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138 行
3.3 KiB

using UnityEngine;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
//-----------------------------------------------------------------------------
// structure definition
//-----------------------------------------------------------------------------
[GenerateHLSL]
public enum GPULightType
{
Directional,
Spot,
Point,
ProjectorOrtho,
ProjectorPyramid,
// AreaLight
Rectangle,
Line,
// Currently not supported in real time (just use for reference)
Sphere,
Disk,
Hemisphere,
Cylinder
};
// These structures share between C# and hlsl need to be align on float4, so we pad them.
[GenerateHLSL]
public struct LightData
{
public Vector3 positionWS;
public float invSqrAttenuationRadius;
public Vector3 color;
public float angleScale; // Spot light
public Vector3 forward;
public float angleOffset; // Spot light
public Vector3 up;
public float diffuseScale;
public Vector3 right;
public float specularScale;
public float shadowDimmer;
// index are -1 if not used
public int shadowIndex;
public int IESIndex;
public int cookieIndex;
public GPULightType lightType;
// Area Light specific
public Vector2 size; // x = cot(outerHalfAngle) for spot lights
public bool twoSided;
};
[GenerateHLSL]
public struct DirectionalLightData
{
public Vector3 forward;
public float diffuseScale;
public Vector3 up;
public float invScaleY;
public Vector3 right;
public float invScaleX;
public Vector3 positionWS;
public bool tileCookie;
public Vector3 color;
public float specularScale;
// Sun disc size
public float cosAngle; // Distance to the disk
public float sinAngle; // Disk radius
public int shadowIndex; // -1 if unused
public int cookieIndex; // -1 if unused
};
// TODO: we may have to add various parameters here for shadow - was suppose to be coupled with a light loop
// A point light is 6x PunctualShadowData
[GenerateHLSL]
public struct ShadowData
{
// World to ShadowMap matrix
// Include scale and bias for shadow atlas if any
public Matrix4x4 worldToShadow;
public float bias;
public float quality;
public float unused;
public float unused2;
public Vector4 invResolution;
};
[GenerateHLSL]
public enum EnvShapeType
{
None,
Box,
Sphere,
Sky
};
[GenerateHLSL]
public enum EnvConstants
{
SpecCubeLodStep = 6
}
[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;
public int unused0;
public Vector3 innerDistance; // equivalent to volume scale
public float unused1;
public Vector3 offsetLS;
public float unused2;
};
}