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Merge branch 'master' into stacklit

/stacklit
Stephane Laroche 6 年前
当前提交
c551dc12
共有 51 个文件被更改,包括 180 次插入64 次删除
  1. 4
      ImageTemplates/FailStamp.png.meta
  2. 4
      ImageTemplates/LightweightPipeline/Scenes/001_SimpleCube.unity.png.meta
  3. 4
      ImageTemplates/LightweightPipeline/Scenes/002_Camera_Clip.unity.png.meta
  4. 4
      ImageTemplates/LightweightPipeline/Scenes/003_Camera_Ortho.unity.png.meta
  5. 4
      ImageTemplates/LightweightPipeline/Scenes/004_Camera_TargetTexture.unity.png.meta
  6. 4
      ImageTemplates/LightweightPipeline/Scenes/005_LitBakedEmission.unity.png.meta
  7. 4
      ImageTemplates/LightweightPipeline/Scenes/006_LitShaderLightProbes.unity.png.meta
  8. 4
      ImageTemplates/LightweightPipeline/Scenes/007_LitShaderMaps.unity.png.meta
  9. 4
      ImageTemplates/LightweightPipeline/Scenes/008_LitShaderReflection.unity.png.meta
  10. 4
      ImageTemplates/LightweightPipeline/Scenes/009_LightweightShading.unity.png.meta
  11. 4
      ImageTemplates/LightweightPipeline/Scenes/010_MultiplePointLights.unity.png.meta
  12. 4
      ImageTemplates/LightweightPipeline/Scenes/011_UnlitSprites.unity.png.meta
  13. 4
      ImageTemplates/LightweightPipeline/Scenes/012_PBS_EnvironmentBRDF_Spheres.unity.png.meta
  14. 4
      ImageTemplates/LightweightPipeline/Scenes/016_Lighting_Scene_Directional.unity.png.meta
  15. 4
      ImageTemplates/LightweightPipeline/Scenes/017_Lighting_Scene_DirectionalBaked.unity.png.meta
  16. 4
      ImageTemplates/LightweightPipeline/Scenes/018_Lighting_Scene_DirectionalBakedIndirect.unity.png.meta
  17. 4
      ImageTemplates/LightweightPipeline/Scenes/019_Lighting_Scene_PointLights.unity.png.meta
  18. 4
      ImageTemplates/LightweightPipeline/Scenes/020_Lighting_BasicDirectional.unity.png.meta
  19. 4
      ImageTemplates/LightweightPipeline/Scenes/021_Lighting_BasicPoint.unity.png.meta
  20. 4
      ImageTemplates/LightweightPipeline/Scenes/022_Lighting_BasicSpot.unity.png.meta
  21. 4
      ImageTemplates/LightweightPipeline/Scenes/023_Lighting_Mixed.unity.png.meta
  22. 4
      ImageTemplates/LightweightPipeline/Scenes/024_Shader_PBRvalidation_Specular.unity.png.meta
  23. 4
      ImageTemplates/LightweightPipeline/Scenes/025_Shader_PBRvalidation_Metallic.unity.png.meta
  24. 4
      ImageTemplates/LightweightPipeline/Scenes/026_Shader_PBRscene.unity.png.meta
  25. 4
      ImageTemplates/LightweightPipeline/Scenes/027_PostProcessing.unity.png.meta
  26. 4
      ImageTemplates/LightweightPipeline/Scenes/028_PostProcessing_Custom.unity.png.meta
  27. 4
      ImageTemplates/LightweightPipeline/Scenes/029_Particles.unity.png.meta
  28. 4
      ImageTemplates/LightweightPipeline/Scenes/031_Shader_GlossyEnvironmentSky.unity.png.meta
  29. 4
      ImageTemplates/LightweightPipeline/Scenes/032_Shader_GlossyEnvironmentColor.unity.png.meta
  30. 4
      ImageTemplates/LightweightPipeline/Scenes/033_Shader_HighlightsEnvironmentGradientSH.unity.png.meta
  31. 4
      ImageTemplates/LightweightPipeline/Scenes/034_Shader_HighlightsEnvironmentGradientBaked.unity.png.meta
  32. 4
      ImageTemplates/LightweightPipeline/Scenes/035_Shader_TerrainShaders.unity.png.meta
  33. 4
      ImageTemplates/LightweightPipeline/Scenes/036_Lighting_Scene_DirectionalBakedDirectional.unity.png.meta
  34. 4
      ImageTemplates/LightweightPipeline/Scenes/037_Particles.unity.png.meta
  35. 4
      ImageTemplates/LightweightPipeline/Scenes/038_Lighting_DirectionalCookie.unity.png.meta
  36. 4
      ImageTemplates/LightweightPipeline/Scenes/039_Lighting_SpotCookie.unity.png.meta
  37. 4
      ImageTemplates/LightweightPipeline/Scenes/040_UpgradeScene.unity.png.meta
  38. 4
      ImageTemplates/LightweightPipeline/Scenes/041_Lighting_BasicArea.unity.png.meta
  39. 4
      ImageTemplates/LightweightPipeline/Scenes/042_Lighting_Scene_VertexLighting.unity.png.meta
  40. 4
      ImageTemplates/LightweightPipeline/Scenes/043_Lighting_Mixed_ShadowMask.unity.png.meta
  41. 4
      ImageTemplates/LightweightPipeline/Scenes/044_ReflectionProbe.unity.png.meta
  42. 10
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/UnityInstancing.hlsl
  43. 3
      ScriptableRenderPipeline/HDRenderPipeline/CHANGELOG.md
  44. 14
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Decal/DecalProjectorComponent.cs
  45. 21
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Decal/DecalSystem.cs
  46. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/HDLightEditor.cs
  47. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Decal/DecalProjectorComponentEditor.cs
  48. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
  49. 10
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs
  50. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/DecalData.hlsl
  51. 5
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/DecalUtilities.hlsl

4
ImageTemplates/FailStamp.png.meta


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4
ImageTemplates/LightweightPipeline/Scenes/001_SimpleCube.unity.png.meta


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4
ImageTemplates/LightweightPipeline/Scenes/002_Camera_Clip.unity.png.meta


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4
ImageTemplates/LightweightPipeline/Scenes/003_Camera_Ortho.unity.png.meta


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4
ImageTemplates/LightweightPipeline/Scenes/004_Camera_TargetTexture.unity.png.meta


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4
ImageTemplates/LightweightPipeline/Scenes/005_LitBakedEmission.unity.png.meta


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4
ImageTemplates/LightweightPipeline/Scenes/006_LitShaderLightProbes.unity.png.meta


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4
ImageTemplates/LightweightPipeline/Scenes/007_LitShaderMaps.unity.png.meta


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4
ImageTemplates/LightweightPipeline/Scenes/008_LitShaderReflection.unity.png.meta


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ImageTemplates/LightweightPipeline/Scenes/009_LightweightShading.unity.png.meta


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ImageTemplates/LightweightPipeline/Scenes/010_MultiplePointLights.unity.png.meta


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4
ImageTemplates/LightweightPipeline/Scenes/011_UnlitSprites.unity.png.meta


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4
ImageTemplates/LightweightPipeline/Scenes/012_PBS_EnvironmentBRDF_Spheres.unity.png.meta


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4
ImageTemplates/LightweightPipeline/Scenes/016_Lighting_Scene_Directional.unity.png.meta


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4
ImageTemplates/LightweightPipeline/Scenes/017_Lighting_Scene_DirectionalBaked.unity.png.meta


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4
ImageTemplates/LightweightPipeline/Scenes/018_Lighting_Scene_DirectionalBakedIndirect.unity.png.meta


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4
ImageTemplates/LightweightPipeline/Scenes/019_Lighting_Scene_PointLights.unity.png.meta


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4
ImageTemplates/LightweightPipeline/Scenes/020_Lighting_BasicDirectional.unity.png.meta


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ImageTemplates/LightweightPipeline/Scenes/021_Lighting_BasicPoint.unity.png.meta


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4
ImageTemplates/LightweightPipeline/Scenes/022_Lighting_BasicSpot.unity.png.meta


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ImageTemplates/LightweightPipeline/Scenes/023_Lighting_Mixed.unity.png.meta


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ImageTemplates/LightweightPipeline/Scenes/024_Shader_PBRvalidation_Specular.unity.png.meta


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ImageTemplates/LightweightPipeline/Scenes/025_Shader_PBRvalidation_Metallic.unity.png.meta


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4
ImageTemplates/LightweightPipeline/Scenes/026_Shader_PBRscene.unity.png.meta


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ImageTemplates/LightweightPipeline/Scenes/027_PostProcessing.unity.png.meta


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ImageTemplates/LightweightPipeline/Scenes/028_PostProcessing_Custom.unity.png.meta


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ImageTemplates/LightweightPipeline/Scenes/029_Particles.unity.png.meta


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ImageTemplates/LightweightPipeline/Scenes/031_Shader_GlossyEnvironmentSky.unity.png.meta


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ImageTemplates/LightweightPipeline/Scenes/032_Shader_GlossyEnvironmentColor.unity.png.meta


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4
ImageTemplates/LightweightPipeline/Scenes/033_Shader_HighlightsEnvironmentGradientSH.unity.png.meta


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ImageTemplates/LightweightPipeline/Scenes/034_Shader_HighlightsEnvironmentGradientBaked.unity.png.meta


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ImageTemplates/LightweightPipeline/Scenes/035_Shader_TerrainShaders.unity.png.meta


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ImageTemplates/LightweightPipeline/Scenes/036_Lighting_Scene_DirectionalBakedDirectional.unity.png.meta


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ImageTemplates/LightweightPipeline/Scenes/037_Particles.unity.png.meta


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ImageTemplates/LightweightPipeline/Scenes/038_Lighting_DirectionalCookie.unity.png.meta


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ImageTemplates/LightweightPipeline/Scenes/039_Lighting_SpotCookie.unity.png.meta


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ImageTemplates/LightweightPipeline/Scenes/040_UpgradeScene.unity.png.meta


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ImageTemplates/LightweightPipeline/Scenes/041_Lighting_BasicArea.unity.png.meta


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4
ImageTemplates/LightweightPipeline/Scenes/042_Lighting_Scene_VertexLighting.unity.png.meta


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ImageTemplates/LightweightPipeline/Scenes/043_Lighting_Mixed_ShadowMask.unity.png.meta


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ImageTemplates/LightweightPipeline/Scenes/044_ReflectionProbe.unity.png.meta


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10
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/UnityInstancing.hlsl


UNITY_DEFINE_INSTANCED_PROP(float4x4, unity_WorldToObjectArray)
#endif
#if defined(UNITY_USE_LODFADE_ARRAY) && defined(UNITY_INSTANCING_SUPPORT_FLEXIBLE_ARRAY_SIZE)
UNITY_DEFINE_INSTANCED_PROP(float, unity_LODFadeArray)
// the quantized fade value (unity_LODFade.y) is automatically used for cross-fading instances
#define unity_LODFade UNITY_ACCESS_INSTANCED_PROP(unity_Builtins0, unity_LODFadeArray).xxxx
UNITY_DEFINE_INSTANCED_PROP(float2, unity_LODFadeArray)
#define unity_LODFade UNITY_ACCESS_INSTANCED_PROP(unity_Builtins0, unity_LODFadeArray).xyxx
#endif
UNITY_INSTANCING_BUFFER_END(unity_Builtins0)

#endif
#if defined(UNITY_USE_LODFADE_ARRAY) && !defined(UNITY_INSTANCING_SUPPORT_FLEXIBLE_ARRAY_SIZE)
UNITY_DEFINE_INSTANCED_PROP(float, unity_LODFadeArray)
// the quantized fade value (unity_LODFade.y) is automatically used for cross-fading instances
#define unity_LODFade UNITY_ACCESS_INSTANCED_PROP(unity_Builtins1, unity_LODFadeArray).xxxx
UNITY_DEFINE_INSTANCED_PROP(float2, unity_LODFadeArray)
#define unity_LODFade UNITY_ACCESS_INSTANCED_PROP(unity_Builtins1, unity_LODFadeArray).xyxx
#endif
UNITY_INSTANCING_BUFFER_END(unity_Builtins1)

3
ScriptableRenderPipeline/HDRenderPipeline/CHANGELOG.md


- Add a better mapping of roughness to mipmap for planar reflection
- The VolumetricLightingSystem now uses RTHandles, which allows to save memory by sharing buffers between different cameras (history buffers are not shared), and reduce reallocation frequency by reallocating buffers only if the rendering resolution increases (and suballocating within existing buffers if the rendering resolution decreases)
- Add a Volumetric Dimmer slider to lights to control the intensity of the scattered volumetric lighting
- Add UV tiling and offset support for decals.
### Changed, Removals and deprecations
- Remove Resource folder of PreIntegratedFGD and add the resource to RenderPipeline Asset

- Update of UI of cookie, CubeCookie, Reflection probe and planar reflection probe to combo box
- Allow enabling/disabling shadows for area lights when they are set to baked.
- Hide applyRangeAttenuation and FadeDistance for directional shadow as they are not used
### Bug fixes
- Fix ConvertPhysicalLightIntensityToLightIntensity() function used when creating light from script to match HDLightEditor behavior

- Fix area light shapes sent as point lights to the baking backends when they are set to baked.
- Fix unnecessary division by PI for baked area lights.
- Fix line lights sent to the lightmappers. The backends don't support this light type.
- Fix issue with shadow mask framesettings not correctly taken into account when shadow mask is enabled for lighting.
## [2018.1.0f2]

14
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Decal/DecalProjectorComponent.cs


public Material m_Material = null;
public float m_DrawDistance = 1000.0f;
public float m_FadeScale = 0.9f;
public Vector2 m_UVScale = new Vector2(1,1);
public Vector2 m_UVBias = new Vector2(0,0);
private Material m_OldMaterial = null;
private DecalSystem.DecalHandle m_Handle = null;

if(m_Handle != null)
DecalSystem.instance.RemoveDecal(m_Handle);
m_Handle = DecalSystem.instance.AddDecal(transform, m_DrawDistance, m_FadeScale, m_Material);
Vector4 uvScaleBias = new Vector4(m_UVScale.x, m_UVScale.y, m_UVBias.x, m_UVBias.y);
m_Handle = DecalSystem.instance.AddDecal(transform, m_DrawDistance, m_FadeScale, uvScaleBias, m_Material);
}
public void OnDisable()

{
if( m_Handle != null)
DecalSystem.instance.RemoveDecal(m_Handle);
m_Handle = DecalSystem.instance.AddDecal(transform, m_DrawDistance, m_FadeScale, m_Material);
Vector4 uvScaleBias = new Vector4(m_UVScale.x, m_UVScale.y, m_UVBias.x, m_UVBias.y);
m_Handle = DecalSystem.instance.AddDecal(transform, m_DrawDistance, m_FadeScale, uvScaleBias, m_Material);
m_OldMaterial = m_Material;
// notify the editor that material has changed so it can update the shader foldout

{
if (transform.hasChanged == true)
{
DecalSystem.instance.UpdateCachedData(transform, m_DrawDistance, m_FadeScale, m_Handle);
Vector4 uvScaleBias = new Vector4(m_UVScale.x, m_UVScale.y, m_UVBias.x, m_UVBias.y);
DecalSystem.instance.UpdateCachedData(transform, m_DrawDistance, m_FadeScale, uvScaleBias, m_Handle);
transform.hasChanged = false;
}
}

{
DrawGizmo(true);
// if this object is selected there is a chance the transform was changed so update culling info
DecalSystem.instance.UpdateCachedData(transform, m_DrawDistance, m_FadeScale, m_Handle);
Vector4 uvScaleBias = new Vector4(m_UVScale.x, m_UVScale.y, m_UVBias.x, m_UVBias.y);
DecalSystem.instance.UpdateCachedData(transform, m_DrawDistance, m_FadeScale, uvScaleBias, m_Handle);
}
public void OnDrawGizmos()

21
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Decal/DecalSystem.cs


return res;
}
public void UpdateCachedData(Transform transform, float drawDistance, float fadeScale, DecalHandle handle)
public void UpdateCachedData(Transform transform, float drawDistance, float fadeScale, Vector4 uvScaleBias, DecalHandle handle)
{
int index = handle.m_Index;
m_CachedDecalToWorld[index] = transform.localToWorldMatrix;

? drawDistance
: instance.DrawDistance;
m_CachedDrawDistances[index].y = fadeScale;
m_CachedUVScaleBias[index] = uvScaleBias;
public DecalHandle AddDecal(Transform transform, float drawDistance, float fadeScale, int materialID)
public DecalHandle AddDecal(Transform transform, float drawDistance, float fadeScale, Vector4 uvScaleBias, int materialID)
{
// increase array size if no space left
if (m_DecalsCount == m_Handles.Length)

Matrix4x4[] newCachedTransforms = new Matrix4x4[m_DecalsCount + kDecalBlockSize];
Matrix4x4[] newCachedNormalToWorld = new Matrix4x4[m_DecalsCount + kDecalBlockSize];
Vector2[] newCachedDrawDistances = new Vector2[m_DecalsCount + kDecalBlockSize];
Vector4[] newCachedUVScaleBias = new Vector4[m_DecalsCount + kDecalBlockSize];
m_ResultIndices = new int[m_DecalsCount + kDecalBlockSize];
m_Handles.CopyTo(newHandles, 0);

m_CachedDrawDistances.CopyTo(newCachedDrawDistances, 0);
m_CachedUVScaleBias.CopyTo(newCachedUVScaleBias, 0);
m_Handles = newHandles;
m_BoundingSpheres = newSpheres;

m_CachedUVScaleBias = newCachedUVScaleBias;
UpdateCachedData(transform, drawDistance, fadeScale, decalHandle);
UpdateCachedData(transform, drawDistance, fadeScale, uvScaleBias, decalHandle);
m_DecalsCount++;
return decalHandle;
}

m_CachedDecalToWorld[removeAtIndex] = m_CachedDecalToWorld[m_DecalsCount - 1];
m_CachedNormalToWorld[removeAtIndex] = m_CachedNormalToWorld[m_DecalsCount - 1];
m_CachedDrawDistances[removeAtIndex] = m_CachedDrawDistances[m_DecalsCount - 1];
m_CachedUVScaleBias[removeAtIndex] = m_CachedUVScaleBias[m_DecalsCount - 1];
m_DecalsCount--;
handle.m_Index = kInvalidIndex;
}

normalToWorldBatch[instanceCount] = m_CachedNormalToWorld[decalIndex];
float fadeFactor = Mathf.Clamp((cullDistance - distanceToDecal) / (cullDistance * (1.0f - m_CachedDrawDistances[decalIndex].y)), 0.0f, 1.0f);
normalToWorldBatch[instanceCount].m03 = fadeFactor * m_Blend; // vector3 rotation matrix so bottom row and last column can be used for other data to save space
normalToWorldBatch[instanceCount].SetRow(3, m_CachedUVScaleBias[decalIndex]);
// clustered forward data
m_DecalDatas[m_DecalDatasCount].worldToDecal = decalToWorldBatch[instanceCount].inverse;

private Matrix4x4[] m_CachedDecalToWorld = new Matrix4x4[kDecalBlockSize];
private Matrix4x4[] m_CachedNormalToWorld = new Matrix4x4[kDecalBlockSize];
private Vector2[] m_CachedDrawDistances = new Vector2[kDecalBlockSize]; // x - draw distance, y - fade scale
private Vector4[] m_CachedUVScaleBias = new Vector4[kDecalBlockSize]; // xy - scale, zw bias
private Material m_Material;
private float m_Blend = 0;

}
public DecalHandle AddDecal(Transform transform, float drawDistance, float fadeScale, Material material)
public DecalHandle AddDecal(Transform transform, float drawDistance, float fadeScale, Vector4 uvScaleBias, Material material)
{
DecalSet decalSet = null;
int key = material.GetInstanceID();

m_DecalSets.Add(key, decalSet);
}
return decalSet.AddDecal(transform, drawDistance, fadeScale, key);
return decalSet.AddDecal(transform, drawDistance, fadeScale, uvScaleBias, key);
}
public void RemoveDecal(DecalHandle handle)

}
}
public void UpdateCachedData(Transform transform, float drawDistance, float fadeScale, DecalHandle handle)
public void UpdateCachedData(Transform transform, float drawDistance, float fadeScale, Vector4 uvScaleBias, DecalHandle handle)
{
if(!DecalHandle.IsValid(handle))
return;

if (m_DecalSets.TryGetValue(key, out decalSet))
{
decalSet.UpdateCachedData(transform, drawDistance, fadeScale, handle);
decalSet.UpdateCachedData(transform, drawDistance, fadeScale, uvScaleBias, handle);
}
}

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/HDLightEditor.cs


EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_AdditionalLightData.affectDiffuse, s_Styles.affectDiffuse);
EditorGUILayout.PropertyField(m_AdditionalLightData.affectSpecular, s_Styles.affectSpecular);
EditorGUILayout.PropertyField(m_AdditionalLightData.fadeDistance, s_Styles.fadeDistance);
if (m_LightShape != LightShape.Directional)
EditorGUILayout.PropertyField(m_AdditionalLightData.fadeDistance, s_Styles.fadeDistance);
EditorGUILayout.PropertyField(m_AdditionalLightData.applyRangeAttenuation, s_Styles.applyRangeAttenuation);
if (m_LightShape != LightShape.Directional)
EditorGUILayout.PropertyField(m_AdditionalLightData.applyRangeAttenuation, s_Styles.applyRangeAttenuation);
EditorGUI.indentLevel--;
}

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Decal/DecalProjectorComponentEditor.cs


private SerializedProperty m_MaterialProperty;
private SerializedProperty m_DrawDistanceProperty;
private SerializedProperty m_FadeScaleProperty;
private SerializedProperty m_UVScaleProperty;
private SerializedProperty m_UVBiasProperty;
public class DecalBoundsHandle : BoxBoundsHandle
{

m_MaterialProperty = serializedObject.FindProperty("m_Material");
m_DrawDistanceProperty = serializedObject.FindProperty("m_DrawDistance");
m_FadeScaleProperty = serializedObject.FindProperty("m_FadeScale");
m_UVScaleProperty = serializedObject.FindProperty("m_UVScale");
m_UVBiasProperty = serializedObject.FindProperty("m_UVBias");
}
private void OnDisable()

EditorGUILayout.PropertyField(m_MaterialProperty);
EditorGUILayout.PropertyField(m_DrawDistanceProperty);
EditorGUILayout.Slider(m_FadeScaleProperty, 0.0f, 1.0f, new GUIContent("Fade scale"));
EditorGUILayout.PropertyField(m_UVScaleProperty);
EditorGUILayout.PropertyField(m_UVBiasProperty);
if (EditorGUI.EndChangeCheck())
{
serializedObject.ApplyModifiedProperties();

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs


bool enableBakeShadowMask;
using (new ProfilingSample(cmd, "TP_PrepareLightsForGPU", CustomSamplerId.TPPrepareLightsForGPU.GetSampler()))
{
enableBakeShadowMask = m_LightLoop.PrepareLightsForGPU(cmd, camera, m_ShadowSettings, m_CullResults, m_ReflectionProbeCullResults, densityVolumes) && hdCamera.frameSettings.enableShadowMask;
enableBakeShadowMask = m_LightLoop.PrepareLightsForGPU(cmd, hdCamera, m_ShadowSettings, m_CullResults, m_ReflectionProbeCullResults, densityVolumes);
}
ConfigureForShadowMask(enableBakeShadowMask, cmd);

10
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs


}
// Return true if BakedShadowMask are enabled
public bool PrepareLightsForGPU(CommandBuffer cmd, Camera camera, ShadowSettings shadowSettings, CullResults cullResults,
public bool PrepareLightsForGPU(CommandBuffer cmd, HDCamera hdCamera, ShadowSettings shadowSettings, CullResults cullResults,
Camera camera = hdCamera.camera;
// If any light require it, we need to enabled bake shadow mask feature
m_enableBakeShadowMask = false;
m_maxShadowDistance = shadowSettings.maxShadowDistance;

}
UpdateDataBuffers();
}
return m_enableBakeShadowMask;
}
m_enableBakeShadowMask = m_enableBakeShadowMask && hdCamera.frameSettings.enableShadowMask;
return m_enableBakeShadowMask;
}
static float CalculateProbeLogVolume(Bounds bounds)

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/DecalData.hlsl


surfaceData.mask = float4(0,0,0,0);
surfaceData.HTileMask = 0;
float totalBlend = clamp(normalToWorld[0][3], 0.0f, 1.0f);
float2 scale = float2(normalToWorld[3][0], normalToWorld[3][1]);
float2 offset = float2(normalToWorld[3][2], normalToWorld[3][3]);
texCoordDS = texCoordDS * scale + offset;
#if _COLORMAP
surfaceData.baseColor = SAMPLE_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, texCoordDS.xy);
surfaceData.baseColor.w *= totalBlend;

5
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/DecalUtilities.hlsl


positionDS = positionDS * float3(1.0, -1.0, 1.0) + float3(0.5, 0.0f, 0.5); // decal clip space
if ((all(positionDS.xyz > 0.0f) && all(1.0f - positionDS.xyz > 0.0f)))
{
float2 uvScale = float2(decalData.normalToWorld[3][0], decalData.normalToWorld[3][1]);
float2 uvBias = float2(decalData.normalToWorld[3][2], decalData.normalToWorld[3][3]);
positionDS.xz = positionDS.xz * uvScale + uvBias;
positionDS.xz = frac(positionDS.xz);
// clamp by half a texel to avoid sampling neighboring textures in the atlas
float2 clampAmount = float2(0.5f / _DecalAtlasResolution.x, 0.5f / _DecalAtlasResolution.y);

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