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287 行
12 KiB
287 行
12 KiB
using UnityEngine;
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using UnityEngine.Rendering;
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using System;
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namespace UnityEngine.Experimental.ScriptableRenderLoop
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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")]
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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")]
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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")]
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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)
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[SurfaceDataAttributes("Metallic")]
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public float metallic;
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[SurfaceDataAttributes("Specular")]
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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")]
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public float subSurfaceRadius;
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[SurfaceDataAttributes("Thickness")]
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public float thickness;
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[SurfaceDataAttributes("SubSurface Profile")]
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public int subSurfaceProfile;
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// Clearcoat
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[SurfaceDataAttributes("Coat Normal")]
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public Vector3 coatNormalWS;
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[SurfaceDataAttributes("Coat Smoothness")]
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public float coatPerceptualSmoothness;
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// SpecColor
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[SurfaceDataAttributes("Specular Color")]
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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.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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#pragma warning disable 162 // warning CS0162: Unreachable code detected
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if (ShaderConfig.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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#pragma warning restore 162
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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
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private Texture2D m_LtcGGXMatrix; // RGBA
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private Texture2D m_LtcDisneyDiffuseMatrix; // RGBA
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private Texture2D 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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Material CreateEngineMaterial(string shaderPath)
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{
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Material mat = new Material(Shader.Find(shaderPath) as Shader);
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mat.hideFlags = HideFlags.HideAndDontSave;
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return mat;
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}
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Texture2D CreateLUT(int width, int height, TextureFormat format, Color[] pixels)
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{
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Texture2D tex = new Texture2D(width, height, format, false /*mipmap*/, true /*linear*/);
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tex.hideFlags = HideFlags.HideAndDontSave;
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tex.wrapMode = TextureWrapMode.Clamp;
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tex.SetPixels(pixels);
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tex.Apply();
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return tex;
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}
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// Load LUT with one scalar in alpha of a tex2D
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Texture2D LoadLUT(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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// amplitude
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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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return CreateLUT(k_LtcLUTResolution, k_LtcLUTResolution, format, pixels);
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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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Texture2D LoadLUT(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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// transformInv
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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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return CreateLUT(k_LtcLUTResolution, k_LtcLUTResolution, format, pixels);
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}
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// Special-case function for 'm_LtcMultiGGXFresnelDisneyDiffuse'.
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Texture2D LoadLUT(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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return CreateLUT(k_LtcLUTResolution, k_LtcLUTResolution, format, pixels);
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}
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public void Rebuild()
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{
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m_InitPreFGD = CreateEngineMaterial("Hidden/HDRenderLoop/PreIntegratedFGD");
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m_PreIntegratedFGD = new RenderTexture(128, 128, 0, RenderTextureFormat.ARGBHalf);
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m_LtcGGXMatrix = LoadLUT(TextureFormat.RGBAHalf, s_LtcGGXMatrixData);
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m_LtcDisneyDiffuseMatrix = LoadLUT(TextureFormat.RGBAHalf, s_LtcDisneyDiffuseMatrixData);
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m_LtcMultiGGXFresnelDisneyDiffuse = LoadLUT(TextureFormat.RGBAHalf, s_LtcGGXMagnitudeData,
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s_LtcGGXFresnelData,
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s_LtcDisneyDiffuseMagnitudeData);
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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 ?
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isInit = false;
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}
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public void RenderInit(UnityEngine.Experimental.Rendering.RenderLoop renderLoop)
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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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renderLoop.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("_LtcGGXMatrix", m_LtcGGXMatrix);
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Shader.SetGlobalTexture("_LtcDisneyDiffuseMatrix", m_LtcDisneyDiffuseMatrix);
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Shader.SetGlobalTexture("_LtcMultiGGXFresnelDisneyDiffuse", m_LtcMultiGGXFresnelDisneyDiffuse);
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}
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}
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}
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}
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