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Merge branch 'Unity-2017.3' into msvo

/stochastic_alpha_test
Thomas 7 年前
当前提交
83fb54f8
共有 167 个文件被更改,包括 11542 次插入172 次删除
  1. 21
      SampleScenes/HDTest/GraphicTest/Common/Material/Lit_Checker_White.mat
  2. 1
      ScriptableRenderPipeline/HDRenderPipeline/Editor/HDAssetFactory.cs
  3. 178
      ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  4. 12
      ScriptableRenderPipeline/HDRenderPipeline/HDStringConstants.cs
  5. 7
      ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin/BuiltinData.hlsl
  6. 43
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs
  7. 13
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
  8. 12
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl
  9. 4
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl
  10. 4
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl
  11. 4
      ScriptableRenderPipeline/HDRenderPipeline/Material/Material.hlsl
  12. 120
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs
  13. 12
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/UnlitUI.cs
  14. 62
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader
  15. 14
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/UnlitData.hlsl
  16. 6
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/UnlitProperties.hlsl
  17. 1
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/HDRenderPipelineResources.asset
  18. 2
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/HDRenderPipelineResources.asset.meta
  19. 11
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/RenderPipelineResources.cs
  20. 3
      ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassDistortion.hlsl
  21. 1
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/HDRPAsset/HDRenderPipelineResourcesTest.asset
  22. 1001
      SampleScenes/HDTest/DistortionTest.unity
  23. 8
      SampleScenes/HDTest/DistortionTest.unity.meta
  24. 10
      SampleScenes/HDTest/GraphicTest/Common/AnimationController.meta
  25. 10
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture.meta
  26. 172
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_2DNoise.mat
  27. 10
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_2DNoise.mat.meta
  28. 181
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_Only_2DNoise.mat
  29. 10
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_Only_2DNoise.mat.meta
  30. 182
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_Only_Ripple.mat
  31. 10
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_Only_Ripple.mat.meta
  32. 179
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_Reject.mat
  33. 10
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_Reject.mat.meta
  34. 182
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_Voronoi.mat
  35. 10
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_Voronoi.mat.meta
  36. 176
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Unlit_2DNoise.mat
  37. 10
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Unlit_2DNoise.mat.meta
  38. 185
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Unlit_Only_2DNoise.mat
  39. 10
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Unlit_Only_2DNoise.mat.meta
  40. 185
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Unlit_Only_Ripple.mat
  41. 10
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Unlit_Only_Ripple.mat.meta
  42. 184
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Unlit_Reject.mat
  43. 10
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Unlit_Reject.mat.meta
  44. 176
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Fire.mat
  45. 10
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Fire.mat.meta
  46. 1001
      SampleScenes/HDTest/GraphicTest/Common/Textures/Fire_6x10.png
  47. 117
      SampleScenes/HDTest/GraphicTest/Common/Textures/Fire_6x10.png.meta
  48. 117
      SampleScenes/HDTest/GraphicTest/Common/Textures/Fire_6x10_alpha.tga.meta
  49. 12
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/ShaderPass/UnlitDepthPass.hlsl
  50. 10
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/ShaderPass/UnlitDepthPass.hlsl.meta
  51. 60
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/ApplyDistorsion.compute
  52. 10
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/ApplyDistorsion.compute.meta
  53. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Assets.meta
  54. 476
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0001_HDRP_SimpleCube.unity
  55. 9
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0001_HDRP_SimpleCube.unity.meta
  56. 544
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0002_Camera_Clip.unity
  57. 7
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0002_Camera_Clip.unity.meta
  58. 544
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0003_Camera_Ortho.unity
  59. 7
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0003_Camera_Ortho.unity.meta
  60. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0004_Camera_TargetTexture.meta
  61. 551
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0004_Camera_TargetTexture.unity
  62. 7
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0004_Camera_TargetTexture.unity.meta
  63. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0005_LitBakedEmission.meta
  64. 475
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0005_LitBakedEmission.unity
  65. 7
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0005_LitBakedEmission.unity.meta
  66. 1001
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0006_LitShaderLightProbes.unity
  67. 7
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0006_LitShaderLightProbes.unity.meta
  68. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0007_LitShaderMaps.meta
  69. 903
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0007_LitShaderMaps.unity
  70. 7
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0007_LitShaderMaps.unity.meta
  71. 69
      SampleScenes/HDTest/GraphicTest/Common/AnimationController/DistortionTest.controller
  72. 10
      SampleScenes/HDTest/GraphicTest/Common/AnimationController/DistortionTest.controller.meta
  73. 10
      SampleScenes/HDTest/GraphicTest/Common/AnimationController/DistortionTest@main.anim.meta
  74. 1001
      SampleScenes/HDTest/GraphicTest/Common/AnimationController/DistortionTest@main.anim
  75. 275
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/DistortionMap.shader
  76. 10
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/DistortionMap.shader.meta
  77. 48
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/DistortionMap_2DNoise.asset
  78. 10
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/DistortionMap_2DNoise.asset.meta
  79. 48
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/DistortionMap_Ripple.asset
  80. 10
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/DistortionMap_Ripple.asset.meta
  81. 179
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/Mat_DistortionMap_2DNoise.mat
  82. 10
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/Mat_DistortionMap_2DNoise.mat.meta
  83. 10
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/Mat_DistortionMap_Ripple.mat.meta
  84. 48
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/DistortionMap_Voronoi.asset
  85. 10
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/DistortionMap_Voronoi.asset.meta
  86. 179
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/Mat_DistortionMap_Voronoi.mat
  87. 10
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/Mat_DistortionMap_Voronoi.mat.meta
  88. 179
      SampleScenes/HDTest/GraphicTest/Common/CustomTexture/Mat_DistortionMap_Ripple.mat
  89. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Assets/CommonAssets.meta
  90. 55
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Assets/CommonAssets/Cornell Box.fbx
  91. 111
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Assets/CommonAssets/Cornell Box.fbx.meta
  92. 56
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Assets/CommonAssets/HDRP_Default_Scene_Settings.prefab

21
SampleScenes/HDTest/GraphicTest/Common/Material/Lit_Checker_White.mat


m_PrefabInternal: {fileID: 0}
m_Name: Lit_Checker_White
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
m_ShaderKeywords: _NORMALMAP_TANGENT_SPACE
m_ShaderKeywords: _DOUBLESIDEDENABLE_OFF _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 1
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0

- _DetailNormalMapScale: 1
- _DetailNormalScale: 1
- _DetailSmoothnessScale: 1
- _DistortionBlendMode: 0
- _DistortionBlurBlendMode: 0
- _DistortionBlurDstBlend: 1
- _DistortionBlurRemapMax: 1
- _DistortionBlurRemapMin: 0
- _DistortionBlurScale: 1
- _DistortionBlurSrcBlend: 1
- _DistortionDstBlend: 1
- _DistortionScale: 1
- _DistortionSrcBlend: 1
- _DoubleSidedNormalMode: 1
- _DoubleSidedNormalMode: 2
- _Drag: 1
- _DstBlend: 0
- _EmissiveColorMode: 1

- _EnableVertexDisplacement: 0
- _EnableWind: 0
- _GlossMapScale: 1
- _Glossiness: 0.5

- _PPDMaxSamples: 15
- _PPDMinSamples: 5
- _Parallax: 0.02
- _PerPixelDisplacementObjectScale: 1
- _RefractionMode: 0
- _RoughRefractionEnable: 0
- _ShiverDirectionality: 0.5
- _ShiverDrag: 0.2

- _UVDetail: 0
- _UVMappingPlanar: 0
- _UVSec: 0
- _VertexDisplacementObjectScale: 1
- _VertexDisplacementTilingScale: 1
- _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0}
- _DoubleSidedConstants: {r: -1, g: -1, b: -1, a: 0}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _EmissiveColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecularColor: {r: 1, g: 1, b: 1, a: 1}

1
ScriptableRenderPipeline/HDRenderPipeline/Editor/HDAssetFactory.cs


instance.gaussianPyramidCS = Load<ComputeShader>(PostProcessingPath + "Shaders/Builtins/GaussianDownsample.compute");
instance.depthPyramidCS = Load<ComputeShader>(HDRenderPipelinePath + "RenderPipelineResources/DepthDownsample.compute");
instance.copyChannelCS = Load<ComputeShader>(CorePath + "Resources/GPUCopy.compute");
instance.applyDistortionCS = Load<ComputeShader>(HDRenderPipelinePath + "RenderPipelineResources/ApplyDistorsion.compute");
instance.clearDispatchIndirectShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/TilePass/cleardispatchindirect.compute");
instance.buildDispatchIndirectShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/TilePass/builddispatchindirect.compute");

178
ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


RenderTargetIdentifier m_HTileRT;
// The pass "SRPDefaultUnlit" is a fallback to legacy unlit rendering and is required to support unity 2d + unity UI that render in the scene.
ShaderPassName[] m_ForwardPassNames = { new ShaderPassName(), HDShaderPassNames.s_SRPDefaultUnlitName};
ShaderPassName[] m_ForwardAndForwardOnlyPassNames = { new ShaderPassName(), new ShaderPassName(), HDShaderPassNames.s_SRPDefaultUnlitName};
ShaderPassName[] m_ForwardOnlyPassNames = { new ShaderPassName(), HDShaderPassNames.s_SRPDefaultUnlitName};
ShaderPassName[] m_DepthOnlyAndDepthForwardOnlyPassNames = { HDShaderPassNames.s_DepthForwardOnlyName, HDShaderPassNames.s_DepthOnlyName };
ShaderPassName[] m_DepthForwardOnlyPassNames = { HDShaderPassNames.s_DepthForwardOnlyName };
ShaderPassName[] m_DepthOnlyPassNames = { HDShaderPassNames.s_DepthOnlyName };
ShaderPassName[] m_ForwardErrorPassNames = { HDShaderPassNames.s_AlwaysName, HDShaderPassNames.s_ForwardBaseName, HDShaderPassNames.s_DeferredName, HDShaderPassNames.s_PrepassBaseName, HDShaderPassNames.s_VertexName, HDShaderPassNames.s_VertexLMRGBMName, HDShaderPassNames.s_VertexLMName };
ShaderPassName[] m_SinglePassName = new ShaderPassName[1];

useMipMap = true,
autoGenerateMips = false
};
m_DistortionBuffer = HDShaderIDs._DistortionTexture;
m_DistortionBufferRT = new RenderTargetIdentifier(m_DistortionBuffer);
m_DeferredShadowBuffer = HDShaderIDs._DeferredShadowTexture;
m_DeferredShadowBufferRT = new RenderTargetIdentifier(m_DeferredShadowBuffer);

{
RenderVelocity(m_CullResults, hdCamera, renderContext, cmd); // Note we may have to render velocity earlier if we do temporalAO, temporal volumetric etc... Mean we will not take into account forward opaque in case of deferred rendering ?
RenderGaussianPyramidColor(camera, cmd);
// Instead we chose to apply distortion at the end after we cumulate distortion vector and desired blurriness. This
RenderDistortion(m_CullResults, camera, renderContext, cmd);
// Instead we chose to apply distortion at the end after we cumulate distortion vector and desired blurriness.
AccumulateDistortion(m_CullResults, camera, renderContext, cmd);
RenderDistortion(cmd, m_Asset.renderPipelineResources);
RenderPostProcesses(camera, cmd, postProcessLayer);
}

renderContext.DrawRenderers(cull.visibleRenderers, ref drawSettings, filterSettings, stateBlock.Value);
}
void AccumulateDistortion(CullResults cullResults, Camera camera, ScriptableRenderContext renderContext, CommandBuffer cmd)
{
if (!m_CurrentDebugDisplaySettings.renderingDebugSettings.enableDistortion)
return;
using (new ProfilingSample(cmd, "Distortion"))
{
int w = camera.pixelWidth;
int h = camera.pixelHeight;
cmd.GetTemporaryRT(m_DistortionBuffer, w, h, 0, FilterMode.Point, Builtin.GetDistortionBufferFormat(), Builtin.GetDistortionBufferReadWrite());
cmd.SetRenderTarget(m_DistortionBufferRT, m_CameraDepthStencilBufferRT);
cmd.ClearRenderTarget(false, true, Color.clear);
// Only transparent object can render distortion vectors
RenderTransparentRenderList(cullResults, camera, renderContext, cmd, HDShaderPassNames.s_DistortionVectorsName);
}
}
void RenderDistortion(CommandBuffer cmd, RenderPipelineResources resources)
{
using (new ProfilingSample(cmd, "ApplyDistortion"))
{
var size = new Vector4(m_CurrentWidth, m_CurrentHeight, 1f / m_CurrentWidth, 1f / m_CurrentHeight);
uint x, y, z;
resources.applyDistortionCS.GetKernelThreadGroupSizes(resources.applyDistortionKernel, out x, out y, out z);
cmd.SetComputeTextureParam(resources.applyDistortionCS, resources.applyDistortionKernel, HDShaderIDs._DistortionTexture, m_DistortionBufferRT);
cmd.SetComputeTextureParam(resources.applyDistortionCS, resources.applyDistortionKernel, HDShaderIDs._GaussianPyramidColorTexture, m_GaussianPyramidColorBufferRT);
cmd.SetComputeTextureParam(resources.applyDistortionCS, resources.applyDistortionKernel, HDShaderIDs._CameraColorTexture, m_CameraColorBufferRT);
cmd.SetComputeTextureParam(resources.applyDistortionCS, resources.applyDistortionKernel, HDShaderIDs._DepthTexture, GetDepthTexture());
cmd.SetComputeVectorParam(resources.applyDistortionCS, HDShaderIDs._Size, size);
cmd.SetComputeVectorParam(resources.applyDistortionCS, HDShaderIDs._ZBufferParams, Shader.GetGlobalVector(HDShaderIDs._ZBufferParams));
cmd.SetComputeVectorParam(resources.applyDistortionCS, HDShaderIDs._GaussianPyramidColorMipSize, Shader.GetGlobalVector(HDShaderIDs._GaussianPyramidColorMipSize));
cmd.DispatchCompute(resources.applyDistortionCS, resources.applyDistortionKernel, Mathf.CeilToInt(size.x / x), Mathf.CeilToInt(size.y / y), 1);
}
}
// Forward opaque with deferred renderer (ForwardOnlyOpaqueDepthOnly pass): We always render everything
// Forward opaque with deferred renderer (DepthForwardOnly pass): We always render everything
// Guidelines: To be able to switch from deferred to forward renderer we need to have forward opaque material with both DepthOnly and ForwardOnlyOpaqueDepthOnly pass.
// This is also required if we want to support optional depth prepass dynamically.
// This is what is assume here. But users may want to reduce number of shader combination once they have made their choice.
// In case of deferred renderer, we can have forward opaque material. These materials need to be render in the depth buffer to correctly build the light list.
// And they will tag the stencil to not be lit during the deferred lighting pass.
// In case of forward only renderer we have a depth prepass. In case of deferred renderer, it is optional
bool addDepthPrepass = m_Asset.renderingSettings.ShouldUseForwardRenderingOnly() || m_Asset.renderingSettings.useDepthPrepassWithDeferredRendering;
// In case of deferred renderer, we can have forward opaque material. These materials need to be render in the depth buffer to correctly build the light list. And they will tag the stencil to not be lit during the deferred lighting pass.
// Caution: If a DepthPrepass is enabled for deferred then the object will be rendered with the pass DepthPrepass. See guidelines. This allow to switch dynamically between both mode.
// So we don't need to render the ForwardOnlyOpaqueDepthOnly pass
// Note that an object can't be in both list
bool addForwardOnlyOpaqueDepthPrepass = !m_Asset.renderingSettings.ShouldUseForwardRenderingOnly() && !m_Asset.renderingSettings.useDepthPrepassWithDeferredRendering;
// 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.
if (addDepthPrepass == false && addForwardOnlyOpaqueDepthPrepass == false)
return;
// In case of forward only rendering we have a depth prepass. In case of deferred renderer, it is optional
bool addFullDepthPrepass = m_Asset.renderingSettings.ShouldUseForwardRenderingOnly() || m_Asset.renderingSettings.useDepthPrepassWithDeferredRendering;
bool addAlphaTestedOnly = !m_Asset.renderingSettings.ShouldUseForwardRenderingOnly() && m_Asset.renderingSettings.useDepthPrepassWithDeferredRendering && m_Asset.renderingSettings.renderAlphaTestOnlyInDeferredPrepass;
using (new ProfilingSample(cmd, addDepthPrepass ? "Depth Prepass" : "Depth Prepass forward opaque"))
using (new ProfilingSample(cmd, addAlphaTestedOnly ? "Depth Prepass alpha test" : "Depth Prepass"))
// Default depth prepass (forward and deferred) will render all opaque geometry.
var renderQueueRange = RenderQueueRange.opaque;
// If we want only alpha tested geometry in prepass for deferred we change the RenderQueueRange
if (!m_Asset.renderingSettings.ShouldUseForwardRenderingOnly() && m_Asset.renderingSettings.useDepthPrepassWithDeferredRendering && m_Asset.renderingSettings.renderAlphaTestOnlyInDeferredPrepass)
renderQueueRange = new RenderQueueRange { min = (int)RenderQueue.AlphaTest, max = (int)RenderQueue.GeometryLast - 1 };
// 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 handeled automatically with the RenderQueue value (OpaqueAlphaTested have a different value and thus are sorted after Opaque)
// Note: addDepthPrepass and addForwardOnlyOpaqueDepthPrepass can't be both true at the same time. And if we are here both are not false
RenderOpaqueRenderList(cull, camera, renderContext, cmd, addDepthPrepass ? HDShaderPassNames.s_DepthOnlyName : HDShaderPassNames.s_ForwardOnlyOpaqueDepthOnlyName, 0, renderQueueRange);
if (addFullDepthPrepass && !addAlphaTestedOnly) // 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)
RenderOpaqueRenderList(cull, camera, renderContext, cmd, m_DepthOnlyAndDepthForwardOnlyPassNames, 0, RenderQueueRange.opaque);
}
else // Deferred rendering with partial depth prepass
{
// We always do a DepthForwardOnly pass with all the opaque (including alpha test)
RenderOpaqueRenderList(cull, camera, renderContext, cmd, m_DepthForwardOnlyPassNames, 0, RenderQueueRange.opaque);
// 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);
}
}
}
}

// Render forward is use for both transparent and opaque objects. In case of deferred we can still render opaque object in forward.
void RenderForward(CullResults cullResults, Camera camera, ScriptableRenderContext renderContext, CommandBuffer cmd, bool renderOpaque)
{
// Guidelines: To be able to switch from deferred to forward renderer we need to have forward opaque material with both Forward and ForwardOnlyOpaque pass.
// This is what is assume here. But users may want to reduce number of shader combination once they have made their choice.
// If we are transparent, we add the forward pass. Else (Render Opaque) we add it only if we are forward rendering
bool addForwardPass = !renderOpaque || m_Asset.renderingSettings.ShouldUseForwardRenderingOnly();
// In case of deferred we can still have forward opaque object
// It mean that addForwardOnlyOpaquePass = !addForwardPass which is a simplification of: renderOpaque && !m_Asset.renderingSettings.ShouldUseForwardRenderingOnly()
// There is no need to store this case as we don't need to test for it
// 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.
// The RenderForward pass will render the appropriate pass depends on the engine settings. In case of forward only rendering, both "Forward" pass and "ForwardOnly" pass
// material will be render for both transparent and opaque. In case of deferred, both path are used for transparent but only "ForwardOnly" is use for opaque.
// (Thus why "Forward" and "ForwardOnly" are exclusive, else they will render two times"
ShaderPassName passName;
passName = addForwardPass ? HDShaderPassNames.s_ForwardDebugDisplayName : HDShaderPassNames.s_ForwardOnlyOpaqueDebugDisplayName;
profileName = addForwardPass ? (renderOpaque ? "Forward Opaque Debug Display" : "Forward Transparent Debug Display") : "ForwardOnlyOpaqueDebugDisplay";
profileName = renderOpaque ? "Forward Opaque Debug Display" : "Forward Transparent Debug Display";
passName = addForwardPass ? HDShaderPassNames.s_ForwardName : HDShaderPassNames.s_ForwardOnlyOpaqueName;
profileName = addForwardPass ? (renderOpaque ? "Forward Opaque" : "Forward Transparent") : "Forward Only Opaque";
profileName = renderOpaque ? "Forward Opaque" : "Forward Transparent";
}
using (new ProfilingSample(cmd, profileName))

m_LightLoop.RenderForward(camera, cmd, renderOpaque);
m_ForwardPassNames[0] = passName;
if (m_CurrentDebugDisplaySettings.IsDebugDisplayEnabled())
{
m_ForwardAndForwardOnlyPassNames[0] = m_ForwardOnlyPassNames[0] = HDShaderPassNames.s_ForwardOnlyDebugDisplayName;
m_ForwardAndForwardOnlyPassNames[1] = HDShaderPassNames.s_ForwardDebugDisplayName;
}
else
{
m_ForwardAndForwardOnlyPassNames[0] = m_ForwardOnlyPassNames[0] = HDShaderPassNames.s_ForwardOnlyName;
m_ForwardAndForwardOnlyPassNames[1] = HDShaderPassNames.s_ForwardName;
}
// Forward opaque material always have a prepass (whether or not we use deferred) so we pass the right depth state here.
RenderOpaqueRenderList(cullResults, camera, renderContext, cmd, m_ForwardPassNames, HDUtils.k_RendererConfigurationBakedLighting, null, m_DepthStateOpaqueWithPrepass);
var passNames = m_Asset.renderingSettings.ShouldUseForwardRenderingOnly() ? m_ForwardAndForwardOnlyPassNames : m_ForwardOnlyPassNames;
// Forward opaque material always have a prepass (whether or not we use deferred, whether or not there is option like alpha test only) so we pass the right depth state here.
RenderOpaqueRenderList(cullResults, camera, renderContext, cmd, passNames, HDUtils.k_RendererConfigurationBakedLighting, null, m_DepthStateOpaqueWithPrepass);
RenderTransparentRenderList(cullResults, camera, renderContext, cmd, m_ForwardPassNames, HDUtils.k_RendererConfigurationBakedLighting);
RenderTransparentRenderList(cullResults, camera, renderContext, cmd, m_ForwardAndForwardOnlyPassNames, HDUtils.k_RendererConfigurationBakedLighting);
}
}
}

{
int w = camera.pixelWidth;
int h = camera.pixelHeight;
int size = Mathf.ClosestPowerOfTwo(Mathf.Min(w, h));
int size = CalculatePyramidSize(w, h);
// The gaussian pyramid compute works in blocks of 8x8 so make sure the last lod has a
// minimum size of 8x8

{
int w = camera.pixelWidth;
int h = camera.pixelHeight;
int size = Mathf.ClosestPowerOfTwo(Mathf.Min(w, h));
int size = CalculatePyramidSize(w, h);
// The gaussian pyramid compute works in blocks of 8x8 so make sure the last lod has a
// minimum size of 8x8

}
}
void RenderDistortion(CullResults cullResults, Camera camera, ScriptableRenderContext renderContext, CommandBuffer cmd)
{
if (!m_CurrentDebugDisplaySettings.renderingDebugSettings.enableDistortion)
return;
using (new ProfilingSample(cmd, "Distortion"))
{
int w = camera.pixelWidth;
int h = camera.pixelHeight;
cmd.GetTemporaryRT(m_DistortionBuffer, w, h, 0, FilterMode.Point, Builtin.GetDistortionBufferFormat(), Builtin.GetDistortionBufferReadWrite());
cmd.SetRenderTarget(m_DistortionBufferRT, m_CameraDepthStencilBufferRT);
cmd.ClearRenderTarget(false, true, Color.black); // TODO: can we avoid this clear for performance ?
// Only transparent object can render distortion vectors
RenderTransparentRenderList(cullResults, camera, renderContext, cmd, HDShaderPassNames.s_DistortionVectorsName);
}
}
void RenderPostProcesses(Camera camera, CommandBuffer cmd, PostProcessLayer layer)
{
using (new ProfilingSample(cmd, "Post-processing"))

cmd.GetTemporaryRT(m_CameraFilteringBuffer, w, h, 0, FilterMode.Point, RenderTextureFormat.RGB111110Float, RenderTextureReadWrite.Linear, 1, true); // Enable UAV
// Color and depth pyramids
int s = Mathf.ClosestPowerOfTwo(Mathf.Min(w, h));
int s = CalculatePyramidSize(w, h);
m_GaussianPyramidColorBufferDesc.width = s;
m_GaussianPyramidColorBufferDesc.height = s;
cmd.GetTemporaryRT(m_GaussianPyramidColorBuffer, m_GaussianPyramidColorBufferDesc, FilterMode.Trilinear);

}
// END TEMP
}
}
static int CalculatePyramidSize(int w, int h)
{
return Mathf.ClosestPowerOfTwo(Mathf.Min(w, h));
}
}
}

12
ScriptableRenderPipeline/HDRenderPipeline/HDStringConstants.cs


public static readonly string s_ForwardStr = "Forward";
public static readonly string s_ForwardDebugDisplayStr = "ForwardDebugDisplay";
public static readonly string s_DepthOnlyStr = "DepthOnly";
public static readonly string s_ForwardOnlyOpaqueDepthOnlyStr = "ForwardOnlyOpaqueDepthOnly";
public static readonly string s_ForwardOnlyOpaqueStr = "ForwardOnlyOpaque";
public static readonly string s_ForwardOnlyOpaqueDebugDisplayStr = "ForwardOnlyOpaqueDebugDisplay";
public static readonly string s_DepthForwardOnlyStr = "DepthForwardOnly";
public static readonly string s_ForwardOnlyStr = "ForwardOnly";
public static readonly string s_ForwardOnlyDebugDisplayStr = "ForwardOnlyDebugDisplay";
public static readonly string s_GBufferStr = "GBuffer";
public static readonly string s_GBufferWithPrepassStr = "GBufferWithPrepass";
public static readonly string s_GBufferDebugDisplayStr = "GBufferDebugDisplay";

public static readonly ShaderPassName s_ForwardName = new ShaderPassName(s_ForwardStr);
public static readonly ShaderPassName s_ForwardDebugDisplayName = new ShaderPassName(s_ForwardDebugDisplayStr);
public static readonly ShaderPassName s_DepthOnlyName = new ShaderPassName(s_DepthOnlyStr);
public static readonly ShaderPassName s_ForwardOnlyOpaqueDepthOnlyName = new ShaderPassName(s_ForwardOnlyOpaqueDepthOnlyStr);
public static readonly ShaderPassName s_ForwardOnlyOpaqueName = new ShaderPassName(s_ForwardOnlyOpaqueStr);
public static readonly ShaderPassName s_ForwardOnlyOpaqueDebugDisplayName = new ShaderPassName(s_ForwardOnlyOpaqueDebugDisplayStr);
public static readonly ShaderPassName s_DepthForwardOnlyName = new ShaderPassName(s_DepthForwardOnlyStr);
public static readonly ShaderPassName s_ForwardOnlyName = new ShaderPassName(s_ForwardOnlyStr);
public static readonly ShaderPassName s_ForwardOnlyDebugDisplayName = new ShaderPassName(s_ForwardOnlyDebugDisplayStr);
public static readonly ShaderPassName s_GBufferName = new ShaderPassName(s_GBufferStr);
public static readonly ShaderPassName s_GBufferWithPrepassName = new ShaderPassName(s_GBufferWithPrepassStr);
public static readonly ShaderPassName s_GBufferDebugDisplayName = new ShaderPassName(s_GBufferDebugDisplayStr);

7
ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin/BuiltinData.hlsl


velocity = inBuffer.xy;
}
void EncodeDistortion(float2 distortion, float distortionBlur, out float4 outBuffer)
void EncodeDistortion(float2 distortion, float distortionBlur, bool isValidSource, out float4 outBuffer)
outBuffer = float4(distortion, 0.0, distortionBlur);
outBuffer = float4(distortion, isValidSource, distortionBlur);
void DecodeDistortion(float4 inBuffer, out float2 distortion, out float2 distortionBlur)
void DecodeDistortion(float4 inBuffer, out float2 distortion, out float distortionBlur, out bool isValidSource)
isValidSource = (inBuffer.z != 0.0);
}
void GetBuiltinDataDebug(uint paramId, BuiltinData builtinData, inout float3 result, inout bool needLinearToSRGB)

43
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs


public static GUIContent normalMapSpaceWarning = new GUIContent("Object space normal can't be use with triplanar mapping.");
// Transparency
public static string TransparencyInputsText = "Transparency Inputs";
public static string refractionModeText = "Refraction Mode";
public static GUIContent refractionIORText = new GUIContent("Indice of refraction", "Indice of refraction");
public static GUIContent refractionThicknessText = new GUIContent("Refraction Thickness", "Thickness for rough refraction");

&& refractionMode != null)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField(Styles.TransparencyInputsText, EditorStyles.boldLabel);
EditorGUILayout.LabelField(StylesBaseUnlit.TransparencyInputsText, EditorStyles.boldLabel);
m_MaterialEditor.ShaderProperty(refractionMode, Styles.refractionModeText);
var mode = (Lit.RefractionMode)refractionMode.floatValue;
if (mode != Lit.RefractionMode.None)
if (refractionMode != null)
m_MaterialEditor.ShaderProperty(ior, Styles.refractionIORText);
m_MaterialEditor.ShaderProperty(refractionMode, Styles.refractionModeText);
var mode = (Lit.RefractionMode)refractionMode.floatValue;
if (mode != Lit.RefractionMode.None)
{
++EditorGUI.indentLevel;
if (mode != Lit.RefractionMode.ThinPlane)
{
if (thicknessMap.textureValue == null)
m_MaterialEditor.ShaderProperty(thickness, Styles.refractionThicknessText);
m_MaterialEditor.TexturePropertySingleLine(Styles.refractionThicknessMapText, thicknessMap);
m_MaterialEditor.ShaderProperty(ior, Styles.refractionIORText);
if (mode != Lit.RefractionMode.ThinPlane)
{
if (thicknessMap.textureValue == null)
m_MaterialEditor.ShaderProperty(thickness, Styles.refractionThicknessText);
m_MaterialEditor.TexturePropertySingleLine(Styles.refractionThicknessMapText, thicknessMap);
++EditorGUI.indentLevel;
m_MaterialEditor.ShaderProperty(thicknessMultiplier, Styles.refractionThicknessMultiplierText);
--EditorGUI.indentLevel;
}
m_MaterialEditor.ShaderProperty(transmittanceColor, Styles.transmittanceColorText);
m_MaterialEditor.ShaderProperty(thicknessMultiplier, Styles.refractionThicknessMultiplierText);
m_MaterialEditor.ShaderProperty(atDistance, Styles.atDistanceText);
--EditorGUI.indentLevel;
m_MaterialEditor.ShaderProperty(transmittanceColor, Styles.transmittanceColorText);
++EditorGUI.indentLevel;
m_MaterialEditor.ShaderProperty(atDistance, Styles.atDistanceText);
--EditorGUI.indentLevel;
DoDistortionInputsGUI();
--EditorGUI.indentLevel;
}
}

13
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader


[ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0
[ToggleOff] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 0.0
[ToggleOff] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0
[Enum(Add, 0, Multiply, 1)] _DistortionBlendMode("Distortion Blend Mode", Int) = 0
[HideInInspector] _DistortionSrcBlend("Distortion Blend Src", Int) = 0
[HideInInspector] _DistortionDstBlend("Distortion Blend Dst", Int) = 0
[HideInInspector] _DistortionBlurSrcBlend("Distortion Blur Blend Src", Int) = 0
[HideInInspector] _DistortionBlurDstBlend("Distortion Blur Blend Dst", Int) = 0
[HideInInspector] _DistortionBlurBlendMode("Distortion Blur Blend Mode", Int) = 0
_DistortionScale("Distortion Scale", Float) = 1
_DistortionBlurScale("Distortion Blur Scale", Float) = 1
_DistortionBlurRemapMin("DistortionBlurRemapMin", Float) = 0.0
_DistortionBlurRemapMax("DistortionBlurRemapMax", Float) = 1.0
[ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5

Name "Distortion" // Name is not used
Tags { "LightMode" = "DistortionVectors" } // This will be only for transparent object based on the RenderQueue index
Blend One One
Blend [_DistortionSrcBlend] [_DistortionDstBlend], [_DistortionBlurSrcBlend] [_DistortionBlurDstBlend]
BlendOp Add, [_DistortionBlurBlendOp]
ZTest [_ZTestMode]
ZWrite off
Cull [_CullMode]

12
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl


{
// For Deferred:
// If we have a prepass, we need to remove the clip from the GBuffer pass (otherwise HiZ does not work on PS4)
// For Forward (Full forward or ForwardOnlyOpaque in deferred):
// For Forward
#if ((SHADER_PASS == SHADERPASS_GBUFFER) && !defined(_BYPASS_ALPHA_TEST)) || (SHADER_PASS == SHADERPASS_FORWARD && defined(SURFACE_TYPE_TRANSPARENT))
clip(alpha - alphaCutoff);
#endif
#if !(SHADERPASS == SHADERPASS_FORWARD && defined(SURFACE_TYPE_OPAQUE)) && !(SHADERPASS == SHADERPASS_GBUFFER && defined(_BYPASS_ALPHA_TEST))
clip(alpha - alphaCutoff);
#endif
}
// TODO: move this function to commonLighting.hlsl once validated it work correctly

#if (SHADERPASS == SHADERPASS_DISTORTION)
float3 distortion = SAMPLE_TEXTURE2D(_DistortionVectorMap, sampler_DistortionVectorMap, input.texCoord0).rgb;
builtinData.distortion = distortion.rg;
builtinData.distortionBlur = distortion.b;
builtinData.distortion = distortion.rg * _DistortionScale;
builtinData.distortionBlur = clamp(distortion.b * _DistortionBlurScale, 0.0, 1.0) * (_DistortionBlurRemapMax - _DistortionBlurRemapMin) + _DistortionBlurRemapMin;
#else
builtinData.distortion = float2(0.0, 0.0);
builtinData.distortionBlur = 0.0;

4
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl


// Use overlay blend mode for detail abledo: (base < 0.5 ? (2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend)))
float3 baseColorOverlay = (detailAlbedo < 0.5) ?
surfaceData.baseColor * PositivePow(2.0 * detailAlbedo, ADD_IDX(_DetailAlbedoScale)) :
1.0 - 2.0 * (1.0 - surfaceData.baseColor) * (1.0 - (detailAlbedo * ADD_IDX(_DetailAlbedoScale)));
1.0 - (1.0 - surfaceData.baseColor) * PositivePow(2.0 * (1.0 - detailAlbedo), ADD_IDX(_DetailAlbedoScale));
// Lerp with details mask
surfaceData.baseColor = lerp(surfaceData.baseColor, saturate(baseColorOverlay), detailMask);
#endif

// Use overlay blend mode for detail abledo: (base < 0.5 ? (2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend)))
float smoothnessOverlay = (detailSmoothness < 0.5) ?
surfaceData.perceptualSmoothness * PositivePow(2.0 * detailSmoothness, ADD_IDX(_DetailSmoothnessScale)) :
1.0 - 2.0 * (1.0 - surfaceData.baseColor) * (1.0 - (detailSmoothness * ADD_IDX(_DetailSmoothnessScale)));
1.0 - (1.0 - surfaceData.baseColor) * PositivePow(2.0 * (1.0 - detailSmoothness), ADD_IDX(_DetailSmoothnessScale));
// Lerp with details mask
surfaceData.perceptualSmoothness = lerp(surfaceData.perceptualSmoothness, saturate(smoothnessOverlay), detailMask);
#endif

4
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl


// shared constant between lit and layered lit
float _AlphaCutoff;
float4 _DoubleSidedConstants;
float _DistortionScale;
float _DistortionBlurScale;
float _DistortionBlurRemapMin;
float _DistortionBlurRemapMax;
float _PPDMaxSamples;
float _PPDMinSamples;

4
ScriptableRenderPipeline/HDRenderPipeline/Material/Material.hlsl


//-----------------------------------------------------------------------------
// This should match the possible blending modes in any material .shader file (lit/layeredlit/unlit etc)
#if defined(_BLENDMODE_LERP) || defined(_BLENDMODE_ADD) || defined(_BLENDMODE_SOFT_ADD) || defined(_BLENDMODE_MULTIPLY) || defined(_BLENDMODE_PRE_MULTIPLY)
# define SURFACE_TYPE_TRANSPARENT
#define SURFACE_TYPE_TRANSPARENT
# define SURFACE_TYPE_OPAQUE
#define SURFACE_TYPE_OPAQUE
#endif
//-----------------------------------------------------------------------------

120
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs


using System;
using UnityEngine;
using UnityEngine.Experimental.Rendering.HDPipeline;
using UnityEngine.Rendering;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{

{
protected static class StylesBaseUnlit
{
public static string TransparencyInputsText = "Transparency Inputs";
public static string optionText = "Surface options";
public static string surfaceTypeText = "Surface Type";
public static string blendModeText = "Blend Mode";

public static GUIContent alphaCutoffText = new GUIContent("Alpha Cutoff", "Threshold for alpha cutoff");
public static GUIContent alphaCutoffShadowText = new GUIContent("Alpha Cutoff Shadow", "Threshold for alpha cutoff in case of shadow pass");
public static GUIContent alphaCutoffPrepassText = new GUIContent("Alpha Cutoff Prepass", "Threshold for alpha cutoff in case of depth prepass");
public static GUIContent transparentDepthPrepassEnableText = new GUIContent("Enable transparent depth prepass", "It allow to ");
public static GUIContent transparentDepthPrepassEnableText = new GUIContent("Enable transparent depth prepass", "It allow to ");
public static GUIContent distortionEnableText = new GUIContent("Distortion", "Enable distortion on this shader");
public static GUIContent distortionEnableText = new GUIContent("Distortion", "Enable distortion on this shader");
public static GUIContent distortionVectorMapText = new GUIContent("Distortion Vector Map - Dist(RG) Blur(B)", "Vector Map for the distorsion - Dist(RG) Blur(B)");
public static GUIContent distortionBlendModeText = new GUIContent("Distortion Blend Mode", "Distortion Blend Mode");
public static GUIContent distortionScaleText = new GUIContent("Distortion Scale", "Distortion Scale");
public static GUIContent distortionBlurScaleText = new GUIContent("Distortion Blur Scale", "Distortion Blur Scale");
public static GUIContent distortionBlurRemappingText = new GUIContent("Distortion Blur Remapping", "Distortion Blur Remapping");
public static string advancedText = "Advanced Options";
}

protected const string kDistortionOnly = "_DistortionOnly";
protected MaterialProperty distortionDepthTest = null;
protected const string kDistortionDepthTest = "_DistortionDepthTest";
protected MaterialProperty distortionVectorMap = null;
protected const string kDistortionVectorMap = "_DistortionVectorMap";
protected MaterialProperty distortionBlendMode = null;
protected const string kDistortionBlendMode = "_DistortionBlendMode";
protected MaterialProperty distortionScale = null;
protected const string kDistortionScale = "_DistortionScale";
protected MaterialProperty distortionBlurScale = null;
protected const string kDistortionBlurScale = "_DistortionBlurScale";
protected MaterialProperty distortionBlurRemapMin = null;
protected const string kDistortionBlurRemapMin = "_DistortionBlurRemapMin";
protected MaterialProperty distortionBlurRemapMax = null;
protected const string kDistortionBlurRemapMax = "_DistortionBlurRemapMax";
// See comment in LitProperties.hlsl
const string kEmissionColor = "_EmissionColor";

distortionEnable = FindProperty(kDistortionEnable, props, false);
distortionOnly = FindProperty(kDistortionOnly, props, false);
distortionDepthTest = FindProperty(kDistortionDepthTest, props, false);
distortionVectorMap = FindProperty(kDistortionVectorMap, props, false);
distortionBlendMode = FindProperty(kDistortionBlendMode, props, false);
distortionScale = FindProperty(kDistortionScale, props, false);
distortionBlurScale = FindProperty(kDistortionBlurScale, props, false);
distortionBlurRemapMin = FindProperty(kDistortionBlurRemapMin, props, false);
distortionBlurRemapMax = FindProperty(kDistortionBlurRemapMax, props, false);
}
void SurfaceTypePopup()

if ((SurfaceType)surfaceType.floatValue == SurfaceType.Transparent)
{
BlendModePopup();
if (distortionEnable != null)
{
m_MaterialEditor.ShaderProperty(distortionEnable, StylesBaseUnlit.distortionEnableText);
if (distortionEnable.floatValue == 1.0f)
{
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(distortionOnly, StylesBaseUnlit.distortionOnlyText);
m_MaterialEditor.ShaderProperty(distortionDepthTest, StylesBaseUnlit.distortionDepthTestText);
EditorGUI.indentLevel--;
}
}
}
m_MaterialEditor.ShaderProperty(alphaCutoffEnable, StylesBaseUnlit.alphaCutoffEnableText);
if (alphaCutoffEnable.floatValue == 1.0f)

EditorGUI.indentLevel--;
}
protected void DoDistortionInputsGUI()
{
if (distortionEnable != null)
{
m_MaterialEditor.ShaderProperty(distortionEnable, StylesBaseUnlit.distortionEnableText);
if (distortionEnable.floatValue == 1.0f)
{
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(distortionBlendMode, StylesBaseUnlit.distortionBlendModeText);
m_MaterialEditor.ShaderProperty(distortionOnly, StylesBaseUnlit.distortionOnlyText);
m_MaterialEditor.ShaderProperty(distortionDepthTest, StylesBaseUnlit.distortionDepthTestText);
EditorGUI.indentLevel++;
m_MaterialEditor.TexturePropertySingleLine(StylesBaseUnlit.distortionVectorMapText, distortionVectorMap);
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(distortionScale, StylesBaseUnlit.distortionScaleText);
m_MaterialEditor.ShaderProperty(distortionBlurScale, StylesBaseUnlit.distortionBlurScaleText);
float remapMin = distortionBlurRemapMin.floatValue;
float remapMax = distortionBlurRemapMax.floatValue;
EditorGUI.BeginChangeCheck();
EditorGUILayout.MinMaxSlider(StylesBaseUnlit.distortionBlurRemappingText, ref remapMin, ref remapMax, 0.0f, 1.0f);
if (EditorGUI.EndChangeCheck())
{
distortionBlurRemapMin.floatValue = remapMin;
distortionBlurRemapMax.floatValue = remapMax;
}
EditorGUI.indentLevel--;
EditorGUI.indentLevel--;
EditorGUI.indentLevel--;
}
}
}
static public void SetKeyword(Material m, string keyword, bool state)
{
if (state)

bool alphaTestEnable = material.GetFloat(kAlphaCutoffEnabled) > 0.0f;
SurfaceType surfaceType = (SurfaceType)material.GetFloat(kSurfaceType);
BlendMode blendMode = (BlendMode)material.GetFloat(kBlendMode);
// These need to always been set either with opaque or transparent! So a users can swtich to opaque and remove the keyword correctly
SetKeyword(material, "_BLENDMODE_LERP", false);
SetKeyword(material, "_BLENDMODE_ADD", false);
SetKeyword(material, "_BLENDMODE_SOFT_ADD", false);
SetKeyword(material, "_BLENDMODE_MULTIPLY", false);
SetKeyword(material, "_BLENDMODE_PRE_MULTIPLY", false);
if (surfaceType == SurfaceType.Opaque)
{

SetKeyword(material, "_ALPHATEST_ON", alphaTestEnable);
if (material.HasProperty(kDistortionEnable))
{
{
bool distortionDepthTest = material.GetFloat(kDistortionDepthTest) > 0.0f;
if (distortionDepthTest)
{

{
material.SetInt("_ZTestMode", (int)UnityEngine.Rendering.CompareFunction.Always);
}
var distortionBlendMode = material.GetInt(kDistortionBlendMode);
switch (distortionBlendMode)
{
default:
case 0: // Add
{
material.SetInt("_DistortionSrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DistortionDstBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DistortionBlurSrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DistortionBlurDstBlend", (int)UnityEngine.Rendering.BlendMode.One);
material.SetInt("_DistortionBlurBlendOp", (int)UnityEngine.Rendering.BlendOp.Max);
break;
}
case 1: // Multiply
material.SetInt("_DistortionSrcBlend", (int)UnityEngine.Rendering.BlendMode.DstColor);
material.SetInt("_DistortionDstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
material.SetInt("_DistortionBlurSrcBlend", (int)UnityEngine.Rendering.BlendMode.DstAlpha);
material.SetInt("_DistortionBlurDstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
material.SetInt("_DistortionBlurBlendOp", (int)UnityEngine.Rendering.BlendOp.Add);
break;
}
}
// A material's GI flag internally keeps track of whether emission is enabled at all, it's enabled but has no effect

// If distortion only is enabled, disable all passes (except distortion and debug)
bool enablePass = !(distortionEnable && distortionOnly);
material.SetShaderPassEnabled(HDShaderPassNames.s_ForwardOnlyOpaqueDepthOnlyStr, enablePass);
material.SetShaderPassEnabled(HDShaderPassNames.s_ForwardOnlyOpaqueStr, enablePass);
material.SetShaderPassEnabled(HDShaderPassNames.s_ForwardOnlyOpaqueDebugDisplayStr, true);
material.SetShaderPassEnabled(HDShaderPassNames.s_DepthForwardOnlyStr, enablePass);
material.SetShaderPassEnabled(HDShaderPassNames.s_ForwardOnlyStr, enablePass);
material.SetShaderPassEnabled(HDShaderPassNames.s_ForwardOnlyDebugDisplayStr, true);
material.SetShaderPassEnabled(HDShaderPassNames.s_GBufferStr, enablePass);
material.SetShaderPassEnabled(HDShaderPassNames.s_GBufferWithPrepassStr, enablePass);
material.SetShaderPassEnabled(HDShaderPassNames.s_GBufferDebugDisplayStr, true);

12
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/UnlitUI.cs


m_MaterialEditor.TexturePropertySingleLine(Styles.emissiveText, emissiveColorMap, emissiveColor);
m_MaterialEditor.ShaderProperty(emissiveIntensity, Styles.emissiveIntensityText);
var surfaceTypeValue = (SurfaceType)surfaceType.floatValue;
if (surfaceTypeValue == SurfaceType.Transparent)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField(StylesBaseUnlit.TransparencyInputsText, EditorStyles.boldLabel);
++EditorGUI.indentLevel;
DoDistortionInputsGUI();
--EditorGUI.indentLevel;
}
}
protected override void VertexAnimationPropertiesGUI()

62
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader


[ToggleOff] _DistortionEnable("Enable Distortion", Float) = 0.0
[ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0
[ToggleOff] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 0.0
[Enum(Add, 0, Multiply, 1)] _DistortionBlendMode("Distortion Blend Mode", Int) = 0
[HideInInspector] _DistortionSrcBlend("Distortion Blend Src", Int) = 0
[HideInInspector] _DistortionDstBlend("Distortion Blend Dst", Int) = 0
[HideInInspector] _DistortionBlurSrcBlend("Distortion Blur Blend Src", Int) = 0
[HideInInspector] _DistortionBlurDstBlend("Distortion Blur Blend Dst", Int) = 0
[HideInInspector] _DistortionBlurBlendMode("Distortion Blur Blend Mode", Int) = 0
_DistortionScale("Distortion Scale", Float) = 1
_DistortionBlurScale("Distortion Blur Scale", Float) = 1
_DistortionBlurRemapMin("DistortionBlurRemapMin", Float) = 0.0
_DistortionBlurRemapMax("DistortionBlurRemapMax", Float) = 1.0
[ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5

Name "Distortion" // Name is not used
Tags { "LightMode" = "DistortionVectors" } // This will be only for transparent object based on the RenderQueue index
Blend One One
Blend [_DistortionSrcBlend] [_DistortionDstBlend], [_DistortionBlurSrcBlend] [_DistortionBlurDstBlend]
BlendOp Add, [_DistortionBlurBlendOp]
ZTest [_ZTestMode]
ZWrite off
Cull [_CullMode]

ENDHLSL
}
// Unlit shader always render in forward
Name "ForwardUnlit"
Tags { "LightMode" = "Forward" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
Cull [_CullMode]
HLSLPROGRAM
#define SHADERPASS SHADERPASS_FORWARD_UNLIT
#include "../../Material/Material.hlsl"
#include "ShaderPass/UnlitSharePass.hlsl"
#include "UnlitData.hlsl"
#include "../../ShaderPass/ShaderPassForwardUnlit.hlsl"
Name ""
Tags{ "LightMode" = "DepthForwardOnly" }
ENDHLSL
}
Pass
{
Name "ForwardDebugDisplay"
Tags { "LightMode" = "ForwardDebugDisplay" }
Cull[_CullMode]
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
Cull [_CullMode]
ZWrite On
#define DEBUG_DISPLAY
#define SHADERPASS SHADERPASS_FORWARD_UNLIT
#include "../../Debug/DebugDisplay.hlsl"
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#include "../../ShaderVariables.hlsl"
#include "ShaderPass/UnlitSharePass.hlsl"
#include "ShaderPass/UnlitDepthPass.hlsl"
#include "../../ShaderPass/ShaderPassForwardUnlit.hlsl"
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"
// Unlit opaque material need to be render with ForwardOnlyOpaque. Unlike Lit that can be both deferred and forward,
// unlit require to be forward only, that's why we need this pass. Unlit transparent will use regular Forward pass
// (Code is exactly the same as "Forward", it simply allow our system to filter objects correctly)
// Unlit shader always render in forward
Tags { "LightMode" = "ForwardOnlyOpaque" }
Tags { "LightMode" = "ForwardOnly" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]

Pass
{
Name "ForwardUnlit"
Tags { "LightMode" = "ForwardOnlyOpaqueDebugDisplay" }
Name "ForwardDebugDisplay"
Tags { "LightMode" = "ForwardOnlyDebugDisplay" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]

#define DEBUG_DISPLAY
#define SHADERPASS SHADERPASS_FORWARD_UNLIT
#include "../../Debug/DebugDisplay.hlsl"
#include "../../Material/Material.hlsl"

14
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/UnlitData.hlsl


// Fill SurfaceData/Builtin data function
//-------------------------------------------------------------------------------------
void DoAlphaTest(float alpha, float alphaCutoff)
{
// Don't do the clip when rendering forward opaque (unlit). Forward opaque always have a prepass (with depth test on)
#if !(SHADERPASS == SHADERPASS_FORWARD_UNLIT && defined(SURFACE_TYPE_OPAQUE))
clip(alpha - alphaCutoff);
#endif
}
void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
surfaceData.color = SAMPLE_TEXTURE2D(_ColorMap, sampler_ColorMap, input.texCoord0).rgb * _Color.rgb;

clip(alpha - _AlphaCutoff);
DoAlphaTest(alpha, _AlphaCutoff);
#endif
// Builtin Data

#if (SHADERPASS == SHADERPASS_DISTORTION)
float3 distortion = SAMPLE_TEXTURE2D(_DistortionVectorMap, sampler_DistortionVectorMap, input.texCoord0).rgb;
builtinData.distortion = distortion.rg;
builtinData.distortionBlur = distortion.b;
builtinData.distortion = distortion.rg * _DistortionScale;
builtinData.distortionBlur = clamp(distortion.b * _DistortionBlurScale, 0.0, 1.0) * (_DistortionBlurRemapMax - _DistortionBlurRemapMin) + _DistortionBlurRemapMin;
#else
builtinData.distortion = float2(0.0, 0.0);
builtinData.distortionBlur = 0.0;

6
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/UnlitProperties.hlsl


float4 _Color;
float4 _Color;
TEXTURE2D(_ColorMap);
SAMPLER2D(sampler_ColorMap);

float _EmissiveIntensity;
float _AlphaCutoff;
float _DistortionScale;
float _DistortionBlurScale;
float _DistortionBlurRemapMin;
float _DistortionBlurRemapMax;
// Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor"
// value that exist to identify if the GI emission need to be enabled.

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ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/HDRenderPipelineResources.asset


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ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/RenderPipelineResources.cs


public ComputeShader gaussianPyramidCS;
public ComputeShader depthPyramidCS;
public ComputeShader copyChannelCS;
public ComputeShader applyDistortionCS;
// Lighting tile pass resources
public ComputeShader clearDispatchIndirectShader;

public Shader GGXConvolve;
public Shader skyboxCubemap;
public int applyDistortionKernel { get; private set; }
void OnEnable()
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applyDistortionKernel = -1;
if (applyDistortionCS != null)
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3
ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassDistortion.hlsl


GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData);
float4 outBuffer;
EncodeDistortion(builtinData.distortion, builtinData.distortionBlur, outBuffer);
// Mark this pixel as eligible as source for distortion
EncodeDistortion(builtinData.distortion, builtinData.distortionBlur, true, outBuffer);
return outBuffer;
}

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SampleScenes/HDTest/DistortionTest.unity
文件差异内容过多而无法显示
查看文件

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- _HeightMax: 1
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- _InitialBend: 1
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- _PPDLodThreshold: 5
- _PPDMaxSamples: 15
- _PPDMinSamples: 5
- _PerPixelDisplacementObjectScale: 1
- _RefractionMode: 0
- _ShiverDirectionality: 0.5
- _ShiverDrag: 0.2
- _Smoothness: 1
- _SmoothnessRemapMax: 1
- _SmoothnessRemapMin: 0
- _SrcBlend: 5
- _StencilRef: 2
- _Stiffness: 1
- _SubsurfaceProfile: 0
- _SubsurfaceRadius: 1
- _SurfaceType: 1
- _TexWorldScale: 1
- _Thickness: 1
- _ThicknessMultiplier: 1
- _UVBase: 0
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- _VertexDisplacementObjectScale: 1
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10
SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Fire.mat.meta


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1001
SampleScenes/HDTest/GraphicTest/Common/Textures/Fire_6x10.png
文件差异内容过多而无法显示
查看文件

117
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12
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/ShaderPass/UnlitDepthPass.hlsl


#ifndef SHADERPASS
#error Undefine_SHADERPASS
#endif
#ifdef _ALPHATEST_ON
#define ATTRIBUTES_NEED_TEXCOORD0
#define VARYINGS_NEED_TEXCOORD0
#endif
// This include will define the various Attributes/Varyings structure
#include "../../ShaderPass/VaryingMesh.hlsl"

10
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/ShaderPass/UnlitDepthPass.hlsl.meta


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60
ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/ApplyDistorsion.compute


#include "../../Core/ShaderLibrary/Common.hlsl"
#include "../Material/Builtin/BuiltinData.hlsl"
TEXTURE2D(_DistortionTexture);
TEXTURE2D(_GaussianPyramidColorTexture);
RW_TEXTURE2D(float4, _CameraColorTexture);
SamplerState sampler_GaussianPyramidColorTexture;
CBUFFER_START(cb)
float4 _Size;
float4 _GaussianPyramidColorMipSize;
CBUFFER_END
#pragma kernel KMain
[numthreads(8, 8, 1)]
void KMain(uint2 groupId : SV_GroupID, uint2 groupThreadId : SV_GroupThreadID, uint2 dispatchThreadId : SV_DispatchThreadID)
{
// We use a bias when fetching distortion source pixels
// This avoid artifacts when a distortion is overlapped by an opaque object
const float _FetchBias = 0.9;
// Get distortion values
float4 encodedDistortion = LOAD_TEXTURE2D(_DistortionTexture, dispatchThreadId);
float2 distortion;
float distortionBlur;
bool distortionIsSourceValid;
DecodeDistortion(encodedDistortion, distortion, distortionBlur, distortionIsSourceValid);
// Reject the pixel if it is not in the distortion mask
if (!distortionIsSourceValid)
return;
int2 distortedEncodedDistortionId = dispatchThreadId + int2(distortion);
// Reject distortion if we try to fetch a pixel out of the buffer
if (any(distortedEncodedDistortionId < 0)
|| any(distortedEncodedDistortionId > int2(_Size.xy)))
return;
// We fetch a second time the _DistortionTexture for the at the distorded coordinate
// Then we check if this pixels is in the distorded mask (eg: behind any distorted object)
// Otherwise we reject the distortion
float2 distordedDistortion;
float distordedDistortionBlur;
bool distordedIsSourceValid;
float4 encodedDistordedDistortion = LOAD_TEXTURE2D(_DistortionTexture, distortedEncodedDistortionId);
DecodeDistortion(encodedDistordedDistortion, distordedDistortion, distordedDistortionBlur, distordedIsSourceValid);
if (!distordedIsSourceValid)
return;
// Get source pixel for distortion
float2 distordedUV = float2(dispatchThreadId + int2(distortion * _FetchBias)) * _Size.zw;
float mip = (_GaussianPyramidColorMipSize.z - 1) * clamp(distortionBlur, 0.0, 1.0);
float4 sampled = SAMPLE_TEXTURE2D_LOD(_GaussianPyramidColorTexture, sampler_GaussianPyramidColorTexture, distordedUV, mip);
_CameraColorTexture[dispatchThreadId] = sampled;
}

10
ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/ApplyDistorsion.compute.meta


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476
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SampleScenes/HDTest/GraphicTest/Common/AnimationController/DistortionTest.controller


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SampleScenes/HDTest/GraphicTest/Common/AnimationController/DistortionTest.controller.meta


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SampleScenes/HDTest/GraphicTest/Common/AnimationController/DistortionTest@main.anim
文件差异内容过多而无法显示
查看文件

275
SampleScenes/HDTest/GraphicTest/Common/CustomTexture/DistortionMap.shader


Shader "Hidden/HDRenderPipeline/Test/DistortionMap"{
Properties
{
_Size("Size", Float) = 1
_DistortionAmplitude("Distortion Amplitude", Float) = 1
_NoiseAmplitude("Noise Amplitude", Range(0, 1)) = 0.5
_NoiseLacunarity("Noise Lacunarity", Range(0, 10)) = 2
}
CGINCLUDE
const float Pi = 3.14159265359;
float _Size;
float _DistortionAmplitude;
float _NoiseAmplitude;
float _NoiseLacunarity;
float3 permute(float3 x) { return ((x*34.0) + 1.0)*x % 289.0; }
float2 rand2(float2 p)
{
return frac(sin(float2(dot(p, float2(64321.9843, 8143.18321)), dot(p, float2(8312.153, 3218.1984)))) * 13218.2165);
}
#define SDF_VORONOI(pointTransform, name) float name(float2 value)\
{\
float2 o = floor(value);\
float2 f = frac(value);\
float r = 1;\
for (int y = -1; y <= 1; ++y)\
{\
for (int x = -1; x <= 1; ++x)\
{\
float2 cell = float2(float(x), float(y));\
float2 pCS = rand2(cell + o);\
pCS = pointTransform(pCS);\
float2 diff = cell + pCS - f;\
float dist = length(diff);\
\
r = min(r, dist);\
}\
}\
\
return r;\
}
#define SDF_GRADIENT(sdf, name) float2 name(float2 value)\
{\
const float2 d = float2(0.0, 0.0001);\
float f00 = sdf(value + d.xx);\
float f01 = sdf(value + d.xy);\
float f10 = sdf(value + d.yx);\
float f11 = sdf(value + d.yy);\
return float2((f10 - f00 + f11 - f10) * 0.5, (f01 - f00 + f11 - f10) * 0.5);\
}
float snoise(float2 v) {
const float4 C = float4(0.211324865405187, 0.366025403784439,
-0.577350269189626, 0.024390243902439);
float2 i = floor(v + dot(v, C.yy));
float2 x0 = v - i + dot(i, C.xx);
float2 i1;
i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0);
float4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = i % 289.0;
float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0))
+ i.x + float3(0.0, i1.x, 1.0));
float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy),
dot(x12.zw, x12.zw)), 0.0);
m = m*m;
m = m*m;
float3 x = 2.0 * frac(p * C.www) - 1.0;
float3 h = abs(x) - 0.5;
float3 ox = floor(x + 0.5);
float3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * (a0*a0 + h*h);
float3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
float4 permute(float4 x) { return ((x*34.0) + 1.0)*x % 289.0; }
float4 taylorInvSqrt(float4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
float snoise(float3 v) {
const float2 C = float2(1.0 / 6.0, 1.0 / 3.0);
const float4 D = float4(0.0, 0.5, 1.0, 2.0);
// First corner
float3 i = floor(v + dot(v, C.yyy));
float3 x0 = v - i + dot(i, C.xxx);
// Other corners
float3 g = step(x0.yzx, x0.xyz);
float3 l = 1.0 - g;
float3 i1 = min(g.xyz, l.zxy);
float3 i2 = max(g.xyz, l.zxy);
// x0 = x0 - 0. + 0.0 * C
float3 x1 = x0 - i1 + 1.0 * C.xxx;
float3 x2 = x0 - i2 + 2.0 * C.xxx;
float3 x3 = x0 - 1. + 3.0 * C.xxx;
// Permutations
i = i % 289.0;
float4 p = permute(permute(permute(
i.z + float4(0.0, i1.z, i2.z, 1.0))
+ i.y + float4(0.0, i1.y, i2.y, 1.0))
+ i.x + float4(0.0, i1.x, i2.x, 1.0));
// Gradients
// ( N*N points uniformly over a square, mapped onto an octahedron.)
float n_ = 1.0 / 7.0; // N=7
float3 ns = n_ * D.wyz - D.xzx;
float4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N)
float4 x_ = floor(j * ns.z);
float4 y_ = floor(j - 7.0 * x_); // mod(j,N)
float4 x = x_ *ns.x + ns.yyyy;
float4 y = y_ *ns.x + ns.yyyy;
float4 h = 1.0 - abs(x) - abs(y);
float4 b0 = float4(x.xy, y.xy);
float4 b1 = float4(x.zw, y.zw);
float4 s0 = floor(b0)*2.0 + 1.0;
float4 s1 = floor(b1)*2.0 + 1.0;
float4 sh = -step(h, float4(0.0, 0.0, 0.0, 0.0));
float4 a0 = b0.xzyw + s0.xzyw*sh.xxyy;
float4 a1 = b1.xzyw + s1.xzyw*sh.zzww;
float3 p0 = float3(a0.xy, h.x);
float3 p1 = float3(a0.zw, h.y);
float3 p2 = float3(a1.xy, h.z);
float3 p3 = float3(a1.zw, h.w);
//Normalise gradients
float4 norm = taylorInvSqrt(float4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
float4 m = max(0.6 - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);
m = m * m;
return 42.0 * dot(m*m, float4(dot(p0, x0), dot(p1, x1),
dot(p2, x2), dot(p3, x3)));
}
float3 fbm2x3(float2 v, float a, float f)
{
float3 r = float3(0.0, 0.0, 0.0);
for (int i = 0; i < 6; ++i)
{
r += a * float3(snoise(v), snoise(v * 1.18142), snoise(v * 0.974236));
v *= f;
a *= a;
}
return r;
}
float fbm3(float3 v, float a, float f)
{
float r = float(0.0);
for (int i = 0; i < 6; ++i)
{
r += a * snoise(v);
v *= f;
a *= a;
}
return r;
}
ENDCG
SubShader
{
Lighting Off
Blend One Zero
Pass
{
Name "2DNoise"
CGPROGRAM
#include "UnityCustomRenderTexture.cginc"
#pragma vertex CustomRenderTextureVertexShader
#pragma fragment frag
#pragma target 3.0
float4 frag(v2f_customrendertexture IN) : COLOR
{
float2 p = _Size * IN.globalTexcoord.xy;
float3 s = fbm2x3(p, _NoiseAmplitude, _NoiseLacunarity * (_SinTime.w * 0.1 + 1.0));
float2 distortion = s.xy * _DistortionAmplitude;
float blur = s.z;
return float4(distortion, blur, 1.0);
}
ENDCG
}
Pass
{
Name "Ripple"
CGPROGRAM
#include "UnityCustomRenderTexture.cginc"
#pragma vertex CustomRenderTextureVertexShader
#pragma fragment frag
#pragma target 3.0
float4 frag(v2f_customrendertexture IN) : COLOR
{
float s = _Size * (cos(_Time.w * 0.5) * 0.1 + 1);
float3 n3 = fbm2x3(IN.globalTexcoord.xy * 5, _NoiseAmplitude, _NoiseLacunarity);
float n = fbm3(n3 + IN.globalTexcoord.xyx + _Time.w * 0.1, _NoiseAmplitude, _NoiseLacunarity);
float t = sin(n * 5 + _Time.w * 0.5) * 0.5 + 0.5;
float2 distortion = sin(n3.xy * s) * _DistortionAmplitude;
float blur = (min(t, 1-t) * 2);
return float4(distortion, blur, 1.0);
}
ENDCG
}
Pass
{
Name "Voronoi"
CGPROGRAM
#include "UnityCustomRenderTexture.cginc"
#pragma vertex CustomRenderTextureVertexShader
#pragma fragment frag
#pragma target 3.0
float2 circlePoint(float2 p)
{
p = 0.5 + 0.5 * sin(_Time.w * 0.2 + 6.2831 * p);
return p;
}
SDF_VORONOI(circlePoint, sdfVoronoi)
SDF_GRADIENT(sdfVoronoi, sdfVoronoiGrad)
float4 frag(v2f_customrendertexture IN) : COLOR
{
float2 uv = IN.globalTexcoord.xy * _Size;
float v = sdfVoronoi(uv);
v = v * v * v;
float2 distortion = sdfVoronoiGrad(uv);
float blur = v;
return float4(distortion, blur, 1.0);
}
ENDCG
}
}
}

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