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132 行
3.3 KiB
132 行
3.3 KiB
using UnityEngine;
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namespace UnityEngine.Experimental.ScriptableRenderLoop
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{
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//-----------------------------------------------------------------------------
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// structure definition
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//-----------------------------------------------------------------------------
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[GenerateHLSL]
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public enum GPULightType
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{
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Directional,
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Spot,
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Point,
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ProjectorOrtho,
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ProjectorPyramid,
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// AreaLight
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Rectangle,
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Line,
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// Currently not supported in real time (just use for reference)
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Sphere,
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Disk,
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Hemisphere,
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Cylinder
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};
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// These structures share between C# and hlsl need to be align on float4, so we pad them.
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[GenerateHLSL]
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public struct LightData
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{
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public Vector3 positionWS;
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public float invSqrAttenuationRadius;
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public Vector3 color;
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public float angleScale; // Spot light
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public Vector3 forward;
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public float angleOffset;
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public Vector3 up;
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public float diffuseScale; // Spot light
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public Vector3 right;
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public float specularScale;
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public float shadowDimmer;
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// index are -1 if not used
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public int shadowIndex;
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public int IESIndex;
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public int cookieIndex;
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public GPULightType lightType;
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// Area Light specific
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public Vector2 size;
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public bool twoSided;
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};
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[GenerateHLSL]
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public struct DirectionalLightData
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{
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public Vector3 direction;
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public float diffuseScale;
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public Vector3 color;
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public float specularScale;
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// Sun disc size
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public float cosAngle; // Distance to disk
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public float sinAngle; // Disk radius
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public int shadowIndex;
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public float unused;
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};
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// TODO: we may have to add various parameters here for shadow - was suppose to be coupled with a light loop
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// A point light is 6x PunctualShadowData
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[GenerateHLSL]
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public struct PunctualShadowData
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{
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// World to ShadowMap matrix
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// Include scale and bias for shadow atlas if any
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public Matrix4x4 worldToShadow;
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public GPULightType lightType;
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public float bias;
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public float quality;
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public float unused;
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};
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[GenerateHLSL]
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public struct DirectionalShadowData
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{
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// World to ShadowMap matrix
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// Include scale and bias for shadow atlas if any
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public Matrix4x4 worldToShadow;
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public float bias;
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public float quality;
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public Vector2 unused2;
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};
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[GenerateHLSL]
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public enum EnvShapeType
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{
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None,
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Box,
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Sphere
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};
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[GenerateHLSL]
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public struct EnvLightData
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{
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public Vector3 positionWS;
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public EnvShapeType envShapeType;
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public Vector3 forward;
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public float envIndex;
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public Vector3 up;
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public float blendDistance; // blend transition outside the volume
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public Vector3 right;
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public int unused0;
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public Vector3 innerDistance; // equivalent to volume scale
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public float unused1;
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public Vector3 offsetLS;
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public float unused2;
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};
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} // namespace UnityEngine.Experimental.ScriptableRenderLoop
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