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208 行
7.3 KiB
208 行
7.3 KiB
using System;
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using UnityEngine.Rendering;
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//using System.Runtime.InteropServices;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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public class StackLit : RenderPipelineMaterial
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{
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[GenerateHLSL(PackingRules.Exact)]
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public enum MaterialFeatureFlags
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{
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StackLitStandard = 1 << 0,
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StackLitDualSpecularLobe = 1 << 1,
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StackLitAnisotropy = 1 << 2,
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StackLitCoat = 1 << 3,
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StackLitIridescence = 1 << 4,
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StackLitSubsurfaceScattering = 1 << 5,
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StackLitTransmission = 1 << 6,
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StackLitCoatNormalMap = 1 << 7,
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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, 1100)]
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public struct SurfaceData
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{
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[SurfaceDataAttributes("Material Features")]
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public uint materialFeatures;
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// Bottom interface (2 lobes BSDF)
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// Standard parametrization
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[SurfaceDataAttributes("Base Color", false, true)]
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public Vector3 baseColor;
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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("IOR")]
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public float dielectricIor;
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[SurfaceDataAttributes(new string[] {"Normal", "Normal View Space"}, true)]
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public Vector3 normalWS;
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[SurfaceDataAttributes(new string[] {"Geometric Normal", "Geometric Normal View Space"}, true)]
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public Vector3 geomNormalWS;
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[SurfaceDataAttributes(new string[] {"Coat Normal", "Coat Normal View Space"}, true)]
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public Vector3 coatNormalWS;
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[SurfaceDataAttributes("Smoothness A")]
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public float perceptualSmoothnessA;
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// Dual specular lobe
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[SurfaceDataAttributes("Smoothness B")]
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public float perceptualSmoothnessB;
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[SurfaceDataAttributes("Lobe Mixing")]
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public float lobeMix;
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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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[SurfaceDataAttributes("IridescenceIor")]
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public float iridescenceIor;
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[SurfaceDataAttributes("IridescenceThickness")]
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public float iridescenceThickness;
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[SurfaceDataAttributes("Iridescence Mask")]
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public float iridescenceMask;
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// Top interface and media (clearcoat)
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[SurfaceDataAttributes("Coat Smoothness")]
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public float coatPerceptualSmoothness;
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[SurfaceDataAttributes("Coat IOR")]
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public float coatIor;
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[SurfaceDataAttributes("Coat Thickness")]
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public float coatThickness;
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[SurfaceDataAttributes("Coat Extinction Coefficient")]
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public Vector3 coatExtinction;
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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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};
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//-----------------------------------------------------------------------------
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// BSDFData
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//-----------------------------------------------------------------------------
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[GenerateHLSL(PackingRules.Exact, false, true, 1150)]
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public struct BSDFData
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{
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public uint materialFeatures;
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// Bottom interface (2 lobes BSDF)
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// Standard parametrization
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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 ambientOcclusion;
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[SurfaceDataAttributes(new string[] { "Normal WS", "Normal View Space" }, true)]
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public Vector3 normalWS;
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[SurfaceDataAttributes(new string[] {"Geometric Normal", "Geometric Normal View Space"}, true)]
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public Vector3 geomNormalWS;
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[SurfaceDataAttributes(new string[] {"Coat Normal", "Coat Normal View Space"}, true)]
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public Vector3 coatNormalWS;
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public float perceptualRoughnessA;
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// Dual specular lobe
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public float perceptualRoughnessB;
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public float lobeMix;
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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 roughnessAT;
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public float roughnessAB;
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public float roughnessBT;
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public float roughnessBB;
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public float anisotropy;
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// Top interface and media (clearcoat)
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public float coatRoughness;
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public float coatPerceptualRoughness;
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public float coatIor;
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public float coatThickness;
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public Vector3 coatExtinction;
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// iridescence
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public float iridescenceIor;
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public float iridescenceThickness;
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public float iridescenceMask;
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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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};
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//-----------------------------------------------------------------------------
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// Init precomputed textures
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//-----------------------------------------------------------------------------
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bool m_isInit;
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public StackLit() {}
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public override void Build(HDRenderPipelineAsset hdAsset)
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{
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PreIntegratedFGD.instance.Build(PreIntegratedFGD.FGDIndex.FGD_GGXAndDisneyDiffuse);
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//LTCAreaLight.instance.Build();
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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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PreIntegratedFGD.instance.Cleanup(PreIntegratedFGD.FGDIndex.FGD_GGXAndDisneyDiffuse);
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//LTCAreaLight.instance.Cleanup();
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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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PreIntegratedFGD.instance.RenderInit(PreIntegratedFGD.FGDIndex.FGD_GGXAndDisneyDiffuse, cmd);
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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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PreIntegratedFGD.instance.Bind(PreIntegratedFGD.FGDIndex.FGD_GGXAndDisneyDiffuse);
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//LTCAreaLight.instance.Bind();
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}
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}
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}
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