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Merge branch 'master' into decals/texture_atlas

/main
Paul Melamed 6 年前
当前提交
d37105f2
共有 79 个文件被更改,包括 3801 次插入111 次删除
  1. 4
      CHANGELOG.md
  2. 15
      ScriptableRenderPipeline/Core/CoreRP/CoreResources/GPUCopy.compute
  3. 81
      ScriptableRenderPipeline/Core/CoreRP/CoreResources/GPUCopy.cs
  4. 108
      ScriptableRenderPipeline/Core/CoreRP/CoreResources/GPUCopyAsset.cs
  5. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugColorPicker.shader
  6. 20
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.cs
  7. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.hlsl
  8. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplayLatlong.shader
  9. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewMaterialGBuffer.shader
  10. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/LightingDebug.cs
  11. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDAssetFactory.cs
  12. 5
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/HDLightEditor.cs
  13. 23
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
  14. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.asset
  15. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDStringConstants.cs
  16. 10
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Light/HDAdditionalLightData.cs
  17. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs
  18. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.hlsl
  19. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/DecalData.hlsl
  20. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/DecalUtilities.hlsl
  21. 10
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitData.hlsl
  22. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitData.hlsl
  23. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitDataIndividualLayer.hlsl
  24. 109
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/BufferPyramid.cs
  25. 58
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/DepthPyramid.compute
  26. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/HDRenderPipelineResources.asset
  27. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/RenderPipelineResources.cs
  28. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/HDRISky/HDRISkyRenderer.cs
  29. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/ProceduralSky/ProceduralSkyRenderer.cs
  30. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyManager.cs
  31. 10
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyRenderer.cs
  32. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyRenderingContext.cs
  33. 7
      CHANGELOG.md.meta
  34. 44
      ScriptableRenderPipeline/Core/CoreRP/CoreResources/TexturePadding.compute
  35. 8
      ScriptableRenderPipeline/Core/CoreRP/CoreResources/TexturePadding.compute.meta
  36. 46
      ScriptableRenderPipeline/Core/CoreRP/CoreResources/TexturePadding.cs
  37. 11
      ScriptableRenderPipeline/Core/CoreRP/CoreResources/TexturePadding.cs.meta
  38. 20
      ScriptableRenderPipeline/Core/CoreRP/RectInt.cs
  39. 11
      ScriptableRenderPipeline/Core/CoreRP/RectInt.cs.meta
  40. 127
      ScriptableRenderPipeline/Core/CoreRP/TileLayoutUtils.cs
  41. 11
      ScriptableRenderPipeline/Core/CoreRP/TileLayoutUtils.cs.meta
  42. 8
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images.meta
  43. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/GettingStarted1.png.meta
  44. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/GettingStarted2.png.meta
  45. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader1.png.meta
  46. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader10.png.meta
  47. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader11.png.meta
  48. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader12.png.meta
  49. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader13.png.meta
  50. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader14.png.meta
  51. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader15.png.meta
  52. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader16.png.meta
  53. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader17.png.meta
  54. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader18.png.meta
  55. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader19.png.meta
  56. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader2.png.meta
  57. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader20.png.meta
  58. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader21.png.meta
  59. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader22.png.meta
  60. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader23.png.meta
  61. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader24.png.meta
  62. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader25.png.meta
  63. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader26.png.meta
  64. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader27.png.meta
  65. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader3.png.meta
  66. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader4.png.meta
  67. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader5.png.meta
  68. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader6.png.meta
  69. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader7.png.meta
  70. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader8.png.meta
  71. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader9.png.meta
  72. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/SkyAndFog1.png.meta
  73. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/SkyAndFog2.png.meta
  74. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/SkyAndFog3.png.meta
  75. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/SkyAndFog4.png.meta
  76. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/SkyAndFog5.png.meta
  77. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/SkyAndFog7.png.meta
  78. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/SkyAndFog8.png.meta
  79. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/SkyandFog6.png.meta

4
CHANGELOG.md


The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).
## [Unreleased]
### Changed
- Depth and color pyramid are properly computed and sampled when the camera renders inside a viewport of a RTHandle.
## [0.1.6] - 2018-xx-yy
### Changelog starting

15
ScriptableRenderPipeline/Core/CoreRP/CoreResources/GPUCopy.compute


#include "../ShaderLibrary/Common.hlsl"
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
CBUFFER_START (UnityCBuffer)
uint2 _RectOffset;
CBUFFER_END
#pragma kernel KSampleCopy4_1_x
[numthreads(8, 8, 1)]
void KSampleCopy4_1_x(uint2 dispatchThreadId : SV_DispatchThreadID)
#pragma kernel KSampleCopy4_1_x_8 KERNEL_NAME=KSampleCopy4_1_x_8 KERNEL_SIZE=8
#pragma kernel KSampleCopy4_1_x_1 KERNEL_NAME=KSampleCopy4_1_x_1 KERNEL_SIZE=1
[numthreads(KERNEL_SIZE, KERNEL_SIZE, 1)]
void KERNEL_NAME(uint2 dispatchThreadId : SV_DispatchThreadID)
_Result1[dispatchThreadId] = LOAD_TEXTURE2D(_Source4, dispatchThreadId).x;
_Result1[_RectOffset + dispatchThreadId] = LOAD_TEXTURE2D(_Source4, _RectOffset + dispatchThreadId).x;
}

81
ScriptableRenderPipeline/Core/CoreRP/CoreResources/GPUCopy.cs


public class GPUCopy
{
ComputeShader m_Shader;
int k_SampleKernel_xyzw2x;
int k_SampleKernel_xyzw2x_8;
int k_SampleKernel_xyzw2x_1;
k_SampleKernel_xyzw2x = m_Shader.FindKernel("KSampleCopy4_1_x");
k_SampleKernel_xyzw2x_8 = m_Shader.FindKernel("KSampleCopy4_1_x_8");
k_SampleKernel_xyzw2x_1 = m_Shader.FindKernel("KSampleCopy4_1_x_1");
static readonly int _RectOffset = Shader.PropertyToID("_RectOffset");
public void SampleCopyChannel_xyzw2x(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier target, Vector2 size)
void SampleCopyChannel(
CommandBuffer cmd,
RectInt rect,
int _source,
RenderTargetIdentifier source,
int _target,
RenderTargetIdentifier target,
int kernel8,
int kernel1)
{
RectInt main, topRow, rightCol, topRight;
unsafe
cmd.SetComputeTextureParam(m_Shader, k_SampleKernel_xyzw2x, _Source4, source);
cmd.SetComputeTextureParam(m_Shader, k_SampleKernel_xyzw2x, _Result1, target);
cmd.DispatchCompute(m_Shader, k_SampleKernel_xyzw2x, (int)Mathf.Max((size.x) / 8, 1), (int)Mathf.Max((size.y) / 8, 1), 1);
RectInt* dispatch1Rects = stackalloc RectInt[3];
int dispatch1RectCount = 0;
RectInt dispatch8Rect = RectInt.zero;
if (TileLayoutUtils.TryLayoutByTiles(
rect,
8,
out main,
out topRow,
out rightCol,
out topRight))
{
if (topRow.width > 0 && topRow.height > 0)
{
dispatch1Rects[dispatch1RectCount] = topRow;
++dispatch1RectCount;
}
if (rightCol.width > 0 && rightCol.height > 0)
{
dispatch1Rects[dispatch1RectCount] = rightCol;
++dispatch1RectCount;
}
if (topRight.width > 0 && topRight.height > 0)
{
dispatch1Rects[dispatch1RectCount] = topRight;
++dispatch1RectCount;
}
dispatch8Rect = main;
}
else if (rect.width > 0 && rect.height > 0)
{
dispatch1Rects[dispatch1RectCount] = rect;
++dispatch1RectCount;
}
cmd.SetComputeTextureParam(m_Shader, kernel8, _source, source);
cmd.SetComputeTextureParam(m_Shader, kernel1, _source, source);
cmd.SetComputeTextureParam(m_Shader, kernel8, _target, target);
cmd.SetComputeTextureParam(m_Shader, kernel1, _target, target);
if (dispatch8Rect.width > 0 && dispatch8Rect.height > 0)
{
var r = dispatch8Rect;
cmd.SetComputeIntParams(m_Shader, _RectOffset, (int)r.x, (int)r.y);
cmd.DispatchCompute(m_Shader, kernel8, (int)Mathf.Max(r.width / 8, 1), (int)Mathf.Max(r.height / 8, 1), 1);
}
for (int i = 0, c = dispatch1RectCount; i < c; ++i)
{
var r = dispatch1Rects[i];
cmd.SetComputeIntParams(m_Shader, _RectOffset, (int)r.x, (int)r.y);
cmd.DispatchCompute(m_Shader, kernel1, (int)Mathf.Max(r.width, 1), (int)Mathf.Max(r.height, 1), 1);
}
}
public void SampleCopyChannel_xyzw2x(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier target, RectInt rect)
{
SampleCopyChannel(cmd, rect, _Source4, source, _Result1, target, k_SampleKernel_xyzw2x_8, k_SampleKernel_xyzw2x_1);
}
}
}

108
ScriptableRenderPipeline/Core/CoreRP/CoreResources/GPUCopyAsset.cs


}
ccp.AppendLine();
ccp.AppendLine("CBUFFER_START (UnityCBuffer)");
ccp.AppendLine(" uint2 _RectOffset;");
ccp.AppendLine("CBUFFER_END");
ccp.AppendLine();
csm.AppendLine(" static readonly int _RectOffset = Shader.PropertyToID(\"_RectOffset\");");
ccp.AppendLine();
ccp.AppendLine();
csm.AppendLine(@" void SampleCopyChannel(
CommandBuffer cmd,
RectInt rect,
int _source,
RenderTargetIdentifier source,
int _target,
RenderTargetIdentifier target,
int kernel8,
int kernel1)
{
RectInt main, topRow, rightCol, topRight;
unsafe
{
RectInt* dispatch1Rects = stackalloc RectInt[3];
int dispatch1RectCount = 0;
RectInt dispatch8Rect = RectInt.zero;
if (TileLayoutUtils.TryLayoutByTiles(
rect,
8,
out main,
out topRow,
out rightCol,
out topRight))
{
if (topRow.width > 0 && topRow.height > 0)
{
dispatch1Rects[dispatch1RectCount] = topRow;
++dispatch1RectCount;
}
if (rightCol.width > 0 && rightCol.height > 0)
{
dispatch1Rects[dispatch1RectCount] = rightCol;
++dispatch1RectCount;
}
if (topRight.width > 0 && topRight.height > 0)
{
dispatch1Rects[dispatch1RectCount] = topRight;
++dispatch1RectCount;
}
dispatch8Rect = main;
}
else if (rect.width > 0 && rect.height > 0)
{
dispatch1Rects[dispatch1RectCount] = rect;
++dispatch1RectCount;
}
cmd.SetComputeTextureParam(m_Shader, kernel8, _source, source);
cmd.SetComputeTextureParam(m_Shader, kernel1, _source, source);
cmd.SetComputeTextureParam(m_Shader, kernel8, _target, target);
cmd.SetComputeTextureParam(m_Shader, kernel1, _target, target);
if (dispatch8Rect.width > 0 && dispatch8Rect.height > 0)
{
var r = dispatch8Rect;
cmd.SetComputeIntParams(m_Shader, _RectOffset, (int)r.x, (int)r.y);
cmd.DispatchCompute(m_Shader, kernel8, (int)Mathf.Max(r.width / 8, 1), (int)Mathf.Max(r.height / 8, 1), 1);
}
for (int i = 0, c = dispatch1RectCount; i < c; ++i)
{
var r = dispatch1Rects[i];
cmd.SetComputeIntParams(m_Shader, _RectOffset, (int)r.x, (int)r.y);
cmd.DispatchCompute(m_Shader, kernel1, (int)Mathf.Max(r.width, 1), (int)Mathf.Max(r.height, 1), 1);
}
}
}");
csc.AppendLine(" public GPUCopy(ComputeShader shader)");
csc.AppendLine(" {");

var o = operations[i];
// Compute kernel
var kernelName = string.Format("KSampleCopy{0}_{1}_{2}", o.sourceChannel.ToString(), o.targetChannel.ToString(), o.subscript);
cck.AppendLine(string.Format("#pragma kernel {0}", kernelName));
cck.AppendLine(string.Format(@"[numthreads({0}, {0}, 1)]",
k_KernelSize.ToString(), k_KernelSize.ToString()));
cck.AppendLine(string.Format(@"void {0}(uint2 dispatchThreadId : SV_DispatchThreadID)", kernelName));
var kernelName8 = string.Format("KSampleCopy{0}_{1}_{2}_8", o.sourceChannel.ToString(), o.targetChannel.ToString(), o.subscript);
var kernelName1 = string.Format("KSampleCopy{0}_{1}_{2}_1", o.sourceChannel.ToString(), o.targetChannel.ToString(), o.subscript);
cck.AppendLine(string.Format("#pragma kernel {0} KERNEL_NAME={0} KERNEL_SIZE=8", kernelName8));
cck.AppendLine(string.Format("#pragma kernel {0} KERNEL_NAME={0} KERNEL_SIZE=1", kernelName1));
cck.AppendLine(@"[numthreads(KERNEL_SIZE, KERNEL_SIZE, 1)]");
cck.AppendLine(@"void KERNEL_NAME(uint2 dispatchThreadId : SV_DispatchThreadID)");
cck.AppendLine(string.Format(" _Result{0}[dispatchThreadId] = LOAD_TEXTURE2D(_Source{1}, dispatchThreadId).{2};",
cck.AppendLine(string.Format(" _Result{0}[_RectOffset + dispatchThreadId] = LOAD_TEXTURE2D(_Source{1}, _RectOffset + dispatchThreadId).{2};",
o.targetChannel.ToString(), o.sourceChannel.ToString(), o.subscript));
cck.AppendLine("}");
cck.AppendLine();

var kernelIndexName = string.Format("k_SampleKernel_{0}2{1}", channelName, o.subscript);
csp.AppendLine(string.Format(" int {0};", kernelIndexName));
var kernelIndexName8 = string.Format("k_SampleKernel_{0}2{1}_8", channelName, o.subscript);
var kernelIndexName1 = string.Format("k_SampleKernel_{0}2{1}_1", channelName, o.subscript);
csp.AppendLine(string.Format(" int {0};", kernelIndexName8));
csp.AppendLine(string.Format(" int {0};", kernelIndexName1));
csc.AppendLine(string.Format(" {0} = m_Shader.FindKernel(\"{1}\");", kernelIndexName, kernelName));
csc.AppendLine(string.Format(" {0} = m_Shader.FindKernel(\"{1}\");", kernelIndexName8, kernelName8));
csc.AppendLine(string.Format(" {0} = m_Shader.FindKernel(\"{1}\");", kernelIndexName1, kernelName1));
csm.AppendLine(string.Format(@" public void SampleCopyChannel_{0}2{1}(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier target, Vector2 size)", channelName, o.subscript));
csm.AppendLine(" {");
csm.AppendLine(string.Format(" cmd.SetComputeTextureParam(m_Shader, {0}, _Source{1}, source);", kernelIndexName, o.sourceChannel.ToString()));
csm.AppendLine(string.Format(" cmd.SetComputeTextureParam(m_Shader, {0}, _Result{1}, target);", kernelIndexName, o.targetChannel.ToString()));
csm.AppendLine(string.Format(" cmd.DispatchCompute(m_Shader, {0}, (int)Mathf.Max((size.x) / {1}, 1), (int)Mathf.Max((size.y) / {1}, 1), 1);", kernelIndexName, k_KernelSize.ToString()));
csm.AppendLine(" }");
csm.AppendLine(string.Format(@" public void SampleCopyChannel_{0}2{1}(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier target, RectInt rect)", channelName, o.subscript));
csm.AppendLine (" {");
csm.AppendLine(string.Format(" SampleCopyChannel(cmd, rect, _Source{0}, source, _Result{1}, target, {2}, {3});", o.sourceChannel.ToString(), o.targetChannel.ToString(), kernelIndexName8, kernelIndexName1));
csm.AppendLine (" }");
}
csc.AppendLine(" }");

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


}
float4 mouseResult = SAMPLE_TEXTURE2D(_DebugColorPickerTexture, sampler_DebugColorPickerTexture, mousePixelCoord.zw);
// Reverse debug exposure in order to display the real values.
// _DebugExposure will be set to zero if the debug view does not need it so we don't need to make a special case here. It's handled in only one place in C#
mouseResult = mouseResult / exp2(_DebugExposure);
float4 finalResult = DisplayPixelInformationAtMousePosition(input, result, mouseResult, mousePixelCoord);
return finalResult;

20
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.cs


public bool IsDebugDisplayEnabled()
{
return materialDebugSettings.IsDebugDisplayEnabled() || lightingDebugSettings.IsDebugDisplayEnabled() || mipMapDebugSettings.IsDebugDisplayEnabled();
return materialDebugSettings.IsDebugDisplayEnabled() || lightingDebugSettings.IsDebugDisplayEnabled() || mipMapDebugSettings.IsDebugDisplayEnabled() || IsDebugFullScreenEnabled();
}
public bool IsDebugMaterialDisplayEnabled()

public bool IsDebugFullScreenEnabled()
{
return fullScreenDebugMode != FullScreenDebugMode.None;
}
public bool IsDebugMipMapDisplayEnabled()
{
return mipMapDebugSettings.IsDebugDisplayEnabled();

{
//if (mipMapDebugSettings.debugMipMapMode != 0)
// Texture.SetStreamingTextureMaterialDebugProperties();
}
public bool DebugNeedsExposure()
{
DebugLightingMode debugLighting = lightingDebugSettings.debugLightingMode;
DebugViewGbuffer debugGBuffer = (DebugViewGbuffer)materialDebugSettings.debugViewGBuffer;
return (debugLighting == DebugLightingMode.DiffuseLighting || debugLighting == DebugLightingMode.SpecularLighting) ||
(debugGBuffer == DebugViewGbuffer.BakeDiffuseLightingWithAlbedoPlusEmissive) ||
(fullScreenDebugMode == FullScreenDebugMode.PreRefractionColorPyramid || fullScreenDebugMode == FullScreenDebugMode.FinalColorPyramid);
}
void RegisterDisplayStatsDebug()

}
});
}
if (DebugNeedsExposure())
list.Add(new DebugUI.FloatField { displayName = "Debug Exposure", getter = () => lightingDebugSettings.debugExposure, setter = value => lightingDebugSettings.debugExposure = value });
m_DebugLightingItems = list.ToArray();
var panel = DebugManager.instance.GetPanel(k_PanelLighting, true);

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


float4 _DebugLightingSpecularColor; // x == bool override, yzw = specular color
float4 _MousePixelCoord; // xy unorm, zw norm
float _DebugEnvironmentProxyDepthScale;
float _DebugExposure;
CBUFFER_END
TEXTURE2D(_DebugFont); // Debug font to write string in shader

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


SAMPLER(sampler_InputCubemap);
float _Mipmap;
float _RequireToFlipInputTexture;
float _DebugExposure;
struct Attributes
{

width = height = depth = mipCount = 0;
_InputCubemap.GetDimensions(width, height, depth, mipCount);
mipCount = clamp(mipCount, 0, UNITY_SPECCUBE_LOD_STEPS);
return SAMPLE_TEXTURECUBE_LOD(_InputCubemap, sampler_InputCubemap, LatlongToDirectionCoordinate(input.texcoord.xy), _Mipmap * mipCount);
return SAMPLE_TEXTURECUBE_LOD(_InputCubemap, sampler_InputCubemap, LatlongToDirectionCoordinate(input.texcoord.xy), _Mipmap * mipCount) * exp2(_DebugExposure);
}
ENDHLSL

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewMaterialGBuffer.shader


// Caution: This value is not the same than the builtin data bakeDiffuseLighting. It also include emissive and multiply by the albedo
else if (_DebugViewMaterial == DEBUGVIEWGBUFFER_BAKE_DIFFUSE_LIGHTING_WITH_ALBEDO_PLUS_EMISSIVE)
{
// TODO: require a remap
// TODO: we should not gamma correct, but easier to debug for now without correct high range value
result = bakeLightingData.bakeDiffuseLighting; needLinearToSRGB = true;
result = bakeLightingData.bakeDiffuseLighting;;
result *= exp2(_DebugExposure);
needLinearToSRGB = true;
}
#ifdef SHADOWS_SHADOWMASK
else if (_DebugViewMaterial == DEBUGVIEWGBUFFER_BAKE_SHADOW_MASK0)

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/LightingDebug.cs


public float environmentProxyDepthScale = 20;
public float debugExposure = 0.0f;
public LightLoop.TileClusterDebug tileClusterDebug = LightLoop.TileClusterDebug.None;
public LightLoop.TileClusterCategoryDebug tileClusterDebugByCategory = LightLoop.TileClusterCategoryDebug.Punctual;
}

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDAssetFactory.cs


newAsset.colorPyramidCS = Load<ComputeShader>(HDRenderPipelinePath + "RenderPipelineResources/ColorPyramid.compute");
newAsset.depthPyramidCS = Load<ComputeShader>(HDRenderPipelinePath + "RenderPipelineResources/DepthPyramid.compute");
newAsset.copyChannelCS = Load<ComputeShader>(CorePath + "CoreResources/GPUCopy.compute");
newAsset.texturePaddingCS = Load<ComputeShader>(CorePath + "CoreResources/TexturePadding.compute");
newAsset.applyDistortionCS = Load<ComputeShader>(HDRenderPipelinePath + "RenderPipelineResources/ApplyDistorsion.compute");
newAsset.clearDispatchIndirectShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/cleardispatchindirect.compute");

5
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/HDLightEditor.cs


// Caution: this function must match the one in HDAdditionalLightData.ConvertPhysicalLightIntensityToLightIntensity - any change need to be replicated
void UpdateLightIntensity()
{
// Clamp negative values.
m_AdditionalLightData.directionalIntensity.floatValue = Mathf.Max(0, m_AdditionalLightData.directionalIntensity.floatValue);
m_AdditionalLightData.punctualIntensity.floatValue = Mathf.Max(0, m_AdditionalLightData.punctualIntensity.floatValue);
m_AdditionalLightData.areaIntensity.floatValue = Mathf.Max(0, m_AdditionalLightData.areaIntensity.floatValue);
switch (m_LightShape)
{
case LightShape.Directional:

23
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs


m_BufferPyramid = new BufferPyramid(
asset.renderPipelineResources.colorPyramidCS,
asset.renderPipelineResources.depthPyramidCS,
m_GPUCopy);
m_GPUCopy,
new TexturePadding(asset.renderPipelineResources.texturePaddingCS)
);
EncodeBC6H.DefaultInstance = EncodeBC6H.DefaultInstance ?? new EncodeBC6H(asset.renderPipelineResources.encodeBC6HCS);

var postProcessLayer = camera.GetComponent<PostProcessLayer>();
// Disable post process if we enable debug mode or if the post process layer is disabled
if (m_CurrentDebugDisplaySettings.fullScreenDebugMode != FullScreenDebugMode.None || m_CurrentDebugDisplaySettings.IsDebugDisplayEnabled() || !CoreUtils.IsPostProcessingActive(postProcessLayer))
if (m_CurrentDebugDisplaySettings.IsDebugDisplayEnabled() || !CoreUtils.IsPostProcessingActive(postProcessLayer))
{
m_FrameSettings.enablePostprocess = false;
}

var visualEnv = VolumeManager.instance.stack.GetComponent<VisualEnvironment>();
visualEnv.PushFogShaderParameters(cmd, m_FrameSettings);
m_SkyManager.RenderSky(hdCamera, m_LightLoop.GetCurrentSunLight(), m_CameraColorBuffer, m_CameraDepthStencilBuffer, cmd);
m_SkyManager.RenderSky(hdCamera, m_LightLoop.GetCurrentSunLight(), m_CameraColorBuffer, m_CameraDepthStencilBuffer, m_CurrentDebugDisplaySettings, cmd);
if (visualEnv.fogType != FogType.None || m_VolumetricLightingSystem.preset != VolumetricLightingSystem.VolumetricLightingPreset.Off)
m_SkyManager.RenderOpaqueAtmosphericScattering(cmd);

public void ApplyDebugDisplaySettings(HDCamera hdCamera, CommandBuffer cmd)
{
if (m_CurrentDebugDisplaySettings.IsDebugDisplayEnabled() ||
m_CurrentDebugDisplaySettings.fullScreenDebugMode != FullScreenDebugMode.None ||
m_CurrentDebugDisplaySettings.colorPickerDebugSettings.colorPickerMode != ColorPickerDebugMode.None)
{
// enable globally the keyword DEBUG_DISPLAY on shader that support it with multicompile

cmd.SetGlobalVector(HDShaderIDs._MousePixelCoord, HDUtils.GetMouseCoordinates(hdCamera));
cmd.SetGlobalTexture(HDShaderIDs._DebugFont, m_Asset.renderPipelineResources.debugFontTexture);
// The DebugNeedsExposure test allows us to set a neutral value if exposure is not needed. This way we don't need to make various tests inside shaders but only in this function.
cmd.SetGlobalFloat(HDShaderIDs._DebugExposure, m_CurrentDebugDisplaySettings.DebugNeedsExposure() ? lightingDebugSettings.debugExposure : 0.0f);
}
else
{

{
if (m_CurrentDebugDisplaySettings.colorPickerDebugSettings.colorPickerMode != ColorPickerDebugMode.None)
{
HDUtils.BlitCameraTexture(cmd, hdCamera, textureID, m_DebugColorPickerBuffer);
using (new ProfilingSample(cmd, "Push To Color Picker"))
{
HDUtils.BlitCameraTexture(cmd, hdCamera, textureID, m_DebugColorPickerBuffer);
}
}
}

if (m_CurrentDebugDisplaySettings.colorPickerDebugSettings.colorPickerMode != ColorPickerDebugMode.None)
{
HDUtils.BlitCameraTexture(cmd, hdCamera, textureID, m_DebugColorPickerBuffer);
using (new ProfilingSample(cmd, "Push To Color Picker"))
{
HDUtils.BlitCameraTexture(cmd, hdCamera, textureID, m_DebugColorPickerBuffer);
}
}
}

m_SharedPropertyBlock.SetTexture(HDShaderIDs._InputCubemap, skyReflection);
m_SharedPropertyBlock.SetFloat(HDShaderIDs._Mipmap, lightingDebug.skyReflectionMipmap);
m_SharedPropertyBlock.SetFloat(HDShaderIDs._RequireToFlipInputTexture, hdCamera.camera.cameraType != CameraType.SceneView ? 1.0f : 0.0f);
m_SharedPropertyBlock.SetFloat(HDShaderIDs._DebugExposure, lightingDebug.debugExposure);
cmd.SetViewport(new Rect(x, y, overlaySize, overlaySize));
cmd.DrawProcedural(Matrix4x4.identity, m_DebugDisplayLatlong, 0, MeshTopology.Triangles, 3, 1, m_SharedPropertyBlock);
HDUtils.NextOverlayCoord(ref x, ref y, overlaySize, overlaySize, hdCamera.actualWidth);

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.asset


pointCookieSize: 512
cubeCookieTexArraySize: 16
reflectionProbeCacheSize: 128
planarReflectionProbeCacheSize: 128
planarReflectionProbeCacheSize: 4
planarReflectionTextureSize: 128
planarReflectionTextureSize: 1024
reflectionCacheCompressed: 0
planarReflectionCacheCompressed: 0
maxPlanarReflectionProbes: 128

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDStringConstants.cs


public static readonly int _ViewTilesFlags = Shader.PropertyToID("_ViewTilesFlags");
public static readonly int _MousePixelCoord = Shader.PropertyToID("_MousePixelCoord");
public static readonly int _DebugFont = Shader.PropertyToID("_DebugFont");
public static readonly int _DebugExposure = Shader.PropertyToID("_DebugExposure");
public static readonly int _DebugEnvironmentProxyDepthScale = Shader.PropertyToID("_DebugEnvironmentProxyDepthScale");
public static readonly int _DebugViewMaterial = Shader.PropertyToID("_DebugViewMaterial");

10
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Light/HDAdditionalLightData.cs


// As we have our own default value, we need to initialize the light intensity correctly
public static void InitDefaultHDAdditionalLightData(HDAdditionalLightData lightData)
{
// At first init we need to initialize correctly the default value
lightData.ConvertPhysicalLightIntensityToLightIntensity();
// Special treatment for Unity builtin area light. Change it to our rectangle light
// Special treatment for Unity built-in area light. Change it to our rectangle light
var light = lightData.gameObject.GetComponent<Light>();
// Sanity check: lightData.lightTypeExtent is init to LightTypeExtent.Punctual (in case for unknow reasons we recreate additional data on an existing line)

light.type = LightType.Point; // Same as in HDLightEditor
light.lightmapBakeType = LightmapBakeType.Realtime;
// At first init we need to initialize correctly the default value
lightData.ConvertPhysicalLightIntensityToLightIntensity();
}
}

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs


else // Pixel shader evaluation
{
int index = GetDeferredLightingMaterialIndex( options.outputSplitLighting ? 1 : 0,
m_FrameSettings.lightLoopSettings.enableTileAndCluster ? 1 : 0,
m_enableBakeShadowMask ? 1 : 0,
m_FrameSettings.lightLoopSettings.enableTileAndCluster ? 1 : 0,
m_enableBakeShadowMask ? 1 : 0,
debugDisplaySettings.IsDebugDisplayEnabled() ? 1 : 0);
Material currentLightingMaterial = m_deferredLightingMaterial[index];

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.hlsl


}
}
// We always apply exposure when in debug mode. The exposure value will be at a neutral 0.0 when not needed.
diffuseLighting *= exp2(_DebugExposure);
specularLighting *= exp2(_DebugExposure);
#endif
}

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/DecalData.hlsl


#if _COLORMAP
surfaceData.baseColor = SAMPLE_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, texCoordDS.xy);
surfaceData.baseColor.w *= totalBlend;
totalBlend = surfaceData.baseColor.w; // base alpha affects aall other channels;
surfaceData.HTileMask |= DBUFFERHTILEBIT_DIFFUSE;
#endif
#if _NORMALMAP

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/DecalUtilities.hlsl


matMask |= mapMask;
}
void ApplyBlendDiffuse(inout float4 dst, inout int matMask, float2 texCoords, int sliceIndex, int mapMask, float blend, float lod)
void ApplyBlendDiffuse(inout float4 dst, inout int matMask, float2 texCoords, int sliceIndex, int mapMask, inout float blend, float lod)
blend = src.w; // diffuse texture alpha affects all other channels
dst.xyz = src.xyz * src.w + dst.xyz * (1.0f - src.w);
dst.w = dst.w * (1.0f - src.w);
matMask |= mapMask;

matMask |= mapMask;
}
void AddDecalContribution(PositionInputs posInput, inout SurfaceData surfaceData)
void AddDecalContribution(PositionInputs posInput, inout SurfaceData surfaceData, inout float alpha)
{
if(_EnableDBuffer)
{

if(diffuseIndex != -1)
{
ApplyBlendDiffuse(DBuffer0, mask, positionDS.xz, diffuseIndex, DBUFFERHTILEBIT_DIFFUSE, decalBlend, lod);
alpha = alpha < decalBlend ? decalBlend : alpha; // use decal alpha if it higher than transparent alpha
}
if(normalIndex != -1)

10
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitData.hlsl


#endif
#if defined(_SUBSURFACE_MASK_MAP0)
#define _SUBSURFACE_MASK_MAP_IDX sampler_SubsurfaceMaskMap0
#define SAMPLER_SUBSURFACE_MASK_MAP_IDX sampler_SubsurfaceMaskMap0
#define _SUBSURFACE_MASK_MAP_IDX sampler_SubsurfaceMaskMap1
#define SAMPLER_SUBSURFACE_MASK_MAP_IDX sampler_SubsurfaceMaskMap1
#define _SUBSURFACE_MASK_MAP_IDX sampler_SubsurfaceMaskMap2
#define SAMPLER_SUBSURFACE_MASK_MAP_IDX sampler_SubsurfaceMaskMap2
#define _SUBSURFACE_MASK_MAP_IDX sampler_SubsurfaceMaskMap3
#define SAMPLER_SUBSURFACE_MASK_MAP_IDX sampler_SubsurfaceMaskMap3
#endif
#if defined(_THICKNESSMAP0)

#endif
#ifndef _DISABLE_DBUFFER
AddDecalContribution(posInput, surfaceData);
AddDecalContribution(posInput, surfaceData, alpha);
#endif
#if defined(DEBUG_DISPLAY)

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitData.hlsl


#define SAMPLER_MASKMAP_IDX sampler_MaskMap
#define SAMPLER_HEIGHTMAP_IDX sampler_HeightMap
#define SAMPLER_SUBSURFACE_MASKMAP_IDX sampler_SubsurfaceMaskMap
#define SAMPLER_SUBSURFACE_MASK_MAP_IDX sampler_SubsurfaceMaskMap
#define SAMPLER_THICKNESSMAP_IDX sampler_ThicknessMap
// include LitDataIndividualLayer to define GetSurfaceData

surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS);
#ifndef _DISABLE_DBUFFER
AddDecalContribution(posInput, surfaceData);
AddDecalContribution(posInput, surfaceData, alpha);
#endif
#if defined(DEBUG_DISPLAY)

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitDataIndividualLayer.hlsl


surfaceData.subsurfaceMask = ADD_IDX(_SubsurfaceMask);
#ifdef _SUBSURFACE_MASK_MAP_IDX
surfaceData.subsurfaceMask *= SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_SubsurfaceMaskMap), SAMPLER_SUBSURFACE_MASKMAP_IDX, ADD_IDX(layerTexCoord.base)).r;
surfaceData.subsurfaceMask *= SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_SubsurfaceMaskMap), SAMPLER_SUBSURFACE_MASK_MAP_IDX, ADD_IDX(layerTexCoord.base)).r;
#endif
#ifdef _THICKNESSMAP_IDX

109
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/BufferPyramid.cs


const int k_DepthBlockSize = 4;
GPUCopy m_GPUCopy;
TexturePadding m_TexturePadding;
ComputeShader m_ColorPyramidCS;
RTHandle m_ColorPyramidBuffer;

ComputeShader m_DepthPyramidCS;
RTHandle m_DepthPyramidBuffer;
List<RTHandle> m_DepthPyramidMips = new List<RTHandle>();
int m_DepthPyramidKernel_8;
int m_DepthPyramidKernel_1;
int[] m_DepthKernels = null;
int depthKernel8 { get { return m_DepthKernels[0]; } }
int depthKernel1 { get { return m_DepthKernels[1]; } }
public RTHandle colorPyramid { get { return m_ColorPyramidBuffer; } }
public RTHandle depthPyramid { get { return m_DepthPyramidBuffer; } }

ComputeShader depthPyramidCS, GPUCopy gpuCopy)
ComputeShader depthPyramidCS,
GPUCopy gpuCopy,
TexturePadding texturePadding
)
{
m_ColorPyramidCS = colorPyramidCS;
m_ColorPyramidKernel = m_ColorPyramidCS.FindKernel("KMain");

m_DepthPyramidKernel_8 = m_DepthPyramidCS.FindKernel("KMain_8");
m_DepthPyramidKernel_1 = m_DepthPyramidCS.FindKernel("KMain_1");
m_DepthKernels = new int[]
{
m_DepthPyramidCS.FindKernel("KDepthDownSample8"),
m_DepthPyramidCS.FindKernel("KDepthDownSample1")
};
m_TexturePadding = texturePadding;
}
float GetXRscale()

public void CreateBuffers()
{
m_ColorPyramidBuffer = RTHandle.Alloc(size => CalculatePyramidSize(size), filterMode: FilterMode.Trilinear, colorFormat: RenderTextureFormat.ARGBHalf, sRGB: false, useMipMap: true, autoGenerateMips: false, name: "ColorPymarid");
m_DepthPyramidBuffer = RTHandle.Alloc(size => CalculatePyramidSize(size), filterMode: FilterMode.Trilinear, colorFormat: RenderTextureFormat.RFloat, sRGB: false, useMipMap: true, autoGenerateMips: false, enableRandomWrite: true, name: "DepthPyramid"); // Need randomReadWrite because we downsample the first mip with a compute shader.
m_DepthPyramidBuffer = RTHandle.Alloc(size => CalculatePyramidSize(size), filterMode: FilterMode.Trilinear, colorFormat: RenderTextureFormat.RGFloat, sRGB: false, useMipMap: true, autoGenerateMips: false, enableRandomWrite: true, name: "DepthPyramid"); // Need randomReadWrite because we downsample the first mip with a compute shader.
}
public void DestroyBuffers()

cmd.SetGlobalVector(HDShaderIDs._DepthPyramidMipSize, new Vector4(hdCamera.actualWidth, hdCamera.actualHeight, lodCount, 0.0f));
m_GPUCopy.SampleCopyChannel_xyzw2x(cmd, depthTexture, m_DepthPyramidBuffer, new Vector2(hdCamera.actualWidth, hdCamera.actualHeight));
m_GPUCopy.SampleCopyChannel_xyzw2x(cmd, depthTexture, m_DepthPyramidBuffer, new RectInt(0, 0, hdCamera.actualWidth, hdCamera.actualHeight));
Vector2 scale = GetPyramidToScreenScale(hdCamera);

RTHandle dest = m_DepthPyramidMips[i];
var srcMipWidth = hdCamera.actualWidth >> i;
var srcMipHeight = hdCamera.actualHeight >> i;
var dstMipWidth = srcMipWidth >> 1;
var dstMipHeight = srcMipHeight >> 1;
var srcMip = new RectInt(0, 0, hdCamera.actualWidth >> i, hdCamera.actualHeight >> i);
var dstMip = new RectInt(0, 0, srcMip.width >> 1, srcMip.height >> 1);
var kernel = depthKernel1;
var kernelSize = 1;
var srcWorkMip = srcMip;
var dstWorkMip = dstMip;
if (dstWorkMip.width >= 8 && dstWorkMip.height >= 8)
{
srcWorkMip.width = Mathf.CeilToInt(srcWorkMip.width / 16.0f) * 16;
srcWorkMip.height = Mathf.CeilToInt(srcWorkMip.height / 16.0f) * 16;
dstWorkMip.width = srcWorkMip.width >> 1;
dstWorkMip.height = srcWorkMip.height >> 1;
var kernel = m_DepthPyramidKernel_8;
var kernelBlockSize = 8f;
if (dstMipWidth < 4 * k_DepthBlockSize
|| dstMipHeight < 4 * k_DepthBlockSize)
m_TexturePadding.Pad(cmd, src, srcMip, srcWorkMip);
kernel = depthKernel8;
kernelSize = 8;
}
else
kernel = m_DepthPyramidKernel_1;
kernelBlockSize = 1;
m_TexturePadding.Pad(cmd, src, srcMip, new RectInt(0, 0, src.rt.width, src.rt.height));
cmd.SetComputeVectorParam(m_DepthPyramidCS, _SrcSize, new Vector4(srcMipWidth, srcMipHeight, (1.0f / srcMipWidth) * scale.x, (1.0f / srcMipHeight) * scale.y));
cmd.SetComputeVectorParam(m_DepthPyramidCS, _SrcSize, new Vector4(
srcWorkMip.width, srcWorkMip.height,
(1.0f / srcWorkMip.width) * scale.x, (1.0f / srcWorkMip.height) * scale.y)
);
Mathf.CeilToInt(dstMipWidth / kernelBlockSize),
Mathf.CeilToInt(dstMipHeight / kernelBlockSize),
1);
Mathf.CeilToInt(dstWorkMip.width / (float)kernelSize),
Mathf.CeilToInt(dstWorkMip.height / (float)kernelSize),
1
);
var dstMipWidthToCopy = Mathf.Min(dest.rt.width, dstWorkMip.width);
var dstMipHeightToCopy = Mathf.Min(dest.rt.height, dstWorkMip.height);
cmd.CopyTexture(m_DepthPyramidMips[i], 0, 0, 0, 0, dstMipWidth, dstMipHeight, m_DepthPyramidBuffer, 0, i + 1, 0, 0);
cmd.CopyTexture(m_DepthPyramidMips[i], 0, 0, 0, 0, dstMipWidthToCopy, dstMipHeightToCopy, m_DepthPyramidBuffer, 0, i + 1, 0, 0);
src = dest;
}

{
RTHandle dest = m_ColorPyramidMips[i];
var srcMipWidth = hdCamera.actualWidth >> i;
var srcMipHeight = hdCamera.actualHeight >> i;
var dstMipWidth = srcMipWidth >> 1;
var dstMipHeight = srcMipHeight >> 1;
var srcMip = new RectInt(0, 0, hdCamera.actualWidth >> i, hdCamera.actualHeight >> i);
var dstMip = new RectInt(0, 0, srcMip.width >> 1, srcMip.height >> 1);
var srcWorkMip = new RectInt(
0,
0,
Mathf.CeilToInt(srcMip.width / 16.0f) * 16,
Mathf.CeilToInt(srcMip.height / 16.0f) * 16
);
var dstWorkMip = new RectInt(0, 0, srcWorkMip.width >> 1, srcWorkMip.height >> 1);
m_TexturePadding.Pad(cmd, src, srcMip, srcWorkMip);
// TODO: Add proper stereo support to the compute job

cmd.SetComputeVectorParam(m_ColorPyramidCS, _Size, new Vector4(dest.rt.width, dest.rt.height, 1f / dest.rt.width, 1f / dest.rt.height));
cmd.SetComputeVectorParam(
m_ColorPyramidCS,
_Size,
new Vector4(dest.rt.width, dest.rt.height, 1f / dest.rt.width, 1f / dest.rt.height)
);
Mathf.CeilToInt(dstMipWidth / 8f),
Mathf.CeilToInt(dstMipHeight / 8f),
1);
dstWorkMip.width / 8,
dstWorkMip.height / 8,
1
);
var dstMipWidthToCopy = Mathf.Min(dest.rt.width, dstWorkMip.width);
var dstMipHeightToCopy = Mathf.Min(dest.rt.height, dstWorkMip.height);
cmd.CopyTexture(m_ColorPyramidMips[i], 0, 0, 0, 0, dstMipWidth, dstMipHeight, m_ColorPyramidBuffer, 0, i + 1, 0, 0);
cmd.CopyTexture(
m_ColorPyramidMips[i],
0, 0, 0, 0,
dstMipWidthToCopy, dstMipHeightToCopy, m_ColorPyramidBuffer, 0, i + 1, 0, 0
);
src = dest;
}

58
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/DepthPyramid.compute


#include "CoreRP/ShaderLibrary/Common.hlsl"
#pragma kernel KMain_8 KERNEL_SIZE=8 KERNEL_NAME=KMain_8
#pragma kernel KMain_1 KERNEL_SIZE=1 KERNEL_NAME=KMain_1
// ------------------------------------------------
// Algorithm
// ------------------------------------------------
// Downsample a depth texture by taking min value of sampled pixels
// ------------------------------------------------
// Variants
// ------------------------------------------------
#pragma kernel KDepthDownSample8 KERNEL_SIZE=8 KERNEL_NAME=KDepthDownSample8
#pragma kernel KDepthDownSample1 KERNEL_SIZE=1 KERNEL_NAME=KDepthDownSample1
Texture2D<float> _Source;
RWTexture2D<float> _Result;
// ------------------------------------------------
// Texture buffers
// ------------------------------------------------
Texture2D<float2> _Source;
RW_TEXTURE2D(float2, _Result);
// ------------------------------------------------
// Constant buffers
// ------------------------------------------------
int2 _RectOffset; // Offset in source texture
// ------------------------------------------------
// Kernel
// ------------------------------------------------
#if UNITY_REVERSED_Z
# define MIN_DEPTH(l, r) max(l, r)
# define MAX_DEPTH(l, r) min(l, r)
#else
# define MIN_DEPTH(l, r) min(l, r)
# define MAX_DEPTH(l, r) max(l, r)
#endif
int2 threadUL = dispatchThreadId;
uint2 srcPixelUL = _RectOffset + (dispatchThreadId << 1);
// Offset by 0.5 so sampling get the proper pixels
float2 offset = float2(srcPixelUL) + 0.5;
// Downsample the block
float2 offset = float2(threadUL) * 2.0f + 1.0f;
float4 depths = GATHER_RED_TEXTURE2D(_Source, sampler_PointClamp, offset * _SrcSize.zw, 0.0);
float4 depths = GATHER_RED_TEXTURE2D(_Source, sampler_PointClamp, offset * _SrcSize.zw, 0.0).wzxy;
// Downsample the block
float p00 = SAMPLE_TEXTURE2D_LOD(_Source, sampler_PointClamp, (offset) * _SrcSize.zw, 0.0).x;
float p10 = SAMPLE_TEXTURE2D_LOD(_Source, sampler_PointClamp, (offset + float2(1.0, 0.0)) * _SrcSize.zw, 0.0).x;
float p01 = SAMPLE_TEXTURE2D_LOD(_Source, sampler_PointClamp, (offset + float2(0.0, 1.0)) * _SrcSize.zw, 0.0).x;

// Select the nearest sample
#if UNITY_REVERSED_Z
float minDepth = max(max(depths.x, depths.y), max(depths.z, depths.w));
#else
float minDepth = min(min(depths.x, depths.y), min(depths.z, depths.w));
#endif
float minDepth = MIN_DEPTH(MIN_DEPTH(depths.x, depths.y), MIN_DEPTH(depths.z, depths.w));
float maxDepth = MAX_DEPTH(MAX_DEPTH(depths.x, depths.y), MAX_DEPTH(depths.z, depths.w));
_Result[dispatchThreadId] = minDepth;
uint2 dstPixel = (_RectOffset >> 1) + dispatchThreadId;
_Result[dstPixel] = float2(minDepth, maxDepth);
#undef MIN_DEPTH
#undef MAX_DEPTH

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/HDRenderPipelineResources.asset


colorPyramidCS: {fileID: 7200000, guid: 4e3267a1135742441a14298d8dcac04a, type: 3}
depthPyramidCS: {fileID: 7200000, guid: 64a553bb564274041906f78ffba955e4, type: 3}
copyChannelCS: {fileID: 7200000, guid: a4d45eda75e8e474dbe24a31f741f3b4, type: 3}
texturePaddingCS: {fileID: 7200000, guid: 6736f53014c69f84aa2130aeae99730b, type: 3}
applyDistortionCS: {fileID: 7200000, guid: 2fa6c0e3fe6dc3145a4156f21913fe5c, type: 3}
clearDispatchIndirectShader: {fileID: 7200000, guid: fc1f553acb80a6446a32d33e403d0656,
type: 3}

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/RenderPipelineResources.cs


public ComputeShader colorPyramidCS;
public ComputeShader depthPyramidCS;
public ComputeShader copyChannelCS;
public ComputeShader texturePaddingCS;
public ComputeShader applyDistortionCS;
// Lighting tile pass resources

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/HDRISky/HDRISkyRenderer.cs


public override void RenderSky(BuiltinSkyParameters builtinParams, bool renderForCubemap)
{
m_SkyHDRIMaterial.SetTexture(HDShaderIDs._Cubemap, m_HdriSkyParams.hdriSky);
m_SkyHDRIMaterial.SetVector(HDShaderIDs._SkyParam, new Vector4(m_HdriSkyParams.exposure, m_HdriSkyParams.multiplier, -m_HdriSkyParams.rotation, 0.0f)); // -rotation to match Legacy...
m_SkyHDRIMaterial.SetVector(HDShaderIDs._SkyParam, new Vector4(GetExposure(m_HdriSkyParams, builtinParams.debugSettings), m_HdriSkyParams.multiplier, -m_HdriSkyParams.rotation, 0.0f)); // -rotation to match Legacy...
// This matrix needs to be updated at the draw call frequency.
m_PropertyBlock.SetMatrix(HDShaderIDs._PixelCoordToViewDirWS, builtinParams.pixelCoordToViewDirMatrix);

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/ProceduralSky/ProceduralSkyRenderer.cs


sunDirection = -builtinParams.sunLight.transform.forward;
}
m_ProceduralSkyMaterial.SetVector(HDShaderIDs._SkyParam, new Vector4(m_ProceduralSkyParams.exposure, m_ProceduralSkyParams.multiplier, 0.0f, 0.0f));
m_ProceduralSkyMaterial.SetVector(HDShaderIDs._SkyParam, new Vector4(GetExposure(m_ProceduralSkyParams, builtinParams.debugSettings), m_ProceduralSkyParams.multiplier, 0.0f, 0.0f));
m_ProceduralSkyMaterial.SetFloat(_SunSizeParam, m_ProceduralSkyParams.sunSize);
m_ProceduralSkyMaterial.SetFloat(_SunSizeConvergenceParam, m_ProceduralSkyParams.sunSizeConvergence);
m_ProceduralSkyMaterial.SetFloat(_AtmoshpereThicknessParam, m_ProceduralSkyParams.atmosphereThickness);

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyManager.cs


public RTHandle depthBuffer;
public HDCamera hdCamera;
public DebugDisplaySettings debugSettings;
public static RenderTargetIdentifier nullRT = -1;
}

}
}
public void RenderSky(HDCamera camera, Light sunLight, RTHandle colorBuffer, RTHandle depthBuffer, CommandBuffer cmd)
public void RenderSky(HDCamera camera, Light sunLight, RTHandle colorBuffer, RTHandle depthBuffer, DebugDisplaySettings debugSettings, CommandBuffer cmd)
m_SkyRenderingContext.RenderSky(m_VisualSky, camera, sunLight, colorBuffer, depthBuffer, cmd);
m_SkyRenderingContext.RenderSky(m_VisualSky, camera, sunLight, colorBuffer, depthBuffer, debugSettings, cmd);
}
public void RenderOpaqueAtmosphericScattering(CommandBuffer cmd)

10
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyRenderer.cs


// renderForCubemap: When rendering into a cube map, no depth buffer is available so user has to make sure not to use depth testing or the depth texture.
public abstract void RenderSky(BuiltinSkyParameters builtinParams, bool renderForCubemap);
public abstract bool IsValid();
protected float GetExposure(SkySettings skySettings, DebugDisplaySettings debugSettings)
{
float debugExposure = 0.0f;
if(debugSettings != null && debugSettings.DebugNeedsExposure())
{
debugExposure = debugSettings.lightingDebugSettings.debugExposure;
}
return skySettings.exposure + debugExposure;
}
}
}

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyRenderingContext.cs


m_BuiltinParameters.screenSize = m_CubemapScreenSize;
m_BuiltinParameters.cameraPosWS = camera.camera.transform.position;
m_BuiltinParameters.hdCamera = null;
m_BuiltinParameters.debugSettings = null; // We don't want any debug when updating the environment.
int sunHash = 0;
if (sunLight != null)

return result;
}
public void RenderSky(SkyUpdateContext skyContext, HDCamera hdCamera, Light sunLight, RTHandle colorBuffer, RTHandle depthBuffer, CommandBuffer cmd)
public void RenderSky(SkyUpdateContext skyContext, HDCamera hdCamera, Light sunLight, RTHandle colorBuffer, RTHandle depthBuffer, DebugDisplaySettings debugSettings, CommandBuffer cmd)
{
if (skyContext.IsValid() && hdCamera.clearColorMode == HDAdditionalCameraData.ClearColorMode.Sky)
{

m_BuiltinParameters.colorBuffer = colorBuffer;
m_BuiltinParameters.depthBuffer = depthBuffer;
m_BuiltinParameters.hdCamera = hdCamera;
m_BuiltinParameters.debugSettings = debugSettings;
skyContext.renderer.SetRenderTargets(m_BuiltinParameters);
skyContext.renderer.RenderSky(m_BuiltinParameters, false);

7
CHANGELOG.md.meta


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ScriptableRenderPipeline/Core/CoreRP/CoreResources/TexturePadding.compute


#include "CoreRP/ShaderLibrary/Common.hlsl"
#define DIRECTION_TOPRIGHT 0
#define DIRECTION_TOP 1
#define DIRECTION_RIGHT 2
#pragma kernel KMainTopRight KERNEL_NAME=KMainTopRight DIRECTION=DIRECTION_TOPRIGHT
#pragma kernel KMainTop KERNEL_NAME=KMainTop DIRECTION=DIRECTION_TOP
#pragma kernel KMainRight KERNEL_NAME=KMainRight DIRECTION=DIRECTION_RIGHT
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
// ------------------------------------------------
// Texture buffers
// ------------------------------------------------
RW_TEXTURE2D(float4, _Source);
// ------------------------------------------------
// Constant buffers
// ------------------------------------------------
CBUFFER_START(cb)
int2 _RectOffset;
CBUFFER_END
// ------------------------------------------------
// Kernel
// ------------------------------------------------
[numthreads(1, 1, 1)]
void KERNEL_NAME(uint2 dispatchThreadId : SV_DispatchThreadID)
{
const int2 targetId = _RectOffset + dispatchThreadId;
#if DIRECTION == DIRECTION_TOPRIGHT
const int2 loadId = targetId - int2(1 + dispatchThreadId.x, 1 + dispatchThreadId.y);
#elif DIRECTION == DIRECTION_TOP
const int2 loadId = targetId - int2(0, 1 + dispatchThreadId.y);
#elif DIRECTION == DIRECTION_RIGHT
const int2 loadId = targetId - int2(1 + dispatchThreadId.x, 0);
#endif
_Source[targetId] = LOAD_TEXTURE2D_LOD(_Source, loadId, 0);
}

8
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46
ScriptableRenderPipeline/Core/CoreRP/CoreResources/TexturePadding.cs


using System;
using System.Collections.Generic;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering
{
public class TexturePadding
{
static readonly int _RectOffset = Shader.PropertyToID("_RectOffset");
static readonly int _Source = Shader.PropertyToID("_Source");
ComputeShader m_CS;
int m_KMainTopRight;
int m_KMainTop;
int m_KMainRight;
public TexturePadding(ComputeShader cs)
{
m_CS = cs;
m_KMainTopRight = m_CS.FindKernel("KMainTopRight");
m_KMainTop = m_CS.FindKernel("KMainTop");
m_KMainRight = m_CS.FindKernel("KMainRight");
}
public void Pad(CommandBuffer cmd, RTHandle source, RectInt from, RectInt to)
{
if (from.width < to.width)
{
cmd.SetComputeIntParams(m_CS, _RectOffset, from.width, 0);
cmd.SetComputeTextureParam(m_CS, m_KMainRight, _Source, source);
cmd.DispatchCompute(m_CS, m_KMainRight, to.width - from.width, from.height, 1);
}
if (from.height < to.height)
{
cmd.SetComputeIntParams(m_CS, _RectOffset, 0, from.height);
cmd.SetComputeTextureParam(m_CS, m_KMainTop, _Source, source);
cmd.DispatchCompute(m_CS, m_KMainTop, from.width, to.height - from.height, 1);
}
if (from.width < to.width && from.height < to.height)
{
cmd.SetComputeIntParams(m_CS, _RectOffset, from.width, from.height);
cmd.SetComputeTextureParam(m_CS, m_KMainTopRight, _Source, source);
cmd.DispatchCompute(m_CS, m_KMainTopRight, to.width - from.width, to.height - from.height, 1);
}
}
}
}

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ScriptableRenderPipeline/Core/CoreRP/CoreResources/TexturePadding.cs.meta


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20
ScriptableRenderPipeline/Core/CoreRP/RectInt.cs


namespace UnityEngine.Experimental.Rendering
{
public struct RectInt
{
public static readonly RectInt zero = new RectInt(0, 0, 0, 0);
public int x;
public int y;
public int width;
public int height;
public RectInt(int x, int y, int width, int height)
{
this.x = x;
this.y = y;
this.width = width;
this.height = height;
}
}
}

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127
ScriptableRenderPipeline/Core/CoreRP/TileLayoutUtils.cs


namespace UnityEngine.Experimental.Rendering
{
public static class TileLayoutUtils
{
public static bool TryLayoutByTiles(
RectInt src,
uint tileSize,
out RectInt main,
out RectInt topRow,
out RectInt rightCol,
out RectInt topRight)
{
if (src.width < tileSize || src.height < tileSize)
{
main = RectInt.zero;
topRow = RectInt.zero;
rightCol = RectInt.zero;
topRight = RectInt.zero;
return false;
}
int mainRows = src.height / (int)tileSize;
int mainCols = src.width / (int)tileSize;
int mainWidth = mainCols * (int)tileSize;
int mainHeight = mainRows * (int)tileSize;
main = new RectInt
{
x = src.x,
y = src.y,
width = mainWidth,
height = mainHeight,
};
topRow = new RectInt
{
x = src.x,
y = src.y + mainHeight,
width = mainWidth,
height = src.height - mainHeight
};
rightCol = new RectInt
{
x = src.x + mainWidth,
y = src.y,
width = src.width - mainWidth,
height = mainHeight
};
topRight = new RectInt
{
x = src.x + mainWidth,
y = src.y + mainHeight,
width = src.width - mainWidth,
height = src.height - mainHeight
};
return true;
}
public static bool TryLayoutByRow(
RectInt src,
uint tileSize,
out RectInt main,
out RectInt other)
{
if (src.height < tileSize)
{
main = RectInt.zero;
other = RectInt.zero;
return false;
}
int mainRows = src.height / (int)tileSize;
int mainHeight = mainRows * (int)tileSize;
main = new RectInt
{
x = src.x,
y = src.y,
width = src.width,
height = mainHeight,
};
other = new RectInt
{
x = src.x,
y = src.y + mainHeight,
width = src.width,
height = src.height - mainHeight
};
return true;
}
public static bool TryLayoutByCol(
RectInt src,
uint tileSize,
out RectInt main,
out RectInt other)
{
if (src.width < tileSize)
{
main = RectInt.zero;
other = RectInt.zero;
return false;
}
int mainCols = src.width / (int)tileSize;
int mainWidth = mainCols * (int)tileSize;
main = new RectInt
{
x = src.x,
y = src.y,
width = mainWidth,
height = src.height,
};
other = new RectInt
{
x = src.x + mainWidth,
y = src.y,
width = src.width - mainWidth,
height = src.height
};
return true;
}
}
}

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