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//-----------------------------------------------------------------------------
// structure definition
//-----------------------------------------------------------------------------
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
public class Builtin // Note: This particular class doesn't derive from RenderPipelineMaterial
{
//-----------------------------------------------------------------------------
// BuiltinData
// This structure include common data that should be present in all material
// and are independent from the BSDF parametrization.
// Note: These parameters can be store in GBuffer or not depends on storage available
//-----------------------------------------------------------------------------
[GenerateHLSL(PackingRules.Exact, false, true, 100)]
public struct BuiltinData
{
[SurfaceDataAttributes("Opacity")]
public float opacity;
// These are lighting data.
// We would prefer to split lighting and material information but for performance reasons,
// those lighting information are fill
// at the same time than material information.
[SurfaceDataAttributes("Bake Diffuse Lighting", false, true)]
public Vector3 bakeDiffuseLighting; // This is the result of sampling lightmap/lightprobe/proxyvolume
[SurfaceDataAttributes("Back Bake Diffuse Lighting", false, true)]
public Vector3 backBakeDiffuseLighting; // This is the result of sampling lightmap/lightprobe/proxyvolume from the back for transmission
// Use for float instead of vector4 to ease the debug (no performance impact)
// Note: We have no way to remove these value automatically based on either SHADEROPTIONS_BAKED_SHADOW_MASK_ENABLE or s_BakedShadowMaskEnable here. Unless we make two structure... For now always keep this value
[SurfaceDataAttributes("Shadow Mask 0")]
public float shadowMask0;
[SurfaceDataAttributes("Shadow Mask 1")]
public float shadowMask1;
[SurfaceDataAttributes("Shadow Mask 2")]
public float shadowMask2;
[SurfaceDataAttributes("Shadow Mask 3")]
public float shadowMask3;
[SurfaceDataAttributes("Emissive Color", false, false)]
public Vector3 emissiveColor;
// These is required for motion blur and temporalAA
[SurfaceDataAttributes("Velocity")]
public Vector2 velocity;
// Distortion
[SurfaceDataAttributes("Distortion")]
public Vector2 distortion;
[SurfaceDataAttributes("Distortion Blur")]
public float distortionBlur; // Define the color buffer mipmap level to use
// Misc
[SurfaceDataAttributes("RenderingLayers")]
public uint renderingLayers;
[SurfaceDataAttributes("Depth Offset")]
public float depthOffset; // define the depth in unity unit to add in Z forward direction
};
//-----------------------------------------------------------------------------
// LightTransportData
// This struct is use to store information for Enlighten/Progressive light mapper. both at runtime or off line.
//-----------------------------------------------------------------------------
[GenerateHLSL(PackingRules.Exact, false)]
public struct LightTransportData
{
[SurfaceDataAttributes("", false, true)]
public Vector3 diffuseColor;
public Vector3 emissiveColor; // HDR value
};
public static RenderTextureFormat GetLightingBufferFormat()
{
return RenderTextureFormat.RGB111110Float;
}
public static bool GetLightingBufferSRGBFlag()
{
return false;
}
public static RenderTextureFormat GetShadowMaskBufferFormat()
{
return RenderTextureFormat.ARGB32;
}
public static bool GetShadowMaskBufferSRGBFlag()
{
return false;
}
public static RenderTextureFormat GetVelocityBufferFormat()
{
return RenderTextureFormat.RGHalf; // TODO: We should use 16bit normalized instead, better precision // RGInt
}
public static bool GetVelocityBufferSRGBFlag()
{
return false;
}
public static RenderTextureFormat GetDistortionBufferFormat()
{
// TODO: // This format need to be additive blendable and include distortionBlur, blend mode different for alpha value
return RenderTextureFormat.ARGBHalf;
}
public static bool GetDistortionBufferSRGBFlag()
{
return false;
}
}
}