Evgenii Golubev 8 年前
当前提交
f43fbd7c
共有 34 个文件被更改,包括 6404 次插入65 次删除
  1. 2
      Assets/ScriptableRenderLoop/AdditionalLightData.cs
  2. 106
      Assets/ScriptableRenderLoop/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
  3. 8
      Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.asset
  4. 114
      Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
  5. 1
      Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePass.cs
  6. 5
      Assets/ScriptableRenderLoop/HDRenderPipeline/SceneSettings/SubsurfaceScatteringParameters.cs
  7. 38
      Assets/ScriptableRenderLoop/HDRenderPipeline/Utilities.cs
  8. 26
      Assets/ScriptableRenderLoop/RenderPasses/ShadowRenderPass.cs
  9. 26
      ProjectSettings/ProjectSettings.asset
  10. 50
      Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/HDRenderPipelineDebug.cs
  11. 12
      Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.meta
  12. 82
      Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/Resources/DebugDisplayShadowMap.shader
  13. 9
      Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/Resources/DebugDisplayShadowMap.shader.meta
  14. 9
      Assets/TestScenes/HDTest/CascadedShadowsTest.meta
  15. 1001
      Assets/TestScenes/HDTest/CascadedShadowsTest.unity
  16. 8
      Assets/TestScenes/HDTest/CascadedShadowsTest.unity.meta
  17. 9
      Assets/TestScenes/HDTest/GraphicTest/Common/Dragon.meta
  18. 160
      Assets/TestScenes/HDTest/CascadedShadowsTest/Lit_Gray.mat
  19. 9
      Assets/TestScenes/HDTest/CascadedShadowsTest/Lit_Gray.mat.meta
  20. 1001
      Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/DragonStatue.FBX
  21. 96
      Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/DragonStatue.FBX.meta
  22. 8
      Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/DragonStatue.mat.meta
  23. 1001
      Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/Dragon_H.exr
  24. 84
      Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/Dragon_H.exr.meta
  25. 1001
      Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/Dragon_LRBC_NoLight.png
  26. 76
      Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/Dragon_LRBC_NoLight.png.meta
  27. 1001
      Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/Dragon_MSK.tga
  28. 76
      Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/Dragon_MSK.tga.meta
  29. 170
      Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/Dragon_N.tga
  30. 76
      Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/Dragon_N.tga.meta
  31. 195
      Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/DragonStatue.mat
  32. 9
      Assets/TestScenes/HDTest/HDRenderLoopTest.meta

2
Assets/ScriptableRenderLoop/AdditionalLightData.cs


}
[Range(0.0F, 100.0F)]
private float m_innerSpotPercent = 0.0F;
public float m_innerSpotPercent = 0.0f; // To display this field in the UI this need to be public
public float GetInnerSpotPercent01()
{

106
Assets/ScriptableRenderLoop/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs


using System;
using System.Reflection;
using System.Linq.Expressions;
using UnityEditor;
//using EditorGUIUtility=UnityEditor.EditorGUIUtility;

{
private class Styles
{
// Global debug parameters
public readonly GUIContent debugging = new GUIContent("Debugging");
public readonly GUIContent debugOverlayRatio = new GUIContent("Overlay Ratio");
public readonly GUIContent debugParameters = new GUIContent("Debug Parameters");
public readonly GUIContent debugViewMaterial = new GUIContent("DebugView Material", "Display various properties of Materials.");

public readonly GUIContent useForwardRenderingOnly = new GUIContent("Use Forward Rendering Only");
public readonly GUIContent useDepthPrepass = new GUIContent("Use Depth Prepass");
public readonly GUIContent useDistortion = new GUIContent("Use Distortion");
public readonly GUIContent useDistortion = new GUIContent("Use Distortion");
public bool isDebugViewMaterialInit = false;
public GUIContent[] debugViewMaterialStrings = null;

public readonly GUIContent sssSettings = new GUIContent("Subsurface Scattering Settings");
// Shadow Debug
public readonly GUIContent shadowDebugParameters = new GUIContent("Shadow Debug");
public readonly GUIContent shadowDebugEnable = new GUIContent("Enable Shadows");
public readonly GUIContent shadowDebugVisualizationMode = new GUIContent("Visualize");
public readonly GUIContent shadowDebugVisualizeShadowIndex = new GUIContent("Visualize Shadow Index");
public readonly GUIContent shadowsEnabled = new GUIContent("Enabled");
public readonly string[] tileLightLoopDebugTileFlagStrings = new string[] {"Punctual Light", "Area Light", "Env Light"};
public readonly string[] tileLightLoopDebugTileFlagStrings = new string[] { "Punctual Light", "Area Light", "Env Light"};
public readonly GUIContent splitLightEvaluation = new GUIContent("Split light and reflection evaluation", "Toggle");
public readonly GUIContent bigTilePrepass = new GUIContent("Enable big tile prepass", "Toggle");
public readonly GUIContent clustered = new GUIContent("Enable clustered", "Toggle");

public readonly GUIContent spotCookieSize = new GUIContent("Spot cookie size");
public readonly GUIContent pointCookieSize = new GUIContent("Point cookie size");
public readonly GUIContent reflectionCubemapSize = new GUIContent("Reflection cubemap size");
public readonly GUIContent reflectionCubemapSize = new GUIContent("Reflection cubemap size");
}
private static Styles s_Styles = null;

}
}
const float k_MaxExposure = 32.0f;
SerializedProperty m_ShowDebug = null;
SerializedProperty m_ShowDebugShadow = null;
SerializedProperty m_DebugOverlayRatio = null;
SerializedProperty m_DebugShadowEnabled = null;
SerializedProperty m_DebugShadowVisualizationMode = null;
SerializedProperty m_DebugShadowVisualizeShadowIndex = null;
private void InitializeProperties()
{
m_DebugOverlayRatio = FindProperty(x => x.globalDebugParameters.debugOverlayRatio);
m_ShowDebugShadow = FindProperty(x => x.globalDebugParameters.displayShadowDebug);
m_ShowDebug = FindProperty(x => x.globalDebugParameters.displayDebug);
m_DebugShadowEnabled = FindProperty(x => x.globalDebugParameters.shadowDebugParameters.enableShadows);
m_DebugShadowVisualizationMode = FindProperty(x => x.globalDebugParameters.shadowDebugParameters.visualizationMode);
m_DebugShadowVisualizeShadowIndex = FindProperty(x => x.globalDebugParameters.shadowDebugParameters.visualizeShadowMapIndex);
}
SerializedProperty FindProperty<TValue>(Expression<Func<HDRenderPipeline, TValue>> expr)
{
var path = Utilities.GetFieldPath(expr);
return serializedObject.FindProperty(path);
}
string GetSubNameSpaceName(Type type)
{

if (!attr.needParamDefines)
{
return;
return ;
}
var fields = type.GetFields();

// Check if the display name have been override by the users
if (Attribute.IsDefined(field, typeof(SurfaceDataAttributes)))
{
var propertyAttr = (SurfaceDataAttributes[]) field.GetCustomAttributes(typeof(SurfaceDataAttributes), false);
var propertyAttr = (SurfaceDataAttributes[])field.GetCustomAttributes(typeof(SurfaceDataAttributes), false);
if (propertyAttr[0].displayName != "")
{
fieldName = propertyAttr[0].displayName;

fieldName = (isBSDFData ? "Engine/" : "") + strSubNameSpace + fieldName;
debugViewMaterialStrings[index] = new GUIContent(fieldName);
debugViewMaterialValues[index] = attr.paramDefinesStart + (int) localIndex;
debugViewMaterialValues[index] = attr.paramDefinesStart + (int)localIndex;
index++;
localIndex++;
}

var valueName = (isBSDFData ? "Engine/" : "" + prefix) + names[localIndex];
debugViewMaterialStrings[index] = new GUIContent(valueName);
debugViewMaterialValues[index] = (int) value;
debugViewMaterialValues[index] = (int)value;
index++;
localIndex++;
}

method.Invoke(asset, new object[0]);
}
private void DebuggingUI(HDRenderPipeline renderContext)
{
EditorGUILayout.LabelField(styles.debugging);
// Global debug parameters
EditorGUI.indentLevel++;
m_DebugOverlayRatio.floatValue = EditorGUILayout.Slider(styles.debugOverlayRatio, m_DebugOverlayRatio.floatValue, 0.1f, 1.0f);
EditorGUILayout.Space();
DebugParametersUI(renderContext);
EditorGUILayout.Space();
ShadowDebugParametersUI(renderContext);
EditorGUI.indentLevel--;
}
m_ShowDebug.boolValue = EditorGUILayout.Foldout(m_ShowDebug.boolValue, styles.debugParameters);
if (!m_ShowDebug.boolValue)
return;
EditorGUILayout.LabelField(styles.debugParameters);
EditorGUI.indentLevel++;
EditorGUI.BeginChangeCheck();

styles.isDebugViewMaterialInit = true;
}
debugParameters.debugViewMaterial = EditorGUILayout.IntPopup(styles.debugViewMaterial, (int) debugParameters.debugViewMaterial, styles.debugViewMaterialStrings, styles.debugViewMaterialValues);
debugParameters.debugViewMaterial = EditorGUILayout.IntPopup(styles.debugViewMaterial, (int)debugParameters.debugViewMaterial, styles.debugViewMaterialStrings, styles.debugViewMaterialValues);
EditorGUILayout.Space();
debugParameters.displayOpaqueObjects = EditorGUILayout.Toggle(styles.displayOpaqueObjects, debugParameters.displayOpaqueObjects);

}
}
private void ShadowDebugParametersUI(HDRenderPipeline renderContext)
{
m_ShowDebugShadow.boolValue = EditorGUILayout.Foldout(m_ShowDebugShadow.boolValue, styles.shadowDebugParameters);
if (!m_ShowDebugShadow.boolValue)
return;
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_DebugShadowEnabled, styles.shadowDebugEnable);
EditorGUILayout.PropertyField(m_DebugShadowVisualizationMode, styles.shadowDebugVisualizationMode);
if (!m_DebugShadowVisualizationMode.hasMultipleDifferentValues)
{
if ((ShadowDebugMode)m_DebugShadowVisualizationMode.intValue == ShadowDebugMode.VisualizeShadowMap)
{
EditorGUILayout.IntSlider(m_DebugShadowVisualizeShadowIndex, 0, 5/*renderContext.GetCurrentShadowCount() - 1*/, styles.shadowDebugVisualizeShadowIndex);
}
}
EditorGUI.indentLevel--;
}
private void ShadowParametersUI(HDRenderPipeline renderContext)
{
EditorGUILayout.Space();

EditorGUI.indentLevel++;
EditorGUI.BeginChangeCheck();
shadowParameters.enabled = EditorGUILayout.Toggle(styles.shadowsEnabled, shadowParameters.enabled);
shadowParameters.shadowAtlasWidth = Mathf.Max(0, EditorGUILayout.IntField(styles.shadowsAtlasWidth, shadowParameters.shadowAtlasWidth));
shadowParameters.shadowAtlasHeight = Mathf.Max(0, EditorGUILayout.IntField(styles.shadowsAtlasHeight, shadowParameters.shadowAtlasHeight));

}
}*/
public void OnEnable()
{
InitializeProperties();
}
public override void OnInspectorGUI()
{
var renderContext = target as HDRenderPipeline;

DebugParametersUI(renderContext);
serializedObject.Update();
DebuggingUI(renderContext);
serializedObject.ApplyModifiedProperties();
}
}
}

8
Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.asset


m_SkyParameters: {fileID: 0}
m_LightLoopProducer: {fileID: 11400000, guid: bf8cd9ae03ff7d54c89603e67be0bfc5,
type: 2}
globalDebugParameters:
debugOverlayRatio: 0.33
displayDebug: 1
displayShadowDebug: 1
shadowDebugParameters:
enableShadows: 1
visualizationMode: 0
visualizeShadowMapIndex: 0
m_ShadowSettings:
enabled: 1
shadowAtlasWidth: 4096

114
Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs


return new HDRenderPipelineInstance(this);
}
// Debugging
public GlobalDebugParameters globalDebugParameters = new GlobalDebugParameters();
readonly DebugParameters m_DebugParameters = new DebugParameters();
public DebugParameters debugParameters

set { m_TextureSettings = value; }
}
public void ApplyDebugParameters()
{
m_ShadowSettings.enabled = globalDebugParameters.shadowDebugParameters.enableShadows;
}
public void UpdateCommonSettings()
{
var commonSettings = commonSettingsToUse;

public Vector4 screenSize;
public Matrix4x4 viewProjectionMatrix;
public Matrix4x4 invViewProjectionMatrix;
}
public class DebugParameters
{
// Material Debugging
public int debugViewMaterial = 0;
// Rendering debugging
public bool displayOpaqueObjects = true;
public bool displayTransparentObjects = true;
public bool useForwardRenderingOnly = false; // TODO: Currently there is no way to strip the extra forward shaders generated by the shaders compiler, so we can switch dynamically.
public bool useDepthPrepass = false;
public bool useDistortion = true;
// we have to fallback to forward-only rendering when scene view is using wireframe rendering mode --
// as rendering everything in wireframe + deferred do not play well together
public bool ShouldUseForwardRenderingOnly()
{
return useForwardRenderingOnly || GL.wireframe;
}
}
public class GBufferManager

// Various set of material use in render loop
readonly Material m_DebugViewMaterialGBuffer;
readonly Material m_CombineSubsurfaceScattering;
readonly Material m_DebugDisplayShadowMap;
// Various buffer
readonly int m_CameraColorBuffer;

int m_CurrentHeight;
ShadowRenderPass m_ShadowPass;
ShadowOutput m_ShadowsResult = new ShadowOutput();
public int GetCurrentShadowCount() { return m_ShadowsResult.shadowLights == null ? 0 : m_ShadowsResult.shadowLights.Length; }
readonly SkyManager m_SkyManager = new SkyManager();
private readonly BaseLightLoop m_LightLoop;

get { return m_Owner.debugParameters; }
}
private GlobalDebugParameters globalDebugParameters
{
get { return m_Owner.globalDebugParameters; }
}
public HDRenderPipelineInstance(HDRenderPipeline owner)
{

m_DebugViewMaterialGBuffer = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/DebugViewMaterialGBuffer");
m_CombineSubsurfaceScattering = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/CombineSubsurfaceScattering");
m_DebugDisplayShadowMap = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/DebugDisplayShadowMap");
m_ShadowPass = new ShadowRenderPass(owner.shadowSettings);

m_LitRenderLoop.Cleanup();
Utilities.Destroy(m_DebugViewMaterialGBuffer);
Utilities.Destroy(m_DebugDisplayShadowMap);
m_SkyManager.Cleanup();
#if UNITY_EDITOR

if (m_LightLoop != null)
m_LightLoop.NewFrame();
m_Owner. ApplyDebugParameters();
m_Owner.UpdateCommonSettings();
// Set Frame constant buffer

if (debugParameters.debugViewMaterial != 0)
{
RenderDebugViewMaterial(cullResults, hdCamera, renderContext);
return;
ShadowOutput shadows;
else
{
m_ShadowPass.Render(renderContext, cullResults, out shadows);
m_ShadowPass.Render(renderContext, cullResults, out m_ShadowsResult);
}
renderContext.SetupCameraProperties(camera); // Need to recall SetupCameraProperties after m_ShadowPass.Render

using (new Utilities.ProfilingSample("Build Light list", renderContext))
{
m_LightLoop.PrepareLightsForGPU(m_Owner.shadowSettings, cullResults, camera, ref shadows);
m_LightLoop.PrepareLightsForGPU(m_Owner.shadowSettings, cullResults, camera, ref m_ShadowsResult);
m_LightLoop.BuildGPULightLists(camera, renderContext, m_CameraDepthStencilBufferRT); // TODO: Use async compute here to run light culling during shadow
}
}

RenderDistortion(cullResults, camera, renderContext);
FinalPass(camera, renderContext);
}
RenderDebugOverlay(camera, renderContext);
// bind depth surface for editor grid/gizmo/selection rendering
if (camera.cameraType == CameraType.SceneView)

localPostProcess.Render(camera, renderContext, m_CameraColorBufferRT, BuiltinRenderTextureType.CameraTarget);
}
}
void NextOverlayCoord(ref float x, ref float y, float overlaySize, float width)
{
x += overlaySize;
// Go to next line if it goes outside the screen.
if (x + overlaySize > width)
{
x = 0;
y -= overlaySize;
}
}
void RenderDebugOverlay(Camera camera, ScriptableRenderContext renderContext)
{
CommandBuffer debugCB = new CommandBuffer();
debugCB.name = "Debug Overlay";
float x = 0;
float overlayRatio = globalDebugParameters.debugOverlayRatio;
float overlaySize = Math.Min(camera.pixelHeight, camera.pixelWidth) * overlayRatio;
float y = camera.pixelHeight - overlaySize;
MaterialPropertyBlock propertyBlock = new MaterialPropertyBlock();
ShadowDebugParameters shadowDebug = globalDebugParameters.shadowDebugParameters;
if (shadowDebug.visualizationMode != ShadowDebugMode.None)
{
if (shadowDebug.visualizationMode == ShadowDebugMode.VisualizeShadowMap)
{
uint visualizeShadowIndex = Math.Min(shadowDebug.visualizeShadowMapIndex, (uint)(GetCurrentShadowCount() - 1));
ShadowLight shadowLight = m_ShadowsResult.shadowLights[visualizeShadowIndex];
for (int slice = 0; slice < shadowLight.shadowSliceCount; ++slice)
{
ShadowSliceData sliceData = m_ShadowsResult.shadowSlices[shadowLight.shadowSliceIndex + slice];
Vector4 texcoordScaleBias = new Vector4((float)sliceData.shadowResolution / m_Owner.shadowSettings.shadowAtlasWidth,
(float)sliceData.shadowResolution / m_Owner.shadowSettings.shadowAtlasHeight,
(float)sliceData.atlasX / m_Owner.shadowSettings.shadowAtlasWidth,
(float)sliceData.atlasY / m_Owner.shadowSettings.shadowAtlasHeight);
propertyBlock.SetVector("_TextureScaleBias", texcoordScaleBias);
debugCB.SetViewport(new Rect(x, y, overlaySize, overlaySize));
debugCB.DrawProcedural(Matrix4x4.identity, m_DebugDisplayShadowMap, 0, MeshTopology.Triangles, 6, 1, propertyBlock);
NextOverlayCoord(ref x, ref y, overlaySize, camera.pixelWidth);
}
}
else if (shadowDebug.visualizationMode == ShadowDebugMode.VisualizeAtlas)
{
propertyBlock.SetVector("_TextureScaleBias", new Vector4(1.0f, 1.0f, 0.0f, 0.0f));
debugCB.SetViewport(new Rect(x, y, overlaySize, overlaySize));
debugCB.DrawProcedural(Matrix4x4.identity, m_DebugDisplayShadowMap, 0, MeshTopology.Triangles, 6, 1, propertyBlock);
NextOverlayCoord(ref x, ref y, overlaySize, camera.pixelWidth);
}
}
renderContext.ExecuteCommandBuffer(debugCB);
}
// Function to prepare light structure for GPU lighting

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


s_DefaultAdditionalLightDataGameObject = new GameObject("Default Light Data");
s_DefaultAdditionalLightDataGameObject.hideFlags = HideFlags.HideAndDontSave;
s_DefaultAdditionalLightData = s_DefaultAdditionalLightDataGameObject.AddComponent<AdditionalLightData>();
s_DefaultAdditionalLightDataGameObject.SetActive(false);
}
return s_DefaultAdditionalLightData;
}

5
Assets/ScriptableRenderLoop/HDRenderPipeline/SceneSettings/SubsurfaceScatteringParameters.cs


m_NumProfiles = 1;
m_Profiles = new SubsurfaceScatteringProfile[m_NumProfiles];
m_BilateralScale = 0.1f;
for (int i = 0; i < m_NumProfiles; i++)
{
m_Profiles[i] = new SubsurfaceScatteringProfile();
}
}
public SubsurfaceScatteringProfile[] profiles { set { m_Profiles = value; OnValidate(); } get { return m_Profiles; } }

38
Assets/ScriptableRenderLoop/HDRenderPipeline/Utilities.cs


using System;
using System.Collections.Generic;
using System.Linq.Expressions;
using System.Text;
using UnityEngine.Experimental.Rendering.HDPipeline;
using UnityObject = UnityEngine.Object;

#else
UnityObject.Destroy(obj);
#endif
obj = null;
}
}

buffer.Release();
}
public static string GetFieldPath<TType, TValue>(Expression<Func<TType, TValue>> expr)
{
MemberExpression me;
switch (expr.Body.NodeType)
buffer.Release();
buffer = null;
case ExpressionType.Convert:
case ExpressionType.ConvertChecked:
var ue = expr.Body as UnaryExpression;
me = (ue != null ? ue.Operand : null) as MemberExpression;
break;
default:
me = expr.Body as MemberExpression;
break;
var members = new List<string>();
while (me != null)
{
members.Add(me.Member.Name);
me = me.Expression as MemberExpression;
}
var sb = new StringBuilder();
for (int i = members.Count - 1; i >= 0; i--)
{
sb.Append(members[i]);
if (i > 0) sb.Append('.');
}
return sb.ToString();
}
public class ProfilingSample

26
Assets/ScriptableRenderLoop/RenderPasses/ShadowRenderPass.cs


public int directionalLightCascadeCount;
public Vector3 directionalLightCascades;
static ShadowSettings defaultShadowSettings = null;
ShadowSettings settings = new ShadowSettings();
settings.enabled = true;
settings.shadowAtlasHeight = settings.shadowAtlasWidth = 4096;
settings.directionalLightCascadeCount = 1;
settings.directionalLightCascades = new Vector3(0.05F, 0.2F, 0.3F);
settings.directionalLightCascadeCount = 4;
settings.maxShadowDistance = 1000.0F;
return settings;
if (defaultShadowSettings == null)
{
defaultShadowSettings = new ShadowSettings();
defaultShadowSettings.enabled = true;
defaultShadowSettings.shadowAtlasHeight = defaultShadowSettings.shadowAtlasWidth = 4096;
defaultShadowSettings.directionalLightCascadeCount = 1;
defaultShadowSettings.directionalLightCascades = new Vector3(0.05F, 0.2F, 0.3F);
defaultShadowSettings.directionalLightCascadeCount = 4;
defaultShadowSettings.maxShadowDistance = 1000.0F;
}
return defaultShadowSettings;
}
}
}

int m_ShadowTexName;
const int k_DepthBuffer = 24;
public int shadowTexName
{
get { return m_ShadowTexName; }
}
public ShadowRenderPass(ShadowSettings settings)
{

if (!m_Settings.enabled)
{
ClearPackedShadows(cullResults.visibleLights, out packedShadows);
return;
}
// Pack all shadow quads into the texture

26
ProjectSettings/ProjectSettings.asset


--- !u!129 &1
PlayerSettings:
m_ObjectHideFlags: 0
serializedVersion: 10
serializedVersion: 11
productGUID: 900e9e40d20cd3e44ad40e5b00239dcc
AndroidProfiler: 0
defaultScreenOrientation: 4

16:10: 1
16:9: 1
Others: 1
bundleIdentifier: com.Company.ProductName
bundleVersion: 1.0
preloadedAssets: []
metroInputSource: 0

depthFormat: 1
protectGraphicsMemory: 0
useHDRDisplay: 0
applicationIdentifier:
Android: com.Company.ProductName
Standalone: unity.DefaultCompany.dev
Tizen: com.Company.ProductName
iOS: com.Company.ProductName
tvOS: com.Company.ProductName
buildNumber:
iOS: 0
AndroidBundleVersionCode: 1
AndroidMinSdkVersion: 16
AndroidTargetSdkVersion: 0

iPhoneStrippingLevel: 0
iPhoneScriptCallOptimization: 0
iPhoneBuildNumber: 0
ForceInternetPermission: 0
ForceSDCardPermission: 0
CreateWallpaper: 0

ps4videoRecordingFeaturesUsed: 0
ps4contentSearchFeaturesUsed: 0
ps4attribEyeToEyeDistanceSettingVR: 0
ps4IncludedModules: []
ps4IncludedModules:
- libc.prx
- libSceAudioLatencyEstimation.prx
- libSceFace.prx
- libSceFaceTracker.prx
- libSceFios2.prx
- libSceHand.prx
- libSceHandTracker.prx
- libSceHeadTracker.prx
- libSceJobManager.prx
- libSceNpToolkit.prx
- libSceS3DConversion.prx
- libSceSmart.prx
monoEnv:
psp2Splashimage: {fileID: 0}
psp2NPTrophyPackPath:

50
Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/HDRenderPipelineDebug.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
[Serializable]
public class GlobalDebugParameters
{
public float debugOverlayRatio = 0.33f;
public bool displayDebug = false;
public bool displayShadowDebug = false;
public ShadowDebugParameters shadowDebugParameters = new ShadowDebugParameters();
}
public class DebugParameters
{
// Material Debugging
public int debugViewMaterial = 0;
// Rendering debugging
public bool displayOpaqueObjects = true;
public bool displayTransparentObjects = true;
public bool useForwardRenderingOnly = false; // TODO: Currently there is no way to strip the extra forward shaders generated by the shaders compiler, so we can switch dynamically.
public bool useDepthPrepass = false;
public bool useDistortion = true;
// we have to fallback to forward-only rendering when scene view is using wireframe rendering mode --
// as rendering everything in wireframe + deferred do not play well together
public bool ShouldUseForwardRenderingOnly() { return useForwardRenderingOnly || GL.wireframe; }
}
public enum ShadowDebugMode
{
None,
VisualizeAtlas,
VisualizeShadowMap
}
[Serializable]
public class ShadowDebugParameters
{
public bool enableShadows = true;
public ShadowDebugMode visualizationMode = ShadowDebugMode.None;
public uint visualizeShadowMapIndex = 0;
}
}

12
Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.meta


fileFormatVersion: 2
guid: ae82efafe32ed1042a9360276bee62e6
timeCreated: 1485277036
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

82
Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/Resources/DebugDisplayShadowMap.shader


Shader "Hidden/HDRenderPipeline/DebugDisplayShadowMap"
{
SubShader
{
Pass
{
ZWrite Off
ZTest Off
Blend One Zero
Cull Off
HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: unitl we go futher in dev
#pragma vertex Vert
#pragma fragment Frag
#include "Common.hlsl"
TEXTURE2D(g_tShadowBuffer);
TEXTURE2D(_DummyTexture);
SAMPLER2D(sampler_DummyTexture);
float4 _TextureScaleBias;
struct Attributes
{
uint vertexID : SV_VertexID;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
Varyings Vert(Attributes input)
{
float4 positions[] =
{
float4(-1.0, -1.0, 0.0f, 1.0),
float4( 1.0, -1.0, 0.0f, 1.0),
float4( 1.0, 1.0, 0.0f, 1.0),
float4( 1.0, 1.0, 0.0f, 1.0),
float4(-1.0, 1.0, 0.0f, 1.0),
float4(-1.0, -1.0, 0.0f, 1.0)
};
float2 texcoords[] =
{
float2(0.0, 1.0),
float2(1.0, 1.0),
float2(1.0, 0.0),
float2(1.0, 0.0),
float2(0.0, 0.0),
float2(0.0, 1.0),
};
Varyings output;
output.positionCS = positions[input.vertexID];
output.texcoord = texcoords[input.vertexID] * _TextureScaleBias.xy + _TextureScaleBias.zw;
return output;
}
float4 Frag(Varyings input) : SV_Target
{
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float4 dummy = SAMPLE_TEXTURE2D(_DummyTexture, sampler_DummyTexture, input.texcoord) * 0.00001;
return SAMPLE_TEXTURE2D(g_tShadowBuffer, sampler_DummyTexture, input.texcoord).xxxx + dummy;
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ENDHLSL
}
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