浏览代码

Merge branch 'master' into submodule-fix

/Branch_Batching2
GitHub 8 年前
当前提交
fff7894f
共有 20 个文件被更改,包括 1685 次插入154 次删除
  1. 6
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
  2. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  3. 12
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs
  4. 15
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs.hlsl
  5. 48
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
  6. 106
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs
  7. 33
      Assets/ScriptableRenderPipeline/HDRenderPipeline/SSSProfile/FoliageSSSProfile.asset
  8. 33
      Assets/ScriptableRenderPipeline/HDRenderPipeline/SSSProfile/SkinSSSProfile.asset
  9. 13
      Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendPipelineAssetInspector.cs
  10. 5
      Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipelineAsset.asset
  11. 47
      Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipelineAsset.cs
  12. 128
      Assets/TestScenes/HDTest/HDRenderLoopTest.unity
  13. 13
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs.hlsl
  14. 9
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs.hlsl.meta
  15. 178
      Assets/TestScenes/HDTest/GraphicTest/SSS/Materials/SSSHead.mat
  16. 9
      Assets/TestScenes/HDTest/GraphicTest/SSS/Materials/SSSHead.mat.meta
  17. 1001
      Assets/TestScenes/HDTest/GraphicTest/SSS/head.OBJ
  18. 149
      Assets/TestScenes/HDTest/GraphicTest/SSS/head.OBJ.meta
  19. 12
      Assets/ScriptableRenderPipeline/core/RenderPipeline.cs.meta
  20. 20
      Assets/ScriptableRenderPipeline/core/RenderPipeline.cs

6
Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs


public readonly GUIContent shadowsAtlasHeight = new GUIContent("Atlas height");
// Subsurface Scattering Settings
public readonly GUIContent[] sssProfiles = new GUIContent[SubsurfaceScatteringSettings.maxNumProfiles] { new GUIContent("Profile #0"), new GUIContent("Profile #1"), new GUIContent("Profile #2"), new GUIContent("Profile #3"), new GUIContent("Profile #4"), new GUIContent("Profile #5"), new GUIContent("Profile #6"), new GUIContent("Profile #7") };
public readonly GUIContent[] sssProfiles = new GUIContent[SSSConstants.SSS_PROFILES_MAX] { new GUIContent("Profile #0"), new GUIContent("Profile #1"), new GUIContent("Profile #2"), new GUIContent("Profile #3"), new GUIContent("Profile #4"), new GUIContent("Profile #5"), new GUIContent("Profile #6"), new GUIContent("Profile #7") };
public readonly GUIContent sssNumProfiles = new GUIContent("Number of profiles");
// Tile pass Settings

public readonly GUIContent[] debugViewLightingStrings = { new GUIContent("None"), new GUIContent("Diffuse Lighting"), new GUIContent("Specular Lighting"), new GUIContent("Visualize Cascades") };
public readonly int[] debugViewLightingValues = { (int)DebugLightingMode.None, (int)DebugLightingMode.DiffuseLighting, (int)DebugLightingMode.SpecularLighting, (int)DebugLightingMode.VisualizeCascade };
public readonly GUIContent shadowDebugVisualizationMode = new GUIContent("Shadow Maps Debug Mode");
public readonly GUIContent shadowDebugVisualizeShadowIndex = new GUIContent("Visualize Shadow Index");
public readonly GUIContent shadowDebugVisualizeShadowIndex = new GUIContent("Visualize Shadow Index");
public readonly GUIContent lightingDebugOverrideSmoothness = new GUIContent("Override Smoothness");
public readonly GUIContent lightingDebugOverrideSmoothnessValue = new GUIContent("Smoothness Value");
public readonly GUIContent lightingDebugAlbedo = new GUIContent("Lighting Debug Albedo");

EditorGUILayout.PropertyField(m_NumProfiles, styles.sssNumProfiles);
for (int i = 0, n = Math.Min(m_Profiles.arraySize, SubsurfaceScatteringSettings.maxNumProfiles); i < n; i++)
for (int i = 0, n = Math.Min(m_Profiles.arraySize, SSSConstants.SSS_PROFILES_MAX); i < n; i++)
{
SerializedProperty profile = m_Profiles.GetArrayElementAtIndex(i);
EditorGUILayout.PropertyField(profile, styles.sssProfiles[i]);

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


// Broadcast SSS parameters to all shaders.
Shader.SetGlobalInt("_EnableSSS", debugDisplaySettings.renderingDebugSettings.enableSSS ? 1 : 0);
Shader.SetGlobalInt("_TransmissionFlags", sssParameters.transmissionFlags);
cmd.SetGlobalFloatArray("_TransmissionType", sssParameters.transmissionType);
Shader.SetGlobalInt("_TexturingModeFlags", sssParameters.texturingModeFlags);
cmd.SetGlobalFloatArray("_ThicknessRemaps", sssParameters.thicknessRemaps);
cmd.SetGlobalVectorArray("_TintColors", sssParameters.tintColors);

12
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs


// BSDFData
//-----------------------------------------------------------------------------
[GenerateHLSL(PackingRules.Exact)]
public enum TransmissionType
{
None = 0,
Regular = 1,
ThinObject = 2,
};
[GenerateHLSL(PackingRules.Exact, false, true, 1030)]
public struct BSDFData
{

public float subsurfaceRadius;
public float thickness;
public int subsurfaceProfile;
public bool enableTransmission; // Read from the SSS profile
public Vector3 transmittance;
public TransmissionType transmissionType; // Compute from the SSS profile. 0 is none, 1 is regular transmission, 2 is thin transmission
public Vector3 transmittance; // Compute from SSS profile
// SpecColor
// fold into fresnel0

15
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs.hlsl


#define DEBUGVIEW_LIT_SURFACEDATA_SPECULAR_COLOR (1013)
//
// UnityEngine.Experimental.Rendering.HDPipeline.Lit.TransmissionType: static fields
//
#define TRANSMISSIONTYPE_NONE (0)
#define TRANSMISSIONTYPE_REGULAR (1)
#define TRANSMISSIONTYPE_THIN_OBJECT (2)
//
// UnityEngine.Experimental.Rendering.HDPipeline.Lit.BSDFData: static fields
//
#define DEBUGVIEW_LIT_BSDFDATA_DIFFUSE_COLOR (1030)

#define DEBUGVIEW_LIT_BSDFDATA_SUBSURFACE_RADIUS (1042)
#define DEBUGVIEW_LIT_BSDFDATA_THICKNESS (1043)
#define DEBUGVIEW_LIT_BSDFDATA_SUBSURFACE_PROFILE (1044)
#define DEBUGVIEW_LIT_BSDFDATA_ENABLE_TRANSMISSION (1045)
#define DEBUGVIEW_LIT_BSDFDATA_TRANSMISSION_TYPE (1045)
#define DEBUGVIEW_LIT_BSDFDATA_TRANSMITTANCE (1046)
//

float subsurfaceRadius;
float thickness;
int subsurfaceProfile;
bool enableTransmission;
int transmissionType;
float3 transmittance;
};

case DEBUGVIEW_LIT_BSDFDATA_SUBSURFACE_PROFILE:
result = GetIndexColor(bsdfdata.subsurfaceProfile);
break;
case DEBUGVIEW_LIT_BSDFDATA_ENABLE_TRANSMISSION:
result = (bsdfdata.enableTransmission) ? float3(1.0, 1.0, 1.0) : float3(0.0, 0.0, 0.0);
case DEBUGVIEW_LIT_BSDFDATA_TRANSMISSION_TYPE:
result = GetIndexColor(bsdfdata.transmissionType);
break;
case DEBUGVIEW_LIT_BSDFDATA_TRANSMITTANCE:
result = bsdfdata.transmittance;

48
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


// SurfaceData is define in Lit.cs which generate Lit.cs.hlsl
#include "Lit.cs.hlsl"
#include "SubsurfaceScatteringProfile.cs.hlsl"
// In case we pack data uint16 buffer we need to change the output render target format to uint16
// TODO: Is there a way to automate these output type based on the format declare in lit.cs ?

#define MIN_N_DOT_V 0.0001 // The minimum value of 'NdotV'
// SSS parameters
#define SSS_N_PROFILES 8
#define SSS_LOW_THICKNESS 0.005 // 0.5 cm
uint _EnableSSS; // Globally toggles subsurface scattering on/off
uint _TransmissionFlags; // 1 bit/profile; 0 = inf. thick, 1 = supports transmission
uint _TexturingModeFlags; // 1 bit/profile; 0 = PreAndPostScatter, 1 = PostScatter
float4 _TintColors[SSS_N_PROFILES]; // For transmission; alpha is unused
float _ThicknessRemaps[SSS_N_PROFILES][2]; // Remap: 0 = start, 1 = end - start
float4 _HalfRcpVariancesAndLerpWeights[SSS_N_PROFILES][2]; // 2x Gaussians per color channel, A is the the associated interpolation weight
uint _EnableSSS; // Globally toggles subsurface scattering on/off
uint _TexturingModeFlags; // 1 bit/profile; 0 = PreAndPostScatter, 1 = PostScatter
float _TransmissionType[SSS_PROFILES_MAX]; // transmissionType enum - TODO: no int array in Unity :(
float4 _TintColors[SSS_PROFILES_MAX]; // For transmission; alpha is unused
float _ThicknessRemaps[SSS_PROFILES_MAX][2]; // Remap: 0 = start, 1 = end - start
float4 _HalfRcpVariancesAndLerpWeights[SSS_PROFILES_MAX][2]; // 2x Gaussians per color channel, A is the the associated interpolation weight
//-----------------------------------------------------------------------------
// Helper functions/variable specific to this material

bsdfData.thickness = CENTIMETERS_TO_METERS * (_ThicknessRemaps[subsurfaceProfile][0] +
_ThicknessRemaps[subsurfaceProfile][1] * thickness);
bsdfData.enableTransmission = IsBitSet(_TransmissionFlags, subsurfaceProfile);
if (bsdfData.enableTransmission)
bsdfData.transmissionType = (int)_TransmissionType[subsurfaceProfile];
if (bsdfData.transmissionType != TRANSMISSIONTYPE_NONE)
{
bsdfData.transmittance = ComputeTransmittance( _HalfRcpVariancesAndLerpWeights[subsurfaceProfile][0].xyz,
_HalfRcpVariancesAndLerpWeights[subsurfaceProfile][0].w,

}
else if (surfaceData.materialId == MATERIALID_LIT_SSS)
{
outGBuffer2 = float4(surfaceData.subsurfaceRadius, surfaceData.thickness, 0.0, surfaceData.subsurfaceProfile * rcp(SSS_N_PROFILES - 1));
outGBuffer2 = float4(surfaceData.subsurfaceRadius, surfaceData.thickness, 0.0, surfaceData.subsurfaceProfile * rcp(SSS_PROFILES_MAX - 1));
}
else if (surfaceData.materialId == MATERIALID_LIT_SPECULAR)
{

}
else if (supportsSSS && bsdfData.materialId == MATERIALID_LIT_SSS)
{
int subsurfaceProfile = (SSS_N_PROFILES - 0.9) * inGBuffer2.a;
int subsurfaceProfile = (SSS_PROFILES_MAX - 0.9) * inGBuffer2.a;
float subsurfaceRadius = inGBuffer2.r;
float thickness = inGBuffer2.g;
FillMaterialIdSSSData(baseColor, subsurfaceProfile, subsurfaceRadius, thickness, bsdfData);

[branch] if (lightData.shadowIndex >= 0)
{
float shadow = GetDirectionalShadowAttenuation(lightLoopContext.shadowContext, positionWS, bsdfData.normalWS, lightData.shadowIndex, L, posInput.unPositionSS);
shadow = GetDirectionalShadowAttenuation(lightLoopContext.shadowContext, positionWS, bsdfData.normalWS, lightData.shadowIndex, L, posInput.unPositionSS);
illuminance *= shadow;
}

specularLighting *= (cookie.rgb * lightData.color) * (illuminance * lightData.specularScale);
}
[branch] if (bsdfData.enableTransmission)
[branch] if (bsdfData.transmissionType != TRANSMISSIONTYPE_NONE)
{
// Reverse the normal + do some wrap lighting to have a nicer transition between regular lighting and transmittance
// Ref: Steve McAuley - Energy-Conserving Wrapped Diffuse

// For low thickness, we can reuse the shadowing status for the back of the object.
shadow = (bsdfData.thickness <= SSS_LOW_THICKNESS) ? shadow : 1;
// For thin material we can reuse the shadowing status for the back of the object.
shadow = (bsdfData.transmissionType == TRANSMISSIONTYPE_THIN_OBJECT) ? shadow : 1;
illuminance *= shadow * cookie.a;
// The difference between the Disney Diffuse and the Lambertian BRDF for transmission is negligible.

[branch] if (lightData.shadowIndex >= 0)
{
float3 offset = float3(0.0, 0.0, 0.0); // GetShadowPosOffset(nDotL, normal);
float shadow = GetPunctualShadowAttenuation(lightLoopContext.shadowContext, positionWS + offset, bsdfData.normalWS, lightData.shadowIndex, L, posInput.unPositionSS);
shadow = GetPunctualShadowAttenuation(lightLoopContext.shadowContext, positionWS + offset, bsdfData.normalWS, lightData.shadowIndex, L, posInput.unPositionSS);
shadow = lerp(1.0, shadow, lightData.shadowDimmer);
illuminance *= shadow;

specularLighting *= (cookie.rgb * lightData.color) * (illuminance * lightData.specularScale);
}
[branch] if (bsdfData.enableTransmission)
[branch] if (bsdfData.transmissionType != TRANSMISSIONTYPE_NONE)
{
// Reverse the normal + do some wrap lighting to have a nicer transition between regular lighting and transmittance
// Ref: Steve McAuley - Energy-Conserving Wrapped Diffuse

// For low thickness, we can reuse the shadowing status for the back of the object.
shadow = (bsdfData.thickness <= SSS_LOW_THICKNESS) ? shadow : 1;
// For thin material we can reuse the shadowing status for the back of the object.
shadow = (bsdfData.transmissionType == TRANSMISSIONTYPE_THIN_OBJECT) ? shadow : 1;
illuminance *= shadow * cookie.a;
// The difference between the Disney Diffuse and the Lambertian BRDF for transmission is negligible.

[branch] if (lightData.shadowIndex >= 0)
{
float shadow = GetDirectionalShadowAttenuation(lightLoopContext.shadowContext, positionWS, bsdfData.normalWS, lightData.shadowIndex, L, posInput.unPositionSS);
shadow = GetDirectionalShadowAttenuation(lightLoopContext.shadowContext, positionWS, bsdfData.normalWS, lightData.shadowIndex, L, posInput.unPositionSS);
illuminance *= shadow;
}

specularLighting *= (cookie.rgb * lightData.color) * (illuminance * lightData.specularScale);
}
[branch] if (bsdfData.enableTransmission)
[branch] if (bsdfData.transmissionType != TRANSMISSIONTYPE_NONE)
{
// Reverse the normal + do some wrap lighting to have a nicer transition between regular lighting and transmittance
// Ref: Steve McAuley - Energy-Conserving Wrapped Diffuse

// For low thickness, we can reuse the shadowing status for the back of the object.
shadow = (bsdfData.thickness <= SSS_LOW_THICKNESS) ? shadow : 1;
// For thin material we can reuse the shadowing status for the back of the object.
shadow = (bsdfData.transmissionType == TRANSMISSIONTYPE_THIN_OBJECT) ? shadow : 1;
illuminance *= shadow * cookie.a;
// The difference between the Disney Diffuse and the Lambertian BRDF for transmission is negligible.

106
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs


namespace UnityEngine.Experimental.Rendering.HDPipeline
{
[GenerateHLSL]
public class SSSConstants
{
public const int SSS_PROFILES_MAX = 8;
}
[Serializable]
public class SubsurfaceScatteringProfile : ScriptableObject
{

[ColorUsage(false, true, 0.05f, 2.0f, 1.0f, 1.0f)]
public Color scatterDistance1;
public Color scatterDistance1;
public Color scatterDistance2;
public float lerpWeight;
public TexturingMode texturingMode;
public bool enableTransmission;
public Color tintColor;
public Vector2 thicknessRemap;
public Color scatterDistance2;
public float lerpWeight;
public TexturingMode texturingMode;
public bool enableTransmission;
public bool enableThinObject;
public Color tintColor;
public Vector2 thicknessRemap;
public int settingsIndex;
public int settingsIndex;
Vector4[] m_FilterKernel;
Vector4[] m_FilterKernel;
Vector3[] m_HalfRcpVariances;
Vector3[] m_HalfRcpVariances;
Vector4 m_HalfRcpWeightedVariances;
Vector4 m_HalfRcpWeightedVariances;
scatterDistance1 = new Color(0.3f, 0.3f, 0.3f, 0.0f);
scatterDistance2 = new Color(0.6f, 0.6f, 0.6f, 0.0f);
lerpWeight = 0.5f;
texturingMode = TexturingMode.PreAndPostScatter;
enableTransmission = false;
tintColor = Color.white;
thicknessRemap = new Vector2(0, 1);
settingsIndex = SubsurfaceScatteringSettings.neutralProfileID; // Updated by SubsurfaceScatteringSettings.OnValidate() once assigned
scatterDistance1 = new Color(0.3f, 0.3f, 0.3f, 0.0f);
scatterDistance2 = new Color(0.6f, 0.6f, 0.6f, 0.0f);
lerpWeight = 0.5f;
texturingMode = TexturingMode.PreAndPostScatter;
enableTransmission = false;
enableThinObject = false;
tintColor = Color.white;
thicknessRemap = new Vector2(0, 1);
settingsIndex = SubsurfaceScatteringSettings.neutralProfileID; // Updated by SubsurfaceScatteringSettings.OnValidate() once assigned
UpdateKernelAndVarianceData();
}

[Serializable]
public class SubsurfaceScatteringSettings : ISerializationCallbackReceiver
{
public const int maxNumProfiles = 8;
public const int neutralProfileID = maxNumProfiles - 1;
public const int neutralProfileID = SSSConstants.SSS_PROFILES_MAX - 1;
[NonSerialized] public int transmissionFlags; // 1 bit/profile; 0 = inf. thick, 1 = supports transmission
[NonSerialized] public float[] transmissionType; // TODO: no int array suppport in shader in Unity :(
[NonSerialized] public Vector4[] tintColors; // For transmission; alpha is unused
[NonSerialized] public float[] thicknessRemaps; // Remap: 0 = start, 1 = end - start
[NonSerialized] public Vector4[] halfRcpVariancesAndLerpWeights;

numProfiles = 1;
profiles = new SubsurfaceScatteringProfile[numProfiles];
profiles[0] = null;
transmissionType = null;
transmissionFlags = 0;
tintColors = null;
thicknessRemaps = null;
halfRcpVariancesAndLerpWeights = null;

public void OnValidate()
{
// Reserve one slot for the neutral profile.
numProfiles = Math.Min(profiles.Length, maxNumProfiles - 1);
numProfiles = Math.Min(profiles.Length, SSSConstants.SSS_PROFILES_MAX - 1);
if (profiles.Length != numProfiles)
{

public void UpdateCache()
{
texturingModeFlags = 0;
transmissionFlags = 0;
texturingModeFlags = 0;
if (transmissionType == null || transmissionType.Length != (SSSConstants.SSS_PROFILES_MAX))
{
transmissionType = new float[SSSConstants.SSS_PROFILES_MAX];
}
if (tintColors == null || tintColors.Length != maxNumProfiles)
if (tintColors == null || tintColors.Length != SSSConstants.SSS_PROFILES_MAX)
tintColors = new Vector4[maxNumProfiles];
tintColors = new Vector4[SSSConstants.SSS_PROFILES_MAX];
if (thicknessRemaps == null || thicknessRemaps.Length != (maxNumProfiles * 2))
if (thicknessRemaps == null || thicknessRemaps.Length != (SSSConstants.SSS_PROFILES_MAX * 2))
thicknessRemaps = new float[maxNumProfiles * 2];
thicknessRemaps = new float[SSSConstants.SSS_PROFILES_MAX * 2];
if (halfRcpVariancesAndLerpWeights == null || halfRcpVariancesAndLerpWeights.Length != (maxNumProfiles * 2))
if (halfRcpVariancesAndLerpWeights == null || halfRcpVariancesAndLerpWeights.Length != (SSSConstants.SSS_PROFILES_MAX * 2))
halfRcpVariancesAndLerpWeights = new Vector4[maxNumProfiles * 2];
halfRcpVariancesAndLerpWeights = new Vector4[SSSConstants.SSS_PROFILES_MAX * 2];
if (halfRcpWeightedVariances == null || halfRcpWeightedVariances.Length != maxNumProfiles)
if (halfRcpWeightedVariances == null || halfRcpWeightedVariances.Length != SSSConstants.SSS_PROFILES_MAX)
halfRcpWeightedVariances = new Vector4[maxNumProfiles];
halfRcpWeightedVariances = new Vector4[SSSConstants.SSS_PROFILES_MAX];
if (filterKernels == null || filterKernels.Length != (maxNumProfiles * SubsurfaceScatteringProfile.numSamples))
if (filterKernels == null || filterKernels.Length != (SSSConstants.SSS_PROFILES_MAX * SubsurfaceScatteringProfile.numSamples))
filterKernels = new Vector4[maxNumProfiles * SubsurfaceScatteringProfile.numSamples];
filterKernels = new Vector4[SSSConstants.SSS_PROFILES_MAX * SubsurfaceScatteringProfile.numSamples];
}
for (int i = 0; i < numProfiles; i++)

texturingModeFlags |= ((int)profiles[i].texturingMode) << i;
transmissionFlags |= (profiles[i].enableTransmission ? 1 : 0) << i;
if (profiles[i].enableTransmission)
{
transmissionType[i] = (float)(profiles[i].enableThinObject ? Lit.TransmissionType.ThinObject :Lit.TransmissionType.Regular);
}
else
{
transmissionType[i] = (float)Lit.TransmissionType.None;
}
tintColors[i] = profiles[i].tintColor;
thicknessRemaps[2 * i] = profiles[i].thicknessRemap.x;

};
public readonly GUIContent sssProfileTransmission = new GUIContent("Enable Transmission", "Toggles simulation of light passing through thin objects. Depends on the thickness of the material.");
public readonly GUIContent sssProfileTintColor = new GUIContent("Transmission Tint Color", "Tints transmitted light.");
public readonly GUIContent sssProfileThinObject = new GUIContent("Enable Thin Object", "Define is the object is thin (paper, leaf) or not. Allow to get cheap transmission and shadow.");
public readonly GUIContent sssProfileMinMaxThickness = new GUIContent("Min-Max Thickness", "Shows the values of the thickness remap below (in centimeters).");
public readonly GUIContent sssProfileThicknessRemap = new GUIContent("Thickness Remap", "Remaps the thickness parameter from [0, 1] to the desired range (in centimeters).");

private RenderTexture m_ProfileImage, m_TransmittanceImage;
private Material m_ProfileMaterial, m_TransmittanceMaterial;
private SerializedProperty m_ScatterDistance1, m_ScatterDistance2, m_LerpWeight, m_TintColor,
private SerializedProperty m_ScatterDistance1, m_ScatterDistance2, m_LerpWeight, m_TintColor, m_ThinObject,
m_TexturingMode, m_Transmission, m_ThicknessRemap;
void OnEnable()

m_LerpWeight = serializedObject.FindProperty("lerpWeight");
m_TexturingMode = serializedObject.FindProperty("texturingMode");
m_Transmission = serializedObject.FindProperty("enableTransmission");
m_ThinObject = serializedObject.FindProperty("enableThinObject");
m_TintColor = serializedObject.FindProperty("tintColor");
m_ThicknessRemap = serializedObject.FindProperty("thicknessRemap");

EditorGUILayout.PropertyField(m_Transmission, styles.sssProfileTransmission);
EditorGUILayout.PropertyField(m_TintColor, styles.sssProfileTintColor);
EditorGUILayout.PropertyField(m_ThinObject, styles.sssProfileThinObject);
EditorGUILayout.PropertyField(m_ThicknessRemap, styles.sssProfileMinMaxThickness);
Vector2 thicknessRemap = m_ThicknessRemap.vector2Value;
EditorGUILayout.MinMaxSlider(styles.sssProfileThicknessRemap, ref thicknessRemap.x, ref thicknessRemap.y, 0, 10);

EditorGUILayout.Space();
// Draw the transmittance graph.
m_TransmittanceMaterial.SetColor("_StdDev1", stdDev1);
m_TransmittanceMaterial.SetColor("_StdDev2", stdDev2);
m_TransmittanceMaterial.SetFloat("_LerpWeight", m_LerpWeight.floatValue);
m_TransmittanceMaterial.SetColor("_StdDev1", stdDev1);
m_TransmittanceMaterial.SetColor("_StdDev2", stdDev2);
m_TransmittanceMaterial.SetFloat("_LerpWeight", m_LerpWeight.floatValue);
m_TransmittanceMaterial.SetVector("_TintColor", m_TintColor.colorValue);
m_TransmittanceMaterial.SetVector("_TintColor", m_TintColor.colorValue);
EditorGUI.DrawPreviewTexture(GUILayoutUtility.GetRect(16, 16), m_TransmittanceImage, m_TransmittanceMaterial, ScaleMode.ScaleToFit, 16.0f);
serializedObject.ApplyModifiedProperties();

33
Assets/ScriptableRenderPipeline/HDRenderPipeline/SSSProfile/FoliageSSSProfile.asset


m_Script: {fileID: 11500000, guid: a6e7465350bf0d248b4799d98e18cd24, type: 3}
m_Name: FoliageSSSProfile
m_EditorClassIdentifier:
stdDev1: {r: 0.27931032, g: 1, b: 0.050000012, a: 0}
stdDev2: {r: 0.3010142, g: 0.8235294, b: 0.05, a: 0}
scatterDistance1: {r: 0.3, g: 0.3, b: 0.3, a: 0}
scatterDistance2: {r: 0.6, g: 0.6, b: 0.6, a: 0}
enableThinObject: 1
- {x: 0.28517896, y: 0.09090909, z: 0.9996764, w: -0.00000009903661}
- {x: 0.22566724, y: 0.09090909, z: 0.00016186091, w: -0.209237}
- {x: 0.10604589, y: 0.09090909, z: 8.6876086e-17, w: -0.43068767}
- {x: 0.024215871, y: 0.09090909, z: 5.8571e-41, w: -0.6816498}
- {x: 0.0014802383, y: 0.09090909, z: 0, w: -1.0000685}
- {x: 0.0000013396462, y: 0.09090909, z: 0, w: -1.5417894}
- {x: 0.22566712, y: 0.09090909, z: 0.00016185877, w: 0.20923716}
- {x: 0.10604589, y: 0.09090909, z: 8.6876086e-17, w: 0.43068767}
- {x: 0.02421585, y: 0.09090909, z: 5.857e-41, w: 0.6816499}
- {x: 0.0014802383, y: 0.09090909, z: 0, w: 1.0000685}
- {x: 0.0000013396391, y: 0.09090909, z: 0, w: 1.5417898}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.00000001629312}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.034422863}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.07085508}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.112142384}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.16452742}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.25364923}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.03442289}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.07085508}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.11214242}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.16452742}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.2536493}
- {x: 6.4090853, y: 0.5, z: 199.99991}
- {x: 5.518182, y: 0.7372449, z: 200}
m_HalfRcpWeightedVariances: {x: 5.9386554, y: 0.60145676, z: 199.99997, w: 0.60145676}
- {x: 49.999992, y: 49.999992, z: 49.999992}
- {x: 12.499998, y: 12.499998, z: 12.499998}
m_HalfRcpWeightedVariances: {x: 22.222221, y: 22.222221, z: 22.222221, w: 22.222221}

33
Assets/ScriptableRenderPipeline/HDRenderPipeline/SSSProfile/SkinSSSProfile.asset


m_Script: {fileID: 11500000, guid: a6e7465350bf0d248b4799d98e18cd24, type: 3}
m_Name: SkinSSSProfile
m_EditorClassIdentifier:
stdDev1: {r: 0.22794116, g: 0.17430794, b: 0.17430794, a: 0}
stdDev2: {r: 1, g: 0.05, b: 0.05, a: 0}
scatterDistance1: {r: 0.3, g: 0.3, b: 0.3, a: 0}
scatterDistance2: {r: 0.6, g: 0.6, b: 0.6, a: 0}
enableThinObject: 0
- {x: 0.09090909, y: 0.5992897, z: 0.5992897, w: -0.00000006668997}
- {x: 0.09090909, y: 0.12275139, z: 0.12275139, w: -0.14089748}
- {x: 0.09090909, y: 0.061923057, z: 0.061923057, w: -0.2900195}
- {x: 0.09090909, y: 0.015196559, z: 0.015196559, w: -0.45901415}
- {x: 0.09090909, y: 0.0004841472, z: 0.0004841472, w: -0.6734332}
- {x: 0.09090909, y: 0.000000024399057, z: 0.000000024399057, w: -1.0382211}
- {x: 0.09090909, y: 0.122751325, z: 0.122751325, w: 0.1408976}
- {x: 0.09090909, y: 0.061923057, z: 0.061923057, w: 0.2900195}
- {x: 0.09090909, y: 0.015196541, z: 0.015196541, w: 0.45901427}
- {x: 0.09090909, y: 0.0004841472, z: 0.0004841472, w: 0.6734332}
- {x: 0.09090909, y: 0.000000024398872, z: 0.000000024398872, w: 1.0382214}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.00000001629312}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.034422863}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.07085508}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.112142384}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.16452742}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: -0.25364923}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.03442289}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.07085508}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.11214242}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.16452742}
- {x: 0.09090909, y: 0.09090909, z: 0.09090909, w: 0.2536493}
- {x: 9.623311, y: 16.45643, z: 16.45643}
- {x: 0.5, y: 200, z: 200}
m_HalfRcpWeightedVariances: {x: 1.3264011, y: 39.750328, z: 39.750328, w: 1.3264011}
- {x: 49.999992, y: 49.999992, z: 49.999992}
- {x: 12.499998, y: 12.499998, z: 12.499998}
m_HalfRcpWeightedVariances: {x: 22.222221, y: 22.222221, z: 22.222221, w: 22.222221}

13
Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendPipelineAssetInspector.cs


{
public static GUIContent renderingLabel = new GUIContent("Rendering");
public static GUIContent shadowLabel = new GUIContent("Shadows");
public static GUIContent defaults = new GUIContent("Defaults");
public static GUIContent maxPixelLights = new GUIContent("Max per-pixel lights supported",
"Amount of dynamic lights processed in fragment shader. More than 1 per-pixel light is not recommended.");

"Number of cascades for directional shadows");
public static GUIContent shadowCascadeSplit = new GUIContent("Shadow Cascade Split",
"Percentages to split shadow volume");
"Percentages to split shadow volume");
public static GUIContent defaultDiffuseMaterial = new GUIContent("Default Diffuse Material",
"Material to use when creating objects");
}
private SerializedProperty m_MaxPixelLights;

private SerializedProperty m_ShadowCascadesProp;
private SerializedProperty m_ShadowCascade2SplitProp;
private SerializedProperty m_ShadowCascade4SplitProp;
private SerializedProperty m_DefaultDiffuseMaterial;
void OnEnable()
{

m_ShadowCascadesProp = serializedObject.FindProperty("m_ShadowCascades");
m_ShadowCascade2SplitProp = serializedObject.FindProperty("m_Cascade2Split");
m_ShadowCascade4SplitProp = serializedObject.FindProperty("m_Cascade4Split");
m_DefaultDiffuseMaterial = serializedObject.FindProperty("m_DefaultDiffuseMaterial");
}
public override void OnInspectorGUI()

EditorGUILayout.PropertyField(m_ShadowCascade2SplitProp, Styles.shadowCascadeSplit);
}
EditorGUI.indentLevel--;
EditorGUILayout.LabelField(Styles.defaults, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_DefaultDiffuseMaterial, Styles.defaultDiffuseMaterial);
EditorGUI.indentLevel--;
serializedObject.ApplyModifiedProperties();

5
Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipelineAsset.asset


m_ShadowAtlasResolution: 1024
m_ShadowNearPlaneOffset: 2
m_ShadowDistance: 50
m_ShadowBias: 0.05
m_MinShadowNormalBias: 0.0005
m_ShadowNormalBias: 0.05
m_DefaultDiffuseMaterial: {fileID: 2100000, guid: 654f7c5a4dd5d4d139a072ab9b5c5738,
type: 2}

47
Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipelineAsset.cs


[SerializeField] private Vector3 m_Cascade4Split = new Vector3(0.067f, 0.2f, 0.467f);
[SerializeField] private Material m_DefaultDiffuseMaterial;
public int MaxSupportedPixelLights
{
get { return m_MaxPixelLights; }

private set { m_Cascade4Split = value; }
}
public Material DefaultDiffuseMaterial
{
get { return m_DefaultDiffuseMaterial; }
private set { m_DefaultDiffuseMaterial = value; }
}
public override Material GetDefaultMaterial()
{
return m_DefaultDiffuseMaterial;
}
public override Material GetDefaultParticleMaterial()
{
return m_DefaultDiffuseMaterial;
}
public override Material GetDefaultLineMaterial()
{
return m_DefaultDiffuseMaterial;
}
public override Material GetDefaultTerrainMaterial()
{
return m_DefaultDiffuseMaterial;
}
public override Material GetDefaultUIMaterial()
{
return m_DefaultDiffuseMaterial;
}
public override Material GetDefaultUIOverdrawMaterial()
{
return m_DefaultDiffuseMaterial;
}
public override Material GetDefaultUIETC1SupportedMaterial()
{
return m_DefaultDiffuseMaterial;
}
public override Material GetDefault2DMaterial()
{
return m_DefaultDiffuseMaterial;
}
}
}

128
Assets/TestScenes/HDTest/HDRenderLoopTest.unity


manualTileSize: 0
tileSize: 256
accuratePlacement: 0
debug:
m_Flags: 0
m_NavMeshData: {fileID: 0}
--- !u!1 &65840984
GameObject:

m_LocalPosition: {x: 4.6, y: 0, z: -134.85}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children:
- {fileID: 1159917812}
- {fileID: 1327570973}
- {fileID: 262492847}
- {fileID: 726298021}
m_Father: {fileID: 0}

m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 726298020}
m_LocalRotation: {x: -0.0034919123, y: 0.0089843245, z: -0.007998787, w: 0.99992156}
m_LocalPosition: {x: 0.74, y: 2.365, z: 3.059}
m_LocalPosition: {x: 0.699, y: 0.968, z: 2.042}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 500408927}

lightLength: 0
lightWidth: 0
shadowAlgorithm: 0
shadowVariant: 0
shadowVariant: 4
format: 0
data:
shadowDatas: []
format: 4
data: 0bd7a33b0000803f
shadowDatas:
- format: 4
data: 0bd7a33b0000803f
--- !u!108 &726298023
Light:
m_ObjectHideFlags: 0

m_Modifications:
- target: {fileID: 400000, guid: 646b4ac0331f8e447bd20f06eba916a3, type: 3}
propertyPath: m_LocalPosition.x
value: -0.5183971
value: -0.508
value: 0.49689347
value: 0.606
value: 4.985776
value: 4.923
objectReference: {fileID: 0}
- target: {fileID: 400000, guid: 646b4ac0331f8e447bd20f06eba916a3, type: 3}
propertyPath: m_LocalRotation.x

Transform:
m_PrefabParentObject: {fileID: 485392, guid: e641a36bceddbf24a89656e94dafb3e5, type: 2}
m_PrefabInternal: {fileID: 1326720837}
--- !u!1001 &1327570972
Prefab:
m_ObjectHideFlags: 0
serializedVersion: 2
m_Modification:
m_TransformParent: {fileID: 500408927}
m_Modifications:
- target: {fileID: 400026, guid: c567c8ceaf4b2a640926180289847290, type: 3}
propertyPath: m_LocalPosition.x
value: 0.84166193
objectReference: {fileID: 0}
- target: {fileID: 400026, guid: c567c8ceaf4b2a640926180289847290, type: 3}
propertyPath: m_LocalPosition.y
value: 0.393
objectReference: {fileID: 0}
- target: {fileID: 400026, guid: c567c8ceaf4b2a640926180289847290, type: 3}
propertyPath: m_LocalPosition.z
value: 0.5757446
objectReference: {fileID: 0}
- target: {fileID: 400026, guid: c567c8ceaf4b2a640926180289847290, type: 3}
propertyPath: m_LocalRotation.x
value: -0
objectReference: {fileID: 0}
- target: {fileID: 400026, guid: c567c8ceaf4b2a640926180289847290, type: 3}
propertyPath: m_LocalRotation.y
value: -0
objectReference: {fileID: 0}
- target: {fileID: 400026, guid: c567c8ceaf4b2a640926180289847290, type: 3}
propertyPath: m_LocalRotation.z
value: -0
objectReference: {fileID: 0}
- target: {fileID: 400026, guid: c567c8ceaf4b2a640926180289847290, type: 3}
propertyPath: m_LocalRotation.w
value: 1
objectReference: {fileID: 0}
- target: {fileID: 400026, guid: c567c8ceaf4b2a640926180289847290, type: 3}
propertyPath: m_RootOrder
value: 0
objectReference: {fileID: 0}
- target: {fileID: 2300006, guid: c567c8ceaf4b2a640926180289847290, type: 3}
propertyPath: m_Materials.Array.data[0]
value:
objectReference: {fileID: 2100000, guid: 1b93e89fb0ca66945b6a313c0b04e882, type: 2}
- target: {fileID: 2300008, guid: c567c8ceaf4b2a640926180289847290, type: 3}
propertyPath: m_Materials.Array.data[0]
value:
objectReference: {fileID: 2100000, guid: 1b93e89fb0ca66945b6a313c0b04e882, type: 2}
- target: {fileID: 2300020, guid: c567c8ceaf4b2a640926180289847290, type: 3}
propertyPath: m_Materials.Array.data[0]
value:
objectReference: {fileID: 2100000, guid: 1b93e89fb0ca66945b6a313c0b04e882, type: 2}
- target: {fileID: 2300022, guid: c567c8ceaf4b2a640926180289847290, type: 3}
propertyPath: m_Materials.Array.data[0]
value:
objectReference: {fileID: 2100000, guid: 1b93e89fb0ca66945b6a313c0b04e882, type: 2}
- target: {fileID: 2300024, guid: c567c8ceaf4b2a640926180289847290, type: 3}
propertyPath: m_Materials.Array.data[0]
value:
objectReference: {fileID: 2100000, guid: 1b93e89fb0ca66945b6a313c0b04e882, type: 2}
- target: {fileID: 2300000, guid: c567c8ceaf4b2a640926180289847290, type: 3}
propertyPath: m_Materials.Array.data[0]
value:
objectReference: {fileID: 2100000, guid: 1b93e89fb0ca66945b6a313c0b04e882, type: 2}
- target: {fileID: 2300002, guid: c567c8ceaf4b2a640926180289847290, type: 3}
propertyPath: m_Materials.Array.data[0]
value:
objectReference: {fileID: 2100000, guid: 1b93e89fb0ca66945b6a313c0b04e882, type: 2}
- target: {fileID: 2300004, guid: c567c8ceaf4b2a640926180289847290, type: 3}
propertyPath: m_Materials.Array.data[0]
value:
objectReference: {fileID: 2100000, guid: 1b93e89fb0ca66945b6a313c0b04e882, type: 2}
- target: {fileID: 2300010, guid: c567c8ceaf4b2a640926180289847290, type: 3}
propertyPath: m_Materials.Array.data[0]
value:
objectReference: {fileID: 2100000, guid: 1b93e89fb0ca66945b6a313c0b04e882, type: 2}
- target: {fileID: 2300012, guid: c567c8ceaf4b2a640926180289847290, type: 3}
propertyPath: m_Materials.Array.data[0]
value:
objectReference: {fileID: 2100000, guid: 1b93e89fb0ca66945b6a313c0b04e882, type: 2}
- target: {fileID: 2300014, guid: c567c8ceaf4b2a640926180289847290, type: 3}
propertyPath: m_Materials.Array.data[0]
value:
objectReference: {fileID: 2100000, guid: 1b93e89fb0ca66945b6a313c0b04e882, type: 2}
- target: {fileID: 2300016, guid: c567c8ceaf4b2a640926180289847290, type: 3}
propertyPath: m_Materials.Array.data[0]
value:
objectReference: {fileID: 2100000, guid: 1b93e89fb0ca66945b6a313c0b04e882, type: 2}
- target: {fileID: 2300018, guid: c567c8ceaf4b2a640926180289847290, type: 3}
propertyPath: m_Materials.Array.data[0]
value:
objectReference: {fileID: 2100000, guid: 1b93e89fb0ca66945b6a313c0b04e882, type: 2}
m_RemovedComponents: []
m_ParentPrefab: {fileID: 100100000, guid: c567c8ceaf4b2a640926180289847290, type: 3}
m_IsPrefabParent: 0
--- !u!4 &1327570973 stripped
Transform:
m_PrefabParentObject: {fileID: 400026, guid: c567c8ceaf4b2a640926180289847290, type: 3}
m_PrefabInternal: {fileID: 1327570972}
--- !u!1 &1352160399
GameObject:
m_ObjectHideFlags: 0

m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 1943835611}
m_LocalRotation: {x: 0.19811185, y: 0.5253661, z: -0.20452684, w: 0.80181724}
m_LocalPosition: {x: 14.08, y: 4.95, z: 0.48999786}
m_LocalPosition: {x: 14.213, y: 4.906, z: 0.152}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 463739668}

lightLength: 0
lightWidth: 0
shadowAlgorithm: 0
shadowVariant: 0
shadowVariant: 4
format: 0
format: 4
data: 0bd7a33b0000803f
- format: 4
data: 0bd7a33b0000803f
--- !u!108 &1943835614
Light:

13
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs. Please don't edit by hand.
//
#ifndef SUBSURFACESCATTERINGPROFILE_CS_HLSL
#define SUBSURFACESCATTERINGPROFILE_CS_HLSL
//
// UnityEngine.Experimental.Rendering.HDPipeline.SSSConstants: static fields
//
#define SSS_PROFILES_MAX (8)
#endif

9
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs.hlsl.meta


fileFormatVersion: 2
guid: 0348d78eb59f5e143ab4aa357c26f2c4
timeCreated: 1494501874
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

178
Assets/TestScenes/HDTest/GraphicTest/SSS/Materials/SSSHead.mat


%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!21 &2100000
Material:
serializedVersion: 6
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_Name: SSSHead
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
m_ShaderKeywords: _ALPHACUTOFFENABLE_OFF _DEPTHOFFSETENABLE_OFF _DISTORTIONDEPTHTEST_OFF
_DISTORTIONENABLE_OFF _DISTORTIONONLY_OFF _DOUBLESIDEDENABLE_OFF _ENABLEPERPIXELDISPLACEMENT_OFF
_ENABLEWIND_OFF _NORMALMAP _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses:
- DistortionVectors
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
- _AnisotropyMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _BaseColorMap:
m_Texture: {fileID: 2800000, guid: 6e9f830fee2ef0c44af529384a948910, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _BumpMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailAlbedoMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailMask:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailNormalMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DistortionVectorMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _EmissionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _EmissiveColorMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _HeightMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MaskMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _NormalMap:
m_Texture: {fileID: 2800000, guid: 5ec067c14feff4144aa09544a2326b58, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _OcclusionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _ParallaxMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _SpecularColorMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _SpecularOcclusionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _SubsurfaceRadiusMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _TangentMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _ThicknessMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Floats:
- _AlphaCutoff: 0.5
- _AlphaCutoffEnable: 0
- _Anisotropy: 0
- _BlendMode: 0
- _BumpScale: 1
- _CullMode: 2
- _Cutoff: 0.5
- _DepthOffsetEnable: 0
- _DetailAlbedoScale: 1
- _DetailNormalMapScale: 1
- _DetailNormalScale: 1
- _DetailSmoothnessScale: 1
- _DistortionDepthTest: 0
- _DistortionEnable: 0
- _DistortionOnly: 0
- _DoubleSidedEnable: 0
- _DoubleSidedMirrorEnable: 1
- _Drag: 1
- _DstBlend: 0
- _EmissiveColorMode: 1
- _EmissiveIntensity: 0
- _EnablePerPixelDisplacement: 0
- _EnableWind: 0
- _GlossMapScale: 1
- _Glossiness: 0.5
- _GlossyReflections: 1
- _HeightAmplitude: 0.01
- _HeightCenter: 0.5
- _HorizonFade: 1
- _InitialBend: 1
- _MaterialID: 0
- _Metallic: 0
- _Mode: 0
- _NormalMapSpace: 0
- _NormalScale: 1
- _OcclusionStrength: 1
- _PPDLodThreshold: 5
- _PPDMaxSamples: 15
- _PPDMinSamples: 5
- _Parallax: 0.02
- _ShiverDirectionality: 0.5
- _ShiverDrag: 0.2
- _Smoothness: 0.497
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
- _StencilRef: 1
- _Stiffness: 1
- _SubsurfaceProfile: 1
- _SubsurfaceRadius: 1
- _SurfaceType: 0
- _TexWorldScale: 1
- _Thickness: 1
- _UVBase: 0
- _UVDetail: 0
- _UVSec: 0
- _ZTestMode: 8
- _ZWrite: 1
m_Colors:
- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _EmissiveColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecularColor: {r: 1, g: 1, b: 1, a: 1}
- _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0}
- _UVMappingMask: {r: 1, g: 0, b: 0, a: 0}

9
Assets/TestScenes/HDTest/GraphicTest/SSS/Materials/SSSHead.mat.meta


fileFormatVersion: 2
guid: 1b93e89fb0ca66945b6a313c0b04e882
timeCreated: 1494507472
licenseType: Pro
NativeFormatImporter:
mainObjectFileID: 2100000
userData:
assetBundleName:
assetBundleVariant:

1001
Assets/TestScenes/HDTest/GraphicTest/SSS/head.OBJ
文件差异内容过多而无法显示
查看文件

149
Assets/TestScenes/HDTest/GraphicTest/SSS/head.OBJ.meta


fileFormatVersion: 2
guid: c567c8ceaf4b2a640926180289847290
timeCreated: 1494507413
licenseType: Pro
ModelImporter:
serializedVersion: 21
fileIDToRecycleName:
100000: Group12
100002: Group14
100004: Group19
100006: Group2
100008: Group24
100010: Group26
100012: Group28
100014: Group33
100016: Group35
100018: Group39
100020: Group4
100022: Group5
100024: Group7
100026: //RootNode
400000: Group12
400002: Group14
400004: Group19
400006: Group2
400008: Group24
400010: Group26
400012: Group28
400014: Group33
400016: Group35
400018: Group39
400020: Group4
400022: Group5
400024: Group7
400026: //RootNode
2300000: Group12
2300002: Group14
2300004: Group19
2300006: Group2
2300008: Group24
2300010: Group26
2300012: Group28
2300014: Group33
2300016: Group35
2300018: Group39
2300020: Group4
2300022: Group5
2300024: Group7
3300000: Group12
3300002: Group14
3300004: Group19
3300006: Group2
3300008: Group24
3300010: Group26
3300012: Group28
3300014: Group33
3300016: Group35
3300018: Group39
3300020: Group4
3300022: Group5
3300024: Group7
4300000: Group12
4300002: Group14
4300004: Group19
4300006: Group2
4300008: Group24
4300010: Group26
4300012: Group28
4300014: Group33
4300016: Group35
4300018: Group39
4300020: Group4
4300022: Group5
4300024: Group7
materials:
importMaterials: 1
materialName: 0
materialSearch: 1
animations:
legacyGenerateAnimations: 4
bakeSimulation: 0
resampleCurves: 1
optimizeGameObjects: 0
motionNodeName:
rigImportErrors:
rigImportWarnings:
animationImportErrors:
animationImportWarnings:
animationRetargetingWarnings:
animationDoRetargetingWarnings: 0
animationCompression: 1
animationRotationError: 0.5
animationPositionError: 0.5
animationScaleError: 0.5
animationWrapMode: 0
extraExposedTransformPaths: []
extraUserProperties: []
clipAnimations: []
isReadable: 1
meshes:
lODScreenPercentages: []
globalScale: 1
meshCompression: 0
addColliders: 0
importVisibility: 1
importBlendShapes: 1
importCameras: 1
importLights: 1
swapUVChannels: 0
generateSecondaryUV: 0
useFileUnits: 1
optimizeMeshForGPU: 1
keepQuads: 0
weldVertices: 1
secondaryUVAngleDistortion: 8
secondaryUVAreaDistortion: 15.000001
secondaryUVHardAngle: 88
secondaryUVPackMargin: 4
useFileScale: 1
tangentSpace:
normalSmoothAngle: 60
normalImportMode: 0
tangentImportMode: 3
normalCalculationMode: 4
importAnimation: 1
copyAvatar: 0
humanDescription:
serializedVersion: 2
human: []
skeleton: []
armTwist: 0.5
foreArmTwist: 0.5
upperLegTwist: 0.5
legTwist: 0.5
armStretch: 0.05
legStretch: 0.05
feetSpacing: 0
rootMotionBoneName:
rootMotionBoneRotation: {x: 0, y: 0, z: 0, w: 1}
hasTranslationDoF: 0
hasExtraRoot: 0
skeletonHasParents: 1
lastHumanDescriptionAvatarSource: {instanceID: 0}
animationType: 0
humanoidOversampling: 1
additionalBone: 0
userData:
assetBundleName:
assetBundleVariant:

12
Assets/ScriptableRenderPipeline/core/RenderPipeline.cs.meta


fileFormatVersion: 2
guid: 841216767fdff24409a31bd55d2f6f72
timeCreated: 1483005410
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

20
Assets/ScriptableRenderPipeline/core/RenderPipeline.cs


using System;
namespace UnityEngine.Experimental.Rendering
{
public abstract class RenderPipeline : IRenderPipeline
{
public virtual void Render(ScriptableRenderContext renderContext, Camera[] cameras)
{
if (disposed)
throw new ObjectDisposedException(string.Format("{0} has been disposed. Do not call Render on disposed RenderLoops.", this));
}
public bool disposed { get; private set; }
public virtual void Dispose()
{
disposed = true;
}
}
}
正在加载...
取消
保存