using UnityEngine.Rendering; namespace UnityEngine.Experimental.Rendering.HDPipeline { public partial class Lit : RenderPipelineMaterial { [GenerateHLSL(PackingRules.Exact)] public enum MaterialId { LitSSS = 0, LitStandard = 1, LitAniso = 2, LitClearCoat = 3, // LitSpecular (DiffuseColor/SpecularColor) is an alternate parametrization for LitStandard (BaseColor/Metal/Specular), but it is the same shading model // We don't want any specific materialId for it, instead we use LitStandard as materialId. However for UI purpose we still define this value here. // For material classification we will use LitStandard too LitSpecular = 4, }; // If change, be sure it match what is done in Lit.hlsl: MaterialFeatureFlagsFromGBuffer // Material bit mask must match LightDefinitions.s_MaterialFeatureMaskFlags value [GenerateHLSL] public enum MaterialFeatureFlags { LitSSS = 1 << MaterialId.LitSSS, LitStandard = 1 << MaterialId.LitStandard, LitAniso = 1 << MaterialId.LitAniso, LitClearCoat = 1 << MaterialId.LitClearCoat, }; [GenerateHLSL] public class StandardDefinitions { public static int s_GBufferLitStandardRegularId = 0; public static int s_GBufferLitStandardSpecularColorId = 1; public static float s_DefaultSpecularValue = 0.04f; } [GenerateHLSL(PackingRules.Exact)] public enum RefractionMode { None = 0, Plane = 1, Sphere = 2 }; //----------------------------------------------------------------------------- // SurfaceData //----------------------------------------------------------------------------- // Main structure that store the user data (i.e user input of master node in material graph) [GenerateHLSL(PackingRules.Exact, false, true, 1000)] public struct SurfaceData { [SurfaceDataAttributes("Base Color", false, true)] public Vector3 baseColor; [SurfaceDataAttributes("Specular Occlusion")] public float specularOcclusion; [SurfaceDataAttributes("Normal", true)] public Vector3 normalWS; [SurfaceDataAttributes("Smoothness")] public float perceptualSmoothness; [SurfaceDataAttributes("Material ID")] public MaterialId materialId; // matId above 3 are store in standard material gbuffer (2bit reserved) [SurfaceDataAttributes("Ambient Occlusion")] public float ambientOcclusion; // MaterialId dependent attribute // standard [SurfaceDataAttributes("Tangent", true)] public Vector3 tangentWS; [SurfaceDataAttributes("Anisotropy")] public float anisotropy; // anisotropic ratio(0->no isotropic; 1->full anisotropy in tangent direction) [SurfaceDataAttributes("Metallic")] public float metallic; // SSS [SurfaceDataAttributes("Subsurface Radius")] public float subsurfaceRadius; [SurfaceDataAttributes("Thickness")] public float thickness; [SurfaceDataAttributes("Subsurface Profile")] public int subsurfaceProfile; // SpecColor [SurfaceDataAttributes("Specular Color", false, true)] public Vector3 specularColor; // ClearCoat [SurfaceDataAttributes("Coat mask")] public float coatMask; // Only in forward // Transparency [SurfaceDataAttributes("Index of refraction")] public float ior; // Reuse thickness from SSS [SurfaceDataAttributes("Transmittance Color")] public Vector3 transmittanceColor; [SurfaceDataAttributes("Transmittance Absorption Distance")] public float atDistance; [SurfaceDataAttributes("Transmittance mask")] public float transmittanceMask; }; //----------------------------------------------------------------------------- // BSDFData //----------------------------------------------------------------------------- [GenerateHLSL(PackingRules.Exact, false, true, 1030)] public struct BSDFData { [SurfaceDataAttributes("", false, true)] public Vector3 diffuseColor; public Vector3 fresnel0; public float specularOcclusion; [SurfaceDataAttributes("", true)] public Vector3 normalWS; public float perceptualRoughness; public int materialId; // MaterialId dependent attribute // standard [SurfaceDataAttributes("", true)] public Vector3 tangentWS; [SurfaceDataAttributes("", true)] public Vector3 bitangentWS; public float roughnessT; public float roughnessB; public float anisotropy; // fold into fresnel0 // SSS public float subsurfaceRadius; public float thickness; public int subsurfaceProfile; public bool enableTransmission; // Read from the SSS profile public bool useThickObjectMode; // Read from the SSS profile public Vector3 transmittance; // SpecColor // fold into fresnel0 // ClearCoat public float coatMask; // Only in forward // Transparency public float ior; // Reuse thickness from SSS public Vector3 absorptionCoefficient; public float transmittanceMask; }; //----------------------------------------------------------------------------- // RenderLoop management //----------------------------------------------------------------------------- [GenerateHLSL(PackingRules.Exact)] public enum GBufferMaterial { // Note: This count doesn't include the velocity buffer. On shader and csharp side the velocity buffer will be added by the framework Count = 4 }; //----------------------------------------------------------------------------- // GBuffer management //----------------------------------------------------------------------------- public override int GetMaterialGBufferCount() { return (int)GBufferMaterial.Count; } RenderTextureFormat[] m_RTFormat4 = { RenderTextureFormat.ARGB32, RenderTextureFormat.ARGB2101010, RenderTextureFormat.ARGB32, RenderTextureFormat.RGB111110Float }; RenderTextureReadWrite[] m_RTReadWrite4 = { RenderTextureReadWrite.sRGB, RenderTextureReadWrite.Linear, RenderTextureReadWrite.Linear, RenderTextureReadWrite.Linear }; public override void GetMaterialGBufferDescription(out RenderTextureFormat[] RTFormat, out RenderTextureReadWrite[] RTReadWrite) { RTFormat = m_RTFormat4; RTReadWrite = m_RTReadWrite4; } //----------------------------------------------------------------------------- // Init precomputed texture //----------------------------------------------------------------------------- bool m_isInit; // For image based lighting Material m_InitPreFGD; RenderTexture m_PreIntegratedFGD; // For area lighting - We pack all texture inside a texture array to reduce the number of resource required Texture2DArray m_LtcData; // 0: m_LtcGGXMatrix - RGBA, 2: m_LtcDisneyDiffuseMatrix - RGBA, 3: m_LtcMultiGGXFresnelDisneyDiffuse - RGB, A unused const int k_LtcLUTMatrixDim = 3; // size of the matrix (3x3) const int k_LtcLUTResolution = 64; // Load LUT with one scalar in alpha of a tex2D void LoadLUT(Texture2DArray tex, int arrayElement, TextureFormat format, float[] LUTScalar) { const int count = k_LtcLUTResolution * k_LtcLUTResolution; Color[] pixels = new Color[count]; for (int i = 0; i < count; i++) { pixels[i] = new Color(0, 0, 0, LUTScalar[i]); } tex.SetPixels(pixels, arrayElement); } // Load LUT with 3x3 matrix in RGBA of a tex2D (some part are zero) void LoadLUT(Texture2DArray tex, int arrayElement, TextureFormat format, double[,] LUTTransformInv) { const int count = k_LtcLUTResolution * k_LtcLUTResolution; Color[] pixels = new Color[count]; for (int i = 0; i < count; i++) { // Both GGX and Disney Diffuse BRDFs have zero values in columns 1, 3, 5, 7. // Column 8 contains only ones. pixels[i] = new Color((float)LUTTransformInv[i, 0], (float)LUTTransformInv[i, 2], (float)LUTTransformInv[i, 4], (float)LUTTransformInv[i, 6]); } tex.SetPixels(pixels, arrayElement); } // Special-case function for 'm_LtcMultiGGXFresnelDisneyDiffuse'. void LoadLUT(Texture2DArray tex, int arrayElement, TextureFormat format, float[] LtcGGXMagnitudeData, float[] LtcGGXFresnelData, float[] LtcDisneyDiffuseMagnitudeData) { const int count = k_LtcLUTResolution * k_LtcLUTResolution; Color[] pixels = new Color[count]; for (int i = 0; i < count; i++) { // We store the result of the subtraction as a run-time optimization. // See the footnote 2 of "LTC Fresnel Approximation" by Stephen Hill. pixels[i] = new Color(LtcGGXMagnitudeData[i] - LtcGGXFresnelData[i], LtcGGXFresnelData[i], LtcDisneyDiffuseMagnitudeData[i], 1); } tex.SetPixels(pixels, arrayElement); } public Lit() {} public override void Build(HDRenderPipelineAsset hdAsset) { m_InitPreFGD = CoreUtils.CreateEngineMaterial("Hidden/HDRenderPipeline/PreIntegratedFGD"); m_PreIntegratedFGD = new RenderTexture(128, 128, 0, RenderTextureFormat.ARGB2101010, RenderTextureReadWrite.Linear); m_PreIntegratedFGD.filterMode = FilterMode.Bilinear; m_PreIntegratedFGD.wrapMode = TextureWrapMode.Clamp; m_PreIntegratedFGD.hideFlags = HideFlags.DontSave; m_PreIntegratedFGD.Create(); m_LtcData = new Texture2DArray(k_LtcLUTResolution, k_LtcLUTResolution, 3, TextureFormat.RGBAHalf, false /*mipmap*/, true /* linear */) { hideFlags = HideFlags.HideAndDontSave, wrapMode = TextureWrapMode.Clamp, filterMode = FilterMode.Bilinear }; LoadLUT(m_LtcData, 0, TextureFormat.RGBAHalf, s_LtcGGXMatrixData); LoadLUT(m_LtcData, 1, TextureFormat.RGBAHalf, s_LtcDisneyDiffuseMatrixData); // TODO: switch to RGBA64 when it becomes available. LoadLUT(m_LtcData, 2, TextureFormat.RGBAHalf, s_LtcGGXMagnitudeData, s_LtcGGXFresnelData, s_LtcDisneyDiffuseMagnitudeData); m_LtcData.Apply(); m_isInit = false; } public override void Cleanup() { CoreUtils.Destroy(m_InitPreFGD); // TODO: how to delete RenderTexture ? or do we need to do it ? m_isInit = false; } public override void RenderInit(CommandBuffer cmd) { if (m_isInit) return; using (new ProfilingSample(cmd, "Init PreFGD")) { CoreUtils.DrawFullScreen(cmd, m_InitPreFGD, new RenderTargetIdentifier(m_PreIntegratedFGD)); } m_isInit = true; } public override void Bind() { Shader.SetGlobalTexture("_PreIntegratedFGD", m_PreIntegratedFGD); Shader.SetGlobalTexture("_LtcData", m_LtcData); } } }