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using System;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
public partial class Lit : RenderPipelineMaterial
{
// Currently we have only one materialId (Standard GGX), so it is not store in the GBuffer and we don't test for it
// If change, be sure it match what is done in Lit.hlsl: MaterialFeatureFlagsFromGBuffer
// Material bit mask must match the size define LightDefinitions.s_MaterialFeatureMaskFlags value
[GenerateHLSL(PackingRules.Exact)]
public enum MaterialFeatureFlags
{
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
LitSpecularColor = 1 << 1, // LitSpecularColor is not use statically but only dynamically
LitSubsurfaceScattering = 1 << 2,
LitTransmission = 1 << 3,
LitAnisotropy = 1 << 4,
LitIridescence = 1 << 5,
LitClearCoat = 1 << 6
};
public enum RefractionModel
{
None = 0,
Plane = 1,
Sphere = 2
};
[GenerateHLSL]
public enum RefractionSSRayModel
{
None = 0,
Proxy = 1,
HiZ = 2
};
[GenerateHLSL]
public enum HiZIntersectionKind
{
None,
Cell,
Depth
}
//-----------------------------------------------------------------------------
// SurfaceData
//-----------------------------------------------------------------------------
// Main structure that store the user data (i.e user input of master node in material graph)
[GenerateHLSL(PackingRules.Exact, false, true, 1000)]
public struct SurfaceData
{
[SurfaceDataAttributes("MaterialFeatures")]
public uint materialFeatures;
// Standard
[SurfaceDataAttributes("Base Color", false, true)]
public Vector3 baseColor;
[SurfaceDataAttributes("Specular Occlusion")]
public float specularOcclusion;
[SurfaceDataAttributes(new string[]{"Normal", "Normal View Space"}, true)]
public Vector3 normalWS;
[SurfaceDataAttributes("Smoothness")]
public float perceptualSmoothness;
[SurfaceDataAttributes("Ambient Occlusion")]
public float ambientOcclusion;
[SurfaceDataAttributes("Metallic")]
public float metallic;
[SurfaceDataAttributes("Coat mask")]
public float coatMask;
// MaterialFeature dependent attribute
// Specular Color
[SurfaceDataAttributes("Specular Color", false, true)]
public Vector3 specularColor;
// SSS
[SurfaceDataAttributes("Diffusion Profile")]
public uint diffusionProfile;
[SurfaceDataAttributes("Subsurface Mask")]
public float subsurfaceMask;
// Transmission
// + Diffusion Profile
[SurfaceDataAttributes("Thickness")]
public float thickness;
// Anisotropic
[SurfaceDataAttributes("Tangent", true)]
public Vector3 tangentWS;
[SurfaceDataAttributes("Anisotropy")]
public float anisotropy; // anisotropic ratio(0->no isotropic; 1->full anisotropy in tangent direction, -1->full anisotropy in bitangent direction)
// Iridescence
[SurfaceDataAttributes("Iridescence Layer Thickness")]
public float iridescenceThickness;
[SurfaceDataAttributes("Iridescence Mask")]
public float iridescenceMask;
// Forward property only
// Transparency
// Reuse thickness from SSS
[SurfaceDataAttributes("Index of refraction")]
public float ior;
[SurfaceDataAttributes("Transmittance Color")]
public Vector3 transmittanceColor;
[SurfaceDataAttributes("Transmittance Absorption Distance")]
public float atDistance;
[SurfaceDataAttributes("Transmittance mask")]
public float transmittanceMask;
};
//-----------------------------------------------------------------------------
// BSDFData
//-----------------------------------------------------------------------------
[GenerateHLSL(PackingRules.Exact, false, true, 1030)]
public struct BSDFData
{
public uint materialFeatures;
[SurfaceDataAttributes("", false, true)]
public Vector3 diffuseColor;
public Vector3 fresnel0;
public float specularOcclusion;
[SurfaceDataAttributes(new string[] { "Normal WS", "Normal View Space" }, true)]
public Vector3 normalWS;
public float perceptualRoughness;
public float coatMask;
// MaterialFeature dependent attribute
// SpecularColor fold into fresnel0
// SSS
public uint diffusionProfile;
public float subsurfaceMask;
// Transmission
// + Diffusion Profile
public float thickness;
public bool useThickObjectMode; // Read from the diffusion profile
public Vector3 transmittance; // Precomputation of transmittance
// Anisotropic
[SurfaceDataAttributes("", true)]
public Vector3 tangentWS;
[SurfaceDataAttributes("", true)]
public Vector3 bitangentWS;
public float roughnessT;
public float roughnessB;
public float anisotropy;
// Iridescence
public float iridescenceThickness;
public float iridescenceMask;
// ClearCoat
public float coatRoughness; // Automatically fill
// Forward property only
// Transparency
public float ior;
// Reuse thickness from SSS
public Vector3 absorptionCoefficient;
public float transmittanceMask;
};
//-----------------------------------------------------------------------------
// RenderLoop management
//-----------------------------------------------------------------------------
[GenerateHLSL(PackingRules.Exact)]
public enum GBufferMaterial
{
// Note: This count doesn't include the velocity buffer. On shader and csharp side the velocity buffer will be added by the framework
Count = 4
};
//-----------------------------------------------------------------------------
// GBuffer management
//-----------------------------------------------------------------------------
public override int GetMaterialGBufferCount() { return (int)GBufferMaterial.Count; }
RenderTextureFormat[] m_RTFormat4 = { RenderTextureFormat.ARGB32, RenderTextureFormat.ARGB32, RenderTextureFormat.ARGB32, RenderTextureFormat.RGB111110Float };
bool[] m_RTsRGBFlag4 = { true, false, false, false };
public override void GetMaterialGBufferDescription(out RenderTextureFormat[] RTFormat, out bool[] sRGBFlag)
{
RTFormat = m_RTFormat4;
sRGBFlag = m_RTsRGBFlag4;
}
//-----------------------------------------------------------------------------
// Init precomputed texture
//-----------------------------------------------------------------------------
bool m_isInit;
public Lit() {}
public override void Build(HDRenderPipelineAsset hdAsset)
{
PreIntegratedFGD.instance.Build();
LTCAreaLight.instance.Build();
m_isInit = false;
}
public override void Cleanup()
{
PreIntegratedFGD.instance.Cleanup();
LTCAreaLight.instance.Cleanup();
m_isInit = false;
}
public override void RenderInit(CommandBuffer cmd)
{
if (m_isInit)
return;
PreIntegratedFGD.instance.RenderInit(cmd);
m_isInit = true;
}
public override void Bind()
{
PreIntegratedFGD.instance.Bind();
LTCAreaLight.instance.Bind();
}
}
}