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Merge pull request #370 from Unity-Technologies/Add-clear-coat

Add clear coat support
/main
GitHub 7 年前
当前提交
e47845fe
共有 70 个文件被更改,包括 5911 次插入595 次删除
  1. 592
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  2. 2
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  3. 6
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  4. 1
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  5. 23
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  6. 53
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  7. 62
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  8. 511
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  9. 7
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  10. 4
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  11. 24
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  12. 3
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  13. 7
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  14. 122
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  15. 4
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  16. 13
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  17. 4
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  18. 4
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  19. 6
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  20. 408
      Assets/TestScenes/HDTest/HDRenderLoopTest.unity
  21. 2
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  22. 2
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  23. 2
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  24. 2
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  25. 203
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smooth0_0.mat
  26. 8
      Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smooth0_0.mat.meta
  27. 203
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  28. 8
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  33. 203
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  35. 203
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  37. 203
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  39. 203
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  40. 8
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  41. 203
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  53. 203
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  61. 203
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  63. 203
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  65. 203
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  67. 203
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  69. 0
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  70. 0
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- {x: 0.8699981, y: 3.0336854, z: 0, w: 1}
- {x: 0.9262747, y: 3.1581244, z: 0, w: 1}
- {x: 0.98489225, y: 3.2913465, z: 0, w: 1}
- {x: 1.0460185, y: 3.434234, z: 0, w: 1}
- {x: 1.1098381, y: 3.5877857, z: 0, w: 1}
- {x: 1.1765549, y: 3.7531407, z: 0, w: 1}
- {x: 1.2463952, y: 3.9316032, z: 0, w: 1}
- {x: 1.319611, y: 4.124672, z: 0, w: 1}
- {x: 1.3964823, y: 4.3340797, z: 0, w: 1}
- {x: 1.4773248, y: 4.561845, z: 0, w: 1}
- {x: 1.5624928, y: 4.810328, z: 0, w: 1}
- {x: 1.6523882, y: 5.082317, z: 0, w: 1}
- {x: 1.747467, y: 5.381122, z: 0, w: 1}
- {x: 1.8482518, y: 5.710715, z: 0, w: 1}
- {x: 1.9553448, y: 6.0759025, z: 0, w: 1}
- {x: 2.069445, y: 6.482568, z: 0, w: 1}
- {x: 2.1913698, y: 6.9379897, z: 0, w: 1}
- {x: 2.3220856, y: 7.4513016, z: 0, w: 1}
- {x: 2.4627466, y: 8.0341215, z: 0, w: 1}
- {x: 2.614747, y: 8.701484, z: 0, w: 1}
- {x: 2.7797952, y: 9.473195, z: 0, w: 1}
- {x: 2.9600194, y: 10.375936, z: 0, w: 1}
- {x: 3.1581159, y: 11.446505, z: 0, w: 1}
- {x: 3.3775842, y: 12.737201, z: 0, w: 1}
- {x: 3.6230793, y: 14.324919, z: 0, w: 1}
- {x: 3.9009922, y: 16.327562, z: 0, w: 1}
- {x: 4.220452, y: 18.935623, z: 0, w: 1}
- {x: 4.5951686, y: 22.478209, z: 0, w: 1}
- {x: 5.047148, y: 27.57712, z: 0, w: 1}
- {x: 5.615129, y: 35.564823, z: 0, w: 1}
- {x: 6.3776174, y: 49.90625, z: 0, w: 1}
- {x: 7.5374603, y: 83.30668, z: 0, w: 1}
- {x: 10.03481, y: 250.11497, z: 0, w: 1}
- {x: 0.013865918, y: 1.5345725, z: 0.03667902, w: 1.5654991}
- {x: 0.04211352, y: 1.5729346, z: 0.11374626, w: 1.6734134}
- {x: 0.07107388, y: 1.6130018, z: 0.19626758, w: 1.7949444}
- {x: 0.100779116, y: 1.6548817, z: 0.28494877, w: 1.9325867}
- {x: 0.13126306, y: 1.6986896, z: 0.38062802, w: 2.0894418}
- {x: 0.16256203, y: 1.7445502, z: 0.48430943, w: 2.2694077}
- {x: 0.1947145, y: 1.7925992, z: 0.59720695, w: 2.4774427}
- {x: 0.22776169, y: 1.8429838, z: 0.72080237, w: 2.7199378}
- {x: 0.26174724, y: 1.8958628, z: 0.8569269, w: 3.005264}
- {x: 0.29671827, y: 1.9514104, z: 1.007873, w: 3.3445888}
- {x: 0.33272493, y: 2.0098157, z: 1.1765549, w: 3.7531407}
- {x: 0.369821, y: 2.0712852, z: 1.3667475, w: 4.252257}
- {x: 0.40806437, y: 2.1360447, z: 1.5834517, w: 4.872841}
- {x: 0.44751683, y: 2.2043417, z: 1.8334827, w: 5.6615734}
- {x: 0.48824534, y: 2.276447, z: 2.126473, w: 6.692844}
- {x: 0.5303216, y: 2.3526597, z: 2.4767098, w: 8.093767}
- {x: 0.5738235, y: 2.433308, z: 2.9068332, w: 10.102725}
- {x: 0.61883456, y: 2.5187542, z: 3.4562516, w: 13.228675}
- {x: 0.665446, y: 2.609401, z: 4.2041187, w: 18.793621}
- {x: 0.713756, y: 2.7056925, z: 5.3538504, w: 31.646347}
- {x: 0.763872, y: 2.808125, z: 7.84603, w: 95.44374}
- {x: 0.8159103, y: 2.91725, z: 0, w: 1}
- {x: 0.8699981, y: 3.0336854, z: 0, w: 1}
- {x: 0.9262747, y: 3.1581244, z: 0, w: 1}
- {x: 0.98489225, y: 3.2913465, z: 0, w: 1}
- {x: 1.0460185, y: 3.434234, z: 0, w: 1}
- {x: 1.1098381, y: 3.5877857, z: 0, w: 1}
- {x: 1.1765549, y: 3.7531407, z: 0, w: 1}
- {x: 1.2463952, y: 3.9316032, z: 0, w: 1}
- {x: 1.319611, y: 4.124672, z: 0, w: 1}
- {x: 1.3964823, y: 4.3340797, z: 0, w: 1}
- {x: 1.4773248, y: 4.561845, z: 0, w: 1}
- {x: 1.5624928, y: 4.810328, z: 0, w: 1}
- {x: 1.6523882, y: 5.082317, z: 0, w: 1}
- {x: 1.747467, y: 5.381122, z: 0, w: 1}
- {x: 1.8482518, y: 5.710715, z: 0, w: 1}
- {x: 1.9553448, y: 6.0759025, z: 0, w: 1}
- {x: 2.069445, y: 6.482568, z: 0, w: 1}
- {x: 2.1913698, y: 6.9379897, z: 0, w: 1}
- {x: 2.3220856, y: 7.4513016, z: 0, w: 1}
- {x: 2.4627466, y: 8.0341215, z: 0, w: 1}
- {x: 2.614747, y: 8.701484, z: 0, w: 1}
- {x: 2.7797952, y: 9.473195, z: 0, w: 1}
- {x: 2.9600194, y: 10.375936, z: 0, w: 1}
- {x: 3.1581159, y: 11.446505, z: 0, w: 1}
- {x: 3.3775842, y: 12.737201, z: 0, w: 1}
- {x: 3.6230793, y: 14.324919, z: 0, w: 1}
- {x: 3.9009922, y: 16.327562, z: 0, w: 1}
- {x: 4.220452, y: 18.935623, z: 0, w: 1}
- {x: 4.5951686, y: 22.478209, z: 0, w: 1}
- {x: 5.047148, y: 27.57712, z: 0, w: 1}
- {x: 5.615129, y: 35.564823, z: 0, w: 1}
- {x: 6.3776174, y: 49.90625, z: 0, w: 1}
- {x: 7.5374603, y: 83.30668, z: 0, w: 1}
- {x: 10.03481, y: 250.11497, z: 0, w: 1}
- {x: 0.013854082, y: 1.5332626, z: 0.036647703, w: 1.5641627}
- {x: 0.04207757, y: 1.5715919, z: 0.113649175, w: 1.671985}
- {x: 0.07101321, y: 1.611625, z: 0.19610003, w: 1.7934121}
- {x: 0.10069309, y: 1.653469, z: 0.28470552, w: 1.9309369}
- {x: 0.13115102, y: 1.6972395, z: 0.38030306, w: 2.0876582}
- {x: 0.16242325, y: 1.743061, z: 0.48389605, w: 2.2674706}
- {x: 0.19454831, y: 1.791069, z: 0.5966971, w: 2.4753277}
- {x: 0.22756726, y: 1.8414105, z: 0.72018707, w: 2.717616}
- {x: 0.2615238, y: 1.8942443, z: 0.85619545, w: 3.0026984}
- {x: 0.29646498, y: 1.9497447, z: 1.0070126, w: 3.3417335}
- {x: 0.33244094, y: 2.0081, z: 1.1755506, w: 3.749937}
- {x: 0.36950532, y: 2.069517, z: 1.3655809, w: 4.248627}
- {x: 0.40771604, y: 2.1342213, z: 1.5821002, w: 4.868682}
- {x: 0.44713485, y: 2.2024598, z: 1.8319175, w: 5.6567397}
- {x: 0.48782852, y: 2.274504, z: 2.1246579, w: 6.6871305}
- {x: 0.5298689, y: 2.3506513, z: 2.4745958, w: 8.086858}
- {x: 0.5733336, y: 2.4312308, z: 2.9043517, w: 10.094101}
- {x: 0.6183063, y: 2.5166042, z: 3.4533012, w: 13.217383}
- {x: 0.66487795, y: 2.6071734, z: 4.20053, w: 18.777578}
- {x: 0.71314675, y: 2.703383, z: 5.349281, w: 31.61934}
- {x: 0.76321995, y: 2.805728, z: 7.839332, w: 95.36225}
- {x: 0.81521386, y: 2.9147599, z: 0, w: 1}
- {x: 0.86925554, y: 3.031096, z: 0, w: 1}
- {x: 0.92548406, y: 3.1554284, z: 0, w: 1}
- {x: 0.9840515, y: 3.288537, z: 0, w: 1}
- {x: 1.0451256, y: 3.431302, z: 0, w: 1}
- {x: 1.1088905, y: 3.5847225, z: 0, w: 1}
- {x: 1.1755506, y: 3.749937, z: 0, w: 1}
- {x: 1.2453312, y: 3.9282467, z: 0, w: 1}
- {x: 1.3184844, y: 4.1211514, z: 0, w: 1}
- {x: 1.3952904, y: 4.3303804, z: 0, w: 1}
- {x: 1.4760638, y: 4.5579505, z: 0, w: 1}
- {x: 1.5611593, y: 4.8062224, z: 0, w: 1}
- {x: 1.650978, y: 5.0779796, z: 0, w: 1}
- {x: 1.7459753, y: 5.3765287, z: 0, w: 1}
- {x: 1.8466738, y: 5.7058387, z: 0, w: 1}
- {x: 1.9536757, y: 6.070716, z: 0, w: 1}
- {x: 2.0676782, y: 6.4770336, z: 0, w: 1}
- {x: 2.189499, y: 6.9320674, z: 0, w: 1}
- {x: 2.3201032, y: 7.4449396, z: 0, w: 1}
- {x: 2.4606442, y: 8.027264, z: 0, w: 1}
- {x: 2.612515, y: 8.694056, z: 0, w: 1}
- {x: 2.777422, y: 9.465107, z: 0, w: 1}
- {x: 2.9574924, y: 10.367077, z: 0, w: 1}
- {x: 3.1554203, y: 11.436736, z: 0, w: 1}
- {x: 3.3747015, y: 12.726331, z: 0, w: 1}
- {x: 3.6199868, y: 14.312694, z: 0, w: 1}
- {x: 3.897662, y: 16.313623, z: 0, w: 1}
- {x: 4.2168484, y: 18.919455, z: 0, w: 1}
- {x: 4.5912457, y: 22.459015, z: 0, w: 1}
- {x: 5.042839, y: 27.553566, z: 0, w: 1}
- {x: 5.610336, y: 35.534466, z: 0, w: 1}
- {x: 6.3721733, y: 49.863647, z: 0, w: 1}
- {x: 7.53103, y: 83.235695, z: 0, w: 1}
- {x: 10.026244, y: 249.90146, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}

- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 0, y: 1, z: 0, w: 1}
- {x: 2, y: 2, z: 2, w: 2}
- {x: 2, y: 2, z: 2, w: 2}
- {x: 2.4691355, y: 12.5, z: 12.5, w: 2.4691355}
- {x: 2.4691355, y: 12.5, z: 12.5, w: 2.4691355}
- {x: 2.4691355, y: 2.4691355, z: 2.4691355, w: 2.4691355}
- {x: 1, y: 1, z: 1, w: 1}
- {x: 1, y: 1, z: 1, w: 1}
- {x: 1, y: 1, z: 1, w: 1}
- {x: 1, y: 1, z: 1, w: 1}
- {x: 1, y: 1, z: 1, w: 1}
- {x: 1, y: 1, z: 1, w: 1}
halfRcpVariancesAndWeights:
- {x: 0.5, y: 1.125, z: 1.125, w: 2}
- {x: 0.125, y: 1.125, z: 1.125, w: 2}
- {x: 0.5, y: 0.5, z: 0.5, w: 2}
- {x: 0.125, y: 0.125, z: 0.125, w: 2}
- {x: 1, y: 1, z: 1, w: 1}
- {x: 1, y: 1, z: 1, w: 1}
- {x: 1, y: 1, z: 1, w: 1}
- {x: 1, y: 1, z: 1, w: 1}
- {x: 1, y: 1, z: 1, w: 1}
- {x: 1, y: 1, z: 1, w: 1}
- {x: 1, y: 1, z: 1, w: 1}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
filterKernelsBasic:
- {x: 0.09090909, y: 0.21162307, z: 0.21162307, w: -0.000000048879357}
- {x: 0.09090909, y: 0.18990478, z: 0.18990478, w: -0.11381993}

- {x: 0.09090909, y: 0.061445467, z: 0.061445467, w: 0.37865555}
- {x: 0.09090909, y: 0.010501689, z: 0.010501689, w: 0.57677805}
- {x: 0.09090909, y: 2.9456845e-10, z: 2.9456845e-10, w: 1.3907368}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.000000054310398}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.12646659}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.26200095}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.42072836}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.64086443}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -1.5452611}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.12646668}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.26200095}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.42072836}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.64086443}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 1.545263}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.000000054310398}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.12646659}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.26200095}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.42072836}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.64086443}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -1.5452611}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.12646668}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.26200095}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.42072836}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.64086443}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 1.545263}
- {x: 0.09090909, y: 0.21162307, z: 0.21162307, w: -0.000000048879357}
- {x: 0.09090909, y: 0.18990478, z: 0.18990478, w: -0.11381993}
- {x: 0.09090909, y: 0.13233659, z: 0.13233659, w: -0.23580086}
- {x: 0.09090909, y: 0.061445467, z: 0.061445467, w: -0.37865555}
- {x: 0.09090909, y: 0.010501689, z: 0.010501689, w: -0.57677805}
- {x: 0.09090909, y: 2.9458339e-10, z: 2.9458339e-10, w: -1.3907351}
- {x: 0.09090909, y: 0.18990476, z: 0.18990476, w: 0.11382001}
- {x: 0.09090909, y: 0.13233659, z: 0.13233659, w: 0.23580086}
- {x: 0.09090909, y: 0.061445467, z: 0.061445467, w: 0.37865555}
- {x: 0.09090909, y: 0.010501689, z: 0.010501689, w: 0.57677805}
- {x: 0.09090909, y: 2.9456845e-10, z: 2.9456845e-10, w: 1.3907368}
- {x: 0.09090909, y: 0.21162307, z: 0.21162307, w: -0.000000048879357}
- {x: 0.09090909, y: 0.18990478, z: 0.18990478, w: -0.11381993}
- {x: 0.09090909, y: 0.13233659, z: 0.13233659, w: -0.23580086}
- {x: 0.09090909, y: 0.061445467, z: 0.061445467, w: -0.37865555}
- {x: 0.09090909, y: 0.010501689, z: 0.010501689, w: -0.57677805}
- {x: 0.09090909, y: 2.9458339e-10, z: 2.9458339e-10, w: -1.3907351}
- {x: 0.09090909, y: 0.18990476, z: 0.18990476, w: 0.11382001}
- {x: 0.09090909, y: 0.13233659, z: 0.13233659, w: 0.23580086}
- {x: 0.09090909, y: 0.061445467, z: 0.061445467, w: 0.37865555}
- {x: 0.09090909, y: 0.010501689, z: 0.010501689, w: 0.57677805}
- {x: 0.09090909, y: 2.9456845e-10, z: 2.9456845e-10, w: 1.3907368}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.000000048879357}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.11381993}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.23580086}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.37865555}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.57677805}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -1.3907351}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.11382001}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.23580086}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.37865555}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.57677805}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 1.3907368}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}
- {x: 1, y: 1, z: 1, w: 0}

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightDefinition.cs


public float angleScale; // Spot light
public float angleOffset; // Spot light
public float shadowDimmer;
public int IESIndex; // -1 if unused
public int unused0;
public Vector2 size; // Used by area, frustum projector and spot lights (x = cot(outerHalfAngle))
public GPULightType lightType;

6
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightDefinition.cs.hlsl


float angleScale;
float angleOffset;
float shadowDimmer;
int IESIndex;
int unused0;
float2 size;
int lightType;
float minRoughness;

{
return value.shadowDimmer;
}
int GetIESIndex(LightData value)
int GetUnused0(LightData value)
return value.IESIndex;
return value.unused0;
}
float2 GetSize(LightData value)
{

1
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


if (lightData.diffuseScale <= 0.0f && lightData.specularScale <= 0.0f)
return false;
lightData.IESIndex = -1;
lightData.cookieIndex = -1;
lightData.shadowIndex = -1;

23
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs


public static GUIContent thicknessText = new GUIContent("Thickness", "If subsurface scattering is enabled, low values allow some light to be transmitted through the object.");
public static GUIContent thicknessMapText = new GUIContent("Thickness map (R)", "If subsurface scattering is enabled, low values allow some light to be transmitted through the object.");
// Clear Coat
public static GUIContent coatCoverageText = new GUIContent("Coat Coverage", "Percentage of clear coat coverage");
public static GUIContent coatIORText = new GUIContent("Coat IOR", "IOR of clear coat, value is [0..1] + 1.0. i.e 0.5 is IOR 1.5");
// Specular color
public static GUIContent specularColorText = new GUIContent("Specular Color", "Specular color (RGB)");

protected MaterialProperty thicknessMap = null;
protected const string kThicknessMap = "_ThicknessMap";
protected MaterialProperty coatCoverage = null;
protected const string kCoatCoverage = "_CoatCoverage";
protected MaterialProperty coatIOR = null;
protected const string kCoatIOR = "_CoatIOR";
protected MaterialProperty emissiveColorMode = null;
protected const string kEmissiveColorMode = "_EmissiveColorMode";
protected MaterialProperty emissiveColor = null;

thickness = FindProperty(kThickness, props);
thicknessMap = FindProperty(kThicknessMap, props);
// clear coat
coatCoverage = FindProperty(kCoatCoverage, props);
coatIOR = FindProperty(kCoatIOR, props);
// Emissive
emissiveColorMode = FindProperty(kEmissiveColorMode, props);
emissiveColor = FindProperty(kEmissiveColor, props);

m_MaterialEditor.TexturePropertySingleLine(Styles.thicknessMapText, thicknessMap);
}
protected void ShaderClearCoatInputGUI()
{
m_MaterialEditor.ShaderProperty(coatCoverage, Styles.coatCoverageText);
m_MaterialEditor.ShaderProperty(coatIOR, Styles.coatIORText);
}
protected void ShaderAnisoInputGUI()
{
if ((NormalMapSpace)normalMapSpace.floatValue == NormalMapSpace.TangentSpace)

break;
case Lit.MaterialId.LitSpecular:
m_MaterialEditor.TexturePropertySingleLine(Styles.specularColorText, specularColorMap, specularColor);
break;
case Lit.MaterialId.LitClearCoat:
ShaderClearCoatInputGUI();
break;
default:
Debug.Assert(false, "Encountered an unsupported MaterialID.");

//SetKeyword(material, "_MATID_STANDARD", materialId == Lit.MaterialId.LitStandard); // See comment in Lit.shader, it is the default, we don't define it
SetKeyword(material, "_MATID_ANISO", materialId == Lit.MaterialId.LitAniso);
SetKeyword(material, "_MATID_SPECULAR", materialId == Lit.MaterialId.LitSpecular);
SetKeyword(material, "_MATID_CLEARCOAT", materialId == Lit.MaterialId.LitClearCoat);
}
}
} // namespace UnityEditor

53
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs


[GenerateHLSL(PackingRules.Exact)]
public enum MaterialId
{
LitSSS = 0,
LitStandard = 1,
LitUnused0 = 2,
LitUnused1 = 3,
LitSSS = 0,
LitStandard = 1,
LitClearCoat = 2,
LitUnused = 3,
LitAniso = 4,
LitAniso = 4,
LitSpecular = 5,
// For material classification we will use LitStandard too
LitSpecular = 5,
};
// If change, be sure it match what is done in Lit.hlsl: MaterialFeatureFlagsFromGBuffer

{
LitSSS = 1 << MaterialId.LitSSS,
LitStandard = 1 << MaterialId.LitStandard,
LitUnused0 = 1 << MaterialId.LitUnused0,
LitUnused1 = 1 << MaterialId.LitUnused1,
LitAniso = 1 << MaterialId.LitAniso,
LitSSS = 1 << MaterialId.LitSSS,
LitStandard = 1 << MaterialId.LitStandard,
LitClearCoat = 1 << MaterialId.LitClearCoat,
LitUnused = 1 << MaterialId.LitUnused,
LitAniso = 1 << MaterialId.LitAniso,
public enum SpecularValue
public class StandardDefinitions
// Value are defined in the tab name convertSpecularToValue in lit.hlsl
Water = 0, // 0.02 Water or ice
Regular = 1, // 0.04 regular dieletric
Gemstone = 2, // 0.20
SpecularColor = 3 // Special case: use specular color
public static int s_GBufferLitStandardRegularId = 0;
public static int s_GBufferLitStandardSpecularColorId = 1;
public static int s_GBufferLitStandardAnisotropicId = 2;
public static float s_DefaultSpecularValue = 0.04f;
public static float s_SkinSpecularValue = 0.028f;
}
//-----------------------------------------------------------------------------

[SurfaceDataAttributes("Smoothness")]
public float perceptualSmoothness;
[SurfaceDataAttributes("Material ID")]
public MaterialId materialId;
public MaterialId materialId; // matId above 3 are store in standard material gbuffer (2bit reserved)
[SurfaceDataAttributes("Ambient Occlusion")]
public float ambientOcclusion;

public float anisotropy; // anisotropic ratio(0->no isotropic; 1->full anisotropy in tangent direction)
[SurfaceDataAttributes("Metallic")]
public float metallic;
[SurfaceDataAttributes("Specular")]
public SpecularValue specular;
// SSS
[SurfaceDataAttributes("Subsurface Radius")]

// SpecColor
[SurfaceDataAttributes("Specular Color", false, true)]
public Vector3 specularColor;
// ClearCoat
[SurfaceDataAttributes("Coat Normal", true)]
public Vector3 coatNormalWS;
[SurfaceDataAttributes("Coat coverage")]
public float coatCoverage;
[SurfaceDataAttributes("Coat IOR")]
public float coatIOR; // Value is [0..1] for artists but the UI will display the value between [1..2]
};
//-----------------------------------------------------------------------------

// SpecColor
// fold into fresnel0
// ClearCoat
public Vector3 coatNormalWS;
public float coatCoverage;
public float coatIOR; // CoatIOR is in range[1..2] it is surfaceData + 1
};
//-----------------------------------------------------------------------------

62
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs.hlsl


//
#define MATERIALID_LIT_SSS (0)
#define MATERIALID_LIT_STANDARD (1)
#define MATERIALID_LIT_UNUSED0 (2)
#define MATERIALID_LIT_UNUSED1 (3)
#define MATERIALID_LIT_CLEAR_COAT (2)
#define MATERIALID_LIT_UNUSED (3)
#define MATERIALID_LIT_ANISO (4)
#define MATERIALID_LIT_SPECULAR (5)

#define MATERIALFEATUREFLAGS_LIT_SSS (1)
#define MATERIALFEATUREFLAGS_LIT_STANDARD (2)
#define MATERIALFEATUREFLAGS_LIT_UNUSED0 (4)
#define MATERIALFEATUREFLAGS_LIT_UNUSED1 (8)
#define MATERIALFEATUREFLAGS_LIT_CLEAR_COAT (4)
#define MATERIALFEATUREFLAGS_LIT_UNUSED (8)
// UnityEngine.Experimental.Rendering.HDPipeline.Lit+SpecularValue: static fields
// UnityEngine.Experimental.Rendering.HDPipeline.Lit+StandardDefinitions: static fields
#define SPECULARVALUE_WATER (0)
#define SPECULARVALUE_REGULAR (1)
#define SPECULARVALUE_GEMSTONE (2)
#define SPECULARVALUE_SPECULAR_COLOR (3)
#define GBUFFER_LIT_STANDARD_REGULAR_ID (0)
#define GBUFFER_LIT_STANDARD_SPECULAR_COLOR_ID (1)
#define GBUFFER_LIT_STANDARD_ANISOTROPIC_ID (2)
#define DEFAULT_SPECULAR_VALUE (0.04)
#define SKIN_SPECULAR_VALUE (0.028)
//
// UnityEngine.Experimental.Rendering.HDPipeline.Lit+SurfaceData: static fields

#define DEBUGVIEW_LIT_SURFACEDATA_TANGENT_WS (1006)
#define DEBUGVIEW_LIT_SURFACEDATA_ANISOTROPY (1007)
#define DEBUGVIEW_LIT_SURFACEDATA_METALLIC (1008)
#define DEBUGVIEW_LIT_SURFACEDATA_SPECULAR (1009)
#define DEBUGVIEW_LIT_SURFACEDATA_SUBSURFACE_RADIUS (1010)
#define DEBUGVIEW_LIT_SURFACEDATA_THICKNESS (1011)
#define DEBUGVIEW_LIT_SURFACEDATA_SUBSURFACE_PROFILE (1012)
#define DEBUGVIEW_LIT_SURFACEDATA_SPECULAR_COLOR (1013)
#define DEBUGVIEW_LIT_SURFACEDATA_SUBSURFACE_RADIUS (1009)
#define DEBUGVIEW_LIT_SURFACEDATA_THICKNESS (1010)
#define DEBUGVIEW_LIT_SURFACEDATA_SUBSURFACE_PROFILE (1011)
#define DEBUGVIEW_LIT_SURFACEDATA_SPECULAR_COLOR (1012)
#define DEBUGVIEW_LIT_SURFACEDATA_COAT_NORMAL_WS (1013)
#define DEBUGVIEW_LIT_SURFACEDATA_COAT_COVERAGE (1014)
#define DEBUGVIEW_LIT_SURFACEDATA_COAT_IOR (1015)
//
// UnityEngine.Experimental.Rendering.HDPipeline.Lit+TransmissionType: static fields

#define DEBUGVIEW_LIT_BSDFDATA_ENABLE_TRANSMISSION (1045)
#define DEBUGVIEW_LIT_BSDFDATA_USE_THIN_OBJECT_MODE (1046)
#define DEBUGVIEW_LIT_BSDFDATA_TRANSMITTANCE (1047)
#define DEBUGVIEW_LIT_BSDFDATA_COAT_NORMAL_WS (1048)
#define DEBUGVIEW_LIT_BSDFDATA_COAT_COVERAGE (1049)
#define DEBUGVIEW_LIT_BSDFDATA_COAT_IOR (1050)
//
// UnityEngine.Experimental.Rendering.HDPipeline.Lit+GBufferMaterial: static fields

float3 tangentWS;
float anisotropy;
float metallic;
int specular;
float3 coatNormalWS;
float coatCoverage;
float coatIOR;
};
// Generated from UnityEngine.Experimental.Rendering.HDPipeline.Lit+BSDFData

bool enableTransmission;
bool useThinObjectMode;
float3 transmittance;
float3 coatNormalWS;
float coatCoverage;
float coatIOR;
};
//

case DEBUGVIEW_LIT_SURFACEDATA_METALLIC:
result = surfacedata.metallic.xxx;
break;
case DEBUGVIEW_LIT_SURFACEDATA_SPECULAR:
result = GetIndexColor(surfacedata.specular);
break;
case DEBUGVIEW_LIT_SURFACEDATA_SUBSURFACE_RADIUS:
result = surfacedata.subsurfaceRadius.xxx;
break;

result = surfacedata.specularColor;
needLinearToSRGB = true;
break;
case DEBUGVIEW_LIT_SURFACEDATA_COAT_NORMAL_WS:
result = surfacedata.coatNormalWS * 0.5 + 0.5;
break;
case DEBUGVIEW_LIT_SURFACEDATA_COAT_COVERAGE:
result = surfacedata.coatCoverage.xxx;
break;
case DEBUGVIEW_LIT_SURFACEDATA_COAT_IOR:
result = surfacedata.coatIOR.xxx;
break;
}
}

break;
case DEBUGVIEW_LIT_BSDFDATA_TRANSMITTANCE:
result = bsdfdata.transmittance;
break;
case DEBUGVIEW_LIT_BSDFDATA_COAT_NORMAL_WS:
result = bsdfdata.coatNormalWS;
break;
case DEBUGVIEW_LIT_BSDFDATA_COAT_COVERAGE:
result = bsdfdata.coatCoverage.xxx;
break;
case DEBUGVIEW_LIT_BSDFDATA_COAT_IOR:
result = bsdfdata.coatIOR.xxx;
break;
}
}

511
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


// Use optimization of Precomputing LambdaV
// TODO: Test if this is a win
// #define LIT_USE_BSDF_PRE_LAMBDAV
// TODO: Check if anisotropy with a dynamic if on anisotropy > 0 is performant. Because it may mean we always calculate both isotropy and anisotropy case.
// Maybe we should always calculate anisotropy in case of standard ? Don't think the compile can optimize correctly.
// Area light textures specific constant
SamplerState ltc_linear_clamp_sampler;
// TODO: This one should be set into a constant Buffer at pass frequency (with _Screensize)
TEXTURE2D(_PreIntegratedFGD);

#define LTC_LUT_OFFSET (0.5 * rcp(LTC_LUT_SIZE))
#define MIN_N_DOT_V 0.0001 // The minimum value of 'NdotV'
// Subsurface scattering specific constant
#define SSS_WRAP_ANGLE (PI/12) // Used for wrap lighting
#define SSS_WRAP_LIGHT cos(PI/2 - SSS_WRAP_ANGLE)

/* 18 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_PUNCTUAL | LIGHTFEATUREFLAGS_ENV | MATERIALFEATUREFLAGS_LIT_SSS | MATERIALFEATUREFLAGS_LIT_STANDARD,
/* 19 */ LIGHT_FEATURE_MASK_FLAGS | MATERIALFEATUREFLAGS_LIT_SSS,
// Future usage
/* 20 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_PUNCTUAL | MATERIALFEATUREFLAGS_LIT_UNUSED0,
/* 21 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_AREA | MATERIALFEATUREFLAGS_LIT_UNUSED0,
/* 22 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_ENV | MATERIALFEATUREFLAGS_LIT_UNUSED0,
/* 23 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_PUNCTUAL | LIGHTFEATUREFLAGS_ENV | MATERIALFEATUREFLAGS_LIT_UNUSED0,
/* 24 */ LIGHT_FEATURE_MASK_FLAGS | MATERIALFEATUREFLAGS_LIT_UNUSED0,
// ClearCoat
/* 20 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_PUNCTUAL | MATERIALFEATUREFLAGS_LIT_CLEAR_COAT,
/* 21 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_AREA | MATERIALFEATUREFLAGS_LIT_CLEAR_COAT,
/* 22 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_ENV | MATERIALFEATUREFLAGS_LIT_CLEAR_COAT,
/* 23 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_PUNCTUAL | LIGHTFEATUREFLAGS_ENV | MATERIALFEATUREFLAGS_LIT_CLEAR_COAT,
/* 24 */ LIGHT_FEATURE_MASK_FLAGS | MATERIALFEATUREFLAGS_LIT_CLEAR_COAT,
/* 25 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_PUNCTUAL | MATERIALFEATUREFLAGS_LIT_UNUSED1,
/* 26 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_AREA | MATERIALFEATUREFLAGS_LIT_UNUSED1,
/* 27 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_ENV | MATERIALFEATUREFLAGS_LIT_UNUSED1,
/* 28 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_PUNCTUAL | LIGHTFEATUREFLAGS_ENV | MATERIALFEATUREFLAGS_LIT_UNUSED1,
/* 29 */ LIGHT_FEATURE_MASK_FLAGS | MATERIALFEATUREFLAGS_LIT_UNUSED1,
/* 25 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_PUNCTUAL | MATERIALFEATUREFLAGS_LIT_UNUSED,
/* 26 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_AREA | MATERIALFEATUREFLAGS_LIT_UNUSED,
/* 27 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_ENV | MATERIALFEATUREFLAGS_LIT_UNUSED,
/* 28 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_PUNCTUAL | LIGHTFEATUREFLAGS_ENV | MATERIALFEATUREFLAGS_LIT_UNUSED,
/* 29 */ LIGHT_FEATURE_MASK_FLAGS | MATERIALFEATUREFLAGS_LIT_UNUSED,
/* 30 */ LIGHT_FEATURE_MASK_FLAGS | MATERIAL_FEATURE_MASK_FLAGS, // Catch all case with MATERIAL_FEATURE_MASK_FLAGS is needed in case we disable material classification
};

return int(round(f * 3.0));
}
// For image based lighting, a part of the BSDF is pre-integrated.
// This is done both for specular and diffuse (in case of DisneyDiffuse)
void GetPreIntegratedFGD(float NdotV, float perceptualRoughness, float3 fresnel0, out float3 specularFGD, out float diffuseFGD)
{
// Pre-integrate GGX FGD
// _PreIntegratedFGD.x = Gv * (1 - Fc) with Fc = (1 - H.L)^5
// _PreIntegratedFGD.y = Gv * Fc
// Pre integrate DisneyDiffuse FGD:
// _PreIntegratedFGD.z = DisneyDiffuse
float3 preFGD = SAMPLE_TEXTURE2D_LOD(_PreIntegratedFGD, ltc_linear_clamp_sampler, float2(NdotV, perceptualRoughness), 0).xyz;
// f0 * Gv * (1 - Fc) + Gv * Fc
specularFGD = fresnel0 * preFGD.x + preFGD.y;
#ifdef LIT_DIFFUSE_LAMBERT_BRDF
diffuseFGD = 1.0;
#else
diffuseFGD = preFGD.z;
#endif
}
void ApplyDebugToSurfaceData(inout SurfaceData surfaceData)
{
#ifdef DEBUG_DISPLAY
if (_DebugLightingMode == DEBUGLIGHTINGMODE_SPECULAR_LIGHTING)
{
bool overrideSmoothness = _DebugLightingSmoothness.x != 0.0;
float overrideSmoothnessValue = _DebugLightingSmoothness.y;
if (overrideSmoothness)
{
surfaceData.perceptualSmoothness = overrideSmoothnessValue;
}
}
if (_DebugLightingMode == DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING)
{
surfaceData.baseColor = _DebugLightingAlbedo.xyz;
}
#endif
}
static const float3 convertSpecularToValue = float3(0.02, 0.04, 0.20);
void FillMaterialIdStandardData(float3 baseColor, int specular, float metallic, inout BSDFData bsdfData)
void FillMaterialIdStandardData(float3 baseColor, float metallic, inout BSDFData bsdfData)
float val = convertSpecularToValue[specular];
float val = DEFAULT_SPECULAR_VALUE;
bsdfData.fresnel0 = lerp(val.xxx, baseColor, metallic);
}

{
bsdfData.diffuseColor = baseColor;
// TODO take from subsurfaceProfile
bsdfData.fresnel0 = 0.04; // Should be 0.028 for the skin
bsdfData.fresnel0 = SKIN_SPECULAR_VALUE; // TODO take from subsurfaceProfile instead
bsdfData.thickness = _ThicknessRemaps[subsurfaceProfile].x +
_ThicknessRemaps[subsurfaceProfile].y * thickness;
bsdfData.thickness = _ThicknessRemaps[subsurfaceProfile].x + _ThicknessRemaps[subsurfaceProfile].y * thickness;
uint transmissionMode = BitFieldExtract(_TransmissionFlags, 2u, 2u * subsurfaceProfile);

}
}
void FillMaterialIdClearCoatData(float3 coatNormalWS, float coatCoverage, float coatIOR, inout BSDFData bsdfData)
{
bsdfData.coatNormalWS = lerp(bsdfData.normalWS, coatNormalWS, coatCoverage);
bsdfData.coatIOR = lerp(1.0, 1.0 + coatIOR, coatCoverage);
bsdfData.coatCoverage = coatCoverage;
}
// For image based lighting, a part of the BSDF is pre-integrated.
// This is done both for specular and diffuse (in case of DisneyDiffuse)
void GetPreIntegratedFGD(float NdotV, float perceptualRoughness, float3 fresnel0, out float3 specularFGD, out float diffuseFGD)
{
// Pre-integrate GGX FGD
// _PreIntegratedFGD.x = Gv * (1 - Fc) with Fc = (1 - H.L)^5
// _PreIntegratedFGD.y = Gv * Fc
// Pre integrate DisneyDiffuse FGD:
// _PreIntegratedFGD.z = DisneyDiffuse
float3 preFGD = SAMPLE_TEXTURE2D_LOD(_PreIntegratedFGD, ltc_linear_clamp_sampler, float2(NdotV, perceptualRoughness), 0).xyz;
// f0 * Gv * (1 - Fc) + Gv * Fc
specularFGD = fresnel0 * preFGD.x + preFGD.y;
#ifdef LIT_DIFFUSE_LAMBERT_BRDF
diffuseFGD = 1.0;
#else
diffuseFGD = preFGD.z;
#endif
}
void ApplyDebugToSurfaceData(inout SurfaceData surfaceData)
{
#ifdef DEBUG_DISPLAY
if (_DebugLightingMode == DEBUGLIGHTINGMODE_SPECULAR_LIGHTING)
{
bool overrideSmoothness = _DebugLightingSmoothness.x != 0.0;
float overrideSmoothnessValue = _DebugLightingSmoothness.y;
if (overrideSmoothness)
{
surfaceData.perceptualSmoothness = overrideSmoothnessValue;
}
}
if (_DebugLightingMode == DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING)
{
surfaceData.baseColor = _DebugLightingAlbedo.xyz;
}
#endif
}
//-----------------------------------------------------------------------------
// conversion function for forward
//-----------------------------------------------------------------------------

// IMPORTANT: In case of foward or gbuffer pass we must know what we are statically, so compiler can do compile time optimization
if (bsdfData.materialId == MATERIALID_LIT_STANDARD)
{
if (surfaceData.specular == SPECULARVALUE_SPECULAR_COLOR)
{
bsdfData.diffuseColor = surfaceData.baseColor;
bsdfData.fresnel0 = surfaceData.specularColor;
}
else
{
FillMaterialIdStandardData(surfaceData.baseColor, surfaceData.specular, surfaceData.metallic, bsdfData);
}
FillMaterialIdStandardData(surfaceData.baseColor, surfaceData.metallic, bsdfData);
}
else if (bsdfData.materialId == MATERIALID_LIT_SPECULAR)
{
// Note: Specular is not a material id but just a way to parameterize the standard materialid, thus we reset materialId to MATERIALID_LIT_STANDARD
bsdfData.materialId = MATERIALID_LIT_STANDARD;
bsdfData.diffuseColor = surfaceData.baseColor;
bsdfData.fresnel0 = surfaceData.specularColor;
FillMaterialIdStandardData(surfaceData.baseColor, surfaceData.specular, surfaceData.metallic, bsdfData);
FillMaterialIdStandardData(surfaceData.baseColor, surfaceData.metallic, bsdfData);
FillMaterialIdAnisoData(bsdfData.roughness, surfaceData.normalWS, surfaceData.tangentWS, surfaceData.anisotropy, bsdfData);
}
else if (bsdfData.materialId == MATERIALID_LIT_SSS)

else if (bsdfData.materialId == MATERIALID_LIT_CLEAR_COAT)
{
// When using clear coat we assume that bottom layer is regular
FillMaterialIdStandardData(surfaceData.baseColor, surfaceData.metallic, bsdfData);
FillMaterialIdClearCoatData(surfaceData.coatNormalWS, surfaceData.coatCoverage, surfaceData.coatIOR, bsdfData);
}
return bsdfData;
}

#endif
)
{
#if SHADEROPTIONS_PACK_GBUFFER_IN_U16
#if SHADEROPTIONS_PACK_GBUFFER_IN_U16
#endif
#endif
ApplyDebugToSurfaceData(surfaceData);

// We store perceptualRoughness instead of roughness because it save a sqrt ALU when decoding
// (as we want both perceptualRoughness and roughness for the lighting due to Disney Diffuse model)
// Encode normal on 20bit with oct compression + 2bit of sign
float2 octNormalWS = PackNormalOctEncode(surfaceData.normalWS);
float2 octNormalWS = PackNormalOctEncode((surfaceData.materialId == MATERIALID_LIT_CLEAR_COAT) ? surfaceData.coatNormalWS : surfaceData.normalWS);
// To have more precision encode the sign of xy in a separate uint
uint octNormalSign = (octNormalWS.x > 0.0 ? 1 : 0) + (octNormalWS.y > 0.0 ? 2 : 0);
// Store octNormalSign on two bits with perceptualRoughness

if (surfaceData.materialId == MATERIALID_LIT_STANDARD)
{
// Encode specular on two bit for the enum
// Note: we encode two parametrization at the same time, specularColor and metal/specular
if (surfaceData.specular == SPECULARVALUE_SPECULAR_COLOR)
{
outGBuffer2 = float4(surfaceData.specularColor, PackFloatInt8bit(0.0, surfaceData.specular, 4.0)); // As all is static, Pack function should produce the result compile time
}
else
{
// Note: it is important to setup anisotropy field to 0 else materialId will be anisotropic
outGBuffer2 = float4(float3(0.0, 0.0, 0.0), PackFloatInt8bit(surfaceData.metallic, surfaceData.specular, 4.0));
}
outGBuffer2 = float4(float3(0.0, 0.0, 0.0), PackFloatInt8bit(surfaceData.metallic, GBUFFER_LIT_STANDARD_REGULAR_ID, 4.0));
}
else if (surfaceData.materialId == MATERIALID_LIT_SPECULAR)
{
outGBuffer1.a = PackMaterialId(MATERIALID_LIT_STANDARD); // Encode MATERIALID_LIT_SPECULAR as MATERIALID_LIT_STANDARD + GBUFFER_LIT_STANDARD_SPECULAR_COLOR_ID value in GBuffer2
outGBuffer2 = float4(surfaceData.specularColor, PackFloatInt8bit(0.0, GBUFFER_LIT_STANDARD_SPECULAR_COLOR_ID, 4.0));
outGBuffer1.a = PackMaterialId(MATERIALID_LIT_STANDARD); // We save 1bit in gbuffer1 and use aniso value instead to detect we are aniso
outGBuffer1.a = PackMaterialId(MATERIALID_LIT_STANDARD); // Encode MATERIALID_LIT_SPECULAR as MATERIALID_LIT_STANDARD + GBUFFER_LIT_STANDARD_ANISOTROPIC_ID value in GBuffer2
// To be recognize as anisotropic material, we need to have anisotropy > 0 (Else artits can be confuse to not have anisotropic material in material classification), thus the max
outGBuffer2 = float4(octTangentWS * 0.5 + 0.5, max(surfaceData.anisotropy, 1.5 / 255.0), PackFloatInt8bit(surfaceData.metallic, surfaceData.specular, 4.0));
outGBuffer2 = float4(octTangentWS * 0.5 + 0.5, surfaceData.anisotropy, PackFloatInt8bit(surfaceData.metallic, GBUFFER_LIT_STANDARD_ANISOTROPIC_ID, 4.0));
outGBuffer2 = float4(surfaceData.subsurfaceRadius, surfaceData.thickness, 0, PackByte(surfaceData.subsurfaceProfile));
outGBuffer2 = float4(surfaceData.subsurfaceRadius, surfaceData.thickness, 0.0, PackByte(surfaceData.subsurfaceProfile));
}
else if (surfaceData.materialId == MATERIALID_LIT_CLEAR_COAT)
{
// In the cae of clear coat, we want more precision for the coat normal than for the bottom normal (as it is expected to be smooth). So swap the normal encoding storage in Gbuffer.
// It also allow to use clear coat normal for SSR
float2 octBottomNormalWS = PackNormalOctEncode(surfaceData.normalWS);
outGBuffer2 = float4(octBottomNormalWS * 0.5 + 0.5, surfaceData.coatCoverage, PackFloatInt8bit(surfaceData.coatIOR, (int)(surfaceData.metallic * 15.5f), 16.0) );
#if SHADEROPTIONS_PACK_GBUFFER_IN_U16
#if SHADEROPTIONS_PACK_GBUFFER_IN_U16
// Now pack all buffer into 2 uint buffer
// We don't have hardware sRGB to store base color in case we pack int u16, so rather than perform full sRGB encoding just use cheap gamma20

PackFloatToUInt(outGBuffer2.z, 8, 0) | PackFloatToUInt(outGBuffer2.w, 8, 8),
(packedGBuffer3 & 0x0000FFFF),
(packedGBuffer3 & 0xFFFF0000) >> 16);
#endif
#endif
}
float4 DecodeGBuffer0(GBufferType0 encodedGBuffer0)

// The code is also call from MaterialFeatureFlagsFromGBuffer, so must work fully dynamic if featureFlags is 0xFFFFFFFF
int supportsStandard = (featureFlags & (MATERIALFEATUREFLAGS_LIT_STANDARD | MATERIALFEATUREFLAGS_LIT_ANISO)) != 0;
int supportsSSS = (featureFlags & (MATERIALFEATUREFLAGS_LIT_SSS)) != 0;
int supportClearCoat = (featureFlags & (MATERIALFEATUREFLAGS_LIT_CLEAR_COAT)) != 0;
if (supportsStandard + supportsSSS > 1)
if (supportsStandard + supportsSSS + supportClearCoat > 1)
{
// only fetch materialid if it is not statically known from feature flags
bsdfData.materialId = UnpackMaterialId(inGBuffer1.a);

// materialid is statically known. this allows the compiler to eliminate a lot of code.
if (supportsStandard)
bsdfData.materialId = MATERIALID_LIT_STANDARD;
else // if (supportsSSS)
else if (supportsSSS)
else
bsdfData.materialId = MATERIALID_LIT_CLEAR_COAT;
int specular;
UnpackFloatInt8bit(inGBuffer2.a, 4.0, metallic, specular);
int materialIdExtent;
UnpackFloatInt8bit(inGBuffer2.a, 4.0, metallic, materialIdExtent);
if (specular == SPECULARVALUE_SPECULAR_COLOR)
if (materialIdExtent == GBUFFER_LIT_STANDARD_SPECULAR_COLOR_ID)
// Note: Specular is not a material id but just a way to parameterize the standard materialid, thus we reset materialId to MATERIALID_LIT_STANDARD
// For material classification it will be consider as Standard as well, thus no need to create special case
FillMaterialIdStandardData(baseColor, specular, metallic, bsdfData);
FillMaterialIdStandardData(baseColor, metallic, bsdfData);
FillMaterialIdStandardData(baseColor, specular, metallic, bsdfData);
FillMaterialIdStandardData(baseColor, metallic, bsdfData);
if (specular == SPECULARVALUE_SPECULAR_COLOR)
if (materialIdExtent == GBUFFER_LIT_STANDARD_SPECULAR_COLOR_ID)
// Note: Specular is not a material id but just a way to parameterize the standard materialid, thus we reset materialId to MATERIALID_LIT_STANDARD
// For material classification it will be consider as Standard as well, thus no need to create special case
else if (anisotropy > 0.0)
else if (materialIdExtent == GBUFFER_LIT_STANDARD_ANISOTROPIC_ID)
FillMaterialIdStandardData(baseColor, specular, metallic, bsdfData);
FillMaterialIdStandardData(baseColor, metallic, bsdfData);
else
else // GBUFFER_LIT_STANDARD_REGULAR_ID
FillMaterialIdStandardData(baseColor, specular, metallic, bsdfData);
FillMaterialIdStandardData(baseColor, metallic, bsdfData);
else // bsdfData.materialId == MATERIALID_LIT_SSS
else if (bsdfData.materialId == MATERIALID_LIT_SSS)
{
float subsurfaceRadius = inGBuffer2.x;
float thickness = inGBuffer2.y;

}
else //if (bsdfData.materialId == MATERIALID_LIT_CLEAR_COAT)
{
// We have swap the encoding of the normal to have more precision for coat normal as it is more smooth
float3 coatNormalWS = bsdfData.normalWS;
bsdfData.normalWS = UnpackNormalOctEncode(float2(inGBuffer2.rg * 2.0 - 1.0));
float coatCoverage = inGBuffer2.b;
float coatIOR;
int metallic;
UnpackFloatInt8bit(inGBuffer2.a, 16.0, coatIOR, metallic);
// When using clear coat we assume that bottom layer is regular
FillMaterialIdStandardData(baseColor, metallic / 15.0f, bsdfData);
FillMaterialIdClearCoatData(coatNormalWS, coatCoverage, coatIOR, bsdfData);
}
// Function call from the material classification compute shader
// Note that as we store materialId on two buffer (for anisotropy case), the code need to load 2 RGBA8 buffer
uint MaterialFeatureFlagsFromGBuffer(
#if SHADEROPTIONS_PACK_GBUFFER_IN_U16
GBufferType0 inGBufferU0,

void GetSurfaceDataDebug(uint paramId, SurfaceData surfaceData, inout float3 result, inout bool needLinearToSRGB)
{
GetGeneratedSurfaceDataDebug(paramId, surfaceData, result, needLinearToSRGB);
switch (paramId)
{
// TODO: Remap here!
case DEBUGVIEW_LIT_SURFACEDATA_SPECULAR:
result = surfaceData.specular.xxx;
break;
}
}
void GetBSDFDataDebug(uint paramId, BSDFData bsdfData, inout float3 result, inout bool needLinearToSRGB)

float BdotV;
float anisoGGXLambdaV;
// Clear coat
float coatNdotV;
float ieta;
float coatFresnel0;
float3 coatV;
float3 refractV; // The view vector refracted through clear coat interface
// IBL clear coat
float3 coatIblDirWS;
float3 specularFGD; // Store preconvoled BRDF for both specular and diffuse
float diffuseFGD;

float3x3 ltcXformDisneyDiffuse; // TODO: make sure the compiler not wasting VGPRs on constants
float ltcGGXFresnelMagnitudeDiff; // The difference of magnitudes of GGX and Fresnel
float ltcGGXFresnelMagnitude;
float3 ltcGGXFresnelTerm;
// area light clear coat
float3x3 ltcXformClearCoat; // TODO: make sure the compiler not wasting VGPRs on constants
float ltcClearCoatFresnelTerm;
float3x3 ltcCoatT;
// This is a refract - TODO: do we call original refract or this one, original maybe slightly emore expensive, to check
float3 ClearCoatTransform(float3 X, float3 N, float ieta)
{
float XdotN = saturate(dot(N, X));
return ieta * X + (sqrt(1 + ieta * ieta * (XdotN * XdotN - 1)) - ieta * XdotN) * N;
}
float NdotV = dot(bsdfData.normalWS, V);
if (bsdfData.materialId == MATERIALID_LIT_CLEAR_COAT)
{
float ieta = 1.0 / bsdfData.coatIOR; // inverse eta
preLightData.ieta = ieta;
preLightData.coatFresnel0 = Sqr(bsdfData.coatIOR - 1.0) / Sqr(bsdfData.coatIOR + 1.0);
float3 iblNormalWS = GetViewShiftedNormal(bsdfData.normalWS, V, NdotV, MIN_N_DOT_V);
preLightData.coatNdotV = dot(bsdfData.coatNormalWS, V);
preLightData.NdotV = NdotV; // Store the unaltered (geometric) version
NdotV = max(NdotV, MIN_N_DOT_V); // Use the modified (clamped) version
// Clear coat IBL
// In the case of IBL we want shift a bit the normal that are not toward the viewver to reduce artifact
float3 coatIblNormalWS = GetViewShiftedNormal(bsdfData.coatNormalWS, V, preLightData.coatNdotV, MIN_N_DOT_V);
preLightData.coatIblDirWS = reflect(-V, coatIblNormalWS);
// Clear coat area light
float theta = FastACos(preLightData.coatNdotV);
float2 uv = LTC_LUT_OFFSET + LTC_LUT_SCALE * float2(0.0, theta * INV_HALF_PI); // Use Roughness of 0.0 for clearCoat roughness
// Get the inverse LTC matrix for GGX
// Note we load the matrix transpose (avoid to have to transpose it in shader)
preLightData.ltcXformClearCoat = 0.0;
preLightData.ltcXformClearCoat._m22 = 1.0;
preLightData.ltcXformClearCoat._m00_m02_m11_m20 = SAMPLE_TEXTURE2D_ARRAY_LOD(_LtcData, ltc_linear_clamp_sampler, uv, LTC_GGX_MATRIX_INDEX, 0);
float3 ltcMagnitude = SAMPLE_TEXTURE2D_ARRAY_LOD(_LtcData, ltc_linear_clamp_sampler, uv, LTC_MULTI_GGX_FRESNEL_DISNEY_DIFFUSE_INDEX, 0).rgb;
float ltcClearCoatFresnelMagnitudeDiff = ltcMagnitude.r; // The difference of magnitudes of GGX and Fresnel
float ltcClearCoatFresnelMagnitude = ltcMagnitude.g;
preLightData.ltcClearCoatFresnelTerm = preLightData.coatFresnel0 * ltcClearCoatFresnelMagnitudeDiff + ltcClearCoatFresnelMagnitude;
// TODO: Convert the area light with respect to Fresnel transmission
float3 N = bsdfData.coatNormalWS; // TODO : check with Laurentb
preLightData.ltcCoatT = float3x3( ieta + (1.0 - ieta) * N.x * N.x, 0.0 + (1.0 - ieta) * N.y * N.x, 0.0 + (1.0 - ieta) * N.z * N.x,
0.0 + (1.0 - ieta) * N.x * N.y, ieta + (1.0 - ieta) * N.y * N.y, 0.0 + (1.0 - ieta) * N.z * N.y,
0.0 + (1.0 - ieta) * N.x * N.z, 0.0 + (1.0 - ieta) * N.y * N.z, ieta + (1.0 - ieta) * N.z * N.z );
// Modify V for following calculation
preLightData.refractV = ClearCoatTransform(V, bsdfData.coatNormalWS, ieta);
V = preLightData.refractV;
}
preLightData.NdotV = dot(bsdfData.normalWS, V); // Store the unaltered (geometric) version
float NdotV = preLightData.NdotV;
// In the case of IBL we want shift a bit the normal that are not toward the viewver to reduce artifact
float3 iblNormalWS = GetViewShiftedNormal(bsdfData.normalWS, V, NdotV, MIN_N_DOT_V); // Use non clamped NdotV
NdotV = max(NdotV, MIN_N_DOT_V); // Use the modified (clamped) version
preLightData.TdotV = 0;
preLightData.BdotV = 0;
preLightData.TdotV = 0.0;
preLightData.BdotV = 0.0;
if (bsdfData.materialId == MATERIALID_LIT_ANISO)
{
preLightData.TdotV = dot(bsdfData.tangentWS, V);

// IBL
GetPreIntegratedFGD(NdotV, bsdfData.perceptualRoughness, bsdfData.fresnel0, preLightData.specularFGD, preLightData.diffuseFGD);
preLightData.iblDirWS = GetSpecularDominantDir(iblNormalWS, iblR, bsdfData.roughness, NdotV);
preLightData.iblMipLevel = PerceptualRoughnessToMipmapLevel(bsdfData.perceptualRoughness);
if (bsdfData.materialId == MATERIALID_LIT_CLEAR_COAT)
{
// Update the roughness and the IBL miplevel
// Bottom layer is affected by upper layer BRDF, result can't be more sharp than input (it is to mimic what a path tracer will do)
float roughness = PerceptualRoughnessToRoughness(bsdfData.perceptualRoughness);
float shininess = Sqr(preLightData.ieta) * (2.0 / Sqr(roughness) - 2.0);
roughness = sqrt(2.0 / (shininess + 2.0));
preLightData.iblDirWS = GetSpecularDominantDir(iblNormalWS, iblR, roughness, NdotV);
preLightData.iblMipLevel = PerceptualRoughnessToMipmapLevel(RoughnessToPerceptualRoughness(roughness));
}
else
{
preLightData.iblDirWS = GetSpecularDominantDir(iblNormalWS, iblR, bsdfData.roughness, NdotV);
preLightData.iblMipLevel = PerceptualRoughnessToMipmapLevel(bsdfData.perceptualRoughness);
}
float theta = FastACos(NdotV);
float theta = FastACos(NdotV); // For Area light - UVs for sampling the LUTs
float2 uv = LTC_LUT_OFFSET + LTC_LUT_SCALE * float2(bsdfData.perceptualRoughness, theta * INV_HALF_PI);
// Get the inverse LTC matrix for GGX

preLightData.ltcXformDisneyDiffuse._m00_m02_m11_m20 = SAMPLE_TEXTURE2D_ARRAY_LOD(_LtcData, ltc_linear_clamp_sampler, uv, LTC_DISNEY_DIFFUSE_MATRIX_INDEX, 0);
float3 ltcMagnitude = SAMPLE_TEXTURE2D_ARRAY_LOD(_LtcData, ltc_linear_clamp_sampler, uv, LTC_MULTI_GGX_FRESNEL_DISNEY_DIFFUSE_INDEX, 0).rgb;
preLightData.ltcGGXFresnelMagnitudeDiff = ltcMagnitude.r;
preLightData.ltcGGXFresnelMagnitude = ltcMagnitude.g;
float ltcGGXFresnelMagnitudeDiff = ltcMagnitude.r; // The difference of magnitudes of GGX and Fresnel
float ltcGGXFresnelMagnitude = ltcMagnitude.g;
// TODO: the fit seems rather poor. The scaling factor of 0.5 allows us
// to match the reference for rough metals, but further darkens dielectrics.
if (bsdfData.materialId == MATERIALID_LIT_CLEAR_COAT)
{
// Change the Fresnel term to account for transmission through Clear Coat and reflection on the base layer
float F = F_Schlick(preLightData.coatFresnel0, preLightData.coatNdotV);
F = Sqr(-F * bsdfData.coatCoverage + 1.0);
F /= preLightData.ieta; //TODO: LaurentB why / ieta here and not for other lights ?
preLightData.ltcGGXFresnelTerm = F * bsdfData.fresnel0 * ltcGGXFresnelMagnitudeDiff + (float3)ltcGGXFresnelMagnitude;
}
else
{
preLightData.ltcGGXFresnelTerm = bsdfData.fresnel0 * ltcGGXFresnelMagnitudeDiff + (float3)ltcGGXFresnelMagnitude;
}
return preLightData;
}

out float3 diffuseLighting,
out float3 specularLighting)
{
float3 F = 1.0;
specularLighting = float3(0.0, 0.0, 0.0);
if (bsdfData.materialId == MATERIALID_LIT_CLEAR_COAT)
{
// Optimized math. Ref: PBR Diffuse Lighting for GGX + Smith Microsurfaces (slide 114).
float NdotL = saturate(dot(bsdfData.coatNormalWS, L));
float NdotV = preLightData.coatNdotV;
float LdotV = dot(L, V);
float invLenLV = rsqrt(abs(2 * LdotV + 2));
float NdotH = saturate((NdotL + NdotV) * invLenLV);
float LdotH = saturate(invLenLV * LdotV + invLenLV);
// Evaluate Fresnel on the Clear Coat
F = F_Schlick(preLightData.coatFresnel0, LdotH);
// TODO: No need to call D (to see with LaurentB) + question on * NdotL
specularLighting += F * D_GGX(NdotH, 0.01) * NdotL * bsdfData.coatCoverage;
// Change the Fresnel term to account for transmission through Clear Coat and reflection on the base layer
F = Sqr(-F * bsdfData.coatCoverage + 1.0);
// Change the Light and View direction to account for IOR change.
// Update the half vector accordingly
V = preLightData.refractV;
L = ClearCoatTransform(L, bsdfData.coatNormalWS, preLightData.ieta);
}
// Optimized math. Ref: PBR Diffuse Lighting for GGX + Smith Microsurfaces (slide 114).
float NdotL = saturate(dot(bsdfData.normalWS, L)); // Must have the same value without the clamp
float NdotV = preLightData.NdotV; // Get the unaltered (geometric) version

NdotV = max(NdotV, MIN_N_DOT_V); // Use the modified (clamped) version
float3 F = F_Schlick(bsdfData.fresnel0, LdotH);
F *= F_Schlick(bsdfData.fresnel0, LdotH);
// TODO: this way of handling aniso may not be efficient, or maybe with material classification, need to check perf here
// Maybe always using aniso maybe a win ?
if (bsdfData.materialId == MATERIALID_LIT_ANISO)
{
float3 H = (L + V) * invLenLV;

#endif
D = D_GGX(NdotH, bsdfData.roughness);
}
specularLighting = F * (Vis * D);
specularLighting += F * (Vis * D);
#ifdef LIT_DIFFUSE_LAMBERT_BRDF
float diffuseTerm = Lambert();

float ltcValue;
// Evaluate the diffuse part.
// Evaluate the diffuse part
#endif
#ifndef LIT_DIFFUSE_LAMBERT_BRDF
ltcValue *= preLightData.ltcDisneyDiffuseMagnitude;
#endif

// Evaluate the specular part.
// Evaluate the coat part
if (bsdfData.materialId == MATERIALID_LIT_CLEAR_COAT)
// TODO: the fit seems rather poor. The scaling factor of 0.5 allows us
// to match the reference for rough metals, but further darkens dielectrics.
float3 fresnelTerm = bsdfData.fresnel0 * preLightData.ltcGGXFresnelMagnitudeDiff
+ (float3)preLightData.ltcGGXFresnelMagnitude;
ltcValue = LTCEvaluate(P1, P2, B, preLightData.ltcXformClearCoat);
specularLighting += ltcValue * bsdfData.coatCoverage;
// TODO: no fresnel ?
}
ltcValue = LTCEvaluate(P1, P2, B, preLightData.ltcXformGGX);
ltcValue *= lightData.specularScale;
specularLighting = fresnelTerm * lightData.color * ltcValue;
// Evaluate the specular part
{
ltcValue = LTCEvaluate(P1, P2, B, preLightData.ltcXformGGX);
specularLighting += ltcValue;
// TODO: no fresnel ?
specularLighting *= lightData.color * lightData.specularScale;
}
#endif // LIT_DISPLAY_REFERENCE_AREA
}

float ltcValue;
// Evaluate the diffuse part.
// Evaluate the diffuse part
#endif
#ifndef LIT_DIFFUSE_LAMBERT_BRDF
ltcValue *= preLightData.ltcDisneyDiffuseMagnitude;
#endif

// Evaluate the specular part.
// Evaluate the coat part
if (bsdfData.materialId == MATERIALID_LIT_CLEAR_COAT)
// TODO: the fit seems rather poor. The scaling factor of 0.5 allows us
// to match the reference for rough metals, but further darkens dielectrics.
float3 fresnelTerm = bsdfData.fresnel0 * preLightData.ltcGGXFresnelMagnitudeDiff
+ (float3)preLightData.ltcGGXFresnelMagnitude;
ltcValue = LTCEvaluate(matL, V, bsdfData.coatNormalWS, preLightData.coatNdotV, preLightData.ltcXformClearCoat);
specularLighting += preLightData.ltcClearCoatFresnelTerm * ltcValue * bsdfData.coatCoverage;
// modify matL value based on Fresnel transmission
matL = mul(matL, preLightData.ltcCoatT);
V = preLightData.refractV;
}
// Evaluate the specular part
{
ltcValue *= lightData.specularScale;
specularLighting = fresnelTerm * lightData.color * ltcValue;
specularLighting += preLightData.ltcGGXFresnelTerm * ltcValue;
specularLighting *= lightData.color * lightData.specularScale;
}
#endif // LIT_DISPLAY_REFERENCE_AREA
}

// We use this formulation as it is the one of legacy unity that was using only AABB box.
float3 R = preLightData.iblDirWS;
float3 coatR = preLightData.coatIblDirWS;
if (lightData.envShapeType == ENVSHAPETYPE_BOX)
if (lightData.envShapeType == ENVSHAPETYPE_SPHERE)
{
float3 dirLS = mul(R, worldToLocal);
float sphereOuterDistance = lightData.innerDistance.x + lightData.blendDistance;
float dist = SphereRayIntersectSimple(positionLS, dirLS, sphereOuterDistance);
R = (positionWS + dist * R) - lightData.positionWS;
// Test again for clear code
if (bsdfData.materialId == MATERIALID_LIT_CLEAR_COAT)
{
dirLS = mul(coatR, worldToLocal);
dist = SphereRayIntersectSimple(positionLS, dirLS, sphereOuterDistance);
coatR = (positionWS + dist * coatR) - lightData.positionWS;
}
}
else if (lightData.envShapeType == ENVSHAPETYPE_BOX)
{
float3 dirLS = mul(R, worldToLocal);
float3 boxOuterDistance = lightData.innerDistance + float3(lightData.blendDistance, lightData.blendDistance, lightData.blendDistance);

R = (positionWS + dist * R) - lightData.positionWS;
// TODO: add distance based roughness
}
else if (lightData.envShapeType == ENVSHAPETYPE_SPHERE)
{
float3 dirLS = mul(R, worldToLocal);
float sphereOuterDistance = lightData.innerDistance.x + lightData.blendDistance;
float dist = SphereRayIntersectSimple(positionLS, dirLS, sphereOuterDistance);
R = (positionWS + dist * R) - lightData.positionWS;
// Test again for clear code
if (bsdfData.materialId == MATERIALID_LIT_CLEAR_COAT)
{
dirLS = mul(coatR, worldToLocal);
dist = BoxRayIntersectSimple(positionLS, dirLS, -boxOuterDistance, boxOuterDistance);
coatR = (positionWS + dist * coatR) - lightData.positionWS;
}
}
// 2. Apply the influence volume (Box volume is used for culling whatever the influence shape)

// Smooth weighting
weight.x = 0.0;
weight.y = smoothstep01(weight.y);
weight.y = Smoothstep01(weight.y);
float3 F = 1.0;
specularLighting = float3(0.0, 0.0, 0.0);
// Evaluate the Clear Coat component if needed and change the BSDF roughness to match Fresnel transmission
if (bsdfData.materialId == MATERIALID_LIT_CLEAR_COAT)
{
F = F_Schlick(preLightData.coatFresnel0, preLightData.coatNdotV);
// Evaluate the Clear Coat color
float4 preLD = SampleEnv(lightLoopContext, lightData.envIndex, coatR, 0.0);
specularLighting += F * preLD.rgb * bsdfData.coatCoverage;
// Change the Fresnel term to account for transmission through Clear Coat and reflection on the base layer.
F = Sqr(-F * bsdfData.coatCoverage + 1.0);
}
specularLighting = preLD.rgb * preLightData.specularFGD;
specularLighting += F * preLD.rgb * preLightData.specularFGD;
// Apply specular occlusion on it
specularLighting *= bsdfData.specularOcclusion * GetSpecularOcclusion(preLightData.NdotV, lightLoopContext.ambientOcclusion, bsdfData.roughness);

7
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader


_Thickness("Thickness", Range(0.0, 1.0)) = 1.0
_ThicknessMap("Thickness Map", 2D) = "white" {}
_CoatCoverage("Coat Coverage", Range(0.0, 1.0)) = 1.0
_CoatIOR("Coat IOR", Range(0.0, 1.0)) = 0.5
_SpecularColor("SpecularColor", Color) = (1, 1, 1, 1)
_SpecularColorMap("SpecularColorMap", 2D) = "white" {}

[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0
// Note: 2 and 3 are currently unused
[Enum(Subsurface Scattering, 0, Standard, 1, Anisotropy, 4, Specular Color, 5)] _MaterialID("MaterialId", Int) = 1 // MaterialId.RegularLighting
[Enum(Subsurface Scattering, 0, Standard, 1, ClearCoat, 2, Anisotropy, 4, Specular Color, 5)] _MaterialID("MaterialId", Int) = 1 // MaterialId.RegularLighting
[ToggleOff] _EnablePerPixelDisplacement("Enable per pixel displacement", Float) = 0.0
_PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5

// MaterialId are used as shader feature to allow compiler to optimize properly
// Note _MATID_STANDARD is not define as there is always the default case "_". We assign default as _MATID_STANDARD, so we never test _MATID_STANDARD
#pragma shader_feature _ _MATID_SSS _MATID_ANISO _MATID_SPECULAR
#pragma shader_feature _ _MATID_SSS _MATID_ANISO _MATID_SPECULAR _MATID_CLEARCOAT
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED

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


// Init other parameters
surfaceData.materialId = 1; // MaterialId.LitStandard
surfaceData.anisotropy = 0;
surfaceData.specular = 0.04;
surfaceData.coatNormalWS = float3(0.0, 0.0, 0.0);
surfaceData.coatCoverage = 0.0f;
surfaceData.coatIOR = 0.5;
GetNormalAndTangentWS(input, V, normalTS, surfaceData.normalWS, surfaceData.tangentWS);
// Done one time for all layered - cumulate with spec occ alpha for now

24
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl


#elif defined(_MATID_ANISO)
surfaceData.materialId = MATERIALID_LIT_ANISO;
#elif defined(_MATID_SPECULAR)
surfaceData.materialId = MATERIALID_LIT_STANDARD; // Specular is not a different BRDF, it is just different parametrization, do'nt do a separate matId for it
surfaceData.materialId = MATERIALID_LIT_SPECULAR;
#elif defined(_MATID_CLEARCOAT)
surfaceData.materialId = MATERIALID_LIT_CLEAR_COAT;
#else // Default
surfaceData.materialId = MATERIALID_LIT_STANDARD;
#endif

#endif
surfaceData.anisotropy *= ADD_IDX(_Anisotropy);
// This surfaceData.specular must be static to allow the compiler to optimize the code when converting / encoding the values
#ifdef _MATID_SPECULAR
surfaceData.specular = SPECULARVALUE_SPECULAR_COLOR;
#else
surfaceData.specular = SPECULARVALUE_REGULAR;
#endif
surfaceData.subsurfaceProfile = _SubsurfaceProfile;
surfaceData.subsurfaceRadius = _SubsurfaceRadius;
surfaceData.thickness = _Thickness;

surfaceData.specularColor *= SAMPLE_UVMAPPING_TEXTURE2D(_SpecularColorMap, sampler_SpecularColorMap, layerTexCoord.base).rgb;
#endif
surfaceData.coatNormalWS = input.worldToTangent[2].xyz; // Assign vertex normal
surfaceData.coatCoverage = _CoatCoverage;
surfaceData.coatIOR = _CoatIOR;
surfaceData.materialId = 1; // MaterialId.LitStandard
surfaceData.materialId = MATERIALID_LIT_STANDARD;
// Note: any parameters set here must also be set in GetSurfaceAndBuiltinData() layer version
surfaceData.specular = 0.0;
surfaceData.coatNormalWS = float3(0.0, 0.0, 0.0);
surfaceData.coatCoverage = 0.0f;
surfaceData.coatIOR = 0.5;
#endif // #if !defined(LAYERED_LIT_SHADER)

3
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl


float _SubsurfaceRadius;
float _Thickness;
float _CoatCoverage;
float _CoatIOR;
float4 _SpecularColor;
float _TexWorldScale;

7
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader


_Thickness("Thickness", Range(0.0, 1.0)) = 1.0
_ThicknessMap("Thickness Map", 2D) = "white" {}
_CoatCoverage("Coat Coverage", Range(0.0, 1.0)) = 1.0
_CoatIOR("Coat IOR", Range(0.0, 1.0)) = 0.5
_SpecularColor("SpecularColor", Color) = (1, 1, 1, 1)
_SpecularColorMap("SpecularColorMap", 2D) = "white" {}

[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0
// Note: 2 and 3 are currently unused
[Enum(Subsurface Scattering, 0, Standard, 1, Anisotropy, 4, Specular Color, 5)] _MaterialID("MaterialId", Int) = 1 // MaterialId.RegularLighting
[Enum(Subsurface Scattering, 0, Standard, 1, ClearCoat, 2, Anisotropy, 4, Specular Color, 5)] _MaterialID("MaterialId", Int) = 1 // MaterialId.RegularLighting
[ToggleOff] _EnablePerPixelDisplacement("Enable per pixel displacement", Float) = 0.0
_PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5

// MaterialId are used as shader feature to allow compiler to optimize properly
// Note _MATID_STANDARD is not define as there is always the default case "_". We assign default as _MATID_STANDARD, so we never test _MATID_STANDARD
#pragma shader_feature _ _MATID_SSS _MATID_ANISO _MATID_SPECULAR
#pragma shader_feature _ _MATID_SSS _MATID_ANISO _MATID_SPECULAR _MATID_CLEARCOAT
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED

122
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SSSProfile/FoliageSSSProfile.asset


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4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SSSProfile/SkinSSSProfile.asset


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13
Assets/ScriptableRenderPipeline/ShaderLibrary/Common.hlsl


return rad * 180.0 / PI;
}
// Square functions for cleaner code
float Sqr(float x)
{
return x * x;
}
float3 Sqr(float3 x)
{
return x * x;
}
// Acos in 14 cycles.
// Ref: https://seblagarde.wordpress.com/2014/12/01/inverse-trigonometric-functions-gpu-optimization-for-amd-gcn-architecture/
float FastACos(float inX)

}
// Same as smoothstep except it assume 0, 1 interval for x
float smoothstep01(float x)
float Smoothstep01(float x)
{
return x * x * (3.0 - (2.0 * x));
}

4
Assets/TestScenes/HDTest/GraphicTest/Common/Material/Mat_smooth1_0.mat


m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_Name: Mat_smooth1_1
m_Name: Mat_smooth1_0
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
m_ShaderKeywords: _NORMALMAP_TANGENT_SPACE
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- _CullMode: 2
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- _DepthOffsetEnable: 0

4
Assets/TestScenes/HDTest/GraphicTest/SSS/Materials/SSSHead.mat


- _Anisotropy: 0
- _BlendMode: 0
- _BumpScale: 1
- _CoatCoverage: 1
- _CoatIOR: 0.5
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- _StencilRef: 1
- _Stiffness: 1
- _SubsurfaceProfile: 4
- _SubsurfaceProfile: 0
- _SubsurfaceRadius: 1
- _SurfaceType: 0
- _TexWorldScale: 1

6
Assets/TestScenes/HDTest/GraphicTest/Two Sided/Material/GroundLeaf_DoubleSidedFlipSSS.mat


- _Anisotropy: 0
- _BlendMode: 0
- _BumpScale: 1
- _CoatCoverage: 1
- _CoatIOR: 0.5
- _CullMode: 0
- _Cutoff: 0.5
- _DepthOffsetEnable: 0

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- _StencilRef: 1
- _Stiffness: 1
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- _SubsurfaceProfile: 1
- _SubsurfaceRadius: 1
- _SurfaceType: 0
- _TessellationBackFaceCullEpsilon: -0.375

- _TessellationObjectScale: 0
- _TessellationShapeFactor: 0.75
- _TexWorldScale: 1
- _Thickness: 0.5
- _Thickness: 1
- _UVBase: 0
- _UVDetail: 0
- _UVMappingPlanar: 0

408
Assets/TestScenes/HDTest/HDRenderLoopTest.unity
文件差异内容过多而无法显示
查看文件

2
Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s05.mat


- _Anisotropy: 0
- _BlendMode: 0
- _BumpScale: 1
- _CoatCoverage: 1
- _CoatIOR: 0.5
- _CullMode: 2
- _Cutoff: 0.5
- _DepthOffsetEnable: 0

2
Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s06.mat


- _Anisotropy: 0
- _BlendMode: 0
- _BumpScale: 1
- _CoatCoverage: 1
- _CoatIOR: 0.5
- _CullMode: 2
- _Cutoff: 0.5
- _DepthOffsetEnable: 0

2
Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_a00_s08.mat


- _Anisotropy: 0
- _BlendMode: 0
- _BumpScale: 1
- _CoatCoverage: 1
- _CoatIOR: 0.5
- _CullMode: 2
- _Cutoff: 0.5
- _DepthOffsetEnable: 0

2
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