浏览代码

Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_DebugViewFixes

# Conflicts:
#	Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForward.hlsl
/RenderPassXR_Sandbox
Julien Ignace 8 年前
当前提交
cfe40176
共有 16 个文件被更改,包括 764 次插入413 次删除
  1. 11
      Assets/ScriptableRenderPipeline/Core/Shadow/AdditionalShadowData.cs
  2. 31
      Assets/ScriptableRenderPipeline/Core/Shadow/Shadow.cs
  3. 8
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
  4. 206
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  5. 8
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/AmbientOcclusion/ScreenSpaceAmbientOcclusion.cs
  6. 34
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Deferred.compute
  7. 486
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
  8. 14
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.hlsl
  9. 8
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/materialflags.compute
  10. 21
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CopyStencilBuffer.shader
  11. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/SubsurfaceScattering.compute
  12. 18
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs
  13. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/HDRISkyRenderer.cs
  14. 134
      Assets/ScriptableRenderPipeline/ShaderLibrary/Shadow/ShadowAlgorithms.hlsl
  15. 177
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDShaderIDs.cs
  16. 13
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDShaderIDs.cs.meta

11
Assets/ScriptableRenderPipeline/Core/Shadow/AdditionalShadowData.cs


[HideInInspector, SerializeField]
private float[] shadowCascadeRatios = new float[3] { 0.05f, 0.2f, 0.3f };
[HideInInspector, SerializeField]
private float[] shadowCascadeBorders = new float[4] { 0.2f, 0.2f, 0.2f, 0.2f };
[HideInInspector, SerializeField]
private int shadowAlgorithm;
[HideInInspector, SerializeField]
private int shadowVariant;

private ShadowData[] shadowDatas = new ShadowData[0];
public int cascadeCount { get { return shadowCascadeCount; } }
public void GetShadowCascades(out int cascadeCount, out float[] cascadeRatios) { cascadeCount = shadowCascadeCount; cascadeRatios = shadowCascadeRatios; }
public void GetShadowCascades(out int cascadeCount, out float[] cascadeRatios, out float[] cascadeBorders) { cascadeCount = shadowCascadeCount; cascadeRatios = shadowCascadeRatios; cascadeBorders = shadowCascadeBorders; }
public void GetShadowAlgorithm(out int algorithm, out int variant, out int precision) { algorithm = shadowAlgorithm; variant = shadowVariant; precision = shadowPrecision; }
public void SetShadowAlgorithm(int algorithm, int variant, int precision, int format, int[] data)
{

#pragma warning restore 414
UnityEditor.SerializedProperty m_ShadowCascadeCount;
UnityEditor.SerializedProperty m_ShadowCascadeRatios;
UnityEditor.SerializedProperty m_ShadowCascadeBorders;
public static void SetRegistry( ShadowRegistry registry ) { m_ShadowRegistry = registry; }

m_ShadowDatas = serializedObject.FindProperty( "shadowDatas" );
m_ShadowCascadeCount = serializedObject.FindProperty( "shadowCascadeCount" );
m_ShadowCascadeRatios = serializedObject.FindProperty( "shadowCascadeRatios" );
m_ShadowCascadeBorders = serializedObject.FindProperty( "shadowCascadeBorders" );
}
public override void OnInspectorGUI()
{

int newcnt = m_ShadowCascadeCount.intValue <= 0 ? 1 : (m_ShadowCascadeCount.intValue > kMaxCascades ? kMaxCascades : m_ShadowCascadeCount.intValue);
m_ShadowCascadeCount.intValue = newcnt;
m_ShadowCascadeRatios.arraySize = newcnt-1;
m_ShadowCascadeBorders.arraySize = newcnt;
}
for (int i = 0; i < m_ShadowCascadeBorders.arraySize; i++)
{
UnityEditor.EditorGUILayout.Slider( m_ShadowCascadeBorders.GetArrayElementAtIndex( i ), 0.0f, 1.0f, new GUIContent( "Transition " + i ) );
}
UnityEditor.EditorGUI.indentLevel--;
}

31
Assets/ScriptableRenderPipeline/Core/Shadow/Shadow.cs


protected uint[] m_TmpWidths = new uint[ShadowmapBase.ShadowRequest.k_MaxFaceCount];
protected uint[] m_TmpHeights = new uint[ShadowmapBase.ShadowRequest.k_MaxFaceCount];
protected Vector4[] m_TmpSplits = new Vector4[k_MaxCascadesInShader];
protected float[] m_TmpScales = new float[((k_MaxCascadesInShader+3)/4)*4];
protected float[] m_TmpBorders = new float[((k_MaxCascadesInShader+3)/4)*4];
protected ShadowAlgoVector m_SupportedAlgorithms = new ShadowAlgoVector( 0, false );
protected Material m_DebugMaterial = null;

int cascadeCnt = 0;
float[] cascadeRatios = null;
float[] cascadeBorders = null;
if( sr.shadowType == GPUShadowType.Directional )
{
AdditionalShadowData asd = lights[sr.index].light.GetComponent<AdditionalShadowData>();

asd.GetShadowCascades( out cascadeCnt, out cascadeRatios );
asd.GetShadowCascades( out cascadeCnt, out cascadeRatios, out cascadeBorders );
}

}
// read
float texelSizeX = 1.0f, texelSizeY = 1.0f;
CachedEntry ce = m_EntryCache[ceIdx];
// modify
Matrix4x4 vp;

vp = ShadowUtils.ExtractDirectionalLightMatrix( lights[sr.index], key.faceIdx, cascadeCnt, cascadeRatios, nearPlaneOffset, width, height, out ce.current.view, out ce.current.proj, out ce.current.lightDir, out ce.current.splitData, m_CullResults, (int) sr.index );
m_TmpSplits[key.faceIdx] = ce.current.splitData.cullingSphere;
if( ce.current.splitData.cullingSphere.w != float.NegativeInfinity )
{
int face = (int)key.faceIdx;
texelSizeX = 2.0f / ce.current.proj.m00;
texelSizeY = 2.0f / ce.current.proj.m11;
m_TmpScales[face] = Mathf.Max( texelSizeX, texelSizeY );
m_TmpBorders[face] = cascadeBorders[face];
}
}
else
vp = Matrix4x4.identity; // should never happen, though

// Returns how many entries will be written into the payload buffer per light.
virtual protected uint ReservePayload( ShadowRequest sr )
{
uint payloadSize = sr.shadowType == GPUShadowType.Directional ? k_MaxCascadesInShader : 0;
uint payloadSize = sr.shadowType == GPUShadowType.Directional ? (k_MaxCascadesInShader + ((uint)m_TmpScales.Length / 4) + ((uint)m_TmpBorders.Length / 4)) : 0;
payloadSize += ShadowUtils.ExtractAlgorithm( sr.shadowAlgorithm ) == ShadowAlgorithm.PCF ? 1u : 0;
return payloadSize;
}

{
sp.Set( m_TmpSplits[i] );
payload[payloadOffset] = sp;
}
for( int i = 0; i < m_TmpScales.Length; i += 4 )
{
sp.Set( m_TmpScales[i+0], m_TmpScales[i+1], m_TmpScales[i+2], m_TmpScales[i+3] );
payload[payloadOffset] = sp;
payloadOffset++;
}
for( int i = 0; i < m_TmpBorders.Length; i += 4 )
{
sp.Set( m_TmpBorders[i+0], m_TmpBorders[i+1], m_TmpBorders[i+2], m_TmpBorders[i+3] );
payload[payloadOffset] = sp;
payloadOffset++;
}
}
ShadowAlgorithm algo; ShadowVariant vari; ShadowPrecision prec;

GPUShadowType shadowtype = GetShadowLightType(l);
// current bias value range is way too large, so scale by 0.01 for now until we've decided whether to actually keep this value or not.
sd.bias = 0.01f * (SystemInfo.usesReversedZBuffer ? l.shadowBias : -l.shadowBias);
sd.normalBias = 100.0f * l.shadowNormalBias;
sd.normalBias = 2.0f * l.shadowNormalBias;
shadowIndices.AddUnchecked( (int) shadowDatas.Count() );

8
Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs


EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_enableBigTilePrepass, styles.enableBigTilePrepass);
EditorGUILayout.PropertyField(m_enableClustered, styles.enableClustered);
if (m_enableClustered.boolValue)
// Tag: SUPPORT_COMPUTE_CLUSTER_OPAQUE - Uncomment this if you want to do cluster opaque with compute shader (by default we support only fptl on opaque)
// if (m_enableClustered.boolValue)
if (m_enableClustered.boolValue && !m_enableComputeLightEvaluation.boolValue)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_enableFptlForOpaqueWhenClustered, styles.enableFptlForOpaqueWhenClustered);

if (m_enableComputeLightEvaluation.boolValue)
{
// Tag: SUPPORT_COMPUTE_CLUSTER_OPAQUE - Uncomment this if you want to do cluster opaque with compute shader (by default we support only fptl on opaque)
m_enableFptlForOpaqueWhenClustered.boolValue = true; // Force fptl to be always true if compute evaluation is enable
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_enableComputeLightVariants, styles.enableComputeLightVariants);
EditorGUILayout.PropertyField(m_enableComputeMaterialVariants, styles.enableComputeMaterialVariants);

206
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


public void SetupGlobalParams(CommandBuffer cmd)
{
cmd.SetGlobalMatrix("_ViewMatrix", viewMatrix);
cmd.SetGlobalMatrix("_InvViewMatrix", viewMatrix.inverse);
cmd.SetGlobalMatrix("_ProjMatrix", projMatrix);
cmd.SetGlobalMatrix("_InvProjMatrix", projMatrix.inverse);
cmd.SetGlobalMatrix("_NonJitteredViewProjMatrix", nonJitteredViewProjMatrix);
cmd.SetGlobalMatrix("_ViewProjMatrix", viewProjMatrix);
cmd.SetGlobalMatrix("_InvViewProjMatrix", viewProjMatrix.inverse);
cmd.SetGlobalVector("_InvProjParam", invProjParam);
cmd.SetGlobalVector("_ScreenSize", screenSize);
cmd.SetGlobalMatrix("_PrevViewProjMatrix", prevViewProjMatrix);
cmd.SetGlobalVectorArray("_FrustumPlanes", frustumPlaneEquations);
cmd.SetGlobalMatrix(HDShaderIDs._ViewMatrix, viewMatrix);
cmd.SetGlobalMatrix(HDShaderIDs._InvViewMatrix, viewMatrix.inverse);
cmd.SetGlobalMatrix(HDShaderIDs._ProjMatrix, projMatrix);
cmd.SetGlobalMatrix(HDShaderIDs._InvProjMatrix, projMatrix.inverse);
cmd.SetGlobalMatrix(HDShaderIDs._NonJitteredViewProjMatrix, nonJitteredViewProjMatrix);
cmd.SetGlobalMatrix(HDShaderIDs._ViewProjMatrix, viewProjMatrix);
cmd.SetGlobalMatrix(HDShaderIDs._InvViewProjMatrix, viewProjMatrix.inverse);
cmd.SetGlobalVector(HDShaderIDs._InvProjParam, invProjParam);
cmd.SetGlobalVector(HDShaderIDs._ScreenSize, screenSize);
cmd.SetGlobalMatrix(HDShaderIDs._PrevViewProjMatrix, prevViewProjMatrix);
cmd.SetGlobalVectorArray(HDShaderIDs._FrustumPlanes, frustumPlaneEquations);
material.SetMatrix("_ViewMatrix", viewMatrix);
material.SetMatrix("_InvViewMatrix", viewMatrix.inverse);
material.SetMatrix("_ProjMatrix", projMatrix);
material.SetMatrix("_InvProjMatrix", projMatrix.inverse);
material.SetMatrix("_NonJitteredViewProjMatrix", nonJitteredViewProjMatrix);
material.SetMatrix("_ViewProjMatrix", viewProjMatrix);
material.SetMatrix("_InvViewProjMatrix", viewProjMatrix.inverse);
material.SetVector("_InvProjParam", invProjParam);
material.SetVector("_ScreenSize", screenSize);
material.SetMatrix("_PrevViewProjMatrix", prevViewProjMatrix);
material.SetVectorArray("_FrustumPlanes", frustumPlaneEquations);
material.SetMatrix(HDShaderIDs._ViewMatrix, viewMatrix);
material.SetMatrix(HDShaderIDs._InvViewMatrix, viewMatrix.inverse);
material.SetMatrix(HDShaderIDs._ProjMatrix, projMatrix);
material.SetMatrix(HDShaderIDs._InvProjMatrix, projMatrix.inverse);
material.SetMatrix(HDShaderIDs._NonJitteredViewProjMatrix, nonJitteredViewProjMatrix);
material.SetMatrix(HDShaderIDs._ViewProjMatrix, viewProjMatrix);
material.SetMatrix(HDShaderIDs._InvViewProjMatrix, viewProjMatrix.inverse);
material.SetVector(HDShaderIDs._InvProjParam, invProjParam);
material.SetVector(HDShaderIDs._ScreenSize, screenSize);
material.SetMatrix(HDShaderIDs._PrevViewProjMatrix, prevViewProjMatrix);
material.SetVectorArray(HDShaderIDs._FrustumPlanes, frustumPlaneEquations);
cmd.SetComputeMatrixParam(cs, "_ViewMatrix", viewMatrix);
cmd.SetComputeMatrixParam(cs, "_InvViewMatrix", viewMatrix.inverse);
cmd.SetComputeMatrixParam(cs, "_ProjMatrix", projMatrix);
cmd.SetComputeMatrixParam(cs, "_InvProjMatrix", projMatrix.inverse);
cmd.SetComputeMatrixParam(cs, "_NonJitteredViewProjMatrix", nonJitteredViewProjMatrix);
cmd.SetComputeMatrixParam(cs, "_ViewProjMatrix", viewProjMatrix);
cmd.SetComputeMatrixParam(cs, "_InvViewProjMatrix", viewProjMatrix.inverse);
cmd.SetComputeVectorParam(cs, "_InvProjParam", invProjParam);
cmd.SetComputeVectorParam(cs, "_ScreenSize", screenSize);
cmd.SetComputeMatrixParam(cs, "_PrevViewProjMatrix", prevViewProjMatrix);
cmd.SetComputeVectorArrayParam(cs, "_FrustumPlanes", frustumPlaneEquations);
cmd.SetComputeMatrixParam(cs, HDShaderIDs._ViewMatrix, viewMatrix);
cmd.SetComputeMatrixParam(cs, HDShaderIDs._InvViewMatrix, viewMatrix.inverse);
cmd.SetComputeMatrixParam(cs, HDShaderIDs._ProjMatrix, projMatrix);
cmd.SetComputeMatrixParam(cs, HDShaderIDs._InvProjMatrix, projMatrix.inverse);
cmd.SetComputeMatrixParam(cs, HDShaderIDs._NonJitteredViewProjMatrix, nonJitteredViewProjMatrix);
cmd.SetComputeMatrixParam(cs, HDShaderIDs._ViewProjMatrix, viewProjMatrix);
cmd.SetComputeMatrixParam(cs, HDShaderIDs._InvViewProjMatrix, viewProjMatrix.inverse);
cmd.SetComputeVectorParam(cs, HDShaderIDs._InvProjParam, invProjParam);
cmd.SetComputeVectorParam(cs, HDShaderIDs._ScreenSize, screenSize);
cmd.SetComputeMatrixParam(cs, HDShaderIDs._PrevViewProjMatrix, prevViewProjMatrix);
cmd.SetComputeVectorArrayParam(cs, HDShaderIDs._FrustumPlanes, frustumPlaneEquations);
cmd.SetComputeVectorParam(cs, "unity_OrthoParams", Shader.GetGlobalVector("unity_OrthoParams"));
cmd.SetComputeVectorParam(cs, "_ProjectionParams", Shader.GetGlobalVector("_ProjectionParams"));
cmd.SetComputeVectorParam(cs, "_ScreenParams", Shader.GetGlobalVector("_ScreenParams"));
cmd.SetComputeVectorParam(cs, "_ZBufferParams", Shader.GetGlobalVector("_ZBufferParams"));
cmd.SetComputeVectorParam(cs, "_WorldSpaceCameraPos", Shader.GetGlobalVector("_WorldSpaceCameraPos"));
cmd.SetComputeVectorParam(cs, HDShaderIDs.unity_OrthoParams, Shader.GetGlobalVector(HDShaderIDs.unity_OrthoParams));
cmd.SetComputeVectorParam(cs, HDShaderIDs._ProjectionParams, Shader.GetGlobalVector(HDShaderIDs._ProjectionParams));
cmd.SetComputeVectorParam(cs, HDShaderIDs._ScreenParams, Shader.GetGlobalVector(HDShaderIDs._ScreenParams));
cmd.SetComputeVectorParam(cs, HDShaderIDs._ZBufferParams, Shader.GetGlobalVector(HDShaderIDs._ZBufferParams));
cmd.SetComputeVectorParam(cs, HDShaderIDs._WorldSpaceCameraPos, Shader.GetGlobalVector(HDShaderIDs._WorldSpaceCameraPos));
}
}

readonly GBufferManager m_gbufferManager = new GBufferManager();
Material m_CopyStencilBuffer;
Material m_CopyStencilForSplitLighting;
Material m_CopyStencilForRegularLighting;
// Various set of material use in render loop
ComputeShader m_SubsurfaceScatteringCS { get { return m_Asset.renderPipelineResources.subsurfaceScatteringCS; } }

private RenderTexture m_CameraDepthStencilBuffer = null;
private RenderTexture m_CameraDepthBufferCopy = null;
private RenderTexture m_CameraStencilBufferCopy = null; // Currently, it's manually copied using a pixel shader, and optimized to only contain the SSS bit
private RenderTexture m_CameraStencilBufferCopy = null;
private RenderTexture m_HTile = null; // If the hardware does not expose it, we compute our own, optimized to only contain the SSS bit
private RenderTargetIdentifier m_CameraDepthStencilBufferRT;
private RenderTargetIdentifier m_CameraDepthBufferCopyRT;

// whereas it work. Don't know what is hapening, DebugDisplay use the same code and name is correct there.
// Debug.Assert(m_DeferredMaterial != null);
m_CameraColorBuffer = Shader.PropertyToID("_CameraColorTexture");
m_CameraColorBuffer = HDShaderIDs._CameraColorTexture;
m_CameraDiffuseIrradianceBuffer = Shader.PropertyToID("_CameraDiffuseIrradianceTexture");
m_CameraDiffuseIrradianceBuffer = HDShaderIDs._CameraDiffuseIrradianceTexture;
m_CameraFilteringBuffer = Shader.PropertyToID("_CameraFilteringBuffer");
m_CameraFilteringBuffer = HDShaderIDs._CameraFilteringBuffer;
m_CopyStencilBuffer = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/CopyStencilBuffer");
m_CameraMotionVectorsMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/CameraMotionVectors");
m_CopyStencilForSplitLighting = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/CopyStencilBuffer");
m_CopyStencilForSplitLighting.EnableKeyword("EXPORT_HTILE");
m_CopyStencilForSplitLighting.SetInt(HDShaderIDs._StencilRef, (int)StencilLightingUsage.SplitLighting);
m_CopyStencilForRegularLighting = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/CopyStencilBuffer");
m_CopyStencilForRegularLighting.DisableKeyword("EXPORT_HTILE");
m_CopyStencilForRegularLighting.SetInt(HDShaderIDs._StencilRef, (int)StencilLightingUsage.RegularLighting);
m_CameraMotionVectorsMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/CameraMotionVectors");
InitializeDebugMaterials();

m_gbufferManager.SetBufferDescription(gbufferIndex, "_GBufferTexture" + gbufferIndex, RTFormat[gbufferIndex], RTReadWrite[gbufferIndex]);
}
m_VelocityBuffer = Shader.PropertyToID("_VelocityTexture");
m_VelocityBuffer = HDShaderIDs._VelocityTexture;
if (ShaderConfig.s_VelocityInGbuffer == 1)
{
// If velocity is in GBuffer then it is in the last RT. Assign a different name to it.

m_VelocityBufferRT = new RenderTargetIdentifier(m_VelocityBuffer);
m_DistortionBuffer = Shader.PropertyToID("_DistortionTexture");
m_DistortionBuffer = HDShaderIDs._DistortionTexture;
m_DistortionBufferRT = new RenderTargetIdentifier(m_DistortionBuffer);
m_MaterialList.ForEach(material => material.Build(asset.renderPipelineResources));

m_SsaoEffect.Build(asset.renderPipelineResources);
m_DebugDisplaySettings.RegisterDebug();
m_DebugFullScreenTempRT = Shader.PropertyToID("_DebugFullScreenTexture");
m_DebugFullScreenTempRT = HDShaderIDs._DebugFullScreenTexture;
}
void InitializeDebugMaterials()

Utilities.Destroy(m_SssVerticalFilterPass);
m_SssVerticalFilterPass = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/SubsurfaceScattering");
m_SssVerticalFilterPass.DisableKeyword("SSS_FILTER_HORIZONTAL_AND_COMBINE");
m_SssVerticalFilterPass.SetFloat("_DstBlend", (float)BlendMode.Zero);
m_SssVerticalFilterPass.SetFloat(HDShaderIDs._DstBlend, (float)BlendMode.Zero);
m_SssHorizontalFilterAndCombinePass.SetFloat("_DstBlend", (float)BlendMode.One);
m_SssHorizontalFilterAndCombinePass.SetFloat(HDShaderIDs._DstBlend, (float)BlendMode.One);
// <<< Old SSS Model
}

if (m_SkyManager.IsSkyValid())
{
m_SkyManager.SetGlobalSkyTexture();
Shader.SetGlobalInt("_EnvLightSkyEnabled", 1);
Shader.SetGlobalInt(HDShaderIDs._EnvLightSkyEnabled, 1);
Shader.SetGlobalInt("_EnvLightSkyEnabled", 0);
Shader.SetGlobalInt(HDShaderIDs._EnvLightSkyEnabled, 0);
Shader.SetGlobalInt( "_EnableSSSAndTransmission", m_DebugDisplaySettings.renderingDebugSettings.enableSSSAndTransmission ? 1 : 0);
Shader.SetGlobalInt( "_TexturingModeFlags", (int)sssParameters.texturingModeFlags);
Shader.SetGlobalInt( "_TransmissionFlags", (int)sssParameters.transmissionFlags);
cmd.SetGlobalVectorArray( "_ThicknessRemaps", sssParameters.thicknessRemaps);
Shader.SetGlobalInt(HDShaderIDs._EnableSSSAndTransmission, m_DebugDisplaySettings.renderingDebugSettings.enableSSSAndTransmission ? 1 : 0);
Shader.SetGlobalInt(HDShaderIDs._TexturingModeFlags, (int)sssParameters.texturingModeFlags);
Shader.SetGlobalInt(HDShaderIDs._TransmissionFlags, (int)sssParameters.transmissionFlags);
cmd.SetGlobalVectorArray(HDShaderIDs._ThicknessRemaps, sssParameters.thicknessRemaps);
cmd.SetGlobalVectorArray("_ShapeParams", sssParameters.useDisneySSS ? sssParameters.shapeParams : sssParameters.halfRcpWeightedVariances);
cmd.SetGlobalVectorArray("_TransmissionTints", sssParameters.transmissionTints);
cmd.SetGlobalVectorArray(HDShaderIDs._ShapeParams, sssParameters.useDisneySSS ? sssParameters.shapeParams : sssParameters.halfRcpWeightedVariances);
cmd.SetGlobalVectorArray(HDShaderIDs._TransmissionTints, sssParameters.transmissionTints);
}
}

bool NeedStencilBufferCopy()
{
// 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, and optimized to only contain the SSS bit.
return m_DebugDisplaySettings.renderingDebugSettings.enableSSSAndTransmission;
// Therefore, it's manually copied using a pixel shader.
return m_DebugDisplaySettings.renderingDebugSettings.enableSSSAndTransmission || LightLoop.GetFeatureVariantsEnabled(m_Asset.tileSettings);
}
bool NeedHTileCopy()

return NeedStencilBufferCopy();
return m_DebugDisplaySettings.renderingDebugSettings.enableSSSAndTransmission;
}
RenderTargetIdentifier GetDepthTexture()

}
}
cmd.SetGlobalTexture("_MainDepthTexture", GetDepthTexture());
cmd.SetGlobalTexture(HDShaderIDs._MainDepthTexture, GetDepthTexture());
}
}

using (new Utilities.ProfilingSample("Copy StencilBuffer", cmd))
{
cmd.SetRandomWriteTarget(1, GetHTile());
Utilities.DrawFullScreen(cmd, m_CopyStencilBuffer, m_CameraStencilBufferCopyRT, m_CameraDepthStencilBufferRT);
// Our method of exporting the stencil requires one pass per unique stencil value.
Utilities.DrawFullScreen(cmd, m_CopyStencilForSplitLighting, m_CameraStencilBufferCopyRT, m_CameraDepthStencilBufferRT);
Utilities.DrawFullScreen(cmd, m_CopyStencilForRegularLighting, m_CameraStencilBufferCopyRT, m_CameraDepthStencilBufferRT);
cmd.SetGlobalTexture("_HTile", GetHTile());
cmd.SetGlobalTexture("_StencilTexture", GetStencilTexture());
cmd.SetGlobalTexture(HDShaderIDs._HTile, GetHTile());
cmd.SetGlobalTexture(HDShaderIDs._StencilTexture, GetStencilTexture());
}
public void UpdateCommonSettings()

CopyDepthBufferIfNeeded(cmd);
}
// Required for the SSS pass.
// Required for the SSS and the shader feature classification pass.
PrepareAndBindStencilTexture(cmd);
if (m_DebugDisplaySettings.IsDebugMaterialDisplayEnabled())

m_LightLoop.PrepareLightsForGPU(m_ShadowSettings, m_CullResults, camera);
m_LightLoop.RenderShadows(renderContext, cmd, m_CullResults);
renderContext.SetupCameraProperties(camera); // Need to recall SetupCameraProperties after m_ShadowPass.Render
m_LightLoop.BuildGPULightLists(camera, cmd, m_CameraDepthStencilBufferRT);
m_LightLoop.BuildGPULightLists(camera, cmd, m_CameraDepthStencilBufferRT, GetStencilTexture());
}
// Caution: We require sun light here as some sky use the sun light to render, mean UpdateSkyEnvironment

{
hdCamera.SetupComputeShader(m_SubsurfaceScatteringCS, cmd);
cmd.SetComputeIntParam( m_SubsurfaceScatteringCS, "_TexturingModeFlags", sssParameters.texturingModeFlags);
cmd.SetComputeVectorArrayParam(m_SubsurfaceScatteringCS, "_WorldScales", sssParameters.worldScales);
cmd.SetComputeVectorArrayParam(m_SubsurfaceScatteringCS, "_FilterKernels", sssParameters.filterKernels);
cmd.SetComputeVectorArrayParam(m_SubsurfaceScatteringCS, "_ShapeParams", sssParameters.shapeParams);
cmd.SetComputeIntParam( m_SubsurfaceScatteringCS, HDShaderIDs._TexturingModeFlags, sssParameters.texturingModeFlags);
cmd.SetComputeVectorArrayParam(m_SubsurfaceScatteringCS, HDShaderIDs._WorldScales, sssParameters.worldScales);
cmd.SetComputeVectorArrayParam(m_SubsurfaceScatteringCS, HDShaderIDs._FilterKernels, sssParameters.filterKernels);
cmd.SetComputeVectorArrayParam(m_SubsurfaceScatteringCS, HDShaderIDs._ShapeParams, sssParameters.shapeParams);
cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, "_GBufferTexture0", m_gbufferManager.GetGBuffers()[0]);
cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, "_GBufferTexture1", m_gbufferManager.GetGBuffers()[1]);
cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, "_GBufferTexture2", m_gbufferManager.GetGBuffers()[2]);
cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, "_GBufferTexture3", m_gbufferManager.GetGBuffers()[3]);
cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, "_DepthTexture", GetDepthTexture());
cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, "_StencilTexture", GetStencilTexture());
cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, "_HTile", GetHTile());
cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, "_IrradianceSource", m_CameraDiffuseIrradianceBufferRT);
cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, "_CameraColorTexture", m_CameraColorBufferRT);
cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._GBufferTexture0, m_gbufferManager.GetGBuffers()[0]);
cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._GBufferTexture1, m_gbufferManager.GetGBuffers()[1]);
cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._GBufferTexture2, m_gbufferManager.GetGBuffers()[2]);
cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._GBufferTexture3, m_gbufferManager.GetGBuffers()[3]);
cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._DepthTexture, GetDepthTexture());
cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._StencilTexture, GetStencilTexture());
cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._HTile, GetHTile());
cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._IrradianceSource, m_CameraDiffuseIrradianceBufferRT);
cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._CameraColorTexture, m_CameraColorBufferRT);
cmd.DispatchCompute(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, ((int)hdCamera.screenSize.x + 15) / 16, ((int)hdCamera.screenSize.y + 15) / 16, 1);
}

cmd.SetGlobalTexture("_IrradianceSource", m_CameraDiffuseIrradianceBufferRT); // Cannot set a RT on a material
m_SssVerticalFilterPass.SetVectorArray("_WorldScales", sssParameters.worldScales);
m_SssVerticalFilterPass.SetVectorArray("_FilterKernelsBasic", sssParameters.filterKernelsBasic);
m_SssVerticalFilterPass.SetVectorArray("_HalfRcpWeightedVariances", sssParameters.halfRcpWeightedVariances);
cmd.SetGlobalTexture(HDShaderIDs._IrradianceSource, m_CameraDiffuseIrradianceBufferRT); // Cannot set a RT on a material
m_SssVerticalFilterPass.SetVectorArray(HDShaderIDs._WorldScales, sssParameters.worldScales);
m_SssVerticalFilterPass.SetVectorArray(HDShaderIDs._FilterKernelsBasic, sssParameters.filterKernelsBasic);
m_SssVerticalFilterPass.SetVectorArray(HDShaderIDs._HalfRcpWeightedVariances, sssParameters.halfRcpWeightedVariances);
cmd.SetGlobalTexture("_IrradianceSource", m_CameraFilteringBufferRT); // Cannot set a RT on a material
m_SssHorizontalFilterAndCombinePass.SetVectorArray("_WorldScales", sssParameters.worldScales);
m_SssHorizontalFilterAndCombinePass.SetVectorArray("_FilterKernelsBasic", sssParameters.filterKernelsBasic);
m_SssHorizontalFilterAndCombinePass.SetVectorArray("_HalfRcpWeightedVariances", sssParameters.halfRcpWeightedVariances);
cmd.SetGlobalTexture(HDShaderIDs._IrradianceSource, m_CameraFilteringBufferRT); // Cannot set a RT on a material
m_SssHorizontalFilterAndCombinePass.SetVectorArray(HDShaderIDs._WorldScales, sssParameters.worldScales);
m_SssHorizontalFilterAndCombinePass.SetVectorArray(HDShaderIDs._FilterKernelsBasic, sssParameters.filterKernelsBasic);
m_SssHorizontalFilterAndCombinePass.SetVectorArray(HDShaderIDs._HalfRcpWeightedVariances, sssParameters.halfRcpWeightedVariances);
Utilities.DrawFullScreen(cmd, m_SssHorizontalFilterAndCombinePass, m_CameraColorBufferRT, m_CameraDepthStencilBufferRT);
}
}

int w = (int)hdcam.screenSize.x;
int h = (int)hdcam.screenSize.y;
m_CameraMotionVectorsMaterial.SetVector("_CameraPosDiff", hdcam.prevCameraPos - hdcam.cameraPos);
m_CameraMotionVectorsMaterial.SetVector(HDShaderIDs._CameraPosDiff, hdcam.prevCameraPos - hdcam.cameraPos);
cmd.GetTemporaryRT(m_VelocityBuffer, w, h, 0, FilterMode.Point, Builtin.GetVelocityBufferFormat(), Builtin.GetVelocityBufferReadWrite());
Utilities.DrawFullScreen(cmd, m_CameraMotionVectorsMaterial, m_VelocityBufferRT, null, 0);

{
if (Utilities.IsPostProcessingActive(layer))
{
cmd.SetGlobalTexture("_CameraDepthTexture", GetDepthTexture());
cmd.SetGlobalTexture("_CameraMotionVectorsTexture", m_VelocityBufferRT);
cmd.SetGlobalTexture(HDShaderIDs._CameraDepthTexture, GetDepthTexture());
cmd.SetGlobalTexture(HDShaderIDs._CameraMotionVectorsTexture, m_VelocityBufferRT);
var context = m_PostProcessContext;
context.Reset();

Vector4 debugAlbedo = new Vector4(lightingDebugSettings.debugLightingAlbedo.r, lightingDebugSettings.debugLightingAlbedo.g, lightingDebugSettings.debugLightingAlbedo.b, 0.0f);
Vector4 debugSmoothness = new Vector4(lightingDebugSettings.overrideSmoothness ? 1.0f : 0.0f, lightingDebugSettings.overrideSmoothnessValue, 0.0f, 0.0f);
Shader.SetGlobalInt("_DebugViewMaterial", (int)m_DebugDisplaySettings.GetDebugMaterialIndex());
Shader.SetGlobalInt("_DebugLightingMode", (int)m_DebugDisplaySettings.GetDebugLightingMode());
Shader.SetGlobalVector("_DebugLightingAlbedo", debugAlbedo);
Shader.SetGlobalVector("_DebugLightingSmoothness", debugSmoothness);
Shader.SetGlobalInt(HDShaderIDs._DebugViewMaterial, (int)m_DebugDisplaySettings.GetDebugMaterialIndex());
Shader.SetGlobalInt(HDShaderIDs._DebugLightingMode, (int)m_DebugDisplaySettings.GetDebugLightingMode());
Shader.SetGlobalVector(HDShaderIDs._DebugLightingAlbedo, debugAlbedo);
Shader.SetGlobalVector(HDShaderIDs._DebugLightingSmoothness, debugSmoothness);
}
public void PushFullScreenDebugTexture(CommandBuffer cb, int textureID, Camera camera, ScriptableRenderContext renderContext, FullScreenDebugMode debugMode)

if(m_DebugDisplaySettings.lightingDebugSettings.fullScreenDebugMode != FullScreenDebugMode.None && m_FullScreenDebugPushed)
{
m_FullScreenDebugPushed = false;
cmd.SetGlobalTexture("_DebugFullScreenTexture", m_DebugFullScreenTempRT);
m_DebugFullScreen.SetFloat("_FullScreenDebugMode", (float)m_DebugDisplaySettings.lightingDebugSettings.fullScreenDebugMode);
cmd.SetGlobalTexture(HDShaderIDs._DebugFullScreenTexture, m_DebugFullScreenTempRT);
m_DebugFullScreen.SetFloat(HDShaderIDs._FullScreenDebugMode, (float)m_DebugDisplaySettings.lightingDebugSettings.fullScreenDebugMode);
Utilities.DrawFullScreen(cmd, m_DebugFullScreen, (RenderTargetIdentifier)BuiltinRenderTextureType.CameraTarget);
}

if (lightingDebug.displaySkyReflection)
{
Texture skyReflection = m_SkyManager.skyReflection;
m_SharedPropertyBlock.SetTexture("_InputCubemap", skyReflection);
m_SharedPropertyBlock.SetFloat("_Mipmap", lightingDebug.skyReflectionMipmap);
m_SharedPropertyBlock.SetTexture(HDShaderIDs._InputCubemap, skyReflection);
m_SharedPropertyBlock.SetFloat(HDShaderIDs._Mipmap, lightingDebug.skyReflectionMipmap);
cmd.SetViewport(new Rect(x, y, overlaySize, overlaySize));
cmd.DrawProcedural(Matrix4x4.identity, m_DebugDisplayLatlong, 0, MeshTopology.Triangles, 3, 1, m_SharedPropertyBlock);
Utilities.NextOverlayCoord(ref x, ref y, overlaySize, overlaySize, camera.camera.pixelWidth);

8
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/AmbientOcclusion/ScreenSpaceAmbientOcclusion.cs


// If SSAO is disable, simply put a white 1x1 texture
if (settings.enable == false || isForward)
{
cmd.SetGlobalTexture(Uniforms._AOBuffer, UnityEngine.Rendering.PostProcessing.RuntimeUtilities.blackTexture); // Neutral is black, see the comment in the shaders
cmd.SetGlobalFloat("_AmbientOcclusionDirectLightStrenght", 0.0f);
cmd.SetGlobalTexture(HDShaderIDs._AmbientOcclusionTexture, UnityEngine.Rendering.PostProcessing.RuntimeUtilities.blackTexture); // Neutral is black, see the comment in the shaders
cmd.SetGlobalFloat(HDShaderIDs._AmbientOcclusionDirectLightStrenght, 0.0f);
return;
}

cmd.ReleaseTemporaryRT(Uniforms._TempTex1);
// Setup texture for lighting pass (automatic of unity)
cmd.SetGlobalTexture("_AmbientOcclusionTexture", Uniforms._AOBuffer);
cmd.SetGlobalFloat("_AmbientOcclusionDirectLightStrenght", settings.affectDirectLigthingStrenght);
cmd.SetGlobalTexture(HDShaderIDs._AmbientOcclusionTexture, Uniforms._AOBuffer);
cmd.SetGlobalFloat(HDShaderIDs._AmbientOcclusionDirectLightStrenght, settings.affectDirectLigthingStrenght);
hdRP.PushFullScreenDebugTexture(cmd, Uniforms._AOBuffer, hdCamera.camera, renderContext, FullScreenDebugMode.SSAO);
}
}

34
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Deferred.compute


#pragma kernel Deferred_Indirect_Fptl_Variant29 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant29 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=29
#pragma kernel Deferred_Indirect_Fptl_Variant30 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant30 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=30
/* Tag: SUPPORT_COMPUTE_CLUSTER_OPAQUE - Uncomment this if you want to do cluster opaque with compute shader (by default we support only fptl on opaque)
#pragma kernel Deferred_Indirect_Clustered_Variant0 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant0 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=0
#pragma kernel Deferred_Indirect_Clustered_Variant1 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant1 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=1
#pragma kernel Deferred_Indirect_Clustered_Variant2 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant2 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=2
#pragma kernel Deferred_Indirect_Clustered_Variant3 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant3 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=3
#pragma kernel Deferred_Indirect_Clustered_Variant4 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant4 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=4
#pragma kernel Deferred_Indirect_Clustered_Variant5 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant5 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=5
#pragma kernel Deferred_Indirect_Clustered_Variant6 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant6 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=6
#pragma kernel Deferred_Indirect_Clustered_Variant7 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant7 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=7
#pragma kernel Deferred_Indirect_Clustered_Variant8 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant8 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=8
#pragma kernel Deferred_Indirect_Clustered_Variant9 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant9 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=9
#pragma kernel Deferred_Indirect_Clustered_Variant10 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant10 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=10
#pragma kernel Deferred_Indirect_Clustered_Variant11 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant11 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=11
#pragma kernel Deferred_Indirect_Clustered_Variant12 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant12 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=12
#pragma kernel Deferred_Indirect_Clustered_Variant13 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant13 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=13
#pragma kernel Deferred_Indirect_Clustered_Variant14 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant14 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=14
#pragma kernel Deferred_Indirect_Clustered_Variant15 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant15 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=15
#pragma kernel Deferred_Indirect_Clustered_Variant16 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant16 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=16
#pragma kernel Deferred_Indirect_Clustered_Variant17 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant17 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=17
#pragma kernel Deferred_Indirect_Clustered_Variant18 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant18 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=18
#pragma kernel Deferred_Indirect_Clustered_Variant19 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant19 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=19
#pragma kernel Deferred_Indirect_Clustered_Variant20 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant20 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=20
#pragma kernel Deferred_Indirect_Clustered_Variant21 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant21 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=21
#pragma kernel Deferred_Indirect_Clustered_Variant22 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant22 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=22
#pragma kernel Deferred_Indirect_Clustered_Variant23 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant23 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=23
#pragma kernel Deferred_Indirect_Clustered_Variant24 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant24 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=24
#pragma kernel Deferred_Indirect_Clustered_Variant25 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant25 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=25
#pragma kernel Deferred_Indirect_Clustered_Variant26 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant26 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=26
#pragma kernel Deferred_Indirect_Clustered_Variant27 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant27 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=27
#pragma kernel Deferred_Indirect_Clustered_Variant28 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant28 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=28
#pragma kernel Deferred_Indirect_Clustered_Variant29 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant29 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=29
#pragma kernel Deferred_Indirect_Clustered_Variant30 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant30 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=30
*/
#define LIGHTLOOP_TILE_PASS 1
//#pragma enable_d3d11_debug_symbols

486
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


if(computeShader)
{
// bind buffers
cb.SetComputeBufferParam(computeShader, computeKernel, "_ShadowDatasExp", s_ShadowDataBuffer);
cb.SetComputeBufferParam(computeShader, computeKernel, "_ShadowPayloads", s_ShadowPayloadBuffer);
cb.SetComputeBufferParam(computeShader, computeKernel, HDShaderIDs._ShadowDatasExp, s_ShadowDataBuffer);
cb.SetComputeBufferParam(computeShader, computeKernel, HDShaderIDs._ShadowPayloads, s_ShadowPayloadBuffer);
cb.SetComputeTextureParam(computeShader, computeKernel, "_ShadowmapExp_VSM_0", tex[0]);
cb.SetComputeTextureParam(computeShader, computeKernel, "_ShadowmapExp_VSM_1", tex[1]);
cb.SetComputeTextureParam(computeShader, computeKernel, "_ShadowmapExp_VSM_2", tex[2]);
cb.SetComputeTextureParam(computeShader, computeKernel, "_ShadowmapExp_PCF", tex[3]);
cb.SetComputeTextureParam(computeShader, computeKernel, HDShaderIDs._ShadowmapExp_VSM_0, tex[0]);
cb.SetComputeTextureParam(computeShader, computeKernel, HDShaderIDs._ShadowmapExp_VSM_1, tex[1]);
cb.SetComputeTextureParam(computeShader, computeKernel, HDShaderIDs._ShadowmapExp_VSM_2, tex[2]);
cb.SetComputeTextureParam(computeShader, computeKernel, HDShaderIDs._ShadowmapExp_PCF, tex[3]);
cb.SetGlobalBuffer("_ShadowDatasExp", s_ShadowDataBuffer);
cb.SetGlobalBuffer("_ShadowPayloads", s_ShadowPayloadBuffer);
cb.SetGlobalBuffer(HDShaderIDs._ShadowDatasExp, s_ShadowDataBuffer);
cb.SetGlobalBuffer(HDShaderIDs._ShadowPayloads, s_ShadowPayloadBuffer);
cb.SetGlobalTexture("_ShadowmapExp_VSM_0", tex[0]);
cb.SetGlobalTexture("_ShadowmapExp_VSM_1", tex[1]);
cb.SetGlobalTexture("_ShadowmapExp_VSM_2", tex[2]);
cb.SetGlobalTexture("_ShadowmapExp_PCF", tex[3]);
cb.SetGlobalTexture(HDShaderIDs._ShadowmapExp_VSM_0, tex[0]);
cb.SetGlobalTexture(HDShaderIDs._ShadowmapExp_VSM_1, tex[1]);
cb.SetGlobalTexture(HDShaderIDs._ShadowmapExp_VSM_2, tex[2]);
cb.SetGlobalTexture(HDShaderIDs._ShadowmapExp_PCF, tex[3]);
}
// TODO: Currently samplers are hard coded in ShadowContext.hlsl, so we can't really set them here

static int s_shadeOpaqueDirectFptlKernel;
static int s_shadeOpaqueDirectClusteredDebugDisplayKernel;
static int s_shadeOpaqueDirectFptlDebugDisplayKernel;
// Tag: SUPPORT_COMPUTE_CLUSTER_OPAQUE - Uncomment this if you want to do cluster opaque with compute shader (by default we support only fptl on opaque)
//static int[] s_shadeOpaqueIndirectClusteredKernels = new int[LightDefinitions.s_NumFeatureVariants];
static int[] s_shadeOpaqueIndirectFptlKernels = new int[LightDefinitions.s_NumFeatureVariants];
static ComputeBuffer s_LightVolumeDataBuffer = null;

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

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

for (int variant = 0; variant < LightDefinitions.s_NumFeatureVariants; variant++)
{
// Tag: SUPPORT_CLUSTER_OPAQUE - Uncomment this if you want to do cluster opaque (by default we support only fptl on opaque)
// s_shadeOpaqueIndirectClusteredKernels[variant] = deferredComputeShader.FindKernel("Deferred_Indirect_Clustered_Variant" + variant);
s_shadeOpaqueIndirectFptlKernels[variant] = deferredComputeShader.FindKernel("Deferred_Indirect_Fptl_Variant" + variant);
}

m_DeferredAllMaterialSRT = Utilities.CreateEngineMaterial(m_Resources.deferredShader);
m_DeferredAllMaterialSRT.EnableKeyword("LIGHTLOOP_TILE_PASS");
m_DeferredAllMaterialSRT.DisableKeyword("OUTPUT_SPLIT_LIGHTING");
m_DeferredAllMaterialSRT.SetInt("_StencilRef", (int)StencilLightingUsage.RegularLighting);
m_DeferredAllMaterialSRT.SetInt("_StencilCmp", (int)CompareFunction.Equal);
m_DeferredAllMaterialSRT.SetInt("_SrcBlend", (int)BlendMode.One);
m_DeferredAllMaterialSRT.SetInt("_DstBlend", (int)BlendMode.Zero);
m_DeferredAllMaterialSRT.SetInt(HDShaderIDs._StencilRef, (int)StencilLightingUsage.RegularLighting);
m_DeferredAllMaterialSRT.SetInt(HDShaderIDs._StencilCmp, (int)CompareFunction.Equal);
m_DeferredAllMaterialSRT.SetInt(HDShaderIDs._SrcBlend, (int)BlendMode.One);
m_DeferredAllMaterialSRT.SetInt(HDShaderIDs._DstBlend, (int)BlendMode.Zero);
m_DeferredAllMaterialMRT.SetInt("_StencilRef", (int)StencilLightingUsage.SplitLighting);
m_DeferredAllMaterialMRT.SetInt("_StencilCmp", (int)CompareFunction.Equal);
m_DeferredAllMaterialMRT.SetInt("_SrcBlend", (int)BlendMode.One);
m_DeferredAllMaterialMRT.SetInt("_DstBlend", (int)BlendMode.Zero);
m_DeferredAllMaterialMRT.SetInt(HDShaderIDs._StencilRef, (int)StencilLightingUsage.SplitLighting);
m_DeferredAllMaterialMRT.SetInt(HDShaderIDs._StencilCmp, (int)CompareFunction.Equal);
m_DeferredAllMaterialMRT.SetInt(HDShaderIDs._SrcBlend, (int)BlendMode.One);
m_DeferredAllMaterialMRT.SetInt(HDShaderIDs._DstBlend, (int)BlendMode.Zero);
m_SingleDeferredMaterialSRT.SetInt("_StencilRef", (int)StencilLightingUsage.RegularLighting);
m_SingleDeferredMaterialSRT.SetInt("_StencilCmp", (int)CompareFunction.Equal);
m_SingleDeferredMaterialSRT.SetInt("_SrcBlend", (int)BlendMode.One);
m_SingleDeferredMaterialSRT.SetInt("_DstBlend", (int)BlendMode.Zero);
m_SingleDeferredMaterialSRT.SetInt(HDShaderIDs._StencilRef, (int)StencilLightingUsage.RegularLighting);
m_SingleDeferredMaterialSRT.SetInt(HDShaderIDs._StencilCmp, (int)CompareFunction.Equal);
m_SingleDeferredMaterialSRT.SetInt(HDShaderIDs._SrcBlend, (int)BlendMode.One);
m_SingleDeferredMaterialSRT.SetInt(HDShaderIDs._DstBlend, (int)BlendMode.Zero);
m_SingleDeferredMaterialMRT.SetInt("_StencilRef", (int)StencilLightingUsage.SplitLighting);
m_SingleDeferredMaterialMRT.SetInt("_StencilCmp", (int)CompareFunction.Equal);
m_SingleDeferredMaterialMRT.SetInt("_SrcBlend", (int)BlendMode.One);
m_SingleDeferredMaterialMRT.SetInt("_DstBlend", (int)BlendMode.Zero);
m_SingleDeferredMaterialMRT.SetInt(HDShaderIDs._StencilRef, (int)StencilLightingUsage.SplitLighting);
m_SingleDeferredMaterialMRT.SetInt(HDShaderIDs._StencilCmp, (int)CompareFunction.Equal);
m_SingleDeferredMaterialMRT.SetInt(HDShaderIDs._SrcBlend, (int)BlendMode.One);
m_SingleDeferredMaterialMRT.SetInt(HDShaderIDs._DstBlend, (int)BlendMode.Zero);
m_DebugViewTilesMaterial = Utilities.CreateEngineMaterial(m_Resources.debugViewTilesShader);

void VoxelLightListGeneration(CommandBuffer cmd, Camera camera, Matrix4x4 projscr, Matrix4x4 invProjscr, RenderTargetIdentifier cameraDepthBufferRT)
{
// clear atomic offset index
cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_ClearVoxelAtomicKernel, "g_LayeredSingleIdxBuffer", s_GlobalLightListAtomic);
cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_ClearVoxelAtomicKernel, HDShaderIDs.g_LayeredSingleIdxBuffer, s_GlobalLightListAtomic);
cmd.SetComputeIntParam(buildPerVoxelLightListShader, "_EnvLightIndexShift", m_lightList.lights.Count);
cmd.SetComputeIntParam(buildPerVoxelLightListShader, "g_iNrVisibLights", m_lightCount);
cmd.SetComputeMatrixParam(buildPerVoxelLightListShader, "g_mScrProjection", projscr);
cmd.SetComputeMatrixParam(buildPerVoxelLightListShader, "g_mInvScrProjection", invProjscr);
cmd.SetComputeIntParam(buildPerVoxelLightListShader, HDShaderIDs._EnvLightIndexShift, m_lightList.lights.Count);
cmd.SetComputeIntParam(buildPerVoxelLightListShader, HDShaderIDs.g_iNrVisibLights, m_lightCount);
cmd.SetComputeMatrixParam(buildPerVoxelLightListShader, HDShaderIDs.g_mScrProjection, projscr);
cmd.SetComputeMatrixParam(buildPerVoxelLightListShader, HDShaderIDs.g_mInvScrProjection, invProjscr);
cmd.SetComputeIntParam(buildPerVoxelLightListShader, "g_iLog2NumClusters", k_Log2NumClusters);
cmd.SetComputeIntParam(buildPerVoxelLightListShader, HDShaderIDs.g_iLog2NumClusters, k_Log2NumClusters);
//Vector4 v2_near = invProjscr * new Vector4(0.0f, 0.0f, 0.0f, 1.0f);
//Vector4 v2_far = invProjscr * new Vector4(0.0f, 0.0f, 1.0f, 1.0f);

var farPlane = camera.farClipPlane;
cmd.SetComputeFloatParam(buildPerVoxelLightListShader, "g_fNearPlane", nearPlane);
cmd.SetComputeFloatParam(buildPerVoxelLightListShader, "g_fFarPlane", farPlane);
cmd.SetComputeFloatParam(buildPerVoxelLightListShader, HDShaderIDs.g_fNearPlane, nearPlane);
cmd.SetComputeFloatParam(buildPerVoxelLightListShader, HDShaderIDs.g_fFarPlane, farPlane);
cmd.SetComputeFloatParam(buildPerVoxelLightListShader, "g_fClustScale", m_ClustScale);
cmd.SetComputeFloatParam(buildPerVoxelLightListShader, "g_fClustBase", k_ClustLogBase);
cmd.SetComputeFloatParam(buildPerVoxelLightListShader, HDShaderIDs.g_fClustScale, m_ClustScale);
cmd.SetComputeFloatParam(buildPerVoxelLightListShader, HDShaderIDs.g_fClustBase, k_ClustLogBase);
cmd.SetComputeTextureParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_depth_tex", cameraDepthBufferRT);
cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_vLayeredLightList", s_PerVoxelLightLists);
cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_LayeredOffset", s_PerVoxelOffset);
cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_LayeredSingleIdxBuffer", s_GlobalLightListAtomic);
cmd.SetComputeTextureParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, HDShaderIDs.g_depth_tex, cameraDepthBufferRT);
cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, HDShaderIDs.g_vLayeredLightList, s_PerVoxelLightLists);
cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, HDShaderIDs.g_LayeredOffset, s_PerVoxelOffset);
cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, HDShaderIDs.g_LayeredSingleIdxBuffer, s_GlobalLightListAtomic);
cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_vBigTileLightList", s_BigTileLightList);
cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, HDShaderIDs.g_vBigTileLightList, s_BigTileLightList);
cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_logBaseBuffer", s_PerTileLogBaseTweak);
cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, HDShaderIDs.g_logBaseBuffer, s_PerTileLogBaseTweak);
cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_vBoundsBuffer", s_AABBBoundsBuffer);
cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "_LightVolumeData", s_LightVolumeDataBuffer);
cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_data", s_ConvexBoundsBuffer);
cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, HDShaderIDs.g_vBoundsBuffer, s_AABBBoundsBuffer);
cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, HDShaderIDs._LightVolumeData, s_LightVolumeDataBuffer);
cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, HDShaderIDs.g_data, s_ConvexBoundsBuffer);
var numTilesX = GetNumTileClusteredX(camera);
var numTilesY = GetNumTileClusteredY(camera);

public void BuildGPULightLists(Camera camera, CommandBuffer cmd, RenderTargetIdentifier cameraDepthBufferRT)
public void BuildGPULightLists(Camera camera, CommandBuffer cmd, RenderTargetIdentifier cameraDepthBufferRT, RenderTargetIdentifier stencilTextureRT)
{
var w = camera.pixelWidth;
var h = camera.pixelHeight;

var projh = temp * proj;
var invProjh = projh.inverse;
cmd.SetComputeIntParam(buildScreenAABBShader, "g_iNrVisibLights", m_lightCount);
cmd.SetComputeBufferParam(buildScreenAABBShader, s_GenAABBKernel, "g_data", s_ConvexBoundsBuffer);
cmd.SetComputeIntParam(buildScreenAABBShader, HDShaderIDs.g_iNrVisibLights, m_lightCount);
cmd.SetComputeBufferParam(buildScreenAABBShader, s_GenAABBKernel, HDShaderIDs.g_data, s_ConvexBoundsBuffer);
cmd.SetComputeMatrixParam(buildScreenAABBShader, "g_mProjection", projh);
cmd.SetComputeMatrixParam(buildScreenAABBShader, "g_mInvProjection", invProjh);
cmd.SetComputeBufferParam(buildScreenAABBShader, s_GenAABBKernel, "g_vBoundsBuffer", s_AABBBoundsBuffer);
cmd.SetComputeMatrixParam(buildScreenAABBShader, HDShaderIDs.g_mProjection, projh);
cmd.SetComputeMatrixParam(buildScreenAABBShader, HDShaderIDs.g_mInvProjection, invProjh);
cmd.SetComputeBufferParam(buildScreenAABBShader, s_GenAABBKernel, HDShaderIDs.g_vBoundsBuffer, s_AABBBoundsBuffer);
cmd.DispatchCompute(buildScreenAABBShader, s_GenAABBKernel, (m_lightCount + 7) / 8, 1, 1);
}

cmd.SetComputeIntParams(buildPerBigTileLightListShader, "g_viDimensions", w, h);
cmd.SetComputeIntParam(buildPerBigTileLightListShader, "_EnvLightIndexShift", m_lightList.lights.Count);
cmd.SetComputeIntParam(buildPerBigTileLightListShader, "g_iNrVisibLights", m_lightCount);
cmd.SetComputeMatrixParam(buildPerBigTileLightListShader, "g_mScrProjection", projscr);
cmd.SetComputeMatrixParam(buildPerBigTileLightListShader, "g_mInvScrProjection", invProjscr);
cmd.SetComputeFloatParam(buildPerBigTileLightListShader, "g_fNearPlane", camera.nearClipPlane);
cmd.SetComputeFloatParam(buildPerBigTileLightListShader, "g_fFarPlane", camera.farClipPlane);
cmd.SetComputeBufferParam(buildPerBigTileLightListShader, s_GenListPerBigTileKernel, "g_vLightList", s_BigTileLightList);
cmd.SetComputeBufferParam(buildPerBigTileLightListShader, s_GenListPerBigTileKernel, "g_vBoundsBuffer", s_AABBBoundsBuffer);
cmd.SetComputeBufferParam(buildPerBigTileLightListShader, s_GenListPerBigTileKernel, "_LightVolumeData", s_LightVolumeDataBuffer);
cmd.SetComputeBufferParam(buildPerBigTileLightListShader, s_GenListPerBigTileKernel, "g_data", s_ConvexBoundsBuffer);
cmd.SetComputeIntParams(buildPerBigTileLightListShader, HDShaderIDs.g_viDimensions, w, h);
cmd.SetComputeIntParam(buildPerBigTileLightListShader, HDShaderIDs._EnvLightIndexShift, m_lightList.lights.Count);
cmd.SetComputeIntParam(buildPerBigTileLightListShader, HDShaderIDs.g_iNrVisibLights, m_lightCount);
cmd.SetComputeMatrixParam(buildPerBigTileLightListShader, HDShaderIDs.g_mScrProjection, projscr);
cmd.SetComputeMatrixParam(buildPerBigTileLightListShader, HDShaderIDs.g_mInvScrProjection, invProjscr);
cmd.SetComputeFloatParam(buildPerBigTileLightListShader, HDShaderIDs.g_fNearPlane, camera.nearClipPlane);
cmd.SetComputeFloatParam(buildPerBigTileLightListShader, HDShaderIDs.g_fFarPlane, camera.farClipPlane);
cmd.SetComputeBufferParam(buildPerBigTileLightListShader, s_GenListPerBigTileKernel, HDShaderIDs.g_vLightList, s_BigTileLightList);
cmd.SetComputeBufferParam(buildPerBigTileLightListShader, s_GenListPerBigTileKernel, HDShaderIDs.g_vBoundsBuffer, s_AABBBoundsBuffer);
cmd.SetComputeBufferParam(buildPerBigTileLightListShader, s_GenListPerBigTileKernel, HDShaderIDs._LightVolumeData, s_LightVolumeDataBuffer);
cmd.SetComputeBufferParam(buildPerBigTileLightListShader, s_GenListPerBigTileKernel, HDShaderIDs.g_data, s_ConvexBoundsBuffer);
cmd.DispatchCompute(buildPerBigTileLightListShader, s_GenListPerBigTileKernel, numBigTilesX, numBigTilesY, 1);
}

bool enableFeatureVariants = GetFeatureVariantsEnabled();
bool enableFeatureVariants = GetFeatureVariantsEnabled(m_TileSettings);
cmd.SetComputeIntParams(buildPerTileLightListShader, "g_viDimensions", w, h);
cmd.SetComputeIntParam(buildPerTileLightListShader, "_EnvLightIndexShift", m_lightList.lights.Count);
cmd.SetComputeIntParam(buildPerTileLightListShader, "g_iNrVisibLights", m_lightCount);
cmd.SetComputeIntParams(buildPerTileLightListShader, HDShaderIDs.g_viDimensions, w, h);
cmd.SetComputeIntParam(buildPerTileLightListShader, HDShaderIDs._EnvLightIndexShift, m_lightList.lights.Count);
cmd.SetComputeIntParam(buildPerTileLightListShader, HDShaderIDs.g_iNrVisibLights, m_lightCount);
cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, "g_vBoundsBuffer", s_AABBBoundsBuffer);
cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, "_LightVolumeData", s_LightVolumeDataBuffer);
cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, "g_data", s_ConvexBoundsBuffer);
cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, HDShaderIDs.g_vBoundsBuffer, s_AABBBoundsBuffer);
cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, HDShaderIDs._LightVolumeData, s_LightVolumeDataBuffer);
cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, HDShaderIDs.g_data, s_ConvexBoundsBuffer);
cmd.SetComputeMatrixParam(buildPerTileLightListShader, "g_mScrProjection", projscr);
cmd.SetComputeMatrixParam(buildPerTileLightListShader, "g_mInvScrProjection", invProjscr);
cmd.SetComputeTextureParam(buildPerTileLightListShader, s_GenListPerTileKernel, "g_depth_tex", cameraDepthBufferRT);
cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, "g_vLightList", s_LightList);
cmd.SetComputeMatrixParam(buildPerTileLightListShader, HDShaderIDs.g_mScrProjection, projscr);
cmd.SetComputeMatrixParam(buildPerTileLightListShader, HDShaderIDs.g_mInvScrProjection, invProjscr);
cmd.SetComputeTextureParam(buildPerTileLightListShader, s_GenListPerTileKernel, HDShaderIDs.g_depth_tex, cameraDepthBufferRT);
cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, HDShaderIDs.g_vLightList, s_LightList);
cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, "g_vBigTileLightList", s_BigTileLightList);
cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, HDShaderIDs.g_vBigTileLightList, s_BigTileLightList);
if (enableFeatureVariants)
{

baseFeatureFlags |= (uint)LightFeatureFlags.Directional;
}
if (Shader.GetGlobalInt("_EnvLightSkyEnabled") != 0)
if (Shader.GetGlobalInt(HDShaderIDs._EnvLightSkyEnabled) != 0)
{
baseFeatureFlags |= (uint)LightFeatureFlags.Sky;
}

}
cmd.SetComputeIntParam(buildPerTileLightListShader, "g_BaseFeatureFlags", (int)baseFeatureFlags);
cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, "g_TileFeatureFlags", s_TileFeatureFlags);
cmd.SetComputeIntParam(buildPerTileLightListShader, HDShaderIDs.g_BaseFeatureFlags, (int)baseFeatureFlags);
cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, HDShaderIDs.g_TileFeatureFlags, s_TileFeatureFlags);
}
cmd.DispatchCompute(buildPerTileLightListShader, s_GenListPerTileKernel, numTilesX, numTilesY, 1);

baseFeatureFlags |= LightDefinitions.s_LightFeatureMaskFlags;
}
cmd.SetComputeIntParam(buildMaterialFlagsShader, "g_BaseFeatureFlags", (int)baseFeatureFlags);
cmd.SetComputeIntParams(buildMaterialFlagsShader, "g_viDimensions", w, h);
cmd.SetComputeBufferParam(buildMaterialFlagsShader, buildMaterialFlagsKernel, "g_TileFeatureFlags", s_TileFeatureFlags);
cmd.SetComputeIntParam(buildMaterialFlagsShader, HDShaderIDs.g_BaseFeatureFlags, (int)baseFeatureFlags);
cmd.SetComputeIntParams(buildMaterialFlagsShader, HDShaderIDs.g_viDimensions, w, h);
cmd.SetComputeBufferParam(buildMaterialFlagsShader, buildMaterialFlagsKernel, HDShaderIDs.g_TileFeatureFlags, s_TileFeatureFlags);
cmd.SetComputeTextureParam(buildMaterialFlagsShader, buildMaterialFlagsKernel, "g_depth_tex", cameraDepthBufferRT);
cmd.SetComputeTextureParam(buildMaterialFlagsShader, buildMaterialFlagsKernel, "_GBufferTexture0", Shader.PropertyToID("_GBufferTexture0"));
cmd.SetComputeTextureParam(buildMaterialFlagsShader, buildMaterialFlagsKernel, "_GBufferTexture1", Shader.PropertyToID("_GBufferTexture1"));
cmd.SetComputeTextureParam(buildMaterialFlagsShader, buildMaterialFlagsKernel, "_GBufferTexture2", Shader.PropertyToID("_GBufferTexture2"));
cmd.SetComputeTextureParam(buildMaterialFlagsShader, buildMaterialFlagsKernel, "_GBufferTexture3", Shader.PropertyToID("_GBufferTexture3"));
cmd.SetComputeTextureParam(buildMaterialFlagsShader, buildMaterialFlagsKernel, HDShaderIDs._StencilTexture, stencilTextureRT);
cmd.SetComputeTextureParam(buildMaterialFlagsShader, buildMaterialFlagsKernel, HDShaderIDs._GBufferTexture0, HDShaderIDs._GBufferTexture0);
cmd.SetComputeTextureParam(buildMaterialFlagsShader, buildMaterialFlagsKernel, HDShaderIDs._GBufferTexture1, HDShaderIDs._GBufferTexture1);
cmd.SetComputeTextureParam(buildMaterialFlagsShader, buildMaterialFlagsKernel, HDShaderIDs._GBufferTexture2, HDShaderIDs._GBufferTexture2);
cmd.SetComputeTextureParam(buildMaterialFlagsShader, buildMaterialFlagsKernel, HDShaderIDs._GBufferTexture3, HDShaderIDs._GBufferTexture3);
cmd.SetComputeBufferParam(clearDispatchIndirectShader, s_ClearDispatchIndirectKernel, "g_DispatchIndirectBuffer", s_DispatchIndirectBuffer);
cmd.SetComputeBufferParam(clearDispatchIndirectShader, s_ClearDispatchIndirectKernel, HDShaderIDs.g_DispatchIndirectBuffer, s_DispatchIndirectBuffer);
cmd.SetComputeBufferParam(buildDispatchIndirectShader, s_BuildDispatchIndirectKernel, "g_DispatchIndirectBuffer", s_DispatchIndirectBuffer);
cmd.SetComputeBufferParam(buildDispatchIndirectShader, s_BuildDispatchIndirectKernel, "g_TileList", s_TileList);
cmd.SetComputeBufferParam(buildDispatchIndirectShader, s_BuildDispatchIndirectKernel, "g_TileFeatureFlags", s_TileFeatureFlags);
cmd.SetComputeIntParam(buildDispatchIndirectShader, "g_NumTiles", numTiles);
cmd.SetComputeIntParam(buildDispatchIndirectShader, "g_NumTilesX", numTilesX);
cmd.SetComputeBufferParam(buildDispatchIndirectShader, s_BuildDispatchIndirectKernel, HDShaderIDs.g_DispatchIndirectBuffer, s_DispatchIndirectBuffer);
cmd.SetComputeBufferParam(buildDispatchIndirectShader, s_BuildDispatchIndirectKernel, HDShaderIDs.g_TileList, s_TileList);
cmd.SetComputeBufferParam(buildDispatchIndirectShader, s_BuildDispatchIndirectKernel, HDShaderIDs.g_TileFeatureFlags, s_TileFeatureFlags);
cmd.SetComputeIntParam(buildDispatchIndirectShader, HDShaderIDs.g_NumTiles, numTiles);
cmd.SetComputeIntParam(buildDispatchIndirectShader, HDShaderIDs.g_NumTilesX, numTilesX);
cmd.DispatchCompute(buildDispatchIndirectShader, s_BuildDispatchIndirectKernel, (numTiles + 63) / 64, 1, 1);
}
}

activeCommandBuffer = commandBuffer;
}
private void SetGlobalTexture(string name, Texture value)
private void SetGlobalTexture(int nameID, Texture value)
activeCommandBuffer.SetComputeTextureParam(activeComputeShader, activeComputeKernel, name, value);
activeCommandBuffer.SetComputeTextureParam(activeComputeShader, activeComputeKernel, nameID, value);
activeCommandBuffer.SetGlobalTexture(name, value);
activeCommandBuffer.SetGlobalTexture(nameID, value);
private void SetGlobalBuffer(string name, ComputeBuffer buffer)
private void SetGlobalBuffer(int nameID, ComputeBuffer buffer)
activeCommandBuffer.SetComputeBufferParam(activeComputeShader, activeComputeKernel, name, buffer);
activeCommandBuffer.SetComputeBufferParam(activeComputeShader, activeComputeKernel, nameID, buffer);
activeCommandBuffer.SetGlobalBuffer(name, buffer);
activeCommandBuffer.SetGlobalBuffer(nameID, buffer);
private void SetGlobalInt(string name, int value)
private void SetGlobalInt(int nameID, int value)
activeCommandBuffer.SetComputeIntParam(activeComputeShader, name, value);
activeCommandBuffer.SetComputeIntParam(activeComputeShader, nameID, value);
Shader.SetGlobalInt(name, value);
Shader.SetGlobalInt(nameID, value);
private void SetGlobalFloat(string name, float value)
private void SetGlobalFloat(int nameID, float value)
activeCommandBuffer.SetComputeFloatParam(activeComputeShader, name, value);
activeCommandBuffer.SetComputeFloatParam(activeComputeShader, nameID, value);
activeCommandBuffer.SetGlobalFloat(name, value);
activeCommandBuffer.SetGlobalFloat(nameID, value);
private void SetGlobalVector(string name, Vector4 value)
private void SetGlobalVector(int nameID, Vector4 value)
activeCommandBuffer.SetComputeVectorParam(activeComputeShader, name, value);
activeCommandBuffer.SetComputeVectorParam(activeComputeShader, nameID, value);
activeCommandBuffer.SetGlobalVector(name, value);
activeCommandBuffer.SetGlobalVector(nameID, value);
private void SetGlobalVectorArray(string name, Vector4[] values)
private void SetGlobalVectorArray(int nameID, Vector4[] values)
int numVectors = values.Length;
var data = new float[numVectors * 4];
for (int n = 0; n < numVectors; n++)
{
for (int i = 0; i < 4; i++)
{
data[4 * n + i] = values[n][i];
}
}
activeCommandBuffer.SetComputeFloatParams(activeComputeShader, name, data);
activeCommandBuffer.SetComputeVectorArrayParam(activeComputeShader, nameID, values);
activeCommandBuffer.SetGlobalVectorArray(name, values);
activeCommandBuffer.SetGlobalVectorArray(nameID, values);
}
}

{
m_ShadowMgr.BindResources(cmd, activeComputeShader, activeComputeKernel);
SetGlobalBuffer("g_vLightListGlobal", !usingFptl ? s_PerVoxelLightLists : s_LightList); // opaques list (unless MSAA possibly)
SetGlobalBuffer(HDShaderIDs.g_vLightListGlobal, !usingFptl ? s_PerVoxelLightLists : s_LightList); // opaques list (unless MSAA possibly)
SetGlobalTexture("_CookieTextures", m_CookieTexArray.GetTexCache());
SetGlobalTexture("_CookieCubeTextures", m_CubeCookieTexArray.GetTexCache());
SetGlobalTexture("_EnvTextures", m_CubeReflTexArray.GetTexCache());
SetGlobalTexture(HDShaderIDs._CookieTextures, m_CookieTexArray.GetTexCache());
SetGlobalTexture(HDShaderIDs._CookieCubeTextures, m_CubeCookieTexArray.GetTexCache());
SetGlobalTexture(HDShaderIDs._EnvTextures, m_CubeReflTexArray.GetTexCache());
SetGlobalBuffer("_DirectionalLightDatas", s_DirectionalLightDatas);
SetGlobalInt("_DirectionalLightCount", m_lightList.directionalLights.Count);
SetGlobalBuffer("_LightDatas", s_LightDatas);
SetGlobalInt("_PunctualLightCount", m_punctualLightCount);
SetGlobalInt("_AreaLightCount", m_areaLightCount);
SetGlobalBuffer("_EnvLightDatas", s_EnvLightDatas);
SetGlobalInt("_EnvLightCount", m_lightList.envLights.Count);
SetGlobalBuffer("_ShadowDatas", s_shadowDatas);
SetGlobalVectorArray("_DirShadowSplitSpheres", m_lightList.directionalShadowSplitSphereSqr);
SetGlobalBuffer(HDShaderIDs._DirectionalLightDatas, s_DirectionalLightDatas);
SetGlobalInt(HDShaderIDs._DirectionalLightCount, m_lightList.directionalLights.Count);
SetGlobalBuffer(HDShaderIDs._LightDatas, s_LightDatas);
SetGlobalInt(HDShaderIDs._PunctualLightCount, m_punctualLightCount);
SetGlobalInt(HDShaderIDs._AreaLightCount, m_areaLightCount);
SetGlobalBuffer(HDShaderIDs._EnvLightDatas, s_EnvLightDatas);
SetGlobalInt(HDShaderIDs._EnvLightCount, m_lightList.envLights.Count);
SetGlobalBuffer(HDShaderIDs._ShadowDatas, s_shadowDatas);
SetGlobalVectorArray(HDShaderIDs._DirShadowSplitSpheres, m_lightList.directionalShadowSplitSphereSqr);
SetGlobalInt("_NumTileFtplX", GetNumTileFtplX(camera));
SetGlobalInt("_NumTileFtplY", GetNumTileFtplY(camera));
SetGlobalInt(HDShaderIDs._NumTileFtplX, GetNumTileFtplX(camera));
SetGlobalInt(HDShaderIDs._NumTileFtplY, GetNumTileFtplY(camera));
SetGlobalInt("_NumTileClusteredX", GetNumTileClusteredX(camera));
SetGlobalInt("_NumTileClusteredY", GetNumTileClusteredY(camera));
SetGlobalInt(HDShaderIDs._NumTileClusteredX, GetNumTileClusteredX(camera));
SetGlobalInt(HDShaderIDs._NumTileClusteredY, GetNumTileClusteredY(camera));
SetGlobalBuffer("g_vBigTileLightList", s_BigTileLightList);
SetGlobalBuffer(HDShaderIDs.g_vBigTileLightList, s_BigTileLightList);
{
SetGlobalFloat("g_fClustScale", m_ClustScale);
SetGlobalFloat("g_fClustBase", k_ClustLogBase);
SetGlobalFloat("g_fNearPlane", camera.nearClipPlane);
SetGlobalFloat("g_fFarPlane", camera.farClipPlane);
SetGlobalInt("g_iLog2NumClusters", k_Log2NumClusters);
{
SetGlobalFloat(HDShaderIDs.g_fClustScale, m_ClustScale);
SetGlobalFloat(HDShaderIDs.g_fClustBase, k_ClustLogBase);
SetGlobalFloat(HDShaderIDs.g_fNearPlane, camera.nearClipPlane);
SetGlobalFloat(HDShaderIDs.g_fFarPlane, camera.farClipPlane);
SetGlobalInt(HDShaderIDs.g_iLog2NumClusters, k_Log2NumClusters);
SetGlobalInt("g_isLogBaseBufferEnabled", k_UseDepthBuffer ? 1 : 0);
SetGlobalInt(HDShaderIDs.g_isLogBaseBufferEnabled, k_UseDepthBuffer ? 1 : 0);
SetGlobalBuffer("g_vLayeredOffsetsBuffer", s_PerVoxelOffset);
SetGlobalBuffer(HDShaderIDs.g_vLayeredOffsetsBuffer, s_PerVoxelOffset);
SetGlobalBuffer("g_logBaseBuffer", s_PerTileLogBaseTweak);
SetGlobalBuffer(HDShaderIDs.g_logBaseBuffer, s_PerTileLogBaseTweak);
}
}
}

PushGlobalParams(hdCamera.camera, cmd, null, 0);
if (lightingDebug.tileDebugByCategory == TileSettings.TileDebug.FeatureVariants)
{
if (GetFeatureVariantsEnabled())
if (GetFeatureVariantsEnabled(m_TileSettings))
m_DebugViewTilesMaterial.SetInt("_NumTiles", numTiles);
m_DebugViewTilesMaterial.SetInt("_ViewTilesFlags", (int)lightingDebug.tileDebugByCategory);
m_DebugViewTilesMaterial.SetVector("_MousePixelCoord", mousePixelCoord);
m_DebugViewTilesMaterial.SetBuffer("g_TileList", s_TileList);
m_DebugViewTilesMaterial.SetBuffer("g_DispatchIndirectBuffer", s_DispatchIndirectBuffer);
m_DebugViewTilesMaterial.SetInt(HDShaderIDs._NumTiles, numTiles);
m_DebugViewTilesMaterial.SetInt(HDShaderIDs._ViewTilesFlags, (int)lightingDebug.tileDebugByCategory);
m_DebugViewTilesMaterial.SetVector(HDShaderIDs._MousePixelCoord, mousePixelCoord);
m_DebugViewTilesMaterial.SetBuffer(HDShaderIDs.g_TileList, s_TileList);
m_DebugViewTilesMaterial.SetBuffer(HDShaderIDs.g_DispatchIndirectBuffer, s_DispatchIndirectBuffer);
m_DebugViewTilesMaterial.EnableKeyword(bUseClusteredForDeferred ? "USE_CLUSTERED_LIGHTLIST" : "USE_FPTL_LIGHTLIST");
m_DebugViewTilesMaterial.DisableKeyword(!bUseClusteredForDeferred ? "USE_CLUSTERED_LIGHTLIST" : "USE_FPTL_LIGHTLIST");
m_DebugViewTilesMaterial.DisableKeyword("SHOW_LIGHT_CATEGORIES");

else if (lightingDebug.tileDebugByCategory != TileSettings.TileDebug.None)
{
// lightCategories
m_DebugViewTilesMaterial.SetInt("_ViewTilesFlags", (int)lightingDebug.tileDebugByCategory);
m_DebugViewTilesMaterial.SetVector("_MousePixelCoord", mousePixelCoord);
m_DebugViewTilesMaterial.SetInt(HDShaderIDs._ViewTilesFlags, (int)lightingDebug.tileDebugByCategory);
m_DebugViewTilesMaterial.SetVector(HDShaderIDs._MousePixelCoord, mousePixelCoord);
m_DebugViewTilesMaterial.EnableKeyword(bUseClusteredForDeferred ? "USE_CLUSTERED_LIGHTLIST" : "USE_FPTL_LIGHTLIST");
m_DebugViewTilesMaterial.DisableKeyword(!bUseClusteredForDeferred ? "USE_CLUSTERED_LIGHTLIST" : "USE_FPTL_LIGHTLIST");
m_DebugViewTilesMaterial.EnableKeyword("SHOW_LIGHT_CATEGORIES");

return;
}
// TODO: To reduce GC pressure don't do concat string here
using (new Utilities.ProfilingSample((m_TileSettings.enableTileAndCluster ? "TilePass - Deferred Lighting Pass" : "SinglePass - Deferred Lighting Pass") + (outputSplitLighting ? " MRT" : ""), cmd))
// Predeclared to reduce GC pressure
string tilePassName = "TilePass - Deferred Lighting Pass";
string tilePassMRTName = "TilePass - Deferred Lighting Pass MRT";
string singlePassName = "SinglePass - Deferred Lighting Pass";
string SinglePassMRTName = "SinglePass - Deferred Lighting Pass MRT";
using (new Utilities.ProfilingSample(m_TileSettings.enableTileAndCluster ?
(outputSplitLighting ? tilePassMRTName : tilePassName) :
(outputSplitLighting ? SinglePassMRTName : singlePassName), cmd))
{
var camera = hdCamera.camera;

// If SSS is disable, do lighting for both split lighting and no split lighting
if (!debugDisplaySettings.renderingDebugSettings.enableSSSAndTransmission)
{
m_SingleDeferredMaterialSRT.SetInt("_StencilRef", (int)StencilLightingUsage.NoLighting);
m_SingleDeferredMaterialSRT.SetInt("_StencilCmp", (int)CompareFunction.NotEqual);
m_SingleDeferredMaterialSRT.SetInt(HDShaderIDs._StencilRef, (int)StencilLightingUsage.NoLighting);
m_SingleDeferredMaterialSRT.SetInt(HDShaderIDs._StencilCmp, (int)CompareFunction.NotEqual);
m_SingleDeferredMaterialSRT.SetInt("_StencilRef", (int)StencilLightingUsage.RegularLighting);
m_SingleDeferredMaterialSRT.SetInt("_StencilCmp", (int)CompareFunction.Equal);
m_SingleDeferredMaterialSRT.SetInt(HDShaderIDs._StencilRef, (int)StencilLightingUsage.RegularLighting);
m_SingleDeferredMaterialSRT.SetInt(HDShaderIDs._StencilCmp, (int)CompareFunction.Equal);
}
Utilities.DrawFullScreen(cmd, m_SingleDeferredMaterialSRT, colorBuffers[0], depthStencilBuffer);

if (m_TileSettings.enableComputeLightEvaluation)
{
bool enableFeatureVariants = GetFeatureVariantsEnabled() && !debugDisplaySettings.IsDebugDisplayEnabled();
bool enableFeatureVariants = GetFeatureVariantsEnabled(m_TileSettings) && !debugDisplaySettings.IsDebugDisplayEnabled();
int debugViewMaterial = Shader.GetGlobalInt(HDShaderIDs._DebugViewMaterial);
int debugLightingMode = Shader.GetGlobalInt(HDShaderIDs._DebugLightingMode);
Vector4 debugLightingAlbedo = Shader.GetGlobalVector(HDShaderIDs._DebugLightingAlbedo);
Vector4 debugLightingSmoothness = Shader.GetGlobalVector(HDShaderIDs._DebugLightingSmoothness);
int debugViewMaterial = Shader.GetGlobalInt("_DebugViewMaterial");
int debugLightingMode = Shader.GetGlobalInt("_DebugLightingMode");
Vector4 debugLightingAlbedo = Shader.GetGlobalVector("_DebugLightingAlbedo");
Vector4 debugLightingSmoothness = Shader.GetGlobalVector("_DebugLightingSmoothness");
Texture ltcData = Shader.GetGlobalTexture(HDShaderIDs._LtcData);
Texture preIntegratedFGD = Shader.GetGlobalTexture(HDShaderIDs._PreIntegratedFGD);
Texture ltcGGXMatrix = Shader.GetGlobalTexture(HDShaderIDs._LtcGGXMatrix);
Texture ltcDisneyDiffuseMatrix = Shader.GetGlobalTexture(HDShaderIDs._LtcDisneyDiffuseMatrix);
Texture ltcMultiGGXFresnelDisneyDiffuse = Shader.GetGlobalTexture(HDShaderIDs._LtcMultiGGXFresnelDisneyDiffuse);
int gbufferTexture0 = Shader.PropertyToID("_GBufferTexture0");
int gbufferTexture1 = Shader.PropertyToID("_GBufferTexture1");
int gbufferTexture2 = Shader.PropertyToID("_GBufferTexture2");
int gbufferTexture3 = Shader.PropertyToID("_GBufferTexture3");
int ambientOcclusionTexture = Shader.PropertyToID("_AmbientOcclusionTexture");
Matrix4x4 invScrProjection = Shader.GetGlobalMatrix(HDShaderIDs.g_mInvScrProjection);
int useTileLightList = Shader.GetGlobalInt(HDShaderIDs._UseTileLightList);
Texture ltcData = Shader.GetGlobalTexture(Shader.PropertyToID("_LtcData"));
Texture preIntegratedFGD = Shader.GetGlobalTexture("_PreIntegratedFGD");
Texture ltcGGXMatrix = Shader.GetGlobalTexture("_LtcGGXMatrix");
Texture ltcDisneyDiffuseMatrix = Shader.GetGlobalTexture("_LtcDisneyDiffuseMatrix");
Texture ltcMultiGGXFresnelDisneyDiffuse = Shader.GetGlobalTexture("_LtcMultiGGXFresnelDisneyDiffuse");
Vector4 time = Shader.GetGlobalVector(HDShaderIDs._Time);
Vector4 sinTime = Shader.GetGlobalVector(HDShaderIDs._SinTime);
Vector4 cosTime = Shader.GetGlobalVector(HDShaderIDs._CosTime);
Vector4 unity_DeltaTime = Shader.GetGlobalVector(HDShaderIDs.unity_DeltaTime);
Vector4 worldSpaceCameraPos = Shader.GetGlobalVector(HDShaderIDs._WorldSpaceCameraPos);
Vector4 projectionParams = Shader.GetGlobalVector(HDShaderIDs._ProjectionParams);
Vector4 screenParams = Shader.GetGlobalVector(HDShaderIDs._ScreenParams);
Vector4 zbufferParams = Shader.GetGlobalVector(HDShaderIDs._ZBufferParams);
Vector4 unity_OrthoParams = Shader.GetGlobalVector(HDShaderIDs.unity_OrthoParams);
int envLightSkyEnabled = Shader.GetGlobalInt(HDShaderIDs._EnvLightSkyEnabled);
float ambientOcclusionDirectLightStrenght = Shader.GetGlobalFloat(HDShaderIDs._AmbientOcclusionDirectLightStrenght);
Matrix4x4 invScrProjection = Shader.GetGlobalMatrix("g_mInvScrProjection");
int useTileLightList = Shader.GetGlobalInt("_UseTileLightList");
int enableSSSAndTransmission = Shader.GetGlobalInt(HDShaderIDs._EnableSSSAndTransmission);
int texturingModeFlags = Shader.GetGlobalInt(HDShaderIDs._TexturingModeFlags);
int transmissionFlags = Shader.GetGlobalInt(HDShaderIDs._TransmissionFlags);
Vector4[] thicknessRemaps = Shader.GetGlobalVectorArray(HDShaderIDs._ThicknessRemaps);
Vector4[] shapeParams = Shader.GetGlobalVectorArray(HDShaderIDs._ShapeParams);
Vector4[] transmissionTints = Shader.GetGlobalVectorArray(HDShaderIDs._TransmissionTints);
Vector4 time = Shader.GetGlobalVector("_Time");
Vector4 sinTime = Shader.GetGlobalVector("_SinTime");
Vector4 cosTime = Shader.GetGlobalVector("_CosTime");
Vector4 unity_DeltaTime = Shader.GetGlobalVector("unity_DeltaTime");
Vector4 worldSpaceCameraPos = Shader.GetGlobalVector("_WorldSpaceCameraPos");
Vector4 projectionParams = Shader.GetGlobalVector("_ProjectionParams");
Vector4 screenParams = Shader.GetGlobalVector("_ScreenParams");
Vector4 zbufferParams = Shader.GetGlobalVector("_ZBufferParams");
Vector4 unity_OrthoParams = Shader.GetGlobalVector("unity_OrthoParams");
int envLightSkyEnabled = Shader.GetGlobalInt("_EnvLightSkyEnabled");
float ambientOcclusionDirectLightStrenght = Shader.GetGlobalFloat("_AmbientOcclusionDirectLightStrenght");
int enableSSSAndTransmission = Shader.GetGlobalInt("_EnableSSSAndTransmission");
int texturingModeFlags = Shader.GetGlobalInt("_TexturingModeFlags");
int transmissionFlags = Shader.GetGlobalInt("_TransmissionFlags");
Vector4[] thicknessRemaps = Shader.GetGlobalVectorArray("_ThicknessRemaps");
Vector4[] shapeParams = Shader.GetGlobalVectorArray("_ShapeParams");
Vector4[] transmissionTints = Shader.GetGlobalVectorArray("_TransmissionTints");
Texture skyTexture = Shader.GetGlobalTexture(HDShaderIDs._SkyTexture);
for (int variant = 0; variant < numVariants; variant++)
{

{
// Tag: SUPPORT_COMPUTE_CLUSTER_OPAQUE - Uncomment this if you want to do cluster opaque with compute shader (by default we support only fptl on opaque)
// kernel = usingFptl ? s_shadeOpaqueIndirectFptlKernels[variant] : s_shadeOpaqueIndirectClusteredKernels[variant];
kernel = s_shadeOpaqueIndirectFptlKernels[variant];
}
else

hdCamera.SetupComputeShader(deferredComputeShader, cmd);
// TODO: Update value like in ApplyDebugDisplaySettings() call. Sadly it is high likely that this will not be keep in sync. we really need to get rid of this by making global parameters visible to compute shaders
cmd.SetComputeIntParam(deferredComputeShader, "_DebugViewMaterial", debugViewMaterial);
cmd.SetComputeIntParam(deferredComputeShader, "_DebugLightingMode", debugLightingMode);
cmd.SetComputeVectorParam(deferredComputeShader, "_DebugLightingAlbedo", debugLightingAlbedo);
cmd.SetComputeVectorParam(deferredComputeShader, "_DebugLightingSmoothness", debugLightingSmoothness);
cmd.SetComputeIntParam(deferredComputeShader, HDShaderIDs._DebugViewMaterial, debugViewMaterial);
cmd.SetComputeIntParam(deferredComputeShader, HDShaderIDs._DebugLightingMode, debugLightingMode);
cmd.SetComputeVectorParam(deferredComputeShader, HDShaderIDs._DebugLightingAlbedo, debugLightingAlbedo);
cmd.SetComputeVectorParam(deferredComputeShader, HDShaderIDs._DebugLightingSmoothness, debugLightingSmoothness);
cmd.SetComputeBufferParam(deferredComputeShader, kernel, "g_vLightListGlobal", bUseClusteredForDeferred ? s_PerVoxelLightLists : s_LightList);
cmd.SetComputeBufferParam(deferredComputeShader, kernel, HDShaderIDs.g_vLightListGlobal, bUseClusteredForDeferred ? s_PerVoxelLightLists : s_LightList);
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "_MainDepthTexture", depthTexture);
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "_GBufferTexture0", gbufferTexture0);
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "_GBufferTexture1", gbufferTexture1);
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "_GBufferTexture2", gbufferTexture2);
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "_GBufferTexture3", gbufferTexture3);
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "_AmbientOcclusionTexture", ambientOcclusionTexture);
cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs._MainDepthTexture, depthTexture);
cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs._GBufferTexture0, HDShaderIDs._GBufferTexture0);
cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs._GBufferTexture1, HDShaderIDs._GBufferTexture1);
cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs._GBufferTexture2, HDShaderIDs._GBufferTexture2);
cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs._GBufferTexture3, HDShaderIDs._GBufferTexture3);
cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs._AmbientOcclusionTexture, HDShaderIDs._AmbientOcclusionTexture);
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "_LtcData", ltcData);
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "_PreIntegratedFGD", preIntegratedFGD);
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "_LtcGGXMatrix", ltcGGXMatrix);
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "_LtcDisneyDiffuseMatrix", ltcDisneyDiffuseMatrix);
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "_LtcMultiGGXFresnelDisneyDiffuse", ltcMultiGGXFresnelDisneyDiffuse);
cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs._LtcData, ltcData);
cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs._PreIntegratedFGD, preIntegratedFGD);
cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs._LtcGGXMatrix, ltcGGXMatrix);
cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs._LtcDisneyDiffuseMatrix, ltcDisneyDiffuseMatrix);
cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs._LtcMultiGGXFresnelDisneyDiffuse, ltcMultiGGXFresnelDisneyDiffuse);
cmd.SetComputeMatrixParam(deferredComputeShader, "g_mInvScrProjection", invScrProjection);
cmd.SetComputeIntParam(deferredComputeShader, "_UseTileLightList", useTileLightList);
cmd.SetComputeMatrixParam(deferredComputeShader, HDShaderIDs.g_mInvScrProjection, invScrProjection);
cmd.SetComputeIntParam(deferredComputeShader, HDShaderIDs._UseTileLightList, useTileLightList);
cmd.SetComputeVectorParam(deferredComputeShader, "_Time", time);
cmd.SetComputeVectorParam(deferredComputeShader, "_SinTime", sinTime);
cmd.SetComputeVectorParam(deferredComputeShader, "_CosTime", cosTime);
cmd.SetComputeVectorParam(deferredComputeShader, "unity_DeltaTime", unity_DeltaTime);
cmd.SetComputeIntParam(deferredComputeShader, "_EnvLightSkyEnabled", envLightSkyEnabled);
cmd.SetComputeFloatParam(deferredComputeShader, "_AmbientOcclusionDirectLightStrenght", ambientOcclusionDirectLightStrenght);
cmd.SetComputeVectorParam(deferredComputeShader, HDShaderIDs._Time, time);
cmd.SetComputeVectorParam(deferredComputeShader, HDShaderIDs._SinTime, sinTime);
cmd.SetComputeVectorParam(deferredComputeShader, HDShaderIDs._CosTime, cosTime);
cmd.SetComputeVectorParam(deferredComputeShader, HDShaderIDs.unity_DeltaTime, unity_DeltaTime);
cmd.SetComputeIntParam(deferredComputeShader, HDShaderIDs._EnvLightSkyEnabled, envLightSkyEnabled);
cmd.SetComputeFloatParam(deferredComputeShader, HDShaderIDs._AmbientOcclusionDirectLightStrenght, ambientOcclusionDirectLightStrenght);
Texture skyTexture = Shader.GetGlobalTexture("_SkyTexture");
Texture IESArrayTexture = Shader.GetGlobalTexture("_IESArray");
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "_IESArray", IESArrayTexture ? IESArrayTexture : m_DefaultTexture2DArray);
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "_SkyTexture", skyTexture ? skyTexture : m_DefaultTexture2DArray);
cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs._SkyTexture, skyTexture ? skyTexture : m_DefaultTexture2DArray);
cmd.SetComputeIntParam( deferredComputeShader, "_EnableSSSAndTransmission", enableSSSAndTransmission);
cmd.SetComputeIntParam( deferredComputeShader, "_TexturingModeFlags", texturingModeFlags);
cmd.SetComputeIntParam( deferredComputeShader, "_TransmissionFlags", transmissionFlags);
cmd.SetComputeVectorArrayParam(deferredComputeShader, "_ThicknessRemaps", thicknessRemaps);
cmd.SetComputeIntParam( deferredComputeShader, HDShaderIDs._EnableSSSAndTransmission, enableSSSAndTransmission);
cmd.SetComputeIntParam( deferredComputeShader, HDShaderIDs._TexturingModeFlags, texturingModeFlags);
cmd.SetComputeIntParam( deferredComputeShader, HDShaderIDs._TransmissionFlags, transmissionFlags);
cmd.SetComputeVectorArrayParam(deferredComputeShader, HDShaderIDs._ThicknessRemaps, thicknessRemaps);
cmd.SetComputeVectorArrayParam(deferredComputeShader, "_ShapeParams", shapeParams);
cmd.SetComputeVectorArrayParam(deferredComputeShader, "_TransmissionTints", transmissionTints);
cmd.SetComputeVectorArrayParam(deferredComputeShader, HDShaderIDs._ShapeParams, shapeParams);
cmd.SetComputeVectorArrayParam(deferredComputeShader, HDShaderIDs._TransmissionTints, transmissionTints);
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "specularLightingUAV", colorBuffers[0]);
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "diffuseLightingUAV", colorBuffers[1]);
cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs.specularLightingUAV, colorBuffers[0]);
cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs.diffuseLightingUAV, colorBuffers[1]);
cmd.SetComputeIntParam(deferredComputeShader, "g_TileListOffset", variant * numTiles);
cmd.SetComputeBufferParam(deferredComputeShader, kernel, "g_TileList", s_TileList);
cmd.SetComputeIntParam(deferredComputeShader, HDShaderIDs.g_TileListOffset, variant * numTiles);
cmd.SetComputeBufferParam(deferredComputeShader, kernel, HDShaderIDs.g_TileList, s_TileList);
cmd.DispatchCompute(deferredComputeShader, kernel, s_DispatchIndirectBuffer, (uint)variant * 3 * sizeof(uint));
}
else

// If SSS is disable, do lighting for both split lighting and no split lighting
if (!debugDisplaySettings.renderingDebugSettings.enableSSSAndTransmission)
{
m_DeferredAllMaterialSRT.SetInt("_StencilRef", (int)StencilLightingUsage.NoLighting);
m_DeferredAllMaterialSRT.SetInt("_StencilCmp", (int)CompareFunction.NotEqual);
m_DeferredAllMaterialSRT.SetInt(HDShaderIDs._StencilRef, (int)StencilLightingUsage.NoLighting);
m_DeferredAllMaterialSRT.SetInt(HDShaderIDs._StencilCmp, (int)CompareFunction.NotEqual);
m_DeferredAllMaterialSRT.SetInt("_StencilRef", (int)StencilLightingUsage.RegularLighting);
m_DeferredAllMaterialSRT.SetInt("_StencilCmp", (int)CompareFunction.Equal);
m_DeferredAllMaterialSRT.SetInt(HDShaderIDs._StencilRef, (int)StencilLightingUsage.RegularLighting);
m_DeferredAllMaterialSRT.SetInt(HDShaderIDs._StencilCmp, (int)CompareFunction.Equal);
}
Utilities.SelectKeyword(m_DeferredAllMaterialSRT, "USE_CLUSTERED_LIGHTLIST", "USE_FPTL_LIGHTLIST", bUseClusteredForDeferred);

}
else
{
// Only opaques can use FPTL, transparents must use clustered!
// Only opaques can use FPTL, transparent must use clustered!
bool useFptl = renderOpaque && usingFptl;
using (new Utilities.ProfilingSample(useFptl ? "Forward Tiled pass" : "Forward Clustered pass", cmd))

cmd.DisableShaderKeyword("LIGHTLOOP_SINGLE_PASS");
cmd.SetGlobalFloat("_UseTileLightList", useFptl ? 1 : 0); // leaving this as a dynamic toggle for now for forward opaques to keep shader variants down.
cmd.SetGlobalBuffer("g_vLightListGlobal", useFptl ? s_LightList : s_PerVoxelLightLists);
cmd.SetGlobalFloat(HDShaderIDs._UseTileLightList, useFptl ? 1 : 0); // leaving this as a dynamic toggle for now for forward opaques to keep shader variants down.
cmd.SetGlobalBuffer(HDShaderIDs.g_vLightListGlobal, useFptl ? s_LightList : s_PerVoxelLightLists);
}
}
}

14
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.hlsl


StructuredBuffer<EnvLightData> _EnvLightDatas;
StructuredBuffer<ShadowData> _ShadowDatas;
// Use texture array for IES
//TEXTURE2D_ARRAY(_IESArray);
//SAMPLER2D(sampler_IESArray);
// Used by directional and spot lights
TEXTURE2D_ARRAY(_CookieTextures);
SAMPLER2D(sampler_CookieTextures);

{
return SAMPLE_TEXTURECUBE_ARRAY_LOD_ABSTRACT(_CookieCubeTextures, sampler_CookieCubeTextures, coord, index, 0);
}
//-----------------------------------------------------------------------------
// IES sampling function
// ----------------------------------------------------------------------------
// sphericalTexCoord is theta and phi spherical coordinate
//float4 SampleIES(LightLoopContext lightLoopContext, int index, float2 sphericalTexCoord, float lod)
//{
// return SAMPLE_TEXTURE2D_ARRAY_LOD(_IESArray, sampler_IESArray, sphericalTexCoord, index, 0);
//}
//-----------------------------------------------------------------------------
// Reflection proble / Sky sampling function

8
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/materialflags.compute


#pragma kernel MaterialFlagsGen_Write MATERIALFLAGSGEN=MaterialFlagsGen_Write
#pragma kernel MaterialFlagsGen_Or MATERIALFLAGSGEN=MaterialFlagsGen_Or USE_OR
//#pragma #pragma enable_d3d11_debug_symbols
// #pragma enable_d3d11_debug_symbols
#include "../../../ShaderLibrary/common.hlsl"
#include "ShaderBase.hlsl"

#include "../../Material/Material.hlsl" // This includes Material.hlsl
#include "../../Lighting/LightDefinition.cs.hlsl"
#define USE_MATERIAL_FEATURE_FLAGS
#define NR_THREADS 64

uint g_BaseFeatureFlags;
CBUFFER_END
Texture2D g_depth_tex : register( t0 );
TEXTURE2D(_StencilTexture); // DXGI_FORMAT_R8_UINT is not supported by Unity
DECLARE_GBUFFER_TEXTURE(_GBufferTexture);
[numthreads(NR_THREADS, 1, 1)]

int idx = i * NR_THREADS + threadID;
uint2 uCrd = min( uint2(viTilLL.x + (idx & 0xf), viTilLL.y + (idx >> 4)), uint2(iWidth - 1, iHeight - 1));
if (FetchDepth(g_depth_tex, uCrd) < VIEWPORT_SCALE_Z) // This test is we are the sky/background or not
if (UnpackByte(LOAD_TEXTURE2D(_StencilTexture, uCrd).r) != STENCILLIGHTINGUSAGE_NO_LIGHTING) // This test is we are the sky/background or not
{
PositionInputs posInput = GetPositionInput(uCrd, invScreenSize);
FETCH_GBUFFER(gbuffer, _GBufferTexture, posInput.unPositionSS);

21
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CopyStencilBuffer.shader


Shader "Hidden/HDRenderPipeline/CopyStencilBuffer"
{
Properties
{
[HideInInspector] _StencilRef("_StencilRef", Int) = 1
}
SubShader
{
Pass

Ref 1 // StencilLightingUsage.SplitLighting
Ref [_StencilRef]
Comp Equal
Pass Keep
}

HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma multi_compile _ EXPORT_HTILE
#include "../../../../ShaderLibrary/Common.hlsl"
#include "../../../../ShaderLibrary/Packing.hlsl"
int _StencilRef;
RW_TEXTURE2D(float, _HTile); // DXGI_FORMAT_R8_UINT is not supported by Unity
struct Attributes

{
uint2 positionSS = (uint2)input.positionCS.xy;
// There's no need for atomics as we are always writing the same value.
// Note: the GCN tile size is 8x8 pixels.
_HTile[positionSS / 8] = STENCILLIGHTINGUSAGE_SPLIT_LIGHTING;
#ifdef EXPORT_HTILE
// There's no need for atomics as we are always writing the same value.
// Note: the GCN tile size is 8x8 pixels.
_HTile[positionSS / 8] = _StencilRef;
#endif
return float4(STENCILLIGHTINGUSAGE_SPLIT_LIGHTING, 0, 0, 0);
return PackByte(_StencilRef);
}
ENDHLSL
}

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/SubsurfaceScattering.compute


// Included headers
//--------------------------------------------------------------------------------------------------
#include "../../../../ShaderLibrary/Common.hlsl"
#include "../../../../ShaderLibrary/Packing.hlsl"
#include "../../../../ShaderLibrary/SpaceFillingCurves.hlsl"
#include "../../../ShaderVariables.hlsl"
#define UNITY_MATERIAL_LIT

{
// Unfortunately, our copy of HTile does not allow to accept at the tile rate.
// Therefore, we have to additionally perform the stencil test at the pixel rate.
passedStencilTest = stencilRef == LOAD_TEXTURE2D(_StencilTexture, pixelCoord).r;
passedStencilTest = stencilRef == UnpackByte(LOAD_TEXTURE2D(_StencilTexture, pixelCoord).r);
}
return passedStencilTest;

18
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs


bool transmissionEnabled = m_TransmissionMode.intValue != (int)SubsurfaceScatteringProfile.TransmissionMode.None;
// Draw the profile.
m_ProfileMaterial.SetFloat( "_MaxRadius", r);
m_ProfileMaterial.SetVector("_ShapeParam", S);
m_ProfileMaterial.SetFloat(HDShaderIDs._MaxRadius, r);
m_ProfileMaterial.SetVector(HDShaderIDs._ShapeParam, S);
// Old SSS Model >>>
Utilities.SelectKeyword(m_ProfileMaterial, "SSS_MODEL_DISNEY", "SSS_MODEL_BASIC", useDisneySSS);
// Apply the three-sigma rule, and rescale.

Vector4 stdDev1 = new Vector4(s * m_ScatterDistance1.colorValue.r, s * m_ScatterDistance1.colorValue.g, s * m_ScatterDistance1.colorValue.b);
Vector4 stdDev2 = new Vector4(s * m_ScatterDistance2.colorValue.r, s * m_ScatterDistance2.colorValue.g, s * m_ScatterDistance2.colorValue.b);
m_ProfileMaterial.SetVector("_StdDev1", stdDev1);
m_ProfileMaterial.SetVector("_StdDev2", stdDev2);
m_ProfileMaterial.SetFloat("_LerpWeight", m_LerpWeight.floatValue);
m_ProfileMaterial.SetFloat("_MaxRadius", rMax);
m_ProfileMaterial.SetVector(HDShaderIDs._StdDev1, stdDev1);
m_ProfileMaterial.SetVector(HDShaderIDs._StdDev2, stdDev2);
m_ProfileMaterial.SetFloat(HDShaderIDs._LerpWeight, m_LerpWeight.floatValue);
m_ProfileMaterial.SetFloat(HDShaderIDs._MaxRadius, rMax);
// <<< Old SSS Model
EditorGUI.DrawPreviewTexture(GUILayoutUtility.GetRect(256, 256), m_ProfileImage, m_ProfileMaterial, ScaleMode.ScaleToFit, 1.0f);

EditorGUILayout.Space();
// Draw the transmittance graph.
m_TransmittanceMaterial.SetVector("_ShapeParam", S);
m_TransmittanceMaterial.SetVector("_TransmissionTint", transmissionEnabled ? T : Vector4.zero);
m_TransmittanceMaterial.SetVector("_ThicknessRemap", R);
m_TransmittanceMaterial.SetVector(HDShaderIDs._ShapeParam, S);
m_TransmittanceMaterial.SetVector(HDShaderIDs._TransmissionTint, transmissionEnabled ? T : Vector4.zero);
m_TransmittanceMaterial.SetVector(HDShaderIDs._ThicknessRemap, R);
EditorGUI.DrawPreviewTexture(GUILayoutUtility.GetRect(16, 16), m_TransmittanceImage, m_TransmittanceMaterial, ScaleMode.ScaleToFit, 16.0f);
serializedObject.ApplyModifiedProperties();

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/HDRISkyRenderer.cs


public override void RenderSky(BuiltinSkyParameters builtinParams, SkySettings skyParameters, bool renderForCubemap)
{
m_SkyHDRIMaterial.SetTexture("_Cubemap", m_HdriSkyParams.skyHDRI);
m_SkyHDRIMaterial.SetVector("_SkyParam", new Vector4(m_HdriSkyParams.exposure, m_HdriSkyParams.multiplier, m_HdriSkyParams.rotation, 0.0f));
m_SkyHDRIMaterial.SetTexture(HDShaderIDs._Cubemap, m_HdriSkyParams.skyHDRI);
m_SkyHDRIMaterial.SetVector(HDShaderIDs._SkyParam, new Vector4(m_HdriSkyParams.exposure, m_HdriSkyParams.multiplier, m_HdriSkyParams.rotation, 0.0f));
builtinParams.commandBuffer.DrawMesh(builtinParams.skyMesh, Matrix4x4.identity, m_SkyHDRIMaterial, 0, renderForCubemap ? 0 : 1);
}

134
Assets/ScriptableRenderPipeline/ShaderLibrary/Shadow/ShadowAlgorithms.hlsl


}
// function called by spot, point and directional eval routines to calculate shadow coordinates
float3 EvalShadow_GetTexcoords( ShadowData sd, float3 positionWS )
float3 EvalShadow_GetTexcoords( ShadowData sd, float3 positionWS, out float3 posNDC, bool clampToRect )
float4 posCS = mul( float4( positionWS, 1.0 ), sd.worldToShadow );
float4 posCS = mul(float4(positionWS, 1.0), sd.worldToShadow);
float3 posNDC = posCS.xyz / posCS.w;
posNDC = posCS.xyz / posCS.w;
posTC.xy = clampToRect ? clamp( posTC.xy, sd.texelSizeRcp.zw*0.5, 1.0.xx - sd.texelSizeRcp.zw*0.5 ) : posTC.xy;
}
float3 EvalShadow_GetTexcoords( ShadowData sd, float3 positionWS )
{
float3 ndc;
return EvalShadow_GetTexcoords( sd, positionWS, ndc, false );
}
int EvalShadow_GetCubeFaceID( float3 dir )

//
// Directional shadows (cascaded shadow map)
//
int EvalShadow_GetSplitSphereIndexForDirshadows( float3 positionWS, float4 dirShadowSplitSpheres[4] )
#define kMaxShadowCascades 4
int EvalShadow_GetSplitSphereIndexForDirshadows( float3 positionWS, float4 dirShadowSplitSpheres[4], out float relDistance )
{
float3 fromCenter0 = positionWS.xyz - dirShadowSplitSpheres[0].xyz;
float3 fromCenter1 = positionWS.xyz - dirShadowSplitSpheres[1].xyz;

weights.yzw = saturate( weights.yzw - weights.xyz );
int idx = int( 4.0 - dot( weights, float4( 4.0, 3.0, 2.0, 1.0 ) ) );
relDistance = distances2[idx] / dirShadowSplitSphereSqRadii[idx];
int EvalShadow_GetSplitSphereIndexForDirshadows( float3 positionWS, float4 dirShadowSplitSpheres[4] )
{
float relDist;
return EvalShadow_GetSplitSphereIndexForDirshadows( positionWS, dirShadowSplitSpheres, relDist );
}
uint EvalShadow_LoadSplitSpheres( ShadowContext shadowContext, int index, out float4 splitSpheres[4] )
{
uint offset = GetPayloadOffset( shadowContext.shadowDatas[index] );

float EvalShadow_CascadedDepth( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int index, float3 L )
{
ShadowData sd = shadowContext.shadowDatas[index];
// normal based bias
positionWS += EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), sd.texelSizeRcp.zw, sd.normalBias );
int shadowSplitIndex = EvalShadow_GetSplitSphereIndexForDirshadows( positionWS, dirShadowSplitSpheres );
float relDistance;
int shadowSplitIndex = EvalShadow_GetSplitSphereIndexForDirshadows( positionWS, dirShadowSplitSpheres, relDistance );
sd = shadowContext.shadowDatas[index + 1 + shadowSplitIndex];
float4 scales = asfloat( shadowContext.payloads[payloadOffset] );
payloadOffset++;
float4 borders = asfloat( shadowContext.payloads[payloadOffset] );
payloadOffset++;
ShadowData sd = shadowContext.shadowDatas[index + 1 + shadowSplitIndex];
// normal based bias
float3 orig_pos = positionWS;
float orig_payloadOffset = payloadOffset;
positionWS += EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), scales[shadowSplitIndex] * sd.texelSizeRcp.zw, sd.normalBias );
float3 posTC = EvalShadow_GetTexcoords( sd, positionWS );
float3 posNDC;
float3 posTC = EvalShadow_GetTexcoords( sd, positionWS, posNDC, true );
// sample the texture
uint texIdx, sampIdx;
float slice;

UnpackShadowType( sd.shadowType, shadowType, shadowAlgorithm );
float shadow = SampleShadow_SelectAlgorithm( shadowContext, sd, payloadOffset, posTC, sd.bias, slice, shadowAlgorithm, texIdx, sampIdx );
return SampleShadow_SelectAlgorithm( shadowContext, sd, payloadOffset, posTC, sd.bias, slice, shadowAlgorithm, texIdx, sampIdx );
float border = borders[shadowSplitIndex];
float alpha = border <= 0.0 ? 0.0 : saturate( (relDistance - (1.0 - border)) / border );
shadowSplitIndex++;
float shadow1 = 1.0;
if( shadowSplitIndex < kMaxShadowCascades )
{
float4 splitSphere = dirShadowSplitSpheres[shadowSplitIndex - 1];
float3 cascadeDir = normalize( -splitSphere.xyz + dirShadowSplitSpheres[shadowSplitIndex].xyz );
float3 wposDir = normalize( -splitSphere.xyz + positionWS );
float cascDot = dot( cascadeDir, wposDir );
alpha = cascDot > 0.0 ? alpha : lerp( alpha, 0.0, saturate( -cascDot * 4.0 ) );
shadow1 = shadow;
[branch]
if( alpha > 0.0 )
{
sd = shadowContext.shadowDatas[index + 1 + shadowSplitIndex];
positionWS = orig_pos + EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), scales[shadowSplitIndex] * sd.texelSizeRcp.zw, sd.normalBias );
posTC = EvalShadow_GetTexcoords( sd, positionWS, posNDC, false );
// sample the texture
UnpackShadowmapId( sd.id, slice );
if( all( abs( posNDC.xy ) <= (1.0 - sd.texelSizeRcp.zw * 0.5) ) )
shadow1 = SampleShadow_SelectAlgorithm( shadowContext, sd, orig_payloadOffset, posTC, sd.bias, slice, shadowAlgorithm, texIdx, sampIdx );
}
}
shadow = lerp( shadow, shadow1, alpha );
return shadow;
ShadowData sd = shadowContext.shadowDatas[index]; \
/* normal based bias */ \
positionWS += EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), sd.texelSizeRcp.zw, sd.normalBias ); \
\
float4 dirShadowSplitSpheres[4]; \
float4 dirShadowSplitSpheres[kMaxShadowCascades]; \
int shadowSplitIndex = EvalShadow_GetSplitSphereIndexForDirshadows( positionWS, dirShadowSplitSpheres ); \
float relDistance; \
int shadowSplitIndex = EvalShadow_GetSplitSphereIndexForDirshadows( positionWS, dirShadowSplitSpheres, relDistance ); \
sd = shadowContext.shadowDatas[index + 1 + shadowSplitIndex]; \
float4 scales = asfloat( shadowContext.payloads[payloadOffset] ); \
payloadOffset++; \
float4 borders = asfloat( shadowContext.payloads[payloadOffset] ); \
payloadOffset++; \
\
ShadowData sd = shadowContext.shadowDatas[index + 1 + shadowSplitIndex]; \
/* normal based bias */ \
float3 orig_pos = positionWS; \
float orig_payloadOffset = payloadOffset; \
positionWS += EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), scales[shadowSplitIndex] * sd.texelSizeRcp.zw, sd.normalBias ); \
float3 posTC = EvalShadow_GetTexcoords( sd, positionWS ); \
float3 posNDC; \
float3 posTC = EvalShadow_GetTexcoords( sd, positionWS, posNDC, true ); \
return SampleShadow_SelectAlgorithm( shadowContext, sd, payloadOffset, posTC, sd.bias, slice, shadowAlgorithm, tex, samp ); \
float shadow = SampleShadow_SelectAlgorithm( shadowContext, sd, payloadOffset, posTC, sd.bias, slice, shadowAlgorithm, tex, samp ); \
\
float border = borders[shadowSplitIndex]; \
float alpha = border <= 0.0 ? 0.0 : saturate( (relDistance - (1.0 - border)) / border ); \
\
shadowSplitIndex++; \
float shadow1 = 1.0; \
if( shadowSplitIndex < kMaxShadowCascades ) \
{ \
float4 splitSphere = dirShadowSplitSpheres[shadowSplitIndex - 1]; \
float3 cascadeDir = normalize( -splitSphere.xyz + dirShadowSplitSpheres[shadowSplitIndex].xyz ); \
float3 wposDir = normalize( -splitSphere.xyz + positionWS ); \
float cascDot = dot( cascadeDir, wposDir ); \
alpha = cascDot > 0.0 ? alpha : lerp( alpha, 0.0, saturate( -cascDot * 4.0 ) ); \
shadow1 = shadow; \
\
[branch] \
if( alpha > 0.0 ) \
{ \
sd = shadowContext.shadowDatas[index + 1 + shadowSplitIndex]; \
positionWS = orig_pos + EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), scales[shadowSplitIndex] * sd.texelSizeRcp.zw, sd.normalBias ); \
posTC = EvalShadow_GetTexcoords( sd, positionWS, posNDC, false ); \
/* sample the texture */ \
UnpackShadowmapId( sd.id, slice ); \
\
if( all( abs( posNDC.xy ) <= (1.0 - sd.texelSizeRcp.zw * 0.5) ) ) \
shadow1 = SampleShadow_SelectAlgorithm( shadowContext, sd, orig_payloadOffset, posTC, sd.bias, slice, shadowAlgorithm, tex, samp ); \
} \
} \
shadow = lerp( shadow, shadow1, alpha ); \
return shadow; \
}
EvalShadow_CascadedDepth_( SamplerComparisonState )
EvalShadow_CascadedDepth_( SamplerState )

177
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDShaderIDs.cs


namespace UnityEngine.Experimental.Rendering.HDPipeline
{
// Pre-hashed shader ids - naming conventions are a bit off in this file as we use the same
// fields names as in the shaders for ease of use... Would be nice to clean this up at some
// point.
static class HDShaderIDs
{
internal static readonly int _ShadowDatasExp = Shader.PropertyToID("_ShadowDatasExp");
internal static readonly int _ShadowPayloads = Shader.PropertyToID("_ShadowPayloads");
internal static readonly int _ShadowmapExp_VSM_0 = Shader.PropertyToID("_ShadowmapExp_VSM_0");
internal static readonly int _ShadowmapExp_VSM_1 = Shader.PropertyToID("_ShadowmapExp_VSM_1");
internal static readonly int _ShadowmapExp_VSM_2 = Shader.PropertyToID("_ShadowmapExp_VSM_2");
internal static readonly int _ShadowmapExp_PCF = Shader.PropertyToID("_ShadowmapExp_PCF");
internal static readonly int g_LayeredSingleIdxBuffer = Shader.PropertyToID("g_LayeredSingleIdxBuffer");
internal static readonly int _EnvLightIndexShift = Shader.PropertyToID("_EnvLightIndexShift");
internal static readonly int g_iNrVisibLights = Shader.PropertyToID("g_iNrVisibLights");
internal static readonly int g_mScrProjection = Shader.PropertyToID("g_mScrProjection");
internal static readonly int g_mInvScrProjection = Shader.PropertyToID("g_mInvScrProjection");
internal static readonly int g_iLog2NumClusters = Shader.PropertyToID("g_iLog2NumClusters");
internal static readonly int g_fNearPlane = Shader.PropertyToID("g_fNearPlane");
internal static readonly int g_fFarPlane = Shader.PropertyToID("g_fFarPlane");
internal static readonly int g_fClustScale = Shader.PropertyToID("g_fClustScale");
internal static readonly int g_fClustBase = Shader.PropertyToID("g_fClustBase");
internal static readonly int g_depth_tex = Shader.PropertyToID("g_depth_tex");
internal static readonly int g_vLayeredLightList = Shader.PropertyToID("g_vLayeredLightList");
internal static readonly int g_LayeredOffset = Shader.PropertyToID("g_LayeredOffset");
internal static readonly int g_vBigTileLightList = Shader.PropertyToID("g_vBigTileLightList");
internal static readonly int g_logBaseBuffer = Shader.PropertyToID("g_logBaseBuffer");
internal static readonly int g_vBoundsBuffer = Shader.PropertyToID("g_vBoundsBuffer");
internal static readonly int _LightVolumeData = Shader.PropertyToID("_LightVolumeData");
internal static readonly int g_data = Shader.PropertyToID("g_data");
internal static readonly int g_mProjection = Shader.PropertyToID("g_mProjection");
internal static readonly int g_mInvProjection = Shader.PropertyToID("g_mInvProjection");
internal static readonly int g_viDimensions = Shader.PropertyToID("g_viDimensions");
internal static readonly int g_vLightList = Shader.PropertyToID("g_vLightList");
internal static readonly int g_BaseFeatureFlags = Shader.PropertyToID("g_BaseFeatureFlags");
internal static readonly int g_TileFeatureFlags = Shader.PropertyToID("g_TileFeatureFlags");
internal static readonly int _GBufferTexture0 = Shader.PropertyToID("_GBufferTexture0");
internal static readonly int _GBufferTexture1 = Shader.PropertyToID("_GBufferTexture1");
internal static readonly int _GBufferTexture2 = Shader.PropertyToID("_GBufferTexture2");
internal static readonly int _GBufferTexture3 = Shader.PropertyToID("_GBufferTexture3");
internal static readonly int g_DispatchIndirectBuffer = Shader.PropertyToID("g_DispatchIndirectBuffer");
internal static readonly int g_TileList = Shader.PropertyToID("g_TileList");
internal static readonly int g_NumTiles = Shader.PropertyToID("g_NumTiles");
internal static readonly int g_NumTilesX = Shader.PropertyToID("g_NumTilesX");
internal static readonly int _NumTiles = Shader.PropertyToID("_NumTiles");
internal static readonly int _CookieTextures = Shader.PropertyToID("_CookieTextures");
internal static readonly int _CookieCubeTextures = Shader.PropertyToID("_CookieCubeTextures");
internal static readonly int _EnvTextures = Shader.PropertyToID("_EnvTextures");
internal static readonly int _DirectionalLightDatas = Shader.PropertyToID("_DirectionalLightDatas");
internal static readonly int _DirectionalLightCount = Shader.PropertyToID("_DirectionalLightCount");
internal static readonly int _LightDatas = Shader.PropertyToID("_LightDatas");
internal static readonly int _PunctualLightCount = Shader.PropertyToID("_PunctualLightCount");
internal static readonly int _AreaLightCount = Shader.PropertyToID("_AreaLightCount");
internal static readonly int g_vLightListGlobal = Shader.PropertyToID("g_vLightListGlobal");
internal static readonly int _EnvLightDatas = Shader.PropertyToID("_EnvLightDatas");
internal static readonly int _EnvLightCount = Shader.PropertyToID("_EnvLightCount");
internal static readonly int _ShadowDatas = Shader.PropertyToID("_ShadowDatas");
internal static readonly int _DirShadowSplitSpheres = Shader.PropertyToID("_DirShadowSplitSpheres");
internal static readonly int _NumTileFtplX = Shader.PropertyToID("_NumTileFtplX");
internal static readonly int _NumTileFtplY = Shader.PropertyToID("_NumTileFtplY");
internal static readonly int _NumTileClusteredX = Shader.PropertyToID("_NumTileClusteredX");
internal static readonly int _NumTileClusteredY = Shader.PropertyToID("_NumTileClusteredY");
internal static readonly int g_isLogBaseBufferEnabled = Shader.PropertyToID("g_isLogBaseBufferEnabled");
internal static readonly int g_vLayeredOffsetsBuffer = Shader.PropertyToID("g_vLayeredOffsetsBuffer");
internal static readonly int _ViewTilesFlags = Shader.PropertyToID("_ViewTilesFlags");
internal static readonly int _MousePixelCoord = Shader.PropertyToID("_MousePixelCoord");
internal static readonly int _DebugViewMaterial = Shader.PropertyToID("_DebugViewMaterial");
internal static readonly int _DebugLightingMode = Shader.PropertyToID("_DebugLightingMode");
internal static readonly int _DebugLightingAlbedo = Shader.PropertyToID("_DebugLightingAlbedo");
internal static readonly int _DebugLightingSmoothness = Shader.PropertyToID("_DebugLightingSmoothness");
internal static readonly int _AmbientOcclusionTexture = Shader.PropertyToID("_AmbientOcclusionTexture");
internal static readonly int _UseTileLightList = Shader.PropertyToID("_UseTileLightList");
internal static readonly int _Time = Shader.PropertyToID("_Time");
internal static readonly int _SinTime = Shader.PropertyToID("_SinTime");
internal static readonly int _CosTime = Shader.PropertyToID("_CosTime");
internal static readonly int unity_DeltaTime = Shader.PropertyToID("unity_DeltaTime");
internal static readonly int _EnvLightSkyEnabled = Shader.PropertyToID("_EnvLightSkyEnabled");
internal static readonly int _AmbientOcclusionDirectLightStrenght = Shader.PropertyToID("_AmbientOcclusionDirectLightStrenght");
internal static readonly int _SkyTexture = Shader.PropertyToID("_SkyTexture");
internal static readonly int _EnableSSSAndTransmission = Shader.PropertyToID("_EnableSSSAndTransmission");
internal static readonly int _TexturingModeFlags = Shader.PropertyToID("_TexturingModeFlags");
internal static readonly int _TransmissionFlags = Shader.PropertyToID("_TransmissionFlags");
internal static readonly int _ThicknessRemaps = Shader.PropertyToID("_ThicknessRemaps");
internal static readonly int _ShapeParams = Shader.PropertyToID("_ShapeParams");
internal static readonly int _TransmissionTints = Shader.PropertyToID("_TransmissionTints");
internal static readonly int specularLightingUAV = Shader.PropertyToID("specularLightingUAV");
internal static readonly int diffuseLightingUAV = Shader.PropertyToID("diffuseLightingUAV");
internal static readonly int g_TileListOffset = Shader.PropertyToID("g_TileListOffset");
internal static readonly int _LtcData = Shader.PropertyToID("_LtcData");
internal static readonly int _PreIntegratedFGD = Shader.PropertyToID("_PreIntegratedFGD");
internal static readonly int _LtcGGXMatrix = Shader.PropertyToID("_LtcGGXMatrix");
internal static readonly int _LtcDisneyDiffuseMatrix = Shader.PropertyToID("_LtcDisneyDiffuseMatrix");
internal static readonly int _LtcMultiGGXFresnelDisneyDiffuse = Shader.PropertyToID("_LtcMultiGGXFresnelDisneyDiffuse");
internal static readonly int _MainDepthTexture = Shader.PropertyToID("_MainDepthTexture");
internal static readonly int unity_OrthoParams = Shader.PropertyToID("unity_OrthoParams");
internal static readonly int _ZBufferParams = Shader.PropertyToID("_ZBufferParams");
internal static readonly int _ScreenParams = Shader.PropertyToID("_ScreenParams");
internal static readonly int _ProjectionParams = Shader.PropertyToID("_ProjectionParams");
internal static readonly int _WorldSpaceCameraPos = Shader.PropertyToID("_WorldSpaceCameraPos");
internal static readonly int _StencilRef = Shader.PropertyToID("_StencilRef");
internal static readonly int _StencilCmp = Shader.PropertyToID("_StencilCmp");
internal static readonly int _SrcBlend = Shader.PropertyToID("_SrcBlend");
internal static readonly int _DstBlend = Shader.PropertyToID("_DstBlend");
internal static readonly int _HTile = Shader.PropertyToID("_HTile");
internal static readonly int _StencilTexture = Shader.PropertyToID("_StencilTexture");
internal static readonly int _ViewMatrix = Shader.PropertyToID("_ViewMatrix");
internal static readonly int _InvViewMatrix = Shader.PropertyToID("_InvViewMatrix");
internal static readonly int _ProjMatrix = Shader.PropertyToID("_ProjMatrix");
internal static readonly int _InvProjMatrix = Shader.PropertyToID("_InvProjMatrix");
internal static readonly int _NonJitteredViewProjMatrix = Shader.PropertyToID("_NonJitteredViewProjMatrix");
internal static readonly int _ViewProjMatrix = Shader.PropertyToID("_ViewProjMatrix");
internal static readonly int _InvViewProjMatrix = Shader.PropertyToID("_InvViewProjMatrix");
internal static readonly int _InvProjParam = Shader.PropertyToID("_InvProjParam");
internal static readonly int _ScreenSize = Shader.PropertyToID("_ScreenSize");
internal static readonly int _PrevViewProjMatrix = Shader.PropertyToID("_PrevViewProjMatrix");
internal static readonly int _FrustumPlanes = Shader.PropertyToID("_FrustumPlanes");
internal static readonly int _CameraColorTexture = Shader.PropertyToID("_CameraColorTexture");
internal static readonly int _CameraDiffuseIrradianceTexture = Shader.PropertyToID("_CameraDiffuseIrradianceTexture");
internal static readonly int _CameraFilteringBuffer = Shader.PropertyToID("_CameraFilteringBuffer");
internal static readonly int _VelocityTexture = Shader.PropertyToID("_VelocityTexture");
internal static readonly int _DistortionTexture = Shader.PropertyToID("_DistortionTexture");
internal static readonly int _DebugFullScreenTexture = Shader.PropertyToID("_DebugFullScreenTexture");
internal static readonly int _WorldScales = Shader.PropertyToID("_WorldScales");
internal static readonly int _FilterKernels = Shader.PropertyToID("_FilterKernels");
internal static readonly int _DepthTexture = Shader.PropertyToID("_DepthTexture");
internal static readonly int _IrradianceSource = Shader.PropertyToID("_IrradianceSource");
internal static readonly int _FilterKernelsBasic = Shader.PropertyToID("_FilterKernelsBasic");
internal static readonly int _HalfRcpWeightedVariances = Shader.PropertyToID("_HalfRcpWeightedVariances");
internal static readonly int _CameraPosDiff = Shader.PropertyToID("_CameraPosDiff");
internal static readonly int _CameraDepthTexture = Shader.PropertyToID("_CameraDepthTexture");
internal static readonly int _CameraMotionVectorsTexture = Shader.PropertyToID("_CameraMotionVectorsTexture");
internal static readonly int _FullScreenDebugMode = Shader.PropertyToID("_FullScreenDebugMode");
internal static readonly int _InputCubemap = Shader.PropertyToID("_InputCubemap");
internal static readonly int _Mipmap = Shader.PropertyToID("_Mipmap");
internal static readonly int _MaxRadius = Shader.PropertyToID("_MaxRadius");
internal static readonly int _ShapeParam = Shader.PropertyToID("_ShapeParam");
internal static readonly int _StdDev1 = Shader.PropertyToID("_StdDev1");
internal static readonly int _StdDev2 = Shader.PropertyToID("_StdDev2");
internal static readonly int _LerpWeight = Shader.PropertyToID("_LerpWeight");
internal static readonly int _TransmissionTint = Shader.PropertyToID("_TransmissionTint");
internal static readonly int _ThicknessRemap = Shader.PropertyToID("_ThicknessRemap");
internal static readonly int _Cubemap = Shader.PropertyToID("_Cubemap");
internal static readonly int _SkyParam = Shader.PropertyToID("_SkyParam");
}
}

13
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDShaderIDs.cs.meta


fileFormatVersion: 2
guid: a586982c0c38ee64095f06495d043462
timeCreated: 1501072635
licenseType: Pro
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
正在加载...
取消
保存