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Merge pull request #445 from Unity-Technologies/Unity-2017.3

Unity 2017.3
/main
GitHub 7 年前
当前提交
ae958d8a
共有 114 个文件被更改,包括 7071 次插入279 次删除
  1. 23
      ScriptableRenderPipeline/Core/ProfilingSample.cs
  2. 4
      ScriptableRenderPipeline/Core/Shadow/Shadow.cs
  3. 1
      ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs
  4. 407
      ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  5. 7
      ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.asset
  6. 44
      ScriptableRenderPipeline/HDRenderPipeline/HDStringConstants.cs
  7. 21
      ScriptableRenderPipeline/HDRenderPipeline/HDUtils.cs
  8. 2
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/AmbientOcclusion/ScreenSpaceAmbientOcclusion.cs
  9. 21
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
  10. 1
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs.hlsl
  11. 2
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.hlsl
  12. 14
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassLoop.hlsl
  13. 4
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/Volumetrics/VolumetricLighting.cs
  14. 66
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs
  15. 25
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs
  16. 33
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs.hlsl
  17. 166
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
  18. 8
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
  19. 6
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl
  20. 19
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl
  21. 6
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl
  22. 7
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader
  23. 3
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/HDRenderPipelineResources.asset
  24. 2
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/HDRenderPipelineResources.asset.meta
  25. 19
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/RenderPipelineResources.cs
  26. 4
      ScriptableRenderPipeline/HDRenderPipeline/Sky/RuntimeFilterIBL.cs
  27. 16
      ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs
  28. 9
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/HDRPAsset/HDRenderPipelineResourcesTest.asset
  29. 220
      SampleScenes/HDTest/GraphicTest/Common/Material/Lit_Checker_Blue.mat
  30. 8
      SampleScenes/HDTest/GraphicTest/Common/Material/Lit_Checker_Blue.mat.meta
  31. 220
      SampleScenes/HDTest/GraphicTest/Common/Material/Lit_Checker_Green.mat
  32. 8
      SampleScenes/HDTest/GraphicTest/Common/Material/Lit_Checker_Green.mat.meta
  33. 219
      SampleScenes/HDTest/GraphicTest/Common/Material/Lit_Checker_Red.mat
  34. 8
      SampleScenes/HDTest/GraphicTest/Common/Material/Lit_Checker_Red.mat.meta
  35. 219
      SampleScenes/HDTest/GraphicTest/Common/Material/Lit_Checker_White.mat
  36. 8
      SampleScenes/HDTest/GraphicTest/Common/Material/Lit_Checker_White.mat.meta
  37. 232
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thickplane_Clear_ior101.mat
  38. 8
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thickplane_Clear_ior101.mat.meta
  39. 232
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thickplane_Clear_ior15.mat
  40. 8
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thickplane_Clear_ior15.mat.meta
  41. 233
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thickplane_Dragon.mat
  42. 8
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thickplane_Dragon.mat.meta
  43. 232
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thickplane_EarthMap.mat
  44. 8
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thickplane_EarthMap.mat.meta
  45. 232
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thicksphere_Clear_ior101.mat
  46. 8
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thicksphere_Clear_ior101.mat.meta
  47. 232
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thicksphere_Clear_ior15.mat
  48. 8
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thicksphere_Clear_ior15.mat.meta
  49. 233
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thicksphere_Dragon.mat
  50. 8
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thicksphere_Dragon.mat.meta
  51. 232
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thicksphere_EarthMap.mat
  52. 8
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thicksphere_EarthMap.mat.meta
  53. 232
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thinplane_Clear_ior101.mat
  54. 8
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thinplane_Clear_ior101.mat.meta
  55. 232
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thinplane_Clear_ior15.mat
  56. 8
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thinplane_Clear_ior15.mat.meta
  57. 233
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thinplane_Dragon.mat
  58. 8
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thinplane_Dragon.mat.meta
  59. 232
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thinplane_EarthMap.mat
  60. 8
      SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_thinplane_EarthMap.mat.meta
  61. 84
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThickPlane Clear Dragon.prefab
  62. 10
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThickPlane Clear Dragon.prefab.meta
  63. 84
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThickPlane Cube Clear.prefab
  64. 10
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThickPlane Cube Clear.prefab.meta
  65. 84
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThickPlane Mapped Dragon.prefab
  66. 10
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThickPlane Mapped Dragon.prefab.meta
  67. 84
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThickPlane Sphere Clear.prefab
  68. 10
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThickPlane Sphere Clear.prefab.meta
  69. 84
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThickPlane Sphere Map Earth.prefab
  70. 10
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThickPlane Sphere Map Earth.prefab.meta
  71. 84
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThickSphere Clear Dragon.prefab
  72. 10
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThickSphere Clear Dragon.prefab.meta
  73. 84
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThickSphere Cube Clear.prefab
  74. 10
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThickSphere Cube Clear.prefab.meta
  75. 84
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThickSphere Mapped Dragon.prefab
  76. 10
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThickSphere Mapped Dragon.prefab.meta
  77. 84
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThickSphere Sphere Clear.prefab
  78. 10
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThickSphere Sphere Clear.prefab.meta
  79. 84
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThickSphere Sphere Map Earth.prefab
  80. 10
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThickSphere Sphere Map Earth.prefab.meta
  81. 84
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThinPlane Clear Dragon.prefab
  82. 10
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThinPlane Clear Dragon.prefab.meta
  83. 84
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThinPlane Cube Clear.prefab
  84. 10
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThinPlane Cube Clear.prefab.meta
  85. 84
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThinPlane Mapped Dragon.prefab
  86. 10
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThinPlane Mapped Dragon.prefab.meta
  87. 84
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThinPlane Sphere Clear.prefab
  88. 10
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThinPlane Sphere Clear.prefab.meta
  89. 84
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThinPlane Sphere Map Earth.prefab
  90. 10
      SampleScenes/HDTest/GraphicTest/Common/Prefabs/Refraction ThinPlane Sphere Map Earth.prefab.meta
  91. 26
      SampleScenes/HDTest/GraphicTest/Common/Textures/Checker.png
  92. 77
      SampleScenes/HDTest/GraphicTest/Common/Textures/Checker.png.meta
  93. 1001
      SampleScenes/HDTest/GraphicTest/Common/Textures/EarthMask.png
  94. 77
      SampleScenes/HDTest/GraphicTest/Common/Textures/EarthMask.png.meta
  95. 10
      SampleScenes/HDTest/GraphicTest/Scripts.meta
  96. 8
      SampleScenes/HDTest/TransparencyTest.unity.meta
  97. 8
      ScriptableRenderPipeline/HDRenderPipeline/Camera.meta

23
ScriptableRenderPipeline/Core/ProfilingSample.cs


using System;
using System;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering

bool m_Disposed;
public ProfilingSample(string name, CommandBuffer cmd)
public ProfilingSample(CommandBuffer cmd, string name)
m_Disposed = false;
cmd.BeginSample(name);
}
// Shortcut to string.Format() using only one argument (reduces Gen0 GC pressure)
public ProfilingSample(CommandBuffer cmd, string format, object arg)
{
this.cmd = cmd;
name = string.Format(format, arg);
m_Disposed = false;
cmd.BeginSample(name);
}
// Shortcut to string.Format() with variable amount of arguments - for performance critical
// code you should pre-build & cache the marker name instead of using this
public ProfilingSample(CommandBuffer cmd, string format, params object[] args)
{
this.cmd = cmd;
name = string.Format(format, args);
m_Disposed = false;
cmd.BeginSample(name);
}

4
ScriptableRenderPipeline/Core/Shadow/Shadow.cs


if (m_ActiveEntriesCount == 0)
return;
var profilingSample = new ProfilingSample(string.Format("Shadowmap{0}",m_TexSlot), cmd);
var profilingSample = new ProfilingSample(cmd, "Shadowmap{0}", m_TexSlot);
string cbName = "";
if (!string.IsNullOrEmpty( m_ShaderKeyword ) )

public override void RenderShadows( FrameId frameId, ScriptableRenderContext renderContext, CommandBuffer cmd, CullResults cullResults, List<VisibleLight> lights)
{
using (new ProfilingSample("Render Shadows", cmd))
using (new ProfilingSample(cmd, "Render Shadows"))
{
foreach( var sm in m_Shadowmaps )
{

1
ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs


public bool displayOpaqueObjects = true;
public bool displayTransparentObjects = true;
public bool enableDistortion = true;
public bool enableGaussianPyramid = true;
public bool enableSSSAndTransmission = true;
}

407
ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


}
}
// This holds all the matrix data we need for rendering, including data from the previous frame
// (which is the main reason why we need to keep them around for a minimum of one frame).
// HDCameras are automatically created & updated from a source camera and will be destroyed if
// not used during a frame.
public class HDCamera
{
public Matrix4x4 viewMatrix;
public Matrix4x4 projMatrix;
public Matrix4x4 nonJitteredProjMatrix;
public Vector4 screenSize;
public Vector4[] frustumPlaneEquations;
public Camera camera;
public Matrix4x4 viewProjMatrix
{
get { return projMatrix * viewMatrix; }
}
public Matrix4x4 nonJitteredViewProjMatrix
{
get { return nonJitteredProjMatrix * viewMatrix; }
}
public bool isFirstFrame
{
get { return m_FirstFrame; }
}
public Vector4 invProjParam
{
// Ref: An Efficient Depth Linearization Method for Oblique View Frustums, Eq. 6.
get { var p = projMatrix; return new Vector4(p.m20 / (p.m00 * p.m23), p.m21 / (p.m11 * p.m23), -1.0f / p.m23, (-p.m22 + p.m20 * p.m02 / p.m00 + p.m21 * p.m12 / p.m11) / p.m23); }
}
// View-projection matrix from the previous frame.
public Matrix4x4 prevViewProjMatrix;
// We need to keep track of these when camera relative rendering is enabled so we can take
// camera translation into account when generating camera motion vectors
public Vector3 cameraPos;
public Vector3 prevCameraPos;
// The only way to reliably keep track of a frame change right now is to compare the frame
// count Unity gives us. We need this as a single camera could be rendered several times per
// frame and some matrices only have to be computed once. Realistically this shouldn't
// happen, but you never know...
int m_LastFrameActive;
// Always true for cameras that just got added to the pool - needed for previous matrices to
// avoid one-frame jumps/hiccups with temporal effects (motion blur, TAA...)
bool m_FirstFrame;
public HDCamera(Camera cam)
{
camera = cam;
frustumPlaneEquations = new Vector4[6];
Reset();
}
public void Update(PostProcessLayer postProcessLayer)
{
// If TAA is enabled projMatrix will hold a jittered projection matrix. The original,
// non-jittered projection matrix can be accessed via nonJitteredProjMatrix.
bool taaEnabled = camera.cameraType == CameraType.Game
&& CoreUtils.IsTemporalAntialiasingActive(postProcessLayer);
Matrix4x4 nonJitteredCameraProj = camera.projectionMatrix;
Matrix4x4 cameraProj = taaEnabled
? postProcessLayer.temporalAntialiasing.GetJitteredProjectionMatrix(camera)
: nonJitteredCameraProj;
// The actual projection matrix used in shaders is actually massaged a bit to work across all platforms
// (different Z value ranges etc.)
Matrix4x4 gpuProj = GL.GetGPUProjectionMatrix(cameraProj, true); // Had to change this from 'false'
Matrix4x4 gpuView = camera.worldToCameraMatrix;
Matrix4x4 gpuNonJitteredProj = GL.GetGPUProjectionMatrix(nonJitteredCameraProj, true);
Vector3 pos = camera.transform.position;
if (ShaderConfig.s_CameraRelativeRendering != 0)
{
// Zero out the translation component.
gpuView.SetColumn(3, new Vector4(0, 0, 0, 1));
}
Matrix4x4 gpuVP = gpuNonJitteredProj * gpuView;
// A camera could be rendered multiple times per frame, only updates the previous view proj & pos if needed
if (m_LastFrameActive != Time.frameCount)
{
if (m_FirstFrame)
{
prevCameraPos = pos;
prevViewProjMatrix = gpuVP;
}
else
{
prevCameraPos = cameraPos;
prevViewProjMatrix = nonJitteredViewProjMatrix;
}
m_FirstFrame = false;
}
viewMatrix = gpuView;
projMatrix = gpuProj;
nonJitteredProjMatrix = gpuNonJitteredProj;
cameraPos = pos;
screenSize = new Vector4(camera.pixelWidth, camera.pixelHeight, 1.0f / camera.pixelWidth, 1.0f / camera.pixelHeight);
Plane[] planes = GeometryUtility.CalculateFrustumPlanes(viewProjMatrix);
for (int i = 0; i < 6; i++)
{
frustumPlaneEquations[i] = new Vector4(planes[i].normal.x, planes[i].normal.y, planes[i].normal.z, planes[i].distance);
}
m_LastFrameActive = Time.frameCount;
}
public void Reset()
{
m_LastFrameActive = -1;
m_FirstFrame = true;
}
static Dictionary<Camera, HDCamera> m_Cameras = new Dictionary<Camera, HDCamera>();
static List<Camera> m_Cleanup = new List<Camera>(); // Recycled to reduce GC pressure
// Grab the HDCamera tied to a given Camera and update it.
public static HDCamera Get(Camera camera, PostProcessLayer postProcessLayer)
{
HDCamera hdcam;
if (!m_Cameras.TryGetValue(camera, out hdcam))
{
hdcam = new HDCamera(camera);
m_Cameras.Add(camera, hdcam);
}
hdcam.Update(postProcessLayer);
return hdcam;
}
// Look for any camera that hasn't been used in the last frame and remove them for the pool.
public static void CleanUnused()
{
int frameCheck = Time.frameCount - 1;
foreach (var kvp in m_Cameras)
{
if (kvp.Value.m_LastFrameActive != frameCheck)
m_Cleanup.Add(kvp.Key);
}
foreach (var cam in m_Cleanup)
m_Cameras.Remove(cam);
m_Cleanup.Clear();
}
public void SetupGlobalParams(CommandBuffer cmd)
{
cmd.SetGlobalMatrix(HDShaderIDs._ViewMatrix, viewMatrix);
cmd.SetGlobalMatrix(HDShaderIDs._InvViewMatrix, viewMatrix.inverse);
cmd.SetGlobalMatrix(HDShaderIDs._ProjMatrix, projMatrix);
cmd.SetGlobalMatrix(HDShaderIDs._InvProjMatrix, projMatrix.inverse);
cmd.SetGlobalMatrix(HDShaderIDs._NonJitteredViewProjMatrix, nonJitteredViewProjMatrix);
cmd.SetGlobalMatrix(HDShaderIDs._ViewProjMatrix, viewProjMatrix);
cmd.SetGlobalMatrix(HDShaderIDs._InvViewProjMatrix, viewProjMatrix.inverse);
cmd.SetGlobalVector(HDShaderIDs._InvProjParam, invProjParam);
cmd.SetGlobalVector(HDShaderIDs._ScreenSize, screenSize);
cmd.SetGlobalMatrix(HDShaderIDs._PrevViewProjMatrix, prevViewProjMatrix);
cmd.SetGlobalVectorArray(HDShaderIDs._FrustumPlanes, frustumPlaneEquations);
}
// Does not modify global settings. Used for shadows, low res. rendering, etc.
public void OverrideGlobalParams(Material material)
{
material.SetMatrix(HDShaderIDs._ViewMatrix, viewMatrix);
material.SetMatrix(HDShaderIDs._InvViewMatrix, viewMatrix.inverse);
material.SetMatrix(HDShaderIDs._ProjMatrix, projMatrix);
material.SetMatrix(HDShaderIDs._InvProjMatrix, projMatrix.inverse);
material.SetMatrix(HDShaderIDs._NonJitteredViewProjMatrix, nonJitteredViewProjMatrix);
material.SetMatrix(HDShaderIDs._ViewProjMatrix, viewProjMatrix);
material.SetMatrix(HDShaderIDs._InvViewProjMatrix, viewProjMatrix.inverse);
material.SetVector(HDShaderIDs._InvProjParam, invProjParam);
material.SetVector(HDShaderIDs._ScreenSize, screenSize);
material.SetMatrix(HDShaderIDs._PrevViewProjMatrix, prevViewProjMatrix);
material.SetVectorArray(HDShaderIDs._FrustumPlanes, frustumPlaneEquations);
}
public void SetupComputeShader(ComputeShader cs, CommandBuffer cmd)
{
cmd.SetComputeMatrixParam(cs, HDShaderIDs._ViewMatrix, viewMatrix);
cmd.SetComputeMatrixParam(cs, HDShaderIDs._InvViewMatrix, viewMatrix.inverse);
cmd.SetComputeMatrixParam(cs, HDShaderIDs._ProjMatrix, projMatrix);
cmd.SetComputeMatrixParam(cs, HDShaderIDs._InvProjMatrix, projMatrix.inverse);
cmd.SetComputeMatrixParam(cs, HDShaderIDs._NonJitteredViewProjMatrix, nonJitteredViewProjMatrix);
cmd.SetComputeMatrixParam(cs, HDShaderIDs._ViewProjMatrix, viewProjMatrix);
cmd.SetComputeMatrixParam(cs, HDShaderIDs._InvViewProjMatrix, viewProjMatrix.inverse);
cmd.SetComputeVectorParam(cs, HDShaderIDs._InvProjParam, invProjParam);
cmd.SetComputeVectorParam(cs, HDShaderIDs._ScreenSize, screenSize);
cmd.SetComputeMatrixParam(cs, HDShaderIDs._PrevViewProjMatrix, prevViewProjMatrix);
cmd.SetComputeVectorArrayParam(cs, HDShaderIDs._FrustumPlanes, frustumPlaneEquations);
// Copy values set by Unity which are not configured in scripts.
cmd.SetComputeVectorParam(cs, HDShaderIDs.unity_OrthoParams, Shader.GetGlobalVector(HDShaderIDs.unity_OrthoParams));
cmd.SetComputeVectorParam(cs, HDShaderIDs._ProjectionParams, Shader.GetGlobalVector(HDShaderIDs._ProjectionParams));
cmd.SetComputeVectorParam(cs, HDShaderIDs._ScreenParams, Shader.GetGlobalVector(HDShaderIDs._ScreenParams));
cmd.SetComputeVectorParam(cs, HDShaderIDs._ZBufferParams, Shader.GetGlobalVector(HDShaderIDs._ZBufferParams));
cmd.SetComputeVectorParam(cs, HDShaderIDs._WorldSpaceCameraPos, Shader.GetGlobalVector(HDShaderIDs._WorldSpaceCameraPos));
}
}
public class GBufferManager
{
public const int MaxGbuffer = 8;

Material m_SssHorizontalFilterAndCombinePass;
// <<< Old SSS Model
ComputeShader m_GaussianPyramidCS { get { return m_Asset.renderPipelineResources.gaussianPyramidCS; } }
int m_GaussianPyramidKernel;
ComputeShader m_DepthPyramidCS { get { return m_Asset.renderPipelineResources.depthPyramidCS; } }
int m_DepthPyramidKernel;
Material m_CameraMotionVectorsMaterial;
// Debug material

// <<< Old SSS Model
readonly int m_VelocityBuffer;
readonly int m_DistortionBuffer;
readonly int m_GaussianPyramidColorBuffer;
readonly int m_DepthPyramidBuffer;
readonly int m_DeferredShadowBuffer;

// <<< Old SSS Model
readonly RenderTargetIdentifier m_VelocityBufferRT;
readonly RenderTargetIdentifier m_DistortionBufferRT;
readonly RenderTargetIdentifier m_GaussianPyramidColorBufferRT;
readonly RenderTargetIdentifier m_DepthPyramidBufferRT;
RenderTextureDescriptor m_GaussianPyramidColorBufferDesc;
RenderTextureDescriptor m_DepthPyramidBufferDesc;
readonly RenderTargetIdentifier m_DeferredShadowBufferRT;

m_DistortionBuffer = HDShaderIDs._DistortionTexture;
m_DistortionBufferRT = new RenderTargetIdentifier(m_DistortionBuffer);
m_GaussianPyramidKernel = m_GaussianPyramidCS.FindKernel("KMain");
m_GaussianPyramidColorBuffer = HDShaderIDs._GaussianPyramidColorTexture;
m_GaussianPyramidColorBufferRT = new RenderTargetIdentifier(m_GaussianPyramidColorBuffer);
m_GaussianPyramidColorBufferDesc = new RenderTextureDescriptor(2, 2, RenderTextureFormat.ARGBHalf, 0)
{
useMipMap = true,
autoGenerateMips = false
};
m_DepthPyramidKernel = m_DepthPyramidCS.FindKernel("KMain");
m_DepthPyramidBuffer = HDShaderIDs._DepthPyramidTexture;
m_DepthPyramidBufferRT = new RenderTargetIdentifier(m_DepthPyramidBuffer);
m_DepthPyramidBufferDesc = new RenderTextureDescriptor(2, 2, RenderTextureFormat.RFloat, 0)
{
useMipMap = true,
autoGenerateMips = false
};
m_DistortionBuffer = HDShaderIDs._DistortionTexture;
m_DistortionBufferRT = new RenderTargetIdentifier(m_DistortionBuffer);
m_DeferredShadowBuffer = HDShaderIDs._DeferredShadowTexture;
m_DeferredShadowBufferRT = new RenderTargetIdentifier(m_DeferredShadowBuffer);

public void PushGlobalParams(HDCamera hdCamera, CommandBuffer cmd, SubsurfaceScatteringSettings sssParameters)
{
using (new ProfilingSample("Push Global Parameters", cmd))
using (new ProfilingSample(cmd, "Push Global Parameters"))
{
hdCamera.SetupGlobalParams(cmd);

private void CopyDepthBufferIfNeeded(CommandBuffer cmd)
{
using (new ProfilingSample(NeedDepthBufferCopy() ? "Copy DepthBuffer" : "Set DepthBuffer", cmd))
using (new ProfilingSample(cmd, NeedDepthBufferCopy() ? "Copy DepthBuffer" : "Set DepthBuffer"))
using (new ProfilingSample("Copy depth-stencil buffer", cmd))
using (new ProfilingSample(cmd, "Copy depth-stencil buffer"))
{
cmd.CopyTexture(m_CameraDepthStencilBufferRT, m_CameraDepthBufferCopyRT);
}

{
if (NeedStencilBufferCopy())
{
using (new ProfilingSample("Copy StencilBuffer", cmd))
using (new ProfilingSample(cmd, "Copy StencilBuffer"))
{
cmd.SetRandomWriteTarget(1, GetHTile());
// Our method of exporting the stencil requires one pass per unique stencil value.

// TODO: Add another path dedicated to planar reflection / real time cubemap that implement simpler lighting
// It is up to the users to only send unlit object for this camera path
using (new ProfilingSample("Forward", cmd))
using (new ProfilingSample(cmd, "Forward"))
{
CoreUtils.SetRenderTarget(cmd, m_CameraColorBufferRT, m_CameraDepthStencilBufferRT, ClearFlag.Color | ClearFlag.Depth);
ShaderPassName[] arrayShaderPassName = { HDShaderPassNames.m_ForwardName };

// In both forward and deferred, everything opaque should have been rendered at this point so we can safely copy the depth buffer for later processing.
CopyDepthBufferIfNeeded(cmd);
RenderPyramidDepth(camera, cmd);
// Required for the SSS and the shader feature classification pass.
PrepareAndBindStencilTexture(cmd);

}
else
{
using (new ProfilingSample("Build Light list and render shadows", cmd))
using (new ProfilingSample(cmd, "Build Light list and render shadows"))
{
// TODO: Everything here (SSAO, Shadow, Build light list, deffered shadow, material and light classification can be parallelize with Async compute)
m_SsaoEffect.Render(ssaoSettingsToUse, this, hdCamera, renderContext, cmd, m_Asset.renderingSettings.useForwardRenderingOnly);

RenderSky(hdCamera, cmd);
RenderGaussianPyramidColor(camera, cmd);
// Render all type of transparent forward (unlit, lit, complex (hair...)) to keep the sorting between transparent objects.
RenderForward(m_CullResults, camera, renderContext, cmd, false);
#if UNITY_EDITOR

// Planar and real time cubemap doesn't need post process and render in FP16
if (camera.cameraType == CameraType.Reflection)
{
using (new ProfilingSample("Blit to final RT", cmd))
using (new ProfilingSample(cmd, "Blit to final RT"))
{
// Simple blit
cmd.Blit(m_CameraColorBufferRT, BuiltinRenderTextureType.CameraTarget);

if (addDepthPrepass == false && addForwardOnlyOpaqueDepthPrepass == false)
return;
using (new ProfilingSample(addDepthPrepass ? "Depth Prepass" : "Depth Prepass forward opaque ", cmd))
using (new ProfilingSample(cmd, addDepthPrepass ? "Depth Prepass" : "Depth Prepass forward opaque"))
{
// Default depth prepass (forward and deferred) will render all opaque geometry.
RenderQueueRange renderQueueRange = RenderQueueRange.opaque;

if (m_Asset.renderingSettings.ShouldUseForwardRenderingOnly())
return;
using (new ProfilingSample(m_CurrentDebugDisplaySettings.IsDebugDisplayEnabled() ? "GBufferDebugDisplay" : "GBuffer", cmd))
using (new ProfilingSample(cmd, m_CurrentDebugDisplaySettings.IsDebugDisplayEnabled() ? "GBufferDebugDisplay" : "GBuffer"))
{
// setup GBuffer for rendering
CoreUtils.SetRenderTarget(cmd, m_gbufferManager.GetGBuffers(), m_CameraDepthStencilBufferRT);

void RenderDebugViewMaterial(CullResults cull, HDCamera hdCamera, ScriptableRenderContext renderContext, CommandBuffer cmd)
{
using (new ProfilingSample("DisplayDebug ViewMaterial", cmd))
using (new ProfilingSample(cmd, "DisplayDebug ViewMaterial"))
using (new ProfilingSample("DebugViewMaterialGBuffer", cmd))
using (new ProfilingSample(cmd, "DebugViewMaterialGBuffer"))
{
CoreUtils.DrawFullScreen(cmd, m_DebugViewMaterialGBuffer, m_CameraColorBufferRT);
}

// Last blit
{
using (new ProfilingSample("Blit DebugView Material Debug", cmd))
using (new ProfilingSample(cmd, "Blit DebugView Material Debug"))
{
cmd.Blit(m_CameraColorBufferRT, BuiltinRenderTextureType.CameraTarget);
}

if (!m_CurrentDebugDisplaySettings.renderingDebugSettings.enableSSSAndTransmission || m_Asset.renderingSettings.ShouldUseForwardRenderingOnly())
return;
using (new ProfilingSample("Subsurface Scattering", cmd))
using (new ProfilingSample(cmd, "Subsurface Scattering"))
{
if (sssSettings.useDisneySSS)
{

profileName = addForwardPass ? (renderOpaque ? "Forward Opaque" : "Forward Transparent") : "Forward Only Opaque";
}
using (new ProfilingSample(profileName, cmd))
using (new ProfilingSample(cmd, profileName))
{
CoreUtils.SetRenderTarget(cmd, m_CameraColorBufferRT, m_CameraDepthStencilBufferRT);

// This is use to Display legacy shader with an error shader
void RenderForwardError(CullResults cullResults, Camera camera, ScriptableRenderContext renderContext, CommandBuffer cmd, bool renderOpaque)
{
using (new ProfilingSample("Render Forward Error", cmd))
using (new ProfilingSample(cmd, "Render Forward Error"))
{
CoreUtils.SetRenderTarget(cmd, m_CameraColorBufferRT, m_CameraDepthStencilBufferRT);

void RenderVelocity(CullResults cullResults, HDCamera hdcam, ScriptableRenderContext renderContext, CommandBuffer cmd)
{
using (new ProfilingSample("Velocity", cmd))
using (new ProfilingSample(cmd, "Velocity"))
{
// If opaque velocity have been render during GBuffer no need to render it here
// TODO: Currently we can't render velocity vector into GBuffer, neither during forward pass (in case of forward opaque), so it is always a separate pass

}
}
void RenderGaussianPyramidColor(Camera camera, CommandBuffer cmd)
{
if (!m_CurrentDebugDisplaySettings.renderingDebugSettings.enableGaussianPyramid)
return;
using (new ProfilingSample(cmd, "Gaussian Pyramid Color"))
{
int w = camera.pixelWidth;
int h = camera.pixelHeight;
int size = Mathf.ClosestPowerOfTwo(Mathf.Min(w, h));
// The gaussian pyramid compute works in blocks of 8x8 so make sure the last lod has a
// minimum size of 8x8
int lodCount = Mathf.FloorToInt(Mathf.Log(size, 2f) - 3f);
if (lodCount > HDShaderIDs._GaussianPyramidColorMips.Length)
{
Debug.LogWarningFormat("Cannot compute all mipmaps of the color pyramid, max texture size supported: {0}", (2 << HDShaderIDs._GaussianPyramidColorMips.Length).ToString());
lodCount = HDShaderIDs._GaussianPyramidColorMips.Length;
}
cmd.SetGlobalVector(HDShaderIDs._GaussianPyramidColorMipSize, new Vector4(size, size, lodCount, 0));
cmd.Blit(m_CameraColorBufferRT, m_GaussianPyramidColorBuffer);
var last = m_GaussianPyramidColorBuffer;
for (int i = 0; i < lodCount; i++)
{
size >>= 1;
cmd.GetTemporaryRT(HDShaderIDs._GaussianPyramidColorMips[i + 1], size, size, 0, FilterMode.Bilinear, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear, 1, true);
cmd.SetComputeTextureParam(m_GaussianPyramidCS, m_GaussianPyramidKernel, "_Source", last);
cmd.SetComputeTextureParam(m_GaussianPyramidCS, m_GaussianPyramidKernel, "_Result", HDShaderIDs._GaussianPyramidColorMips[i + 1]);
cmd.SetComputeVectorParam(m_GaussianPyramidCS, "_Size", new Vector4(size, size, 1f / size, 1f / size));
cmd.DispatchCompute(m_GaussianPyramidCS, m_GaussianPyramidKernel, size / 8, size / 8, 1);
cmd.CopyTexture(HDShaderIDs._GaussianPyramidColorMips[i + 1], 0, 0, m_GaussianPyramidColorBufferRT, 0, i + 1);
last = HDShaderIDs._GaussianPyramidColorMips[i + 1];
}
cmd.SetGlobalTexture(HDShaderIDs._GaussianPyramidColorTexture, m_GaussianPyramidColorBuffer);
for (int i = 0; i < lodCount; i++)
cmd.ReleaseTemporaryRT(HDShaderIDs._GaussianPyramidColorMips[i + 1]);
}
}
void RenderPyramidDepth(Camera camera, CommandBuffer cmd)
{
if (!m_CurrentDebugDisplaySettings.renderingDebugSettings.enableGaussianPyramid)
return;
using (new ProfilingSample(cmd, "Pyramid Depth"))
{
int w = camera.pixelWidth;
int h = camera.pixelHeight;
int size = Mathf.ClosestPowerOfTwo(Mathf.Min(w, h));
// The gaussian pyramid compute works in blocks of 8x8 so make sure the last lod has a
// minimum size of 8x8
int lodCount = Mathf.FloorToInt(Mathf.Log(size, 2f) - 3f);
if (lodCount > HDShaderIDs._DepthPyramidMips.Length)
{
Debug.LogWarningFormat("Cannot compute all mipmaps of the depth pyramid, max texture size supported: {0}", (2 << HDShaderIDs._DepthPyramidMips.Length).ToString());
lodCount = HDShaderIDs._DepthPyramidMips.Length;
}
cmd.SetGlobalVector(HDShaderIDs._DepthPyramidMipSize, new Vector4(size, size, lodCount, 0));
cmd.GetTemporaryRT(HDShaderIDs._DepthPyramidMips[0], size, size, 0, FilterMode.Bilinear, RenderTextureFormat.RFloat, RenderTextureReadWrite.Linear, 1, true);
HDUtils.SampleCopyChannel_xyzw2x(cmd, GetDepthTexture(), HDShaderIDs._DepthPyramidMips[0], new Vector2(size, size), m_Asset.renderPipelineResources);
cmd.CopyTexture(HDShaderIDs._DepthPyramidMips[0], 0, 0, m_DepthPyramidBuffer, 0, 0);
for (int i = 0; i < lodCount; i++)
{
size >>= 1;
cmd.GetTemporaryRT(HDShaderIDs._DepthPyramidMips[i + 1], size, size, 0, FilterMode.Bilinear, RenderTextureFormat.RFloat, RenderTextureReadWrite.Linear, 1, true);
cmd.SetComputeTextureParam(m_DepthPyramidCS, m_DepthPyramidKernel, "_Source", HDShaderIDs._DepthPyramidMips[i]);
cmd.SetComputeTextureParam(m_DepthPyramidCS, m_DepthPyramidKernel, "_Result", HDShaderIDs._DepthPyramidMips[i + 1]);
cmd.SetComputeVectorParam(m_DepthPyramidCS, "_Size", new Vector4(size, size, 1f / size, 1f / size));
cmd.DispatchCompute(m_DepthPyramidCS, m_DepthPyramidKernel, size / 8, size / 8, 1);
cmd.CopyTexture(HDShaderIDs._DepthPyramidMips[i + 1], 0, 0, m_DepthPyramidBufferRT, 0, i + 1);
}
cmd.SetGlobalTexture(HDShaderIDs._DepthPyramidTexture, m_DepthPyramidBuffer);
for (int i = 0; i < lodCount + 1; i++)
cmd.ReleaseTemporaryRT(HDShaderIDs._DepthPyramidMips[i]);
}
}
using (new ProfilingSample("Distortion", cmd))
using (new ProfilingSample(cmd, "Distortion"))
{
int w = camera.pixelWidth;
int h = camera.pixelHeight;

void RenderPostProcesses(Camera camera, CommandBuffer cmd, PostProcessLayer layer)
{
using (new ProfilingSample("Post-processing", cmd))
using (new ProfilingSample(cmd, "Post-processing"))
{
if (CoreUtils.IsPostProcessingActive(layer))
{

if (camera.camera.cameraType == CameraType.Reflection || camera.camera.cameraType == CameraType.Preview)
return;
using (new ProfilingSample("Render Debug", cmd))
using (new ProfilingSample(cmd, "Render Debug"))
{
// We make sure the depth buffer is bound because we need it to write depth at near plane for overlays otherwise the editor grid end up visible in them.
CoreUtils.SetRenderTarget(cmd, BuiltinRenderTextureType.CameraTarget, m_CameraDepthStencilBufferRT);

void InitAndClearBuffer(HDCamera camera, CommandBuffer cmd)
{
using (new ProfilingSample("InitAndClearBuffer", cmd))
using (new ProfilingSample(cmd, "InitAndClearBuffer"))
using (new ProfilingSample("InitGBuffers and clear Depth/Stencil", cmd))
using (new ProfilingSample(cmd, "InitGBuffers and clear Depth/Stencil"))
{
// Init buffer
// With scriptable render loop we must allocate ourself depth and color buffer (We must be independent of backbuffer for now, hope to fix that later).

cmd.GetTemporaryRT(m_CameraColorBuffer, w, h, 0, FilterMode.Point, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear, 1, true); // Enable UAV
cmd.GetTemporaryRT(m_CameraSssDiffuseLightingBuffer, w, h, 0, FilterMode.Point, RenderTextureFormat.RGB111110Float, RenderTextureReadWrite.Linear, 1, true); // Enable UAV
cmd.GetTemporaryRT(m_CameraFilteringBuffer, w, h, 0, FilterMode.Point, RenderTextureFormat.RGB111110Float, RenderTextureReadWrite.Linear, 1, true); // Enable UAV
// Color and depth pyramids
int s = Mathf.ClosestPowerOfTwo(Mathf.Min(w, h));
m_GaussianPyramidColorBufferDesc.width = s;
m_GaussianPyramidColorBufferDesc.height = s;
cmd.GetTemporaryRT(m_GaussianPyramidColorBuffer, m_GaussianPyramidColorBufferDesc, FilterMode.Trilinear);
m_DepthPyramidBufferDesc.width = s;
m_DepthPyramidBufferDesc.height = s;
cmd.GetTemporaryRT(m_DepthPyramidBuffer, m_DepthPyramidBufferDesc, FilterMode.Trilinear);
// End
if (!m_Asset.renderingSettings.ShouldUseForwardRenderingOnly())
{

}
// Clear the diffuse SSS lighting target
using (new ProfilingSample("Clear SSS diffuse target", cmd))
using (new ProfilingSample(cmd, "Clear SSS diffuse target"))
{
CoreUtils.SetRenderTarget(cmd, m_CameraSssDiffuseLightingBufferRT, ClearFlag.Color, Color.black);
}

{
// Clear the SSS filtering target
using (new ProfilingSample("Clear SSS filtering target", cmd))
using (new ProfilingSample(cmd, "Clear SSS filtering target"))
{
CoreUtils.SetRenderTarget(cmd, m_CameraFilteringBuffer, ClearFlag.Color, Color.black);
}

if (NeedStencilBufferCopy())
{
using (new ProfilingSample("Clear stencil texture", cmd))
using (new ProfilingSample(cmd, "Clear stencil texture"))
{
CoreUtils.SetRenderTarget(cmd, m_CameraStencilBufferCopyRT, ClearFlag.Color, Color.black);
}

{
using (new ProfilingSample("Clear HTile", cmd))
using (new ProfilingSample(cmd, "Clear HTile"))
{
CoreUtils.SetRenderTarget(cmd, m_HTileRT, ClearFlag.Color, Color.black);
}

// TEMP: As we are in development and have not all the setup pass we still clear the color in emissive buffer and gbuffer, but this will be removed later.
// Clear the HDR target
using (new ProfilingSample("Clear HDR target", cmd))
using (new ProfilingSample(cmd, "Clear HDR target"))
{
CoreUtils.SetRenderTarget(cmd, m_CameraColorBufferRT, m_CameraDepthStencilBufferRT, ClearFlag.Color, Color.black);
}

{
using (new ProfilingSample("Clear GBuffer", cmd))
using (new ProfilingSample(cmd, "Clear GBuffer"))
{
CoreUtils.SetRenderTarget(cmd, m_gbufferManager.GetGBuffers(), m_CameraDepthStencilBufferRT, ClearFlag.Color, Color.black);
}

7
ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.asset


renderingSettings:
useForwardRenderingOnly: 0
useDepthPrepassWithDeferredRendering: 0
renderAlphaTestOnlyInDeferredPrepass: 0
texturingModeFlags: 1
transmissionFlags: 5460
texturingModeFlags: 0
transmissionFlags: 5462
- {x: 0, y: 12.031147, z: 0, w: 0}
- {x: 0, y: 8.152544, z: 0, w: 0}
- {x: 0, y: 0.2873168, z: 0, w: 0}
- {x: 0, y: 5, z: 0, w: 0}
- {x: 0, y: 12.031147, z: 0, w: 0}

44
ScriptableRenderPipeline/HDRenderPipeline/HDStringConstants.cs


internal static readonly int _VelocityTexture = Shader.PropertyToID("_VelocityTexture");
internal static readonly int _DistortionTexture = Shader.PropertyToID("_DistortionTexture");
internal static readonly int _GaussianPyramidColorTexture = Shader.PropertyToID("_GaussianPyramidColorTexture");
internal static readonly int _DepthPyramidTexture = Shader.PropertyToID("_PyramidDepthTexture");
internal static readonly int _GaussianPyramidColorMipSize = Shader.PropertyToID("_GaussianPyramidColorMipSize");
internal static readonly int[] _GaussianPyramidColorMips =
{
Shader.PropertyToID("_GaussianColorMip0"),
Shader.PropertyToID("_GaussianColorMip1"),
Shader.PropertyToID("_GaussianColorMip2"),
Shader.PropertyToID("_GaussianColorMip3"),
Shader.PropertyToID("_GaussianColorMip4"),
Shader.PropertyToID("_GaussianColorMip5"),
Shader.PropertyToID("_GaussianColorMip6"),
Shader.PropertyToID("_GaussianColorMip7"),
Shader.PropertyToID("_GaussianColorMip8"),
Shader.PropertyToID("_GaussianColorMip9"),
Shader.PropertyToID("_GaussianColorMip10"),
Shader.PropertyToID("_GaussianColorMip11"),
Shader.PropertyToID("_GaussianColorMip12"),
Shader.PropertyToID("_GaussianColorMip13"),
Shader.PropertyToID("_GaussianColorMip14"),
};
internal static readonly int _DepthPyramidMipSize = Shader.PropertyToID("_PyramidDepthMipSize");
internal static readonly int[] _DepthPyramidMips =
{
Shader.PropertyToID("_DepthPyramidMip0"),
Shader.PropertyToID("_DepthPyramidMip1"),
Shader.PropertyToID("_DepthPyramidMip2"),
Shader.PropertyToID("_DepthPyramidMip3"),
Shader.PropertyToID("_DepthPyramidMip4"),
Shader.PropertyToID("_DepthPyramidMip5"),
Shader.PropertyToID("_DepthPyramidMip6"),
Shader.PropertyToID("_DepthPyramidMip7"),
Shader.PropertyToID("_DepthPyramidMip8"),
Shader.PropertyToID("_DepthPyramidMip9"),
Shader.PropertyToID("_DepthPyramidMip10"),
Shader.PropertyToID("_DepthPyramidMip11"),
Shader.PropertyToID("_DepthPyramidMip12"),
Shader.PropertyToID("_DepthPyramidMip13"),
Shader.PropertyToID("_DepthPyramidMip14"),
};
internal static readonly int _DebugFullScreenTexture = Shader.PropertyToID("_DebugFullScreenTexture");
internal static readonly int _WorldScales = Shader.PropertyToID("_WorldScales");

internal static readonly int _GlobalFog_Extinction = Shader.PropertyToID("_GlobalFog_Extinction");
internal static readonly int _GlobalFog_Asymmetry = Shader.PropertyToID("_GlobalFog_Asymmetry");
internal static readonly int _GlobalFog_Scattering = Shader.PropertyToID("_GlobalFog_Scattering");
internal static readonly int _Size = Shader.PropertyToID("_Size");
internal static readonly int _Source4 = Shader.PropertyToID("_Source4");
internal static readonly int _Result1 = Shader.PropertyToID("_Result1");
}
}

21
ScriptableRenderPipeline/HDRenderPipeline/HDUtils.cs


#if UNITY_EDITOR
#if UNITY_EDITOR
using UnityEngine.Rendering;
#endif
namespace UnityEngine.Experimental.Rendering.HDPipeline

return path;
}
public static string GetPostProcessingPath()
{
var hdrpPath = GetHDRenderPipelinePath();
var fullPath = Path.GetFullPath(hdrpPath + "../../PostProcessing/PostProcessing");
var relativePath = fullPath.Substring(fullPath.IndexOf("Assets"));
return relativePath.Replace("\\", "/") + "/";
}
#endif
public const RendererConfiguration k_RendererConfigurationBakedLighting = RendererConfiguration.PerObjectLightProbe | RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbeProxyVolume;

y -= s_OverlayLineHeight;
s_OverlayLineHeight = -1.0f;
}
}
public static void SampleCopyChannel_xyzw2x(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier target, Vector2 size, RenderPipelineResources resources)
{
var s = new Vector4(size.x, size.y, 1f / size.x, 1f / size.y);
cmd.SetComputeVectorParam(resources.copyChannelCS, HDShaderIDs._Size, s);
cmd.SetComputeTextureParam(resources.copyChannelCS, resources.copyChannelKernel_xyzw2x, HDShaderIDs._Source4, source);
cmd.SetComputeTextureParam(resources.copyChannelCS, resources.copyChannelKernel_xyzw2x, HDShaderIDs._Result1, target);
cmd.DispatchCompute(resources.copyChannelCS, resources.copyChannelKernel_xyzw2x, (int)(size.x) / 8, (int)(size.y) / 8, 1);
}
}
}

2
ScriptableRenderPipeline/HDRenderPipeline/Lighting/AmbientOcclusion/ScreenSpaceAmbientOcclusion.cs


m_Material.SetFloat(Uniforms._Downsample, 1.0f / downsize);
m_Material.SetFloat(Uniforms._SampleCount, settings.sampleCount);
using (new ProfilingSample("Screenspace ambient occlusion", cmd))
using (new ProfilingSample(cmd, "Screenspace ambient occlusion"))
{
// AO estimation.
cmd.GetTemporaryRT(Uniforms._TempTex1, width / downsize, height / downsize, 0, kFilter, kTempFormat, kRWMode);

21
ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


Area = 1 << 9,
Directional = 1 << 10,
Env = 1 << 11,
Sky = 1 << 12 // If adding more light be sure to not overflow LightDefinitions.s_LightFeatureMaskFlags
Sky = 1 << 12,
SSL = 1 << 13 // If adding more light be sure to not overflow LightDefinitions.s_LightFeatureMaskFlags
}
[GenerateHLSL]

public void PushGlobalParams(Camera camera, CommandBuffer cmd, ComputeShader computeShader, int kernelIndex, bool forceClustered = false)
{
using (new ProfilingSample("Push Global Parameters", cmd))
using (new ProfilingSample(cmd, "Push Global Parameters"))
{
// Shadows
m_ShadowMgr.SyncData();

if (lightingDebug.tileDebugByCategory == TileSettings.TileDebug.None)
return;
using (new ProfilingSample("Tiled Lighting Debug", cmd))
using (new ProfilingSample(cmd, "Tiled Lighting Debug"))
{
bool bUseClusteredForDeferred = !usingFptl;

if (m_CurrentSunLight == null)
return;
using (new ProfilingSample("Deferred Directional", cmd))
using (new ProfilingSample(cmd, "Deferred Directional"))
{
hdCamera.SetupComputeShader(deferredDirectionalShadowComputeShader, cmd);
m_ShadowMgr.BindResources(cmd, deferredDirectionalShadowComputeShader, s_deferredDirectionalShadowKernel);

string singlePassName = "SinglePass - Deferred Lighting Pass";
string SinglePassMRTName = "SinglePass - Deferred Lighting Pass MRT";
using (new ProfilingSample(m_TileSettings.enableTileAndCluster ?
(options.outputSplitLighting ? tilePassMRTName : tilePassName) :
(options.outputSplitLighting ? SinglePassMRTName : singlePassName), cmd))
using (new ProfilingSample(cmd, m_TileSettings.enableTileAndCluster ?
(options.outputSplitLighting ? tilePassMRTName : tilePassName) :
(options.outputSplitLighting ? SinglePassMRTName : singlePassName)))
{
var camera = hdCamera.camera;

// Note: if we use render opaque with deferred tiling we need to render a opaque depth pass for these opaque objects
if (!m_TileSettings.enableTileAndCluster)
{
using (new ProfilingSample("Forward pass", cmd))
using (new ProfilingSample(cmd, "Forward pass"))
{
cmd.EnableShaderKeyword("LIGHTLOOP_SINGLE_PASS");
cmd.DisableShaderKeyword("LIGHTLOOP_TILE_PASS");

// Only opaques can use FPTL, transparent must use clustered!
bool useFptl = renderOpaque && usingFptl;
using (new ProfilingSample(useFptl ? "Forward Tiled pass" : "Forward Clustered pass", cmd))
using (new ProfilingSample(cmd, useFptl ? "Forward Tiled pass" : "Forward Clustered pass"))
{
// say that we want to use tile of single loop
cmd.EnableShaderKeyword("LIGHTLOOP_TILE_PASS");

public void RenderDebugOverlay(Camera camera, CommandBuffer cmd, DebugDisplaySettings debugDisplaySettings, ref float x, ref float y, float overlaySize, float width)
{
LightingDebugSettings lightingDebug = debugDisplaySettings.lightingDebugSettings;
using (new ProfilingSample("Display Shadows", cmd))
using (new ProfilingSample(cmd, "Display Shadows"))
{
if (lightingDebug.shadowDebugMode == ShadowMapDebugMode.VisualizeShadowMap)
{

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


#define LIGHTFEATUREFLAGS_DIRECTIONAL (1024)
#define LIGHTFEATUREFLAGS_ENV (2048)
#define LIGHTFEATUREFLAGS_SKY (4096)
#define LIGHTFEATUREFLAGS_SSL (8192)
//
// UnityEngine.Experimental.Rendering.HDPipeline.TilePass.LightDefinitions: static fields

2
ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.hlsl


float3 envDiffuseLighting;
float3 envSpecularLighting;
float envDiffuseLightingWeight;
};
//-----------------------------------------------------------------------------

14
ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassLoop.hlsl


#endif
}
if (featureFlags & LIGHTFEATUREFLAGS_ENV || featureFlags & LIGHTFEATUREFLAGS_SKY)
float totalIblWeight = 0.0; // Max: 1
if (featureFlags & LIGHTFEATUREFLAGS_SSL)
float totalIblWeight = 0.0; // Max: 1
// SSR and rough refraction
float3 localDiffuseLighting, localSpecularLighting;
float2 weight;
EvaluateBSDF_SSL(V, posInput, bsdfData, localDiffuseLighting, localSpecularLighting, weight);
applyWeigthedIblLighting(localDiffuseLighting, localSpecularLighting, weight, accLighting.envDiffuseLighting, accLighting.envSpecularLighting, totalIblWeight);
accLighting.envDiffuseLightingWeight = weight.x;
}
if (featureFlags & LIGHTFEATUREFLAGS_ENV || featureFlags & LIGHTFEATUREFLAGS_SKY)
{
// Reflection probes are sorted by volume (in the increasing order).
if (featureFlags & LIGHTFEATUREFLAGS_ENV)
{

4
ScriptableRenderPipeline/HDRenderPipeline/Lighting/Volumetrics/VolumetricLighting.cs


void ClearVolumetricLightingBuffers(CommandBuffer cmd, bool isFirstFrame)
{
using (new ProfilingSample("Clear volumetric lighting buffers", cmd))
using (new ProfilingSample(cmd, "Clear volumetric lighting buffers"))
{
CoreUtils.SetRenderTarget(cmd, m_VolumetricLightingBufferCurrentFrameRT, ClearFlag.Color, Color.black);

{
if (!SetGlobalVolumeProperties(m_VolumetricLightingEnabled, cmd, m_VolumetricLightingCS)) { return; }
using (new ProfilingSample("VolumetricLighting", cmd))
using (new ProfilingSample(cmd, "VolumetricLighting"))
{
bool enableClustered = m_Asset.tileSettings.enableClustered && m_Asset.tileSettings.enableTileAndCluster;

66
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs


public static GUIContent albedoAffectEmissiveText = new GUIContent("Albedo Affect Emissive", "Specifies whether or not the emissive color is multiplied by the albedo.");
public static GUIContent normalMapSpaceWarning = new GUIContent("Object space normal can't be use with triplanar mapping.");
// Transparency
public static string TransparencyInputsText = "Transparency Inputs";
public static string refractionModeText = "Refraction Mode";
public static GUIContent refractionIORText = new GUIContent("Indice of refraction", "Indice of refraction");
public static GUIContent refractionThicknessText = new GUIContent("Refraction Thickness", "Thickness for rough refraction");
public static GUIContent refractionThicknessMultiplierText = new GUIContent("Refraction Thickness multiplier", "Thickness multiplier");
public static GUIContent refractionThicknessMapText = new GUIContent("Refraction Thickness Map (R)", "Thickness multiplier");
// Transparency absorption
public static GUIContent transmittanceColorText = new GUIContent("Transmittance Color", "Absorption color (RGB)");
public static GUIContent atDistanceText = new GUIContent("Transmittance Absorption Distance", "Absorption distance reference");
}
// Lit shader is not layered but some layered materials inherit from it. In order to share code we need LitUI to account for this.

protected MaterialProperty enableSpecularOcclusion = null;
protected const string kEnableSpecularOcclusion = "_EnableSpecularOcclusion";
// transparency params
protected MaterialProperty ior = null;
protected const string kIOR = "_IOR";
protected MaterialProperty transmittanceColor = null;
protected const string kTransmittanceColor = "_TransmittanceColor";
protected MaterialProperty atDistance = null;
protected const string kATDistance = "_ATDistance";
protected MaterialProperty thicknessMultiplier = null;
protected const string kThicknessMultiplier = "_ThicknessMultiplier";
protected MaterialProperty refractionMode = null;
protected const string kRefractionMode = "_RefractionMode";
protected void FindMaterialLayerProperties(MaterialProperty[] props)
{
for (int i = 0; i < m_LayerCount; ++i)

// clear coat
coatCoverage = FindProperty(kCoatCoverage, props);
coatIOR = FindProperty(kCoatIOR, props);
// Transparency
refractionMode = FindProperty(kRefractionMode, props, false);
transmittanceColor = FindProperty(kTransmittanceColor, props, false);
atDistance = FindProperty(kATDistance, props, false);
thicknessMultiplier = FindProperty(kThicknessMultiplier, props, false);
ior = FindProperty(kIOR, props, false);
// We reuse thickness from SSS
}
protected void ShaderSSSInputGUI(Material material)

m_MaterialEditor.ShaderProperty(detailSmoothnessScale[layerIndex], Styles.detailSmoothnessScaleText);
EditorGUI.indentLevel--;
var surfaceTypeValue = (SurfaceType)surfaceType.floatValue;
if (surfaceTypeValue == SurfaceType.Transparent
&& refractionMode != null)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField(Styles.TransparencyInputsText, EditorStyles.boldLabel);
++EditorGUI.indentLevel;
m_MaterialEditor.ShaderProperty(refractionMode, Styles.refractionModeText);
var mode = (Lit.RefractionMode)refractionMode.floatValue;
if (mode != Lit.RefractionMode.None)
{
m_MaterialEditor.ShaderProperty(ior, Styles.refractionIORText);
if (thicknessMap.textureValue == null)
m_MaterialEditor.ShaderProperty(thickness, Styles.refractionThicknessText);
m_MaterialEditor.TexturePropertySingleLine(Styles.refractionThicknessMapText, thicknessMap);
++EditorGUI.indentLevel;
m_MaterialEditor.ShaderProperty(thicknessMultiplier, Styles.refractionThicknessMultiplierText);
--EditorGUI.indentLevel;
m_MaterialEditor.ShaderProperty(transmittanceColor, Styles.transmittanceColorText);
++EditorGUI.indentLevel;
m_MaterialEditor.ShaderProperty(atDistance, Styles.atDistanceText);
--EditorGUI.indentLevel;
}
--EditorGUI.indentLevel;
}
}
private void DoEmissiveGUI(Material material)

SetKeyword(material, "_MATID_ANISO", materialId == Lit.MaterialId.LitAniso);
SetKeyword(material, "_MATID_SPECULAR", materialId == Lit.MaterialId.LitSpecular);
SetKeyword(material, "_MATID_CLEARCOAT", materialId == Lit.MaterialId.LitClearCoat);
var refractionModeValue = (Lit.RefractionMode)material.GetFloat(kRefractionMode);
SetKeyword(material, "_REFRACTION_THINPLANE", refractionModeValue == Lit.RefractionMode.ThinPlane);
SetKeyword(material, "_REFRACTION_THICKPLANE", refractionModeValue == Lit.RefractionMode.ThickPlane);
SetKeyword(material, "_REFRACTION_THICKSPHERE", refractionModeValue == Lit.RefractionMode.ThickSphere);
}
}
} // namespace UnityEditor

25
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs


public static float s_SkinSpecularValue = 0.028f;
}
[GenerateHLSL(PackingRules.Exact)]
public enum RefractionMode
{
None = 0,
ThickPlane = 1,
ThickSphere = 2,
ThinPlane = 3
};
//-----------------------------------------------------------------------------
// SurfaceData
//-----------------------------------------------------------------------------

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]
// Transparency
[SurfaceDataAttributes("Indice of refraction")]
public float ior;
// Reuse thickness from SSS
[SurfaceDataAttributes("Transmittance Color")]
public Vector3 transmittanceColor;
[SurfaceDataAttributes("Transmittance Absorption Distance")]
public float atDistance;
};
//-----------------------------------------------------------------------------

public Vector3 coatNormalWS;
public float coatCoverage;
public float coatIOR; // CoatIOR is in range[1..2] it is surfaceData + 1
// Transparency
public float ior;
// Reuse thickness from SSS
public Vector3 absorptionCoefficient;
};
//-----------------------------------------------------------------------------

if (m_isInit)
return;
using (new ProfilingSample("Init PreFGD", cmd))
using (new ProfilingSample(cmd, "Init PreFGD"))
{
CoreUtils.DrawFullScreen(cmd, m_InitPreFGD, new RenderTargetIdentifier(m_PreIntegratedFGD));
}

33
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs.hlsl


#define SKIN_SPECULAR_VALUE (0.028)
//
// UnityEngine.Experimental.Rendering.HDPipeline.Lit+RefractionMode: static fields
//
#define REFRACTIONMODE_NONE (0)
#define REFRACTIONMODE_THICK_PLANE (1)
#define REFRACTIONMODE_THICK_SPHERE (2)
#define REFRACTIONMODE_THIN_PLANE (3)
//
// UnityEngine.Experimental.Rendering.HDPipeline.Lit+SurfaceData: static fields
//
#define DEBUGVIEW_LIT_SURFACEDATA_BASE_COLOR (1000)

#define DEBUGVIEW_LIT_SURFACEDATA_COAT_NORMAL_WS (1013)
#define DEBUGVIEW_LIT_SURFACEDATA_COAT_COVERAGE (1014)
#define DEBUGVIEW_LIT_SURFACEDATA_COAT_IOR (1015)
#define DEBUGVIEW_LIT_SURFACEDATA_IOR (1016)
#define DEBUGVIEW_LIT_SURFACEDATA_TRANSMITTANCE_COLOR (1017)
#define DEBUGVIEW_LIT_SURFACEDATA_AT_DISTANCE (1018)
//
// UnityEngine.Experimental.Rendering.HDPipeline.Lit+TransmissionType: static fields

#define DEBUGVIEW_LIT_BSDFDATA_COAT_NORMAL_WS (1048)
#define DEBUGVIEW_LIT_BSDFDATA_COAT_COVERAGE (1049)
#define DEBUGVIEW_LIT_BSDFDATA_COAT_IOR (1050)
#define DEBUGVIEW_LIT_BSDFDATA_IOR (1051)
#define DEBUGVIEW_LIT_BSDFDATA_ABSORPTION_COEFFICIENT (1052)
//
// UnityEngine.Experimental.Rendering.HDPipeline.Lit+GBufferMaterial: static fields

float3 coatNormalWS;
float coatCoverage;
float coatIOR;
float ior;
float3 transmittanceColor;
float atDistance;
};
// Generated from UnityEngine.Experimental.Rendering.HDPipeline.Lit+BSDFData

float3 coatNormalWS;
float coatCoverage;
float coatIOR;
float ior;
float3 absorptionCoefficient;
};
//

break;
case DEBUGVIEW_LIT_SURFACEDATA_COAT_IOR:
result = surfacedata.coatIOR.xxx;
break;
case DEBUGVIEW_LIT_SURFACEDATA_IOR:
result = surfacedata.ior.xxx;
break;
case DEBUGVIEW_LIT_SURFACEDATA_TRANSMITTANCE_COLOR:
result = surfacedata.transmittanceColor;
break;
case DEBUGVIEW_LIT_SURFACEDATA_AT_DISTANCE:
result = surfacedata.atDistance.xxx;
break;
}
}

break;
case DEBUGVIEW_LIT_BSDFDATA_COAT_IOR:
result = bsdfdata.coatIOR.xxx;
break;
case DEBUGVIEW_LIT_BSDFDATA_IOR:
result = bsdfdata.ior.xxx;
break;
case DEBUGVIEW_LIT_BSDFDATA_ABSORPTION_COEFFICIENT:
result = bsdfdata.absorptionCoefficient;
break;
}
}

166
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


// TODO: Test if this is a win
// #define LIT_USE_BSDF_PRE_LAMBDAV
// Color pyramid (width, height, lodcount, Unused)
float4 _GaussianPyramidColorMipSize;
TEXTURE2D(_GaussianPyramidColorTexture);
SAMPLER2D(sampler_GaussianPyramidColorTexture);
// Depth pyramid (width, height, lodcount, Unused)
float4 _PyramidDepthMipSize;
TEXTURE2D(_PyramidDepthTexture);
SAMPLER2D(sampler_PyramidDepthTexture);
// 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)

bsdfData.coatCoverage = coatCoverage;
}
void FillMaterialIdTransparencyData(float ior, float3 transmittanceColor, float atDistance, float thickness, inout BSDFData bsdfData)
{
// Uses thickness from SSS's property set
bsdfData.ior = ior;
// Absorption coefficient from Disney: http://blog.selfshadow.com/publications/s2015-shading-course/burley/s2015_pbs_disney_bsdf_notes.pdf
bsdfData.absorptionCoefficient = -log(transmittanceColor + 0.00001) / max(atDistance, 0.000001);
bsdfData.thickness = max(0.0001, thickness);
}
// 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)

FillMaterialIdStandardData(surfaceData.baseColor, surfaceData.metallic, bsdfData);
FillMaterialIdClearCoatData(surfaceData.coatNormalWS, surfaceData.coatCoverage, surfaceData.coatIOR, bsdfData);
}
#if defined(_REFRACTION_THINPLANE) || defined(_REFRACTION_THICKPLANE) || defined(_REFRACTION_THICKSPHERE)
// Note: Will override thickness of SSS's property set
FillMaterialIdTransparencyData(surfaceData.ior, surfaceData.transmittanceColor, surfaceData.atDistance, surfaceData.thickness, bsdfData);
#endif
return bsdfData;
}

}
//-----------------------------------------------------------------------------
// EvaluateBSDF_SSL
// ----------------------------------------------------------------------------
void EvaluateBSDF_SSL(float3 V, PositionInputs posInput, BSDFData bsdfData, out float3 diffuseLighting, out float3 specularLighting, out float2 weight)
{
diffuseLighting = float3(0.0, 0.0, 0.0);
specularLighting = float3(0.0, 0.0, 0.0);
weight = float2(0.0, 0.0);
#if defined(_REFRACTION_THINPLANE) || defined(_REFRACTION_THICKPLANE) || defined(_REFRACTION_THICKSPHERE)
// Refraction process:
// 1. Depending on the shape model, we calculate the refracted point in world space and the optical depth
// 2. We calculate the screen space position of the refracted point
// 3. If this point is available (ie: in color GBuffer and point is not in front of the object)
// a. Get the corresponding color depending on the roughness from the gaussian pyramid of the color buffer
// b. Multiply by the transmittance for absorption (depends on the optical depth)
weight.x = 1.0;
float3 refractedBackPointWS = float3(0.0, 0.0, 0.0);
float opticalDepth = 0.0;
// For all refraction approximation, to calculate the refracted point in world space,
// we approximate the scene as a plane (back plane) with normal -V at the depth hit point.
// (We avoid to raymarch the depth texture to get the refracted point.)
#if defined(_REFRACTION_THICKPLANE)
// Thick plane shape model:
// We approximate locally the shape of the object as halfspace defined by the normal {bsdfData.normallWS} at {bsdfData.positionWS}
// Thus, the light is refracted once.
// It approximate cubic filled shapes
//
// However, we can't approximate the optical depth of the object, so we use a constant as parameter ({bsdfData.thickness})
// Refracted ray
float3 R = refract(-V, bsdfData.normalWS, 1.0 / bsdfData.ior);
// Get the depth of the approximated back plane
float pyramidDepth = SAMPLE_TEXTURE2D_LOD(_PyramidDepthTexture, sampler_PyramidDepthTexture, posInput.positionSS, 2.0).r;
float depth = LinearEyeDepth(pyramidDepth, _ZBufferParams);
// Distance from point to the back plane
float distFromP = depth - posInput.depthVS;
float VoR = dot(-V, R);
refractedBackPointWS = posInput.positionWS + R * distFromP / VoR;
opticalDepth = bsdfData.thickness;
#elif defined(_REFRACTION_THICKSPHERE)
// Thick sphere shape model:
// We approximate locally the shape of the object as sphere, that is tangent to the shape.
// The sphere has a diameter of {bsdfData.thickness}
// The center of the sphere is at {bsdfData.positionWS} - {bsdfData.normalWS} * {bsdfData.thickness}
//
// So the light is refracted twice: in and out of the tangent sphere
// Get the depth of the approximated back plane
float pyramidDepth = SAMPLE_TEXTURE2D_LOD(_PyramidDepthTexture, sampler_PyramidDepthTexture, posInput.positionSS, 2.0).r;
float depth = LinearEyeDepth(pyramidDepth, _ZBufferParams);
// Distance from point to the back plane
float depthFromPosition = depth - posInput.depthVS;
// First refraction (tangent sphere in)
// Refracted ray
float3 R1 = refract(-V, bsdfData.normalWS, 1.0 / bsdfData.ior);
// Center of the tangent sphere
float3 C = posInput.positionWS - bsdfData.normalWS * bsdfData.thickness * 0.5;
// Second refraction (tangent sphere out)
float NoR1 = dot(bsdfData.normalWS, R1);
// Optical depth within the sphere
opticalDepth = -NoR1 * bsdfData.thickness;
// Out hit point in the tangent sphere
float3 P1 = posInput.positionWS + R1 * opticalDepth;
// Out normal
float3 N1 = normalize(C - P1);
// Out refracted ray
float3 R2 = refract(R1, N1, bsdfData.ior);
float N1oR2 = dot(N1, R2);
float VoR1 = dot(V, R1);
// Refracted source point
refractedBackPointWS = P1 - R2 * (depthFromPosition - NoR1 * VoR1 * bsdfData.thickness) / N1oR2;
#elif defined(_REFRACTION_THINPLANE)
// Thin plane shape model:
// We approximate locally the shape of the object as a plane with normal {bsdfData.normalWS} at {bsdfData.positionWS}
// with a thickness {bsdfData.thickness}
// Refracted ray
float3 R = refract(-V, bsdfData.normalWS, 1.0 / bsdfData.ior);
// Get the depth of the approximated back plane
float pyramidDepth = SAMPLE_TEXTURE2D_LOD(_PyramidDepthTexture, sampler_PyramidDepthTexture, posInput.positionSS, 2.0).r;
float depth = LinearEyeDepth(pyramidDepth, _ZBufferParams);
// Distance from point to the back plane
float distFromP = depth - posInput.depthVS;
// Optical depth within the thin plane
opticalDepth = bsdfData.thickness / dot(R, -bsdfData.normalWS);
// The refracted ray exiting the thin plane is the same as the incident ray (parallel interfaces and same ior)
float VoR = dot(-V, R);
float VoN = dot(V, bsdfData.normalWS);
refractedBackPointWS = posInput.positionWS + R * opticalDepth - V * (distFromP - VoR * opticalDepth);
#endif
// Calculate screen space coordinates of refracted point in back plane
float4 refractedBackPointCS = mul(_ViewProjMatrix, float4(refractedBackPointWS, 1.0));
float2 refractedBackPointSS = ComputeScreenSpacePosition(refractedBackPointCS);
float refractedBackPointDepth = LinearEyeDepth(SAMPLE_TEXTURE2D_LOD(_PyramidDepthTexture, sampler_PyramidDepthTexture, refractedBackPointSS, 0.0).r, _ZBufferParams);
// Exit if texel is out of color buffer
// Or if the texel is from an object in front of the object
if (refractedBackPointDepth < posInput.depthVS
|| any(refractedBackPointSS < 0.0)
|| any(refractedBackPointSS > 1.0))
{
diffuseLighting = SAMPLE_TEXTURE2D_LOD(_GaussianPyramidColorTexture, sampler_GaussianPyramidColorTexture, posInput.positionSS, 0.0).rgb;
return;
}
// Map the roughness to the correct mip map level of the color pyramid
float mipLevel = PerceptualRoughnessToMipmapLevel(bsdfData.perceptualRoughness);
diffuseLighting = SAMPLE_TEXTURE2D_LOD(_GaussianPyramidColorTexture, sampler_GaussianPyramidColorTexture, refractedBackPointSS.xy, mipLevel).rgb;
// Beer-Lamber law for absorption
float3 transmittance = exp(-bsdfData.absorptionCoefficient * opticalDepth);
diffuseLighting *= transmittance;
#else
// Use perfect flat transparency when we cannot fetch the correct pixel color for the refracted point
diffuseLighting = SAMPLE_TEXTURE2D_LOD(_GaussianPyramidColorTexture, sampler_GaussianPyramidColorTexture, posInput.positionSS, 0.0).rgb;
#endif
}
//-----------------------------------------------------------------------------
// EvaluateBSDF_Env
// ----------------------------------------------------------------------------

// TODO: we could call a function like PostBSDF that will apply albedo and divide by PI once for the loop
// envDiffuseLighting is not used in our case
diffuseLighting = (accLighting.dirDiffuseLighting + accLighting.punctualDiffuseLighting + accLighting.areaDiffuseLighting) * GTAOMultiBounce(lightLoopContext.directAmbientOcclusion, bsdfData.diffuseColor) + bakeDiffuseLighting;
// envDiffuseLighting is used for refraction
diffuseLighting = accLighting.envDiffuseLighting * accLighting.envDiffuseLightingWeight + (1.0 - accLighting.envDiffuseLightingWeight) * ((accLighting.dirDiffuseLighting + accLighting.punctualDiffuseLighting + accLighting.areaDiffuseLighting) * GTAOMultiBounce(lightLoopContext.directAmbientOcclusion, bsdfData.diffuseColor) + bakeDiffuseLighting);
specularLighting = accLighting.dirSpecularLighting + accLighting.punctualSpecularLighting + accLighting.areaSpecularLighting + accLighting.envSpecularLighting;
}

8
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader


[ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
// Transparency
[Enum(None, 0, ThickPlane, 1, ThickSphere, 2, ThinPlane, 3)]_RefractionMode("Refraction Mode", Int) = 0
_IOR("Indice Of Refraction", Range(1.0, 2.5)) = 1.0
_ThicknessMultiplier("Thickness Multiplier", Float) = 1.0
_TransmittanceColor("Transmittance Color", Color) = (1.0, 1.0, 1.0)
_ATDistance("Transmittance Absorption Distance", Float) = 1.0
// Stencil state
[HideInInspector] _StencilRef("_StencilRef", Int) = 2 // StencilLightingUsage.RegularLighting (fixed at compile time)

#pragma shader_feature _VERTEX_DISPLACEMENT_OBJECT_SCALE
#pragma shader_feature _VERTEX_DISPLACEMENT_TILING_SCALE
#pragma shader_feature _VERTEX_WIND
#pragma shader_feature _ _REFRACTION_THINPLANE _REFRACTION_THICKPLANE _REFRACTION_THICKSPHERE
#pragma shader_feature _ _MAPPING_PLANAR _MAPPING_TRIPLANAR
#pragma shader_feature _NORMALMAP_TANGENT_SPACE

6
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl


surfaceData.coatCoverage = 0.0f;
surfaceData.coatIOR = 0.5;
// Transparency parameters
// Use thickness from SSS
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1000000.0;
GetNormalWS(input, V, normalTS, surfaceData.normalWS);
// Use bent normal to sample GI if available
// If any layer use a bent normal map, then bentNormalTS contain the interpolated result of bentnormal and normalmap (in case no bent normal are available)

19
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl


void ADD_IDX(ComputeLayerTexCoord)( float2 texCoord0, float2 texCoord1, float2 texCoord2, float2 texCoord3, float4 uvMappingMask, float4 uvMappingMaskDetail,
void ADD_IDX(ComputeLayerTexCoord)( float2 texCoord0, float2 texCoord1, float2 texCoord2, float2 texCoord3, float4 uvMappingMask, float4 uvMappingMaskDetail,
float3 positionWS, int mappingType, float worldScale, inout LayerTexCoord layerTexCoord, float additionalTiling = 1.0)
{
// Handle uv0, uv1, uv2, uv3 based on _UVMappingMask weight (exclusif 0..1)

surfaceData.specularColor *= SAMPLE_UVMAPPING_TEXTURE2D(_SpecularColorMap, sampler_SpecularColorMap, layerTexCoord.base).rgb;
#endif
#if defined(_REFRACTION_THINPLANE) || defined(_REFRACTION_THICKPLANE) || defined(_REFRACTION_THICKSPHERE)
surfaceData.ior = _IOR;
surfaceData.transmittanceColor = _TransmittanceColor;
surfaceData.atDistance = _ATDistance;
// Thickness already defined with SSS (from both thickness and thicknessMap)
surfaceData.thickness *= _ThicknessMultiplier;
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
#endif
surfaceData.coatNormalWS = input.worldToTangent[2].xyz; // Assign vertex normal
surfaceData.coatCoverage = _CoatCoverage;
surfaceData.coatIOR = _CoatIOR;

surfaceData.coatNormalWS = float3(0.0, 0.0, 0.0);
surfaceData.coatCoverage = 0.0f;
surfaceData.coatIOR = 0.5;
// Transparency
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1000000.0;
#endif // #if !defined(LAYERED_LIT_SHADER)

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


float _EnableSpecularOcclusion;
// Transparency
float3 _TransmittanceColor;
float _IOR;
float _ATDistance;
float _ThicknessMultiplier;
// Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor"
// value that exist to identify if the GI emission need to be enabled.
// In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it.

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


[ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
// Transparency
[Enum(None, 0, ThickPlane, 1, ThickSphere, 2, ThinPlane, 3)]_RefractionMode("Refraction Mode", Int) = 0
_IOR("Indice Of Refraction", Range(1.0, 2.5)) = 1.0
_ThicknessMultiplier("Thickness Multiplier", Float) = 1.0
_TransmittanceColor("Transmittance Color", Color) = (1.0, 1.0, 1.0)
_ATDistance("Transmittance Absorption Distance", Float) = 1.0
// Stencil state
[HideInInspector] _StencilRef("_StencilRef", Int) = 2 // StencilLightingUsage.RegularLighting (fixed at compile time)

3
ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/HDRenderPipelineResources.asset


type: 3}
volumetricLightingCS: {fileID: 7200000, guid: 799166e2ee6a4b041bba9e74f6942097,
type: 3}
gaussianPyramidCS: {fileID: 7200000, guid: 6dba4103d23a7904fbc49099355aff3e, type: 3}
depthPyramidCS: {fileID: 7200000, guid: 64a553bb564274041906f78ffba955e4, type: 3}
copyChannelCS: {fileID: 7200000, guid: 4e910cec38a1ec640a03324015e036d0, type: 3}
clearDispatchIndirectShader: {fileID: 7200000, guid: fc1f553acb80a6446a32d33e403d0656,
type: 3}
buildDispatchIndirectShader: {fileID: 7200000, guid: 4eb1b418be7044c40bb5200496c50f14,

2
ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/HDRenderPipelineResources.asset.meta


fileFormatVersion: 2
guid: 42086e81f4f0c724f96f7f09cc995354
timeCreated: 1505146899
timeCreated: 1507102386
licenseType: Pro
NativeFormatImporter:
externalObjects: {}

19
ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/RenderPipelineResources.cs


var instance = CreateInstance<RenderPipelineResources>();
string HDRenderPipelinePath = HDUtils.GetHDRenderPipelinePath();
string PostProcessingPath = HDUtils.GetPostProcessingPath();
instance.debugDisplayLatlongShader = UnityEditor.AssetDatabase.LoadAssetAtPath<Shader>(HDRenderPipelinePath + "Debug/DebugDisplayLatlong.Shader");
instance.debugViewMaterialGBufferShader = UnityEditor.AssetDatabase.LoadAssetAtPath<Shader>(HDRenderPipelinePath + "Debug/DebugViewMaterialGBuffer.Shader");

instance.screenSpaceAmbientOcclusionShader = UnityEditor.AssetDatabase.LoadAssetAtPath<Shader>(HDRenderPipelinePath + "Lighting/AmbientOcclusion/ScreenSpaceAmbientOcclusion.Shader");
instance.subsurfaceScatteringCS = UnityEditor.AssetDatabase.LoadAssetAtPath<ComputeShader>(HDRenderPipelinePath + "Material/Lit/Resources/SubsurfaceScattering.compute");
instance.volumetricLightingCS = UnityEditor.AssetDatabase.LoadAssetAtPath<ComputeShader>(HDRenderPipelinePath + "Lighting/Volumetrics/Resources/VolumetricLighting.compute");
instance.gaussianPyramidCS = UnityEditor.AssetDatabase.LoadAssetAtPath<ComputeShader>(PostProcessingPath + "Shaders/Builtins/GaussianDownsample.compute");
instance.depthPyramidCS = UnityEditor.AssetDatabase.LoadAssetAtPath<ComputeShader>(HDRenderPipelinePath + "RenderPipelineResources/DepthDownsample.compute");
instance.copyChannelCS = UnityEditor.AssetDatabase.LoadAssetAtPath<ComputeShader>(HDRenderPipelinePath + "RenderPipelineResources/CopyChannel.compute");
instance.clearDispatchIndirectShader = UnityEditor.AssetDatabase.LoadAssetAtPath<ComputeShader>(HDRenderPipelinePath + "Lighting/TilePass/cleardispatchindirect.compute");
instance.buildDispatchIndirectShader = UnityEditor.AssetDatabase.LoadAssetAtPath<ComputeShader>(HDRenderPipelinePath + "Lighting/TilePass/builddispatchindirect.compute");

public Shader screenSpaceAmbientOcclusionShader;
public ComputeShader subsurfaceScatteringCS;
public ComputeShader volumetricLightingCS;
public ComputeShader gaussianPyramidCS;
public ComputeShader depthPyramidCS;
public ComputeShader copyChannelCS;
// Lighting tile pass resources
public ComputeShader clearDispatchIndirectShader;

public Shader GGXConvolve;
public Shader skyboxCubemap;
public int copyChannelKernel_xyzw2x { get; private set; }
public void OnEnable()
{
copyChannelKernel_xyzw2x = -1;
if (copyChannelCS != null)
{
copyChannelKernel_xyzw2x = copyChannelCS.FindKernel("KSampleCopy4_1_x");
}
}
}
}

4
ScriptableRenderPipeline/HDRenderPipeline/Sky/RuntimeFilterIBL.cs


m_ComputeGgxIblSampleDataCS.SetTexture(m_ComputeGgxIblSampleDataKernel, "output", m_GgxIblSampleData);
using (new ProfilingSample("Compute GGX IBL Sample Data", cmd))
using (new ProfilingSample(cmd, "Compute GGX IBL Sample Data"))
{
cmd.DispatchCompute(m_ComputeGgxIblSampleDataCS, m_ComputeGgxIblSampleDataKernel, 1, 1, 1);
}

int numRows = conditionalCdf.height;
using (new ProfilingSample("Build Probability Tables", cmd))
using (new ProfilingSample(cmd, "Build Probability Tables"))
{
cmd.DispatchCompute(m_BuildProbabilityTablesCS, m_ConditionalDensitiesKernel, numRows, 1, 1);
cmd.DispatchCompute(m_BuildProbabilityTablesCS, m_MarginalRowDensitiesKernel, 1, 1, 1);

16
ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs


private void RenderCubemapGGXConvolution(CommandBuffer cmd, BuiltinSkyParameters builtinParams, SkySettings skyParams, Texture input, RenderTexture target)
{
using (new ProfilingSample("Update Env: GGX Convolution", cmd))
using (new ProfilingSample(cmd, "Update Env: GGX Convolution"))
{
int mipCount = 1 + (int)Mathf.Log(input.width, 2.0f);
if (mipCount < ((int)EnvConstants.SpecCubeLodStep + 1))

}
// Copy the first mip
using (new ProfilingSample("Copy Original Mip", cmd))
using (new ProfilingSample(cmd, "Copy Original Mip"))
{
for (int f = 0; f < 6; f++)
{

using (new ProfilingSample("GGX Convolution", cmd))
using (new ProfilingSample(cmd, "GGX Convolution"))
{
if (m_useMIS && m_iblFilterGgx.SupportMIS)
{

// 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 ProfilingSample("DynamicGI.UpdateEnvironment", cmd))
using (new ProfilingSample(cmd, "DynamicGI.UpdateEnvironment"))
{
// TODO: Properly send the cubemap to Enlighten. Currently workaround is to set the cubemap in a Skybox/cubemap material
m_StandardSkyboxMaterial.SetTexture("_Tex", m_SkyboxCubemapRT);

(skySettings.updateMode == EnvironementUpdateMode.Realtime && m_CurrentUpdateTime > skySettings.updatePeriod)
)
{
using (new ProfilingSample("Sky Environment Pass", cmd))
using (new ProfilingSample(cmd, "Sky Environment Pass"))
using (new ProfilingSample("Update Env: Generate Lighting Cubemap", cmd))
using (new ProfilingSample(cmd, "Update Env: Generate Lighting Cubemap"))
{
// Render sky into a cubemap - doesn't happen every frame, can be controlled
// Note that m_SkyboxCubemapRT is created with auto-generate mipmap, it mean that here we have also our mipmap correctly box filtered for importance sampling.

{
if (m_SkyParametersHash != 0)
{
using (new ProfilingSample("Reset Sky Environment", cmd))
using (new ProfilingSample(cmd, "Reset Sky Environment"))
{
// Clear temp cubemap and redo GGX from black and then feed it to enlighten for default light probe.
CoreUtils.ClearCubemap(cmd, m_SkyboxCubemapRT, Color.black);

public void RenderSky(HDCamera camera, Light sunLight, RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthBuffer, CommandBuffer cmd)
{
using (new ProfilingSample("Sky Pass", cmd))
using (new ProfilingSample(cmd, "Sky Pass"))
{
if (IsSkyValid())
{

9
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