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Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-Per-Pixel-scale

/stochastic_alpha_test
sebastienlagarde 7 年前
当前提交
5e3b6e01
共有 105 个文件被更改,包括 7127 次插入71 次删除
  1. 23
      ScriptableRenderPipeline/Core/ProfilingSample.cs
  2. 4
      ScriptableRenderPipeline/Core/Shadow/Shadow.cs
  3. 12
      ScriptableRenderPipeline/Core/TextureCache.cs
  4. 1
      ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs
  5. 193
      ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  6. 7
      ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.asset
  7. 44
      ScriptableRenderPipeline/HDRenderPipeline/HDStringConstants.cs
  8. 21
      ScriptableRenderPipeline/HDRenderPipeline/HDUtils.cs
  9. 2
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/AmbientOcclusion/ScreenSpaceAmbientOcclusion.cs
  10. 21
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
  11. 1
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs.hlsl
  12. 2
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.hlsl
  13. 14
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassLoop.hlsl
  14. 4
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/Volumetrics/VolumetricLighting.cs
  15. 66
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs
  16. 25
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs
  17. 33
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs.hlsl
  18. 166
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
  19. 8
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
  20. 6
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl
  21. 19
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl
  22. 6
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl
  23. 7
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader
  24. 3
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/HDRenderPipelineResources.asset
  25. 2
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/HDRenderPipelineResources.asset.meta
  26. 19
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/RenderPipelineResources.cs
  27. 4
      ScriptableRenderPipeline/HDRenderPipeline/Sky/RuntimeFilterIBL.cs
  28. 16
      ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs
  29. 9
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/HDRPAsset/HDRenderPipelineResourcesTest.asset
  30. 220
      SampleScenes/HDTest/GraphicTest/Common/Material/Lit_Checker_Blue.mat
  31. 8
      SampleScenes/HDTest/GraphicTest/Common/Material/Lit_Checker_Blue.mat.meta
  32. 220
      SampleScenes/HDTest/GraphicTest/Common/Material/Lit_Checker_Green.mat
  33. 8
      SampleScenes/HDTest/GraphicTest/Common/Material/Lit_Checker_Green.mat.meta
  34. 219
      SampleScenes/HDTest/GraphicTest/Common/Material/Lit_Checker_Red.mat
  35. 8
      SampleScenes/HDTest/GraphicTest/Common/Material/Lit_Checker_Red.mat.meta
  36. 219
      SampleScenes/HDTest/GraphicTest/Common/Material/Lit_Checker_White.mat
  37. 8
      SampleScenes/HDTest/GraphicTest/Common/Material/Lit_Checker_White.mat.meta
  38. 232
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thickplane_Clear_ior101.mat
  39. 8
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thickplane_Clear_ior101.mat.meta
  40. 232
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thickplane_Clear_ior15.mat
  41. 8
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thickplane_Clear_ior15.mat.meta
  42. 233
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thickplane_Dragon.mat
  43. 8
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thickplane_Dragon.mat.meta
  44. 232
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thickplane_EarthMap.mat
  45. 8
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thickplane_EarthMap.mat.meta
  46. 232
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thicksphere_Clear_ior101.mat
  47. 8
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thicksphere_Clear_ior101.mat.meta
  48. 232
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thicksphere_Clear_ior15.mat
  49. 8
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thicksphere_Clear_ior15.mat.meta
  50. 233
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thicksphere_Dragon.mat
  51. 8
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thicksphere_Dragon.mat.meta
  52. 232
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thicksphere_EarthMap.mat
  53. 8
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thicksphere_EarthMap.mat.meta
  54. 232
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thinplane_Clear_ior101.mat
  55. 8
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thinplane_Clear_ior101.mat.meta
  56. 232
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thinplane_Clear_ior15.mat
  57. 8
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thinplane_Clear_ior15.mat.meta
  58. 233
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thinplane_Dragon.mat
  59. 8
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thinplane_Dragon.mat.meta
  60. 232
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thinplane_EarthMap.mat
  61. 8
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thinplane_EarthMap.mat.meta
  62. 84
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThickPlane Clear Dragon.prefab
  63. 10
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThickPlane Clear Dragon.prefab.meta
  64. 84
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThickPlane Cube Clear.prefab
  65. 10
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThickPlane Cube Clear.prefab.meta
  66. 84
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThickPlane Mapped Dragon.prefab
  67. 10
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThickPlane Mapped Dragon.prefab.meta
  68. 84
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThickPlane Sphere Clear.prefab
  69. 10
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThickPlane Sphere Clear.prefab.meta
  70. 84
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThickPlane Sphere Map Earth.prefab
  71. 10
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThickPlane Sphere Map Earth.prefab.meta
  72. 84
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThickSphere Clear Dragon.prefab
  73. 10
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThickSphere Clear Dragon.prefab.meta
  74. 84
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThickSphere Cube Clear.prefab
  75. 10
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThickSphere Cube Clear.prefab.meta
  76. 84
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThickSphere Mapped Dragon.prefab
  77. 10
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThickSphere Mapped Dragon.prefab.meta
  78. 84
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThickSphere Sphere Clear.prefab
  79. 10
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThickSphere Sphere Clear.prefab.meta
  80. 84
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThickSphere Sphere Map Earth.prefab
  81. 10
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThickSphere Sphere Map Earth.prefab.meta
  82. 84
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThinPlane Clear Dragon.prefab
  83. 10
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThinPlane Clear Dragon.prefab.meta
  84. 84
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThinPlane Cube Clear.prefab
  85. 10
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThinPlane Cube Clear.prefab.meta
  86. 84
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThinPlane Mapped Dragon.prefab
  87. 10
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThinPlane Mapped Dragon.prefab.meta
  88. 84
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThinPlane Sphere Clear.prefab
  89. 10
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThinPlane Sphere Clear.prefab.meta
  90. 84
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThinPlane Sphere Map Earth.prefab
  91. 10
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThinPlane Sphere Map Earth.prefab.meta
  92. 26
      SampleScenes/HDTest/GraphicTest/Common/Textures/Checker.png
  93. 77
      SampleScenes/HDTest/GraphicTest/Common/Textures/Checker.png.meta
  94. 1001
      SampleScenes/HDTest/GraphicTest/Common/Textures/EarthMask.png
  95. 77
      SampleScenes/HDTest/GraphicTest/Common/Textures/EarthMask.png.meta
  96. 10
      SampleScenes/HDTest/GraphicTest/Scripts.meta
  97. 8
      SampleScenes/HDTest/TransparencyTest.unity.meta
  98. 58
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/CopyChannel.compute

23
ScriptableRenderPipeline/Core/ProfilingSample.cs


using System;
using System;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering

bool m_Disposed;
public ProfilingSample(string name, CommandBuffer cmd)
public ProfilingSample(CommandBuffer cmd, string name)
m_Disposed = false;
cmd.BeginSample(name);
}
// Shortcut to string.Format() using only one argument (reduces Gen0 GC pressure)
public ProfilingSample(CommandBuffer cmd, string format, object arg)
{
this.cmd = cmd;
name = string.Format(format, arg);
m_Disposed = false;
cmd.BeginSample(name);
}
// Shortcut to string.Format() with variable amount of arguments - for performance critical
// code you should pre-build & cache the marker name instead of using this
public ProfilingSample(CommandBuffer cmd, string format, params object[] args)
{
this.cmd = cmd;
name = string.Format(format, args);
m_Disposed = false;
cmd.BeginSample(name);
}

4
ScriptableRenderPipeline/Core/Shadow/Shadow.cs


if (m_ActiveEntriesCount == 0)
return;
var profilingSample = new ProfilingSample(string.Format("Shadowmap{0}",m_TexSlot), cmd);
var profilingSample = new ProfilingSample(cmd, "Shadowmap{0}", m_TexSlot);
string cbName = "";
if (!string.IsNullOrEmpty( m_ShaderKeyword ) )

public override void RenderShadows( FrameId frameId, ScriptableRenderContext renderContext, CommandBuffer cmd, CullResults cullResults, List<VisibleLight> lights)
{
using (new ProfilingSample("Render Shadows", cmd))
using (new ProfilingSample(cmd, "Render Shadows"))
{
foreach( var sm in m_Shadowmaps )
{

12
ScriptableRenderPipeline/Core/TextureCache.cs


private struct SSliceEntry
{
public uint texId;
public uint countLRU;
public uint texId;
public uint countLRU;
public Hash128 hash;
};
private int m_NumTextures;

return sliceIndex;
var texId = (uint)texture.GetInstanceID();
var hash = texture.imageContentsHash;
//assert(TexID!=g_InvalidTexID);
if (texId == g_InvalidTexID) return 0;

if (m_LocatorInSliceArray.TryGetValue(texId, out cachedSlice))
{
sliceIndex = cachedSlice;
bFoundAvailOrExistingSlice = true;
bFoundAvailOrExistingSlice = true;
bSwapSlice = bSwapSlice || (m_SliceArray[sliceIndex].hash != hash);
}
// If no existing copy found in the array

}
}
m_SliceArray[sliceIndex].hash = hash;
if (bSwapSlice) // if this was a miss
{

1
ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs


public bool displayOpaqueObjects = true;
public bool displayTransparentObjects = true;
public bool enableDistortion = true;
public bool enableGaussianPyramid = true;
public bool enableSSSAndTransmission = true;
}

193
ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


Material m_SssHorizontalFilterAndCombinePass;
// <<< Old SSS Model
ComputeShader m_GaussianPyramidCS { get { return m_Asset.renderPipelineResources.gaussianPyramidCS; } }
int m_GaussianPyramidKernel;
ComputeShader m_DepthPyramidCS { get { return m_Asset.renderPipelineResources.depthPyramidCS; } }
int m_DepthPyramidKernel;
Material m_CameraMotionVectorsMaterial;
// Debug material

// <<< Old SSS Model
readonly int m_VelocityBuffer;
readonly int m_DistortionBuffer;
readonly int m_GaussianPyramidColorBuffer;
readonly int m_DepthPyramidBuffer;
readonly int m_DeferredShadowBuffer;

// <<< Old SSS Model
readonly RenderTargetIdentifier m_VelocityBufferRT;
readonly RenderTargetIdentifier m_DistortionBufferRT;
readonly RenderTargetIdentifier m_GaussianPyramidColorBufferRT;
readonly RenderTargetIdentifier m_DepthPyramidBufferRT;
RenderTextureDescriptor m_GaussianPyramidColorBufferDesc;
RenderTextureDescriptor m_DepthPyramidBufferDesc;
readonly RenderTargetIdentifier m_DeferredShadowBufferRT;

m_DistortionBuffer = HDShaderIDs._DistortionTexture;
m_DistortionBufferRT = new RenderTargetIdentifier(m_DistortionBuffer);
m_GaussianPyramidKernel = m_GaussianPyramidCS.FindKernel("KMain");
m_GaussianPyramidColorBuffer = HDShaderIDs._GaussianPyramidColorTexture;
m_GaussianPyramidColorBufferRT = new RenderTargetIdentifier(m_GaussianPyramidColorBuffer);
m_GaussianPyramidColorBufferDesc = new RenderTextureDescriptor(2, 2, RenderTextureFormat.ARGBHalf, 0)
{
useMipMap = true,
autoGenerateMips = false
};
m_DepthPyramidKernel = m_DepthPyramidCS.FindKernel("KMain");
m_DepthPyramidBuffer = HDShaderIDs._DepthPyramidTexture;
m_DepthPyramidBufferRT = new RenderTargetIdentifier(m_DepthPyramidBuffer);
m_DepthPyramidBufferDesc = new RenderTextureDescriptor(2, 2, RenderTextureFormat.RFloat, 0)
{
useMipMap = true,
autoGenerateMips = false
};
m_DistortionBuffer = HDShaderIDs._DistortionTexture;
m_DistortionBufferRT = new RenderTargetIdentifier(m_DistortionBuffer);
m_DeferredShadowBuffer = HDShaderIDs._DeferredShadowTexture;
m_DeferredShadowBufferRT = new RenderTargetIdentifier(m_DeferredShadowBuffer);

public void PushGlobalParams(HDCamera hdCamera, CommandBuffer cmd, SubsurfaceScatteringSettings sssParameters)
{
using (new ProfilingSample("Push Global Parameters", cmd))
using (new ProfilingSample(cmd, "Push Global Parameters"))
{
hdCamera.SetupGlobalParams(cmd);

private void CopyDepthBufferIfNeeded(CommandBuffer cmd)
{
using (new ProfilingSample(NeedDepthBufferCopy() ? "Copy DepthBuffer" : "Set DepthBuffer", cmd))
using (new ProfilingSample(cmd, NeedDepthBufferCopy() ? "Copy DepthBuffer" : "Set DepthBuffer"))
using (new ProfilingSample("Copy depth-stencil buffer", cmd))
using (new ProfilingSample(cmd, "Copy depth-stencil buffer"))
{
cmd.CopyTexture(m_CameraDepthStencilBufferRT, m_CameraDepthBufferCopyRT);
}

{
if (NeedStencilBufferCopy())
{
using (new ProfilingSample("Copy StencilBuffer", cmd))
using (new ProfilingSample(cmd, "Copy StencilBuffer"))
{
cmd.SetRandomWriteTarget(1, GetHTile());
// Our method of exporting the stencil requires one pass per unique stencil value.

// TODO: Add another path dedicated to planar reflection / real time cubemap that implement simpler lighting
// It is up to the users to only send unlit object for this camera path
using (new ProfilingSample("Forward", cmd))
using (new ProfilingSample(cmd, "Forward"))
{
CoreUtils.SetRenderTarget(cmd, m_CameraColorBufferRT, m_CameraDepthStencilBufferRT, ClearFlag.Color | ClearFlag.Depth);
ShaderPassName[] arrayShaderPassName = { HDShaderPassNames.m_ForwardName };

// In both forward and deferred, everything opaque should have been rendered at this point so we can safely copy the depth buffer for later processing.
CopyDepthBufferIfNeeded(cmd);
RenderPyramidDepth(camera, cmd);
// Required for the SSS and the shader feature classification pass.
PrepareAndBindStencilTexture(cmd);

}
else
{
using (new ProfilingSample("Build Light list and render shadows", cmd))
using (new ProfilingSample(cmd, "Build Light list and render shadows"))
{
// TODO: Everything here (SSAO, Shadow, Build light list, deffered shadow, material and light classification can be parallelize with Async compute)
m_SsaoEffect.Render(ssaoSettingsToUse, this, hdCamera, renderContext, cmd, m_Asset.renderingSettings.useForwardRenderingOnly);

RenderSky(hdCamera, cmd);
RenderGaussianPyramidColor(camera, cmd);
// Render all type of transparent forward (unlit, lit, complex (hair...)) to keep the sorting between transparent objects.
RenderForward(m_CullResults, camera, renderContext, cmd, false);
#if UNITY_EDITOR

// Planar and real time cubemap doesn't need post process and render in FP16
if (camera.cameraType == CameraType.Reflection)
{
using (new ProfilingSample("Blit to final RT", cmd))
using (new ProfilingSample(cmd, "Blit to final RT"))
{
// Simple blit
cmd.Blit(m_CameraColorBufferRT, BuiltinRenderTextureType.CameraTarget);

if (addDepthPrepass == false && addForwardOnlyOpaqueDepthPrepass == false)
return;
using (new ProfilingSample(addDepthPrepass ? "Depth Prepass" : "Depth Prepass forward opaque ", cmd))
using (new ProfilingSample(cmd, addDepthPrepass ? "Depth Prepass" : "Depth Prepass forward opaque"))
{
// Default depth prepass (forward and deferred) will render all opaque geometry.
RenderQueueRange renderQueueRange = RenderQueueRange.opaque;

if (m_Asset.renderingSettings.ShouldUseForwardRenderingOnly())
return;
using (new ProfilingSample(m_CurrentDebugDisplaySettings.IsDebugDisplayEnabled() ? "GBufferDebugDisplay" : "GBuffer", cmd))
using (new ProfilingSample(cmd, m_CurrentDebugDisplaySettings.IsDebugDisplayEnabled() ? "GBufferDebugDisplay" : "GBuffer"))
{
// setup GBuffer for rendering
CoreUtils.SetRenderTarget(cmd, m_gbufferManager.GetGBuffers(), m_CameraDepthStencilBufferRT);

void RenderDebugViewMaterial(CullResults cull, HDCamera hdCamera, ScriptableRenderContext renderContext, CommandBuffer cmd)
{
using (new ProfilingSample("DisplayDebug ViewMaterial", cmd))
using (new ProfilingSample(cmd, "DisplayDebug ViewMaterial"))
using (new ProfilingSample("DebugViewMaterialGBuffer", cmd))
using (new ProfilingSample(cmd, "DebugViewMaterialGBuffer"))
{
CoreUtils.DrawFullScreen(cmd, m_DebugViewMaterialGBuffer, m_CameraColorBufferRT);
}

// Last blit
{
using (new ProfilingSample("Blit DebugView Material Debug", cmd))
using (new ProfilingSample(cmd, "Blit DebugView Material Debug"))
{
cmd.Blit(m_CameraColorBufferRT, BuiltinRenderTextureType.CameraTarget);
}

if (!m_CurrentDebugDisplaySettings.renderingDebugSettings.enableSSSAndTransmission || m_Asset.renderingSettings.ShouldUseForwardRenderingOnly())
return;
using (new ProfilingSample("Subsurface Scattering", cmd))
using (new ProfilingSample(cmd, "Subsurface Scattering"))
{
if (sssSettings.useDisneySSS)
{

profileName = addForwardPass ? (renderOpaque ? "Forward Opaque" : "Forward Transparent") : "Forward Only Opaque";
}
using (new ProfilingSample(profileName, cmd))
using (new ProfilingSample(cmd, profileName))
{
CoreUtils.SetRenderTarget(cmd, m_CameraColorBufferRT, m_CameraDepthStencilBufferRT);

// This is use to Display legacy shader with an error shader
void RenderForwardError(CullResults cullResults, Camera camera, ScriptableRenderContext renderContext, CommandBuffer cmd, bool renderOpaque)
{
using (new ProfilingSample("Render Forward Error", cmd))
using (new ProfilingSample(cmd, "Render Forward Error"))
{
CoreUtils.SetRenderTarget(cmd, m_CameraColorBufferRT, m_CameraDepthStencilBufferRT);

void RenderVelocity(CullResults cullResults, HDCamera hdcam, ScriptableRenderContext renderContext, CommandBuffer cmd)
{
using (new ProfilingSample("Velocity", cmd))
using (new ProfilingSample(cmd, "Velocity"))
{
// If opaque velocity have been render during GBuffer no need to render it here
// TODO: Currently we can't render velocity vector into GBuffer, neither during forward pass (in case of forward opaque), so it is always a separate pass

}
}
void RenderGaussianPyramidColor(Camera camera, CommandBuffer cmd)
{
if (!m_CurrentDebugDisplaySettings.renderingDebugSettings.enableGaussianPyramid)
return;
using (new ProfilingSample(cmd, "Gaussian Pyramid Color"))
{
int w = camera.pixelWidth;
int h = camera.pixelHeight;
int size = Mathf.ClosestPowerOfTwo(Mathf.Min(w, h));
// The gaussian pyramid compute works in blocks of 8x8 so make sure the last lod has a
// minimum size of 8x8
int lodCount = Mathf.FloorToInt(Mathf.Log(size, 2f) - 3f);
if (lodCount > HDShaderIDs._GaussianPyramidColorMips.Length)
{
Debug.LogWarningFormat("Cannot compute all mipmaps of the color pyramid, max texture size supported: {0}", (2 << HDShaderIDs._GaussianPyramidColorMips.Length).ToString());
lodCount = HDShaderIDs._GaussianPyramidColorMips.Length;
}
cmd.SetGlobalVector(HDShaderIDs._GaussianPyramidColorMipSize, new Vector4(size, size, lodCount, 0));
cmd.Blit(m_CameraColorBufferRT, m_GaussianPyramidColorBuffer);
var last = m_GaussianPyramidColorBuffer;
for (int i = 0; i < lodCount; i++)
{
size >>= 1;
cmd.GetTemporaryRT(HDShaderIDs._GaussianPyramidColorMips[i + 1], size, size, 0, FilterMode.Bilinear, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear, 1, true);
cmd.SetComputeTextureParam(m_GaussianPyramidCS, m_GaussianPyramidKernel, "_Source", last);
cmd.SetComputeTextureParam(m_GaussianPyramidCS, m_GaussianPyramidKernel, "_Result", HDShaderIDs._GaussianPyramidColorMips[i + 1]);
cmd.SetComputeVectorParam(m_GaussianPyramidCS, "_Size", new Vector4(size, size, 1f / size, 1f / size));
cmd.DispatchCompute(m_GaussianPyramidCS, m_GaussianPyramidKernel, size / 8, size / 8, 1);
cmd.CopyTexture(HDShaderIDs._GaussianPyramidColorMips[i + 1], 0, 0, m_GaussianPyramidColorBufferRT, 0, i + 1);
last = HDShaderIDs._GaussianPyramidColorMips[i + 1];
}
cmd.SetGlobalTexture(HDShaderIDs._GaussianPyramidColorTexture, m_GaussianPyramidColorBuffer);
for (int i = 0; i < lodCount; i++)
cmd.ReleaseTemporaryRT(HDShaderIDs._GaussianPyramidColorMips[i + 1]);
}
}
void RenderPyramidDepth(Camera camera, CommandBuffer cmd)
{
if (!m_CurrentDebugDisplaySettings.renderingDebugSettings.enableGaussianPyramid)
return;
using (new ProfilingSample(cmd, "Pyramid Depth"))
{
int w = camera.pixelWidth;
int h = camera.pixelHeight;
int size = Mathf.ClosestPowerOfTwo(Mathf.Min(w, h));
// The gaussian pyramid compute works in blocks of 8x8 so make sure the last lod has a
// minimum size of 8x8
int lodCount = Mathf.FloorToInt(Mathf.Log(size, 2f) - 3f);
if (lodCount > HDShaderIDs._DepthPyramidMips.Length)
{
Debug.LogWarningFormat("Cannot compute all mipmaps of the depth pyramid, max texture size supported: {0}", (2 << HDShaderIDs._DepthPyramidMips.Length).ToString());
lodCount = HDShaderIDs._DepthPyramidMips.Length;
}
cmd.SetGlobalVector(HDShaderIDs._DepthPyramidMipSize, new Vector4(size, size, lodCount, 0));
cmd.GetTemporaryRT(HDShaderIDs._DepthPyramidMips[0], size, size, 0, FilterMode.Bilinear, RenderTextureFormat.RFloat, RenderTextureReadWrite.Linear, 1, true);
HDUtils.SampleCopyChannel_xyzw2x(cmd, GetDepthTexture(), HDShaderIDs._DepthPyramidMips[0], new Vector2(size, size), m_Asset.renderPipelineResources);
cmd.CopyTexture(HDShaderIDs._DepthPyramidMips[0], 0, 0, m_DepthPyramidBuffer, 0, 0);
for (int i = 0; i < lodCount; i++)
{
size >>= 1;
cmd.GetTemporaryRT(HDShaderIDs._DepthPyramidMips[i + 1], size, size, 0, FilterMode.Bilinear, RenderTextureFormat.RFloat, RenderTextureReadWrite.Linear, 1, true);
cmd.SetComputeTextureParam(m_DepthPyramidCS, m_DepthPyramidKernel, "_Source", HDShaderIDs._DepthPyramidMips[i]);
cmd.SetComputeTextureParam(m_DepthPyramidCS, m_DepthPyramidKernel, "_Result", HDShaderIDs._DepthPyramidMips[i + 1]);
cmd.SetComputeVectorParam(m_DepthPyramidCS, "_Size", new Vector4(size, size, 1f / size, 1f / size));
cmd.DispatchCompute(m_DepthPyramidCS, m_DepthPyramidKernel, size / 8, size / 8, 1);
cmd.CopyTexture(HDShaderIDs._DepthPyramidMips[i + 1], 0, 0, m_DepthPyramidBufferRT, 0, i + 1);
}
cmd.SetGlobalTexture(HDShaderIDs._DepthPyramidTexture, m_DepthPyramidBuffer);
for (int i = 0; i < lodCount + 1; i++)
cmd.ReleaseTemporaryRT(HDShaderIDs._DepthPyramidMips[i]);
}
}
using (new ProfilingSample("Distortion", cmd))
using (new ProfilingSample(cmd, "Distortion"))
{
int w = camera.pixelWidth;
int h = camera.pixelHeight;

void RenderPostProcesses(Camera camera, CommandBuffer cmd, PostProcessLayer layer)
{
using (new ProfilingSample("Post-processing", cmd))
using (new ProfilingSample(cmd, "Post-processing"))
{
if (CoreUtils.IsPostProcessingActive(layer))
{

if (camera.camera.cameraType == CameraType.Reflection || camera.camera.cameraType == CameraType.Preview)
return;
using (new ProfilingSample("Render Debug", cmd))
using (new ProfilingSample(cmd, "Render Debug"))
{
// We make sure the depth buffer is bound because we need it to write depth at near plane for overlays otherwise the editor grid end up visible in them.
CoreUtils.SetRenderTarget(cmd, BuiltinRenderTextureType.CameraTarget, m_CameraDepthStencilBufferRT);

void InitAndClearBuffer(HDCamera camera, CommandBuffer cmd)
{
using (new ProfilingSample("InitAndClearBuffer", cmd))
using (new ProfilingSample(cmd, "InitAndClearBuffer"))
using (new ProfilingSample("InitGBuffers and clear Depth/Stencil", cmd))
using (new ProfilingSample(cmd, "InitGBuffers and clear Depth/Stencil"))
{
// Init buffer
// With scriptable render loop we must allocate ourself depth and color buffer (We must be independent of backbuffer for now, hope to fix that later).

cmd.GetTemporaryRT(m_CameraColorBuffer, w, h, 0, FilterMode.Point, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear, 1, true); // Enable UAV
cmd.GetTemporaryRT(m_CameraSssDiffuseLightingBuffer, w, h, 0, FilterMode.Point, RenderTextureFormat.RGB111110Float, RenderTextureReadWrite.Linear, 1, true); // Enable UAV
cmd.GetTemporaryRT(m_CameraFilteringBuffer, w, h, 0, FilterMode.Point, RenderTextureFormat.RGB111110Float, RenderTextureReadWrite.Linear, 1, true); // Enable UAV
// Color and depth pyramids
int s = Mathf.ClosestPowerOfTwo(Mathf.Min(w, h));
m_GaussianPyramidColorBufferDesc.width = s;
m_GaussianPyramidColorBufferDesc.height = s;
cmd.GetTemporaryRT(m_GaussianPyramidColorBuffer, m_GaussianPyramidColorBufferDesc, FilterMode.Trilinear);
m_DepthPyramidBufferDesc.width = s;
m_DepthPyramidBufferDesc.height = s;
cmd.GetTemporaryRT(m_DepthPyramidBuffer, m_DepthPyramidBufferDesc, FilterMode.Trilinear);
// End
if (!m_Asset.renderingSettings.ShouldUseForwardRenderingOnly())
{

}
// Clear the diffuse SSS lighting target
using (new ProfilingSample("Clear SSS diffuse target", cmd))
using (new ProfilingSample(cmd, "Clear SSS diffuse target"))
{
CoreUtils.SetRenderTarget(cmd, m_CameraSssDiffuseLightingBufferRT, ClearFlag.Color, Color.black);
}

{
// Clear the SSS filtering target
using (new ProfilingSample("Clear SSS filtering target", cmd))
using (new ProfilingSample(cmd, "Clear SSS filtering target"))
{
CoreUtils.SetRenderTarget(cmd, m_CameraFilteringBuffer, ClearFlag.Color, Color.black);
}

if (NeedStencilBufferCopy())
{
using (new ProfilingSample("Clear stencil texture", cmd))
using (new ProfilingSample(cmd, "Clear stencil texture"))
{
CoreUtils.SetRenderTarget(cmd, m_CameraStencilBufferCopyRT, ClearFlag.Color, Color.black);
}

{
using (new ProfilingSample("Clear HTile", cmd))
using (new ProfilingSample(cmd, "Clear HTile"))
{
CoreUtils.SetRenderTarget(cmd, m_HTileRT, ClearFlag.Color, Color.black);
}

// TEMP: As we are in development and have not all the setup pass we still clear the color in emissive buffer and gbuffer, but this will be removed later.
// Clear the HDR target
using (new ProfilingSample("Clear HDR target", cmd))
using (new ProfilingSample(cmd, "Clear HDR target"))
{
CoreUtils.SetRenderTarget(cmd, m_CameraColorBufferRT, m_CameraDepthStencilBufferRT, ClearFlag.Color, Color.black);
}

{
using (new ProfilingSample("Clear GBuffer", cmd))
using (new ProfilingSample(cmd, "Clear GBuffer"))
{
CoreUtils.SetRenderTarget(cmd, m_gbufferManager.GetGBuffers(), m_CameraDepthStencilBufferRT, ClearFlag.Color, Color.black);
}

7
ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.asset


renderingSettings:
useForwardRenderingOnly: 0
useDepthPrepassWithDeferredRendering: 0
renderAlphaTestOnlyInDeferredPrepass: 0
texturingModeFlags: 1
transmissionFlags: 5460
texturingModeFlags: 0
transmissionFlags: 5462
- {x: 0, y: 12.031147, z: 0, w: 0}
- {x: 0, y: 8.152544, z: 0, w: 0}
- {x: 0, y: 0.2873168, z: 0, w: 0}
- {x: 0, y: 5, z: 0, w: 0}
- {x: 0, y: 12.031147, z: 0, w: 0}

44
ScriptableRenderPipeline/HDRenderPipeline/HDStringConstants.cs


internal static readonly int _VelocityTexture = Shader.PropertyToID("_VelocityTexture");
internal static readonly int _DistortionTexture = Shader.PropertyToID("_DistortionTexture");
internal static readonly int _GaussianPyramidColorTexture = Shader.PropertyToID("_GaussianPyramidColorTexture");
internal static readonly int _DepthPyramidTexture = Shader.PropertyToID("_PyramidDepthTexture");
internal static readonly int _GaussianPyramidColorMipSize = Shader.PropertyToID("_GaussianPyramidColorMipSize");
internal static readonly int[] _GaussianPyramidColorMips =
{
Shader.PropertyToID("_GaussianColorMip0"),
Shader.PropertyToID("_GaussianColorMip1"),
Shader.PropertyToID("_GaussianColorMip2"),
Shader.PropertyToID("_GaussianColorMip3"),
Shader.PropertyToID("_GaussianColorMip4"),
Shader.PropertyToID("_GaussianColorMip5"),
Shader.PropertyToID("_GaussianColorMip6"),
Shader.PropertyToID("_GaussianColorMip7"),
Shader.PropertyToID("_GaussianColorMip8"),
Shader.PropertyToID("_GaussianColorMip9"),
Shader.PropertyToID("_GaussianColorMip10"),
Shader.PropertyToID("_GaussianColorMip11"),
Shader.PropertyToID("_GaussianColorMip12"),
Shader.PropertyToID("_GaussianColorMip13"),
Shader.PropertyToID("_GaussianColorMip14"),
};
internal static readonly int _DepthPyramidMipSize = Shader.PropertyToID("_PyramidDepthMipSize");
internal static readonly int[] _DepthPyramidMips =
{
Shader.PropertyToID("_DepthPyramidMip0"),
Shader.PropertyToID("_DepthPyramidMip1"),
Shader.PropertyToID("_DepthPyramidMip2"),
Shader.PropertyToID("_DepthPyramidMip3"),
Shader.PropertyToID("_DepthPyramidMip4"),
Shader.PropertyToID("_DepthPyramidMip5"),
Shader.PropertyToID("_DepthPyramidMip6"),
Shader.PropertyToID("_DepthPyramidMip7"),
Shader.PropertyToID("_DepthPyramidMip8"),
Shader.PropertyToID("_DepthPyramidMip9"),
Shader.PropertyToID("_DepthPyramidMip10"),
Shader.PropertyToID("_DepthPyramidMip11"),
Shader.PropertyToID("_DepthPyramidMip12"),
Shader.PropertyToID("_DepthPyramidMip13"),
Shader.PropertyToID("_DepthPyramidMip14"),
};
internal static readonly int _DebugFullScreenTexture = Shader.PropertyToID("_DebugFullScreenTexture");
internal static readonly int _WorldScales = Shader.PropertyToID("_WorldScales");

internal static readonly int _GlobalFog_Extinction = Shader.PropertyToID("_GlobalFog_Extinction");
internal static readonly int _GlobalFog_Asymmetry = Shader.PropertyToID("_GlobalFog_Asymmetry");
internal static readonly int _GlobalFog_Scattering = Shader.PropertyToID("_GlobalFog_Scattering");
internal static readonly int _Size = Shader.PropertyToID("_Size");
internal static readonly int _Source4 = Shader.PropertyToID("_Source4");
internal static readonly int _Result1 = Shader.PropertyToID("_Result1");
}
}

21
ScriptableRenderPipeline/HDRenderPipeline/HDUtils.cs


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

return path;
}
public static string GetPostProcessingPath()
{
var hdrpPath = GetHDRenderPipelinePath();
var fullPath = Path.GetFullPath(hdrpPath + "../../PostProcessing/PostProcessing");
var relativePath = fullPath.Substring(fullPath.IndexOf("Assets"));
return relativePath.Replace("\\", "/") + "/";
}
#endif
public const RendererConfiguration k_RendererConfigurationBakedLighting = RendererConfiguration.PerObjectLightProbe | RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbeProxyVolume;

y -= s_OverlayLineHeight;
s_OverlayLineHeight = -1.0f;
}
}
public static void SampleCopyChannel_xyzw2x(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier target, Vector2 size, RenderPipelineResources resources)
{
var s = new Vector4(size.x, size.y, 1f / size.x, 1f / size.y);
cmd.SetComputeVectorParam(resources.copyChannelCS, HDShaderIDs._Size, s);
cmd.SetComputeTextureParam(resources.copyChannelCS, resources.copyChannelKernel_xyzw2x, HDShaderIDs._Source4, source);
cmd.SetComputeTextureParam(resources.copyChannelCS, resources.copyChannelKernel_xyzw2x, HDShaderIDs._Result1, target);
cmd.DispatchCompute(resources.copyChannelCS, resources.copyChannelKernel_xyzw2x, (int)(size.x) / 8, (int)(size.y) / 8, 1);
}
}
}

2
ScriptableRenderPipeline/HDRenderPipeline/Lighting/AmbientOcclusion/ScreenSpaceAmbientOcclusion.cs


m_Material.SetFloat(Uniforms._Downsample, 1.0f / downsize);
m_Material.SetFloat(Uniforms._SampleCount, settings.sampleCount);
using (new ProfilingSample("Screenspace ambient occlusion", cmd))
using (new ProfilingSample(cmd, "Screenspace ambient occlusion"))
{
// AO estimation.
cmd.GetTemporaryRT(Uniforms._TempTex1, width / downsize, height / downsize, 0, kFilter, kTempFormat, kRWMode);

21
ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


Area = 1 << 9,
Directional = 1 << 10,
Env = 1 << 11,
Sky = 1 << 12 // If adding more light be sure to not overflow LightDefinitions.s_LightFeatureMaskFlags
Sky = 1 << 12,
SSL = 1 << 13 // If adding more light be sure to not overflow LightDefinitions.s_LightFeatureMaskFlags
}
[GenerateHLSL]

public void PushGlobalParams(Camera camera, CommandBuffer cmd, ComputeShader computeShader, int kernelIndex, bool forceClustered = false)
{
using (new ProfilingSample("Push Global Parameters", cmd))
using (new ProfilingSample(cmd, "Push Global Parameters"))
{
// Shadows
m_ShadowMgr.SyncData();

if (lightingDebug.tileDebugByCategory == TileSettings.TileDebug.None)
return;
using (new ProfilingSample("Tiled Lighting Debug", cmd))
using (new ProfilingSample(cmd, "Tiled Lighting Debug"))
{
bool bUseClusteredForDeferred = !usingFptl;

if (m_CurrentSunLight == null)
return;
using (new ProfilingSample("Deferred Directional", cmd))
using (new ProfilingSample(cmd, "Deferred Directional"))
{
hdCamera.SetupComputeShader(deferredDirectionalShadowComputeShader, cmd);
m_ShadowMgr.BindResources(cmd, deferredDirectionalShadowComputeShader, s_deferredDirectionalShadowKernel);

string singlePassName = "SinglePass - Deferred Lighting Pass";
string SinglePassMRTName = "SinglePass - Deferred Lighting Pass MRT";
using (new ProfilingSample(m_TileSettings.enableTileAndCluster ?
(options.outputSplitLighting ? tilePassMRTName : tilePassName) :
(options.outputSplitLighting ? SinglePassMRTName : singlePassName), cmd))
using (new ProfilingSample(cmd, m_TileSettings.enableTileAndCluster ?
(options.outputSplitLighting ? tilePassMRTName : tilePassName) :
(options.outputSplitLighting ? SinglePassMRTName : singlePassName)))
{
var camera = hdCamera.camera;

// Note: if we use render opaque with deferred tiling we need to render a opaque depth pass for these opaque objects
if (!m_TileSettings.enableTileAndCluster)
{
using (new ProfilingSample("Forward pass", cmd))
using (new ProfilingSample(cmd, "Forward pass"))
{
cmd.EnableShaderKeyword("LIGHTLOOP_SINGLE_PASS");
cmd.DisableShaderKeyword("LIGHTLOOP_TILE_PASS");

// Only opaques can use FPTL, transparent must use clustered!
bool useFptl = renderOpaque && usingFptl;
using (new ProfilingSample(useFptl ? "Forward Tiled pass" : "Forward Clustered pass", cmd))
using (new ProfilingSample(cmd, useFptl ? "Forward Tiled pass" : "Forward Clustered pass"))
{
// say that we want to use tile of single loop
cmd.EnableShaderKeyword("LIGHTLOOP_TILE_PASS");

public void RenderDebugOverlay(Camera camera, CommandBuffer cmd, DebugDisplaySettings debugDisplaySettings, ref float x, ref float y, float overlaySize, float width)
{
LightingDebugSettings lightingDebug = debugDisplaySettings.lightingDebugSettings;
using (new ProfilingSample("Display Shadows", cmd))
using (new ProfilingSample(cmd, "Display Shadows"))
{
if (lightingDebug.shadowDebugMode == ShadowMapDebugMode.VisualizeShadowMap)
{

1
ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs.hlsl


#define LIGHTFEATUREFLAGS_DIRECTIONAL (1024)
#define LIGHTFEATUREFLAGS_ENV (2048)
#define LIGHTFEATUREFLAGS_SKY (4096)
#define LIGHTFEATUREFLAGS_SSL (8192)
//
// UnityEngine.Experimental.Rendering.HDPipeline.TilePass.LightDefinitions: static fields

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


float3 envDiffuseLighting;
float3 envSpecularLighting;
float envDiffuseLightingWeight;
};
//-----------------------------------------------------------------------------

14
ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassLoop.hlsl


#endif
}
if (featureFlags & LIGHTFEATUREFLAGS_ENV || featureFlags & LIGHTFEATUREFLAGS_SKY)
float totalIblWeight = 0.0; // Max: 1
if (featureFlags & LIGHTFEATUREFLAGS_SSL)
float totalIblWeight = 0.0; // Max: 1
// SSR and rough refraction
float3 localDiffuseLighting, localSpecularLighting;
float2 weight;
EvaluateBSDF_SSL(V, posInput, bsdfData, localDiffuseLighting, localSpecularLighting, weight);
applyWeigthedIblLighting(localDiffuseLighting, localSpecularLighting, weight, accLighting.envDiffuseLighting, accLighting.envSpecularLighting, totalIblWeight);
accLighting.envDiffuseLightingWeight = weight.x;
}
if (featureFlags & LIGHTFEATUREFLAGS_ENV || featureFlags & LIGHTFEATUREFLAGS_SKY)
{
// Reflection probes are sorted by volume (in the increasing order).
if (featureFlags & LIGHTFEATUREFLAGS_ENV)
{

4
ScriptableRenderPipeline/HDRenderPipeline/Lighting/Volumetrics/VolumetricLighting.cs


void ClearVolumetricLightingBuffers(CommandBuffer cmd, bool isFirstFrame)
{
using (new ProfilingSample("Clear volumetric lighting buffers", cmd))
using (new ProfilingSample(cmd, "Clear volumetric lighting buffers"))
{
CoreUtils.SetRenderTarget(cmd, m_VolumetricLightingBufferCurrentFrameRT, ClearFlag.Color, Color.black);

{
if (!SetGlobalVolumeProperties(m_VolumetricLightingEnabled, cmd, m_VolumetricLightingCS)) { return; }
using (new ProfilingSample("VolumetricLighting", cmd))
using (new ProfilingSample(cmd, "VolumetricLighting"))
{
bool enableClustered = m_Asset.tileSettings.enableClustered && m_Asset.tileSettings.enableTileAndCluster;

66
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs


public static GUIContent albedoAffectEmissiveText = new GUIContent("Albedo Affect Emissive", "Specifies whether or not the emissive color is multiplied by the albedo.");
public static GUIContent normalMapSpaceWarning = new GUIContent("Object space normal can't be use with triplanar mapping.");
// Transparency
public static string TransparencyInputsText = "Transparency Inputs";
public static string refractionModeText = "Refraction Mode";
public static GUIContent refractionIORText = new GUIContent("Indice of refraction", "Indice of refraction");
public static GUIContent refractionThicknessText = new GUIContent("Refraction Thickness", "Thickness for rough refraction");
public static GUIContent refractionThicknessMultiplierText = new GUIContent("Refraction Thickness multiplier", "Thickness multiplier");
public static GUIContent refractionThicknessMapText = new GUIContent("Refraction Thickness Map (R)", "Thickness multiplier");
// Transparency absorption
public static GUIContent transmittanceColorText = new GUIContent("Transmittance Color", "Absorption color (RGB)");
public static GUIContent atDistanceText = new GUIContent("Transmittance Absorption Distance", "Absorption distance reference");
}
// Lit shader is not layered but some layered materials inherit from it. In order to share code we need LitUI to account for this.

protected MaterialProperty enableSpecularOcclusion = null;
protected const string kEnableSpecularOcclusion = "_EnableSpecularOcclusion";
// transparency params
protected MaterialProperty ior = null;
protected const string kIOR = "_IOR";
protected MaterialProperty transmittanceColor = null;
protected const string kTransmittanceColor = "_TransmittanceColor";
protected MaterialProperty atDistance = null;
protected const string kATDistance = "_ATDistance";
protected MaterialProperty thicknessMultiplier = null;
protected const string kThicknessMultiplier = "_ThicknessMultiplier";
protected MaterialProperty refractionMode = null;
protected const string kRefractionMode = "_RefractionMode";
protected void FindMaterialLayerProperties(MaterialProperty[] props)
{
for (int i = 0; i < m_LayerCount; ++i)

// clear coat
coatCoverage = FindProperty(kCoatCoverage, props);
coatIOR = FindProperty(kCoatIOR, props);
// Transparency
refractionMode = FindProperty(kRefractionMode, props, false);
transmittanceColor = FindProperty(kTransmittanceColor, props, false);
atDistance = FindProperty(kATDistance, props, false);
thicknessMultiplier = FindProperty(kThicknessMultiplier, props, false);
ior = FindProperty(kIOR, props, false);
// We reuse thickness from SSS
}
protected void ShaderSSSInputGUI(Material material)

m_MaterialEditor.ShaderProperty(detailSmoothnessScale[layerIndex], Styles.detailSmoothnessScaleText);
EditorGUI.indentLevel--;
var surfaceTypeValue = (SurfaceType)surfaceType.floatValue;
if (surfaceTypeValue == SurfaceType.Transparent
&& refractionMode != null)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField(Styles.TransparencyInputsText, EditorStyles.boldLabel);
++EditorGUI.indentLevel;
m_MaterialEditor.ShaderProperty(refractionMode, Styles.refractionModeText);
var mode = (Lit.RefractionMode)refractionMode.floatValue;
if (mode != Lit.RefractionMode.None)
{
m_MaterialEditor.ShaderProperty(ior, Styles.refractionIORText);
if (thicknessMap.textureValue == null)
m_MaterialEditor.ShaderProperty(thickness, Styles.refractionThicknessText);
m_MaterialEditor.TexturePropertySingleLine(Styles.refractionThicknessMapText, thicknessMap);
++EditorGUI.indentLevel;
m_MaterialEditor.ShaderProperty(thicknessMultiplier, Styles.refractionThicknessMultiplierText);
--EditorGUI.indentLevel;
m_MaterialEditor.ShaderProperty(transmittanceColor, Styles.transmittanceColorText);
++EditorGUI.indentLevel;
m_MaterialEditor.ShaderProperty(atDistance, Styles.atDistanceText);
--EditorGUI.indentLevel;
}
--EditorGUI.indentLevel;
}
}
private void DoEmissiveGUI(Material material)

SetKeyword(material, "_MATID_ANISO", materialId == Lit.MaterialId.LitAniso);
SetKeyword(material, "_MATID_SPECULAR", materialId == Lit.MaterialId.LitSpecular);
SetKeyword(material, "_MATID_CLEARCOAT", materialId == Lit.MaterialId.LitClearCoat);
var refractionModeValue = (Lit.RefractionMode)material.GetFloat(kRefractionMode);
SetKeyword(material, "_REFRACTION_THINPLANE", refractionModeValue == Lit.RefractionMode.ThinPlane);
SetKeyword(material, "_REFRACTION_THICKPLANE", refractionModeValue == Lit.RefractionMode.ThickPlane);
SetKeyword(material, "_REFRACTION_THICKSPHERE", refractionModeValue == Lit.RefractionMode.ThickSphere);
}
}
} // namespace UnityEditor

25
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs


public static float s_SkinSpecularValue = 0.028f;
}
[GenerateHLSL(PackingRules.Exact)]
public enum RefractionMode
{
None = 0,
ThickPlane = 1,
ThickSphere = 2,
ThinPlane = 3
};
//-----------------------------------------------------------------------------
// SurfaceData
//-----------------------------------------------------------------------------

public float coatCoverage;
[SurfaceDataAttributes("Coat IOR")]
public float coatIOR; // Value is [0..1] for artists but the UI will display the value between [1..2]
// Transparency
[SurfaceDataAttributes("Indice of refraction")]
public float ior;
// Reuse thickness from SSS
[SurfaceDataAttributes("Transmittance Color")]
public Vector3 transmittanceColor;
[SurfaceDataAttributes("Transmittance Absorption Distance")]
public float atDistance;
};
//-----------------------------------------------------------------------------

public Vector3 coatNormalWS;
public float coatCoverage;
public float coatIOR; // CoatIOR is in range[1..2] it is surfaceData + 1
// Transparency
public float ior;
// Reuse thickness from SSS
public Vector3 absorptionCoefficient;
};
//-----------------------------------------------------------------------------

if (m_isInit)
return;
using (new ProfilingSample("Init PreFGD", cmd))
using (new ProfilingSample(cmd, "Init PreFGD"))
{
CoreUtils.DrawFullScreen(cmd, m_InitPreFGD, new RenderTargetIdentifier(m_PreIntegratedFGD));
}

33
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs.hlsl


#define SKIN_SPECULAR_VALUE (0.028)
//
// UnityEngine.Experimental.Rendering.HDPipeline.Lit+RefractionMode: static fields
//
#define REFRACTIONMODE_NONE (0)
#define REFRACTIONMODE_THICK_PLANE (1)
#define REFRACTIONMODE_THICK_SPHERE (2)
#define REFRACTIONMODE_THIN_PLANE (3)
//
// UnityEngine.Experimental.Rendering.HDPipeline.Lit+SurfaceData: static fields
//
#define DEBUGVIEW_LIT_SURFACEDATA_BASE_COLOR (1000)

#define DEBUGVIEW_LIT_SURFACEDATA_COAT_NORMAL_WS (1013)
#define DEBUGVIEW_LIT_SURFACEDATA_COAT_COVERAGE (1014)
#define DEBUGVIEW_LIT_SURFACEDATA_COAT_IOR (1015)
#define DEBUGVIEW_LIT_SURFACEDATA_IOR (1016)
#define DEBUGVIEW_LIT_SURFACEDATA_TRANSMITTANCE_COLOR (1017)
#define DEBUGVIEW_LIT_SURFACEDATA_AT_DISTANCE (1018)
//
// UnityEngine.Experimental.Rendering.HDPipeline.Lit+TransmissionType: static fields

#define DEBUGVIEW_LIT_BSDFDATA_COAT_NORMAL_WS (1048)
#define DEBUGVIEW_LIT_BSDFDATA_COAT_COVERAGE (1049)
#define DEBUGVIEW_LIT_BSDFDATA_COAT_IOR (1050)
#define DEBUGVIEW_LIT_BSDFDATA_IOR (1051)
#define DEBUGVIEW_LIT_BSDFDATA_ABSORPTION_COEFFICIENT (1052)
//
// UnityEngine.Experimental.Rendering.HDPipeline.Lit+GBufferMaterial: static fields

float3 coatNormalWS;
float coatCoverage;
float coatIOR;
float ior;
float3 transmittanceColor;
float atDistance;
};
// Generated from UnityEngine.Experimental.Rendering.HDPipeline.Lit+BSDFData

float3 coatNormalWS;
float coatCoverage;
float coatIOR;
float ior;
float3 absorptionCoefficient;
};
//

break;
case DEBUGVIEW_LIT_SURFACEDATA_COAT_IOR:
result = surfacedata.coatIOR.xxx;
break;
case DEBUGVIEW_LIT_SURFACEDATA_IOR:
result = surfacedata.ior.xxx;
break;
case DEBUGVIEW_LIT_SURFACEDATA_TRANSMITTANCE_COLOR:
result = surfacedata.transmittanceColor;
break;
case DEBUGVIEW_LIT_SURFACEDATA_AT_DISTANCE:
result = surfacedata.atDistance.xxx;
break;
}
}

break;
case DEBUGVIEW_LIT_BSDFDATA_COAT_IOR:
result = bsdfdata.coatIOR.xxx;
break;
case DEBUGVIEW_LIT_BSDFDATA_IOR:
result = bsdfdata.ior.xxx;
break;
case DEBUGVIEW_LIT_BSDFDATA_ABSORPTION_COEFFICIENT:
result = bsdfdata.absorptionCoefficient;
break;
}
}

166
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


// TODO: Test if this is a win
// #define LIT_USE_BSDF_PRE_LAMBDAV
// Color pyramid (width, height, lodcount, Unused)
float4 _GaussianPyramidColorMipSize;
TEXTURE2D(_GaussianPyramidColorTexture);
SAMPLER2D(sampler_GaussianPyramidColorTexture);
// Depth pyramid (width, height, lodcount, Unused)
float4 _PyramidDepthMipSize;
TEXTURE2D(_PyramidDepthTexture);
SAMPLER2D(sampler_PyramidDepthTexture);
// Area light textures specific constant
SamplerState ltc_linear_clamp_sampler;
// TODO: This one should be set into a constant Buffer at pass frequency (with _Screensize)

bsdfData.coatCoverage = coatCoverage;
}
void FillMaterialIdTransparencyData(float ior, float3 transmittanceColor, float atDistance, float thickness, inout BSDFData bsdfData)
{
// Uses thickness from SSS's property set
bsdfData.ior = ior;
// Absorption coefficient from Disney: http://blog.selfshadow.com/publications/s2015-shading-course/burley/s2015_pbs_disney_bsdf_notes.pdf
bsdfData.absorptionCoefficient = -log(transmittanceColor + 0.00001) / max(atDistance, 0.000001);
bsdfData.thickness = max(0.0001, thickness);
}
// For image based lighting, a part of the BSDF is pre-integrated.
// This is done both for specular and diffuse (in case of DisneyDiffuse)
void GetPreIntegratedFGD(float NdotV, float perceptualRoughness, float3 fresnel0, out float3 specularFGD, out float diffuseFGD)

FillMaterialIdStandardData(surfaceData.baseColor, surfaceData.metallic, bsdfData);
FillMaterialIdClearCoatData(surfaceData.coatNormalWS, surfaceData.coatCoverage, surfaceData.coatIOR, bsdfData);
}
#if defined(_REFRACTION_THINPLANE) || defined(_REFRACTION_THICKPLANE) || defined(_REFRACTION_THICKSPHERE)
// Note: Will override thickness of SSS's property set
FillMaterialIdTransparencyData(surfaceData.ior, surfaceData.transmittanceColor, surfaceData.atDistance, surfaceData.thickness, bsdfData);
#endif
return bsdfData;
}

}
//-----------------------------------------------------------------------------
// EvaluateBSDF_SSL
// ----------------------------------------------------------------------------
void EvaluateBSDF_SSL(float3 V, PositionInputs posInput, BSDFData bsdfData, out float3 diffuseLighting, out float3 specularLighting, out float2 weight)
{
diffuseLighting = float3(0.0, 0.0, 0.0);
specularLighting = float3(0.0, 0.0, 0.0);
weight = float2(0.0, 0.0);
#if defined(_REFRACTION_THINPLANE) || defined(_REFRACTION_THICKPLANE) || defined(_REFRACTION_THICKSPHERE)
// Refraction process:
// 1. Depending on the shape model, we calculate the refracted point in world space and the optical depth
// 2. We calculate the screen space position of the refracted point
// 3. If this point is available (ie: in color GBuffer and point is not in front of the object)
// a. Get the corresponding color depending on the roughness from the gaussian pyramid of the color buffer
// b. Multiply by the transmittance for absorption (depends on the optical depth)
weight.x = 1.0;
float3 refractedBackPointWS = float3(0.0, 0.0, 0.0);
float opticalDepth = 0.0;
// For all refraction approximation, to calculate the refracted point in world space,
// we approximate the scene as a plane (back plane) with normal -V at the depth hit point.
// (We avoid to raymarch the depth texture to get the refracted point.)
#if defined(_REFRACTION_THICKPLANE)
// Thick plane shape model:
// We approximate locally the shape of the object as halfspace defined by the normal {bsdfData.normallWS} at {bsdfData.positionWS}
// Thus, the light is refracted once.
// It approximate cubic filled shapes
//
// However, we can't approximate the optical depth of the object, so we use a constant as parameter ({bsdfData.thickness})
// Refracted ray
float3 R = refract(-V, bsdfData.normalWS, 1.0 / bsdfData.ior);
// Get the depth of the approximated back plane
float pyramidDepth = SAMPLE_TEXTURE2D_LOD(_PyramidDepthTexture, sampler_PyramidDepthTexture, posInput.positionSS, 2.0).r;
float depth = LinearEyeDepth(pyramidDepth, _ZBufferParams);
// Distance from point to the back plane
float distFromP = depth - posInput.depthVS;
float VoR = dot(-V, R);
refractedBackPointWS = posInput.positionWS + R * distFromP / VoR;
opticalDepth = bsdfData.thickness;
#elif defined(_REFRACTION_THICKSPHERE)
// Thick sphere shape model:
// We approximate locally the shape of the object as sphere, that is tangent to the shape.
// The sphere has a diameter of {bsdfData.thickness}
// The center of the sphere is at {bsdfData.positionWS} - {bsdfData.normalWS} * {bsdfData.thickness}
//
// So the light is refracted twice: in and out of the tangent sphere
// Get the depth of the approximated back plane
float pyramidDepth = SAMPLE_TEXTURE2D_LOD(_PyramidDepthTexture, sampler_PyramidDepthTexture, posInput.positionSS, 2.0).r;
float depth = LinearEyeDepth(pyramidDepth, _ZBufferParams);
// Distance from point to the back plane
float depthFromPosition = depth - posInput.depthVS;
// First refraction (tangent sphere in)
// Refracted ray
float3 R1 = refract(-V, bsdfData.normalWS, 1.0 / bsdfData.ior);
// Center of the tangent sphere
float3 C = posInput.positionWS - bsdfData.normalWS * bsdfData.thickness * 0.5;
// Second refraction (tangent sphere out)
float NoR1 = dot(bsdfData.normalWS, R1);
// Optical depth within the sphere
opticalDepth = -NoR1 * bsdfData.thickness;
// Out hit point in the tangent sphere
float3 P1 = posInput.positionWS + R1 * opticalDepth;
// Out normal
float3 N1 = normalize(C - P1);
// Out refracted ray
float3 R2 = refract(R1, N1, bsdfData.ior);
float N1oR2 = dot(N1, R2);
float VoR1 = dot(V, R1);
// Refracted source point
refractedBackPointWS = P1 - R2 * (depthFromPosition - NoR1 * VoR1 * bsdfData.thickness) / N1oR2;
#elif defined(_REFRACTION_THINPLANE)
// Thin plane shape model:
// We approximate locally the shape of the object as a plane with normal {bsdfData.normalWS} at {bsdfData.positionWS}
// with a thickness {bsdfData.thickness}
// Refracted ray
float3 R = refract(-V, bsdfData.normalWS, 1.0 / bsdfData.ior);
// Get the depth of the approximated back plane
float pyramidDepth = SAMPLE_TEXTURE2D_LOD(_PyramidDepthTexture, sampler_PyramidDepthTexture, posInput.positionSS, 2.0).r;
float depth = LinearEyeDepth(pyramidDepth, _ZBufferParams);
// Distance from point to the back plane
float distFromP = depth - posInput.depthVS;
// Optical depth within the thin plane
opticalDepth = bsdfData.thickness / dot(R, -bsdfData.normalWS);
// The refracted ray exiting the thin plane is the same as the incident ray (parallel interfaces and same ior)
float VoR = dot(-V, R);
float VoN = dot(V, bsdfData.normalWS);
refractedBackPointWS = posInput.positionWS + R * opticalDepth - V * (distFromP - VoR * opticalDepth);
#endif
// Calculate screen space coordinates of refracted point in back plane
float4 refractedBackPointCS = mul(_ViewProjMatrix, float4(refractedBackPointWS, 1.0));
float2 refractedBackPointSS = ComputeScreenSpacePosition(refractedBackPointCS);
float refractedBackPointDepth = LinearEyeDepth(SAMPLE_TEXTURE2D_LOD(_PyramidDepthTexture, sampler_PyramidDepthTexture, refractedBackPointSS, 0.0).r, _ZBufferParams);
// Exit if texel is out of color buffer
// Or if the texel is from an object in front of the object
if (refractedBackPointDepth < posInput.depthVS
|| any(refractedBackPointSS < 0.0)
|| any(refractedBackPointSS > 1.0))
{
diffuseLighting = SAMPLE_TEXTURE2D_LOD(_GaussianPyramidColorTexture, sampler_GaussianPyramidColorTexture, posInput.positionSS, 0.0).rgb;
return;
}
// Map the roughness to the correct mip map level of the color pyramid
float mipLevel = PerceptualRoughnessToMipmapLevel(bsdfData.perceptualRoughness);
diffuseLighting = SAMPLE_TEXTURE2D_LOD(_GaussianPyramidColorTexture, sampler_GaussianPyramidColorTexture, refractedBackPointSS.xy, mipLevel).rgb;
// Beer-Lamber law for absorption
float3 transmittance = exp(-bsdfData.absorptionCoefficient * opticalDepth);
diffuseLighting *= transmittance;
#else
// Use perfect flat transparency when we cannot fetch the correct pixel color for the refracted point
diffuseLighting = SAMPLE_TEXTURE2D_LOD(_GaussianPyramidColorTexture, sampler_GaussianPyramidColorTexture, posInput.positionSS, 0.0).rgb;
#endif
}
//-----------------------------------------------------------------------------
// EvaluateBSDF_Env
// ----------------------------------------------------------------------------

// TODO: we could call a function like PostBSDF that will apply albedo and divide by PI once for the loop
// envDiffuseLighting is not used in our case
diffuseLighting = (accLighting.dirDiffuseLighting + accLighting.punctualDiffuseLighting + accLighting.areaDiffuseLighting) * GTAOMultiBounce(lightLoopContext.directAmbientOcclusion, bsdfData.diffuseColor) + bakeDiffuseLighting;
// envDiffuseLighting is used for refraction
diffuseLighting = accLighting.envDiffuseLighting * accLighting.envDiffuseLightingWeight + (1.0 - accLighting.envDiffuseLightingWeight) * ((accLighting.dirDiffuseLighting + accLighting.punctualDiffuseLighting + accLighting.areaDiffuseLighting) * GTAOMultiBounce(lightLoopContext.directAmbientOcclusion, bsdfData.diffuseColor) + bakeDiffuseLighting);
specularLighting = accLighting.dirSpecularLighting + accLighting.punctualSpecularLighting + accLighting.areaSpecularLighting + accLighting.envSpecularLighting;
}

8
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader


[ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
// Transparency
[Enum(None, 0, ThickPlane, 1, ThickSphere, 2, ThinPlane, 3)]_RefractionMode("Refraction Mode", Int) = 0
_IOR("Indice Of Refraction", Range(1.0, 2.5)) = 1.0
_ThicknessMultiplier("Thickness Multiplier", Float) = 1.0
_TransmittanceColor("Transmittance Color", Color) = (1.0, 1.0, 1.0)
_ATDistance("Transmittance Absorption Distance", Float) = 1.0
// Stencil state
[HideInInspector] _StencilRef("_StencilRef", Int) = 2 // StencilLightingUsage.RegularLighting (fixed at compile time)

#pragma shader_feature _VERTEX_DISPLACEMENT_OBJECT_SCALE
#pragma shader_feature _VERTEX_DISPLACEMENT_TILING_SCALE
#pragma shader_feature _VERTEX_WIND
#pragma shader_feature _ _REFRACTION_THINPLANE _REFRACTION_THICKPLANE _REFRACTION_THICKSPHERE
#pragma shader_feature _ _MAPPING_PLANAR _MAPPING_TRIPLANAR
#pragma shader_feature _NORMALMAP_TANGENT_SPACE

6
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl


surfaceData.coatCoverage = 0.0f;
surfaceData.coatIOR = 0.5;
// Transparency parameters
// Use thickness from SSS
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1000000.0;
GetNormalWS(input, V, normalTS, surfaceData.normalWS);
// Use bent normal to sample GI if available
// If any layer use a bent normal map, then bentNormalTS contain the interpolated result of bentnormal and normalmap (in case no bent normal are available)

19
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl


void ADD_IDX(ComputeLayerTexCoord)( float2 texCoord0, float2 texCoord1, float2 texCoord2, float2 texCoord3, float4 uvMappingMask, float4 uvMappingMaskDetail,
void ADD_IDX(ComputeLayerTexCoord)( float2 texCoord0, float2 texCoord1, float2 texCoord2, float2 texCoord3, float4 uvMappingMask, float4 uvMappingMaskDetail,
float3 positionWS, int mappingType, float worldScale, inout LayerTexCoord layerTexCoord, float additionalTiling = 1.0)
{
// Handle uv0, uv1, uv2, uv3 based on _UVMappingMask weight (exclusif 0..1)

surfaceData.specularColor *= SAMPLE_UVMAPPING_TEXTURE2D(_SpecularColorMap, sampler_SpecularColorMap, layerTexCoord.base).rgb;
#endif
#if defined(_REFRACTION_THINPLANE) || defined(_REFRACTION_THICKPLANE) || defined(_REFRACTION_THICKSPHERE)
surfaceData.ior = _IOR;
surfaceData.transmittanceColor = _TransmittanceColor;
surfaceData.atDistance = _ATDistance;
// Thickness already defined with SSS (from both thickness and thicknessMap)
surfaceData.thickness *= _ThicknessMultiplier;
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
#endif
surfaceData.coatNormalWS = input.worldToTangent[2].xyz; // Assign vertex normal
surfaceData.coatCoverage = _CoatCoverage;
surfaceData.coatIOR = _CoatIOR;

surfaceData.coatNormalWS = float3(0.0, 0.0, 0.0);
surfaceData.coatCoverage = 0.0f;
surfaceData.coatIOR = 0.5;
// Transparency
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1000000.0;
#endif // #if !defined(LAYERED_LIT_SHADER)

6
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl


float _EnableSpecularOcclusion;
// Transparency
float3 _TransmittanceColor;
float _IOR;
float _ATDistance;
float _ThicknessMultiplier;
// 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.

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


[ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
// Transparency
[Enum(None, 0, ThickPlane, 1, ThickSphere, 2, ThinPlane, 3)]_RefractionMode("Refraction Mode", Int) = 0
_IOR("Indice Of Refraction", Range(1.0, 2.5)) = 1.0
_ThicknessMultiplier("Thickness Multiplier", Float) = 1.0
_TransmittanceColor("Transmittance Color", Color) = (1.0, 1.0, 1.0)
_ATDistance("Transmittance Absorption Distance", Float) = 1.0
// Stencil state
[HideInInspector] _StencilRef("_StencilRef", Int) = 2 // StencilLightingUsage.RegularLighting (fixed at compile time)

3
ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/HDRenderPipelineResources.asset


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ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/HDRenderPipelineResources.asset.meta


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timeCreated: 1507102386
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externalObjects: {}

19
ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/RenderPipelineResources.cs


var instance = CreateInstance<RenderPipelineResources>();
string HDRenderPipelinePath = HDUtils.GetHDRenderPipelinePath();
string PostProcessingPath = HDUtils.GetPostProcessingPath();
instance.debugDisplayLatlongShader = UnityEditor.AssetDatabase.LoadAssetAtPath<Shader>(HDRenderPipelinePath + "Debug/DebugDisplayLatlong.Shader");
instance.debugViewMaterialGBufferShader = UnityEditor.AssetDatabase.LoadAssetAtPath<Shader>(HDRenderPipelinePath + "Debug/DebugViewMaterialGBuffer.Shader");

instance.screenSpaceAmbientOcclusionShader = UnityEditor.AssetDatabase.LoadAssetAtPath<Shader>(HDRenderPipelinePath + "Lighting/AmbientOcclusion/ScreenSpaceAmbientOcclusion.Shader");
instance.subsurfaceScatteringCS = UnityEditor.AssetDatabase.LoadAssetAtPath<ComputeShader>(HDRenderPipelinePath + "Material/Lit/Resources/SubsurfaceScattering.compute");
instance.volumetricLightingCS = UnityEditor.AssetDatabase.LoadAssetAtPath<ComputeShader>(HDRenderPipelinePath + "Lighting/Volumetrics/Resources/VolumetricLighting.compute");
instance.gaussianPyramidCS = UnityEditor.AssetDatabase.LoadAssetAtPath<ComputeShader>(PostProcessingPath + "Shaders/Builtins/GaussianDownsample.compute");
instance.depthPyramidCS = UnityEditor.AssetDatabase.LoadAssetAtPath<ComputeShader>(HDRenderPipelinePath + "RenderPipelineResources/DepthDownsample.compute");
instance.copyChannelCS = UnityEditor.AssetDatabase.LoadAssetAtPath<ComputeShader>(HDRenderPipelinePath + "RenderPipelineResources/CopyChannel.compute");
instance.clearDispatchIndirectShader = UnityEditor.AssetDatabase.LoadAssetAtPath<ComputeShader>(HDRenderPipelinePath + "Lighting/TilePass/cleardispatchindirect.compute");
instance.buildDispatchIndirectShader = UnityEditor.AssetDatabase.LoadAssetAtPath<ComputeShader>(HDRenderPipelinePath + "Lighting/TilePass/builddispatchindirect.compute");

public Shader screenSpaceAmbientOcclusionShader;
public ComputeShader subsurfaceScatteringCS;
public ComputeShader volumetricLightingCS;
public ComputeShader gaussianPyramidCS;
public ComputeShader depthPyramidCS;
public ComputeShader copyChannelCS;
// Lighting tile pass resources
public ComputeShader clearDispatchIndirectShader;

public Shader GGXConvolve;
public Shader skyboxCubemap;
public int copyChannelKernel_xyzw2x { get; private set; }
public void OnEnable()
{
copyChannelKernel_xyzw2x = -1;
if (copyChannelCS != null)
{
copyChannelKernel_xyzw2x = copyChannelCS.FindKernel("KSampleCopy4_1_x");
}
}
}
}

4
ScriptableRenderPipeline/HDRenderPipeline/Sky/RuntimeFilterIBL.cs


m_ComputeGgxIblSampleDataCS.SetTexture(m_ComputeGgxIblSampleDataKernel, "output", m_GgxIblSampleData);
using (new ProfilingSample("Compute GGX IBL Sample Data", cmd))
using (new ProfilingSample(cmd, "Compute GGX IBL Sample Data"))
{
cmd.DispatchCompute(m_ComputeGgxIblSampleDataCS, m_ComputeGgxIblSampleDataKernel, 1, 1, 1);
}

int numRows = conditionalCdf.height;
using (new ProfilingSample("Build Probability Tables", cmd))
using (new ProfilingSample(cmd, "Build Probability Tables"))
{
cmd.DispatchCompute(m_BuildProbabilityTablesCS, m_ConditionalDensitiesKernel, numRows, 1, 1);
cmd.DispatchCompute(m_BuildProbabilityTablesCS, m_MarginalRowDensitiesKernel, 1, 1, 1);

16
ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs


private void RenderCubemapGGXConvolution(CommandBuffer cmd, BuiltinSkyParameters builtinParams, SkySettings skyParams, Texture input, RenderTexture target)
{
using (new ProfilingSample("Update Env: GGX Convolution", cmd))
using (new ProfilingSample(cmd, "Update Env: GGX Convolution"))
{
int mipCount = 1 + (int)Mathf.Log(input.width, 2.0f);
if (mipCount < ((int)EnvConstants.SpecCubeLodStep + 1))

}
// Copy the first mip
using (new ProfilingSample("Copy Original Mip", cmd))
using (new ProfilingSample(cmd, "Copy Original Mip"))
{
for (int f = 0; f < 6; f++)
{

using (new ProfilingSample("GGX Convolution", cmd))
using (new ProfilingSample(cmd, "GGX Convolution"))
{
if (m_useMIS && m_iblFilterGgx.SupportMIS)
{

// We need one frame delay for this update to work since DynamicGI.UpdateEnvironment is executed directly but the renderloop is not (so we need to wait for the sky texture to be rendered first)
if (m_NeedLowLevelUpdateEnvironment)
{
using (new ProfilingSample("DynamicGI.UpdateEnvironment", cmd))
using (new ProfilingSample(cmd, "DynamicGI.UpdateEnvironment"))
{
// TODO: Properly send the cubemap to Enlighten. Currently workaround is to set the cubemap in a Skybox/cubemap material
m_StandardSkyboxMaterial.SetTexture("_Tex", m_SkyboxCubemapRT);

(skySettings.updateMode == EnvironementUpdateMode.Realtime && m_CurrentUpdateTime > skySettings.updatePeriod)
)
{
using (new ProfilingSample("Sky Environment Pass", cmd))
using (new ProfilingSample(cmd, "Sky Environment Pass"))
using (new ProfilingSample("Update Env: Generate Lighting Cubemap", cmd))
using (new ProfilingSample(cmd, "Update Env: Generate Lighting Cubemap"))
{
// Render sky into a cubemap - doesn't happen every frame, can be controlled
// Note that m_SkyboxCubemapRT is created with auto-generate mipmap, it mean that here we have also our mipmap correctly box filtered for importance sampling.

{
if (m_SkyParametersHash != 0)
{
using (new ProfilingSample("Reset Sky Environment", cmd))
using (new ProfilingSample(cmd, "Reset Sky Environment"))
{
// Clear temp cubemap and redo GGX from black and then feed it to enlighten for default light probe.
CoreUtils.ClearCubemap(cmd, m_SkyboxCubemapRT, Color.black);

public void RenderSky(HDCamera camera, Light sunLight, RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthBuffer, CommandBuffer cmd)
{
using (new ProfilingSample("Sky Pass", cmd))
using (new ProfilingSample(cmd, "Sky Pass"))
{
if (IsSkyValid())
{

9
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/HDRPAsset/HDRenderPipelineResourcesTest.asset


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220
SampleScenes/HDTest/GraphicTest/Common/Material/Lit_Checker_Blue.mat


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SampleScenes/HDTest/GraphicTest/Common/Textures/Checker.png

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宽度: 225  |  高度: 225  |  大小: 954 B

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SampleScenes/HDTest/GraphicTest/Common/Textures/EarthMask.png
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58
ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/CopyChannel.compute


#include "../../Core/ShaderLibrary/Common.hlsl"
#define SOURCE(n) _Source##n
#define RESULT(n) _Result##n
#define SOURCE_DECLARATION(n) Texture2D<float##n> SOURCE(n)
#define RESULT_DECLARATION(n) RWTexture2D<float##n> RESULT(n)
SOURCE_DECLARATION(1);
SOURCE_DECLARATION(2);
SOURCE_DECLARATION(3);
SOURCE_DECLARATION(4);
RESULT_DECLARATION(1);
RESULT_DECLARATION(2);
RESULT_DECLARATION(3);
RESULT_DECLARATION(4);
SamplerState sampler_LinearClamp;
CBUFFER_START(cb)
float4 _Size;
CBUFFER_END
#define KERNEL_SAMPLECOPY(sourceN, resultN, subscript) [numthreads(8, 8, 1)]\
void KSampleCopy##sourceN##_##resultN##_##subscript(uint2 dispatchThreadId : SV_DispatchThreadID)\
{\
RESULT(resultN)[dispatchThreadId] = SOURCE(sourceN).SampleLevel(sampler_LinearClamp, float2(dispatchThreadId) * _Size.zw, 0.0).subscript;\
}
// Source R
#pragma kernel KSampleCopy1_1_x
KERNEL_SAMPLECOPY(1, 1, x);
// Source RG
// Result R
#pragma kernel KSampleCopy2_1_x
KERNEL_SAMPLECOPY(2, 1, x);
#pragma kernel KSampleCopy2_1_y
KERNEL_SAMPLECOPY(2, 1, y);
// Result RG
#pragma kernel KSampleCopy2_2_xx
KERNEL_SAMPLECOPY(2, 2, xx);
#pragma kernel KSampleCopy2_2_xy
KERNEL_SAMPLECOPY(2, 2, xy);
#pragma kernel KSampleCopy2_2_yx
KERNEL_SAMPLECOPY(2, 2, yx);
#pragma kernel KSampleCopy2_2_yy
KERNEL_SAMPLECOPY(2, 2, yy);
// Source RGBA
// Result R
#pragma kernel KSampleCopy4_1_x
KERNEL_SAMPLECOPY(4, 1, x);
#pragma kernel KSampleCopy4_1_y
KERNEL_SAMPLECOPY(4, 1, y);
#pragma kernel KSampleCopy4_1_z
KERNEL_SAMPLECOPY(4, 1, z);
#pragma kernel KSampleCopy4_1_w
KERNEL_SAMPLECOPY(4, 1, w);

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