runes 8 年前
当前提交
2ce17b6c
共有 337 个文件被更改,包括 3223 次插入1843 次删除
  1. 2
      Assets/Editor/Tests/RenderloopTests/RenderPipelineTestFixture.cs
  2. 31
      Assets/TestScenes/HDTest/GraphicTest/LayeredTessellation/Layer-2-woord-rock.mat
  3. 22
      Assets/TestScenes/HDTest/GraphicTest/Tessellation/Material/Tessellation - Rock.mat
  4. 914
      Assets/TestScenes/HDTest/LayeredLitTest.unity
  5. 44
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_BlendColor.mat
  6. 75
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_BlendMask.mat
  7. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_BlendMask.mat.meta
  8. 75
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_HeightBased.mat
  9. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_HeightBased.mat.meta
  10. 69
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_Planar.mat
  11. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_Planar.mat.meta
  12. 70
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_Triplanar.mat
  13. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_Triplanar.mat.meta
  14. 67
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_UV0.mat
  15. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_UV0.mat.meta
  16. 53
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_UV1.mat
  17. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_UV1.mat.meta
  18. 51
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_UV2.mat
  19. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_UV2.mat.meta
  20. 55
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_UV3.mat
  21. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_UV3.mat.meta
  22. 85
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_Planar.mat
  23. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_Planar.mat.meta
  24. 81
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_Triplanar.mat
  25. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_Triplanar.mat.meta
  26. 80
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_UV0.mat
  27. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_UV0.mat.meta
  28. 80
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_UV1.mat
  29. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_UV1.mat.meta
  30. 80
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_UV2.mat
  31. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_UV2.mat.meta
  32. 80
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_UV3.mat
  33. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_UV3.mat.meta
  34. 88
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_Planar.mat
  35. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_Planar.mat.meta
  36. 83
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_Triplanar.mat
  37. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_Triplanar.mat.meta
  38. 86
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_UV0.mat
  39. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_UV0.mat.meta
  40. 86
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_UV1.mat
  41. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_UV1.mat.meta
  42. 83
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_UV2.mat
  43. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_UV2.mat.meta
  44. 83
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_UV3.mat
  45. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_UV3.mat.meta
  46. 90
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_Planar.mat
  47. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_Planar.mat.meta
  48. 85
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_Triplanar.mat
  49. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_Triplanar.mat.meta
  50. 88
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_UV0.mat
  51. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_UV0.mat.meta
  52. 88
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_UV1.mat
  53. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_UV1.mat.meta
  54. 85
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_UV2.mat
  55. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_UV2.mat.meta
  56. 85
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_UV3.mat
  57. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_UV3.mat.meta
  58. 19
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Lit_Sand01_2x2.mat
  59. 353
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/test.mat
  60. 8
      Assets/ScriptableRenderPipeline/fptl/FPTLRenderPipeline.asset
  61. 6
      Assets/ScriptableRenderPipeline/fptl/lightlistbuild.compute
  62. 12
      Assets/ScriptableRenderPipeline/fptl/lightlistbuild-clustered.compute
  63. 4
      Assets/ScriptableRenderPipeline/fptl/lightlistbuild-bigtile.compute
  64. 6
      Assets/ScriptableRenderPipeline/fptl/TiledLightingUtils.hlsl
  65. 2
      Assets/ScriptableRenderPipeline/fptl/LightDefinitions.cs.hlsl
  66. 126
      Assets/ScriptableRenderPipeline/fptl/LightBoundsDebug.shader
  67. 280
      Assets/ScriptableRenderPipeline/fptl/Internal-DeferredShading.shader
  68. 2
      Assets/ScriptableRenderPipeline/fptl/Internal-DeferredReflections.shader
  69. 6
      Assets/ScriptableRenderPipeline/fptl/FptlLighting.cs
  70. 14
      Assets/ScriptableRenderPipeline/ShaderLibrary/CommonMaterial.hlsl
  71. 29
      Assets/ScriptableRenderPipeline/ShaderLibrary/Common.hlsl
  72. 6
      Assets/ScriptableRenderPipeline/RenderPasses/ShadowRenderPass.cs
  73. 46
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Utilities.cs
  74. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs.hlsl
  75. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/GGXConvolve.shader
  76. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/ComputeGgxIblSampleData.compute
  77. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/BuildProbabilityTables.compute
  78. 6
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/SkyProcedural.shader
  79. 6
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader
  80. 11
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderVariables.hlsl
  81. 19
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/VertMesh.hlsl
  82. 90
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/VaryingMesh.hlsl
  83. 20
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/TessellationShare.hlsl
  84. 6
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl
  85. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassDebugViewMaterial.hlsl
  86. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl
  87. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/FragInputs.hlsl
  88. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderConfig.cs.hlsl
  89. 60
      Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SubsurfaceScatteringParameters.cs
  90. 6
      Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Editor/CommonSettingsEditor.cs
  91. 35
      Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/CommonSettings.cs
  92. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/PostProcess/Resources/LutGen.shader
  93. 118
      Assets/ScriptableRenderPipeline/HDRenderPipeline/PostProcess/Resources/FinalPass.shader
  94. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/PostProcess/Resources/EyeHistogram.compute
  95. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/PostProcess/Resources/EyeAdaptation.shader
  96. 446
      Assets/ScriptableRenderPipeline/HDRenderPipeline/PostProcess/PostProcessing.cs
  97. 202
      Assets/ScriptableRenderPipeline/HDRenderPipeline/PostProcess/Editor/PostProcessingEditor.cs
  98. 12
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader
  99. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.cs.hlsl
  100. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/UnlitUI.cs

2
Assets/Editor/Tests/RenderloopTests/RenderPipelineTestFixture.cs


{
protected override IRenderPipeline InternalCreatePipeline()
{
return new BasicRenderLoopInstance();
return new BasicRenderPipelineInstance();
}
}

31
Assets/TestScenes/HDTest/GraphicTest/LayeredTessellation/Layer-2-woord-rock.mat


m_Shader: {fileID: 4800000, guid: eab0538d9d5746246806a9611c04ac4d, type: 3}
m_ShaderKeywords: _ALPHACUTOFFENABLE_OFF _DEPTHOFFSETENABLE_OFF _DETAIL_MAP_WITH_NORMAL
_DISTORTIONDEPTHTEST_OFF _DISTORTIONENABLE_OFF _DISTORTIONONLY_OFF _ENABLEPERPIXELDISPLACEMENT_OFF
_HEIGHTMAP _LAYERMASKVERTEXCOLOR_OFF _NORMALMAP _NORMALMAP_TANGENT_SPACE _TESSELLATIONOBJECTSCALE_OFF
_TESSELLATION_DISPLACEMENT _USEHEIGHTBASEDBLENDV2_OFF _USEHEIGHTBASEDBLEND_OFF
_HEIGHTMAP _HEIGHTMAP0 _HEIGHTMAP1 _LAYERMASKVERTEXCOLOR_OFF _NORMALMAP _NORMALMAP_TANGENT_SPACE
_OBJECTSCALEAFFECTTILE_OFF _TESSELLATIONOBJECTSCALE_OFF _TESSELLATION_DISPLACEMENT
_USEDENSITYMODE_OFF _USEHEIGHTBASEDBLENDV2_OFF _USEHEIGHTBASEDBLEND_OFF _USEMAINLAYERINFLUENCE_OFF
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_CustomRenderQueue: -1

- _HeightCenter1: 0.5
- _HeightCenter2: 0
- _HeightCenter3: 0
- _HeightCenterOffset0: 0
- _HeightFactor0: 1
- _HeightFactor1: 1
- _HeightFactor2: 1
- _HeightFactor3: 1

- _HorizonFade: 1
- _InheritBaseColor1: 0
- _InheritBaseColor2: 0
- _InheritBaseColor3: 0

- _InheritBaseNormal1: 0
- _InheritBaseNormal2: 0
- _InheritBaseNormal3: 0
- _LayerCenterOffset0: 0.5
- _LayerCenterOffset1: 0.5
- _LayerCenterOffset2: 0
- _LayerCenterOffset3: 0
- _LayerHeightAmplitude0: 0.8
- _LayerHeightAmplitude1: 1.27
- _LayerHeightAmplitude2: 1
- _LayerHeightAmplitude3: 1
- _LayerTiling0: 1
- _LayerTiling1: 1
- _LayerTiling2: 1
- _LayerTiling3: 1
- _LayerTilingBlendMask: 1
- _MinimumOpacity0: 1
- _MinimumOpacity1: 1
- _MinimumOpacity2: 1
- _MinimumOpacity3: 1

- _NormalScale1: 1
- _NormalScale2: 1
- _NormalScale3: 1
- _ObjectScaleAffectTile: 0
- _OpacityAsDensity0: 0
- _PPDLodThreshold: 5
- _PPDMaxSamples: 15
- _PPDMinSamples: 5
- _Parallax: 0.02

- _TexWorldScale1: 1
- _TexWorldScale2: 1
- _TexWorldScale3: 1
- _TexWorldScaleBlendMask: 1
- _UVBlendMask: 0
- _UVDetail0: 0
- _UVDetail1: 0
- _UVDetail2: 0

- _UVMappingPlanar2: 0
- _UVMappingPlanar3: 0
- _UVMappingPlanarBlendMask: 0
- _UseDensityMode: 0
- _UseMainLayerInfluence: 0
- _VertexColorMode: 0
- _ZTestMode: 8
- _ZWrite: 1
m_Colors:

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


m_Name: Tessellation - Rock
m_Shader: {fileID: 4800000, guid: 756bac9090102564582875f4c7e30202, type: 3}
m_ShaderKeywords: _ALPHACUTOFFENABLE_OFF _DEPTHOFFSETENABLE_OFF _DETAIL_MAP_WITH_NORMAL
_DISTORTIONDEPTHTEST_OFF _DISTORTIONENABLE_OFF _DISTORTIONONLY_OFF _ENABLEPERPIXELDISPLACEMENT_OFF
_HEIGHTMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE _TESSELLATIONOBJECTSCALE_OFF _TESSELLATION_DISPLACEMENT
_DISTORTIONDEPTHTEST_OFF _DISTORTIONENABLE_OFF _DISTORTIONONLY_OFF _EMISSIVE_COLOR
_ENABLEPERPIXELDISPLACEMENT_OFF _HEIGHTMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE
_TESSELLATIONOBJECTSCALE_OFF _TESSELLATION_DISPLACEMENT
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_CustomRenderQueue: -1

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

- _DistortionOnly: 0
- _DoubleSidedMode: 0
- _DstBlend: 0
- _EmissiveColorMode: 1
- _EmissiveColorMode: 0
- _EmissiveIntensity: 0
- _EnablePerPixelDisplacement: 0
- _GlossMapScale: 1

- _HeightCenter: 0.5
- _HorizonFade: 1
- _MaterialID: 0
- _MaterialId: 0
- _Metallic: 0
- _Mode: 0

- _PPDLodThreshold: 5
- _PPDMaxSamples: 15
- _PPDMinSamples: 5
- _Parallax: 0.02

- _SrcBlend: 1
- _StencilRef: 0
- _SubsurfaceProfile: 0
- _SubsurfaceRadius: 1
- _SurfaceType: 0
- _TessellationBackFaceCullEpsilon: -0.25
- _TessellationFactor: 10

- _TessellationObjectScale: 0
- _TessellationShapeFactor: 0.75
- _TexWorldScale: 1
- _Thickness: 0.5
- _UVBase: 0
- _UVDetail: 0
- _UVMappingPlanar: 0

914
Assets/TestScenes/HDTest/LayeredLitTest.unity
文件差异内容过多而无法显示
查看文件

44
Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_BlendColor.mat


_DISTORTIONONLY_OFF _EMISSION _EMISSIVE_COLOR _LAYEREDLIT_4_LAYER _LAYEREDLIT_4_LAYERS
_LAYERMASKMAP _LAYER_MAPPING_PLANAR0 _LAYER_MAPPING_PLANAR_0 _LAYER_MAPPING_PLANAR_1
_LAYER_MAPPING_PLANAR_2 _LAYER_MAPPING_PLANAR_3 _LAYER_MASK_VERTEX_COLOR _LAYER_MASK_VERTEX_COLOR_MUL
_NORMALMAP_TANGENT_SPACE
_NORMALMAP_TANGENT_SPACE _NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2
_NORMALMAP_TANGENT_SPACE3
m_LightmapFlags: 1
m_EnableInstancingVariants: 0
m_CustomRenderQueue: -1

- _GlossMapScale: 1
- _Glossiness: 0.5
- _GlossyReflections: 1
- _HeightAmplitude0: 1
- _HeightAmplitude1: 1
- _HeightAmplitude2: 1
- _HeightAmplitude3: 1
- _HeightAmplitude0: 0.01
- _HeightAmplitude1: 0.01
- _HeightAmplitude2: 0.01
- _HeightAmplitude3: 0.01
- _HeightCenter0: 0
- _HeightCenter1: 0
- _HeightCenter2: 0
- _HeightCenter3: 0
- _HeightCenter0: 0.5
- _HeightCenter1: 0.5
- _HeightCenter2: 0.5
- _HeightCenter3: 0.5
- _HeightCenterOffset0: 0
- _HeightFactor0: 1
- _HeightFactor1: 1
- _HeightFactor2: 1
- _HeightFactor3: 1

- _HeightScale1: 1
- _HeightScale2: 1
- _HeightScale3: 1
- _HorizonFade: 1
- _InheritBaseColor1: 0
- _InheritBaseColor2: 0
- _InheritBaseColor3: 0

- _InheritBaseNormal1: 0
- _InheritBaseNormal2: 0
- _InheritBaseNormal3: 0
- _LayerCenterOffset0: 0.5
- _LayerCenterOffset1: 0.5
- _LayerCenterOffset2: 0.5
- _LayerCenterOffset3: 0.5
- _LayerHeightAmplitude0: 0.01
- _LayerHeightAmplitude1: 0.01
- _LayerHeightAmplitude2: 0.01
- _LayerHeightAmplitude3: 0.01
- _LayerMapping0: 2
- _LayerMapping1: 2
- _LayerMapping2: 2

- _LayerTiling1: 10
- _LayerTiling2: 1
- _LayerTiling3: 1
- _LayerTilingBlendMask: 1
- _MaterialId: 0
- _Metalic: 0
- _Metalic0: 0

- _Metallic1: 0
- _Metallic2: 0
- _Metallic3: 0
- _MinimumOpacity0: 1
- _NormalMapSpace0: 0
- _NormalMapSpace1: 0
- _NormalMapSpace2: 0
- _NormalMapSpace3: 0
- _ObjectScaleAffectTile: 0
- _OpacityAsDensity0: 0
- _PPDLodThreshold: 5
- _PPDMaxSamples: 15
- _PPDMinSamples: 5
- _Parallax: 0.02

- _TexWorldScale1: 1
- _TexWorldScale2: 1
- _TexWorldScale3: 1
- _TexWorldScaleBlendMask: 1
- _UVBlendMask: 0
- _UVDetail: 0
- _UVDetail0: 0
- _UVDetail1: 0

- _UVMappingPlanar1: 0
- _UVMappingPlanar2: 0
- _UVMappingPlanar3: 0
- _UVMappingPlanarBlendMask: 0
- _UseDensityMode: 0
- _UseMainLayerInfluence: 0
- _VertexColorHeightFactor: 1
- _VertexColorMode: 1
- _ZTestMode: 8

75
Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_BlendMask.mat


_DISTORTIONONLY_OFF _EMISSION _EMISSIVE_COLOR _LAYEREDLIT_4_LAYER _LAYEREDLIT_4_LAYERS
_LAYERMASKMAP _LAYERMASKVERTEXCOLOR_OFF _LAYER_MAPPING_PLANAR0 _LAYER_MAPPING_PLANAR_0
_LAYER_MAPPING_PLANAR_1 _LAYER_MAPPING_PLANAR_2 _LAYER_MAPPING_PLANAR_3 _NORMALMAP_TANGENT_SPACE
_REQUIRE_UV3
_NORMALMAP_TANGENT_SPACE0 _NORMALMAP_TANGENT_SPACE1 _NORMALMAP_TANGENT_SPACE2
_NORMALMAP_TANGENT_SPACE3
m_EnableInstancingVariants: 0
disabledShaderPasses: []
disabledShaderPasses:
- DistortionVectors
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:

- _BlendSize1: 0
- _BlendSize2: 0
- _BlendSize3: 0
- _BlendUsingHeight1: 0
- _BlendUsingHeight2: 0
- _BlendUsingHeight3: 0
- _BumpScale: 1
- _CullMode: 2
- _Cutoff: 0.5

- _EmissiveIntensity1: 0
- _EmissiveIntensity2: 0
- _EmissiveIntensity3: 0
- _EnablePerPixelDisplacement: 0
- _HeightAmplitude0: 0.01
- _HeightAmplitude1: 0.01
- _HeightAmplitude2: 0.01
- _HeightAmplitude3: 0.01
- _HeightCenter0: 0.5
- _HeightCenter1: 0.5
- _HeightCenter2: 0.5
- _HeightCenter3: 0.5
- _HeightCenterOffset0: 0
- _HeightCenterOffset1: 0
- _HeightCenterOffset2: 0
- _HeightCenterOffset3: 0
- _HeightFactor0: 1
- _HeightFactor1: 1
- _HeightFactor2: 1
- _HeightFactor3: 1

- _HeightScale1: 1
- _HeightScale2: 1
- _HeightScale3: 1
- _HorizonFade: 1
- _InheritBaseColor1: 0
- _InheritBaseColor2: 0
- _InheritBaseColor3: 0
- _InheritBaseColorThreshold1: 1
- _InheritBaseColorThreshold2: 1
- _InheritBaseColorThreshold3: 1
- _InheritBaseHeight1: 0
- _InheritBaseHeight2: 0
- _InheritBaseHeight3: 0
- _InheritBaseNormal1: 0
- _InheritBaseNormal2: 0
- _InheritBaseNormal3: 0
- _LayerCenterOffset0: 0.5
- _LayerCenterOffset1: 0.5
- _LayerCenterOffset2: 0.5
- _LayerCenterOffset3: 0.5
- _LayerHeightAmplitude0: 0.01
- _LayerHeightAmplitude1: 0.01
- _LayerHeightAmplitude2: 0.01
- _LayerHeightAmplitude3: 0.01
- _LayerMapping0: 2
- _LayerMapping1: 2
- _LayerMapping2: 2

- _LayerSize1: 4
- _LayerSize2: 2
- _LayerSize3: 2
- _LayerTiling0: 10
- _LayerTiling0: 2
- _LayerTilingBlendMask: 1
- _MaterialId: 0
- _Metalic: 0
- _Metalic0: 0

- _Metallic1: 0
- _Metallic2: 0
- _Metallic3: 0
- _MinimumOpacity0: 1
- _MinimumOpacity1: 1
- _MinimumOpacity2: 1
- _MinimumOpacity3: 1
- _NormalMapSpace0: 0
- _NormalMapSpace1: 0
- _NormalMapSpace2: 0
- _NormalMapSpace3: 0
- _NormalScale0: 1
- _NormalScale1: 1
- _NormalScale2: 1
- _NormalScale3: 1
- _ObjectScaleAffectTile: 0
- _OpacityAsDensity0: 0
- _OpacityAsDensity1: 0
- _OpacityAsDensity2: 0
- _OpacityAsDensity3: 0
- _PPDLodThreshold: 5
- _PPDMaxSamples: 15
- _PPDMinSamples: 5
- _Parallax: 0.02
- _Smoothness: 0.5
- _Smoothness0: 0.5

- _TexWorldScale1: 1
- _TexWorldScale2: 1
- _TexWorldScale3: 1
- _TexWorldScaleBlendMask: 1
- _UVBlendMask: 0
- _UVDetail: 0
- _UVDetail0: 0
- _UVDetail1: 0

- _UVMappingPlanar1: 0
- _UVMappingPlanar2: 0
- _UVMappingPlanar3: 0
- _UVMappingPlanarBlendMask: 0
- _UseDensityMode: 0
- _UseHeightBasedBlend: 0
- _UseMainLayerInfluence: 0
- _VertexColorMode: 0
- _ZTestMode: 8
- _ZWrite: 1
m_Colors:

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Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_BlendMask.mat.meta


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6
Assets/ScriptableRenderPipeline/fptl/lightlistbuild.compute


StructuredBuffer<SFiniteLightBound> g_data : register( t3 );
#ifdef USE_TWO_PASS_TILED_LIGHTING
Buffer<uint> g_vBigTileLightList : register( t4 );
StructuredBuffer<uint> g_vBigTileLightList : register( t4 ); // don't support Buffer yet in unity
RWBuffer<uint> g_vLightList : register( u0 );
RWStructuredBuffer<uint> g_vLightList : register( u0 ); // don't support RWBuffer yet in unity
#define MAX_NR_COARSE_ENTRIES 64

#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS
int SphericalIntersectionTests(uint threadID, int iNrCoarseLights, float2 screenCoordinate)
{
lightOffsSph = 0;
if(threadID==0) lightOffsSph = 0;
// make a copy of coarseList in prunedList.
for(int l=threadID; l<iNrCoarseLights; l+=NR_THREADS)

12
Assets/ScriptableRenderPipeline/fptl/lightlistbuild-clustered.compute


StructuredBuffer<SFiniteLightBound> g_data : register( t3 );
#ifdef USE_TWO_PASS_TILED_LIGHTING
Buffer<uint> g_vBigTileLightList : register( t4 );
StructuredBuffer<uint> g_vBigTileLightList : register( t4 ); // don't support Buffer yet in unity
#endif

RWBuffer<uint> g_vLayeredLightList : register( u0 );
RWBuffer<uint> g_LayeredOffset : register( u1 );
RWBuffer<uint> g_LayeredSingleIdxBuffer : register( u2 );
RWStructuredBuffer<uint> g_vLayeredLightList : register( u0 ); // don't support RWBuffer yet in unity
RWStructuredBuffer<uint> g_LayeredOffset : register( u1 ); // don't support RWBuffer yet in unity
RWStructuredBuffer<uint> g_LayeredSingleIdxBuffer : register( u2 ); // don't support RWBuffer yet in unity
RWBuffer<float> g_logBaseBuffer : register( u3 );
RWStructuredBuffer<float> g_logBaseBuffer : register( u3 ); // don't support RWBuffer yet in unity
#endif

}
#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE
g_logBaseBuffer[tileIDX.y*nrTilesX + tileIDX.x] = suggestedBase;
if(threadID==0) g_logBaseBuffer[tileIDX.y*nrTilesX + tileIDX.x] = suggestedBase;
#endif
}

4
Assets/ScriptableRenderPipeline/fptl/lightlistbuild-bigtile.compute


#define NR_THREADS 64
// output buffer
RWBuffer<uint> g_vLightList : register( u0 );
RWStructuredBuffer<uint> g_vLightList : register( u0 ); // don't support RWBuffer yet in unity
// 2kB (room for roughly 30 wavefronts)

// sort lights
SORTLIST(lightsListLDS, iNrCoarseLights, MAX_NR_BIGTILE_LIGHTS_PLUSONE, t, NR_THREADS);
lightOffs = 0;
if(t==0) lightOffs = 0;
GroupMemoryBarrierWithGroupSync();
for(int i=t; i<iNrCoarseLights; i+=NR_THREADS) if(lightsListLDS[i]<g_iNrVisibLights) InterlockedAdd(lightOffs, 1);
GroupMemoryBarrierWithGroupSync();

6
Assets/ScriptableRenderPipeline/fptl/TiledLightingUtils.hlsl


StructuredBuffer<SFiniteLightData> g_vLightData;
Buffer<uint> g_vLightListGlobal;
StructuredBuffer<uint> g_vLightListGlobal; // don't support Buffer yet in unity
void GetCountAndStartOpaque(out uint uStart, out uint uNrLights, uint2 tileIDX, int nrTilesX, int nrTilesY, float linDepth, uint model)

#include "ClusteredUtils.h"
Buffer<uint> g_vLayeredOffsetsBuffer;
Buffer<float> g_logBaseBuffer;
StructuredBuffer<uint> g_vLayeredOffsetsBuffer; // don't support Buffer yet in unity
StructuredBuffer<float> g_logBaseBuffer; // don't support Buffer yet in unity
void GetCountAndStart(out uint uStart, out uint uNrLights, uint2 tileIDX, int nrTilesX, int nrTilesY, float linDepth, uint model)

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


//
// This file was automatically generated from Assets/ScriptableRenderLoop/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

126
Assets/ScriptableRenderPipeline/fptl/LightBoundsDebug.shader


// Final compositing pass, just does gamma conversion for now.
Shader "Hidden/LightBoundsDebug"
{
Properties { }
SubShader {
Pass {
ZTest Always
Cull Off
ZWrite Off
Blend SrcAlpha One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 4.5
#include "UnityCG.cginc"
#include "LightDefinitions.cs.hlsl"
StructuredBuffer<SFiniteLightBound> g_data : register(t0);
float4 vert(uint globalIndex : SV_VertexID) : SV_POSITION
{
uint lightIndex = globalIndex / 36;
uint localIndex = globalIndex - lightIndex * 36;
uint faceIndex = localIndex / 6;
uint vertexIndex = localIndex - faceIndex * 6;
int remapTrisToQuad[6] = { 0,1,2,2,3,0 }; // Remap tri indices to quad indices: 012345->012230
vertexIndex = remapTrisToQuad[vertexIndex];
uint faces[6][4] = {
{0, 2, 6, 4}, //-x
{1, 5, 7, 3}, //+x
{0, 4, 5, 1}, //-y
{2, 3, 7, 6}, //+y
{0, 1, 3, 2}, //-z
{4, 6, 7, 5}, //+z
};
SFiniteLightBound lightData = g_data[lightIndex];
uint coordIndex = faces[faceIndex][vertexIndex];
float3 coord = float3((coordIndex & 1) ? 1.0f : -1.0f, (coordIndex & 2) ? 1.0f : -1.0f, (coordIndex & 4) ? 1.0f : -1.0f);
coord.xy *= (coordIndex >= 4) ? lightData.scaleXY : float2(1, 1);
float3 viewPos = lightData.center + coord.x * lightData.boxAxisX.xyz + coord.y * lightData.boxAxisY.xyz + coord.z * -lightData.boxAxisZ.xyz;
#if USE_LEFTHAND_CAMERASPACE
// not completely sure why this is necessary since the old stuff pretends camera coordinate system is also left-hand.
// see: Camera::CalculateMatrixShaderProps()
viewPos.z = -viewPos.z;
#endif
return UnityViewToClipPos(viewPos);
}
fixed4 frag() : SV_Target
{
return float4(1.0f, 0.5f, 0.3f, 0.1f);
}
ENDCG
}
}
Fallback Off
}
// Final compositing pass, just does gamma conversion for now.
Shader "Hidden/LightBoundsDebug"
{
Properties { }
SubShader {
Pass {
ZTest Always
Cull Off
ZWrite Off
Blend SrcAlpha One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 4.5
#include "UnityCG.cginc"
#include "LightDefinitions.cs.hlsl"
StructuredBuffer<SFiniteLightBound> g_data : register(t0);
float4 vert(uint globalIndex : SV_VertexID) : SV_POSITION
{
uint lightIndex = globalIndex / 36;
uint localIndex = globalIndex - lightIndex * 36;
uint faceIndex = localIndex / 6;
uint vertexIndex = localIndex - faceIndex * 6;
int remapTrisToQuad[6] = { 0,1,2,2,3,0 }; // Remap tri indices to quad indices: 012345->012230
vertexIndex = remapTrisToQuad[vertexIndex];
uint faces[6][4] = {
{0, 2, 6, 4}, //-x
{1, 5, 7, 3}, //+x
{0, 4, 5, 1}, //-y
{2, 3, 7, 6}, //+y
{0, 1, 3, 2}, //-z
{4, 6, 7, 5}, //+z
};
SFiniteLightBound lightData = g_data[lightIndex];
uint coordIndex = faces[faceIndex][vertexIndex];
float3 coord = float3((coordIndex & 1) ? 1.0f : -1.0f, (coordIndex & 2) ? 1.0f : -1.0f, (coordIndex & 4) ? 1.0f : -1.0f);
coord.xy *= (coordIndex >= 4) ? lightData.scaleXY : float2(1, 1);
float3 viewPos = lightData.center + coord.x * lightData.boxAxisX.xyz + coord.y * lightData.boxAxisY.xyz + coord.z * -lightData.boxAxisZ.xyz;
#if USE_LEFTHAND_CAMERASPACE
// not completely sure why this is necessary since the old stuff pretends camera coordinate system is also left-hand.
// see: Camera::CalculateMatrixShaderProps()
viewPos.z = -viewPos.z;
#endif
return UnityViewToClipPos(viewPos);
}
fixed4 frag() : SV_Target
{
return float4(1.0f, 0.5f, 0.3f, 0.1f);
}
ENDCG
}
}
Fallback Off
}

280
Assets/ScriptableRenderPipeline/fptl/Internal-DeferredShading.shader


Shader "Hidden/Internal-Obscurity" {
Properties {
_LightTexture0 ("", any) = "" {}
_ShadowMapTexture ("", any) = "" {}
_SrcBlend ("", Float) = 1
_DstBlend ("", Float) = 1
}
SubShader {
Pass
{
ZWrite Off
ZTest Always
Cull Off
Blend Off
//Blend [_SrcBlend] [_DstBlend]
CGPROGRAM
#pragma target 4.5
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#pragma multi_compile __ ENABLE_DEBUG
#include "UnityLightingCommon.cginc"
float3 EvalMaterial(UnityLight light, UnityIndirect ind);
// uses the optimized single layered light list for opaques only
#ifdef USE_FPTL_LIGHTLIST
#define OPAQUES_ONLY
#endif
#include "TiledLightingTemplate.hlsl"
Texture2D_float _CameraDepthTexture;
Texture2D _CameraGBufferTexture0;
Texture2D _CameraGBufferTexture1;
Texture2D _CameraGBufferTexture2;
Texture2D _CameraGBufferTexture3;
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
v2f vert (float4 vertex : POSITION, float2 texcoord : TEXCOORD0)
{
v2f o;
o.vertex = UnityObjectToClipPos(vertex);
o.texcoord = texcoord.xy;
return o;
}
struct StandardData
{
float3 specularColor;
float3 diffuseColor;
float3 normalWorld;
float smoothness;
float3 emission;
};
struct LocalDataBRDF
{
StandardData gbuf;
// extras
float oneMinusReflectivity;
float3 Vworld;
};
static LocalDataBRDF g_localParams;
StandardData UnityStandardDataFromGbufferAux(float4 gbuffer0, float4 gbuffer1, float4 gbuffer2, float4 gbuffer3)
{
StandardData data;
data.normalWorld = normalize(2*gbuffer2.xyz-1);
data.smoothness = gbuffer1.a;
data.diffuseColor = gbuffer0.xyz; data.specularColor = gbuffer1.xyz;
float ao = gbuffer0.a;
data.emission = gbuffer3.xyz;
return data;
}
float3 EvalMaterial(UnityLight light, UnityIndirect ind)
{
StandardData data = g_localParams.gbuf;
return UNITY_BRDF_PBS(data.diffuseColor, data.specularColor, g_localParams.oneMinusReflectivity, data.smoothness, data.normalWorld, g_localParams.Vworld, light, ind);
}
half4 frag (v2f i) : SV_Target
{
uint2 pixCoord = ((uint2) i.vertex.xy);
float zbufDpth = FetchDepth(_CameraDepthTexture, pixCoord.xy).x;
float linDepth = GetLinearDepth(zbufDpth);
float3 vP = GetViewPosFromLinDepth(i.vertex.xy, linDepth);
float3 vPw = mul(g_mViewToWorld, float4(vP, 1)).xyz;
float3 Vworld = normalize(mul((float3x3) g_mViewToWorld, -vP).xyz); //unity_CameraToWorld
float4 gbuffer0 = _CameraGBufferTexture0.Load( uint3(pixCoord.xy, 0) );
float4 gbuffer1 = _CameraGBufferTexture1.Load( uint3(pixCoord.xy, 0) );
float4 gbuffer2 = _CameraGBufferTexture2.Load( uint3(pixCoord.xy, 0) );
float4 gbuffer3 = _CameraGBufferTexture3.Load( uint3(pixCoord.xy, 0) );
StandardData data = UnityStandardDataFromGbufferAux(gbuffer0, gbuffer1, gbuffer2, gbuffer3);
g_localParams.gbuf = data;
g_localParams.oneMinusReflectivity = 1.0 - SpecularStrength(data.specularColor.rgb);
g_localParams.Vworld = Vworld;
uint numLightsProcessed = 0;
float3 c = data.emission + ExecuteLightList(numLightsProcessed, pixCoord, vP, vPw, Vworld);
#if ENABLE_DEBUG
c = OverlayHeatMap(pixCoord & 15, numLightsProcessed, c);
#endif
return float4(c,1.0);
}
ENDCG
}
}
Fallback Off
}
Shader "Hidden/Internal-Obscurity" {
Properties {
_LightTexture0 ("", any) = "" {}
_ShadowMapTexture ("", any) = "" {}
_SrcBlend ("", Float) = 1
_DstBlend ("", Float) = 1
}
SubShader {
Pass
{
ZWrite Off
ZTest Always
Cull Off
Blend Off
//Blend [_SrcBlend] [_DstBlend]
CGPROGRAM
#pragma target 4.5
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#pragma multi_compile __ ENABLE_DEBUG
#include "UnityLightingCommon.cginc"
float3 EvalMaterial(UnityLight light, UnityIndirect ind);
// uses the optimized single layered light list for opaques only
#ifdef USE_FPTL_LIGHTLIST
#define OPAQUES_ONLY
#endif
#include "TiledLightingTemplate.hlsl"
UNITY_DECLARE_TEX2D_FLOAT(_CameraDepthTexture);
Texture2D _CameraGBufferTexture0;
Texture2D _CameraGBufferTexture1;
Texture2D _CameraGBufferTexture2;
Texture2D _CameraGBufferTexture3;
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
v2f vert (float4 vertex : POSITION, float2 texcoord : TEXCOORD0)
{
v2f o;
o.vertex = UnityObjectToClipPos(vertex);
o.texcoord = texcoord.xy;
return o;
}
struct StandardData
{
float3 specularColor;
float3 diffuseColor;
float3 normalWorld;
float smoothness;
float3 emission;
};
struct LocalDataBRDF
{
StandardData gbuf;
// extras
float oneMinusReflectivity;
float3 Vworld;
};
static LocalDataBRDF g_localParams;
StandardData UnityStandardDataFromGbufferAux(float4 gbuffer0, float4 gbuffer1, float4 gbuffer2, float4 gbuffer3)
{
StandardData data;
data.normalWorld = normalize(2*gbuffer2.xyz-1);
data.smoothness = gbuffer1.a;
data.diffuseColor = gbuffer0.xyz; data.specularColor = gbuffer1.xyz;
float ao = gbuffer0.a;
data.emission = gbuffer3.xyz;
return data;
}
float3 EvalMaterial(UnityLight light, UnityIndirect ind)
{
StandardData data = g_localParams.gbuf;
return UNITY_BRDF_PBS(data.diffuseColor, data.specularColor, g_localParams.oneMinusReflectivity, data.smoothness, data.normalWorld, g_localParams.Vworld, light, ind);
}
half4 frag (v2f i) : SV_Target
{
uint2 pixCoord = ((uint2) i.vertex.xy);
float zbufDpth = FetchDepth(_CameraDepthTexture, pixCoord.xy).x;
float linDepth = GetLinearDepth(zbufDpth);
float3 vP = GetViewPosFromLinDepth(i.vertex.xy, linDepth);
float3 vPw = mul(g_mViewToWorld, float4(vP, 1)).xyz;
float3 Vworld = normalize(mul((float3x3) g_mViewToWorld, -vP).xyz); //unity_CameraToWorld
float4 gbuffer0 = _CameraGBufferTexture0.Load( uint3(pixCoord.xy, 0) );
float4 gbuffer1 = _CameraGBufferTexture1.Load( uint3(pixCoord.xy, 0) );
float4 gbuffer2 = _CameraGBufferTexture2.Load( uint3(pixCoord.xy, 0) );
float4 gbuffer3 = _CameraGBufferTexture3.Load( uint3(pixCoord.xy, 0) );
StandardData data = UnityStandardDataFromGbufferAux(gbuffer0, gbuffer1, gbuffer2, gbuffer3);
g_localParams.gbuf = data;
g_localParams.oneMinusReflectivity = 1.0 - SpecularStrength(data.specularColor.rgb);
g_localParams.Vworld = Vworld;
uint numLightsProcessed = 0;
float3 c = data.emission + ExecuteLightList(numLightsProcessed, pixCoord, vP, vPw, Vworld);
#if ENABLE_DEBUG
c = OverlayHeatMap(pixCoord & 15, numLightsProcessed, c);
#endif
return float4(c,1.0);
}
ENDCG
}
}
Fallback Off
}

2
Assets/ScriptableRenderPipeline/fptl/Internal-DeferredReflections.shader


#include "TiledReflectionTemplate.hlsl"
Texture2D_float _CameraDepthTexture;
UNITY_DECLARE_TEX2D_FLOAT(_CameraDepthTexture);
Texture2D _CameraGBufferTexture0;
Texture2D _CameraGBufferTexture1;
Texture2D _CameraGBufferTexture2;

6
Assets/ScriptableRenderPipeline/fptl/FptlLighting.cs


public class FptlLighting : RenderPipelineAsset
{
#if UNITY_EDITOR
[UnityEditor.MenuItem("RenderPipeline/CreateRenderLoopFPTL")]
[UnityEditor.MenuItem("RenderPipeline/Create FPTLRenderPipeline")]
UnityEditor.AssetDatabase.CreateAsset(instance, "Assets/renderloopfptl.asset");
//AssetDatabase.CreateAsset(instance, "Assets/ScriptableRenderLoop/fptl/renderloopfptl.asset");
UnityEditor.AssetDatabase.CreateAsset(instance, "Assets/ScriptableRenderPipeline/fptl/FPTLRenderPipeline.asset");
//AssetDatabase.CreateAsset(instance, "Assets/ScriptableRenderPipeline/fptl/FPTLRenderPipeline.asset");
}
#endif
protected override IRenderPipeline InternalCreatePipeline()

14
Assets/ScriptableRenderPipeline/ShaderLibrary/CommonMaterial.hlsl


return blendWeights;
}
// Planar/Triplanar convention for Unity
// position and vertex normal must be in the same space
void GetTriplanarCoordinate(float3 position, float3 vertexNormal, out float2 uvXZ, out float2 uvXY, out float2 uvZY)
{
float3 direction = sign(vertexNormal);
// In triplanar, if we are facing away from the world axis, a different axis will be flipped for each direction.
// This is particularly problematic for tangent space normal maps which need to be in the right direction.
// So we multiplying the offending coordinate by the sign of the normal.
uvXZ = -float2(position.x, direction.y * position.z);
uvXY = float2(-position.x, direction.z * position.y);
uvZY = float2(direction.x * position.z, position.y);
}
float LerpWhiteTo(float b, float t)
{
float oneMinusT = 1.0 - t;

29
Assets/ScriptableRenderPipeline/ShaderLibrary/Common.hlsl


// Texture utilities
// ----------------------------------------------------------------------------
float ComputeTextureLOD(float2 uv)
{
float2 ddx_ = ddx(uv);
float2 ddy_ = ddy(uv);
float d = max(dot(ddx_, ddx_), dot(ddy_, ddy_));
return max(0.5 * log2(d), 0.0);
}
// texelSize is Unity XXX_TexelSize feature parameters
// x contains 1.0/width, y contains 1.0 / height, z contains width, w contains height
float ComputeTextureLOD(float2 uv, float4 texelSize)

float2 ddx_ = ddx(uv);
float2 ddy_ = ddy(uv);
float d = max(dot(ddx_, ddx_), dot(ddy_, ddy_));
return max(0.5 * log2(d), 0.0);
return ComputeTextureLOD(uv);
}
// ----------------------------------------------------------------------------

posInput.positionCS *= posInput.depthVS;
}
float3 ComputeViewSpacePosition(float2 positionSS, float rawDepth, float4x4 invProjMatrix)
{
float4 positionCS = float4(positionSS * 2.0 - 1.0, rawDepth, 1.0);
float4 positionVS = mul(invProjMatrix, positionCS);
// The view space uses a right-handed coordinate system.
positionVS.z = -positionVS.z;
return positionVS.xyz / positionVS.w;
}
// depthOffsetVS is always in the direction of the view vector (V)
void ApplyDepthOffsetPositionInput(float3 V, float depthOffsetVS, inout PositionInputs posInput)
{

posInput.positionWS += V * depthOffsetVS;
}
float2 GetFullscreenTriangleTexcoord(uint vertexID)
float2 GetFullScreenTriangleTexcoord(uint vertexID)
{
#if UNITY_UV_STARTS_AT_TOP
return float2((vertexID << 1) & 2, 1.0 - (vertexID & 2));

}
float4 GetFullscreenTriangleVertexPosition(uint vertexID)
float4 GetFullScreenTriangleVertexPosition(uint vertexID)
{
float2 uv = float2((vertexID << 1) & 2, vertexID & 2);
return float4(uv * 2.0 - 1.0, 1.0, 1.0);

6
Assets/ScriptableRenderPipeline/RenderPasses/ShadowRenderPass.cs


public float maxShadowDistance;
public int directionalLightCascadeCount;
public Vector3 directionalLightCascades;
public float directionalLightNearPlaneOffset;
static ShadowSettings defaultShadowSettings = null;

defaultShadowSettings.directionalLightCascadeCount = 1;
defaultShadowSettings.directionalLightCascades = new Vector3(0.05F, 0.2F, 0.3F);
defaultShadowSettings.directionalLightCascadeCount = 4;
defaultShadowSettings.directionalLightNearPlaneOffset = 5;
defaultShadowSettings.maxShadowDistance = 1000.0F;
}
return defaultShadowSettings;

var lightType = visibleLights[lightIndex].lightType;
var lightDirection = visibleLights[lightIndex].light.transform.forward;
var shadowNearPlaneOffset = QualitySettings.shadowNearPlaneOffset;
int shadowSliceIndex = packedShadows.GetShadowSliceIndex(lightIndex, 0);

{
var settings = new DrawShadowsSettings(cullResults, lightIndex);
var shadowResolution = shadowSlices[shadowSliceIndex].shadowResolution;
bool needRendering = cullResults.ComputeDirectionalShadowMatricesAndCullingPrimitives(lightIndex, s, shadowSliceCount, splitRatio, shadowResolution, shadowNearPlaneOffset, out view, out proj, out settings.splitData);
bool needRendering = cullResults.ComputeDirectionalShadowMatricesAndCullingPrimitives(lightIndex, s, shadowSliceCount, splitRatio,
shadowResolution, m_Settings.directionalLightNearPlaneOffset, out view, out proj, out settings.splitData);
packedShadows.directionalShadowSplitSphereSqr[s] = settings.splitData.cullingSphere;
packedShadows.directionalShadowSplitSphereSqr[s].w *= packedShadows.directionalShadowSplitSphereSqr[s].w;

46
Assets/ScriptableRenderPipeline/HDRenderPipeline/Utilities.cs


var gpuProj = GL.GetGPUProjectionMatrix(camera.projectionMatrix, false);
var gpuVP = gpuProj * camera.worldToCameraMatrix;
hdCamera.viewProjectionMatrix = gpuVP;
hdCamera.viewProjectionMatrix = gpuVP;
hdCamera.invProjectionMatrix = gpuProj.inverse;
return hdCamera;
}

return renderContext;
}
static Mesh m_ScreenSpaceTriangle = null;
static Mesh GetScreenSpaceTriangle()
{
// If the assembly has been reloaded, the pointer will become NULL.
if (!m_ScreenSpaceTriangle)
{
m_ScreenSpaceTriangle = new Mesh
{
// Note: neither the vertex nor the index data is actually used if the vertex shader computes vertices
// using 'SV_VertexID'. However, there is currently no way to bind NULL vertex or index buffers.
vertices = new[] { new Vector3(-1, -1, 1), new Vector3(3, -1, 1), new Vector3(-1, 3, 1) },
triangles = new[] { 0, 1, 2 }
};
}
return m_ScreenSpaceTriangle;
}
// Draws a full screen triangle as a faster alternative to drawing a full-screen quad.
public static void DrawFullscreen(CommandBuffer commandBuffer, Material material, HDCamera camera,
// Draws a full screen triangle as a faster alternative to drawing a full screen quad.
public static void DrawFullScreen(CommandBuffer commandBuffer, Material material, HDCamera camera,
commandBuffer.DrawMesh(GetScreenSpaceTriangle(), Matrix4x4.identity, material, 0, shaderPassID, properties);
commandBuffer.DrawProcedural(Matrix4x4.identity, material, shaderPassID, MeshTopology.Triangles, 3, 1, properties);
// Draws a full screen triangle as a faster alternative to drawing a full-screen quad.
public static void DrawFullscreen(CommandBuffer commandBuffer, Material material, HDCamera camera,
// Draws a full screen triangle as a faster alternative to drawing a full screen quad.
public static void DrawFullScreen(CommandBuffer commandBuffer, Material material, HDCamera camera,
commandBuffer.DrawMesh(GetScreenSpaceTriangle(), Matrix4x4.identity, material, 0, shaderPassID, properties);
commandBuffer.DrawProcedural(Matrix4x4.identity, material, shaderPassID, MeshTopology.Triangles, 3, 1, properties);
// Draws a full screen triangle as a faster alternative to drawing a full-screen quad.
public static void DrawFullscreen(CommandBuffer commandBuffer, Material material, HDCamera camera,
// Draws a full screen triangle as a faster alternative to drawing a full screen quad.
public static void DrawFullScreen(CommandBuffer commandBuffer, Material material, HDCamera camera,
commandBuffer.DrawMesh(GetScreenSpaceTriangle(), Matrix4x4.identity, material, 0, shaderPassID, properties);
commandBuffer.DrawProcedural(Matrix4x4.identity, material, shaderPassID, MeshTopology.Triangles, 3, 1, properties);
// Draws a full screen triangle as a faster alternative to drawing a full-screen quad.
// Draws a full screen triangle as a faster alternative to drawing a full screen quad.
public static void DrawFullscreen(CommandBuffer commandBuffer, Material material, HDCamera camera,
public static void DrawFullScreen(CommandBuffer commandBuffer, Material material, HDCamera camera,
RenderTargetIdentifier[] colorBuffers,
MaterialPropertyBlock properties = null, int shaderPassID = 0)
{

// no depth target ends up being bound.
DrawFullscreen(commandBuffer, material, camera, colorBuffers, colorBuffers[0], properties, shaderPassID);
DrawFullScreen(commandBuffer, material, camera, colorBuffers, colorBuffers[0], properties, shaderPassID);
}
}
}

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/SkyManager.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs. Please don't edit by hand.
//
#ifndef SKYMANAGER_CS_HLSL

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/GGXConvolve.shader


#pragma vertex Vert
#pragma fragment Frag
#include "Common.hlsl"
#include "ImageBasedLighting.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
#include "../SkyManager.cs.hlsl"
struct Attributes

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/ComputeGgxIblSampleData.compute


// Precomputes data for IntegrateLD(). See that function for a detailed description.
#include "Common.hlsl"
#include "ImageBasedLighting.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
#define MAX_IBL_SAMPLE_CNT 89

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/BuildProbabilityTables.compute


// Ref: PBRT v3, 13.6.7 "Piecewise-Constant 2D Distributions".
// Note that we use the equiareal sphere-to-square mapping instead of the latitude-longitude one.
#include "Common.hlsl"
#include "ImageBasedLighting.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
/* --- Input --- */

6
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/SkyProcedural.shader


#pragma multi_compile _ ATMOSPHERICS_DEBUG
#pragma multi_compile _ PERFORM_SKY_OCCLUSION_TEST
#include "Color.hlsl"
#include "Common.hlsl"
#include "CommonLighting.hlsl"
#include "ShaderLibrary/Color.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/CommonLighting.hlsl"
TEXTURECUBE(_Cubemap);
SAMPLERCUBE(sampler_Cubemap);

6
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader


#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#include "Color.hlsl"
#include "Common.hlsl"
#include "CommonLighting.hlsl"
#include "ShaderLibrary/Color.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/CommonLighting.hlsl"
TEXTURECUBE(_Cubemap);
SAMPLERCUBE(sampler_Cubemap);

11
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderVariables.hlsl


// As I haven't change the variables name yet, I simply don't define anything, and I put the transform function at the end of the file outside the guard header.
// This need to be fixed.
float4x4 glstate_matrix_inv_projection;
#define UNITY_MATRIX_M unity_ObjectToWorld
// These are updated per eye in VR

float4 unity_SHC;
CBUFFER_END
// Use the regular depth camera texture sampler for sampling this: sampler_CameraDepthTexture
TEXTURE2D_FLOAT(_CameraDepthTextureCopy);
SAMPLER2D(sampler_CameraDepthTextureCopy);
// Main lightmap
TEXTURE2D(unity_Lightmap);
SAMPLER2D(samplerunity_Lightmap);

float4x4 GetWorldToHClipMatrix()
{
return UNITY_MATRIX_VP;
}
// Transform from clip space to homogenous world space
float4x4 GetClipToHWorldMatrix()
{
return glstate_matrix_inv_projection;
}
float GetOddNegativeScale()

19
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/VertMesh.hlsl


#endif
output.positionCS = TransformWorldToHClip(positionWS);
#ifdef VARYINGS_NEED_TANGENT_TO_WORLD
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];
output.normalWS = TransformObjectToWorldNormal(input.normalOS);
output.tangentWS = float4(TransformObjectToWorldDir(input.tangentOS.xyz), input.tangentOS.w);
#endif
#endif

{
VaryingsMeshToPS output;
output.positionCS = TransformWorldToHClip(input.positionWS);
output.positionCS = TransformWorldToHClip(input.positionWS);
float3x3 tangentToWorld = CreateTangentToWorld(input.normalWS, input.tangentWS.xyz, input.tangentWS.w);
output.tangentToWorld[0] = tangentToWorld[0];
output.tangentToWorld[1] = tangentToWorld[1];
output.tangentToWorld[2] = tangentToWorld[2];
output.normalWS = input.normalWS;
output.tangentWS = input.tangentWS;
#endif
#ifdef VARYINGS_NEED_TEXCOORD0

90
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/VaryingMesh.hlsl


float3 positionWS;
#endif
#ifdef VARYINGS_NEED_TANGENT_TO_WORLD
float3 tangentToWorld[3];
float3 normalWS;
float4 tangentWS; // w contain mirror sign
#endif
#ifdef VARYINGS_NEED_TEXCOORD0
float2 texCoord0;

{
float4 positionCS : SV_Position;
#ifdef VARYINGS_NEED_POSITION_WS
float3 interpolators0 : TEXCOORD0;
#endif
#ifdef VARYINGS_NEED_POSITION_WS
// if present, pack positionWS
float4 interpolators1 : TEXCOORD1;
float4 interpolators2 : TEXCOORD2;
float4 interpolators3 : TEXCOORD3;
#else
float3 interpolators2 : TEXCOORD2;
float3 interpolators3 : TEXCOORD3;
#endif
#else
#ifdef VARYINGS_NEED_POSITION_WS
float3 interpolators0 : TEXCOORD0;
#endif
float4 interpolators2 : TEXCOORD2;
float4 interpolators4 : TEXCOORD4;
float4 interpolators3 : TEXCOORD3;
float2 interpolators4 : TEXCOORD4;
float2 interpolators3 : TEXCOORD3;
float4 interpolators5 : TEXCOORD5;
float4 interpolators4 : TEXCOORD4;
float2 interpolators5 : TEXCOORD5;
float2 interpolators4 : TEXCOORD4;
float4 interpolators6 : TEXCOORD6;
float4 interpolators5 : TEXCOORD5;
#endif
#if defined(VARYINGS_NEED_CULLFACE) && SHADER_STAGE_FRAGMENT

output.positionCS = input.positionCS;
#ifdef VARYINGS_NEED_TANGENT_TO_WORLD
output.interpolators1.xyz = input.tangentToWorld[0];
output.interpolators2.xyz = input.tangentToWorld[1];
output.interpolators3.xyz = input.tangentToWorld[2];
#ifdef VARYINGS_NEED_POSITION_WS
output.interpolators1.w = input.positionWS.x;
output.interpolators2.w = input.positionWS.y;
output.interpolators3.w = input.positionWS.z;
#endif
#else
#ifdef VARYINGS_NEED_POSITION_WS
#ifdef VARYINGS_NEED_POSITION_WS
#endif
#endif
#ifdef VARYINGS_NEED_TANGENT_TO_WORLD
output.interpolators1 = input.normalWS;
output.interpolators2 = input.tangentWS;
output.interpolators4.xy = input.texCoord0;
output.interpolators3.xy = input.texCoord0;
output.interpolators4.zw = input.texCoord1;
output.interpolators3.zw = input.texCoord1;
output.interpolators5.xy = input.texCoord2;
output.interpolators4.xy = input.texCoord2;
output.interpolators5.zw = input.texCoord3;
output.interpolators4.zw = input.texCoord3;
output.interpolators6 = input.color;
output.interpolators5 = input.color;
#endif
return output;

output.unPositionSS = input.positionCS; // input.positionCS is SV_Position
#ifdef VARYINGS_NEED_POSITION_WS
output.positionWS.xyz = input.interpolators0.xyz;
#endif
output.tangentToWorld[0] = input.interpolators1.xyz;
output.tangentToWorld[1] = input.interpolators2.xyz;
output.tangentToWorld[2] = input.interpolators3.xyz;
#ifdef VARYINGS_NEED_POSITION_WS
output.positionWS.xyz = float3(input.interpolators1.w, input.interpolators2.w, input.interpolators3.w);
#endif
#else
#ifdef VARYINGS_NEED_POSITION_WS
output.positionWS.xyz = input.interpolators0.xyz;
#endif
// Normalize the normal/tangent after interpolation
float3 normalWS = normalize(input.interpolators1);
float4 tangentWS = float4(normalize(input.interpolators2.xyz), input.interpolators2.w);
float3x3 tangentToWorld = CreateTangentToWorld(normalWS, tangentWS.xyz, tangentWS.w);
output.tangentToWorld[0] = tangentToWorld[0];
output.tangentToWorld[1] = tangentToWorld[1];
output.tangentToWorld[2] = tangentToWorld[2];
output.texCoord0 = input.interpolators4.xy;
output.texCoord0 = input.interpolators3.xy;
output.texCoord1 = input.interpolators4.zw;
output.texCoord1 = input.interpolators3.zw;
output.texCoord2 = input.interpolators5.xy;
output.texCoord2 = input.interpolators4.xy;
output.texCoord3 = input.interpolators5.zw;
output.texCoord3 = input.interpolators4.zw;
output.color = input.interpolators6;
output.color = input.interpolators5;
#endif
#if defined(VARYINGS_NEED_CULLFACE) && SHADER_STAGE_FRAGMENT

20
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/TessellationShare.hlsl


// AMD recommand this value for GCN http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2013/05/GCNPerformanceTweets.pdf
#define MAX_TESSELLATION_FACTORS 15.0
struct TessellationFactors
{
float edge[3] : SV_TessFactor;

float3 n1 = varying1.vmesh.normalWS;
float3 n2 = varying2.vmesh.normalWS;
// ref: http://reedbeta.com/blog/tess-quick-ref/
// x - 1->2 edge
// y - 2->0 edge
// z - 0->1 edge
// w - inside tessellation factor
output.edge[0] = tf.x;
output.edge[1] = tf.y;
output.edge[2] = tf.z;
output.inside = tf.w;
output.edge[0] = min(tf.x, MAX_TESSELLATION_FACTORS);
output.edge[1] = min(tf.y, MAX_TESSELLATION_FACTORS);
output.edge[2] = min(tf.z, MAX_TESSELLATION_FACTORS);
output.inside = min(tf.w, MAX_TESSELLATION_FACTORS);
[maxtessfactor(15.0)] // AMD recommand this value for GCN http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2013/05/GCNPerformanceTweets.pdf
[maxtessfactor(MAX_TESSELLATION_FACTORS)]
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]

#endif
#if defined(_TESSELLATION_DISPLACEMENT) || defined(_TESSELLATION_DISPLACEMENT_PHONG)
varying.vmesh.positionWS += GetDisplacement(varying.vmesh);
varying.vmesh.positionWS += GetTessellationDisplacement(varying.vmesh);
#endif
return VertTesselation(varying);

6
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl


#error SHADERPASS_is_not_correctly_define
#endif
#include "Color.hlsl"
#include "ShaderLibrary/Color.hlsl"
CBUFFER_START(UnityMetaPass)
// x = use uv1 as raster position

output.vmesh.positionCS = TransformWorldToHClip(positionWS);
output.vmesh.texCoord0 = inputMesh.uv0;
output.vmesh.texCoord1 = inputMesh.uv1;
#if defined(VARYINGS_NEED_COLOR)
output.vmesh.color = inputMesh.color;
#endif
return PackVaryingsToPS(output);
}

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassDebugViewMaterial.hlsl


#error SHADERPASS_is_not_correctly_define
#endif
#include "Color.hlsl"
#include "ShaderLibrary/Color.hlsl"
int _DebugViewMaterial;
#include "VertMesh.hlsl"

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPass.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPass.cs. Please don't edit by hand.
//
#ifndef SHADERPASS_CS_HLSL

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/FragInputs.hlsl


// This structure gather all possible varying/interpolator for this shader.
//-------------------------------------------------------------------------------------
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/DebugViewMaterial.cs.hlsl"
#include "HDRenderPipeline/Debug/DebugViewMaterial.cs.hlsl"
struct FragInputs
{

float2 texCoord1;
float2 texCoord2;
float2 texCoord3;
float3 tangentToWorld[3];
float3 tangentToWorld[3]; // These 3 vectors are normalized (no need for the material to normalize) and these are only for UVSet 0
float4 color; // vertex color
// For two sided lighting

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderConfig.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderConfig.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderConfig.cs. Please don't edit by hand.
//
#ifndef SHADERCONFIG_CS_HLSL

60
Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SubsurfaceScatteringParameters.cs


using System;
using UnityEditor;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace UnityEngine.Experimental.Rendering.HDPipeline
{

public const int numSamples = 7; // Must be an odd number
public const int numVectors = 8; // numSamples + 1 for (1 / (2 * WeightedVariance))
[SerializeField, ColorUsage(false, true, 0.05f, 2.0f, 1.0f, 1.0f)]
Color m_StdDev1;

void ComputeKernel()
{
if (m_FilterKernel == null || m_FilterKernel.Length != numSamples)
if (m_FilterKernel == null || m_FilterKernel.Length != numVectors)
m_FilterKernel = new Vector4[numSamples];
m_FilterKernel = new Vector4[numVectors];
}
// Our goal is to blur the image using a filter which is represented

val.y = GaussianCombination(pos, m_StdDev1.g, m_StdDev2.g, m_LerpWeight);
val.z = GaussianCombination(pos, m_StdDev1.b, m_StdDev2.b, m_LerpWeight);
m_FilterKernel[i].x = val.x / (pdf * numSamples);
m_FilterKernel[i].y = val.y / (pdf * numSamples);
m_FilterKernel[i].z = val.z / (pdf * numSamples);
// We do not divide by 'numSamples' since we will renormalize, anyway.
m_FilterKernel[i].x = val.x * (1 / pdf);
m_FilterKernel[i].y = val.y * (1 / pdf);
m_FilterKernel[i].z = val.z * (1 / pdf);
m_FilterKernel[i].w = pos;
weightSum.x += m_FilterKernel[i].x;

// Renormalize the weights to conserve energy.
for (uint i = 0; i < numSamples; i++)
{
m_FilterKernel[i].x *= 1.0f / weightSum.x;
m_FilterKernel[i].y *= 1.0f / weightSum.y;
m_FilterKernel[i].z *= 1.0f / weightSum.z;
m_FilterKernel[i].x *= 1 / weightSum.x;
m_FilterKernel[i].y *= 1 / weightSum.y;
m_FilterKernel[i].z *= 1 / weightSum.z;
m_KernelNeedsUpdate = false;
Vector4 weightedStdDev;
weightedStdDev.x = Mathf.Lerp(m_StdDev1.r, m_StdDev2.r, m_LerpWeight);
weightedStdDev.y = Mathf.Lerp(m_StdDev1.g, m_StdDev2.g, m_LerpWeight);
weightedStdDev.z = Mathf.Lerp(m_StdDev1.b, m_StdDev2.b, m_LerpWeight);
weightedStdDev.w = Mathf.Lerp(maxStdDev1, maxStdDev2, m_LerpWeight);
// Store (1 / (2 * Variance)) per color channel.
m_FilterKernel[numSamples].x = 0.5f / (weightedStdDev.x * weightedStdDev.x);
m_FilterKernel[numSamples].y = 0.5f / (weightedStdDev.y * weightedStdDev.y);
m_FilterKernel[numSamples].z = 0.5f / (weightedStdDev.z * weightedStdDev.z);
m_FilterKernel[numSamples].w = 0.5f / (weightedStdDev.w * weightedStdDev.w);
const int m_maxNumProfiles = 8;
public const int maxNumProfiles = 8;
[SerializeField]
float m_BilateralScale;
m_NumProfiles = 1;
m_Profiles = new SubsurfaceScatteringProfile[m_NumProfiles];
m_BilateralScale = 0.1f;
m_NumProfiles = 1;
m_Profiles = new SubsurfaceScatteringProfile[m_NumProfiles];
for (int i = 0; i < m_NumProfiles; i++)
{

public SubsurfaceScatteringProfile[] profiles { set { m_Profiles = value; OnValidate(); } get { return m_Profiles; } }
public float bilateralScale { set { m_BilateralScale = value; OnValidate(); } get { return m_BilateralScale; } }
public SubsurfaceScatteringProfile[] profiles { set { m_Profiles = value; OnValidate(); } get { return m_Profiles; } }
public void SetDirtyFlag()
{

void OnValidate()
{
if (m_Profiles.Length > m_maxNumProfiles)
if (m_Profiles.Length > maxNumProfiles)
Array.Resize(ref m_Profiles, m_maxNumProfiles);
Array.Resize(ref m_Profiles, maxNumProfiles);
}
m_NumProfiles = m_Profiles.Length;

m_Profiles[i].lerpWeight = Mathf.Clamp01(m_Profiles[i].lerpWeight);
}
m_BilateralScale = Mathf.Clamp01(m_BilateralScale);
}
}

}
}
#if UNITY_EDITOR
[CustomEditor(typeof(SubsurfaceScatteringParameters))]
public class SubsurfaceScatteringParametersEditor : Editor
{

public readonly GUIContent sssProfileStdDev1 = new GUIContent("SSS profile standard deviation #1", "Determines the shape of the 1st Gaussian filter. Increases the strength and the radius of the blur of the corresponding color channel.");
public readonly GUIContent sssProfileStdDev2 = new GUIContent("SSS profile standard deviation #2", "Determines the shape of the 2nd Gaussian filter. Increases the strength and the radius of the blur of the corresponding color channel.");
public readonly GUIContent sssProfileLerpWeight = new GUIContent("SSS profile filter interpolation", "Controls linear interpolation between the two Gaussian filters.");
public readonly GUIContent sssBilateralScale = new GUIContent("SSS bilateral filtering scale", "Larger values make the filter more tolerant to depth differences.");
private SerializedProperty m_BilateralScale;
// --- Public Methods ---

EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(m_Profiles, true);
EditorGUILayout.PropertyField(m_BilateralScale, styles.sssBilateralScale);
if (EditorGUI.EndChangeCheck())
{
serializedObject.ApplyModifiedProperties();

void OnEnable()
{
m_Profiles = serializedObject.FindProperty("m_Profiles");
m_BilateralScale = serializedObject.FindProperty("m_BilateralScale");
m_Profiles = serializedObject.FindProperty("m_Profiles");
#endif
}

6
Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Editor/CommonSettingsEditor.cs


public readonly int[] shadowsCascadeCountValues = new int[] { 1, 2, 3, 4 };
public readonly GUIContent shadowsCascades = new GUIContent("Cascade values");
public readonly GUIContent[] shadowSplits = new GUIContent[] { new GUIContent("Split 0"), new GUIContent("Split 1"), new GUIContent("Split 2") };
public readonly GUIContent nearPlaneOffset = new GUIContent("Near plane offset");
}
private static Styles s_Styles = null;

private SerializedProperty m_ShadowMaxDistance;
private SerializedProperty m_ShadowCascadeCount;
private SerializedProperty[] m_ShadowCascadeSplits = new SerializedProperty[3];
private SerializedProperty m_ShadowNearPlaneOffset;
void OnEnable()
{

m_ShadowCascadeCount = serializedObject.FindProperty("m_ShadowCascadeCount");
for (int i = 0; i < 3; ++i)
m_ShadowCascadeSplits[i] = serializedObject.FindProperty(string.Format("m_ShadowCascadeSplit{0}", i));
m_ShadowNearPlaneOffset = serializedObject.FindProperty("m_ShadowNearPlaneOffset");
m_SkyRendererTypes = Assembly.GetAssembly(typeof(SkyRenderer))
.GetTypes()

EditorGUILayout.PropertyField(m_ShadowCascadeSplits[i], styles.shadowSplits[i]);
}
EditorGUI.indentLevel--;
EditorGUILayout.PropertyField(m_ShadowNearPlaneOffset, styles.nearPlaneOffset);
EditorGUI.indentLevel--;
}

35
Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/CommonSettings.cs


float m_ShadowCascadeSplit1;
[SerializeField]
float m_ShadowCascadeSplit2;
[SerializeField]
float m_ShadowNearPlaneOffset;
public float shadowMaxDistance { set { m_ShadowMaxDistance = value; OnValidate(); } get { return m_ShadowMaxDistance; } }
public int shadowCascadeCount { set { m_ShadowCascadeCount = value; OnValidate(); } get { return m_ShadowCascadeCount; } }
public float shadowCascadeSplit0 { set { m_ShadowCascadeSplit0 = value; OnValidate(); } get { return m_ShadowCascadeSplit0; } }
public float shadowCascadeSplit1 { set { m_ShadowCascadeSplit1 = value; OnValidate(); } get { return m_ShadowCascadeSplit1; } }
public float shadowCascadeSplit2 { set { m_ShadowCascadeSplit2 = value; OnValidate(); } get { return m_ShadowCascadeSplit2; } }
public float shadowMaxDistance { set { m_ShadowMaxDistance = value; OnValidate(); } get { return m_ShadowMaxDistance; } }
public int shadowCascadeCount { set { m_ShadowCascadeCount = value; OnValidate(); } get { return m_ShadowCascadeCount; } }
public float shadowCascadeSplit0 { set { m_ShadowCascadeSplit0 = value; OnValidate(); } get { return m_ShadowCascadeSplit0; } }
public float shadowCascadeSplit1 { set { m_ShadowCascadeSplit1 = value; OnValidate(); } get { return m_ShadowCascadeSplit1; } }
public float shadowCascadeSplit2 { set { m_ShadowCascadeSplit2 = value; OnValidate(); } get { return m_ShadowCascadeSplit2; } }
public float shadowNearPlaneOffset { set { m_ShadowNearPlaneOffset = value; OnValidate(); } get { return m_ShadowNearPlaneOffset; } }
m_ShadowMaxDistance = Mathf.Max(0.0f, m_ShadowMaxDistance);
m_ShadowCascadeCount = Math.Min(4, Math.Max(1, m_ShadowCascadeCount));
m_ShadowCascadeSplit0 = Mathf.Clamp01(m_ShadowCascadeSplit0);
m_ShadowCascadeSplit1 = Mathf.Clamp01(m_ShadowCascadeSplit1);
m_ShadowCascadeSplit2 = Mathf.Clamp01(m_ShadowCascadeSplit2);
m_ShadowMaxDistance = Mathf.Max(0.0f, m_ShadowMaxDistance);
m_ShadowCascadeCount = Mathf.Min(4, Mathf.Max(1, m_ShadowCascadeCount));
m_ShadowCascadeSplit0 = Mathf.Clamp01(m_ShadowCascadeSplit0);
m_ShadowCascadeSplit1 = Mathf.Clamp01(m_ShadowCascadeSplit1);
m_ShadowCascadeSplit2 = Mathf.Clamp01(m_ShadowCascadeSplit2);
m_ShadowNearPlaneOffset = Mathf.Max(0, m_ShadowNearPlaneOffset);
m_ShadowMaxDistance = ShadowSettings.Default.maxShadowDistance,
m_ShadowCascadeCount = ShadowSettings.Default.directionalLightCascadeCount,
m_ShadowCascadeSplit0 = ShadowSettings.Default.directionalLightCascades.x,
m_ShadowCascadeSplit1 = ShadowSettings.Default.directionalLightCascades.y,
m_ShadowCascadeSplit2 = ShadowSettings.Default.directionalLightCascades.z,
m_ShadowMaxDistance = ShadowSettings.Default.maxShadowDistance,
m_ShadowCascadeCount = ShadowSettings.Default.directionalLightCascadeCount,
m_ShadowCascadeSplit0 = ShadowSettings.Default.directionalLightCascades.x,
m_ShadowCascadeSplit1 = ShadowSettings.Default.directionalLightCascades.y,
m_ShadowCascadeSplit2 = ShadowSettings.Default.directionalLightCascades.z,
m_ShadowNearPlaneOffset = ShadowSettings.Default.directionalLightNearPlaneOffset,
};
}

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/PostProcess/Resources/LutGen.shader


HLSLINCLUDE
#pragma target 4.5
#include "Common.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "HDRenderPipeline/ShaderVariables.hlsl"
#include "ColorGrading.hlsl"
float4 _LutParams;

118
Assets/ScriptableRenderPipeline/HDRenderPipeline/PostProcess/Resources/FinalPass.shader


HLSLINCLUDE
#pragma target 4.5
#include "Common.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl"
#include "ShaderLibrary/Color.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "HDRenderPipeline/ShaderVariables.hlsl"
#include "Bloom.hlsl"
float4 _MainTex_TexelSize;
TEXTURE2D(_AutoExposure);
SAMPLER2D(sampler_AutoExposure);

float _Exposure;
TEXTURE2D(_BloomTex);
SAMPLER2D(sampler_BloomTex);
float4 _BloomTex_TexelSize;
float2 _Bloom_Settings; // x: sampleScale, y: bloom.intensity
TEXTURE2D(_Bloom_DirtTex);
SAMPLER2D(sampler_Bloom_DirtTex);
float _Bloom_DirtIntensity;
struct Attributes
float _ChromaticAberration_Amount;
TEXTURE2D(_ChromaticAberration_Lut);
SAMPLER2D(sampler_ChromaticAberration_Lut);
float3 _Vignette_Color;
float4 _Vignette_Settings; // x: intensity, y: smoothness, zw: center (uv space)
TEXTURE2D(_DitheringTex);
SAMPLER2D(sampler_DitheringTex);
float4 _DitheringCoords;
struct Attributes
struct Varyings
struct Varyings
{
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;

float4 Frag(Varyings input) : SV_Target
{
float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.texcoord);
float2 uv = input.texcoord;
float3 color = (0.0).xxx;
// Chromatic Aberration
// Inspired by the method described in "Rendering Inside" [Playdead 2016]
// https://twitter.com/pixelmager/status/717019757766123520
#if CHROMATIC_ABERRATION
{
float2 coords = 2.0 * uv - 1.0;
float2 end = uv - coords * dot(coords, coords) * _ChromaticAberration_Amount;
float2 diff = end - uv;
int samples = clamp(int(length(_MainTex_TexelSize.zw * diff / 2.0)), 3, 16);
float2 delta = diff / samples;
float2 pos = uv;
float3 sum = (0.0).xxx, filterSum = (0.0).xxx;
for (int i = 0; i < samples; i++)
{
float t = (i + 0.5) / samples;
float3 s = SAMPLE_TEXTURE2D_LOD(_MainTex, sampler_MainTex, pos, 0).rgb;
float3 filter = SAMPLE_TEXTURE2D_LOD(_ChromaticAberration_Lut, sampler_ChromaticAberration_Lut, float2(t, 0.0), 0).rgb;
sum += s * filter;
filterSum += filter;
pos += delta;
}
color = sum / filterSum;
}
#else
{
color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv).rgb;
}
#endif
float autoExposure = SAMPLE_TEXTURE2D(_AutoExposure, sampler_AutoExposure, input.texcoord).r;
float autoExposure = SAMPLE_TEXTURE2D(_AutoExposure, sampler_AutoExposure, uv).r;
color.rgb *= _Exposure; // Exposure is in ev units (or 'stops'), precomputed CPU-side
#if BLOOM
{
float3 bloom = UpsampleFilter(TEXTURE2D_PARAM(_BloomTex, sampler_BloomTex), uv, _BloomTex_TexelSize.xy, _Bloom_Settings.x) * _Bloom_Settings.y; // Flipped
color += bloom;
#if BLOOM_LENS_DIRT
{
float3 dirt = SAMPLE_TEXTURE2D(_Bloom_DirtTex, sampler_Bloom_DirtTex, uv).rgb * _Bloom_DirtIntensity; // Flipped
color += bloom * dirt;
}
#endif
}
#endif
#if VIGNETTE
{
float2 d = abs(uv - _Vignette_Settings.zw) * _Vignette_Settings.x;
d.x *= _ScreenParams.x / _ScreenParams.y;
float vfactor = pow(saturate(1.0 - dot(d, d)), _Vignette_Settings.y);
color *= lerp(_Vignette_Color, (1.0).xxx, vfactor);
}
#endif
color *= _Exposure; // Exposure is in ev units (or 'stops'), precomputed CPU-side
color.rgb = NeutralTonemap(color.rgb, _NeutralTonemapperParams1, _NeutralTonemapperParams2);
color = NeutralTonemap(color, _NeutralTonemapperParams1, _NeutralTonemapperParams2);
}
#elif CUSTOM_GRADING
{

uvw.z *= _LogLut_Params.z;
half shift = floor(uvw.z);
float shift = floor(uvw.z);
SAMPLE_TEXTURE2D(_LogLut, sampler_LogLut, uvw.xy + half2(_LogLut_Params.y, 0)).rgb,
SAMPLE_TEXTURE2D(_LogLut, sampler_LogLut, uvw.xy + float2(_LogLut_Params.y, 0)).rgb,
color.rgb = uvw;
color = uvw;
}
#else
{

return color;
#if DITHERING
{
// Symmetric triangular distribution on [-1,1] with maximal density at 0
float noise = SAMPLE_TEXTURE2D(_DitheringTex, sampler_DitheringTex, uv * _DitheringCoords.xy + _DitheringCoords.zw).a * 2.0 - 1.0;
noise = sign(noise) * (1.0 - sqrt(1.0 - abs(noise)));
color = SRGBToLinear(LinearToSRGB(color) + noise / 255.0);
}
#endif
return float4(color, 1.0);
}
ENDHLSL

#pragma fragment Frag
#pragma multi_compile __ NEUTRAL_GRADING CUSTOM_GRADING
#pragma multi_compile __ EYE_ADAPTATION
#pragma multi_compile __ BLOOM
#pragma multi_compile __ BLOOM_LENS_DIRT
#pragma multi_compile __ CHROMATIC_ABERRATION
#pragma multi_compile __ VIGNETTE
#pragma multi_compile __ DITHERING
ENDHLSL
}

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/PostProcess/Resources/EyeHistogram.compute


// Put the following line to 0 or comment it to disable vignette weighting
#define USE_VIGNETTE_WEIGHTING 1
#include "Common.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "EyeAdaptation.hlsl"
RWStructuredBuffer<uint> _Histogram;

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/PostProcess/Resources/EyeAdaptation.shader


HLSLINCLUDE
#pragma target 4.5
#include "Common.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "HDRenderPipeline/ShaderVariables.hlsl"
#include "EyeAdaptation.hlsl"
TEXTURE2D(_MainTex);

446
Assets/ScriptableRenderPipeline/HDRenderPipeline/PostProcess/PostProcessing.cs


using GradingType = PostProcessing.ColorGradingSettings.GradingType;
using EyeAdaptationType = PostProcessing.EyeAdaptationSettings.EyeAdaptationType;
[ExecuteInEditMode]
public sealed class PostProcessing : MonoBehaviour
[ExecuteInEditMode, ImageEffectAllowedInSceneView]
[RequireComponent(typeof(Camera))]
public sealed partial class PostProcessing : MonoBehaviour
[Serializable]
public sealed class ColorGradingSettings
// Quick & very dirty temporary wrapper used for bloom (easy porting from old school render
// texture blitting to command buffers)
struct RenderTextureWrapper
public enum GradingType
{
None,
Neutral,
Custom
}
public GradingType type = GradingType.None;
public float exposure = 0f;
public Texture logLut = null;
static int s_Counter = 0;
[Range(-0.10f, 0.1f)] public float neutralBlackIn = 0.02f;
[Range( 1.00f, 20.0f)] public float neutralWhiteIn = 10f;
[Range(-0.09f, 0.1f)] public float neutralBlackOut = 0f;
[Range( 1.00f, 19.0f)] public float neutralWhiteOut = 10f;
[Range( 0.10f, 20.0f)] public float neutralWhiteLevel = 5.3f;
[Range( 1.00f, 10.0f)] public float neutralWhiteClip = 10f;
}
public int id;
public RenderTargetIdentifier identifier;
public int width;
public int height;
public int depth;
public FilterMode filter;
public RenderTextureFormat format;
[Serializable]
public sealed class EyeAdaptationSettings
{
public enum EyeAdaptationType
internal void Release(CommandBuffer cmd)
Progressive,
Fixed
cmd.ReleaseTemporaryRT(id);
id = 0;
public bool enabled = false;
public bool showDebugHistogramInGameView = true;
[Range(1f, 99f)] public float lowPercent = 65f;
[Range(1f, 99f)] public float highPercent = 95f;
public float minLuminance = 0.03f;
public float maxLuminance = 2f;
public float exposureCompensation = 0.5f;
public EyeAdaptationType adaptationType = EyeAdaptationType.Progressive;
internal static RenderTextureWrapper Create(CommandBuffer cmd, int width, int height, int depth = 0, FilterMode filter = FilterMode.Bilinear, RenderTextureFormat format = RenderTextureFormat.DefaultHDR)
{
s_Counter++;
public float speedUp = 2f;
public float speedDown = 1f;
int id = Shader.PropertyToID("_TempRenderTexture_" + s_Counter);
cmd.GetTemporaryRT(id, width, height, depth, filter, format);
[Range(-16, -1)] public int logMin = -8;
[Range( 1, 16)] public int logMax = 4;
return new RenderTextureWrapper
{
id = id,
identifier = new RenderTargetIdentifier(id),
width = width,
height = height,
depth = depth,
filter = filter,
format = format
};
}
public ChromaticAberrationSettings chromaSettings = new ChromaticAberrationSettings();
public VignetteSettings vignetteSettings = new VignetteSettings();
public BloomSettings bloomSettings = new BloomSettings();
public bool globalDithering = false;
Material m_BloomMaterial;
int m_TempRt;
Texture m_DefaultSpectralLut;
readonly RenderTexture[] m_AutoExposurePool = new RenderTexture[2];
int m_AutoExposurePingPing;
RenderTexture m_CurrentAutoExposure;

const int k_MaxPyramidBlurLevel = 16;
readonly RenderTextureWrapper[] m_BlurBuffer1 = new RenderTextureWrapper[k_MaxPyramidBlurLevel];
readonly RenderTextureWrapper[] m_BlurBuffer2 = new RenderTextureWrapper[k_MaxPyramidBlurLevel];
RenderTextureWrapper m_BloomTex;
bool m_FirstFrame = true;
// Don't forget to update 'EyeAdaptation.cginc' if you change these values !

// Holds 64 64x64 Alpha8 textures (256kb total)
const int k_BlueNoiseTextureCount = 64;
Texture2D[] m_BlueNoiseTextures;
int m_DitheringTexIndex = 0;
m_EyeAdaptationMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/EyeAdaptation");
m_BloomMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/Bloom");
m_EyeAdaptationMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/EyeAdaptation");
m_EyeCompute = Resources.Load<ComputeShader>("EyeHistogram");
m_HistogramBuffer = new ComputeBuffer(k_HistogramBins, sizeof(uint));

m_BlueNoiseTextures = new Texture2D[k_BlueNoiseTextureCount];
for (int i = 0; i < k_BlueNoiseTextureCount; i++)
m_BlueNoiseTextures[i] = Resources.Load<Texture2D>("Textures/LDR_LLL1_" + i);
m_TempRt = Shader.PropertyToID("_Source");
m_DefaultSpectralLut = Resources.Load<Texture2D>("Textures/SpectralLut_GreenPurple");
m_FirstFrame = true;
}

Utilities.Destroy(m_BloomMaterial);
Utilities.Destroy(m_FinalPassMaterial);
foreach (var rt in m_AutoExposurePool)

Utilities.SafeRelease(m_HistogramBuffer);
m_EyeAdaptationMaterial = null;
m_BloomMaterial = null;
m_FinalPassMaterial = null;
}
public void Render(Camera camera, ScriptableRenderContext context, RenderTargetIdentifier source, RenderTargetIdentifier destination)

var cmd = new CommandBuffer { name = "Final Pass" };
if (eyeAdaptation.enabled)
{
int tempRt = Shader.PropertyToID("_Source");
DoEyeAdaptation(camera, cmd, source);
// Downscale the framebuffer, we don't need an absolute precision for auto exposure
// and it helps making it more stable - should be using a previously downscaled pass
var scaleOffsetRes = GetHistogramScaleOffsetRes(camera);
if (bloomSettings.enabled)
DoBloom(camera, cmd, source);
cmd.GetTemporaryRT(tempRt, (int)scaleOffsetRes.z, (int)scaleOffsetRes.w, 0, FilterMode.Bilinear, RenderTextureFormat.ARGBHalf);
cmd.Blit(source, tempRt);
if (chromaSettings.enabled)
DoChromaticAberration();
// Clears the buffer on every frame as we use it to accumulate luminance values on each frame
m_HistogramBuffer.SetData(s_EmptyHistogramBuffer);
if (vignetteSettings.enabled)
DoVignette();
// Gets a log histogram
int kernel = m_EyeCompute.FindKernel("KEyeHistogram");
if (globalDithering)
DoDithering(camera);
cmd.SetComputeBufferParam(m_EyeCompute, kernel, "_Histogram", m_HistogramBuffer);
cmd.SetComputeTextureParam(m_EyeCompute, kernel, "_Source", tempRt);
cmd.SetComputeVectorParam(m_EyeCompute, "_ScaleOffsetRes", scaleOffsetRes);
cmd.DispatchCompute(m_EyeCompute, kernel, Mathf.CeilToInt(scaleOffsetRes.z / (float)k_HistogramThreadX), Mathf.CeilToInt(scaleOffsetRes.w / (float)k_HistogramThreadY), 1);
DoColorGrading();
cmd.Blit(source, destination, m_FinalPassMaterial, 0);
// Cleanup
cmd.ReleaseTemporaryRT(tempRt);
if (bloomSettings.enabled)
m_BloomTex.Release(cmd);
context.ExecuteCommandBuffer(cmd);
cmd.Dispose();
}
Vector4 GetHistogramScaleOffsetRes(Camera camera)
{
float diff = eyeAdaptation.logMax - eyeAdaptation.logMin;
float scale = 1f / diff;
float offset = -eyeAdaptation.logMin * scale;
return new Vector4(scale, offset, Mathf.Floor(camera.pixelWidth / 2f), Mathf.Floor(camera.pixelHeight / 2f));
}
void DoEyeAdaptation(Camera camera, CommandBuffer cmd, RenderTargetIdentifier source)
{
// Downscale the framebuffer, we don't need an absolute precision for auto exposure
// and it helps making it more stable - should be using a previously downscaled pass
var scaleOffsetRes = GetHistogramScaleOffsetRes(camera);
cmd.GetTemporaryRT(m_TempRt, (int)scaleOffsetRes.z, (int)scaleOffsetRes.w, 0, FilterMode.Bilinear, RenderTextureFormat.ARGBHalf);
cmd.Blit(source, m_TempRt);
// Clears the buffer on every frame as we use it to accumulate luminance values on each frame
m_HistogramBuffer.SetData(s_EmptyHistogramBuffer);
// Gets a log histogram
int kernel = m_EyeCompute.FindKernel("KEyeHistogram");
// Make sure filtering values are correct to avoid apocalyptic consequences
const float kMinDelta = 1e-2f;
eyeAdaptation.highPercent = Mathf.Clamp(eyeAdaptation.highPercent, 1f + kMinDelta, 99f);
eyeAdaptation.lowPercent = Mathf.Clamp(eyeAdaptation.lowPercent, 1f, eyeAdaptation.highPercent - kMinDelta);
cmd.SetComputeBufferParam(m_EyeCompute, kernel, "_Histogram", m_HistogramBuffer);
cmd.SetComputeTextureParam(m_EyeCompute, kernel, "_Source", m_TempRt);
cmd.SetComputeVectorParam(m_EyeCompute, "_ScaleOffsetRes", scaleOffsetRes);
cmd.DispatchCompute(m_EyeCompute, kernel, Mathf.CeilToInt(scaleOffsetRes.z / (float)k_HistogramThreadX), Mathf.CeilToInt(scaleOffsetRes.w / (float)k_HistogramThreadY), 1);
// Compute auto exposure
m_EyeAdaptationMaterial.SetBuffer("_Histogram", m_HistogramBuffer);
m_EyeAdaptationMaterial.SetVector("_Params", new Vector4(eyeAdaptation.lowPercent * 0.01f, eyeAdaptation.highPercent * 0.01f, eyeAdaptation.minLuminance, eyeAdaptation.maxLuminance));
m_EyeAdaptationMaterial.SetVector("_Speed", new Vector2(eyeAdaptation.speedDown, eyeAdaptation.speedUp));
m_EyeAdaptationMaterial.SetVector("_ScaleOffsetRes", scaleOffsetRes);
m_EyeAdaptationMaterial.SetFloat("_ExposureCompensation", eyeAdaptation.exposureCompensation);
// Cleanup
cmd.ReleaseTemporaryRT(m_TempRt);
if (m_FirstFrame || !Application.isPlaying)
{
// We don't want eye adaptation when not in play mode because the GameView isn't
// animated, thus making it harder to tweak. Just use the final audo exposure value.
m_CurrentAutoExposure = m_AutoExposurePool[0];
cmd.Blit(null, m_CurrentAutoExposure, m_EyeAdaptationMaterial, (int)EyeAdaptationType.Fixed);
// Make sure filtering values are correct to avoid apocalyptic consequences
const float kMinDelta = 1e-2f;
eyeAdaptation.highPercent = Mathf.Clamp(eyeAdaptation.highPercent, 1f + kMinDelta, 99f);
eyeAdaptation.lowPercent = Mathf.Clamp(eyeAdaptation.lowPercent, 1f, eyeAdaptation.highPercent - kMinDelta);
// Copy current exposure to the other pingpong target on first frame to avoid adapting from black
cmd.Blit(m_AutoExposurePool[0], m_AutoExposurePool[1]);
} else
{
int pp = m_AutoExposurePingPing;
var src = m_AutoExposurePool[++pp % 2];
var dst = m_AutoExposurePool[++pp % 2];
cmd.Blit(src, dst, m_EyeAdaptationMaterial, (int)eyeAdaptation.adaptationType);
m_AutoExposurePingPing = ++pp % 2;
m_CurrentAutoExposure = dst;
}
// Compute auto exposure
m_EyeAdaptationMaterial.SetBuffer(Uniforms._Histogram, m_HistogramBuffer);
m_EyeAdaptationMaterial.SetVector(Uniforms._Params, new Vector4(eyeAdaptation.lowPercent * 0.01f, eyeAdaptation.highPercent * 0.01f, eyeAdaptation.minLuminance, eyeAdaptation.maxLuminance));
m_EyeAdaptationMaterial.SetVector(Uniforms._Speed, new Vector2(eyeAdaptation.speedDown, eyeAdaptation.speedUp));
m_EyeAdaptationMaterial.SetVector(Uniforms._ScaleOffsetRes, scaleOffsetRes);
m_EyeAdaptationMaterial.SetFloat(Uniforms._ExposureCompensation, eyeAdaptation.exposureCompensation);
m_FinalPassMaterial.EnableKeyword("EYE_ADAPTATION");
m_FinalPassMaterial.SetTexture("_AutoExposure", m_CurrentAutoExposure);
if (m_FirstFrame || !Application.isPlaying)
{
// We don't want eye adaptation when not in play mode because the GameView isn't
// animated, thus making it harder to tweak. Just use the final audo exposure value.
m_CurrentAutoExposure = m_AutoExposurePool[0];
cmd.Blit(null, m_CurrentAutoExposure, m_EyeAdaptationMaterial, (int)EyeAdaptationType.Fixed);
// Debug histogram visualization
if (eyeAdaptation.showDebugHistogramInGameView)
// Copy current exposure to the other pingpong target on first frame to avoid adapting from black
cmd.Blit(m_AutoExposurePool[0], m_AutoExposurePool[1]);
}
else
{
int pp = m_AutoExposurePingPing;
var src = m_AutoExposurePool[++pp % 2];
var dst = m_AutoExposurePool[++pp % 2];
cmd.Blit(src, dst, m_EyeAdaptationMaterial, (int)eyeAdaptation.adaptationType);
m_AutoExposurePingPing = ++pp % 2;
m_CurrentAutoExposure = dst;
}
m_FinalPassMaterial.EnableKeyword("EYE_ADAPTATION");
m_FinalPassMaterial.SetTexture(Uniforms._AutoExposure, m_CurrentAutoExposure);
// Debug histogram visualization
if (eyeAdaptation.showDebugHistogramInGameView)
{
if (m_DebugHistogram == null || !m_DebugHistogram.IsCreated())
if (m_DebugHistogram == null || !m_DebugHistogram.IsCreated())
m_DebugHistogram = new RenderTexture(256, 128, 0, RenderTextureFormat.ARGB32)
m_DebugHistogram = new RenderTexture(256, 128, 0, RenderTextureFormat.ARGB32)
{
filterMode = FilterMode.Point,
wrapMode = TextureWrapMode.Clamp
};
}
filterMode = FilterMode.Point,
wrapMode = TextureWrapMode.Clamp
};
}
m_EyeAdaptationMaterial.SetFloat(Uniforms._DebugWidth, m_DebugHistogram.width);
cmd.Blit(null, m_DebugHistogram, m_EyeAdaptationMaterial, 2);
}
m_FirstFrame = false;
}
void DoBloom(Camera camera, CommandBuffer cmd, RenderTargetIdentifier source)
{
m_BloomMaterial.shaderKeywords = null;
// Apply auto exposure before the prefiltering pass if needed
if (eyeAdaptation.enabled)
{
m_BloomMaterial.EnableKeyword("EYE_ADAPTATION");
m_BloomMaterial.SetTexture(Uniforms._AutoExposure, m_CurrentAutoExposure);
}
// Do bloom on a half-res buffer, full-res doesn't bring much and kills performances on
// fillrate limited platforms
int tw = camera.pixelWidth / 2;
int th = camera.pixelHeight / 2;
// Determine the iteration count
float logh = Mathf.Log(th, 2f) + bloomSettings.radius - 8f;
int logh_i = (int)logh;
int iterations = Mathf.Clamp(logh_i, 1, k_MaxPyramidBlurLevel);
// Uupdate the shader properties
float lthresh = Mathf.GammaToLinearSpace(bloomSettings.threshold);;
m_BloomMaterial.SetFloat(Uniforms._Threshold, lthresh);
float knee = lthresh * bloomSettings.softKnee + 1e-5f;
var curve = new Vector3(lthresh - knee, knee * 2f, 0.25f / knee);
m_BloomMaterial.SetVector(Uniforms._Curve, curve);
float sampleScale = 0.5f + logh - logh_i;
m_BloomMaterial.SetFloat(Uniforms._SampleScale, sampleScale);
// Prefilter pass
var prefiltered = RenderTextureWrapper.Create(cmd, tw, th, 0, FilterMode.Point);
cmd.Blit(source, prefiltered.identifier, m_BloomMaterial, 0);
var last = prefiltered;
// Construct a mip pyramid
for (int level = 0; level < iterations; level++)
{
m_BlurBuffer1[level] = RenderTextureWrapper.Create(cmd, last.width / 2, last.height / 2);
cmd.Blit(last.identifier, m_BlurBuffer1[level].identifier, m_BloomMaterial, level == 0 ? 1 : 2);
last = m_BlurBuffer1[level];
}
// Upsample and combine loop
for (int level = iterations - 2; level >= 0; level--)
{
var baseTex = m_BlurBuffer1[level];
cmd.SetGlobalTexture(Uniforms._BaseTex, baseTex.identifier); // Boooo
m_BlurBuffer2[level] = RenderTextureWrapper.Create(cmd, baseTex.width, baseTex.height);
cmd.Blit(last.identifier, m_BlurBuffer2[level].identifier, m_BloomMaterial, 3);
last = m_BlurBuffer2[level];
}
m_BloomTex = last;
// Release the temporary buffers
for (int i = 0; i < k_MaxPyramidBlurLevel; i++)
{
if (m_BlurBuffer1[i].id != 0)
m_BlurBuffer1[i].Release(cmd);
if (m_BlurBuffer2[i].id != 0 && m_BlurBuffer2[i].id != m_BloomTex.id)
m_BlurBuffer2[i].Release(cmd);
}
prefiltered.Release(cmd);
// Push everything to the uber material
m_FinalPassMaterial.EnableKeyword("BLOOM");
m_EyeAdaptationMaterial.SetFloat("_DebugWidth", m_DebugHistogram.width);
cmd.Blit(null, m_DebugHistogram, m_EyeAdaptationMaterial, 2);
}
cmd.SetGlobalTexture(Uniforms._BloomTex, m_BloomTex.identifier);
cmd.SetGlobalVector(Uniforms._Bloom_Settings, new Vector2(sampleScale, bloomSettings.intensity));
m_FirstFrame = false;
if (bloomSettings.lensIntensity > 0f && bloomSettings.lensTexture != null)
{
m_FinalPassMaterial.EnableKeyword("BLOOM_LENS_DIRT");
cmd.SetGlobalTexture(Uniforms._Bloom_DirtTex, bloomSettings.lensTexture);
cmd.SetGlobalFloat(Uniforms._Bloom_DirtIntensity, bloomSettings.lensIntensity);
}
void DoChromaticAberration()
{
var spectralLut = chromaSettings.spectralTexture == null
? m_DefaultSpectralLut
: chromaSettings.spectralTexture;
m_FinalPassMaterial.EnableKeyword("CHROMATIC_ABERRATION");
m_FinalPassMaterial.SetFloat(Uniforms._ChromaticAberration_Amount, chromaSettings.intensity * 0.03f);
m_FinalPassMaterial.SetTexture(Uniforms._ChromaticAberration_Lut, spectralLut);
}
void DoVignette()
{
m_FinalPassMaterial.EnableKeyword("VIGNETTE");
m_FinalPassMaterial.SetColor(Uniforms._Vignette_Color, vignetteSettings.color);
m_FinalPassMaterial.SetVector(Uniforms._Vignette_Settings, new Vector4(vignetteSettings.intensity * 3f, vignetteSettings.smoothness * 5f, vignetteSettings.center.x, vignetteSettings.center.y));
}
void DoDithering(Camera camera)
{
m_FinalPassMaterial.EnableKeyword("DITHERING");
if (++m_DitheringTexIndex >= k_BlueNoiseTextureCount)
m_DitheringTexIndex = 0;
var noiseTex = m_BlueNoiseTextures[m_DitheringTexIndex];
m_FinalPassMaterial.SetTexture(Uniforms._DitheringTex, noiseTex);
m_FinalPassMaterial.SetVector(Uniforms._DitheringCoords, new Vector4(
(float)camera.pixelWidth / (float)noiseTex.width,
(float)camera.pixelHeight / (float)noiseTex.height,
Random.value, Random.value
));
}
void DoColorGrading()
{
m_FinalPassMaterial.SetFloat("_Exposure", ev);
m_FinalPassMaterial.SetFloat(Uniforms._Exposure, ev);
if (colorGrading.type == GradingType.Neutral)
{

const float e = 0.02f;
const float f = 0.30f;
m_FinalPassMaterial.SetVector("_NeutralTonemapperParams1", new Vector4(a, b, c, d));
m_FinalPassMaterial.SetVector("_NeutralTonemapperParams2", new Vector4(e, f, colorGrading.neutralWhiteLevel, colorGrading.neutralWhiteClip / kScaleFactorHalf));
m_FinalPassMaterial.SetVector(Uniforms._NeutralTonemapperParams1, new Vector4(a, b, c, d));
m_FinalPassMaterial.SetVector(Uniforms._NeutralTonemapperParams2, new Vector4(e, f, colorGrading.neutralWhiteLevel, colorGrading.neutralWhiteClip / kScaleFactorHalf));
m_FinalPassMaterial.EnableKeyword("NEUTRAL_GRADING");
}
else if (colorGrading.type == GradingType.Custom)

var lut = colorGrading.logLut;
m_FinalPassMaterial.SetTexture("_LogLut", lut);
m_FinalPassMaterial.SetVector("_LogLut_Params", new Vector3(1f / lut.width, 1f / lut.height, lut.height - 1f));
m_FinalPassMaterial.SetTexture(Uniforms._LogLut, lut);
m_FinalPassMaterial.SetVector(Uniforms._LogLut_Params, new Vector3(1f / lut.width, 1f / lut.height, lut.height - 1f));
cmd.Blit(source, destination, m_FinalPassMaterial, 0);
context.ExecuteCommandBuffer(cmd);
cmd.Dispose();
}
Vector4 GetHistogramScaleOffsetRes(Camera camera)
{
float diff = eyeAdaptation.logMax - eyeAdaptation.logMin;
float scale = 1f / diff;
float offset = -eyeAdaptation.logMin * scale;
return new Vector4(scale, offset, Mathf.Floor(camera.pixelWidth / 2f), Mathf.Floor(camera.pixelHeight / 2f));
}
void OnGUI()

var rect = new Rect(8f, 8f, m_DebugHistogram.width, m_DebugHistogram.height);
GUI.DrawTexture(rect, m_DebugHistogram);
}
// Pre-hash uniforms, no need to stress the CPU more than needed on every frame
static class Uniforms
{
internal static readonly int _Histogram = Shader.PropertyToID("_Histogram");
internal static readonly int _Params = Shader.PropertyToID("_Params");
internal static readonly int _Speed = Shader.PropertyToID("_Speed");
internal static readonly int _ScaleOffsetRes = Shader.PropertyToID("_ScaleOffsetRes");
internal static readonly int _ExposureCompensation = Shader.PropertyToID("_ExposureCompensation");
internal static readonly int _AutoExposure = Shader.PropertyToID("_AutoExposure");
internal static readonly int _DebugWidth = Shader.PropertyToID("_DebugWidth");
internal static readonly int _Threshold = Shader.PropertyToID("_Threshold");
internal static readonly int _Curve = Shader.PropertyToID("_Curve");
internal static readonly int _SampleScale = Shader.PropertyToID("_SampleScale");
internal static readonly int _BaseTex = Shader.PropertyToID("_BaseTex");
internal static readonly int _BloomTex = Shader.PropertyToID("_BloomTex");
internal static readonly int _Bloom_Settings = Shader.PropertyToID("_Bloom_Settings");
internal static readonly int _Bloom_DirtTex = Shader.PropertyToID("_Bloom_DirtTex");
internal static readonly int _Bloom_DirtIntensity = Shader.PropertyToID("_Bloom_DirtIntensity");
internal static readonly int _ChromaticAberration_Amount = Shader.PropertyToID("_ChromaticAberration_Amount");
internal static readonly int _ChromaticAberration_Lut = Shader.PropertyToID("_ChromaticAberration_Lut");
internal static readonly int _Vignette_Color = Shader.PropertyToID("_Vignette_Color");
internal static readonly int _Vignette_Settings = Shader.PropertyToID("_Vignette_Settings");
internal static readonly int _DitheringTex = Shader.PropertyToID("_DitheringTex");
internal static readonly int _DitheringCoords = Shader.PropertyToID("_DitheringCoords");
internal static readonly int _Exposure = Shader.PropertyToID("_Exposure");
internal static readonly int _NeutralTonemapperParams1 = Shader.PropertyToID("_NeutralTonemapperParams1");
internal static readonly int _NeutralTonemapperParams2 = Shader.PropertyToID("_NeutralTonemapperParams2");
internal static readonly int _LogLut = Shader.PropertyToID("_LogLut");
internal static readonly int _LogLut_Params = Shader.PropertyToID("_LogLut_Params");
}
}
}

202
Assets/ScriptableRenderPipeline/HDRenderPipeline/PostProcess/Editor/PostProcessingEditor.cs


using System;
using System.Linq.Expressions;
using UnityEngine;
using UnityEngine.Experimental.Rendering.HDPipeline;

[CustomEditor(typeof(PostProcessing))]
public class PostProcessingEditor : Editor
{
#region Serialized settings
public class ColorGradingSettings
{
public SerializedProperty type;

public SerializedProperty logMax;
}
public class ChromaticAberrationSettings
{
public SerializedProperty enabled;
public SerializedProperty spectralTexture;
public SerializedProperty intensity;
}
public class VignetteSettings
{
public SerializedProperty enabled;
public SerializedProperty color;
public SerializedProperty center;
public SerializedProperty intensity;
public SerializedProperty smoothness;
}
public class BloomSettings
{
public SerializedProperty enabled;
public SerializedProperty intensity;
public SerializedProperty threshold;
public SerializedProperty softKnee;
public SerializedProperty radius;
public SerializedProperty lensTexture;
public SerializedProperty lensIntensity;
}
#endregion
public ChromaticAberrationSettings chromaSettings;
public VignetteSettings vignetteSettings;
public BloomSettings bloomSettings;
public SerializedProperty globalDithering;
SerializedProperty FindProperty<TValue>(Expression<Func<PostProcessing, TValue>> expr)
{
var path = Utilities.GetFieldPath(expr);
return serializedObject.FindProperty(path);
}
colorGrading = new ColorGradingSettings()
colorGrading = new ColorGradingSettings
type = serializedObject.FindProperty("colorGrading.type"),
exposure = serializedObject.FindProperty("colorGrading.exposure"),
type = FindProperty(x => x.colorGrading.type),
exposure = FindProperty(x => x.colorGrading.exposure),
logLut = serializedObject.FindProperty("colorGrading.logLut"),
logLut = FindProperty(x => x.colorGrading.logLut),
neutralBlackIn = serializedObject.FindProperty("colorGrading.neutralBlackIn"),
neutralWhiteIn = serializedObject.FindProperty("colorGrading.neutralWhiteIn"),
neutralBlackOut = serializedObject.FindProperty("colorGrading.neutralBlackOut"),
neutralWhiteOut = serializedObject.FindProperty("colorGrading.neutralWhiteOut"),
neutralWhiteLevel = serializedObject.FindProperty("colorGrading.neutralWhiteLevel"),
neutralWhiteClip = serializedObject.FindProperty("colorGrading.neutralWhiteClip")
neutralBlackIn = FindProperty(x => x.colorGrading.neutralBlackIn),
neutralWhiteIn = FindProperty(x => x.colorGrading.neutralWhiteIn),
neutralBlackOut = FindProperty(x => x.colorGrading.neutralBlackOut),
neutralWhiteOut = FindProperty(x => x.colorGrading.neutralWhiteOut),
neutralWhiteLevel = FindProperty(x => x.colorGrading.neutralWhiteLevel),
neutralWhiteClip = FindProperty(x => x.colorGrading.neutralWhiteClip)
eyeAdaptation = new EyeAdaptationSettings()
eyeAdaptation = new EyeAdaptationSettings
enabled = serializedObject.FindProperty("eyeAdaptation.enabled"),
showDebugHistogramInGameView = serializedObject.FindProperty("eyeAdaptation.showDebugHistogramInGameView"),
enabled = FindProperty(x => x.eyeAdaptation.enabled),
showDebugHistogramInGameView = FindProperty(x => x.eyeAdaptation.showDebugHistogramInGameView),
lowPercent = serializedObject.FindProperty("eyeAdaptation.lowPercent"),
highPercent = serializedObject.FindProperty("eyeAdaptation.highPercent"),
lowPercent = FindProperty(x => x.eyeAdaptation.lowPercent),
highPercent = FindProperty(x => x.eyeAdaptation.highPercent),
minLuminance = serializedObject.FindProperty("eyeAdaptation.minLuminance"),
maxLuminance = serializedObject.FindProperty("eyeAdaptation.maxLuminance"),
exposureCompensation = serializedObject.FindProperty("eyeAdaptation.exposureCompensation"),
minLuminance = FindProperty(x => x.eyeAdaptation.minLuminance),
maxLuminance = FindProperty(x => x.eyeAdaptation.maxLuminance),
exposureCompensation = FindProperty(x => x.eyeAdaptation.exposureCompensation),
adaptationType = serializedObject.FindProperty("eyeAdaptation.adaptationType"),
adaptationType = FindProperty(x => x.eyeAdaptation.adaptationType),
speedUp = FindProperty(x => x.eyeAdaptation.speedUp),
speedDown = FindProperty(x => x.eyeAdaptation.speedDown),
speedUp = serializedObject.FindProperty("eyeAdaptation.speedUp"),
speedDown = serializedObject.FindProperty("eyeAdaptation.speedDown"),
logMin = FindProperty(x => x.eyeAdaptation.logMin),
logMax = FindProperty(x => x.eyeAdaptation.logMax)
};
logMin = serializedObject.FindProperty("eyeAdaptation.logMin"),
logMax = serializedObject.FindProperty("eyeAdaptation.logMax")
chromaSettings = new ChromaticAberrationSettings
{
enabled = FindProperty(x => x.chromaSettings.enabled),
spectralTexture = FindProperty(x => x.chromaSettings.spectralTexture),
intensity = FindProperty(x => x.chromaSettings.intensity)
vignetteSettings = new VignetteSettings
{
enabled = FindProperty(x => x.vignetteSettings.enabled),
color = FindProperty(x => x.vignetteSettings.color),
center = FindProperty(x => x.vignetteSettings.center),
intensity = FindProperty(x => x.vignetteSettings.intensity),
smoothness = FindProperty(x => x.vignetteSettings.smoothness)
};
bloomSettings = new BloomSettings
{
enabled = FindProperty(x => x.bloomSettings.enabled),
intensity = FindProperty(x => x.bloomSettings.intensity),
threshold = FindProperty(x => x.bloomSettings.threshold),
softKnee = FindProperty(x => x.bloomSettings.softKnee),
radius = FindProperty(x => x.bloomSettings.radius),
lensTexture = FindProperty(x => x.bloomSettings.lensTexture),
lensIntensity = FindProperty(x => x.bloomSettings.lensIntensity)
};
globalDithering = FindProperty(x => x.globalDithering);
}
public override void OnInspectorGUI()

var camera = (target as PostProcessing).GetComponent<Camera>();
if (camera == null)
EditorGUILayout.HelpBox("Global post-processing settings will be overriden by local camera settings. Global settings are the only one visible in the scene view.", MessageType.Info);
Do("Color Grading", ColorGradingUI);
Do("Eye Adaptation", EyeAdaptationUI);
Do("Bloom", BloomUI);
Do("Chromatic Aberration", ChromaticAberrationUI);
Do("Vignette", VignetteUI);
EditorGUILayout.Space();
EditorGUILayout.PropertyField(globalDithering);
EditorGUILayout.LabelField("Color Grading", EditorStyles.boldLabel);
serializedObject.ApplyModifiedProperties();
}
void Do(string header, Action func)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField(header, EditorStyles.boldLabel);
if (func != null)
func();
EditorGUI.indentLevel--;
}
void ColorGradingUI()
{
var camera = (target as PostProcessing).GetComponent<Camera>();
if (camera != null)
{
using (new EditorGUILayout.HorizontalScope())

}
EditorGUI.indentLevel--;
EditorGUI.indentLevel--;
}
EditorGUILayout.LabelField("Eye Adaptation", EditorStyles.boldLabel);
EditorGUI.indentLevel++;
void EyeAdaptationUI()
{
EditorGUILayout.PropertyField(eyeAdaptation.enabled);
if (eyeAdaptation.enabled.boolValue)

EditorGUI.indentLevel--;
}
}
}
void BloomUI()
{
EditorGUILayout.PropertyField(bloomSettings.enabled);
if (bloomSettings.enabled.boolValue)
{
EditorGUILayout.PropertyField(bloomSettings.intensity);
EditorGUILayout.PropertyField(bloomSettings.threshold);
EditorGUILayout.PropertyField(bloomSettings.softKnee);
EditorGUILayout.PropertyField(bloomSettings.radius);
EditorGUILayout.PropertyField(bloomSettings.lensTexture);
EditorGUILayout.PropertyField(bloomSettings.lensIntensity);
bloomSettings.intensity.floatValue = Mathf.Max(0f, bloomSettings.intensity.floatValue);
bloomSettings.threshold.floatValue = Mathf.Max(0f, bloomSettings.threshold.floatValue);
bloomSettings.lensIntensity.floatValue = Mathf.Max(0f, bloomSettings.lensIntensity.floatValue);
}
}
EditorGUI.indentLevel--;
void ChromaticAberrationUI()
{
EditorGUILayout.PropertyField(chromaSettings.enabled);
serializedObject.ApplyModifiedProperties();
if (chromaSettings.enabled.boolValue)
{
EditorGUILayout.PropertyField(chromaSettings.spectralTexture);
EditorGUILayout.PropertyField(chromaSettings.intensity);
}
void VignetteUI()
{
EditorGUILayout.PropertyField(vignetteSettings.enabled);
if (vignetteSettings.enabled.boolValue)
{
EditorGUILayout.PropertyField(vignetteSettings.color);
EditorGUILayout.PropertyField(vignetteSettings.center);
EditorGUILayout.PropertyField(vignetteSettings.intensity);
EditorGUILayout.PropertyField(vignetteSettings.smoothness);
}
}
#region Color grading stuff
void SetLUTImportSettings()
{
var lut = (target as PostProcessing).colorGrading.logLut;

File.WriteAllBytes(path, texture.EncodeToEXR(Texture2D.EXRFlags.CompressPIZ));
AssetDatabase.Refresh();
}
#endregion
}
}

12
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader


// Include
//-------------------------------------------------------------------------------------
#include "common.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "ShaderLibrary/common.hlsl"
#include "HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "HDRenderPipeline/ShaderVariables.hlsl"
#include "HDRenderPipeline/ShaderPass/FragInputs.hlsl"
#include "HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/UnlitProperties.hlsl"
#include "HDRenderPipeline/Material/Unlit/UnlitProperties.hlsl"
// All our shaders use same name for entry point
#pragma vertex Vert

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


//
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/Unlit.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.cs. Please don't edit by hand.
//
#ifndef UNLIT_CS_HLSL

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/UnlitUI.cs


EditorGUI.indentLevel--;
}
override protected void ShaderInputOptionsGUI()
{
}
protected override void SetupMaterialKeywords(Material material)
{
SetupCommonOptionsKeywords(material);

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