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using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
public partial class Lit : RenderPipelineMaterial
{
// Currently we have only one materialId (Standard GGX), so it is not store in the GBuffer and we don't test for it
// If change, be sure it match what is done in Lit.hlsl: MaterialFeatureFlagsFromGBuffer
// Material bit mask must match the size define LightDefinitions.s_MaterialFeatureMaskFlags value
[GenerateHLSL(PackingRules.Exact)]
public enum MaterialFeatureFlags
{
LitStandard = 1 << 0, // For material classification we need to identify that we are indeed use as standard material, else we are consider as sky/background element
LitSpecularColor = 1 << 1, // LitSpecularColor is not use statically but only dynamically
LitSubsurfaceScattering = 1 << 2,
LitTransmission = 1 << 3,
LitAnisotropy = 1 << 4,
LitIridescence = 1 << 5,
LitClearCoat = 1 << 6
};
[GenerateHLSL(PackingRules.Exact)]
public enum RefractionMode
{
None = 0,
Plane = 1,
Sphere = 2
};
//-----------------------------------------------------------------------------
// SurfaceData
//-----------------------------------------------------------------------------
// Main structure that store the user data (i.e user input of master node in material graph)
[GenerateHLSL(PackingRules.Exact, false, true, 1000)]
public struct SurfaceData
{
[SurfaceDataAttributes("MaterialFeatures")]
public uint materialFeatures;
// Standard
[SurfaceDataAttributes("Base Color", false, true)]
public Vector3 baseColor;
[SurfaceDataAttributes("Specular Occlusion")]
public float specularOcclusion;
[SurfaceDataAttributes("Normal", true)]
public Vector3 normalWS;
[SurfaceDataAttributes("Smoothness")]
public float perceptualSmoothness;
[SurfaceDataAttributes("Ambient Occlusion")]
public float ambientOcclusion;
[SurfaceDataAttributes("Metallic")]
public float metallic;
[SurfaceDataAttributes("Coat mask")]
public float coatMask;
// MaterialFeature dependent attribute
// Specular Color
[SurfaceDataAttributes("Specular Color", false, true)]
public Vector3 specularColor;
// SSS
[SurfaceDataAttributes("Diffusion Profile")]
public uint diffusionProfile;
[SurfaceDataAttributes("Subsurface Mask")]
public float subsurfaceMask;
// Transmission
// + Diffusion Profile
[SurfaceDataAttributes("Thickness")]
public float thickness;
// 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
public float thicknessIrid;
// Forward property only
// Transparency
// Reuse thickness from SSS
[SurfaceDataAttributes("Index of refraction")]
public float ior;
[SurfaceDataAttributes("Transmittance Color")]
public Vector3 transmittanceColor;
[SurfaceDataAttributes("Transmittance Absorption Distance")]
public float atDistance;
[SurfaceDataAttributes("Transmittance mask")]
public float transmittanceMask;
};
//-----------------------------------------------------------------------------
// BSDFData
//-----------------------------------------------------------------------------
[GenerateHLSL(PackingRules.Exact, false, true, 1030)]
public struct BSDFData
{
public uint materialFeatures;
[SurfaceDataAttributes("", false, true)]
public Vector3 diffuseColor;
public Vector3 fresnel0;
public float specularOcclusion;
[SurfaceDataAttributes("", true)]
public Vector3 normalWS;
public float perceptualRoughness;
public float coatMask;
// MaterialFeature dependent attribute
// SpecularColor fold into fresnel0
// 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
// Anisotropic
[SurfaceDataAttributes("", true)]
public Vector3 tangentWS;
[SurfaceDataAttributes("", true)]
public Vector3 bitangentWS;
public float roughnessT;
public float roughnessB;
public float anisotropy;
// Iridescence
public float thicknessIrid;
// ClearCoat
public float coatRoughness; // Automatically fill
// Forward property only
// Transparency
public float ior;
// Reuse thickness from SSS
public Vector3 absorptionCoefficient;
public float transmittanceMask;
};
//-----------------------------------------------------------------------------
// RenderLoop management
//-----------------------------------------------------------------------------
[GenerateHLSL(PackingRules.Exact)]
public enum GBufferMaterial
{
// Note: This count doesn't include the velocity buffer. On shader and csharp side the velocity buffer will be added by the framework
Count = 4
};
//-----------------------------------------------------------------------------
// GBuffer management
//-----------------------------------------------------------------------------
public override int GetMaterialGBufferCount() { return (int)GBufferMaterial.Count; }
RenderTextureFormat[] m_RTFormat4 = { RenderTextureFormat.ARGB32, RenderTextureFormat.ARGB2101010, RenderTextureFormat.ARGB32, RenderTextureFormat.RGB111110Float };
RenderTextureReadWrite[] m_RTReadWrite4 = { RenderTextureReadWrite.sRGB, RenderTextureReadWrite.Linear, RenderTextureReadWrite.Linear, RenderTextureReadWrite.Linear };
public override void GetMaterialGBufferDescription(out RenderTextureFormat[] RTFormat, out RenderTextureReadWrite[] RTReadWrite)
{
RTFormat = m_RTFormat4;
RTReadWrite = m_RTReadWrite4;
}
//-----------------------------------------------------------------------------
// Init precomputed texture
//-----------------------------------------------------------------------------
bool m_isInit;
// For image based lighting
Material m_InitPreFGD;
RenderTexture m_PreIntegratedFGD;
// For area lighting - We pack all texture inside a texture array to reduce the number of resource required
Texture2DArray m_LtcData; // 0: m_LtcGGXMatrix - RGBA, 2: m_LtcDisneyDiffuseMatrix - RGBA, 3: m_LtcMultiGGXFresnelDisneyDiffuse - RGB, A unused
const int k_LtcLUTMatrixDim = 3; // size of the matrix (3x3)
const int k_LtcLUTResolution = 64;
// Load LUT with one scalar in alpha of a tex2D
void LoadLUT(Texture2DArray tex, int arrayElement, TextureFormat format, float[] LUTScalar)
{
const int count = k_LtcLUTResolution * k_LtcLUTResolution;
Color[] pixels = new Color[count];
for (int i = 0; i < count; i++)
{
pixels[i] = new Color(0, 0, 0, LUTScalar[i]);
}
tex.SetPixels(pixels, arrayElement);
}
// Load LUT with 3x3 matrix in RGBA of a tex2D (some part are zero)
void LoadLUT(Texture2DArray tex, int arrayElement, TextureFormat format, double[,] LUTTransformInv)
{
const int count = k_LtcLUTResolution * k_LtcLUTResolution;
Color[] pixels = new Color[count];
for (int i = 0; i < count; i++)
{
// Both GGX and Disney Diffuse BRDFs have zero values in columns 1, 3, 5, 7.
// Column 8 contains only ones.
pixels[i] = new Color((float)LUTTransformInv[i, 0],
(float)LUTTransformInv[i, 2],
(float)LUTTransformInv[i, 4],
(float)LUTTransformInv[i, 6]);
}
tex.SetPixels(pixels, arrayElement);
}
// Special-case function for 'm_LtcMultiGGXFresnelDisneyDiffuse'.
void LoadLUT(Texture2DArray tex, int arrayElement, TextureFormat format, float[] LtcGGXMagnitudeData,
float[] LtcGGXFresnelData,
float[] LtcDisneyDiffuseMagnitudeData)
{
const int count = k_LtcLUTResolution * k_LtcLUTResolution;
Color[] pixels = new Color[count];
for (int i = 0; i < count; i++)
{
// We store the result of the subtraction as a run-time optimization.
// See the footnote 2 of "LTC Fresnel Approximation" by Stephen Hill.
pixels[i] = new Color(LtcGGXMagnitudeData[i] - LtcGGXFresnelData[i],
LtcGGXFresnelData[i], LtcDisneyDiffuseMagnitudeData[i], 1);
}
tex.SetPixels(pixels, arrayElement);
}
public Lit() {}
public override void Build(HDRenderPipelineAsset hdAsset)
{
m_InitPreFGD = CoreUtils.CreateEngineMaterial("Hidden/HDRenderPipeline/PreIntegratedFGD");
m_PreIntegratedFGD = new RenderTexture(128, 128, 0, RenderTextureFormat.ARGB2101010, RenderTextureReadWrite.Linear);
m_PreIntegratedFGD.filterMode = FilterMode.Bilinear;
m_PreIntegratedFGD.wrapMode = TextureWrapMode.Clamp;
m_PreIntegratedFGD.hideFlags = HideFlags.DontSave;
m_PreIntegratedFGD.Create();
m_LtcData = new Texture2DArray(k_LtcLUTResolution, k_LtcLUTResolution, 3, TextureFormat.RGBAHalf, false /*mipmap*/, true /* linear */)
{
hideFlags = HideFlags.HideAndDontSave,
wrapMode = TextureWrapMode.Clamp,
filterMode = FilterMode.Bilinear
};
LoadLUT(m_LtcData, 0, TextureFormat.RGBAHalf, s_LtcGGXMatrixData);
LoadLUT(m_LtcData, 1, TextureFormat.RGBAHalf, s_LtcDisneyDiffuseMatrixData);
// TODO: switch to RGBA64 when it becomes available.
LoadLUT(m_LtcData, 2, TextureFormat.RGBAHalf, s_LtcGGXMagnitudeData, s_LtcGGXFresnelData, s_LtcDisneyDiffuseMagnitudeData);
m_LtcData.Apply();
m_isInit = false;
}
public override void Cleanup()
{
CoreUtils.Destroy(m_InitPreFGD);
// TODO: how to delete RenderTexture ? or do we need to do it ?
m_isInit = false;
}
public override void RenderInit(CommandBuffer cmd)
{
if (m_isInit)
return;
using (new ProfilingSample(cmd, "Init PreFGD"))
{
CoreUtils.DrawFullScreen(cmd, m_InitPreFGD, new RenderTargetIdentifier(m_PreIntegratedFGD));
}
m_isInit = true;
}
public override void Bind()
{
Shader.SetGlobalTexture("_PreIntegratedFGD", m_PreIntegratedFGD);
Shader.SetGlobalTexture("_LtcData", m_LtcData);
}
}
}