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Merge branch 'master' into metal-ios

/fptl_cleanup
Antti Tapaninen 7 年前
当前提交
bfd69072
共有 28 个文件被更改,包括 207 次插入126 次删除
  1. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugViewMaterialGBuffer.shader
  2. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugViewTiles.shader
  3. 7
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  4. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Resources/Deferred.shader
  5. 3
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/shadeopaque.compute
  6. 59
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
  7. 50
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.hlsl
  8. 42
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassLoop.hlsl
  9. 45
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
  10. 5
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl
  11. 6
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader
  12. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader
  13. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassDebugViewMaterial.hlsl
  14. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl
  15. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassDistortion.hlsl
  16. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForward.hlsl
  17. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl
  18. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassGBuffer.hlsl
  19. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl
  20. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassVelocity.hlsl
  21. 24
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderVariables.hlsl
  22. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/SkyProcedural.shader
  23. 4
      Assets/ScriptableRenderPipeline/ShaderLibrary/Common.hlsl
  24. 24
      Assets/TestScenes/HDTest/HDRenderLoopTest.unity
  25. 17
      ProjectSettings/EditorBuildSettings.asset
  26. 1
      ProjectSettings/GraphicsSettings.asset
  27. 14
      ProjectSettings/ProjectSettings.asset
  28. 2
      ProjectSettings/ProjectVersion.txt

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugViewMaterialGBuffer.shader


float4 Frag(Varyings input) : SV_Target
{
// input.positionCS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw);
PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw, uint2(0, 0));
float depth = LOAD_TEXTURE2D(_MainDepthTexture, posInput.unPositionSS).x;
UpdatePositionInput(depth, _InvViewProjMatrix, _ViewProjMatrix, posInput);

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugViewTiles.shader


float4 Frag(float4 positionCS : SV_POSITION) : SV_Target
{
// positionCS is SV_Position
PositionInputs posInput = GetPositionInput(positionCS.xy, _ScreenSize.zw);
PositionInputs posInput = GetPositionInput(positionCS.xy, _ScreenSize.zw, uint2(positionCS.xy) / GetTileSize());
float depth = LOAD_TEXTURE2D(_MainDepthTexture, posInput.unPositionSS).x;
UpdatePositionInput(depth, _InvViewProjMatrix, _ViewProjMatrix, posInput);

int maxLights = 32;
if (tileCoord.y < LIGHTCATEGORY_COUNT && tileCoord.x < maxLights + 3)
{
PositionInputs mousePosInput = GetPositionInput(_MousePixelCoord, _ScreenSize.zw);
PositionInputs mousePosInput = GetPositionInput(_MousePixelCoord, _ScreenSize.zw, uint2(0,0));
float depthMouse = LOAD_TEXTURE2D(_MainDepthTexture, mousePosInput.unPositionSS).x;
UpdatePositionInput(depthMouse, _InvViewProjMatrix, _ViewProjMatrix, mousePosInput);

7
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


cmd.SetGlobalMatrix("_InvProjMatrix", hdCamera.invProjectionMatrix);
cmd.SetGlobalVector("_InvProjParam", hdCamera.invProjectionParam);
// TODO: cmd.SetGlobalInt() does not exist, so we are forced to use Shader.SetGlobalInt() instead.
// TODO: setting the Sky Settings to 'None' appears to do nothing (so no invalidation happens).
Shader.EnableKeyword("SKY_LIGHTING");
Shader.SetGlobalInt("_EnvLightSkyEnabled", 1);
Shader.SetGlobalInt("_EnvLightSkyEnabled", 0);
Shader.DisableKeyword("SKY_LIGHTING");
}
// Broadcast SSS parameters to all shaders.

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Resources/Deferred.shader


#pragma shader_feature _ SSS_PRE_SCATTER_TEXTURING SSS_POST_SCATTER_TEXTURING
// #endif
#pragma multi_compile _ SKY_LIGHTING
#pragma multi_compile _ LIGHTING_DEBUG
//-------------------------------------------------------------------------------------

Outputs Frag(Varyings input)
{
// input.positionCS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw);
PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw, uint2(input.positionCS.xy) / GetTileSize());
float depth = LOAD_TEXTURE2D(_MainDepthTexture, posInput.unPositionSS).x;
UpdatePositionInput(depth, _InvViewProjMatrix, _ViewProjMatrix, posInput);
float3 V = GetWorldSpaceNormalizeViewDir(posInput.positionWS);

3
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/shadeopaque.compute


void SHADE_OPAQUE_ENTRY(uint2 dispatchThreadId : SV_DispatchThreadID, uint2 groupId : SV_GroupID)
{
uint2 pixelCoord = dispatchThreadId;
PositionInputs posInput = GetPositionInput(pixelCoord.xy, _ScreenSize.zw);
//PositionInputs posInput = GetPositionInput(pixelCoord.xy, _ScreenSize.zw, uint2(pixelCoord.xy) / GetTileSize());
PositionInputs posInput = GetPositionInput(pixelCoord.xy, _ScreenSize.zw, groupId);
float depth = LOAD_TEXTURE2D(_MainDepthTexture, posInput.unPositionSS).x;
UpdatePositionInput(depth, _InvViewProjMatrix, _ViewProjMatrix, posInput);
float3 V = GetWorldSpaceNormalizeViewDir(posInput.positionWS);

59
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


public const int k_MaxCascadeCount = 4; //Should be not less than m_Settings.directionalLightCascadeCount;
// Static keyword is required here else we get a "DestroyBuffer can only be call in main thread"
static ComputeBuffer s_LightingSettings = null; // We use a structured buffer instead of a constant buffer due to the delay between setting values via constant and other buffer types on PS4
static ComputeBuffer s_DirectionalLightDatas = null;
static ComputeBuffer s_LightDatas = null;
static ComputeBuffer s_EnvLightDatas = null;

int m_areaLightCount = 0;
int m_lightCount = 0;
// See LightingSettings in TilePass.hlsl.
public struct LightingSettings
{
public uint directionalLightCount;
public uint punctualLightCount;
public uint areaLightCount;
public uint envLightCount;
public uint numTileFtplX;
public uint numTileFtplY;
public uint pad0, pad1; // 16-byte alignment
// public uint numTileClusteredX;
// public uint numTileClusteredY;
// public uint isLogBaseBufferEnabled;
// public uint log2NumClusters;
// public float clusterScale;
// public float clusterBase;
// public float nearPlane;
// public float farPlane;
public Vector4 dirShadowSplitSpheres0;
public Vector4 dirShadowSplitSpheres1;
public Vector4 dirShadowSplitSpheres2;
public Vector4 dirShadowSplitSpheres3;
};
LightingSettings[] m_LightingSettings = new LightingSettings[1];
private ComputeShader buildScreenAABBShader { get { return m_PassResources.buildScreenAABBShader; } }
private ComputeShader buildPerTileLightListShader { get { return m_PassResources.buildPerTileLightListShader; } }
private ComputeShader buildPerBigTileLightListShader { get { return m_PassResources.buildPerBigTileLightListShader; } }

m_lightList = new LightList();
m_lightList.Allocate();
s_LightingSettings = new ComputeBuffer(1, System.Runtime.InteropServices.Marshal.SizeOf(typeof(LightingSettings)));
s_DirectionalLightDatas = new ComputeBuffer(k_MaxDirectionalLightsOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(DirectionalLightData)));
s_LightDatas = new ComputeBuffer(k_MaxPunctualLightsOnScreen + k_MaxAreaLightsOnSCreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(LightData)));
s_EnvLightDatas = new ComputeBuffer(k_MaxEnvLightsOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(EnvLightData)));

UnityEditor.SceneView.onSceneGUIDelegate -= OnSceneGUI;
#endif
Utilities.SafeRelease(s_LightingSettings);
Utilities.SafeRelease(s_DirectionalLightDatas);
Utilities.SafeRelease(s_LightDatas);
Utilities.SafeRelease(s_EnvLightDatas);

SetGlobalTexture("_CookieCubeTextures", m_CubeCookieTexArray.GetTexCache());
SetGlobalTexture("_EnvTextures", m_CubeReflTexArray.GetTexCache());
SetGlobalBuffer("_LightingSettings", s_LightingSettings);
SetGlobalInt("_DirectionalLightCount", m_lightList.directionalLights.Count);
SetGlobalInt("_PunctualLightCount", m_punctualLightCount);
SetGlobalInt("_AreaLightCount", m_areaLightCount);
SetGlobalInt("_EnvLightCount", m_lightList.envLights.Count);
SetGlobalVectorArray("_DirShadowSplitSpheres", m_lightList.directionalShadowSplitSphereSqr);
SetGlobalInt("_NumTileFtplX", GetNumTileFtplX(camera));
SetGlobalInt("_NumTileFtplY", GetNumTileFtplY(camera));
SetGlobalInt("_NumTileClusteredX", GetNumTileClusteredX(camera));
SetGlobalInt("_NumTileClusteredY", GetNumTileClusteredY(camera));

{
var cmd = new CommandBuffer { name = "Push Global Parameters" };
m_LightingSettings[0].directionalLightCount = (uint)m_lightList.directionalLights.Count;
m_LightingSettings[0].punctualLightCount = (uint)m_punctualLightCount;
m_LightingSettings[0].areaLightCount = (uint)m_areaLightCount;
m_LightingSettings[0].envLightCount = (uint)m_lightList.envLights.Count;
m_LightingSettings[0].numTileFtplX = (uint)GetNumTileFtplX(camera);
m_LightingSettings[0].numTileFtplY = (uint)GetNumTileFtplY(camera);
// m_LightingSettings[0].numTileClusteredX = (uint)GetNumTileClusteredX(camera);
// m_LightingSettings[0].numTileClusteredY = (uint)GetNumTileClusteredY(camera);
// m_LightingSettings[0].isLogBaseBufferEnabled = (uint)(k_UseDepthBuffer ? 1 : 0);
// m_LightingSettings[0].log2NumClusters = k_Log2NumClusters;
// m_LightingSettings[0].clusterBase = k_ClustLogBase;
// m_LightingSettings[0].clusterScale = m_ClustScale;
// m_LightingSettings[0].nearPlane = camera.nearClipPlane;
// m_LightingSettings[0].farPlane = camera.farClipPlane;
m_LightingSettings[0].dirShadowSplitSpheres0 = m_lightList.directionalShadowSplitSphereSqr[0];
m_LightingSettings[0].dirShadowSplitSpheres1 = m_lightList.directionalShadowSplitSphereSqr[1];
m_LightingSettings[0].dirShadowSplitSpheres2 = m_lightList.directionalShadowSplitSphereSqr[2];
m_LightingSettings[0].dirShadowSplitSpheres3 = m_lightList.directionalShadowSplitSphereSqr[3];
s_LightingSettings.SetData(m_LightingSettings);
s_DirectionalLightDatas.SetData(m_lightList.directionalLights.ToArray());
s_LightDatas.SetData(m_lightList.lights.ToArray());
s_EnvLightDatas.SetData(m_lightList.envLights.ToArray());

Utilities.SetMatrixCS(cmd, shadeOpaqueShader, "_InvViewProjMatrix", invViewProjection);
Utilities.SetMatrixCS(cmd, shadeOpaqueShader, "_ViewProjMatrix", viewProjection);
Utilities.SetMatrixCS(cmd, shadeOpaqueShader, "g_mInvScrProjection", Shader.GetGlobalMatrix("g_mInvScrProjection"));
cmd.SetComputeVectorParam(shadeOpaqueShader, "_ScreenSize", Shader.GetGlobalVector("_ScreenSize"));
cmd.SetComputeIntParam(shadeOpaqueShader, "_UseTileLightList", Shader.GetGlobalInt("_UseTileLightList"));

cmd.SetComputeVectorParam(shadeOpaqueShader, "_ScreenParams", Shader.GetGlobalVector("_ScreenParams"));
cmd.SetComputeVectorParam(shadeOpaqueShader, "_ZBufferParams", Shader.GetGlobalVector("_ZBufferParams"));
cmd.SetComputeVectorParam(shadeOpaqueShader, "unity_OrthoParams", Shader.GetGlobalVector("unity_OrthoParams"));
cmd.SetComputeIntParam(shadeOpaqueShader, "_EnvLightSkyEnabled", Shader.GetGlobalInt("_EnvLightSkyEnabled"));
Texture skyTexture = Shader.GetGlobalTexture("_SkyTexture");
Texture IESArrayTexture = Shader.GetGlobalTexture("_IESArray");

50
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.hlsl


#include "TilePass.cs.hlsl"
// For FPTL
uint _NumTileFtplX;
uint _NumTileFtplY;
StructuredBuffer<uint> g_vLightListGlobal; // don't support Buffer yet in unity
#ifdef USE_FPTL_LIGHTLIST

// these uniforms are only needed for when OPAQUES_ONLY is NOT defined
// but there's a problem with our front-end compilation of compute shaders with multiple kernels causing it to error
//#ifdef USE_CLUSTERED_LIGHTLIST
float4x4 g_mInvScrProjection;
float g_fClustScale;
float g_fClustBase;
float g_fNearPlane;

StructuredBuffer<float> g_logBaseBuffer; // don't support Buffer yet in unity
//#endif
StructuredBuffer<DirectionalLightData> _DirectionalLightDatas;
StructuredBuffer<LightData> _LightDatas;
StructuredBuffer<EnvLightData> _EnvLightDatas;
StructuredBuffer<ShadowData> _ShadowDatas;
struct LightingSettings
{
uint directionalLightCount;
uint punctualLightCount;
uint areaLightCount;
uint envLightCount;
uint numTileFtplX;
uint numTileFtplY;
uint pad0, pad1; // 16-byte alignment
// uint numTileClusteredX;
// uint numTileClusteredY;
// uint isLogBaseBufferEnabled;
// uint log2NumClusters;
// float clusterScale;
// float clusterBase;
// float nearPlane;
// float farPlane;
float4 dirShadowSplitSpheres[4]; // TODO: share this max between C# and hlsl
};
// We use a structured buffer instead of a constant buffer due to the delay between setting values via constant and other buffer types on PS4
StructuredBuffer<LightingSettings> _LightingSettings; // 1 element
StructuredBuffer<DirectionalLightData> _DirectionalLightDatas;
StructuredBuffer<LightData> _LightDatas;
StructuredBuffer<EnvLightData> _EnvLightDatas;
StructuredBuffer<ShadowData> _ShadowDatas;
// Use texture atlas for shadow map
//TEXTURE2D(_ShadowAtlas);

TEXTURECUBE(_SkyTexture);
SAMPLERCUBE(sampler_SkyTexture); // NOTE: Sampler could be share here with _EnvTextures. Don't know if the shader compiler will complain...
/*
uint _DirectionalLightCount;
uint _PunctualLightCount;
uint _AreaLightCount;
uint _EnvLightCount;
float4 _DirShadowSplitSpheres[4]; // TODO: share this max between C# and hlsl
int _EnvLightSkyEnabled; // TODO: make it a bool
// See _LightingSettings
*/
struct LightLoopContext
{

float GetDirectionalShadowAttenuation(LightLoopContext lightLoopContext, float3 positionWS, int index, float3 L, float2 unPositionSS)
{
// Note Index is 0 for now, but else we need to provide the correct index in _DirShadowSplitSpheres and _ShadowDatas
int shadowSplitIndex = GetSplitSphereIndexForDirshadows(positionWS, _DirShadowSplitSpheres);
// Note Index is 0 for now, but else we need to provide the correct index in _LightingSettings[0].dirShadowSplitSpheres and _ShadowDatas
int shadowSplitIndex = GetSplitSphereIndexForDirshadows(positionWS, _LightingSettings[0].dirShadowSplitSpheres);
if (shadowSplitIndex == -1)
return 1.0;

42
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassLoop.hlsl


float shadow = GetDirectionalShadowAttenuation(lightLoopContext, positionWS, 0, float3(0.0, 0.0, 0.0), float2(0.0, 0.0));
#endif
int shadowSplitIndex = GetSplitSphereIndexForDirshadows(positionWS, _DirShadowSplitSpheres);
int shadowSplitIndex = GetSplitSphereIndexForDirshadows(positionWS, _LightingSettings[0].dirShadowSplitSpheres);
if (shadowSplitIndex == -1)
diffuseLighting = float3(0.0, 0.0, 0.0);
else

// Calculate the offset in global light index light for current light category
int GetTileOffset(PositionInputs posInput, uint lightCategory)
{
uint2 tileIndex = posInput.unPositionSS / TILE_SIZE_FPTL;
return (tileIndex.y + lightCategory * _NumTileFtplY) * _NumTileFtplX + tileIndex.x;
uint2 tileIndex = posInput.unTileCoord;
return (tileIndex.y + lightCategory * _LightingSettings[0].numTileFtplY) * _LightingSettings[0].numTileFtplX + tileIndex.x;
}
void GetCountAndStartTile(PositionInputs posInput, uint lightCategory, out uint start, out uint lightCount)

return (g_vLightListGlobal[DWORD_PER_TILE * tileOffset + (lightIndexPlusOne >> 1)] >> ((lightIndexPlusOne & 1) * DWORD_PER_TILE)) & 0xffff;
}
#ifdef USE_FPTL_LIGHTLIST
#ifdef USE_FPTL_LIGHTLIST
uint GetTileSize()
{
return TILE_SIZE_FPTL;
}
void GetCountAndStart(PositionInputs posInput, uint lightCategory, out uint start, out uint lightCount)
{

#include "ClusteredUtils.hlsl"
uint GetTileSize()
{
return TILE_SIZE_CLUSTERED;
}
uint2 tileIndex = posInput.unPositionSS / TILE_SIZE_CLUSTERED;
uint2 tileIndex = posInput.unTileCoord;
float logBase = g_fClustBase;
if (g_isLogBaseBufferEnabled)

uint i = 0; // Declare once to avoid the D3D11 compiler warning.
#ifdef PROCESS_DIRECTIONAL_LIGHT
for (i = 0; i < _DirectionalLightCount; ++i)
for (i = 0; i < _LightingSettings[0].directionalLightCount; ++i)
{
float3 localDiffuseLighting, localSpecularLighting;

float3 iblSpecularLighting = float3(0.0, 0.0, 0.0);
// Only apply sky IBL if the sky texture is available.
if (_EnvLightSkyEnabled)
#ifdef SKY_LIGHTING
{
float3 localDiffuseLighting, localSpecularLighting;
float2 weight;

iblDiffuseLighting = lerp(iblDiffuseLighting, localDiffuseLighting, weight.x); // Should be remove by the compiler if it is smart as all is constant 0
iblSpecularLighting = lerp(iblSpecularLighting, localSpecularLighting, weight.y);
}
#endif
uint envLightStart;
uint envLightCount;

#else // LIGHTLOOP_SINGLE_PASS
uint GetTileSize()
{
return 1;
}
// bakeDiffuseLighting is part of the prototype so a user is able to implement a "base pass" with GI and multipass direct light (aka old unity rendering path)
void LightLoop( float3 V, PositionInputs posInput, PreLightData prelightData, BSDFData bsdfData, float3 bakeDiffuseLighting,
out float3 diffuseLighting,

uint i = 0; // Declare once to avoid the D3D11 compiler warning.
for (i = 0; i < _DirectionalLightCount; ++i)
for (i = 0; i < _LightingSettings[0].directionalLightCount; ++i)
{
float3 localDiffuseLighting, localSpecularLighting;

specularLighting += localSpecularLighting;
}
for (i = 0; i < _PunctualLightCount; ++i)
for (i = 0; i < _LightingSettings[0].punctualLightCount; ++i)
{
float3 localDiffuseLighting, localSpecularLighting;

}
// Area are store with punctual, just offset the index
for (i = _PunctualLightCount; i < _AreaLightCount + _PunctualLightCount; ++i)
for (i = _LightingSettings[0].punctualLightCount; i < _LightingSettings[0].punctualLightCount + _LightingSettings[0].areaLightCount; ++i)
{
float3 localDiffuseLighting, localSpecularLighting;

float3 iblSpecularLighting = float3(0.0, 0.0, 0.0);
// Only apply sky IBL if the sky texture is available.
if (_EnvLightSkyEnabled)
#ifdef SKY_LIGHTING
{
float3 localDiffuseLighting, localSpecularLighting;
float2 weight;

iblDiffuseLighting = lerp(iblDiffuseLighting, localDiffuseLighting, weight.x); // Should be remove by the compiler if it is smart as all is constant 0
iblSpecularLighting = lerp(iblSpecularLighting, localSpecularLighting, weight.y);
}
#endif
for (i = 0; i < _EnvLightCount; ++i)
for (i = 0; i < _LightingSettings[0].envLightCount; ++i)
{
float3 localDiffuseLighting, localSpecularLighting;
float2 weight;

45
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader


[HideInInspector] _LayerCount("_LayerCount", Float) = 2.0
[Enum(None, 0, Multiply, 1, Add, 2)] _VertexColorMode("Vertex color mode", Float) = 0
[ToggleOff] _ObjectScaleAffectTile("_ObjectScaleAffectTile", Float) = 0.0
[Enum(UV0, 0, Planar, 4, Triplanar, 5)] _UVBlendMask("UV Set for blendMask", Float) = 0
_TexWorldScaleBlendMask("Tiling", Float) = 1.0

[HideInInspector] _UVMappingMask0("_UVMappingMask0", Color) = (1, 0, 0, 0)
[HideInInspector] _UVMappingMask1("_UVMappingMask1", Color) = (1, 0, 0, 0)
[HideInInspector] _UVMappingMask2("_UVMappingMask2", Color) = (1, 0, 0, 0)
[HideInInspector] _UVMappingMask3("_UVMappingMask3", Color) = (1, 0, 0, 0)
[HideInInspector] _UVMappingMask3("_UVMappingMask3", Color) = (1, 0, 0, 0)
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail0("UV Set for detail0", Float) = 0
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail1("UV Set for detail1", Float) = 0

[HideInInspector] _UVDetailsMappingMask1("_UVDetailsMappingMask1", Color) = (1, 0, 0, 0)
[HideInInspector] _UVDetailsMappingMask2("_UVDetailsMappingMask2", Color) = (1, 0, 0, 0)
[HideInInspector] _UVDetailsMappingMask3("_UVDetailsMappingMask3", Color) = (1, 0, 0, 0)
_TessellationFactorTriangleSize("Tessellation triangle size", Float) = 100.0
_TessellationFactorTriangleSize("Tessellation triangle size", Float) = 100.0
_TessellationShapeFactor("Tessellation shape factor", Range(0.0, 1.0)) = 0.75 // Only use with Phong
_TessellationBackFaceCullEpsilon("Tessellation back face epsilon", Range(-1.0, 0.0)) = -0.25
[ToggleOff] _TessellationObjectScale("Tessellation object scale", Float) = 0.0

#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
// TODO: We should have this keyword only if VelocityInGBuffer is enable, how to do that ?
//#pragma multi_compile VELOCITYOUTPUT_OFF VELOCITYOUTPUT_ON
//#pragma multi_compile VELOCITYOUTPUT_OFF VELOCITYOUTPUT_ON
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl
#define TESSELLATION_ON
// Use surface gradient normal mapping as it handle correctly triplanar normal mapping and multiple UVSet
#define SURFACE_GRADIENT

#include "HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "HDRenderPipeline/ShaderVariables.hlsl"
#include "HDRenderPipeline/ShaderPass/FragInputs.hlsl"
#include "HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
//-------------------------------------------------------------------------------------
// variable declaration

#define SHADERPASS SHADERPASS_GBUFFER
#include "../../Material/Material.hlsl"
#include "../Lit/ShaderPass/LitSharePass.hlsl"
#include "../../Material/Material.hlsl"
#include "../Lit/ShaderPass/LitSharePass.hlsl"
#include "../Lit/LitData.hlsl"
#include "../../ShaderPass/ShaderPassGBuffer.hlsl"

#define SHADERPASS SHADERPASS_GBUFFER
#include "HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl"
#include "HDRenderPipeline/Debug/DebugLighting.hlsl"
#include "../../Material/Material.hlsl"
#include "../Lit/ShaderPass/LitSharePass.hlsl"
#include "../../Material/Material.hlsl"
#include "../Lit/ShaderPass/LitSharePass.hlsl"
#include "../Lit/LitData.hlsl"
#include "../../ShaderPass/ShaderPassGBuffer.hlsl"

#define SHADERPASS SHADERPASS_DEBUG_VIEW_MATERIAL
#include "../../Material/Material.hlsl"
#include "../../Material/Material.hlsl"
#include "../Lit/ShaderPass/LitSharePass.hlsl"
#include "../Lit/LitData.hlsl"
#include "../../ShaderPass/ShaderPassDebugViewMaterial.hlsl"

HLSLPROGRAM
// Lightmap memo
// DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light,
// DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light,
// both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON.
// No tessellation for Meta pass

#include "../../Material/Material.hlsl"
#include "../../Material/Material.hlsl"
#include "../Lit/ShaderPass/LitMetaPass.hlsl"
#include "../Lit/LitData.hlsl"
#include "../../ShaderPass/ShaderPassLightTransport.hlsl"

HLSLPROGRAM
// TODO: Tesselation can't work with velocity for now...
#include "../../Material/Material.hlsl"
#include "../../Material/Material.hlsl"
#include "../Lit/ShaderPass/LitVelocityPass.hlsl"
#include "../Lit/LitData.hlsl"
#include "../../ShaderPass/ShaderPassVelocity.hlsl"

Cull[_CullMode]
ZWrite On
ZWrite On
ZTest LEqual
HLSLPROGRAM

#define SHADERPASS SHADERPASS_DEPTH_ONLY
#include "../../Material/Material.hlsl"
#include "../../Material/Material.hlsl"
#include "../Lit/ShaderPass/LitDepthPass.hlsl"
#include "../Lit/LitData.hlsl"
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"

Cull[_CullMode]
ZWrite On
ZWrite On
HLSLPROGRAM

#define SHADERPASS SHADERPASS_DEPTH_ONLY
#include "../../Material/Material.hlsl"
#include "../../Material/Material.hlsl"
#include "../Lit/ShaderPass/LitDepthPass.hlsl"
#include "../Lit/LitData.hlsl"
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"

#pragma domain Domain
#define SHADERPASS SHADERPASS_DISTORTION
#include "../../Material/Material.hlsl"
#include "../../Material/Material.hlsl"
#include "../Lit/ShaderPass/LitDistortionPass.hlsl"
#include "../Lit/LitData.hlsl"
#include "../../ShaderPass/ShaderPassDistortion.hlsl"

// TEMP until pragma work in include
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
#include "../../Lighting/Lighting.hlsl"
#include "../../Lighting/Lighting.hlsl"
#include "../Lit/ShaderPass/LitSharePass.hlsl"
#include "../Lit/LitData.hlsl"
#include "../../ShaderPass/ShaderPassForward.hlsl"

// TEMP until pragma work in include
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
#include "../../Lighting/Lighting.hlsl"
#include "../../Lighting/Lighting.hlsl"
#include "../Lit/ShaderPass/LitSharePass.hlsl"
#include "../Lit/LitData.hlsl"
#include "../../ShaderPass/ShaderPassForward.hlsl"

5
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl


// If we inherit from base layer, we will add a bit of it
// We add variance of current visible level and the base color 0 or mean (to retrieve initial color) depends on influence
// (baseColor - meanColor) + lerp(meanColor, baseColor0, inheritBaseColor) simplify to
return saturate(influenceFactor * (baseColor0 - meanColor) + baseColor);
// saturate(influenceFactor * (baseColor0 - meanColor) + baseColor);
// There is a special case when baseColor < meanColor to avoid getting negative values.
float3 factor = baseColor > meanColor ? (baseColor0 - meanColor) : (baseColor0 * baseColor / meanColor - baseColor);
return influenceFactor * factor + baseColor;
}
void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)

6
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader


#pragma shader_feature _ _REQUIRE_UV2 _REQUIRE_UV3
#pragma shader_feature _EMISSIVE_COLOR
#pragma shader_feature _NORMALMAP
#pragma shader_feature _NORMALMAP
#pragma shader_feature _MASKMAP
#pragma shader_feature _SPECULAROCCLUSIONMAP
#pragma shader_feature _EMISSIVE_COLOR_MAP

HLSLPROGRAM
// Lightmap memo
// DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light,
// DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light,
// both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON.
// No tessellation for Meta pass

HLSLPROGRAM
// TODO: Tesselation can't work with velocity for now...
#pragma hull Hull
#pragma domain Domain
#define SHADERPASS SHADERPASS_VELOCITY
#include "../../Material/Material.hlsl"

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader


float4 Frag(Varyings input) : SV_Target
{
PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw);
PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw, uint2(0, 0));
float2 gBufferData = LOAD_TEXTURE2D(_GBufferTexture2, posInput.unPositionSS).ra;
int profileID = int(gBufferData.y * N_PROFILES);

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassDebugViewMaterial.hlsl


FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
// input.unPositionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw);
PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw, uint2(0, 0));
UpdatePositionInput(input.unPositionSS.z, input.unPositionSS.w, input.positionWS, posInput);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl


FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
// input.unPositionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw);
PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw, uint2(0, 0));
UpdatePositionInput(input.unPositionSS.z, input.unPositionSS.w, input.positionWS, posInput);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassDistortion.hlsl


FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
// input.unPositionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw);
PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw, uint2(0, 0));
UpdatePositionInput(input.unPositionSS.z, input.unPositionSS.w, input.positionWS, posInput);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForward.hlsl


FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
// input.unPositionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw);
PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw, uint2(input.unPositionSS.xy) / GetTileSize());
UpdatePositionInput(input.unPositionSS.z, input.unPositionSS.w, input.positionWS, posInput);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl


FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
// input.unPositionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw);
PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw, uint2(0, 0));
UpdatePositionInput(input.unPositionSS.z, input.unPositionSS.w, input.positionWS, posInput);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassGBuffer.hlsl


FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
// input.unPositionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw);
PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw, uint2(0, 0));
UpdatePositionInput(input.unPositionSS.z, input.unPositionSS.w, input.positionWS, posInput);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl


FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
// input.unPositionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw);
PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw, uint2(0, 0));
// No position and depth in case of light transport
float3 V = float3(0, 0, 1); // No vector view in case of light transport

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassVelocity.hlsl


FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
// input.unPositionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw);
PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw, uint2(0, 0));
UpdatePositionInput(input.unPositionSS.z, input.unPositionSS.w, input.positionWS, posInput);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);

24
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderVariables.hlsl


float3 GetCurrentCameraPosition()
{
#if SHADERPASS != SHADERPASS_DEPTH_ONLY
#if defined(SHADERPASS) && (SHADERPASS != SHADERPASS_DEPTH_ONLY)
return _WorldSpaceCameraPos;
#else
// TEMP: this is rather expensive. Then again, we need '_WorldSpaceCameraPos'

return -viewMat[2].xyz;
}
// Computes the world space view direction (pointing towards the camera).
float3 GetWorldSpaceNormalizeViewDir(float3 positionWS)
// Returns 'true' if the current camera performs a perspective projection.
bool IsPerspectiveCamera()
#if SHADERPASS != SHADERPASS_DEPTH_ONLY
if (unity_OrthoParams.w == 0)
#if defined(SHADERPASS) && (SHADERPASS != SHADERPASS_DEPTH_ONLY)
return (unity_OrthoParams.w == 0);
if (GetWorldToHClipMatrix()[3].x != 0 &&
GetWorldToHClipMatrix()[3].y != 0 &&
GetWorldToHClipMatrix()[3].z != 0 &&
GetWorldToHClipMatrix()[3].w != 1)
return (GetWorldToHClipMatrix()[3].x != 0 ||
GetWorldToHClipMatrix()[3].y != 0 ||
GetWorldToHClipMatrix()[3].z != 0 ||
GetWorldToHClipMatrix()[3].w != 1);
}
// Computes the world space view direction (pointing towards the camera).
float3 GetWorldSpaceNormalizeViewDir(float3 positionWS)
{
if (IsPerspectiveCamera())
{
// Perspective
float3 V = GetCurrentCameraPosition() - positionWS;

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/SkyProcedural.shader


float3 rotatedDir = float3(dot(rotDirX, dir), dir.y, dot(rotDirY, dir));
// input.positionCS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw);
PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw, uint2(0,0));
// An arbitrary value attempting to match the size of the sky mesh from the Blacksmith demo.
const float skyDepth = 0.00025;

4
Assets/ScriptableRenderPipeline/ShaderLibrary/Common.hlsl


float2 positionSS;
// Unormalize screen position (offset by 0.5)
uint2 unPositionSS;
uint2 unTileCoord;
float depthRaw; // raw depth from depth buffer
float depthVS;

// This allow to easily share code.
// If a compute shader call this function unPositionSS is an integer usually calculate like: uint2 unPositionSS = groupId.xy * BLOCK_SIZE + groupThreadId.xy
// else it is current unormalized screen coordinate like return by SV_Position
PositionInputs GetPositionInput(float2 unPositionSS, float2 invScreenSize)
PositionInputs GetPositionInput(float2 unPositionSS, float2 invScreenSize, uint2 unTileCoord) // Specify explicit tile coordinates so that we can easily make it lane invariant for compute evaluation.
{
PositionInputs posInput;
ZERO_INITIALIZE(PositionInputs, posInput);

posInput.positionSS *= invScreenSize;
posInput.unPositionSS = uint2(unPositionSS);
posInput.unTileCoord = unTileCoord;
return posInput;
}

24
Assets/TestScenes/HDTest/HDRenderLoopTest.unity


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