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Merge remote-tracking branch 'origin/master' into scriptablerenderloop-materialgraph

# Conflicts:
#	.gitignore
#	Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
/scriptablerenderloop-materialgraph
Paul Demeulenaere 8 年前
当前提交
f44b8fd2
共有 146 个文件被更改,包括 8708 次插入1191 次删除
  1. 5
      .gitignore
  2. 26
      Assets/BasicRenderLoopTutorial/BasicRenderLoop.cs
  3. 23
      Assets/BasicRenderLoopTutorial/BasicRenderLoopScene.unity
  4. 3
      Assets/Editor/Tests/RenderloopTests/CullResultsTest.cs
  5. 32
      Assets/Editor/Tests/RenderloopTests/RenderloopTestFixture.cs
  6. 10
      Assets/ScriptableRenderLoop/HDRenderLoop/Debug/Resources/DebugViewMaterialGBuffer.shader
  7. 36
      Assets/ScriptableRenderLoop/HDRenderLoop/Debug/Resources/DebugViewTiles.shader
  8. 63
      Assets/ScriptableRenderLoop/HDRenderLoop/Editor/HDRenderLoopInspector.cs
  9. 1
      Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.asset
  10. 2
      Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.asset.meta
  11. 197
      Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
  12. 46
      Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/LightDefinition.cs
  13. 41
      Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/LightDefinition.cs.hlsl
  14. 1
      Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/Lighting.hlsl
  15. 8
      Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/Resources/Deferred.shader
  16. 69
      Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/SinglePass/SinglePass.cs
  17. 38
      Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/SinglePass/SinglePass.hlsl
  18. 21
      Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/SinglePass/SinglePassLoop.hlsl
  19. 4
      Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/Resources/lightlistbuild-bigtile.compute
  20. 8
      Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/Resources/lightlistbuild-clustered.compute
  21. 27
      Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/Resources/lightlistbuild.compute
  22. 428
      Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePass.cs
  23. 37
      Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePass.cs.hlsl
  24. 6
      Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePass.hlsl
  25. 74
      Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePassLoop.hlsl
  26. 8
      Assets/ScriptableRenderLoop/HDRenderLoop/Material/Attributes.hlsl
  27. 108
      Assets/ScriptableRenderLoop/HDRenderLoop/Material/LayeredLit/Editor/LayeredLitUI.cs
  28. 12
      Assets/ScriptableRenderLoop/HDRenderLoop/Material/LayeredLit/LayeredLit.shader
  29. 5
      Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.cs
  30. 166
      Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.hlsl
  31. 20
      Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitSurfaceData.hlsl
  32. 1
      Assets/ScriptableRenderLoop/HDRenderLoop/Material/Material.hlsl
  33. 10
      Assets/ScriptableRenderLoop/HDRenderLoop/ShaderVariables.hlsl
  34. 4
      Assets/ScriptableRenderLoop/HDRenderLoop/Sky/AtmosphericParameters.cs
  35. 10
      Assets/ScriptableRenderLoop/HDRenderLoop/Sky/Resources/AtmosphericScattering.hlsl
  36. 7
      Assets/ScriptableRenderLoop/HDRenderLoop/Sky/Resources/GGXConvolve.shader
  37. 44
      Assets/ScriptableRenderLoop/HDRenderLoop/Sky/Resources/SkyHDRI.shader
  38. 143
      Assets/ScriptableRenderLoop/HDRenderLoop/Sky/SkyRenderer.cs
  39. 10
      Assets/ScriptableRenderLoop/HDRenderLoop/Utilities.cs
  40. 10
      Assets/ScriptableRenderLoop/ShaderLibrary/AreaLighting.hlsl
  41. 99
      Assets/ScriptableRenderLoop/ShaderLibrary/CommonLighting.hlsl
  42. 29
      Assets/ScriptableRenderLoop/common/TextureSettings.cs
  43. 79
      Assets/ScriptableRenderLoop/fptl/FptlLighting.cs
  44. 580
      Assets/TestScenes/HDTest/HDRenderLoopTest.unity
  45. 983
      Assets/TestScenes/HDTest/LayeredLitTest.unity
  46. 38
      ProjectSettings/GraphicsSettings.asset
  47. 2
      ProjectSettings/ProjectVersion.txt
  48. 14
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Detail_Checker.tga.meta
  49. 16
      Assets/TestScenes/HDTest/LayeredLitTest/Material/UVMap.tga.meta
  50. 24
      Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/LightUtilities.hlsl
  51. 9
      Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/LightUtilities.hlsl.meta
  52. 8
      Assets/ScriptableRenderLoop/HDRenderLoop/Sky/README.txt.meta
  53. 9
      Assets/TestScenes/HDTest/LayeredLitTest.meta
  54. 13
      Assets/basicrenderloop.asset
  55. 8
      Assets/basicrenderloop.asset.meta
  56. 9
      Assets/TestScenes/HDTest/LayeredLitTest/Material.meta
  57. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Detail_Checker.tga
  58. 366
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_BlendColor.mat
  59. 8
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_BlendColor.mat.meta
  60. 366
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_BlendMask.mat
  61. 8
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_BlendMask.mat.meta
  62. 280
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_Planar.mat
  63. 8
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_Planar.mat.meta
  64. 281
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_Triplanar.mat
  65. 8
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_Triplanar.mat.meta
  66. 280
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_UV0.mat
  67. 8
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_UV0.mat.meta
  68. 280
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_UV1.mat
  69. 8
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_UV1.mat.meta
  70. 280
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_UV3.mat
  71. 8
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_UV3.mat.meta
  72. 280
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_Planar.mat
  73. 8
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_Planar.mat.meta
  74. 280
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_Triplanar.mat
  75. 8
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_Triplanar.mat.meta
  76. 280
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_UV0.mat
  77. 8
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_UV0.mat.meta
  78. 280
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_UV1.mat
  79. 8
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_UV1.mat.meta
  80. 280
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_UV3.mat
  81. 8
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_UV3.mat.meta
  82. 280
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_Planar.mat
  83. 8
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_Planar.mat.meta
  84. 280
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_Triplanar.mat
  85. 8
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_Triplanar.mat.meta
  86. 280
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_UV0.mat
  87. 8
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_UV0.mat.meta
  88. 280
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_UV1.mat
  89. 8
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_UV1.mat.meta
  90. 280
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_UV3.mat
  91. 8
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_UV3.mat.meta
  92. 280
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_Planar.mat
  93. 8
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_Planar.mat.meta
  94. 281
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_Triplanar.mat
  95. 8
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_Triplanar.mat.meta
  96. 280
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_UV0.mat
  97. 8
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_UV0.mat.meta
  98. 280
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_UV1.mat

5
.gitignore


Library/*
Temp/*
obj/*
*.csproj
*.sln
*.suo

*.sdf
*.userprefs
Assets/UnityHDRI.meta
Assets/UnityHDRI/Gareoult/GareoultWhiteBalanced.exr
obj/Debug/Assembly-CSharp.csproj.FileListAbsolute.txt
Assets/GraphFramework/*
Assets/NewUI/*
Assets/UnityShaderEditor/*
Assets/MaterialGraphInterface/*

26
Assets/BasicRenderLoopTutorial/BasicRenderLoop.cs


// - This loop also does not setup lightmaps, light probes, reflection probes or light cookies
[ExecuteInEditMode]
public class BasicRenderLoop : MonoBehaviour
public class BasicRenderLoop : RenderPipeline
private ShaderPassName shaderPassBasic;
public void OnEnable ()
#if UNITY_EDITOR
[UnityEditor.MenuItem("Renderloop/CreateBasicRenderLoop")]
static void CreateBasicRenderLoop()
shaderPassBasic = new ShaderPassName ("BasicPass");
RenderLoop.renderLoopDelegate += Render;
var instance = ScriptableObject.CreateInstance<BasicRenderLoop>();
UnityEditor.AssetDatabase.CreateAsset(instance, "Assets/basicrenderloop.asset");
#endif
public void OnDisable ()
private ShaderPassName shaderPassBasic;
public void OnEnable()
RenderLoop.renderLoopDelegate -= Render;
Rebuild();
public override void Initialize()
{
shaderPassBasic = new ShaderPassName("BasicPass");
}
bool Render (Camera[] cameras, RenderLoop loop)
public override void Render(Camera[] cameras, RenderLoop loop)
{
foreach (var camera in cameras)
{

loop.Submit ();
}
return true;
}

23
Assets/BasicRenderLoopTutorial/BasicRenderLoopScene.unity


m_ReflectionIntensity: 0.5
m_CustomReflection: {fileID: 0}
m_Sun: {fileID: 0}
m_IndirectSpecularColor: {r: 0.090675384, g: 0.11147798, b: 0.14205901, a: 0.5}
m_IndirectSpecularColor: {r: 0.09067501, g: 0.11147752, b: 0.14205909, a: 0.5}
--- !u!157 &3
LightmapSettings:
m_ObjectHideFlags: 0

m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
--- !u!135 &261580744
SphereCollider:

m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
--- !u!136 &531853422
CapsuleCollider:

m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
--- !u!64 &1280249097
MeshCollider:

m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
--- !u!135 &1405931299
SphereCollider:

- component: {fileID: 1447851828}
- component: {fileID: 1447851827}
- component: {fileID: 1447851826}
- component: {fileID: 1447851831}
m_Layer: 0
m_Name: Main Camera
m_TagString: MainCamera

m_Father: {fileID: 0}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &1447851831
MonoBehaviour:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 1447851825}
m_Enabled: 0
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 22228a1bd982b864ea6c84db2fc11dd1, type: 3}
m_Name:
m_EditorClassIdentifier:
--- !u!1 &1485985477
GameObject:
m_ObjectHideFlags: 0

m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
--- !u!136 &1485985479
CapsuleCollider:

m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
--- !u!135 &1596459101
SphereCollider:

m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
--- !u!136 &1714697414
CapsuleCollider:

m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
--- !u!135 &1749252041
SphereCollider:

m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
--- !u!135 &2031315347
SphereCollider:

3
Assets/Editor/Tests/RenderloopTests/CullResultsTest.cs


public void TestReflectionProbes()
{
UnityEditor.SceneManagement.EditorSceneManager.OpenScene("Assets/Editor/Tests/TestScene.unity");
// Asserts.ExpectLogError("Boing");
RenderLoopTestFixture.Run(InspectCullResults);
}
}

32
Assets/Editor/Tests/RenderloopTests/RenderloopTestFixture.cs


using UnityEditor;
using UnityEngine.Experimental.Rendering;
using NUnit.Framework;
using UnityEngine.Experimental.ScriptableRenderLoop;
using UnityEngine.Rendering;
public class RenderLoopTestFixture : MonoBehaviour
public class RenderLoopTestFixture : RenderPipeline
public static void Render(RenderLoopWrapper wrapper, Camera[] cameras, RenderLoop renderLoop)
private static RenderLoopTestFixture m_Instance;
public override void Render(Camera[] cameras, RenderLoop renderLoop)
{
foreach (var camera in cameras)
{

CullResults cullResults = CullResults.Cull(ref cullingParams, renderLoop);
s_Callback(camera, cullResults, renderLoop);
if (s_Callback != null)
s_Callback(camera, cullResults, renderLoop);
}
renderLoop.Submit();

{
if (m_Instance == null)
{
m_Instance = ScriptableObject.CreateInstance<RenderLoopTestFixture>();
}
var instance = camObject.AddComponent<RenderLoopWrapper>();
instance.callback = Render;
GraphicsSettings.SetRenderPipeline(m_Instance);
instance.enabled = true;
Transform t = camObject.transform;
// Can't use AlignViewToObject because it animates over time, and we want the first frame

SceneView.lastActiveSceneView.LookAtDirect(t.position + t.forward * camDist, t.rotation, size);
// Invoke renderer
try
{
sceneCamera.Render();
}
finally
{
Object.DestroyImmediate(instance);
}
sceneCamera.Render();
GraphicsSettings.SetRenderPipeline(null);
}
}

10
Assets/ScriptableRenderLoop/HDRenderLoop/Debug/Resources/DebugViewMaterialGBuffer.shader


#pragma target 5.0
#pragma only_renderers d3d11 // TEMP: unitl we go futher in dev
#pragma vertex VertDeferred
#pragma fragment FragDeferred
#pragma vertex Vert
#pragma fragment Frag
#include "Common.hlsl"
#include "Color.hlsl"

float4 positionCS : SV_POSITION;
};
Varyings VertDeferred(Attributes input)
Varyings Vert(Attributes input)
{
// TODO: implement SV_vertexID full screen quad
Varyings output;

return output;
}
float4 FragDeferred(Varyings input) : SV_Target
float4 Frag(Varyings input) : SV_Target
float depth = _CameraDepthTexture.Load(uint3(coord.unPositionSS, 0)).x;
float depth = LOAD_TEXTURE2D(_CameraDepthTexture, coord.unPositionSS).x;
FETCH_GBUFFER(gbuffer, _GBufferTexture, coord.unPositionSS);
BSDFData bsdfData;

36
Assets/ScriptableRenderLoop/HDRenderLoop/Debug/Resources/DebugViewTiles.shader


#pragma target 5.0
#pragma only_renderers d3d11 // TEMP: unitl we go futher in dev
#pragma vertex VertViewTiles
#pragma fragment FragViewTiles
#pragma vertex Vert
#pragma fragment Frag
#define LIGHTLOOP_TILE_PASS 1
#define USE_FPTL_LIGHTLIST 1 //TODO: make it also work with clustered
#define LIGHTLOOP_TILE_PASS 1
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
//-------------------------------------------------------------------------------------
// Include

uint _ViewTilesFlags;
TEXTURE2D(_CameraDepthTexture);
SAMPLER2D(sampler_CameraDepthTexture);
TEXTURE2D(_CameraDepthTexture);
SAMPLER2D(sampler_CameraDepthTexture);
float4x4 _InvViewProjMatrix;
float4 VertViewTiles(float3 positionOS : POSITION): SV_POSITION
float4 Vert(float3 positionOS : POSITION): SV_POSITION
{
return TransformWorldToHClip(TransformObjectToWorld(positionOS));
}

float4(1.0, 0.0, 0.0, 0.9) // strong red
};
float maxNrLightsPerTile = 31;
float maxNrLightsPerTile = 31; // TODO: setup a constant for that
int nColorIndex = numLights == 0 ? 0 : (1 + (int)floor(10 * (log2((float)numLights) / log2(maxNrLightsPerTile))));
nColorIndex = nColorIndex<0 ? 0 : nColorIndex;
float4 col = nColorIndex>11 ? float4(1.0, 1.0, 1.0, 1.0) : kRadarColors[nColorIndex];
int colorIndex = numLights == 0 ? 0 : (1 + (int)floor(10 * (log2((float)numLights) / log2(maxNrLightsPerTile))));
colorIndex = colorIndex < 0 ? 0 : colorIndex;
float4 col = colorIndex > 11 ? float4(1.0, 1.0, 1.0, 1.0) : kRadarColors[colorIndex];
int2 coord = pixCoord - int2(1, 1);

return color;
}
float4 FragViewTiles(float4 positionCS : SV_POSITION) : SV_Target
float4 Frag(float4 positionCS : SV_POSITION) : SV_Target
#if USE_FPTL_LIGHTLIST
float linearDepth = 0.0;
#ifdef USE_CLUSTERED_LIGHTLIST
// Perform same calculation than in deferred.shader
float depth = LOAD_TEXTURE2D(_CameraDepthTexture, coord.unPositionSS).x;
float3 positionWS = UnprojectToWorld(depth, coord.positionSS, _InvViewProjMatrix);
float linearDepth = TransformWorldToView(positionWS).z; // View space linear depth
float depth = LOAD_TEXTURE2D(_CameraDepthTexture, coord.unPositionSS).x;
float linearDepth = GetLinearDepth(depth);
float linearDepth = 0.0; // unused
#endif
int n = 0;

63
Assets/ScriptableRenderLoop/HDRenderLoop/Editor/HDRenderLoopInspector.cs


public int[] debugViewMaterialValues = null;
public readonly GUIContent skyParameters = new GUIContent("Sky Parameters");
public readonly GUIContent skyResolution = new GUIContent("Sky Resolution");
public readonly GUIContent skyExposure = new GUIContent("Sky Exposure");
public readonly GUIContent skyRotation = new GUIContent("Sky Rotation");
public readonly GUIContent skyMultiplier = new GUIContent("Sky Multiplier");

public readonly GUIContent tileLightLoopDebugMode = new GUIContent("Enable Debug mode", "Toggle overheat map mode");
public readonly GUIContent directIndirectSinglePass = new GUIContent("Enable direct and indirect lighting in single pass", "Toggle");
public readonly GUIContent bigTilePrepass = new GUIContent("Enable big tile prepass", "Toggle");
public readonly GUIContent clustered = new GUIContent("Enable clusted", "Toggle");
public readonly GUIContent clustered = new GUIContent("Enable clustered", "Toggle");
public readonly GUIContent textureSettings = new GUIContent("texture Settings");
public readonly GUIContent spotCookieSize = new GUIContent("spotCookie Size");
public readonly GUIContent pointCookieSize = new GUIContent("pointCookie Size");
public readonly GUIContent reflectionCubemapSize = new GUIContent("reflectionCubemap Size");
}
private static Styles s_Styles = null;

FillWithProperties(typeof(Builtin.BuiltinData), styles.debugViewMaterialStrings, styles.debugViewMaterialValues, false, GetSubNameSpaceName(typeof(Lit.SurfaceData)), ref index);
FillWithProperties(typeof(Lit.SurfaceData), styles.debugViewMaterialStrings, styles.debugViewMaterialValues, false, GetSubNameSpaceName(typeof(Lit.SurfaceData)), ref index);
FillWithProperties(typeof(Builtin.BuiltinData), styles.debugViewMaterialStrings, styles.debugViewMaterialValues, false, GetSubNameSpaceName(typeof(Unlit.SurfaceData)), ref index);
FillWithProperties(typeof(Unlit.SurfaceData), styles.debugViewMaterialStrings, styles.debugViewMaterialValues, false, GetSubNameSpaceName(typeof(Unlit.SurfaceData)), ref index);
FillWithProperties(typeof(Unlit.SurfaceData), styles.debugViewMaterialStrings, styles.debugViewMaterialValues, false, GetSubNameSpaceName(typeof(Unlit.SurfaceData)), ref index);
// Engine
FillWithPropertiesEnum(typeof(Attributes.DebugViewGbuffer), styles.debugViewMaterialStrings, styles.debugViewMaterialValues, "", true, ref index);

EditorGUILayout.Space();
debugParameters.displayOpaqueObjects = EditorGUILayout.Toggle(styles.displayOpaqueObjects, debugParameters.displayOpaqueObjects);
debugParameters.displayTransparentObjects = EditorGUILayout.Toggle(styles.displayTransparentObjects, debugParameters.displayTransparentObjects);
debugParameters.useForwardRenderingOnly = EditorGUILayout.Toggle(styles.useForwardRenderingOnly, debugParameters.useForwardRenderingOnly);
debugParameters.useForwardRenderingOnly = EditorGUILayout.Toggle(styles.useForwardRenderingOnly, debugParameters.useForwardRenderingOnly);
debugParameters.useSinglePassLightLoop = EditorGUILayout.Toggle(styles.useSinglePassLightLoop, debugParameters.useSinglePassLightLoop);
debugParameters.useSinglePassLightLoop = EditorGUILayout.Toggle(styles.useSinglePassLightLoop, debugParameters.useSinglePassLightLoop);
if (EditorGUI.EndChangeCheck())
{

EditorGUI.indentLevel++;
EditorGUI.BeginChangeCheck();
/*
skyParameters.skyHDRI = (Cubemap)EditorGUILayout.ObjectField("Cubemap", skyParameters.skyHDRI, typeof(Cubemap), false);
skyParameters.skyHDRI = (Texture)EditorGUILayout.ObjectField("Cubemap", skyParameters.skyHDRI, typeof(Cubemap), false);
skyParameters.skyResolution = (SkyResolution)EditorGUILayout.EnumPopup(styles.skyResolution, skyParameters.skyResolution);
*/
if (EditorGUI.EndChangeCheck())
{
EditorUtility.SetDirty(renderLoop); // Repaint

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));

EditorGUI.indentLevel++;
for (int i = 0; i < shadowParameters.directionalLightCascadeCount-1; i++)
for (int i = 0; i < shadowParameters.directionalLightCascadeCount - 1; i++)
if (EditorGUI.EndChangeCheck())
{
EditorUtility.SetDirty(renderLoop); // Repaint

EditorGUILayout.Space();
EditorGUILayout.LabelField(styles.tileLightLoopSettings);
var textureParameters = renderLoop.textureSettings;
EditorGUILayout.LabelField(styles.textureSettings);
renderLoop.tilePassLightLoop.debugViewTilesFlags = (TilePass.DebugViewTilesFlags)EditorGUILayout.EnumMaskField("DebugView Tiles", renderLoop.tilePassLightLoop.debugViewTilesFlags);
renderLoop.tilePassLightLoop.enableDirectIndirectSinglePass = EditorGUILayout.Toggle(styles.directIndirectSinglePass, renderLoop.tilePassLightLoop.enableDirectIndirectSinglePass);
renderLoop.tilePassLightLoop.enableBigTilePrepass = EditorGUILayout.Toggle(styles.bigTilePrepass, renderLoop.tilePassLightLoop.enableBigTilePrepass);
renderLoop.tilePassLightLoop.enableClustered = EditorGUILayout.Toggle(styles.clustered, renderLoop.tilePassLightLoop.enableClustered);
textureParameters.spotCookieSize = Mathf.NextPowerOfTwo(Mathf.Clamp(EditorGUILayout.IntField(styles.spotCookieSize, textureParameters.spotCookieSize), 16, 1024));
textureParameters.pointCookieSize = Mathf.NextPowerOfTwo(Mathf.Clamp(EditorGUILayout.IntField(styles.pointCookieSize, textureParameters.pointCookieSize), 16, 1024));
textureParameters.reflectionCubemapSize = Mathf.NextPowerOfTwo(Mathf.Clamp(EditorGUILayout.IntField(styles.reflectionCubemapSize, textureParameters.reflectionCubemapSize), 64, 1024));
if (EditorGUI.EndChangeCheck())
{

EditorGUILayout.Space();
if (renderLoop.tilePassLightLoop != null)
{
EditorGUILayout.LabelField(styles.tileLightLoopSettings);
EditorGUI.indentLevel++;
EditorGUI.BeginChangeCheck();
renderLoop.tilePassLightLoop.debugViewTilesFlags = (TilePass.DebugViewTilesFlags)EditorGUILayout.EnumMaskField("DebugView Tiles", renderLoop.tilePassLightLoop.debugViewTilesFlags);
renderLoop.tilePassLightLoop.enableDirectIndirectSinglePass = EditorGUILayout.Toggle(styles.directIndirectSinglePass, renderLoop.tilePassLightLoop.enableDirectIndirectSinglePass);
renderLoop.tilePassLightLoop.enableBigTilePrepass = EditorGUILayout.Toggle(styles.bigTilePrepass, renderLoop.tilePassLightLoop.enableBigTilePrepass);
renderLoop.tilePassLightLoop.enableClustered = EditorGUILayout.Toggle(styles.clustered, renderLoop.tilePassLightLoop.enableClustered);
if (EditorGUI.EndChangeCheck())
{
EditorUtility.SetDirty(renderLoop); // Repaint
// If something is chanage on tilePassLightLoop we need to force a OnValidate() OnHDRenderLoop, else change Rebuild() will not be call
renderLoop.OnValidate();
}
EditorGUI.indentLevel--;
}
}
}
}

1
Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.asset


rotation: 0
exposure: 0
multiplier: 1
skyResolution: 256
m_ShadowSettings:
enabled: 1
shadowAtlasWidth: 4096

2
Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.asset.meta


fileFormatVersion: 2
guid: 2400b74f5ce370c4481e5dc417d03703
timeCreated: 1480265826
timeCreated: 1480436907
licenseType: Pro
NativeFormatImporter:
userData:

197
Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs


{
[ExecuteInEditMode]
// This HDRenderLoop assume linear lighting. Don't work with gamma.
public partial class HDRenderLoop : ScriptableRenderLoop
public partial class HDRenderLoop : RenderPipeline
{
const string k_HDRenderLoopPath = "Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.asset";

{
get { return m_DebugParameters; }
}
public class GBufferManager
{

ShadowRenderPass m_ShadowPass;
public const int k_MaxDirectionalLightsOnSCreen = 2;
public const int k_MaxDirectionalLightsOnSCreen = 3;
public const int k_MaxPunctualLightsOnSCreen = 512;
public const int k_MaxAreaLightsOnSCreen = 128;
public const int k_MaxEnvLightsOnSCreen = 64;

[SerializeField]
TextureSettings m_TextureSettings = TextureSettings.Default;
public TextureSettings textureSettings
{
get { return m_TextureSettings; }
}
// Various set of material use in render loop
Material m_FinalPassMaterial;
Material m_DebugViewMaterialGBuffer;

int m_VelocityBuffer;
int m_DistortionBuffer;
bool m_Dirty = false;
public bool m_Dirty = false;
RenderTargetIdentifier m_CameraColorBufferRT;
RenderTargetIdentifier m_CameraDepthBufferRT;

int m_HeightOnRecord;
// TODO: Find a way to automatically create/iterate through lightloop
SinglePass.LightLoop m_SinglePassLightLoop;
TilePass.LightLoop m_TilePassLightLoop = null;
// This must be init externally else The value can't be set in the inspector... (as it will recreate the class with default value)
SinglePass.LightLoop m_SinglePassLightLoop = new SinglePass.LightLoop();
TilePass.LightLoop m_TilePassLightLoop = new TilePass.LightLoop();
public TilePass.LightLoop tilePassLightLoop
{
get { return m_TilePassLightLoop; }

Lit.RenderLoop m_LitRenderLoop;
// TODO TO CHECK: SebL I move allocation from Rebuild() to here, but there was a comment "// Our object can be garbage collected, so need to be allocate here", it is still true ?
Lit.RenderLoop m_LitRenderLoop = new Lit.RenderLoop();
void OnEnable()
{
Rebuild();
}
void OnValidate()
public void OnValidate()
// Calling direction Rebuild() here cause this warning:
// "SendMessage cannot be called during Awake, CheckConsistency, or OnValidate UnityEngine.Experimental.ScriptableRenderLoop.HDRenderLoop:OnValidate()"
// Workaround is to declare this dirty flag and call REbuild in Render()
m_CameraColorBuffer = Shader.PropertyToID("_CameraColorTexture");
// We call Cleanup() here because Rebuild() can be call by OnValidate(), i.e when inspector is touch
// Note that module don't need to do the same as the call here is propagated correctly
Cleanup();
m_CameraColorBuffer = Shader.PropertyToID("_CameraColorTexture");
m_CameraDepthBuffer = Shader.PropertyToID("_CameraDepthTexture");
m_CameraColorBufferRT = new RenderTargetIdentifier(m_CameraColorBuffer);

m_ShadowPass = new ShadowRenderPass(m_ShadowSettings);
// Init Gbuffer description
m_LitRenderLoop = new Lit.RenderLoop(); // Our object can be garbage collected, so need to be allocate here
// Init Gbuffer description
m_gbufferManager.gbufferCount = m_LitRenderLoop.GetMaterialGBufferCount();
RenderTextureFormat[] RTFormat; RenderTextureReadWrite[] RTReadWrite;

m_LitRenderLoop.Rebuild();
m_CookieTexArray = new TextureCache2D();
m_CookieTexArray.AllocTextureArray(8, (int)m_TextureSettings.spotCookieSize, (int)m_TextureSettings.spotCookieSize, TextureFormat.RGBA32, true);
m_CookieTexArray.AllocTextureArray(8, m_TextureSettings.spotCookieSize, m_TextureSettings.spotCookieSize, TextureFormat.RGBA32, true);
m_CubeCookieTexArray.AllocTextureArray(4, (int)m_TextureSettings.pointCookieSize, TextureFormat.RGBA32, true);
m_CubeCookieTexArray.AllocTextureArray(4, m_TextureSettings.pointCookieSize, TextureFormat.RGBA32, true);
m_CubeReflTexArray.AllocTextureArray(32, (int)m_TextureSettings.reflectionCubemapSize, TextureFormat.BC6H, true);
m_CubeReflTexArray.AllocTextureArray(32, m_TextureSettings.reflectionCubemapSize, TextureFormat.BC6H, true);
m_SinglePassLightLoop = new SinglePass.LightLoop();
m_TilePassLightLoop = new TilePass.LightLoop();
tilePassLightLoop.Rebuild();
m_lightList = new LightList();

}
void OnDisable()
public override void Initialize()
{
#if UNITY_EDITOR
UnityEditor.SupportedRenderingFeatures.active = new UnityEditor.SupportedRenderingFeatures
{
reflectionProbe = UnityEditor.SupportedRenderingFeatures.ReflectionProbe.Rotation
};
#endif
Rebuild();
}
public override void Cleanup()
m_LitRenderLoop.OnDisable();
m_SinglePassLightLoop.OnDisable();
tilePassLightLoop.OnDisable();
m_LitRenderLoop.Cleanup();
m_SinglePassLightLoop.Cleanup();
m_TilePassLightLoop.Cleanup();
m_CubeReflTexArray.Release();
m_CookieTexArray.Release();
m_CubeCookieTexArray.Release();
if (m_CubeReflTexArray != null)
{
m_CubeReflTexArray.Release();
m_CubeReflTexArray = null;
}
if (m_CookieTexArray != null)
{
m_CookieTexArray.Release();
m_CookieTexArray = null;
}
if (m_CubeCookieTexArray != null)
{
m_CubeCookieTexArray.Release();
m_CubeCookieTexArray = null;
}
m_SkyRenderer.OnDisable();
if (m_SkyRenderer != null)
{
m_SkyRenderer.Cleanup();
}
#if UNITY_EDITOR
UnityEditor.SupportedRenderingFeatures.active = UnityEditor.SupportedRenderingFeatures.Default;
#endif
}
void NewFrame()

return ;
}
using (new Utilities.ProfilingSample("Single Pass - Deferred Lighting Pass", renderLoop))
// Bind material data
m_LitRenderLoop.Bind();
if (debugParameters.useSinglePassLightLoop)
{
m_SinglePassLightLoop.RenderDeferredLighting(camera, renderLoop, m_CameraColorBuffer);
}
else
// Bind material data
m_LitRenderLoop.Bind();
if (debugParameters.useSinglePassLightLoop)
{
m_SinglePassLightLoop.RenderDeferredLighting(camera, renderLoop, m_CameraColorBuffer);
}
else
{
tilePassLightLoop.RenderDeferredLighting(camera, renderLoop, m_CameraColorBufferRT);
}
tilePassLightLoop.RenderDeferredLighting(camera, renderLoop, m_CameraColorBufferRT);
}
}

}
}
#if UNITY_EDITOR
public override void RenderSceneView(Camera camera, RenderLoop renderLoop)
{
base.RenderSceneView(camera, renderLoop);
renderLoop.PrepareForEditorRendering(camera, m_CameraDepthBufferRT);
renderLoop.Submit();
}
#endif
void FinalPass(RenderLoop renderLoop)
{

var directionalLightData = new DirectionalLightData();
// Light direction for directional and is opposite to the forward direction
directionalLightData.direction = -light.light.transform.forward;
directionalLightData.direction = -light.light.transform.forward;
directionalLightData.up = light.light.transform.up;
directionalLightData.right = light.light.transform.right;
directionalLightData.positionWS = light.light.transform.position;
directionalLightData.invScaleX = 1.0f / light.light.transform.localScale.x;
directionalLightData.invScaleY = 1.0f / light.light.transform.localScale.y;
directionalLightData.cookieIndex = -1;
if (light.light.cookie != null)
{
directionalLightData.tileCookie = (light.light.cookie.wrapMode == TextureWrapMode.Repeat);
directionalLightData.cookieIndex = m_CookieTexArray.FetchSlice(light.light.cookie);
}
bool hasDirectionalShadows = light.light.shadows != LightShadows.None && shadowOutput.GetShadowSliceCountLightIndex(lightIndex) != 0;
bool hasDirectionalNotReachMaxLimit = lightList.directionalShadows.Count == 0; // Only one cascade shadow allowed

var innerConePercent = additionalData.GetInnerSpotPercent01();
var cosSpotOuterHalfAngle = Mathf.Clamp(Mathf.Cos(spotAngle * 0.5f * Mathf.Deg2Rad), 0.0f, 1.0f);
var sinSpotOuterHalfAngle = Mathf.Sqrt(1.0f - cosSpotOuterHalfAngle * cosSpotOuterHalfAngle);
// TODO: find a proper place to store the cotangent.
lightData.size.x = cosSpotOuterHalfAngle / sinSpotOuterHalfAngle;
}
else
{

lightData.cookieIndex = -1;
lightData.shadowIndex = -1;
bool hasCookie = light.light.cookie != null;
if (hasCookie)
if (light.light.cookie != null)
if (light.lightType == LightType.Point)
{
lightData.cookieIndex = m_CubeCookieTexArray.FetchSlice(light.light.cookie);
}
else if (light.lightType == LightType.Spot)
// TODO: add texture atlas support for cookie textures.
switch (light.lightType)
lightData.cookieIndex = m_CookieTexArray.FetchSlice(light.light.cookie);
case LightType.Spot:
lightData.cookieIndex = m_CookieTexArray.FetchSlice(light.light.cookie);
break;
case LightType.Point:
lightData.cookieIndex = m_CubeCookieTexArray.FetchSlice(light.light.cookie);
break;
}
}

}
}
lightData.size = new Vector2(additionalData.areaLightLength, additionalData.areaLightWidth);
lightData.twoSided = additionalData.isDoubleSided;
if (additionalData.archetype == LightArchetype.Punctual)
{
lightList.punctualLights.Add(lightData);

{
lightData.twoSided = additionalData.isDoubleSided;
lightData.size = new Vector2(additionalData.areaLightLength,
additionalData.areaLightWidth);
// Area and line lights are both currently stored as area lights on the GPU.
lightList.areaLights.Add(lightData);
lightList.areaCullIndices.Add(lightIndex);

void Resize(Camera camera)
{
// TODO: Detect if renderdoc just load and force a resize in this case, as often renderdoc require to realloc resource.
// TODO: This is the wrong way to handle resize/allocation. We can have several different camera here, mean that the loop on camera will allocate and deallocate
// the below buffer which is bad. Best is to have a set of buffer for each camera that is persistent and reallocate resource if need
// For now consider we have only one camera that go to this code, the main one.
m_SkyRenderer.Resize(m_SkyParameters); // TODO: Also a bad naming, here we just want to realloc texture if skyparameters change (usefull for lookdev)
if (camera.pixelWidth != m_WidthOnRecord || camera.pixelHeight != m_HeightOnRecord || tilePassLightLoop.NeedResize())
{
if (m_WidthOnRecord > 0 && m_HeightOnRecord > 0)

public void PushGlobalParams(Camera camera, RenderLoop renderLoop, HDRenderLoop.LightList lightList)
{
//Shader.SetGlobalTexture("_CookieTextures", m_CookieTexArray.GetTexCache());
//Shader.SetGlobalTexture("_CubeCookieTextures", m_CubeCookieTexArray.GetTexCache());
Shader.SetGlobalTexture("_CookieTextures", m_CookieTexArray.GetTexCache());
Shader.SetGlobalTexture("_CookieCubeTextures", m_CubeCookieTexArray.GetTexCache());
if (m_SkyRenderer.IsSkyValid(m_SkyParameters))
{
m_SkyRenderer.SetGlobalSkyTexture();
Shader.SetGlobalInt("_EnvLightSkyEnabled", 1);
}
else
{
Shader.SetGlobalInt("_EnvLightSkyEnabled", 0);
}
if (debugParameters.useSinglePassLightLoop)
{

// Post effects
}
#if UNITY_EDITOR
public override UnityEditor.SupportedRenderingFeatures GetSupportedRenderingFeatures()
{
var features = new UnityEditor.SupportedRenderingFeatures
{
reflectionProbe = UnityEditor.SupportedRenderingFeatures.ReflectionProbe.Rotation
};
return features;
}
#endif
}
}

46
Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/LightDefinition.cs


public enum GPULightType
{
Directional,
Spot,
Spot,
Point,
ProjectorOrtho,
ProjectorPyramid,

public float invSqrAttenuationRadius;
public Vector3 color;
public float angleScale; // Spot light
public float angleScale; // Spot light
public float angleOffset;
public float angleOffset; // Spot light
public float diffuseScale; // Spot light
public float diffuseScale;
public float shadowDimmer;
// index are -1 if not used
public int shadowIndex;

public GPULightType lightType;
public GPULightType lightType;
public Vector2 size;
public Vector2 size; // x = cot(outerHalfAngle) for spot lights
public bool twoSided;
};

public Vector3 direction;
public float diffuseScale;
public float diffuseScale;
public Vector3 up;
public float invScaleY;
public Vector3 right;
public float invScaleX;
public Vector3 positionWS;
public bool tileCookie;
public float specularScale;
public float specularScale;
// Sun disc size
public float cosAngle; // Distance to disk
public float sinAngle; // Disk radius
public int shadowIndex;
public float unused;
// Sun disc size
public float cosAngle; // Distance to the disk
public float sinAngle; // Disk radius
public int shadowIndex; // -1 if unused
public int cookieIndex; // -1 if unused
};

[GenerateHLSL]
public enum EnvShapeType
{
None,
Box,
Sphere
None,
Box,
Sphere,
Sky
};
[GenerateHLSL]

public EnvShapeType envShapeType;
public Vector3 forward;
public float envIndex;
public int envIndex;
public Vector3 up;
public float blendDistance; // blend transition outside the volume

41
Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/LightDefinition.cs.hlsl


#define ENVSHAPETYPE_NONE (0)
#define ENVSHAPETYPE_BOX (1)
#define ENVSHAPETYPE_SPHERE (2)
#define ENVSHAPETYPE_SKY (3)
//
// UnityEngine.Experimental.ScriptableRenderLoop.EnvConstants: static fields

{
float3 direction;
float diffuseScale;
float3 up;
float invScaleY;
float3 right;
float invScaleX;
float3 positionWS;
bool tileCookie;
float unused;
int cookieIndex;
};
// Generated from UnityEngine.Experimental.ScriptableRenderLoop.PunctualShadowData

float3 positionWS;
int envShapeType;
float3 forward;
float envIndex;
int envIndex;
float3 up;
float blendDistance;
float3 right;

{
return value.diffuseScale;
}
float3 GetUp(DirectionalLightData value)
{
return value.up;
}
float GetInvScaleY(DirectionalLightData value)
{
return value.invScaleY;
}
float3 GetRight(DirectionalLightData value)
{
return value.right;
}
float GetInvScaleX(DirectionalLightData value)
{
return value.invScaleX;
}
float3 GetPositionWS(DirectionalLightData value)
{
return value.positionWS;
}
bool GetTileCookie(DirectionalLightData value)
{
return value.tileCookie;
}
float3 GetColor(DirectionalLightData value)
{
return value.color;

{
return value.shadowIndex;
}
float GetUnused(DirectionalLightData value)
int GetCookieIndex(DirectionalLightData value)
return value.unused;
return value.cookieIndex;
}
//

{
return value.forward;
}
float GetEnvIndex(EnvLightData value)
int GetEnvIndex(EnvLightData value)
{
return value.envIndex;
}

1
Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/Lighting.hlsl


#ifdef LIGHTLOOP_SINGLE_PASS
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/SinglePass/SinglePass.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/LightUtilities.hlsl"
#elif defined(LIGHTLOOP_TILE_PASS)
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePass.hlsl"
#endif

8
Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/Resources/Deferred.shader


#pragma target 5.0
#pragma only_renderers d3d11 // TEMP: unitl we go futher in dev
#pragma vertex VertDeferred
#pragma fragment FragDeferred
#pragma vertex Vert
#pragma fragment Frag
// Chose supported lighting architecture in case of deferred rendering
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS

float4 positionCS : SV_POSITION;
};
Varyings VertDeferred(Attributes input)
Varyings Vert(Attributes input)
{
// TODO: implement SV_vertexID full screen quad
// Lights are draw as one fullscreen quad

return output;
}
float4 FragDeferred(Varyings input) : SV_Target
float4 Frag(Varyings input) : SV_Target
{
float4 unPositionSS = input.positionCS; // as input we have the vpos
Coordinate coord = GetCoordinate(unPositionSS.xy, _ScreenSize.zw);

69
Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/SinglePass/SinglePass.cs


}
// Static keyword is required here else we get a "DestroyBuffer can only be call in main thread"
static ComputeBuffer s_DirectionalLights;
static ComputeBuffer s_PunctualLightList;
static ComputeBuffer s_EnvLightList;
static ComputeBuffer s_AreaLightList;
static ComputeBuffer s_PunctualShadowList;
static ComputeBuffer s_DirectionalShadowList;
Material m_DeferredMaterial;
static ComputeBuffer s_DirectionalLights = null;
static ComputeBuffer s_PunctualLightList = null;
static ComputeBuffer s_EnvLightList = null;
static ComputeBuffer s_AreaLightList = null;
static ComputeBuffer s_PunctualShadowList = null;
static ComputeBuffer s_DirectionalShadowList = null;
void ClearComputeBuffers()
{
if (s_DirectionalLights != null)
s_DirectionalLights.Release();
if (s_DirectionalShadowList != null)
s_DirectionalShadowList.Release();
if (s_PunctualLightList != null)
s_PunctualLightList.Release();
if (s_AreaLightList != null)
s_AreaLightList.Release();
if (s_PunctualShadowList != null)
s_PunctualShadowList.Release();
if (s_EnvLightList != null)
s_EnvLightList.Release();
}
Material m_DeferredMaterial = null;
ClearComputeBuffers();
s_DirectionalLights = new ComputeBuffer(HDRenderLoop.k_MaxDirectionalLightsOnSCreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(DirectionalLightData)));
s_DirectionalShadowList = new ComputeBuffer(HDRenderLoop.k_MaxCascadeCount, System.Runtime.InteropServices.Marshal.SizeOf(typeof(DirectionalShadowData)));
s_PunctualLightList = new ComputeBuffer(HDRenderLoop.k_MaxPunctualLightsOnSCreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(LightData)));

m_DeferredMaterial.EnableKeyword("LIGHTLOOP_SINGLE_PASS");
}
public void OnDisable()
public void Cleanup()
s_DirectionalLights.Release();
s_DirectionalLights = null;
s_DirectionalShadowList.Release();
s_DirectionalShadowList = null;
s_PunctualLightList.Release();
s_PunctualLightList = null;
s_AreaLightList.Release();
s_AreaLightList = null;
s_EnvLightList.Release();
s_EnvLightList = null;
s_PunctualShadowList.Release();
s_PunctualShadowList = null;
Utilities.SafeRelease(s_DirectionalLights);
Utilities.SafeRelease(s_DirectionalShadowList);
Utilities.SafeRelease(s_PunctualLightList);
Utilities.SafeRelease(s_AreaLightList);
Utilities.SafeRelease(s_EnvLightList);
Utilities.SafeRelease(s_PunctualShadowList);
Utilities.Destroy(m_DeferredMaterial);
}

// m_gbufferManager.BindBuffers(m_DeferredMaterial);
// TODO: Bind depth textures
var cmd = new CommandBuffer { name = "" };
cmd.Blit(null, cameraColorBufferRT, m_DeferredMaterial, 0);
renderLoop.ExecuteCommandBuffer(cmd);
cmd.Dispose();
using (new Utilities.ProfilingSample("SinglePass - Deferred Lighting Pass", renderLoop))
{
var cmd = new CommandBuffer { name = "" };
cmd.Blit(null, cameraColorBufferRT, m_DeferredMaterial, 0);
renderLoop.ExecuteCommandBuffer(cmd);
cmd.Dispose();
}
}
}
}

38
Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/SinglePass/SinglePass.hlsl


StructuredBuffer<LightData> _AreaLightList;
StructuredBuffer<EnvLightData> _EnvLightList;
//TEXTURE2D_ARRAY(_ShadowArray);
//SAMPLER2D_SHADOW(sampler_ShadowArray);
//SAMPLER2D(sampler_ManualShadowArray); // TODO: settings sampler individually is not supported in shader yet...
// Use texture atlas for shadow map
//TEXTURE2D(_ShadowAtlas);
//SAMPLER2D_SHADOW(sampler_ShadowAtlas);

TEXTURE2D_ARRAY(_IESArray);
SAMPLER2D(sampler_IESArray);
// Used by directional and spot lights
TEXTURE2D_ARRAY(_CookieTextures);
SAMPLER2D(sampler_CookieTextures);
// Used by point lights
TEXTURECUBE_ARRAY(_CookieCubeTextures);
SAMPLERCUBE(sampler_CookieCubeTextures);
// Use texture array for reflection
TEXTURECUBE_ARRAY(_EnvTextures);
SAMPLERCUBE(sampler_EnvTextures);

uint _PunctualLightCount;
uint _AreaLightCount;
uint _EnvLightCount;
EnvLightData _EnvLightSky;
int _EnvLightSkyEnabled; // TODO: make it a bool
float4 _DirShadowSplitSpheres[4]; // TODO share this max between C# and hlsl
float4 _DirShadowSplitSpheres[4]; // TODO: share this max between C# and hlsl
CBUFFER_END
struct LightLoopContext

// float3 shadowPosDY = ddy_fine(positionTXS);
return SAMPLE_TEXTURE2D_SHADOW(g_tShadowBuffer, samplerg_tShadowBuffer, positionTXS);
}
//-----------------------------------------------------------------------------
// Cookie sampling functions
// ----------------------------------------------------------------------------
#define SINGLE_PASS_CONTEXT_SAMPLE_COOKIE_TEXTURES 0
// Used by directional and spot lights.
// Returns the color in the RGB components, and the transparency (lack of occlusion) in A.
float4 SampleCookie2D(LightLoopContext lightLoopContext, float2 coord, int index)
{
return SAMPLE_TEXTURE2D_ARRAY_LOD(_CookieTextures, sampler_CookieTextures, coord, index, 0);
}
#define SINGLE_PASS_CONTEXT_SAMPLE_COOKIE_CUBE_TEXTURES 0
// Used by point lights.
// Returns the color in the RGB components, and the transparency (lack of occlusion) in A.
float4 SampleCookieCube(LightLoopContext lightLoopContext, float3 coord, int index)
{
return SAMPLE_TEXTURECUBE_ARRAY_LOD(_CookieCubeTextures, sampler_CookieCubeTextures, coord, index, 0);
}
//-----------------------------------------------------------------------------

21
Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/SinglePass/SinglePassLoop.hlsl


specularLighting += localSpecularLighting;
}
// TODO: Check the reflection hierarchy, for the current system (matching legacy unity) we must sort from bigger solid angle to lower (lower override bigger). So begging by sky
// TODO: Change the way it is done by reversing the order, from smaller solid angle to bigger, so we can early out when the weight is 1.
for (i = 0; i < _EnvLightCount; ++i)
// Only apply sky IBL if the sky texture is available.
if (_EnvLightSkyEnabled)
context.sampleReflection = SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES;
EvaluateBSDF_Env(context, V, positionWS, prelightData, _EnvLightList[i], bsdfData, localDiffuseLighting, localSpecularLighting, weight);
iblDiffuseLighting = lerp(iblDiffuseLighting, localDiffuseLighting, weight.x); // Should be remove by the compiler if it is smart as all is constant 0
// The sky is a single cubemap texture separate from the reflection probe texture array (different resolution and compression)
context.sampleReflection = SINGLE_PASS_CONTEXT_SAMPLE_SKY;
EnvLightData envLightSky = InitSkyEnvLightData(0); // The sky data are generated on the fly so the compiler can optimize the code
EvaluateBSDF_Env(context, V, positionWS, prelightData, envLightSky, bsdfData, localDiffuseLighting, localSpecularLighting, weight);
iblDiffuseLighting = lerp(iblDiffuseLighting, localDiffuseLighting, weight.x); // Should be remove by the compiler if it is smart as all is constant 0
/*
// Sky Ibl
for (i = 0; i < _EnvLightCount; ++i)
context.sampleReflection = SINGLE_PASS_CONTEXT_SAMPLE_SKY;
EvaluateBSDF_Env(context, V, positionWS, prelightData, _EnvLightSky, bsdfData, localDiffuseLighting, localSpecularLighting, weight);
context.sampleReflection = SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES;
EvaluateBSDF_Env(context, V, positionWS, prelightData, _EnvLightList[i], bsdfData, localDiffuseLighting, localSpecularLighting, weight);
*/
diffuseLighting += iblDiffuseLighting;
specularLighting += iblSpecularLighting;

4
Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/Resources/lightlistbuild-bigtile.compute


uniform float g_fFarPlane;
StructuredBuffer<float3> g_vBoundsBuffer : register( t1 );
StructuredBuffer<SFiniteLightData> g_vLightData : register( t2 );
StructuredBuffer<LightShapeData> _LightShapeData : register(t2);
StructuredBuffer<SFiniteLightBound> g_data : register( t3 );

for(int l=0; l<iNrCoarseLights; l++)
{
const uint idxCoarse = lightsListLDS[l];
[branch]if(idxCoarse<(uint) g_iNrVisibLights && g_vLightData[idxCoarse].lightType!=SPHERE_LIGHT) // don't bother doing edge tests for sphere lights since these have camera aligned bboxes.
[branch]if (idxCoarse<(uint)g_iNrVisibLights && _LightShapeData[idxCoarse].lightType != SPHERE_LIGHT) // don't bother doing edge tests for sphere lights since these have camera aligned bboxes.
{
SFiniteLightBound lgtDat = g_data[idxCoarse];

8
Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/Resources/lightlistbuild-clustered.compute


Texture2D g_depth_tex : register( t0 );
#endif
StructuredBuffer<float3> g_vBoundsBuffer : register( t1 );
StructuredBuffer<SFiniteLightData> g_vLightData : register( t2 );
StructuredBuffer<LightShapeData> _LightShapeData : register(t2);
StructuredBuffer<SFiniteLightBound> g_data : register( t3 );
#ifdef USE_TWO_PASS_TILED_LIGHTING

{
if(offs<(start+iSpaceAvail) && i<nrClusters && CheckIntersection(l, i, viTilLL.xy, viTilUR.xy, suggestedBase) )
{
uint lightModel = g_vLightData[ coarseList[l] ].lightModel;
++modelListCount[ lightModel==REFLECTION_LIGHT ? 1 : 0];
uint lightCategory = _LightShapeData[coarseList[l]].lightCategory;
++modelListCount[lightCategory == REFLECTION_LIGHT ? 1 : 0];
g_vLayeredLightList[offs++] = coarseList[l]; // reflection lights will be last since we sorted
}
}

GroupMemoryBarrierWithGroupSync();
#endif
const int idxCoarse = coarseList[l];
[branch]if(g_vLightData[idxCoarse].lightType!=SPHERE_LIGHT) // don't bother doing edge tests for sphere lights since these have camera aligned bboxes.
[branch]if (_LightShapeData[idxCoarse].lightType != SPHERE_LIGHT) // don't bother doing edge tests for sphere lights since these have camera aligned bboxes.
{
SFiniteLightBound lgtDat = g_data[idxCoarse];

27
Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/Resources/lightlistbuild.compute


uniform int g_iNrVisibLights;
uniform int _PunctualLightCount;
uniform uint2 g_viDimensions;
uniform float4x4 g_mInvScrProjection;
uniform float4x4 g_mScrProjection;

StructuredBuffer<float3> g_vBoundsBuffer : register( t1 );
StructuredBuffer<SFiniteLightData> g_vLightData : register( t2 );
StructuredBuffer<LightShapeData> _LightShapeData : register(t2);
StructuredBuffer<SFiniteLightBound> g_data : register( t3 );
#ifdef USE_TWO_PASS_TILED_LIGHTING

int nrLightsCombinedList = min(ldsNrLightsFinal,MAX_NR_COARSE_ENTRIES);
for(int i=t; i<nrLightsCombinedList; i+=NR_THREADS)
{
InterlockedAdd(ldsModelListCount[ g_vLightData[ prunedList[i] ].lightModel ], 1);
InterlockedAdd(ldsModelListCount[_LightShapeData[prunedList[i]].lightCategory], 1);
}

// write lights to global buffers
int localOffs=0;
int offs = tileIDX.y*nrTilesX + tileIDX.x;
// This should thow a warning if NR_LIGHT_MODELS change
int indicesShift[NR_LIGHT_MODELS] = {0, _PunctualLightCount};
for(int m=0; m<NR_LIGHT_MODELS; m++)
{

const int nrDWords = ((nrLightsFinalClamped+1)+1)>>1;
for(int l=(int) t; l<(int) nrDWords; l += NR_THREADS)
{
uint uLow = l==0 ? nrLightsFinalClamped : prunedList[2*l-1+localOffs] - indicesShift[m];
uint uHigh = prunedList[2*l+0+localOffs] - indicesShift[m];
// We remap the prunedList index to the original LightData / EnvLightData indices
uint uLow = l==0 ? nrLightsFinalClamped : _LightShapeData[prunedList[2*l-1+localOffs]].lightIndex;
uint uHigh = _LightShapeData[prunedList[2 * l + 0 + localOffs]].lightIndex;
g_vLightList[16*offs + l] = (uLow&0xffff) | (uHigh<<16);
}

{
// fetch light
int idxCoarse = l<iNrCoarseLights ? coarseList[l] : 0;
uint uLgtType = l<iNrCoarseLights ? g_vLightData[idxCoarse].lightType : 0;
uint uLgtType = l<iNrCoarseLights ? _LightShapeData[idxCoarse].lightType : 0;
SFiniteLightData lightData = g_vLightData[idxCoarse];
LightShapeData lightData = _LightShapeData[idxCoarse];
// TODO: Change by SebL
const bool bIsSpotDisc = true; // (lightData.flags&IS_CIRCULAR_SPOT_SHAPE) != 0;

uLightsFlags[l<32 ? 0 : 1] |= (uVal<<(l&31));
++l; idxCoarse = l<iNrCoarseLights ? coarseList[l] : 0;
uLgtType = l<iNrCoarseLights ? g_vLightData[idxCoarse].lightType : 0;
uLgtType = l<iNrCoarseLights ? _LightShapeData[idxCoarse].lightType : 0;
SFiniteLightData lightData = g_vLightData[idxCoarse];
LightShapeData lightData = _LightShapeData[idxCoarse];
// serially check 4 pixels
uint uVal = 0;

uLightsFlags[l<32 ? 0 : 1] |= (uVal<<(l&31));
++l; idxCoarse = l<iNrCoarseLights ? coarseList[l] : 0;
uLgtType = l<iNrCoarseLights ? g_vLightData[idxCoarse].lightType : 0;
uLgtType = l<iNrCoarseLights ? _LightShapeData[idxCoarse].lightType : 0;
SFiniteLightData lightData = g_vLightData[idxCoarse];
LightShapeData lightData = _LightShapeData[idxCoarse];
// serially check 4 pixels
uint uVal = 0;

uLightsFlags[l<32 ? 0 : 1] |= (uVal<<(l&31));
++l; idxCoarse = l<iNrCoarseLights ? coarseList[l] : 0;
uLgtType = l<iNrCoarseLights ? g_vLightData[idxCoarse].lightType : 0;
uLgtType = l<iNrCoarseLights ? _LightShapeData[idxCoarse].lightType : 0;
}
// in case we have some corrupt data make sure we terminate

428
Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePass.cs


};
[GenerateHLSL]
public struct SFiniteLightData
public struct LightShapeData
public uint lightIndex; // Index in light tabs like LightData / EnvLightData
public Vector3 lightAxisX;
public uint lightType;

public float cotan;
public Vector3 boxInnerDist;
public uint lightModel; // DIRECT_LIGHT=0, REFLECTION_LIGHT=1
public uint lightCategory; // DIRECT_LIGHT=0, REFLECTION_LIGHT=1
public Vector3 boxInvRange;
public float unused2;

public const int MaxNumDirLights = 2;
public const float FltMax = 3.402823466e+38F;
static ComputeShader buildScreenAABBShader;
static ComputeShader buildPerTileLightListShader; // FPTL
static ComputeShader buildPerBigTileLightListShader;
static ComputeShader buildPerVoxelLightListShader; // clustered
static ComputeShader buildScreenAABBShader = null;
static ComputeShader buildPerTileLightListShader = null; // FPTL
static ComputeShader buildPerBigTileLightListShader = null;
static ComputeShader buildPerVoxelLightListShader = null; // clustered
private static ComputeBuffer s_LightDataBuffer;
private static ComputeBuffer s_ConvexBoundsBuffer;
private static ComputeBuffer s_AABBBoundsBuffer;
private static ComputeBuffer s_LightList;
private static ComputeBuffer s_LightShapeDataBuffer = null;
private static ComputeBuffer s_ConvexBoundsBuffer = null;
private static ComputeBuffer s_AABBBoundsBuffer = null;
private static ComputeBuffer s_LightList = null;
private static ComputeBuffer s_BigTileLightList; // used for pre-pass coarse culling on 64x64 tiles
private static ComputeBuffer s_BigTileLightList = null; // used for pre-pass coarse culling on 64x64 tiles
public bool disableFptlWhenClustered = false; // still useful on opaques
public bool disableFptlWhenClustered = true; // still useful on opaques. Should be false by default to force tile on opaque.
public bool enableBigTilePrepass = true;
public bool enableDrawLightBoundsDebug = false;
public bool enableDirectIndirectSinglePass = false;

const int k_Log2NumClusters = 6; // accepted range is from 0 to 6. NumClusters is 1<<g_iLog2NumClusters
const float k_ClustLogBase = 1.02f; // each slice 2% bigger than the previous
float m_ClustScale;
private static ComputeBuffer s_PerVoxelLightLists;
private static ComputeBuffer s_PerVoxelOffset;
private static ComputeBuffer s_PerTileLogBaseTweak;
private static ComputeBuffer s_GlobalLightListAtomic;
private static ComputeBuffer s_PerVoxelLightLists = null;
private static ComputeBuffer s_PerVoxelOffset = null;
private static ComputeBuffer s_PerTileLogBaseTweak = null;
private static ComputeBuffer s_GlobalLightListAtomic = null;
SFiniteLightData[] m_lightData;
LightShapeData[] m_lightShapeData;
int m_lightCount;
bool usingFptl

}
// Static keyword is required here else we get a "DestroyBuffer can only be call in main thread"
static ComputeBuffer s_DirectionalLights;
static ComputeBuffer s_PunctualLightList;
static ComputeBuffer s_EnvLightList;
static ComputeBuffer s_AreaLightList;
static ComputeBuffer s_PunctualShadowList;
static ComputeBuffer s_DirectionalShadowList;
static ComputeBuffer s_DirectionalLights = null;
static ComputeBuffer s_PunctualLightList = null;
static ComputeBuffer s_EnvLightList = null;
static ComputeBuffer s_AreaLightList = null;
static ComputeBuffer s_PunctualShadowList = null;
static ComputeBuffer s_DirectionalShadowList = null;
Material m_DeferredDirectMaterial;
Material m_DeferredIndirectMaterial;
Material m_DeferredAllMaterial;
Material m_DebugViewTilesMaterial;
Material m_DeferredDirectMaterial = null;
Material m_DeferredIndirectMaterial = null;
Material m_DeferredAllMaterial = null;
Material m_DebugViewTilesMaterial = null;
const int k_TileSize = 16;

return (camera.pixelHeight + (k_TileSize - 1)) / k_TileSize;
}
// Local function
void ClearComputeBuffers()
{
ReleaseResolutionDependentBuffers();
if (s_AABBBoundsBuffer != null)
s_AABBBoundsBuffer.Release();
if (s_ConvexBoundsBuffer != null)
s_ConvexBoundsBuffer.Release();
if (s_LightDataBuffer != null)
s_LightDataBuffer.Release();
if (enableClustered)
{
if (s_GlobalLightListAtomic != null)
s_GlobalLightListAtomic.Release();
}
if (s_DirectionalLights != null)
s_DirectionalLights.Release();
if (s_DirectionalShadowList != null)
s_DirectionalShadowList.Release();
if (s_PunctualLightList != null)
s_PunctualLightList.Release();
if (s_AreaLightList != null)
s_AreaLightList.Release();
if (s_PunctualShadowList != null)
s_PunctualShadowList.Release();
if (s_EnvLightList != null)
s_EnvLightList.Release();
}
ClearComputeBuffers();
buildScreenAABBShader = Resources.Load<ComputeShader>("scrbound");
buildPerTileLightListShader = Resources.Load<ComputeShader>("lightlistbuild");
buildPerBigTileLightListShader = Resources.Load<ComputeShader>("lightlistbuild-bigtile");

s_GenListPerTileKernel = buildPerTileLightListShader.FindKernel(enableBigTilePrepass ? "TileLightListGen_SrcBigTile" : "TileLightListGen");
s_AABBBoundsBuffer = new ComputeBuffer(2 * MaxNumLights, 3 * sizeof(float));
s_ConvexBoundsBuffer = new ComputeBuffer(MaxNumLights, System.Runtime.InteropServices.Marshal.SizeOf(typeof(SFiniteLightBound)));
s_LightDataBuffer = new ComputeBuffer(MaxNumLights, System.Runtime.InteropServices.Marshal.SizeOf(typeof(SFiniteLightData)));
s_LightShapeDataBuffer = new ComputeBuffer(MaxNumLights, System.Runtime.InteropServices.Marshal.SizeOf(typeof(LightShapeData)));
buildPerTileLightListShader.SetBuffer(s_GenListPerTileKernel, "g_vLightData", s_LightDataBuffer);
buildPerTileLightListShader.SetBuffer(s_GenListPerTileKernel, "_LightShapeData", s_LightShapeDataBuffer);
buildPerTileLightListShader.SetBuffer(s_GenListPerTileKernel, "g_data", s_ConvexBoundsBuffer);
if (enableClustered)

s_ClearVoxelAtomicKernel = buildPerVoxelLightListShader.FindKernel("ClearAtomic");
buildPerVoxelLightListShader.SetBuffer(s_GenListPerVoxelKernel, "g_vBoundsBuffer", s_AABBBoundsBuffer);
buildPerVoxelLightListShader.SetBuffer(s_GenListPerVoxelKernel, "g_vLightData", s_LightDataBuffer);
buildPerVoxelLightListShader.SetBuffer(s_GenListPerVoxelKernel, "_LightShapeData", s_LightShapeDataBuffer);
buildPerVoxelLightListShader.SetBuffer(s_GenListPerVoxelKernel, "g_data", s_ConvexBoundsBuffer);
s_GlobalLightListAtomic = new ComputeBuffer(1, sizeof(uint));

{
s_GenListPerBigTileKernel = buildPerBigTileLightListShader.FindKernel("BigTileLightListGen");
buildPerBigTileLightListShader.SetBuffer(s_GenListPerBigTileKernel, "g_vBoundsBuffer", s_AABBBoundsBuffer);
buildPerBigTileLightListShader.SetBuffer(s_GenListPerBigTileKernel, "g_vLightData", s_LightDataBuffer);
buildPerBigTileLightListShader.SetBuffer(s_GenListPerBigTileKernel, "_LightShapeData", s_LightShapeDataBuffer);
m_lightData = new SFiniteLightData[MaxNumLights];
m_lightShapeData = new LightShapeData[MaxNumLights];
m_lightCount = 0;
s_DirectionalLights = new ComputeBuffer(HDRenderLoop.k_MaxDirectionalLightsOnSCreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(DirectionalLightData)));

m_DeferredAllMaterial.DisableKeyword("LIGHTLOOP_TILE_DIRECT");
m_DeferredAllMaterial.DisableKeyword("LIGHTLOOP_TILE_INDIRECT");
m_DeferredAllMaterial.EnableKeyword("LIGHTLOOP_TILE_ALL");
public void OnDisable()
public void Cleanup()
// TODO: do something for Resources.Load<ComputeShader> ?
s_AABBBoundsBuffer.Release();
s_ConvexBoundsBuffer.Release();
s_LightDataBuffer.Release();
if (enableClustered)
{
s_GlobalLightListAtomic.Release();
}
Utilities.SafeRelease(s_AABBBoundsBuffer);
Utilities.SafeRelease(s_ConvexBoundsBuffer);
Utilities.SafeRelease(s_LightShapeDataBuffer);
s_DirectionalLights.Release();
s_DirectionalLights = null;
s_DirectionalShadowList.Release();
s_DirectionalShadowList = null;
s_PunctualLightList.Release();
s_PunctualLightList = null;
s_AreaLightList.Release();
s_AreaLightList = null;
s_EnvLightList.Release();
s_EnvLightList = null;
s_PunctualShadowList.Release();
s_PunctualShadowList = null;
// enableClustered
Utilities.SafeRelease(s_GlobalLightListAtomic);
Utilities.SafeRelease(s_DirectionalLights);
Utilities.SafeRelease(s_DirectionalShadowList);
Utilities.SafeRelease(s_PunctualLightList);
Utilities.SafeRelease(s_AreaLightList);
Utilities.SafeRelease(s_EnvLightList);
Utilities.SafeRelease(s_PunctualShadowList);
Utilities.Destroy(m_DeferredDirectMaterial);
Utilities.Destroy(m_DeferredIndirectMaterial);

public bool NeedResize()
{
return s_LightList == null || (s_BigTileLightList == null && enableBigTilePrepass) || (s_PerVoxelLightLists == null && enableClustered);
return s_LightList == null ||
(s_BigTileLightList == null && enableBigTilePrepass) ||
(s_PerVoxelLightLists == null && enableClustered);
if (s_LightList != null)
s_LightList.Release();
Utilities.SafeRelease(s_LightList);
if (enableClustered)
{
if (s_PerVoxelLightLists != null)
s_PerVoxelLightLists.Release();
// enableClustered
Utilities.SafeRelease(s_PerVoxelLightLists);
Utilities.SafeRelease(s_PerVoxelOffset);
Utilities.SafeRelease(s_PerTileLogBaseTweak);
if (s_PerVoxelOffset != null)
s_PerVoxelOffset.Release();
if (k_UseDepthBuffer && s_PerTileLogBaseTweak != null)
s_PerTileLogBaseTweak.Release();
}
if (enableBigTilePrepass)
{
if (s_BigTileLightList != null)
s_BigTileLightList.Release();
}
// enableBigTilePrepass
Utilities.SafeRelease(s_BigTileLightList);
}
int NumLightIndicesPerClusteredTile()

// add decals here too similar to the above
// establish offsets
for (var m = 0; m < numModels; m++)
for (int m = 0; m < numModels; m++)
for (var v = 1; v < numVolTypes; v++)
for (int v = 1; v < numVolTypes; v++)
{
offsets[m, v] = numEntries[m, v - 1] + offsets[m, v - 1];
}

// Fill bounds
var bound = new SFiniteLightBound();
var lightData = new SFiniteLightData();
var lightShapeData = new LightShapeData();
lightData.lightModel = (uint)LightDefinitions.DIRECT_LIGHT;
lightShapeData.lightCategory = (uint)LightDefinitions.DIRECT_LIGHT;
lightShapeData.lightIndex = (uint)lightIndex;
if (punctualLightData.lightType == GPULightType.Spot || punctualLightData.lightType == GPULightType.ProjectorPyramid)
{

bound.scaleXY = squeeze ? new Vector2(0.01f, 0.01f) : new Vector2(1.0f, 1.0f);
lightData.lightAxisX = vx;
lightData.lightAxisY = vy;
lightData.lightAxisZ = vz;
lightData.lightType = (uint)LightDefinitions.SPOT_LIGHT;
lightData.lightPos = worldToView.MultiplyPoint(lightPos);
lightData.radiusSq = range * range;
lightData.cotan = cota;
lightShapeData.lightAxisX = vx;
lightShapeData.lightAxisY = vy;
lightShapeData.lightAxisZ = vz;
lightShapeData.lightType = (uint)LightDefinitions.SPOT_LIGHT;
lightShapeData.lightPos = worldToView.MultiplyPoint(lightPos);
lightShapeData.radiusSq = range * range;
lightShapeData.cotan = cota;
int i = LightDefinitions.DIRECT_LIGHT, j = LightDefinitions.SPOT_LIGHT;
index = numEntries2nd[i, j] + offsets[i, j]; ++numEntries2nd[i, j];

Vector3 vz = lightToView.GetColumn(2);
// fill up ldata
lightData.lightAxisX = vx;
lightData.lightAxisY = vy;
lightData.lightAxisZ = vz;
lightData.lightType = (uint)LightDefinitions.SPHERE_LIGHT;
lightData.lightPos = bound.center;
lightData.radiusSq = range * range;
lightShapeData.lightAxisX = vx;
lightShapeData.lightAxisY = vy;
lightShapeData.lightAxisZ = vz;
lightShapeData.lightType = (uint)LightDefinitions.SPHERE_LIGHT;
lightShapeData.lightPos = bound.center;
lightShapeData.radiusSq = range * range;
int i = LightDefinitions.DIRECT_LIGHT, j = LightDefinitions.SPHERE_LIGHT;
index = numEntries2nd[i, j] + offsets[i, j]; ++numEntries2nd[i, j];

m_lightData[index] = lightData;
m_lightShapeData[index] = lightShapeData;
}
for (int envIndex = 0; envIndex < lightList.envLights.Count; envIndex++)

var bound = new SFiniteLightBound();
var lightData = new SFiniteLightData();
var bound = new SFiniteLightBound();
var bnds = probe.bounds;
var boxOffset = probe.center; // reflection volume offset relative to cube map capture point

bound.scaleXY.Set(1.0f, 1.0f);
bound.radius = combinedExtent.magnitude;
lightData.lightPos = Cw;
lightData.lightAxisX = vx;
lightData.lightAxisY = vy;
lightData.lightAxisZ = vz;
var lightShapeData = new LightShapeData();
lightShapeData.lightType = (uint)LightDefinitions.BOX_LIGHT;
lightShapeData.lightCategory = (uint)LightDefinitions.REFLECTION_LIGHT;
lightShapeData.lightIndex = (uint)envIndex;
lightShapeData.lightPos = Cw;
lightShapeData.lightAxisX = vx;
lightShapeData.lightAxisY = vy;
lightShapeData.lightAxisZ = vz;
lightData.boxInnerDist = e;
lightData.boxInvRange.Set(1.0f / delta.x, 1.0f / delta.y, 1.0f / delta.z);
lightData.lightType = (uint)LightDefinitions.BOX_LIGHT;
lightData.lightModel = (uint)LightDefinitions.REFLECTION_LIGHT;
lightShapeData.boxInnerDist = e;
lightShapeData.boxInvRange.Set(1.0f / delta.x, 1.0f / delta.y, 1.0f / delta.z);
m_lightData[index] = lightData;
m_lightShapeData[index] = lightShapeData;
}
// Sanity check

m_lightCount = lightList.punctualLights.Count + lightList.envLights.Count;
s_ConvexBoundsBuffer.SetData(m_boundData); // TODO: check with Vlad what is happening here, do we copy 1024 element always ? Could we setup the size we want to copy ?
s_LightDataBuffer.SetData(m_lightData);
s_LightShapeDataBuffer.SetData(m_lightShapeData);
}
void VoxelLightListGeneration(CommandBuffer cmd, Camera camera, Matrix4x4 projscr, Matrix4x4 invProjscr, RenderTargetIdentifier cameraDepthBufferRT)

{
cmd.SetComputeIntParams(buildPerTileLightListShader, "g_viDimensions", new int[2] { w, h });
cmd.SetComputeIntParam(buildPerTileLightListShader, "g_iNrVisibLights", m_lightCount);
cmd.SetComputeIntParam(buildPerTileLightListShader, "_PunctualLightCount", lightList.punctualLights.Count);
Utilities.SetMatrixCS(cmd, buildPerTileLightListShader, "g_mScrProjection", projscr);
Utilities.SetMatrixCS(cmd, buildPerTileLightListShader, "g_mInvScrProjection", invProjscr);
cmd.SetComputeTextureParam(buildPerTileLightListShader, s_GenListPerTileKernel, "g_depth_tex", cameraDepthBufferRT);

public void RenderDeferredLighting(Camera camera, RenderLoop renderLoop, RenderTargetIdentifier cameraColorBufferRT)
{
var bUseClusteredForDeferred = !usingFptl; // doesn't work on reflections yet but will soon
var bUseClusteredForDeferred = !usingFptl;
var invViewProj = Utilities.GetViewProjectionMatrix(camera).inverse;
var screenSize = Utilities.ComputeScreenSize(camera);

m_DeferredAllMaterial.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
m_DeferredAllMaterial.EnableKeyword(bUseClusteredForDeferred ? "USE_CLUSTERED_LIGHTLIST" : "USE_FPTL_LIGHTLIST");
m_DeferredAllMaterial.DisableKeyword(!bUseClusteredForDeferred ? "USE_CLUSTERED_LIGHTLIST" : "USE_FPTL_LIGHTLIST");
m_DebugViewTilesMaterial.SetMatrix("_InvViewProjMatrix", invViewProj);
var cmd = new CommandBuffer();
cmd.SetGlobalBuffer("g_vLightListGlobal", bUseClusteredForDeferred ? s_PerVoxelLightLists : s_LightList); // opaques list (unless MSAA possibly)
m_DebugViewTilesMaterial.EnableKeyword(bUseClusteredForDeferred ? "USE_CLUSTERED_LIGHTLIST" : "USE_FPTL_LIGHTLIST");
m_DebugViewTilesMaterial.DisableKeyword(!bUseClusteredForDeferred ? "USE_CLUSTERED_LIGHTLIST" : "USE_FPTL_LIGHTLIST");
// In case of bUseClusteredForDeferred disable toggle option since we're using m_perVoxelLightLists as opposed to lightList
if (bUseClusteredForDeferred)
using (new Utilities.ProfilingSample("TilePass - Deferred Lighting Pass", renderLoop))
cmd.SetGlobalFloat("g_isOpaquesOnlyEnabled", 0);
}
cmd.name = "DoTiledDeferredLighting";
var cmd = new CommandBuffer();
cmd.SetGlobalBuffer("g_vLightListGlobal", bUseClusteredForDeferred ? s_PerVoxelLightLists : s_LightList); // opaques list (unless MSAA possibly)
/*
if (enableComputeLightEvaluation) //TODO: temporary workaround for "All kernels must use same constant buffer layouts"
{
var w = camera.pixelWidth;
var h = camera.pixelHeight;
var numTilesX = (w + 7) / 8;
var numTilesY = (h + 7) / 8;
cmd.name = bUseClusteredForDeferred ? "Clustered pass" : "Tiled pass";
string kernelName = "ShadeDeferred" + (bUseClusteredForDeferred ? "_Clustered" : "_Fptl") + (enableDrawTileDebug ? "_Debug" : "");
int kernel = deferredComputeShader.FindKernel(kernelName);
// In case of bUseClusteredForDeferred disable toggle option since we're using m_perVoxelLightLists as opposed to lightList
if (bUseClusteredForDeferred)
{
cmd.SetGlobalFloat("_UseTileLightList", 0);
}
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "_CameraDepthTexture", new RenderTargetIdentifier(s_CameraDepthTexture));
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "_CameraGBufferTexture0", new RenderTargetIdentifier(s_GBufferAlbedo));
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "_CameraGBufferTexture1", new RenderTargetIdentifier(s_GBufferSpecRough));
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "_CameraGBufferTexture2", new RenderTargetIdentifier(s_GBufferNormal));
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "_CameraGBufferTexture3", new RenderTargetIdentifier(s_GBufferEmission));
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "_spotCookieTextures", m_CookieTexArray.GetTexCache());
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "_pointCookieTextures", m_CubeCookieTexArray.GetTexCache());
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "_reflCubeTextures", m_CubeReflTexArray.GetTexCache());
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "_reflRootCubeTexture", ReflectionProbe.GetDefaultTexture());
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "g_tShadowBuffer", new RenderTargetIdentifier(m_shadowBufferID));
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "unity_NHxRoughness", m_NHxRoughnessTexture);
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "_LightTextureB0", m_LightAttentuationTexture);
/*
if (enableComputeLightEvaluation) //TODO: temporary workaround for "All kernels must use same constant buffer layouts"
{
var w = camera.pixelWidth;
var h = camera.pixelHeight;
var numTilesX = (w + 7) / 8;
var numTilesY = (h + 7) / 8;
cmd.SetComputeBufferParam(deferredComputeShader, kernel, "g_vLightListGlobal", bUseClusteredForDeferred ? s_PerVoxelLightLists : s_LightList);
cmd.SetComputeBufferParam(deferredComputeShader, kernel, "g_vLightData", s_LightDataBuffer);
cmd.SetComputeBufferParam(deferredComputeShader, kernel, "g_dirLightData", s_DirLightList);
string kernelName = "ShadeDeferred" + (bUseClusteredForDeferred ? "_Clustered" : "_Fptl") + (enableDrawTileDebug ? "_Debug" : "");
int kernel = deferredComputeShader.FindKernel(kernelName);
var defdecode = ReflectionProbe.GetDefaultTextureHDRDecodeValues();
cmd.SetComputeFloatParam(deferredComputeShader, "_reflRootHdrDecodeMult", defdecode.x);
cmd.SetComputeFloatParam(deferredComputeShader, "_reflRootHdrDecodeExp", defdecode.y);
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "_CameraDepthTexture", new RenderTargetIdentifier(s_CameraDepthTexture));
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "_CameraGBufferTexture0", new RenderTargetIdentifier(s_GBufferAlbedo));
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "_CameraGBufferTexture1", new RenderTargetIdentifier(s_GBufferSpecRough));
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "_CameraGBufferTexture2", new RenderTargetIdentifier(s_GBufferNormal));
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "_CameraGBufferTexture3", new RenderTargetIdentifier(s_GBufferEmission));
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "_spotCookieTextures", m_CookieTexArray.GetTexCache());
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "_pointCookieTextures", m_CubeCookieTexArray.GetTexCache());
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "_reflCubeTextures", m_CubeReflTexArray.GetTexCache());
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "_reflRootCubeTexture", ReflectionProbe.GetDefaultTexture());
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "g_tShadowBuffer", new RenderTargetIdentifier(m_shadowBufferID));
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "unity_NHxRoughness", m_NHxRoughnessTexture);
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "_LightTextureB0", m_LightAttentuationTexture);
cmd.SetComputeFloatParam(deferredComputeShader, "g_fClustScale", m_ClustScale);
cmd.SetComputeFloatParam(deferredComputeShader, "g_fClustBase", k_ClustLogBase);
cmd.SetComputeFloatParam(deferredComputeShader, "g_fNearPlane", camera.nearClipPlane);
cmd.SetComputeFloatParam(deferredComputeShader, "g_fFarPlane", camera.farClipPlane);
cmd.SetComputeIntParam(deferredComputeShader, "g_iLog2NumClusters", k_Log2NumClusters);
cmd.SetComputeIntParam(deferredComputeShader, "g_isLogBaseBufferEnabled", k_UseDepthBuffer ? 1 : 0);
cmd.SetComputeIntParam(deferredComputeShader, "g_isOpaquesOnlyEnabled", 0);
cmd.SetComputeBufferParam(deferredComputeShader, kernel, "g_vLightListGlobal", bUseClusteredForDeferred ? s_PerVoxelLightLists : s_LightList);
cmd.SetComputeBufferParam(deferredComputeShader, kernel, "_LightShapeData", s_LightShapeDataBuffer);
cmd.SetComputeBufferParam(deferredComputeShader, kernel, "g_dirLightData", s_DirLightList);
var defdecode = ReflectionProbe.GetDefaultTextureHDRDecodeValues();
cmd.SetComputeFloatParam(deferredComputeShader, "_reflRootHdrDecodeMult", defdecode.x);
cmd.SetComputeFloatParam(deferredComputeShader, "_reflRootHdrDecodeExp", defdecode.y);
//
var proj = camera.projectionMatrix;
var temp = new Matrix4x4();
temp.SetRow(0, new Vector4(1.0f, 0.0f, 0.0f, 0.0f));
temp.SetRow(1, new Vector4(0.0f, 1.0f, 0.0f, 0.0f));
temp.SetRow(2, new Vector4(0.0f, 0.0f, 0.5f, 0.5f));
temp.SetRow(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f));
var projh = temp * proj;
var invProjh = projh.inverse;
cmd.SetComputeFloatParam(deferredComputeShader, "g_fClustScale", m_ClustScale);
cmd.SetComputeFloatParam(deferredComputeShader, "g_fClustBase", k_ClustLogBase);
cmd.SetComputeFloatParam(deferredComputeShader, "g_fNearPlane", camera.nearClipPlane);
cmd.SetComputeFloatParam(deferredComputeShader, "g_fFarPlane", camera.farClipPlane);
cmd.SetComputeIntParam(deferredComputeShader, "g_iLog2NumClusters", k_Log2NumClusters);
cmd.SetComputeIntParam(deferredComputeShader, "g_isLogBaseBufferEnabled", k_UseDepthBuffer ? 1 : 0);
cmd.SetComputeIntParam(deferredComputeShader, "_UseTileLightList", 0);
temp.SetRow(0, new Vector4(0.5f * w, 0.0f, 0.0f, 0.5f * w));
temp.SetRow(1, new Vector4(0.0f, 0.5f * h, 0.0f, 0.5f * h));
temp.SetRow(2, new Vector4(0.0f, 0.0f, 0.5f, 0.5f));
temp.SetRow(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f));
var projscr = temp * proj;
var invProjscr = projscr.inverse;
cmd.SetComputeIntParam(deferredComputeShader, "g_iNrVisibLights", numLights);
SetMatrixCS(cmd, deferredComputeShader, "g_mScrProjection", projscr);
SetMatrixCS(cmd, deferredComputeShader, "g_mInvScrProjection", invProjscr);
SetMatrixCS(cmd, deferredComputeShader, "g_mViewToWorld", camera.cameraToWorldMatrix);
//
var proj = camera.projectionMatrix;
var temp = new Matrix4x4();
temp.SetRow(0, new Vector4(1.0f, 0.0f, 0.0f, 0.0f));
temp.SetRow(1, new Vector4(0.0f, 1.0f, 0.0f, 0.0f));
temp.SetRow(2, new Vector4(0.0f, 0.0f, 0.5f, 0.5f));
temp.SetRow(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f));
var projh = temp * proj;
var invProjh = projh.inverse;
temp.SetRow(0, new Vector4(0.5f * w, 0.0f, 0.0f, 0.5f * w));
temp.SetRow(1, new Vector4(0.0f, 0.5f * h, 0.0f, 0.5f * h));
temp.SetRow(2, new Vector4(0.0f, 0.0f, 0.5f, 0.5f));
temp.SetRow(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f));
var projscr = temp * proj;
var invProjscr = projscr.inverse;
cmd.SetComputeIntParam(deferredComputeShader, "g_iNrVisibLights", numLights);
SetMatrixCS(cmd, deferredComputeShader, "g_mScrProjection", projscr);
SetMatrixCS(cmd, deferredComputeShader, "g_mInvScrProjection", invProjscr);
SetMatrixCS(cmd, deferredComputeShader, "g_mViewToWorld", camera.cameraToWorldMatrix);
if (bUseClusteredForDeferred)
{
cmd.SetComputeBufferParam(deferredComputeShader, kernel, "g_vLayeredOffsetsBuffer", s_PerVoxelOffset);
if (k_UseDepthBuffer)
if (bUseClusteredForDeferred)
cmd.SetComputeBufferParam(deferredComputeShader, kernel, "g_logBaseBuffer", s_PerTileLogBaseTweak);
cmd.SetComputeBufferParam(deferredComputeShader, kernel, "g_vLayeredOffsetsBuffer", s_PerVoxelOffset);
if (k_UseDepthBuffer)
{
cmd.SetComputeBufferParam(deferredComputeShader, kernel, "g_logBaseBuffer", s_PerTileLogBaseTweak);
}
}
cmd.SetComputeIntParam(deferredComputeShader, "g_widthRT", w);
cmd.SetComputeIntParam(deferredComputeShader, "g_heightRT", h);
cmd.SetComputeIntParam(deferredComputeShader, "g_nNumDirLights", numDirLights);
cmd.SetComputeBufferParam(deferredComputeShader, kernel, "g_dirLightData", s_DirLightList);
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "uavOutput", new RenderTargetIdentifier(s_CameraTarget));
cmd.SetComputeIntParam(deferredComputeShader, "g_widthRT", w);
cmd.SetComputeIntParam(deferredComputeShader, "g_heightRT", h);
cmd.SetComputeIntParam(deferredComputeShader, "g_nNumDirLights", numDirLights);
cmd.SetComputeBufferParam(deferredComputeShader, kernel, "g_dirLightData", s_DirLightList);
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "uavOutput", new RenderTargetIdentifier(s_CameraTarget));
SetMatrixArrayCS(cmd, deferredComputeShader, "g_matWorldToShadow", m_MatWorldToShadow);
SetVectorArrayCS(cmd, deferredComputeShader, "g_vDirShadowSplitSpheres", m_DirShadowSplitSpheres);
cmd.SetComputeVectorParam(deferredComputeShader, "g_vShadow3x3PCFTerms0", m_Shadow3X3PCFTerms[0]);
cmd.SetComputeVectorParam(deferredComputeShader, "g_vShadow3x3PCFTerms1", m_Shadow3X3PCFTerms[1]);
cmd.SetComputeVectorParam(deferredComputeShader, "g_vShadow3x3PCFTerms2", m_Shadow3X3PCFTerms[2]);
cmd.SetComputeVectorParam(deferredComputeShader, "g_vShadow3x3PCFTerms3", m_Shadow3X3PCFTerms[3]);
SetMatrixArrayCS(cmd, deferredComputeShader, "g_matWorldToShadow", m_MatWorldToShadow);
SetVectorArrayCS(cmd, deferredComputeShader, "g_vDirShadowSplitSpheres", m_DirShadowSplitSpheres);
cmd.SetComputeVectorParam(deferredComputeShader, "g_vShadow3x3PCFTerms0", m_Shadow3X3PCFTerms[0]);
cmd.SetComputeVectorParam(deferredComputeShader, "g_vShadow3x3PCFTerms1", m_Shadow3X3PCFTerms[1]);
cmd.SetComputeVectorParam(deferredComputeShader, "g_vShadow3x3PCFTerms2", m_Shadow3X3PCFTerms[2]);
cmd.SetComputeVectorParam(deferredComputeShader, "g_vShadow3x3PCFTerms3", m_Shadow3X3PCFTerms[3]);
cmd.DispatchCompute(deferredComputeShader, kernel, numTilesX, numTilesY, 1);
}
else
{*/
cmd.DispatchCompute(deferredComputeShader, kernel, numTilesX, numTilesY, 1);
}
else
{*/
if (enableDirectIndirectSinglePass)
{
cmd.Blit(null, cameraColorBufferRT, m_DeferredAllMaterial, 0);

cmd.Blit(null, cameraColorBufferRT, m_DeferredDirectMaterial, 0);
cmd.Blit(null, cameraColorBufferRT, m_DeferredIndirectMaterial, 0);
}
//}
//}
if(debugViewTilesFlags != 0)
{
cmd.Blit(null, cameraColorBufferRT, m_DebugViewTilesMaterial, 0);
}
if (debugViewTilesFlags != 0)
{
cmd.Blit(null, cameraColorBufferRT, m_DebugViewTilesMaterial, 0);
}
renderLoop.ExecuteCommandBuffer(cmd);
cmd.Dispose();
} // TilePass - Deferred Lighting Pass
renderLoop.ExecuteCommandBuffer(cmd);
cmd.Dispose();
}
}
}

37
Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePass.cs.hlsl


float radius;
};
// Generated from UnityEngine.Experimental.ScriptableRenderLoop.TilePass.SFiniteLightData
// Generated from UnityEngine.Experimental.ScriptableRenderLoop.TilePass.LightShapeData
struct SFiniteLightData
struct LightShapeData
uint lightIndex;
float3 lightAxisX;
uint lightType;
float3 lightAxisY;

float3 boxInnerDist;
uint lightModel;
uint lightCategory;
float3 boxInvRange;
float unused2;
};

}
//
// Accessors for UnityEngine.Experimental.ScriptableRenderLoop.TilePass.SFiniteLightData
// Accessors for UnityEngine.Experimental.ScriptableRenderLoop.TilePass.LightShapeData
float3 GetLightPos(SFiniteLightData value)
float3 GetLightPos(LightShapeData value)
float3 GetLightAxisX(SFiniteLightData value)
uint GetLightIndex(LightShapeData value)
{
return value.lightIndex;
}
float3 GetLightAxisX(LightShapeData value)
uint GetLightType(SFiniteLightData value)
uint GetLightType(LightShapeData value)
float3 GetLightAxisY(SFiniteLightData value)
float3 GetLightAxisY(LightShapeData value)
float GetRadiusSq(SFiniteLightData value)
float GetRadiusSq(LightShapeData value)
float3 GetLightAxisZ(SFiniteLightData value)
float3 GetLightAxisZ(LightShapeData value)
float GetCotan(SFiniteLightData value)
float GetCotan(LightShapeData value)
float3 GetBoxInnerDist(SFiniteLightData value)
float3 GetBoxInnerDist(LightShapeData value)
uint GetLightModel(SFiniteLightData value)
uint GetLightCategory(LightShapeData value)
return value.lightModel;
return value.lightCategory;
float3 GetBoxInvRange(SFiniteLightData value)
float3 GetBoxInvRange(LightShapeData value)
float GetUnused2(SFiniteLightData value)
float GetUnused2(LightShapeData value)
{
return value.unused2;
}

6
Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePass.hlsl


// these uniforms are only needed for when OPAQUES_ONLY is NOT defined
// but there's a problem with our front-end compilation of compute shaders with multiple kernels causing it to error
//#ifdef USE_CLUSTERED_LIGHTLIST
float4x4 g_mInvScrProjection;
float g_fClustScale;
float g_fClustBase;
float g_fNearPlane;

uint g_isLogBaseBufferEnabled;
uint g_isOpaquesOnlyEnabled;
uint _UseTileLightList;
//#endif
#ifdef USE_CLUSTERED_LIGHTLIST

// TODO: Need to correctly define the shadow framework, WIP
#include "../SinglePass/SinglePass.hlsl"
#include "../SinglePass/SinglePass.hlsl"

74
Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePassLoop.hlsl


return (tileIndex.y + lightCategory * _NumTileY) * _NumTileX + tileIndex.x;
}
void GetCountAndStartOpaque(Coordinate coord, uint lightCategory, float linearDepth, out uint start, out uint lightCount)
void GetCountAndStartTile(Coordinate coord, uint lightCategory, float linearDepth, out uint start, out uint lightCount)
{
const int tileOffset = GetTileOffset(coord, lightCategory);

}
uint FetchIndexOpaque(uint tileOffset, uint lightIndex)
uint FetchIndexTile(uint tileOffset, uint lightIndex)
GetCountAndStartOpaque(coord, lightCategory, linearDepth, start, lightCount);
GetCountAndStartTile(coord, lightCategory, linearDepth, start, lightCount);
return FetchIndexOpaque(tileOffset, lightIndex);
return FetchIndexTile(tileOffset, lightIndex);
}
#else

void GetCountAndStart(Coordinate coord, uint lightCategory, float linearDepth, out uint start, out uint lightCount)
void GetCountAndStartCluster(Coordinate coord, uint lightCategory, float linearDepth, out uint start, out uint lightCount)
if(g_isOpaquesOnlyEnabled)
uint2 tileIndex = coord.unPositionSS / TILE_SIZE;
float logBase = g_fClustBase;
if (g_isLogBaseBufferEnabled)
GetCountAndStartOpaque(coord, lightCategory, linearDepth, start, lightCount);
logBase = g_logBaseBuffer[tileIndex.y * _NumTileX + tileIndex.x];
else
{
uint2 tileIndex = coord.unPositionSS / TILE_SIZE;
float logBase = g_fClustBase;
if (g_isLogBaseBufferEnabled)
{
logBase = g_logBaseBuffer[tileIndex.y * _NumTileX + tileIndex.x];
}
int clustIdx = SnapToClusterIdxFlex(linearDepth, logBase, g_isLogBaseBufferEnabled != 0);
int clustIdx = SnapToClusterIdxFlex(linearDepth, logBase, g_isLogBaseBufferEnabled != 0);
int nrClusters = (1 << g_iLog2NumClusters);
const int idx = ((lightCategory * nrClusters + clustIdx) * _NumTileY + tileIndex.y) * _NumTileX + tileIndex.x;
uint dataPair = g_vLayeredOffsetsBuffer[idx];
start = dataPair & 0x7ffffff;
lightCount = (dataPair >> 27) & 31;
}
int nrClusters = (1 << g_iLog2NumClusters);
const int idx = ((model * nrClusters + clustIdx) * _NumTileY + tileIndex.y) * _NumTileX + tileIndex.x;
uint dataPair = g_vLayeredOffsetsBuffer[idx];
start = dataPair & 0x7ffffff;
lightCount = (dataPair >> 27) & 31;
}
uint FetchIndexCluster(uint tileOffset, uint lightIndex)
{
return g_vLightListGlobal[tileOffset + lightIndex];
uint FetchIndex(uint tileOffset, uint lightIndex)
void GetCountAndStart(Coordinate coord, uint lightCategory, float linearDepth, out uint start, out uint lightCount)
if(g_isOpaquesOnlyEnabled)
return FetchIndexOpaque(tileOffset, lightIndex);
if (_UseTileLightList)
GetCountAndStartTile(coord, lightCategory, linearDepth, start, lightCount);
return g_vLightListGlobal[tileOffset + lightIndex];
GetCountAndStartCluster(coord, lightCategory, linearDepth, start, lightCount);
float GetLinearDepth(float zDptBufSpace) // 0 is near 1 is far
uint FetchIndex(uint tileOffset, uint lightIndex)
// todo (simplify): m22 is zero and m23 is +1/-1 (depends on left/right hand proj)
float m22 = g_mInvScrProjection[2].z, m23 = g_mInvScrProjection[2].w;
float m32 = g_mInvScrProjection[3].z, m33 = g_mInvScrProjection[3].w;
return (m22 * zDptBufSpace + m23) / (m32 * zDptBufSpace + m33);
//float3 vP = float3(0.0f,0.0f,zDptBufSpace);
//float4 v4Pres = mul(g_mInvScrProjection, float4(vP,1.0));
//return v4Pres.z / v4Pres.w;
if (_UseTileLightList)
return FetchIndexTile(tileOffset, lightIndex);
else
return FetchIndexCluster(tileOffset, lightIndex);
}
#endif

out float3 diffuseLighting,
out float3 specularLighting)
{
#if USE_CLUSTERED_LIGHTLIST
// TODO: Think more about the design, it is ok to do that ? hope the compiler could optimize it out as we do it before LightLoop call, else need to pass it as argument...
float depth = LOAD_TEXTURE2D(_CameraDepthTexture, coord.unPositionSS).x;
float linearDepth = GetLinearDepth(depth); // View space linear depth
#ifdef USE_CLUSTERED_LIGHTLIST
float linearDepth = TransformWorldToView(positionWS).z; // View space linear depth
float linearDepth = 0.0; // unsued
float linearDepth = 0.0; // unused
#endif
LightLoopContext context;

8
Assets/ScriptableRenderLoop/HDRenderLoop/Material/Attributes.hlsl


switch (paramId)
{
case DEBUGVIEWVARYING_TEXCOORD0:
result = float3(input.texCoord0 * 0.5 + 0.5, 0.0);
result = float3(input.texCoord0, 0.0);
result = float3(input.texCoord1 * 0.5 + 0.5, 0.0);
result = float3(input.texCoord1, 0.0);
result = float3(input.texCoord2 * 0.5 + 0.5, 0.0);
result = float3(input.texCoord2, 0.0);
result = float3(input.texCoord3 * 0.5 + 0.5, 0.0);
result = float3(input.texCoord3, 0.0);
break;
case DEBUGVIEWVARYING_VERTEX_TANGENT_WS:
result = input.tangentToWorld[0].xyz * 0.5 + 0.5;

108
Assets/ScriptableRenderLoop/HDRenderLoop/Material/LayeredLit/Editor/LayeredLitUI.cs


using UnityEngine;
using UnityEngine.Rendering;
using System.Linq;
namespace UnityEditor.Experimental.ScriptableRenderLoop
{
internal class LayeredLitGUI : LitGUI

MaterialProperty layerCount = null;
const string kLayerCount = "_LayerCount";
MaterialProperty[] layerTexWorldScale = new MaterialProperty[kMaxLayerCount];
const string kLayerTexWorldScale = "_TexWorldScale";
const string kLayerUVBase = "_UVBase";
const string kLayerUVMappingMask = "_UVMappingMask";
const string kLayerUVDetail = "_UVDetail";
const string kLayerUVDetailsMappingMask = "_UVDetailsMappingMask";
const string kLayerEmissiveColor = "_EmissiveColor";
const string kLayerEmissiveColorMap = "_EmissiveColorMap";
const string kLayerEmissiveIntensity = "_EmissiveIntensity";
private void FindLayerProperties(MaterialProperty[] props)
{

for (int i = 0; i < numLayer; ++i)
{
layerTexWorldScale[i] = FindProperty(string.Format("{0}{1}", kLayerTexWorldScale, i), props);
layerUVBase[i] = FindProperty(string.Format("{0}{1}", kLayerUVBase, i), props);
layerUVMappingMask[i] = FindProperty(string.Format("{0}{1}", kLayerUVMappingMask, i), props);
layerUVDetail[i] = FindProperty(string.Format("{0}{1}", kLayerUVDetail, i), props);
layerUVDetailsMappingMask[i] = FindProperty(string.Format("{0}{1}", kLayerUVDetailsMappingMask, i), props);
layerTexWorldScale[i] = FindProperty(string.Format("{0}{1}", kTexWorldScale, i), props);
layerUVBase[i] = FindProperty(string.Format("{0}{1}", kUVBase, i), props);
layerUVMappingMask[i] = FindProperty(string.Format("{0}{1}", kUVMappingMask, i), props);
layerUVDetail[i] = FindProperty(string.Format("{0}{1}", kUVDetail, i), props);
layerUVDetailsMappingMask[i] = FindProperty(string.Format("{0}{1}", kUVDetailsMappingMask, i), props);
layerEmissiveColor = FindProperty(kLayerEmissiveColor, props);
layerEmissiveColorMap = FindProperty(kLayerEmissiveColorMap, props);
layerEmissiveIntensity = FindProperty(kLayerEmissiveIntensity, props);
layerEmissiveColor = FindProperty(kEmissiveColor, props);
layerEmissiveColorMap = FindProperty(kEmissiveColorMap, props);
layerEmissiveIntensity = FindProperty(kEmissiveIntensity, props);
}
int numLayer

void SynchronizeLayerProperties(int layerIndex)
{
string[] exclusionList = { kTexWorldScale, kUVBase, kUVMappingMask, kUVDetail, kUVDetailsMappingMask };
Material material = m_MaterialEditor.target as Material;
Material layerMaterial = m_MaterialLayers[layerIndex];

{
string propertyName = ShaderUtil.GetPropertyName(layerShader, i);
string layerPropertyName = propertyName + layerIndex;
if (material.HasProperty(layerPropertyName))
{
ShaderUtil.ShaderPropertyType type = ShaderUtil.GetPropertyType(layerShader, i);
switch (type)
{
case ShaderUtil.ShaderPropertyType.Color:
{
material.SetColor(layerPropertyName, layerMaterial.GetColor(propertyName));
break;
}
case ShaderUtil.ShaderPropertyType.Float:
case ShaderUtil.ShaderPropertyType.Range:
{
material.SetFloat(layerPropertyName, layerMaterial.GetFloat(propertyName));
break;
}
case ShaderUtil.ShaderPropertyType.Vector:
{
material.SetVector(layerPropertyName, layerMaterial.GetVector(propertyName));
break;
}
case ShaderUtil.ShaderPropertyType.TexEnv:
{
material.SetTexture(layerPropertyName, layerMaterial.GetTexture(propertyName));
break;
}
}
}
}
}
if(!exclusionList.Contains(propertyName))
{
if (material.HasProperty(layerPropertyName))
{
ShaderUtil.ShaderPropertyType type = ShaderUtil.GetPropertyType(layerShader, i);
switch (type)
{
case ShaderUtil.ShaderPropertyType.Color:
{
material.SetColor(layerPropertyName, layerMaterial.GetColor(propertyName));
break;
}
case ShaderUtil.ShaderPropertyType.Float:
case ShaderUtil.ShaderPropertyType.Range:
{
material.SetFloat(layerPropertyName, layerMaterial.GetFloat(propertyName));
break;
}
case ShaderUtil.ShaderPropertyType.Vector:
{
material.SetVector(layerPropertyName, layerMaterial.GetVector(propertyName));
break;
}
case ShaderUtil.ShaderPropertyType.TexEnv:
{
material.SetTexture(layerPropertyName, layerMaterial.GetTexture(propertyName));
material.SetTextureOffset(layerPropertyName, layerMaterial.GetTextureOffset(propertyName));
material.SetTextureScale(layerPropertyName, layerMaterial.GetTextureScale(propertyName));
break;
}
}
}
}
}
}
}
void InitializeMaterialLayers(AssetImporter materialImporter)

m_MaterialEditor.ShaderProperty(layerUVBase[layerIndex], styles.UVBaseText);
if (EditorGUI.EndChangeCheck())
{
SynchronizeLayerProperties(layerIndex);
result = true;
}
if (((LayerUVBaseMapping)layerUVBase[layerIndex].floatValue == LayerUVBaseMapping.Planar) ||

m_MaterialEditor.ShaderProperty(layerUVDetail[layerIndex], styles.UVDetailText);
if (EditorGUI.EndChangeCheck())
{
SynchronizeLayerProperties(layerIndex);
result = true;
}
}

SetKeyword(material, "_NORMALMAP", material.GetTexture(kNormalMap + i));
SetKeyword(material, "_MASKMAP", material.GetTexture(kMaskMap + i));
SetKeyword(material, "_SPECULAROCCLUSIONMAP", material.GetTexture(kSpecularOcclusionMap + i));
SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap + i));
SetKeyword(material, "_DETAIL_MAP", material.GetTexture(kDetailMap + i));
SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap));
SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR", material.GetFloat(kLayerMaskVertexColor) != 0.0f);
}

{
// We setup the masking map based on the enum for each layer.
// using mapping mask allow to reduce the number of generated combination for a very small increase in ALU
string layerUVBaseParam = string.Format("{0}{1}", kLayerUVBase, i);
string layerUVBaseParam = string.Format("{0}{1}", kUVBase, i);
string layerUVDetailParam = string.Format("{0}{1}", kLayerUVDetail, i);
string layerUVDetailParam = string.Format("{0}{1}", kUVDetail, i);
LayerUVDetailMapping layerUVDetailMapping = (LayerUVDetailMapping)material.GetFloat(layerUVDetailParam);
string currentLayerMappingTriplanar = string.Format("{0}{1}", kLayerMappingTriplanar, i);

W = (layerUVBaseMapping == LayerUVBaseMapping.Planar) ? 1.0f : 0.0f;
layerUVMappingMask[i].colorValue = new Color(X, Y, Z, W);
if (layerUVBaseMapping == LayerUVBaseMapping.Triplanar)
{
SetKeyword(material, currentLayerMappingTriplanar, true);
}
SetKeyword(material, currentLayerMappingTriplanar, layerUVBaseMapping == LayerUVBaseMapping.Triplanar);
// If base is planar mode, detail is planar too
if (W > 0.0f)

12
Assets/ScriptableRenderLoop/HDRenderLoop/Material/LayeredLit/LayeredLit.shader


[HideInInspector] _LayerCount("_LayerCount", Float) = 2.0
// WARNING
// All the following properties that concern the UV mapping are the same as in the Lit shader.
// This means that they will get overridden when synchronizing the various layers.
// To avoid this, make sure that all properties here are in the exclusion list in LayeredLitUI.SynchronizeLayerProperties
_TexWorldScale0("Scale to apply on world coordinate", Float) = 1.0
_TexWorldScale1("Scale to apply on world coordinate", Float) = 1.0
_TexWorldScale2("Scale to apply on world coordinate", Float) = 1.0

[Enum(UV0, 0, UV1, 1, UV3, 2)] _UVDetail2("UV Set for detail2", Float) = 0
[Enum(UV0, 0, UV1, 1, UV3, 2)] _UVDetail3("UV Set for detail3", Float) = 0
[HideInInspector] _UVDetailsMappingMask0("_UVDetailsMappingMask0", Float) = 0
[HideInInspector] _UVDetailsMappingMask1("_UVDetailsMappingMask1", Float) = 0
[HideInInspector] _UVDetailsMappingMask2("_UVDetailsMappingMask2", Float) = 0
[HideInInspector] _UVDetailsMappingMask3("_UVDetailsMappingMask3", Float) = 0
[HideInInspector] _UVDetailsMappingMask0("_UVDetailsMappingMask0", Color) = (1, 0, 0, 0)
[HideInInspector] _UVDetailsMappingMask1("_UVDetailsMappingMask1", Color) = (1, 0, 0, 0)
[HideInInspector] _UVDetailsMappingMask2("_UVDetailsMappingMask2", Color) = (1, 0, 0, 0)
[HideInInspector] _UVDetailsMappingMask3("_UVDetailsMappingMask3", Color) = (1, 0, 0, 0)
// Unused but to be able to share litUI.Sahder and layeredUI.Shader
[HideInInspector] _UVBase("UV Set for base", Float) = 0

5
Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.cs


isInit = false;
}
public void OnDisable()
public void Cleanup()
if (m_InitPreFGD) DestroyImmediate(m_InitPreFGD);
Utilities.Destroy(m_InitPreFGD);
// TODO: how to delete RenderTexture ?
isInit = false;
}

166
Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.hlsl


// Aniso
float TdotV;
float BdotV;
// image based lighting
// These variables aim to be use with EvaluateBSDF_Env
float3 iblNormalWS; // Normal to be use with image based lighting
float3 iblR; // Reflection vector, same as above.
float3 iblDirWS; // Dominant specular direction, used for IBL in EvaluateBSDF_Env()
float3 specularFGD; // Store preconvole BRDF for both specular and diffuse
float diffuseFGD;

preLightData.ggxLambdaV = GetSmithJointGGXLambdaV(preLightData.NdotV, bsdfData.roughness);
float iblNdotV = preLightData.NdotV;
float iblNdotV = preLightData.NdotV;
float3 iblNormalWS = bsdfData.normalWS;
// Check if we precompute anisotropy too

preLightData.anisoGGXLambdaV = GetSmithJointGGXAnisoLambdaV(preLightData.TdotV, preLightData.BdotV, preLightData.NdotV, bsdfData.roughnessT, bsdfData.roughnessB);
// Tangent = highlight stretch (anisotropy) direction. Bitangent = grain (brush) direction.
iblNormalWS = GetAnisotropicModifiedNormal(bsdfData.bitangentWS, bsdfData.normalWS, V, bsdfData.anisotropy);
// NOTE: If we follow the theory we should use the modified normal for the different calculation implying a normal (like NDotV) and use iblNormalWS
// into function like GetSpecularDominantDir(). However modified normal is just a hack. The goal is just to stretch a cubemap, no accuracy here.
// With this in mind and for performance reasons we chose to only use modified normal to calculate R.

// We need to take into account the modified normal for faking anisotropic here.
preLightData.iblR = reflect(-V, iblNormalWS);
// We need to take into account the modified normal for faking anisotropic here.
float3 iblR = reflect(-V, iblNormalWS);
preLightData.iblDirWS = GetSpecularDominantDir(bsdfData.normalWS, iblR, bsdfData.roughness);
// #if SHADERPASS == SHADERPASS_GBUFFER
// preLightData.ambientOcclusion = LOAD_TEXTURE2D(_AmbientOcclusion, coord.unPositionSS).x;

float3 L = lightData.direction;
float illuminance = saturate(dot(bsdfData.normalWS, L));
diffuseLighting = float3(0.0, 0.0, 0.0);
specularLighting = float3(0.0, 0.0, 0.0);
diffuseLighting = float3(0.0, 0.0, 0.0);
specularLighting = float3(0.0, 0.0, 0.0);
float3 cookieColor = float3(1.0, 1.0, 1.0);
[branch] if (lightData.shadowIndex >= 0 && illuminance > 0.0f)
{

}
[branch] if (lightData.cookieIndex >= 0 && illuminance > 0.0)
{
float3 unL = positionWS - lightData.positionWS;
// Project 'unL' onto the light's axes.
float2 coord = float2(dot(unL, lightData.right), dot(unL, lightData.up));
// Rescale the texture.
coord.x *= lightData.invScaleX;
coord.y *= lightData.invScaleY;
// Remap the texture coordinates from [-1, 1]^2 to [0, 1]^2.
coord = coord * 0.5 + 0.5;
// Tile the texture if the 'repeat' wrap mode is enabled.
if (lightData.tileCookie) coord = frac(coord);
float4 cookie = SampleCookie2D(lightLoopContext, coord, lightData.cookieIndex);
cookieColor = cookie.rgb;
illuminance *= cookie.a;
}
diffuseLighting *= lightData.color * illuminance * lightData.diffuseScale;
specularLighting *= lightData.color * illuminance * lightData.specularScale;
diffuseLighting *= (cookieColor * lightData.color) * (illuminance * lightData.diffuseScale);
specularLighting *= (cookieColor * lightData.color) * (illuminance * lightData.specularScale);
}
}

attenuation *= GetAngleAttenuation(L, -lightData.forward, lightData.angleScale, lightData.angleOffset);
float illuminance = saturate(dot(bsdfData.normalWS, L)) * attenuation;
diffuseLighting = float3(0.0, 0.0, 0.0);
specularLighting = float3(0.0, 0.0, 0.0);
diffuseLighting = float3(0.0, 0.0, 0.0);
specularLighting = float3(0.0, 0.0, 0.0);
float3 cookieColor = float3(1.0, 1.0, 1.0);
/*
[branch] if (lightData.cookieIndex && illuminance > 0.0f)
[branch] if (lightData.cookieIndex >= 0 && illuminance > 0.0)
illuminance *= SampleCookie(lightData.cookieIndex, lightToWorld, L);
// Rotate 'L' into the light space.
// We perform the negation because lights are oriented backwards (-Z).
float3 coord = mul(-L, transpose(lightToWorld));
float4 cookie;
[branch] if (lightData.lightType == GPULIGHTTYPE_SPOT)
{
// Perform the perspective projection of the hemisphere onto the disk.
coord.xy /= coord.z;
// Rescale the projective coordinates to fit into the [-1, 1]^2 range.
float cotOuterHalfAngle = lightData.size.x;
coord.xy *= cotOuterHalfAngle;
// Remap the texture coordinates from [-1, 1]^2 to [0, 1]^2.
coord.xy = coord.xy * 0.5 + 0.5;
cookie = SampleCookie2D(lightLoopContext, coord.xy, lightData.cookieIndex);
}
else // GPULIGHTTYPE_POINT
{
cookie = SampleCookieCube(lightLoopContext, coord, lightData.cookieIndex);
}
cookieColor = cookie.rgb;
illuminance *= cookie.a;
*/
[branch] if (lightData.IESIndex >= 0 && illuminance > 0.0f)
[branch] if (lightData.IESIndex >= 0 && illuminance > 0.0)
{
float3x3 lightToWorld = float3x3(lightData.right, lightData.up, lightData.forward);
float2 sphericalCoord = GetIESTextureCoordinate(lightToWorld, L);

[branch] if (lightData.shadowIndex >= 0 && illuminance > 0.0f)
[branch] if (lightData.shadowIndex >= 0 && illuminance > 0.0)
{
float3 offset = float3(0.0, 0.0, 0.0); // GetShadowPosOffset(nDotL, normal);
float shadowAttenuation = GetPunctualShadowAttenuation(lightLoopContext, positionWS + offset, lightData.shadowIndex, L, preLightData.unPositionSS);

}
[branch] if (illuminance > 0.0f)
[branch] if (illuminance > 0.0)
diffuseLighting *= lightData.color * illuminance * lightData.diffuseScale;
specularLighting *= lightData.color * illuminance * lightData.specularScale;
diffuseLighting *= (cookieColor * lightData.color) * (illuminance * lightData.diffuseScale);
specularLighting *= (cookieColor * lightData.color) * (illuminance * lightData.specularScale);
}
}

float3 unL = positionWS - lightData.positionWS;
// Pick the axis along which to expand the fade-out sphere into an ellipsoid.
// Pick the major axis of the ellipsoid.
// We define the ellipsoid s.t. r1 = r, r2 = (r + len / 2).
// We define the ellipsoid s.t. r1 = (r + len / 2), r2 = r3 = r.
// TODO: This could be precomputed.
float radius = rsqrt(lightData.invSqrAttenuationRadius);
float invAspectRatio = radius / (radius + (0.5 * len));

ltcValue *= lightData.specularScale;
specularLighting = fresnelTerm * lightData.color * ltcValue;
}
#endif
#endif // LIT_DISPLAY_REFERENCE_AREA
}
//-----------------------------------------------------------------------------

// EvaluateBSDF_Area - Approximation with Linearly Transformed Cosines
//-----------------------------------------------------------------------------
// #define ELLIPSOIDAL_ATTENUATION
void EvaluateBSDF_Area(LightLoopContext lightLoopContext,
float3 V, float3 positionWS,
PreLightData preLightData, LightData lightData, BSDFData bsdfData,

float3 unL = positionWS - lightData.positionWS;
// Pick the axis along which to expand the fade-out sphere into an ellipsoid.
float3 axis = (halfWidth >= halfHeight) ? lightData.right : lightData.up;
// Rotate the light direction into the light space.
float3x3 lightToWorld = float3x3(lightData.right, lightData.up, lightData.forward);
unL = mul(unL, transpose(lightToWorld));
// We define the ellipsoid s.t. r1 = r, r2 = (r + |w - h| / 2).
// Define the dimensions of the attenuation volume.
float radius = rsqrt(lightData.invSqrAttenuationRadius);
float invAspectRatio = radius / (radius + abs(halfWidth - halfHeight));
float radius = rsqrt(lightData.invSqrAttenuationRadius);
float3 invHalfDim = rcp(float3(radius + halfWidth,
radius + halfHeight,
radius));
float intensity = GetEllipsoidalDistanceAttenuation(unL, lightData.invSqrAttenuationRadius,
axis, invAspectRatio);
#ifdef ELLIPSOIDAL_ATTENUATION
// The attenuation volume is an axis-aligned ellipsoid s.t.
// r1 = (r + w / 2), r2 = (r + h / 2), r3 = r.
float intensity = GetEllipsoidalDistanceAttenuation(unL, invHalfDim);
#else
// The attenuation volume is an axis-aligned box s.t.
// hX = (r + w / 2), hY = (r + h / 2), hZ = r.
float intensity = GetBoxDistanceAttenuation(unL, invHalfDim);
#endif
// Terminate if the shaded point is too far away.
if (intensity == 0.0) return;

ltcValue *= lightData.specularScale;
specularLighting = fresnelTerm * lightData.color * ltcValue;
}
#endif
#endif // LIT_DISPLAY_REFERENCE_AREA
}
//-----------------------------------------------------------------------------

// TODO: test the strech from Tomasz
// float shrinkedRoughness = AnisotropicStrechAtGrazingAngle(bsdfData.roughness, bsdfData.perceptualRoughness, NdotV);
// Note: As explain in GetPreLightData we use normalWS and not iblNormalWS here (in case of anisotropy)
float3 rayWS = GetSpecularDominantDir(bsdfData.normalWS, preLightData.iblR, bsdfData.roughness);
float3 R = rayWS;
weight = float2(1.0, 1.0);
// In Unity the cubemaps are capture with the localToWorld transform of the component.
// In Unity the cubemaps are capture with the localToWorld transform of the component.
float3 R = preLightData.iblDirWS;
float3x3 worldToLocal = transpose(float3x3(lightData.right, lightData.up, lightData.forward)); // worldToLocal assume no scaling
float3 positionLS = positionWS - lightData.positionWS;
positionLS = mul(positionLS, worldToLocal).xyz - lightData.offsetLS; // We want to calculate the intersection from the center of the bounding box.

float3 rayLS = mul(rayWS, worldToLocal);
float3 dirLS = mul(R, worldToLocal);
float dist = BoxRayIntersectSimple(positionLS, rayLS, -boxOuterDistance, boxOuterDistance);
float dist = BoxRayIntersectSimple(positionLS, dirLS, -boxOuterDistance, boxOuterDistance);
R = (positionWS + dist * rayWS) - lightData.positionWS;
R = (positionWS + dist * R) - lightData.positionWS;
}
}
float3 rayLS = mul(rayWS, worldToLocal);
float3 dirLS = mul(R, worldToLocal);
float dist = SphereRayIntersectSimple(positionLS, rayLS, sphereOuterDistance);
float dist = SphereRayIntersectSimple(positionLS, dirLS, sphereOuterDistance);
R = (positionWS + dist * rayWS) - lightData.positionWS;
R = (positionWS + dist * R) - lightData.positionWS;
weight.y = 1.0;
else // ENVSHAPETYPE_BOX or ENVSHAPETYPE_NONE
else if (lightData.envShapeType == ENVSHAPETYPE_BOX ||
lightData.envShapeType == ENVSHAPETYPE_NONE)
{
// Calculate falloff value, so reflections on the edges of the volume would gradually blend to previous reflection.
float distFade = DistancePointBox(positionLS, -lightData.innerDistance, lightData.innerDistance);

20
Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitSurfaceData.hlsl


// triplanar
ADD_IDX(layerTexCoord.base).isTriplanar = isTriplanar;
ADD_IDX(layerTexCoord.base).uvYZ = position.yz;
ADD_IDX(layerTexCoord.base).uvZX = position.zx;
ADD_IDX(layerTexCoord.base).uvXY = position.xy;
ADD_IDX(layerTexCoord.base).uvYZ = position.zy;
ADD_IDX(layerTexCoord.base).uvZX = position.xz;
ADD_IDX(layerTexCoord.base).uvXY = float2(-position.x, position.y);
ADD_IDX(layerTexCoord.details).uvYZ = TRANSFORM_TEX(position.yz, ADD_IDX(_DetailMap));
ADD_IDX(layerTexCoord.details).uvZX = TRANSFORM_TEX(position.zx, ADD_IDX(_DetailMap));
ADD_IDX(layerTexCoord.details).uvXY = TRANSFORM_TEX(position.xy, ADD_IDX(_DetailMap));
ADD_IDX(layerTexCoord.details).uvYZ = TRANSFORM_TEX(position.zy, ADD_IDX(_DetailMap));
ADD_IDX(layerTexCoord.details).uvZX = TRANSFORM_TEX(position.xz, ADD_IDX(_DetailMap));
ADD_IDX(layerTexCoord.details).uvXY = TRANSFORM_TEX(float2(-position.x, position.y), ADD_IDX(_DetailMap));
}
void ADD_IDX(ApplyDisplacement)(inout FragInput input, inout LayerTexCoord layerTexCoord)

#else
surfaceData.perceptualSmoothness = 1.0;
#endif
surfaceData.perceptualSmoothness *= _Smoothness;
surfaceData.perceptualSmoothness = ADD_IDX(_Smoothness);
#ifdef _DETAIL_MAP
surfaceData.perceptualSmoothness *= LerpWhiteTo(2.0 * saturate(detailSmoothness * ADD_IDX(_DetailSmoothnessScale)), detailMask);
#endif

surfaceData.metallic = 1.0;
surfaceData.ambientOcclusion = 1.0;
#endif
surfaceData.metallic *= _Metallic;
surfaceData.metallic *= ADD_IDX(_Metallic);
// This part of the code is not used in case of layered shader but we keep the same macro system for simplicity
#if !defined(LAYERED_LIT_SHADER)

// TODO: think about using BC5
#ifdef _TANGENTMAP
#ifdef _NORMALMAP_TANGENT_SPACE // Normal and tangent use same space
float3 tangentTS = SAMPLE_LAYER_NORMALMAP(ADD_IDX(_TangentMap), ADD_ZERO_IDX(sampler_TangentMap), ADD_IDX(layerTexCoord.base)));
float3 tangentTS = SAMPLE_LAYER_NORMALMAP(ADD_IDX(_TangentMap), ADD_ZERO_IDX(sampler_TangentMap), ADD_IDX(layerTexCoord.base));
surfaceData.tangentWS = TransformTangentToWorld(tangentTS, input.tangentToWorld);
#else // Object space (TODO: We need to apply the world rotation here! - Require to pass world transform)
surfaceData.tangentWS = SAMPLE_LAYER_TEXTURE2D(ADD_IDX(_TangentMap), ADD_ZERO_IDX(sampler_TangentMap), ADD_IDX(layerTexCoord.base)).rgb;

#else
surfaceData.anisotropy = 1.0;
#endif
surfaceData.anisotropy *= _Anisotropy;
surfaceData.anisotropy *= ADD_IDX(_Anisotropy);
surfaceData.specular = 0.04;

1
Assets/ScriptableRenderLoop/HDRenderLoop/Material/Material.hlsl


#include "GeometricTools.hlsl"
#include "CommonMaterial.hlsl"
#include "EntityLighting.hlsl"
#include "ImageBasedLighting.hlsl"
//-----------------------------------------------------------------------------
// BuiltinData

10
Assets/ScriptableRenderLoop/HDRenderLoop/ShaderVariables.hlsl


// TODO: move this to constant buffer by Pass
float4 _ScreenSize;
float4x4 GetWorldToViewMatrix()
{
return unity_MatrixV;
}
float4x4 GetObjectToWorldMatrix()
{

return unity_WorldTransformParams.w;
}
}
float3 TransformWorldToView(float3 positionWS)
{
return mul(GetWorldToViewMatrix(), float4(positionWS, 1.0)).xyz;
}
float3 TransformObjectToWorld(float3 positionOS)

4
Assets/ScriptableRenderLoop/HDRenderLoop/Sky/AtmosphericParameters.cs


if (instance == this)
{
// TODO: what's the point of doing this?
OnDisable();
Cleanup();
OnEnable();
}

instance = this;
}
void OnDisable()
void Cleanup()
{
// Undefine all preprocessor symbols.
UpdateKeywords(false);

10
Assets/ScriptableRenderLoop/HDRenderLoop/Sky/Resources/AtmosphericScattering.hlsl


float4 baseUV = float4(uv.x, uv.y, 0.f, 0.f);
float cDepth = SAMPLE_TEXTURE2D_LOD(_CameraDepthTexture, SRL_BilinearSampler, baseUV, 0.f).r;
cDepth = LinearEyeDepth(cDepth);
cDepth = LinearEyeDepth(cDepth, _ZBufferParams);
float4 xDepth;
baseUV.xy = uv + _DepthTextureScaledTexelSize.zy; xDepth.x = SAMPLE_TEXTURE2D_LOD(_CameraDepthTexture, SRL_BilinearSampler, baseUV);

xDepth.x = LinearEyeDepth4(xDepth.x);
xDepth.y = LinearEyeDepth4(xDepth.y);
xDepth.z = LinearEyeDepth4(xDepth.z);
xDepth.w = LinearEyeDepth4(xDepth.w);
xDepth.x = LinearEyeDepth(xDepth.x, _ZBufferParams);
xDepth.y = LinearEyeDepth(xDepth.y, _ZBufferParams);
xDepth.z = LinearEyeDepth(xDepth.z, _ZBufferParams);
xDepth.w = LinearEyeDepth(xDepth.w, _ZBufferParams);
float4 diffDepth = xDepth - cDepth.rrrr;
float4 maskDepth = abs(diffDepth) < _OcclusionDepthThreshold;

7
Assets/ScriptableRenderLoop/HDRenderLoop/Sky/Resources/GGXConvolve.shader


half4 Frag(Varyings input) : SV_Target
{
float3 N = input.eyeVector;
// Vector interpolation is not magnitude-preserving.
float3 N = normalize(input.eyeVector);
float3 V = N;
float perceptualRoughness = mipmapLevelToPerceptualRoughness(_Level);

PerceptualRoughnessToRoughness(perceptualRoughness),
_MipMapCount,
_InvOmegaP,
2048,
false);
64,
true);
return val;
}

44
Assets/ScriptableRenderLoop/HDRenderLoop/Sky/Resources/SkyHDRI.shader


#pragma vertex Vert
#pragma fragment Frag
#pragma multi_compile _ ATMOSPHERICS_DEBUG
#pragma multi_compile _ ATMOSPHERICS_DEBUG
#pragma multi_compile _ PERFORM_SKY_OCCLUSION_TEST
#ifndef PERFORM_SKY_OCCLUSION_TEST
#define IS_RENDERING_SKY
#endif
#define IS_RENDERING_SKY
#include "AtmosphericScattering.hlsl"
TEXTURECUBE(_Cubemap);

{
// TODO: implement SV_vertexID full screen quad
Varyings output;
output.positionCS = float4(input.positionCS.xy, UNITY_RAW_FAR_CLIP_VALUE
, 1.0);
output.eyeVector = input.eyeVector;
output.positionCS = float4(input.positionCS.xy, UNITY_RAW_FAR_CLIP_VALUE, 1.0);
output.eyeVector = input.eyeVector;
return output;
}

float3 rotDirY = float3(sinPhi, 0, cosPhi);
dir = float3(dot(rotDirX, dir), dir.y, dot(rotDirY, dir));
float3 skyDome = ClampToFloat16Max(SAMPLE_TEXTURECUBE_LOD(_Cubemap, sampler_Cubemap, dir, 0).rgb * exp2(_SkyParam.x) * _SkyParam.y);
/*
// Get the depth value of the scene, or use 0.01 otherwise.
float rawDepth = max(LOAD_TEXTURE2D(_CameraDepthTexture, coord.unPositionSS).r, 0.01);
float3 positionWS = UnprojectToWorld(rawDepth, coord.positionSS, _InvViewProjMatrix);
// If the sky box is too far away (depth set to 0), the resulting look is too foggy.
const float skyDepth = 0.01;
// Do not perform blending with the environment map if the sky is occluded.
float skyDomeWeight = (rawDepth > 0.01) ? 0.0 : 1.0;
#ifdef PERFORM_SKY_OCCLUSION_TEST
// Determine whether the sky is occluded by the scene geometry.
// Do not perform blending with the environment map if the sky is occluded.
float rawDepth = max(skyDepth, LOAD_TEXTURE2D(_CameraDepthTexture, coord.unPositionSS).r);
float skyTexWeight = (rawDepth > skyDepth) ? 0.0 : 1.0;
#else
float rawDepth = skyDepth;
float skyTexWeight = 1.0;
#endif
float3 positionWS = UnprojectToWorld(rawDepth, coord.positionSS, _InvViewProjMatrix);
float4 c1, c2, c3;
VolundTransferScatter(positionWS, c1, c2, c3);

}
#endif
// Blend with the color of the scene.
return float4(skyDome * (skyDomeWeight * extinction) + scatter, 0.0);
*/
float3 skyColor = ClampToFloat16Max(SAMPLE_TEXTURECUBE_LOD(_Cubemap, sampler_Cubemap, dir, 0).rgb * exp2(_SkyParam.x) * _SkyParam.y);
return float4(skyColor, 1.0);
// Apply extinction to the scene color when performing alpha-blending.
//return float4(skyColor * (skyTexWeight * extinction) + scatter, extinction);
}
ENDHLSL

143
Assets/ScriptableRenderLoop/HDRenderLoop/Sky/SkyRenderer.cs


namespace UnityEngine.Experimental.ScriptableRenderLoop
{
[Serializable]
public enum SkyResolution
{
SkyResolution128 = 128,
SkyResolution256 = 256,
SkyResolution512 = 512,
SkyResolution1024 = 1024,
// TODO: Anything above 1024 cause a crash in Unity...
//SkyResolution2048 = 2048,
//SkyResolution4096 = 4096
}
[Serializable]
public float multiplier = 1.0f;
public float multiplier = 1.0f;
public SkyResolution skyResolution = SkyResolution.SkyResolution256;
const int kSkyCubemapSize = 256;
RenderTexture m_SkyboxCubemapRT = null;
RenderTexture m_SkyboxGGXCubemapRT = null;

SkyParameters m_bakedSkyParameters = new SkyParameters(); // This is the SkyParam used when baking and convolving the sky.
Mesh[] m_CubemapFaceMesh = new Mesh[6];
Mesh BuildSkyMesh(Camera camera, bool forceUVBottom)
{

vertData[2] = new Vector3(vertData2.x, vertData2.y, vertData2.z);
vertData[3] = new Vector3(vertData3.x, vertData3.y, vertData3.z);
// Get view vector vased on the frustrum, i.e (invert transform frustrum get position etc...)
// Get view vector based on the frustum, i.e (invert transform frustum get position etc...)
Vector3[] eyeVectorData = new Vector3[4];
Matrix4x4 transformMatrix = camera.cameraToWorldMatrix * camera.projectionMatrix.inverse;

eyeVectorData[3] = new Vector3(direction0.x, direction0.y, direction0.z).normalized;
eyeVectorData[2] = new Vector3(direction1.x, direction1.y, direction1.z).normalized;
eyeVectorData[1] = new Vector3(direction2.x, direction2.y, direction2.z).normalized;
eyeVectorData[0] = new Vector3(direction3.x, direction3.y, direction3.z).normalized;
eyeVectorData[0] = new Vector3(direction3.x, direction3.y, direction3.z).normalized;
}
else
{

};
}
void RebuildTextures()
void RebuildTextures(SkyParameters skyParameters)
if(m_SkyboxCubemapRT == null)
if ((m_SkyboxCubemapRT != null) && (m_SkyboxCubemapRT.width != (int)skyParameters.skyResolution))
{
Utilities.Destroy(m_SkyboxCubemapRT);
Utilities.Destroy(m_SkyboxGGXCubemapRT);
}
if (m_SkyboxCubemapRT == null)
m_SkyboxCubemapRT = new RenderTexture(kSkyCubemapSize, kSkyCubemapSize, 1, RenderTextureFormat.ARGBHalf);
m_SkyboxCubemapRT = new RenderTexture((int)skyParameters.skyResolution, (int)skyParameters.skyResolution, 1, RenderTextureFormat.ARGBHalf);
m_SkyboxCubemapRT.autoGenerateMips = true;
m_SkyboxCubemapRT.filterMode = FilterMode.Point;
m_SkyboxCubemapRT.autoGenerateMips = true; // Generate regular mipmap for filtered importance sampling
m_SkyboxCubemapRT.filterMode = FilterMode.Trilinear;
}
if(m_SkyboxGGXCubemapRT == null)
{
m_SkyboxGGXCubemapRT = new RenderTexture(kSkyCubemapSize, kSkyCubemapSize, 1, RenderTextureFormat.ARGBHalf);
m_SkyboxGGXCubemapRT = new RenderTexture((int)skyParameters.skyResolution, (int)skyParameters.skyResolution, 1, RenderTextureFormat.ARGBHalf);
m_SkyboxGGXCubemapRT.dimension = TextureDimension.Cube;
m_SkyboxGGXCubemapRT.useMipMap = true;
m_SkyboxGGXCubemapRT.autoGenerateMips = false;

}
// Sets the global MIP-mapped cubemap '_SkyTexture' in the shader.
// The texture being set is the sky (environment) map pre-convolved with GGX.
public void SetGlobalSkyTexture()
{
Shader.SetGlobalTexture("_SkyTexture", m_SkyboxGGXCubemapRT);
}
public void Resize(SkyParameters skyParameters)
{
// When loading RenderDoc, RenderTextures will go null
RebuildTextures(skyParameters);
}
public void Rebuild()
{
// TODO: We need to have an API to send our sky information to Enlighten. For now use a workaround through skybox/cubemap material...

m_GGXConvolveMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderLoop/GGXConvolve");
m_RenderSkyPropertyBlock = new MaterialPropertyBlock();
RebuildTextures();
m_RenderSkyPropertyBlock = new MaterialPropertyBlock();
Matrix4x4 cubeProj = Matrix4x4.Perspective(90.0f, 1.0f, 0.1f, 1.0f);

new Vector3(0.0f, 0.0f, 1.0f),
new Vector3(0.0f, 0.0f, -1.0f),
};
Vector3[] UpVectorList = {
new Vector3(0.0f, 1.0f, 0.0f),
new Vector3(0.0f, 1.0f, 0.0f),

camera.projectionMatrix = cubeProj;
Transform transform = camera.GetComponent<Transform>();
transform.LookAt(lookAtList[i], UpVectorList[i]);
// When rendering into a texture the render will be flip (due to legacy unity openGL behavior), so we need to flip UV here...
m_CubemapFaceMesh[i] = BuildSkyMesh(camera, true);
public void OnDisable()
public void Cleanup()
{
Utilities.Destroy(m_StandardSkyboxMaterial);
Utilities.Destroy(m_SkyHDRIMaterial);

}
bool IsSkyValid(SkyParameters parameters)
public bool IsSkyValid(SkyParameters parameters)
private void RenderSky(Camera camera, SkyParameters skyParameters, bool forceUVBottom, RenderLoop renderLoop)
private void RenderSky(Camera camera, SkyParameters skyParameters, Mesh skyMesh, RenderLoop renderLoop)
Mesh skyMesh = BuildSkyMesh(camera, forceUVBottom);
Shader.EnableKeyword("PERFORM_SKY_OCCLUSION_TEST");
m_RenderSkyPropertyBlock.SetTexture("_Cubemap", skyParameters.skyHDRI);
m_RenderSkyPropertyBlock.SetVector("_SkyParam", new Vector4(skyParameters.exposure, skyParameters.multiplier, skyParameters.rotation, 0.0f));

private void RenderSkyToCubemap(SkyParameters skyParameters, RenderTexture target, RenderLoop renderLoop)
{
Shader.DisableKeyword("PERFORM_SKY_OCCLUSION_TEST");
RenderSky(faceCamera, skyParameters, true, renderLoop);
RenderSky(faceCamera, skyParameters, m_CubemapFaceMesh[i], renderLoop);
}
}

}
// Copy the first mip.
// TEMP code until CopyTexture is implemented for command buffer
// All parameters are neutral because exposure/multiplier have already been applied in the first copy.
SkyParameters skyParams = new SkyParameters();
skyParams.exposure = 0.0f;

RenderSkyToCubemap(skyParams, target, renderLoop);
// End temp
//
//for (int f = 0; f < 6; f++)
// Graphics.CopyTexture(input, f, 0, target, f, 0);
// Do the convolution on remaining mipmaps
float invOmegaP = (6.0f * input.width * input.width) / (4.0f * Mathf.PI); // Solid angle associated to a pixel of the cubemap;

for (int face = 0; face < 6; ++face)
{
Utilities.SetRenderTarget(renderLoop, target, mip, (CubemapFace)face);
Camera faceCamera = m_CubemapFaceCamera[face].GetComponent<Camera>();
Mesh skyMesh = BuildSkyMesh(faceCamera, true);
cmd.DrawMesh(skyMesh, Matrix4x4.identity, m_GGXConvolveMaterial, 0, 0, propertyBlock);
cmd.DrawMesh(m_CubemapFaceMesh[face], Matrix4x4.identity, m_GGXConvolveMaterial, 0, 0, propertyBlock);
renderLoop.ExecuteCommandBuffer(cmd);
cmd.Dispose();
}

{
using (new Utilities.ProfilingSample("Sky Pass", renderLoop))
{
//using (new EditorGUI.DisabledScope(m_LookDevEnvLibrary.hdriList.Count <= 1))
// When loading RenderDoc, RenderTextures will go null
RebuildTextures();
// Trigger a rebuild of cubemap / convolution
// TODO: can we have some kind of hash value here ? +> use or override GetHashCode() + include a refresh rate value in parameters
// TODO: we could apply multiplier/exposure and rotation on the final result (i.e on the sky ibl and on lightprobe / lightmap, but can be tricky as Unity seems to merge sky information with
// other lighting into SH / lightmap.
if (skyParameters.skyResolution != m_bakedSkyParameters.skyResolution ||
skyParameters.exposure != m_bakedSkyParameters.exposure ||
skyParameters.rotation != m_bakedSkyParameters.rotation ||
skyParameters.multiplier != m_bakedSkyParameters.multiplier)
{
using (new Utilities.ProfilingSample("Sky Pass: Render Cubemap", renderLoop))
{
// Render sky into a cubemap - doesn't happen every frame, can be controlled
RenderSkyToCubemap(skyParameters, m_SkyboxCubemapRT, renderLoop);
// Convolve downsampled cubemap
RenderCubemapGGXConvolution(m_SkyboxCubemapRT, m_SkyboxGGXCubemapRT, renderLoop);
using (new Utilities.ProfilingSample("Sky Pass: Render Cubemap", renderLoop))
{
// Render sky into a cubemap - doesn't happen every frame, can be controlled
RenderSkyToCubemap(skyParameters, m_SkyboxCubemapRT, renderLoop);
// Convolve downsampled cubemap
RenderCubemapGGXConvolution(m_SkyboxCubemapRT, m_SkyboxGGXCubemapRT, renderLoop);
// TODO: Properly send the cubemap to Enlighten. Currently workaround is to set the cubemap in a Skybox/cubemap material
m_StandardSkyboxMaterial.SetTexture("_Tex", m_SkyboxCubemapRT);
RenderSettings.skybox = m_StandardSkyboxMaterial; // Setup this material as the default to be use in RenderSettings
RenderSettings.ambientIntensity = 1.0f; // fix this to 1, this parameter should not exist!
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Skybox; // Force skybox for our HDRI
RenderSettings.reflectionIntensity = 1.0f;
RenderSettings.customReflection = null;
DynamicGI.UpdateEnvironment();
}
// TODO: Properly send the cubemap to Enlighten. Currently workaround is to set the cubemap in a Skybox/cubemap material
m_StandardSkyboxMaterial.SetTexture("_Tex", m_SkyboxCubemapRT);
RenderSettings.skybox = m_StandardSkyboxMaterial; // Setup this material as the default to be use in RenderSettings
RenderSettings.ambientIntensity = 1.0f; // fix this to 1, this parameter should not exist!
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Skybox; // Force skybox for our HDRI
RenderSettings.reflectionIntensity = 1.0f;
RenderSettings.customReflection = null;
//DynamicGI.UpdateEnvironment();
// Cleanup all this...
m_bakedSkyParameters.skyResolution = skyParameters.skyResolution;
m_bakedSkyParameters.exposure = skyParameters.exposure;
m_bakedSkyParameters.rotation = skyParameters.rotation;
m_bakedSkyParameters.multiplier = skyParameters.multiplier;
RenderSky(camera, skyParameters, false, renderLoop);
RenderSky(camera, skyParameters, BuildSkyMesh(camera, false), renderLoop);
}
}
}

10
Assets/ScriptableRenderLoop/HDRenderLoop/Utilities.cs


#else
UnityObject.Destroy(obj);
#endif
obj = null;
}
}
public static void SafeRelease(ComputeBuffer buffer)
{
if (buffer != null)
{
buffer.Release();
buffer = null;
}
}

10
Assets/ScriptableRenderLoop/ShaderLibrary/AreaLighting.hlsl


float tLDDL2 = l2rcpD / (d * d + l2 * l2);
float intWt = LineFwt(tLDDL2, l2) - LineFwt(tLDDL1, l1);
float intP0 = LineFpo(tLDDL2, l2rcpD, rcp(d)) - LineFpo(tLDDL1, l1rcpD, rcp(d));
// Guard against numerical precision issues.
return max(intP0 * normal.z + intWt * tangent.z, 0.0);
return intP0 * normal.z + intWt * tangent.z;
}
// Computes 1.0 / length(mul(ortho, transpose(inverse(invM)))).

float width = ComputeLineWidthFactor(invM, B);
if (P2.z <= 0.0)
if (P1.z > P2.z)
// Convention: 'P2' is above the horizon.
// Convention: 'P2' is above 'P1', with the tangent pointing upwards.
Swap(P1, P2);
}

// Integrate the clamped cosine over the line segment.
float irradiance = LineIrradiance(l1, l2, P0, T);
return INV_PI * width * irradiance;
// Guard against numerical precision issues.
return max(INV_PI * width * irradiance, 0.0);
}
#endif // UNITY_AREA_LIGHTING_INCLUDED

99
Assets/ScriptableRenderLoop/ShaderLibrary/CommonLighting.hlsl


// Light direction is oriented backward (-Z). i.e in shader code, light direction is -lightData.forward
//-----------------------------------------------------------------------------
// Helper functions
//-----------------------------------------------------------------------------
// Performs the mapping of the vector 'v' centered within the axis-aligned cube
// of dimensions [-1, 1]^3 to a vector centered within the unit sphere.
// The function expects 'v' to be within the cube (possibly unexpected results otherwise).
// Ref: http://mathproofs.blogspot.com/2005/07/mapping-cube-to-sphere.html
float3 MapCubeToSphere(float3 v)
{
float3 v2 = v * v;
float2 vr3 = v2.xy * rcp(3.0);
return v * sqrt((float3)1.0 - 0.5 * v2.yzx - 0.5 * v2.zxy + vr3.yxx * v2.zzy);
}
// Computes the squared magnitude of the vector computed by MapCubeToSphere().
float ComputeCubeToSphereMapSqMagnitude(float3 v)
{
float3 v2 = v * v;
// Note: dot(v, v) is often computed before this function is called,
// so the compiler should optimize and use the precomputed result here.
return dot(v, v) - v2.x * v2.y - v2.y * v2.z - v2.z * v2.x + v2.x * v2.y * v2.z;
}
//-----------------------------------------------------------------------------
// Attenuation functions
//-----------------------------------------------------------------------------

return attenuation;
}
// Applies SmoothDistanceAttenuation() after stretching the fade-out sphere of the given radius
// into an ellipsoid with the specified aspect ratio and the longest axis.
float GetEllipsoidalDistanceAttenuation(float3 unL, float invSqrAttenuationRadius,
// Applies SmoothDistanceAttenuation() after transforming the attenuation ellipsoid into a sphere.
// If r = rsqrt(invSqRadius), then the ellipsoid is defined s.t. r1 = r / invAspectRatio, r2 = r3 = r.
// The transformation is performed along the major axis of the ellipsoid (corresponding to 'r1').
// Both the ellipsoid (e.i. 'axis') and 'unL' should be in the same coordinate system.
// 'unL' should be computed from the center of the ellipsoid.
float GetEllipsoidalDistanceAttenuation(float3 unL, float invSqRadius,
// Project the unnormalized light vector onto the expansion axis.
// Project the unnormalized light vector onto the axis.
// We want 'unL' to shrink along 'axis' by the aspect ratio. Therefore, we compute
// the difference between the length of the original projection and the shrunk one.
// It is equivalent to the expansion of the fade-out sphere into an ellipsoid.
float scale = projL - projL * invAspectRatio;
unL -= scale * axis;
// Transform the light vector instead of transforming the ellipsoid.
float diff = projL - projL * invAspectRatio;
unL -= diff * axis;
float sqDist = dot(unL, unL);
return SmoothDistanceAttenuation(sqDist, invSqRadius);
}
// Applies SmoothDistanceAttenuation() using the axis-aligned ellipsoid of the given dimensions.
// Both the ellipsoid and 'unL' should be in the same coordinate system.
// 'unL' should be computed from the center of the ellipsoid.
float GetEllipsoidalDistanceAttenuation(float3 unL, float3 invHalfDim)
{
// Transform the light vector so that we can work with
// with the ellipsoid as if it was a unit sphere.
unL *= invHalfDim;
float sqDist = dot(unL, unL);
return SmoothDistanceAttenuation(sqDist, 1.0);
}
return SmoothDistanceAttenuation(dot(unL, unL), invSqrAttenuationRadius);
// Applies SmoothDistanceAttenuation() after mapping the axis-aligned box to a sphere.
// If the diagonal of the box is 'd', invHalfDim = rcp(0.5 * d).
// Both the box and 'unL' should be in the same coordinate system.
// 'unL' should be computed from the center of the box.
float GetBoxDistanceAttenuation(float3 unL, float3 invHalfDim)
{
// Transform the light vector so that we can work with
// with the box as if it was a [-1, 1]^2 cube.
unL *= invHalfDim;
// Our algorithm expects the input vector to be within the cube.
if (Max3(abs(unL.x), abs(unL.y), abs(unL.z)) > 1.0) return 0.0;
float sqDist = ComputeCubeToSphereMapSqMagnitude(unL);
return SmoothDistanceAttenuation(sqDist, 1.0);
}
//-----------------------------------------------------------------------------

tangentY = float3(b, 1.0f - N.y * N.y * a, -N.y);
}
*/
//-----------------------------------------------------------------------------
// various helper
//-----------------------------------------------------------------------------
// Performs the mapping of the vector 'v' located within the cube of dimensions [-r, r]^3
// to a vector within the sphere of radius 'r', where r = sqrt(r2).
// Modified version of http://mathproofs.blogspot.com/2005/07/mapping-cube-to-sphere.html
float3 MapCubeToSphere(float3 v, float r2)
{
float3 v2 = v * v;
float2 vr3 = v2.xy * rcp(3.0 * r2);
return v * sqrt((float3)r2 - 0.5 * v2.yzx - 0.5 * v2.zxy + vr3.yxx * v2.zzy);
}
// Computes the squared magnitude of the vector computed by MapCubeToSphere().
float ComputeCubeToSphereMapSqMagnitude(float3 v, float r2)
{
float3 v2 = v * v;
// Note: dot(v, v) is often computed before this function is called,
// so the compiler should optimize and use the precomputed result here.
return r2 * dot(v, v) - v2.x * v2.y - v2.y * v2.z - v2.z * v2.x + v2.x * v2.y * v2.z * rcp(r2);
}
#endif // UNITY_COMMON_LIGHTING_INCLUDED

29
Assets/ScriptableRenderLoop/common/TextureSettings.cs


[System.Serializable]
public struct TextureSettings
namespace UnityEngine.Experimental.ScriptableRenderLoop
public uint spotCookieSize;
public uint pointCookieSize;
public uint reflectionCubemapSize;
[System.Serializable]
public struct TextureSettings
{
public int spotCookieSize;
public int pointCookieSize;
public int reflectionCubemapSize;
public static TextureSettings Default
{
get
public static TextureSettings Default
TextureSettings settings;
settings.spotCookieSize = 128;
settings.pointCookieSize = 512;
settings.reflectionCubemapSize = 128;
return settings;
get
{
TextureSettings settings = new TextureSettings();
settings.spotCookieSize = 128;
settings.pointCookieSize = 512;
settings.reflectionCubemapSize = 128;
return settings;
}
}
}
}

79
Assets/ScriptableRenderLoop/fptl/FptlLighting.cs


namespace UnityEngine.Experimental.ScriptableRenderLoop
{
[ExecuteInEditMode]
public class FptlLighting : ScriptableRenderLoop
public class FptlLighting : RenderPipeline
{
#if UNITY_EDITOR
[UnityEditor.MenuItem("Renderloop/CreateRenderLoopFPTL")]

private Texture2D m_LightAttentuationTexture;
private int m_shadowBufferID;
void OnEnable()
private void OnValidate()
void OnValidate()
public override void Initialize()
public override void Cleanup()
{
// RenderLoop.renderLoopDelegate -= ExecuteRenderLoop;
if (m_DeferredMaterial) DestroyImmediate(m_DeferredMaterial);
if (m_DeferredReflectionMaterial) DestroyImmediate(m_DeferredReflectionMaterial);
if (m_BlitMaterial) DestroyImmediate(m_BlitMaterial);
if (m_DebugLightBoundsMaterial) DestroyImmediate(m_DebugLightBoundsMaterial);
if (m_NHxRoughnessTexture) DestroyImmediate(m_NHxRoughnessTexture);
if (m_LightAttentuationTexture) DestroyImmediate(m_LightAttentuationTexture);
m_CookieTexArray.Release();
m_CubeCookieTexArray.Release();
m_CubeReflTexArray.Release();
s_AABBBoundsBuffer.Release();
s_ConvexBoundsBuffer.Release();
s_LightDataBuffer.Release();
ReleaseResolutionDependentBuffers();
s_DirLightList.Release();
if (enableClustered)
{
s_GlobalLightListAtomic.Release();
}
ClearComputeBuffers();
}
void ClearComputeBuffers()
{
if (s_AABBBoundsBuffer != null)

m_CookieTexArray = new TextureCache2D();
m_CubeCookieTexArray = new TextureCacheCubemap();
m_CubeReflTexArray = new TextureCacheCubemap();
m_CookieTexArray.AllocTextureArray(8, (int)m_TextureSettings.spotCookieSize, (int)m_TextureSettings.spotCookieSize, TextureFormat.RGBA32, true);
m_CubeCookieTexArray.AllocTextureArray(4, (int)m_TextureSettings.pointCookieSize, TextureFormat.RGBA32, true);
m_CubeReflTexArray.AllocTextureArray(64, (int)m_TextureSettings.reflectionCubemapSize, TextureFormat.BC6H, true);
m_CookieTexArray.AllocTextureArray(8, m_TextureSettings.spotCookieSize, m_TextureSettings.spotCookieSize, TextureFormat.RGBA32, true);
m_CubeCookieTexArray.AllocTextureArray(4, m_TextureSettings.pointCookieSize, TextureFormat.RGBA32, true);
m_CubeReflTexArray.AllocTextureArray(64, m_TextureSettings.reflectionCubemapSize, TextureFormat.BC6H, true);
//m_DeferredMaterial.SetTexture("_spotCookieTextures", m_cookieTexArray.GetTexCache());
//m_DeferredMaterial.SetTexture("_pointCookieTextures", m_cubeCookieTexArray.GetTexCache());

s_BigTileLightList = null;
m_shadowBufferID = Shader.PropertyToID("g_tShadowBuffer");
}
void OnDisable()
{
// RenderLoop.renderLoopDelegate -= ExecuteRenderLoop;
if (m_DeferredMaterial) DestroyImmediate(m_DeferredMaterial);
if (m_DeferredReflectionMaterial) DestroyImmediate(m_DeferredReflectionMaterial);
if (m_BlitMaterial) DestroyImmediate(m_BlitMaterial);
if (m_DebugLightBoundsMaterial) DestroyImmediate(m_DebugLightBoundsMaterial);
if (m_NHxRoughnessTexture) DestroyImmediate(m_NHxRoughnessTexture);
if (m_LightAttentuationTexture) DestroyImmediate(m_LightAttentuationTexture);
m_CookieTexArray.Release();
m_CubeCookieTexArray.Release();
m_CubeReflTexArray.Release();
s_AABBBoundsBuffer.Release();
s_ConvexBoundsBuffer.Release();
s_LightDataBuffer.Release();
ReleaseResolutionDependentBuffers();
s_DirLightList.Release();
if (enableClustered)
{
s_GlobalLightListAtomic.Release();
}
}
static void SetupGBuffer(int width, int height, CommandBuffer cmd)

void DoTiledDeferredLighting(Camera camera, RenderLoop loop, int numLights, int numDirLights)
{
var bUseClusteredForDeferred = !usingFptl; // doesn't work on reflections yet but will soon
var bUseClusteredForDeferred = !usingFptl;
var cmd = new CommandBuffer();
m_DeferredMaterial.EnableKeyword(bUseClusteredForDeferred ? "USE_CLUSTERED_LIGHTLIST" : "USE_FPTL_LIGHTLIST");

return numLightsOut + numProbesOut;
}
#if UNITY_EDITOR
public override void RenderSceneView(Camera camera, RenderLoop renderLoop)
{
base.RenderSceneView(camera, renderLoop);
renderLoop.PrepareForEditorRendering(camera, new RenderTargetIdentifier(s_CameraDepthTexture));
renderLoop.Submit();
}
#endif
public override void Render(Camera[] cameras, RenderLoop renderLoop)
{

580
Assets/TestScenes/HDTest/HDRenderLoopTest.unity


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#ifndef UNITY_LIGHT_UTILITIES_INCLUDED
#define UNITY_LIGHT_UTILITIES_INCLUDED
#include "LightDefinition.cs.hlsl"
// The EnvLightData of the sky light contains a bunch of compile-time constants.
// This function sets them directly to allow the compiler to propagate them and optimize the code.
EnvLightData InitSkyEnvLightData(int envIndex)
{
EnvLightData output;
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output.innerDistance = float3(0.0, 0.0, 0.0);
output.blendDistance = 1.0;
return output;
}
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- _EmissiveColor: {r: 0, g: 0, b: 0, a: 1}
- _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0}
- _UVDetailsMappingMask0: {r: 1, g: 0, b: 0, a: 0}
- _UVDetailsMappingMask1: {r: 1, g: 0, b: 0, a: 0}
- _UVDetailsMappingMask2: {r: 1, g: 0, b: 0, a: 0}
- _UVDetailsMappingMask3: {r: 0, g: 1, b: 0, a: 0}
- _UVMappingMask: {r: 1, g: 0, b: 0, a: 0}
- _UVMappingMask0: {r: 1, g: 0, b: 0, a: 0}
- _UVMappingMask1: {r: 1, g: 0, b: 0, a: 0}
- _UVMappingMask2: {r: 1, g: 0, b: 0, a: 0}
- _UVMappingMask3: {r: 0, g: 1, b: 0, a: 0}

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