using UnityEngine; namespace UnityEngine.Experimental.Rendering.HDPipeline { //----------------------------------------------------------------------------- // structure definition //----------------------------------------------------------------------------- // Caution: Order is important and is use for optimization in light loop [GenerateHLSL] public enum GPULightType { Directional, Point, Spot, ProjectorPyramid, ProjectorBox, // AreaLight Line, // Keep Line lights before Rectangle. This is needed because of a compiler bug (see LightLoop.hlsl) Rectangle, // Currently not supported in real time (just use for reference) // Sphere, // Disk, }; // This is use to distinguish between reflection and refraction probe in LightLoop [GenerateHLSL] public enum GPUImageBasedLightingType { Reflection, Refraction }; // These structures share between C# and hlsl need to be align on float4, so we pad them. [GenerateHLSL] public struct DirectionalLightData { public Vector3 positionWS; public int tileCookie; // TODO: make it a bool public Vector3 color; public int shadowIndex; // -1 if unused public Vector3 forward; public int cookieIndex; // -1 if unused public Vector3 right; // Rescaled by (2 / shapeWidth) public float specularScale; public Vector3 up; // Rescaled by (2 / shapeHeight) public float diffuseScale; public Vector2 fadeDistanceScaleAndBias; // Use with ShadowMask feature public float unused0; public int dynamicShadowCasterOnly; // Use with ShadowMask feature // TODO: make it a bool public Vector4 shadowMaskSelector; // Use with ShadowMask feature }; [GenerateHLSL] public struct LightData { public Vector3 positionWS; public float invSqrAttenuationRadius; public Vector3 color; public int shadowIndex; // -1 if unused public Vector3 forward; public int cookieIndex; // -1 if unused public Vector3 right; // If spot: rescaled by cot(outerHalfAngle); if projector: rescaled by (2 / shapeWidth) public float specularScale; public Vector3 up; // If spot: rescaled by cot(outerHalfAngle); if projector: rescaled by (2 / shapeHeight) public float diffuseScale; public float angleScale; // Spot light public float angleOffset; // Spot light public float shadowDimmer; public int dynamicShadowCasterOnly; // Use with ShadowMask feature // TODO: make it a bool public Vector4 shadowMaskSelector; // Use with ShadowMask feature public Vector2 size; // Used by area (X = length or width, Y = height) and box projector lights (X = range (depth)) public GPULightType lightType; public float minRoughness; // This is use to give a small "area" to punctual light, as if we have a light with a radius. }; [GenerateHLSL] public enum EnvShapeType { None, Box, Sphere, Sky }; [GenerateHLSL] public enum EnvConstants { SpecCubeLodStep = 6 } // Guideline for reflection volume: In HDRenderPipeline we separate the projection volume (the proxy of the scene) from the influence volume (what pixel on the screen is affected) // However we add the constrain that the shape of the projection and influence volume is the same (i.e if we have a sphere shape projection volume, we have a shape influence). // It allow to have more coherence for the dynamic if in shader code. // Users can also chose to not have any projection, in this case we use the property minProjectionDistance to minimize code change. minProjectionDistance is set to huge number // that simulate effect of no shape projection [GenerateHLSL] public struct EnvLightData { public Vector3 positionWS; public EnvShapeType envShapeType; public Vector3 forward; public int envIndex; public Vector3 up; public float blendDistance; // blend transition outside the volume public Vector3 right; // User can chose if they use This is use in case we want to force infinite projection distance (i.e no projection); public float minProjectionDistance; public Vector3 innerDistance; // equivalent to volume scale public float unused0; public Vector3 offsetLS; public float unused1; }; // Usage of StencilBits.Lighting on 2 bits. // We support both deferred and forward renderer. Here is the current usage of this 2 bits: // 0. Everything except case below. This include any forward opaque object. No lighting in deferred lighting path. // 1. All deferred opaque object that require split lighting (i.e output both specular and diffuse in two different render target). Typically Subsurface scattering material. // 2. All deferred opaque object. // 3. unused [GenerateHLSL] // Caution: Value below are hardcoded in some shader (because properties doesn't support include). If order or value is change, please update corresponding ".shader" public enum StencilLightingUsage { NoLighting, SplitLighting, RegularLighting } }