALFEATUREFLAGS_LIT_ANISO (32768)
#define MATERIALFEATUREFLAGS_LIT_ANISO (16384)
#define MATERIALFEATUREFLAGS_LIT_SPECULAR (32768)
//
// UnityEngine.Experimental.Rendering.HDPipeline.Lit+SpecularValue: static fields
//
#define SPECULARVALUE_WATER (0)
#define SPECULARVALUE_REGULAR (1)
#define SPECULARVALUE_GEMSTONE (2)
#define SPECULARVALUE_SPECULAR_COLOR (3)
//
// UnityEngine.Experimental.Rendering.HDPipeline.Lit+SurfaceData: static fields

float3 tangentWS;
float anisotropy;
float metallic;
float specular;
int specular;
float subsurfaceRadius;
float thickness;
int subsurfaceProfile;

result = surfacedata.metallic.xxx;
break;
case DEBUGVIEW_LIT_SURFACEDATA_SPECULAR:
result = surfacedata.specular.xxx;
result = GetIndexColor(surfacedata.specular);
break;
case DEBUGVIEW_LIT_SURFACEDATA_SUBSURFACE_RADIUS:
result = surfacedata.subsurfaceRadius.xxx;

134
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


#endif
}
void FillMaterialIdStandardData(float3 baseColor, float specular, float metallic, float roughness, float3 normalWS, float3 tangentWS, float anisotropy, inout BSDFData bsdfData)
static const float3 convertSpecularToValue = float3(0.02, 0.04, 0.20);
void FillMaterialIdStandardData(float3 baseColor, int specular, float metallic, inout BSDFData bsdfData)
bsdfData.fresnel0 = lerp(float3(specular.xxx), baseColor, metallic);
// TODO: encode specular
float val = convertSpecularToValue[specular];
bsdfData.fresnel0 = lerp(val.xxx, baseColor, metallic);
}
void FillMaterialIdAnisoData(float roughness, float3 normalWS, float3 tangentWS, float anisotropy, inout BSDFData bsdfData)
{
bsdfData.tangentWS = tangentWS;
bsdfData.bitangentWS = cross(normalWS, tangentWS);
ConvertAnisotropyToRoughness(roughness, anisotropy, bsdfData.roughnessT, bsdfData.roughnessB);

bsdfData.roughness = PerceptualRoughnessToRoughness(bsdfData.perceptualRoughness);
bsdfData.materialId = surfaceData.materialId;
// IMPORTANT: In case of foward or gbuffer pass we know what we are, we don't need to check specular or aniso to know the materialId, this is because we have static compile shader feature for it
FillMaterialIdStandardData(surfaceData.baseColor, surfaceData.specular, surfaceData.metallic, bsdfData.roughness, surfaceData.normalWS, surfaceData.tangentWS, surfaceData.anisotropy, bsdfData);
bsdfData.materialId = surfaceData.anisotropy > 0.0 ? MATERIALID_LIT_ANISO : bsdfData.materialId;
}
else if (bsdfData.materialId == MATERIALID_LIT_SSS)
{
FillMaterialIdSSSData(surfaceData.baseColor, surfaceData.subsurfaceProfile, surfaceData.subsurfaceRadius, surfaceData.thickness, bsdfData);
FillMaterialIdStandardData(surfaceData.baseColor, surfaceData.specular, surfaceData.metallic, bsdfData);
}
else if (bsdfData.materialId == MATERIALID_LIT_SPECULAR)
{

else if (bsdfData.materialId == MATERIALID_LIT_ANISO)
{
FillMaterialIdStandardData(surfaceData.baseColor, surfaceData.specular, surfaceData.metallic, bsdfData);
FillMaterialIdAnisoData(bsdfData.roughness, surfaceData.normalWS, surfaceData.tangentWS, surfaceData.anisotropy, bsdfData);
}
else if (bsdfData.materialId == MATERIALID_LIT_SSS)
{
FillMaterialIdSSSData(surfaceData.baseColor, surfaceData.subsurfaceProfile, surfaceData.subsurfaceRadius, surfaceData.thickness, bsdfData);
}
ApplyDebugToBSDFData(bsdfData);

//-----------------------------------------------------------------------------
// conversion function for deferred
//-----------------------------------------------------------------------------
// Tetra encoding 10:10 + 2 seems equivalent to oct 11:11, as oct is cheaper use that. Let here for future testing in reflective scene for comparison
//#define USE_NORMAL_TETRAHEDRON_ENCODING
// Encode SurfaceData (BSDF parameters) into GBuffer
// Must be in sync with RT declared in HDRenderPipeline.cs ::Rebuild

// RT1 - 10:10:10:2
// We store perceptualRoughness instead of roughness because it save a sqrt ALU when decoding
// (as we want both perceptualRoughness and roughness for the lighting due to Disney Diffuse model)
#ifdef USE_NORMAL_TETRAHEDRON_ENCODING
// Encode normal on 20bit + 2bit (faceIndex) with tetrahedal compression
uint faceIndex;
float2 tetraNormalWS = PackNormalTetraEncode(surfaceData.normalWS, faceIndex);
// Store faceIndex on two bits with perceptualRoughness
outGBuffer1 = float4(tetraNormalWS * 0.5 + 0.5, PackFloatInt10bit(PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness), faceIndex, 4.0), PackMaterialId(surfaceData.materialId));
#else
// Encode normal on 20bit with oct compression + 2bit of sign
float2 octNormalWS = PackNormalOctEncode(surfaceData.normalWS);
// To have more precision encode the sign of xy in a separate uint

#endif
// Encode specular on two bit for the enum
outGBuffer2 = float4(0.0, 0.0, 0.0, PackFloatInt8bit(surfaceData.metallic, surfaceData.specular, 4.0));
}
else if (surfaceData.materialId == MATERIALID_LIT_SPECULAR)
{
outGBuffer1.a = PackMaterialId(MATERIALID_LIT_STANDARD); // We save 1bit in gbuffer1 to store it in gbuffer2 instead
// Encode specular on two bit for the enum, must match encoding of MATERIALID_LIT_STANDARD
// TODO: encoding here could be optimize as we know what is the value of surfaceData.specular => (0.75294)
outGBuffer2 = float4(surfaceData.specularColor, PackFloatInt8bit(0.0, surfaceData.specular, 4.0));
}
else if (surfaceData.materialId == MATERIALID_LIT_ANISO)
{
outGBuffer1.a = PackMaterialId(MATERIALID_LIT_STANDARD); // We save 1bit in gbuffer1 and use aniso value instead to detect we are aniso
// TODO: store metal and specular together, specular should be an enum (fixed value)
outGBuffer2 = float4(octTangentWS * 0.5 + 0.5, surfaceData.anisotropy, surfaceData.metallic);
outGBuffer2 = float4(octTangentWS * 0.5 + 0.5, surfaceData.anisotropy, PackFloatInt8bit(surfaceData.metallic, surfaceData.specular, 4.0));
}
else if (surfaceData.materialId == MATERIALID_LIT_SPECULAR)
{
outGBuffer2 = float4(surfaceData.specularColor, 0.0);
}
// Lighting

float3 baseColor = inGBuffer0.rgb;
bsdfData.specularOcclusion = inGBuffer0.a;
#ifdef USE_NORMAL_TETRAHEDRON_ENCODING
int faceIndex;
UnpackFloatInt10bit(inGBuffer1.b, 4.0, bsdfData.perceptualRoughness, faceIndex);
bsdfData.normalWS = UnpackNormalTetraEncode(inGBuffer1.xy * 2.0 - 1.0, faceIndex);
#else
#endif
int supportsStandard = (featureFlags & (MATERIALFEATUREFLAGS_LIT_STANDARD | MATERIALFEATUREFLAGS_LIT_ANISO)) != 0;
int supportsStandard = (featureFlags & (MATERIALFEATUREFLAGS_LIT_STANDARD | MATERIALFEATUREFLAGS_LIT_ANISO | MATERIALFEATUREFLAGS_LIT_SPECULAR)) != 0;
int supportsSpecular = (featureFlags & (MATERIALFEATUREFLAGS_LIT_SPECULAR)) != 0;
if(supportsStandard + supportsSSS + supportsSpecular > 1)
if (supportsStandard + supportsSSS > 1)
{
bsdfData.materialId = UnpackMaterialId(inGBuffer1.a); // only fetch materialid if it is not statically known from feature flags
}

if(supportsStandard) bsdfData.materialId = MATERIALID_LIT_STANDARD;
else if(supportsSSS) bsdfData.materialId = MATERIALID_LIT_SSS;
else bsdfData.materialId = MATERIALID_LIT_SPECULAR;
if (supportsStandard)
bsdfData.materialId = MATERIALID_LIT_STANDARD;
else // if (supportsSSS)
bsdfData.materialId = MATERIALID_LIT_SSS;
float metallic = inGBuffer2.a;
float specular = 0.04; // TODO extract spec
float metallic;
int specular;
UnpackFloatInt8bit(inGBuffer2.a, 4.0, metallic, specular);
float3 tangentWS = UnpackNormalOctEncode(float2(inGBuffer2.rg * 2.0 - 1.0));
FillMaterialIdStandardData(baseColor, specular, metallic, bsdfData.roughness, bsdfData.normalWS, tangentWS, anisotropy, bsdfData);
if ((featureFlags & MATERIALFEATUREFLAGS_LIT_ANISO) && (featureFlags & MATERIALFEATUREFLAGS_LIT_STANDARD) == 0 || anisotropy > 0)
if (((featureFlags & MATERIALFEATUREFLAGS_LIT_SPECULAR) && (featureFlags & MATERIALFEATUREFLAGS_LIT_STANDARD) == 0)
|| specular == SPECULARVALUE_SPECULAR_COLOR)
{
bsdfData.materialId = MATERIALID_LIT_SPECULAR;
bsdfData.diffuseColor = baseColor;
bsdfData.fresnel0 = inGBuffer2.rgb;
}
else if ( ((featureFlags & MATERIALFEATUREFLAGS_LIT_ANISO) && (featureFlags & MATERIALFEATUREFLAGS_LIT_STANDARD) == 0)
|| anisotropy > 0)
FillMaterialIdStandardData(baseColor, specular, metallic, bsdfData);
float3 tangentWS = UnpackNormalOctEncode(float2(inGBuffer2.rg * 2.0 - 1.0));
FillMaterialIdAnisoData(bsdfData.roughness, bsdfData.normalWS, tangentWS, anisotropy, bsdfData);
else
{
FillMaterialIdStandardData(baseColor, specular, metallic, bsdfData);
}
else if (supportsSSS && bsdfData.materialId == MATERIALID_LIT_SSS)
else // if (supportsSSS && bsdfData.materialId == MATERIALID_LIT_SSS)
{
float subsurfaceRadius = inGBuffer2.x;
float thickness = inGBuffer2.y;

}
else if (supportsSpecular && bsdfData.materialId == MATERIALID_LIT_SPECULAR)
{
bsdfData.diffuseColor = baseColor;
bsdfData.fresnel0 = inGBuffer2.rgb;
}
bakeDiffuseLighting = inGBuffer3.rgb;

#endif
int materialId = UnpackMaterialId(inGBuffer1.a);
float anisotropy = inGBuffer2.b;
featureFlags |= (anisotropy > 0) ? MATERIALFEATUREFLAGS_LIT_ANISO : MATERIALFEATUREFLAGS_LIT_STANDARD;
float metallic;
int specular;
UnpackFloatInt8bit(inGBuffer2.a, 4.0, metallic, specular);
float anisotropy = inGBuffer2.b;
if (specular == SPECULARVALUE_SPECULAR_COLOR)
{
featureFlags |= MATERIALFEATUREFLAGS_LIT_SPECULAR;
}
else if (anisotropy > 0.0)
{
featureFlags |= MATERIALFEATUREFLAGS_LIT_ANISO;
}
else
{
featureFlags |= MATERIALFEATUREFLAGS_LIT_STANDARD;
}
else if (materialId == MATERIALID_LIT_SPECULAR)
{
featureFlags |= MATERIALFEATUREFLAGS_LIT_SPECULAR;
}
return featureFlags;
}

7
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader


[HideInInspector] _UVMappingMask("_UVMappingMask", Color) = (1, 0, 0, 0)
[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0
[Enum(Subsurface Scattering, 0, Standard, 1, Specular Color, 2)] _MaterialID("MaterialId", Int) = 1 // MaterialId.RegularLighting
// Note: 2 and 3 are currently unused
[Enum(Subsurface Scattering, 0, Standard, 1, Anisotropy, 4, Specular Color, 5)] _MaterialID("MaterialId", Int) = 1 // MaterialId.RegularLighting
[ToggleOff] _EnablePerPixelDisplacement("Enable per pixel displacement", Float) = 0.0
_PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5

#pragma shader_feature _THICKNESSMAP
#pragma shader_feature _SPECULARCOLORMAP
#pragma shader_feature _VERTEX_WIND
// MaterialId are used as shader feature to allow compiler to optimize properly
// Note _MATID_STANDARD is not define as there is always the default case "_". We assign default as _MATID_STANDARD, so we never test _MATID_STANDARD
#pragma shader_feature _ _MATID_SSS _MATID_ANISO _MATID_SPECULAR
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED

19
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)
// TODO: In order to let the compiler optimize in case of forward rendering this need to be a variant (shader feature) and not a parameter!
surfaceData.materialId = _MaterialID;
// Having individual shader features for each materialID like this allow the compiler to optimize
#ifdef _MATID_SSS
surfaceData.materialId = MATERIALID_LIT_SSS;
#elif defined(_MATID_ANISO)
surfaceData.materialId = MATERIALID_LIT_ANISO;
#elif defined(_MATID_SPECULAR)
surfaceData.materialId = MATERIALID_LIT_SPECULAR;
#else // Default
surfaceData.materialId = MATERIALID_LIT_STANDARD;
#endif
#ifdef _TANGENTMAP
#ifdef _NORMALMAP_TANGENT_SPACE_IDX // Normal and tangent use same space

#endif
surfaceData.anisotropy *= ADD_IDX(_Anisotropy);
surfaceData.specular = 0.04;
#ifdef _MATID_SPECULAR
// To save 1bit space in GBuffer we don't store specular as materialID but in the enum of the specular value
surfaceData.specular = SPECULARVALUE_SPECULAR_COLOR;
#else
surfaceData.specular = SPECULARVALUE_REGULAR;
#endif
surfaceData.subsurfaceProfile = _SubsurfaceProfile;
surfaceData.subsurfaceRadius = _SubsurfaceRadius;

1
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl


float _Anisotropy;
int _MaterialID;
int _SubsurfaceProfile;
float _SubsurfaceRadius;
float _Thickness;

7
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader


[HideInInspector] _UVMappingMask("_UVMappingMask", Color) = (1, 0, 0, 0)
[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0
[Enum(Subsurface Scattering, 0, Standard, 1, Specular Color, 2)] _MaterialID("MaterialId", Int) = 1 // MaterialId.LitStandard
// Note: 2 and 3 are currently unused
[Enum(Subsurface Scattering, 0, Standard, 1, Anisotropy, 4, Specular Color, 5)] _MaterialID("MaterialId", Int) = 1 // MaterialId.RegularLighting
[ToggleOff] _EnablePerPixelDisplacement("Enable per pixel displacement", Float) = 0.0
_PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5

#pragma shader_feature _THICKNESSMAP
#pragma shader_feature _SPECULARCOLORMAP
#pragma shader_feature _VERTEX_WIND
// MaterialId are used as shader feature to allow compiler to optimize properly
// Note _MATID_STANDARD is not define as there is always the default case "_". We assign default as _MATID_STANDARD, so we never test _MATID_STANDARD
#pragma shader_feature _ _MATID_SSS _MATID_ANISO _MATID_SPECULAR
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED

8
Assets/ScriptableRenderPipeline/ShaderLibrary/Packing.hlsl


float t2 = (precision / maxi) / precisionMinusOne;
// extract integer part
i = int(val / t2);
i = int((val / t2) + rcp(precisionMinusOne)); // + rcp(precisionMinusOne) to deal with precision issue (can't use round() as val contain the floating number
f = (-t2 * float(i) + val) / t1;
f = saturate((-t2 * float(i) + val) / t1); // Saturate in case of precision issue
return PackFloatInt(f, i, maxi, 255.0);
return PackFloatInt(f, i, maxi, 256.0);
UnpackFloatInt(val, maxi, 255.0, f, i);
UnpackFloatInt(val, maxi, 256.0, f, i);
}
float PackFloatInt10bit(float f, int i, float maxi)

4
Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/DragonNormalOS.mat


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m_Name: DragonNormalOS
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
m_ShaderKeywords: _ALPHACUTOFFENABLE_OFF _DEPTHOFFSETENABLE_OFF _DISTORTIONDEPTHTEST_OFF
_DISTORTIONENABLE_OFF _DISTORTIONONLY_OFF _DOUBLESIDEDENABLE_OFF _ENABLEPERPIXELDISPLACEMENT_OFF
_ENABLEWIND_OFF _NORMALMAP
m_ShaderKeywords: _NORMALMAP
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0

4
Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/DragonNormalTS.mat


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m_Name: DragonNormalTS
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_DISTORTIONENABLE_OFF _DISTORTIONONLY_OFF _DOUBLESIDEDENABLE_OFF _ENABLEPERPIXELDISPLACEMENT_OFF
_ENABLEWIND_OFF _NORMALMAP _NORMALMAP_TANGENT_SPACE
m_ShaderKeywords: _NORMALMAP _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0

15
Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/DragonStatue.mat


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m_Name: DragonStatue
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
m_ShaderKeywords: _ALPHACUTOFFENABLE_OFF _DEPTHOFFSETENABLE_OFF _DETAIL_MAP_WITH_NORMAL
_DISTORTIONDEPTHTEST_OFF _DISTORTIONENABLE_OFF _DISTORTIONONLY_OFF _EMISSION _ENABLEPERPIXELDISPLACEMENT_OFF
_HEIGHTMAP _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE _TESSELLATION_DISPLACEMENT
_TESSELLATION_OBJECT_SCALE
m_ShaderKeywords: _HEIGHTMAP _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
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disabledShaderPasses:

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m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
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8
Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/DragonStatueSpecular.mat


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_HEIGHTMAP _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE _SPECULARCOLORMAP _TESSELLATION_DISPLACEMENT
_TESSELLATION_OBJECT_SCALE
m_ShaderKeywords: _HEIGHTMAP _MASKMAP _MATID_SPECULAR _NORMALMAP _NORMALMAP_TANGENT_SPACE
_SPECULARCOLORMAP
m_LightmapFlags: 1
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0

- _HeightCenter: 0
- _HorizonFade: 1
- _InitialBend: 1
- _MaterialID: 2
- _MaterialID: 5
- _Metallic: 0
- _Mode: 0
- _NormalDetailMul: 0.347

10
Assets/TestScenes/HDTest/GraphicTest/Common/Material/Lit_Blue.mat


m_ShaderKeywords: _NORMALMAP_TANGENT_SPACE
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disabledShaderPasses:

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m_Offset: {x: 0, y: 0}
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m_Offset: {x: 0, y: 0}
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m_Scale: {x: 1, y: 1}

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

- _DoubleSidedEnable: 0
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- _DoubleSidedMode: 0
- _DoubleSidedNormalMode: 1
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10
Assets/TestScenes/HDTest/GraphicTest/Common/Material/Lit_Green.mat


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m_DoubleSidedGI: 0
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disabledShaderPasses:

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m_Offset: {x: 0, y: 0}
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m_Scale: {x: 1, y: 1}

m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}

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10
Assets/TestScenes/HDTest/GraphicTest/Common/Material/Lit_Red.mat


m_ShaderKeywords: _NORMALMAP_TANGENT_SPACE _SPECULAROCCLUSIONMAP
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m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses:

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

- _DoubleSidedEnable: 0
- _DoubleSidedMirrorEnable: 1
- _DoubleSidedMode: 0
- _DoubleSidedNormalMode: 1
- _Drag: 1
- _DstBlend: 0
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10
Assets/TestScenes/HDTest/GraphicTest/Common/Material/Lit_White.mat


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disabledShaderPasses:

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m_Scale: {x: 1, y: 1}

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10
Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_0.mat


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10
Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_1.mat


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10
Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_2.mat


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disabledShaderPasses:

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m_Offset: {x: 0, y: 0}
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m_Scale: {x: 1, y: 1}

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

- _DoubleSidedEnable: 0
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10
Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_3.mat


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disabledShaderPasses:

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m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
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m_Scale: {x: 1, y: 1}

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m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
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m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
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m_Scale: {x: 1, y: 1}

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- _DoubleSidedMode: 0
- _DoubleSidedNormalMode: 1
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- _DstBlend: 0
- _EmissiveColorMode: 1

10
Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_4.mat


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m_DoubleSidedGI: 0
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disabledShaderPasses:

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

- _DoubleSidedEnable: 0
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- _DoubleSidedNormalMode: 1
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10
Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_5.mat


m_ShaderKeywords: _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 1
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses:

m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _NormalMapOS:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _OcclusionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}

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

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- _DoubleSidedMode: 0
- _DoubleSidedNormalMode: 1
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10
Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_6.mat


m_ShaderKeywords: _NORMALMAP_TANGENT_SPACE
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disabledShaderPasses:

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

m_Texture: {fileID: 0}
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m_Offset: {x: 0, y: 0}
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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_smoothdielectric0_0.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/Parallax Occlusion Mapping/Material/POM - Wood.mat


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Assets/TestScenes/HDTest/GraphicTest/SSS/Materials/SSSHead.mat


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


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


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Assets/TestScenes/HDTest/GraphicTest/Triplanar/Material/Wood triplanar.mat


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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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12
Assets/TestScenes/HDTest/GraphicTest/Two Sided/Material/GroundLeaf_DoubleSidedFlipSSS.mat


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


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1
Assets/TestScenes/HDTest/GraphicTest/Unlit/Material/TestUnlit Mask.mat


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1
Assets/TestScenes/HDTest/GraphicTest/Unlit/Material/TestUnlit Transparent.mat


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1
Assets/TestScenes/HDTest/GraphicTest/Unlit/Material/TestUnlit.mat


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10
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_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_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_s00.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a06_s01.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a06_s02.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a06_s03.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a06_s04.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a06_s05.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a06_s06.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a06_s07.mat


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


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