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Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RenameTilePass

# Conflicts:
#	SampleScenes/HDTest/GraphicTest/RealtimeCubemaps/LightingData.asset
#	SampleScenes/HDTest/GraphicTest/RealtimeCubemaps/ReflectionProbe-1.exr
#	SampleScenes/HDTest/GraphicTest/RealtimeCubemaps/ReflectionProbe-2.exr
#	ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs
#	ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
/main
Julien Ignace 7 年前
当前提交
92a18712
共有 49 个文件被更改,包括 7286 次插入2679 次删除
  1. 999
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1201_Lit_Features.unity.png
  2. 6
      SampleScenes/HDTest/GraphicTest/RealtimeCubemaps.unity
  3. 4
      SampleScenes/HDTest/GraphicTest/RealtimeCubemaps/LightingData.asset
  4. 1001
      SampleScenes/HDTest/GraphicTest/RealtimeCubemaps/ReflectionProbe-1.exr
  5. 1001
      SampleScenes/HDTest/GraphicTest/RealtimeCubemaps/ReflectionProbe-2.exr
  6. 4
      ScriptableRenderPipeline/Core/Camera/FreeCamera.cs
  7. 15
      ScriptableRenderPipeline/Core/Debugging/DebugMenuManager.cs
  8. 32
      ScriptableRenderPipeline/Core/TextureCache.cs
  9. 406
      ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs
  10. 2
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/ReflectionProbeCache.cs
  11. 11
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
  12. 1
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/MultiMaterialPlacer.cs
  13. 41
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/uv_PixelGrid.png.meta
  14. 249
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1201_Lit_Features.unity
  15. 1001
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1211_Lit_Details.unity.png
  16. 83
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1211_Lit_Details.unity.png.meta
  17. 1001
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1212_Lit_Emission.unity.png
  18. 83
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1212_Lit_Emission.unity.png.meta
  19. 60
      ScriptableRenderPipeline/HDRenderPipeline/Debug/LightingDebug.cs
  20. 11
      ScriptableRenderPipeline/HDRenderPipeline/Debug/LightingDebug.cs.meta
  21. 306
      ScriptableRenderPipeline/HDRenderPipeline/Debug/MaterialDebug.cs
  22. 11
      ScriptableRenderPipeline/HDRenderPipeline/Debug/MaterialDebug.cs.meta
  23. 17
      ScriptableRenderPipeline/HDRenderPipeline/Debug/RenderingDebug.cs
  24. 11
      ScriptableRenderPipeline/HDRenderPipeline/Debug/RenderingDebug.cs.meta
  25. 125
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/DetailMaskTest.tga
  26. 116
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/DetailMaskTest.tga.meta
  27. 180
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/uv_PixelGrid_Light.png
  28. 116
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/uv_PixelGrid_Light.png.meta
  29. 189
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1201_Lit_Features/Lit_Detail_Mask.mat
  30. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1201_Lit_Features/Lit_Detail_Mask.mat.meta
  31. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1211_Lit_Details.meta
  32. 1001
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1211_Lit_Details.unity
  33. 7
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1211_Lit_Details.unity.meta
  34. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1212_Lit_Emission.meta
  35. 1001
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1212_Lit_Emission.unity
  36. 7
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1212_Lit_Emission.unity.meta
  37. 189
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1211_Lit_Details/Lit_Detail.mat
  38. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1211_Lit_Details/Lit_Detail.mat.meta
  39. 189
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1211_Lit_Details/Lit_Detail_TilingOffset.mat
  40. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1211_Lit_Details/Lit_Detail_TilingOffset.mat.meta
  41. 33
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1212_Lit_Emission/HDRP_Emission_Sky.asset
  42. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1212_Lit_Emission/HDRP_Emission_Sky.asset.meta
  43. 188
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1212_Lit_Emission/Lit_Emissive.mat
  44. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1212_Lit_Emission/Lit_Emissive.mat.meta
  45. 188
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1212_Lit_Emission/Lit_Emissive_TileOffset.mat
  46. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1212_Lit_Emission/Lit_Emissive_TileOffset.mat.meta
  47. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0xxx.meta

999
ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1201_Lit_Features.unity.png
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6
SampleScenes/HDTest/GraphicTest/RealtimeCubemaps.unity


m_ReflectionIntensity: 1
m_CustomReflection: {fileID: 0}
m_Sun: {fileID: 0}
m_IndirectSpecularColor: {r: 0.07875386, g: 0.07704143, b: 0.066761576, a: 1}
m_IndirectSpecularColor: {r: 0.14189717, g: 0.17226046, b: 0.23257986, a: 1}
--- !u!157 &3
LightmapSettings:
m_ObjectHideFlags: 0

m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 0
m_IsActive: 1
--- !u!108 &1206227981
Light:
m_ObjectHideFlags: 0

m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 1300125701}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 1.84, y: 0.9, z: 2.58}
m_LocalPosition: {x: 1.84, y: 0.9, z: 2.608}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 1047094239}

4
SampleScenes/HDTest/GraphicTest/RealtimeCubemaps/LightingData.asset
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1001
SampleScenes/HDTest/GraphicTest/RealtimeCubemaps/ReflectionProbe-1.exr
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1001
SampleScenes/HDTest/GraphicTest/RealtimeCubemaps/ReflectionProbe-2.exr
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4
ScriptableRenderPipeline/Core/Camera/FreeCamera.cs


void Update()
{
// If the debug menu is running, we don't want to conflict with its inputs.
if(DebugMenuManager.instance.menuUI.isEnabled)
return;
float inputRotateAxisX = 0.0f;
float inputRotateAxisY = 0.0f;
if (Input.GetMouseButton(1))

15
ScriptableRenderPipeline/Core/Debugging/DebugMenuManager.cs


m_DebugMenuStateDirty = true;
}
public void RemoveDebugItem(string debugPanelName, string name)
{
DebugPanel debugPanel = GetDebugPanel(debugPanelName);
if (debugPanel != null)
{
DebugItem item = debugPanel.GetDebugItem(name);
if (item != null)
debugPanel.RemoveDebugItem(item);
}
m_DebugMenuStateDirty = true;
}
public void SetDebugMenuState(DebugMenuState state)
{
m_DebugMenuStateDirty = true;

32
ScriptableRenderPipeline/Core/TextureCache.cs


//#define NATIVE_CODE_FOR_CMD_CONVERT_TEXTURE
using UnityEngine;
using System.Collections.Generic;
using UnityEngine.Rendering;

if (mismatch)
{
#if NATIVE_CODE_FOR_CMD_CONVERT_TEXTURE
#else
UnityEngine.Graphics.ConvertTexture(texture, 0, m_Cache, sliceIndex);
#endif
}
else
{

{
for (int f = 0; f < 6; f++)
{
#if NATIVE_CODE_FOR_CMD_CONVERT_TEXTURE
#else
UnityEngine.Graphics.ConvertTexture(texture, f, m_Cache, 6 * sliceIndex + f);
#endif
}
}
else

{
public uint texId;
public uint countLRU;
public uint updateCount;
public uint sliceEntryHash;
};
private int m_NumTextures;

private static uint g_InvalidTexID = (uint)0;
public uint GetTextureUpdateCount(Texture texture)
public uint GetTextureHash(Texture texture)
uint updateCount = texture.updateCount;
uint textureHash = texture.updateCount;
updateCount += (uint)texture.imageContentsHash.GetHashCode();
textureHash += (uint)texture.imageContentsHash.GetHashCode();
return updateCount;
return textureHash;
}
public int ReserveSlice(Texture texture, out bool needUpdate)

{
sliceIndex = foundIndex;
var updateCount = GetTextureUpdateCount(texture);
needUpdate |= (m_SliceArray[sliceIndex].updateCount != updateCount);
var textureHash = GetTextureHash(texture);
needUpdate |= (m_SliceArray[sliceIndex].sliceEntryHash != textureHash);
Debug.Assert(m_SliceArray[sliceIndex].texId == texId);
}

// In case the texture content with which we update the cache is not the input texture, we need to provide the right update count.
public void UpdateSlice(CommandBuffer cmd, int sliceIndex, Texture content, uint updateCount)
{
public void UpdateSlice(CommandBuffer cmd, int sliceIndex, Texture content, uint textureHash)
{
m_SliceArray[sliceIndex].updateCount = updateCount;
m_SliceArray[sliceIndex].sliceEntryHash = textureHash;
UpdateSlice(cmd, sliceIndex, content, GetTextureUpdateCount(content));
UpdateSlice(cmd, sliceIndex, content, GetTextureHash(content));
}
public int FetchSlice(CommandBuffer cmd, Texture texture, bool forceReinject=false)

406
ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs


using System.Collections.Generic;
using System.Collections.Generic;
using UnityEngine;
using System;

public enum DebugLightingMode
public enum FullScreenDebugMode
DiffuseLighting,
SpecularLighting,
VisualizeCascade,
IndirectDiffuseOcclusionFromSsao,
IndirectDiffuseGtaoFromSsao,
IndirectSpecularOcclusionFromSsao,
IndirectSpecularGtaoFromSsao
// Lighting
MinLightingFullScreenDebug,
SSAO,
DeferredShadows,
PreRefractionColorPyramid,
DepthPyramid,
FinalColorPyramid,
MaxLightingFullScreenDebug,
// Rendering
MinRenderingFullScreenDebug,
MotionVectors,
NanTracker,
MaxRenderingFullScreenDebug
}
public class DebugDisplaySettings

public LightingDebugSettings lightingDebugSettings = new LightingDebugSettings();
public RenderingDebugSettings renderingDebugSettings = new RenderingDebugSettings();
private static bool isDebugViewMaterialInit = false;
public static GUIContent[] debugViewMaterialStrings = null;
public static int[] debugViewMaterialValues = null;
public static GUIContent[] debugViewEngineStrings = null;
public static int[] debugViewEngineValues = null;
public static GUIContent[] debugViewMaterialVaryingStrings = null;
public static int[] debugViewMaterialVaryingValues = null;
public static GUIContent[] debugViewMaterialPropertiesStrings = null;
public static int[] debugViewMaterialPropertiesValues = null;
public static GUIContent[] debugViewMaterialGBufferStrings = null;
public static int[] debugViewMaterialGBufferValues = null;
BuildDebugRepresentation();
FillFullScreenDebugEnum(ref lightingFullScreenDebugStrings, ref lightingFullScreenDebugValues, FullScreenDebugMode.MinLightingFullScreenDebug, FullScreenDebugMode.MaxLightingFullScreenDebug);
FillFullScreenDebugEnum(ref renderingFullScreenDebugStrings, ref renderingFullScreenDebugValues, FullScreenDebugMode.MinRenderingFullScreenDebug, FullScreenDebugMode.MaxRenderingFullScreenDebug);
}
public int GetDebugMaterialIndex()

DebugMenuManager.instance.AddDebugItem<float>("Display Stats", "Frame Rate", () => 1.0f / Time.smoothDeltaTime, null, DebugItemFlag.DynamicDisplay);
DebugMenuManager.instance.AddDebugItem<float>("Display Stats", "Frame Time (ms)", () => Time.smoothDeltaTime * 1000.0f, null, DebugItemFlag.DynamicDisplay);
DebugMenuManager.instance.AddDebugItem<int>("Material", "Material",() => materialDebugSettings.debugViewMaterial, (value) => SetDebugViewMaterial((int)value), DebugItemFlag.None, new DebugItemHandlerIntEnum(DebugDisplaySettings.debugViewMaterialStrings, DebugDisplaySettings.debugViewMaterialValues));
DebugMenuManager.instance.AddDebugItem<int>("Material", "Engine",() => materialDebugSettings.debugViewEngine, (value) => SetDebugViewEngine((int)value), DebugItemFlag.None, new DebugItemHandlerIntEnum(DebugDisplaySettings.debugViewEngineStrings, DebugDisplaySettings.debugViewEngineValues));
DebugMenuManager.instance.AddDebugItem<int>("Material", "Material",() => materialDebugSettings.debugViewMaterial, (value) => SetDebugViewMaterial((int)value), DebugItemFlag.None, new DebugItemHandlerIntEnum(MaterialDebugSettings.debugViewMaterialStrings, MaterialDebugSettings.debugViewMaterialValues));
DebugMenuManager.instance.AddDebugItem<int>("Material", "Engine",() => materialDebugSettings.debugViewEngine, (value) => SetDebugViewEngine((int)value), DebugItemFlag.None, new DebugItemHandlerIntEnum(MaterialDebugSettings.debugViewEngineStrings, MaterialDebugSettings.debugViewEngineValues));
DebugMenuManager.instance.AddDebugItem<int>("Material", "GBuffer",() => materialDebugSettings.debugViewGBuffer, (value) => SetDebugViewGBuffer((int)value), DebugItemFlag.None, new DebugItemHandlerIntEnum(DebugDisplaySettings.debugViewMaterialGBufferStrings, DebugDisplaySettings.debugViewMaterialGBufferValues));
DebugMenuManager.instance.AddDebugItem<int>("Material", "GBuffer",() => materialDebugSettings.debugViewGBuffer, (value) => SetDebugViewGBuffer((int)value), DebugItemFlag.None, new DebugItemHandlerIntEnum(MaterialDebugSettings.debugViewMaterialGBufferStrings, MaterialDebugSettings.debugViewMaterialGBufferValues));
DebugMenuManager.instance.AddDebugItem<LightingDebugPanel, bool>(kEnableShadowDebug, () => lightingDebugSettings.enableShadows, (value) => lightingDebugSettings.enableShadows = (bool)value);
DebugMenuManager.instance.AddDebugItem<LightingDebugPanel, ShadowMapDebugMode>(kShadowDebugMode, () => lightingDebugSettings.shadowDebugMode, (value) => lightingDebugSettings.shadowDebugMode = (ShadowMapDebugMode)value);

lightingDebugSettings.OnValidate();
}
// className include the additional "/"
void FillWithProperties(Type type, GUIContent[] debugViewMaterialStrings, int[] debugViewMaterialValues, string className, ref int index)
{
var attributes = type.GetCustomAttributes(true);
// Get attribute to get the start number of the value for the enum
var attr = attributes[0] as GenerateHLSL;
if (!attr.needParamDebug)
{
return;
}
var fields = type.GetFields();
var localIndex = 0;
foreach (var field in fields)
{
var fieldName = field.Name;
// Check if the display name have been override by the users
if (Attribute.IsDefined(field, typeof(SurfaceDataAttributes)))
{
var propertyAttr = (SurfaceDataAttributes[])field.GetCustomAttributes(typeof(SurfaceDataAttributes), false);
if (propertyAttr[0].displayName != "")
{
fieldName = propertyAttr[0].displayName;
}
}
fieldName = className + fieldName;
debugViewMaterialStrings[index] = new GUIContent(fieldName);
debugViewMaterialValues[index] = attr.paramDefinesStart + (int)localIndex;
index++;
localIndex++;
}
}
void FillWithPropertiesEnum(Type type, GUIContent[] debugViewMaterialStrings, int[] debugViewMaterialValues, string prefix, ref int index)
{
var names = Enum.GetNames(type);
var localIndex = 0;
foreach (var value in Enum.GetValues(type))
{
var valueName = prefix + names[localIndex];
debugViewMaterialStrings[index] = new GUIContent(valueName);
debugViewMaterialValues[index] = (int)value;
index++;
localIndex++;
}
}
public class MaterialItem
{
public String className;
public Type surfaceDataType;
public Type bsdfDataType;
};
void BuildDebugRepresentation()
{
if (!isDebugViewMaterialInit)
{
List<RenderPipelineMaterial> materialList = HDUtils.GetRenderPipelineMaterialList();
// TODO: Share this code to retrieve deferred material with HDRenderPipeline
// Find first material that have non 0 Gbuffer count and assign it as deferredMaterial
Type bsdfDataDeferredType = null;
foreach (RenderPipelineMaterial material in materialList)
{
if (material.GetMaterialGBufferCount() > 0)
{
bsdfDataDeferredType = material.GetType().GetNestedType("BSDFData");
}
}
// TODO: Handle the case of no Gbuffer material
Debug.Assert(bsdfDataDeferredType != null);
List<MaterialItem> materialItems = new List<MaterialItem>();
int numSurfaceDataFields = 0;
int numBSDFDataFields = 0;
foreach (RenderPipelineMaterial material in materialList)
{
MaterialItem item = new MaterialItem();
item.className = material.GetType().Name + "/";
item.surfaceDataType = material.GetType().GetNestedType("SurfaceData");
numSurfaceDataFields += item.surfaceDataType.GetFields().Length;
item.bsdfDataType = material.GetType().GetNestedType("BSDFData");
numBSDFDataFields += item.bsdfDataType.GetFields().Length;
materialItems.Add(item);
}
// Material properties debug
var num = typeof(Builtin.BuiltinData).GetFields().Length * materialList.Count // BuildtinData are duplicated for each material
+ numSurfaceDataFields + 1; // +1 for None case
debugViewMaterialStrings = new GUIContent[num];
debugViewMaterialValues = new int[num];
// Special case for None since it cannot be inferred from SurfaceData/BuiltinData
debugViewMaterialStrings[0] = new GUIContent("None");
debugViewMaterialValues[0] = 0;
var index = 1;
// 0 is a reserved number and should not be used (allow to track error)
foreach (MaterialItem item in materialItems)
{
// BuiltinData are duplicated for each material
FillWithProperties(typeof(Builtin.BuiltinData), debugViewMaterialStrings, debugViewMaterialValues, item.className, ref index);
FillWithProperties(item.surfaceDataType, debugViewMaterialStrings, debugViewMaterialValues, item.className, ref index);
}
// Engine properties debug
num = numBSDFDataFields + 1; // +1 for None case
debugViewEngineStrings = new GUIContent[num];
debugViewEngineValues = new int[num];
// 0 is a reserved number and should not be used (allow to track error)
debugViewEngineStrings[0] = new GUIContent("None");
debugViewEngineValues[0] = 0;
index = 1;
foreach (MaterialItem item in materialItems)
{
FillWithProperties(item.bsdfDataType, debugViewEngineStrings, debugViewEngineValues, item.className, ref index);
}
// Attributes debug
var varyingNames = Enum.GetNames(typeof(Attributes.DebugViewVarying));
debugViewMaterialVaryingStrings = new GUIContent[varyingNames.Length];
debugViewMaterialVaryingValues = new int[varyingNames.Length];
index = 0;
FillWithPropertiesEnum(typeof(Attributes.DebugViewVarying), debugViewMaterialVaryingStrings, debugViewMaterialVaryingValues, "", ref index);
// Properties debug
var propertiesNames = Enum.GetNames(typeof(Attributes.DebugViewProperties));
debugViewMaterialPropertiesStrings = new GUIContent[propertiesNames.Length];
debugViewMaterialPropertiesValues = new int[propertiesNames.Length];
index = 0;
FillWithPropertiesEnum(typeof(Attributes.DebugViewProperties), debugViewMaterialPropertiesStrings, debugViewMaterialPropertiesValues, "", ref index);
// Gbuffer debug
var gbufferNames = Enum.GetNames(typeof(Attributes.DebugViewGbuffer));
debugViewMaterialGBufferStrings = new GUIContent[gbufferNames.Length + bsdfDataDeferredType.GetFields().Length];
debugViewMaterialGBufferValues = new int[gbufferNames.Length + bsdfDataDeferredType.GetFields().Length];
index = 0;
FillWithPropertiesEnum(typeof(Attributes.DebugViewGbuffer), debugViewMaterialGBufferStrings, debugViewMaterialGBufferValues, "", ref index);
FillWithProperties(typeof(Lit.BSDFData), debugViewMaterialGBufferStrings, debugViewMaterialGBufferValues, "", ref index);
// Lighting Full Screen Debug
FillFullScreenDebugEnum(ref lightingFullScreenDebugStrings, ref lightingFullScreenDebugValues, FullScreenDebugMode.MinLightingFullScreenDebug, FullScreenDebugMode.MaxLightingFullScreenDebug);
FillFullScreenDebugEnum(ref renderingFullScreenDebugStrings, ref renderingFullScreenDebugValues, FullScreenDebugMode.MinRenderingFullScreenDebug, FullScreenDebugMode.MaxRenderingFullScreenDebug);
isDebugViewMaterialInit = true;
}
}
void FillFullScreenDebugEnum(ref GUIContent[] strings, ref int[] values, FullScreenDebugMode min, FullScreenDebugMode max)
{
int count = max - min - 1;

values[index] = i;
index++;
}
}
}
namespace Attributes
{
// 0 is reserved!
[GenerateHLSL]
public enum DebugViewVarying
{
None = 0,
Texcoord0 = 1,
Texcoord1,
Texcoord2,
Texcoord3,
VertexTangentWS,
VertexBitangentWS,
VertexNormalWS,
VertexColor,
VertexColorAlpha,
Last,
};
// Number must be contiguous
[GenerateHLSL]
public enum DebugViewGbuffer
{
None = 0,
Depth = DebugViewVarying.Last,
BakeDiffuseLightingWithAlbedoPlusEmissive,
BakeShadowMask0,
BakeShadowMask1,
BakeShadowMask2,
BakeShadowMask3,
Last,
}
// Number must be contiguous
[GenerateHLSL]
public enum DebugViewProperties
{
None = 0,
Tessellation = DebugViewGbuffer.Last,
PixelDisplacement,
VertexDisplacement,
TessellationDisplacement,
DepthOffset,
Lightmap,
}
}
[Serializable]
public class MaterialDebugSettings
{
public int debugViewMaterial { get { return m_DebugViewMaterial; } }
public int debugViewEngine { get { return m_DebugViewEngine; } }
public Attributes.DebugViewVarying debugViewVarying { get { return m_DebugViewVarying; } }
public Attributes.DebugViewProperties debugViewProperties { get { return m_DebugViewProperties; } }
public int debugViewGBuffer { get { return m_DebugViewGBuffer; } }
int m_DebugViewMaterial = 0; // No enum there because everything is generated from materials.
int m_DebugViewEngine = 0; // No enum there because everything is generated from BSDFData
Attributes.DebugViewVarying m_DebugViewVarying = Attributes.DebugViewVarying.None;
Attributes.DebugViewProperties m_DebugViewProperties = Attributes.DebugViewProperties.None;
int m_DebugViewGBuffer = 0; // Can't use GBuffer enum here because the values are actually split between this enum and values from Lit.BSDFData
public int GetDebugMaterialIndex()
{
// This value is used in the shader for the actual debug display.
// There is only one uniform parameter for that so we just add all of them
// They are all mutually exclusive so return the sum will return the right index.
return m_DebugViewGBuffer + m_DebugViewMaterial + m_DebugViewEngine + (int)m_DebugViewVarying + (int)m_DebugViewProperties;
}
public void DisableMaterialDebug()
{
m_DebugViewMaterial = 0;
m_DebugViewEngine = 0;
m_DebugViewVarying = Attributes.DebugViewVarying.None;
m_DebugViewProperties = Attributes.DebugViewProperties.None;
m_DebugViewGBuffer = 0;
}
public void SetDebugViewMaterial(int value)
{
if (value != 0)
DisableMaterialDebug();
m_DebugViewMaterial = value;
}
public void SetDebugViewEngine(int value)
{
if (value != 0)
DisableMaterialDebug();
m_DebugViewEngine = value;
}
public void SetDebugViewVarying(Attributes.DebugViewVarying value)
{
if (value != 0)
DisableMaterialDebug();
m_DebugViewVarying = value;
}
public void SetDebugViewProperties(Attributes.DebugViewProperties value)
{
if (value != 0)
DisableMaterialDebug();
m_DebugViewProperties = value;
}
public void SetDebugViewGBuffer(int value)
{
if (value != 0)
DisableMaterialDebug();
m_DebugViewGBuffer = value;
}
public bool IsDebugGBufferEnabled()
{
return m_DebugViewGBuffer != 0;
}
public bool IsDebugDisplayEnabled()
{
return (m_DebugViewEngine != 0 || m_DebugViewMaterial != 0 || m_DebugViewVarying != Attributes.DebugViewVarying.None || m_DebugViewProperties != Attributes.DebugViewProperties.None || m_DebugViewGBuffer != 0);
}
}
[Serializable]
public class RenderingDebugSettings
{
public bool displayOpaqueObjects = true;
public bool displayTransparentObjects = true;
public bool enableDistortion = true;
public bool enableGaussianPyramid = true;
public bool enableSSSAndTransmission = true;
public bool enableAtmosphericScattering = true;
}
public enum ShadowMapDebugMode
{
None,
VisualizeAtlas,
VisualizeShadowMap
}
[GenerateHLSL]
public enum FullScreenDebugMode
{
None,
// Lighting
MinLightingFullScreenDebug,
SSAO,
DeferredShadows,
PreRefractionColorPyramid,
DepthPyramid,
FinalColorPyramid,
MaxLightingFullScreenDebug,
// Rendering
MinRenderingFullScreenDebug,
MotionVectors,
NanTracker,
MaxRenderingFullScreenDebug
}
[Serializable]
public class LightingDebugSettings
{
public bool IsDebugDisplayEnabled()
{
return debugLightingMode != DebugLightingMode.None;
}
public DebugLightingMode debugLightingMode = DebugLightingMode.None;
public bool enableShadows = true;
public ShadowMapDebugMode shadowDebugMode = ShadowMapDebugMode.None;
public bool shadowDebugUseSelection = false;
public uint shadowMapIndex = 0;
public uint shadowAtlasIndex = 0;
public float shadowMinValue = 0.0f;
public float shadowMaxValue = 1.0f;
public bool overrideSmoothness = false;
public float overrideSmoothnessValue = 0.5f;
public Color debugLightingAlbedo = new Color(0.5f, 0.5f, 0.5f);
public bool displaySkyReflection = false;
public float skyReflectionMipmap = 0.0f;
public LightLoopSettings.TileClusterDebug tileClusterDebug = LightLoopSettings.TileClusterDebug.None;
public LightLoopSettings.TileClusterCategoryDebug tileClusterDebugByCategory = LightLoopSettings.TileClusterCategoryDebug.Punctual;
public void OnValidate()
{
overrideSmoothnessValue = Mathf.Clamp(overrideSmoothnessValue, 0.0f, 1.0f);
skyReflectionMipmap = Mathf.Clamp(skyReflectionMipmap, 0.0f, 1.0f);
}
}
}

2
ScriptableRenderPipeline/HDRenderPipeline/Lighting/ReflectionProbeCache.cs


if (result == null)
return -1;
m_TextureCache.UpdateSlice(cmd, sliceIndex, result, m_TextureCache.GetTextureUpdateCount(texture)); // Be careful to provide the update count from the input texture, not the temporary one used for convolving.
m_TextureCache.UpdateSlice(cmd, sliceIndex, result, m_TextureCache.GetTextureHash(texture)); // Be careful to provide the update count from the input texture, not the temporary one used for convolving.
m_ProbeBakingState[sliceIndex] = ProbeFilteringState.Ready;
}

11
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


float3 refractedBackPointWS = EstimateRaycast(V, posInput, preLightData.transmissionPositionWS, preLightData.transmissionRefractV);
// Calculate screen space coordinates of refracted point in back plane
float4 refractedBackPointCS = mul(UNITY_MATRIX_VP, float4(refractedBackPointWS, 1.0));
float2 refractedBackPointSS = ComputeNormalizedDeviceCoordinates(refractedBackPointCS);
float2 refractedBackPointNDC = ComputeNormalizedDeviceCoordinates(refractedBackPointWS, UNITY_MATRIX_VP);
float refractedBackPointDepth = LinearEyeDepth(LOAD_TEXTURE2D_LOD(_PyramidDepthTexture, refractedBackPointSS * depthSize, 0).r, _ZBufferParams);
float refractedBackPointDepth = LinearEyeDepth(LOAD_TEXTURE2D_LOD(_PyramidDepthTexture, refractedBackPointNDC * depthSize, 0).r, _ZBufferParams);
|| any(refractedBackPointSS < 0.0)
|| any(refractedBackPointSS > 1.0))
|| any(refractedBackPointNDC < 0.0)
|| any(refractedBackPointNDC > 1.0))
{
// Do nothing and don't update the hierarchy weight so we can fall back on refraction probe
return lighting;

lighting.specularTransmitted = SAMPLE_TEXTURE2D_LOD(_GaussianPyramidColorTexture, s_trilinear_clamp_sampler, refractedBackPointSS, preLightData.transmissionSSMipLevel).rgb;
lighting.specularTransmitted = SAMPLE_TEXTURE2D_LOD(_GaussianPyramidColorTexture, s_trilinear_clamp_sampler, refractedBackPointNDC, preLightData.transmissionSSMipLevel).rgb;
// Beer-Lamber law for absorption
lighting.specularTransmitted *= preLightData.transmissionTransmittance;

1
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/MultiMaterialPlacer.cs


using System.Collections.Generic;
using UnityEngine;
[SelectionBase]
public class MultiMaterialPlacer : MonoBehaviour
{
public Renderer prefabObject;

41
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1001
ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1211_Lit_Details.unity.png
文件差异内容过多而无法显示
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83
ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1211_Lit_Details.unity.png.meta


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ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1212_Lit_Emission.unity.png
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83
ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1212_Lit_Emission.unity.png.meta


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60
ScriptableRenderPipeline/HDRenderPipeline/Debug/LightingDebug.cs


using System.Collections.Generic;
using UnityEngine;
using System;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
[GenerateHLSL]
public enum DebugLightingMode
{
None,
DiffuseLighting,
SpecularLighting,
VisualizeCascade,
IndirectDiffuseOcclusionFromSsao,
IndirectDiffuseGtaoFromSsao,
IndirectSpecularOcclusionFromSsao,
IndirectSpecularGtaoFromSsao
}
public enum ShadowMapDebugMode
{
None,
VisualizeAtlas,
VisualizeShadowMap
}
[Serializable]
public class LightingDebugSettings
{
public bool IsDebugDisplayEnabled()
{
return debugLightingMode != DebugLightingMode.None;
}
public DebugLightingMode debugLightingMode = DebugLightingMode.None;
public bool enableShadows = true;
public ShadowMapDebugMode shadowDebugMode = ShadowMapDebugMode.None;
public bool shadowDebugUseSelection = false;
public uint shadowMapIndex = 0;
public uint shadowAtlasIndex = 0;
public float shadowMinValue = 0.0f;
public float shadowMaxValue = 1.0f;
public bool overrideSmoothness = false;
public float overrideSmoothnessValue = 0.5f;
public Color debugLightingAlbedo = new Color(0.5f, 0.5f, 0.5f);
public bool displaySkyReflection = false;
public float skyReflectionMipmap = 0.0f;
public TilePass.TileSettings.TileClusterDebug tileClusterDebug = TilePass.TileSettings.TileClusterDebug.None;
public TilePass.TileSettings.TileClusterCategoryDebug tileClusterDebugByCategory = TilePass.TileSettings.TileClusterCategoryDebug.Punctual;
public void OnValidate()
{
overrideSmoothnessValue = Mathf.Clamp(overrideSmoothnessValue, 0.0f, 1.0f);
skyReflectionMipmap = Mathf.Clamp(skyReflectionMipmap, 0.0f, 1.0f);
}
}
}

11
ScriptableRenderPipeline/HDRenderPipeline/Debug/LightingDebug.cs.meta


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306
ScriptableRenderPipeline/HDRenderPipeline/Debug/MaterialDebug.cs


using System.Collections.Generic;
using UnityEngine;
using System;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
namespace Attributes
{
// 0 is reserved!
[GenerateHLSL]
public enum DebugViewVarying
{
None = 0,
Texcoord0 = 1,
Texcoord1,
Texcoord2,
Texcoord3,
VertexTangentWS,
VertexBitangentWS,
VertexNormalWS,
VertexColor,
VertexColorAlpha,
Last,
};
// Number must be contiguous
[GenerateHLSL]
public enum DebugViewGbuffer
{
None = 0,
Depth = DebugViewVarying.Last,
BakeDiffuseLightingWithAlbedoPlusEmissive,
BakeShadowMask0,
BakeShadowMask1,
BakeShadowMask2,
BakeShadowMask3,
Last,
}
// Number must be contiguous
[GenerateHLSL]
public enum DebugViewProperties
{
None = 0,
Tessellation = DebugViewGbuffer.Last,
PixelDisplacement,
VertexDisplacement,
TessellationDisplacement,
DepthOffset,
Lightmap,
}
}
[Serializable]
public class MaterialDebugSettings
{
private static bool isDebugViewMaterialInit = false;
public static GUIContent[] debugViewMaterialStrings = null;
public static int[] debugViewMaterialValues = null;
public static GUIContent[] debugViewEngineStrings = null;
public static int[] debugViewEngineValues = null;
public static GUIContent[] debugViewMaterialVaryingStrings = null;
public static int[] debugViewMaterialVaryingValues = null;
public static GUIContent[] debugViewMaterialPropertiesStrings = null;
public static int[] debugViewMaterialPropertiesValues = null;
public static GUIContent[] debugViewMaterialGBufferStrings = null;
public static int[] debugViewMaterialGBufferValues = null;
public MaterialDebugSettings()
{
BuildDebugRepresentation();
}
// className include the additional "/"
void FillWithProperties(Type type, GUIContent[] debugViewMaterialStrings, int[] debugViewMaterialValues, string className, ref int index)
{
var attributes = type.GetCustomAttributes(true);
// Get attribute to get the start number of the value for the enum
var attr = attributes[0] as GenerateHLSL;
if (!attr.needParamDebug)
{
return;
}
var fields = type.GetFields();
var localIndex = 0;
foreach (var field in fields)
{
var fieldName = field.Name;
// Check if the display name have been override by the users
if (Attribute.IsDefined(field, typeof(SurfaceDataAttributes)))
{
var propertyAttr = (SurfaceDataAttributes[])field.GetCustomAttributes(typeof(SurfaceDataAttributes), false);
if (propertyAttr[0].displayName != "")
{
fieldName = propertyAttr[0].displayName;
}
}
fieldName = className + fieldName;
debugViewMaterialStrings[index] = new GUIContent(fieldName);
debugViewMaterialValues[index] = attr.paramDefinesStart + (int)localIndex;
index++;
localIndex++;
}
}
void FillWithPropertiesEnum(Type type, GUIContent[] debugViewMaterialStrings, int[] debugViewMaterialValues, string prefix, ref int index)
{
var names = Enum.GetNames(type);
var localIndex = 0;
foreach (var value in Enum.GetValues(type))
{
var valueName = prefix + names[localIndex];
debugViewMaterialStrings[index] = new GUIContent(valueName);
debugViewMaterialValues[index] = (int)value;
index++;
localIndex++;
}
}
public class MaterialItem
{
public String className;
public Type surfaceDataType;
public Type bsdfDataType;
};
void BuildDebugRepresentation()
{
if (!isDebugViewMaterialInit)
{
List<RenderPipelineMaterial> materialList = HDUtils.GetRenderPipelineMaterialList();
// TODO: Share this code to retrieve deferred material with HDRenderPipeline
// Find first material that have non 0 Gbuffer count and assign it as deferredMaterial
Type bsdfDataDeferredType = null;
foreach (RenderPipelineMaterial material in materialList)
{
if (material.GetMaterialGBufferCount() > 0)
{
bsdfDataDeferredType = material.GetType().GetNestedType("BSDFData");
}
}
// TODO: Handle the case of no Gbuffer material
Debug.Assert(bsdfDataDeferredType != null);
List<MaterialItem> materialItems = new List<MaterialItem>();
int numSurfaceDataFields = 0;
int numBSDFDataFields = 0;
foreach (RenderPipelineMaterial material in materialList)
{
MaterialItem item = new MaterialItem();
item.className = material.GetType().Name + "/";
item.surfaceDataType = material.GetType().GetNestedType("SurfaceData");
numSurfaceDataFields += item.surfaceDataType.GetFields().Length;
item.bsdfDataType = material.GetType().GetNestedType("BSDFData");
numBSDFDataFields += item.bsdfDataType.GetFields().Length;
materialItems.Add(item);
}
// Material properties debug
var num = typeof(Builtin.BuiltinData).GetFields().Length * materialList.Count // BuildtinData are duplicated for each material
+ numSurfaceDataFields + 1; // +1 for None case
debugViewMaterialStrings = new GUIContent[num];
debugViewMaterialValues = new int[num];
// Special case for None since it cannot be inferred from SurfaceData/BuiltinData
debugViewMaterialStrings[0] = new GUIContent("None");
debugViewMaterialValues[0] = 0;
var index = 1;
// 0 is a reserved number and should not be used (allow to track error)
foreach (MaterialItem item in materialItems)
{
// BuiltinData are duplicated for each material
FillWithProperties(typeof(Builtin.BuiltinData), debugViewMaterialStrings, debugViewMaterialValues, item.className, ref index);
FillWithProperties(item.surfaceDataType, debugViewMaterialStrings, debugViewMaterialValues, item.className, ref index);
}
// Engine properties debug
num = numBSDFDataFields + 1; // +1 for None case
debugViewEngineStrings = new GUIContent[num];
debugViewEngineValues = new int[num];
// 0 is a reserved number and should not be used (allow to track error)
debugViewEngineStrings[0] = new GUIContent("None");
debugViewEngineValues[0] = 0;
index = 1;
foreach (MaterialItem item in materialItems)
{
FillWithProperties(item.bsdfDataType, debugViewEngineStrings, debugViewEngineValues, item.className, ref index);
}
// Attributes debug
var varyingNames = Enum.GetNames(typeof(Attributes.DebugViewVarying));
debugViewMaterialVaryingStrings = new GUIContent[varyingNames.Length];
debugViewMaterialVaryingValues = new int[varyingNames.Length];
index = 0;
FillWithPropertiesEnum(typeof(Attributes.DebugViewVarying), debugViewMaterialVaryingStrings, debugViewMaterialVaryingValues, "", ref index);
// Properties debug
var propertiesNames = Enum.GetNames(typeof(Attributes.DebugViewProperties));
debugViewMaterialPropertiesStrings = new GUIContent[propertiesNames.Length];
debugViewMaterialPropertiesValues = new int[propertiesNames.Length];
index = 0;
FillWithPropertiesEnum(typeof(Attributes.DebugViewProperties), debugViewMaterialPropertiesStrings, debugViewMaterialPropertiesValues, "", ref index);
// Gbuffer debug
var gbufferNames = Enum.GetNames(typeof(Attributes.DebugViewGbuffer));
debugViewMaterialGBufferStrings = new GUIContent[gbufferNames.Length + bsdfDataDeferredType.GetFields().Length];
debugViewMaterialGBufferValues = new int[gbufferNames.Length + bsdfDataDeferredType.GetFields().Length];
index = 0;
FillWithPropertiesEnum(typeof(Attributes.DebugViewGbuffer), debugViewMaterialGBufferStrings, debugViewMaterialGBufferValues, "", ref index);
FillWithProperties(typeof(Lit.BSDFData), debugViewMaterialGBufferStrings, debugViewMaterialGBufferValues, "", ref index);
isDebugViewMaterialInit = true;
}
}
public int debugViewMaterial { get { return m_DebugViewMaterial; } }
public int debugViewEngine { get { return m_DebugViewEngine; } }
public Attributes.DebugViewVarying debugViewVarying { get { return m_DebugViewVarying; } }
public Attributes.DebugViewProperties debugViewProperties { get { return m_DebugViewProperties; } }
public int debugViewGBuffer { get { return m_DebugViewGBuffer; } }
int m_DebugViewMaterial = 0; // No enum there because everything is generated from materials.
int m_DebugViewEngine = 0; // No enum there because everything is generated from BSDFData
Attributes.DebugViewVarying m_DebugViewVarying = Attributes.DebugViewVarying.None;
Attributes.DebugViewProperties m_DebugViewProperties = Attributes.DebugViewProperties.None;
int m_DebugViewGBuffer = 0; // Can't use GBuffer enum here because the values are actually split between this enum and values from Lit.BSDFData
public int GetDebugMaterialIndex()
{
// This value is used in the shader for the actual debug display.
// There is only one uniform parameter for that so we just add all of them
// They are all mutually exclusive so return the sum will return the right index.
return m_DebugViewGBuffer + m_DebugViewMaterial + m_DebugViewEngine + (int)m_DebugViewVarying + (int)m_DebugViewProperties;
}
public void DisableMaterialDebug()
{
m_DebugViewMaterial = 0;
m_DebugViewEngine = 0;
m_DebugViewVarying = Attributes.DebugViewVarying.None;
m_DebugViewProperties = Attributes.DebugViewProperties.None;
m_DebugViewGBuffer = 0;
}
public void SetDebugViewMaterial(int value)
{
if (value != 0)
DisableMaterialDebug();
m_DebugViewMaterial = value;
}
public void SetDebugViewEngine(int value)
{
if (value != 0)
DisableMaterialDebug();
m_DebugViewEngine = value;
}
public void SetDebugViewVarying(Attributes.DebugViewVarying value)
{
if (value != 0)
DisableMaterialDebug();
m_DebugViewVarying = value;
}
public void SetDebugViewProperties(Attributes.DebugViewProperties value)
{
if (value != 0)
DisableMaterialDebug();
m_DebugViewProperties = value;
}
public void SetDebugViewGBuffer(int value)
{
if (value != 0)
DisableMaterialDebug();
m_DebugViewGBuffer = value;
}
public bool IsDebugGBufferEnabled()
{
return m_DebugViewGBuffer != 0;
}
public bool IsDebugDisplayEnabled()
{
return (m_DebugViewEngine != 0 || m_DebugViewMaterial != 0 || m_DebugViewVarying != Attributes.DebugViewVarying.None || m_DebugViewProperties != Attributes.DebugViewProperties.None || m_DebugViewGBuffer != 0);
}
}
}

11
ScriptableRenderPipeline/HDRenderPipeline/Debug/MaterialDebug.cs.meta


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17
ScriptableRenderPipeline/HDRenderPipeline/Debug/RenderingDebug.cs


using System.Collections.Generic;
using UnityEngine;
using System;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
[Serializable]
public class RenderingDebugSettings
{
public bool displayOpaqueObjects = true;
public bool displayTransparentObjects = true;
public bool enableDistortion = true;
public bool enableGaussianPyramid = true;
public bool enableSSSAndTransmission = true;
public bool enableAtmosphericScattering = true;
}
}

11
ScriptableRenderPipeline/HDRenderPipeline/Debug/RenderingDebug.cs.meta


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125
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/DetailMaskTest.tga
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116
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/DetailMaskTest.tga.meta


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