浏览代码

Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-Per-Pixel-scale

/stochastic_alpha_test
sebastienlagarde 7 年前
当前提交
cb146691
共有 14 个文件被更改,包括 148 次插入101 次删除
  1. 20
      ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  2. 45
      ScriptableRenderPipeline/HDRenderPipeline/HDStringConstants.cs
  3. 5
      ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
  4. 5
      ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
  5. 28
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/BaseLitUI.cs
  6. 5
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
  7. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl
  8. 10
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl
  9. 5
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader
  10. 6
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass/LitDistortionPass.hlsl
  11. 107
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs
  12. 7
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader
  13. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/UnlitData.hlsl
  14. 2
      ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/VertMesh.hlsl

20
ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


RenderGaussianPyramidColor(camera, cmd);
// Do a depth pre-pass for transparent objects that want it that will fill the depth buffer to reduce the overdraw (typical usage is hair rendering)
RenderTransparentDepthPrepass(m_CullResults, camera, renderContext, cmd);
// Render all type of transparent forward (unlit, lit, complex (hair...)) to keep the sorting between transparent objects.
RenderForward(m_CullResults, camera, renderContext, cmd, false);
RenderForwardError(m_CullResults, camera, renderContext, cmd, false);

{
CoreUtils.SetRenderTarget(cmd, m_CameraColorBufferRT, m_CameraDepthStencilBufferRT, ClearFlag.All, Color.black);
// Render Opaque forward
RenderOpaqueRenderList(cull, hdCamera.camera, renderContext, cmd, HDShaderPassNames.s_ForwardDisplayDebugName, HDUtils.k_RendererConfigurationBakedLighting);
RenderOpaqueRenderList(cull, hdCamera.camera, renderContext, cmd, HDShaderPassNames.s_ForwardDebugDisplayName, HDUtils.k_RendererConfigurationBakedLighting);
RenderTransparentRenderList(cull, hdCamera.camera, renderContext, cmd, HDShaderPassNames.s_ForwardDisplayDebugName, HDUtils.k_RendererConfigurationBakedLighting);
RenderTransparentRenderList(cull, hdCamera.camera, renderContext, cmd, HDShaderPassNames.s_ForwardDebugDisplayName, HDUtils.k_RendererConfigurationBakedLighting);
}
}

string profileName;
if (m_CurrentDebugDisplaySettings.IsDebugDisplayEnabled())
{
passName = addForwardPass ? HDShaderPassNames.s_ForwardDisplayDebugName : HDShaderPassNames.s_ForwardOnlyOpaqueDisplayDebugName;
profileName = addForwardPass ? (renderOpaque ? "Forward Opaque Display Debug" : "Forward Transparent Display Debug") : "ForwardOnlyOpaqueDisplayDebug";
passName = addForwardPass ? HDShaderPassNames.s_ForwardDebugDisplayName : HDShaderPassNames.s_ForwardOnlyOpaqueDebugDisplayName;
profileName = addForwardPass ? (renderOpaque ? "Forward Opaque Debug Display" : "Forward Transparent Debug Display") : "ForwardOnlyOpaqueDebugDisplay";
}
else
{

{
RenderTransparentRenderList(cullResults, camera, renderContext, cmd, m_ForwardPassNames, HDUtils.k_RendererConfigurationBakedLighting);
}
}
}
void RenderTransparentDepthPrepass(CullResults cullResults, Camera camera, ScriptableRenderContext renderContext, CommandBuffer cmd)
{
using (new ProfilingSample(cmd,"Forward Transparent Depth Prepass"))
{
CoreUtils.SetRenderTarget(cmd, m_CameraDepthStencilBufferRT);
RenderTransparentRenderList(cullResults, camera, renderContext, cmd, HDShaderPassNames.s_TransparentDepthPrepassName);
}
}

45
ScriptableRenderPipeline/HDRenderPipeline/HDStringConstants.cs


{
public static class HDShaderPassNames
{
// ShaderPass string - use to have consistent name through the code
public static readonly string s_EmptyStr = "";
public static readonly string s_ForwardStr = "Forward";
public static readonly string s_ForwardDebugDisplayStr = "ForwardDebugDisplay";
public static readonly string s_DepthOnlyStr = "DepthOnly";
public static readonly string s_ForwardOnlyOpaqueDepthOnlyStr = "ForwardOnlyOpaqueDepthOnly";
public static readonly string s_ForwardOnlyOpaqueStr = "ForwardOnlyOpaque";
public static readonly string s_ForwardOnlyOpaqueDebugDisplayStr = "ForwardOnlyOpaqueDebugDisplay";
public static readonly string s_GBufferStr = "GBuffer";
public static readonly string s_GBufferWithPrepassStr = "GBufferWithPrepass";
public static readonly string s_GBufferDebugDisplayStr = "GBufferDebugDisplay";
public static readonly string s_SRPDefaultUnlitStr = "SRPDefaultUnlit";
public static readonly string s_MotionVectorsStr = "MotionVectors";
public static readonly string s_DistortionVectorsStr = "DistortionVectors";
public static readonly string s_TransparentDepthPrepassStr = "TransparentDepthPrepass";
public static readonly string s_MetaStr = "Meta";
public static readonly string s_ShadowCasterStr = "ShadowCaster";
public static readonly ShaderPassName s_EmptyName = new ShaderPassName("");
public static readonly ShaderPassName s_ForwardName = new ShaderPassName("Forward");
public static readonly ShaderPassName s_ForwardDisplayDebugName = new ShaderPassName("ForwardDisplayDebug");
public static readonly ShaderPassName s_DepthOnlyName = new ShaderPassName("DepthOnly");
public static readonly ShaderPassName s_ForwardOnlyOpaqueDepthOnlyName = new ShaderPassName("ForwardOnlyOpaqueDepthOnly");
public static readonly ShaderPassName s_ForwardOnlyOpaqueName = new ShaderPassName("ForwardOnlyOpaque");
public static readonly ShaderPassName s_ForwardOnlyOpaqueDisplayDebugName = new ShaderPassName("ForwardOnlyOpaqueDisplayDebug");
public static readonly ShaderPassName s_GBufferName = new ShaderPassName("GBuffer");
public static readonly ShaderPassName s_GBufferWithPrepassName = new ShaderPassName("GBufferWithPrepass");
public static readonly ShaderPassName s_GBufferDebugDisplayName = new ShaderPassName("GBufferDebugDisplay");
public static readonly ShaderPassName s_SRPDefaultUnlitName = new ShaderPassName("SRPDefaultUnlit");
public static readonly ShaderPassName s_MotionVectorsName = new ShaderPassName("MotionVectors");
public static readonly ShaderPassName s_DistortionVectorsName = new ShaderPassName("DistortionVectors");
public static readonly ShaderPassName s_EmptyName = new ShaderPassName(s_EmptyStr);
public static readonly ShaderPassName s_ForwardName = new ShaderPassName(s_ForwardStr);
public static readonly ShaderPassName s_ForwardDebugDisplayName = new ShaderPassName(s_ForwardDebugDisplayStr);
public static readonly ShaderPassName s_DepthOnlyName = new ShaderPassName(s_DepthOnlyStr);
public static readonly ShaderPassName s_ForwardOnlyOpaqueDepthOnlyName = new ShaderPassName(s_ForwardOnlyOpaqueDepthOnlyStr);
public static readonly ShaderPassName s_ForwardOnlyOpaqueName = new ShaderPassName(s_ForwardOnlyOpaqueStr);
public static readonly ShaderPassName s_ForwardOnlyOpaqueDebugDisplayName = new ShaderPassName(s_ForwardOnlyOpaqueDebugDisplayStr);
public static readonly ShaderPassName s_GBufferName = new ShaderPassName(s_GBufferStr);
public static readonly ShaderPassName s_GBufferWithPrepassName = new ShaderPassName(s_GBufferWithPrepassStr);
public static readonly ShaderPassName s_GBufferDebugDisplayName = new ShaderPassName(s_GBufferDebugDisplayStr);
public static readonly ShaderPassName s_SRPDefaultUnlitName = new ShaderPassName(s_SRPDefaultUnlitStr);
public static readonly ShaderPassName s_MotionVectorsName = new ShaderPassName(s_MotionVectorsStr);
public static readonly ShaderPassName s_DistortionVectorsName = new ShaderPassName(s_DistortionVectorsStr);
public static readonly ShaderPassName s_TransparentDepthPrepassName = new ShaderPassName(s_TransparentDepthPrepassStr);
// Legacy name
public static readonly ShaderPassName s_AlwaysName = new ShaderPassName("Always");

5
ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader


// #pragma enable_d3d11_debug_symbols
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _DISTORTION_ON
#pragma shader_feature _DEPTHOFFSET_ON
#pragma shader_feature _DOUBLESIDED_ON
#pragma shader_feature _PER_PIXEL_DISPLACEMENT

Pass
{
Name "ForwardDisplayDebug" // Name is not used
Tags{ "LightMode" = "ForwardDisplayDebug" } // This will be only for transparent object based on the RenderQueue index
Name "ForwardDebugDisplay" // Name is not used
Tags{ "LightMode" = "ForwardDebugDisplay" } // This will be only for transparent object based on the RenderQueue index
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]

5
ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader


// #pragma enable_d3d11_debug_symbols
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _DISTORTION_ON
#pragma shader_feature _DEPTHOFFSET_ON
#pragma shader_feature _DOUBLESIDED_ON
#pragma shader_feature _PER_PIXEL_DISPLACEMENT

Pass
{
Name "ForwardDisplayDebug" // Name is not used
Tags{ "LightMode" = "ForwardDisplayDebug" } // This will be only for transparent object based on the RenderQueue index
Name "ForwardDebugDisplay" // Name is not used
Tags{ "LightMode" = "ForwardDebugDisplay" } // This will be only for transparent object based on the RenderQueue index
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]

28
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/BaseLitUI.cs


static public void SetupBaseLitMaterialPass(Material material)
{
bool distortionEnable = material.GetFloat(kDistortionEnable) > 0.0f;
bool distortionOnly = material.GetFloat(kDistortionOnly) > 0.0f;
if (distortionEnable && distortionOnly)
{
// Disable all passes except distortion (setup in BaseUnlitUI.cs) and debug passes (to visualize distortion)
material.SetShaderPassEnabled("GBuffer", false);
material.SetShaderPassEnabled("GBufferDisplayDebug", true);
material.SetShaderPassEnabled("Meta", false);
material.SetShaderPassEnabled("ShadowCaster", false);
material.SetShaderPassEnabled("DepthOnly", false);
material.SetShaderPassEnabled("MotionVectors", false);
material.SetShaderPassEnabled("Forward", false);
material.SetShaderPassEnabled("ForwardDisplayDebug", true);
}
else
{
// Enable all passes except distortion (setup in BaseUnlitUI.cs)
material.SetShaderPassEnabled("GBuffer", true);
material.SetShaderPassEnabled("GBufferDisplayDebug", true);
material.SetShaderPassEnabled("Meta", true);
material.SetShaderPassEnabled("ShadowCaster", true);
material.SetShaderPassEnabled("DepthOnly", true);
material.SetShaderPassEnabled("MotionVectors", true);
material.SetShaderPassEnabled("Forward", true);
material.SetShaderPassEnabled("ForwardDisplayDebug", true);
}
SetupBaseUnlitMaterialPass(material);
}
}
} // namespace UnityEditor

5
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader


//-------------------------------------------------------------------------------------
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _DISTORTION_ON
#pragma shader_feature _DEPTHOFFSET_ON
#pragma shader_feature _DOUBLESIDED_ON
#pragma shader_feature _PER_PIXEL_DISPLACEMENT

Pass
{
Name "ForwardDisplayDebug" // Name is not used
Tags{ "LightMode" = "ForwardDisplayDebug" } // This will be only for transparent object based on the RenderQueue index
Name "ForwardDebugDisplay" // Name is not used
Tags{ "LightMode" = "ForwardDebugDisplay" } // This will be only for transparent object based on the RenderQueue index
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]

2
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl


builtinData.velocity = float2(0.0, 0.0);
#ifdef _DISTORTION_ON
#if (SHADERPASS == SHADERPASS_DISTORTION)
float3 distortion = SAMPLE_TEXTURE2D(_DistortionVectorMap, sampler_DistortionVectorMap, input.texCoord0).rgb;
builtinData.distortion = distortion.rg;
builtinData.distortionBlur = distortion.b;

10
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl


// Otherwise those parameters are not bound correctly at runtime.
// ===========================================================================
#ifndef LAYERED_LIT_SHADER
TEXTURE2D(_DiffuseLightingMap);
SAMPLER2D(sampler_DiffuseLightingMap);
#ifndef LAYERED_LIT_SHADER
TEXTURE2D(_DiffuseLightingMap);
SAMPLER2D(sampler_DiffuseLightingMap);
TEXTURE2D(_BaseColorMap);
SAMPLER2D(sampler_BaseColorMap);

5
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader


//-------------------------------------------------------------------------------------
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _DISTORTION_ON
#pragma shader_feature _DEPTHOFFSET_ON
#pragma shader_feature _DOUBLESIDED_ON
#pragma shader_feature _PER_PIXEL_DISPLACEMENT

Pass
{
Name "ForwardDisplayDebug" // Name is not used
Tags{ "LightMode" = "ForwardDisplayDebug" } // This will be only for transparent object based on the RenderQueue index
Name "ForwardDebugDisplay" // Name is not used
Tags{ "LightMode" = "ForwardDebugDisplay" } // This will be only for transparent object based on the RenderQueue index
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]

6
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass/LitDistortionPass.hlsl


// If we have a layered shader, any UV can be use for this. To reduce the number of variant we groupt UV0/UV1 and UV2/UV3 instead of having variant for UV0/UV1/UV2/UV3
// When UVX is present, we assume that UVX - 1 ... UV0 is present
#if REQUIRE_UV_FOR_TESSELATION || REQUIRE_TANGENT_TO_WORLD || defined(_ALPHATEST_ON) || defined(_DISTORTION_ON)
#if REQUIRE_UV_FOR_TESSELATION || REQUIRE_TANGENT_TO_WORLD || defined(_ALPHATEST_ON)
#ifdef LAYERED_LIT_SHADER
#define ATTRIBUTES_NEED_TEXCOORD1
#if defined(_REQUIRE_UV2) || defined(_REQUIRE_UV3)

#define VARYINGS_NEED_TANGENT_TO_WORLD
#endif
#if REQUIRE_TANGENT_TO_WORLD || defined(_ALPHATEST_ON) || defined(_DISTORTION_ON)
#if REQUIRE_TANGENT_TO_WORLD || defined(_ALPHATEST_ON)
#ifdef LAYERED_LIT_SHADER
#define VARYINGS_NEED_TEXCOORD1
#if defined(_REQUIRE_UV2) || defined(_REQUIRE_UV3)

107
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs


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

public static GUIContent alphaCutoffEnableText = new GUIContent("Alpha Cutoff Enable", "Threshold for alpha cutoff");
public static GUIContent alphaCutoffText = new GUIContent("Alpha Cutoff", "Threshold for alpha cutoff");
public static GUIContent alphaCutoffShadowText = new GUIContent("Alpha Cutoff Shadow", "Threshold for alpha cutoff in case of shadow pass");
public static GUIContent alphaCutoffPrepassText = new GUIContent("Alpha Cutoff Prepass", "Threshold for alpha cutoff in case of depth prepass");
public static GUIContent transparentDepthPrepassEnableText = new GUIContent("Enable transparent depth prepass", "It allow to ");
public static GUIContent doubleSidedEnableText = new GUIContent("Double Sided", "This will render the two face of the objects (disable backface culling) and flip/mirror normal");
public static GUIContent distortionEnableText = new GUIContent("Distortion", "Enable distortion on this shader");
public static GUIContent distortionOnlyText = new GUIContent("Distortion Only", "This shader will only be use to render distortion");

protected const string kAlphaCutoffEnabled = "_AlphaCutoffEnable";
protected MaterialProperty alphaCutoff = null;
protected const string kAlphaCutoff = "_AlphaCutoff";
protected MaterialProperty alphaCutoffShadow = null;
protected const string kAlphaCutoffShadow = "_AlphaCutoffShadow";
protected MaterialProperty alphaCutoffPrepass = null;
protected const string kAlphaCutoffPrepass = "_AlphaCutoffPrepass";
protected MaterialProperty transparentDepthPrepassEnable = null;
protected const string kTransparentDepthPrepassEnable = "_TransparentDepthPrepassEnable";
protected MaterialProperty doubleSidedEnable = null;
protected const string kDoubleSidedEnable = "_DoubleSidedEnable";
protected MaterialProperty blendMode = null;

surfaceType = FindProperty(kSurfaceType, props);
alphaCutoffEnable = FindProperty(kAlphaCutoffEnabled, props);
alphaCutoff = FindProperty(kAlphaCutoff, props);
alphaCutoffShadow = FindProperty(kAlphaCutoffShadow, props, false);
alphaCutoffPrepass = FindProperty(kAlphaCutoffPrepass, props, false);
transparentDepthPrepassEnable = FindProperty(kTransparentDepthPrepassEnable, props, false);
doubleSidedEnable = FindProperty(kDoubleSidedEnable, props);
blendMode = FindProperty(kBlendMode, props);
distortionEnable = FindProperty(kDistortionEnable, props, false);

if (distortionEnable.floatValue == 1.0f)
{
EditorGUI.indentLevel++;
EditorGUI.indentLevel--;
}
}
}

EditorGUI.indentLevel++;
// With transparent object and few specific materials like Hair, we need more control on the cutoff to apply
// This allow to get a better sorting (with prepass), better shadow (better silouhette fidelity) etc...
if ((SurfaceType)surfaceType.floatValue == SurfaceType.Transparent)
{
if (alphaCutoffShadow != null)
{
m_MaterialEditor.ShaderProperty(alphaCutoffShadow, StylesBaseUnlit.alphaCutoffShadowText);
}
if (transparentDepthPrepassEnable != null)
{
m_MaterialEditor.ShaderProperty(transparentDepthPrepassEnable, StylesBaseUnlit.transparentDepthPrepassEnableText);
if (transparentDepthPrepassEnable.floatValue == 1.0f)
{
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(alphaCutoffPrepass, StylesBaseUnlit.alphaCutoffPrepassText);
EditorGUI.indentLevel--;
}
}
}
EditorGUI.indentLevel--;
}
// This function must finish with double sided option (see LitUI.cs)
m_MaterialEditor.ShaderProperty(doubleSidedEnable, StylesBaseUnlit.doubleSidedEnableText);

SetKeyword(material, "_ALPHATEST_ON", alphaTestEnable);
if (material.HasProperty(kDistortionEnable))
{
bool distortionEnable = material.GetFloat(kDistortionEnable) > 0.0f;
if (distortionEnable)
{
material.SetShaderPassEnabled("DistortionVectors", true);
}
else
{
material.SetShaderPassEnabled("DistortionVectors", false);
}
{
bool distortionDepthTest = material.GetFloat(kDistortionDepthTest) > 0.0f;
if (distortionDepthTest)
{

{
material.SetInt("_ZTestMode", (int)UnityEngine.Rendering.CompareFunction.Always);
}
SetKeyword(material, "_DISTORTION_ON", distortionEnable);
}
// A material's GI flag internally keeps track of whether emission is enabled at all, it's enabled but has no effect

if (material.HasProperty(kDistortionEnable))
{
bool distortionEnable = material.GetFloat(kDistortionEnable) > 0.0f;
bool distortionOnly = material.GetFloat(kDistortionOnly) > 0.0f;
bool distortionOnly = false;
if (material.HasProperty(kDistortionOnly))
{
distortionOnly = material.GetFloat(kDistortionOnly) > 0.0f;
}
// If distortion only is enabled, disable all passes (except distortion and debug)
bool enablePass = !(distortionEnable && distortionOnly);
// Disable all passes except distortion
// Distortion is setup in code above
material.SetShaderPassEnabled(HDShaderPassNames.s_ForwardStr, enablePass);
material.SetShaderPassEnabled(HDShaderPassNames.s_ForwardDebugDisplayStr, true);
material.SetShaderPassEnabled(HDShaderPassNames.s_DepthOnlyStr, enablePass);
material.SetShaderPassEnabled(HDShaderPassNames.s_ForwardOnlyOpaqueDepthOnlyStr, enablePass);
material.SetShaderPassEnabled(HDShaderPassNames.s_ForwardOnlyOpaqueStr, enablePass);
material.SetShaderPassEnabled(HDShaderPassNames.s_ForwardOnlyOpaqueDebugDisplayStr, true);
material.SetShaderPassEnabled(HDShaderPassNames.s_GBufferStr, enablePass);
material.SetShaderPassEnabled(HDShaderPassNames.s_GBufferWithPrepassStr, enablePass);
material.SetShaderPassEnabled(HDShaderPassNames.s_GBufferDebugDisplayStr, true);
material.SetShaderPassEnabled(HDShaderPassNames.s_MotionVectorsStr, enablePass);
material.SetShaderPassEnabled(HDShaderPassNames.s_DistortionVectorsStr, distortionEnable); // note: use distortionEnable
material.SetShaderPassEnabled(HDShaderPassNames.s_TransparentDepthPrepassStr, enablePass);
material.SetShaderPassEnabled(HDShaderPassNames.s_MetaStr, enablePass);
material.SetShaderPassEnabled(HDShaderPassNames.s_ShadowCasterStr, enablePass);
}
if (distortionEnable && distortionOnly)
if (material.HasProperty(kTransparentDepthPrepassEnable))
{
bool depthWriteEnable = (material.GetFloat(kTransparentDepthPrepassEnable) > 0.0f) && ((SurfaceType)material.GetFloat(kSurfaceType) == SurfaceType.Transparent);
if (depthWriteEnable)
// Disable all passes except debug material
material.SetShaderPassEnabled("GBuffer", false);
material.SetShaderPassEnabled("DebugViewMaterial", true);
material.SetShaderPassEnabled("Meta", false);
material.SetShaderPassEnabled("ShadowCaster", false);
material.SetShaderPassEnabled("DepthOnly", false);
material.SetShaderPassEnabled("MotionVectors", false);
material.SetShaderPassEnabled("Forward", false);
material.SetShaderPassEnabled(HDShaderPassNames.s_TransparentDepthPrepassStr, true);
material.SetShaderPassEnabled("GBuffer", true);
material.SetShaderPassEnabled("DebugViewMaterial", true);
material.SetShaderPassEnabled("Meta", true);
material.SetShaderPassEnabled("ShadowCaster", true);
material.SetShaderPassEnabled("DepthOnly", true);
material.SetShaderPassEnabled("MotionVectors", true);
material.SetShaderPassEnabled("Forward", true);
material.SetShaderPassEnabled(HDShaderPassNames.s_TransparentDepthPrepassStr, false);
}
}
}

EditorGUILayout.Space();
EditorGUILayout.LabelField(StylesBaseUnlit.advancedText, EditorStyles.boldLabel);
// NB renderqueue editor is not shown on purpose: we want to override it based on blend mode
// NB RenderQueue editor is not shown on purpose: we want to override it based on blend mode
EditorGUI.indentLevel++;
m_MaterialEditor.EnableInstancingField();
m_MaterialEditor.DoubleSidedGIField();

7
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader


//-------------------------------------------------------------------------------------
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _DISTORTION_ON
// #pragma shader_feature _DOUBLESIDED_ON - We have no lighting, so no need to have this combination for shader, the option will just disable backface culling
#pragma shader_feature _EMISSIVE_COLOR_MAP

Pass
{
Name "ForwardUnlit"
Tags { "LightMode" = "ForwardDisplayDebug" }
Name "ForwardDebugDisplay"
Tags { "LightMode" = "ForwardDebugDisplay" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]

Pass
{
Name "ForwardUnlit"
Tags { "LightMode" = "ForwardOnlyOpaqueDisplayDebug" }
Tags { "LightMode" = "ForwardOnlyOpaqueDebugDisplay" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]

2
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/UnlitData.hlsl


builtinData.velocity = float2(0.0, 0.0);
#ifdef _DISTORTION_ON
#if (SHADERPASS == SHADERPASS_DISTORTION)
float3 distortion = SAMPLE_TEXTURE2D(_DistortionVectorMap, sampler_DistortionVectorMap, input.texCoord0).rgb;
builtinData.distortion = distortion.rg;
builtinData.distortionBlur = distortion.b;

2
ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/VertMesh.hlsl


output.objectScale = objectScale;
#endif
// TODO: TEMP: Velocity has a flow as it doens't have normal. This need to be fix. In the mean time, generate fix normal so compiler doesn't complain - When fix, think to also enable ATTRIBUTES_NEED_NORMAL in LitVelocityPass.hlsl
#if SHADERPASS == SHADERPASS_VELOCITY
#if (SHADERPASS == SHADERPASS_VELOCITY)
output.normalWS = float3(0.0, 0.0, 1.0);
#else
output.normalWS = normalWS;

正在加载...
取消
保存