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260 行
10 KiB
260 行
10 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 Lit : RenderPipelineMaterial
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{
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// Currently we have only one materialId (Standard GGX), so it is not store in the GBuffer and we don't test for it
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// If change, be sure it match what is done in Lit.hlsl: MaterialFeatureFlagsFromGBuffer
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// Material bit mask must match the size define LightDefinitions.s_MaterialFeatureMaskFlags value
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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, // For material classification we need to identify that we are indeed use as standard material, else we are consider as sky/background element
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LitSpecularColor = 1 << 1, // LitSpecularColor is not use statically but only dynamically
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LitSubsurfaceScattering = 1 << 2,
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LitTransmission = 1 << 3,
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LitAnisotropy = 1 << 4,
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LitIridescence = 1 << 5,
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LitClearCoat = 1 << 6
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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, 1000)]
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public struct SurfaceData
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{
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[SurfaceDataAttributes("MaterialFeatures")]
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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("Specular Occlusion")]
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public float specularOcclusion;
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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")]
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public float perceptualSmoothness;
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[SurfaceDataAttributes("Ambient Occlusion")]
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public float ambientOcclusion;
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[SurfaceDataAttributes("Metallic")]
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public float metallic;
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[SurfaceDataAttributes("Coat mask")]
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public float coatMask;
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// MaterialFeature dependent attribute
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// Specular Color
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[SurfaceDataAttributes("Specular Color", false, true)]
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public Vector3 specularColor;
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// SSS
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[SurfaceDataAttributes("Diffusion Profile")]
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public uint diffusionProfile;
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[SurfaceDataAttributes("Subsurface Mask")]
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public float subsurfaceMask;
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// Transmission
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// + Diffusion Profile
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[SurfaceDataAttributes("Thickness")]
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public float thickness;
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// Anisotropic
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[SurfaceDataAttributes("Tangent", true)]
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public Vector3 tangentWS;
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[SurfaceDataAttributes("Anisotropy")]
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public float anisotropy; // anisotropic ratio(0->no isotropic; 1->full anisotropy in tangent direction, -1->full anisotropy in bitangent direction)
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// Iridescence
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[SurfaceDataAttributes("Iridescence Layer Thickness")]
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public float iridescenceThickness;
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[SurfaceDataAttributes("Iridescence Mask")]
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public float iridescenceMask;
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// Forward property only
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// Transparency
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// Reuse thickness from SSS
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[SurfaceDataAttributes("Index of refraction")]
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public float ior;
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[SurfaceDataAttributes("Transmittance Color")]
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public Vector3 transmittanceColor;
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[SurfaceDataAttributes("Transmittance Absorption Distance")]
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public float atDistance;
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[SurfaceDataAttributes("Transmittance mask")]
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public float transmittanceMask;
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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, 1050)]
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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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public float ambientOcclusion; // Caution: This is accessible only if light layer is enabled, otherwise it is 1
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public float specularOcclusion;
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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 perceptualRoughness;
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public float coatMask;
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// MaterialFeature dependent attribute
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// SpecularColor fold into fresnel0
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// SSS
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public uint diffusionProfile;
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public float subsurfaceMask;
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// Transmission
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// + Diffusion Profile
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public float thickness;
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public bool useThickObjectMode; // Read from the diffusion profile
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public Vector3 transmittance; // Precomputation of transmittance
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// Anisotropic
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[SurfaceDataAttributes("", true)]
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public Vector3 tangentWS;
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[SurfaceDataAttributes("", true)]
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public Vector3 bitangentWS;
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public float roughnessT;
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public float roughnessB;
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public float anisotropy;
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// Iridescence
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public float iridescenceThickness;
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public float iridescenceMask;
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// ClearCoat
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public float coatRoughness; // Automatically fill
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// Forward property only
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// Transparency
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public float ior;
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// Reuse thickness from SSS
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public Vector3 absorptionCoefficient;
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public float transmittanceMask;
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};
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//-----------------------------------------------------------------------------
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// GBuffer management
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//-----------------------------------------------------------------------------
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public override bool IsDefferedMaterial() { return true; }
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protected void GetGBufferOptions(HDRenderPipelineAsset asset, out int gBufferCount, out bool supportShadowMask, out bool supportLightLayers)
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{
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// Caution: This must be in sync with GBUFFERMATERIAL_COUNT definition in
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supportShadowMask = asset.renderPipelineSettings.supportShadowMask;
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supportLightLayers = asset.renderPipelineSettings.supportLightLayers;
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gBufferCount = 4 + (supportShadowMask ? 1 : 0) + (supportLightLayers ? 1 : 0);
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}
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// This must return the number of GBuffer to allocate
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public override int GetMaterialGBufferCount(HDRenderPipelineAsset asset)
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{
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int gBufferCount;
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bool unused0;
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bool unused1;
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GetGBufferOptions(asset, out gBufferCount, out unused0, out unused1);
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return gBufferCount;
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}
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public override void GetMaterialGBufferDescription(HDRenderPipelineAsset asset, out RenderTextureFormat[] RTFormat, out bool[] sRGBFlag, out GBufferUsage[] gBufferUsage)
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{
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int gBufferCount;
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bool supportShadowMask;
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bool supportLightLayers;
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GetGBufferOptions(asset, out gBufferCount, out supportShadowMask, out supportLightLayers);
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RTFormat = new RenderTextureFormat[gBufferCount];
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sRGBFlag = new bool[gBufferCount];
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gBufferUsage = new GBufferUsage[gBufferCount];
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RTFormat[0] = RenderTextureFormat.ARGB32; // Albedo sRGB / SSSBuffer
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sRGBFlag[0] = true;
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gBufferUsage[0] = GBufferUsage.SubsurfaceScattering;
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RTFormat[1] = RenderTextureFormat.ARGB32; // Normal Buffer
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sRGBFlag[1] = false;
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gBufferUsage[1] = GBufferUsage.Normal;
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RTFormat[2] = RenderTextureFormat.ARGB32; // Data
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sRGBFlag[2] = false;
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gBufferUsage[2] = GBufferUsage.None;
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RTFormat[3] = Builtin.GetLightingBufferFormat();
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sRGBFlag[3] = Builtin.GetLightingBufferSRGBFlag();
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gBufferUsage[3] = GBufferUsage.None;
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int index = 4;
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if (supportLightLayers)
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{
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RTFormat[index] = RenderTextureFormat.ARGB32;
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sRGBFlag[index] = false;
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gBufferUsage[index] = GBufferUsage.LightLayers;
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index++;
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}
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// All buffer above are fixed. However shadow mask buffer can be setup or not depends on light in view.
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// Thus it need to be the last one, so all indexes stay the same
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if (supportShadowMask)
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{
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RTFormat[index] = Builtin.GetShadowMaskBufferFormat();
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sRGBFlag[index] = Builtin.GetShadowMaskBufferSRGBFlag();
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gBufferUsage[index] = GBufferUsage.ShadowMask;
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index++;
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}
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}
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//-----------------------------------------------------------------------------
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// Init precomputed texture
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//-----------------------------------------------------------------------------
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public Lit() {}
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public override void Build(HDRenderPipelineAsset hdAsset)
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{
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PreIntegratedFGD.instance.Build(PreIntegratedFGD.FGDIndex.FGD_GGXAndDisneyDiffuse);
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LTCAreaLight.instance.Build();
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}
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public override void Cleanup()
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{
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PreIntegratedFGD.instance.Cleanup(PreIntegratedFGD.FGDIndex.FGD_GGXAndDisneyDiffuse);
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LTCAreaLight.instance.Cleanup();
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}
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public override void RenderInit(CommandBuffer cmd)
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{
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PreIntegratedFGD.instance.RenderInit(PreIntegratedFGD.FGDIndex.FGD_GGXAndDisneyDiffuse, cmd);
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}
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public override void Bind()
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{
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PreIntegratedFGD.instance.Bind(PreIntegratedFGD.FGDIndex.FGD_GGXAndDisneyDiffuse);
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LTCAreaLight.instance.Bind();
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}
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}
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}
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