Evgenii Golubev 7 年前
当前提交
ad3d47b5
共有 62 个文件被更改,包括 3977 次插入407 次删除
  1. 6
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Shaders/LDPipe_LitShaderLightProbes/LightingData.asset
  2. 2
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Shaders/LDPipe_LitShaderLightProbes/LightingData.asset.meta
  3. 2
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Shaders/LDPipe_LitShaderLightProbes/Lightmap-0_comp_light.exr.meta
  4. 322
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Shaders/LDPipe_LitShaderMaps.unity
  5. 6
      Assets/ScriptableRenderPipeline/Core/Debugging/DebugMenuManager.cs
  6. 2
      Assets/ScriptableRenderPipeline/Core/Debugging/DebugPanel.cs
  7. 4
      Assets/ScriptableRenderPipeline/Core/Shadow/Shadow.cs
  8. 32
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  9. 11
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.asset
  10. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
  11. 13
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/Editor/LayeredLitUI.cs
  12. 5
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
  13. 5
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
  14. 50
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs
  15. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
  16. 30
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl
  17. 26
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl
  18. 6
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl
  19. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader
  20. 8
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderVariables.hlsl
  21. 6
      Assets/ScriptableRenderPipeline/LightweightPipeline/Editor/LightweightAssetInspector.cs
  22. 8
      Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs
  23. 4
      Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineAsset.asset
  24. 28
      Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineAsset.cs
  25. 3
      Assets/ScriptableRenderPipeline/ShaderLibrary/NormalSurfaceGradient.hlsl
  26. 10
      Assets/ScriptableRenderPipeline/ShaderLibrary/Shadow/Resources/ShadowBlurMoments.compute
  27. 13
      Assets/ScriptableRenderPipeline/ShaderLibrary/Shadow/ShadowMoments.hlsl
  28. 26
      Assets/ScriptableRenderPipeline/ShaderLibrary/Shadow/ShadowSampling.hlsl
  29. 2
      Assets/TestScenes/HDTest/GraphicTest/SSS/Materials/SSSHead.mat
  30. 372
      Assets/TestScenes/HDTest/HDRenderLoopTest.unity
  31. 999
      ImageTemplates/LightweightPipeline/Scenes/Shaders/LDPipe_LitShaderMaps.unity.png
  32. 80
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/LDPipe_Shader/LDPipe_Cutout.mat
  33. 9
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/LDPipe_Shader/LDPipe_Cutout.mat.meta
  34. 80
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/LDPipe_Shader/LDPipe_Transparent.mat
  35. 9
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/LDPipe_Shader/LDPipe_Transparent.mat.meta
  36. 90
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/LDPipe_Shader/LDPipe_UnlitMat.mat
  37. 9
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/LDPipe_Shader/LDPipe_UnlitMat.mat.meta
  38. 90
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/LDPipe_Shader/LDPipe_UnlitMatTexture.mat
  39. 9
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/LDPipe_Shader/LDPipe_UnlitMatTexture.mat.meta
  40. 9
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Textures.meta
  41. 9
      Assets/ScriptableRenderPipeline/LightweightPipeline/Materials.meta
  42. 9
      Assets/ScriptableRenderPipeline/LightweightPipeline/TestScenes/LDRenderPipelineBasicScene/LightingData.asset.meta
  43. 24
      Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/Dragon512_N.tga
  44. 129
      Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/Dragon512_N.tga.meta
  45. 1001
      Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/Dragon512_WorldNorm2.tga
  46. 129
      Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/Dragon512_WorldNorm2.tga.meta
  47. 142
      Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/DragonNormalOS.mat
  48. 9
      Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/DragonNormalOS.mat.meta
  49. 142
      Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/DragonNormalTS.mat
  50. 9
      Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/DragonNormalTS.mat.meta
  51. 9
      Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/Materials.meta
  52. 3
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Textures/AlphaStripes.png
  53. 102
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Textures/AlphaStripes.png.meta
  54. 79
      Assets/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-Default.mat
  55. 9
      Assets/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-Default.mat.meta
  56. 87
      Assets/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-SpritesDefault.mat
  57. 9
      Assets/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-SpritesDefault.mat.meta
  58. 76
      Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/Materials/Dragon512_WorldNorm2.mat
  59. 9
      Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/Materials/Dragon512_WorldNorm2.mat.meta

6
Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Shaders/LDPipe_LitShaderLightProbes/LightingData.asset
文件差异内容过多而无法显示
查看文件

2
Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Shaders/LDPipe_LitShaderLightProbes/LightingData.asset.meta


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2
Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Shaders/LDPipe_LitShaderLightProbes/Lightmap-0_comp_light.exr.meta


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322
Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Shaders/LDPipe_LitShaderMaps.unity


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6
Assets/ScriptableRenderPipeline/Core/Debugging/DebugMenuManager.cs


m_UpdateFromItemStateRequired = true;
}
// debug state will be null at runtime.
return m_DebugMenuState.FindDebugItemState(itemName, menuName);
return (m_DebugMenuState != null) ? m_DebugMenuState.FindDebugItemState(itemName, menuName) : null;
m_DebugMenuState.AddDebugItemState(state);
if(m_DebugMenuState != null)
m_DebugMenuState.AddDebugItemState(state);
}
public DebugPanel GetDebugPanel(int index)

2
Assets/ScriptableRenderPipeline/Core/Debugging/DebugPanel.cs


m_Handler.ClampValues(m_Getter, m_Setter);
// Update state for serialization/undo
if(record)
if(record && m_State != null)
m_State.SetValue(m_Getter());
}
}

4
Assets/ScriptableRenderPipeline/Core/Shadow/Shadow.cs


{
bpp_16 = 1 << 0,
channels_2 = 1 << 1,
reversed_z = 1 << 2
}
protected readonly Flags m_Flags;

readonly ValRange m_DefEVSM_PosExponent_16 = new ValRange( "Positive Exponent" , 1.0f, 1.0f , 5.54f , 1.0f );
readonly ValRange m_DefEVSM_NegExponent_16 = new ValRange( "Negative Exponent" , 1.0f, 1.0f , 5.54f , 1.0f );
readonly ValRange m_DefMSM_LightLeakBias = new ValRange( "Light leak bias" , 0.0f, 0.5f , 0.99f , 1.0f );
readonly ValRange m_DefMSM_MomentBias = new ValRange( "Moment Bias" , 0.0f, 0.3f , 1.0f , 0.0001f);
readonly ValRange m_DefMSM_MomentBias = new ValRange( "Moment Bias" , 0.0f, 0.0f , 1.0f , 0.0001f);
readonly ValRange m_DefMSM_DepthBias = new ValRange( "Depth Bias" , 0.0f, 0.1f , 1.0f , 0.1f );
public static RenderTextureFormat GetFormat( bool use_16_BitsPerChannel, bool use_2_Channels, bool use_MSM )

{
m_Flags |= (base.m_ShadowmapFormat == RenderTextureFormat.ARGBHalf || base.m_ShadowmapFormat == RenderTextureFormat.RGHalf || base.m_ShadowmapFormat == RenderTextureFormat.ARGB64) ? Flags.bpp_16 : 0;
m_Flags |= (base.m_ShadowmapFormat == RenderTextureFormat.RGFloat || base.m_ShadowmapFormat == RenderTextureFormat.RGHalf) ? Flags.channels_2 : 0;
m_Flags |= SystemInfo.usesReversedZBuffer ? Flags.reversed_z : 0;
m_Shadowmap.enableRandomWrite = true;
m_SampleCount = 1; // TODO: Unity can't bind msaa rts as textures, yet, so this has to remain 1 for now

32
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


void RenderDebugViewMaterial(CullResults cull, HDCamera hdCamera, ScriptableRenderContext renderContext)
{
using (new Utilities.ProfilingSample("DisplayDebug ViewMaterial", renderContext))
// Render Opaque forward
// Render Opaque forward
}
// Render GBuffer opaque
if (!m_Asset.renderingSettings.ShouldUseForwardRenderingOnly())
{
Utilities.SetupMaterialHDCamera(hdCamera, m_DebugViewMaterialGBuffer);
// Render GBuffer opaque
if (!m_Asset.renderingSettings.ShouldUseForwardRenderingOnly())
{
Utilities.SetupMaterialHDCamera(hdCamera, m_DebugViewMaterialGBuffer);
// m_gbufferManager.BindBuffers(m_DebugViewMaterialGBuffer);
// TODO: Bind depth textures
var cmd = new CommandBuffer { name = "DebugViewMaterialGBuffer" };
cmd.Blit(null, m_CameraColorBufferRT, m_DebugViewMaterialGBuffer, 0);
renderContext.ExecuteCommandBuffer(cmd);
cmd.Dispose();
}
// m_gbufferManager.BindBuffers(m_DebugViewMaterialGBuffer);
// TODO: Bind depth textures
var cmd = new CommandBuffer { name = "DebugViewMaterialGBuffer" };
cmd.Blit(null, m_CameraColorBufferRT, m_DebugViewMaterialGBuffer, 0);
renderContext.ExecuteCommandBuffer(cmd);
cmd.Dispose();
}
// Render forward transparent
{
RenderTransparentRenderList(cull, hdCamera.camera, renderContext, "ForwardDisplayDebug", Utilities.kRendererConfigurationBakedLighting);
// Render forward transparent
{
RenderTransparentRenderList(cull, hdCamera.camera, renderContext, "ForwardDisplayDebug", Utilities.kRendererConfigurationBakedLighting);
}
}
// Last blit

11
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.asset


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- {fileID: 0}
- {fileID: 11400000, guid: d6ee4403015766f4093158d69216c0bf, type: 2}
- {fileID: 11400000, guid: 906339bac2066fc4aa22a3652e1283ef, type: 2}
tileSettings:
enableTileAndCluster: 1
enableSplitLightEvaluation: 1

m_ShadowCascadeSplit2: 0.3
m_ShadowNearPlaneOffset: 5
m_SkySettings: {fileID: 0}
m_SsaoSettings:
m_Enable: 0
m_Intensity: 1
m_Radius: 0.5
m_SampleCount: 8
m_Downsampling: 1
m_DefaultDiffuseMaterial: {fileID: 2100000, guid: 73c176f402d2c2f4d929aa5da7585d17,
type: 2}
m_DefaultShader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


sortKeys[sortCount++] = (uint)lightCategory << 27 | (uint)gpuLightType << 22 | (uint)lightVolumeType << 17 | shadow << 16 | (uint)lightIndex;
}
Array.Sort(sortKeys);
Array.Sort(sortKeys, 0, sortCount);
// TODO: Refactor shadow management
// The good way of managing shadow:

}
// Not necessary yet but call it for future modification with sphere influence volume
Array.Sort(sortKeys);
Array.Sort(sortKeys, 0, sortCount);
for (int sortIndex = 0; sortIndex < sortCount; ++sortIndex)
{

13
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/Editor/LayeredLitUI.cs


for (int i = 0; i < kMaxLayerCount; ++i)
{
SetKeyword(material, "_NORMALMAP_TANGENT_SPACE" + i, ((NormalMapSpace)material.GetFloat(kNormalMapSpace + i)) == NormalMapSpace.TangentSpace);
NormalMapSpace normalMapSpace = ((NormalMapSpace)material.GetFloat(kNormalMapSpace + i));
SetKeyword(material, "_NORMALMAP_TANGENT_SPACE" + i, normalMapSpace == NormalMapSpace.TangentSpace);
SetKeyword(material, "_NORMALMAP" + i, material.GetTexture(kNormalMap + i));
if (normalMapSpace == NormalMapSpace.TangentSpace)
{
SetKeyword(material, "_NORMALMAP" + i, material.GetTexture(kNormalMap + i) || material.GetTexture(kDetailMap + i));
}
else
{
SetKeyword(material, "_NORMALMAP" + i, material.GetTexture(kNormalMapOS + i) || material.GetTexture(kDetailMap + i));
}
SetKeyword(material, "_MASKMAP" + i, material.GetTexture(kMaskMap + i));

5
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader


_NormalMap2("NormalMap2", 2D) = "bump" {}
_NormalMap3("NormalMap3", 2D) = "bump" {}
_NormalMapOS0("NormalMapOS0", 2D) = "white" {}
_NormalMapOS1("NormalMapOS1", 2D) = "white" {}
_NormalMapOS2("NormalMapOS2", 2D) = "white" {}
_NormalMapOS3("NormalMapOS3", 2D) = "white" {}
_NormalScale0("_NormalScale0", Range(0.0, 2.0)) = 1
_NormalScale1("_NormalScale1", Range(0.0, 2.0)) = 1
_NormalScale2("_NormalScale2", Range(0.0, 2.0)) = 1

5
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader


_NormalMap2("NormalMap2", 2D) = "bump" {}
_NormalMap3("NormalMap3", 2D) = "bump" {}
_NormalMapOS0("NormalMapOS0", 2D) = "white" {}
_NormalMapOS1("NormalMapOS1", 2D) = "white" {}
_NormalMapOS2("NormalMapOS2", 2D) = "white" {}
_NormalMapOS3("NormalMapOS3", 2D) = "white" {}
_NormalScale0("_NormalScale0", Range(0.0, 2.0)) = 1
_NormalScale1("_NormalScale1", Range(0.0, 2.0)) = 1
_NormalScale2("_NormalScale2", Range(0.0, 2.0)) = 1

50
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs


public static GUIContent normalMapSpaceText = new GUIContent("Normal/Tangent Map space", "");
public static GUIContent normalMapText = new GUIContent("Normal Map", "Normal Map (BC7/BC5/DXT5(nm))");
public static GUIContent normalMapOSText = new GUIContent("Normal Map OS", "Normal Map (BC7/DXT1/RGB)");
public static GUIContent specularOcclusionMapText = new GUIContent("Specular Occlusion Map (RGBA)", "Specular Occlusion Map");
public static GUIContent horizonFadeText = new GUIContent("Horizon Fade (Spec occlusion)", "horizon fade is use to control specular occlusion");

public static GUIContent tangentMapText = new GUIContent("Tangent Map", "Tangent Map (BC5) - DXT5 for test");
public static GUIContent tangentMapText = new GUIContent("Tangent Map", "Tangent Map (BC7/BC5/DXT5(nm))");
public static GUIContent tangentMapOSText = new GUIContent("Tangent Map OS", "Tangent Map (BC7/DXT1/RGB)");
public static GUIContent anisotropyText = new GUIContent("Anisotropy", "Anisotropy scale factor");
public static GUIContent anisotropyMapText = new GUIContent("Anisotropy Map (B)", "Anisotropy");

protected const string kHorizonFade = "_HorizonFade";
protected MaterialProperty normalMap = null;
protected const string kNormalMap = "_NormalMap";
protected MaterialProperty normalMapOS = null;
protected const string kNormalMapOS = "_NormalMapOS";
protected MaterialProperty normalScale = null;
protected const string kNormalScale = "_NormalScale";
protected MaterialProperty normalMapSpace = null;

protected const string kHeightCenter = "_HeightCenter";
protected MaterialProperty tangentMap = null;
protected const string kTangentMap = "_TangentMap";
protected MaterialProperty tangentMapOS = null;
protected const string kTangentMapOS = "_TangentMapOS";
protected MaterialProperty anisotropy = null;
protected const string kAnisotropy = "_Anisotropy";
protected MaterialProperty anisotropyMap = null;

specularOcclusionMap = FindProperty(kSpecularOcclusionMap, props);
horizonFade = FindProperty(kHorizonFade, props);
normalMap = FindProperty(kNormalMap, props);
normalMapOS = FindProperty(kNormalMapOS, props);
normalScale = FindProperty(kNormalScale, props);
normalMapSpace = FindProperty(kNormalMapSpace, props);
heightMap = FindProperty(kHeightMap, props);

tangentMapOS = FindProperty(kTangentMapOS, props);
anisotropy = FindProperty(kAnisotropy, props);
anisotropyMap = FindProperty(kAnisotropyMap, props);
specularColor = FindProperty(kSpecularColor, props);

protected void ShaderStandardInputGUI()
{
m_MaterialEditor.TexturePropertySingleLine(Styles.tangentMapText, tangentMap);
if ((NormalMapSpace)normalMapSpace.floatValue == NormalMapSpace.TangentSpace)
{
m_MaterialEditor.TexturePropertySingleLine(Styles.tangentMapText, tangentMap);
}
else
{
m_MaterialEditor.TexturePropertySingleLine(Styles.tangentMapOSText, tangentMapOS);
}
m_MaterialEditor.ShaderProperty(anisotropy, Styles.anisotropyText);
m_MaterialEditor.TexturePropertySingleLine(Styles.anisotropyMapText, anisotropyMap);
}

EditorGUILayout.HelpBox(Styles.normalMapSpaceWarning.text, MessageType.Error);
}
m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, normalMap, normalScale);
// We have two different property for object space and tangent space normal map to allow
// 1. to go back and forth
// 2. to avoid the warning that ask to fix the object normal map texture (normalOS are just linear RGB texture
if ((NormalMapSpace)normalMapSpace.floatValue == NormalMapSpace.TangentSpace)
{
m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, normalMap, normalScale);
}
else
{
// No scaling in object space
m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapOSText, normalMapOS);
}
m_MaterialEditor.TexturePropertySingleLine(Styles.heightMapText, heightMap);
if (!heightMap.hasMixedValue && heightMap.textureValue != null)

SetupBaseLitKeywords(material);
SetupBaseLitMaterialPass(material);
NormalMapSpace normalMapSpace = (NormalMapSpace)material.GetFloat(kNormalMapSpace);
SetKeyword(material, "_NORMALMAP_TANGENT_SPACE", ((NormalMapSpace)material.GetFloat(kNormalMapSpace)) == NormalMapSpace.TangentSpace);
SetKeyword(material, "_NORMALMAP_TANGENT_SPACE", (normalMapSpace == NormalMapSpace.TangentSpace));
SetKeyword(material, "_NORMALMAP", material.GetTexture(kNormalMap) || material.GetTexture(kDetailMap)); // With details map, we always use a normal map and Unity provide a default (0, 0, 1) normal map for ir
if (normalMapSpace == NormalMapSpace.TangentSpace)
{
// With details map, we always use a normal map and Unity provide a default (0, 0, 1) normal map for it
SetKeyword(material, "_NORMALMAP", material.GetTexture(kNormalMap) || material.GetTexture(kDetailMap));
SetKeyword(material, "_TANGENTMAP", material.GetTexture(kTangentMap));
}
else // Object space
{
// With details map, we always use a normal map but in case of objects space there is no good default, so the result will be weird until users fix it
SetKeyword(material, "_NORMALMAP", material.GetTexture(kNormalMapOS) || material.GetTexture(kDetailMap));
SetKeyword(material, "_TANGENTMAP", material.GetTexture(kTangentMapOS));
}
SetKeyword(material, "_TANGENTMAP", material.GetTexture(kTangentMap));
SetKeyword(material, "_ANISOTROPYMAP", material.GetTexture(kAnisotropyMap));
SetKeyword(material, "_DETAIL_MAP", material.GetTexture(kDetailMap));
SetKeyword(material, "_SUBSURFACE_RADIUS_MAP", material.GetTexture(kSubsurfaceRadiusMap));

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader


_SpecularOcclusionMap("SpecularOcclusion", 2D) = "white" {}
_NormalMap("NormalMap", 2D) = "bump" {}
_NormalMap("NormalMap", 2D) = "bump" {} // Tangent space normal map
_NormalMapOS("NormalMapOS", 2D) = "white" {} // Object space normal map - no good default value
_NormalScale("_NormalScale", Range(0.0, 2.0)) = 1
_HeightMap("HeightMap", 2D) = "black" {}

_DetailSmoothnessScale("_DetailSmoothnessScale", Range(-2.0, 2.0)) = 1
_TangentMap("TangentMap", 2D) = "bump" {}
_TangentMapOS("TangentMapOS", 2D) = "white" {}
_Anisotropy("Anisotropy", Range(0.0, 1.0)) = 0
_AnisotropyMap("AnisotropyMap", 2D) = "white" {}

30
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl


#ifndef LAYERED_LIT_SHADER
// Want to use only one sampler for normalmap either we use OS or TS.
#ifdef _NORMALMAP_TANGENT_SPACE
#else
#define SAMPLER_NORMALMAP_IDX sampler_NormalMapOS
#endif
#define SAMPLER_DETAILMASK_IDX sampler_DetailMask
#define SAMPLER_DETAILMAP_IDX sampler_DetailMap
#define SAMPLER_MASKMAP_IDX sampler_MaskMap

// for this we put the constraint that the sampler are the same in a layered material for all textures of the same type
// then we take the sampler matching the first textures use of this type
#if defined(_NORMALMAP0)
#define SAMPLER_NORMALMAP_IDX sampler_NormalMap0
#if defined(_NORMALMAP_TANGENT_SPACE0)
#define SAMPLER_NORMALMAP_IDX sampler_NormalMap0
#else
#define SAMPLER_NORMALMAP_IDX sampler_NormalMapOS0
#endif
#define SAMPLER_NORMALMAP_IDX sampler_NormalMap1
#if defined(_NORMALMAP_TANGENT_SPACE1)
#define SAMPLER_NORMALMAP_IDX sampler_NormalMap1
#else
#define SAMPLER_NORMALMAP_IDX sampler_NormalMapOS1
#endif
#define SAMPLER_NORMALMAP_IDX sampler_NormalMap2
#if defined(_NORMALMAP_TANGENT_SPACE2)
#define SAMPLER_NORMALMAP_IDX sampler_NormalMap2
#else
#define SAMPLER_NORMALMAP_IDX sampler_NormalMapOS2
#endif
#define SAMPLER_NORMALMAP_IDX sampler_NormalMap3
#if defined(_NORMALMAP_TANGENT_SPACE3)
#define SAMPLER_NORMALMAP_IDX sampler_NormalMap3
#else
#define SAMPLER_NORMALMAP_IDX sampler_NormalMapOS3
#endif
#endif
#if defined(_DETAIL_MAP0)

26
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl


normalTS = SAMPLE_UVMAPPING_NORMALMAP(ADD_IDX(_NormalMap), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base), ADD_IDX(_NormalScale));
}
#else // Object space
// to be able to combine object space normal with detail map or to apply a "scale" we transform it to tangent space (object space normal composition is complex operation).
// then later we will re-transform it to world space.
// We forbid scale in case of object space as it make no sense
// To be able to combine object space normal with detail map then later we will re-transform it to world space.
float3 normalOS = SAMPLE_TEXTURE2D_BIAS(ADD_IDX(_NormalMap), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base).uv, bias).xyz * 2.0 - 1.0;
// normalize(normalOS) // TO CHECK: SurfaceGradientFromPerturbedNormal doesn't require normalOS to be normalize, to check
float3 normalOS = SAMPLE_TEXTURE2D_BIAS(ADD_IDX(_NormalMapOS), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base).uv, bias).xyz * 2.0 - 1.0;
// no need to renormalize normalOS for SurfaceGradientFromPerturbedNormal
normalTS *= ADD_IDX(_NormalScale);
float3 normalOS = UnpackNormalRGB(SAMPLE_TEXTURE2D_BIAS(ADD_IDX(_NormalMap), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base).uv, bias), 1.0);
float3 normalOS = UnpackNormalRGB(SAMPLE_TEXTURE2D_BIAS(ADD_IDX(_NormalMapOS), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base).uv, bias), 1.0);
normalTS.xy *= ADD_IDX(_NormalScale); // Scale in tangent space
normalTS = (normalTS);
#endif
}
else

float3 normalOS = SAMPLE_TEXTURE2D(ADD_IDX(_NormalMap), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base).uv).xyz * 2.0 - 1.0;
// normalize(normalOS) // TO CHECK: SurfaceGradientFromPerturbedNormal doesn't require normalOS to be normalize, to check
normalTS = SurfaceGradientFromPerturbedNormal(input.worldToTangent[2], normalOS);
normalTS *= ADD_IDX(_NormalScale);
float3 normalOS = SAMPLE_TEXTURE2D(ADD_IDX(_NormalMapOS), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base).uv).xyz * 2.0 - 1.0;
// no need to renormalize normalOS for SurfaceGradientFromPerturbedNormal
normalTS = SurfaceGradientFromPerturbedNormal(TransformWorldToObjectDir(input.worldToTangent[2]), normalOS);
float3 normalOS = UnpackNormalRGB(SAMPLE_TEXTURE2D(ADD_IDX(_NormalMap), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base).uv), 1.0);
float3 normalOS = UnpackNormalRGB(SAMPLE_TEXTURE2D(ADD_IDX(_NormalMapOS), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base).uv), 1.0);
normalTS.xy *= ADD_IDX(_NormalScale); // Scale in tangent space
normalTS = (normalTS);
#endif
}
#endif

surfaceData.tangentWS = TransformTangentToWorld(tangentTS, input.worldToTangent);
#else // Object space
// Note: There is no such a thing like triplanar with object space normal, so we call directly 2D function
float3 tangentOS = UnpackNormalRGB(SAMPLE_TEXTURE2D(_TangentMap, sampler_TangentMap, layerTexCoord.base.uv), 1.0);
float3 tangentOS = UnpackNormalRGB(SAMPLE_TEXTURE2D(_TangentMapOS, sampler_TangentMapOS, layerTexCoord.base.uv), 1.0);
surfaceData.tangentWS = TransformObjectToWorldDir(tangentOS);
#endif
#else

6
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl


TEXTURE2D(_NormalMap);
SAMPLER2D(sampler_NormalMap);
TEXTURE2D(_NormalMapOS);
SAMPLER2D(sampler_NormalMapOS);
float _NormalScale;
TEXTURE2D(_DetailMask);

TEXTURE2D(_TangentMap);
SAMPLER2D(sampler_TangentMap);
TEXTURE2D(_TangentMapOS);
SAMPLER2D(sampler_TangentMapOS);
float _Anisotropy;
TEXTURE2D(_AnisotropyMap);

PROP_DECL_TEX2D(_SpecularOcclusionMap);
PROP_DECL_TEX2D(_NormalMap);
PROP_DECL_TEX2D(_NormalMapOS);
PROP_DECL(float, _NormalScale);
float4 _NormalMap0_TexelSize; // Unity facility. This will provide the size of the base normal to the shader

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader


_SpecularOcclusionMap("SpecularOcclusion", 2D) = "white" {}
_NormalMap("NormalMap", 2D) = "bump" {}
_NormalMap("NormalMap", 2D) = "bump" {} // Tangent space normal map
_NormalMapOS("NormalMapOS", 2D) = "white" {} // Object space normal map - no good default value
_NormalScale("_NormalScale", Range(0.0, 2.0)) = 1
_HeightMap("HeightMap", 2D) = "black" {}

_DetailSmoothnessScale("_DetailSmoothnessScale", Range(-2.0, 2.0)) = 1
_TangentMap("TangentMap", 2D) = "bump" {}
_TangentMapOS("TangentMapOS", 2D) = "white" {}
_Anisotropy("Anisotropy", Range(0.0, 1.0)) = 0
_AnisotropyMap("AnisotropyMap", 2D) = "white" {}

8
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderVariables.hlsl


return normalize(mul((float3x3)GetObjectToWorldMatrix(), dirOS));
}
float3 TransformWorldToObjectDir(float3 dirWS)
{
// Normalize to support uniform scaling
return normalize(mul((float3x3)GetWorldToObjectMatrix(), dirWS));
}
// Transforms normal from object to world space
float3 TransformObjectToWorldNormal(float3 normalOS)
{

float3 TransformObjectToTangent(float3 dirOS, float3x3 worldToTangent)
{
return mul(worldToTangent, mul((float3x3)unity_ObjectToWorld, dirOS));
return mul(worldToTangent, TransformObjectToWorldDir(dirOS));
}
#endif // UNITY_SHADER_VARIABLES_INCLUDED

6
Assets/ScriptableRenderPipeline/LightweightPipeline/Editor/LightweightAssetInspector.cs


public static GUIContent defaultDiffuseMaterial = new GUIContent("Default Diffuse Material",
"Material to use when creating objects");
public static GUIContent defaultSpriteMaterial = new GUIContent("Default Sprite Material",
"Material to use when creating Sprites");
public static GUIContent defaultShader = new GUIContent("Default Shader",
"Shader to use when creating materials");
}

private SerializedProperty m_ShadowCascade2SplitProp;
private SerializedProperty m_ShadowCascade4SplitProp;
private SerializedProperty m_DefaultDiffuseMaterial;
private SerializedProperty m_DefaultSpriteMaterial;
private SerializedProperty m_DefaultShader;
void OnEnable()

m_ShadowCascade2SplitProp = serializedObject.FindProperty("m_Cascade2Split");
m_ShadowCascade4SplitProp = serializedObject.FindProperty("m_Cascade4Split");
m_DefaultDiffuseMaterial = serializedObject.FindProperty("m_DefaultDiffuseMaterial");
m_DefaultSpriteMaterial = serializedObject.FindProperty("m_DefaultSpriteMaterial");
m_DefaultShader = serializedObject.FindProperty("m_DefaultShader");
}

EditorGUILayout.LabelField(Styles.defaults, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_DefaultDiffuseMaterial, Styles.defaultDiffuseMaterial);
EditorGUILayout.PropertyField(m_DefaultSpriteMaterial, Styles.defaultSpriteMaterial);
EditorGUILayout.PropertyField(m_DefaultShader, Styles.defaultShader);
EditorGUI.indentLevel--;

8
Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs


BuildShadowSettings();
m_ShadowMapProperty = Shader.PropertyToID("_ShadowMap");
m_ShadowMapRTID = new RenderTargetIdentifier(m_ShadowMapProperty);
Shader.globalRenderPipeline = "LightweightPipeline";
}
public override void Dispose()
{
Shader.globalRenderPipeline = "";
var prevPipe = Shader.globalRenderPipeline;
Shader.globalRenderPipeline = "LightweightPipeline";
base.Render(context, cameras);
foreach (Camera camera in cameras)

4
Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineAsset.asset


m_ShadowCascades: 1
m_Cascade2Split: 0.25
m_Cascade4Split: {x: 0.067, y: 0.2, z: 0.467}
m_DefaultDiffuseMaterial: {fileID: 2100000, guid: 654f7c5a4dd5d4d139a072ab9b5c5738,
m_DefaultDiffuseMaterial: {fileID: 2100000, guid: 6a1143ee683302f4aa628c052723efc1,
type: 2}
m_DefaultSpriteMaterial: {fileID: 2100000, guid: e3ef893926d86c448a80512fe05b8a37,
type: 2}
m_DefaultShader: {fileID: 4800000, guid: 8d2bb70cbf9db8d4da26e15b26e74248, type: 3}

28
Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineAsset.cs


#region PipelineAssetSettings
[SerializeField] private int m_MaxPixelLights = 1;
[SerializeField] private Material m_DefaultSpriteMaterial;
[SerializeField] private Shader m_DefaultShader;
public int MaxSupportedPixelLights

private set { m_Cascade4Split = value; }
}
public Material DefaultDiffuseMaterial
{
get { return m_DefaultDiffuseMaterial; }
private set { m_DefaultDiffuseMaterial = value; }
}
public Shader DefaultShader
{
get { return m_DefaultShader; }
private set { m_DefaultShader = value; }
}
#endregion
public override Material GetDefaultMaterial()
{

public override Material GetDefault2DMaterial()
{
return m_DefaultDiffuseMaterial;
return m_DefaultSpriteMaterial;
}
public override Shader GetDefaultShader()
{

3
Assets/ScriptableRenderPipeline/ShaderLibrary/NormalSurfaceGradient.hlsl


return deriv.x * vT + deriv.y * vB;
}
// surface gradient from an already generated "normal" such as from an object space normal map
// surface gradient from an already generated "normal" such as from an object or world space normal map
// CAUTION: nrmVertexNormal and v must be in the same space. i.e world or object
// this allows us to mix the contribution together with a series of other contributions including tangent space normals
// v does not need to be unit length as long as it establishes the direction.
float3 SurfaceGradientFromPerturbedNormal(float3 nrmVertexNormal, float3 v)

10
Assets/ScriptableRenderPipeline/ShaderLibrary/Shadow/Resources/ShadowBlurMoments.compute


#endif
uniform uint4 srcRect; // .xy = offset, .zw = width/height
uniform uint4 dstRect; // .xy = offset, .z = array slice , .w = Flags: 1 := 16bpp, 2 := 2 channels pp
uniform uint4 dstRect; // .xy = offset, .z = array slice , .w = Flags: 1 := 16bpp, 2 := 2 channels pp, 4:= reversed z
uniform float4 blurWeightsStorage[3]; // Unity expects float arrays to be tightly packed
static float blurWeights[12] = (float[12])blurWeightsStorage;

static const int kReversed_z = 4; // depth buffer contains reversed z
#if (SHADOW_MOMENT_ALGORITHM == VSM)
# define SHADOW_MOMENTS 2

const int4 validSrc = int4( srcRect.xy, srcRect.xy + srcRect.zw - 1 );
int2 srcIdx = ((int2) dispatchId.xy) - blurBorder.xx + srcRect.xy;
int2 ldsIdx = groupThreadId.xy;
const bool reverse_z = (dstRect.w & kReversed_z) != 0;
// calculate an average moment over all samples for a given pixel and load the result into LDS
uint iw, ih, is;

#if MAX_MSAA > 1
for( is = 0; is < sampleCnt; is++ )
{
float depth = depthTex.Load( Clamp( srcIdx, validSrc.xy, validSrc.zw ), is ).x;
float depth = depthTex.Load( int3( Clamp( srcIdx, validSrc.xy, validSrc.zw ), is ) ).x;
depth = reverse_z ? (1.0 - depth) : depth;
avgMoments = DepthToMoments( depthTex.Load( int3( Clamp( srcIdx, validSrc.xy, validSrc.zw ), 0 ) ).x );
float depth = depthTex.Load( int3( Clamp( srcIdx, validSrc.xy, validSrc.zw ), 0 ) ).x;
avgMoments = DepthToMoments( reverse_z ? (1.0-depth) : depth );
#endif
moments[ldsIdx.y][ldsIdx.x] = avgMoments;

13
Assets/ScriptableRenderPipeline/ShaderLibrary/Shadow/ShadowMoments.hlsl


float mD = depth - moments.x;
float p = variance / (variance + mD * mD);
#if UNITY_REVERSED_Z
p = saturate( (p - lightLeakBias) / (1.0f - lightLeakBias) );
return max( p, depth >= moments.x );
#else
#endif
}
// helper for EVSM

float quotient = (switchVal[0] * z[2] - b[0] * (switchVal[0] + z[2]) + b[1]) / ((z[2] - switchVal[1]) * (z[0] - z[1]));
float attenuation = saturate( switchVal[2] + switchVal[3] * quotient );
#if UNITY_REVERSED_Z // probably
return saturate( (attenuation - lightLeakBias) / (1.0f - lightLeakBias) );
#else
#endif
}
float ShadowMoments_SolveDelta4MSM( float3 z, float4 b, float lightLeakBias)

float w1Factor = (z[0] > zFree) ? 1.0 : 0.0;
float attenuation = saturate( (b[1] - b[0] + (b[2] - b[0] - (zFree + 1.0) * (b[1] - b[0])) * (zFree - w1Factor - z[0]) / (z[0] * (z[0] - zFree))) / (zFree - w1Factor) + 1.0 - b[0] );
#if UNITY_REVERSED_Z // probably
return saturate( (attenuation - lightLeakBias) / (1.0f - lightLeakBias) );
#else
#endif
}

26
Assets/ScriptableRenderPipeline/ShaderLibrary/Shadow/ShadowSampling.hlsl


//
float SampleShadow_VSM_1tap( ShadowContext shadowContext, inout uint payloadOffset, float3 tcs, uint slice, uint texIdx, uint sampIdx )
{
#if UNITY_REVERSED_Z
float depth = 1.0 - tcs.z;
#else
#endif
float2 params = asfloat( shadowContext.payloads[payloadOffset].xy );
float lightLeakBias = params.x;
float varianceBias = params.y;

float SampleShadow_VSM_1tap(ShadowContext shadowContext, inout uint payloadOffset, float3 tcs, uint slice, Texture2DArray tex, SamplerState samp )
{
#if UNITY_REVERSED_Z
float depth = 1.0 - tcs.z;
#else
#endif
float2 params = asfloat( shadowContext.payloads[payloadOffset].xy );
float lightLeakBias = params.x;
float varianceBias = params.y;

//
float SampleShadow_EVSM_1tap( ShadowContext shadowContext, inout uint payloadOffset, float3 tcs, uint slice, uint texIdx, uint sampIdx, bool fourMoments )
{
#if UNITY_REVERSED_Z
float depth = 1.0 - tcs.z;
#else
#endif
float4 params = asfloat( shadowContext.payloads[payloadOffset] );
float lightLeakBias = params.x;
float varianceBias = params.y;

float SampleShadow_EVSM_1tap( ShadowContext shadowContext, inout uint payloadOffset, float3 tcs, uint slice, Texture2DArray tex, SamplerState samp, bool fourMoments )
{
#if UNITY_REVERSED_Z
float depth = 1.0 - tcs.z;
#else
#endif
float4 params = asfloat( shadowContext.payloads[payloadOffset] );
float lightLeakBias = params.x;
float varianceBias = params.y;

float momentBias = params.y;
float depthBias = params.z;
float bpp16 = params.w;
#if UNITY_REVERSED_Z
float depth = (1.0 - tcs.z) + depthBias;
#else
#endif
payloadOffset++;
float4 moments = SampleShadow_T2DA( shadowContext, texIdx, sampIdx, tcs.xy, slice );

float momentBias = params.y;
float depthBias = params.z;
float bpp16 = params.w;
float depth = tcs.z + depthBias;
#if UNITY_REVERSED_Z
float depth = (1.0 - tcs.z) + depthBias;
#else
float depth = tcs.z + depthBias;
#endif
payloadOffset++;
float4 moments = SAMPLE_TEXTURE2D_ARRAY_LOD( tex, samp, tcs.xy, slice, 0.0 );

2
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