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Merge branch 'master'

/feature-ReflectionProbeFit
Evgenii Golubev 7 年前
当前提交
effdbb9c
共有 99 个文件被更改,包括 4610 次插入2839 次删除
  1. 999
      ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2001_Dynamic_Directional.unity.png
  2. 998
      ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2002_Dynamic_Mix.unity.png
  3. 999
      ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2003_Light_Parameters.unity.png
  4. 2
      SampleScenes/Common/Shaders/CubemapColorMap.shader
  5. 68
      ScriptableRenderPipeline/Core/Editor/ShaderGenerator/CSharpToHLSL.cs
  6. 43
      ScriptableRenderPipeline/Core/Editor/Volume/VolumeEditor.cs
  7. 8
      ScriptableRenderPipeline/Core/Resources/EncodeBC6H.compute
  8. 4
      ScriptableRenderPipeline/Core/Resources/GPUCopy.compute
  9. 4
      ScriptableRenderPipeline/Core/Resources/GPUCopy.compute.meta
  10. 4
      ScriptableRenderPipeline/Core/Resources/GPUCopyAsset.cs
  11. 4
      ScriptableRenderPipeline/Core/ShaderLibrary/API/D3D11.hlsl
  12. 4
      ScriptableRenderPipeline/Core/ShaderLibrary/API/Metal.hlsl
  13. 4
      ScriptableRenderPipeline/Core/ShaderLibrary/API/PSSL.hlsl
  14. 4
      ScriptableRenderPipeline/Core/ShaderLibrary/API/Vulkan.hlsl
  15. 4
      ScriptableRenderPipeline/Core/ShaderLibrary/API/XBoxOne.hlsl
  16. 216
      ScriptableRenderPipeline/Core/ShaderLibrary/Color.hlsl
  17. 2
      ScriptableRenderPipeline/Core/ShaderLibrary/ImageBasedLighting.hlsl
  18. 22
      ScriptableRenderPipeline/Core/Volume/Volume.cs
  19. 18
      ScriptableRenderPipeline/Core/Volume/VolumeComponent.cs
  20. 116
      ScriptableRenderPipeline/Core/Volume/VolumeManager.cs
  21. 30
      ScriptableRenderPipeline/Core/Volume/VolumeParameter.cs
  22. 2
      ScriptableRenderPipeline/Core/package.json
  23. 9
      ScriptableRenderPipeline/HDRenderPipeline/Editor/HDAssetFactory.cs
  24. 4
      ScriptableRenderPipeline/HDRenderPipeline/Editor/Lighting/HDLightEditor.cs
  25. 6
      ScriptableRenderPipeline/HDRenderPipeline/Editor/Material/Lit/BaseLitUI.cs
  26. 5
      ScriptableRenderPipeline/HDRenderPipeline/Editor/Material/SubsurfaceScattering/SubsurfaceScatteringSettingsEditor.Styles.cs
  27. 11
      ScriptableRenderPipeline/HDRenderPipeline/Editor/Material/SubsurfaceScattering/SubsurfaceScatteringSettingsEditor.cs
  28. 258
      ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  29. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.asset
  30. 7
      ScriptableRenderPipeline/HDRenderPipeline/HDStringConstants.cs
  31. 2
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop/LightLoop.hlsl
  32. 2
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/Lighting.hlsl
  33. 12
      ScriptableRenderPipeline/HDRenderPipeline/Material/GGXConvolution/RuntimeFilterIBL.cs
  34. 1
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs
  35. 1
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs.hlsl
  36. 43
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
  37. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl
  38. 4
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataMeshModification.hlsl
  39. 4
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass/LitVelocityPass.hlsl
  40. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/SubsurfaceScattering/SubsurfaceScattering.hlsl
  41. 224
      ScriptableRenderPipeline/HDRenderPipeline/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs
  42. 9
      ScriptableRenderPipeline/HDRenderPipeline/Material/SubsurfaceScattering/SubsurfaceScatteringSettings.cs
  43. 14
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/HDRenderPipelineResources.asset
  44. 4
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/HDRenderPipelineResources.asset.meta
  45. 10
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/RenderPipelineResources.cs
  46. 52
      ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassVelocity.hlsl
  47. 11
      ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/VertMesh.hlsl
  48. 5
      ScriptableRenderPipeline/HDRenderPipeline/ShaderVariables.hlsl
  49. 8
      ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs
  50. 4
      ScriptableRenderPipeline/HDRenderPipeline/package.json
  51. 71
      ScriptableRenderPipeline/LightweightPipeline/Data/LightweightPipelineAsset.cs
  52. 4
      ScriptableRenderPipeline/LightweightPipeline/package.json
  53. 2
      ScriptableRenderPipeline/master-package.json
  54. 120
      Tests/GraphicsTests/Framework/Editor/TestFramework.cs
  55. 6
      Tests/GraphicsTests/Framework/SetupSceneForRenderPipelineTest.cs
  56. 23
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/HDRP_GraphicTests_Asset.asset
  57. 860
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1203_Lit_Transparent.unity
  58. 144
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2001_Dynamic_Directional.unity
  59. 620
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2002_Dynamic_Mix.unity
  60. 56
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2003_Light_Parameters.unity
  61. 2
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2003_Light_Parameters/HDRP_Default_Sky 1.asset
  62. 2
      ScriptableRenderPipeline/Core/ShaderLibrary/Sampling/SampleUVMapping.hlsl
  63. 4
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/CopyStencilBuffer.shader
  64. 6
      ScriptableRenderPipeline/HDRenderPipeline/Material/SubsurfaceScattering/SubsurfaceScattering.shader
  65. 20
      ScriptableRenderPipeline/HDRenderPipeline/Material/SubsurfaceScattering/SubsurfaceScattering.compute
  66. 691
      ScriptableRenderPipeline/Core/Editor/FilterWindow.cs
  67. 11
      ScriptableRenderPipeline/Core/Editor/FilterWindow.cs.meta
  68. 137
      ScriptableRenderPipeline/Core/Editor/Volume/VolumeComponentProvider.cs
  69. 11
      ScriptableRenderPipeline/Core/Editor/Volume/VolumeComponentProvider.cs.meta
  70. 8
      ScriptableRenderPipeline/Core/ShaderLibrary/Sampling.meta
  71. 44
      ScriptableRenderPipeline/Core/Volume/VolumeStack.cs
  72. 11
      ScriptableRenderPipeline/Core/Volume/VolumeStack.cs.meta
  73. 9
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/CopyStencilBuffer.shader.meta
  74. 198
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Transparent.mat
  75. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Transparent.mat.meta
  76. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2201_Env_SurfaceReactions.meta
  77. 82
      ScriptableRenderPipeline/Core/ShaderLibrary/Filtering.hlsl
  78. 8
      ScriptableRenderPipeline/Core/ShaderLibrary/Filtering.hlsl.meta
  79. 10
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CopyStencilBuffer.shader.meta
  80. 0
      /ScriptableRenderPipeline/Core/ShaderLibrary/Sampling/Sampling.hlsl.meta
  81. 0
      /ScriptableRenderPipeline/Core/ShaderLibrary/Sampling/Fibonacci.hlsl.meta
  82. 0
      /ScriptableRenderPipeline/Core/ShaderLibrary/Sampling/Hammersley.hlsl.meta
  83. 0
      /ScriptableRenderPipeline/Core/ShaderLibrary/Sampling/Fibonacci.hlsl
  84. 0
      /ScriptableRenderPipeline/Core/ShaderLibrary/Sampling/SampleUVMappingNormalInternal.hlsl.meta
  85. 0
      /ScriptableRenderPipeline/Core/ShaderLibrary/Sampling/SampleUVMappingInternal.hlsl.meta
  86. 0
      /ScriptableRenderPipeline/Core/ShaderLibrary/Sampling/SampleUVMapping.hlsl.meta
  87. 0
      /ScriptableRenderPipeline/Core/ShaderLibrary/Sampling/SampleUVMapping.hlsl
  88. 0
      /ScriptableRenderPipeline/Core/ShaderLibrary/Sampling/SampleUVMappingInternal.hlsl
  89. 0
      /ScriptableRenderPipeline/Core/ShaderLibrary/Sampling/SampleUVMappingNormalInternal.hlsl
  90. 0
      /ScriptableRenderPipeline/Core/ShaderLibrary/Sampling/Sampling.hlsl
  91. 0
      /ScriptableRenderPipeline/Core/ShaderLibrary/Sampling/Hammersley.hlsl
  92. 0
      /ScriptableRenderPipeline/HDRenderPipeline/Material/SubsurfaceScattering/SubsurfaceScattering.compute.meta
  93. 0
      /ScriptableRenderPipeline/HDRenderPipeline/Material/SubsurfaceScattering/SubsurfaceScattering.shader.meta
  94. 0
      /ScriptableRenderPipeline/HDRenderPipeline/Material/SubsurfaceScattering/CombineLighting.shader.meta
  95. 0
      /ScriptableRenderPipeline/HDRenderPipeline/Material/SubsurfaceScattering/CombineLighting.shader
  96. 0
      /ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/CopyStencilBuffer.shader
  97. 0
      /ScriptableRenderPipeline/HDRenderPipeline/Material/SubsurfaceScattering/SubsurfaceScattering.shader
  98. 0
      /ScriptableRenderPipeline/HDRenderPipeline/Material/SubsurfaceScattering/SubsurfaceScattering.compute

999
ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2001_Dynamic_Directional.unity.png
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998
ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2002_Dynamic_Mix.unity.png
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999
ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2003_Light_Parameters.unity.png
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2
SampleScenes/Common/Shaders/CubemapColorMap.shader


Shader "Hidden/CubemapColorMap" {
Shader "Hidden/CubemapColorMap" {
Properties {
_ColorMap("Color", Cube) = "white" {}
_MipIndex("Mip Index", Int) = 0

68
ScriptableRenderPipeline/Core/Editor/ShaderGenerator/CSharpToHLSL.cs


using System;
using ICSharpCode.NRefactory;
using ICSharpCode.NRefactory.Visitors;
using ICSharpCode.NRefactory.Ast;

s_TypeName = new Dictionary<string, ShaderTypeGenerator>();
// Iterate over assemblyList, discover all applicable types with fully qualified names
var assemblyList = AssemblyEnumerator.EnumerateReferencedAssemblies(Assembly.GetCallingAssembly());
var assemblyList = AppDomain.CurrentDomain.GetAssemblies().ToList();
foreach (var assembly in assemblyList)
{

return null;
}
}
}
// Helper class to recursively enumerate assemblies referenced by the calling assembly, including unloaded ones
static class AssemblyEnumerator
{
public static List<Assembly> EnumerateReferencedAssemblies(Assembly assembly)
{
Dictionary<string, Assembly> referenced = assembly.GetReferencedAssembliesRecursive();
referenced[GetName(assembly.FullName)] = assembly;
return referenced.Values.ToList();
}
public static Dictionary<string, Assembly> GetReferencedAssembliesRecursive(this Assembly assembly)
{
s_Assemblies = new Dictionary<string, Assembly>();
InternalGetDependentAssembliesRecursive(assembly);
// Skip assemblies from GAC (@TODO: any reason we'd want to include them?)
var keysToRemove = s_Assemblies.Values.Where(
o => o.GlobalAssemblyCache == true).ToList();
foreach (var k in keysToRemove)
{
s_Assemblies.Remove(GetName(k.FullName));
}
return s_Assemblies;
}
private static void InternalGetDependentAssembliesRecursive(Assembly assembly)
{
// Load assemblies with newest versions first.
var referencedAssemblies = assembly.GetReferencedAssemblies()
.OrderByDescending(o => o.Version);
foreach (var r in referencedAssemblies)
{
if (string.IsNullOrEmpty(assembly.FullName))
{
continue;
}
if (s_Assemblies.ContainsKey(GetName(r.FullName)))
continue;
try
{
// Ensure that the assembly is loaded
var a = Assembly.Load(r.FullName);
s_Assemblies[GetName(a.FullName)] = a;
InternalGetDependentAssembliesRecursive(a);
}
catch
{
// Missing dll, ignore.
}
}
}
static string GetName(string name)
{
return name.Split(',')[0];
}
static Dictionary<string, Assembly> s_Assemblies;
}
}

43
ScriptableRenderPipeline/Core/Editor/Volume/VolumeEditor.cs


actualTarget.isDirty = false;
}
using (var scope = new EditorGUILayout.VerticalScope())
using (var vscope = new EditorGUILayout.VerticalScope())
{
EditorGUILayout.PropertyField(m_IsGlobal);

if (m_Editors.Count > 0)
CoreEditorUtils.DrawSplitter();
else
EditorGUILayout.HelpBox("No override set on this volume.", MessageType.Info);
EditorGUILayout.HelpBox("No override set on this volume. Drop a component here or use the Add button.", MessageType.Info);
using (new EditorGUILayout.HorizontalScope())
{
GUILayout.FlexibleSpace();
EditorGUILayout.Space();
//if (GUILayout.Button(CoreEditorUtils.GetContent("Add Component"), GUILayout.Width(230f), GUILayout.Height(24f)))
//{
using (var hscope = new EditorGUILayout.HorizontalScope())
{
if (GUILayout.Button(CoreEditorUtils.GetContent("Add component overrides..."), EditorStyles.miniButton))
{
var r = hscope.rect;
var pos = new Vector2(r.x + r.width / 2f, r.yMax + 18f);
FilterWindow.Show(pos, new VolumeComponentProvider(actualTarget, this));
}
}
//}
GUILayout.FlexibleSpace();
}
EditorGUILayout.Space();
if (IsDragValid(scope.rect, e.mousePosition))
if (IsDragValid(vscope.rect, e.mousePosition))
{
DragAndDrop.visualMode = DragAndDropVisualMode.Link;
e.Use();

}
else if (e.type == EventType.DragPerform)
{
if (IsDragValid(scope.rect, e.mousePosition))
if (IsDragValid(vscope.rect, e.mousePosition))
{
DragAndDrop.AcceptDrag();

}
// index is only used when we need to re-create a component in a specific spot (e.g. reset)
void CreateEditor(VolumeComponent settings, SerializedProperty property, int index = -1)
void CreateEditor(VolumeComponent settings, SerializedProperty property, int index = -1, bool forceOpen = false)
{
var settingsType = settings.GetType();
Type editorType;

var editor = (VolumeComponentEditor)Activator.CreateInstance(editorType);
editor.Init(settings, this);
editor.baseProperty = property.Copy();
if (forceOpen)
editor.baseProperty.isExpanded = true;
if (index < 0)
m_Editors.Add(editor);

void AddComponent(Type type)
internal void AddComponent(Type type)
{
serializedObject.Update();

effectProp.objectReferenceValue = component;
// Create & store the internal editor object for this effect
CreateEditor(component, effectProp);
CreateEditor(component, effectProp, forceOpen: true);
void RemoveComponent(int id)
internal void RemoveComponent(int id)
{
// Huh. Hack to keep foldout state on the next element...
bool nextFoldoutState = false;

// Reset is done by deleting and removing the object from the list and adding a new one in
// the same spot as it was before
void ResetComponent(Type type, int id)
internal void ResetComponent(Type type, int id)
{
// Remove from the cached editors list
m_Editors[id].OnDisable();

Undo.DestroyObjectImmediate(prevSettings);
}
void MoveComponent(int id, int offset)
internal void MoveComponent(int id, int offset)
{
// Move components
serializedObject.Update();

8
ScriptableRenderPipeline/Core/Resources/EncodeBC6H.compute


#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Sampling.hlsl"
#include "ShaderLibrary/Sampling/Sampling.hlsl"
SamplerState s_point_clamp;
SAMPLER(s_point_clamp);
static const uint2 kOffsets[] =
{

{
nvc = CubemapTexelToNVC(topLeftSourceID + kOffsets[i], size);
dir = CubemapTexelToDirection(nvc, faceId);
texels[i] = _Source.SampleLevel(s_point_clamp, dir, _MipIndex).rgb;
texels[i] = SAMPLE_TEXTURECUBE_LOD(_Source, s_point_clamp, dir, _MipIndex).rgb;
}
uint4 block = uint4(0, 0, 0, 0);

4
ScriptableRenderPipeline/Core/Resources/GPUCopy.compute


RWTexture2D<float1> _Result1;
Texture2D<float4> _Source4;
TEXTURE2D(_Source4);
#pragma kernel KSampleCopy4_1_x

_Result1[dispatchThreadId] = _Source4.SampleLevel(sampler_LinearClamp, float2(dispatchThreadId) * _Size.zw, 0.0).x;
_Result1[dispatchThreadId] = SAMPLE_TEXTURE2D_LOD(_Source4, sampler_LinearClamp, float2(dispatchThreadId) * _Size.zw, 0.0).x;
}

4
ScriptableRenderPipeline/Core/Resources/GPUCopy.compute.meta


fileFormatVersion: 2
guid: a68d8aaeb0956234d94e389f196381ee
timeCreated: 1507123133
licenseType: Pro
guid: a4d45eda75e8e474dbe24a31f741f3b4
ComputeShaderImporter:
externalObjects: {}
currentAPIMask: 4

4
ScriptableRenderPipeline/Core/Resources/GPUCopyAsset.cs


using System;
using System;
using System.Collections.Generic;
using System.Text;

k_KernelSize.ToString(), k_KernelSize.ToString()));
cck.AppendLine(string.Format(@"void {0}(uint2 dispatchThreadId : SV_DispatchThreadID)", kernelName));
cck.AppendLine("{");
cck.AppendLine(string.Format(" _Result{0}[dispatchThreadId] = _Source{1}.SampleLevel(sampler_LinearClamp, float2(dispatchThreadId) * _Size.zw, 0.0).{2};",
cck.AppendLine(string.Format(" _Result{0}[dispatchThreadId] = SAMPLE_TEXTURE2D_LOD(_Source{1}, sampler_LinearClamp, float2(dispatchThreadId) * _Size.zw, 0.0).{2};",
o.targetChannel.ToString(), o.sourceChannel.ToString(), o.subscript));
cck.AppendLine("}");
cck.AppendLine();

4
ScriptableRenderPipeline/Core/ShaderLibrary/API/D3D11.hlsl


#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index))
#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3)
#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index))
#define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2)
#define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2)
#define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2)

4
ScriptableRenderPipeline/Core/ShaderLibrary/API/Metal.hlsl


#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index))
#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3)
#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index))
#define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2)
#define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2)
#define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2)

4
ScriptableRenderPipeline/Core/ShaderLibrary/API/PSSL.hlsl


#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index))
#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3)
#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index))
#define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2)
#define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2)
#define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2)

4
ScriptableRenderPipeline/Core/ShaderLibrary/API/Vulkan.hlsl


#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index))
#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3)
#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index))
#define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2)
#define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2)
#define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2)

4
ScriptableRenderPipeline/Core/ShaderLibrary/API/XBoxOne.hlsl


#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index))
#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3)
#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index))
#define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2)
#define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2)
#define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2)

216
ScriptableRenderPipeline/Core/ShaderLibrary/Color.hlsl


return dot(linearRgb, float3(0.2126729f, 0.7151522f, 0.0721750f));
}
float Luminance(float4 linearRgba)
{
return Luminance(linearRgba.rgb);
}
// This function take a rgb color (best is to provide color in sRGB space)
// and return a YCoCg color in [0..1] space for 8bit (An offset is apply in the function)
// Ref: http://www.nvidia.com/object/real-time-ycocg-dxt-compression.html

float W = w.x + w.y + w.z + w.w;
// handle the special case where all the weights are zero.
return (W == 0.0) ? a0.y : (w.x * a0.y + w.y* a1.y + w.z* a2.y + w.w * a3.y) / W;
}
// Hue, Saturation, Value
// Ranges:
// Hue [0.0, 1.0]
// Sat [0.0, 1.0]
// Lum [0.0, HALF_MAX]
float3 RgbToHsv(float3 c)
{
const float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
const float e = 1.0e-4;
return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
float3 HsvToRgb(float3 c)
{
const float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
}
// SMPTE ST.2084 (PQ) transfer functions
// 1.0 = 100nits, 100.0 = 10knits
#define DEFAULT_MAX_PQ 100.0
struct ParamsPQ
{
float N, M;
float C1, C2, C3;
};
static const ParamsPQ PQ =
{
2610.0 / 4096.0 / 4.0, // N
2523.0 / 4096.0 * 128.0, // M
3424.0 / 4096.0, // C1
2413.0 / 4096.0 * 32.0, // C2
2392.0 / 4096.0 * 32.0, // C3
};
float3 LinearToPQ(float3 x, float maxPQValue)
{
x = PositivePow(x / maxPQValue, PQ.N);
float3 nd = (PQ.C1 + PQ.C2 * x) / (1.0 + PQ.C3 * x);
return PositivePow(nd, PQ.M);
}
float3 LinearToPQ(float3 x)
{
return LinearToPQ(x, DEFAULT_MAX_PQ);
}
float3 PQToLinear(float3 x, float maxPQValue)
{
x = PositivePow(x, rcp(PQ.M));
float3 nd = max(x - PQ.C1, 0.0) / (PQ.C2 - (PQ.C3 * x));
return PositivePow(nd, rcp(PQ.N)) * maxPQValue;
}
float3 PQToLinear(float3 x)
{
return PQToLinear(x, DEFAULT_MAX_PQ);
}
// Alexa LogC converters (El 1000)
// See http://www.vocas.nl/webfm_send/964
// Max range is ~58.85666
// Set to 1 to use more precise but more expensive log/linear conversions. I haven't found a proper
// use case for the high precision version yet so I'm leaving this to 0.
#define USE_PRECISE_LOGC 0
struct ParamsLogC
{
float cut;
float a, b, c, d, e, f;
};
static const ParamsLogC LogC =
{
0.011361, // cut
5.555556, // a
0.047996, // b
0.244161, // c
0.386036, // d
5.301883, // e
0.092819 // f
};
float LinearToLogC_Precise(half x)
{
float o;
if (x > LogC.cut)
o = LogC.c * log10(LogC.a * x + LogC.b) + LogC.d;
else
o = LogC.e * x + LogC.f;
return o;
}
float3 LinearToLogC(float3 x)
{
#if USE_PRECISE_LOGC
return float3(
LinearToLogC_Precise(x.x),
LinearToLogC_Precise(x.y),
LinearToLogC_Precise(x.z)
);
#else
return LogC.c * log10(LogC.a * x + LogC.b) + LogC.d;
#endif
}
float LogCToLinear_Precise(float x)
{
float o;
if (x > LogC.e * LogC.cut + LogC.f)
o = (pow(10.0, (x - LogC.d) / LogC.c) - LogC.b) / LogC.a;
else
o = (x - LogC.f) / LogC.e;
return o;
}
float3 LogCToLinear(float3 x)
{
#if USE_PRECISE_LOGC
return float3(
LogCToLinear_Precise(x.x),
LogCToLinear_Precise(x.y),
LogCToLinear_Precise(x.z)
);
#else
return (pow(10.0, (x - LogC.d) / LogC.c) - LogC.b) / LogC.a;
#endif
}
//-----------------------------------------------------------------------------
// Utilities
//-----------------------------------------------------------------------------
// Fast reversible tonemapper
// http://gpuopen.com/optimized-reversible-tonemapper-for-resolve/
float3 FastTonemap(float3 c)
{
return c * rcp(Max3(c.r, c.g, c.b) + 1.0);
}
float4 FastTonemap(float4 c)
{
return float4(FastTonemap(c.rgb), c.a);
}
float3 FastTonemap(float3 c, float w)
{
return c * (w * rcp(Max3(c.r, c.g, c.b) + 1.0));
}
float4 FastTonemap(float4 c, float w)
{
return float4(FastTonemap(c.rgb, w), c.a);
}
float3 FastTonemapInvert(float3 c)
{
return c * rcp(1.0 - Max3(c.r, c.g, c.b));
}
float4 FastTonemapInvert(float4 c)
{
return float4(FastTonemapInvert(c.rgb), c.a);
}
// 3D LUT grading
// scaleOffset = (1 / lut_size, lut_size - 1)
float3 ApplyLut3D(TEXTURE3D_ARGS(tex, samplerTex), float3 uvw, float2 scaleOffset)
{
float shift = floor(uvw.z);
uvw.xy = uvw.xy * scaleOffset.y * scaleOffset.xx + scaleOffset.xx * 0.5;
uvw.x += shift * scaleOffset.x;
return SAMPLE_TEXTURE3D(tex, samplerTex, uvw).rgb;
}
// 2D LUT grading
// scaleOffset = (1 / lut_width, 1 / lut_height, lut_height - 1)
float3 ApplyLut2D(TEXTURE2D_ARGS(tex, samplerTex), float3 uvw, float3 scaleOffset)
{
// Strip format where `height = sqrt(width)`
uvw.z *= scaleOffset.z;
float shift = floor(uvw.z);
uvw.xy = uvw.xy * scaleOffset.z * scaleOffset.xy + scaleOffset.xy * 0.5;
uvw.x += shift * scaleOffset.y;
uvw.xyz = lerp(
SAMPLE_TEXTURE2D(tex, samplerTex, uvw.xy).rgb,
SAMPLE_TEXTURE2D(tex, samplerTex, uvw.xy + float2(scaleOffset.y, 0.0)).rgb,
uvw.z - shift
);
return uvw;
}
// Returns the default value for a given position on a 2D strip-format color lookup table
// params = (lut_height, 0.5 / lut_width, 0.5 / lut_height, lut_height / lut_height - 1)
float3 GetLutStripValue(float2 uv, float4 params)
{
uv -= params.yz;
float3 color;
color.r = frac(uv.x * params.x);
color.b = uv.x - color.r / params.x;
color.g = uv.y;
return color * params.w;
}
#endif // UNITY_COLOR_INCLUDED

2
ScriptableRenderPipeline/Core/ShaderLibrary/ImageBasedLighting.hlsl


#include "CommonLighting.hlsl"
#include "CommonMaterial.hlsl"
#include "BSDF.hlsl"
#include "Sampling.hlsl"
#include "Sampling/Sampling.hlsl"
#ifndef UNITY_SPECCUBE_LOD_STEPS
#define UNITY_SPECCUBE_LOD_STEPS 6

22
ScriptableRenderPipeline/Core/Volume/Volume.cs


public T Add<T>(bool overrides = false)
where T : VolumeComponent
{
if (Has<T>())
return (T)Add(typeof(T), overrides);
}
public VolumeComponent Add(Type type, bool overrides = false)
{
if (Has(type))
var component = ScriptableObject.CreateInstance<T>();
var component = (VolumeComponent)ScriptableObject.CreateInstance(type);
component.SetAllOverridesTo(overrides);
components.Add(component);
isDirty = true;

public void Remove<T>()
where T : VolumeComponent
{
Remove(typeof(T));
}
public void Remove(Type type)
{
var type = typeof(T);
for (int i = 0; i < components.Count; i++)
{

public bool Has<T>()
where T : VolumeComponent
{
var type = typeof(T);
return Has(typeof(T));
}
public bool Has(Type type)
{
foreach (var component in components)
{
if (component.GetType() == type)

var scale = transform.localScale;
var invScale = new Vector3(1f / scale.x, 1f / scale.y, 1f / scale.z);
Gizmos.matrix = Matrix4x4.TRS(transform.position, transform.rotation, scale);
Gizmos.color = new Color(0f, 1f, 0.1f, 0.6f);
Gizmos.color = new Color(0f, 1f, 0.1f, 0.35f);
// Draw a separate gizmo for each collider
foreach (var collider in colliders)

18
ScriptableRenderPipeline/Core/Volume/VolumeComponent.cs


namespace UnityEngine.Experimental.Rendering
{
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
public sealed class VolumeComponentMenu : Attribute
{
public readonly string menu;
// TODO: Add support for component icons
public VolumeComponentMenu(string menu)
{
this.menu = menu;
}
}
[Serializable]
public class VolumeComponent : ScriptableObject
{

internal ReadOnlyCollection<VolumeParameter> parameters { get; private set; }
void OnEnable()
protected virtual void OnEnable()
{
// Automatically grab all fields of type VolumeParameter for this instance
parameters = this.GetType()

.Select(t => (VolumeParameter)t.GetValue(this))
.ToList()
.AsReadOnly();
}
protected virtual void OnDisable()
{
}
public void SetAllOverridesTo(bool state)

116
ScriptableRenderPipeline/Core/Volume/VolumeManager.cs


}
//<<<
// Internal stack
public VolumeStack stack { get; private set; }
// Current list of tracked component types
public IEnumerable<Type> baseComponentTypes { get; private set; }
// Max amount of layers available in Unity
const int k_MaxLayerCount = 32;

// Keep track of sorting states for layer masks
readonly Dictionary<LayerMask, bool> m_SortNeeded;
// Internal state of all component types
readonly Dictionary<Type, VolumeComponent> m_Components;
// Internal list of default state for each component type - this is used to reset component
// states on update instead of having to implement a Reset method on all components (which
// would be error-prone)

readonly List<Collider> m_TempColliders;
// In the editor, when entering play-mode, it will call the constructor and OnEditorReload()
// which in turn will call ReloadBaseTypes() twice, so we need to keep track of the reloads
// to avoid wasting any more CPU than required
static bool s_StopReloads = false;
VolumeManager()
{
m_SortedVolumes = new Dictionary<LayerMask, List<Volume>>();

m_Components = new Dictionary<Type, VolumeComponent>();
}
#if UNITY_EDITOR
// Called every time Unity recompiles scripts in the editor. We need this to keep track of
// any new custom component the user might add to the project.
[UnityEditor.Callbacks.DidReloadScripts]
static void OnEditorReload()
{
if (!s_StopReloads)
instance.ReloadBaseTypes();
s_StopReloads = false;
stack = CreateStack();
#endif
// Clean component map & default states
foreach (var component in m_Components)
CoreUtils.Destroy(component.Value);
foreach (var component in m_ComponentsDefaultState)
CoreUtils.Destroy(component);
m_Components.Clear();
m_ComponentsDefaultState.Clear();
// Rebuild it from scratch
var types = CoreUtils.GetAllAssemblyTypes()
// Grab all the component types we can find
baseComponentTypes = CoreUtils.GetAllAssemblyTypes()
foreach (var type in types)
// Keep an instance of each type to be used in a virtual lowest priority global volume
// so that we have a default state to fallback to when exiting volumes
foreach (var type in baseComponentTypes)
// We need two instances, one for global state tracking and another one to keep a
// default state that will act as the lowest priority global volume (so that we have
// a state to fallback to when exiting volumes)
m_Components.Add(type, inst);
inst = (VolumeComponent)ScriptableObject.CreateInstance(type);
s_StopReloads = true;
public T GetComponent<T>()
where T : VolumeComponent
{
var comp = GetComponent(typeof(T));
return (T)comp;
}
public VolumeComponent GetComponent(Type type)
public VolumeStack CreateStack()
VolumeComponent comp;
m_Components.TryGetValue(type, out comp);
return comp;
return new VolumeStack(baseComponentTypes);
}
public void Register(Volume volume, int layer)

// Look for existing cached layer masks and add it there if needed
foreach (var kvp in m_SortedVolumes)
{
var mask = kvp.Key;
if ((mask & (1 << layer)) != 0)
if ((kvp.Key & (1 << layer)) != 0)
kvp.Value.Add(volume);
}

foreach (var kvp in m_SortedVolumes)
{
var mask = kvp.Key;
if ((mask & (1 << layer)) == 0)
if ((kvp.Key & (1 << layer)) == 0)
continue;
kvp.Value.Remove(volume);

public bool IsComponentActiveInMask<T>(LayerMask layerMask)
where T : VolumeComponent
{
int mask = layerMask.value;
foreach (var kvp in m_SortedVolumes)
{
if ((kvp.Key & mask) == 0)
continue;
foreach (var volume in kvp.Value)
{
T component;
if (volume.TryGet(out component) && component.active)
return true;
}
}
return false;
}
internal void SetLayerDirty(int layer)
{
Assert.IsTrue(layer >= 0 && layer <= k_MaxLayerCount, "Invalid layer bit");

}
// Go through all listed components and lerp overriden values in the global state
void OverrideData(List<VolumeComponent> components, float interpFactor)
void OverrideData(VolumeStack stack, List<VolumeComponent> components, float interpFactor)
{
foreach (var component in components)
{

var target = GetComponent(component.GetType());
var target = stack.GetComponent(component.GetType());
int count = component.parameters.Count;
for (int i = 0; i < count; i++)

}
// Faster version of OverrideData to force replace values in the global state
void ReplaceData(List<VolumeComponent> components)
void ReplaceData(VolumeStack stack, List<VolumeComponent> components)
var target = GetComponent(component.GetType());
var target = stack.GetComponent(component.GetType());
int count = component.parameters.Count;
for (int i = 0; i < count; i++)

// in the update loop before rendering
public void Update(Transform trigger, LayerMask layerMask)
{
Update(stack, trigger, layerMask);
}
// Update a specific stack - can be used to manage your own stack and store it for later use
public void Update(VolumeStack stack, Transform trigger, LayerMask layerMask)
{
ReplaceData(m_ComponentsDefaultState);
ReplaceData(stack, m_ComponentsDefaultState);
bool onlyGlobal = trigger == null;
var triggerPos = onlyGlobal ? Vector3.zero : trigger.position;

// Global volumes always have influence
if (volume.isGlobal)
{
OverrideData(volume.components, Mathf.Clamp01(volume.weight));
OverrideData(stack, volume.components, Mathf.Clamp01(volume.weight));
continue;
}

interpFactor = 1f - (closestDistanceSqr / blendDistSqr);
// No need to clamp01 the interpolation factor as it'll always be in [0;1[ range
OverrideData(volume.components, interpFactor * Mathf.Clamp01(volume.weight));
OverrideData(stack, volume.components, interpFactor * Mathf.Clamp01(volume.weight));
}
}

30
ScriptableRenderPipeline/Core/Volume/VolumeParameter.cs


using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Diagnostics;
using System.Linq;

}
[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
public class VolumeParameter<T> : VolumeParameter
public class VolumeParameter<T> : VolumeParameter, IEquatable<VolumeParameter<T>>
{
[SerializeField]
protected T m_Value;

public static bool operator ==(VolumeParameter<T> lhs, T rhs)
{
return lhs.value != null && lhs.value.Equals(rhs);
return lhs != null && lhs.value != null && lhs.value.Equals(rhs);
}
public bool Equals(VolumeParameter<T> other)
{
if (ReferenceEquals(null, other))
return false;
if (ReferenceEquals(this, other))
return true;
return EqualityComparer<T>.Default.Equals(m_Value, other.m_Value);
}
public override bool Equals(object obj)
{
if (ReferenceEquals(null, obj))
return false;
if (ReferenceEquals(this, obj))
return true;
if (obj.GetType() != GetType())
return false;
return Equals((VolumeParameter<T>)obj);
}
//

2
ScriptableRenderPipeline/Core/package.json


{
"name": "com.unity.render-pipelines.core",
"description": "Core library for Unity render pipelines.",
"version": "0.1.20",
"version": "0.1.21",
"unity": "2018.1",
"dependencies": {
"com.unity.postprocessing": "0.1.7"

9
ScriptableRenderPipeline/HDRenderPipeline/Editor/HDAssetFactory.cs


newAsset.debugFullScreenShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugFullScreen.Shader");
newAsset.deferredShader = Load<Shader>(HDRenderPipelinePath + "Lighting/Deferred.Shader");
newAsset.subsurfaceScatteringCS = Load<ComputeShader>(HDRenderPipelinePath + "Material/Lit/Resources/SubsurfaceScattering.compute");
newAsset.gaussianPyramidCS = Load<ComputeShader>(PostProcessingPath + "Shaders/Builtins/GaussianDownsample.compute");
newAsset.depthPyramidCS = Load<ComputeShader>(HDRenderPipelinePath + "RenderPipelineResources/DepthDownsample.compute");
newAsset.copyChannelCS = Load<ComputeShader>(CorePath + "Resources/GPUCopy.compute");

newAsset.deferredDirectionalShadowComputeShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/DeferredDirectionalShadow.compute");
// SceneSettings
// SubsurfaceScattering
newAsset.subsurfaceScatteringCS = Load<ComputeShader>(HDRenderPipelinePath + "Material/SubsurfaceScattering/SubsurfaceScattering.compute");
newAsset.subsurfaceScattering = Load<Shader>(HDRenderPipelinePath + "Material/SubsurfaceScattering/SubsurfaceScattering.shader");
newAsset.combineLighting = Load<Shader>(HDRenderPipelinePath + "Material/SubsurfaceScattering/CombineLighting.shader");
// General
newAsset.copyStencilBuffer = Load<Shader>(HDRenderPipelinePath + "RenderPipelineResources/copyStencilBuffer.shader");
// Sky
newAsset.blitCubemap = Load<Shader>(HDRenderPipelinePath + "Sky/BlitCubemap.shader");

4
ScriptableRenderPipeline/HDRenderPipeline/Editor/Lighting/HDLightEditor.cs


{
m_LightShape = (LightShape)EditorGUILayout.Popup(s_Styles.shape, (int)m_LightShape, s_Styles.shapeNames);
if (m_LightShape != LightShape.Directional)
settings.DrawRange(false);
// LightShape is HD specific, it need to drive LightType from the original LightType
// when it make sense, so the GI is still in sync with the light shape
switch (m_LightShape)

settings.DrawColor();
settings.DrawIntensity();
settings.DrawBounceIntensity();
settings.DrawRange(false);
settings.DrawLightmapping();
// No cookie with area light (maybe in future textured area light ?)

6
ScriptableRenderPipeline/HDRenderPipeline/Editor/Material/Lit/BaseLitUI.cs


static public void SetupBaseLitMaterialPass(Material material)
{
SetupBaseUnlitMaterialPass(material);
bool windEnabled = material.GetFloat(kWindEnabled) > 0.0f;
bool enableVertexDisplacement = (DisplacementMode)material.GetFloat(kDisplacementMode) == DisplacementMode.Vertex;
material.SetShaderPassEnabled(HDShaderPassNames.s_MotionVectorsStr, windEnabled || enableVertexDisplacement);
}
}
} // namespace UnityEditor

5
ScriptableRenderPipeline/HDRenderPipeline/Editor/Material/SubsurfaceScattering/SubsurfaceScatteringSettingsEditor.Styles.cs


public readonly GUIContent profileMinMaxThickness = new GUIContent("Min-Max Thickness (mm)", "Shows the values of the thickness remap below (in millimeters).");
public readonly GUIContent profileThicknessRemap = new GUIContent("Thickness Remap (mm)", "Remaps the thickness parameter from [0, 1] to the desired range (in millimeters).");
public readonly GUIContent profileWorldScale = new GUIContent("World Scale", "Size of the world unit in meters.");
// Old SSS Model >>>
public readonly GUIContent profileFresnel0 = new GUIContent("Specular", "Fraction of light reflected at the normal angle of incidence. Typical skin value is 0.028");
// Jimenez SSS Model
// <<< Old SSS Model
// End Jimenez SSS Model
public readonly GUIStyle centeredMiniBoldLabel = new GUIStyle(GUI.skin.label);
public Styles()

11
ScriptableRenderPipeline/HDRenderPipeline/Editor/Material/SubsurfaceScattering/SubsurfaceScatteringSettingsEditor.cs


internal SerializedProperty transmissionMode;
internal SerializedProperty thicknessRemap;
internal SerializedProperty worldScale;
internal SerializedProperty fresnel0;
// Old SSS Model >>>
internal SerializedProperty scatterDistance1;

transmissionMode = rp.Find(x => x.transmissionMode),
thicknessRemap = rp.Find(x => x.thicknessRemap),
worldScale = rp.Find(x => x.worldScale),
fresnel0 = rp.Find(x => x.fresnel0),
scatterDistance1 = rp.Find(x => x.scatterDistance1),
scatterDistance2 = rp.Find(x => x.scatterDistance2),

serializedObject.Update();
using (var scope = new EditorGUI.ChangeCheckScope())
{
EditorGUILayout.PropertyField(m_UseDisneySSS, s_Styles.useDisneySSS);
if (scope.changed && m_HDPipeline != null)
m_HDPipeline.CreateSssMaterials();
}
EditorGUILayout.PropertyField(m_UseDisneySSS, s_Styles.useDisneySSS);
EditorGUILayout.Space();

EditorGUILayout.MinMaxSlider(s_Styles.profileThicknessRemap, ref thicknessRemap.x, ref thicknessRemap.y, 0f, 50f);
profile.thicknessRemap.vector2Value = thicknessRemap;
EditorGUILayout.PropertyField(profile.worldScale, s_Styles.profileWorldScale);
EditorGUILayout.Slider(profile.fresnel0, 0.0f, 0.1f, s_Styles.profileFresnel0);
EditorGUILayout.Space();
EditorGUILayout.LabelField(s_Styles.profilePreview0, s_Styles.centeredMiniBoldLabel);

258
ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


RenderTargetIdentifier[] m_RTIDs = new RenderTargetIdentifier[k_MaxDbuffer];
public void InitDBuffers(int width, int height, CommandBuffer cmd)
{
{
dbufferCount = Decal.GetMaterialDBufferCount();
RenderTextureFormat[] rtFormat;
RenderTextureReadWrite[] rtReadWrite;

// Renderer Bake configuration can vary depends on if shadow mask is enabled or no
RendererConfiguration m_currentRendererConfigurationBakedLighting = HDUtils.k_RendererConfigurationBakedLighting;
Material m_CopyStencilForSplitLighting;
// Various set of material use in render loop
ComputeShader m_SubsurfaceScatteringCS { get { return m_Asset.renderPipelineResources.subsurfaceScatteringCS; } }
int m_SubsurfaceScatteringKernel;
Material m_CombineLightingPass;
// Old SSS Model >>>
Material m_SssVerticalFilterPass;
Material m_SssHorizontalFilterAndCombinePass;
// <<< Old SSS Model
ComputeShader m_GaussianPyramidCS { get { return m_Asset.renderPipelineResources.gaussianPyramidCS; } }
int m_GaussianPyramidKernel;
ComputeShader m_DepthPyramidCS { get { return m_Asset.renderPipelineResources.depthPyramidCS; } }

// Various buffer
readonly int m_CameraColorBuffer;
readonly int m_CameraSssDiffuseLightingBuffer;
// Old SSS Model >>>
readonly int m_CameraFilteringBuffer;
// <<< Old SSS Model
readonly int m_ShadowMaskBuffer;
readonly int m_VelocityBuffer;
readonly int m_DistortionBuffer;

// 'm_CameraColorBuffer' does not contain diffuse lighting of SSS materials until the SSS pass. It is stored within 'm_CameraSssDiffuseLightingBuffer'.
readonly RenderTargetIdentifier m_CameraColorBufferRT;
readonly RenderTargetIdentifier m_CameraSssDiffuseLightingBufferRT;
// Old SSS Model >>>
readonly RenderTargetIdentifier m_CameraFilteringBufferRT;
// <<< Old SSS Model
readonly RenderTargetIdentifier m_VelocityBufferRT;
readonly RenderTargetIdentifier m_DistortionBufferRT;
readonly RenderTargetIdentifier m_GaussianPyramidColorBufferRT;

RenderTexture m_CameraDepthStencilBuffer;
RenderTexture m_CameraDepthBufferCopy;
RenderTexture m_CameraStencilBufferCopy;
RenderTexture m_HTile; // If the hardware does not expose it, we compute our own, optimized to only contain the SSS bit
RenderTargetIdentifier m_HTileRT;
static CustomSampler[] m_samplers = new CustomSampler[(int)CustomSamplerId.Max];

m_CameraColorBufferRT = new RenderTargetIdentifier(m_CameraColorBuffer);
m_CameraSssDiffuseLightingBuffer = HDShaderIDs._CameraSssDiffuseLightingBuffer;
m_CameraSssDiffuseLightingBufferRT = new RenderTargetIdentifier(m_CameraSssDiffuseLightingBuffer);
m_CameraFilteringBuffer = HDShaderIDs._CameraFilteringBuffer;
m_CameraFilteringBufferRT = new RenderTargetIdentifier(m_CameraFilteringBuffer);
CreateSssMaterials();
m_SSSBufferManager.Build(asset.renderPipelineResources, asset.sssSettings);
m_CopyStencilForSplitLighting = CoreUtils.CreateEngineMaterial("Hidden/HDRenderPipeline/CopyStencilBuffer");
m_CopyStencilForSplitLighting.SetInt(HDShaderIDs._StencilRef, (int)StencilLightingUsage.SplitLighting);
m_CopyStencilForNoLighting = CoreUtils.CreateEngineMaterial("Hidden/HDRenderPipeline/CopyStencilBuffer");
// General material
m_CopyStencilForNoLighting = CoreUtils.CreateEngineMaterial(asset.renderPipelineResources.copyStencilBuffer);
m_CameraMotionVectorsMaterial = CoreUtils.CreateEngineMaterial("Hidden/HDRenderPipeline/CameraMotionVectors");
m_CameraMotionVectorsMaterial = CoreUtils.CreateEngineMaterial(asset.renderPipelineResources.cameraMotionVectors);
InitializeDebugMaterials();

m_ErrorMaterial = CoreUtils.CreateEngineMaterial("Hidden/InternalErrorShader");
}
public void CreateSssMaterials()
{
m_SubsurfaceScatteringKernel = m_SubsurfaceScatteringCS.FindKernel("SubsurfaceScattering");
CoreUtils.Destroy(m_CombineLightingPass);
m_CombineLightingPass = CoreUtils.CreateEngineMaterial("Hidden/HDRenderPipeline/CombineLighting");
// Old SSS Model >>>
CoreUtils.Destroy(m_SssVerticalFilterPass);
m_SssVerticalFilterPass = CoreUtils.CreateEngineMaterial("Hidden/HDRenderPipeline/SubsurfaceScattering");
m_SssVerticalFilterPass.DisableKeyword("SSS_FILTER_HORIZONTAL_AND_COMBINE");
m_SssVerticalFilterPass.SetFloat(HDShaderIDs._DstBlend, (float)BlendMode.Zero);
CoreUtils.Destroy(m_SssHorizontalFilterAndCombinePass);
m_SssHorizontalFilterAndCombinePass = CoreUtils.CreateEngineMaterial("Hidden/HDRenderPipeline/SubsurfaceScattering");
m_SssHorizontalFilterAndCombinePass.EnableKeyword("SSS_FILTER_HORIZONTAL_AND_COMBINE");
m_SssHorizontalFilterAndCombinePass.SetFloat(HDShaderIDs._DstBlend, (float)BlendMode.One);
// <<< Old SSS Model
}
void InitializeRenderStateBlocks()
{
m_DepthStateOpaque = new RenderStateBlock

m_MaterialList.ForEach(material => material.Cleanup());
CoreUtils.Destroy(m_CopyStencilForNoLighting);
CoreUtils.Destroy(m_CameraMotionVectorsMaterial);
CoreUtils.Destroy(m_DebugViewMaterialGBuffer);
CoreUtils.Destroy(m_DebugViewMaterialGBufferShadowMask);
CoreUtils.Destroy(m_DebugDisplayLatlong);

m_SSSBufferManager.Cleanup();
m_SkyManager.Cleanup();
#if UNITY_EDITOR

m_CameraStencilBufferCopy.Create();
m_CameraStencilBufferCopyRT = new RenderTargetIdentifier(m_CameraStencilBufferCopy);
}
if (NeedHTileCopy())
{
if (m_HTile!= null)
m_HTile.Release();
// We use 8x8 tiles in order to match the native GCN HTile as closely as possible.
m_HTile = new RenderTexture((camera.pixelWidth + 7) / 8, (camera.pixelHeight + 7) / 8, 0, RenderTextureFormat.R8, RenderTextureReadWrite.Linear); // DXGI_FORMAT_R8_UINT is not supported by Unity
m_HTile.filterMode = FilterMode.Point;
m_HTile.enableRandomWrite = true;
m_HTile.Create();
m_HTileRT = new RenderTargetIdentifier(m_HTile);
}
}
void Resize(Camera camera)

bool resolutionChanged = camera.pixelWidth != m_CurrentWidth || camera.pixelHeight != m_CurrentHeight;
if (resolutionChanged || m_CameraDepthStencilBuffer == null)
{
m_SSSBufferManager.Resize(camera);
}
if (resolutionChanged || m_LightLoop.NeedResize())
{

cmd.SetGlobalInt(HDShaderIDs._EnvLightSkyEnabled, 0);
}
// Broadcast SSS parameters to all shaders.
cmd.SetGlobalInt(HDShaderIDs._EnableSSSAndTransmission, m_CurrentDebugDisplaySettings.renderingDebugSettings.enableSSSAndTransmission ? 1 : 0);
cmd.SetGlobalInt(HDShaderIDs._UseDisneySSS, sssParameters.useDisneySSS ? 1 : 0);
unsafe
{
// Warning: Unity is not able to losslessly transfer integers larger than 2^24 to the shader system.
// Therefore, we bitcast uint to float in C#, and bitcast back to uint in the shader.
uint texturingModeFlags = sssParameters.texturingModeFlags;
uint transmissionFlags = sssParameters.transmissionFlags;
cmd.SetGlobalFloat(HDShaderIDs._TexturingModeFlags, *(float*)&texturingModeFlags);
cmd.SetGlobalFloat(HDShaderIDs._TransmissionFlags, *(float*)&transmissionFlags);
}
cmd.SetGlobalVectorArray(HDShaderIDs._ThicknessRemaps, sssParameters.thicknessRemaps);
cmd.SetGlobalVectorArray(HDShaderIDs._ShapeParams, sssParameters.shapeParams);
cmd.SetGlobalVectorArray(HDShaderIDs._HalfRcpVariancesAndWeights, sssParameters.halfRcpVariancesAndWeights);
cmd.SetGlobalVectorArray(HDShaderIDs._TransmissionTints, sssParameters.transmissionTints);
cmd.SetGlobalVectorArray(HDShaderIDs._WorldScales, sssParameters.worldScales);
m_SSSBufferManager.PushGlobalParams(cmd, sssParameters, m_CurrentDebugDisplaySettings);
}
}

// TODO: test/implement for other platforms.
return SystemInfo.graphicsDeviceType != GraphicsDeviceType.PlayStation4;
return SystemInfo.graphicsDeviceType != GraphicsDeviceType.PlayStation4 &&
SystemInfo.graphicsDeviceType != GraphicsDeviceType.XboxOne &&
SystemInfo.graphicsDeviceType != GraphicsDeviceType.XboxOneD3D12;
}
bool NeedStencilBufferCopy()

return m_CurrentDebugDisplaySettings.renderingDebugSettings.enableSSSAndTransmission || m_LightLoop.GetFeatureVariantsEnabled();
}
bool NeedHTileCopy()
{
// Currently, Unity does not offer a way to access the GCN HTile even on PS4 and Xbox One.
// Therefore, it's computed in a pixel shader, and optimized to only contain the SSS bit.
return m_CurrentDebugDisplaySettings.renderingDebugSettings.enableSSSAndTransmission && sssSettings.useDisneySSS;
}
bool NeedTemporarySubsurfaceBuffer()
{
// Typed UAV loads from FORMAT_R16G16B16A16_FLOAT is an optional feature of Direct3D 11.
// Most modern GPUs support it. We can avoid performing a costly copy in this case.
// TODO: test/implement for other platforms.
return m_CurrentDebugDisplaySettings.renderingDebugSettings.enableSSSAndTransmission && (!sssSettings.useDisneySSS || (
SystemInfo.graphicsDeviceType != GraphicsDeviceType.PlayStation4 &&
SystemInfo.graphicsDeviceType != GraphicsDeviceType.XboxOne &&
SystemInfo.graphicsDeviceType != GraphicsDeviceType.XboxOneD3D12));
return m_LightLoop.GetFeatureVariantsEnabled();
}
RenderTargetIdentifier GetDepthTexture()

RenderTargetIdentifier GetHTile()
{
// Currently, Unity does not offer a way to access the GCN HTile.
return m_HTileRT;
}
void CopyDepthBufferIfNeeded(CommandBuffer cmd)
{
using (new ProfilingSample(cmd, NeedDepthBufferCopy() ? "Copy DepthBuffer" : "Set DepthBuffer", GetSampler(CustomSamplerId.CopySetDepthBuffer)))

cmd.CopyTexture(m_CameraDepthStencilBufferRT, m_CameraDepthBufferCopyRT);
}
}
cmd.SetGlobalTexture(HDShaderIDs._MainDepthTexture, GetDepthTexture());
}
}

// In both forward and deferred, everything opaque should have been rendered at this point so we can safely copy the depth buffer for later processing.
CopyDepthBufferIfNeeded(cmd);
// Depth texture is now ready, bind it.
cmd.SetGlobalTexture(HDShaderIDs._MainDepthTexture, GetDepthTexture());
RenderPyramidDepth(camera, cmd, renderContext, FullScreenDebugMode.DepthPyramid);
if (m_CurrentDebugDisplaySettings.IsDebugMaterialDisplayEnabled())

{
CoreUtils.SetRenderTarget(cmd, m_CameraStencilBufferCopyRT, ClearFlag.Color, CoreUtils.clearColorAllBlack);
cmd.SetRandomWriteTarget(1, GetHTile());
// In the material classification shader we will simply test is we are no lighting
// Use ShaderPassID 1 => "Pass 1 - Write 1 if value different from stencilRef to output"
CoreUtils.DrawFullScreen(cmd, m_CopyStencilForNoLighting, m_CameraStencilBufferCopyRT, m_CameraDepthStencilBufferRT, null, 1);

RenderForwardError(m_CullResults, camera, renderContext, cmd, ForwardPass.Opaque);
// SSS pass here handle both SSS material from deferred and forward
SubsurfaceScatteringPass(hdCamera, cmd, sssSettings);
m_SSSBufferManager.SubsurfaceScatteringPass(hdCamera, cmd, sssSettings, m_CurrentDebugDisplaySettings,
m_CameraColorBufferRT, m_CameraSssDiffuseLightingBufferRT, m_CameraDepthStencilBufferRT, GetDepthTexture());
RenderSky(hdCamera, cmd);

// Render transparent depth prepass after opaque one
using (new ProfilingSample(cmd, "Transparent Depth Prepass", GetSampler(CustomSamplerId.TransparentDepthPrepass)))
{
{
RenderTransparentRenderList(cull, camera, renderContext, cmd, m_TransparentDepthPrePassNames);
}
}

using (new ProfilingSample(cmd, "DBuffer", GetSampler(CustomSamplerId.DBuffer)))
{
// We need to copy depth buffer texture if we want to bind it at this stage
CopyDepthBufferIfNeeded(cmd);
// Depth texture is now ready, bind it.
cmd.SetGlobalTexture(HDShaderIDs._MainDepthTexture, GetDepthTexture());
cmd.SetGlobalTexture(HDShaderIDs._MainDepthTexture, GetDepthTexture());
DecalSystem.instance.Render(renderContext, cameraPos, cmd);
}
}

options.outputSplitLighting = false;
m_LightLoop.RenderDeferredLighting(hdCamera, cmd, m_CurrentDebugDisplaySettings, m_MRTCache2, m_CameraDepthStencilBufferRT, depthTexture, options);
}
// Combines specular lighting and diffuse lighting with subsurface scattering.
void SubsurfaceScatteringPass(HDCamera hdCamera, CommandBuffer cmd, SubsurfaceScatteringSettings sssParameters)
{
if (!m_CurrentDebugDisplaySettings.renderingDebugSettings.enableSSSAndTransmission)
return;
using (new ProfilingSample(cmd, "Subsurface Scattering", GetSampler(CustomSamplerId.SubsurfaceScattering)))
{
if (sssSettings.useDisneySSS)
{
using (new ProfilingSample(cmd, "HTile for SSS", GetSampler(CustomSamplerId.HTileForSSS)))
{
CoreUtils.SetRenderTarget(cmd, m_HTileRT, ClearFlag.Color, CoreUtils.clearColorAllBlack);
cmd.SetRandomWriteTarget(1, GetHTile());
// Generate HTile for the split lighting stencil usage. Don't write into stencil texture (shaderPassId = 2)
// Use ShaderPassID 1 => "Pass 2 - Export HTILE for stencilRef to output"
CoreUtils.DrawFullScreen(cmd, m_CopyStencilForSplitLighting, m_CameraStencilBufferCopyRT, m_CameraDepthStencilBufferRT, null, 2);
cmd.ClearRandomWriteTargets();
}
// TODO: Remove this once fix, see comment inside the function
hdCamera.SetupComputeShader(m_SubsurfaceScatteringCS, cmd);
unsafe
{
// Warning: Unity is not able to losslessly transfer integers larger than 2^24 to the shader system.
// Therefore, we bitcast uint to float in C#, and bitcast back to uint in the shader.
uint texturingModeFlags = sssParameters.texturingModeFlags;
cmd.SetComputeFloatParam(m_SubsurfaceScatteringCS, HDShaderIDs._TexturingModeFlags, *(float*)&texturingModeFlags);
}
cmd.SetComputeVectorArrayParam(m_SubsurfaceScatteringCS, HDShaderIDs._WorldScales, sssParameters.worldScales);
cmd.SetComputeVectorArrayParam(m_SubsurfaceScatteringCS, HDShaderIDs._FilterKernels, sssParameters.filterKernels);
cmd.SetComputeVectorArrayParam(m_SubsurfaceScatteringCS, HDShaderIDs._ShapeParams, sssParameters.shapeParams);
cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._DepthTexture, GetDepthTexture());
cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._HTile, GetHTile());
cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._IrradianceSource, m_CameraSssDiffuseLightingBufferRT);
for (int i = 0; i < m_SSSBufferManager.sssBufferCount; ++i)
{
cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._SSSBufferTexture[i], m_SSSBufferManager.GetSSSBuffers(i));
}
if (NeedTemporarySubsurfaceBuffer())
{
cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._CameraFilteringBuffer, m_CameraFilteringBufferRT);
// Perform the SSS filtering pass which fills 'm_CameraFilteringBufferRT'.
// We dispatch 4x swizzled 16x16 groups per a 32x32 macrotile.
cmd.DispatchCompute(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, 4, ((int)hdCamera.screenSize.x + 31) / 32, ((int)hdCamera.screenSize.y + 31) / 32);
cmd.SetGlobalTexture(HDShaderIDs._IrradianceSource, m_CameraFilteringBufferRT); // Cannot set a RT on a material
// Additively blend diffuse and specular lighting into 'm_CameraColorBufferRT'.
CoreUtils.DrawFullScreen(cmd, m_CombineLightingPass, m_CameraColorBufferRT, m_CameraDepthStencilBufferRT);
}
else
{
cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._CameraColorTexture, m_CameraColorBufferRT);
// Perform the SSS filtering pass which performs an in-place update of 'm_CameraColorBufferRT'.
// We dispatch 4x swizzled 16x16 groups per a 32x32 macrotile.
cmd.DispatchCompute(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, 4, ((int)hdCamera.screenSize.x + 31) / 32, ((int)hdCamera.screenSize.y + 31) / 32);
}
}
else
{
for (int i = 0; i < m_SSSBufferManager.sssBufferCount; ++i)
{
cmd.SetGlobalTexture(HDShaderIDs._SSSBufferTexture[i], m_SSSBufferManager.GetSSSBuffers(i));
}
cmd.SetGlobalTexture(HDShaderIDs._IrradianceSource, m_CameraSssDiffuseLightingBufferRT); // Cannot set a RT on a material
m_SssVerticalFilterPass.SetVectorArray(HDShaderIDs._FilterKernelsBasic, sssParameters.filterKernelsBasic);
m_SssVerticalFilterPass.SetVectorArray(HDShaderIDs._HalfRcpWeightedVariances, sssParameters.halfRcpWeightedVariances);
// Perform the vertical SSS filtering pass which fills 'm_CameraFilteringBufferRT'.
CoreUtils.DrawFullScreen(cmd, m_SssVerticalFilterPass, m_CameraFilteringBufferRT, m_CameraDepthStencilBufferRT);
cmd.SetGlobalTexture(HDShaderIDs._IrradianceSource, m_CameraFilteringBufferRT); // Cannot set a RT on a material
m_SssHorizontalFilterAndCombinePass.SetVectorArray(HDShaderIDs._FilterKernelsBasic, sssParameters.filterKernelsBasic);
m_SssHorizontalFilterAndCombinePass.SetVectorArray(HDShaderIDs._HalfRcpWeightedVariances, sssParameters.halfRcpWeightedVariances);
// Perform the horizontal SSS filtering pass, and combine diffuse and specular lighting into 'm_CameraColorBufferRT'.
CoreUtils.DrawFullScreen(cmd, m_SssHorizontalFilterAndCombinePass, m_CameraColorBufferRT, m_CameraDepthStencilBufferRT);
}
}
}
void UpdateSkyEnvironment(HDCamera hdCamera, CommandBuffer cmd)

}
}
void InitAndClearBuffer(HDCamera camera, bool enableBakeShadowMask, CommandBuffer cmd)
void InitAndClearBuffer(HDCamera hdCamera, bool enableBakeShadowMask, CommandBuffer cmd)
{
using (new ProfilingSample(cmd, "InitAndClearBuffer", GetSampler(CustomSamplerId.InitAndClearBuffer)))
{

// Also we manage ourself the HDR format, here allocating fp16 directly.
// With scriptable render loop we can allocate temporary RT in a command buffer, they will not be release with ExecuteCommandBuffer
// These temporary surface are release automatically at the end of the scriptable render pipeline if not release explicitly
int w = camera.camera.pixelWidth;
int h = camera.camera.pixelHeight;
int w = hdCamera.camera.pixelWidth;
int h = hdCamera.camera.pixelHeight;
if (NeedTemporarySubsurfaceBuffer())
{
cmd.GetTemporaryRT(m_CameraFilteringBuffer, w, h, 0, FilterMode.Point, RenderTextureFormat.RGB111110Float, RenderTextureReadWrite.Linear, 1, true); // Enable UAV
}
// Color and depth pyramids
int s = CalculatePyramidSize(w, h);

cmd.GetTemporaryRT(m_DepthPyramidBuffer, m_DepthPyramidBufferDesc, FilterMode.Trilinear);
// End
if (!camera.useForwardOnly)
if (!hdCamera.useForwardOnly)
m_SSSBufferManager.InitGBuffers(w, h, m_GbufferManager, cmd);
m_SSSBufferManager.InitSSSBuffersFromGBuffer(w, h, m_GbufferManager, cmd);
m_SSSBufferManager.InitGBuffers(w, h, cmd);
m_SSSBufferManager.InitSSSBuffers(w, h, cmd);
}
m_DbufferManager.InitDBuffers(w, h, cmd);

CoreUtils.SetRenderTarget(cmd, m_CameraSssDiffuseLightingBufferRT, ClearFlag.Color, CoreUtils.clearColorAllBlack);
}
// Old SSS Model >>>
if (NeedTemporarySubsurfaceBuffer())
{
// Clear the SSS filtering target
using (new ProfilingSample(cmd, "Clear SSS filtering target", GetSampler(CustomSamplerId.ClearSSSFilteringTarget)))
{
CoreUtils.SetRenderTarget(cmd, m_CameraFilteringBuffer, ClearFlag.Color, CoreUtils.clearColorAllBlack);
}
}
// <<< Old SSS Model
Color clearColor = camera.camera.backgroundColor.linear; // Need it in linear because we clear a linear fp16 texture.
Color clearColor = hdCamera.camera.backgroundColor.linear; // Need it in linear because we clear a linear fp16 texture.
if (!camera.useForwardOnly)
if (!hdCamera.useForwardOnly)
{
using (new ProfilingSample(cmd, "Clear GBuffer", GetSampler(CustomSamplerId.ClearGBuffer)))
{

4
ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.asset


m_Script: {fileID: 11500000, guid: 0cf1dab834d4ec34195b920ea7bbf9ec, type: 3}
m_Name: HDRenderPipelineAsset
m_EditorClassIdentifier:
m_RenderPipelineResources: {fileID: 11400000, guid: 42086e81f4f0c724f96f7f09cc995354,
m_RenderPipelineResources: {fileID: 11400000, guid: 3ce144cff5783da45aa5d4fdc2da14b7,
type: 2}
globalRenderingSettings:
useForwardRenderingOnly: 0

reflectionCubemapSize: 128
reflectionCacheCompressed: 0
sssSettings: {fileID: 11400000, guid: c4d57f106d34d0046a33b3e66da29a72, type: 2}
tileSettings:
lightLoopSettings:
enableTileAndCluster: 1
enableComputeLightEvaluation: 1
enableComputeLightVariants: 1

7
ScriptableRenderPipeline/HDRenderPipeline/HDStringConstants.cs


public static readonly int _ThicknessRemaps = Shader.PropertyToID("_ThicknessRemaps");
public static readonly int _ShapeParams = Shader.PropertyToID("_ShapeParams");
public static readonly int _HalfRcpVariancesAndWeights = Shader.PropertyToID("_HalfRcpVariancesAndWeights");
public static readonly int _TransmissionTints = Shader.PropertyToID("_TransmissionTints");
public static readonly int _TransmissionTintsAndFresnel0 = Shader.PropertyToID("_TransmissionTintsAndFresnel0");
public static readonly int specularLightingUAV = Shader.PropertyToID("specularLightingUAV");
public static readonly int diffuseLightingUAV = Shader.PropertyToID("diffuseLightingUAV");

public static readonly int _DstBlend = Shader.PropertyToID("_DstBlend");
public static readonly int _HTile = Shader.PropertyToID("_HTile");
public static readonly int _SSSHTile = Shader.PropertyToID("_SSSHTile");
public static readonly int _StencilTexture = Shader.PropertyToID("_StencilTexture");
public static readonly int _ViewMatrix = Shader.PropertyToID("_ViewMatrix");

public static readonly int[] _DBufferTexture =
{
Shader.PropertyToID("_DBufferTexture0"),
Shader.PropertyToID("_DBufferTexture0"),
public static readonly int[] _SSSBufferTexture =
public static readonly int[] _SSSBufferTexture =
{
Shader.PropertyToID("_SSSBufferTexture0"),
Shader.PropertyToID("_SSSBufferTexture1"),

2
ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop/LightLoop.hlsl


lightData = FetchLight(lightStart, min(++i, last));
}
while (i <= last && lightData.lightType == GPULIGHTTYPE_RECTANGLE)
while (i <= last) // GPULIGHTTYPE_RECTANGLE
{
lightData.lightType = GPULIGHTTYPE_RECTANGLE; // Enforce constant propagation

2
ScriptableRenderPipeline/HDRenderPipeline/Lighting/Lighting.hlsl


#include "ShaderLibrary/CommonLighting.hlsl"
#include "ShaderLibrary/CommonShadow.hlsl"
#include "ShaderLibrary/Sampling.hlsl"
#include "ShaderLibrary/Sampling/Sampling.hlsl"
#include "ShaderLibrary/AreaLighting.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"

12
ScriptableRenderPipeline/HDRenderPipeline/Material/GGXConvolution/RuntimeFilterIBL.cs


Matrix4x4[] m_faceWorldToViewMatrixMatrices = new Matrix4x4[6];
RenderPipelineResources m_RenderPipelinesResources;
RenderPipelineResources m_RenderPipelineResources;
public bool supportMis
{

public IBLFilterGGX(RenderPipelineResources renderPipelinesResources)
public IBLFilterGGX(RenderPipelineResources renderPipelineResources)
m_RenderPipelinesResources = renderPipelinesResources;
m_RenderPipelineResources = renderPipelineResources;
}
public bool IsInitialized()

{
if (!m_ComputeGgxIblSampleDataCS)
{
m_ComputeGgxIblSampleDataCS = m_RenderPipelinesResources.computeGgxIblSampleData;
m_ComputeGgxIblSampleDataCS = m_RenderPipelineResources.computeGgxIblSampleData;
m_BuildProbabilityTablesCS = m_RenderPipelinesResources.buildProbabilityTables;
m_BuildProbabilityTablesCS = m_RenderPipelineResources.buildProbabilityTables;
m_ConditionalDensitiesKernel = m_BuildProbabilityTablesCS.FindKernel("ComputeConditionalDensities");
m_MarginalRowDensitiesKernel = m_BuildProbabilityTablesCS.FindKernel("ComputeMarginalRowDensities");
}

m_GgxConvolveMaterial = CoreUtils.CreateEngineMaterial(m_RenderPipelinesResources.GGXConvolve);
m_GgxConvolveMaterial = CoreUtils.CreateEngineMaterial(m_RenderPipelineResources.GGXConvolve);
}
if (!m_GgxIblSampleData)

1
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs


public static int s_GBufferLitStandardSpecularColorId = 1;
public static float s_DefaultSpecularValue = 0.04f;
public static float s_SkinSpecularValue = 0.028f;
}
[GenerateHLSL(PackingRules.Exact)]

1
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs.hlsl


#define GBUFFER_LIT_STANDARD_REGULAR_ID (0)
#define GBUFFER_LIT_STANDARD_SPECULAR_COLOR_ID (1)
#define DEFAULT_SPECULAR_VALUE (0.04)
#define SKIN_SPECULAR_VALUE (0.028)
//
// UnityEngine.Experimental.Rendering.HDPipeline.Lit+RefractionMode: static fields

43
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


if (_UseDisneySSS != 0)
{
bsdfData.transmittance = ComputeTransmittanceDisney(_ShapeParams[subsurfaceProfile].rgb,
_TransmissionTints[subsurfaceProfile].rgb,
_TransmissionTintsAndFresnel0[subsurfaceProfile].rgb,
bsdfData.thickness, bsdfData.subsurfaceRadius);
}
else

_HalfRcpVariancesAndWeights[subsurfaceProfile][1].rgb,
_HalfRcpVariancesAndWeights[subsurfaceProfile][1].a,
_TransmissionTints[subsurfaceProfile].rgb,
_TransmissionTintsAndFresnel0[subsurfaceProfile].rgb,
bsdfData.thickness, bsdfData.subsurfaceRadius);
}
}

else if (bsdfData.materialId == MATERIALID_LIT_SSS)
{
bsdfData.diffuseColor = surfaceData.baseColor;
bsdfData.fresnel0 = SKIN_SPECULAR_VALUE; // TODO: take from the SSS profile
bsdfData.fresnel0 = _TransmissionTintsAndFresnel0[surfaceData.subsurfaceProfile].a;
uint transmissionMode = BitFieldExtract(asuint(_TransmissionFlags), 2u * surfaceData.subsurfaceProfile, 2u);
FillMaterialIdSssData(surfaceData.subsurfaceProfile,

radius = sssData.subsurfaceRadius;
thickness = inGBuffer2.g;
dielectricF0 = SKIN_SPECULAR_VALUE; // TODO: take from the SSS profile
dielectricF0 = _TransmissionTintsAndFresnel0[subsurfaceProfile].a;
}
FillMaterialIdSssData(subsurfaceProfile, radius, thickness, transmissionMode, bsdfData);

// we need to push the shading position back to avoid self-shadowing problems.
float3 ComputeThicknessDisplacement(BSDFData bsdfData, float3 L, float NdotL)
{
// Compute the thickness in world units along the normal.
float thicknessInMeters = bsdfData.thickness * METERS_PER_MILLIMETER;
float thicknessInUnits = thicknessInMeters * _WorldScales[bsdfData.subsurfaceProfile].y;
float displacement = 0;
[flatten] if (bsdfData.useThickObjectMode && NdotL < 0)
{
// Compute the thickness in world units along the normal.
float thicknessInMeters = bsdfData.thickness * METERS_PER_MILLIMETER;
float thicknessInUnits = thicknessInMeters * _WorldScales[bsdfData.subsurfaceProfile].y;
// Compute the thickness in world units along the light vector.
float unprojectedThickness = thicknessInUnits / -NdotL;
// Compute the thickness in world units along the light vector.
displacement = thicknessInUnits / -NdotL;
}
return unprojectedThickness * L;
return displacement * L;
}
// Currently, we only model diffuse transmission. Specular transmission is not yet supported.

float3 L = -lightData.forward; // Lights point backward in Unity
float NdotL = dot(N, L);
[flatten] if (bsdfData.useThickObjectMode && NdotL < 0)
{
posInput.positionWS += ComputeThicknessDisplacement(bsdfData, L, NdotL);
}
posInput.positionWS += ComputeThicknessDisplacement(bsdfData, L, NdotL);
float3 color; float attenuation;
EvaluateLight_Directional(lightLoopContext, posInput, lightData, bakeLightingData, N, L,

[branch] if (intensity > 0.0)
[branch] if (intensity > 0)
{
BSDF(V, L, posInput.positionWS, preLightData, bsdfData, lighting.diffuse, lighting.specular);

[flatten] if (bsdfData.enableTransmission)
[branch] if (bsdfData.enableTransmission)
{
// We use diffuse lighting for accumulation since it is going to be blurred during the SSS pass.
lighting.diffuse += EvaluateTransmission(bsdfData, NdotL, preLightData.NdotV, attenuation * lightData.diffuseScale);

float3 L = unL * distRcp;
float NdotL = dot(N, L);
[flatten] if (bsdfData.useThickObjectMode && NdotL < 0)
{
posInput.positionWS += ComputeThicknessDisplacement(bsdfData, L, NdotL);
}
posInput.positionWS += ComputeThicknessDisplacement(bsdfData, L, NdotL);
float3 color; float attenuation;
EvaluateLight_Punctual(lightLoopContext, posInput, lightData, bakeLightingData, N, L, dist, distSq,

[branch] if (intensity > 0.0)
[branch] if (intensity > 0)
{
// Simulate a sphere light with this hack.
bsdfData.roughnessT = max(bsdfData.roughnessT, lightData.minRoughness);

lighting.specular *= intensity * lightData.specularScale;
}
[flatten] if (bsdfData.enableTransmission)
[branch] if (bsdfData.enableTransmission)
{
// We use diffuse lighting for accumulation since it is going to be blurred during the SSS pass.
lighting.diffuse += EvaluateTransmission(bsdfData, NdotL, preLightData.NdotV, attenuation * lightData.diffuseScale);

2
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl


//-------------------------------------------------------------------------------------
// Fill SurfaceData/Builtin data function
//-------------------------------------------------------------------------------------
#include "ShaderLibrary/SampleUVMapping.hlsl"
#include "ShaderLibrary/Sampling/SampleUVMapping.hlsl"
#include "../MaterialUtilities.hlsl"
#include "../Decal/DecalUtilities.hlsl"

4
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataMeshModification.hlsl


return ComputePerVertexDisplacement(layerTexCoord, vertexColor, lod) * normalWS;
}
void ApplyVertexModification(AttributesMesh input, float3 normalWS, inout float3 positionWS)
void ApplyVertexModification(AttributesMesh input, float3 normalWS, inout float3 positionWS, float4 time)
{
#if defined(_VERTEX_DISPLACEMENT)

#ifdef _VERTEX_WIND
float3 rootWP = mul(GetObjectToWorldMatrix(), float4(0, 0, 0, 1)).xyz;
ApplyWindDisplacement(positionWS, normalWS, rootWP, _Stiffness, _Drag, _ShiverDrag, _ShiverDirectionality, _InitialBend, input.color.a, _Time);
ApplyWindDisplacement(positionWS, normalWS, rootWP, _Stiffness, _Drag, _ShiverDrag, _ShiverDirectionality, _InitialBend, input.color.a, time);
#endif
}

4
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass/LitVelocityPass.hlsl


// conflict with the normal in the semantic. This need to be fix! Also no per pixel displacement is possible either.
// Attributes
#define REQUIRE_TANGENT_TO_WORLD 0 /* defined(_PIXEL_DISPLACEMENT) */
#define REQUIRE_NORMAL 0 /* defined(TESSELLATION_ON) || REQUIRE_TANGENT_TO_WORLD || defined(_VERTEX_WIND) || defined(_VERTEX_DISPLACEMENT) */
#define REQUIRE_TANGENT_TO_WORLD defined(_PIXEL_DISPLACEMENT)
#define REQUIRE_NORMAL defined(TESSELLATION_ON) || REQUIRE_TANGENT_TO_WORLD || defined(_VERTEX_WIND) || defined(_VERTEX_DISPLACEMENT)
#define REQUIRE_VERTEX_COLOR ((defined(_VERTEX_DISPLACEMENT) || defined(_TESSELLATION_DISPLACEMENT)) && defined(LAYERED_LIT_SHADER) && (defined(_LAYER_MASK_VERTEX_COLOR_MUL) || defined(_LAYER_MASK_VERTEX_COLOR_ADD))) || defined(_VERTEX_WIND)
// This first set of define allow to say which attributes will be use by the mesh in the vertex and domain shader (for tesselation)

2
ScriptableRenderPipeline/HDRenderPipeline/Material/SubsurfaceScattering/SubsurfaceScattering.hlsl


// Use float4 to avoid any packing issue between compute and pixel shaders
float4 _ThicknessRemaps[SSS_N_PROFILES]; // R: start, G = end - start, BA unused
float4 _ShapeParams[SSS_N_PROFILES]; // RGB = S = 1 / D, A = filter radius
float4 _TransmissionTints[SSS_N_PROFILES]; // RGB = 1/4 * color, A = unused
float4 _TransmissionTintsAndFresnel0[SSS_N_PROFILES]; // RGB = 1/4 * color, A = fresnel0
float4 _WorldScales[SSS_N_PROFILES]; // X = meters per world unit; Y = world units per meter
CBUFFER_END

224
ScriptableRenderPipeline/HDRenderPipeline/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs


RenderTargetIdentifier[] m_ColorMRTs;
RenderTargetIdentifier[] m_RTIDs = new RenderTargetIdentifier[k_MaxSSSBuffer];
// Disney SSS Model
ComputeShader m_SubsurfaceScatteringCS;
int m_SubsurfaceScatteringKernel;
Material m_CombineLightingPass;
RenderTexture m_HTile;
RenderTargetIdentifier m_HTileRT;
// End Disney SSS Model
// Jimenez SSS Model
Material m_SssVerticalFilterPass;
Material m_SssHorizontalFilterAndCombinePass;
// End Jimenez SSS Model
// Jimenez need an extra buffer and Disney need one for some platform
readonly int m_CameraFilteringBuffer;
readonly RenderTargetIdentifier m_CameraFilteringBufferRT;
// This is use to be able to read stencil value in compute shader
Material m_CopyStencilForSplitLighting;
SubsurfaceScatteringSettings m_sssSettings;
// Use with Jimenez
m_CameraFilteringBuffer = HDShaderIDs._CameraFilteringBuffer;
m_CameraFilteringBufferRT = new RenderTargetIdentifier(m_CameraFilteringBuffer);
public void InitGBuffers(int width, int height, GBufferManager gbufferManager, CommandBuffer cmd)
public void InitSSSBuffersFromGBuffer(int width, int height, GBufferManager gbufferManager, CommandBuffer cmd)
{
m_RTIDs[0] = gbufferManager.GetGBuffers()[0];
}

public void InitGBuffers(int width, int height, CommandBuffer cmd)
public void InitSSSBuffers(int width, int height, CommandBuffer cmd)
cmd.GetTemporaryRT(m_SSSBuffer0, width, height, 0, FilterMode.Point, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear);
cmd.GetTemporaryRT(m_SSSBuffer0, width, height, 0, FilterMode.Point, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear);
}
public RenderTargetIdentifier GetSSSBuffers(int index)

}
public void Build(RenderPipelineResources renderPipelineResources, SubsurfaceScatteringSettings sssSettings)
{
m_sssSettings = sssSettings;
// Disney SSS (compute + combine)
m_SubsurfaceScatteringCS = renderPipelineResources.subsurfaceScatteringCS;
m_SubsurfaceScatteringKernel = m_SubsurfaceScatteringCS.FindKernel("SubsurfaceScattering");
m_CombineLightingPass = CoreUtils.CreateEngineMaterial(renderPipelineResources.combineLighting);
// Jimenez SSS Model (shader)
m_SssVerticalFilterPass = CoreUtils.CreateEngineMaterial(renderPipelineResources.subsurfaceScattering);
m_SssVerticalFilterPass.DisableKeyword("SSS_FILTER_HORIZONTAL_AND_COMBINE");
m_SssVerticalFilterPass.SetFloat(HDShaderIDs._DstBlend, (float)BlendMode.Zero);
m_SssHorizontalFilterAndCombinePass = CoreUtils.CreateEngineMaterial(renderPipelineResources.subsurfaceScattering);
m_SssHorizontalFilterAndCombinePass.EnableKeyword("SSS_FILTER_HORIZONTAL_AND_COMBINE");
m_SssHorizontalFilterAndCombinePass.SetFloat(HDShaderIDs._DstBlend, (float)BlendMode.One);
m_CopyStencilForSplitLighting = CoreUtils.CreateEngineMaterial(renderPipelineResources.copyStencilBuffer);
m_CopyStencilForSplitLighting.SetInt(HDShaderIDs._StencilRef, (int)StencilLightingUsage.SplitLighting);
}
public void Cleanup()
{
CoreUtils.Destroy(m_CombineLightingPass);
CoreUtils.Destroy(m_SssVerticalFilterPass);
CoreUtils.Destroy(m_SssHorizontalFilterAndCombinePass);
CoreUtils.Destroy(m_CopyStencilForSplitLighting);
}
public void Resize(Camera camera)
{
// We must use a RenderTexture and not GetTemporaryRT() as currently Unity only aloow to bind a RenderTexture for a UAV in a pixel shader
// We use 8x8 tiles in order to match the native GCN HTile as closely as possible.
m_HTile = new RenderTexture((camera.pixelWidth + 7) / 8, (camera.pixelHeight + 7) / 8, 0, RenderTextureFormat.R8, RenderTextureReadWrite.Linear); // DXGI_FORMAT_R8_UINT is not supported by Unity
m_HTile.filterMode = FilterMode.Point;
m_HTile.enableRandomWrite = true;
m_HTile.Create();
m_HTileRT = new RenderTargetIdentifier(m_HTile);
}
public void PushGlobalParams(CommandBuffer cmd, SubsurfaceScatteringSettings sssParameters, DebugDisplaySettings debugDisplaySettings)
{
// Broadcast SSS parameters to all shaders.
cmd.SetGlobalInt(HDShaderIDs._EnableSSSAndTransmission, debugDisplaySettings.renderingDebugSettings.enableSSSAndTransmission ? 1 : 0);
cmd.SetGlobalInt(HDShaderIDs._UseDisneySSS, sssParameters.useDisneySSS ? 1 : 0);
unsafe
{
// Warning: Unity is not able to losslessly transfer integers larger than 2^24 to the shader system.
// Therefore, we bitcast uint to float in C#, and bitcast back to uint in the shader.
uint texturingModeFlags = sssParameters.texturingModeFlags;
uint transmissionFlags = sssParameters.transmissionFlags;
cmd.SetGlobalFloat(HDShaderIDs._TexturingModeFlags, *(float*)&texturingModeFlags);
cmd.SetGlobalFloat(HDShaderIDs._TransmissionFlags, *(float*)&transmissionFlags);
}
cmd.SetGlobalVectorArray(HDShaderIDs._ThicknessRemaps, sssParameters.thicknessRemaps);
cmd.SetGlobalVectorArray(HDShaderIDs._ShapeParams, sssParameters.shapeParams);
cmd.SetGlobalVectorArray(HDShaderIDs._HalfRcpVariancesAndWeights, sssParameters.halfRcpVariancesAndWeights);
cmd.SetGlobalVectorArray(HDShaderIDs._TransmissionTintsAndFresnel0, sssParameters.transmissionTintsAndFresnel0);
cmd.SetGlobalVectorArray(HDShaderIDs._WorldScales, sssParameters.worldScales);
}
bool NeedTemporarySubsurfaceBuffer()
{
// Caution: need to be in sync with SubsurfaceScattering.cs USE_INTERMEDIATE_BUFFER (Can't make a keyword as it is a compute shader)
// Typed UAV loads from FORMAT_R16G16B16A16_FLOAT is an optional feature of Direct3D 11.
// Most modern GPUs support it. We can avoid performing a costly copy in this case.
// TODO: test/implement for other platforms.
return SystemInfo.graphicsDeviceType != GraphicsDeviceType.PlayStation4 &&
SystemInfo.graphicsDeviceType != GraphicsDeviceType.XboxOne &&
SystemInfo.graphicsDeviceType != GraphicsDeviceType.XboxOneD3D12;
}
// Combines specular lighting and diffuse lighting with subsurface scattering.
public void SubsurfaceScatteringPass(HDCamera hdCamera, CommandBuffer cmd, SubsurfaceScatteringSettings sssParameters, DebugDisplaySettings debugDisplaySettings,
RenderTargetIdentifier colorBufferRT, RenderTargetIdentifier diffuseBufferRT, RenderTargetIdentifier depthStencilBufferRT, RenderTargetIdentifier depthTextureRT)
{
if (m_sssSettings == null || !debugDisplaySettings.renderingDebugSettings.enableSSSAndTransmission)
return;
using (new ProfilingSample(cmd, "Subsurface Scattering", HDRenderPipeline.GetSampler(CustomSamplerId.SubsurfaceScattering)))
{
int w = hdCamera.camera.pixelWidth;
int h = hdCamera.camera.pixelHeight;
// For Jimenez we always need an extra buffer, for Disney it depends on platform
if (!m_sssSettings.useDisneySSS ||
(m_sssSettings.useDisneySSS && NeedTemporarySubsurfaceBuffer()))
{
// Caution: must be same format as m_CameraSssDiffuseLightingBuffer
cmd.ReleaseTemporaryRT(m_CameraFilteringBuffer);
cmd.GetTemporaryRT(m_CameraFilteringBuffer, w, h, 0, FilterMode.Point, RenderTextureFormat.RGB111110Float, RenderTextureReadWrite.Linear, 1, true); // Enable UAV
// Clear the SSS filtering target
using (new ProfilingSample(cmd, "Clear SSS filtering target", HDRenderPipeline.GetSampler(CustomSamplerId.ClearSSSFilteringTarget)))
{
CoreUtils.SetRenderTarget(cmd, m_CameraFilteringBufferRT, ClearFlag.Color, CoreUtils.clearColorAllBlack);
}
}
if (m_sssSettings.useDisneySSS)
{
using (new ProfilingSample(cmd, "HTile for SSS", HDRenderPipeline.GetSampler(CustomSamplerId.HTileForSSS)))
{
// Currently, Unity does not offer a way to access the GCN HTile even on PS4 and Xbox One.
// Therefore, it's computed in a pixel shader, and optimized to only contain the SSS bit.
CoreUtils.SetRenderTarget(cmd, m_HTileRT, ClearFlag.Color, CoreUtils.clearColorAllBlack);
cmd.SetRandomWriteTarget(1, m_HTile);
// Generate HTile for the split lighting stencil usage. Don't write into stencil texture (shaderPassId = 2)
// Use ShaderPassID 1 => "Pass 2 - Export HTILE for stencilRef to output"
CoreUtils.SetRenderTarget(cmd, depthStencilBufferRT); // No need for color buffer here
CoreUtils.DrawFullScreen(cmd, m_CopyStencilForSplitLighting, null, 2);
cmd.ClearRandomWriteTargets();
}
// TODO: Remove this once fix, see comment inside the function
hdCamera.SetupComputeShader(m_SubsurfaceScatteringCS, cmd);
unsafe
{
// Warning: Unity is not able to losslessly transfer integers larger than 2^24 to the shader system.
// Therefore, we bitcast uint to float in C#, and bitcast back to uint in the shader.
uint texturingModeFlags = sssParameters.texturingModeFlags;
cmd.SetComputeFloatParam(m_SubsurfaceScatteringCS, HDShaderIDs._TexturingModeFlags, *(float*)&texturingModeFlags);
}
cmd.SetComputeVectorArrayParam(m_SubsurfaceScatteringCS, HDShaderIDs._WorldScales, sssParameters.worldScales);
cmd.SetComputeVectorArrayParam(m_SubsurfaceScatteringCS, HDShaderIDs._FilterKernels, sssParameters.filterKernels);
cmd.SetComputeVectorArrayParam(m_SubsurfaceScatteringCS, HDShaderIDs._ShapeParams, sssParameters.shapeParams);
cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._DepthTexture, depthTextureRT);
cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._SSSHTile, m_HTileRT);
cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._IrradianceSource, diffuseBufferRT);
for (int i = 0; i < sssBufferCount; ++i)
{
cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._SSSBufferTexture[i], GetSSSBuffers(i));
}
if (NeedTemporarySubsurfaceBuffer())
{
// Caution: must be same format as m_CameraSssDiffuseLightingBuffer
cmd.ReleaseTemporaryRT(m_CameraFilteringBuffer);
cmd.GetTemporaryRT(m_CameraFilteringBuffer, w, h, 0, FilterMode.Point, RenderTextureFormat.RGB111110Float, RenderTextureReadWrite.Linear, 1, true); // Enable UAV
// Clear the SSS filtering target
using (new ProfilingSample(cmd, "Clear SSS filtering target", HDRenderPipeline.GetSampler(CustomSamplerId.ClearSSSFilteringTarget)))
{
CoreUtils.SetRenderTarget(cmd, m_CameraFilteringBufferRT, ClearFlag.Color, CoreUtils.clearColorAllBlack);
}
cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._CameraFilteringBuffer, m_CameraFilteringBufferRT);
// Perform the SSS filtering pass which fills 'm_CameraFilteringBufferRT'.
// We dispatch 4x swizzled 16x16 groups per a 32x32 macro tile.
cmd.DispatchCompute(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, 4, ((int)hdCamera.screenSize.x + 31) / 32, ((int)hdCamera.screenSize.y + 31) / 32);
cmd.SetGlobalTexture(HDShaderIDs._IrradianceSource, m_CameraFilteringBufferRT); // Cannot set a RT on a material
// Additively blend diffuse and specular lighting into 'm_CameraColorBufferRT'.
CoreUtils.DrawFullScreen(cmd, m_CombineLightingPass, colorBufferRT, depthStencilBufferRT);
}
else
{
cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._CameraColorTexture, colorBufferRT);
// Perform the SSS filtering pass which performs an in-place update of 'colorBuffer'.
// We dispatch 4x swizzled 16x16 groups per a 32x32 macro tile.
cmd.DispatchCompute(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, 4, ((int)hdCamera.screenSize.x + 31) / 32, ((int)hdCamera.screenSize.y + 31) / 32);
}
}
else
{
for (int i = 0; i < sssBufferCount; ++i)
{
cmd.SetGlobalTexture(HDShaderIDs._SSSBufferTexture[i], GetSSSBuffers(i));
}
cmd.SetGlobalTexture(HDShaderIDs._IrradianceSource, diffuseBufferRT); // Cannot set a RT on a material
m_SssVerticalFilterPass.SetVectorArray(HDShaderIDs._FilterKernelsBasic, sssParameters.filterKernelsBasic);
m_SssVerticalFilterPass.SetVectorArray(HDShaderIDs._HalfRcpWeightedVariances, sssParameters.halfRcpWeightedVariances);
// Perform the vertical SSS filtering pass which fills 'm_CameraFilteringBufferRT'.
CoreUtils.DrawFullScreen(cmd, m_SssVerticalFilterPass, m_CameraFilteringBufferRT, depthStencilBufferRT);
cmd.SetGlobalTexture(HDShaderIDs._IrradianceSource, m_CameraFilteringBufferRT); // Cannot set a RT on a material
m_SssHorizontalFilterAndCombinePass.SetVectorArray(HDShaderIDs._FilterKernelsBasic, sssParameters.filterKernelsBasic);
m_SssHorizontalFilterAndCombinePass.SetVectorArray(HDShaderIDs._HalfRcpWeightedVariances, sssParameters.halfRcpWeightedVariances);
// Perform the horizontal SSS filtering pass, and combine diffuse and specular lighting into 'm_CameraColorBufferRT'.
CoreUtils.DrawFullScreen(cmd, m_SssHorizontalFilterAndCombinePass, colorBufferRT, depthStencilBufferRT);
}
}
}
}
}

9
ScriptableRenderPipeline/HDRenderPipeline/Material/SubsurfaceScattering/SubsurfaceScatteringSettings.cs


public TransmissionMode transmissionMode;
public Vector2 thicknessRemap; // X = min, Y = max (in millimeters)
public float worldScale; // Size of the world unit in meters
public float fresnel0; // Fresnel0, 0.028 for skin
// Old SSS Model >>>
[ColorUsage(false, true)]

transmissionMode = TransmissionMode.None;
thicknessRemap = new Vector2(0f, 5f);
worldScale = 1f;
fresnel0 = 0.028f; // TYpical value for skin specular reflectance
// Old SSS Model >>>
scatterDistance1 = new Color(0.3f, 0.3f, 0.3f, 0f);

thicknessRemap.y = Mathf.Max(thicknessRemap.y, 0f);
thicknessRemap.x = Mathf.Clamp(thicknessRemap.x, 0f, thicknessRemap.y);
worldScale = Mathf.Max(worldScale, 0.001f);
fresnel0 = Mathf.Clamp(fresnel0, 0.0f, 0.1f);
// Old SSS Model >>>
scatterDistance1 = new Color

[NonSerialized] public Vector4[] thicknessRemaps; // Remap: 0 = start, 1 = end - start
[NonSerialized] public Vector4[] worldScales; // X = meters per world unit; Y = world units per meter
[NonSerialized] public Vector4[] shapeParams; // RGB = S = 1 / D, A = filter radius
[NonSerialized] public Vector4[] transmissionTints; // RGB = color, A = unused
[NonSerialized] public Vector4[] transmissionTintsAndFresnel0; // RGB = color, A = fresnel0
[NonSerialized] public Vector4[] filterKernels; // XY = near field, ZW = far field; 0 = radius, 1 = reciprocal of the PDF
// Old SSS Model >>>

ValidateArray(ref thicknessRemaps, SssConstants.SSS_N_PROFILES);
ValidateArray(ref worldScales, SssConstants.SSS_N_PROFILES);
ValidateArray(ref shapeParams, SssConstants.SSS_N_PROFILES);
ValidateArray(ref transmissionTints, SssConstants.SSS_N_PROFILES);
ValidateArray(ref transmissionTintsAndFresnel0, SssConstants.SSS_N_PROFILES);
ValidateArray(ref filterKernels, SssConstants.SSS_N_PROFILES * SssConstants.SSS_N_SAMPLES_NEAR_FIELD);
// Old SSS Model >>>

worldScales[i] = new Vector4(profiles[p].worldScale, 1.0f / profiles[p].worldScale, 0f, 0f);
shapeParams[i] = profiles[p].shapeParam;
shapeParams[i].w = profiles[p].maxRadius;
transmissionTints[i] = profiles[p].transmissionTint * 0.25f; // Premultiplied
transmissionTintsAndFresnel0[i] = new Vector4(profiles[p].transmissionTint.r * 0.25f, profiles[p].transmissionTint.g * 0.25f, profiles[p].transmissionTint.b * 0.25f, profiles[p].fresnel0); // Premultiplied
for (int j = 0, n = SssConstants.SSS_N_SAMPLES_NEAR_FIELD; j < n; j++)
{

14
ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/HDRenderPipelineResources.asset


debugFullScreenShader: {fileID: 4800000, guid: e874aca2df8300a488258738c31f85cf,
type: 3}
deferredShader: {fileID: 4800000, guid: 00dd221e34a6ab349a1196b0f2fab693, type: 3}
screenSpaceAmbientOcclusionShader: {fileID: 4800000, guid: cf0db7f5267ad944dbf4326b7102c9ca,
type: 3}
subsurfaceScatteringCS: {fileID: 7200000, guid: b06a7993621def248addd55d0fe931b1,
type: 3}
volumetricLightingCS: {fileID: 7200000, guid: 799166e2ee6a4b041bba9e74f6942097,
type: 3}
copyChannelCS: {fileID: 7200000, guid: a68d8aaeb0956234d94e389f196381ee, type: 3}
copyChannelCS: {fileID: 7200000, guid: a4d45eda75e8e474dbe24a31f741f3b4, type: 3}
applyDistortionCS: {fileID: 7200000, guid: 2fa6c0e3fe6dc3145a4156f21913fe5c, type: 3}
clearDispatchIndirectShader: {fileID: 7200000, guid: fc1f553acb80a6446a32d33e403d0656,
type: 3}

type: 3}
deferredDirectionalShadowComputeShader: {fileID: 7200000, guid: fbde6fae193b2a94e9fd97c163c204f4,
type: 3}
subsurfaceScatteringCS: {fileID: 7200000, guid: b06a7993621def248addd55d0fe931b1,
type: 3}
subsurfaceScattering: {fileID: 4800000, guid: 867b36db983aa0548889a66f8d685ff6,
type: 3}
combineLighting: {fileID: 4800000, guid: 2e37131331fbdca449b1a2bc47a639ca, type: 3}
copyStencilBuffer: {fileID: 4800000, guid: 3d1574f1cdfa0ce4995f9bc79ed7f8ec, type: 3}
blitCubemap: {fileID: 4800000, guid: d05913e251bed7a4992c921c62e1b647, type: 3}
buildProbabilityTables: {fileID: 7200000, guid: b9f26cf340afe9145a699753531b2a4c,
type: 3}

4
ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/HDRenderPipelineResources.asset.meta


fileFormatVersion: 2
guid: 42086e81f4f0c724f96f7f09cc995354
timeCreated: 1507194928
licenseType: Pro
guid: 3ce144cff5783da45aa5d4fdc2da14b7
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 11400000

10
ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/RenderPipelineResources.cs


// Lighting resources
public Shader deferredShader;
public Shader combineLightingPass;
public ComputeShader subsurfaceScatteringCS;
public ComputeShader gaussianPyramidCS;
public ComputeShader depthPyramidCS;
public ComputeShader copyChannelCS;

public ComputeShader deferredComputeShader;
public ComputeShader deferredDirectionalShadowComputeShader;
// SceneSettings
// Subsurface scattering
public ComputeShader subsurfaceScatteringCS; // Disney SSS
public Shader subsurfaceScattering; // Jimenez SSS
public Shader combineLighting;
// General
public Shader copyStencilBuffer;
// Sky
public Shader blitCubemap;

52
ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassVelocity.hlsl


// Available semantic start from TEXCOORD4
struct AttributesPass
{
float3 previousPositionOS : NORMAL; // Contain previous transform position (in case of skinning for example)
// TODO: Caution - For now the tesselation doesn't displace along the normal with Velocity shader as the previous previous position
// conflict with the normal in the semantic. This need to be fix!
float3 previousPositionOS : TEXCOORD4; // Contain previous transform position (in case of skinning for example)
};
struct VaryingsPassToPS

#define VARYINGS_NEED_PASS
#include "VertMesh.hlsl"
// Transforms normal from object to world space
float3 TransformPreviousObjectToWorldNormal(float3 normalOS)
{
#ifdef UNITY_ASSUME_UNIFORM_SCALING
return normalize(mul((float3x3)unity_MatrixPreviousM, normalOS));
#else
// Normal need to be multiply by inverse transpose
// mul(IT_M, norm) => mul(norm, I_M) => {dot(norm, I_M.col0), dot(norm, I_M.col1), dot(norm, I_M.col2)}
return normalize(mul(normalOS, (float3x3)unity_MatrixPreviousMI));
#endif
}
void VelocityPositionZBias(VaryingsToPS input)
{
#if defined(UNITY_REVERSED_Z)
input.vmesh.positionCS.z -= unity_MotionVectorsParams.z * input.vmesh.positionCS.w;
#else
input.vmesh.positionCS.z += unity_MotionVectorsParams.z * input.vmesh.positionCS.w;
#endif
}
PackedVaryingsType Vert(AttributesMesh inputMesh,
AttributesPass inputPass)
{

#if !defined(TESSELLATION_ON)
VelocityPositionZBias(varyingsType);
#endif
varyingsType.vpass.positionCS = mul(_NonJitteredViewProjMatrix, mul(unity_ObjectToWorld, float4(inputMesh.positionOS, 1.0)));
varyingsType.vpass.previousPositionCS = mul(_PrevViewProjMatrix, mul(unity_MatrixPreviousM, unity_MotionVectorsParams.x ? float4(inputPass.previousPositionOS, 1.0) : float4(inputMesh.positionOS, 1.0)));
varyingsType.vpass.positionCS = mul(_NonJitteredViewProjMatrix, float4(varyingsType.vmesh.positionWS, 1.0));
//Need to apply any vertex animation to the previous worldspace position, if we want it to show up in the velocity buffer
float3 previousPositionWS = mul(unity_MatrixPreviousM, unity_MotionVectorsParams.x ? float4(inputPass.previousPositionOS, 1.0) : float4(inputMesh.positionOS, 1.0)).xyz;
#ifdef ATTRIBUTES_NEED_NORMAL
float3 normalWS = TransformPreviousObjectToWorldNormal(inputMesh.normalOS);
#else
float3 normalWS = float3(0.0, 0.0, 0.0);
#endif
#if defined(HAVE_VERTEX_MODIFICATION)
ApplyVertexModification(inputMesh, normalWS, previousPositionWS, _LastTime);
#endif
//Need this since we are using the current position from VertMesh()
previousPositionWS = GetCameraRelativePositionWS(previousPositionWS);
varyingsType.vpass.previousPositionCS = mul(_PrevViewProjMatrix, float4(previousPositionWS, 1.0));
return PackVaryingsType(varyingsType);
}

VaryingsToPS output;
output.vmesh = VertMeshTesselation(input.vmesh);
VelocityPositionZBias(output);
output.vpass.positionCS = input.vpass.positionCS;
output.vpass.previousPositionCS = input.vpass.previousPositionCS;

11
ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/VertMesh.hlsl


// TODO: deal with camera center rendering and instancing (This is the reason why we always perform two steps transform to clip space + instancing matrix)
// This code is disabled for velocity pass for now because at the moment we cannot have Normals with the velocity pass (this attributes holds last frame data)
// TODO: Remove the velocity pass test when velocity is properly handled.
#if defined(HAVE_VERTEX_MODIFICATION) && (SHADERPASS != SHADERPASS_VELOCITY)
ApplyVertexModification(input, normalWS, positionWS);
#if defined(HAVE_VERTEX_MODIFICATION)
ApplyVertexModification(input, normalWS, positionWS, _Time);
#endif
positionWS = GetCameraRelativePositionWS(positionWS);

// TODO: TEMP: Velocity has a flow as it doens't have normal. This need to be fix. In the mean time, generate fix normal so compiler doesn't complain - When fix, think to also enable ATTRIBUTES_NEED_NORMAL in LitVelocityPass.hlsl
#if (SHADERPASS == SHADERPASS_VELOCITY)
output.normalWS = float3(0.0, 0.0, 1.0);
#else
#endif
#if defined(VARYINGS_NEED_TANGENT_TO_WORLD) || defined(VARYINGS_DS_NEED_TANGENT)
output.tangentWS = tangentWS;
#endif

5
ScriptableRenderPipeline/HDRenderPipeline/ShaderVariables.hlsl


CBUFFER_START(UnityPerCamera)
// Time (t = time since current level load) values from Unity
float4 _Time; // (t/20, t, t*2, t*3)
float4 _LastTime; // Last frame time (t/20, t, t*2, t*3)
float4 _SinTime; // sin(t/8), sin(t/4), sin(t/2), sin(t)
float4 _CosTime; // cos(t/8), cos(t/4), cos(t/2), cos(t)
float4 unity_DeltaTime; // dt, 1/dt, smoothdt, 1/smoothdt

float4x4 unity_MatrixNonJitteredVP;
float4x4 unity_MatrixPreviousVP;
float4x4 unity_MatrixPreviousM;
float4x4 unity_MatrixPreviousMI;
//X : Use last frame positions (right now skinned meshes are the only objects that use this
//Y : Force No Motion
//Z : Z bias value
float4 unity_MotionVectorsParams;
CBUFFER_END

8
ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs


RebuildSkyMatrices(nearPlane, farPlane);
}
public void Build(RenderPipelineResources renderPipelinesResources, IBLFilterGGX iblFilterGGX)
public void Build(RenderPipelineResources renderPipelineResources, IBLFilterGGX iblFilterGGX)
m_StandardSkyboxMaterial = CoreUtils.CreateEngineMaterial(renderPipelinesResources.skyboxCubemap);
m_StandardSkyboxMaterial = CoreUtils.CreateEngineMaterial(renderPipelineResources.skyboxCubemap);
m_BlitCubemapMaterial = CoreUtils.CreateEngineMaterial(renderPipelinesResources.blitCubemap);
m_BlitCubemapMaterial = CoreUtils.CreateEngineMaterial(renderPipelineResources.blitCubemap);
m_OpaqueAtmScatteringMaterial = CoreUtils.CreateEngineMaterial(renderPipelinesResources.opaqueAtmosphericScattering);
m_OpaqueAtmScatteringMaterial = CoreUtils.CreateEngineMaterial(renderPipelineResources.opaqueAtmosphericScattering);
m_CurrentUpdateTime = 0.0f;
}

4
ScriptableRenderPipeline/HDRenderPipeline/package.json


{
"name": "com.unity.render-pipelines.high-definition",
"description": "HD Render Pipeline for Unity.",
"version": "0.1.20",
"version": "0.1.21",
"com.unity.render-pipelines.core": "0.1.20"
"com.unity.render-pipelines.core": "0.1.21"
}
}

71
ScriptableRenderPipeline/LightweightPipeline/Data/LightweightPipelineAsset.cs


#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.ProjectWindowCallback;
#endif
namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{
public enum ShadowCascades

public class LightweightPipelineAsset : RenderPipelineAsset
{
public static readonly string[] m_SearchPaths = {"Assets", "Packages/com.unity.render-pipelines"};
public static readonly string[] m_SearchPaths = {"Assets", "Packages/com.unity.render-pipelines.lightweight"};
// Default values set when a new LightweightPipeline asset is created
[SerializeField] private int m_MaxPixelLights = 4;

[SerializeField] private Material m_DefaultParticleMaterial;
[SerializeField] private Material m_DefaultTerrainMaterial;
[UnityEditor.MenuItem("Assets/Create/Render Pipeline/Lightweight/Pipeline Asset", priority = CoreUtils.assetCreateMenuPriority1)]
[MenuItem("Assets/Create/Render Pipeline/Lightweight/Pipeline Asset", priority = CoreUtils.assetCreateMenuPriority1)]
var instance = CreateInstance<LightweightPipelineAsset>();
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, CreateInstance<CreateLightweightPipelineAsset>(),
"LightweightAsset.asset", null, null);
}
string[] guids = UnityEditor.AssetDatabase.FindAssets("LightweightPipelineResource t:scriptableobject", m_SearchPaths);
LightweightPipelineResource resourceAsset = null;
foreach (string guid in guids)
class CreateLightweightPipelineAsset : EndNameEditAction
{
public override void Action(int instanceId, string pathName, string resourceFile)
string path = UnityEditor.AssetDatabase.GUIDToAssetPath(guid);
resourceAsset = UnityEditor.AssetDatabase.LoadAssetAtPath<LightweightPipelineResource>(path);
if (resourceAsset != null)
break;
}
var instance = CreateInstance<LightweightPipelineAsset>();
// There's currently an issue that prevents FindAssets from find resources withing the package folder.
if (resourceAsset == null)
{
string path = "Packages/com.unity.render-pipelines.lightweight/Data/LightweightPipelineResource.asset";
resourceAsset = UnityEditor.AssetDatabase.LoadAssetAtPath<LightweightPipelineResource>(path);
}
string[] guids = AssetDatabase.FindAssets("LightweightPipelineResource t:scriptableobject", m_SearchPaths);
LightweightPipelineResource resourceAsset = null;
foreach (string guid in guids)
{
string path = AssetDatabase.GUIDToAssetPath(guid);
resourceAsset = AssetDatabase.LoadAssetAtPath<LightweightPipelineResource>(path);
if (resourceAsset != null)
break;
}
if (resourceAsset != null)
{
instance.m_DefaultMaterial = resourceAsset.DefaultMaterial;
instance.m_DefaultParticleMaterial = resourceAsset.DefaultParticleMaterial;
instance.m_DefaultTerrainMaterial = resourceAsset.DefaultTerrainMaterial;
}
// There's currently an issue that prevents FindAssets from find resources withing the package folder.
if (resourceAsset == null)
{
string path = "Packages/com.unity.render-pipelines.lightweight/Data/LightweightPipelineResource.asset";
resourceAsset = AssetDatabase.LoadAssetAtPath<LightweightPipelineResource>(path);
}
instance.m_DefaultShader = Shader.Find(LightweightShaderUtils.GetShaderPath(ShaderPathID.STANDARD_PBS));
instance.m_BlitShader = Shader.Find(LightweightShaderUtils.GetShaderPath(ShaderPathID.HIDDEN_BLIT));
instance.m_CopyDepthShader = Shader.Find(LightweightShaderUtils.GetShaderPath(ShaderPathID.HIDDEN_DEPTH_COPY));
if (resourceAsset != null)
{
instance.m_DefaultMaterial = resourceAsset.DefaultMaterial;
instance.m_DefaultParticleMaterial = resourceAsset.DefaultParticleMaterial;
instance.m_DefaultTerrainMaterial = resourceAsset.DefaultTerrainMaterial;
}
string assetPath = UnityEditor.EditorUtility.SaveFilePanelInProject("Save Lightweight Asset", "LightweightAsset", "asset",
"Please enter a file name to save the asset to");
instance.m_DefaultShader = Shader.Find(LightweightShaderUtils.GetShaderPath(ShaderPathID.STANDARD_PBS));
instance.m_BlitShader = Shader.Find(LightweightShaderUtils.GetShaderPath(ShaderPathID.HIDDEN_BLIT));
instance.m_CopyDepthShader = Shader.Find(LightweightShaderUtils.GetShaderPath(ShaderPathID.HIDDEN_DEPTH_COPY));
if (assetPath.Length > 0)
UnityEditor.AssetDatabase.CreateAsset(instance, assetPath);
AssetDatabase.CreateAsset(instance, pathName);
}
#endif
protected override IRenderPipeline InternalCreatePipeline()

4
ScriptableRenderPipeline/LightweightPipeline/package.json


{
"name": "com.unity.render-pipelines.lightweight",
"description": "Lightweight Render Pipeline for Unity.",
"version": "0.1.20",
"version": "0.1.21",
"com.unity.render-pipelines.core": "0.1.20"
"com.unity.render-pipelines.core": "0.1.21"
}
}

2
ScriptableRenderPipeline/master-package.json


{
"version": "0.1.20",
"version": "0.1.21",
"unity": "2018.1",
"dependencies": {
"com.unity.postprocessing": "0.1.7"

120
Tests/GraphicsTests/Framework/Editor/TestFramework.cs


using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using NUnit.Framework;

}
// collect the scenes that we can use
// Renderpipeline assets used for the tests
public static Dictionary<string, string> renderPipelineAssets = new Dictionary<string, string>()
{
{ "HDRP", "HDRenderPipeline/CommonAssets/HDRP_GraphicTests_Asset.asset" },
{ "LWRP", "LightweightPipeline/LightweightPipelineAsset.asset" }
};
// Renderpipeline assets used for the tests
public static Dictionary<string, string> renderPipelineScenesFolder = new Dictionary<string, string>()
{
{ "HDRP", "HDRenderPipeline/Scenes" },
{ "LWRP", "LightweightPipeline" }
};
// collect the scenes that we can use
public static IEnumerable HDScenes
public static IEnumerable HDRP
return GetScenesForPipeline("HDRenderPipeline");
return GetScenesForPipelineID("HDRP");
public static IEnumerable LWScenes
public static IEnumerable LWRP
return GetScenesForPipeline("LightweightPipeline");
return GetScenesForPipelineID("LWRP");
}
public static IEnumerable GetScenesForPipelineID( string _pipelineID )
{
return GetScenesForPipeline( renderPipelineScenesFolder[_pipelineID] );
}
public static IEnumerable GetScenesForPipeline(string _pipelinePath)

var filesPath = Path.Combine(absoluteScenesPath, _pipelinePath);
// find all the scenes
var allPaths = System.IO.Directory.GetFiles(filesPath, "*.unity", System.IO.SearchOption.AllDirectories);
var allPaths = Directory.GetFiles(filesPath, "*.unity", SearchOption.AllDirectories);
// Convert to List for easy sorting in alphabetical ordre
List<string> allPaths_List = new List<string>(allPaths);
allPaths_List.Sort();
foreach (var path in allPaths)
for (int i=0; i<allPaths_List.Count; ++i)
var path = allPaths_List[i];
var p = new FileInfo(path);
var split = s_Path.Aggregate("", Path.Combine);
split = string.Format("{0}{1}", split, Path.DirectorySeparatorChar);

}
}
[TearDown]
public void TearDown()
// Change the SRP before a full batch of tests
public virtual string _SRP_ID { get { return "NONE"; } }
[OneTimeSetUp]
public void OneTimeSetUp()
var testSetup = Object.FindObjectOfType<SetupSceneForRenderPipelineTest>();
if (testSetup == null)
return;
SetupRenderPipeAsset();
}
testSetup.TearDown();
[OneTimeTearDown]
public void OnTimeTearDown()
{
RestoreRenderPipeAsset();
[UnityTest]
public IEnumerator HDRP_TestScene([ValueSource(typeof(CollectScenes), "HDScenes")]TestInfo testInfo)
public static RenderPipelineAsset GetRenderPipelineAsset(string _SRP_ID)
return TestScene(testInfo);
string absolutePath = s_Path.Aggregate(s_RootPath, Path.Combine);
string filePath = Path.Combine(absolutePath, renderPipelineAssets[_SRP_ID] );
return (RenderPipelineAsset)AssetDatabase.LoadAssetAtPath(filePath, typeof(RenderPipelineAsset));
[UnityTest]
public IEnumerator LWRP_TestScene([ValueSource(typeof(CollectScenes), "LWScenes")]TestInfo testInfo)
public static RenderPipelineAsset beforeTestsRenderPipeAsset;
public static RenderPipelineAsset wantedTestsRenderPipeAsset;
public void SetupRenderPipeAsset()
return TestScene(testInfo);
Debug.Log("Set " + _SRP_ID + " render pipeline.");
beforeTestsRenderPipeAsset = UnityEngine.Rendering.GraphicsSettings.renderPipelineAsset;
wantedTestsRenderPipeAsset = GetRenderPipelineAsset(_SRP_ID);
if (wantedTestsRenderPipeAsset != beforeTestsRenderPipeAsset)
UnityEngine.Rendering.GraphicsSettings.renderPipelineAsset = wantedTestsRenderPipeAsset;
public IEnumerator TestScene(TestInfo testInfo)
public void RestoreRenderPipeAsset()
{
if (wantedTestsRenderPipeAsset != beforeTestsRenderPipeAsset)
UnityEngine.Rendering.GraphicsSettings.renderPipelineAsset = beforeTestsRenderPipeAsset;
}
// the actual test
public static IEnumerator TestScene(TestInfo testInfo)
{
var prjRelativeGraphsPath = s_Path.Aggregate(s_RootPath, Path.Combine);
var filePath = Path.Combine(prjRelativeGraphsPath, testInfo.relativePath);

var testSetup = Object.FindObjectOfType<SetupSceneForRenderPipelineTest> ();
SetupSceneForRenderPipelineTest testSetup = Object.FindObjectOfType<SetupSceneForRenderPipelineTest> ();
Assert.IsNotNull(testSetup, "No SetupSceneForRenderPipelineTest in scene " + testInfo.name);
Assert.IsNotNull(testSetup.cameraToUse, "No configured camera in <SetupSceneForRenderPipelineTest>");

}
Assert.IsTrue(areEqual, "Scene from {0}, did not match .template file.", testInfo.relativePath);
testSetup.TearDown();
private bool CompareTextures(Texture2D fromDisk, Texture2D captured, float threshold)
private static bool CompareTextures(Texture2D fromDisk, Texture2D captured, float threshold)
{
if (fromDisk == null || captured == null)
return false;

}
float rmse = Mathf.Sqrt(sumOfSquaredColorDistances / numberOfPixels);
return rmse < threshold;
}
// Graphic Tests Subclasses that inherit the functions bot provide different SRP_ID
public class HDRP : GraphicsTests
{
public override string _SRP_ID { get { return "HDRP"; } }
[UnityTest]
public IEnumerator HDRP_Test([ValueSource(typeof(CollectScenes), "HDRP")]TestInfo testInfo)
{
return TestScene(testInfo);
}
}
public class LTRP : GraphicsTests
{
public override string _SRP_ID { get { return "LWRP"; } }
[UnityTest]
public IEnumerator LWRP_Test([ValueSource(typeof(CollectScenes), "LWRP")]TestInfo testInfo)
{
return TestScene(testInfo);
}
}
}
}

6
Tests/GraphicsTests/Framework/SetupSceneForRenderPipelineTest.cs


using UnityEngine.Rendering;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering
{

public void Setup()
{
m_OriginalAsset = GraphicsSettings.renderPipelineAsset;
GraphicsSettings.renderPipelineAsset = renderPipeline;
if (m_OriginalAsset != renderPipeline) GraphicsSettings.renderPipelineAsset = renderPipeline;
GraphicsSettings.renderPipelineAsset = m_OriginalAsset;
if ( GraphicsSettings.renderPipelineAsset != m_OriginalAsset ) GraphicsSettings.renderPipelineAsset = m_OriginalAsset;
}
}
}

23
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860
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文件差异内容过多而无法显示
查看文件

144
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56
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2
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2
ScriptableRenderPipeline/Core/ShaderLibrary/Sampling/SampleUVMapping.hlsl


// This structure abstract uv mapping inside one struct.
// It represent a mapping of any uv (with its associated tangent space for derivative if SurfaceGradient mode) - UVSet0 to 4, planar, triplanar
#include "NormalSurfaceGradient.hlsl"
#include "../NormalSurfaceGradient.hlsl"
#define UV_MAPPING_UVSET 0
#define UV_MAPPING_PLANAR 1

4
ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/CopyStencilBuffer.shader


#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Packing.hlsl"
#include "../../../ShaderVariables.hlsl"
#include "../../../Lighting/LightDefinition.cs.hlsl"
#include "../ShaderVariables.hlsl"
#include "../Lighting/LightDefinition.cs.hlsl"
int _StencilRef;
RW_TEXTURE2D(float, _HTile); // DXGI_FORMAT_R8_UINT is not supported by Unity

6
ScriptableRenderPipeline/HDRenderPipeline/Material/SubsurfaceScattering/SubsurfaceScattering.shader


#pragma multi_compile _ SSS_FILTER_HORIZONTAL_AND_COMBINE
// Do not modify these.
#include "../../../ShaderPass/ShaderPass.cs.hlsl"
#include "../../ShaderPass/ShaderPass.cs.hlsl"
#define SHADERPASS SHADERPASS_SUBSURFACE_SCATTERING
//-------------------------------------------------------------------------------------

#include "ShaderLibrary/Common.hlsl"
#include "../../../ShaderVariables.hlsl"
#include "../../SubsurfaceScattering/SubsurfaceScattering.hlsl"
#include "../../ShaderVariables.hlsl"
#include "SubsurfaceScattering.hlsl"
//-------------------------------------------------------------------------------------
// Inputs & outputs

20
ScriptableRenderPipeline/HDRenderPipeline/Material/SubsurfaceScattering/SubsurfaceScattering.compute


#define SSS_DEBUG_NORMAL_VS 0
// Do not modify these.
#include "../../../ShaderPass/ShaderPass.cs.hlsl"
#include "../../ShaderPass/ShaderPass.cs.hlsl"
#define SHADERPASS SHADERPASS_SUBSURFACE_SCATTERING
#define GROUP_SIZE_1D 16
#define GROUP_SIZE_2D (GROUP_SIZE_1D * GROUP_SIZE_1D)

#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Packing.hlsl"
#include "ShaderLibrary\Fibonacci.hlsl"
#include "ShaderLibrary/Sampling/Fibonacci.hlsl"
#include "../../../ShaderVariables.hlsl"
#include "../../../Lighting/LightDefinition.cs.hlsl"
#include "../../SubsurfaceScattering/SubsurfaceScattering.hlsl"
#include "../../ShaderVariables.hlsl"
#include "../../Lighting/LightDefinition.cs.hlsl"
#include "SubsurfaceScattering.hlsl"
//--------------------------------------------------------------------------------------------------
// Inputs & outputs

TEXTURE2D(_DepthTexture); // Z-buffer
TEXTURE2D(_HTile); // DXGI_FORMAT_R8_UINT is not supported by Unity
TEXTURE2D(_SSSHTile); // DXGI_FORMAT_R8_UINT is not supported by Unity
TEXTURE2D(_IrradianceSource); // Includes transmitted light
#ifdef USE_INTERMEDIATE_BUFFER

float stencilRef = STENCILLIGHTINGUSAGE_SPLIT_LIGHTING;
// Check whether the thread group needs to perform any work.
float s00 = LOAD_TEXTURE2D(_HTile, 2 * groupId + uint2(0, 0)).r;
float s10 = LOAD_TEXTURE2D(_HTile, 2 * groupId + uint2(1, 0)).r;
float s01 = LOAD_TEXTURE2D(_HTile, 2 * groupId + uint2(0, 1)).r;
float s11 = LOAD_TEXTURE2D(_HTile, 2 * groupId + uint2(1, 1)).r;
float s00 = LOAD_TEXTURE2D(_SSSHTile, 2 * groupId + uint2(0, 0)).r;
float s10 = LOAD_TEXTURE2D(_SSSHTile, 2 * groupId + uint2(1, 0)).r;
float s01 = LOAD_TEXTURE2D(_SSSHTile, 2 * groupId + uint2(0, 1)).r;
float s11 = LOAD_TEXTURE2D(_SSSHTile, 2 * groupId + uint2(1, 1)).r;
// Perform the stencil test (reject at the tile rate).
processGroup = (stencilRef == s00 || stencilRef == s10 || stencilRef == s01 || stencilRef == s11);

691
ScriptableRenderPipeline/Core/Editor/FilterWindow.cs


using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEngine;
namespace UnityEditor.Experimental.Rendering
{
[InitializeOnLoad]
public class FilterWindow : EditorWindow
{
public interface IProvider
{
Vector2 position { get; set; }
void CreateComponentTree(List<Element> tree);
bool GoToChild(Element element, bool addIfComponent);
}
public static readonly float DefaultWidth = 250f;
public static readonly float DefaultHeight = 300f;
#region BaseElements
public class Element : IComparable
{
public int level;
public GUIContent content;
public string name
{
get { return content.text; }
}
public int CompareTo(object o)
{
return name.CompareTo((o as Element).name);
}
}
[Serializable]
public class GroupElement : Element
{
public Vector2 scroll;
public int selectedIndex;
public bool WantsFocus { get; protected set; }
public virtual bool ShouldDisable
{
get { return false; }
}
public GroupElement(int level, string name)
{
this.level = level;
content = new GUIContent(name);
}
public virtual bool HandleKeyboard(Event evt, FilterWindow window, Action goToParent)
{
return false;
}
public virtual bool OnGUI(FilterWindow sFilterWindow)
{
return false;
}
}
#endregion
// Styles
class Styles
{
public GUIStyle header = (GUIStyle)typeof(EditorStyles).GetProperty("inspectorBig", BindingFlags.Static | BindingFlags.NonPublic).GetValue(null, null);
public GUIStyle componentButton = new GUIStyle("PR Label");
public GUIStyle groupButton;
public GUIStyle background = "grey_border";
public GUIStyle rightArrow = "AC RightArrow";
public GUIStyle leftArrow = "AC LeftArrow";
public Styles()
{
header.font = EditorStyles.boldLabel.font;
componentButton.alignment = TextAnchor.MiddleLeft;
componentButton.fixedHeight = 20;
componentButton.imagePosition = ImagePosition.ImageAbove;
groupButton = new GUIStyle(componentButton);
}
}
const int k_HeaderHeight = 30;
const int k_WindowHeight = 400 - 80;
const int k_HelpHeight = 80 * 0;
const string k_ComponentSearch = "NodeSearchString";
static Styles s_Styles;
static FilterWindow s_FilterWindow;
static long s_LastClosedTime;
static bool s_DirtyList;
IProvider m_Provider;
Element[] m_Tree;
Element[] m_SearchResultTree;
List<GroupElement> m_Stack = new List<GroupElement>();
float m_Anim = 1;
int m_AnimTarget = 1;
long m_LastTime;
bool m_ScrollToSelected;
string m_DelayedSearch;
string m_Search = "";
bool m_HasSearch { get { return !string.IsNullOrEmpty(m_Search); } }
GroupElement m_ActiveParent { get { return m_Stack[m_Stack.Count - 2 + m_AnimTarget]; } }
Element[] m_ActiveTree { get { return m_HasSearch ? m_SearchResultTree : m_Tree; } }
Element m_ActiveElement
{
get
{
if (m_ActiveTree == null)
return null;
var children = GetChildren(m_ActiveTree, m_ActiveParent);
return children.Count == 0
? null
: children[m_ActiveParent.selectedIndex];
}
}
bool m_IsAnimating { get { return !Mathf.Approximately(m_Anim, m_AnimTarget); } }
static FilterWindow()
{
s_DirtyList = true;
}
void OnEnable()
{
s_FilterWindow = this;
m_Search = "";
}
void OnDisable()
{
s_LastClosedTime = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond;
s_FilterWindow = null;
}
internal static bool ValidateAddComponentMenuItem()
{
return true;
}
internal static bool Show(Vector2 position, IProvider provider)
{
// If the window is already open, close it instead.
var wins = Resources.FindObjectsOfTypeAll(typeof(FilterWindow));
if (wins.Length > 0)
{
try
{
((EditorWindow)wins[0]).Close();
return false;
}
catch (Exception)
{
s_FilterWindow = null;
}
}
// We could not use realtimeSinceStartUp since it is set to 0 when entering/exitting
// playmode, we assume an increasing time when comparing time.
long nowMilliSeconds = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond;
bool justClosed = nowMilliSeconds < s_LastClosedTime + 50;
if (!justClosed)
{
Event.current.Use();
if (s_FilterWindow == null)
{
s_FilterWindow = CreateInstance<FilterWindow>();
s_FilterWindow.hideFlags = HideFlags.HideAndDontSave;
}
s_FilterWindow.Init(position, provider);
return true;
}
return false;
}
static object Invoke(Type t, object inst, string method, params object[] args)
{
var flags = (inst == null ? BindingFlags.Static : BindingFlags.Instance) | BindingFlags.NonPublic;
var mi = t.GetMethod(method, flags);
return mi.Invoke(inst, args);
}
void Init(Vector2 position, IProvider provider)
{
m_Provider = provider;
// Has to be done before calling Show / ShowWithMode
m_Provider.position = position;
position = GUIUtility.GUIToScreenPoint(position);
var buttonRect = new Rect(position.x - DefaultWidth / 2, position.y - 16, DefaultWidth, 1);
CreateComponentTree();
ShowAsDropDown(buttonRect, new Vector2(buttonRect.width, k_WindowHeight));
Focus();
wantsMouseMove = true;
}
void CreateComponentTree()
{
var tree = new List<Element>();
m_Provider.CreateComponentTree(tree);
m_Tree = tree.ToArray();
// Rebuild stack
if (m_Stack.Count == 0)
{
m_Stack.Add(m_Tree[0] as GroupElement);
}
else
{
// The root is always the match for level 0
var match = m_Tree[0] as GroupElement;
int level = 0;
while (true)
{
// Assign the match for the current level
var oldElement = m_Stack[level];
m_Stack[level] = match;
m_Stack[level].selectedIndex = oldElement.selectedIndex;
m_Stack[level].scroll = oldElement.scroll;
// See if we reached last element of stack
level++;
if (level == m_Stack.Count)
break;
// Try to find a child of the same name as we had before
var children = GetChildren(m_ActiveTree, match);
var childMatch = children.FirstOrDefault(c => c.name == m_Stack[level].name);
if (childMatch is GroupElement)
{
match = childMatch as GroupElement;
}
else
{
// If we couldn't find the child, remove all further elements from the stack
while (m_Stack.Count > level)
m_Stack.RemoveAt(level);
}
}
}
s_DirtyList = false;
RebuildSearch();
}
internal void OnGUI()
{
if (s_Styles == null)
s_Styles = new Styles();
GUI.Label(new Rect(0, 0, position.width, position.height), GUIContent.none, s_Styles.background);
if (s_DirtyList)
CreateComponentTree();
// Keyboard
HandleKeyboard();
GUILayout.Space(7);
// Search
if (!m_ActiveParent.WantsFocus)
{
EditorGUI.FocusTextInControl("ComponentSearch");
Focus();
}
var searchRect = GUILayoutUtility.GetRect(10, 20);
searchRect.x += 8;
searchRect.width -= 16;
GUI.SetNextControlName("ComponentSearch");
using (new EditorGUI.DisabledScope(m_ActiveParent.ShouldDisable))
{
string newSearch = (string)Invoke(typeof(EditorGUI), null, "SearchField", searchRect, m_DelayedSearch ?? m_Search);
if (newSearch != m_Search || m_DelayedSearch != null)
{
if (!m_IsAnimating)
{
m_Search = m_DelayedSearch ?? newSearch;
EditorPrefs.SetString(k_ComponentSearch, m_Search);
RebuildSearch();
m_DelayedSearch = null;
}
else
{
m_DelayedSearch = newSearch;
}
}
}
// Show lists
ListGUI(m_ActiveTree, m_Anim, GetElementRelative(0), GetElementRelative(-1));
if (m_Anim < 1)
ListGUI(m_ActiveTree, m_Anim + 1, GetElementRelative(-1), GetElementRelative(-2));
// Animate
if (m_IsAnimating && Event.current.type == EventType.Repaint)
{
long now = DateTime.Now.Ticks;
float deltaTime = (now - m_LastTime) / (float)TimeSpan.TicksPerSecond;
m_LastTime = now;
m_Anim = Mathf.MoveTowards(m_Anim, m_AnimTarget, deltaTime * 4);
if (m_AnimTarget == 0 && Mathf.Approximately(m_Anim, 0))
{
m_Anim = 1;
m_AnimTarget = 1;
m_Stack.RemoveAt(m_Stack.Count - 1);
}
Repaint();
}
}
void HandleKeyboard()
{
var evt = Event.current;
if (evt.type == EventType.KeyDown)
{
// Special handling when in new script panel
if (!m_ActiveParent.HandleKeyboard(evt, s_FilterWindow, GoToParent))
{
// Always do these
if (evt.keyCode == KeyCode.DownArrow)
{
m_ActiveParent.selectedIndex++;
m_ActiveParent.selectedIndex = Mathf.Min(m_ActiveParent.selectedIndex, GetChildren(m_ActiveTree, m_ActiveParent).Count - 1);
m_ScrollToSelected = true;
evt.Use();
}
if (evt.keyCode == KeyCode.UpArrow)
{
m_ActiveParent.selectedIndex--;
m_ActiveParent.selectedIndex = Mathf.Max(m_ActiveParent.selectedIndex, 0);
m_ScrollToSelected = true;
evt.Use();
}
if (evt.keyCode == KeyCode.Return || evt.keyCode == KeyCode.KeypadEnter)
{
GoToChild(m_ActiveElement, true);
evt.Use();
}
// Do these if we're not in search mode
if (!m_HasSearch)
{
if (evt.keyCode == KeyCode.LeftArrow || evt.keyCode == KeyCode.Backspace)
{
GoToParent();
evt.Use();
}
if (evt.keyCode == KeyCode.RightArrow)
{
GoToChild(m_ActiveElement, false);
evt.Use();
}
if (evt.keyCode == KeyCode.Escape)
{
Close();
evt.Use();
}
}
}
}
}
const string k_SearchHeader = "Search";
void RebuildSearch()
{
if (!m_HasSearch)
{
m_SearchResultTree = null;
if (m_Stack[m_Stack.Count - 1].name == k_SearchHeader)
{
m_Stack.Clear();
m_Stack.Add(m_Tree[0] as GroupElement);
}
m_AnimTarget = 1;
m_LastTime = DateTime.Now.Ticks;
return;
}
// Support multiple search words separated by spaces.
var searchWords = m_Search.ToLower().Split(' ');
// We keep two lists. Matches that matches the start of an item always get first priority.
var matchesStart = new List<Element>();
var matchesWithin = new List<Element>();
foreach (var e in m_Tree)
{
if (e is GroupElement)
continue;
string name = e.name.ToLower().Replace(" ", "");
bool didMatchAll = true;
bool didMatchStart = false;
// See if we match ALL the seaarch words.
for (int w = 0; w < searchWords.Length; w++)
{
string search = searchWords[w];
if (name.Contains(search))
{
// If the start of the item matches the first search word, make a note of that.
if (w == 0 && name.StartsWith(search))
didMatchStart = true;
}
else
{
// As soon as any word is not matched, we disregard this item.
didMatchAll = false;
break;
}
}
// We always need to match all search words.
// If we ALSO matched the start, this item gets priority.
if (didMatchAll)
{
if (didMatchStart)
matchesStart.Add(e);
else
matchesWithin.Add(e);
}
}
matchesStart.Sort();
matchesWithin.Sort();
// Create search tree
var tree = new List<Element>();
// Add parent
tree.Add(new GroupElement(0, k_SearchHeader));
// Add search results
tree.AddRange(matchesStart);
tree.AddRange(matchesWithin);
// Create search result tree
m_SearchResultTree = tree.ToArray();
m_Stack.Clear();
m_Stack.Add(m_SearchResultTree[0] as GroupElement);
// Always select the first search result when search is changed (e.g. a character was typed in or deleted),
// because it's usually the best match.
if (GetChildren(m_ActiveTree, m_ActiveParent).Count >= 1)
m_ActiveParent.selectedIndex = 0;
else
m_ActiveParent.selectedIndex = -1;
}
GroupElement GetElementRelative(int rel)
{
int i = m_Stack.Count + rel - 1;
if (i < 0)
return null;
return m_Stack[i];
}
void GoToParent()
{
if (m_Stack.Count > 1)
{
m_AnimTarget = 0;
m_LastTime = DateTime.Now.Ticks;
}
}
void ListGUI(Element[] tree, float anim, GroupElement parent, GroupElement grandParent)
{
// Smooth the fractional part of the anim value
anim = Mathf.Floor(anim) + Mathf.SmoothStep(0, 1, Mathf.Repeat(anim, 1));
// Calculate rect for animated area
var animRect = position;
animRect.x = position.width * (1 - anim) + 1;
animRect.y = k_HeaderHeight;
animRect.height -= k_HeaderHeight + k_HelpHeight;
animRect.width -= 2;
// Start of animated area (the part that moves left and right)
GUILayout.BeginArea(animRect);
// Header
var headerRect = GUILayoutUtility.GetRect(10, 25);
string name = parent.name;
GUI.Label(headerRect, name, s_Styles.header);
// Back button
if (grandParent != null)
{
var arrowRect = new Rect(headerRect.x + 4, headerRect.y + 7, 13, 13);
var e = Event.current;
if (e.type == EventType.Repaint)
s_Styles.leftArrow.Draw(arrowRect, false, false, false, false);
if (e.type == EventType.MouseDown && headerRect.Contains(e.mousePosition))
{
GoToParent();
e.Use();
}
}
if (!parent.OnGUI(s_FilterWindow))
ListGUI(tree, parent);
GUILayout.EndArea();
}
void GoToChild(Element e, bool addIfComponent)
{
if (m_Provider.GoToChild(e, addIfComponent))
{
Close();
}
else if (!m_HasSearch)
{
m_LastTime = DateTime.Now.Ticks;
if (m_AnimTarget == 0)
{
m_AnimTarget = 1;
}
else if (Mathf.Approximately(m_Anim, 1f))
{
m_Anim = 0;
m_Stack.Add(e as GroupElement);
}
}
}
void ListGUI(Element[] tree, GroupElement parent)
{
// Start of scroll view list
parent.scroll = GUILayout.BeginScrollView(parent.scroll);
EditorGUIUtility.SetIconSize(new Vector2(16, 16));
var children = GetChildren(tree, parent);
var selectedRect = new Rect();
var evt = Event.current;
// Iterate through the children
for (int i = 0; i < children.Count; i++)
{
var e = children[i];
var r = GUILayoutUtility.GetRect(16, 20, GUILayout.ExpandWidth(true));
// Select the element the mouse cursor is over.
// Only do it on mouse move - keyboard controls are allowed to overwrite this until the next time the mouse moves.
if (evt.type == EventType.MouseMove || evt.type == EventType.MouseDown)
{
if (parent.selectedIndex != i && r.Contains(evt.mousePosition))
{
parent.selectedIndex = i;
Repaint();
}
}
bool selected = false;
// Handle selected item
if (i == parent.selectedIndex)
{
selected = true;
selectedRect = r;
}
// Draw element
if (evt.type == EventType.Repaint)
{
var labelStyle = (e is GroupElement) ? s_Styles.groupButton : s_Styles.componentButton;
labelStyle.Draw(r, e.content, false, false, selected, selected);
if (e is GroupElement)
{
var arrowRect = new Rect(r.x + r.width - 13, r.y + 4, 13, 13);
s_Styles.rightArrow.Draw(arrowRect, false, false, false, false);
}
}
if (evt.type == EventType.MouseDown && r.Contains(evt.mousePosition))
{
evt.Use();
parent.selectedIndex = i;
GoToChild(e, true);
}
}
EditorGUIUtility.SetIconSize(Vector2.zero);
GUILayout.EndScrollView();
// Scroll to show selected
if (m_ScrollToSelected && evt.type == EventType.Repaint)
{
m_ScrollToSelected = false;
var scrollRect = GUILayoutUtility.GetLastRect();
if (selectedRect.yMax - scrollRect.height > parent.scroll.y)
{
parent.scroll.y = selectedRect.yMax - scrollRect.height;
Repaint();
}
if (selectedRect.y < parent.scroll.y)
{
parent.scroll.y = selectedRect.y;
Repaint();
}
}
}
List<Element> GetChildren(Element[] tree, Element parent)
{
var children = new List<Element>();
int level = -1;
int i;
for (i = 0; i < tree.Length; i++)
{
if (tree[i] == parent)
{
level = parent.level + 1;
i++;
break;
}
}
if (level == -1)
return children;
for (; i < tree.Length; i++)
{
var e = tree[i];
if (e.level < level)
break;
if (e.level > level && !m_HasSearch)
continue;
children.Add(e);
}
return children;
}
}
}

11
ScriptableRenderPipeline/Core/Editor/FilterWindow.cs.meta


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137
ScriptableRenderPipeline/Core/Editor/Volume/VolumeComponentProvider.cs


using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
namespace UnityEditor.Experimental.Rendering
{
using IProvider = FilterWindow.IProvider;
using Element = FilterWindow.Element;
using GroupElement = FilterWindow.GroupElement;
class VolumeComponentProvider : IProvider
{
class VolumeComponentElement : Element
{
public Type type;
public VolumeComponentElement(int level, string label, Type type)
{
this.level = level;
this.type = type;
// TODO: Add support for custom icons
content = new GUIContent(label);
}
}
class PathNode : IComparable<PathNode>
{
public List<PathNode> nodes = new List<PathNode>();
public string name;
public Type type;
public int CompareTo(PathNode other)
{
return name.CompareTo(other.name);
}
}
public Vector2 position { get; set; }
Volume m_Target;
VolumeEditor m_TargetEditor;
public VolumeComponentProvider(Volume target, VolumeEditor targetEditor)
{
m_Target = target;
m_TargetEditor = targetEditor;
}
public void CreateComponentTree(List<Element> tree)
{
tree.Add(new GroupElement(0, "Volume Components"));
var attrType = typeof(VolumeComponentMenu);
var types = VolumeManager.instance.baseComponentTypes;
var rootNode = new PathNode();
foreach (var t in types)
{
// Skip components that have already been added to the volume
if (m_Target.Has(t))
continue;
string path = string.Empty;
// Look for a VolumeComponentMenu attribute
var attrs = t.GetCustomAttributes(attrType, false);
if (attrs.Length > 0)
{
var attr = attrs[0] as VolumeComponentMenu;
if (attr != null)
path = attr.menu;
}
// If no attribute or in case something went wrong when grabbing it, fallback to a
// beautified class name
if (string.IsNullOrEmpty(path))
path = ObjectNames.NicifyVariableName(t.Name);
// Prep the categories & types tree
AddNode(rootNode, path, t);
}
// Recursively add all elements to the tree
Traverse(rootNode, 1, tree);
}
public bool GoToChild(Element element, bool addIfComponent)
{
if (element is VolumeComponentElement)
{
var e = (VolumeComponentElement)element;
m_TargetEditor.AddComponent(e.type);
return true;
}
return false;
}
void AddNode(PathNode root, string path, Type type)
{
var current = root;
var parts = path.Split(new[] { '/' }, StringSplitOptions.RemoveEmptyEntries);
foreach (var part in parts)
{
var child = current.nodes.Find(x => x.name == part);
if (child == null)
{
child = new PathNode { name = part, type = type };
current.nodes.Add(child);
}
current = child;
}
}
void Traverse(PathNode node, int depth, List<Element> tree)
{
node.nodes.Sort();
foreach (var n in node.nodes)
{
if (n.nodes.Count > 0) // Group
{
tree.Add(new GroupElement(depth, n.name));
Traverse(n, depth + 1, tree);
}
else // Element
{
tree.Add(new VolumeComponentElement(depth, n.name, n.type));
}
}
}
}
}

11
ScriptableRenderPipeline/Core/Editor/Volume/VolumeComponentProvider.cs.meta


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ScriptableRenderPipeline/Core/ShaderLibrary/Sampling.meta


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44
ScriptableRenderPipeline/Core/Volume/VolumeStack.cs


using System;
using System.Collections.Generic;
namespace UnityEngine.Experimental.Rendering
{
public sealed class VolumeStack : IDisposable
{
// Holds the state of _all_ component types you can possibly add on volumes
public readonly Dictionary<Type, VolumeComponent> components;
internal VolumeStack(IEnumerable<Type> baseTypes)
{
components = new Dictionary<Type, VolumeComponent>();
foreach (var type in baseTypes)
{
var inst = (VolumeComponent)ScriptableObject.CreateInstance(type);
components.Add(type, inst);
}
}
public T GetComponent<T>()
where T : VolumeComponent
{
var comp = GetComponent(typeof(T));
return (T)comp;
}
public VolumeComponent GetComponent(Type type)
{
VolumeComponent comp;
components.TryGetValue(type, out comp);
return comp;
}
public void Dispose()
{
foreach (var component in components)
CoreUtils.Destroy(component.Value);
components.Clear();
}
}
}

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ScriptableRenderPipeline/Core/Volume/VolumeStack.cs.meta


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ScriptableRenderPipeline/Core/ShaderLibrary/Filtering.hlsl


// Ref: https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1 from MJP
// Samples a texture with Catmull-Rom filtering, using 9 texture fetches instead of 16.
// See http://vec3.ca/bicubic-filtering-in-fewer-taps/ for more details
float4 SampleTextureCatmullRom(TEXTURE2D_ARGS(tex, linearSampler), float2 uv, float2 texSize)
{
// We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding
// down the sample location to get the exact center of our "starting" texel. The starting texel will be at
// location [1, 1] in the grid, where [0, 0] is the top left corner.
float2 samplePos = uv * texSize;
float2 texPos1 = floor(samplePos - 0.5f) + 0.5f;
// Compute the fractional offset from our starting texel to our original sample location, which we'll
// feed into the Catmull-Rom spline function to get our filter weights.
float2 f = samplePos - texPos1;
float2 f2 = f * f;
float2 f3 = f2 * f;
// Compute the Catmull-Rom weights using the fractional offset that we calculated earlier.
// These equations are pre-expanded based on our knowledge of where the texels will be located,
// which lets us avoid having to evaluate a piece-wise function.
float2 w0 = (1.0f / 6.0) * (-3.0 * f3 + 6.0 * f2 - 3.0 * f);
float2 w1 = (1.0f / 6.0) * (9.0 * f3 - 15.0 * f2 + 6.0);
float2 w2 = (1.0f / 6.0) * (-9.0 * f3 + 12.0 * f2 + 3.0 * f);
float2 w3 = (1.0f / 6.0) * (3.0 * f3 - 3.0 * f2);
// Otim by Vlad, to test
// float2 w0 = (1.0 / 2.0) * f * (-1.0 + f * (2.0 - f));
// float2 w1 = (1.0 / 6.0) * f2 * (-15.0 + 9.0 * f)) + 1.0;
// float2 w2 = (1.0 / 6.0) * f * (3.0 + f * (12.0 - f * 9.0));
// float2 w3 = (1.0 / 2.0) * f2 * (f - 1.0);
// Work out weighting factors and sampling offsets that will let us use bilinear filtering to
// simultaneously evaluate the middle 2 samples from the 4x4 grid.
float2 w12 = w1 + w2;
float2 offset12 = w2 / (w1 + w2);
// Compute the final UV coordinates we'll use for sampling the texture
float2 texPos0 = texPos1 - 1;
float2 texPos3 = texPos1 + 2;
float2 texPos12 = texPos1 + offset12;
texPos0 /= texSize;
texPos3 /= texSize;
texPos12 /= texSize;
float4 result = 0.0;
result += TEXTURE2D_SAMPLE_LOD(tex, linearSampler, float2(texPos0.x, texPos0.y), 0.0) * w0.x * w0.y;
result += TEXTURE2D_SAMPLE_LOD(tex, linearSampler, float2(texPos12.x, texPos0.y), 0.0) * w12.x * w0.y;
result += TEXTURE2D_SAMPLE_LOD(tex, linearSampler, float2(texPos3.x, texPos0.y), 0.0) * w3.x * w0.y;
result += TEXTURE2D_SAMPLE_LOD(tex, linearSampler, float2(texPos0.x, texPos12.y), 0.0) * w0.x * w12.y;
result += TEXTURE2D_SAMPLE_LOD(tex, linearSampler, float2(texPos12.x, texPos12.y), 0.0) * w12.x * w12.y;
result += TEXTURE2D_SAMPLE_LOD(tex, linearSampler, float2(texPos3.x, texPos12.y), 0.0) * w3.x * w12.y;
result += TEXTURE2D_SAMPLE_LOD(tex, linearSampler, float2(texPos0.x, texPos3.y), 0.0) * w0.x * w3.y;
result += TEXTURE2D_SAMPLE_LOD(tex, linearSampler, float2(texPos12.x, texPos3.y), 0.0) * w12.x * w3.y;
result += TEXTURE2D_SAMPLE_LOD(tex, linearSampler, float2(texPos3.x, texPos3.y), 0.0) * w3.x * w3.y;
return result;
}
/*
// manual tri-linearly interpolated texture fetch
// not really needed: used hard-wired texture interpolation
vec4 manualTexture3D( sampler3D samp, vec3 p ){
vec3 qa = p*uvMapSize + vec3(0.5);
vec3 qi = floor(qa);
qa -= qi;
qi -= vec3(0.5);
return
mix( mix( mix( texture3D( samp, (qi+vec3(0.0,0.0,0.0))*oneOverUvMapSize ),
texture3D( samp, (qi+vec3(1.0,0.0,0.0))*oneOverUvMapSize ), qa.x ),
mix( texture3D( samp, (qi+vec3(0.0,1.0,0.0))*oneOverUvMapSize ),
texture3D( samp, (qi+vec3(1.0,1.0,0.0))*oneOverUvMapSize ), qa.x ), qa.y ),
mix( mix( texture3D( samp, (qi+vec3(0.0,0.0,1.0))*oneOverUvMapSize ),
texture3D( samp, (qi+vec3(1.0,0.0,1.0))*oneOverUvMapSize ), qa.x ),
mix( texture3D( samp, (qi+vec3(0.0,1.0,1.0))*oneOverUvMapSize ),
texture3D( samp, (qi+vec3(1.0,1.0,1.0))*oneOverUvMapSize ), qa.x ), qa.y ), qa.z );
}
*/

8
ScriptableRenderPipeline/Core/ShaderLibrary/Filtering.hlsl.meta


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ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CopyStencilBuffer.shader.meta


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/ScriptableRenderPipeline/Core/ShaderLibrary/Sampling.hlsl.meta → /ScriptableRenderPipeline/Core/ShaderLibrary/Sampling/Sampling.hlsl.meta

/ScriptableRenderPipeline/Core/ShaderLibrary/Fibonacci.hlsl.meta → /ScriptableRenderPipeline/Core/ShaderLibrary/Sampling/Fibonacci.hlsl.meta

/ScriptableRenderPipeline/Core/ShaderLibrary/Hammersley.hlsl.meta → /ScriptableRenderPipeline/Core/ShaderLibrary/Sampling/Hammersley.hlsl.meta

/ScriptableRenderPipeline/Core/ShaderLibrary/Fibonacci.hlsl → /ScriptableRenderPipeline/Core/ShaderLibrary/Sampling/Fibonacci.hlsl

/ScriptableRenderPipeline/Core/ShaderLibrary/SampleUVMappingNormalInternal.hlsl.meta → /ScriptableRenderPipeline/Core/ShaderLibrary/Sampling/SampleUVMappingNormalInternal.hlsl.meta

/ScriptableRenderPipeline/Core/ShaderLibrary/SampleUVMappingInternal.hlsl.meta → /ScriptableRenderPipeline/Core/ShaderLibrary/Sampling/SampleUVMappingInternal.hlsl.meta

/ScriptableRenderPipeline/Core/ShaderLibrary/SampleUVMapping.hlsl.meta → /ScriptableRenderPipeline/Core/ShaderLibrary/Sampling/SampleUVMapping.hlsl.meta

/ScriptableRenderPipeline/Core/ShaderLibrary/SampleUVMapping.hlsl → /ScriptableRenderPipeline/Core/ShaderLibrary/Sampling/SampleUVMapping.hlsl

/ScriptableRenderPipeline/Core/ShaderLibrary/SampleUVMappingInternal.hlsl → /ScriptableRenderPipeline/Core/ShaderLibrary/Sampling/SampleUVMappingInternal.hlsl

/ScriptableRenderPipeline/Core/ShaderLibrary/SampleUVMappingNormalInternal.hlsl → /ScriptableRenderPipeline/Core/ShaderLibrary/Sampling/SampleUVMappingNormalInternal.hlsl

/ScriptableRenderPipeline/Core/ShaderLibrary/Sampling.hlsl → /ScriptableRenderPipeline/Core/ShaderLibrary/Sampling/Sampling.hlsl

/ScriptableRenderPipeline/Core/ShaderLibrary/Hammersley.hlsl → /ScriptableRenderPipeline/Core/ShaderLibrary/Sampling/Hammersley.hlsl

/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/SubsurfaceScattering.compute.meta → /ScriptableRenderPipeline/HDRenderPipeline/Material/SubsurfaceScattering/SubsurfaceScattering.compute.meta

/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/SubsurfaceScattering.shader.meta → /ScriptableRenderPipeline/HDRenderPipeline/Material/SubsurfaceScattering/SubsurfaceScattering.shader.meta

/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineLighting.shader.meta → /ScriptableRenderPipeline/HDRenderPipeline/Material/SubsurfaceScattering/CombineLighting.shader.meta

/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineLighting.shader → /ScriptableRenderPipeline/HDRenderPipeline/Material/SubsurfaceScattering/CombineLighting.shader

/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CopyStencilBuffer.shader → /ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/CopyStencilBuffer.shader

/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/SubsurfaceScattering.shader → /ScriptableRenderPipeline/HDRenderPipeline/Material/SubsurfaceScattering/SubsurfaceScattering.shader

/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/SubsurfaceScattering.compute → /ScriptableRenderPipeline/HDRenderPipeline/Material/SubsurfaceScattering/SubsurfaceScattering.compute

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