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Merge remote-tracking branch 'remotes/origin/master' into gpu_terrain

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Yao Xiaoling 7 年前
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共有 463 个文件被更改,包括 832 次插入454 次删除
  1. 8
      .gitmodules
  2. 10
      CHANGELOG.md
  3. 2
      CHANGELOG.md.meta
  4. 5
      ImageTemplates/FailStamp.png.meta
  5. 5
      ImageTemplates/LightweightPipeline/Scenes/001_SimpleCube.unity.png.meta
  6. 5
      ImageTemplates/LightweightPipeline/Scenes/002_Camera_Clip.unity.png.meta
  7. 5
      ImageTemplates/LightweightPipeline/Scenes/003_Camera_Ortho.unity.png.meta
  8. 5
      ImageTemplates/LightweightPipeline/Scenes/004_Camera_TargetTexture.unity.png.meta
  9. 5
      ImageTemplates/LightweightPipeline/Scenes/005_LitBakedEmission.unity.png.meta
  10. 5
      ImageTemplates/LightweightPipeline/Scenes/006_LitShaderLightProbes.unity.png.meta
  11. 5
      ImageTemplates/LightweightPipeline/Scenes/007_LitShaderMaps.unity.png.meta
  12. 5
      ImageTemplates/LightweightPipeline/Scenes/008_LitShaderReflection.unity.png.meta
  13. 5
      ImageTemplates/LightweightPipeline/Scenes/009_LightweightShading.unity.png.meta
  14. 5
      ImageTemplates/LightweightPipeline/Scenes/010_MultiplePointLights.unity.png.meta
  15. 5
      ImageTemplates/LightweightPipeline/Scenes/011_UnlitSprites.unity.png.meta
  16. 5
      ImageTemplates/LightweightPipeline/Scenes/012_PBS_EnvironmentBRDF_Spheres.unity.png.meta
  17. 5
      ImageTemplates/LightweightPipeline/Scenes/016_Lighting_Scene_Directional.unity.png.meta
  18. 5
      ImageTemplates/LightweightPipeline/Scenes/017_Lighting_Scene_DirectionalBaked.unity.png.meta
  19. 5
      ImageTemplates/LightweightPipeline/Scenes/018_Lighting_Scene_DirectionalBakedIndirect.unity.png.meta
  20. 5
      ImageTemplates/LightweightPipeline/Scenes/019_Lighting_Scene_PointLights.unity.png.meta
  21. 5
      ImageTemplates/LightweightPipeline/Scenes/020_Lighting_BasicDirectional.unity.png.meta
  22. 5
      ImageTemplates/LightweightPipeline/Scenes/021_Lighting_BasicPoint.unity.png.meta
  23. 5
      ImageTemplates/LightweightPipeline/Scenes/022_Lighting_BasicSpot.unity.png.meta
  24. 5
      ImageTemplates/LightweightPipeline/Scenes/023_Lighting_Mixed.unity.png.meta
  25. 5
      ImageTemplates/LightweightPipeline/Scenes/024_Shader_PBRvalidation_Specular.unity.png.meta
  26. 5
      ImageTemplates/LightweightPipeline/Scenes/025_Shader_PBRvalidation_Metallic.unity.png.meta
  27. 5
      ImageTemplates/LightweightPipeline/Scenes/026_Shader_PBRscene.unity.png.meta
  28. 5
      ImageTemplates/LightweightPipeline/Scenes/027_PostProcessing.unity.png.meta
  29. 5
      ImageTemplates/LightweightPipeline/Scenes/028_PostProcessing_Custom.unity.png.meta
  30. 5
      ImageTemplates/LightweightPipeline/Scenes/029_Particles.unity.png.meta
  31. 5
      ImageTemplates/LightweightPipeline/Scenes/031_Shader_GlossyEnvironmentSky.unity.png.meta
  32. 5
      ImageTemplates/LightweightPipeline/Scenes/032_Shader_GlossyEnvironmentColor.unity.png.meta
  33. 5
      ImageTemplates/LightweightPipeline/Scenes/033_Shader_HighlightsEnvironmentGradientSH.unity.png.meta
  34. 5
      ImageTemplates/LightweightPipeline/Scenes/034_Shader_HighlightsEnvironmentGradientBaked.unity.png.meta
  35. 5
      ImageTemplates/LightweightPipeline/Scenes/035_Shader_TerrainShaders.unity.png.meta
  36. 5
      ImageTemplates/LightweightPipeline/Scenes/036_Lighting_Scene_DirectionalBakedDirectional.unity.png.meta
  37. 5
      ImageTemplates/LightweightPipeline/Scenes/037_Particles.unity.png.meta
  38. 5
      ImageTemplates/LightweightPipeline/Scenes/038_Lighting_DirectionalCookie.unity.png.meta
  39. 5
      ImageTemplates/LightweightPipeline/Scenes/039_Lighting_SpotCookie.unity.png.meta
  40. 5
      ImageTemplates/LightweightPipeline/Scenes/040_UpgradeScene.unity.png.meta
  41. 5
      ImageTemplates/LightweightPipeline/Scenes/041_Lighting_BasicArea.unity.png.meta
  42. 5
      ImageTemplates/LightweightPipeline/Scenes/042_Lighting_Scene_VertexLighting.unity.png.meta
  43. 5
      ImageTemplates/LightweightPipeline/Scenes/043_Lighting_Mixed_ShadowMask.unity.png.meta
  44. 5
      ImageTemplates/LightweightPipeline/Scenes/044_ReflectionProbe.unity.png.meta
  45. 32
      LICENSE.md
  46. 2
      ScriptableRenderPipeline/Core/CoreRP/CoreResources/EncodeBC6H.compute
  47. 2
      ScriptableRenderPipeline/Core/CoreRP/CoreResources/GPUCopy.compute
  48. 2
      ScriptableRenderPipeline/Core/CoreRP/CoreResources/TexturePadding.compute
  49. 51
      ScriptableRenderPipeline/Core/CoreRP/Editor/MaterialUpgrader.cs
  50. 2
      ScriptableRenderPipeline/Core/CoreRP/Editor/Volume/Drawers/ColorParameterDrawer.cs
  51. 39
      ScriptableRenderPipeline/Core/CoreRP/Editor/Volume/VolumeComponentListEditor.cs
  52. 31
      ScriptableRenderPipeline/Core/CoreRP/Editor/Volume/VolumeEditor.cs
  53. 15
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/D3D11.hlsl
  54. 11
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/GLCore.hlsl
  55. 1
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/GLES2.hlsl
  56. 1
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/GLES3.hlsl
  57. 15
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/Metal.hlsl
  58. 15
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/PSSL.hlsl
  59. 15
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/Vulkan.hlsl
  60. 15
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/XBoxOne.hlsl
  61. 134
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/BSDF.hlsl
  62. 16
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Common.hlsl
  63. 31
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/CommonMaterial.hlsl
  64. 4
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/EntityLighting.hlsl
  65. 7
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/GeometricTools.hlsl
  66. 16
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/ImageBasedLighting.hlsl
  67. 22
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Sampling/Sampling.hlsl
  68. 6
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/SpaceFillingCurves.hlsl
  69. 11
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/VolumeRendering.hlsl
  70. 2
      ScriptableRenderPipeline/Core/CoreRP/Shadow/DebugDisplayShadowMap.shader
  71. 2
      ScriptableRenderPipeline/Core/CoreRP/Shadow/ShadowBlurMoments.compute
  72. 2
      ScriptableRenderPipeline/Core/CoreRP/Shadow/ShadowClear.shader
  73. 2
      ScriptableRenderPipeline/Core/CoreRP/Textures/TextureCache.cs
  74. 2
      ScriptableRenderPipeline/Core/CoreRP/Textures/DepthBits.cs.meta
  75. 49
      ScriptableRenderPipeline/Core/CoreRP/Utilities/CoreUtils.cs
  76. 5
      ScriptableRenderPipeline/Core/CoreRP/Volume/Volume.cs
  77. 21
      ScriptableRenderPipeline/Core/CoreRP/Volume/VolumeComponent.cs
  78. 39
      ScriptableRenderPipeline/Core/CoreRP/Volume/VolumeManager.cs
  79. 32
      ScriptableRenderPipeline/Core/LICENSE.md
  80. 70
      ScriptableRenderPipeline/HDRenderPipeline/CHANGELOG.md
  81. 69
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs
  82. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugColorPicker.shader
  83. 58
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.cs
  84. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.hlsl
  85. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplayLatlong.shader
  86. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugFullScreen.shader
  87. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewMaterialGBuffer.shader
  88. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewTiles.shader
  89. 15
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/LightingDebug.cs
  90. 12
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/LightingDebug.cs.hlsl
  91. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/MaterialDebug.cs.hlsl
  92. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Decal/DecalProjectorComponent.cs
  93. 27
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Decal/DecalSystem.cs
  94. 8
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDAssetFactory.cs
  95. 31
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/HDLightEditor.cs
  96. 8
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/Reflection/HDReflectionProbeEditor.Handles.cs
  97. 11
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/Reflection/HDReflectionProbeUI.Drawers.cs
  98. 14
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/Reflection/PlanarReflectionProbeUI.Drawers.cs
  99. 66
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Decal/DecalProjectorComponentEditor.cs
  100. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/DiffusionProfile/DrawDiffusionProfile.shader

8
.gitmodules


[submodule "ShaderGraph"]
path = ShaderGraph
url = https://github.com/Unity-Technologies/ShaderGraph
[submodule "Tests/UTF_Core"]
path = Tests/UTF_Core
url = https://github.com/Unity-Technologies/UTF_Core.git
[submodule "Tests/UTF_Tests_HDRP"]
path = Tests/UTF_Tests_HDRP
url = https://github.com/Unity-Technologies/UTF_Tests_HDRP.git

10
CHANGELOG.md


and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).
## [Unreleased]
### Added
- Planar Reflection Probe support roughness (gaussian convolution of captured probe)
- Screen Space Refraction projection model (Proxy raycasting, HiZ raymarching)
- Screen Space Refraction settings as volume component
### Changed
- Depth and color pyramid are properly computed and sampled when the camera renders inside a viewport of a RTHandle.
- Forced Planar Probe update modes to (Realtime, Every Update, Mirror Camera)
- Removed Planar Probe mirror plane position and normal fields in inspector, always display mirror plane and normal gizmos
- Screen Space Refraction proxy model uses the proxy of the first environment light (Reflection probe/Planar probe) or the sky
## [0.1.6] - 2018-xx-yy

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spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1

5
ImageTemplates/LightweightPipeline/Scenes/028_PostProcessing_Custom.unity.png.meta


serializedVersion: 2
filterMode: -1
aniso: -1
mipBias: -1
mipBias: -100
wrapU: -1
wrapV: -1
wrapW: -1

spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spritePixelsToUnits: 100
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1

5
ImageTemplates/LightweightPipeline/Scenes/029_Particles.unity.png.meta


serializedVersion: 2
filterMode: -1
aniso: -1
mipBias: -1
mipBias: -100
wrapU: -1
wrapV: -1
wrapW: -1

spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spritePixelsToUnits: 100
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1

5
ImageTemplates/LightweightPipeline/Scenes/031_Shader_GlossyEnvironmentSky.unity.png.meta


serializedVersion: 2
filterMode: -1
aniso: -1
mipBias: -1
mipBias: -100
wrapU: -1
wrapV: -1
wrapW: -1

spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spritePixelsToUnits: 100
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1

5
ImageTemplates/LightweightPipeline/Scenes/032_Shader_GlossyEnvironmentColor.unity.png.meta


serializedVersion: 2
filterMode: -1
aniso: -1
mipBias: -1
mipBias: -100
wrapU: -1
wrapV: -1
wrapW: -1

spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spritePixelsToUnits: 100
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1

5
ImageTemplates/LightweightPipeline/Scenes/033_Shader_HighlightsEnvironmentGradientSH.unity.png.meta


serializedVersion: 2
filterMode: -1
aniso: -1
mipBias: -1
mipBias: -100
wrapU: -1
wrapV: -1
wrapW: -1

spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spritePixelsToUnits: 100
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1

5
ImageTemplates/LightweightPipeline/Scenes/034_Shader_HighlightsEnvironmentGradientBaked.unity.png.meta


serializedVersion: 2
filterMode: -1
aniso: -1
mipBias: -1
mipBias: -100
wrapU: -1
wrapV: -1
wrapW: -1

spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spritePixelsToUnits: 100
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1

5
ImageTemplates/LightweightPipeline/Scenes/035_Shader_TerrainShaders.unity.png.meta


serializedVersion: 2
filterMode: -1
aniso: -1
mipBias: -1
mipBias: -100
wrapU: -1
wrapV: -1
wrapW: -1

spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spritePixelsToUnits: 100
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1

5
ImageTemplates/LightweightPipeline/Scenes/036_Lighting_Scene_DirectionalBakedDirectional.unity.png.meta


serializedVersion: 2
filterMode: -1
aniso: -1
mipBias: -1
mipBias: -100
wrapU: -1
wrapV: -1
wrapW: -1

spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spritePixelsToUnits: 100
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1

5
ImageTemplates/LightweightPipeline/Scenes/037_Particles.unity.png.meta


serializedVersion: 2
filterMode: -1
aniso: -1
mipBias: -1
mipBias: -100
wrapU: -1
wrapV: -1
wrapW: -1

spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spritePixelsToUnits: 100
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1

5
ImageTemplates/LightweightPipeline/Scenes/038_Lighting_DirectionalCookie.unity.png.meta


serializedVersion: 2
filterMode: -1
aniso: -1
mipBias: -1
mipBias: -100
wrapU: -1
wrapV: -1
wrapW: -1

spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spritePixelsToUnits: 100
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1

5
ImageTemplates/LightweightPipeline/Scenes/039_Lighting_SpotCookie.unity.png.meta


serializedVersion: 2
filterMode: -1
aniso: -1
mipBias: -1
mipBias: -100
wrapU: -1
wrapV: -1
wrapW: -1

spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spritePixelsToUnits: 100
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1

5
ImageTemplates/LightweightPipeline/Scenes/040_UpgradeScene.unity.png.meta


serializedVersion: 2
filterMode: -1
aniso: -1
mipBias: -1
mipBias: -100
wrapU: -1
wrapV: -1
wrapW: -1

spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spritePixelsToUnits: 100
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1

5
ImageTemplates/LightweightPipeline/Scenes/041_Lighting_BasicArea.unity.png.meta


serializedVersion: 2
filterMode: -1
aniso: -1
mipBias: -1
mipBias: -100
wrapU: -1
wrapV: -1
wrapW: -1

spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spritePixelsToUnits: 100
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1

5
ImageTemplates/LightweightPipeline/Scenes/042_Lighting_Scene_VertexLighting.unity.png.meta


serializedVersion: 2
filterMode: -1
aniso: -1
mipBias: -1
mipBias: -100
wrapU: -1
wrapV: -1
wrapW: -1

spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spritePixelsToUnits: 100
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1

5
ImageTemplates/LightweightPipeline/Scenes/043_Lighting_Mixed_ShadowMask.unity.png.meta


serializedVersion: 2
filterMode: -1
aniso: -1
mipBias: -1
mipBias: -100
wrapU: -1
wrapV: -1
wrapW: -1

spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spritePixelsToUnits: 100
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1

5
ImageTemplates/LightweightPipeline/Scenes/044_ReflectionProbe.unity.png.meta


serializedVersion: 2
filterMode: -1
aniso: -1
mipBias: -1
mipBias: -100
wrapU: -1
wrapV: -1
wrapW: -1

spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spritePixelsToUnits: 100
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1

32
LICENSE.md


**Unity Companion Package License v1.0 ("_License_")**
Copyright © 2017 Unity Technologies ApS ("**_Unity_**")
Unity hereby grants to you a worldwide, non-exclusive, no-charge, and royalty-free copyright license to reproduce, prepare derivative works of, publicly display, publicly perform, sublicense, and distribute the software that is made available with this License ("**_Software_**"), subject to the following terms and conditions:
1. *Unity Companion Use Only*. Exercise of the license granted herein is limited to exercise for the creation, use, and/or distribution of applications, software, or other content pursuant to a valid Unity development engine software license ("**_Engine License_**"). That means while use of the Software is not limited to use in the software licensed under the Engine License, the Software may not be used for any purpose other than the creation, use, and/or distribution of Engine License-dependent applications, software, or other content. No other exercise of the license granted herein is permitted.
1. *No Modification of Engine License*. Neither this License nor any exercise of the license granted herein modifies the Engine License in any way.
1. *Ownership & Grant Back to You*.
3.1. You own your content. In this License, "derivative works" means derivatives of the Software itself--works derived only from the Software by you under this License (for example, modifying the code of the Software itself to improve its efficacy); “derivative works” of the Software do not include, for example, games, apps, or content that you create using the Software. You keep all right, title, and interest to your own content.
3.2. Unity owns its content. While you keep all right, title, and interest to your own content per the above, as between Unity and you, Unity will own all right, title, and interest to all intellectual property rights (including patent, trademark, and copyright) in the Software and derivative works of the Software, and you hereby assign and agree to assign all such rights in those derivative works to Unity.
3.3. You have a license to those derivative works. Subject to this License, Unity grants to you the same worldwide, non-exclusive, no-charge, and royalty-free copyright license to derivative works of the Software you create as is granted to you for the Software under this License.
1. *Trademarks*. You are not granted any right or license under this License to use any trademarks, service marks, trade names, products names, or branding of Unity or its affiliates ("**_Trademarks_**"). Descriptive uses of Trademarks are permitted; see, for example, Unity’s Branding Usage Guidelines at [https://unity3d.com/public-relations/brand](https://unity3d.com/public-relations/brand).
1. *Notices & Third-Party Rights*. This License, including the copyright notice above, must be provided in all substantial portions of the Software and derivative works thereof (or, if that is impracticable, in any other location where such notices are customarily placed). Further, if the Software is accompanied by a Unity "third-party notices" or similar file, you acknowledge and agree that software identified in that file is governed by those separate license terms.
1. *DISCLAIMER, LIMITATION OF LIABILITY*. THE SOFTWARE AND ANY DERIVATIVE WORKS THEREOF IS PROVIDED ON AN "AS IS" BASIS, AND IS PROVIDED WITHOUT WARRANTY OF ANY KIND, WHETHER EXPRESS OR IMPLIED, INCLUDING ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, AND/OR NONINFRINGEMENT. IN NO EVENT SHALL ANY COPYRIGHT HOLDER OR AUTHOR BE LIABLE FOR ANY CLAIM, DAMAGES (WHETHER DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL, INCLUDING PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, LOSS OF USE, DATA, OR PROFITS, AND BUSINESS INTERRUPTION), OR OTHER LIABILITY WHATSOEVER, WHETHER IN AN ACTION OF CONTRACT, TORT, OR OTHERWISE, ARISING FROM OR OUT OF, OR IN CONNECTION WITH, THE SOFTWARE OR ANY DERIVATIVE WORKS THEREOF OR THE USE OF OR OTHER DEALINGS IN SAME, EVEN WHERE ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
1. *USE IS ACCEPTANCE and License Versions*. Your receipt and use of the Software constitutes your acceptance of this License and its terms and conditions. Software released by Unity under this License may be modified or updated and the License with it; upon any such modification or update, you will comply with the terms of the updated License for any use of any of the Software under the updated License.
1. *Use in Compliance with Law and Termination*. Your exercise of the license granted herein will at all times be in compliance with applicable law and will not infringe any proprietary rights (including intellectual property rights); this License will terminate immediately on any breach by you of this License.
Copyright © 2018 Unity Technologies ApS
1. *Severability*. If any provision of this License is held to be unenforceable or invalid, that provision will be enforced to the maximum extent possible and the other provisions will remain in full force and effect.
Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](http://www.unity3d.com/legal/licenses/Unity_Companion_License).
1. *Governing Law and Venue*. This License is governed by and construed in accordance with the laws of Denmark, except for its conflict of laws rules; the United Nations Convention on Contracts for the International Sale of Goods will not apply. If you reside (or your principal place of business is) within the United States, you and Unity agree to submit to the personal and exclusive jurisdiction of and venue in the state and federal courts located in San Francisco County, California concerning any dispute arising out of this License ("**_Dispute_**"). If you reside (or your principal place of business is) outside the United States, you and Unity agree to submit to the personal and exclusive jurisdiction of and venue in the courts located in Copenhagen, Denmark concerning any Dispute.
Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions.

2
ScriptableRenderPipeline/Core/CoreRP/CoreResources/EncodeBC6H.compute


#include "CoreRP/ShaderLibrary/BC6H.hlsl"
#include "CoreRP/ShaderLibrary/Sampling/Sampling.hlsl"
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
TextureCube<float4> _Source;
RWTexture2DArray<uint4> _Target;

2
ScriptableRenderPipeline/Core/CoreRP/CoreResources/GPUCopy.compute


// Autogenerated file. Do not edit by hand
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#include "../ShaderLibrary/Common.hlsl"
CBUFFER_START (UnityCBuffer)

2
ScriptableRenderPipeline/Core/CoreRP/CoreResources/TexturePadding.compute


#pragma kernel KMainTop KERNEL_NAME=KMainTop DIRECTION=DIRECTION_TOP
#pragma kernel KMainRight KERNEL_NAME=KMainRight DIRECTION=DIRECTION_RIGHT
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
// ------------------------------------------------
// Texture buffers

51
ScriptableRenderPipeline/Core/CoreRP/Editor/MaterialUpgrader.cs


namespace UnityEditor.Experimental.Rendering
{
public static class DialogText
{
public static readonly string title = "Material Upgrader";
public static readonly string proceed = "Proceed";
public static readonly string ok = "Ok";
public static readonly string cancel = "Cancel";
public static readonly string noSelectionMessage = "You must select at least one material.";
public static readonly string projectBackMessage = "Make sure to have a project backup before proceeding.";
}
public class MaterialUpgrader
{
public delegate void MaterialFinalizer(Material mat);

private static readonly string projectBackMessage = "Make sure to have a project backup before proceeding.";
MaterialFinalizer m_Finalizer;
Dictionary<string, string> m_TextureRename = new Dictionary<string, string>();

public static void UpgradeProjectFolder(List<MaterialUpgrader> upgraders, string progressBarName, UpgradeFlags flags = UpgradeFlags.None)
{
if (!EditorUtility.DisplayDialog("Material Upgrader", "The upgrade will overwrite materials in your project. " + projectBackMessage, "Proceed", "Cancel"))
if (!EditorUtility.DisplayDialog(DialogText.title, "The upgrade will overwrite materials in your project. " + DialogText.projectBackMessage, DialogText.proceed, DialogText.cancel))
return;
int totalMaterialCount = 0;

public static void Upgrade(Material material, List<MaterialUpgrader> upgraders, UpgradeFlags flags)
{
if (material == null)
return;
var upgrader = GetUpgrader(upgraders, material);
if (upgrader != null)

{
var selection = Selection.objects;
if (selection == null || selection.Length == 0)
if (EditorUtility.DisplayDialog("Material Upgrader", "You must select at least one material.", "Ok"))
return;
if (selection == null)
{
EditorUtility.DisplayDialog(DialogText.title, DialogText.noSelectionMessage, DialogText.ok);
return;
}
List<Material> selectedMaterials = new List<Material>(selection.Length);
for (int i = 0; i < selection.Length; ++i)
{
Material mat = selection[i] as Material;
if (mat != null)
selectedMaterials.Add(mat);
}
int selectedMaterialsCount = selectedMaterials.Count;
if (selectedMaterialsCount == 0)
{
EditorUtility.DisplayDialog(DialogText.title, DialogText.noSelectionMessage, DialogText.ok);
return;
}
if (!EditorUtility.DisplayDialog("Material Upgrader", string.Format("The upgrade will overwrite {0} selected material{1}. ", selection.Length, (selection.Length > 1) ? "s" : "") +
projectBackMessage, "Proceed", "Cancel"))
if (!EditorUtility.DisplayDialog(DialogText.title, string.Format("The upgrade will overwrite {0} selected material{1}. ", selectedMaterialsCount, selectedMaterialsCount > 1 ? "s" : "") +
DialogText.projectBackMessage, DialogText.proceed, DialogText.cancel))
Debug.Log(selection.Length);
for (int i = 0; i < selection.Length; i++)
for (int i = 0; i < selectedMaterialsCount; i++)
if (UnityEditor.EditorUtility.DisplayCancelableProgressBar(progressBarName, string.Format("({0} of {1}) {2}", i, selection.Length, lastMaterialName), (float)i / (float)selection.Length))
if (UnityEditor.EditorUtility.DisplayCancelableProgressBar(progressBarName, string.Format("({0} of {1}) {2}", i, selectedMaterialsCount, lastMaterialName), (float)i / (float)selectedMaterialsCount))
var material = selection[i] as Material;
var material = selectedMaterials[i];
Upgrade(material, upgraders, flags);
if (material != null)
lastMaterialName = material.name;

2
ScriptableRenderPipeline/Core/CoreRP/Editor/Volume/Drawers/ColorParameterDrawer.cs


return false;
var o = parameter.GetObjectRef<ColorParameter>();
value.colorValue = EditorGUILayout.ColorField(title, value.colorValue, o.showEyeDropper, o.showAlpha, o.showAlpha);
value.colorValue = EditorGUILayout.ColorField(title, value.colorValue, o.showEyeDropper, o.showAlpha, o.hdr);
return true;
}
}

39
ScriptableRenderPipeline/Core/CoreRP/Editor/Volume/VolumeComponentListEditor.cs


{
public sealed class VolumeComponentListEditor
{
public VolumeProfile asset { get; private set; }
VolumeProfile m_Asset;
SerializedObject m_SerializedObject;
SerializedProperty m_ComponentsProperty;

Assert.IsNotNull(asset);
Assert.IsNotNull(serializedObject);
m_Asset = asset;
this.asset = asset;
m_SerializedObject = serializedObject;
m_ComponentsProperty = serializedObject.Find((VolumeProfile x) => x.components);
Assert.IsNotNull(m_ComponentsProperty);

void OnUndoRedoPerformed()
{
m_Asset.isDirty = true;
asset.isDirty = true;
// Dumb hack to make sure the serialized object is up to date on undo (else there'll be
// a state mismatch when this class is used in a GameObject inspector).

m_Editors.Clear();
// Recreate editors for existing settings, if any
for (int i = 0; i < m_Asset.components.Count; i++)
CreateEditor(m_Asset.components[i], m_ComponentsProperty.GetArrayElementAtIndex(i));
var components = asset.components;
for (int i = 0; i < components.Count; i++)
CreateEditor(components[i], m_ComponentsProperty.GetArrayElementAtIndex(i));
}
public void Clear()

public void OnGUI()
{
if (m_Asset == null)
if (asset == null)
if (m_Asset.isDirty)
if (asset.isDirty)
m_Asset.isDirty = false;
asset.isDirty = false;
|| AssetDatabase.IsOpenForEdit(m_Asset, StatusQueryOptions.UseCachedIfPossible);
|| AssetDatabase.IsOpenForEdit(asset, StatusQueryOptions.UseCachedIfPossible);
using (new EditorGUI.DisabledScope(!isEditable))
{

{
var r = hscope.rect;
var pos = new Vector2(r.x + r.width / 2f, r.yMax + 18f);
FilterWindow.Show(pos, new VolumeComponentProvider(m_Asset, this));
FilterWindow.Show(pos, new VolumeComponentProvider(asset, this));
}
}
}

Undo.RegisterCreatedObjectUndo(component, "Add Volume Component");
// Store this new effect as a subasset so we can reference it safely afterwards
AssetDatabase.AddObjectToAsset(component, m_Asset);
// Only when we're not dealing with an instantiated asset
if (EditorUtility.IsPersistent(asset))
AssetDatabase.AddObjectToAsset(component, asset);
// Grow the list first, then add - that's how serialized lists work in Unity
m_ComponentsProperty.arraySize++;

// Force save / refresh
EditorUtility.SetDirty(m_Asset);
AssetDatabase.SaveAssets();
if (EditorUtility.IsPersistent(asset))
{
EditorUtility.SetDirty(asset);
AssetDatabase.SaveAssets();
}
// Create & store the internal editor object for this effect
CreateEditor(component, componentProp, forceOpen: true);

Undo.DestroyObjectImmediate(component);
// Force save / refresh
EditorUtility.SetDirty(m_Asset);
EditorUtility.SetDirty(asset);
AssetDatabase.SaveAssets();
}

Undo.RegisterCreatedObjectUndo(newComponent, "Reset Volume Component");
// Store this new effect as a subasset so we can reference it safely afterwards
AssetDatabase.AddObjectToAsset(newComponent, m_Asset);
AssetDatabase.AddObjectToAsset(newComponent, asset);
// Put it in the reserved space
property.objectReferenceValue = newComponent;

Undo.DestroyObjectImmediate(prevComponent);
// Force save / refresh
EditorUtility.SetDirty(m_Asset);
EditorUtility.SetDirty(asset);
AssetDatabase.SaveAssets();
}

31
ScriptableRenderPipeline/Core/CoreRP/Editor/Volume/VolumeEditor.cs


get { return target as Volume; }
}
VolumeProfile profileRef
{
get { return actualTarget.HasInstantiatedProfile() ? actualTarget.profile : actualTarget.sharedProfile; }
}
void OnEnable()
{
var o = new PropertyFetcher<Volume>(serializedObject);

var buttonNewRect = new Rect(fieldRect.xMax, lineRect.y, buttonWidth, lineRect.height);
var buttonCopyRect = new Rect(buttonNewRect.xMax, lineRect.y, buttonWidth, lineRect.height);
EditorGUI.PrefixLabel(labelRect, CoreEditorUtils.GetContent("Profile|A reference to a profile asset."));
EditorGUI.PrefixLabel(labelRect, CoreEditorUtils.GetContent(actualTarget.HasInstantiatedProfile() ? "Profile (Instance)|A copy of a profile asset." : "Profile|A reference to a profile asset."));
var profile = (VolumeProfile)EditorGUI.ObjectField(fieldRect, m_Profile.objectReferenceValue, typeof(VolumeProfile), false);
VolumeProfile profile = null;
if (actualTarget.HasInstantiatedProfile())
profile = (VolumeProfile)EditorGUI.ObjectField(fieldRect, actualTarget.profile, typeof(VolumeProfile), false);
else
profile = (VolumeProfile)EditorGUI.ObjectField(fieldRect, m_Profile.objectReferenceValue, typeof(VolumeProfile), false);
if (actualTarget.HasInstantiatedProfile()) // Clear the instantiated profile, from now on we're using shared again
actualTarget.profile = null;
}
EditorGUI.EndProperty();

var scene = actualTarget.gameObject.scene;
var asset = VolumeProfileFactory.CreateVolumeProfile(scene, targetName);
m_Profile.objectReferenceValue = asset;
actualTarget.profile = null; // Make sure we're not using an instantiated profile anymore
if (showCopy && GUI.Button(buttonCopyRect, CoreEditorUtils.GetContent("Clone|Create a new profile and copy the content of the currently assigned profile."), EditorStyles.miniButtonRight))
if (showCopy && GUI.Button(buttonCopyRect, CoreEditorUtils.GetContent(actualTarget.HasInstantiatedProfile() ? "Save|Save the instantiated profile" : "Clone|Create a new profile and copy the content of the currently assigned profile."), EditorStyles.miniButtonRight))
var origin = (VolumeProfile)m_Profile.objectReferenceValue;
var path = AssetDatabase.GetAssetPath(origin);
var origin = profileRef;
var path = AssetDatabase.GetAssetPath(m_Profile.objectReferenceValue);
path = AssetDatabase.GenerateUniqueAssetPath(path);
var asset = Instantiate(origin);

AssetDatabase.Refresh();
m_Profile.objectReferenceValue = asset;
actualTarget.profile = null; // Make sure we're not using an instantiated profile anymore
assetHasChanged = true;
}
}

if (m_Profile.objectReferenceValue == null)
if (m_Profile.objectReferenceValue == null && !actualTarget.HasInstantiatedProfile())
{
if (assetHasChanged)
m_ComponentList.Clear(); // Asset wasn't null before, do some cleanup

if (assetHasChanged)
RefreshEffectListEditor((VolumeProfile)m_Profile.objectReferenceValue);
if (assetHasChanged || profileRef != m_ComponentList.asset)
RefreshEffectListEditor(profileRef);
if (!multiEdit)
{

15
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/D3D11.hlsl


#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r
#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r
#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
#define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0))
#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
#define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int4(unCoord2, index, 0), sampleIndex)
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
#define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0))
#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
#define PLATFORM_SUPPORT_GATHER
#define GATHER_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.Gather(samplerName, coord2, offset)

11
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/GLCore.hlsl


#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r
#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r
#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
#define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int4(unCoord2, index, 0), sampleIndex)
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
#if OPENGL4_1_SM5
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2)

1
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/GLES2.hlsl


#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) half4(0, 0, 0, 0)
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) half4(0, 0, 0, 0)
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) half4(0, 0, 0, 0)
#define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) half4(0, 0, 0, 0)
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) half4(0, 0, 0, 0)
// Gather not supported. Fallback to regular texture sampling.

1
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/GLES3.hlsl


#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
#define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int4(unCoord2, index, 0), sampleIndex)
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
#if GLES3_1_AEP

15
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/Metal.hlsl


#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r
#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r
#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
#define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0))
#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
#define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int4(unCoord2, index, 0), sampleIndex)
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
#define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0))
#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2)
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index))

15
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/PSSL.hlsl


#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r
#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r
#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
#define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0))
#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
#define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int4(unCoord2, index, 0), sampleIndex)
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
#define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0))
#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
#define PLATFORM_SUPPORT_GATHER
#define GATHER_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.Gather(samplerName, coord2, offset)

15
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/Vulkan.hlsl


#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r
#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r
#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
#define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0))
#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
#define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int4(unCoord2, index, 0), sampleIndex)
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
#define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0))
#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
#define PLATFORM_SUPPORT_GATHER
#define GATHER_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.Gather(samplerName, coord2, offset)

15
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/XBoxOne.hlsl


#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r
#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r
#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
#define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0))
#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
#define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int4(unCoord2, index, 0), sampleIndex)
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
#define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0))
#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
#define PLATFORM_SUPPORT_GATHER
#define GATHER_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.Gather(samplerName, coord2, offset)

134
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/BSDF.hlsl


real F_Schlick(real f0, real f90, real u)
{
real x = 1.0 - u;
real x = 1.0 - u;
real x2 = x * x;
real x5 = x * x2 * x2;
return (f90 - f0) * x5 + f0; // sub mul mul mul sub mad

real3 F_Schlick(real3 f0, real f90, real u)
{
real x = 1.0 - u;
real x = 1.0 - u;
real x2 = x * x;
real x5 = x * x2 * x2;
return f0 * (1.0 - x5) + (f90 * x5); // sub mul mul mul sub mul mad*3

// Does not handle TIR.
real F_Transm_Schlick(real f0, real f90, real u)
{
real x = 1.0 - u;
real x = 1.0 - u;
real x2 = x * x;
real x5 = x * x2 * x2;
return (1.0 - f90 * x5) - f0 * (1.0 - x5); // sub mul mul mul mad sub mad

// Does not handle TIR.
real3 F_Transm_Schlick(real3 f0, real f90, real u)
{
real x = 1.0 - u;
real x = 1.0 - u;
real x2 = x * x;
real x5 = x * x2 * x2;
return (1.0 - f90 * x5) - f0 * (1.0 - x5); // sub mul mul mul mad sub mad*3

// Ref: https://seblagarde.wordpress.com/2013/04/29/memo-on-fresnel-equations/
// Fresnel dieletric / dielectric
real F_Fresnel(real ior, real u)
real F_FresnelDieletric(real ior, real u)
// Fresnel dieletric / conductor
// Note: etak2 = etak * etak (optimization for Artist Friendly Metallic Fresnel below)
// eta = eta_t / eta_i and etak = k_t / n_i
real3 F_FresnelConductor(real3 eta, real3 etak2, real cosTheta)
{
real cosTheta2 = cosTheta * cosTheta;
real sinTheta2 = 1.0 - cosTheta2;
real3 eta2 = eta * eta;
real3 t0 = eta2 - etak2 - sinTheta2;
real3 a2plusb2 = sqrt(t0 * t0 + 4.0 * eta2 * etak2);
real3 t1 = a2plusb2 + cosTheta2;
real3 a = sqrt(0.5 * (a2plusb2 + t0));
real3 t2 = 2.0 * a * cosTheta;
real3 Rs = (t1 - t2) / (t1 + t2);
real3 t3 = cosTheta2 * a2plusb2 + sinTheta2 * sinTheta2;
real3 t4 = t2 * sinTheta2;
real3 Rp = Rs * (t3 - t4) / (t3 + t4);
return 0.5 * (Rp + Rs);
}
// Conversion FO/IOR
TEMPLATE_2_REAL(IorToFresnel0, transmittedIor, incidentIor, return Sq((transmittedIor - incidentIor) / (transmittedIor + incidentIor)) )
// ior is a value between 1.0 and 3.0. 1.0 is air interface
real IorToFresnel0(real transmittedIor)
{
return IorToFresnel0(transmittedIor, 1.0);
}
// Assume air interface for top
// Note: We don't handle the case fresnel0 == 1
//real Fresnel0ToIor(real fresnel0)
//{
// real sqrtF0 = sqrt(fresnel0);
// return (1.0 + sqrtF0) / (1.0 - sqrtF0);
//}
TEMPLATE_1_REAL(Fresnel0ToIor, fresnel0, return ((1.0 + sqrt(fresnel0)) / (1.0 - sqrt(fresnel0))) )
// This function is a coarse approximation of computing fresnel0 for a different top than air (here clear coat of IOR 1.5) when we only have fresnel0 with air interface
// This function is equivalent to IorToFresnel0(Fresnel0ToIor(fresnel0), 1.5)
// mean
// real sqrtF0 = sqrt(fresnel0);
// return Sq(1.0 - 5.0 * sqrtF0) / Sq(5.0 - sqrtF0);
// Optimization: Fit of the function (3 mad) for range [0.04 (should return 0), 1 (should return 1)]
TEMPLATE_1_REAL(ConvertF0ForAirInterfaceToF0ForClearCoat15, fresnel0, return saturate(-0.0256868 + fresnel0 * (0.326846 + (0.978946 - 0.283835 * fresnel0) * fresnel0)))
// Artist Friendly Metallic Fresnel Ref: http://jcgt.org/published/0003/04/03/paper.pdf
real3 GetIorN(real3 f0, real3 edgeTint)
{
real3 sqrtF0 = sqrt(f0);
return lerp((1.0 - f0) / (1.0 + f0), (1.0 + sqrtF0) / (1.0 - sqrt(f0)), edgeTint);
}
real3 getIorK2(real3 f0, real3 n)
{
real3 nf0 = Sq(n + 1.0) * f0 - Sq(f0 - 1.0);
return nf0 / (1.0 - f0);
}
// same as regular refract except there is not the test for total internal reflection + the vector is flipped for processing
real3 CoatRefract(real3 X, real3 N, real ieta)
{
real XdotN = saturate(dot(N, X));
return ieta * X + (sqrt(1 + ieta * ieta * (XdotN * XdotN - 1)) - ieta * XdotN) * N;
}
//-----------------------------------------------------------------------------
// Specular BRDF
//-----------------------------------------------------------------------------

real a2 = Sq(roughness);
real s = (NdotH * a2 - NdotH) * NdotH + 1.0;
real s = (NdotH * a2 - NdotH) * NdotH + 1.0;
return a2 / (s * s);
}

real DV_SmithJointGGX(real NdotH, real NdotL, real NdotV, real roughness, real partLambdaV)
{
real a2 = Sq(roughness);
real s = (NdotH * a2 - NdotH) * NdotH + 1.0;
real s = (NdotH * a2 - NdotH) * NdotH + 1.0;
real lambdaV = NdotL * partLambdaV;
real lambdaL = NdotV * sqrt((-NdotL * a2 + NdotL) * NdotL + a2);

// Inline D_GGXAniso() * V_SmithJointGGXAniso() together for better code generation.
real DV_SmithJointGGXAniso(real TdotH, real BdotH, real NdotH, real NdotV,
real TdotL, real BdotL, real NdotL,
real roughnessT, real roughnessB, real partLambdaV)
real TdotL, real BdotL, real NdotL,
real roughnessT, real roughnessB, real partLambdaV)
{
real a2 = roughnessT * roughnessB;
real3 v = real3(roughnessB * TdotH, roughnessT * BdotH, a2 * NdotH);

}
real DV_SmithJointGGXAniso(real TdotH, real BdotH, real NdotH,
real TdotV, real BdotV, real NdotV,
real TdotL, real BdotL, real NdotL,
real roughnessT, real roughnessB)
real TdotV, real BdotV, real NdotV,
real TdotL, real BdotL, real NdotL,
real roughnessT, real roughnessB)
roughnessT, roughnessB, partLambdaV);
roughnessT, roughnessB, partLambdaV);
}
//-----------------------------------------------------------------------------

real fd90 = 0.5 + (perceptualRoughness + perceptualRoughness * LdotV);
// Two schlick fresnel term
real lightScatter = F_Schlick(1.0, fd90, NdotL);
real viewScatter = F_Schlick(1.0, fd90, NdotV);
real viewScatter = F_Schlick(1.0, fd90, NdotV);
// Normalize the BRDF for polar view angles of up to (Pi/4).
// We use the worst case of (roughness = albedo = 1), and, for each view angle,

// Ref: Diffuse Lighting for GGX + Smith Microsurfaces, p. 113.
real3 DiffuseGGXNoPI(real3 albedo, real NdotV, real NdotL, real NdotH, real LdotV, real roughness)
{
real facing = 0.5 + 0.5 * LdotV; // (LdotH)^2
real rough = facing * (0.9 - 0.4 * facing) * (0.5 / NdotH + 1);
real facing = 0.5 + 0.5 * LdotV; // (LdotH)^2
real rough = facing * (0.9 - 0.4 * facing) * (0.5 / NdotH + 1);
real smooth = transmitL * transmitV * 1.05; // Normalize F_t over the hemisphere
real single = lerp(smooth, rough, roughness); // Rescaled by PI
real multiple = roughness * (0.1159 * PI); // Rescaled by PI
real smooth = transmitL * transmitV * 1.05; // Normalize F_t over the hemisphere
real single = lerp(smooth, rough, roughness); // Rescaled by PI
real multiple = roughness * (0.1159 * PI); // Rescaled by PI
return single + albedo * multiple;
}

// Note that we could save 2 cycles by inlining the multiplication by INV_PI.
return INV_PI * DiffuseGGXNoPI(albedo, NdotV, NdotL, NdotH, LdotV, roughness);
}
//-----------------------------------------------------------------------------
// Conversion FO/IOR
//-----------------------------------------------------------------------------
// ior is a value between 1.0 and 3.0. 1.0 is air interface
real IorToFresnel0(real transmittedIor, real incidentIor = 1.0)
{
return Sq((transmittedIor - incidentIor) / (transmittedIor + incidentIor));
}
// Assume air interface for top
// Note: Don't handle the case fresnel0 == 1
real Fresnel0ToIor(real fresnel0)
{
real sqrtF0 = sqrt(fresnel0);
return (1.0 + sqrtF0) / (1.0 - sqrtF0);
}
// This function is a coarse approximation of computing fresnel0 for a different top than air (here clear coat of IOR 1.5) when we only have fresnel0 with air interface
// This function is equivalent to IorToFresnel0(Fresnel0ToIor(fresnel0), 1.5)
// mean
// real sqrtF0 = sqrt(fresnel0);
// return Sq(1.0 - 5.0 * sqrtF0) / Sq(5.0 - sqrtF0);
// Optimization: Fit of the function (3 mad) for range [0.04 (should return 0), 1 (should return 1)]
TEMPLATE_1_REAL(ConvertF0ForAirInterfaceToF0ForClearCoat15, fresnel0, return saturate(-0.0256868 + fresnel0 * (0.326846 + (0.978946 - 0.283835 * fresnel0) * fresnel0)))
//-----------------------------------------------------------------------------
// Iridescence

16
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Common.hlsl


#include "API/Metal.hlsl"
#elif defined(SHADER_API_VULKAN)
#include "API/Vulkan.hlsl"
#elif defined(SHADER_API_SWITCH)
#include "API/Switch.hlsl"
#elif defined(SHADER_API_GLCORE)
#include "API/GLCore.hlsl"
#elif defined(SHADER_API_GLES3)

// Metal doesn't support high enough OpenGL version
#if defined(MIP_COUNT_SUPPORTED)
uint width, height, depth, mipCount;
width = height = depth = mipCount = 0;
tex.GetDimensions(width, height, depth, mipCount);
return mipCount;
uint mipLevel, width, height, mipCount;
mipLevel = width = height = mipCount = 0;
tex.GetDimensions(mipLevel, width, height, mipCount);
return mipCount;
#else
return 0;
#endif

// saturate(d) to clamp the output of the function to the [n, f] range.
// z = 1/c * (pow(c * (f - n) + 1, d) - 1) + n
// = 1/c * pow(c * (f - n) + 1, d) + n - 1/c
// = L * pow(M, d) + N
// = 1/c * exp2(d * log2(c * (f - n) + 1)) + (n - 1/c)
// = L * exp2(d * M) + N
// Use abs() to avoid the compiler warning.
return decodingParams.x * pow(abs(decodingParams.y), d) + decodingParams.z;
return decodingParams.x * exp2(d * decodingParams.y) + decodingParams.z;
}
// 'z' is the view-space Z position (linear depth).

31
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/CommonMaterial.hlsl


roughnessB = roughness * (1 - anisotropy);
}
void ConvertRoughnessToAnisotropy(real roughnessT, real roughnessB, out real anisotropy)
{
anisotropy = ((roughnessT - roughnessB) / (roughnessT + roughnessB + 0.0001));
}
// Same as ConvertAnisotropyToRoughness but
// roughnessT and roughnessB are clamped, and are meant to be used with punctual and directional lights.
void ConvertAnisotropyToClampRoughness(real perceptualRoughness, real anisotropy, out real roughnessT, out real roughnessB)

return sqrt(2.0 / (variance + 2.0));
}
// same as regular refract except there is not the test for total internal reflection + the vector is flipped for processing
real3 CoatRefract(real3 X, real3 N, real ieta)
// ----------------------------------------------------------------------------
// Helper for Disney parametrization
// ----------------------------------------------------------------------------
float3 ComputeDiffuseColor(float3 baseColor, float metallic)
{
return baseColor * (1.0 - metallic);
}
float3 ComputeFresnel0(float3 baseColor, float metallic, float dielectricF0)
real XdotN = saturate(dot(N, X));
return ieta * X + (sqrt(1 + ieta * ieta * (XdotN * XdotN - 1)) - ieta * XdotN) * N;
return lerp(dielectricF0.xxx, baseColor, metallic);
// Parallax mapping
// Helper for normal blending
// ----------------------------------------------------------------------------
// ref https://www.gamedev.net/topic/678043-how-to-blend-world-space-normals/#entry5287707

return normalize(real3(n1.xy * n2.z + n2.xy * n1.z, n1.z * n2.z));
}
// ----------------------------------------------------------------------------
// Helper for triplanar
// ----------------------------------------------------------------------------
// Ref: http://http.developer.nvidia.com/GPUGems3/gpugems3_ch01.html / http://www.slideshare.net/icastano/cascades-demo-secrets
real3 ComputeTriplanarWeights(real3 normal)
{

uvZY = float2(position.z, position.y);
}
// ----------------------------------------------------------------------------
// Helper for detail map operation
// ----------------------------------------------------------------------------
real LerpWhiteTo(real b, real t)
{
real oneMinusT = 1.0 - t;

real oneMinusT = 1.0 - t;
return real3(oneMinusT, oneMinusT, oneMinusT) + b * t;
}
#endif // UNITY_COMMON_MATERIAL_INCLUDED

4
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/EntityLighting.hlsl


real3 UnpackLightmapRGBM(real4 rgbmInput, real4 decodeInstructions)
{
return rgbmInput.rgb * pow(rgbmInput.a, decodeInstructions.y) * decodeInstructions.x;
return rgbmInput.rgb * PositivePow(rgbmInput.a, decodeInstructions.y) * decodeInstructions.x;
}
real3 UnpackLightmapDoubleLDR(real4 encodedColor, real4 decodeInstructions)

real alpha = max(decodeInstructions.w * (encodedIrradiance.a - 1.0) + 1.0, 0.0);
// If Linear mode is not supported we can skip exponent part
return (decodeInstructions.x * pow(alpha, decodeInstructions.y)) * encodedIrradiance.rgb;
return (decodeInstructions.x * PositivePow(alpha, decodeInstructions.y)) * encodedIrradiance.rgb;
}
real3 SampleSingleLightmap(TEXTURE2D_ARGS(lightmapTex, lightmapSampler), float2 uv, float4 transform, bool encodedLightmap, real4 decodeInstructions)

7
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/GeometricTools.hlsl


// Intersection functions
//-----------------------------------------------------------------------------
// This implementation does not attempt to explicitly handle NaNs.
// Ref: https://tavianator.com/fast-branchless-raybounding-box-intersections-part-2-nans/
float3 rayDirInv = rcp(rayDirection); // Could be precomputed
// Could be precomputed. Clamp to avoid INF. clamp() is a single ALU on GCN.
// rcp(FLT_EPS) = 16,777,216, which is large enough for our purposes,
// yet doesn't cause a lot of numerical issues associated with FLT_MAX.
float3 rayDirInv = clamp(rcp(rayDirection), -rcp(FLT_EPS), rcp(FLT_EPS));
// Perform ray-slab intersection (component-wise).
float3 t0 = boxMin * rayDirInv - (rayOrigin * rayDirInv);

16
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/ImageBasedLighting.hlsl


return lerp(N, R, lerpFactor);
}
// To simulate the streching of highlight at grazing angle for IBL we shrink the roughness
// which allow to fake an anisotropic specular lobe.
// Ref: http://www.frostbite.com/2015/08/stochastic-screen-space-reflections/ - slide 84
real AnisotropicStrechAtGrazingAngle(real perceptualRoughness, real NdotV)
{
real p = perceptualRoughness;
return p * lerp(saturate(NdotV * 2.0) * p, p, p);
}
// ----------------------------------------------------------------------------
// Importance sampling BSDF functions
// ----------------------------------------------------------------------------

out real NdotL,
out real weightOverPdf)
{
#if 0
#else
real3 N = localToWorld[2];
L = SampleHemisphereCosine(u.x, u.y, N);
NdotL = saturate(dot(N, L));
#endif
// Importance sampling weight for each sample
// pdf = N.L / PI

22
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Sampling/Sampling.hlsl


return r * real2(cosPhi, sinPhi);
}
real3 SampleSphereUniform(real u1, real u2)
{
real phi = TWO_PI * u2;
real cosTheta = 1.0 - 2.0 * u1;
return SphericalToCartesian(phi, cosTheta);
}
// Performs cosine-weighted sampling of the hemisphere.
// Ref: PBRT v3, p. 780.
real3 SampleHemisphereCosine(real u1, real u2)

return localL;
}
real3 SampleHemisphereUniform(real u1, real u2)
// Cosine-weighted sampling without the tangent frame.
// Ref: http://www.amietia.com/lambertnotangent.html
real3 SampleHemisphereCosine(real u1, real u2, real3 normal)
real phi = TWO_PI * u2;
real cosTheta = 1.0 - u1;
return SphericalToCartesian(phi, cosTheta);
real3 pointOnSphere = SampleSphereUniform(u1, u2);
return normalize(normal + pointOnSphere);
real3 SampleSphereUniform(real u1, real u2)
real3 SampleHemisphereUniform(real u1, real u2)
real cosTheta = 1.0 - 2.0 * u1;
real cosTheta = 1.0 - u1;
return SphericalToCartesian(phi, cosTheta);
}

6
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/SpaceFillingCurves.hlsl


return x;
}
// "Insert" two 0 bits after each of the 10 low bits of x/
// "Insert" two 0 bits after each of the 10 low bits of x.
// Ref: https://fgiesen.wordpress.com/2009/12/13/decoding-morton-codes/
uint Part1By2(uint x)
{

return x;
}
// Inverse of Part1By1 - "delete" all odd-indexed bits/
// Inverse of Part1By1 - "delete" all odd-indexed bits.
// Ref: https://fgiesen.wordpress.com/2009/12/13/decoding-morton-codes/
uint Compact1By1(uint x)
{

return x;
}
// Inverse of Part1By2 - "delete" all bits not at positions divisible by 3/
// Inverse of Part1By2 - "delete" all bits not at positions divisible by 3.
// Ref: https://fgiesen.wordpress.com/2009/12/13/decoding-morton-codes/
uint Compact1By2(uint x)
{

11
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/VolumeRendering.hlsl


// Samples the interval of homogeneous participating medium using the closed-form tracking approach
// (proportionally to the transmittance).
// Returns the offset from the start of the interval and the weight = (transmittance / pdf).
// Ref: Production Volume Rendering, 3.6.1.
// Ref: Monte Carlo Methods for Volumetric Light Transport Simulation, p. 5.
// pdf = extinction * exp(-extinction * t) / (1 - exp(-intervalLength * extinction))
// pdf = extinction * exp(extinction * (intervalLength - t)) / (exp(intervalLength * extinction - 1)
// weight = (1 - exp(-extinction * intervalLength)) / extinction;
// weight = (1 - exp(-extinction * intervalLength)) / extinction
real c = rcp(extinction);
weight = x * rcp(extinction);
offset = -log(1 - rndVal * x) * rcp(extinction);
weight = x * c;
offset = -log(1 - rndVal * x) * c;
}
// Implements equiangular light sampling.

2
ScriptableRenderPipeline/Core/CoreRP/Shadow/DebugDisplayShadowMap.shader


{
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#include "CoreRP/ShaderLibrary/Common.hlsl"

2
ScriptableRenderPipeline/Core/CoreRP/Shadow/ShadowBlurMoments.compute


#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Shadow/ShadowMoments.hlsl"
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#if MAX_MSAA > 1
Texture2DMS<float> depthTex;

2
ScriptableRenderPipeline/Core/CoreRP/Shadow/ShadowClear.shader


{
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#include "CoreRP/ShaderLibrary/Common.hlsl"
ENDHLSL

2
ScriptableRenderPipeline/Core/CoreRP/Textures/TextureCache.cs


{
case BuildTarget.iOS:
case BuildTarget.Android:
#if !UNITY_2018_2_OR_NEWER
#endif
case BuildTarget.WSAPlayer:
// Note: We return true on purpose even if Windows Store Apps are running on Desktop.
return true;

2
ScriptableRenderPipeline/Core/CoreRP/Textures/DepthBits.cs.meta


fileFormatVersion: 2
guid: 32875dc85f620f54e817e767811b5c2e
guid: d063f57ca4b7cd346a14a1be20de65b4
MonoImporter:
externalObjects: {}
serializedVersion: 2

49
ScriptableRenderPipeline/Core/CoreRP/Utilities/CoreUtils.cs


}
}
static Texture3D m_BlackVolumeTexture;
public static Texture3D blackVolumeTexture
{
get
{
if (m_BlackVolumeTexture == null)
{
Color[] colors = { Color.black };
m_BlackVolumeTexture = new Texture3D(1, 1, 1, TextureFormat.ARGB32, false);
m_BlackVolumeTexture.SetPixels(colors, 0);
m_BlackVolumeTexture.Apply();
}
return m_BlackVolumeTexture;
}
}
public static void ClearRenderTarget(CommandBuffer cmd, ClearFlag clearFlag, Color clearColor)
{
if (clearFlag != ClearFlag.None)

};
return mat;
}
public static bool HasFlag<T>(T mask, T flag) where T : IConvertible
{
return (mask.ToUInt32(null) & flag.ToUInt32(null)) != 0;
}
public static void SetKeyword(CommandBuffer cmd, string keyword, bool state)
{

{
string msg = "AR/VR devices are not supported, no rendering will occur";
DisplayUnsupportedMessage(msg);
}
}
// Returns 'true' if "Animated Materials" are enabled for the view associated with the given camera.
public static bool AreAnimatedMaterialsEnabled(Camera camera)

}
}
}
// TODO: how to handle reflection views? We don't know the parent window they are being rendered into,
// so we don't know whether we can animate them...
//

#endif
return animateMaterials;
}
public static bool IsSceneViewFogEnabled(Camera camera)
{
bool fogEnable = true;
#if UNITY_EDITOR
if (camera.cameraType == CameraType.SceneView)
{
fogEnable = false;
// Determine whether the "Animated Materials" checkbox is checked for the current view.
foreach (UnityEditor.SceneView sv in Resources.FindObjectsOfTypeAll(typeof(UnityEditor.SceneView)))
{
if (sv.camera == camera && sv.sceneViewState.showFog)
{
fogEnable = true;
break;
}
}
}
#endif
return fogEnable;
}
}
}

5
ScriptableRenderPipeline/Core/CoreRP/Volume/Volume.cs


}
}
public bool HasInstantiatedProfile()
{
return m_InternalProfile != null;
}
// Needed for state tracking (see the comments in Update)
int m_PreviousLayer;
float m_PreviousPriority;

21
ScriptableRenderPipeline/Core/CoreRP/Volume/VolumeComponent.cs


parameter.OnDisable();
}
// You can override this to do your own blending. Either loop through the `parameters` list
// or reference direct fields (you'll need to cast `state` to your custom type and don't
// forget to use `SetValue` on parameters, do not assign directly to the state object - and
// of course you'll need to check for the `overrideState` manually).
public virtual void Override(VolumeComponent state, float interpFactor)
{
int count = parameters.Count;
for (int i = 0; i < count; i++)
{
var stateParam = state.parameters[i];
var toParam = parameters[i];
// Keep track of the override state for debugging purpose
stateParam.overrideState = toParam.overrideState;
if (toParam.overrideState)
stateParam.Interp(stateParam, toParam, interpFactor);
}
}
public void SetAllOverridesTo(bool state)
{
SetAllOverridesTo(parameters, state);

39
ScriptableRenderPipeline/Core/CoreRP/Volume/VolumeManager.cs


public sealed class VolumeManager
{
//>>> System.Lazy<T> is broken in Unity (legacy runtime) so we'll have to do it ourselves :|
static volatile VolumeManager s_Instance;
static object s_LockObj = new UnityObject();
static readonly VolumeManager s_Instance = new VolumeManager();
public static VolumeManager instance { get { return s_Instance; } }
public static VolumeManager instance
{
get
{
// Double-lock checking
if (s_Instance == null)
{
lock (s_LockObj) // Lock on a separate object to avoid deadlocks
{
if (s_Instance == null)
s_Instance = new VolumeManager();
}
}
return s_Instance;
}
}
// Explicit static constructor to tell the C# compiler not to mark type as beforefieldinit
static VolumeManager() { }
//<<<
// Internal stack

if (!component.active)
continue;
var target = stack.GetComponent(component.GetType());
int count = component.parameters.Count;
for (int i = 0; i < count; i++)
{
var fromParam = target.parameters[i];
var toParam = component.parameters[i];
// Keep track of the override state for debugging purpose
fromParam.overrideState = toParam.overrideState;
if (toParam.overrideState)
fromParam.Interp(fromParam, toParam, interpFactor);
}
var state = stack.GetComponent(component.GetType());
component.Override(state, interpFactor);
}
}

32
ScriptableRenderPipeline/Core/LICENSE.md


**Unity Companion Package License v1.0 ("_License_")**
Copyright © 2017 Unity Technologies ApS ("**_Unity_**")
Unity hereby grants to you a worldwide, non-exclusive, no-charge, and royalty-free copyright license to reproduce, prepare derivative works of, publicly display, publicly perform, sublicense, and distribute the software that is made available with this License ("**_Software_**"), subject to the following terms and conditions:
1. *Unity Companion Use Only*. Exercise of the license granted herein is limited to exercise for the creation, use, and/or distribution of applications, software, or other content pursuant to a valid Unity development engine software license ("**_Engine License_**"). That means while use of the Software is not limited to use in the software licensed under the Engine License, the Software may not be used for any purpose other than the creation, use, and/or distribution of Engine License-dependent applications, software, or other content. No other exercise of the license granted herein is permitted.
1. *No Modification of Engine License*. Neither this License nor any exercise of the license granted herein modifies the Engine License in any way.
1. *Ownership & Grant Back to You*.
3.1. You own your content. In this License, "derivative works" means derivatives of the Software itself--works derived only from the Software by you under this License (for example, modifying the code of the Software itself to improve its efficacy); “derivative works” of the Software do not include, for example, games, apps, or content that you create using the Software. You keep all right, title, and interest to your own content.
3.2. Unity owns its content. While you keep all right, title, and interest to your own content per the above, as between Unity and you, Unity will own all right, title, and interest to all intellectual property rights (including patent, trademark, and copyright) in the Software and derivative works of the Software, and you hereby assign and agree to assign all such rights in those derivative works to Unity.
3.3. You have a license to those derivative works. Subject to this License, Unity grants to you the same worldwide, non-exclusive, no-charge, and royalty-free copyright license to derivative works of the Software you create as is granted to you for the Software under this License.
1. *Trademarks*. You are not granted any right or license under this License to use any trademarks, service marks, trade names, products names, or branding of Unity or its affiliates ("**_Trademarks_**"). Descriptive uses of Trademarks are permitted; see, for example, Unity’s Branding Usage Guidelines at [https://unity3d.com/public-relations/brand](https://unity3d.com/public-relations/brand).
1. *Notices & Third-Party Rights*. This License, including the copyright notice above, must be provided in all substantial portions of the Software and derivative works thereof (or, if that is impracticable, in any other location where such notices are customarily placed). Further, if the Software is accompanied by a Unity "third-party notices" or similar file, you acknowledge and agree that software identified in that file is governed by those separate license terms.
1. *DISCLAIMER, LIMITATION OF LIABILITY*. THE SOFTWARE AND ANY DERIVATIVE WORKS THEREOF IS PROVIDED ON AN "AS IS" BASIS, AND IS PROVIDED WITHOUT WARRANTY OF ANY KIND, WHETHER EXPRESS OR IMPLIED, INCLUDING ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, AND/OR NONINFRINGEMENT. IN NO EVENT SHALL ANY COPYRIGHT HOLDER OR AUTHOR BE LIABLE FOR ANY CLAIM, DAMAGES (WHETHER DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL, INCLUDING PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, LOSS OF USE, DATA, OR PROFITS, AND BUSINESS INTERRUPTION), OR OTHER LIABILITY WHATSOEVER, WHETHER IN AN ACTION OF CONTRACT, TORT, OR OTHERWISE, ARISING FROM OR OUT OF, OR IN CONNECTION WITH, THE SOFTWARE OR ANY DERIVATIVE WORKS THEREOF OR THE USE OF OR OTHER DEALINGS IN SAME, EVEN WHERE ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
1. *USE IS ACCEPTANCE and License Versions*. Your receipt and use of the Software constitutes your acceptance of this License and its terms and conditions. Software released by Unity under this License may be modified or updated and the License with it; upon any such modification or update, you will comply with the terms of the updated License for any use of any of the Software under the updated License.
1. *Use in Compliance with Law and Termination*. Your exercise of the license granted herein will at all times be in compliance with applicable law and will not infringe any proprietary rights (including intellectual property rights); this License will terminate immediately on any breach by you of this License.
Render Pipeline Core copyright © 2018 Unity Technologies ApS
1. *Severability*. If any provision of this License is held to be unenforceable or invalid, that provision will be enforced to the maximum extent possible and the other provisions will remain in full force and effect.
Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](http://www.unity3d.com/legal/licenses/Unity_Companion_License).
1. *Governing Law and Venue*. This License is governed by and construed in accordance with the laws of Denmark, except for its conflict of laws rules; the United Nations Convention on Contracts for the International Sale of Goods will not apply. If you reside (or your principal place of business is) within the United States, you and Unity agree to submit to the personal and exclusive jurisdiction of and venue in the state and federal courts located in San Francisco County, California concerning any dispute arising out of this License ("**_Dispute_**"). If you reside (or your principal place of business is) outside the United States, you and Unity agree to submit to the personal and exclusive jurisdiction of and venue in the courts located in Copenhagen, Denmark concerning any Dispute.
Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions.

70
ScriptableRenderPipeline/HDRenderPipeline/CHANGELOG.md


All notable changes to this package will be documented in this file.
## [2018.2 undecided]
### Improvements
- Add stripper of shader variant when building a player. Save shader compile time.
- Disable per-object culling that was executed in C++ in HD whereas it was not used (Optimization)
- Enable texture streaming debugging (was not working before 2018.2)
### Changed, Removals and deprecations
- Removed GlobalLightLoopSettings.maxPlanarReflectionProbes and instead use value of GlobalLightLoopSettings.planarReflectionProbeCacheSize
## [2018.1 undecided]
### Improvements
- Configure the volumetric lighting code path to be on by default
- Trigger a build exception when trying to build an unsupported platform
- Introduce the VolumetricLightingController component, which can (and should) be placed on the camera, and allows one to control the near and the far plane of the V-Buffer (volumetric "froxel" buffer) along with the depth distribution (from logarithmic to linear)
The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).
### Changed, Removals and deprecations
- Remove Resource folder of PreIntegratedFGD and add the resource to RenderPipeline Asset
- Default number of planar reflection change from 4 to 2
## [0.1.6] - 2018-xx-yy
### Bug fixes
- Fix ConvertPhysicalLightIntensityToLightIntensity() function used when creating light from script to match HDLightEditor behavior
- Fix numerical issues with the default value of mean free path of volumetric fog
- Fix the bug preventing decals from coexisting with density volumes
### Changelog starting
## [2018.1.0f2]
Started Changelog
### Improvements
- Screen Space Refraction projection model (Proxy raycasting, HiZ raymarching)
- Screen Space Refraction settings as volume component
- Added buffered frame history per camera
- Port Global Density Volumes to the Interpolation Volume System.
- Optimize ImportanceSampleLambert() to not require the tangent frame.
- Generalize SampleVBuffer() to handle different sampling and reconstruction methods.
- Improve the quality of volumetric lighting reprojection.
- Optimize Morton Order code in the Subsurface Scattering pass.
- Planar Reflection Probe support roughness (gaussian convolution of captured probe)
- Use an atlas instead of a texture array for cluster transparent decals
- Add a debug view to visualize the decal atlas
- Only store decal textures to atlas if decal is visible, debounce out of memory decal atlas warning.
- Add manipulator gizmo on decal to improve authoring workflow
- Add a minimal StackLit material (work in progress, this version can be used as template to add new material)
### Changed, Removals and deprecations
- EnableShadowMask in FrameSettings (But shadowMaskSupport still disable by default)
- Forced Planar Probe update modes to (Realtime, Every Update, Mirror Camera)
- Removed Planar Probe mirror plane position and normal fields in inspector, always display mirror plane and normal gizmos
- Screen Space Refraction proxy model uses the proxy of the first environment light (Reflection probe/Planar probe) or the sky
- Moved RTHandle static methods to RTHandles
- Renamed RTHandle to RTHandleSystem.RTHandle
- Move code for PreIntegratedFDG (Lit.shader) into its dedicated folder to be share with other material
- Move code for LTCArea (Lit.shader) into its dedicated folder to be share with other material
### Bug fixes
- Fix fog flags in scene view is now taken into account
- Fix sky in preview windows that were disappearing after a load of a new level
- Fix numerical issues in IntersectRayAABB().
- Fix alpha blending of volumetric lighting with transparent objects.
- Fix the near plane of the V-Buffer causing out-of-bounds look-ups in the clustered data structure.
- Depth and color pyramid are properly computed and sampled when the camera renders inside a viewport of a RTHandle.
- Fix decal atlas debug view to work correctly when shadow atlas view is also enabled
## [2018.1.0b13]
...

69
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs


HDAdditionalCameraData m_AdditionalCameraData;
BufferedRTHandleSystem m_HistoryRTSystem = new BufferedRTHandleSystem();
public HDCamera(Camera cam)
{
camera = cam;

m_ActualHeight = camera.pixelHeight;
var screenWidth = m_ActualWidth;
var screenHeight = m_ActualHeight;
#if !UNITY_SWITCH
if (frameSettings.enableStereo)
{
screenWidth = XRSettings.eyeTextureWidth;

ConfigureStereoMatrices();
}
#endif
RTHandle.SetReferenceSize(m_ActualWidth, m_ActualHeight, frameSettings.enableMSAA, m_msaaSamples);
RTHandles.SetReferenceSize(m_ActualWidth, m_ActualHeight, frameSettings.enableMSAA, m_msaaSamples);
m_HistoryRTSystem.SetReferenceSize(m_ActualWidth, m_ActualHeight, frameSettings.enableMSAA, m_msaaSamples);
m_HistoryRTSystem.Swap();
int maxWidth = RTHandle.maxWidth;
int maxHeight = RTHandle.maxHeight;
int maxWidth = RTHandles.maxWidth;
int maxHeight = RTHandles.maxHeight;
m_CameraScaleBias.x = (float)m_ActualWidth / maxWidth;
m_CameraScaleBias.y = (float)m_ActualHeight / maxHeight;

// Warning: different views can use the same camera!
public long GetViewID()
{
if (camera.cameraType == CameraType.Game)
{
long viewID = camera.GetInstanceID();
// Make it positive.
viewID += (-(long)int.MinValue) + 1;
Debug.Assert(viewID > 0);
return viewID;
}
else
{
return 0;
}
long viewID = camera.GetInstanceID();
// Make it positive.
viewID += (-(long)int.MinValue) + 1;
return viewID;
}
public void Reset()

return hdcam;
}
public static void ClearAll()
{
foreach (var cam in s_Cameras)
cam.Value.ReleaseHistoryBuffer();
s_Cameras.Clear();
s_Cleanup.Clear();
}
// Look for any camera that hasn't been used in the last frame and remove them for the pool.
public static void CleanUnused()
{

{
if (kvp.Value.m_LastFrameActive != frameCheck)
if (kvp.Value.m_LastFrameActive < frameCheck)
{
var hdCam = s_Cameras[cam];
if (hdCam.m_HistoryRTSystem != null)
{
hdCam.m_HistoryRTSystem.Dispose();
hdCam.m_HistoryRTSystem = null;
}
}
s_Cleanup.Clear();
}

cmd.SetGlobalMatrixArray(HDShaderIDs._InvViewMatrixStereo, invViewStereo);
cmd.SetGlobalMatrixArray(HDShaderIDs._InvProjMatrixStereo, invProjStereo);
cmd.SetGlobalMatrixArray(HDShaderIDs._InvViewProjMatrixStereo, invViewProjStereo);
}
public RTHandleSystem.RTHandle GetPreviousFrameRT(int id)
{
return m_HistoryRTSystem.GetFrameRT(id, 1);
}
public RTHandleSystem.RTHandle GetCurrentFrameRT(int id)
{
return m_HistoryRTSystem.GetFrameRT(id, 0);
}
// Allocate buffers frames and return current frame
public RTHandleSystem.RTHandle AllocHistoryFrameRT(int id, Func<string, int, RTHandleSystem, RTHandleSystem.RTHandle> allocator)
{
m_HistoryRTSystem.AllocBuffer(id, (rts, i) => allocator(camera.name, i, rts), 2);
return m_HistoryRTSystem.GetFrameRT(id, 0);
}
void ReleaseHistoryBuffer()
{
m_HistoryRTSystem.ReleaseAll();
}
}
}

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugColorPicker.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#pragma vertex Vert
#pragma fragment Frag

58
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.cs


public static string k_PanelRendering = "Rendering";
public static string k_PanelScreenSpaceTracing = "Screen Space Tracing";
public static string k_PanelDecals = "Decals";
//static readonly string[] k_HiZIntersectionKind = { "None", "Depth", "Cell" };

DebugUI.Widget[] m_DebugRenderingItems;
DebugUI.Widget[] m_DebugScreenSpaceTracingItems;
DebugUI.Widget[] m_DebugDecalsItems;
public float debugOverlayRatio = 0.33f;
public FullScreenDebugMode fullScreenDebugMode = FullScreenDebugMode.None;

public LightingDebugSettings lightingDebugSettings = new LightingDebugSettings();
public MipMapDebugSettings mipMapDebugSettings = new MipMapDebugSettings();
public ColorPickerDebugSettings colorPickerDebugSettings = new ColorPickerDebugSettings();
public DecalsDebugSettings decalsDebugSettings = new DecalsDebugSettings();
public static GUIContent[] lightingFullScreenDebugStrings = null;
public static int[] lightingFullScreenDebugValues = null;

Lit.RefractionSSRayModel m_LastSSRayModel = Lit.RefractionSSRayModel.None;
ScreenSpaceTracingDebug m_ScreenSpaceTracingDebugData;
public ScreenSpaceTracingDebug screenSpaceTracingDebugData
public ScreenSpaceTracingDebug screenSpaceTracingDebugData
internal set
internal set
m_ScreenSpaceTracingDebugData = value;
m_ScreenSpaceTracingDebugData = value;
if (m_LastSSRayModel != m_ScreenSpaceTracingDebugData.tracingModel)
{
m_LastSSRayModel = m_ScreenSpaceTracingDebugData.tracingModel;

return materialDebugSettings.IsDebugDisplayEnabled() || lightingDebugSettings.IsDebugDisplayEnabled() || mipMapDebugSettings.IsDebugDisplayEnabled() || IsDebugFullScreenEnabled();
}
public bool IsDebugDisplayRemovePostprocess()
{
// We want to keep post process when only the override more are enabled and none of the other
return materialDebugSettings.IsDebugDisplayEnabled() || lightingDebugSettings.IsDebugDisplayRemovePostprocess() || mipMapDebugSettings.IsDebugDisplayEnabled() || IsDebugFullScreenEnabled();
}
public bool IsDebugMaterialDisplayEnabled()
{
return materialDebugSettings.IsDebugDisplayEnabled();

bool IsScreenSpaceTracingRefractionDebugEnabled()
{
return fullScreenDebugMode == FullScreenDebugMode.ScreenSpaceTracing
return fullScreenDebugMode == FullScreenDebugMode.ScreenSpaceTracing
&& lightingDebugSettings.debugLightingMode == DebugLightingMode.ScreenSpaceTracingRefraction;
}

public void UpdateMaterials()
{
//if (mipMapDebugSettings.debugMipMapMode != 0)
// Texture.SetStreamingTextureMaterialDebugProperties();
#if UNITY_2018_2_OR_NEWER
if (mipMapDebugSettings.debugMipMapMode != 0)
Texture.SetStreamingTextureMaterialDebugProperties();
#endif
}
public bool DebugNeedsExposure()

var refractionContainer = new DebugUI.Container
{
displayName = "Refraction",
children =
children =
{
new DebugUI.BoolField { displayName = "Debug Enabled", getter = IsScreenSpaceTracingRefractionDebugEnabled, setter = SetScreenSpaceTracingRefractionDebugEnabled, onValueChanged = RefreshScreenSpaceTracingDebug },
}

RegisterScreenSpaceTracingDebug();
}
void RefreshDecalsDebug<T>(DebugUI.Field<T> field, T value)
{
UnregisterDebugItems(k_PanelDecals, m_DebugDecalsItems);
RegisterDecalsDebug();
}
public void RegisterLightingDebug()
{
var list = new List<DebugUI.Widget>();

list.Add(new DebugUI.FloatField { displayName = "Shadow Range Max Value", getter = () => lightingDebugSettings.shadowMaxValue, setter = value => lightingDebugSettings.shadowMaxValue = value });
list.Add(new DebugUI.EnumField { displayName = "Lighting Debug Mode", getter = () => (int)lightingDebugSettings.debugLightingMode, setter = value => SetDebugLightingMode((DebugLightingMode)value), autoEnum = typeof(DebugLightingMode), onValueChanged = RefreshLightingDebug });
if (lightingDebugSettings.debugLightingMode == DebugLightingMode.EnvironmentProxyVolume)
{
list.Add(new DebugUI.Container
{
children =
{
new DebugUI.FloatField { displayName = "Debug Environment Proxy Depth Scale", getter = () => lightingDebugSettings.environmentProxyDepthScale, setter = value => lightingDebugSettings.environmentProxyDepthScale = value, min = () => 0.1f, max = () => 50f }
}
});
}
list.Add(new DebugUI.EnumField { displayName = "Fullscreen Debug Mode", getter = () => (int)fullScreenDebugMode, setter = value => fullScreenDebugMode = (FullScreenDebugMode)value, enumNames = lightingFullScreenDebugStrings, enumValues = lightingFullScreenDebugValues, onValueChanged = RefreshLightingDebug });
switch (fullScreenDebugMode)
{

panel.children.Add(m_DebugRenderingItems);
}
public void RegisterDecalsDebug()
{
m_DebugDecalsItems = new DebugUI.Widget[]
{
new DebugUI.BoolField { displayName = "Display atlas", getter = () => decalsDebugSettings.m_DisplayAtlas, setter = value => decalsDebugSettings.m_DisplayAtlas = value},
new DebugUI.UIntField { displayName = "Mip Level", getter = () => decalsDebugSettings.m_MipLevel, setter = value => decalsDebugSettings.m_MipLevel = value, min = () => 0u, max = () => (uint)(RenderPipelineManager.currentPipeline as HDRenderPipeline).GetDecalAtlasMipCount() }
};
var panel = DebugManager.instance.GetPanel(k_PanelDecals, true);
panel.children.Add(m_DebugDecalsItems);
}
RegisterDecalsDebug();
RegisterDisplayStatsDebug();
RegisterMaterialDebug();
RegisterLightingDebug();

public void UnregisterDebug()
{
UnregisterDebugItems(k_PanelDecals, m_DebugDecalsItems);
UnregisterDebugItems(k_PanelDisplayStats, m_DebugDisplayStatsItems);
UnregisterDebugItems(k_PanelMaterials, m_DebugMaterialItems);
UnregisterDebugItems(k_PanelLighting, m_DebugLightingItems);

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.hlsl


float4 _DebugLightingSpecularColor; // x == bool override, yzw = specular color
float4 _MousePixelCoord; // xy unorm, zw norm
float4 _MouseClickPixelCoord; // xy unorm, zw norm
float _DebugEnvironmentProxyDepthScale;
float _DebugExposure;
CBUFFER_END

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplayLatlong.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#pragma vertex Vert
#pragma fragment Frag

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugFullScreen.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#pragma vertex Vert
#pragma fragment Frag

CBUFFER_END
TEXTURE2D(_DebugFullScreenTexture);
TEXTURE2D(_DepthPyramidTexture);
StructuredBuffer<ScreenSpaceTracingDebug> _DebugScreenSpaceTracingData;
struct Attributes

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewMaterialGBuffer.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#pragma vertex Vert
#pragma fragment Frag

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewTiles.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#pragma vertex Vert
#pragma fragment Frag

15
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/LightingDebug.cs


SpecularLighting,
LuxMeter,
VisualizeCascade,
IndirectDiffuseOcclusionFromSsao,
IndirectDiffuseGtaoFromSsao,
IndirectSpecularOcclusionFromSsao,
IndirectSpecularGtaoFromSsao,
EnvironmentProxyVolume,
EnvironmentSampleCoordinates,
IndirectDiffuseOcclusion,
IndirectSpecularOcclusion,
ScreenSpaceTracingRefraction,
ScreenSpaceTracingReflection
}

{
public bool IsDebugDisplayEnabled()
{
return debugLightingMode != DebugLightingMode.None || overrideSmoothness || overrideAlbedo || overrideNormal;
return debugLightingMode != DebugLightingMode.None || overrideSmoothness || overrideAlbedo || overrideNormal || overrideSpecularColor;
}
public bool IsDebugDisplayRemovePostprocess()
{
return debugLightingMode != DebugLightingMode.None;
}
public DebugLightingMode debugLightingMode = DebugLightingMode.None;

12
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/LightingDebug.cs.hlsl


#define DEBUGLIGHTINGMODE_SPECULAR_LIGHTING (2)
#define DEBUGLIGHTINGMODE_LUX_METER (3)
#define DEBUGLIGHTINGMODE_VISUALIZE_CASCADE (4)
#define DEBUGLIGHTINGMODE_INDIRECT_DIFFUSE_OCCLUSION_FROM_SSAO (5)
#define DEBUGLIGHTINGMODE_INDIRECT_DIFFUSE_GTAO_FROM_SSAO (6)
#define DEBUGLIGHTINGMODE_INDIRECT_SPECULAR_OCCLUSION_FROM_SSAO (7)
#define DEBUGLIGHTINGMODE_INDIRECT_SPECULAR_GTAO_FROM_SSAO (8)
#define DEBUGLIGHTINGMODE_ENVIRONMENT_PROXY_VOLUME (9)
#define DEBUGLIGHTINGMODE_ENVIRONMENT_SAMPLE_COORDINATES (10)
#define DEBUGLIGHTINGMODE_SCREEN_SPACE_TRACING_REFRACTION (11)
#define DEBUGLIGHTINGMODE_SCREEN_SPACE_TRACING_REFLECTION (12)
#define DEBUGLIGHTINGMODE_INDIRECT_DIFFUSE_OCCLUSION (5)
#define DEBUGLIGHTINGMODE_INDIRECT_SPECULAR_OCCLUSION (6)
#define DEBUGLIGHTINGMODE_SCREEN_SPACE_TRACING_REFRACTION (7)
#define DEBUGLIGHTINGMODE_SCREEN_SPACE_TRACING_REFLECTION (8)
//
// UnityEngine.Experimental.Rendering.HDPipeline.DebugScreenSpaceTracing: static fields

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/MaterialDebug.cs.hlsl


#define DEBUGVIEWVARYING_VERTEX_NORMAL_WS (7)
#define DEBUGVIEWVARYING_VERTEX_COLOR (8)
#define DEBUGVIEWVARYING_VERTEX_COLOR_ALPHA (9)
#define DEBUGVIEWVARYING_LAST (10)
//
// UnityEngine.Experimental.Rendering.HDPipeline.Attributes.DebugViewGbuffer: static fields

#define DEBUGVIEWGBUFFER_BAKE_SHADOW_MASK1 (13)
#define DEBUGVIEWGBUFFER_BAKE_SHADOW_MASK2 (14)
#define DEBUGVIEWGBUFFER_BAKE_SHADOW_MASK3 (15)
#define DEBUGVIEWGBUFFER_LAST (16)
//
// UnityEngine.Experimental.Rendering.HDPipeline.Attributes.DebugViewProperties: static fields

#define DEBUGVIEWPROPERTIES_DEPTH_OFFSET (20)
#define DEBUGVIEWPROPERTIES_LIGHTMAP (21)
#define DEBUGVIEWPROPERTIES_INSTANCING (22)
#define DEBUGVIEWPROPERTIES_LAST (23)
#endif

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Decal/DecalProjectorComponent.cs


private void DrawGizmo(bool selected)
{
var col = new Color(0.0f, 0.7f, 1f, 1.0f);
col.a = selected ? 0.3f : 0.1f;
Gizmos.color = col;
Gizmos.DrawCube(Vector3.zero, Vector3.one);
col.a = selected ? 0.5f : 0.2f;
Gizmos.color = col;
Gizmos.DrawWireCube(Vector3.zero, Vector3.one);

27
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Decal/DecalSystem.cs


private Texture2DAtlas m_Atlas = null;
public bool m_AllocationSuccess = true;
public bool m_PrevAllocationSuccess = true;
public Texture2DAtlas Atlas
{

{
if (m_NumResults == 0)
return;
// only add if anything in this decal set is visible.
AddToTextureList(ref instance.m_TextureList);
int instanceCount = 0;
int batchCount = 0;
Matrix4x4[] decalToWorldBatch = null;

textureList.Add(m_Mask);
}
}
public void RenderIntoDBuffer(CommandBuffer cmd)
{

// updates textures, texture atlas indices and blend value
public void UpdateCachedMaterialData()
{
//instance.m_AllocationSuccess = true;
pair.Value.InitializeMaterialValues();
pair.Value.AddToTextureList(ref m_TextureList);
pair.Value.InitializeMaterialValues();
}
}

AddTexture(cmd, textureScaleBias);
}
if(!m_AllocationSuccess) // still failed to allocate, decal atlas size needs to increase
if(!m_AllocationSuccess && m_PrevAllocationSuccess) // still failed to allocate, decal atlas size needs to increase, debounce so that we don't spam the console with warnings
m_PrevAllocationSuccess = m_AllocationSuccess;
}
public void CreateDrawData()

// set to null so that they get recreated
m_DecalMesh = null;
m_Atlas = null;
}
public void RenderDebugOverlay(HDCamera hdCamera, CommandBuffer cmd, DebugDisplaySettings debugDisplaySettings, ref float x, ref float y, float overlaySize, float width)
{
if(debugDisplaySettings.decalsDebugSettings.m_DisplayAtlas)
{
using (new ProfilingSample(cmd, "Display Decal Atlas", CustomSamplerId.DisplayDebugDecalsAtlas.GetSampler()))
{
cmd.SetViewport(new Rect(x, y, overlaySize, overlaySize));
HDUtils.BlitQuad(cmd, Atlas.AtlasTexture, new Vector4(1, 1, 0 ,0), new Vector4(1, 1, 0, 0), (int)debugDisplaySettings.decalsDebugSettings.m_MipLevel, true);
HDUtils.NextOverlayCoord(ref x, ref y, overlaySize, overlaySize, hdCamera.actualWidth);
}
}
}
}
}

8
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDAssetFactory.cs


newAsset.opaqueAtmosphericScattering = Load<Shader>(HDRenderPipelinePath + "Sky/OpaqueAtmosphericScattering.shader");
newAsset.hdriSky = Load<Shader>(HDRenderPipelinePath + "Sky/HDRISky/HDRISky.shader");
newAsset.proceduralSky = Load<Shader>(HDRenderPipelinePath + "Sky/ProceduralSky/ProceduralSky.shader");
// Skybox/Cubemap is a builtin shader, must use Sahder.Find to access it. It is fine because we are in the editor
newAsset.skyboxCubemap = Shader.Find("Skybox/Cubemap");
// Material
newAsset.preIntegratedFGD = Load<Shader>(HDRenderPipelinePath + "Material/PreIntegratedFGD.shader");
// Skybox/Cubemap is a builtin shader, must use Sahder.Find to access it. It is fine because we are in the editor
newAsset.skyboxCubemap = Shader.Find("Skybox/Cubemap");
// Shadow
newAsset.shadowClearShader = Load<Shader>(CorePath + "Shadow/ShadowClear.shader");

31
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/HDLightEditor.cs


public SerializedProperty directionalIntensity;
public SerializedProperty punctualIntensity;
public SerializedProperty areaIntensity;
public SerializedProperty enableSpotReflector;
public SerializedProperty spotInnerPercent;
public SerializedProperty lightDimmer;
public SerializedProperty fadeDistance;

public SerializedProperty spotLightShape;
public SerializedProperty enableSpotReflector;
public SerializedProperty shapeWidth;
public SerializedProperty shapeHeight;
public SerializedProperty aspectRatio;

directionalIntensity = o.Find(x => x.directionalIntensity),
punctualIntensity = o.Find(x => x.punctualIntensity),
areaIntensity = o.Find(x => x.areaIntensity),
enableSpotReflector = o.Find(x => x.enableSpotReflector),
spotInnerPercent = o.Find(x => x.m_InnerSpotPercent),
lightDimmer = o.Find(x => x.lightDimmer),
fadeDistance = o.Find(x => x.fadeDistance),

spotLightShape = o.Find(x => x.spotLightShape),
enableSpotReflector = o.Find(x => x.enableSpotReflector),
spotLightShape = o.Find(x => x.spotLightShape),
shapeWidth = o.Find(x => x.shapeWidth),
shapeHeight = o.Find(x => x.shapeHeight),
aspectRatio = o.Find(x => x.aspectRatio),

if (spotLightShape == SpotLightShape.Cone)
{
settings.DrawSpotAngle();
EditorGUILayout.PropertyField(m_AdditionalLightData.enableSpotReflector, s_Styles.enableSpotReflector);
EditorGUILayout.Slider(m_AdditionalLightData.spotInnerPercent, 0f, 100f, s_Styles.spotInnerPercent);
}
// TODO : replace with angle and ratio

EditorGUILayout.PropertyField(m_AdditionalLightData.enableSpotReflector, s_Styles.enableSpotReflector);
EditorGUILayout.Slider(m_AdditionalLightData.aspectRatio, 0.05f, 20.0f, s_Styles.aspectRatioPyramid);
}
else if (spotLightShape == SpotLightShape.Box)

}
else if (spotLightShape == SpotLightShape.Pyramid)
{
var aspectRatio = m_AdditionalLightData.aspectRatio.floatValue;
// Since the smallest angles is = to the fov, and we don't care of the angle order, simply make sure the aspect ratio is > 1
if ( aspectRatio < 1f ) aspectRatio = 1f/aspectRatio;
var angleA = settings.spotAngle.floatValue * Mathf.Deg2Rad;
var halfAngle = angleA * 0.5f; // half of the smallest angle
var length = Mathf.Tan(halfAngle); // half length of the smallest side of the rectangle
length *= aspectRatio; // half length of the bigest side of the rectangle
halfAngle = Mathf.Atan(length); // half of the bigest angle
var angleB = halfAngle * 2f;
float angleA, angleB;
LightUtils.CalculateAnglesForPyramid( m_AdditionalLightData.aspectRatio.floatValue, settings.spotAngle.floatValue,
out angleA, out angleB);
settings.intensity.floatValue = LightUtils.ConvertFrustrumLightIntensity(m_AdditionalLightData.punctualIntensity.floatValue, angleA, angleB );
}

case LightShape.Point:
case LightShape.Spot:
EditorGUILayout.PropertyField(m_AdditionalLightData.punctualIntensity, s_Styles.punctualIntensity);
// Only display reflector option if it make sense
if (m_LightShape == LightShape.Spot)
{
var spotLightShape = (SpotLightShape)m_AdditionalLightData.spotLightShape.enumValueIndex;
if (spotLightShape == SpotLightShape.Cone || spotLightShape == SpotLightShape.Pyramid)
EditorGUILayout.PropertyField(m_AdditionalLightData.enableSpotReflector, s_Styles.enableSpotReflector);
}
break;
case LightShape.Rectangle:

8
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/Reflection/HDReflectionProbeEditor.Handles.cs


[DrawGizmo(GizmoType.Selected)]
static void DrawSelectedGizmo(ReflectionProbe reflectionProbe, GizmoType gizmoType)
{
var e = GetEditorFor(reflectionProbe);
if (e == null || !e.sceneViewEditing)
return;
var reflectionData = reflectionProbe.GetComponent<HDAdditionalReflectionData>();
Gizmos_Influence(reflectionProbe, reflectionData, null, false);

[DrawGizmo(GizmoType.NonSelected)]
static void DrawNonSelectedGizmo(ReflectionProbe reflectionProbe, GizmoType gizmoType)
{
var e = GetEditorFor(reflectionProbe);
if (e == null || !e.sceneViewEditing)
return;
var reflectionData = reflectionProbe.GetComponent<HDAdditionalReflectionData>();
if (reflectionData != null)
HDReflectionProbeEditorUtility.ChangeVisibility(reflectionProbe, false);

11
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/Reflection/HDReflectionProbeUI.Drawers.cs


EditorGUI.showMixedValue = false;
if (EditorGUI.EndChangeCheck())
s.SetShapeTarget(p.influenceShape.intValue);
if (p.proxyVolumeComponent.objectReferenceValue != null)
{
var proxy = (ReflectionProxyVolumeComponent)p.proxyVolumeComponent.objectReferenceValue;
if ((int)proxy.proxyVolume.shapeType != p.influenceShape.enumValueIndex)
EditorGUILayout.HelpBox(
"Proxy volume and influence volume have different shape types, this is not supported.",
MessageType.Error,
true
);
}
}
static void Drawer_IntensityMultiplier(HDReflectionProbeUI s, SerializedHDReflectionProbe p, Editor owner)

14
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/Reflection/PlanarReflectionProbeUI.Drawers.cs


(s, d, o) => d.influenceVolume,
InfluenceVolumeUI.SectionFoldoutShape
),
CED.Action(Drawer_DifferentShapeError),
SectionFoldoutInfluenceSettings,
SectionFoldoutCaptureSettings,
CED.Select(

{
// EditorGUILayout.PropertyField(d.captureMirrorPlaneLocalPosition, _.GetContent("Plane Position"));
// EditorGUILayout.PropertyField(d.captureMirrorPlaneLocalNormal, _.GetContent("Plane Normal"));
}
static void Drawer_DifferentShapeError(PlanarReflectionProbeUI s, SerializedPlanarReflectionProbe d, Editor o)
{
var proxy = d.proxyVolumeReference.objectReferenceValue as ReflectionProxyVolumeComponent;
if (proxy != null && (int)proxy.proxyVolume.shapeType != d.influenceVolume.shapeType.enumValueIndex)
{
EditorGUILayout.HelpBox(
"Proxy volume and influence volume have different shape types, this is not supported.",
MessageType.Error,
true
);
}
}
static void Drawer_SectionCaptureSettings(PlanarReflectionProbeUI s, SerializedPlanarReflectionProbe d, Editor o)

66
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Decal/DecalProjectorComponentEditor.cs


using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
using UnityEditor;
using UnityEditor.IMGUI.Controls;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{

private SerializedProperty m_DrawDistanceProperty;
private SerializedProperty m_FadeScaleProperty;
public class DecalBoundsHandle : BoxBoundsHandle
{
protected override Bounds OnHandleChanged(HandleDirection handle, Bounds boundsOnClick, Bounds newBounds)
{
// special case for Y axis because decal mesh is centered at 0, -0.5, 0
if (handle == HandleDirection.NegativeY)
{
m_Translation = Vector3.zero;
m_Scale = newBounds.size;
}
else if (handle == HandleDirection.PositiveY)
{
m_Translation = (newBounds.center + newBounds.extents - (m_Center + 0.5f * m_Size));
m_Scale = (m_Size + m_Translation);
}
else
{
m_Translation = newBounds.center - m_Center;
m_Scale = newBounds.size;
}
return newBounds;
}
public void SetSizeAndCenter(Vector3 inSize, Vector3 inCenter)
{
// boundsOnClick implies that it gets refreshed only if the handle is clicked on again, but we need actual center and scale which we set before handle is drawn every frame
m_Center = inCenter;
m_Size = inSize;
center = inCenter;
size = inSize;
}
private Vector3 m_Center;
private Vector3 m_Size;
public Vector3 m_Translation;
public Vector3 m_Scale;
}
private DecalBoundsHandle m_Handle = new DecalBoundsHandle();
private void OnEnable()
{

// Update material editor with the new material
m_MaterialEditor = (MaterialEditor)CreateEditor(m_DecalProjectorComponent.Mat);
}
void OnSceneGUI()
{
EditorGUI.BeginChangeCheck();
var mat = Handles.matrix;
var col = Handles.color;
Handles.color = Color.white;
// decal mesh is centered at (0, -0.5, 0)
// zero out the local scale in the matrix so that handle code gives us back the actual scale
Handles.matrix = Matrix4x4.TRS(m_DecalProjectorComponent.transform.position, m_DecalProjectorComponent.transform.rotation, Vector3.one) * Matrix4x4.Translate(new Vector3(0.0f, -0.5f* m_DecalProjectorComponent.transform.localScale.y, 0.0f));
// pass in the scale
m_Handle.SetSizeAndCenter(m_DecalProjectorComponent.transform.localScale, Vector3.zero);
m_Handle.DrawHandle();
if (EditorGUI.EndChangeCheck())
{
// adjust decal transform if handle changed
m_DecalProjectorComponent.transform.Translate(m_Handle.m_Translation);
m_DecalProjectorComponent.transform.localScale = m_Handle.m_Scale;
Repaint();
}
Handles.matrix = mat;
Handles.color = col;
}
public override void OnInspectorGUI()
{

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/DiffusionProfile/DrawDiffusionProfile.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#pragma vertex Vert
#pragma fragment Frag

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