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
 
 
 
 

192 行
6.4 KiB

using System;
using UnityEngine.Rendering;
//using System.Runtime.InteropServices;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
public class StackLit : RenderPipelineMaterial
{
[GenerateHLSL(PackingRules.Exact)]
public enum MaterialFeatureFlags
{
StackLitStandard = 1 << 0,
StackLitDualSpecularLobe = 1 << 1,
StackLitAnisotropy = 1 << 2,
StackLitCoat = 1 << 3,
StackLitIridescence = 1 << 4,
StackLitSubsurfaceScattering = 1 << 5,
StackLitTransmission = 1 << 6,
};
//-----------------------------------------------------------------------------
// SurfaceData
//-----------------------------------------------------------------------------
// Main structure that store the user data (i.e user input of master node in material graph)
[GenerateHLSL(PackingRules.Exact, false, true, 1300)]
public struct SurfaceData
{
[SurfaceDataAttributes("Material Features")]
public uint materialFeatures;
// Bottom interface (2 lobes BSDF)
// Standard parametrization
[SurfaceDataAttributes("Base Color", false, true)]
public Vector3 baseColor;
[SurfaceDataAttributes("Ambient Occlusion")]
public float ambientOcclusion;
[SurfaceDataAttributes("Metallic")]
public float metallic;
[SurfaceDataAttributes("IOR")]
public float dielectricIor;
[SurfaceDataAttributes(new string[]{"Normal", "Normal View Space"}, true)]
public Vector3 normalWS;
[SurfaceDataAttributes("Smoothness A")]
public float perceptualSmoothnessA;
// Dual specular lobe
[SurfaceDataAttributes("Smoothness B")]
public float perceptualSmoothnessB;
[SurfaceDataAttributes("Lobe Mixing")]
public float lobeMix;
// Anisotropic
[SurfaceDataAttributes("Tangent", true)]
public Vector3 tangentWS;
[SurfaceDataAttributes("Anisotropy")]
public float anisotropy; // anisotropic ratio(0->no isotropic; 1->full anisotropy in tangent direction, -1->full anisotropy in bitangent direction)
// Iridescence
[SurfaceDataAttributes("IridescenceIor")]
public float iridescenceIor;
[SurfaceDataAttributes("IridescenceThickness")]
public float iridescenceThickness;
// Top interface and media (clearcoat)
[SurfaceDataAttributes("Coat Smoothness")]
public float coatPerceptualSmoothness;
[SurfaceDataAttributes("Coat IOR")]
public float coatIor;
[SurfaceDataAttributes("Coat Thickness")]
public float coatThickness;
[SurfaceDataAttributes("Coat Extinction Coefficient")]
public Vector3 coatExtinction;
// SSS
[SurfaceDataAttributes("Diffusion Profile")]
public uint diffusionProfile;
[SurfaceDataAttributes("Subsurface Mask")]
public float subsurfaceMask;
// Transmission
// + Diffusion Profile
[SurfaceDataAttributes("Thickness")]
public float thickness;
};
//-----------------------------------------------------------------------------
// BSDFData
//-----------------------------------------------------------------------------
[GenerateHLSL(PackingRules.Exact, false, true, 1400)]
public struct BSDFData
{
public uint materialFeatures;
// Bottom interface (2 lobes BSDF)
// Standard parametrization
[SurfaceDataAttributes("", false, true)]
public Vector3 diffuseColor;
public Vector3 fresnel0;
public float ambientOcclusion;
[SurfaceDataAttributes(new string[] { "Normal WS", "Normal View Space" }, true)]
public Vector3 normalWS;
public float perceptualRoughnessA;
// Dual specular lobe
public float perceptualRoughnessB;
public float lobeMix;
// Anisotropic
[SurfaceDataAttributes("", true)]
public Vector3 tangentWS;
[SurfaceDataAttributes("", true)]
public Vector3 bitangentWS;
public float roughnessAT;
public float roughnessAB;
public float roughnessBT;
public float roughnessBB;
public float anisotropy;
// Top interface and media (clearcoat)
public float coatRoughness;
public float coatPerceptualRoughness;
public float coatIor;
public float coatThickness;
public Vector3 coatExtinction;
// iridescence
public float iridescenceIor;
public float iridescenceThickness;
// SSS
public uint diffusionProfile;
public float subsurfaceMask;
// Transmission
// + Diffusion Profile
public float thickness;
public bool useThickObjectMode; // Read from the diffusion profile
public Vector3 transmittance; // Precomputation of transmittance
};
//-----------------------------------------------------------------------------
// Init precomputed textures
//-----------------------------------------------------------------------------
bool m_isInit;
public StackLit() {}
public override void Build(HDRenderPipelineAsset hdAsset)
{
PreIntegratedFGD.instance.Build();
//LTCAreaLight.instance.Build();
m_isInit = false;
}
public override void Cleanup()
{
PreIntegratedFGD.instance.Cleanup();
//LTCAreaLight.instance.Cleanup();
m_isInit = false;
}
public override void RenderInit(CommandBuffer cmd)
{
if (m_isInit)
return;
PreIntegratedFGD.instance.RenderInit(cmd);
m_isInit = true;
}
public override void Bind()
{
PreIntegratedFGD.instance.Bind();
//LTCAreaLight.instance.Bind();
}
}
}