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Merge branch 'master' into shadows

/main
uygar 8 年前
当前提交
c8a27740
共有 432 个文件被更改,包括 3263 次插入1865 次删除
  1. 2
      Assets/Editor/Tests/RenderloopTests/RenderPipelineTestFixture.cs
  2. 31
      Assets/TestScenes/HDTest/GraphicTest/LayeredTessellation/Layer-2-woord-rock.mat
  3. 22
      Assets/TestScenes/HDTest/GraphicTest/Tessellation/Material/Tessellation - Rock.mat
  4. 453
      Assets/TestScenes/HDTest/HDRenderLoopTest.unity
  5. 914
      Assets/TestScenes/HDTest/LayeredLitTest.unity
  6. 44
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_BlendColor.mat
  7. 75
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_BlendMask.mat
  8. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_BlendMask.mat.meta
  9. 75
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_HeightBased.mat
  10. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_HeightBased.mat.meta
  11. 69
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_Planar.mat
  12. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_Planar.mat.meta
  13. 70
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_Triplanar.mat
  14. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_Triplanar.mat.meta
  15. 67
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_UV0.mat
  16. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_UV0.mat.meta
  17. 53
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_UV1.mat
  18. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_UV1.mat.meta
  19. 51
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_UV2.mat
  20. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_UV2.mat.meta
  21. 55
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_UV3.mat
  22. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_UV3.mat.meta
  23. 85
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_Planar.mat
  24. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_Planar.mat.meta
  25. 81
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_Triplanar.mat
  26. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_Triplanar.mat.meta
  27. 80
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_UV0.mat
  28. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_UV0.mat.meta
  29. 80
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_UV1.mat
  30. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_UV1.mat.meta
  31. 80
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_UV2.mat
  32. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_UV2.mat.meta
  33. 80
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_UV3.mat
  34. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_UV3.mat.meta
  35. 88
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_Planar.mat
  36. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_Planar.mat.meta
  37. 83
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_Triplanar.mat
  38. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_Triplanar.mat.meta
  39. 86
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_UV0.mat
  40. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_UV0.mat.meta
  41. 86
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_UV1.mat
  42. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_UV1.mat.meta
  43. 83
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_UV2.mat
  44. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_UV2.mat.meta
  45. 83
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_UV3.mat
  46. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_UV3.mat.meta
  47. 90
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_Planar.mat
  48. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_Planar.mat.meta
  49. 85
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_Triplanar.mat
  50. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_Triplanar.mat.meta
  51. 88
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_UV0.mat
  52. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_UV0.mat.meta
  53. 88
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_UV1.mat
  54. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_UV1.mat.meta
  55. 85
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_UV2.mat
  56. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_UV2.mat.meta
  57. 85
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_UV3.mat
  58. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_UV3.mat.meta
  59. 19
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Lit_Sand01_2x2.mat
  60. 353
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/test.mat
  61. 8
      Assets/ScriptableRenderPipeline/fptl/FPTLRenderPipeline.asset
  62. 4
      Assets/ScriptableRenderPipeline/fptl/lightlistbuild.compute
  63. 10
      Assets/ScriptableRenderPipeline/fptl/lightlistbuild-clustered.compute
  64. 2
      Assets/ScriptableRenderPipeline/fptl/lightlistbuild-bigtile.compute
  65. 6
      Assets/ScriptableRenderPipeline/fptl/TiledLightingUtils.hlsl
  66. 2
      Assets/ScriptableRenderPipeline/fptl/LightingConvexHullUtils.hlsl
  67. 2
      Assets/ScriptableRenderPipeline/fptl/LightDefinitions.cs.hlsl
  68. 126
      Assets/ScriptableRenderPipeline/fptl/LightBoundsDebug.shader
  69. 280
      Assets/ScriptableRenderPipeline/fptl/Internal-DeferredShading.shader
  70. 2
      Assets/ScriptableRenderPipeline/fptl/Internal-DeferredReflections.shader
  71. 13
      Assets/ScriptableRenderPipeline/fptl/FptlLighting.cs
  72. 4
      Assets/ScriptableRenderPipeline/core/RenderPipeline.cs
  73. 83
      Assets/ScriptableRenderPipeline/ShaderLibrary/Sampling.hlsl
  74. 72
      Assets/ScriptableRenderPipeline/ShaderLibrary/ImageBasedLighting.hlsl
  75. 6
      Assets/ScriptableRenderPipeline/ShaderLibrary/Hammersley.hlsl
  76. 14
      Assets/ScriptableRenderPipeline/ShaderLibrary/CommonMaterial.hlsl
  77. 13
      Assets/ScriptableRenderPipeline/ShaderLibrary/CommonLighting.hlsl
  78. 41
      Assets/ScriptableRenderPipeline/ShaderLibrary/Common.hlsl
  79. 2
      Assets/ScriptableRenderPipeline/ShaderLibrary/API/PSSL.hlsl
  80. 2
      Assets/ScriptableRenderPipeline/ShaderLibrary/API/Metal.hlsl
  81. 2
      Assets/ScriptableRenderPipeline/ShaderLibrary/API/D3D11.hlsl
  82. 36
      Assets/ScriptableRenderPipeline/RenderPasses/ShadowRenderPass.cs
  83. 129
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Utilities.cs
  84. 35
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyRenderer.cs
  85. 35
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyParameters.cs
  86. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs.hlsl
  87. 162
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs
  88. 6
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/GGXConvolve.shader
  89. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/ComputeGgxIblSampleData.compute
  90. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/BuildProbabilityTables.compute
  91. 8
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/SkyProcedural.shader
  92. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/AtmosphericScattering.hlsl
  93. 35
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkyRenderer.cs
  94. 9
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkyParameters.cs
  95. 8
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader
  96. 37
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/HDRISkyRenderer.cs
  97. 10
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/HDRISkyParameters.cs
  98. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/Shadow.cs
  99. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow.meta
  100. 13
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderVariables.hlsl

2
Assets/Editor/Tests/RenderloopTests/RenderPipelineTestFixture.cs


{
protected override IRenderPipeline InternalCreatePipeline()
{
return new BasicRenderLoopInstance();
return new BasicRenderPipelineInstance();
}
}

31
Assets/TestScenes/HDTest/GraphicTest/LayeredTessellation/Layer-2-woord-rock.mat


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22
Assets/TestScenes/HDTest/GraphicTest/Tessellation/Material/Tessellation - Rock.mat


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453
Assets/TestScenes/HDTest/HDRenderLoopTest.unity


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914
Assets/TestScenes/HDTest/LayeredLitTest.unity
文件差异内容过多而无法显示
查看文件

44
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75
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1
Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_BlendMask.mat.meta


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/test.mat


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8
Assets/ScriptableRenderPipeline/fptl/FPTLRenderPipeline.asset


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m_Name: renderloopfptl
m_Name: FPTLRenderPipeline
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directionalLightCascadeCount: 4
directionalLightCascades: {x: 0.05, y: 0.2, z: 0.3}
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4
Assets/ScriptableRenderPipeline/fptl/lightlistbuild.compute


StructuredBuffer<SFiniteLightBound> g_data : register( t3 );
#ifdef USE_TWO_PASS_TILED_LIGHTING
Buffer<uint> g_vBigTileLightList : register( t4 );
StructuredBuffer<uint> g_vBigTileLightList : register( t4 ); // don't support Buffer yet in unity
RWBuffer<uint> g_vLightList : register( u0 );
RWStructuredBuffer<uint> g_vLightList : register( u0 ); // don't support RWBuffer yet in unity
#define MAX_NR_COARSE_ENTRIES 64

10
Assets/ScriptableRenderPipeline/fptl/lightlistbuild-clustered.compute


StructuredBuffer<SFiniteLightBound> g_data : register( t3 );
#ifdef USE_TWO_PASS_TILED_LIGHTING
Buffer<uint> g_vBigTileLightList : register( t4 );
StructuredBuffer<uint> g_vBigTileLightList : register( t4 ); // don't support Buffer yet in unity
#endif

RWBuffer<uint> g_vLayeredLightList : register( u0 );
RWBuffer<uint> g_LayeredOffset : register( u1 );
RWBuffer<uint> g_LayeredSingleIdxBuffer : register( u2 );
RWStructuredBuffer<uint> g_vLayeredLightList : register( u0 ); // don't support RWBuffer yet in unity
RWStructuredBuffer<uint> g_LayeredOffset : register( u1 ); // don't support RWBuffer yet in unity
RWStructuredBuffer<uint> g_LayeredSingleIdxBuffer : register( u2 ); // don't support RWBuffer yet in unity
RWBuffer<float> g_logBaseBuffer : register( u3 );
RWStructuredBuffer<float> g_logBaseBuffer : register( u3 ); // don't support RWBuffer yet in unity
#endif

2
Assets/ScriptableRenderPipeline/fptl/lightlistbuild-bigtile.compute


#define NR_THREADS 64
// output buffer
RWBuffer<uint> g_vLightList : register( u0 );
RWStructuredBuffer<uint> g_vLightList : register( u0 ); // don't support RWBuffer yet in unity
// 2kB (room for roughly 30 wavefronts)

6
Assets/ScriptableRenderPipeline/fptl/TiledLightingUtils.hlsl


StructuredBuffer<SFiniteLightData> g_vLightData;
Buffer<uint> g_vLightListGlobal;
StructuredBuffer<uint> g_vLightListGlobal; // don't support Buffer yet in unity
void GetCountAndStartOpaque(out uint uStart, out uint uNrLights, uint2 tileIDX, int nrTilesX, int nrTilesY, float linDepth, uint model)

#include "ClusteredUtils.h"
Buffer<uint> g_vLayeredOffsetsBuffer;
Buffer<float> g_logBaseBuffer;
StructuredBuffer<uint> g_vLayeredOffsetsBuffer; // don't support Buffer yet in unity
StructuredBuffer<float> g_logBaseBuffer; // don't support Buffer yet in unity
void GetCountAndStart(out uint uStart, out uint uNrLights, uint2 tileIDX, int nrTilesX, int nrTilesY, float linDepth, uint model)

2
Assets/ScriptableRenderPipeline/fptl/LightingConvexHullUtils.hlsl


#if 1
float3 maxZdir = float3(-sphCen.z*sphCen.x, -sphCen.z*sphCen.y, sphCen.x*sphCen.x + sphCen.y*sphCen.y); // cross(sphCen,cross(Zaxis,sphCen))
float len = length(maxZdir);
float scalarProj = len>0.0001 ? (maxZdir.z/len) : len; // since len>=(maxZdir.z/len) we can use len as an approximate value when len<=epsilon
float scalarProj = len>0.0001 ? (maxZdir.z/len) : len; // if len<=0.0001 then either |sphCen|<sphRadius or sphCen is very closely aligned with Z axis in which case little to no additional offs needed.
float offs = scalarProj*sphRadiusIn;
#else
float offs = sphRadiusIn; // more false positives due to larger radius but works too

2
Assets/ScriptableRenderPipeline/fptl/LightDefinitions.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderLoop/fptl/LightDefinitions.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderPipeline/fptl/LightDefinitions.cs. Please don't edit by hand.
//
#ifndef LIGHTDEFINITIONS_CS_HLSL

126
Assets/ScriptableRenderPipeline/fptl/LightBoundsDebug.shader


// Final compositing pass, just does gamma conversion for now.
Shader "Hidden/LightBoundsDebug"
{
Properties { }
SubShader {
Pass {
ZTest Always
Cull Off
ZWrite Off
Blend SrcAlpha One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 4.5
#include "UnityCG.cginc"
#include "LightDefinitions.cs.hlsl"
StructuredBuffer<SFiniteLightBound> g_data : register(t0);
float4 vert(uint globalIndex : SV_VertexID) : SV_POSITION
{
uint lightIndex = globalIndex / 36;
uint localIndex = globalIndex - lightIndex * 36;
uint faceIndex = localIndex / 6;
uint vertexIndex = localIndex - faceIndex * 6;
int remapTrisToQuad[6] = { 0,1,2,2,3,0 }; // Remap tri indices to quad indices: 012345->012230
vertexIndex = remapTrisToQuad[vertexIndex];
uint faces[6][4] = {
{0, 2, 6, 4}, //-x
{1, 5, 7, 3}, //+x
{0, 4, 5, 1}, //-y
{2, 3, 7, 6}, //+y
{0, 1, 3, 2}, //-z
{4, 6, 7, 5}, //+z
};
SFiniteLightBound lightData = g_data[lightIndex];
uint coordIndex = faces[faceIndex][vertexIndex];
float3 coord = float3((coordIndex & 1) ? 1.0f : -1.0f, (coordIndex & 2) ? 1.0f : -1.0f, (coordIndex & 4) ? 1.0f : -1.0f);
coord.xy *= (coordIndex >= 4) ? lightData.scaleXY : float2(1, 1);
float3 viewPos = lightData.center + coord.x * lightData.boxAxisX.xyz + coord.y * lightData.boxAxisY.xyz + coord.z * -lightData.boxAxisZ.xyz;
#if USE_LEFTHAND_CAMERASPACE
// not completely sure why this is necessary since the old stuff pretends camera coordinate system is also left-hand.
// see: Camera::CalculateMatrixShaderProps()
viewPos.z = -viewPos.z;
#endif
return UnityViewToClipPos(viewPos);
}
fixed4 frag() : SV_Target
{
return float4(1.0f, 0.5f, 0.3f, 0.1f);
}
ENDCG
}
}
Fallback Off
}
// Final compositing pass, just does gamma conversion for now.
Shader "Hidden/LightBoundsDebug"
{
Properties { }
SubShader {
Pass {
ZTest Always
Cull Off
ZWrite Off
Blend SrcAlpha One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 4.5
#include "UnityCG.cginc"
#include "LightDefinitions.cs.hlsl"
StructuredBuffer<SFiniteLightBound> g_data : register(t0);
float4 vert(uint globalIndex : SV_VertexID) : SV_POSITION
{
uint lightIndex = globalIndex / 36;
uint localIndex = globalIndex - lightIndex * 36;
uint faceIndex = localIndex / 6;
uint vertexIndex = localIndex - faceIndex * 6;
int remapTrisToQuad[6] = { 0,1,2,2,3,0 }; // Remap tri indices to quad indices: 012345->012230
vertexIndex = remapTrisToQuad[vertexIndex];
uint faces[6][4] = {
{0, 2, 6, 4}, //-x
{1, 5, 7, 3}, //+x
{0, 4, 5, 1}, //-y
{2, 3, 7, 6}, //+y
{0, 1, 3, 2}, //-z
{4, 6, 7, 5}, //+z
};
SFiniteLightBound lightData = g_data[lightIndex];
uint coordIndex = faces[faceIndex][vertexIndex];
float3 coord = float3((coordIndex & 1) ? 1.0f : -1.0f, (coordIndex & 2) ? 1.0f : -1.0f, (coordIndex & 4) ? 1.0f : -1.0f);
coord.xy *= (coordIndex >= 4) ? lightData.scaleXY : float2(1, 1);
float3 viewPos = lightData.center + coord.x * lightData.boxAxisX.xyz + coord.y * lightData.boxAxisY.xyz + coord.z * -lightData.boxAxisZ.xyz;
#if USE_LEFTHAND_CAMERASPACE
// not completely sure why this is necessary since the old stuff pretends camera coordinate system is also left-hand.
// see: Camera::CalculateMatrixShaderProps()
viewPos.z = -viewPos.z;
#endif
return UnityViewToClipPos(viewPos);
}
fixed4 frag() : SV_Target
{
return float4(1.0f, 0.5f, 0.3f, 0.1f);
}
ENDCG
}
}
Fallback Off
}

280
Assets/ScriptableRenderPipeline/fptl/Internal-DeferredShading.shader


Shader "Hidden/Internal-Obscurity" {
Properties {
_LightTexture0 ("", any) = "" {}
_ShadowMapTexture ("", any) = "" {}
_SrcBlend ("", Float) = 1
_DstBlend ("", Float) = 1
}
SubShader {
Pass
{
ZWrite Off
ZTest Always
Cull Off
Blend Off
//Blend [_SrcBlend] [_DstBlend]
CGPROGRAM
#pragma target 4.5
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#pragma multi_compile __ ENABLE_DEBUG
#include "UnityLightingCommon.cginc"
float3 EvalMaterial(UnityLight light, UnityIndirect ind);
// uses the optimized single layered light list for opaques only
#ifdef USE_FPTL_LIGHTLIST
#define OPAQUES_ONLY
#endif
#include "TiledLightingTemplate.hlsl"
Texture2D_float _CameraDepthTexture;
Texture2D _CameraGBufferTexture0;
Texture2D _CameraGBufferTexture1;
Texture2D _CameraGBufferTexture2;
Texture2D _CameraGBufferTexture3;
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
v2f vert (float4 vertex : POSITION, float2 texcoord : TEXCOORD0)
{
v2f o;
o.vertex = UnityObjectToClipPos(vertex);
o.texcoord = texcoord.xy;
return o;
}
struct StandardData
{
float3 specularColor;
float3 diffuseColor;
float3 normalWorld;
float smoothness;
float3 emission;
};
struct LocalDataBRDF
{
StandardData gbuf;
// extras
float oneMinusReflectivity;
float3 Vworld;
};
static LocalDataBRDF g_localParams;
StandardData UnityStandardDataFromGbufferAux(float4 gbuffer0, float4 gbuffer1, float4 gbuffer2, float4 gbuffer3)
{
StandardData data;
data.normalWorld = normalize(2*gbuffer2.xyz-1);
data.smoothness = gbuffer1.a;
data.diffuseColor = gbuffer0.xyz; data.specularColor = gbuffer1.xyz;
float ao = gbuffer0.a;
data.emission = gbuffer3.xyz;
return data;
}
float3 EvalMaterial(UnityLight light, UnityIndirect ind)
{
StandardData data = g_localParams.gbuf;
return UNITY_BRDF_PBS(data.diffuseColor, data.specularColor, g_localParams.oneMinusReflectivity, data.smoothness, data.normalWorld, g_localParams.Vworld, light, ind);
}
half4 frag (v2f i) : SV_Target
{
uint2 pixCoord = ((uint2) i.vertex.xy);
float zbufDpth = FetchDepth(_CameraDepthTexture, pixCoord.xy).x;
float linDepth = GetLinearDepth(zbufDpth);
float3 vP = GetViewPosFromLinDepth(i.vertex.xy, linDepth);
float3 vPw = mul(g_mViewToWorld, float4(vP, 1)).xyz;
float3 Vworld = normalize(mul((float3x3) g_mViewToWorld, -vP).xyz); //unity_CameraToWorld
float4 gbuffer0 = _CameraGBufferTexture0.Load( uint3(pixCoord.xy, 0) );
float4 gbuffer1 = _CameraGBufferTexture1.Load( uint3(pixCoord.xy, 0) );
float4 gbuffer2 = _CameraGBufferTexture2.Load( uint3(pixCoord.xy, 0) );
float4 gbuffer3 = _CameraGBufferTexture3.Load( uint3(pixCoord.xy, 0) );
StandardData data = UnityStandardDataFromGbufferAux(gbuffer0, gbuffer1, gbuffer2, gbuffer3);
g_localParams.gbuf = data;
g_localParams.oneMinusReflectivity = 1.0 - SpecularStrength(data.specularColor.rgb);
g_localParams.Vworld = Vworld;
uint numLightsProcessed = 0;
float3 c = data.emission + ExecuteLightList(numLightsProcessed, pixCoord, vP, vPw, Vworld);
#if ENABLE_DEBUG
c = OverlayHeatMap(pixCoord & 15, numLightsProcessed, c);
#endif
return float4(c,1.0);
}
ENDCG
}
}
Fallback Off
}
Shader "Hidden/Internal-Obscurity" {
Properties {
_LightTexture0 ("", any) = "" {}
_ShadowMapTexture ("", any) = "" {}
_SrcBlend ("", Float) = 1
_DstBlend ("", Float) = 1
}
SubShader {
Pass
{
ZWrite Off
ZTest Always
Cull Off
Blend Off
//Blend [_SrcBlend] [_DstBlend]
CGPROGRAM
#pragma target 4.5
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#pragma multi_compile __ ENABLE_DEBUG
#include "UnityLightingCommon.cginc"
float3 EvalMaterial(UnityLight light, UnityIndirect ind);
// uses the optimized single layered light list for opaques only
#ifdef USE_FPTL_LIGHTLIST
#define OPAQUES_ONLY
#endif
#include "TiledLightingTemplate.hlsl"
UNITY_DECLARE_TEX2D_FLOAT(_CameraDepthTexture);
Texture2D _CameraGBufferTexture0;
Texture2D _CameraGBufferTexture1;
Texture2D _CameraGBufferTexture2;
Texture2D _CameraGBufferTexture3;
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
v2f vert (float4 vertex : POSITION, float2 texcoord : TEXCOORD0)
{
v2f o;
o.vertex = UnityObjectToClipPos(vertex);
o.texcoord = texcoord.xy;
return o;
}
struct StandardData
{
float3 specularColor;
float3 diffuseColor;
float3 normalWorld;
float smoothness;
float3 emission;
};
struct LocalDataBRDF
{
StandardData gbuf;
// extras
float oneMinusReflectivity;
float3 Vworld;
};
static LocalDataBRDF g_localParams;
StandardData UnityStandardDataFromGbufferAux(float4 gbuffer0, float4 gbuffer1, float4 gbuffer2, float4 gbuffer3)
{
StandardData data;
data.normalWorld = normalize(2*gbuffer2.xyz-1);
data.smoothness = gbuffer1.a;
data.diffuseColor = gbuffer0.xyz; data.specularColor = gbuffer1.xyz;
float ao = gbuffer0.a;
data.emission = gbuffer3.xyz;
return data;
}
float3 EvalMaterial(UnityLight light, UnityIndirect ind)
{
StandardData data = g_localParams.gbuf;
return UNITY_BRDF_PBS(data.diffuseColor, data.specularColor, g_localParams.oneMinusReflectivity, data.smoothness, data.normalWorld, g_localParams.Vworld, light, ind);
}
half4 frag (v2f i) : SV_Target
{
uint2 pixCoord = ((uint2) i.vertex.xy);
float zbufDpth = FetchDepth(_CameraDepthTexture, pixCoord.xy).x;
float linDepth = GetLinearDepth(zbufDpth);
float3 vP = GetViewPosFromLinDepth(i.vertex.xy, linDepth);
float3 vPw = mul(g_mViewToWorld, float4(vP, 1)).xyz;
float3 Vworld = normalize(mul((float3x3) g_mViewToWorld, -vP).xyz); //unity_CameraToWorld
float4 gbuffer0 = _CameraGBufferTexture0.Load( uint3(pixCoord.xy, 0) );
float4 gbuffer1 = _CameraGBufferTexture1.Load( uint3(pixCoord.xy, 0) );
float4 gbuffer2 = _CameraGBufferTexture2.Load( uint3(pixCoord.xy, 0) );
float4 gbuffer3 = _CameraGBufferTexture3.Load( uint3(pixCoord.xy, 0) );
StandardData data = UnityStandardDataFromGbufferAux(gbuffer0, gbuffer1, gbuffer2, gbuffer3);
g_localParams.gbuf = data;
g_localParams.oneMinusReflectivity = 1.0 - SpecularStrength(data.specularColor.rgb);
g_localParams.Vworld = Vworld;
uint numLightsProcessed = 0;
float3 c = data.emission + ExecuteLightList(numLightsProcessed, pixCoord, vP, vPw, Vworld);
#if ENABLE_DEBUG
c = OverlayHeatMap(pixCoord & 15, numLightsProcessed, c);
#endif
return float4(c,1.0);
}
ENDCG
}
}
Fallback Off
}

2
Assets/ScriptableRenderPipeline/fptl/Internal-DeferredReflections.shader


#include "TiledReflectionTemplate.hlsl"
Texture2D_float _CameraDepthTexture;
UNITY_DECLARE_TEX2D_FLOAT(_CameraDepthTexture);
Texture2D _CameraGBufferTexture0;
Texture2D _CameraGBufferTexture1;
Texture2D _CameraGBufferTexture2;

13
Assets/ScriptableRenderPipeline/fptl/FptlLighting.cs


public class FptlLighting : RenderPipelineAsset
{
#if UNITY_EDITOR
[UnityEditor.MenuItem("RenderPipeline/CreateRenderLoopFPTL")]
[UnityEditor.MenuItem("RenderPipeline/Create FPTLRenderPipeline")]
UnityEditor.AssetDatabase.CreateAsset(instance, "Assets/renderloopfptl.asset");
//AssetDatabase.CreateAsset(instance, "Assets/ScriptableRenderLoop/fptl/renderloopfptl.asset");
UnityEditor.AssetDatabase.CreateAsset(instance, "Assets/ScriptableRenderPipeline/fptl/FPTLRenderPipeline.asset");
//AssetDatabase.CreateAsset(instance, "Assets/ScriptableRenderPipeline/fptl/FPTLRenderPipeline.asset");
}
#endif
protected override IRenderPipeline InternalCreatePipeline()

//@TODO: need to get light probes + LPPV too?
settings.inputFilter.SetQueuesOpaque();
settings.rendererConfiguration = RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbe;
loop.DrawRenderers(settings);
loop.DrawRenderers(ref settings);
}
void RenderForward(CullResults cull, Camera camera, ScriptableRenderContext loop, bool opaquesOnly)

if (opaquesOnly) settings.inputFilter.SetQueuesOpaque();
else settings.inputFilter.SetQueuesTransparent();
loop.DrawRenderers(settings);
loop.DrawRenderers(ref settings);
}
static void DepthOnlyForForwardOpaques(CullResults cull, Camera camera, ScriptableRenderContext loop)

sorting = { flags = SortFlags.CommonOpaque }
};
settings.inputFilter.SetQueuesOpaque();
loop.DrawRenderers(settings);
loop.DrawRenderers(ref settings);
}
bool usingFptl

var cmd = new CommandBuffer() { name = "Build light list" };
// generate screen-space AABBs (used for both fptl and clustered).
if (numLights != 0)
{
var proj = CameraProjection(camera);
var temp = new Matrix4x4();

4
Assets/ScriptableRenderPipeline/core/RenderPipeline.cs


if (disposed)
throw new ObjectDisposedException(string.Format("{0} has been disposed. Do not call Render on disposed RenderLoops.", this));
}
public virtual void Dispose()
{
disposed = true;

83
Assets/ScriptableRenderPipeline/ShaderLibrary/Sampling.hlsl


}
//-----------------------------------------------------------------------------
// Coordinate system conversion
//-----------------------------------------------------------------------------
// Transforms the unit vector from the spherical to the Cartesian (right-handed, Z up) coordinate.
float3 SphericalToCartesian(float phi, float cosTheta)
{
float sinPhi, cosPhi;
sincos(phi, sinPhi, cosPhi);
float sinTheta = sqrt(saturate(1.0 - cosTheta * cosTheta));
return float3(sinTheta * cosPhi, sinTheta * sinPhi, cosTheta);
}
// Converts Cartesian coordinates given in the right-handed coordinate system
// with Z pointing upwards (OpenGL style) to the coordinates in the left-handed
// coordinate system with Y pointing up and Z facing forward (DirectX style).
float3 TransformGLtoDX(float3 v)
{
return v.xzy;
}
// Performs conversion from equiareal map coordinates to Cartesian (DirectX cubemap) ones.
float3 ConvertEquiarealToCubemap(float u, float v)
{
float phi = TWO_PI - TWO_PI * u;
float cosTheta = 1.0 - 2.0 * v;
return TransformGLtoDX(SphericalToCartesian(phi, cosTheta));
}
//-----------------------------------------------------------------------------
float3 UniformSampleSphere(float u1, float u2)
// Performs uniform sampling of the unit disk.
// Ref: PBRT v3, p. 777.
float2 SampleDiskUniform(float u1, float u2)
float r = sqrt(u1);
float cosTheta = 1.0 - 2.0 * u1;
float sinTheta = sqrt(max(0.0, 1.0 - cosTheta * cosTheta));
float sinPhi, cosPhi;
sincos(phi, sinPhi, cosPhi);
return r * float2(cosPhi, sinPhi);
}
return float3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta); // Light point backward (-Z)
// Performs cosine-weighted sampling of the hemisphere.
// Ref: PBRT v3, p. 780.
float3 SampleHemisphereCosine(float u1, float u2)
{
float3 localL;
// Since we don't really care about the area distortion,
// we substitute uniform disk sampling for the concentric one.
localL.xy = SampleDiskUniform(u1, u2);
// Project the point from the disk onto the hemisphere.
localL.z = sqrt(1.0 - u1);
return localL;
float3 UniformSampleHemisphere(float u1, float u2)
float3 SampleHemisphereUniform(float u1, float u2)
float phi = TWO_PI * u2;
float cosTheta = u1;
float sinTheta = sqrt(max(0.0, 1.0 - cosTheta * cosTheta));
float phi = TWO_PI * u2;
float cosTheta = 1.0 - u1;
return float3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta); // Light point backward (-Z)
return SphericalToCartesian(phi, cosTheta);
float3 UniformSampleDisk(float u1, float u2)
float3 SampleSphereUniform(float u1, float u2)
float r = sqrt(u1);
float phi = TWO_PI * u2;
float phi = TWO_PI * u2;
float cosTheta = 1.0 - 2.0 * u1;
return float3(r * cos(phi), r * sin(phi), 0); // Generate in XY plane as light point backward (-Z)
return SphericalToCartesian(phi, cosTheta);
}
void SampleSphere( float2 u,

float u1 = u.x;
float u2 = u.y;
Ns = UniformSampleSphere(u1, u2);
Ns = SampleSphereUniform(u1, u2);
// Transform from unit sphere to world space
P = radius * Ns + localToWorld[3].xyz;

float u2 = u.y;
// Random point at hemisphere surface
Ns = -UniformSampleHemisphere(u1, u2); // We want the y down hemisphere
Ns = -SampleHemisphereUniform(u1, u2); // We want the y down hemisphere
P = radius * Ns;
// Transform to world space

out float3 Ns)
{
// Random point at disk surface
P = UniformSampleDisk(u.x, u.y) * radius;
P = float3(radius * SampleDiskUniform(u.x, u.y), 0);
Ns = float3(0.0, 0.0, -1.0); // Light point backward (-Z)
// Transform to world space

72
Assets/ScriptableRenderPipeline/ShaderLibrary/ImageBasedLighting.hlsl


return roughness * lerp(saturate(NdotV * 2.0), 1.0, perceptualRoughness);
}
//-----------------------------------------------------------------------------
// Coordinate system conversion
//-----------------------------------------------------------------------------
// Transforms the unit vector from the spherical to the Cartesian (right-handed, Z up) coordinate.
float3 SphericalToCartesian(float phi, float cosTheta)
{
float sinPhi, cosPhi;
sincos(phi, sinPhi, cosPhi);
float sinTheta = sqrt(saturate(1.0 - cosTheta * cosTheta));
return float3(sinTheta * cosPhi, sinTheta * sinPhi, cosTheta);
}
// Converts Cartesian coordinates given in the right-handed coordinate system
// with Z pointing upwards (OpenGL style) to the coordinates in the left-handed
// coordinate system with Y pointing up and Z facing forward (DirectX style).
float3 TransformGLtoDX(float3 v)
{
return v.xzy;
}
// Performs conversion from equiareal map coordinates to Cartesian (DirectX cubemap) ones.
float3 ConvertEquiarealToCubemap(float u, float v)
{
float phi = TWO_PI - TWO_PI * u;
float cosTheta = 1.0 - 2.0 * v;
return TransformGLtoDX(SphericalToCartesian(phi, cosTheta));
}
// Performs uniform sampling of the unit disk.
// Ref: PBRT v3, p. 777.
float2 SampleDiskUniform(float2 u)
{
float r = sqrt(u.x);
float phi = TWO_PI * u.y;
float sinPhi, cosPhi;
sincos(phi, sinPhi, cosPhi);
return r * float2(cosPhi, sinPhi);
}
// Performs cosine-weighted sampling of the hemisphere.
// Ref: PBRT v3, p. 780.
void SampleHemisphereCosine(float2 u,
float3x3 localToWorld,
out float3 L,
out float NdotL)
{
float3 localL;
// Since we don't really care about the area distortion,
// we substitute uniform disk sampling for the concentric one.
localL.xy = SampleDiskUniform(u);
// Project the point from the disk onto the hemisphere.
localL.z = sqrt(1.0 - u.x);
NdotL = localL.z;
L = mul(localL, localToWorld);
}
void SampleGGXDir(float2 u,
float3 V,
float3x3 localToWorld,

out float NdotL,
out float weightOverPdf)
{
SampleHemisphereCosine(u, localToWorld, L, NdotL);
float3 localL = SampleHemisphereCosine(u.x, u.y);
NdotL = localL.z;
L = mul(localL, localToWorld);
// Importance sampling weight for each sample
// pdf = N.L / PI

6
Assets/ScriptableRenderPipeline/ShaderLibrary/Hammersley.hlsl


#endif
}
float RadicalInverse_VdC(uint bits)
float VanDerCorputBase2(uint i)
return float(ReverseBits32(bits)) * 2.3283064365386963e-10; // 0x100000000
return ReverseBits32(i) * rcp(4294967296.0); // 0x100000000
return float2(float(i) / float(sequenceLength), RadicalInverse_VdC(i));
return float2(float(i) / float(sequenceLength), VanDerCorputBase2(i));
}
static const float2 k_Hammersley2dSeq16[] = {

14
Assets/ScriptableRenderPipeline/ShaderLibrary/CommonMaterial.hlsl


return blendWeights;
}
// Planar/Triplanar convention for Unity
// position and vertex normal must be in the same space
void GetTriplanarCoordinate(float3 position, float3 vertexNormal, out float2 uvXZ, out float2 uvXY, out float2 uvZY)
{
float3 direction = sign(vertexNormal);
// In triplanar, if we are facing away from the world axis, a different axis will be flipped for each direction.
// This is particularly problematic for tangent space normal maps which need to be in the right direction.
// So we multiplying the offending coordinate by the sign of the normal.
uvXZ = -float2(position.x, direction.y * position.z);
uvXY = float2(-position.x, direction.z * position.y);
uvZY = float2(direction.x * position.z, position.y);
}
float LerpWhiteTo(float b, float t)
{
float oneMinusT = 1.0 - t;

13
Assets/ScriptableRenderPipeline/ShaderLibrary/CommonLighting.hlsl


}
//-----------------------------------------------------------------------------
// Lighting functions
//-----------------------------------------------------------------------------
// Ref: Horizon Occlusion for Normal Mapped Reflections: http://marmosetco.tumblr.com/post/81245981087
float GetHorizonOcclusion(float3 V, float3 normalWS, float3 vertexNormal, float horizonFade)
{
float3 R = reflect(-V, normalWS);
float specularOcclusion = saturate(1.0 + horizonFade * dot(R, vertexNormal));
// smooth it
return specularOcclusion * specularOcclusion;
}
//-----------------------------------------------------------------------------
// Helper functions
//-----------------------------------------------------------------------------

41
Assets/ScriptableRenderPipeline/ShaderLibrary/Common.hlsl


// Texture utilities
// ----------------------------------------------------------------------------
float ComputeTextureLOD(float2 uv)
{
float2 ddx_ = ddx(uv);
float2 ddy_ = ddy(uv);
float d = max(dot(ddx_, ddx_), dot(ddy_, ddy_));
return max(0.5 * log2(d), 0.0);
}
// texelSize is Unity XXX_TexelSize feature parameters
// x contains 1.0/width, y contains 1.0 / height, z contains width, w contains height
float ComputeTextureLOD(float2 uv, float4 texelSize)

float2 ddx_ = ddx(uv);
float2 ddy_ = ddy(uv);
float d = max(dot(ddx_, ddx_), dot(ddy_, ddy_));
return max(0.5 * log2(d), 0.0);
return ComputeTextureLOD(uv);
}
// ----------------------------------------------------------------------------

posInput.positionCS *= posInput.depthVS;
}
float3 ComputeViewSpacePosition(float2 positionSS, float rawDepth, float4x4 invProjMatrix)
{
float4 positionCS = float4(positionSS * 2.0 - 1.0, rawDepth, 1.0);
float4 positionVS = mul(invProjMatrix, positionCS);
// The view space uses a right-handed coordinate system.
positionVS.z = -positionVS.z;
return positionVS.xyz / positionVS.w;
}
// depthOffsetVS is always in the direction of the view vector (V)
void ApplyDepthOffsetPositionInput(float3 V, float depthOffsetVS, inout PositionInputs posInput)
{

posInput.positionCS = float4(posInput.positionSS.xy * 2.0 - 1.0, posInput.depthRaw, 1.0) * posInput.depthVS;
// Just add the offset along the view vector is sufficiant for world position
posInput.positionWS += V * depthOffsetVS;
}
// Generates a triangle in homogeneous clip space, s.t.
// v0 = (-1, -1, 1), v1 = (3, -1, 1), v2 = (-1, 3, 1).
float2 GetFullScreenTriangleTexcoord(uint vertexID)
{
#if UNITY_UV_STARTS_AT_TOP
return float2((vertexID << 1) & 2, 1.0 - (vertexID & 2));
#else
return float2((vertexID << 1) & 2, vertexID & 2);
#endif
}
float4 GetFullScreenTriangleVertexPosition(uint vertexID)
{
float2 uv = float2((vertexID << 1) & 2, vertexID & 2);
return float4(uv * 2.0 - 1.0, 1.0, 1.0);
}
#endif // UNITY_COMMON_INCLUDED

2
Assets/ScriptableRenderPipeline/ShaderLibrary/API/PSSL.hlsl


#define TEXTURE2D_HALF TEXTURE2D
#define TEXTURE2D_FLOAT TEXTURE2D
#define TEXTURE3D_HALF TEXTURE3D
#define TEXTURE3D_FLOAT TEXTURE3D
#define SAMPLER2D_HALF SAMPLER2D
#define SAMPLER2D_FLOAT SAMPLER2D

2
Assets/ScriptableRenderPipeline/ShaderLibrary/API/Metal.hlsl


#define TEXTURE2D_HALF TEXTURE2D
#define TEXTURE2D_FLOAT TEXTURE2D
#define TEXTURE3D_HALF TEXTURE3D
#define TEXTURE3D_FLOAT TEXTURE3D
#define SAMPLER2D_HALF SAMPLER2D
#define SAMPLER2D_FLOAT SAMPLER2D

2
Assets/ScriptableRenderPipeline/ShaderLibrary/API/D3D11.hlsl


#define TEXTURE2D_HALF TEXTURE2D
#define TEXTURE2D_FLOAT TEXTURE2D
#define TEXTURE3D_HALF TEXTURE3D
#define TEXTURE3D_FLOAT TEXTURE3D
#define SAMPLER2D_HALF SAMPLER2D
#define SAMPLER2D_FLOAT SAMPLER2D

36
Assets/ScriptableRenderPipeline/RenderPasses/ShadowRenderPass.cs


using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Profiling;
using System.Collections.Generic;
using System;

[System.Serializable]
[Serializable]
public class ShadowSettings
{
public bool enabled;

public float maxShadowDistance;
public int directionalLightCascadeCount;
public Vector3 directionalLightCascades;
public float directionalLightNearPlaneOffset;
static ShadowSettings defaultShadowSettings = null;
ShadowSettings settings = new ShadowSettings();
settings.enabled = true;
settings.shadowAtlasHeight = settings.shadowAtlasWidth = 4096;
settings.directionalLightCascadeCount = 1;
settings.directionalLightCascades = new Vector3(0.05F, 0.2F, 0.3F);
settings.directionalLightCascadeCount = 4;
settings.maxShadowDistance = 1000.0F;
return settings;
if (defaultShadowSettings == null)
{
defaultShadowSettings = new ShadowSettings();
defaultShadowSettings.enabled = true;
defaultShadowSettings.shadowAtlasHeight = defaultShadowSettings.shadowAtlasWidth = 4096;
defaultShadowSettings.directionalLightCascadeCount = 1;
defaultShadowSettings.directionalLightCascades = new Vector3(0.05F, 0.2F, 0.3F);
defaultShadowSettings.directionalLightCascadeCount = 4;
defaultShadowSettings.directionalLightNearPlaneOffset = 5;
defaultShadowSettings.maxShadowDistance = 1000.0F;
}
return defaultShadowSettings;
}
}
}

int m_ShadowTexName;
const int k_DepthBuffer = 24;
public int shadowTexName
{
get { return m_ShadowTexName; }
}
public ShadowRenderPass(ShadowSettings settings)
{

if (!m_Settings.enabled)
{
ClearPackedShadows(cullResults.visibleLights, out packedShadows);
return;
}
// Pack all shadow quads into the texture

var lightType = visibleLights[lightIndex].lightType;
var lightDirection = visibleLights[lightIndex].light.transform.forward;
var shadowNearPlaneOffset = QualitySettings.shadowNearPlaneOffset;
int shadowSliceIndex = packedShadows.GetShadowSliceIndex(lightIndex, 0);

{
var settings = new DrawShadowsSettings(cullResults, lightIndex);
var shadowResolution = shadowSlices[shadowSliceIndex].shadowResolution;
bool needRendering = cullResults.ComputeDirectionalShadowMatricesAndCullingPrimitives(lightIndex, s, shadowSliceCount, splitRatio, shadowResolution, shadowNearPlaneOffset, out view, out proj, out settings.splitData);
bool needRendering = cullResults.ComputeDirectionalShadowMatricesAndCullingPrimitives(lightIndex, s, shadowSliceCount, splitRatio,
shadowResolution, m_Settings.directionalLightNearPlaneOffset, out view, out proj, out settings.splitData);
packedShadows.directionalShadowSplitSphereSqr[s] = settings.splitData.cullingSphere;
packedShadows.directionalShadowSplitSphereSqr[s].w *= packedShadows.directionalShadowSplitSphereSqr[s].w;

commandBuffer.Dispose();
// Render
loop.DrawShadows(settings);
loop.DrawShadows(ref settings);
}
}
}

129
Assets/ScriptableRenderPipeline/HDRenderPipeline/Utilities.cs


using System;
using System.Collections.Generic;
using System.Linq.Expressions;
using System.Text;
using UnityEngine.Experimental.Rendering.HDPipeline;
using UnityObject = UnityEngine.Object;

public enum ClearFlag
{
ClearNone = 0,
ClearNone = 0,
}
[Flags]
public enum StencilBits
{
None = Lit.MaterialId.LitStandard,
SSS = Lit.MaterialId.LitSSS,
ClearCoat = Lit.MaterialId.LitClearCoat,
All = 255 // 0xff
}
public class Utilities

else
UnityObject.DestroyImmediate(obj);
#else
UnityObject.Destroy(obj);
UnityObject.Destroy(obj);
obj = null;
}
}

buffer.Release();
}
public static string GetFieldPath<TType, TValue>(Expression<Func<TType, TValue>> expr)
{
MemberExpression me;
switch (expr.Body.NodeType)
buffer.Release();
buffer = null;
case ExpressionType.Convert:
case ExpressionType.ConvertChecked:
var ue = expr.Body as UnaryExpression;
me = (ue != null ? ue.Operand : null) as MemberExpression;
break;
default:
me = expr.Body as MemberExpression;
break;
}
var members = new List<string>();
while (me != null)
{
members.Add(me.Member.Name);
me = me.Expression as MemberExpression;
}
var sb = new StringBuilder();
for (int i = members.Count - 1; i >= 0; i--)
{
sb.Append(members[i]);
if (i > 0) sb.Append('.');
}
return sb.ToString();
}
public class ProfilingSample
: IDisposable

}
public void Dispose()
{
{
Dispose(true);
}

if (disposed)
return;
return;
if (disposing)
{

return gpuVP;
}
public static HDRenderPipeline.HDCamera GetHDCamera(Camera camera)
public static HDCamera GetHDCamera(Camera camera)
HDRenderPipeline.HDCamera hdCamera = new HDRenderPipeline.HDCamera();
HDCamera hdCamera = new HDCamera();
hdCamera.camera = camera;
hdCamera.screenSize = new Vector4(camera.pixelWidth, camera.pixelHeight, 1.0f / camera.pixelWidth, 1.0f / camera.pixelHeight);

var gpuVP = gpuProj * camera.worldToCameraMatrix;
hdCamera.viewProjectionMatrix = gpuVP;
hdCamera.viewProjectionMatrix = gpuVP;
hdCamera.invProjectionMatrix = gpuProj.inverse;
public static void SetupMaterialHDCamera(HDRenderPipeline.HDCamera hdCamera, Material material)
public static void SetupMaterialHDCamera(HDCamera hdCamera, Material material)
{
material.SetVector("_ScreenSize", hdCamera.screenSize);
material.SetMatrix("_ViewProjMatrix", hdCamera.viewProjectionMatrix);

m.DisableKeyword(keyword);
}
public static void SelectKeyword(Material material, string keyword1, string keyword2, bool enableFirst)
{
material.EnableKeyword (enableFirst ? keyword1 : keyword2);
material.DisableKeyword(enableFirst ? keyword2 : keyword1);
}
public static void SelectKeyword(Material material, string[] keywords, int enabledKeywordIndex)
{
material.EnableKeyword(keywords[enabledKeywordIndex]);
for (int i = 0; i < keywords.Length; i++)
{
if (i != enabledKeywordIndex)
{
material.DisableKeyword(keywords[i]);
}
}
}
public static HDRenderPipeline GetHDRenderPipeline()
{
HDRenderPipeline renderContext = GraphicsSettings.renderPipelineAsset as HDRenderPipeline;

}
return renderContext;
}
// Draws a full screen triangle as a faster alternative to drawing a full screen quad.
public static void DrawFullScreen(CommandBuffer commandBuffer, Material material, HDCamera camera,
RenderTargetIdentifier colorBuffer,
MaterialPropertyBlock properties = null, int shaderPassID = 0)
{
SetupMaterialHDCamera(camera, material);
commandBuffer.SetRenderTarget(colorBuffer);
commandBuffer.DrawProcedural(Matrix4x4.identity, material, shaderPassID, MeshTopology.Triangles, 3, 1, properties);
}
// Draws a full screen triangle as a faster alternative to drawing a full screen quad.
public static void DrawFullScreen(CommandBuffer commandBuffer, Material material, HDCamera camera,
RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthStencilBuffer,
MaterialPropertyBlock properties = null, int shaderPassID = 0)
{
SetupMaterialHDCamera(camera, material);
commandBuffer.SetRenderTarget(colorBuffer, depthStencilBuffer);
commandBuffer.DrawProcedural(Matrix4x4.identity, material, shaderPassID, MeshTopology.Triangles, 3, 1, properties);
}
// Draws a full screen triangle as a faster alternative to drawing a full screen quad.
public static void DrawFullScreen(CommandBuffer commandBuffer, Material material, HDCamera camera,
RenderTargetIdentifier[] colorBuffers, RenderTargetIdentifier depthStencilBuffer,
MaterialPropertyBlock properties = null, int shaderPassID = 0)
{
SetupMaterialHDCamera(camera, material);
commandBuffer.SetRenderTarget(colorBuffers, depthStencilBuffer);
commandBuffer.DrawProcedural(Matrix4x4.identity, material, shaderPassID, MeshTopology.Triangles, 3, 1, properties);
}
// Draws a full screen triangle as a faster alternative to drawing a full screen quad.
// Important: the first RenderTarget must be created with 0 depth bits!
public static void DrawFullScreen(CommandBuffer commandBuffer, Material material, HDCamera camera,
RenderTargetIdentifier[] colorBuffers,
MaterialPropertyBlock properties = null, int shaderPassID = 0)
{
// It is currently not possible to have MRT without also setting a depth target.
// To work around this deficiency of the CommandBuffer.SetRenderTarget() API,
// we pass the first color target as the depth target. If it has 0 depth bits,
// no depth target ends up being bound.
DrawFullScreen(commandBuffer, material, camera, colorBuffers, colorBuffers[0], properties, shaderPassID);
}
}
}

35
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyRenderer.cs


using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
using System.Collections.Generic;
using System;

{
abstract public void Build();
abstract public void Cleanup();
abstract public void SetRenderTargets(BuiltinSkyParameters builtinParams);
public abstract void Build();
public abstract void Cleanup();
public abstract void SetRenderTargets(BuiltinSkyParameters builtinParams);
abstract public void RenderSky(BuiltinSkyParameters builtinParams, SkyParameters skyParameters, bool renderForCubemap);
abstract public bool IsSkyValid(SkyParameters skyParameters);
virtual public bool IsParameterValid(SkyParameters skyParameters) { return false; }
virtual public Type GetSkyParameterType() { return typeof(SkyParameters); }
}
abstract public class SkyRenderer<ParameterType> : SkyRenderer
where ParameterType : SkyParameters
{
override public bool IsParameterValid(SkyParameters skyParameters)
{
return GetParameters(skyParameters) != null;
}
override public Type GetSkyParameterType()
{
return typeof(ParameterType);
}
protected ParameterType GetParameters(SkyParameters parameters)
{
return parameters as ParameterType;
}
public abstract void RenderSky(BuiltinSkyParameters builtinParams, SkyParameters skyParameters, bool renderForCubemap);
public abstract bool IsSkyValid();
}
}

35
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyParameters.cs


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

public class SkyParameters : MonoBehaviour
public abstract class SkyParameters : ScriptableObject
{
protected class Unhashed : System.Attribute {}

protected void OnEnable()
{
HDRenderPipeline renderPipeline = Utilities.GetHDRenderPipeline();
if (renderPipeline == null)
{
return;
}
if (renderPipeline.skyManager.skyParameters == null || renderPipeline.skyManager.skyParameters.GetType() != this.GetType()) // We allow override of parameters only if the type is different. It means that we changed the Sky Renderer and might need a new set of parameters.
renderPipeline.skyManager.skyParameters = this;
else if (renderPipeline.skyManager.skyParameters != this && renderPipeline.skyManager.skyParameters.GetType() == this.GetType())
Debug.LogWarning("Tried to setup another SkyParameters component although there is already one enabled.");
protected void OnDisable()
{
HDRenderPipeline renderPipeline = Utilities.GetHDRenderPipeline();
if (renderPipeline == null)
{
return;
}
// Reset the current sky parameter on the render loop
if (renderPipeline.skyManager.skyParameters == this)
renderPipeline.skyManager.skyParameters = null;
}
public int GetHash()
{
unchecked

{
bool unhashedAttribute = p.GetCustomAttributes(typeof(Unhashed), true).Length != 0;
System.Object obj = p.GetValue(this);
object obj = p.GetValue(this);
if (obj != null && !unhashedAttribute) // Sometimes it can be a null reference.
hash = hash * 23 + obj.GetHashCode();
}

public abstract SkyRenderer GetRenderer();
}
}

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/SkyManager.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs. Please don't edit by hand.
//
#ifndef SKYMANAGER_CS_HLSL

162
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs


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

bool m_useMIS = false;
SkyParameters m_SkyParameters = null;
private SkyParameters m_SkyParameters;
if(m_Renderer != null)
if (m_SkyParameters == value)
return;
if (m_Renderer != null)
if (value == null || IsSkyParameterValid(value))
{
m_SkyParametersHash = 0;
m_SkyParameters = value;
m_UpdateRequired = true;
}
else
{
Debug.LogWarning("Sky renderer needs an instance of " + GetSkyParameterType().ToString() + " to be able to render.");
}
m_Renderer.Cleanup();
m_Renderer = null;
m_SkyParametersHash = 0;
m_SkyParameters = value;
m_UpdateRequired = true;
if (value != null)
m_Renderer = value.GetRenderer();
}
public void InstantiateSkyRenderer(Type skyRendererType)
{
if(skyRendererType == null)
{
m_Renderer = null;
}
else if (m_Renderer == null || m_Renderer.GetType() != skyRendererType)
{
m_Renderer = Activator.CreateInstance(skyRendererType) as SkyRenderer;
m_Renderer.Build();
}
}
protected Mesh BuildSkyMesh(Vector3 cameraPosition, Matrix4x4 cameraInvViewProjectionMatrix, bool forceUVBottom)

public bool IsSkyValid()
{
return m_Renderer != null && m_Renderer.IsParameterValid(skyParameters) && m_Renderer.IsSkyValid(skyParameters);
return m_Renderer != null && m_Renderer.IsSkyValid();
}
private void RenderSkyToCubemap(BuiltinSkyParameters builtinParams, SkyParameters skyParameters, RenderTexture target)

}
}
public bool IsSkyParameterValid(SkyParameters parameters)
{
return m_Renderer != null && m_Renderer.IsParameterValid(parameters);
}
public Type GetSkyParameterType()
{
return (m_Renderer == null) ? null : m_Renderer.GetSkyParameterType();
}
public void UpdateEnvironment(HDRenderPipeline.HDCamera camera, Light sunLight, ScriptableRenderContext renderContext)
public void UpdateEnvironment(HDCamera camera, Light sunLight, ScriptableRenderContext renderContext)
using (new Utilities.ProfilingSample("Sky Environment Pass", renderContext))
using (new Utilities.ProfilingSample("Sky Environment Pass", renderContext))
if (IsSkyValid())
if (IsSkyValid())
{
m_CurrentUpdateTime += Time.deltaTime;
m_CurrentUpdateTime += Time.deltaTime;
m_BuiltinParameters.renderContext = renderContext;
m_BuiltinParameters.sunLight = sunLight;
m_BuiltinParameters.renderContext = renderContext;
m_BuiltinParameters.sunLight = sunLight;
// We need one frame delay for this update to work since DynamicGI.UpdateEnvironment is executed direclty but the renderloop is not (so we need to wait for the sky texture to be rendered first)
if (m_NeedLowLevelUpdateEnvironment)
{
// 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);
RenderSettings.skybox = m_StandardSkyboxMaterial; // Setup this material as the default to be use in RenderSettings
RenderSettings.ambientIntensity = 1.0f; // fix this to 1, this parameter should not exist!
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Skybox; // Force skybox for our HDRI
RenderSettings.reflectionIntensity = 1.0f;
RenderSettings.customReflection = null;
DynamicGI.UpdateEnvironment();
// We need one frame delay for this update to work since DynamicGI.UpdateEnvironment is executed direclty but the renderloop is not (so we need to wait for the sky texture to be rendered first)
if (m_NeedLowLevelUpdateEnvironment)
{
// 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);
RenderSettings.skybox = m_StandardSkyboxMaterial; // Setup this material as the default to be use in RenderSettings
RenderSettings.ambientIntensity = 1.0f; // fix this to 1, this parameter should not exist!
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Skybox; // Force skybox for our HDRI
RenderSettings.reflectionIntensity = 1.0f;
RenderSettings.customReflection = null;
DynamicGI.UpdateEnvironment();
m_NeedLowLevelUpdateEnvironment = false;
}
m_NeedLowLevelUpdateEnvironment = false;
}
if (
(skyParameters.updateMode == EnvironementUpdateMode.OnDemand && m_UpdateRequired) ||
(skyParameters.updateMode == EnvironementUpdateMode.OnChanged && skyParameters.GetHash() != m_SkyParametersHash) ||
(skyParameters.updateMode == EnvironementUpdateMode.Realtime && m_CurrentUpdateTime > skyParameters.updatePeriod)
)
{
// Render sky into a cubemap - doesn't happen every frame, can be controlled
RenderSkyToCubemap(m_BuiltinParameters, skyParameters, m_SkyboxCubemapRT);
// 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 (
(skyParameters.updateMode == EnvironementUpdateMode.OnDemand && m_UpdateRequired) ||
(skyParameters.updateMode == EnvironementUpdateMode.OnChanged && skyParameters.GetHash() != m_SkyParametersHash) ||
(skyParameters.updateMode == EnvironementUpdateMode.Realtime && m_CurrentUpdateTime > skyParameters.updatePeriod)
)
{
// Render sky into a cubemap - doesn't happen every frame, can be controlled
RenderSkyToCubemap(m_BuiltinParameters, skyParameters, m_SkyboxCubemapRT);
// 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.
// Convolve downsampled cubemap
RenderCubemapGGXConvolution(renderContext, m_BuiltinParameters, skyParameters, m_SkyboxCubemapRT, m_SkyboxGGXCubemapRT);
// Convolve downsampled cubemap
RenderCubemapGGXConvolution(renderContext, m_BuiltinParameters, skyParameters, m_SkyboxCubemapRT, m_SkyboxGGXCubemapRT);
m_NeedLowLevelUpdateEnvironment = true;
m_UpdateRequired = false;
m_SkyParametersHash = skyParameters.GetHash();
m_CurrentUpdateTime = 0.0f;
}
m_NeedLowLevelUpdateEnvironment = true;
m_UpdateRequired = false;
m_SkyParametersHash = skyParameters.GetHash();
m_CurrentUpdateTime = 0.0f;
else
{
// Disabled for now.
// We need to remove RenderSkyToCubemap from the RenderCubemapGGXConvolution first as it needs the skyparameter to be valid.
//if(m_SkyParametersHash != 0)
//{
// // Clear sky light probe
// RenderSettings.skybox = null;
// RenderSettings.ambientIntensity = 1.0f; // fix this to 1, this parameter should not exist!
// RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Skybox; // Force skybox for our HDRI
// RenderSettings.reflectionIntensity = 1.0f;
// RenderSettings.customReflection = null;
// DynamicGI.UpdateEnvironment();
}
else
{
// Disabled for now.
// We need to remove RenderSkyToCubemap from the RenderCubemapGGXConvolution first as it needs the skyparameter to be valid.
//if(m_SkyParametersHash != 0)
//{
// // Clear sky light probe
// RenderSettings.skybox = null;
// RenderSettings.ambientIntensity = 1.0f; // fix this to 1, this parameter should not exist!
// RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Skybox; // Force skybox for our HDRI
// RenderSettings.reflectionIntensity = 1.0f;
// RenderSettings.customReflection = null;
// DynamicGI.UpdateEnvironment();
// // Clear temp cubemap and redo GGX from black
// Utilities.SetRenderTarget(renderContext, m_SkyboxCubemapRT, ClearFlag.ClearColor);
// RenderCubemapGGXConvolution(renderContext, m_BuiltinParameters, skyParameters, m_SkyboxCubemapRT, m_SkyboxGGXCubemapRT);
// // Clear temp cubemap and redo GGX from black
// Utilities.SetRenderTarget(renderContext, m_SkyboxCubemapRT, ClearFlag.ClearColor);
// RenderCubemapGGXConvolution(renderContext, m_BuiltinParameters, skyParameters, m_SkyboxCubemapRT, m_SkyboxGGXCubemapRT);
// m_SkyParametersHash = 0;
//}
}
// m_SkyParametersHash = 0;
//}
public void RenderSky(HDRenderPipeline.HDCamera camera, Light sunLight, RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthBuffer, ScriptableRenderContext renderContext)
public void RenderSky(HDCamera camera, Light sunLight, RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthBuffer, ScriptableRenderContext renderContext)
{
using (new Utilities.ProfilingSample("Sky Pass", renderContext))
{

6
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/GGXConvolve.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: unitl we go futher in dev
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma multi_compile _ USE_MIS

#include "Common.hlsl"
#include "ImageBasedLighting.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
#include "../SkyManager.cs.hlsl"
struct Attributes

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/ComputeGgxIblSampleData.compute


// Precomputes data for IntegrateLD(). See that function for a detailed description.
#include "Common.hlsl"
#include "ImageBasedLighting.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
#define MAX_IBL_SAMPLE_CNT 89

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/BuildProbabilityTables.compute


// Ref: PBRT v3, 13.6.7 "Piecewise-Constant 2D Distributions".
// Note that we use the equiareal sphere-to-square mapping instead of the latitude-longitude one.
#include "Common.hlsl"
#include "ImageBasedLighting.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
/* --- Input --- */

8
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/SkyProcedural.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: unitl we go futher in dev
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma vertex Vert
#pragma fragment Frag

#include "Color.hlsl"
#include "Common.hlsl"
#include "CommonLighting.hlsl"
#include "ShaderLibrary/Color.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/CommonLighting.hlsl"
TEXTURECUBE(_Cubemap);
SAMPLERCUBE(sampler_Cubemap);

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/AtmosphericScattering.hlsl


SAMPLER2D(sampler_CameraDepthTexture);
#define SRL_BilinearSampler sampler_CameraDepthTexture // Used for all textures
TEXTURE2D(_CameraDepthTexture);
TEXTURE2D_FLOAT(_CameraDepthTexture);
TEXTURE2D(_OcclusionTexture);
float HenyeyGreensteinPhase(float g, float cosTheta) {

35
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkyRenderer.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.Rendering.HDPipeline;
public class ProceduralSkyRenderer
: SkyRenderer<ProceduralSkyParameters>
public class ProceduralSkyRenderer : SkyRenderer
private ProceduralSkyParameters m_ProceduralSkyParameters;
override public void Build()
public ProceduralSkyRenderer(ProceduralSkyParameters proceduralSkyParameters)
{
m_ProceduralSkyParameters = proceduralSkyParameters;
}
public override void Build()
override public void Cleanup()
public override void Cleanup()
override public bool IsSkyValid(SkyParameters skyParameters)
public override bool IsSkyValid()
ProceduralSkyParameters allParams = GetParameters(skyParameters);
if (m_ProceduralSkyMaterial == null || m_ProceduralSkyParameters == null)
return false;
return allParams.skyHDRI != null &&
allParams.worldMieColorRamp != null &&
allParams.worldRayleighColorRamp != null;
return m_ProceduralSkyParameters.skyHDRI != null &&
m_ProceduralSkyParameters.worldMieColorRamp != null &&
m_ProceduralSkyParameters.worldRayleighColorRamp != null;
}
public override void SetRenderTargets(BuiltinSkyParameters builtinParams)

override public void RenderSky(BuiltinSkyParameters builtinParams, SkyParameters skyParameters, bool renderForCubemap)
{
ProceduralSkyParameters proceduralSkyParams = GetParameters(skyParameters);
SetKeywords(builtinParams, proceduralSkyParams, renderForCubemap);
SetKeywords(builtinParams, m_ProceduralSkyParameters, renderForCubemap);
SetUniforms(builtinParams, proceduralSkyParams, renderForCubemap, ref properties);
SetUniforms(builtinParams, m_ProceduralSkyParameters, renderForCubemap, ref properties);
var cmd = new CommandBuffer { name = "" };

builtinParams.renderContext.ExecuteCommandBuffer(cmd);
cmd.Dispose();
}
}
}

9
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkyParameters.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
[ExecuteInEditMode]

occlusionBiasSkyMie = Mathf.Clamp01(occlusionBiasSkyMie);
occlusionBiasSkyRayleigh = Mathf.Clamp01(occlusionBiasSkyRayleigh);
*/
}
public override SkyRenderer GetRenderer()
{
return new ProceduralSkyRenderer(this);
}
}
}

8
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader


#pragma fragment Frag
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: unitl we go futher in dev
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#include "Color.hlsl"
#include "Common.hlsl"
#include "CommonLighting.hlsl"
#include "ShaderLibrary/Color.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/CommonLighting.hlsl"
TEXTURECUBE(_Cubemap);
SAMPLERCUBE(sampler_Cubemap);

37
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/HDRISkyRenderer.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.Rendering.HDPipeline;
public class HDRISkyRenderer
: SkyRenderer<HDRISkyParameters>
public class HDRISkyRenderer : SkyRenderer
Material m_SkyHDRIMaterial = null; // Renders a cubemap into a render texture (can be cube or 2D)
Material m_SkyHDRIMaterial; // Renders a cubemap into a render texture (can be cube or 2D)
private HDRISkyParameters m_HdriSkyParams;
override public void Build()
public HDRISkyRenderer(HDRISkyParameters hdriSkyParams)
m_SkyHDRIMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/Sky/SkyHDRI");
m_HdriSkyParams = hdriSkyParams;
override public void Cleanup()
public override void Build()
Utilities.Destroy(m_SkyHDRIMaterial);
m_SkyHDRIMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/Sky/SkyHDRI");
override public bool IsSkyValid(SkyParameters skyParameters)
public override void Cleanup()
return GetParameters(skyParameters).skyHDRI != null;
Utilities.Destroy(m_SkyHDRIMaterial);
public override void SetRenderTargets(BuiltinSkyParameters builtinParams)
{
if (builtinParams.depthBuffer == BuiltinSkyParameters.nullRT)

}
}
override public void RenderSky(BuiltinSkyParameters builtinParams, SkyParameters skyParameters, bool renderForCubemap)
public override void RenderSky(BuiltinSkyParameters builtinParams, SkyParameters skyParameters, bool renderForCubemap)
HDRISkyParameters hdriSkyParams = GetParameters(skyParameters);
m_SkyHDRIMaterial.SetTexture("_Cubemap", hdriSkyParams.skyHDRI);
m_SkyHDRIMaterial.SetVector("_SkyParam", new Vector4(hdriSkyParams.exposure, hdriSkyParams.multiplier, hdriSkyParams.rotation, 0.0f));
m_SkyHDRIMaterial.SetTexture("_Cubemap", m_HdriSkyParams.skyHDRI);
m_SkyHDRIMaterial.SetVector("_SkyParam", new Vector4(m_HdriSkyParams.exposure, m_HdriSkyParams.multiplier, m_HdriSkyParams.rotation, 0.0f));
}
public override bool IsSkyValid()
{
return m_HdriSkyParams != null && m_SkyHDRIMaterial != null;
}
}
}

10
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/HDRISkyParameters.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
[DisallowMultipleComponent]

public Cubemap skyHDRI;
public override SkyRenderer GetRenderer()
{
return new HDRISkyRenderer(this);
}
}
}

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/Shadow.cs


dss.lightIndex = m_EntryCache[i].key.visibleIdx;
dss.splitData = m_EntryCache[i].current.splitData;
renderContext.DrawShadows( dss ); // <- if this was a call on the commandbuffer we would get away with using just once commandbuffer for the entire shadowmap, instead of one per face
renderContext.DrawShadows( ref dss ); // <- if this was a call on the commandbuffer we would get away with using just once commandbuffer for the entire shadowmap, instead of one per face
}
// post update

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow.meta


fileFormatVersion: 2
guid: 74dbe7f252951f340bb1038a738db89e
guid: f4cebcdbc19874c46ab4194e5ce59c67
folderAsset: yes
timeCreated: 1477395055
licenseType: Pro

13
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderVariables.hlsl


// As I haven't change the variables name yet, I simply don't define anything, and I put the transform function at the end of the file outside the guard header.
// This need to be fixed.
float4x4 glstate_matrix_inv_projection;
#define UNITY_MATRIX_M unity_ObjectToWorld
// These are updated per eye in VR

float4 unity_SHC;
CBUFFER_END
// Use the regular depth camera texture sampler for sampling this: sampler_CameraDepthTexture
TEXTURE2D_FLOAT(_CameraDepthTextureCopy);
SAMPLER2D(sampler_CameraDepthTextureCopy);
// Main lightmap
TEXTURE2D(unity_Lightmap);
SAMPLER2D(samplerunity_Lightmap);

CBUFFER_END
// TODO: Change code here so probe volume use only one transform instead of all this parameters!
TEXTURE3D(unity_ProbeVolumeSH);
TEXTURE3D_FLOAT(unity_ProbeVolumeSH);
SAMPLER3D(samplerunity_ProbeVolumeSH);
CBUFFER_START(UnityProbeVolume)

float4x4 GetWorldToHClipMatrix()
{
return UNITY_MATRIX_VP;
}
// Transform from clip space to homogenous world space
float4x4 GetClipToHWorldMatrix()
{
return glstate_matrix_inv_projection;
}
float GetOddNegativeScale()

部分文件因为文件数量过多而无法显示

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