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