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274 行
12 KiB
274 行
12 KiB
using UnityEngine.Rendering;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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namespace Lit
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{
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[GenerateHLSL(PackingRules.Exact)]
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public enum MaterialId
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{
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LitStandard = 0,
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LitSSS = 1,
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LitClearCoat = 2,
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LitSpecular = 3,
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LitAniso = 4 // Should be the last as it is not setup by the users but generated based on anisotropy property
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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("Base Color")]
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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("Normal", 0, null, SurfaceDataAttributes.Semantic.Normal)]
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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("Material ID")]
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public MaterialId materialId;
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[SurfaceDataAttributes("Ambient Occlusion", 0, null, SurfaceDataAttributes.Semantic.AmbientOcclusion)]
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public float ambientOcclusion;
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// MaterialId dependent attribute
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// standard
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[SurfaceDataAttributes("Tangent", 0, new int[] { (int)MaterialId.LitStandard })]
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public Vector3 tangentWS;
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[SurfaceDataAttributes("Anisotropy", 0, new int[] { (int)MaterialId.LitStandard })]
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public float anisotropy; // anisotropic ratio(0->no isotropic; 1->full anisotropy in tangent direction)
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[SurfaceDataAttributes("Metallic", 0, new int[] { (int)MaterialId.LitStandard })]
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public float metallic;
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[SurfaceDataAttributes("Specular", 0, new int[] { (int)MaterialId.LitStandard })]
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public float specular; // 0.02, 0.04, 0.16, 0.2
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// SSS
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[SurfaceDataAttributes("SubSurface Radius", 0, new int[] { (int)MaterialId.LitSSS })]
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public float subSurfaceRadius;
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[SurfaceDataAttributes("Thickness", 0, new int[] { (int)MaterialId.LitSSS })]
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public float thickness;
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[SurfaceDataAttributes("SubSurface Profile", 0, new int[] { (int)MaterialId.LitSSS })]
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public int subSurfaceProfile;
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// Clearcoat
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[SurfaceDataAttributes("Coat Normal", 0, new int[] { (int)MaterialId.LitClearCoat })]
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public Vector3 coatNormalWS;
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[SurfaceDataAttributes("Coat Smoothness", 0, new int[] { (int)MaterialId.LitClearCoat })]
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public float coatPerceptualSmoothness;
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// SpecColor
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[SurfaceDataAttributes("Specular Color", 0, new int[] { (int)MaterialId.LitSpecular })]
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public Vector3 specularColor;
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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 Vector3 diffuseColor;
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public Vector3 fresnel0;
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public float specularOcclusion;
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public Vector3 normalWS;
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public float perceptualRoughness;
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public float roughness;
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public float materialId;
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// MaterialId dependent attribute
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// standard
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public Vector3 tangentWS;
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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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// fold into fresnel0
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// SSS
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public float subSurfaceRadius;
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public float thickness;
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public int subSurfaceProfile;
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// Clearcoat
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public Vector3 coatNormalWS;
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public float coatRoughness;
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// SpecColor
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// fold into fresnel0
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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 = (ShaderConfig.k_PackgbufferInU16 == 1) ? 2 : 4
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};
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public partial class RenderLoop : Object
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{
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//-----------------------------------------------------------------------------
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// GBuffer management
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//-----------------------------------------------------------------------------
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public int GetMaterialGBufferCount() { return (int)GBufferMaterial.Count; }
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public void GetMaterialGBufferDescription(out RenderTextureFormat[] RTFormat, out RenderTextureReadWrite[] RTReadWrite)
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{
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RTFormat = new RenderTextureFormat[(int)GBufferMaterial.Count];
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RTReadWrite = new RenderTextureReadWrite[(int)GBufferMaterial.Count];
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if (ShaderConfig.s_PackgbufferInU16 == 1)
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{
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// TODO: Just discovered that Unity doesn't support unsigned 16 RT format.
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RTFormat[0] = RenderTextureFormat.ARGBInt; RTReadWrite[0] = RenderTextureReadWrite.Linear;
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RTFormat[1] = RenderTextureFormat.ARGBInt; RTReadWrite[1] = RenderTextureReadWrite.Linear;
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}
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else
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{
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RTFormat[0] = RenderTextureFormat.ARGB32; RTReadWrite[0] = RenderTextureReadWrite.sRGB;
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RTFormat[1] = RenderTextureFormat.ARGB2101010; RTReadWrite[1] = RenderTextureReadWrite.Linear;
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RTFormat[2] = RenderTextureFormat.ARGB32; RTReadWrite[2] = RenderTextureReadWrite.Linear;
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RTFormat[3] = RenderTextureFormat.RGB111110Float; RTReadWrite[3] = RenderTextureReadWrite.Linear;
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}
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}
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//-----------------------------------------------------------------------------
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// Init precomputed texture
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//-----------------------------------------------------------------------------
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public bool isInit;
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// For image based lighting
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private Material m_InitPreFGD;
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private 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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private 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 void Build()
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{
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m_InitPreFGD = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/PreIntegratedFGD");
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// TODO: switch to RGBA64 when it becomes available.
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m_PreIntegratedFGD = new RenderTexture(128, 128, 0, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear);
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m_PreIntegratedFGD.filterMode = FilterMode.Bilinear;
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m_PreIntegratedFGD.wrapMode = TextureWrapMode.Clamp;
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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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isInit = false;
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}
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public void Cleanup()
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{
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Utilities.Destroy(m_InitPreFGD);
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// TODO: how to delete RenderTexture ? or do we need to do it ?
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isInit = false;
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}
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public void RenderInit(Rendering.ScriptableRenderContext renderContext)
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{
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var cmd = new CommandBuffer();
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cmd.name = "Init PreFGD";
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cmd.Blit(null, new RenderTargetIdentifier(m_PreIntegratedFGD), m_InitPreFGD, 0);
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renderContext.ExecuteCommandBuffer(cmd);
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cmd.Dispose();
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isInit = true;
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}
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public 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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}
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