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113 行
3.4 KiB
113 行
3.4 KiB
using System;
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using UnityEngine.Rendering;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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public class StackLit : RenderPipelineMaterial
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{
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[GenerateHLSL(PackingRules.Exact)]
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public enum MaterialFeatureFlags
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{
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LitStandard = 1 << 0
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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, 1300)]
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public struct SurfaceData
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{
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[SurfaceDataAttributes("Material Features")]
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public uint materialFeatures;
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// Standard
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[SurfaceDataAttributes("Base Color", false, true)]
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public Vector3 baseColor;
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[SurfaceDataAttributes(new string[]{"Normal", "Normal View Space"}, true)]
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public Vector3 normalWS;
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[SurfaceDataAttributes("Smoothness A")]
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public float perceptualSmoothnessA;
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[SurfaceDataAttributes("Smoothness B")]
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public float perceptualSmoothnessB;
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[SurfaceDataAttributes("Lobe Mixing")]
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public float lobeMix;
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[SurfaceDataAttributes("Metallic")]
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public float metallic;
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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, 1400)]
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public struct BSDFData
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{
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public uint materialFeatures;
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[SurfaceDataAttributes("", false, true)]
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public Vector3 diffuseColor;
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public Vector3 fresnel0;
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[SurfaceDataAttributes(new string[] { "Normal WS", "Normal View Space" }, true)]
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public Vector3 normalWS;
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public float perceptualRoughnessA;
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public float perceptualRoughnessB;
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public float lobeMix;
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public float roughnessAT;
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public float roughnessAB;
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public float roughnessBT;
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public float roughnessBB;
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public float anisotropy;
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//public fixed float test[2];
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};
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//-----------------------------------------------------------------------------
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// Init precomputed textures
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//-----------------------------------------------------------------------------
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bool m_isInit;
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public StackLit() {}
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public override void Build(HDRenderPipelineAsset hdAsset)
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{
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PreIntegratedFGD.instance.Build();
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//LTCAreaLight.instance.Build();
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m_isInit = false;
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}
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public override void Cleanup()
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{
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PreIntegratedFGD.instance.Cleanup();
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//LTCAreaLight.instance.Cleanup();
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m_isInit = false;
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}
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public override void RenderInit(CommandBuffer cmd)
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{
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if (m_isInit)
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return;
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PreIntegratedFGD.instance.RenderInit(cmd);
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m_isInit = true;
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}
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public override void Bind()
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{
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PreIntegratedFGD.instance.Bind();
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//LTCAreaLight.instance.Bind();
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}
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}
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}
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