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97 行
4.0 KiB
97 行
4.0 KiB
#ifndef UNITY_BUILTIN_DATA_INCLUDED
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#define UNITY_BUILTIN_DATA_INCLUDED
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//-----------------------------------------------------------------------------
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// BuiltinData
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// This structure include common data that should be present in all material
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// and are independent from the BSDF parametrization.
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// Note: These parameters can be store in GBuffer if the writer wants
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//-----------------------------------------------------------------------------
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#include "BuiltinData.cs.hlsl"
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//-----------------------------------------------------------------------------
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// common Encode/Decode functions
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//-----------------------------------------------------------------------------
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// Guideline for velocity buffer.
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// We support various architecture for HDRenderPipeline
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// - Forward only rendering
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// - Hybrid forward/deferred opaque
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// - Regular deferred
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// The velocity buffer is potentially fill in several pass.
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// - In gbuffer pass with extra RT
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// - In forward opaque pass (Can happen even when deferred) with MRT
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// - In dedicated velocity pass
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// Also the velocity buffer is only fill in case of dynamic or deformable objects, static case can use camera reprojection to retrieve motion vector (<= TODO: this may be false with TAA due to jitter matrix)
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// or just previous and current transform
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// So here we decide the following rules:
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// - A deferred material can't override the velocity buffer format of builtinData, must use appropriate function
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// - If velocity buffer is enable in deferred material it is the last one
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// - Velocity buffer can be optionally enabled (either in forward or deferred)
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// - Velocity data can't be pack with other properties
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// - Same velocity buffer is use for all scenario, so if deferred define a velocity buffer, the same is reuse for forward case.
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// For these reasons we chose to avoid to pack velocity buffer with anything else in case of PackgbufferInFP16 (and also in case the format change)
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// Encode/Decode velocity/distortion in a buffer (either forward of deferred)
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// Design note: We assume that velocity/distortion fit into a single buffer (i.e not spread on several buffer)
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void EncodeVelocity(float2 velocity, out float4 outBuffer)
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{
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// RT - 16:16 float
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outBuffer = float4(velocity.xy, 0.0, 0.0);
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}
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void DecodeVelocity(float4 inBuffer, out float2 velocity)
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{
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velocity = inBuffer.xy;
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}
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void EncodeDistortion(float2 distortion, float distortionBlur, out float4 outBuffer)
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{
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// RT - 16:16:16:16 float
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// distortionBlur in alpha for a different blend mode
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outBuffer = float4(distortion, 0.0, distortionBlur);
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}
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void DecodeDistortion(float4 inBuffer, out float2 distortion, out float2 distortionBlur)
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{
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distortion = inBuffer.xy;
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distortionBlur = inBuffer.a;
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}
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void GetBuiltinDataDebug(uint paramId, BuiltinData builtinData, inout float3 result, inout bool needLinearToSRGB)
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{
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GetGeneratedBuiltinDataDebug(paramId, builtinData, result, needLinearToSRGB);
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switch (paramId)
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{
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case DEBUGVIEW_BUILTIN_BUILTINDATA_BAKE_DIFFUSE_LIGHTING:
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// TODO: require a remap
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// TODO: we should not gamma correct, but easier to debug for now without correct high range value
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result = builtinData.bakeDiffuseLighting; needLinearToSRGB = true;
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break;
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case DEBUGVIEW_BUILTIN_BUILTINDATA_EMISSIVE_COLOR:
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// emissiveColor is premultiply by emissive intensity
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result = (builtinData.emissiveColor / builtinData.emissiveIntensity); needLinearToSRGB = true;
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break;
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case DEBUGVIEW_BUILTIN_BUILTINDATA_DEPTH_OFFSET:
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result = builtinData.depthOffset.xxx * 10.0; // * 10 assuming 1 unity is 1m
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break;
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}
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}
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void GetLightTransportDataDebug(uint paramId, LightTransportData lightTransportData, inout float3 result, inout bool needLinearToSRGB)
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{
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GetGeneratedLightTransportDataDebug(paramId, lightTransportData, result, needLinearToSRGB);
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switch (paramId)
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{
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case DEBUGVIEW_BUILTIN_LIGHTTRANSPORTDATA_EMISSIVE_COLOR:
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// TODO: Need a tonemap ?
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result = lightTransportData.emissiveColor;
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break;
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}
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}
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#endif // UNITY_BUILTIN_DATA_INCLUDED
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