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Merge remote-tracking branch 'refs/remotes/origin/master' into Update-shader-pass

/main
sebastienlagarde 7 年前
当前提交
8f8eb990
共有 705 个文件被更改,包括 9149 次插入4901 次删除
  1. 2
      ImageTemplates/HDRenderPipeline/Scenes/0002-Subsurface scattering.unity.png.meta
  2. 2
      ImageTemplates/LightweightPipeline/Scenes/010_MultiplePointLights.unity.png.meta
  3. 2
      ImageTemplates/LightweightPipeline/Scenes/001_SimpleCube.unity.png.meta
  4. 4
      SampleScenes/HDTest/HDRenderLoopTest.meta
  5. 4
      SampleScenes/HDTest/HDRenderLoopTest/ReflectionProbe-0.exr.meta
  6. 8
      ScriptableRenderPipeline/LightweightPipeline/Editor/LegacyShadersToLightweightPipelineUpgrader.cs
  7. 24
      ScriptableRenderPipeline/LightweightPipeline/Editor/LightweightAssetInspector.cs
  8. 16
      ScriptableRenderPipeline/LightweightPipeline/Editor/LightweightPipelineUpgraders.cs
  9. 333
      ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs
  10. 7
      ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineAsset.asset
  11. 31
      ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineAsset.cs
  12. 4
      ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-DefaultParticle.mat
  13. 9
      ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-StandardShader.mat
  14. 2
      ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-StandardSimpleLighting.mat
  15. 194
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardSimpleLighting.shader
  16. 193
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardShaderPBS.shader
  17. 4
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightShadows.cginc
  18. 10
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightLighting.cginc
  19. 46
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightInput.cginc
  20. 49
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightCore.cginc
  21. 55
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightBRDF.cginc
  22. 4
      Tests/GraphicsTests/Framework/Editor/TestFramework.cs
  23. 3
      Tests/GraphicsTests/Framework/SetupSceneForRenderPipelineTest.cs
  24. 27
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/CommonAssets/Cornell Box.fbx.meta
  25. 100
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/CommonAssets/Cornell Box.fbx
  26. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/010_MultiplePointLights.unity
  27. 31
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/001_SimpleCube.unity
  28. 239
      ImageTemplates/LightweightPipeline/Scenes/011_UnlitSprites.unity.png
  29. 2
      ImageTemplates/LightweightPipeline/Scenes/011_UnlitSprites.unity.png.meta
  30. 241
      ImageTemplates/LightweightPipeline/Scenes/002_Camera_Clip.unity.png
  31. 619
      ImageTemplates/LightweightPipeline/Scenes/003_Camera_Ortho.unity.png
  32. 219
      ImageTemplates/LightweightPipeline/Scenes/004_Camera_TargetTexture.unity.png
  33. 2
      ImageTemplates/LightweightPipeline/Scenes/002_Camera_Clip.unity.png.meta
  34. 2
      ImageTemplates/LightweightPipeline/Scenes/003_Camera_Ortho.unity.png.meta
  35. 2
      ImageTemplates/LightweightPipeline/Scenes/004_Camera_TargetTexture.unity.png.meta
  36. 999
      ImageTemplates/LightweightPipeline/Scenes/008_LitShaderReflection.unity.png
  37. 999
      ImageTemplates/LightweightPipeline/Scenes/005_LitBakedEmission.unity.png
  38. 999
      ImageTemplates/LightweightPipeline/Scenes/006_LitShaderLightProbes.unity.png
  39. 999
      ImageTemplates/LightweightPipeline/Scenes/007_LitShaderMaps.unity.png
  40. 2
      ImageTemplates/LightweightPipeline/Scenes/005_LitBakedEmission.unity.png.meta
  41. 2
      ImageTemplates/LightweightPipeline/Scenes/006_LitShaderLightProbes.unity.png.meta
  42. 2
      ImageTemplates/LightweightPipeline/Scenes/007_LitShaderMaps.unity.png.meta
  43. 2
      ImageTemplates/LightweightPipeline/Scenes/008_LitShaderReflection.unity.png.meta
  44. 999
      ImageTemplates/LightweightPipeline/Scenes/009_LightweightShading.unity.png
  45. 2
      ImageTemplates/LightweightPipeline/Scenes/009_LightweightShading.unity.png.meta
  46. 998
      ImageTemplates/LightweightPipeline/Scenes/012_PBS_EnvironmentBRDF_Spheres.unity.png
  47. 2
      ImageTemplates/LightweightPipeline/Scenes/012_PBS_EnvironmentBRDF_Spheres.unity.png.meta
  48. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/002_Camera_Clip/002_CameraClip_Sphere.mat
  49. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/007_LitShaderMaps/007_LitShaderMaps_02_BaseColor.mat
  50. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/007_LitShaderMaps/007_LitShaderMaps_04_Normal.mat
  51. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/008_LitShaderReflection/008_LitShaderReflection_03.mat
  52. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/007_LitShaderMaps/007_LitShaderMaps_03_Specular.mat
  53. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/006_LitShaderLightProbes/006_LitShaderLightProbes_Sphere.mat
  54. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/008_LitShaderReflection/008_LitShaderReflection_02.mat
  55. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/007_LitShaderMaps/007_LitShaderMaps_06_All.mat
  56. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/005_LitBakedEmission/005_LitBakeEmission_Sphere.mat
  57. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/007_LitShaderMaps/007_LitShaderMaps_UnlitMat_07.mat
  58. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/007_LitShaderMaps/007_LitShaderMaps_UnlitMatTexture_08.mat
  59. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/011_UnlitSprites/box.prefab
  60. 39
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/004_Camera_TargetTexture.unity
  61. 35
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/003_Camera_Ortho.unity
  62. 35
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/002_Camera_Clip.unity
  63. 256
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/011_UnlitSprites.unity
  64. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/010_MultiplePointLights/010_MultiplePointLights_Probe.mat
  65. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/012_PBS_EnvironmentBRDF_Spheres/Sky.mat
  66. 9
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/012_PBS_EnvironmentBRDF_Spheres/PBRSphere.mat
  67. 9
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/012_PBS_EnvironmentBRDF_Spheres/PBRSphere 9.mat
  68. 9
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/012_PBS_EnvironmentBRDF_Spheres/PBRSphere 8.mat
  69. 9
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/012_PBS_EnvironmentBRDF_Spheres/PBRSphere 7.mat
  70. 9
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/012_PBS_EnvironmentBRDF_Spheres/PBRSphere 6.mat
  71. 9
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/012_PBS_EnvironmentBRDF_Spheres/PBRSphere 5.mat
  72. 9
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/012_PBS_EnvironmentBRDF_Spheres/PBRSphere 4.mat
  73. 9
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/012_PBS_EnvironmentBRDF_Spheres/PBRSphere 3.mat
  74. 9
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/012_PBS_EnvironmentBRDF_Spheres/PBRSphere 21.mat
  75. 9
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/012_PBS_EnvironmentBRDF_Spheres/PBRSphere 20.mat
  76. 9
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/012_PBS_EnvironmentBRDF_Spheres/PBRSphere 2.mat
  77. 9
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/012_PBS_EnvironmentBRDF_Spheres/PBRSphere 19.mat
  78. 9
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/012_PBS_EnvironmentBRDF_Spheres/PBRSphere 18.mat
  79. 9
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/012_PBS_EnvironmentBRDF_Spheres/PBRSphere 17.mat
  80. 9
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/012_PBS_EnvironmentBRDF_Spheres/PBRSphere 16.mat
  81. 9
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/012_PBS_EnvironmentBRDF_Spheres/PBRSphere 15.mat
  82. 9
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/012_PBS_EnvironmentBRDF_Spheres/PBRSphere 14.mat
  83. 9
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/012_PBS_EnvironmentBRDF_Spheres/PBRSphere 13.mat
  84. 9
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/012_PBS_EnvironmentBRDF_Spheres/PBRSphere 12.mat
  85. 9
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/012_PBS_EnvironmentBRDF_Spheres/PBRSphere 11.mat
  86. 9
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/012_PBS_EnvironmentBRDF_Spheres/PBRSphere 10.mat
  87. 9
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/012_PBS_EnvironmentBRDF_Spheres/PBRSphere 1.mat
  88. 45
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/005_LitBakedEmission.unity
  89. 47
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/008_LitShaderReflection.unity
  90. 67
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/006_LitShaderLightProbes.unity
  91. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/012_PBS_EnvironmentBRDF_Spheres.unity
  92. 981
      ImageTemplates/LightweightPipeline/Scenes/016_Lighting_Scene_Directional.unity.png
  93. 77
      ImageTemplates/LightweightPipeline/Scenes/016_Lighting_Scene_Directional.unity.png.meta
  94. 1001
      ImageTemplates/LightweightPipeline/Scenes/017_Lighting_Scene_DirectionalBaked.unity.png
  95. 77
      ImageTemplates/LightweightPipeline/Scenes/017_Lighting_Scene_DirectionalBaked.unity.png.meta
  96. 1001
      ImageTemplates/LightweightPipeline/Scenes/018_Lighting_Scene_DirectionalBakedIndirect.unity.png
  97. 77
      ImageTemplates/LightweightPipeline/Scenes/018_Lighting_Scene_DirectionalBakedIndirect.unity.png.meta
  98. 1001
      ImageTemplates/LightweightPipeline/Scenes/019_Lighting_Scene_PointLights.unity.png
  99. 77
      ImageTemplates/LightweightPipeline/Scenes/019_Lighting_Scene_PointLights.unity.png.meta
  100. 503
      ImageTemplates/LightweightPipeline/Scenes/020_Lighting_BasicDirectional.unity.png

2
ImageTemplates/HDRenderPipeline/Scenes/0002-Subsurface scattering.unity.png.meta


maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
textureCompression: 0
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0

2
ImageTemplates/LightweightPipeline/Scenes/010_MultiplePointLights.unity.png.meta


maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
textureCompression: 0
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0

2
ImageTemplates/LightweightPipeline/Scenes/001_SimpleCube.unity.png.meta


maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
textureCompression: 0
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0

4
SampleScenes/HDTest/HDRenderLoopTest.meta


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guid: 030c34355b9969e4e9185afe200a7b9c
guid: 20e3062ec69d14f509c2a7cbed456672
timeCreated: 1504524294
timeCreated: 1504605821
licenseType: Pro
DefaultImporter:
externalObjects: {}

4
SampleScenes/HDTest/HDRenderLoopTest/ReflectionProbe-0.exr.meta


fileFormatVersion: 2
guid: 8a71c17fe204c99479b1bae8ef21b003
timeCreated: 1504524398
guid: fd5ff1bb67a644142931db2be2b44571
timeCreated: 1504606082
licenseType: Pro
TextureImporter:
fileIDToRecycleName: {}

8
ScriptableRenderPipeline/LightweightPipeline/Editor/LegacyShadersToLightweightPipelineUpgrader.cs


materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Mobile/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque));
materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Mobile/Unlit (Supports Lightmap)", SupportedUpgradeParams.diffuseOpaque));
materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Mobile/VertexLit", SupportedUpgradeParams.specularOpaque));
/////////////////////////////////////
// Particles /
/////////////////////////////////////
materialUpgraders.Add(new ParticlesAdditiveUpgrader("Particles/Additive"));
materialUpgraders.Add(new ParticlesAdditiveUpgrader("Mobile/Particles/Additive"));
materialUpgraders.Add(new ParticlesMultiplyUpgrader("Particles/Multiply"));
materialUpgraders.Add(new ParticlesMultiplyUpgrader("Mobile/Particles/Multiply"));
}
}
}

24
ScriptableRenderPipeline/LightweightPipeline/Editor/LightweightAssetInspector.cs


public static GUIContent renderingLabel = new GUIContent("Rendering");
public static GUIContent shadowLabel = new GUIContent("Shadows");
public static GUIContent defaults = new GUIContent("Defaults");
public static GUIContent linearRenderingLabel = new GUIContent("Linear Colorspace", "When enabled Lightweight shader will perform gamma to linear conversion when linear rendering is not supported or disabled");
public static GUIContent linearRenderingLabel = new GUIContent("Force Linear Colorspace", "When enabled Lightweight shader will perform gamma to linear conversion in the shader when linear rendering is not supported or disabled");
public static GUIContent renderScaleLabel = new GUIContent("Render Scale", "Allows game to render at a resolution different than native resolution. UI is always rendered at native resolution.");
public static GUIContent maxPixelLights = new GUIContent("Per-Object Pixel Lights",
"Max amount of dynamic per-object pixel lights.");

public static GUIContent enableLightmap = new GUIContent("Enable Lightmap",
"Enabled/Disable support for non-directional lightmaps.");
public static GUIContent enableAmbientProbe = new GUIContent("Enable Light Probes",
"Enables/Disable light probe support.");
public static GUIContent shadowType = new GUIContent("Shadow Type",
"Single directional shadow supported. SOFT_SHADOWS applies shadow filtering.");

public static GUIContent defaultShader = new GUIContent("Default Shader",
"Shader to use when creating materials");
public static GUIContent msaaContent = new GUIContent("Anti Aliasing", "Controls the global anti aliasing quality. When set to disabled, MSAA will not be performed even if the camera allows it.");
public static GUIContent msaaContent = new GUIContent("Anti Aliasing (MSAA)", "Controls the global anti aliasing quality. When set to disabled, MSAA will not be performed even if the camera allows it.");
private SerializedProperty m_RenderScale;
private SerializedProperty m_EnableLightmapsProp;
private SerializedProperty m_EnableAmbientProbeProp;
private SerializedProperty m_ShadowTypeProp;
private SerializedProperty m_ShadowNearPlaneOffsetProp;
private SerializedProperty m_ShadowDistanceProp;

void OnEnable()
{
m_LinearRenderingProperty = serializedObject.FindProperty("m_LinearRendering");
m_RenderScale = serializedObject.FindProperty("m_RenderScale");
m_EnableLightmapsProp = serializedObject.FindProperty("m_EnableLightmaps");
m_EnableAmbientProbeProp = serializedObject.FindProperty("m_EnableAmbientProbe");
m_ShadowTypeProp = serializedObject.FindProperty("m_ShadowType");
m_ShadowNearPlaneOffsetProp = serializedObject.FindProperty("m_ShadowNearPlaneOffset");
m_ShadowDistanceProp = serializedObject.FindProperty("m_ShadowDistance");

EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_LinearRenderingProperty, Styles.linearRenderingLabel);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(Styles.renderScaleLabel);
m_RenderScale.floatValue = EditorGUILayout.Slider(m_RenderScale.floatValue, 0.1f, 1.0f);
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PropertyField(m_EnableLightmapsProp, Styles.enableLightmap);
EditorGUILayout.PropertyField(m_EnableAmbientProbeProp, Styles.enableAmbientProbe);
EditorGUILayout.PropertyField(m_MSAA, Styles.msaaContent);
EditorGUILayout.PropertyField(m_AttenuationTexture, Styles.attenuationTextureLabel);
EditorGUI.indentLevel--;

16
ScriptableRenderPipeline/LightweightPipeline/Editor/LightweightPipelineUpgraders.cs


}
}
public class ParticlesMultiplyUpgrader : MaterialUpgrader
{
public ParticlesMultiplyUpgrader(string oldShaderName)
{
RenameShader(oldShaderName, "ScriptableRenderPipeline/LightweightPipeline/Particles/Multiply");
}
}
public class ParticlesAdditiveUpgrader : MaterialUpgrader
{
public ParticlesAdditiveUpgrader(string oldShaderName)
{
RenameShader(oldShaderName, "ScriptableRenderPipeline/LightweightPipeline/Particles/Additive");
}
}
public class StandardUpgrader : MaterialUpgrader
{
public StandardUpgrader(string oldShaderName)

333
ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs


private static readonly int kMaxCascades = 4;
private int m_ShadowCasterCascadesCount = kMaxCascades;
private int m_ShadowMapProperty;
private int m_CameraRTProperty;
private RenderTargetIdentifier m_ShadowMapRTID;
private RenderTargetIdentifier m_CameraRTID;
private int m_ShadowMapTexture;
private int m_CameraColorTexture;
private int m_CameraDepthTexture;
private RenderTargetIdentifier m_ShadowMapRT;
private RenderTargetIdentifier m_CameraColorRT;
private RenderTargetIdentifier m_CameraDepthRT;
private bool m_RenderToIntermediateTarget = false;
private bool m_IntermediateTextureArray = false;

private RenderTextureFormat m_ColorFormat = RenderTextureFormat.ARGB32;
private PostProcessRenderContext m_PostProcessRenderContext;
private CameraComparer m_CameraComparer = new CameraComparer();
private Mesh m_BlitQuad = null;
private Material m_BlitMaterial = null;
private int m_BlitTexID = Shader.PropertyToID("_BlitTex");
m_ShadowMapProperty = Shader.PropertyToID("_ShadowMap");
m_CameraRTProperty = Shader.PropertyToID("_CameraRT");
m_ShadowMapRTID = new RenderTargetIdentifier(m_ShadowMapProperty);
m_CameraRTID = new RenderTargetIdentifier(m_CameraRTProperty);
m_ShadowMapTexture = Shader.PropertyToID("_ShadowMap");
m_CameraColorTexture = Shader.PropertyToID("_CameraRT");
m_CameraDepthTexture = Shader.PropertyToID("_CameraDepthTexture");
m_ShadowMapRT = new RenderTargetIdentifier(m_ShadowMapTexture);
m_CameraColorRT = new RenderTargetIdentifier(m_CameraColorTexture);
m_CameraDepthRT = new RenderTargetIdentifier(m_CameraDepthTexture);
m_PostProcessRenderContext = new PostProcessRenderContext();
// Let engine know we have MSAA on for cases where we support MSAA backbuffer

Shader.globalRenderPipeline = "LightweightPipeline";
m_BlitQuad = LightweightUtils.CreateQuadMesh(false);
m_BlitMaterial = new Material(m_Asset.BlitShader)
{
hideFlags = HideFlags.HideAndDontSave
};
}
public override void Dispose()

bool stereoEnabled = XRSettings.isDeviceActive;
// TODO: This is at the moment required for all pipes. We should not implicitly change user project settings
// instead this should be forced when using SRP, since all SRP use linear lighting.
GraphicsSettings.lightsUseLinearIntensity = true;
Array.Sort(cameras, m_CameraComparer);
PostProcessLayer postProcessLayer;
RenderingConfiguration renderingConfig = SetupRendering(out postProcessLayer);
bool postProcessEnabled = LightweightUtils.HasFlag(renderingConfig, RenderingConfiguration.PostProcess);
cullingParameters.shadowDistance = Mathf.Min(m_ShadowSettings.maxShadowDistance, m_CurrCamera.farClipPlane);
CullResults.Cull(ref cullingParameters, context,ref m_CullResults);
cullingParameters.shadowDistance = Mathf.Min(m_ShadowSettings.maxShadowDistance,
m_CurrCamera.farClipPlane);
// emit scene view UI
if (camera.cameraType == CameraType.SceneView)
ScriptableRenderContext.EmitWorldGeometryForSceneView(camera);
CullResults.Cull(ref cullingParameters, context, ref m_CullResults);
VisibleLight[] visibleLights = m_CullResults.visibleLights.ToArray();

// Render Shadow Map
if (lightData.shadowLightIndex > -1)
lightData.shadowsRendered = RenderShadows(ref m_CullResults, ref visibleLights[lightData.shadowLightIndex], lightData.shadowLightIndex, ref context);
lightData.shadowsRendered = RenderShadows(ref m_CullResults,
ref visibleLights[lightData.shadowLightIndex], lightData.shadowLightIndex, ref context);
// Setup camera matrices and RT
// Setup camera matrices
SetupShadowShaderConstants(ref context, ref visibleLights[lightData.shadowLightIndex], lightData.shadowLightIndex, m_ShadowCasterCascadesCount);
SetupShadowShaderConstants(ref context, ref visibleLights[lightData.shadowLightIndex],
lightData.shadowLightIndex, m_ShadowCasterCascadesCount);
RendererConfiguration configuration = RendererConfiguration.PerObjectReflectionProbes;
if (m_Asset.EnableLightmap)
configuration |= RendererConfiguration.PerObjectLightmaps;
if (m_Asset.EnableAmbientProbe)
configuration |= RendererConfiguration.PerObjectLightProbe;
RendererConfiguration configuration = RendererConfiguration.PerObjectReflectionProbes | RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbe;
PostProcessLayer postProcessLayer = GetCurrCameraPostProcessLayer();
bool postProcessEnabled = postProcessLayer != null && postProcessLayer.enabled;
m_RenderToIntermediateTarget = postProcessEnabled || GetRenderToIntermediateTarget();
BeginForwardRendering(ref context, stereoEnabled);
BeginForwardRendering(ref context, renderingConfig);
var litDrawSettings = new DrawRendererSettings(m_CurrCamera, m_LitPassName);
litDrawSettings.sorting.flags = SortFlags.CommonOpaque;

unlitDrawSettings.sorting.flags = SortFlags.CommonTransparent;
// Render Opaques
var opaqueFilterSettings = new FilterRenderersSettings(true) {renderQueueRange = RenderQueueRange.opaque};
var opaqueFilterSettings = new FilterRenderersSettings(true)
{
renderQueueRange = RenderQueueRange.opaque
};
context.DrawRenderers(m_CullResults.visibleRenderers, ref litDrawSettings, opaqueFilterSettings);

if (postProcessEnabled)
RenderPostProcess(ref context, postProcessLayer, true);
var transparentFilterSettings = new FilterRenderersSettings(true) {renderQueueRange = RenderQueueRange.transparent};
var transparentFilterSettings = new FilterRenderersSettings(true)
{
renderQueueRange = RenderQueueRange.transparent
};
litDrawSettings.sorting.flags = SortFlags.CommonTransparent;
context.DrawRenderers(m_CullResults.visibleRenderers, ref litDrawSettings, transparentFilterSettings);

RenderPostProcess(ref context, postProcessLayer);
RenderPostProcess(ref context, postProcessLayer, false);
EndForwardRendering(ref context, stereoEnabled, postProcessEnabled);
EndForwardRendering(ref context, renderingConfig);
discardRT.ReleaseTemporaryRT(m_ShadowMapProperty);
discardRT.ReleaseTemporaryRT(m_CameraRTProperty);
discardRT.ReleaseTemporaryRT(m_ShadowMapTexture);
discardRT.ReleaseTemporaryRT(m_CameraColorTexture);
discardRT.ReleaseTemporaryRT(m_CameraDepthTexture);
}
context.Submit();
context.Submit();
}
}
private void BuildShadowSettings()

}
}
private RenderingConfiguration SetupRendering(out PostProcessLayer postProcessLayer)
{
RenderingConfiguration renderingConfig = (XRSettings.enabled) ? RenderingConfiguration.Stereo : RenderingConfiguration.None;
if (XRSettings.eyeTextureDesc.dimension == TextureDimension.Tex2DArray)
renderingConfig |= RenderingConfiguration.IntermediateTextureArray;
postProcessLayer = m_CurrCamera.GetComponent<PostProcessLayer>();
bool intermediateTexture = false;
if (postProcessLayer != null && postProcessLayer.enabled)
{
renderingConfig |= RenderingConfiguration.PostProcess;
intermediateTexture = true;
}
// When post process is enabled we disable msaa due to lack of depth resolve
// One can still use PostFX AA
else if (m_CurrCamera.allowMSAA && m_Asset.MSAASampleCount > 1)
{
renderingConfig |= RenderingConfiguration.Msaa;
intermediateTexture = !LightweightUtils.PlatformSupportsMSAABackBuffer();
}
Rect cameraRect = m_CurrCamera.rect;
if (cameraRect.x > 0.0f || cameraRect.y > 0.0f || cameraRect.width < 1.0f || cameraRect.height < 1.0f)
intermediateTexture = true;
else
renderingConfig |= RenderingConfiguration.DefaultViewport;
intermediateTexture |= (m_CurrCamera.targetTexture != null || m_Asset.RenderScale < 1.0f);
if (intermediateTexture && !LightweightUtils.HasFlag(renderingConfig, RenderingConfiguration.IntermediateTextureArray))
renderingConfig |= RenderingConfiguration.IntermediateTexture;
return renderingConfig;
}
private void InitializeLightData(VisibleLight[] lights, out LightData lightData)
{
int lightsCount = lights.Length;

lightColor = light.finalColor;
float rangeSq = light.range * light.range;
float quadAtten = (light.lightType == LightType.Directional) ? 0.0f : 25.0f / rangeSq;
float quadAtten = 0.0f;
if (light.lightType != LightType.Directional)
quadAtten = (m_Asset.AttenuationTexture != null) ? 1.0f : 25.0f / rangeSq;
if (light.lightType == LightType.Spot)
{

var setRenderTargetCommandBuffer = CommandBufferPool.Get();
setRenderTargetCommandBuffer.name = "Render packed shadows";
setRenderTargetCommandBuffer.GetTemporaryRT(m_ShadowMapProperty, m_ShadowSettings.shadowAtlasWidth,
setRenderTargetCommandBuffer.GetTemporaryRT(m_ShadowMapTexture, m_ShadowSettings.shadowAtlasWidth,
setRenderTargetCommandBuffer.SetRenderTarget(m_ShadowMapRTID);
setRenderTargetCommandBuffer.SetRenderTarget(m_ShadowMapRT);
setRenderTargetCommandBuffer.ClearRenderTarget(true, true, Color.black);
context.ExecuteCommandBuffer(setRenderTargetCommandBuffer);
CommandBufferPool.Release(setRenderTargetCommandBuffer);

CommandBufferPool.Release(setupShadow);
}
private void SetKeyword(CommandBuffer cmd, string keyword, bool enable)
{
if (enable)
cmd.EnableShaderKeyword(keyword);
else
cmd.DisableShaderKeyword(keyword);
}
SetKeyword(cmd, "LIGHTWEIGHT_LINEAR", m_Asset.ForceLinearRendering);
SetKeyword(cmd, "_VERTEX_LIGHTS", vertexLightSupport);
SetKeyword(cmd, "_ATTENUATION_TEXTURE", m_Asset.AttenuationTexture != null);
SetKeyword(cmd, "_LIGHT_PROBES_ON", m_Asset.EnableAmbientProbe);
SetKeyword(cmd, "LIGHTWEIGHT_LINEAR", m_Asset.ForceLinearRendering);
LightweightUtils.SetKeyword(cmd, "_LIGHTWEIGHT_FORCE_LINEAR", m_Asset.ForceLinearRendering);
LightweightUtils.SetKeyword(cmd, "_VERTEX_LIGHTS", vertexLightSupport);
LightweightUtils.SetKeyword(cmd, "_ATTENUATION_TEXTURE", m_Asset.AttenuationTexture != null);
SetKeyword(cmd, "_SINGLE_DIRECTIONAL_LIGHT", false);
SetKeyword(cmd, "_SINGLE_SPOT_LIGHT", false);
SetKeyword(cmd, "_SINGLE_POINT_LIGHT", false);
LightweightUtils.SetKeyword(cmd, "_SINGLE_DIRECTIONAL_LIGHT", false);
LightweightUtils.SetKeyword(cmd, "_SINGLE_SPOT_LIGHT", false);
LightweightUtils.SetKeyword(cmd, "_SINGLE_POINT_LIGHT", false);
}
else
{

SetKeyword(cmd, "_SINGLE_DIRECTIONAL_LIGHT", true);
SetKeyword(cmd, "_SINGLE_SPOT_LIGHT", false);
SetKeyword(cmd, "_SINGLE_POINT_LIGHT", false);
LightweightUtils.SetKeyword(cmd, "_SINGLE_DIRECTIONAL_LIGHT", true);
LightweightUtils.SetKeyword(cmd, "_SINGLE_SPOT_LIGHT", false);
LightweightUtils.SetKeyword(cmd, "_SINGLE_POINT_LIGHT", false);
SetKeyword(cmd, "_SINGLE_DIRECTIONAL_LIGHT", false);
SetKeyword(cmd, "_SINGLE_SPOT_LIGHT", true);
SetKeyword(cmd, "_SINGLE_POINT_LIGHT", false);
LightweightUtils.SetKeyword(cmd, "_SINGLE_DIRECTIONAL_LIGHT", false);
LightweightUtils.SetKeyword(cmd, "_SINGLE_SPOT_LIGHT", true);
LightweightUtils.SetKeyword(cmd, "_SINGLE_POINT_LIGHT", false);
SetKeyword(cmd, "_SINGLE_DIRECTIONAL_LIGHT", false);
SetKeyword(cmd, "_SINGLE_SPOT_LIGHT", false);
SetKeyword(cmd, "_SINGLE_POINT_LIGHT", true);
LightweightUtils.SetKeyword(cmd, "_SINGLE_DIRECTIONAL_LIGHT", false);
LightweightUtils.SetKeyword(cmd, "_SINGLE_SPOT_LIGHT", false);
LightweightUtils.SetKeyword(cmd, "_SINGLE_POINT_LIGHT", true);
break;
}
}

return (type == LightType.Directional || type == LightType.Spot);
}
private void BeginForwardRendering(ref ScriptableRenderContext context, bool stereoEnabled)
private void BeginForwardRendering(ref ScriptableRenderContext context, RenderingConfiguration renderingConfig)
if (stereoEnabled)
context.StartMultiEye(m_CurrCamera);
RenderTargetIdentifier colorRT = BuiltinRenderTextureType.CameraTarget;
RenderTargetIdentifier depthRT = BuiltinRenderTextureType.None;
// When postprocess is enabled, msaa is forced to be disabled due to lack of depth resolve.
int msaaSamples = (LightweightUtils.HasFlag(renderingConfig, RenderingConfiguration.Msaa)) ? m_Asset.MSAASampleCount : 1;
if (m_RenderToIntermediateTarget)
if (LightweightUtils.HasFlag(renderingConfig, RenderingConfiguration.IntermediateTexture))
if (m_CurrCamera.activeTexture == null)
int rtWidth = (int)((float)m_CurrCamera.pixelWidth * m_Asset.RenderScale);
int rtHeight = (int)((float)m_CurrCamera.pixelHeight * m_Asset.RenderScale);
if (m_CurrCamera.targetTexture == null)
m_IntermediateTextureArray = false;
if (stereoEnabled)
RenderTextureDescriptor rtDesc = new RenderTextureDescriptor();
if (LightweightUtils.HasFlag(renderingConfig, RenderingConfiguration.Stereo))
RenderTextureDescriptor xrDesc = XRSettings.eyeTextureDesc;
xrDesc.depthBufferBits = kCameraDepthBufferBits;
xrDesc.colorFormat = m_ColorFormat;
xrDesc.msaaSamples = m_Asset.MSAASampleCount;
m_IntermediateTextureArray = (xrDesc.dimension == TextureDimension.Tex2DArray);
context.StartMultiEye(m_CurrCamera);
rtDesc = XRSettings.eyeTextureDesc;
rtDesc.colorFormat = m_ColorFormat;
rtDesc.msaaSamples = msaaSamples;
cmd.GetTemporaryRT(m_CameraRTProperty, xrDesc, FilterMode.Bilinear);
cmd.GetTemporaryRT(m_CameraColorTexture, rtDesc, FilterMode.Bilinear);
cmd.GetTemporaryRT(m_CameraRTProperty, Screen.width, Screen.height, kCameraDepthBufferBits,
FilterMode.Bilinear, m_ColorFormat, RenderTextureReadWrite.Default, m_Asset.MSAASampleCount);
cmd.GetTemporaryRT(m_CameraColorTexture, rtWidth, rtHeight, kCameraDepthBufferBits,
FilterMode.Bilinear, m_ColorFormat, RenderTextureReadWrite.Default, msaaSamples);
if (m_IntermediateTextureArray)
cmd.SetRenderTarget(m_CameraRTID, 0, CubemapFace.Unknown, -1);
else
cmd.SetRenderTarget(m_CameraRTID);
colorRT = m_CameraColorRT;
else
if (LightweightUtils.HasFlag(renderingConfig, RenderingConfiguration.PostProcess))
cmd.SetRenderTarget(new RenderTargetIdentifier(m_CurrCamera.activeTexture));
cmd.GetTemporaryRT(m_CameraDepthTexture, rtWidth, rtHeight, kCameraDepthBufferBits, FilterMode.Bilinear, RenderTextureFormat.Depth);
depthRT = m_CameraDepthRT;
else
{
cmd.SetRenderTarget(BuiltinRenderTextureType.CurrentActive);
}
SetupRenderTargets(cmd, colorRT, depthRT);
// Clear RenderTarget to avoid tile initialization on mobile GPUs
// https://community.arm.com/graphics/b/blog/posts/mali-performance-2-how-to-correctly-handle-framebuffers

bool clearColor = (m_CurrCamera.clearFlags == CameraClearFlags.Color);
cmd.ClearRenderTarget(clearDepth, clearColor, m_CurrCamera.backgroundColor);
bool clearColor = (m_CurrCamera.clearFlags == CameraClearFlags.Color || m_CurrCamera.clearFlags == CameraClearFlags.Skybox);
cmd.ClearRenderTarget(clearDepth, clearColor, m_CurrCamera.backgroundColor.linear);
}
context.ExecuteCommandBuffer(cmd);

private void EndForwardRendering(ref ScriptableRenderContext context, bool stereoEnabled, bool postProcessing)
private void EndForwardRendering(ref ScriptableRenderContext context, RenderingConfiguration renderingConfig)
// No additional rendering needs to be done if this is an offscren rendering camera
if (m_CurrCamera.targetTexture != null)
return;
if (m_RenderToIntermediateTarget || postProcessing)
var cmd = CommandBufferPool.Get("Blit");
if (LightweightUtils.HasFlag(renderingConfig, RenderingConfiguration.IntermediateTextureArray))
var cmd = CommandBufferPool.Get("Blit");
if (m_IntermediateTextureArray)
{
cmd.SetRenderTarget(BuiltinRenderTextureType.CameraTarget, 0, CubemapFace.Unknown, -1);
cmd.Blit(m_CameraRTID, BuiltinRenderTextureType.CurrentActive);
}
cmd.SetRenderTarget(BuiltinRenderTextureType.CameraTarget, 0, CubemapFace.Unknown, -1);
cmd.Blit(m_CameraColorRT, BuiltinRenderTextureType.CurrentActive);
}
else if (LightweightUtils.HasFlag(renderingConfig, RenderingConfiguration.IntermediateTexture))
{
else if (!postProcessing)
cmd.Blit(BuiltinRenderTextureType.CurrentActive, BuiltinRenderTextureType.CameraTarget);
if (!LightweightUtils.HasFlag(renderingConfig, RenderingConfiguration.PostProcess))
Blit(cmd, renderingConfig, m_CameraColorRT, BuiltinRenderTextureType.CameraTarget);
}
cmd.SetRenderTarget(BuiltinRenderTextureType.CameraTarget);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
cmd.SetRenderTarget(BuiltinRenderTextureType.CameraTarget);
if (stereoEnabled)
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
if (LightweightUtils.HasFlag(renderingConfig, RenderingConfiguration.Stereo))
{
context.StopMultiEye(m_CurrCamera);
context.StereoEndRender(m_CurrCamera);

private void RenderPostProcess(ref ScriptableRenderContext renderContext, PostProcessLayer postProcessLayer)
private void SetupRenderTargets(CommandBuffer cmd, RenderTargetIdentifier colorRT, RenderTargetIdentifier depthRT)
{
if (m_IntermediateTextureArray)
{
if (depthRT != BuiltinRenderTextureType.None)
cmd.SetRenderTarget(colorRT, 0, CubemapFace.Unknown, -1);
else
cmd.SetRenderTarget(colorRT, depthRT, 0, CubemapFace.Unknown, -1);
}
else
{
if (depthRT != BuiltinRenderTextureType.None)
cmd.SetRenderTarget(colorRT, depthRT);
else
cmd.SetRenderTarget(colorRT);
}
}
private void RenderPostProcess(ref ScriptableRenderContext renderContext, PostProcessLayer postProcessLayer, bool opaqueOnly)
postProcessCommand.SetGlobalTexture("m_CameraDepthTexture", m_CameraDepthRT);
m_PostProcessRenderContext.Reset();
m_PostProcessRenderContext.camera = m_CurrCamera;
m_PostProcessRenderContext.source = BuiltinRenderTextureType.CurrentActive;

m_PostProcessRenderContext.flip = true;
postProcessLayer.Render(m_PostProcessRenderContext);
if (opaqueOnly)
postProcessLayer.RenderOpaqueOnly(m_PostProcessRenderContext);
else
postProcessLayer.Render(m_PostProcessRenderContext);
private bool GetRenderToIntermediateTarget()
private void Blit(CommandBuffer cmd, RenderingConfiguration renderingConfig, RenderTargetIdentifier sourceRT, RenderTargetIdentifier destRT, Material material = null)
bool allowMSAA = m_CurrCamera.allowMSAA && m_Asset.MSAASampleCount > 1 && !PlatformSupportsMSAABackBuffer();
if (m_CurrCamera.cameraType == CameraType.SceneView || allowMSAA || m_CurrCamera.activeTexture != null)
return true;
if (LightweightUtils.HasFlag(renderingConfig, RenderingConfiguration.DefaultViewport))
{
cmd.Blit(sourceRT, destRT, material);
}
else
{
if (m_BlitQuad == null)
m_BlitQuad = LightweightUtils.CreateQuadMesh(false);
return false;
}
private PostProcessLayer GetCurrCameraPostProcessLayer()
{
return m_CurrCamera.GetComponent<PostProcessLayer>();
}
private bool PlatformSupportsMSAABackBuffer()
{
#if UNITY_ANDROID || UNITY_IPHONE || UNITY_TVOS || UNITY_SAMSUNGTV
return true;
#else
return false;
#endif
cmd.SetGlobalTexture(m_BlitTexID, sourceRT);
cmd.SetRenderTarget(destRT);
cmd.SetViewport(m_CurrCamera.pixelRect);
cmd.DrawMesh(m_BlitQuad, Matrix4x4.identity, m_BlitMaterial);
}
}
}
}

7
ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineAsset.asset


m_EditorClassIdentifier:
m_MaxPixelLights: 4
m_SupportsVertexLight: 1
m_EnableLightmaps: 1
m_EnableAmbientProbe: 1
m_RenderScale: 1
m_ShadowType: 1
m_ShadowAtlasResolution: 1024
m_ShadowNearPlaneOffset: 2

m_LinearRendering: 1
m_AttenuationTexture: {fileID: 2800000, guid: ee420ad43ff580149a07f10ad66c49ff,
type: 3}
m_DefaultDiffuseMaterial: {fileID: 2100000, guid: 6a1143ee683302f4aa628c052723efc1,
m_DefaultDiffuseMaterial: {fileID: 2100000, guid: 31321ba15b8f8eb4c954353edc038b1d,
type: 2}
m_DefaultParticleMaterial: {fileID: 2100000, guid: e823cd5b5d27c0f4b8256e7c12ee3e6d,
type: 2}

type: 2}
m_DefaultUIMaterial: {fileID: 2100000, guid: 786cc499ea3906946b10ab7d24c8d0e7, type: 2}
m_DefaultShader: {fileID: 4800000, guid: 8d2bb70cbf9db8d4da26e15b26e74248, type: 3}
m_DefaultShader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3}

31
ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineAsset.cs


DestroyCreatedInstances();
}
#region PipelineAssetSettings
[SerializeField] private bool m_EnableLightmaps = true;
[SerializeField] private bool m_EnableAmbientProbe = true;
[SerializeField] private float m_RenderScale = 1.0f;
[SerializeField] private ShadowType m_ShadowType = ShadowType.HARD_SHADOWS;
[SerializeField] private ShadowResolution m_ShadowAtlasResolution = ShadowResolution._1024;
[SerializeField] private float m_ShadowNearPlaneOffset = 2.0f;

[SerializeField] private Vector3 m_Cascade4Split = new Vector3(0.067f, 0.2f, 0.467f);
[SerializeField] private bool m_LinearRendering = true;
[SerializeField] private Texture2D m_AttenuationTexture;
[SerializeField] private Material m_DefaultDiffuseMaterial;
[SerializeField] private Material m_DefaultParticleMaterial;
[SerializeField] private Material m_DefaultLineMaterial;

private set { m_SupportsVertexLight = value; }
}
public bool EnableLightmap
public int MSAASampleCount
get { return m_EnableLightmaps; }
private set { m_EnableLightmaps = value; }
get { return (int)m_MSAA; }
set { m_MSAA = (MSAAQuality)value; }
public bool EnableAmbientProbe
public float RenderScale
get { return m_EnableAmbientProbe; }
private set { m_EnableAmbientProbe = value; }
}
public int MSAASampleCount
{
get { return (int)m_MSAA; }
set { m_MSAA = (MSAAQuality)value; }
get { return m_RenderScale; }
set { m_RenderScale = value; }
}
public ShadowType CurrShadowType

set { m_AttenuationTexture = value; }
}
#endregion
public override Material GetDefaultMaterial()
{
return m_DefaultDiffuseMaterial;

public override Shader GetDefaultShader()
{
return m_DefaultShader;
}
public Shader BlitShader
{
get { return Shader.Find("Hidden/ScriptableRenderPipeline/LightweightPipeline/Blit"); }
}
}
}

4
ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-DefaultParticle.mat


m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_Name: Lightweight-DefaultParticle
m_Shader: {fileID: 207, guid: 0000000000000000f000000000000000, type: 0}
m_Shader: {fileID: 202, guid: 0000000000000000f000000000000000, type: 0}
m_ShaderKeywords:
m_LightmapFlags: 4
m_EnableInstancingVariants: 0

m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 0}
m_Texture: {fileID: 10300, guid: 0000000000000000f000000000000000, type: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:

9
ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-StandardShader.mat


m_PrefabInternal: {fileID: 0}
m_Name: Lightweight-StandardShader
m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3}
m_ShaderKeywords: _SPECULAR_COLOR
m_ShaderKeywords: _GLOSSYREFLECTIONS_ON _METALLIC_SETUP _SPECULARHIGHLIGHTS_ON
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0

m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MetallicSpecGlossMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _OcclusionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}

- _DetailNormalMapScale: 1
- _DstBlend: 0
- _GlossMapScale: 1
- _Glossiness: 1
- _Glossiness: 0.5
- _GlossinessSource: 0
- _GlossyReflections: 1
- _Metallic: 0

- _SpecularHighlights: 1
- _SrcBlend: 1
- _UVSec: 0
- _WorkflowMode: 1
- _ZWrite: 1
m_Colors:
- _Color: {r: 1, g: 1, b: 1, a: 1}

2
ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-StandardSimpleLighting.mat


m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_Name: Lightweight-Default
m_Name: Lightweight-StandardSimpleLighting
m_Shader: {fileID: 4800000, guid: 8d2bb70cbf9db8d4da26e15b26e74248, type: 3}
m_ShaderKeywords: _SPECULAR_COLOR
m_LightmapFlags: 4

194
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardSimpleLighting.shader


// Shader targeted for low end devices. Single Pass Forward Rendering. Shader Model 2
Shader "ScriptableRenderPipeline/LightweightPipeline/NonPBR"
Shader "ScriptableRenderPipeline/LightweightPipeline/Standard (Simple Lighting)"
{
// Keep properties of StandardSpecular shader for upgrade reasons.
Properties

[Enum(UV0,0,UV1,1)] _UVSec("UV Set for secondary textures", Float) = 0
// Blending state
[HideInInspector] _Mode("__mode", Float) = 0.0
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
// Blending state
[HideInInspector] _Mode("__mode", Float) = 0.0
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
}
SubShader

CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON
#pragma shader_feature _ _SPECGLOSSMAP _SPECGLOSSMAP_BASE_ALPHA _SPECULAR_COLOR
#pragma shader_feature _NORMALMAP

#pragma multi_compile _ LIGHTWEIGHT_LINEAR
#pragma multi_compile _ _LIGHTWEIGHT_FORCE_LINEAR
#pragma multi_compile _ _LIGHT_PROBES_ON
#pragma multi_compile _ _HARD_SHADOWS _SOFT_SHADOWS _HARD_SHADOWS_CASCADES _SOFT_SHADOWS_CASCADES
#pragma multi_compile _ _VERTEX_LIGHTS
#pragma multi_compile _ _ATTENUATION_TEXTURE

#pragma vertex LitPassVertex
#pragma fragment LitPassFragmentSimple
#include "LightweightPipelineCore.cginc"
#include "LightweightPipelineLighting.cginc"
LightweightVertexOutput vert(LightweightVertexInput v)
{
LightweightVertexOutput o = (LightweightVertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.uv01.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
#ifdef LIGHTMAP_ON
o.uv01.zw = v.lightmapUV * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
o.hpos = UnityObjectToClipPos(v.vertex);
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.posWS.xyz = worldPos;
o.viewDir.xyz = normalize(_WorldSpaceCameraPos - worldPos);
half3 normal = normalize(UnityObjectToWorldNormal(v.normal));
#if _NORMALMAP
half sign = v.tangent.w * unity_WorldTransformParams.w;
half3 tangent = normalize(UnityObjectToWorldDir(v.tangent));
half3 binormal = cross(normal, tangent) * v.tangent.w;
// Initialize tangetToWorld in column-major to benefit from better glsl matrix multiplication code
o.tangentToWorld0 = half3(tangent.x, binormal.x, normal.x);
o.tangentToWorld1 = half3(tangent.y, binormal.y, normal.y);
o.tangentToWorld2 = half3(tangent.z, binormal.z, normal.z);
#else
o.normal = normal;
#endif
// TODO: change to only support point lights per vertex. This will greatly simplify shader ALU
#if defined(_VERTEX_LIGHTS) && defined(_MULTIPLE_LIGHTS)
half3 diffuse = half3(1.0, 1.0, 1.0);
// pixel lights shaded = min(pixelLights, perObjectLights)
// vertex lights shaded = min(vertexLights, perObjectLights) - pixel lights shaded
// Therefore vertexStartIndex = pixelLightCount; vertexEndIndex = min(vertexLights, perObjectLights)
int vertexLightStart = min(globalLightCount.x, unity_LightIndicesOffsetAndCount.y);
int vertexLightEnd = min(globalLightCount.y, unity_LightIndicesOffsetAndCount.y);
for (int lightIter = vertexLightStart; lightIter < vertexLightEnd; ++lightIter)
{
int lightIndex = unity_4LightIndices0[lightIter];
LightInput lightInput;
INITIALIZE_LIGHT(lightInput, lightIndex);
half3 lightDirection;
half atten = ComputeLightAttenuationVertex(lightInput, normal, worldPos, lightDirection);
o.fogCoord.yzw += LightingLambert(diffuse, lightDirection, normal, atten);
}
#endif
#ifdef _LIGHT_PROBES_ON
o.fogCoord.yzw += max(half3(0, 0, 0), ShadeSH9(half4(normal, 1)));
#endif
UNITY_TRANSFER_FOG(o, o.hpos);
return o;
}
half4 frag(LightweightVertexOutput i) : SV_Target
{
half4 diffuseAlpha = tex2D(_MainTex, i.uv01.xy);
half3 diffuse = LIGHTWEIGHT_GAMMA_TO_LINEAR(diffuseAlpha.rgb) * _Color.rgb;
half alpha = diffuseAlpha.a * _Color.a;
// Keep for compatibility reasons. Shader Inpector throws a warning when using cutoff
// due overdraw performance impact.
#ifdef _ALPHATEST_ON
clip(alpha - _Cutoff);
#endif
half3 normal;
NormalMap(i, normal);
half4 specularGloss;
SpecularGloss(i.uv01.xy, alpha, specularGloss);
#include "LightweightPassLit.cginc"
ENDCG
}
half3 viewDir = i.viewDir.xyz;
float3 worldPos = i.posWS.xyz;
Pass
{
Tags{"Lightmode" = "ShadowCaster"}
half3 lightDirection;
#ifndef _MULTIPLE_LIGHTS
LightInput lightInput;
INITIALIZE_MAIN_LIGHT(lightInput);
half lightAtten = ComputeLightAttenuation(lightInput, normal, worldPos, lightDirection);
#ifdef _SHADOWS
lightAtten *= ComputeShadowAttenuation(i, _ShadowLightDirection.xyz);
#endif
ZWrite On ZTest LEqual
#ifdef LIGHTWEIGHT_SPECULAR_HIGHLIGHTS
half3 color = LightingBlinnPhong(diffuse, specularGloss, lightDirection, normal, viewDir, lightAtten) * lightInput.color;
#else
half3 color = LightingLambert(diffuse, lightDirection, normal, lightAtten) * lightInput.color;
#endif
#else
half3 color = half3(0, 0, 0);
CGPROGRAM
#pragma target 2.0
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
#ifdef _SHADOWS
half shadowAttenuation = ComputeShadowAttenuation(i, _ShadowLightDirection.xyz);
#endif
int pixelLightCount = min(globalLightCount.x, unity_LightIndicesOffsetAndCount.y);
for (int lightIter = 0; lightIter < pixelLightCount; ++lightIter)
{
LightInput lightData;
int lightIndex = unity_4LightIndices0[lightIter];
INITIALIZE_LIGHT(lightData, lightIndex);
half lightAtten = ComputeLightAttenuation(lightData, normal, worldPos, lightDirection);
#ifdef _SHADOWS
lightAtten *= max(shadowAttenuation, half(lightIter != _ShadowData.x));
#endif
#ifdef LIGHTWEIGHT_SPECULAR_HIGHLIGHTS
color += LightingBlinnPhong(diffuse, specularGloss, lightDirection, normal, viewDir, lightAtten) * lightData.color;
#else
color += LightingLambert(diffuse, lightDirection, normal, lightAtten) * lightData.color;
#endif
}
#endif // _MULTIPLE_LIGHTS
#ifdef _EMISSION
color += LIGHTWEIGHT_GAMMA_TO_LINEAR(tex2D(_EmissionMap, i.uv01.xy).rgb) * _EmissionColor;
#else
color += _EmissionColor;
#endif
#if defined(LIGHTMAP_ON)
color += (DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv01.zw)) + i.fogCoord.yzw) * diffuse;
#elif defined(_VERTEX_LIGHTS) || defined(_LIGHT_PROBES_ON)
color += i.fogCoord.yzw * diffuse;
#endif
#if _REFLECTION_CUBEMAP
// TODO: we can use reflect vec to compute specular instead of half when computing cubemap reflection
half3 reflectVec = reflect(-i.viewDir.xyz, normal);
color += texCUBE(_Cube, reflectVec).rgb * specularGloss.rgb;
#elif defined(_REFLECTION_PROBE)
half3 reflectVec = reflect(-i.viewDir.xyz, normal);
half4 reflectionProbe = UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, reflectVec);
color += reflectionProbe.rgb * (reflectionProbe.a * unity_SpecCube0_HDR.x) * specularGloss.rgb;
#endif
UNITY_APPLY_FOG(i.fogCoord, color);
return OutputColor(color, alpha);
};
#include "UnityCG.cginc"
#include "LightweightPassShadow.cginc"
Tags { "Lightmode" = "ShadowCaster" }
Tags{"Lightmode" = "DepthOnly"}
ZWrite On ZTest LEqual
ZWrite On
CGPROGRAM
#pragma target 2.0

float4 vert(float4 pos : POSITION) : SV_POSITION
{
float4 clipPos = UnityObjectToClipPos(pos);
#if defined(UNITY_REVERSED_Z)
clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE);
#else
clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE);
#endif
return clipPos;
return UnityObjectToClipPos(pos);
}
half4 frag() : SV_TARGET

#pragma shader_feature EDITOR_VISUALIZATION
#include "UnityStandardMeta.cginc"
#include "LightweightPipelineCore.cginc"
#include "LightweightCore.cginc"
fixed4 frag_meta_ld(v2f_meta i) : SV_Target
{

193
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardShaderPBS.shader


Shader "ScriptableRenderPipeline/LightweightPipeline/Standard"
Shader "ScriptableRenderPipeline/LightweightPipeline/Standard (PBS)"
// Specular vs Metallic workflow
[HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo", 2D) = "white" {}

_GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
[Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
_SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
_MetallicGlossMap("Metallic", 2D) = "white" {}
_SpecColor("Specular", Color) = (0.2, 0.2, 0.2)
_MetallicSpecGlossMap("MetallicSpecGlossMap", 2D) = "white" {} // SpecGloss map when _SPECULAR_SETUP, MetallicGloss otherwise
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
[ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0
[Toggle] _SpecularHighlights("Specular Highlights", Float) = 1.0
[Toggle] _GlossyReflections("Glossy Reflections", Float) = 1.0
_BumpScale("Scale", Float) = 1.0
_BumpMap("Normal Map", 2D) = "bump" {}

#pragma target 3.0
// -------------------------------------
#pragma shader_feature _METALLIC_SETUP _SPECULAR_SETUP
#pragma shader_feature _METALLICGLOSSMAP
#pragma shader_feature _METALLICSPECGLOSSMAP
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
#pragma shader_feature _ _SPECULARHIGHLIGHTS_ON
#pragma shader_feature _ _GLOSSYREFLECTIONS_ON
#pragma multi_compile _ LIGHTWEIGHT_LINEAR
#pragma multi_compile _ _LIGHTWEIGHT_FORCE_LINEAR
#pragma multi_compile _ _SINGLE_DIRECTIONAL_LIGHT
#pragma multi_compile _ _LIGHT_PROBES_ON
#pragma multi_compile _ _ATTENUATION_TEXTURE
#pragma vertex LightweightVertex
#pragma fragment LightweightFragment
#pragma vertex LitPassVertex
#pragma fragment LitPassFragment
#include "LightweightPipelineCore.cginc"
#include "LightweightPipelineLighting.cginc"
#include "LightweightPipelineBRDF.cginc"
#include "LightweightPassLit.cginc"
ENDCG
}
LightweightVertexOutput LightweightVertex(LightweightVertexInput v)
{
LightweightVertexOutput o = (LightweightVertexOutput)0;
Pass
{
Tags{"Lightmode" = "ShadowCaster"}
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
ZWrite On ZTest LEqual
o.uv01.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
#ifdef LIGHTMAP_ON
o.uv01.zw = v.lightmapUV * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
o.hpos = UnityObjectToClipPos(v.vertex);
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.posWS.xyz = worldPos;
half3 viewDir = normalize(_WorldSpaceCameraPos - worldPos);
o.viewDir.xyz = viewDir;
#ifndef _METALLICGLOSSMAP
o.viewDir.w = saturate(_Glossiness + MetallicSetup_Reflectivity()); // grazing term
#endif
CGPROGRAM
#pragma target 2.0
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
half3 normal = normalize(UnityObjectToWorldNormal(v.normal));
#include "UnityCG.cginc"
#include "LightweightPassShadow.cginc"
ENDCG
}
#if _NORMALMAP
half sign = v.tangent.w * unity_WorldTransformParams.w;
half3 tangent = normalize(UnityObjectToWorldDir(v.tangent));
half3 binormal = cross(normal, tangent) * v.tangent.w;
Pass
{
Tags{"Lightmode" = "DepthOnly"}
// Initialize tangetToWorld in column-major to benefit from better glsl matrix multiplication code
o.tangentToWorld0 = half3(tangent.x, binormal.x, normal.x);
o.tangentToWorld1 = half3(tangent.y, binormal.y, normal.y);
o.tangentToWorld2 = half3(tangent.z, binormal.z, normal.z);
#else
o.normal = normal;
#endif
ZWrite On
o.posWS.w = Pow4(1 - saturate(dot(normal, viewDir))); // fresnel term
CGPROGRAM
#pragma target 2.0
#pragma vertex vert
#pragma fragment frag
#ifdef _LIGHT_PROBES_ON
o.fogCoord.yzw += max(half3(0, 0, 0), ShadeSH9(half4(normal, 1)));
#endif
#include "UnityCG.cginc"
UNITY_TRANSFER_FOG(o, o.hpos);
return o;
float4 vert(float4 pos : POSITION) : SV_POSITION
{
return UnityObjectToClipPos(pos);
half4 LightweightFragment(LightweightVertexOutput i) : SV_Target
half4 frag() : SV_TARGET
float2 uv = i.uv01.xy;
float2 lightmapUV = i.uv01.zw;
half4 albedoTex = tex2D(_MainTex, i.uv01.xy);
half3 albedo = albedoTex.rgb * _Color.rgb;
#if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)
half alpha = _Color.a;
half glossiness = albedorTex.a;
#else
half alpha = albedoTex.a * _Color.a;
half glossiness = _Glossiness;
#endif
#if defined(_ALPHATEST_ON)
clip(alpha - _Cutoff);
#endif
half2 metallicGloss = MetallicGloss(uv, glossiness);
half metallic = metallicGloss.x;
half smoothness = metallicGloss.y;
half oneMinusReflectivity;
half3 specColor;
half3 diffColor = DiffuseAndSpecularFromMetallic(albedo, metallicGloss.x, specColor, oneMinusReflectivity);
half3 normal;
NormalMap(i, normal);
// TODO: shader keyword for occlusion
// TODO: Reflection Probe blend support.
// GI
half3 reflectVec = reflect(-i.viewDir.xyz, normal);
half occlusion = Occlusion(uv);
UnityIndirect indirectLight = LightweightGI(lightmapUV, i.fogCoord.yzw, reflectVec, occlusion, 1.0h - smoothness);
// PBS
#ifdef _METALLICGLOSSMAP
half grazingTerm = saturate(smoothness + (1 - oneMinusReflectivity));
#else
half grazingTerm = i.viewDir.w;
#endif
half perVertexFresnelTerm = i.posWS.w;
half3 color = LightweightBRDFIndirect(diffColor, specColor, indirectLight, grazingTerm, perVertexFresnelTerm);
half3 lightDirection;
#ifndef _MULTIPLE_LIGHTS
LightInput light;
INITIALIZE_MAIN_LIGHT(light);
half lightAtten = ComputeLightAttenuation(light, normal, i.posWS.xyz, lightDirection);
#ifdef _SHADOWS
lightAtten *= ComputeShadowAttenuation(i, _ShadowLightDirection.xyz);
#endif
half NdotL = saturate(dot(normal, lightDirection));
half RdotL = saturate(dot(reflectVec, lightDirection));
half3 attenuatedLightColor = light.color * (NdotL * lightAtten);
color += LightweightBRDFDirect(diffColor, specColor, smoothness, RdotL) * attenuatedLightColor;
#else
#ifdef _SHADOWS
half shadowAttenuation = ComputeShadowAttenuation(i, _ShadowLightDirection.xyz);
#endif
int pixelLightCount = min(globalLightCount.x, unity_LightIndicesOffsetAndCount.y);
for (int lightIter = 0; lightIter < pixelLightCount; ++lightIter)
{
LightInput light;
int lightIndex = unity_4LightIndices0[lightIter];
INITIALIZE_LIGHT(light, lightIndex);
half lightAtten = ComputeLightAttenuation(light, normal, i.posWS.xyz, lightDirection);
#ifdef _SHADOWS
lightAtten *= max(shadowAttenuation, half(lightIter != _ShadowData.x));
#endif
half NdotL = saturate(dot(normal, lightDirection));
half RdotL = saturate(dot(reflectVec, lightDirection));
half3 attenuatedLightColor = light.color * (NdotL * lightAtten);
color += LightweightBRDFDirect(diffColor, specColor, smoothness, RdotL) * attenuatedLightColor;
}
#endif
color += Emission(uv);
UNITY_APPLY_FOG(i.fogCoord, color);
return OutputColor(color, alpha);
return 0;
FallBack "VertexLit"
CustomEditor "StandardShaderGUI"
FallBack "Standard"
CustomEditor "LightweightStandardShaderGUI"
}

4
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightShadows.cginc


#ifndef LIGHTWEIGHT_SHADOWS_INCLUDED
#define LIGHTWEIGHT_SHADOWS_INCLUDED
#define MAX_SHADOW_CASCADES 4
sampler2D_float _ShadowMap;

return ShadowAttenuation(shadowCoord.xyz);
#endif
}
#endif

10
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightLighting.cginc


o.diffuse = (DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, lightmapUV)));
#endif
#if defined(_VERTEX_LIGHTS) || defined(_LIGHT_PROBES_ON)
#if defined(_VERTEX_LIGHTS) || !defined(LIGHTMAP_ON)
#ifdef _GLOSSYREFLECTIONS_ON
#else
o.specular = half3(0, 0, 0);
#endif
return o;
}

float3 posToLightVec = lightInput.pos.xyz - worldPos * lightInput.pos.w;
float distanceSqr = max(dot(posToLightVec, posToLightVec), 0.001);
// TODO: Test separating dir lights into diff loop by sorting on the pipe and setting -1 on LightIndexMap.
float lightAtten = tex2D(_AttenuationTexture, float2(distanceSqr / attenuationParams.w, 0.0)).a;
float u = (distanceSqr * attenuationParams.z) / attenuationParams.w;
float lightAtten = tex2D(_AttenuationTexture, float2(u, 0.0)).a;
#else
//// attenuationParams.z = kQuadFallOff = (25.0) / (lightRange * lightRange)
//// attenuationParams.w = lightRange * lightRange

46
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightInput.cginc


#define _MULTIPLE_LIGHTS
#endif
#if defined(UNITY_COLORSPACE_GAMMA) && defined(LIGHTWEIGHT_LINEAR)
#if defined(UNITY_COLORSPACE_GAMMA) && defined(_LIGHTWEIGHT_FORCE_LINEAR)
//#define LIGHTWEIGHT_GAMMA_TO_LINEAR(gammaColor) gammaColor * gammaColor
//#define LIGHTWEIGHT_LINEAR_TO_GAMMA(linColor) sqrt(color)
#define LIGHTWEIGHT_GAMMA_TO_LINEAR(sRGB) sRGB * (sRGB * (sRGB * 0.305306011h + 0.682171111h) + 0.012522878h)
#define LIGHTWEIGHT_LINEAR_TO_GAMMA(linRGB) max(1.055h * pow(max(linRGB, 0.h), 0.416666667h) - 0.055h, 0.h)
#define LIGHTWEIGHT_GAMMA_TO_LINEAR(gammaColor) gammaColor * gammaColor
#define LIGHTWEIGHT_LINEAR_TO_GAMMA(linColor) sqrt(color)
//#define LIGHTWEIGHT_GAMMA_TO_LINEAR(sRGB) sRGB * (sRGB * (sRGB * 0.305306011h + 0.682171111h) + 0.012522878h)
//#define LIGHTWEIGHT_LINEAR_TO_GAMMA(linRGB) max(1.055h * pow(max(linRGB, 0.h), 0.416666667h) - 0.055h, 0.h)
#else
#define LIGHTWEIGHT_GAMMA_TO_LINEAR(color) color
#define LIGHTWEIGHT_LINEAR_TO_GAMMA(color) color

half4 _LightSpotDir;
#endif
sampler2D _MetallicSpecGlossMap;
half4 _DieletricSpec;
half _Shininess;
samplerCUBE _Cube;
half4 _ReflectColor;

// glsl compiler will generate underperforming code by using a row-major pre multiplication matrix: mul(normalmap, i.tangentToWorld)
// i.tangetToWorld was initialized as column-major in vs and here dot'ing individual for better performance.
// The code below is similar to post multiply: mul(i.tangentToWorld, normalmap)
normal = half3(dot(normalmap, i.tangentToWorld0), dot(normalmap, i.tangentToWorld1), dot(normalmap, i.tangentToWorld2));
normal = normalize(half3(dot(normalmap, i.tangentToWorld0), dot(normalmap, i.tangentToWorld1), dot(normalmap, i.tangentToWorld2)));
#else
normal = normalize(i.normal);
#endif

{
#ifdef _SPECGLOSSMAP
specularGloss = tex2D(_SpecGlossMap, uv);
#if defined(UNITY_COLORSPACE_GAMMA) && defined(LIGHTWEIGHT_LINEAR)
#if defined(UNITY_COLORSPACE_GAMMA) && defined(_LIGHTWEIGHT_FORCE_LINEAR)
specularGloss.rgb = LIGHTWEIGHT_GAMMA_TO_LINEAR(specularGloss.rgb);
#endif
#elif defined(_SPECGLOSSMAP_BASE_ALPHA)

#endif
}
half2 MetallicGloss(float2 uv, half glossiness)
half4 MetallicSpecGloss(float2 uv, half albedoAlpha)
half2 mg;
half4 specGloss;
#ifdef _METALLICGLOSSMAP
#ifdef _METALLICSPECGLOSSMAP
mg.r = tex2D(_MetallicGlossMap, uv).r;
mg.g = glossiness;
specGloss.rgb = tex2D(_MetallicSpecGlossMap, uv).rgb;
specGloss.a = albedoAlpha;
mg = tex2D(_MetallicGlossMap, uv).ra;
specGloss = tex2D(_MetallicSpecGlossMap, uv).rgba;
mg.g *= _GlossMapScale;
specGloss.a *= _GlossMapScale;
#else // _METALLICGLOSSMAP
#else // _METALLICSPECGLOSSMAP
#if _METALLIC_SETUP
specGloss.r = _Metallic;
#else
specGloss.rgb = _SpecColor.rgb;
#endif
mg.r = _Metallic;
mg.g = glossiness * _GlossMapScale;
specGloss.a = albedoAlpha * _GlossMapScale;
mg.g = glossiness;
specGloss.a = _Glossiness;
return mg;
return specGloss;
}
#endif

49
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightCore.cginc


#ifndef LIGHTWEIGHT_PIPELINE_CORE_INCLUDED
#define LIGHTWEIGHT_PIPELINE_CORE_INCLUDED
#include "LightweightPipelineInput.cginc"
#include "LightweightInput.cginc"
#include "LightweightLighting.cginc"
#include "LightweightBRDF.cginc"
#if defined(_HARD_SHADOWS) || defined(_SOFT_SHADOWS) || defined(_HARD_SHADOWS_CASCADES) || defined(_SOFT_SHADOWS_CASCADES)
#define _SHADOWS

#endif
#ifdef _SHADOWS
#include "LightweightPipelineShadows.cginc"
#include "LightweightShadows.cginc"
#endif
#if defined(_SPECGLOSSMAP_BASE_ALPHA) || defined(_SPECGLOSSMAP) || defined(_SPECULAR_COLOR)

// Does not support: _PARALLAXMAP, DIRLIGHTMAP_COMBINED
#define GLOSSMAP (defined(_SPECGLOSSMAP) || defined(_METALLICGLOSSMAP))
#define _DieletricSpec half4(0.04, 0.04, 0.04, 1.0 - 0.04) // standard dielectric reflectivity coef at incident angle (= 4%)
#ifndef SPECULAR_HIGHLIGHTS
#define SPECULAR_HIGHLIGHTS (!defined(_SPECULAR_HIGHLIGHTS_OFF))
half SpecularReflectivity(half3 specular)
{
#if (SHADER_TARGET < 30)
// SM2.0: instruction count limitation
// SM2.0: simplified SpecularStrength
return specular.r; // Red channel - because most metals are either monocrhome or with redish/yellowish tint
#else
return max(max(specular.r, specular.g), specular.b);
}
half3 MetallicSetup(float2 uv, half3 albedo, half albedoAlpha, out half3 specular, out half smoothness, out half oneMinusReflectivity)
{
half2 metallicGloss = MetallicSpecGloss(uv, albedoAlpha).ra;
half metallic = metallicGloss.r;
smoothness = metallicGloss.g;
// We'll need oneMinusReflectivity, so
// 1-reflectivity = 1-lerp(dielectricSpec, 1, metallic) = lerp(1-dielectricSpec, 0, metallic)
// store (1-dielectricSpec) in unity_ColorSpaceDielectricSpec.a, then
// 1-reflectivity = lerp(alpha, 0, metallic) = alpha + metallic*(0 - alpha) =
// = alpha - metallic * alpha
half oneMinusDielectricSpec = _DieletricSpec.a;
oneMinusReflectivity = oneMinusDielectricSpec - metallic * oneMinusDielectricSpec;
specular = lerp(_DieletricSpec.rgb, albedo, metallic);
return albedo * oneMinusReflectivity;
}
half3 SpecularSetup(float2 uv, half3 albedo, half albedoAlpha, out half3 specular, out half smoothness, out half oneMinusReflectivity)
{
half4 specGloss = MetallicSpecGloss(uv, albedoAlpha);
specular = specGloss.rgb;
smoothness = specGloss.a;
oneMinusReflectivity = 1.0h - SpecularReflectivity(specular);
return albedo * (half3(1, 1, 1) - specular);
}
#ifdef _ALPHABLEND_ON
#if defined(_ALPHABLEND_ON) || defined(_ALPHAPREMULTIPLY_ON)
return LIGHTWEIGHT_LINEAR_TO_GAMMA(half4(color, alpha));
#else
return half4(LIGHTWEIGHT_LINEAR_TO_GAMMA(color), 1);

55
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightBRDF.cginc


#ifndef LIGHTWEIGHT_BRDF_INCLUDED
#ifndef LIGHTWEIGHT_BRDF_INCLUDED
#define PI 3.14159265359f
half MetallicSetup_Reflectivity()
{

//sampler2D unity_NHxRoughness;
#if SPECULAR_HIGHLIGHTS
#ifndef _SPECULARHIGHLIGHTS_OFF
half RdotLPow4 = Pow4(RdotL);
half LUT_RANGE = 16.0; // must match range in NHxRoughness() function in GeneratedTextures.cpp
// Lookup texture to save instructions

#endif
}
half3 LightweightBRDFIndirect(half3 diffColor, half3 specColor, UnityIndirect indirect, half grazingTerm, half fresnelTerm)
// Based on Minimalist CookTorrance BRDF
// Implementation is slightly different from original derivation: http://www.thetenthplanet.de/archives/255
//
// * NDF [Modified] GGX
// * Modified Kelemen and Szirmay-​Kalos for Visibility term
// * Fresnel approximated with 1/LdotH
half3 LightweightBDRF(half3 diffColor, half3 specColor, half oneMinusReflectivity, half perceptualRoughness, half3 normal, half3 lightDirection, half3 viewDir)
{
#ifdef _SPECULARHIGHLIGHTS_ON
half3 halfDir = Unity_SafeNormalize(lightDirection + viewDir);
half NoH = saturate(dot(normal, halfDir));
half LoH = saturate(dot(lightDirection, halfDir));
// Specular term
half roughness = perceptualRoughness * perceptualRoughness;
// GGX Distribution multiplied by combined approximation of Visibility and Fresnel
// See "Optimizing PBR for Mobile" from Siggraph 2015 moving mobile graphics course
// https://community.arm.com/events/1155
half a2 = roughness * roughness;
half d = NoH * NoH * (a2 - 1.h) + 1.00001h;
half LoH2 = LoH * LoH;
half specularTerm = a2 / ((d * d) * max(0.1h, LoH2) * (roughness + 0.5h) * 4);
// on mobiles (where half actually means something) denominator have risk of overflow
// clamp below was added specifically to "fix" that, but dx compiler (we convert bytecode to metal/gles)
// sees that specularTerm have only non-negative terms, so it skips max(0,..) in clamp (leaving only min(100,...))
#if defined (SHADER_API_MOBILE)
specularTerm = specularTerm - 1e-4h;
#endif
#if defined (SHADER_API_MOBILE)
specularTerm = clamp(specularTerm, 0.0, 100.0); // Prevent FP16 overflow on mobiles
#endif
return diffColor + specularTerm * specColor;
#else
return diffColor;
#endif
}
half3 LightweightBRDFIndirect(half3 diffColor, half3 specColor, UnityIndirect indirect, float roughness, half grazingTerm, half fresnelTerm)
c += indirect.specular * lerp(specColor, grazingTerm, fresnelTerm);
float surfaceReduction = 1.0 / (roughness * roughness + 1.0);
c += surfaceReduction * indirect.specular * lerp(specColor, grazingTerm, fresnelTerm);
return c;
}

4
Tests/GraphicsTests/Framework/Editor/TestFramework.cs


yield return null;
}
Camera testCamera = testSetup.cameraToUse;
testSetup.hdr ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.ARGB32,
(testSetup.hdr && testCamera.allowHDR) ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.ARGB32,
rtDesc.msaaSamples = testSetup.msaaSamples;
// render the scene
var tempTarget = RenderTexture.GetTemporary (rtDesc);

3
Tests/GraphicsTests/Framework/SetupSceneForRenderPipelineTest.cs


namespace UnityEngine.Experimental.Rendering
{
public class SetupSceneForRenderPipelineTest : MonoBehaviour
public class SetupSceneForRenderPipelineTest : MonoBehaviour
public int msaaSamples = 1;
public int width = 1280;
public int height = 720;

27
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/CommonAssets/Cornell Box.fbx.meta


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45
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/005_LitBakedEmission.unity


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47
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/008_LitShaderReflection.unity


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67
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/006_LitShaderLightProbes.unity


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/012_PBS_EnvironmentBRDF_Spheres.unity


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