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Merge branch 'Unity-2017.3' into feature/transparentSpecularBlending

/Yibing-Project-2
GitHub 7 年前
当前提交
2df3e46a
共有 127 个文件被更改,包括 6568 次插入2389 次删除
  1. 998
      ImageTemplates/HDRenderPipeline/Scenes/0003_Camera_Ortho.unity.png
  2. 999
      ImageTemplates/HDRenderPipeline/Scenes/0020_Lighting_BasicDirectional.unity.png
  3. 999
      ImageTemplates/HDRenderPipeline/Scenes/0026_Shader_PBRscene.unity.png
  4. 2
      ScriptableRenderPipeline/Core/Camera/FreeCamera.cs
  5. 2
      ScriptableRenderPipeline/Core/ShaderLibrary/Common.hlsl
  6. 49
      ScriptableRenderPipeline/Core/ShaderLibrary/ImageBasedLighting.hlsl
  7. 2
      ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs
  8. 1
      ScriptableRenderPipeline/HDRenderPipeline/Editor/HDAssetFactory.cs
  9. 32
      ScriptableRenderPipeline/HDRenderPipeline/Editor/HDEditorUtils.cs
  10. 87
      ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs
  11. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  12. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDStringConstants.cs
  13. 2
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
  14. 8
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.hlsl
  15. 21
      ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
  16. 24
      ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
  17. 11
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
  18. 9
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
  19. 7
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader
  20. 38
      ScriptableRenderPipeline/HDRenderPipeline/Material/Material.hlsl
  21. 53
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs
  22. 4
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/ShaderPass/UnlitSharePass.hlsl
  23. 9
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader
  24. 2
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/HDRenderPipelineResources.asset
  25. 1
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/RenderPipelineResources.cs
  26. 2
      ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForward.hlsl
  27. 4
      ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl
  28. 8
      ScriptableRenderPipeline/HDRenderPipeline/Sky/ComputeGgxIblSampleData.compute
  29. 42
      ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Editor/HDRISkyEditor.cs
  30. 2
      ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/HDRISkyRenderer.cs
  31. 4
      ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky.meta
  32. 4
      ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Editor.meta
  33. 144
      ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Editor/ProceduralSkyEditor.cs
  34. 2
      ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Editor/ProceduralSkyEditor.cs.meta
  35. 182
      ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkyRenderer.cs
  36. 2
      ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkyRenderer.cs.meta
  37. 158
      ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkySettings.cs
  38. 2
      ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkySettings.cs.meta
  39. 4
      ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources.meta
  40. 27
      ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs
  41. 2
      ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyRenderer.cs
  42. 2
      ScriptableRenderPipeline/HDRenderPipeline/Sky/SkySettings.cs
  43. 61
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0003_Camera_Ortho.unity
  44. 61
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0004_Camera_TargetTexture.unity
  45. 59
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0005_LitBakedEmission.unity
  46. 59
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0006_LitShaderLightProbes.unity
  47. 59
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0017_Lighting_Scene_DirectionalBaked.unity
  48. 61
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0020_Lighting_BasicDirectional.unity
  49. 2
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0022_Lighting_BasicSpot.unity
  50. 61
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0025_Shader_PBRvalidation_Metallic.unity
  51. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0026_Shader_PBRscene.unity
  52. 4
      ScriptableRenderPipeline/HDRenderPipeline/Sky/BlacksmithlSky/Resources/SkyBlacksmith.shader
  53. 158
      SampleScenes/HDTest/Material/HDRenderLoopMaterials/Grid_Planar_Red.mat
  54. 10
      SampleScenes/HDTest/Material/HDRenderLoopMaterials/Grid_Planar_Red.mat.meta
  55. 10
      SampleScenes/HDTest/ShadowsTest.meta
  56. 10
      SampleScenes/HDTest/SkyFogTest.meta
  57. 1001
      SampleScenes/HDTest/SkyFogTest.unity
  58. 9
      SampleScenes/HDTest/SkyFogTest.unity.meta
  59. 77
      ScriptableRenderPipeline/HDRenderPipeline/Editor/HDEditorCLI.cs
  60. 13
      ScriptableRenderPipeline/HDRenderPipeline/Editor/HDEditorCLI.cs.meta
  61. 119
      ScriptableRenderPipeline/HDRenderPipeline/Editor/cli.ps1
  62. 9
      ScriptableRenderPipeline/HDRenderPipeline/Editor/cli.ps1.meta
  63. 10
      ScriptableRenderPipeline/HDRenderPipeline/Sky/AtmosphericScattering.meta
  64. 9
      ScriptableRenderPipeline/HDRenderPipeline/Sky/BlacksmithlSky.meta
  65. 10
      ScriptableRenderPipeline/HDRenderPipeline/Sky/Editor.meta
  66. 53
      ScriptableRenderPipeline/HDRenderPipeline/Sky/OpaqueAtmosphericScattering.shader
  67. 10
      ScriptableRenderPipeline/HDRenderPipeline/Sky/OpaqueAtmosphericScattering.shader.meta
  68. 313
      ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/ProceduralSky.shader
  69. 9
      ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/ProceduralSky.shader.meta
  70. 21
      ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyVariables.hlsl
  71. 10
      ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyVariables.hlsl.meta
  72. 32
      SampleScenes/HDTest/SkyFogTest/SkyFogHDRISky.asset
  73. 10
      SampleScenes/HDTest/SkyFogTest/SkyFogHDRISky.asset.meta
  74. 10
      SampleScenes/HDTest/SkyFogTest/SkyFogProceduralSky.asset.meta
  75. 891
      SampleScenes/HDTest/SkyFogTest/Pyramid.prefab
  76. 10
      SampleScenes/HDTest/SkyFogTest/Pyramid.prefab.meta
  77. 10
      SampleScenes/HDTest/SkyFogTest/Lit_Transparent_Add.mat.meta
  78. 10
      SampleScenes/HDTest/SkyFogTest/Lit_Transparent_Add_NoFog.mat.meta
  79. 10
      SampleScenes/HDTest/SkyFogTest/Lit_Transparent_Multiply.mat.meta
  80. 10
      SampleScenes/HDTest/SkyFogTest/Lit_Transparent_PreMultipliedAlpha.mat.meta
  81. 10
      SampleScenes/HDTest/SkyFogTest/Unlit_Transparent_Add.mat.meta
  82. 10
      SampleScenes/HDTest/SkyFogTest/Unlit_Transparent_Add_NoFog.mat.meta
  83. 10
      SampleScenes/HDTest/SkyFogTest/Unlit_Transparent_Multiply.mat.meta
  84. 10
      SampleScenes/HDTest/SkyFogTest/Unlit_Transparent_PreMultipliedAlpha.mat.meta
  85. 181
      SampleScenes/HDTest/SkyFogTest/Lit_Transparent_Add.mat
  86. 180
      SampleScenes/HDTest/SkyFogTest/Lit_Transparent_Add_NoFog.mat
  87. 181
      SampleScenes/HDTest/SkyFogTest/Lit_Transparent_Alpha.mat
  88. 181
      SampleScenes/HDTest/SkyFogTest/Lit_Transparent_Multiply.mat
  89. 181
      SampleScenes/HDTest/SkyFogTest/Lit_Transparent_PreMultipliedAlpha.mat
  90. 38
      SampleScenes/HDTest/SkyFogTest/SkyFogProceduralSky.asset
  91. 178
      SampleScenes/HDTest/SkyFogTest/Unlit_Transparent_Add.mat
  92. 177
      SampleScenes/HDTest/SkyFogTest/Unlit_Transparent_Add_NoFog.mat
  93. 178
      SampleScenes/HDTest/SkyFogTest/Unlit_Transparent_Multiply.mat
  94. 178
      SampleScenes/HDTest/SkyFogTest/Unlit_Transparent_PreMultipliedAlpha.mat
  95. 10
      SampleScenes/HDTest/SkyFogTest/Lit_Transparent_Alpha.mat.meta
  96. 10
      SampleScenes/HDTest/SkyFogTest/Unlit_Transparent_Alpha.mat.meta

998
ImageTemplates/HDRenderPipeline/Scenes/0003_Camera_Ortho.unity.png
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999
ImageTemplates/HDRenderPipeline/Scenes/0020_Lighting_BasicDirectional.unity.png
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999
ImageTemplates/HDRenderPipeline/Scenes/0026_Shader_PBRscene.unity.png
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2
ScriptableRenderPipeline/Core/Camera/FreeCamera.cs


{
public float m_LookSpeedController = 120f;
public float m_LookSpeedMouse = 10.0f;
public float m_MoveSpeed = 50.0f;
public float m_MoveSpeed = 10.0f;
public float m_Turbo = 10.0f;
private static string kMouseX = "Mouse X";

2
ScriptableRenderPipeline/Core/ShaderLibrary/Common.hlsl


// The reason is that for compute shader we need to guarantee that the layout of CBs is consistent across kernels. Something that we can't control with the global namespace (uniforms get optimized out if not used, modifying the global CBuffer layout per kernel)
// Structure definition that are share between C# and hlsl.
// These structures need to be align on float4 to respectect various packing rules from sahder language.
// These structures need to be align on float4 to respect various packing rules from sahder language.
// This mean that these structure need to be padded.
// Do not use "in", only "out" or "inout" as califier, not "inline" keyword either, useless.

49
ScriptableRenderPipeline/Core/ShaderLibrary/ImageBasedLighting.hlsl


#include "BSDF.hlsl"
#include "Sampling.hlsl"
// TODO: We need to change this hard limit!
#ifndef UNITY_SPECCUBE_LOD_STEPS
#define UNITY_SPECCUBE_LOD_STEPS 6
#endif

// Compute { localL = reflect(-localV, localH) }
float3 localL = -localV + 2.0 * VdotH * localH;
NdotL = localL.z;
L = mul(localL, localToWorld);

float3 localL = -localV + 2 * VdotH * localH;
NdotL = localL.z;
#if 0
H = mul(localH, localToWorld);
#endif
L = mul(localL, localToWorld);
}

#ifndef USE_KARIS_APPROXIMATION
float NdotV = 1; // N == V
float preLambdaV = GetSmithJointGGXPreLambdaV(1, roughness);
float preLambdaV = GetSmithJointGGXPreLambdaV(NdotV, roughness);
#endif
float3 lightInt = float3(0.0, 0.0, 0.0);

{
float2 u = Fibonacci2d(i, sampleCount);
SampleVisibleAnisoGGXDir(u, V, localToWorld, roughness, roughness, L, NdotL, NdotH, LdotH, true);
// Note: if (N == V), all of the microsurface normals are visible.
SampleGGXDir(u, V, localToWorld, roughness, L, NdotL, NdotH, LdotH, true);
if (NdotL <= 0) continue; // Note that some samples will have 0 contribution
}

// in order to reduce the variance.
// Ref: http://http.developer.nvidia.com/GPUGems3/gpugems3_ch20.html
//
// - OmegaS : Solid angle associated with the sample
// - OmegaP : Solid angle associated with the texel of the cubemap
// - OmegaS: Solid angle associated with the sample
// - OmegaP: Solid angle associated with the texel of the cubemap
float omegaS;

}
else
{
// float pdf = D_v / (4 * LdotH).
// TODO: check the accuracy of the sample's solid angle fit for GGX.
float rcpPdf = (4 * LdotH) / D_GGX_Visible(NdotH, NdotV, LdotH, roughness);
omegaS = rcp(sampleCount) * rcpPdf;
// float PDF = D * NdotH * Jacobian, where Jacobian = 1 / (4 * LdotH).
// Since (N == V), NdotH == LdotH.
float pdf = 0.25 * D_GGX(NdotH, roughness);
// TODO: improve the accuracy of the sample's solid angle fit for GGX.
omegaS = rcp(sampleCount) * rcp(pdf);
// invOmegaP is precomputed on CPU and provide as a parameter of the function
// 'invOmegaP' is precomputed on CPU and provided as a parameter to the function.
mipLevel = 0.5 * log2(omegaS * invOmegaP);
const float mipBias = roughness;
mipLevel = 0.5 * log2(omegaS * invOmegaP) + mipBias;
}
// TODO: use a Gaussian-like filter to generate the MIP pyramid.

// X = Integral{Radiance(L) * CBSDF(L, N, V) dL} / Integral{CBSDF(L, N, V) dL}.
// Note: Integral{CBSDF(L, N, V) dL} is given by the FDG texture.
// using the formulation with the distribution of visible normals D_v,
// CBSDF = F * D_v * G * NdotL / (4 * G_v * NdotL * VdotH) = F * D_v * G / (4 * G_v * NdotV).
// PDF = D_v / (4 * LdotH).
// Weight = CBSDF / PDF = F * G / G_v.
// Since we perform filtering with the assumption that (V == N), G_v is constant.
// CBSDF = F * D * G * NdotL / (4 * NdotL * NdotV) = F * D * G / (4 * NdotV).
// PDF = D * NdotH / (4 * LdotH).
// Weight = CBSDF / PDF = F * G * LdotH / (NdotV * NdotH).
// Since we perform filtering with the assumption that (V == N),
// (LdotH == NdotH) && (NdotV == 1) && (Weight == F * G).
float F = 1; // F_Schlick(F0, LdotH);
float V = V_SmithJointGGX(NdotL, NdotV, roughness, preLambdaV);
float G2 = V * NdotL * NdotV; // 4 cancels out
lightInt += F * G2 * val;
cbsdfInt += F * G2;
float F = 1; // F_Schlick(F0, LdotH);
float V = V_SmithJointGGX(NdotL, NdotV, roughness, preLambdaV);
float G = V * NdotL * NdotV; // 4 cancels out
lightInt += F * G * val;
cbsdfInt += F * G;
#else
// Use the approximation from "Real Shading in Unreal Engine 4": Weight ≈ NdotL.
lightInt += NdotL * val;

2
ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs


DebugMenuManager.instance.AddDebugItem<bool>("Rendering", "Display Opaque",() => renderingDebugSettings.displayOpaqueObjects, (value) => renderingDebugSettings.displayOpaqueObjects = (bool)value);
DebugMenuManager.instance.AddDebugItem<bool>("Rendering", "Display Transparency",() => renderingDebugSettings.displayTransparentObjects, (value) => renderingDebugSettings.displayTransparentObjects = (bool)value);
DebugMenuManager.instance.AddDebugItem<bool>("Rendering", "Enable Atmospheric Scattering",() => renderingDebugSettings.enableAtmosphericScattering, (value) => renderingDebugSettings.enableAtmosphericScattering = (bool)value);
DebugMenuManager.instance.AddDebugItem<bool>("Rendering", "Enable Distortion",() => renderingDebugSettings.enableDistortion, (value) => renderingDebugSettings.enableDistortion = (bool)value);
DebugMenuManager.instance.AddDebugItem<bool>("Rendering", "Enable Subsurface Scattering",() => renderingDebugSettings.enableSSSAndTransmission, (value) => renderingDebugSettings.enableSSSAndTransmission = (bool)value);
DebugMenuManager.instance.AddDebugItem<int>("Rendering", kFullScreenDebugMode, () => (int)fullScreenDebugMode, (value) => fullScreenDebugMode = (FullScreenDebugMode)value, DebugItemFlag.None, new DebugItemHandlerIntEnum(DebugDisplaySettings.renderingFullScreenDebugStrings, DebugDisplaySettings.renderingFullScreenDebugValues));

public bool enableDistortion = true;
public bool enableGaussianPyramid = true;
public bool enableSSSAndTransmission = true;
public bool enableAtmosphericScattering = true;
}
public enum ShadowMapDebugMode

1
ScriptableRenderPipeline/HDRenderPipeline/Editor/HDAssetFactory.cs


instance.buildProbabilityTables = Load<ComputeShader>(HDRenderPipelinePath + "Sky/BuildProbabilityTables.compute");
instance.computeGgxIblSampleData = Load<ComputeShader>(HDRenderPipelinePath + "Sky/ComputeGgxIblSampleData.compute");
instance.GGXConvolve = Load<Shader>(HDRenderPipelinePath + "Sky/GGXConvolve.shader");
instance.opaqueAtmosphericScattering = Load<Shader>(HDRenderPipelinePath + "Sky/OpaqueAtmosphericScattering.shader");
// Skybox/Cubemap is a builtin shader, must use Sahder.Find to access it. It is fine because we are in the editor
instance.skyboxCubemap = Shader.Find("Skybox/Cubemap");

32
ScriptableRenderPipeline/HDRenderPipeline/Editor/HDEditorUtils.cs


using System.IO;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
delegate void MaterialResetter(Material material);
static Dictionary<string, MaterialResetter> k_MaterialResetters = new Dictionary<string, MaterialResetter>()
{
{ "HDRenderPipeline/LayeredLit", LayeredLitGUI.SetupMaterialKeywordsAndPass },
{ "HDRenderPipeline/LayeredLitTessellation", LayeredLitGUI.SetupMaterialKeywordsAndPass },
{ "HDRenderPipeline/Lit", LitGUI.SetupMaterialKeywordsAndPass },
{ "HDRenderPipeline/LitTessellation", LitGUI.SetupMaterialKeywordsAndPass },
{ "HDRenderPipeline/Unlit", UnlitGUI.SetupMaterialKeywordsAndPass }
};
public static string GetHDRenderPipelinePath()
{
// User can create their own directory for SRP, so we need to find the current path that they use.

var fullPath = Path.GetFullPath(hdrpPath + "../Core");
var relativePath = fullPath.Substring(fullPath.IndexOf("Assets"));
return relativePath.Replace("\\", "/") + "/";
}
public static bool ResetMaterialKeywords(Material material)
{
MaterialResetter resetter;
if (k_MaterialResetters.TryGetValue(material.shader.name, out resetter))
{
RemoveMaterialKeywords(material);
resetter(material);
EditorUtility.SetDirty(material);
return true;
}
return false;
}
public static void RemoveMaterialKeywords(Material material)
{
material.shaderKeywords = null;
}
}
}

87
ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs


using System.IO;
using System.IO;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;

}
}
static void RemoveMaterialKeywords(Material material)
{
foreach (var keyword in material.shaderKeywords)
material.DisableKeyword(keyword);
}
// The goal of this script is to help maintenance of data that have already been produced but need to update to the latest shader code change.
// In case the shader code have change and the inspector have been update with new kind of keywords we need to regenerate the set of keywords use by the material.
// This script will remove all keyword of a material and trigger the inspector that will re-setup all the used keywords.

for (int i = 0, length = materials.Length; i < length; i++)
{
var mat = materials[i];
EditorUtility.DisplayProgressBar(
"Setup materials Keywords...",
string.Format("{0} / {1} materials cleaned.", i, length),
i / (float)(length - 1));
HDEditorUtils.ResetMaterialKeywords(materials[i]);
}
}
finally
{
EditorUtility.ClearProgressBar();
}
}
[MenuItem("HDRenderPipeline/Test/Reset all materials keywords in project")]
static void ResetAllMaterialKeywordsInProject()
{
try
{
var matIds = AssetDatabase.FindAssets("t:Material");
for (int i = 0, length = matIds.Length; i < length; i++)
{
var path = AssetDatabase.GUIDToAssetPath(matIds[i]);
var mat = AssetDatabase.LoadAssetAtPath<Material>(path);
EditorUtility.DisplayProgressBar(
"Setup materials Keywords...",

if (mat.shader.name == "HDRenderPipeline/LayeredLit" || mat.shader.name == "HDRenderPipeline/LayeredLitTessellation")
{
// We remove all keyword already present
RemoveMaterialKeywords(mat);
LayeredLitGUI.SetupMaterialKeywordsAndPass(mat);
EditorUtility.SetDirty(mat);
}
else if (mat.shader.name == "HDRenderPipeline/Lit" || mat.shader.name == "HDRenderPipeline/LitTessellation")
{
// We remove all keyword already present
RemoveMaterialKeywords(mat);
LitGUI.SetupMaterialKeywordsAndPass(mat);
EditorUtility.SetDirty(mat);
}
else if (mat.shader.name == "HDRenderPipeline/Unlit")
{
// We remove all keyword already present
RemoveMaterialKeywords(mat);
UnlitGUI.SetupMaterialKeywordsAndPass(mat);
EditorUtility.SetDirty(mat);
}
HDEditorUtils.ResetMaterialKeywords(mat);
}
}
finally

{
mat.shader = litShader;
// We remove all keyword already present
RemoveMaterialKeywords(mat);
HDEditorUtils.RemoveMaterialKeywords(mat);
LitGUI.SetupMaterialKeywordsAndPass(mat);
EditorUtility.SetDirty(mat);
}

// We remove all keyword already present
RemoveMaterialKeywords(mat);
HDEditorUtils.RemoveMaterialKeywords(mat);
LayeredLitGUI.SetupMaterialKeywordsAndPass(mat);
EditorUtility.SetDirty(mat);
}

class DoCreateNewAssetCommonSettings : DoCreateNewAsset<CommonSettings> {}
class DoCreateNewAssetHDRISkySettings : DoCreateNewAsset<HDRISkySettings> {}
class DoCreateNewAssetBlacksmithSkySettings : DoCreateNewAsset<BlacksmithSkySettings> {}
[MenuItem("Assets/Create/HDRenderPipeline/Common Settings", priority = 677)]
[MenuItem("Assets/Create/HDRenderPipeline/Common Settings", priority = 700)]
static void MenuCreateCommonSettings()
{
var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon");

[MenuItem("Assets/Create/HDRenderPipeline/HDRISky Settings", priority = 678)]
[MenuItem("Assets/Create/HDRenderPipeline/Subsurface Scattering Settings", priority = 702)]
static void MenuCreateSubsurfaceScatteringProfile()
{
var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon");
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance<DoCreateNewAssetSubsurfaceScatteringSettings>(), "New SSS Profile.asset", icon, null);
}
[MenuItem("Assets/Create/HDRenderPipeline/HDRISky Settings", priority = 750)]
static void MenuCreateHDRISkySettings()
{
var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon");

[MenuItem("Assets/Create/HDRenderPipeline/ProceduralSky Settings", priority = 679)]
[MenuItem("Assets/Create/HDRenderPipeline/BlacksmithSky Settings", priority = 751)]
static void MenuCreateBlacksmithSkySettings()
{
var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon");
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance<DoCreateNewAssetBlacksmithSkySettings>(), "New BlacksmithSkySettings.asset", icon, null);
}
[MenuItem("Assets/Create/HDRenderPipeline/ProceduralSky Settings", priority = 752)]
static void MenuCreateProceduralSkySettings()
{
var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon");

[MenuItem("Assets/Create/HDRenderPipeline/Subsurface Scattering Settings", priority = 681)]
static void MenuCreateSubsurfaceScatteringSettings()
{
var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon");
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance<DoCreateNewAssetSubsurfaceScatteringSettings>(), "New SSS Settings.asset", icon, null);
}
}
}

3
ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


void RenderSky(HDCamera hdCamera, CommandBuffer cmd)
{
m_SkyManager.RenderSky(hdCamera, m_LightLoop.GetCurrentSunLight(), m_CameraColorBufferRT, m_CameraDepthStencilBufferRT, cmd);
m_SkyManager.RenderSky(hdCamera, m_LightLoop.GetCurrentSunLight(), m_CameraColorBufferRT, m_CameraDepthStencilBufferRT, cmd, m_DebugDisplaySettings);
m_SkyManager.RenderOpaqueAtmosphericScattering(cmd);
}
public Texture2D ExportSkyToTexture()

1
ScriptableRenderPipeline/HDRenderPipeline/HDStringConstants.cs


public static readonly int _EnvLightSkyEnabled = Shader.PropertyToID("_EnvLightSkyEnabled");
public static readonly int _AmbientOcclusionParam = Shader.PropertyToID("_AmbientOcclusionParam");
public static readonly int _SkyTexture = Shader.PropertyToID("_SkyTexture");
public static readonly int _SkyTextureMipCount = Shader.PropertyToID("_SkyTextureMipCount");
public static readonly int _UseDisneySSS = Shader.PropertyToID("_UseDisneySSS");
public static readonly int _EnableSSSAndTransmission = Shader.PropertyToID("_EnableSSSAndTransmission");

2
ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


Vector4[] halfRcpVariancesAndWeights = Shader.GetGlobalVectorArray(HDShaderIDs._HalfRcpVariancesAndWeights);
Texture skyTexture = Shader.GetGlobalTexture(HDShaderIDs._SkyTexture);
float skyTextureMipCount = Shader.GetGlobalFloat(HDShaderIDs._SkyTextureMipCount);
for (int variant = 0; variant < numVariants; variant++)
{

cmd.SetComputeVectorParam(deferredComputeShader, HDShaderIDs._AmbientOcclusionParam, ambientOcclusionParam);
cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs._SkyTexture, skyTexture ? skyTexture : m_DefaultTexture2DArray);
cmd.SetComputeFloatParam(deferredComputeShader, HDShaderIDs._SkyTextureMipCount, skyTextureMipCount);
// Set SSS parameters.
cmd.SetComputeIntParam( deferredComputeShader, HDShaderIDs._EnableSSSAndTransmission, enableSSSAndTransmission);

8
ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.hlsl


#include "TilePass.cs.hlsl"
#include "TilePass.cs.hlsl"
#include "../../Sky/SkyVariables.hlsl"
StructuredBuffer<uint> g_vLightListGlobal; // don't support Buffer yet in unity

// Use texture array for reflection (or LatLong 2D array for mobile)
TEXTURECUBE_ARRAY_ABSTRACT(_EnvTextures);
SAMPLERCUBE_ABSTRACT(sampler_EnvTextures);
TEXTURECUBE(_SkyTexture);
SAMPLERCUBE(sampler_SkyTexture); // NOTE: Sampler could be share here with _EnvTextures. Don't know if the shader compiler will complain...
TEXTURE2D(_DeferredShadowTexture);

}
else // SINGLE_PASS_SAMPLE_SKY
{
return SAMPLE_TEXTURECUBE_LOD(_SkyTexture, sampler_SkyTexture, texCoord, lod);
return SampleSkyTexture(texCoord, lod);
}
}

21
ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader


[HideInInspector] _CullMode("__cullmode", Float) = 2.0
[HideInInspector] _ZTestMode("_ZTestMode", Int) = 8
[ToggleOff] _EnableFog ("Enable Fog", Float) = 1.0
[ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0
[Enum(None, 0, Mirror, 1, Flip, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)

#pragma shader_feature _HEIGHT_BASED_BLEND
#pragma shader_feature _ _LAYEREDLIT_3_LAYERS _LAYEREDLIT_4_LAYERS
#pragma shader_feature _ _BLENDMODE_LERP _BLENDMODE_ADD _BLENDMODE_SOFT_ADD _BLENDMODE_MULTIPLY _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_MULTIPLY _BLENDMODE_PRE_MULTIPLY
// This feature is only for transparent Lit
#pragma shader_feature _ENABLE_FOG
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED

ENDHLSL
}
Pass
{
Name "Forward" // Name is not used
Tags{ "LightMode" = "Forward" } // This will be only for transparent object based on the RenderQueue index
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
Cull[_CullMode]
HLSLPROGRAM
#define SHADERPASS SHADERPASS_FORWARD
#include "../../ShaderVariables.hlsl"
#include "../../Lighting/Forward.
Pass
{
Name "Forward" // Name is not used

24
ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader


[HideInInspector] _CullMode("__cullmode", Float) = 2.0
[HideInInspector] _ZTestMode("_ZTestMode", Int) = 8
[ToggleOff] _EnableFog ("Enable Fog", Float) = 1.0
[ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0
[Enum(None, 0, Mirror, 1, Flip, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)

#pragma shader_feature _HEIGHT_BASED_BLEND
#pragma shader_feature _ _LAYEREDLIT_3_LAYERS _LAYEREDLIT_4_LAYERS
#pragma shader_feature _ _BLENDMODE_LERP _BLENDMODE_ADD _BLENDMODE_SOFT_ADD _BLENDMODE_MULTIPLY _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_MULTIPLY _BLENDMODE_PRE_MULTIPLY
// This feature is only for transparent Lit
#pragma shader_feature _ENABLE_FOG
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED

ENDHLSL
}
Pass
{
Name "Forward" // Name is not used
Tags{ "LightMode" = "Forward" } // This will be only for transparent object based on the RenderQueue index
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
Cull[_CullMode]
HLSLPROGRAM
#pragma hull Hull
#pragma domain Domain
#define SHADERPASS SHADERPASS_FORWARD
#include "../../ShaderVariables.hlsl"
#include "../../Lighting/Forward.
Pass
{
Name "Forward" // Name is not used

11
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


// Rough refraction texture
// Color pyramid (width, height, lodcount, Unused)
float4 _GaussianPyramidColorMipSize;
TEXTURE2D(_PyramidDepthTexture);
CBUFFER_START(UnityGaussianPyramidParameters)
float4 _GaussianPyramidColorMipSize;
TEXTURE2D(_PyramidDepthTexture);
CBUFFER_END
CBUFFER_START(UnityAmbientOcclusionParameters)
CBUFFER_END
// Area light textures
// TODO: This one should be set into a constant Buffer at pass frequency (with _Screensize)

9
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader


[HideInInspector] _CullMode("__cullmode", Float) = 2.0
[HideInInspector] _ZTestMode("_ZTestMode", Int) = 8
[ToggleOff] _EnableFog ("Enable Fog", Float) = 1.0
[ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0
[Enum(None, 0, Mirror, 1, Flip, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)

#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go futher in dev
// #pragma enable_d3d11_debug_symbols
//#pragma enable_d3d11_debug_symbols
//-------------------------------------------------------------------------------------
// Variant

#pragma shader_feature _THICKNESSMAP
#pragma shader_feature _SPECULARCOLORMAP
#pragma shader_feature _ _BLENDMODE_LERP _BLENDMODE_ADD _BLENDMODE_SOFT_ADD _BLENDMODE_MULTIPLY _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_MULTIPLY _BLENDMODE_PRE_MULTIPLY
// This feature is only for transparent Lit
#pragma shader_feature _ENABLE_FOG
// MaterialId are used as shader feature to allow compiler to optimize properly
// Note _MATID_STANDARD is not define as there is always the default case "_". We assign default as _MATID_STANDARD, so we never test _MATID_STANDARD

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


[HideInInspector] _CullMode("__cullmode", Float) = 2.0
[HideInInspector] _ZTestMode("_ZTestMode", Int) = 8
[ToggleOff] _EnableFog ("Enable Fog", Float) = 1.0
[ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0
[Enum(None, 0, Mirror, 1, Flip, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)

#pragma shader_feature _THICKNESSMAP
#pragma shader_feature _SPECULARCOLORMAP
#pragma shader_feature _ _BLENDMODE_LERP _BLENDMODE_ADD _BLENDMODE_SOFT_ADD _BLENDMODE_MULTIPLY _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_MULTIPLY _BLENDMODE_PRE_MULTIPLY
// This feature is only for transparent Lit
#pragma shader_feature _ENABLE_FOG
// MaterialId are used as shader feature to allow compiler to optimize properly
// Note _MATID_STANDARD is not define as there is always the default case "_". We assign default as _MATID_STANDARD, so we never test _MATID_STANDARD

38
ScriptableRenderPipeline/HDRenderPipeline/Material/Material.hlsl


#include "../../Core/ShaderLibrary/CommonMaterial.hlsl"
#include "../../Core/ShaderLibrary/EntityLighting.hlsl"
#include "../../Core/ShaderLibrary/ImageBasedLighting.hlsl"
#include "../Sky/AtmosphericScattering/AtmosphericScattering.hlsl"
#if defined(_BLENDMODE_LERP) || defined(_BLENDMODE_ADD) || defined(_BLENDMODE_SOFT_ADD) || defined(_BLENDMODE_MULTIPLY) || defined(_BLENDMODE_PRE_MULTIPLY)
#if defined(_BLENDMODE_ALPHA) || defined(_BLENDMODE_ADD) || defined(_BLENDMODE_MULTIPLY) || defined(_BLENDMODE_PRE_MULTIPLY)
//-----------------------------------------------------------------------------
// Fog sampling function for materials
//-----------------------------------------------------------------------------
// Used for transparent object. input color is color + alpha of the original transparent pixel.
float4 EvaluateAtmosphericScattering(PositionInputs posInput, float4 inputColor)
{
float4 result = inputColor;
#if defined(SURFACE_TYPE_TRANSPARENT) && defined(_ENABLE_FOG)
float4 fog = EvaluateAtmosphericScattering(posInput);
#if defined(_BLENDMODE_ALPHA)
// Regular alpha blend only need a lerp to work
result.rgb = lerp(result.rgb, fog.rgb, fog.a);
#elif defined(_BLENDMODE_ADD)
// For additive, we just need to fade to black with fog density (black + background == background color == fog color)
result.rgb = result.rgb * (1.0 - fog.a);
#elif defined(_BLENDMODE_MULTIPLY)
// For multiplicative, we just need to fade to white with fog density (white * background == background color == fog color)
result.rgb = lerp(result.rgb, float3(1.0, 1.0, 1.0), fog.a);
#elif defined(_BLENDMODE_PRE_MULTIPLY)
// For Pre-Multiplied Alpha Blend, we need to multiply fog color by src alpha to match regular alpha blending formula.
result.rgb = lerp(result.rgb, fog.rgb * result.a, fog.a);
#endif
#else
// Evaluation of fog for opaque objects is currently done in a full screen pass independent from any material parameters.
// but this funtction is called in generic forward shader code so we need it to be neutral in this case.
#endif
return result;
}
//-----------------------------------------------------------------------------
// BuiltinData

53
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs


public static GUIContent alphaCutoffText = new GUIContent("Alpha Cutoff", "Threshold for alpha cutoff");
public static GUIContent alphaCutoffShadowText = new GUIContent("Alpha Cutoff Shadow", "Threshold for alpha cutoff in case of shadow pass");
public static GUIContent alphaCutoffPrepassText = new GUIContent("Alpha Cutoff Prepass", "Threshold for alpha cutoff in case of depth prepass");
public static GUIContent transparentDepthPrepassEnableText = new GUIContent("Enable transparent depth prepass", "It allow to ");
public static GUIContent transparentDepthPrepassEnableText = new GUIContent("Enable transparent depth prepass", "It allow to ");
public static GUIContent enableFogText = new GUIContent("Enable Fog");
public static GUIContent doubleSidedEnableText = new GUIContent("Double Sided", "This will render the two face of the objects (disable backface culling) and flip/mirror normal");
public static GUIContent distortionEnableText = new GUIContent("Distortion", "Enable distortion on this shader");

Transparent
}
// Enum values are hardcoded for retrocompatibility. Don't change them.
Lerp,
Add,
SoftAdd,
Multiply,
Premultiply
Alpha = 0,
Additive = 1,
Multiplicative = 3,
PremultipliedAlpha = 4
}
protected MaterialEditor m_MaterialEditor;

protected const string kDistortionBlurRemapMax = "_DistortionBlurRemapMax";
protected MaterialProperty preRefractionPass = null;
protected const string kPreRefractionPass = "_PreRefractionPass";
protected MaterialProperty enableFog = null;
protected const string kEnableFog = "_EnableFog";
// See comment in LitProperties.hlsl
const string kEmissionColor = "_EmissionColor";

distortionBlurRemapMin = FindProperty(kDistortionBlurRemapMin, props, false);
distortionBlurRemapMax = FindProperty(kDistortionBlurRemapMax, props, false);
preRefractionPass = FindProperty(kPreRefractionPass, props, false);
enableFog = FindProperty(kEnableFog, props, false);
}
void SurfaceTypePopup()

if (showBlendModePopup)
BlendModePopup();
m_MaterialEditor.ShaderProperty(enableFog, StylesBaseUnlit.enableFogText);
m_MaterialEditor.ShaderProperty(preRefractionPass, StylesBaseUnlit.transparentPrePassText);
}
m_MaterialEditor.ShaderProperty(alphaCutoffEnable, StylesBaseUnlit.alphaCutoffEnableText);

BlendMode blendMode = (BlendMode)material.GetFloat(kBlendMode);
// These need to always been set either with opaque or transparent! So a users can swtich to opaque and remove the keyword correctly
SetKeyword(material, "_BLENDMODE_LERP", false);
SetKeyword(material, "_BLENDMODE_ALPHA", false);
SetKeyword(material, "_BLENDMODE_SOFT_ADD", false);
SetKeyword(material, "_BLENDMODE_MULTIPLY", false);
SetKeyword(material, "_BLENDMODE_PRE_MULTIPLY", false);

var isPrePass = material.HasProperty(kPreRefractionPass) && material.GetFloat(kPreRefractionPass) > 0.0f;
material.renderQueue = (int)(isPrePass ? HDRenderQueue.PreRefraction : HDRenderQueue.Transparent);
SetKeyword(material, "_BLENDMODE_LERP", BlendMode.Lerp == blendMode);
SetKeyword(material, "_BLENDMODE_ADD", BlendMode.Add == blendMode);
SetKeyword(material, "_BLENDMODE_SOFT_ADD", BlendMode.SoftAdd == blendMode);
SetKeyword(material, "_BLENDMODE_MULTIPLY", BlendMode.Multiply == blendMode);
SetKeyword(material, "_BLENDMODE_PRE_MULTIPLY", BlendMode.Premultiply == blendMode);
SetKeyword(material, "_BLENDMODE_ALPHA", BlendMode.Alpha == blendMode);
SetKeyword(material, "_BLENDMODE_ADD", BlendMode.Additive == blendMode);
SetKeyword(material, "_BLENDMODE_MULTIPLY", BlendMode.Multiplicative == blendMode);
SetKeyword(material, "_BLENDMODE_PRE_MULTIPLY", BlendMode.PremultipliedAlpha == blendMode);
case BlendMode.Lerp:
case BlendMode.Alpha:
case BlendMode.Add:
case BlendMode.Additive:
case BlendMode.SoftAdd:
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusDstColor);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.One);
break;
case BlendMode.Multiply:
case BlendMode.Multiplicative:
case BlendMode.Premultiply:
case BlendMode.PremultipliedAlpha:
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
break;

SetKeyword(material, "_DOUBLESIDED_ON", doubleSidedEnable);
SetKeyword(material, "_ALPHATEST_ON", alphaTestEnable);
bool fogEnabled = material.GetFloat(kEnableFog) > 0.0f;
SetKeyword(material, "_ENABLE_FOG", fogEnabled);
{
{
bool distortionDepthTest = material.GetFloat(kDistortionDepthTest) > 0.0f;
if (distortionDepthTest)
{

material.SetInt("_DistortionBlurDstBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DistortionBlurBlendOp", (int)UnityEngine.Rendering.BlendOp.Max);
break;
}
}
case 1: // Multiply
material.SetInt("_DistortionSrcBlend", (int)UnityEngine.Rendering.BlendMode.DstColor);
material.SetInt("_DistortionDstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);

// If distortion only is enabled, disable all passes (except distortion and debug)
bool enablePass = !(distortionEnable && distortionOnly);
// Disable all passes except distortion
// Distortion is setup in code above
material.SetShaderPassEnabled(HDShaderPassNames.s_ForwardStr, enablePass);

4
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/ShaderPass/UnlitSharePass.hlsl


#define ATTRIBUTES_NEED_TEXCOORD0
#if defined(_ENABLE_FOG)
#define VARYINGS_NEED_POSITION_WS
#endif
#define VARYINGS_NEED_TEXCOORD0
// This include will define the various Attributes/Varyings structure

9
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader


[ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0
[ToggleOff] _EnableFog ("Enable Fog", Float) = 0.0
// Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor"
// value that exist to identify if the GI emission need to be enabled.
// In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it.

#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
// #pragma enable_d3d11_debug_symbols
//#pragma enable_d3d11_debug_symbols
//-------------------------------------------------------------------------------------
// Variant

#pragma shader_feature _EMISSIVE_COLOR_MAP
#pragma shader_feature _ _BLENDMODE_LERP _BLENDMODE_ADD _BLENDMODE_SOFT_ADD _BLENDMODE_MULTIPLY _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_MULTIPLY _BLENDMODE_PRE_MULTIPLY
// This feature is only for transparent Unlit
#pragma shader_feature _ENABLE_FOG
//-------------------------------------------------------------------------------------
// Define

2
ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/HDRenderPipelineResources.asset


computeGgxIblSampleData: {fileID: 7200000, guid: 764a24bb47ef5ba4781d9ae82ca07445,
type: 3}
GGXConvolve: {fileID: 4800000, guid: 123ed592ad5c2494b8aed301fd609e7b, type: 3}
opaqueAtmosphericScattering: {fileID: 4800000, guid: 326059e48e5735e46a98047eff4f0295,
type: 3}
skyboxCubemap: {fileID: 103, guid: 0000000000000000f000000000000000, type: 0}

1
ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/RenderPipelineResources.cs


public ComputeShader buildProbabilityTables;
public ComputeShader computeGgxIblSampleData;
public Shader GGXConvolve;
public Shader opaqueAtmosphericScattering;
public Shader skyboxCubemap;

2
ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForward.hlsl


float4 BlendDiffuseWithConsistentSpecular(float3 diffuse, float3 specular, float opacity)
{
#ifdef _BLENDMODE_LERP
#ifdef _BLENDMODE_ALPHA
return float4(diffuse + (specular / max(opacity, 0.01)), opacity);
#elif defined(_BLENDMODE_ADD) || defined(_BLENDMODE_PRE_MULTIPLY)
return float4(diffuse * opacity + specular, opacity);

4
ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl


#if SHADERPASS != SHADERPASS_FORWARD_UNLIT
#if SHADERPASS != SHADERPASS_FORWARD_UNLIT
#error SHADERPASS_is_not_correctly_define
#endif

BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
// TODO: we must not access bsdfData here, it break the genericity of the code!
float4 outColor = float4(bsdfData.color + builtinData.emissiveColor, builtinData.opacity);
float4 outColor = EvaluateAtmosphericScattering(posInput, float4(bsdfData.color + builtinData.emissiveColor, builtinData.opacity));
#ifdef DEBUG_DISPLAY
// Same code in ShaderPassForward.shader

8
ScriptableRenderPipeline/HDRenderPipeline/Sky/ComputeGgxIblSampleData.compute


// We switch to the Golden sequence instead of the Fibonacci sequence
// since the sample count is not guaranteed to be a Fibonacci number.
float2 u = Golden2dSeq(i, sampleCount);
SampleVisibleAnisoGGXDir(u, V, k_identity3x3, roughness, roughness, localL, NdotL, NdotH, LdotH, true);
SampleGGXDir(u, V, k_identity3x3, roughness, localL, NdotL, NdotH, LdotH, true);
if (NdotL > 0)
{

float2 u = Golden2dSeq(sampleIndex, sampleCount);
SampleVisibleAnisoGGXDir(u, V, k_identity3x3, roughness, roughness, localL, NdotL, NdotH, LdotH, true);
SampleGGXDir(u, V, k_identity3x3, roughness, localL, NdotL, NdotH, LdotH, true);
float rcpPdf = (4 * LdotH) / D_GGX_Visible(NdotH, NdotV, LdotH, roughness);
float omegaS = rcp(sampleCount) * rcpPdf;
float pdf = 0.25 * D_GGX(NdotH, roughness);
float omegaS = rcp(sampleCount) * rcp(pdf);
output[groupThreadId.xy] = float4(localL, omegaS);
}

42
ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Editor/HDRISkyEditor.cs


{
[CanEditMultipleObjects]
[CustomEditor(typeof(HDRISkySettings))]
public class HDRISkyParametersEditor
: Editor
public class HDRISkySettingsEditor
: SkySettingsEditor
public readonly GUIContent skyResolution = new GUIContent("Resolution", "Resolution of the environment lighting generated from the sky.");
public readonly GUIContent skyExposure = new GUIContent("Exposure", "Exposure of the sky in EV.");
public readonly GUIContent skyRotation = new GUIContent("Rotation", "Rotation of the sky.");
public readonly GUIContent skyMultiplier = new GUIContent("Multiplier", "Intensity multiplier for the sky.");
public readonly GUIContent environmentUpdateMode = new GUIContent("Environment Update Mode", "Specify how the environment lighting should be updated.");
public readonly GUIContent environmentUpdatePeriod = new GUIContent("Environment Update Period", "If environment update is set to realtime, period in seconds at which it is updated (0.0 means every frame).");
public readonly GUIContent lightingOverride = new GUIContent("Lighting Override", "If a lighting override cubemap is provided, this cubemap will be used to compute lighting instead of the result from the visible sky.");
}
private static Styles s_Styles = null;

}
private SerializedProperty m_SkyHDRI;
private SerializedProperty m_SkyResolution;
private SerializedProperty m_SkyExposure;
private SerializedProperty m_SkyMultiplier;
private SerializedProperty m_SkyRotation;
private SerializedProperty m_EnvUpdateMode;
private SerializedProperty m_EnvUpdatePeriod;
private SerializedProperty m_LightingOverride;
void OnEnable()
protected override void InitializeProperties()
base.InitializeProperties();
m_SkyResolution = serializedObject.FindProperty("resolution");
m_SkyExposure = serializedObject.FindProperty("exposure");
m_SkyMultiplier = serializedObject.FindProperty("multiplier");
m_SkyRotation = serializedObject.FindProperty("rotation");
m_EnvUpdateMode = serializedObject.FindProperty("updateMode");
m_EnvUpdatePeriod = serializedObject.FindProperty("updatePeriod");
m_LightingOverride = serializedObject.FindProperty("lightingOverride");
}
public override void OnInspectorGUI()

EditorGUILayout.PropertyField(m_SkyHDRI, styles.skyHDRI);
EditorGUILayout.PropertyField(m_SkyResolution, styles.skyResolution);
EditorGUILayout.PropertyField(m_SkyExposure, styles.skyExposure);
EditorGUILayout.PropertyField(m_SkyMultiplier, styles.skyMultiplier);
EditorGUILayout.PropertyField(m_SkyRotation, styles.skyRotation);
EditorGUILayout.Space();
EditorGUILayout.PropertyField(m_EnvUpdateMode, styles.environmentUpdateMode);
if (!m_EnvUpdateMode.hasMultipleDifferentValues && m_EnvUpdateMode.intValue == (int)EnvironementUpdateMode.Realtime)
{
EditorGUILayout.PropertyField(m_EnvUpdatePeriod, styles.environmentUpdatePeriod);
}
EditorGUILayout.PropertyField(m_LightingOverride, styles.lightingOverride);
base.CommonSkySettingsGUI();
serializedObject.ApplyModifiedProperties();
}

2
ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/HDRISkyRenderer.cs


}
}
public override void RenderSky(BuiltinSkyParameters builtinParams, SkySettings skyParameters, bool renderForCubemap)
public override void RenderSky(BuiltinSkyParameters builtinParams, bool renderForCubemap)
{
m_SkyHDRIMaterial.SetTexture(HDShaderIDs._Cubemap, m_HdriSkyParams.skyHDRI);
m_SkyHDRIMaterial.SetVector(HDShaderIDs._SkyParam, new Vector4(m_HdriSkyParams.exposure, m_HdriSkyParams.multiplier, m_HdriSkyParams.rotation, 0.0f));

4
ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky.meta


fileFormatVersion: 2
guid: 65f9231eb40b6914eb24ea0b555778f0
guid: 3b82dc4603e0dc94a8845a0e0b716046
timeCreated: 1481646017
timeCreated: 1481626018
licenseType: Pro
DefaultImporter:
userData:

4
ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Editor.meta


fileFormatVersion: 2
guid: 00372bf7f144a724bba68a081fd79e78
guid: b0f1613f908d934488f326668e5ab334
timeCreated: 1481646149
timeCreated: 1481635912
licenseType: Pro
DefaultImporter:
userData:

144
ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Editor/ProceduralSkyEditor.cs


{
[CanEditMultipleObjects]
[CustomEditor(typeof(ProceduralSkySettings))]
public class ProceduralSkySettingsEditor : Editor
public class ProceduralSkySettingsEditor
: SkySettingsEditor
private float heightFogHeight = 0.0f;
public readonly GUIContent skyHDRI = new GUIContent("HDRI");
public readonly GUIContent skyResolution = new GUIContent("Resolution");
public readonly GUIContent skyExposure = new GUIContent("Exposure");
public readonly GUIContent skyRotation = new GUIContent("Rotation");
public readonly GUIContent skyMultiplier = new GUIContent("Multiplier");
public readonly GUIContent lightingOverride = new GUIContent("Lighting Override", "If a lighting override cubemap is provided, this cubemap will be used to compute lighting instead of the result from the visible sky.");
public readonly GUIContent sunSize = new GUIContent("Sun Size");
public readonly GUIContent sunSizeConvergence = new GUIContent("Sun Size Convergence");
public readonly GUIContent atmosphereThickness = new GUIContent("Atmosphere Thickness");
public readonly GUIContent skyTint = new GUIContent("SkyTint");
public readonly GUIContent groundColor = new GUIContent("Ground Color");
public readonly GUIContent enableSunDisk = new GUIContent("Enable Sun Disk");
}
private static Styles s_Styles = null;

}
}
private SerializedProperty m_SkyHDRI;
private SerializedProperty m_SkyResolution;
private SerializedProperty m_SkyExposure;
private SerializedProperty m_SkyMultiplier;
private SerializedProperty m_SkyRotation;
private SerializedProperty m_LightingOverride;
private SerializedProperty m_updateMode;
private SerializedProperty m_updatePeriod;
private SerializedProperty m_worldScaleExponent;
private SerializedProperty m_maxSkyDistance;
private SerializedProperty m_worldMieColorIntensity;
private SerializedProperty m_worldMieColorRamp;
private SerializedProperty m_worldMieDensity;
private SerializedProperty m_worldMieNearScatterPush;
private SerializedProperty m_worldMiePhaseAnisotropy;
private SerializedProperty m_worldRayleighColorIntensity;
private SerializedProperty m_worldRayleighColorRamp;
private SerializedProperty m_worldRayleighDensity;
private SerializedProperty m_worldRayleighNearScatterPush;
private SerializedProperty m_heightSeaLevel;
private SerializedProperty m_heightDistance;
private SerializedProperty m_heightMieDensity;
private SerializedProperty m_heightMieNearScatterPush;
private SerializedProperty m_heightRayleighColor;
private SerializedProperty m_heightRayleighDensity;
private SerializedProperty m_heightRayleighIntensity;
private SerializedProperty m_heightRayleighNearScatterPush;
private SerializedProperty m_SunSize;
private SerializedProperty m_SunSizeConvergence;
private SerializedProperty m_AtmosphericThickness;
private SerializedProperty m_SkyTint;
private SerializedProperty m_GroundColor;
private SerializedProperty m_EnableSunDisk;
void OnEnable()
protected override void InitializeProperties()
m_SkyHDRI = serializedObject.FindProperty("skyHDRI");
m_SkyResolution = serializedObject.FindProperty("resolution");
m_SkyExposure = serializedObject.FindProperty("exposure");
m_SkyMultiplier = serializedObject.FindProperty("multiplier");
m_SkyRotation = serializedObject.FindProperty("rotation");
m_updateMode = serializedObject.FindProperty("updateMode");
m_updatePeriod = serializedObject.FindProperty("updatePeriod");
m_LightingOverride = serializedObject.FindProperty("lightingOverride");
m_maxSkyDistance = serializedObject.FindProperty("maxSkyDistance");
m_worldScaleExponent = serializedObject.FindProperty("worldScaleExponent");
m_worldMieColorIntensity = serializedObject.FindProperty("worldMieColorIntensity");
m_worldMieColorRamp = serializedObject.FindProperty("worldMieColorRamp");
m_worldMieDensity = serializedObject.FindProperty("worldMieDensity");
m_worldMieNearScatterPush = serializedObject.FindProperty("worldMieNearScatterPush");
m_worldMiePhaseAnisotropy = serializedObject.FindProperty("worldMiePhaseAnisotropy");
base.InitializeProperties();
m_worldRayleighColorIntensity = serializedObject.FindProperty("worldRayleighColorIntensity");
m_worldRayleighColorRamp = serializedObject.FindProperty("worldRayleighColorRamp");
m_worldRayleighDensity = serializedObject.FindProperty("worldRayleighDensity");
m_worldRayleighNearScatterPush = serializedObject.FindProperty("worldRayleighNearScatterPush");
m_heightSeaLevel = serializedObject.FindProperty("heightSeaLevel");
m_heightDistance = serializedObject.FindProperty("heightDistance");
m_heightMieDensity = serializedObject.FindProperty("heightMieDensity");
m_heightMieNearScatterPush = serializedObject.FindProperty("heightMieNearScatterPush");
m_heightRayleighColor = serializedObject.FindProperty("heightRayleighColor");
m_heightRayleighDensity = serializedObject.FindProperty("heightRayleighDensity");
m_heightRayleighIntensity = serializedObject.FindProperty("heightRayleighIntensity");
m_heightRayleighNearScatterPush = serializedObject.FindProperty("heightRayleighNearScatterPush");
m_SunSize = serializedObject.FindProperty("sunSize");
m_SunSizeConvergence = serializedObject.FindProperty("sunSizeConvergence");
m_AtmosphericThickness = serializedObject.FindProperty("atmosphereThickness");
m_SkyTint = serializedObject.FindProperty("skyTint");
m_GroundColor = serializedObject.FindProperty("groundColor");
m_EnableSunDisk = serializedObject.FindProperty("enableSunDisk");
}
public override void OnInspectorGUI()

EditorGUILayout.LabelField(new GUIContent("Skydome"), EditorStyles.boldLabel);
EditorGUILayout.PropertyField(m_SkyHDRI, styles.skyHDRI);
EditorGUILayout.PropertyField(m_SkyResolution, styles.skyResolution);
EditorGUILayout.PropertyField(m_SkyExposure, styles.skyExposure);
EditorGUILayout.PropertyField(m_SkyMultiplier, styles.skyMultiplier);
EditorGUILayout.PropertyField(m_SkyRotation, styles.skyRotation);
EditorGUILayout.PropertyField(m_updateMode);
EditorGUILayout.PropertyField(m_updatePeriod);
EditorGUILayout.PropertyField(m_LightingOverride, styles.lightingOverride);
EditorGUILayout.Space();
EditorGUILayout.LabelField(new GUIContent("Atmosphere"), EditorStyles.boldLabel);
EditorGUILayout.PropertyField(m_worldMieDensity, new GUIContent("Density"));
m_worldRayleighDensity.floatValue = m_worldMieDensity.floatValue;
EditorGUILayout.PropertyField(m_worldScaleExponent, new GUIContent("Global scale"));
EditorGUILayout.PropertyField(m_maxSkyDistance, new GUIContent("Sky distance"));
EditorGUILayout.Space();
EditorGUILayout.PropertyField(m_worldMieColorRamp);
EditorGUILayout.PropertyField(m_worldMieColorIntensity);
EditorGUILayout.PropertyField(m_worldMieNearScatterPush);
EditorGUILayout.PropertyField(m_worldMiePhaseAnisotropy);
EditorGUILayout.Space();
EditorGUILayout.PropertyField(m_worldRayleighColorRamp);
EditorGUILayout.PropertyField(m_worldRayleighColorIntensity);
//EditorGUILayout.PropertyField(m_worldRayleighDensity);
EditorGUILayout.PropertyField(m_worldRayleighNearScatterPush);
EditorGUILayout.PropertyField(m_EnableSunDisk, styles.enableSunDisk);
EditorGUILayout.PropertyField(m_SunSize, styles.sunSize);
EditorGUILayout.PropertyField(m_SunSizeConvergence, styles.sunSizeConvergence);
EditorGUILayout.PropertyField(m_AtmosphericThickness, styles.atmosphereThickness);
EditorGUILayout.PropertyField(m_SkyTint, styles.skyTint);
EditorGUILayout.PropertyField(m_GroundColor, styles.groundColor);
EditorGUILayout.LabelField(new GUIContent("Height fog"), EditorStyles.boldLabel);
heightFogHeight = EditorGUILayout.FloatField(new GUIContent("Height"), heightFogHeight);
EditorGUILayout.PropertyField(m_heightDistance, new GUIContent("Falloff"));
m_heightSeaLevel.floatValue = heightFogHeight + m_heightDistance.floatValue * 2.0f - 2.0f;
EditorGUILayout.PropertyField(m_heightMieDensity, new GUIContent("Density"));
m_heightRayleighDensity.floatValue = m_heightMieDensity.floatValue;
EditorGUILayout.PropertyField(m_heightMieNearScatterPush);
EditorGUILayout.PropertyField(m_heightRayleighColor);
//EditorGUILayout.PropertyField(m_heightRayleighDensity);
EditorGUILayout.PropertyField(m_heightRayleighIntensity);
EditorGUILayout.PropertyField(m_heightRayleighNearScatterPush);
//base.DrawDefaultInspector();
base.CommonSkySettingsGUI();
serializedObject.ApplyModifiedProperties();
}

2
ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Editor/ProceduralSkyEditor.cs.meta


fileFormatVersion: 2
guid: 40b56ef8d02cefa49ab82e6b7df9266b
guid: c0dee295943199545a69be3662dc5d1b
timeCreated: 1481635925
licenseType: Pro
MonoImporter:

182
ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkyRenderer.cs


{
public class ProceduralSkyRenderer : SkyRenderer
{
Material m_ProceduralSkyMaterial = null; // Renders a cubemap into a render texture (can be cube or 2D)
private ProceduralSkySettings m_ProceduralSkySettings;
Material m_SkyProceduralMaterial;
MaterialPropertyBlock m_PropertyBlock;
ProceduralSkySettings m_ProceduralSkyParams;
readonly int _SunSizeParam = Shader.PropertyToID("_SunSize");
readonly int _SunSizeConvergenceParam = Shader.PropertyToID("_SunSizeConvergence");
readonly int _AtmoshpereThicknessParam = Shader.PropertyToID("_AtmosphereThickness");
readonly int _SkyTintParam = Shader.PropertyToID("_SkyTint");
readonly int _GroundColorParam = Shader.PropertyToID("_GroundColor");
readonly int _SunColorParam = Shader.PropertyToID("_SunColor");
readonly int _SunDirectionParam = Shader.PropertyToID("_SunDirection");
public ProceduralSkyRenderer(ProceduralSkySettings proceduralSkySettings)
public ProceduralSkyRenderer(ProceduralSkySettings proceduralSkyParams)
m_ProceduralSkySettings = proceduralSkySettings;
m_ProceduralSkyParams = proceduralSkyParams;
m_PropertyBlock = new MaterialPropertyBlock();
m_ProceduralSkyMaterial = CoreUtils.CreateEngineMaterial("Hidden/HDRenderPipeline/Sky/SkyProcedural");
m_SkyProceduralMaterial = CoreUtils.CreateEngineMaterial("Hidden/HDRenderPipeline/Sky/SkyProcedural");
CoreUtils.Destroy(m_ProceduralSkyMaterial);
}
public override bool IsSkyValid()
{
if (m_ProceduralSkyMaterial == null || m_ProceduralSkySettings == null)
return false;
return m_ProceduralSkySettings.skyHDRI != null &&
m_ProceduralSkySettings.worldMieColorRamp != null &&
m_ProceduralSkySettings.worldRayleighColorRamp != null;
CoreUtils.Destroy(m_SkyProceduralMaterial);
// We do not bind the depth buffer as a depth-stencil target since it is
// bound as a color texture which is then sampled from within the shader.
CoreUtils.SetRenderTarget(builtinParams.commandBuffer, builtinParams.colorBuffer);
}
void SetKeywords(BuiltinSkyParameters builtinParams, ProceduralSkySettings param, bool renderForCubemap)
{
// Ensure that all preprocessor symbols are initially undefined.
m_ProceduralSkyMaterial.DisableKeyword("ATMOSPHERICS");
m_ProceduralSkyMaterial.DisableKeyword("ATMOSPHERICS_PER_PIXEL");
m_ProceduralSkyMaterial.DisableKeyword("ATMOSPHERICS_DEBUG");
m_ProceduralSkyMaterial.DisableKeyword("ATMOSPHERICS_OCCLUSION");
m_ProceduralSkyMaterial.DisableKeyword("ATMOSPHERICS_OCCLUSION_EDGE_FIXUP");
m_ProceduralSkyMaterial.DisableKeyword("ATMOSPHERICS_OCCLUSION_FULLSKY");
m_ProceduralSkyMaterial.DisableKeyword("ATMOSPHERICS_SUNRAYS");
m_ProceduralSkyMaterial.DisableKeyword("PERFORM_SKY_OCCLUSION_TEST");
m_ProceduralSkyMaterial.EnableKeyword("ATMOSPHERICS_PER_PIXEL");
/*
if (useOcclusion)
if (builtinParams.depthBuffer == BuiltinSkyParameters.nullRT)
m_ProceduralSkyMaterial.EnableKeyword("ATMOSPHERICS_OCCLUSION");
if(occlusionDepthFixup && occlusionDownscale != OcclusionDownscale.x1)
m_ProceduralSkyMaterial.EnableKeyword("ATMOSPHERICS_OCCLUSION_EDGE_FIXUP");
if(occlusionFullSky)
m_ProceduralSkyMaterial.EnableKeyword("ATMOSPHERICS_OCCLUSION_FULLSKY");
CoreUtils.SetRenderTarget(builtinParams.commandBuffer, builtinParams.colorBuffer);
*/
// Expected to be valid for the sky pass, and invalid for the cube map generation pass.
if (!renderForCubemap)
else
m_ProceduralSkyMaterial.EnableKeyword("PERFORM_SKY_OCCLUSION_TEST");
}
if (param.debugMode != ProceduralSkySettings.ScatterDebugMode.None)
{
m_ProceduralSkyMaterial.EnableKeyword("ATMOSPHERICS_DEBUG");
CoreUtils.SetRenderTarget(builtinParams.commandBuffer, builtinParams.colorBuffer, builtinParams.depthBuffer);
void SetUniforms(BuiltinSkyParameters builtinParams, ProceduralSkySettings param, bool renderForCubemap, ref MaterialPropertyBlock properties)
public override void RenderSky(BuiltinSkyParameters builtinParams, bool renderForCubemap)
properties.SetTexture("_Cubemap", param.skyHDRI);
properties.SetVector("_SkyParam", new Vector4(param.exposure, param.multiplier, param.rotation, 0.0f));
properties.SetMatrix("_InvViewProjMatrix", builtinParams.invViewProjMatrix);
properties.SetVector("_CameraPosWS", builtinParams.cameraPosWS);
properties.SetVector("_ScreenSize", builtinParams.screenSize);
m_ProceduralSkyMaterial.SetInt("_AtmosphericsDebugMode", (int)param.debugMode);
Vector3 sunDirection = (builtinParams.sunLight != null) ? -builtinParams.sunLight.transform.forward : Vector3.zero;
m_ProceduralSkyMaterial.SetVector("_SunDirection", sunDirection);
var pixelRect = new Rect(0f, 0f, builtinParams.screenSize.x, builtinParams.screenSize.y);
var scale = 1.0f; //(float)(int)occlusionDownscale;
var depthTextureScaledTexelSize = new Vector4(scale / pixelRect.width,
scale / pixelRect.height,
-scale / pixelRect.width,
-scale / pixelRect.height);
properties.SetVector("_DepthTextureScaledTexelSize", depthTextureScaledTexelSize);
CoreUtils.SetKeyword(m_SkyProceduralMaterial, "_ENABLE_SUN_DISK", m_ProceduralSkyParams.enableSunDisk);
/*
m_ProceduralSkyMaterial.SetFloat("_ShadowBias", useOcclusion ? occlusionBias : 1f);
m_ProceduralSkyMaterial.SetFloat("_ShadowBiasIndirect", useOcclusion ? occlusionBiasIndirect : 1f);
m_ProceduralSkyMaterial.SetFloat("_ShadowBiasClouds", useOcclusion ? occlusionBiasClouds : 1f);
m_ProceduralSkyMaterial.SetVector("_ShadowBiasSkyRayleighMie", useOcclusion ? new Vector4(occlusionBiasSkyRayleigh, occlusionBiasSkyMie, 0f, 0f) : Vector4.zero);
m_ProceduralSkyMaterial.SetFloat("_OcclusionDepthThreshold", occlusionDepthThreshold);
m_ProceduralSkyMaterial.SetVector("_OcclusionTexture_TexelSize", ???);
*/
m_ProceduralSkyMaterial.SetFloat("_WorldScaleExponent", param.worldScaleExponent);
m_ProceduralSkyMaterial.SetFloat("_WorldNormalDistanceRcp", 1f / param.worldNormalDistance);
m_ProceduralSkyMaterial.SetFloat("_WorldMieNearScatterPush", -Mathf.Pow(Mathf.Abs(param.worldMieNearScatterPush), param.worldScaleExponent) * Mathf.Sign(param.worldMieNearScatterPush));
m_ProceduralSkyMaterial.SetFloat("_WorldRayleighNearScatterPush", -Mathf.Pow(Mathf.Abs(param.worldRayleighNearScatterPush), param.worldScaleExponent) * Mathf.Sign(param.worldRayleighNearScatterPush));
m_ProceduralSkyMaterial.SetFloat("_WorldRayleighDensity", -param.worldRayleighDensity / 100000f);
m_ProceduralSkyMaterial.SetFloat("_WorldMieDensity", -param.worldMieDensity / 100000f);
m_ProceduralSkyMaterial.SetFloat("_SkyDepth", 1.0f / param.maxSkyDistance);
Color sunColor = Color.white;
Vector3 sunDirection = Vector3.zero;
if(builtinParams.sunLight != null)
{
sunColor = builtinParams.sunLight.color * builtinParams.sunLight.intensity;
sunDirection = -builtinParams.sunLight.transform.forward;
}
var rayleighColorM20 = param.worldRayleighColorRamp.Evaluate(0.00f);
var rayleighColorM10 = param.worldRayleighColorRamp.Evaluate(0.25f);
var rayleighColorO00 = param.worldRayleighColorRamp.Evaluate(0.50f);
var rayleighColorP10 = param.worldRayleighColorRamp.Evaluate(0.75f);
var rayleighColorP20 = param.worldRayleighColorRamp.Evaluate(1.00f);
m_SkyProceduralMaterial.SetVector(HDShaderIDs._SkyParam, new Vector4(m_ProceduralSkyParams.exposure, m_ProceduralSkyParams.multiplier, m_ProceduralSkyParams.rotation, 0.0f));
m_SkyProceduralMaterial.SetFloat(_SunSizeParam, m_ProceduralSkyParams.sunSize);
m_SkyProceduralMaterial.SetFloat(_SunSizeConvergenceParam, m_ProceduralSkyParams.sunSizeConvergence);
m_SkyProceduralMaterial.SetFloat(_AtmoshpereThicknessParam, m_ProceduralSkyParams.atmosphereThickness);
m_SkyProceduralMaterial.SetColor(_SkyTintParam, m_ProceduralSkyParams.skyTint);
m_SkyProceduralMaterial.SetColor(_GroundColorParam, m_ProceduralSkyParams.groundColor);
m_SkyProceduralMaterial.SetColor(_SunColorParam, sunColor);
m_SkyProceduralMaterial.SetVector(_SunDirectionParam, sunDirection);
var mieColorM20 = param.worldMieColorRamp.Evaluate(0.00f);
var mieColorO00 = param.worldMieColorRamp.Evaluate(0.50f);
var mieColorP20 = param.worldMieColorRamp.Evaluate(1.00f);
// This matrix needs to be updated at the draw call frequency.
m_PropertyBlock.SetMatrix(HDShaderIDs._PixelCoordToViewDirWS, builtinParams.pixelCoordToViewDirMatrix);
m_ProceduralSkyMaterial.SetVector("_RayleighColorM20", (Vector4)rayleighColorM20 * param.worldRayleighColorIntensity);
m_ProceduralSkyMaterial.SetVector("_RayleighColorM10", (Vector4)rayleighColorM10 * param.worldRayleighColorIntensity);
m_ProceduralSkyMaterial.SetVector("_RayleighColorO00", (Vector4)rayleighColorO00 * param.worldRayleighColorIntensity);
m_ProceduralSkyMaterial.SetVector("_RayleighColorP10", (Vector4)rayleighColorP10 * param.worldRayleighColorIntensity);
m_ProceduralSkyMaterial.SetVector("_RayleighColorP20", (Vector4)rayleighColorP20 * param.worldRayleighColorIntensity);
m_ProceduralSkyMaterial.SetVector("_MieColorM20", (Vector4)mieColorM20 * param.worldMieColorIntensity);
m_ProceduralSkyMaterial.SetVector("_MieColorO00", (Vector4)mieColorO00 * param.worldMieColorIntensity);
m_ProceduralSkyMaterial.SetVector("_MieColorP20", (Vector4)mieColorP20 * param.worldMieColorIntensity);
m_ProceduralSkyMaterial.SetFloat("_HeightNormalDistanceRcp", 1f / param.heightNormalDistance);
m_ProceduralSkyMaterial.SetFloat("_HeightMieNearScatterPush", -Mathf.Pow(Mathf.Abs(param.heightMieNearScatterPush), param.worldScaleExponent) * Mathf.Sign(param.heightMieNearScatterPush));
m_ProceduralSkyMaterial.SetFloat("_HeightRayleighNearScatterPush", -Mathf.Pow(Mathf.Abs(param.heightRayleighNearScatterPush), param.worldScaleExponent) * Mathf.Sign(param.heightRayleighNearScatterPush));
// m_ProceduralSkyMaterial.SetFloat("_HeightRayleighDensity", -param.heightRayleighDensity / 100000f);
// m_ProceduralSkyMaterial.SetFloat("_HeightMieDensity", -param.heightMieDensity / 100000f);
m_ProceduralSkyMaterial.SetFloat("_HeightSeaLevel", param.heightSeaLevel);
m_ProceduralSkyMaterial.SetVector("_HeightPlaneShift", param.heightPlaneShift);
m_ProceduralSkyMaterial.SetFloat("_HeightDistanceRcp", 1f / param.heightDistance);
m_ProceduralSkyMaterial.SetVector("_HeightRayleighColor", (Vector4)param.heightRayleighColor * param.heightRayleighIntensity);
m_ProceduralSkyMaterial.SetFloat("_HeightExtinctionFactor", param.heightExtinctionFactor);
m_ProceduralSkyMaterial.SetVector("_RayleighInScatterPct", new Vector4(1f - param.worldRayleighIndirectScatter, param.worldRayleighIndirectScatter, 0f, 0f));
m_ProceduralSkyMaterial.SetFloat("_RayleighExtinctionFactor", param.worldRayleighExtinctionFactor);
m_ProceduralSkyMaterial.SetFloat("_MiePhaseAnisotropy", param.worldMiePhaseAnisotropy);
m_ProceduralSkyMaterial.SetFloat("_MieExtinctionFactor", param.worldMieExtinctionFactor);
// Since we use the material for rendering the sky both into the cubemap, and
// during the fullscreen pass, setting the 'PERFORM_SKY_OCCLUSION_TEST' keyword has no effect.
properties.SetFloat("_DisableSkyOcclusionTest", renderForCubemap ? 1.0f : 0.0f);
// We do not render the height fog into the sky IBL cubemap.
properties.SetFloat("_HeightRayleighDensity", renderForCubemap ? -0.0f : -param.heightRayleighDensity / 100000f);
properties.SetFloat("_HeightMieDensity", renderForCubemap ? -0.0f : -param.heightMieDensity / 100000f);
properties.SetMatrix(HDShaderIDs._PixelCoordToViewDirWS, builtinParams.pixelCoordToViewDirMatrix);
CoreUtils.DrawFullScreen(builtinParams.commandBuffer, m_SkyProceduralMaterial, m_PropertyBlock, renderForCubemap ? 0 : 1);
override public void RenderSky(BuiltinSkyParameters builtinParams, SkySettings skyParameters, bool renderForCubemap)
public override bool IsSkyValid()
MaterialPropertyBlock properties = new MaterialPropertyBlock();
// Define select preprocessor symbols.
SetKeywords(builtinParams, m_ProceduralSkySettings, renderForCubemap);
// Set shader constants.
SetUniforms(builtinParams, m_ProceduralSkySettings, renderForCubemap, ref properties);
CoreUtils.DrawFullScreen(builtinParams.commandBuffer, m_ProceduralSkyMaterial, properties);
return true;
}
}
}

2
ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkyRenderer.cs.meta


fileFormatVersion: 2
guid: 476423447c1989948a128fc0a0b27413
guid: 2b673ee33719b0d47bdddf170bc4e3ff
timeCreated: 1481631774
licenseType: Pro
MonoImporter:

158
ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkySettings.cs


namespace UnityEngine.Experimental.Rendering.HDPipeline
{
[ExecuteInEditMode]
public enum OcclusionDownscale { x1 = 1, x2 = 2, x4 = 4 }
public enum OcclusionSamples { x64 = 0, x164 = 1, x244 = 2 }
public enum ScatterDebugMode { None, Scattering, Occlusion, OccludedScattering, Rayleigh, Mie, Height }
[Header("Global Settings")]
public float worldMieColorIntensity = 1f;
public Gradient worldMieColorRamp = null;
public float worldMieDensity = 15f;
public float worldMieExtinctionFactor = 0f;
public float worldMieNearScatterPush = 0f;
public float worldMiePhaseAnisotropy = 0.9f;
public float worldNormalDistance = 1000f;
public float worldRayleighColorIntensity = 1f;
public Gradient worldRayleighColorRamp = null;
public float worldRayleighDensity = 10f;
public float worldRayleighExtinctionFactor = 1.1f;
public float worldRayleighIndirectScatter = 0.33f;
public float worldRayleighNearScatterPush = 0f;
[Header("Height Settings")]
public float heightDistance = 50f;
public float heightExtinctionFactor = 1.1f;
public float heightMieDensity = 0f;
public float heightMieNearScatterPush = 0f;
public float heightNormalDistance = 1000f;
public Vector3 heightPlaneShift = Vector3.zero;
public Color heightRayleighColor = Color.white;
public float heightRayleighDensity = 10f;
public float heightRayleighIntensity = 1f;
public float heightRayleighNearScatterPush = 0f;
public float heightSeaLevel = 0f;
/*
[Header("Scatter Occlusion")]
public bool useOcclusion = false;
public bool occlusionFullSky = false;
public bool occlusionDepthFixup = true;
public float occlusionBias = 0f;
public float occlusionBiasClouds = 0.3f;
public float occlusionBiasIndirect = 0.6f;
public float occlusionBiasSkyMie = 0.4f;
public float occlusionBiasSkyRayleigh = 0.2f;
public float occlusionDepthThreshold = 25f;
public OcclusionDownscale occlusionDownscale = OcclusionDownscale.x2;
public OcclusionSamples occlusionSamples = OcclusionSamples.x64;
*/
[Header("Other")]
public Cubemap skyHDRI = null;
// public Shader atmosphericShader = null;
// public Shader occlusionShader = null;
public float worldScaleExponent = 1.0f;
public float maxSkyDistance = 4000.0f;
public ScatterDebugMode debugMode = ScatterDebugMode.None;
// Camera m_currentCamera;
// UnityEngine.Rendering.CommandBuffer m_occlusionCmdAfterShadows, m_occlusionCmdBeforeScreen;
void Awake()
{
if (worldRayleighColorRamp == null)
{
worldRayleighColorRamp = new Gradient();
worldRayleighColorRamp.SetKeys(
new[] { new GradientColorKey(new Color(0.3f, 0.4f, 0.6f), 0f),
new GradientColorKey(new Color(0.5f, 0.6f, 0.8f), 1f) },
new[] { new GradientAlphaKey(1f, 0f),
new GradientAlphaKey(1f, 1f) }
);
}
if (worldMieColorRamp == null)
{
worldMieColorRamp = new Gradient();
worldMieColorRamp.SetKeys(
new[] { new GradientColorKey(new Color(0.95f, 0.75f, 0.5f), 0f),
new GradientColorKey(new Color(1f, 0.9f, 8.0f), 1f) },
new[] { new GradientAlphaKey(1f, 0f),
new GradientAlphaKey(1f, 1f) }
);
}
}
public void OnValidate()
{
worldMieDensity = Mathf.Clamp(worldMieDensity, 0f, 1000f);
worldMiePhaseAnisotropy = Mathf.Clamp01(worldMiePhaseAnisotropy);
worldMieNearScatterPush = Mathf.Clamp(worldMieNearScatterPush, -200f, 300f);
worldNormalDistance = Mathf.Clamp(worldNormalDistance, 1f, 10000f);
worldRayleighDensity = Mathf.Clamp(worldRayleighDensity, 0, 1000f);
worldRayleighIndirectScatter = Mathf.Clamp(worldRayleighIndirectScatter, 0f, 1f);
worldRayleighNearScatterPush = Mathf.Clamp(worldRayleighNearScatterPush, -200f, 300f);
heightMieDensity = Mathf.Clamp(heightMieDensity, 0, 1000f);
heightMieNearScatterPush = Mathf.Clamp(heightMieNearScatterPush, -200f, 300f);
heightNormalDistance = Mathf.Clamp(heightNormalDistance, 1f, 10000f);
heightRayleighDensity = Mathf.Clamp(heightRayleighDensity, 0, 1000f);
heightRayleighNearScatterPush = Mathf.Clamp(heightRayleighNearScatterPush, -200f, 300f);
worldScaleExponent = Mathf.Clamp(worldScaleExponent, 1f, 2f);
maxSkyDistance = Mathf.Clamp(maxSkyDistance, 1.0f, 1000000.0f);
/*
occlusionBias = Mathf.Clamp01(occlusionBias);
occlusionBiasClouds = Mathf.Clamp01(occlusionBiasClouds);
occlusionBiasIndirect = Mathf.Clamp01(occlusionBiasIndirect);
occlusionBiasSkyMie = Mathf.Clamp01(occlusionBiasSkyMie);
occlusionBiasSkyRayleigh = Mathf.Clamp01(occlusionBiasSkyRayleigh);
*/
}
[Range(0.0f,1.0f)]
public float sunSize = 0.04f;
[Range(1.0f,10.0f)]
public float sunSizeConvergence = 5.0f;
[Range(0.0f,5.0f)]
public float atmosphereThickness = 1.0f;
public Color skyTint = new Color(0.5f, 0.5f, 0.5f, 1.0f);
public Color groundColor = new Color(0.369f, 0.349f, 0.341f, 1.0f);
public bool enableSunDisk = true;
public override SkyRenderer GetRenderer()
{

unchecked
{
hash = hash * 23 + worldMieColorIntensity.GetHashCode();
hash = worldMieColorRamp != null ? hash * 23 + worldMieColorRamp.GetHashCode() : hash;
hash = hash * 23 + worldMieDensity.GetHashCode();
hash = hash * 23 + worldMieExtinctionFactor.GetHashCode();
hash = hash * 23 + worldMieNearScatterPush.GetHashCode();
hash = hash * 23 + worldMiePhaseAnisotropy.GetHashCode();
hash = hash * 23 + worldNormalDistance.GetHashCode();
hash = hash * 23 + worldRayleighColorIntensity.GetHashCode();
hash = worldRayleighColorRamp != null ? hash * 23 + worldRayleighColorRamp.GetHashCode() : hash;
hash = hash * 23 + worldRayleighDensity.GetHashCode();
hash = hash * 23 + worldRayleighExtinctionFactor.GetHashCode();
hash = hash * 23 + worldRayleighIndirectScatter.GetHashCode();
hash = hash * 23 + worldRayleighNearScatterPush.GetHashCode();
hash = hash * 23 + heightDistance.GetHashCode();
hash = hash * 23 + heightExtinctionFactor.GetHashCode();
hash = hash * 23 + heightMieDensity.GetHashCode();
hash = hash * 23 + heightMieNearScatterPush.GetHashCode();
hash = hash * 23 + heightNormalDistance.GetHashCode();
hash = hash * 23 + heightPlaneShift.GetHashCode();
hash = hash * 23 + heightRayleighColor.GetHashCode();
hash = hash * 23 + heightRayleighDensity.GetHashCode();
hash = hash * 23 + heightRayleighIntensity.GetHashCode();
hash = hash * 23 + heightRayleighNearScatterPush.GetHashCode();
hash = hash * 23 + heightSeaLevel.GetHashCode();
hash = skyHDRI != null ? hash * 23 + skyHDRI.GetHashCode() : hash;
hash = hash * 23 + worldScaleExponent.GetHashCode();
hash = hash * 23 + maxSkyDistance.GetHashCode();
hash = hash * 23 + debugMode.GetHashCode();
hash = hash * 23 + sunSize.GetHashCode();
hash = hash * 23 + sunSizeConvergence.GetHashCode();
hash = hash * 23 + atmosphereThickness.GetHashCode();
hash = hash * 23 + skyTint.GetHashCode();
hash = hash * 23 + groundColor.GetHashCode();
hash = hash * 23 + multiplier.GetHashCode();
hash = hash * 23 + enableSunDisk.GetHashCode();
}
return hash;

2
ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkySettings.cs.meta


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ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources.meta


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27
ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs


Material m_StandardSkyboxMaterial; // This is the Unity standard skybox material. Used to pass the correct cubemap to Enlighten.
Material m_BlitCubemapMaterial;
Material m_OpaqueAtmScatteringMaterial;
IBLFilterGGX m_iblFilterGgx;

// The texture being set is the sky (environment) map pre-convolved with GGX.
public void SetGlobalSkyTexture()
{
Shader.SetGlobalTexture("_SkyTexture", m_SkyboxGGXCubemapRT);
Shader.SetGlobalTexture(HDShaderIDs._SkyTexture, m_SkyboxGGXCubemapRT);
float mipCount = Mathf.Clamp(Mathf.Log((float)m_SkyboxGGXCubemapRT.width, 2.0f) + 1, 0.0f, 6.0f);
Shader.SetGlobalFloat(HDShaderIDs._SkyTextureMipCount, mipCount);
}
public void Resize(float nearPlane, float farPlane)

m_StandardSkyboxMaterial = CoreUtils.CreateEngineMaterial(renderPipelinesResources.skyboxCubemap);
m_BlitCubemapMaterial = CoreUtils.CreateEngineMaterial(renderPipelinesResources.blitCubemap);
m_OpaqueAtmScatteringMaterial = CoreUtils.CreateEngineMaterial(renderPipelinesResources.opaqueAtmosphericScattering);
m_CurrentUpdateTime = 0.0f;
}

builtinParams.depthBuffer = BuiltinSkyParameters.nullRT;
CoreUtils.SetRenderTarget(builtinParams.commandBuffer, target, ClearFlag.None, 0, (CubemapFace)i);
m_Renderer.RenderSky(builtinParams, skySettings, true);
m_Renderer.RenderSky(builtinParams, true);
}
// Generate mipmap for our cubemap

}
}
public void RenderSky(HDCamera camera, Light sunLight, RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthBuffer, CommandBuffer cmd)
public void RenderSky(HDCamera camera, Light sunLight, RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthBuffer, CommandBuffer cmd, DebugDisplaySettings debugSettings)
// Rendering the sky is the first time in the frame where we need fog parameters so we push them here for the whole frame.
m_SkySettings.atmosphericScatteringSettings.PushShaderParameters(cmd, debugSettings.renderingDebugSettings);
m_BuiltinParameters.commandBuffer = cmd;
m_BuiltinParameters.sunLight = sunLight;
m_BuiltinParameters.pixelCoordToViewDirMatrix = ComputePixelCoordToWorldSpaceViewDirectionMatrix(camera.camera.fieldOfView * Mathf.Deg2Rad, camera.screenSize, camera.viewMatrix, false);

m_BuiltinParameters.depthBuffer = depthBuffer;
m_Renderer.SetRenderTargets(m_BuiltinParameters);
m_Renderer.RenderSky(m_BuiltinParameters, skySettings, false);
m_Renderer.RenderSky(m_BuiltinParameters, false);
}
}
}
public void RenderOpaqueAtmosphericScattering(CommandBuffer cmd)
{
using (new ProfilingSample(cmd, "Opaque Atmospheric Scattering"))
{
if(skySettings != null && skySettings.atmosphericScatteringSettings.NeedFogRendering())
{
CoreUtils.DrawFullScreen(cmd, m_OpaqueAtmScatteringMaterial);
}
}
}

2
ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyRenderer.cs


public abstract void Cleanup();
public abstract void SetRenderTargets(BuiltinSkyParameters builtinParams);
// renderForCubemap: When rendering into a cube map, no depth buffer is available so user has to make sure not to use depth testing or the depth texture.
public abstract void RenderSky(BuiltinSkyParameters builtinParams, SkySettings skyParameters, bool renderForCubemap);
public abstract void RenderSky(BuiltinSkyParameters builtinParams, bool renderForCubemap);
public abstract bool IsSkyValid();
}
}

2
ScriptableRenderPipeline/HDRenderPipeline/Sky/SkySettings.cs


public float updatePeriod = 0.0f;
public Cubemap lightingOverride = null;
public AtmosphericScatteringSettings atmosphericScatteringSettings = new AtmosphericScatteringSettings();
public override int GetHashCode()
{
unchecked

61
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0003_Camera_Ortho.unity


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61
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0004_Camera_TargetTexture.unity


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59
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0006_LitShaderLightProbes.unity


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59
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0017_Lighting_Scene_DirectionalBaked.unity


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Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0020_Lighting_BasicDirectional.unity


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Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0025_Shader_PBRvalidation_Metallic.unity


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ScriptableRenderPipeline/HDRenderPipeline/Sky/BlacksmithlSky/Resources/SkyBlacksmith.shader


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{
SubShader
{

float _DisableSkyOcclusionTest;
#define IS_RENDERING_SKY
#include "AtmosphericScattering.hlsl"
#include "AtmosphericScattering_blacksmith.hlsl"
struct Attributes
{

158
SampleScenes/HDTest/Material/HDRenderLoopMaterials/Grid_Planar_Red.mat


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m_Offset: {x: 0, y: 0}
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m_Offset: {x: 0, y: 0}
m_Floats:
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- _DistortionDepthTest: 0
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- _DoubleSidedEnable: 1
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- _PPDLodThreshold: 5
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- _Smoothness: 0
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m_Colors:
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- _EmissionColor: {r: 1, g: 1, b: 1, a: 1}
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10
SampleScenes/HDTest/Material/HDRenderLoopMaterials/Grid_Planar_Red.mat.meta


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10
SampleScenes/HDTest/ShadowsTest.meta


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10
SampleScenes/HDTest/SkyFogTest.meta


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1001
SampleScenes/HDTest/SkyFogTest.unity
文件差异内容过多而无法显示
查看文件

9
SampleScenes/HDTest/SkyFogTest.unity.meta


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77
ScriptableRenderPipeline/HDRenderPipeline/Editor/HDEditorCLI.cs


using System;
using UnityEngine;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{
public class HDEditorCLI
{
enum CommandLineOperation
{
None,
ResetMaterialKeywords
}
struct CommandLineAction
{
internal CommandLineOperation operation;
}
const string k_SwitchOperation = "-operation";
public static void Run()
{
var args = System.Environment.GetCommandLineArgs();
var action = ParseCommandLine(args);
Execute(action);
}
static void Execute(CommandLineAction action)
{
switch (action.operation)
{
case CommandLineOperation.ResetMaterialKeywords:
{
Console.WriteLine("[HDEditorCLI][ResetMaterialKeywords] Starting material reset");
var matIds = AssetDatabase.FindAssets("t:Material");
for (int i = 0, length = matIds.Length; i < length; i++)
{
var path = AssetDatabase.GUIDToAssetPath(matIds[i]);
var mat = AssetDatabase.LoadAssetAtPath<Material>(path);
if (HDEditorUtils.ResetMaterialKeywords(mat))
Console.WriteLine("[HDEditorCLI][ResetMaterialKeywords] " + path);
}
break;
}
}
}
static CommandLineAction ParseCommandLine(string[] args)
{
CommandLineAction action = new CommandLineAction();
for (int i = 0, length = args.Length; i < length; ++i)
{
switch (args[i])
{
case k_SwitchOperation:
{
if (i + 1 < length)
{
++i;
try
{
action.operation = (CommandLineOperation)Enum.Parse(typeof(CommandLineOperation), args[i]);
}
catch (Exception e) { }
}
break;
}
}
}
return action;
}
}
}

13
ScriptableRenderPipeline/HDRenderPipeline/Editor/HDEditorCLI.cs.meta


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119
ScriptableRenderPipeline/HDRenderPipeline/Editor/cli.ps1


# Execute the HDEditorCLI from a powsershell scripts
# UNITY_PATH environment variable must be set to the folder containing Unity.exe
Param
(
[parameter(Mandatory=$true)]
[ValidateSet("ResetMaterialKeywords")]
[String]
$Operation
)
function FindUnityProjectRootPath
{
Param
(
[parameter(Mandatory=$true)]
[string]
$Path
)
$folderName = [System.IO.Path]::GetFileNameWithoutExtension("$Path");
$currentPath = $Path;
while ($folderName -ne "Assets" -and -not [string]::IsNullOrEmpty("$currentPath"))
{
$currentPath = Split-Path -Path $currentPath -Parent;
$folderName = [System.IO.Path]::GetFileNameWithoutExtension("$currentPath");
}
return Split-Path -Path $currentPath -Parent;
}
function FindUnityBin
{
return [System.IO.Path]::Combine("$env:UNITY_PATH", "Unity.exe");
}
function GetLogFilePath
{
Param
(
[parameter(Mandatory=$true)]
[string]
$ProjectPath
)
$libPath = [System.IO.Path]::Combine("$ProjectPath", "Library");
if (-not [System.IO.Directory]::Exists("$libPath"))
{
[System.IO.Directory]::CreateDirectory("$libPath");
}
return [System.IO.Path]::Combine("$libPath", "hdcli.log");
}
$projectPath = FindUnityProjectRootPath $PSScriptRoot;
if ([string]::IsNullOrEmpty("$projectPath"))
{
throw "Unity Project Path was not found"
}
$unityPath = FindUnityBin
if (-not [System.IO.File]::Exists("$unityPath"))
{
throw "Unity binary was not found at $unityPath";
}
$logFilePath = GetLogFilePath $projectPath
$cmd = $unityPath;
$params = '-projectPath', "$projectPath", '-quit', '-batchmode', '-logFile', "$logFilePath", '-executeMethod', 'UnityEditor.Experimental.Rendering.HDPipeline.HDEditorCLI.Run', '-operation', "$Operation"
if (Test-Path $logFilePath)
{
Remove-Item $logFilePath
}
Start-Process $cmd $params
while ((Test-Path $logFilePath) -eq $false)
{
Start-Sleep -Milliseconds 100
}
$readJob = Start-Job -Name Reader -Arg $logFilePath -ScriptBlock {
param($file)
Get-Content $file -Tail 1 -Wait
}
Write-Host "Starting Task"
while ($true)
{
$lines = Receive-Job -Name Reader
$theEnd = $false;
foreach ($line in $lines)
{
if ($line.Contains("[HDEditorCLI]"))
{
Write-Host $line;
}
if ($line.Contains("Exiting batchmode"))
{
$theEnd = $true;
break;
}
}
if ($theEnd)
{ break; }
Start-Sleep -Milliseconds 500
}
Stop-Job $readJob
Write-Host "Task Complete"

9
ScriptableRenderPipeline/HDRenderPipeline/Editor/cli.ps1.meta


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10
ScriptableRenderPipeline/HDRenderPipeline/Sky/AtmosphericScattering.meta


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ScriptableRenderPipeline/HDRenderPipeline/Sky/BlacksmithlSky.meta


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10
ScriptableRenderPipeline/HDRenderPipeline/Sky/Editor.meta


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53
ScriptableRenderPipeline/HDRenderPipeline/Sky/OpaqueAtmosphericScattering.shader


Shader "Hidden/HDRenderPipeline/OpaqueAtmosphericScattering"
{
SubShader
{
Pass
{
Cull Off
ZTest Always
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma vertex Vert
#pragma fragment Frag
#pragma enable_d3d11_debug_symbols
#include "../../Core/ShaderLibrary/Common.hlsl"
#include "../ShaderVariables.hlsl"
#include "AtmosphericScattering/AtmosphericScattering.hlsl"
struct Attributes
{
uint vertexID : SV_VertexID;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
};
Varyings Vert(Attributes input)
{
Varyings output;
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
return output;
}
float4 Frag(Varyings input) : SV_Target
{
PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw);
float depth = LOAD_TEXTURE2D(_MainDepthTexture, posInput.unPositionSS).x;
UpdatePositionInput(depth, _InvViewProjMatrix, _ViewProjMatrix, posInput);
return EvaluateAtmosphericScattering(posInput);
}
ENDHLSL
}
}
}

10
ScriptableRenderPipeline/HDRenderPipeline/Sky/OpaqueAtmosphericScattering.shader.meta


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313
ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/ProceduralSky.shader


// ==================================================================================================
// This shader is a copy of sky-procedural available in legacy Unity
// It's been ported to HDRP in order to have a basic procedural sky
// It has been left mostly untouched but has been adapted to run per-pixel instead of per vertex
// ==================================================================================================
Shader "Hidden/HDRenderPipeline/Sky/SkyProcedural"
{
HLSLINCLUDE
#pragma vertex Vert
#pragma fragment Frag
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma multi_compile _ _ENABLE_SUN_DISK
#include "../../../../Core/ShaderLibrary/Color.hlsl"
#include "../../../../Core/ShaderLibrary/Common.hlsl"
#include "../../../../Core/ShaderLibrary/CommonLighting.hlsl"
float4 _SkyParam; // x exposure, y multiplier, z rotation
float4x4 _PixelCoordToViewDirWS; // Actually just 3x3, but Unity can only set 4x4
float _SunSize;
float _SunSizeConvergence;
float _AtmosphereThickness;
float4 _SkyTint;
float4 _GroundColor;
float4 _SunColor;
float3 _SunDirection;
struct Attributes
{
uint vertexID : SV_VertexID;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
};
Varyings Vert(Attributes input)
{
Varyings output;
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID, UNITY_RAW_FAR_CLIP_VALUE);
return output;
}
// RGB wavelengths
// .35 (.62=158), .43 (.68=174), .525 (.75=190)
static const float3 kDefaultScatteringWavelength = float3(.65, .57, .475);
static const float3 kVariableRangeForScatteringWavelength = float3(.15, .15, .15);
#define OUTER_RADIUS 1.025
static const float kOuterRadius = OUTER_RADIUS;
static const float kOuterRadius2 = OUTER_RADIUS*OUTER_RADIUS;
static const float kInnerRadius = 1.0;
static const float kInnerRadius2 = 1.0;
static const float kCameraHeight = 0.0001;
#define kRAYLEIGH (lerp(0.0, 0.0025, pow(_AtmosphereThickness,2.5))) // Rayleigh constant
#define kMIE 0.0010 // Mie constant
#define kSUN_BRIGHTNESS 20.0 // Sun brightness
#define kMAX_SCATTER 50.0 // Maximum scattering value, to prevent math overflows on Adrenos
static const float kHDSundiskIntensityFactor = 15.0;
static const float kSimpleSundiskIntensityFactor = 27.0;
static const float kSunScale = 400.0 * kSUN_BRIGHTNESS;
static const float kKmESun = kMIE * kSUN_BRIGHTNESS;
static const float kKm4PI = kMIE * 4.0 * 3.14159265;
static const float kScale = 1.0 / (OUTER_RADIUS - 1.0);
static const float kScaleDepth = 0.25;
static const float kScaleOverScaleDepth = (1.0 / (OUTER_RADIUS - 1.0)) / 0.25;
static const float kSamples = 2.0; // THIS IS UNROLLED MANUALLY, DON'T TOUCH
#define MIE_G (-0.990)
#define MIE_G2 0.9801
#define SKY_GROUND_THRESHOLD 0.02
// Calculates the Rayleigh phase function
float getRayleighPhase(float eyeCos2)
{
return 0.75 + 0.75*eyeCos2;
}
float getRayleighPhase(float3 light, float3 ray)
{
float eyeCos = dot(light, ray);
return getRayleighPhase(eyeCos * eyeCos);
}
float scale(float inCos)
{
float x = 1.0 - inCos;
return 0.25 * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
}
// Calculates the Mie phase function
float getMiePhase(float eyeCos, float eyeCos2)
{
float temp = 1.0 + MIE_G2 - 2.0 * MIE_G * eyeCos;
temp = pow(max(temp, 0), pow(_SunSize,0.65) * 10);
temp = max(temp,1.0e-4); // prevent division by zero, esp. in float precision
temp = 1.5 * ((1.0 - MIE_G2) / (2.0 + MIE_G2)) * (1.0 + eyeCos2) / temp;
#if defined(UNITY_COLORSPACE_GAMMA) && SKYBOX_COLOR_IN_TARGET_COLOR_SPACE
temp = pow(temp, .454545);
#endif
return temp;
}
// Calculates the sun shape
float calcSunAttenuation(float3 lightPos, float3 ray)
{
float focusedEyeCos = pow(saturate(dot(lightPos, ray)), _SunSizeConvergence);
return getMiePhase(-focusedEyeCos, focusedEyeCos * focusedEyeCos);
}
float4 Frag(Varyings input) : SV_Target
{
// Points towards the camera
float3 viewDirWS = normalize(mul(float3(input.positionCS.xy, 1.0), (float3x3)_PixelCoordToViewDirWS));
// Reverse it to point into the scene
float3 dir = -viewDirWS;
// Rotate direction
float phi = DegToRad(_SkyParam.z);
float cosPhi, sinPhi;
sincos(phi, sinPhi, cosPhi);
float3 rotDirX = float3(cosPhi, 0, -sinPhi);
float3 rotDirY = float3(sinPhi, 0, cosPhi);
dir = float3(dot(rotDirX, dir), dir.y, dot(rotDirY, dir));
float3 kScatteringWavelength = lerp (
kDefaultScatteringWavelength-kVariableRangeForScatteringWavelength,
kDefaultScatteringWavelength+kVariableRangeForScatteringWavelength,
float3(1,1,1) - _SkyTint); // using Tint in sRGB gamma allows for more visually linear interpolation and to keep (.5) at (128, gray in sRGB) point
float3 kInvWavelength = 1.0 / pow(kScatteringWavelength, 4);
float kKrESun = kRAYLEIGH * kSUN_BRIGHTNESS;
float kKr4PI = kRAYLEIGH * 4.0 * 3.14159265;
float3 cameraPos = float3(0,kInnerRadius + kCameraHeight,0); // The camera's current position
// Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the atmosphere)
float3 eyeRay = dir; // normalize(mul((float3x3)unity_ObjectToWorld, v.vertex.xyz));
float far = 0.0;
float3 cIn = float3(0.0, 0.0, 0.0);
float3 cOut = float3(0.0, 0.0, 0.0);
float3 groundColor = float3(0.0, 0.0, 0.0);
float3 skyColor = float3(0.0, 0.0, 0.0);
// Modification for per-pixel procedural sky:
// Contrary to the legacy version that is run per-vertex, this version is per pixel.
// The fact that it was run per-vertex means that the colors were never computed at the horizon.
// Now that it's per vertex, we reach the limitation of the computation at the horizon where a very bright line appears.
// To avoid that, we clampe the height of the eye ray just above and below the horizon for sky and ground respectively.
// Another modification to make this work was to add ground and sky contribution instead of lerping between them.
// For this to work we also needed to change slightly the computation so that cIn and cOut factor computed for the sky did not affect ground and vice versa (it was the case before) so that we can add both contribution without adding energy
float horizonThreshold = 0.02;
if(eyeRay.y >= 0.0)
{
float3 clampedEyeRay = eyeRay;
clampedEyeRay.y = max(clampedEyeRay.y, horizonThreshold);
// Sky
// Calculate the length of the "atmosphere"
far = sqrt(kOuterRadius2 + kInnerRadius2 * clampedEyeRay.y * clampedEyeRay.y - kInnerRadius2) - kInnerRadius * clampedEyeRay.y;
float3 pos = cameraPos + far * clampedEyeRay;
// Calculate the ray's starting position, then calculate its scattering offset
float height = kInnerRadius + kCameraHeight;
float depth = exp(kScaleOverScaleDepth * (-kCameraHeight));
float startAngle = dot(clampedEyeRay, cameraPos) / height;
float startOffset = depth*scale(startAngle);
// Initialize the scattering loop variables
float sampleLength = far / kSamples;
float scaledLength = sampleLength * kScale;
float3 sampleRay = clampedEyeRay * sampleLength;
float3 samplePoint = cameraPos + sampleRay * 0.5;
// Now loop through the sample rays
float3 frontColor = float3(0.0, 0.0, 0.0);
for(int i=0; i<int(kSamples); i++)
{
float sampleHeight = length(samplePoint);
float sampleDepth = exp(kScaleOverScaleDepth * (kInnerRadius - sampleHeight));
float lightAngle = dot(_SunDirection.xyz, samplePoint) / sampleHeight;
float cameraAngle = dot(clampedEyeRay, samplePoint) / sampleHeight;
float scatter = (startOffset + sampleDepth*(scale(lightAngle) - scale(cameraAngle)));
float3 attenuate = exp(-clamp(scatter, 0.0, kMAX_SCATTER) * (kInvWavelength * kKr4PI + kKm4PI));
frontColor += attenuate * (sampleDepth * scaledLength);
samplePoint += sampleRay;
}
// Finally, scale the Mie and Rayleigh colors and set up the varying variables for the pixel shader
cIn = frontColor * (kInvWavelength * kKrESun);
cOut = frontColor * kKmESun;
skyColor = _SkyParam.y * (cIn * getRayleighPhase(_SunDirection.xyz, -eyeRay));
}
else
{
float3 clampedEyeRay = eyeRay;
clampedEyeRay.y = min(clampedEyeRay.y, -horizonThreshold);
// Ground
far = (-kCameraHeight) / (min(-0.001, clampedEyeRay.y));
float3 pos = cameraPos + far * clampedEyeRay;
// Calculate the ray's starting position, then calculate its scattering offset
float depth = exp((-kCameraHeight) * (1.0/kScaleDepth));
float cameraAngle = dot(-clampedEyeRay, pos);
float lightAngle = dot(_SunDirection.xyz, pos);
float cameraScale = scale(cameraAngle);
float lightScale = scale(lightAngle);
float cameraOffset = depth*cameraScale;
float temp = (lightScale + cameraScale);
// Initialize the scattering loop variables
float sampleLength = far / kSamples;
float scaledLength = sampleLength * kScale;
float3 sampleRay = clampedEyeRay * sampleLength;
float3 samplePoint = cameraPos + sampleRay * 0.5;
// Now loop through the sample rays
float3 frontColor = float3(0.0, 0.0, 0.0);
float3 attenuate;
{
float sampleHeight = length(samplePoint);
float sampleDepth = exp(kScaleOverScaleDepth * (kInnerRadius - sampleHeight));
float scatter = sampleDepth*temp - cameraOffset;
attenuate = exp(-clamp(scatter, 0.0, kMAX_SCATTER) * (kInvWavelength * kKr4PI + kKm4PI));
frontColor += attenuate * (sampleDepth * scaledLength);
samplePoint += sampleRay;
}
cIn = frontColor * (kInvWavelength * kKrESun + kKmESun);
cOut = clamp(attenuate, 0.0, 1.0);
groundColor = _SkyParam.y * (cIn + _GroundColor * _GroundColor * cOut);
}
float3 sunColor = float3(0.0, 0.0, 0.0);
#if _ENABLE_SUN_DISK
// The sun should have a stable intensity in its course in the sky. Moreover it should match the highlight of a purely specular material.
// This matching was done using the standard shader BRDF1 on the 5/31/2017
// Finally we want the sun to be always bright even in LDR thus the normalization of the lightColor for low intensity.
float lightColorIntensity = clamp(length(_SunColor.xyz), 0.25, 1);
sunColor = kHDSundiskIntensityFactor * saturate(cOut) * _SunColor.xyz / lightColorIntensity;
#endif
float3 col = float3(0.0, 0.0, 0.0);
// if y > 1 [eyeRay.y < -SKY_GROUND_THRESHOLD] - ground
// if y >= 0 and < 1 [eyeRay.y <= 0 and > -SKY_GROUND_THRESHOLD] - horizon
// if y < 0 [eyeRay.y > 0] - sky
float y = -eyeRay.y / SKY_GROUND_THRESHOLD;
col = groundColor + skyColor;
#if _ENABLE_SUN_DISK
if(y < 0.0)
{
col += sunColor * calcSunAttenuation(_SunDirection.xyz, eyeRay);
}
#endif
return float4(col * exp2(_SkyParam.x), 1.0);
}
ENDHLSL
SubShader
{
Pass
{
ZWrite Off
ZTest Always
Blend Off
Cull Off
HLSLPROGRAM
ENDHLSL
}
Pass
{
ZWrite Off
ZTest LEqual
Blend Off
Cull Off
HLSLPROGRAM
ENDHLSL
}
}
Fallback Off
}

9
ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/ProceduralSky.shader.meta


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userData:
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21
ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyVariables.hlsl


#ifndef UNITY_SKY_VARIABLES_INCLUDED
#define UNITY_SKY_VARIABLES_INCLUDED
TEXTURECUBE(_SkyTexture);
SAMPLERCUBE(sampler_SkyTexture); // NOTE: Sampler could be share here with _EnvTextures. Don't know if the shader compiler will complain...
CBUFFER_START(SkyParameters)
float _SkyTextureMipCount;
CBUFFER_END
float4 SampleSkyTexture(float3 texCoord)
{
return SAMPLE_TEXTURECUBE(_SkyTexture, sampler_SkyTexture, texCoord);
}
float4 SampleSkyTexture(float3 texCoord, float lod)
{
return SAMPLE_TEXTURECUBE_LOD(_SkyTexture, sampler_SkyTexture, texCoord, lod);
}
#endif

10
ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyVariables.hlsl.meta


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32
SampleScenes/HDTest/SkyFogTest/SkyFogHDRISky.asset


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- _EmissionColor: {r: 1, g: 1, b: 1, a: 1}
- _EmissiveColor: {r: 0, g: 0, b: 0, a: 0}
- _SpecularColor: {r: 1, g: 1, b: 1, a: 1}
- _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1}
- _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0}
- _UVMappingMask: {r: 1, g: 0, b: 0, a: 0}

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SampleScenes/HDTest/SkyFogTest/Lit_Transparent_Alpha.mat.meta


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10
SampleScenes/HDTest/SkyFogTest/Unlit_Transparent_Alpha.mat.meta


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