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//-----------------------------------------------------------------------------
// structure definition
//-----------------------------------------------------------------------------
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
public class Builtin // Note: This particular class doesn't derive from RenderPipelineMaterial
{
//-----------------------------------------------------------------------------
// BuiltinData
// This structure include common data that should be present in all material
// and are independent from the BSDF parametrization.
// Note: These parameters can be store in GBuffer if the writer wants
//-----------------------------------------------------------------------------
[GenerateHLSL(PackingRules.Exact, false, true, 100)]
public struct BuiltinData
{
[SurfaceDataAttributes("Opacity")]
public float opacity;
// These are lighting data.
// We would prefer to split lighting and material information but for performance reasons,
// those lighting information are fill
// at the same time than material information.
[SurfaceDataAttributes("Bake Diffuse Lighting", false, true)]
public Vector3 bakeDiffuseLighting; // This is the result of sampling lightmap/lightprobe/proxyvolume
[SurfaceDataAttributes("Emissive Color", false, true)]
public Vector3 emissiveColor;
[SurfaceDataAttributes("Emissive Intensity")]
public float emissiveIntensity;
// These is required for motion blur and temporalAA
[SurfaceDataAttributes("Velocity")]
public Vector2 velocity;
// Distortion
[SurfaceDataAttributes("Distortion")]
public Vector2 distortion;
[SurfaceDataAttributes("Distortion Blur")]
public float distortionBlur; // Define the color buffer mipmap level to use
// Depth
[SurfaceDataAttributes("Depth Offset")]
public float depthOffset; // define the depth in unity unit to add in Z forward direction
};
//-----------------------------------------------------------------------------
// LightTransportData
// This struct is use to store information for Enlighten/Progressive light mapper. both at runtime or off line.
//-----------------------------------------------------------------------------
[GenerateHLSL(PackingRules.Exact, false, true, 120)]
public struct LightTransportData
{
[SurfaceDataAttributes("", false, true)]
public Vector3 diffuseColor;
public Vector3 emissiveColor; // HDR value
};
public static RenderTextureFormat GetVelocityBufferFormat()
{
return RenderTextureFormat.RGHalf; // TODO: We should use 16bit normalized instead, better precision // RGInt
}
public static RenderTextureReadWrite GetVelocityBufferReadWrite()
{
return RenderTextureReadWrite.Linear;
}
public static RenderTextureFormat GetDistortionBufferFormat()
{
// TODO: // This format need to be additive blendable and include distortionBlur, blend mode different for alpha value
return RenderTextureFormat.ARGBHalf;
}
public static RenderTextureReadWrite GetDistortionBufferReadWrite()
{
return RenderTextureReadWrite.Linear;
}
}
}