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Merge remote-tracking branch 'origin/master' into lwrp-xr-shader-fixes

/lwr-xr-shader-fixes-sandbox
Robert Srinivasiah 6 年前
当前提交
667518b2
共有 194 个文件被更改,包括 36157 次插入12466 次删除
  1. 3
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1206_Lit_Transparent_Distortion.unity.png.meta
  2. 999
      ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie.unity.png
  3. 3
      ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie.unity.png.meta
  4. 3
      ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2201_ReflectionProbes_Priority.unity.png.meta
  5. 3
      ImageTemplates/HDRenderPipeline/Scenes/3xxx_DebugView/3001_DebugView.unity.png.meta
  6. 11
      ScriptableRenderPipeline/Core/CoreRP/TextureCache.cs
  7. 35
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Lit/StandardsToHDLitMaterialUpgrader.cs
  8. 154
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
  9. 1
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderGraph/lightweightUnlitPass.template
  10. 2
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1201_Lit_Features/Lit_NormalMap_ObjectSpace.mat
  11. 76
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie.unity
  12. 9
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/ComplexMaterial_Flipped/Textures/ComplexMat__N.png.meta
  13. 18
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/ComplexMaterial_Flipped/Textures/ComplexMat_M_AO_D_S.png.meta
  14. 18
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/ComplexMaterial_Flipped/Textures/ComplexMat_H.png.meta
  15. 5
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/ComplexMaterial_Flipped/Textures/ComplexMat_BC_A.png.meta
  16. 999
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/ComplexMaterial/Textures/ComplexMat_BC_A.png
  17. 1001
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/GroundLeaf/GroundLeaf.png
  18. 1001
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/GroundLeaf/GroundLeaf_Masks.png
  19. 1001
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/GroundLeaf/GroundLeaf_Normal.png
  20. 239
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/ComplexMaterial/Textures/ComplexMat_H.png
  21. 1001
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/ComplexMaterial/Textures/ComplexMat_M_AO_D_S.png
  22. 1001
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/ComplexMaterial/Textures/ComplexMat__N.png
  23. 205
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/AlphaCutoff_Test.png
  24. 3
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/Black-WhiteRGBA64x64.png
  25. 3
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/BlackRGBA64x64.png
  26. 5
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/CoordTest.png
  27. 1001
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/DFCircle.png
  28. 51
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/DetailMaskTest.png
  29. 685
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/Detail_Test.png
  30. 274
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/Emissive_Shapes.png
  31. 662
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/FourShapesColor.png
  32. 85
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/FourShapesRelief.png
  33. 24
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/FourShapesReliefHeightmap.png
  34. 85
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/FourShapesRelief_Object.png
  35. 5
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/LayerMask.png
  36. 3
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/MidGreyRGBA64x64.png
  37. 3
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/WhiteRGBA64x64.png
  38. 1001
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/uvGrid.png
  39. 3
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2101_GI_Metapass/Red32x32.png
  40. 3
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2101_GI_Metapass/white_alphachecker.png
  41. 1001
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/ComplexMaterial_Flipped/Textures/ComplexMat_BC_A.png
  42. 272
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/ComplexMaterial_Flipped/Textures/ComplexMat_H.png
  43. 1001
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/ComplexMaterial_Flipped/Textures/ComplexMat_M_AO_D_S.png
  44. 1001
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/ComplexMaterial_Flipped/Textures/ComplexMat__N.png
  45. 1001
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/BroadleafBark.png
  46. 1001
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/BroadleafBark_Normal.png
  47. 1001
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaf_Mobile_Atlas.png
  48. 1001
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaf_Mobile_Atlas_Billboards.png
  49. 1001
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaf_Mobile_Atlas_Billboards_Normal.png
  50. 1001
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaf_Mobile_Atlas_Normal.png
  51. 1001
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaf_Mobile_Atlas_Specular.png
  52. 1001
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaves_Card_Desktop.png
  53. 1001
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaves_Card_Desktop_Normal.png
  54. 1001
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaves_Card_Desktop_Spec.png
  55. 1001
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaves_Desktop.png
  56. 1001
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaves_Desktop_Normal.png
  57. 1001
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaves_Desktop_Spec.png
  58. 1001
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaves_Mobile.png
  59. 1001
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaves_Mobile_Normal.png
  60. 1001
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaves_Mobile_Spec.png
  61. 1001
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Cap_01.png
  62. 1001
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Cap_01_Normal.png
  63. 1001
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Cap_02.png
  64. 1001
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Cap_02_Normal.png
  65. 1001
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Textures/Fireball04_8x8_D.png
  66. 1001
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Textures/Fireball04_8x8_N.png
  67. 115
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Textures/starFade.png
  68. 58
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Textures/torus.png
  69. 1001
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/ComplexMaterial/Textures/ComplexMat_BC_A.tga
  70. 1001
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/ComplexMaterial/Textures/ComplexMat_M_AO_D_S.tga
  71. 299
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/ComplexMaterial/Textures/ComplexMat__N.tga
  72. 508
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/ComplexMaterial/Textures/ComplexMat_H.tga
  73. 352
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/AlphaCutoff_Test.tga
  74. 1
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/Detail_Test.tga
  75. 733
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/Emissive_Shapes.tga
  76. 17
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/FourShapesRelief.tga
  77. 17
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/FourShapesRelief_Object.tga
  78. 1001
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/uvGrid.tga
  79. 1
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/WhiteRGBA64x64.tga
  80. 85
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/ScifiFloor_Spec.tif.meta
  81. 1001
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/ScifiFloor_Spec.tif
  82. 85
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/ScifiFloor_Occlusion.png.meta
  83. 943
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/ScifiFloor_Occlusion.png
  84. 85
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/ScifiFloor_Normal.png.meta
  85. 85
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/ScifiFloor_Height.png.meta
  86. 1001
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/ScifiFloor_Height.png
  87. 85
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/ScifiFloor_Albedo.png.meta
  88. 85
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/RockWall_Spec.png.meta
  89. 751
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/RockWall_Spec.png
  90. 85
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/RockWall_Occlusion.png.meta
  91. 1001
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/RockWall_Occlusion.png
  92. 75
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/RockWall_Normal.png.meta
  93. 1001
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/RockWall_Normal.png
  94. 85
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/RockWall_Height.png.meta
  95. 85
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/RockWall_Albedo.png.meta

3
ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1206_Lit_Transparent_Distortion.unity.png.meta


spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spritePixelsToUnits: 100
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1

999
ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie.unity.png
文件差异内容过多而无法显示
查看文件

3
ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie.unity.png.meta


spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spritePixelsToUnits: 100
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1

3
ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2201_ReflectionProbes_Priority.unity.png.meta


spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spritePixelsToUnits: 100
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1

3
ImageTemplates/HDRenderPipeline/Scenes/3xxx_DebugView/3001_DebugView.unity.png.meta


spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spritePixelsToUnits: 100
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1

11
ScriptableRenderPipeline/Core/CoreRP/TextureCache.cs


get
{
var format = TextureFormat.RGBAHalf;
// // On editor the texture is uncompressed when operating against mobile build targets
//#if UNITY_2017_2_OR_NEWER
//#else
// if (SystemInfo.SupportsTextureFormat(probeFormat) && !TextureCache.isMobileBuildTarget)
// format = probeFormat;
//#endif
return format;
}

{
get
{
//#if UNITY_2017_2_OR_NEWER
//#else
// return (SystemInfo.supportsCubemapArrayTextures && !TextureCache.isMobileBuildTarget);
//#endif
}
}

35
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Lit/StandardsToHDLitMaterialUpgrader.cs


Texture2D smoothnessMap = TextureCombiner.TextureFromColor(Color.grey);
if (srcMaterial.shader.name == Standard_Rough)
hasSmoothness = srcMaterial.GetTexture("_SpecGlossMap")!=null;
{
hasSmoothness = srcMaterial.GetTexture("_SpecGlossMap") != null;
if (hasSmoothness)
smoothnessMap = (Texture2D)TextureCombiner.GetTextureSafe(srcMaterial, "_SpecGlossMap", Color.grey);
}
if (srcMaterial.shader.name == Standard_Rough)
smoothnessMap = (Texture2D) TextureCombiner.GetTextureSafe(srcMaterial, "_SpecGlossMap", Color.grey);
else
if ( srcMaterial.GetFloat("_SmoothnessTextureChannel") == 0 )
{
if (srcMaterial.shader.name == Standard) smoothnessTextureChannel = "_MetallicGlossMap";
if (srcMaterial.shader.name == Standard_Spec) smoothnessTextureChannel = "_SpecGlossMap";
}
smoothnessMap = (Texture2D) srcMaterial.GetTexture( smoothnessTextureChannel );
if (smoothnessMap != null)
if ( srcMaterial.GetFloat("_SmoothnessTextureChannel") == 0 )
{
if (srcMaterial.shader.name == Standard) smoothnessTextureChannel = "_MetallicGlossMap";
if (srcMaterial.shader.name == Standard_Spec) smoothnessTextureChannel = "_SpecGlossMap";
}
hasSmoothness = true;
smoothnessMap = (Texture2D) srcMaterial.GetTexture( smoothnessTextureChannel );
if (smoothnessMap == null || !TextureCombiner.TextureHasAlpha(smoothnessMap))
if (!TextureCombiner.TextureHasAlpha(smoothnessMap))
hasSmoothness = true;
smoothnessMap = TextureCombiner.TextureFromColor(Color.white * srcMaterial.GetFloat("_Glossiness"));
smoothnessMap = TextureCombiner.TextureFromColor(Color.white);
else
{
smoothnessMap = TextureCombiner.TextureFromColor(Color.white * srcMaterial.GetFloat("_Glossiness"));
}
// Build the mask map
if ( hasMetallic || hasOcclusion || hasDetailMask || hasSmoothness )

154
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl


// Additional bits set in 'bsdfData.materialFeatures' to save registers and simplify feature tracking.
#define MATERIAL_FEATURE_FLAGS_SSS_OUTPUT_SPLIT_LIGHTING ((MATERIAL_FEATURE_MASK_FLAGS + 1) << 0)
#define MATERIAL_FEATURE_FLAGS_SSS_TEXTURING_MODE_OFFSET FastLog2((MATERIAL_FEATURE_MASK_FLAGS + 1) << 1) // 2 bits
#define MATERIAL_FEATURE_FLAGS_TRANSMISSION_MODE_THIN ((MATERIAL_FEATURE_MASK_FLAGS + 1) << 3)
#define MATERIAL_FEATURE_FLAGS_TRANSMISSION_MODE_AUTO_THICKNESS ((MATERIAL_FEATURE_MASK_FLAGS + 1) << 3)
uint FeatureFlagsToTileVariant(uint featureFlags)
{

bsdfData.thickness = _ThicknessRemaps[diffusionProfile].x + _ThicknessRemaps[diffusionProfile].y * thickness;
#if SHADEROPTIONS_USE_DISNEY_SSS
bsdfData.transmittance = ComputeTransmittanceDisney( _ShapeParams[diffusionProfile].rgb,
_TransmissionTintsAndFresnel0[diffusionProfile].rgb,
bsdfData.thickness);
#else
bsdfData.transmittance = ComputeTransmittanceJimenez( _HalfRcpVariancesAndWeights[diffusionProfile][0].rgb,
_HalfRcpVariancesAndWeights[diffusionProfile][0].a,
_HalfRcpVariancesAndWeights[diffusionProfile][1].rgb,
_HalfRcpVariancesAndWeights[diffusionProfile][1].a,
_TransmissionTintsAndFresnel0[diffusionProfile].rgb,
bsdfData.thickness);
#endif
// The difference between the thin and the regular (a.k.a. auto-thickness) modes is the following:
// * in the thin object mode, we assume that the geometry is thin enough for us to safely share
// the shadowing information between the front and the back faces;
// * the thin mode uses baked (textured) thickness for all transmission calculations;
// * the thin mode uses wrapped diffuse lighting for the NdotL;
// * the auto-thickness mode uses the baked (textured) thickness to compute transmission from
// indirect lighting and non-shadow-casting lights; for shadowed lights, it calculates
// the thickness using the distance to the closest occluder sampled from the shadow map.
// If the distance is large, it may indicate that the closest occluder is not the back face of
// the current object. That's not a problem, since large thickness will result in low intensity.
bsdfData.materialFeatures |= useThinObjectMode ? MATERIAL_FEATURE_FLAGS_TRANSMISSION_MODE_THIN : 0;
if (useThinObjectMode)
{
// Apply no displacement.
bsdfData.thickness = 0;
}
else
{
// Compute the thickness in world units along the normal.
float thicknessInMeters = bsdfData.thickness * METERS_PER_MILLIMETER;
float thicknessInUnits = thicknessInMeters * _WorldScales[bsdfData.diffusionProfile].y;
bsdfData.materialFeatures |= useThinObjectMode ? 0 : MATERIAL_FEATURE_FLAGS_TRANSMISSION_MODE_AUTO_THICKNESS;
bsdfData.thickness = thicknessInUnits;
}
// Compute transmittance using baked thickness here. It may be overridden for direct lighting
// in the auto-thickness mode (but is always be used for indirect lighting).
#if SHADEROPTIONS_USE_DISNEY_SSS
bsdfData.transmittance = ComputeTransmittanceDisney(_ShapeParams[diffusionProfile].rgb,
_TransmissionTintsAndFresnel0[diffusionProfile].rgb,
bsdfData.thickness);
#else
bsdfData.transmittance = ComputeTransmittanceJimenez(_HalfRcpVariancesAndWeights[diffusionProfile][0].rgb,
_HalfRcpVariancesAndWeights[diffusionProfile][0].a,
_HalfRcpVariancesAndWeights[diffusionProfile][1].rgb,
_HalfRcpVariancesAndWeights[diffusionProfile][1].a,
_TransmissionTintsAndFresnel0[diffusionProfile].rgb,
bsdfData.thickness);
#endif
}
// Assume bsdfData.normalWS is init

// - we integrate the diffuse reflectance profile w.r.t. the radius (while also accounting
// for the thickness) to compute the transmittance;
// - we multiply the transmitted radiance by the transmittance.
float3 EvaluateTransmission(BSDFData bsdfData, float NdotL, float NdotV, float attenuation)
float3 EvaluateTransmission(BSDFData bsdfData, float3 transmittance, float NdotL, float NdotV, float attenuation)
bool useThinObjectMode = HasFeatureFlag(bsdfData.materialFeatures, MATERIAL_FEATURE_FLAGS_TRANSMISSION_MODE_THIN);
float backNdotL = useThinObjectMode ? wrappedNdotL : negatedNdotL;
bool autoThicknessMode = HasFeatureFlag(bsdfData.materialFeatures, MATERIAL_FEATURE_FLAGS_TRANSMISSION_MODE_AUTO_THICKNESS);
float backNdotL = autoThicknessMode ? negatedNdotL : wrappedNdotL;
// Apply BSDF-specific diffuse transmission to attenuation. See also: [SSS-NOTE-TRSM]
// We don't multiply by 'bsdfData.diffuseColor' here. It's done only once in PostEvaluateBSDF().

float intensity = max(0, attenuation * backNdotL); // Warning: attenuation can be greater than 1 due to the inverse square attenuation (when position is close to light)
return intensity * bsdfData.transmittance;
return intensity * transmittance;
}
//-----------------------------------------------------------------------------

float3 L = -lightData.forward; // Lights point backward in Unity
float NdotL = dot(N, L); // Note: Ideally this N here should be vertex normal - use for transmisison
if (HasFeatureFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_TRANSMISSION))
float3 transmittance = bsdfData.transmittance;
bool autoThicknessMode = HasFeatureFlag(bsdfData.materialFeatures, MATERIAL_FEATURE_FLAGS_TRANSMISSION_MODE_AUTO_THICKNESS);
UNITY_BRANCH
if (autoThicknessMode && NdotL < 0 && lightData.shadowIndex >= 0)
// Compute displacement for fake thickObject transmission
posInput.positionWS += ComputeThicknessDisplacement(bsdfData, L, NdotL);
// TODO: perform bilinear filtering of the shadow map.
// Recompute transmittance using the thickness value computed from the shadow map.
#if 0
// Does not work, I get a compiler crash...
float3 occluderPosWS = EvalShadow_GetClosestSample_Cascade(lightLoopContext.shadowContext, posInput.positionWS, bsdfData.normalWS, lightData.shadowIndex, float4(L, 0));
#else
#define SHADOW_DISPATCH_DIR_TEX 3 // Manually keep it in sync with Shadow.hlsl...
float3 occluderPosWS = EvalShadow_GetClosestSample_Cascade(lightLoopContext.shadowContext, lightLoopContext.shadowContext.tex2DArray[SHADOW_DISPATCH_DIR_TEX], posInput.positionWS, bsdfData.normalWS, lightData.shadowIndex, float4(L, 0));
#endif
float thicknessInUnits = distance(posInput.positionWS, occluderPosWS);
float thicknessInMeters = thicknessInUnits * _WorldScales[bsdfData.diffusionProfile].x;
float thicknessInMillimeters = thicknessInMeters * MILLIMETERS_PER_METER;
// TODO: optimize.
#if SHADEROPTIONS_USE_DISNEY_SSS
transmittance = ComputeTransmittanceDisney(_ShapeParams[bsdfData.diffusionProfile].rgb,
_TransmissionTintsAndFresnel0[bsdfData.diffusionProfile].rgb,
thicknessInMillimeters);
#else
transmittance = ComputeTransmittanceJimenez(_HalfRcpVariancesAndWeights[bsdfData.diffusionProfile][0].rgb,
_HalfRcpVariancesAndWeights[bsdfData.diffusionProfile][0].a,
_HalfRcpVariancesAndWeights[bsdfData.diffusionProfile][1].rgb,
_HalfRcpVariancesAndWeights[bsdfData.diffusionProfile][1].a,
_TransmissionTintsAndFresnel0[bsdfData.diffusionProfile].rgb,
thicknessInMillimeters);
#endif
// Make sure we do not sample the shadow map twice.
lightData.shadowIndex = -1;
// Note: we do not modify the distance to the light, or the light angle for the back face.
// This is a performance-saving optimization which makes sense as long as the thickness is small.
}
float3 color;

lighting.specular *= intensity * lightData.specularScale;
}
UNITY_BRANCH if (HasFeatureFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_TRANSMISSION))
// TODO: move this before BSDF() to save VGPRs.
if (HasFeatureFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_TRANSMISSION))
lighting.diffuse += EvaluateTransmission(bsdfData, NdotL, ClampNdotV(preLightData.NdotV), attenuation * lightData.diffuseScale);
lighting.diffuse += EvaluateTransmission(bsdfData, transmittance, NdotL, ClampNdotV(preLightData.NdotV), attenuation * lightData.diffuseScale);
}
// Save ALU by applying light and cookie colors only once.

float3 N = bsdfData.normalWS;
float NdotL = dot(N, L);
if (HasFeatureFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_TRANSMISSION))
float3 transmittance = bsdfData.transmittance;
bool autoThicknessMode = HasFeatureFlag(bsdfData.materialFeatures, MATERIAL_FEATURE_FLAGS_TRANSMISSION_MODE_AUTO_THICKNESS);
UNITY_BRANCH
if (autoThicknessMode && NdotL < 0 && lightData.shadowIndex >= 0)
// Compute displacement for fake thickObject transmission
// Warning: distances computed above are NOT modified!
// This is not correct, of course, but is done for performance reasons.
posInput.positionWS += ComputeThicknessDisplacement(bsdfData, L, NdotL);
// TODO: perform bilinear filtering of the shadow map.
// Recompute transmittance using the thickness value computed from the shadow map.
#if 0
// Does not work, I get a compiler crash...
float3 occluderPosWS = EvalShadow_GetClosestSample_Punctual(lightLoopContext.shadowContext, posInput.positionWS, lightData.shadowIndex, L);
#else
#define SHADOW_DISPATCH_PUNC_TEX 3 // Manually keep it in sync with Shadow.hlsl...
float3 occluderPosWS = EvalShadow_GetClosestSample_Punctual(lightLoopContext.shadowContext, lightLoopContext.shadowContext.tex2DArray[SHADOW_DISPATCH_PUNC_TEX], posInput.positionWS, lightData.shadowIndex, L);
#endif
float thicknessInUnits = distance(posInput.positionWS, occluderPosWS);
float thicknessInMeters = thicknessInUnits * _WorldScales[bsdfData.diffusionProfile].x;
float thicknessInMillimeters = thicknessInMeters * MILLIMETERS_PER_METER;
// TODO: optimize.
#if SHADEROPTIONS_USE_DISNEY_SSS
transmittance = ComputeTransmittanceDisney(_ShapeParams[bsdfData.diffusionProfile].rgb,
_TransmissionTintsAndFresnel0[bsdfData.diffusionProfile].rgb,
thicknessInMillimeters);
#else
transmittance = ComputeTransmittanceJimenez(_HalfRcpVariancesAndWeights[bsdfData.diffusionProfile][0].rgb,
_HalfRcpVariancesAndWeights[bsdfData.diffusionProfile][0].a,
_HalfRcpVariancesAndWeights[bsdfData.diffusionProfile][1].rgb,
_HalfRcpVariancesAndWeights[bsdfData.diffusionProfile][1].a,
_TransmissionTintsAndFresnel0[bsdfData.diffusionProfile].rgb,
thicknessInMillimeters);
#endif
// Make sure we do not sample the shadow map twice.
lightData.shadowIndex = -1;
// Note: we do not modify the distance to the light, or the light angle for the back face.
// This is a performance-saving optimization which makes sense as long as the thickness is small.
}
float3 color;

lighting.specular *= intensity * lightData.specularScale;
}
UNITY_BRANCH if (HasFeatureFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_TRANSMISSION))
// TODO: move this before BSDF() to save VGPRs.
if (HasFeatureFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_TRANSMISSION))
lighting.diffuse += EvaluateTransmission(bsdfData, NdotL, ClampNdotV(preLightData.NdotV), attenuation * lightData.diffuseScale);
lighting.diffuse += EvaluateTransmission(bsdfData, transmittance, NdotL, ClampNdotV(preLightData.NdotV), attenuation * lightData.diffuseScale);
}
// Save ALU by applying light and cookie colors only once.

1
ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderGraph/lightweightUnlitPass.template


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#pragma vertex vert
#pragma fragment frag
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#pragma multi_compile_fog
#pragma shader_feature _SAMPLE_GI
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON

2
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76
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie.unity


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1001
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Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/ComplexMaterial/Textures/ComplexMat_H.png

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Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/AlphaCutoff_Test.png

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Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/Emissive_Shapes.png

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Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/FourShapesRelief.png

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Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/FourShapesReliefHeightmap.png

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Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/FourShapesRelief_Object.png

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Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/LayerMask.png

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Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2101_GI_Metapass/white_alphachecker.png

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Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/ComplexMaterial_Flipped/Textures/ComplexMat_H.png

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1001
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1001
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1001
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1001
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1001
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1001
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85
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