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HDRenderPipeline: Re-enable option to have forward opaque cluster (for MSAA)

-reintroduce  previously removed enabledFptlwhenCluster and rename it to
enableFptlForForwardOpaque

New rules are:
// Deferred opaque always use FPTL, forward opaque can use FPTL or
cluster, transparent always use cluster
// When MSAA is enabled, we only support cluster (Fptl is too slow with
MSAA), and we don't support MSAA for
/main
Sebastien Lagarde 7 年前
当前提交
ccb1518c
共有 11 个文件被更改,包括 127 次插入95 次删除
  1. 1
      ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.Styles.cs
  2. 6
      ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
  3. 16
      ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  4. 2
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/Deferred.shader
  5. 10
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/Forward.hlsl
  6. 118
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Deferred.compute
  7. 43
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
  8. 8
      ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
  9. 6
      ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
  10. 6
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
  11. 6
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader

1
ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.Styles.cs


public readonly GUIContent enableComputeLightEvaluation = new GUIContent("Compute Light Evaluation");
public readonly GUIContent enableComputeLightVariants = new GUIContent("Compute Light Variants");
public readonly GUIContent enableComputeMaterialVariants = new GUIContent("Compute Material Variants");
public readonly GUIContent enableFptlForForwardOpaque = new GUIContent("Fptl for forward opaque");
public readonly GUIContent enableBigTilePrepass = new GUIContent("Big tile prepass");
}

6
ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs


SerializedProperty m_enableComputeLightEvaluation;
SerializedProperty m_enableComputeLightVariants;
SerializedProperty m_enableComputeMaterialVariants;
SerializedProperty m_enableFptlForForwardOpaque;
SerializedProperty m_enableBigTilePrepass;
// Rendering Settings

m_enableComputeLightEvaluation = properties.Find(x => x.tileSettings.enableComputeLightEvaluation);
m_enableComputeLightVariants = properties.Find(x => x.tileSettings.enableComputeLightVariants);
m_enableComputeMaterialVariants = properties.Find(x => x.tileSettings.enableComputeMaterialVariants);
m_enableFptlForForwardOpaque = properties.Find(x => x.tileSettings.enableFptlForForwardOpaque);
m_enableBigTilePrepass = properties.Find(x => x.tileSettings.enableBigTilePrepass);
// Shadow settings

{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_enableBigTilePrepass, s_Styles.enableBigTilePrepass);
// Allow to disable cluster for foward opaque when in forward only (option have no effect when MSAA is enabled)
// Deferred opaque are always tiled
EditorGUILayout.PropertyField(m_enableFptlForForwardOpaque, s_Styles.enableFptlForForwardOpaque);
EditorGUILayout.PropertyField(m_enableComputeLightEvaluation, s_Styles.enableComputeLightEvaluation);
if (m_enableComputeLightEvaluation.boolValue)

16
ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


static readonly string[] k_ForwardPassDebugName =
{
"Forward Opaque Debug Display",
"Forward PreRefraction Debug Display",
"Forward Transparent Debug Display"
"Forward Opaque Debug",
"Forward PreRefraction Debug",
"Forward Transparent Debug"
"Forward Opaque Display",
"Forward PreRefraction Display",
"Forward Transparent Display"
"Forward Opaque",
"Forward PreRefraction",
"Forward Transparent"
};
static readonly RenderQueueRange k_RenderQueue_PreRefraction = new RenderQueueRange { min = (int)HDRenderQueue.PreRefraction, max = (int)HDRenderQueue.Transparent - 1 };

m_MaterialList.ForEach(material => material.Build(asset.renderPipelineResources));
m_LightLoop.Build(asset.renderPipelineResources, asset.tileSettings, asset.textureSettings, asset.shadowInitParams, m_ShadowSettings);
m_LightLoop.Build(asset.renderPipelineResources, asset.renderingSettings, asset.tileSettings, asset.textureSettings, asset.shadowInitParams, m_ShadowSettings);
m_SkyManager.Build(asset.renderPipelineResources);
m_SkyManager.skySettings = skySettingsToUse;

{
// Currently, Unity does not offer a way to bind the stencil buffer as a texture in a compute shader.
// Therefore, it's manually copied using a pixel shader.
return m_CurrentDebugDisplaySettings.renderingDebugSettings.enableSSSAndTransmission || LightLoop.GetFeatureVariantsEnabled(m_Asset.tileSettings);
return m_CurrentDebugDisplaySettings.renderingDebugSettings.enableSSSAndTransmission || m_LightLoop.GetFeatureVariantsEnabled();
}
bool NeedHTileCopy()

2
ScriptableRenderPipeline/HDRenderPipeline/Lighting/Deferred.shader


#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile _ DEBUG_DISPLAY
#define USE_FPTL_LIGHTLIST // deferred (opaque) always use FPTL
#define USE_FPTL_LIGHTLIST // deferred opaque always use FPTL
//-------------------------------------------------------------------------------------
// Include

10
ScriptableRenderPipeline/HDRenderPipeline/Lighting/Forward.hlsl


// Must match name in GetKeyword() method of forward lighting architecture .cs file
// #pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS -> can't use a pragma from include... (for now)
// Forward transparent surface use clustering, forward opaque use FPTL
#ifdef _SURFACE_TYPE_TRANSPARENT
#define USE_CLUSTERED_LIGHTLIST
#else
#define USE_FPTL_LIGHTLIST
#endif
// For forward transparent are always cluster and opaque can be either cluster or fptl (sadly we have no to do multicompile only if opaque)
// Moreover, we would like to do it only for LIGHTLOOP_TILE_PASS variant...
// #pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST

118
ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Deferred.compute


#pragma kernel Deferred_Direct_Fptl SHADE_OPAQUE_ENTRY=Deferred_Direct_Fptl USE_FPTL_LIGHTLIST
#pragma kernel Deferred_Direct_Fptl_DebugDisplay SHADE_OPAQUE_ENTRY=Deferred_Direct_Fptl_DebugDisplay USE_FPTL_LIGHTLIST DEBUG_DISPLAY
#pragma kernel Deferred_Direct_ShadowMask_Fptl SHADE_OPAQUE_ENTRY=Deferred_Direct_ShadowMask_Fptl USE_FPTL_LIGHTLIST SHADOWS_SHADOWMASK
#pragma kernel Deferred_Direct_ShadowMask_Fptl_DebugDisplay SHADE_OPAQUE_ENTRY=Deferred_Direct_ShadowMask_Fptl_DebugDisplay USE_FPTL_LIGHTLIST SHADOWS_SHADOWMASK DEBUG_DISPLAY
#pragma kernel Deferred_Direct_Fptl SHADE_OPAQUE_ENTRY=Deferred_Direct_Fptl
#pragma kernel Deferred_Direct_Fptl_DebugDisplay SHADE_OPAQUE_ENTRY=Deferred_Direct_Fptl_DebugDisplay DEBUG_DISPLAY
#pragma kernel Deferred_Direct_ShadowMask_Fptl SHADE_OPAQUE_ENTRY=Deferred_Direct_ShadowMask_Fptl SHADOWS_SHADOWMASK
#pragma kernel Deferred_Direct_ShadowMask_Fptl_DebugDisplay SHADE_OPAQUE_ENTRY=Deferred_Direct_ShadowMask_Fptl_DebugDisplay SHADOWS_SHADOWMASK DEBUG_DISPLAY
#pragma kernel Deferred_Indirect_Fptl_Variant0 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant0 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=0
#pragma kernel Deferred_Indirect_Fptl_Variant1 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant1 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=1
#pragma kernel Deferred_Indirect_Fptl_Variant2 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant2 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=2
#pragma kernel Deferred_Indirect_Fptl_Variant3 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant3 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=3
#pragma kernel Deferred_Indirect_Fptl_Variant4 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant4 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=4
#pragma kernel Deferred_Indirect_Fptl_Variant5 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant5 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=5
#pragma kernel Deferred_Indirect_Fptl_Variant6 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant6 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=6
#pragma kernel Deferred_Indirect_Fptl_Variant7 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant7 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=7
#pragma kernel Deferred_Indirect_Fptl_Variant8 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant8 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=8
#pragma kernel Deferred_Indirect_Fptl_Variant9 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant9 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=9
#pragma kernel Deferred_Indirect_Fptl_Variant10 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant10 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=10
#pragma kernel Deferred_Indirect_Fptl_Variant11 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant11 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=11
#pragma kernel Deferred_Indirect_Fptl_Variant12 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant12 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=12
#pragma kernel Deferred_Indirect_Fptl_Variant13 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant13 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=13
#pragma kernel Deferred_Indirect_Fptl_Variant14 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant14 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=14
#pragma kernel Deferred_Indirect_Fptl_Variant15 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant15 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=15
#pragma kernel Deferred_Indirect_Fptl_Variant16 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant16 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=16
#pragma kernel Deferred_Indirect_Fptl_Variant17 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant17 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=17
#pragma kernel Deferred_Indirect_Fptl_Variant18 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant18 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=18
#pragma kernel Deferred_Indirect_Fptl_Variant19 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant19 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=19
#pragma kernel Deferred_Indirect_Fptl_Variant20 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant20 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=20
#pragma kernel Deferred_Indirect_Fptl_Variant21 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant21 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=21
#pragma kernel Deferred_Indirect_Fptl_Variant22 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant22 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=22
#pragma kernel Deferred_Indirect_Fptl_Variant23 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant23 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=23
#pragma kernel Deferred_Indirect_Fptl_Variant24 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant24 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=24
#pragma kernel Deferred_Indirect_Fptl_Variant25 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant25 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=25
#pragma kernel Deferred_Indirect_Fptl_Variant26 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant26 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=26
#pragma kernel Deferred_Indirect_Fptl_Variant0 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant0 USE_INDIRECT VARIANT=0
#pragma kernel Deferred_Indirect_Fptl_Variant1 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant1 USE_INDIRECT VARIANT=1
#pragma kernel Deferred_Indirect_Fptl_Variant2 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant2 USE_INDIRECT VARIANT=2
#pragma kernel Deferred_Indirect_Fptl_Variant3 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant3 USE_INDIRECT VARIANT=3
#pragma kernel Deferred_Indirect_Fptl_Variant4 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant4 USE_INDIRECT VARIANT=4
#pragma kernel Deferred_Indirect_Fptl_Variant5 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant5 USE_INDIRECT VARIANT=5
#pragma kernel Deferred_Indirect_Fptl_Variant6 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant6 USE_INDIRECT VARIANT=6
#pragma kernel Deferred_Indirect_Fptl_Variant7 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant7 USE_INDIRECT VARIANT=7
#pragma kernel Deferred_Indirect_Fptl_Variant8 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant8 USE_INDIRECT VARIANT=8
#pragma kernel Deferred_Indirect_Fptl_Variant9 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant9 USE_INDIRECT VARIANT=9
#pragma kernel Deferred_Indirect_Fptl_Variant10 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant10 USE_INDIRECT VARIANT=10
#pragma kernel Deferred_Indirect_Fptl_Variant11 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant11 USE_INDIRECT VARIANT=11
#pragma kernel Deferred_Indirect_Fptl_Variant12 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant12 USE_INDIRECT VARIANT=12
#pragma kernel Deferred_Indirect_Fptl_Variant13 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant13 USE_INDIRECT VARIANT=13
#pragma kernel Deferred_Indirect_Fptl_Variant14 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant14 USE_INDIRECT VARIANT=14
#pragma kernel Deferred_Indirect_Fptl_Variant15 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant15 USE_INDIRECT VARIANT=15
#pragma kernel Deferred_Indirect_Fptl_Variant16 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant16 USE_INDIRECT VARIANT=16
#pragma kernel Deferred_Indirect_Fptl_Variant17 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant17 USE_INDIRECT VARIANT=17
#pragma kernel Deferred_Indirect_Fptl_Variant18 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant18 USE_INDIRECT VARIANT=18
#pragma kernel Deferred_Indirect_Fptl_Variant19 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant19 USE_INDIRECT VARIANT=19
#pragma kernel Deferred_Indirect_Fptl_Variant20 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant20 USE_INDIRECT VARIANT=20
#pragma kernel Deferred_Indirect_Fptl_Variant21 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant21 USE_INDIRECT VARIANT=21
#pragma kernel Deferred_Indirect_Fptl_Variant22 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant22 USE_INDIRECT VARIANT=22
#pragma kernel Deferred_Indirect_Fptl_Variant23 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant23 USE_INDIRECT VARIANT=23
#pragma kernel Deferred_Indirect_Fptl_Variant24 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant24 USE_INDIRECT VARIANT=24
#pragma kernel Deferred_Indirect_Fptl_Variant25 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant25 USE_INDIRECT VARIANT=25
#pragma kernel Deferred_Indirect_Fptl_Variant26 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant26 USE_INDIRECT VARIANT=26
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant0 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant0 USE_FPTL_LIGHTLIST USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=0
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant1 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant1 USE_FPTL_LIGHTLIST USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=1
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant2 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant2 USE_FPTL_LIGHTLIST USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=2
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant3 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant3 USE_FPTL_LIGHTLIST USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=3
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant4 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant4 USE_FPTL_LIGHTLIST USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=4
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant5 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant5 USE_FPTL_LIGHTLIST USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=5
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant6 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant6 USE_FPTL_LIGHTLIST USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=6
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant7 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant7 USE_FPTL_LIGHTLIST USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=7
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant8 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant8 USE_FPTL_LIGHTLIST USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=8
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant9 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant9 USE_FPTL_LIGHTLIST USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=9
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant10 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant10 USE_FPTL_LIGHTLIST USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=10
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant11 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant11 USE_FPTL_LIGHTLIST USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=11
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant12 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant12 USE_FPTL_LIGHTLIST USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=12
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant13 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant13 USE_FPTL_LIGHTLIST USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=13
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant14 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant14 USE_FPTL_LIGHTLIST USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=14
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant15 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant15 USE_FPTL_LIGHTLIST USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=15
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant16 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant16 USE_FPTL_LIGHTLIST USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=16
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant17 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant17 USE_FPTL_LIGHTLIST USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=17
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant18 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant18 USE_FPTL_LIGHTLIST USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=18
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant19 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant19 USE_FPTL_LIGHTLIST USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=19
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant20 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant20 USE_FPTL_LIGHTLIST USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=20
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant21 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant21 USE_FPTL_LIGHTLIST USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=21
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant22 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant22 USE_FPTL_LIGHTLIST USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=22
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant23 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant23 USE_FPTL_LIGHTLIST USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=23
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant24 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant24 USE_FPTL_LIGHTLIST USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=24
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant25 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant25 USE_FPTL_LIGHTLIST USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=25
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant26 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant26 USE_FPTL_LIGHTLIST USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=26
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant0 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant0 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=0
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant1 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant1 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=1
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant2 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant2 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=2
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant3 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant3 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=3
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant4 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant4 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=4
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant5 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant5 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=5
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant6 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant6 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=6
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant7 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant7 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=7
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant8 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant8 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=8
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant9 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant9 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=9
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant10 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant10 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=10
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant11 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant11 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=11
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant12 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant12 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=12
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant13 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant13 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=13
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant14 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant14 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=14
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant15 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant15 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=15
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant16 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant16 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=16
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant17 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant17 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=17
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant18 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant18 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=18
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant19 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant19 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=19
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant20 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant20 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=20
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant21 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant21 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=21
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant22 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant22 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=22
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant23 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant23 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=23
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant24 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant24 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=24
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant25 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant25 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=25
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant26 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant26 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=26
// deferred opaque always use FPTL
#define USE_FPTL_LIGHTLIST 1
//#pragma enable_d3d11_debug_symbols

43
ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


public bool enableComputeLightEvaluation;
public bool enableComputeLightVariants;
public bool enableComputeMaterialVariants;
// Deferred opaque always use FPTL, forward opaque can use FPTL or cluster, transparent always use cluster
// When MSAA is enabled, we only support cluster (Fptl is too slow with MSAA), and we don't support MSAA for deferred path (mean it is ok to keep fptl)
public bool enableFptlForForwardOpaque;
// clustered light list specific buffers and data begin
public bool enableBigTilePrepass;

enableComputeLightVariants = true;
enableComputeMaterialVariants = true;
enableFptlForForwardOpaque = true;
enableBigTilePrepass = true;
diffuseGlobalDimmer = 1.0f;

static ComputeBuffer s_GlobalLightListAtomic = null;
// clustered light list specific buffers and data end
bool m_isFptlEnabled;
bool m_isFptlEnabledForForwardOpaque;
// Following is an array of material of size eight for all combination of keyword: OUTPUT_SPLIT_LIGHTING - LIGHTLOOP_TILE_PASS - SHADOWS_SHADOWMASK - USE_FPTL_LIGHTLIST/USE_CLUSTERED_LIGHTLIST - DEBUG_DISPLAY
Material[] m_deferredLightingMaterial;
Material m_DebugViewTilesMaterial;

return (camera.pixelHeight + (LightDefinitions.s_TileSizeClustered - 1)) / LightDefinitions.s_TileSizeClustered;
}
public static bool GetFeatureVariantsEnabled(TileSettings tileSettings)
public bool GetFeatureVariantsEnabled()
return tileSettings.enableComputeLightEvaluation && (tileSettings.enableComputeLightVariants || tileSettings.enableComputeMaterialVariants);
return m_isFptlEnabled && m_TileSettings.enableComputeLightEvaluation && (m_TileSettings.enableComputeLightVariants || m_TileSettings.enableComputeMaterialVariants);
}
TileSettings m_TileSettings = null;

return (outputSplitLighting) | (lightLoopTilePass << 1) | (shadowMask << 2) | (debugDisplay << 3);
}
public void Build(RenderPipelineResources renderPipelineResources, TileSettings tileSettings, TextureSettings textureSettings, ShadowInitParameters shadowInit, ShadowSettings shadowSettings)
public void Build( RenderPipelineResources renderPipelineResources,
RenderingSettings renderingSettings,
TileSettings tileSettings,
TextureSettings textureSettings,
ShadowInitParameters shadowInit, ShadowSettings shadowSettings)
// Deferred opaque are always using Fptl. Forward opaque can use Fptl or Cluster, transparent use cluster.
// When MSAA is enabled we disable Fptl as it become expensive compare to cluster
// In HD, MSAA is only supported for forward only rendering, no MSAA in deferred mode (for code complexity reasons)
// If Deferred, enable Fptl. If we are forward renderer only and not using Fptl for forward opaque, disable Fptl
m_isFptlEnabled = !renderingSettings.ShouldUseForwardRenderingOnly() || tileSettings.enableFptlForForwardOpaque; // TODO: Disable if MSAA
m_isFptlEnabledForForwardOpaque = tileSettings.enableFptlForForwardOpaque; // TODO: Disable if MSAA
m_Resources = renderPipelineResources;
m_TileSettings = tileSettings;

s_GenAABBKernel = buildScreenAABBShader.FindKernel("ScreenBoundsAABB");
bool enableFeatureVariants = GetFeatureVariantsEnabled(m_TileSettings);
if (enableFeatureVariants)
if (GetFeatureVariantsEnabled())
{
s_GenListPerTileKernel = buildPerTileLightListShader.FindKernel(m_TileSettings.enableBigTilePrepass ? "TileLightListGen_SrcBigTile_FeatureFlags" : "TileLightListGen_FeatureFlags");
}

var numTilesX = GetNumTileFtplX(camera);
var numTilesY = GetNumTileFtplY(camera);
var numTiles = numTilesX * numTilesY;
bool enableFeatureVariants = GetFeatureVariantsEnabled(m_TileSettings);
bool enableFeatureVariants = GetFeatureVariantsEnabled();
if (m_isFptlEnabled)
{
cmd.SetComputeIntParam(buildPerTileLightListShader, HDShaderIDs.g_isOrthographic, isOrthographic ? 1 : 0);
cmd.SetComputeIntParams(buildPerTileLightListShader, HDShaderIDs.g_viDimensions, w, h);

}
// Cluster
{
VoxelLightListGeneration(cmd, camera, projscr, invProjscr, cameraDepthBufferRT);
}
VoxelLightListGeneration(cmd, camera, projscr, invProjscr, cameraDepthBufferRT);
if (enableFeatureVariants)
{

int numTilesY = (h + 15) / 16;
int numTiles = numTilesX * numTilesY;
bool enableFeatureVariants = GetFeatureVariantsEnabled(m_TileSettings) && !debugDisplaySettings.IsDebugDisplayEnabled();
bool enableFeatureVariants = GetFeatureVariantsEnabled() && !debugDisplaySettings.IsDebugDisplayEnabled();
int numVariants = 1;
if (enableFeatureVariants)

else
{
// Only opaques can use FPTL, transparent must use clustered!
bool useFptl = renderOpaque;
bool useFptl = renderOpaque && m_isFptlEnabledForForwardOpaque;
using (new ProfilingSample(cmd, useFptl ? "Forward Tiled pass" : "Forward Clustered pass", HDRenderPipeline.GetSampler(CustomSamplerId.TPForwardTiledClusterpass)))
{

CoreUtils.SetKeyword(cmd, "USE_FPTL_LIGHTLIST", useFptl);
CoreUtils.SetKeyword(cmd, "USE_CLUSTERED_LIGHTLIST", !useFptl);
cmd.SetGlobalBuffer(HDShaderIDs.g_vLightListGlobal, useFptl ? s_LightList : s_PerVoxelLightLists);
}
}

// Debug tiles
if (lightingDebug.tileClusterDebug == TileSettings.TileClusterDebug.FeatureVariants)
{
if (GetFeatureVariantsEnabled(m_TileSettings))
if (GetFeatureVariantsEnabled())
{
// featureVariants
m_DebugViewTilesMaterial.SetInt(HDShaderIDs._NumTiles, numTiles);

8
ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader


#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
// #include "../../Lighting/Forward.hlsl"
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#include "../../ShaderVariables.hlsl"
#include "../../Lighting/Forward.hlsl"
#include "../../ShaderVariables.hlsl"
#include "../../Lighting/Lighting.hlsl"
#include "../Lit/ShaderPass/LitSharePass.hlsl"
#include "LayeredLitData.hlsl"

#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
// #include "../../Lighting/Forward.hlsl"
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#include "../../Lighting/Forward.hlsl"
#include "../../Lighting/Lighting.hlsl"
#include "../Lit/ShaderPass/LitSharePass.hlsl"
#include "LayeredLitData.hlsl"

6
ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader


#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
// #include "../../Lighting/Forward.hlsl"
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#include "../../Lighting/Forward.hlsl"
#include "../../Lighting/Lighting.hlsl"
#include "../Lit/ShaderPass/LitSharePass.hlsl"
#include "LayeredLitData.hlsl"

#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
// #include "../../Lighting/Forward.hlsl"
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#include "../../Lighting/Forward.hlsl"
#include "../../Lighting/Lighting.hlsl"
#include "../Lit/ShaderPass/LitSharePass.hlsl"
#include "LayeredLitData.hlsl"

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


#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
// #include "../../Lighting/Forward.hlsl"
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#include "../../Lighting/Forward.hlsl"
#include "../../Lighting/Lighting.hlsl"
#include "ShaderPass/LitSharePass.hlsl"
#include "LitData.hlsl"

#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
// #include "../../Lighting/Forward.hlsl"
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#include "../../Lighting/Forward.hlsl"
#include "../../Lighting/Lighting.hlsl"
#include "ShaderPass/LitSharePass.hlsl"
#include "LitData.hlsl"

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


#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
// #include "../../Lighting/Forward.hlsl"
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#include "../../Lighting/Forward.hlsl"
#include "../../Lighting/Lighting.hlsl"
#include "ShaderPass/LitSharePass.hlsl"
#include "LitData.hlsl"

#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
// #include "../../Lighting/Forward.hlsl"
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#include "../../Lighting/Forward.hlsl"
#include "../../Lighting/Lighting.hlsl"
#include "ShaderPass/LitSharePass.hlsl"
#include "LitData.hlsl"

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