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150 行
5.2 KiB
150 行
5.2 KiB
using UnityEngine;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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//-----------------------------------------------------------------------------
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// structure definition
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//-----------------------------------------------------------------------------
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// Caution: Order is important and is use for optimization in light loop
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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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Point,
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Spot,
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ProjectorPyramid,
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ProjectorBox,
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// AreaLight
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Line, // Keep Line lights before Rectangle. This is needed because of a compiler bug (see LightLoop.hlsl)
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Rectangle,
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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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};
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// This is use to distinguish between reflection and refraction probe in LightLoop
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[GenerateHLSL]
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public enum GPUImageBasedLightingType
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{
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Reflection,
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Refraction
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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 DirectionalLightData
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{
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public Vector3 positionWS;
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public bool tileCookie;
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public Vector3 color;
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public int shadowIndex; // -1 if unused
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public Vector3 forward;
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public int cookieIndex; // -1 if unused
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public Vector3 right; // Rescaled by (2 / shapeLength)
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public float specularScale;
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public Vector3 up; // Rescaled by (2 / shapeWidth)
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public float diffuseScale;
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public Vector2 fadeDistanceScaleAndBias; // Use with ShadowMask feature
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public float unused0;
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public bool dynamicShadowCasterOnly; // Use with ShadowMask feature
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public Vector4 shadowMaskSelector; // Use with ShadowMask feature
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};
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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 int shadowIndex; // -1 if unused
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public Vector3 forward;
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public int cookieIndex; // -1 if unused
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public Vector3 right; // If spot: rescaled by cot(outerHalfAngle); if projector: rescaled by (2 / shapeLength)
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public float specularScale;
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public Vector3 up; // If spot: rescaled by cot(outerHalfAngle); if projector: rescaled by (2 / shapeWidth)
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public float diffuseScale;
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public float angleScale; // Spot light
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public float angleOffset; // Spot light
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public float shadowDimmer;
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public bool dynamicShadowCasterOnly; // Use with ShadowMask feature
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public Vector4 shadowMaskSelector; // Use with ShadowMask feature
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public Vector2 size; // Used by area and pyramid projector lights
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public GPULightType lightType;
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public float minRoughness; // This is use to give a small "area" to punctual light, as if we have a light with a radius.
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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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Sky
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};
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[GenerateHLSL]
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public enum EnvConstants
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{
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SpecCubeLodStep = 6
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}
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// Guideline for reflection volume: In HDRenderPipeline we separate the projection volume (the proxy of the scene) from the influence volume (what pixel on the screen is affected)
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// However we add the constrain that the shape of the projection and influence volume is the same (i.e if we have a sphere shape projection volume, we have a shape influence).
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// It allow to have more coherence for the dynamic if in shader code.
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// Users can also chose to not have any projection, in this case we use the property minProjectionDistance to minimize code change. minProjectionDistance is set to huge number
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// that simulate effect of no shape projection
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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 int 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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// User can chose if they use This is use in case we want to force infinite projection distance (i.e no projection);
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public float minProjectionDistance;
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public Vector3 innerDistance; // equivalent to volume scale
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public float unused0;
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public Vector3 offsetLS;
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public float unused1;
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};
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// Usage of StencilBits.Lighting on 2 bits.
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// We support both deferred and forward renderer. Here is the current usage of this 2 bits:
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// 0. Everything except case below. This include any forward opaque object. No lighting in deferred lighting path.
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// 1. All deferred opaque object that require split lighting (i.e output both specular and diffuse in two different render target). Typically Subsurface scattering material.
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// 2. All deferred opaque object.
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// 3. unused
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[GenerateHLSL]
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// Caution: Value below are hardcoded in some shader (because properties doesn't support include). If order or value is change, please update corresponding ".shader"
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public enum StencilLightingUsage
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{
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NoLighting,
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SplitLighting,
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RegularLighting
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}
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}
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