比较提交

...
此合并请求有变更与目标分支冲突。
/ScriptableRenderPipeline/Core/package.json
/ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Shadow/ShadowAlgorithms.hlsl
/ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/EntityLighting.hlsl
/ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/GLCore.hlsl
/ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/GLES3.hlsl
/ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/Metal.hlsl
/ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/Vulkan.hlsl
/ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/BSDF.hlsl
/ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Common.hlsl
/ScriptableRenderPipeline/Core/CoreRP/Editor/Volume/VolumeComponentEditor.cs
/ScriptableRenderPipeline/Core/CoreRP/Editor/Debugging/DebugState.cs
/ScriptableRenderPipeline/Core/CoreRP/Editor/Debugging/DebugUIDrawer.cs
/ScriptableRenderPipeline/Core/CoreRP/Editor/Debugging/DebugWindow.cs
/ScriptableRenderPipeline/Core/CoreRP/Editor/TextureCombiner/TextureCombiner.cs
/ScriptableRenderPipeline/Core/CoreRP/Editor/CoreEditorUtils.cs
/ScriptableRenderPipeline/Core/CoreRP/Shadow/Shadow.cs
/ScriptableRenderPipeline/Core/CoreRP/Debugging/DebugManager.cs
/ScriptableRenderPipeline/Core/CoreRP/Debugging/Prefabs/Scripts/UIFoldout.cs
/ScriptableRenderPipeline/Core/CoreRP/CoreUtils.cs
/ScriptableRenderPipeline/Core/CoreRP/TextureCache.cs
/ScriptableRenderPipeline/HDRenderPipeline/package.json
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassForward.hlsl
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassGBuffer.hlsl
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.asset
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/HDRISky/HDRISkyRenderer.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/ProceduralSky/ProceduralSkyRenderer.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyManager.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyRenderingContext.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/MaterialDebug.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplayLatlong.shader
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugColorPicker.shader
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewMaterialGBuffer.shader
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewTiles.shader
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugFullScreen.shader
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.hlsl
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/EditorRenderPipelineResources/ReflectionProbesPreview.shader
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Camera/HDCameraUI.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Sky/HDRISky/HDRISkyEditor.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/HDLightEditor.Styles.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/HDLightEditor.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/Reflection/HDReflectionProbeUI.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/Reflection/SerializedHDReflectionProbe.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/Reflection/SerializedPlanarReflectionProbe.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/Reflection/HDReflectionProbeUI.Drawers.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/DiffusionProfile/DrawDiffusionProfile.shader
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/DiffusionProfile/DrawTransmittanceGraph.shader
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Lit/StandardsToHDLitMaterialUpgrader.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Lit/LitUI.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Unlit/UnlitsToHDUnlitUpgrader.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Unlit/BaseUnlitUI.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Deferred.shader
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightDefinition.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightDefinition.cs.hlsl
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightUtils.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Light/HDAdditionalLightData.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/ShadowContext.hlsl
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/Shadow.hlsl
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/lightlistbuild-bigtile.compute
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/lightlistbuild-clustered.compute
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/lightlistbuild.compute
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/materialflags.compute
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/scrbound.compute
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoopSettings.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Reflection/ReflectionProbeCache.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Reflection/VolumeProjection.hlsl
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Reflection/HDAdditionalReflectionData.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Reflection/PlanarReflectionProbe.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Reflection/ProbeWrapper.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Reflection/PlanarReflectionProbeCache.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GBufferManager.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/CombineLighting.shader
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.shader
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.compute
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLit.shader
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitTessellation.shader
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Unlit/Unlit.shader
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/Decal.cs.hlsl
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/DecalUtilities.hlsl
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/Decal.shader
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/ShaderPass/LitDepthPass.hlsl
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/ShaderPass/LitDistortionPass.hlsl
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/ShaderPass/LitVelocityPass.hlsl
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.shader
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitTessellation.shader
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/MaterialUtilities.hlsl
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GGXConvolution/GGXConvolve.shader
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GGXConvolution/RuntimeFilterIBL.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/Blit.shader
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/CopyDepthBuffer.shader
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/CopyStencilBuffer.shader
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/CameraMotionVectors.shader
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/HDRenderPipelineResources.asset
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/RenderPipelineResources.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/FrameSettings.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/MRTBufferManager.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Decal/DecalProjectorComponent.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Decal/DecalSystem.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDAssetFactory.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/LightLoopSettingsUI.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/FrameSettingsUI.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/SerializedFrameSettings.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Resources/PreIntegratedFGD.shader
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/HDRISky/HDRISky.shader
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/ProceduralSky/ProceduralSky.shader
/ScriptableRenderPipeline/LightweightPipeline/package.json
/ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/CoreFunctions.hlsl
/ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Core.hlsl
/ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLit.hlsl
/ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Shadows.hlsl
/ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Input.hlsl
/ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputBuiltin.hlsl
/ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Lighting.hlsl
/ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightBlit.shader
/ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightCopyDepth.shader
/ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardParticles.shader
/ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardParticlesUnlit.shader
/ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardUnlit.shader
/ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightScreenSpaceShadows.shader
/ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandard.shader
/ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader
/ScriptableRenderPipeline/LightweightPipeline/LWRP/Data/LightweightPipelineAsset.cs
/ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderGraph/lightweightPBRExtraPasses.template
/ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderGraph/lightweightPBRForwardPass.template
/ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderGraph/lightweightUnlitExtraPasses.template
/ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderGraph/lightweightUnlitPass.template
/ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderGUI/LightweightStandardGUI.cs
/ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderGUI/LightweightStandardSimpleLightingGUI.cs
/ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderGUI/LightweightShaderGUI.cs
/ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs
/ScriptableRenderPipeline/Core/Documentation
/ScriptableRenderPipeline/HDRenderPipeline/Documentation
/ScriptableRenderPipeline/LightweightPipeline/Documentation
/ScriptableRenderPipeline/LightweightPipeline/LWRP/SceneViewDrawMode.cs
/ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassDepthOnly.hlsl
/ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputSurfacePBR.hlsl
/ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLitSimple.hlsl
/ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLitSimple.hlsl.meta
/ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Terrain/InputSurfaceTerrain.hlsl
/ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Terrain/LightweightPassLitGrass.hlsl
/ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Terrain/LightweightPassLitTerrain.hlsl
/ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Terrain/InputSurfaceGrass.hlsl
/ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/Terrain/LightweightStandardTerrainAddPass.shader
/ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/Terrain/LightweightStandardTerrainBase.shader
/ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/Terrain/LightweightWavingGrass.shader
/ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/Terrain/LightweightWavingGrassBillboard.shader
/ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/Terrain/LightweightStandardTerrain.shader
/package.json
/Tests/Scripts/Editor/GraphicTests/Framework/TestFrameworkCustomBuild.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightUtilities.hlsl
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDRenderPipelineMenuItems.cs
/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/Reflection/PlanarReflectionProbeUI.Drawers.cs
/ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightConstantBuffer.cs
/ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/LightweightAssetEditor.cs
/ScriptableRenderPipeline/LightweightPipeline/sub-package.json
/ScriptableRenderPipeline/master-package.json

5 次代码提交

作者 SHA1 备注 提交日期
Peter Bay Bastian e567198b Update package versions 7 年前
Tim Cooper 123cd602 Update Submodules 7 年前
GitHub 73900c27 Merge pull request #1235 from Unity-Technologies/update-submodule-2018.1 7 年前
Thomas 1a126055 Update postprocessing submodule 7 年前
Tim Cooper 98a0966b Tizen does not exist in 2018.2+ so hide warning. 7 年前
共有 242 个文件被更改,包括 1390 次插入1250 次删除
  1. 2
      package.json
  2. 4
      Tests/Scripts/Editor/GraphicTests/Framework/TestFrameworkCustomBuild.cs
  3. 12
      ScriptableRenderPipeline/Core/CoreRP/CoreUtils.cs
  4. 5
      ScriptableRenderPipeline/Core/CoreRP/Debugging/Prefabs/Scripts/DebugUIHandlerEnumField.cs
  5. 15
      ScriptableRenderPipeline/Core/CoreRP/Debugging/Prefabs/Scripts/UIFoldout.cs
  6. 8
      ScriptableRenderPipeline/Core/CoreRP/Debugging/DebugManager.cs
  7. 33
      ScriptableRenderPipeline/Core/CoreRP/Shadow/Shadow.cs
  8. 259
      ScriptableRenderPipeline/Core/CoreRP/Editor/CoreEditorUtils.cs
  9. 2
      ScriptableRenderPipeline/Core/CoreRP/Editor/Volume/VolumeComponentEditor.cs
  10. 9
      ScriptableRenderPipeline/Core/CoreRP/Editor/TextureCombiner/TextureCombiner.cs
  11. 6
      ScriptableRenderPipeline/Core/CoreRP/Editor/Debugging/DebugState.cs
  12. 36
      ScriptableRenderPipeline/Core/CoreRP/Editor/Debugging/DebugUIDrawer.Builtins.cs
  13. 1
      ScriptableRenderPipeline/Core/CoreRP/Editor/Debugging/DebugUIDrawer.cs
  14. 65
      ScriptableRenderPipeline/Core/CoreRP/Editor/Debugging/DebugWindow.cs
  15. 51
      ScriptableRenderPipeline/Core/CoreRP/Editor/MaterialUpgrader.cs
  16. 2
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Shadow/ShadowAlgorithms.hlsl
  17. 7
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/GLCore.hlsl
  18. 7
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/GLES3.hlsl
  19. 7
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/Metal.hlsl
  20. 7
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/Vulkan.hlsl
  21. 2
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/BSDF.hlsl
  22. 5
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Packing.hlsl
  23. 13
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Common.hlsl
  24. 31
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/EntityLighting.hlsl
  25. 36
      ScriptableRenderPipeline/Core/CoreRP/TextureCache.cs
  26. 4
      ScriptableRenderPipeline/Core/package.json
  27. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.asset
  28. 105
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/FrameSettings.cs
  29. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/Blit.shader
  30. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/CameraMotionVectors.shader
  31. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/CopyDepthBuffer.shader
  32. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/CopyStencilBuffer.shader
  33. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/HDRenderPipelineResources.asset
  34. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/RenderPipelineResources.cs
  35. 32
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Decal/DecalProjectorComponent.cs
  36. 146
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Decal/DecalSystem.cs
  37. 8
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassForward.hlsl
  38. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassGBuffer.hlsl
  39. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/MRTBufferManager.cs
  40. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugColorPicker.shader
  41. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplayLatlong.shader
  42. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugFullScreen.shader
  43. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewMaterialGBuffer.shader
  44. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewTiles.shader
  45. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.cs
  46. 9
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/MaterialDebug.cs
  47. 7
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.hlsl
  48. 187
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
  49. 14
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/MaterialUtilities.hlsl
  50. 21
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GBufferManager.cs
  51. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/Decal.cs.hlsl
  52. 12
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/Decal.shader
  53. 20
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/DecalUtilities.hlsl
  54. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.compute
  55. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/CombineLighting.shader
  56. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.shader
  57. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GGXConvolution/GGXConvolve.shader
  58. 7
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GGXConvolution/RuntimeFilterIBL.cs
  59. 51
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLit.shader
  60. 56
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitTessellation.shader
  61. 7
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Resources/PreIntegratedFGD.shader
  62. 52
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.shader
  63. 12
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/ShaderPass/LitDepthPass.hlsl
  64. 10
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/ShaderPass/LitDistortionPass.hlsl
  65. 12
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/ShaderPass/LitVelocityPass.hlsl
  66. 5
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.cs
  67. 15
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
  68. 59
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitTessellation.shader
  69. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Unlit/Unlit.shader
  70. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/HDRISky/HDRISky.cs
  71. 7
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/HDRISky/HDRISkyRenderer.cs
  72. 29
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/ProceduralSky/ProceduralSkyRenderer.cs
  73. 7
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyManager.cs
  74. 29
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyRenderingContext.cs
  75. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Deferred.shader
  76. 55
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Light/HDAdditionalLightData.cs
  77. 33
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightUtils.cs
  78. 263
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightDefinition.cs
  79. 301
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightDefinition.cs.hlsl
  80. 24
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightUtilities.hlsl
  81. 48
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Reflection/VolumeProjection.hlsl
  82. 23
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Reflection/PlanarReflectionProbeCache.cs
  83. 30
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Reflection/ReflectionProbeCache.cs
  84. 9
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Reflection/HDAdditionalReflectionData.cs
  85. 13
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Reflection/PlanarReflectionProbe.cs
  86. 9
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Reflection/ProbeWrapper.cs
  87. 8
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/Shadow.hlsl
  88. 24
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/ShadowContext.hlsl
  89. 40
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoopSettings.cs
  90. 116
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs
  91. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/lightlistbuild-bigtile.compute
  92. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/lightlistbuild-clustered.compute
  93. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/lightlistbuild.compute
  94. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/materialflags.compute
  95. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/scrbound.compute
  96. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDAssetFactory.cs
  97. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Sky/HDRISky/HDRISkyEditor.cs
  98. 7
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/EditorRenderPipelineResources/ReflectionProbesPreview.shader
  99. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Camera/HDCameraUI.cs
  100. 20
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDRenderPipelineMenuItems.cs

2
package.json


"unity": "2018.1",
"description": "Render pipelines using SRP",
"dependencies": {
"com.unity.postprocessing": "0.1.2"
"com.unity.postprocessing": "2.0.2-preview"
}
}

4
Tests/Scripts/Editor/GraphicTests/Framework/TestFrameworkCustomBuild.cs


private static readonly string s_TestSceneFolder = "/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes";
private static readonly string s_BuildFolder = "/TestScenesBuild";
[MenuItem("Internal/RenderPipeline/TestFramework/Build-iOS")]
//[MenuItem("Internal/RenderPipeline/TestFramework/Build-iOS")]
public static void BuildiOS()
{
TestFrameworkCustomBuild builder = new TestFrameworkCustomBuild();

[MenuItem("Internal/RenderPipeline/TestFramework/Build-iOS", true)]
//[MenuItem("Internal/RenderPipeline/TestFramework/Build-iOS", true)]
public static bool ValidateBuildiOS()
{
#if UNITY_STANDALONE_OSX

12
ScriptableRenderPipeline/Core/CoreRP/CoreUtils.cs


return temp;
}
public static string GetTextureAutoName(int width, int height, TextureFormat format, TextureDimension dim = TextureDimension.None, string name = "", bool mips = false, int depth = 0)
{
string temp;
if(depth == 0)
temp = string.Format("{0}x{1}_{2}{3}", width, height, format, mips ? "_Mips" : "");
else
temp = string.Format("{0}x{1}x{2}_{3}{4}", width, height, depth, format, mips ? "_Mips" : "");
temp = String.Format("{0}_{1}_{2}", name == "" ? "Texture" : name, (dim == TextureDimension.None) ? "" : dim.ToString(), temp);
return temp;
}
public static void ClearCubemap(CommandBuffer cmd, RenderTexture renderTexture, Color clearColor, bool clearMips = false)
{
int mipCount = 1;

5
ScriptableRenderPipeline/Core/CoreRP/Debugging/Prefabs/Scripts/DebugUIHandlerEnumField.cs


void UpdateValueLabel()
{
int index = Array.IndexOf(m_Field.enumValues, m_Field.GetValue());
// Fallback just in case, we may be handling sub/sectionned enums here
if (index < 0)
index = 0;
valueLabel.text = "< " + m_Field.enumNames[index].text + " >";
}
}

15
ScriptableRenderPipeline/Core/CoreRP/Debugging/Prefabs/Scripts/UIFoldout.cs


public GameObject arrowOpened;
public GameObject arrowClosed;
protected override void Awake()
protected override void Start()
base.Awake();
base.Start();
onValueChanged.AddListener(SetState);
SetState(isOn);
}

if (arrowOpened == null || arrowClosed == null || content == null)
return;
arrowOpened.SetActive(state);
arrowClosed.SetActive(!state);
content.SetActive(state);
if (arrowOpened.activeSelf != state)
arrowOpened.SetActive(state);
if (arrowClosed.activeSelf == state)
arrowClosed.SetActive(!state);
if (content.activeSelf != state)
content.SetActive(state);
if (rebuildLayout)
LayoutRebuilder.ForceRebuildLayoutImmediate(transform.parent as RectTransform);

8
ScriptableRenderPipeline/Core/CoreRP/Debugging/DebugManager.cs


{
get
{
var uiManager = UnityObject.FindObjectOfType<DebugUIHandlerCanvas>();
// Might be needed to update the reference after domain reload
if (uiManager != null)
{
m_Root = uiManager.gameObject;
}
return m_Root != null && m_Root.activeInHierarchy;
}
set

33
ScriptableRenderPipeline/Core/CoreRP/Shadow/Shadow.cs


// UI stuff
protected struct ValRange
{
GUIContent Name;
#if UNITY_EDITOR
GUIContent Name;
float ValDef;
#endif
float ValDef;
public ValRange( string name, float valMin, float valDef, float valMax, float valScale ) { Name = new GUIContent( name ); ValMin = valMin; ValDef = valDef; ValMax = valMax; ValScale = valScale; }
public ValRange( string name, float valMin, float valDef, float valMax, float valScale )
{
#if UNITY_EDITOR
Name = new GUIContent( name );
ValMin = valMin;
ValMax = valMax;
#endif
ValDef = valDef;
ValScale = valScale;
}
#if UNITY_EDITOR
public void Slider( ref int currentVal ) { currentVal = ShadowUtils.Asint( ValScale * UnityEditor.EditorGUILayout.Slider( Name, ShadowUtils.Asfloat( currentVal ) / ValScale, ValMin, ValMax ) ); }
#else

if( sr.shadowType == GPUShadowType.Directional )
{
asd.GetShadowCascades( out cascadeCnt, out cascadeRatios, out cascadeBorders );
for( int i = 0; i < m_TmpSplits.Length; i++ )
m_TmpSplits[i].w = -1.0f;
}

}
// read
float texelSizeX = 1.0f, texelSizeY = 1.0f;
CachedEntry ce = m_EntryCache[ceIdx];
ce.zclip = sr.shadowType != GPUShadowType.Directional;

if( ce.current.splitData.cullingSphere.w != float.NegativeInfinity )
{
int face = (int)key.faceIdx;
texelSizeX = 2.0f / ce.current.proj.m00;
texelSizeY = 2.0f / ce.current.proj.m11;
m_TmpBorders[face] = cascadeBorders[face];
m_TmpSplits[key.faceIdx].w *= ce.current.splitData.cullingSphere.w;
}

uint first = k_MaxCascadesInShader, second = k_MaxCascadesInShader;
for( uint i = 0; i < k_MaxCascadesInShader; i++, payloadOffset++ )
{
first = (first == k_MaxCascadesInShader && m_TmpSplits[i].w > 0.0f) ? i : first;
second = (second == k_MaxCascadesInShader && m_TmpSplits[i].w > 0.0f) ? i : second;
first = ( first == k_MaxCascadesInShader && m_TmpSplits[i].w > 0.0f) ? i : first;
second = ((second == k_MaxCascadesInShader || second == first) && m_TmpSplits[i].w > 0.0f) ? i : second;
sp.Set( m_TmpSplits[i] );
payload[payloadOffset] = sp;
}

}
if( curx + vp.width > xmax || cury + curh > ymax || curslice == m_Slices )
{
Debug.LogError( "ERROR! Shadow atlasing failed." );
Debug.LogWarning( "Shadow atlasing has failed." );
return false;
}
vp.x = curx;

}
if( smidx == k_MaxShadowmapPerType )
{
Debug.LogError("The requested shadows do not fit into any shadowmap.");
Debug.LogWarning("The requested shadows do not fit into any shadowmap.");
return false;
}
}

{
if( !sm.ReserveFinalize( frameId, ref shadowDatas, ref shadowmapPayload ) )
{
Debug.LogError("Shadow allocation failed in the ReserveFinalize step." );
Debug.LogWarning("Shadow allocation failed in the ReserveFinalize step." );
return false;
}
}

259
ScriptableRenderPipeline/Core/CoreRP/Editor/CoreEditorUtils.cs


return value;
}
public static void DrawPopup(GUIContent label, SerializedProperty property, string[] options)
{
var mode = property.intValue;
EditorGUI.BeginChangeCheck();
if (mode >= options.Length)
Debug.LogError(string.Format("Invalid option while trying to set {0}", label.text));
mode = EditorGUILayout.Popup(label, mode, options);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(property.objectReferenceValue, property.name);
property.intValue = mode;
}
}
public static void DrawCascadeSplitGUI<T>(ref SerializedProperty shadowCascadeSplit)
{
float[] cascadePartitionSizes = null;
System.Type type = typeof(T);
if (type == typeof(float))
{
cascadePartitionSizes = new float[] { shadowCascadeSplit.floatValue };
}
else if (type == typeof(Vector3))
{
Vector3 splits = shadowCascadeSplit.vector3Value;
cascadePartitionSizes = new float[]
{
Mathf.Clamp(splits[0], 0.0f, 1.0f),
Mathf.Clamp(splits[1] - splits[0], 0.0f, 1.0f),
Mathf.Clamp(splits[2] - splits[1], 0.0f, 1.0f)
};
}
if (cascadePartitionSizes != null)
{
EditorGUI.BeginChangeCheck();
ShadowCascadeSplitGUI.HandleCascadeSliderGUI(ref cascadePartitionSizes);
if (EditorGUI.EndChangeCheck())
{
if (type == typeof(float))
shadowCascadeSplit.floatValue = cascadePartitionSizes[0];
else
{
Vector3 updatedValue = new Vector3();
updatedValue[0] = cascadePartitionSizes[0];
updatedValue[1] = updatedValue[0] + cascadePartitionSizes[1];
updatedValue[2] = updatedValue[1] + cascadePartitionSizes[2];
shadowCascadeSplit.vector3Value = updatedValue;
}
}
}
}
public static void RemoveMaterialKeywords(Material material)
{
material.shaderKeywords = null;

}
return data;
}
}
static class ShadowCascadeSplitGUI
{
private const int kSliderbarTopMargin = 2;
private const int kSliderbarHeight = 24;
private const int kSliderbarBottomMargin = 2;
private const int kPartitionHandleWidth = 2;
private const int kPartitionHandleExtraHitAreaWidth = 2;
private static readonly Color[] kCascadeColors =
{
new Color(0.5f, 0.5f, 0.6f, 1.0f),
new Color(0.5f, 0.6f, 0.5f, 1.0f),
new Color(0.6f, 0.6f, 0.5f, 1.0f),
new Color(0.6f, 0.5f, 0.5f, 1.0f),
};
// using a LODGroup skin
private static readonly GUIStyle s_CascadeSliderBG = "LODSliderRange";
private static readonly GUIStyle s_TextCenteredStyle = new GUIStyle(EditorStyles.whiteMiniLabel)
{
alignment = TextAnchor.MiddleCenter
};
// Internal struct to bundle drag information
private class DragCache
{
public int m_ActivePartition; // the cascade partition that we are currently dragging/resizing
public float m_NormalizedPartitionSize; // the normalized size of the partition (0.0f < size < 1.0f)
public Vector2 m_LastCachedMousePosition; // mouse position the last time we registered a drag or mouse down.
public DragCache(int activePartition, float normalizedPartitionSize, Vector2 currentMousePos)
{
m_ActivePartition = activePartition;
m_NormalizedPartitionSize = normalizedPartitionSize;
m_LastCachedMousePosition = currentMousePos;
}
};
private static DragCache s_DragCache;
private static readonly int s_CascadeSliderId = "s_CascadeSliderId".GetHashCode();
private static SceneView s_RestoreSceneView;
private static SceneView.CameraMode s_OldSceneDrawMode;
private static bool s_OldSceneLightingMode;
/**
* Static function to handle the GUI and User input related to the cascade slider.
*
* @param normalizedCascadePartition The array of partition sizes in the range 0.0f - 1.0f; expects ONE entry if cascades = 2, and THREE if cascades=4
* The last entry will be automatically determined by summing up the array, and doing 1.0f - sum
*/
public static void HandleCascadeSliderGUI(ref float[] normalizedCascadePartitions)
{
EditorGUILayout.LabelField("Cascade splits");
// get the inspector width since we need it while drawing the partition rects.
// Only way currently is to reserve the block in the layout using GetRect(), and then immediately drawing the empty box
// to match the call to GetRect.
// From this point on, we move to non-layout based code.
var sliderRect = GUILayoutUtility.GetRect(GUIContent.none
, s_CascadeSliderBG
, GUILayout.Height(kSliderbarTopMargin + kSliderbarHeight + kSliderbarBottomMargin)
, GUILayout.ExpandWidth(true));
GUI.Box(sliderRect, GUIContent.none);
float currentX = sliderRect.x;
float cascadeBoxStartY = sliderRect.y + kSliderbarTopMargin;
float cascadeSliderWidth = sliderRect.width - (normalizedCascadePartitions.Length * kPartitionHandleWidth);
Color origTextColor = GUI.color;
Color origBackgroundColor = GUI.backgroundColor;
int colorIndex = -1;
// setup the array locally with the last partition
float[] adjustedCascadePartitions = new float[normalizedCascadePartitions.Length + 1];
System.Array.Copy(normalizedCascadePartitions, adjustedCascadePartitions, normalizedCascadePartitions.Length);
adjustedCascadePartitions[adjustedCascadePartitions.Length - 1] = 1.0f - normalizedCascadePartitions.Sum();
// check for user input on any of the partition handles
// this mechanism gets the current event in the queue... make sure that the mouse is over our control before consuming the event
int sliderControlId = GUIUtility.GetControlID(s_CascadeSliderId, FocusType.Passive);
Event currentEvent = Event.current;
int hotPartitionHandleIndex = -1; // the index of any partition handle that we are hovering over or dragging
// draw each cascade partition
for (int i = 0; i < adjustedCascadePartitions.Length; ++i)
{
float currentPartition = adjustedCascadePartitions[i];
colorIndex = (colorIndex + 1) % kCascadeColors.Length;
GUI.backgroundColor = kCascadeColors[colorIndex];
float boxLength = (cascadeSliderWidth * currentPartition);
// main cascade box
Rect partitionRect = new Rect(currentX, cascadeBoxStartY, boxLength, kSliderbarHeight);
GUI.Box(partitionRect, GUIContent.none, s_CascadeSliderBG);
currentX += boxLength;
// cascade box percentage text
GUI.color = Color.white;
Rect textRect = partitionRect;
var cascadeText = string.Format("{0}\n{1:F1}%", i, currentPartition * 100.0f);
GUI.Label(textRect, cascadeText, s_TextCenteredStyle);
// no need to draw the partition handle for last box
if (i == adjustedCascadePartitions.Length - 1)
break;
// partition handle
GUI.backgroundColor = Color.black;
Rect handleRect = partitionRect;
handleRect.x = currentX;
handleRect.width = kPartitionHandleWidth;
GUI.Box(handleRect, GUIContent.none, s_CascadeSliderBG);
// we want a thin handle visually (since wide black bar looks bad), but a slightly larger
// hit area for easier manipulation
Rect handleHitRect = handleRect;
handleHitRect.xMin -= kPartitionHandleExtraHitAreaWidth;
handleHitRect.xMax += kPartitionHandleExtraHitAreaWidth;
if (handleHitRect.Contains(currentEvent.mousePosition))
hotPartitionHandleIndex = i;
// add regions to slider where the cursor changes to Resize-Horizontal
if (s_DragCache == null)
{
EditorGUIUtility.AddCursorRect(handleHitRect, MouseCursor.ResizeHorizontal, sliderControlId);
}
currentX += kPartitionHandleWidth;
}
GUI.color = origTextColor;
GUI.backgroundColor = origBackgroundColor;
EventType eventType = currentEvent.GetTypeForControl(sliderControlId);
switch (eventType)
{
case EventType.MouseDown:
if (hotPartitionHandleIndex >= 0)
{
s_DragCache = new DragCache(hotPartitionHandleIndex, normalizedCascadePartitions[hotPartitionHandleIndex], currentEvent.mousePosition);
if (GUIUtility.hotControl == 0)
GUIUtility.hotControl = sliderControlId;
currentEvent.Use();
// Switch active scene view into shadow cascades visualization mode, once we start
// tweaking cascade splits.
if (s_RestoreSceneView == null)
{
s_RestoreSceneView = SceneView.lastActiveSceneView;
if (s_RestoreSceneView != null)
{
s_OldSceneDrawMode = s_RestoreSceneView.cameraMode;
s_OldSceneLightingMode = s_RestoreSceneView.m_SceneLighting;
s_RestoreSceneView.cameraMode = SceneView.GetBuiltinCameraMode(DrawCameraMode.ShadowCascades);
}
}
}
break;
case EventType.MouseUp:
// mouseUp event anywhere should release the hotcontrol (if it belongs to us), drags (if any)
if (GUIUtility.hotControl == sliderControlId)
{
GUIUtility.hotControl = 0;
currentEvent.Use();
}
s_DragCache = null;
// Restore previous scene view drawing mode once we stop tweaking cascade splits.
if (s_RestoreSceneView != null)
{
s_RestoreSceneView.cameraMode = s_OldSceneDrawMode;
s_RestoreSceneView.m_SceneLighting = s_OldSceneLightingMode;
s_RestoreSceneView = null;
}
break;
case EventType.MouseDrag:
if (GUIUtility.hotControl != sliderControlId)
break;
// convert the mouse movement to normalized cascade width. Make sure that we are safe to apply the delta before using it.
float delta = (currentEvent.mousePosition - s_DragCache.m_LastCachedMousePosition).x / cascadeSliderWidth;
bool isLeftPartitionHappy = ((adjustedCascadePartitions[s_DragCache.m_ActivePartition] + delta) > 0.0f);
bool isRightPartitionHappy = ((adjustedCascadePartitions[s_DragCache.m_ActivePartition + 1] - delta) > 0.0f);
if (isLeftPartitionHappy && isRightPartitionHappy)
{
s_DragCache.m_NormalizedPartitionSize += delta;
normalizedCascadePartitions[s_DragCache.m_ActivePartition] = s_DragCache.m_NormalizedPartitionSize;
if (s_DragCache.m_ActivePartition < normalizedCascadePartitions.Length - 1)
normalizedCascadePartitions[s_DragCache.m_ActivePartition + 1] -= delta;
GUI.changed = true;
}
s_DragCache.m_LastCachedMousePosition = currentEvent.mousePosition;
currentEvent.Use();
break;
}
}
}
}

2
ScriptableRenderPipeline/Core/CoreRP/Editor/Volume/VolumeComponentEditor.cs


}
}
// TODO: Doesn't work correctly with indented controls, fixme
overrideRect.xMin += EditorGUI.indentLevel * 15f;
var oldColor = GUI.color;
GUI.color = new Color(0.6f, 0.6f, 0.6f, 0.75f);

9
ScriptableRenderPipeline/Core/CoreRP/Editor/TextureCombiner/TextureCombiner.cs


return combined;
}
private Texture GetRawTexture (Texture original, bool sRGB = false)
private Texture GetRawTexture (Texture original, bool sRGBFallback = false)
{
if (m_RawTextures == null) m_RawTextures = new Dictionary<Texture, Texture>();
if (!m_RawTextures.ContainsKey(original))

AssetDatabase.ImportAsset(rawPath);
TextureImporter rawImporter = (TextureImporter) TextureImporter.GetAtPath(rawPath);
TextureImporter rawImporter = (TextureImporter) AssetImporter.GetAtPath(rawPath);
rawImporter.textureType = TextureImporterType.Default;
rawImporter.mipmapEnabled = false;
rawImporter.isReadable = true;

rawImporter.sRGBTexture = sRGB;
Texture2D originalTex2D = original as Texture2D;
rawImporter.sRGBTexture = (originalTex2D == null)? sRGBFallback : ( AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(original)) as TextureImporter).sRGBTexture;
rawImporter.maxTextureSize = 8192;
rawImporter.textureCompression = TextureImporterCompression.Uncompressed;

6
ScriptableRenderPipeline/Core/CoreRP/Editor/Debugging/DebugState.cs


[SerializeField]
protected string m_QueryPath;
// We need this to keep track of the state modified in the current frame.
// This helps reduces the cost of re-applying states to original widgets and is also needed
// when two states point to the same value (e.g. when using split enums like HDRP does for
// the `fullscreenDebugMode`.
internal static DebugState m_CurrentDirtyState;
public string queryPath
{
get { return m_QueryPath; }

36
ScriptableRenderPipeline/Core/CoreRP/Editor/Debugging/DebugUIDrawer.Builtins.cs


using System;
using UnityEngine;
using UnityEngine.Experimental.Rendering;

EditorGUI.BeginChangeCheck();
var rect = PrepareControlRect();
bool value = EditorGUI.Toggle(rect, CoreEditorUtils.GetContent(w.displayName), s.value);
bool value = EditorGUI.Toggle(rect, CoreEditorUtils.GetContent(w.displayName), w.GetValue());
if (EditorGUI.EndChangeCheck())
Apply(w, s, value);

var rect = PrepareControlRect();
int value = w.min != null && w.max != null
? EditorGUI.IntSlider(rect, CoreEditorUtils.GetContent(w.displayName), s.value, w.min(), w.max())
: EditorGUI.IntField(rect, CoreEditorUtils.GetContent(w.displayName), s.value);
? EditorGUI.IntSlider(rect, CoreEditorUtils.GetContent(w.displayName), w.GetValue(), w.min(), w.max())
: EditorGUI.IntField(rect, CoreEditorUtils.GetContent(w.displayName), w.GetValue());
if (EditorGUI.EndChangeCheck())
Apply(w, s, value);

// No UIntField so we need to max to 0 ourselves or the value will wrap around
var rect = PrepareControlRect();
int tmp = w.min != null && w.max != null
? EditorGUI.IntSlider(rect, CoreEditorUtils.GetContent(w.displayName), Mathf.Max(0, (int)s.value), Mathf.Max(0, (int)w.min()), Mathf.Max(0, (int)w.max()))
: EditorGUI.IntField(rect, CoreEditorUtils.GetContent(w.displayName), Mathf.Max(0, (int)s.value));
? EditorGUI.IntSlider(rect, CoreEditorUtils.GetContent(w.displayName), Mathf.Max(0, (int)w.GetValue()), Mathf.Max(0, (int)w.min()), Mathf.Max(0, (int)w.max()))
: EditorGUI.IntField(rect, CoreEditorUtils.GetContent(w.displayName), Mathf.Max(0, (int)w.GetValue()));
uint value = (uint)Mathf.Max(0, tmp);

var rect = PrepareControlRect();
float value = w.min != null && w.max != null
? EditorGUI.Slider(rect, CoreEditorUtils.GetContent(w.displayName), s.value, w.min(), w.max())
: EditorGUI.FloatField(rect, CoreEditorUtils.GetContent(w.displayName), s.value);
? EditorGUI.Slider(rect, CoreEditorUtils.GetContent(w.displayName), w.GetValue(), w.min(), w.max())
: EditorGUI.FloatField(rect, CoreEditorUtils.GetContent(w.displayName), w.GetValue());
if (EditorGUI.EndChangeCheck())
Apply(w, s, value);

EditorGUI.BeginChangeCheck();
int value = s.value;
int value = w.GetValue();
if (w.enumNames == null || w.enumValues == null)
{
EditorGUILayout.LabelField("Can't draw an empty enumeration.");

var rect = PrepareControlRect();
value = EditorGUI.IntPopup(rect, CoreEditorUtils.GetContent(w.displayName), s.value, w.enumNames, w.enumValues);
int index = Array.IndexOf(w.enumValues, w.GetValue());
// Fallback just in case, we may be handling sub/sectionned enums here
if (index < 0)
value = w.enumValues[0];
value = EditorGUI.IntPopup(rect, CoreEditorUtils.GetContent(w.displayName), value, w.enumNames, w.enumValues);
}
if (EditorGUI.EndChangeCheck())

EditorGUI.BeginChangeCheck();
bool value = EditorGUILayout.Foldout(s.value, CoreEditorUtils.GetContent(w.displayName), true);
bool value = EditorGUILayout.Foldout(w.GetValue(), CoreEditorUtils.GetContent(w.displayName), true);
if (EditorGUI.EndChangeCheck())
Apply(w, s, value);

EditorGUI.BeginChangeCheck();
var rect = PrepareControlRect();
var value = EditorGUI.ColorField(rect, CoreEditorUtils.GetContent(w.displayName), s.value, w.showPicker, w.showAlpha, w.hdr);
var value = EditorGUI.ColorField(rect, CoreEditorUtils.GetContent(w.displayName), w.GetValue(), w.showPicker, w.showAlpha, w.hdr);
if (EditorGUI.EndChangeCheck())
Apply(w, s, value);

EditorGUI.BeginChangeCheck();
var value = EditorGUILayout.Vector2Field(w.displayName, s.value);
var value = EditorGUILayout.Vector2Field(w.displayName, w.GetValue());
if (EditorGUI.EndChangeCheck())
Apply(w, s, value);

EditorGUI.BeginChangeCheck();
var value = EditorGUILayout.Vector3Field(w.displayName, s.value);
var value = EditorGUILayout.Vector3Field(w.displayName, w.GetValue());
if (EditorGUI.EndChangeCheck())
Apply(w, s, value);

EditorGUI.BeginChangeCheck();
var value = EditorGUILayout.Vector4Field(w.displayName, s.value);
var value = EditorGUILayout.Vector4Field(w.displayName, w.GetValue());
if (EditorGUI.EndChangeCheck())
Apply(w, s, value);

1
ScriptableRenderPipeline/Core/CoreRP/Editor/Debugging/DebugUIDrawer.cs


state.SetValue(value, widget);
widget.SetValue(value);
EditorUtility.SetDirty(state);
DebugState.m_CurrentDirtyState = state;
UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
}

65
ScriptableRenderPipeline/Core/CoreRP/Editor/Debugging/DebugWindow.cs


static Dictionary<Type, Type> s_WidgetStateMap; // DebugUI.Widget type -> DebugState type
static Dictionary<Type, DebugUIDrawer> s_WidgetDrawerMap; // DebugUI.Widget type -> DebugUIDrawer
bool m_IsActiveInPlayMode
{
get { return Application.isPlaying && DebugManager.instance.displayRuntimeUI; }
}
[DidReloadScripts]
static void OnEditorReload()
{

if (m_Settings == null)
m_Settings = CreateInstance<DebugWindowSettings>();
if (m_WidgetStates == null)
// States are ScriptableObjects (necessary for Undo/Redo) but are not saved on disk so when the editor is closed then reopened, any existing debug window will have its states set to null
// Since we don't care about persistance in this case, we just re-init everything.
if (m_WidgetStates == null || !AreWidgetStatesValid())
m_WidgetStates = new WidgetStateDictionary();
if (s_WidgetStateMap == null || s_WidgetDrawerMap == null || s_TypeMapDirty)

void OnDestroy()
{
DebugManager.instance.onSetDirty -= MarkDirty;
Undo.ClearUndo(m_Settings);
if (m_WidgetStates != null)
{

}
}
bool AreWidgetStatesValid()
{
foreach (var state in m_WidgetStates)
{
if(state.Value == null)
{
return false;
}
}
return true;
}
void MarkDirty()
{
m_IsDirty = true;

}
}
public void ApplyStates()
public void ApplyStates(bool forceApplyAll = false)
if (!forceApplyAll && DebugState.m_CurrentDirtyState != null)
{
ApplyState(DebugState.m_CurrentDirtyState.queryPath, DebugState.m_CurrentDirtyState);
DebugState.m_CurrentDirtyState = null;
return;
}
{
var widget = DebugManager.instance.GetItem(state.Key) as DebugUI.IValueField;
ApplyState(state.Key, state.Value);
DebugState.m_CurrentDirtyState = null;
}
if (widget == null)
continue;
void ApplyState(string queryPath, DebugState state)
{
var widget = DebugManager.instance.GetItem(queryPath) as DebugUI.IValueField;
if (widget == null)
return;
widget.SetValue(state.Value.GetValue());
}
widget.SetValue(state.GetValue());
}
void OnUndoRedoPerformed()

// Something has been undone / redone, re-apply states to the debug tree
if (stateHash != m_Settings.currentStateHash)
{
ApplyStates();
ApplyStates(true);
m_Settings.currentStateHash = stateHash;
}

void Update()
{
if (m_IsActiveInPlayMode)
return;
int treeState = DebugManager.instance.GetState();
if (m_DebugTreeState != treeState || m_IsDirty)

{
if (s_Styles == null)
s_Styles = new Styles();
if (m_IsActiveInPlayMode)
{
EditorGUILayout.HelpBox("The editor debug window is disabled while the runtime one is active.", MessageType.Info);
return;
}
var panels = DebugManager.instance.panels;
int itemCount = panels.Count(x => !x.isRuntimeOnly && x.children.Count(w => !w.isRuntimeOnly) > 0);

if (m_Settings.selectedPanel == i && Event.current.type == EventType.Repaint)
s_Styles.selected.Draw(elementRect, false, false, false, false);
if (GUI.Toggle(elementRect, m_Settings.selectedPanel == i, panel.displayName, s_Styles.sectionElement))
EditorGUI.BeginChangeCheck();
GUI.Toggle(elementRect, m_Settings.selectedPanel == i, panel.displayName, s_Styles.sectionElement);
if (EditorGUI.EndChangeCheck())
Undo.RecordObject(m_Settings, "Debug Panel Selection");
Undo.RegisterCompleteObjectUndo(m_Settings, "Debug Panel Selection");
m_Settings.selectedPanel = i;
}
}

51
ScriptableRenderPipeline/Core/CoreRP/Editor/MaterialUpgrader.cs


namespace UnityEditor.Experimental.Rendering
{
public static class DialogText
{
public static readonly string title = "Material Upgrader";
public static readonly string proceed = "Proceed";
public static readonly string ok = "Ok";
public static readonly string cancel = "Cancel";
public static readonly string noSelectionMessage = "You must select at least one material.";
public static readonly string projectBackMessage = "Make sure to have a project backup before proceeding.";
}
public class MaterialUpgrader
{
public delegate void MaterialFinalizer(Material mat);

private static readonly string projectBackMessage = "Make sure to have a project backup before proceeding.";
MaterialFinalizer m_Finalizer;
Dictionary<string, string> m_TextureRename = new Dictionary<string, string>();

public static void UpgradeProjectFolder(List<MaterialUpgrader> upgraders, string progressBarName, UpgradeFlags flags = UpgradeFlags.None)
{
if (!EditorUtility.DisplayDialog("Material Upgrader", "The upgrade will overwrite materials in your project. " + projectBackMessage, "Proceed", "Cancel"))
if (!EditorUtility.DisplayDialog(DialogText.title, "The upgrade will overwrite materials in your project. " + DialogText.projectBackMessage, DialogText.proceed, DialogText.cancel))
return;
int totalMaterialCount = 0;

public static void Upgrade(Material material, List<MaterialUpgrader> upgraders, UpgradeFlags flags)
{
if (material == null)
return;
var upgrader = GetUpgrader(upgraders, material);
if (upgrader != null)

{
var selection = Selection.objects;
if (selection == null || selection.Length == 0)
if (EditorUtility.DisplayDialog("Material Upgrader", "You must select at least one material.", "Ok"))
return;
if (selection == null)
{
EditorUtility.DisplayDialog(DialogText.title, DialogText.noSelectionMessage, DialogText.ok);
return;
}
List<Material> selectedMaterials = new List<Material>(selection.Length);
for (int i = 0; i < selection.Length; ++i)
{
Material mat = selection[i] as Material;
if (mat != null)
selectedMaterials.Add(mat);
}
int selectedMaterialsCount = selectedMaterials.Count;
if (selectedMaterialsCount == 0)
{
EditorUtility.DisplayDialog(DialogText.title, DialogText.noSelectionMessage, DialogText.ok);
return;
}
if (!EditorUtility.DisplayDialog("Material Upgrader", string.Format("The upgrade will overwrite {0} selected material{1}. ", selection.Length, (selection.Length > 1) ? "s" : "") +
projectBackMessage, "Proceed", "Cancel"))
if (!EditorUtility.DisplayDialog(DialogText.title, string.Format("The upgrade will overwrite {0} selected material{1}. ", selectedMaterialsCount, selectedMaterialsCount > 1 ? "s" : "") +
DialogText.projectBackMessage, DialogText.proceed, DialogText.cancel))
Debug.Log(selection.Length);
for (int i = 0; i < selection.Length; i++)
for (int i = 0; i < selectedMaterialsCount; i++)
if (UnityEditor.EditorUtility.DisplayCancelableProgressBar(progressBarName, string.Format("({0} of {1}) {2}", i, selection.Length, lastMaterialName), (float)i / (float)selection.Length))
if (UnityEditor.EditorUtility.DisplayCancelableProgressBar(progressBarName, string.Format("({0} of {1}) {2}", i, selectedMaterialsCount, lastMaterialName), (float)i / (float)selectedMaterialsCount))
var material = selection[i] as Material;
var material = selectedMaterials[i];
Upgrade(material, upgraders, flags);
if (material != null)
lastMaterialName = material.name;

2
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Shadow/ShadowAlgorithms.hlsl


wposDir = -sphere.xyz + positionWS;
float distSq = dot( wposDir, wposDir );
relDistance = distSq / sphere.w;
if( relDistance <= 1.0 )
if( relDistance > 0.0 && relDistance <= 1.0 )
{
splitSphere = sphere.xyz;
wposDir /= sqrt( distSq );

7
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/GLCore.hlsl


#define CBUFFER_START(name)
#define CBUFFER_END
// flow control attributes
#define UNITY_BRANCH [branch]
#define UNITY_FLATTEN [flatten]
#define UNITY_UNROLL [unroll]
#define UNITY_UNROLLX(_x) [unroll(_x)]
#define UNITY_LOOP [loop]
// OpenGL 4.1 SM 5.0 https://docs.unity3d.com/Manual/SL-ShaderCompileTargets.html
#if (SHADER_TARGET >= 46)
#define OPENGL4_1_SM5 1

7
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/GLES3.hlsl


#define CBUFFER_START(name)
#define CBUFFER_END
// flow control attributes
#define UNITY_BRANCH [branch]
#define UNITY_FLATTEN [flatten]
#define UNITY_UNROLL [unroll]
#define UNITY_UNROLLX(_x) [unroll(_x)]
#define UNITY_LOOP [loop]
// GLES 3.1 + AEP shader feature https://docs.unity3d.com/Manual/SL-ShaderCompileTargets.html
#if (SHADER_TARGET >= 40)
#define GLES3_1_AEP 1

7
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/Metal.hlsl


#define CBUFFER_START(name) cbuffer name {
#define CBUFFER_END };
// flow control attributes
#define UNITY_BRANCH [branch]
#define UNITY_FLATTEN [flatten]
#define UNITY_UNROLL [unroll]
#define UNITY_UNROLLX(_x) [unroll(_x)]
#define UNITY_LOOP [loop]
// Initialize arbitrary structure with zero values.
// Do not exist on some platform, in this case we need to have a standard name that call a function that will initialize all parameters to 0
#define ZERO_INITIALIZE(type, name) name = (type)0;

7
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/Vulkan.hlsl


#define CBUFFER_START(name) cbuffer name {
#define CBUFFER_END };
// flow control attributes
#define UNITY_BRANCH [branch]
#define UNITY_FLATTEN [flatten]
#define UNITY_UNROLL [unroll]
#define UNITY_UNROLLX(_x) [unroll(_x)]
#define UNITY_LOOP [loop]
// Initialize arbitrary structure with zero values.
// Do not exist on some platform, in this case we need to have a standard name that call a function that will initialize all parameters to 0
#define ZERO_INITIALIZE(type, name) name = (type)0;

2
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/BSDF.hlsl


}
// Evaluate the reflectance for a thin-film layer on top of a dielectric medum.
real3 EvalIridescence(real eta_1, real cosTheta1, real iridescenceThickness, real baseLayerFresnel0)
real3 EvalIridescence(real eta_1, real cosTheta1, real iridescenceThickness, real3 baseLayerFresnel0)
{
// iridescenceThickness unit is micrometer for this equation here. Mean 0.5 is 500nm.
real Dinc = 3.0 * iridescenceThickness;

5
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Packing.hlsl


return normalize(normal);
}
real3 UnpackNormalRGBNoScale(real4 packedNormal)
{
return packedNormal.rgb * 2.0 - 1.0;
}
real3 UnpackNormalAG(real4 packedNormal, real scale = 1.0)
{
real3 normal;

13
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Common.hlsl


#define real4x3 half4x3
#define real4x4 half4x4
#define half min16float
#define half2 min16float2
#define half3 min16float3
#define half4 min16float4
#define half2x2 min16float2x2
#define half2x3 min16float2x3
#define half3x2 min16float3x2
#define half3x3 min16float3x3
#define half3x4 min16float3x4
#define half4x3 min16float4x3
#define half4x4 min16float4x4
#define REAL_MIN HALF_MIN
#define REAL_MAX HALF_MAX
#define TEMPLATE_1_REAL TEMPLATE_1_HALF

31
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/EntityLighting.hlsl


// It is required for other platform that aren't supporting this format to implement variant of these functions
// (But these kind of platform should use regular render loop and not news shaders).
// RGBM lightmaps are currently always gamma encoded, so we use a constant of range^2.2 = 5^2.2
#define LIGHTMAP_RGBM_RANGE 34.493242
// DLDR lightmaps are currently always gamma encoded, so we use a constant of 2.0^2.2 = 4.59
#define LIGHTMAP_DLDR_RANGE 4.59
// TODO: This is the max value allowed for emissive (bad name - but keep for now to retrieve it) (It is 8^2.2 (gamma) and 8 is the limit of punctual light slider...), comme from UnityCg.cginc. Fix it!
// Ask Jesper if this can be change for HDRenderPipeline
#define EMISSIVE_RGBM_SCALE 97.0

return rgbm;
}
real3 UnpackLightmapRGBM(real4 rgbmInput)
real3 UnpackLightmapRGBM(real4 rgbmInput, real4 decodeInstructions)
// RGBM lightmaps are always gamma encoded for now, so decode with that in mind:
return rgbmInput.rgb * pow(rgbmInput.a, 2.2) * LIGHTMAP_RGBM_RANGE;
return rgbmInput.rgb * PositivePow(rgbmInput.a, decodeInstructions.y) * decodeInstructions.x;
real3 UnpackLightmapDoubleLDR(real4 encodedColor)
real3 UnpackLightmapDoubleLDR(real4 encodedColor, real4 decodeInstructions)
return encodedColor.rgb * LIGHTMAP_DLDR_RANGE;
return encodedColor.rgb * decodeInstructions.x;
real3 DecodeLightmap(real4 encodedIlluminance)
real3 DecodeLightmap(real4 encodedIlluminance, real4 decodeInstructions)
return UnpackLightmapRGBM(encodedIlluminance);
return UnpackLightmapRGBM(encodedIlluminance, decodeInstructions);
return UnpackLightmapDoubleLDR(encodedIlluminance);
return UnpackLightmapDoubleLDR(encodedIlluminance, decodeInstructions);
#endif
}

real alpha = max(decodeInstructions.w * (encodedIrradiance.a - 1.0) + 1.0, 0.0);
// If Linear mode is not supported we can skip exponent part
return (decodeInstructions.x * pow(alpha, decodeInstructions.y)) * encodedIrradiance.rgb;
return (decodeInstructions.x * PositivePow(alpha, decodeInstructions.y)) * encodedIrradiance.rgb;
real3 SampleSingleLightmap(TEXTURE2D_ARGS(lightmapTex, lightmapSampler), float2 uv, float4 transform, bool encodedLightmap)
real3 SampleSingleLightmap(TEXTURE2D_ARGS(lightmapTex, lightmapSampler), float2 uv, float4 transform, bool encodedLightmap, real4 decodeInstructions)
{
// transform is scale and bias
uv = uv * transform.xy + transform.zw;

{
real4 encodedIlluminance = SAMPLE_TEXTURE2D(lightmapTex, lightmapSampler, uv).rgba;
illuminance = DecodeLightmap(encodedIlluminance);
illuminance = DecodeLightmap(encodedIlluminance, decodeInstructions);
}
else
{

}
real3 SampleDirectionalLightmap(TEXTURE2D_ARGS(lightmapTex, lightmapSampler), TEXTURE2D_ARGS(lightmapDirTex, lightmapDirSampler), float2 uv, float4 transform, float3 normalWS, bool encodedLightmap)
real3 SampleDirectionalLightmap(TEXTURE2D_ARGS(lightmapTex, lightmapSampler), TEXTURE2D_ARGS(lightmapDirTex, lightmapDirSampler), float2 uv, float4 transform, float3 normalWS, bool encodedLightmap, real4 decodeInstructions)
{
// In directional mode Enlighten bakes dominant light direction
// in a way, that using it for half Lambert and then dividing by a "rebalancing coefficient"

if (encodedLightmap)
{
real4 encodedIlluminance = SAMPLE_TEXTURE2D(lightmapTex, lightmapSampler, uv).rgba;
illuminance = DecodeLightmap(encodedIlluminance);
illuminance = DecodeLightmap(encodedIlluminance, decodeInstructions);
}
else
{

36
ScriptableRenderPipeline/Core/CoreRP/TextureCache.cs


{
private Texture2DArray m_Cache;
public TextureCache2D(string cacheName = "")
: base(cacheName)
{
}
public override void TransferToSlice(CommandBuffer cmd, int sliceIndex, Texture texture)
{
var mismatch = (m_Cache.width != texture.width) || (m_Cache.height != texture.height);

m_Cache = new Texture2DArray(width, height, numTextures, format, isMipMapped)
{
hideFlags = HideFlags.HideAndDontSave,
wrapMode = TextureWrapMode.Clamp
wrapMode = TextureWrapMode.Clamp,
name = CoreUtils.GetTextureAutoName(width, height, format, TextureDimension.Tex2DArray, depth: numTextures, name: m_CacheName)
};
return res;

private int m_CubeMipLevelPropName;
private int m_cubeSrcTexPropName;
public TextureCacheCubemap(string cacheName = "")
: base(cacheName)
{
}
public override void TransferToSlice(CommandBuffer cmd, int sliceIndex, Texture texture)
{
if (!TextureCache.supportsCubemapArrayTextures)

wrapMode = TextureWrapMode.Repeat,
wrapModeV = TextureWrapMode.Clamp,
filterMode = FilterMode.Trilinear,
anisoLevel = 0
anisoLevel = 0,
name = CoreUtils.GetTextureAutoName(panoWidthTop, panoHeightTop, format, TextureDimension.Tex2DArray, depth: numCubeMaps, name: m_CacheName)
};
m_NumPanoMipLevels = isMipMapped ? GetNumMips(panoWidthTop, panoHeightTop) : 1;

hideFlags = HideFlags.HideAndDontSave,
wrapMode = TextureWrapMode.Clamp,
filterMode = FilterMode.Trilinear,
anisoLevel = 0 // It is important to set 0 here, else unity force anisotropy filtering
anisoLevel = 0, // It is important to set 0 here, else unity force anisotropy filtering
name = CoreUtils.GetTextureAutoName(width, width, format, TextureDimension.CubeArray, depth: numCubeMaps, name: m_CacheName)
};
}

public abstract class TextureCache
{
protected int m_NumMipLevels;
protected string m_CacheName;
public static bool isMobileBuildTarget
{

{
case BuildTarget.iOS:
case BuildTarget.Android:
#if !UNITY_2018_2_OR_NEWER
#endif
case BuildTarget.WSAPlayer:
// Note: We return true on purpose even if Windows Store Apps are running on Desktop.
return true;

get
{
var format = TextureFormat.RGBAHalf;
// // On editor the texture is uncompressed when operating against mobile build targets
//#if UNITY_2017_2_OR_NEWER
//#else
// if (SystemInfo.SupportsTextureFormat(probeFormat) && !TextureCache.isMobileBuildTarget)
// format = probeFormat;
//#endif
return format;
}

{
get
{
//#if UNITY_2017_2_OR_NEWER
//#else
// return (SystemInfo.supportsCubemapArrayTextures && !TextureCache.isMobileBuildTarget);
//#endif
}
}

// assert(m_SliceArray[m_SortedIdxArray[q-1]].CountLRU>=m_SliceArray[m_SortedIdxArray[q]].CountLRU);
}
protected TextureCache()
protected TextureCache(string cacheName)
m_CacheName = cacheName;
m_NumTextures = 0;
m_NumMipLevels = 0;
}

4
ScriptableRenderPipeline/Core/package.json


{
"name": "com.unity.render-pipelines.core",
"description": "Core library for Unity render pipelines.",
"version": "0.1.33",
"version": "1.1.5-preview",
"com.unity.postprocessing": "0.2.0"
"com.unity.postprocessing": "2.0.5-preview"
}
}

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.asset


specularGlobalDimmer: 1
enableForwardRenderingOnly: 0
enableDepthPrepassWithDeferredRendering: 0
enableAlphaTestOnlyInDeferredPrepass: 0
enableTransparentPrepass: 1
enableMotionVectors: 1
enableObjectMotionVectors: 1

supportSSAO: 1
supportSubsurfaceScattering: 1
supportForwardOnly: 0
enableUltraQualitySSS: 0
supportDBuffer: 1
supportMSAA: 0
msaaSampleCount: 1

105
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/FrameSettings.cs


using System;
using System.Collections.Generic;
using UnityEngine.XR;
namespace UnityEngine.Experimental.Rendering.HDPipeline

// View
public bool enableForwardRenderingOnly = false; // TODO: Currently there is no way to strip the extra forward shaders generated by the shaders compiler, so we can switch dynamically.
public bool enableDepthPrepassWithDeferredRendering = false;
public bool enableAlphaTestOnlyInDeferredPrepass = false;
public bool enableTransparentPrepass = true;
public bool enableMotionVectors = true; // Enable/disable whole motion vectors pass (Camera + Object).

public bool enableShadowMask = false;
public LightLoopSettings lightLoopSettings = new LightLoopSettings();
static DebugUI.Widget[] s_DebugEntries;
public void CopyTo(FrameSettings frameSettings)
{

frameSettings.enableForwardRenderingOnly = this.enableForwardRenderingOnly;
frameSettings.enableDepthPrepassWithDeferredRendering = this.enableDepthPrepassWithDeferredRendering;
frameSettings.enableAlphaTestOnlyInDeferredPrepass = this.enableAlphaTestOnlyInDeferredPrepass;
frameSettings.enableTransparentPrepass = this.enableTransparentPrepass;
frameSettings.enableMotionVectors = this.enableMotionVectors;

// as rendering everything in wireframe + deferred do not play well together
aggregate.enableForwardRenderingOnly = srcFrameSettings.enableForwardRenderingOnly || GL.wireframe || renderPipelineSettings.supportForwardOnly;
aggregate.enableDepthPrepassWithDeferredRendering = srcFrameSettings.enableDepthPrepassWithDeferredRendering;
aggregate.enableAlphaTestOnlyInDeferredPrepass = srcFrameSettings.enableAlphaTestOnlyInDeferredPrepass;
aggregate.enableTransparentPrepass = srcFrameSettings.enableTransparentPrepass;
aggregate.enableMotionVectors = camera.cameraType != CameraType.Reflection && srcFrameSettings.enableMotionVectors && renderPipelineSettings.supportMotionVectors;

public static void RegisterDebug(string menuName, FrameSettings frameSettings)
{
s_DebugEntries = new DebugUI.Widget[]
List<DebugUI.Widget> widgets = new List<DebugUI.Widget>();
widgets.AddRange(
new DebugUI.Widget[]
new DebugUI.BoolField { displayName = "Enable Shadows", getter = () => frameSettings.enableShadow, setter = value => frameSettings.enableShadow = value },
new DebugUI.BoolField { displayName = "Enable Contact Shadows", getter = () => frameSettings.enableContactShadows, setter = value => frameSettings.enableContactShadows = value },
new DebugUI.BoolField { displayName = "Enable SSR", getter = () => frameSettings.enableSSR, setter = value => frameSettings.enableSSR = value },
new DebugUI.BoolField { displayName = "Enable SSAO", getter = () => frameSettings.enableSSAO, setter = value => frameSettings.enableSSAO = value },
new DebugUI.BoolField { displayName = "Enable SubsurfaceScattering", getter = () => frameSettings.enableSubsurfaceScattering, setter = value => frameSettings.enableSubsurfaceScattering = value },
new DebugUI.BoolField { displayName = "Enable Transmission", getter = () => frameSettings.enableTransmission, setter = value => frameSettings.enableTransmission = value },
new DebugUI.BoolField { displayName = "Forward Only", getter = () => frameSettings.enableForwardRenderingOnly, setter = value => frameSettings.enableForwardRenderingOnly = value },
new DebugUI.BoolField { displayName = "Deferred Depth Prepass", getter = () => frameSettings.enableDepthPrepassWithDeferredRendering, setter = value => frameSettings.enableDepthPrepassWithDeferredRendering = value },
new DebugUI.BoolField { displayName = "Deferred Depth Prepass ATest Only", getter = () => frameSettings.enableAlphaTestOnlyInDeferredPrepass, setter = value => frameSettings.enableAlphaTestOnlyInDeferredPrepass = value },
new DebugUI.BoolField { displayName = "Enable Transparent Prepass", getter = () => frameSettings.enableTransparentPrepass, setter = value => frameSettings.enableTransparentPrepass = value },
new DebugUI.BoolField { displayName = "Enable Motion Vectors", getter = () => frameSettings.enableMotionVectors, setter = value => frameSettings.enableMotionVectors = value },
new DebugUI.BoolField { displayName = "Enable Object Motion Vectors", getter = () => frameSettings.enableObjectMotionVectors, setter = value => frameSettings.enableObjectMotionVectors = value },
new DebugUI.BoolField { displayName = "Enable DBuffer", getter = () => frameSettings.enableDBuffer, setter = value => frameSettings.enableDBuffer = value },
new DebugUI.BoolField { displayName = "Enable Atmospheric Scattering", getter = () => frameSettings.enableAtmosphericScattering, setter = value => frameSettings.enableAtmosphericScattering = value },
new DebugUI.BoolField { displayName = "Enable Rough Refraction", getter = () => frameSettings.enableRoughRefraction, setter = value => frameSettings.enableRoughRefraction = value },
new DebugUI.BoolField { displayName = "Enable Transparent Postpass", getter = () => frameSettings.enableTransparentPostpass, setter = value => frameSettings.enableTransparentPostpass = value },
new DebugUI.BoolField { displayName = "Enable Distortion", getter = () => frameSettings.enableDistortion, setter = value => frameSettings.enableDistortion = value },
new DebugUI.BoolField { displayName = "Enable Postprocess", getter = () => frameSettings.enablePostprocess, setter = value => frameSettings.enablePostprocess = value },
new DebugUI.BoolField { displayName = "Enable Stereo Rendering", getter = () => frameSettings.enableStereo, setter = value => frameSettings.enableStereo = value },
new DebugUI.BoolField { displayName = "Enable Async Compute", getter = () => frameSettings.enableAsyncCompute, setter = value => frameSettings.enableAsyncCompute = value },
new DebugUI.BoolField { displayName = "Enable Opaque Objects", getter = () => frameSettings.enableOpaqueObjects, setter = value => frameSettings.enableOpaqueObjects = value },
new DebugUI.BoolField { displayName = "Enable Transparent Objects", getter = () => frameSettings.enableTransparentObjects, setter = value => frameSettings.enableTransparentObjects = value },
new DebugUI.Container
{
displayName = "Rendering Passes",
children =
{
new DebugUI.BoolField { displayName = "Enable Transparent Prepass", getter = () => frameSettings.enableTransparentPrepass, setter = value => frameSettings.enableTransparentPrepass = value },
new DebugUI.BoolField { displayName = "Enable Transparent Postpass", getter = () => frameSettings.enableTransparentPostpass, setter = value => frameSettings.enableTransparentPostpass = value },
new DebugUI.BoolField { displayName = "Enable Motion Vectors", getter = () => frameSettings.enableMotionVectors, setter = value => frameSettings.enableMotionVectors = value },
new DebugUI.BoolField { displayName = "Enable Object Motion Vectors", getter = () => frameSettings.enableObjectMotionVectors, setter = value => frameSettings.enableObjectMotionVectors = value },
new DebugUI.BoolField { displayName = "Enable DBuffer", getter = () => frameSettings.enableDBuffer, setter = value => frameSettings.enableDBuffer = value },
new DebugUI.BoolField { displayName = "Enable Atmospheric Scattering", getter = () => frameSettings.enableAtmosphericScattering, setter = value => frameSettings.enableAtmosphericScattering = value },
new DebugUI.BoolField { displayName = "Enable Rough Refraction", getter = () => frameSettings.enableRoughRefraction, setter = value => frameSettings.enableRoughRefraction = value },
new DebugUI.BoolField { displayName = "Enable Distortion", getter = () => frameSettings.enableDistortion, setter = value => frameSettings.enableDistortion = value },
new DebugUI.BoolField { displayName = "Enable Postprocess", getter = () => frameSettings.enablePostprocess, setter = value => frameSettings.enablePostprocess = value },
}
},
new DebugUI.Container
{
displayName = "Rendering Settings",
children =
{
new DebugUI.BoolField { displayName = "Forward Only", getter = () => frameSettings.enableForwardRenderingOnly, setter = value => frameSettings.enableForwardRenderingOnly = value },
new DebugUI.BoolField { displayName = "Deferred Depth Prepass", getter = () => frameSettings.enableDepthPrepassWithDeferredRendering, setter = value => frameSettings.enableDepthPrepassWithDeferredRendering = value },
new DebugUI.BoolField { displayName = "Enable Async Compute", getter = () => frameSettings.enableAsyncCompute, setter = value => frameSettings.enableAsyncCompute = value },
new DebugUI.BoolField { displayName = "Enable Opaque Objects", getter = () => frameSettings.enableOpaqueObjects, setter = value => frameSettings.enableOpaqueObjects = value },
new DebugUI.BoolField { displayName = "Enable Transparent Objects", getter = () => frameSettings.enableTransparentObjects, setter = value => frameSettings.enableTransparentObjects = value },
new DebugUI.BoolField { displayName = "Enable MSAA", getter = () => frameSettings.enableMSAA, setter = value => frameSettings.enableMSAA = value },
}
},
new DebugUI.Container
{
displayName = "XR Settings",
children =
{
new DebugUI.BoolField { displayName = "Enable Stereo Rendering", getter = () => frameSettings.enableStereo, setter = value => frameSettings.enableStereo = value }
}
},
new DebugUI.Container
{
displayName = "Lighting Settings",
children =
{
new DebugUI.BoolField { displayName = "Enable SSR", getter = () => frameSettings.enableSSR, setter = value => frameSettings.enableSSR = value },
new DebugUI.BoolField { displayName = "Enable SSAO", getter = () => frameSettings.enableSSAO, setter = value => frameSettings.enableSSAO = value },
new DebugUI.BoolField { displayName = "Enable SubsurfaceScattering", getter = () => frameSettings.enableSubsurfaceScattering, setter = value => frameSettings.enableSubsurfaceScattering = value },
new DebugUI.BoolField { displayName = "Enable Transmission", getter = () => frameSettings.enableTransmission, setter = value => frameSettings.enableTransmission = value },
new DebugUI.BoolField { displayName = "Enable Shadows", getter = () => frameSettings.enableShadow, setter = value => frameSettings.enableShadow = value },
new DebugUI.BoolField { displayName = "Enable Contact Shadows", getter = () => frameSettings.enableContactShadows, setter = value => frameSettings.enableContactShadows = value },
new DebugUI.BoolField { displayName = "Enable ShadowMask", getter = () => frameSettings.enableShadowMask, setter = value => frameSettings.enableShadowMask = value },
}
}
});
new DebugUI.BoolField { displayName = "Enable MSAA", getter = () => frameSettings.enableMSAA, setter = value => frameSettings.enableMSAA = value },
new DebugUI.BoolField { displayName = "Enable ShadowMask", getter = () => frameSettings.enableShadowMask, setter = value => frameSettings.enableShadowMask = value },
};
LightLoopSettings.RegisterDebug(frameSettings.lightLoopSettings, widgets);
panel.children.Add(s_DebugEntries);
LightLoopSettings.RegisterDebug(menuName, frameSettings.lightLoopSettings);
}
panel.children.Add(widgets.ToArray());
}
var panel = DebugManager.instance.GetPanel(menuName);
if (panel != null)
panel.children.Remove(s_DebugEntries);
LightLoopSettings.UnRegisterDebug(menuName);
DebugManager.instance.RemovePanel(menuName);
}
}
}

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/Blit.shader


SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
// 0: Nearest
Pass
{

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/CameraMotionVectors.shader


SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
// We will perform camera motion velocity only where there is no object velocity

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/CopyDepthBuffer.shader


SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Name "Copy Depth"

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/CopyStencilBuffer.shader


SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Name "Pass 0 - Copy stencilRef to output"

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/HDRenderPipelineResources.asset


GGXConvolve: {fileID: 4800000, guid: 123ed592ad5c2494b8aed301fd609e7b, type: 3}
opaqueAtmosphericScattering: {fileID: 4800000, guid: 326059e48e5735e46a98047eff4f0295,
type: 3}
hdriSky: {fileID: 4800000, guid: 9bd32a6ece529fd4f9408b8d7e00c10d, type: 3}
proceduralSky: {fileID: 4800000, guid: ec63f47fd265df243a7b1d40f9ef7fe7, type: 3}
skyboxCubemap: {fileID: 103, guid: 0000000000000000f000000000000000, type: 0}
encodeBC6HCS: {fileID: 7200000, guid: aa922d239de60304f964e24488559eeb, type: 3}
cubeToPanoShader: {fileID: 4800000, guid: 595434cc3b6405246b6cd3086d0b6f7d, type: 3}

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/RenderPipelineResources.cs


public ComputeShader computeGgxIblSampleData;
public Shader GGXConvolve;
public Shader opaqueAtmosphericScattering;
public Shader hdriSky;
public Shader proceduralSky;
public Shader skyboxCubemap;

32
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Decal/DecalProjectorComponent.cs


public float m_DrawDistance = 1000.0f;
public float m_FadeScale = 0.9f;
private Material m_OldMaterial = null;
public const int kInvalidIndex = -1;
private int m_CullIndex = kInvalidIndex;
private DecalSystem.DecalHandle m_Handle = null;
public int CullIndex
public DecalSystem.DecalHandle Handle
return this.m_CullIndex;
return this.m_Handle;
this.m_CullIndex = value;
this.m_Handle = value;
}
}

m_Material = hdrp != null ? hdrp.GetDefaultDecalMaterial() : null;
}
DecalSystem.instance.AddDecal(this);
}
public void Start()
{
DecalSystem.instance.AddDecal(this);
if(m_Handle != null)
DecalSystem.instance.RemoveDecal(m_Handle);
m_Handle = DecalSystem.instance.AddDecal(transform, m_DrawDistance, m_FadeScale, m_Material);
DecalSystem.instance.RemoveDecal(this);
DecalSystem.instance.RemoveDecal(m_Handle);
m_Handle = null;
}
// Declare the method signature of the delegate to call.

// handle material changes
if (m_OldMaterial != m_Material)
{
Material tempMaterial = m_Material;
m_Material = m_OldMaterial;
if(m_Material != null)
DecalSystem.instance.RemoveDecal(this);
m_Material = tempMaterial;
DecalSystem.instance.AddDecal(this);
if( m_Handle != null)
DecalSystem.instance.RemoveDecal(m_Handle);
m_Handle = DecalSystem.instance.AddDecal(transform, m_DrawDistance, m_FadeScale, m_Material);
m_OldMaterial = m_Material;
// notify the editor that material has changed so it can update the shader foldout

{
DrawGizmo(true);
// if this object is selected there is a chance the transform was changed so update culling info
DecalSystem.instance.UpdateCachedData(this);
DecalSystem.instance.UpdateCachedData(transform, m_DrawDistance, m_FadeScale, m_Handle);
}
public void OnDrawGizmos()

146
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Decal/DecalSystem.cs


{
public class DecalSystem
{
public const int kInvalidIndex = -1;
public class DecalHandle
{
public DecalHandle(int index, int materialID)
{
m_MaterialID = materialID;
m_Index = index;
}
public static bool IsValid(DecalHandle handle)
{
if (handle == null)
return false;
if (handle.m_Index == kInvalidIndex)
return false;
return true;
}
public int m_MaterialID; // identifies decal set
public int m_Index; // identifies decal within the set
}
static DecalSystem m_Instance;
static public DecalSystem instance
{

{
if (m_DecalAtlas == null)
{
m_DecalAtlas = new TextureCache2D();
m_DecalAtlas = new TextureCache2D("DecalAtlas");
public Camera CurrentCamera
{

return res;
}
public void UpdateCachedData(DecalProjectorComponent decal)
public void UpdateCachedData(Transform transform, float drawDistance, float fadeScale, DecalHandle handle)
m_CachedDecalToWorld[decal.CullIndex] = decal.transform.localToWorldMatrix;
int index = handle.m_Index;
m_CachedDecalToWorld[index] = transform.localToWorldMatrix;
Matrix4x4 decalRotation = Matrix4x4.Rotate(decal.transform.rotation);
Matrix4x4 decalRotation = Matrix4x4.Rotate(transform.rotation);
// z/y axis swap for normal to decal space, Unity is column major
float y0 = decalRotation.m01;
float y1 = decalRotation.m11;

decalRotation.m12 = y1;
decalRotation.m22 = y2;
m_CachedNormalToWorld[decal.CullIndex] = decalRotation;
m_CachedNormalToWorld[index] = decalRotation;
m_CachedDrawDistances[decal.CullIndex].x = decal.m_DrawDistance < instance.DrawDistance
? decal.m_DrawDistance
m_CachedDrawDistances[index].x = drawDistance < instance.DrawDistance
? drawDistance
m_CachedDrawDistances[decal.CullIndex].y = decal.m_FadeScale;
m_BoundingSpheres[decal.CullIndex] = GetDecalProjectBoundingSphere(m_CachedDecalToWorld[decal.CullIndex]);
m_CachedDrawDistances[index].y = fadeScale;
m_BoundingSpheres[index] = GetDecalProjectBoundingSphere(m_CachedDecalToWorld[index]);
public void AddDecal(DecalProjectorComponent decal)
public DecalHandle AddDecal(Transform transform, float drawDistance, float fadeScale, int materialID)
if (m_DecalsCount == m_Decals.Length)
if (m_DecalsCount == m_Handles.Length)
DecalProjectorComponent[] newDecals = new DecalProjectorComponent[m_DecalsCount + kDecalBlockSize];
DecalHandle[] newHandles = new DecalHandle[m_DecalsCount + kDecalBlockSize];
BoundingSphere[] newSpheres = new BoundingSphere[m_DecalsCount + kDecalBlockSize];
Matrix4x4[] newCachedTransforms = new Matrix4x4[m_DecalsCount + kDecalBlockSize];
Matrix4x4[] newCachedNormalToWorld = new Matrix4x4[m_DecalsCount + kDecalBlockSize];

m_Decals.CopyTo(newDecals, 0);
m_Handles.CopyTo(newHandles, 0);
m_Decals = newDecals;
m_Handles = newHandles;
m_BoundingSpheres = newSpheres;
m_CachedDecalToWorld = newCachedTransforms;
m_CachedNormalToWorld = newCachedNormalToWorld;

m_Decals[m_DecalsCount] = decal;
m_Decals[m_DecalsCount].CullIndex = m_DecalsCount;
UpdateCachedData(m_Decals[m_DecalsCount]);
DecalHandle decalHandle = new DecalHandle(m_DecalsCount, materialID);
m_Handles[m_DecalsCount] = decalHandle;
UpdateCachedData(transform, drawDistance, fadeScale, decalHandle);
return decalHandle;
public void RemoveDecal(DecalProjectorComponent decal)
public void RemoveDecal(DecalHandle handle)
int removeAtIndex = decal.CullIndex;
int removeAtIndex = handle.m_Index;
m_Decals[removeAtIndex] = m_Decals[m_DecalsCount - 1]; // move the last decal in list
m_Decals[removeAtIndex].CullIndex = removeAtIndex;
m_Decals[m_DecalsCount - 1] = null;
m_Handles[removeAtIndex] = m_Handles[m_DecalsCount - 1]; // move the last decal in list
m_Handles[removeAtIndex].m_Index = removeAtIndex;
m_Handles[m_DecalsCount - 1] = null;
// update the bounding spheres array
// update cached data
decal.CullIndex = DecalProjectorComponent.kInvalidIndex;
handle.m_Index = kInvalidIndex;
}
public void BeginCull()

private void GetDecalVolumeDataAndBound(Matrix4x4 decalToWorld, Matrix4x4 worldToView)
{
var influenceX = decalToWorld.GetColumn(0) * 0.5f;
var influenceY = decalToWorld.GetColumn(1) * 0.5f;
var influenceZ = decalToWorld.GetColumn(2) * 0.5f;

normalToWorldBatch[instanceCount].m23 = m_NormalTexIndex;
normalToWorldBatch[instanceCount].m33 = m_MaskTexIndex;
// clustered forward data
m_DecalDatas[m_DecalDatasCount].worldToDecal = decalToWorldBatch[instanceCount].inverse;
m_DecalDatas[m_DecalDatasCount].normalToWorld = normalToWorldBatch[instanceCount];

void UpdateTextureCache(CommandBuffer cmd)
{
if (m_DiffuseTexture != null)
{
m_DiffuseTexIndex = instance.TextureAtlas.FetchSlice(cmd, m_DiffuseTexture);
}
else
{
m_DiffuseTexIndex = -1;
}
if (m_NormalTexture != null)
{
m_NormalTexIndex = instance.TextureAtlas.FetchSlice(cmd, m_NormalTexture);
}
else
{
m_NormalTexIndex = -1;
}
if (m_MaskTexture != null)
{
m_MaskTexIndex = instance.TextureAtlas.FetchSlice(cmd, m_MaskTexture);
}
else
{
m_MaskTexIndex = -1;
}
m_DiffuseTexIndex = (m_DiffuseTexture != null) ? instance.TextureAtlas.FetchSlice(cmd, m_DiffuseTexture) : -1;
m_NormalTexIndex = (m_NormalTexture != null) ? instance.TextureAtlas.FetchSlice(cmd, m_NormalTexture) : -1;
m_MaskTexIndex = (m_MaskTexture != null) ? instance.TextureAtlas.FetchSlice(cmd, m_MaskTexture) : -1;
}
public void RemoveFromTextureCache()

private CullingGroup m_CullingGroup = null;
private BoundingSphere[] m_BoundingSpheres = new BoundingSphere[kDecalBlockSize];
private DecalProjectorComponent[] m_Decals = new DecalProjectorComponent[kDecalBlockSize];
private DecalHandle[] m_Handles = new DecalHandle[kDecalBlockSize];
private int[] m_ResultIndices = new int[kDecalBlockSize];
private int m_NumResults = 0;
private int m_DecalsCount = 0;

private int m_MaskTexIndex = -1;
}
public void AddDecal(DecalProjectorComponent decal)
{
if (decal.CullIndex != DecalProjectorComponent.kInvalidIndex) //do not add the same decal more than once
return;
if(!decal.IsValid())
return;
public DecalHandle AddDecal(Transform transform, float drawDistance, float fadeScale, Material material)
{
int key = decal.m_Material.GetInstanceID();
int key = material.GetInstanceID();
decalSet = new DecalSet(decal.m_Material);
decalSet = new DecalSet(material);
decalSet.AddDecal(decal);
return decalSet.AddDecal(transform, drawDistance, fadeScale, key);
public void RemoveDecal(DecalProjectorComponent decal)
public void RemoveDecal(DecalHandle handle)
if (decal.CullIndex == DecalProjectorComponent.kInvalidIndex) // check if we have this decal
return;
if (!DecalHandle.IsValid(handle))
return;
int key = decal.m_Material.GetInstanceID();
int key = handle.m_MaterialID;
decalSet.RemoveDecal(decal);
decalSet.RemoveDecal(handle);
if (decalSet.Count == 0)
{
decalSet.RemoveFromTextureCache();

}
public void UpdateCachedData(DecalProjectorComponent decal)
public void UpdateCachedData(Transform transform, float drawDistance, float fadeScale, DecalHandle handle)
if (decal.CullIndex == DecalProjectorComponent.kInvalidIndex) // check if we have this decal
if(!DecalHandle.IsValid(handle))
int key = decal.m_Material.GetInstanceID();
int key = handle.m_MaterialID;
decalSet.UpdateCachedData(decal);
decalSet.UpdateCachedData(transform, drawDistance, fadeScale, handle);
}
}

pair.Value.EndCull();
}
}
// need a better way than passing light loop here
public void RenderIntoDBuffer(CommandBuffer cmd)
{
if (m_DecalMesh == null)

if (m_DecalAtlas != null)
m_DecalAtlas.Release();
CoreUtils.Destroy(m_DecalMesh);
// set to null so that they get recreated
m_DecalAtlas = null;
m_DecalMesh = null;
}
}
}

8
ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassForward.hlsl


// We need to skip lighting when doing debug pass because the debug pass is done before lighting so some buffers may not be properly initialized potentially causing crashes on PS4.
#ifdef DEBUG_DISPLAY
// Init in debug display mode to quiet warning
#ifdef OUTPUT_SPLIT_LIGHTING
outDiffuseLighting = 0;
ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer);
#endif
if (_DebugLightingMode != DEBUGLIGHTINGMODE_NONE || _DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
#endif
{

float3 diffuseLighting;
float3 specularLighting;
BakeLightingData bakeLightingData;
bakeLightingData.bakeDiffuseLighting = GetBakedDiffuseLigthing(surfaceData, builtinData, bsdfData, preLightData);
bakeLightingData.bakeDiffuseLighting = GetBakedDiffuseLighting(surfaceData, builtinData, bsdfData, preLightData);
#ifdef SHADOWS_SHADOWMASK
bakeLightingData.bakeShadowMask = float4(builtinData.shadowMask0, builtinData.shadowMask1, builtinData.shadowMask2, builtinData.shadowMask3);
#endif

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassGBuffer.hlsl


PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
float3 bakeDiffuseLighting = GetBakedDiffuseLigthing(surfaceData, builtinData, bsdfData, preLightData);
float3 bakeDiffuseLighting = GetBakedDiffuseLighting(surfaceData, builtinData, bsdfData, preLightData);
ENCODE_INTO_GBUFFER(surfaceData, bakeDiffuseLighting, posInput.positionSS, outGBuffer);
ENCODE_SHADOWMASK_INTO_GBUFFER(float4(builtinData.shadowMask0, builtinData.shadowMask1, builtinData.shadowMask2, builtinData.shadowMask3), outShadowMaskBuffer);

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/MRTBufferManager.cs


public abstract void CreateBuffers();
public void BindBufferAsTextures(CommandBuffer cmd)
public virtual void BindBufferAsTextures(CommandBuffer cmd)
{
for (int i = 0; i < m_BufferCount; ++i)
{

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugColorPicker.shader


{
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
ZWrite Off

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplayLatlong.shader


{
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
ZWrite On

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugFullScreen.shader


{
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
ZWrite Off

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewMaterialGBuffer.shader


{
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
ZWrite Off

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewTiles.shader


{
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
ZWrite Off

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.cs


{
children =
{
new DebugUI.UIntField { displayName = "Shadow Atlas Index", getter = () => lightingDebugSettings.shadowMapIndex, setter = value => lightingDebugSettings.shadowAtlasIndex = value, min = () => 0u, max = () => (uint)(RenderPipelineManager.currentPipeline as HDRenderPipeline).GetShadowAtlasCount() - 1u }
new DebugUI.UIntField { displayName = "Shadow Atlas Index", getter = () => lightingDebugSettings.shadowAtlasIndex, setter = value => lightingDebugSettings.shadowAtlasIndex = value, min = () => 0u, max = () => (uint)(RenderPipelineManager.currentPipeline as HDRenderPipeline).GetShadowAtlasCount() - 1u }
}
});
}

9
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/MaterialDebug.cs


VertexNormalWS,
VertexColor,
VertexColorAlpha,
Last,
// if you add more values here, fix the first entry of next enum
};
// Number must be contiguous

None = 0,
Depth = DebugViewVarying.Last,
Depth = DebugViewVarying.VertexColorAlpha + 1,
Last,
// if you add more values here, fix the first entry of next enum
}
// Number must be contiguous

None = 0,
Tessellation = DebugViewGbuffer.Last,
Tessellation = DebugViewGbuffer.BakeShadowMask3 + 1,
PixelDisplacement,
VertexDisplacement,
TessellationDisplacement,

Last,
}
}

7
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.hlsl


}
// 4. Display leading 0
for (int i = 0; i < leading0; ++i)
if (leading0 > 0)
DrawCharacter('0', fontColor, currentUnormCoord, fixedUnormCoord, flipY, color, -1);
for (int i = 0; i < leading0; ++i)
{
DrawCharacter('0', fontColor, currentUnormCoord, fixedUnormCoord, flipY, color, -1);
}
}
// 5. Display sign

187
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs


using System.Collections.Generic;
using System.Collections.Generic;
using UnityEngine.Rendering;
using System;
using System.Diagnostics;

}
RenderStateBlock m_DepthStateOpaque;
RenderStateBlock m_DepthStateOpaqueWithPrepass;
// Detect when windows size is changing
int m_CurrentWidth;

RTHandle m_DebugColorPickerBuffer;
RTHandle m_DebugFullScreenTempBuffer;
bool m_FullScreenDebugPushed;
bool m_ValidAPI; // False by default mean we render normally, true mean we don't render anything
public Material GetBlitMaterial() { return m_Blit; }

{
SetRenderingFeatures();
m_ValidAPI = true;
if (!SetRenderingFeatures())
{
m_ValidAPI = false;
return ;
}
m_Asset = asset;
m_GPUCopy = new GPUCopy(asset.renderPipelineResources.copyChannelCS);

InitializeDebugMaterials();
m_MaterialList.ForEach(material => material.Build(asset));
m_IBLFilterGGX = new IBLFilterGGX(asset.renderPipelineResources);

m_DebugDisplaySettings.RegisterDebug();
#if UNITY_EDITOR
// We don't need the debug of Default camera at runtime (each camera have its own debug settings)
FrameSettings.RegisterDebug("Default Camera", m_Asset.GetFrameSettings());
// We don't need the debug of Scene View at runtime (each camera have its own debug settings)
FrameSettings.RegisterDebug("Scene View", m_Asset.GetFrameSettings());
#endif
InitializeRenderTextures();

}
void SetRenderingFeatures()
bool SetRenderingFeatures()
// Set subshader pipeline tag
Shader.globalRenderPipeline = "HDRenderPipeline";
// HD use specific GraphicsSettings
GraphicsSettings.lightsUseLinearIntensity = true;
GraphicsSettings.lightsUseColorTemperature = true;

supportedLightmapsModes = LightmapsMode.NonDirectional | LightmapsMode.CombinedDirectional,
rendererSupportsLightProbeProxyVolumes = true,
rendererSupportsMotionVectors = true,
rendererSupportsReceiveShadows = true,
rendererSupportsReceiveShadows = false,
rendererSupportsReflectionProbes = true
};

{
Debug.LogError("High Definition Render Pipeline doesn't support Gamma mode, change to Linear mode");
}
if (!IsSupportedPlatform())
{
Debug.LogError("Platform " + SystemInfo.operatingSystem + " with device " + SystemInfo.graphicsDeviceType.ToString() + " is not supported, no rendering will occur");
#if UNITY_EDITOR
foreach (UnityEditor.SceneView sv in Resources.FindObjectsOfTypeAll(typeof(UnityEditor.SceneView)))
sv.ShowNotification(new GUIContent("Platform " + SystemInfo.operatingSystem + " with device " + SystemInfo.graphicsDeviceType.ToString() + " is not supported, no rendering will occur"));
#endif
return false;
}
return true;
}
bool IsSupportedPlatform()
{
if (!SystemInfo.supportsComputeShaders)
return false;
if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D11 ||
SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D12 ||
SystemInfo.graphicsDeviceType == GraphicsDeviceType.PlayStation4 ||
SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOne ||
SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOneD3D12 ||
SystemInfo.graphicsDeviceType == GraphicsDeviceType.Vulkan)
{
return true;
}
if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Metal)
{
string os = SystemInfo.operatingSystem;
// Metal support depends on OS version:
// macOS 10.11.x doesn't have tessellation / earlydepthstencil support, early driver versions were buggy in general
// macOS 10.12.x should usually work with AMD, but issues with Intel/Nvidia GPUs. Regardless of the GPU, there are issues with MTLCompilerService crashing with some shaders
// macOS 10.13.x is expected to work, and if it's a driver/shader compiler issue, there's still hope on getting it fixed to next shipping OS patch release
//
// Has worked experimentally with iOS in the past, but it's not currently supported
//
if (os.StartsWith("Mac"))
{
// TODO: Expose in C# version number, for now assume "Mac OS X 10.10.4" format with version 10 at least
int startIndex = os.LastIndexOf(" ");
var parts = os.Substring(startIndex + 1).Split('.');
int a = Convert.ToInt32(parts[0]);
int b = Convert.ToInt32(parts[1]);
// In case in the future there's a need to disable specific patch releases
// int c = Convert.ToInt32(parts[2]);
if (a >= 10 && b >= 13)
return true;
}
}
return false;
}
void UnsetRenderingFeatures()
{
Shader.globalRenderPipeline = "";
SupportedRenderingFeatures.active = new SupportedRenderingFeatures();
Lightmapping.ResetDelegate();
}
void InitializeDebugMaterials()

depthState = new DepthState(true, CompareFunction.LessEqual),
mask = RenderStateMask.Depth
};
// When doing a prepass, we don't need to write the depth anymore.
// Moreover, we need to use DepthEqual because for alpha tested materials we don't do the clip in the shader anymore (otherwise HiZ does not work on PS4)
m_DepthStateOpaqueWithPrepass = new RenderStateBlock
{
depthState = new DepthState(false, CompareFunction.Equal),
mask = RenderStateMask.Depth
};
}
public void OnSceneLoad()

public override void Dispose()
{
UnsetRenderingFeatures();
if (!m_ValidAPI)
return ;
base.Dispose();
m_DebugDisplaySettings.UnregisterDebug();

m_SSSBufferManager.Cleanup();
m_SkyManager.Cleanup();
m_VolumetricLightingModule.Cleanup();
m_IBLFilterGGX.Cleanup();
SupportedRenderingFeatures.active = new SupportedRenderingFeatures();
Lightmapping.ResetDelegate();
FrameSettings.UnRegisterDebug("Scene View");
#endif
}

}
}
bool IsConsolePlatform()
{
return SystemInfo.graphicsDeviceType == GraphicsDeviceType.PlayStation4 ||
SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOne ||
SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOneD3D12;
}
// For now we consider only PS4 to be able to read from a bound depth buffer.
// TODO: test/implement for other platforms.
return SystemInfo.graphicsDeviceType != GraphicsDeviceType.PlayStation4 &&
SystemInfo.graphicsDeviceType != GraphicsDeviceType.XboxOne &&
SystemInfo.graphicsDeviceType != GraphicsDeviceType.XboxOneD3D12;
// For now we consider all console to be able to read from a bound depth buffer.
return !IsConsolePlatform();
}
bool NeedStencilBufferCopy()

ReflectionProbeCullResults m_ReflectionProbeCullResults;
public override void Render(ScriptableRenderContext renderContext, Camera[] cameras)
{
if (!m_ValidAPI)
return;
RenderPipeline.BeginFrameRendering(cameras);
if (m_FrameCount != Time.frameCount)
{

{
if (camera == null)
continue;
RenderPipeline.BeginCameraRendering(camera);
if (camera.cameraType != CameraType.Reflection)
// TODO: Render only visible probes

}
VolumeManager.instance.Update(camera.transform, layerMask);
}
}
// Disable postprocess if we enable debug mode
if (m_CurrentDebugDisplaySettings.fullScreenDebugMode == FullScreenDebugMode.None && m_CurrentDebugDisplaySettings.IsDebugDisplayEnabled())
{
m_FrameSettings.enablePostprocess = false;
}
var postProcessLayer = camera.GetComponent<PostProcessLayer>();

// RenderDepthPrepass render both opaque and opaque alpha tested based on engine configuration.
// Forward only renderer: We always render everything
// Deferred renderer: We render a depth prepass only if engine request it. We can decide if we render everything or only opaque alpha tested object.
// Deferred renderer: We always render depth prepass for alpha tested (optimization), other object are render based on engine configuration.
// Forward opaque with deferred renderer (DepthForwardOnly pass): We always render everything
void RenderDepthPrepass(CullResults cull, HDCamera hdCamera, ScriptableRenderContext renderContext, CommandBuffer cmd, bool forcePrepass)
{

// Guidelines: In deferred by default there is no opaque in forward. However it is possible to force an opaque material to render in forward
// by using the pass "ForwardOnly". In this case the .shader should not have "Forward" but only a "ForwardOnly" pass.
// It must also have a "DepthForwardOnly" and no "DepthOnly" pass as forward material (either deferred or forward only rendering) have always a depth pass.
// In case of forward only rendering we have a depth prepass. In case of deferred renderer, it is optional
bool addFullDepthPrepass = m_FrameSettings.enableForwardRenderingOnly || m_FrameSettings.enableDepthPrepassWithDeferredRendering;
bool addAlphaTestedOnly = !m_FrameSettings.enableForwardRenderingOnly && m_FrameSettings.enableDepthPrepassWithDeferredRendering && m_FrameSettings.enableAlphaTestOnlyInDeferredPrepass;
// If a forward material have no depth prepass, then lighting can be incorrect (deferred sahdowing, SSAO), this may be acceptable depends on usage
bool addFullDepthPrepass = forcePrepass || m_FrameSettings.enableForwardRenderingOnly || m_FrameSettings.enableDepthPrepassWithDeferredRendering;
using (new ProfilingSample(cmd, addAlphaTestedOnly ? "Depth Prepass alpha test" : "Depth Prepass", CustomSamplerId.DepthPrepass.GetSampler()))
using (new ProfilingSample(cmd, !addFullDepthPrepass ? "Depth Prepass alpha test" : "Depth Prepass", CustomSamplerId.DepthPrepass.GetSampler()))
if (forcePrepass || (addFullDepthPrepass && !addAlphaTestedOnly)) // Always true in case of forward rendering, use in case of deferred rendering if requesting a full depth prepass
if (addFullDepthPrepass) // Always true in case of forward rendering, use in case of deferred rendering if requesting a full depth prepass
{
// We render first the opaque object as opaque alpha tested are more costly to render and could be reject by early-z (but not Hi-z as it is disable with clip instruction)
// This is handled automatically with the RenderQueue value (OpaqueAlphaTested have a different value and thus are sorted after Opaque)

// We always do a DepthForwardOnly pass with all the opaque (including alpha test)
RenderOpaqueRenderList(cull, camera, renderContext, cmd, m_DepthForwardOnlyPassNames, 0, HDRenderQueue.k_RenderQueue_AllOpaque);
// Render Alpha test only if requested
if (addAlphaTestedOnly)
{
var renderQueueRange = new RenderQueueRange { min = (int)RenderQueue.AlphaTest, max = (int)RenderQueue.GeometryLast - 1 };
RenderOpaqueRenderList(cull, camera, renderContext, cmd, m_DepthOnlyPassNames, 0, renderQueueRange);
}
// Alpha tested materials always have a prepass.
var renderQueueRange = new RenderQueueRange { min = (int)RenderQueue.AlphaTest, max = (int)RenderQueue.GeometryLast - 1 };
RenderOpaqueRenderList(cull, camera, renderContext, cmd, m_DepthOnlyPassNames, 0, renderQueueRange);
}
}

{
// setup GBuffer for rendering
HDUtils.SetRenderTarget(cmd, hdCamera, m_GbufferManager.GetBuffersRTI(enableShadowMask), m_CameraDepthStencilBuffer);
// Render opaque objects into GBuffer
if (m_FrameSettings.enableDepthPrepassWithDeferredRendering)
{
// When using depth prepass for opaque alpha test only we need to use regular depth test for normal opaque objects.
RenderOpaqueRenderList(cull, camera, renderContext, cmd, HDShaderPassNames.s_GBufferName, m_currentRendererConfigurationBakedLighting, HDRenderQueue.k_RenderQueue_OpaqueNoAlphaTest, m_FrameSettings.enableAlphaTestOnlyInDeferredPrepass ? m_DepthStateOpaque : m_DepthStateOpaqueWithPrepass);
// but for opaque alpha tested object we use a depth equal and no depth write. And we rely on the shader pass GbufferWithDepthPrepass
RenderOpaqueRenderList(cull, camera, renderContext, cmd, HDShaderPassNames.s_GBufferWithPrepassName, m_currentRendererConfigurationBakedLighting, HDRenderQueue.k_RenderQueue_OpaqueAlphaTest, m_DepthStateOpaqueWithPrepass);
}
else
{
// No depth prepass, use regular depth test - Note that we will render opaque then opaque alpha tested (based on the RenderQueue system)
RenderOpaqueRenderList(cull, camera, renderContext, cmd, HDShaderPassNames.s_GBufferName, m_currentRendererConfigurationBakedLighting, HDRenderQueue.k_RenderQueue_AllOpaque, m_DepthStateOpaque);
}
RenderOpaqueRenderList(cull, camera, renderContext, cmd, HDShaderPassNames.s_GBufferName, m_currentRendererConfigurationBakedLighting, HDRenderQueue.k_RenderQueue_AllOpaque);
m_GbufferManager.BindBufferAsTextures(cmd);
}

Vector2 pyramidScale = m_BufferPyramid.GetPyramidToScreenScale(hdCamera);
PushFullScreenDebugTextureMip(cmd, m_BufferPyramid.depthPyramid, m_BufferPyramid.GetPyramidLodCount(hdCamera), new Vector4(pyramidScale.x, pyramidScale.y, 0.0f, 0.0f), hdCamera, debugMode);
cmd.SetGlobalTexture(HDShaderIDs._PyramidDepthTexture, m_BufferPyramid.depthPyramid);
}
void RenderPostProcess(HDCamera hdcamera, CommandBuffer cmd, PostProcessLayer layer)

RenderTargetIdentifier source = m_CameraColorBuffer;
#if UNITY_EDITOR
bool tempHACK = true;
#else
// In theory in the player the only place where we have post process is the main camera with the RTHandle reference size, so we won't need to copy.
bool tempHACK = false;
#endif
// For console we are not allowed to resize the windows, so don't use our hack.
bool tempHACK = !IsConsolePlatform();
if (tempHACK)
{
// TEMPORARY:

14
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/MaterialUtilities.hlsl


#ifdef UNITY_LIGHTMAP_FULL_HDR
bool useRGBMLightmap = false;
float4 decodeInstructions = float4(0.0, 0.0, 0.0, 0.0); // Never used but needed for the interface since it supports gamma lightmaps
#if defined(UNITY_LIGHTMAP_RGBM_ENCODING)
float4 decodeInstructions = float4(34.493242, 2.2, 0.0, 0.0); // range^2.2 = 5^2.2, gamma = 2.2
#else
float4 decodeInstructions = float4(2.0, 2.2, 0.0, 0.0); // range = 2.0^2.2 = 4.59
#endif
#endif
#ifdef LIGHTMAP_ON

uvStaticLightmap, unity_LightmapST, normalWS, useRGBMLightmap);
uvStaticLightmap, unity_LightmapST, normalWS, useRGBMLightmap, decodeInstructions);
bakeDiffuseLighting += SampleSingleLightmap(TEXTURE2D_PARAM(unity_Lightmap, samplerunity_Lightmap), uvStaticLightmap, unity_LightmapST, useRGBMLightmap);
bakeDiffuseLighting += SampleSingleLightmap(TEXTURE2D_PARAM(unity_Lightmap, samplerunity_Lightmap), uvStaticLightmap, unity_LightmapST, useRGBMLightmap, decodeInstructions);
#endif
#endif

TEXTURE2D_PARAM(unity_DynamicDirectionality, samplerunity_DynamicLightmap),
uvDynamicLightmap, unity_DynamicLightmapST, normalWS, false);
uvDynamicLightmap, unity_DynamicLightmapST, normalWS, false, decodeInstructions);
bakeDiffuseLighting += SampleSingleLightmap(TEXTURE2D_PARAM(unity_DynamicLightmap, samplerunity_DynamicLightmap), uvDynamicLightmap, unity_DynamicLightmapST, false);
bakeDiffuseLighting += SampleSingleLightmap(TEXTURE2D_PARAM(unity_DynamicLightmap, samplerunity_DynamicLightmap), uvDynamicLightmap, unity_DynamicLightmapST, false, decodeInstructions);
#endif
#endif

21
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GBufferManager.cs


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

bool m_EnableShadowMask = false;
bool m_SupportShadowMask = false;
RenderPipelineMaterial m_DeferredMaterial;
protected RenderTargetIdentifier[] m_RTIDsNoShadowMask;

m_DeferredMaterial = deferredMaterial;
m_GBufferCount = deferredMaterial.GetMaterialGBufferCount();
m_EnableShadowMask = enableBakeShadowMask;
m_SupportShadowMask = enableBakeShadowMask;
m_RTIDsNoShadowMask = new RenderTargetIdentifier[m_GBufferCount];
}

m_RTIDsNoShadowMask[gbufferIndex] = HDShaderIDs._GBufferTexture[gbufferIndex];
}
if (m_EnableShadowMask)
if (m_SupportShadowMask)
}
}
public override void BindBufferAsTextures(CommandBuffer cmd)
{
for (int i = 0; i < m_BufferCount; ++i)
{
cmd.SetGlobalTexture(m_TextureShaderIDs[i], m_RTs[i]);
}
// When shadow mask are disabled (i.e we haven't created shadow mask texture, bind a white texture).
if (!m_SupportShadowMask)
{
cmd.SetGlobalTexture(HDShaderIDs._ShadowMaskTexture, RuntimeUtilities.whiteTexture);
}
}

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/Decal.cs.hlsl


// PackingRules = Exact
struct DecalData
{
float4x4 worldToDecal;
float4x4 worldToDecal;
float4x4 normalToWorld;
};

float4x4 GetWorldToDecal(DecalData value)
{
return value.worldToDecal;
}
float4x4 GetNormalToWorld(DecalData value)
{
return value.normalToWorld;

12
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/Decal.shader


Shader "HDRenderPipeline/Decal"
{
Properties
{
{
_MaskMap("MaskMap", 2D) = "white" {}
_MaskMap("MaskMap", 2D) = "white" {}
_DecalBlend("_DecalBlend", Range(0.0, 1.0)) = 0.5
}

//-------------------------------------------------------------------------------------
// Define
//-------------------------------------------------------------------------------------
#define UNITY_MATERIAL_DECAL
#define UNITY_MATERIAL_DECAL
//-------------------------------------------------------------------------------------
// Include
//-------------------------------------------------------------------------------------

SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline"}
Pass
{
Name "DBuffer" // Name is not used

#define SHADERPASS SHADERPASS_DBUFFER
#include "../../ShaderVariables.hlsl"
#include "Decal.hlsl"
#include "ShaderPass/DecalSharePass.hlsl"
#include "ShaderPass/DecalSharePass.hlsl"
#include "DecalData.hlsl"
#include "../../ShaderPass/ShaderPassDBuffer.hlsl"

20
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/DecalUtilities.hlsl


return _DecalDatas[j];
}
// Caution: We can't compute LOD inside a dynamic loop. The gradient are not accessible.
// we need to find a way to calculate mips. For now just fetch first mip of the decals
src.xyz = mul(decalToWorld, UnpackNormalmapRGorAG(SAMPLE_TEXTURE2D_ARRAY(_DecalAtlas, sampler_DecalAtlas, texCoords, sliceIndex))) * 0.5f + 0.5f;
src.xyz = mul(decalToWorld, UnpackNormalmapRGorAG(SAMPLE_TEXTURE2D_ARRAY_LOD(_DecalAtlas, sampler_DecalAtlas, texCoords, sliceIndex, 0 /* ComputeTextureLOD(texCoords) */))) * 0.5f + 0.5f;
src.w = blend;
dst.xyz = src.xyz * src.w + dst.xyz * (1.0f - src.w);
dst.w = dst.w * (1.0f - src.w);

void ApplyBlendDiffuse(inout float4 dst, inout int matMask, float2 texCoords, int sliceIndex, int mapMask, float blend)
{
float4 src = SAMPLE_TEXTURE2D_ARRAY(_DecalAtlas, sampler_DecalAtlas, texCoords, sliceIndex);
float4 src = SAMPLE_TEXTURE2D_ARRAY_LOD(_DecalAtlas, sampler_DecalAtlas, texCoords, sliceIndex, 0 /* ComputeTextureLOD(texCoords) */);
src.w *= blend;
dst.xyz = src.xyz * src.w + dst.xyz * (1.0f - src.w);
dst.w = dst.w * (1.0f - src.w);

void ApplyBlendMask(inout float4 dst, inout int matMask, float2 texCoords, int sliceIndex, int mapMask, float blend)
{
float4 src = SAMPLE_TEXTURE2D_ARRAY(_DecalAtlas, sampler_DecalAtlas, texCoords, sliceIndex);
float4 src = SAMPLE_TEXTURE2D_ARRAY_LOD(_DecalAtlas, sampler_DecalAtlas, texCoords, sliceIndex, 0 /* ComputeTextureLOD(texCoords) */);
src.z = src.w;
src.w = blend;
dst.xyz = src.xyz * src.w + dst.xyz * (1.0f - src.w);

{
if(_EnableDBuffer)
{
DecalSurfaceData decalSurfaceData;
DecalSurfaceData decalSurfaceData;
int mask = 0;
// the code in the macros, gets moved inside the conditionals by the compiler
FETCH_DBUFFER(DBuffer, _DBufferTexture, posInput.positionSS);

decalStart = 0;
#endif
float3 positionWS = GetAbsolutePositionWS(posInput.positionWS);
uint i = 0;
uint i = 0;
DecalData decalData = FetchDecal(decalStart, i);
DecalData decalData = FetchDecal(decalStart, i);
float3 positionDS = mul(decalData.worldToDecal, float4(positionWS, 1.0)).xyz;
positionDS = positionDS * float3(1.0, -1.0, 1.0) + float3(0.5, 0.0f, 0.5);
float decalBlend = decalData.normalToWorld[0][3];

}
}
#else
mask = UnpackByte(LOAD_TEXTURE2D(_DecalHTileTexture, posInput.positionSS / 8));
mask = UnpackByte(LOAD_TEXTURE2D(_DecalHTileTexture, posInput.positionSS / 8).r);
DECODE_FROM_DBUFFER(DBuffer, decalSurfaceData);
DECODE_FROM_DBUFFER(DBuffer, decalSurfaceData);
if(mask & DBUFFERHTILEBIT_NORMAL)
{
surfaceData.normalWS.xyz = normalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz);

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.compute


float3 DisneyProfilePolar(float r, float3 S)
{
#if 0
float3 expOneThird = exp(((-1.0 / 3.0) * r) * S);
float3 expOneThird = exp((-1.0 / 3.0) * r * S);
float3 p = (k * r) * S;
float3 p = (k * S) * r;
float3 expOneThird = exp2(p);
#endif
return expOneThird + expOneThird * expOneThird * expOneThird;

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/CombineLighting.shader


SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Stencil

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.shader


SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Stencil

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GGXConvolution/GGXConvolve.shader


{
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Cull Off

7
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GGXConvolution/RuntimeFilterIBL.cs


m_GgxIblSampleData.enableRandomWrite = true;
m_GgxIblSampleData.filterMode = FilterMode.Point;
m_GgxIblSampleData.name = CoreUtils.GetRenderTargetAutoName(m_GgxIblMaxSampleCount, k_GgxIblMipCountMinusOne, RenderTextureFormat.ARGBHalf, "GGXIblSampleData");
m_GgxIblSampleData.hideFlags = HideFlags.HideAndDontSave;
m_GgxIblSampleData.Create();
m_ComputeGgxIblSampleDataCS.SetTexture(m_ComputeGgxIblSampleDataKernel, "output", m_GgxIblSampleData);

var lookAt = Matrix4x4.LookAt(Vector3.zero, CoreUtils.lookAtList[i], CoreUtils.upVectorList[i]);
m_faceWorldToViewMatrixMatrices[i] = lookAt * Matrix4x4.Scale(new Vector3(1.0f, 1.0f, -1.0f)); // Need to scale -1.0 on Z to match what is being done in the camera.wolrdToCameraMatrix API. ...
}
}
public void Cleanup()
{
CoreUtils.Destroy(m_GgxConvolveMaterial);
CoreUtils.Destroy(m_GgxIblSampleData);
}
void FilterCubemapCommon( CommandBuffer cmd,

51
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLit.shader


[HideInInspector] _ZWrite ("__zw", Float) = 1.0
[HideInInspector] _CullMode("__cullmode", Float) = 2.0
[HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal
[HideInInspector] _ZTestGBuffer("_ZTestGBuffer", Int) = 4
[ToggleUI] _EnableFogOnTransparent("Enable Fog", Float) = 1.0
[ToggleUI] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0

// Include
//-------------------------------------------------------------------------------------
#include "CoreRP/ShaderLibrary/common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Wind.hlsl"
#include "../../ShaderPass/FragInputs.hlsl"
#include "../../ShaderPass/ShaderPass.cs.hlsl"

SubShader
{
// This tags allow to use the shader replacement features
Tags{ "RenderType" = "HDLitShader" }
Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDLitShader" }
// Caution: The outline selection in the editor use the vertex shader/hull/domain shader of the first pass declare. So it should not bethe meta pass.
Pass

Cull [_CullMode]
ZTest[_ZTestGBuffer]
Stencil
{

#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
#define SHADERPASS SHADERPASS_GBUFFER
#include "../../ShaderVariables.hlsl"
#ifdef DEBUG_DISPLAY
#include "../../Debug/DebugDisplay.hlsl"
#endif
#include "../../Material/Material.hlsl"
#include "../Lit/ShaderPass/LitSharePass.hlsl"
#include "LayeredLitData.hlsl"
#include "../../ShaderPass/ShaderPassGBuffer.hlsl"
ENDHLSL
}
// This pass is the same as GBuffer only it does not do alpha test (the clip instruction is removed)
// This is due to the fact that on GCN, any shader with a clip instruction cannot benefit from HiZ so when we do a prepass, in order to get the most performance, we need to make a special case in the subsequent GBuffer pass.
Pass
{
Name "GBufferWithPrepass" // Name is not used
Tags { "LightMode" = "GBufferWithPrepass" } // This will be only for opaque object based on the RenderQueue index
Cull [_CullMode]
Stencil
{
WriteMask [_StencilWriteMask]
Ref [_StencilRef]
Comp Always
Pass Replace
}
HLSLPROGRAM
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
#ifdef _ALPHATEST_ON
// When we have alpha test, we will force a depth prepass so we always bypass the clip instruction in the GBuffer
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#endif
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#include "../../ShaderVariables.hlsl"
#ifdef DEBUG_DISPLAY
#include "../../Debug/DebugDisplay.hlsl"

#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
// #include "../../Lighting/Forward.hlsl"
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
//#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
#define LIGHTLOOP_TILE_PASS
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#define SHADERPASS SHADERPASS_FORWARD

56
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitTessellation.shader


[HideInInspector] _ZWrite ("__zw", Float) = 1.0
[HideInInspector] _CullMode("__cullmode", Float) = 2.0
[HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal
[HideInInspector] _ZTestGBuffer("_ZTestGBuffer", Int) = 4
[ToggleUI] _EnableFogOnTransparent("Enable Fog", Float) = 1.0
[ToggleUI] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0

// Include
//-------------------------------------------------------------------------------------
#include "CoreRP/ShaderLibrary/common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/tessellation.hlsl"
#include "CoreRP/ShaderLibrary/Tessellation.hlsl"
#include "../../ShaderPass/FragInputs.hlsl"
#include "../../ShaderPass/ShaderPass.cs.hlsl"

SubShader
{
// This tags allow to use the shader replacement features
Tags{ "RenderType" = "HDLitShader" }
Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDLitShader" }
// Caution: The outline selection in the editor use the vertex shader/hull/domain shader of the first pass declare. So it should not bethe meta pass.
Pass

Cull [_CullMode]
ZTest[_ZTestGBuffer]
Stencil
{

#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
#define SHADERPASS SHADERPASS_GBUFFER
#include "../../ShaderVariables.hlsl"
#ifdef DEBUG_DISPLAY
#include "../../Debug/DebugDisplay.hlsl"
#endif
#include "../../Material/Material.hlsl"
#include "../Lit/ShaderPass/LitSharePass.hlsl"
#include "LayeredLitData.hlsl"
#include "../../ShaderPass/ShaderPassGBuffer.hlsl"
ENDHLSL
}
// This pass is the same as GBuffer only it does not do alpha test (the clip instruction is removed)
// This is due to the fact that on GCN, any shader with a clip instruction cannot benefit from HiZ so when we do a prepass, in order to get the most performance, we need to make a special case in the subsequent GBuffer pass.
Pass
{
Name "GBufferWithPrepass" // Name is not used
Tags { "LightMode" = "GBufferWithPrepass" } // This will be only for opaque object based on the RenderQueue index
Cull [_CullMode]
Stencil
{
WriteMask [_StencilWriteMask]
Ref [_StencilRef]
Comp Always
Pass Replace
}
HLSLPROGRAM
#pragma hull Hull
#pragma domain Domain
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
#ifdef _ALPHATEST_ON
// When we have alpha test, we will force a depth prepass so we always bypass the clip instruction in the GBuffer
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#endif
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#include "../../ShaderVariables.hlsl"
#ifdef DEBUG_DISPLAY
#include "../../Debug/DebugDisplay.hlsl"

#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
// #include "../../Lighting/Forward.hlsl"
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
//#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
#define LIGHTLOOP_TILE_PASS
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#define SHADERPASS SHADERPASS_FORWARD

7
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Resources/PreIntegratedFGD.shader


Shader "Hidden/HDRenderPipeline/PreIntegratedFGD"
{
SubShader {
Pass {
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
ZTest Always Cull Off ZWrite Off
HLSLPROGRAM

52
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.shader


[HideInInspector] _CullModeForward("__cullmodeForward", Float) = 2.0 // This mode is dedicated to Forward to correctly handle backface then front face rendering thin transparent
[HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal
[HideInInspector] _ZTestModeDistortion("_ZTestModeDistortion", Int) = 8
[HideInInspector] _ZTestGBuffer("_ZTestGBuffer", Int) = 4
[ToggleUI] _EnableFogOnTransparent("Enable Fog", Float) = 1.0
[ToggleUI] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0

SubShader
{
// This tags allow to use the shader replacement features
Tags{ "RenderType" = "HDLitShader" }
Tags{ "RenderPipeline"="HDRenderPipeline" "RenderType" = "HDLitShader" }
// Caution: The outline selection in the editor use the vertex shader/hull/domain shader of the first pass declare. So it should not bethe meta pass.
Pass

Cull [_CullMode]
ZTest [_ZTestGBuffer]
Stencil
{

#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
#define SHADERPASS SHADERPASS_GBUFFER
#include "../../ShaderVariables.hlsl"
#ifdef DEBUG_DISPLAY
#include "../../Debug/DebugDisplay.hlsl"
#endif
#include "../../Material/Material.hlsl"
#include "ShaderPass/LitSharePass.hlsl"
#include "LitData.hlsl"
#include "../../ShaderPass/ShaderPassGBuffer.hlsl"
ENDHLSL
}
// This pass is the same as GBuffer only it does not do alpha test (the clip instruction is removed)
// This is due to the fact that on GCN, any shader with a clip instruction cannot benefit from HiZ so when we do a prepass, in order to get the most performance, we need to make a special case in the subsequent GBuffer pass.
Pass
{
Name "GBufferWithPrepass" // Name is not used
Tags { "LightMode" = "GBufferWithPrepass" } // This will be only for opaque object based on the RenderQueue index
Cull [_CullMode]
Stencil
{
WriteMask [_StencilWriteMask]
Ref [_StencilRef]
Comp Always
Pass Replace
}
HLSLPROGRAM
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
#ifdef _ALPHATEST_ON
// When we have alpha test, we will force a depth prepass so we always bypass the clip instruction in the GBuffer
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#endif
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST // This define allow to not perform the alpha test (alpha test is done during depth prepass)
#include "../../ShaderVariables.hlsl"
#ifdef DEBUG_DISPLAY
#include "../../Debug/DebugDisplay.hlsl"

#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
// #include "../../Lighting/Forward.hlsl"
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
//#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
#define LIGHTLOOP_TILE_PASS
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#define SHADERPASS SHADERPASS_FORWARD

#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
// #include "../../Lighting/Forward.hlsl"
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
//#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
#define LIGHTLOOP_TILE_PASS
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#define SHADERPASS SHADERPASS_FORWARD

12
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/ShaderPass/LitDepthPass.hlsl


#endif
// About UV
// If we have a lit shader, only the UV0 is available for opacity or heightmap
// If we have a layered shader, any UV can be use for this. To reduce the number of variant we groupt UV0/UV1 and UV2/UV3 instead of having variant for UV0/UV1/UV2/UV3
#define ATTRIBUTES_NEED_TEXCOORD0
#ifdef LAYERED_LIT_SHADER
#define ATTRIBUTES_NEED_TEXCOORD0
#if defined(_REQUIRE_UV2) || defined(_REQUIRE_UV3)
#if defined(_REQUIRE_UV2) || defined(_REQUIRE_UV3)
#endif
#if defined(_REQUIRE_UV3)
#endif
#if defined(_REQUIRE_UV3)
#endif
#endif
#endif

10
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/ShaderPass/LitDistortionPass.hlsl


#endif
// About UV
// If we have a lit shader, only the UV0 is available for opacity or heightmap
// If we have a layered shader, any UV can be use for this. To reduce the number of variant we groupt UV0/UV1 and UV2/UV3 instead of having variant for UV0/UV1/UV2/UV3
#ifdef LAYERED_LIT_SHADER
#if defined(_REQUIRE_UV2) || defined(_REQUIRE_UV3)
#if defined(_REQUIRE_UV2) || defined(_REQUIRE_UV3)
#endif
#if defined(_REQUIRE_UV3)
#endif
#if defined(_REQUIRE_UV3)
#endif
#endif
#endif

12
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/ShaderPass/LitVelocityPass.hlsl


#endif
// About UV
// If we have a lit shader, only the UV0 is available for opacity or heightmap
// If we have a layered shader, any UV can be use for this. To reduce the number of variant we groupt UV0/UV1 and UV2/UV3 instead of having variant for UV0/UV1/UV2/UV3
#define ATTRIBUTES_NEED_TEXCOORD0
#ifdef LAYERED_LIT_SHADER
#define ATTRIBUTES_NEED_TEXCOORD0
#if defined(_REQUIRE_UV2) || defined(_REQUIRE_UV3)
#if defined(_REQUIRE_UV2) || defined(_REQUIRE_UV3)
#endif
#if defined(_REQUIRE_UV3)
#endif
#if defined(_REQUIRE_UV3)
#endif
#endif
#endif

5
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.cs


{
hideFlags = HideFlags.HideAndDontSave,
wrapMode = TextureWrapMode.Clamp,
filterMode = FilterMode.Bilinear
filterMode = FilterMode.Bilinear,
name = CoreUtils.GetTextureAutoName(k_LtcLUTResolution, k_LtcLUTResolution, TextureFormat.RGBAHalf, depth: 3, dim: TextureDimension.Tex2DArray, name: "LTC_LUT")
};
LoadLUT(m_LtcData, 0, TextureFormat.RGBAHalf, s_LtcGGXMatrixData);

public override void Cleanup()
{
CoreUtils.Destroy(m_InitPreFGD);
CoreUtils.Destroy(m_PreIntegratedFGD);
CoreUtils.Destroy(m_LtcData);
// TODO: how to delete RenderTexture ? or do we need to do it ?
m_isInit = false;

15
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl


// bake lighting function
//-----------------------------------------------------------------------------
// GetBakedDiffuseLigthing function compute the bake lighting + emissive color to be store in emissive buffer (Deferred case)
// GetBakedDiffuseLighting function compute the bake lighting + emissive color to be store in emissive buffer (Deferred case)
float3 GetBakedDiffuseLigthing(SurfaceData surfaceData, BuiltinData builtinData, BSDFData bsdfData, PreLightData preLightData)
float3 GetBakedDiffuseLighting(SurfaceData surfaceData, BuiltinData builtinData, BSDFData bsdfData, PreLightData preLightData)
{
if (HasFeatureFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING))
{

{
projectionDistance = IntersectSphereProxy(lightData, dirPS, positionPS);
// We can reuse dist calculate in LS directly in WS as there is no scaling. Also the offset is already include in lightData.capturePositionWS
float3 capturePositionWS = GetCapturePositionWS(lightData);
float3 capturePositionWS = lightData.capturePositionWS;
R = (positionWS + projectionDistance * R) - capturePositionWS;
// Test again for clear coat

projectionDistance = IntersectBoxProxy(lightData, dirPS, positionPS);
// No need to normalize for fetching cubemap
// We can reuse dist calculate in LS directly in WS as there is no scaling. Also the offset is already include in lightData.capturePositionWS
float3 capturePositionWS = GetCapturePositionWS(lightData);
float3 capturePositionWS = lightData.capturePositionWS;
R = (positionWS + projectionDistance * R) - capturePositionWS;
// TODO: add distance based roughness

float roughness = PerceptualRoughnessToRoughness(preLightData.iblPerceptualRoughness);
R = lerp(R, preLightData.iblR, saturate(smoothstep(0, 1, roughness * roughness)));
float3 sampleDirectionDiscardWS = GetSampleDirectionDiscardWS(lightData);
float3 sampleDirectionDiscardWS = lightData.sampleDirectionDiscardWS;
if (dot(sampleDirectionDiscardWS, R) < 0)
return lighting;

#endif // LIT_DISPLAY_REFERENCE_IBL
weight *= lightData.weight;
envLighting *= weight * lightData.dimmer;
envLighting *= weight * lightData.multiplier;
if (GPUImageBasedLightingType == GPUIMAGEBASEDLIGHTINGTYPE_REFLECTION)
lighting.specularReflected = envLighting;

float3 modifiedDiffuseColor = ApplySubsurfaceScatteringTexturingMode(texturingMode, bsdfData.diffuseColor);
// Apply the albedo to the direct diffuse lighting (only once). The indirect (baked)
// diffuse lighting has already had the albedo applied in GetBakedDiffuseLigthing().
// diffuse lighting has already had the albedo applied in GetBakedDiffuseLighting().
diffuseLighting = modifiedDiffuseColor * lighting.direct.diffuse + bakeDiffuseLighting;
// If refraction is enable we use the transmittanceMask to lerp between current diffuse lighting and refraction value

59
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitTessellation.shader


[HideInInspector] _CullModeForward("__cullmodeForward", Float) = 2.0 // This mode is dedicated to Forward to correctly handle backface then front face rendering thin transparent
[HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal
[HideInInspector] _ZTestModeDistortion("_ZTestModeDistortion", Int) = 8
[HideInInspector] _ZTestGBuffer("_ZTestGBuffer", Int) = 4
[ToggleUI] _EnableFogOnTransparent("Enable Fog", Float) = 1.0
[ToggleUI] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0

// Include
//-------------------------------------------------------------------------------------
#include "CoreRP/ShaderLibrary/common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/tessellation.hlsl"
#include "CoreRP/ShaderLibrary/Tessellation.hlsl"
#include "../../ShaderPass/FragInputs.hlsl"
#include "../../ShaderPass/ShaderPass.cs.hlsl"

SubShader
{
// This tags allow to use the shader replacement features
Tags{ "RenderType" = "HDLitShader" }
Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDLitShader" }
// Caution: The outline selection in the editor use the vertex shader/hull/domain shader of the first pass declare. So it should not bethe meta pass.
Pass

Cull [_CullMode]
ZTest[_ZTestGBuffer]
Stencil
{

#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
#define SHADERPASS SHADERPASS_GBUFFER
#include "../../ShaderVariables.hlsl"
#ifdef DEBUG_DISPLAY
#include "../../Debug/DebugDisplay.hlsl"
#endif
#include "../../Material/Material.hlsl"
#include "ShaderPass/LitSharePass.hlsl"
#include "LitData.hlsl"
#include "../../ShaderPass/ShaderPassGBuffer.hlsl"
ENDHLSL
}
// This pass is the same as GBuffer only it does not do alpha test (the clip instruction is removed)
// This is due to the fact that on GCN, any shader with a clip instruction cannot benefit from HiZ so when we do a prepass, in order to get the most performance, we need to make a special case in the subsequent GBuffer pass.
Pass
{
Name "GBufferWithPrepass" // Name is not used
Tags { "LightMode" = "GBufferWithPrepass" } // This will be only for opaque object based on the RenderQueue index
Cull [_CullMode]
Stencil
{
WriteMask [_StencilWriteMask]
Ref [_StencilRef]
Comp Always
Pass Replace
}
HLSLPROGRAM
#pragma hull Hull
#pragma domain Domain
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
#ifdef _ALPHATEST_ON
// When we have alpha test, we will force a depth prepass so we always bypass the clip instruction in the GBuffer
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#endif
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST // This define allow to not perform the alpha test (alpha test is done during depth prepass)
#include "../../ShaderVariables.hlsl"
#ifdef DEBUG_DISPLAY
#include "../../Debug/DebugDisplay.hlsl"

#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
// #include "../../Lighting/Forward.hlsl"
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
//#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
#define LIGHTLOOP_TILE_PASS
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#define SHADERPASS SHADERPASS_FORWARD

#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
// #include "../../Lighting/Forward.hlsl"
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
//#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
#define LIGHTLOOP_TILE_PASS
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#define SHADERPASS SHADERPASS_FORWARD

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Unlit/Unlit.shader


// Include
//-------------------------------------------------------------------------------------
#include "CoreRP/ShaderLibrary/common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "../../ShaderVariables.hlsl"
#include "../../ShaderPass/FragInputs.hlsl"
#include "../../ShaderPass/ShaderPass.cs.hlsl"

SubShader
{
// This tags allow to use the shader replacement features
Tags{ "RenderType" = "HDUnlitShader" }
Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDUnlitShader" }
// Caution: The outline selection in the editor use the vertex shader/hull/domain shader of the first pass declare. So it should not be the meta pass.

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/HDRISky/HDRISky.cs


public class HDRISky : SkySettings
{
[Tooltip("Cubemap used to render the sky.")]
public CubemapParameter skyHDRI = new CubemapParameter(null);
public CubemapParameter hdriSky = new CubemapParameter(null);
public override SkyRenderer CreateRenderer()
{

unchecked
{
hash = skyHDRI.value != null ? hash * 23 + skyHDRI.GetHashCode() : hash;
hash = hdriSky.value != null ? hash * 23 + hdriSky.GetHashCode() : hash;
}
return hash;

7
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/HDRISky/HDRISkyRenderer.cs


using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
public class HDRISkyRenderer : SkyRenderer

public override void Build()
{
m_SkyHDRIMaterial = CoreUtils.CreateEngineMaterial("Hidden/HDRenderPipeline/Sky/SkyHDRI");
var hdrp = GraphicsSettings.renderPipelineAsset as HDRenderPipelineAsset;
m_SkyHDRIMaterial = CoreUtils.CreateEngineMaterial(hdrp.renderPipelineResources.hdriSky);
}
public override void Cleanup()

public override void RenderSky(BuiltinSkyParameters builtinParams, bool renderForCubemap)
{
m_SkyHDRIMaterial.SetTexture(HDShaderIDs._Cubemap, m_HdriSkyParams.skyHDRI);
m_SkyHDRIMaterial.SetTexture(HDShaderIDs._Cubemap, m_HdriSkyParams.hdriSky);
m_SkyHDRIMaterial.SetVector(HDShaderIDs._SkyParam, new Vector4(m_HdriSkyParams.exposure, m_HdriSkyParams.multiplier, -m_HdriSkyParams.rotation, 0.0f)); // -rotation to match Legacy...
// This matrix needs to be updated at the draw call frequency.

29
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/ProceduralSky/ProceduralSkyRenderer.cs


using UnityEngine.Rendering;
Material m_SkyProceduralMaterial;
Material m_ProceduralSkyMaterial;
MaterialPropertyBlock m_PropertyBlock;
ProceduralSky m_ProceduralSkyParams;

public override void Build()
{
m_SkyProceduralMaterial = CoreUtils.CreateEngineMaterial("Hidden/HDRenderPipeline/Sky/SkyProcedural");
var hdrp = GraphicsSettings.renderPipelineAsset as HDRenderPipelineAsset;
m_ProceduralSkyMaterial = CoreUtils.CreateEngineMaterial(hdrp.renderPipelineResources.proceduralSky);
CoreUtils.Destroy(m_SkyProceduralMaterial);
CoreUtils.Destroy(m_ProceduralSkyMaterial);
}
public override void SetRenderTargets(BuiltinSkyParameters builtinParams)

public override void RenderSky(BuiltinSkyParameters builtinParams, bool renderForCubemap)
{
CoreUtils.SetKeyword(m_SkyProceduralMaterial, "_ENABLE_SUN_DISK", m_ProceduralSkyParams.enableSunDisk);
CoreUtils.SetKeyword(m_ProceduralSkyMaterial, "_ENABLE_SUN_DISK", m_ProceduralSkyParams.enableSunDisk);
Color sunColor = Color.white;
Vector3 sunDirection = Vector3.zero;

sunDirection = -builtinParams.sunLight.transform.forward;
}
m_SkyProceduralMaterial.SetVector(HDShaderIDs._SkyParam, new Vector4(m_ProceduralSkyParams.exposure, m_ProceduralSkyParams.multiplier, 0.0f, 0.0f));
m_SkyProceduralMaterial.SetFloat(_SunSizeParam, m_ProceduralSkyParams.sunSize);
m_SkyProceduralMaterial.SetFloat(_SunSizeConvergenceParam, m_ProceduralSkyParams.sunSizeConvergence);
m_SkyProceduralMaterial.SetFloat(_AtmoshpereThicknessParam, m_ProceduralSkyParams.atmosphereThickness);
m_SkyProceduralMaterial.SetColor(_SkyTintParam, m_ProceduralSkyParams.skyTint);
m_SkyProceduralMaterial.SetColor(_GroundColorParam, m_ProceduralSkyParams.groundColor);
m_SkyProceduralMaterial.SetColor(_SunColorParam, sunColor);
m_SkyProceduralMaterial.SetVector(_SunDirectionParam, sunDirection);
m_ProceduralSkyMaterial.SetVector(HDShaderIDs._SkyParam, new Vector4(m_ProceduralSkyParams.exposure, m_ProceduralSkyParams.multiplier, 0.0f, 0.0f));
m_ProceduralSkyMaterial.SetFloat(_SunSizeParam, m_ProceduralSkyParams.sunSize);
m_ProceduralSkyMaterial.SetFloat(_SunSizeConvergenceParam, m_ProceduralSkyParams.sunSizeConvergence);
m_ProceduralSkyMaterial.SetFloat(_AtmoshpereThicknessParam, m_ProceduralSkyParams.atmosphereThickness);
m_ProceduralSkyMaterial.SetColor(_SkyTintParam, m_ProceduralSkyParams.skyTint);
m_ProceduralSkyMaterial.SetColor(_GroundColorParam, m_ProceduralSkyParams.groundColor);
m_ProceduralSkyMaterial.SetColor(_SunColorParam, sunColor);
m_ProceduralSkyMaterial.SetVector(_SunDirectionParam, sunDirection);
CoreUtils.DrawFullScreen(builtinParams.commandBuffer, m_SkyProceduralMaterial, m_PropertyBlock, renderForCubemap ? 0 : 1);
CoreUtils.DrawFullScreen(builtinParams.commandBuffer, m_ProceduralSkyMaterial, m_PropertyBlock, renderForCubemap ? 0 : 1);
}
public override bool IsValid()

7
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyManager.cs


SkyResolution256 = 256,
SkyResolution512 = 512,
SkyResolution1024 = 1024,
// TODO: Anything above 1024 cause a crash in Unity...
//SkyResolution2048 = 2048,
//SkyResolution4096 = 4096
SkyResolution2048 = 2048,
SkyResolution4096 = 4096
}
public enum EnvironementUpdateMode

public void Cleanup()
{
CoreUtils.Destroy(m_StandardSkyboxMaterial);
CoreUtils.Destroy(m_BlitCubemapMaterial);
CoreUtils.Destroy(m_OpaqueAtmScatteringMaterial);
m_BakingSky.Cleanup();
m_VisualSky.Cleanup();

29
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyRenderingContext.cs


}
}
// We do our own hash here because Unity does not provide correct hash for builtin types
// Moreover, we don't want to test every single parameters of the light so we filter them here in this specific function.
int GetSunLightHashCode(Light light)
{
HDAdditionalLightData ald = light.GetComponent<HDAdditionalLightData>();
unchecked
{
int hash = 13;
hash = hash * 23 + (light.GetHashCode() * 23 + light.transform.position.GetHashCode()) * 23 + light.transform.rotation.GetHashCode();
hash = hash * 23 + light.color.GetHashCode();
hash = hash * 23 + light.colorTemperature.GetHashCode();
hash = hash * 23 + light.intensity.GetHashCode();
hash = hash * 23 + light.range.GetHashCode();
if (light.cookie != null)
{
hash = hash * 23 + (int)light.cookie.updateCount;
hash = hash * 23 + (int)light.cookie.GetInstanceID();
}
if (ald != null)
{
hash = hash * 23 + ald.lightDimmer.GetHashCode();
}
return hash;
}
}
public bool UpdateEnvironment(SkyUpdateContext skyContext, HDCamera camera, Light sunLight, bool updateRequired, CommandBuffer cmd)
{
bool result = false;

int sunHash = 0;
if (sunLight != null)
sunHash = (sunLight.GetHashCode() * 23 + sunLight.transform.position.GetHashCode()) * 23 + sunLight.transform.rotation.GetHashCode();
sunHash = GetSunLightHashCode(sunLight);
int skyHash = sunHash * 23 + skyContext.skySettings.GetHashCode();
bool forceUpdate = (updateRequired || skyContext.updatedFramesRequired > 0 || m_NeedUpdate);

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Deferred.shader


SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Stencil

55
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Light/HDAdditionalLightData.cs


}
#endif
// Caution: this function must match the one in HDLightEditor.UpdateLightIntensity - any change need to be replicated
public void ConvertPhysicalLightIntensityToLightIntensity()
{
var light = gameObject.GetComponent<Light>();
if (lightTypeExtent == LightTypeExtent.Punctual)
{
switch (light.type)
{
case LightType.Directional:
light.intensity = directionalIntensity;
break;
case LightType.Point:
light.intensity = LightUtils.ConvertPointLightIntensity(punctualIntensity);
break;
case LightType.Spot:
// Spot should used conversion which take into account the angle, and thus the intensity vary with angle.
// This is not easy to manipulate for lighter, so we simply consider any spot light as just occluded point light. So reuse the same code.
light.intensity = LightUtils.ConvertPointLightIntensity(punctualIntensity);
// TODO: What to do with box shape ?
// var spotLightShape = (SpotLightShape)m_AdditionalspotLightShape.enumValueIndex;
break;
}
}
else if (lightTypeExtent == LightTypeExtent.Rectangle)
{
light.intensity = LightUtils.ConvertRectLightIntensity(areaIntensity, shapeWidth, shapeHeight);
}
else if (lightTypeExtent == LightTypeExtent.Line)
{
light.intensity = LightUtils.CalculateLineLightIntensity(areaIntensity, shapeWidth);
}
}
// As we have our own default value, we need to initialize the light intensity correctly
public static void InitDefaultHDAdditionalLightData(HDAdditionalLightData lightData)
{
// At first init we need to initialize correctly the default value
lightData.ConvertPhysicalLightIntensityToLightIntensity();
// Special treatment for Unity builtin area light. Change it to our rectangle light
var light = lightData.gameObject.GetComponent<Light>();
// Sanity check: lightData.lightTypeExtent is init to LightTypeExtent.Punctual (in case for unknow reasons we recreate additional data on an existing line)
if (light.type == LightType.Area && lightData.lightTypeExtent == LightTypeExtent.Punctual)
{
lightData.lightTypeExtent = LightTypeExtent.Rectangle;
light.type = LightType.Point; // Same as in HDLightEditor
}
}
}
}

33
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightUtils.cs


// Physical light unit helper
// All light unit are in lumen (Luminous power)
// Punctual light (point, spot) are convert to candela (cd = lumens / steradian)
// Area light are convert to luminance (cd/(m^2*steradian)) with the following formulation: Luminous Power / (Area * PI * steradian)
// For our isotropic area lights which expect radiance(W / (sr* m^2)) in the shader:
// power = Integral{area, Integral{hemisphere, radiance * <N, L>}},
// power = area * Pi * radiance,
// radiance = power / (area * Pi).
// We use photometric unit, so radiance is luminance and power is luminous power
// Ref: Moving Frostbite to PBR
// Also good ref: https://www.radiance-online.org/community/workshops/2004-fribourg/presentations/Wandachowicz_paper.pdf

}
// convert intensity (lumen) to nits
public static float calculateLineLightArea(float intensity, float lineWidth)
public static float CalculateLineLightIntensity(float intensity, float lineWidth)
// The area of a cylinder is this:
// float lineRadius = 0.01f; // 1cm
//return intensity / (2.0f * Mathf.PI * lineRadius * lineWidth * Mathf.PI);
// But with our current line light algorithm we get an insane gap in intensity
// following formula (fully empirical) give a better match to a rect light of 1cm of width.
// It is basically point light intensity / line width.
//Line lights expect radiance (W / (sr * m^2)) in the shader.
//In the UI, we specify luminous flux (power) in lumens.
//First, it needs to be converted to radiometric units (radiant flux, W).
//Then we must recall how to compute power from radiance:
//radiance = differential_power / (differrential_projected_area * differential_solid_angle),
//radiance = differential_power / (differrential_area * differential_solid_angle * <N, L>),
//power = Integral{area, Integral{hemisphere, radiance * <N, L>}}.
//Unlike tube lights, our line lights have no surface area, so the integral becomes:
//power = Integral{length, Integral{sphere, radiance}}.
//For an isotropic line light, radiance is constant, therefore:
//power = length * (4 * Pi) * radiance,
//radiance = power / (length * (4 * Pi)).
return intensity / (4.0f * Mathf.PI * lineWidth);
}
}

263
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightDefinition.cs


public struct EnvLightData
{
// Packing order depends on chronological access to avoid cache misses
// Caution: The struct need to be align on byte16 (not strictly needed for structured buffer but if we do array later better).
public float capturePositionWSX;
public float capturePositionWSY;
public float capturePositionWSZ;
public Vector3 capturePositionWS;
public float proxyExtentsX;
public float proxyExtentsY;
public float proxyExtentsZ;
public Vector3 proxyExtents;
public float proxyPositionWSX;
public float proxyPositionWSY;
public float proxyPositionWSZ;
public float proxyForwardX;
public float proxyForwardY;
public float proxyForwardZ;
public float proxyUpX;
public float proxyUpY;
public float proxyUpZ;
public float proxyRightX;
public float proxyRightY;
public float proxyRightZ;
public Vector3 proxyPositionWS;
public Vector3 proxyForward;
public Vector3 proxyUp;
public Vector3 proxyRight;
public float influencePositionWSX;
public float influencePositionWSY;
public float influencePositionWSZ;
public float influenceForwardX;
public float influenceForwardY;
public float influenceForwardZ;
public float influenceUpX;
public float influenceUpY;
public float influenceUpZ;
public float influenceRightX;
public float influenceRightY;
public float influenceRightZ;
public Vector3 influencePositionWS;
public Vector3 influenceForward;
public Vector3 influenceUp;
public Vector3 influenceRight;
public float influenceExtentsX;
public float influenceExtentsY;
public float influenceExtentsZ;
public Vector3 influenceExtents;
public float blendDistancePositiveX;
public float blendDistancePositiveY;
public float blendDistancePositiveZ;
public float blendDistanceNegativeX;
public float blendDistanceNegativeY;
public float blendDistanceNegativeZ;
public float blendNormalDistancePositiveX;
public float blendNormalDistancePositiveY;
public float blendNormalDistancePositiveZ;
public float blendNormalDistanceNegativeX;
public float blendNormalDistanceNegativeY;
public float blendNormalDistanceNegativeZ;
public Vector3 blendDistancePositive;
public Vector3 blendDistanceNegative;
public Vector3 blendNormalDistancePositive;
public Vector3 blendNormalDistanceNegative;
public float boxSideFadePositiveX;
public float boxSideFadePositiveY;
public float boxSideFadePositiveZ;
public float boxSideFadeNegativeX;
public float boxSideFadeNegativeY;
public float boxSideFadeNegativeZ;
public float dimmer;
public float unused01;
public Vector3 boxSideFadePositive;
public Vector3 boxSideFadeNegative;
public float weight;
public float multiplier;
public float sampleDirectionDiscardWSX;
public float sampleDirectionDiscardWSY;
public float sampleDirectionDiscardWSZ;
public Vector3 sampleDirectionDiscardWS;
public Vector3 capturePositionWS
{
get { return new Vector3(capturePositionWSX, capturePositionWSY, capturePositionWSZ); }
set
{
capturePositionWSX = value.x;
capturePositionWSY = value.y;
capturePositionWSZ = value.z;
}
}
public Vector3 proxyExtents
{
get { return new Vector3(proxyExtentsX, proxyExtentsY, proxyExtentsZ); }
set
{
proxyExtentsX = value.x;
proxyExtentsY = value.y;
proxyExtentsZ = value.z;
}
}
public Vector3 proxyPositionWS
{
get { return new Vector3(proxyPositionWSX, proxyPositionWSY, proxyPositionWSZ); }
set
{
proxyPositionWSX = value.x;
proxyPositionWSY = value.y;
proxyPositionWSZ = value.z;
}
}
public Vector3 proxyForward
{
get { return new Vector3(proxyForwardX, proxyForwardY, proxyForwardZ); }
set
{
proxyForwardX = value.x;
proxyForwardY = value.y;
proxyForwardZ = value.z;
}
}
public Vector3 proxyUp
{
get { return new Vector3(proxyUpX, proxyUpY, proxyUpZ); }
set
{
proxyUpX = value.x;
proxyUpY = value.y;
proxyUpZ = value.z;
}
}
public Vector3 proxyRight
{
get { return new Vector3(proxyRightX, proxyRightY, proxyRightZ); }
set
{
proxyRightX = value.x;
proxyRightY = value.y;
proxyRightZ = value.z;
}
}
public Vector3 influenceExtents
{
get { return new Vector3(influenceExtentsX, influenceExtentsY, influenceExtentsZ); }
set
{
influenceExtentsX = value.x;
influenceExtentsY = value.y;
influenceExtentsZ = value.z;
}
}
public Vector3 influencePositionWS
{
get { return new Vector3(influencePositionWSX, influencePositionWSY, influencePositionWSZ); }
set
{
influencePositionWSX = value.x;
influencePositionWSY = value.y;
influencePositionWSZ = value.z;
}
}
public Vector3 influenceForward
{
get { return new Vector3(influenceForwardX, influenceForwardY, influenceForwardZ); }
set
{
influenceForwardX = value.x;
influenceForwardY = value.y;
influenceForwardZ = value.z;
}
}
public Vector3 influenceUp
{
get { return new Vector3(influenceUpX, influenceUpY, influenceUpZ); }
set
{
influenceUpX = value.x;
influenceUpY = value.y;
influenceUpZ = value.z;
}
}
public Vector3 influenceRight
{
get { return new Vector3(influenceRightX, influenceRightY, influenceRightZ); }
set
{
influenceRightX = value.x;
influenceRightY = value.y;
influenceRightZ = value.z;
}
}
public Vector3 blendDistancePositive
{
get { return new Vector3(blendDistancePositiveX, blendDistancePositiveY, blendDistancePositiveZ); }
set
{
blendDistancePositiveX = value.x;
blendDistancePositiveY = value.y;
blendDistancePositiveZ = value.z;
}
}
public Vector3 blendDistanceNegative
{
get { return new Vector3(blendDistanceNegativeX, blendDistanceNegativeY, blendDistanceNegativeZ); }
set
{
blendDistanceNegativeX = value.x;
blendDistanceNegativeY = value.y;
blendDistanceNegativeZ = value.z;
}
}
public Vector3 blendNormalDistancePositive
{
get { return new Vector3(blendNormalDistancePositiveX, blendNormalDistancePositiveY, blendNormalDistancePositiveZ); }
set
{
blendNormalDistancePositiveX = value.x;
blendNormalDistancePositiveY = value.y;
blendNormalDistancePositiveZ = value.z;
}
}
public Vector3 blendNormalDistanceNegative
{
get { return new Vector3(blendNormalDistanceNegativeX, blendNormalDistanceNegativeY, blendNormalDistanceNegativeZ); }
set
{
blendNormalDistanceNegativeX = value.x;
blendNormalDistanceNegativeY = value.y;
blendNormalDistanceNegativeZ = value.z;
}
}
public Vector3 boxSideFadePositive
{
get { return new Vector3(boxSideFadePositiveX, boxSideFadePositiveY, boxSideFadePositiveZ); }
set
{
boxSideFadePositiveX = value.x;
boxSideFadePositiveY = value.y;
boxSideFadePositiveZ = value.z;
}
}
public Vector3 boxSideFadeNegative
{
get { return new Vector3(boxSideFadeNegativeX, boxSideFadeNegativeY, boxSideFadeNegativeZ); }
set
{
boxSideFadeNegativeX = value.x;
boxSideFadeNegativeY = value.y;
boxSideFadeNegativeZ = value.z;
}
}
public Vector3 sampleDirectionDiscardWS
{
get { return new Vector3(sampleDirectionDiscardWSX, sampleDirectionDiscardWSY, sampleDirectionDiscardWSZ); }
set
{
sampleDirectionDiscardWSX = value.x;
sampleDirectionDiscardWSY = value.y;
sampleDirectionDiscardWSZ = value.z;
}
}
};
[GenerateHLSL]

301
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightDefinition.cs.hlsl


// PackingRules = Exact
struct EnvLightData
{
float capturePositionWSX;
float capturePositionWSY;
float capturePositionWSZ;
float3 capturePositionWS;
float proxyExtentsX;
float proxyExtentsY;
float proxyExtentsZ;
float3 proxyExtents;
float proxyPositionWSX;
float proxyPositionWSY;
float proxyPositionWSZ;
float proxyForwardX;
float proxyForwardY;
float proxyForwardZ;
float proxyUpX;
float proxyUpY;
float proxyUpZ;
float proxyRightX;
float proxyRightY;
float proxyRightZ;
float influencePositionWSX;
float influencePositionWSY;
float influencePositionWSZ;
float influenceForwardX;
float influenceForwardY;
float influenceForwardZ;
float influenceUpX;
float influenceUpY;
float influenceUpZ;
float influenceRightX;
float influenceRightY;
float influenceRightZ;
float influenceExtentsX;
float influenceExtentsY;
float influenceExtentsZ;
float3 proxyPositionWS;
float3 proxyForward;
float3 proxyUp;
float3 proxyRight;
float3 influencePositionWS;
float3 influenceForward;
float3 influenceUp;
float3 influenceRight;
float3 influenceExtents;
float blendDistancePositiveX;
float blendDistancePositiveY;
float blendDistancePositiveZ;
float blendDistanceNegativeX;
float blendDistanceNegativeY;
float blendDistanceNegativeZ;
float blendNormalDistancePositiveX;
float blendNormalDistancePositiveY;
float blendNormalDistancePositiveZ;
float blendNormalDistanceNegativeX;
float blendNormalDistanceNegativeY;
float blendNormalDistanceNegativeZ;
float boxSideFadePositiveX;
float boxSideFadePositiveY;
float boxSideFadePositiveZ;
float boxSideFadeNegativeX;
float boxSideFadeNegativeY;
float boxSideFadeNegativeZ;
float dimmer;
float unused01;
float sampleDirectionDiscardWSX;
float sampleDirectionDiscardWSY;
float sampleDirectionDiscardWSZ;
float3 blendDistancePositive;
float3 blendDistanceNegative;
float3 blendNormalDistancePositive;
float3 blendNormalDistanceNegative;
float3 boxSideFadePositive;
float3 boxSideFadeNegative;
float weight;
float multiplier;
float3 sampleDirectionDiscardWS;
int envIndex;
};

//
// Accessors for UnityEngine.Experimental.Rendering.HDPipeline.EnvLightData
//
float GetCapturePositionWSX(EnvLightData value)
{
return value.capturePositionWSX;
}
float GetCapturePositionWSY(EnvLightData value)
float3 GetCapturePositionWS(EnvLightData value)
return value.capturePositionWSY;
}
float GetCapturePositionWSZ(EnvLightData value)
{
return value.capturePositionWSZ;
return value.capturePositionWS;
float GetProxyExtentsX(EnvLightData value)
{
return value.proxyExtentsX;
}
float GetProxyExtentsY(EnvLightData value)
{
return value.proxyExtentsY;
}
float GetProxyExtentsZ(EnvLightData value)
float3 GetProxyExtents(EnvLightData value)
return value.proxyExtentsZ;
return value.proxyExtents;
float GetProxyPositionWSX(EnvLightData value)
float3 GetProxyPositionWS(EnvLightData value)
return value.proxyPositionWSX;
return value.proxyPositionWS;
float GetProxyPositionWSY(EnvLightData value)
float3 GetProxyForward(EnvLightData value)
return value.proxyPositionWSY;
return value.proxyForward;
float GetProxyPositionWSZ(EnvLightData value)
float3 GetProxyUp(EnvLightData value)
return value.proxyPositionWSZ;
return value.proxyUp;
float GetProxyForwardX(EnvLightData value)
float3 GetProxyRight(EnvLightData value)
return value.proxyForwardX;
return value.proxyRight;
float GetProxyForwardY(EnvLightData value)
float3 GetInfluencePositionWS(EnvLightData value)
return value.proxyForwardY;
return value.influencePositionWS;
float GetProxyForwardZ(EnvLightData value)
float3 GetInfluenceForward(EnvLightData value)
return value.proxyForwardZ;
return value.influenceForward;
float GetProxyUpX(EnvLightData value)
float3 GetInfluenceUp(EnvLightData value)
return value.proxyUpX;
return value.influenceUp;
float GetProxyUpY(EnvLightData value)
float3 GetInfluenceRight(EnvLightData value)
return value.proxyUpY;
return value.influenceRight;
float GetProxyUpZ(EnvLightData value)
{
return value.proxyUpZ;
}
float GetProxyRightX(EnvLightData value)
{
return value.proxyRightX;
}
float GetProxyRightY(EnvLightData value)
float3 GetInfluenceExtents(EnvLightData value)
return value.proxyRightY;
}
float GetProxyRightZ(EnvLightData value)
{
return value.proxyRightZ;
}
float GetInfluencePositionWSX(EnvLightData value)
{
return value.influencePositionWSX;
}
float GetInfluencePositionWSY(EnvLightData value)
{
return value.influencePositionWSY;
}
float GetInfluencePositionWSZ(EnvLightData value)
{
return value.influencePositionWSZ;
}
float GetInfluenceForwardX(EnvLightData value)
{
return value.influenceForwardX;
}
float GetInfluenceForwardY(EnvLightData value)
{
return value.influenceForwardY;
}
float GetInfluenceForwardZ(EnvLightData value)
{
return value.influenceForwardZ;
}
float GetInfluenceUpX(EnvLightData value)
{
return value.influenceUpX;
}
float GetInfluenceUpY(EnvLightData value)
{
return value.influenceUpY;
}
float GetInfluenceUpZ(EnvLightData value)
{
return value.influenceUpZ;
}
float GetInfluenceRightX(EnvLightData value)
{
return value.influenceRightX;
}
float GetInfluenceRightY(EnvLightData value)
{
return value.influenceRightY;
}
float GetInfluenceRightZ(EnvLightData value)
{
return value.influenceRightZ;
}
float GetInfluenceExtentsX(EnvLightData value)
{
return value.influenceExtentsX;
}
float GetInfluenceExtentsY(EnvLightData value)
{
return value.influenceExtentsY;
}
float GetInfluenceExtentsZ(EnvLightData value)
{
return value.influenceExtentsZ;
return value.influenceExtents;
float GetBlendDistancePositiveX(EnvLightData value)
{
return value.blendDistancePositiveX;
}
float GetBlendDistancePositiveY(EnvLightData value)
{
return value.blendDistancePositiveY;
}
float GetBlendDistancePositiveZ(EnvLightData value)
{
return value.blendDistancePositiveZ;
}
float GetBlendDistanceNegativeX(EnvLightData value)
{
return value.blendDistanceNegativeX;
}
float GetBlendDistanceNegativeY(EnvLightData value)
{
return value.blendDistanceNegativeY;
}
float GetBlendDistanceNegativeZ(EnvLightData value)
float3 GetBlendDistancePositive(EnvLightData value)
return value.blendDistanceNegativeZ;
return value.blendDistancePositive;
float GetBlendNormalDistancePositiveX(EnvLightData value)
float3 GetBlendDistanceNegative(EnvLightData value)
return value.blendNormalDistancePositiveX;
return value.blendDistanceNegative;
float GetBlendNormalDistancePositiveY(EnvLightData value)
float3 GetBlendNormalDistancePositive(EnvLightData value)
return value.blendNormalDistancePositiveY;
return value.blendNormalDistancePositive;
float GetBlendNormalDistancePositiveZ(EnvLightData value)
float3 GetBlendNormalDistanceNegative(EnvLightData value)
return value.blendNormalDistancePositiveZ;
return value.blendNormalDistanceNegative;
float GetBlendNormalDistanceNegativeX(EnvLightData value)
float3 GetBoxSideFadePositive(EnvLightData value)
return value.blendNormalDistanceNegativeX;
return value.boxSideFadePositive;
float GetBlendNormalDistanceNegativeY(EnvLightData value)
float3 GetBoxSideFadeNegative(EnvLightData value)
return value.blendNormalDistanceNegativeY;
return value.boxSideFadeNegative;
float GetBlendNormalDistanceNegativeZ(EnvLightData value)
float GetWeight(EnvLightData value)
return value.blendNormalDistanceNegativeZ;
return value.weight;
float GetBoxSideFadePositiveX(EnvLightData value)
float GetMultiplier(EnvLightData value)
return value.boxSideFadePositiveX;
return value.multiplier;
float GetBoxSideFadePositiveY(EnvLightData value)
float3 GetSampleDirectionDiscardWS(EnvLightData value)
return value.boxSideFadePositiveY;
}
float GetBoxSideFadePositiveZ(EnvLightData value)
{
return value.boxSideFadePositiveZ;
}
float GetBoxSideFadeNegativeX(EnvLightData value)
{
return value.boxSideFadeNegativeX;
}
float GetBoxSideFadeNegativeY(EnvLightData value)
{
return value.boxSideFadeNegativeY;
}
float GetBoxSideFadeNegativeZ(EnvLightData value)
{
return value.boxSideFadeNegativeZ;
}
float GetDimmer(EnvLightData value)
{
return value.dimmer;
}
float GetUnused01(EnvLightData value)
{
return value.unused01;
}
float GetSampleDirectionDiscardWSX(EnvLightData value)
{
return value.sampleDirectionDiscardWSX;
}
float GetSampleDirectionDiscardWSY(EnvLightData value)
{
return value.sampleDirectionDiscardWSY;
}
float GetSampleDirectionDiscardWSZ(EnvLightData value)
{
return value.sampleDirectionDiscardWSZ;
return value.sampleDirectionDiscardWS;
}
int GetEnvIndex(EnvLightData value)
{

#endif
#include "LightDefinition.cs.custom.hlsl"

24
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightUtilities.hlsl


#include "LightDefinition.cs.hlsl"
#define SETTER_FLOAT3(data, field, value)\
data.##field##X = value.x;\
data.##field##Y = value.y;\
data.##field##Z = value.z
// 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)

output.influenceShapeType = ENVSHAPETYPE_SKY;
output.envIndex = envIndex;
SETTER_FLOAT3(output, influenceForward, float3(0.0, 0.0, 1.0));
SETTER_FLOAT3(output, influenceUp, float3(0.0, 1.0, 0.0));
SETTER_FLOAT3(output, influenceRight, float3(1.0, 0.0, 0.0));
SETTER_FLOAT3(output, influencePositionWS, float3(0.0, 0.0, 0.0));
output.influenceForward = float3(0.0, 0.0, 1.0);
output.influenceUp = float3(0.0, 1.0, 0.0);
output.influenceRight = float3(1.0, 0.0, 0.0);
output.influencePositionWS = float3(0.0, 0.0, 0.0);
output.dimmer = 1.0;
output.weight = 1.0;
output.multiplier = 1.0;
SETTER_FLOAT3(output, proxyForward, float3(0.0, 0.0, 1.0));
SETTER_FLOAT3(output, proxyUp, float3(0.0, 1.0, 0.0));
SETTER_FLOAT3(output, proxyRight, float3(1.0, 0.0, 0.0));
output.proxyForward = float3(0.0, 0.0, 1.0);
output.proxyUp = float3(0.0, 1.0, 0.0);
output.proxyRight = float3(1.0, 0.0, 0.0);
#undef SETTER_FLOAT3
#endif // UNITY_LIGHT_UTILITIES_INCLUDED

48
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Reflection/VolumeProjection.hlsl


{
return transpose(
float3x3(
GetProxyRight(lightData),
GetProxyUp(lightData),
GetProxyForward(lightData)
lightData.proxyRight,
lightData.proxyUp,
lightData.proxyForward
)
); // worldToLocal assume no scaling
}

float3 positionPS = positionWS - GetProxyPositionWS(lightData);
float3 positionPS = positionWS - lightData.proxyPositionWS;
positionPS = mul(positionPS, worldToPS).xyz;
return positionPS;
}

float sphereOuterDistance = lightData.proxyExtentsX;
float sphereOuterDistance = lightData.proxyExtents.x;
float projectionDistance = IntersectRaySphereSimple(positionPS, dirPS, sphereOuterDistance);
projectionDistance = max(projectionDistance, lightData.minProjectionDistance); // Setup projection to infinite if requested (mean no projection shape)

float IntersectBoxProxy(EnvLightData lightData, float3 dirPS, float3 positionPS)
{
float3 boxOuterDistance = GetProxyExtents(lightData);
float3 boxOuterDistance = lightData.proxyExtents;
float projectionDistance = IntersectRayAABBSimple(positionPS, dirPS, -boxOuterDistance, boxOuterDistance);
projectionDistance = max(projectionDistance, lightData.minProjectionDistance); // Setup projection to infinite if requested (mean no projection shape)

float InfluenceSphereWeight(EnvLightData lightData, BSDFData bsdfData, float3 positionWS, float3 positionLS, float3 dirLS)
{
float lengthPositionLS = length(positionLS);
float sphereInfluenceDistance = lightData.influenceExtentsX - lightData.blendDistancePositiveX;
float sphereInfluenceDistance = lightData.influenceExtents.x - lightData.blendDistancePositive.x;
float alpha = saturate(1.0 - distFade / max(lightData.blendDistancePositiveX, 0.0001)); // avoid divide by zero
float alpha = saturate(1.0 - distFade / max(lightData.blendDistancePositive.x, 0.0001)); // avoid divide by zero
float insideInfluenceNormalVolume = lengthPositionLS <= (lightData.influenceExtentsX - lightData.blendNormalDistancePositiveX) ? 1.0 : 0.0;
float insideWeight = InfluenceFadeNormalWeight(bsdfData.normalWS, normalize(positionWS - GetCapturePositionWS(lightData)));
float insideInfluenceNormalVolume = lengthPositionLS <= (lightData.influenceExtents.x - lightData.blendNormalDistancePositive.x) ? 1.0 : 0.0;
float insideWeight = InfluenceFadeNormalWeight(bsdfData.normalWS, normalize(positionWS - lightData.capturePositionWS));
alpha *= insideInfluenceNormalVolume ? 1.0 : insideWeight;
#endif

float InfluenceBoxWeight(EnvLightData lightData, BSDFData bsdfData, float3 positionWS, float3 positionIS, float3 dirIS)
{
float3 influenceExtents = GetInfluenceExtents(lightData);
float3 influenceExtents = lightData.influenceExtents;
// 2. Process the position influence
// Calculate falloff value, so reflections on the edges of the volume would gradually blend to previous reflection.
#if defined(ENVMAP_FEATURE_PERFACEINFLUENCE) || defined(ENVMAP_FEATURE_INFLUENCENORMAL) || defined(ENVMAP_FEATURE_PERFACEFADE)

#if defined(ENVMAP_FEATURE_PERFACEINFLUENCE)
// Influence falloff for each face
float3 negativeFalloff = negativeDistance / max(0.0001, GetBlendDistanceNegative(lightData));
float3 positiveFalloff = positiveDistance / max(0.0001, GetBlendDistancePositive(lightData));
float3 negativeFalloff = negativeDistance / max(0.0001, lightData.blendDistanceNegative);
float3 positiveFalloff = positiveDistance / max(0.0001, lightData.blendDistancePositive);
// Fallof is the min for all faces
float influenceFalloff = min(

float alpha = saturate(influenceFalloff);
#else
float distFace = DistancePointBox(positionIS, -influenceExtents + lightData.blendDistancePositiveX, influenceExtents - lightData.blendDistancePositiveX);
float alpha = saturate(1.0 - distFace / max(lightData.blendDistancePositiveX, 0.0001));
float distFace = DistancePointBox(positionIS, -influenceExtents + lightData.blendDistancePositive.x, influenceExtents - lightData.blendDistancePositive.x);
float alpha = saturate(1.0 - distFace / max(lightData.blendDistancePositive.x, 0.0001));
float3 belowPositiveInfluenceNormalVolume = positiveDistance / max(0.0001, GetBlendNormalDistancePositive(lightData));
float3 aboveNegativeInfluenceNormalVolume = negativeDistance / max(0.0001, GetBlendNormalDistanceNegative(lightData));
float3 belowPositiveInfluenceNormalVolume = positiveDistance / max(0.0001, lightData.blendNormalDistancePositive);
float3 aboveNegativeInfluenceNormalVolume = negativeDistance / max(0.0001, lightData.blendNormalDistanceNegative);
float insideWeight = InfluenceFadeNormalWeight(bsdfData.normalWS, normalize(positionWS - GetCapturePositionWS(lightData)));
float insideWeight = InfluenceFadeNormalWeight(bsdfData.normalWS, normalize(positionWS - lightData.capturePositionWS));
alpha *= insideInfluenceNormalVolume ? 1.0 : insideWeight;
#endif

// We consider R.x as cos(X) and then fade as angle from 60°(=acos(1/2)) to 75°(=acos(1/4))
// For positive axes: axisFade = (R - 1/4) / (1/2 - 1/4)
// <=> axisFace = 4 * R - 1;
float3 faceFade = saturate((4 * dirIS - 1) * GetBoxSideFadePositive(lightData))
+ saturate((-4 * dirIS - 1) * GetBoxSideFadeNegative(lightData));
float3 faceFade = saturate((4 * dirIS - 1) * lightData.boxSideFadePositive)
+ saturate((-4 * dirIS - 1) * lightData.boxSideFadeNegative);
alpha *= saturate(faceFade.x + faceFade.y + faceFade.z);
#endif

{
return transpose(
float3x3(
GetInfluenceRight(lightData),
GetInfluenceUp(lightData),
GetInfluenceForward(lightData)
lightData.influenceRight,
lightData.influenceUp,
lightData.influenceForward
)
); // worldToLocal assume no scaling
}

float3 positionIS = positionWS - GetInfluencePositionWS(lightData);
float3 positionIS = positionWS - lightData.influencePositionWS;
positionIS = mul(positionIS, worldToIS).xyz;
return positionIS;
}

23
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Reflection/PlanarReflectionProbeCache.cs


m_ProbeSize = probeSize;
m_CacheSize = cacheSize;
m_TextureCache = new TextureCache2D();
m_TextureCache = new TextureCache2D("PlanarReflectionProbe");
m_TextureCache.AllocTextureArray(cacheSize, probeSize, probeSize, probeFormat, isMipmaped);
m_IBLFilterGGX = iblFilter;

m_TempRenderTexture.dimension = TextureDimension.Tex2D;
m_TempRenderTexture.useMipMap = true;
m_TempRenderTexture.autoGenerateMips = false;
m_TempRenderTexture.name = CoreUtils.GetRenderTargetAutoName(m_ProbeSize, m_ProbeSize, RenderTextureFormat.ARGBHalf, "PlanarReflection", mips : true);
m_TempRenderTexture.name = CoreUtils.GetRenderTargetAutoName(m_ProbeSize, m_ProbeSize, RenderTextureFormat.ARGBHalf, "PlanarReflectionTemp", mips : true);
m_TempRenderTexture.Create();
m_ConvolutionTargetTexture = new RenderTexture(m_ProbeSize, m_ProbeSize, 1, RenderTextureFormat.ARGBHalf);

public void Release()
{
if (m_TextureCache != null)
{
m_TextureCache.Release();
m_TextureCache = null;
}
if (m_TempRenderTexture != null)
{
m_TempRenderTexture.Release();
m_TempRenderTexture = null;
}
if (m_ConvolutionTargetTexture != null)
{
m_ConvolutionTargetTexture.Release();
m_ConvolutionTargetTexture = null;
}
m_TextureCache.Release();
CoreUtils.Destroy(m_TempRenderTexture);
CoreUtils.Destroy(m_ConvolutionTargetTexture);
m_ProbeBakingState = null;
CoreUtils.Destroy(m_ConvertTextureMaterial);

30
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Reflection/ReflectionProbeCache.cs


m_ProbeSize = probeSize;
m_CacheSize = cacheSize;
m_TextureCache = new TextureCacheCubemap();
m_TextureCache = new TextureCacheCubemap("ReflectionProbe");
m_TextureCache.AllocTextureArray(cacheSize, probeSize, probeFormat, isMipmaped, m_CubeToPano);
m_IBLFilterGGX = iblFilter;

m_TempRenderTexture.dimension = TextureDimension.Cube;
m_TempRenderTexture.useMipMap = true;
m_TempRenderTexture.autoGenerateMips = false;
m_TempRenderTexture.name = CoreUtils.GetRenderTargetAutoName(m_ProbeSize, m_ProbeSize, RenderTextureFormat.ARGBHalf, "PlanarReflection", mips : true);
m_TempRenderTexture.name = CoreUtils.GetRenderTargetAutoName(m_ProbeSize, m_ProbeSize, RenderTextureFormat.ARGBHalf, "ReflectionProbeTemp", mips : true);
m_TempRenderTexture.Create();
m_ConvolutionTargetTexture = new RenderTexture(m_ProbeSize, m_ProbeSize, 1, RenderTextureFormat.ARGBHalf);

m_ConvolutionTargetTexture.autoGenerateMips = false;
m_ConvolutionTargetTexture.name = CoreUtils.GetRenderTargetAutoName(m_ProbeSize, m_ProbeSize, RenderTextureFormat.ARGBHalf, "PlanarReflection", mips : true);
m_ConvolutionTargetTexture.name = CoreUtils.GetRenderTargetAutoName(m_ProbeSize, m_ProbeSize, RenderTextureFormat.ARGBHalf, "ReflectionProbeConvolution", mips : true);
m_ConvolutionTargetTexture.Create();
InitializeProbeBakingStates();

public void Release()
{
if (m_TextureCache != null)
{
m_TextureCache.Release();
m_TextureCache = null;
}
if (m_TempRenderTexture != null)
{
m_TempRenderTexture.Release();
m_TempRenderTexture = null;
}
if (m_ConvolutionTargetTexture != null)
{
m_ConvolutionTargetTexture.Release();
m_ConvolutionTargetTexture = null;
}
m_TextureCache.Release();
CoreUtils.Destroy(m_TempRenderTexture);
CoreUtils.Destroy(m_ConvolutionTargetTexture);
m_ProbeBakingState = null;
CoreUtils.Destroy(m_ConvertTextureMaterial);

bool formatMismatch = cubeTexture.format != TextureFormat.RGBAHalf; // Temporary RT for convolution is always FP16
if (formatMismatch || sizeMismatch)
{
// We comment the following warning as they have no impact on the result but spam the console, it is just that we waste offline time and a bit of quality for nothing.
Debug.LogWarningFormat("Baked Reflection Probe {0} does not match HDRP Reflection Probe Cache size of {1}. Consider baking it at the same size for better loading performance.", texture.name, m_ProbeSize);
// Debug.LogWarningFormat("Baked Reflection Probe {0} does not match HDRP Reflection Probe Cache size of {1}. Consider baking it at the same size for better loading performance.", texture.name, m_ProbeSize);
Debug.LogWarningFormat("Baked Reflection Probe {0} is compressed but the HDRP Reflection Probe Cache is not. Consider removing compression from the input texture for better quality.", texture.name);
// Debug.LogWarningFormat("Baked Reflection Probe {0} is compressed but the HDRP Reflection Probe Cache is not. Consider removing compression from the input texture for better quality.", texture.name);
}
ConvertTexture(cmd, cubeTexture, m_TempRenderTexture);
}

9
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Reflection/HDAdditionalReflectionData.cs


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

#pragma warning restore 414
public ShapeType influenceShape;
[Range(0.0f,1.0f)]
public float dimmer = 1.0f;
[FormerlySerializedAsAttribute("dimmer")]
public float multiplier = 1.0f;
[Range(0.0f, 1.0f)]
public float weight = 1.0f;
public float influenceSphereRadius = 3.0f;
public float sphereReprojectionVolumeRadius = 1.0f;
public bool useSeparateProjectionVolume = false;

13
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Reflection/PlanarReflectionProbe.cs


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

[SerializeField]
Vector3 m_CaptureLocalPosition;
[SerializeField]
[Range(0, 1)]
float m_Dimmer = 1;
[FormerlySerializedAsAttribute("m_Dimmer")]
float m_Multiplier = 1.0f;
[SerializeField]
[Range(0.0f, 1.0f)]
float m_Weight = 1.0f;
[SerializeField]
ReflectionProbeMode m_Mode = ReflectionProbeMode.Baked;
[SerializeField]

}
public Bounds bounds { get { return m_InfluenceVolume.GetBoundsAt(transform); } }
public Vector3 captureLocalPosition { get { return m_CaptureLocalPosition; } set { m_CaptureLocalPosition = value; } }
public float dimmer { get { return m_Dimmer; } }
public float weight { get { return m_Weight; } }
public float multiplier { get { return m_Multiplier; } }
public ReflectionProbeMode mode { get { return m_Mode; } }
public Matrix4x4 influenceToWorld
{

9
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Reflection/ProbeWrapper.cs


public abstract ReflectionProbeMode mode { get; }
public abstract Texture texture { get; }
// Position of the center of the probe in capture space
public abstract float dimmer { get; }
public abstract float weight { get; }
public abstract float multiplier { get; }
public abstract Matrix4x4 influenceToWorld { get; }
public abstract EnvShapeType influenceShapeType { get; }
public abstract Vector3 influenceExtents { get; }

public override Texture texture { get { return probe.texture; } }
public override ReflectionProbeMode mode { get { return probe.probe.mode; } }
public override EnvShapeType influenceShapeType { get { return ConvertShape(additional.influenceShape); } }
public override float dimmer { get { return additional.dimmer; } }
public override float weight { get { return additional.weight; } }
public override float multiplier { get { return additional.multiplier; } }
public override Vector3 influenceExtents
{
get

public override Matrix4x4 influenceToWorld { get { return planarReflectionProbe.influenceToWorld; } }
public override Texture texture { get { return planarReflectionProbe.texture; } }
public override EnvShapeType influenceShapeType { get { return ConvertShape(planarReflectionProbe.influenceVolume.shapeType); } }
public override float dimmer { get { return planarReflectionProbe.dimmer; } }
public override float weight { get { return planarReflectionProbe.weight; } }
public override float multiplier { get { return planarReflectionProbe.multiplier; } }
public override Vector3 influenceExtents
{
get

8
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/Shadow.hlsl


//#define SHADOW_DISPATCH_USE_SEPARATE_PUNC_ALGOS // enables separate resources and algorithms for spot and point lights
// directional
#define SHADOW_DISPATCH_DIR_TEX 3
#define SHADOW_DISPATCH_DIR_TEX 0
#define SHADOW_DISPATCH_DIR_SMP 0
#define SHADOW_DISPATCH_DIR_ALG GPUSHADOWALGORITHM_PCF_TENT_5X5 // all cascades
#define SHADOW_DISPATCH_DIR_ALG_0 GPUSHADOWALGORITHM_PCF_TENT_7X7 // 1st cascade

// point
#define SHADOW_DISPATCH_POINT_TEX 3
#define SHADOW_DISPATCH_POINT_TEX 0
#define SHADOW_DISPATCH_SPOT_TEX 3
#define SHADOW_DISPATCH_SPOT_TEX 0
#define SHADOW_DISPATCH_PUNC_TEX 3
#define SHADOW_DISPATCH_PUNC_TEX 0
#define SHADOW_DISPATCH_PUNC_SMP 0
#define SHADOW_DISPATCH_PUNC_ALG GPUSHADOWALGORITHM_PCF_TENT_3X3

24
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/ShadowContext.hlsl


#ifndef LIGHTLOOP_SHADOW_CONTEXT_HLSL
#define LIGHTLOOP_SHADOW_CONTEXT_HLSL
#define SHADOWCONTEXT_MAX_TEX2DARRAY 4
#define SHADOWCONTEXT_MAX_TEX2DARRAY 1
#define SHADOWCONTEXT_MAX_SAMPLER 3
#define SHADOWCONTEXT_MAX_SAMPLER 0
#if SHADOWCONTEXT_MAX_TEX2DARRAY == 4
TEXTURE2D_ARRAY(_ShadowmapExp_VSM_0);
SAMPLER(sampler_ShadowmapExp_VSM_0);

TEXTURE2D_ARRAY(_ShadowmapExp_VSM_2);
SAMPLER(sampler_ShadowmapExp_VSM_2);
#endif
TEXTURE2D_ARRAY(_ShadowmapExp_PCF);
SAMPLER_CMP(sampler_ShadowmapExp_PCF);

// Currently we only use the PCF atlas.
// Keeping all other bindings for reference and for future PC dynamic shadow configuration as it's harmless anyway.
sc.tex2DArray[0] = _ShadowmapExp_VSM_0;
sc.tex2DArray[1] = _ShadowmapExp_VSM_1;
sc.tex2DArray[2] = _ShadowmapExp_VSM_2;
sc.tex2DArray[3] = _ShadowmapExp_PCF;
sc.tex2DArray[0] = _ShadowmapExp_PCF;
sc.compSamplers[0] = sampler_ShadowmapExp_PCF;
#if SHADOWCONTEXT_MAX_TEX2DARRAY == 4
sc.tex2DArray[1] = _ShadowmapExp_VSM_0;
sc.tex2DArray[2] = _ShadowmapExp_VSM_1;
sc.tex2DArray[3] = _ShadowmapExp_VSM_2;
#endif
#if SHADOWCONTEXT_MAX_SAMPLER == 3
sc.compSamplers[0] = sampler_ShadowmapExp_PCF;
#endif
#endif // LIGHTLOOP_SHADOW_CONTEXT_HLSL
#endif // LIGHTLOOP_SHADOW_CONTEXT_HLSL

40
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoopSettings.cs


using System;
using System.Collections.Generic;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{

// Setup by system
public bool isFptlEnabled = true;
static DebugUI.Widget[] s_DebugEntries;
public void CopyTo(LightLoopSettings lightLoopSettings)
{

aggregate.isFptlEnabled = !aggregateFrameSettings.enableForwardRenderingOnly || aggregate.enableFptlForForwardOpaque;
}
public static void RegisterDebug(string menuName, LightLoopSettings lightLoopSettings)
public static void RegisterDebug(LightLoopSettings lightLoopSettings, List<DebugUI.Widget> widgets)
s_DebugEntries = new DebugUI.Widget[]
widgets.AddRange(new []
new DebugUI.BoolField { displayName = "Enable Fptl for Forward Opaque", getter = () => lightLoopSettings.enableFptlForForwardOpaque, setter = value => lightLoopSettings.enableFptlForForwardOpaque = value },
new DebugUI.BoolField { displayName = "Enable Tile/Cluster", getter = () => lightLoopSettings.enableTileAndCluster, setter = value => lightLoopSettings.enableTileAndCluster = value },
new DebugUI.BoolField { displayName = "Enable Big Tile", getter = () => lightLoopSettings.enableBigTilePrepass, setter = value => lightLoopSettings.enableBigTilePrepass = value },
new DebugUI.BoolField { displayName = "Enable Compute Lighting", getter = () => lightLoopSettings.enableComputeLightEvaluation, setter = value => lightLoopSettings.enableComputeLightEvaluation = value },
new DebugUI.BoolField { displayName = "Enable Light Classification", getter = () => lightLoopSettings.enableComputeLightVariants, setter = value => lightLoopSettings.enableComputeLightVariants = value },
new DebugUI.BoolField { displayName = "Enable Material Classification", getter = () => lightLoopSettings.enableComputeMaterialVariants, setter = value => lightLoopSettings.enableComputeMaterialVariants = value }
};
var panel = DebugManager.instance.GetPanel(menuName, true);
panel.children.Add(s_DebugEntries);
}
public static void UnRegisterDebug(string menuName)
{
var panel = DebugManager.instance.GetPanel(menuName);
if (panel != null)
panel.children.Remove(s_DebugEntries);
new DebugUI.Container
{
displayName = "Lighting Settings",
children =
{
// Uncomment if you re-enable LIGHTLOOP_SINGLE_PASS multi_compile in lit*.shader
//new DebugUI.BoolField { displayName = "Enable Tile/Cluster", getter = () => lightLoopSettings.enableTileAndCluster, setter = value => lightLoopSettings.enableTileAndCluster = value },
new DebugUI.BoolField { displayName = "Enable Fptl for Forward Opaque", getter = () => lightLoopSettings.enableFptlForForwardOpaque, setter = value => lightLoopSettings.enableFptlForForwardOpaque = value },
new DebugUI.BoolField { displayName = "Enable Big Tile", getter = () => lightLoopSettings.enableBigTilePrepass, setter = value => lightLoopSettings.enableBigTilePrepass = value },
new DebugUI.BoolField { displayName = "Enable Compute Lighting", getter = () => lightLoopSettings.enableComputeLightEvaluation, setter = value => lightLoopSettings.enableComputeLightEvaluation = value },
new DebugUI.BoolField { displayName = "Enable Light Classification", getter = () => lightLoopSettings.enableComputeLightVariants, setter = value => lightLoopSettings.enableComputeLightVariants = value },
new DebugUI.BoolField { displayName = "Enable Material Classification", getter = () => lightLoopSettings.enableComputeMaterialVariants, setter = value => lightLoopSettings.enableComputeMaterialVariants = value }
}
}
});
}
}
}

116
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs


atlasInit.shadowClearShader = resources.shadowClearShader;
atlasInit.shadowBlurMoments = resources.shadowBlurMoments;
/*
// Code kept here for reference if we want to add VSM/MSM later on
varianceInit.baseInit.shadowmapFormat = ShadowVariance.GetFormat( false, false, true );
varianceInit.baseInit.shadowmapFormat = ShadowVariance.GetFormat(false, false, true);
varianceInit2.baseInit.shadowmapFormat = ShadowVariance.GetFormat( true, true, false );
varianceInit2.baseInit.shadowmapFormat = ShadowVariance.GetFormat(true, true, false);
varianceInit3.baseInit.shadowmapFormat = ShadowVariance.GetFormat( true, false, true );
varianceInit3.baseInit.shadowmapFormat = ShadowVariance.GetFormat(true, false, true);
m_Shadowmaps = new ShadowmapBase[] { new ShadowAtlas(ref atlasInit), new ShadowVariance(ref varianceInit), new ShadowVariance(ref varianceInit2), new ShadowVariance(ref varianceInit3) };
*/
m_Shadowmaps = new ShadowmapBase[] { new ShadowVariance(ref varianceInit), new ShadowVariance(ref varianceInit2), new ShadowVariance(ref varianceInit3), new ShadowAtlas(ref atlasInit) };
m_Shadowmaps = new ShadowmapBase[] { new ShadowAtlas(ref atlasInit) };
ShadowContext.SyncDel syncer = (ShadowContext sc) =>
{

cb.SetGlobalBuffer(HDShaderIDs._ShadowDatasExp, s_ShadowDataBuffer);
cb.SetGlobalBuffer(HDShaderIDs._ShadowPayloads, s_ShadowPayloadBuffer);
// bind textures
cb.SetGlobalTexture(HDShaderIDs._ShadowmapExp_VSM_0, tex[0]);
cb.SetGlobalTexture(HDShaderIDs._ShadowmapExp_VSM_1, tex[1]);
cb.SetGlobalTexture(HDShaderIDs._ShadowmapExp_VSM_2, tex[2]);
cb.SetGlobalTexture(HDShaderIDs._ShadowmapExp_PCF, tex[3]);
cb.SetGlobalTexture(HDShaderIDs._ShadowmapExp_PCF, tex[0]);
// Code kept here for reference if we want to add VSM/MSM later on
//cb.SetGlobalTexture(HDShaderIDs._ShadowmapExp_VSM_0, tex[1]);
//cb.SetGlobalTexture(HDShaderIDs._ShadowmapExp_VSM_1, tex[2]);
//cb.SetGlobalTexture(HDShaderIDs._ShadowmapExp_VSM_2, tex[3])
// TODO: Currently samplers are hard coded in ShadowContext.hlsl, so we can't really set them here
};

{
if (m_Shadowmaps != null)
{
(m_Shadowmaps[0] as ShadowAtlas).Dispose();
(m_Shadowmaps[1] as ShadowAtlas).Dispose();
(m_Shadowmaps[2] as ShadowAtlas).Dispose();
(m_Shadowmaps[3] as ShadowAtlas).Dispose();
foreach(var shadowMap in m_Shadowmaps)
{
(shadowMap as ShadowAtlas).Dispose();
}
m_Shadowmaps = null;
}
m_ShadowMgr = null;

public static readonly Vector3 k_BoxCullingExtentThreshold = Vector3.one * 0.01f;
// Static keyword is required here else we get a "DestroyBuffer can only be called from the main thread"
static ComputeBuffer s_DirectionalLightDatas = null;
static ComputeBuffer s_LightDatas = null;
static ComputeBuffer s_EnvLightDatas = null;
static ComputeBuffer s_shadowDatas = null;
static ComputeBuffer s_DecalDatas = null;
ComputeBuffer m_DirectionalLightDatas = null;
ComputeBuffer m_LightDatas = null;
ComputeBuffer m_EnvLightDatas = null;
ComputeBuffer m_shadowDatas = null;
ComputeBuffer m_DecalDatas = null;
static Texture2DArray s_DefaultTexture2DArray;
static Cubemap s_DefaultTextureCube;
Texture2DArray m_DefaultTexture2DArray;
Cubemap m_DefaultTextureCube;
PlanarReflectionProbeCache m_ReflectionPlanarProbeCache;
ReflectionProbeCache m_ReflectionProbeCache;

for (int i = 0, c = Mathf.Max(1, hdAsset.renderPipelineSettings.lightLoopSettings.maxPlanarReflectionProbes); i < c; ++i)
m_Env2DCaptureVP.Add(Matrix4x4.identity);
s_DirectionalLightDatas = new ComputeBuffer(k_MaxDirectionalLightsOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(DirectionalLightData)));
s_LightDatas = new ComputeBuffer(k_MaxPunctualLightsOnScreen + k_MaxAreaLightsOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(LightData)));
s_EnvLightDatas = new ComputeBuffer(k_MaxEnvLightsOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(EnvLightData)));
s_shadowDatas = new ComputeBuffer(k_MaxCascadeCount + k_MaxShadowOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(ShadowData)));
s_DecalDatas = new ComputeBuffer(k_MaxDecalsOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(DecalData)));
m_DirectionalLightDatas = new ComputeBuffer(k_MaxDirectionalLightsOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(DirectionalLightData)));
m_LightDatas = new ComputeBuffer(k_MaxPunctualLightsOnScreen + k_MaxAreaLightsOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(LightData)));
m_EnvLightDatas = new ComputeBuffer(k_MaxEnvLightsOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(EnvLightData)));
m_shadowDatas = new ComputeBuffer(k_MaxCascadeCount + k_MaxShadowOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(ShadowData)));
m_DecalDatas = new ComputeBuffer(k_MaxDecalsOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(DecalData)));
m_CookieTexArray = new TextureCache2D();
m_CookieTexArray = new TextureCache2D("Cookie");
m_CubeCookieTexArray = new TextureCacheCubemap();
m_CubeCookieTexArray = new TextureCacheCubemap("Cookie");
m_CubeCookieTexArray.AllocTextureArray(gLightLoopSettings.cubeCookieTexArraySize, gLightLoopSettings.pointCookieSize, TextureFormat.RGBA32, true, m_CubeToPanoMaterial);
TextureFormat probeCacheFormat = gLightLoopSettings.reflectionCacheCompressed ? TextureFormat.BC6H : TextureFormat.RGBAHalf;

int index = GetDeferredLightingMaterialIndex(outputSplitLighting, lightLoopTilePass, shadowMask, debugDisplay);
m_deferredLightingMaterial[index] = CoreUtils.CreateEngineMaterial(m_Resources.deferredShader);
m_deferredLightingMaterial[index].name = string.Format("{0}_{1}", m_Resources.deferredShader.name, index);
CoreUtils.SetKeyword(m_deferredLightingMaterial[index], "OUTPUT_SPLIT_LIGHTING", outputSplitLighting == 1);
CoreUtils.SelectKeyword(m_deferredLightingMaterial[index], "LIGHTLOOP_TILE_PASS", "LIGHTLOOP_SINGLE_PASS", lightLoopTilePass == 1);
CoreUtils.SetKeyword(m_deferredLightingMaterial[index], "SHADOWS_SHADOWMASK", shadowMask == 1);

}
}
s_DefaultTexture2DArray = new Texture2DArray(1, 1, 1, TextureFormat.ARGB32, false);
s_DefaultTexture2DArray.SetPixels32(new Color32[1] { new Color32(128, 128, 128, 128) }, 0);
s_DefaultTexture2DArray.Apply();
m_DefaultTexture2DArray = new Texture2DArray(1, 1, 1, TextureFormat.ARGB32, false);
m_DefaultTexture2DArray.hideFlags = HideFlags.HideAndDontSave;
m_DefaultTexture2DArray.name = CoreUtils.GetTextureAutoName(1, 1, TextureFormat.ARGB32, depth: 1, dim: TextureDimension.Tex2DArray, name: "LightLoopDefault");
m_DefaultTexture2DArray.SetPixels32(new Color32[1] { new Color32(128, 128, 128, 128) }, 0);
m_DefaultTexture2DArray.Apply();
s_DefaultTextureCube = new Cubemap(16, TextureFormat.ARGB32, false);
s_DefaultTextureCube.Apply();
m_DefaultTextureCube = new Cubemap(16, TextureFormat.ARGB32, false);
m_DefaultTextureCube.Apply();
InitShadowSystem(hdAsset, shadowSettings);
}

DeinitShadowSystem();
CoreUtils.SafeRelease(s_DirectionalLightDatas);
CoreUtils.SafeRelease(s_LightDatas);
CoreUtils.SafeRelease(s_EnvLightDatas);
CoreUtils.SafeRelease(s_shadowDatas);
CoreUtils.SafeRelease(s_DecalDatas);
CoreUtils.Destroy(m_DefaultTexture2DArray);
CoreUtils.Destroy(m_DefaultTextureCube);
CoreUtils.SafeRelease(m_DirectionalLightDatas);
CoreUtils.SafeRelease(m_LightDatas);
CoreUtils.SafeRelease(m_EnvLightDatas);
CoreUtils.SafeRelease(m_shadowDatas);
CoreUtils.SafeRelease(m_DecalDatas);
if (m_ReflectionProbeCache != null)
{

m_CurrentSunLightShadowIndex = shadowIdx;
}
// TODO: Currently m_maxShadowDistance is based on shadow settings, but this value is define for a whole level. We should be able to change this value during gameplay
float scale;
float bias;
GetScaleAndBiasForLinearDistanceFade(m_maxShadowDistance, out scale, out bias);

if (additionalshadowData)
{
float shadowDistanceFade = ComputeLinearDistanceFade(distanceToCamera, additionalshadowData.shadowFadeDistance);
float shadowDistanceFade = ComputeLinearDistanceFade(distanceToCamera, Mathf.Min(shadowSettings.maxShadowDistance, additionalshadowData.shadowFadeDistance));
lightData.shadowDimmer = additionalshadowData.shadowDimmer * shadowDistanceFade;
}
else

envLightData.influenceShapeType = probe.influenceShapeType;
envLightData.dimmer = probe.dimmer;
envLightData.weight = probe.weight;
envLightData.multiplier = probe.multiplier;
envLightData.influenceExtents = probe.influenceExtents;
envLightData.blendNormalDistancePositive = probe.blendNormalDistancePositive;
envLightData.blendNormalDistanceNegative = probe.blendNormalDistanceNegative;

{
// If any light require it, we need to enabled bake shadow mask feature
m_enableBakeShadowMask = false;
m_maxShadowDistance = shadowSettings.maxShadowDistance;
m_lightList.Clear();

UpdateDataBuffers();
m_maxShadowDistance = shadowSettings.maxShadowDistance;
return m_enableBakeShadowMask;
}
}

void UpdateDataBuffers()
{
s_DirectionalLightDatas.SetData(m_lightList.directionalLights);
s_LightDatas.SetData(m_lightList.lights);
s_EnvLightDatas.SetData(m_lightList.envLights);
s_shadowDatas.SetData(m_lightList.shadows);
s_DecalDatas.SetData(DecalSystem.m_DecalDatas, 0, 0, Math.Min(DecalSystem.m_DecalDatasCount, k_MaxDecalsOnScreen)); // don't add more than the size of the buffer
m_DirectionalLightDatas.SetData(m_lightList.directionalLights);
m_LightDatas.SetData(m_lightList.lights);
m_EnvLightDatas.SetData(m_lightList.envLights);
m_shadowDatas.SetData(m_lightList.shadows);
m_DecalDatas.SetData(DecalSystem.m_DecalDatas, 0, 0, Math.Min(DecalSystem.m_DecalDatasCount, k_MaxDecalsOnScreen)); // don't add more than the size of the buffer
// These two buffers have been set in Rebuild()
s_ConvexBoundsBuffer.SetData(m_lightList.bounds);

cmd.SetGlobalTexture(HDShaderIDs._Env2DTextures, m_ReflectionPlanarProbeCache.GetTexCache());
cmd.SetGlobalMatrixArray(HDShaderIDs._Env2DCaptureVP, m_Env2DCaptureVP);
cmd.SetGlobalBuffer(HDShaderIDs._DirectionalLightDatas, s_DirectionalLightDatas);
cmd.SetGlobalBuffer(HDShaderIDs._DirectionalLightDatas, m_DirectionalLightDatas);
cmd.SetGlobalBuffer(HDShaderIDs._LightDatas, s_LightDatas);
cmd.SetGlobalBuffer(HDShaderIDs._LightDatas, m_LightDatas);
cmd.SetGlobalBuffer(HDShaderIDs._EnvLightDatas, s_EnvLightDatas);
cmd.SetGlobalBuffer(HDShaderIDs._EnvLightDatas, m_EnvLightDatas);
cmd.SetGlobalBuffer(HDShaderIDs._DecalDatas, s_DecalDatas);
cmd.SetGlobalBuffer(HDShaderIDs._DecalDatas, m_DecalDatas);
cmd.SetGlobalBuffer(HDShaderIDs._ShadowDatas, s_shadowDatas);
cmd.SetGlobalBuffer(HDShaderIDs._ShadowDatas, m_shadowDatas);
cmd.SetGlobalInt(HDShaderIDs._NumTileFtplX, GetNumTileFtplX(hdCamera));
cmd.SetGlobalInt(HDShaderIDs._NumTileFtplY, GetNumTileFtplY(hdCamera));

public void RenderDeferredDirectionalShadow(HDCamera hdCamera, RTHandle deferredShadowRT, RenderTargetIdentifier depthTexture, CommandBuffer cmd)
{
if (m_CurrentSunLight == null || m_CurrentSunLight.GetComponent<AdditionalShadowData>() == null)
if (m_CurrentSunLight == null || m_CurrentSunLight.GetComponent<AdditionalShadowData>() == null || m_CurrentSunLightShadowIndex < 0)
{
cmd.SetGlobalTexture(HDShaderIDs._DeferredShadowTexture, RuntimeUtilities.blackTexture);
return;

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/lightlistbuild-bigtile.compute


#pragma kernel BigTileLightListGen
#include "CoreRP/ShaderLibrary/common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "LightLoop.cs.hlsl"
#include "LightingConvexHullUtils.hlsl"
#include "SortingComputeUtils.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/lightlistbuild-clustered.compute


#pragma kernel TileLightListGen_DepthRT_MSAA_SrcBigTile LIGHTLISTGEN=TileLightListGen_DepthRT_MSAA_SrcBigTile ENABLE_DEPTH_TEXTURE_BACKPLANE MSAA_ENABLED USE_TWO_PASS_TILED_LIGHTING
#pragma kernel ClearAtomic
#include "CoreRP/ShaderLibrary/common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "ShaderBase.hlsl"
#include "LightLoop.cs.hlsl"
#include "LightingConvexHullUtils.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/lightlistbuild.compute


//#pragma #pragma enable_d3d11_debug_symbols
#include "CoreRP/ShaderLibrary/common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "ShaderBase.hlsl"
#include "LightLoop.cs.hlsl"
#include "LightingConvexHullUtils.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/materialflags.compute


// #pragma enable_d3d11_debug_symbols
#include "CoreRP/ShaderLibrary/common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "ShaderBase.hlsl"
#include "LightLoop.cs.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/scrbound.compute


#pragma kernel ScreenBoundsAABB
#include "CoreRP/ShaderLibrary/common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "LightLoop.cs.hlsl"
#pragma only_renderers d3d11 ps4 xboxone vulkan metal

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDAssetFactory.cs


newAsset.computeGgxIblSampleData = Load<ComputeShader>(HDRenderPipelinePath + "Material/GGXConvolution/ComputeGgxIblSampleData.compute");
newAsset.GGXConvolve = Load<Shader>(HDRenderPipelinePath + "Material/GGXConvolution/GGXConvolve.shader");
newAsset.opaqueAtmosphericScattering = Load<Shader>(HDRenderPipelinePath + "Sky/OpaqueAtmosphericScattering.shader");
newAsset.hdriSky = Load<Shader>(HDRenderPipelinePath + "Sky/HDRISky/HDRISky.shader");
newAsset.proceduralSky = Load<Shader>(HDRenderPipelinePath + "Sky/ProceduralSky/ProceduralSky.shader");
// Utilities / Core
newAsset.encodeBC6HCS = Load<ComputeShader>(CorePath + "CoreResources/EncodeBC6H.compute");

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Sky/HDRISky/HDRISkyEditor.cs


public class HDRISkyEditor
: SkySettingsEditor
{
SerializedDataParameter m_SkyHDRI;
SerializedDataParameter m_hdriSky;
public override void OnEnable()
{

m_SkyHDRI = Unpack(o.Find(x => x.skyHDRI));
m_hdriSky = Unpack(o.Find(x => x.hdriSky));
PropertyField(m_SkyHDRI);
PropertyField(m_hdriSky);
EditorGUILayout.Space();

7
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/EditorRenderPipelineResources/ReflectionProbesPreview.shader


_Exposure("_Exposure", Range(-10.0,10.0)) = 0.0
}
SubShader
SubShader
Tags{ "RenderType" = "Opaque" "Queue" = "Transparent" }
Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "Opaque" "Queue" = "Transparent" }
ZWrite On
Cull Back

#pragma vertex vert
#pragma fragment frag
#include "CoreRP/ShaderLibrary/common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "HDRP/ShaderVariables.hlsl"
struct appdata

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Camera/HDCameraUI.cs


Inspector = new []
{
SectionPrimarySettings,
SectionPhysicalSettings,
// Not used for now
//SectionPhysicalSettings,
SectionCaptureSettings,
SectionOutputSettings,
SectionXRSettings,

20
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDRenderPipelineMenuItems.cs


public class HDRenderPipelineMenuItems
{
[MenuItem("Internal/HDRenderPipeline/Upgrade Scene Light Intensity to physical light unit", priority = CoreUtils.editMenuPriority2)]
//[MenuItem("Internal/HDRenderPipeline/Upgrade Scene Light Intensity to physical light unit", priority = CoreUtils.editMenuPriority2)]
static void UpgradeLightsPLU()
{
Light[] lights = Resources.FindObjectsOfTypeAll<Light>();

}
else if (add.lightTypeExtent == LightTypeExtent.Line)
{
add.areaIntensity = l.intensity / LightUtils.calculateLineLightArea(1.0f, add.shapeWidth);
add.areaIntensity = l.intensity / LightUtils.CalculateLineLightIntensity(1.0f, add.shapeWidth);
}
}

[MenuItem("Internal/HDRenderPipeline/Add \"Additional Light-shadow Data\" (if not present)")]
//[MenuItem("Internal/HDRenderPipeline/Add \"Additional Light-shadow Data\" (if not present)")]
static void AddAdditionalLightData()
{
var lights = UnityObject.FindObjectsOfType(typeof(Light)) as Light[];

}
}
[MenuItem("Internal/HDRenderPipeline/Add \"Additional Camera Data\" (if not present)")]
//[MenuItem("Internal/HDRenderPipeline/Add \"Additional Camera Data\" (if not present)")]
static void AddAdditionalCameraData()
{
var cameras = UnityObject.FindObjectsOfType(typeof(Camera)) as Camera[];

}
// This script is a helper for the artists to re-synchronize all layered materials
[MenuItem("Internal/HDRenderPipeline/Synchronize all Layered materials")]
////[MenuItem("Internal/HDRenderPipeline/Synchronize all Layered materials")]
static void SynchronizeAllLayeredMaterial()
{
var materials = Resources.FindObjectsOfTypeAll<Material>();

}
}
[MenuItem("Internal/HDRenderPipeline/Update/Update diffusion profile")]
//[MenuItem("Internal/HDRenderPipeline/Update/Update diffusion profile")]
static void UpdateDiffusionProfile()
{
var matIds = AssetDatabase.FindAssets("t:DiffusionProfileSettings");

}
}
[MenuItem("Internal/HDRenderPipeline/Update/Update material for clear coat")]
//[MenuItem("Internal/HDRenderPipeline/Update/Update material for clear coat")]
static void UpdateMaterialForClearCoat()
{
try

}
}
[MenuItem("Internal/HDRenderPipeline/Update/Update material for subsurface")]
//[MenuItem("Internal/HDRenderPipeline/Update/Update material for subsurface")]
static void UpdateMaterialForSubsurface()
{
try

}
//
[MenuItem("Internal/HDRenderPipeline/Update/Update Height Maps parametrization")]
//[MenuItem("Internal/HDRenderPipeline/Update/Update Height Maps parametrization")]
static void UpdateHeightMapParametrization()
{
try

}
// Function used only to check performance of data with and without tessellation
[MenuItem("Internal/HDRenderPipeline/Test/Remove tessellation materials (not reversible)")]
//[MenuItem("Internal/HDRenderPipeline/Test/Remove tessellation materials (not reversible)")]
static void RemoveTessellationMaterials()
{
var materials = Resources.FindObjectsOfTypeAll<Material>();

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