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Merge branch 'LightweightPipeline'

# Conflicts:
#	Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Shaders/StandardBlinnPhongShader/LightweightLights.unity
/main
Felipe Lira 7 年前
当前提交
9c00a86c
共有 94 个文件被更改,包括 9286 次插入2542 次删除
  1. 5
      Assets/ScriptableRenderPipeline/LightweightPipeline/Editor/LightweightAssetInspector.cs
  2. 192
      Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs
  3. 2
      Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineAsset.asset
  4. 7
      Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineAsset.cs
  5. 72
      Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipeline.shader
  6. 151
      Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipelineCore.cginc
  7. 6
      Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipelineShadows.cginc
  8. 190
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/MultiplePointLights.unity
  9. 999
      ImageTemplates/LightweightPipeline/Scenes/MultiplePointLights.unity.png
  10. 1001
      Assets/SampleScenes/LightweightPipeline/LightweightBasicScene.unity
  11. 58
      Assets/ScriptableRenderPipeline/LightweightPipeline/Editor/GenerateTextures.cs
  12. 13
      Assets/ScriptableRenderPipeline/LightweightPipeline/Editor/GenerateTextures.cs.meta
  13. 89
      Assets/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-StandardShader.mat
  14. 10
      Assets/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-StandardShader.mat.meta
  15. 31
      Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipelineBRDF.cginc
  16. 9
      Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipelineBRDF.cginc.meta
  17. 152
      Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipelineInput.cginc
  18. 9
      Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipelineInput.cginc.meta
  19. 101
      Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipelineLighting.cginc
  20. 9
      Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipelineLighting.cginc.meta
  21. 238
      Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardShader.shader
  22. 10
      Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardShader.shader.meta
  23. 10
      Assets/ScriptableRenderPipeline/LightweightPipeline/Textures.meta
  24. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR.meta
  25. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Shaders/StandardBlinnPhongShader.meta
  26. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Shaders/StandardPBRShader.meta
  27. 3
      Assets/ScriptableRenderPipeline/LightweightPipeline/Textures/LightweightLightAttenuation.png
  28. 117
      Assets/ScriptableRenderPipeline/LightweightPipeline/Textures/LightweightLightAttenuation.png.meta
  29. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 1.mat
  30. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 1.mat.meta
  31. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 10.mat
  32. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 10.mat.meta
  33. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 11.mat
  34. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 11.mat.meta
  35. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 12.mat
  36. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 12.mat.meta
  37. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 13.mat
  38. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 13.mat.meta
  39. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 14.mat
  40. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 14.mat.meta
  41. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 15.mat
  42. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 15.mat.meta
  43. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 16.mat
  44. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 16.mat.meta
  45. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 17.mat
  46. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 17.mat.meta
  47. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 18.mat
  48. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 18.mat.meta
  49. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 19.mat
  50. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 19.mat.meta
  51. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 2.mat
  52. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 2.mat.meta
  53. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 20.mat
  54. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 20.mat.meta
  55. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 21.mat
  56. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 21.mat.meta
  57. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 3.mat
  58. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 3.mat.meta
  59. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 4.mat
  60. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 4.mat.meta
  61. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 5.mat
  62. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 5.mat.meta
  63. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 6.mat
  64. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 6.mat.meta
  65. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 7.mat
  66. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 7.mat.meta
  67. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 8.mat
  68. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 8.mat.meta
  69. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 9.mat
  70. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 9.mat.meta
  71. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere.mat
  72. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere.mat.meta
  73. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/Sky.mat.meta
  74. 86
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/Sky.mat
  75. 1001
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Shaders/StandardBlinnPhongShader/LightweightLights.unity
  76. 8
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Shaders/StandardBlinnPhongShader/LightweightLights.unity.meta
  77. 9
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Shaders/StandardPBRShader/EnvironmentBRDF_Spheres.unity.meta
  78. 1001
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Shaders/StandardPBRShader/EnvironmentBRDF_Spheres.unity
  79. 1001
      ImageTemplates/LightweightPipeline/Scenes/Shaders/StandardBlinnPhongShader/LightweightLights.unity.png
  80. 1001
      ImageTemplates/LightweightPipeline/Scenes/Shaders/StandardPBRShader/EnvironmentBRDF_Spheres.unity.png
  81. 9
      Assets/SampleScenes/LightweightPipeline/LDRenderPipelineVikingVillage.meta
  82. 8
      Assets/SampleScenes/LightweightPipeline/LDRenderPipelineVikingVillage.unity.meta
  83. 1001
      Assets/SampleScenes/LightweightPipeline/LDRenderPipelineVikingVillage.unity
  84. 1001
      Assets/SampleScenes/LightweightPipeline/LDRenderPipelineBasicScene.unity
  85. 0
      /Assets/SampleScenes/LightweightPipeline/LightweightBasicScene
  86. 0
      /Assets/SampleScenes/LightweightPipeline/LightweightBasicScene.unity.meta
  87. 0
      /Assets/SampleScenes/LightweightPipeline/LightweightBasicScene.meta

5
Assets/ScriptableRenderPipeline/LightweightPipeline/Editor/LightweightAssetInspector.cs


"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 attenuationTextureLabel = new GUIContent("Attenuation Texture", "Light attenuation falloff texture");
}
private SerializedProperty m_LinearRenderingProperty;

private SerializedProperty m_DefaultUIMaterial;
private SerializedProperty m_DefaultShader;
private SerializedProperty m_MSAA;
private SerializedProperty m_AttenuationTexture;
void OnEnable()
{

m_DefaultUIMaterial = serializedObject.FindProperty("m_DefaultUIMaterial");
m_DefaultShader = serializedObject.FindProperty("m_DefaultShader");
m_MSAA = serializedObject.FindProperty("m_MSAA");
m_AttenuationTexture = serializedObject.FindProperty("m_AttenuationTexture");
}
public override void OnInspectorGUI()

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--;
EditorGUILayout.Space();
EditorGUILayout.Space();

192
Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs


public int pixelLightsCount;
public int vertexLightsCount;
public int shadowLightIndex;
public bool isSingleDirectionalLight;
public bool isSingleLight;
public bool shadowsRendered;
}

private Vector4[] m_LightSpotDirections = new Vector4[kMaxVisibleLights];
private Camera m_CurrCamera = null;
private LightType m_SingleLightType = LightType.Directional;
private int m_LightIndicesCount = 0;
private ComputeBuffer m_LightIndexListBuffer;

if (m_Asset.EnableAmbientProbe)
configuration |= RendererConfiguration.PerObjectLightProbe;
if (!lightData.isSingleDirectionalLight)
if (!lightData.isSingleLight)
configuration |= RendererConfiguration.PerObjectLightIndices8;

RenderPostProcess(ref context, postProcessLayer);
EndForwardRendering(ref context, stereoEnabled, postProcessEnabled);
// Release temporary RT
var discardRT = CommandBufferPool.Get();
discardRT.ReleaseTemporaryRT(m_ShadowMapProperty);

private void InitializeLightData(VisibleLight[] lights, out LightData lightData)
{
for (int i = 0; i < kMaxVisibleLights; ++i)
{
m_LightPositions[i] = Vector4.zero;
m_LightColors[i] = Vector4.zero;
m_LightAttenuations[i] = new Vector4(0.0f, 1.0f, 0.0f, 0.0f);
m_LightSpotDirections[i] = new Vector4(0.0f, 0.0f, 1.0f, 0.0f);
}
lightData.isSingleDirectionalLight = lightData.pixelLightsCount == 1 && lightData.vertexLightsCount == 0 && lights[0].lightType == LightType.Directional;
// Directional light path can handle unlit.
if (lightsCount == 0)
lightData.isSingleDirectionalLight = true;
// TODO: Handle Vertex lights in this case
lightData.isSingleLight = lightData.pixelLightsCount <= 1;
if (lightData.isSingleLight)
m_SingleLightType = (lightData.pixelLightsCount == 1) ? lights[0].lightType : LightType.Directional;
lightData.shadowsRendered = false;

private void SetupShaderLightConstants(VisibleLight[] lights, ref LightData lightData, ref CullResults cullResults, ref ScriptableRenderContext context)
{
if (lights.Length == 0)
if (lightData.isSingleLight)
SetupShaderSingleLightConstants(lights, (lightData.pixelLightsCount > 0) ? 0 : -1, ref context);
else
SetupShaderLightListConstants(lights, ref lightData, ref context);
}
private void InitializeLightConstants(VisibleLight[] lights, int lightIndex, out Vector4 lightPos, out Vector4 lightColor, out Vector4 lightSpotDir,
out Vector4 lightAttenuationParams)
{
lightPos = Vector4.zero;
lightColor = Color.black;
lightAttenuationParams = new Vector4(0.0f, 1.0f, 0.0f, 0.0f);
lightSpotDir = new Vector4(0.0f, 0.0f, 1.0f, 0.0f);
// When no lights are available in the pipeline or maxPixelLights is set to 0
// In this case we want to initialize the lightData to default values and return
if (lightIndex < 0)
if (lightData.isSingleDirectionalLight)
SetupShaderSingleDirectionalLightConstants(ref lights [0], ref context);
VisibleLight light = lights[lightIndex];
if (light.lightType == LightType.Directional)
{
Vector4 dir = -light.localToWorld.GetColumn(2);
lightPos = new Vector4(dir.x, dir.y, dir.z, 0.0f);
}
SetupShaderLightListConstants(lights, ref lightData, ref context);
{
Vector4 pos = light.localToWorld.GetColumn(3);
lightPos = new Vector4(pos.x, pos.y, pos.z, 1.0f);
}
lightColor = light.finalColor;
float rangeSq = light.range * light.range;
float quadAtten = (light.lightType == LightType.Directional) ? 0.0f : 25.0f / rangeSq;
if (light.lightType == LightType.Spot)
{
Vector4 dir = light.localToWorld.GetColumn(2);
lightSpotDir = new Vector4(-dir.x, -dir.y, -dir.z, 0.0f);
float spotAngle = Mathf.Deg2Rad * light.spotAngle;
float cosOuterAngle = Mathf.Cos(spotAngle * 0.5f);
float cosInneAngle = Mathf.Cos(spotAngle * 0.25f);
float angleRange = cosInneAngle - cosOuterAngle;
lightAttenuationParams = new Vector4(cosOuterAngle,
Mathf.Approximately(angleRange, 0.0f) ? 1.0f : angleRange, quadAtten, rangeSq);
}
else
{
lightSpotDir = new Vector4(0.0f, 0.0f, 1.0f, 0.0f);
lightAttenuationParams = new Vector4(-1.0f, 1.0f, quadAtten, rangeSq);
}
private void SetupShaderSingleDirectionalLightConstants(ref VisibleLight light, ref ScriptableRenderContext context)
private void SetupShaderSingleLightConstants(VisibleLight[] lights, int lightIndex, ref ScriptableRenderContext context)
Vector4 lightDir = -light.localToWorld.GetColumn(2);
Vector4 lightPos, lightColor, lightSpotDir, lightAttenuationParams;
InitializeLightConstants(lights, lightIndex, out lightPos, out lightColor, out lightSpotDir, out lightAttenuationParams);
CommandBuffer cmd = new CommandBuffer() { name = "SetupLightConstants" };
cmd.SetGlobalVector("_LightPosition0", new Vector4(lightDir.x, lightDir.y, lightDir.z, 0.0f));
cmd.SetGlobalColor("_LightColor0", light.finalColor);
CommandBuffer cmd = new CommandBuffer() { name = "SetupSingleLightConstants" };
cmd.SetGlobalVector("_LightPosition", lightPos);
cmd.SetGlobalColor("_LightColor", lightColor);
cmd.SetGlobalVector("_LightSpotDir", lightSpotDir);
cmd.SetGlobalVector("_LightAttenuationParams", lightAttenuationParams);
if (m_Asset.AttenuationTexture != null) cmd.SetGlobalTexture("_AttenuationTexture", m_Asset.AttenuationTexture);
context.ExecuteCommandBuffer(cmd);
cmd.Dispose();
}

int maxLights = Math.Min(kMaxVisibleLights, lights.Length);
for (int i = 0; i < maxLights; ++i)
{
VisibleLight currLight = lights [i];
if (currLight.lightType == LightType.Directional)
{
Vector4 dir = -currLight.localToWorld.GetColumn (2);
m_LightPositions [i] = new Vector4 (dir.x, dir.y, dir.z, 0.0f);
}
else
{
Vector4 pos = currLight.localToWorld.GetColumn (3);
m_LightPositions [i] = new Vector4 (pos.x, pos.y, pos.z, 1.0f);
}
m_LightColors[i] = currLight.finalColor;
float rangeSq = currLight.range * currLight.range;
float quadAtten = (currLight.lightType == LightType.Directional) ? 0.0f : 25.0f / rangeSq;
if (currLight.lightType == LightType.Spot)
{
Vector4 dir = currLight.localToWorld.GetColumn (2);
m_LightSpotDirections [i] = new Vector4 (-dir.x, -dir.y, -dir.z, 0.0f);
float spotAngle = Mathf.Deg2Rad * currLight.spotAngle;
float cosOuterAngle = Mathf.Cos (spotAngle * 0.5f);
float cosInneAngle = Mathf.Cos (spotAngle * 0.25f);
float angleRange = cosInneAngle - cosOuterAngle;
m_LightAttenuations [i] = new Vector4 (cosOuterAngle,
Mathf.Approximately (angleRange, 0.0f) ? 1.0f : angleRange, quadAtten, rangeSq);
}
else
{
m_LightSpotDirections [i] = new Vector4 (0.0f, 0.0f, 1.0f, 0.0f);
m_LightAttenuations [i] = new Vector4 (-1.0f, 1.0f, quadAtten, rangeSq);
}
}
InitializeLightConstants(lights, i, out m_LightPositions[i], out m_LightColors[i], out m_LightSpotDirections[i], out m_LightAttenuations[i]);
// Lightweight pipeline only upload kMaxVisibleLights to shader cbuffer.
// We tell the pipe to disable remaining lights by setting it to -1.

m_CullResults.SetLightIndexMap(lightIndexMap);
CommandBuffer cmd = CommandBufferPool.Get("SetupShadowShaderConstants");
CommandBuffer cmd = CommandBufferPool.Get("SetupLightShaderConstants");
if (m_Asset.AttenuationTexture != null) cmd.SetGlobalTexture("_AttenuationTexture", m_Asset.AttenuationTexture);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}

CommandBuffer cmd = new CommandBuffer() { name = "SetShaderKeywords" };
SetShaderKeywords(cmd, lightData.shadowsRendered, lightData.isSingleDirectionalLight, lightData.vertexLightsCount > 0);
SetShaderKeywords(cmd, lightData.shadowsRendered, lightData.isSingleLight, lightData.vertexLightsCount > 0);
context.ExecuteCommandBuffer(cmd);
cmd.Dispose();
}

{
Vector3 shadowLightDir = Vector3.Normalize(shadowLight.localToWorld.GetColumn(2));
// TODO: multiplying by 0.1 to get similar results to Unity vanilla shadow bias
float bias = shadowLight.light.shadowBias * 0.1f;
float bias = shadowLight.light.shadowBias;
float normalBias = shadowLight.light.shadowNormalBias;
float shadowResolution = m_ShadowSlices[0].shadowResolution;

CommandBufferPool.Release(setupShadow);
}
private void SetShaderKeywords(CommandBuffer cmd, bool renderShadows, bool singleDirecitonal, bool vertexLightSupport)
private void SetKeyword(CommandBuffer cmd, string keyword, bool enable)
if (m_Asset.ForceLinearRendering)
cmd.EnableShaderKeyword("LIGHTWEIGHT_LINEAR");
if (enable)
cmd.EnableShaderKeyword(keyword);
cmd.DisableShaderKeyword("LIGHTWEIGHT_LINEAR");
cmd.DisableShaderKeyword(keyword);
}
private void SetShaderKeywords(CommandBuffer cmd, bool renderShadows, bool singleLight, bool vertexLightSupport)
{
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);
if (vertexLightSupport)
cmd.EnableShaderKeyword("_VERTEX_LIGHTS");
if (!singleLight)
{
SetKeyword(cmd, "_SINGLE_DIRECTIONAL_LIGHT", false);
SetKeyword(cmd, "_SINGLE_SPOT_LIGHT", false);
SetKeyword(cmd, "_SINGLE_POINT_LIGHT", false);
}
cmd.DisableShaderKeyword("_VERTEX_LIGHTS");
{
switch (m_SingleLightType)
{
case LightType.Directional:
SetKeyword(cmd, "_SINGLE_DIRECTIONAL_LIGHT", true);
SetKeyword(cmd, "_SINGLE_SPOT_LIGHT", false);
SetKeyword(cmd, "_SINGLE_POINT_LIGHT", false);
break;
case LightType.Spot:
SetKeyword(cmd, "_SINGLE_DIRECTIONAL_LIGHT", false);
SetKeyword(cmd, "_SINGLE_SPOT_LIGHT", true);
SetKeyword(cmd, "_SINGLE_POINT_LIGHT", false);
break;
if (singleDirecitonal)
cmd.EnableShaderKeyword("_SINGLE_DIRECTIONAL_LIGHT");
else
cmd.DisableShaderKeyword("_SINGLE_DIRECTIONAL_LIGHT");
case LightType.Point:
SetKeyword(cmd, "_SINGLE_DIRECTIONAL_LIGHT", false);
SetKeyword(cmd, "_SINGLE_SPOT_LIGHT", false);
SetKeyword(cmd, "_SINGLE_POINT_LIGHT", true);
break;
}
}
string[] shadowKeywords = new string[] { "_HARD_SHADOWS", "_SOFT_SHADOWS", "_HARD_SHADOWS_CASCADES", "_SOFT_SHADOWS_CASCADES" };
for (int i = 0; i < shadowKeywords.Length; ++i)

keywordIndex += 2;
cmd.EnableShaderKeyword(shadowKeywords[keywordIndex]);
}
if (m_Asset.EnableAmbientProbe)
cmd.EnableShaderKeyword("_LIGHT_PROBES_ON");
else
cmd.DisableShaderKeyword("_LIGHT_PROBES_ON");
}
private void InitializeMainShadowLightIndex(VisibleLight[] lights, out int shadowIndex)

2
Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineAsset.asset


m_Cascade2Split: 0.25
m_Cascade4Split: {x: 0.067, y: 0.2, z: 0.467}
m_LinearRendering: 1
m_AttenuationTexture: {fileID: 2800000, guid: ee420ad43ff580149a07f10ad66c49ff,
type: 3}
m_DefaultDiffuseMaterial: {fileID: 2100000, guid: 6a1143ee683302f4aa628c052723efc1,
type: 2}
m_DefaultParticleMaterial: {fileID: 2100000, guid: e823cd5b5d27c0f4b8256e7c12ee3e6d,

7
Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineAsset.cs


[SerializeField] private float m_Cascade2Split = 0.25f;
[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;

{
get { return m_LinearRendering; }
set { m_LinearRendering = value; }
}
public Texture2D AttenuationTexture
{
get { return m_AttenuationTexture; }
set { m_AttenuationTexture = value; }
}
#endregion

72
Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipeline.shader


// Shader targeted for low end devices. Single Pass Forward Rendering. Shader Model 2
// Shader targeted for low end devices. Single Pass Forward Rendering. Shader Model 2
Shader "ScriptableRenderPipeline/LightweightPipeline/NonPBR"
{

Pass
{
Name "LD_SINGLE_PASS_FORWARD"
Tags { "LightMode" = "LightweightForward" }
// Use same blending / depth states as Standard shader

#pragma shader_feature _EMISSION
#pragma shader_feature _ _REFLECTION_CUBEMAP _REFLECTION_PROBE
#pragma multi_compile _ LIGHTWEIGHT_LINEAR
#pragma multi_compile _ LIGHTWEIGHT_LINEAR
#pragma multi_compile _ _SINGLE_DIRECTIONAL_LIGHT
#pragma multi_compile _ _SINGLE_DIRECTIONAL_LIGHT _SINGLE_SPOT_LIGHT _SINGLE_POINT_LIGHT
#pragma multi_compile _ _ATTENUATION_TEXTURE
#pragma only_renderers d3d9 d3d11 d3d11_9x glcore gles gles3 metal
#pragma multi_compile_instancing
#include "UnityStandardBRDF.cginc"
#include "UnityStandardUtils.cginc"
#include "LightweightPipelineLighting.cginc"
v2f vert(LightweightVertexInput v)
LightweightVertexOutput vert(LightweightVertexInput v)
v2f o = (v2f)0;
LightweightVertexOutput o = (LightweightVertexOutput)0;
#ifdef LIGHTMAP_ON
#endif
o.posWS = mul(unity_ObjectToWorld, v.vertex).xyz;
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.posWS.xyz = worldPos;
o.viewDir.xyz = normalize(_WorldSpaceCameraPos - o.posWS);
o.viewDir.xyz = normalize(_WorldSpaceCameraPos - worldPos);
half3 normal = normalize(UnityObjectToWorldNormal(v.normal));
#if _NORMALMAP

o.normal = normal;
#endif
#if defined(_VERTEX_LIGHTS) && !defined(_SINGLE_DIRECTIONAL_LIGHT)
half4 diffuseAndSpecular = half4(1.0, 1.0, 1.0, 1.0);
// 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 lightIndex = unity_4LightIndices0[lightIter];
LightInput lightInput;
INITIALIZE_LIGHT(lightInput, lightIndex);
o.fogCoord.yzw += EvaluateOneLight(lightInput, diffuseAndSpecular.rgb, diffuseAndSpecular, normal, o.posWS, o.viewDir.xyz);
half3 lightDirection;
half atten = ComputeLightAttenuationVertex(lightInput, normal, worldPos, lightDirection);
o.fogCoord.yzw += LightingLambert(diffuse, lightDirection, normal, atten);
}
#endif

return o;
}
half4 frag(v2f i) : SV_Target
half4 frag(LightweightVertexOutput i) : SV_Target
{
half4 diffuseAlpha = tex2D(_MainTex, i.uv01.xy);
half3 diffuse = LIGHTWEIGHT_GAMMA_TO_LINEAR(diffuseAlpha.rgb) * _Color.rgb;

SpecularGloss(i.uv01.xy, alpha, specularGloss);
half3 viewDir = i.viewDir.xyz;
float3 worldPos = i.posWS.xyz;
#ifdef _SINGLE_DIRECTIONAL_LIGHT
half3 color = EvaluateDirectionalLight(diffuse, specularGloss, normal, _LightPosition0, viewDir) * _LightColor0;
#ifdef _SHADOWS
color *= ComputeShadowAttenuation(i, _LightPosition0.xyz);
#endif
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
#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
#ifdef _SHADOWS
half shadowAttenuation = ComputeShadowAttenuation(i, _ShadowLightDirection.xyz);
#endif

LightInput lightData;
int lightIndex = unity_4LightIndices0[lightIter];
INITIALIZE_LIGHT(lightData, lightIndex);
half lightAtten = ComputeLightAttenuation(lightData, normal, worldPos, lightDirection);
half currLightAttenuation = max(shadowAttenuation, half(lightIter != _ShadowData.x));
color += EvaluateOneLight(lightData, diffuse, specularGloss, normal, i.posWS, viewDir) * currLightAttenuation;
lightAtten *= max(shadowAttenuation, half(lightIter != _ShadowData.x));
#endif
#ifdef LIGHTWEIGHT_SPECULAR_HIGHLIGHTS
color += LightingBlinnPhong(diffuse, specularGloss, lightDirection, normal, viewDir, lightAtten) * lightData.color;
color += EvaluateOneLight(lightData, diffuse, specularGloss, normal, i.posWS, viewDir);
color += LightingLambert(diffuse, lightDirection, normal, lightAtten) * lightData.color;
#endif // SINGLE_DIRECTIONAL_LIGHT
#endif // _MULTIPLE_LIGHTS
#ifdef _EMISSION
color += LIGHTWEIGHT_GAMMA_TO_LINEAR(tex2D(_EmissionMap, i.uv01.xy).rgb) * _EmissionColor;

Pass
{
Name "LD_SHADOW_CASTER"
Tags { "Lightmode" = "ShadowCaster" }
ZWrite On ZTest LEqual

// This pass it not used during regular rendering, only for lightmap baking.
Pass
{
Name "LD_META"
Tags{ "LightMode" = "Meta" }
Cull Off

151
Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipelineCore.cginc


#define MAX_VISIBLE_LIGHTS 16
#ifndef LIGHTWEIGHT_PIPELINE_CORE_INCLUDED
#define LIGHTWEIGHT_PIPELINE_CORE_INCLUDED
#define INITIALIZE_LIGHT(light, lightIndex) \
light.pos = globalLightPos[lightIndex]; \
light.color = globalLightColor[lightIndex]; \
light.atten = globalLightAtten[lightIndex]; \
light.spotDir = globalLightSpotDir[lightIndex]
#include "LightweightPipelineInput.cginc"
#if defined(_HARD_SHADOWS) || defined(_SOFT_SHADOWS) || defined(_HARD_SHADOWS_CASCADES) || defined(_SOFT_SHADOWS_CASCADES)
#define _SHADOWS

#define _SHADOW_CASCADES
#endif
#if defined(UNITY_COLORSPACE_GAMMA) && defined(LIGHTWEIGHT_LINEAR)
// Ideally we want an approximation of gamma curve 2.0 to save ALU on GPU but as off now it won't match the GammaToLinear conversion of props in engine
//#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
#endif
struct LightInput
{
half4 pos;
half4 color;
half4 atten;
half4 spotDir;
};
struct LightweightVertexInput
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float3 texcoord : TEXCOORD0;
float2 lightmapUV : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 uv01 : TEXCOORD0; // uv01.xy: uv0, uv01.zw: uv1
float3 posWS : TEXCOORD1;
#if _NORMALMAP
half3 tangentToWorld0 : TEXCOORD2; // tangentToWorld matrix
half3 tangentToWorld1 : TEXCOORD3; // tangentToWorld matrix
half3 tangentToWorld2 : TEXCOORD4; // tangentToWorld matrix
#else
half3 normal : TEXCOORD2;
#endif
half4 viewDir : TEXCOORD5; // xyz: viewDir
UNITY_FOG_COORDS_PACKED(6, half4) // x: fogCoord, yzw: vertexColor
float4 hpos : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
// Per object light list data
#ifndef _SINGLE_DIRECTIONAL_LIGHT
half4 unity_LightIndicesOffsetAndCount;
half4 unity_4LightIndices0;
// The variables are very similar to built-in unity_LightColor, unity_LightPosition,
// unity_LightAtten, unity_SpotDirection as used by the VertexLit shaders, except here
// we use world space positions instead of view space.
half4 globalLightCount;
half4 globalLightColor[MAX_VISIBLE_LIGHTS];
float4 globalLightPos[MAX_VISIBLE_LIGHTS];
half4 globalLightSpotDir[MAX_VISIBLE_LIGHTS];
half4 globalLightAtten[MAX_VISIBLE_LIGHTS];
#else
float4 _LightPosition0;
#endif
half _Shininess;
samplerCUBE _Cube;
half4 _ReflectColor;
inline void NormalMap(v2f i, out half3 normal)
{
#if _NORMALMAP
half3 normalmap = UnpackNormal(tex2D(_BumpMap, i.uv01.xy));
// 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));
#else
normal = normalize(i.normal);
#if defined(_SPECGLOSSMAP_BASE_ALPHA) || defined(_SPECGLOSSMAP) || defined(_SPECULAR_COLOR)
#define LIGHTWEIGHT_SPECULAR_HIGHLIGHTS
}
inline void SpecularGloss(half2 uv, half alpha, out half4 specularGloss)
{
#ifdef _SPECGLOSSMAP
specularGloss = tex2D(_SpecGlossMap, uv);
#if defined(UNITY_COLORSPACE_GAMMA) && defined(LIGHTWEIGHT_LINEAR)
specularGloss.rgb = LIGHTWEIGHT_GAMMA_TO_LINEAR(specularGloss.rgb);
#endif
#elif defined(_SPECGLOSSMAP_BASE_ALPHA)
specularGloss = LIGHTWEIGHT_GAMMA_TO_LINEAR(tex2D(_SpecGlossMap, uv).rgb) * _SpecColor.rgb;
specularGloss.a = alpha;
#else
specularGloss = _SpecColor;
// Does not support: _PARALLAXMAP, DIRLIGHTMAP_COMBINED
#define GLOSSMAP (defined(_SPECGLOSSMAP) || defined(_METALLICGLOSSMAP))
#ifndef SPECULAR_HIGHLIGHTS
#define SPECULAR_HIGHLIGHTS (!defined(_SPECULAR_HIGHLIGHTS_OFF))
}
half4 OutputColor(half3 color, half alpha)
{

#endif
}
inline half3 EvaluateDirectionalLight(half3 diffuseColor, half4 specularGloss, half3 normal, half3 lightDir, half3 viewDir)
{
half NdotL = saturate(dot(normal, lightDir));
half3 diffuse = diffuseColor * NdotL;
#if defined(_SPECGLOSSMAP_BASE_ALPHA) || defined(_SPECGLOSSMAP) || defined(_SPECULAR_COLOR)
half3 halfVec = normalize(lightDir + viewDir);
half NdotH = saturate(dot(normal, halfVec));
half3 specular = specularGloss.rgb * pow(NdotH, _Shininess * 128.0) * specularGloss.a;
return diffuse + specular;
#else
return diffuse;
}
inline half3 EvaluateOneLight(LightInput lightInput, half3 diffuseColor, half4 specularGloss, half3 normal, float3 posWorld, half3 viewDir)
{
float3 posToLight = lightInput.pos.xyz;
posToLight -= posWorld * lightInput.pos.w;
float distanceSqr = max(dot(posToLight, posToLight), 0.001);
float lightAtten = 1.0 / (1.0 + distanceSqr * lightInput.atten.z);
float3 lightDir = posToLight * rsqrt(distanceSqr);
half SdotL = saturate(dot(lightInput.spotDir.xyz, lightDir));
lightAtten *= saturate((SdotL - lightInput.atten.x) / lightInput.atten.y);
half cutoff = step(distanceSqr, lightInput.atten.w);
lightAtten *= cutoff;
half NdotL = saturate(dot(normal, lightDir));
half3 lightColor = lightInput.color.rgb * lightAtten;
half3 diffuse = diffuseColor * lightColor * NdotL;
#if defined(_SPECGLOSSMAP_BASE_ALPHA) || defined(_SPECGLOSSMAP) || defined(_SPECULAR_COLOR)
half3 halfVec = normalize(lightDir + viewDir);
half NdotH = saturate(dot(normal, halfVec));
half3 specular = specularGloss.rgb * lightColor * pow(NdotH, _Shininess * 128.0) * specularGloss.a;
return diffuse + specular;
#else
return diffuse;
#endif
}

6
Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipelineShadows.cginc


float4x4 _WorldToShadow[MAX_SHADOW_CASCADES];
float4 _DirShadowSplitSpheres[MAX_SHADOW_CASCADES];
half4 _ShadowData;
// In case of single directional light, shadow light dir is the same of light dir
#ifndef _SINGLE_DIRECTIONAL_LIGHT
#endif
inline half ShadowAttenuation(float3 shadowCoord)
{

return attenuation * 0.25;
}
inline half ComputeShadowAttenuation(v2f i, half3 shadowDir)
inline half ComputeShadowAttenuation(LightweightVertexOutput i, half3 shadowDir)
{
#if _NORMALMAP
half3 vertexNormal = half3(i.tangentToWorld0.z, i.tangentToWorld1.z, i.tangentToWorld2.z);

190
Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/MultiplePointLights.unity


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999
ImageTemplates/LightweightPipeline/Scenes/MultiplePointLights.unity.png
文件差异内容过多而无法显示
查看文件

1001
Assets/SampleScenes/LightweightPipeline/LightweightBasicScene.unity
文件差异内容过多而无法显示
查看文件

58
Assets/ScriptableRenderPipeline/LightweightPipeline/Editor/GenerateTextures.cs


using System.IO;
using UnityEngine;
using UnityEditor;
public class GenerateTextures : MonoBehaviour
{
private static readonly int kTextureSize = 1024;
private static readonly float kQuadraticFac = 25.0f;
private static readonly float kToZeroFadeStart = 0.8f * 0.8f;
private static readonly string kSavePath = "Assets/ScriptableRenderPipeline/LightweightPipeline/Textures/LightweightLightAttenuation.png";
[MenuItem("RenderPipeline/LightweightPipeline/GenerateLightFalloffTexture")]
public static void GenerateLightFalloffTexture()
{
Texture2D tex = new Texture2D(kTextureSize, 4, TextureFormat.Alpha8, false, true);
tex.wrapMode = TextureWrapMode.Clamp;
byte[] bytes = new byte[kTextureSize * 4];
for (int x = 0; x < kTextureSize; ++x)
{
float sqrRange = (float) x/(float) kTextureSize;
byte atten = LightAttenuationNormalized(sqrRange);
bytes[x] = atten;
bytes[x + kTextureSize] = atten;
bytes[x + kTextureSize * 2] = atten;
bytes[x + kTextureSize * 3] = atten;
}
tex.LoadRawTextureData(bytes);
tex.Apply(false);
SaveTexture(tex);
}
public static void SaveTexture(Texture2D tex)
{
byte[] bytes = tex.EncodeToPNG();
File.WriteAllBytes(kSavePath, bytes);
}
public static byte LightAttenuationNormalized(float distSqr)
{
// 1 / 1.0 + quadAtten * distSqr attenuation function
float atten = 1.0f / (1.0f + CalculateLightQuadFac(1.0f) * distSqr);
// however the above does not falloff to zero at light range.
// Start fading from ktoZeroFadeStart to light range
float fadeMultiplier = Mathf.Clamp01((distSqr - 1.0f) / (kToZeroFadeStart - 1.0f));
atten *= fadeMultiplier;
//return atten;
return (byte)Mathf.RoundToInt(atten * (float)byte.MaxValue);
}
public static float CalculateLightQuadFac(float range)
{
return kQuadraticFac / (range * range);
}
}

13
Assets/ScriptableRenderPipeline/LightweightPipeline/Editor/GenerateTextures.cs.meta


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


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Assets/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-StandardShader.mat.meta


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31
Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipelineBRDF.cginc


#ifndef LIGHTWEIGHT_BRDF_INCLUDED
#define LIGHTWEIGHT_BRDF_INCLUDED
half MetallicSetup_Reflectivity()
{
return 1.0h - OneMinusReflectivityFromMetallic(_Metallic);
}
//sampler2D unity_NHxRoughness;
half3 LightweightBRDFDirect(half3 diffColor, half3 specColor, half smoothness, half RdotL)
{
#if SPECULAR_HIGHLIGHTS
half RdotLPow4 = Pow4(RdotL);
half LUT_RANGE = 16.0; // must match range in NHxRoughness() function in GeneratedTextures.cpp
// Lookup texture to save instructions
half perceptualRoughness = 1.0 - smoothness;
half specular = tex2D(unity_NHxRoughness, half2(RdotLPow4, perceptualRoughness)).UNITY_ATTEN_CHANNEL * LUT_RANGE;
return diffColor + specular * specColor;
#else
return diffColor;
#endif
}
half3 LightweightBRDFIndirect(half3 diffColor, half3 specColor, UnityIndirect indirect, half grazingTerm, half fresnelTerm)
{
half3 c = indirect.diffuse * diffColor;
c += indirect.specular * lerp(specColor, grazingTerm, fresnelTerm);
return c;
}
#endif

9
Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipelineBRDF.cginc.meta


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152
Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipelineInput.cginc


#ifndef LIGHTWEIGHT_INPUT_INCLUDED
#define LIGHTWEIGHT_INPUT_INCLUDED
#define MAX_VISIBLE_LIGHTS 16
// Main light initialized without indexing
#define INITIALIZE_MAIN_LIGHT(light) \
light.pos = _LightPosition; \
light.color = _LightColor; \
light.atten = _LightAttenuationParams; \
light.spotDir = _LightSpotDir;
// Indexing might have a performance hit for old mobile hardware
#define INITIALIZE_LIGHT(light, lightIndex) \
light.pos = globalLightPos[lightIndex]; \
light.color = globalLightColor[lightIndex]; \
light.atten = globalLightAtten[lightIndex]; \
light.spotDir = globalLightSpotDir[lightIndex]
#if !(defined(_SINGLE_DIRECTIONAL_LIGHT) || defined(_SINGLE_SPOT_LIGHT) || defined(_SINGLE_POINT_LIGHT))
#define _MULTIPLE_LIGHTS
#endif
#if defined(UNITY_COLORSPACE_GAMMA) && defined(LIGHTWEIGHT_LINEAR)
// Ideally we want an approximation of gamma curve 2.0 to save ALU on GPU but as off now it won't match the GammaToLinear conversion of props in engine
//#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
#endif
struct LightInput
{
float4 pos;
half4 color;
float4 atten;
half4 spotDir;
};
sampler2D _AttenuationTexture;
// Per object light list data
#ifdef _MULTIPLE_LIGHTS
half4 unity_LightIndicesOffsetAndCount;
half4 unity_4LightIndices0;
// The variables are very similar to built-in unity_LightColor, unity_LightPosition,
// unity_LightAtten, unity_SpotDirection as used by the VertexLit shaders, except here
// we use world space positions instead of view space.
half4 globalLightCount;
half4 globalLightColor[MAX_VISIBLE_LIGHTS];
float4 globalLightPos[MAX_VISIBLE_LIGHTS];
half4 globalLightSpotDir[MAX_VISIBLE_LIGHTS];
float4 globalLightAtten[MAX_VISIBLE_LIGHTS];
#else
float4 _LightPosition;
half4 _LightColor;
float4 _LightAttenuationParams;
half4 _LightSpotDir;
#endif
half _Shininess;
samplerCUBE _Cube;
half4 _ReflectColor;
struct LightweightVertexInput
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord : TEXCOORD0;
float2 lightmapUV : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct LightweightVertexOutput
{
float4 uv01 : TEXCOORD0; // uv01.xy: uv0, uv01.zw: uv1
float4 posWS : TEXCOORD1;
#if _NORMALMAP
half3 tangentToWorld0 : TEXCOORD2; // tangentToWorld matrix
half3 tangentToWorld1 : TEXCOORD3; // tangentToWorld matrix
half3 tangentToWorld2 : TEXCOORD4; // tangentToWorld matrix
#else
half3 normal : TEXCOORD2;
#endif
half4 viewDir : TEXCOORD5; // xyz: viewDir
half4 fogCoord : TEXCOORD6; // x: fogCoord, yzw: vertexColor
float4 hpos : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
inline void NormalMap(LightweightVertexOutput i, out half3 normal)
{
#if _NORMALMAP
half3 normalmap = UnpackNormal(tex2D(_BumpMap, i.uv01.xy));
// 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));
#else
normal = normalize(i.normal);
#endif
}
inline void SpecularGloss(half2 uv, half alpha, out half4 specularGloss)
{
#ifdef _SPECGLOSSMAP
specularGloss = tex2D(_SpecGlossMap, uv);
#if defined(UNITY_COLORSPACE_GAMMA) && defined(LIGHTWEIGHT_LINEAR)
specularGloss.rgb = LIGHTWEIGHT_GAMMA_TO_LINEAR(specularGloss.rgb);
#endif
#elif defined(_SPECGLOSSMAP_BASE_ALPHA)
specularGloss.rgb = LIGHTWEIGHT_GAMMA_TO_LINEAR(tex2D(_SpecGlossMap, uv).rgb) * _SpecColor.rgb;
specularGloss.a = alpha;
#else
specularGloss = _SpecColor;
#endif
}
half2 MetallicGloss(float2 uv, half glossiness)
{
half2 mg;
#ifdef _METALLICGLOSSMAP
#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
mg.r = tex2D(_MetallicGlossMap, uv).r;
mg.g = glossiness;
#else
mg = tex2D(_MetallicGlossMap, uv).ra;
#endif
mg.g *= _GlossMapScale;
#else // _METALLICGLOSSMAP
mg.r = _Metallic;
#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
mg.g = glossiness * _GlossMapScale;
#else
mg.g = glossiness;
#endif
#endif
return mg;
}
#endif

9
Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipelineInput.cginc.meta


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101
Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipelineLighting.cginc


#ifndef LIGHTWEIGHT_LIGHTING_INCLUDED
#define LIGHTWEIGHT_LIGHTING_INCLUDED
UnityIndirect LightweightGI(float2 lightmapUV, half3 ambientColor, half3 reflectVec, half occlusion, half roughness)
{
UnityIndirect o = (UnityIndirect)0;
#ifdef LIGHTMAP_ON
o.diffuse = (DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, lightmapUV)));
#endif
#if defined(_VERTEX_LIGHTS) || defined(_LIGHT_PROBES_ON)
o.diffuse += ambientColor;
#endif
o.diffuse *= occlusion;
// perceptualRoughness
Unity_GlossyEnvironmentData g;
g.roughness = roughness;
g.reflUVW = reflectVec;
o.specular = Unity_GlossyEnvironment(UNITY_PASS_TEXCUBE(unity_SpecCube0), unity_SpecCube0_HDR, g) * occlusion;
return o;
}
inline half ComputeLightAttenuationVertex(LightInput lightInput, half3 normal, float3 worldPos, out half3 lightDirection)
{
float4 attenuationParams = lightInput.atten;
float3 posToLightVec = lightInput.pos - worldPos;
float distanceSqr = max(dot(posToLightVec, posToLightVec), 0.001);
//// attenuationParams.z = kQuadFallOff = (25.0) / (lightRange * lightRange)
//// attenuationParams.w = lightRange * lightRange
//// TODO: we can precompute 1.0 / (attenuationParams.w * 0.64 - attenuationParams.w)
//// falloff is computed from 80% light range squared
float lightAtten = half(1.0 / (1.0 + distanceSqr * attenuationParams.z));
// normalized light dir
lightDirection = half3(posToLightVec * rsqrt(distanceSqr));
#if !(defined(_SINGLE_POINT_LIGHT) || defined(_SINGLE_DIRECTIONAL_LIGHT))
half SdotL = saturate(dot(lightInput.spotDir.xyz, lightDirection));
lightAtten *= saturate((SdotL - attenuationParams.x) / attenuationParams.y);
#endif
return half(lightAtten);
}
inline half ComputeLightAttenuation(LightInput lightInput, half3 normal, float3 worldPos, out half3 lightDirection)
{
float4 attenuationParams = lightInput.atten;
#ifdef _SINGLE_DIRECTIONAL_LIGHT
// Light pos holds normalized light dir
lightDirection = lightInput.pos;
return 1.0;
#else
float3 posToLightVec = lightInput.pos.xyz - worldPos * lightInput.pos.w;
float distanceSqr = max(dot(posToLightVec, posToLightVec), 0.001);
#ifdef _ATTENUATION_TEXTURE
float lightAtten = tex2D(_AttenuationTexture, float2(distanceSqr / attenuationParams.w, 0.0)).a;
#else
//// attenuationParams.z = kQuadFallOff = (25.0) / (lightRange * lightRange)
//// attenuationParams.w = lightRange * lightRange
//// TODO: we can precompute 1.0 / (attenuationParams.w * 0.64 - attenuationParams.w)
//// falloff is computed from 80% light range squared
float lightAtten = half(1.0 / (1.0 + distanceSqr * attenuationParams.z));
float falloff = saturate((distanceSqr - attenuationParams.w) / (attenuationParams.w * 0.64 - attenuationParams.w));
lightAtten *= half(falloff);
#endif
// normalized light dir
lightDirection = half3(posToLightVec * rsqrt(distanceSqr));
#ifndef _SINGLE_POINT_LIGHT
half SdotL = saturate(dot(lightInput.spotDir.xyz, lightDirection));
lightAtten *= saturate((SdotL - attenuationParams.x) / attenuationParams.y);
#endif
return half(lightAtten);
#endif // _SINGLE_DIRECTIONAL_LIGHT
}
inline half3 LightingLambert(half3 diffuseColor, half3 lightDir, half3 normal, half atten)
{
half NdotL = saturate(dot(normal, lightDir));
return diffuseColor * (NdotL * atten);
}
inline half3 LightingBlinnPhong(half3 diffuseColor, half4 specularGloss, half3 lightDir, half3 normal, half3 viewDir, half atten)
{
half NdotL = saturate(dot(normal, lightDir));
half3 diffuse = diffuseColor * NdotL;
half3 halfVec = normalize(lightDir + viewDir);
half NdotH = saturate(dot(normal, halfVec));
half3 specular = specularGloss.rgb * (pow(NdotH, _Shininess * 128.0) * specularGloss.a);
return (diffuse + specular) * atten;
}
#endif

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Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardShader.shader


Shader "ScriptableRenderPipeline/LightweightPipeline/Standard"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo", 2D) = "white" {}
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
_GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
[Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
_MetallicGlossMap("Metallic", 2D) = "white" {}
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
[ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0
_BumpScale("Scale", Float) = 1.0
_BumpMap("Normal Map", 2D) = "bump" {}
_Parallax("Height Scale", Range(0.005, 0.08)) = 0.02
_ParallaxMap("Height Map", 2D) = "black" {}
_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
_OcclusionMap("Occlusion", 2D) = "white" {}
_EmissionColor("Color", Color) = (0,0,0)
_EmissionMap("Emission", 2D) = "white" {}
_DetailMask("Detail Mask", 2D) = "white" {}
_DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
_DetailNormalMapScale("Scale", Float) = 1.0
_DetailNormalMap("Normal Map", 2D) = "bump" {}
[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
}
SubShader
{
Tags{"RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline"}
LOD 300
// ------------------------------------------------------------------
// Base forward pass (directional light, emission, lightmaps, ...)
Pass
{
Tags{"LightMode" = "LightweightForward"}
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
CGPROGRAM
#pragma target 3.0
// -------------------------------------
#pragma shader_feature _NORMALMAP
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _METALLICGLOSSMAP
#pragma shader_feature ___ _DETAIL_MULX2
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
#pragma shader_feature _PARALLAXMAP
#pragma multi_compile _ _SINGLE_DIRECTIONAL_LIGHT _SINGLE_SPOT_LIGHT _SINGLE_POINT_LIGHT
#pragma multi_compile _ LIGHTWEIGHT_LINEAR
#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
#pragma multi_compile _ _SINGLE_DIRECTIONAL_LIGHT
#pragma multi_compile _ LIGHTMAP_ON
#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_fog
#pragma multi_compile_instancing
#pragma vertex LightweightVertex
#pragma fragment LightweightFragment
#include "UnityCG.cginc"
#include "UnityStandardInput.cginc"
#include "LightweightPipelineCore.cginc"
#include "LightweightPipelineLighting.cginc"
#include "LightweightPipelineBRDF.cginc"
LightweightVertexOutput LightweightVertex(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;
half3 viewDir = normalize(_WorldSpaceCameraPos - worldPos);
o.viewDir.xyz = viewDir;
#ifndef _METALLICGLOSSMAP
o.viewDir.w = saturate(_Glossiness + MetallicSetup_Reflectivity()); // grazing term
#endif
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
o.posWS.w = Pow4(1 - saturate(dot(normal, viewDir))); // fresnel term
#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 LightweightFragment(LightweightVertexOutput i) : 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);
}
ENDCG
}
}
FallBack "VertexLit"
CustomEditor "StandardShaderGUI"
}

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之前 之后
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