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Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-refraction-cubemap-support

/Add-support-for-light-specular-color-tint
sebastienlagarde 7 年前
当前提交
6c9a5ca6
共有 551 个文件被更改,包括 10695 次插入37 次删除
  1. 10
      ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
  2. 10
      ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
  3. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/BaseLitUI.cs
  4. 21
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs
  5. 6
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
  6. 6
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataIndividualLayer.hlsl
  7. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl
  8. 6
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader
  9. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringSettings.cs
  10. 27
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs
  11. 5
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader
  12. 5
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes.meta
  13. 304
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/_OldToCleanup_/Scenes/0007_LitShaderMaps/007_LitShaderMaps_05_Emission.mat
  14. 17
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/BlackRGBA64x64.tga.meta
  15. 17
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/MidGreyRGBA64x64.tga.meta
  16. 17
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/WhiteRGBA64x64.tga.meta
  17. 17
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/Black-WhiteRGBA64x64.tga.meta
  18. 1
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/_OldToCleanup_/HDRP_Default_Scene_Settings.prefab
  19. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/HDRI/KirbyCoveWhiteBalancedNoSun.exr.meta
  20. 14
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/uvGrid.tga.meta
  21. 20
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/HDRP_Test_Camera.prefab
  22. 20
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/HDRP_Default_Material.mat
  23. 10
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials.meta
  24. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0xxx.meta
  25. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials.meta
  26. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/_OldToCleanup_.meta
  27. 1001
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1101_Unlit.unity.png
  28. 77
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1101_Unlit.unity.png.meta
  29. 1001
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1102_Unlit_Distortion.unity.png
  30. 77
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1102_Unlit_Distortion.unity.png.meta
  31. 1001
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1103_Unlit_Distortion_DepthTest.unity.png
  32. 77
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1103_Unlit_Distortion_DepthTest.unity.png.meta
  33. 1001
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1201_Lit_Features.unity.png
  34. 77
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1201_Lit_Features.unity.png.meta
  35. 1001
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1202_Lit_DoubleSideNormalMode.unity.png
  36. 77
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1202_Lit_DoubleSideNormalMode.unity.png.meta
  37. 1001
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1203_Lit_Transparent.unity.png
  38. 77
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1203_Lit_Transparent.unity.png.meta
  39. 316
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1204_Lit_Transparent_Fog.unity.png
  40. 77
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1204_Lit_Transparent_Fog.unity.png.meta
  41. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects.meta
  42. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/4UVPlane.meta
  43. 26
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/4UVPlane/4UVPlane.fbx
  44. 93
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/4UVPlane/4UVPlane.fbx.meta
  45. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/CornelBox.meta
  46. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/CornelBox/Materials.meta
  47. 84
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/Cube.prefab
  48. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/Cube.prefab.meta
  49. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/DoubleSidePlane.meta
  50. 98
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/DoubleSidePlane/DoubleSidePlane.fbx.meta
  51. 23
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/DoubleSidePlane/DoubleSidePlane.fbx
  52. 84
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/Quad.prefab
  53. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/Quad.prefab.meta
  54. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/RoundedCube.meta
  55. 62
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/RoundedCube/RoundedCube.fbx
  56. 98
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/RoundedCube/RoundedCube.fbx.meta
  57. 60
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/RoundedCube/RoundedCube_DoubleSide.fbx
  58. 98
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/RoundedCube/RoundedCube_DoubleSide.fbx.meta
  59. 84
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/Sphere.prefab
  60. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/Sphere.prefab.meta
  61. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Fonts.meta
  62. 1001
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Fonts/PressStart2P-Regular.ttf
  63. 22
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Fonts/PressStart2P-Regular.ttf.meta
  64. 176
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/PreRefractionPassTester.mat
  65. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/PreRefractionPassTester.mat.meta
  66. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Smoothness Variation.meta
  67. 179
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Unlit_Black.mat
  68. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Unlit_Black.mat.meta
  69. 179
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Unlit_MidGrey.mat
  70. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Unlit_MidGrey.mat.meta
  71. 178
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Unlit_White.mat
  72. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Unlit_White.mat.meta
  73. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts.meta
  74. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/Editor.meta
  75. 13
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/MaterialParameterVariation.cs.meta
  76. 13
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/MultiMaterialPlacer.cs.meta
  77. 25
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/WriteShaderToRenderTexture.cs
  78. 15
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/WriteShaderToRenderTexture.cs.meta
  79. 13
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/Editor/MaterialParameterVariationDrawer.cs.meta
  80. 13
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/Editor/MultiMaterialPlacerEditor.cs.meta
  81. 32
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/Editor/GraphicTestTools.cs
  82. 13
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/Editor/GraphicTestTools.cs.meta
  83. 136
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/Editor/MaterialParameterVariationDrawer.cs
  84. 257
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/Editor/MultiMaterialPlacerEditor.cs
  85. 29
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/MaterialParameterVariation.cs
  86. 20
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/MultiMaterialPlacer.cs

10
ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader


_ThicknessMap2("Thickness Map", 2D) = "white" {}
_ThicknessMap3("Thickness Map", 2D) = "white" {}
_ThicknessRemap0("Thickness Remap", Vector) = (0, 1, 0, 0)
_ThicknessRemap1("Thickness Remap", Vector) = (0, 1, 0, 0)
_ThicknessRemap2("Thickness Remap", Vector) = (0, 1, 0, 0)
_ThicknessRemap3("Thickness Remap", Vector) = (0, 1, 0, 0)
// All the following properties exist only in layered lit material
// Layer blending options

// Transparency
[ToggleOff] _PreRefractionPass("PreRefractionPass", Float) = 0.0
// HACK: GI Baking system relies on some properties existing in the shader ("_MainTex", "_Cutoff" and "_Color") for opacity handling, so we need to store our version of those parameters in the hard-coded name the GI baking system recognizes.
_MainTex("Albedo", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
}
HLSLINCLUDE

10
ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader


_ThicknessMap2("Thickness Map", 2D) = "white" {}
_ThicknessMap3("Thickness Map", 2D) = "white" {}
_ThicknessRemap0("Thickness Remap", Vector) = (0, 1, 0, 0)
_ThicknessRemap1("Thickness Remap", Vector) = (0, 1, 0, 0)
_ThicknessRemap2("Thickness Remap", Vector) = (0, 1, 0, 0)
_ThicknessRemap3("Thickness Remap", Vector) = (0, 1, 0, 0)
// All the following properties exist only in layered lit material
// Layer blending options

// Transparency
[ToggleOff] _PreRefractionPass("PreRefractionPass", Float) = 0.0
// HACK: GI Baking system relies on some properties existing in the shader ("_MainTex", "_Cutoff" and "_Color") for opacity handling, so we need to store our version of those parameters in the hard-coded name the GI baking system recognizes.
_MainTex("Albedo", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
}
HLSLINCLUDE

2
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/BaseLitUI.cs


TessellationMode tessMode = (TessellationMode)material.GetFloat(kTessellationMode);
SetKeyword(material, "_TESSELLATION_PHONG", tessMode == TessellationMode.Phong);
}
SetupMainTexForAlphaTestGI("_BaseColorMap", "_BaseColor", material);
}
static public void SetupBaseLitMaterialPass(Material material)

21
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs


public static GUIContent subsurfaceRadiusMapText = new GUIContent("Subsurface radius map (R)", "Determines the range of the blur.");
public static GUIContent thicknessText = new GUIContent("Thickness", "If subsurface scattering is enabled, low values allow some light to be transmitted through the object.");
public static GUIContent thicknessMapText = new GUIContent("Thickness map (R)", "If subsurface scattering is enabled, low values allow some light to be transmitted through the object.");
public static GUIContent thicknessRemapText = new GUIContent("Thickness Remap", "Remaps values of the thickness map from [0, 1] to the specified range.");
// Clear Coat
public static GUIContent coatCoverageText = new GUIContent("Coat Coverage", "Percentage of clear coat coverage");

protected const string kThickness = "_Thickness";
protected MaterialProperty[] thicknessMap = new MaterialProperty[kMaxLayerCount];
protected const string kThicknessMap = "_ThicknessMap";
protected MaterialProperty[] thicknessRemap = new MaterialProperty[kMaxLayerCount];
protected const string kThicknessRemap = "_ThicknessRemap";
protected MaterialProperty[] UVDetail = new MaterialProperty[kMaxLayerCount];
protected const string kUVDetail = "_UVDetail";

subsurfaceRadiusMap[i] = FindProperty(string.Format("{0}{1}", kSubsurfaceRadiusMap, m_PropertySuffixes[i]), props);
thickness[i] = FindProperty(string.Format("{0}{1}", kThickness, m_PropertySuffixes[i]), props);
thicknessMap[i] = FindProperty(string.Format("{0}{1}", kThicknessMap, m_PropertySuffixes[i]), props);
thicknessRemap[i] = FindProperty(string.Format("{0}{1}", kThicknessRemap, m_PropertySuffixes[i]), props);
// Details
UVDetail[i] = FindProperty(string.Format("{0}{1}", kUVDetail, m_PropertySuffixes[i]), props);

m_MaterialEditor.ShaderProperty(subsurfaceRadius[layerIndex], Styles.subsurfaceRadiusText);
m_MaterialEditor.TexturePropertySingleLine(Styles.subsurfaceRadiusMapText, subsurfaceRadiusMap[layerIndex]);
m_MaterialEditor.ShaderProperty(thickness[layerIndex], Styles.thicknessText);
if (thicknessMap[layerIndex].textureValue != null)
{
// Display the remap of texture values.
Vector2 remap = thicknessRemap[layerIndex].vectorValue;
EditorGUI.BeginChangeCheck();
EditorGUILayout.MinMaxSlider(Styles.thicknessRemapText, ref remap.x, ref remap.y, 0.0f, 1.0f);
if (EditorGUI.EndChangeCheck())
{
thicknessRemap[layerIndex].vectorValue = remap;
}
}
else
{
// Allow the user to set the constant value of thickness if no thickness map is provided.
m_MaterialEditor.ShaderProperty(thickness[layerIndex], Styles.thicknessText);
}
}
protected void ShaderClearCoatInputGUI()

6
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader


_SubsurfaceRadiusMap("Subsurface Radius Map", 2D) = "white" {}
_Thickness("Thickness", Range(0.0, 1.0)) = 1.0
_ThicknessMap("Thickness Map", 2D) = "white" {}
_ThicknessRemap("Thickness Remap", Vector) = (0, 1, 0, 0)
_CoatCoverage("Coat Coverage", Range(0.0, 1.0)) = 1.0
_CoatIOR("Coat IOR", Range(0.0, 1.0)) = 0.5

// In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it.
// TODO: Fix the code in legacy unity so we can customize the beahvior for GI
_EmissionColor("Color", Color) = (1, 1, 1)
// HACK: GI Baking system relies on some properties existing in the shader ("_MainTex", "_Cutoff" and "_Color") for opacity handling, so we need to store our version of those parameters in the hard-coded name the GI baking system recognizes.
_MainTex("Albedo", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
}
HLSLINCLUDE

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


surfaceData.subsurfaceProfile = ADD_IDX(_SubsurfaceProfile);
surfaceData.subsurfaceRadius = ADD_IDX(_SubsurfaceRadius);
surfaceData.thickness = ADD_IDX(_Thickness);
#ifdef _SUBSURFACE_RADIUS_MAP_IDX
surfaceData.subsurfaceRadius *= SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_SubsurfaceRadiusMap), SAMPLER_SUBSURFACE_RADIUSMAP_IDX, ADD_IDX(layerTexCoord.base)).r;

surfaceData.thickness *= SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_ThicknessMap), SAMPLER_THICKNESSMAP_IDX, ADD_IDX(layerTexCoord.base)).r;
surfaceData.thickness = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_ThicknessMap), SAMPLER_THICKNESSMAP_IDX, ADD_IDX(layerTexCoord.base)).r;
surfaceData.thickness = ADD_IDX(_ThicknessRemap).x + ADD_IDX(_ThicknessRemap).y * surfaceData.thickness;
#else
surfaceData.thickness = ADD_IDX(_Thickness);
#endif
// This part of the code is not used in case of layered shader but we keep the same macro system for simplicity

2
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl


int _SubsurfaceProfile;
float _SubsurfaceRadius;
float _Thickness;
float4 _ThicknessRemap;
float _CoatCoverage;
float _CoatIOR;

PROP_DECL(int, _SubsurfaceProfile);
PROP_DECL(float, _SubsurfaceRadius);
PROP_DECL(float, _Thickness);
PROP_DECL(float4, _ThicknessRemap);
PROP_DECL(float, _OpacityAsDensity);
float _InheritBaseNormal1;

6
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader


_SubsurfaceRadiusMap("Subsurface Radius Map", 2D) = "white" {}
_Thickness("Thickness", Range(0.0, 1.0)) = 1.0
_ThicknessMap("Thickness Map", 2D) = "white" {}
_ThicknessRemap("Thickness Remap", Vector) = (0, 1, 0, 0)
_CoatCoverage("Coat Coverage", Range(0.0, 1.0)) = 1.0
_CoatIOR("Coat IOR", Range(0.0, 1.0)) = 0.5

_TessellationShapeFactor("Tessellation shape factor", Range(0.0, 1.0)) = 0.75 // Only use with Phong
_TessellationBackFaceCullEpsilon("Tessellation back face epsilon", Range(-1.0, 0.0)) = -0.25
// TODO: Handle culling mode for backface culling
// HACK: GI Baking system relies on some properties existing in the shader ("_MainTex", "_Cutoff" and "_Color") for opacity handling, so we need to store our version of those parameters in the hard-coded name the GI baking system recognizes.
_MainTex("Albedo", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
}
HLSLINCLUDE

2
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringSettings.cs


ValidateArray(ref halfRcpVariancesAndWeights, SssConstants.SSS_N_PROFILES * 2);
ValidateArray(ref filterKernelsBasic, SssConstants.SSS_N_PROFILES * SssConstants.SSS_BASIC_N_SAMPLES);
Debug.Assert(SssConstants.SSS_NEUTRAL_PROFILE_ID < 16, "Transmission flags (32-bit integer) cannot support more than 16 profiles.");
Debug.Assert(SssConstants.SSS_NEUTRAL_PROFILE_ID < 16, "Transmission flags (32-bit integer) cannot support more than 16 profiles (2 bits per profile).");
UpdateCache();
}

27
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs


// The fixup routine makes sure that the material is in the correct state if/when changes are made to the mode or color.
MaterialEditor.FixupEmissiveFlag(material);
// Commented out for now because unfortunately we used the hard coded property names used by the GI system for our own parameters
// So we need a way to work around that before we activate this.
//SetupMainTexForAlphaTestGI("_EmissiveColorMap", "_EmissiveColor", material);
}
// This is a hack for GI. PVR looks in the shader for a texture named "_MainTex" to extract the opacity of the material for baking. In the same manner, "_Cutoff" and "_Color" are also necessary.
// Since we don't have those parameters in our shaders we need to provide a "fake" useless version of them with the right values for the GI to work.
protected static void SetupMainTexForAlphaTestGI(string colorMapPropertyName, string colorPropertyName, Material material)
{
if(material.HasProperty(colorMapPropertyName))
{
var mainTex = material.GetTexture(colorMapPropertyName);
material.SetTexture("_MainTex", mainTex);
}
if(material.HasProperty(colorPropertyName))
{
var color = material.GetColor(colorPropertyName);
material.SetColor("_Color", color);
}
if(material.HasProperty("_AlphaCutoff")) // Same for all our materials
{
var cutoff = material.GetFloat("_AlphaCutoff");
material.SetFloat("_Cutoff", cutoff);
}
}
static public void SetupBaseUnlitMaterialPass(Material material)

5
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader


// In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it.
// TODO: Fix the code in legacy unity so we can customize the beahvior for GI
_EmissionColor("Color", Color) = (1, 1, 1)
// HACK: GI Baking system relies on some properties existing in the shader ("_MainTex", "_Cutoff" and "_Color") for opacity handling, so we need to store our version of those parameters in the hard-coded name the GI baking system recognizes.
_MainTex("Albedo", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
}
HLSLINCLUDE

5
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes.meta


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guid: da5a3f10e37fea74c8fb43737fbb9100
timeCreated: 1495194790
timeCreated: 1508423723
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

304
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/_OldToCleanup_/Scenes/0007_LitShaderMaps/007_LitShaderMaps_05_Emission.mat


m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_Name: 007_LitShaderMaps_05_Emission
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
m_ShaderKeywords: _BLENDMODE_PRESERVE_SPECULAR_LIGHTING _EMISSIVE_COLOR_MAP _NORMALMAP_TANGENT_SPACE
m_Shader: {fileID: 4800000, guid: 81d02e8644315b742b154842a3a2f98c, type: 3}
m_ShaderKeywords: _ALBEDOAFFECTEMISSIVE_OFF _ALPHACUTOFFENABLE_OFF _BLENDMODE_PRESERVE_SPECULAR_LIGHTING
_DEPTHOFFSETENABLE_OFF _DOUBLESIDEDENABLE_OFF _EMISSIVE_COLOR_MAP _ENABLESPECULAROCCLUSION_OFF
_ENABLEWIND_OFF _NORMALMAP_TANGENT_SPACE _OBJECTSCALEAFFECTTILE_OFF _OPACITYASDENSITY0_OFF
_OPACITYASDENSITY1_OFF _OPACITYASDENSITY2_OFF _OPACITYASDENSITY3_OFF _PREREFRACTIONPASS_OFF
_USEDENSITYMODE_OFF _USEHEIGHTBASEDBLEND_OFF _USEMAINLAYERINFLUENCE_OFF
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0

m_Texture: {fileID: 0}
m_Scale: {x: 3, y: 2}
m_Offset: {x: 0, y: 0}
- _BaseColorMap0:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _BaseColorMap1:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _BaseColorMap2:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _BaseColorMap3:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _BentNormalMap0:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _BentNormalMap1:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _BentNormalMap2:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _BentNormalMap3:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _BentNormalMapOS0:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _BentNormalMapOS1:
m_Texture: {fileID: 0}
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Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Unlit_MidGrey.mat.meta


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Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Unlit_White.mat.meta


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Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts.meta


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Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/Editor.meta


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Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/MaterialParameterVariation.cs.meta


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Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/MultiMaterialPlacer.cs.meta


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Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/WriteShaderToRenderTexture.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WriteShaderToRenderTexture : MonoBehaviour
{
[SerializeField] RenderTexture rt;
[SerializeField] Shader shader;
// Use this for initialization
void Start ()
{
Blit();
}
[ContextMenu("Update RenderTexture")]
void Blit()
{
if ((rt == null) || (shader == null)) return;
Material mat = new Material(shader);
Graphics.Blit(null, rt, mat);
}
}

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Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/WriteShaderToRenderTexture.cs.meta


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Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/Editor/MaterialParameterVariationDrawer.cs.meta


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Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/Editor/MultiMaterialPlacerEditor.cs.meta


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Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/Editor/GraphicTestTools.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
public class GraphicTestTools
{
[MenuItem("GraphicTest Tools/Make Material Scene Instance")]
public static void MakeMaterialSceneInstance()
{
foreach(Object obj in Selection.objects)
{
Renderer rndr = ((GameObject)obj).GetComponent<Renderer>();
if(rndr!=null)
{
Material[] mats = rndr.sharedMaterials;
for (int i=0; i< mats.Length; ++i)
{
if (mats[i] != null)
{
//Debug.Log("Instantiate materal " + rndr.sharedMaterials[i].ToString() + " of object " + rndr.gameObject.name);
Material mat = Object.Instantiate(rndr.sharedMaterials[i]);
mats[i] = mat;
}
}
rndr.sharedMaterials = mats;
}
}
}
}

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Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/Editor/GraphicTestTools.cs.meta


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136
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/Editor/MaterialParameterVariationDrawer.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
[CustomPropertyDrawer(typeof(MaterialParameterVariation))]
public class MaterialParameterVariationDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
// Using BeginProperty / EndProperty on the parent property means that
// prefab override logic works on the entire property.
EditorGUI.BeginProperty(position, label, property);
// Draw label
//position = EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label);
// Don't make child fields be indented
var indent = EditorGUI.indentLevel;
//EditorGUI.indentLevel = 0;
float cellStart = 0f;
float remainingWidth = position.width - cellStart;
bool isMulti = property.FindPropertyRelative("multi").boolValue;
MaterialParameterVariation.ParamType type = (MaterialParameterVariation.ParamType)property.FindPropertyRelative("paramType").enumValueIndex;
float nonValueHeight = (type == MaterialParameterVariation.ParamType.Vector) ? position.height / 4f : position.height;
Rect multiRect = new Rect(position.x, position.y, 25f, nonValueHeight);
cellStart += multiRect.width;
remainingWidth -= multiRect.width;
Rect paramRect = new Rect(cellStart, position.y, remainingWidth / 5f, nonValueHeight);
cellStart += paramRect.width;
remainingWidth -= paramRect.width;
Rect typeRect = new Rect(cellStart, position.y, 70, nonValueHeight);
cellStart += typeRect.width;
remainingWidth -= typeRect.width;
Rect valueRect = new Rect();
Rect maxRect = new Rect();
Rect countRect = new Rect();
if (!isMulti || (type == MaterialParameterVariation.ParamType.Texture) )
{
valueRect = new Rect(cellStart, position.y, remainingWidth, position.height);
}
else
{
valueRect = new Rect(cellStart, position.y, remainingWidth/3f, position.height);
cellStart += valueRect.width;
remainingWidth -= valueRect.width;
maxRect = new Rect(cellStart, position.y, remainingWidth/2f, position.height);
cellStart += maxRect.width;
remainingWidth -= maxRect.width;
countRect = new Rect(cellStart, position.y, remainingWidth, nonValueHeight);
}
if (GUI.Button(multiRect, isMulti ? "∞" : "1"))
property.FindPropertyRelative("multi").boolValue = !isMulti;
EditorGUI.PropertyField(paramRect, property.FindPropertyRelative("parameter"), GUIContent.none);
EditorGUI.PropertyField(typeRect, property.FindPropertyRelative("paramType"), GUIContent.none);
switch (type)
{
case MaterialParameterVariation.ParamType.Float:
EditorGUI.PropertyField(valueRect, property.FindPropertyRelative("f_Value"), GUIContent.none);
if (isMulti)
EditorGUI.PropertyField(maxRect, property.FindPropertyRelative("f_Value_Max"), GUIContent.none);
break;
case MaterialParameterVariation.ParamType.Bool:
if (!isMulti)
EditorGUI.PropertyField(valueRect, property.FindPropertyRelative("b_Value"), GUIContent.none);
break;
case MaterialParameterVariation.ParamType.Vector:
//EditorGUI.PropertyField(valueRect, property.FindPropertyRelative("v_Value"), GUIContent.none);
DrawVector(valueRect, property.FindPropertyRelative("v_Value"));
if (isMulti)
DrawVector(maxRect, property.FindPropertyRelative("v_Value_Max"));
break;
case MaterialParameterVariation.ParamType.Int:
EditorGUI.PropertyField(valueRect, property.FindPropertyRelative("i_Value"), GUIContent.none);
if (isMulti)
EditorGUI.PropertyField(maxRect, property.FindPropertyRelative("i_Value_Max"), GUIContent.none);
break;
case MaterialParameterVariation.ParamType.Texture:
EditorGUI.PropertyField(valueRect, property.FindPropertyRelative("t_Value"), GUIContent.none);
break;
case MaterialParameterVariation.ParamType.Color:
EditorGUI.PropertyField(valueRect, property.FindPropertyRelative("c_Value"), GUIContent.none);
if (isMulti)
EditorGUI.PropertyField(maxRect, property.FindPropertyRelative("c_Value_Max"), GUIContent.none);
break;
}
if (isMulti && (type != MaterialParameterVariation.ParamType.Bool) && (type != MaterialParameterVariation.ParamType.Texture) )
EditorGUI.PropertyField(countRect, property.FindPropertyRelative("count"), GUIContent.none);
// Set indent back to what it was
EditorGUI.indentLevel = indent;
EditorGUI.EndProperty();
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
float mul = ((MaterialParameterVariation.ParamType)property.FindPropertyRelative("paramType").enumValueIndex == MaterialParameterVariation.ParamType.Vector) ? 4f : 1f;
return base.GetPropertyHeight(property, label) * mul;
}
void DrawVector( Rect rect, SerializedProperty property)
{
Vector4 v = property.vector4Value;
float labelwidth = 15f;
Rect lx = new Rect(rect.x, rect.y, labelwidth, rect.height / 4f);
Rect ly = new Rect(lx.x, rect.y + lx.height, labelwidth, lx.height);
Rect lz = new Rect(lx.x, rect.y + 2f * lx.height, labelwidth, lx.height);
Rect lw = new Rect(lx.x, rect.y + 3f * lx.height, labelwidth, lx.height);
GUI.Label(lx, "X");
GUI.Label(ly, "Y");
GUI.Label(lz, "Z");
GUI.Label(lw, "W");
Rect rx = new Rect(rect.x, rect.y, rect.width, rect.height / 4f);
Rect ry = new Rect(rx.x, rect.y + rx.height, rx.width, rect.height / 4f);
Rect rz = new Rect(rx.x, rect.y + 2f*rx.height, rx.width, rect.height / 4f);
Rect rw = new Rect(rx.x, rect.y + 3f*rx.height, rx.width, rect.height / 4f);
v.x = EditorGUI.FloatField(rx, v.x);
v.y = EditorGUI.FloatField(ry, v.y);
v.z = EditorGUI.FloatField(rz, v.z);
v.w = EditorGUI.FloatField(rw, v.w);
property.vector4Value = v;
}
}

257
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/Editor/MultiMaterialPlacerEditor.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(MultiMaterialPlacer))]
[CanEditMultipleObjects]
public class MultiMaterialPlacerEditor : Editor
{
// We need to use and to call an instnace of the default MaterialEditor
private MaterialEditor _materialEditor;
private void OnEnable()
{
if ( !serializedObject.FindProperty("material").hasMultipleDifferentValues )
{
if (serializedObject.FindProperty("material") != null)
{
// Create an instance of the default MaterialEditor
_materialEditor = (MaterialEditor)CreateEditor((Material) serializedObject.FindProperty("material").objectReferenceValue);
}
}
}
public override void OnInspectorGUI()
{
EditorGUI.BeginChangeCheck();
base.OnInspectorGUI();
if ( GUILayout.Button("Place") )
{
foreach ( Object obj in targets)
{
MultiMaterialPlacer m = obj as MultiMaterialPlacer;
Material[] materials = PlaceObjects(m);
if (materials != null)
{
foreach (Material mat in materials)
{
UnityEditor.Experimental.Rendering.HDPipeline.HDEditorUtils.ResetMaterialKeywords(mat);
}
}
}
}
if (EditorGUI.EndChangeCheck())
{
serializedObject.ApplyModifiedProperties();
if (_materialEditor != null)
{
// Free the memory used by the previous MaterialEditor
DestroyImmediate(_materialEditor);
}
if (!serializedObject.FindProperty("material").hasMultipleDifferentValues && (serializedObject.FindProperty("material") != null) )
{
// Create a new instance of the default MaterialEditor
_materialEditor = (MaterialEditor)CreateEditor((Material)serializedObject.FindProperty("material").objectReferenceValue);
}
}
if (_materialEditor != null)
{
// Draw the material's foldout and the material shader field
// Required to call _materialEditor.OnInspectorGUI ();
_materialEditor.DrawHeader();
// We need to prevent the user to edit Unity default materials
bool isDefaultMaterial = !AssetDatabase.GetAssetPath((Material)serializedObject.FindProperty("material").objectReferenceValue).StartsWith("Assets");
using (new EditorGUI.DisabledGroupScope(isDefaultMaterial))
{
// Draw the material properties
// Works only if the foldout of _materialEditor.DrawHeader () is open
_materialEditor.OnInspectorGUI();
}
}
}
public Material[] PlaceObjects(MultiMaterialPlacer _target)
{
//clear hierarchy
for (int i=_target.transform.childCount-1; i>=0; --i)
{
//DestroyImmediate(_target.transform.GetChild(i).GetComponent<Renderer>().sharedMaterial);
DestroyImmediate(_target.transform.GetChild(i).gameObject);
}
if (_target.prefabObject == null) return null;
List<Material> outMats = new List<Material>(); ;
Renderer refObject = Instantiate(_target.prefabObject.gameObject).GetComponent<Renderer>();
if (_target.material != null)
refObject.sharedMaterial = Instantiate( _target.material );
else
refObject.sharedMaterial = Instantiate(_target.prefabObject.sharedMaterial);
for (int i = 0; i < _target.commonParameters.Length; i++)
{
ApplyParameterToMaterial(refObject.sharedMaterial, _target.commonParameters[i]);
}
float x = 0f;
float y = 0f;
if (_target.is2D)
{
if (_target.instanceParameters.Length < 2) return null;
if (!(_target.instanceParameters[0].multi && _target.instanceParameters[1].multi)) return null;
for (int i = 0; i < _target.instanceParameters[0].count; i++)
{
for (int j = 0; j < _target.instanceParameters[1].count; j++)
{
Renderer tmp = CopyObject(refObject, x, y, _target.transform, _target);
tmp.gameObject.name = _target.prefabObject.name+"_"+ ApplyParameterToMaterial(tmp.sharedMaterial, _target.instanceParameters[0], i);
tmp.gameObject.name += "_"+ApplyParameterToMaterial(tmp.sharedMaterial, _target.instanceParameters[1], j);
outMats.Add(tmp.sharedMaterial);
y -= _target.offset;
}
x += _target.offset;
y = 0f;
}
}
else
{
for (int i = 0; i < _target.instanceParameters.Length; i++)
{
if (!string.IsNullOrEmpty(_target.instanceParameters[i].parameter))
{
if (_target.instanceParameters[i].multi)
{
if (_target.instanceParameters[i].paramType == MaterialParameterVariation.ParamType.Texture)
{
Renderer tmp = CopyObject(refObject, x, y, _target.transform, _target);
tmp.gameObject.name = _target.prefabObject.name + "_" + ApplyParameterToMaterial(tmp.sharedMaterial, _target.instanceParameters[i]);
outMats.Add(tmp.sharedMaterial);
}
else
{
for (int j = 0; j < _target.instanceParameters[i].count; j++)
{
if (j > 0)
x += _target.offset;
Renderer tmp = CopyObject(refObject, x, y, _target.transform, _target);
tmp.gameObject.name = _target.prefabObject.name + "_" + ApplyParameterToMaterial(tmp.sharedMaterial, _target.instanceParameters[i], j);
outMats.Add(tmp.sharedMaterial);
}
}
}
else
{
Renderer tmp = CopyObject(refObject, x, y, _target.transform, _target);
tmp.gameObject.name = _target.prefabObject.name + "_" + ApplyParameterToMaterial(tmp.sharedMaterial, _target.instanceParameters[i]);
outMats.Add(tmp.sharedMaterial);
}
}
x += _target.offset;
}
}
DestroyImmediate(refObject.gameObject);
return outMats.ToArray();
}
Renderer CopyObject( Renderer _target, float _x, float _y, Transform _parent, MultiMaterialPlacer _placer )
{
Renderer o = Instantiate(_target.gameObject).GetComponent<Renderer>();
o.sharedMaterial = Instantiate(_target.sharedMaterial);
o.transform.parent = _parent;
o.transform.localPosition = new Vector3(_x, _y, 0f);
o.transform.localRotation = Quaternion.identity;
o.transform.localScale = Vector3.one * _placer.scale;
o.transform.localEulerAngles = _placer.rotation;
return o;
}
string ApplyParameterToMaterial(Material _mat, MaterialParameterVariation _param)
{
if (_param.multi) return null;
string o = _param.parameter + "_";
switch (_param.paramType)
{
case MaterialParameterVariation.ParamType.Bool:
_mat.SetFloat(_param.parameter, _param.b_Value ? 1f : 0f);
o += _param.b_Value.ToString();
break;
case MaterialParameterVariation.ParamType.Float:
_mat.SetFloat(_param.parameter, _param.f_Value);
o += string.Format("{0:0.00}", _param.f_Value);
break;
case MaterialParameterVariation.ParamType.Int:
_mat.SetInt(_param.parameter, _param.i_Value);
o += _param.i_Value.ToString();
break;
case MaterialParameterVariation.ParamType.Vector:
_mat.SetVector(_param.parameter, _param.v_Value);
o += _param.v_Value.ToString();
break;
case MaterialParameterVariation.ParamType.Texture:
_mat.SetTexture(_param.parameter, _param.t_Value);
o += _param.t_Value.ToString();
break;
case MaterialParameterVariation.ParamType.Color:
_mat.SetColor(_param.parameter, _param.c_Value);
o += _param.c_Value.ToString();
break;
}
return o;
}
string ApplyParameterToMaterial(Material _mat, MaterialParameterVariation _param, int _num)
{
if (!_param.multi) return null;
if (_param.paramType == MaterialParameterVariation.ParamType.Texture) return null;
if ((_num < 0) || (_num > _param.count)) return null;
if ((_param.paramType == MaterialParameterVariation.ParamType.Bool) && (_num > 1)) return null;
float f = 1.0f * _num / (_param.count - 1.0f);
string o = _param.parameter+"_";
switch (_param.paramType)
{
case MaterialParameterVariation.ParamType.Bool:
_mat.SetFloat(_param.parameter, _num);
o += (_num==1)?"true":"false";
break;
case MaterialParameterVariation.ParamType.Float:
_mat.SetFloat(_param.parameter, Mathf.Lerp(_param.f_Value, _param.f_Value_Max, f));
o += string.Format("{0:0.00}", Mathf.Lerp(_param.f_Value, _param.f_Value_Max, f));
break;
case MaterialParameterVariation.ParamType.Int:
_mat.SetInt(_param.parameter, Mathf.RoundToInt(Mathf.Lerp(_param.i_Value, _param.i_Value_Max, f)));
o += Mathf.RoundToInt(Mathf.Lerp(_param.i_Value, _param.i_Value_Max, f)).ToString();
break;
case MaterialParameterVariation.ParamType.Vector:
_mat.SetVector(_param.parameter, Vector4.Lerp(_param.v_Value, _param.v_Value_Max, f));
o += Vector4.Lerp(_param.v_Value, _param.v_Value_Max, f).ToString();
break;
case MaterialParameterVariation.ParamType.Color:
_mat.SetColor(_param.parameter, Color.Lerp(_param.c_Value, _param.c_Value_Max, f));
o += Color.Lerp(_param.c_Value, _param.c_Value_Max, f).ToString();
break;
}
return o;
}
}

29
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/MaterialParameterVariation.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public struct MaterialParameterVariation
{
public string parameter;
public enum ParamType { Float, Bool, Int, Vector, Texture, Color }
public ParamType paramType;
public bool multi;
public bool b_Value;
public int i_Value;
public float f_Value;
public Vector4 v_Value;
public Color c_Value;
public int i_Value_Max;
public float f_Value_Max;
public Vector4 v_Value_Max;
public Color c_Value_Max;
public Texture t_Value;
public int count;
}

20
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/MultiMaterialPlacer.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MultiMaterialPlacer : MonoBehaviour
{
public Renderer prefabObject;
[Tooltip("Optional")]
public Material material;
public MaterialParameterVariation[] commonParameters;
public bool is2D = false;
public MaterialParameterVariation[] instanceParameters;
public float offset = 1.5f;
public Vector3 rotation = Vector3.zero;
public float scale = 1f;
}

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