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
 
 
 
 

194 行
6.5 KiB

using UnityEngine;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
//-----------------------------------------------------------------------------
// structure definition
//-----------------------------------------------------------------------------
// Caution: Order is important and is use for optimization in light loop
[GenerateHLSL]
public enum GPULightType
{
Directional,
Point,
Spot,
ProjectorPyramid,
ProjectorBox,
// AreaLight
Line, // Keep Line lights before Rectangle. This is needed because of a compiler bug (see LightLoop.hlsl)
Rectangle,
// Currently not supported in real time (just use for reference)
// Sphere,
// Disk,
};
// This is use to distinguish between reflection and refraction probe in LightLoop
[GenerateHLSL]
public enum GPUImageBasedLightingType
{
Reflection,
Refraction
};
// These structures share between C# and hlsl need to be align on float4, so we pad them.
[GenerateHLSL]
public struct DirectionalLightData
{
public Vector3 positionWS;
public int tileCookie; // TODO: make it a bool
public Vector3 color;
public int shadowIndex; // -1 if unused
public Vector3 forward;
public int cookieIndex; // -1 if unused
public Vector3 right; // Rescaled by (2 / shapeWidth)
public float specularScale;
public Vector3 up; // Rescaled by (2 / shapeHeight)
public float diffuseScale;
public Vector2 fadeDistanceScaleAndBias; // Use with ShadowMask feature
public float unused0;
public int dynamicShadowCasterOnly; // Use with ShadowMask feature // TODO: make it a bool
public Vector4 shadowMaskSelector; // Use with ShadowMask feature
};
[GenerateHLSL]
public struct LightData
{
public Vector3 positionWS;
public float invSqrAttenuationRadius;
public Vector3 color;
public int shadowIndex; // -1 if unused
public Vector3 forward;
public int cookieIndex; // -1 if unused
public Vector3 right; // If spot: rescaled by cot(outerHalfAngle); if projector: rescaled by (2 / shapeWidth)
public float specularScale;
public Vector3 up; // If spot: rescaled by cot(outerHalfAngle); if projector: rescaled by (2 / shapeHeight)
public float diffuseScale;
public float angleScale; // Spot light
public float angleOffset; // Spot light
public float shadowDimmer;
public int dynamicShadowCasterOnly; // Use with ShadowMask feature // TODO: make it a bool
public Vector4 shadowMaskSelector; // Use with ShadowMask feature
public Vector2 size; // Used by area (X = length or width, Y = height) and box projector lights (X = range (depth))
public GPULightType lightType;
public float minRoughness; // This is use to give a small "area" to punctual light, as if we have a light with a radius.
};
[GenerateHLSL]
public enum EnvShapeType
{
None,
Box,
Sphere,
Sky
};
[GenerateHLSL]
public enum EnvConstants
{
SpecCubeLodStep = 6
}
// Guideline for reflection volume: In HDRenderPipeline we separate the projection volume (the proxy of the scene) from the influence volume (what pixel on the screen is affected)
// However we add the constrain that the shape of the projection and influence volume is the same (i.e if we have a sphere shape projection volume, we have a shape influence).
// It allow to have more coherence for the dynamic if in shader code.
// Users can also chose to not have any projection, in this case we use the property minProjectionDistance to minimize code change. minProjectionDistance is set to huge number
// that simulate effect of no shape projection
[GenerateHLSL]
public struct EnvLightData
{
public Vector3 capturePositionWS;
public EnvShapeType envShapeType;
public Vector3 positionWS;
public int unused8;
public Vector3 forward;
public int envIndex;
public Vector3 up;
public float dimmer;
public Vector3 right;
// User can chose if they use This is use in case we want to force infinite projection distance (i.e no projection);
public float minProjectionDistance;
public Vector3 influenceExtents; // extents of the env light
public float unused0;
public Vector3 blendDistancePositive; //+X,+Y,+Z
public float unused2;
public Vector3 blendDistanceNegative; //-X,-Y,-Z
public float unused3;
public Vector3 blendNormalDistancePositive; //+X,+Y,+Z
public float unused4;
public Vector3 blendNormalDistanceNegative; //-X,-Y,-Z
public float unused5;
public Vector3 boxSideFadePositive; //+X,+Y,+Z
public float unused6;
public Vector3 boxSideFadeNegative; //-X,-Y,-Z
public float unused7;
};
[GenerateHLSL]
public struct EnvProxyData
{
public Vector3 positionWS;
public EnvShapeType envShapeType;
public Vector3 forward;
public float minProjectionDistance;
public Vector3 up;
public int unused00;
public Vector3 right;
// User can chose if they use This is use in case we want to force infinite projection distance (i.e no projection);
public int unused01;
// Box: extents = box extents
// Sphere: extents.x = sphere radius
public Vector3 extents;
public int unused02;
}
[GenerateHLSL]
public enum EnvCacheType
{
Texture2D,
Cubemap
}
// Usage of StencilBits.Lighting on 2 bits.
// We support both deferred and forward renderer. Here is the current usage of this 2 bits:
// 0. Everything except case below. This include any forward opaque object. No lighting in deferred lighting path.
// 1. All deferred opaque object that require split lighting (i.e output both specular and diffuse in two different render target). Typically Subsurface scattering material.
// 2. All deferred opaque object.
// 3. unused
[GenerateHLSL]
// Caution: Value below are hardcoded in some shader (because properties doesn't support include). If order or value is change, please update corresponding ".shader"
public enum StencilLightingUsage
{
NoLighting,
SplitLighting,
RegularLighting
}
}