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Merge branch 'master' (area light clear coat code is disabled for now)

/main
Evgenii Golubev 7 年前
当前提交
a449e3ad
共有 78 个文件被更改,包括 7029 次插入679 次删除
  1. 19
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  2. 592
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.asset
  3. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightDefinition.cs
  4. 6
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightDefinition.cs.hlsl
  5. 1
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
  6. 66
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassLoop.hlsl
  7. 23
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs
  8. 53
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs
  9. 62
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs.hlsl
  10. 485
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
  11. 7
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
  12. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl
  13. 24
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl
  14. 3
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl
  15. 7
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader
  16. 122
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SSSProfile/FoliageSSSProfile.asset
  17. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SSSProfile/SkinSSSProfile.asset
  18. 3
      Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SceneSettings.cs
  19. 191
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Editor/ProceduralSkyEditor.cs
  20. 23
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs
  21. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkySettings.cs
  22. 13
      Assets/ScriptableRenderPipeline/ShaderLibrary/Common.hlsl
  23. 4
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth1_0.mat
  24. 4
      Assets/TestScenes/HDTest/GraphicTest/SSS/Materials/SSSHead.mat
  25. 6
      Assets/TestScenes/HDTest/GraphicTest/Two Sided/Material/GroundLeaf_DoubleSidedFlipSSS.mat
  26. 408
      Assets/TestScenes/HDTest/HDRenderLoopTest.unity
  27. 2
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s05.mat
  28. 2
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s06.mat
  29. 2
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s08.mat
  30. 2
      ProjectSettings/ProjectSettings.asset
  31. 776
      Assets/ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/DefaultSkybox.exr
  32. 148
      Assets/ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/DefaultSkybox.exr.meta
  33. 203
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smooth0_0.mat
  34. 8
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smooth0_0.mat.meta
  35. 203
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smooth0_1.mat
  36. 8
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smooth0_1.mat.meta
  37. 203
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smooth0_2.mat
  38. 8
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smooth0_2.mat.meta
  39. 203
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smooth0_3.mat
  40. 8
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smooth0_3.mat.meta
  41. 203
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smooth0_4.mat
  42. 8
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smooth0_4.mat.meta
  43. 203
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smooth0_5.mat
  44. 8
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smooth0_5.mat.meta
  45. 203
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smooth0_6.mat
  46. 8
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smooth0_6.mat.meta
  47. 203
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smooth0_7.mat
  48. 8
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smooth0_7.mat.meta
  49. 203
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smooth0_8.mat
  50. 8
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smooth0_8.mat.meta
  51. 203
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smooth0_9.mat
  52. 8
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smooth0_9.mat.meta
  53. 203
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smooth1_0.mat
  54. 8
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smooth1_0.mat.meta
  55. 203
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smoothdielectric0_0.mat
  56. 8
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smoothdielectric0_0.mat.meta
  57. 203
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smoothdielectric0_1.mat
  58. 8
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smoothdielectric0_1.mat.meta
  59. 203
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smoothdielectric0_2.mat
  60. 8
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smoothdielectric0_2.mat.meta
  61. 203
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smoothdielectric0_3.mat
  62. 8
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smoothdielectric0_3.mat.meta
  63. 203
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smoothdielectric0_4.mat
  64. 8
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smoothdielectric0_4.mat.meta
  65. 203
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smoothdielectric0_5.mat
  66. 8
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smoothdielectric0_5.mat.meta
  67. 203
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smoothdielectric0_6.mat
  68. 8
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smoothdielectric0_6.mat.meta
  69. 203
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smoothdielectric0_7.mat
  70. 8
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smoothdielectric0_7.mat.meta
  71. 203
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smoothdielectric0_8.mat
  72. 8
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smoothdielectric0_8.mat.meta
  73. 203
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smoothdielectric0_9.mat
  74. 8
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smoothdielectric0_9.mat.meta
  75. 203
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smoothdielectric1_0.mat
  76. 8
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smoothdielectric1_0.mat.meta
  77. 0
      /Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth1_0.mat.meta
  78. 0
      /Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth1_0.mat

19
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


readonly ShadowSettings m_ShadowSettings = new ShadowSettings();
// Debugging
MaterialPropertyBlock m_SharedPropertyBlock = new MaterialPropertyBlock();
public DebugDisplaySettings m_DebugDisplaySettings = new DebugDisplaySettings();
private int m_DebugFullScreenTempRT;
private bool m_FullScreenDebugPushed = false;

get { return m_Asset.sssSettings; }
}
private CommonSettings.Settings m_CommonSettings = CommonSettings.Settings.s_Defaultsettings;
private SkySettings m_SkySettings = null;

// TODO: Handle the case of no Gbuffer material
// TODO: I comment the assert here because m_DeferredMaterial for whatever reasons contain the correct class but with a "null" in the name instead of the real name and then trigger the assert
// whereas it work. Don't know what is hapening, DebugDisplay use the same code and name is correct there.
// whereas it work. Don't know what is happening, DebugDisplay use the same code and name is correct there.
// Debug.Assert(m_DeferredMaterial != null);
m_CameraColorBuffer = HDShaderIDs._CameraColorTexture;

Shader.SetGlobalInt( HDShaderIDs._UseDisneySSS, sssParameters.useDisneySSS ? 1 : 0);
cmd.SetGlobalVectorArray(HDShaderIDs._ThicknessRemaps, sssParameters.thicknessRemaps);
cmd.SetGlobalVectorArray(HDShaderIDs._ShapeParams, sssParameters.shapeParams);
cmd.SetGlobalVectorArray(HDShaderIDs._HalfRcpVariancesAndWeights, sssParameters.halfRcpVariancesAndWeights);
cmd.SetGlobalVectorArray(HDShaderIDs._HalfRcpVariancesAndWeights, sssParameters.halfRcpVariancesAndWeights);
cmd.SetGlobalVectorArray(HDShaderIDs._TransmissionTints, sssParameters.transmissionTints);
}
}

void RenderDepthPrepass(CullResults cull, Camera camera, ScriptableRenderContext renderContext, CommandBuffer cmd)
{
// If we are forward only we will do a depth prepass
// TODO: Depth prepass should be enabled based on light loop settings. LightLoop define if they need a depth prepass + forward only...
if (!m_Asset.renderingSettings.useDepthPrepass)
if (!m_Asset.renderingSettings.useDepthPrepass)
// TODO: front to back for opaque and by materal for opaque tested when we split in two
// TODO: front to back for opaque and by material for opaque tested when we split in two
Utilities.SetRenderTarget(cmd, m_CameraDepthStencilBufferRT);
RenderOpaqueRenderList(cull, camera, renderContext, cmd, "DepthOnly");
}

{
if (m_Asset.renderingSettings.ShouldUseForwardRenderingOnly())
{
}
string passName = m_DebugDisplaySettings.IsDebugDisplayEnabled() ? "GBufferDebugDisplay" : "GBuffer";

{
using (new Utilities.ProfilingSample("DebugViewMaterialGBuffer", cmd))
{
// TODO: Bind depth textures
Utilities.DrawFullScreen(cmd, m_DebugViewMaterialGBuffer, m_CameraColorBufferRT);
}
}

cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._CameraFilteringBuffer, m_CameraFilteringBufferRT);
// Perform the SSS filtering pass which fills 'm_CameraFilteringBufferRT'.
//
cmd.DispatchCompute(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, ((int)hdCamera.screenSize.x + 15) / 16, ((int)hdCamera.screenSize.y + 15) / 16, 1);
cmd.SetGlobalTexture(HDShaderIDs._IrradianceSource, m_CameraFilteringBufferRT); // Cannot set a RT on a material

void RenderForward(CullResults cullResults, Camera camera, ScriptableRenderContext renderContext, CommandBuffer cmd, bool renderOpaque)
{
// TODO: Currently we can't render opaque object forward when deferred is enabled
// miss option
if (!m_Asset.renderingSettings.ShouldUseForwardRenderingOnly() && renderOpaque)
return;

}
}
MaterialPropertyBlock m_SharedPropertyBlock = new MaterialPropertyBlock();
void RenderDebug(HDCamera camera, CommandBuffer cmd)
{
// We don't want any overlay for these kind of rendering

592
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.asset


useForwardRenderingOnly: 0
useDepthPrepass: 0
sssSettings:
numProfiles: 5
numProfiles: 2
- {fileID: 11400000, guid: b378ec8b14e770f48a085d537053adfe, type: 2}
- {fileID: 11400000, guid: 02c3836a8d1b4544a97f00fa528bb487, type: 2}
- {fileID: 11400000, guid: 15cd040d2fa59074d90956ea9badbee8, type: 2}
- {fileID: 11400000, guid: aa5f2cc1c22cad043a617e9e9548b1b9, type: 2}
texturingModeFlags: 0
transmissionFlags: 5120
- {fileID: 11400000, guid: d6ee4403015766f4093158d69216c0bf, type: 2}
texturingModeFlags: 1
transmissionFlags: 5460
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worldScales:
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- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}

- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 2, y: 2, z: 2, w: 2}
- {x: 2, y: 2, z: 2, w: 2}
- {x: 2.4691355, y: 12.5, z: 12.5, w: 2.4691355}
- {x: 2.4691355, y: 12.5, z: 12.5, w: 2.4691355}
- {x: 2.4691355, y: 2.4691355, z: 2.4691355, w: 2.4691355}
- {x: 1, y: 1, z: 1, w: 1}
- {x: 1, y: 1, z: 1, w: 1}
- {x: 1, y: 1, z: 1, w: 1}
- {x: 1, y: 1, z: 1, w: 1}
- {x: 1, y: 1, z: 1, w: 1}
- {x: 1, y: 1, z: 1, w: 1}
halfRcpVariancesAndWeights:
- {x: 0.5, y: 1.125, z: 1.125, w: 2}
- {x: 0.125, y: 1.125, z: 1.125, w: 2}
- {x: 0.5, y: 0.5, z: 0.5, w: 2}
- {x: 0.125, y: 0.125, z: 0.125, w: 2}
- {x: 1, y: 1, z: 1, w: 1}
- {x: 1, y: 1, z: 1, w: 1}
- {x: 1, y: 1, z: 1, w: 1}
- {x: 1, y: 1, z: 1, w: 1}
- {x: 1, y: 1, z: 1, w: 1}
- {x: 1, y: 1, z: 1, w: 1}
- {x: 1, y: 1, z: 1, w: 1}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
filterKernelsBasic:
- {x: 0.09090909, y: 0.21162307, z: 0.21162307, w: -0.000000048879357}
- {x: 0.09090909, y: 0.18990478, z: 0.18990478, w: -0.11381993}

- {x: 0.09090909, y: 0.061445467, z: 0.061445467, w: 0.37865555}
- {x: 0.09090909, y: 0.010501689, z: 0.010501689, w: 0.57677805}
- {x: 0.09090909, y: 2.9456845e-10, z: 2.9456845e-10, w: 1.3907368}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.000000054310398}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.12646659}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.26200095}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.42072836}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.64086443}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -1.5452611}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.12646668}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.26200095}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.42072836}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.64086443}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 1.545263}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.000000054310398}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.12646659}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.26200095}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.42072836}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.64086443}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -1.5452611}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.12646668}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.26200095}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.42072836}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.64086443}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 1.545263}
- {x: 0.09090909, y: 0.21162307, z: 0.21162307, w: -0.000000048879357}
- {x: 0.09090909, y: 0.18990478, z: 0.18990478, w: -0.11381993}
- {x: 0.09090909, y: 0.13233659, z: 0.13233659, w: -0.23580086}
- {x: 0.09090909, y: 0.061445467, z: 0.061445467, w: -0.37865555}
- {x: 0.09090909, y: 0.010501689, z: 0.010501689, w: -0.57677805}
- {x: 0.09090909, y: 2.9458339e-10, z: 2.9458339e-10, w: -1.3907351}
- {x: 0.09090909, y: 0.18990476, z: 0.18990476, w: 0.11382001}
- {x: 0.09090909, y: 0.13233659, z: 0.13233659, w: 0.23580086}
- {x: 0.09090909, y: 0.061445467, z: 0.061445467, w: 0.37865555}
- {x: 0.09090909, y: 0.010501689, z: 0.010501689, w: 0.57677805}
- {x: 0.09090909, y: 2.9456845e-10, z: 2.9456845e-10, w: 1.3907368}
- {x: 0.09090909, y: 0.21162307, z: 0.21162307, w: -0.000000048879357}
- {x: 0.09090909, y: 0.18990478, z: 0.18990478, w: -0.11381993}
- {x: 0.09090909, y: 0.13233659, z: 0.13233659, w: -0.23580086}
- {x: 0.09090909, y: 0.061445467, z: 0.061445467, w: -0.37865555}
- {x: 0.09090909, y: 0.010501689, z: 0.010501689, w: -0.57677805}
- {x: 0.09090909, y: 2.9458339e-10, z: 2.9458339e-10, w: -1.3907351}
- {x: 0.09090909, y: 0.18990476, z: 0.18990476, w: 0.11382001}
- {x: 0.09090909, y: 0.13233659, z: 0.13233659, w: 0.23580086}
- {x: 0.09090909, y: 0.061445467, z: 0.061445467, w: 0.37865555}
- {x: 0.09090909, y: 0.010501689, z: 0.010501689, w: 0.57677805}
- {x: 0.09090909, y: 2.9456845e-10, z: 2.9456845e-10, w: 1.3907368}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.000000048879357}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.11381993}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.23580086}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.37865555}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.57677805}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -1.3907351}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.11382001}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.23580086}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.37865555}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.57677805}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 1.3907368}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightDefinition.cs


public float angleScale; // Spot light
public float angleOffset; // Spot light
public float shadowDimmer;
public int IESIndex; // -1 if unused
public int unused0;
public Vector2 size; // Used by area, frustum projector and spot lights (x = cot(outerHalfAngle))
public GPULightType lightType;

6
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightDefinition.cs.hlsl


float angleScale;
float angleOffset;
float shadowDimmer;
int IESIndex;
int unused0;
float2 size;
int lightType;
float minRoughness;

{
return value.shadowDimmer;
}
int GetIESIndex(LightData value)
int GetUnused0(LightData value)
return value.IESIndex;
return value.unused0;
}
float2 GetSize(LightData value)
{

1
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


if (lightData.diffuseScale <= 0.0f && lightData.specularScale <= 0.0f)
return false;
lightData.IESIndex = -1;
lightData.cookieIndex = -1;
lightData.shadowIndex = -1;

66
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassLoop.hlsl


#endif // LIGHTLOOP_TILE_PASS
void applyWeigthedIblLighting(float3 localDiffuseLighting, float3 localSpecularLighting, float2 weight, inout float3 iblDiffuseLighting, inout float3 iblSpecularLighting, inout float totalIblWeight)
{
// IBL weights should not exceed 1.
float accumulatedWeight = totalIblWeight + weight.y;
totalIblWeight = saturate(accumulatedWeight);
weight.y -= saturate(accumulatedWeight - totalIblWeight);
// TODO: We do'nt use ibl diffuse lighting currently, let here in case users want to use it.
// iblDiffuseLighting = lerp(iblDiffuseLighting, localDiffuseLighting, weight.x);
iblSpecularLighting = lerp(iblSpecularLighting, localSpecularLighting, weight.y);
}
// bakeDiffuseLighting is part of the prototype so a user is able to implement a "base pass" with GI and multipass direct light (aka old unity rendering path)
void LightLoop( float3 V, PositionInputs posInput, PreLightData prelightData, BSDFData bsdfData, float3 bakeDiffuseLighting, uint featureFlags,
out float3 diffuseLighting,

if (featureFlags & LIGHTFEATUREFLAGS_DIRECTIONAL)
{
for(i = 0; i < _DirectionalLightCount; ++i)
for (i = 0; i < _DirectionalLightCount; ++i)
{
float3 localDiffuseLighting, localSpecularLighting;

uint punctualLightCount;
GetCountAndStart(posInput, LIGHTCATEGORY_PUNCTUAL, punctualLightStart, punctualLightCount);
for(i = 0; i < punctualLightCount; ++i)
for (i = 0; i < punctualLightCount; ++i)
{
float3 localDiffuseLighting, localSpecularLighting;

if (featureFlags & LIGHTFEATUREFLAGS_AREA)
{
float3 localDiffuseLighting, localSpecularLighting;
float3 localDiffuseLighting = float3(0.0, 0.0, 0.0);
float3 localSpecularLighting = float3(0.0, 0.0, 0.0);
// COMPILER BEHAVIOR WARNING!
// If rectangle lights are before line lights, the compiler will duplicate light matrices in VGPR because they are used differently between the two types of lights.

lightType = i < areaLightCount ? _LightDatas[areaIndex].lightType : 0xFF;
}
while (i < areaLightCount /* && lightType == GPULIGHTTYPE_RECT */) // Rectangle lights are the last area lights so no need to check type (for now)
while (i < areaLightCount && lightType == GPULIGHTTYPE_RECTANGLE)
{
EvaluateBSDF_Area( context, V, posInput, prelightData, _LightDatas[areaIndex], bsdfData, GPULIGHTTYPE_RECTANGLE,
localDiffuseLighting, localSpecularLighting);

i++;
areaIndex = i < areaLightCount ? FetchIndex(areaLightStart, i) : 0;
// lightType = i < areaLightCount ? _LightDatas[areaIndex].lightType : 0xFF;
lightType = i < areaLightCount ? _LightDatas[areaIndex].lightType : 0xFF;
for (; i < _PunctualLightCount + _AreaLightCount; ++i)
for (i = _PunctualLightCount; i < _PunctualLightCount + _AreaLightCount; ++i)
float3 localDiffuseLighting, localSpecularLighting;
EvaluateBSDF_Area( context, V, posInput, prelightData, _LightDatas[i], bsdfData, _LightDatas[i].lightType,
localDiffuseLighting, localSpecularLighting);

float3 iblDiffuseLighting = float3(0.0, 0.0, 0.0);
float3 iblSpecularLighting = float3(0.0, 0.0, 0.0);
float totalIblWeight = 0; // Max: 1
float totalIblWeight = 0.0; // Max: 1
if(featureFlags & LIGHTFEATUREFLAGS_ENV)
if (featureFlags & LIGHTFEATUREFLAGS_ENV)
float3 localDiffuseLighting, localSpecularLighting;
float2 weight;
context.sampleReflection = SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES;
#ifdef LIGHTLOOP_TILE_PASS
uint envLightStart;
uint envLightCount;

#endif
for(i = 0; i < envLightCount && totalIblWeight < 1.0; ++i)
// Note: In case of IBL we are sorted from smaller to bigger projected solid angle bounds. We are not sorted by type so we can't do a 'while' approach like for area light.
for (i = 0; i < envLightCount && totalIblWeight < 1.0; ++i)
{
#ifdef LIGHTLOOP_TILE_PASS
uint envLightIndex = FetchIndex(envLightStart, i);

float3 localDiffuseLighting, localSpecularLighting;
float2 weight;
context.sampleReflection = SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES;
// IBL weights should not exceed 1.
float accumulatedWeight = totalIblWeight + weight.y;
totalIblWeight = saturate(accumulatedWeight);
weight.y -= saturate(accumulatedWeight - totalIblWeight);
iblDiffuseLighting = lerp(iblDiffuseLighting, localDiffuseLighting, weight.x); // Should be remove by the compiler if it is smart as all is constant 0
iblSpecularLighting = lerp(iblSpecularLighting, localSpecularLighting, weight.y);
applyWeigthedIblLighting(localDiffuseLighting, localSpecularLighting, weight, iblDiffuseLighting, iblSpecularLighting, totalIblWeight);
if(featureFlags & LIGHTFEATUREFLAGS_SKY)
if (featureFlags & LIGHTFEATUREFLAGS_SKY)
if(_EnvLightSkyEnabled && totalIblWeight < 1.0)
if (_EnvLightSkyEnabled && totalIblWeight < 1.0)
{
float3 localDiffuseLighting, localSpecularLighting;
float2 weight;

EnvLightData envLightSky = InitSkyEnvLightData(0); // The sky data are generated on the fly so the compiler can optimize the code
EvaluateBSDF_Env(context, V, posInput, prelightData, envLightSky, bsdfData, localDiffuseLighting, localSpecularLighting, weight);
// IBL weights should not exceed 1.
float accumulatedWeight = totalIblWeight + weight.y;
totalIblWeight = 1.0;
weight.y -= saturate(accumulatedWeight - totalIblWeight);
iblDiffuseLighting = lerp(iblDiffuseLighting, localDiffuseLighting, weight.x); // Should be remove by the compiler if it is smart as all is constant 0
iblSpecularLighting = lerp(iblSpecularLighting, localSpecularLighting, weight.y);
applyWeigthedIblLighting(localDiffuseLighting, localSpecularLighting, weight, iblDiffuseLighting, iblSpecularLighting, totalIblWeight);
}
}

23
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs


public static GUIContent thicknessText = new GUIContent("Thickness", "If subsurface scattering is enabled, low values allow some light to be transmitted through the object.");
public static GUIContent thicknessMapText = new GUIContent("Thickness map (R)", "If subsurface scattering is enabled, low values allow some light to be transmitted through the object.");
// Clear Coat
public static GUIContent coatCoverageText = new GUIContent("Coat Coverage", "Percentage of clear coat coverage");
public static GUIContent coatIORText = new GUIContent("Coat IOR", "IOR of clear coat, value is [0..1] + 1.0. i.e 0.5 is IOR 1.5");
// Specular color
public static GUIContent specularColorText = new GUIContent("Specular Color", "Specular color (RGB)");

protected MaterialProperty thicknessMap = null;
protected const string kThicknessMap = "_ThicknessMap";
protected MaterialProperty coatCoverage = null;
protected const string kCoatCoverage = "_CoatCoverage";
protected MaterialProperty coatIOR = null;
protected const string kCoatIOR = "_CoatIOR";
protected MaterialProperty emissiveColorMode = null;
protected const string kEmissiveColorMode = "_EmissiveColorMode";
protected MaterialProperty emissiveColor = null;

thickness = FindProperty(kThickness, props);
thicknessMap = FindProperty(kThicknessMap, props);
// clear coat
coatCoverage = FindProperty(kCoatCoverage, props);
coatIOR = FindProperty(kCoatIOR, props);
// Emissive
emissiveColorMode = FindProperty(kEmissiveColorMode, props);
emissiveColor = FindProperty(kEmissiveColor, props);

m_MaterialEditor.TexturePropertySingleLine(Styles.thicknessMapText, thicknessMap);
}
protected void ShaderClearCoatInputGUI()
{
m_MaterialEditor.ShaderProperty(coatCoverage, Styles.coatCoverageText);
m_MaterialEditor.ShaderProperty(coatIOR, Styles.coatIORText);
}
protected void ShaderAnisoInputGUI()
{
if ((NormalMapSpace)normalMapSpace.floatValue == NormalMapSpace.TangentSpace)

break;
case Lit.MaterialId.LitSpecular:
m_MaterialEditor.TexturePropertySingleLine(Styles.specularColorText, specularColorMap, specularColor);
break;
case Lit.MaterialId.LitClearCoat:
ShaderClearCoatInputGUI();
break;
default:
Debug.Assert(false, "Encountered an unsupported MaterialID.");

//SetKeyword(material, "_MATID_STANDARD", materialId == Lit.MaterialId.LitStandard); // See comment in Lit.shader, it is the default, we don't define it
SetKeyword(material, "_MATID_ANISO", materialId == Lit.MaterialId.LitAniso);
SetKeyword(material, "_MATID_SPECULAR", materialId == Lit.MaterialId.LitSpecular);
SetKeyword(material, "_MATID_CLEARCOAT", materialId == Lit.MaterialId.LitClearCoat);
}
}
} // namespace UnityEditor

53
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs


[GenerateHLSL(PackingRules.Exact)]
public enum MaterialId
{
LitSSS = 0,
LitStandard = 1,
LitUnused0 = 2,
LitUnused1 = 3,
LitSSS = 0,
LitStandard = 1,
LitClearCoat = 2,
LitUnused = 3,
LitAniso = 4,
LitAniso = 4,
LitSpecular = 5,
// For material classification we will use LitStandard too
LitSpecular = 5,
};
// If change, be sure it match what is done in Lit.hlsl: MaterialFeatureFlagsFromGBuffer

{
LitSSS = 1 << MaterialId.LitSSS,
LitStandard = 1 << MaterialId.LitStandard,
LitUnused0 = 1 << MaterialId.LitUnused0,
LitUnused1 = 1 << MaterialId.LitUnused1,
LitAniso = 1 << MaterialId.LitAniso,
LitSSS = 1 << MaterialId.LitSSS,
LitStandard = 1 << MaterialId.LitStandard,
LitClearCoat = 1 << MaterialId.LitClearCoat,
LitUnused = 1 << MaterialId.LitUnused,
LitAniso = 1 << MaterialId.LitAniso,
public enum SpecularValue
public class StandardDefinitions
// Value are defined in the tab name convertSpecularToValue in lit.hlsl
Water = 0, // 0.02 Water or ice
Regular = 1, // 0.04 regular dieletric
Gemstone = 2, // 0.20
SpecularColor = 3 // Special case: use specular color
public static int s_GBufferLitStandardRegularId = 0;
public static int s_GBufferLitStandardSpecularColorId = 1;
public static int s_GBufferLitStandardAnisotropicId = 2;
public static float s_DefaultSpecularValue = 0.04f;
public static float s_SkinSpecularValue = 0.028f;
}
//-----------------------------------------------------------------------------

[SurfaceDataAttributes("Smoothness")]
public float perceptualSmoothness;
[SurfaceDataAttributes("Material ID")]
public MaterialId materialId;
public MaterialId materialId; // matId above 3 are store in standard material gbuffer (2bit reserved)
[SurfaceDataAttributes("Ambient Occlusion")]
public float ambientOcclusion;

public float anisotropy; // anisotropic ratio(0->no isotropic; 1->full anisotropy in tangent direction)
[SurfaceDataAttributes("Metallic")]
public float metallic;
[SurfaceDataAttributes("Specular")]
public SpecularValue specular;
// SSS
[SurfaceDataAttributes("Subsurface Radius")]

// SpecColor
[SurfaceDataAttributes("Specular Color", false, true)]
public Vector3 specularColor;
// ClearCoat
[SurfaceDataAttributes("Coat Normal", true)]
public Vector3 coatNormalWS;
[SurfaceDataAttributes("Coat coverage")]
public float coatCoverage;
[SurfaceDataAttributes("Coat IOR")]
public float coatIOR; // Value is [0..1] for artists but the UI will display the value between [1..2]
};
//-----------------------------------------------------------------------------

// SpecColor
// fold into fresnel0
// ClearCoat
public Vector3 coatNormalWS;
public float coatCoverage;
public float coatIOR; // CoatIOR is in range[1..2] it is surfaceData + 1
};
//-----------------------------------------------------------------------------

62
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs.hlsl


//
#define MATERIALID_LIT_SSS (0)
#define MATERIALID_LIT_STANDARD (1)
#define MATERIALID_LIT_UNUSED0 (2)
#define MATERIALID_LIT_UNUSED1 (3)
#define MATERIALID_LIT_CLEAR_COAT (2)
#define MATERIALID_LIT_UNUSED (3)
#define MATERIALID_LIT_ANISO (4)
#define MATERIALID_LIT_SPECULAR (5)

#define MATERIALFEATUREFLAGS_LIT_SSS (1)
#define MATERIALFEATUREFLAGS_LIT_STANDARD (2)
#define MATERIALFEATUREFLAGS_LIT_UNUSED0 (4)
#define MATERIALFEATUREFLAGS_LIT_UNUSED1 (8)
#define MATERIALFEATUREFLAGS_LIT_CLEAR_COAT (4)
#define MATERIALFEATUREFLAGS_LIT_UNUSED (8)
// UnityEngine.Experimental.Rendering.HDPipeline.Lit+SpecularValue: static fields
// UnityEngine.Experimental.Rendering.HDPipeline.Lit+StandardDefinitions: static fields
#define SPECULARVALUE_WATER (0)
#define SPECULARVALUE_REGULAR (1)
#define SPECULARVALUE_GEMSTONE (2)
#define SPECULARVALUE_SPECULAR_COLOR (3)
#define GBUFFER_LIT_STANDARD_REGULAR_ID (0)
#define GBUFFER_LIT_STANDARD_SPECULAR_COLOR_ID (1)
#define GBUFFER_LIT_STANDARD_ANISOTROPIC_ID (2)
#define DEFAULT_SPECULAR_VALUE (0.04)
#define SKIN_SPECULAR_VALUE (0.028)
//
// UnityEngine.Experimental.Rendering.HDPipeline.Lit+SurfaceData: static fields

#define DEBUGVIEW_LIT_SURFACEDATA_TANGENT_WS (1006)
#define DEBUGVIEW_LIT_SURFACEDATA_ANISOTROPY (1007)
#define DEBUGVIEW_LIT_SURFACEDATA_METALLIC (1008)
#define DEBUGVIEW_LIT_SURFACEDATA_SPECULAR (1009)
#define DEBUGVIEW_LIT_SURFACEDATA_SUBSURFACE_RADIUS (1010)
#define DEBUGVIEW_LIT_SURFACEDATA_THICKNESS (1011)
#define DEBUGVIEW_LIT_SURFACEDATA_SUBSURFACE_PROFILE (1012)
#define DEBUGVIEW_LIT_SURFACEDATA_SPECULAR_COLOR (1013)
#define DEBUGVIEW_LIT_SURFACEDATA_SUBSURFACE_RADIUS (1009)
#define DEBUGVIEW_LIT_SURFACEDATA_THICKNESS (1010)
#define DEBUGVIEW_LIT_SURFACEDATA_SUBSURFACE_PROFILE (1011)
#define DEBUGVIEW_LIT_SURFACEDATA_SPECULAR_COLOR (1012)
#define DEBUGVIEW_LIT_SURFACEDATA_COAT_NORMAL_WS (1013)
#define DEBUGVIEW_LIT_SURFACEDATA_COAT_COVERAGE (1014)
#define DEBUGVIEW_LIT_SURFACEDATA_COAT_IOR (1015)
//
// UnityEngine.Experimental.Rendering.HDPipeline.Lit+TransmissionType: static fields

#define DEBUGVIEW_LIT_BSDFDATA_ENABLE_TRANSMISSION (1045)
#define DEBUGVIEW_LIT_BSDFDATA_USE_THIN_OBJECT_MODE (1046)
#define DEBUGVIEW_LIT_BSDFDATA_TRANSMITTANCE (1047)
#define DEBUGVIEW_LIT_BSDFDATA_COAT_NORMAL_WS (1048)
#define DEBUGVIEW_LIT_BSDFDATA_COAT_COVERAGE (1049)
#define DEBUGVIEW_LIT_BSDFDATA_COAT_IOR (1050)
//
// UnityEngine.Experimental.Rendering.HDPipeline.Lit+GBufferMaterial: static fields

float3 tangentWS;
float anisotropy;
float metallic;
int specular;
float3 coatNormalWS;
float coatCoverage;
float coatIOR;
};
// Generated from UnityEngine.Experimental.Rendering.HDPipeline.Lit+BSDFData

bool enableTransmission;
bool useThinObjectMode;
float3 transmittance;
float3 coatNormalWS;
float coatCoverage;
float coatIOR;
};
//

case DEBUGVIEW_LIT_SURFACEDATA_METALLIC:
result = surfacedata.metallic.xxx;
break;
case DEBUGVIEW_LIT_SURFACEDATA_SPECULAR:
result = GetIndexColor(surfacedata.specular);
break;
case DEBUGVIEW_LIT_SURFACEDATA_SUBSURFACE_RADIUS:
result = surfacedata.subsurfaceRadius.xxx;
break;

result = surfacedata.specularColor;
needLinearToSRGB = true;
break;
case DEBUGVIEW_LIT_SURFACEDATA_COAT_NORMAL_WS:
result = surfacedata.coatNormalWS * 0.5 + 0.5;
break;
case DEBUGVIEW_LIT_SURFACEDATA_COAT_COVERAGE:
result = surfacedata.coatCoverage.xxx;
break;
case DEBUGVIEW_LIT_SURFACEDATA_COAT_IOR:
result = surfacedata.coatIOR.xxx;
break;
}
}

break;
case DEBUGVIEW_LIT_BSDFDATA_TRANSMITTANCE:
result = bsdfdata.transmittance;
break;
case DEBUGVIEW_LIT_BSDFDATA_COAT_NORMAL_WS:
result = bsdfdata.coatNormalWS;
break;
case DEBUGVIEW_LIT_BSDFDATA_COAT_COVERAGE:
result = bsdfdata.coatCoverage.xxx;
break;
case DEBUGVIEW_LIT_BSDFDATA_COAT_IOR:
result = bsdfdata.coatIOR.xxx;
break;
}
}

485
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


// Use optimization of Precomputing LambdaV
// TODO: Test if this is a win
// #define LIT_USE_BSDF_PRE_LAMBDAV
// TODO: Check if anisotropy with a dynamic if on anisotropy > 0 is performant. Because it may mean we always calculate both isotropy and anisotropy case.
// Maybe we should always calculate anisotropy in case of standard ? Don't think the compile can optimize correctly.
// Area light textures specific constant
SamplerState ltc_linear_clamp_sampler;
// TODO: This one should be set into a constant Buffer at pass frequency (with _Screensize)
TEXTURE2D(_PreIntegratedFGD);

#define LTC_LUT_OFFSET (0.5 * rcp(LTC_LUT_SIZE))
#define MIN_N_DOT_V 0.0001 // The minimum value of 'NdotV'
// Subsurface scattering specific constant
#define SSS_WRAP_ANGLE (PI/12) // Used for wrap lighting
#define SSS_WRAP_LIGHT cos(PI/2 - SSS_WRAP_ANGLE)

/* 18 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_PUNCTUAL | LIGHTFEATUREFLAGS_ENV | MATERIALFEATUREFLAGS_LIT_SSS | MATERIALFEATUREFLAGS_LIT_STANDARD,
/* 19 */ LIGHT_FEATURE_MASK_FLAGS | MATERIALFEATUREFLAGS_LIT_SSS,
// Future usage
/* 20 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_PUNCTUAL | MATERIALFEATUREFLAGS_LIT_UNUSED0,
/* 21 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_AREA | MATERIALFEATUREFLAGS_LIT_UNUSED0,
/* 22 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_ENV | MATERIALFEATUREFLAGS_LIT_UNUSED0,
/* 23 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_PUNCTUAL | LIGHTFEATUREFLAGS_ENV | MATERIALFEATUREFLAGS_LIT_UNUSED0,
/* 24 */ LIGHT_FEATURE_MASK_FLAGS | MATERIALFEATUREFLAGS_LIT_UNUSED0,
// ClearCoat
/* 20 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_PUNCTUAL | MATERIALFEATUREFLAGS_LIT_CLEAR_COAT,
/* 21 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_AREA | MATERIALFEATUREFLAGS_LIT_CLEAR_COAT,
/* 22 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_ENV | MATERIALFEATUREFLAGS_LIT_CLEAR_COAT,
/* 23 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_PUNCTUAL | LIGHTFEATUREFLAGS_ENV | MATERIALFEATUREFLAGS_LIT_CLEAR_COAT,
/* 24 */ LIGHT_FEATURE_MASK_FLAGS | MATERIALFEATUREFLAGS_LIT_CLEAR_COAT,
/* 25 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_PUNCTUAL | MATERIALFEATUREFLAGS_LIT_UNUSED1,
/* 26 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_AREA | MATERIALFEATUREFLAGS_LIT_UNUSED1,
/* 27 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_ENV | MATERIALFEATUREFLAGS_LIT_UNUSED1,
/* 28 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_PUNCTUAL | LIGHTFEATUREFLAGS_ENV | MATERIALFEATUREFLAGS_LIT_UNUSED1,
/* 29 */ LIGHT_FEATURE_MASK_FLAGS | MATERIALFEATUREFLAGS_LIT_UNUSED1,
/* 25 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_PUNCTUAL | MATERIALFEATUREFLAGS_LIT_UNUSED,
/* 26 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_AREA | MATERIALFEATUREFLAGS_LIT_UNUSED,
/* 27 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_ENV | MATERIALFEATUREFLAGS_LIT_UNUSED,
/* 28 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_PUNCTUAL | LIGHTFEATUREFLAGS_ENV | MATERIALFEATUREFLAGS_LIT_UNUSED,
/* 29 */ LIGHT_FEATURE_MASK_FLAGS | MATERIALFEATUREFLAGS_LIT_UNUSED,
/* 30 */ LIGHT_FEATURE_MASK_FLAGS | MATERIAL_FEATURE_MASK_FLAGS, // Catch all case with MATERIAL_FEATURE_MASK_FLAGS is needed in case we disable material classification
};

return int(round(f * 3.0));
}
// For image based lighting, a part of the BSDF is pre-integrated.
// This is done both for specular and diffuse (in case of DisneyDiffuse)
void GetPreIntegratedFGD(float NdotV, float perceptualRoughness, float3 fresnel0, out float3 specularFGD, out float diffuseFGD)
{
// Pre-integrate GGX FGD
// _PreIntegratedFGD.x = Gv * (1 - Fc) with Fc = (1 - H.L)^5
// _PreIntegratedFGD.y = Gv * Fc
// Pre integrate DisneyDiffuse FGD:
// _PreIntegratedFGD.z = DisneyDiffuse
float3 preFGD = SAMPLE_TEXTURE2D_LOD(_PreIntegratedFGD, ltc_linear_clamp_sampler, float2(NdotV, perceptualRoughness), 0).xyz;
// f0 * Gv * (1 - Fc) + Gv * Fc
specularFGD = fresnel0 * preFGD.x + preFGD.y;
#ifdef LIT_DIFFUSE_LAMBERT_BRDF
diffuseFGD = 1.0;
#else
diffuseFGD = preFGD.z;
#endif
}
void ApplyDebugToSurfaceData(inout SurfaceData surfaceData)
{
#ifdef DEBUG_DISPLAY
if (_DebugLightingMode == DEBUGLIGHTINGMODE_SPECULAR_LIGHTING)
{
bool overrideSmoothness = _DebugLightingSmoothness.x != 0.0;
float overrideSmoothnessValue = _DebugLightingSmoothness.y;
if (overrideSmoothness)
{
surfaceData.perceptualSmoothness = overrideSmoothnessValue;
}
}
if (_DebugLightingMode == DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING)
{
surfaceData.baseColor = _DebugLightingAlbedo.xyz;
}
#endif
}
static const float3 convertSpecularToValue = float3(0.02, 0.04, 0.20);
void FillMaterialIdStandardData(float3 baseColor, int specular, float metallic, inout BSDFData bsdfData)
void FillMaterialIdStandardData(float3 baseColor, float metallic, inout BSDFData bsdfData)
float val = convertSpecularToValue[specular];
float val = DEFAULT_SPECULAR_VALUE;
bsdfData.fresnel0 = lerp(val.xxx, baseColor, metallic);
}

{
bsdfData.diffuseColor = baseColor;
// TODO take from subsurfaceProfile
bsdfData.fresnel0 = 0.04; // Should be 0.028 for the skin
bsdfData.fresnel0 = SKIN_SPECULAR_VALUE; // TODO take from subsurfaceProfile instead
bsdfData.thickness = _ThicknessRemaps[subsurfaceProfile].x +
_ThicknessRemaps[subsurfaceProfile].y * thickness;
bsdfData.thickness = _ThicknessRemaps[subsurfaceProfile].x + _ThicknessRemaps[subsurfaceProfile].y * thickness;
uint transmissionMode = BitFieldExtract(_TransmissionFlags, 2u, 2u * subsurfaceProfile);

}
}
void FillMaterialIdClearCoatData(float3 coatNormalWS, float coatCoverage, float coatIOR, inout BSDFData bsdfData)
{
bsdfData.coatNormalWS = lerp(bsdfData.normalWS, coatNormalWS, coatCoverage);
bsdfData.coatIOR = lerp(1.0, 1.0 + coatIOR, coatCoverage);
bsdfData.coatCoverage = coatCoverage;
}
// For image based lighting, a part of the BSDF is pre-integrated.
// This is done both for specular and diffuse (in case of DisneyDiffuse)
void GetPreIntegratedFGD(float NdotV, float perceptualRoughness, float3 fresnel0, out float3 specularFGD, out float diffuseFGD)
{
// Pre-integrate GGX FGD
// _PreIntegratedFGD.x = Gv * (1 - Fc) with Fc = (1 - H.L)^5
// _PreIntegratedFGD.y = Gv * Fc
// Pre integrate DisneyDiffuse FGD:
// _PreIntegratedFGD.z = DisneyDiffuse
float3 preFGD = SAMPLE_TEXTURE2D_LOD(_PreIntegratedFGD, ltc_linear_clamp_sampler, float2(NdotV, perceptualRoughness), 0).xyz;
// f0 * Gv * (1 - Fc) + Gv * Fc
specularFGD = fresnel0 * preFGD.x + preFGD.y;
#ifdef LIT_DIFFUSE_LAMBERT_BRDF
diffuseFGD = 1.0;
#else
diffuseFGD = preFGD.z;
#endif
}
void ApplyDebugToSurfaceData(inout SurfaceData surfaceData)
{
#ifdef DEBUG_DISPLAY
if (_DebugLightingMode == DEBUGLIGHTINGMODE_SPECULAR_LIGHTING)
{
bool overrideSmoothness = _DebugLightingSmoothness.x != 0.0;
float overrideSmoothnessValue = _DebugLightingSmoothness.y;
if (overrideSmoothness)
{
surfaceData.perceptualSmoothness = overrideSmoothnessValue;
}
}
if (_DebugLightingMode == DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING)
{
surfaceData.baseColor = _DebugLightingAlbedo.xyz;
}
#endif
}
//-----------------------------------------------------------------------------
// conversion function for forward
//-----------------------------------------------------------------------------

// IMPORTANT: In case of foward or gbuffer pass we must know what we are statically, so compiler can do compile time optimization
if (bsdfData.materialId == MATERIALID_LIT_STANDARD)
{
if (surfaceData.specular == SPECULARVALUE_SPECULAR_COLOR)
{
bsdfData.diffuseColor = surfaceData.baseColor;
bsdfData.fresnel0 = surfaceData.specularColor;
}
else
{
FillMaterialIdStandardData(surfaceData.baseColor, surfaceData.specular, surfaceData.metallic, bsdfData);
}
FillMaterialIdStandardData(surfaceData.baseColor, surfaceData.metallic, bsdfData);
}
else if (bsdfData.materialId == MATERIALID_LIT_SPECULAR)
{
// Note: Specular is not a material id but just a way to parameterize the standard materialid, thus we reset materialId to MATERIALID_LIT_STANDARD
bsdfData.materialId = MATERIALID_LIT_STANDARD;
bsdfData.diffuseColor = surfaceData.baseColor;
bsdfData.fresnel0 = surfaceData.specularColor;
FillMaterialIdStandardData(surfaceData.baseColor, surfaceData.specular, surfaceData.metallic, bsdfData);
FillMaterialIdStandardData(surfaceData.baseColor, surfaceData.metallic, bsdfData);
FillMaterialIdAnisoData(bsdfData.roughness, surfaceData.normalWS, surfaceData.tangentWS, surfaceData.anisotropy, bsdfData);
}
else if (bsdfData.materialId == MATERIALID_LIT_SSS)

else if (bsdfData.materialId == MATERIALID_LIT_CLEAR_COAT)
{
// When using clear coat we assume that bottom layer is regular
FillMaterialIdStandardData(surfaceData.baseColor, surfaceData.metallic, bsdfData);
FillMaterialIdClearCoatData(surfaceData.coatNormalWS, surfaceData.coatCoverage, surfaceData.coatIOR, bsdfData);
}
return bsdfData;
}

#endif
)
{
#if SHADEROPTIONS_PACK_GBUFFER_IN_U16
#if SHADEROPTIONS_PACK_GBUFFER_IN_U16
#endif
#endif
ApplyDebugToSurfaceData(surfaceData);

// We store perceptualRoughness instead of roughness because it save a sqrt ALU when decoding
// (as we want both perceptualRoughness and roughness for the lighting due to Disney Diffuse model)
// Encode normal on 20bit with oct compression + 2bit of sign
float2 octNormalWS = PackNormalOctEncode(surfaceData.normalWS);
float2 octNormalWS = PackNormalOctEncode((surfaceData.materialId == MATERIALID_LIT_CLEAR_COAT) ? surfaceData.coatNormalWS : surfaceData.normalWS);
// To have more precision encode the sign of xy in a separate uint
uint octNormalSign = (octNormalWS.x > 0.0 ? 1 : 0) + (octNormalWS.y > 0.0 ? 2 : 0);
// Store octNormalSign on two bits with perceptualRoughness

if (surfaceData.materialId == MATERIALID_LIT_STANDARD)
{
// Encode specular on two bit for the enum
// Note: we encode two parametrization at the same time, specularColor and metal/specular
if (surfaceData.specular == SPECULARVALUE_SPECULAR_COLOR)
{
outGBuffer2 = float4(surfaceData.specularColor, PackFloatInt8bit(0.0, surfaceData.specular, 4.0)); // As all is static, Pack function should produce the result compile time
}
else
{
// Note: it is important to setup anisotropy field to 0 else materialId will be anisotropic
outGBuffer2 = float4(float3(0.0, 0.0, 0.0), PackFloatInt8bit(surfaceData.metallic, surfaceData.specular, 4.0));
}
outGBuffer2 = float4(float3(0.0, 0.0, 0.0), PackFloatInt8bit(surfaceData.metallic, GBUFFER_LIT_STANDARD_REGULAR_ID, 4.0));
}
else if (surfaceData.materialId == MATERIALID_LIT_SPECULAR)
{
outGBuffer1.a = PackMaterialId(MATERIALID_LIT_STANDARD); // Encode MATERIALID_LIT_SPECULAR as MATERIALID_LIT_STANDARD + GBUFFER_LIT_STANDARD_SPECULAR_COLOR_ID value in GBuffer2
outGBuffer2 = float4(surfaceData.specularColor, PackFloatInt8bit(0.0, GBUFFER_LIT_STANDARD_SPECULAR_COLOR_ID, 4.0));
outGBuffer1.a = PackMaterialId(MATERIALID_LIT_STANDARD); // We save 1bit in gbuffer1 and use aniso value instead to detect we are aniso
outGBuffer1.a = PackMaterialId(MATERIALID_LIT_STANDARD); // Encode MATERIALID_LIT_SPECULAR as MATERIALID_LIT_STANDARD + GBUFFER_LIT_STANDARD_ANISOTROPIC_ID value in GBuffer2
// To be recognize as anisotropic material, we need to have anisotropy > 0 (Else artits can be confuse to not have anisotropic material in material classification), thus the max
outGBuffer2 = float4(octTangentWS * 0.5 + 0.5, max(surfaceData.anisotropy, 1.5 / 255.0), PackFloatInt8bit(surfaceData.metallic, surfaceData.specular, 4.0));
outGBuffer2 = float4(octTangentWS * 0.5 + 0.5, surfaceData.anisotropy, PackFloatInt8bit(surfaceData.metallic, GBUFFER_LIT_STANDARD_ANISOTROPIC_ID, 4.0));
outGBuffer2 = float4(surfaceData.subsurfaceRadius, surfaceData.thickness, 0, PackByte(surfaceData.subsurfaceProfile));
outGBuffer2 = float4(surfaceData.subsurfaceRadius, surfaceData.thickness, 0.0, PackByte(surfaceData.subsurfaceProfile));
}
else if (surfaceData.materialId == MATERIALID_LIT_CLEAR_COAT)
{
// In the cae of clear coat, we want more precision for the coat normal than for the bottom normal (as it is expected to be smooth). So swap the normal encoding storage in Gbuffer.
// It also allow to use clear coat normal for SSR
float2 octBottomNormalWS = PackNormalOctEncode(surfaceData.normalWS);
outGBuffer2 = float4(octBottomNormalWS * 0.5 + 0.5, surfaceData.coatCoverage, PackFloatInt8bit(surfaceData.coatIOR, (int)(surfaceData.metallic * 15.5f), 16.0) );
#if SHADEROPTIONS_PACK_GBUFFER_IN_U16
#if SHADEROPTIONS_PACK_GBUFFER_IN_U16
// Now pack all buffer into 2 uint buffer
// We don't have hardware sRGB to store base color in case we pack int u16, so rather than perform full sRGB encoding just use cheap gamma20

PackFloatToUInt(outGBuffer2.z, 8, 0) | PackFloatToUInt(outGBuffer2.w, 8, 8),
(packedGBuffer3 & 0x0000FFFF),
(packedGBuffer3 & 0xFFFF0000) >> 16);
#endif
#endif
}
float4 DecodeGBuffer0(GBufferType0 encodedGBuffer0)

// The code is also call from MaterialFeatureFlagsFromGBuffer, so must work fully dynamic if featureFlags is 0xFFFFFFFF
int supportsStandard = (featureFlags & (MATERIALFEATUREFLAGS_LIT_STANDARD | MATERIALFEATUREFLAGS_LIT_ANISO)) != 0;
int supportsSSS = (featureFlags & (MATERIALFEATUREFLAGS_LIT_SSS)) != 0;
int supportClearCoat = (featureFlags & (MATERIALFEATUREFLAGS_LIT_CLEAR_COAT)) != 0;
if (supportsStandard + supportsSSS > 1)
if (supportsStandard + supportsSSS + supportClearCoat > 1)
{
// only fetch materialid if it is not statically known from feature flags
bsdfData.materialId = UnpackMaterialId(inGBuffer1.a);

// materialid is statically known. this allows the compiler to eliminate a lot of code.
if (supportsStandard)
bsdfData.materialId = MATERIALID_LIT_STANDARD;
else // if (supportsSSS)
else if (supportsSSS)
else
bsdfData.materialId = MATERIALID_LIT_CLEAR_COAT;
int specular;
UnpackFloatInt8bit(inGBuffer2.a, 4.0, metallic, specular);
int materialIdExtent;
UnpackFloatInt8bit(inGBuffer2.a, 4.0, metallic, materialIdExtent);
if (specular == SPECULARVALUE_SPECULAR_COLOR)
if (materialIdExtent == GBUFFER_LIT_STANDARD_SPECULAR_COLOR_ID)
// Note: Specular is not a material id but just a way to parameterize the standard materialid, thus we reset materialId to MATERIALID_LIT_STANDARD
// For material classification it will be consider as Standard as well, thus no need to create special case
FillMaterialIdStandardData(baseColor, specular, metallic, bsdfData);
FillMaterialIdStandardData(baseColor, metallic, bsdfData);
FillMaterialIdStandardData(baseColor, specular, metallic, bsdfData);
FillMaterialIdStandardData(baseColor, metallic, bsdfData);
if (specular == SPECULARVALUE_SPECULAR_COLOR)
if (materialIdExtent == GBUFFER_LIT_STANDARD_SPECULAR_COLOR_ID)
// Note: Specular is not a material id but just a way to parameterize the standard materialid, thus we reset materialId to MATERIALID_LIT_STANDARD
// For material classification it will be consider as Standard as well, thus no need to create special case
else if (anisotropy > 0.0)
else if (materialIdExtent == GBUFFER_LIT_STANDARD_ANISOTROPIC_ID)
FillMaterialIdStandardData(baseColor, specular, metallic, bsdfData);
FillMaterialIdStandardData(baseColor, metallic, bsdfData);
else
else // GBUFFER_LIT_STANDARD_REGULAR_ID
FillMaterialIdStandardData(baseColor, specular, metallic, bsdfData);
FillMaterialIdStandardData(baseColor, metallic, bsdfData);
else // bsdfData.materialId == MATERIALID_LIT_SSS
else if (bsdfData.materialId == MATERIALID_LIT_SSS)
{
float subsurfaceRadius = inGBuffer2.x;
float thickness = inGBuffer2.y;

}
else //if (bsdfData.materialId == MATERIALID_LIT_CLEAR_COAT)
{
// We have swap the encoding of the normal to have more precision for coat normal as it is more smooth
float3 coatNormalWS = bsdfData.normalWS;
bsdfData.normalWS = UnpackNormalOctEncode(float2(inGBuffer2.rg * 2.0 - 1.0));
float coatCoverage = inGBuffer2.b;
float coatIOR;
int metallic;
UnpackFloatInt8bit(inGBuffer2.a, 16.0, coatIOR, metallic);
// When using clear coat we assume that bottom layer is regular
FillMaterialIdStandardData(baseColor, metallic / 15.0f, bsdfData);
FillMaterialIdClearCoatData(coatNormalWS, coatCoverage, coatIOR, bsdfData);
}
// Function call from the material classification compute shader
// Note that as we store materialId on two buffer (for anisotropy case), the code need to load 2 RGBA8 buffer
uint MaterialFeatureFlagsFromGBuffer(
#if SHADEROPTIONS_PACK_GBUFFER_IN_U16
GBufferType0 inGBufferU0,

void GetSurfaceDataDebug(uint paramId, SurfaceData surfaceData, inout float3 result, inout bool needLinearToSRGB)
{
GetGeneratedSurfaceDataDebug(paramId, surfaceData, result, needLinearToSRGB);
switch (paramId)
{
// TODO: Remap here!
case DEBUGVIEW_LIT_SURFACEDATA_SPECULAR:
result = surfaceData.specular.xxx;
break;
}
}
void GetBSDFDataDebug(uint paramId, BSDFData bsdfData, inout float3 result, inout bool needLinearToSRGB)

float BdotV;
float anisoGGXLambdaV;
// Clear coat
float coatNdotV;
float ieta;
float coatFresnel0;
float3 coatV;
float3 refractV; // The view vector refracted through clear coat interface
// IBL clear coat
float3 coatIblDirWS;
float3 specularFGD; // Store preconvoled BRDF for both specular and diffuse
float diffuseFGD;

float3x3 ltcTransformSpecular; // Inverse transformation for GGX (4x VGPRs)
float ltcMagnitudeDiffuse;
float3 ltcMagnitudeFresnel;
// area light clear coat
float3x3 ltcXformClearCoat; // TODO: make sure the compiler not wasting VGPRs on constants
float ltcClearCoatFresnelTerm;
float3x3 ltcCoatT;
// This is a refract - TODO: do we call original refract or this one, original maybe slightly emore expensive, to check
float3 ClearCoatTransform(float3 X, float3 N, float ieta)
{
float XdotN = saturate(dot(N, X));
return ieta * X + (sqrt(1 + ieta * ieta * (XdotN * XdotN - 1)) - ieta * XdotN) * N;
}
float NdotV = dot(bsdfData.normalWS, V);
if (bsdfData.materialId == MATERIALID_LIT_CLEAR_COAT)
{
float ieta = 1.0 / bsdfData.coatIOR; // inverse eta
preLightData.ieta = ieta;
preLightData.coatFresnel0 = Sqr(bsdfData.coatIOR - 1.0) / Sqr(bsdfData.coatIOR + 1.0);
preLightData.coatNdotV = dot(bsdfData.coatNormalWS, V);
// Clear coat IBL
// In the case of IBL we want shift a bit the normal that are not toward the viewver to reduce artifact
float3 coatIblNormalWS = GetViewShiftedNormal(bsdfData.coatNormalWS, V, preLightData.coatNdotV, MIN_N_DOT_V);
preLightData.coatIblDirWS = reflect(-V, coatIblNormalWS);
// Clear coat area light
float theta = FastACos(preLightData.coatNdotV);
float2 uv = LTC_LUT_OFFSET + LTC_LUT_SCALE * float2(0.0, theta * INV_HALF_PI); // Use Roughness of 0.0 for clearCoat roughness
// Get the inverse LTC matrix for GGX
// Note we load the matrix transpose (avoid to have to transpose it in shader)
preLightData.ltcXformClearCoat = 0.0;
preLightData.ltcXformClearCoat._m22 = 1.0;
preLightData.ltcXformClearCoat._m00_m02_m11_m20 = SAMPLE_TEXTURE2D_ARRAY_LOD(_LtcData, ltc_linear_clamp_sampler, uv, LTC_GGX_MATRIX_INDEX, 0);
float3 ltcMagnitude = SAMPLE_TEXTURE2D_ARRAY_LOD(_LtcData, ltc_linear_clamp_sampler, uv, LTC_MULTI_GGX_FRESNEL_DISNEY_DIFFUSE_INDEX, 0).rgb;
float ltcClearCoatFresnelMagnitudeDiff = ltcMagnitude.r; // The difference of magnitudes of GGX and Fresnel
float ltcClearCoatFresnelMagnitude = ltcMagnitude.g;
preLightData.ltcClearCoatFresnelTerm = preLightData.coatFresnel0 * ltcClearCoatFresnelMagnitudeDiff + ltcClearCoatFresnelMagnitude;
float3 iblNormalWS = GetViewShiftedNormal(bsdfData.normalWS, V, NdotV, MIN_N_DOT_V);
// TODO: Convert the area light with respect to Fresnel transmission
float3 N = bsdfData.coatNormalWS; // TODO : check with Laurentb
preLightData.ltcCoatT = float3x3( ieta + (1.0 - ieta) * N.x * N.x, 0.0 + (1.0 - ieta) * N.y * N.x, 0.0 + (1.0 - ieta) * N.z * N.x,
0.0 + (1.0 - ieta) * N.x * N.y, ieta + (1.0 - ieta) * N.y * N.y, 0.0 + (1.0 - ieta) * N.z * N.y,
0.0 + (1.0 - ieta) * N.x * N.z, 0.0 + (1.0 - ieta) * N.y * N.z, ieta + (1.0 - ieta) * N.z * N.z );
preLightData.NdotV = NdotV; // Store the unaltered (geometric) version
NdotV = max(NdotV, MIN_N_DOT_V); // Use the modified (clamped) version
// Modify V for following calculation
preLightData.refractV = ClearCoatTransform(V, bsdfData.coatNormalWS, ieta);
V = preLightData.refractV;
}
preLightData.NdotV = dot(bsdfData.normalWS, V); // Store the unaltered (geometric) version
float NdotV = preLightData.NdotV;
// In the case of IBL we want shift a bit the normal that are not toward the viewver to reduce artifact
float3 iblNormalWS = GetViewShiftedNormal(bsdfData.normalWS, V, NdotV, MIN_N_DOT_V); // Use non clamped NdotV
NdotV = max(NdotV, MIN_N_DOT_V); // Use the modified (clamped) version
preLightData.TdotV = 0;
preLightData.BdotV = 0;
preLightData.TdotV = 0.0;
preLightData.BdotV = 0.0;
if (bsdfData.materialId == MATERIALID_LIT_ANISO)
{
preLightData.TdotV = dot(bsdfData.tangentWS, V);

// IBL
GetPreIntegratedFGD(NdotV, bsdfData.perceptualRoughness, bsdfData.fresnel0, preLightData.specularFGD, preLightData.diffuseFGD);
preLightData.iblDirWS = GetSpecularDominantDir(iblNormalWS, iblR, bsdfData.roughness, NdotV);
preLightData.iblMipLevel = PerceptualRoughnessToMipmapLevel(bsdfData.perceptualRoughness);
if (bsdfData.materialId == MATERIALID_LIT_CLEAR_COAT)
{
// Update the roughness and the IBL miplevel
// Bottom layer is affected by upper layer BRDF, result can't be more sharp than input (it is to mimic what a path tracer will do)
float roughness = PerceptualRoughnessToRoughness(bsdfData.perceptualRoughness);
float shininess = Sqr(preLightData.ieta) * (2.0 / Sqr(roughness) - 2.0);
roughness = sqrt(2.0 / (shininess + 2.0));
preLightData.iblDirWS = GetSpecularDominantDir(iblNormalWS, iblR, roughness, NdotV);
preLightData.iblMipLevel = PerceptualRoughnessToMipmapLevel(RoughnessToPerceptualRoughness(roughness));
}
else
{
preLightData.iblDirWS = GetSpecularDominantDir(iblNormalWS, iblR, bsdfData.roughness, NdotV);
preLightData.iblMipLevel = PerceptualRoughnessToMipmapLevel(bsdfData.perceptualRoughness);
}
float theta = FastACos(NdotV);
float theta = FastACos(NdotV); // For Area light - UVs for sampling the LUTs
float2 uv = LTC_LUT_OFFSET + LTC_LUT_SCALE * float2(bsdfData.perceptualRoughness, theta * INV_HALF_PI);
// Note we load the matrix transpose (avoid to have to transpose it in shader)

preLightData.orthoBasisViewNormal[1] = normalize(cross(preLightData.orthoBasisViewNormal[2], preLightData.orthoBasisViewNormal[0]));
float3 ltcMagnitude = SAMPLE_TEXTURE2D_ARRAY_LOD(_LtcData, ltc_linear_clamp_sampler, uv, LTC_MULTI_GGX_FRESNEL_DISNEY_DIFFUSE_INDEX, 0).rgb;
float ltcGGXFresnelMagnitudeDiff = ltcMagnitude.r;
float ltcGGXFresnelMagnitudeDiff = ltcMagnitude.r; // The difference of magnitudes of GGX and Fresnel
float ltcGGXFresnelMagnitude = ltcMagnitude.g;
float ltcDisneyDiffuseMagnitude = ltcMagnitude.b;

// TODO: the fit seems rather poor. The scaling factor of 0.5 allows us
// to match the reference for rough metals, but further darkens dielectrics.
preLightData.ltcMagnitudeFresnel = bsdfData.fresnel0 * ltcGGXFresnelMagnitudeDiff + ltcGGXFresnelMagnitude;
if (bsdfData.materialId == MATERIALID_LIT_CLEAR_COAT)
{
// Change the Fresnel term to account for transmission through Clear Coat and reflection on the base layer
float F = F_Schlick(preLightData.coatFresnel0, preLightData.coatNdotV);
F = Sqr(-F * bsdfData.coatCoverage + 1.0);
F /= preLightData.ieta; //TODO: LaurentB why / ieta here and not for other lights ?
preLightData.ltcMagnitudeFresnel = F * bsdfData.fresnel0 * ltcGGXFresnelMagnitudeDiff + (float3)ltcGGXFresnelMagnitude;
}
else
{
preLightData.ltcMagnitudeFresnel = bsdfData.fresnel0 * ltcGGXFresnelMagnitudeDiff + (float3)ltcGGXFresnelMagnitude;
}
return preLightData;
}

out float3 diffuseLighting,
out float3 specularLighting)
{
float3 F = 1.0;
specularLighting = float3(0.0, 0.0, 0.0);
if (bsdfData.materialId == MATERIALID_LIT_CLEAR_COAT)
{
// Optimized math. Ref: PBR Diffuse Lighting for GGX + Smith Microsurfaces (slide 114).
float NdotL = saturate(dot(bsdfData.coatNormalWS, L));
float NdotV = preLightData.coatNdotV;
float LdotV = dot(L, V);
float invLenLV = rsqrt(abs(2 * LdotV + 2));
float NdotH = saturate((NdotL + NdotV) * invLenLV);
float LdotH = saturate(invLenLV * LdotV + invLenLV);
// Evaluate Fresnel on the Clear Coat
F = F_Schlick(preLightData.coatFresnel0, LdotH);
// TODO: No need to call D (to see with LaurentB) + question on * NdotL
specularLighting += F * D_GGX(NdotH, 0.01) * NdotL * bsdfData.coatCoverage;
// Change the Fresnel term to account for transmission through Clear Coat and reflection on the base layer
F = Sqr(-F * bsdfData.coatCoverage + 1.0);
// Change the Light and View direction to account for IOR change.
// Update the half vector accordingly
V = preLightData.refractV;
L = ClearCoatTransform(L, bsdfData.coatNormalWS, preLightData.ieta);
}
// Optimized math. Ref: PBR Diffuse Lighting for GGX + Smith Microsurfaces (slide 114).
float NdotL = saturate(dot(bsdfData.normalWS, L)); // Must have the same value without the clamp
float NdotV = preLightData.NdotV; // Get the unaltered (geometric) version

NdotV = max(NdotV, MIN_N_DOT_V); // Use the modified (clamped) version
float3 F = F_Schlick(bsdfData.fresnel0, LdotH);
F *= F_Schlick(bsdfData.fresnel0, LdotH);
// TODO: this way of handling aniso may not be efficient, or maybe with material classification, need to check perf here
// Maybe always using aniso maybe a win ?
if (bsdfData.materialId == MATERIALID_LIT_ANISO)
{
float3 H = (L + V) * invLenLV;

#endif
D = D_GGX(NdotH, bsdfData.roughness);
}
specularLighting = F * (Vis * D);
specularLighting += F * (Vis * D);
#ifdef LIT_DIFFUSE_LAMBERT_BRDF
float diffuseTerm = Lambert();

float ltcValue;
// Evaluate the diffuse part.
// Evaluate the diffuse part
{
ltcValue = LTCEvaluate(P1, P2, B, preLightData.ltcTransformDiffuse);
ltcValue *= lightData.diffuseScale;

diffuseLighting += EvaluateTransmission(bsdfData, ltcValue, 1);
}
// Evaluate the specular part.
// Evaluate the coat part
if (bsdfData.materialId == MATERIALID_LIT_CLEAR_COAT)
{
// TODO
// ltcValue = LTCEvaluate(P1, P2, B, preLightData.ltcXformClearCoat);
// ltcValue *= lightData.specularScale;
// specularLighting = preLightData.ltcClearCoatFresnelTerm * (ltcValue * bsdfData.coatCoverage);
}
// Evaluate the specular part
specularLighting = preLightData.ltcMagnitudeFresnel * ltcValue;
specularLighting += preLightData.ltcMagnitudeFresnel * ltcValue;
}
// Save ALU by applying 'lightData.color' only once.

float ltcValue;
// Evaluate the diffuse part.
// Evaluate the diffuse part
{
// Polygon irradiance in the transformed configuration.
ltcValue = PolygonIrradiance(mul(lightVerts, preLightData.ltcTransformDiffuse));

diffuseLighting += EvaluateTransmission(bsdfData, ltcValue, 1);
}
// Evaluate the specular part.
// Evaluate the coat part
if (bsdfData.materialId == MATERIALID_LIT_CLEAR_COAT)
{
// TODO
// ltcValue = LTCEvaluate(lightVerts, V, bsdfData.coatNormalWS, preLightData.coatNdotV, preLightData.ltcXformClearCoat);
// specularLighting = preLightData.ltcClearCoatFresnelTerm * (ltcValue * bsdfData.coatCoverage);
// modify matL value based on Fresnel transmission
// matL = mul(matL, preLightData.ltcCoatT);
// V = preLightData.refractV;
}
// Evaluate the specular part
specularLighting = preLightData.ltcMagnitudeFresnel * ltcValue;
specularLighting += preLightData.ltcMagnitudeFresnel * ltcValue;
}
// Save ALU by applying 'lightData.color' only once.

// We use this formulation as it is the one of legacy unity that was using only AABB box.
float3 R = preLightData.iblDirWS;
float3 coatR = preLightData.coatIblDirWS;
if (lightData.envShapeType == ENVSHAPETYPE_BOX)
if (lightData.envShapeType == ENVSHAPETYPE_SPHERE)
{
float3 dirLS = mul(R, worldToLocal);
float sphereOuterDistance = lightData.innerDistance.x + lightData.blendDistance;
float dist = SphereRayIntersectSimple(positionLS, dirLS, sphereOuterDistance);
R = (positionWS + dist * R) - lightData.positionWS;
// Test again for clear code
if (bsdfData.materialId == MATERIALID_LIT_CLEAR_COAT)
{
dirLS = mul(coatR, worldToLocal);
dist = SphereRayIntersectSimple(positionLS, dirLS, sphereOuterDistance);
coatR = (positionWS + dist * coatR) - lightData.positionWS;
}
}
else if (lightData.envShapeType == ENVSHAPETYPE_BOX)
{
float3 dirLS = mul(R, worldToLocal);
float3 boxOuterDistance = lightData.innerDistance + float3(lightData.blendDistance, lightData.blendDistance, lightData.blendDistance);

R = (positionWS + dist * R) - lightData.positionWS;
// TODO: add distance based roughness
}
else if (lightData.envShapeType == ENVSHAPETYPE_SPHERE)
{
float3 dirLS = mul(R, worldToLocal);
float sphereOuterDistance = lightData.innerDistance.x + lightData.blendDistance;
float dist = SphereRayIntersectSimple(positionLS, dirLS, sphereOuterDistance);
R = (positionWS + dist * R) - lightData.positionWS;
// Test again for clear code
if (bsdfData.materialId == MATERIALID_LIT_CLEAR_COAT)
{
dirLS = mul(coatR, worldToLocal);
dist = BoxRayIntersectSimple(positionLS, dirLS, -boxOuterDistance, boxOuterDistance);
coatR = (positionWS + dist * coatR) - lightData.positionWS;
}
}
// 2. Apply the influence volume (Box volume is used for culling whatever the influence shape)

// Smooth weighting
weight.x = 0.0;
weight.y = smoothstep01(weight.y);
weight.y = Smoothstep01(weight.y);
float3 F = 1.0;
specularLighting = float3(0.0, 0.0, 0.0);
// Evaluate the Clear Coat component if needed and change the BSDF roughness to match Fresnel transmission
if (bsdfData.materialId == MATERIALID_LIT_CLEAR_COAT)
{
F = F_Schlick(preLightData.coatFresnel0, preLightData.coatNdotV);
// Evaluate the Clear Coat color
float4 preLD = SampleEnv(lightLoopContext, lightData.envIndex, coatR, 0.0);
specularLighting += F * preLD.rgb * bsdfData.coatCoverage;
// Change the Fresnel term to account for transmission through Clear Coat and reflection on the base layer.
F = Sqr(-F * bsdfData.coatCoverage + 1.0);
}
specularLighting = preLD.rgb * preLightData.specularFGD;
specularLighting += F * preLD.rgb * preLightData.specularFGD;
// Apply specular occlusion on it
specularLighting *= bsdfData.specularOcclusion * GetSpecularOcclusion(preLightData.NdotV, lightLoopContext.ambientOcclusion, bsdfData.roughness);

7
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader


_Thickness("Thickness", Range(0.0, 1.0)) = 1.0
_ThicknessMap("Thickness Map", 2D) = "white" {}
_CoatCoverage("Coat Coverage", Range(0.0, 1.0)) = 1.0
_CoatIOR("Coat IOR", Range(0.0, 1.0)) = 0.5
_SpecularColor("SpecularColor", Color) = (1, 1, 1, 1)
_SpecularColorMap("SpecularColorMap", 2D) = "white" {}

[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0
// Note: 2 and 3 are currently unused
[Enum(Subsurface Scattering, 0, Standard, 1, Anisotropy, 4, Specular Color, 5)] _MaterialID("MaterialId", Int) = 1 // MaterialId.RegularLighting
[Enum(Subsurface Scattering, 0, Standard, 1, ClearCoat, 2, Anisotropy, 4, Specular Color, 5)] _MaterialID("MaterialId", Int) = 1 // MaterialId.RegularLighting
[ToggleOff] _EnablePerPixelDisplacement("Enable per pixel displacement", Float) = 0.0
_PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5

// MaterialId are used as shader feature to allow compiler to optimize properly
// Note _MATID_STANDARD is not define as there is always the default case "_". We assign default as _MATID_STANDARD, so we never test _MATID_STANDARD
#pragma shader_feature _ _MATID_SSS _MATID_ANISO _MATID_SPECULAR
#pragma shader_feature _ _MATID_SSS _MATID_ANISO _MATID_SPECULAR _MATID_CLEARCOAT
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl


// Init other parameters
surfaceData.materialId = 1; // MaterialId.LitStandard
surfaceData.anisotropy = 0;
surfaceData.specular = 0.04;
surfaceData.coatNormalWS = float3(0.0, 0.0, 0.0);
surfaceData.coatCoverage = 0.0f;
surfaceData.coatIOR = 0.5;
GetNormalAndTangentWS(input, V, normalTS, surfaceData.normalWS, surfaceData.tangentWS);
// Done one time for all layered - cumulate with spec occ alpha for now

24
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl


#elif defined(_MATID_ANISO)
surfaceData.materialId = MATERIALID_LIT_ANISO;
#elif defined(_MATID_SPECULAR)
surfaceData.materialId = MATERIALID_LIT_STANDARD; // Specular is not a different BRDF, it is just different parametrization, do'nt do a separate matId for it
surfaceData.materialId = MATERIALID_LIT_SPECULAR;
#elif defined(_MATID_CLEARCOAT)
surfaceData.materialId = MATERIALID_LIT_CLEAR_COAT;
#else // Default
surfaceData.materialId = MATERIALID_LIT_STANDARD;
#endif

#endif
surfaceData.anisotropy *= ADD_IDX(_Anisotropy);
// This surfaceData.specular must be static to allow the compiler to optimize the code when converting / encoding the values
#ifdef _MATID_SPECULAR
surfaceData.specular = SPECULARVALUE_SPECULAR_COLOR;
#else
surfaceData.specular = SPECULARVALUE_REGULAR;
#endif
surfaceData.subsurfaceProfile = _SubsurfaceProfile;
surfaceData.subsurfaceRadius = _SubsurfaceRadius;
surfaceData.thickness = _Thickness;

surfaceData.specularColor *= SAMPLE_UVMAPPING_TEXTURE2D(_SpecularColorMap, sampler_SpecularColorMap, layerTexCoord.base).rgb;
#endif
surfaceData.coatNormalWS = input.worldToTangent[2].xyz; // Assign vertex normal
surfaceData.coatCoverage = _CoatCoverage;
surfaceData.coatIOR = _CoatIOR;
surfaceData.materialId = 1; // MaterialId.LitStandard
surfaceData.materialId = MATERIALID_LIT_STANDARD;
// Note: any parameters set here must also be set in GetSurfaceAndBuiltinData() layer version
surfaceData.specular = 0.0;
surfaceData.coatNormalWS = float3(0.0, 0.0, 0.0);
surfaceData.coatCoverage = 0.0f;
surfaceData.coatIOR = 0.5;
#endif // #if !defined(LAYERED_LIT_SHADER)

3
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl


float _SubsurfaceRadius;
float _Thickness;
float _CoatCoverage;
float _CoatIOR;
float4 _SpecularColor;
float _TexWorldScale;

7
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader


_Thickness("Thickness", Range(0.0, 1.0)) = 1.0
_ThicknessMap("Thickness Map", 2D) = "white" {}
_CoatCoverage("Coat Coverage", Range(0.0, 1.0)) = 1.0
_CoatIOR("Coat IOR", Range(0.0, 1.0)) = 0.5
_SpecularColor("SpecularColor", Color) = (1, 1, 1, 1)
_SpecularColorMap("SpecularColorMap", 2D) = "white" {}

[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0
// Note: 2 and 3 are currently unused
[Enum(Subsurface Scattering, 0, Standard, 1, Anisotropy, 4, Specular Color, 5)] _MaterialID("MaterialId", Int) = 1 // MaterialId.RegularLighting
[Enum(Subsurface Scattering, 0, Standard, 1, ClearCoat, 2, Anisotropy, 4, Specular Color, 5)] _MaterialID("MaterialId", Int) = 1 // MaterialId.RegularLighting
[ToggleOff] _EnablePerPixelDisplacement("Enable per pixel displacement", Float) = 0.0
_PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5

// MaterialId are used as shader feature to allow compiler to optimize properly
// Note _MATID_STANDARD is not define as there is always the default case "_". We assign default as _MATID_STANDARD, so we never test _MATID_STANDARD
#pragma shader_feature _ _MATID_SSS _MATID_ANISO _MATID_SPECULAR
#pragma shader_feature _ _MATID_SSS _MATID_ANISO _MATID_SPECULAR _MATID_CLEARCOAT
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED

122
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SSSProfile/FoliageSSSProfile.asset


m_Script: {fileID: 11500000, guid: a6e7465350bf0d248b4799d98e18cd24, type: 3}
m_Name: FoliageSSSProfile
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scatteringDistance: {r: 0.75735295, g: 0.7008203, b: 0.24502596, a: 1}
transmissionTint: {r: 1, g: 1, b: 1, a: 1}
texturingMode: 0
transmissionMode: 1
thicknessRemap: {x: 0, y: 0.2873168}
worldScale: 1
settingsIndex: 1
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m_FilterKernelFarField:
- {x: 0.036647703, y: 1.5641627}
- {x: 0.113649175, y: 1.671985}
- {x: 0.19610003, y: 1.7934121}
- {x: 0.28470552, y: 1.9309369}
- {x: 0.38030306, y: 2.0876582}
- {x: 0.48389605, y: 2.2674706}
- {x: 0.5966971, y: 2.4753277}
- {x: 0.72018707, y: 2.717616}
- {x: 0.85619545, y: 3.0026984}
- {x: 1.0070126, y: 3.3417335}
- {x: 1.1755506, y: 3.749937}
- {x: 1.3655809, y: 4.248627}
- {x: 1.5821002, y: 4.868682}
- {x: 1.8319175, y: 5.6567397}
- {x: 2.1246579, y: 6.6871305}
- {x: 2.4745958, y: 8.086858}
- {x: 2.9043517, y: 10.094101}
- {x: 3.4533012, y: 13.217383}
- {x: 4.20053, y: 18.777578}
- {x: 5.349281, y: 31.61934}
- {x: 7.839332, y: 95.36225}
texturingMode: 0
enableTransmission: 1
enableThinObject: 1
tintColor: {r: 1, g: 1, b: 1, a: 1}
thicknessRemap: {x: 0, y: 0.2873168}
settingsIndex: 0
m_FilterKernel:
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.00000001629312}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.034422863}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.07085508}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.112142384}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.16452742}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.25364923}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.03442289}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.07085508}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.11214242}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.16452742}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.2536493}
m_HalfRcpVariances:
- {x: 49.999992, y: 49.999992, z: 49.999992}
- {x: 12.499998, y: 12.499998, z: 12.499998}
m_HalfRcpWeightedVariances: {x: 22.222221, y: 22.222221, z: 22.222221, w: 22.222221}
m_HalfRcpWeightedVariances: {x: 2.4691355, y: 2.4691355, z: 2.4691355, w: 2.4691355}
m_FilterKernelBasic:
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.000000048879357}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.11381993}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.23580086}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.37865555}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.57677805}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -1.3907351}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.11382001}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.23580086}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.37865555}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.57677805}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 1.3907368}

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SSSProfile/SkinSSSProfile.asset


m_EditorClassIdentifier:
scatteringDistance: {r: 0.758, g: 0.321, b: 0.201, a: 1}
transmissionTint: {r: 0.7568628, g: 0.32156864, b: 0.20000002, a: 1}
texturingMode: 0
texturingMode: 1
m_MaxRadius: 10.03481
m_MaxRadius: 7.84603
m_FilterKernelNearField:
- {x: 0.013865918, y: 1.5345725}
- {x: 0.04211352, y: 1.5729346}

3
Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SceneSettings.cs


{
public CommonSettings commonSettings
{
set { m_CommonSettings = value; }
set { m_SkySettings = value; }
set { m_SsaoSettings = value; }
get { return m_SsaoSettings; }
}

191
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Editor/ProceduralSkyEditor.cs


namespace UnityEngine.Experimental.Rendering.HDPipeline
{
//[CanEditMultipleObjects]
//[CustomEditor(typeof(ProceduralSkyParameters))]
//public class ProceduralSkyParametersEditor
// : Editor
//{
// private class Styles
// {
// public readonly GUIContent skyHDRI = new GUIContent("HDRI");
// public readonly GUIContent skyResolution = new GUIContent("Resolution");
// public readonly GUIContent skyExposure = new GUIContent("Exposure");
// public readonly GUIContent skyRotation = new GUIContent("Rotation");
// public readonly GUIContent skyMultiplier = new GUIContent("Multiplier");
// }
[CanEditMultipleObjects]
[CustomEditor(typeof(ProceduralSkySettings))]
public class ProceduralSkySettingsEditor : Editor
{
private float heightFogFalloff = 1.0f;
private float heightFogHeight = 0.0f;
private class Styles
{
public readonly GUIContent skyHDRI = new GUIContent("HDRI");
public readonly GUIContent skyResolution = new GUIContent("Resolution");
public readonly GUIContent skyExposure = new GUIContent("Exposure");
public readonly GUIContent skyRotation = new GUIContent("Rotation");
public readonly GUIContent skyMultiplier = new GUIContent("Multiplier");
public readonly GUIContent lightingOverride = new GUIContent("Lighting Override", "If a lighting override cubemap is provided, this cubemap will be used to compute lighting instead of the result from the visible sky.");
}
private static Styles s_Styles = null;
private static Styles styles
{
get
{
if (s_Styles == null)
s_Styles = new Styles();
return s_Styles;
}
}
private SerializedProperty m_SkyHDRI;
private SerializedProperty m_SkyResolution;
private SerializedProperty m_SkyExposure;
private SerializedProperty m_SkyMultiplier;
private SerializedProperty m_SkyRotation;
private SerializedProperty m_LightingOverride;
private SerializedProperty m_updateMode;
private SerializedProperty m_updatePeriod;
private SerializedProperty m_worldScaleExponent;
private SerializedProperty m_maxSkyDistance;
private SerializedProperty m_worldMieColorIntensity;
private SerializedProperty m_worldMieColorRamp;
private SerializedProperty m_worldMieDensity;
private SerializedProperty m_worldMieNearScatterPush;
private SerializedProperty m_worldMiePhaseAnisotropy;
private SerializedProperty m_worldRayleighColorIntensity;
private SerializedProperty m_worldRayleighColorRamp;
private SerializedProperty m_worldRayleighDensity;
private SerializedProperty m_worldRayleighNearScatterPush;
private SerializedProperty m_heightSeaLevel;
private SerializedProperty m_heightDistance;
private SerializedProperty m_heightMieDensity;
private SerializedProperty m_heightMieNearScatterPush;
private SerializedProperty m_heightRayleighColor;
private SerializedProperty m_heightRayleighDensity;
private SerializedProperty m_heightRayleighIntensity;
private SerializedProperty m_heightRayleighNearScatterPush;
void OnEnable()
{
m_SkyHDRI = serializedObject.FindProperty("skyHDRI");
m_SkyResolution = serializedObject.FindProperty("resolution");
m_SkyExposure = serializedObject.FindProperty("exposure");
m_SkyMultiplier = serializedObject.FindProperty("multiplier");
m_SkyRotation = serializedObject.FindProperty("rotation");
m_updateMode = serializedObject.FindProperty("updateMode");
m_updatePeriod = serializedObject.FindProperty("updatePeriod");
m_LightingOverride = serializedObject.FindProperty("lightingOverride");
m_maxSkyDistance = serializedObject.FindProperty("maxSkyDistance");
m_worldScaleExponent = serializedObject.FindProperty("worldScaleExponent");
m_worldMieColorIntensity = serializedObject.FindProperty("worldMieColorIntensity");
m_worldMieColorRamp = serializedObject.FindProperty("worldMieColorRamp");
m_worldMieDensity = serializedObject.FindProperty("worldMieDensity");
m_worldMieNearScatterPush = serializedObject.FindProperty("worldMieNearScatterPush");
m_worldMiePhaseAnisotropy = serializedObject.FindProperty("worldMiePhaseAnisotropy");
m_worldRayleighColorIntensity = serializedObject.FindProperty("worldRayleighColorIntensity");
m_worldRayleighColorRamp = serializedObject.FindProperty("worldRayleighColorRamp");
m_worldRayleighDensity = serializedObject.FindProperty("worldRayleighDensity");
m_worldRayleighNearScatterPush = serializedObject.FindProperty("worldRayleighNearScatterPush");
m_heightSeaLevel = serializedObject.FindProperty("heightSeaLevel");
m_heightDistance = serializedObject.FindProperty("heightDistance");
m_heightMieDensity = serializedObject.FindProperty("heightMieDensity");
m_heightMieNearScatterPush = serializedObject.FindProperty("heightMieNearScatterPush");
m_heightRayleighColor = serializedObject.FindProperty("heightRayleighColor");
m_heightRayleighDensity = serializedObject.FindProperty("heightRayleighDensity");
m_heightRayleighIntensity = serializedObject.FindProperty("heightRayleighIntensity");
m_heightRayleighNearScatterPush = serializedObject.FindProperty("heightRayleighNearScatterPush");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
// private static Styles s_Styles = null;
// private static Styles styles
// {
// get
// {
// if (s_Styles == null)
// s_Styles = new Styles();
// return s_Styles;
// }
// }
EditorGUILayout.LabelField(new GUIContent("Skydome"), EditorStyles.boldLabel);
EditorGUILayout.PropertyField(m_SkyHDRI, styles.skyHDRI);
EditorGUILayout.PropertyField(m_SkyResolution, styles.skyResolution);
EditorGUILayout.PropertyField(m_SkyExposure, styles.skyExposure);
EditorGUILayout.PropertyField(m_SkyMultiplier, styles.skyMultiplier);
EditorGUILayout.PropertyField(m_SkyRotation, styles.skyRotation);
EditorGUILayout.PropertyField(m_updateMode);
EditorGUILayout.PropertyField(m_updatePeriod);
EditorGUILayout.PropertyField(m_LightingOverride, styles.lightingOverride);
EditorGUILayout.Space();
EditorGUILayout.LabelField(new GUIContent("Atmosphere"), EditorStyles.boldLabel);
EditorGUILayout.PropertyField(m_worldMieDensity, new GUIContent("Density"));
m_worldRayleighDensity.floatValue = m_worldMieDensity.floatValue;
EditorGUILayout.PropertyField(m_worldScaleExponent, new GUIContent("Global scale"));
EditorGUILayout.PropertyField(m_maxSkyDistance, new GUIContent("Sky distance"));
EditorGUILayout.Space();
EditorGUILayout.PropertyField(m_worldMieColorRamp);
EditorGUILayout.PropertyField(m_worldMieColorIntensity);
EditorGUILayout.PropertyField(m_worldMieNearScatterPush);
EditorGUILayout.PropertyField(m_worldMiePhaseAnisotropy);
EditorGUILayout.Space();
EditorGUILayout.PropertyField(m_worldRayleighColorRamp);
EditorGUILayout.PropertyField(m_worldRayleighColorIntensity);
//EditorGUILayout.PropertyField(m_worldRayleighDensity);
EditorGUILayout.PropertyField(m_worldRayleighNearScatterPush);
EditorGUILayout.Space();
EditorGUILayout.LabelField(new GUIContent("Height fog"), EditorStyles.boldLabel);
// private SerializedProperty m_SkyHDRI;
// private SerializedProperty m_SkyResolution;
// private SerializedProperty m_SkyExposure;
// private SerializedProperty m_SkyMultiplier;
// private SerializedProperty m_SkyRotation;
heightFogHeight = EditorGUILayout.FloatField(new GUIContent("Height"), heightFogHeight);
EditorGUILayout.PropertyField(m_heightDistance, new GUIContent("Falloff"));
// void OnEnable()
// {
// m_SkyHDRI = serializedObject.FindProperty("skyHDRI");
// m_SkyResolution = serializedObject.FindProperty("resolution");
// m_SkyExposure = serializedObject.FindProperty("exposure");
// m_SkyMultiplier = serializedObject.FindProperty("multiplier");
// m_SkyRotation = serializedObject.FindProperty("rotation");
// }
m_heightSeaLevel.floatValue = heightFogHeight + m_heightDistance.floatValue * 2.0f - 2.0f;
EditorGUILayout.PropertyField(m_heightMieDensity, new GUIContent("Density"));
m_heightRayleighDensity.floatValue = m_heightMieDensity.floatValue;
// public override void OnInspectorGUI()
// {
// serializedObject.Update();
EditorGUILayout.PropertyField(m_heightMieNearScatterPush);
EditorGUILayout.PropertyField(m_heightRayleighColor);
//EditorGUILayout.PropertyField(m_heightRayleighDensity);
EditorGUILayout.PropertyField(m_heightRayleighIntensity);
EditorGUILayout.PropertyField(m_heightRayleighNearScatterPush);
// EditorGUILayout.PropertyField(m_SkyHDRI, styles.skyHDRI);
// EditorGUILayout.PropertyField(m_SkyResolution, styles.skyResolution);
// EditorGUILayout.PropertyField(m_SkyExposure, styles.skyExposure);
// EditorGUILayout.PropertyField(m_SkyMultiplier, styles.skyMultiplier);
// EditorGUILayout.PropertyField(m_SkyRotation, styles.skyRotation);
//base.DrawDefaultInspector();
// serializedObject.ApplyModifiedProperties();
// }
//}
serializedObject.ApplyModifiedProperties();
}
}
}

23
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs


m_SkyboxCubemapRT = new RenderTexture(resolution, resolution, 0, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear);
m_SkyboxCubemapRT.dimension = TextureDimension.Cube;
m_SkyboxCubemapRT.useMipMap = true;
m_SkyboxCubemapRT.autoGenerateMips = true; // Generate regular mipmap for filtered importance sampling
m_SkyboxCubemapRT.autoGenerateMips = false; // We will generate regular mipmap for filtered importance sampling manually
m_SkyboxCubemapRT.filterMode = FilterMode.Trilinear;
m_SkyboxCubemapRT.Create();

Utilities.SetRenderTarget(builtinParams.commandBuffer, target, ClearFlag.ClearNone, 0, (CubemapFace)i);
m_Renderer.RenderSky(builtinParams, skySettings, true);
}
// Generate mipmap for our cubemap
Debug.Assert(target.autoGenerateMips == false);
builtinParams.commandBuffer.GenerateMips(target);
}
private void BlitCubemap(CommandBuffer cmd, Cubemap source, RenderTexture dest)

cmd.DrawProcedural(Matrix4x4.identity, m_BlitCubemapMaterial, 0, MeshTopology.Triangles, 3, 1, propertyBlock);
}
// Generate mipmap for our cubemap
Debug.Assert(dest.autoGenerateMips == false);
cmd.GenerateMips(dest);
}
private void RenderCubemapGGXConvolution(CommandBuffer cmd, BuiltinSkyParameters builtinParams, SkySettings skyParams, Texture input, RenderTexture target)

public void UpdateEnvironment(HDCamera camera, Light sunLight, CommandBuffer cmd)
{
// We need one frame delay for this update to work since DynamicGI.UpdateEnvironment is executed direclty but the renderloop is not (so we need to wait for the sky texture to be rendered first)
// We need one frame delay for this update to work since DynamicGI.UpdateEnvironment is executed directly but the renderloop is not (so we need to wait for the sky texture to be rendered first)
if (m_NeedLowLevelUpdateEnvironment)
{
using (new Utilities.ProfilingSample("DynamicGI.UpdateEnvironment", cmd))

m_UpdatedFramesRequired--;
m_SkyParametersHash = skySettings.GetHash();
m_CurrentUpdateTime = 0.0f;
//#if UNITY_EDITOR
// m_SkyboxCubemapRT.imageContentsHash = new Hash128((uint)skySettings.GetHash(), 0, 0, 0);
//#endif
#if UNITY_EDITOR
// In the editor when we change the sky we want to make the GI dirty so when baking again the new sky is taken into account.
// Changing the hash of the rendertarget allow to say that GI is dirty
m_SkyboxCubemapRT.imageContentsHash = new Hash128((uint)skySettings.GetHash(), 0, 0, 0);
#endif
if(m_SkyParametersHash != 0)
if (m_SkyParametersHash != 0)
{
using (new Utilities.ProfilingSample("Reset Sky Environment", cmd))
{

// Flip texture.
// Temporarily disabled until proper API reaches trunk
Graphics.Blit(temp, tempRT, new Vector2(1.0f, -1.0f), new Vector2(0.0f, 0.0f));
result.ReadPixels(new Rect(0, 0, resolution * 6, resolution), 0, 0);
result.Apply();

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkySettings.cs


public abstract class SkySettings : ScriptableObject
{
protected class Unhashed : System.Attribute {}
[Range(0,360)]
public float rotation = 0.0f;
public float exposure = 0.0f;
public float multiplier = 1.0f;

13
Assets/ScriptableRenderPipeline/ShaderLibrary/Common.hlsl


return rad * 180.0 / PI;
}
// Square functions for cleaner code
float Sqr(float x)
{
return x * x;
}
float3 Sqr(float3 x)
{
return x * x;
}
// Acos in 14 cycles.
// Ref: https://seblagarde.wordpress.com/2014/12/01/inverse-trigonometric-functions-gpu-optimization-for-amd-gcn-architecture/
float FastACos(float inX)

}
// Same as smoothstep except it assume 0, 1 interval for x
float smoothstep01(float x)
float Smoothstep01(float x)
{
return x * x * (3.0 - (2.0 * x));
}

4
Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth1_0.mat


m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_Name: Mat_smooth1_1
m_Name: Mat_smooth1_0
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
m_ShaderKeywords: _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 1

- _Anisotropy: 0
- _BlendMode: 0
- _BumpScale: 1
- _CoatCoverage: 1
- _CoatIOR: 0.5
- _CullMode: 2
- _Cutoff: 0.5
- _DepthOffsetEnable: 0

4
Assets/TestScenes/HDTest/GraphicTest/SSS/Materials/SSSHead.mat


- _Anisotropy: 0
- _BlendMode: 0
- _BumpScale: 1
- _CoatCoverage: 1
- _CoatIOR: 0.5
- _CullMode: 2
- _Cutoff: 0.5
- _DepthOffsetEnable: 0

- _SrcBlend: 1
- _StencilRef: 1
- _Stiffness: 1
- _SubsurfaceProfile: 4
- _SubsurfaceProfile: 0
- _SubsurfaceRadius: 1
- _SurfaceType: 0
- _TexWorldScale: 1

6
Assets/TestScenes/HDTest/GraphicTest/Two Sided/Material/GroundLeaf_DoubleSidedFlipSSS.mat


- _Anisotropy: 0
- _BlendMode: 0
- _BumpScale: 1
- _CoatCoverage: 1
- _CoatIOR: 0.5
- _CullMode: 0
- _Cutoff: 0.5
- _DepthOffsetEnable: 0

- _SrcBlend: 1
- _StencilRef: 1
- _Stiffness: 1
- _SubsurfaceProfile: 0
- _SubsurfaceProfile: 1
- _SubsurfaceRadius: 1
- _SurfaceType: 0
- _TessellationBackFaceCullEpsilon: -0.375

- _TessellationObjectScale: 0
- _TessellationShapeFactor: 0.75
- _TexWorldScale: 1
- _Thickness: 0.5
- _Thickness: 1
- _UVBase: 0
- _UVDetail: 0
- _UVMappingPlanar: 0

408
Assets/TestScenes/HDTest/HDRenderLoopTest.unity
文件差异内容过多而无法显示
查看文件

2
Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s05.mat


- _Anisotropy: 0
- _BlendMode: 0
- _BumpScale: 1
- _CoatCoverage: 1
- _CoatIOR: 0.5
- _CullMode: 2
- _Cutoff: 0.5
- _DepthOffsetEnable: 0

2
Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s06.mat


- _Anisotropy: 0
- _BlendMode: 0
- _BumpScale: 1
- _CoatCoverage: 1
- _CoatIOR: 0.5
- _CullMode: 2
- _Cutoff: 0.5
- _DepthOffsetEnable: 0

2
Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s08.mat


- _Anisotropy: 0
- _BlendMode: 0
- _BumpScale: 1
- _CoatCoverage: 1
- _CoatIOR: 0.5
- _CullMode: 2
- _Cutoff: 0.5
- _DepthOffsetEnable: 0

2
ProjectSettings/ProjectSettings.asset


iOSManualSigningProvisioningProfileID:
tvOSManualSigningProvisioningProfileID:
appleEnableAutomaticSigning: 0
clonedFromGUID: 00000000000000000000000000000000
AndroidTargetDevice: 0
AndroidSplashScreenScale: 0
androidSplashScreen: {fileID: 0}

webGLUseWasm: 0
webGLCompressionFormat: 1
scriptingDefineSymbols:
1: UNITY_POST_PROCESSING_STACK_V2
platformArchitecture:
iOS: 2
scriptingBackend:

776
Assets/ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/DefaultSkybox.exr


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Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smoothdielectric1_0.mat.meta


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/Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth1_1.mat.meta → /Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth1_0.mat.meta

/Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth1_1.mat → /Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth1_0.mat

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