using UnityEngine; //----------------------------------------------------------------------------- // structure definition //----------------------------------------------------------------------------- namespace UnityEngine.Experimental.ScriptableRenderLoop { namespace Builtin { //----------------------------------------------------------------------------- // BuiltinData // This structure include common data that should be present in all material // and are independent from the BSDF parametrization. // Note: These parameters can be store in GBuffer if the writer wants //----------------------------------------------------------------------------- [GenerateHLSL(PackingRules.Exact, false, true, 100)] public struct BuiltinData { [SurfaceDataAttributes("Opacity")] public float opacity; // These are lighting data. // We would prefer to split lighting and material information but for performance reasons, // those lighting information are fill // at the same time than material information. [SurfaceDataAttributes("Bake Diffuse Lighting")] public Vector3 bakeDiffuseLighting; // This is the result of sampling lightmap/lightprobe/proxyvolume [SurfaceDataAttributes("Emissive Color")] public Vector3 emissiveColor; [SurfaceDataAttributes("Emissive Intensity")] public float emissiveIntensity; // These is required for motion blur and temporalAA [SurfaceDataAttributes("Velocity")] public Vector2 velocity; // Distortion [SurfaceDataAttributes("Distortion")] public Vector2 distortion; [SurfaceDataAttributes("Distortion Blur")] public float distortionBlur; // Define the color buffer mipmap level to use }; //----------------------------------------------------------------------------- // LighTransportData // This struct is use to store information for Enlighten/Progressive light mapper. both at runtime or off line. //----------------------------------------------------------------------------- [GenerateHLSL(PackingRules.Exact, false, true, 120)] public struct LighTransportData { public Vector3 diffuseColor; public Vector3 emissiveColor; }; public class RenderLoop : Object { public static RenderTextureFormat GetVelocityBufferFormat() { return RenderTextureFormat.RGHalf; // TODO: We should use 16bit normalized instead, better precision // RGInt } public static RenderTextureReadWrite GetVelocityBufferReadWrite() { return RenderTextureReadWrite.Linear; } public static RenderTextureFormat GetDistortionBufferFormat() { return RenderTextureFormat.ARGBHalf; // This format need to be blendable and include distortionBlur } public static RenderTextureReadWrite GetDistortionBufferReadWrite() { return RenderTextureReadWrite.Linear; } } } }