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316 行
12 KiB
316 行
12 KiB
using System;
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using UnityEngine.Rendering;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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public partial class Lit : RenderPipelineMaterial
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{
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// Currently we have only one materialId (Standard GGX), so it is not store in the GBuffer and we don't test for it
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// If change, be sure it match what is done in Lit.hlsl: MaterialFeatureFlagsFromGBuffer
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// Material bit mask must match the size define LightDefinitions.s_MaterialFeatureMaskFlags value
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[GenerateHLSL(PackingRules.Exact)]
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public enum MaterialFeatureFlags
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{
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LitStandard = 1 << 0, // For material classification we need to identify that we are indeed use as standard material, else we are consider as sky/background element
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LitSpecularColor = 1 << 1, // LitSpecularColor is not use statically but only dynamically
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LitSubsurfaceScattering = 1 << 2,
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LitTransmission = 1 << 3,
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LitAnisotropy = 1 << 4,
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LitIridescence = 1 << 5,
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LitClearCoat = 1 << 6
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};
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[GenerateHLSL(PackingRules.Exact)]
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public enum RefractionMode
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{
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None = 0,
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Plane = 1,
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Sphere = 2
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};
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//-----------------------------------------------------------------------------
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// SurfaceData
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//-----------------------------------------------------------------------------
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// Main structure that store the user data (i.e user input of master node in material graph)
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[GenerateHLSL(PackingRules.Exact, false, true, 1000)]
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public struct SurfaceData
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{
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[SurfaceDataAttributes("MaterialFeatures")]
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public uint materialFeatures;
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// Standard
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[SurfaceDataAttributes("Base Color", false, true)]
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public Vector3 baseColor;
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[SurfaceDataAttributes("Specular Occlusion")]
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public float specularOcclusion;
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[SurfaceDataAttributes(new string[]{"Normal", "Normal View Space"}, true)]
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public Vector3 normalWS;
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[SurfaceDataAttributes("Smoothness")]
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public float perceptualSmoothness;
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[SurfaceDataAttributes("Ambient Occlusion")]
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public float ambientOcclusion;
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[SurfaceDataAttributes("Metallic")]
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public float metallic;
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[SurfaceDataAttributes("Coat mask")]
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public float coatMask;
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// MaterialFeature dependent attribute
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// Specular Color
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[SurfaceDataAttributes("Specular Color", false, true)]
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public Vector3 specularColor;
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// SSS
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[SurfaceDataAttributes("Diffusion Profile")]
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public uint diffusionProfile;
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[SurfaceDataAttributes("Subsurface Mask")]
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public float subsurfaceMask;
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// Transmission
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// + Diffusion Profile
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[SurfaceDataAttributes("Thickness")]
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public float thickness;
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// Anisotropic
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[SurfaceDataAttributes("Tangent", true)]
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public Vector3 tangentWS;
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[SurfaceDataAttributes("Anisotropy")]
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public float anisotropy; // anisotropic ratio(0->no isotropic; 1->full anisotropy in tangent direction, -1->full anisotropy in bitangent direction)
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// Iridescence
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public float thicknessIrid;
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// Forward property only
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// Transparency
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// Reuse thickness from SSS
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[SurfaceDataAttributes("Index of refraction")]
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public float ior;
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[SurfaceDataAttributes("Transmittance Color")]
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public Vector3 transmittanceColor;
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[SurfaceDataAttributes("Transmittance Absorption Distance")]
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public float atDistance;
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[SurfaceDataAttributes("Transmittance mask")]
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public float transmittanceMask;
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};
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//-----------------------------------------------------------------------------
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// BSDFData
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//-----------------------------------------------------------------------------
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[GenerateHLSL(PackingRules.Exact, false, true, 1030)]
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public struct BSDFData
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{
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public uint materialFeatures;
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[SurfaceDataAttributes("", false, true)]
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public Vector3 diffuseColor;
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public Vector3 fresnel0;
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public float specularOcclusion;
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[SurfaceDataAttributes(new string[] { "Normal WS", "Normal View Space" }, true)]
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public Vector3 normalWS;
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public float perceptualRoughness;
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public float coatMask;
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// MaterialFeature dependent attribute
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// SpecularColor fold into fresnel0
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// SSS
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public uint diffusionProfile;
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public float subsurfaceMask;
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// Transmission
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// + Diffusion Profile
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public float thickness;
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public bool useThickObjectMode; // Read from the diffusion profile
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public Vector3 transmittance; // Precomputation of transmittance
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// Anisotropic
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[SurfaceDataAttributes("", true)]
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public Vector3 tangentWS;
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[SurfaceDataAttributes("", true)]
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public Vector3 bitangentWS;
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public float roughnessT;
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public float roughnessB;
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public float anisotropy;
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// Iridescence
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public float thicknessIrid;
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// ClearCoat
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public float coatRoughness; // Automatically fill
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// Forward property only
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// Transparency
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public float ior;
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// Reuse thickness from SSS
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public Vector3 absorptionCoefficient;
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public float transmittanceMask;
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};
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//-----------------------------------------------------------------------------
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// RenderLoop management
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//-----------------------------------------------------------------------------
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[GenerateHLSL(PackingRules.Exact)]
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public enum GBufferMaterial
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{
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// Note: This count doesn't include the velocity buffer. On shader and csharp side the velocity buffer will be added by the framework
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Count = 4
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};
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//-----------------------------------------------------------------------------
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// GBuffer management
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//-----------------------------------------------------------------------------
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public override int GetMaterialGBufferCount() { return (int)GBufferMaterial.Count; }
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RenderTextureFormat[] m_RTFormat4 = { RenderTextureFormat.ARGB32, RenderTextureFormat.ARGB32, RenderTextureFormat.ARGB32, RenderTextureFormat.RGB111110Float };
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bool[] m_RTsRGBFlag4 = { true, false, false, false };
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public override void GetMaterialGBufferDescription(out RenderTextureFormat[] RTFormat, out bool[] sRGBFlag)
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{
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RTFormat = m_RTFormat4;
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sRGBFlag = m_RTsRGBFlag4;
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}
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//-----------------------------------------------------------------------------
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// Init precomputed texture
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//-----------------------------------------------------------------------------
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bool m_isInit;
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// For image based lighting
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Material m_InitPreFGD;
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RenderTexture m_PreIntegratedFGD;
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// For area lighting - We pack all texture inside a texture array to reduce the number of resource required
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Texture2DArray m_LtcData; // 0: m_LtcGGXMatrix - RGBA, 2: m_LtcDisneyDiffuseMatrix - RGBA, 3: m_LtcMultiGGXFresnelDisneyDiffuse - RGB, A unused
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const int k_LtcLUTMatrixDim = 3; // size of the matrix (3x3)
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const int k_LtcLUTResolution = 64;
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// Load LUT with one scalar in alpha of a tex2D
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void LoadLUT(Texture2DArray tex, int arrayElement, TextureFormat format, float[] LUTScalar)
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{
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const int count = k_LtcLUTResolution * k_LtcLUTResolution;
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Color[] pixels = new Color[count];
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for (int i = 0; i < count; i++)
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{
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pixels[i] = new Color(0, 0, 0, LUTScalar[i]);
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}
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tex.SetPixels(pixels, arrayElement);
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}
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// Load LUT with 3x3 matrix in RGBA of a tex2D (some part are zero)
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void LoadLUT(Texture2DArray tex, int arrayElement, TextureFormat format, double[,] LUTTransformInv)
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{
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const int count = k_LtcLUTResolution * k_LtcLUTResolution;
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Color[] pixels = new Color[count];
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for (int i = 0; i < count; i++)
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{
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// Both GGX and Disney Diffuse BRDFs have zero values in columns 1, 3, 5, 7.
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// Column 8 contains only ones.
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pixels[i] = new Color((float)LUTTransformInv[i, 0],
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(float)LUTTransformInv[i, 2],
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(float)LUTTransformInv[i, 4],
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(float)LUTTransformInv[i, 6]);
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}
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tex.SetPixels(pixels, arrayElement);
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}
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// Special-case function for 'm_LtcMultiGGXFresnelDisneyDiffuse'.
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void LoadLUT(Texture2DArray tex, int arrayElement, TextureFormat format, float[] LtcGGXMagnitudeData,
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float[] LtcGGXFresnelData,
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float[] LtcDisneyDiffuseMagnitudeData)
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{
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const int count = k_LtcLUTResolution * k_LtcLUTResolution;
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Color[] pixels = new Color[count];
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for (int i = 0; i < count; i++)
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{
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// We store the result of the subtraction as a run-time optimization.
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// See the footnote 2 of "LTC Fresnel Approximation" by Stephen Hill.
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pixels[i] = new Color(LtcGGXMagnitudeData[i] - LtcGGXFresnelData[i],
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LtcGGXFresnelData[i], LtcDisneyDiffuseMagnitudeData[i], 1);
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}
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tex.SetPixels(pixels, arrayElement);
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}
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public Lit() {}
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public override void Build(HDRenderPipelineAsset hdAsset)
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{
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m_InitPreFGD = CoreUtils.CreateEngineMaterial("Hidden/HDRenderPipeline/PreIntegratedFGD");
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m_PreIntegratedFGD = new RenderTexture(128, 128, 0, RenderTextureFormat.ARGB2101010, RenderTextureReadWrite.Linear);
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m_PreIntegratedFGD.hideFlags = HideFlags.HideAndDontSave;
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m_PreIntegratedFGD.filterMode = FilterMode.Bilinear;
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m_PreIntegratedFGD.wrapMode = TextureWrapMode.Clamp;
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m_PreIntegratedFGD.hideFlags = HideFlags.DontSave;
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m_PreIntegratedFGD.name = CoreUtils.GetRenderTargetAutoName(128, 128, RenderTextureFormat.ARGB2101010, "PreIntegratedFGD");
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m_PreIntegratedFGD.Create();
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m_LtcData = new Texture2DArray(k_LtcLUTResolution, k_LtcLUTResolution, 3, TextureFormat.RGBAHalf, false /*mipmap*/, true /* linear */)
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{
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hideFlags = HideFlags.HideAndDontSave,
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wrapMode = TextureWrapMode.Clamp,
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filterMode = FilterMode.Bilinear
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};
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LoadLUT(m_LtcData, 0, TextureFormat.RGBAHalf, s_LtcGGXMatrixData);
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LoadLUT(m_LtcData, 1, TextureFormat.RGBAHalf, s_LtcDisneyDiffuseMatrixData);
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// TODO: switch to RGBA64 when it becomes available.
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LoadLUT(m_LtcData, 2, TextureFormat.RGBAHalf, s_LtcGGXMagnitudeData, s_LtcGGXFresnelData, s_LtcDisneyDiffuseMagnitudeData);
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m_LtcData.Apply();
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m_isInit = false;
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}
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public override void Cleanup()
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{
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CoreUtils.Destroy(m_InitPreFGD);
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// TODO: how to delete RenderTexture ? or do we need to do it ?
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m_isInit = false;
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}
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public override void RenderInit(CommandBuffer cmd)
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{
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if (m_isInit)
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return;
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using (new ProfilingSample(cmd, "Init PreFGD"))
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{
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CoreUtils.DrawFullScreen(cmd, m_InitPreFGD, new RenderTargetIdentifier(m_PreIntegratedFGD));
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}
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m_isInit = true;
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}
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public override void Bind()
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{
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Shader.SetGlobalTexture("_PreIntegratedFGD", m_PreIntegratedFGD);
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Shader.SetGlobalTexture("_LtcData", m_LtcData);
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}
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}
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}
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