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84 行
3.0 KiB
84 行
3.0 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 partial class Decal
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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)]
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public struct DecalSurfaceData
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{
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[SurfaceDataAttributes("Base Color", false, true)]
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public Vector4 baseColor;
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[SurfaceDataAttributes("Normal", true)]
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public Vector4 normalWS;
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[SurfaceDataAttributes("Mask", true)]
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public Vector4 mask;
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[SurfaceDataAttributes("AOSBlend", true)]
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public Vector2 MAOSBlend;
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[SurfaceDataAttributes("HTileMask")]
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public uint HTileMask;
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};
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[GenerateHLSL(PackingRules.Exact)]
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public enum DBufferMaterial
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{
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Count = 4
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};
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[GenerateHLSL(PackingRules.Exact)]
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public enum DBufferHTileBit
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{
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Diffuse = 1,
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Normal = 2,
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Mask = 4
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};
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//-----------------------------------------------------------------------------
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// DBuffer management
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//-----------------------------------------------------------------------------
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// should this be combined into common class shared with Lit.cs???
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static public int GetMaterialDBufferCount() { return (int)DBufferMaterial.Count; }
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static RenderTextureFormat[] m_RTFormat = { RenderTextureFormat.ARGB32, RenderTextureFormat.ARGB32, RenderTextureFormat.ARGB32, RenderTextureFormat.RG16 };
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static bool[] m_sRGBFlags = { true, false, false, false };
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static public void GetMaterialDBufferDescription(out RenderTextureFormat[] RTFormat, out bool[] sRGBFlags)
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{
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RTFormat = m_RTFormat;
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sRGBFlags = m_sRGBFlags;
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}
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// relies on the order shader passes are declared in decal.shader
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[Flags]
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public enum MaskBlendFlags
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{
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Metal = 1 << 0,
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AO = 1 << 1,
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Smoothness = 1 << 2,
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}
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}
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// normal to world only uses 3x3 for actual matrix so some data is packed in the unused space
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// blend:
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// float decalBlend = decalData.normalToWorld[0][3];
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// albedo contribution on/off:
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// float albedoContribution = decalData.normalToWorld[1][3];
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// tiling:
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// float2 uvScale = float2(decalData.normalToWorld[3][0], decalData.normalToWorld[3][1]);
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// float2 uvBias = float2(decalData.normalToWorld[3][2], decalData.normalToWorld[3][3]);
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[GenerateHLSL(PackingRules.Exact, false)]
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public struct DecalData
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{
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public Matrix4x4 worldToDecal;
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public Matrix4x4 normalToWorld;
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public Vector4 diffuseScaleBias;
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public Vector4 normalScaleBias;
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public Vector4 maskScaleBias;
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public Vector4 baseColor;
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public Vector3 blendParams; // x normal blend source, y mask blend source, z mask blend mode
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};
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}
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