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HDRenderPipeline: Change material framework

All material (Lit, Unlit) now derive from a base class:
RenderPipelineMaterial
previously namespace was use to material name, now it is a regular class
It allow to add more easily new material or replace current one
HDRenderPipeline with introspection will execute all material method
from found RenderPipelineMaterial
The unique deferred material that we suppose is still a special case as
several code depends on it
/RenderPassXR_Sandbox
Sebastien Lagarde 8 年前
当前提交
bc69fad2
共有 12 个文件被更改,包括 1299 次插入1199 次删除
  1. 95
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs
  2. 51
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  3. 35
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin/BuiltinData.cs
  4. 9
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs
  5. 236
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs
  6. 998
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LtcData.DisneyDiffuse.cs
  7. 998
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LtcData.GGX.cs
  8. 16
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs
  9. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.cs
  10. 23
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Utilities.cs
  11. 23
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/RenderPipelineMaterial.cs
  12. 12
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/RenderPipelineMaterial.cs.meta

95
Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs


}
}
string GetSubNameSpaceName(Type type)
public class MaterialItem
return type.Namespace.Substring(type.Namespace.LastIndexOf((".")) + 1) + "/";
}
public String className;
public Type surfaceDataType;
public Type bsdfDataType;
};
var varyingNames = Enum.GetNames(typeof(Attributes.DebugViewVarying));
debugViewMaterialVaryingStrings = new GUIContent[varyingNames.Length];
debugViewMaterialVaryingValues = new int[varyingNames.Length];
var gbufferNames = Enum.GetNames(typeof(Attributes.DebugViewGbuffer));
debugViewMaterialGBufferStrings = new GUIContent[gbufferNames.Length + typeof(Lit.BSDFData).GetFields().Length];
debugViewMaterialGBufferValues = new int[gbufferNames.Length + typeof(Lit.BSDFData).GetFields().Length];
List<RenderPipelineMaterial> materialList = Utilities.GetRenderPipelineMaterialList();
RenderPipelineMaterial deferredMaterial = null;
var num = typeof(Builtin.BuiltinData).GetFields().Length * 2 // BuildtinData are duplicated for each material
+ typeof(Lit.SurfaceData).GetFields().Length
+ typeof(Unlit.SurfaceData).GetFields().Length
+ 1; // None
// TODO: Share this code to retrieve deferred material with HDRenderPipeline
// Find first material that have non 0 Gbuffer count and assign it as deferredMaterial
Type bsdfDataDeferredType = null;
foreach (RenderPipelineMaterial material in materialList)
{
if (material.GetMaterialGBufferCount() > 0)
{
deferredMaterial = material;
bsdfDataDeferredType = material.GetType().GetNestedType("BSDFData");
}
}
debugViewMaterialStrings = new GUIContent[num];
debugViewMaterialValues = new int[num];
// TODO: Handle the case of no Gbuffer material
Debug.Assert(deferredMaterial != null);
List<MaterialItem> materialItems = new List<MaterialItem>();
int numSurfaceDataFields = 0;
int numBSDFDataFields = 0;
foreach (RenderPipelineMaterial material in materialList)
{
MaterialItem item = new MaterialItem();
item.className = material.GetType().Name;
item.surfaceDataType = material.GetType().GetNestedType("SurfaceData");
numSurfaceDataFields += item.surfaceDataType.GetFields().Length;
num = typeof(Lit.BSDFData).GetFields().Length
+ typeof(Unlit.BSDFData).GetFields().Length
+ 1; // None
item.bsdfDataType = material.GetType().GetNestedType("BSDFData");
numBSDFDataFields += item.bsdfDataType.GetFields().Length;
debugViewEngineStrings = new GUIContent[num];
debugViewEngineValues = new int[num];
materialItems.Add(item);
}
// Material properties debug
var num = typeof(Builtin.BuiltinData).GetFields().Length * materialList.Count // BuildtinData are duplicated for each material
+ numSurfaceDataFields + 1; // +1 for None case
// Special case for None since it cannot be inferred from SurfaceDAta/BuiltinData
debugViewMaterialStrings = new GUIContent[num];
debugViewMaterialValues = new int[num];
// Special case for None since it cannot be inferred from SurfaceData/BuiltinData
FillWithProperties(typeof(Builtin.BuiltinData), debugViewMaterialStrings, debugViewMaterialValues, GetSubNameSpaceName(typeof(Lit.SurfaceData)), ref index);
FillWithProperties(typeof(Lit.SurfaceData), debugViewMaterialStrings, debugViewMaterialValues, GetSubNameSpaceName(typeof(Lit.SurfaceData)), ref index);
FillWithProperties(typeof(Builtin.BuiltinData), debugViewMaterialStrings, debugViewMaterialValues, GetSubNameSpaceName(typeof(Unlit.SurfaceData)), ref index);
FillWithProperties(typeof(Unlit.SurfaceData), debugViewMaterialStrings, debugViewMaterialValues, GetSubNameSpaceName(typeof(Unlit.SurfaceData)), ref index);
foreach (MaterialItem item in materialItems)
{
// BuiltinData are duplicated for each material
FillWithProperties(typeof(Builtin.BuiltinData), debugViewMaterialStrings, debugViewMaterialValues, item.className, ref index);
FillWithProperties(item.surfaceDataType, debugViewMaterialStrings, debugViewMaterialValues, item.className, ref index);
}
// Engine
// Engine properties debug
num = numBSDFDataFields + 1; // +1 for None case
debugViewEngineStrings = new GUIContent[num];
debugViewEngineValues = new int[num];
// 0 is a reserved number and should not be used (allow to track error)
FillWithProperties(typeof(Lit.BSDFData), debugViewEngineStrings, debugViewEngineValues, GetSubNameSpaceName(typeof(Lit.BSDFData)), ref index);
FillWithProperties(typeof(Unlit.BSDFData), debugViewEngineStrings, debugViewEngineValues, GetSubNameSpaceName(typeof(Unlit.BSDFData)), ref index);
foreach (MaterialItem item in materialItems)
{
FillWithProperties(item.bsdfDataType, debugViewEngineStrings, debugViewEngineValues, item.className, ref index);
}
// Attributes debug
var varyingNames = Enum.GetNames(typeof(Attributes.DebugViewVarying));
debugViewMaterialVaryingStrings = new GUIContent[varyingNames.Length];
debugViewMaterialVaryingValues = new int[varyingNames.Length];
// Gbuffer debug
var gbufferNames = Enum.GetNames(typeof(Attributes.DebugViewGbuffer));
debugViewMaterialGBufferStrings = new GUIContent[gbufferNames.Length + bsdfDataDeferredType.GetFields().Length];
debugViewMaterialGBufferValues = new int[gbufferNames.Length + bsdfDataDeferredType.GetFields().Length];
index = 0;
FillWithPropertiesEnum(typeof(Attributes.DebugViewGbuffer), debugViewMaterialGBufferStrings, debugViewMaterialGBufferValues, "", ref index);
FillWithProperties(typeof(Lit.BSDFData), debugViewMaterialGBufferStrings, debugViewMaterialGBufferValues, "", ref index);

51
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


using System.Collections.Generic;
using UnityEngine.Rendering;
using System;
using System.Linq;

public bool useForwardRenderingOnly = false; // TODO: Currently there is no way to strip the extra forward shaders generated by the shaders compiler, so we can switch dynamically.
public bool useDepthPrepass = false;
// we have to fallback to forward-only rendering when scene view is using wireframe rendering mode --
// We have to fall back to forward-only rendering when scene view is using wireframe rendering mode --
// as rendering everything in wireframe + deferred do not play well together
public bool ShouldUseForwardRenderingOnly()
{

public class HDRenderPipeline : RenderPipeline
{
private readonly HDRenderPipelineAsset m_Asset;
readonly HDRenderPipelineAsset m_Asset;
// TODO: Find a way to automatically create/iterate through deferred material
// TODO TO CHECK: SebL I move allocation from Build() to here, but there was a comment "// Our object can be garbage collected, so need to be allocate here", it is still true ?
private readonly Lit.RenderLoop m_LitRenderLoop = new Lit.RenderLoop();
readonly RenderPipelineMaterial m_DeferredMaterial;
readonly List<RenderPipelineMaterial> m_MaterialList = new List<RenderPipelineMaterial>();
readonly GBufferManager m_gbufferManager = new GBufferManager();

private Material m_DebugViewMaterialGBuffer;
private Material m_DebugDisplayLatlong;
Material m_DebugViewMaterialGBuffer;
Material m_DebugDisplayLatlong;
// Various buffer
readonly int m_CameraColorBuffer;

{
m_Asset = asset;
// Scan material list and assign it
m_MaterialList = Utilities.GetRenderPipelineMaterialList();
// Find first material that have non 0 Gbuffer count and assign it as deferredMaterial
foreach (RenderPipelineMaterial material in m_MaterialList)
{
if (material.GetMaterialGBufferCount() > 0)
{
m_DeferredMaterial = material;
}
}
// TODO: Handle the case of no Gbuffer material
Debug.Assert(m_DeferredMaterial != null);
m_CameraColorBuffer = Shader.PropertyToID("_CameraColorTexture");
m_CameraSubsurfaceBuffer = Shader.PropertyToID("_CameraSubsurfaceTexture");
m_CameraFilteringBuffer = Shader.PropertyToID("_CameraFilteringBuffer");

InitializeDebugMaterials();
// Init Gbuffer description
m_gbufferManager.gbufferCount = m_LitRenderLoop.GetMaterialGBufferCount();
m_gbufferManager.gbufferCount = m_DeferredMaterial.GetMaterialGBufferCount();
m_LitRenderLoop.GetMaterialGBufferDescription(out RTFormat, out RTReadWrite);
m_DeferredMaterial.GetMaterialGBufferDescription(out RTFormat, out RTReadWrite);
for (int gbufferIndex = 0; gbufferIndex < m_gbufferManager.gbufferCount; ++gbufferIndex)
{

if (ShaderConfig.s_VelocityInGbuffer == 1)
{
// If velocity is in GBuffer then it is in the last RT. Assign a different name to it.
m_gbufferManager.SetBufferDescription(m_gbufferManager.gbufferCount, "_VelocityTexture", Builtin.RenderLoop.GetVelocityBufferFormat(), Builtin.RenderLoop.GetVelocityBufferReadWrite());
m_gbufferManager.SetBufferDescription(m_gbufferManager.gbufferCount, "_VelocityTexture", Builtin.GetVelocityBufferFormat(), Builtin.GetVelocityBufferReadWrite());
m_gbufferManager.gbufferCount++;
}
m_VelocityBufferRT = new RenderTargetIdentifier(m_VelocityBuffer);

m_LitRenderLoop.Build(asset.renderPipelineResources);
m_MaterialList.ForEach(material => material.Build(asset.renderPipelineResources));
m_LightLoop.Build(asset.renderPipelineResources, asset.tileSettings, asset.textureSettings);

public void OnSceneLoad()
{
// Recreate the textures which went NULL, and set 'isInit' to 'false'.
m_LitRenderLoop.Build(m_Asset.renderPipelineResources);
// Recreate the textures which went NULL
m_MaterialList.ForEach(material => material.Build(m_Asset.renderPipelineResources));
}
public override void Dispose()

m_LightLoop.Cleanup();
m_LitRenderLoop.Cleanup();
m_MaterialList.ForEach(material => material.Cleanup());
Utilities.Destroy(m_DebugViewMaterialGBuffer);
Utilities.Destroy(m_DebugDisplayLatlong);

GraphicsSettings.lightsUseLinearIntensity = true;
GraphicsSettings.lightsUseColorTemperature = true;
if (!m_LitRenderLoop.isInit)
m_LitRenderLoop.RenderInit(renderContext);
m_MaterialList.ForEach(material => material.RenderInit(renderContext));
// Do anything we need to do upon a new frame.
m_LightLoop.NewFrame();

// TODO: Find a correct place to bind these material textures
// We have to bind the material specific global parameters in this mode
m_LitRenderLoop.Bind();
m_MaterialList.ForEach(material => material.Bind());
InitAndClearBuffer(camera, renderContext);

int h = camera.pixelHeight;
var cmd = new CommandBuffer { name = "" };
cmd.GetTemporaryRT(m_VelocityBuffer, w, h, 0, FilterMode.Point, Builtin.RenderLoop.GetVelocityBufferFormat(), Builtin.RenderLoop.GetVelocityBufferReadWrite());
cmd.GetTemporaryRT(m_VelocityBuffer, w, h, 0, FilterMode.Point, Builtin.GetVelocityBufferFormat(), Builtin.GetVelocityBufferReadWrite());
cmd.SetRenderTarget(m_VelocityBufferRT, m_CameraDepthStencilBufferRT);
renderContext.ExecuteCommandBuffer(cmd);
cmd.Dispose();

int h = camera.pixelHeight;
var cmd = new CommandBuffer { name = "" };
cmd.GetTemporaryRT(m_DistortionBuffer, w, h, 0, FilterMode.Point, Builtin.RenderLoop.GetDistortionBufferFormat(), Builtin.RenderLoop.GetDistortionBufferReadWrite());
cmd.GetTemporaryRT(m_DistortionBuffer, w, h, 0, FilterMode.Point, Builtin.GetDistortionBufferFormat(), Builtin.GetDistortionBufferReadWrite());
cmd.SetRenderTarget(m_DistortionBufferRT, m_CameraDepthStencilBufferRT);
cmd.ClearRenderTarget(false, true, Color.black); // TODO: can we avoid this clear for performance ?
renderContext.ExecuteCommandBuffer(cmd);

35
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin/BuiltinData.cs


//-----------------------------------------------------------------------------
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
namespace Builtin
public class Builtin // Note: This particular class doesn't derive from RenderPipelineMaterial
{
//-----------------------------------------------------------------------------
// BuiltinData

public Vector3 emissiveColor; // HDR value
};
public class RenderLoop : Object
public static RenderTextureFormat GetVelocityBufferFormat()
public static RenderTextureFormat GetVelocityBufferFormat()
{
return RenderTextureFormat.RGHalf; // TODO: We should use 16bit normalized instead, better precision // RGInt
}
return RenderTextureFormat.RGHalf; // TODO: We should use 16bit normalized instead, better precision // RGInt
}
public static RenderTextureReadWrite GetVelocityBufferReadWrite()
{
return RenderTextureReadWrite.Linear;
}
public static RenderTextureReadWrite GetVelocityBufferReadWrite()
{
return RenderTextureReadWrite.Linear;
}
public static RenderTextureFormat GetDistortionBufferFormat()
{
// TODO: // This format need to be additive blendable and include distortionBlur, blend mode different for alpha value
return RenderTextureFormat.ARGBHalf;
}
public static RenderTextureFormat GetDistortionBufferFormat()
{
// TODO: // This format need to be additive blendable and include distortionBlur, blend mode different for alpha value
return RenderTextureFormat.ARGBHalf;
}
public static RenderTextureReadWrite GetDistortionBufferReadWrite()
{
return RenderTextureReadWrite.Linear;
}
public static RenderTextureReadWrite GetDistortionBufferReadWrite()
{
return RenderTextureReadWrite.Linear;
}
}
}

9
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs


using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
using UnityEngine.Experimental.Rendering.HDPipeline.Lit;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{

EditorGUI.indentLevel--;
}
switch ((MaterialId)materialID.floatValue)
switch ((Lit.MaterialId)materialID.floatValue)
case MaterialId.LitSSS:
case Lit.MaterialId.LitSSS:
case MaterialId.LitStandard:
case Lit.MaterialId.LitStandard:
case MaterialId.LitSpecular:
case Lit.MaterialId.LitSpecular:
m_MaterialEditor.TexturePropertySingleLine(Styles.specularColorText, specularColorMap, specularColor);
break;
default:

236
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs


namespace UnityEngine.Experimental.Rendering.HDPipeline
{
namespace Lit
public partial class Lit : RenderPipelineMaterial
{
[GenerateHLSL(PackingRules.Exact)]
public enum MaterialId

Count = (ShaderConfig.k_PackgbufferInU16 == 1) ? 2 : 4
};
public partial class RenderLoop : Object
{
//-----------------------------------------------------------------------------
// GBuffer management
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// GBuffer management
//-----------------------------------------------------------------------------
public int GetMaterialGBufferCount() { return (int)GBufferMaterial.Count; }
public override int GetMaterialGBufferCount() { return (int)GBufferMaterial.Count; }
public void GetMaterialGBufferDescription(out RenderTextureFormat[] RTFormat, out RenderTextureReadWrite[] RTReadWrite)
{
RTFormat = new RenderTextureFormat[(int)GBufferMaterial.Count];
RTReadWrite = new RenderTextureReadWrite[(int)GBufferMaterial.Count];
public override void GetMaterialGBufferDescription(out RenderTextureFormat[] RTFormat, out RenderTextureReadWrite[] RTReadWrite)
{
RTFormat = new RenderTextureFormat[(int)GBufferMaterial.Count];
RTReadWrite = new RenderTextureReadWrite[(int)GBufferMaterial.Count];
if (ShaderConfig.s_PackgbufferInU16 == 1)
{
// TODO: Just discovered that Unity doesn't support unsigned 16 RT format.
RTFormat[0] = RenderTextureFormat.ARGBInt; RTReadWrite[0] = RenderTextureReadWrite.Linear;
RTFormat[1] = RenderTextureFormat.ARGBInt; RTReadWrite[1] = RenderTextureReadWrite.Linear;
}
else
{
RTFormat[0] = RenderTextureFormat.ARGB32; RTReadWrite[0] = RenderTextureReadWrite.sRGB;
RTFormat[1] = RenderTextureFormat.ARGB2101010; RTReadWrite[1] = RenderTextureReadWrite.Linear;
RTFormat[2] = RenderTextureFormat.ARGB32; RTReadWrite[2] = RenderTextureReadWrite.Linear;
RTFormat[3] = RenderTextureFormat.RGB111110Float; RTReadWrite[3] = RenderTextureReadWrite.Linear;
}
if (ShaderConfig.s_PackgbufferInU16 == 1)
{
// TODO: Just discovered that Unity doesn't support unsigned 16 RT format.
RTFormat[0] = RenderTextureFormat.ARGBInt; RTReadWrite[0] = RenderTextureReadWrite.Linear;
RTFormat[1] = RenderTextureFormat.ARGBInt; RTReadWrite[1] = RenderTextureReadWrite.Linear;
}
else
{
RTFormat[0] = RenderTextureFormat.ARGB32; RTReadWrite[0] = RenderTextureReadWrite.sRGB;
RTFormat[1] = RenderTextureFormat.ARGB2101010; RTReadWrite[1] = RenderTextureReadWrite.Linear;
RTFormat[2] = RenderTextureFormat.ARGB32; RTReadWrite[2] = RenderTextureReadWrite.Linear;
RTFormat[3] = RenderTextureFormat.RGB111110Float; RTReadWrite[3] = RenderTextureReadWrite.Linear;
}
//-----------------------------------------------------------------------------
// Init precomputed texture
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Init precomputed texture
//-----------------------------------------------------------------------------
public bool isInit;
bool m_isInit;
// For image based lighting
private Material m_InitPreFGD;
private RenderTexture m_PreIntegratedFGD;
// For image based lighting
Material m_InitPreFGD;
RenderTexture m_PreIntegratedFGD;
// For area lighting - We pack all texture inside a texture array to reduce the number of resource required
private Texture2DArray m_LtcData; // 0: m_LtcGGXMatrix - RGBA, 2: m_LtcDisneyDiffuseMatrix - RGBA, 3: m_LtcMultiGGXFresnelDisneyDiffuse - RGB, A unused
// For area lighting - We pack all texture inside a texture array to reduce the number of resource required
Texture2DArray m_LtcData; // 0: m_LtcGGXMatrix - RGBA, 2: m_LtcDisneyDiffuseMatrix - RGBA, 3: m_LtcMultiGGXFresnelDisneyDiffuse - RGB, A unused
const int k_LtcLUTMatrixDim = 3; // size of the matrix (3x3)
const int k_LtcLUTResolution = 64;
const int k_LtcLUTMatrixDim = 3; // size of the matrix (3x3)
const int k_LtcLUTResolution = 64;
// Load LUT with one scalar in alpha of a tex2D
void LoadLUT(Texture2DArray tex, int arrayElement, TextureFormat format, float[] LUTScalar)
{
const int count = k_LtcLUTResolution * k_LtcLUTResolution;
Color[] pixels = new Color[count];
// Load LUT with one scalar in alpha of a tex2D
void LoadLUT(Texture2DArray tex, int arrayElement, TextureFormat format, float[] LUTScalar)
for (int i = 0; i < count; i++)
const int count = k_LtcLUTResolution * k_LtcLUTResolution;
Color[] pixels = new Color[count];
pixels[i] = new Color(0, 0, 0, LUTScalar[i]);
}
for (int i = 0; i < count; i++)
{
pixels[i] = new Color(0, 0, 0, LUTScalar[i]);
}
tex.SetPixels(pixels, arrayElement);
}
tex.SetPixels(pixels, arrayElement);
}
// Load LUT with 3x3 matrix in RGBA of a tex2D (some part are zero)
void LoadLUT(Texture2DArray tex, int arrayElement, TextureFormat format, double[,] LUTTransformInv)
{
const int count = k_LtcLUTResolution * k_LtcLUTResolution;
Color[] pixels = new Color[count];
// Load LUT with 3x3 matrix in RGBA of a tex2D (some part are zero)
void LoadLUT(Texture2DArray tex, int arrayElement, TextureFormat format, double[,] LUTTransformInv)
for (int i = 0; i < count; i++)
const int count = k_LtcLUTResolution * k_LtcLUTResolution;
Color[] pixels = new Color[count];
// Both GGX and Disney Diffuse BRDFs have zero values in columns 1, 3, 5, 7.
// Column 8 contains only ones.
pixels[i] = new Color((float)LUTTransformInv[i, 0],
(float)LUTTransformInv[i, 2],
(float)LUTTransformInv[i, 4],
(float)LUTTransformInv[i, 6]);
}
for (int i = 0; i < count; i++)
{
// Both GGX and Disney Diffuse BRDFs have zero values in columns 1, 3, 5, 7.
// Column 8 contains only ones.
pixels[i] = new Color((float)LUTTransformInv[i, 0],
(float)LUTTransformInv[i, 2],
(float)LUTTransformInv[i, 4],
(float)LUTTransformInv[i, 6]);
}
tex.SetPixels(pixels, arrayElement);
}
tex.SetPixels(pixels, arrayElement);
}
// Special-case function for 'm_LtcMultiGGXFresnelDisneyDiffuse'.
void LoadLUT(Texture2DArray tex, int arrayElement, TextureFormat format, float[] LtcGGXMagnitudeData,
float[] LtcGGXFresnelData,
float[] LtcDisneyDiffuseMagnitudeData)
{
const int count = k_LtcLUTResolution * k_LtcLUTResolution;
Color[] pixels = new Color[count];
// Special-case function for 'm_LtcMultiGGXFresnelDisneyDiffuse'.
void LoadLUT(Texture2DArray tex, int arrayElement, TextureFormat format, float[] LtcGGXMagnitudeData,
float[] LtcGGXFresnelData,
float[] LtcDisneyDiffuseMagnitudeData)
for (int i = 0; i < count; i++)
const int count = k_LtcLUTResolution * k_LtcLUTResolution;
Color[] pixels = new Color[count];
// We store the result of the subtraction as a run-time optimization.
// See the footnote 2 of "LTC Fresnel Approximation" by Stephen Hill.
pixels[i] = new Color(LtcGGXMagnitudeData[i] - LtcGGXFresnelData[i],
LtcGGXFresnelData[i], LtcDisneyDiffuseMagnitudeData[i], 1);
}
for (int i = 0; i < count; i++)
{
// We store the result of the subtraction as a run-time optimization.
// See the footnote 2 of "LTC Fresnel Approximation" by Stephen Hill.
pixels[i] = new Color(LtcGGXMagnitudeData[i] - LtcGGXFresnelData[i],
LtcGGXFresnelData[i], LtcDisneyDiffuseMagnitudeData[i], 1);
}
tex.SetPixels(pixels, arrayElement);
}
tex.SetPixels(pixels, arrayElement);
}
public Lit() {}
public void Build(RenderPipelineResources renderPipelineResources)
{
m_InitPreFGD = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/PreIntegratedFGD");
public override void Build(RenderPipelineResources renderPipelineResources)
{
m_InitPreFGD = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/PreIntegratedFGD");
// For DisneyDiffuse integration values goes from (0.5 to 1.53125). GGX need 0 to 1. Use float format.
m_PreIntegratedFGD = new RenderTexture(128, 128, 0, RenderTextureFormat.RGB111110Float, RenderTextureReadWrite.Linear);
m_PreIntegratedFGD.filterMode = FilterMode.Bilinear;
m_PreIntegratedFGD.wrapMode = TextureWrapMode.Clamp;
m_PreIntegratedFGD.hideFlags = HideFlags.DontSave;
m_PreIntegratedFGD.Create();
// For DisneyDiffuse integration values goes from (0.5 to 1.53125). GGX need 0 to 1. Use float format.
m_PreIntegratedFGD = new RenderTexture(128, 128, 0, RenderTextureFormat.RGB111110Float, RenderTextureReadWrite.Linear);
m_PreIntegratedFGD.filterMode = FilterMode.Bilinear;
m_PreIntegratedFGD.wrapMode = TextureWrapMode.Clamp;
m_PreIntegratedFGD.hideFlags = HideFlags.DontSave;
m_PreIntegratedFGD.Create();
m_LtcData = new Texture2DArray(k_LtcLUTResolution, k_LtcLUTResolution, 3, TextureFormat.RGBAHalf, false /*mipmap*/, true /* linear */)
{
hideFlags = HideFlags.HideAndDontSave,
wrapMode = TextureWrapMode.Clamp,
filterMode = FilterMode.Bilinear
};
m_LtcData = new Texture2DArray(k_LtcLUTResolution, k_LtcLUTResolution, 3, TextureFormat.RGBAHalf, false /*mipmap*/, true /* linear */)
{
hideFlags = HideFlags.HideAndDontSave,
wrapMode = TextureWrapMode.Clamp,
filterMode = FilterMode.Bilinear
};
LoadLUT(m_LtcData, 0, TextureFormat.RGBAHalf, s_LtcGGXMatrixData);
LoadLUT(m_LtcData, 1, TextureFormat.RGBAHalf, s_LtcDisneyDiffuseMatrixData);
// TODO: switch to RGBA64 when it becomes available.
LoadLUT(m_LtcData, 2, TextureFormat.RGBAHalf, s_LtcGGXMagnitudeData, s_LtcGGXFresnelData, s_LtcDisneyDiffuseMagnitudeData);
LoadLUT(m_LtcData, 0, TextureFormat.RGBAHalf, s_LtcGGXMatrixData);
LoadLUT(m_LtcData, 1, TextureFormat.RGBAHalf, s_LtcDisneyDiffuseMatrixData);
// TODO: switch to RGBA64 when it becomes available.
LoadLUT(m_LtcData, 2, TextureFormat.RGBAHalf, s_LtcGGXMagnitudeData, s_LtcGGXFresnelData, s_LtcDisneyDiffuseMagnitudeData);
m_LtcData.Apply();
m_LtcData.Apply();
isInit = false;
}
m_isInit = false;
}
public void Cleanup()
{
Utilities.Destroy(m_InitPreFGD);
public override void Cleanup()
{
Utilities.Destroy(m_InitPreFGD);
// TODO: how to delete RenderTexture ? or do we need to do it ?
m_isInit = false;
}
// TODO: how to delete RenderTexture ? or do we need to do it ?
isInit = false;
}
public override void RenderInit(Rendering.ScriptableRenderContext renderContext)
{
if (m_isInit)
return;
public void RenderInit(Rendering.ScriptableRenderContext renderContext)
{
var cmd = new CommandBuffer();
cmd.name = "Init PreFGD";
cmd.Blit(null, new RenderTargetIdentifier(m_PreIntegratedFGD), m_InitPreFGD, 0);
renderContext.ExecuteCommandBuffer(cmd);
cmd.Dispose();
var cmd = new CommandBuffer();
cmd.name = "Init PreFGD";
cmd.Blit(null, new RenderTargetIdentifier(m_PreIntegratedFGD), m_InitPreFGD, 0);
renderContext.ExecuteCommandBuffer(cmd);
cmd.Dispose();
isInit = true;
}
m_isInit = true;
}
public void Bind()
{
Shader.SetGlobalTexture("_PreIntegratedFGD", m_PreIntegratedFGD);
Shader.SetGlobalTexture("_LtcData", m_LtcData);
}
public override void Bind()
{
Shader.SetGlobalTexture("_PreIntegratedFGD", m_PreIntegratedFGD);
Shader.SetGlobalTexture("_LtcData", m_LtcData);
}
}
}

998
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LtcData.DisneyDiffuse.cs
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998
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LtcData.GGX.cs
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16
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs


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

// PDF(r, s) = s * (Exp[-r * s] + Exp[-r * s / 3]) / 4
// CDF(r, s) = 1 - 1/4 * Exp[-r * s] - 3/4 * Exp[-r * s / 3]
// ------------------------------------------------------------------------------------
// N.b.: computation of normalized weights, and multiplication by the surface albedo
// of the actual geometry is performed at runtime (in the shader).
m_FilterKernelNearField[i].x = r;

// Set in BuildKernel().
get { return m_FilterKernelNearField; }
}
public Vector2[] filterKernelFarField
{
// Set in BuildKernel().

#if UNITY_EDITOR
public class SubsurfaceScatteringProfileFactory
{
[MenuItem("Assets/Create/Subsurface Scattering Profile", priority = 666)]
[MenuItem("Assets/Create/HDRenderPipeline/Subsurface Scattering Profile", priority = 666)]
static void MenuCreateSubsurfaceScatteringProfile()
{
Texture2D icon = EditorGUIUtility.FindTexture("ScriptableObject Icon");

{
EditorGUILayout.PropertyField(m_SurfaceAlbedo, styles.sssProfileSurfaceAlbedo);
m_LenVolMeanFreePath.floatValue = EditorGUILayout.Slider(styles.sssProfileLenVolMeanFreePath, m_LenVolMeanFreePath.floatValue, 0.01f, 1.0f);
GUI.enabled = false;
EditorGUILayout.PropertyField(m_ScatteringDistance, styles.sssProfileScatteringDistance);
GUI.enabled = true;

m_ProfileMaterial.SetVector("_SurfaceAlbedo", A);
m_ProfileMaterial.SetVector("_ShapeParameter", S);
EditorGUI.DrawPreviewTexture(GUILayoutUtility.GetRect(256, 256), m_ProfileImage, m_ProfileMaterial, ScaleMode.ScaleToFit, 1.0f);
EditorGUILayout.Space();
EditorGUILayout.LabelField(styles.sssTransmittancePreview0, styles.centeredMiniBoldLabel);
EditorGUILayout.LabelField(styles.sssTransmittancePreview1, EditorStyles.centeredGreyMiniLabel);

}
}
#endif
}
}

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.cs


//-----------------------------------------------------------------------------
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
namespace Unlit
public class Unlit : RenderPipelineMaterial
{
//-----------------------------------------------------------------------------
// SurfaceData

23
Assets/ScriptableRenderPipeline/HDRenderPipeline/Utilities.cs


using System.Linq.Expressions;
using System.Text;
using UnityEngine.Rendering;
using System.Reflection;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{

public class Utilities
{
public static List<RenderPipelineMaterial> GetRenderPipelineMaterialList()
{
List<RenderPipelineMaterial> materialList = new List<RenderPipelineMaterial>();
var baseType = typeof(RenderPipelineMaterial);
var assembly = baseType.Assembly;
System.Type[] types = assembly.GetTypes();
foreach (System.Type type in types)
{
if (type.IsSubclassOf(baseType))
{
// Create an instance object of the given type
var obj = (RenderPipelineMaterial)Activator.CreateInstance(type);
materialList.Add(obj);
}
}
return materialList;
}
public const RendererConfiguration kRendererConfigurationBakedLighting = RendererConfiguration.PerObjectLightProbe | RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbeProxyVolume;

23
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/RenderPipelineMaterial.cs


using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
public class RenderPipelineMaterial : Object
{
// GBuffer management
public virtual int GetMaterialGBufferCount() { return 0; }
public virtual void GetMaterialGBufferDescription(out RenderTextureFormat[] RTFormat, out RenderTextureReadWrite[] RTReadWrite)
{
RTFormat = null;
RTReadWrite = null;
}
// Regular interface
public virtual void Build(RenderPipelineResources renderPipelineResources) {}
public virtual void Cleanup() {}
// Following function can be use to initialize GPU resource (once or each frame) and bind them
public virtual void RenderInit(Rendering.ScriptableRenderContext renderContext) {}
public virtual void Bind() {}
}
}

12
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/RenderPipelineMaterial.cs.meta


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timeCreated: 1496530306
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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assetBundleVariant:
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