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180 行
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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(PackingRules.Exact, false)]
public struct DirectionalLightData
{
// Packing order depends on chronological access to avoid cache misses
public uint lightLayers;
public Vector3 positionRWS;
public Vector3 color;
public int cookieIndex; // -1 if unused
public float volumetricDimmer;
public Vector3 right; // Rescaled by (2 / shapeWidth)
public Vector3 up; // Rescaled by (2 / shapeHeight)
public Vector3 forward;
public int tileCookie; // TODO: make it a bool
public int shadowIndex; // -1 if unused
public int contactShadowIndex; // -1 if unused
public Vector4 shadowMaskSelector; // Use with ShadowMask feature
public int nonLightmappedOnly; // Use with ShadowMask feature // TODO: make it a bool
public float diffuseScale;
public float specularScale;
};
[GenerateHLSL(PackingRules.Exact, false)]
public struct LightData
{
// Packing order depends on chronological access to avoid cache misses
public uint lightLayers;
public Vector3 positionRWS;
public Vector3 color;
public float rangeAttenuationScale;
public float rangeAttenuationBias;
public float angleScale; // Spot light
public float angleOffset; // Spot light
public int cookieIndex; // -1 if unused
public GPULightType lightType;
public Vector3 right; // If spot: rescaled by cot(outerHalfAngle); if projector: rescaled by (2 / shapeWidth)
public Vector3 up; // If spot: rescaled by cot(outerHalfAngle); if projector: rescaled by (2 / shapeHeight)
public Vector3 forward;
public int shadowIndex; // -1 if unused
public int contactShadowIndex; // -1 if unused
public float shadowDimmer;
public Vector4 shadowMaskSelector; // Use with ShadowMask feature
public int nonLightmappedOnly; // Use with ShadowMask feature // TODO: make it a bool
public float minRoughness; // This is use to give a small "area" to punctual light, as if we have a light with a radius.
public float diffuseScale;
public float specularScale;
public Vector2 size; // Used by area (X = length or width, Y = height) and box projector lights (X = range (depth))
public float volumetricDimmer;
};
[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(PackingRules.Exact, false)]
public struct EnvLightData
{
// Packing order depends on chronological access to avoid cache misses
// Proxy properties
public Vector3 capturePositionRWS;
public EnvShapeType influenceShapeType;
// Box: extents = box extents
// Sphere: extents.x = sphere radius
public Vector3 proxyExtents;
// 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 proxyPositionRWS;
public Vector3 proxyForward;
public Vector3 proxyUp;
public Vector3 proxyRight;
// Influence properties
public Vector3 influencePositionRWS;
public Vector3 influenceForward;
public Vector3 influenceUp;
public Vector3 influenceRight;
public Vector3 influenceExtents;
public float unused00;
public Vector3 blendDistancePositive;
public Vector3 blendDistanceNegative;
public Vector3 blendNormalDistancePositive;
public Vector3 blendNormalDistanceNegative;
public Vector3 boxSideFadePositive;
public Vector3 boxSideFadeNegative;
public float weight;
public float multiplier;
// Sampling properties
public int envIndex;
};
[GenerateHLSL]
public enum EnvCacheType
{
Texture2D,
Cubemap
}
// 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
}
}