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Merge branch 'master' into hdrpcleanup

# Conflicts:
#	com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDPBRPass.template
#	com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDPBRSubShader.cs
#	com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDUnlitPassForward.template
#	com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDUnlitSubShader.cs
/main
Chris Tchou 6 年前
当前提交
6408007a
共有 252 个文件被更改,包括 1225 次插入820 次删除
  1. 61
      TestProjects/GraphicsTests/Packages/manifest.json
  2. 49
      TestProjects/LWGraphicsTest/Packages/manifest.json
  3. 57
      TestProjects/ShaderGraph/Packages/manifest.json
  4. 13
      com.unity.render-pipelines.core/CoreRP/Debugging/MousePositionDebug.cs
  5. 210
      com.unity.render-pipelines.core/CoreRP/Editor/CoreEditorUtils.cs
  6. 4
      com.unity.render-pipelines.core/CoreRP/Editor/Debugging/DebugWindow.cs
  7. 5
      com.unity.render-pipelines.core/CoreRP/Editor/ShaderGenerator/ShaderTypeGeneration.cs
  8. 44
      com.unity.render-pipelines.core/CoreRP/ShaderLibrary/API/D3D11.hlsl
  9. 23
      com.unity.render-pipelines.core/CoreRP/ShaderLibrary/API/GLCore.hlsl
  10. 2
      com.unity.render-pipelines.core/CoreRP/ShaderLibrary/API/GLES2.hlsl
  11. 23
      com.unity.render-pipelines.core/CoreRP/ShaderLibrary/API/GLES3.hlsl
  12. 41
      com.unity.render-pipelines.core/CoreRP/ShaderLibrary/API/Metal.hlsl
  13. 44
      com.unity.render-pipelines.core/CoreRP/ShaderLibrary/API/PSSL.hlsl
  14. 44
      com.unity.render-pipelines.core/CoreRP/ShaderLibrary/API/Switch.hlsl
  15. 44
      com.unity.render-pipelines.core/CoreRP/ShaderLibrary/API/Vulkan.hlsl
  16. 44
      com.unity.render-pipelines.core/CoreRP/ShaderLibrary/API/XBoxOne.hlsl
  17. 2
      com.unity.render-pipelines.core/CoreRP/ShaderLibrary/Common.hlsl
  18. 5
      com.unity.render-pipelines.core/CoreRP/ShaderLibrary/CommonMaterial.hlsl
  19. 46
      com.unity.render-pipelines.high-definition/CHANGELOG.md
  20. 5
      com.unity.render-pipelines.high-definition/HDRP/Debug/ColorPickerDebug.cs
  21. 54
      com.unity.render-pipelines.high-definition/HDRP/Debug/DebugColorPicker.shader
  22. 38
      com.unity.render-pipelines.high-definition/HDRP/Debug/DebugDisplay.cs
  23. 3
      com.unity.render-pipelines.high-definition/HDRP/Debug/DebugDisplay.hlsl
  24. 1
      com.unity.render-pipelines.high-definition/HDRP/Debug/DebugViewMaterialGBuffer.shader
  25. 1
      com.unity.render-pipelines.high-definition/HDRP/Debug/DebugViewTiles.shader
  26. 1
      com.unity.render-pipelines.high-definition/HDRP/Debug/LightingDebug.cs
  27. 9
      com.unity.render-pipelines.high-definition/HDRP/Debug/LightingDebug.cs.hlsl
  28. 2
      com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/HDLightEditor.Styles.cs
  29. 5
      com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/PlanarReflectionProbeUI.Drawers.cs
  30. 18
      com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/ReflectionMenuItem.cs
  31. 4
      com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/SerializedPlanarReflectionProbe.cs
  32. 3
      com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Decal/DecalProjectorComponentEditor.cs
  33. 25
      com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Decal/DecalUI.cs
  34. 9
      com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDPBRPass.template
  35. 25
      com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDSubShaderUtilities.cs
  36. 8
      com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDUnlitPassForward.template
  37. 2
      com.unity.render-pipelines.high-definition/HDRP/Editor/BuildProcessors/HDRPreprocessShaders.cs.meta
  38. 107
      com.unity.render-pipelines.high-definition/HDRP/Editor/BuildProcessors/HDRPreprocessShaders.cs
  39. 2
      com.unity.render-pipelines.high-definition/HDRP/Editor/BuildProcessors/HDRPPreprocessBuild.cs.meta
  40. 2
      com.unity.render-pipelines.high-definition/HDRP/Editor/BuildProcessors/HDRPPreprocessBuild.cs
  41. 2
      com.unity.render-pipelines.high-definition/HDRP/Editor/AssetProcessors/NormalMapAverageLengthTexturePostprocessor.cs.meta
  42. 21
      com.unity.render-pipelines.high-definition/HDRP/HDRenderPipelineAsset.asset
  43. 24
      com.unity.render-pipelines.high-definition/HDRP/Lighting/DeferredDirectionalShadow.compute
  44. 8
      com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/LightLoop.cs
  45. 4
      com.unity.render-pipelines.high-definition/HDRP/Material/Decal/DBufferManager.cs
  46. 15
      com.unity.render-pipelines.high-definition/HDRP/Material/Decal/Decal.cs
  47. 1
      com.unity.render-pipelines.high-definition/HDRP/Material/Decal/Decal.cs.hlsl
  48. 32
      com.unity.render-pipelines.high-definition/HDRP/Material/Decal/Decal.shader
  49. 43
      com.unity.render-pipelines.high-definition/HDRP/Material/Decal/DecalData.hlsl
  50. 1
      com.unity.render-pipelines.high-definition/HDRP/Material/Decal/DecalProperties.hlsl
  51. 24
      com.unity.render-pipelines.high-definition/HDRP/Material/Decal/DecalUtilities.hlsl
  52. 12
      com.unity.render-pipelines.high-definition/HDRP/Material/Decal/ShaderPass/DecalSharePass.hlsl
  53. 17
      com.unity.render-pipelines.high-definition/HDRP/Material/LayeredLit/LayeredLit.shader
  54. 2
      com.unity.render-pipelines.high-definition/HDRP/Material/LayeredLit/LayeredLitData.hlsl
  55. 17
      com.unity.render-pipelines.high-definition/HDRP/Material/LayeredLit/LayeredLitTessellation.shader
  56. 133
      com.unity.render-pipelines.high-definition/HDRP/Material/Lit/Lit.hlsl
  57. 17
      com.unity.render-pipelines.high-definition/HDRP/Material/Lit/Lit.shader
  58. 2
      com.unity.render-pipelines.high-definition/HDRP/Material/Lit/LitBuiltinData.hlsl
  59. 17
      com.unity.render-pipelines.high-definition/HDRP/Material/Lit/LitTessellation.shader
  60. 2
      com.unity.render-pipelines.high-definition/HDRP/Material/Lit/ShaderPass/LitDepthPass.hlsl
  61. 2
      com.unity.render-pipelines.high-definition/HDRP/Material/Lit/ShaderPass/LitDistortionPass.hlsl
  62. 2
      com.unity.render-pipelines.high-definition/HDRP/Material/Lit/ShaderPass/LitSharePass.hlsl
  63. 2
      com.unity.render-pipelines.high-definition/HDRP/Material/Lit/ShaderPass/LitVelocityPass.hlsl
  64. 2
      com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/ShaderPass/StackLitDepthPass.hlsl
  65. 2
      com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/ShaderPass/StackLitDistortionPass.hlsl
  66. 2
      com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/ShaderPass/StackLitSharePass.hlsl
  67. 54
      com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLit.hlsl
  68. 30
      com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLit.shader
  69. 2
      com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLitData.hlsl
  70. 4
      com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLitProperties.hlsl
  71. 4
      com.unity.render-pipelines.high-definition/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.hlsl
  72. 2
      com.unity.render-pipelines.high-definition/HDRP/Material/Unlit/ShaderPass/UnlitDepthPass.hlsl
  73. 2
      com.unity.render-pipelines.high-definition/HDRP/Material/Unlit/ShaderPass/UnlitDistortionPass.hlsl
  74. 2
      com.unity.render-pipelines.high-definition/HDRP/Material/Unlit/ShaderPass/UnlitSharePass.hlsl
  75. 2
      com.unity.render-pipelines.high-definition/HDRP/Material/Unlit/Unlit.hlsl
  76. 7
      com.unity.render-pipelines.high-definition/HDRP/Material/Unlit/Unlit.shader
  77. 10
      com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/CameraMotionVectors.shader
  78. 1
      com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/DefaultHDDecalMaterial.mat
  79. 1
      com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/DefaultHDMaterial.mat
  80. 1
      com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/DefaultHDMirrorMaterial.mat
  81. 2
      com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/DepthPyramid.compute
  82. 3
      com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPass.cs
  83. 3
      com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPass.cs.hlsl
  84. 30
      com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassDBuffer.hlsl
  85. 15
      com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassDepthOnly.hlsl
  86. 2
      com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassForward.hlsl
  87. 2
      com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassForwardUnlit.hlsl
  88. 2
      com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassGBuffer.hlsl
  89. 2
      com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassLightTransport.hlsl
  90. 165
      com.unity.render-pipelines.lightweight/CHANGELOG.md
  91. 2
      com.unity.render-pipelines.lightweight/LWRP/Data/LightweightPipelineAsset.cs
  92. 58
      com.unity.render-pipelines.lightweight/LWRP/Editor/LightweightLightEditor.cs
  93. 12
      com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGraph/LightWeightPBRSubShader.cs
  94. 12
      com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGraph/LightWeightUnlitSubShader.cs
  95. 14
      com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGraph/lightweightPBRExtraPasses.template
  96. 13
      com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGraph/lightweightPBRForwardPass.template
  97. 14
      com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGraph/lightweightUnlitExtraPasses.template
  98. 13
      com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGraph/lightweightUnlitPass.template
  99. 38
      com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderPreprocessor.cs
  100. 30
      com.unity.render-pipelines.lightweight/LWRP/LightweightForwardRenderer.cs

61
TestProjects/GraphicsTests/Packages/manifest.json


{
"dependencies": {
"com.unity.postprocessing": "file:../../../com.unity.postprocessing",
"com.unity.render-pipelines.core": "file:../../../com.unity.render-pipelines.core",
"com.unity.shadergraph": "file:../../../com.unity.shadergraph",
"com.unity.render-pipelines.high-definition": "file:../../../com.unity.render-pipelines.high-definition",
"com.unity.render-pipelines.lightweight": "file:../../../com.unity.render-pipelines.lightweight"
},
"testables": [
"com.unity.render-pipelines.core",
"com.unity.render-pipelines.high-definition",
"com.unity.render-pipelines.lightweight"
]
"dependencies": {
"com.unity.ads": "2.0.8",
"com.unity.analytics": "2.0.16",
"com.unity.collab-proxy": "1.2.4-preview",
"com.unity.package-manager-ui": "2.0.0-preview.2",
"com.unity.postprocessing": "file:../../../com.unity.postprocessing",
"com.unity.purchasing": "2.0.1",
"com.unity.render-pipelines.core": "file:../../../com.unity.render-pipelines.core",
"com.unity.render-pipelines.high-definition": "file:../../../com.unity.render-pipelines.high-definition",
"com.unity.render-pipelines.lightweight": "file:../../../com.unity.render-pipelines.lightweight",
"com.unity.shadergraph": "file:../../../com.unity.shadergraph",
"com.unity.standardevents": "1.0.13",
"com.unity.textmeshpro": "1.2.1",
"com.unity.modules.ai": "1.0.0",
"com.unity.modules.animation": "1.0.0",
"com.unity.modules.assetbundle": "1.0.0",
"com.unity.modules.audio": "1.0.0",
"com.unity.modules.cloth": "1.0.0",
"com.unity.modules.director": "1.0.0",
"com.unity.modules.imageconversion": "1.0.0",
"com.unity.modules.imgui": "1.0.0",
"com.unity.modules.jsonserialize": "1.0.0",
"com.unity.modules.particlesystem": "1.0.0",
"com.unity.modules.physics": "1.0.0",
"com.unity.modules.physics2d": "1.0.0",
"com.unity.modules.screencapture": "1.0.0",
"com.unity.modules.terrain": "1.0.0",
"com.unity.modules.terrainphysics": "1.0.0",
"com.unity.modules.tilemap": "1.0.0",
"com.unity.modules.ui": "1.0.0",
"com.unity.modules.uielements": "1.0.0",
"com.unity.modules.umbra": "1.0.0",
"com.unity.modules.unityanalytics": "1.0.0",
"com.unity.modules.unitywebrequest": "1.0.0",
"com.unity.modules.unitywebrequestassetbundle": "1.0.0",
"com.unity.modules.unitywebrequestaudio": "1.0.0",
"com.unity.modules.unitywebrequesttexture": "1.0.0",
"com.unity.modules.unitywebrequestwww": "1.0.0",
"com.unity.modules.vehicles": "1.0.0",
"com.unity.modules.video": "1.0.0",
"com.unity.modules.vr": "1.0.0",
"com.unity.modules.wind": "1.0.0",
"com.unity.modules.xr": "1.0.0"
},
"testables": [
"com.unity.render-pipelines.core",
"com.unity.render-pipelines.high-definition",
"com.unity.render-pipelines.lightweight"
]
}

49
TestProjects/LWGraphicsTest/Packages/manifest.json


{
"dependencies": {
"com.unity.postprocessing": "file:../../../../com.unity.postprocessing",
"com.unity.render-pipelines.core": "file:../../../../com.unity.render-pipelines.core",
"com.unity.shadergraph": "file:../../../../com.unity.shadergraph",
"com.unity.render-pipelines.lightweight": "file:../../../../com.unity.render-pipelines.lightweight"
}
"dependencies": {
"com.unity.ads": "2.0.8",
"com.unity.analytics": "2.0.16",
"com.unity.collab-proxy": "1.2.4-preview",
"com.unity.package-manager-ui": "2.0.0-preview.2",
"com.unity.postprocessing": "file:../../../com.unity.postprocessing",
"com.unity.purchasing": "2.0.1",
"com.unity.render-pipelines.core": "file:../../../com.unity.render-pipelines.core",
"com.unity.render-pipelines.lightweight": "file:../../../com.unity.render-pipelines.lightweight",
"com.unity.shadergraph": "file:../../../com.unity.shadergraph",
"com.unity.standardevents": "1.0.13",
"com.unity.textmeshpro": "1.2.1",
"com.unity.modules.ai": "1.0.0",
"com.unity.modules.animation": "1.0.0",
"com.unity.modules.assetbundle": "1.0.0",
"com.unity.modules.audio": "1.0.0",
"com.unity.modules.cloth": "1.0.0",
"com.unity.modules.director": "1.0.0",
"com.unity.modules.imageconversion": "1.0.0",
"com.unity.modules.imgui": "1.0.0",
"com.unity.modules.jsonserialize": "1.0.0",
"com.unity.modules.particlesystem": "1.0.0",
"com.unity.modules.physics": "1.0.0",
"com.unity.modules.physics2d": "1.0.0",
"com.unity.modules.screencapture": "1.0.0",
"com.unity.modules.terrain": "1.0.0",
"com.unity.modules.terrainphysics": "1.0.0",
"com.unity.modules.tilemap": "1.0.0",
"com.unity.modules.ui": "1.0.0",
"com.unity.modules.uielements": "1.0.0",
"com.unity.modules.umbra": "1.0.0",
"com.unity.modules.unityanalytics": "1.0.0",
"com.unity.modules.unitywebrequest": "1.0.0",
"com.unity.modules.unitywebrequestassetbundle": "1.0.0",
"com.unity.modules.unitywebrequestaudio": "1.0.0",
"com.unity.modules.unitywebrequesttexture": "1.0.0",
"com.unity.modules.unitywebrequestwww": "1.0.0",
"com.unity.modules.vehicles": "1.0.0",
"com.unity.modules.video": "1.0.0",
"com.unity.modules.vr": "1.0.0",
"com.unity.modules.wind": "1.0.0",
"com.unity.modules.xr": "1.0.0"
}
}

57
TestProjects/ShaderGraph/Packages/manifest.json


{
"dependencies": {
"com.unity.postprocessing": "file:../../../com.unity.postprocessing",
"com.unity.render-pipelines.core": "file:../../../com.unity.render-pipelines.core",
"com.unity.shadergraph": "file:../../../com.unity.shadergraph",
"com.unity.render-pipelines.high-definition": "file:../../../com.unity.render-pipelines.high-definition",
"com.unity.render-pipelines.lightweight": "file:../../../com.unity.render-pipelines.lightweight"
},
"testables": [
"com.unity.render-pipelines.shadergraph"
]
"dependencies": {
"com.unity.ads": "2.0.8",
"com.unity.analytics": "2.0.16",
"com.unity.collab-proxy": "1.2.4-preview",
"com.unity.package-manager-ui": "2.0.0-preview.2",
"com.unity.postprocessing": "file:../../../com.unity.postprocessing",
"com.unity.purchasing": "2.0.1",
"com.unity.render-pipelines.core": "file:../../../com.unity.render-pipelines.core",
"com.unity.render-pipelines.high-definition": "file:../../../com.unity.render-pipelines.high-definition",
"com.unity.render-pipelines.lightweight": "file:../../../com.unity.render-pipelines.lightweight",
"com.unity.shadergraph": "file:../../../com.unity.shadergraph",
"com.unity.standardevents": "1.0.13",
"com.unity.textmeshpro": "1.2.1",
"com.unity.modules.ai": "1.0.0",
"com.unity.modules.animation": "1.0.0",
"com.unity.modules.assetbundle": "1.0.0",
"com.unity.modules.audio": "1.0.0",
"com.unity.modules.cloth": "1.0.0",
"com.unity.modules.director": "1.0.0",
"com.unity.modules.imageconversion": "1.0.0",
"com.unity.modules.imgui": "1.0.0",
"com.unity.modules.jsonserialize": "1.0.0",
"com.unity.modules.particlesystem": "1.0.0",
"com.unity.modules.physics": "1.0.0",
"com.unity.modules.physics2d": "1.0.0",
"com.unity.modules.screencapture": "1.0.0",
"com.unity.modules.terrain": "1.0.0",
"com.unity.modules.terrainphysics": "1.0.0",
"com.unity.modules.tilemap": "1.0.0",
"com.unity.modules.ui": "1.0.0",
"com.unity.modules.uielements": "1.0.0",
"com.unity.modules.umbra": "1.0.0",
"com.unity.modules.unityanalytics": "1.0.0",
"com.unity.modules.unitywebrequest": "1.0.0",
"com.unity.modules.unitywebrequestassetbundle": "1.0.0",
"com.unity.modules.unitywebrequestaudio": "1.0.0",
"com.unity.modules.unitywebrequesttexture": "1.0.0",
"com.unity.modules.unitywebrequestwww": "1.0.0",
"com.unity.modules.vehicles": "1.0.0",
"com.unity.modules.video": "1.0.0",
"com.unity.modules.vr": "1.0.0",
"com.unity.modules.wind": "1.0.0",
"com.unity.modules.xr": "1.0.0"
},
"testables": [
"com.unity.render-pipelines.shadergraph"
]
}

13
com.unity.render-pipelines.core/CoreRP/Debugging/MousePositionDebug.cs


public static void Cleanup()
{
if (s_Instance != null)
DestroyImmediate(s_Instance.gameObject);
{
// Either we call DestroyImmediate or Destroy we get an error :(
// GameViewEventCatcher is only use for SSR debugging currently so comment this code and uncomment it if you want to debug SSR
//DestroyImmediate(s_Instance.gameObject);
//Destroy(s_Instance.gameObject);
}
}
public static void Build()

#if UNITY_EDITOR
UnityEditor.SceneView.onSceneGUIDelegate -= OnSceneGUI;
UnityEditor.SceneView.onSceneGUIDelegate += OnSceneGUI;
GameViewEventCatcher.Build();
// Disabled as it cause error: GameViewEventCatcher is only use for SSR debugging currently so comment this code and uncomment it if you want to debug SSR
//GameViewEventCatcher.Build();
#endif
}

UnityEditor.SceneView.onSceneGUIDelegate -= OnSceneGUI;
GameViewEventCatcher.Cleanup();
// Disabled as it cause error: GameViewEventCatcher is only use for SSR debugging currently so comment this code and uncomment it if you want to debug SSR
//GameViewEventCatcher.Cleanup();
#endif
}

210
com.unity.render-pipelines.core/CoreRP/Editor/CoreEditorUtils.cs


using System;
using System.IO;
using System.Collections.Generic;
using System.Linq;
using System.Linq.Expressions;

namespace UnityEditor.Experimental.Rendering
{
using UnityObject = UnityEngine.Object;
public static class CoreEditorUtils
{
// GUIContent cache utilities

mode = EditorGUILayout.Popup(label, mode, options);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(property.objectReferenceValue, property.name);
}
}
public static void DrawCascadeSplitGUI<T>(ref SerializedProperty shadowCascadeSplit)

{
return ObjectFactory.CreateGameObject(GameObjectUtility.GetUniqueNameForSibling(parent != null ? parent.transform : null, name), types);
}
}
static class ShadowCascadeSplitGUI
{
private const int kSliderbarTopMargin = 2;
private const int kSliderbarHeight = 24;
private const int kSliderbarBottomMargin = 2;
private const int kPartitionHandleWidth = 2;
private const int kPartitionHandleExtraHitAreaWidth = 2;
private static readonly Color[] kCascadeColors =
static public string GetCurrentProjectVersion()
new Color(0.5f, 0.5f, 0.6f, 1.0f),
new Color(0.5f, 0.6f, 0.5f, 1.0f),
new Color(0.6f, 0.6f, 0.5f, 1.0f),
new Color(0.6f, 0.5f, 0.5f, 1.0f),
};
// using a LODGroup skin
private static readonly GUIStyle s_CascadeSliderBG = "LODSliderRange";
private static readonly GUIStyle s_TextCenteredStyle = new GUIStyle(EditorStyles.whiteMiniLabel)
{
alignment = TextAnchor.MiddleCenter
};
// Internal struct to bundle drag information
private class DragCache
{
public int m_ActivePartition; // the cascade partition that we are currently dragging/resizing
public float m_NormalizedPartitionSize; // the normalized size of the partition (0.0f < size < 1.0f)
public Vector2 m_LastCachedMousePosition; // mouse position the last time we registered a drag or mouse down.
public DragCache(int activePartition, float normalizedPartitionSize, Vector2 currentMousePos)
{
m_ActivePartition = activePartition;
m_NormalizedPartitionSize = normalizedPartitionSize;
m_LastCachedMousePosition = currentMousePos;
}
};
private static DragCache s_DragCache;
private static readonly int s_CascadeSliderId = "s_CascadeSliderId".GetHashCode();
private static SceneView s_RestoreSceneView;
private static SceneView.CameraMode s_OldSceneDrawMode;
private static bool s_OldSceneLightingMode;
string[] readText = File.ReadAllLines("ProjectSettings/ProjectVersion.txt");
// format is m_EditorVersion: 2018.2.0b7
string[] versionText = readText[0].Split(' ');
return versionText[1];
}
/**
* Static function to handle the GUI and User input related to the cascade slider.
*
* @param normalizedCascadePartition The array of partition sizes in the range 0.0f - 1.0f; expects ONE entry if cascades = 2, and THREE if cascades=4
* The last entry will be automatically determined by summing up the array, and doing 1.0f - sum
*/
public static void HandleCascadeSliderGUI(ref float[] normalizedCascadePartitions)
static public void CheckOutFile(bool VCSEnabled, UnityObject mat)
EditorGUILayout.LabelField("Cascade splits");
// get the inspector width since we need it while drawing the partition rects.
// Only way currently is to reserve the block in the layout using GetRect(), and then immediately drawing the empty box
// to match the call to GetRect.
// From this point on, we move to non-layout based code.
var sliderRect = GUILayoutUtility.GetRect(GUIContent.none
, s_CascadeSliderBG
, GUILayout.Height(kSliderbarTopMargin + kSliderbarHeight + kSliderbarBottomMargin)
, GUILayout.ExpandWidth(true));
GUI.Box(sliderRect, GUIContent.none);
float currentX = sliderRect.x;
float cascadeBoxStartY = sliderRect.y + kSliderbarTopMargin;
float cascadeSliderWidth = sliderRect.width - (normalizedCascadePartitions.Length * kPartitionHandleWidth);
Color origTextColor = GUI.color;
Color origBackgroundColor = GUI.backgroundColor;
int colorIndex = -1;
// setup the array locally with the last partition
float[] adjustedCascadePartitions = new float[normalizedCascadePartitions.Length + 1];
System.Array.Copy(normalizedCascadePartitions, adjustedCascadePartitions, normalizedCascadePartitions.Length);
adjustedCascadePartitions[adjustedCascadePartitions.Length - 1] = 1.0f - normalizedCascadePartitions.Sum();
// check for user input on any of the partition handles
// this mechanism gets the current event in the queue... make sure that the mouse is over our control before consuming the event
int sliderControlId = GUIUtility.GetControlID(s_CascadeSliderId, FocusType.Passive);
Event currentEvent = Event.current;
int hotPartitionHandleIndex = -1; // the index of any partition handle that we are hovering over or dragging
// draw each cascade partition
for (int i = 0; i < adjustedCascadePartitions.Length; ++i)
if (VCSEnabled)
float currentPartition = adjustedCascadePartitions[i];
UnityEditor.VersionControl.Task task = UnityEditor.VersionControl.Provider.Checkout(mat, UnityEditor.VersionControl.CheckoutMode.Both);
colorIndex = (colorIndex + 1) % kCascadeColors.Length;
GUI.backgroundColor = kCascadeColors[colorIndex];
float boxLength = (cascadeSliderWidth * currentPartition);
// main cascade box
Rect partitionRect = new Rect(currentX, cascadeBoxStartY, boxLength, kSliderbarHeight);
GUI.Box(partitionRect, GUIContent.none, s_CascadeSliderBG);
currentX += boxLength;
// cascade box percentage text
GUI.color = Color.white;
Rect textRect = partitionRect;
var cascadeText = string.Format("{0}\n{1:F1}%", i, currentPartition * 100.0f);
GUI.Label(textRect, cascadeText, s_TextCenteredStyle);
// no need to draw the partition handle for last box
if (i == adjustedCascadePartitions.Length - 1)
break;
// partition handle
GUI.backgroundColor = Color.black;
Rect handleRect = partitionRect;
handleRect.x = currentX;
handleRect.width = kPartitionHandleWidth;
GUI.Box(handleRect, GUIContent.none, s_CascadeSliderBG);
// we want a thin handle visually (since wide black bar looks bad), but a slightly larger
// hit area for easier manipulation
Rect handleHitRect = handleRect;
handleHitRect.xMin -= kPartitionHandleExtraHitAreaWidth;
handleHitRect.xMax += kPartitionHandleExtraHitAreaWidth;
if (handleHitRect.Contains(currentEvent.mousePosition))
hotPartitionHandleIndex = i;
// add regions to slider where the cursor changes to Resize-Horizontal
if (s_DragCache == null)
if (!task.success)
EditorGUIUtility.AddCursorRect(handleHitRect, MouseCursor.ResizeHorizontal, sliderControlId);
Debug.Log(task.text + " " + task.resultCode);
currentX += kPartitionHandleWidth;
}
GUI.color = origTextColor;
GUI.backgroundColor = origBackgroundColor;
EventType eventType = currentEvent.GetTypeForControl(sliderControlId);
switch (eventType)
{
case EventType.MouseDown:
if (hotPartitionHandleIndex >= 0)
{
s_DragCache = new DragCache(hotPartitionHandleIndex, normalizedCascadePartitions[hotPartitionHandleIndex], currentEvent.mousePosition);
if (GUIUtility.hotControl == 0)
GUIUtility.hotControl = sliderControlId;
currentEvent.Use();
// Switch active scene view into shadow cascades visualization mode, once we start
// tweaking cascade splits.
if (s_RestoreSceneView == null)
{
s_RestoreSceneView = SceneView.lastActiveSceneView;
if (s_RestoreSceneView != null)
{
s_OldSceneDrawMode = s_RestoreSceneView.cameraMode;
s_OldSceneLightingMode = s_RestoreSceneView.m_SceneLighting;
s_RestoreSceneView.cameraMode = SceneView.GetBuiltinCameraMode(DrawCameraMode.ShadowCascades);
}
}
}
break;
case EventType.MouseUp:
// mouseUp event anywhere should release the hotcontrol (if it belongs to us), drags (if any)
if (GUIUtility.hotControl == sliderControlId)
{
GUIUtility.hotControl = 0;
currentEvent.Use();
}
s_DragCache = null;
// Restore previous scene view drawing mode once we stop tweaking cascade splits.
if (s_RestoreSceneView != null)
{
s_RestoreSceneView.cameraMode = s_OldSceneDrawMode;
s_RestoreSceneView.m_SceneLighting = s_OldSceneLightingMode;
s_RestoreSceneView = null;
}
break;
case EventType.MouseDrag:
if (GUIUtility.hotControl != sliderControlId)
break;
// convert the mouse movement to normalized cascade width. Make sure that we are safe to apply the delta before using it.
float delta = (currentEvent.mousePosition - s_DragCache.m_LastCachedMousePosition).x / cascadeSliderWidth;
bool isLeftPartitionHappy = ((adjustedCascadePartitions[s_DragCache.m_ActivePartition] + delta) > 0.0f);
bool isRightPartitionHappy = ((adjustedCascadePartitions[s_DragCache.m_ActivePartition + 1] - delta) > 0.0f);
if (isLeftPartitionHappy && isRightPartitionHappy)
{
s_DragCache.m_NormalizedPartitionSize += delta;
normalizedCascadePartitions[s_DragCache.m_ActivePartition] = s_DragCache.m_NormalizedPartitionSize;
if (s_DragCache.m_ActivePartition < normalizedCascadePartitions.Length - 1)
normalizedCascadePartitions[s_DragCache.m_ActivePartition + 1] -= delta;
GUI.changed = true;
}
s_DragCache.m_LastCachedMousePosition = currentEvent.mousePosition;
currentEvent.Use();
break;
}
}
}

4
com.unity.render-pipelines.core/CoreRP/Editor/Debugging/DebugWindow.cs


s_TypeMapDirty = false;
}
[MenuItem("Window/Render Pipeline/Debug Window", priority = CoreUtils.editMenuPriority2)]
[MenuItem("Window/General/Render Pipeline Debug", priority = CoreUtils.editMenuPriority2)]
window.titleContent = new GUIContent("Debugging");
window.titleContent = new GUIContent("Debug");
}
void OnEnable()

5
com.unity.render-pipelines.core/CoreRP/Editor/ShaderGenerator/ShaderTypeGeneration.cs


}
}
shaderText += "\treturn value." + acc.name + swizzle + ";\n";
shaderText +=
//"\t"
" " // unity convention use space instead of tab...
+ "return value." + acc.name + swizzle + ";\n";
shaderText += "}\n";
}

44
com.unity.render-pipelines.core/CoreRP/ShaderLibrary/API/D3D11.hlsl


#define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName)
#define RW_TEXTURE2D(type, textureName) RWTexture2D<type> textureName
#define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray<type> textureName
#define RW_TEXTURE3D(type, textureName) RWTexture3D<type> textureName
#define SAMPLER(samplerName) SamplerState samplerName

#define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) textureName, samplerName
#define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) textureName, samplerName
#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2)
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod)
#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias)
#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy)
#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index))
#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod)
#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias)
#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias)
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index))
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod)
#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias)
#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
#define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2)
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod)
#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias)
#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy)
#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index))
#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod)
#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias)
#define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy)
#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias)
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index))
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod)
#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias)
#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
#define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
#define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z)
#define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z)

#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
#define PLATFORM_SUPPORT_GATHER
#define GATHER_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.Gather(samplerName, coord2, offset)
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index), offset)
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2)
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index))
#define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.GatherRed(samplerName, coord2, offset)
#define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.GatherGreen(samplerName, coord2, offset)
#define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.GatherBlue(samplerName, coord2, offset)
#define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2)
#define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2)
#define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2)
#define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2)

23
com.unity.render-pipelines.core/CoreRP/ShaderLibrary/API/GLCore.hlsl


#define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName)
#define RW_TEXTURE2D(type, textureName) RWTexture2D<type> textureName
#define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray<type> textureName
#define RW_TEXTURE3D(type, textureName) RWTexture3D<type> textureName
#define SAMPLER(samplerName) SamplerState samplerName

#define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) textureName, samplerName
#define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) textureName, samplerName
#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2)
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod)
#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias)
#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy)
#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index))
#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod)
#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias)
#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias)
#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2)
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod)
#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias)
#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy)
#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index))
#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod)
#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias)
#define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy)
#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias)
#ifdef UNITY_NO_CUBEMAP_ARRAY
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY)
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD)

#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE)
#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY)
#endif

2
com.unity.render-pipelines.core/CoreRP/ShaderLibrary/API/GLES2.hlsl


#define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_SHADOW(textureName) // No support to texture array
#define RW_TEXTURE2D(type, textureNam) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D)
#define RW_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2DArray)
#define RW_TEXTURE3D(type, textureNam) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D)
#define SAMPLER(samplerName)

#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY)
#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_LOD)
#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_BIAS)
#define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_GRAD)
#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) texCUBE(textureName, coord3)
// No lod support. Very poor approximation with bias.
#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, lod)

23
com.unity.render-pipelines.core/CoreRP/ShaderLibrary/API/GLES3.hlsl


#define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName)
#define RW_TEXTURE2D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D)
#define RW_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2DArray)
#define RW_TEXTURE3D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D)
#define SAMPLER(samplerName) SamplerState samplerName

#define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) textureName, samplerName
#define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) textureName, samplerName
#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2)
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod)
#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias)
#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy)
#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index))
#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod)
#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias)
#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias)
#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2)
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod)
#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias)
#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy)
#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index))
#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod)
#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias)
#define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy)
#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias)
#ifdef UNITY_NO_CUBEMAP_ARRAY
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY)

#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE)
#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY)
#endif

41
com.unity.render-pipelines.core/CoreRP/ShaderLibrary/API/Metal.hlsl


#define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName)
#define RW_TEXTURE2D(type, textureName) RWTexture2D<type> textureName
#define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray<type> textureName
#define RW_TEXTURE3D(type, textureName) RWTexture3D<type> textureName
#define SAMPLER(samplerName) SamplerState samplerName

#define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) textureName, samplerName
#define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) textureName, samplerName
#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2)
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod)
#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias)
#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy)
#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index))
#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod)
#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias)
#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias)
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index))
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod)
#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias)
#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
#define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2)
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod)
#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias)
#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy)
#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index))
#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod)
#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias)
#define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy)
#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias)
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index))
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod)
#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias)
#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
#define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
#define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z)
#define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z)

#define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0))
#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
#define PLATFORM_SUPPORT_GATHER
#define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2)
#define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2)
#define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2)
#define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2)
#define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2)
#define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2)
#define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2)

44
com.unity.render-pipelines.core/CoreRP/ShaderLibrary/API/PSSL.hlsl


#define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName)
#define RW_TEXTURE2D(type, textureName) RW_Texture2D<type> textureName
#define RW_TEXTURE2D_ARRAY(type, textureName) RW_Texture2D_Array<type> textureName
#define RW_TEXTURE3D(type, textureName) RW_Texture3D<type> textureName
#define SAMPLER(samplerName) SamplerState samplerName

#define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) textureName, samplerName
#define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) textureName, samplerName
#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2)
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod)
#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias)
#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy)
#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index))
#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod)
#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias)
#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias)
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index))
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod)
#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias)
#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
#define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2)
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod)
#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias)
#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy)
#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index))
#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod)
#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias)
#define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy)
#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias)
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index))
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod)
#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias)
#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
#define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
#define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z)
#define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z)

#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
#define PLATFORM_SUPPORT_GATHER
#define GATHER_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.Gather(samplerName, coord2, offset)
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index), offset)
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2)
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index))
#define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.GatherRed(samplerName, coord2, offset)
#define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.GatherGreen(samplerName, coord2, offset)
#define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.GatherBlue(samplerName, coord2, offset)
#define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2)
#define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2)
#define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2)
#define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2)

44
com.unity.render-pipelines.core/CoreRP/ShaderLibrary/API/Switch.hlsl


#define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName)
#define RW_TEXTURE2D(type, textureName) RWTexture2D<type> textureName
#define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray<type> textureName
#define RW_TEXTURE3D(type, textureName) RWTexture3D<type> textureName
#define SAMPLER(samplerName) SamplerState samplerName

#define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) textureName, samplerName
#define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) textureName, samplerName
#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2)
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod)
#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias)
#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy)
#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index))
#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod)
#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias)
#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias)
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index))
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod)
#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias)
#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
#define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2)
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod)
#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias)
#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy)
#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index))
#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod)
#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias)
#define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy)
#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias)
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index))
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod)
#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias)
#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
#define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
#define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z)
#define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z)

#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
#define PLATFORM_SUPPORT_GATHER
#define GATHER_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.Gather(samplerName, coord2, offset)
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index), offset)
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2)
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index))
#define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.GatherRed(samplerName, coord2, offset)
#define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.GatherGreen(samplerName, coord2, offset)
#define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.GatherBlue(samplerName, coord2, offset)
#define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2)
#define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2)
#define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2)
#define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2)

44
com.unity.render-pipelines.core/CoreRP/ShaderLibrary/API/Vulkan.hlsl


#define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName)
#define RW_TEXTURE2D(type, textureName) RWTexture2D<type> textureName
#define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray<type> textureName
#define RW_TEXTURE3D(type, textureName) RWTexture3D<type> textureName
#define SAMPLER(samplerName) SamplerState samplerName

#define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) textureName, samplerName
#define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) textureName, samplerName
#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2)
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod)
#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias)
#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy)
#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index))
#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod)
#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias)
#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias)
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index))
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod)
#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias)
#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
#define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2)
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod)
#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias)
#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy)
#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index))
#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod)
#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias)
#define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy)
#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias)
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index))
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod)
#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias)
#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
#define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
#define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z)
#define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z)

#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
#define PLATFORM_SUPPORT_GATHER
#define GATHER_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.Gather(samplerName, coord2, offset)
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index), offset)
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2)
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index))
#define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.GatherRed(samplerName, coord2, offset)
#define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.GatherGreen(samplerName, coord2, offset)
#define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.GatherBlue(samplerName, coord2, offset)
#define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2)
#define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2)
#define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2)
#define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2)

44
com.unity.render-pipelines.core/CoreRP/ShaderLibrary/API/XBoxOne.hlsl


#define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName)
#define RW_TEXTURE2D(type, textureName) RWTexture2D<type> textureName
#define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray<type> textureName
#define RW_TEXTURE3D(type, textureName) RWTexture3D<type> textureName
#define SAMPLER(samplerName) SamplerState samplerName

#define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) textureName, samplerName
#define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) textureName, samplerName
#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2)
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod)
#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias)
#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy)
#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index))
#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod)
#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias)
#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias)
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index))
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod)
#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias)
#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
#define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2)
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod)
#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias)
#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy)
#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index))
#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod)
#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias)
#define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy)
#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias)
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index))
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod)
#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias)
#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
#define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
#define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z)
#define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z)

#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
#define PLATFORM_SUPPORT_GATHER
#define GATHER_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.Gather(samplerName, coord2, offset)
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index), offset)
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2)
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index))
#define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.GatherRed(samplerName, coord2, offset)
#define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.GatherGreen(samplerName, coord2, offset)
#define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.GatherBlue(samplerName, coord2, offset)
#define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2)
#define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2)
#define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2)
#define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2)

2
com.unity.render-pipelines.core/CoreRP/ShaderLibrary/Common.hlsl


return (x * x) * (x * x);
}
TEMPLATE_3_FLT(RangeRemap, min, max, t, return saturate((t - min) / (max - min)))
// ----------------------------------------------------------------------------
// Texture utilities
// ----------------------------------------------------------------------------

5
com.unity.render-pipelines.core/CoreRP/ShaderLibrary/CommonMaterial.hlsl


return sqrt(roughness);
}
real RoughnessToPerceptualSmoothness(real roughness)
{
return 1.0 - sqrt(roughness);
}
real PerceptualSmoothnessToRoughness(real perceptualSmoothness)
{
return (1.0 - perceptualSmoothness) * (1.0 - perceptualSmoothness);

46
com.unity.render-pipelines.high-definition/CHANGELOG.md


# Changelog
## [2018.2 undecided]
## [2018.3]
### Improvements
### Changed, Removals and deprecations
### Bug fixes
## [2018.2 / next ]
- Add Light -> Planar Reflection Probe command
- Added a false color mode in rendering debug
- Add support for mesh decals
- Add flag to disable projector decals on transparent geometry to save performance and decal texture atlas space
- Add ability to use decal diffuse map as mask only
- Add visualize all shadow masks in lighting debug
- Add export of normal and roughness buffer for forwardOnly and when in supportOnlyForward mode for forward
- Provide a define in lit.hlsl (FORWARD_MATERIAL_READ_FROM_WRITTEN_NORMAL_BUFFER) when output buffer normal is used to read the normal and roughness instead of caclulating it (can save performance, but lower quality due to compression)
- Add color swatch to decal material
### Improvements
- Increased debug color picker limit up to 260k lux
### Changed, Removals and deprecations
- Change Render -> Planar Reflection creation to 3D Object -> Mirror
- Change "Enable Reflector" name on SpotLight to "Angle Affect Intensity"
- Change prototype of BSDFData ConvertSurfaceDataToBSDFData(SurfaceData surfaceData) to BSDFData ConvertSurfaceDataToBSDFData(uint2 positionSS, SurfaceData surfaceData)
### Bug fixes
- Fix issue with StackLit in deferred mode with deferredDirectionalShadow due to GBuffer not being cleared. Gbuffer is still not clear and issue was fix with the new Output of normal buffer.
- Fixed an issue where interpolation volumes were not updated correctly for reflection captures.
- Fixed an exception in Light Loop settings UI
## [2018.2 / 2.0.1-preview]
### Improvements
- Add stripper of shader variant when building a player. Save shader compile time.

- Allow to double click on a render pipeline asset to setup it automatically in GraphicSettings
- Add shortcut to create DensityVolume and PlanarReflection in hierarchy
- Add a DefaultHDMirrorMaterial material for PlanarReflection
- Added a script to be able to upgrade material to newer version of HDRP
- Removed useless duplication of ForwardError passes.
- Add option to not compile any DEBUG_DISPLAY shader in the player (Faster build) call Support Runtime Debug display
- Remove EmissiveIntensity parameter and change EmissiveColor to be HDR (Matching Builtin Unity behavior) - Data need to be updated
- Remove EmissiveIntensity parameter and change EmissiveColor to be HDR (Matching Builtin Unity behavior) - Data need to be updated - Launch Edit -> Single Step Upgrade Script -> Upgrade all Materials emissionColor
- Re-organize various files and folder location to clean the repository
- Change Debug windows name and location. Now located at: Windows -> General -> Render Pipeline Debug
### Bug fixes
- Fix issue with LOD transition and instancing

- Fix warning when creating Planar reflection
- Fix specular lighting debug mode (was rendering black)
- Allow projector decal with null material to allow to configure decal when HDRP is not set
- Decal atlas texture offset/scale is updated after allocations (used to be before so it was using date from previous frame)
## [2018.1 undecided]

5
com.unity.render-pipelines.high-definition/HDRP/Debug/ColorPickerDebug.cs


public ColorPickerDebugMode colorPickerMode = ColorPickerDebugMode.None;
public Color fontColor = new Color(1.0f, 0.0f, 0.0f);
public float colorThreshold0 = 0.0f;
public float colorThreshold1 = 200.0f;
public float colorThreshold2 = 9000.0f;
public float colorThreshold3 = 10000.0f;
public void OnValidate()
{
}

54
com.unity.render-pipelines.high-definition/HDRP/Debug/DebugColorPicker.shader


SAMPLER(sampler_DebugColorPickerTexture);
float4 _ColorPickerParam; // 4 increasing threshold
int _ColorPickerMode;
int _FalseColor;
float4 _FalseColorThresholds; // 4 increasing threshold
struct Attributes
{

output.texcoord = GetNormalizedFullScreenTriangleTexCoord(input.vertexID);
return output;
}
float3 FasleColorRemap(float lum, float4 thresholds)
{
//Gradient from 0 to 240 deg of HUE gradient
const float l = DegToRad(240) / TWO_PI;
float t = lerp(0.0, l / 3, RangeRemap(thresholds.x, thresholds.y, lum))
+ lerp(0.0, l / 3, RangeRemap(thresholds.y, thresholds.z, lum))
+ lerp(0.0, l / 3, RangeRemap(thresholds.z, thresholds.w, lum));
return HsvToRgb(float3(l - t, 1, 1));
}
float4 DisplayPixelInformationAtMousePosition(Varyings input, float4 result, float4 mouseResult, float4 mousePixelCoord)

}
float4 result = SAMPLE_TEXTURE2D(_DebugColorPickerTexture, sampler_DebugColorPickerTexture, input.texcoord);
//result.rgb = GetColorCodeFunction(result.x, _ColorPickerParam);
float4 mousePixelCoord = _MousePixelCoord;
if (_RequireToFlipInputTexture > 0.0)
//Decompress value if luxMeter is active
if (_DebugLightingMode == DEBUGLIGHTINGMODE_LUX_METER && _ColorPickerMode != COLORPICKERDEBUGMODE_NONE)
result.rgb = result.rgb * LUXMETER_COMPRESSION_RATIO;
if (_FalseColor)
result.rgb = FasleColorRemap(Luminance(result.rgb), _FalseColorThresholds);
if (_ColorPickerMode != COLORPICKERDEBUGMODE_NONE)
mousePixelCoord.y = _ScreenSize.y - mousePixelCoord.y;
// Note: We must not flip the mousePixelCoord.w coordinate
float4 mousePixelCoord = _MousePixelCoord;
if (_RequireToFlipInputTexture > 0.0)
{
mousePixelCoord.y = _ScreenSize.y - mousePixelCoord.y;
// Note: We must not flip the mousePixelCoord.w coordinate
}
float4 mouseResult = SAMPLE_TEXTURE2D(_DebugColorPickerTexture, sampler_DebugColorPickerTexture, mousePixelCoord.zw);
//Decompress value if luxMeter is active
if (_DebugLightingMode == DEBUGLIGHTINGMODE_LUX_METER)
mouseResult = mouseResult * LUXMETER_COMPRESSION_RATIO;
// Reverse debug exposure in order to display the real values.
// _DebugExposure will be set to zero if the debug view does not need it so we don't need to make a special case here. It's handled in only one place in C#
mouseResult = mouseResult / exp2(_DebugExposure);
result = DisplayPixelInformationAtMousePosition(input, result, mouseResult, mousePixelCoord);
float4 mouseResult = SAMPLE_TEXTURE2D(_DebugColorPickerTexture, sampler_DebugColorPickerTexture, mousePixelCoord.zw);
// Reverse debug exposure in order to display the real values.
// _DebugExposure will be set to zero if the debug view does not need it so we don't need to make a special case here. It's handled in only one place in C#
mouseResult = mouseResult / exp2(_DebugExposure);
float4 finalResult = DisplayPixelInformationAtMousePosition(input, result, mouseResult, mousePixelCoord);
return finalResult;
return result;
}
ENDHLSL

38
com.unity.render-pipelines.high-definition/HDRP/Debug/DebugDisplay.cs


public LightingDebugSettings lightingDebugSettings = new LightingDebugSettings();
public MipMapDebugSettings mipMapDebugSettings = new MipMapDebugSettings();
public ColorPickerDebugSettings colorPickerDebugSettings = new ColorPickerDebugSettings();
public FalseColorDebugSettings falseColorDebugSettings = new FalseColorDebugSettings();
public DecalsDebugSettings decalsDebugSettings = new DecalsDebugSettings();
public static GUIContent[] lightingFullScreenDebugStrings = null;

public DebugMipMapMode GetDebugMipMapMode()
{
return mipMapDebugSettings.debugMipMapMode;
}
public ColorPickerDebugMode GetDebugColorPickerMode()
{
return colorPickerDebugSettings.colorPickerMode;
}
public bool IsDebugDisplayEnabled()

RegisterDecalsDebug();
}
void RefreshRenderingDebug<T>(DebugUI.Field<T> field, T value)
{
UnregisterDebugItems(k_PanelRendering, m_DebugRenderingItems);
RegisterRenderingDebug();
}
public void RegisterLightingDebug()
{
var list = new List<DebugUI.Widget>();

public void RegisterRenderingDebug()
{
m_DebugRenderingItems = new DebugUI.Widget[]
var widgetList = new List<DebugUI.Widget>();
widgetList.AddRange(new DebugUI.Widget[]
{
new DebugUI.EnumField { displayName = "Fullscreen Debug Mode", getter = () => (int)fullScreenDebugMode, setter = value => fullScreenDebugMode = (FullScreenDebugMode)value, enumNames = renderingFullScreenDebugStrings, enumValues = renderingFullScreenDebugValues },
new DebugUI.EnumField { displayName = "MipMaps", getter = () => (int)mipMapDebugSettings.debugMipMapMode, setter = value => SetMipMapMode((DebugMipMapMode)value), autoEnum = typeof(DebugMipMapMode) },

children =
{
new DebugUI.EnumField { displayName = "Debug Mode", getter = () => (int)colorPickerDebugSettings.colorPickerMode, setter = value => colorPickerDebugSettings.colorPickerMode = (ColorPickerDebugMode)value, autoEnum = typeof(ColorPickerDebugMode) },
new DebugUI.FloatField { displayName = "Range Threshold 0", getter = () => colorPickerDebugSettings.colorThreshold0, setter = value => colorPickerDebugSettings.colorThreshold0 = value },
new DebugUI.FloatField { displayName = "Range Threshold 1", getter = () => colorPickerDebugSettings.colorThreshold1, setter = value => colorPickerDebugSettings.colorThreshold1 = value },
new DebugUI.FloatField { displayName = "Range Threshold 2", getter = () => colorPickerDebugSettings.colorThreshold2, setter = value => colorPickerDebugSettings.colorThreshold2 = value },
new DebugUI.FloatField { displayName = "Range Threshold 3", getter = () => colorPickerDebugSettings.colorThreshold3, setter = value => colorPickerDebugSettings.colorThreshold3 = value },
};
});
widgetList.Add(new DebugUI.BoolField { displayName = "False Color Mode", getter = () => falseColorDebugSettings.falseColor, setter = value => falseColorDebugSettings.falseColor = value, onValueChanged = RefreshRenderingDebug });
if (falseColorDebugSettings.falseColor)
{
widgetList.Add(new DebugUI.Container{
flags = DebugUI.Flags.EditorOnly,
children =
{
new DebugUI.FloatField { displayName = "Range Threshold 0", getter = () => falseColorDebugSettings.colorThreshold0, setter = value => falseColorDebugSettings.colorThreshold0 = Mathf.Min(value, falseColorDebugSettings.colorThreshold1) },
new DebugUI.FloatField { displayName = "Range Threshold 1", getter = () => falseColorDebugSettings.colorThreshold1, setter = value => falseColorDebugSettings.colorThreshold1 = Mathf.Clamp(value, falseColorDebugSettings.colorThreshold0, falseColorDebugSettings.colorThreshold2) },
new DebugUI.FloatField { displayName = "Range Threshold 2", getter = () => falseColorDebugSettings.colorThreshold2, setter = value => falseColorDebugSettings.colorThreshold2 = Mathf.Clamp(value, falseColorDebugSettings.colorThreshold1, falseColorDebugSettings.colorThreshold3) },
new DebugUI.FloatField { displayName = "Range Threshold 3", getter = () => falseColorDebugSettings.colorThreshold3, setter = value => falseColorDebugSettings.colorThreshold3 = Mathf.Max(value, falseColorDebugSettings.colorThreshold2) },
}
});
}
m_DebugRenderingItems = widgetList.ToArray();
var panel = DebugManager.instance.GetPanel(k_PanelRendering, true);
panel.children.Add(m_DebugRenderingItems);
}

3
com.unity.render-pipelines.high-definition/HDRP/Debug/DebugDisplay.hlsl


int _DebugLightingSubMode;
int _DebugViewMaterial; // Contain the id (define in various materialXXX.cs.hlsl) of the property to display
int _DebugMipMapMode; // Match enum DebugMipMapMode
int _ColorPickerMode; // Match enum ColorPickerDebugMode
int _DebugStep;
float4 _DebugLightingAlbedo; // x == bool override, yzw = albedo for diffuse
float4 _DebugLightingSmoothness; // x == bool override, y == override value

float4 _MouseClickPixelCoord; // xy unorm, zw norm
float _DebugExposure;
CBUFFER_END
#define LUXMETER_COMPRESSION_RATIO 4
TEXTURE2D(_DebugFont); // Debug font to write string in shader
RWStructuredBuffer<ScreenSpaceTracingDebug> _DebugScreenSpaceTracingData : register(u7); // TODO: Change the register number for PS4

1
com.unity.render-pipelines.high-definition/HDRP/Debug/DebugViewMaterialGBuffer.shader


Pass
{
ZWrite Off
Cull Off
HLSLPROGRAM
#pragma target 4.5

1
com.unity.render-pipelines.high-definition/HDRP/Debug/DebugViewTiles.shader


Pass
{
ZWrite Off
Cull Off
ZTest Always
Blend SrcAlpha OneMinusSrcAlpha

1
com.unity.render-pipelines.high-definition/HDRP/Debug/LightingDebug.cs


SpecularLighting,
LuxMeter,
VisualizeCascade,
VisualizeShadowMasks,
IndirectDiffuseOcclusion,
IndirectSpecularOcclusion,
ScreenSpaceTracingRefraction,

9
com.unity.render-pipelines.high-definition/HDRP/Debug/LightingDebug.cs.hlsl


#define DEBUGLIGHTINGMODE_SPECULAR_LIGHTING (2)
#define DEBUGLIGHTINGMODE_LUX_METER (3)
#define DEBUGLIGHTINGMODE_VISUALIZE_CASCADE (4)
#define DEBUGLIGHTINGMODE_INDIRECT_DIFFUSE_OCCLUSION (5)
#define DEBUGLIGHTINGMODE_INDIRECT_SPECULAR_OCCLUSION (6)
#define DEBUGLIGHTINGMODE_SCREEN_SPACE_TRACING_REFRACTION (7)
#define DEBUGLIGHTINGMODE_SCREEN_SPACE_TRACING_REFLECTION (8)
#define DEBUGLIGHTINGMODE_VISUALIZE_SHADOW_MASKS (5)
#define DEBUGLIGHTINGMODE_INDIRECT_DIFFUSE_OCCLUSION (6)
#define DEBUGLIGHTINGMODE_INDIRECT_SPECULAR_OCCLUSION (7)
#define DEBUGLIGHTINGMODE_SCREEN_SPACE_TRACING_REFRACTION (8)
#define DEBUGLIGHTINGMODE_SCREEN_SPACE_TRACING_REFLECTION (9)
//
// UnityEngine.Experimental.Rendering.HDPipeline.DebugScreenSpaceTracing: static fields

2
com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/HDLightEditor.Styles.cs


public readonly GUIContent shape = new GUIContent("Type", "Specifies the current type of light. Possible types are Directional, Spot, Point, Rectangle and Line lights.");
public readonly GUIContent[] shapeNames;
public readonly GUIContent enableSpotReflector = new GUIContent("Enable spot reflector", "When true it simulate a spot light with reflector (mean the intensity of the light will be more focus with narrower angle), otherwise light outside of the cone is simply absorbed (mean intensity is constent whatever the size of the cone).");
public readonly GUIContent enableSpotReflector = new GUIContent("Angle affect intensity", "When true it simulate a spot light with reflector (mean the intensity of the light will be more focus with narrower angle), otherwise light outside of the cone is simply absorbed (mean intensity is constent whatever the size of the cone).");
// Additional shadow data
public readonly GUIContent shadowResolution = new GUIContent("Resolution", "Controls the rendered resolution of the shadow maps. A higher resolution will increase the fidelity of shadows at the cost of GPU performance and memory usage.");

5
com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/PlanarReflectionProbeUI.Drawers.cs


);
Inspector = CED.Group(
SectionProbeModeSettings,
//SectionProbeModeSettings,
CED.space,
CED.Action((s, d, o) => EditorGUILayout.LabelField(_.GetContent("Proxy Volume"), EditorStyles.boldLabel)),
CED.Action(Drawer_FieldProxyVolumeReference),

GUI.enabled = false;
EditorGUILayout.PropertyField(d.refreshMode, _.GetContent("Refresh Mode"));
EditorGUILayout.PropertyField(d.capturePositionMode, _.GetContent("Capture Position Mode"));
d.refreshMode.enumValueIndex = (int)ReflectionProbeRefreshMode.EveryFrame;
d.capturePositionMode.enumValueIndex = (int)PlanarReflectionProbe.CapturePositionMode.MirrorCamera;
GUI.enabled = true;
}

{
GUI.enabled = false;
EditorGUILayout.PropertyField(d.mode, _.GetContent("Type"));
d.mode.enumValueIndex = (int)ReflectionProbeMode.Realtime;
GUI.enabled = true;
}

18
com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/ReflectionMenuItem.cs


{
public class ReflectionMenuItems
{
[MenuItem("GameObject/Rendering/Planar Reflection", priority = CoreUtils.gameObjectMenuPriority)]
static void CreatePlanarReflectionGameObject(MenuCommand menuCommand)
[MenuItem("GameObject/3D Object/Mirror", priority = CoreUtils.gameObjectMenuPriority)]
static void CreateMirrorGameObject(MenuCommand menuCommand)
{
GameObject plane = GameObject.CreatePrimitive(PrimitiveType.Plane);
GameObjectUtility.SetParentAndAlign(plane, menuCommand.context as GameObject);

{
plane.GetComponent<MeshRenderer>().sharedMaterial = material;
}
}
[MenuItem("GameObject/Light/Planar Reflection Probe", priority = CoreUtils.gameObjectMenuPriority)]
static void CreatePlanarReflectionGameObject(MenuCommand menuCommand)
{
var parent = menuCommand.context as GameObject;
var go = CoreEditorUtils.CreateGameObject(parent, "Planar Reflection");
var planarProbe = go.AddComponent<PlanarReflectionProbe>();
planarProbe.influenceVolume.boxBaseSize = new Vector3(1, 0.01f, 1);
// Ensure it gets re-parented if this was a context click (otherwise does nothing)
GameObjectUtility.SetParentAndAlign(go, menuCommand.context as GameObject);
// Register the creation in the undo system
Undo.RegisterCreatedObjectUndo(go, "Create " + go.name);
Selection.activeObject = go;
}
}
}

4
com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/SerializedPlanarReflectionProbe.cs


{
serializedObject.Update();
mode.enumValueIndex = (int)ReflectionProbeMode.Realtime;
refreshMode.enumValueIndex = (int)ReflectionProbeRefreshMode.EveryFrame;
capturePositionMode.enumValueIndex = (int)PlanarReflectionProbe.CapturePositionMode.MirrorCamera;
var updateProxyVolume = reflectionProxyVolume != null
&& serializedObject.targetObjects.Length != reflectionProxyVolume.serializedObject.targetObjects.Length;
if (!updateProxyVolume && reflectionProxyVolume != null)

3
com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Decal/DecalProjectorComponentEditor.cs


private SerializedProperty m_FadeScaleProperty;
private SerializedProperty m_UVScaleProperty;
private SerializedProperty m_UVBiasProperty;
private SerializedProperty m_AffectsTransparencyProperty;
public class DecalBoundsHandle : BoxBoundsHandle
{

m_FadeScaleProperty = serializedObject.FindProperty("m_FadeScale");
m_UVScaleProperty = serializedObject.FindProperty("m_UVScale");
m_UVBiasProperty = serializedObject.FindProperty("m_UVBias");
m_AffectsTransparencyProperty = serializedObject.FindProperty("m_AffectsTransparency");
}
private void OnDisable()

EditorGUILayout.Slider(m_FadeScaleProperty, 0.0f, 1.0f, new GUIContent("Fade scale"));
EditorGUILayout.PropertyField(m_UVScaleProperty);
EditorGUILayout.PropertyField(m_UVBiasProperty);
EditorGUILayout.PropertyField(m_AffectsTransparencyProperty);
if (EditorGUI.EndChangeCheck())
{
serializedObject.ApplyModifiedProperties();

25
com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Decal/DecalUI.cs


{
public static string InputsText = "Inputs";
public static GUIContent baseColorText = new GUIContent("Base Color + Blend", "Albedo (RGB) and Blend Factor (A)");
public static GUIContent baseColorText = new GUIContent("Albedo (RGB) and Blend Factor (A)", "Albedo (RGB) and Blend Factor (A)");
public static GUIContent baseColorText2 = new GUIContent("Blend Factor (A)", "Blend Factor (A)");
public static GUIContent BlendText = new GUIContent("Decal Blend", "Whole decal blend");
public static GUIContent AlbedoModeText = new GUIContent("Albedo contribution", "Base color + Blend, Blend only");
protected MaterialProperty baseColor = new MaterialProperty();
protected const string kBaseColor = "_BaseColor";
protected MaterialProperty normalMap = new MaterialProperty();
protected const string kNormalMap = "_NormalMap";

protected MaterialProperty decalBlend = new MaterialProperty();
protected const string kDecalBlend = "_DecalBlend";
protected MaterialProperty albedoMode = new MaterialProperty();
protected const string kAlbedoMode = "_AlbedoMode";
protected MaterialEditor m_MaterialEditor;

{
baseColor = FindProperty(kBaseColor, props);
albedoMode = FindProperty(kAlbedoMode, props);
// always instanced
SerializedProperty instancing = m_MaterialEditor.serializedObject.FindProperty("m_EnableInstancingVariants");
instancing.boolValue = true;

static public void SetupMaterialKeywordsAndPass(Material material)
{
CoreUtils.SetKeyword(material, "_ALBEDOCONTRIBUTION", material.GetFloat(kAlbedoMode) == 1.0f);
CoreUtils.SetKeyword(material, "_COLORMAP", material.GetTexture(kBaseColorMap));
CoreUtils.SetKeyword(material, "_NORMALMAP", material.GetTexture(kNormalMap));
CoreUtils.SetKeyword(material, "_MASKMAP", material.GetTexture(kMaskMap));

EditorGUILayout.LabelField(Styles.InputsText, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
m_MaterialEditor.TexturePropertySingleLine(Styles.baseColorText, baseColorMap);
m_MaterialEditor.ShaderProperty(albedoMode, Styles.AlbedoModeText);
if (material.GetFloat(kAlbedoMode) == 1.0f)
{
m_MaterialEditor.TexturePropertySingleLine(Styles.baseColorText, baseColorMap, baseColor);
}
else
{
m_MaterialEditor.TexturePropertySingleLine(Styles.baseColorText2, baseColorMap, baseColor);
}
m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, normalMap);
m_MaterialEditor.TexturePropertySingleLine(Styles.maskMapText, maskMap);
m_MaterialEditor.ShaderProperty(decalBlend, Styles.decalBlendText);

9
com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDPBRPass.template


//-------------------------------------------------------------------------------------
HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
//#pragma enable_d3d11_debug_symbols

$SurfaceDescriptionInputs.uv1: output.uv1 = float4(input.texCoord1, 0.0f, 0.0f);
$SurfaceDescriptionInputs.uv2: output.uv2 = float4(input.texCoord2, 0.0f, 0.0f);
$SurfaceDescriptionInputs.uv3: output.uv3 = float4(input.texCoord3, 0.0f, 0.0f);
$SurfaceDescriptionInputs.FaceSign: output.FaceSign = input.isFrontFace;
return output;
}

builtinData.opacity = surfaceDescription.Alpha;
builtinData.bakeDiffuseLighting = SampleBakedGI(fragInputs.positionWS, bentNormalWS, fragInputs.texCoord1, fragInputs.texCoord2); // see GetBuiltinData()
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(posInput.positionSS.xy, surfaceData);
if (HasFeatureFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_TRANSMISSION))
{
// For now simply recall the function with inverted normal, the compiler should be able to optimize the lightmap case to not resample the directional lightmap

25
com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDSubShaderUtilities.cs


[Optional] Vector4 uv2;
[Optional] Vector4 uv3;
[Optional] Vector4 VertexColor;
[Optional] float FaceSign;
public static Dependency[] dependencies = new Dependency[]
{

new Dependency("SurfaceDescriptionInputs.uv2", "FragInputs.texCoord2"),
new Dependency("SurfaceDescriptionInputs.uv3", "FragInputs.texCoord3"),
new Dependency("SurfaceDescriptionInputs.VertexColor", "FragInputs.color"),
new Dependency("SurfaceDescriptionInputs.FaceSign", "FragInputs.isFrontFace"),
};
};

if (requirements.requiresVertexColor)
{
activeFields.Add("SurfaceDescriptionInputs.VertexColor");
}
if (requirements.requiresFaceSign)
{
activeFields.Add("SurfaceDescriptionInputs.FaceSign");
}
if (requirements.requiresNormal != 0)

graph.AddShaderChunk("// Shared Graph Properties (uniform inputs)");
graph.AddShaderChunk(sharedProperties.GetPropertiesDeclaration(1));
graph.AddShaderChunk("// Shared Graph Node Functions");
graph.AddShaderChunk(graphNodeFunctions.ToString());
if (vertexActive)
{
graph.AddShaderChunk("// Vertex Graph Inputs");

graph.Indent();
graph.AddShaderChunk(vertexGraphOutputs.ToString());
graph.Deindent();
graph.AddShaderChunk("// Vertex Graph Evaluation");
graph.Indent();
graph.AddShaderChunk(vertexGraphEvalFunction.ToString());
graph.Deindent();
}
graph.AddShaderChunk("// Pixel Graph Inputs");

graph.Indent();
graph.AddShaderChunk(pixelGraphOutputs.ToString());
graph.Deindent();
graph.AddShaderChunk("// Shared Graph Node Functions");
graph.AddShaderChunk(graphNodeFunctions.ToString());
if (vertexActive)
{
graph.AddShaderChunk("// Vertex Graph Evaluation");
graph.Indent();
graph.AddShaderChunk(vertexGraphEvalFunction.ToString());
graph.Deindent();
}
graph.AddShaderChunk("// Pixel Graph Evaluation");
graph.Indent();

8
com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDUnlitPassForward.template


//-------------------------------------------------------------------------------------
HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
//#pragma enable_d3d11_debug_symbols

$SurfaceDescriptionInputs.ViewSpacePosition: output.ViewSpacePosition = posViewSpace.xyz / posViewSpace.w;
$SurfaceDescriptionInputs.TangentSpacePosition: output.TangentSpacePosition = float3(0.0f, 0.0f, 0.0f);
$SurfaceDescriptionInputs.ScreenPosition: output.ScreenPosition = ComputeScreenPos(TransformWorldToHClip(input.positionWS), _ProjectionParams.x);
$SurfaceDescriptionInputs.FaceSign: output.FaceSign = input.isFrontFace;
return output;
}

builtinData.opacity = surfaceDescription.Alpha;
builtinData.bakeDiffuseLighting = float3(0.0, 0.0, 0.0);
$SurfaceDescription.Emission: builtinData.emissiveColor = surfaceDescription.Emission;
builtinData.velocity = float2(0.0, 0.0);
builtinData.shadowMask0 = 0.0;

2
com.unity.render-pipelines.high-definition/HDRP/Editor/BuildProcessors/HDRPreprocessShaders.cs.meta


fileFormatVersion: 2
guid: 168f8e50628e857489eb62f41d9c911f
guid: d342206cb3c614b4fa4caee7fb269b93
MonoImporter:
externalObjects: {}
serializedVersion: 2

107
com.unity.render-pipelines.high-definition/HDRP/Editor/BuildProcessors/HDRPreprocessShaders.cs


namespace UnityEditor.Experimental.Rendering.HDPipeline
{
class HDRPVariantStripper : IPreprocessShaders
class HDRPreprocessShaders : IPreprocessShaders
// returns true if the variant should be stripped.
delegate bool VariantStrippingFunc(Shader shader, ShaderSnippetData snippet, ShaderCompilerData inputData);
ShaderKeyword m_ShadowMask;
ShaderKeyword m_Transparent;
ShaderKeyword m_DebugDisplay;
ShaderKeyword m_TileLighting;
ShaderKeyword m_ClusterLighting;
//ShaderKeyword m_FeatureSSS;
public HDRPVariantStripper()
public HDRPreprocessShaders()
{
// TODO: Grab correct configuration/quality asset.
HDRenderPipeline hdPipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline;

m_StripperFuncs = new Dictionary<string, VariantStrippingFunc>();
m_StripperFuncs.Add("HDRenderPipeline/Lit", LitShaderStripper);
m_StripperFuncs.Add("HDRenderPipeline/LitTessellation", LitShaderStripper);
m_StripperFuncs.Add("HDRenderPipeline/LayeredLit", LitShaderStripper);
m_StripperFuncs.Add("HDRenderPipeline/LayeredLitTessellation", LitShaderStripper);
m_StripperFuncs.Add("HDRenderPipeline/Unlit", UnlitShaderStripper);
m_Transparent = new ShaderKeyword("_SURFACE_TYPE_TRANSPARENT");
m_DebugDisplay = new ShaderKeyword("DEBUG_DISPLAY");
m_TileLighting = new ShaderKeyword("USE_FPTL_LIGHTLIST");
m_ClusterLighting = new ShaderKeyword("USE_CLUSTERED_LIGHTLIST");
//m_FeatureSSS = new ShaderKeyword("_MATERIAL_FEATURE_SUBSURFACE_SCATTERING");
}
bool UnlitShaderStripper(Shader shader, ShaderSnippetData snippet, ShaderCompilerData inputData)
{
bool isSceneSelectionPass = snippet.passName == "SceneSelectionPass";
if (isSceneSelectionPass)
return true;
List<BaseShaderPreprocessor> materialList = HDEditorUtils.GetBaseShaderPreprocessorList();
return false;
}
bool LitShaderStripper(Shader shader, ShaderSnippetData snippet, ShaderCompilerData inputData)
{
bool isSceneSelectionPass = snippet.passName == "SceneSelectionPass";
if (isSceneSelectionPass)
return true;
bool isGBufferPass = snippet.passName == "GBuffer";
bool isForwardPass = snippet.passName == "Forward";
bool isTransparentForwardPass = snippet.passName == "TransparentDepthPostpass" || snippet.passName == "TransparentBackface" || snippet.passName == "TransparentDepthPrepass";
bool isMotionPass = snippet.passName == "Motion Vectors";
// NOTE: All these keyword should be automatically stripped so there's no need to handle them ourselves.
// LIGHTMAP_ON, DIRLIGHTMAP_COMBINED, DYNAMICLIGHTMAP_ON, LIGHTMAP_SHADOW_MIXING, SHADOWS_SHADOWMASK
// FOG_LINEAR, FOG_EXP, FOG_EXP2
// STEREO_INSTANCING_ON, STEREO_MULTIVIEW_ON, STEREO_CUBEMAP_RENDER_ON, UNITY_SINGLE_PASS_STEREO
// INSTANCING_ON
if (!m_CurrentHDRPAsset.renderPipelineSettings.supportMotionVectors && isMotionPass)
return true;
// When using forward only, we never need GBuffer pass (only Forward)
if (m_CurrentHDRPAsset.renderPipelineSettings.supportOnlyForward && isGBufferPass)
return true;
if (inputData.shaderKeywordSet.IsEnabled(m_Transparent))
// Fill the dictionary with material to handle
foreach (BaseShaderPreprocessor material in materialList)
// If transparent, we never need GBuffer pass.
if (isGBufferPass)
return true;
// We will also use cluster instead of tile
if (inputData.shaderKeywordSet.IsEnabled(m_TileLighting))
return true;
material.AddStripperFuncs(m_StripperFuncs);
else // Opaque
{
// If opaque, we never need transparent specific passes (even in forward only mode)
if (isTransparentForwardPass)
return true;
if (!m_CurrentHDRPAsset.renderPipelineSettings.supportOnlyForward && inputData.shaderKeywordSet.IsEnabled(m_ClusterLighting))
return true;
if (!m_CurrentHDRPAsset.renderPipelineSettings.supportOnlyForward)
{
// If opaque and not forward only, then we only need the forward debug pass.
if (isForwardPass && !inputData.shaderKeywordSet.IsEnabled(m_DebugDisplay))
return true;
}
}
// TODO: Expose development build flag.
//if (developmentBuild && inputData.shaderKeywordSet.IsEnabled(m_DebugDisplay))
// return true;
// TODO: Tests for later
// We need to find a way to strip useless shader features for passes/shader stages that don't need them (example, vertex shaders won't ever need SSS Feature flag)
// This causes several problems:
// - Runtime code that "finds" shader variants based on feature flags might not find them anymore... thus fall backing to the "let's give a score to variant" code path that may find the wrong variant.
// - Another issue is that if a feature is declared without a "_" fall-back, if we strip the other variants, none may be left to use! This needs to be changed on our side.
//if (snippet.shaderType == ShaderType.Vertex && inputData.shaderKeywordSet.IsEnabled(m_FeatureSSS))
// return true;
return false;
}
public int callbackOrder { get { return 0; } }

for (int i = 0; i < inputData.Count; ++i)
{
ShaderCompilerData input = inputData[i];
if (stripperFunc(shader, snippet, input))
if (stripperFunc(m_CurrentHDRPAsset, shader, snippet, input))
{
inputData.RemoveAt(i);
i--;

// Currently if a certain snippet is completely stripped (for example if you remove a whole pass) other passes might get broken
// To work around that, we make sure that we always have at least one variant.
// TODO: Remove this one it is fixed
if (inputData.Count == 0)
inputData.Add(workaround);
}

2
com.unity.render-pipelines.high-definition/HDRP/Editor/BuildProcessors/HDRPPreprocessBuild.cs.meta


fileFormatVersion: 2
guid: 2ae263b0b434c7e4d9229fde8f6096c5
guid: 0c6c205acc48bbd4c9cbf70d66fa9ffc
MonoImporter:
externalObjects: {}
serializedVersion: 2

2
com.unity.render-pipelines.high-definition/HDRP/Editor/BuildProcessors/HDRPPreprocessBuild.cs


using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
class HDRPCustomBuildProcessor : IPreprocessBuildWithReport
class HDRPPreprocessBuild : IPreprocessBuildWithReport
{
public int callbackOrder { get { return 0; } }

2
com.unity.render-pipelines.high-definition/HDRP/Editor/AssetProcessors/NormalMapAverageLengthTexturePostprocessor.cs.meta


fileFormatVersion: 2
guid: c7467d803a5cf8c479b64fbdac53aa41
guid: 3ceae5765b6bbee4fb4f76acdaae9130
MonoImporter:
externalObjects: {}
serializedVersion: 2

21
com.unity.render-pipelines.high-definition/HDRP/HDRenderPipelineAsset.asset


--- !u!114 &11400000
MonoBehaviour:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1

m_EditorClassIdentifier:
version: 1
m_RenderPipelineResources: {fileID: 11400000, guid: 3ce144cff5783da45aa5d4fdc2da14b7,
type: 2}
m_FrameSettings:

enableSSAO: 1
enableSubsurfaceScattering: 1
enableTransmission: 1
enableAtmosphericScattering: 1
enableVolumetric: 1
diffuseGlobalDimmer: 1
specularGlobalDimmer: 1
enableForwardRenderingOnly: 0

enableObjectMotionVectors: 1
enableDBuffer: 1
enableAtmosphericScattering: 1
enableRoughRefraction: 1
enableTransparentPostpass: 1
enableDistortion: 1

enableOpaqueObjects: 1
enableTransparentObjects: 1
enableMSAA: 0
enableShadowMask: 0
enableShadowMask: 1
lightLoopSettings:
enableTileAndCluster: 1
enableComputeLightEvaluation: 1

supportSSR: 1
supportSSAO: 1
supportSubsurfaceScattering: 1
supportForwardOnly: 0
supportOnlyForward: 0
supportVolumetric: 1
supportRuntimeDebugDisplay: 1
supportDBuffer: 1
supportMSAA: 0
msaaSampleCount: 1

cookieTexArraySize: 16
pointCookieSize: 512
cubeCookieTexArraySize: 16
reflectionProbeCacheSize: 128
reflectionCubemapSize: 128
reflectionProbeCacheSize: 128
reflectionCubemapSize: 128
maxPlanarReflectionProbes: 128
skyReflectionSize: 256
skyLightingOverrideLayerMask:
serializedVersion: 2

shadowAtlasHeight: 4096
decalSettings:
drawDistance: 1000
atlasSize: 8192
atlasWidth: 4096
atlasHeight: 4096
allowShaderVariantStripping: 1
diffusionProfileSettings: {fileID: 11400000, guid: 404820c4cf36ad944862fa59c56064f0,
type: 2}

24
com.unity.render-pipelines.high-definition/HDRP/Lighting/DeferredDirectionalShadow.compute


// Each #kernel tells which function to compile; you can have many kernels
#pragma kernel DeferredDirectionalShadow DEFERRED_DIRECTIONAL=DeferredDirectionalShadow
#pragma kernel DeferredDirectionalShadow_Contact DEFERRED_DIRECTIONAL=DeferredDirectionalShadow_Contact ENABLE_CONTACT_SHADOWS
#pragma kernel DeferredDirectionalShadow_Normals DEFERRED_DIRECTIONAL=DeferredDirectionalShadow_Normals ENABLE_NORMALS
#pragma kernel DeferredDirectionalShadow_Contact_Normals DEFERRED_DIRECTIONAL=DeferredDirectionalShadow_Contact_Normals ENABLE_CONTACT_SHADOWS ENABLE_NORMALS
#ifdef ENABLE_NORMALS
# define LIGHTLOOP_TILE_PASS 1
# define USE_FPTL_LIGHTLIST 1 // deferred opaque always use FPTL
# define UNITY_MATERIAL_LIT
#else
# define SHADOW_USE_ONLY_VIEW_BASED_BIASING 1 // Enable only light view vector based biasing. If undefined, biasing will be based on the normal and calling code must provide a valid normal.
#endif
#ifdef SHADER_API_PSSL
# pragma argument( scheduler=minpressure ) // instruct the shader compiler to prefer minimizing vgpr usage

#include "../ShaderVariables.hlsl"
#include "../Material/NormalBuffer.hlsl"
#include "Lighting.hlsl"
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch

PositionInputs posInput = GetPositionInput(pixelCoord.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V, tileCoord);
#ifdef ENABLE_NORMALS
BSDFData bsdfData;
BakeLightingData unused;
DECODE_FROM_GBUFFER(posInput.positionSS, UINT_MAX, bsdfData, unused.bakeDiffuseLighting);
float3 nrm = bsdfData.normalWS;
#else
float3 nrm = 0.0.xxx;
#endif
NormalData normalData;
DecodeFromNormalBuffer(posInput.positionSS, normalData);
float3 normalWS = normalData.normalWS;
float shadow = GetDirectionalShadowAttenuation(shadowContext, posInput.positionWS, nrm, _DirectionalShadowIndex, _LightDirection);
float shadow = GetDirectionalShadowAttenuation(shadowContext, posInput.positionWS, normalWS, _DirectionalShadowIndex, _LightDirection);
#ifdef ENABLE_CONTACT_SHADOWS
float contactShadow = 1.0f;

8
com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/LightLoop.cs


static int s_deferredDirectionalShadowKernel;
static int s_deferredDirectionalShadow_Contact_Kernel;
static int s_deferredDirectionalShadow_Normals_Kernel;
static int s_deferredDirectionalShadow_Contact_Normals_Kernel;
static ComputeBuffer s_LightVolumeDataBuffer = null;
static ComputeBuffer s_ConvexBoundsBuffer = null;

s_deferredDirectionalShadowKernel = deferredDirectionalShadowComputeShader.FindKernel("DeferredDirectionalShadow");
s_deferredDirectionalShadow_Contact_Kernel = deferredDirectionalShadowComputeShader.FindKernel("DeferredDirectionalShadow_Contact");
s_deferredDirectionalShadow_Normals_Kernel = deferredDirectionalShadowComputeShader.FindKernel("DeferredDirectionalShadow_Normals");
s_deferredDirectionalShadow_Contact_Normals_Kernel = deferredDirectionalShadowComputeShader.FindKernel("DeferredDirectionalShadow_Contact_Normals");
for (int variant = 0; variant < LightDefinitions.s_NumFeatureVariants; variant++)
{

bool enableContactShadows = m_FrameSettings.enableContactShadows && contactShadows.enable && contactShadows.length > 0.0f;
int kernel;
if (enableContactShadows)
kernel = m_FrameSettings.enableForwardRenderingOnly ? s_deferredDirectionalShadow_Contact_Kernel : s_deferredDirectionalShadow_Contact_Normals_Kernel;
kernel = s_deferredDirectionalShadow_Contact_Kernel;
kernel = m_FrameSettings.enableForwardRenderingOnly ? s_deferredDirectionalShadowKernel : s_deferredDirectionalShadow_Normals_Kernel;
kernel = s_deferredDirectionalShadowKernel;
m_ShadowMgr.BindResources(cmd, deferredDirectionalShadowComputeShader, kernel);

4
com.unity.render-pipelines.high-definition/HDRP/Material/Decal/DBufferManager.cs


{
public class DBufferManager : MRTBufferManager
{
public int vsibleDecalCount { get; set; }
public bool EnableDBUffer { get; set; }
RTHandleSystem.RTHandle m_HTile;

{
if (hdCamera.frameSettings.enableDBuffer)
{
cmd.SetGlobalInt(HDShaderIDs._EnableDBuffer, vsibleDecalCount > 0 ? 1 : 0);
cmd.SetGlobalInt(HDShaderIDs._EnableDBuffer, EnableDBUffer ? 1 : 0);
cmd.SetGlobalVector(HDShaderIDs._DecalAtlasResolution, new Vector2(HDUtils.hdrpSettings.decalSettings.atlasWidth, HDUtils.hdrpSettings.decalSettings.atlasHeight));
BindBufferAsTextures(cmd);
}

15
com.unity.render-pipelines.high-definition/HDRP/Material/Decal/Decal.cs


sRGBFlags = m_sRGBFlags;
}
}
// normalToWorld.m03 - total blend factor
// normalToWorld.m13 - diffuse texture index in atlas
// normalToWorld.m23 - normal texture index in atlas
// normalToWorld.m33 - mask texture index in atlas
// normal to world only uses 3x3 for actual matrix so some data is packed in the unused space
// blend:
// float decalBlend = decalData.normalToWorld[0][3];
// albedo contribution on/off:
// float albedoContribution = decalData.normalToWorld[1][3];
// tiling:
// float2 uvScale = float2(decalData.normalToWorld[3][0], decalData.normalToWorld[3][1]);
// float2 uvBias = float2(decalData.normalToWorld[3][2], decalData.normalToWorld[3][3]);
[GenerateHLSL]
public struct DecalData
{

public Vector4 normalScaleBias;
public Vector4 maskScaleBias;
public Vector4 baseColor;
};
}

1
com.unity.render-pipelines.high-definition/HDRP/Material/Decal/Decal.cs.hlsl


float4 diffuseScaleBias;
float4 normalScaleBias;
float4 maskScaleBias;
float4 baseColor;
};
//

32
com.unity.render-pipelines.high-definition/HDRP/Material/Decal/Decal.shader


{
Properties
{
_BaseColor("_BaseColor", Color) = (1,1,1,1)
[ToggleUI] _AlbedoMode("_AlbedoMode", Range(0.0, 1.0)) = 1.0
}
HLSLINCLUDE

#pragma shader_feature _COLORMAP
#pragma shader_feature _NORMALMAP
#pragma shader_feature _MASKMAP
#pragma shader_feature _ALBEDOCONTRIBUTION
#pragma multi_compile_instancing
//-------------------------------------------------------------------------------------

Pass
{
Name "DBuffer" // Name is not used
Tags { "LightMode" = "DBuffer" } // This will be only for opaque object based on the RenderQueue index
Name "DBufferProjector" // Name is not used
Tags { "LightMode" = "DBufferProjector" } // This will be only for opaque object based on the RenderQueue index
// back faces with zfail, for cases when camera is inside the decal volume
Cull Front

HLSLPROGRAM
#define SHADERPASS SHADERPASS_DBUFFER
#define SHADERPASS SHADERPASS_DBUFFER_PROJECTOR
#include "../../ShaderVariables.hlsl"
#include "Decal.hlsl"
#include "ShaderPass/DecalSharePass.hlsl"

ENDHLSL
}
Pass
{
Name "DBufferMesh" // Name is not used
Tags{"LightMode" = "DBufferMesh"} // This will be only for opaque object based on the RenderQueue index
Cull Back
ZWrite Off
ZTest LEqual
// using alpha compositing https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch23.html
Blend SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha
HLSLPROGRAM
#define SHADERPASS SHADERPASS_DBUFFER_MESH
#include "../../ShaderVariables.hlsl"
#include "Decal.hlsl"
#include "ShaderPass/DecalSharePass.hlsl"
#include "DecalData.hlsl"
#include "../../ShaderPass/ShaderPassDBuffer.hlsl"
ENDHLSL
}
}
CustomEditor "Experimental.Rendering.HDPipeline.DecalUI"
}

43
com.unity.render-pipelines.high-definition/HDRP/Material/Decal/DecalData.hlsl


//-------------------------------------------------------------------------------------
#include "CoreRP/ShaderLibrary/Packing.hlsl"
#include "CoreRP/ShaderLibrary/Sampling/SampleUVMapping.hlsl"
#include "CoreRP/ShaderLibrary/EntityLighting.hlsl"
#include "../MaterialUtilities.hlsl"
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR)
#elif (SHADERPASS == SHADERPASS_DBUFFER_MESH)
void GetSurfaceData(FragInputs input, out DecalSurfaceData surfaceData)
#endif
surfaceData.baseColor = float4(0,0,0,0);
surfaceData.baseColor = _BaseColor;
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR)
texCoordDS = texCoordDS * scale + offset;
float2 texCoords = texCoordDS * scale + offset;
#elif (SHADERPASS == SHADERPASS_DBUFFER_MESH)
float totalBlend = _DecalBlend;
float2 texCoords = input.texCoord0;
#endif
surfaceData.baseColor = SAMPLE_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, texCoordDS.xy);
surfaceData.baseColor.w *= totalBlend;
totalBlend = surfaceData.baseColor.w; // base alpha affects all other channels;
surfaceData.HTileMask |= DBUFFERHTILEBIT_DIFFUSE;
surfaceData.baseColor *= SAMPLE_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, texCoords);
#endif
surfaceData.baseColor.w *= totalBlend;
totalBlend = surfaceData.baseColor.w; // base alpha affects all other channels;
// outside _COLORMAP because we still have base color
#if _ALBEDOCONTRIBUTION
surfaceData.HTileMask |= DBUFFERHTILEBIT_DIFFUSE;
#else
surfaceData.baseColor.w = 0; // dont blend any albedo
surfaceData.normalWS.xyz = mul((float3x3)normalToWorld, UnpackNormalmapRGorAG(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, texCoordDS))) * 0.5f + 0.5f;
float3 normalTS = UnpackNormalmapRGorAG(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, texCoords));
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR)
float3 normalWS = mul((float3x3)normalToWorld, normalTS);
#elif (SHADERPASS == SHADERPASS_DBUFFER_MESH)
float3 normalWS;
GetNormalWS(input, 0, normalTS, normalWS);
#endif
surfaceData.normalWS.xyz = normalWS * 0.5f + 0.5f;
surfaceData.mask = SAMPLE_TEXTURE2D(_MaskMap, sampler_MaskMap, texCoordDS.xy);
surfaceData.mask = SAMPLE_TEXTURE2D(_MaskMap, sampler_MaskMap, texCoords);
surfaceData.mask.z = surfaceData.mask.w;
surfaceData.mask.w = totalBlend;
surfaceData.HTileMask |= DBUFFERHTILEBIT_MASK;

1
com.unity.render-pipelines.high-definition/HDRP/Material/Decal/DecalProperties.hlsl


SAMPLER(sampler_MaskMap);
float _DecalBlend;
float4 _BaseColor;
#endif

24
com.unity.render-pipelines.high-definition/HDRP/Material/Decal/DecalUtilities.hlsl


matMask |= mapMask;
}
void ApplyBlendDiffuse(inout float4 dst, inout int matMask, float2 texCoords, int mapMask, inout float blend, float lod)
void ApplyBlendDiffuse(inout float4 dst, inout int matMask, float2 texCoords, float4 src, int mapMask, inout float blend, float lod, int diffuseTextureBound)
float4 src = SAMPLE_TEXTURE2D_LOD(_DecalAtlas2D, _trilinear_clamp_sampler_DecalAtlas2D, texCoords, lod);
if(diffuseTextureBound)
{
src *= SAMPLE_TEXTURE2D_LOD(_DecalAtlas2D, _trilinear_clamp_sampler_DecalAtlas2D, texCoords, lod);
}
src.w *= blend;
blend = src.w; // diffuse texture alpha affects all other channels
dst.xyz = src.xyz * src.w + dst.xyz * (1.0f - src.w);

float lodMask = ComputeTextureLOD(sampleMaskDdx, sampleMaskDdy, _DecalAtlasResolution);
float decalBlend = decalData.normalToWorld[0][3];
float4 src = decalData.baseColor;
int diffuseTextureBound = (decalData.diffuseScaleBias.x > 0) && (decalData.diffuseScaleBias.y > 0);
ApplyBlendDiffuse(DBuffer0, mask, sampleDiffuse, src, DBUFFERHTILEBIT_DIFFUSE, decalBlend, lodDiffuse, diffuseTextureBound);
alpha = alpha < decalBlend ? decalBlend : alpha; // use decal alpha if it is higher than transparent alpha
if((decalData.diffuseScaleBias.x > 0) && (decalData.diffuseScaleBias.y > 0))
{
ApplyBlendDiffuse(DBuffer0, mask, sampleDiffuse, DBUFFERHTILEBIT_DIFFUSE, decalBlend, lodDiffuse);
alpha = alpha < decalBlend ? decalBlend : alpha; // use decal alpha if it is higher than transparent alpha
}
float albedoContribution = decalData.normalToWorld[1][3];
if (albedoContribution == 0.0f)
{
mask = 0; // diffuse will not get modified
}
if ((decalData.normalScaleBias.x > 0) && (decalData.normalScaleBias.y > 0))
{
ApplyBlendNormal(DBuffer1, mask, sampleNormal, DBUFFERHTILEBIT_NORMAL, (float3x3)decalData.normalToWorld, decalBlend, lodNormal);

12
com.unity.render-pipelines.high-definition/HDRP/Material/Decal/ShaderPass/DecalSharePass.hlsl


#error Undefine_SHADERPASS
#endif
#if (SHADERPASS == SHADERPASS_DBUFFER_MESH)
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT // Always present as we require it also in case of anisotropic lighting
#define ATTRIBUTES_NEED_TEXCOORD0
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_TANGENT_TO_WORLD
#define VARYINGS_NEED_TEXCOORD0
#endif
#include "../../ShaderPass/VaryingMesh.hlsl"
#include "HDRP/ShaderPass/VaryingMesh.hlsl"

17
com.unity.render-pipelines.high-definition/HDRP/Material/LayeredLit/LayeredLit.shader


{
Properties
{
// Versioning of material to help for upgrading
[HideInInspector] _HdrpVersion("_HdrpVersion", Float) = 1
// Following set of parameters represent the parameters node inside the MaterialGraph.
// They are use to fill a SurfaceData. With a MaterialGraph this should not exist.

HLSLPROGRAM
// Note: Require _ObjectId and _PassValue variables
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#define SCENESELECTIONPASS // This will drive the output of the scene selection shader
#include "../../ShaderVariables.hlsl"

ZWrite On
ColorMask 0
HLSLPROGRAM
HLSLPROGRAM
// In deferred, depth only pass don't output anything.
// In forward it output the normal buffer
#pragma multi_compile _ WRITE_NORMAL_BUFFER
#ifdef WRITE_NORMAL_BUFFER // If enabled we need all regular interpolator
#include "../Lit/ShaderPass/LitSharePass.hlsl"
#else
#endif
#include "LayeredLitData.hlsl"
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"

2
com.unity.render-pipelines.high-definition/HDRP/Material/LayeredLit/LayeredLitData.hlsl


// Normalize
maxHeight = GetMaxHeight(maskedHeights);
maskedHeights = maskedHeights / maxHeight.xxxx;
maskedHeights = maskedHeights / max(maxHeight.xxxx, 1e-6);
return maskedHeights.yzwx;
}

17
com.unity.render-pipelines.high-definition/HDRP/Material/LayeredLit/LayeredLitTessellation.shader


{
Properties
{
// Versioning of material to help for upgrading
[HideInInspector] _HdrpVersion("_HdrpVersion", Float) = 1
// Following set of parameters represent the parameters node inside the MaterialGraph.
// They are use to fill a SurfaceData. With a MaterialGraph this should not exist.

HLSLPROGRAM
// Note: Require _ObjectId and _PassValue variables
#pragma hull Hull
#pragma domain Domain

ZWrite On
ColorMask 0
// In deferred, depth only pass don't output anything.
// In forward it output the normal buffer
#pragma multi_compile _ WRITE_NORMAL_BUFFER
#ifdef WRITE_NORMAL_BUFFER // If enabled we need all regular interpolator
#include "../Lit/ShaderPass/LitSharePass.hlsl"
#else
#endif
#include "LayeredLitData.hlsl"
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"

133
com.unity.render-pipelines.high-definition/HDRP/Material/Lit/Lit.hlsl


// SurfaceData is define in Lit.cs which generate Lit.cs.hlsl
#include "Lit.cs.hlsl"
#include "../SubsurfaceScattering/SubsurfaceScattering.hlsl"
#include "../NormalBuffer.hlsl"
#include "CoreRP/ShaderLibrary/VolumeRendering.hlsl"
//-----------------------------------------------------------------------------

#define CLEAR_COAT_IOR 1.5
#define CLEAR_COAT_IETA (1.0 / CLEAR_COAT_IOR) // IETA is the inverse eta which is the ratio of IOR of two interface
#define CLEAR_COAT_F0 0.04 // IORToFresnel0(CLEAR_COAT_IOR)
#define CLEAR_COAT_ROUGHNESS 0.001
#define CLEAR_COAT_ROUGHNESS 0.03
#define CLEAR_COAT_PERCEPTUAL_SMOOTHNESS RoughnessToPerceptualSmoothness(CLEAR_COAT_ROUGHNESS)
#define CLEAR_COAT_PERCEPTUAL_ROUGHNESS RoughnessToPerceptualRoughness(CLEAR_COAT_ROUGHNESS)
//-----------------------------------------------------------------------------

// #define LIT_DISPLAY_REFERENCE_AREA
// #define LIT_DISPLAY_REFERENCE_IBL
#endif
// In forward we can chose between reading the normal from the normalBufferTexture or computing it again
// This is tradeoff between performance and quality. As we store the normal conpressed, recomputing again is higher quality.
// Uncomment this to get speed (to measure), let it comment to get quality
// #define FORWARD_MATERIAL_READ_FROM_WRITTEN_NORMAL_BUFFER
//-----------------------------------------------------------------------------
// Ligth and material classification for the deferred rendering path

return sssData;
}
NormalData ConvertSurfaceDataToNormalData(SurfaceData surfaceData)
{
NormalData normalData;
// Note: We can't handle clear coat material here, we have only one slot to store smoothness
// and the buffer is the GBuffer1.
normalData.normalWS = surfaceData.normalWS;
normalData.perceptualRoughness = PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness);
return normalData;
}
void UpdateSurfaceDataFromNormalData(uint2 positionSS, inout BSDFData bsdfData)
{
NormalData normalData;
DecodeFromNormalBuffer(positionSS, normalData);
bsdfData.normalWS = normalData.normalWS;
bsdfData.perceptualRoughness = normalData.perceptualRoughness;
}
BSDFData ConvertSurfaceDataToBSDFData(SurfaceData surfaceData)
BSDFData ConvertSurfaceDataToBSDFData(uint2 positionSS, SurfaceData surfaceData)
{
BSDFData bsdfData;
ZERO_INITIALIZE(BSDFData, bsdfData);

bsdfData.normalWS = surfaceData.normalWS;
bsdfData.perceptualRoughness = PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness);
// Check if we read value of normal and roughness from buffer. This is a tradeoff
#ifdef FORWARD_MATERIAL_READ_FROM_WRITTEN_NORMAL_BUFFER
#if (SHADERPASS == SHADERPASS_FORWARD) && !defined(_SURFACE_TYPE_TRANSPARENT)
UpdateSurfaceDataFromNormalData(positionSS, bsdfData);
#endif
#endif
// There is no metallic with SSS and specular color mode
float metallic = HasFeatureFlag(surfaceData.materialFeatures, MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR | MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING | MATERIALFEATUREFLAGS_LIT_TRANSMISSION) ? 0.0 : surfaceData.metallic;

// Warning: the contents are later overwritten for Standard and SSS!
outGBuffer0 = float4(surfaceData.baseColor, surfaceData.specularOcclusion);
// The sign of the Z component of the normal MUST round-trip through the G-Buffer, otherwise
// the reconstruction of the tangent frame for anisotropic GGX creates a seam along the Z axis.
// The constant was eye-balled to not cause artifacts.
// TODO: find a proper solution. E.g. we could re-shuffle the faces of the octahedron
// s.t. the sign of the Z component round-trips.
const float seamThreshold = 1.0/1024.0;
surfaceData.normalWS.z = CopySign(max(seamThreshold, abs(surfaceData.normalWS.z)), surfaceData.normalWS.z);
// RT1 - 8:8:8:8
// Our tangent encoding is based on our normal.
float2 octNormalWS = PackNormalOctQuadEncode(surfaceData.normalWS);
float3 packNormalWS = PackFloat2To888(saturate(octNormalWS * 0.5 + 0.5));
// We store perceptualRoughness instead of roughness because it is perceptually linear.
outGBuffer1 = float4(packNormalWS, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
// This encode normalWS and PerceptualSmoothness into GBuffer1
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), positionSS, outGBuffer1);
// RT2 - 8:8:8:8
uint materialFeatureId;

// Decompress feature-agnostic data from the G-Buffer.
float3 baseColor = inGBuffer0.rgb;
float3 packNormalWS = inGBuffer1.rgb;
float2 octNormalWS = Unpack888ToFloat2(packNormalWS);
bsdfData.normalWS = UnpackNormalOctQuadEncode(octNormalWS * 2.0 - 1.0);
bsdfData.perceptualRoughness = inGBuffer1.a;
NormalData normalData;
DecodeFromNormalBuffer(inGBuffer1, positionSS, normalData);
bsdfData.normalWS = normalData.normalWS;
bsdfData.perceptualRoughness = normalData.perceptualRoughness;
bakeDiffuseLighting = inGBuffer3.rgb;

preLightData.transparentTransmittance = exp(-bsdfData.absorptionCoefficient * refraction.dist);
// Empirical remap to try to match a bit the refraction probe blurring for the fallback
// Use IblPerceptualRoughness so we can handle approx of clear coat.
preLightData.transparentSSMipLevel = pow(preLightData.iblPerceptualRoughness, 1.3) * uint(max(_ColorPyramidScale.z - 1, 0));
preLightData.transparentSSMipLevel = PositivePow(preLightData.iblPerceptualRoughness, 1.3) * uint(max(_ColorPyramidScale.z - 1, 0));
#endif
return preLightData;

// TODO: Fade pixels marked as foreground in stencil
float weight = weightNDC.x * weightNDC.y * hitWeight;
float hitDeviceDepth = LOAD_TEXTURE2D_LOD(_DepthPyramidTexture, hit.positionSS, 0).r;
float hitLinearDepth = LinearEyeDepth(hitDeviceDepth, _ZBufferParams);
UpdateLightingHierarchyWeights(hierarchyWeight, weight); // Shouldn't be needed, but safer in case we decide to change hierarchy priority
float hitDeviceDepth = LOAD_TEXTURE2D_LOD(_DepthPyramidTexture, hit.positionSS, 0).r;
float hitLinearDepth = LinearEyeDepth(hitDeviceDepth, _ZBufferParams);
// Reproject color pyramid
float4 hitVelocityBuffer = LOAD_TEXTURE2D_LOD(
_CameraMotionVectorsTexture,
hit.positionSS,
0.0
);
float2 samplingPositionNDC = hit.positionNDC;
#if HAS_REFRACTION
if (GPUImageBasedLightingType == GPUIMAGEBASEDLIGHTINGTYPE_REFRACTION
&& hitLinearDepth < posInput.linearDepth)
samplingPositionNDC = posInput.positionNDC;
#endif
float2 hitVelocityNDC;
DecodeVelocity(hitVelocityBuffer, hitVelocityNDC);
UpdateLightingHierarchyWeights(hierarchyWeight, weight); // Shouldn't be needed, but safer in case we decide to change hierarchy priority
float2 hitVelocityNDC = 0;
if (GPUImageBasedLightingType == GPUIMAGEBASEDLIGHTINGTYPE_REFLECTION)
{
// Reproject color pyramid
float4 hitVelocityBuffer = LOAD_TEXTURE2D_LOD(
_CameraMotionVectorsTexture,
hit.positionSS,
0.0
);
DecodeVelocity(hitVelocityBuffer, hitVelocityNDC);
}
(hit.positionNDC - hitVelocityNDC) * _ColorPyramidScale.xy + _ColorPyramidSize.zw * 0.5,
(samplingPositionNDC - hitVelocityNDC) * _ColorPyramidScale.xy + _ColorPyramidSize.zw * 0.5,
if (projectionModel == PROJECTIONMODEL_HI_Z)
if (GPUImageBasedLightingType == GPUIMAGEBASEDLIGHTINGTYPE_REFLECTION && projectionModel == PROJECTIONMODEL_HI_Z)
{
float4 currentVelocityBuffer = LOAD_TEXTURE2D_LOD(
_CameraMotionVectorsTexture,

if (_DebugLightingMode != 0)
{
bool keepSpecular = false;
// Caution: _DebugLightingMode is used in other part of the code, don't do anything outside of
// current cases
//Compress lighting values for color picker if enabled
if (_ColorPickerMode != COLORPICKERDEBUGMODE_NONE)
diffuseLighting = diffuseLighting / LUXMETER_COMPRESSION_RATIO;
specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting
specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting
specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting
else
keepSpecular = true;
else
keepSpecular = true;
case DEBUGLIGHTINGMODE_VISUALIZE_SHADOW_MASKS:
#ifdef SHADOWS_SHADOWMASK
diffuseLighting = float3(
bakeLightingData.bakeShadowMask.r / 2 + bakeLightingData.bakeShadowMask.g / 2,
bakeLightingData.bakeShadowMask.g / 2 + bakeLightingData.bakeShadowMask.b / 2,
bakeLightingData.bakeShadowMask.b / 2 + bakeLightingData.bakeShadowMask.a / 2
);
specularLighting = float3(0, 0, 0);
#endif
break ;
if (!keepSpecular)
specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting
}
else if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{

17
com.unity.render-pipelines.high-definition/HDRP/Material/Lit/Lit.shader


{
Properties
{
// Versioning of material to help for upgrading
[HideInInspector] _HdrpVersion("_HdrpVersion", Float) = 1
// Following set of parameters represent the parameters node inside the MaterialGraph.
// They are use to fill a SurfaceData. With a MaterialGraph this should not exist.

HLSLPROGRAM
// Note: Require _ObjectId and _PassValue variables
// We reuse depth prepass for the scene selection, allow to handle alpha correctly as well as tessellation and vertex animation
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#define SCENESELECTIONPASS // This will drive the output of the scene selection shader

ZWrite On
ColorMask 0
HLSLPROGRAM
HLSLPROGRAM
// In deferred, depth only pass don't output anything.
// In forward it output the normal buffer
#pragma multi_compile _ WRITE_NORMAL_BUFFER
#ifdef WRITE_NORMAL_BUFFER // If enabled we need all regular interpolator
#include "ShaderPass/LitSharePass.hlsl"
#else
#endif
#include "LitData.hlsl"
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"

2
com.unity.render-pipelines.high-definition/HDRP/Material/Lit/LitBuiltinData.hlsl


// It is safe to call this function here as surfaceData have been filled
// We want to know if we must enable transmission on GI for SSS material, if the material have no SSS, this code will be remove by the compiler.
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData);
if (HasFeatureFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_TRANSMISSION))
{
// For now simply recall the function with inverted normal, the compiler should be able to optimize the lightmap case to not resample the directional lightmap

17
com.unity.render-pipelines.high-definition/HDRP/Material/Lit/LitTessellation.shader


{
Properties
{
// Versioning of material to help for upgrading
[HideInInspector] _HdrpVersion("_HdrpVersion", Float) = 1
// Following set of parameters represent the parameters node inside the MaterialGraph.
// They are use to fill a SurfaceData. With a MaterialGraph this should not exist.

HLSLPROGRAM
// Note: Require _ObjectId and _PassValue variables
#pragma hull Hull
#pragma domain Domain

ZWrite On
ColorMask 0
// In deferred, depth only pass don't output anything.
// In forward it output the normal buffer
#pragma multi_compile _ WRITE_NORMAL_BUFFER
#ifdef WRITE_NORMAL_BUFFER // If enabled we need all regular interpolator
#include "ShaderPass/LitSharePass.hlsl"
#else
#endif
#include "LitData.hlsl"
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"

2
com.unity.render-pipelines.high-definition/HDRP/Material/Lit/ShaderPass/LitDepthPass.hlsl


#endif
// This include will define the various Attributes/Varyings structure
#include "../../ShaderPass/VaryingMesh.hlsl"
#include "HDRP/ShaderPass/VaryingMesh.hlsl"

2
com.unity.render-pipelines.high-definition/HDRP/Material/Lit/ShaderPass/LitDistortionPass.hlsl


#endif
// This include will define the various Attributes/Varyings structure
#include "../../ShaderPass/VaryingMesh.hlsl"
#include "HDRP/ShaderPass/VaryingMesh.hlsl"

2
com.unity.render-pipelines.high-definition/HDRP/Material/Lit/ShaderPass/LitSharePass.hlsl


#endif
// This include will define the various Attributes/Varyings structure
#include "../../ShaderPass/VaryingMesh.hlsl"
#include "HDRP/ShaderPass/VaryingMesh.hlsl"

2
com.unity.render-pipelines.high-definition/HDRP/Material/Lit/ShaderPass/LitVelocityPass.hlsl


#endif
// This include will define the various Attributes/Varyings structure
#include "../../ShaderPass/VaryingMesh.hlsl"
#include "HDRP/ShaderPass/VaryingMesh.hlsl"

2
com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/ShaderPass/StackLitDepthPass.hlsl


#endif //..._ALPHATEST_ON
// This include will define the various Attributes/Varyings structure
#include "../../ShaderPass/VaryingMesh.hlsl"
#include "HDRP/ShaderPass/VaryingMesh.hlsl"

2
com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/ShaderPass/StackLitDistortionPass.hlsl


#define VARYINGS_NEED_TEXCOORD0
// This include will define the various Attributes/Varyings structure
#include "../../ShaderPass/VaryingMesh.hlsl"
#include "HDRP/ShaderPass/VaryingMesh.hlsl"

2
com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/ShaderPass/StackLitSharePass.hlsl


#endif
// This include will define the various Attributes/Varyings structure
#include "../../ShaderPass/VaryingMesh.hlsl"
#include "HDRP/ShaderPass/VaryingMesh.hlsl"

54
com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLit.hlsl


// SurfaceData is defined in StackLit.cs which generates StackLit.cs.hlsl
#include "StackLit.cs.hlsl"
#include "../SubsurfaceScattering/SubsurfaceScattering.hlsl"
#include "../NormalBuffer.hlsl"
//#include "CoreRP/ShaderLibrary/VolumeRendering.hlsl"
//NEWLITTODO : wireup CBUFFERs for ambientocclusion, and other uniforms and samplers used:

//-----------------------------------------------------------------------------
// Definition
//-----------------------------------------------------------------------------
// Required for SSS
#define GBufferType0 float4
// Needed for MATERIAL_FEATURE_MASK_FLAGS.
#include "../../Lighting/LightLoop/LightLoop.cs.hlsl"

return sssData;
}
NormalData ConvertSurfaceDataToNormalData(SurfaceData surfaceData)
{
NormalData normalData;
// When using clear cloat we want to use the coat normal for the various deferred effect
// as it is the most dominant one
if (HasFeatureFlag(surfaceData.materialFeatures, MATERIALFEATUREFLAGS_STACK_LIT_COAT))
{
normalData.normalWS = surfaceData.coatNormalWS;
normalData.perceptualRoughness = surfaceData.coatPerceptualSmoothness;
}
else
{
normalData.normalWS = surfaceData.normalWS;
// Do average mix in case of dual lobe
normalData.perceptualRoughness = PerceptualSmoothnessToPerceptualRoughness(lerp(surfaceData.perceptualSmoothnessA, surfaceData.perceptualSmoothnessB, surfaceData.lobeMix));
}
return normalData;
}
BSDFData ConvertSurfaceDataToBSDFData(SurfaceData surfaceData)
BSDFData ConvertSurfaceDataToBSDFData(uint2 positionSS, SurfaceData surfaceData)
{
BSDFData bsdfData;
ZERO_INITIALIZE(BSDFData, bsdfData);

if (_DebugLightingMode != 0)
{
specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting
// Caution: _DebugLightingMode is used in other part of the code, don't do anything outside of
// current cases
specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting
specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting
//diffuseLighting = aoFactor.indirectSpecularOcclusion;
diffuseLighting = aoFactor.indirectSpecularOcclusion;
specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting
// diffuseLighting = lighting.indirect.specularTransmitted;
// diffuseLighting = lighting.indirect.specularTransmitted;
break;
case DEBUGLIGHTINGMODE_SCREEN_SPACE_TRACING_REFLECTION:
//if (_DebugLightingSubMode != DEBUGSCREENSPACETRACING_COLOR)
// diffuseLighting = lighting.indirect.specularReflected;
case DEBUGLIGHTINGMODE_VISUALIZE_SHADOW_MASKS:
#ifdef SHADOWS_SHADOWMASK
diffuseLighting = float3(
bakeLightingData.bakeShadowMask.r / 2 + bakeLightingData.bakeShadowMask.g / 2,
bakeLightingData.bakeShadowMask.g / 2 + bakeLightingData.bakeShadowMask.b / 2,
bakeLightingData.bakeShadowMask.b / 2 + bakeLightingData.bakeShadowMask.a / 2
);
specularLighting = float3(0, 0, 0);
#endif
break ;
}
}
else if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)

30
com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLit.shader


{
Properties
{
// Versioning of material to help for upgrading
[HideInInspector] _HdrpVersion("_HdrpVersion", Float) = 1
// Following set of parameters represent the parameters node inside the MaterialGraph.
// They are use to fill a SurfaceData. With a MaterialGraph this should not exist.

// This tags allow to use the shader replacement features
Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDStackLitShader" }
// Caution: The outline selection in the editor use the vertex shader/hull/domain shader of the first pass declare. So it should not be the meta pass.
Pass
{
Name "SceneSelectionPass" // Name is not used
Tags { "LightMode" = "SceneSelectionPass" }
Cull Off
HLSLPROGRAM
// Note: Require _ObjectId and _PassValue variables
// We reuse depth prepass for the scene selection, allow to handle alpha correctly as well as tessellation and vertex animation
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#define SCENESELECTIONPASS // This will drive the output of the scene selection shader
#include "../../ShaderVariables.hlsl"
#include "../../Material/Material.hlsl"
#include "ShaderPass/StackLitDepthPass.hlsl"
#include "StackLitData.hlsl"
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"
ENDHLSL
}
Pass
{

HLSLPROGRAM
#define WRITE_NORMAL_BUFFER
#include "ShaderPass/StackLitDepthPass.hlsl"
// As we enabled WRITE_NORMAL_BUFFER we need all regular interpolator
#include "ShaderPass/StackLitSharePass.hlsl"
#include "StackLitData.hlsl"
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"

2
com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLitData.hlsl


// It is safe to call this function here as surfaceData have been filled
// We want to know if we must enable transmission on GI for SSS material, if the material have no SSS, this code will be remove by the compiler.
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData);
if (HasFeatureFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_STACK_LIT_TRANSMISSION))
{
// For now simply recall the function with inverted normal, the compiler should be able to optimize the lightmap case to not resample the directional lightmap

4
com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLitProperties.hlsl


// TODO: Fix the code in legacy unity so we can customize the behavior for GI
float3 _EmissionColor;
// Following two variables are feeded by the C++ Editor for Scene selection
int _ObjectId;
int _PassValue;
CBUFFER_END

4
com.unity.render-pipelines.high-definition/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.hlsl


uint diffusionProfile;
};
#define SSSBufferType0 float4
#define SSSBufferType0 float4 // Must match GBufferType0 in deferred
// SSSBuffer texture declaration
TEXTURE2D(_SSSBufferTexture0);

}
// OUTPUT_SSSBUFFER start from SV_Target2 as SV_Target0 and SV_Target1 are used for lighting buffer
#define OUTPUT_SSSBUFFER(NAME) out GBufferType0 MERGE_NAME(NAME, 0) : SV_Target2
#define OUTPUT_SSSBUFFER(NAME) out SSSBufferType0 MERGE_NAME(NAME, 0) : SV_Target2
#define ENCODE_INTO_SSSBUFFER(SURFACE_DATA, UNPOSITIONSS, NAME) EncodeIntoSSSBuffer(ConvertSurfaceDataToSSSData(SURFACE_DATA), UNPOSITIONSS, MERGE_NAME(NAME, 0))
#define DECODE_FROM_SSSBUFFER(UNPOSITIONSS, SSS_DATA) DecodeFromSSSBuffer(UNPOSITIONSS, SSS_DATA)

2
com.unity.render-pipelines.high-definition/HDRP/Material/Unlit/ShaderPass/UnlitDepthPass.hlsl


#endif
// This include will define the various Attributes/Varyings structure
#include "../../ShaderPass/VaryingMesh.hlsl"
#include "HDRP/ShaderPass/VaryingMesh.hlsl"

2
com.unity.render-pipelines.high-definition/HDRP/Material/Unlit/ShaderPass/UnlitDistortionPass.hlsl


#define VARYINGS_NEED_TEXCOORD0
// This include will define the various Attributes/Varyings structure
#include "../../ShaderPass/VaryingMesh.hlsl"
#include "HDRP/ShaderPass/VaryingMesh.hlsl"

2
com.unity.render-pipelines.high-definition/HDRP/Material/Unlit/ShaderPass/UnlitSharePass.hlsl


#define VARYINGS_NEED_TEXCOORD0
// This include will define the various Attributes/Varyings structure
#include "../../ShaderPass/VaryingMesh.hlsl"
#include "HDRP/ShaderPass/VaryingMesh.hlsl"

2
com.unity.render-pipelines.high-definition/HDRP/Material/Unlit/Unlit.hlsl


// conversion function for forward
//-----------------------------------------------------------------------------
BSDFData ConvertSurfaceDataToBSDFData(SurfaceData data)
BSDFData ConvertSurfaceDataToBSDFData(uint2 positionSS, SurfaceData data)
{
BSDFData output;
output.color = data.color;

7
com.unity.render-pipelines.high-definition/HDRP/Material/Unlit/Unlit.shader


{
Properties
{
// Versioning of material to help for upgrading
[HideInInspector] _HdrpVersion("_HdrpVersion", Float) = 1
// Be careful, do not change the name here to _Color. It will conflict with the "fake" parameters (see end of properties) required for GI.
_UnlitColor("Color", Color) = (1,1,1,1)
_UnlitColorMap("ColorMap", 2D) = "white" {}

HLSLPROGRAM
// Note: Require _ObjectId and _PassValue variables
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#define SCENESELECTIONPASS // This will drive the output of the scene selection shader
#include "../../Material/Material.hlsl"

Cull[_CullMode]
ZWrite On
ColorMask 0 // We don't have WRITE_NORMAL_BUFFER for unlit, but as we bind a buffer we shouldn't write into it.
HLSLPROGRAM

10
com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/CameraMotionVectors.shader


#pragma target 4.5
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "../ShaderVariables.hlsl"
#include "../ShaderPass/FragInputs.hlsl"
#include "../ShaderPass/VaryingMesh.hlsl"
#include "../ShaderPass/VertMesh.hlsl"
#include "../Material/Builtin/BuiltinData.hlsl"
#include "HDRP/ShaderVariables.hlsl"
#include "HDRP/ShaderPass/FragInputs.hlsl"
#include "HDRP/ShaderPass/VaryingMesh.hlsl"
#include "HDRP/ShaderPass/VertMesh.hlsl"
#include "HDRP/Material/Builtin/BuiltinData.hlsl"
struct Attributes
{

1
com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/DefaultHDDecalMaterial.mat


- _Drag: 1
- _DstBlend: 0
- _EmissiveColorMode: 1
- _EmissiveIntensity: 0
- _EnableBlendModeAccurateLighting: 1
- _EnableBlendModePreserveSpecularLighting: 1
- _EnableFogOnTransparent: 1

1
com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/DefaultHDMaterial.mat


- _Drag: 1
- _DstBlend: 0
- _EmissiveColorMode: 1
- _EmissiveIntensity: 0
- _EnableBlendModeAccurateLighting: 1
- _EnableBlendModePreserveSpecularLighting: 1
- _EnableFogOnTransparent: 1

1
com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/DefaultHDMirrorMaterial.mat


- _Drag: 1
- _DstBlend: 0
- _EmissiveColorMode: 1
- _EmissiveIntensity: 0
- _EnableBlendModeAccurateLighting: 1
- _EnableBlendModePreserveSpecularLighting: 1
- _EnableFogOnTransparent: 1

2
com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/DepthPyramid.compute


float2 offset = float2(srcPixelUL) + 0.5;
#if defined(PLATFORM_SUPPORT_GATHER)
float4 depths = GATHER_RED_TEXTURE2D(_Source, sampler_PointClamp, offset * _SrcSize.zw, 0.0).wzxy;
float4 depths = GATHER_RED_TEXTURE2D(_Source, sampler_PointClamp, offset * _SrcSize.zw).wzxy;
#else
float p00 = SAMPLE_TEXTURE2D_LOD(_Source, sampler_PointClamp, (offset) * _SrcSize.zw, 0.0).x;
float p10 = SAMPLE_TEXTURE2D_LOD(_Source, sampler_PointClamp, (offset + float2(1.0, 0.0)) * _SrcSize.zw, 0.0).x;

3
com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPass.cs


SubsurfaceScattering,
VolumeVoxelization,
VolumetricLighting,
DBuffer
DbufferProjector,
DbufferMesh
}
}

3
com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPass.cs.hlsl


#define SHADERPASS_SUBSURFACE_SCATTERING (9)
#define SHADERPASS_VOLUME_VOXELIZATION (10)
#define SHADERPASS_VOLUMETRIC_LIGHTING (11)
#define SHADERPASS_DBUFFER (12)
#define SHADERPASS_DBUFFER_PROJECTOR (12)
#define SHADERPASS_DBUFFER_MESH (13)
#endif

30
com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassDBuffer.hlsl


#if SHADERPASS != SHADERPASS_DBUFFER
#if (SHADERPASS != SHADERPASS_DBUFFER_PROJECTOR) && (SHADERPASS != SHADERPASS_DBUFFER_MESH)
#error SHADERPASS_is_not_correctly_define
#endif

)
{
FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
float depth = LOAD_TEXTURE2D(_CameraDepthTexture, input.positionSS.xy).x;
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
DecalSurfaceData surfaceData;
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR)
float depth = LOAD_TEXTURE2D(_CameraDepthTexture, input.positionSS.xy).x;
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
// Transform from world space to decal space (DS) to clip the decal.
// For this we must use absolute position.
// There is no lose of precision here as it doesn't involve the camera matrix

clip(positionDS); // clip negative value
clip(1.0 - positionDS); // Clip value above one
DecalSurfaceData surfaceData;
// have to do explicit test since compiler behavior is not defined for RW resources and discard instructions
if ((all(positionDS.xyz > 0.0f) && all(1.0f - positionDS.xyz > 0.0f)))
{
// have to do explicit test since compiler behavior is not defined for RW resources and discard instructions
if((all(positionDS.xyz > 0.0f) && all(1.0f - positionDS.xyz > 0.0f)))
{
uint oldVal = UnpackByte(_DecalHTile[posInput.positionSS.xy / 8]);
#elif (SHADERPASS == SHADERPASS_DBUFFER_MESH)
GetSurfaceData(input, surfaceData);
#endif
uint oldVal = UnpackByte(_DecalHTile[input.positionSS.xy / 8]);
_DecalHTile[posInput.positionSS.xy / 8] = PackByte(oldVal);
_DecalHTile[input.positionSS.xy / 8] = PackByte(oldVal);
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR)
#endif
ENCODE_INTO_DBUFFER(surfaceData, outDBuffer);
}

15
com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassDepthOnly.hlsl


#endif // TESSELLATION_ON
void Frag( PackedVaryingsToPS packedInput,
#ifdef WRITE_NORMAL_BUFFER
OUTPUT_NORMALBUFFER(outNormalBuffer)
#else
#endif
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : SV_Depth
#endif

BuiltinData builtinData;
GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData);
// TODO: handle cubemap shadow
outColor = float4(0.0, 0.0, 0.0, 0.0);
#ifdef WRITE_NORMAL_BUFFER
ENCODE_INTO_NORMALBUFFER(surfaceData, posInput.positionSS, outNormalBuffer);
#elif defined(SCENESELECTIONPASS)
#ifdef SCENESELECTIONPASS
outColor = float4(_ObjectId, _PassValue, 1, 1);
outColor = float4(_ObjectId, _PassValue, 1.0, 1.0);
#else
outColor = float4(0.0, 0.0, 0.0, 0.0);
#endif
}

2
com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassForward.hlsl


ApplyDebugToSurfaceData(input.worldToTangent, surfaceData);
#endif
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData);
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);

2
com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassForwardUnlit.hlsl


GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData);
// Not lit here (but emissive is allowed)
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData);
// TODO: we must not access bsdfData here, it break the genericity of the code!
float4 outColor = ApplyBlendMode(bsdfData.color + builtinData.emissiveColor, builtinData.opacity);

2
com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassGBuffer.hlsl


ApplyDebugToSurfaceData(input.worldToTangent, surfaceData);
#endif
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData);
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);

2
com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassLightTransport.hlsl


// no debug apply during light transport pass
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData);
LightTransportData lightTransportData = GetLightTransportData(surfaceData, builtinData, bsdfData);
// This shader is call two times. Once for getting emissiveColor, the other time to get diffuseColor

165
com.unity.render-pipelines.lightweight/CHANGELOG.md


# Changelog
All notable changes to this package will be documented in this file.
The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).
## [Unreleased]
### Fixed
- Occlusion strength not being applied on LW standard shaders
- CopyDepth pass is being called even when a depth from prepass is available
- GLES2 shader compiler error in IntegrationTests
- Can't set RenderScale and ShadowDistance by script
## [2.0.1-preview]
### Fixed
- VR Single Pass Instancing shadows
## [2.0.0-preview]
### Added
- Explicit render target load/store actions were added to improve tile utilization
- Camera opaque color can be requested on the pipeline asset. It can be accessed in the shader by defining a _CameraOpaqueTexture. This can be used as an alternative to GrabPass.
- Dynamic Batching can be enabled in the pipeline asset
- Pipeline now strips unused or invalid variants and passes based on selected pipeline capabilities in the asset. This reduces build and memory consuption on target.
- Shader stripping settings were added to pipeline asset
### Changed
#### Pipeline
- Pipeline code is now more modular and extensible. A ForwardRenderer class is initialized by the pipeline with RenderingData and it's responsible for enqueueing and executing passes. In the future pluggable renderers will be supported.
- On mobile 1 directional light + up to 4 local lights (point or spot) are computed
- On other platforms 1 directional light + up to 8 local lights are computed
- Multiple shadow casting lights are supported. Currently only 1 directional + 4 spots light shadows.
#### Shading Framework
- Directional Lights are always considered a main light in shader. They have a fast shading path with no branching and no indexing.
- GetMainLight() is provided in shader to initialize Light struct with main light shading data.
- Directional lights have a dedicated shadowmap for performance reasons. Shadow coord always comes from interpolator.
- MainLigthRealtimeShadowAttenuation(float4 shadowCoord) is provided to compute main light realtime shadows.
- Spot and Point lights are always shaded in the light loop. Branching on uniform and indexing happens when shading them.
- GetLight(half index, float3 positionWS) is provided in shader to initialize Light struct for spot and point lights.
- Spot light shadows are baked into a single shadow atlas.
- Shadow coord for spot lights is always computed on fragment.
- Use LocalLightShadowAttenuation(int lightIndex, float3 positionWS) to comppute realtime shadows for spot lights.
### Fixed
- Issue that was causing VR on Android to render black
- Camera viewport issues
- UWP build issues
- Prevent nested camera rendering in the pipeline
### Improvements
### Added
### Bugfixes
- Fixed SRP Shader library issue that was causing all constants to be highp in mobile
- Fixed shader error that prevented LWRP to build to UWP
- Fixed shader compilation errors in Linux due to case sensitive includes
- Fixed Rendering Texture flipping issue
- Fixed Standard Particles shader cutout and blending modes
- Fixed crash caused by using projectors
- Fixed issue that was causing Shadow Strength to not be computed on mobile
- Fixed Material Upgrader issue that caused editor to SoftLocks
- Fixed GI in Unlit shader
- Fixed null reference in the Unlit material shader GUI
### Fixed
- SRP Shader library issue that was causing all constants to be highp in mobile
- shader error that prevented LWRP to build to UWP
- shader compilation errors in Linux due to case sensitive includes
- Rendering Texture flipping issue
- Standard Particles shader cutout and blending modes
- crash caused by using projectors
- issue that was causing Shadow Strength to not be computed on mobile
- Material Upgrader issue that caused editor to SoftLocks
- GI in Unlit shader
- Null reference in the Unlit material shader GUI
### Improvements
### Changed
### Bugfixes
- Fixed shadows on GLES 2.0
- Fixed CPU performance regression in shadow rendering
- Fixed alpha clip shadow issues
- Fixed unmatched command buffer error message
- Fixed null reference exception caused by missing resource in LWRP
- Fixed issue that was causing Camera clear flags was being ignored in mobile
### Fixed
- Shadows on GLES 2.0
- CPU performance regression in shadow rendering
- Alpha clip shadow issues
- Unmatched command buffer error message
- Null reference exception caused by missing resource in LWRP
- Issue that was causing Camera clear flags was being ignored in mobile
### Improvements
### Added
- Shadowmap uses 16bit format instead of 32bit.
### Changed
- Shadowmap uses 16bit format instead of 32bit.
### Bugfixes
- Fixed Subtractive Mode
### Fixed
- Subtractive Mode
### Improvements
- Refactored lightweight standard shaders and shader library to improve ease of use.
### Added
- HDR RT now uses what format is configured in Tier settings.
- Optimized tile LOAD op on mobile.
### Changed
- HDR RT now uses what format is configured in Tier settings.
- Refactored lightweight standard shaders and shader library to improve ease of use.
- Optimized tile LOAD op on mobile.
### Bugfixes
- Fixed realtime shadows on OpenGL
- Fixed shader compiler errors in GLES 2.0
- Fixed issue sorting issues when BeforeTransparent custom fx was enabled.
- Fixed VR single pass rendering.
- Fixed viewport rendering issues when rendering to backbuffer.
- Fixed viewport rendering issues when rendering to with MSAA turned off.
- Fixed multi-camera rendering.
### Fixed
- Realtime shadows on OpenGL
- Shader compiler errors in GLES 2.0
- Issue sorting issues when BeforeTransparent custom fx was enabled.
- VR single pass rendering.
- Viewport rendering issues when rendering to backbuffer.
- Viewport rendering issues when rendering to with MSAA turned off.
- Multi-camera rendering.
### Improvements
- Shaders ported to the new SRP shader library.
- Constant Buffer Refactor to use new Batcher
### Added
- UI Improvements (Rendering features not supported by LW are hidden)
### Changed
- Shaders were ported to the new SRP shader library.
- Constant Buffer refactor to use new Batcher
- UI Improvements (Rendering features not supported by LW are hidden)
### Bugfixes
### Fixed
### Improvements
- Realtime shadow filtering was improved.
### Added
### Bugfixes
### Changed
- Realtime shadow filtering was improved.
### Fixed

2
com.unity.render-pipelines.lightweight/LWRP/Data/LightweightPipelineAsset.cs


public float renderScale
{
get { return m_RenderScale; }
set { m_RenderScale = value; }
}
public bool supportsDynamicBatching

public float shadowDistance
{
get { return m_ShadowDistance; }
set { m_ShadowDistance = value; }
}
public int cascadeCount

58
com.unity.render-pipelines.lightweight/LWRP/Editor/LightweightLightEditor.cs


[CustomEditorForRenderPipeline(typeof(Light), typeof(LightweightPipelineAsset))]
class LightweightLightEditor : LightEditor
{
AnimBool m_AnimShowSpotOptions = new AnimBool();
AnimBool m_AnimShowPointOptions = new AnimBool();
AnimBool m_AnimShowDirOptions = new AnimBool();
AnimBool m_AnimShowAreaOptions = new AnimBool();
AnimBool m_AnimShowRuntimeOptions = new AnimBool();
AnimBool m_AnimShowShadowOptions = new AnimBool();
AnimBool m_AnimBakedShadowAngleOptions = new AnimBool();
AnimBool m_AnimBakedShadowRadiusOptions = new AnimBool();
AnimBool m_AnimShowLightBounceIntensity = new AnimBool();
AnimBool m_AnimSpotOptions = new AnimBool();
AnimBool m_AnimPointOptions = new AnimBool();
AnimBool m_AnimDirOptions = new AnimBool();
AnimBool m_AnimAreaOptions = new AnimBool();
AnimBool m_AnimRuntimeOptions = new AnimBool();
AnimBool m_AnimShadowOptions = new AnimBool();
AnimBool m_AnimShadowAngleOptions = new AnimBool();
AnimBool m_AnimShadowRadiusOptions = new AnimBool();
AnimBool m_AnimLightBounceIntensity = new AnimBool();
class Styles
{

// When we are switching between two light types that don't show the range (directional and area lights)
// we want the fade group to stay hidden.
using (var group = new EditorGUILayout.FadeGroupScope(1.0f - m_AnimShowDirOptions.faded))
using (var group = new EditorGUILayout.FadeGroupScope(1.0f - m_AnimDirOptions.faded))
settings.DrawRange(m_AnimShowAreaOptions.target);
settings.DrawRange(m_AnimAreaOptions.target);
using (var group = new EditorGUILayout.FadeGroupScope(m_AnimShowSpotOptions.faded))
using (var group = new EditorGUILayout.FadeGroupScope(m_AnimSpotOptions.faded))
using (var group = new EditorGUILayout.FadeGroupScope(m_AnimShowAreaOptions.faded))
using (var group = new EditorGUILayout.FadeGroupScope(m_AnimAreaOptions.faded))
if (group.visible)
settings.DrawArea();

using (var group = new EditorGUILayout.FadeGroupScope(1.0f - m_AnimShowAreaOptions.faded))
using (var group = new EditorGUILayout.FadeGroupScope(1.0f - m_AnimAreaOptions.faded))
using (var group = new EditorGUILayout.FadeGroupScope(m_AnimShowLightBounceIntensity.faded))
using (var group = new EditorGUILayout.FadeGroupScope(m_AnimLightBounceIntensity.faded))
if (group.visible)
settings.DrawBounceIntensity();

void UpdateShowOptions(bool initialize)
{
SetOptions(m_AnimShowSpotOptions, initialize, spotOptionsValue);
SetOptions(m_AnimShowPointOptions, initialize, pointOptionsValue);
SetOptions(m_AnimShowDirOptions, initialize, dirOptionsValue);
SetOptions(m_AnimShowAreaOptions, initialize, areaOptionsValue);
SetOptions(m_AnimShowShadowOptions, initialize, shadowOptionsValue);
SetOptions(m_AnimShowRuntimeOptions, initialize, runtimeOptionsValue);
SetOptions(m_AnimBakedShadowAngleOptions, initialize, bakedShadowAngle);
SetOptions(m_AnimBakedShadowRadiusOptions, initialize, bakedShadowRadius);
SetOptions(m_AnimShowLightBounceIntensity, initialize, showLightBounceIntensity);
SetOptions(m_AnimSpotOptions, initialize, spotOptionsValue);
SetOptions(m_AnimPointOptions, initialize, pointOptionsValue);
SetOptions(m_AnimDirOptions, initialize, dirOptionsValue);
SetOptions(m_AnimAreaOptions, initialize, areaOptionsValue);
SetOptions(m_AnimShadowOptions, initialize, shadowOptionsValue);
SetOptions(m_AnimRuntimeOptions, initialize, runtimeOptionsValue);
SetOptions(m_AnimShadowAngleOptions, initialize, bakedShadowAngle);
SetOptions(m_AnimShadowRadiusOptions, initialize, bakedShadowRadius);
SetOptions(m_AnimLightBounceIntensity, initialize, showLightBounceIntensity);
}
void DrawSpotAngle()

void ShadowsGUI()
{
// Shadows drop-down. Area lights can only be baked and always have shadows.
float show = 1.0f - m_AnimShowAreaOptions.faded;
float show = 1.0f - m_AnimAreaOptions.faded;
show *= m_AnimShowShadowOptions.faded;
show *= m_AnimShadowOptions.faded;
using (var group = new EditorGUILayout.FadeGroupScope(show * m_AnimBakedShadowRadiusOptions.faded))
using (var group = new EditorGUILayout.FadeGroupScope(show * m_AnimShadowRadiusOptions.faded))
using (var group = new EditorGUILayout.FadeGroupScope(show * m_AnimBakedShadowAngleOptions.faded))
using (var group = new EditorGUILayout.FadeGroupScope(show * m_AnimShadowAngleOptions.faded))
using (var group = new EditorGUILayout.FadeGroupScope(show * m_AnimShowRuntimeOptions.faded))
using (var group = new EditorGUILayout.FadeGroupScope(show * m_AnimRuntimeOptions.faded))
if (group.visible)
settings.DrawRuntimeShadow();
EditorGUI.indentLevel -= 1;

12
com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGraph/LightWeightPBRSubShader.cs


if (surfaceRequirements.requiresScreenPosition)
surfaceDescriptionInputStruct.AppendLine("float4 {0};", ShaderGeneratorNames.ScreenPosition);
if (surfaceRequirements.requiresFaceSign)
surfaceDescriptionInputStruct.AppendLine("float {0};", ShaderGeneratorNames.FaceSign);
foreach (var channel in surfaceRequirements.requiresMeshUVs.Distinct())
surfaceDescriptionInputStruct.AppendLine("half4 {0};", channel.GetUVName());
}

pixelShaderSurfaceRemap.AppendLine("{0} = surf.{0};", slot.shaderOutputName);
}
// -------------------------------------
// Extra pixel shader work
var faceSign = new ShaderStringBuilder();
if (pixelRequirements.requiresFaceSign)
faceSign.AppendLine(", half FaceSign : VFACE");
// ----------------------------------------------------- //
// FINALIZE //
// ----------------------------------------------------- //

resultPass = resultPass.Replace("${VertexShaderDescriptionInputs}", vertexShaderDescriptionInputs.ToString());
resultPass = resultPass.Replace("${VertexShaderOutputs}", vertexShaderOutputs.ToString());
resultPass = resultPass.Replace("${FaceSign}", faceSign.ToString());
resultPass = resultPass.Replace("${PixelShader}", pixelShader.ToString());
resultPass = resultPass.Replace("${PixelShaderSurfaceInputs}", pixelShaderSurfaceInputs.ToString());
resultPass = resultPass.Replace("${PixelShaderSurfaceRemap}", pixelShaderSurfaceRemap.ToString());

12
com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGraph/LightWeightUnlitSubShader.cs


if (surfaceRequirements.requiresScreenPosition)
surfaceDescriptionInputStruct.AppendLine("float4 {0};", ShaderGeneratorNames.ScreenPosition);
if (surfaceRequirements.requiresFaceSign)
surfaceDescriptionInputStruct.AppendLine("float {0};", ShaderGeneratorNames.FaceSign);
foreach (var channel in surfaceRequirements.requiresMeshUVs.Distinct())
surfaceDescriptionInputStruct.AppendLine("half4 {0};", channel.GetUVName());
}

pixelShaderSurfaceRemap.AppendLine("{0} = surf.{0};", slot.shaderOutputName);
}
// -------------------------------------
// Extra pixel shader work
var faceSign = new ShaderStringBuilder();
if (pixelRequirements.requiresFaceSign)
faceSign.AppendLine(", half FaceSign : VFACE");
// ----------------------------------------------------- //
// FINALIZE //
// ----------------------------------------------------- //

resultPass = resultPass.Replace("${VertexShaderDescriptionInputs}", vertexShaderDescriptionInputs.ToString());
resultPass = resultPass.Replace("${VertexShaderOutputs}", vertexShaderOutputs.ToString());
resultPass = resultPass.Replace("${FaceSign}", faceSign.ToString());
resultPass = resultPass.Replace("${PixelShader}", pixelShader.ToString());
resultPass = resultPass.Replace("${PixelShaderSurfaceInputs}", pixelShaderSurfaceInputs.ToString());
resultPass = resultPass.Replace("${PixelShaderSurfaceRemap}", pixelShaderSurfaceRemap.ToString());

14
com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGraph/lightweightPBRExtraPasses.template


{
float2 uv : TEXCOORD0;
float4 clipPos : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
// x: global clip space bias, y: normal world space bias

{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
// Vertex transformations performed by graph
${VertexShader}

return o;
}
half4 ShadowPassFragment() : SV_TARGET
half4 ShadowPassFragment(VertexOutput IN) : SV_TARGET
UNITY_SETUP_INSTANCE_ID(IN);
return 0;
}

{
float2 uv : TEXCOORD0;
float4 clipPos : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
VertexOutput vert(GraphVertexInput v)

UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
// Vertex transformations performed by graph
${VertexShader}

return o;
}
half4 frag() : SV_TARGET
half4 frag(VertexOutput IN) : SV_TARGET
UNITY_SETUP_INSTANCE_ID(IN);
return 0;
}
ENDHLSL

13
com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGraph/lightweightPBRForwardPass.template


// Interpolators defined by graph
${VertexOutputStruct}
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
GraphVertexOutput o = (GraphVertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
// Vertex transformations performed by graph
${VertexShader}
VertexDescriptionInputs vdi = (VertexDescriptionInputs)0;

VertexDescription vd = PopulateVertexData(vdi);
v.vertex.xyz = vd.Position;
GraphVertexOutput o = (GraphVertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
// Vertex shader outputs defined by graph
${VertexShaderOutputs}

return o;
}
half4 frag (GraphVertexOutput IN) : SV_Target
half4 frag (GraphVertexOutput IN ${FaceSign}) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);

14
com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGraph/lightweightUnlitExtraPasses.template


{
float2 uv : TEXCOORD0;
float4 clipPos : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
// x: global clip space bias, y: normal world space bias

{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
// Vertex transformations performed by graph
${VertexShader}

return o;
}
half4 ShadowPassFragment() : SV_TARGET
half4 ShadowPassFragment(VertexOutput IN) : SV_TARGET
UNITY_SETUP_INSTANCE_ID(IN);
return 0;
}

{
float2 uv : TEXCOORD0;
float4 clipPos : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
VertexOutput vert(GraphVertexInput v)

UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
// Vertex transformations performed by graph
${VertexShader}

return o;
}
half4 frag() : SV_TARGET
half4 frag(VertexOutput IN) : SV_TARGET
UNITY_SETUP_INSTANCE_ID(IN);
return 0;
}
ENDHLSL

13
com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGraph/lightweightUnlitPass.template


// Interpolators defined by graph
${VertexOutputStruct}
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
GraphVertexOutput o = (GraphVertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
// Vertex transformations performed by graph
${VertexShader}
VertexDescriptionInputs vdi = (VertexDescriptionInputs)0;

VertexDescription vd = PopulateVertexData(vdi);
v.vertex.xyz = vd.Position;
GraphVertexOutput o = (GraphVertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.position = TransformObjectToHClip(v.vertex.xyz);
// Vertex shader outputs defined by graph

half4 frag (GraphVertexOutput IN) : SV_Target
half4 frag (GraphVertexOutput IN ${FaceSign}) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);

38
com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderPreprocessor.cs


namespace UnityEditor.Experimental.Rendering.LightweightPipeline
{
public static class LightweightKeyword
{
public static readonly ShaderKeyword AdditionalLights = new ShaderKeyword(LightweightKeywordStrings.AdditionalLights);
public static readonly ShaderKeyword VertexLights = new ShaderKeyword(LightweightKeywordStrings.VertexLights);
public static readonly ShaderKeyword MixedLightingSubtractive = new ShaderKeyword(LightweightKeywordStrings.MixedLightingSubtractive);
public static readonly ShaderKeyword MainLightCookie = new ShaderKeyword(LightweightKeywordStrings.MainLightCookie);
public static readonly ShaderKeyword DirectionalShadows = new ShaderKeyword(LightweightKeywordStrings.DirectionalShadows);
public static readonly ShaderKeyword LocalShadows = new ShaderKeyword(LightweightKeywordStrings.LocalShadows);
public static readonly ShaderKeyword SoftShadows = new ShaderKeyword(LightweightKeywordStrings.SoftShadows);
public static readonly ShaderKeyword Lightmap = new ShaderKeyword("LIGHTMAP_ON");
public static readonly ShaderKeyword DirectionalLightmap = new ShaderKeyword("DIRLIGHTMAP_COMBINED");
}
public class ShaderPreprocessor : IPreprocessShaders
{
#if LOG_VARIANTS

bool StripUnusedVariant(PipelineCapabilities capabilities, ShaderCompilerData compilerData)
{
if (compilerData.shaderKeywordSet.IsEnabled(LightweightKeywords.AdditionalLights) &&
if (compilerData.shaderKeywordSet.IsEnabled(LightweightKeyword.AdditionalLights) &&
if (compilerData.shaderKeywordSet.IsEnabled(LightweightKeywords.VertexLights) &&
if (compilerData.shaderKeywordSet.IsEnabled(LightweightKeyword.VertexLights) &&
if (compilerData.shaderKeywordSet.IsEnabled(LightweightKeywords.DirectionalShadows) &&
if (compilerData.shaderKeywordSet.IsEnabled(LightweightKeyword.DirectionalShadows) &&
if (compilerData.shaderKeywordSet.IsEnabled(LightweightKeywords.LocalShadows) &&
if (compilerData.shaderKeywordSet.IsEnabled(LightweightKeyword.LocalShadows) &&
if (compilerData.shaderKeywordSet.IsEnabled(LightweightKeywords.SoftShadows) &&
if (compilerData.shaderKeywordSet.IsEnabled(LightweightKeyword.SoftShadows) &&
!CoreUtils.HasFlag(capabilities, PipelineCapabilities.SoftShadows))
return true;

bool StripInvalidVariants(ShaderCompilerData compilerData)
{
bool isShadowVariant = compilerData.shaderKeywordSet.IsEnabled(LightweightKeywords.DirectionalShadows) ||
compilerData.shaderKeywordSet.IsEnabled(LightweightKeywords.LocalShadows);
bool isShadowVariant = compilerData.shaderKeywordSet.IsEnabled(LightweightKeyword.DirectionalShadows) ||
compilerData.shaderKeywordSet.IsEnabled(LightweightKeyword.LocalShadows);
if (compilerData.shaderKeywordSet.IsEnabled(LightweightKeywords.SoftShadows) && !isShadowVariant)
if (compilerData.shaderKeywordSet.IsEnabled(LightweightKeyword.SoftShadows) && !isShadowVariant)
if (compilerData.shaderKeywordSet.IsEnabled(LightweightKeywords.VertexLights) &&
!compilerData.shaderKeywordSet.IsEnabled(LightweightKeywords.AdditionalLights))
if (compilerData.shaderKeywordSet.IsEnabled(LightweightKeyword.VertexLights) &&
!compilerData.shaderKeywordSet.IsEnabled(LightweightKeyword.AdditionalLights))
if (compilerData.shaderKeywordSet.IsEnabled(LightweightKeywords.DirectionalLightmap) &&
!compilerData.shaderKeywordSet.IsEnabled(LightweightKeywords.Lightmap))
if (compilerData.shaderKeywordSet.IsEnabled(LightweightKeyword.DirectionalLightmap) &&
!compilerData.shaderKeywordSet.IsEnabled(LightweightKeyword.Lightmap))
return true;
return false;

30
com.unity.render-pipelines.lightweight/LWRP/LightweightForwardRenderer.cs


SetupPerObjectLightIndices(ref cullResults, ref renderingData.lightData);
RenderTextureDescriptor baseDescriptor = CreateRTDesc(ref renderingData.cameraData);
RenderTextureDescriptor shadowDescriptor = baseDescriptor;
shadowDescriptor.dimension = TextureDimension.Tex2D;
bool requiresCameraDepth = renderingData.cameraData.requiresDepthTexture;
bool requiresDepthPrepass = renderingData.shadowData.requiresScreenSpaceShadowResolve ||

if (renderingData.shadowData.renderDirectionalShadows)
{
EnqueuePass(cmd, RenderPassHandles.DirectionalShadows, baseDescriptor);
EnqueuePass(cmd, RenderPassHandles.DirectionalShadows, shadowDescriptor);
EnqueuePass(cmd, RenderPassHandles.LocalShadows, baseDescriptor);
EnqueuePass(cmd, RenderPassHandles.LocalShadows, shadowDescriptor);
bool requiresColorAttachment = RequiresColorAttachment(ref renderingData.cameraData, baseDescriptor) || requiresDepthAttachment;
bool requiresColorAttachment = RequiresIntermediateColorTexture(ref renderingData.cameraData, baseDescriptor, requiresDepthAttachment);
int depthHandle = (requiresColorAttachment) ? RenderTargetHandles.DepthAttachment : -1;
int depthHandle = (requiresDepthAttachment) ? RenderTargetHandles.DepthAttachment : -1;
EnqueuePass(cmd, RenderPassHandles.ForwardLit, baseDescriptor, colorHandles, depthHandle, renderingData.cameraData.msaaSamples);
context.ExecuteCommandBuffer(cmd);

// Note: Scene view camera always perform depth prepass
CommandBuffer cmd = CommandBufferPool.Get("Copy Depth to Camera");
CoreUtils.SetRenderTarget(cmd, BuiltinRenderTextureType.CameraTarget);
cmd.EnableShaderKeyword(LightweightKeywords.DepthNoMsaa);
cmd.DisableShaderKeyword(LightweightKeywords.DepthMsaa2);
cmd.DisableShaderKeyword(LightweightKeywords.DepthMsaa4);
cmd.EnableShaderKeyword(LightweightKeywordStrings.DepthNoMsaa);
cmd.DisableShaderKeyword(LightweightKeywordStrings.DepthMsaa2);
cmd.DisableShaderKeyword(LightweightKeywordStrings.DepthMsaa4);
cmd.Blit(GetSurface(RenderTargetHandles.DepthTexture), BuiltinRenderTextureType.CameraTarget, GetMaterial(MaterialHandles.DepthCopy));
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);

public RenderTargetIdentifier GetSurface(int handle)
{
if (handle == -1)
return BuiltinRenderTextureType.CameraTarget;
if (handle < 0 || !m_ResourceMap.TryGetValue(handle, out renderTargetID))
if (!m_ResourceMap.TryGetValue(handle, out renderTargetID))
{
Debug.LogError(string.Format("Handle {0} has not any surface registered to it.", handle));
return new RenderTargetIdentifier();

m_ActiveRenderPassQueue.Add(pass);
}
bool RequiresColorAttachment(ref CameraData cameraData, RenderTextureDescriptor baseDescriptor)
bool RequiresIntermediateColorTexture(ref CameraData cameraData, RenderTextureDescriptor baseDescriptor, bool requiresCameraDepth)
if (cameraData.isOffscreenRender)
return false;
return cameraData.isSceneViewCamera || isScaledRender || cameraData.isHdrEnabled ||
cameraData.postProcessEnabled || cameraData.requiresOpaqueTexture || isTargetTexture2DArray;
return requiresCameraDepth || cameraData.isSceneViewCamera || isScaledRender || cameraData.isHdrEnabled ||
cameraData.postProcessEnabled || cameraData.requiresOpaqueTexture || isTargetTexture2DArray || !cameraData.isDefaultViewport;
}
bool CanCopyDepth(ref CameraData cameraData)

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