您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 
 

274 行
12 KiB

using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
namespace Lit
{
[GenerateHLSL(PackingRules.Exact)]
public enum MaterialId
{
LitStandard = 0,
LitSSS = 1,
LitClearCoat = 2,
LitSpecular = 3,
LitAniso = 4 // Should be the last as it is not setup by the users but generated based on anisotropy property
};
//-----------------------------------------------------------------------------
// SurfaceData
//-----------------------------------------------------------------------------
// Main structure that store the user data (i.e user input of master node in material graph)
[GenerateHLSL(PackingRules.Exact, false, true, 1000)]
public struct SurfaceData
{
[SurfaceDataAttributes("Base Color")]
public Vector3 baseColor;
[SurfaceDataAttributes("Specular Occlusion")]
public float specularOcclusion;
[SurfaceDataAttributes("Normal", 0, null, SurfaceDataAttributes.Semantic.Normal)]
public Vector3 normalWS;
[SurfaceDataAttributes("Smoothness")]
public float perceptualSmoothness;
[SurfaceDataAttributes("Material ID")]
public MaterialId materialId;
[SurfaceDataAttributes("Ambient Occlusion", 0, null, SurfaceDataAttributes.Semantic.AmbientOcclusion)]
public float ambientOcclusion;
// MaterialId dependent attribute
// standard
[SurfaceDataAttributes("Tangent", 0, new int[] { (int)MaterialId.LitStandard })]
public Vector3 tangentWS;
[SurfaceDataAttributes("Anisotropy", 0, new int[] { (int)MaterialId.LitStandard })]
public float anisotropy; // anisotropic ratio(0->no isotropic; 1->full anisotropy in tangent direction)
[SurfaceDataAttributes("Metallic", 0, new int[] { (int)MaterialId.LitStandard })]
public float metallic;
[SurfaceDataAttributes("Specular", 0, new int[] { (int)MaterialId.LitStandard })]
public float specular; // 0.02, 0.04, 0.16, 0.2
// SSS
[SurfaceDataAttributes("SubSurface Radius", 0, new int[] { (int)MaterialId.LitSSS })]
public float subSurfaceRadius;
[SurfaceDataAttributes("Thickness", 0, new int[] { (int)MaterialId.LitSSS })]
public float thickness;
[SurfaceDataAttributes("SubSurface Profile", 0, new int[] { (int)MaterialId.LitSSS })]
public int subSurfaceProfile;
// Clearcoat
[SurfaceDataAttributes("Coat Normal", 0, new int[] { (int)MaterialId.LitClearCoat })]
public Vector3 coatNormalWS;
[SurfaceDataAttributes("Coat Smoothness", 0, new int[] { (int)MaterialId.LitClearCoat })]
public float coatPerceptualSmoothness;
// SpecColor
[SurfaceDataAttributes("Specular Color", 0, new int[] { (int)MaterialId.LitSpecular })]
public Vector3 specularColor;
};
//-----------------------------------------------------------------------------
// BSDFData
//-----------------------------------------------------------------------------
[GenerateHLSL(PackingRules.Exact, false, true, 1030)]
public struct BSDFData
{
public Vector3 diffuseColor;
public Vector3 fresnel0;
public float specularOcclusion;
public Vector3 normalWS;
public float perceptualRoughness;
public float roughness;
public float materialId;
// MaterialId dependent attribute
// standard
public Vector3 tangentWS;
public Vector3 bitangentWS;
public float roughnessT;
public float roughnessB;
public float anisotropy;
// fold into fresnel0
// SSS
public float subSurfaceRadius;
public float thickness;
public int subSurfaceProfile;
// Clearcoat
public Vector3 coatNormalWS;
public float coatRoughness;
// SpecColor
// fold into fresnel0
};
//-----------------------------------------------------------------------------
// RenderLoop management
//-----------------------------------------------------------------------------
[GenerateHLSL(PackingRules.Exact)]
public enum GBufferMaterial
{
// Note: This count doesn't include the velocity buffer. On shader and csharp side the velocity buffer will be added by the framework
Count = (ShaderConfig.k_PackgbufferInU16 == 1) ? 2 : 4
};
public partial class RenderLoop : Object
{
//-----------------------------------------------------------------------------
// GBuffer management
//-----------------------------------------------------------------------------
public int GetMaterialGBufferCount() { return (int)GBufferMaterial.Count; }
public void GetMaterialGBufferDescription(out RenderTextureFormat[] RTFormat, out RenderTextureReadWrite[] RTReadWrite)
{
RTFormat = new RenderTextureFormat[(int)GBufferMaterial.Count];
RTReadWrite = new RenderTextureReadWrite[(int)GBufferMaterial.Count];
if (ShaderConfig.s_PackgbufferInU16 == 1)
{
// TODO: Just discovered that Unity doesn't support unsigned 16 RT format.
RTFormat[0] = RenderTextureFormat.ARGBInt; RTReadWrite[0] = RenderTextureReadWrite.Linear;
RTFormat[1] = RenderTextureFormat.ARGBInt; RTReadWrite[1] = RenderTextureReadWrite.Linear;
}
else
{
RTFormat[0] = RenderTextureFormat.ARGB32; RTReadWrite[0] = RenderTextureReadWrite.sRGB;
RTFormat[1] = RenderTextureFormat.ARGB2101010; RTReadWrite[1] = RenderTextureReadWrite.Linear;
RTFormat[2] = RenderTextureFormat.ARGB32; RTReadWrite[2] = RenderTextureReadWrite.Linear;
RTFormat[3] = RenderTextureFormat.RGB111110Float; RTReadWrite[3] = RenderTextureReadWrite.Linear;
}
}
//-----------------------------------------------------------------------------
// Init precomputed texture
//-----------------------------------------------------------------------------
public bool isInit;
// For image based lighting
private Material m_InitPreFGD;
private RenderTexture m_PreIntegratedFGD;
// For area lighting - We pack all texture inside a texture array to reduce the number of resource required
private Texture2DArray m_LtcData; // 0: m_LtcGGXMatrix - RGBA, 2: m_LtcDisneyDiffuseMatrix - RGBA, 3: m_LtcMultiGGXFresnelDisneyDiffuse - RGB, A unused
const int k_LtcLUTMatrixDim = 3; // size of the matrix (3x3)
const int k_LtcLUTResolution = 64;
// Load LUT with one scalar in alpha of a tex2D
void LoadLUT(Texture2DArray tex, int arrayElement, TextureFormat format, float[] LUTScalar)
{
const int count = k_LtcLUTResolution * k_LtcLUTResolution;
Color[] pixels = new Color[count];
for (int i = 0; i < count; i++)
{
pixels[i] = new Color(0, 0, 0, LUTScalar[i]);
}
tex.SetPixels(pixels, arrayElement);
}
// Load LUT with 3x3 matrix in RGBA of a tex2D (some part are zero)
void LoadLUT(Texture2DArray tex, int arrayElement, TextureFormat format, double[,] LUTTransformInv)
{
const int count = k_LtcLUTResolution * k_LtcLUTResolution;
Color[] pixels = new Color[count];
for (int i = 0; i < count; i++)
{
// Both GGX and Disney Diffuse BRDFs have zero values in columns 1, 3, 5, 7.
// Column 8 contains only ones.
pixels[i] = new Color((float)LUTTransformInv[i, 0],
(float)LUTTransformInv[i, 2],
(float)LUTTransformInv[i, 4],
(float)LUTTransformInv[i, 6]);
}
tex.SetPixels(pixels, arrayElement);
}
// Special-case function for 'm_LtcMultiGGXFresnelDisneyDiffuse'.
void LoadLUT(Texture2DArray tex, int arrayElement, TextureFormat format, float[] LtcGGXMagnitudeData,
float[] LtcGGXFresnelData,
float[] LtcDisneyDiffuseMagnitudeData)
{
const int count = k_LtcLUTResolution * k_LtcLUTResolution;
Color[] pixels = new Color[count];
for (int i = 0; i < count; i++)
{
// We store the result of the subtraction as a run-time optimization.
// See the footnote 2 of "LTC Fresnel Approximation" by Stephen Hill.
pixels[i] = new Color(LtcGGXMagnitudeData[i] - LtcGGXFresnelData[i],
LtcGGXFresnelData[i], LtcDisneyDiffuseMagnitudeData[i], 1);
}
tex.SetPixels(pixels, arrayElement);
}
public void Build()
{
m_InitPreFGD = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/PreIntegratedFGD");
// TODO: switch to RGBA64 when it becomes available.
m_PreIntegratedFGD = new RenderTexture(128, 128, 0, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear);
m_PreIntegratedFGD.filterMode = FilterMode.Bilinear;
m_PreIntegratedFGD.wrapMode = TextureWrapMode.Clamp;
m_PreIntegratedFGD.Create();
m_LtcData = new Texture2DArray(k_LtcLUTResolution, k_LtcLUTResolution, 3, TextureFormat.RGBAHalf, false /*mipmap*/, true /* linear */)
{
hideFlags = HideFlags.HideAndDontSave,
wrapMode = TextureWrapMode.Clamp,
filterMode = FilterMode.Bilinear
};
LoadLUT(m_LtcData, 0, TextureFormat.RGBAHalf, s_LtcGGXMatrixData);
LoadLUT(m_LtcData, 1, TextureFormat.RGBAHalf, s_LtcDisneyDiffuseMatrixData);
// TODO: switch to RGBA64 when it becomes available.
LoadLUT(m_LtcData, 2, TextureFormat.RGBAHalf, s_LtcGGXMagnitudeData, s_LtcGGXFresnelData, s_LtcDisneyDiffuseMagnitudeData);
m_LtcData.Apply();
isInit = false;
}
public void Cleanup()
{
Utilities.Destroy(m_InitPreFGD);
// TODO: how to delete RenderTexture ? or do we need to do it ?
isInit = false;
}
public void RenderInit(Rendering.ScriptableRenderContext renderContext)
{
var cmd = new CommandBuffer();
cmd.name = "Init PreFGD";
cmd.Blit(null, new RenderTargetIdentifier(m_PreIntegratedFGD), m_InitPreFGD, 0);
renderContext.ExecuteCommandBuffer(cmd);
cmd.Dispose();
isInit = true;
}
public void Bind()
{
Shader.SetGlobalTexture("_PreIntegratedFGD", m_PreIntegratedFGD);
Shader.SetGlobalTexture("_LtcData", m_LtcData);
}
}
}
}