using System; using UnityEngine.Rendering; //using System.Runtime.InteropServices; namespace UnityEngine.Experimental.Rendering.HDPipeline { public class StackLit : RenderPipelineMaterial { [GenerateHLSL(PackingRules.Exact)] public enum MaterialFeatureFlags { StackLitStandard = 1 << 0, StackLitDualSpecularLobe = 1 << 1, StackLitAnisotropy = 1 << 2, StackLitCoat = 1 << 3, StackLitIridescence = 1 << 4, StackLitSubsurfaceScattering = 1 << 5, StackLitTransmission = 1 << 6, StackLitCoatNormalMap = 1 << 7, }; //----------------------------------------------------------------------------- // SurfaceData //----------------------------------------------------------------------------- // Main structure that store the user data (i.e user input of master node in material graph) [GenerateHLSL(PackingRules.Exact, false, true, 1100)] public struct SurfaceData { [SurfaceDataAttributes("Material Features")] public uint materialFeatures; // Bottom interface (2 lobes BSDF) // Standard parametrization [SurfaceDataAttributes("Base Color", false, true)] public Vector3 baseColor; [SurfaceDataAttributes("Ambient Occlusion")] public float ambientOcclusion; [SurfaceDataAttributes("Metallic")] public float metallic; [SurfaceDataAttributes("IOR")] public float dielectricIor; [SurfaceDataAttributes(new string[] {"Normal", "Normal View Space"}, true)] public Vector3 normalWS; [SurfaceDataAttributes(new string[] {"Geometric Normal", "Geometric Normal View Space"}, true)] public Vector3 geomNormalWS; [SurfaceDataAttributes(new string[] {"Coat Normal", "Coat Normal View Space"}, true)] public Vector3 coatNormalWS; [SurfaceDataAttributes("Smoothness A")] public float perceptualSmoothnessA; // Dual specular lobe [SurfaceDataAttributes("Smoothness B")] public float perceptualSmoothnessB; [SurfaceDataAttributes("Lobe Mixing")] public float lobeMix; // Anisotropic [SurfaceDataAttributes("Tangent", true)] public Vector3 tangentWS; [SurfaceDataAttributes("Anisotropy")] public float anisotropy; // anisotropic ratio(0->no isotropic; 1->full anisotropy in tangent direction, -1->full anisotropy in bitangent direction) // Iridescence [SurfaceDataAttributes("IridescenceIor")] public float iridescenceIor; [SurfaceDataAttributes("IridescenceThickness")] public float iridescenceThickness; [SurfaceDataAttributes("Iridescence Mask")] public float iridescenceMask; // Top interface and media (clearcoat) [SurfaceDataAttributes("Coat Smoothness")] public float coatPerceptualSmoothness; [SurfaceDataAttributes("Coat IOR")] public float coatIor; [SurfaceDataAttributes("Coat Thickness")] public float coatThickness; [SurfaceDataAttributes("Coat Extinction Coefficient")] public Vector3 coatExtinction; // SSS [SurfaceDataAttributes("Diffusion Profile")] public uint diffusionProfile; [SurfaceDataAttributes("Subsurface Mask")] public float subsurfaceMask; // Transmission // + Diffusion Profile [SurfaceDataAttributes("Thickness")] public float thickness; }; //----------------------------------------------------------------------------- // BSDFData //----------------------------------------------------------------------------- [GenerateHLSL(PackingRules.Exact, false, true, 1150)] public struct BSDFData { public uint materialFeatures; // Bottom interface (2 lobes BSDF) // Standard parametrization [SurfaceDataAttributes("", false, true)] public Vector3 diffuseColor; public Vector3 fresnel0; public float ambientOcclusion; [SurfaceDataAttributes(new string[] { "Normal WS", "Normal View Space" }, true)] public Vector3 normalWS; [SurfaceDataAttributes(new string[] {"Geometric Normal", "Geometric Normal View Space"}, true)] public Vector3 geomNormalWS; [SurfaceDataAttributes(new string[] {"Coat Normal", "Coat Normal View Space"}, true)] public Vector3 coatNormalWS; public float perceptualRoughnessA; // Dual specular lobe public float perceptualRoughnessB; public float lobeMix; // Anisotropic [SurfaceDataAttributes("", true)] public Vector3 tangentWS; [SurfaceDataAttributes("", true)] public Vector3 bitangentWS; public float roughnessAT; public float roughnessAB; public float roughnessBT; public float roughnessBB; public float anisotropy; // Top interface and media (clearcoat) public float coatRoughness; public float coatPerceptualRoughness; public float coatIor; public float coatThickness; public Vector3 coatExtinction; // iridescence public float iridescenceIor; public float iridescenceThickness; public float iridescenceMask; // SSS public uint diffusionProfile; public float subsurfaceMask; // Transmission // + Diffusion Profile public float thickness; public bool useThickObjectMode; // Read from the diffusion profile public Vector3 transmittance; // Precomputation of transmittance }; //----------------------------------------------------------------------------- // Init precomputed textures //----------------------------------------------------------------------------- public StackLit() {} public override void Build(HDRenderPipelineAsset hdAsset) { PreIntegratedFGD.instance.Build(PreIntegratedFGD.FGDIndex.FGD_GGXAndDisneyDiffuse); //LTCAreaLight.instance.Build(); } public override void Cleanup() { PreIntegratedFGD.instance.Cleanup(PreIntegratedFGD.FGDIndex.FGD_GGXAndDisneyDiffuse); //LTCAreaLight.instance.Cleanup(); } public override void RenderInit(CommandBuffer cmd) { PreIntegratedFGD.instance.RenderInit(PreIntegratedFGD.FGDIndex.FGD_GGXAndDisneyDiffuse, cmd); } public override void Bind() { PreIntegratedFGD.instance.Bind(PreIntegratedFGD.FGDIndex.FGD_GGXAndDisneyDiffuse); //LTCAreaLight.instance.Bind(); } } }