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Merge remote-tracking branch 'refs/remotes/origin/master' into 2018.1-experimental

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sebastienlagarde 7 年前
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e03580d8
共有 171 个文件被更改,包括 1840 次插入1026 次删除
  1. 8
      .gitmodules
  2. 2
      CHANGELOG.md.meta
  3. 5
      ImageTemplates/FailStamp.png.meta
  4. 5
      ImageTemplates/LightweightPipeline/Scenes/001_SimpleCube.unity.png.meta
  5. 5
      ImageTemplates/LightweightPipeline/Scenes/002_Camera_Clip.unity.png.meta
  6. 5
      ImageTemplates/LightweightPipeline/Scenes/003_Camera_Ortho.unity.png.meta
  7. 5
      ImageTemplates/LightweightPipeline/Scenes/004_Camera_TargetTexture.unity.png.meta
  8. 5
      ImageTemplates/LightweightPipeline/Scenes/005_LitBakedEmission.unity.png.meta
  9. 5
      ImageTemplates/LightweightPipeline/Scenes/006_LitShaderLightProbes.unity.png.meta
  10. 5
      ImageTemplates/LightweightPipeline/Scenes/007_LitShaderMaps.unity.png.meta
  11. 5
      ImageTemplates/LightweightPipeline/Scenes/008_LitShaderReflection.unity.png.meta
  12. 5
      ImageTemplates/LightweightPipeline/Scenes/009_LightweightShading.unity.png.meta
  13. 5
      ImageTemplates/LightweightPipeline/Scenes/010_MultiplePointLights.unity.png.meta
  14. 5
      ImageTemplates/LightweightPipeline/Scenes/011_UnlitSprites.unity.png.meta
  15. 5
      ImageTemplates/LightweightPipeline/Scenes/012_PBS_EnvironmentBRDF_Spheres.unity.png.meta
  16. 5
      ImageTemplates/LightweightPipeline/Scenes/016_Lighting_Scene_Directional.unity.png.meta
  17. 5
      ImageTemplates/LightweightPipeline/Scenes/017_Lighting_Scene_DirectionalBaked.unity.png.meta
  18. 5
      ImageTemplates/LightweightPipeline/Scenes/018_Lighting_Scene_DirectionalBakedIndirect.unity.png.meta
  19. 5
      ImageTemplates/LightweightPipeline/Scenes/019_Lighting_Scene_PointLights.unity.png.meta
  20. 5
      ImageTemplates/LightweightPipeline/Scenes/020_Lighting_BasicDirectional.unity.png.meta
  21. 5
      ImageTemplates/LightweightPipeline/Scenes/021_Lighting_BasicPoint.unity.png.meta
  22. 5
      ImageTemplates/LightweightPipeline/Scenes/022_Lighting_BasicSpot.unity.png.meta
  23. 5
      ImageTemplates/LightweightPipeline/Scenes/023_Lighting_Mixed.unity.png.meta
  24. 5
      ImageTemplates/LightweightPipeline/Scenes/024_Shader_PBRvalidation_Specular.unity.png.meta
  25. 5
      ImageTemplates/LightweightPipeline/Scenes/025_Shader_PBRvalidation_Metallic.unity.png.meta
  26. 5
      ImageTemplates/LightweightPipeline/Scenes/026_Shader_PBRscene.unity.png.meta
  27. 5
      ImageTemplates/LightweightPipeline/Scenes/027_PostProcessing.unity.png.meta
  28. 5
      ImageTemplates/LightweightPipeline/Scenes/028_PostProcessing_Custom.unity.png.meta
  29. 5
      ImageTemplates/LightweightPipeline/Scenes/029_Particles.unity.png.meta
  30. 5
      ImageTemplates/LightweightPipeline/Scenes/031_Shader_GlossyEnvironmentSky.unity.png.meta
  31. 5
      ImageTemplates/LightweightPipeline/Scenes/032_Shader_GlossyEnvironmentColor.unity.png.meta
  32. 5
      ImageTemplates/LightweightPipeline/Scenes/033_Shader_HighlightsEnvironmentGradientSH.unity.png.meta
  33. 5
      ImageTemplates/LightweightPipeline/Scenes/034_Shader_HighlightsEnvironmentGradientBaked.unity.png.meta
  34. 5
      ImageTemplates/LightweightPipeline/Scenes/035_Shader_TerrainShaders.unity.png.meta
  35. 5
      ImageTemplates/LightweightPipeline/Scenes/036_Lighting_Scene_DirectionalBakedDirectional.unity.png.meta
  36. 5
      ImageTemplates/LightweightPipeline/Scenes/037_Particles.unity.png.meta
  37. 5
      ImageTemplates/LightweightPipeline/Scenes/038_Lighting_DirectionalCookie.unity.png.meta
  38. 5
      ImageTemplates/LightweightPipeline/Scenes/039_Lighting_SpotCookie.unity.png.meta
  39. 5
      ImageTemplates/LightweightPipeline/Scenes/040_UpgradeScene.unity.png.meta
  40. 5
      ImageTemplates/LightweightPipeline/Scenes/041_Lighting_BasicArea.unity.png.meta
  41. 5
      ImageTemplates/LightweightPipeline/Scenes/042_Lighting_Scene_VertexLighting.unity.png.meta
  42. 5
      ImageTemplates/LightweightPipeline/Scenes/043_Lighting_Mixed_ShadowMask.unity.png.meta
  43. 5
      ImageTemplates/LightweightPipeline/Scenes/044_ReflectionProbe.unity.png.meta
  44. 8
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Common.hlsl
  45. 69
      ScriptableRenderPipeline/HDRenderPipeline/CHANGELOG.md
  46. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.cs
  47. 429
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/StackLit/StackLitUI.cs
  48. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/HDRenderPipelineUI.cs
  49. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/SerializedHDRenderPipelineAsset.cs
  50. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
  51. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.cs
  52. 66
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs
  53. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/VolumetricLighting.compute
  54. 30
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/VolumetricLighting.cs
  55. 28
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/StackLit/StackLit.shader
  56. 18
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/StackLit/StackLitData.hlsl
  57. 32
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/StackLit/StackLitProperties.hlsl
  58. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderConfig.cs
  59. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderConfig.cs.hlsl
  60. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/AtmosphericScattering/VolumetricFog.cs
  61. 2
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets.meta
  62. 2
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials.meta
  63. 2
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/PreRefractionPassTester.mat
  64. 6
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/PreRefractionPassTester.mat.meta
  65. 4
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/SkySettings.meta
  66. 4
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/SkySettings/HDRP_Default_Sky.asset.meta
  67. 147
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDRPVariantStripper.cs
  68. 11
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDRPVariantStripper.cs.meta
  69. 443
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/StackLit/BaseMaterialUI.cs
  70. 11
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/StackLit/BaseMaterialUI.cs.meta
  71. 8
      Tests/UTF_Core.meta
  72. 8
      Tests/UTF_Suites_HDRP.meta
  73. 8
      Tests/UTF_Suites_HDRP/Resources.meta
  74. 22
      Tests/UTF_Suites_HDRP/Resources/HDRP_Build_Config.asset
  75. 8
      Tests/UTF_Suites_HDRP/Resources/HDRP_Build_Config.asset.meta
  76. 47
      Tests/UTF_Suites_HDRP/Resources/HDRP_Test_Settings.asset
  77. 8
      Tests/UTF_Suites_HDRP/Resources/HDRP_Test_Settings.asset.meta
  78. 324
      Tests/UTF_Suites_HDRP/Resources/HDRP_Deferred.asset
  79. 8
      Tests/UTF_Suites_HDRP/Resources/HDRP_Deferred.asset.meta
  80. 320
      Tests/UTF_Suites_HDRP/Resources/HDRP_Forward.asset
  81. 8
      Tests/UTF_Suites_HDRP/Resources/HDRP_Forward.asset.meta
  82. 10
      ImageTemplates/HDRenderPipeline.meta
  83. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Smoothness Variation.meta
  84. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Unlit_Black.mat.meta
  85. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Unlit_MidGrey.mat.meta
  86. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Unlit_White.mat.meta
  87. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Skybox_MuirWood.mat.meta
  88. 177
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Skybox_MuirWood.mat
  89. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/HDRP_Default_Material.mat.meta
  90. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/ComplexMaterial.meta
  91. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Unlit_White_Transparent.mat.meta
  92. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Transparent.mat.meta
  93. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/FourShapes.mat.meta
  94. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/FourShapes_POM.mat.meta
  95. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/FourShapes_POM_DepthOffset.mat.meta
  96. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/FourShapes_Tesselation.mat.meta
  97. 241
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/HDRP_Default_Material.mat

8
.gitmodules


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

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wrapW: -1

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

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


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

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

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


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

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

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


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

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

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


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

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

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


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

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

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


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

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

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


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

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

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


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

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

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


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

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

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


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

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

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


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

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

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


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

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

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


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

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

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


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

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

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


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

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

8
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Common.hlsl


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

69
ScriptableRenderPipeline/HDRenderPipeline/CHANGELOG.md


All notable changes to this package will be documented in this file.
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).
## [2018.2 undecided]
## [Unreleased]
### Added
### Improvements
- Add stripper of shader variant when building a player. Save shader compile time.
- Disable per-object culling that was executed in C++ in HD whereas it was not used (Optimization)
- Enable texture streaming debugging (was not working before 2018.2)
## [2018.1 undecided]
### Changed
### Improvements
- Configure the volumetric lighting code path to be on by default
### Changed, Removals and deprecations
-
## [0.1.6] - 2018-xx-yy
### Bug fixes
- Fix ConvertPhysicalLightIntensityToLightIntensity() function used when creating light from script to match HDLightEditor behavior
- Fix numerical issues with the default value of mean free path of volumetric fog
- Fix the bug preventing decals from coexisting with density volumes
### New features and functionality
-
## [2018.1.0f2]
### Bug fixes
- Fix fog flags in scene view is now taken into account
- Fix sky in preview windows that were disappearing after a load of a new level
- Fix numerical issues in IntersectRayAABB().
- Fix alpha blending of volumetric lighting with transparent objects.
- Fix the near plane of the V-Buffer causing out-of-bounds look-ups in the clustered data structure.
- Depth and color pyramid are properly computed and sampled when the camera renders inside a viewport of a RTHandle.
### Improvements
- Screen Space Refraction projection model (Proxy raycasting, HiZ raymarching)
- Screen Space Refraction settings as volume component
- Added buffered frame history per camera
- Port Global Density Volumes to the Interpolation Volume System.
- Optimize ImportanceSampleLambert() to not require the tangent frame.
- Generalize SampleVBuffer() to handle different sampling and reconstruction methods.
- Improve the quality of volumetric lighting reprojection.
- Optimize Morton Order code in the Subsurface Scattering pass.
- Planar Reflection Probe support roughness (gaussian convolution of captured probe)
- Use an atlas instead of a texture array for cluster transparent decals
- Add a debug view to visualize the decal atlas
- Only store decal textures to atlas if decal is visible, debounce out of memory decal atlas warning.
- Add manipulator gizmo on decal to improve authoring workflow
- Add a minimal StackLit material (work in progress, this version can be used as template to add new material)
### Changed, Removals and deprecations
- EnableShadowMask in FrameSettings (But shadowMaskSupport still disable by default)

- Moved RTHandle static methods to RTHandles
- Renamed RTHandle to RTHandleSystem.RTHandle
### Improvements
- Port Global Density Volumes to the Interpolation Volume System.
- Optimize ImportanceSampleLambert() to not require the tangent frame.
- Generalize SampleVBuffer() to handle different sampling and reconstruction methods.
- Improve the quality of volumetric lighting reprojection.
- Optimize Morton Order code in the Subsurface Scattering pass.
- Planar Reflection Probe support roughness (gaussian convolution of captured probe)
- Only store decal textures to atlas if decal is visible, debounce out of memory decal atlas warning.
### Bug fixes
- Fix fog flags in scene view is now taken into account
- Fix sky in preview windows that were disappearing after a load of a new level
- Fix numerical issues in IntersectRayAABB().
- Fix alpha blending of volumetric lighting with transparent objects.
- Fix the near plane of the V-Buffer causing out-of-bounds look-ups in the clustered data structure.
- Depth and color pyramid are properly computed and sampled when the camera renders inside a viewport of a RTHandle.
## [2018.1.0b13]
### Features
- Screen Space Refraction projection model (Proxy raycasting, HiZ raymarching)
- Screen Space Refraction settings as volume component
- Added buffered frame history per camera
...

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.cs


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

429
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/StackLit/StackLitUI.cs


using System;
class StackLitGUI : BaseUnlitGUI
class StackLitGUI : BaseMaterialGUI
protected static class Styles
{
public static string InputsText = "Inputs";
public static GUIContent doubleSidedNormalModeText = new GUIContent("Normal mode", "This will modify the normal base on the selected mode. Mirror: Mirror the normal with vertex normal plane, Flip: Flip the normal");
#region Strings
public static GUIContent baseColorText = new GUIContent("Base Color + Opacity", "Albedo (RGB) and Opacity (A)");
protected const string k_DoubleSidedNormalMode = "_DoubleSidedNormalMode";
protected const string k_UVBase = "_UVBase";
// Scalar scale factors for: metallic and the two lobe perceptual smoothness.
public static GUIContent metallicText = new GUIContent("Metallic", "Metallic scale factor");
public static GUIContent smoothnessAText = new GUIContent("Primary Lobe Smoothness", "Primary lobe smoothness scale factor");
public static GUIContent smoothnessBText = new GUIContent("Secondary Lobe Smoothness", "Secondary lobe smoothness scale factor");
public static GUIContent lobeMixText = new GUIContent("Lobe Mixing", "Lobe mixing factor");
// Base
protected const string k_BaseColor = "_BaseColor";
protected const string k_BaseColorMap = "_BaseColorMap";
public static GUIContent smoothnessARemappingText = new GUIContent("Primary Lobe Smoothness Remapping", "Primary lobe smoothness remapping");
public static GUIContent smoothnessBRemappingText = new GUIContent("Secondary Lobe Smoothness Remapping", "Secondary lobe smoothness remapping");
public static GUIContent maskMapASText = new GUIContent("Primary mask map - M(R), AO(G), D(B), S1(A)", "Primary mask map");
public static GUIContent maskMapBSText = new GUIContent("Secondary mask Map - (R), (G), (B), S2(A)", "Secondary mask map");
protected const string k_Metallic = "_Metallic";
protected const string k_MetallicMap = "_MetallicMap";
protected const string k_MetallicRemapMin = "_MetallicRemap";
public static GUIContent normalMapText = new GUIContent("Normal Map", "Normal Map (BC7/BC5/DXT5(nm))");
protected const string k_Smoothness1 = "_SmoothnessA";
protected const string k_Smoothness1Map = "_SmoothnessAMap";
protected const string k_Smoothness1RemapMin = "_SmoothnessARemap";
public static GUIContent UVBaseMappingText = new GUIContent("UV mapping usage", "");
protected const string k_NormalMap = "_NormalMap";
protected const string k_NormalScale = "_NormalScale";
// Emissive
protected const string k_EmissiveColor = "_EmissiveColor";
protected const string k_EmissiveColorMap = "_EmissiveColorMap";
protected const string k_EmissiveIntensity = "_EmissiveIntensity";
protected const string k_AlbedoAffectEmissive = "_AlbedoAffectEmissive";
// Emissive
public static string emissiveLabelText = "Emissive Inputs";
public static GUIContent emissiveText = new GUIContent("Emissive Color", "Emissive");
public static GUIContent emissiveIntensityText = new GUIContent("Emissive Intensity", "Emissive");
public static GUIContent albedoAffectEmissiveText = new GUIContent("Albedo Affect Emissive", "Specifies whether or not the emissive color is multiplied by the albedo.");
// SSS
protected const string k_DiffusionProfileName = "_DiffusionProfile";
protected const string k_SubsurfaceMaskName = "_SubsurfaceMask";
protected const string k_SubsurfaceMaskMap = "_SubsurfaceMaskMap";
}
protected const string k_ThicknessName = "_Thickness";
protected const string k_ThicknessMapName = "_ThicknessMap";
protected const string k_ThicknessRemapName = "_ThicknessRemap";
public enum DoubleSidedNormalMode
{
Flip,
Mirror,
None
}
// Second Lobe.
protected const string k_Smoothness2 = "_SmoothnessB";
protected const string k_Smoothness2Map = "_SmoothnessBMap";
protected const string k_SmoothnessRemap2Min = "_SmoothnessBRemap";
public enum UVBaseMapping
protected const string k_LobeMix = "_LobeMix";
//// transparency params
//protected MaterialProperty transmissionEnable = null;
//protected const string kTransmissionEnable = "_TransmissionEnable";
//protected MaterialProperty ior = null;
//protected const string kIor = "_Ior";
//protected MaterialProperty transmittanceColor = null;
//protected const string kTransmittanceColor = "_TransmittanceColor";
//protected MaterialProperty transmittanceColorMap = null;
//protected const string kTransmittanceColorMap = "_TransmittanceColorMap";
//protected MaterialProperty atDistance = null;
//protected const string kATDistance = "_ATDistance";
//protected MaterialProperty thicknessMultiplier = null;
//protected const string kThicknessMultiplier = "_ThicknessMultiplier";
//protected MaterialProperty refractionModel = null;
//protected const string kRefractionModel = "_RefractionModel";
//protected MaterialProperty refractionSSRayModel = null;
//protected const string kRefractionSSRayModel = "_RefractionSSRayModel";
#endregion
// Add the properties into an array.
private readonly GroupProperty _baseMaterialProperties = null;
private readonly GroupProperty _materialProperties = null;
public StackLitGUI()
UV0,
UV1,
UV2,
UV3,
Planar,
Triplanar
}
_baseMaterialProperties = new GroupProperty(this, new BaseProperty[]
{
// JFFTODO: Find the proper condition, and proper way to display this.
new Property(this, k_DoubleSidedNormalMode, "Normal mode", "This will modify the normal base on the selected mode. Mirror: Mirror the normal with vertex normal plane, Flip: Flip the normal.", false),
});
protected MaterialProperty doubleSidedNormalMode = null;
protected const string kDoubleSidedNormalMode = "_DoubleSidedNormalMode";
_materialProperties = new GroupProperty(this, new BaseProperty[]
{
new GroupProperty(this, "Standard", new BaseProperty[]
{
new TextureProperty(this, k_BaseColorMap, k_BaseColor, "Base Color + Opacity", "Albedo (RGB) and Opacity (A)", false),
new TextureProperty(this, k_MetallicMap, k_Metallic, "Metallic", "Metallic", false),
new TextureProperty(this, k_Smoothness1Map, k_Smoothness1, "Smoothness", "Smoothness", false),
// TODO: Special case for normal maps.
new TextureProperty(this, k_NormalMap, k_NormalScale, "Normal TODO", "Normal Map", false, true),
// Example UV mapping mask, TODO: could have for multiple maps, and channel mask for scalars
protected MaterialProperty UVBase = null;
protected const string kUVBase = "_UVBase";
protected MaterialProperty UVMappingMask = null;
protected const string kUVMappingMask = "_UVMappingMask"; // hidden, see enum material property drawer in .shader
//new TextureProperty(this, k_BaseColorMap, k_BaseColor, "Dielectric IoR", "Index of Refraction for Dielectric", false),
}),
new GroupProperty(this, "Emissive", new BaseProperty[]
{
new TextureProperty(this, k_EmissiveColorMap, k_EmissiveColor, "Emissive Color", "Emissive", false),
new Property(this, k_EmissiveIntensity, "Emissive Intensity", "Emissive", false),
new Property(this, k_AlbedoAffectEmissive, "Albedo Affect Emissive", "Specifies whether or not the emissive color is multiplied by the albedo.", false),
}),
protected MaterialProperty baseColor = null;
protected const string kBaseColor = "_BaseColor";
protected MaterialProperty baseColorMap = null;
protected const string kBaseColorMap = "_BaseColorMap";
//new GroupProperty(this, "Coat", new BaseProperty[]
//{
// new TextureProperty(this, k_BaseColorMap, k_BaseColor, "SmoothnessCoat", "smoothnessCoat", false),
// new TextureProperty(this, k_BaseColorMap, k_BaseColor, "Index Of Refraction", "iorCoat", false),
// new TextureProperty(this, k_BaseColorMap, k_BaseColor, "Normal", "normal Coat", false),
//}),
protected const string kMetallic = "_Metallic";
protected MaterialProperty metallic = null;
new GroupProperty(this, "Sub-Surface Scattering", new BaseProperty[]
{
new DiffusionProfileProperty(this, k_DiffusionProfileName, "Diffusion Profile", "A profile determines the shape of the SSS/transmission filter.", false),
new TextureProperty(this, k_SubsurfaceMaskName, "Subsurface mask map (R)", "Determines the strength of the subsurface scattering effect.", false),
}/*, _ => _materialId == MaterialId.SubSurfaceScattering*/),
// Primary lobe smoothness
protected MaterialProperty smoothnessA = null;
protected const string kSmoothnessA = "_SmoothnessA";
protected MaterialProperty smoothnessARemapMin = null;
protected const string kSmoothnessARemapMin = "_SmoothnessARemapMin";
protected MaterialProperty smoothnessARemapMax = null;
protected const string kSmoothnessARemapMax = "_SmoothnessARemapMax";
protected const string klobeMix = "_LobeMix";
protected MaterialProperty lobeMix = null;
new GroupProperty(this, "Second Specular Lobe", new BaseProperty[]
{
new TextureProperty(this, k_Smoothness2Map, k_Smoothness2, "Smoothness2", "Smoothness2", false),
new Property(this, k_LobeMix, "Lobe Mix", "Lobe Mix", false),
}),
// Secondary lobe smoothness
protected MaterialProperty smoothnessB = null;
protected const string kSmoothnessB = "_SmoothnessB";
protected MaterialProperty smoothnessBRemapMin = null;
protected const string kSmoothnessBRemapMin = "_SmoothnessBRemapMin";
protected MaterialProperty smoothnessBRemapMax = null;
protected const string kSmoothnessBRemapMax = "_SmoothnessBRemapMax";
//new GroupProperty(this, "Anisotropy", new BaseProperty[]
//{
// new TextureProperty(this, k_BaseColorMap, k_BaseColor, "Anisotropy Strength", "anisotropy strength", false),
// new TextureProperty(this, k_BaseColorMap, k_BaseColor, "Rotation", "rotation", false),
// new TextureProperty(this, k_BaseColorMap, k_BaseColor, "Tangent", "tangent", false),
//}),
new GroupProperty(this, "Transmission", new BaseProperty[]
{
new DiffusionProfileProperty(this, k_DiffusionProfileName, "Diffusion Profile", "A profile determines the shape of the SSS/transmission filter.", false),
new TextureProperty(this, k_ThicknessName, "Thickness", "If subsurface scattering is enabled, low values allow some light to be transmitted through the object.", false),
}),
// Two mask maps for the two smoothnesses
protected MaterialProperty maskMapA = null;
protected const string kMaskMapA = "_MaskMapA";
protected MaterialProperty maskMapB = null;
protected const string kMaskMapB = "_MaskMapB";
//new GroupProperty(this, "Iridescence", new BaseProperty[]
//{
// new TextureProperty(this, k_BaseColorMap, k_BaseColor, "Index of Refraction", "Index of Refraction for Iridescence", false),
// new TextureProperty(this, k_BaseColorMap, k_BaseColor, "Thickness", "Thickness", false),
//}),
protected MaterialProperty normalScale = null;
protected const string kNormalScale = "_NormalScale";
protected MaterialProperty normalMap = null;
protected const string kNormalMap = "_NormalMap";
//new GroupProperty(this, "Glint", new BaseProperty[]
//{
// new TextureProperty(this, k_BaseColorMap, k_BaseColor, "Density", "Density:", false),
// new TextureProperty(this, k_BaseColorMap, k_BaseColor, "Tint", "Tint", false),
//}),
});
}
protected MaterialProperty emissiveColor = null;
protected const string kEmissiveColor = "_EmissiveColor";
protected MaterialProperty emissiveColorMap = null;
protected const string kEmissiveColorMap = "_EmissiveColorMap";
protected MaterialProperty emissiveIntensity = null;
protected const string kEmissiveIntensity = "_EmissiveIntensity";
protected MaterialProperty albedoAffectEmissive = null;
protected const string kAlbedoAffectEmissive = "_AlbedoAffectEmissive";
protected override bool ShouldEmissionBeEnabled(Material material)
{
return material.GetFloat(k_EmissiveIntensity) > 0.0f;
}
doubleSidedNormalMode = FindProperty(kDoubleSidedNormalMode, props);
_baseMaterialProperties.OnFindProperty(props);
override protected void FindMaterialProperties(MaterialProperty[] props)
protected override void FindMaterialProperties(MaterialProperty[] props)
UVBase = FindProperty(kUVBase, props);
UVMappingMask = FindProperty(kUVMappingMask, props);
baseColor = FindProperty(kBaseColor, props);
baseColorMap = FindProperty(kBaseColorMap, props);
metallic = FindProperty(kMetallic, props);
smoothnessA = FindProperty(kSmoothnessA, props);
smoothnessARemapMin = FindProperty(kSmoothnessARemapMin, props);
smoothnessARemapMax = FindProperty(kSmoothnessARemapMax, props);
smoothnessB = FindProperty(kSmoothnessB, props);
smoothnessBRemapMin = FindProperty(kSmoothnessBRemapMin, props);
smoothnessBRemapMax = FindProperty(kSmoothnessBRemapMax, props);
lobeMix = FindProperty(klobeMix, props);
maskMapA = FindProperty(kMaskMapA, props);
maskMapB = FindProperty(kMaskMapB, props);
normalMap = FindProperty(kNormalMap, props);
normalScale = FindProperty(kNormalScale, props);
emissiveColor = FindProperty(kEmissiveColor, props);
emissiveColorMap = FindProperty(kEmissiveColorMap, props);
emissiveIntensity = FindProperty(kEmissiveIntensity, props);
albedoAffectEmissive = FindProperty(kAlbedoAffectEmissive, props);
}
//base.FindMaterialProperties(props);
_materialProperties.OnFindProperty(props);
}
EditorGUI.indentLevel++;
// This follow double sided option, see BaseUnlitUI.BaseMaterialPropertiesGUI()
// Don't put anything between base.BaseMaterialPropertiesGUI(); above and this:
if (doubleSidedEnable.floatValue > 0.0f)
{
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(doubleSidedNormalMode, Styles.doubleSidedNormalModeText);
EditorGUI.indentLevel--;
}
//TODO: m_MaterialEditor.ShaderProperty(enableMotionVectorForVertexAnimation, StylesBaseUnlit.enableMotionVectorForVertexAnimationText);
//refs to this ?
EditorGUI.indentLevel--;
_baseMaterialProperties.OnGUI();
EditorGUILayout.LabelField(Styles.InputsText, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
m_MaterialEditor.TexturePropertySingleLine(Styles.baseColorText, baseColorMap, baseColor);
m_MaterialEditor.ShaderProperty(metallic, Styles.metallicText);
// maskMaps and smoothness rescaling controls:
if(maskMapA.textureValue == null)
{
m_MaterialEditor.ShaderProperty(smoothnessA, Styles.smoothnessAText);
}
else
{
float remapMin = smoothnessARemapMin.floatValue;
float remapMax = smoothnessARemapMax.floatValue;
EditorGUI.BeginChangeCheck();
EditorGUILayout.MinMaxSlider(Styles.smoothnessARemappingText, ref remapMin, ref remapMax, 0.0f, 1.0f);
if (EditorGUI.EndChangeCheck())
{
smoothnessARemapMin.floatValue = remapMin;
smoothnessARemapMax.floatValue = remapMax;
}
}
if(maskMapB.textureValue == null)
{
m_MaterialEditor.ShaderProperty(smoothnessB, Styles.smoothnessBText);
}
else
{
float remapMin = smoothnessBRemapMin.floatValue;
float remapMax = smoothnessBRemapMax.floatValue;
EditorGUI.BeginChangeCheck();
EditorGUILayout.MinMaxSlider(Styles.smoothnessBRemappingText, ref remapMin, ref remapMax, 0.0f, 1.0f);
if (EditorGUI.EndChangeCheck())
{
smoothnessBRemapMin.floatValue = remapMin;
smoothnessBRemapMax.floatValue = remapMax;
}
}
m_MaterialEditor.ShaderProperty(lobeMix, Styles.lobeMixText);
m_MaterialEditor.TexturePropertySingleLine(Styles.maskMapASText, maskMapA);
m_MaterialEditor.TexturePropertySingleLine(Styles.maskMapBSText, maskMapB);
// Normal map:
m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, normalMap, normalScale);
// UV Mapping:
EditorGUILayout.Space();
EditorGUI.BeginChangeCheck(); // UV mapping selection
m_MaterialEditor.ShaderProperty(UVBase, Styles.UVBaseMappingText);
UVBaseMapping uvBaseMapping = (UVBaseMapping)UVBase.floatValue;
float X, Y, Z, W;
X = (uvBaseMapping == UVBaseMapping.UV0) ? 1.0f : 0.0f;
Y = (uvBaseMapping == UVBaseMapping.UV1) ? 1.0f : 0.0f;
Z = (uvBaseMapping == UVBaseMapping.UV2) ? 1.0f : 0.0f;
W = (uvBaseMapping == UVBaseMapping.UV3) ? 1.0f : 0.0f;
UVMappingMask.colorValue = new Color(X, Y, Z, W);
//TODO:
//if ((uvBaseMapping == UVBaseMapping.Planar) || (uvBaseMapping == UVBaseMapping.Triplanar))
//{
// m_MaterialEditor.ShaderProperty(TexWorldScale, Styles.texWorldScaleText);
//}
m_MaterialEditor.TextureScaleOffsetProperty(baseColorMap);
if (EditorGUI.EndChangeCheck()) // ...UV mapping selection
{
}
EditorGUI.indentLevel--; // inputs
EditorGUILayout.Space();
// Surface type:
var surfaceTypeValue = (SurfaceType)surfaceType.floatValue;
if (surfaceTypeValue == SurfaceType.Transparent)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField(StylesBaseUnlit.TransparencyInputsText, EditorStyles.boldLabel);
++EditorGUI.indentLevel;
DoDistortionInputsGUI();
--EditorGUI.indentLevel;
}
// TODO: see DoEmissiveGUI( ) in LitUI.cs: custom uvmapping for emissive
EditorGUILayout.Space();
EditorGUILayout.LabelField(Styles.emissiveLabelText, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
m_MaterialEditor.TexturePropertySingleLine(Styles.emissiveText, emissiveColorMap, emissiveColor);
m_MaterialEditor.ShaderProperty(emissiveIntensity, Styles.emissiveIntensityText);
m_MaterialEditor.ShaderProperty(albedoAffectEmissive, Styles.albedoAffectEmissiveText);
EditorGUI.indentLevel--;
_materialProperties.OnGUI();
}
protected override void MaterialPropertiesAdvanceGUI(Material material)

protected override void VertexAnimationPropertiesGUI()
{
}
protected override bool ShouldEmissionBeEnabled(Material mat)
{
return mat.GetFloat(kEmissiveIntensity) > 0.0f;
}
protected override void SetupMaterialKeywordsAndPassInternal(Material material)

if (doubleSidedEnable)
{
DoubleSidedNormalMode doubleSidedNormalMode = (DoubleSidedNormalMode)material.GetFloat(kDoubleSidedNormalMode);
BaseLitGUI.DoubleSidedNormalMode doubleSidedNormalMode = (BaseLitGUI.DoubleSidedNormalMode)material.GetFloat(k_DoubleSidedNormalMode);
case DoubleSidedNormalMode.Mirror: // Mirror mode (in tangent space)
case BaseLitGUI.DoubleSidedNormalMode.Mirror: // Mirror mode (in tangent space)
case DoubleSidedNormalMode.Flip: // Flip mode (in tangent space)
case BaseLitGUI.DoubleSidedNormalMode.Flip: // Flip mode (in tangent space)
case DoubleSidedNormalMode.None: // None mode (in tangent space)
case BaseLitGUI.DoubleSidedNormalMode.None: // None mode (in tangent space)
material.SetVector("_DoubleSidedConstants", new Vector4(1.0f, 1.0f, 1.0f, 0.0f));
break;
}

// so no stencil tagging there, but velocity? To check...
//TODO: stencil state, displacement, wind, depthoffset, tesselation
//TODO: stencil state, displacement, wind, depthoffset, tessellation
CoreUtils.SetKeyword(material, "_NORMALMAP", material.GetTexture(kNormalMap));
CoreUtils.SetKeyword(material, "_MASKMAPA", material.GetTexture(kMaskMapA));
CoreUtils.SetKeyword(material, "_MASKMAPB", material.GetTexture(kMaskMapB));
CoreUtils.SetKeyword(material, "_NORMALMAP", material.GetTexture(k_NormalMap));
CoreUtils.SetKeyword(material, "_SMOOTHNESSMASKMAPA", material.GetTexture(k_Smoothness1Map));
CoreUtils.SetKeyword(material, "_SMOOTHNESSMASKMAPB", material.GetTexture(k_Smoothness2Map));
CoreUtils.SetKeyword(material, "_METALLICMAP", material.GetTexture(k_MetallicMap));
CoreUtils.SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(k_EmissiveColorMap));
bool needUV2 = (UVBaseMapping)material.GetFloat(kUVBase) == UVBaseMapping.UV2;
bool needUV3 = (UVBaseMapping)material.GetFloat(kUVBase) == UVBaseMapping.UV3;
//bool needUV2 = (LitGUI.UVBaseMapping)material.GetFloat(k_UVBase) == LitGUI.UVBaseMapping.UV2;
//bool needUV3 = (LitGUI.UVBaseMapping)material.GetFloat(k_UVBase) == LitGUI.UVBaseMapping.UV3;
if (needUV3)
{
material.DisableKeyword("_REQUIRE_UV2");
material.EnableKeyword("_REQUIRE_UV3");
}
else if (needUV2)
{
material.EnableKeyword("_REQUIRE_UV2");
material.DisableKeyword("_REQUIRE_UV3");
}
else
{
material.DisableKeyword("_REQUIRE_UV2");
material.DisableKeyword("_REQUIRE_UV3");
}
//if (needUV3)
//{
// material.DisableKeyword("_REQUIRE_UV2");
// material.EnableKeyword("_REQUIRE_UV3");
//}
//else if (needUV2)
//{
// material.EnableKeyword("_REQUIRE_UV2");
// material.DisableKeyword("_REQUIRE_UV3");
//}
//else
//{
// material.DisableKeyword("_REQUIRE_UV2");
// material.DisableKeyword("_REQUIRE_UV3");
//}
CoreUtils.SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap));
CoreUtils.SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(k_EmissiveColorMap));
}
}
} // namespace UnityEditor

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/HDRenderPipelineUI.cs


{
EditorGUILayout.PropertyField(d.renderPipelineResources, _.GetContent("Render Pipeline Resources|Set of resources that need to be loaded when creating stand alone"));
EditorGUILayout.PropertyField(d.diffusionProfileSettings, _.GetContent("Diffusion Profile Settings"));
EditorGUILayout.PropertyField(d.allowShaderVariantStripping, _.GetContent("Enable Shader Variant Stripping (experimental)"));
}
}
}

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/SerializedHDRenderPipelineAsset.cs


public SerializedProperty renderPipelineResources;
public SerializedProperty diffusionProfileSettings;
public SerializedProperty allowShaderVariantStripping;
public SerializedRenderPipelineSettings renderPipelineSettings;
public SerializedFrameSettings defaultFrameSettings;

renderPipelineResources = serializedObject.FindProperty("m_RenderPipelineResources");
diffusionProfileSettings = serializedObject.Find((HDRenderPipelineAsset s) => s.diffusionProfileSettings);
allowShaderVariantStripping = serializedObject.Find((HDRenderPipelineAsset s) => s.allowShaderVariantStripping);
renderPipelineSettings = new SerializedRenderPipelineSettings(serializedObject.Find((HDRenderPipelineAsset a) => a.renderPipelineSettings));
defaultFrameSettings = new SerializedFrameSettings(serializedObject.FindProperty("m_FrameSettings"));

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs


};
readonly HDRenderPipelineAsset m_Asset;
public HDRenderPipelineAsset asset { get { return m_Asset; } }
DiffusionProfileSettings m_InternalSSSAsset;
public DiffusionProfileSettings diffusionProfileSettings

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)
if (visualEnv.fogType != FogType.None)
m_SkyManager.RenderOpaqueAtmosphericScattering(cmd);
}

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.cs


return renderPipelineSettings;
}
public bool allowShaderVariantStripping = true;
[SerializeField]
public DiffusionProfileSettings diffusionProfileSettings;

66
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs


public void UpdateCullingParameters(ref ScriptableCullingParameters cullingParams)
{
m_ShadowMgr.UpdateCullingParameters( ref cullingParams );
// In HDRP we don't need per object light/probe info so we disable the native code that handles it.
#if UNITY_2018_2_OR_NEWER
cullingParams.cullingFlags |= CullFlag.DisablePerObjectCulling;
#endif
}
public bool IsBakedShadowMaskLight(Light light)

m_CurrentSunLightShadowIndex = -1;
var stereoEnabled = m_FrameSettings.enableStereo;
Vector3 camPosWS = camera.transform.position;
var worldToView = WorldToCamera(camera);
var rightEyeWorldToView = Matrix4x4.identity;
if (stereoEnabled)
{
worldToView = WorldToViewStereo(camera, Camera.StereoscopicEye.Left);
rightEyeWorldToView = WorldToViewStereo(camera, Camera.StereoscopicEye.Right);
}
// Note: Light with null intensity/Color are culled by the C++, no need to test it here
if (cullResults.visibleLights.Count != 0 || cullResults.visibleReflectionProbes.Count != 0)

// 2. Go through all lights, convert them to GPU format.
// Simultaneously create data for culling (LightVolumeData and SFiniteLightBound)
Vector3 camPosWS = camera.transform.position;
var worldToView = WorldToCamera(camera);
var rightEyeWorldToView = Matrix4x4.identity;
if (stereoEnabled)
{
worldToView = WorldToViewStereo(camera, Camera.StereoscopicEye.Left);
rightEyeWorldToView = WorldToViewStereo(camera, Camera.StereoscopicEye.Right);
}
for (int sortIndex = 0; sortIndex < sortCount; ++sortIndex)
{

}
}
// Inject density volumes into the clustered data structure for efficient look up.
m_densityVolumeCount = densityVolumes.bounds != null ? densityVolumes.bounds.Count : 0;
Matrix4x4 worldToViewCR = worldToView;
if (ShaderConfig.s_CameraRelativeRendering != 0)
{
// The OBBs are camera-relative, the matrix is not. Fix it.
worldToViewCR.SetColumn(3, new Vector4(0, 0, 0, 1));
}
for (int i = 0, n = m_densityVolumeCount; i < n; i++)
{
// Density volumes are not lights and therefore should not affect light classification.
LightFeatureFlags featureFlags = 0;
AddBoxVolumeDataAndBound(densityVolumes.bounds[i], LightCategory.DensityVolume, featureFlags, worldToViewCR);
}
m_lightCount = m_lightList.lights.Count + m_lightList.envLights.Count + m_densityVolumeCount;
Debug.Assert(m_lightCount == m_lightList.bounds.Count);
Debug.Assert(m_lightCount == m_lightList.lightVolumes.Count);
int decalDatasCount = Math.Min(DecalSystem.m_DecalDatasCount, k_MaxDecalsOnScreen);
if (decalDatasCount > 0)
{

}
m_lightCount += decalDatasCount;
}
// Inject density volumes into the clustered data structure for efficient look up.
m_densityVolumeCount = densityVolumes.bounds != null ? densityVolumes.bounds.Count : 0;
Matrix4x4 worldToViewCR = worldToView;
if (ShaderConfig.s_CameraRelativeRendering != 0)
{
// The OBBs are camera-relative, the matrix is not. Fix it.
worldToViewCR.SetColumn(3, new Vector4(0, 0, 0, 1));
}
for (int i = 0, n = m_densityVolumeCount; i < n; i++)
{
// Density volumes are not lights and therefore should not affect light classification.
LightFeatureFlags featureFlags = 0;
AddBoxVolumeDataAndBound(densityVolumes.bounds[i], LightCategory.DensityVolume, featureFlags, worldToViewCR);
}
m_lightCount = m_lightList.lights.Count + m_lightList.envLights.Count + m_densityVolumeCount + decalDatasCount;
Debug.Assert(m_lightCount == m_lightList.bounds.Count);
Debug.Assert(m_lightCount == m_lightList.lightVolumes.Count);
if (stereoEnabled)
{

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/VolumetricLighting.compute


// Store the feedback for the voxel.
// TODO: dynamic lights (which update their position, rotation, cookie or shadow at runtime)
// do not support reprojection and should neither read nor write to the history buffer.
// to the history buffer. This will cause them to alias, but it is the only way
// to prevent ghosting.
// This will cause them to alias, but it is the only way to prevent ghosting.
_VBufferLightingFeedback[voxelCoord] = float4(blendedRadiance, centerTransmInt);

30
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/VolumetricLighting.cs


public void ResizeVBuffer(HDCamera camera, int screenWidth, int screenHeight)
{
if (preset == VolumetricLightingPreset.Off) return;
var visualEnvironment = VolumeManager.instance.stack.GetComponent<VisualEnvironment>();
if (visualEnvironment == null || visualEnvironment.fogType != FogType.Volumetric) return;
long viewID = camera.GetViewID();

public void PushGlobalParams(HDCamera camera, CommandBuffer cmd)
{
if (preset == VolumetricLightingPreset.Off) return;
var visualEnvironment = VolumeManager.instance.stack.GetComponent<VisualEnvironment>();
if (visualEnvironment == null || visualEnvironment.fogType != FogType.Volumetric) return;
// Modify the near plane.
// Warning: it can screw up the reprojection. However, we have to do it in order for clustered lighting to work correctly.

DensityVolumeList densityVolumes = new DensityVolumeList();
if (preset == VolumetricLightingPreset.Off) return densityVolumes;
if (visualEnvironment.fogType != FogType.Volumetric) return densityVolumes;
if (visualEnvironment == null || visualEnvironment.fogType != FogType.Volumetric) return densityVolumes;
using (new ProfilingSample(cmd, "Prepare Visible Density Volume List"))
{

public void VolumeVoxelizationPass(DensityVolumeList densityVolumes, HDCamera camera, CommandBuffer cmd, FrameSettings settings)
{
if (preset == VolumetricLightingPreset.Off) return;
var visualEnvironment = VolumeManager.instance.stack.GetComponent<VisualEnvironment>();
if (visualEnvironment == null || visualEnvironment.fogType != FogType.Volumetric) return;
using (new ProfilingSample(cmd, "Volume Voxelization"))
{

{
// Clear the render target instead of running the shader.
// Note: the clear must take the global fog into account!
// Use the workaround by running the full shader with 0 density.
// Use the workaround by running the full shader with 0 density
}
VBuffer vBuffer = FindVBuffer(camera.GetViewID());

public void VolumetricLightingPass(HDCamera camera, CommandBuffer cmd, FrameSettings settings)
{
if (preset == VolumetricLightingPreset.Off) return;
var visualEnvironment = VolumeManager.instance.stack.GetComponent<VisualEnvironment>();
if (visualEnvironment == null || visualEnvironment.fogType != FogType.Volumetric) return;
var visualEnvironment = VolumeManager.instance.stack.GetComponent<VisualEnvironment>();
if (visualEnvironment.fogType != FogType.Volumetric)
{
// Clear the render target instead of running the shader.
// CoreUtils.SetRenderTarget(cmd, vBuffer.GetDensityBuffer(), ClearFlag.Color, CoreUtils.clearColorAllBlack);
// return;
// Clearing 3D textures does not seem to work!
// Use the workaround by running the full shader with 0 density.
}
VBuffer vBuffer = FindVBuffer(camera.GetViewID());
Debug.Assert(vBuffer != null);

int rfc = Time.renderedFrameCount;
int sampleIndex = rfc % 7;
// TODO: should we somehow reorder offsets in Z based on the offset in XY? S.t. the samples more evenly cover the domain.
// Currently, we assume that they are completely uncorrelated, but maybe we should correlate them somehow.
Vector4 offset = new Vector4(xySeq[sampleIndex].x, xySeq[sampleIndex].y, zSeq[sampleIndex], rfc);
// Get the interpolated asymmetry value.

28
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/StackLit/StackLit.shader


// Be careful, do not change the name here to _Color. It will conflict with the "fake" parameters (see end of properties) required for GI.
_BaseColor("BaseColor", Color) = (1,1,1,1)
_BaseColorMap("BaseColorMap", 2D) = "white" {}
_BaseColorMapUV("BaseColorMapUV", Float) = 0.0
_MetallicMap("MetallicMap", 2D) = "black" {}
_MetallicMapUV("MetallicMapUV", Float) = 0.0
_MetallicMapChannel("MetallicMapChannel", Vector) = (1, 0, 0, 0)
_MetallicRemap("Metallic Remap", Vector) = (0, 1, 0, 0)
[ToggleUI] _MetallicRemapInverted("Invert Metallic Remap", Float) = 0.0
_SmoothnessARemapMin("SmoothnessARemapMin", Float) = 0.0
_SmoothnessARemapMax("SmoothnessARemapMax", Float) = 1.0
_SmoothnessAMap("BaseColorMap", 2D) = "white" {}
_SmoothnessAMapUV("SmoothnessAMapUV", Float) = 0.0
_SmoothnessAMapChannel("SmoothnessA Map Channel", Vector) = (1, 0, 0, 0)
_SmoothnessARemap("SmoothnessA Remap", Vector) = (0, 1, 0, 0)
[ToggleUI] _SmoothnessARemapInverted("Invert SmoothnessA Remap", Float) = 0.0
_SmoothnessBRemapMin("SmoothnessBRemapMin", Float) = 0.0
_SmoothnessBRemapMax("SmoothnessBRemapMax", Float) = 1.0
_LobeMix("lobeMix", Range(0.0, 1.0)) = 0
_MaskMapA("MaskMapA", 2D) = "white" {}
_MaskMapB("MaskMapB", 2D) = "white" {}
_SmoothnessBMap("SmoothnessBMap", 2D) = "white" {}
_SmoothnessBMapUV("SmoothnessBMapUV", Float) = 0.0
_SmoothnessBMapChannel("SmoothnessB Map Channel", Vector) = (1, 0, 0, 0)
_SmoothnessBRemap("SmoothnessB Remap", Vector) = (0, 1, 0, 0)
[ToggleUI] _SmoothnessBRemapInverted("Invert SmoothnessB Remap", Float) = 0.0
_LobeMix("Lobe Mix", Range(0.0, 1.0)) = 0
_NormalMapUV("NormalMapUV", Float) = 0.0
_EmissiveColorMapUV("EmissiveColorMap", Range(0.0, 1.0)) = 0
_EmissiveIntensity("EmissiveIntensity", Float) = 0
[ToggleUI] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0

18
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/StackLit/StackLitData.hlsl


normalTS = GetNormalTS(input, layerTexCoord, detailNormalTS, detailMask);
//TODO: bentNormalTS
#if defined(_MASKMAPA)
surfaceData.perceptualSmoothnessA = SAMPLE_UVMAPPING_TEXTURE2D(_MaskMapA, sampler_MaskMapA, layerTexCoord.base).a;
surfaceData.perceptualSmoothnessA = lerp(_SmoothnessARemapMin, _SmoothnessARemapMax, surfaceData.perceptualSmoothnessA);
#if defined(_SMOOTHNESSMASKMAPA)
surfaceData.perceptualSmoothnessA = dot(SAMPLE_UVMAPPING_TEXTURE2D(_SmoothnessAMap, sampler_SmoothnessAMap, layerTexCoord.base), _MetallicMapChannel, _SmoothnessAMapChannel);
surfaceData.perceptualSmoothnessA = lerp(_SmoothnessARemap.x, _SmoothnessARemap.y, surfaceData.perceptualSmoothnessA);
#if defined(_MASKMAPB)
surfaceData.perceptualSmoothnessB = SAMPLE_UVMAPPING_TEXTURE2D(_MaskMapB, sampler_MaskMapB, layerTexCoord.base).a;
surfaceData.perceptualSmoothnessB = lerp(_SmoothnessBRemapMin, _SmoothnessBRemapMax, surfaceData.perceptualSmoothnessB);
#if defined(_SMOOTHNESSMASKMAPB)
surfaceData.perceptualSmoothnessB = dot(SAMPLE_UVMAPPING_TEXTURE2D(_SmoothnessAMaB, sampler_SmoothnessBMap, layerTexCoord.base), _SmoothnessBMapChannel);
surfaceData.perceptualSmoothnessB = lerp(_SmoothnessBRemap.x, _SmoothnessBRemap.y, surfaceData.perceptualSmoothnessB);
// MaskMapA is RGBA: Metallic, Ambient Occlusion (Optional), detail Mask (Optional), Smoothness
#ifdef _MASKMAPA
surfaceData.metallic = SAMPLE_UVMAPPING_TEXTURE2D(_MaskMapA, sampler_MaskMapA, layerTexCoord.base).r;
#ifdef _METALLICMAP
surfaceData.metallic = dot(SAMPLE_UVMAPPING_TEXTURE2D(_MetallicMap, sampler_MetallicMap, layerTexCoord.base), _MetallicMapChannel);
#else
surfaceData.metallic = 1.0;
#endif

32
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/StackLit/StackLitProperties.hlsl


TEXTURE2D(_DistortionVectorMap);
SAMPLER(sampler_DistortionVectorMap);
TEXTURE2D(_EmissiveColorMap);
SAMPLER(sampler_EmissiveColorMap);
TEXTURE2D(_MaskMapA);
SAMPLER(sampler_MaskMapA);
TEXTURE2D(_MetallicMap);
SAMPLER(sampler_MetallicMap);
TEXTURE2D(_MaskMapB);
SAMPLER(sampler_MaskMapB);
TEXTURE2D(_SmoothnessAMap);
SAMPLER(sampler_SmoothnessAMap);
TEXTURE2D(_SmoothnessBMap);
SAMPLER(sampler_SmoothnessBMap);
TEXTURE2D(_EmissiveColorMap);
SAMPLER(sampler_EmissiveColorMap);
TEXTURE2D(_NormalMap);
SAMPLER(sampler_NormalMap);

float4 _BaseColorMap_ST;
float4 _BaseColorMap_TexelSize;
float4 _BaseColorMap_MipInfo;
float _BaseColorMapUV;
float _MetallicMapUV;
float4 _MetallicMapChannel;
float _SmoothnessARemapMin;
float _SmoothnessARemapMax;
float _SmoothnessAMapUV;
float4 _SmoothnessAMapChannel;
float4 _SmoothnessARemap;
float _SmoothnessBRemapMin;
float _SmoothnessBRemapMax;
float _SmoothnessBUV;
float4 _SmoothnessBMapChannel;
float4 _SmoothnessBRemap;
float _NormalMapUV;
float4 _UVMappingMask;

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderConfig.cs


{
CameraRelativeRendering = 1, // Rendering sets the origin of the world to the position of the primary (scene view) camera
UseDisneySSS = 1, // Allow to chose between Burley Normalized Diffusion (Multi + Fix direction single scattering) or Jimenez diffusion approximation (Multiscattering only - More blurry) for Subsurface scattering
VolumetricLightingPreset = 0 // 0 = disabled, 1 = normal, 2 = ultra
VolumetricLightingPreset = 1 // 0 = disabled, 1 = normal, 2 = ultra
};
// Note: #define can't be use in include file in C# so we chose this way to configure both C# and hlsl

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderConfig.cs.hlsl


//
#define SHADEROPTIONS_CAMERA_RELATIVE_RENDERING (1)
#define SHADEROPTIONS_USE_DISNEY_SSS (1)
#define SHADEROPTIONS_VOLUMETRIC_LIGHTING_PRESET (0)
#define SHADEROPTIONS_VOLUMETRIC_LIGHTING_PRESET (1)
#endif

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/AtmosphericScattering/VolumetricFog.cs


public class VolumetricFog : AtmosphericScattering
{
public ColorParameter albedo = new ColorParameter(new Color(0.5f, 0.5f, 0.5f));
public MinFloatParameter meanFreePath = new MinFloatParameter(float.MaxValue, 1.0f);
public MinFloatParameter meanFreePath = new MinFloatParameter(1000000.0f, 1.0f);
public ClampedFloatParameter asymmetry = new ClampedFloatParameter(0.0f, -1.0f, 1.0f);
// Override the volume blending function.

2
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets.meta


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guid: c2b2878683653fa40b1ef522c21fea10
folderAsset: yes
DefaultImporter:
externalObjects: {}

2
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials.meta


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guid: 7f883b4efaccb494ab60a6109790aa70
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folderAsset: yes
DefaultImporter:
externalObjects: {}

2
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/PreRefractionPassTester.mat


Material:
serializedVersion: 6
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_Name: PreRefractionPassTester
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}

6
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/PreRefractionPassTester.mat.meta


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mainObjectFileID: 2100000
mainObjectFileID: 0
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4
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/SkySettings.meta


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147
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDRPVariantStripper.cs


using System.Collections;
using System.Collections.Generic;
using UnityEditor.Build;
using UnityEditor.Rendering;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{
#if UNITY_2018_2_OR_NEWER
class HDRPVariantStripper : IPreprocessShaders
{
// returns true if the variant should be stripped.
delegate bool VariantStrippingFunc(Shader shader, ShaderSnippetData snippet, ShaderCompilerData inputData);
Dictionary<string, VariantStrippingFunc> m_StripperFuncs;
HDRenderPipelineAsset m_CurrentHDRPAsset;
ShaderKeyword m_ShadowMask;
ShaderKeyword m_Transparent;
ShaderKeyword m_DebugDisplay;
ShaderKeyword m_TileLighting;
ShaderKeyword m_ClusterLighting;
ShaderKeyword m_FeatureSSS;
public HDRPVariantStripper()
{
// TODO: Grab correct configuration/quality asset.
HDRenderPipeline hdPipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline;
if (hdPipeline != null)
m_CurrentHDRPAsset = hdPipeline.asset;
m_StripperFuncs = new Dictionary<string, VariantStrippingFunc>();
m_StripperFuncs.Add("HDRenderPipeline/Lit", LitShaderStripper);
m_StripperFuncs.Add("HDRenderPipeline/LitTessellation", LitShaderStripper);
m_StripperFuncs.Add("HDRenderPipeline/LayeredLit", LitShaderStripper);
m_StripperFuncs.Add("HDRenderPipeline/LayeredLitTessellation", LitShaderStripper);
m_Transparent = new ShaderKeyword("_SURFACE_TYPE_TRANSPARENT");
m_DebugDisplay = new ShaderKeyword("DEBUG_DISPLAY");
m_TileLighting = new ShaderKeyword("USE_FPTL_LIGHTLIST");
m_ClusterLighting = new ShaderKeyword("USE_CLUSTERED_LIGHTLIST");
m_FeatureSSS = new ShaderKeyword("_MATERIAL_FEATURE_SUBSURFACE_SCATTERING");
}
bool LitShaderStripper(Shader shader, ShaderSnippetData snippet, ShaderCompilerData inputData)
{
bool isGBufferPass = snippet.passName == "GBuffer";
bool isForwardPass = snippet.passName == "Forward";
bool isTransparentForwardPass = snippet.passName == "TransparentDepthPostpass" || snippet.passName == "TransparentBackface" || snippet.passName == "TransparentDepthPrepass";
bool isMotionPass = snippet.passName == "Motion Vectors";
// NOTE: All these keyword should be automatically stripped so there's no need to handle them ourselves.
// LIGHTMAP_ON, DIRLIGHTMAP_COMBINED, DYNAMICLIGHTMAP_ON, LIGHTMAP_SHADOW_MIXING, SHADOWS_SHADOWMASK
// FOG_LINEAR, FOG_EXP, FOG_EXP2
// STEREO_INSTANCING_ON, STEREO_MULTIVIEW_ON, STEREO_CUBEMAP_RENDER_ON, UNITY_SINGLE_PASS_STEREO
// INSTANCING_ON
if (!m_CurrentHDRPAsset.renderPipelineSettings.supportMotionVectors && isMotionPass)
return true;
// When using forward only, we never need GBuffer pass (only Forward)
if (m_CurrentHDRPAsset.renderPipelineSettings.supportForwardOnly && isGBufferPass)
return true;
if (inputData.shaderKeywordSet.IsEnabled(m_Transparent))
{
// If transparent, we never need GBuffer pass.
if (isGBufferPass)
return true;
// We will also use cluster instead of tile
if (inputData.shaderKeywordSet.IsEnabled(m_TileLighting))
return true;
}
else // Opaque
{
// If opaque, we never need transparent specific passes (even in forward only mode)
if (isTransparentForwardPass)
return true;
if (!m_CurrentHDRPAsset.renderPipelineSettings.supportForwardOnly && inputData.shaderKeywordSet.IsEnabled(m_ClusterLighting))
return true;
if (!m_CurrentHDRPAsset.renderPipelineSettings.supportForwardOnly)
{
// If opaque and not forward only, then we only need the forward debug pass.
if (isForwardPass && !inputData.shaderKeywordSet.IsEnabled(m_DebugDisplay))
return true;
}
}
// TODO: Expose development build flag.
//if (developmentBuild && inputData.shaderKeywordSet.IsEnabled(m_DebugDisplay))
// return true;
// TODO: Tests for later
// We need to find a way to strip useless shader features for passes/shader stages that don't need them (example, vertex shaders won't ever need SSS Feature flag)
// This causes several problems:
// - Runtime code that "finds" shader variants based on feature flags might not find them anymore... thus fall backing to the "let's give a score to variant" code path that may find the wrong variant.
// - Another issue is that if a feature is declared without a "_" fall-back, if we strip the other variants, none may be left to use! This needs to be changed on our side.
//if (snippet.shaderType == ShaderType.Vertex && inputData.shaderKeywordSet.IsEnabled(m_FeatureSSS))
// return true;
return false;
}
public int callbackOrder { get { return 0; } }
public void OnProcessShader(Shader shader, ShaderSnippetData snippet, IList<ShaderCompilerData> inputData)
{
if (m_CurrentHDRPAsset == null || !m_CurrentHDRPAsset.allowShaderVariantStripping)
return;
// Do we have a shader variant stripper function for this shader?
VariantStrippingFunc stripperFunc = null;
m_StripperFuncs.TryGetValue(shader.name, out stripperFunc);
if (stripperFunc == null)
return;
int inputShaderVariantCount = inputData.Count;
ShaderCompilerData workaround = inputData[0];
for (int i = 0; i < inputData.Count; ++i)
{
ShaderCompilerData input = inputData[i];
if (stripperFunc(shader, snippet, input))
{
inputData.RemoveAt(i);
i--;
}
}
// Currently if a certain snippet is completely stripped (for example if you remove a whole pass) other passes might get broken
// To work around that, we make sure that we always have at least one variant.
if (inputData.Count == 0)
inputData.Add(workaround);
}
}
#endif
}

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443
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/StackLit/BaseMaterialUI.cs


using System;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{
public abstract class BaseMaterialGUI : BaseUnlitGUI
{
#region GUI Property Classes
public abstract class BaseProperty
{
public BaseMaterialGUI Parent = null;
protected Func<object, bool> IsVisible;
protected BaseProperty(BaseMaterialGUI parent, Func<object, bool> isVisible = null)
{
Parent = parent;
IsVisible = isVisible;
}
public abstract void OnFindProperty(MaterialProperty[] props);
public abstract void OnGUI();
}
public class GroupProperty : BaseProperty
{
public string m_Title = string.Empty;
private readonly BaseProperty[] m_ChildProperties;
public bool Foldout = false;
public GroupProperty(BaseMaterialGUI parent, BaseProperty[] childProperties, Func<object, bool> isVisible = null)
: this(parent, string.Empty, childProperties, isVisible)
{
}
public GroupProperty(BaseMaterialGUI parent, string groupTitle, BaseProperty[] childProperties, Func<object, bool> isVisible = null)
: base(parent, isVisible)
{
m_Title = groupTitle;
m_ChildProperties = childProperties;
}
public override void OnFindProperty(MaterialProperty[] props)
{
foreach (var c in m_ChildProperties)
{
c.OnFindProperty(props);
}
}
public override void OnGUI()
{
if (IsVisible == null || IsVisible(this))
{
if (!string.IsNullOrEmpty(m_Title))
{
Foldout = EditorGUILayout.Foldout(Foldout, m_Title);
}
else
{
Foldout = true;
}
if (Foldout)
{
EditorGUI.indentLevel++;
foreach (var c in m_ChildProperties)
{
c.OnGUI();
}
EditorGUI.indentLevel--;
}
}
}
}
public class Property : BaseProperty
{
public string PropertyName;
public string PropertyText;
protected MaterialProperty m_MaterialProperty = null;
protected readonly GUIContent m_GuiContent = null;
public bool IsMandatory = false;
public bool IsValid
{
get { return m_MaterialProperty != null; }
}
public float FloatValue
{
get { return m_MaterialProperty.floatValue; }
set { m_MaterialProperty.floatValue = value; }
}
public bool BoolValue
{
get { return Math.Abs(m_MaterialProperty.floatValue) > 0.0f; }
set { m_MaterialProperty.floatValue = value ? 1.0f : 0.0f; }
}
public Texture TextureValue
{
get { return m_MaterialProperty != null ? m_MaterialProperty.textureValue : null; }
set { if (m_MaterialProperty != null) { m_MaterialProperty.textureValue = value; } }
}
public Vector4 VectorValue
{
get { return m_MaterialProperty.vectorValue; }
set { m_MaterialProperty.vectorValue = value; }
}
public Property(BaseMaterialGUI parent, string propertyName, string guiText, bool isMandatory = true)
: this(parent, propertyName, guiText, string.Empty, isMandatory)
{
}
public Property(BaseMaterialGUI parent, string propertyName, string guiText, string toolTip, bool isMandatory = true)
: base(parent)
{
m_GuiContent = new GUIContent(guiText, toolTip);
PropertyName = propertyName;
PropertyText = guiText;
IsMandatory = isMandatory;
}
public override void OnFindProperty(MaterialProperty[] props)
{
m_MaterialProperty = ShaderGUI.FindProperty(PropertyName, props, IsMandatory);
}
public override void OnGUI()
{
if (IsValid
&& (IsVisible == null || IsVisible(this)))
{
Parent.m_MaterialEditor.ShaderProperty(m_MaterialProperty, m_GuiContent);
}
}
}
public class ComboProperty : Property
{
private readonly string[] m_Options;
private readonly int[] m_Values = null;
public ComboProperty(BaseMaterialGUI parent, string propertyName, string guiText, string[] options, bool isMandatory = true)
: base(parent, propertyName, guiText, isMandatory)
{
m_Options = options;
}
public ComboProperty(BaseMaterialGUI parent, string propertyName, string guiText, string toolTip, string[] options, bool isMandatory = true)
: base(parent, propertyName, guiText, toolTip, isMandatory)
{
m_Options = options;
}
public ComboProperty(BaseMaterialGUI parent, string propertyName, string guiText, string[] options, int[] values, bool isMandatory = true)
: base(parent, propertyName, guiText, isMandatory)
{
m_Options = options;
m_Values = values;
}
public ComboProperty(BaseMaterialGUI parent, string propertyName, string guiText, string toolTip, string[] options, int[] values, bool isMandatory = true)
: base(parent, propertyName, guiText, toolTip, isMandatory)
{
m_Options = options;
m_Values = values;
}
public override void OnGUI()
{
if (IsValid
&& (IsVisible == null || IsVisible(this)))
{
EditorGUI.showMixedValue = m_MaterialProperty.hasMixedValue;
float floatValue = m_MaterialProperty.floatValue;
EditorGUI.BeginChangeCheck();
if (m_Values == null)
{
floatValue = EditorGUILayout.Popup(m_GuiContent, (int)floatValue, m_Options);
}
else
{
floatValue = EditorGUILayout.IntPopup(m_GuiContent.text, (int)floatValue, m_Options, m_Values);
}
if (EditorGUI.EndChangeCheck())
{
Parent.m_MaterialEditor.RegisterPropertyChangeUndo(PropertyName);
m_MaterialProperty.floatValue = (float)floatValue;
}
EditorGUI.showMixedValue = false;
}
}
}
public class DiffusionProfileProperty : Property
{
public DiffusionProfileProperty(BaseMaterialGUI parent, string propertyName, string guiText, string toolTip, bool isMandatory = true)
: base(parent, propertyName, guiText, toolTip, isMandatory)
{
}
public override void OnGUI()
{
if (IsValid
&& (IsVisible == null || IsVisible(this)))
{
var hdPipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline;
if (hdPipeline == null)
{
return;
}
var diffusionProfileSettings = hdPipeline.diffusionProfileSettings;
if (hdPipeline.IsInternalDiffusionProfile(diffusionProfileSettings))
{
EditorGUILayout.HelpBox(
"No diffusion profile Settings have been assigned to the render pipeline asset.",
MessageType.Warning);
return;
}
// TODO: Optimize me
var profiles = diffusionProfileSettings.profiles;
var names = new GUIContent[profiles.Length + 1];
names[0] = new GUIContent("None");
var values = new int[names.Length];
values[0] = DiffusionProfileConstants.DIFFUSION_PROFILE_NEUTRAL_ID;
for (int i = 0; i < profiles.Length; i++)
{
names[i + 1] = new GUIContent(profiles[i].name);
values[i + 1] = i + 1;
}
using (var scope = new EditorGUI.ChangeCheckScope())
{
int profileID = (int) FloatValue;
using (new EditorGUILayout.HorizontalScope())
{
EditorGUILayout.PrefixLabel(m_GuiContent.text);
using (new EditorGUILayout.HorizontalScope())
{
profileID = EditorGUILayout.IntPopup(profileID, names, values);
if (GUILayout.Button("Goto", EditorStyles.miniButton, GUILayout.Width(50f)))
{
Selection.activeObject = diffusionProfileSettings;
}
}
}
if (scope.changed)
{
FloatValue = profileID;
}
}
}
}
}
public class TextureOneLineProperty : Property
{
public string ExtraPropertyName;
private MaterialProperty m_ExtraProperty;
public TextureOneLineProperty(BaseMaterialGUI parent, string propertyName, string guiText, bool isMandatory = true)
: base(parent, propertyName, guiText, isMandatory)
{
}
public TextureOneLineProperty(BaseMaterialGUI parent, string propertyName, string guiText, string toolTip, bool isMandatory = true)
: base(parent, propertyName, guiText, toolTip, isMandatory)
{
}
public TextureOneLineProperty(BaseMaterialGUI parent, string propertyName, string extraPropertyName, string guiText, string toolTip, bool isMandatory = true)
: base(parent, propertyName, guiText, toolTip, isMandatory)
{
ExtraPropertyName = extraPropertyName;
}
public override void OnFindProperty(MaterialProperty[] props)
{
base.OnFindProperty(props);
if (!string.IsNullOrEmpty(ExtraPropertyName))
{
m_ExtraProperty = ShaderGUI.FindProperty(ExtraPropertyName, props, IsMandatory);
}
}
public override void OnGUI()
{
if (IsValid && (IsVisible == null || IsVisible(this)))
{
Parent.m_MaterialEditor.TexturePropertySingleLine(m_GuiContent, m_MaterialProperty, m_ExtraProperty);
}
}
}
public class TextureProperty : Property
{
public enum Tiling
{
Wrap,
Clamp,
}
public enum Channel
{
R,
G,
B,
A,
}
public enum UVMapping
{
UV0,
UV1,
UV2,
UV3,
PlanarXY,
PlanarYZ,
PlanarZX,
Triplanar,
}
public TextureOneLineProperty m_TextureProperty;
public ComboProperty m_UvSetProperty;
public Property m_LocalOrWorldProperty;
public ComboProperty m_TilingProperty;
public Property m_ChannelProperty;
public Property m_RemapProperty;
public Property m_InvertRemapProperty;
public bool Foldout = false;
public TextureProperty(BaseMaterialGUI parent, string propertyName, string constantPropertyName, string guiText, bool isMandatory = true, bool isNormalMap = false)
: this(parent, propertyName, constantPropertyName, guiText, string.Empty, isMandatory, isNormalMap)
{
}
public TextureProperty(BaseMaterialGUI parent, string propertyName, string constantPropertyName, string guiText, string toolTip, bool isMandatory = true, bool isNormalMap = false)
: base(parent, propertyName, guiText, toolTip, isMandatory)
{
m_TextureProperty = new TextureOneLineProperty(parent, propertyName, constantPropertyName, guiText, toolTip, isMandatory);
m_UvSetProperty = new ComboProperty(parent, propertyName + "UV", "UV Mapping", Enum.GetNames(typeof(UVMapping)), false);
m_LocalOrWorldProperty = new Property(parent, propertyName + "LocalOrWorld", "Local Space", "Whether Planar or Triplanar is using Local or World space.", false);
m_TilingProperty = new ComboProperty(parent, propertyName + "Tiling", "Tiling", Enum.GetNames(typeof(Tiling)), false);
m_ChannelProperty = new Property(parent, propertyName + "Channel", "Channel", false);
m_RemapProperty = new Property(parent, constantPropertyName + "Remap", "Remapping", "Defines the range to remap/scale the values in texture", false);
m_InvertRemapProperty = new Property(parent, constantPropertyName + "RemapInverted", "Invert Remapping", "Whether the mapping values are inverted.", false);
}
public override void OnFindProperty(MaterialProperty[] props)
{
base.OnFindProperty(props);
m_TextureProperty.OnFindProperty(props);
m_UvSetProperty.OnFindProperty(props);
m_LocalOrWorldProperty.OnFindProperty(props);
m_TilingProperty.OnFindProperty(props);
m_ChannelProperty.OnFindProperty(props);
m_RemapProperty.OnFindProperty(props);
m_InvertRemapProperty.OnFindProperty(props);
}
public override void OnGUI()
{
if (m_TextureProperty.IsValid
&& (IsVisible == null || IsVisible(this)))
{
Foldout = EditorGUILayout.Foldout(Foldout, PropertyText);
if (Foldout)
{
EditorGUI.indentLevel++;
m_TextureProperty.OnGUI();
if (m_TextureProperty.TextureValue != null)
{
m_UvSetProperty.OnGUI();
m_LocalOrWorldProperty.OnGUI();
m_TilingProperty.OnGUI();
m_ChannelProperty.OnGUI();
m_LocalOrWorldProperty.OnGUI();
if (m_RemapProperty.IsValid)
{
// Display the remap of texture values.
Vector2 remap = m_RemapProperty.VectorValue;
EditorGUI.BeginChangeCheck();
EditorGUILayout.MinMaxSlider(m_RemapProperty.PropertyText, ref remap.x, ref remap.y,
0.0f, 1.0f);
if (EditorGUI.EndChangeCheck())
{
m_RemapProperty.VectorValue = remap;
}
m_InvertRemapProperty.OnGUI();
}
}
EditorGUI.indentLevel--;
}
}
}
}
#endregion
}
}

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m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _SpecularColorMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _SubsurfaceMaskMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _SubsurfaceRadiusMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _TangentMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _TangentMapOS:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _ThicknessMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _TransmittanceColorMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Floats:
- _AORemapMax: 1
- _AORemapMin: 0
- _ATDistance: 1
- _AlbedoAffectEmissive: 0
- _AlphaCutoff: 0.5
- _AlphaCutoffEnable: 0
- _AlphaCutoffPostpass: 0.5
- _AlphaCutoffPrepass: 0.5
- _Anisotropy: 0
- _BlendMode: 4
- _CoatCoverage: 1
- _CoatIOR: 0.5
- _CoatMask: 0
- _CullMode: 2
- _CullModeForward: 2
- _Cutoff: 0.5
- _DepthOffsetEnable: 0
- _DetailAlbedoScale: 1
- _DetailNormalScale: 1
- _DetailSmoothnessScale: 1
- _DiffusionProfile: 0
- _DisplacementLockObjectScale: 1
- _DisplacementLockTilingScale: 1
- _DisplacementMode: 0
- _DistortionBlendMode: 0
- _DistortionBlurBlendMode: 0
- _DistortionBlurDstBlend: 1
- _DistortionBlurRemapMax: 1
- _DistortionBlurRemapMin: 0
- _DistortionBlurScale: 1
- _DistortionBlurSrcBlend: 1
- _DistortionDepthTest: 0
- _DistortionDstBlend: 1
- _DistortionEnable: 0
- _DistortionOnly: 0
- _DistortionScale: 1
- _DistortionSrcBlend: 1
- _DistortionVectorBias: -1
- _DistortionVectorScale: 2
- _DoubleSidedEnable: 0
- _DoubleSidedNormalMode: 1
- _Drag: 1
- _DstBlend: 0
- _EmissiveColorMode: 1
- _EmissiveIntensity: 0
- _EnableBlendModePreserveSpecularLighting: 1
- _EnableFogOnTransparent: 1
- _EnableMotionVectorForVertexAnimation: 0
- _EnableSpecularOcclusion: 0
- _EnableWind: 0
- _EnergyConservingSpecularColor: 1
- _HeightAmplitude: 0.01
- _HeightCenter: 0.5
- _HeightMapParametrization: 1
- _HeightMax: 1
- _HeightMin: -1
- _HeightOffset: 0
- _HeightPoMAmplitude: 2
- _HeightTessAmplitude: 2
- _HeightTessCenter: 0.5
- _IOR: 1
- _InitialBend: 1
- _InvTilingScale: 1
- _Ior: 1
- _IridescenceMask: 1
- _IridescenceThickness: 1
- _LinkDetailsWithBase: 1
- _MaterialID: 1
- _Metallic: 0
- _NormalMapSpace: 0
- _NormalScale: 1
- _PPDLodThreshold: 5
- _PPDMaxSamples: 15
- _PPDMinSamples: 5
- _PPDPrimitiveLength: 1
- _PPDPrimitiveWidth: 1
- _PreRefractionPass: 0
- _RefractionMode: 0
- _SSSAndTransmissionType: 0
- _ShiverDirectionality: 0.5
- _ShiverDrag: 0.2
- _Smoothness: 0.486
- _SmoothnessRemapMax: 1
- _SmoothnessRemapMin: 0
- _SrcBlend: 1
- _StencilRef: 2
- _StencilRefMV: 128
- _StencilWriteMask: 7
- _StencilWriteMaskMV: 128
- _Stiffness: 1
- _SubsurfaceMask: 1
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- _SubsurfaceRadius: 1
- _SupportDBuffer: 1
- _SurfaceType: 0
- _TexWorldScale: 1
- _TexWorldScaleEmissive: 1
- _Thickness: 1
- _ThicknessMultiplier: 1
- _TransmissionEnable: 1
- _TransparentBackfaceEnable: 0
- _TransparentDepthPostpassEnable: 0
- _TransparentDepthPrepassEnable: 0
- _TransparentSortPriority: 0
- _UVBase: 4
- _UVDetail: 0
- _UVEmissive: 0
- _ZTestDepthEqualForOpaque: 3
- _ZTestGBuffer: 4
- _ZTestMode: 8
- _ZTestModeDistortion: 8
- _ZWrite: 1
m_Colors:
- _BaseColor: {r: 0.7294118, g: 0.7294118, b: 0.7294118, a: 1}
- _Color: {r: 0.7294118, g: 0.7294118, b: 0.7294118, a: 1}
- _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0}
- _EmissionColor: {r: 1, g: 1, b: 1, a: 1}
- _EmissiveColor: {r: 0, g: 0, b: 0, a: 1}
- _InvPrimScale: {r: 1, g: 1, b: 0, a: 0}
- _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0}
- _SpecularColor: {r: 1, g: 1, b: 1, a: 1}
- _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0}
- _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1}
- _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0}
- _UVMappingMask: {r: 0, g: 0, b: 0, a: 0}
- _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0}

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