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Merge branch '2018.1' into projects/TheLastStand

/projects-TheLastStand
John Parsaie 7 年前
当前提交
73467192
共有 33 个文件被更改,包括 248 次插入278 次删除
  1. 6
      ScriptableRenderPipeline/Core/CoreRP/Editor/Debugging/DebugState.cs
  2. 36
      ScriptableRenderPipeline/Core/CoreRP/Editor/Debugging/DebugUIDrawer.Builtins.cs
  3. 1
      ScriptableRenderPipeline/Core/CoreRP/Editor/Debugging/DebugUIDrawer.cs
  4. 35
      ScriptableRenderPipeline/Core/CoreRP/Editor/Debugging/DebugWindow.cs
  5. 4
      ScriptableRenderPipeline/Core/package.json
  6. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/HDLightEditor.cs
  7. 12
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Unlit/BaseUnlitUI.cs
  8. 14
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/FrameSettingsUI.cs
  9. 9
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/LightLoopSettingsUI.cs
  10. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/SerializedFrameSettings.cs
  11. 47
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
  12. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.asset
  13. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Light/HDAdditionalLightData.cs
  14. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoopSettings.cs
  15. 20
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/ShadowContext.hlsl
  16. 47
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLit.shader
  17. 50
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitTessellation.shader
  18. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
  19. 50
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.shader
  20. 53
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitTessellation.shader
  21. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/FrameSettings.cs
  22. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassForward.hlsl
  23. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassGBuffer.hlsl
  24. 5
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyManager.cs
  25. 23
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyRenderingContext.cs
  26. 6
      ScriptableRenderPipeline/HDRenderPipeline/package.json
  27. 8
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs
  28. 8
      ScriptableRenderPipeline/LightweightPipeline/package.json
  29. 2
      ScriptableRenderPipeline/LightweightPipeline/sub-package.json
  30. 4
      ScriptableRenderPipeline/master-package.json
  31. 2
      package.json
  32. 48
      ScriptableRenderPipeline/LightweightPipeline/LWRP/SceneViewDrawMode.cs
  33. 11
      ScriptableRenderPipeline/LightweightPipeline/LWRP/SceneViewDrawMode.cs.meta

6
ScriptableRenderPipeline/Core/CoreRP/Editor/Debugging/DebugState.cs


[SerializeField]
protected string m_QueryPath;
// We need this to keep track of the state modified in the current frame.
// This helps reduces the cost of re-applying states to original widgets and is also needed
// when two states point to the same value (e.g. when using split enums like HDRP does for
// the `fullscreenDebugMode`.
internal static DebugState m_CurrentDirtyState;
public string queryPath
{
get { return m_QueryPath; }

36
ScriptableRenderPipeline/Core/CoreRP/Editor/Debugging/DebugUIDrawer.Builtins.cs


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

EditorGUI.BeginChangeCheck();
var rect = PrepareControlRect();
bool value = EditorGUI.Toggle(rect, CoreEditorUtils.GetContent(w.displayName), s.value);
bool value = EditorGUI.Toggle(rect, CoreEditorUtils.GetContent(w.displayName), w.GetValue());
if (EditorGUI.EndChangeCheck())
Apply(w, s, value);

var rect = PrepareControlRect();
int value = w.min != null && w.max != null
? EditorGUI.IntSlider(rect, CoreEditorUtils.GetContent(w.displayName), s.value, w.min(), w.max())
: EditorGUI.IntField(rect, CoreEditorUtils.GetContent(w.displayName), s.value);
? EditorGUI.IntSlider(rect, CoreEditorUtils.GetContent(w.displayName), w.GetValue(), w.min(), w.max())
: EditorGUI.IntField(rect, CoreEditorUtils.GetContent(w.displayName), w.GetValue());
if (EditorGUI.EndChangeCheck())
Apply(w, s, value);

// No UIntField so we need to max to 0 ourselves or the value will wrap around
var rect = PrepareControlRect();
int tmp = w.min != null && w.max != null
? EditorGUI.IntSlider(rect, CoreEditorUtils.GetContent(w.displayName), Mathf.Max(0, (int)s.value), Mathf.Max(0, (int)w.min()), Mathf.Max(0, (int)w.max()))
: EditorGUI.IntField(rect, CoreEditorUtils.GetContent(w.displayName), Mathf.Max(0, (int)s.value));
? EditorGUI.IntSlider(rect, CoreEditorUtils.GetContent(w.displayName), Mathf.Max(0, (int)w.GetValue()), Mathf.Max(0, (int)w.min()), Mathf.Max(0, (int)w.max()))
: EditorGUI.IntField(rect, CoreEditorUtils.GetContent(w.displayName), Mathf.Max(0, (int)w.GetValue()));
uint value = (uint)Mathf.Max(0, tmp);

var rect = PrepareControlRect();
float value = w.min != null && w.max != null
? EditorGUI.Slider(rect, CoreEditorUtils.GetContent(w.displayName), s.value, w.min(), w.max())
: EditorGUI.FloatField(rect, CoreEditorUtils.GetContent(w.displayName), s.value);
? EditorGUI.Slider(rect, CoreEditorUtils.GetContent(w.displayName), w.GetValue(), w.min(), w.max())
: EditorGUI.FloatField(rect, CoreEditorUtils.GetContent(w.displayName), w.GetValue());
if (EditorGUI.EndChangeCheck())
Apply(w, s, value);

EditorGUI.BeginChangeCheck();
int value = s.value;
int value = w.GetValue();
if (w.enumNames == null || w.enumValues == null)
{
EditorGUILayout.LabelField("Can't draw an empty enumeration.");

var rect = PrepareControlRect();
value = EditorGUI.IntPopup(rect, CoreEditorUtils.GetContent(w.displayName), s.value, w.enumNames, w.enumValues);
int index = Array.IndexOf(w.enumValues, w.GetValue());
// Fallback just in case, we may be handling sub/sectionned enums here
if (index < 0)
value = w.enumValues[0];
value = EditorGUI.IntPopup(rect, CoreEditorUtils.GetContent(w.displayName), value, w.enumNames, w.enumValues);
}
if (EditorGUI.EndChangeCheck())

EditorGUI.BeginChangeCheck();
bool value = EditorGUILayout.Foldout(s.value, CoreEditorUtils.GetContent(w.displayName), true);
bool value = EditorGUILayout.Foldout(w.GetValue(), CoreEditorUtils.GetContent(w.displayName), true);
if (EditorGUI.EndChangeCheck())
Apply(w, s, value);

EditorGUI.BeginChangeCheck();
var rect = PrepareControlRect();
var value = EditorGUI.ColorField(rect, CoreEditorUtils.GetContent(w.displayName), s.value, w.showPicker, w.showAlpha, w.hdr);
var value = EditorGUI.ColorField(rect, CoreEditorUtils.GetContent(w.displayName), w.GetValue(), w.showPicker, w.showAlpha, w.hdr);
if (EditorGUI.EndChangeCheck())
Apply(w, s, value);

EditorGUI.BeginChangeCheck();
var value = EditorGUILayout.Vector2Field(w.displayName, s.value);
var value = EditorGUILayout.Vector2Field(w.displayName, w.GetValue());
if (EditorGUI.EndChangeCheck())
Apply(w, s, value);

EditorGUI.BeginChangeCheck();
var value = EditorGUILayout.Vector3Field(w.displayName, s.value);
var value = EditorGUILayout.Vector3Field(w.displayName, w.GetValue());
if (EditorGUI.EndChangeCheck())
Apply(w, s, value);

EditorGUI.BeginChangeCheck();
var value = EditorGUILayout.Vector4Field(w.displayName, s.value);
var value = EditorGUILayout.Vector4Field(w.displayName, w.GetValue());
if (EditorGUI.EndChangeCheck())
Apply(w, s, value);

1
ScriptableRenderPipeline/Core/CoreRP/Editor/Debugging/DebugUIDrawer.cs


state.SetValue(value, widget);
widget.SetValue(value);
EditorUtility.SetDirty(state);
DebugState.m_CurrentDirtyState = state;
UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
}

35
ScriptableRenderPipeline/Core/CoreRP/Editor/Debugging/DebugWindow.cs


void OnDestroy()
{
DebugManager.instance.onSetDirty -= MarkDirty;
Undo.ClearUndo(m_Settings);
if (m_WidgetStates != null)
{

}
}
public void ApplyStates()
public void ApplyStates(bool forceApplyAll = false)
if (!forceApplyAll && DebugState.m_CurrentDirtyState != null)
{
ApplyState(DebugState.m_CurrentDirtyState.queryPath, DebugState.m_CurrentDirtyState);
DebugState.m_CurrentDirtyState = null;
return;
}
{
var widget = DebugManager.instance.GetItem(state.Key) as DebugUI.IValueField;
ApplyState(state.Key, state.Value);
DebugState.m_CurrentDirtyState = null;
}
void ApplyState(string queryPath, DebugState state)
{
var widget = DebugManager.instance.GetItem(queryPath) as DebugUI.IValueField;
if (widget == null)
continue;
if (widget == null)
return;
widget.SetValue(state.Value.GetValue());
}
widget.SetValue(state.GetValue());
}
void OnUndoRedoPerformed()

// Something has been undone / redone, re-apply states to the debug tree
if (stateHash != m_Settings.currentStateHash)
{
ApplyStates();
ApplyStates(true);
m_Settings.currentStateHash = stateHash;
}

if (m_Settings.selectedPanel == i && Event.current.type == EventType.Repaint)
s_Styles.selected.Draw(elementRect, false, false, false, false);
if (GUI.Toggle(elementRect, m_Settings.selectedPanel == i, panel.displayName, s_Styles.sectionElement))
EditorGUI.BeginChangeCheck();
GUI.Toggle(elementRect, m_Settings.selectedPanel == i, panel.displayName, s_Styles.sectionElement);
if (EditorGUI.EndChangeCheck())
Undo.RecordObject(m_Settings, "Debug Panel Selection");
Undo.RegisterCompleteObjectUndo(m_Settings, "Debug Panel Selection");
m_Settings.selectedPanel = i;
}
}

4
ScriptableRenderPipeline/Core/package.json


{
"name": "com.unity.render-pipelines.core",
"description": "Core library for Unity render pipelines.",
"version": "1.0.0-beta",
"version": "1.1.1-preview",
"com.unity.postprocessing": "2.0.0-beta"
"com.unity.postprocessing": "2.0.2-preview"
}
}

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/HDLightEditor.cs


case LightShape.Rectangle:
// TODO: Currently if we use Area type as it is offline light in legacy, the light will not exist at runtime
//m_BaseData.type.enumValueIndex = (int)LightType.Area;
// In case of change, think to update InitDefaultHDAdditionalLightData()
settings.lightType.enumValueIndex = (int)LightType.Point;
m_AdditionalLightData.lightTypeExtent.enumValueIndex = (int)LightTypeExtent.Rectangle;
EditorGUILayout.PropertyField(m_AdditionalLightData.shapeWidth, s_Styles.shapeWidthRect);

12
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Unlit/BaseUnlitUI.cs


protected const string kEnableMotionVectorForVertexAnimation = "_EnableMotionVectorForVertexAnimation";
protected const string kZTestDepthEqualForOpaque = "_ZTestDepthEqualForOpaque";
protected const string kZTestGBuffer = "_ZTestGBuffer";
protected const string kZTestModeDistortion = "_ZTestModeDistortion";
// See comment in LitProperties.hlsl

CoreUtils.SetKeyword(material, "_BLENDMODE_ALPHA", false);
CoreUtils.SetKeyword(material, "_BLENDMODE_ADD", false);
CoreUtils.SetKeyword(material, "_BLENDMODE_PRE_MULTIPLY", false);
// Alpha tested materials always have a prepass where we perform the clip.
// Then during Gbuffer pass we don't perform the clip test, so we need to use depth equal in this case.
if (alphaTestEnable)
{
material.SetInt(kZTestGBuffer, (int)UnityEngine.Rendering.CompareFunction.Equal);
}
else
{
material.SetInt(kZTestGBuffer, (int)UnityEngine.Rendering.CompareFunction.LessEqual);
}
// If the material use the kZTestDepthEqualForOpaque it mean it require depth equal test for opaque but transparent are not affected
if (material.HasProperty(kZTestDepthEqualForOpaque))

14
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/FrameSettingsUI.cs


CED.FadeGroup(
(s, d, o, i) => s.isSectionExpandedUseForwardOnly,
FadeOption.None,
CED.Action(Drawer_FieldUseDepthPrepassWithDefferedRendering),
CED.FadeGroup(
(s, d, o, i) => s.isSectionExpandedUseDepthPrepass,
FadeOption.Indent,
CED.Action(Drawer_FieldRenderAlphaTestOnlyInDeferredPrepass))),
CED.Action(Drawer_FieldUseDepthPrepassWithDefferedRendering)
),
CED.Action(Drawer_SectionOtherRenderingSettings)
)
);

public AnimBool isSectionExpandedXRSettings { get { return m_AnimBools[3]; } }
public AnimBool isSectionExpandedXRSupported { get { return m_AnimBools[4]; } }
public AnimBool isSectionExpandedUseForwardOnly { get { return m_AnimBools[5]; } }
public AnimBool isSectionExpandedUseDepthPrepass { get { return m_AnimBools[6]; } }
public LightLoopSettingsUI lightLoopSettings = new LightLoopSettingsUI();

{
isSectionExpandedXRSupported.target = PlayerSettings.virtualRealitySupported;
isSectionExpandedUseForwardOnly.target = !data.enableForwardRenderingOnly.boolValue;
isSectionExpandedUseDepthPrepass.target = data.enableDepthPrepassWithDeferredRendering.boolValue;
lightLoopSettings.Update();
}

static void Drawer_FieldUseDepthPrepassWithDefferedRendering(FrameSettingsUI s, SerializedFrameSettings p, Editor owner)
{
EditorGUILayout.PropertyField(p.enableDepthPrepassWithDeferredRendering, _.GetContent("Enable Depth Prepass With Deferred Rendering"));
}
static void Drawer_FieldRenderAlphaTestOnlyInDeferredPrepass(FrameSettingsUI s, SerializedFrameSettings p, Editor owner)
{
EditorGUILayout.PropertyField(p.enableAlphaTestOnlyInDeferredPrepass, _.GetContent("Enable Alpha Test Only In Deferred Prepass"));
}
static void Drawer_SectionOtherRenderingSettings(FrameSettingsUI s, SerializedFrameSettings p, Editor owner)

9
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/LightLoopSettingsUI.cs


static void Drawer_SectionLightLoopSettings(LightLoopSettingsUI s, SerializedLightLoopSettings p, Editor owner)
{
EditorGUILayout.PropertyField(p.enableTileAndCluster, _.GetContent("Enable Tile And Cluster"));
// Uncomment if you re-enable LIGHTLOOP_SINGLE_PASS multi_compile in lit*.shader
//EditorGUILayout.PropertyField(p.enableTileAndCluster, _.GetContent("Enable Tile And Cluster"));
//EditorGUI.indentLevel++;
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(p.enableFptlForForwardOpaque, _.GetContent("Enable FPTL For Forward Opaque"));
EditorGUILayout.PropertyField(p.enableBigTilePrepass, _.GetContent("Enable Big Tile Prepass"));
EditorGUILayout.PropertyField(p.enableComputeLightEvaluation, _.GetContent("Enable Compute Light Evaluation"));

}
EditorGUILayout.EndFadeGroup();
GUILayout.EndVertical();
EditorGUI.indentLevel--;
//EditorGUI.indentLevel--;
}
}
}

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/SerializedFrameSettings.cs


public SerializedProperty enableForwardRenderingOnly;
public SerializedProperty enableDepthPrepassWithDeferredRendering;
public SerializedProperty enableAlphaTestOnlyInDeferredPrepass;
public SerializedProperty enableTransparentPrepass;
public SerializedProperty enableMotionVectors;

specularGlobalDimmer = root.Find((FrameSettings d) => d.specularGlobalDimmer);
enableForwardRenderingOnly = root.Find((FrameSettings d) => d.enableForwardRenderingOnly);
enableDepthPrepassWithDeferredRendering = root.Find((FrameSettings d) => d.enableDepthPrepassWithDeferredRendering);
enableAlphaTestOnlyInDeferredPrepass = root.Find((FrameSettings d) => d.enableAlphaTestOnlyInDeferredPrepass);
enableTransparentPrepass = root.Find((FrameSettings d) => d.enableTransparentPrepass);
enableMotionVectors = root.Find((FrameSettings d) => d.enableMotionVectors);
enableObjectMotionVectors = root.Find((FrameSettings d) => d.enableObjectMotionVectors);

47
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs


}
RenderStateBlock m_DepthStateOpaque;
RenderStateBlock m_DepthStateOpaqueWithPrepass;
// Detect when windows size is changing
int m_CurrentWidth;

supportedLightmapsModes = LightmapsMode.NonDirectional | LightmapsMode.CombinedDirectional,
rendererSupportsLightProbeProxyVolumes = true,
rendererSupportsMotionVectors = true,
rendererSupportsReceiveShadows = true,
rendererSupportsReceiveShadows = false,
rendererSupportsReflectionProbes = true
};

m_DepthStateOpaque = new RenderStateBlock
{
depthState = new DepthState(true, CompareFunction.LessEqual),
mask = RenderStateMask.Depth
};
// When doing a prepass, we don't need to write the depth anymore.
// Moreover, we need to use DepthEqual because for alpha tested materials we don't do the clip in the shader anymore (otherwise HiZ does not work on PS4)
m_DepthStateOpaqueWithPrepass = new RenderStateBlock
{
depthState = new DepthState(false, CompareFunction.Equal),
mask = RenderStateMask.Depth
};
}

// RenderDepthPrepass render both opaque and opaque alpha tested based on engine configuration.
// Forward only renderer: We always render everything
// Deferred renderer: We render a depth prepass only if engine request it. We can decide if we render everything or only opaque alpha tested object.
// Deferred renderer: We always render depth prepass for alpha tested (optimization), other object are render based on engine configuration.
// Forward opaque with deferred renderer (DepthForwardOnly pass): We always render everything
void RenderDepthPrepass(CullResults cull, HDCamera hdCamera, ScriptableRenderContext renderContext, CommandBuffer cmd, bool forcePrepass)
{

// Guidelines: In deferred by default there is no opaque in forward. However it is possible to force an opaque material to render in forward
// by using the pass "ForwardOnly". In this case the .shader should not have "Forward" but only a "ForwardOnly" pass.
// It must also have a "DepthForwardOnly" and no "DepthOnly" pass as forward material (either deferred or forward only rendering) have always a depth pass.
// In case of forward only rendering we have a depth prepass. In case of deferred renderer, it is optional
bool addFullDepthPrepass = m_FrameSettings.enableForwardRenderingOnly || m_FrameSettings.enableDepthPrepassWithDeferredRendering;
bool addAlphaTestedOnly = !m_FrameSettings.enableForwardRenderingOnly && m_FrameSettings.enableDepthPrepassWithDeferredRendering && m_FrameSettings.enableAlphaTestOnlyInDeferredPrepass;
// If a forward material have no depth prepass, then lighting can be incorrect (deferred sahdowing, SSAO), this may be acceptable depends on usage
bool addFullDepthPrepass = forcePrepass || m_FrameSettings.enableForwardRenderingOnly || m_FrameSettings.enableDepthPrepassWithDeferredRendering;
using (new ProfilingSample(cmd, addAlphaTestedOnly ? "Depth Prepass alpha test" : "Depth Prepass", CustomSamplerId.DepthPrepass.GetSampler()))
using (new ProfilingSample(cmd, !addFullDepthPrepass ? "Depth Prepass alpha test" : "Depth Prepass", CustomSamplerId.DepthPrepass.GetSampler()))
if (forcePrepass || (addFullDepthPrepass && !addAlphaTestedOnly)) // Always true in case of forward rendering, use in case of deferred rendering if requesting a full depth prepass
if (addFullDepthPrepass) // Always true in case of forward rendering, use in case of deferred rendering if requesting a full depth prepass
{
// We render first the opaque object as opaque alpha tested are more costly to render and could be reject by early-z (but not Hi-z as it is disable with clip instruction)
// This is handled automatically with the RenderQueue value (OpaqueAlphaTested have a different value and thus are sorted after Opaque)

// We always do a DepthForwardOnly pass with all the opaque (including alpha test)
RenderOpaqueRenderList(cull, camera, renderContext, cmd, m_DepthForwardOnlyPassNames, 0, HDRenderQueue.k_RenderQueue_AllOpaque);
// Render Alpha test only if requested
if (addAlphaTestedOnly)
{
var renderQueueRange = new RenderQueueRange { min = (int)RenderQueue.AlphaTest, max = (int)RenderQueue.GeometryLast - 1 };
RenderOpaqueRenderList(cull, camera, renderContext, cmd, m_DepthOnlyPassNames, 0, renderQueueRange);
}
// Alpha tested materials always have a prepass.
var renderQueueRange = new RenderQueueRange { min = (int)RenderQueue.AlphaTest, max = (int)RenderQueue.GeometryLast - 1 };
RenderOpaqueRenderList(cull, camera, renderContext, cmd, m_DepthOnlyPassNames, 0, renderQueueRange);
}
}

{
// setup GBuffer for rendering
HDUtils.SetRenderTarget(cmd, hdCamera, m_GbufferManager.GetBuffersRTI(enableShadowMask), m_CameraDepthStencilBuffer);
// Render opaque objects into GBuffer
if (m_FrameSettings.enableDepthPrepassWithDeferredRendering)
{
// When using depth prepass for opaque alpha test only we need to use regular depth test for normal opaque objects.
RenderOpaqueRenderList(cull, camera, renderContext, cmd, HDShaderPassNames.s_GBufferName, m_currentRendererConfigurationBakedLighting, HDRenderQueue.k_RenderQueue_OpaqueNoAlphaTest, m_FrameSettings.enableAlphaTestOnlyInDeferredPrepass ? m_DepthStateOpaque : m_DepthStateOpaqueWithPrepass);
// but for opaque alpha tested object we use a depth equal and no depth write. And we rely on the shader pass GbufferWithDepthPrepass
RenderOpaqueRenderList(cull, camera, renderContext, cmd, HDShaderPassNames.s_GBufferWithPrepassName, m_currentRendererConfigurationBakedLighting, HDRenderQueue.k_RenderQueue_OpaqueAlphaTest, m_DepthStateOpaqueWithPrepass);
}
else
{
// No depth prepass, use regular depth test - Note that we will render opaque then opaque alpha tested (based on the RenderQueue system)
RenderOpaqueRenderList(cull, camera, renderContext, cmd, HDShaderPassNames.s_GBufferName, m_currentRendererConfigurationBakedLighting, HDRenderQueue.k_RenderQueue_AllOpaque, m_DepthStateOpaque);
}
RenderOpaqueRenderList(cull, camera, renderContext, cmd, HDShaderPassNames.s_GBufferName, m_currentRendererConfigurationBakedLighting, HDRenderQueue.k_RenderQueue_AllOpaque);
m_GbufferManager.BindBufferAsTextures(cmd);
}

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.asset


specularGlobalDimmer: 1
enableForwardRenderingOnly: 0
enableDepthPrepassWithDeferredRendering: 0
enableAlphaTestOnlyInDeferredPrepass: 0
enableTransparentPrepass: 1
enableMotionVectors: 1
enableObjectMotionVectors: 1

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Light/HDAdditionalLightData.cs


var light = lightData.gameObject.GetComponent<Light>();
if (light.type == LightType.Area)
// Sanity check: lightData.lightTypeExtent is init to LightTypeExtent.Punctual (in case for unknow reasons we recreate additional data on an existing line)
if (light.type == LightType.Area && lightData.lightTypeExtent == LightTypeExtent.Punctual)
light.type = LightType.Point; // Same as in HDLightEditor
}
}

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoopSettings.cs


displayName = "Lighting Settings",
children =
{
// Uncomment if you re-enable LIGHTLOOP_SINGLE_PASS multi_compile in lit*.shader
//new DebugUI.BoolField { displayName = "Enable Tile/Cluster", getter = () => lightLoopSettings.enableTileAndCluster, setter = value => lightLoopSettings.enableTileAndCluster = value },
new DebugUI.BoolField { displayName = "Enable Tile/Cluster", getter = () => lightLoopSettings.enableTileAndCluster, setter = value => lightLoopSettings.enableTileAndCluster = value },
new DebugUI.BoolField { displayName = "Enable Big Tile", getter = () => lightLoopSettings.enableBigTilePrepass, setter = value => lightLoopSettings.enableBigTilePrepass = value },
new DebugUI.BoolField { displayName = "Enable Compute Lighting", getter = () => lightLoopSettings.enableComputeLightEvaluation, setter = value => lightLoopSettings.enableComputeLightEvaluation = value },
new DebugUI.BoolField { displayName = "Enable Light Classification", getter = () => lightLoopSettings.enableComputeLightVariants, setter = value => lightLoopSettings.enableComputeLightVariants = value },

20
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/ShadowContext.hlsl


#ifndef LIGHTLOOP_SHADOW_CONTEXT_HLSL
#define LIGHTLOOP_SHADOW_CONTEXT_HLSL
#define SHADOWCONTEXT_MAX_TEX2DARRAY 4
#define SHADOWCONTEXT_MAX_TEX2DARRAY 1
#define SHADOWCONTEXT_MAX_SAMPLER 3
#define SHADOWCONTEXT_MAX_SAMPLER 0
#if SHADOWCONTEXT_MAX_TEX2DARRAY == 4
TEXTURE2D_ARRAY(_ShadowmapExp_VSM_0);
SAMPLER(sampler_ShadowmapExp_VSM_0);

TEXTURE2D_ARRAY(_ShadowmapExp_VSM_2);
SAMPLER(sampler_ShadowmapExp_VSM_2);
#endif
TEXTURE2D_ARRAY(_ShadowmapExp_PCF);
SAMPLER_CMP(sampler_ShadowmapExp_PCF);

ShadowContext sc;
sc.shadowDatas = _ShadowDatasExp;
sc.payloads = _ShadowPayloads;
sc.tex2DArray[0] = _ShadowmapExp_PCF;
sc.tex2DArray[1] = _ShadowmapExp_VSM_0;
sc.tex2DArray[0] = _ShadowmapExp_PCF;
sc.compSamplers[0] = sampler_ShadowmapExp_PCF;
#if SHADOWCONTEXT_MAX_TEX2DARRAY == 4
sc.tex2DArray[1] = _ShadowmapExp_VSM_0;
sc.compSamplers[0] = sampler_ShadowmapExp_PCF;
sc.samplers[0] = sampler_ShadowmapExp_VSM_0;
#endif
#if SHADOWCONTEXT_MAX_SAMPLER == 3
sc.samplers[0] = sampler_ShadowmapExp_VSM_0;
#endif
#endif // LIGHTLOOP_SHADOW_CONTEXT_HLSL
#endif // LIGHTLOOP_SHADOW_CONTEXT_HLSL

47
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLit.shader


[HideInInspector] _ZWrite ("__zw", Float) = 1.0
[HideInInspector] _CullMode("__cullmode", Float) = 2.0
[HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal
[HideInInspector] _ZTestGBuffer("_ZTestGBuffer", Int) = 4
[ToggleUI] _EnableFogOnTransparent("Enable Fog", Float) = 1.0
[ToggleUI] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0

Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index
Cull [_CullMode]
ZTest[_ZTestGBuffer]
Stencil
{

#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
#define SHADERPASS SHADERPASS_GBUFFER
#include "../../ShaderVariables.hlsl"
#ifdef DEBUG_DISPLAY
#include "../../Debug/DebugDisplay.hlsl"
#endif
#include "../../Material/Material.hlsl"
#include "../Lit/ShaderPass/LitSharePass.hlsl"
#include "LayeredLitData.hlsl"
#include "../../ShaderPass/ShaderPassGBuffer.hlsl"
ENDHLSL
}
// This pass is the same as GBuffer only it does not do alpha test (the clip instruction is removed)
// This is due to the fact that on GCN, any shader with a clip instruction cannot benefit from HiZ so when we do a prepass, in order to get the most performance, we need to make a special case in the subsequent GBuffer pass.
Pass
{
Name "GBufferWithPrepass" // Name is not used
Tags { "LightMode" = "GBufferWithPrepass" } // This will be only for opaque object based on the RenderQueue index
Cull [_CullMode]
Stencil
{
WriteMask [_StencilWriteMask]
Ref [_StencilRef]
Comp Always
Pass Replace
}
HLSLPROGRAM
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
#ifdef _ALPHATEST_ON
// When we have alpha test, we will force a depth prepass so we always bypass the clip instruction in the GBuffer
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#endif
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#include "../../ShaderVariables.hlsl"
#ifdef DEBUG_DISPLAY
#include "../../Debug/DebugDisplay.hlsl"

#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
// #include "../../Lighting/Forward.hlsl"
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
//#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
#define LIGHTLOOP_TILE_PASS
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#define SHADERPASS SHADERPASS_FORWARD

50
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitTessellation.shader


[HideInInspector] _ZWrite ("__zw", Float) = 1.0
[HideInInspector] _CullMode("__cullmode", Float) = 2.0
[HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal
[HideInInspector] _ZTestGBuffer("_ZTestGBuffer", Int) = 4
[ToggleUI] _EnableFogOnTransparent("Enable Fog", Float) = 1.0
[ToggleUI] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0

Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index
Cull [_CullMode]
ZTest[_ZTestGBuffer]
Stencil
{

#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
#define SHADERPASS SHADERPASS_GBUFFER
#include "../../ShaderVariables.hlsl"
#ifdef DEBUG_DISPLAY
#include "../../Debug/DebugDisplay.hlsl"
#endif
#include "../../Material/Material.hlsl"
#include "../Lit/ShaderPass/LitSharePass.hlsl"
#include "LayeredLitData.hlsl"
#include "../../ShaderPass/ShaderPassGBuffer.hlsl"
ENDHLSL
}
// This pass is the same as GBuffer only it does not do alpha test (the clip instruction is removed)
// This is due to the fact that on GCN, any shader with a clip instruction cannot benefit from HiZ so when we do a prepass, in order to get the most performance, we need to make a special case in the subsequent GBuffer pass.
Pass
{
Name "GBufferWithPrepass" // Name is not used
Tags { "LightMode" = "GBufferWithPrepass" } // This will be only for opaque object based on the RenderQueue index
Cull [_CullMode]
Stencil
{
WriteMask [_StencilWriteMask]
Ref [_StencilRef]
Comp Always
Pass Replace
}
HLSLPROGRAM
#pragma hull Hull
#pragma domain Domain
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
#ifdef _ALPHATEST_ON
// When we have alpha test, we will force a depth prepass so we always bypass the clip instruction in the GBuffer
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#endif
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#include "../../ShaderVariables.hlsl"
#ifdef DEBUG_DISPLAY
#include "../../Debug/DebugDisplay.hlsl"

#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
// #include "../../Lighting/Forward.hlsl"
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
//#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
#define LIGHTLOOP_TILE_PASS
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#define SHADERPASS SHADERPASS_FORWARD

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


// bake lighting function
//-----------------------------------------------------------------------------
// GetBakedDiffuseLigthing function compute the bake lighting + emissive color to be store in emissive buffer (Deferred case)
// GetBakedDiffuseLighting function compute the bake lighting + emissive color to be store in emissive buffer (Deferred case)
float3 GetBakedDiffuseLigthing(SurfaceData surfaceData, BuiltinData builtinData, BSDFData bsdfData, PreLightData preLightData)
float3 GetBakedDiffuseLighting(SurfaceData surfaceData, BuiltinData builtinData, BSDFData bsdfData, PreLightData preLightData)
{
if (HasFeatureFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING))
{

float3 modifiedDiffuseColor = ApplySubsurfaceScatteringTexturingMode(texturingMode, bsdfData.diffuseColor);
// Apply the albedo to the direct diffuse lighting (only once). The indirect (baked)
// diffuse lighting has already had the albedo applied in GetBakedDiffuseLigthing().
// diffuse lighting has already had the albedo applied in GetBakedDiffuseLighting().
diffuseLighting = modifiedDiffuseColor * lighting.direct.diffuse + bakeDiffuseLighting;
// If refraction is enable we use the transmittanceMask to lerp between current diffuse lighting and refraction value

50
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.shader


[HideInInspector] _CullModeForward("__cullmodeForward", Float) = 2.0 // This mode is dedicated to Forward to correctly handle backface then front face rendering thin transparent
[HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal
[HideInInspector] _ZTestModeDistortion("_ZTestModeDistortion", Int) = 8
[HideInInspector] _ZTestGBuffer("_ZTestGBuffer", Int) = 4
[ToggleUI] _EnableFogOnTransparent("Enable Fog", Float) = 1.0
[ToggleUI] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0

Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index
Cull [_CullMode]
ZTest [_ZTestGBuffer]
Stencil
{

#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
#define SHADERPASS SHADERPASS_GBUFFER
#include "../../ShaderVariables.hlsl"
#ifdef DEBUG_DISPLAY
#include "../../Debug/DebugDisplay.hlsl"
#endif
#include "../../Material/Material.hlsl"
#include "ShaderPass/LitSharePass.hlsl"
#include "LitData.hlsl"
#include "../../ShaderPass/ShaderPassGBuffer.hlsl"
ENDHLSL
}
// This pass is the same as GBuffer only it does not do alpha test (the clip instruction is removed)
// This is due to the fact that on GCN, any shader with a clip instruction cannot benefit from HiZ so when we do a prepass, in order to get the most performance, we need to make a special case in the subsequent GBuffer pass.
Pass
{
Name "GBufferWithPrepass" // Name is not used
Tags { "LightMode" = "GBufferWithPrepass" } // This will be only for opaque object based on the RenderQueue index
Cull [_CullMode]
Stencil
{
WriteMask [_StencilWriteMask]
Ref [_StencilRef]
Comp Always
Pass Replace
}
HLSLPROGRAM
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
#ifdef _ALPHATEST_ON
// When we have alpha test, we will force a depth prepass so we always bypass the clip instruction in the GBuffer
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#endif
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST // This define allow to not perform the alpha test (alpha test is done during depth prepass)
#include "../../ShaderVariables.hlsl"
#ifdef DEBUG_DISPLAY
#include "../../Debug/DebugDisplay.hlsl"

#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
// #include "../../Lighting/Forward.hlsl"
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
//#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
#define LIGHTLOOP_TILE_PASS
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#define SHADERPASS SHADERPASS_FORWARD

#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
// #include "../../Lighting/Forward.hlsl"
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
//#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
#define LIGHTLOOP_TILE_PASS
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#define SHADERPASS SHADERPASS_FORWARD

53
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitTessellation.shader


[HideInInspector] _CullModeForward("__cullmodeForward", Float) = 2.0 // This mode is dedicated to Forward to correctly handle backface then front face rendering thin transparent
[HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal
[HideInInspector] _ZTestModeDistortion("_ZTestModeDistortion", Int) = 8
[HideInInspector] _ZTestGBuffer("_ZTestGBuffer", Int) = 4
[ToggleUI] _EnableFogOnTransparent("Enable Fog", Float) = 1.0
[ToggleUI] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0

Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index
Cull [_CullMode]
ZTest[_ZTestGBuffer]
Stencil
{

#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
#define SHADERPASS SHADERPASS_GBUFFER
#include "../../ShaderVariables.hlsl"
#ifdef DEBUG_DISPLAY
#include "../../Debug/DebugDisplay.hlsl"
#endif
#include "../../Material/Material.hlsl"
#include "ShaderPass/LitSharePass.hlsl"
#include "LitData.hlsl"
#include "../../ShaderPass/ShaderPassGBuffer.hlsl"
ENDHLSL
}
// This pass is the same as GBuffer only it does not do alpha test (the clip instruction is removed)
// This is due to the fact that on GCN, any shader with a clip instruction cannot benefit from HiZ so when we do a prepass, in order to get the most performance, we need to make a special case in the subsequent GBuffer pass.
Pass
{
Name "GBufferWithPrepass" // Name is not used
Tags { "LightMode" = "GBufferWithPrepass" } // This will be only for opaque object based on the RenderQueue index
Cull [_CullMode]
Stencil
{
WriteMask [_StencilWriteMask]
Ref [_StencilRef]
Comp Always
Pass Replace
}
HLSLPROGRAM
#pragma hull Hull
#pragma domain Domain
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
#ifdef _ALPHATEST_ON
// When we have alpha test, we will force a depth prepass so we always bypass the clip instruction in the GBuffer
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#endif
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST // This define allow to not perform the alpha test (alpha test is done during depth prepass)
#include "../../ShaderVariables.hlsl"
#ifdef DEBUG_DISPLAY
#include "../../Debug/DebugDisplay.hlsl"

#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
// #include "../../Lighting/Forward.hlsl"
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
//#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
#define LIGHTLOOP_TILE_PASS
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#define SHADERPASS SHADERPASS_FORWARD

#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
// #include "../../Lighting/Forward.hlsl"
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
//#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
#define LIGHTLOOP_TILE_PASS
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#define SHADERPASS SHADERPASS_FORWARD

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/FrameSettings.cs


// View
public bool enableForwardRenderingOnly = false; // TODO: Currently there is no way to strip the extra forward shaders generated by the shaders compiler, so we can switch dynamically.
public bool enableDepthPrepassWithDeferredRendering = false;
public bool enableAlphaTestOnlyInDeferredPrepass = false;
public bool enableTransparentPrepass = true;
public bool enableMotionVectors = true; // Enable/disable whole motion vectors pass (Camera + Object).

frameSettings.enableForwardRenderingOnly = this.enableForwardRenderingOnly;
frameSettings.enableDepthPrepassWithDeferredRendering = this.enableDepthPrepassWithDeferredRendering;
frameSettings.enableAlphaTestOnlyInDeferredPrepass = this.enableAlphaTestOnlyInDeferredPrepass;
frameSettings.enableTransparentPrepass = this.enableTransparentPrepass;
frameSettings.enableMotionVectors = this.enableMotionVectors;

// as rendering everything in wireframe + deferred do not play well together
aggregate.enableForwardRenderingOnly = srcFrameSettings.enableForwardRenderingOnly || GL.wireframe || renderPipelineSettings.supportForwardOnly;
aggregate.enableDepthPrepassWithDeferredRendering = srcFrameSettings.enableDepthPrepassWithDeferredRendering;
aggregate.enableAlphaTestOnlyInDeferredPrepass = srcFrameSettings.enableAlphaTestOnlyInDeferredPrepass;
aggregate.enableTransparentPrepass = srcFrameSettings.enableTransparentPrepass;
aggregate.enableMotionVectors = camera.cameraType != CameraType.Reflection && srcFrameSettings.enableMotionVectors && renderPipelineSettings.supportMotionVectors;

{
new DebugUI.BoolField { displayName = "Forward Only", getter = () => frameSettings.enableForwardRenderingOnly, setter = value => frameSettings.enableForwardRenderingOnly = value },
new DebugUI.BoolField { displayName = "Deferred Depth Prepass", getter = () => frameSettings.enableDepthPrepassWithDeferredRendering, setter = value => frameSettings.enableDepthPrepassWithDeferredRendering = value },
new DebugUI.BoolField { displayName = "Deferred Depth Prepass ATest Only", getter = () => frameSettings.enableAlphaTestOnlyInDeferredPrepass, setter = value => frameSettings.enableAlphaTestOnlyInDeferredPrepass = value },
new DebugUI.BoolField { displayName = "Enable Async Compute", getter = () => frameSettings.enableAsyncCompute, setter = value => frameSettings.enableAsyncCompute = value },
new DebugUI.BoolField { displayName = "Enable Opaque Objects", getter = () => frameSettings.enableOpaqueObjects, setter = value => frameSettings.enableOpaqueObjects = value },
new DebugUI.BoolField { displayName = "Enable Transparent Objects", getter = () => frameSettings.enableTransparentObjects, setter = value => frameSettings.enableTransparentObjects = value },

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassForward.hlsl


float3 diffuseLighting;
float3 specularLighting;
BakeLightingData bakeLightingData;
bakeLightingData.bakeDiffuseLighting = GetBakedDiffuseLigthing(surfaceData, builtinData, bsdfData, preLightData);
bakeLightingData.bakeDiffuseLighting = GetBakedDiffuseLighting(surfaceData, builtinData, bsdfData, preLightData);
#ifdef SHADOWS_SHADOWMASK
bakeLightingData.bakeShadowMask = float4(builtinData.shadowMask0, builtinData.shadowMask1, builtinData.shadowMask2, builtinData.shadowMask3);
#endif

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassGBuffer.hlsl


PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
float3 bakeDiffuseLighting = GetBakedDiffuseLigthing(surfaceData, builtinData, bsdfData, preLightData);
float3 bakeDiffuseLighting = GetBakedDiffuseLighting(surfaceData, builtinData, bsdfData, preLightData);
ENCODE_INTO_GBUFFER(surfaceData, bakeDiffuseLighting, posInput.positionSS, outGBuffer);
ENCODE_SHADOWMASK_INTO_GBUFFER(float4(builtinData.shadowMask0, builtinData.shadowMask1, builtinData.shadowMask2, builtinData.shadowMask3), outShadowMaskBuffer);

5
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyManager.cs


SkyResolution256 = 256,
SkyResolution512 = 512,
SkyResolution1024 = 1024,
// TODO: Anything above 1024 cause a crash in Unity...
//SkyResolution2048 = 2048,
//SkyResolution4096 = 4096
SkyResolution2048 = 2048,
SkyResolution4096 = 4096
}
public enum EnvironementUpdateMode

23
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyRenderingContext.cs


}
}
// We do our own hash here because Unity does not provide correct hash for builtin types
// Moreover, we don't want to test every single parameters of the light so we filter them here in this specific function.
int GetSunLightHashCode(Light light)
{
HDAdditionalLightData ald = light.GetComponent<HDAdditionalLightData>();
unchecked
{
int hash = 13;
hash = hash * 23 + (light.GetHashCode() * 23 + light.transform.position.GetHashCode()) * 23 + light.transform.rotation.GetHashCode();
hash = hash * 23 + light.color.GetHashCode();
hash = hash * 23 + light.colorTemperature.GetHashCode();
hash = hash * 23 + light.intensity.GetHashCode();
hash = hash * 23 + light.range.GetHashCode();
if(light.cookie != null)
hash = hash * 23 + (int)light.cookie.updateCount;
hash = hash * 23 + ald.lightDimmer.GetHashCode();
return hash;
}
}
public bool UpdateEnvironment(SkyUpdateContext skyContext, HDCamera camera, Light sunLight, bool updateRequired, CommandBuffer cmd)
{
bool result = false;

int sunHash = 0;
if (sunLight != null)
sunHash = (sunLight.GetHashCode() * 23 + sunLight.transform.position.GetHashCode()) * 23 + sunLight.transform.rotation.GetHashCode();
sunHash = GetSunLightHashCode(sunLight);
int skyHash = sunHash * 23 + skyContext.skySettings.GetHashCode();
bool forceUpdate = (updateRequired || skyContext.updatedFramesRequired > 0 || m_NeedUpdate);

6
ScriptableRenderPipeline/HDRenderPipeline/package.json


{
"name": "com.unity.render-pipelines.high-definition",
"description": "HD Render Pipeline for Unity.",
"version": "1.0.0-beta",
"version": "1.1.1-preview",
"com.unity.postprocessing": "2.0.0-beta",
"com.unity.render-pipelines.core": "1.0.0-beta"
"com.unity.postprocessing": "2.0.2-preview",
"com.unity.render-pipelines.core": "1.1.1-preview"
}
}

8
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs


using System.Collections.Generic;
using System.Diagnostics;
using System.Text;
#if UNITY_EDITOR
using UnityEditor.Experimental.Rendering.LightweightPipeline;
#endif
using UnityEngine.Experimental.GlobalIllumination;
using UnityEngine.Rendering;
using UnityEngine.Rendering.PostProcessing;

CoreUtils.Destroy(m_ErrorMaterial);
CoreUtils.Destroy(m_CopyDepthMaterial);
CoreUtils.Destroy(m_BlitMaterial);
#if UNITY_EDITOR
SceneViewDrawMode.ResetDrawMode();
#endif
}
private void SetRenderingFeatures()

rendererSupportsReceiveShadows = true,
rendererSupportsReflectionProbes = true
};
SceneViewDrawMode.SetupDrawMode();
#endif
}

8
ScriptableRenderPipeline/LightweightPipeline/package.json


"name": "com.unity.render-pipelines.lightweight",
"description": "Lightweight Render Pipeline for Unity.",
"dependencies": {
"com.unity.shadergraph": "1.0.0-beta",
"com.unity.postprocessing": "2.0.0-beta",
"com.unity.render-pipelines.core": "1.0.0-beta"
"com.unity.shadergraph": "1.1.1-preview",
"com.unity.postprocessing": "2.0.2-preview",
"com.unity.render-pipelines.core": "1.1.1-preview"
"version": "1.0.0-beta",
"version": "1.1.1-preview",
"unity": "2018.1"
}

2
ScriptableRenderPipeline/LightweightPipeline/sub-package.json


"com.unity.render-pipelines.core"
],
"dependencies": {
"com.unity.shadergraph": "1.0.0-beta"
"com.unity.shadergraph": "1.1.1-preview"
}
}

4
ScriptableRenderPipeline/master-package.json


{
"version": "1.0.0-beta",
"version": "1.1.1-preview",
"com.unity.postprocessing": "2.0.0-beta"
"com.unity.postprocessing": "2.0.2-preview"
},
"subPackages": [
"Core",

2
package.json


"unity": "2018.1",
"description": "Render pipelines using SRP",
"dependencies": {
"com.unity.postprocessing": "0.1.2"
"com.unity.postprocessing": "2.0.2-preview"
}
}

48
ScriptableRenderPipeline/LightweightPipeline/LWRP/SceneViewDrawMode.cs


#if UNITY_EDITOR
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEditor.Experimental.Rendering.LightweightPipeline
{
internal static class SceneViewDrawMode
{
static bool RejectDrawMode(SceneView.CameraMode cameraMode)
{
if (cameraMode.drawMode == DrawCameraMode.TexturedWire ||
cameraMode.drawMode == DrawCameraMode.ShadowCascades ||
cameraMode.drawMode == DrawCameraMode.RenderPaths ||
cameraMode.drawMode == DrawCameraMode.AlphaChannel ||
cameraMode.drawMode == DrawCameraMode.Overdraw ||
cameraMode.drawMode == DrawCameraMode.Mipmaps ||
cameraMode.drawMode == DrawCameraMode.SpriteMask ||
cameraMode.drawMode == DrawCameraMode.DeferredDiffuse ||
cameraMode.drawMode == DrawCameraMode.DeferredSpecular ||
cameraMode.drawMode == DrawCameraMode.DeferredSmoothness ||
cameraMode.drawMode == DrawCameraMode.DeferredNormal ||
cameraMode.drawMode == DrawCameraMode.ValidateAlbedo ||
cameraMode.drawMode == DrawCameraMode.ValidateMetalSpecular ||
cameraMode.drawMode == DrawCameraMode.ShadowMasks ||
cameraMode.drawMode == DrawCameraMode.LightOverlap
)
return false;
return true;
}
public static void SetupDrawMode()
{
ArrayList sceneViewArray = SceneView.sceneViews;
foreach (SceneView sceneView in sceneViewArray)
sceneView.onValidateCameraMode += RejectDrawMode;
}
public static void ResetDrawMode()
{
ArrayList sceneViewArray = SceneView.sceneViews;
foreach (SceneView sceneView in sceneViewArray)
sceneView.onValidateCameraMode -= RejectDrawMode;
}
}
}
#endif

11
ScriptableRenderPipeline/LightweightPipeline/LWRP/SceneViewDrawMode.cs.meta


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