diff --git a/.collabignore b/.collabignore new file mode 100644 index 00000000000..ae2070ecef0 --- /dev/null +++ b/.collabignore @@ -0,0 +1,35 @@ +# =========================== +# Default Collab Ignore Rules +# =========================== + +# OS Generated +# ============ +.DS_Store +._* +.Spotlight-V100 +.Trashes +Icon? +ehthumbs.db +[Tt]humbs.db +[Dd]esktop.ini + +# Visual Studio / MonoDevelop generated +# ===================================== +[Ee]xported[Oo]bj/ +*.userprefs +*.csproj +*.pidb +*.suo +*.sln +*.user +*.unityproj +*.booproj + +# Unity generated +# =============== +/[Tt]emp/ +[Oo]bj/ +[Bb]uild +/[Ll]ibrary/ +sysinfo.txt +*.stackdump diff --git a/.gitignore b/.gitignore index f2276c79ae6..f3355b635f6 100644 --- a/.gitignore +++ b/.gitignore @@ -1,6 +1,7 @@ Library/* Temp/* +obj/* *.csproj *.sln *.suo @@ -14,6 +15,3 @@ DataSource/* *.aspx *.sdf *.userprefs - -Assets/UnityHDRI.meta -Assets/UnityHDRI/Gareoult/GareoultWhiteBalanced.exr diff --git a/.gitmodules b/.gitmodules new file mode 100644 index 00000000000..e774a03f52e --- /dev/null +++ b/.gitmodules @@ -0,0 +1,7 @@ +[submodule "Assets/TestScenes/Big"] + path = Assets/TestScenes/Big + url = https://github.com/Unity-Technologies/ScriptableRenderLoopScenes +[submodule "Assets/ScriptableRenderPipeline/PostProcessing"] + path = Assets/ScriptableRenderPipeline/PostProcessing + url = https://github.com/Unity-Technologies/PostProcessing + branch = v2 diff --git a/Assets/Editor/Tests/RenderloopTests/CullResultsTest.cs b/Assets/Editor/Tests/RenderloopTests/CullResultsTest.cs index 46873d3585a..7b0dd3fff71 100644 --- a/Assets/Editor/Tests/RenderloopTests/CullResultsTest.cs +++ b/Assets/Editor/Tests/RenderloopTests/CullResultsTest.cs @@ -5,7 +5,7 @@ [TestFixture] public class CullResultsTest { - void InspectCullResults(Camera camera, CullResults cullResults, RenderLoop renderLoop) + void InspectCullResults(Camera camera, CullResults cullResults, ScriptableRenderContext renderContext) { VisibleReflectionProbe[] probes = cullResults.visibleReflectionProbes; @@ -31,9 +31,6 @@ void InspectCullResults(Camera camera, CullResults cullResults, RenderLoop rende public void TestReflectionProbes() { UnityEditor.SceneManagement.EditorSceneManager.OpenScene("Assets/Editor/Tests/TestScene.unity"); - - // Asserts.ExpectLogError("Boing"); - - RenderLoopTestFixture.Run(InspectCullResults); + RenderLoopTestFixtureInstance.Run(InspectCullResults); } } diff --git a/Assets/Editor/Tests/RenderloopTests/RenderPipelineTestFixture.cs b/Assets/Editor/Tests/RenderloopTests/RenderPipelineTestFixture.cs new file mode 100644 index 00000000000..a632d4ef340 --- /dev/null +++ b/Assets/Editor/Tests/RenderloopTests/RenderPipelineTestFixture.cs @@ -0,0 +1,69 @@ +using UnityEngine; +using UnityEditor; +using UnityEngine.Experimental.Rendering; +using NUnit.Framework; +using UnityEngine.Rendering; + +[ExecuteInEditMode] +public class RenderLoopTestFixture : RenderPipelineAsset +{ + protected override IRenderPipeline InternalCreatePipeline() + { + return new BasicRenderPipelineInstance(); + } +} + +public class RenderLoopTestFixtureInstance : RenderPipeline +{ + public delegate void TestDelegate(Camera camera, CullResults cullResults, ScriptableRenderContext renderContext); + + private static TestDelegate s_Callback; + + private static RenderLoopTestFixture m_Instance; + + public override void Render(ScriptableRenderContext renderContext, Camera[] cameras) + { + base.Render(renderContext, cameras); + + foreach (var camera in cameras) + { + if (!camera.enabled) + continue; + + CullingParameters cullingParams; + bool gotCullingParams = CullResults.GetCullingParameters(camera, out cullingParams); + Assert.IsTrue(gotCullingParams); + + CullResults cullResults = CullResults.Cull(ref cullingParams, renderContext); + + if (s_Callback != null) + s_Callback(camera, cullResults, renderContext); + } + + renderContext.Submit(); + } + + public static void Run(TestDelegate renderCallback) + { + if (m_Instance == null) + { + m_Instance = ScriptableObject.CreateInstance(); + } + + var sceneCamera = Camera.main; + var camObject = sceneCamera.gameObject; + + GraphicsSettings.renderPipelineAsset = m_Instance; + s_Callback = renderCallback; + Transform t = camObject.transform; + + // Can't use AlignViewToObject because it animates over time, and we want the first frame + float size = SceneView.lastActiveSceneView.size; + float fov = 90; // hardcoded in SceneView + float camDist = size / Mathf.Tan(fov * 0.5f * Mathf.Deg2Rad); + SceneView.lastActiveSceneView.LookAtDirect(t.position + t.forward * camDist, t.rotation, size); + + sceneCamera.Render(); + GraphicsSettings.renderPipelineAsset = null; + } +} diff --git a/Assets/Editor/Tests/RenderloopTests/RenderloopTestFixture.cs.meta b/Assets/Editor/Tests/RenderloopTests/RenderPipelineTestFixture.cs.meta similarity index 100% rename from Assets/Editor/Tests/RenderloopTests/RenderloopTestFixture.cs.meta rename to Assets/Editor/Tests/RenderloopTests/RenderPipelineTestFixture.cs.meta diff --git a/Assets/Editor/Tests/RenderloopTests/RenderloopTestFixture.cs b/Assets/Editor/Tests/RenderloopTests/RenderloopTestFixture.cs deleted file mode 100644 index 772f63f36ec..00000000000 --- a/Assets/Editor/Tests/RenderloopTests/RenderloopTestFixture.cs +++ /dev/null @@ -1,58 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEditor; -using UnityEngine.Experimental.Rendering; -using NUnit.Framework; - -[ExecuteInEditMode] -public class RenderLoopTestFixture : MonoBehaviour -{ - public delegate void TestDelegate(Camera camera, CullResults cullResults, RenderLoop renderLoop); - private static TestDelegate s_Callback; - - public static void Render(RenderLoopWrapper wrapper, Camera[] cameras, RenderLoop renderLoop) - { - foreach (var camera in cameras) - { - CullingParameters cullingParams; - bool gotCullingParams = CullResults.GetCullingParameters(camera, out cullingParams); - Assert.IsTrue(gotCullingParams); - - CullResults cullResults = CullResults.Cull(ref cullingParams, renderLoop); - - s_Callback(camera, cullResults, renderLoop); - } - - renderLoop.Submit(); - } - - public static void Run(TestDelegate renderCallback) - { - var sceneCamera = Camera.main; - var camObject = sceneCamera.gameObject; - - var instance = camObject.AddComponent(); - instance.callback = Render; - s_Callback = renderCallback; - instance.enabled = true; - - Transform t = camObject.transform; - - // Can't use AlignViewToObject because it animates over time, and we want the first frame - float size = SceneView.lastActiveSceneView.size; - float fov = 90; // hardcoded in SceneView - float camDist = size / Mathf.Tan(fov * 0.5f * Mathf.Deg2Rad); - SceneView.lastActiveSceneView.LookAtDirect(t.position + t.forward * camDist, t.rotation, size); - - // Invoke renderer - try - { - sceneCamera.Render(); - } - finally - { - Object.DestroyImmediate(instance); - } - } -} diff --git a/Assets/Editor/Tests/ShaderGeneratorTests/ShaderGeneratorTests.cs b/Assets/Editor/Tests/ShaderGeneratorTests/ShaderGeneratorTests.cs index 9f40eb6c211..e5ac248aeae 100644 --- a/Assets/Editor/Tests/ShaderGeneratorTests/ShaderGeneratorTests.cs +++ b/Assets/Editor/Tests/ShaderGeneratorTests/ShaderGeneratorTests.cs @@ -5,8 +5,8 @@ using UnityEngine; using UnityEditor; using UnityEngine.Experimental.Rendering; -using UnityEngine.Experimental.ScriptableRenderLoop; using NUnit.Framework; +using UnityEditor.Experimental.Rendering; [TestFixture] public class ShaderGeneratorTests diff --git a/Assets/HDRenderLoop.asset b/Assets/HDRenderLoop.asset deleted file mode 100644 index 62f9adc9bb2..00000000000 --- a/Assets/HDRenderLoop.asset +++ /dev/null @@ -1,13 +0,0 @@ -%YAML 1.1 -%TAG !u! tag:unity3d.com,2011: ---- !u!114 &11400000 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_PrefabParentObject: {fileID: 0} - m_PrefabInternal: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: 558064ecdbf6b6742892d699acb39aed, type: 3} - m_Name: HDRenderLoop - m_EditorClassIdentifier: diff --git a/Assets/HDRenderLoop.asset.meta b/Assets/HDRenderLoop.asset.meta deleted file mode 100644 index 33238af070e..00000000000 --- a/Assets/HDRenderLoop.asset.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: a760b5cf201f0f5478077e4ee5df8236 -timeCreated: 1474961622 -licenseType: Pro -NativeFormatImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Plugins.meta b/Assets/Plugins.meta new file mode 100644 index 00000000000..f2a01274197 --- /dev/null +++ b/Assets/Plugins.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: b18282e7b9e41194a9ccbdd7f1e00f91 +folderAsset: yes +timeCreated: 1484737171 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Android.meta b/Assets/Plugins/Android.meta new file mode 100644 index 00000000000..116df7c127e --- /dev/null +++ b/Assets/Plugins/Android.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 0be2592e2cf8b3341840431d32963e7c +folderAsset: yes +timeCreated: 1484737178 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Android/libMGD.so b/Assets/Plugins/Android/libMGD.so new file mode 100644 index 00000000000..a244936c4d6 Binary files /dev/null and b/Assets/Plugins/Android/libMGD.so differ diff --git a/Assets/Plugins/Android/libMGD.so.meta b/Assets/Plugins/Android/libMGD.so.meta new file mode 100644 index 00000000000..39280d01e67 --- /dev/null +++ b/Assets/Plugins/Android/libMGD.so.meta @@ -0,0 +1,34 @@ +fileFormatVersion: 2 +guid: 3b4a27c7f2c6a1d4e82a3abe66238b67 +timeCreated: 1484737237 +licenseType: Pro +PluginImporter: + serializedVersion: 2 + iconMap: {} + executionOrder: {} + isPreloaded: 0 + isOverridable: 0 + platformData: + data: + first: + Android: Android + second: + enabled: 1 + settings: + CPU: ARMv7 + data: + first: + Any: + second: + enabled: 0 + settings: {} + data: + first: + Editor: Editor + second: + enabled: 0 + settings: + DefaultValueInitialized: true + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop.meta b/Assets/ScriptableRenderLoop.meta deleted file mode 100644 index 3baecb45c67..00000000000 --- a/Assets/ScriptableRenderLoop.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 7f2fa2efb8ce343069fc5393536094ad -folderAsset: yes -timeCreated: 1466769773 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/AdditionalLightData.cs b/Assets/ScriptableRenderLoop/AdditionalLightData.cs deleted file mode 100644 index 8bdeb87153b..00000000000 --- a/Assets/ScriptableRenderLoop/AdditionalLightData.cs +++ /dev/null @@ -1,31 +0,0 @@ -namespace UnityEngine.Experimental.ScriptableRenderLoop -{ - //@TODO: We should continously move these values - // into the engine when we can see them being generally useful - [RequireComponent(typeof(Light))] - public class AdditionalLightData : MonoBehaviour - { - public const int DefaultShadowResolution = 512; - - public int shadowResolution = DefaultShadowResolution; - - [RangeAttribute(0.0F, 100.0F)] - public float innerSpotPercent = 0.0F; - - public static float GetInnerSpotPercent01(AdditionalLightData lightData) - { - if (lightData != null) - return Mathf.Clamp(lightData.innerSpotPercent, 0.0f, 100.0f) / 100.0f; - else - return 0.0F; - } - - public static int GetShadowResolution(AdditionalLightData lightData) - { - if (lightData != null) - return lightData.shadowResolution; - else - return DefaultShadowResolution; - } - } -} diff --git a/Assets/ScriptableRenderLoop/ForwardRenderLoop.meta b/Assets/ScriptableRenderLoop/ForwardRenderLoop.meta deleted file mode 100644 index e2e5465b002..00000000000 --- a/Assets/ScriptableRenderLoop/ForwardRenderLoop.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 87cf696b5a0ce42438ce41ddcd5022c2 -folderAsset: yes -timeCreated: 1467034984 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/ForwardRenderLoop/ForwardRenderLoop.asset b/Assets/ScriptableRenderLoop/ForwardRenderLoop/ForwardRenderLoop.asset deleted file mode 100644 index aaa3fa468d6..00000000000 --- a/Assets/ScriptableRenderLoop/ForwardRenderLoop/ForwardRenderLoop.asset +++ /dev/null @@ -1,20 +0,0 @@ -%YAML 1.1 -%TAG !u! tag:unity3d.com,2011: ---- !u!114 &11400000 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_PrefabParentObject: {fileID: 0} - m_PrefabInternal: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: 98fe12104b04e43dd9a963f3f7b26e8e, type: 3} - m_Name: ForwardRenderLoop - m_EditorClassIdentifier: - m_ShadowSettings: - enabled: 1 - shadowAtlasWidth: 4096 - shadowAtlasHeight: 4096 - maxShadowDistance: 500 - directionalLightCascadeCount: 4 - directionalLightCascades: {x: 0.02, y: 0.1, z: 0.6} diff --git a/Assets/ScriptableRenderLoop/ForwardRenderLoop/ForwardRenderLoop.asset.meta b/Assets/ScriptableRenderLoop/ForwardRenderLoop/ForwardRenderLoop.asset.meta deleted file mode 100644 index 2e0d3fb0820..00000000000 --- a/Assets/ScriptableRenderLoop/ForwardRenderLoop/ForwardRenderLoop.asset.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 873753be6b0da44d58b061c5ec3d12bc -timeCreated: 1467028110 -licenseType: Pro -NativeFormatImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/ForwardRenderLoop/ForwardRenderLoop.cs b/Assets/ScriptableRenderLoop/ForwardRenderLoop/ForwardRenderLoop.cs deleted file mode 100644 index 93fc7458e3b..00000000000 --- a/Assets/ScriptableRenderLoop/ForwardRenderLoop/ForwardRenderLoop.cs +++ /dev/null @@ -1,241 +0,0 @@ -using UnityEngine.Experimental.Rendering; -using System; - -namespace UnityEngine.Experimental.ScriptableRenderLoop -{ - public class ForwardRenderLoop : ScriptableRenderLoop - { -#if UNITY_EDITOR - [UnityEditor.MenuItem("Renderloop/CreateForwardRenderLoop")] - static void CreateForwardRenderLoop() - { - var instance = ScriptableObject.CreateInstance(); - UnityEditor.AssetDatabase.CreateAsset(instance, "Assets/forwardrenderloop.asset"); - } - -#endif - - [SerializeField] - ShadowSettings m_ShadowSettings = ShadowSettings.Default; - ShadowRenderPass m_ShadowPass; - - const int k_MaxLights = 10; - const int k_MaxShadowmapPerLights = 6; - const int k_MaxDirectionalSplit = 4; - // Directional lights become spotlights at a far distance. This is the distance we pull back to set the spotlight origin. - const float k_DirectionalLightPullbackDistance = 10000.0f; - - [NonSerialized] private int m_WarnedTooManyLights = 0; - - - void OnEnable() - { - Rebuild(); - } - - void OnValidate() - { - Rebuild(); - } - - public override void Rebuild() - { - m_ShadowPass = new ShadowRenderPass(m_ShadowSettings); - } - - //--------------------------------------------------------------------------------------------------------------------------------------------------- - void UpdateLightConstants(VisibleLight[] visibleLights, ref ShadowOutput shadow) - { - var numLightsIncludingTooMany = 0; - - var numLights = 0; - - var lightColor = new Vector4[k_MaxLights]; - var lightPosition_invRadius = new Vector4[k_MaxLights]; - var lightDirection = new Vector4[k_MaxLights]; - var lightShadowIndex_lightParams = new Vector4[k_MaxLights]; - var lightFalloffParams = new Vector4[k_MaxLights]; - var spotLightInnerOuterConeCosines = new Vector4[k_MaxLights]; - var matWorldToShadow = new Matrix4x4[k_MaxLights * k_MaxShadowmapPerLights]; - var dirShadowSplitSpheres = new Vector4[k_MaxDirectionalSplit]; - - for (int nLight = 0; nLight < visibleLights.Length; nLight++) - { - numLightsIncludingTooMany++; - if (numLightsIncludingTooMany > k_MaxLights) - continue; - - var light = visibleLights[nLight]; - var lightType = light.lightType; - var position = light.light.transform.position; - var lightDir = light.light.transform.forward.normalized; - var additionalLightData = light.light.GetComponent(); - - // Setup shadow data arrays - var hasShadows = shadow.GetShadowSliceCountLightIndex(nLight) != 0; - - if (lightType == LightType.Directional) - { - lightColor[numLights] = light.finalColor; - lightPosition_invRadius[numLights] = new Vector4( - position.x - (lightDir.x * k_DirectionalLightPullbackDistance), - position.y - (lightDir.y * k_DirectionalLightPullbackDistance), - position.z - (lightDir.z * k_DirectionalLightPullbackDistance), - -1.0f); - lightDirection[numLights] = new Vector4(lightDir.x, lightDir.y, lightDir.z); - lightShadowIndex_lightParams[numLights] = new Vector4(0, 0, 1, 1); - lightFalloffParams[numLights] = new Vector4(0.0f, 0.0f, float.MaxValue, (float)lightType); - spotLightInnerOuterConeCosines[numLights] = new Vector4(0.0f, -1.0f, 1.0f); - - if (hasShadows) - { - for (int s = 0; s < k_MaxDirectionalSplit; ++s) - { - dirShadowSplitSpheres[s] = shadow.directionalShadowSplitSphereSqr[s]; - } - } - } - else if (lightType == LightType.Point) - { - lightColor[numLights] = light.finalColor; - - lightPosition_invRadius[numLights] = new Vector4(position.x, position.y, position.z, 1.0f / light.range); - lightDirection[numLights] = new Vector4(0.0f, 0.0f, 0.0f); - lightShadowIndex_lightParams[numLights] = new Vector4(0, 0, 1, 1); - lightFalloffParams[numLights] = new Vector4(1.0f, 0.0f, light.range * light.range, (float)lightType); - spotLightInnerOuterConeCosines[numLights] = new Vector4(0.0f, -1.0f, 1.0f); - } - else if (lightType == LightType.Spot) - { - lightColor[numLights] = light.finalColor; - lightPosition_invRadius[numLights] = new Vector4(position.x, position.y, position.z, 1.0f / light.range); - lightDirection[numLights] = new Vector4(lightDir.x, lightDir.y, lightDir.z); - lightShadowIndex_lightParams[numLights] = new Vector4(0, 0, 1, 1); - lightFalloffParams[numLights] = new Vector4(1.0f, 0.0f, light.range * light.range, (float)lightType); - - var flInnerConePercent = AdditionalLightData.GetInnerSpotPercent01(additionalLightData); - var spotAngle = light.light.spotAngle; - var flPhiDot = Mathf.Clamp(Mathf.Cos(spotAngle * 0.5f * Mathf.Deg2Rad), 0.0f, 1.0f); // outer cone - var flThetaDot = Mathf.Clamp(Mathf.Cos(spotAngle * 0.5f * flInnerConePercent * Mathf.Deg2Rad), 0.0f, 1.0f); // inner cone - spotLightInnerOuterConeCosines[numLights] = new Vector4(flThetaDot, flPhiDot, 1.0f / Mathf.Max(0.01f, flThetaDot - flPhiDot)); - } - - if (hasShadows) - { - // Enable shadows - lightShadowIndex_lightParams[numLights].x = 1; - for (int s = 0; s < shadow.GetShadowSliceCountLightIndex(nLight); ++s) - { - var shadowSliceIndex = shadow.GetShadowSliceIndex(nLight, s); - matWorldToShadow[numLights * k_MaxShadowmapPerLights + s] = shadow.shadowSlices[shadowSliceIndex].shadowTransform.transpose; - } - } - - numLights++; - } - - // Warn if too many lights found - if (numLightsIncludingTooMany > k_MaxLights) - { - if (numLightsIncludingTooMany > m_WarnedTooManyLights) - { - Debug.LogError("ERROR! Found " + numLightsIncludingTooMany + " runtime lights! Valve renderer supports up to " + k_MaxLights + - " active runtime lights at a time!\nDisabling " + (numLightsIncludingTooMany - k_MaxLights) + " runtime light" + - ((numLightsIncludingTooMany - k_MaxLights) > 1 ? "s" : "") + "!\n"); - } - m_WarnedTooManyLights = numLightsIncludingTooMany; - } - else - { - if (m_WarnedTooManyLights > 0) - { - m_WarnedTooManyLights = 0; - Debug.Log("SUCCESS! Found " + numLightsIncludingTooMany + " runtime lights which is within the supported number of lights, " + k_MaxLights + ".\n\n"); - } - } - - // Send constants to shaders - Shader.SetGlobalInt("g_nNumLights", numLights); - - // New method for Unity 5.4 to set arrays of constants - Shader.SetGlobalVectorArray("g_vLightPosition_flInvRadius", lightPosition_invRadius); - Shader.SetGlobalVectorArray("g_vLightColor", lightColor); - Shader.SetGlobalVectorArray("g_vLightDirection", lightDirection); - Shader.SetGlobalVectorArray("g_vLightShadowIndex_vLightParams", lightShadowIndex_lightParams); - Shader.SetGlobalVectorArray("g_vLightFalloffParams", lightFalloffParams); - Shader.SetGlobalVectorArray("g_vSpotLightInnerOuterConeCosines", spotLightInnerOuterConeCosines); - Shader.SetGlobalMatrixArray("g_matWorldToShadow", matWorldToShadow); - Shader.SetGlobalVectorArray("g_vDirShadowSplitSpheres", dirShadowSplitSpheres); - - // Time - #if (UNITY_EDITOR) - { - Shader.SetGlobalFloat("g_flTime", Time.realtimeSinceStartup); - //Debug.Log( "Time " + Time.realtimeSinceStartup ); - } - #else - { - Shader.SetGlobalFloat("g_flTime", Time.timeSinceLevelLoad); - //Debug.Log( "Time " + Time.timeSinceLevelLoad ); - } - #endif - - // PCF 3x3 Shadows - var texelEpsilonX = 1.0f / m_ShadowSettings.shadowAtlasWidth; - var texelEpsilonY = 1.0f / m_ShadowSettings.shadowAtlasHeight; - var shadow3x3PCFTerms0 = new Vector4(20.0f / 267.0f, 33.0f / 267.0f, 55.0f / 267.0f, 0.0f); - var shadow3x3PCFTerms1 = new Vector4(texelEpsilonX, texelEpsilonY, -texelEpsilonX, -texelEpsilonY); - var shadow3x3PCFTerms2 = new Vector4(texelEpsilonX, texelEpsilonY, 0.0f, 0.0f); - var shadow3x3PCFTerms3 = new Vector4(-texelEpsilonX, -texelEpsilonY, 0.0f, 0.0f); - - Shader.SetGlobalVector("g_vShadow3x3PCFTerms0", shadow3x3PCFTerms0); - Shader.SetGlobalVector("g_vShadow3x3PCFTerms1", shadow3x3PCFTerms1); - Shader.SetGlobalVector("g_vShadow3x3PCFTerms2", shadow3x3PCFTerms2); - Shader.SetGlobalVector("g_vShadow3x3PCFTerms3", shadow3x3PCFTerms3); - } - - public override void Render(Camera[] cameras, RenderLoop renderLoop) - { - foreach (var camera in cameras) - { - CullResults cullResults; - CullingParameters cullingParams; - if (!CullResults.GetCullingParameters(camera, out cullingParams)) - continue; - - m_ShadowPass.UpdateCullingParameters(ref cullingParams); - - cullResults = CullResults.Cull(ref cullingParams, renderLoop); - - ShadowOutput shadows; - m_ShadowPass.Render(renderLoop, cullResults, out shadows); - - renderLoop.SetupCameraProperties(camera); - - UpdateLightConstants(cullResults.visibleLights, ref shadows); - - var settings = new DrawRendererSettings(cullResults, camera, new ShaderPassName("ForwardBase")); - settings.rendererConfiguration = RendererConfiguration.PerObjectLightProbe | RendererConfiguration.PerObjectReflectionProbes; - settings.sorting.sortOptions = SortOptions.SortByMaterialThenMesh; - - renderLoop.DrawRenderers(ref settings); - renderLoop.Submit(); - } - - // Post effects - } - - #if UNITY_EDITOR - public override UnityEditor.SupportedRenderingFeatures GetSupportedRenderingFeatures() - { - var features = new UnityEditor.SupportedRenderingFeatures - { - reflectionProbe = UnityEditor.SupportedRenderingFeatures.ReflectionProbe.Rotation - }; - - return features; - } - - #endif - } -} diff --git a/Assets/ScriptableRenderLoop/ForwardRenderLoop/ForwardRenderLoop.cs.meta b/Assets/ScriptableRenderLoop/ForwardRenderLoop/ForwardRenderLoop.cs.meta deleted file mode 100644 index 5b2e6ed0e99..00000000000 --- a/Assets/ScriptableRenderLoop/ForwardRenderLoop/ForwardRenderLoop.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 98fe12104b04e43dd9a963f3f7b26e8e -timeCreated: 1467027998 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/ForwardRenderLoop/Shaders.meta b/Assets/ScriptableRenderLoop/ForwardRenderLoop/Shaders.meta deleted file mode 100755 index 90a1b21a1d1..00000000000 --- a/Assets/ScriptableRenderLoop/ForwardRenderLoop/Shaders.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 09f8dae5907a4374a8c827890d14dbbc -folderAsset: yes -timeCreated: 1446119266 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/ForwardRenderLoop/Shaders/vr_lighting.cginc b/Assets/ScriptableRenderLoop/ForwardRenderLoop/Shaders/vr_lighting.cginc deleted file mode 100755 index f2d168551ca..00000000000 --- a/Assets/ScriptableRenderLoop/ForwardRenderLoop/Shaders/vr_lighting.cginc +++ /dev/null @@ -1,688 +0,0 @@ -// Copyright (c) Valve Corporation, All rights reserved. ====================================================================================================== - -#ifndef VALVE_VR_LIGHTING_INCLUDED -#define VALVE_VR_LIGHTING_INCLUDED - -#include "UnityCG.cginc" -#include "UnityStandardBRDF.cginc" - -#define Tex2DLevel( name, uv, flLevel ) name.SampleLevel( sampler##name, ( uv ).xy, flLevel ) -#define Tex2DLevelFromSampler( texturename, samplername, uv, flLevel ) texturename.SampleLevel( sampler##samplername, ( uv ).xy, flLevel ) - -//--------------------------------------------------------------------------------------------------------------------------------------------------------- -#define DEBUG_SHADOWS_SPLIT 0 - -//--------------------------------------------------------------------------------------------------------------------------------------------------------- -#define MAX_LIGHTS 10 -#define MAX_SHADOWMAP_PER_LIGHTS 6 -#define MAX_DIRECTIONAL_SPLIT 4 - -#define LIGHT_TYPE_SPOT 0 -#define LIGHT_TYPE_DIRECTIONAL 1 -#define LIGHT_TYPE_POINT 2 - -#define CUBEMAPFACE_POSITIVE_X 0 -#define CUBEMAPFACE_NEGATIVE_X 1 -#define CUBEMAPFACE_POSITIVE_Y 2 -#define CUBEMAPFACE_NEGATIVE_Y 3 -#define CUBEMAPFACE_POSITIVE_Z 4 -#define CUBEMAPFACE_NEGATIVE_Z 5 - -CBUFFER_START(ValveVrLighting) -int g_nNumLights; -bool g_bIndirectLightmaps = false; - -float4 g_vLightColor[MAX_LIGHTS]; -float4 g_vLightPosition_flInvRadius[MAX_LIGHTS]; -float4 g_vLightDirection[MAX_LIGHTS]; -float4 g_vLightShadowIndex_vLightParams[MAX_LIGHTS]; // x = Shadow index, y = Light cookie index, z = Diffuse enabled, w = Specular enabled -float4 g_vLightFalloffParams[MAX_LIGHTS]; // x = Linear falloff, y = Quadratic falloff, z = Radius squared for culling, w = type -float4 g_vSpotLightInnerOuterConeCosines[MAX_LIGHTS]; -float4 g_vDirShadowSplitSpheres[MAX_DIRECTIONAL_SPLIT]; -//float4x4 g_matWorldToLightCookie[ MAX_LIGHTS ]; - -float4x4 g_matWorldToShadow[MAX_LIGHTS * MAX_SHADOWMAP_PER_LIGHTS]; -float4 g_vShadow3x3PCFTerms0; -float4 g_vShadow3x3PCFTerms1; -float4 g_vShadow3x3PCFTerms2; -float4 g_vShadow3x3PCFTerms3; -CBUFFER_END - -// Override lightmap -sampler2D g_tOverrideLightmap; -uniform float3 g_vOverrideLightmapScale; - -float g_flCubeMapScalar = 1.0; - -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -struct LightingTerms_t -{ - float3 vDiffuse; - float3 vSpecular; - float3 vIndirectDiffuse; - float3 vIndirectSpecular; - float3 vTransmissiveSunlight; -}; - -//--------------------------------------------------------------------------------------------------------------------------------------------------------- -float CalculateGeometricRoughnessFactor(float3 vGeometricNormalWs) -{ - float3 vNormalWsDdx = ddx(vGeometricNormalWs.xyz); - float3 vNormalWsDdy = ddy(vGeometricNormalWs.xyz); - float flGeometricRoughnessFactor = pow(saturate(max(dot(vNormalWsDdx.xyz, vNormalWsDdx.xyz), dot(vNormalWsDdy.xyz, vNormalWsDdy.xyz))), 0.333); - return flGeometricRoughnessFactor; -} - -float2 AdjustRoughnessByGeometricNormal(float2 vRoughness, float3 vGeometricNormalWs) -{ - float flGeometricRoughnessFactor = CalculateGeometricRoughnessFactor(vGeometricNormalWs.xyz); - - //if ( Blink( 1.0 ) ) - //vRoughness.xy = min( vRoughness.xy + flGeometricRoughnessFactor.xx, float2( 1.0, 1.0 ) ); - //else - vRoughness.xy = max(vRoughness.xy, flGeometricRoughnessFactor.xx); - return vRoughness.xy; -} - -//--------------------------------------------------------------------------------------------------------------------------------------------------------- -void RoughnessEllipseToScaleAndExp(float2 vRoughness, out float2 o_vDiffuseExponentOut, out float2 o_vSpecularExponentOut, out float2 o_vSpecularScaleOut) -{ - o_vDiffuseExponentOut.xy = ((1.0 - vRoughness.xy) * 0.8) + 0.6; // 0.8 and 0.6 are magic numbers - o_vSpecularExponentOut.xy = exp2(pow(float2(1.0, 1.0) - vRoughness.xy, float2(1.5, 1.5)) * float2(14.0, 14.0)); // Outputs 1-16384 - o_vSpecularScaleOut.xy = 1.0 - saturate(vRoughness.xy * 0.5); // This is an energy conserving scalar for the roughness exponent. -} - -//--------------------------------------------------------------------------------------------------------------------------------------------------------- -// Used for ( N.H^k ) * ( N.L ) -//--------------------------------------------------------------------------------------------------------------------------------------------------------- -float BlinnPhongModifiedNormalizationFactor(float k) -{ - float flNumer = (k + 2.0) * (k + 4.0); - float flDenom = 8 * (exp2(-k * 0.5) + k); - return flNumer / flDenom; -} - -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -float DistanceFalloff(float flDistToLightSq, float flLightInvRadius, float2 vFalloffParams) -{ - // AV - My approximation to Unity's falloff function (I'll experiment with putting this into a texture later) - return lerp(1.0, (1.0 - pow(flDistToLightSq * flLightInvRadius * flLightInvRadius, 0.175)), vFalloffParams.x); - - // AV - This is the VR Aperture Demo falloff function - //flDistToLightSq = max( flDistToLightSq, 8.0f ); // Can't be inside the light source (assuming radius^2 == 8.0f) - // - //float2 vInvRadiusAndInvRadiusSq = float2( flLightInvRadius, flLightInvRadius * flLightInvRadius ); - //float2 vLightDistAndLightDistSq = float2( sqrt( flDistToLightSq ), flDistToLightSq ); - // - //float flTruncation = dot( vFalloffParams.xy, vInvRadiusAndInvRadiusSq.xy ); // Constant amount to subtract to ensure that the light is zero past the light radius - //float flFalloff = dot( vFalloffParams.xy, vLightDistAndLightDistSq.xy ); - // - //return saturate( ( 1.0f / flFalloff ) - flTruncation ); -} - -//--------------------------------------------------------------------------------------------------------------------------------------------------------- -// Anisotropic diffuse and specular lighting based on 2D tangent-space axis-aligned roughness -//--------------------------------------------------------------------------------------------------------------------------------------------------------- -float4 ComputeDiffuseAndSpecularTerms(bool bDiffuse, bool bSpecular, - float3 vNormalWs, float3 vEllipseUWs, float3 vEllipseVWs, float3 vPositionToLightDirWs, float3 vPositionToCameraDirWs, - float2 vDiffuseExponent, float2 vSpecularExponent, float2 vSpecularScale, float3 vReflectance, float flFresnelExponent) -{ - float flNDotL = ClampToPositive(dot(vNormalWs.xyz, vPositionToLightDirWs.xyz)); - - // Diffuse - float flDiffuseTerm = 0.0; - if (bDiffuse) - { - /* Disabling anisotropic diffuse until we have a need for it. Isotropic diffuse should be enough. - // Project light vector onto each tangent plane - float3 vDiffuseNormalX = vPositionToLightDirWs.xyz - ( vEllipseUWs.xyz * dot( vPositionToLightDirWs.xyz, vEllipseUWs.xyz ) ); // Not normalized on purpose - float3 vDiffuseNormalY = vPositionToLightDirWs.xyz - ( vEllipseVWs.xyz * dot( vPositionToLightDirWs.xyz, vEllipseVWs.xyz ) ); // Not normalized on purpose - - float flNDotLX = ClampToPositive( dot( vDiffuseNormalX.xyz, vPositionToLightDirWs.xyz ) ); - flNDotLX = pow( flNDotLX, vDiffuseExponent.x * 0.5 ); - - float flNDotLY = ClampToPositive( dot( vDiffuseNormalY.xyz, vPositionToLightDirWs.xyz ) ); - flNDotLY = pow( flNDotLY, vDiffuseExponent.y * 0.5 ); - - flDiffuseTerm = flNDotLX * flNDotLY; - flDiffuseTerm *= ( ( vDiffuseExponent.x * 0.5 + vDiffuseExponent.y * 0.5 ) + 1.0 ) * 0.5; - flDiffuseTerm *= flNDotL; - //*/ - - float flDiffuseExponent = (vDiffuseExponent.x + vDiffuseExponent.y) * 0.5; - flDiffuseTerm = pow(flNDotL, flDiffuseExponent) * ((flDiffuseExponent + 1.0) * 0.5); - } - - // Specular - float3 vSpecularTerm = float3(0.0, 0.0, 0.0); - [branch] if (bSpecular) - { - float3 vHalfAngleDirWs = normalize(vPositionToLightDirWs.xyz + vPositionToCameraDirWs.xyz); - - float flSpecularTerm = 0.0; -#if ( S_ANISOTROPIC_GLOSS ) // Adds 34 asm instructions compared to isotropic spec in #else below - { - float3 vSpecularNormalX = vHalfAngleDirWs.xyz - (vEllipseUWs.xyz * dot(vHalfAngleDirWs.xyz, vEllipseUWs.xyz)); // Not normalized on purpose - float3 vSpecularNormalY = vHalfAngleDirWs.xyz - (vEllipseVWs.xyz * dot(vHalfAngleDirWs.xyz, vEllipseVWs.xyz)); // Not normalized on purpose - - float flNDotHX = ClampToPositive(dot(vSpecularNormalX.xyz, vHalfAngleDirWs.xyz)); - float flNDotHkX = pow(flNDotHX, vSpecularExponent.x * 0.5); - flNDotHkX *= vSpecularScale.x; - - float flNDotHY = ClampToPositive(dot(vSpecularNormalY.xyz, vHalfAngleDirWs.xyz)); - float flNDotHkY = pow(flNDotHY, vSpecularExponent.y * 0.5); - flNDotHkY *= vSpecularScale.y; - - flSpecularTerm = flNDotHkX * flNDotHkY; - } -#else - { - float flNDotH = saturate(dot(vNormalWs.xyz, vHalfAngleDirWs.xyz)); - float flNDotHk = pow(flNDotH, dot(vSpecularExponent.xy, float2(0.5, 0.5))); - flNDotHk *= dot(vSpecularScale.xy, float2(0.33333, 0.33333)); // The 0.33333 is to match the spec of the aniso algorithm above with isotropic roughness values - flSpecularTerm = flNDotHk; - } -#endif - - flSpecularTerm *= flNDotL; // This makes it modified Blinn-Phong - flSpecularTerm *= BlinnPhongModifiedNormalizationFactor(vSpecularExponent.x * 0.5 + vSpecularExponent.y * 0.5); - - float flLDotH = ClampToPositive(dot(vPositionToLightDirWs.xyz, vHalfAngleDirWs.xyz)); - float3 vMaxReflectance = vReflectance.rgb / (Luminance(vReflectance.rgb) + 0.0001); - float3 vFresnel = lerp(vReflectance.rgb, vMaxReflectance.rgb, pow(1.0 - flLDotH, flFresnelExponent)); - vSpecularTerm.rgb = flSpecularTerm * vFresnel.rgb; - } - - return float4(flDiffuseTerm, vSpecularTerm.rgb); -} - -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -// Filter weights: 20 33 20 -// 33 55 33 -// 20 33 20 -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -#define VALVE_DECLARE_SHADOWMAP( tex ) Texture2D tex; SamplerComparisonState sampler##tex -#define VALVE_SAMPLE_SHADOW( tex, coord ) tex.SampleCmpLevelZero( sampler##tex, (coord).xy, (coord).z ) - -VALVE_DECLARE_SHADOWMAP(g_tShadowBuffer); - -float ComputeShadow_PCF_3x3_Gaussian(float3 vPositionWs, float4x4 matWorldToShadow) -{ - float4 vPositionTextureSpace = mul(float4(vPositionWs.xyz, 1.0), matWorldToShadow); - vPositionTextureSpace.xyz /= vPositionTextureSpace.w; - - float2 shadowMapCenter = vPositionTextureSpace.xy; - - //if ( ( frac( shadowMapCenter.x ) != shadowMapCenter.x ) || ( frac( shadowMapCenter.y ) != shadowMapCenter.y ) ) - if ((shadowMapCenter.x < 0.0f) || (shadowMapCenter.x > 1.0f) || (shadowMapCenter.y < 0.0f) || (shadowMapCenter.y > 1.0f)) - return 1.0f; - - //float objDepth = saturate( vPositionTextureSpace.z - 0.000001 ); - float objDepth = 1 - vPositionTextureSpace.z; - - /* // Depth texture visualization - if ( 1 ) - { - #define NUM_SAMPLES 128.0 - float flSum = 0.0; - for ( int j = 0; j < NUM_SAMPLES; j++ ) - { - flSum += ( 1.0 / NUM_SAMPLES ) * ( VALVE_SAMPLE_SHADOW( g_tShadowBuffer, float3( shadowMapCenter.xy, j / NUM_SAMPLES ) ).r ); - } - return flSum; - } - //*/ - - //float flTexelEpsilonX = 1.0 / 4096.0; - //float flTexelEpsilonY = 1.0 / 4096.0; - //g_vShadow3x3PCFTerms0 = float4( 20.0 / 267.0, 33.0 / 267.0, 55.0 / 267.0, 0.0 ); - //g_vShadow3x3PCFTerms1 = float4( flTexelEpsilonX, flTexelEpsilonY, -flTexelEpsilonX, -flTexelEpsilonY ); - //g_vShadow3x3PCFTerms2 = float4( flTexelEpsilonX, flTexelEpsilonY, 0.0, 0.0 ); - //g_vShadow3x3PCFTerms3 = float4( -flTexelEpsilonX, -flTexelEpsilonY, 0.0, 0.0 ); - - float4 v20Taps; - v20Taps.x = VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms1.xy, objDepth)).x; // 1 1 - v20Taps.y = VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms1.zy, objDepth)).x; // -1 1 - v20Taps.z = VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms1.xw, objDepth)).x; // 1 -1 - v20Taps.w = VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms1.zw, objDepth)).x; // -1 -1 - float flSum = dot(v20Taps.xyzw, float4(0.25, 0.25, 0.25, 0.25)); - if ((flSum == 0.0) || (flSum == 1.0)) - return flSum; - flSum *= g_vShadow3x3PCFTerms0.x * 4.0; - - float4 v33Taps; - v33Taps.x = VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms2.xz, objDepth)).x; // 1 0 - v33Taps.y = VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms3.xz, objDepth)).x; // -1 0 - v33Taps.z = VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms3.zy, objDepth)).x; // 0 -1 - v33Taps.w = VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms2.zy, objDepth)).x; // 0 1 - flSum += dot(v33Taps.xyzw, g_vShadow3x3PCFTerms0.yyyy); - - flSum += VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy, objDepth)).x * g_vShadow3x3PCFTerms0.z; - - return flSum; -} - -//--------------------------------------------------------------------------------------------------------------------------------------------------------- -float3 ComputeOverrideLightmap(float2 vLightmapUV) -{ - float4 vLightmapTexel = tex2D(g_tOverrideLightmap, vLightmapUV.xy); - - // This path looks over-saturated - //return g_vOverrideLightmapScale * ( unity_Lightmap_HDR.x * pow( vLightmapTexel.a, unity_Lightmap_HDR.y ) ) * vLightmapTexel.rgb; - - // This path looks less broken - return g_vOverrideLightmapScale * (unity_Lightmap_HDR.x * vLightmapTexel.a) * sqrt(vLightmapTexel.rgb); -} - -//--------------------------------------------------------------------------------------------------------------------------------------------------------- -/** -* Gets the cascade weights based on the world position of the fragment and the positions of the split spheres for each cascade. -* Returns an invalid split index if past shadowDistance (ie 4 is invalid for cascade) -*/ -float GetSplitSphereIndexForDirshadows(float3 wpos) -{ - float3 fromCenter0 = wpos.xyz - g_vDirShadowSplitSpheres[0].xyz; - float3 fromCenter1 = wpos.xyz - g_vDirShadowSplitSpheres[1].xyz; - float3 fromCenter2 = wpos.xyz - g_vDirShadowSplitSpheres[2].xyz; - float3 fromCenter3 = wpos.xyz - g_vDirShadowSplitSpheres[3].xyz; - float4 distances2 = float4(dot(fromCenter0, fromCenter0), dot(fromCenter1, fromCenter1), dot(fromCenter2, fromCenter2), dot(fromCenter3, fromCenter3)); - - float4 vDirShadowSplitSphereSqRadii; - vDirShadowSplitSphereSqRadii.x = g_vDirShadowSplitSpheres[0].w; - vDirShadowSplitSphereSqRadii.y = g_vDirShadowSplitSpheres[1].w; - vDirShadowSplitSphereSqRadii.z = g_vDirShadowSplitSpheres[2].w; - vDirShadowSplitSphereSqRadii.w = g_vDirShadowSplitSpheres[3].w; - fixed4 weights = float4(distances2 < vDirShadowSplitSphereSqRadii); - weights.yzw = saturate(weights.yzw - weights.xyz); - return 4 - dot(weights, float4(4, 3, 2, 1)); -} - -//--------------------------------------------------------------------------------------------------------------------------------------------------------- -void OverrideLightColorWithSplitDebugInfo(inout float3 lightColor, int shadowSplitIndex) -{ - #if DEBUG_SHADOWS_SPLIT - // Slightly intensified colors of ShadowCascadeSplitGUI + 2 new for point light (ie splitIndex 4 and 5) - const fixed3 kSplitColors[6] = - { - fixed3(0.5, 0.5, 0.7), - fixed3(0.5, 0.7, 0.5), - fixed3(0.7, 0.7, 0.5), - fixed3(0.7, 0.5, 0.5), - - fixed3(0.7, 0.5, 0.7), - fixed3(0.5, 0.7, 0.7), - }; - lightColor = kSplitColors[shadowSplitIndex]; - #endif -} - -//--------------------------------------------------------------------------------------------------------------------------------------------------------- -LightingTerms_t ComputeLighting(float3 vPositionWs, float3 vNormalWs, float3 vTangentUWs, float3 vTangentVWs, float2 vRoughness, - float3 vReflectance, float flFresnelExponent, float4 vLightmapUV) -{ - LightingTerms_t o; - o.vDiffuse = float3(0.0, 0.0, 0.0); - o.vSpecular = float3(0.0, 0.0, 0.0); - o.vIndirectDiffuse = float3(0.0, 0.0, 0.0); - o.vIndirectSpecular = float3(0.0, 0.0, 0.0); - o.vTransmissiveSunlight = float3(0.0, 0.0, 0.0); - - // Convert roughness to scale and exp - float2 vDiffuseExponent; - float2 vSpecularExponent; - float2 vSpecularScale; - RoughnessEllipseToScaleAndExp(vRoughness.xy, vDiffuseExponent.xy, vSpecularExponent.xy, vSpecularScale.xy); - - // Get positions between the clip planes of the frustum in 0..1 coordinates - //float3 vPositionCs = float3( vPosition4Cs.xy / vPosition4Cs.w, vPosition4Cs.z ); - //vPositionCs.xy = ( vPositionCs.xy * 0.5 ) + 0.5; - - float3 vPositionToCameraDirWs = CalculatePositionToCameraDirWs(vPositionWs.xyz); - - // Compute tangent frame relative to per-pixel normal - float3 vEllipseUWs = normalize(cross(vTangentVWs.xyz, vNormalWs.xyz)); - float3 vEllipseVWs = normalize(cross(vNormalWs.xyz, vTangentUWs.xyz)); - - //-------------------------------------// - // Point, spot, and directional lights // - //-------------------------------------// - int nNumLightsUsed = 0; - [loop] for (int i = 0; i < g_nNumLights; i++) - { - float3 vPositionToLightRayWs = g_vLightPosition_flInvRadius[i].xyz - vPositionWs.xyz; - float flDistToLightSq = dot(vPositionToLightRayWs.xyz, vPositionToLightRayWs.xyz); - if (flDistToLightSq > g_vLightFalloffParams[i].z) // .z stores radius squared of light - { - // Outside light range - continue; - } - - if (dot(vNormalWs.xyz, vPositionToLightRayWs.xyz) <= 0.0) - { - // Backface cull pixel to this light - continue; - } - - float3 vPositionToLightDirWs = normalize(vPositionToLightRayWs.xyz); - float flOuterConeCos = g_vSpotLightInnerOuterConeCosines[i].y; - float flTemp = dot(vPositionToLightDirWs.xyz, -g_vLightDirection[i].xyz) - flOuterConeCos; - if (flTemp <= 0.0) - { - // Outside spotlight cone - continue; - } - float3 vSpotAtten = saturate(flTemp * g_vSpotLightInnerOuterConeCosines[i].z).xxx; - - nNumLightsUsed++; - - //[branch] if ( g_vLightShadowIndex_vLightParams[ i ].y != 0 ) // If has light cookie - //{ - // // Light cookie - // float4 vPositionTextureSpace = mul( float4( vPositionWs.xyz, 1.0 ), g_matWorldToLightCookie[ i ] ); - // vPositionTextureSpace.xyz /= vPositionTextureSpace.w; - // vSpotAtten.rgb = Tex3DLevel( g_tVrLightCookieTexture, vPositionTextureSpace.xyz, 0.0 ).rgb; - //} - - float flLightFalloff = DistanceFalloff(flDistToLightSq, g_vLightPosition_flInvRadius[i].w, g_vLightFalloffParams[i].xy); - - float flShadowScalar = 1.0; - int shadowSplitIndex = 0; - if (g_vLightShadowIndex_vLightParams[i].x != 0.0) - { - if (g_vLightFalloffParams[i].w == LIGHT_TYPE_DIRECTIONAL) - { - shadowSplitIndex = GetSplitSphereIndexForDirshadows(vPositionWs); - } - - if (g_vLightFalloffParams[i].w == LIGHT_TYPE_POINT) - { - float3 absPos = abs(vPositionToLightDirWs); - shadowSplitIndex = (vPositionToLightDirWs.z > 0) ? CUBEMAPFACE_NEGATIVE_Z : CUBEMAPFACE_POSITIVE_Z; - if (absPos.x > absPos.y) - { - if (absPos.x > absPos.z) - { - shadowSplitIndex = (vPositionToLightDirWs.x > 0) ? CUBEMAPFACE_NEGATIVE_X : CUBEMAPFACE_POSITIVE_X; - } - } - else - { - if (absPos.y > absPos.z) - { - shadowSplitIndex = (vPositionToLightDirWs.y > 0) ? CUBEMAPFACE_NEGATIVE_Y : CUBEMAPFACE_POSITIVE_Y; - } - } - } - - flShadowScalar = ComputeShadow_PCF_3x3_Gaussian(vPositionWs.xyz, g_matWorldToShadow[i * MAX_SHADOWMAP_PER_LIGHTS + shadowSplitIndex]); - - if (flShadowScalar <= 0.0) - continue; - } - - float4 vLightingTerms = ComputeDiffuseAndSpecularTerms(g_vLightShadowIndex_vLightParams[i].z != 0.0, g_vLightShadowIndex_vLightParams[i].w != 0.0, - vNormalWs.xyz, vEllipseUWs.xyz, vEllipseVWs.xyz, - vPositionToLightDirWs.xyz, vPositionToCameraDirWs.xyz, - vDiffuseExponent.xy, vSpecularExponent.xy, vSpecularScale.xy, vReflectance.rgb, flFresnelExponent); - - float3 vLightColor = g_vLightColor[i].rgb; - OverrideLightColorWithSplitDebugInfo(vLightColor, shadowSplitIndex); - - float3 vLightMask = vLightColor.rgb * flShadowScalar * flLightFalloff * vSpotAtten.rgb; - o.vDiffuse.rgb += vLightingTerms.xxx * vLightMask.rgb; - o.vSpecular.rgb += vLightingTerms.yzw * vLightMask.rgb; - } - - /* // Visualize number of lights for the first 7 as RGBCMYW - if ( nNumLightsUsed == 0 ) - o.vDiffuse.rgb = float3( 0.0, 0.0, 0.0 ); - else if ( nNumLightsUsed == 1 ) - o.vDiffuse.rgb = float3( 1.0, 0.0, 0.0 ); - else if ( nNumLightsUsed == 2 ) - o.vDiffuse.rgb = float3( 0.0, 1.0, 0.0 ); - else if ( nNumLightsUsed == 3 ) - o.vDiffuse.rgb = float3( 0.0, 0.0, 1.0 ); - else if ( nNumLightsUsed == 4 ) - o.vDiffuse.rgb = float3( 0.0, 1.0, 1.0 ); - else if ( nNumLightsUsed == 5 ) - o.vDiffuse.rgb = float3( 1.0, 0.0, 1.0 ); - else if ( nNumLightsUsed == 6 ) - o.vDiffuse.rgb = float3( 1.0, 1.0, 0.0 ); - else - o.vDiffuse.rgb = float3( 1.0, 1.0, 1.0 ); - o.vDiffuse.rgb *= float3( 2.0, 2.0, 2.0 ); - o.vSpecular.rgb = float3( 0.0, 0.0, 0.0 ); - return o; - //*/ - - // Apply specular reflectance to diffuse term (specular term already accounts for this in the fresnel equation) - o.vDiffuse.rgb *= (float3(1.0, 1.0, 1.0) - vReflectance.rgb); - - //------------------// - // Indirect diffuse // - //------------------// -#if ( S_OVERRIDE_LIGHTMAP ) - { - o.vIndirectDiffuse.rgb += ComputeOverrideLightmap(vLightmapUV.xy); - } -#elif ( LIGHTMAP_ON ) - { - // Baked lightmaps - float4 bakedColorTex = Tex2DLevel(unity_Lightmap, vLightmapUV.xy, 0.0); - float3 bakedColor = DecodeLightmap(bakedColorTex); - -#if ( DIRLIGHTMAP_OFF ) // Directional Mode = Non Directional - { - o.vIndirectDiffuse.rgb += bakedColor.rgb; - - //o_gi.indirect.diffuse = bakedColor; - // - //#ifdef SHADOWS_SCREEN - // o_gi.indirect.diffuse = MixLightmapWithRealtimeAttenuation (o_gi.indirect.diffuse, data.atten, bakedColorTex); - //#endif // SHADOWS_SCREEN - } -#elif ( DIRLIGHTMAP_COMBINED ) // Directional Mode = Directional - { - //o.vIndirectDiffuse.rgb = float3( 0.0, 1.0, 0.0 ); - - float4 bakedDirTex = Tex2DLevelFromSampler(unity_LightmapInd, unity_Lightmap, vLightmapUV.xy, 0.0); - //float flHalfLambert = dot( vNormalWs.xyz, bakedDirTex.xyz - 0.5 ) + 0.5; - //o.vIndirectDiffuse.rgb += bakedColor.rgb * flHalfLambert / bakedDirTex.w; - - float flHalfLambert = dot(vNormalWs.xyz, normalize(bakedDirTex.xyz - 0.5));// + ( 1.0 - length( bakedDirTex.xyz - 0.5 ) ); - o.vIndirectDiffuse.rgb += bakedColor.rgb * flHalfLambert / (bakedDirTex.w); - - //#ifdef SHADOWS_SCREEN - // o_gi.indirect.diffuse = MixLightmapWithRealtimeAttenuation (o_gi.indirect.diffuse, data.atten, bakedColorTex); - //#endif // SHADOWS_SCREEN - } -#elif ( DIRLIGHTMAP_SEPARATE ) // Directional Mode = Directional Specular - { - // Left halves of both intensity and direction lightmaps store direct light; right halves store indirect. - float2 vUvDirect = vLightmapUV.xy; - float2 vUvIndirect = vLightmapUV.xy + float2(0.5, 0.0); - - // Direct Diffuse - float4 bakedDirTex = float4(0.0, 0.0, 0.0, 0.0); - if (!g_bIndirectLightmaps) - { - bakedDirTex = Tex2DLevelFromSampler(unity_LightmapInd, unity_Lightmap, vUvDirect.xy, 0.0); - //float flHalfLambert = dot( vNormalWs.xyz, bakedDirTex.xyz - 0.5 ) + 0.5; - //o.vDiffuse.rgb += bakedColor.rgb * flHalfLambert / bakedDirTex.w; - - float flHalfLambert = ClampToPositive(dot(vNormalWs.xyz, normalize(bakedDirTex.xyz - 0.5)));// + ( 1.0 - length( bakedDirTex.xyz - 0.5 ) ); - o.vDiffuse.rgb += bakedColor.rgb * flHalfLambert / (bakedDirTex.w); - } - - // Indirect Diffuse - float4 bakedIndirTex = float4(0.0, 0.0, 0.0, 0.0); - float3 vBakedIndirectColor = float3(0.0, 0.0, 0.0); - if (1) - { - vBakedIndirectColor.rgb = DecodeLightmap(Tex2DLevel(unity_Lightmap, vUvIndirect.xy, 0.0)); - bakedIndirTex = Tex2DLevelFromSampler(unity_LightmapInd, unity_Lightmap, vUvIndirect.xy, 0.0); - - //float flHalfLambert = dot( vNormalWs.xyz, bakedIndirTex.xyz - 0.5 ) + 0.5; - //o.vIndirectDiffuse.rgb += vBakedIndirectColor.rgb * flHalfLambert / bakedIndirTex.w; - - float flHalfLambert = dot(vNormalWs.xyz, normalize(bakedIndirTex.xyz - 0.5));// + ( 1.0 - length( bakedIndirTex.xyz - 0.5 ) ); - o.vIndirectDiffuse.rgb += vBakedIndirectColor.rgb * flHalfLambert / (bakedIndirTex.w); - } - - // Direct Specular - if (!g_bIndirectLightmaps) - { - UnityLight o_light; - o.vIndirectDiffuse.rgb += DecodeDirectionalSpecularLightmap(bakedColor, bakedDirTex, vNormalWs, false, 0, o_light); - - float4 vLightingTerms = ComputeDiffuseAndSpecularTerms(false, true, - vNormalWs.xyz, vEllipseUWs.xyz, vEllipseVWs.xyz, - o_light.dir.xyz, vPositionToCameraDirWs.xyz, - vDiffuseExponent.xy, vSpecularExponent.xy, vSpecularScale.xy, vReflectance.rgb, flFresnelExponent); - - float3 vLightColor = o_light.color; - float3 vLightMask = vLightColor.rgb; - o.vSpecular.rgb += vLightingTerms.yzw * vLightMask.rgb; - } - - // Indirect Specular - //if ( 1 ) - //{ - // UnityLight o_light; - // o.vIndirectSpecular.rgb += DecodeDirectionalSpecularLightmap( vBakedIndirectColor, bakedIndirTex, vNormalWs, false, 0, o_light ); - //} - } -#endif - } -#elif ( UNITY_SHOULD_SAMPLE_SH ) - { - // Light probe - o.vIndirectDiffuse.rgb += ShadeSH9(float4(vNormalWs.xyz, 1.0)); - } -#endif - -#if ( DYNAMICLIGHTMAP_ON ) - { - float4 realtimeColorTex = Tex2DLevel(unity_DynamicLightmap, vLightmapUV.zw, 0.0); - float3 realtimeColor = DecodeRealtimeLightmap(realtimeColorTex); - -#if ( DIRLIGHTMAP_OFF ) - { - o.vIndirectDiffuse.rgb += realtimeColor.rgb; - } -#elif ( DIRLIGHTMAP_COMBINED ) - { - float4 realtimeDirTex = Tex2DLevelFromSampler(unity_DynamicDirectionality, unity_DynamicLightmap, vLightmapUV.zw, 0.0); - o.vIndirectDiffuse.rgb += DecodeDirectionalLightmap(realtimeColor, realtimeDirTex, vNormalWs); - } -#elif ( DIRLIGHTMAP_SEPARATE ) - { - float4 realtimeDirTex = Tex2DLevelFromSampler(unity_DynamicDirectionality, unity_DynamicLightmap, vLightmapUV.zw, 0.0); - o.vIndirectDiffuse.rgb += DecodeDirectionalLightmap(realtimeColor, realtimeDirTex, vNormalWs); - - UnityLight o_light; - float4 realtimeNormalTex = Tex2DLevelFromSampler(unity_DynamicNormal, unity_DynamicLightmap, vLightmapUV.zw, 0.0); - o.vIndirectSpecular.rgb += DecodeDirectionalSpecularLightmap(realtimeColor, realtimeDirTex, vNormalWs, true, realtimeNormalTex, o_light); - - float4 vLightingTerms = ComputeDiffuseAndSpecularTerms(false, true, - vNormalWs.xyz, vEllipseUWs.xyz, vEllipseVWs.xyz, - o_light.dir.xyz, vPositionToCameraDirWs.xyz, - vDiffuseExponent.xy, vSpecularExponent.xy, vSpecularScale.xy, vReflectance.rgb, flFresnelExponent); - - float3 vLightColor = o_light.color; - float3 vLightMask = vLightColor.rgb; - o.vSpecular.rgb += vLightingTerms.yzw * vLightMask.rgb; - } -#endif - } -#endif - - //-------------------// - // Indirect specular // - //-------------------// -#if ( 1 ) - { - float flRoughness = dot(vRoughness.xy, float2(0.5, 0.5)); - - float3 vReflectionDirWs = CalculateCameraReflectionDirWs(vPositionWs.xyz, vNormalWs.xyz); - float3 vReflectionDirWs0 = vReflectionDirWs.xyz; -#if ( UNITY_SPECCUBE_BOX_PROJECTION ) - { - vReflectionDirWs0.xyz = BoxProjectedCubemapDirection(vReflectionDirWs.xyz, vPositionWs.xyz, unity_SpecCube0_ProbePosition, unity_SpecCube0_BoxMin, unity_SpecCube0_BoxMax); - } -#endif - - float3 vEnvMap0 = max(0.0, Unity_GlossyEnvironment(UNITY_PASS_TEXCUBE(unity_SpecCube0), unity_SpecCube0_HDR, vReflectionDirWs0, flRoughness)); -#if ( 0 ) - { - const float flBlendFactor = 0.99999; - float flBlendLerp = saturate(unity_SpecCube0_BoxMin.w); - UNITY_BRANCH - if (flBlendLerp < flBlendFactor) - { - float3 vReflectionDirWs1 = vReflectionDirWs.xyz; -#if ( UNITY_SPECCUBE_BOX_PROJECTION ) - { - vReflectionDirWs1.xyz = BoxProjectedCubemapDirection(vReflectionDirWs.xyz, vPositionWs.xyz, unity_SpecCube1_ProbePosition, unity_SpecCube1_BoxMin, unity_SpecCube1_BoxMax); - } -#endif - - float3 vEnvMap1 = max(0.0, Unity_GlossyEnvironment(UNITY_PASS_TEXCUBE(unity_SpecCube1), unity_SpecCube1_HDR, vReflectionDirWs1, flRoughness)); - o.vIndirectSpecular.rgb += lerp(vEnvMap1.rgb, vEnvMap0.rgb, flBlendLerp); - } - else - { - o.vIndirectSpecular.rgb += vEnvMap0.rgb; - } - } -#else - { - o.vIndirectSpecular.rgb += vEnvMap0.rgb; - } -#endif - } -#endif - - // Apply fresnel to indirect specular - float flVDotN = saturate(dot(vPositionToCameraDirWs.xyz, vNormalWs.xyz)); - float3 vMaxReflectance = vReflectance.rgb / (Luminance(vReflectance.rgb) + 0.0001); - float3 vFresnel = lerp(vReflectance.rgb, vMaxReflectance.rgb, pow(1.0 - flVDotN, flFresnelExponent)); - - o.vIndirectSpecular.rgb *= vFresnel.rgb; - o.vIndirectSpecular.rgb *= g_flCubeMapScalar; // !!! FIXME: This also contains lightmap spec - - // Since we have indirect specular, apply reflectance to indirect diffuse - o.vIndirectDiffuse.rgb *= (float3(1.0, 1.0, 1.0) - vReflectance.rgb); - - return o; -} - -//--------------------------------------------------------------------------------------------------------------------------------------------------------- -LightingTerms_t ComputeLightingDiffuseOnly(float3 vPositionWs, float3 vNormalWs, float3 vTangentUWs, float3 vTangentVWs, float2 vRoughness, float4 vLightmapUV) -{ - LightingTerms_t lightingTerms = ComputeLighting(vPositionWs, vNormalWs, vTangentUWs, vTangentVWs, vRoughness, 0.0, 1.0, vLightmapUV.xyzw); - - lightingTerms.vSpecular = float3(0.0, 0.0, 0.0); - lightingTerms.vIndirectSpecular = float3(0.0, 0.0, 0.0); - - return lightingTerms; -} - -//--------------------------------------------------------------------------------------------------------------------------------------------------------- -float3 CubeMapBoxProjection(float3 vPositionCubemapLocal, float3 vNormalCubemapLocal, float3 vCameraPositionCubemapLocal, float3 vBoxMins, float3 vBoxMaxs) -{ - float3 vCameraToPositionRayCubemapLocal = vPositionCubemapLocal.xyz - vCameraPositionCubemapLocal.xyz; - float3 vCameraToPositionRayReflectedCubemapLocal = reflect(vCameraToPositionRayCubemapLocal.xyz, vNormalCubemapLocal.xyz); - - float3 vIntersectA = (vBoxMaxs.xyz - vPositionCubemapLocal.xyz) / vCameraToPositionRayReflectedCubemapLocal.xyz; - float3 vIntersectB = (vBoxMins.xyz - vPositionCubemapLocal.xyz) / vCameraToPositionRayReflectedCubemapLocal.xyz; - - float3 vIntersect = max(vIntersectA.xyz, vIntersectB.xyz); - float flDistance = min(vIntersect.x, min(vIntersect.y, vIntersect.z)); - - float3 vReflectDirectionWs = vPositionCubemapLocal.xyz + vCameraToPositionRayReflectedCubemapLocal.xyz * flDistance; - - return vReflectDirectionWs; -} - -#endif diff --git a/Assets/ScriptableRenderLoop/ForwardRenderLoop/Shaders/vr_lighting.cginc.meta b/Assets/ScriptableRenderLoop/ForwardRenderLoop/Shaders/vr_lighting.cginc.meta deleted file mode 100755 index 473d104e2ce..00000000000 --- a/Assets/ScriptableRenderLoop/ForwardRenderLoop/Shaders/vr_lighting.cginc.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: dcd79a5cd543fa845a8137749d9df096 -timeCreated: 1442663113 -licenseType: Pro -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/ForwardRenderLoop/Shaders/vr_standard.shader b/Assets/ScriptableRenderLoop/ForwardRenderLoop/Shaders/vr_standard.shader deleted file mode 100755 index 0211ee7876d..00000000000 --- a/Assets/ScriptableRenderLoop/ForwardRenderLoop/Shaders/vr_standard.shader +++ /dev/null @@ -1,634 +0,0 @@ -// Copyright (c) Valve Corporation, All rights reserved. ====================================================================================================== - -Shader "Valve/vr_standard" -{ - Properties - { - [Toggle( S_UNLIT )] g_bUnlit( "g_bUnlit", Int ) = 0 - - _Color( "Color", Color ) = ( 1, 1, 1, 1 ) - _MainTex( "Albedo", 2D ) = "white" {} - - _Cutoff( "Alpha Cutoff", Range( 0.0, 1.0 ) ) = 0.5 - - _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5 - _SpecColor("Specular", Color) = (0.2,0.2,0.2) - _SpecGlossMap("Specular", 2D) = "white" {} - - g_flReflectanceMin( "g_flReflectanceMin", Range( 0.0, 1.0 ) ) = 0.0 - g_flReflectanceMax( "g_flReflectanceMax", Range( 0.0, 1.0 ) ) = 1.0 - [HideInInspector] g_flReflectanceScale( "g_flReflectanceScale", Range( 0.0, 1.0 ) ) = 0.0 - [HideInInspector] g_flReflectanceBias( "g_flReflectanceBias", Range( 0.0, 1.0 ) ) = 1.0 - - [Gamma] _Metallic( "Metallic", Range( 0.0, 1.0 ) ) = 0.0 - _MetallicGlossMap( "Metallic", 2D ) = "white" {} - - _BumpScale( "Scale", Float ) = 1.0 - [Normal] _BumpMap( "Normal Map", 2D ) = "bump" {} - - _Parallax ( "Height Scale", Range ( 0.005, 0.08 ) ) = 0.02 - _ParallaxMap ( "Height Map", 2D ) = "black" {} - - _OcclusionStrength( "Strength", Range( 0.0, 1.0 ) ) = 1.0 - _OcclusionMap( "Occlusion", 2D ) = "white" {} - _OcclusionStrengthDirectDiffuse( "StrengthDirectDiffuse", Range( 0.0, 1.0 ) ) = 1.0 - _OcclusionStrengthDirectSpecular( "StrengthDirectSpecular", Range( 0.0, 1.0 ) ) = 1.0 - _OcclusionStrengthIndirectDiffuse( "StrengthIndirectDiffuse", Range( 0.0, 1.0 ) ) = 1.0 - _OcclusionStrengthIndirectSpecular( "StrengthIndirectSpecular", Range( 0.0, 1.0 ) ) = 1.0 - - g_flCubeMapScalar( "Cube Map Scalar", Range( 0.0, 2.0 ) ) = 1.0 - - _EmissionColor( "Color", Color ) = ( 0, 0, 0 ) - _EmissionMap( "Emission", 2D ) = "white" {} - - _DetailMask( "Detail Mask", 2D ) = "white" {} - - _DetailAlbedoMap( "Detail Albedo x2", 2D ) = "grey" {} - _DetailNormalMapScale( "Scale", Float ) = 1.0 - _DetailNormalMap( "Normal Map", 2D ) = "bump" {} - - g_tOverrideLightmap( "Override Lightmap", 2D ) = "white" {} - - [Enum(UV0,0,UV1,1)] _UVSec ( "UV Set for secondary textures", Float ) = 0 - - [Toggle( S_WORLD_ALIGNED_TEXTURE )] g_bWorldAlignedTexture( "g_bWorldAlignedTexture", Int ) = 0 - g_vWorldAlignedTextureSize( "g_vWorldAlignedTextureSize", Vector ) = ( 1.0, 1.0, 1.0, 0.0 ) - g_vWorldAlignedTextureNormal( "g_vWorldAlignedTextureNormal", Vector ) = ( 0.0, 1.0, 0.0, 0.0 ) - g_vWorldAlignedTexturePosition( "g_vWorldAlignedTexturePosition", Vector ) = ( 0.0, 0.0, 0.0, 0.0 ) - [HideInInspector] g_vWorldAlignedNormalTangentU( "g_vWorldAlignedNormalTangentU", Vector ) = ( -1.0, 0.0, 0.0, 0.0) - [HideInInspector] g_vWorldAlignedNormalTangentV( "g_vWorldAlignedNormalTangentV", Vector ) = ( 0.0, 0.0, 1.0, 0.0) - - //g_tShadowBuffer( "g_tShadowBuffer", 2D ) = "white" {} - - [HideInInspector] _SpecularMode( "__specularmode", Int ) = 1.0 - - // Blending state - [HideInInspector] _Mode ( "__mode", Float ) = 0.0 - [HideInInspector] _SrcBlend ( "__src", Float ) = 1.0 - [HideInInspector] _DstBlend ( "__dst", Float ) = 0.0 - [HideInInspector] _ZWrite ( "__zw", Float ) = 1.0 - } - - SubShader - { - Tags { "RenderType" = "Opaque" "PerformanceChecks" = "False" } - LOD 300 - - //------------------------------------------------------------------------------------------------------------------------------------------------------------- - // Base forward pass (directional light, emission, lightmaps, ...) - //------------------------------------------------------------------------------------------------------------------------------------------------------------- - Pass - { - Name "FORWARD" - Tags { "LightMode" = "ForwardBase" } - - Blend [_SrcBlend] [_DstBlend] - ZWrite [_ZWrite] - - CGPROGRAM - #pragma target 4.0 - //#pragma only_renderers d3d11 - //#pragma exclude_renderers gles - - //------------------------------------------------------------------------------------------------------------------------------------------------------------- - #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON - #pragma shader_feature _NORMALMAP - #pragma shader_feature _METALLICGLOSSMAP - #pragma shader_feature _SPECGLOSSMAP - #pragma shader_feature _EMISSION - #pragma shader_feature _DETAIL_MULX2 - //#pragma shader_feature _PARALLAXMAP - - #pragma shader_feature S_SPECULAR_NONE S_SPECULAR_BLINNPHONG S_SPECULAR_METALLIC - #pragma shader_feature S_UNLIT - #pragma shader_feature S_OVERRIDE_LIGHTMAP - #pragma shader_feature S_WORLD_ALIGNED_TEXTURE - #pragma shader_feature S_OCCLUSION - - #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON - #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE - #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON - - #pragma multi_compile _ D_HOLOGRAM_FX - - #pragma skip_variants SHADOWS_SOFT - - #pragma vertex MainVs - #pragma fragment MainPs - - // Dynamic combo skips (Static combo skips happen in ValveShaderGUI.cs in SetMaterialKeywords()) - #if ( S_UNLIT ) - #undef LIGHTMAP_OFF - #define LIGHTMAP_OFF 1 - #undef LIGHTMAP_ON - - #undef DIRLIGHTMAP_OFF - #define DIRLIGHTMAP_OFF 1 - #undef DIRLIGHTMAP_COMBINED - #undef DIRLIGHTMAP_SEPARATE - - #undef DYNAMICLIGHTMAP_OFF - #define DYNAMICLIGHTMAP_OFF 1 - #undef DYNAMICLIGHTMAP_ON - #endif - - // Includes ------------------------------------------------------------------------------------------------------------------------------------------------- - #include "UnityCG.cginc" - #include "UnityLightingCommon.cginc" - #include "UnityStandardUtils.cginc" - #include "UnityStandardInput.cginc" - #include "vr_utils.cginc" - #include "vr_lighting.cginc" - - // Structs -------------------------------------------------------------------------------------------------------------------------------------------------- - struct VS_INPUT - { - float4 vPositionOs : POSITION; - float3 vNormalOs : NORMAL; - float2 vTexCoord0 : TEXCOORD0; - #if ( _DETAIL || S_OVERRIDE_LIGHTMAP || LIGHTMAP_ON ) - float2 vTexCoord1 : TEXCOORD1; - #endif - #if ( DYNAMICLIGHTMAP_ON || UNITY_PASS_META ) - float2 vTexCoord2 : TEXCOORD2; - #endif - - #if ( _NORMALMAP ) - float4 vTangentUOs_flTangentVSign : TANGENT; - #endif - - }; - - struct PS_INPUT - { - float4 vPositionPs : SV_Position; - - #if ( !S_UNLIT || D_HOLOGRAM_FX ) - float3 vPositionWs : TEXCOORD0; - float3 vNormalWs : TEXCOORD1; - #endif - - #if ( _DETAIL ) - float4 vTextureCoords : TEXCOORD2; - #else - float2 vTextureCoords : TEXCOORD2; - #endif - - #if ( S_OVERRIDE_LIGHTMAP || LIGHTMAP_ON || DYNAMICLIGHTMAP_ON ) - #if ( DYNAMICLIGHTMAP_ON ) - centroid float4 vLightmapUV : TEXCOORD3; - #else - centroid float2 vLightmapUV : TEXCOORD3; - #endif - #endif - - #if ( _NORMALMAP ) - float3 vTangentUWs : TEXCOORD4; - float3 vTangentVWs : TEXCOORD5; - #endif - }; - - // World-aligned texture - float3 g_vWorldAlignedTextureSize = float3( 1.0, 1.0, 1.0 ); - float3 g_vWorldAlignedNormalTangentU = float3( -1.0, 0.0, 0.0 ); - float3 g_vWorldAlignedNormalTangentV = float3( 0.0, 0.0, 1.0 ); - float3 g_vWorldAlignedTexturePosition = float3( 0.0, 0.0, 0.0 ); - - uniform sampler3D g_tHologramNoise3D; - float3 g_vHologramTransmissionSource; - float g_flHologramTransmissionDistance; - float g_flHologramTransmissionFrontier; - - // MainVs --------------------------------------------------------------------------------------------------------------------------------------------------- - PS_INPUT MainVs( VS_INPUT i ) - { - PS_INPUT o = ( PS_INPUT )0; - - // Position - float3 vPositionWs = mul( unity_ObjectToWorld, i.vPositionOs.xyzw ).xyz; - #if ( !S_UNLIT || D_HOLOGRAM_FX ) - { - o.vPositionWs.xyz = vPositionWs.xyz; - } - #endif - o.vPositionPs.xyzw = mul( UNITY_MATRIX_MVP, i.vPositionOs.xyzw ); - - // Normal - float3 vNormalWs = UnityObjectToWorldNormal( i.vNormalOs.xyz ); - #if ( !S_UNLIT || D_HOLOGRAM_FX ) - { - o.vNormalWs.xyz = vNormalWs.xyz; - } - #endif - - #if ( _NORMALMAP ) - { - // TangentU and TangentV - float3 vTangentUWs = UnityObjectToWorldDir( i.vTangentUOs_flTangentVSign.xyz ); // Transform tangentU into world space - //vTangentUWs.xyz = normalize( vTangentUWs.xyz - ( vNormalWs.xyz * dot( vTangentUWs.xyz, vNormalWs.xyz ) ) ); // Force tangentU perpendicular to normal and normalize - - o.vTangentUWs.xyz = vTangentUWs.xyz; - o.vTangentVWs.xyz = cross( vNormalWs.xyz, vTangentUWs.xyz ) * i.vTangentUOs_flTangentVSign.w; - } - #endif - - #if ( S_WORLD_ALIGNED_TEXTURE ) - { - float3 vTexturePositionScaledWs = ( vPositionWs.xyz - g_vWorldAlignedTexturePosition.xyz ) / g_vWorldAlignedTextureSize.xyz; - o.vTextureCoords.x = dot( vTexturePositionScaledWs.xyz, g_vWorldAlignedNormalTangentU.xyz ); - o.vTextureCoords.y = dot( vTexturePositionScaledWs.xyz, g_vWorldAlignedNormalTangentV.xyz ); - #if ( _DETAIL ) - { - o.vTextureCoords.zw = TRANSFORM_TEX( o.vTextureCoords.xy, _DetailAlbedoMap ); - } - #endif - } - #else - { - // Texture coords (Copied from Unity's TexCoords() helper function) - o.vTextureCoords.xy = TRANSFORM_TEX( i.vTexCoord0, _MainTex ); - #if ( _DETAIL ) - { - o.vTextureCoords.zw = TRANSFORM_TEX( ( ( _UVSec == 0 ) ? i.vTexCoord0 : i.vTexCoord1 ), _DetailAlbedoMap ); - } - #endif - } - #endif - - // Indirect lighting uv's or light probe - #if ( S_OVERRIDE_LIGHTMAP ) - { - o.vLightmapUV.xy = i.vTexCoord1.xy; - } - #elif ( LIGHTMAP_ON ) - { - // Static lightmaps - o.vLightmapUV.xy = i.vTexCoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; - } - #endif - - #if ( DYNAMICLIGHTMAP_ON ) - { - o.vLightmapUV.zw = i.vTexCoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; - } - #endif - - return o; - } - - // MainPs --------------------------------------------------------------------------------------------------------------------------------------------------- - #define g_vColorTint _Color - #define g_tColor _MainTex - #define g_tNormalMap _BumpMap - #define g_flBumpScale _BumpScale - #define g_vReflectance _SpecColor - #define g_tReflectanceGloss _SpecGlossMap - #define g_flGlossScale _Glossiness - #define g_tDetailAlbedo _DetailAlbedoMap - #define g_tDetailNormal _DetailNormalMap - #define g_flDetailNormalScale _DetailNormalMapScale - - float g_flReflectanceScale = 1.0; - float g_flReflectanceBias = 0.0; - - float _OcclusionStrengthDirectDiffuse = 1.0; - float _OcclusionStrengthDirectSpecular = 1.0; - float _OcclusionStrengthIndirectDiffuse = 1.0; - float _OcclusionStrengthIndirectSpecular = 1.0; - - struct PS_OUTPUT - { - float4 vColor : SV_Target0; - }; - - PS_OUTPUT MainPs( PS_INPUT i ) - { - PS_OUTPUT o = ( PS_OUTPUT )0; - - //--------// - // Albedo // - //--------// - float4 vAlbedoTexel = tex2D( g_tColor, i.vTextureCoords.xy ) * g_vColorTint.rgba; - float3 vAlbedo = vAlbedoTexel.rgb; - - // Apply detail to albedo - #if ( _DETAIL ) - { - float flDetailMask = DetailMask( i.vTextureCoords.xy ); - float3 vDetailAlbedo = tex2D( g_tDetailAlbedo, i.vTextureCoords.zw ).rgb; - #if ( _DETAIL_MULX2 ) - vAlbedo.rgb *= LerpWhiteTo( vDetailAlbedo.rgb * unity_ColorSpaceDouble.rgb, flDetailMask ); - #elif ( _DETAIL_MUL ) - vAlbedo.rgb *= LerpWhiteTo( vDetailAlbedo.rgb, flDetailMask ); - #elif ( _DETAIL_ADD ) - vAlbedo.rgb += vDetailAlbedo.rgb * flDetailMask; - #elif ( _DETAIL_LERP ) - vAlbedo.rgb = lerp( vAlbedo.rgb, vDetailAlbedo.rgb, flDetailMask ); - #endif - } - #endif - - //--------------// - // Translucency // - //--------------// - #if ( _ALPHATEST_ON ) - { - clip( vAlbedoTexel.a - _Cutoff ); - } - #endif - - #if ( _ALPHAPREMULTIPLY_ON ) - { - vAlbedo.rgb *= vAlbedoTexel.a; - } - #endif - - #if ( _ALPHABLEND_ON || _ALPHAPREMULTIPLY_ON ) - { - o.vColor.a = vAlbedoTexel.a; - } - #else - { - o.vColor.a = 1.0; - } - #endif - - //---------------// - // Tangent Space // - //---------------// - float3 vTangentUWs = float3( 1.0, 0.0, 0.0 ); - float3 vTangentVWs = float3( 0.0, 1.0, 0.0 ); - #if ( _NORMALMAP ) - { - vTangentUWs.xyz = i.vTangentUWs.xyz; - vTangentVWs.xyz = i.vTangentVWs.xyz; - } - #endif - - //--------// - // Normal // - //--------// - float3 vGeometricNormalWs = float3( 0.0, 0.0, 1.0 ); - #if ( !S_UNLIT ) - { - i.vNormalWs.xyz = normalize( i.vNormalWs.xyz ); - vGeometricNormalWs.xyz = i.vNormalWs.xyz; - } - #endif - - float3 vNormalWs = vGeometricNormalWs.xyz; - float3 vNormalTs = float3( 0.0, 0.0, 1.0 ); - #if ( _NORMALMAP ) - { - vNormalTs.xyz = UnpackScaleNormal( tex2D( g_tNormalMap, i.vTextureCoords.xy ), g_flBumpScale ); - //vNormalTs.y = -vNormalTs.y; - - // Apply detail to tangent normal - #if ( _DETAIL ) - { - float flDetailMask = DetailMask( i.vTextureCoords.xy ); - float3 vDetailNormalTs = UnpackScaleNormal( tex2D( g_tDetailNormal, i.vTextureCoords.zw ), g_flDetailNormalScale ); - #if ( _DETAIL_LERP ) - { - vNormalTs.xyz = lerp( vNormalTs.xyz, vDetailNormalTs.xyz, flDetailMask ); - } - #else - { - vNormalTs.xyz = lerp( vNormalTs.xyz, BlendNormals( vNormalTs.xyz, vDetailNormalTs.xyz ), flDetailMask ); - } - #endif - } - #endif - - // Convert to world space - vNormalWs.xyz = Vec3TsToWsNormalized( vNormalTs.xyz, vGeometricNormalWs.xyz, vTangentUWs.xyz, vTangentVWs.xyz ); - } - #endif - - //-----------// - // Roughness // - //-----------// - float2 vRoughness = float2( 0.6, 0.6 );// vNormalTexel.rb; - //#if ( S_HIGH_QUALITY_GLOSS ) - //{ - // float4 vGlossTexel = Tex2D( g_tGloss, i.vTextureCoords.xy ); - // vRoughness.xy += vGlossTexel.ag; - //} - //#endif - - // Reflectance and gloss - float3 vReflectance = float3( 0.0, 0.0, 0.0 ); - float flGloss = 0.0; - #if ( S_SPECULAR_METALLIC ) - { - float2 vMetallicGloss = MetallicGloss( i.vTextureCoords.xy ); - - float flOneMinusReflectivity; - float3 vSpecColor; - float3 diffColor = DiffuseAndSpecularFromMetallic( vAlbedo.rgb, vMetallicGloss.x, /*out*/ vSpecColor, /*out*/ flOneMinusReflectivity); - vAlbedo = diffColor.rgb; - - vReflectance.rgb = vSpecColor.rgb; - flGloss = vMetallicGloss.y; - } - #elif ( S_SPECULAR_BLINNPHONG ) - { - float4 vReflectanceGloss = SpecularGloss( i.vTextureCoords.xy ); - vReflectanceGloss.rgb = ( vReflectanceGloss.rgb * g_flReflectanceScale.xxx ) + g_flReflectanceBias.xxx; - vReflectance.rgb = vReflectanceGloss.rgb; - flGloss = vReflectanceGloss.a; - } - #endif - - vRoughness.xy = ( 1.0 - flGloss ).xx; - #if ( !S_SPECULAR_NONE ) - { - vRoughness.xy = AdjustRoughnessByGeometricNormal( vRoughness.xy, vGeometricNormalWs.xyz ); - } - #endif - - //----------// - // Lighting // - //----------// - LightingTerms_t lightingTerms; - lightingTerms.vDiffuse.rgb = float3( 1.0, 1.0, 1.0 ); - lightingTerms.vSpecular.rgb = float3( 0.0, 0.0, 0.0 ); - lightingTerms.vIndirectDiffuse.rgb = float3( 0.0, 0.0, 0.0 ); - lightingTerms.vIndirectSpecular.rgb = float3( 0.0, 0.0, 0.0 ); - lightingTerms.vTransmissiveSunlight.rgb = float3( 0.0, 0.0, 0.0 ); - - float flFresnelExponent = 5.0; - float flMetalness = 0.0f; - - #if ( !S_UNLIT ) - { - float4 vLightmapUV = float4( 0.0, 0.0, 0.0, 0.0 ); - #if ( S_OVERRIDE_LIGHTMAP || LIGHTMAP_ON || DYNAMICLIGHTMAP_ON ) - { - vLightmapUV.xy = i.vLightmapUV.xy; - #if ( DYNAMICLIGHTMAP_ON ) - { - vLightmapUV.zw = i.vLightmapUV.zw; - } - #endif - } - #endif - - // Compute lighting - lightingTerms = ComputeLighting( i.vPositionWs.xyz, vNormalWs.xyz, vTangentUWs.xyz, vTangentVWs.xyz, vRoughness.xy, vReflectance.rgb, flFresnelExponent, vLightmapUV.xyzw ); - - #if ( S_OCCLUSION ) - { - float flOcclusion = tex2D( _OcclusionMap, i.vTextureCoords.xy ).g; - lightingTerms.vDiffuse.rgb *= LerpOneTo( flOcclusion, _OcclusionStrength * _OcclusionStrengthDirectDiffuse ); - lightingTerms.vSpecular.rgb *= LerpOneTo( flOcclusion, _OcclusionStrength * _OcclusionStrengthDirectSpecular ); - lightingTerms.vIndirectDiffuse.rgb *= LerpOneTo( flOcclusion, _OcclusionStrength * _OcclusionStrengthIndirectDiffuse ); - lightingTerms.vIndirectSpecular.rgb *= LerpOneTo( flOcclusion, _OcclusionStrength * _OcclusionStrengthIndirectSpecular ); - } - #endif - } - #endif - - // Diffuse - o.vColor.rgb = ( lightingTerms.vDiffuse.rgb + lightingTerms.vIndirectDiffuse.rgb ) * vAlbedo.rgb; - - // Specular - #if ( !S_SPECULAR_NONE ) - { - o.vColor.rgb += lightingTerms.vSpecular.rgb; - } - #endif - o.vColor.rgb += lightingTerms.vIndirectSpecular.rgb; // Indirect specular applies its own fresnel in the forward lighting header file - - // Emission - Unity just adds the emissive term at the end instead of adding it to the diffuse lighting term. Artists may want both options. - float3 vEmission = Emission( i.vTextureCoords.xy ); - o.vColor.rgb += vEmission.rgb; - - #if ( D_HOLOGRAM_FX ) - { - float flNoise = - 0.35 * tex3D(g_tHologramNoise3D, 0.016 * i.vPositionWs.xyz + float3(0.756, 0.159, 0.871)).x + - 0.25 * tex3D(g_tHologramNoise3D, 0.032 * i.vPositionWs.xyz + float3(0.147, 0.051, 0.273)).x + - 0.20 * tex3D(g_tHologramNoise3D, 0.064 * i.vPositionWs.xyz + float3(0.230, 0.700, 0.809)).x + - 0.15 * tex3D(g_tHologramNoise3D, 0.128 * i.vPositionWs.xyz + float3(0.938, 0.117, 0.952)).x + - 0.05 * tex3D(g_tHologramNoise3D, 0.256 * i.vPositionWs.xyz + float3(0.867, 0.363, 0.502)).x; - - float EDGE = 1.0; - float HEIGHT_BIAS = 4.0; - - float flAvgColor = saturate( dot( float3( 0.3333333, 0.3333333, 0.3333333 ), o.vColor.rgb ) ); - - float3 vTransmissionRayWs = i.vPositionWs.xyz - g_vHologramTransmissionSource; - vTransmissionRayWs.y *= HEIGHT_BIAS; - float flTransmissionDistance = length( vTransmissionRayWs.xyz ); - flTransmissionDistance -= g_flHologramTransmissionFrontier * 0.5 * ( flNoise + flAvgColor ); - - clip( g_flHologramTransmissionDistance - flTransmissionDistance ); - float flEdgeAmount = saturate( EDGE * ( g_flHologramTransmissionDistance - flTransmissionDistance ) ); - float3 vCyan = float3( 0.0, 1.0, 1.0 ); - o.vColor.rgb = lerp( vCyan.rgb, o.vColor.rgb, flEdgeAmount ); - } - #endif - - // Dither to fix banding artifacts - o.vColor.rgb += ScreenSpaceDither( i.vPositionPs.xy ); - - return o; - } - ENDCG - } - - //------------------------------------------------------------------------------------------------------------------------------------------------------------- - // Extracts information for lightmapping, GI (emission, albedo, ...) - // This pass it not used during regular rendering. - //------------------------------------------------------------------------------------------------------------------------------------------------------------- - Pass - { - Name "META" - Tags { "LightMode"="Meta" } - - Cull Off - - CGPROGRAM - #pragma vertex vert_meta - #pragma fragment frag_meta - - #pragma shader_feature _EMISSION - #pragma shader_feature _METALLICGLOSSMAP - #pragma shader_feature ___ _DETAIL_MULX2 - - #include "UnityStandardMeta.cginc" - ENDCG - } - - Pass - { - Name "ShadowCaster" - Tags { "LightMode" = "ShadowCaster" } - //Tags { "LightMode" = "ShadowCaster" } - - ZWrite On - ZTest LEqual - ColorMask 0 - Blend Off - Offset 2.5, 1 // http://docs.unity3d.com/Manual/SL-CullAndDepth.html - - CGPROGRAM - #pragma target 4.0 - //#pragma only_renderers d3d11 - //#pragma multi_compile_shadowcaster - - #pragma vertex MainVs - #pragma fragment MainPs - - #include "UnityCG.cginc" - - struct VertexInput - { - float4 vPositionOs : POSITION; - float3 vNormalOs : NORMAL; - }; - - struct VertexOutput - { - float4 vPositionPs : SV_POSITION; - }; - - float3 g_vLightDirWs = float3( 0.0, 0.0, 0.0 ); - - float2 GetShadowOffsets( float3 N, float3 L ) - { - // From: Ignacio Castaño http://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/ - float cos_alpha = saturate( dot( N, L ) ); - float offset_scale_N = sqrt( 1 - ( cos_alpha * cos_alpha ) ); // sin( acos( L·N ) ) - float offset_scale_L = offset_scale_N / cos_alpha; // tan( acos( L·N ) ) - return float2( offset_scale_N, min( 2.0, offset_scale_L ) ); - } - - VertexOutput MainVs( VertexInput i ) - { - VertexOutput o; - - //o.vPositionPs.xyzw = mul( UNITY_MATRIX_MVP, i.vPositionOs.xyzw ); - - float3 vNormalWs = UnityObjectToWorldNormal( i.vNormalOs.xyz ); - float3 vPositionWs = mul( unity_ObjectToWorld, i.vPositionOs.xyzw ).xyz; - float2 vShadowOffsets = GetShadowOffsets( vNormalWs.xyz, g_vLightDirWs.xyz ); - vPositionWs.xyz -= vShadowOffsets.x * vNormalWs.xyz / 100; - vPositionWs.xyz += vShadowOffsets.y * g_vLightDirWs.xyz / 1000; - o.vPositionPs.xyzw = mul( UNITY_MATRIX_MVP, float4( mul( unity_WorldToObject, float4( vPositionWs.xyz, 1.0 ) ).xyz, 1.0 ) ); - return o; - } - - float4 MainPs( VertexOutput i ) : SV_Target - { - return float4( 0.0, 0.0, 0.0, 0.0 ); - } - ENDCG - } - - } - - - CustomEditor "ValveShaderGUI" -} diff --git a/Assets/ScriptableRenderLoop/ForwardRenderLoop/Shaders/vr_standard.shader.meta b/Assets/ScriptableRenderLoop/ForwardRenderLoop/Shaders/vr_standard.shader.meta deleted file mode 100755 index 127408e4f0b..00000000000 --- a/Assets/ScriptableRenderLoop/ForwardRenderLoop/Shaders/vr_standard.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 908b379d4818cd64184b95a21123d909 -timeCreated: 1442663114 -licenseType: Pro -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/ForwardRenderLoop/Shaders/vr_utils.cginc b/Assets/ScriptableRenderLoop/ForwardRenderLoop/Shaders/vr_utils.cginc deleted file mode 100755 index be5b3e59bf0..00000000000 --- a/Assets/ScriptableRenderLoop/ForwardRenderLoop/Shaders/vr_utils.cginc +++ /dev/null @@ -1,550 +0,0 @@ -// Copyright (c) Valve Corporation, All rights reserved. ====================================================================================================== - -#ifndef VALVE_VR_UTILS_INCLUDED -#define VALVE_VR_UTILS_INCLUDED - -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -#include "UnityShaderVariables.cginc" - -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -#define g_vCameraPositionWs ( _WorldSpaceCameraPos ) -//#define g_flTime ( _Time.y ) -float g_flTime = 0.0; // Set by ValveCamera.cs - -//float3 g_vMiddleEyePositionWs; -//float4x4 g_matWorldToProjectionMultiview[ 2 ]; -//float4 g_vCameraPositionWsMultiview[ 2 ]; - -//--------------------------------------------------------------------------------------------------------------------------------------------------------- -float3 ScreenSpaceDither( float2 vScreenPos ) -{ - //if ( Blink( 1.5 ) ) - // return 0.0; - - //if ( ( int )vScreenPos.y == 840 ) - // return 0.3; - //if ( vScreenPos.y < 840 ) - // return 0.0; - - float3 vDither = dot( float2( 171.0, 231.0 ), vScreenPos.xy + g_flTime.xx ).xxx; - vDither.rgb = frac( vDither.rgb / float3( 103.0, 71.0, 97.0 ) ) - float3( 0.5, 0.5, 0.5 ); - return ( vDither.rgb / 255.0 ) * 0.375; -} - -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -// Used to blink shader code to see before/after during development. Meant to be used like this: if ( Blink( 1.0 ) ) -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -float Blink( float flNumSeconds ) -{ - return step( 0.5, frac( g_flTime * 0.5 / flNumSeconds ) ); -} - -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -// Tangent transform helper functions -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -float3 Vec3WsToTs( float3 vVectorWs, float3 vNormalWs, float3 vTangentUWs, float3 vTangentVWs ) -{ - float3 vVectorTs; - vVectorTs.x = dot( vVectorWs.xyz, vTangentUWs.xyz ); - vVectorTs.y = dot( vVectorWs.xyz, vTangentVWs.xyz ); - vVectorTs.z = dot( vVectorWs.xyz, vNormalWs.xyz ); - return vVectorTs.xyz; // Return without normalizing -} - -float3 Vec3WsToTsNormalized( float3 vVectorWs, float3 vNormalWs, float3 vTangentUWs, float3 vTangentVWs ) -{ - return normalize( Vec3WsToTs( vVectorWs.xyz, vNormalWs.xyz, vTangentUWs.xyz, vTangentVWs.xyz ) ); -} - -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -float3 Vec3TsToWs( float3 vVectorTs, float3 vNormalWs, float3 vTangentUWs, float3 vTangentVWs ) -{ - float3 vVectorWs; - vVectorWs.xyz = vVectorTs.x * vTangentUWs.xyz; - vVectorWs.xyz += vVectorTs.y * vTangentVWs.xyz; - vVectorWs.xyz += vVectorTs.z * vNormalWs.xyz; - return vVectorWs.xyz; // Return without normalizing -} - -float3 Vec3TsToWsNormalized( float3 vVectorTs, float3 vNormalWs, float3 vTangentUWs, float3 vTangentVWs ) -{ - return normalize( Vec3TsToWs( vVectorTs.xyz, vNormalWs.xyz, vTangentUWs.xyz, vTangentVWs.xyz ) ); -} - -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -float3 ComputeTangentVFromSign( float3 vNormalWs, float3 vTangentUWs, float flTangentFlip ) -{ - return normalize( cross( vTangentUWs.xyz, vNormalWs.xyz ) ) * flTangentFlip; -} - -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -float3 DecodeHemiOctahedronNormal( float2 vHemiOct ) -{ - // Rotate and scale the unit square back to the center diamond - vHemiOct.xy = ( vHemiOct.xy * 2.0 ) - 1.0; - float2 temp = float2( vHemiOct.x + vHemiOct.y, vHemiOct.x - vHemiOct.y ) * 0.5; - float3 v = float3( temp.xy, 1.0 - abs( temp.x ) - abs( temp.y ) ); - return normalize( v ); -} - -// Defines ---------------------------------------------------------------------------------------------------------------------------------------------------- -#define M_PI ( 3.14159265358979323846 ) -#define MOD2X_SCALAR ( 1.992156862745098 ) // 254.0/255.0 * 2.0. This maps 128 in an 8-bit texture to 1.0. We'll probably need something different for DXT textures -#define SMALL_FLOAT 1e-12 - -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -// MAX/MIN to match src -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -float MAX( float flA, float flB ) -{ - return max( flA, flB ); -} - -float MIN( float flA, float flB ) -{ - return min( flA, flB ); -} - -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -// Normalize functions that avoid divide by 0 -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -float3 NormalizeSafe( float3 vVec ) -{ - float3 vResult; - - //[flatten] - if ( length( vVec.xyz ) == 0.0 ) - { - vResult.xyz = float3( 0.0, 0.0, 0.0 ); - } - else - { - vResult.xyz = normalize( vVec.xyz ); - } - - return vResult.xyz; -} - -float2 NormalizeSafe( float2 vVec ) -{ - float2 vResult; - - //[flatten] - if ( length( vVec.xy ) == 0.0 ) - { - vResult.xy = float2( 0.0, 0.0 ); - } - else - { - vResult.xy = normalize( vVec.xy ); - } - - return vResult.xy; -} - -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -float ClampToPositive( float flValue ) -{ - return max( 0.0, flValue ); -} - -float2 ClampToPositive( float2 vValue ) -{ - return max( float2( 0.0, 0.0 ), vValue.xy ); -} - -float3 ClampToPositive( float3 vValue ) -{ - return max( float3( 0.0, 0.0, 0.0 ), vValue.xyz ); -} - -float4 ClampToPositive( float4 vValue ) -{ - return max( float4( 0.0, 0.0, 0.0, 0.0 ), vValue.xyzw ); -} - -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -float LinearRamp( float flMin, float flMax, float flInput ) -{ - return saturate( ( flInput - flMin ) / ( flMax - flMin ) ); -} - -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -float fsel( float flComparand, float flValGE, float flLT ) -{ - return ( flComparand >= 0.0 ) ? flValGE : flLT; -} - -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -// Remap a value in the range [A,B] to [C,D]. -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -float RemapVal( float flOldVal, float flOldMin, float flOldMax, float flNewMin, float flNewMax ) -{ - // Put the old val into 0-1 range based on the old min/max - float flValNormalized = ( flOldVal - flOldMin ) / ( flOldMax - flOldMin ); - - // Map 0-1 range into new min/max - return ( flValNormalized * ( flNewMax - flNewMin ) ) + flNewMin; -} - -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -// Remap a value in the range [A,B] to [C,D]. Values B maps to D. -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -float RemapValClamped( float flOldVal, float flOldMin, float flOldMax, float flNewMin, float flNewMax ) -{ - // Put the old val into 0-1 range based on the old min/max - float flValNormalized = saturate( ( flOldVal - flOldMin ) / ( flOldMax - flOldMin ) ); - - // Map 0-1 range into new min/max - return ( flValNormalized * ( flNewMax - flNewMin ) ) + flNewMin; -} - -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -float4 PackToColor( float4 vValue ) -{ - return ( ( vValue.xyzw * 0.5 ) + 0.5 ); -} - -float3 PackToColor( float3 vValue ) -{ - return ( ( vValue.xyz * 0.5 ) + 0.5 ); -} - -float2 PackToColor( float2 vValue ) -{ - return ( ( vValue.xy * 0.5 ) + 0.5 ); -} - -float PackToColor( float flValue ) -{ - return ( ( flValue * 0.5 ) + 0.5 ); -} - -float4 UnpackFromColor( float4 cColor ) -{ - return ( ( cColor.xyzw * 2.0 ) - 1.0 ); -} - -float3 UnpackFromColor( float3 cColor ) -{ - return ( ( cColor.xyz * 2.0 ) - 1.0 ); -} - -float2 UnpackFromColor( float2 cColor ) -{ - return ( ( cColor.xy * 2.0 ) - 1.0 ); -} - -float UnpackFromColor( float flColor ) -{ - return ( ( flColor * 2.0 ) - 1.0 ); -} - -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -float Luminance( float3 cColor ) -{ - // Formula for calculating luminance based on NTSC standard - float3 tmpv = float3( 0.2125, 0.7154, 0.0721 ); - float flLuminance = dot( cColor.rgb, tmpv.rgb ); - - // Alternate formula for calculating luminance for linear RGB space (Widely used in color hue and saturation computations) - //float3 tmpv = float3( 0.3086, 0.6094, 0.0820 );; - //float flLuminance = dot( cColor.rgb, tmpv.rgb ); - - // Simple average - //float3 tmpv = float3( 0.333, 0.333, 0.333 ); - //float flLuminance = dot( cColor.rgb, tmpv.rgb ); - - return flLuminance; -} - -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -float3 SaturateColor( float3 cColor, float flTargetSaturation ) -{ - float lum = Luminance( cColor.rgb ); - return lerp( float3( lum, lum, lum ), cColor.rgb, flTargetSaturation.xxx ); -} - -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -// 2.0 gamma conversion routines - Should only be used in special cases -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -float LinearToGamma20( float vLinear ) -{ - return pow( vLinear, 0.5 ); -} - -float3 LinearToGamma20( float3 vLinear ) -{ - return pow( vLinear.rgb, float3( 0.5, 0.5, 0.5 ) ); -} - -float4 LinearToGamma20( float4 vLinear ) -{ - return float4( pow( vLinear.rgb, float3( 0.5, 0.5, 0.5 ) ), vLinear.a ); -} - -float Gamma20ToLinear( float vGamma ) -{ - return vGamma * vGamma; -} - -float3 Gamma20ToLinear( float3 vGamma ) -{ - return vGamma.rgb * vGamma.rgb; -} - -float4 Gamma20ToLinear( float4 vGamma ) -{ - return float4( vGamma.rgb * vGamma.rgb, vGamma.a ); -} - -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -// 2.2 gamma conversion routines - Should only be used in special cases -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -float LinearToGamma22( float vLinear ) -{ - return pow( vLinear, 0.454545454545455 ); -} - -float3 LinearToGamma22( float3 vLinear ) -{ - return pow( vLinear.rgb, float3( 0.454545454545455, 0.454545454545455, 0.454545454545455 ) ); -} - -float4 LinearToGamma22( float4 vLinear ) -{ - return float4( pow( vLinear.rgb, float3( 0.454545454545455, 0.454545454545455, 0.454545454545455 ) ), vLinear.a ); -} - -float Gamma22ToLinear( float vGamma ) -{ - return pow( vGamma, 2.2 ); -} - -float3 Gamma22ToLinear( float3 vGamma ) -{ - return pow( vGamma.rgb, float3( 2.2, 2.2, 2.2 ) ); -} - -float4 Gamma22ToLinear( float4 vGamma ) -{ - return float4( pow( vGamma.rgb, float3( 2.2, 2.2, 2.2 ) ), vGamma.a ); -} - -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -// sRGB gamma conversion routines -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -float3 SrgbGammaToLinear( float3 vSrgbGammaColor ) -{ - // 15 asm instructions - float3 vLinearSegment = vSrgbGammaColor.rgb / 12.92; - float3 vExpSegment = pow( ( ( vSrgbGammaColor.rgb / 1.055 ) + ( 0.055 / 1.055 ) ), float3( 2.4, 2.4, 2.4 ) ); - - float3 vLinearColor = float3( ( vSrgbGammaColor.r <= 0.04045 ) ? vLinearSegment.r : vExpSegment.r, - ( vSrgbGammaColor.g <= 0.04045 ) ? vLinearSegment.g : vExpSegment.g, - ( vSrgbGammaColor.b <= 0.04045 ) ? vLinearSegment.b : vExpSegment.b ); - - return vLinearColor.rgb; -} - -float3 SrgbLinearToGamma( float3 vLinearColor ) -{ - // 15 asm instructions - float3 vLinearSegment = vLinearColor.rgb * 12.92; - float3 vExpSegment = ( 1.055 * pow( vLinearColor.rgb, float3 ( 1.0 / 2.4, 1.0 / 2.4, 1.0 / 2.4 ) ) ) - 0.055; - - float3 vGammaColor = float3( ( vLinearColor.r <= 0.0031308 ) ? vLinearSegment.r : vExpSegment.r, - ( vLinearColor.g <= 0.0031308 ) ? vLinearSegment.g : vExpSegment.g, - ( vLinearColor.b <= 0.0031308 ) ? vLinearSegment.b : vExpSegment.b ); - - return vGammaColor.rgb; -} - -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -// RGBM encode/decode -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -float4 RGBMEncode( float3 vLinearColor ) -{ - vLinearColor.rgb = sqrt( vLinearColor.rgb ); - vLinearColor.rgb = saturate( vLinearColor.rgb * ( 1.0 / 6.0 ) ); - - float4 vRGBM; - - vRGBM.a = max( max( vLinearColor.r, vLinearColor.g ), max( vLinearColor.b, 1.0 / 6.0 ) ); - vRGBM.a = ceil( vRGBM.a * 255.0 ) / 255.0; - vRGBM.rgb = vLinearColor.rgb / vRGBM.a; - - return vRGBM; -} - -float3 RGBMDecode( float4 vRGBM ) -{ - float3 vLinearColor = vRGBM.rgb * 6.0 * vRGBM.a; - - vLinearColor.rgb *= vLinearColor.rgb; - - return vLinearColor.rgb; -} - -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -// NOTE: All 2D normal vectors are assumed to be from a unit-length normal, so the length of xy must be <= 1.0! -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -float2 UnpackNormal2D( float2 vNormal ) -{ - return ( ( vNormal.xy * 2.0 ) - 1.0 ); -} - -float2 PackNormal2D( float2 vNormal ) -{ - return ( ( vNormal.xy * 0.5 ) + 0.5 ); -} - -float3 UnpackNormal3D( float3 vNormal ) -{ - return ( ( vNormal.xyz * 2.0 ) - 1.0 ); -} - -float3 PackNormal3D( float3 vNormal ) -{ - return ( ( vNormal.xyz * 0.5 ) + 0.5 ); -} - -float3 ComputeNormalFromXY( float2 vXY ) -{ - float3 vNormalTs; - - vNormalTs.xy = vXY.xy; - vNormalTs.z = sqrt( saturate( 1.0 - dot( vNormalTs.xy, vNormalTs.xy ) ) ); - - return vNormalTs.xyz; -} - -float3 ComputeNormalFromRGTexture( float2 vRGPixel ) -{ - float3 vNormalTs; - - vNormalTs.xy = UnpackNormal2D( vRGPixel.rg ); - vNormalTs.z = sqrt( saturate( 1.0 - dot( vNormalTs.xy, vNormalTs.xy ) ) ); - - return vNormalTs.xyz; -} - -float3 ComputeNormalFromDXT5Texture( float4 vDXT5Pixel ) -{ - return ComputeNormalFromRGTexture( vDXT5Pixel.ag ); -} - -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -float3 ConvertSphericalToNormal( float2 vSpherical ) -{ - float2 sincosTheta; - sincos( vSpherical.x * M_PI, sincosTheta.x, sincosTheta.y ); - float2 sincosPhi = float2( sqrt( 1.0 - ( vSpherical.y * vSpherical.y ) ), vSpherical.y ); - - return float3( sincosTheta.y * sincosPhi.x, sincosTheta.x * sincosPhi.x, sincosPhi.y ); -} - -float2 ConvertNormalToSphericalRGTexture( float3 vNormal ) -{ - // TODO: atan2 isn't defined at 0,0. Is this a problem? - float flAtanYX = atan2( vNormal.y, vNormal.x ) / M_PI; - - return PackToColor( float2( flAtanYX, vNormal.z ) ); -} - -float3 ComputeNormalFromSphericalRGTexture( float2 vRGPixel ) -{ - float2 vUnpackedSpherical = UnpackNormal2D( vRGPixel.rg ); - - return ConvertSphericalToNormal( vUnpackedSpherical.xy ); -} - -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -float3 CalculateCameraToPositionRayWs( float3 vPositionWs ) -{ - return ( vPositionWs.xyz - g_vCameraPositionWs.xyz ); -} - -float3 CalculateCameraToPositionDirWs( float3 vPositionWs ) -{ - return normalize( CalculateCameraToPositionRayWs( vPositionWs.xyz ) ); -} - -float3 CalculateCameraToPositionRayTs( float3 vPositionWs, float3 vTangentUWs, float3 vTangentVWs, float3 vNormalWs ) -{ - float3 vViewVectorWs = CalculateCameraToPositionRayWs( vPositionWs.xyz ); // Not normalized - return Vec3WsToTs( vViewVectorWs.xyz, vTangentUWs.xyz, vTangentVWs.xyz, vNormalWs.xyz ); // Not Normalized -} - -float3 CalculateCameraToPositionDirTs( float3 vPositionWs, float3 vTangentUWs, float3 vTangentVWs, float3 vNormalWs ) -{ - return normalize( CalculateCameraToPositionRayTs( vPositionWs.xyz, vTangentUWs.xyz, vTangentVWs.xyz, vNormalWs.xyz ) ); -} - -float3 CalculateCameraToPositionRayWsMultiview( uint nView, float3 vPositionWs ) -{ - // TODO! - return CalculateCameraToPositionRayWs( vPositionWs.xyz ); - //return ( vPositionWs.xyz - g_vCameraPositionWsMultiview[ nView ].xyz ); -} - -float3 CalculateCameraToPositionDirWsMultiview( uint nView, float3 vPositionWs ) -{ - return normalize( CalculateCameraToPositionRayWsMultiview( nView, vPositionWs.xyz ) ); -} - -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -// This helps the compiler reuse the output of the reverse functions above instead of duplicating the above code with camera - position -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -float3 CalculatePositionToCameraRayWs( float3 vPositionWs ) -{ - return -CalculateCameraToPositionRayWs( vPositionWs.xyz ); -} - -float3 CalculatePositionToCameraDirWs( float3 vPositionWs ) -{ - return -CalculateCameraToPositionDirWs( vPositionWs.xyz ); -} - -float3 CalculatePositionToCameraRayTs( float3 vPositionWs, float3 vTangentUWs, float3 vTangentVWs, float3 vNormalWs ) -{ - return -CalculateCameraToPositionRayTs( vPositionWs.xyz, vTangentUWs.xyz, vTangentVWs.xyz, vNormalWs.xyz ); -} - -float3 CalculatePositionToCameraDirTs( float3 vPositionWs, float3 vTangentUWs, float3 vTangentVWs, float3 vNormalWs ) -{ - return -CalculateCameraToPositionDirTs( vPositionWs.xyz, vTangentUWs.xyz, vTangentVWs.xyz, vNormalWs.xyz ); -} - -float3 CalculatePositionToCameraRayWsMultiview( uint nView, float3 vPositionWs ) -{ - return -CalculateCameraToPositionRayWsMultiview( nView, vPositionWs.xyz ); -} - -float3 CalculatePositionToCameraDirWsMultiview( uint nView, float3 vPositionWs ) -{ - return -CalculateCameraToPositionDirWsMultiview( nView, vPositionWs.xyz ); -} - -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -float3 CalculateCameraReflectionDirWs( float3 vPositionWs, float3 vNormalWs ) -{ - float3 vViewVectorWs = CalculateCameraToPositionDirWs( vPositionWs.xyz ); - float3 vReflectionVectorWs = reflect( vViewVectorWs.xyz, vNormalWs.xyz ); - return vReflectionVectorWs.xyz; -} - -float3 CalculateCameraReflectionDirWsMultiview( uint nView, float3 vPositionWs, float3 vNormalWs ) -{ - float3 vViewVectorWs = CalculateCameraToPositionDirWsMultiview( nView, vPositionWs.xyz ); - float3 vReflectionVectorWs = reflect( vViewVectorWs.xyz, vNormalWs.xyz ); - return vReflectionVectorWs.xyz; -} - -//------------------------------------------------------------------------------------------------------------------------------------------------------------- -float CalculateDistanceToCamera( float3 vPositionWs ) -{ - return length( g_vCameraPositionWs.xyz - vPositionWs.xyz ); -} - -#endif diff --git a/Assets/ScriptableRenderLoop/ForwardRenderLoop/Shaders/vr_utils.cginc.meta b/Assets/ScriptableRenderLoop/ForwardRenderLoop/Shaders/vr_utils.cginc.meta deleted file mode 100755 index 31ebefc88bc..00000000000 --- a/Assets/ScriptableRenderLoop/ForwardRenderLoop/Shaders/vr_utils.cginc.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 54e88da308c76ec45accf54e939d818e -timeCreated: 1442663113 -licenseType: Pro -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/ForwardRenderLoop/ValveMenuTools.cs b/Assets/ScriptableRenderLoop/ForwardRenderLoop/ValveMenuTools.cs deleted file mode 100755 index 5d9f589ba6f..00000000000 --- a/Assets/ScriptableRenderLoop/ForwardRenderLoop/ValveMenuTools.cs +++ /dev/null @@ -1,620 +0,0 @@ -// Copyright (c) Valve Corporation, All rights reserved. ====================================================================================================== - -#if (UNITY_EDITOR) - -using UnityEngine; -using System; -using System.Collections; -using System.Collections.Generic; -using UnityEditor.VersionControl; - -//--------------------------------------------------------------------------------------------------------------------------------------------------- -public class ValveRefreshStandardShader -{ - static void SaveAssetsAndFreeMemory() - { - UnityEditor.AssetDatabase.SaveAssets(); - GC.Collect(); - UnityEditor.EditorUtility.UnloadUnusedAssetsImmediate(); - UnityEditor.AssetDatabase.Refresh(); - } - - private static void RenameShadersInAllMaterials(string nameBefore, string nameAfter) - { - Shader destShader = Shader.Find(nameAfter); - if (destShader == null) - { - return; - } - - int i = 0; - int nCount = 0; - foreach (string s in UnityEditor.AssetDatabase.GetAllAssetPaths()) - { - if (s.EndsWith(".mat", StringComparison.OrdinalIgnoreCase)) - { - nCount++; - } - } - - foreach (string s in UnityEditor.AssetDatabase.GetAllAssetPaths()) - { - if (s.EndsWith(".mat", StringComparison.OrdinalIgnoreCase)) - { - i++; - if (UnityEditor.EditorUtility.DisplayCancelableProgressBar("Valve Material Conversion", string.Format("({0} of {1}) {2}", i, nCount, s), (float)i / (float)nCount)) - { - break; - } - - Material m = UnityEditor.AssetDatabase.LoadMainAssetAtPath(s) as Material; - //Debug.Log( m.name + "\n" ); - //Debug.Log( m.shader.name + "\n" ); - if (m.shader.name.Equals(nameBefore)) - { - Debug.Log("Converting from \"" + nameBefore + "\"-->\"" + nameAfter + "\": " + m.name + "\n"); - m.shader = destShader; - SaveAssetsAndFreeMemory(); - } - } - } - - //object[] obj = GameObject.FindObjectsOfType( typeof( GameObject ) ); - //foreach ( object o in obj ) - //{ - // GameObject g = ( GameObject )o; - // - // Renderer[] renderers = g.GetComponents(); - // foreach ( Renderer r in renderers ) - // { - // foreach ( Material m in r.sharedMaterials ) - // { - // //Debug.Log( m.name + "\n" ); - // //Debug.Log( m.shader.name + "\n" ); - // if ( m.shader.name.Equals( "Standard" ) ) - // { - // Debug.Log( "Refreshing Standard shader for material: " + m.name + "\n" ); - // m.shader = destShader; - // SaveAssetsAndFreeMemory(); - // } - // } - // } - //} - - UnityEditor.EditorUtility.ClearProgressBar(); - } - - //--------------------------------------------------------------------------------------------------------------------------------------------------- - public static bool StandardToValveSingleMaterial(Material m, Shader srcShader, Shader destShader, bool bRecordUnknownShaders, List unknownShaders) - { - string n = srcShader.name; - - if (n.Equals(destShader.name)) - { - // Do nothing - //Debug.Log( " Skipping " + m.name + "\n" ); - return false; - } - else if (n.Equals("Standard") || n.Equals("Valve/VR/Standard")) - { - // Metallic specular - Debug.Log(" Converting from \"" + n + "\"-->\"" + destShader.name + "\": " + m.name + "\n"); - - m.shader = destShader; - m.SetOverrideTag("OriginalShader", n); - - m.SetInt("_SpecularMode", 2); - m.DisableKeyword("S_SPECULAR_NONE"); - m.DisableKeyword("S_SPECULAR_BLINNPHONG"); - m.EnableKeyword("S_SPECULAR_METALLIC"); - return true; - } - else if (n.Equals("Standard (Specular setup)") || n.Equals("Legacy Shaders/Bumped Diffuse") || n.Equals("Legacy Shaders/Transparent/Diffuse")) - { - // Regular specular - Debug.Log(" Converting from \"" + n + "\"-->\"" + destShader.name + "\": " + m.name + "\n"); - - m.shader = destShader; - m.SetOverrideTag("OriginalShader", n); - - m.SetInt("_SpecularMode", 1); - m.DisableKeyword("S_SPECULAR_NONE"); - m.EnableKeyword("S_SPECULAR_BLINNPHONG"); - m.DisableKeyword("S_SPECULAR_METALLIC"); - - if (n.Equals("Legacy Shaders/Transparent/Diffuse")) - { - m.SetFloat("_Mode", 2); - m.SetOverrideTag("RenderType", "Transparent"); - m.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); - m.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); - m.SetInt("_ZWrite", 0); - m.DisableKeyword("_ALPHATEST_ON"); - m.EnableKeyword("_ALPHABLEND_ON"); - m.DisableKeyword("_ALPHAPREMULTIPLY_ON"); - m.renderQueue = 3000; - } - return true; - } - else if (n.Equals("Unlit/Color") || n.Equals("Unlit/Texture") || n.Equals("Unlit/Transparent") || n.Equals("Unlit/Transparent Cutout")) - { - // Unlit - Debug.Log(" Converting from \"" + n + "\"-->\"" + destShader.name + "\": " + m.name + "\n"); - - m.shader = destShader; - m.SetOverrideTag("OriginalShader", n); - m.SetInt("g_bUnlit", 1); - m.EnableKeyword("S_UNLIT"); - - m.SetColor("_EmissionColor", Color.black); - - if (n.Equals("Unlit/Color")) - { - m.SetTexture("_MainTex", Texture2D.whiteTexture); - } - else - { - m.SetColor("_Color", Color.white); - - if (n.Equals("Unlit/Transparent Cutout")) - { - m.SetFloat("_Mode", 1); - m.SetOverrideTag("RenderType", "TransparentCutout"); - m.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); - m.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); - m.SetInt("_ZWrite", 1); - m.EnableKeyword("_ALPHATEST_ON"); - m.DisableKeyword("_ALPHABLEND_ON"); - m.DisableKeyword("_ALPHAPREMULTIPLY_ON"); - m.renderQueue = 2450; - } - else if (n.Equals("Unlit/Transparent")) - { - m.SetFloat("_Mode", 2); - m.SetOverrideTag("RenderType", "Transparent"); - m.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); - m.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); - m.SetInt("_ZWrite", 0); - m.DisableKeyword("_ALPHATEST_ON"); - m.EnableKeyword("_ALPHABLEND_ON"); - m.DisableKeyword("_ALPHAPREMULTIPLY_ON"); - m.renderQueue = 3000; - } - } - - return true; - } - else if (bRecordUnknownShaders) - { - // Don't know how to convert, so add to list to spew at the end - Debug.LogWarning(" Don't know how to convert shader \"" + n + "\"" + " in material \"" + m.name + "\"" + "\n"); - if (!unknownShaders.Contains(n)) - { - unknownShaders.Add(n); - } - return false; - } - - return false; - } - - //--------------------------------------------------------------------------------------------------------------------------------------------------- - private static void StandardToValve(bool bConvertAllMaterials) - { - int nNumMaterialsConverted = 0; - Debug.Log("Begin Convert to Valve Shaders\n\n" + Time.realtimeSinceStartup); - - Shader destShader = Shader.Find("Valve/vr_standard"); - if (destShader == null) - { - Debug.LogWarning(" ERROR! Cannot find the \"Valve/vr_standard\" shader!" + "\n"); - return; - } - - List unknownShaders = new List(); - List alreadyConvertedMaterials = new List(); - - if (bConvertAllMaterials) - { - int i = 0; - int nCount = 0; - foreach (string s in UnityEditor.AssetDatabase.GetAllAssetPaths()) - { - if (s.EndsWith(".mat", StringComparison.OrdinalIgnoreCase)) - { - nCount++; - } - } - - foreach (string s in UnityEditor.AssetDatabase.GetAllAssetPaths()) - { - if (s.EndsWith(".mat", StringComparison.OrdinalIgnoreCase)) - { - i++; - if (UnityEditor.EditorUtility.DisplayCancelableProgressBar("Valve Material Conversion to Valve Shaders", string.Format("({0} of {1}) {2}", i, nCount, s), (float)i / (float)nCount)) - { - break; - } - - Material m = UnityEditor.AssetDatabase.LoadMainAssetAtPath(s) as Material; - - if ((m == null) || (m.shader == null)) - continue; - - if (!m.name.StartsWith("")) - continue; - - if (alreadyConvertedMaterials.Contains(m.name)) - continue; - alreadyConvertedMaterials.Add(m.name); - - if (StandardToValveSingleMaterial(m, m.shader, destShader, true, unknownShaders)) - { - nNumMaterialsConverted++; - } - - SaveAssetsAndFreeMemory(); - } - } - } - else - { - int i = 0; - int nCount = 0; - Renderer[] renderers = GameObject.FindObjectsOfType(); - List countedMaterials = new List(); - foreach (Renderer r in renderers) - { - if (r.sharedMaterials == null) - continue; - - foreach (Material m in r.sharedMaterials) - { - if ((m == null) || (m.shader == null)) - continue; - - if (!m.name.StartsWith("")) - continue; - - if (countedMaterials.Contains(m.name)) - continue; - countedMaterials.Add(m.name); - - string assetPath = UnityEditor.AssetDatabase.GetAssetPath(m); - Material mainAsset = UnityEditor.AssetDatabase.LoadMainAssetAtPath(assetPath) as Material; - if (!mainAsset) - { - Debug.LogError("Error calling LoadMainAssetAtPath( " + assetPath + " )!\n\n"); - continue; - } - - nCount++; - } - } - - bool bCanceled = false; - foreach (Renderer r in renderers) - { - if (r.sharedMaterials == null) - continue; - - foreach (Material m in r.sharedMaterials) - { - if ((m == null) || (m.shader == null)) - continue; - - if (!m.name.StartsWith("")) - continue; - - if (alreadyConvertedMaterials.Contains(m.name)) - continue; - alreadyConvertedMaterials.Add(m.name); - - string assetPath = UnityEditor.AssetDatabase.GetAssetPath(m); - Material mainAsset = UnityEditor.AssetDatabase.LoadMainAssetAtPath(assetPath) as Material; - if (!mainAsset) - { - Debug.LogError("Error calling LoadMainAssetAtPath( " + assetPath + " )!\n\n"); - continue; - } - - i++; - if (UnityEditor.EditorUtility.DisplayCancelableProgressBar("Valve Material Conversion to Valve Shaders", string.Format("({0} of {1}) {2}", i, nCount, assetPath), (float)i / (float)nCount)) - { - bCanceled = true; - break; - } - - if (StandardToValveSingleMaterial(mainAsset, mainAsset.shader, destShader, true, unknownShaders)) - { - nNumMaterialsConverted++; - } - - SaveAssetsAndFreeMemory(); - } - - if (bCanceled) - break; - } - } - - foreach (string s in unknownShaders) - { - Debug.LogWarning(" Don't know how to convert shader \"" + s + "\"" + "\n"); - } - - Debug.Log("Converted " + nNumMaterialsConverted + " materials to Valve Shaders\n\n" + Time.realtimeSinceStartup); - - UnityEditor.EditorUtility.ClearProgressBar(); - } - - [UnityEditor.MenuItem("Valve/Shader Dev/Convert Active Materials to Valve Shaders", false, 50)] - private static void StandardToValveCurrent() - { - StandardToValve(false); - } - - [UnityEditor.MenuItem("Valve/Shader Dev/Convert All Materials to Valve Shaders", false, 100)] - private static void StandardToValveAll() - { - StandardToValve(true); - } - - //--------------------------------------------------------------------------------------------------------------------------------------------------- - private static bool ValveToStandardSingleMaterial(Material m, Shader destShaderStandard, Shader destShaderStandardSpecular) - { - if (m.shader.name.Equals("Valve/vr_standard")) - { - if ((m.GetTag("OriginalShader", true) != null) && (m.GetTag("OriginalShader", true).Length > 0)) - { - Debug.Log(" Converting from \"" + m.shader.name + "\"-->\"" + m.GetTag("OriginalShader", true) + "\": " + m.name + "\n"); - m.shader = Shader.Find(m.GetTag("OriginalShader", true)); - return true; - } - else if (m.GetInt("_SpecularMode") == 2) - { - // Metallic specular - Debug.Log(" Converting from \"" + m.shader.name + "\"-->\"" + destShaderStandard.name + "\": " + m.name + "\n"); - m.shader = destShaderStandard; - return true; - } - else - { - // Regular specular - Debug.Log(" Converting from \"" + m.shader.name + "\"-->\"" + destShaderStandardSpecular.name + "\": " + m.name + "\n"); - m.shader = destShaderStandardSpecular; - return true; - } - } - - return false; - } - - //--------------------------------------------------------------------------------------------------------------------------------------------------- - [UnityEditor.MenuItem("Valve/Shader Dev/Convert All Materials Back to Unity Shaders", false, 101)] - private static void ValveToStandard(bool bConvertAllMaterials) - { - int nNumMaterialsConverted = 0; - Debug.Log("Begin Convert to Unity Shaders\n\n" + Time.realtimeSinceStartup); - - Shader destShaderStandard = Shader.Find("Standard"); - if (destShaderStandard == null) - { - Debug.LogWarning(" ERROR! Cannot find the \"Standard\" shader!" + "\n"); - return; - } - - Shader destShaderStandardSpecular = Shader.Find("Standard (Specular setup)"); - if (destShaderStandardSpecular == null) - { - Debug.LogWarning(" ERROR! Cannot find the \"Standard (Specular setup)\" shader!" + "\n"); - return; - } - - List alreadyConvertedMaterials = new List(); - - if (bConvertAllMaterials) - { - int i = 0; - int nCount = 0; - foreach (string s in UnityEditor.AssetDatabase.GetAllAssetPaths()) - { - if (s.EndsWith(".mat", StringComparison.OrdinalIgnoreCase)) - { - nCount++; - } - } - - foreach (string s in UnityEditor.AssetDatabase.GetAllAssetPaths()) - { - if (s.EndsWith(".mat", StringComparison.OrdinalIgnoreCase)) - { - i++; - if (UnityEditor.EditorUtility.DisplayCancelableProgressBar("Valve Material Conversion Back to Unity Shaders", string.Format("({0} of {1}) {2}", i, nCount, s), (float)i / (float)nCount)) - { - break; - } - - Material m = UnityEditor.AssetDatabase.LoadMainAssetAtPath(s) as Material; - if (ValveToStandardSingleMaterial(m, destShaderStandard, destShaderStandardSpecular)) - { - nNumMaterialsConverted++; - } - - SaveAssetsAndFreeMemory(); - } - } - } - else - { - int i = 0; - int nCount = 0; - Renderer[] renderers = GameObject.FindObjectsOfType(); - List countedMaterials = new List(); - foreach (Renderer r in renderers) - { - if (r.sharedMaterials == null) - continue; - - foreach (Material m in r.sharedMaterials) - { - if ((m == null) || (m.shader == null)) - continue; - - if (!m.name.StartsWith("")) - continue; - - if (countedMaterials.Contains(m.name)) - continue; - countedMaterials.Add(m.name); - - string assetPath = UnityEditor.AssetDatabase.GetAssetPath(m); - Material mainAsset = UnityEditor.AssetDatabase.LoadMainAssetAtPath(assetPath) as Material; - if (!mainAsset) - { - Debug.LogError("Error calling LoadMainAssetAtPath( " + assetPath + " )!\n\n"); - continue; - } - - nCount++; - } - } - - bool bCanceled = false; - foreach (Renderer r in renderers) - { - if (r.sharedMaterials == null) - continue; - - foreach (Material m in r.sharedMaterials) - { - if ((m == null) || (m.shader == null)) - continue; - - if (!m.name.StartsWith("")) - continue; - - if (alreadyConvertedMaterials.Contains(m.name)) - continue; - alreadyConvertedMaterials.Add(m.name); - - string assetPath = UnityEditor.AssetDatabase.GetAssetPath(m); - Material mainAsset = UnityEditor.AssetDatabase.LoadMainAssetAtPath(assetPath) as Material; - if (!mainAsset) - { - Debug.LogError("Error calling LoadMainAssetAtPath( " + assetPath + " )!\n\n"); - continue; - } - - i++; - if (UnityEditor.EditorUtility.DisplayCancelableProgressBar("Valve Material Conversion Back to Unity Shaders", string.Format("({0} of {1}) {2}", i, nCount, assetPath), (float)i / (float)nCount)) - { - bCanceled = true; - break; - } - - if (ValveToStandardSingleMaterial(mainAsset, destShaderStandard, destShaderStandardSpecular)) - { - nNumMaterialsConverted++; - } - - SaveAssetsAndFreeMemory(); - } - - if (bCanceled) - break; - } - } - - Debug.Log("Converted " + nNumMaterialsConverted + " materials to Unity Shaders\n\n" + Time.realtimeSinceStartup); - - UnityEditor.EditorUtility.ClearProgressBar(); - } - - [UnityEditor.MenuItem("Valve/Shader Dev/Convert Active Materials Back to Unity Shaders", false, 51)] - private static void ValveToStandardCurrent() - { - ValveToStandard(false); - } - - [UnityEditor.MenuItem("Valve/Shader Dev/Convert All Materials Back to Unity Shaders", false, 101)] - private static void ValveToStandardAll() - { - ValveToStandard(true); - } - - //--------------------------------------------------------------------------------------------------------------------------------------------------- - //[UnityEditor.MenuItem( "Valve/Shader Dev/Refresh Standard", false, 150 )] - //private static void RefreshStandard() - //{ - // RenameShadersInAllMaterials( "Standard", "Standard" ); - //} - - //--------------------------------------------------------------------------------------------------------------------------------------------------- - [UnityEditor.MenuItem("Valve/Shader Dev/Ensure Consistency in Valve Materials", false, 200)] - private static void EnsureConsistencyInValveMaterials() - { - int nNumMaterialChanges = 0; - Debug.Log("Begin consistency check for all Valve materials\n\n" + Time.realtimeSinceStartup); - - int i = 0; - int nCount = 0; - foreach (string s in UnityEditor.AssetDatabase.GetAllAssetPaths()) - { - if (s.EndsWith(".mat", StringComparison.OrdinalIgnoreCase)) - { - nCount++; - } - } - - foreach (string s in UnityEditor.AssetDatabase.GetAllAssetPaths()) - { - if (s.EndsWith(".mat", StringComparison.OrdinalIgnoreCase)) - { - i++; - if (UnityEditor.EditorUtility.DisplayCancelableProgressBar("Consistency check for all Valve materials", string.Format("({0} of {1}) {2}", i, nCount, s), (float)i / (float)nCount)) - { - break; - } - - Material m = UnityEditor.AssetDatabase.LoadMainAssetAtPath(s) as Material; - if (m.shader.name.Equals("Valve/vr_standard")) - { - // Convert old metallic bool to new specular mode - if ((m.HasProperty("g_bEnableMetallic") && m.GetInt("g_bEnableMetallic") == 1) || (m.IsKeywordEnabled("_METALLIC_ENABLED"))) - { - Debug.Log(" Converting old metallic checkbox to specular mode on material \"" + m.name + "\"\n"); - m.DisableKeyword("_METALLIC_ENABLED"); - m.SetInt("g_bEnableMetallic", 0); - m.SetInt("_SpecularMode", 2); - m.EnableKeyword("S_SPECULAR_METALLIC"); - nNumMaterialChanges++; - } - else if (!m.IsKeywordEnabled("S_SPECULAR_NONE") && !m.IsKeywordEnabled("S_SPECULAR_BLINNPHONG") && !m.IsKeywordEnabled("S_SPECULAR_METALLIC")) - { - Debug.Log(" Converting old specular to BlinnPhong specular mode on material \"" + m.name + "\"\n"); - m.SetInt("_SpecularMode", 1); - m.EnableKeyword("S_SPECULAR_BLINNPHONG"); - nNumMaterialChanges++; - } - - // If occlusion map is set, enable S_OCCLUSION static combo - if (m.GetTexture("_OcclusionMap") && !m.IsKeywordEnabled("S_OCCLUSION")) - { - Debug.Log(" Enabling new occlusion combo S_OCCLUSION on material \"" + m.name + "\"\n"); - m.EnableKeyword("S_OCCLUSION"); - nNumMaterialChanges++; - } - - SaveAssetsAndFreeMemory(); - } - } - } - - Debug.Log("Consistency check made " + nNumMaterialChanges + " changes to Valve materials\n\n" + Time.realtimeSinceStartup); - - UnityEditor.EditorUtility.ClearProgressBar(); - } -} - -#endif diff --git a/Assets/ScriptableRenderLoop/ForwardRenderLoop/ValveMenuTools.cs.meta b/Assets/ScriptableRenderLoop/ForwardRenderLoop/ValveMenuTools.cs.meta deleted file mode 100644 index 2eebdfe6b9e..00000000000 --- a/Assets/ScriptableRenderLoop/ForwardRenderLoop/ValveMenuTools.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: d929642ab18724fdcad04b4f10af6565 -timeCreated: 1467147001 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/ForwardRenderLoop/ValveShaderGUI.cs b/Assets/ScriptableRenderLoop/ForwardRenderLoop/ValveShaderGUI.cs deleted file mode 100755 index 00bf90ccf2d..00000000000 --- a/Assets/ScriptableRenderLoop/ForwardRenderLoop/ValveShaderGUI.cs +++ /dev/null @@ -1,564 +0,0 @@ -// Copyright (c) Valve Corporation, All rights reserved. ====================================================================================================== - -#if (UNITY_EDITOR) - -using System; -using System.Collections.Generic; -using UnityEngine; - -namespace UnityEditor -{ - internal class ValveShaderGUI : ShaderGUI - { - public enum BlendMode - { - Opaque, - AlphaTest, - AlphaBlend, - Glass, - Additive - // TODO: MaskedGlass that will require an additional grayscale texture to act as a standard alpha blend mask - } - - public enum SpecularMode - { - None, - BlinnPhong, - Metallic - //Anisotropic - } - - private static class Styles - { - public static GUIStyle optionsButton = "PaneOptions"; - public static GUIContent uvSetLabel = new GUIContent("UV Set"); - public static GUIContent[] uvSetOptions = new GUIContent[] { new GUIContent("UV channel 0"), new GUIContent("UV channel 1") }; - - public static GUIContent unlitText = new GUIContent("Unlit", ""); - - public static string emptyTootip = ""; - public static GUIContent albedoText = new GUIContent("Albedo", "Albedo (RGB) and Transparency (A)"); - public static GUIContent alphaCutoffText = new GUIContent("Alpha Cutoff", "Threshold for alpha cutoff"); - public static GUIContent specularMapText = new GUIContent("Specular", "Reflectance (RGB) and Gloss (A)"); - public static GUIContent reflectanceMinText = new GUIContent("Reflectance Min", ""); - public static GUIContent reflectanceMaxText = new GUIContent("Reflectance Max", ""); - public static GUIContent metallicMapText = new GUIContent("Metallic", "Metallic (R) and Gloss (A)"); - public static GUIContent smoothnessText = new GUIContent("Gloss", ""); - public static GUIContent normalMapText = new GUIContent("Normal", "Normal Map"); - //public static GUIContent heightMapText = new GUIContent("Height Map", "Height Map (G)"); - public static GUIContent cubeMapScalarText = new GUIContent("Cube Map Scalar", ""); - public static GUIContent occlusionText = new GUIContent("Occlusion", "Occlusion (G)"); - public static GUIContent occlusionStrengthDirectDiffuseText = new GUIContent("Occlusion Direct Diffuse", ""); - public static GUIContent occlusionStrengthDirectSpecularText = new GUIContent("Occlusion Direct Specular", ""); - public static GUIContent occlusionStrengthIndirectDiffuseText = new GUIContent("Occlusion Indirect Diffuse", ""); - public static GUIContent occlusionStrengthIndirectSpecularText = new GUIContent("Occlusion Indirect Specular", ""); - public static GUIContent emissionText = new GUIContent("Emission", "Emission (RGB)"); - public static GUIContent detailMaskText = new GUIContent("Detail Mask", "Mask for Secondary Maps (A)"); - public static GUIContent detailAlbedoText = new GUIContent("Detail Albedo", "Detail Albedo (RGB) multiplied by 2"); - public static GUIContent detailNormalMapText = new GUIContent("Detail Normal", "Detail Normal Map"); - public static GUIContent overrideLightmapText = new GUIContent("Override Lightmap", "Requires ValveOverrideLightmap.cs scrip on object"); - public static GUIContent worldAlignedTextureText = new GUIContent("World Aligned Texture", ""); - public static GUIContent worldAlignedTextureSizeText = new GUIContent("Size", ""); - public static GUIContent worldAlignedTextureNormalText = new GUIContent("Normal", ""); - public static GUIContent worldAlignedTexturePositionText = new GUIContent("World Position", ""); - - public static string whiteSpaceString = " "; - public static string primaryMapsText = "Main Maps"; - public static string secondaryMapsText = "Secondary Maps"; - public static string renderingMode = "Rendering Mode"; - public static string specularModeText = "Specular Mode"; - public static GUIContent emissiveWarning = new GUIContent("Emissive value is animated but the material has not been configured to support emissive. Please make sure the material itself has some amount of emissive."); - public static GUIContent emissiveColorWarning = new GUIContent("Ensure emissive color is non-black for emission to have effect."); - public static readonly string[] blendNames = Enum.GetNames(typeof(BlendMode)); - public static readonly string[] specularNames = Enum.GetNames(typeof(SpecularMode)); - } - - MaterialProperty unlit = null; - MaterialProperty blendMode = null; - MaterialProperty specularMode = null; - MaterialProperty albedoMap = null; - MaterialProperty albedoColor = null; - MaterialProperty alphaCutoff = null; - MaterialProperty specularMap = null; - MaterialProperty specularColor = null; - MaterialProperty reflectanceMin = null; - MaterialProperty reflectanceMax = null; - MaterialProperty metallicMap = null; - MaterialProperty metallic = null; - MaterialProperty smoothness = null; - MaterialProperty bumpScale = null; - MaterialProperty bumpMap = null; - MaterialProperty cubeMapScalar = null; - MaterialProperty occlusionStrength = null; - MaterialProperty occlusionMap = null; - MaterialProperty occlusionStrengthDirectDiffuse = null; - MaterialProperty occlusionStrengthDirectSpecular = null; - MaterialProperty occlusionStrengthIndirectDiffuse = null; - MaterialProperty occlusionStrengthIndirectSpecular = null; - //MaterialProperty heigtMapScale = null; - //MaterialProperty heightMap = null; - MaterialProperty emissionColorForRendering = null; - MaterialProperty emissionMap = null; - MaterialProperty detailMask = null; - MaterialProperty detailAlbedoMap = null; - MaterialProperty detailNormalMapScale = null; - MaterialProperty detailNormalMap = null; - MaterialProperty uvSetSecondary = null; - MaterialProperty overrideLightmap = null; - MaterialProperty worldAlignedTexture = null; - MaterialProperty worldAlignedTextureSize = null; - MaterialProperty worldAlignedTextureNormal = null; - MaterialProperty worldAlignedTexturePosition = null; - - MaterialEditor m_MaterialEditor; - ColorPickerHDRConfig m_ColorPickerHDRConfig = new ColorPickerHDRConfig(0f, 99f, 1 / 99f, 3f); - - bool m_FirstTimeApply = true; - - public void FindProperties(MaterialProperty[] props) - { - unlit = FindProperty("g_bUnlit", props); - blendMode = FindProperty("_Mode", props); - specularMode = FindProperty("_SpecularMode", props); - albedoMap = FindProperty("_MainTex", props); - albedoColor = FindProperty("_Color", props); - alphaCutoff = FindProperty("_Cutoff", props); - specularMap = FindProperty("_SpecGlossMap", props, false); - specularColor = FindProperty("_SpecColor", props, false); - reflectanceMin = FindProperty("g_flReflectanceMin", props); - reflectanceMax = FindProperty("g_flReflectanceMax", props); - metallicMap = FindProperty("_MetallicGlossMap", props, false); - metallic = FindProperty("_Metallic", props, false); - smoothness = FindProperty("_Glossiness", props); - bumpScale = FindProperty("_BumpScale", props); - bumpMap = FindProperty("_BumpMap", props); - //heigtMapScale = FindProperty ("_Parallax", props); - //heightMap = FindProperty("_ParallaxMap", props); - cubeMapScalar = FindProperty("g_flCubeMapScalar", props); - occlusionStrength = FindProperty("_OcclusionStrength", props); - occlusionStrengthDirectDiffuse = FindProperty("_OcclusionStrengthDirectDiffuse", props); - occlusionStrengthDirectSpecular = FindProperty("_OcclusionStrengthDirectSpecular", props); - occlusionStrengthIndirectDiffuse = FindProperty("_OcclusionStrengthIndirectDiffuse", props); - occlusionStrengthIndirectSpecular = FindProperty("_OcclusionStrengthIndirectSpecular", props); - occlusionMap = FindProperty("_OcclusionMap", props); - emissionColorForRendering = FindProperty("_EmissionColor", props); - emissionMap = FindProperty("_EmissionMap", props); - detailMask = FindProperty("_DetailMask", props); - detailAlbedoMap = FindProperty("_DetailAlbedoMap", props); - detailNormalMapScale = FindProperty("_DetailNormalMapScale", props); - detailNormalMap = FindProperty("_DetailNormalMap", props); - uvSetSecondary = FindProperty("_UVSec", props); - overrideLightmap = FindProperty("g_tOverrideLightmap", props); - worldAlignedTexture = FindProperty("g_bWorldAlignedTexture", props, false); - worldAlignedTextureSize = FindProperty("g_vWorldAlignedTextureSize", props, worldAlignedTexture != null); - worldAlignedTextureNormal = FindProperty("g_vWorldAlignedTextureNormal", props, worldAlignedTexture != null); - worldAlignedTexturePosition = FindProperty("g_vWorldAlignedTexturePosition", props, worldAlignedTexture != null); - } - - public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props) - { - FindProperties(props); // MaterialProperties can be animated so we do not cache them but fetch them every event to ensure animated values are updated correctly - m_MaterialEditor = materialEditor; - Material material = materialEditor.target as Material; - - ShaderPropertiesGUI(material); - - // Make sure that needed keywords are set up if we're switching some existing - // material to a standard shader. - if (m_FirstTimeApply) - { - SetMaterialKeywords(material); - m_FirstTimeApply = false; - } - } - - public void Vector3GUI(GUIContent label, MaterialProperty materialProperty) - { - Vector4 v4 = materialProperty.vectorValue; - Vector3 v3 = EditorGUILayout.Vector3Field(label, new Vector3(v4.x, v4.y, v4.z)); - materialProperty.vectorValue = new Vector4(v3.x, v3.y, v3.z, 0.0f); - } - - public void ShaderPropertiesGUI(Material material) - { - // Use default labelWidth - EditorGUIUtility.labelWidth = 0f; - - // Detect any changes to the material - EditorGUI.BeginChangeCheck(); - { - m_MaterialEditor.ShaderProperty(unlit, Styles.unlitText.text); - bool bUnlit = (unlit.floatValue != 0.0f); - - BlendModePopup(); - - if (!bUnlit) - { - SpecularModePopup(); - } - - EditorGUILayout.Space(); - - //GUILayout.Label( Styles.primaryMapsText, EditorStyles.boldLabel ); - DoAlbedoArea(material); - if (!bUnlit) - { - m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, bumpMap, bumpMap.textureValue != null ? bumpScale : null); - DoSpecularMetallicArea(material); - m_MaterialEditor.TexturePropertySingleLine(Styles.occlusionText, occlusionMap, occlusionMap.textureValue != null ? occlusionStrength : null); - if (occlusionMap.textureValue != null) - { - m_MaterialEditor.ShaderProperty(occlusionStrengthDirectDiffuse, Styles.occlusionStrengthDirectDiffuseText.text, 2); - m_MaterialEditor.ShaderProperty(occlusionStrengthDirectSpecular, Styles.occlusionStrengthDirectSpecularText.text, 2); - m_MaterialEditor.ShaderProperty(occlusionStrengthIndirectDiffuse, Styles.occlusionStrengthIndirectDiffuseText.text, 2); - m_MaterialEditor.ShaderProperty(occlusionStrengthIndirectSpecular, Styles.occlusionStrengthIndirectSpecularText.text, 2); - } - m_MaterialEditor.ShaderProperty(cubeMapScalar, Styles.cubeMapScalarText.text, 0); - } - //m_MaterialEditor.TexturePropertySingleLine(Styles.heightMapText, heightMap, heightMap.textureValue != null ? heigtMapScale : null); - DoEmissionArea(material); - m_MaterialEditor.TexturePropertySingleLine(Styles.detailMaskText, detailMask); - if (!bUnlit) - { - m_MaterialEditor.TexturePropertySingleLine(Styles.overrideLightmapText, overrideLightmap); - } - - EditorGUI.BeginChangeCheck(); // !!! AV - This is from Unity's script. Can these Begin/End calls be nested like this? - m_MaterialEditor.TextureScaleOffsetProperty(albedoMap); - if (EditorGUI.EndChangeCheck()) - { - emissionMap.textureScaleAndOffset = albedoMap.textureScaleAndOffset; // Apply the main texture scale and offset to the emission texture as well, for Enlighten's sake - } - - if (worldAlignedTexture != null) - { - m_MaterialEditor.ShaderProperty(worldAlignedTexture, Styles.worldAlignedTextureText.text); - - if (worldAlignedTexture.floatValue != 0.0f) - { - EditorGUI.indentLevel = 2; - Vector3GUI(Styles.worldAlignedTextureSizeText, worldAlignedTextureSize); - Vector3GUI(Styles.worldAlignedTextureNormalText, worldAlignedTextureNormal); - Vector3GUI(Styles.worldAlignedTexturePositionText, worldAlignedTexturePosition); - EditorGUI.indentLevel = 0; - } - } - - EditorGUILayout.Space(); - - // Secondary properties - GUILayout.Label(Styles.secondaryMapsText, EditorStyles.boldLabel); - m_MaterialEditor.TexturePropertySingleLine(Styles.detailAlbedoText, detailAlbedoMap); - if (!bUnlit) - { - m_MaterialEditor.TexturePropertySingleLine(Styles.detailNormalMapText, detailNormalMap, detailNormalMapScale); - } - m_MaterialEditor.TextureScaleOffsetProperty(detailAlbedoMap); - m_MaterialEditor.ShaderProperty(uvSetSecondary, Styles.uvSetLabel.text); - } - if (EditorGUI.EndChangeCheck()) - { - foreach (var obj in blendMode.targets) - { - MaterialChanged((Material)obj); - } - - foreach (var obj in specularMode.targets) - { - MaterialChanged((Material)obj); - } - } - } - - public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader) - { - base.AssignNewShaderToMaterial(material, oldShader, newShader); - - if (oldShader == null) - return; - - // Convert to vr_standard - if (newShader.name.Equals("Valve/vr_standard")) - { - List unknownShaders = new List(); - ValveRefreshStandardShader.StandardToValveSingleMaterial(material, oldShader, newShader, false, unknownShaders); - } - - // Legacy shaders - if (!oldShader.name.Contains("Legacy Shaders/")) - return; - - BlendMode blendMode = BlendMode.Opaque; - if (oldShader.name.Contains("/Transparent/Cutout/")) - { - blendMode = BlendMode.AlphaTest; - } - else if (oldShader.name.Contains("/Transparent/")) - { - // NOTE: legacy shaders did not provide physically based transparency - // therefore Fade mode - blendMode = BlendMode.AlphaBlend; - } - material.SetFloat("_Mode", (float)blendMode); - - MaterialChanged(material); - } - - void BlendModePopup() - { - EditorGUI.showMixedValue = blendMode.hasMixedValue; - var mode = (BlendMode)blendMode.floatValue; - - EditorGUI.BeginChangeCheck(); - mode = (BlendMode)EditorGUILayout.Popup(Styles.renderingMode, (int)mode, Styles.blendNames); - if (EditorGUI.EndChangeCheck()) - { - m_MaterialEditor.RegisterPropertyChangeUndo("Rendering Mode"); - blendMode.floatValue = (float)mode; - } - - EditorGUI.showMixedValue = false; - } - - void SpecularModePopup() - { - EditorGUI.showMixedValue = specularMode.hasMixedValue; - var mode = (SpecularMode)specularMode.floatValue; - - EditorGUI.BeginChangeCheck(); - mode = (SpecularMode)EditorGUILayout.Popup(Styles.specularModeText, (int)mode, Styles.specularNames); - if (EditorGUI.EndChangeCheck()) - { - m_MaterialEditor.RegisterPropertyChangeUndo("Specular Mode"); - specularMode.floatValue = (float)mode; - } - - EditorGUI.showMixedValue = false; - } - - void DoAlbedoArea(Material material) - { - m_MaterialEditor.TexturePropertySingleLine(Styles.albedoText, albedoMap, albedoColor); - if (((BlendMode)material.GetFloat("_Mode") == BlendMode.AlphaTest)) - { - m_MaterialEditor.ShaderProperty(alphaCutoff, Styles.alphaCutoffText.text, MaterialEditor.kMiniTextureFieldLabelIndentLevel + 1); - } - } - - void DoEmissionArea(Material material) - { - float brightness = emissionColorForRendering.colorValue.maxColorComponent; - bool showHelpBox = !HasValidEmissiveKeyword(material); - bool showEmissionColorAndGIControls = brightness > 0.0f; - - bool hadEmissionTexture = emissionMap.textureValue != null; - - // Texture and HDR color controls - m_MaterialEditor.TexturePropertyWithHDRColor(Styles.emissionText, emissionMap, emissionColorForRendering, m_ColorPickerHDRConfig, false); - - // If texture was assigned and color was black set color to white - if (emissionMap.textureValue != null && !hadEmissionTexture && brightness <= 0f) - emissionColorForRendering.colorValue = Color.white; - - // Dynamic Lightmapping mode - if (showEmissionColorAndGIControls) - { - bool shouldEmissionBeEnabled = ShouldEmissionBeEnabled(emissionColorForRendering.colorValue); - using (new EditorGUI.DisabledScope(!shouldEmissionBeEnabled)) - { - m_MaterialEditor.LightmapEmissionProperty(MaterialEditor.kMiniTextureFieldLabelIndentLevel + 1); - } - } - - if (showHelpBox) - { - EditorGUILayout.HelpBox(Styles.emissiveWarning.text, MessageType.Warning); - } - } - - void DoSpecularMetallicArea(Material material) - { - SpecularMode specularMode = (SpecularMode)material.GetInt("_SpecularMode"); - if (specularMode == SpecularMode.BlinnPhong) - { - if (specularMap.textureValue == null) - { - m_MaterialEditor.TexturePropertyTwoLines(Styles.specularMapText, specularMap, specularColor, Styles.smoothnessText, smoothness); - } - else - { - m_MaterialEditor.TexturePropertySingleLine(Styles.specularMapText, specularMap); - m_MaterialEditor.ShaderProperty(reflectanceMin, Styles.reflectanceMinText.text, 2); - m_MaterialEditor.ShaderProperty(reflectanceMax, Styles.reflectanceMaxText.text, 2); - } - } - else if (specularMode == SpecularMode.Metallic) - { - if (metallicMap.textureValue == null) - m_MaterialEditor.TexturePropertyTwoLines(Styles.metallicMapText, metallicMap, metallic, Styles.smoothnessText, smoothness); - else - m_MaterialEditor.TexturePropertySingleLine(Styles.metallicMapText, metallicMap); - } - } - - public static void SetupMaterialWithBlendMode(Material material, BlendMode blendMode) - { - switch (blendMode) - { - case BlendMode.Opaque: - material.SetOverrideTag("RenderType", ""); - material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); - material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); - material.SetInt("_ZWrite", 1); - material.DisableKeyword("_ALPHATEST_ON"); - material.DisableKeyword("_ALPHABLEND_ON"); - material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); - material.renderQueue = -1; - break; - case BlendMode.AlphaTest: - material.SetOverrideTag("RenderType", "TransparentCutout"); - material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); - material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); - material.SetInt("_ZWrite", 1); - material.EnableKeyword("_ALPHATEST_ON"); - material.DisableKeyword("_ALPHABLEND_ON"); - material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); - material.renderQueue = 2450; - break; - case BlendMode.AlphaBlend: - material.SetOverrideTag("RenderType", "Transparent"); - material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); - material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); - material.SetInt("_ZWrite", 0); - material.DisableKeyword("_ALPHATEST_ON"); - material.EnableKeyword("_ALPHABLEND_ON"); - material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); - material.renderQueue = 3000; - break; - case BlendMode.Glass: - material.SetOverrideTag("RenderType", "Transparent"); - material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); - material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); - material.SetInt("_ZWrite", 0); - material.DisableKeyword("_ALPHATEST_ON"); - material.DisableKeyword("_ALPHABLEND_ON"); - material.EnableKeyword("_ALPHAPREMULTIPLY_ON"); - material.renderQueue = 3000; - break; - case BlendMode.Additive: - material.SetOverrideTag("RenderType", "Transparent"); - material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); - material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.One); - material.SetInt("_ZWrite", 0); - material.DisableKeyword("_ALPHATEST_ON"); - material.DisableKeyword("_ALPHABLEND_ON"); - material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); - material.renderQueue = 3000; - break; - } - } - - static bool ShouldEmissionBeEnabled(Color color) - { - return color.maxColorComponent > (0.1f / 255.0f); - } - - static void SetMaterialKeywords(Material material) - { - // Note: keywords must be based on Material value not on MaterialProperty due to multi-edit & material animation - // (MaterialProperty value might come from renderer material property block) - SetKeyword(material, "_NORMALMAP", material.GetTexture("_BumpMap") || material.GetTexture("_DetailNormalMap")); - - SpecularMode specularMode = (SpecularMode)material.GetInt("_SpecularMode"); - if (specularMode == SpecularMode.BlinnPhong) - { - SetKeyword(material, "_SPECGLOSSMAP", material.GetTexture("_SpecGlossMap")); - } - else if (specularMode == SpecularMode.Metallic) - { - SetKeyword(material, "_METALLICGLOSSMAP", material.GetTexture("_MetallicGlossMap")); - } - SetKeyword(material, "S_SPECULAR_NONE", specularMode == SpecularMode.None); - SetKeyword(material, "S_SPECULAR_BLINNPHONG", specularMode == SpecularMode.BlinnPhong); - SetKeyword(material, "S_SPECULAR_METALLIC", specularMode == SpecularMode.Metallic); - SetKeyword(material, "S_OCCLUSION", material.GetTexture("_OcclusionMap")); - - SetKeyword(material, "_PARALLAXMAP", material.GetTexture("_ParallaxMap")); - SetKeyword(material, "_DETAIL_MULX2", material.GetTexture("_DetailAlbedoMap") || material.GetTexture("_DetailNormalMap")); - SetKeyword(material, "S_OVERRIDE_LIGHTMAP", material.GetTexture("g_tOverrideLightmap")); - - SetKeyword(material, "S_UNLIT", material.GetInt("g_bUnlit") == 1); - SetKeyword(material, "S_WORLD_ALIGNED_TEXTURE", material.GetInt("g_bWorldAlignedTexture") == 1); - - bool shouldEmissionBeEnabled = ShouldEmissionBeEnabled(material.GetColor("_EmissionColor")); - SetKeyword(material, "_EMISSION", shouldEmissionBeEnabled); - - // Setup lightmap emissive flags - MaterialGlobalIlluminationFlags flags = material.globalIlluminationFlags; - if ((flags & (MaterialGlobalIlluminationFlags.BakedEmissive | MaterialGlobalIlluminationFlags.RealtimeEmissive)) != 0) - { - flags &= ~MaterialGlobalIlluminationFlags.EmissiveIsBlack; - if (!shouldEmissionBeEnabled) - flags |= MaterialGlobalIlluminationFlags.EmissiveIsBlack; - - material.globalIlluminationFlags = flags; - } - - // Reflectance constants - float flReflectanceMin = material.GetFloat("g_flReflectanceMin"); - float flReflectanceMax = material.GetFloat("g_flReflectanceMax"); - material.SetFloat("g_flReflectanceScale", Mathf.Max(flReflectanceMin, flReflectanceMax) - flReflectanceMin); - material.SetFloat("g_flReflectanceBias", flReflectanceMin); - - // World aligned texture constants - Vector4 worldAlignedTextureNormal = material.GetVector("g_vWorldAlignedTextureNormal"); - Vector3 normal = new Vector3(worldAlignedTextureNormal.x, worldAlignedTextureNormal.y, worldAlignedTextureNormal.z); - normal = (normal.sqrMagnitude > 0.0f) ? normal : Vector3.up; - Vector3 tangentU = Vector3.zero, tangentV = Vector3.zero; - Vector3.OrthoNormalize(ref normal, ref tangentU, ref tangentV); - material.SetVector("g_vWorldAlignedNormalTangentU", new Vector4(tangentU.x, tangentU.y, tangentU.z, 0.0f)); - material.SetVector("g_vWorldAlignedNormalTangentV", new Vector4(tangentV.x, tangentV.y, tangentV.z, 0.0f)); - - // Static combo skips - if (material.GetInt("g_bUnlit") == 1) - { - material.DisableKeyword("_NORMALMAP"); - material.EnableKeyword("S_SPECULAR_NONE"); - material.DisableKeyword("S_SPECULAR_BLINNPHONG"); - material.DisableKeyword("S_SPECULAR_METALLIC"); - material.DisableKeyword("_METALLICGLOSSMAP"); - material.DisableKeyword("_SPECGLOSSMAP"); - material.DisableKeyword("S_OVERRIDE_LIGHTMAP"); - } - } - - bool HasValidEmissiveKeyword(Material material) - { - // Material animation might be out of sync with the material keyword. - // So if the emission support is disabled on the material, but the property blocks have a value that requires it, then we need to show a warning. - // (note: (Renderer MaterialPropertyBlock applies its values to emissionColorForRendering)) - bool hasEmissionKeyword = material.IsKeywordEnabled("_EMISSION"); - if (!hasEmissionKeyword && ShouldEmissionBeEnabled(emissionColorForRendering.colorValue)) - return false; - else - return true; - } - - static void MaterialChanged(Material material) - { - SetupMaterialWithBlendMode(material, (BlendMode)material.GetFloat("_Mode")); - - SetMaterialKeywords(material); - } - - static void SetKeyword(Material m, string keyword, bool state) - { - if (state) - m.EnableKeyword(keyword); - else - m.DisableKeyword(keyword); - } - } -} // namespace UnityEditor - -#endif diff --git a/Assets/ScriptableRenderLoop/ForwardRenderLoop/ValveShaderGUI.cs.meta b/Assets/ScriptableRenderLoop/ForwardRenderLoop/ValveShaderGUI.cs.meta deleted file mode 100755 index 840a5e4ff02..00000000000 --- a/Assets/ScriptableRenderLoop/ForwardRenderLoop/ValveShaderGUI.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: ff7ac2f83009fce4badf8060688837af -timeCreated: 1439264716 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop.meta b/Assets/ScriptableRenderLoop/HDRenderLoop.meta deleted file mode 100644 index 6d0ea719c22..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: efe43be6d4923e441a2d4b20b3783b7f -folderAsset: yes -timeCreated: 1474540060 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.asset b/Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.asset deleted file mode 100644 index 103746b9e0a..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.asset +++ /dev/null @@ -1,17 +0,0 @@ -%YAML 1.1 -%TAG !u! tag:unity3d.com,2011: ---- !u!114 &11400000 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_PrefabParentObject: {fileID: 0} - m_PrefabInternal: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: 558064ecdbf6b6742892d699acb39aed, type: 3} - m_Name: HDRenderLoop - m_EditorClassIdentifier: - m_TextureSettings: - spotCookieSize: 128 - pointCookieSize: 512 - reflectionCubemapSize: 128 diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.asset.meta b/Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.asset.meta deleted file mode 100644 index 69f7454039b..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.asset.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 2400b74f5ce370c4481e5dc417d03703 -timeCreated: 1476885643 -licenseType: Pro -NativeFormatImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs b/Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs deleted file mode 100644 index 55b5caf3fc9..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs +++ /dev/null @@ -1,664 +0,0 @@ -using UnityEngine.Rendering; -using UnityEngine.Experimental.Rendering; -using System.Collections.Generic; -using System; - -using UnityEditor; - -namespace UnityEngine.Experimental.ScriptableRenderLoop -{ - [ExecuteInEditMode] - // This HDRenderLoop assume linear lighting. Don't work with gamma. - public class HDRenderLoop : ScriptableRenderLoop - { - private const string k_HDRenderLoopPath = "Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.asset"; - - // Must be in sync with DebugViewMaterial.hlsl - public enum DebugViewVaryingMode - { - Depth = 1, - TexCoord0 = 2, - TexCoord1 = 3, - TexCoord2 = 4, - VertexTangentWS = 5, - VertexBitangentWS = 6, - VertexNormalWS = 7, - VertexColor = 8, - } - - // Must be in sync with DebugViewMaterial.hlsl - public enum DebugViewGbufferMode - { - Depth = 9, - BakeDiffuseLighting = 10, - } - - public class DebugParameters - { - // Material Debugging - public int debugViewMaterial = 0; - - // Rendering debugging - public bool displayOpaqueObjects = true; - public bool displayTransparentObjects = true; - - public bool useForwardRenderingOnly = false; - - public bool enableTonemap = true; - public float exposure = 0; - } - - private DebugParameters m_DebugParameters = new DebugParameters(); - public DebugParameters debugParameters - { - get { return m_DebugParameters; } - } - - #if UNITY_EDITOR - [MenuItem("Renderloop/CreateHDRenderLoop")] - static void CreateHDRenderLoop() - { - var instance = ScriptableObject.CreateInstance(); - UnityEditor.AssetDatabase.CreateAsset(instance, k_HDRenderLoopPath); - } - - #endif - - public class GBufferManager - { - public const int MaxGbuffer = 8; - - public void SetBufferDescription(int index, string stringId, RenderTextureFormat inFormat, RenderTextureReadWrite inSRGBWrite) - { - IDs[index] = Shader.PropertyToID(stringId); - RTIDs[index] = new RenderTargetIdentifier(IDs[index]); - formats[index] = inFormat; - sRGBWrites[index] = inSRGBWrite; - } - - public void InitGBuffers(int width, int height, CommandBuffer cmd) - { - for (int index = 0; index < gbufferCount; index++) - { - /* RTs[index] = */ cmd.GetTemporaryRT(IDs[index], width, height, 0, FilterMode.Point, formats[index], sRGBWrites[index]); - } - } - - public RenderTargetIdentifier[] GetGBuffers(CommandBuffer cmd) - { - var colorMRTs = new RenderTargetIdentifier[gbufferCount]; - for (int index = 0; index < gbufferCount; index++) - { - colorMRTs[index] = RTIDs[index]; - } - - return colorMRTs; - } - - /* - public void BindBuffers(Material mat) - { - for (int index = 0; index < gbufferCount; index++) - { - mat.SetTexture(IDs[index], RTs[index]); - } - } - */ - - - public int gbufferCount { get; set; } - int[] IDs = new int[MaxGbuffer]; - RenderTargetIdentifier[] RTIDs = new RenderTargetIdentifier[MaxGbuffer]; - RenderTextureFormat[] formats = new RenderTextureFormat[MaxGbuffer]; - RenderTextureReadWrite[] sRGBWrites = new RenderTextureReadWrite[MaxGbuffer]; - } - - public const int MaxLights = 32; - public const int MaxProbes = 32; - - //[SerializeField] - //ShadowSettings m_ShadowSettings = ShadowSettings.Default; - //ShadowRenderPass m_ShadowPass; - - [SerializeField] - TextureSettings m_TextureSettings = TextureSettings.Default; - - Material m_DeferredMaterial; - Material m_FinalPassMaterial; - - // TODO: Find a way to automatically create/iterate through these kind of class - Lit.RenderLoop m_LitRenderLoop; - - // Debug - Material m_DebugViewMaterialGBuffer; - - GBufferManager m_gbufferManager = new GBufferManager(); - - static private int s_CameraColorBuffer; - static private int s_CameraDepthBuffer; - - static private ComputeBuffer s_punctualLightList; - static private ComputeBuffer s_envLightList; - - private TextureCacheCubemap m_cubeReflTexArray; - - void OnEnable() - { - Rebuild(); - } - - void OnValidate() - { - Rebuild(); - } - - void ClearComputeBuffers() - { - if (s_punctualLightList != null) - s_punctualLightList.Release(); - - if (s_envLightList != null) - s_envLightList.Release(); - } - - Material CreateEngineMaterial(string shaderPath) - { - var mat = new Material(Shader.Find(shaderPath) as Shader) - { - hideFlags = HideFlags.HideAndDontSave - }; - return mat; - } - - public override void Rebuild() - { - ClearComputeBuffers(); - - s_CameraColorBuffer = Shader.PropertyToID("_CameraColorTexture"); - s_CameraDepthBuffer = Shader.PropertyToID("_CameraDepthTexture"); - - s_punctualLightList = new ComputeBuffer(MaxLights, System.Runtime.InteropServices.Marshal.SizeOf(typeof(PunctualLightData))); - s_envLightList = new ComputeBuffer(MaxLights, System.Runtime.InteropServices.Marshal.SizeOf(typeof(EnvLightData))); - - m_DeferredMaterial = CreateEngineMaterial("Hidden/Unity/LightingDeferred"); - m_FinalPassMaterial = CreateEngineMaterial("Hidden/Unity/FinalPass"); - - // Debug - m_DebugViewMaterialGBuffer = CreateEngineMaterial("Hidden/Unity/DebugViewMaterialGBuffer"); - - // m_ShadowPass = new ShadowRenderPass (m_ShadowSettings); - - m_cubeReflTexArray = new TextureCacheCubemap(); - m_cubeReflTexArray.AllocTextureArray(32, (int)m_TextureSettings.reflectionCubemapSize, TextureFormat.BC6H, true); - - // Init Lit material buffer - GBuffer and init - m_LitRenderLoop = new Lit.RenderLoop(); // Our object can be garbacge collected, so need to be allocate here - - m_gbufferManager.gbufferCount = m_LitRenderLoop.GetGBufferCount(); - for (int gbufferIndex = 0; gbufferIndex < m_gbufferManager.gbufferCount; ++gbufferIndex) - { - m_gbufferManager.SetBufferDescription(gbufferIndex, "_CameraGBufferTexture" + gbufferIndex, m_LitRenderLoop.RTFormat[gbufferIndex], m_LitRenderLoop.RTReadWrite[gbufferIndex]); - } - - m_LitRenderLoop.Rebuild(); - } - - void OnDisable() - { - m_LitRenderLoop.OnDisable(); - - s_punctualLightList.Release(); - s_envLightList.Release(); - - if (m_DeferredMaterial) DestroyImmediate(m_DeferredMaterial); - if (m_FinalPassMaterial) DestroyImmediate(m_FinalPassMaterial); - - m_cubeReflTexArray.Release(); - } - - void InitAndClearBuffer(Camera camera, RenderLoop renderLoop) - { - // We clear only the depth buffer, no need to clear the various color buffer as we overwrite them. - // Clear depth/stencil and init buffers - { - var cmd = new CommandBuffer(); - cmd.name = "InitGBuffers and clear Depth/Stencil"; - - // Init buffer - // With scriptable render loop we must allocate ourself depth and color buffer (We must be independent of backbuffer for now, hope to fix that later). - // Also we manage ourself the HDR format, here allocating fp16 directly. - // With scriptable render loop we can allocate temporary RT in a command buffer, they will not be release with ExecuteCommandBuffer - // These temporary surface are release automatically at the end of the scriptable renderloop if not release explicitly - int w = camera.pixelWidth; - int h = camera.pixelHeight; - - cmd.GetTemporaryRT(s_CameraColorBuffer, w, h, 0, FilterMode.Point, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Default); - cmd.GetTemporaryRT(s_CameraDepthBuffer, w, h, 24, FilterMode.Point, RenderTextureFormat.Depth); - m_gbufferManager.InitGBuffers(w, h, cmd); - - cmd.SetRenderTarget(new RenderTargetIdentifier(s_CameraColorBuffer), new RenderTargetIdentifier(s_CameraDepthBuffer)); - cmd.ClearRenderTarget(true, false, new Color(0, 0, 0, 0)); - renderLoop.ExecuteCommandBuffer(cmd); - cmd.Dispose(); - } - - - // TEMP: As we are in development and have not all the setup pass we still clear the color in emissive buffer and gbuffer, but this will be removed later. - - // Clear HDR target - { - var cmd = new CommandBuffer(); - cmd.name = "Clear HDR target"; - cmd.SetRenderTarget(new RenderTargetIdentifier(s_CameraColorBuffer), new RenderTargetIdentifier(s_CameraDepthBuffer)); - cmd.ClearRenderTarget(false, true, new Color(0, 0, 0, 0)); - renderLoop.ExecuteCommandBuffer(cmd); - cmd.Dispose(); - } - - - // Clear GBuffers - { - var cmd = new CommandBuffer(); - cmd.name = "Clear GBuffer"; - // Write into the Camera Depth buffer - cmd.SetRenderTarget(m_gbufferManager.GetGBuffers(cmd), new RenderTargetIdentifier(s_CameraDepthBuffer)); - // Clear everything - // TODO: Clear is not required for color as we rewrite everything, will save performance. - cmd.ClearRenderTarget(false, true, new Color(0, 0, 0, 0)); - renderLoop.ExecuteCommandBuffer(cmd); - cmd.Dispose(); - } - - // END TEMP - } - - void RenderOpaqueRenderList(CullResults cull, Camera camera, RenderLoop renderLoop, string passName) - { - if (!debugParameters.displayOpaqueObjects) - return; - - DrawRendererSettings settings = new DrawRendererSettings(cull, camera, new ShaderPassName(passName)); - settings.sorting.sortOptions = SortOptions.SortByMaterialThenMesh; - settings.inputCullingOptions.SetQueuesOpaque(); - renderLoop.DrawRenderers(ref settings); - } - - void RenderTransparentRenderList(CullResults cull, Camera camera, RenderLoop renderLoop, string passName) - { - if (!debugParameters.displayTransparentObjects) - return; - - var settings = new DrawRendererSettings(cull, camera, new ShaderPassName(passName)) - { - rendererConfiguration = RendererConfiguration.PerObjectLightProbe | RendererConfiguration.PerObjectReflectionProbes, - sorting = { sortOptions = SortOptions.SortByMaterialThenMesh } - }; - settings.inputCullingOptions.SetQueuesTransparent(); - renderLoop.DrawRenderers(ref settings); - } - - void RenderGBuffer(CullResults cull, Camera camera, RenderLoop renderLoop) - { - if (debugParameters.useForwardRenderingOnly) - { - return ; - } - - // setup GBuffer for rendering - var cmd = new CommandBuffer { name = "GBuffer Pass" }; - cmd.SetRenderTarget(m_gbufferManager.GetGBuffers(cmd), new RenderTargetIdentifier(s_CameraDepthBuffer)); - renderLoop.ExecuteCommandBuffer(cmd); - cmd.Dispose(); - - // render opaque objects into GBuffer - RenderOpaqueRenderList(cull, camera, renderLoop, "GBuffer"); - } - - void RenderDebugViewMaterial(CullResults cull, Camera camera, RenderLoop renderLoop) - { - // Render Opaque forward - { - var cmd = new CommandBuffer { name = "DebugView Material Mode Pass" }; - cmd.SetRenderTarget(new RenderTargetIdentifier(s_CameraColorBuffer), new RenderTargetIdentifier(s_CameraDepthBuffer)); - cmd.ClearRenderTarget(true, true, new Color(0, 0, 0, 0)); - renderLoop.ExecuteCommandBuffer(cmd); - cmd.Dispose(); - - Shader.SetGlobalInt("_DebugViewMaterial", (int)debugParameters.debugViewMaterial); - - RenderOpaqueRenderList(cull, camera, renderLoop, "DebugViewMaterial"); - } - - // Render GBUffer opaque - { - Vector4 screenSize = ComputeScreenSize(camera); - m_DebugViewMaterialGBuffer.SetVector("_ScreenSize", screenSize); - m_DebugViewMaterialGBuffer.SetFloat("_DebugViewMaterial", (float)debugParameters.debugViewMaterial); - - // m_gbufferManager.BindBuffers(m_DeferredMaterial); - // TODO: Bind depth textures - var cmd = new CommandBuffer { name = "GBuffer Debug Pass" }; - cmd.Blit(null, new RenderTargetIdentifier(s_CameraColorBuffer), m_DebugViewMaterialGBuffer, 0); - renderLoop.ExecuteCommandBuffer(cmd); - cmd.Dispose(); - } - - // Render forward transparent - { - RenderTransparentRenderList(cull, camera, renderLoop, "DebugViewMaterial"); - } - - // Last blit - { - var cmd = new CommandBuffer { name = "Blit DebugView Material Debug" }; - cmd.Blit(s_CameraColorBuffer, BuiltinRenderTextureType.CameraTarget); - renderLoop.ExecuteCommandBuffer(cmd); - cmd.Dispose(); - } - } - - Matrix4x4 GetViewProjectionMatrix(Camera camera) - { - // The actual projection matrix used in shaders is actually massaged a bit to work across all platforms - // (different Z value ranges etc.) - var gpuProj = GL.GetGPUProjectionMatrix(camera.projectionMatrix, false); - var gpuVP = gpuProj * camera.worldToCameraMatrix; - - return gpuVP; - } - - Vector4 ComputeScreenSize(Camera camera) - { - return new Vector4(camera.pixelWidth, camera.pixelHeight, 1.0f / camera.pixelWidth, 1.0f / camera.pixelHeight); - } - - void RenderDeferredLighting(Camera camera, RenderLoop renderLoop) - { - if (debugParameters.useForwardRenderingOnly) - { - return; - } - - // Bind material data - m_LitRenderLoop.Bind(); - - var invViewProj = GetViewProjectionMatrix(camera).inverse; - m_DeferredMaterial.SetMatrix("_InvViewProjMatrix", invViewProj); - - var screenSize = ComputeScreenSize(camera); - m_DeferredMaterial.SetVector("_ScreenSize", screenSize); - - // m_gbufferManager.BindBuffers(m_DeferredMaterial); - // TODO: Bind depth textures - var cmd = new CommandBuffer { name = "Deferred Ligthing Pass" }; - cmd.Blit(null, new RenderTargetIdentifier(s_CameraColorBuffer), m_DeferredMaterial, 0); - renderLoop.ExecuteCommandBuffer(cmd); - cmd.Dispose(); - } - - void RenderForward(CullResults cullResults, Camera camera, RenderLoop renderLoop) - { - // Bind material data - m_LitRenderLoop.Bind(); - - var cmd = new CommandBuffer { name = "Forward Pass" }; - cmd.SetRenderTarget(new RenderTargetIdentifier(s_CameraColorBuffer), new RenderTargetIdentifier(s_CameraDepthBuffer)); - renderLoop.ExecuteCommandBuffer(cmd); - cmd.Dispose(); - - if (debugParameters.useForwardRenderingOnly) - { - RenderOpaqueRenderList(cullResults, camera, renderLoop, "Forward"); - } - - RenderTransparentRenderList(cullResults, camera, renderLoop, "Forward"); - } - - void RenderForwardUnlit(CullResults cullResults, Camera camera, RenderLoop renderLoop) - { - // Bind material data - m_LitRenderLoop.Bind(); - - var cmd = new CommandBuffer { name = "Forward Unlit Pass" }; - cmd.SetRenderTarget(new RenderTargetIdentifier(s_CameraColorBuffer), new RenderTargetIdentifier(s_CameraDepthBuffer)); - renderLoop.ExecuteCommandBuffer(cmd); - cmd.Dispose(); - - RenderOpaqueRenderList(cullResults, camera, renderLoop, "ForwardUnlit"); - RenderTransparentRenderList(cullResults, camera, renderLoop, "ForwardUnlit"); - } - - void FinalPass(RenderLoop renderLoop) - { - // Those could be tweakable for the neutral tonemapper, but in the case of the LookDev we don't need that - const float blackIn = 0.02f; - const float whiteIn = 10.0f; - const float blackOut = 0.0f; - const float whiteOut = 10.0f; - const float whiteLevel = 5.3f; - const float whiteClip = 10.0f; - const float dialUnits = 20.0f; - const float halfDialUnits = dialUnits * 0.5f; - - // converting from artist dial units to easy shader-lerps (0-1) - var tonemapCoeff1 = new Vector4((blackIn * dialUnits) + 1.0f, (blackOut * halfDialUnits) + 1.0f, (whiteIn / dialUnits), (1.0f - (whiteOut / dialUnits))); - var tonemapCoeff2 = new Vector4(0.0f, 0.0f, whiteLevel, whiteClip / halfDialUnits); - - m_FinalPassMaterial.SetVector("_ToneMapCoeffs1", tonemapCoeff1); - m_FinalPassMaterial.SetVector("_ToneMapCoeffs2", tonemapCoeff2); - - m_FinalPassMaterial.SetFloat("_EnableToneMap", debugParameters.enableTonemap ? 1.0f : 0.0f); - m_FinalPassMaterial.SetFloat("_Exposure", debugParameters.exposure); - - var cmd = new CommandBuffer { name = "FinalPass" }; - - // Resolve our HDR texture to CameraTarget. - cmd.Blit(s_CameraColorBuffer, BuiltinRenderTextureType.CameraTarget, m_FinalPassMaterial, 0); - renderLoop.ExecuteCommandBuffer(cmd); - cmd.Dispose(); - } - - void NewFrame() - { - // update texture caches - m_cubeReflTexArray.NewFrame(); - } - - //--------------------------------------------------------------------------------------------------------------------------------------------------- - - void UpdatePunctualLights(VisibleLight[] visibleLights) - { - var lights = new List(); - - for (int lightIndex = 0; lightIndex < Math.Min(visibleLights.Length, MaxLights); lightIndex++) - { - var light = visibleLights[lightIndex]; - if (light.lightType != LightType.Spot && light.lightType != LightType.Point && light.lightType != LightType.Directional) - continue; - - var l = new PunctualLightData(); - - if (light.lightType == LightType.Directional) - { - l.useDistanceAttenuation = 0.0f; - // positionWS store Light direction for directional and is opposite to the forward direction - l.positionWS = -light.light.transform.forward; - l.invSqrAttenuationRadius = 0.0f; - } - else - { - l.useDistanceAttenuation = 1.0f; - l.positionWS = light.light.transform.position; - l.invSqrAttenuationRadius = 1.0f / (light.range * light.range); - } - - // Correct intensity calculation (Different from Unity) - var lightColorR = light.light.intensity * Mathf.GammaToLinearSpace(light.light.color.r); - var lightColorG = light.light.intensity * Mathf.GammaToLinearSpace(light.light.color.g); - var lightColorB = light.light.intensity * Mathf.GammaToLinearSpace(light.light.color.b); - - l.color.Set(lightColorR, lightColorG, lightColorB); - - l.forward = light.light.transform.forward; // Note: Light direction is oriented backward (-Z) - l.up = light.light.transform.up; - l.right = light.light.transform.right; - - l.diffuseScale = 1.0f; - l.specularScale = 1.0f; - l.shadowDimmer = 1.0f; - - if (light.lightType == LightType.Spot) - { - var spotAngle = light.light.spotAngle; - var additionalLightData = light.light.GetComponent(); - var innerConePercent = AdditionalLightData.GetInnerSpotPercent01(additionalLightData); - var cosSpotOuterHalfAngle = Mathf.Clamp(Mathf.Cos(spotAngle * 0.5f * Mathf.Deg2Rad), 0.0f, 1.0f); - var cosSpotInnerHalfAngle = Mathf.Clamp(Mathf.Cos(spotAngle * 0.5f * innerConePercent * Mathf.Deg2Rad), 0.0f, 1.0f); // inner cone - - var val = Mathf.Max(0.001f, (cosSpotInnerHalfAngle - cosSpotOuterHalfAngle)); - l.angleScale = 1.0f / val; - l.angleOffset = -cosSpotOuterHalfAngle * l.angleScale; - } - else - { - // 1.0f, 2.0f are neutral value allowing GetAngleAnttenuation in shader code to return 1.0 - l.angleScale = 1.0f; - l.angleOffset = 2.0f; - } - - lights.Add(l); - } - s_punctualLightList.SetData(lights.ToArray()); - - Shader.SetGlobalBuffer("_PunctualLightList", s_punctualLightList); - Shader.SetGlobalInt("_PunctualLightCount", lights.Count); - } - - void UpdateReflectionProbes(VisibleReflectionProbe[] activeReflectionProbes) - { - var lights = new List(); - - for (int lightIndex = 0; lightIndex < Math.Min(activeReflectionProbes.Length, MaxProbes); lightIndex++) - { - var probe = activeReflectionProbes[lightIndex]; - - if (probe.texture == null) - continue; - - var l = new EnvLightData(); - - // CAUTION: localToWorld is the transform for the widget of the reflection probe. i.e the world position of the point use to do the cubemap capture (mean it include the local offset) - l.positionWS = probe.localToWorld.GetColumn(3); - - l.envShapeType = EnvShapeType.None; - - // TODO: Support sphere in the interface - if (probe.boxProjection != 0) - { - l.envShapeType = EnvShapeType.Box; - } - - // remove scale from the matrix (Scale in this matrix is use to scale the widget) - l.right = probe.localToWorld.GetColumn(0); - l.right.Normalize(); - l.up = probe.localToWorld.GetColumn(1); - l.up.Normalize(); - l.forward = probe.localToWorld.GetColumn(2); - l.forward.Normalize(); - - // Artists prefer to have blend distance inside the volume! - // So we let the current UI but we assume blendDistance is an inside factor instead - // Blend distance can't be larger than the max radius - // probe.bounds.extents is BoxSize / 2 - float maxBlendDist = Mathf.Min(probe.bounds.extents.x, Mathf.Min(probe.bounds.extents.y, probe.bounds.extents.z)); - float blendDistance = Mathf.Min(maxBlendDist, probe.blendDistance); - l.innerDistance = probe.bounds.extents - new Vector3(blendDistance, blendDistance, blendDistance); - - l.sliceIndex = m_cubeReflTexArray.FetchSlice(probe.texture); - - l.offsetLS = probe.center; // center is misnamed, it is the offset (in local space) from center of the bounding box to the cubemap capture point - l.blendDistance = blendDistance; - lights.Add(l); - } - - s_envLightList.SetData(lights.ToArray()); - - Shader.SetGlobalBuffer("_EnvLightList", s_envLightList); - Shader.SetGlobalInt("_EnvLightCount", lights.Count); - Shader.SetGlobalTexture("_EnvTextures", m_cubeReflTexArray.GetTexCache()); - } - - public override void Render(Camera[] cameras, RenderLoop renderLoop) - { - if (!m_LitRenderLoop.isInit) - { - m_LitRenderLoop.RenderInit(renderLoop); - } - - // Do anything we need to do upon a new frame. - NewFrame(); - - // Set Frame constant buffer - // TODO... - - foreach (var camera in cameras) - { - // Set camera constant buffer - // TODO... - - CullingParameters cullingParams; - if (!CullResults.GetCullingParameters(camera, out cullingParams)) - continue; - - //m_ShadowPass.UpdateCullingParameters (ref cullingParams); - - var cullResults = CullResults.Cull(ref cullingParams, renderLoop); - - //ShadowOutput shadows; - //m_ShadowPass.Render (renderLoop, cullResults, out shadows); - - renderLoop.SetupCameraProperties(camera); - - //UpdateLightConstants(cullResults.visibleLights /*, ref shadows */); - - UpdatePunctualLights(cullResults.visibleLights); - UpdateReflectionProbes(cullResults.visibleReflectionProbes); - - InitAndClearBuffer(camera, renderLoop); - - RenderGBuffer(cullResults, camera, renderLoop); - - if (debugParameters.debugViewMaterial != 0) - { - RenderDebugViewMaterial(cullResults, camera, renderLoop); - } - else - { - RenderDeferredLighting(camera, renderLoop); - - RenderForward(cullResults, camera, renderLoop); - RenderForwardUnlit(cullResults, camera, renderLoop); - - FinalPass(renderLoop); - } - - renderLoop.Submit(); - } - - // Post effects - } - - #if UNITY_EDITOR - public override UnityEditor.SupportedRenderingFeatures GetSupportedRenderingFeatures() - { - var features = new UnityEditor.SupportedRenderingFeatures - { - reflectionProbe = UnityEditor.SupportedRenderingFeatures.ReflectionProbe.Rotation - }; - - return features; - } - - #endif - } -} diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs.meta b/Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs.meta deleted file mode 100644 index 3f6c9d8ccb9..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 558064ecdbf6b6742892d699acb39aed -timeCreated: 1474539930 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoopInspector.cs b/Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoopInspector.cs deleted file mode 100644 index 9a6b492a733..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoopInspector.cs +++ /dev/null @@ -1,165 +0,0 @@ -using System; -using UnityEditor; - -//using EditorGUIUtility=UnityEditor.EditorGUIUtility; - -namespace UnityEngine.Experimental.ScriptableRenderLoop -{ - [CustomEditor(typeof(HDRenderLoop))] - public class HDRenderLoopInspector : Editor - { - private class Styles - { - public readonly GUIContent debugParameters = new GUIContent("Debug Parameters"); - public readonly GUIContent debugViewMaterial = new GUIContent("DebugView Material", "Display various properties of Materials."); - - public readonly GUIContent displayOpaqueObjects = new GUIContent("Display Opaque Objects", "Toggle opaque objects rendering on and off."); - public readonly GUIContent displayTransparentObjects = new GUIContent("Display Transparent Objects", "Toggle transparent objects rendering on and off."); - public readonly GUIContent enableTonemap = new GUIContent("Enable Tonemap"); - public readonly GUIContent exposure = new GUIContent("Exposure"); - - public readonly GUIContent useForwardRenderingOnly = new GUIContent("Use Forward Rendering Only"); - - public bool isDebugViewMaterialInit = false; - public GUIContent[] debugViewMaterialStrings = null; - public int[] debugViewMaterialValues = null; - } - - private static Styles s_Styles = null; - - private static Styles styles - { - get - { - if (s_Styles == null) - s_Styles = new Styles(); - return s_Styles; - } - } - - const float k_MaxExposure = 32.0f; - - void FillWithProperties(Type type, GUIContent[] debugViewMaterialStrings, int[] debugViewMaterialValues, bool isBSDFData, ref int index) - { - var attributes = type.GetCustomAttributes(true); - // Get attribute to get the start number of the value for the enum - var attr = attributes[0] as GenerateHLSL; - - if (!attr.needParamDefines) - { - return ; - } - - var fields = type.GetFields(); - - var subNamespace = type.Namespace.Substring(type.Namespace.LastIndexOf((".")) + 1); - - var localIndex = 0; - foreach (var field in fields) - { - var fieldName = field.Name; - - // Check if the display name have been override by the users - if (Attribute.IsDefined(field, typeof(SurfaceDataAttributes))) - { - var propertyAttr = (SurfaceDataAttributes[])field.GetCustomAttributes(typeof(SurfaceDataAttributes), false); - if (propertyAttr[0].displayName != "") - { - fieldName = propertyAttr[0].displayName; - } - } - - fieldName = (isBSDFData ? "Engine/" : "") + subNamespace + "/" + fieldName; - - debugViewMaterialStrings[index] = new GUIContent(fieldName); - debugViewMaterialValues[index] = attr.paramDefinesStart + (int)localIndex; - index++; - localIndex++; - } - } - - void FillWithPropertiesEnum(Type type, GUIContent[] debugViewMaterialStrings, int[] debugViewMaterialValues, bool isBSDFData, ref int index) - { - var names = Enum.GetNames(type); - - var localIndex = 0; - foreach (var value in Enum.GetValues(type)) - { - var valueName = (isBSDFData ? "Engine/" : "") + names[localIndex]; - - debugViewMaterialStrings[index] = new GUIContent(valueName); - debugViewMaterialValues[index] = (int)value; - index++; - localIndex++; - } - } - - public override void OnInspectorGUI() - { - var renderLoop = target as HDRenderLoop; - - if (!renderLoop) - return; - - var debugParameters = renderLoop.debugParameters; - - EditorGUILayout.LabelField(styles.debugParameters); - EditorGUI.indentLevel++; - EditorGUI.BeginChangeCheck(); - - if (!styles.isDebugViewMaterialInit) - { - var varyingNames = Enum.GetNames(typeof(HDRenderLoop.DebugViewVaryingMode)); - var gbufferNames = Enum.GetNames(typeof(HDRenderLoop.DebugViewGbufferMode)); - - // +1 for the zero case - var num = 1 + varyingNames.Length - + gbufferNames.Length - + typeof(Builtin.BuiltinData).GetFields().Length - + typeof(Lit.SurfaceData).GetFields().Length - + typeof(Lit.BSDFData).GetFields().Length - + typeof(Unlit.SurfaceData).GetFields().Length - + typeof(Unlit.BSDFData).GetFields().Length; - - styles.debugViewMaterialStrings = new GUIContent[num]; - styles.debugViewMaterialValues = new int[num]; - - var index = 0; - - // 0 is a reserved number - styles.debugViewMaterialStrings[0] = new GUIContent("None"); - styles.debugViewMaterialValues[0] = 0; - index++; - - FillWithPropertiesEnum(typeof(HDRenderLoop.DebugViewVaryingMode), styles.debugViewMaterialStrings, styles.debugViewMaterialValues, false, ref index); - FillWithProperties(typeof(Builtin.BuiltinData), styles.debugViewMaterialStrings, styles.debugViewMaterialValues, false, ref index); - FillWithProperties(typeof(Lit.SurfaceData), styles.debugViewMaterialStrings, styles.debugViewMaterialValues, false, ref index); - FillWithProperties(typeof(Unlit.SurfaceData), styles.debugViewMaterialStrings, styles.debugViewMaterialValues, false, ref index); - - // Engine - FillWithPropertiesEnum(typeof(HDRenderLoop.DebugViewGbufferMode), styles.debugViewMaterialStrings, styles.debugViewMaterialValues, true, ref index); - FillWithProperties(typeof(Lit.BSDFData), styles.debugViewMaterialStrings, styles.debugViewMaterialValues, true, ref index); - FillWithProperties(typeof(Unlit.BSDFData), styles.debugViewMaterialStrings, styles.debugViewMaterialValues, true, ref index); - - styles.isDebugViewMaterialInit = true; - } - - debugParameters.debugViewMaterial = EditorGUILayout.IntPopup(styles.debugViewMaterial, (int)debugParameters.debugViewMaterial, styles.debugViewMaterialStrings, styles.debugViewMaterialValues); - - EditorGUILayout.Space(); - debugParameters.enableTonemap = EditorGUILayout.Toggle(styles.enableTonemap, debugParameters.enableTonemap); - debugParameters.exposure = Mathf.Max(Mathf.Min(EditorGUILayout.FloatField(styles.exposure, debugParameters.exposure), k_MaxExposure), -k_MaxExposure); - - EditorGUILayout.Space(); - debugParameters.displayOpaqueObjects = EditorGUILayout.Toggle(styles.displayOpaqueObjects, debugParameters.displayOpaqueObjects); - debugParameters.displayTransparentObjects = EditorGUILayout.Toggle(styles.displayTransparentObjects, debugParameters.displayTransparentObjects); - debugParameters.useForwardRenderingOnly = EditorGUILayout.Toggle(styles.useForwardRenderingOnly, debugParameters.useForwardRenderingOnly); - - if (EditorGUI.EndChangeCheck()) - { - EditorUtility.SetDirty(renderLoop); // Repaint - } - EditorGUI.indentLevel--; - } - } -} diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders.meta b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders.meta deleted file mode 100644 index bc094fbd7fd..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: fafbb144d7f66074785b7727293d89c5 -folderAsset: yes -timeCreated: 1474297943 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Debug/DebugViewMaterial.hlsl b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Debug/DebugViewMaterial.hlsl deleted file mode 100644 index e82df7bf24d..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Debug/DebugViewMaterial.hlsl +++ /dev/null @@ -1,16 +0,0 @@ -// CAUTION: 0 is a reserved numbers meaning there is no debug view mode -// All number below folow each others! - -// Must be in sync with DebugViewVaryingMode -#define DEBUGVIEW_VARYING_DEPTH 1 -#define DEBUGVIEW_VARYING_TEXCOORD0 2 -#define DEBUGVIEW_VARYING_TEXCOORD1 3 -#define DEBUGVIEW_VARYING_TEXCOORD2 4 -#define DEBUGVIEW_VARYING_VERTEXTANGENTWS 5 -#define DEBUGVIEW_VARYING_VERTEXBITANGENTWS 6 -#define DEBUGVIEW_VARYING_VERTEXNORMALWS 7 -#define DEBUGVIEW_VARYING_VERTEXCOLOR 8 - -// These define are sepcific to GBuffer -#define DEBUGVIEW_GBUFFER_DEPTH 9 -#define DEBUGVIEW_GBUFFER_BAKEDIFFUSELIGHTING 10 diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Debug/DebugViewMaterial.hlsl.meta b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Debug/DebugViewMaterial.hlsl.meta deleted file mode 100644 index b48f9865ad2..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Debug/DebugViewMaterial.hlsl.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 9048292f91ac48d479ce668c5aabf122 -timeCreated: 1476053153 -licenseType: Pro -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Debug/DebugViewMaterialGBuffer.shader b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Debug/DebugViewMaterialGBuffer.shader deleted file mode 100644 index 6f561a1fdd8..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Debug/DebugViewMaterialGBuffer.shader +++ /dev/null @@ -1,99 +0,0 @@ -Shader "Hidden/Unity/DebugViewMaterialGBuffer" -{ - SubShader - { - Pass - { - ZWrite Off - Blend SrcAlpha OneMinusSrcAlpha // We will lerp only the values that are valid - - HLSLPROGRAM - #pragma target 5.0 - #pragma only_renderers d3d11 // TEMP: unitl we go futher in dev - - #pragma vertex VertDeferred - #pragma fragment FragDeferred - - #include "Color.hlsl" - // CAUTION: In case deferred lighting need to support various lighting model statically, we will require to do multicompile with different define like UNITY_MATERIAL_LIT - #define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl - #include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/Lighting.hlsl" // This include Material.hlsl - #include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderVariables.hlsl" - #include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Debug/DebugViewMaterial.hlsl" - - DECLARE_GBUFFER_TEXTURE(_CameraGBufferTexture); - DECLARE_GBUFFER_BAKE_LIGHTING(_CameraGBufferTexture); - - UNITY_DECLARE_TEX2D(_CameraDepthTexture); - int _DebugViewMaterial; - - struct Attributes - { - float3 positionOS : POSITION; - }; - - struct Varyings - { - float4 positionHS : SV_POSITION; - }; - - Varyings VertDeferred(Attributes input) - { - // TODO: implement SV_vertexID full screen quad - Varyings output; - float3 positionWS = TransformObjectToWorld(input.positionOS); - output.positionHS = TransformWorldToHClip(positionWS); - - return output; - } - - float4 FragDeferred(Varyings input) : SV_Target - { - Coordinate coord = GetCoordinate(input.positionHS.xy, _ScreenSize.zw); - - float depth = _CameraDepthTexture.Load(uint3(coord.unPositionSS, 0)).x; - - FETCH_GBUFFER(gbuffer, _CameraGBufferTexture, coord.unPositionSS); - BSDFData bsdfData = DECODE_FROM_GBUFFER(gbuffer); - - // Init to not expected value - float3 result = float3(-666.0, 0.0, 0.0); - bool needLinearToSRGB = false; - - if (_DebugViewMaterial == DEBUGVIEW_GBUFFER_DEPTH) - { - float linearDepth = frac(LinearEyeDepth(depth, _ZBufferParams) * 0.1); - result = linearDepth.xxx; - } - else if (_DebugViewMaterial == DEBUGVIEW_GBUFFER_BAKEDIFFUSELIGHTING) - { - FETCH_BAKE_LIGHTING_GBUFFER(gbuffer, _CameraGBufferTexture, coord.unPositionSS); - result = DECODE_BAKE_LIGHTING_FROM_GBUFFER(gbuffer); - } - - GetBSDFDataDebug(_DebugViewMaterial, bsdfData, result, needLinearToSRGB); - - // f we haven't touch result, we don't blend it. This allow to have the GBuffer debug pass working with the regular forward debug pass. - // The forward debug pass will write its value and then the deferred will overwrite only touched texels. - if (result.x == -666.0) - { - return float4(0.0, 0.0, 0.0, 0.0); - } - else - { - // TEMP! - // For now, the final blit in the backbuffer performs an sRGB write - // So in the meantime we apply the inverse transform to linear data to compensate. - if (!needLinearToSRGB) - result = SRGBToLinear(max(0, result)); - - return float4(result, 1.0); - } - } - - ENDHLSL - } - - } - Fallback Off -} diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightDefinition.cs b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightDefinition.cs deleted file mode 100644 index 0aafe305f8a..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightDefinition.cs +++ /dev/null @@ -1,102 +0,0 @@ -using UnityEngine; - -//----------------------------------------------------------------------------- -// structure definition -//----------------------------------------------------------------------------- -namespace UnityEngine.Experimental.ScriptableRenderLoop -{ - // These structures share between C# and hlsl need to be align on float4, so we pad them. - [GenerateHLSL] - public struct PunctualLightData - { - public Vector3 positionWS; - public float invSqrAttenuationRadius; - - public Vector3 color; - public float useDistanceAttenuation; - - public Vector3 forward; - public float diffuseScale; - - public Vector3 up; - public float specularScale; - - public Vector3 right; - public float shadowDimmer; - - public float angleScale; - public float angleOffset; - public Vector2 unused2; - }; - - [GenerateHLSL] - public enum AreaShapeType - { - Rectangle, - Line, - // Currently not supported in real time (just use for reference) - Sphere, - Disk, - Hemisphere, - Cylinder - }; - - [GenerateHLSL] - public struct AreaLightData - { - public Vector3 positionWS; - public float invSqrAttenuationRadius; - - public Vector3 color; - public AreaShapeType shapeType; - - public Vector3 forward; - public float diffuseScale; - - public Vector3 up; - public float specularScale; - - public Vector3 right; - public float shadowDimmer; - - public Vector2 size; - public float twoSided; - public float unused; - }; - - [GenerateHLSL] - public enum EnvShapeType - { - None, - Box, - Sphere - }; - - [GenerateHLSL] - public struct EnvLightData - { - public Vector3 positionWS; - public EnvShapeType envShapeType; - - public Vector3 forward; - public float unused2; - - public Vector3 up; - public float blendDistance; // blend transition outside the volume - - public Vector3 right; - public int sliceIndex; - - public Vector3 innerDistance; // equivalent to volume scale - public float unused0; - - public Vector3 offsetLS; - public float unused1; - }; - - [GenerateHLSL] - public struct PlanarLightData - { - public Vector3 positionWS; - }; -} // namespace UnityEngine.Experimental.ScriptableRenderLoop diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightDefinition.cs.hlsl b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightDefinition.cs.hlsl deleted file mode 100644 index 63786977e1c..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightDefinition.cs.hlsl +++ /dev/null @@ -1,257 +0,0 @@ -// -// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightDefinition.cs. Please don't edit by hand. -// - -// -// UnityEngine.Experimental.ScriptableRenderLoop.AreaShapeType: static fields -// -#define AREASHAPETYPE_RECTANGLE (0) -#define AREASHAPETYPE_LINE (1) -#define AREASHAPETYPE_SPHERE (2) -#define AREASHAPETYPE_DISK (3) -#define AREASHAPETYPE_HEMISPHERE (4) -#define AREASHAPETYPE_CYLINDER (5) - -// -// UnityEngine.Experimental.ScriptableRenderLoop.EnvShapeType: static fields -// -#define ENVSHAPETYPE_NONE (0) -#define ENVSHAPETYPE_BOX (1) -#define ENVSHAPETYPE_SPHERE (2) - -// Generated from UnityEngine.Experimental.ScriptableRenderLoop.PunctualLightData -// PackingRules = Exact -struct PunctualLightData -{ - float3 positionWS; - float invSqrAttenuationRadius; - float3 color; - float useDistanceAttenuation; - float3 forward; - float diffuseScale; - float3 up; - float specularScale; - float3 right; - float shadowDimmer; - float angleScale; - float angleOffset; - float2 unused2; -}; - -// Generated from UnityEngine.Experimental.ScriptableRenderLoop.AreaLightData -// PackingRules = Exact -struct AreaLightData -{ - float3 positionWS; - float invSqrAttenuationRadius; - float3 color; - int shapeType; - float3 forward; - float diffuseScale; - float3 up; - float specularScale; - float3 right; - float shadowDimmer; - float2 size; - float twoSided; - float unused; -}; - -// Generated from UnityEngine.Experimental.ScriptableRenderLoop.EnvLightData -// PackingRules = Exact -struct EnvLightData -{ - float3 positionWS; - int envShapeType; - float3 forward; - float unused2; - float3 up; - float blendDistance; - float3 right; - int sliceIndex; - float3 innerDistance; - float unused0; - float3 offsetLS; - float unused1; -}; - -// Generated from UnityEngine.Experimental.ScriptableRenderLoop.PlanarLightData -// PackingRules = Exact -struct PlanarLightData -{ - float3 positionWS; -}; - -// -// Accessors for UnityEngine.Experimental.ScriptableRenderLoop.PunctualLightData -// -float3 GetPositionWS(PunctualLightData value) -{ - return value.positionWS; -} -float GetInvSqrAttenuationRadius(PunctualLightData value) -{ - return value.invSqrAttenuationRadius; -} -float3 GetColor(PunctualLightData value) -{ - return value.color; -} -float GetUseDistanceAttenuation(PunctualLightData value) -{ - return value.useDistanceAttenuation; -} -float3 GetForward(PunctualLightData value) -{ - return value.forward; -} -float GetDiffuseScale(PunctualLightData value) -{ - return value.diffuseScale; -} -float3 GetUp(PunctualLightData value) -{ - return value.up; -} -float GetSpecularScale(PunctualLightData value) -{ - return value.specularScale; -} -float3 GetRight(PunctualLightData value) -{ - return value.right; -} -float GetShadowDimmer(PunctualLightData value) -{ - return value.shadowDimmer; -} -float GetAngleScale(PunctualLightData value) -{ - return value.angleScale; -} -float GetAngleOffset(PunctualLightData value) -{ - return value.angleOffset; -} -float2 GetUnused2(PunctualLightData value) -{ - return value.unused2; -} - -// -// Accessors for UnityEngine.Experimental.ScriptableRenderLoop.AreaLightData -// -float3 GetPositionWS(AreaLightData value) -{ - return value.positionWS; -} -float GetInvSqrAttenuationRadius(AreaLightData value) -{ - return value.invSqrAttenuationRadius; -} -float3 GetColor(AreaLightData value) -{ - return value.color; -} -int GetShapeType(AreaLightData value) -{ - return value.shapeType; -} -float3 GetForward(AreaLightData value) -{ - return value.forward; -} -float GetDiffuseScale(AreaLightData value) -{ - return value.diffuseScale; -} -float3 GetUp(AreaLightData value) -{ - return value.up; -} -float GetSpecularScale(AreaLightData value) -{ - return value.specularScale; -} -float3 GetRight(AreaLightData value) -{ - return value.right; -} -float GetShadowDimmer(AreaLightData value) -{ - return value.shadowDimmer; -} -float2 GetSize(AreaLightData value) -{ - return value.size; -} -float GetTwoSided(AreaLightData value) -{ - return value.twoSided; -} -float GetUnused(AreaLightData value) -{ - return value.unused; -} - -// -// Accessors for UnityEngine.Experimental.ScriptableRenderLoop.EnvLightData -// -float3 GetPositionWS(EnvLightData value) -{ - return value.positionWS; -} -int GetEnvShapeType(EnvLightData value) -{ - return value.envShapeType; -} -float3 GetForward(EnvLightData value) -{ - return value.forward; -} -float GetUnused2(EnvLightData value) -{ - return value.unused2; -} -float3 GetUp(EnvLightData value) -{ - return value.up; -} -float GetBlendDistance(EnvLightData value) -{ - return value.blendDistance; -} -float3 GetRight(EnvLightData value) -{ - return value.right; -} -int GetSliceIndex(EnvLightData value) -{ - return value.sliceIndex; -} -float3 GetInnerDistance(EnvLightData value) -{ - return value.innerDistance; -} -float GetUnused0(EnvLightData value) -{ - return value.unused0; -} -float3 GetOffsetLS(EnvLightData value) -{ - return value.offsetLS; -} -float GetUnused1(EnvLightData value) -{ - return value.unused1; -} - -// -// Accessors for UnityEngine.Experimental.ScriptableRenderLoop.PlanarLightData -// -float3 GetPositionWS(PlanarLightData value) -{ - return value.positionWS; -} - - diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/Lighting.hlsl b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/Lighting.hlsl deleted file mode 100644 index ab038f85a7f..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/Lighting.hlsl +++ /dev/null @@ -1,12 +0,0 @@ -#ifndef UNITY_LIGHTING_INCLUDED -#define UNITY_LIGHTING_INCLUDED - -// We need to define the macro used for env map evaluation based on the different architecture. -// Like for material we have one define by architecture. -// TODO: who setup the define for a given architecture ? - -#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Material.hlsl" - -#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightingForward/LightingForward.hlsl" - -#endif // UNITY_LIGHTING_INCLUDED diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightingDeferred.meta b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightingDeferred.meta deleted file mode 100644 index 38e3ebf9ef8..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightingDeferred.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: df85c88f855185249aad13cf37a4952a -folderAsset: yes -timeCreated: 1476653183 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightingDeferred/LightingDeferred.shader b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightingDeferred/LightingDeferred.shader deleted file mode 100644 index b87a52e19cf..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightingDeferred/LightingDeferred.shader +++ /dev/null @@ -1,87 +0,0 @@ -Shader "Hidden/Unity/LightingDeferred" -{ - Properties - { - _SrcBlend("", Float) = 1 - _DstBlend("", Float) = 1 - } - - SubShader - { - - Pass - { - ZWrite Off - Blend[_SrcBlend][_DstBlend] - - HLSLPROGRAM - #pragma target 5.0 - #pragma only_renderers d3d11 // TEMP: unitl we go futher in dev - - #pragma vertex VertDeferred - #pragma fragment FragDeferred - - // CAUTION: In case deferred lighting need to support various lighting model statically, we will require to do multicompile with different define like UNITY_MATERIAL_DISNEYGXX - #define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl - #include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/Lighting.hlsl" // This include Material.hlsl - #include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderVariables.hlsl" - - DECLARE_GBUFFER_TEXTURE(_CameraGBufferTexture); - DECLARE_GBUFFER_BAKE_LIGHTING(_CameraGBufferTexture); - - UNITY_DECLARE_TEX2D(_CameraDepthTexture); - - float4x4 _InvViewProjMatrix; - - struct Attributes - { - float3 positionOS : POSITION; - }; - - struct Varyings - { - float4 positionHS : SV_POSITION; - }; - - Varyings VertDeferred(Attributes input) - { - // TODO: implement SV_vertexID full screen quad - // Lights are draw as one fullscreen quad - Varyings output; - float3 positionWS = TransformObjectToWorld(input.positionOS); - output.positionHS = TransformWorldToHClip(positionWS); - - return output; - } - - float4 FragDeferred(Varyings input) : SV_Target - { - Coordinate coord = GetCoordinate(input.positionHS.xy, _ScreenSize.zw); - - // No need to manage inverse depth, this is handled by the projection matrix - float depth = _CameraDepthTexture.Load(uint3(coord.unPositionSS, 0)).x; - float3 positionWS = UnprojectToWorld(depth, coord.positionSS, _InvViewProjMatrix); - float3 V = GetWorldSpaceNormalizeViewDir(positionWS); - - FETCH_GBUFFER(gbuffer, _CameraGBufferTexture, coord.unPositionSS); - BSDFData bsdfData = DECODE_FROM_GBUFFER(gbuffer); - - PreLightData preLightData = GetPreLightData(V, positionWS, coord, bsdfData); - - // NOTE: Currently calling the forward loop, same code... :) - float4 diffuseLighting; - float4 specularLighting; - ForwardLighting(V, positionWS, preLightData, bsdfData, diffuseLighting, specularLighting); - - FETCH_BAKE_LIGHTING_GBUFFER(gbuffer, _CameraGBufferTexture, coord.unPositionSS); - diffuseLighting.rgb += DECODE_BAKE_LIGHTING_FROM_GBUFFER(gbuffer); - - return float4(diffuseLighting.rgb + specularLighting.rgb, 1.0); - } - - ENDHLSL - } - - } - Fallback Off -} diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightingDeferred/LightingDeferred.shader.meta b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightingDeferred/LightingDeferred.shader.meta deleted file mode 100644 index 9713289c57f..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightingDeferred/LightingDeferred.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 338228fc9e979ca41bf09a981c10c69e -timeCreated: 1474899949 -licenseType: Pro -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightingForward.meta b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightingForward.meta deleted file mode 100644 index 9dbea163e53..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightingForward.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 8f27521401d2efc4fb35f246e296940e -folderAsset: yes -timeCreated: 1476653182 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightingForward/LightingForward.hlsl b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightingForward/LightingForward.hlsl deleted file mode 100644 index 69bfafe4be3..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightingForward/LightingForward.hlsl +++ /dev/null @@ -1,59 +0,0 @@ -#ifndef UNITY_LIGHTING_FORWARD_INCLUDED -#define UNITY_LIGHTING_FORWARD_INCLUDED - -//----------------------------------------------------------------------------- -// Simple forward loop architecture -//----------------------------------------------------------------------------- - -StructuredBuffer _PunctualLightList; -int _PunctualLightCount; - -UNITY_DECLARE_TEXCUBEARRAY(_EnvTextures); - -StructuredBuffer _EnvLightList; -int _EnvLightCount; - -void ForwardLighting( float3 V, float3 positionWS, PreLightData prelightData, BSDFData bsdfData, - out float4 diffuseLighting, - out float4 specularLighting) -{ - diffuseLighting = float4(0.0, 0.0, 0.0, 0.0); - specularLighting = float4(0.0, 0.0, 0.0, 0.0); - - for (int i = 0; i < _PunctualLightCount; ++i) - { - float4 localDiffuseLighting; - float4 localSpecularLighting; - EvaluateBSDF_Punctual(V, positionWS, prelightData, _PunctualLightList[i], bsdfData, localDiffuseLighting, localSpecularLighting); - diffuseLighting += localDiffuseLighting; - specularLighting += localSpecularLighting; - } - - /* - for (int i = 0; i < 4; ++i) - { - float4 localDiffuseLighting; - float4 localSpecularLighting; - EvaluateBSDF_Area(V, positionWS, areaLightData[i], bsdfData, localDiffuseLighting, localSpecularLighting); - diffuseLighting += localDiffuseLighting; - specularLighting += localSpecularLighting; - } - */ - - float4 iblDiffuseLighting = float4(0.0, 0.0, 0.0, 0.0); - float4 iblSpecularLighting = float4(0.0, 0.0, 0.0, 0.0); - - for (int j = 0; j < _EnvLightCount; ++j) - { - float4 localDiffuseLighting; - float4 localSpecularLighting; - EvaluateBSDF_Env(V, positionWS, prelightData, _EnvLightList[j], bsdfData, UNITY_PASS_TEXCUBEARRAY(_EnvTextures), localDiffuseLighting, localSpecularLighting); - iblDiffuseLighting.rgb = lerp(iblDiffuseLighting.rgb, localDiffuseLighting.rgb, localDiffuseLighting.a); // Should be remove by the compiler if it is smart as all is constant 0 - iblSpecularLighting.rgb = lerp(iblSpecularLighting.rgb, localSpecularLighting.rgb, localSpecularLighting.a); - } - - diffuseLighting += iblDiffuseLighting; - specularLighting += iblSpecularLighting; -} - -#endif // UNITY_LIGHTING_FORWARD_INCLUDED diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightingForward/LightingForward.hlsl.meta b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightingForward/LightingForward.hlsl.meta deleted file mode 100644 index 81e9613341e..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightingForward/LightingForward.hlsl.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 2520701347d8611488160514a8d9a1bd -timeCreated: 1474540155 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material.meta b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material.meta deleted file mode 100644 index e0b931e6636..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: b7bc5becc2cf7f14292d68bcd5fdeba6 -folderAsset: yes -timeCreated: 1474297943 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Builtin/BuiltinData.cs b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Builtin/BuiltinData.cs deleted file mode 100644 index 785c67ace31..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Builtin/BuiltinData.cs +++ /dev/null @@ -1,56 +0,0 @@ -using UnityEngine; - -//----------------------------------------------------------------------------- -// structure definition -//----------------------------------------------------------------------------- -namespace UnityEngine.Experimental.ScriptableRenderLoop -{ - namespace Builtin - { - //----------------------------------------------------------------------------- - // BuiltinData - // This structure include common data that should be present in all material - // and are independent from the BSDF parametrization. - // Note: These parameters can be store in GBuffer if the writer wants - //----------------------------------------------------------------------------- - [GenerateHLSL(PackingRules.Exact, false, true, 100)] - public struct BuiltinData - { - [SurfaceDataAttributes("Opacity")] - public float opacity; - - // These are lighting data. - // We would prefer to split lighting and material information but for performance reasons, - // those lighting information are fill - // at the same time than material information. - [SurfaceDataAttributes("Bake Diffuse Lighting")] - public Vector3 bakeDiffuseLighting; // This is the result of sampling lightmap/lightprobe/proxyvolume - - [SurfaceDataAttributes("Emissive Color")] - public Vector3 emissiveColor; - [SurfaceDataAttributes("Emissive Intensity")] - public float emissiveIntensity; - - // These is required for motion blur and temporalAA - [SurfaceDataAttributes("Velocity")] - public Vector2 velocity; - - // Distortion - [SurfaceDataAttributes("Distortion")] - public Vector2 distortion; - [SurfaceDataAttributes("Distortion Blur")] - public float distortionBlur; // Define the color buffer mipmap level to use - }; - - //----------------------------------------------------------------------------- - // LighTransportData - // This struct is use to store information for Enlighten/Progressive light mapper. both at runtime or off line. - //----------------------------------------------------------------------------- - [GenerateHLSL(PackingRules.Exact, false, true, 120)] - public struct LighTransportData - { - public Vector3 diffuseColor; - public Vector3 emissiveColor; - }; - } -} diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Builtin/BuiltinData.cs.hlsl b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Builtin/BuiltinData.cs.hlsl deleted file mode 100644 index e66e91d45b7..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Builtin/BuiltinData.cs.hlsl +++ /dev/null @@ -1,43 +0,0 @@ -// -// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Builtin/BuiltinData.cs. Please don't edit by hand. -// - -// -// UnityEngine.Experimental.ScriptableRenderLoop.Builtin.BuiltinData: static fields -// -#define DEBUGVIEW_BUILTIN_BUILTINDATA_OPACITY (100) -#define DEBUGVIEW_BUILTIN_BUILTINDATA_BAKE_DIFFUSE_LIGHTING (101) -#define DEBUGVIEW_BUILTIN_BUILTINDATA_EMISSIVE_COLOR (102) -#define DEBUGVIEW_BUILTIN_BUILTINDATA_EMISSIVE_INTENSITY (103) -#define DEBUGVIEW_BUILTIN_BUILTINDATA_VELOCITY (104) -#define DEBUGVIEW_BUILTIN_BUILTINDATA_DISTORTION (105) -#define DEBUGVIEW_BUILTIN_BUILTINDATA_DISTORTION_BLUR (106) - -// -// UnityEngine.Experimental.ScriptableRenderLoop.Builtin.LighTransportData: static fields -// -#define DEBUGVIEW_BUILTIN_LIGHTRANSPORTDATA_DIFFUSE_COLOR (120) -#define DEBUGVIEW_BUILTIN_LIGHTRANSPORTDATA_EMISSIVE_COLOR (121) - -// Generated from UnityEngine.Experimental.ScriptableRenderLoop.Builtin.BuiltinData -// PackingRules = Exact -struct BuiltinData -{ - float opacity; - float3 bakeDiffuseLighting; - float3 emissiveColor; - float emissiveIntensity; - float2 velocity; - float2 distortion; - float distortionBlur; -}; - -// Generated from UnityEngine.Experimental.ScriptableRenderLoop.Builtin.LighTransportData -// PackingRules = Exact -struct LighTransportData -{ - float3 diffuseColor; - float3 emissiveColor; -}; - - diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Builtin/BuiltinData.hlsl b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Builtin/BuiltinData.hlsl deleted file mode 100644 index 3418ad631a6..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Builtin/BuiltinData.hlsl +++ /dev/null @@ -1,56 +0,0 @@ -#ifndef UNITY_BUILTIN_DATA_INCLUDED -#define UNITY_BUILTIN_DATA_INCLUDED - -//----------------------------------------------------------------------------- -// BuiltinData -// This structure include common data that should be present in all material -// and are independent from the BSDF parametrization. -// Note: These parameters can be store in GBuffer if the writer wants -//----------------------------------------------------------------------------- - -#include "BuiltinData.cs.hlsl" - -void GetBuiltinDataDebug(uint paramId, BuiltinData builtinData, inout float3 result, inout bool needLinearToSRGB) -{ - switch (paramId) - { - case DEBUGVIEW_BUILTIN_BUILTINDATA_OPACITY: - result = builtinData.opacity.xxx; - break; - case DEBUGVIEW_BUILTIN_BUILTINDATA_BAKE_DIFFUSE_LIGHTING: - // TODO: require a remap - result = builtinData.bakeDiffuseLighting; - break; - case DEBUGVIEW_BUILTIN_BUILTINDATA_EMISSIVE_COLOR: - result = builtinData.emissiveColor; needLinearToSRGB = true; - break; - case DEBUGVIEW_BUILTIN_BUILTINDATA_EMISSIVE_INTENSITY: - result = builtinData.emissiveIntensity.xxx; - break; - case DEBUGVIEW_BUILTIN_BUILTINDATA_VELOCITY: - result = float3(builtinData.velocity, 0.0); - break; - case DEBUGVIEW_BUILTIN_BUILTINDATA_DISTORTION: - result = float3(builtinData.distortion, 0.0); - break; - case DEBUGVIEW_BUILTIN_BUILTINDATA_DISTORTION_BLUR: - result = builtinData.distortionBlur.xxx; - break; - } -} - -void GetLighTransportDataDebug(uint paramId, LighTransportData lightTransportData, inout float3 result, inout bool needLinearToSRGB) -{ - switch (paramId) - { - case DEBUGVIEW_BUILTIN_LIGHTRANSPORTDATA_DIFFUSE_COLOR: - result = lightTransportData.diffuseColor; needLinearToSRGB = true; - break; - case DEBUGVIEW_BUILTIN_LIGHTRANSPORTDATA_EMISSIVE_COLOR: - // TODO: Need a tonemap ? - result = lightTransportData.emissiveColor; - break; - } -} - -#endif // UNITY_BUILTIN_DATA_INCLUDED diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/LayeredLit/LayeredLit.shader b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/LayeredLit/LayeredLit.shader deleted file mode 100644 index 5eaac413d5a..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/LayeredLit/LayeredLit.shader +++ /dev/null @@ -1,210 +0,0 @@ -Shader "Unity/LayeredLit" -{ - Properties - { - // Following set of parameters represent the parameters node inside the MaterialGraph. - // They are use to fill a SurfaceData. With a MaterialGraph this should not exist. - - // Reminder. Color here are in linear but the UI (color picker) do the conversion sRGB to linear - _BaseColor0("BaseColor0", Color) = (1,1,1,1) - _BaseColor1("BaseColor1", Color) = (1, 1, 1, 1) - _BaseColor2("BaseColor2", Color) = (1, 1, 1, 1) - _BaseColor3("BaseColor3", Color) = (1, 1, 1, 1) - - _BaseColorMap0("BaseColorMap0", 2D) = "white" {} - _BaseColorMap1("BaseColorMap1", 2D) = "white" {} - _BaseColorMap2("BaseColorMap2", 2D) = "white" {} - _BaseColorMap3("BaseColorMap3", 2D) = "white" {} - - _Metallic0("Metallic0", Range(0.0, 1.0)) = 0 - _Metallic1("Metallic1", Range(0.0, 1.0)) = 0 - _Metallic2("Metallic2", Range(0.0, 1.0)) = 0 - _Metallic3("Metallic3", Range(0.0, 1.0)) = 0 - - _Smoothness0("Smoothness0", Range(0.0, 1.0)) = 0.5 - _Smoothness1("Smoothness1", Range(0.0, 1.0)) = 0.5 - _Smoothness2("Smoothness2", Range(0.0, 1.0)) = 0.5 - _Smoothness3("Smoothness3", Range(0.0, 1.0)) = 0.5 - - _MaskMap0("MaskMap0", 2D) = "white" {} - _MaskMap1("MaskMap1", 2D) = "white" {} - _MaskMap2("MaskMap2", 2D) = "white" {} - _MaskMap3("MaskMap3", 2D) = "white" {} - - _SpecularOcclusionMap0("SpecularOcclusion0", 2D) = "white" {} - _SpecularOcclusionMap1("SpecularOcclusion1", 2D) = "white" {} - _SpecularOcclusionMap2("SpecularOcclusion2", 2D) = "white" {} - _SpecularOcclusionMap3("SpecularOcclusion3", 2D) = "white" {} - - _NormalMap0("NormalMap0", 2D) = "bump" {} - _NormalMap1("NormalMap1", 2D) = "bump" {} - _NormalMap2("NormalMap2", 2D) = "bump" {} - _NormalMap3("NormalMap3", 2D) = "bump" {} - - [Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0 - - _HeightMap0("HeightMap0", 2D) = "black" {} - _HeightMap1("HeightMap1", 2D) = "black" {} - _HeightMap2("HeightMap2", 2D) = "black" {} - _HeightMap3("HeightMap3", 2D) = "black" {} - - _HeightScale0("Height Scale0", Float) = 1 - _HeightScale1("Height Scale1", Float) = 1 - _HeightScale2("Height Scale2", Float) = 1 - _HeightScale3("Height Scale3", Float) = 1 - - _HeightBias0("Height Bias0", Float) = 0 - _HeightBias1("Height Bias1", Float) = 0 - _HeightBias2("Height Bias2", Float) = 0 - _HeightBias3("Height Bias3", Float) = 0 - - [Enum(Parallax, 0, Displacement, 1)] _HeightMapMode("Heightmap usage", Float) = 0 - - _EmissiveColor0("EmissiveColor0", Color) = (0, 0, 0) - _EmissiveColor1("EmissiveColor1", Color) = (0, 0, 0) - _EmissiveColor2("EmissiveColor2", Color) = (0, 0, 0) - _EmissiveColor3("EmissiveColor3", Color) = (0, 0, 0) - - _EmissiveColorMap0("EmissiveColorMap0", 2D) = "white" {} - _EmissiveColorMap1("EmissiveColorMap1", 2D) = "white" {} - _EmissiveColorMap2("EmissiveColorMap2", 2D) = "white" {} - _EmissiveColorMap3("EmissiveColorMap3", 2D) = "white" {} - - _EmissiveIntensity0("EmissiveIntensity0", Float) = 0 - _EmissiveIntensity1("EmissiveIntensity1", Float) = 0 - _EmissiveIntensity2("EmissiveIntensity2", Float) = 0 - _EmissiveIntensity3("EmissiveIntensity3", Float) = 0 - - _LayerMaskMap("LayerMaskMap", 2D) = "white" {} - - [ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0 - [ToggleOff] _DistortionDepthTest("Distortion Only", Float) = 0.0 - - [ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0 - - _AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 - - // Blending state - [HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0 - [HideInInspector] _BlendMode ("__blendmode", Float) = 0.0 - [HideInInspector] _SrcBlend ("__src", Float) = 1.0 - [HideInInspector] _DstBlend ("__dst", Float) = 0.0 - [HideInInspector] _ZWrite ("__zw", Float) = 1.0 - [HideInInspector] _CullMode("__cullmode", Float) = 2.0 - // Material Id - [HideInInspector] _MaterialId("_MaterialId", FLoat) = 0 - - [HideInInspector] _LayerCount("__layerCount", Float) = 2.0 - - [Enum(Mask Alpha, 0, BaseColor Alpha, 1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 1 - [Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1 - [Enum(None, 0, DoubleSided, 1, DoubleSidedLigthingFlip, 2, DoubleSidedLigthingMirror, 3)] _DoubleSidedMode("Double sided mode", Float) = 0 - } - - HLSLINCLUDE - - #pragma target 5.0 - #pragma only_renderers d3d11 // TEMP: unitl we go futher in dev - - #pragma shader_feature _ALPHATEST_ON - #pragma shader_feature _ _DOUBLESIDED_LIGHTING_FLIP _DOUBLESIDED_LIGHTING_MIRROR - #pragma shader_feature _NORMALMAP - #pragma shader_feature _NORMALMAP_TANGENT_SPACE - #pragma shader_feature _MASKMAP - #pragma shader_feature _SPECULAROCCLUSIONMAP - #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A - #pragma shader_feature _EMISSIVE_COLOR - #pragma shader_feature _EMISSIVE_COLOR_MAP - #pragma shader_feature _HEIGHTMAP - #pragma shader_feature _HEIGHTMAP_AS_DISPLACEMENT - #pragma shader_feature _LAYERMASKMAP - #pragma shader_feature _ _LAYEREDLIT_3_LAYERS _LAYEREDLIT_4_LAYERS - - //------------------------------------------------------------------------------------- - // Include - //------------------------------------------------------------------------------------- - #include "common.hlsl" - #include "../../ShaderPass/ShaderPass.cs.hlsl" - - ENDHLSL - - SubShader - { - Tags { "RenderType"="Opaque" "PerformanceChecks"="False" } - LOD 300 - - // ------------------------------------------------------------------ - // Deferred pass - Pass - { - Name "GBuffer" // Name is not used - Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index - - Cull [_CullMode] - - HLSLPROGRAM - - #pragma vertex VertDefault - #pragma fragment Frag - - #ifdef SHADER_STAGE_FRAGMENT - - #define SHADERPASS SHADERPASS_GBUFFER - #include "LayeredLitCommon.hlsl" - - #include "../../ShaderPass/ShaderPassGBuffer.hlsl" - - #endif - - ENDHLSL - } - - // ------------------------------------------------------------------ - // Debug pass - Pass - { - Name "Debug" - Tags{ "LightMode" = "DebugViewMaterial" } - - Cull[_CullMode] - - HLSLPROGRAM - - #pragma vertex VertDefault - #pragma fragment Frag - - #define SHADERPASS SHADERPASS_DEBUG_VIEW_MATERIAL - #include "LayeredLitCommon.hlsl" - - #include "../../ShaderPass/ShaderPassDebugViewMaterial.hlsl" - - ENDHLSL - } - - // ------------------------------------------------------------------ - // forward pass - Pass - { - Name "Forward" // Name is not used - Tags{ "LightMode" = "Forward" } // This will be only for transparent object based on the RenderQueue index - - Blend[_SrcBlend][_DstBlend] - ZWrite[_ZWrite] - Cull[_CullMode] - - HLSLPROGRAM - - #pragma vertex VertDefault - #pragma fragment Frag - - #define SHADERPASS SHADERPASS_FORWARD - #include "LayeredLitCommon.hlsl" - - #include "../../ShaderPass/ShaderPassForward.hlsl" - - ENDHLSL - } - } - - CustomEditor "LayeredLitGUI" -} diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/LayeredLit/LayeredLitCommon.hlsl b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/LayeredLit/LayeredLitCommon.hlsl deleted file mode 100644 index c56d938dbbd..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/LayeredLit/LayeredLitCommon.hlsl +++ /dev/null @@ -1,446 +0,0 @@ -// GENERATED BY SHADER GRAPH -// Question for shader graph: how to handle dynamic parameter data like matData0 that can change name - -// No guard header! - -#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl -#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/Lighting.hlsl" // This include Material.hlsl -#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderVariables.hlsl" -#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Debug/DebugViewMaterial.hlsl" - -// This files is generated by the ShaderGraph or written by hand - -// Note for ShaderGraph: -// ShaderGraph should generate the vertex shader output to add the variable that may be required -// For example if we require view vector in shader graph, the output must contain positionWS and we calcualte the view vector with it. -// Still some input are mandatory depends on the type of loop. positionWS is mandatory in this current framework. So the ShaderGraph should always generate it. - - -#define PROP_DECL(type, name) type name, name##0, name##1, name##2, name##3; -#define PROP_DECL_TEX2D(name)\ - UNITY_DECLARE_TEX2D(name##0);\ - UNITY_DECLARE_TEX2D_NOSAMPLER(name##1);\ - UNITY_DECLARE_TEX2D_NOSAMPLER(name##2);\ - UNITY_DECLARE_TEX2D_NOSAMPLER(name##3); -#define PROP_SAMPLE(name, textureName, texcoord, swizzle)\ - name##0 = UNITY_SAMPLE_TEX2D_SAMPLER(textureName##0, textureName##0, texcoord).##swizzle; \ - name##1 = UNITY_SAMPLE_TEX2D_SAMPLER(textureName##1, textureName##0, texcoord).##swizzle; \ - name##2 = UNITY_SAMPLE_TEX2D_SAMPLER(textureName##2, textureName##0, texcoord).##swizzle; \ - name##3 = UNITY_SAMPLE_TEX2D_SAMPLER(textureName##3, textureName##0, texcoord).##swizzle; -#define PROP_MUL(name, multiplier, swizzle)\ - name##0 *= multiplier##0.##swizzle; \ - name##1 *= multiplier##1.##swizzle; \ - name##2 *= multiplier##2.##swizzle; \ - name##3 *= multiplier##3.##swizzle; -#define PROP_ASSIGN(name, input, swizzle)\ - name##0 = input##0.##swizzle; \ - name##1 = input##1.##swizzle; \ - name##2 = input##2.##swizzle; \ - name##3 = input##3.##swizzle; -#define PROP_ASSIGN_VALUE(name, input)\ - name##0 = input; \ - name##1 = input; \ - name##2 = input; \ - name##3 = input; -#define PROP_BLEND_COLOR(name, mask) name = BlendLayeredColor(name##0, name##1, name##2, name##3, mask); -#define PROP_BLEND_SCALAR(name, mask) name = BlendLayeredScalar(name##0, name##1, name##2, name##3, mask); - -#define _MAX_LAYER 4 - -#if defined(_LAYEREDLIT_4_LAYERS) -# define _LAYER_COUNT 4 -#elif defined(_LAYEREDLIT_3_LAYERS) -# define _LAYER_COUNT 3 -#else -# define _LAYER_COUNT 2 -#endif - -//------------------------------------------------------------------------------------- -// variable declaration -//------------------------------------------------------------------------------------- - -// Set of users variables -PROP_DECL(float4, _BaseColor); -PROP_DECL_TEX2D(_BaseColorMap); -PROP_DECL(float, _Metallic); -PROP_DECL(float, _Smoothness); -PROP_DECL_TEX2D(_MaskMap); -PROP_DECL_TEX2D(_SpecularOcclusionMap); -PROP_DECL_TEX2D(_NormalMap); -PROP_DECL_TEX2D(_Heightmap); -PROP_DECL(float, _HeightScale); -PROP_DECL(float, _HeightBias); -PROP_DECL(float4, _EmissiveColor); -PROP_DECL(float, _EmissiveIntensity); - -float _AlphaCutoff; -UNITY_DECLARE_TEX2D(_LayerMaskMap); - -//------------------------------------------------------------------------------------- -// Lighting architecture -//------------------------------------------------------------------------------------- - -// TODO: Check if we will have different Varyings based on different pass, not sure about that... - -// Forward -struct Attributes -{ - float3 positionOS : POSITION; - float3 normalOS : NORMAL; - float2 uv0 : TEXCOORD0; - float4 tangentOS : TANGENT; - float4 color : TANGENT; -}; - -struct Varyings -{ - float4 positionHS; - float3 positionWS; - float2 texCoord0; - float3 tangentToWorld[3]; - float4 vertexColor; - -#ifdef SHADER_STAGE_FRAGMENT - #if defined(_DOUBLESIDED_LIGHTING_FLIP) || defined(_DOUBLESIDED_LIGHTING_MIRROR) - FRONT_FACE_TYPE cullFace; - #endif -#endif -}; - -struct PackedVaryings -{ - float4 positionHS : SV_Position; - float4 interpolators[6] : TEXCOORD0; - -#ifdef SHADER_STAGE_FRAGMENT - #if defined(_DOUBLESIDED_LIGHTING_FLIP) || defined(_DOUBLESIDED_LIGHTING_MIRROR) - FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMATIC; - #endif -#endif -}; - -// Function to pack data to use as few interpolator as possible, the ShaderGraph should generate these functions -PackedVaryings PackVaryings(Varyings input) -{ - PackedVaryings output; - output.positionHS = input.positionHS; - output.interpolators[0].xyz = input.positionWS.xyz; - output.interpolators[0].w = input.texCoord0.x; - output.interpolators[1].xyz = input.tangentToWorld[0]; - output.interpolators[2].xyz = input.tangentToWorld[1]; - output.interpolators[3].xyz = input.tangentToWorld[2]; - output.interpolators[4].x = input.texCoord0.y; - output.interpolators[4].yzw = float3(0.0, 0.0, 0.0); - output.interpolators[5] = input.vertexColor; - - return output; -} - -Varyings UnpackVaryings(PackedVaryings input) -{ - Varyings output; - output.positionHS = input.positionHS; - output.positionWS.xyz = input.interpolators[0].xyz; - output.texCoord0.x = input.interpolators[0].w; - output.texCoord0.y = input.interpolators[4].x; - output.tangentToWorld[0] = input.interpolators[1].xyz; - output.tangentToWorld[1] = input.interpolators[2].xyz; - output.tangentToWorld[2] = input.interpolators[3].xyz; - output.vertexColor = input.interpolators[5]; - -#ifdef SHADER_STAGE_FRAGMENT - #if defined(_DOUBLESIDED_LIGHTING_FLIP) || defined(_DOUBLESIDED_LIGHTING_MIRROR) - output.cullFace = input.cullFace; - #endif -#endif - - return output; -} - -// TODO: Here we will also have all the vertex deformation (GPU skinning, vertex animation, morph target...) or we will need to generate a compute shaders instead (better! but require work to deal with unpacking like fp16) -PackedVaryings VertDefault(Attributes input) -{ - Varyings output; - - output.positionWS = TransformObjectToWorld(input.positionOS); - // TODO deal with camera center rendering and instancing (This is the reason why we always perform tow steps transform to clip space + instancing matrix) - output.positionHS = TransformWorldToHClip(output.positionWS); - - float3 normalWS = TransformObjectToWorldNormal(input.normalOS); - - output.texCoord0 = input.uv0; - - float4 tangentWS = float4(TransformObjectToWorldDir(input.tangentOS.xyz), input.tangentOS.w); - - float3x3 tangentToWorld = CreateTangentToWorld(normalWS, tangentWS.xyz, tangentWS.w); - output.tangentToWorld[0].xyz = tangentToWorld[0]; - output.tangentToWorld[1].xyz = tangentToWorld[1]; - output.tangentToWorld[2].xyz = tangentToWorld[2]; - - output.vertexColor = input.color; - - return PackVaryings(output); -} - - -//------------------------------------------------------------------------------------- -// Fill SurfaceData/Lighting data function -//------------------------------------------------------------------------------------- - -#if SHADER_STAGE_FRAGMENT - -float3 BlendLayeredColor(float3 rgb0, float3 rgb1, float3 rgb2, float3 rgb3, float weight[4]) -{ - float3 result = float3(0.0, 0.0, 0.0); - - result = rgb0 * weight[0] + rgb1 * weight[1]; -#if _LAYER_COUNT >= 3 - result += (rgb2 * weight[2]); -#endif -#if _LAYER_COUNT >= 4 - result += rgb3 * weight[3]; -#endif - - return result; -} - -float3 BlendLayeredNormal(float3 normal0, float3 normal1, float3 normal2, float3 normal3, float weight[4]) -{ - float3 result = float3(0.0, 0.0, 0.0); - - // TODO : real normal map blending function - result = normal0 * weight[0] + normal1 * weight[1]; -#if _LAYER_COUNT >= 3 - result += normal2 * weight[2]; -#endif -#if _LAYER_COUNT >= 4 - result += normal3 * weight[3]; -#endif - - return result; -} - -float BlendLayeredScalar(float x0, float x1, float x2, float x3, float weight[4]) -{ - float result = 0.0; - - result = x0 * weight[0] + x1 * weight[1]; -#if _LAYER_COUNT >= 3 - result += x2 * weight[2]; -#endif -#if _LAYER_COUNT >= 4 - result += x3 * weight[3]; -#endif - - return result; -} - -void ComputeMaskWeights(float4 inputMasks, out float outWeights[_MAX_LAYER]) -{ - float masks[_MAX_LAYER]; - masks[0] = inputMasks.r; - masks[1] = inputMasks.g; - masks[2] = inputMasks.b; - masks[3] = inputMasks.a; - - // calculate weight of each layers - float left = 1.0f; - - // ATTRIBUTE_UNROLL - for (int i = _LAYER_COUNT - 1; i > 0; --i) - { - outWeights[i] = masks[i] * left; - left -= outWeights[i]; - } - outWeights[0] = left; -} - -void GetSurfaceAndBuiltinData(Varyings input, out SurfaceData surfaceData, out BuiltinData builtinData) -{ - float4 maskValues = float4(1.0, 1.0, 1.0, 1.0);// input.vertexColor; - -#ifdef _LAYERMASKMAP - float4 maskMap = UNITY_SAMPLE_TEX2D(_LayerMaskMap, input.texCoord0); - maskValues *= maskMap; -#endif - - float weights[_MAX_LAYER]; - ComputeMaskWeights(maskValues, weights); - - PROP_DECL(float3, baseColor); - PROP_SAMPLE(baseColor, _BaseColorMap, input.texCoord0, rgb); - PROP_MUL(baseColor, _BaseColor, rgb); - PROP_BLEND_COLOR(baseColor, weights); - - surfaceData.baseColor = baseColor; - - PROP_DECL(float, alpha); -#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A - PROP_ASSIGN(alpha, _BaseColor, a); -#else - PROP_SAMPLE(alpha, _BaseColorMap, input.texCoord0, a); - PROP_MUL(alpha, _BaseColor, a); -#endif - PROP_BLEND_SCALAR(alpha, weights); - -#ifdef _ALPHATEST_ON - clip(alpha - _AlphaCutoff); -#endif - - builtinData.opacity = alpha; - - PROP_DECL(float, specularOcclusion); -#ifdef _SPECULAROCCLUSIONMAP - // TODO: Do something. For now just take alpha channel - PROP_SAMPLE(specularOcclusion, _SpecularOcclusionMap, input.texCoord0, a); -#else - // Horizon Occlusion for Normal Mapped Reflections: http://marmosetco.tumblr.com/post/81245981087 - //surfaceData.specularOcclusion = saturate(1.0 + horizonFade * dot(r, input.tangentToWorld[2].xyz); - // smooth it - //surfaceData.specularOcclusion *= surfaceData.specularOcclusion; - PROP_ASSIGN_VALUE(specularOcclusion, 1.0); -#endif - PROP_BLEND_SCALAR(specularOcclusion, weights); - surfaceData.specularOcclusion = specularOcclusion; - - // TODO: think about using BC5 - float3 vertexNormalWS = input.tangentToWorld[2].xyz; - -#ifdef _NORMALMAP - #ifdef _NORMALMAP_TANGENT_SPACE - float3 normalTS0 = UnpackNormalAG(UNITY_SAMPLE_TEX2D_SAMPLER(_NormalMap0, _NormalMap0, input.texCoord0)); - float3 normalTS1 = UnpackNormalAG(UNITY_SAMPLE_TEX2D_SAMPLER(_NormalMap1, _NormalMap0, input.texCoord0)); - float3 normalTS2 = UnpackNormalAG(UNITY_SAMPLE_TEX2D_SAMPLER(_NormalMap2, _NormalMap0, input.texCoord0)); - float3 normalTS3 = UnpackNormalAG(UNITY_SAMPLE_TEX2D_SAMPLER(_NormalMap3, _NormalMap0, input.texCoord0)); - - float3 normalTS = BlendLayeredNormal(normalTS0, normalTS1, normalTS2, normalTS3, weights); - - surfaceData.normalWS = TransformTangentToWorld(normalTS, input.tangentToWorld); - #else // Object space (TODO: We need to apply the world rotation here!) - surfaceData.normalWS = UNITY_SAMPLE_TEX2D(_NormalMap, input.texCoord0).rgb; - #endif -#else - surfaceData.normalWS = vertexNormalWS; -#endif - -#if defined(_DOUBLESIDED_LIGHTING_FLIP) || defined(_DOUBLESIDED_LIGHTING_MIRROR) - #ifdef _DOUBLESIDED_LIGHTING_FLIP - float3 oppositeNormalWS = -surfaceData.normalWS; - #else - // Mirror the normal with the plane define by vertex normal - float3 oppositeNormalWS = reflect(surfaceData.normalWS, vertexNormalWS); - #endif - // TODO : Test if GetOdddNegativeScale() is necessary here in case of normal map, as GetOdddNegativeScale is take into account in CreateTangentToWorld(); - surfaceData.normalWS = IS_FRONT_VFACE(input.cullFace, GetOdddNegativeScale() >= 0.0 ? surfaceData.normalWS : oppositeNormalWS, -GetOdddNegativeScale() >= 0.0 ? surfaceData.normalWS : oppositeNormalWS); -#endif - - - PROP_DECL(float, perceptualSmoothness); -#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A - PROP_SAMPLE(perceptualSmoothness, _BaseColorMap, input.texCoord0, a); -#elif defined(_MASKMAP) - PROP_SAMPLE(perceptualSmoothness, _MaskMap, input.texCoord0, a); -#else - PROP_ASSIGN_VALUE(perceptualSmoothness, 1.0); -#endif - PROP_MUL(perceptualSmoothness, _Smoothness, r); - PROP_BLEND_SCALAR(perceptualSmoothness, weights); - - surfaceData.perceptualSmoothness = perceptualSmoothness; - - surfaceData.materialId = 0; - - // MaskMap is Metallic, Ambient Occlusion, (Optional) - emissive Mask, Optional - Smoothness (in alpha) - PROP_DECL(float, metallic); - PROP_DECL(float, ambientOcclusion); -#ifdef _MASKMAP - PROP_SAMPLE(metallic, _MaskMap, input.texCoord0, a); - PROP_SAMPLE(ambientOcclusion, _MaskMap, input.texCoord0, g); -#else - PROP_ASSIGN_VALUE(metallic, 1.0); - PROP_ASSIGN_VALUE(ambientOcclusion, 1.0); -#endif - PROP_MUL(metallic, _Metallic, r); - - PROP_BLEND_SCALAR(metallic, weights); - PROP_BLEND_SCALAR(ambientOcclusion, weights); - - surfaceData.metallic = metallic; - surfaceData.ambientOcclusion = ambientOcclusion; - - surfaceData.tangentWS = float3(1.0, 0.0, 0.0); - surfaceData.anisotropy = 0; - surfaceData.specular = 0.04; - - surfaceData.subSurfaceRadius = 1.0; - surfaceData.thickness = 0.0; - surfaceData.subSurfaceProfile = 0; - - surfaceData.coatNormalWS = float3(1.0, 0.0, 0.0); - surfaceData.coatPerceptualSmoothness = 1.0; - surfaceData.specularColor = float3(0.0, 0.0, 0.0); - - // Builtin Data - - // TODO: Sample lightmap/lightprobe/volume proxy - // This should also handle projective lightmap - // Note that data input above can be use to sample into lightmap (like normal) - builtinData.bakeDiffuseLighting = float3(0.0, 0.0, 0.0);// tex2D(_DiffuseLightingMap, input.texCoord0).rgb; - - // If we chose an emissive color, we have a dedicated texture for it and don't use MaskMap - PROP_DECL(float3, emissiveColor); -#ifdef _EMISSIVE_COLOR - #ifdef _EMISSIVE_COLOR_MAP - PROP_SAMPLE(emissiveColor, _EmissiveColorMap, input.texCoord0, rgb); - #else - PROP_ASSIGN(emissiveColor, _EmissiveColor, rgb); - #endif -#elif defined(_MASKMAP) // If we have a MaskMap, use emissive slot as a mask on baseColor - PROP_SAMPLE(emissiveColor, _MaskMap, input.texCoord0, bbb); - PROP_MUL(emissiveColor, baseColor, rgb); -#else - PROP_ASSIGN_VALUE(emissiveColor, float3(0.0, 0.0, 0.0)); -#endif - PROP_BLEND_COLOR(emissiveColor, weights); - builtinData.emissiveColor = emissiveColor; - - PROP_DECL(float, emissiveIntensity); - PROP_ASSIGN(emissiveIntensity, _EmissiveIntensity, r); - PROP_BLEND_SCALAR(emissiveIntensity, weights); - builtinData.emissiveIntensity = emissiveIntensity; - - builtinData.velocity = float2(0.0, 0.0); - - builtinData.distortion = float2(0.0, 0.0); - builtinData.distortionBlur = 0.0; -} - -void GetVaryingsDataDebug(uint paramId, Varyings input, inout float3 result, inout bool needLinearToSRGB) -{ - switch (paramId) - { - case DEBUGVIEW_VARYING_DEPTH: - // TODO: provide a customize parameter (like a slider) - float linearDepth = frac(LinearEyeDepth(input.positionHS.z, _ZBufferParams) * 0.1); - result = linearDepth.xxx; - break; - case DEBUGVIEW_VARYING_TEXCOORD0: - // TODO: require a remap - result = float3(input.texCoord0, 0.0); - break; - case DEBUGVIEW_VARYING_VERTEXNORMALWS: - result = input.tangentToWorld[2].xyz * 0.5 + 0.5; - break; - case DEBUGVIEW_VARYING_VERTEXTANGENTWS: - result = input.tangentToWorld[0].xyz * 0.5 + 0.5; - break; - case DEBUGVIEW_VARYING_VERTEXBITANGENTWS: - result = input.tangentToWorld[1].xyz * 0.5 + 0.5; - break; - case DEBUGVIEW_VARYING_VERTEXCOLOR: - result = input.vertexColor.xyz; - break; - } -} - -#endif // #if SHADER_STAGE_FRAGMENT diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/LayeredLit/LayeredLitCommon.hlsl.meta b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/LayeredLit/LayeredLitCommon.hlsl.meta deleted file mode 100644 index c5aae2ac7b5..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/LayeredLit/LayeredLitCommon.hlsl.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 4475f12491047e54d9ddd0a61e36ead2 -timeCreated: 1476924487 -licenseType: Pro -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/LayeredLit/LayeredLitUI.cs b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/LayeredLit/LayeredLitUI.cs deleted file mode 100644 index 563d8203b94..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/LayeredLit/LayeredLitUI.cs +++ /dev/null @@ -1,430 +0,0 @@ -using System; -using UnityEngine; -using UnityEngine.Rendering; - -namespace UnityEditor -{ - internal class LayeredLitGUI : LitGUI - { - private class Styles - { - public readonly GUIContent[] materialLayerLabels = - { - new GUIContent("Material Layer 0"), - new GUIContent("Material Layer 1"), - new GUIContent("Material Layer 2"), - new GUIContent("Material Layer 3"), - }; - public readonly GUIContent syncButton = new GUIContent("Re-Synchronize Layers", "Re-synchronize all layers's properties with the referenced Material"); - public readonly GUIContent layers = new GUIContent("Layers"); - public readonly GUIContent layerMapMask = new GUIContent("Layer Mask", "Layer mask (multiplied by vertex color)"); - public readonly GUIContent layerCount = new GUIContent("Layer Count", "Number of layers."); - } - - static Styles s_Styles = null; - private static Styles styles { get { if (s_Styles == null) s_Styles = new Styles(); return s_Styles; } } - - // Needed for json serialization to work - [Serializable] - internal struct SerializeableGUIDs - { - public string[] GUIDArray; - } - - private const int kMaxLayerCount = 4; - private const int kSyncButtonWidth = 58; - private string kLayerMaskMap = "_LayerMaskMap"; - private string kLayerCount = "_LayerCount"; - - private Material[] m_MaterialLayers = new Material[kMaxLayerCount]; - - MaterialProperty layerCountProperty = null; - MaterialProperty layerMaskMapProperty = null; - - int layerCount - { - set { layerCountProperty.floatValue = (float)value; } - get { return (int)layerCountProperty.floatValue; } - } - - void SynchronizeAllLayersProperties() - { - for (int i = 0; i < layerCount; ++i) - { - SynchronizeLayerProperties(i); - } - } - - void SynchronizeLayerProperties(int layerIndex) - { - Material material = m_MaterialEditor.target as Material; - Material layerMaterial = m_MaterialLayers[layerIndex]; - - if (layerMaterial != null) - { - Shader layerShader = layerMaterial.shader; - int propertyCount = ShaderUtil.GetPropertyCount(layerShader); - for (int i = 0; i < propertyCount; ++i) - { - string propertyName = ShaderUtil.GetPropertyName(layerShader, i); - string layerPropertyName = propertyName + layerIndex; - if (material.HasProperty(layerPropertyName)) - { - ShaderUtil.ShaderPropertyType type = ShaderUtil.GetPropertyType(layerShader, i); - switch (type) - { - case ShaderUtil.ShaderPropertyType.Color: - { - material.SetColor(layerPropertyName, layerMaterial.GetColor(propertyName)); - break; - } - case ShaderUtil.ShaderPropertyType.Float: - case ShaderUtil.ShaderPropertyType.Range: - { - material.SetFloat(layerPropertyName, layerMaterial.GetFloat(propertyName)); - break; - } - case ShaderUtil.ShaderPropertyType.Vector: - { - material.SetVector(layerPropertyName, layerMaterial.GetVector(propertyName)); - break; - } - case ShaderUtil.ShaderPropertyType.TexEnv: - { - material.SetTexture(layerPropertyName, layerMaterial.GetTexture(propertyName)); - break; - } - } - } - } - } - } - - void InitializeMaterialLayers(AssetImporter materialImporter) - { - if (materialImporter.userData != string.Empty) - { - SerializeableGUIDs layersGUID = JsonUtility.FromJson(materialImporter.userData); - if (layersGUID.GUIDArray.Length > 0) - { - m_MaterialLayers = new Material[layersGUID.GUIDArray.Length]; - for (int i = 0; i < layersGUID.GUIDArray.Length; ++i) - { - m_MaterialLayers[i] = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(layersGUID.GUIDArray[i]), typeof(Material)) as Material; - } - } - } - } - - void SaveMaterialLayers(AssetImporter materialImporter) - { - SerializeableGUIDs layersGUID; - layersGUID.GUIDArray = new string[m_MaterialLayers.Length]; - for (int i = 0; i < m_MaterialLayers.Length; ++i) - { - if (m_MaterialLayers[i] != null) - layersGUID.GUIDArray[i] = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(m_MaterialLayers[i].GetInstanceID())); - } - - materialImporter.userData = JsonUtility.ToJson(layersGUID); - } - - bool CheckInputOptionConsistency(string optionName, string[] shortNames, ref string outValueNames) - { - bool result = true; - outValueNames = ""; - for (int i = 0; i < layerCount; ++i) - { - Material layer = m_MaterialLayers[i]; - if (layer != null) - { - int currentValue = (int)layer.GetFloat(optionName); // All options are in fact enums - Debug.Assert(currentValue < shortNames.Length); - outValueNames += shortNames[currentValue] + " "; - - for (int j = i + 1; j < layerCount; ++j) - { - Material otherLayer = m_MaterialLayers[j]; - if (otherLayer != null) - { - if (currentValue != (int)otherLayer.GetFloat(optionName)) - { - result = false; - } - } - } - } - else - { - outValueNames += "X "; - } - } - - return result; - } - - bool CheckInputMapConsistency(string mapName, ref string outValueNames) - { - bool result = true; - outValueNames = ""; - for (int i = 0; i < layerCount; ++i) - { - Material layer = m_MaterialLayers[i]; - if (layer != null) - { - bool currentValue = layer.GetTexture(mapName) != null; - outValueNames += (currentValue ? "Y" : "N") + " "; - - for (int j = i + 1; j < layerCount; ++j) - { - Material otherLayer = m_MaterialLayers[j]; - if (otherLayer != null) - { - bool otherValue = otherLayer.GetTexture(mapName) != null; - if (currentValue != otherValue) - { - result = false; - } - } - } - } - else - { - outValueNames += "N "; - } - } - - return result; - } - - void CheckLayerConsistency() - { - string optionValueNames = ""; - // We need to check consistency between all layers. - // Each input options and each input maps might can result in different #defines in the shader so all of them need to be consistent - // otherwise the result will be undetermined - - // Input options consistency - string[] smoothnessSourceShortNames = { "Mask", "Albedo" }; - string[] emissiveModeShortNames = { "Color", "Mask" }; - string[] normalMapShortNames = { "Tan", "Obj" }; - string[] heightMapShortNames = { "Parallax", "Disp" }; - - string warningInputOptions = ""; - if (!CheckInputOptionConsistency(kSmoothnessTextureChannelProp, smoothnessSourceShortNames, ref optionValueNames)) - { - warningInputOptions += "Smoothness Source: " + optionValueNames + "\n"; - } - if (!CheckInputOptionConsistency(kEmissiveColorMode, emissiveModeShortNames, ref optionValueNames)) - { - warningInputOptions += "Emissive Mode: " + optionValueNames + "\n"; - } - if (!CheckInputOptionConsistency(kNormalMapSpace, normalMapShortNames, ref optionValueNames)) - { - warningInputOptions += "Normal Map Space: " + optionValueNames + "\n"; - } - if (!CheckInputOptionConsistency(kHeightMapMode, heightMapShortNames, ref optionValueNames)) - { - warningInputOptions += "Height Map Mode: " + optionValueNames + "\n"; - } - - if (warningInputOptions != string.Empty) - { - warningInputOptions = "Input Option Consistency Error:\n" + warningInputOptions; - } - - // Check input maps consistency - string warningInputMaps = ""; - - if (!CheckInputMapConsistency(kNormalMap, ref optionValueNames)) - { - warningInputMaps += "Normal Map: " + optionValueNames + "\n"; - } - if (!CheckInputMapConsistency(kMaskMap, ref optionValueNames)) - { - warningInputMaps += "Mask Map: " + optionValueNames + "\n"; - } - if (!CheckInputMapConsistency(kspecularOcclusionMap, ref optionValueNames)) - { - warningInputMaps += "Specular Occlusion Map: " + optionValueNames + "\n"; - } - if (!CheckInputMapConsistency(kEmissiveColorMap, ref optionValueNames)) - { - warningInputMaps += "Emissive Color Map: " + optionValueNames + "\n"; - } - if (!CheckInputMapConsistency(kHeightMap, ref optionValueNames)) - { - warningInputMaps += "Height Map: " + optionValueNames + "\n"; - } - - if (warningInputMaps != string.Empty) - { - warningInputMaps = "Input Maps Consistency Error:\n" + warningInputMaps; - if (warningInputOptions != string.Empty) - warningInputMaps = "\n" + warningInputMaps; - } - - string warning = warningInputOptions + warningInputMaps; - if (warning != string.Empty) - { - EditorGUILayout.HelpBox(warning, MessageType.Error); - } - } - - void SynchronizeInputOptions() - { - Material material = m_MaterialEditor.target as Material; - - // We synchronize input options with the firsts non null Layer (all layers should have consistent options) - Material firstLayer = null; - int i = 0; - while (i < layerCount && !(firstLayer = m_MaterialLayers[i])) ++i; - - if (firstLayer != null) - { - material.SetFloat(kSmoothnessTextureChannelProp, firstLayer.GetFloat(kSmoothnessTextureChannelProp)); - material.SetFloat(kEmissiveColorMode, firstLayer.GetFloat(kEmissiveColorMode)); - material.SetFloat(kNormalMapSpace, firstLayer.GetFloat(kNormalMapSpace)); - material.SetFloat(kHeightMapMode, firstLayer.GetFloat(kHeightMapMode)); - } - } - - bool LayersGUI(AssetImporter materialImporter) - { - Material material = m_MaterialEditor.target as Material; - - bool layerChanged = false; - - EditorGUI.indentLevel++; - GUILayout.Label(styles.layers, EditorStyles.boldLabel); - - EditorGUI.BeginChangeCheck(); - int newLayerCount = EditorGUILayout.IntSlider(styles.layerCount, (int)layerCountProperty.floatValue, 2, 4); - if (EditorGUI.EndChangeCheck()) - { - Undo.RecordObject(material, "Change layer count"); - layerCountProperty.floatValue = (float)newLayerCount; - SynchronizeAllLayersProperties(); - layerChanged = true; - } - - m_MaterialEditor.TexturePropertySingleLine(styles.layerMapMask, layerMaskMapProperty); - - for (int i = 0; i < layerCount; i++) - { - EditorGUI.BeginChangeCheck(); - m_MaterialLayers[i] = EditorGUILayout.ObjectField(styles.materialLayerLabels[i], m_MaterialLayers[i], typeof(Material), true) as Material; - if (EditorGUI.EndChangeCheck()) - { - Undo.RecordObject(materialImporter, "Change layer material"); - SynchronizeLayerProperties(i); - layerChanged = true; - } - } - - EditorGUILayout.Space(); - GUILayout.BeginHorizontal(); - { - GUILayout.FlexibleSpace(); - if (GUILayout.Button(styles.syncButton)) - { - SynchronizeAllLayersProperties(); - layerChanged = true; - } - } - GUILayout.EndHorizontal(); - - EditorGUI.indentLevel--; - - return layerChanged; - } - - protected override void SetupKeywordsForInputMaps(Material material) - { - // Find first non null layer - int i = 0; - while (i < layerCount && (m_MaterialLayers[i] == null)) ++i; - - if (i < layerCount) - { - SetKeyword(material, "_NORMALMAP", material.GetTexture(kNormalMap + i)); - SetKeyword(material, "_MASKMAP", material.GetTexture(kMaskMap + i)); - SetKeyword(material, "_SPECULAROCCLUSIONMAP", material.GetTexture(kspecularOcclusionMap + i)); - SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap + i)); - SetKeyword(material, "_HEIGHTMAP", material.GetTexture(kHeightMap + i)); - } - - SetKeyword(material, "_LAYERMASKMAP", material.GetTexture(kLayerMaskMap)); - } - - void SetupMaterialForLayers(Material material) - { - if (layerCount == 4) - { - SetKeyword(material, "_LAYEREDLIT_4_LAYERS", true); - SetKeyword(material, "_LAYEREDLIT_3_LAYERS", false); - } - else if (layerCount == 3) - { - SetKeyword(material, "_LAYEREDLIT_4_LAYERS", false); - SetKeyword(material, "_LAYEREDLIT_3_LAYERS", true); - } - else - { - SetKeyword(material, "_LAYEREDLIT_4_LAYERS", false); - SetKeyword(material, "_LAYEREDLIT_3_LAYERS", false); - } - } - - public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props) - { - FindOptionProperties(props); - layerMaskMapProperty = FindProperty(kLayerMaskMap, props); - layerCountProperty = FindProperty(kLayerCount, props); - - m_MaterialEditor = materialEditor; - - m_MaterialEditor.serializedObject.Update(); - - Material material = m_MaterialEditor.target as Material; - AssetImporter materialImporter = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(material.GetInstanceID())); - - InitializeMaterialLayers(materialImporter); - - bool optionsChanged = false; - EditorGUI.BeginChangeCheck(); - { - ShaderOptionsGUI(); - EditorGUILayout.Space(); - } - if (EditorGUI.EndChangeCheck()) - { - optionsChanged = true; - } - - bool layerChanged = LayersGUI(materialImporter); - - CheckLayerConsistency(); - - if (layerChanged || optionsChanged) - { - SynchronizeInputOptions(); - - foreach (var obj in m_MaterialEditor.targets) - { - SetupMaterial((Material)obj); - SetupMaterialForLayers((Material)obj); - } - - SaveMaterialLayers(materialImporter); - } - - m_MaterialEditor.serializedObject.ApplyModifiedProperties(); - - if (layerChanged) - { - materialImporter.SaveAndReimport(); - } - } - } -} // namespace UnityEditor diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.cs b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.cs deleted file mode 100644 index 956e6a21ebe..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.cs +++ /dev/null @@ -1,8474 +0,0 @@ -using UnityEngine; -using UnityEngine.Rendering; -using System; - -//----------------------------------------------------------------------------- -// structure definition -//----------------------------------------------------------------------------- -namespace UnityEngine.Experimental.ScriptableRenderLoop -{ - namespace Lit - { - [GenerateHLSL(PackingRules.Exact)] - public enum MaterialId - { - LitStandard = 0, - LitSSS = 1, - LitClearCoat = 2, - LitSpecular = 3, - LitAniso = 4 // Should be the last as it is not setup by the users but generated based on anisotropy property - }; - - //----------------------------------------------------------------------------- - // 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("Base Color")] - public Vector3 baseColor; - [SurfaceDataAttributes("Specular Occlusion")] - public float specularOcclusion; - - [SurfaceDataAttributes("Normal")] - public Vector3 normalWS; - [SurfaceDataAttributes("Smoothness")] - public float perceptualSmoothness; - [SurfaceDataAttributes("Material ID")] - public MaterialId materialId; - - [SurfaceDataAttributes("Ambient Occlusion")] - public float ambientOcclusion; - - // MaterialId dependent attribute - - // standard - [SurfaceDataAttributes("Tangent")] - public Vector3 tangentWS; - [SurfaceDataAttributes("Anisotropy")] - public float anisotropy; // anisotropic ratio(0->no isotropic; 1->full anisotropy in tangent direction) - [SurfaceDataAttributes("Metallic")] - public float metallic; - [SurfaceDataAttributes("Specular")] - public float specular; // 0.02, 0.04, 0.16, 0.2 - - // SSS - [SurfaceDataAttributes("SubSurface Radius")] - public float subSurfaceRadius; - [SurfaceDataAttributes("Thickness")] - public float thickness; - [SurfaceDataAttributes("SubSurface Profile")] - public int subSurfaceProfile; - - // Clearcoat - [SurfaceDataAttributes("Coat Normal")] - public Vector3 coatNormalWS; - [SurfaceDataAttributes("Coat Smoothness")] - public float coatPerceptualSmoothness; - - // SpecColor - [SurfaceDataAttributes("Specular Color")] - public Vector3 specularColor; - }; - - //----------------------------------------------------------------------------- - // BSDFData - //----------------------------------------------------------------------------- - - [GenerateHLSL(PackingRules.Exact, false, true, 1030)] - public struct BSDFData - { - public Vector3 diffuseColor; - - public Vector3 fresnel0; - - public float specularOcclusion; - - public Vector3 normalWS; - public float perceptualRoughness; - public float roughness; - public float materialId; - - // MaterialId dependent attribute - - // standard - public Vector3 tangentWS; - public Vector3 bitangentWS; - public float roughnessT; - public float roughnessB; - public float anisotropy; - - // fold into fresnel0 - - // SSS - public float subSurfaceRadius; - public float thickness; - public int subSurfaceProfile; - - // Clearcoat - public Vector3 coatNormalWS; - public float coatRoughness; - - // SpecColor - // fold into fresnel0 - }; - - //----------------------------------------------------------------------------- - // RenderLoop management - //----------------------------------------------------------------------------- - - [GenerateHLSL(PackingRules.Exact)] - public enum GBufferMaterial - { - Count = 3 - }; - - public class RenderLoop : Object - { - //----------------------------------------------------------------------------- - // GBuffer management - //----------------------------------------------------------------------------- - - #if (VELOCITY_IN_GBUFFER) - public const int s_GBufferCount = (int)GBufferMaterial.Count + 2; // +1 for emissive buffer - #else - public const int s_GBufferCount = (int)GBufferMaterial.Count + 1; - #endif - - public int GetGBufferCount() { return s_GBufferCount; } - - public RenderTextureFormat[] RTFormat = - { - RenderTextureFormat.ARGB32, - RenderTextureFormat.ARGB2101010, - RenderTextureFormat.ARGB32, - #if (VELOCITY_IN_GBUFFER) - RenderTextureFormat.RGHalf, - #endif - RenderTextureFormat.RGB111110Float - }; - - public RenderTextureReadWrite[] RTReadWrite = - { - RenderTextureReadWrite.sRGB, - RenderTextureReadWrite.Linear, - RenderTextureReadWrite.Linear, - #if (VELOCITY_IN_GBUFFER) - RenderTextureReadWrite.Linear, - #endif - RenderTextureReadWrite.Linear - }; - - //----------------------------------------------------------------------------- - // Init precomputed texture - //----------------------------------------------------------------------------- - - public bool isInit; - - // For image based lighting - private Material m_InitPreFGD; - private RenderTexture m_PreIntegratedFGD; - - // For area lighting - private Texture2D m_LtcGGXMatrix; - private Texture2D m_LtcGGXMagnitude; - const int k_LtcLUTMatrixDim = 3; // size of the matrix (3x3) - const int k_LtcLUTResolution = 64; - - Material CreateEngineMaterial(string shaderPath) - { - Material mat = new Material(Shader.Find(shaderPath) as Shader); - mat.hideFlags = HideFlags.HideAndDontSave; - return mat; - } - - Texture2D CreateLUT(int width, int height, TextureFormat format, Color[] pixels) - { - Texture2D tex = new Texture2D(width, height, format, false /*mipmap*/, true /*linear*/); - tex.hideFlags = HideFlags.HideAndDontSave; - tex.wrapMode = TextureWrapMode.Clamp; - tex.SetPixels(pixels); - tex.Apply(); - return tex; - } - - // Load LUT with one scalar in alpha of a tex2D - Texture2D LoadLUT(TextureFormat format, float[] LUTScalar) - { - const int count = k_LtcLUTResolution * k_LtcLUTResolution; - Color[] pixels = new Color[count]; - - // amplitude - for (int i = 0; i < count; i++) - { - pixels[i] = new Color(0, 0, 0, LUTScalar[i]); - } - - return CreateLUT(k_LtcLUTResolution, k_LtcLUTResolution, format, pixels); - } - - // Load LUT with 3x3 matrix in RGBA of a tex2D (some part are zero) - Texture2D LoadLUT(TextureFormat format, double[,] LUTTransformInv) - { - const int count = k_LtcLUTResolution * k_LtcLUTResolution; - Color[] pixels = new Color[count]; - - // transformInv - for (int i = 0; i < count; i++) - { - // Only columns 0, 2, 4 and 6 contain interesting values (at least in the case of GGX). - pixels[i] = new Color( (float)LUTTransformInv[i, 0], - (float)LUTTransformInv[i, 2], - (float)LUTTransformInv[i, 4], - (float)LUTTransformInv[i, 6]); - } - - return CreateLUT(k_LtcLUTResolution, k_LtcLUTResolution, format, pixels); - } - - public void Rebuild() - { - m_InitPreFGD = CreateEngineMaterial("Hidden/Unity/PreIntegratedFGD"); - m_PreIntegratedFGD = new RenderTexture(128, 128, 0, RenderTextureFormat.ARGBHalf); - - m_LtcGGXMatrix = LoadLUT(TextureFormat.RGBAHalf, s_LtcGGXMatrixData); - m_LtcGGXMagnitude = LoadLUT(TextureFormat.RGBAHalf, s_LtcGGXMagnitudeData); - - isInit = false; - } - - public void OnDisable() - { - if (m_InitPreFGD) DestroyImmediate(m_InitPreFGD); - // TODO: how to delete RenderTexture ? - isInit = false; - } - - public void RenderInit(UnityEngine.Experimental.Rendering.RenderLoop renderLoop) - { - var cmd = new CommandBuffer(); - cmd.name = "Init PreFGD"; - cmd.Blit(null, new RenderTargetIdentifier(m_PreIntegratedFGD), m_InitPreFGD, 0); - renderLoop.ExecuteCommandBuffer(cmd); - cmd.Dispose(); - - isInit = true; - } - - public void Bind() - { - Shader.SetGlobalTexture("_PreIntegratedFGD", m_PreIntegratedFGD); - Shader.SetGlobalTexture("_LtcGGXMatrix", m_LtcGGXMatrix); - Shader.SetGlobalTexture("_LtcGGXMagnitude", m_LtcGGXMagnitude); - } - - //----------------------------------------------------------------------------- - // Area light Look up table (fit from GGX with smith joint visibility - //----------------------------------------------------------------------------- - - // Precomputed table - This table is precompute for squared roughness and normalize so that last member is 1 and don't need to be store in a texture. - // It have been generated from a GGX BRDF with Smith-Correlated visibility term. - static double[,] s_LtcGGXMatrixData = new double[k_LtcLUTResolution * k_LtcLUTResolution, k_LtcLUTMatrixDim * k_LtcLUTMatrixDim] - { - {499.999756, -0.000000, 0.000000, -0.000000, 499.999756, -0.000000, 0.000000, -0.000000, 1.000000}, - {499.999756, -0.000000, 0.000000, -0.000000, 499.999756, -0.000000, 0.000000, -0.000000, 1.000000}, - {496.124756, -0.000000, 0.000000, -0.000000, 496.124756, -0.000000, 0.000000, -0.000000, 1.000000}, - {220.499603, -0.000000, 0.000000, -0.000000, 220.499603, -0.000000, 0.000000, -0.000000, 1.000000}, - {124.030647, -0.000000, 0.000000, -0.000000, 124.030647, -0.000000, 0.000000, -0.000000, 1.000000}, - {79.379128, -0.000000, 0.000000, -0.000000, 79.379128, -0.000000, 0.000000, -0.000000, 1.000000}, - {55.123638, -0.000000, 0.000000, -0.000000, 55.123638, -0.000000, 0.000000, -0.000000, 1.000000}, - {40.498169, -0.000000, 0.000000, -0.000000, 40.498169, -0.000000, 0.000000, -0.000000, 1.000000}, - {31.005251, -0.000000, 0.000000, -0.000000, 31.005251, -0.000000, 0.000000, -0.000000, 1.000000}, - {24.496883, -0.000000, 0.000000, -0.000000, 24.496883, -0.000000, 0.000000, -0.000000, 1.000000}, - {19.841213, -0.000000, 0.000000, -0.000000, 19.841213, -0.000000, 0.000000, -0.000000, 1.000000}, - {16.396168, -0.000000, 0.000000, -0.000000, 16.396168, -0.000000, 0.000000, -0.000000, 1.000000}, - {13.775769, -0.000000, 0.000000, -0.000000, 13.775769, -0.000000, 0.000000, -0.000000, 1.000000}, - {11.736223, -0.000000, 0.000000, -0.000000, 11.736223, -0.000000, 0.000000, -0.000000, 1.000000}, - {10.117792, -0.000000, 0.000000, -0.000000, 10.117792, -0.000000, 0.000000, -0.000000, 1.000000}, - {8.811788, -0.000000, 0.000000, -0.000000, 8.811788, -0.000000, 0.000000, -0.000000, 1.000000}, - {7.742715, -0.000000, 0.000000, -0.000000, 7.742715, -0.000000, 0.000000, -0.000000, 1.000000}, - {6.856590, -0.000000, 0.000000, -0.000000, 6.856590, -0.000000, 0.000000, -0.000000, 1.000000}, - {6.113935, -0.000000, 0.000000, -0.000000, 6.113935, -0.000000, 0.000000, -0.000000, 1.000000}, - {5.485600, -0.000000, 0.000000, -0.000000, 5.485600, -0.000000, 0.000000, -0.000000, 1.000000}, - {4.949624, -0.000000, 0.000000, -0.000000, 4.949624, -0.000000, 0.000000, -0.000000, 1.000000}, - {4.490011, -0.000000, 0.000000, -0.000000, 4.490011, -0.000000, 0.000000, -0.000000, 1.000000}, - {4.096192, -0.000000, 0.000000, -0.000000, 4.096192, -0.000000, 0.000000, -0.000000, 1.000000}, - {3.770367, -0.000000, 0.000000, -0.000000, 3.770367, -0.000000, 0.000000, -0.000000, 1.000000}, - {3.518105, -0.000000, 0.000000, -0.000000, 3.518105, -0.000000, 0.000000, -0.000000, 1.000000}, - {3.241291, -0.000000, 0.000000, -0.000000, 3.241291, -0.000000, 0.000000, -0.000000, 1.000000}, - {2.995717, -0.000000, 0.000000, -0.000000, 2.995717, -0.000000, 0.000000, -0.000000, 1.000000}, - {2.777828, -0.000000, 0.000000, -0.000000, 2.777828, -0.000000, 0.000000, -0.000000, 1.000000}, - {2.584874, -0.000000, 0.000000, -0.000000, 2.584874, -0.000000, 0.000000, -0.000000, 1.000000}, - {2.414762, -0.000000, 0.000000, -0.000000, 2.414762, -0.000000, 0.000000, -0.000000, 1.000000}, - {2.266992, -0.000000, 0.000000, -0.000000, 2.266992, -0.000000, 0.000000, -0.000000, 1.000000}, - {2.141645, -0.000000, 0.000000, -0.000000, 2.141645, -0.000000, 0.000000, -0.000000, 1.000000}, - {2.028596, -0.000000, 0.000000, -0.000000, 2.028596, -0.000000, 0.000000, -0.000000, 1.000000}, - {1.913056, -0.000000, 0.000000, -0.000000, 1.913056, -0.000000, 0.000000, -0.000000, 1.000000}, - {1.811136, -0.000000, 0.000000, -0.000000, 1.811136, -0.000000, 0.000000, -0.000000, 1.000000}, - {1.722395, -0.000000, 0.000000, -0.000000, 1.722395, -0.000000, 0.000000, -0.000000, 1.000000}, - {1.646110, -0.000000, 0.000000, -0.000000, 1.646110, -0.000000, 0.000000, -0.000000, 1.000000}, - {1.572143, -0.000000, 0.000000, -0.000000, 1.572143, -0.000000, 0.000000, -0.000000, 1.000000}, - {1.502802, -0.000000, 0.000000, -0.000000, 1.502802, -0.000000, 0.000000, -0.000000, 1.000000}, - {1.442505, -0.000000, 0.000000, -0.000000, 1.442505, -0.000000, 0.000000, -0.000000, 1.000000}, - {1.390581, -0.000000, 0.000000, -0.000000, 1.390581, -0.000000, 0.000000, -0.000000, 1.000000}, - {1.337562, -0.000000, 0.000000, -0.000000, 1.337562, -0.000000, 0.000000, -0.000000, 1.000000}, - {1.291246, -0.000000, 0.000000, -0.000000, 1.291246, -0.000000, 0.000000, -0.000000, 1.000000}, - {1.251378, -0.000000, 0.000000, -0.000000, 1.251378, -0.000000, 0.000000, -0.000000, 1.000000}, - {1.211648, -0.000000, 0.000000, -0.000000, 1.211648, -0.000000, 0.000000, -0.000000, 1.000000}, - {1.176736, -0.000000, 0.000000, -0.000000, 1.176736, -0.000000, 0.000000, -0.000000, 1.000000}, - {1.146271, -0.000000, 0.000000, -0.000000, 1.146271, -0.000000, 0.000000, -0.000000, 1.000000}, - {1.116030, -0.000000, 0.000000, -0.000000, 1.116030, -0.000000, 0.000000, -0.000000, 1.000000}, - {1.089959, -0.000000, 0.000000, -0.000000, 1.089959, -0.000000, 0.000000, -0.000000, 1.000000}, - {1.065901, -0.000000, 0.000000, -0.000000, 1.065901, -0.000000, 0.000000, -0.000000, 1.000000}, - 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0.912107f, - 0.910581f, - 0.908980f, - 0.907306f, - 0.905561f, - 0.903749f, - 0.901869f, - 0.899925f, - 0.897961f, - 0.895966f, - 0.893913f, - 0.891804f, - 0.889640f, - 0.887423f - }; - } - } -} diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.cs.hlsl b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.cs.hlsl deleted file mode 100644 index d335dd53fb6..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.cs.hlsl +++ /dev/null @@ -1,105 +0,0 @@ -// -// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.cs. Please don't edit by hand. -// - -// -// UnityEngine.Experimental.ScriptableRenderLoop.Lit.MaterialId: static fields -// -#define MATERIALID_LIT_STANDARD (0) -#define MATERIALID_LIT_SSS (1) -#define MATERIALID_LIT_CLEAR_COAT (2) -#define MATERIALID_LIT_SPECULAR (3) -#define MATERIALID_LIT_ANISO (4) - -// -// UnityEngine.Experimental.ScriptableRenderLoop.Lit.SurfaceData: static fields -// -#define DEBUGVIEW_LIT_SURFACEDATA_BASE_COLOR (1000) -#define DEBUGVIEW_LIT_SURFACEDATA_SPECULAR_OCCLUSION (1001) -#define DEBUGVIEW_LIT_SURFACEDATA_NORMAL_WS (1002) -#define DEBUGVIEW_LIT_SURFACEDATA_PERCEPTUAL_SMOOTHNESS (1003) -#define DEBUGVIEW_LIT_SURFACEDATA_MATERIAL_ID (1004) -#define DEBUGVIEW_LIT_SURFACEDATA_AMBIENT_OCCLUSION (1005) -#define DEBUGVIEW_LIT_SURFACEDATA_TANGENT_WS (1006) -#define DEBUGVIEW_LIT_SURFACEDATA_ANISOTROPY (1007) -#define DEBUGVIEW_LIT_SURFACEDATA_METALLIC (1008) -#define DEBUGVIEW_LIT_SURFACEDATA_SPECULAR (1009) -#define DEBUGVIEW_LIT_SURFACEDATA_SUB_SURFACE_RADIUS (1010) -#define DEBUGVIEW_LIT_SURFACEDATA_THICKNESS (1011) -#define DEBUGVIEW_LIT_SURFACEDATA_SUB_SURFACE_PROFILE (1012) -#define DEBUGVIEW_LIT_SURFACEDATA_COAT_NORMAL_WS (1013) -#define DEBUGVIEW_LIT_SURFACEDATA_COAT_PERCEPTUAL_SMOOTHNESS (1014) -#define DEBUGVIEW_LIT_SURFACEDATA_SPECULAR_COLOR (1015) - -// -// UnityEngine.Experimental.ScriptableRenderLoop.Lit.BSDFData: static fields -// -#define DEBUGVIEW_LIT_BSDFDATA_DIFFUSE_COLOR (1030) -#define DEBUGVIEW_LIT_BSDFDATA_FRESNEL0 (1031) -#define DEBUGVIEW_LIT_BSDFDATA_SPECULAR_OCCLUSION (1032) -#define DEBUGVIEW_LIT_BSDFDATA_NORMAL_WS (1033) -#define DEBUGVIEW_LIT_BSDFDATA_PERCEPTUAL_ROUGHNESS (1034) -#define DEBUGVIEW_LIT_BSDFDATA_ROUGHNESS (1035) -#define DEBUGVIEW_LIT_BSDFDATA_MATERIAL_ID (1036) -#define DEBUGVIEW_LIT_BSDFDATA_TANGENT_WS (1037) -#define DEBUGVIEW_LIT_BSDFDATA_BITANGENT_WS (1038) -#define DEBUGVIEW_LIT_BSDFDATA_ROUGHNESS_T (1039) -#define DEBUGVIEW_LIT_BSDFDATA_ROUGHNESS_B (1040) -#define DEBUGVIEW_LIT_BSDFDATA_ANISOTROPY (1041) -#define DEBUGVIEW_LIT_BSDFDATA_SUB_SURFACE_RADIUS (1042) -#define DEBUGVIEW_LIT_BSDFDATA_THICKNESS (1043) -#define DEBUGVIEW_LIT_BSDFDATA_SUB_SURFACE_PROFILE (1044) -#define DEBUGVIEW_LIT_BSDFDATA_COAT_NORMAL_WS (1045) -#define DEBUGVIEW_LIT_BSDFDATA_COAT_ROUGHNESS (1046) - -// -// UnityEngine.Experimental.ScriptableRenderLoop.Lit.GBufferMaterial: static fields -// -#define GBUFFERMATERIAL_COUNT (3) - -// Generated from UnityEngine.Experimental.ScriptableRenderLoop.Lit.SurfaceData -// PackingRules = Exact -struct SurfaceData -{ - float3 baseColor; - float specularOcclusion; - float3 normalWS; - float perceptualSmoothness; - int materialId; - float ambientOcclusion; - float3 tangentWS; - float anisotropy; - float metallic; - float specular; - float subSurfaceRadius; - float thickness; - int subSurfaceProfile; - float3 coatNormalWS; - float coatPerceptualSmoothness; - float3 specularColor; -}; - -// Generated from UnityEngine.Experimental.ScriptableRenderLoop.Lit.BSDFData -// PackingRules = Exact -struct BSDFData -{ - float3 diffuseColor; - float3 fresnel0; - float specularOcclusion; - float3 normalWS; - float perceptualRoughness; - float roughness; - float materialId; - float3 tangentWS; - float3 bitangentWS; - float roughnessT; - float roughnessB; - float anisotropy; - float subSurfaceRadius; - float thickness; - int subSurfaceProfile; - float3 coatNormalWS; - float coatRoughness; -}; - - diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.hlsl b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.hlsl deleted file mode 100644 index b2cc1e566b6..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.hlsl +++ /dev/null @@ -1,670 +0,0 @@ -#ifndef UNITY_MATERIAL_LIT_INCLUDED -#define UNITY_MATERIAL_LIT_INCLUDED - -//----------------------------------------------------------------------------- -// SurfaceData and BSDFData -//----------------------------------------------------------------------------- - -// SurfaceData is define in Lit.cs which generate Lit.cs.hlsl -#include "Lit.cs.hlsl" - -// Reference Lambert diffuse / GGX Specular for IBL and area lights -//#define LIT_DISPLAY_REFERENCE - -// TODO: Check if anisotropy with a dynamic if on anisotropy > 0 is performant. Because it may mean we always calculate both isotrpy and anisotropy case. -// Maybe we should always calculate anisotropy in case of standard ? Don't think the compile can optimize correctly. - -//----------------------------------------------------------------------------- -// Helper functions/variable specific to this materia -//----------------------------------------------------------------------------- - -float PackMaterialId(int materialId) -{ - return float(materialId) / 3.0; -} - -int UnpackMaterialId(float f) -{ - return int(round(f * 3.0)); -} - -// TODO: How can I declare a sampler for this one that is bilinear filtering -// TODO: This one should be set into a constant Buffer at pass frequency (with _Screensize) -UNITY_DECLARE_TEX2D(_PreIntegratedFGD); -UNITY_DECLARE_TEX2D(_LtcGGXMatrix); -UNITY_DECLARE_TEX2D(_LtcGGXMagnitude); - -// For image based lighting, a part of the BSDF is pre-integrated. -// This is done both for specular and diffuse (in case of DisneyDiffuse) -void GetPreIntegratedFGD(float NdotV, float perceptualRoughness, float3 fresnel0, out float3 specularFGD, out float diffuseFGD) -{ - // Pre-integrate GGX FGD - // _PreIntegratedFGD.x = Gv * (1 - Fc) with Fc = (1 - H.L)^5 - // _PreIntegratedFGD.y = Gv * Fc - // Pre integrate DisneyDiffuse FGD: - // _PreIntegratedFGD.z = DisneyDiffuse - float3 preFGD = UNITY_SAMPLE_TEX2D_LOD(_PreIntegratedFGD, float2(NdotV, perceptualRoughness), 0).xyz; - - // f0 * Gv * (1 - Fc) + Gv * Fc - specularFGD = fresnel0 * preFGD.x + preFGD.y; -#if DIFFUSE_LAMBERT_BRDF - diffuseFGD = 1.0; -#else - diffuseFGD = preFGD.z; -#endif -} - -//----------------------------------------------------------------------------- -// conversion function for forward -//----------------------------------------------------------------------------- - -BSDFData ConvertSurfaceDataToBSDFData(SurfaceData surfaceData) -{ - BSDFData bsdfData; - ZERO_INITIALIZE(BSDFData, bsdfData); - - bsdfData.specularOcclusion = surfaceData.specularOcclusion; - bsdfData.normalWS = surfaceData.normalWS; - bsdfData.perceptualRoughness = PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness); - bsdfData.roughness = PerceptualRoughnessToRoughness(bsdfData.perceptualRoughness); - bsdfData.materialId = surfaceData.materialId; - bsdfData.diffuseColor = surfaceData.baseColor; - - if (bsdfData.materialId == MATERIALID_LIT_STANDARD) - { - bsdfData.diffuseColor = surfaceData.baseColor * (1.0 - surfaceData.metallic); - bsdfData.fresnel0 = lerp(float3(surfaceData.specular, surfaceData.specular, surfaceData.specular), surfaceData.baseColor, surfaceData.metallic); - - bsdfData.tangentWS = surfaceData.tangentWS; - bsdfData.bitangentWS = cross(surfaceData.normalWS, surfaceData.tangentWS); - ConvertAnisotropyToRoughness(bsdfData.roughness, surfaceData.anisotropy, bsdfData.roughnessT, bsdfData.roughnessB); - bsdfData.anisotropy = surfaceData.anisotropy; - - bsdfData.materialId = surfaceData.anisotropy > 0 ? MATERIALID_LIT_ANISO : bsdfData.materialId; - } - else if (bsdfData.materialId == MATERIALID_LIT_SSS) - { - bsdfData.diffuseColor = surfaceData.baseColor; - bsdfData.fresnel0 = 0.028; // TODO take from subSurfaceProfile - bsdfData.subSurfaceRadius = surfaceData.subSurfaceRadius; - bsdfData.thickness = surfaceData.thickness; - bsdfData.subSurfaceProfile = surfaceData.subSurfaceProfile; - } - else if (bsdfData.materialId == MATERIALID_LIT_CLEAR_COAT) - { - bsdfData.diffuseColor = surfaceData.baseColor * (1.0 - surfaceData.metallic); - bsdfData.fresnel0 = lerp(float3(surfaceData.specular, surfaceData.specular, surfaceData.specular), surfaceData.baseColor, surfaceData.metallic); - bsdfData.coatNormalWS = surfaceData.coatNormalWS; - bsdfData.coatRoughness = PerceptualSmoothnessToRoughness(surfaceData.coatPerceptualSmoothness); - } - else if (bsdfData.materialId == MATERIALID_LIT_SPECULAR) - { - bsdfData.diffuseColor = surfaceData.baseColor; - bsdfData.fresnel0 = surfaceData.specularColor; - } - - return bsdfData; -} - -//----------------------------------------------------------------------------- -// conversion function for deferred -//----------------------------------------------------------------------------- - -// Encode SurfaceData (BSDF parameters) into GBuffer -// Must be in sync with RT declared in HDRenderLoop.cs ::Rebuild -void EncodeIntoGBuffer( SurfaceData surfaceData, - out float4 outGBuffer0, - out float4 outGBuffer1, - out float4 outGBuffer2) -{ - // RT0 - 8:8:8:8 sRGB - outGBuffer0 = float4(surfaceData.baseColor, surfaceData.specularOcclusion); - - // RT1 - 10:10:10:2 - // Encode normal on 20bit with oct compression - float2 octNormalWS = PackNormalOctEncode(surfaceData.normalWS); - // We store perceptualRoughness instead of roughness because it save a sqrt ALU when decoding - // (as we want both perceptualRoughness and roughness for the lighting due to Disney Diffuse model) - // TODO: Store 2 bit of flag into perceptualSmoothness (one for SSR, other is free (deferred planar reflection ID ? / MatID extension ?) - outGBuffer1 = float4(octNormalWS * 0.5 + 0.5, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness), PackMaterialId(surfaceData.materialId)); - - // RT2 - 8:8:8:8 - if (surfaceData.materialId == MATERIALID_LIT_STANDARD) - { - // Encode tangent on 16bit with oct compression - float2 octTangentWS = PackNormalOctEncode(surfaceData.tangentWS); - // TODO: store metal and specular together, specular should be an enum (fixed value) - outGBuffer2 = float4(octTangentWS * 0.5 + 0.5, surfaceData.anisotropy, surfaceData.metallic); - } - else if (surfaceData.materialId == MATERIALID_LIT_SSS) - { - outGBuffer2 = float4(surfaceData.subSurfaceRadius, surfaceData.thickness, 0.0, surfaceData.subSurfaceProfile / 8.0f); // Number of profile not define yet - } - else if (surfaceData.materialId == MATERIALID_LIT_CLEAR_COAT) - { - // Encode coat normal on 16bit with oct compression - float2 octCoatNormalWS = PackNormalOctEncode(surfaceData.coatNormalWS); - // TODO: store metal and specular together, specular should be an enum (fixed value) - outGBuffer2 = float4(octCoatNormalWS * 0.5 + 0.5, PerceptualSmoothnessToRoughness(surfaceData.coatPerceptualSmoothness), surfaceData.metallic); - } - else if (surfaceData.materialId == MATERIALID_LIT_SPECULAR) - { - outGBuffer2 = float4(surfaceData.specularColor, 0.0); - } -} - -BSDFData DecodeFromGBuffer( float4 inGBuffer0, - float4 inGBuffer1, - float4 inGBuffer2) -{ - BSDFData bsdfData; - ZERO_INITIALIZE(BSDFData, bsdfData); - - float3 baseColor = inGBuffer0.rgb; - bsdfData.specularOcclusion = inGBuffer0.a; - - bsdfData.normalWS = UnpackNormalOctEncode(float2(inGBuffer1.r * 2.0 - 1.0, inGBuffer1.g * 2.0 - 1.0)); - bsdfData.perceptualRoughness = inGBuffer1.b; - bsdfData.roughness = PerceptualRoughnessToRoughness(bsdfData.perceptualRoughness); - bsdfData.materialId = UnpackMaterialId(inGBuffer1.a); - - if (bsdfData.materialId == MATERIALID_LIT_STANDARD) - { - float metallic = inGBuffer2.a; - // TODO extract spec - float specular = 0.04; - float anisotropy = inGBuffer2.b; - - bsdfData.diffuseColor = baseColor * (1.0 - metallic); - bsdfData.fresnel0 = lerp(float3(specular, specular, specular), baseColor, metallic); - - bsdfData.tangentWS = UnpackNormalOctEncode(float2(inGBuffer2.rg * 2.0 - 1.0)); - bsdfData.bitangentWS = cross(bsdfData.normalWS, bsdfData.tangentWS); - ConvertAnisotropyToRoughness(bsdfData.roughness, anisotropy, bsdfData.roughnessT, bsdfData.roughnessB); - bsdfData.anisotropy = anisotropy; - - bsdfData.materialId = anisotropy > 0 ? MATERIALID_LIT_ANISO : bsdfData.materialId; - } - else if (bsdfData.materialId == MATERIALID_LIT_SSS) - { - bsdfData.diffuseColor = baseColor; - bsdfData.fresnel0 = 0.028; // TODO take from subSurfaceProfile - bsdfData.subSurfaceRadius = inGBuffer2.r; - bsdfData.thickness = inGBuffer2.g; - bsdfData.subSurfaceProfile = inGBuffer2.a * 8.0f; - } - else if (bsdfData.materialId == MATERIALID_LIT_CLEAR_COAT) - { - float metallic = inGBuffer2.a; - // TODO extract spec - float specular = 0.04; - - bsdfData.diffuseColor = baseColor * (1.0 - metallic); - bsdfData.fresnel0 = lerp(float3(specular, specular, specular), baseColor, metallic); - bsdfData.coatNormalWS = UnpackNormalOctEncode(float2(inGBuffer2.rg * 2.0 - 1.0)); - bsdfData.coatRoughness = inGBuffer2.b; - } - else if (bsdfData.materialId == MATERIALID_LIT_SPECULAR) - { - bsdfData.diffuseColor = baseColor; - bsdfData.fresnel0 = inGBuffer2.rgb; - } - - return bsdfData; -} - -//----------------------------------------------------------------------------- -// Debug method (use to display values) -//----------------------------------------------------------------------------- - -void GetSurfaceDataDebug(uint paramId, SurfaceData surfaceData, inout float3 result, inout bool needLinearToSRGB) -{ - switch (paramId) - { - case DEBUGVIEW_LIT_SURFACEDATA_BASE_COLOR: - result = surfaceData.baseColor; needLinearToSRGB = true; - break; - case DEBUGVIEW_LIT_SURFACEDATA_SPECULAR_OCCLUSION: - result = surfaceData.specularOcclusion.xxx; - break; - case DEBUGVIEW_LIT_SURFACEDATA_NORMAL_WS: - result = surfaceData.normalWS * 0.5 + 0.5; - break; - case DEBUGVIEW_LIT_SURFACEDATA_PERCEPTUAL_SMOOTHNESS: - result = surfaceData.perceptualSmoothness.xxx; - break; - case DEBUGVIEW_LIT_SURFACEDATA_MATERIAL_ID: - result = GetIndexColor(surfaceData.materialId); - break; - case DEBUGVIEW_LIT_SURFACEDATA_AMBIENT_OCCLUSION: - result = surfaceData.ambientOcclusion.xxx; - break; - case DEBUGVIEW_LIT_SURFACEDATA_TANGENT_WS: - result = surfaceData.tangentWS * 0.5 + 0.5; - break; - case DEBUGVIEW_LIT_SURFACEDATA_ANISOTROPY: - result = surfaceData.anisotropy.xxx; - break; - case DEBUGVIEW_LIT_SURFACEDATA_METALLIC: - result = surfaceData.metallic.xxx; - break; - // TODO: Remap here! - case DEBUGVIEW_LIT_SURFACEDATA_SPECULAR: - result = surfaceData.specular.xxx; - break; - case DEBUGVIEW_LIT_SURFACEDATA_SUB_SURFACE_RADIUS: - result = surfaceData.subSurfaceRadius.xxx; - break; - case DEBUGVIEW_LIT_SURFACEDATA_THICKNESS: - result = surfaceData.thickness.xxx; - break; - case DEBUGVIEW_LIT_SURFACEDATA_SUB_SURFACE_PROFILE: - result = GetIndexColor(surfaceData.subSurfaceProfile); - break; - case DEBUGVIEW_LIT_SURFACEDATA_COAT_NORMAL_WS: - result = surfaceData.coatNormalWS * 0.5 + 0.5; - break; - case DEBUGVIEW_LIT_SURFACEDATA_COAT_PERCEPTUAL_SMOOTHNESS: - result = surfaceData.coatPerceptualSmoothness.xxx; - break; - case DEBUGVIEW_LIT_SURFACEDATA_SPECULAR_COLOR: - result = surfaceData.specularColor; needLinearToSRGB = true; - break; - } -} - -void GetBSDFDataDebug(uint paramId, BSDFData bsdfData, inout float3 result, inout bool needLinearToSRGB) -{ - switch (paramId) - { - case DEBUGVIEW_LIT_BSDFDATA_DIFFUSE_COLOR: - result = bsdfData.diffuseColor; needLinearToSRGB = true; - break; - case DEBUGVIEW_LIT_BSDFDATA_FRESNEL0: - result = bsdfData.fresnel0; - break; - case DEBUGVIEW_LIT_BSDFDATA_SPECULAR_OCCLUSION: - result = bsdfData.specularOcclusion.xxx; - break; - case DEBUGVIEW_LIT_BSDFDATA_NORMAL_WS: - result = bsdfData.normalWS * 0.5 + 0.5; - break; - case DEBUGVIEW_LIT_BSDFDATA_PERCEPTUAL_ROUGHNESS: - result = bsdfData.perceptualRoughness.xxx; - break; - case DEBUGVIEW_LIT_BSDFDATA_ROUGHNESS: - result = bsdfData.roughness.xxx; - break; - case DEBUGVIEW_LIT_BSDFDATA_MATERIAL_ID: - result = GetIndexColor(bsdfData.materialId); - break; - case DEBUGVIEW_LIT_BSDFDATA_TANGENT_WS: - result = bsdfData.tangentWS * 0.5 + 0.5; - break; - case DEBUGVIEW_LIT_BSDFDATA_BITANGENT_WS: - result = bsdfData.bitangentWS * 0.5 + 0.5; - break; - case DEBUGVIEW_LIT_BSDFDATA_ROUGHNESS_T: - result = bsdfData.roughnessT.xxx; - break; - case DEBUGVIEW_LIT_BSDFDATA_ROUGHNESS_B: - result = bsdfData.roughnessB.xxx; - break; - case DEBUGVIEW_LIT_BSDFDATA_ANISOTROPY: - result = bsdfData.anisotropy.xxx; - break; - case DEBUGVIEW_LIT_BSDFDATA_SUB_SURFACE_RADIUS: - result = bsdfData.subSurfaceRadius.xxx; - break; - case DEBUGVIEW_LIT_BSDFDATA_THICKNESS: - result = bsdfData.thickness.xxx; - break; - case DEBUGVIEW_LIT_BSDFDATA_SUB_SURFACE_PROFILE: - result = GetIndexColor(bsdfData.subSurfaceProfile); - break; - case DEBUGVIEW_LIT_BSDFDATA_COAT_NORMAL_WS: - result = bsdfData.coatNormalWS * 0.5 + 0.5; - break; - case DEBUGVIEW_LIT_BSDFDATA_COAT_ROUGHNESS: - result = bsdfData.coatRoughness.xxx; - break; - } -} - -//----------------------------------------------------------------------------- -// PreLightData -//----------------------------------------------------------------------------- - -// Precomputed lighting data to send to the various lighting functions -struct PreLightData -{ - float NdotV; - float ggxLambdaV; - - // Aniso - float TdotV; - float BdotV; - - float anisoGGXLambdaV; - - // image based lighting - // These variables aim to be use with EvaluateBSDF_Env - float3 iblNormalWS; // Normal to be use with image based lighting - float3 iblR; // Reflction vector, same as above. - - float3 specularFGD; // Store preconvole BRDF for both specular and diffuse - float diffuseFGD; - - // TODO: if we want we can store ambient occlusion here from SSAO pass for example that can be use for IBL specular occlusion - // float ambientOcclusion; // Feed from an ambient occlusion buffer - - // area light - float3x3 minV; - float ltcGGXMagnitude; -}; - -PreLightData GetPreLightData(float3 V, float3 positionWS, Coordinate coord, BSDFData bsdfData) -{ - PreLightData preLightData; - - // TODO: check Eric idea about doing that when writting into the GBuffer (with our forward decal) -#if 0 - preLightData.NdotV = GetShiftedNdotV(bsdfData.normalWS, V); // Note: May not work with speedtree... -#else - preLightData.NdotV = GetNdotV(bsdfData.normalWS, V); -#endif - - preLightData.ggxLambdaV = GetSmithJointGGXLambdaV(preLightData.NdotV, bsdfData.roughness); - - float iblNdotV = preLightData.NdotV; - float3 iblNormalWS = bsdfData.normalWS; - - // Check if we precompute anisotropy too - if (bsdfData.materialId == MATERIALID_LIT_ANISO) - { - preLightData.TdotV = dot(bsdfData.tangentWS, V); - preLightData.BdotV = dot(bsdfData.bitangentWS, V); - preLightData.anisoGGXLambdaV = GetSmithJointGGXAnisoLambdaV(preLightData.TdotV, preLightData.BdotV, preLightData.NdotV, bsdfData.roughnessT, bsdfData.roughnessB); - iblNormalWS = GetAnisotropicModifiedNormal(bsdfData.normalWS, bsdfData.tangentWS, V, bsdfData.anisotropy); - - // NOTE: If we follow the theory we should use the modified normal for the different calculation implying a normal (like NDotV) and use iblNormalWS - // into function like GetSpecularDominantDir(). However modified normal is just a hack. The goal is just to stretch a cubemap, no accuracy here. - // With this in mind and for performance reasons we chose to only use modified normal to calculate R. - // iblNdotV = GetNdotV(iblNormalWS, V); - } - - // We need to take into account the modified normal for faking anisotropic here. - preLightData.iblR = reflect(-V, iblNormalWS); - GetPreIntegratedFGD(iblNdotV, bsdfData.perceptualRoughness, bsdfData.fresnel0, preLightData.specularFGD, preLightData.diffuseFGD); - - // #if SHADERPASS == SHADERPASS_GBUFFER - // preLightData.ambientOcclusion = _AmbientOcclusion.Load(uint3(coord.unPositionSS, 0)).x; - // #endif - - // Area light specific - // UVs for sampling the LUTs - // TODO: Test with fastAcos - float theta = acos(dot(bsdfData.normalWS, V)); - // Scale and bias for the current precomputed table - float2 uv = 0.0078125 + 0.984375 * float2(bsdfData.perceptualRoughness, theta * INV_HALF_PI); - - // Get the inverse LTC matrix for GGX - // Note we load the matrix transpose (avoid to have to transpose it in shader) - preLightData.minV = 0.0; - preLightData.minV._m22 = 1.0; - preLightData.minV._m00_m02_m11_m20 = UNITY_SAMPLE_TEX2D_LOD(_LtcGGXMatrix, uv, 0); - - preLightData.ltcGGXMagnitude = UNITY_SAMPLE_TEX2D_LOD(_LtcGGXMagnitude, uv, 0).w; - - return preLightData; -} - -//----------------------------------------------------------------------------- -// bake lighting function -//----------------------------------------------------------------------------- - -// GetBakedDiffuseLigthing function compute the bake lighting + emissive color to be store in emissive buffer (Deferred case) -// In forward it must be add to the final contribution. -// This function require the 3 structure surfaceData, builtinData, bsdfData because it may require both the engine side data, and data that will not be store inside the gbuffer. -float3 GetBakedDiffuseLigthing(PreLightData prelightData, SurfaceData surfaceData, BuiltinData builtinData, BSDFData bsdfData) -{ - // Premultiply bake diffuse lighting information with DisneyDiffuse pre-integration - return builtinData.bakeDiffuseLighting * prelightData.diffuseFGD * surfaceData.ambientOcclusion * bsdfData.diffuseColor + builtinData.emissiveColor * builtinData.emissiveIntensity; -} - -//----------------------------------------------------------------------------- -// light transport functions -//----------------------------------------------------------------------------- - -LighTransportData GetLightTransportData(SurfaceData surfaceData, BuiltinData builtinData, BSDFData bsdfData) -{ - LighTransportData lightTransportData; - - // diffuseColor for lightmapping should basically be diffuse color. - // But rough metals (black diffuse) still scatter quite a lot of light around, so - // we want to take some of that into account too. - - lightTransportData.diffuseColor = bsdfData.diffuseColor + bsdfData.fresnel0 * bsdfData.roughness * 0.5 * surfaceData.metallic; - lightTransportData.emissiveColor = builtinData.emissiveColor * builtinData.emissiveIntensity; - - return lightTransportData; -} - -//----------------------------------------------------------------------------- -// BSDF share between area light (reference) and punctual light -//----------------------------------------------------------------------------- - -void BSDF( float3 V, float3 L, float3 positionWS, PreLightData prelightData, BSDFData bsdfData, - out float3 diffuseLighting, - out float3 specularLighting) -{ - float3 H = normalize(V + L); - float LdotH = saturate(dot(L, H)); - float NdotH = saturate(dot(bsdfData.normalWS, H)); - float NdotL = saturate(dot(bsdfData.normalWS, L)); - float3 F = F_Schlick(bsdfData.fresnel0, LdotH); - - float Vis; - float D; - // TODO: this way of handling aniso may not be efficient, or maybe with material classification, need to check perf here - // Maybe always using aniso maybe a win ? - if (bsdfData.materialId == MATERIALID_LIT_ANISO) - { - float TdotL = saturate(dot(bsdfData.tangentWS, L)); - float BdotL = saturate(dot(bsdfData.bitangentWS, L)); - - #ifdef USE_BSDF_PRE_LAMBDAV - Vis = V_SmithJointGGXAnisoLambdaV( prelightData.TdotV, prelightData.BdotV, prelightData.NdotV, TdotL, BdotL, NdotL, - bsdfData.roughnessT, bsdfData.roughnessB, prelightData.anisoGGXlambdaV); - #else - Vis = V_SmithJointGGXAniso( prelightData.TdotV, prelightData.BdotV, prelightData.NdotV, TdotL, BdotL, NdotL, - bsdfData.roughnessT, bsdfData.roughnessB); - #endif - - float TdotH = saturate(dot(bsdfData.tangentWS, H)); - float BdotH = saturate(dot(bsdfData.bitangentWS, H)); - D = D_GGXAnisoDividePI(TdotH, BdotH, NdotH, bsdfData.roughnessT, bsdfData.roughnessB); - } - else - { - #ifdef USE_BSDF_PRE_LAMBDAV - Vis = V_SmithJointGGX(NdotL, prelightData.NdotV, bsdfData.roughness, prelightData.ggxLambdaV); - #else - Vis = V_SmithJointGGX(NdotL, prelightData.NdotV, bsdfData.roughness); - #endif - D = D_GGXDividePI(NdotH, bsdfData.roughness); - } - specularLighting.rgb = F * Vis * D; - #ifdef DIFFUSE_LAMBERT_BRDF - float diffuseTerm = LambertDividePI(); - #else - float diffuseTerm = DisneyDiffuseDividePI(prelightData.NdotV, NdotL, LdotH, bsdfData.perceptualRoughness); - #endif - diffuseLighting.rgb = bsdfData.diffuseColor * diffuseTerm; -} - -//----------------------------------------------------------------------------- -// EvaluateBSDF_Punctual -//----------------------------------------------------------------------------- - -void EvaluateBSDF_Punctual( float3 V, float3 positionWS, PreLightData prelightData, PunctualLightData lightData, BSDFData bsdfData, - out float4 diffuseLighting, - out float4 specularLighting) -{ - // All punctual light type in the same formula, attenuation is neutral depends on light type. - // light.positionWS is the normalize light direction in case of directional light and invSqrAttenuationRadius is 0 - // mean dot(unL, unL) = 1 and mean GetDistanceAttenuation() will return 1 - // For point light and directional GetAngleAttenuation() return 1 - - float3 unL = lightData.positionWS - positionWS * lightData.useDistanceAttenuation; - float3 L = normalize(unL); - - float attenuation = GetDistanceAttenuation(unL, lightData.invSqrAttenuationRadius); - // Reminder: lights are ortiented backward (-Z) - attenuation *= GetAngleAttenuation(L, -lightData.forward, lightData.angleScale, lightData.angleOffset); - float illuminance = saturate(dot(bsdfData.normalWS, L)) * attenuation; - - diffuseLighting = float4(0.0, 0.0, 0.0, 1.0); - specularLighting = float4(0.0, 0.0, 0.0, 1.0); - - if (illuminance > 0.0f) - { - BSDF(V, L, positionWS, prelightData, bsdfData, diffuseLighting.rgb, specularLighting.rgb); - diffuseLighting.rgb *= lightData.color * illuminance * lightData.diffuseScale; - specularLighting.rgb *= lightData.color * illuminance * lightData.specularScale; - } -} - -//----------------------------------------------------------------------------- -// EvaluateBSDF_Area - Reference -//----------------------------------------------------------------------------- - -void IntegrateGGXAreaRef(float3 V, float3 positionWS, PreLightData prelightData, AreaLightData lightData, BSDFData bsdfData, - out float4 diffuseLighting, - out float4 specularLighting, - uint sampleCount = 512) -{ - // Add some jittering on Hammersley2d - float2 randNum = InitRandom(V.xy * 0.5 + 0.5); - - diffuseLighting = float4(0.0, 0.0, 0.0, 1.0); - specularLighting = float4(0.0, 0.0, 0.0, 1.0); - - for (uint i = 0; i < sampleCount; ++i) - { - float3 P = float3(0.0, 0.0, 0.0); // Sample light point. Random point on the light shape in local space. - float3 Ns = float3(0.0, 0.0, 0.0); // Unit surface normal at P - float lightPdf = 0.0; // Pdf of the light sample - - float2 u = Hammersley2d(i, sampleCount); - u = frac(u + randNum + 0.5); - - float4x4 localToWorld = float4x4(float4(lightData.right, 0.0), float4(lightData.up, 0.0), float4(lightData.forward, 0.0), float4(lightData.positionWS, 1.0)); - - if (lightData.shapeType == AREASHAPETYPE_SPHERE) - SampleSphere(u, localToWorld, lightData.size.x, lightPdf, P, Ns); - else if (lightData.shapeType == AREASHAPETYPE_HEMISPHERE) - SampleHemisphere(u, localToWorld, lightData.size.x, lightPdf, P, Ns); - else if (lightData.shapeType == AREASHAPETYPE_CYLINDER) - SampleCylinder(u, localToWorld, lightData.size.x, lightData.size.y, lightPdf, P, Ns); - else if (lightData.shapeType == AREASHAPETYPE_RECTANGLE) - SampleRectangle(u, localToWorld, lightData.size.x, lightData.size.y, lightPdf, P, Ns); - else if (lightData.shapeType == AREASHAPETYPE_DISK) - SampleDisk(u, localToWorld, lightData.size.x, lightPdf, P, Ns); - else if (lightData.shapeType == AREASHAPETYPE_LINE) - // SampleLine(u, localToWorld, areaLight.lightRadius0, lightPdf, P, Ns); - ; // TODO - - // Get distance - float3 unL = P - positionWS; - float sqrDist = dot(unL, unL); - float3 L = normalize(unL); - - // We calculate area reference light with the area integral rather than the solid angle one. - float illuminance = saturate(dot(Ns, -L)) * saturate(dot(bsdfData.normalWS, L)) / (sqrDist * lightPdf); - - float3 localDiffuseLighting = float3(0.0, 0.0, 0.0); - float3 localSpecularLighting = float3(0.0, 0.0, 0.0); - - if (illuminance > 0.0) - { - BSDF(V, L, positionWS, prelightData, bsdfData, localDiffuseLighting, localSpecularLighting); - localDiffuseLighting *= lightData.color * illuminance * lightData.diffuseScale; - localSpecularLighting *= lightData.color * illuminance * lightData.specularScale; - } - - diffuseLighting.rgb += localDiffuseLighting; - specularLighting.rgb += localSpecularLighting; - } - - diffuseLighting.rgb /= float(sampleCount); - specularLighting.rgb /= float(sampleCount); -} - -//----------------------------------------------------------------------------- -// EvaluateBSDF_Area -//----------------------------------------------------------------------------- - -void EvaluateBSDF_Area( float3 V, float3 positionWS, PreLightData prelightData, AreaLightData lightData, BSDFData bsdfData, - out float4 diffuseLighting, - out float4 specularLighting) -{ -#ifdef LIT_DISPLAY_REFERENCE - IntegrateGGXAreaRef(V, positionWS, prelightData, lightData, bsdfData, diffuseLighting, specularLighting); -#else - - // TODO: This could be precomputed - float halfWidth = lightData.size.x * 0.5; - float halfHeight = lightData.size.y * 0.5; - float3 p0 = lightData.positionWS + lightData.right * -halfWidth + lightData.up * halfHeight; - float3 p1 = lightData.positionWS + lightData.right * -halfWidth + lightData.up * -halfHeight; - float3 p2 = lightData.positionWS + lightData.right * halfWidth + lightData.up * -halfHeight; - float3 p3 = lightData.positionWS + lightData.right * halfWidth + lightData.up * halfHeight; - - float4x3 matL = float4x3(p0, p1, p2, p3); - float4x3 L = matL - float4x3(positionWS, positionWS, positionWS, positionWS); - - // TODO: Can we get early out based on diffuse computation ? (if all point are clip) - diffuseLighting = float4(0.0f, 0.0f, 0.0f, 1.0f); - specularLighting = float4(0.0f, 0.0f, 0.0f, 1.0f); - - // TODO: Fresnel is missing here but should be present - specularLighting.rgb = LTCEvaluate(V, bsdfData.normalWS, prelightData.minV, L, lightData.twoSided) * prelightData.ltcGGXMagnitude; - -//#ifdef DIFFUSE_LAMBERT_BRDF - // Lambert diffuse term (here it should be Disney) - float3x3 identity = 0; - identity._m00_m11_m22 = 1.0; - diffuseLighting.rgb = LTCEvaluate(V, bsdfData.normalWS, identity, L, lightData.twoSided) * bsdfData.diffuseColor; -//#else - // TODO: Disney -//#endif - - // Divide all by 2 PI as it is Lambert integration for diffuse - diffuseLighting.rgb *= lightData.color * INV_TWO_PI * lightData.diffuseScale; - specularLighting.rgb *= lightData.color * INV_TWO_PI * lightData.specularScale; - - // TODO: current area light code doesn't take into account artist attenuation radius! -#endif -} - -//----------------------------------------------------------------------------- -// EvaluateBSDF_Env -// ---------------------------------------------------------------------------- - -// We must implement EvaluateBSDF_Env for various environment map case. For now just cube array and cube (but could add latlong later). -// As a loop can call several version inside the same lighting architecture (think about sky and reflection probes, one isolated uncompressed, the others compressed BC6H in a textures array) -// we need to implemnt various version here. To factor code we play with macro to generate the various varient. -#define UNITY_ARGS_ENV(tex) UNITY_ARGS_TEXCUBEARRAY(tex) -#define UNITY_SAMPLE_ENV_LOD(tex, coord, lightData, lod) UNITY_SAMPLE_TEXCUBEARRAY_LOD(tex, float4(coord, lightData.sliceIndex), lod) -#include "LitEnvTemplate.hlsl" -#undef UNITY_ARGS_ENV -#undef UNITY_SAMPLE_ENV_LOD - -#define UNITY_ARGS_ENV(tex) UNITY_ARGS_TEXCUBE(tex) -#define UNITY_SAMPLE_ENV_LOD(tex, coord, lightData, lod) UNITY_SAMPLE_TEXCUBE_LOD(tex, float3(coord), lod) -#include "LitEnvTemplate.hlsl" -#undef UNITY_ARGS_ENV -#undef UNITY_SAMPLE_ENV_LOD - -#endif // UNITY_MATERIAL_LIT_INCLUDED diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitData.hlsl b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitData.hlsl deleted file mode 100644 index 2ce073113ea..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitData.hlsl +++ /dev/null @@ -1,149 +0,0 @@ -// No guard header! - -//------------------------------------------------------------------------------------- -// FragInput -// This structure gather all possible varying/interpolator for this shader. -//------------------------------------------------------------------------------------- - -struct FragInput -{ - float4 positionHS; - float3 positionWS; - float2 texCoord0; - float2 texCoord1; - float2 texCoord2; - float3 tangentToWorld[3]; - bool isFrontFace; -}; - -//------------------------------------------------------------------------------------- -// Fill SurfaceData/Builtin data function -//------------------------------------------------------------------------------------- - -void GetSurfaceAndBuiltinData(FragInput input, out SurfaceData surfaceData, out BuiltinData builtinData) -{ -#ifdef _HEIGHTMAP - // TODO: in case of shader graph, a node like parallax must be nullify if use to generate code for Meta pass - #ifndef _HEIGHTMAP_AS_DISPLACEMENT - float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS); // This should be remove by the compiler as we usually cal it before. - float height = UNITY_SAMPLE_TEX2D(_HeightMap, input.texCoord0).r * _HeightScale + _HeightBias; - // Transform view vector in tangent space - TransformWorldToTangent(V, input.tangentToWorld); - float2 offset = ParallaxOffset(viewDirTS, height); - input.texCoord0 += offset; - input.texCoord1 += offset; - #endif -#endif - - surfaceData.baseColor = UNITY_SAMPLE_TEX2D(_BaseColorMap, input.texCoord0).rgb * _BaseColor.rgb; -#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A - float alpha = _BaseColor.a; -#else - float alpha = UNITY_SAMPLE_TEX2D(_BaseColorMap, input.texCoord0).a * _BaseColor.a; -#endif - -#ifdef _ALPHATEST_ON - clip(alpha - _AlphaCutoff); -#endif - -#ifdef _SPECULAROCCLUSIONMAP - // TODO: Do something. For now just take alpha channel - surfaceData.specularOcclusion = UNITY_SAMPLE_TEX2D(_SpecularOcclusionMap, input.texCoord0).a; -#else - // Horizon Occlusion for Normal Mapped Reflections: http://marmosetco.tumblr.com/post/81245981087 - //surfaceData.specularOcclusion = saturate(1.0 + horizonFade * dot(r, input.tangentToWorld[2].xyz); - // smooth it - //surfaceData.specularOcclusion *= surfaceData.specularOcclusion; - surfaceData.specularOcclusion = 1.0; -#endif - - // TODO: think about using BC5 - float3 vertexNormalWS = input.tangentToWorld[2].xyz; - -#ifdef _NORMALMAP - #ifdef _NORMALMAP_TANGENT_SPACE - float3 normalTS = UnpackNormalAG(UNITY_SAMPLE_TEX2D(_NormalMap, input.texCoord0)); - surfaceData.normalWS = TransformTangentToWorld(normalTS, input.tangentToWorld); - #else // Object space (TODO: We need to apply the world rotation here! - Require to pass world transform) - surfaceData.normalWS = UNITY_SAMPLE_TEX2D(_NormalMap, input.texCoord0).rgb; - #endif -#else - surfaceData.normalWS = vertexNormalWS; -#endif - -#if defined(_DOUBLESIDED_LIGHTING_FLIP) || defined(_DOUBLESIDED_LIGHTING_MIRROR) - #ifdef _DOUBLESIDED_LIGHTING_FLIP - float3 oppositeNormalWS = -surfaceData.normalWS; - #else - // Mirror the normal with the plane define by vertex normal - float3 oppositeNormalWS = reflect(surfaceData.normalWS, vertexNormalWS); -#endif - // TODO : Test if GetOdddNegativeScale() is necessary here in case of normal map, as GetOdddNegativeScale is take into account in CreateTangentToWorld(); - surfaceData.normalWS = input.isFrontFace ? - (GetOdddNegativeScale() >= 0.0 ? surfaceData.normalWS : oppositeNormalWS) : - (-GetOdddNegativeScale() >= 0.0 ? surfaceData.normalWS : oppositeNormalWS); -#endif - -#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A - surfaceData.perceptualSmoothness = UNITY_SAMPLE_TEX2D(_BaseColorMap, input.texCoord0).a; -#elif defined(_MASKMAP) - surfaceData.perceptualSmoothness = UNITY_SAMPLE_TEX2D(_MaskMap, input.texCoord0).a; -#else - surfaceData.perceptualSmoothness = 1.0; -#endif - surfaceData.perceptualSmoothness *= _Smoothness; - - surfaceData.materialId = 0; - - // MaskMap is Metallic, Ambient Occlusion, (Optional) - emissive Mask, Optional - Smoothness (in alpha) -#ifdef _MASKMAP - surfaceData.metallic = UNITY_SAMPLE_TEX2D(_MaskMap, input.texCoord0).r; - surfaceData.ambientOcclusion = UNITY_SAMPLE_TEX2D(_MaskMap, input.texCoord0).g; -#else - surfaceData.metallic = 1.0; - surfaceData.ambientOcclusion = 1.0; -#endif - surfaceData.metallic *= _Metallic; - - - surfaceData.tangentWS = input.tangentToWorld[0].xyz; // TODO: do with tangent same as with normal, sample into texture etc... - surfaceData.anisotropy = 0; - surfaceData.specular = 0.04; - - surfaceData.subSurfaceRadius = 1.0; - surfaceData.thickness = 0.0; - surfaceData.subSurfaceProfile = 0; - - surfaceData.coatNormalWS = float3(1.0, 0.0, 0.0); - surfaceData.coatPerceptualSmoothness = 1.0; - surfaceData.specularColor = float3(0.0, 0.0, 0.0); - - - // Builtin Data - builtinData.opacity = alpha; - - // TODO: Sample lightmap/lightprobe/volume proxy - // This should also handle projective lightmap - // Note that data input above can be use to sample into lightmap (like normal) - builtinData.bakeDiffuseLighting = UNITY_SAMPLE_TEX2D(_DiffuseLightingMap, input.texCoord1).rgb; - - // If we chose an emissive color, we have a dedicated texture for it and don't use MaskMap -#ifdef _EMISSIVE_COLOR - #ifdef _EMISSIVE_COLOR_MAP - builtinData.emissiveColor = UNITY_SAMPLE_TEX2D(_EmissiveColorMap, input.texCoord0).rgb * _EmissiveColor; - #else - builtinData.emissiveColor = _EmissiveColor; - #endif -#elif defined(_MASKMAP) // If we have a MaskMap, use emissive slot as a mask on baseColor - builtinData.emissiveColor = surfaceData.baseColor * UNITY_SAMPLE_TEX2D(_MaskMap, input.texCoord0).bbb; -#else - builtinData.emissiveColor = float3(0.0, 0.0, 0.0); -#endif - - builtinData.emissiveIntensity = _EmissiveIntensity; - - builtinData.velocity = float2(0.0, 0.0); - - builtinData.distortion = float2(0.0, 0.0); - builtinData.distortionBlur = 0.0; -} \ No newline at end of file diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitDefault.shader b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitDefault.shader deleted file mode 100644 index 46fbb4018f1..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitDefault.shader +++ /dev/null @@ -1,494 +0,0 @@ -Shader "Unity/Lit" -{ - Properties - { - // Following set of parameters represent the parameters node inside the MaterialGraph. - // They are use to fill a SurfaceData. With a MaterialGraph this should not exist. - - // Reminder. Color here are in linear but the UI (color picker) do the conversion sRGB to linear - _BaseColor("BaseColor", Color) = (1,1,1,1) - _BaseColorMap("BaseColorMap", 2D) = "white" {} - - _Metallic("_Metallic", Range(0.0, 1.0)) = 0 - _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5 - _MaskMap("MaskMap", 2D) = "white" {} - - _SpecularOcclusionMap("SpecularOcclusion", 2D) = "white" {} - - _NormalMap("NormalMap", 2D) = "bump" {} - [Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0 - - _HeightMap("HeightMap", 2D) = "black" {} - _HeightScale("Height Scale", Float) = 1 - _HeightBias("Height Bias", Float) = 0 - [Enum(Parallax, 0, Displacement, 1)] _HeightMapMode("Heightmap usage", Float) = 0 - - _SubSurfaceRadius("SubSurfaceRadius", Range(0.0, 1.0)) = 0 - _SubSurfaceRadiusMap("SubSurfaceRadiusMap", 2D) = "white" {} - //_Thickness("Thickness", Range(0.0, 1.0)) = 0 - //_ThicknessMap("ThicknessMap", 2D) = "white" {} - //_SubSurfaceProfile("SubSurfaceProfile", Float) = 0 - - //_CoatCoverage("CoatCoverage", Range(0.0, 1.0)) = 0 - //_CoatCoverageMap("CoatCoverageMapMap", 2D) = "white" {} - - //_CoatRoughness("CoatRoughness", Range(0.0, 1.0)) = 0 - //_CoatRoughnessMap("CoatRoughnessMap", 2D) = "white" {} - - // _DistortionVectorMap("DistortionVectorMap", 2D) = "white" {} - // _DistortionBlur("DistortionBlur", Range(0.0, 1.0)) = 0 - - // Following options are for the GUI inspector and different from the input parameters above - // These option below will cause different compilation flag. - - _DiffuseLightingMap("DiffuseLightingMap", 2D) = "black" {} - _EmissiveColor("EmissiveColor", Color) = (0, 0, 0) - _EmissiveColorMap("EmissiveColorMap", 2D) = "white" {} - _EmissiveIntensity("EmissiveIntensity", Float) = 0 - - [ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0 - [ToggleOff] _DistortionDepthTest("Distortion Only", Float) = 0.0 - - [ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0 - _AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 - - // Blending state - [HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0 - [HideInInspector] _BlendMode ("__blendmode", Float) = 0.0 - [HideInInspector] _SrcBlend ("__src", Float) = 1.0 - [HideInInspector] _DstBlend ("__dst", Float) = 0.0 - [HideInInspector] _ZWrite ("__zw", Float) = 1.0 - [HideInInspector] _CullMode("__cullmode", Float) = 2.0 - // Material Id - [HideInInspector] _MaterialId("_MaterialId", FLoat) = 0 - - [Enum(Mask Alpha, 0, BaseColor Alpha, 1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 1 - [Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1 - [Enum(None, 0, DoubleSided, 1, DoubleSidedLigthingFlip, 2, DoubleSidedLigthingMirror, 3)] _DoubleSidedMode("Double sided mode", Float) = 0 - } - - HLSLINCLUDE - - #pragma target 5.0 - #pragma only_renderers d3d11 // TEMP: unitl we go futher in dev - - //------------------------------------------------------------------------------------- - // Variant - //------------------------------------------------------------------------------------- - - #pragma shader_feature _ALPHATEST_ON - #pragma shader_feature _ _DOUBLESIDED_LIGHTING_FLIP _DOUBLESIDED_LIGHTING_MIRROR - #pragma shader_feature _NORMALMAP - #pragma shader_feature _NORMALMAP_TANGENT_SPACE - #pragma shader_feature _MASKMAP - #pragma shader_feature _SPECULAROCCLUSIONMAP - #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A - #pragma shader_feature _EMISSIVE_COLOR - #pragma shader_feature _EMISSIVE_COLOR_MAP - #pragma shader_feature _HEIGHTMAP - #pragma shader_feature _HEIGHTMAP_AS_DISPLACEMENT - - #pragma multi_compile _ LIGHTMAP_ON - #pragma multi_compile _ DIRLIGHTMAP_COMBINED - #pragma multi_compile _ DYNAMICLIGHTMAP_ON - - //------------------------------------------------------------------------------------- - // Define - //------------------------------------------------------------------------------------- - - #define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl - - //------------------------------------------------------------------------------------- - // Include - //------------------------------------------------------------------------------------- - - #include "common.hlsl" - #include "../../ShaderPass/ShaderPass.cs.hlsl" - #include "../../ShaderVariables.hlsl" - #include "../../Debug/DebugViewMaterial.hlsl" - - //------------------------------------------------------------------------------------- - // variable declaration - //------------------------------------------------------------------------------------- - - // Set of users variables - float4 _BaseColor; - UNITY_DECLARE_TEX2D(_BaseColorMap); - - float _Metallic; - float _Smoothness; - UNITY_DECLARE_TEX2D(_MaskMap); - UNITY_DECLARE_TEX2D(_SpecularOcclusionMap); - - UNITY_DECLARE_TEX2D(_NormalMap); - UNITY_DECLARE_TEX2D(_Heightmap); - float _HeightScale; - float _HeightBias; - - UNITY_DECLARE_TEX2D(_DiffuseLightingMap); - float4 _EmissiveColor; - UNITY_DECLARE_TEX2D(_EmissiveColorMap); - float _EmissiveIntensity; - - float _SubSurfaceRadius; - UNITY_DECLARE_TEX2D(_SubSurfaceRadiusMap); - // float _Thickness; - // UNITY_DECLARE_TEX2D(_ThicknessMap); - - // float _CoatCoverage; - // UNITY_DECLARE_TEX2D(_CoatCoverageMap); - - // float _CoatRoughness; - // UNITY_DECLARE_TEX2D(_CoatRoughnessMap); - - float _AlphaCutoff; - - ENDHLSL - - SubShader - { - Tags { "RenderType"="Opaque" "PerformanceChecks"="False" } - LOD 300 - - // ------------------------------------------------------------------ - // Deferred pass - Pass - { - Name "GBuffer" // Name is not used - Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index - - Cull [_CullMode] - - HLSLPROGRAM - - #pragma vertex VertDefault - #pragma fragment Frag - - #define SHADERPASS SHADERPASS_GBUFFER - #include "../../Lighting/Lighting.hlsl" // This include Material.hlsl - #include "LitData.hlsl" - #include "LitShare.hlsl" - - #include "../../ShaderPass/ShaderPassGBuffer.hlsl" - - ENDHLSL - } - - // ------------------------------------------------------------------ - // Debug pass - Pass - { - Name "Debug" - Tags { "LightMode" = "DebugViewMaterial" } - - Cull[_CullMode] - - HLSLPROGRAM - - #pragma vertex VertDefault - #pragma fragment Frag - - #define SHADERPASS SHADERPASS_DEBUG_VIEW_MATERIAL - #include "../../Material/Material.hlsl" - #include "LitData.hlsl" - #include "LitShare.hlsl" - - void GetVaryingsDataDebug(uint paramId, FragInput input, inout float3 result, inout bool needLinearToSRGB) - { - switch (paramId) - { - case DEBUGVIEW_VARYING_DEPTH: - // TODO: provide a customize parameter (like a slider) - float linearDepth = frac(LinearEyeDepth(input.positionHS.z, _ZBufferParams) * 0.1); - result = linearDepth.xxx; - break; - case DEBUGVIEW_VARYING_TEXCOORD0: - result = float3(input.texCoord0 * 0.5 + 0.5, 0.0); - break; - case DEBUGVIEW_VARYING_TEXCOORD1: - result = float3(input.texCoord1 * 0.5 + 0.5, 0.0); - break; - case DEBUGVIEW_VARYING_TEXCOORD2: - result = float3(input.texCoord2 * 0.5 + 0.5, 0.0); - break; - case DEBUGVIEW_VARYING_VERTEXTANGENTWS: - result = input.tangentToWorld[0].xyz * 0.5 + 0.5; - break; - case DEBUGVIEW_VARYING_VERTEXBITANGENTWS: - result = input.tangentToWorld[1].xyz * 0.5 + 0.5; - break; - case DEBUGVIEW_VARYING_VERTEXNORMALWS: - result = input.tangentToWorld[2].xyz * 0.5 + 0.5; - break; - } - } - - #include "../../ShaderPass/ShaderPassDebugViewMaterial.hlsl" - - ENDHLSL - } - - // ------------------------------------------------------------------ - // Extracts information for lightmapping, GI (emission, albedo, ...) - // This pass it not used during regular rendering. - Pass - { - Name "META" - Tags{ "LightMode" = "Meta" } - - Cull Off - - HLSLPROGRAM - - // Lightmap memo - // DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light, - // both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON. - - #pragma vertex Vert - #pragma fragment Frag - - #define SHADERPASS SHADERPASS_LIGHT_TRANSPORT - #include "../../Material/Material.hlsl" - #include "LitData.hlsl" - - CBUFFER_START(UnityMetaPass) - // x = use uv1 as raster position - // y = use uv2 as raster position - bool4 unity_MetaVertexControl; - - // x = return albedo - // y = return normal - bool4 unity_MetaFragmentControl; - - CBUFFER_END - - // This was not in constant buffer in original unity, so keep outiside. But should be in as ShaderRenderPass frequency - float unity_OneOverOutputBoost; - float unity_MaxOutputValue; - - struct Attributes - { - float3 positionOS : POSITION; - float3 normalOS : NORMAL; - float2 uv0 : TEXCOORD0; - float2 uv1 : TEXCOORD1; - float2 uv2 : TEXCOORD2; - float4 tangentOS : TANGENT; - }; - - struct Varyings - { - float4 positionHS; - float2 texCoord0; - float2 texCoord1; - }; - - struct PackedVaryings - { - float4 positionHS : SV_Position; - float4 interpolators[1] : TEXCOORD0; - }; - - // Function to pack data to use as few interpolator as possible, the ShaderGraph should generate these functions - PackedVaryings PackVaryings(Varyings input) - { - PackedVaryings output; - output.positionHS = input.positionHS; - output.interpolators[0].xy = input.texCoord0; - output.interpolators[0].zw = input.texCoord1; - - return output; - } - - FragInput UnpackVaryings(PackedVaryings input) - { - FragInput output; - ZERO_INITIALIZE(FragInput, output); - - output.positionHS = input.positionHS; - output.texCoord0 = input.interpolators[0].xy; - output.texCoord1 = input.interpolators[0].zw; - - return output; - } - - PackedVaryings Vert(Attributes input) - { - Varyings output; - - // Output UV coordinate in vertex shader - if (unity_MetaVertexControl.x) - { - input.positionOS.xy = input.uv1 * unity_LightmapST.xy + unity_LightmapST.zw; - // OpenGL right now needs to actually use incoming vertex position, - // so use it in a very dummy way - //v.positionOS.z = vertex.z > 0 ? 1.0e-4f : 0.0f; - } - if (unity_MetaVertexControl.y) - { - input.positionOS.xy = input.uv2 * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; - // OpenGL right now needs to actually use incoming vertex position, - // so use it in a very dummy way - //v.positionOS.z = vertex.z > 0 ? 1.0e-4f : 0.0f; - } - - float3 positionWS = TransformObjectToWorld(input.positionOS); - output.positionHS = TransformWorldToHClip(positionWS); - output.texCoord0 = input.uv0; - output.texCoord1 = input.uv1; - - return PackVaryings(output); - } - - #include "../../ShaderPass/ShaderPassLightTransport.hlsl" - - ENDHLSL - } - - // ------------------------------------------------------------------ - // Depth only - Pass - { - Name "DepthOnly" // Name is not used - Tags { "LightMode" = "DepthOnly" } // This will be only for transparent object based on the RenderQueue index - - Blend [_SrcBlend] [_DstBlend] - ZWrite [_ZWrite] - Cull [_CullMode] - - HLSLPROGRAM - - #pragma vertex Vert - #pragma fragment Frag - - #define SHADERPASS SHADERPASS_DEPTH_ONLY - #include "../../Material/Material.hlsl" - #include "LitData.hlsl" - - struct Attributes - { - float3 positionOS : POSITION; - float2 uv0 : TEXCOORD0; - #if defined(_HEIGHTMAP) && !defined (_HEIGHTMAP_AS_DISPLACEMENT) - float4 tangentOS : TANGENT; - #endif - }; - - struct Varyings - { - float4 positionHS; - float2 texCoord0; - #if defined(_HEIGHTMAP) && !defined (_HEIGHTMAP_AS_DISPLACEMENT) - float3 positionWS; - float3 tangentToWorld[3]; - #endif - }; - - struct PackedVaryings - { - float4 positionHS : SV_Position; - #if defined(_HEIGHTMAP) && !defined (_HEIGHTMAP_AS_DISPLACEMENT) - float4 interpolators[4] : TEXCOORD0; - #else - float4 interpolators[1] : TEXCOORD0; - #endif - }; - - // Function to pack data to use as few interpolator as possible, the ShaderGraph should generate these functions - PackedVaryings PackVaryings(Varyings input) - { - PackedVaryings output; - output.positionHS = input.positionHS; - #if defined(_HEIGHTMAP) && !defined (_HEIGHTMAP_AS_DISPLACEMENT) - output.interpolators[0].xyz = input.positionWS.xyz; - output.interpolators[1].xyz = input.tangentToWorld[0]; - output.interpolators[2].xyz = input.tangentToWorld[1]; - output.interpolators[3].xyz = input.tangentToWorld[2]; - - output.interpolators[0].w = input.texCoord0.x; - output.interpolators[1].w = input.texCoord0.y; - #else - output.interpolators[0] = float4(input.texCoord0, 0.0, 0.0); - #endif - - return output; - } - - FragInput UnpackVaryings(PackedVaryings input) - { - FragInput output; - ZERO_INITIALIZE(FragInput, output); - - output.positionHS = input.positionHS; - #if defined(_HEIGHTMAP) && !defined (_HEIGHTMAP_AS_DISPLACEMENT) - output.positionWS.xyz = input.interpolators[0].xyz; - output.tangentToWorld[0] = input.interpolators[1].xyz; - output.tangentToWorld[1] = input.interpolators[2].xyz; - output.tangentToWorld[2] = input.interpolators[3].xyz; - - output.texCoord0.xy = float2(input.interpolators[0].w, input.interpolators[1].w); - #else - output.texCoord0.xy = input.interpolators[0].xy; - #endif - - return output; - } - - PackedVaryings Vert(Attributes input) - { - Varyings output; - - float3 positionWS = TransformObjectToWorld(input.positionOS); - output.positionHS = TransformWorldToHClip(positionWS); - - output.texCoord0 = input.uv0; - - #if defined(_HEIGHTMAP) && !defined (_HEIGHTMAP_AS_DISPLACEMENT) - output.positionWS = positionWS; - - float3 normalWS = TransformObjectToWorldNormal(input.normalOS); - float4 tangentWS = float4(TransformObjectToWorldDir(input.tangentOS.xyz), input.tangentOS.w); - - float3x3 tangentToWorld = CreateTangentToWorld(normalWS, tangentWS.xyz, tangentWS.w); - output.tangentToWorld[0] = tangentToWorld[0]; - output.tangentToWorld[1] = tangentToWorld[1]; - output.tangentToWorld[2] = tangentToWorld[2]; - #endif - - return PackVaryings(output); - } - - #include "../../ShaderPass/ShaderPassDepthOnly.hlsl" - - ENDHLSL - } - - // ------------------------------------------------------------------ - // forward pass - Pass - { - Name "Forward" // Name is not used - Tags { "LightMode" = "Forward" } // This will be only for transparent object based on the RenderQueue index - - Blend [_SrcBlend] [_DstBlend] - ZWrite [_ZWrite] - Cull [_CullMode] - - HLSLPROGRAM - - #pragma vertex VertDefault - #pragma fragment Frag - - #define SHADERPASS SHADERPASS_FORWARD - #include "../../Lighting/Lighting.hlsl" - #include "LitData.hlsl" - #include "LitShare.hlsl" - - #include "../../ShaderPass/ShaderPassForward.hlsl" - - ENDHLSL - } - } - - CustomEditor "LitGUI" -} diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitEnvTemplate.hlsl b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitEnvTemplate.hlsl deleted file mode 100644 index d32b23b8c13..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitEnvTemplate.hlsl +++ /dev/null @@ -1,238 +0,0 @@ -// No guard header! - -//----------------------------------------------------------------------------- -// EvaluateBSDF_Env - Reference -// ---------------------------------------------------------------------------- - -// Ref: Moving Frostbite to PBR (Appendix A) -float3 IntegrateLambertIBLRef( EnvLightData lightData, BSDFData bsdfData, - UNITY_ARGS_ENV(_EnvTextures), - uint sampleCount = 2048) -{ - float3 N = bsdfData.normalWS; - float3 acc = float3(0.0, 0.0, 0.0); - // Add some jittering on Hammersley2d - float2 randNum = InitRandom(N.xy * 0.5 + 0.5); - - float3 tangentX, tangentY; - GetLocalFrame(N, tangentX, tangentY); - - for (uint i = 0; i < sampleCount; ++i) - { - float2 u = Hammersley2d(i, sampleCount); - u = frac(u + randNum + 0.5); - - float3 L; - float NdotL; - float weightOverPdf; - ImportanceSampleLambert(u, N, tangentX, tangentY, L, NdotL, weightOverPdf); - - if (NdotL > 0.0) - { - float4 val = UNITY_SAMPLE_ENV_LOD(_EnvTextures, L, lightData, 0); - - // diffuse Albedo is apply here as describe in ImportanceSampleLambert function - acc += bsdfData.diffuseColor * Lambert() * weightOverPdf * val.rgb; - } - } - - return acc / sampleCount; -} - -float3 IntegrateDisneyDiffuseIBLRef(float3 V, EnvLightData lightData, BSDFData bsdfData, - UNITY_ARGS_ENV(_EnvTextures), - uint sampleCount = 2048) -{ - float3 N = bsdfData.normalWS; - float NdotV = dot(N, V); - float3 acc = float3(0.0, 0.0, 0.0); - // Add some jittering on Hammersley2d - float2 randNum = InitRandom(N.xy * 0.5 + 0.5); - - float3 tangentX, tangentY; - GetLocalFrame(N, tangentX, tangentY); - - for (uint i = 0; i < sampleCount; ++i) - { - float2 u = Hammersley2d(i, sampleCount); - u = frac(u + randNum + 0.5); - - float3 L; - float NdotL; - float weightOverPdf; - // for Disney we still use a Cosine importance sampling, true Disney importance sampling imply a look up table - ImportanceSampleLambert(u, N, tangentX, tangentY, L, NdotL, weightOverPdf); - - if (NdotL > 0.0) - { - float3 H = normalize(L + V); - float LdotH = dot(L, H); - // Note: we call DisneyDiffuse that require to multiply by Albedo / PI. Divide by PI is already taken into account - // in weightOverPdf of ImportanceSampleLambert call. - float disneyDiffuse = DisneyDiffuse(NdotV, NdotL, LdotH, bsdfData.perceptualRoughness); - - // diffuse Albedo is apply here as describe in ImportanceSampleLambert function - float4 val = UNITY_SAMPLE_ENV_LOD(_EnvTextures, L, lightData, 0); - acc += bsdfData.diffuseColor * disneyDiffuse * weightOverPdf * val.rgb; - } - } - - return acc / sampleCount; -} - -// Ref: Moving Frostbite to PBR (Appendix A) -float3 IntegrateSpecularGGXIBLRef( float3 V, EnvLightData lightData, BSDFData bsdfData, - UNITY_ARGS_ENV(_EnvTextures), - uint sampleCount = 2048) -{ - float3 N = bsdfData.normalWS; - float NdotV = saturate(dot(N, V)); - float3 acc = float3(0.0, 0.0, 0.0); - - // Add some jittering on Hammersley2d - float2 randNum = InitRandom(V.xy * 0.5 + 0.5); - - float3 tangentX, tangentY; - GetLocalFrame(N, tangentX, tangentY); - - for (uint i = 0; i < sampleCount; ++i) - { - float2 u = Hammersley2d(i, sampleCount); - u = frac(u + randNum + 0.5); - - float VdotH; - float NdotL; - float3 L; - float weightOverPdf; - - // GGX BRDF - ImportanceSampleGGX(u, V, N, tangentX, tangentY, bsdfData.roughness, NdotV, - L, VdotH, NdotL, weightOverPdf); - - if (NdotL > 0.0) - { - // Fresnel component is apply here as describe in ImportanceSampleGGX function - float3 FweightOverPdf = F_Schlick(bsdfData.fresnel0, VdotH) * weightOverPdf; - - float4 val = UNITY_SAMPLE_ENV_LOD(_EnvTextures, L, lightData, 0); - - acc += FweightOverPdf * val.rgb; - } - } - - return acc / sampleCount; -} - -//----------------------------------------------------------------------------- -// EvaluateBSDF_Env -// ---------------------------------------------------------------------------- - -// _preIntegratedFGD and _CubemapLD are unique for each BRDF -void EvaluateBSDF_Env( float3 V, float3 positionWS, PreLightData prelightData, EnvLightData lightData, BSDFData bsdfData, - UNITY_ARGS_ENV(_EnvTextures), - out float4 diffuseLighting, - out float4 specularLighting) -{ -#ifdef LIT_DISPLAY_REFERENCE - - specularLighting.rgb = IntegrateSpecularGGXIBLRef(V, lightData, bsdfData, UNITY_PASS_ENV(_EnvTextures)); - specularLighting.a = 1.0; - -/* - #ifdef DIFFUSE_LAMBERT_BRDF - diffuseLighting.rgb = IntegrateLambertIBLRef(lightData, bsdfData, UNITY_PASS_ENV(_EnvTextures)); - #else - diffuseLighting.rgb = IntegrateDisneyDiffuseIBLRef(V, lightData, bsdfData, UNITY_PASS_ENV(_EnvTextures)); - #endif - diffuseLighting.a = 1.0; -*/ - diffuseLighting = float4(0.0, 0.0, 0.0, 0.0); - -#else - // TODO: factor this code in common, so other material authoring don't require to rewrite everything, - // also think about how such a loop can handle 2 cubemap at the same time as old unity. Macro can allow to do that - // but we need to have UNITY_SAMPLE_ENV_LOD replace by a true function instead that is define by the lighting arcitecture. - // Also not sure how to deal with 2 intersection.... - // Box and sphere are related to light property (but we have also distance based roughness etc...) - - // TODO: test the strech from Tomasz - // float shrinkedRoughness = AnisotropicStrechAtGrazingAngle(bsdfData.roughness, bsdfData.perceptualRoughness, NdotV); - - // Note: As explain in GetPreLightData we use normalWS and not iblNormalWS here (in case of anisotropy) - float3 rayWS = GetSpecularDominantDir(bsdfData.normalWS, prelightData.iblR, bsdfData.roughness); - - float3 R = rayWS; - float weight = 1.0; - - // In this code we redefine a bit the behavior of the reflcetion proble. We separate the projection volume (the proxy of the scene) form the influence volume (what pixel on the screen is affected) - - // 1. First determine the projection volume - - // In Unity the cubemaps are capture with the localToWorld transform of the component. - // This mean that location and oritention matter. So after intersection of proxy volume we need to convert back to world. - - // CAUTION: localToWorld is the transform use to convert the cubemap capture point to world space (mean it include the offset) - // the center of the bounding box is thus in locals space: positionLS - offsetLS - // We use this formulation as it is the one of legacy unity that was using only AABB box. - - float3x3 worldToLocal = transpose(float3x3(lightData.right, lightData.up, lightData.forward)); // worldToLocal assume no scaling - float3 positionLS = positionWS - lightData.positionWS; - positionLS = mul(positionLS, worldToLocal).xyz - lightData.offsetLS; // We want to calculate the intersection from the center of the bounding box. - - if (lightData.envShapeType == ENVSHAPETYPE_BOX) - { - float3 rayLS = mul(rayWS, worldToLocal); - float3 boxOuterDistance = lightData.innerDistance + float3(lightData.blendDistance, lightData.blendDistance, lightData.blendDistance); - float dist = BoxRayIntersectSimple(positionLS, rayLS, -boxOuterDistance, boxOuterDistance); - - // No need to normalize for fetching cubemap - // We can reuse dist calculate in LS directly in WS as there is no scaling. Also the offset is already include in lightData.positionWS - R = (positionWS + dist * rayWS) - lightData.positionWS; - - // TODO: add distance based roughness - } - else if (lightData.envShapeType == ENVSHAPETYPE_SPHERE) - { - float3 rayLS = mul(rayWS, worldToLocal); - float sphereOuterDistance = lightData.innerDistance.x + lightData.blendDistance; - float dist = SphereRayIntersectSimple(positionLS, rayLS, sphereOuterDistance); - - R = (positionWS + dist * rayWS) - lightData.positionWS; - } - - // 2. Apply the influence volume (Box volume is used for culling whatever the influence shape) - // TODO: In the future we could have an influence volume inside the projection volume (so with a different transform, in this case we will need another transform) - if (lightData.envShapeType == ENVSHAPETYPE_SPHERE) - { - float distFade = max(length(positionLS) - lightData.innerDistance.x, 0.0); - weight = saturate(1.0 - distFade / max(lightData.blendDistance, 0.0001)); // avoid divide by zero - } - else // ENVSHAPETYPE_BOX or ENVSHAPETYPE_NONE - { - // Calculate falloff value, so reflections on the edges of the volume would gradually blend to previous reflection. - float distFade = DistancePointBox(positionLS, -lightData.innerDistance, lightData.innerDistance); - weight = saturate(1.0 - distFade / max(lightData.blendDistance, 0.0001)); // avoid divide by zero - } - - // Smooth weighting - weight = smoothstep01(weight); - - // TODO: we must always perform a weight calculation as due to tiled rendering we need to smooth out cubemap at boundaries. - // So goal is to split into two category and have an option to say if we parallax correct or not. - - // TODO: compare current Morten version: offline cubemap with a particular remap + the bias in perceptualRoughnessToMipmapLevel - // to classic remap like unreal/Frobiste. The function GetSpecularDominantDir can result in a better matching in this case - // We let GetSpecularDominantDir currently as it still an improvement but not as good as it could be - float mip = perceptualRoughnessToMipmapLevel(bsdfData.perceptualRoughness); - float4 preLD = UNITY_SAMPLE_ENV_LOD(_EnvTextures, R, lightData, mip); - specularLighting.rgb = preLD.rgb * prelightData.specularFGD; - - // Apply specular occlusion on it - specularLighting.rgb *= bsdfData.specularOcclusion; - specularLighting.a = weight; - - diffuseLighting = float4(0.0, 0.0, 0.0, 0.0); - -#endif -} - diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitEnvTemplate.hlsl.meta b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitEnvTemplate.hlsl.meta deleted file mode 100644 index 2b9814d4970..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitEnvTemplate.hlsl.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 22c20a34a48ade04daa95ffdc51ac052 -timeCreated: 1476997917 -licenseType: Pro -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitShare.hlsl b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitShare.hlsl deleted file mode 100644 index 5773f4234ef..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitShare.hlsl +++ /dev/null @@ -1,131 +0,0 @@ -// No guard header! - -#ifndef SHADERPASS -#error Undefine_SHADERPASS -#endif - -//------------------------------------------------------------------------------------- -// Attribute/Varying -//------------------------------------------------------------------------------------- - -struct Attributes -{ - float3 positionOS : POSITION; - float3 normalOS : NORMAL; - float2 uv0 : TEXCOORD0; - float2 uv1 : TEXCOORD1; -#if (DYNAMICLIGHTMAP_ON) || (SHADERPASS == SHADERPASS_DEBUG_VIEW_MATERIAL) - float2 uv2 : TEXCOORD2; -#endif - float4 tangentOS : TANGENT; // Always present as we require it also in case of anisotropic lighting - - // UNITY_INSTANCE_ID -}; - -struct Varyings -{ - float4 positionHS; - float3 positionWS; - float2 texCoord0; - float2 texCoord1; -#if (DYNAMICLIGHTMAP_ON) || (SHADERPASS == SHADERPASS_DEBUG_VIEW_MATERIAL) - float2 texCoord2; -#endif - float3 tangentToWorld[3]; -}; - -struct PackedVaryings -{ - float4 positionHS : SV_Position; -#if (DYNAMICLIGHTMAP_ON) || (SHADERPASS == SHADERPASS_DEBUG_VIEW_MATERIAL) - float4 interpolators[5] : TEXCOORD0; -#else - float4 interpolators[4] : TEXCOORD0; -#endif - -#if SHADER_STAGE_FRAGMENT - #if defined(_DOUBLESIDED_LIGHTING_FLIP) || defined(_DOUBLESIDED_LIGHTING_MIRROR) - FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMATIC; - #endif -#endif -}; - -// Function to pack data to use as few interpolator as possible, the ShaderGraph should generate these functions -PackedVaryings PackVaryings(Varyings input) -{ - PackedVaryings output; - output.positionHS = input.positionHS; - output.interpolators[0].xyz = input.positionWS.xyz; - output.interpolators[1].xyz = input.tangentToWorld[0]; - output.interpolators[2].xyz = input.tangentToWorld[1]; - output.interpolators[3].xyz = input.tangentToWorld[2]; - - output.interpolators[0].w = input.texCoord0.x; - output.interpolators[1].w = input.texCoord0.y; - output.interpolators[2].w = input.texCoord1.x; - output.interpolators[3].w = input.texCoord1.y; - -#if (DYNAMICLIGHTMAP_ON) || (SHADERPASS == SHADERPASS_DEBUG_VIEW_MATERIAL) - output.interpolators[4] = float4(input.texCoord2.xy, 0.0, 0.0); -#endif - - return output; -} - -FragInput UnpackVaryings(PackedVaryings input) -{ - FragInput output; - ZERO_INITIALIZE(FragInput, output); - - output.positionHS = input.positionHS; - output.positionWS.xyz = input.interpolators[0].xyz; - output.tangentToWorld[0] = input.interpolators[1].xyz; - output.tangentToWorld[1] = input.interpolators[2].xyz; - output.tangentToWorld[2] = input.interpolators[3].xyz; - - output.texCoord0.xy = float2(input.interpolators[0].w, input.interpolators[1].w); - output.texCoord1.xy = float2(input.interpolators[2].w, input.interpolators[3].w); - -#if (DYNAMICLIGHTMAP_ON) || (SHADERPASS == SHADERPASS_DEBUG_VIEW_MATERIAL) - output.texCoord2 = input.interpolators[4].xy; -#endif - -#if SHADER_STAGE_FRAGMENT - #if defined(_DOUBLESIDED_LIGHTING_FLIP) || defined(_DOUBLESIDED_LIGHTING_MIRROR) - output.isFrontFace = IS_FRONT_VFACE(input.cullFace, true, false); - #endif -#endif - - return output; -} - -//------------------------------------------------------------------------------------- -// Vertex shader -//------------------------------------------------------------------------------------- - -// TODO: Here we will also have all the vertex deformation (GPU skinning, vertex animation, morph target...) or we will need to generate a compute shaders instead (better! but require work to deal with unpacking like fp16) -PackedVaryings VertDefault(Attributes input) -{ - Varyings output; - - output.positionWS = TransformObjectToWorld(input.positionOS); - // TODO deal with camera center rendering and instancing (This is the reason why we always perform tow steps transform to clip space + instancing matrix) - output.positionHS = TransformWorldToHClip(output.positionWS); - - float3 normalWS = TransformObjectToWorldNormal(input.normalOS); - - output.texCoord0 = input.uv0; - output.texCoord1 = input.uv1; -#if (DYNAMICLIGHTMAP_ON) || (SHADERPASS == SHADERPASS_DEBUG_VIEW_MATERIAL) - output.texCoord2 = input.uv2; -#endif - - float4 tangentWS = float4(TransformObjectToWorldDir(input.tangentOS.xyz), input.tangentOS.w); - - float3x3 tangentToWorld = CreateTangentToWorld(normalWS, tangentWS.xyz, tangentWS.w); - output.tangentToWorld[0] = tangentToWorld[0]; - output.tangentToWorld[1] = tangentToWorld[1]; - output.tangentToWorld[2] = tangentToWorld[2]; - - return PackVaryings(output); -} diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitUI.cs b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitUI.cs deleted file mode 100644 index 469291277dd..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitUI.cs +++ /dev/null @@ -1,453 +0,0 @@ -using System; -using UnityEngine; -using UnityEngine.Rendering; - -namespace UnityEditor -{ - internal class LitGUI : ShaderGUI - { - public enum SurfaceType - { - Opaque, - Transparent - } - public enum BlendMode - { - Lerp, - Add, - SoftAdd, - Multiply, - Premultiply - } - - public enum SmoothnessMapChannel - { - MaskAlpha, - AlbedoAlpha, - } - public enum EmissiveColorMode - { - UseEmissiveColor, - UseEmissiveMask, - } - public enum DoubleSidedMode - { - None, - DoubleSided, - DoubleSidedLightingFlip, - DoubleSidedLightingMirror, - } - - public enum NormalMapSpace - { - TangentSpace, - ObjectSpace, - } - - public enum HeightmapMode - { - Parallax, - Displacement, - } - - private static class Styles - { - public static string OptionText = "Options"; - public static string SurfaceTypeText = "Surface Type"; - public static string BlendModeText = "Blend Mode"; - - public static GUIContent alphaCutoffEnableText = new GUIContent("Alpha Cutoff Enable", "Threshold for alpha cutoff"); - public static GUIContent alphaCutoffText = new GUIContent("Alpha Cutoff", "Threshold for alpha cutoff"); - public static GUIContent doubleSidedModeText = new GUIContent("Double Sided", "This will render the two face of the objects (disable backface culling)"); - - public static readonly string[] surfaceTypeNames = Enum.GetNames(typeof(SurfaceType)); - public static readonly string[] blendModeNames = Enum.GetNames(typeof(BlendMode)); - - public static string InputsOptionsText = "Inputs options"; - - public static GUIContent smoothnessMapChannelText = new GUIContent("Smoothness Source", "Smoothness texture and channel"); - public static GUIContent emissiveColorModeText = new GUIContent("Emissive Color Usage", "Use emissive color or emissive mask"); - - public static string InputsText = "Inputs"; - - public static string InputsMapText = ""; - - public static GUIContent baseColorText = new GUIContent("Base Color + Opacity", "Albedo (RGB) and Opacity (A)"); - public static GUIContent baseColorSmoothnessText = new GUIContent("Base Color + Smoothness", "Albedo (RGB) and Smoothness (A)"); - - public static GUIContent metallicText = new GUIContent("Metallic", "Metallic scale factor"); - public static GUIContent smoothnessText = new GUIContent("Smoothness", "Smoothness scale factor"); - public static GUIContent maskMapESText = new GUIContent("Mask Map - M(R), AO(G), E(B), S(A)", "Mask map"); - public static GUIContent maskMapEText = new GUIContent("Mask Map - M(R), AO(G), E(B)", "Mask map"); - public static GUIContent maskMapText = new GUIContent("Mask Map - M(R), AO(G)", "Mask map"); - public static GUIContent maskMapSText = new GUIContent("Mask Map - M(R), AO(G), S(A)", "Mask map"); - - public static GUIContent specularOcclusionMapText = new GUIContent("Specular Occlusion Map (RGBA)", "Specular Occlusion Map"); - - public static GUIContent normalMapText = new GUIContent("Normal Map", "Normal Map (BC5) - DXT5 for test"); - public static GUIContent normalMapSpaceText = new GUIContent("Normal Map space", ""); - - public static GUIContent heightMapText = new GUIContent("Height Map", "Height Map"); - public static GUIContent heightMapModeText = new GUIContent("Height Map Mode", ""); - - - // public static GUIContent diffuseLightingMapText = new GUIContent("DiffuseLightingMap", "Lightmap/Lightprobe data (fill by system is not done"); - - public static GUIContent emissiveText = new GUIContent("Emissive Color", "Emissive"); - public static GUIContent emissiveIntensityText = new GUIContent("Emissive Intensity", "Emissive"); - } - - MaterialProperty surfaceType = null; - MaterialProperty blendMode = null; - MaterialProperty alphaCutoff = null; - MaterialProperty alphaCutoffEnable = null; - MaterialProperty doubleSidedMode = null; - MaterialProperty smoothnessMapChannel = null; - MaterialProperty emissiveColorMode = null; - - MaterialProperty baseColor = null; - MaterialProperty baseColorMap = null; - MaterialProperty metallic = null; - MaterialProperty smoothness = null; - MaterialProperty maskMap = null; - MaterialProperty specularOcclusionMap = null; - MaterialProperty normalMap = null; - MaterialProperty normalMapSpace = null; - MaterialProperty heightMap = null; - MaterialProperty heightScale = null; - MaterialProperty heightBias = null; - MaterialProperty heightMapMode = null; -// MaterialProperty diffuseLightingMap = null; - MaterialProperty emissiveColor = null; - MaterialProperty emissiveColorMap = null; - MaterialProperty emissiveIntensity = null; -// MaterialProperty subSurfaceRadius = null; -// MaterialProperty subSurfaceRadiusMap = null; - - protected MaterialEditor m_MaterialEditor; - - protected const string kSurfaceType = "_SurfaceType"; - protected const string kBlendMode = "_BlendMode"; - protected const string kAlphaCutoff = "_AlphaCutoff"; - protected const string kAlphaCutoffEnabled = "_AlphaCutoffEnable"; - protected const string kDoubleSidedMode = "_DoubleSidedMode"; - protected const string kSmoothnessTextureChannelProp = "_SmoothnessTextureChannel"; - protected const string kEmissiveColorMode = "_EmissiveColorMode"; - protected const string kNormalMapSpace = "_NormalMapSpace"; - protected const string kHeightMapMode = "_HeightMapMode"; - - protected const string kNormalMap = "_NormalMap"; - protected const string kMaskMap = "_MaskMap"; - protected const string kspecularOcclusionMap = "_SpecularOcclusionMap"; - protected const string kEmissiveColorMap = "_EmissiveColorMap"; - protected const string kHeightMap = "_HeightMap"; - - public void FindOptionProperties(MaterialProperty[] props) - { - surfaceType = FindProperty(kSurfaceType, props); - blendMode = FindProperty(kBlendMode, props); - alphaCutoff = FindProperty(kAlphaCutoff, props); - alphaCutoffEnable = FindProperty(kAlphaCutoffEnabled, props); - doubleSidedMode = FindProperty(kDoubleSidedMode, props); - smoothnessMapChannel = FindProperty(kSmoothnessTextureChannelProp, props); - emissiveColorMode = FindProperty(kEmissiveColorMode, props); - normalMapSpace = FindProperty(kNormalMapSpace, props); - heightMapMode = FindProperty(kHeightMapMode, props); - } - - public void FindInputProperties(MaterialProperty[] props) - { - baseColor = FindProperty("_BaseColor", props); - baseColorMap = FindProperty("_BaseColorMap", props); - metallic = FindProperty("_Metallic", props); - smoothness = FindProperty("_Smoothness", props); - maskMap = FindProperty(kMaskMap, props); - specularOcclusionMap = FindProperty(kspecularOcclusionMap, props); - normalMap = FindProperty(kNormalMap, props); - heightMap = FindProperty(kHeightMap, props); - heightScale = FindProperty("_HeightScale", props); - heightBias = FindProperty("_HeightBias", props); - // diffuseLightingMap = FindProperty("_DiffuseLightingMap", props); - emissiveColor = FindProperty("_EmissiveColor", props); - emissiveColorMap = FindProperty(kEmissiveColorMap, props); - emissiveIntensity = FindProperty("_EmissiveIntensity", props); - } - - public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props) - { - FindOptionProperties(props); // MaterialProperties can be animated so we do not cache them but fetch them every event to ensure animated values are updated correctly - FindInputProperties(props); - - m_MaterialEditor = materialEditor; - Material material = materialEditor.target as Material; - ShaderPropertiesGUI(material); - } - - protected void ShaderOptionsGUI() - { - EditorGUI.indentLevel++; - GUILayout.Label(Styles.OptionText, EditorStyles.boldLabel); - SurfaceTypePopup(); - if ((SurfaceType)surfaceType.floatValue == SurfaceType.Transparent) - { - BlendModePopup(); - } - m_MaterialEditor.ShaderProperty(alphaCutoffEnable, Styles.alphaCutoffEnableText.text); - if (alphaCutoffEnable.floatValue == 1.0) - { - m_MaterialEditor.ShaderProperty(alphaCutoff, Styles.alphaCutoffText.text); - } - m_MaterialEditor.ShaderProperty(doubleSidedMode, Styles.doubleSidedModeText.text); - - EditorGUI.indentLevel--; - } - - protected void ShaderInputOptionsGUI() - { - EditorGUI.indentLevel++; - GUILayout.Label(Styles.InputsOptionsText, EditorStyles.boldLabel); - m_MaterialEditor.ShaderProperty(smoothnessMapChannel, Styles.smoothnessMapChannelText.text); - m_MaterialEditor.ShaderProperty(emissiveColorMode, Styles.emissiveColorModeText.text); - m_MaterialEditor.ShaderProperty(normalMapSpace, Styles.normalMapSpaceText.text); - m_MaterialEditor.ShaderProperty(heightMapMode, Styles.heightMapModeText.text); - EditorGUI.indentLevel--; - } - - protected void ShaderInputGUI() - { - EditorGUI.indentLevel++; - bool smoothnessInAlbedoAlpha = (SmoothnessMapChannel)smoothnessMapChannel.floatValue == SmoothnessMapChannel.AlbedoAlpha; - bool useEmissiveMask = (EmissiveColorMode)emissiveColorMode.floatValue == EmissiveColorMode.UseEmissiveMask; - - GUILayout.Label(Styles.InputsText, EditorStyles.boldLabel); - m_MaterialEditor.TexturePropertySingleLine(smoothnessInAlbedoAlpha ? Styles.baseColorSmoothnessText : Styles.baseColorText, baseColorMap, baseColor); - m_MaterialEditor.ShaderProperty(metallic, Styles.metallicText); - m_MaterialEditor.ShaderProperty(smoothness, Styles.smoothnessText); - - if (smoothnessInAlbedoAlpha && useEmissiveMask) - m_MaterialEditor.TexturePropertySingleLine(Styles.maskMapEText, maskMap); - else if (smoothnessInAlbedoAlpha && !useEmissiveMask) - m_MaterialEditor.TexturePropertySingleLine(Styles.maskMapText, maskMap); - else if (!smoothnessInAlbedoAlpha && useEmissiveMask) - m_MaterialEditor.TexturePropertySingleLine(Styles.maskMapESText, maskMap); - else if (!smoothnessInAlbedoAlpha && !useEmissiveMask) - m_MaterialEditor.TexturePropertySingleLine(Styles.maskMapSText, maskMap); - - m_MaterialEditor.TexturePropertySingleLine(Styles.specularOcclusionMapText, specularOcclusionMap); - - m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, normalMap); - - m_MaterialEditor.TexturePropertySingleLine(Styles.heightMapText, heightMap, heightScale, heightBias); - - if (!useEmissiveMask) - { - m_MaterialEditor.TexturePropertySingleLine(Styles.emissiveText, emissiveColorMap, emissiveColor); - } - m_MaterialEditor.ShaderProperty(emissiveIntensity, Styles.emissiveIntensityText); - EditorGUI.indentLevel--; - } - - public void ShaderPropertiesGUI(Material material) - { - // Use default labelWidth - EditorGUIUtility.labelWidth = 0f; - - // Detect any changes to the material - EditorGUI.BeginChangeCheck(); - { - ShaderOptionsGUI(); - EditorGUILayout.Space(); - - ShaderInputOptionsGUI(); - - EditorGUILayout.Space(); - ShaderInputGUI(); - } - - if (EditorGUI.EndChangeCheck()) - { - foreach (var obj in m_MaterialEditor.targets) - SetupMaterial((Material)obj); - } - } - - // TODO: try to setup minimun value to fall back to standard shaders and reverse - public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader) - { - base.AssignNewShaderToMaterial(material, oldShader, newShader); - } - - void SurfaceTypePopup() - { - EditorGUI.showMixedValue = surfaceType.hasMixedValue; - var mode = (SurfaceType)surfaceType.floatValue; - - EditorGUI.BeginChangeCheck(); - mode = (SurfaceType)EditorGUILayout.Popup(Styles.SurfaceTypeText, (int)mode, Styles.surfaceTypeNames); - if (EditorGUI.EndChangeCheck()) - { - m_MaterialEditor.RegisterPropertyChangeUndo("Surface Type"); - surfaceType.floatValue = (float)mode; - } - - EditorGUI.showMixedValue = false; - } - - void BlendModePopup() - { - EditorGUI.showMixedValue = blendMode.hasMixedValue; - var mode = (BlendMode)blendMode.floatValue; - - EditorGUI.BeginChangeCheck(); - mode = (BlendMode)EditorGUILayout.Popup(Styles.BlendModeText, (int)mode, Styles.blendModeNames); - if (EditorGUI.EndChangeCheck()) - { - m_MaterialEditor.RegisterPropertyChangeUndo("Blend Mode"); - blendMode.floatValue = (float)mode; - } - - EditorGUI.showMixedValue = false; - } - - protected virtual void SetupKeywordsForInputMaps(Material material) - { - SetKeyword(material, "_NORMALMAP", material.GetTexture(kNormalMap)); - SetKeyword(material, "_MASKMAP", material.GetTexture(kMaskMap)); - SetKeyword(material, "_SPECULAROCCLUSIONMAP", material.GetTexture(kspecularOcclusionMap)); - SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap)); - SetKeyword(material, "_HEIGHTMAP", material.GetTexture(kHeightMap)); - } - - protected void SetupMaterial(Material material) - { - // Note: keywords must be based on Material value not on MaterialProperty due to multi-edit & material animation - // (MaterialProperty value might come from renderer material property block) - - bool alphaTestEnable = material.GetFloat(kAlphaCutoffEnabled) == 1.0; - SurfaceType surfaceType = (SurfaceType)material.GetFloat(kSurfaceType); - BlendMode blendMode = (BlendMode)material.GetFloat(kBlendMode); - DoubleSidedMode doubleSidedMode = (DoubleSidedMode)material.GetFloat(kDoubleSidedMode); - - if (surfaceType == SurfaceType.Opaque) - { - material.SetOverrideTag("RenderType", alphaTestEnable ? "TransparentCutout" : ""); - material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); - material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); - material.SetInt("_ZWrite", 1); - material.renderQueue = alphaTestEnable ? (int)UnityEngine.Rendering.RenderQueue.AlphaTest : -1; - } - else - { - material.SetOverrideTag("RenderType", "Transparent"); - material.SetInt("_ZWrite", 0); - material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent; - - switch (blendMode) - { - case BlendMode.Lerp: - material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); - material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); - break; - - case BlendMode.Add: - material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); - material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.One); - break; - - case BlendMode.SoftAdd: - material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusDstColor); - material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.One); - break; - - case BlendMode.Multiply: - material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.DstColor); - material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); - break; - - case BlendMode.Premultiply: - material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); - material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); - break; - } - } - - if (doubleSidedMode == DoubleSidedMode.None) - { - material.SetInt("_CullMode", (int)UnityEngine.Rendering.CullMode.Back); - } - else - { - material.SetInt("_CullMode", (int)UnityEngine.Rendering.CullMode.Off); - } - - if (doubleSidedMode == DoubleSidedMode.DoubleSidedLightingFlip) - { - material.EnableKeyword("_DOUBLESIDED_LIGHTING_FLIP"); - material.DisableKeyword("_DOUBLESIDED_LIGHTING_MIRROR"); - } - else if (doubleSidedMode == DoubleSidedMode.DoubleSidedLightingMirror) - { - material.DisableKeyword("_DOUBLESIDED_LIGHTING_FLIP"); - material.EnableKeyword("_DOUBLESIDED_LIGHTING_MIRROR"); - } - else - { - material.DisableKeyword("_DOUBLESIDED_LIGHTING_FLIP"); - material.DisableKeyword("_DOUBLESIDED_LIGHTING_MIRROR"); - } - - SetKeyword(material, "_ALPHATEST_ON", alphaTestEnable); - SetKeyword(material, "_NORMALMAP_TANGENT_SPACE", (NormalMapSpace)material.GetFloat(kNormalMapSpace) == NormalMapSpace.TangentSpace); - SetKeyword(material, "_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A", ((SmoothnessMapChannel)material.GetFloat(kSmoothnessTextureChannelProp)) == SmoothnessMapChannel.AlbedoAlpha); - SetKeyword(material, "_EMISSIVE_COLOR", ((EmissiveColorMode)material.GetFloat(kEmissiveColorMode)) == EmissiveColorMode.UseEmissiveColor); - SetKeyword(material, "_HEIGHTMAP_AS_DISPLACEMENT", (HeightmapMode)material.GetFloat(kHeightMapMode) == HeightmapMode.Displacement); - - SetupKeywordsForInputMaps(material); - - /* - // Setup lightmap emissive flags - MaterialGlobalIlluminationFlags flags = material.globalIlluminationFlags; - if ((flags & (MaterialGlobalIlluminationFlags.BakedEmissive | MaterialGlobalIlluminationFlags.RealtimeEmissive)) != 0) - { - flags &= ~MaterialGlobalIlluminationFlags.EmissiveIsBlack; - if (!shouldEmissionBeEnabled) - flags |= MaterialGlobalIlluminationFlags.EmissiveIsBlack; - - material.globalIlluminationFlags = flags; - } - */ - } - - static bool ShouldEmissionBeEnabled(Material mat, Color color) - { - //var realtimeEmission = (mat.globalIlluminationFlags & MaterialGlobalIlluminationFlags.RealtimeEmissive) > 0; - //return color.maxColorComponent > 0.1f / 255.0f || realtimeEmission; - - return false; - } - - bool HasValidEmissiveKeyword(Material material) - { - /* - // Material animation might be out of sync with the material keyword. - // So if the emission support is disabled on the material, but the property blocks have a value that requires it, then we need to show a warning. - // (note: (Renderer MaterialPropertyBlock applies its values to emissionColorForRendering)) - bool hasEmissionKeyword = material.IsKeywordEnabled ("_EMISSION"); - if (!hasEmissionKeyword && ShouldEmissionBeEnabled (material, emissionColorForRendering.colorValue)) - return false; - else - return true; - */ - - return true; - } - - protected void SetKeyword(Material m, string keyword, bool state) - { - if (state) - m.EnableKeyword(keyword); - else - m.DisableKeyword(keyword); - } - } -} // namespace UnityEditor diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/PreIntegratedFGD.shader b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/PreIntegratedFGD.shader deleted file mode 100644 index ab580140933..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/PreIntegratedFGD.shader +++ /dev/null @@ -1,58 +0,0 @@ -Shader "Hidden/Unity/PreIntegratedFGD" -{ - SubShader { - Pass { - ZTest Always Cull Off ZWrite Off - - HLSLPROGRAM - #pragma vertex Vert - #pragma fragment Frag - #pragma target 5.0 - #pragma only_renderers d3d11 // TEMP: unitl we go futher in dev - - #include "Common.hlsl" - #include "ImageBasedLighting.hlsl" - #include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderVariables.hlsl" - - - struct Attributes - { - float3 vertex : POSITION; - float2 texcoord : TEXCOORD0; - }; - - struct Varyings - { - float4 vertex : SV_POSITION; - float2 texcoord : TEXCOORD0; - }; - - Varyings Vert(Attributes input) - { - Varyings output; - output.vertex = TransformWorldToHClip(input.vertex); - output.texcoord = input.texcoord.xy; - return output; - } - - float4 Frag(Varyings input) : SV_Target - { - // These coordinate sampling must match the decoding in GetPreIntegratedDFG in lit.hlsl, i.e here we use perceptualRoughness, must be the same in shader - float NdotV = input.texcoord.x; - float perceptualRoughness = input.texcoord.y; - float3 V = float3(sqrt(1 - NdotV * NdotV), 0, NdotV); - float3 N = float3(0.0, 0.0, 1.0); - - const int numSamples = 2048; - - // Pre integrate GGX with smithJoint visibility as well as DisneyDiffuse - float4 preFGD = IntegrateGGXAndDisneyFGD(V, N, PerceptualRoughnessToRoughness(perceptualRoughness), numSamples); - - return float4(preFGD.xyz, 1.0); - } - - ENDHLSL - } - } - Fallback Off -} diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Material.hlsl b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Material.hlsl deleted file mode 100644 index 22173333e94..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Material.hlsl +++ /dev/null @@ -1,193 +0,0 @@ -#ifndef UNITY_MATERIAL_INCLUDED -#define UNITY_MATERIAL_INCLUDED - -#include "Common.hlsl" -#include "Packing.hlsl" -#include "BSDF.hlsl" -#include "CommonLighting.hlsl" -#include "Sampling.hlsl" -#include "AreaLighting.hlsl" -#include "ImageBasedLighting.hlsl" -#include "Debug.hlsl" -#include "GeometricTools.hlsl" - -#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderConfig.cs" -#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightDefinition.cs.hlsl" - -//----------------------------------------------------------------------------- -// common Encode/Decode functions -//----------------------------------------------------------------------------- - -// Encode/Decode velocity in a buffer (either forward of deferred) -// Design note: We assume that VelocityVector fit into a single buffer (i.e not spread on several buffer) -void EncodeVelocity(float2 velocity, out float4 outBuffer) -{ - // RT - 16:16 float - outBuffer = float4(velocity.xy, 0.0, 0.0); -} - -float2 DecodeVelocity(float4 inBuffer) -{ - return float2(inBuffer.xy); -} - -// Encode/Decode into GBuffer - This is share so others material can use it. -// Design note: We assume that BakeDiffuseLighting and emissive fit into a single buffer (i.e not spread on several buffer) -void EncodeBakedDiffuseLigthingIntoGBuffer(float3 bakeDiffuseLighting, out float4 outBuffer) -{ - // RT - 11:11:10f - outBuffer = float4(bakeDiffuseLighting.xyz, 0.0); -} - -float3 DecodeBakedDiffuseLigthingFromGBuffer(float4 inBuffer) -{ - return float3(inBuffer.xyz); -} - -//----------------------------------------------------------------------------- -// BuiltinData -//----------------------------------------------------------------------------- - -#include "Builtin/BuiltinData.hlsl" - -//----------------------------------------------------------------------------- -// SurfaceData -//----------------------------------------------------------------------------- - -// Here we include all the different lighting model supported by the renderloop based on define done in .shader -#ifdef UNITY_MATERIAL_LIT -#include "Lit/Lit.hlsl" -#elif defined(UNITY_MATERIAL_UNLIT) -#include "Unlit/Unlit.hlsl" -#endif - -//----------------------------------------------------------------------------- -// Define for GBuffer -//----------------------------------------------------------------------------- - -#ifdef GBUFFERMATERIAL_COUNT - -#if GBUFFERMATERIAL_COUNT == 3 - -#define OUTPUT_GBUFFER(NAME) \ - out float4 MERGE_NAME(NAME, 0) : SV_Target0, \ - out float4 MERGE_NAME(NAME, 1) : SV_Target1, \ - out float4 MERGE_NAME(NAME, 2) : SV_Target2 - -#define DECLARE_GBUFFER_TEXTURE(NAME) \ - Texture2D MERGE_NAME(NAME, 0); \ - Texture2D MERGE_NAME(NAME, 1); \ - Texture2D MERGE_NAME(NAME, 2); - -#define FETCH_GBUFFER(NAME, TEX, UV) \ - float4 MERGE_NAME(NAME, 0) = MERGE_NAME(TEX, 0).Load(uint3(UV, 0)); \ - float4 MERGE_NAME(NAME, 1) = MERGE_NAME(TEX, 1).Load(uint3(UV, 0)); \ - float4 MERGE_NAME(NAME, 2) = MERGE_NAME(TEX, 2).Load(uint3(UV, 0)); - -#define ENCODE_INTO_GBUFFER(SURFACE_DATA, NAME) EncodeIntoGBuffer(SURFACE_DATA, MERGE_NAME(NAME,0), MERGE_NAME(NAME,1), MERGE_NAME(NAME,2)) -#define DECODE_FROM_GBUFFER(NAME) DecodeFromGBuffer(MERGE_NAME(NAME,0), MERGE_NAME(NAME,1), MERGE_NAME(NAME,2)) - -#ifdef VELOCITY_IN_GBUFFER -#define GBUFFER_VELOCITY_NAME(NAME) MERGE_NAME(NAME, 3) -#define GBUFFER_VELOCITY_TARGET(TARGET) MERGE_NAME(TARGET, 3) -#define GBUFFER_BAKE_LIGHTING_NAME(NAME) MERGE_NAME(NAME, 4) -#define GBUFFER_BAKE_LIGHTING_TARGET(TARGET) MERGE_NAME(TARGET, 4) -#else -#define GBUFFER_BAKE_LIGHTING_NAME(NAME) MERGE_NAME(NAME, 3) -#define GBUFFER_BAKE_LIGHTING_TARGET(TARGET) MERGE_NAME(TARGET, 3) -#endif - -#elif GBUFFERMATERIAL_COUNT == 4 - -#define OUTPUT_GBUFFER(NAME) \ - out float4 MERGE_NAME(NAME, 0) : SV_Target0, \ - out float4 MERGE_NAME(NAME, 1) : SV_Target1, \ - out float4 MERGE_NAME(NAME, 2) : SV_Target2, \ - out float4 MERGE_NAME(NAME, 3) : SV_Target3 - -#define DECLARE_GBUFFER_TEXTURE(NAME) \ - Texture2D MERGE_NAME(NAME, 0); \ - Texture2D MERGE_NAME(NAME, 1); \ - Texture2D MERGE_NAME(NAME, 2); \ - Texture2D MERGE_NAME(NAME, 3); - -#define FETCH_GBUFFER(NAME, TEX, UV) \ - float4 MERGE_NAME(NAME, 0) = MERGE_NAME(TEX, 0).Load(uint3(UV, 0)); \ - float4 MERGE_NAME(NAME, 1) = MERGE_NAME(TEX, 1).Load(uint3(UV, 0)); \ - float4 MERGE_NAME(NAME, 2) = MERGE_NAME(TEX, 2).Load(uint3(UV, 0)); \ - float4 MERGE_NAME(NAME, 3) = MERGE_NAME(TEX, 3).Load(uint3(UV, 0)); - -#define ENCODE_INTO_GBUFFER(SURFACE_DATA, NAME) EncodeIntoGBuffer(SURFACE_DATA, MERGE_NAME(NAME, 0), MERGE_NAME(NAME, 1), MERGE_NAME(NAME, 2), MERGE_NAME(NAME, 3)) -#define DECODE_FROM_GBUFFER(NAME) DecodeFromGBuffer(MERGE_NAME(NAME, 0), MERGE_NAME(NAME, 1), MERGE_NAME(NAME, 2), MERGE_NAME(NAME, 3)) - -#ifdef VELOCITY_IN_GBUFFER -#define GBUFFER_VELOCITY_NAME(NAME) MERGE_NAME(NAME, 4) -#define GBUFFER_VELOCITY_TARGET(TARGET) MERGE_NAME(TARGET, 4) -#define GBUFFER_BAKE_LIGHTING_NAME(NAME) MERGE_NAME(NAME, 5) -#define GBUFFER_BAKE_LIGHTING_TARGET(TARGET) MERGE_NAME(TARGET, 5) -#else -#define GBUFFER_BAKE_LIGHTING_NAME(NAME) MERGE_NAME(NAME, 4) -#define GBUFFER_BAKE_LIGHTING_TARGET(TARGET) MERGE_NAME(TARGET, 4) -#endif - -#elif GBUFFERMATERIAL_COUNT == 5 - -#define OUTPUT_GBUFFER(NAME) \ - out float4 MERGE_NAME(NAME, 0) : SV_Target0, \ - out float4 MERGE_NAME(NAME, 1) : SV_Target1, \ - out float4 MERGE_NAME(NAME, 2) : SV_Target2, \ - out float4 MERGE_NAME(NAME, 3) : SV_Target3, \ - out float4 MERGE_NAME(NAME, 4) : SV_Target4 - -#define DECLARE_GBUFFER_TEXTURE(NAME) \ - Texture2D MERGE_NAME(NAME, 0); \ - Texture2D MERGE_NAME(NAME, 1); \ - Texture2D MERGE_NAME(NAME, 2); \ - Texture2D MERGE_NAME(NAME, 3); \ - Texture2D MERGE_NAME(NAME, 4); - -#define FETCH_GBUFFER(NAME, TEX, UV) \ - float4 MERGE_NAME(NAME, 0) = MERGE_NAME(TEX, 0).Load(uint3(UV, 0)); \ - float4 MERGE_NAME(NAME, 1) = MERGE_NAME(TEX, 1).Load(uint3(UV, 0)); \ - float4 MERGE_NAME(NAME, 2) = MERGE_NAME(TEX, 2).Load(uint3(UV, 0)); \ - float4 MERGE_NAME(NAME, 3) = MERGE_NAME(TEX, 3).Load(uint3(UV, 0)); \ - float4 MERGE_NAME(NAME, 4) = MERGE_NAME(TEX, 4).Load(uint3(UV, 0)); - -#define ENCODE_INTO_GBUFFER(SURFACE_DATA, NAME) EncodeIntoGBuffer(SURFACE_DATA, MERGE_NAME(NAME, 0), MERGE_NAME(NAME, 1), MERGE_NAME(NAME, 2), MERGE_NAME(NAME, 3), MERGE_NAME(NAME, 4)) -#define DECODE_FROM_GBUFFER(NAME) DecodeFromGBuffer(MERGE_NAME(NAME, 0), MERGE_NAME(NAME, 1), MERGE_NAME(NAME, 2), MERGE_NAME(NAME, 3), MERGE_NAME(NAME, 4)) - -#ifdef VELOCITY_IN_GBUFFER -#define GBUFFER_VELOCITY_NAME(NAME) MERGE_NAME(NAME, 5) -#define GBUFFER_VELOCITY_TARGET(TARGET) MERGE_NAME(TARGET, 5) -#define GBUFFER_BAKE_LIGHTING_NAME(NAME) MERGE_NAME(NAME, 6) -#define GBUFFER_BAKE_LIGHTING_TARGET(TARGET) MERGE_NAME(TARGET, 6) -#else -#define GBUFFER_BAKE_LIGHTING_NAME(NAME) MERGE_NAME(NAME, 5) -#define GBUFFER_BAKE_LIGHTING_TARGET(TARGET) MERGE_NAME(TARGET, 5) -#endif - -#endif // #if GBUFFERMATERIAL_COUNT == 3 - -// Generic whatever the number of GBuffer -#ifdef VELOCITY_IN_GBUFFER -#define OUTPUT_GBUFFER_VELOCITY(NAME) out float4 GBUFFER_VELOCITY_NAME(NAME) : GBUFFER_VELOCITY_TARGET(SV_Target) -#define DECLARE_GBUFFER_VELOCITY_TEXTURE(NAME) Texture2D GBUFFER_VELOCITY_NAME(NAME); -#define ENCODE_VELOCITY_INTO_GBUFFER(VELOCITY, NAME) EncodeVelocity(VELOCITY, GBUFFER_VELOCITY_NAME(NAME)) -#endif - -#define OUTPUT_GBUFFER_BAKE_LIGHTING(NAME) out float4 GBUFFER_BAKE_LIGHTING_NAME(NAME) : GBUFFER_BAKE_LIGHTING_TARGET(SV_Target) -#define DECLARE_GBUFFER_BAKE_LIGHTING(NAME) Texture2D GBUFFER_BAKE_LIGHTING_NAME(NAME); -#define ENCODE_BAKE_LIGHTING_INTO_GBUFFER(BAKE_DIFFUSE_LIGHTING, NAME) EncodeBakedDiffuseLigthingIntoGBuffer(BAKE_DIFFUSE_LIGHTING, GBUFFER_BAKE_LIGHTING_NAME(NAME)) -#define FETCH_BAKE_LIGHTING_GBUFFER(NAME, TEX, UV) float4 GBUFFER_BAKE_LIGHTING_NAME(NAME) = GBUFFER_BAKE_LIGHTING_NAME(TEX).Load(uint3(UV, 0)); -#define DECODE_BAKE_LIGHTING_FROM_GBUFFER(NAME) DecodeBakedDiffuseLigthingFromGBuffer(GBUFFER_BAKE_LIGHTING_NAME(NAME)) - -#endif // #ifdef GBUFFERMATERIAL_COUNT - -// Decode velocity need to be accessible in both forward and deferred -#ifdef VELOCITY_IN_GBUFFER -#define DECODE_VELOCITY_BUFFER(NAME) DecodeVelocity(GBUFFER_VELOCITY_NAME(NAME)) -#else -#define DECODE_VELOCITY_BUFFER(NAME) DecodeVelocity(GBUFFER_VELOCITY_NAME(NAME)) -#endif - -#endif // UNITY_MATERIAL_INCLUDED diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit.meta b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit.meta deleted file mode 100644 index e4fa28363c4..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 355ba1f7a06cc7a4abe51689715bb1e7 -folderAsset: yes -timeCreated: 1476653182 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/Unlit.cs.hlsl b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/Unlit.cs.hlsl deleted file mode 100644 index fc2a322a55c..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/Unlit.cs.hlsl +++ /dev/null @@ -1,29 +0,0 @@ -// -// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/Unlit.cs. Please don't edit by hand. -// - -// -// UnityEngine.Experimental.ScriptableRenderLoop.Unlit.SurfaceData: static fields -// -#define DEBUGVIEW_UNLIT_SURFACEDATA_COLOR (1100) - -// -// UnityEngine.Experimental.ScriptableRenderLoop.Unlit.BSDFData: static fields -// -#define DEBUGVIEW_UNLIT_BSDFDATA_COLOR (1130) - -// Generated from UnityEngine.Experimental.ScriptableRenderLoop.Unlit.SurfaceData -// PackingRules = Exact -struct SurfaceData -{ - float3 color; -}; - -// Generated from UnityEngine.Experimental.ScriptableRenderLoop.Unlit.BSDFData -// PackingRules = Exact -struct BSDFData -{ - float3 color; -}; - - diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/Unlit.hlsl b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/Unlit.hlsl deleted file mode 100644 index 5e31fe650d8..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/Unlit.hlsl +++ /dev/null @@ -1,51 +0,0 @@ -#ifndef UNITY_UNLIT_INCLUDED -#define UNITY_UNLIT_INCLUDED - -//----------------------------------------------------------------------------- -// SurfaceData and BSDFData -//----------------------------------------------------------------------------- - -// SurfaceData is define in Lit.cs which generate Lit.cs.hlsl -#include "Unlit.cs.hlsl" - -//----------------------------------------------------------------------------- -// conversion function for forward -//----------------------------------------------------------------------------- - -BSDFData ConvertSurfaceDataToBSDFData(SurfaceData data) -{ - BSDFData output; - output.color = data.color; - - return output; -} - -//----------------------------------------------------------------------------- -// No light evaluation, this is unlit -//----------------------------------------------------------------------------- - -//----------------------------------------------------------------------------- -// Debug method (use to display values) -//----------------------------------------------------------------------------- - -void GetSurfaceDataDebug(uint paramId, SurfaceData surfaceData, inout float3 result, inout bool needLinearToSRGB) -{ - switch (paramId) - { - case DEBUGVIEW_UNLIT_SURFACEDATA_COLOR: - result = surfaceData.color; needLinearToSRGB = true; - break; - } -} - -void GetBSDFDataDebug(uint paramId, BSDFData bsdfData, inout float3 result, inout bool needLinearToSRGB) -{ - switch (paramId) - { - case DEBUGVIEW_UNLIT_SURFACEDATA_COLOR: - result = bsdfData.color; needLinearToSRGB = true; - break; - } -} - -#endif // UNITY_UNLIT_INCLUDED diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitData.hlsl b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitData.hlsl deleted file mode 100644 index 32a548f2275..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitData.hlsl +++ /dev/null @@ -1,45 +0,0 @@ -// No guard header! - -//------------------------------------------------------------------------------------- -// FragInput -// This structure gather all possible varying/interpolator for this shader. -//------------------------------------------------------------------------------------- - -struct FragInput -{ - float4 positionHS; - float2 texCoord0; -}; - -//------------------------------------------------------------------------------------- -// Fill SurfaceData/Builtin data function -//------------------------------------------------------------------------------------- - -void GetSurfaceAndBuiltinData(FragInput input, out SurfaceData surfaceData, out BuiltinData builtinData) -{ - surfaceData.color = UNITY_SAMPLE_TEX2D(_ColorMap, input.texCoord0).rgb * _Color.rgb; - float alpha = UNITY_SAMPLE_TEX2D(_ColorMap, input.texCoord0).a * _Color.a; - -#ifdef _ALPHATEST_ON - clip(alpha - _AlphaCutoff); -#endif - - // Builtin Data - builtinData.opacity = alpha; - - builtinData.bakeDiffuseLighting = float3(0.0, 0.0, 0.0); - -#ifdef _EMISSIVE_COLOR_MAP - builtinData.emissiveColor = UNITY_SAMPLE_TEX2D(_EmissiveColorMap, input.texCoord0).rgb * _EmissiveColor; -#else - builtinData.emissiveColor = _EmissiveColor; -#endif - - builtinData.emissiveIntensity = _EmissiveIntensity; - - builtinData.velocity = float2(0.0, 0.0); - - builtinData.distortion = float2(0.0, 0.0); - builtinData.distortionBlur = 0.0; -} - diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitDefault.shader b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitDefault.shader deleted file mode 100644 index 42656ea2f3b..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitDefault.shader +++ /dev/null @@ -1,142 +0,0 @@ -Shader "Unity/Unlit" -{ - Properties - { - _Color("Color", Color) = (1,1,1,1) - _ColorMap("ColorMap", 2D) = "white" {} - - _EmissiveColor("EmissiveColor", Color) = (0, 0, 0) - _EmissiveColorMap("EmissiveColorMap", 2D) = "white" {} - _EmissiveIntensity("EmissiveIntensity", Float) = 0 - - [ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0 - [ToggleOff] _DistortionDepthTest("Distortion Only", Float) = 0.0 - - [ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0 - _AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 - - // Blending state - [HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0 - [HideInInspector] _BlendMode ("__blendmode", Float) = 0.0 - [HideInInspector] _SrcBlend ("__src", Float) = 1.0 - [HideInInspector] _DstBlend ("__dst", Float) = 0.0 - [HideInInspector] _ZWrite ("__zw", Float) = 1.0 - [HideInInspector] _CullMode("__cullmode", Float) = 2.0 - - [Enum(None, 0, DoubleSided, 1)] _DoubleSidedMode("Double sided mode", Float) = 0 - } - - HLSLINCLUDE - - #pragma target 5.0 - #pragma only_renderers d3d11 // TEMP: unitl we go futher in dev - - //------------------------------------------------------------------------------------- - // Variant - //------------------------------------------------------------------------------------- - - #pragma shader_feature _ALPHATEST_ON - #pragma shader_feature _EMISSIVE_COLOR_MAP - - //------------------------------------------------------------------------------------- - // Define - //------------------------------------------------------------------------------------- - - #define UNITY_MATERIAL_UNLIT // Need to be define before including Material.hlsl - - //------------------------------------------------------------------------------------- - // Include - //------------------------------------------------------------------------------------- - - #include "common.hlsl" - #include "../../ShaderPass/ShaderPass.cs.hlsl" - #include "../../ShaderVariables.hlsl" - #include "../../Debug/DebugViewMaterial.hlsl" - - //------------------------------------------------------------------------------------- - // variable declaration - //------------------------------------------------------------------------------------- - - float4 _Color; - UNITY_DECLARE_TEX2D(_ColorMap); - float3 _EmissiveColor; - UNITY_DECLARE_TEX2D(_EmissiveColorMap); - float _EmissiveIntensity; - - float _AlphaCutoff; - - ENDHLSL - - SubShader - { - Tags { "RenderType"="Opaque" "PerformanceChecks"="False" } - LOD 300 - - // ------------------------------------------------------------------ - // Debug pass - Pass - { - Name "Debug" - Tags { "LightMode" = "DebugViewMaterial" } - - Cull[_CullMode] - - HLSLPROGRAM - - #pragma vertex VertDefault - #pragma fragment Frag - - #define SHADERPASS SHADERPASS_DEBUG_VIEW_MATERIAL - #include "../../Material/Material.hlsl" - #include "UnlitData.hlsl" - #include "UnlitShare.hlsl" - - void GetVaryingsDataDebug(uint paramId, FragInput input, inout float3 result, inout bool needLinearToSRGB) - { - switch (paramId) - { - case DEBUGVIEW_VARYING_DEPTH: - // TODO: provide a customize parameter (like a slider) - float linearDepth = frac(LinearEyeDepth(input.positionHS.z, _ZBufferParams) * 0.1); - result = linearDepth.xxx; - break; - case DEBUGVIEW_VARYING_TEXCOORD0: - result = float3(input.texCoord0 * 0.5 + 0.5, 0.0); - break; - } - } - - #include "../../ShaderPass/ShaderPassDebugViewMaterial.hlsl" - - ENDHLSL - } - - // ------------------------------------------------------------------ - // forward pass - Pass - { - Name "ForwardUnlit" - Tags { "LightMode" = "ForwardUnlit" } - - Blend [_SrcBlend] [_DstBlend] - ZWrite [_ZWrite] - Cull [_CullMode] - - HLSLPROGRAM - - #pragma vertex VertDefault - #pragma fragment Frag - - #define SHADERPASS SHADERPASS_FORWARD_UNLIT - #include "../../Material/Material.hlsl" - #include "UnlitData.hlsl" - #include "UnlitShare.hlsl" - - #include "../../ShaderPass/ShaderPassForwardUnlit.hlsl" - - ENDHLSL - } - } - - CustomEditor "UnlitGUI" -} diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitShare.hlsl b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitShare.hlsl deleted file mode 100644 index a7d444a6266..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitShare.hlsl +++ /dev/null @@ -1,63 +0,0 @@ -// No guard header! - -#ifndef SHADERPASS -#error Undefine_SHADERPASS -#endif - -//------------------------------------------------------------------------------------- -// Attribute/Varying -//------------------------------------------------------------------------------------- - -struct Attributes -{ - float3 positionOS : POSITION; - float2 uv0 : TEXCOORD0; -}; - -struct Varyings -{ - float4 positionHS; - float2 texCoord0; -}; - -struct PackedVaryings -{ - float4 positionHS : SV_Position; - float4 interpolators[1] : TEXCOORD0; -}; - -PackedVaryings PackVaryings(Varyings input) -{ - PackedVaryings output; - output.positionHS = input.positionHS; - output.interpolators[0] = float4(input.texCoord0.xy, 0.0, 0.0); - - return output; -} - -FragInput UnpackVaryings(PackedVaryings input) -{ - FragInput output; - ZERO_INITIALIZE(FragInput, output); - - output.positionHS = input.positionHS; - output.texCoord0.xy = input.interpolators[0].xy; - - return output; -} - -//------------------------------------------------------------------------------------- -// Vertex shader -//------------------------------------------------------------------------------------- - -PackedVaryings VertDefault(Attributes input) -{ - Varyings output; - - float3 positionWS = TransformObjectToWorld(input.positionOS); - output.positionHS = TransformWorldToHClip(positionWS); - - output.texCoord0 = input.uv0; - - return PackVaryings(output); -} diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitUI.cs b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitUI.cs deleted file mode 100644 index b2cc994e878..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitUI.cs +++ /dev/null @@ -1,323 +0,0 @@ -using System; -using UnityEngine; -using UnityEngine.Rendering; - -namespace UnityEditor -{ - internal class UnlitGUI : ShaderGUI - { - public enum SurfaceType - { - Opaque, - Transparent - } - public enum BlendMode - { - Lerp, - Add, - SoftAdd, - Multiply, - Premultiply - } - - public enum DoubleSidedMode - { - None, - DoubleSided - } - - private static class Styles - { - public static string OptionText = "Options"; - public static string SurfaceTypeText = "Surface Type"; - public static string BlendModeText = "Blend Mode"; - - public static GUIContent alphaCutoffEnableText = new GUIContent("Alpha Cutoff Enable", "Threshold for alpha cutoff"); - public static GUIContent alphaCutoffText = new GUIContent("Alpha Cutoff", "Threshold for alpha cutoff"); - public static GUIContent doubleSidedModeText = new GUIContent("Double Sided", "This will render the two face of the objects (disable backface culling)"); - - public static readonly string[] surfaceTypeNames = Enum.GetNames(typeof(SurfaceType)); - public static readonly string[] blendModeNames = Enum.GetNames(typeof(BlendMode)); - - public static string InputsOptionsText = "Inputs options"; - - public static string InputsText = "Inputs"; - - public static string InputsMapText = ""; - - public static GUIContent colorText = new GUIContent("Color + Opacity", "Albedo (RGB) and Opacity (A)"); - - public static GUIContent emissiveText = new GUIContent("Emissive Color", "Emissive"); - public static GUIContent emissiveIntensityText = new GUIContent("Emissive Intensity", "Emissive"); - } - - MaterialProperty surfaceType = null; - MaterialProperty blendMode = null; - MaterialProperty alphaCutoff = null; - MaterialProperty alphaCutoffEnable = null; - MaterialProperty doubleSidedMode = null; - - MaterialProperty color = null; - MaterialProperty colorMap = null; - - MaterialProperty emissiveColor = null; - MaterialProperty emissiveColorMap = null; - MaterialProperty emissiveIntensity = null; - - protected MaterialEditor m_MaterialEditor; - - protected const string kSurfaceType = "_SurfaceType"; - protected const string kBlendMode = "_BlendMode"; - protected const string kAlphaCutoff = "_AlphaCutoff"; - protected const string kAlphaCutoffEnabled = "_AlphaCutoffEnable"; - protected const string kDoubleSidedMode = "_DoubleSidedMode"; - - protected const string kEmissiveColorMap = "_EmissiveColorMap"; - - public void FindOptionProperties(MaterialProperty[] props) - { - surfaceType = FindProperty(kSurfaceType, props); - blendMode = FindProperty(kBlendMode, props); - alphaCutoff = FindProperty(kAlphaCutoff, props); - alphaCutoffEnable = FindProperty(kAlphaCutoffEnabled, props); - doubleSidedMode = FindProperty(kDoubleSidedMode, props); - } - - public void FindInputProperties(MaterialProperty[] props) - { - color = FindProperty("_Color", props); - colorMap = FindProperty("_ColorMap", props); - emissiveColor = FindProperty("_EmissiveColor", props); - emissiveColorMap = FindProperty(kEmissiveColorMap, props); - emissiveIntensity = FindProperty("_EmissiveIntensity", props); - } - - public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props) - { - FindOptionProperties(props); // MaterialProperties can be animated so we do not cache them but fetch them every event to ensure animated values are updated correctly - FindInputProperties(props); - - m_MaterialEditor = materialEditor; - Material material = materialEditor.target as Material; - ShaderPropertiesGUI(material); - } - - protected void ShaderOptionsGUI() - { - EditorGUI.indentLevel++; - GUILayout.Label(Styles.OptionText, EditorStyles.boldLabel); - SurfaceTypePopup(); - if ((SurfaceType)surfaceType.floatValue == SurfaceType.Transparent) - { - BlendModePopup(); - } - m_MaterialEditor.ShaderProperty(alphaCutoffEnable, Styles.alphaCutoffEnableText.text); - if (alphaCutoffEnable.floatValue == 1.0) - { - m_MaterialEditor.ShaderProperty(alphaCutoff, Styles.alphaCutoffText.text); - } - m_MaterialEditor.ShaderProperty(doubleSidedMode, Styles.doubleSidedModeText.text); - - EditorGUI.indentLevel--; - } - - protected void ShaderInputOptionsGUI() - { - EditorGUI.indentLevel++; - EditorGUI.indentLevel--; - } - - protected void ShaderInputGUI() - { - EditorGUI.indentLevel++; - - GUILayout.Label(Styles.InputsText, EditorStyles.boldLabel); - - m_MaterialEditor.TexturePropertySingleLine(Styles.colorText, colorMap, color); - - m_MaterialEditor.TexturePropertySingleLine(Styles.emissiveText, emissiveColorMap, emissiveColor); - m_MaterialEditor.ShaderProperty(emissiveIntensity, Styles.emissiveIntensityText); - - EditorGUI.indentLevel--; - } - - public void ShaderPropertiesGUI(Material material) - { - // Use default labelWidth - EditorGUIUtility.labelWidth = 0f; - - // Detect any changes to the material - EditorGUI.BeginChangeCheck(); - { - ShaderOptionsGUI(); - EditorGUILayout.Space(); - - ShaderInputOptionsGUI(); - - EditorGUILayout.Space(); - ShaderInputGUI(); - } - - if (EditorGUI.EndChangeCheck()) - { - foreach (var obj in m_MaterialEditor.targets) - SetupMaterial((Material)obj); - } - } - - // TODO: try to setup minimun value to fall back to standard shaders and reverse - public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader) - { - base.AssignNewShaderToMaterial(material, oldShader, newShader); - } - - void SurfaceTypePopup() - { - EditorGUI.showMixedValue = surfaceType.hasMixedValue; - var mode = (SurfaceType)surfaceType.floatValue; - - EditorGUI.BeginChangeCheck(); - mode = (SurfaceType)EditorGUILayout.Popup(Styles.SurfaceTypeText, (int)mode, Styles.surfaceTypeNames); - if (EditorGUI.EndChangeCheck()) - { - m_MaterialEditor.RegisterPropertyChangeUndo("Surface Type"); - surfaceType.floatValue = (float)mode; - } - - EditorGUI.showMixedValue = false; - } - - void BlendModePopup() - { - EditorGUI.showMixedValue = blendMode.hasMixedValue; - var mode = (BlendMode)blendMode.floatValue; - - EditorGUI.BeginChangeCheck(); - mode = (BlendMode)EditorGUILayout.Popup(Styles.BlendModeText, (int)mode, Styles.blendModeNames); - if (EditorGUI.EndChangeCheck()) - { - m_MaterialEditor.RegisterPropertyChangeUndo("Blend Mode"); - blendMode.floatValue = (float)mode; - } - - EditorGUI.showMixedValue = false; - } - - protected virtual void SetupKeywordsForInputMaps(Material material) - { - SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap)); - } - - protected void SetupMaterial(Material material) - { - // Note: keywords must be based on Material value not on MaterialProperty due to multi-edit & material animation - // (MaterialProperty value might come from renderer material property block) - - bool alphaTestEnable = material.GetFloat(kAlphaCutoffEnabled) == 1.0; - SurfaceType surfaceType = (SurfaceType)material.GetFloat(kSurfaceType); - BlendMode blendMode = (BlendMode)material.GetFloat(kBlendMode); - DoubleSidedMode doubleSidedMode = (DoubleSidedMode)material.GetFloat(kDoubleSidedMode); - - if (surfaceType == SurfaceType.Opaque) - { - material.SetOverrideTag("RenderType", alphaTestEnable ? "TransparentCutout" : ""); - material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); - material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); - material.SetInt("_ZWrite", 1); - material.renderQueue = alphaTestEnable ? (int)UnityEngine.Rendering.RenderQueue.AlphaTest : -1; - } - else - { - material.SetOverrideTag("RenderType", "Transparent"); - material.SetInt("_ZWrite", 0); - material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent; - - switch (blendMode) - { - case BlendMode.Lerp: - material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); - material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); - break; - - case BlendMode.Add: - material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); - material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.One); - break; - - case BlendMode.SoftAdd: - material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusDstColor); - material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.One); - break; - - case BlendMode.Multiply: - material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.DstColor); - material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); - break; - - case BlendMode.Premultiply: - material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); - material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); - break; - } - } - - if (doubleSidedMode == DoubleSidedMode.None) - { - material.SetInt("_CullMode", (int)UnityEngine.Rendering.CullMode.Back); - } - else - { - material.SetInt("_CullMode", (int)UnityEngine.Rendering.CullMode.Off); - } - - SetKeyword(material, "_ALPHATEST_ON", alphaTestEnable); - - SetupKeywordsForInputMaps(material); - - /* - // Setup lightmap emissive flags - MaterialGlobalIlluminationFlags flags = material.globalIlluminationFlags; - if ((flags & (MaterialGlobalIlluminationFlags.BakedEmissive | MaterialGlobalIlluminationFlags.RealtimeEmissive)) != 0) - { - flags &= ~MaterialGlobalIlluminationFlags.EmissiveIsBlack; - if (!shouldEmissionBeEnabled) - flags |= MaterialGlobalIlluminationFlags.EmissiveIsBlack; - - material.globalIlluminationFlags = flags; - } - */ - } - - static bool ShouldEmissionBeEnabled(Material mat, Color color) - { - //var realtimeEmission = (mat.globalIlluminationFlags & MaterialGlobalIlluminationFlags.RealtimeEmissive) > 0; - //return color.maxColorComponent > 0.1f / 255.0f || realtimeEmission; - - return false; - } - - bool HasValidEmissiveKeyword(Material material) - { - /* - // Material animation might be out of sync with the material keyword. - // So if the emission support is disabled on the material, but the property blocks have a value that requires it, then we need to show a warning. - // (note: (Renderer MaterialPropertyBlock applies its values to emissionColorForRendering)) - bool hasEmissionKeyword = material.IsKeywordEnabled ("_EMISSION"); - if (!hasEmissionKeyword && ShouldEmissionBeEnabled (material, emissionColorForRendering.colorValue)) - return false; - else - return true; - */ - - return true; - } - - protected void SetKeyword(Material m, string keyword, bool state) - { - if (state) - m.EnableKeyword(keyword); - else - m.DisableKeyword(keyword); - } - } -} // namespace UnityEditor diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/PostProcess.meta b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/PostProcess.meta deleted file mode 100644 index 9e78611a478..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/PostProcess.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 8a352e0cb2a42fd4ba968b628ec4bc10 -folderAsset: yes -timeCreated: 1474641822 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/PostProcess/FinalPass.shader b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/PostProcess/FinalPass.shader deleted file mode 100644 index 27c6573ee82..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/PostProcess/FinalPass.shader +++ /dev/null @@ -1,142 +0,0 @@ -// Final compositing pass, just does gamma correction for now. -Shader "Hidden/Unity/FinalPass" -{ - Properties - { - _MainTex ("Texture", any) = "" {} - - _ToneMapCoeffs1("Parameters for neutral tonemap", Vector) = (0.0, 0.0, 0.0, 0.0) - _ToneMapCoeffs2("Parameters for neutral tonemap", Vector) = (0.0, 0.0, 0.0, 0.0) - _Exposure("Exposure", Range(-32.0, 32.0)) = 0 - [ToggleOff] _EnableToneMap("Enable Tone Map", Float) = 0 - } - - SubShader { - Pass { - ZTest Always Cull Off ZWrite Off - - HLSLPROGRAM - #pragma vertex Vert - #pragma fragment Frag - #pragma target 5.0 - - #include "Common.hlsl" - #include "Color.hlsl" - #include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderVariables.hlsl" - - UNITY_DECLARE_TEX2D(_MainTex); - float4 _ToneMapCoeffs1; - float4 _ToneMapCoeffs2; - - #define InBlack _ToneMapCoeffs1.x - #define OutBlack _ToneMapCoeffs1.y - #define InWhite _ToneMapCoeffs1.z - #define OutWhite _ToneMapCoeffs1.w - #define WhiteLevel _ToneMapCoeffs2.z - #define WhiteClip _ToneMapCoeffs2.w - - float _Exposure; - float _EnableToneMap; - - struct Attributes - { - float3 vertex : POSITION; - float2 texcoord : TEXCOORD0; - }; - - struct Varyings - { - float4 vertex : SV_POSITION; - float2 texcoord : TEXCOORD0; - }; - - Varyings Vert(Attributes input) - { - Varyings output; - output.vertex = TransformWorldToHClip(input.vertex); - output.texcoord = input.texcoord.xy; - return output; - } - - float3 evalCurve(float3 x, float A, float B, float C, float D, float E, float F) - { - return ((x*(A*x + C*B) + D*E) / (x*(A*x + B) + D*F)) - E / F; - } - - float3 applyTonemapFilmicAD(float3 linearColor) - { - float blackRatio = InBlack / OutBlack; - float whiteRatio = InWhite / OutWhite; - - // blend tunable coefficients - float B = lerp(0.57, 0.37, blackRatio); - float C = lerp(0.01, 0.24, whiteRatio); - float D = lerp(0.02, 0.20, blackRatio); - - // constants - float A = 0.2; - float E = 0.02; - float F = 0.30; - - // eval and correct for white point - float3 whiteScale = 1.0f / evalCurve(WhiteLevel, A, B, C, D, E, F); - float3 curr = evalCurve(linearColor * whiteScale, A, B, C, D, E, F); - - return curr * whiteScale; - } - - float3 remapWhite(float3 inPixel, float whitePt) - { - // var breakout for readability - const float inBlack = 0; - const float outBlack = 0; - float inWhite = whitePt; - const float outWhite = 1; - - // remap input range to output range - float3 outPixel = ((inPixel.rgb) - inBlack.xxx) / (inWhite.xxx - inBlack.xxx) * (outWhite.xxx - outBlack.xxx) + outBlack.xxx; - return (outPixel.rgb); - } - - float3 NeutralTonemap(float3 x) - { - float3 finalColor = applyTonemapFilmicAD(x); // curve (dynamic coeffs differ per level) - finalColor = remapWhite(finalColor, WhiteClip); // post-curve white point adjustment - finalColor = saturate(finalColor); - return finalColor; - } - - float3 ApplyToneMap(float3 color) - { - if (_EnableToneMap > 0.0) - { - return NeutralTonemap(color); - } - else - { - return saturate(color); - } - } - - float4 Frag(Varyings input) : SV_Target - { - float4 c = UNITY_SAMPLE_TEX2D(_MainTex, input.texcoord); - // Gamma correction - - // TODO: Currenlt in the editor there a an additional pass were the result is copyed in a render target RGBA8_sRGB. - // So we must not correct the sRGB here else it will be done two time. - // To fix! - - c.rgb = ApplyToneMap(c.rgb * exp2(_Exposure)); - - // return LinearToSRGB(c); - return c; - - - } - ENDHLSL - - } - } - Fallback Off -} diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/PostProcess/FinalPass.shader.meta b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/PostProcess/FinalPass.shader.meta deleted file mode 100644 index 5919459cbf1..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/PostProcess/FinalPass.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 59e008f014898b14cbdfb3195e16e5f5 -timeCreated: 1474641824 -licenseType: Pro -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderConfig.cs b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderConfig.cs deleted file mode 100644 index 1977ee55d1a..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderConfig.cs +++ /dev/null @@ -1,7 +0,0 @@ -//----------------------------------------------------------------------------- -// Configuration -//----------------------------------------------------------------------------- - -// #define DIFFUSE_LAMBERT_BRDF -// #define USE_BSDF_PRE_LAMBDAV -// #define VELOCITY_IN_GBUFFER \ No newline at end of file diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass.meta b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass.meta deleted file mode 100644 index 6d1745fcc77..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 86e1905991f44ab49baa68fc4d0570e4 -folderAsset: yes -timeCreated: 1476885561 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPass.cs b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPass.cs deleted file mode 100644 index e6a7db1abc2..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPass.cs +++ /dev/null @@ -1,22 +0,0 @@ -using UnityEngine; -using UnityEngine.Experimental.Rendering; -using System; - -//----------------------------------------------------------------------------- -// structure definition -//----------------------------------------------------------------------------- -namespace UnityEngine.Experimental.ScriptableRenderLoop -{ - [GenerateHLSL(PackingRules.Exact)] - public enum ShaderPass - { - GBuffer, - Forward, - ForwardUnlit, - DepthOnly, - Velocity, - Distortion, - LightTransport, - DebugViewMaterial - } -} diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPass.cs.hlsl b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPass.cs.hlsl deleted file mode 100644 index 0e8edcf4fa7..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPass.cs.hlsl +++ /dev/null @@ -1,17 +0,0 @@ -// -// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPass.cs. Please don't edit by hand. -// - -// -// UnityEngine.Experimental.ScriptableRenderLoop.ShaderPass: static fields -// -#define SHADERPASS_GBUFFER (0) -#define SHADERPASS_FORWARD (1) -#define SHADERPASS_FORWARD_UNLIT (2) -#define SHADERPASS_DEPTH_ONLY (3) -#define SHADERPASS_VELOCITY (4) -#define SHADERPASS_DISTORTION (5) -#define SHADERPASS_LIGHT_TRANSPORT (6) -#define SHADERPASS_DEBUG_VIEW_MATERIAL (7) - - diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassDebugViewMaterial.hlsl b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassDebugViewMaterial.hlsl deleted file mode 100644 index 638f3e19d5b..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassDebugViewMaterial.hlsl +++ /dev/null @@ -1,34 +0,0 @@ -#if SHADERPASS != SHADERPASS_DEBUG_VIEW_MATERIAL -#error SHADERPASS_is_not_correctly_define -#endif - -#include "Color.hlsl" -int _DebugViewMaterial; - -float4 Frag(PackedVaryings packedInput) : SV_Target -{ - FragInput input = UnpackVaryings(packedInput); - - SurfaceData surfaceData; - BuiltinData builtinData; - GetSurfaceAndBuiltinData(input, surfaceData, builtinData); - - BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData); - - float3 result = float3(1.0, 1.0, 0.0); - bool needLinearToSRGB = false; - - GetVaryingsDataDebug(_DebugViewMaterial, input, result, needLinearToSRGB); - GetBuiltinDataDebug(_DebugViewMaterial, builtinData, result, needLinearToSRGB); - GetSurfaceDataDebug(_DebugViewMaterial, surfaceData, result, needLinearToSRGB); - GetBSDFDataDebug(_DebugViewMaterial, bsdfData, result, needLinearToSRGB); // TODO: This required to initialize all field from BSDFData... - - // TEMP! - // For now, the final blit in the backbuffer performs an sRGB write - // So in the meantime we apply the inverse transform to linear data to compensate. - if (!needLinearToSRGB) - result = SRGBToLinear(max(0, result)); - - return float4(result, 0.0); -} - diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassDebugViewMaterial.hlsl.meta b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassDebugViewMaterial.hlsl.meta deleted file mode 100644 index e385f5d3706..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassDebugViewMaterial.hlsl.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: e786716259fc05e4299d8dd2350471ef -timeCreated: 1476885564 -licenseType: Pro -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassDepthOnly.hlsl b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassDepthOnly.hlsl deleted file mode 100644 index b894e73e569..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassDepthOnly.hlsl +++ /dev/null @@ -1,16 +0,0 @@ -#if SHADERPASS != SHADERPASS_DEPTH_ONLY -#error SHADERPASS_is_not_correctly_define -#endif - -float4 Frag(PackedVaryings packedInput) : SV_Target -{ - FragInput input = UnpackVaryings(packedInput); - - SurfaceData surfaceData; - BuiltinData builtinData; - GetSurfaceAndBuiltinData(input, surfaceData, builtinData); - - // TODO: handle cubemap shadow - return float4(0.0, 0.0, 0.0, 0.0); -} - diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassForward.hlsl b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassForward.hlsl deleted file mode 100644 index b8ebcb2e88a..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassForward.hlsl +++ /dev/null @@ -1,27 +0,0 @@ -#if SHADERPASS != SHADERPASS_FORWARD -#error SHADERPASS_is_not_correctly_define -#endif - -float4 Frag(PackedVaryings packedInput) : SV_Target -{ - FragInput input = UnpackVaryings(packedInput); - float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS); - float3 positionWS = input.positionWS; - - SurfaceData surfaceData; - BuiltinData builtinData; - GetSurfaceAndBuiltinData(input, surfaceData, builtinData); - - BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData); - Coordinate coord = GetCoordinate(input.positionHS.xy, _ScreenSize.zw); - PreLightData preLightData = GetPreLightData(V, positionWS, coord, bsdfData); - - float4 diffuseLighting; - float4 specularLighting; - ForwardLighting(V, positionWS, preLightData, bsdfData, diffuseLighting, specularLighting); - - diffuseLighting.rgb += GetBakedDiffuseLigthing(preLightData, surfaceData, builtinData, bsdfData); - - return float4(diffuseLighting.rgb + specularLighting.rgb, builtinData.opacity); -} - diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassForwardUnlit.hlsl b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassForwardUnlit.hlsl deleted file mode 100644 index 0a69c6f9514..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassForwardUnlit.hlsl +++ /dev/null @@ -1,20 +0,0 @@ -#if SHADERPASS != SHADERPASS_FORWARD_UNLIT -#error SHADERPASS_is_not_correctly_define -#endif - -float4 Frag(PackedVaryings packedInput) : SV_Target -{ - FragInput input = UnpackVaryings(packedInput); - - SurfaceData surfaceData; - BuiltinData builtinData; - GetSurfaceAndBuiltinData(input, surfaceData, builtinData); - - // Not lit here (but emissive is allowed) - - BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData); - - // TODO: we must not access bsdfData here, it break the genericity of the code! - return float4(bsdfData.color, builtinData.opacity); -} - diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassGBuffer.hlsl b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassGBuffer.hlsl deleted file mode 100644 index 0da1ee58f78..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassGBuffer.hlsl +++ /dev/null @@ -1,30 +0,0 @@ -#if SHADERPASS != SHADERPASS_GBUFFER -#error SHADERPASS_is_not_correctly_define -#endif - -void Frag( PackedVaryings packedInput, - OUTPUT_GBUFFER(outGBuffer) - #ifdef VELOCITY_IN_GBUFFER - , OUTPUT_GBUFFER_VELOCITY(outGBuffer) - #endif - , OUTPUT_GBUFFER_BAKE_LIGHTING(outGBuffer) - ) -{ - FragInput input = UnpackVaryings(packedInput); - float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS); - float3 positionWS = input.positionWS; - - SurfaceData surfaceData; - BuiltinData builtinData; - GetSurfaceAndBuiltinData(input, surfaceData, builtinData); - - BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData); - Coordinate coord = GetCoordinate(input.positionHS.xy, _ScreenSize.zw); - PreLightData preLightData = GetPreLightData(V, positionWS, coord, bsdfData); - - ENCODE_INTO_GBUFFER(surfaceData, outGBuffer); - #ifdef VELOCITY_IN_GBUFFER - ENCODE_VELOCITY_INTO_GBUFFER(builtinData.velocity, outGBuffer); - #endif - ENCODE_BAKE_LIGHTING_INTO_GBUFFER(GetBakedDiffuseLigthing(preLightData, surfaceData, builtinData, bsdfData), outGBuffer); -} diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassLightTransport.hlsl b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassLightTransport.hlsl deleted file mode 100644 index daf98831bd4..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassLightTransport.hlsl +++ /dev/null @@ -1,43 +0,0 @@ -#if SHADERPASS != SHADERPASS_LIGHT_TRANSPORT -#error SHADERPASS_is_not_correctly_define -#endif - -#include "Color.hlsl" - -// TODO: This is the max value allowed for emissive (bad name - but keep for now to retrieve it) (It is 8^2.2 (gamma) and 8 is the limit of punctual light slider...), comme from UnityCg.cginc. Fix it! -// Ask Jesper if this can be change for HDRenderLoop -#define EMISSIVE_RGBM_SCALE 97.0 - -float4 Frag(PackedVaryings packedInput) : SV_Target -{ - FragInput input = UnpackVaryings(packedInput); - - SurfaceData surfaceData; - BuiltinData builtinData; - GetSurfaceAndBuiltinData(input, surfaceData, builtinData); - - BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData); - LighTransportData lightTransportData = GetLightTransportData(surfaceData, builtinData, bsdfData); - - // This shader is call two time. Once for getting emissiveColor, the other time to get diffuseColor - // We use unity_MetaFragmentControl to make the distinction. - - float4 res = float4(0.0, 0.0, 0.0, 1.0); - - // TODO: No if / else in original code from Unity, why ? keep like original code but should be either diffuse or emissive - if (unity_MetaFragmentControl.x) - { - // Apply diffuseColor Boost from LightmapSettings. - // put abs here to silent a warning, no cost, no impact as color is assume to be positive. - res.rgb = clamp(pow(abs(lightTransportData.diffuseColor), saturate(unity_OneOverOutputBoost)), 0, unity_MaxOutputValue); - } - - if (unity_MetaFragmentControl.y) - { - // TODO: THIS LIMIT MUST BE REMOVE, IT IS NOT HDR, change when RGB9e5 is here. - // Do we assume here that emission is [0..1] ? - res = PackRGBM(lightTransportData.emissiveColor, EMISSIVE_RGBM_SCALE); - } - - return res; -} diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderVariables.hlsl b/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderVariables.hlsl deleted file mode 100644 index c3777c75cdb..00000000000 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderVariables.hlsl +++ /dev/null @@ -1,249 +0,0 @@ -// UNITY_SHADER_NO_UPGRADE - -#ifndef UNITY_SHADER_VARIABLES_INCLUDED -#define UNITY_SHADER_VARIABLES_INCLUDED - -// CAUTION: -// Currently the shaders compiler always include regualr Unity shaderVariables, so I get a conflict here were UNITY_SHADER_VARIABLES_INCLUDED is already define, this need to be fixed. -// As I haven't change the variables name yet, I simply don't define anything, and I put the transform function at the end of the file outside the guard header. -// This need to be fixed. - -float4x4 glstate_matrix_inv_projection; -#define UNITY_MATRIX_M unity_ObjectToWorld - -// These are updated per eye in VR -#define UNITY_MATRIX_V unity_MatrixV -#define UNITY_MATRIX_P glstate_matrix_projection -#define UNITY_MATRIX_VP unity_MatrixVP - -#ifdef UNITY_SINGLE_PASS_STEREO - #define UNITY_MATRIX_MVP mul(unity_MatrixVP, unity_ObjectToWorld) -#else - #define UNITY_MATRIX_MVP glstate_matrix_mvp -#endif - -// These use the camera center position in VR -#define UNITY_MATRIX_MV glstate_matrix_modelview0 -#define UNITY_MATRIX_T_MV glstate_matrix_transpose_modelview0 -#define UNITY_MATRIX_IT_MV glstate_matrix_invtrans_modelview0 - - -// ---------------------------------------------------------------------------- - - -CBUFFER_START(UnityPerCamera) - // Time (t = time since current level load) values from Unity - float4 _Time; // (t/20, t, t*2, t*3) - float4 _SinTime; // sin(t/8), sin(t/4), sin(t/2), sin(t) - float4 _CosTime; // cos(t/8), cos(t/4), cos(t/2), cos(t) - float4 unity_DeltaTime; // dt, 1/dt, smoothdt, 1/smoothdt - -#ifndef UNITY_SINGLE_PASS_STEREO - float3 _WorldSpaceCameraPos; -#endif - - // x = 1 or -1 (-1 if projection is flipped) - // y = near plane - // z = far plane - // w = 1/far plane - float4 _ProjectionParams; - - // x = width - // y = height - // z = 1 + 1.0/width - // w = 1 + 1.0/height - float4 _ScreenParams; - - // Values used to linearize the Z buffer (http://www.humus.name/temp/Linearize%20depth.txt) - // x = 1-far/near - // y = far/near - // z = x/far - // w = y/far - float4 _ZBufferParams; - - // x = orthographic camera's width - // y = orthographic camera's height - // z = unused - // w = 1.0 if camera is ortho, 0.0 if perspective - float4 unity_OrthoParams; -CBUFFER_END - - -CBUFFER_START(UnityPerCameraRare) - float4 unity_CameraWorldClipPlanes[6]; - - // Projection matrices of the camera. Note that this might be different from projection matrix - // that is set right now, e.g. while rendering shadows the matrices below are still the projection - // of original camera. - float4x4 unity_CameraProjection; - float4x4 unity_CameraInvProjection; - -#ifndef UNITY_SINGLE_PASS_STEREO - float4x4 unity_WorldToCamera; - float4x4 unity_CameraToWorld; -#endif -CBUFFER_END - -// ---------------------------------------------------------------------------- - -CBUFFER_START(UnityPerDraw) -#ifndef UNITY_SINGLE_PASS_STEREO - float4x4 glstate_matrix_mvp; -#endif - - // Use center position for stereo rendering - float4x4 glstate_matrix_modelview0; - float4x4 glstate_matrix_invtrans_modelview0; - - float4x4 unity_ObjectToWorld; - float4x4 unity_WorldToObject; - float4 unity_LODFade; // x is the fade value ranging within [0,1]. y is x quantized into 16 levels - float4 unity_WorldTransformParams; // w is usually 1.0, or -1.0 for odd-negative scale transforms -CBUFFER_END - -#ifdef UNITY_SINGLE_PASS_STEREO -CBUFFER_START(UnityPerEye) - float3 _WorldSpaceCameraPos; - float4x4 glstate_matrix_projection; - - float4x4 unity_MatrixV; - float4x4 unity_MatrixVP; - - float4x4 unity_WorldToCamera; - float4x4 unity_CameraToWorld; -CBUFFER_END -#endif - -CBUFFER_START(UnityPerDrawRare) - float4x4 glstate_matrix_transpose_modelview0; -#ifdef UNITY_SINGLE_PASS_STEREO - float4x4 glstate_matrix_mvp; -#endif -CBUFFER_END - - -// ---------------------------------------------------------------------------- - -CBUFFER_START(UnityPerFrame) - -#ifndef UNITY_SINGLE_PASS_STEREO - float4x4 glstate_matrix_projection; - float4x4 unity_MatrixV; - float4x4 unity_MatrixVP; -#endif - - float4 glstate_lightmodel_ambient; - float4 unity_AmbientSky; - float4 unity_AmbientEquator; - float4 unity_AmbientGround; - float4 unity_IndirectSpecColor; - -CBUFFER_END - -CBUFFER_START(UnityLightmaps) -float4 unity_LightmapST; -float4 unity_DynamicLightmapST; -CBUFFER_END - -// ---------------------------------------------------------------------------- - -// TODO: move this to constant buffer by Pass -float4 _ScreenSize; - - -float4x4 GetObjectToWorldMatrix() -{ - return unity_ObjectToWorld; -} - -float4x4 GetWorldToObjectMatrix() -{ - return unity_WorldToObject; -} - -// Transform to homogenous clip space -float4x4 GetWorldToHClipMatrix() -{ - return unity_MatrixVP; -} - -// Transform from clip space to homogenous world space -float4x4 GetClipToHWorldMatrix() -{ - return glstate_matrix_inv_projection; -} - -float GetOdddNegativeScale() -{ - return unity_WorldTransformParams.w; -} - - -float4x4 GetObjectToWorldViewMatrix() -{ - return glstate_matrix_modelview0; -} - -float3 TransformObjectToWorld(float3 positionOS) -{ - return mul(GetObjectToWorldMatrix(), float4(positionOS, 1.0)).xyz; -} - -float3 TransformObjectToView(float3 positionOS) -{ - return mul(GetObjectToWorldViewMatrix(), float4(positionOS, 1.0)).xyz; -} - -float3 TransformObjectToWorldDir(float3 dirOS) -{ - // Normalize to support uniform scaling - return normalize(mul((float3x3)GetObjectToWorldMatrix(), dirOS)); -} - -// Transforms normal from object to world space -float3 TransformObjectToWorldNormal(float3 normalOS) -{ -#ifdef UNITY_ASSUME_UNIFORM_SCALING - return UnityObjectToWorldDir(normalOS); -#else - // Normal need to be multiply by inverse transpose - // mul(IT_M, norm) => mul(norm, I_M) => {dot(norm, I_M.col0), dot(norm, I_M.col1), dot(norm, I_M.col2)} - return normalize(mul(normalOS, (float3x3)GetWorldToObjectMatrix())); -#endif -} - -// Tranforms position from world space to homogenous space -float4 TransformWorldToHClip(float3 positionWS) -{ - return mul(GetWorldToHClipMatrix(), float4(positionWS, 1.0)); -} - -float3x3 CreateTangentToWorld(float3 normal, float3 tangent, float tangentSign) -{ - // For odd-negative scale transforms we need to flip the sign - float sign = tangentSign * GetOdddNegativeScale(); - float3 bitangent = cross(normal, tangent) * sign; - - return float3x3(tangent, bitangent, normal); -} - -// Computes world space view direction, from object space position -float3 GetWorldSpaceNormalizeViewDir(float3 positionWS) -{ - return normalize(_WorldSpaceCameraPos.xyz - positionWS); -} - -float3 TransformTangentToWorld(float3 dirTS, float3 tangentToWorld[3]) -{ - // TODO check: do we need to normalize ? - return normalize(mul(dirTS, float3x3(tangentToWorld[0].xyz, tangentToWorld[1].xyz, tangentToWorld[2].xyz))); -} - -// Assume TBN is orthonormal. -float3 TransformWorldToTangent(float3 dirWS, float3 tangentToWorld[3]) -{ - // TODO check: do we need to normalize ? - return normalize(mul(float3x3(tangentToWorld[0].xyz, tangentToWorld[1].xyz, tangentToWorld[2].xyz), dirWS)); -} - -#endif // UNITY_SHADER_VARIABLES_INCLUDED diff --git a/Assets/ScriptableRenderLoop/ScriptableRenderLoop.cs b/Assets/ScriptableRenderLoop/ScriptableRenderLoop.cs deleted file mode 100644 index 206104dde77..00000000000 --- a/Assets/ScriptableRenderLoop/ScriptableRenderLoop.cs +++ /dev/null @@ -1,14 +0,0 @@ -using UnityEngine.Experimental.Rendering; - -namespace UnityEngine.Experimental.ScriptableRenderLoop -{ - public abstract class ScriptableRenderLoop : ScriptableObject - { - public abstract void Render(Camera[] cameras, RenderLoop renderLoop); - public virtual void Rebuild() {} - - #if UNITY_EDITOR - public virtual UnityEditor.SupportedRenderingFeatures GetSupportedRenderingFeatures() { return new UnityEditor.SupportedRenderingFeatures(); } - #endif - } -} diff --git a/Assets/ScriptableRenderLoop/ScriptableRenderLoop.cs.meta b/Assets/ScriptableRenderLoop/ScriptableRenderLoop.cs.meta deleted file mode 100644 index 49e1e50d0bc..00000000000 --- a/Assets/ScriptableRenderLoop/ScriptableRenderLoop.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 4a2689a80c91a4fb8bec214a015b9cdc -timeCreated: 1466769781 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/ScriptableRenderLoopPicker.cs b/Assets/ScriptableRenderLoop/ScriptableRenderLoopPicker.cs deleted file mode 100644 index 19b95076ddc..00000000000 --- a/Assets/ScriptableRenderLoop/ScriptableRenderLoopPicker.cs +++ /dev/null @@ -1,86 +0,0 @@ -using UnityEngine.Experimental.Rendering; - -namespace UnityEngine.Experimental.ScriptableRenderLoop -{ - //@TODO: This should be moved into GraphicsSettings - [ExecuteInEditMode] - public class ScriptableRenderLoopPicker : MonoBehaviour - { - public ScriptableRenderLoop renderloop - { - get { return m_RenderLoop; } - set { m_RenderLoop = value; } - } - - [SerializeField] - private ScriptableRenderLoop m_RenderLoop; - - void OnEnable() - { - RenderLoop.renderLoopDelegate += Render; - - SyncRenderingFeatures(); - } - - void OnValidate() - { - SyncRenderingFeatures(); - } - - void SyncRenderingFeatures() - { -#if UNITY_EDITOR - if (m_RenderLoop != null && isActiveAndEnabled) - UnityEditor.SupportedRenderingFeatures.active = m_RenderLoop.GetSupportedRenderingFeatures(); - else - UnityEditor.SupportedRenderingFeatures.active = UnityEditor.SupportedRenderingFeatures.Default; -#endif - } - - void OnDisable() - { - RenderLoop.renderLoopDelegate -= Render; - - #if UNITY_EDITOR - UnityEditor.SupportedRenderingFeatures.active = UnityEditor.SupportedRenderingFeatures.Default; - #endif - } - - bool Render(Camera[] cameras, RenderLoop loop) - { - if (m_RenderLoop == null) - return false; - -#if UNITY_EDITOR - if (m_AssetVersion != s_GlobalAssetVersion) - { - m_AssetVersion = s_GlobalAssetVersion; - m_RenderLoop.Rebuild(); - } -#endif - - m_RenderLoop.Render(cameras, loop); - return true; - } - -#if UNITY_EDITOR - // Temporary hack to allow compute shader reloading - internal class AssetReloader : UnityEditor.AssetPostprocessor - { - static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) - { - foreach (var str in importedAssets) - { - if (str.EndsWith(".compute")) - { - s_GlobalAssetVersion++; - break; - } - } - } - } - static int s_GlobalAssetVersion = 0; - int m_AssetVersion = 0; -#endif - } -} diff --git a/Assets/ScriptableRenderLoop/ScriptableRenderLoopPicker.cs.meta b/Assets/ScriptableRenderLoop/ScriptableRenderLoopPicker.cs.meta deleted file mode 100644 index 4cdd64387e4..00000000000 --- a/Assets/ScriptableRenderLoop/ScriptableRenderLoopPicker.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 92bb16b4ee20841929b24d6bd771738d -timeCreated: 1467028218 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/ShaderLibrary/API/D3D11.hlsl b/Assets/ScriptableRenderLoop/ShaderLibrary/API/D3D11.hlsl deleted file mode 100644 index 7f149aca377..00000000000 --- a/Assets/ScriptableRenderLoop/ShaderLibrary/API/D3D11.hlsl +++ /dev/null @@ -1,74 +0,0 @@ -// This file assume SHADER_API_D3D11 is defined - -#define UNITY_UV_STARTS_AT_TOP 1 -#define UNITY_REVERSED_Z 1 -#define UNITY_NEAR_CLIP_VALUE (1.0) -#define FRONT_FACE_SEMATIC SV_IsFrontFace -#define FRONT_FACE_TYPE bool -#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL) ? (FRONT) : (BACK)) - -#define CBUFFER_START(name) cbuffer name { -#define CBUFFER_END }; - -// Initialize arbitrary structure with zero values. -// Do not exist on some platform, in this case we need to have a standard name that call a function that will initialize all parameters to 0 -#define ZERO_INITIALIZE(type, name) name = (type)0; - -// Macros to declare textures and samplers, possibly separately. For platforms -// that have separate samplers & textures (like DX11), and we'd want to conserve -// the samplers. -// - UNITY_DECLARE_TEX*_NOSAMPLER declares a texture, without a sampler. -// - UNITY_SAMPLE_TEX*_SAMPLER samples a texture, using sampler from another texture. -// That another texture must also be actually used in the current shader, otherwise -// the correct sampler will not be set. - -// 2D textures -#define UNITY_DECLARE_TEX2D(tex) Texture2D tex; SamplerState sampler##tex -#define UNITY_DECLARE_TEX2D_NOSAMPLER(tex) Texture2D tex -#define UNITY_SAMPLE_TEX2D(tex,coord) tex.Sample (sampler##tex,coord) -#define UNITY_SAMPLE_TEX2D_LOD(tex,coord,lod) tex.SampleLevel (sampler##tex,coord, lod) -#define UNITY_SAMPLE_TEX2D_SAMPLER(tex,samplertex,coord) tex.Sample (sampler##samplertex,coord) - -// Cubemaps -#define UNITY_DECLARE_TEXCUBE(tex) TextureCube tex; SamplerState sampler##tex -#define UNITY_ARGS_TEXCUBE(tex) TextureCube tex, SamplerState sampler##tex -#define UNITY_PASS_TEXCUBE(tex) tex, sampler##tex -#define UNITY_PASS_TEXCUBE_SAMPLER(tex,samplertex) tex, sampler##samplertex -#define UNITY_DECLARE_TEXCUBE_NOSAMPLER(tex) TextureCube tex -#define UNITY_SAMPLE_TEXCUBE(tex,coord) tex.Sample (sampler##tex,coord) -#define UNITY_SAMPLE_TEXCUBE_LOD(tex,coord,lod) tex.SampleLevel (sampler##tex,coord, lod) -#define UNITY_SAMPLE_TEXCUBE_SAMPLER(tex,samplertex,coord) tex.Sample (sampler##samplertex,coord) - -// 3D textures -#define UNITY_DECLARE_TEX3D(tex) Texture3D tex; SamplerState sampler##tex -#define UNITY_DECLARE_TEX3D_NOSAMPLER(tex) Texture3D tex -#define UNITY_SAMPLE_TEX3D(tex,coord) tex.Sample (sampler##tex,coord) -#define UNITY_SAMPLE_TEX3D_LOD(tex,coord,lod) tex.SampleLevel (sampler##tex,coord, lod) -#define UNITY_SAMPLE_TEX3D_SAMPLER(tex,samplertex,coord) tex.Sample (sampler##samplertex,coord) - -// 2D arrays -#define UNITY_DECLARE_TEX2DARRAY(tex) Texture2DArray tex; SamplerState sampler##tex -#define UNITY_DECLARE_TEX2DARRAY_NOSAMPLER(tex) Texture2DArray tex -#define UNITY_ARGS_TEX2DARRAY(tex) Texture2DArray tex, SamplerState sampler##tex -#define UNITY_PASS_TEX2DARRAY(tex) tex, sampler##tex -#define UNITY_SAMPLE_TEX2DARRAY(tex,coord) tex.Sample (sampler##tex,coord) -#define UNITY_SAMPLE_TEX2DARRAY_LOD(tex,coord,lod) tex.SampleLevel (sampler##tex,coord, lod) -#define UNITY_SAMPLE_TEX2DARRAY_SAMPLER(tex,samplertex,coord) tex.Sample (sampler##samplertex,coord) - -// Cube arrays -#define UNITY_DECLARE_TEXCUBEARRAY(tex) TextureCubeArray tex; SamplerState sampler##tex -#define UNITY_DECLARE_TEXCUBEARRAY_NOSAMPLER(tex) TextureCubeArray tex -#define UNITY_ARGS_TEXCUBEARRAY(tex) TextureCubeArray tex, SamplerState sampler##tex -#define UNITY_PASS_TEXCUBEARRAY(tex) tex, sampler##tex -#define UNITY_SAMPLE_TEXCUBEARRAY(tex,coord) tex.Sample (sampler##tex,coord) -#define UNITY_SAMPLE_TEXCUBEARRAY_LOD(tex,coord,lod) tex.SampleLevel (sampler##tex,coord, lod) -#define UNITY_SAMPLE_TEXCUBEARRAY_SAMPLER(tex,samplertex,coord) tex.Sample (sampler##samplertex,coord) - - - - -#define TEXTURE2D(textureName) Texture2D textureName; -#define SAMPLER2D(samplerName) SamplerState samplerName; -#define TEXTURE2D_ARGS(textureName, samplerName) Texture2D textureName, SamplerState samplerName -#define TEXTURE2D_PASS(textureName, samplerName) textureName, samplerName -#define SAMPLE_TEXTURE2D(textureName, samplerName, coord) textureName.Sample(samplerName, coord) diff --git a/Assets/ScriptableRenderLoop/ShaderLibrary/AreaLighting.hlsl b/Assets/ScriptableRenderLoop/ShaderLibrary/AreaLighting.hlsl deleted file mode 100644 index 1190a6d1a74..00000000000 --- a/Assets/ScriptableRenderLoop/ShaderLibrary/AreaLighting.hlsl +++ /dev/null @@ -1,173 +0,0 @@ -#ifndef UNITY_AREA_LIGHTING_INCLUDED -#define UNITY_AREA_LIGHTING_INCLUDED - -float IntegrateEdge(float3 v1, float3 v2) -{ - float cosTheta = dot(v1, v2); - // TODO: Explain the 0.9999 <= precision is important! - cosTheta = clamp(cosTheta, -0.9999, 0.9999); - - // TODO: Experiment with fastAcos - float theta = acos(cosTheta); - float res = cross(v1, v2).z * theta / sin(theta); - - return res; -} - -// Baum's equation -// Expects non-normalized vertex positions -float PolygonRadiance(float4x3 L, bool twoSided) -{ - // 1. ClipQuadToHorizon - - // detect clipping config - uint config = 0; - if (L[0].z > 0) config += 1; - if (L[1].z > 0) config += 2; - if (L[2].z > 0) config += 4; - if (L[3].z > 0) config += 8; - - // The fifth vertex for cases when clipping cuts off one corner. - // Due to a compiler bug, copying L into a vector array with 5 rows - // messes something up, so we need to stick with the matrix + the L4 vertex. - float3 L4 = L[3]; - - // This switch is surprisingly fast. Tried replacing it with a lookup array of vertices. - // Even though that replaced the switch with just some indexing and no branches, it became - // way, way slower - mem fetch stalls? - - uint n = 0; - switch (config) - { - case 0: // clip all - break; - - case 1: // V1 clip V2 V3 V4 - n = 3; - L[1] = -L[1].z * L[0] + L[0].z * L[1]; - L[2] = -L[3].z * L[0] + L[0].z * L[3]; - break; - - case 2: // V2 clip V1 V3 V4 - n = 3; - L[0] = -L[0].z * L[1] + L[1].z * L[0]; - L[2] = -L[2].z * L[1] + L[1].z * L[2]; - break; - - case 3: // V1 V2 clip V3 V4 - n = 4; - L[2] = -L[2].z * L[1] + L[1].z * L[2]; - L[3] = -L[3].z * L[0] + L[0].z * L[3]; - break; - - case 4: // V3 clip V1 V2 V4 - n = 3; - L[0] = -L[3].z * L[2] + L[2].z * L[3]; - L[1] = -L[1].z * L[2] + L[2].z * L[1]; - break; - - case 5: // V1 V3 clip V2 V4: impossible - break; - - case 6: // V2 V3 clip V1 V4 - n = 4; - L[0] = -L[0].z * L[1] + L[1].z * L[0]; - L[3] = -L[3].z * L[2] + L[2].z * L[3]; - break; - - case 7: // V1 V2 V3 clip V4 - n = 5; - L4 = -L[3].z * L[0] + L[0].z * L[3]; - L[3] = -L[3].z * L[2] + L[2].z * L[3]; - break; - - case 8: // V4 clip V1 V2 V3 - n = 3; - L[0] = -L[0].z * L[3] + L[3].z * L[0]; - L[1] = -L[2].z * L[3] + L[3].z * L[2]; - L[2] = L[3]; - break; - - case 9: // V1 V4 clip V2 V3 - n = 4; - L[1] = -L[1].z * L[0] + L[0].z * L[1]; - L[2] = -L[2].z * L[3] + L[3].z * L[2]; - break; - - case 10: // V2 V4 clip V1 V3: impossible - break; - - case 11: // V1 V2 V4 clip V3 - n = 5; - L[3] = -L[2].z * L[3] + L[3].z * L[2]; - L[2] = -L[2].z * L[1] + L[1].z * L[2]; - break; - - case 12: // V3 V4 clip V1 V2 - n = 4; - L[1] = -L[1].z * L[2] + L[2].z * L[1]; - L[0] = -L[0].z * L[3] + L[3].z * L[0]; - break; - - case 13: // V1 V3 V4 clip V2 - n = 5; - L[3] = L[2]; - L[2] = -L[1].z * L[2] + L[2].z * L[1]; - L[1] = -L[1].z * L[0] + L[0].z * L[1]; - break; - - case 14: // V2 V3 V4 clip V1 - n = 5; - L4 = -L[0].z * L[3] + L[3].z * L[0]; - L[0] = -L[0].z * L[1] + L[1].z * L[0]; - break; - - case 15: // V1 V2 V3 V4 - n = 4; - break; - } - - if (n == 0) - return 0; - if (n == 3) - L[3] = L[0]; - if (n == 4) - L4 = L[0]; - - // 2. Project onto sphere - L[0] = normalize(L[0]); - L[1] = normalize(L[1]); - L[2] = normalize(L[2]); - L[3] = normalize(L[3]); - L4 = normalize(L4); - - // 3. Integrate - float sum = 0; - sum += IntegrateEdge(L[0], L[1]); - sum += IntegrateEdge(L[1], L[2]); - sum += IntegrateEdge(L[2], L[3]); - if (n >= 4) - sum += IntegrateEdge(L[3], L4); - if (n == 5) - sum += IntegrateEdge(L4, L[0]); - - return twoSided > 0.0 ? abs(sum) : max(0.0, sum); -} - -float LTCEvaluate(float3 V, float3 N, float3x3 minV, float4x3 L, bool twoSided) -{ - // Construct local orthonormal basis around N, aligned with N - float3x3 basis; - basis[0] = normalize(V - N * dot(V, N)); - basis[1] = normalize(cross(N, basis[0])); - basis[2] = N; - - // rotate area light in local basis - minV = mul(transpose(basis), minV); - L = mul(L, minV); - - // Polygon radiance in transformed configuration - specular - return PolygonRadiance(L, twoSided); -} - -#endif // UNITY_AREA_LIGHTING_INCLUDED diff --git a/Assets/ScriptableRenderLoop/ShaderLibrary/BSDF.hlsl b/Assets/ScriptableRenderLoop/ShaderLibrary/BSDF.hlsl deleted file mode 100644 index d2e48ea6033..00000000000 --- a/Assets/ScriptableRenderLoop/ShaderLibrary/BSDF.hlsl +++ /dev/null @@ -1,207 +0,0 @@ -#ifndef UNITY_BSDF_INCLUDED -#define UNITY_BSDF_INCLUDED - -// Note: All NDF and diffuse term have a version with and without divide by PI. -// Version with divide by PI are use for direct lighting. -// Version without divide by PI are use for image based lighting where often the PI cancel during importance sampling - -//----------------------------------------------------------------------------- -// Fresnel term -//----------------------------------------------------------------------------- - -float F_Schlick(float f0, float f90, float u) -{ - float x = 1.0 - u; - float x5 = x * x; - x5 = x5 * x5 * x; - return (f90 - f0) * x5 + f0; // sub mul mul mul sub mad -} - -float F_Schlick(float f0, float u) -{ - return F_Schlick(f0, 1.0, u); -} - -float3 F_Schlick(float3 f0, float f90, float u) -{ - float x = 1.0 - u; - float x5 = x * x; - x5 = x5 * x5 * x; - return (float3(f90, f90, f90) - f0) * x5 + f0; // sub mul mul mul sub mad -} - -float3 F_Schlick(float3 f0, float u) -{ - return F_Schlick(f0, 1.0, u); -} - -//----------------------------------------------------------------------------- -// Specular BRDF -//----------------------------------------------------------------------------- - -// With analytical light (not image based light) we clamp the minimun roughness in the NDF to avoid numerical instability. -#define UNITY_MIN_ROUGHNESS 0.002 - -float D_GGX(float NdotH, float roughness) -{ - roughness = max(roughness, UNITY_MIN_ROUGHNESS); - - float a2 = roughness * roughness; - float f = (NdotH * a2 - NdotH) * NdotH + 1.0; - return a2 / (f * f); -} - -float D_GGXDividePI(float NdotH, float roughness) -{ - return INV_PI * D_GGX(NdotH, roughness); -} - -// Ref: http://jcgt.org/published/0003/02/03/paper.pdf -float V_SmithJointGGX(float NdotL, float NdotV, float roughness) -{ - // Original formulation: - // lambda_v = (-1 + sqrt(a2 * (1 - NdotL2) / NdotL2 + 1)) * 0.5f; - // lambda_l = (-1 + sqrt(a2 * (1 - NdotV2) / NdotV2 + 1)) * 0.5f; - // G = 1 / (1 + lambda_v + lambda_l); - - float a = roughness; - float a2 = a * a; - // Reorder code to be more optimal - float lambdaV = NdotL * sqrt((-NdotV * a2 + NdotV) * NdotV + a2); - float lambdaL = NdotV * sqrt((-NdotL * a2 + NdotL) * NdotL + a2); - - // Simplify visibility term: (2.0f * NdotL * NdotV) / ((4.0f * NdotL * NdotV) * (lambda_v + lambda_l)); - return 0.5 / (lambdaV + lambdaL); -} - -// Precompute part of lambdaV -float GetSmithJointGGXLambdaV(float NdotV, float roughness) -{ - float a = roughness; - float a2 = a * a; - return sqrt((-NdotV * a2 + NdotV) * NdotV + a2); -} - -float V_SmithJointGGX(float NdotL, float NdotV, float roughness, float lambdaV) -{ - float a = roughness; - float a2 = a * a; - // Reorder code to be more optimal - lambdaV *= NdotL; - float lambdaL = NdotV * sqrt((-NdotL * a2 + NdotL) * NdotL + a2); - - // Simplify visibility term: (2.0f * NdotL * NdotV) / ((4.0f * NdotL * NdotV) * (lambda_v + lambda_l)); - return 0.5 / (lambdaV + lambdaL); -} - -float V_SmithJointGGXApprox(float NdotL, float NdotV, float roughness) -{ - float a = roughness; - // Approximation of the above formulation (simplify the sqrt, not mathematically correct but close enough) - float lambdaV = NdotL * (NdotV * (1 - a) + a); - float lambdaL = NdotV * (NdotL * (1 - a) + a); - - return 0.5 / (lambdaV + lambdaL); -} - -// Precompute part of LambdaV -float GetSmithJointGGXApproxLambdaV(float NdotV, float roughness) -{ - float a = roughness; - return (NdotV * (1 - a) + a); -} - -float V_SmithJointGGXApprox(float NdotL, float NdotV, float roughness, float lambdaV) -{ - float a = roughness; - // Approximation of the above formulation (simplify the sqrt, not mathematically correct but close enough) - lambdaV *= NdotL; - float lambdaL = NdotV * (NdotL * (1 - a) + a); - - return 0.5 / (lambdaV + lambdaL); -} - -// roughnessT -> roughness in tangent direction -// roughnessB -> roughness in bitangent direction -float D_GGXAniso(float TdotH, float BdotH, float NdotH, float roughnessT, float roughnessB) -{ - roughnessT = max(roughnessT, UNITY_MIN_ROUGHNESS); - roughnessB = max(roughnessB, UNITY_MIN_ROUGHNESS); - - float f = TdotH * TdotH / (roughnessT * roughnessT) + BdotH * BdotH / (roughnessB * roughnessB) + NdotH * NdotH; - return 1.0 / (roughnessT * roughnessB * f * f); -} - -float D_GGXAnisoDividePI(float TdotH, float BdotH, float NdotH, float roughnessT, float roughnessB) -{ - return INV_PI * D_GGXAniso(TdotH, BdotH, NdotH, roughnessT, roughnessB); -} - -// Ref: https://cedec.cesa.or.jp/2015/session/ENG/14698.html The Rendering Materials of Far Cry 4 -float V_SmithJointGGXAniso(float TdotV, float BdotV, float NdotV, float TdotL, float BdotL, float NdotL, float roughnessT, float roughnessB) -{ - float aT = roughnessT; - float aT2 = aT * aT; - float aB = roughnessB; - float aB2 = aB * aB; - - float lambdaV = NdotL * sqrt(aT2 * TdotV * TdotV + aB2 * BdotV * BdotV + NdotV * NdotV); - float lambdaL = NdotV * sqrt(aT2 * TdotL * TdotL + aB2 * BdotL * BdotL + NdotL * NdotL); - - return 0.5 / (lambdaV + lambdaL); -} - -float GetSmithJointGGXAnisoLambdaV(float TdotV, float BdotV, float NdotV, float roughnessT, float roughnessB) -{ - float aT = roughnessT; - float aT2 = aT * aT; - float aB = roughnessB; - float aB2 = aB * aB; - - return sqrt(aT2 * TdotV * TdotV + aB2 * BdotV * BdotV + NdotV * NdotV); -} - -float V_SmithJointGGXAnisoLambdaV(float TdotV, float BdotV, float NdotV, float TdotL, float BdotL, float NdotL, float roughnessT, float roughnessB, float lambdaV) -{ - float aT = roughnessT; - float aT2 = aT * aT; - float aB = roughnessB; - float aB2 = aB * aB; - - lambdaV *= NdotL; - float lambdaL = NdotV * sqrt(aT2 * TdotL * TdotL + aB2 * BdotL * BdotL + NdotL * NdotL); - - return 0.5 / (lambdaV + lambdaL); -} - -//----------------------------------------------------------------------------- -// Diffuse BRDF - diffuseColor is expected to be multiply by the caller -//----------------------------------------------------------------------------- - -float Lambert() -{ - return 1.0; -} - -float LambertDividePI() -{ - return INV_PI; -} - -float DisneyDiffuse(float NdotV, float NdotL, float LdotH, float perceptualRoughness) -{ - float fd90 = 0.5 + 2 * LdotH * LdotH * perceptualRoughness; - // Two schlick fresnel term - float lightScatter = F_Schlick(1.0, fd90, NdotL); - float viewScatter = F_Schlick(1.0, fd90, NdotV); - - return lightScatter * viewScatter; -} - -float DisneyDiffuseDividePI(float NdotV, float NdotL, float LdotH, float perceptualRoughness) -{ - return INV_PI * DisneyDiffuse(NdotV, NdotL, LdotH, perceptualRoughness); -} - - -#endif // UNITY_BSDF_INCLUDED diff --git a/Assets/ScriptableRenderLoop/ShaderLibrary/Color.hlsl b/Assets/ScriptableRenderLoop/ShaderLibrary/Color.hlsl deleted file mode 100644 index 323cae37484..00000000000 --- a/Assets/ScriptableRenderLoop/ShaderLibrary/Color.hlsl +++ /dev/null @@ -1,225 +0,0 @@ -#ifndef UNITY_COLOR_INCLUDED -#define UNITY_COLOR_INCLUDED - -//----------------------------------------------------------------------------- -// Gamma space - Assume positive values -//----------------------------------------------------------------------------- - -// Gamma20 -float Gamma20ToLinear(float c) -{ - return c * c; -} - -float3 Gamma20ToLinear(float3 c) -{ - return c.rgb * c.rgb; -} - -float4 Gamma20ToLinear(float4 c) -{ - return float4(Gamma20ToLinear(c.rgb), c.a); -} - -float LinearToGamma20(float c) -{ - return sqrt(c); -} - -float3 LinearToGamma20(float3 c) -{ - return sqrt(c.rgb); -} - -float4 LinearToGamma20(float4 c) -{ - return float4(LinearToGamma20(c.rgb), c.a); -} - -// Gamma22 -float Gamma22ToLinear(float c) -{ - return pow(c, 2.2); -} - -float3 Gamma22ToLinear(float3 c) -{ - return pow(c.rgb, float3(2.2, 2.2, 2.2)); -} - -float4 Gamma22ToLinear(float4 c) -{ - return float4(Gamma22ToLinear(c.rgb), c.a); -} - -float LinearToGamma22(float c) -{ - return pow(c, 0.454545454545455); -} - -float3 LinearToGamma22(float3 c) -{ - return pow(c.rgb, float3(0.454545454545455, 0.454545454545455, 0.454545454545455)); -} - -float4 LinearToGamma22(float4 c) -{ - return float4(LinearToGamma22(c.rgb), c.a); -} - -// sRGB -float3 SRGBToLinear(float3 c) -{ - float3 linearRGBLo = c / 12.92; - float3 linearRGBHi = pow((c + 0.055) / 1.055, float3(2.4, 2.4, 2.4)); - float3 linearRGB = (c <= 0.04045) ? linearRGBLo : linearRGBHi; - return linearRGB; -} - -float4 SRGBToLinear(float4 c) -{ - return float4(SRGBToLinear(c.rgb), c.a); -} - -float3 LinearToSRGB(float3 c) -{ - float3 sRGBLo = c * 12.92; - float3 sRGBHi = (pow(c, float3(1.0/2.4, 1.0/2.4, 1.0/2.4)) * 1.055) - 0.055; - float3 sRGB = (c <= 0.0031308) ? sRGBLo : sRGBHi; - return sRGB; -} - -float4 LinearToSRGB(float4 c) -{ - return float4(LinearToSRGB(c.rgb), c.a); -} - -// TODO: Seb - To verify and refit! -// Ref: http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1 -float3 FastSRGBToLinear(float3 c) -{ - return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878); -} - -float4 FastSRGBToLinear(float4 c) -{ - return float4(FastSRGBToLinear(c.rgb), c.a); -} - -float3 FastLinearToSRGB(float3 c) -{ - return max(1.055 * pow(c, 0.416666667) - 0.055, 0.0); -} - -float4 FastLinearToSRGB(float4 c) -{ - return float4(FastLinearToSRGB(c.rgb), c.a); -} - -//----------------------------------------------------------------------------- -// Color space -//----------------------------------------------------------------------------- - -// Convert rgb to luminance -// with rgb in linear space with sRGB primaries and D65 white point -float Luminance(float3 linearRgb) -{ - return dot(linearRgb, float3(0.2126729f, 0.7151522f, 0.0721750f)); -} - -// Ref: http://realtimecollisiondetection.net/blog/?p=15 -float4 PackLogLuv(float3 vRGB) -{ - // M matrix, for encoding - const float3x3 M = float3x3( - 0.2209, 0.3390, 0.4184, - 0.1138, 0.6780, 0.7319, - 0.0102, 0.1130, 0.2969); - - float4 vResult; - float3 Xp_Y_XYZp = mul(vRGB, M); - Xp_Y_XYZp = max(Xp_Y_XYZp, float3(1e-6, 1e-6, 1e-6)); - vResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z; - float Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0; - vResult.w = frac(Le); - vResult.z = (Le - (floor(vResult.w*255.0f))/255.0f)/255.0f; - return vResult; -} - -float3 UnpackLogLuv(float4 vLogLuv) -{ - // Inverse M matrix, for decoding - const float3x3 InverseM = float3x3( - 6.0014, -2.7008, -1.7996, - -1.3320, 3.1029, -5.7721, - 0.3008, -1.0882, 5.6268); - - float Le = vLogLuv.z * 255.0 + vLogLuv.w; - float3 Xp_Y_XYZp; - Xp_Y_XYZp.y = exp2((Le - 127.0) / 2.0); - Xp_Y_XYZp.z = Xp_Y_XYZp.y / vLogLuv.y; - Xp_Y_XYZp.x = vLogLuv.x * Xp_Y_XYZp.z; - float3 vRGB = mul(Xp_Y_XYZp, InverseM); - return max(vRGB, float3(0.0, 0.0, 0.0)); -} - -// TODO: This function is used with the LightTransport pass to encode lightmap or emissive -float4 PackRGBM(float3 rgb, float maxRGBM) -{ - float kOneOverRGBMMaxRange = 1.0 / maxRGBM; - const float kMinMultiplier = 2.0 * 1e-2; - - float4 rgbm = float4(rgb * kOneOverRGBMMaxRange, 1.0); - rgbm.a = max(max(rgbm.r, rgbm.g), max(rgbm.b, kMinMultiplier)); - rgbm.a = ceil(rgbm.a * 255.0) / 255.0; - - // Division-by-zero warning from d3d9, so make compiler happy. - rgbm.a = max(rgbm.a, kMinMultiplier); - - rgbm.rgb /= rgbm.a; - return rgbm; -} - -// Alternative... -#define RGBMRANGE (8.0) -float4 PackRGBM(float3 color) -{ - float4 rgbm; - color *= (1.0 / RGBMRANGE); - rgbm.a = saturate( max( max( color.r, color.g ), max( color.b, 1e-6 ) ) ); - rgbm.a = ceil( rgbm.a * 255.0 ) / 255.0; - rgbm.rgb = color / rgbm.a; - return rgbm; -} - -float3 UnpackRGBM(float4 rgbm) -{ - return RGBMRANGE * rgbm.rgb * rgbm.a; -} - -// Ref: http://www.nvidia.com/object/real-time-ycocg-dxt-compression.html -#define CHROMA_BIAS (0.5 * 256.0 / 255.0) -float3 RGBToYCoCg(float3 rgb) -{ - float3 YCoCg; - YCoCg.x = dot(rgb, float3(0.25, 0.5, 0.25)); - YCoCg.y = dot(rgb, float3(0.5, 0.0, -0.5)) + CHROMA_BIAS; - YCoCg.z = dot(rgb, float3(-0.25, 0.5, -0.25)) + CHROMA_BIAS; - - return YCoCg; -} - -float3 YCoCgToRGB(float3 YCoCg) -{ - float Y = YCoCg.x; - float Co = YCoCg.y - CHROMA_BIAS; - float Cg = YCoCg.z - CHROMA_BIAS; - - float3 rgb; - rgb.r = Y + Co - Cg; - rgb.g = Y + Cg; - rgb.b = Y - Co - Cg; - - return rgb; -} -#endif // UNITY_COLOR_INCLUDED diff --git a/Assets/ScriptableRenderLoop/ShaderLibrary/Common.hlsl b/Assets/ScriptableRenderLoop/ShaderLibrary/Common.hlsl deleted file mode 100644 index bf60abe5a71..00000000000 --- a/Assets/ScriptableRenderLoop/ShaderLibrary/Common.hlsl +++ /dev/null @@ -1,203 +0,0 @@ -#ifndef UNITY_COMMON_INCLUDED -#define UNITY_COMMON_INCLUDED - -// Convention: - -// Unity is Y up - left handed - -// space at the end of the variable name -// WS: world space -// VS: view space -// OS: object space -// HS: Homogenous clip space -// CS: clips space -// Example: NormalWS - -// normalized / unormalized vector -// normalized direction are almost everywhere, we tag unormalized vector with un. -// Example: unL for unormalized light vector - -// use capital letter for regular vector, vector are always pointing outward the current pixel position (ready for lighting equation) -// capital letter mean the vector is normalize, unless we put un in front of it. -// V: View vector (no eye vector) -// L: Light vector -// N: Normal vector -// H: Half vector - -// Input/Outputs structs in PascalCase and prefixed by entry type -// struct AttributesDefault -// struct VaryingsDefault -// use input/output as variable name when using these structures - -// Entry program name -// VertDefault -// FragDefault / FragForward / FragDeferred - -// constant floating number written as 1.0 (not 1, not 1.0f, not 1.0h) - -// uniform have _ as prefix + uppercase _LowercaseThenCamelCase - -// Structure definition that are share between C# and hlsl. -// These structures need to be align on float4 to respectect various packing rules from sahder language. -// This mean that these structure need to be padded. - -// Do not use "in", only "out" or "inout" as califier, not "inline" keyword either, useless. - -// The lighting code assume that 1 Unity unit (1uu) == 1 meters. This is very important regarding physically based light unit and inverse square attenuation - -// When declaring "out" argument of function, they are always last - -// headers from ShaderLibrary do not include "common.hlsl", this should be included in the .shader using it (or Material.hlsl) - - -// Include language header -#if defined(SHADER_API_D3D11) -#include "API/D3D11.hlsl" -#elif defined(SHADER_API_XBOXONE) -#include "API/D3D11_1.hlsl" -#else -#error unsupported shader api -#endif -#include "API/Validate.hlsl" - -// ---------------------------------------------------------------------------- -// Common math definition and fastmath function -// ---------------------------------------------------------------------------- - -#define PI 3.14159265359 -#define TWO_PI 6.28318530718 -#define FOUR_PI 12.56637061436 -#define INV_PI 0.31830988618 -#define INV_TWO_PI 0.15915494309 -#define INV_FOUR_PI 0.07957747155 -#define HALF_PI 1.57079632679 -#define INV_HALF_PI 0.636619772367 - -#define FLT_EPSILON 1.192092896e-07f // smallest such that 1.0 + FLT_EPSILON != 1.0 - -#define MERGE_NAME(X, Y) X##Y - -// Ref: https://seblagarde.wordpress.com/2014/12/01/inverse-trigonometric-functions-gpu-optimization-for-amd-gcn-architecture/ -float FastACos(float inX) -{ - float x = abs(inX); - float res = -0.156583 * x + HALF_PI; - res *= sqrt(1.0 - x); - return (inX >= 0) ? res : PI - res; -} - -// Same cost as Acos + 1 FR -// Same error -// input [-1, 1] and output [-PI/2, PI/2] -float FastASin(float x) -{ - return HALF_PI - FastACos(x); -} - -// max absolute error 1.3x10^-3 -// Eberly's odd polynomial degree 5 - respect bounds -// 4 VGPR, 14 FR (10 FR, 1 QR), 2 scalar -// input [0, infinity] and output [0, PI/2] -float FastATanPos(float x) -{ - float t0 = (x < 1.0) ? x : 1.0 / x; - float t1 = t0 * t0; - float poly = 0.0872929; - poly = -0.301895 + poly * t1; - poly = 1.0 + poly * t1; - poly = poly * t0; - return (x < 1.0) ? poly : HALF_PI - poly; -} - -// 4 VGPR, 16 FR (12 FR, 1 QR), 2 scalar -// input [-infinity, infinity] and output [-PI/2, PI/2] -float FastATan(float x) -{ - float t0 = FastATanPos(abs(x)); - return (x < 0.0) ? -t0 : t0; -} - -// Same smoothstep except it assume 0, 1 interval for x -float smoothstep01(float x) -{ - return x * x * (3.0 - (2.0 * x)); -} - -// ---------------------------------------------------------------------------- -// World position reconstruction / transformation -// ---------------------------------------------------------------------------- - -struct Coordinate -{ - // Normalize coordinates - float2 positionSS; - // Unormalize coordinates - int2 unPositionSS; -}; - -// This function is use to provide an easy way to sample into a screen texture, either from a pixel or a compute shaders. -// This allow to easily share code. -// If a compute shader call this function inPositionSS is an integer usually calculate like: uint2 inPositionSS = groupId.xy * BLOCK_SIZE + groupThreadId.xy -// else it is current unormalized screen coordinate like return by VPOS -Coordinate GetCoordinate(float2 inPositionSS, float2 invScreenSize) -{ - Coordinate coord; - coord.positionSS = inPositionSS; - // TODO: How to detect automatically that we are a compute shader ? -#if SHADER_STAGE_COMPUTE - // In case of compute shader an extra half offset is added to the screenPos to shift the integer position to pixel center. - coord.positionSS.xy += float2(0.5, 0.5); -#endif - coord.positionSS *= invScreenSize; - - coord.unPositionSS = int2(inPositionSS); - - return coord; -} - -// screenPos is screen coordinate in [0..1] (return by Coordinate.positionSS) -// depth must be the depth from the raw depth buffer. This allow to handle all kind of depth automatically with the inverse view projection matrix. -// For information. In Unity Depth is always in range 0..1 (even on OpenGL) but can be reversed. -float3 UnprojectToWorld(float depth, float2 screenPos, float4x4 invViewProjectionMatrix) -{ - float4 positionHS = float4(screenPos.xy * 2.0 - 1.0, depth, 1.0); - float4 hpositionWS = mul(invViewProjectionMatrix, positionHS); - - return hpositionWS.xyz / hpositionWS.w; -} - -// Z buffer to linear 0..1 depth -float Linear01Depth(float depth, float4 zBufferParam) -{ - return 1.0 / (zBufferParam.x * depth + zBufferParam.y); -} -// Z buffer to linear depth -float LinearEyeDepth(float depth, float4 zBufferParam) -{ - return 1.0 / (zBufferParam.z * depth + zBufferParam.w); -} - -// NdotV should not be negative for visible pixels, but it can happen due to perspective projection and normal mapping + decal -// In this case this may cause weird artifact. -// GetNdotV return a 'valid' data -float GetNdotV(float3 N, float3 V) -{ - return abs(dot(N, V)); // This abs allow to limit artifact -} - -// NdotV should not be negative for visible pixels, but it can happen due to perspective projection and normal mapping + decal -// In this case normal should be modified to become valid (i.e facing camera) and not cause weird artifacts. -// but this operation adds few ALU and users may not want it. Alternative is to simply take the abs of NdotV (less correct but works too). -// Note: This code is not compatible with two sided lighting used in SpeedTree (TODO: investigate). -float GetShiftedNdotV(float3 N, float3 V) -{ - // The amount we shift the normal toward the view vector is defined by the dot product. - float shiftAmount = dot(N, V); - N = shiftAmount < 0.0 ? N + V * (-shiftAmount + 1e-5f) : N; - N = normalize(N); - - return saturate(dot(N, V)); // TODO: this saturate should not be necessary here -} - - -#endif // UNITY_COMMON_INCLUDED diff --git a/Assets/ScriptableRenderLoop/ShaderLibrary/CommonLighting.hlsl b/Assets/ScriptableRenderLoop/ShaderLibrary/CommonLighting.hlsl deleted file mode 100644 index 7348dcf4866..00000000000 --- a/Assets/ScriptableRenderLoop/ShaderLibrary/CommonLighting.hlsl +++ /dev/null @@ -1,132 +0,0 @@ -#ifndef UNITY_COMMON_LIGHTING_INCLUDED -#define UNITY_COMMON_LIGHTING_INCLUDED - -// Ligthing convention -// Light direction is oriented backward (-Z). i.e in shader code, light direction is - lightData.forward - -//----------------------------------------------------------------------------- -// Attenuation functions -//----------------------------------------------------------------------------- - -// Ref: Moving Frostbite to PBR -float SmoothDistanceAttenuation(float squaredDistance, float invSqrAttenuationRadius) -{ - float factor = squaredDistance * invSqrAttenuationRadius; - float smoothFactor = saturate(1.0f - factor * factor); - return smoothFactor * smoothFactor; -} - -#define PUNCTUAL_LIGHT_THRESHOLD 0.01 // 1cm (in Unity 1 is 1m) - -float GetDistanceAttenuation(float3 unL, float invSqrAttenuationRadius) -{ - float sqrDist = dot(unL, unL); - float attenuation = 1.0f / (max(PUNCTUAL_LIGHT_THRESHOLD * PUNCTUAL_LIGHT_THRESHOLD, sqrDist)); - // Non physically based hack to limit light influence to attenuationRadius. - attenuation *= SmoothDistanceAttenuation(sqrDist, invSqrAttenuationRadius); - - return attenuation; -} - -float GetAngleAttenuation(float3 L, float3 lightDir, float lightAngleScale, float lightAngleOffset) -{ - float cd = dot(lightDir, L); - float attenuation = saturate(cd * lightAngleScale + lightAngleOffset); - // smooth the transition - attenuation *= attenuation; - - return attenuation; -} - -//----------------------------------------------------------------------------- -// Helper function for anisotropy -//----------------------------------------------------------------------------- - -// Ref: http://blog.selfshadow.com/publications/s2012-shading-course/burley/s2012_pbs_disney_brdf_notes_v3.pdf (in addenda) -// Convert anisotropic ratio (0->no isotropic; 1->full anisotropy in tangent direction) to roughness -void ConvertAnisotropyToRoughness(float roughness, float anisotropy, out float roughnessT, out float roughnessB) -{ - float anisoAspect = sqrt(1.0 - 0.9 * anisotropy); - roughnessT = roughness * anisoAspect; - roughnessB = roughness / anisoAspect; -} - -// Fake anisotropic by distorting the normal as suggested by: -// Ref: Donald Revie - Implementing Fur Using Deferred Shading (GPU Pro 2) -// anisotropic ratio (0->no isotropic; 1->full anisotropy in tangent direction) -float3 GetAnisotropicModifiedNormal(float3 N, float3 T, float3 V, float anisotropy) -{ - float3 anisoT = cross(-V, T); - float3 anisoN = cross(anisoT, T); - - return normalize(lerp(N, anisoN, anisotropy)); -} - -//----------------------------------------------------------------------------- -// Helper function for perceptual roughness -//----------------------------------------------------------------------------- - -float PerceptualRoughnessToRoughness(float perceptualRoughness) -{ - return perceptualRoughness * perceptualRoughness; -} - -float RoughnessToPerceptualRoughness(float roughness) -{ - return sqrt(roughness); -} - -float PerceptualSmoothnessToRoughness(float perceptualSmoothness) -{ - return (1 - perceptualSmoothness) * (1 - perceptualSmoothness); -} - -float PerceptualSmoothnessToPerceptualRoughness(float perceptualSmoothness) -{ - return (1 - perceptualSmoothness); -} - - -//----------------------------------------------------------------------------- -// Get local frame -//----------------------------------------------------------------------------- - -// generate an orthonormalBasis from 3d unit vector. -void GetLocalFrame(float3 N, out float3 tangentX, out float3 tangentY) -{ - float3 upVector = abs(N.z) < 0.999 ? float3(0.0, 0.0, 1.0) : float3(1.0, 0.0, 0.0); - tangentX = normalize(cross(upVector, N)); - tangentY = cross(N, tangentX); -} - -// TODO: test -/* -// http://orbit.dtu.dk/files/57573287/onb_frisvad_jgt2012.pdf -void GetLocalFrame(float3 N, out float3 tangentX, out float3 tangentY) -{ - if (N.z < -0.999) // Handle the singularity - { - tangentX = float3(0.0, -1.0, 0.0); - tangentY = float3(-1.0, 0.0, 0.0); - return ; - } - - float a = 1.0 / (1.0 + N.z); - float b = -N.x * N.y * a; - tangentX = float3(1.0f - N.x * N.x * a , b, -N.x); - tangentY = float3(b, 1.0f - N.y * N.y * a, -N.y); -} -*/ - -// ---------------------------------------------------------------------------- -// Parallax mapping -// ---------------------------------------------------------------------------- - -float2 ParallaxOffset(float3 viewDirTS, float height) -{ - // Parallax mapping with offset limiting to reduce weird artifcat (i.e do not divide by z), also save performance - return viewDirTS.xy * height; -} - - -#endif // UNITY_COMMON_LIGHTING_INCLUDED diff --git a/Assets/ScriptableRenderLoop/ShaderLibrary/Debug.hlsl b/Assets/ScriptableRenderLoop/ShaderLibrary/Debug.hlsl deleted file mode 100644 index 1deb4097896..00000000000 --- a/Assets/ScriptableRenderLoop/ShaderLibrary/Debug.hlsl +++ /dev/null @@ -1,34 +0,0 @@ -#ifndef UNITY_DEBUG_INCLUDED -#define UNITY_DEBUG_INCLUDED - -// Given an enum (represented by an int here), return a color. -// Use for DebugView of enum -float3 GetIndexColor(int index) -{ - float3 outColor = float3(1.0, 0.0, 0.0); - - if (index == 0) - outColor = float3(1.0, 0.5, 0.5); - else if (index == 1) - outColor = float3(0.5, 1.0, 0.5); - else if (index == 2) - outColor = float3(0.5, 0.5, 1.0); - else if (index == 3) - outColor = float3(1.0, 1.0, 0.5); - else if (index == 4) - outColor = float3(1.0, 0.5, 1.0); - else if (index == 5) - outColor = float3(0.5, 1.0, 1.0); - else if (index == 6) - outColor = float3(0.25, 0.75, 1.0); - else if (index == 7) - outColor = float3(1.0, 0.75, 0.25); - else if (index == 8) - outColor = float3(0.75, 1.0, 0.25); - else if (index == 9) - outColor = float3(0.75, 0.25, 1.0); - - return outColor; -} - -#endif // UNITY_DEBUG_INCLUDED diff --git a/Assets/ScriptableRenderLoop/ShaderLibrary/Filtering.hlsl b/Assets/ScriptableRenderLoop/ShaderLibrary/Filtering.hlsl deleted file mode 100644 index c94dcc0f9ab..00000000000 --- a/Assets/ScriptableRenderLoop/ShaderLibrary/Filtering.hlsl +++ /dev/null @@ -1,82 +0,0 @@ -// Ref: https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1 from MJP -// Samples a texture with Catmull-Rom filtering, using 9 texture fetches instead of 16. -// See http://vec3.ca/bicubic-filtering-in-fewer-taps/ for more details -float4 SampleTextureCatmullRom(Texture2D tex, SamplerState linearSampler, float2 uv, float2 texSize) -{ - // We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding - // down the sample location to get the exact center of our "starting" texel. The starting texel will be at - // location [1, 1] in the grid, where [0, 0] is the top left corner. - float2 samplePos = uv * texSize; - float2 texPos1 = floor(samplePos - 0.5f) + 0.5f; - - // Compute the fractional offset from our starting texel to our original sample location, which we'll - // feed into the Catmull-Rom spline function to get our filter weights. - float2 f = samplePos - texPos1; - float2 f2 = f * f; - float2 f3 = f2 * f; - - // Compute the Catmull-Rom weights using the fractional offset that we calculated earlier. - // These equations are pre-expanded based on our knowledge of where the texels will be located, - // which lets us avoid having to evaluate a piece-wise function. - float2 w0 = (1.0f / 6.0) * (-3.0 * f3 + 6.0 * f2 - 3.0 * f); - float2 w1 = (1.0f / 6.0) * (9.0 * f3 - 15.0 * f2 + 6.0); - float2 w2 = (1.0f / 6.0) * (-9.0 * f3 + 12.0 * f2 + 3.0 * f); - float2 w3 = (1.0f / 6.0) * (3.0 * f3 - 3.0 * f2); - - // Otim by Vlad, to test - // float2 w0 = (1.0 / 2.0) * f * (-1.0 + f * (2.0 - f)); - // float2 w1 = (1.0 / 6.0) * f2 * (-15.0 + 9.0 * f)) + 1.0; - // float2 w2 = (1.0 / 6.0) * f * (3.0 + f * (12.0 - f * 9.0)); - // float2 w3 = (1.0 / 2.0) * f2 * (f - 1.0); - - // Work out weighting factors and sampling offsets that will let us use bilinear filtering to - // simultaneously evaluate the middle 2 samples from the 4x4 grid. - float2 w12 = w1 + w2; - float2 offset12 = w2 / (w1 + w2); - - // Compute the final UV coordinates we'll use for sampling the texture - float2 texPos0 = texPos1 - 1; - float2 texPos3 = texPos1 + 2; - float2 texPos12 = texPos1 + offset12; - - texPos0 /= texSize; - texPos3 /= texSize; - texPos12 /= texSize; - - float4 result = 0.0f; - result += tex.SampleLevel(linearSampler, float2(texPos0.x, texPos0.y), 0.0f) * w0.x * w0.y; - result += tex.SampleLevel(linearSampler, float2(texPos12.x, texPos0.y), 0.0f) * w12.x * w0.y; - result += tex.SampleLevel(linearSampler, float2(texPos3.x, texPos0.y), 0.0f) * w3.x * w0.y; - - result += tex.SampleLevel(linearSampler, float2(texPos0.x, texPos12.y), 0.0f) * w0.x * w12.y; - result += tex.SampleLevel(linearSampler, float2(texPos12.x, texPos12.y), 0.0f) * w12.x * w12.y; - result += tex.SampleLevel(linearSampler, float2(texPos3.x, texPos12.y), 0.0f) * w3.x * w12.y; - - result += tex.SampleLevel(linearSampler, float2(texPos0.x, texPos3.y), 0.0f) * w0.x * w3.y; - result += tex.SampleLevel(linearSampler, float2(texPos12.x, texPos3.y), 0.0f) * w12.x * w3.y; - result += tex.SampleLevel(linearSampler, float2(texPos3.x, texPos3.y), 0.0f) * w3.x * w3.y; - - return result; -} - -/* - -// manual tri-linearly interpolated texture fetch -// not really needed: used hard-wired texture interpolation -vec4 manualTexture3D( sampler3D samp, vec3 p ){ -vec3 qa = p*uvMapSize + vec3(0.5); -vec3 qi = floor(qa); -qa -= qi; -qi -= vec3(0.5); -return -mix( mix( mix( texture3D( samp, (qi+vec3(0.0,0.0,0.0))*oneOverUvMapSize ), -texture3D( samp, (qi+vec3(1.0,0.0,0.0))*oneOverUvMapSize ), qa.x ), -mix( texture3D( samp, (qi+vec3(0.0,1.0,0.0))*oneOverUvMapSize ), -texture3D( samp, (qi+vec3(1.0,1.0,0.0))*oneOverUvMapSize ), qa.x ), qa.y ), -mix( mix( texture3D( samp, (qi+vec3(0.0,0.0,1.0))*oneOverUvMapSize ), -texture3D( samp, (qi+vec3(1.0,0.0,1.0))*oneOverUvMapSize ), qa.x ), -mix( texture3D( samp, (qi+vec3(0.0,1.0,1.0))*oneOverUvMapSize ), -texture3D( samp, (qi+vec3(1.0,1.0,1.0))*oneOverUvMapSize ), qa.x ), qa.y ), qa.z ); - -} -*/ diff --git a/Assets/ScriptableRenderLoop/ShaderLibrary/ImageBasedLighting.hlsl b/Assets/ScriptableRenderLoop/ShaderLibrary/ImageBasedLighting.hlsl deleted file mode 100644 index 976faadc4ae..00000000000 --- a/Assets/ScriptableRenderLoop/ShaderLibrary/ImageBasedLighting.hlsl +++ /dev/null @@ -1,297 +0,0 @@ -#ifndef UNITY_IMAGE_BASED_LIGHTING_INCLUDED -#define UNITY_IMAGE_BASED_LIGHTING_INCLUDED - -#include "CommonLighting.hlsl" -#include "BSDF.hlsl" -#include "Sampling.hlsl" - -//----------------------------------------------------------------------------- -// Util image based lighting -//----------------------------------------------------------------------------- - -// TODO: We need to change this hard limit! -#define UNITY_SPECCUBE_LOD_STEPS (6) - -float perceptualRoughnessToMipmapLevel(float perceptualRoughness) -{ - // TODO: Clean a bit this code - // CAUTION: remap from Morten may work only with offline convolution, see impact with runtime convolution! - - // For now disabled -#if 0 - float m = PerceptualRoughnessToRoughness(perceptualRoughness); // m is the real roughness parameter - const float fEps = 1.192092896e-07F; // smallest such that 1.0+FLT_EPSILON != 1.0 (+1e-4h is NOT good here. is visibly very wrong) - float n = (2.0 / max(fEps, m*m)) - 2.0; // remap to spec power. See eq. 21 in --> https://dl.dropboxusercontent.com/u/55891920/papers/mm_brdf.pdf - - n /= 4.0; // remap from n_dot_h formulatino to n_dot_r. See section "Pre-convolved Cube Maps vs Path Tracers" --> https://s3.amazonaws.com/docs.knaldtech.com/knald/1.0.0/lys_power_drops.html - - perceptualRoughness = pow(2.0 / (n + 2.0), 0.25); // remap back to square root of real roughness (0.25 include both the sqrt root of the conversion and sqrt for going from roughness to perceptualRoughness) -#else - // MM: came up with a surprisingly close approximation to what the #if 0'ed out code above does. - perceptualRoughness = perceptualRoughness * (1.7 - 0.7 * perceptualRoughness); -#endif - - return perceptualRoughness * UNITY_SPECCUBE_LOD_STEPS; -} - -// Ref: See "Moving Frostbite to PBR" Listing 22 -// This formulation is for GGX only (with smith joint visibility or regular) -float3 GetSpecularDominantDir(float3 N, float3 R, float roughness) -{ - float a = 1.0 - roughness; - float lerpFactor = a * (sqrt(a) + roughness); - // The result is not normalized as we fetch in a cubemap - return lerp(N, R, lerpFactor); -} - -//----------------------------------------------------------------------------- -// Anisotropic image based lighting -//----------------------------------------------------------------------------- -// To simulate the streching of highlight at grazing angle for IBL we shrink the roughness -// which allow to fake an anisotropic specular lobe. -// Ref: http://www.frostbite.com/2015/08/stochastic-screen-space-reflections/ - slide 84 -float AnisotropicStrechAtGrazingAngle(float roughness, float perceptualRoughness, float NdotV) -{ - return roughness * lerp(saturate(NdotV * 2.0), 1.0, perceptualRoughness); -} - -// ---------------------------------------------------------------------------- -// Importance sampling BSDF functions -// ---------------------------------------------------------------------------- - -void ImportanceSampleCosDir(float2 u, - float3 N, - float3 tangentX, - float3 tangentY, - out float3 L) -{ - // Cosine sampling - ref: http://www.rorydriscoll.com/2009/01/07/better-sampling/ - float cosTheta = sqrt(max(0.0, 1.0 - u.x)); - float sinTheta = sqrt(u.x); - float phi = TWO_PI * u.y; - - // Transform from spherical into cartesian - L = float3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta); - // Local to world - L = tangentX * L.x + tangentY * L.y + N * L.z; -} - -void ImportanceSampleGGXDir(float2 u, - float3 V, - float3 N, - float3 tangentX, - float3 tangentY, - float roughness, - out float3 H, - out float3 L) -{ - // GGX NDF sampling - float cosThetaH = sqrt((1.0 - u.x) / (1.0 + (roughness * roughness - 1.0) * u.x)); - float sinThetaH = sqrt(max(0.0, 1.0 - cosThetaH * cosThetaH)); - float phiH = TWO_PI * u.y; - - // Transform from spherical into cartesian - H = float3(sinThetaH * cos(phiH), sinThetaH * sin(phiH), cosThetaH); - // Local to world - H = tangentX * H.x + tangentY * H.y + N * H.z; - - // Convert sample from half angle to incident angle - L = 2.0 * dot(V, H) * H - V; -} - -// weightOverPdf return the weight (without the diffuseAlbedo term) over pdf. diffuseAlbedo term must be apply by the caller. -void ImportanceSampleLambert( - float2 u, - float3 N, - float3 tangentX, - float3 tangentY, - out float3 L, - out float NdotL, - out float weightOverPdf) -{ - ImportanceSampleCosDir(u, N, tangentX, tangentY, L); - - NdotL = saturate(dot(N, L)); - - // Importance sampling weight for each sample - // pdf = N.L / PI - // weight = fr * (N.L) with fr = diffuseAlbedo / PI - // weight over pdf is: - // weightOverPdf = (diffuseAlbedo / PI) * (N.L) / (N.L / PI) - // weightOverPdf = diffuseAlbedo - // diffuseAlbedo is apply outside the function - - weightOverPdf = 1.0; -} - -// weightOverPdf return the weight (without the Fresnel term) over pdf. Fresnel term must be apply by the caller. -void ImportanceSampleGGX( - float2 u, - float3 V, - float3 N, - float3 tangentX, - float3 tangentY, - float roughness, - float NdotV, - out float3 L, - out float VdotH, - out float NdotL, - out float weightOverPdf) -{ - float3 H; - ImportanceSampleGGXDir(u, V, N, tangentX, tangentY, roughness, H, L); - - float NdotH = saturate(dot(N, H)); - // Note: since L and V are symmetric around H, LdotH == VdotH - VdotH = saturate(dot(V, H)); - NdotL = saturate(dot(N, L)); - - // Importance sampling weight for each sample - // pdf = D(H) * (N.H) / (4 * (L.H)) - // weight = fr * (N.L) with fr = F(H) * G(V, L) * D(H) / (4 * (N.L) * (N.V)) - // weight over pdf is: - // weightOverPdf = F(H) * G(V, L) * (L.H) / ((N.H) * (N.V)) - // weightOverPdf = F(H) * 4 * (N.L) * V(V, L) * (L.H) / (N.H) with V(V, L) = G(V, L) / (4 * (N.L) * (N.V)) - // Remind (L.H) == (V.H) - // F is apply outside the function - - float Vis = V_SmithJointGGX(NdotL, NdotV, roughness); - weightOverPdf = 4.0 * Vis * NdotL * VdotH / NdotH; -} - -// ---------------------------------------------------------------------------- -// Pre-integration -// ---------------------------------------------------------------------------- - -// Ref: Listing 18 in "Moving Frostbite to PBR" + https://knarkowicz.wordpress.com/2014/12/27/analytical-dfg-term-for-ibl/ -float4 IntegrateGGXAndDisneyFGD(float3 V, float3 N, float roughness, uint sampleCount) -{ - float NdotV = saturate(dot(N, V)); - float4 acc = float4(0.0, 0.0, 0.0, 0.0); - // Add some jittering on Hammersley2d - float2 randNum = InitRandom(V.xy * 0.5 + 0.5); - - float3 tangentX, tangentY; - GetLocalFrame(N, tangentX, tangentY); - - for (uint i = 0; i < sampleCount; ++i) - { - float2 u = Hammersley2d(i, sampleCount); - u = frac(u + randNum + 0.5); - - float VdotH; - float NdotL; - float weightOverPdf; - - float3 L; // Unused - ImportanceSampleGGX(u, V, N, tangentX, tangentY, roughness, NdotV, - L, VdotH, NdotL, weightOverPdf); - - if (NdotL > 0.0) - { - // Integral is - // 1 / NumSample * \int[ L * fr * (N.L) / pdf ] with pdf = D(H) * (N.H) / (4 * (L.H)) and fr = F(H) * G(V, L) * D(H) / (4 * (N.L) * (N.V)) - // This is split in two part: - // A) \int[ L * (N.L) ] - // B) \int[ F(H) * 4 * (N.L) * V(V, L) * (L.H) / (N.H) ] with V(V, L) = G(V, L) / (4 * (N.L) * (N.V)) - // = \int[ F(H) * weightOverPdf ] - - // Recombine at runtime with: ( f0 * weightOverPdf * (1 - Fc) + f90 * weightOverPdf * Fc ) with Fc =(1 - V.H)^5 - float Fc = pow(1.0 - VdotH, 5.0); - acc.x += (1.0 - Fc) * weightOverPdf; - acc.y += Fc * weightOverPdf; - } - - // for Disney we still use a Cosine importance sampling, true Disney importance sampling imply a look up table - ImportanceSampleLambert(u, N, tangentX, tangentY, L, NdotL, weightOverPdf); - - if (NdotL > 0.0) - { - float3 H = normalize(L + V); - float LdotH = dot(L, H); - float disneyDiffuse = DisneyDiffuse(NdotV, NdotL, LdotH, RoughnessToPerceptualRoughness(roughness)); - - acc.z += disneyDiffuse * weightOverPdf; - } - } - - return acc / sampleCount; -} - -// Ref: Listing 19 in "Moving Frostbite to PBR" -float4 IntegrateLD( UNITY_ARGS_TEXCUBE(tex), - float3 V, - float3 N, - float roughness, - float mipmapcount, - float invOmegaP, - uint sampleCount, - bool prefilter = true) // static bool -{ - float3 acc = float3(0.0, 0.0, 0.0); - float accWeight = 0; - - float2 randNum = InitRandom(V.xy * 0.5 + 0.5); - - float3 tangentX, tangentY; - GetLocalFrame(N, tangentX, tangentY); - - for (uint i = 0; i < sampleCount; ++i) - { - float2 u = Hammersley2d(i, sampleCount); - u = frac(u + randNum + 0.5); - - float3 H; - float3 L; - ImportanceSampleGGXDir(u, V, N, tangentX, tangentY, roughness, H, L); - - float NdotL = saturate(dot(N,L)); - - float mipLevel; - - if (!prefilter) // BRDF importance sampling - { - mipLevel = 0.0; - } - else // Prefiltered BRDF importance sampling - { - float NdotH = saturate(dot(N, H)); - // Note: since L and V are symmetric around H, LdotH == VdotH - float LdotH = saturate(dot(L, H)); - - // Use pre - filtered importance sampling (i.e use lower mipmap - // level for fetching sample with low probability in order - // to reduce the variance ). - // ( Reference : GPU Gem3: http://http.developer.nvidia.com/GPUGems3/gpugems3_ch20.html) - // - // Since we pre - integrate the result for normal direction , - // N == V and then NdotH == LdotH . This is why the BRDF pdf - // can be simplifed from : - // pdf = D * NdotH /(4* LdotH ) to pdf = D / 4; - // - // - OmegaS : Solid angle associated to a sample - // - OmegaP : Solid angle associated to a pixel of the cubemap - - float pdf = D_GGXDividePI(NdotH, roughness) * NdotH / (4.0 * LdotH); - float omegaS = 1.0 / (sampleCount * pdf); // Solid angle associated to a sample - // invOmegaP is precomputed on CPU and provide as a parameter of the function - // float omegaP = FOUR_PI / (6.0f * cubemapWidth * cubemapWidth); // Solid angle associated to a pixel of the cubemap - // Clamp is not necessary as the hardware will do it. - // mipLevel = clamp(0.5f * log2(omegaS * invOmegaP), 0, mipmapcount); - mipLevel = 0.5 * log2(omegaS * invOmegaP); // Clamp is not necessary as the hardware will do it. - } - - if (NdotL > 0.0f) - { - float3 val = UNITY_SAMPLE_TEXCUBE_LOD(tex, L, mipLevel).rgb; - - // See p63 equation (53) of moving Frostbite to PBR v2 for the extra NdotL here (both in weight and value) - acc += val * NdotL; - accWeight += NdotL; - } - } - - return float4(acc * (1.0 / accWeight), 1.0); -} - -#endif // UNITY_IMAGE_BASED_LIGHTING_INCLUDED diff --git a/Assets/ScriptableRenderLoop/ShaderLibrary/Packing.hlsl b/Assets/ScriptableRenderLoop/ShaderLibrary/Packing.hlsl deleted file mode 100644 index 31b11177068..00000000000 --- a/Assets/ScriptableRenderLoop/ShaderLibrary/Packing.hlsl +++ /dev/null @@ -1,207 +0,0 @@ -#ifndef UNITY_PACKING_INCLUDED -#define UNITY_PACKING_INCLUDED - -//----------------------------------------------------------------------------- -// Normal packing -//----------------------------------------------------------------------------- - -float3 PackNormalCartesian(float3 n) -{ - return n * 0.5 + 0.5; -} - -float3 UnpackNormalCartesian(float3 n) -{ - return normalize(n * 2.0 - 1.0); -} - -float3 PackNormalMaxComponent(float3 n) -{ - // TODO: use max3 - return (n / max(abs(n.x), max(abs(n.y), abs(n.z)))) * 0.5 + 0.5; -} - -float3 UnpackNormalMaxComponent(float3 n) -{ - return normalize(n * 2.0 - 1.0); -} - -// Ref: http://jcgt.org/published/0003/02/01/paper.pdf -// Encode with Oct, this function work with any size of output -// return float between [-1, 1] -float2 PackNormalOctEncode(float3 n) -{ - float l1norm = abs(n.x) + abs(n.y) + abs(n.z); - float2 res0 = n.xy * (1.0 / l1norm); - - float2 val = 1.0 - abs(res0.yx); - return (n.zz < float2(0.0, 0.0) ? (res0 >= 0.0 ? val : -val) : res0); -} - -float3 UnpackNormalOctEncode(float2 f) -{ - float3 n = float3(f.x, f.y, 1.0 - abs(f.x) - abs(f.y)); - - float2 val = 1.0 - abs(n.yx); - n.xy = (n.zz < float2(0.0, 0.0) ? (n.xy >= 0.0 ? val : -val) : n.xy); - - return normalize(n); -} - -float3 UnpackNormalAG(float4 packedNormal) -{ - float3 normal; - normal.xy = packedNormal.wy * 2.0 - 1.0; - normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy))); - return normal; -} - -// Unpack normal as DXT5nm (1, y, 0, x) or BC5 (x, y, 0, 1) -float3 UnpackNormalmapRGorAG(float4 packedNormal) -{ - // This do the trick - packedNormal.x *= packedNormal.w; - - float3 normal; - normal.xy = packedNormal.xy * 2.0 - 1.0; - normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy))); - return normal; -} - -//----------------------------------------------------------------------------- -// Quaternion packing -//----------------------------------------------------------------------------- - -// Ref: https://cedec.cesa.or.jp/2015/session/ENG/14698.html The Rendering Materials of Far Cry 4 - -/* -// This is GCN intrinsic -uint FindBiggestComponent(float4 q) -{ - uint xyzIndex = CubeMapFaceID(q.x, q.y, q.z) * 0.5f; - uint wIndex = 3; - - bool wBiggest = abs(q.w) > max3(abs(q.x), qbs(q.y), qbs(q.z)); - - return wBiggest ? wIndex : xyzIndex; -} - -// Pack a quaternion into a 10:10:10:2 -float4 PackQuat(float4 quat) -{ - uint index = FindBiggestComponent(quat); - - if (index == 0) quat = quat.yzwx; - if (index == 1) quat = quat.xzwy; - if (index == 2) quat = quat.xywz; - - float4 packedQuat; - packedQuat.xyz = quat.xyz * sign(quat.w) * sqrt(0.5) + 0.5; - packedQuat.w = index / 3.0; - - return packedQuat; -} -*/ - -// Unpack a quaternion from a 10:10:10:2 -float4 UnpackQuat(float4 packedQuat) -{ - uint index = (uint)(packedQuat.w * 3.0); - - float4 quat; - quat.xyz = packedQuat.xyz * sqrt(2.0) - (1.0 / sqrt(2.0)); - quat.w = sqrt(1.0 - saturate(dot(quat.xyz, quat.xyz))); - - if (index == 0) quat = quat.wxyz; - if (index == 1) quat = quat.xwyz; - if (index == 2) quat = quat.xywz; - - return quat; -} - -//----------------------------------------------------------------------------- -// Byte packing -//----------------------------------------------------------------------------- - -float Pack2Byte(float2 inputs) -{ - float2 temp = inputs * float2(255.0, 255.0); - temp.x *= 256.0; - temp = round(temp); - float combined = temp.x + temp.y; - return combined * (1.0 / 65535.0); -} - -float2 Unpack2Byte(float inputs) -{ - float temp = round(inputs * 65535.0); - float ipart; - float fpart = modf(temp / 256.0, ipart); - float2 result = float2(ipart, round(256.0 * fpart)); - return result * (1.0 / float2(255.0, 255.0)); -} - -// Encode a float in [0..1] and an int in [0..maxi - 1] as a float [0..1] to be store in log2(precision) bit -// maxi must be a power of two and define the number of bit dedicated 0..1 to the int part (log2(maxi)) -// Example: precision is 256.0, maxi is 2, i is [0..1] encode on 1 bit. f is [0..1] encode on 7 bit. -// Example: precision is 256.0, maxi is 4, i is [0..3] encode on 2 bit. f is [0..1] encode on 6 bit. -// Example: precision is 256.0, maxi is 8, i is [0..7] encode on 3 bit. f is [0..1] encode on 5 bit. -// ... -// Example: precision is 1024.0, maxi is 8, i is [0..7] encode on 3 bit. f is [0..1] encode on 7 bit. -//... -float PackFloatInt(float f, int i, float maxi, float precision) -{ - // Constant - float precisionMinusOne = precision - 1.0; - float t1 = ((precision / maxi) - 1.0) / precisionMinusOne; - float t2 = (precision / maxi) / precisionMinusOne; - - return t1 * f + t2 * float(i); -} - -void UnpackFloatInt(float val, float maxi, float precision, out float f, out int i) -{ - // Constant - float precisionMinusOne = precision - 1.0; - float t1 = ((precision / maxi) - 1.0) / precisionMinusOne; - float t2 = (precision / maxi) / precisionMinusOne; - - // extract integer part - i = int(val / t2); - // Now that we have i, solve formula in PackFloatInt for f - //f = (val - t2 * float(i)) / t1 => convert in mads form - f = (-t2 * float(i) + val) / t1; -} - -// Define various variante for ease of read -float PackFloatInt8bit(float f, int i, float maxi) -{ - return PackFloatInt(f, i, maxi, 255.0); -} - -float UnpackFloatInt8bit(float val, float maxi, out float f, out int i) -{ - UnpackFloatInt(val, maxi, 255.0, f, i); -} - -float PackFloatInt10bit(float f, int i, float maxi) -{ - return PackFloatInt(f, i, maxi, 1024.0); -} - -float UnpackFloatInt10bit(float val, float maxi, out float f, out int i) -{ - UnpackFloatInt(val, maxi, 1024.0, f, i); -} - -float PackFloatInt16bit(float f, int i, float maxi) -{ - return PackFloatInt(f, i, maxi, 65536.0); -} - -float UnpackFloatInt16bit(float val, float maxi, out float f, out int i) -{ - UnpackFloatInt(val, maxi, 65536.0, f, i); -} - -#endif // UNITY_PACKING_INCLUDED diff --git a/Assets/ScriptableRenderLoop/ShaderLibrary/Sampling.hlsl b/Assets/ScriptableRenderLoop/ShaderLibrary/Sampling.hlsl deleted file mode 100644 index 956d8d7d8fd..00000000000 --- a/Assets/ScriptableRenderLoop/ShaderLibrary/Sampling.hlsl +++ /dev/null @@ -1,195 +0,0 @@ -#ifndef UNITY_SAMPLING_INCLUDED -#define UNITY_SAMPLING_INCLUDED - -//----------------------------------------------------------------------------- -// Sample generator -//----------------------------------------------------------------------------- - -// Ref: http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html -uint ReverseBits32(uint bits) -{ -#if 0 // Shader model 5 - return reversebits(bits); -#else - bits = (bits << 16) | (bits >> 16); - bits = ((bits & 0x00ff00ff) << 8) | ((bits & 0xff00ff00) >> 8); - bits = ((bits & 0x0f0f0f0f) << 4) | ((bits & 0xf0f0f0f0) >> 4); - bits = ((bits & 0x33333333) << 2) | ((bits & 0xcccccccc) >> 2); - bits = ((bits & 0x55555555) << 1) | ((bits & 0xaaaaaaaa) >> 1); - return bits; -#endif -} - -float RadicalInverse_VdC(uint bits) -{ - return float(ReverseBits32(bits)) * 2.3283064365386963e-10; // 0x100000000 -} - -float2 Hammersley2d(uint i, uint maxSampleCount) -{ - return float2(float(i) / float(maxSampleCount), RadicalInverse_VdC(i)); -} - -float Hash(uint s) -{ - s = s ^ 2747636419u; - s = s * 2654435769u; - s = s ^ (s >> 16); - s = s * 2654435769u; - s = s ^ (s >> 16); - s = s * 2654435769u; - return float(s) / 4294967295.0; -} - -float2 InitRandom(float2 input) -{ - float2 r; - r.x = Hash(uint(input.x * 4294967295.0)); - r.y = Hash(uint(input.y * 4294967295.0)); - - return r; -} - -//----------------------------------------------------------------------------- -// Sampling function -// Reference : http://www.cs.virginia.edu/~jdl/bib/globillum/mis/shirley96.pdf + PBRT -// Caution: Our light point backward (-Z), these sampling function follow this convention -//----------------------------------------------------------------------------- - -float3 UniformSampleSphere(float u1, float u2) -{ - float phi = TWO_PI * u2; - float cosTheta = 1.0 - 2.0 * u1; - float sinTheta = sqrt(max(0.0, 1.0 - cosTheta * cosTheta)); - - return float3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta); // Light point backward (-Z) -} - -float3 UniformSampleHemisphere(float u1, float u2) -{ - float phi = TWO_PI * u2; - float cosTheta = u1; - float sinTheta = sqrt(max(0.0, 1.0 - cosTheta * cosTheta)); - - return float3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta); // Light point backward (-Z) -} - -float3 UniformSampleDisk(float u1, float u2) -{ - float r = sqrt(u1); - float phi = TWO_PI * u2; - - return float3(r * cos(phi), r * sin(phi), 0); // Generate in XY plane as light point backward (-Z) -} - -void SampleSphere( float2 u, - float4x4 localToWorld, - float radius, - out float lightPdf, - out float3 P, - out float3 Ns) -{ - float u1 = u.x; - float u2 = u.y; - - Ns = UniformSampleSphere(u1, u2); - - // Transform from unit sphere to world space - P = radius * Ns + localToWorld[3].xyz; - - // pdf is inverse of area - lightPdf = 1.0 / (FOUR_PI * radius * radius); -} - -void SampleHemisphere( float2 u, - float4x4 localToWorld, - float radius, - out float lightPdf, - out float3 P, - out float3 Ns) -{ - float u1 = u.x; - float u2 = u.y; - - // Random point at hemisphere surface - Ns = -UniformSampleHemisphere(u1, u2); // We want the y down hemisphere - P = radius * Ns; - - // Transform to world space - P = mul(float4(P, 1.0), localToWorld).xyz; - Ns = mul(Ns, (float3x3)(localToWorld)); - - // pdf is inverse of area - lightPdf = 1.0 / (TWO_PI * radius * radius); -} - -// Note: The cylinder has no end caps (i.e. no disk on the side) -void SampleCylinder(float2 u, - float4x4 localToWorld, - float radius, - float width, - out float lightPdf, - out float3 P, - out float3 Ns) -{ - float u1 = u.x; - float u2 = u.y; - - // Random point at cylinder surface - float t = (u1 - 0.5) * width; - float theta = 2.0 * PI * u2; - float cosTheta = cos(theta); - float sinTheta = sin(theta); - - // Cylinder are align on the right axis - P = float3(t, radius * cosTheta, radius * sinTheta); - Ns = normalize(float3(0.0, cosTheta, sinTheta)); - - // Transform to world space - P = mul(float4(P, 1.0), localToWorld).xyz; - Ns = mul(Ns, (float3x3)(localToWorld)); - - // pdf is inverse of area - lightPdf = 1.0 / (TWO_PI * radius * width); -} - -void SampleRectangle( float2 u, - float4x4 localToWorld, - float width, - float height, - out float lightPdf, - out float3 P, - out float3 Ns) -{ - // Random point at rectangle surface - P = float3((u.x - 0.5) * width, (u.y - 0.5) * height, 0); - Ns = float3(0, 0, -1); // Light point backward (-Z) - - // Transform to world space - P = mul(float4(P, 1.0), localToWorld).xyz; - Ns = mul(Ns, (float3x3)(localToWorld)); - - // pdf is inverse of area - lightPdf = 1.0 / (width * height); -} - -void SampleDisk(float2 u, - float4x4 localToWorld, - float radius, - out float lightPdf, - out float3 P, - out float3 Ns) -{ - // Random point at disk surface - P = UniformSampleDisk(u.x, u.y) * radius; - Ns = float3(0.0, 0.0, -1.0); // Light point backward (-Z) - - // Transform to world space - P = mul(float4(P, 1.0), localToWorld).xyz; - Ns = mul(Ns, (float3x3)(localToWorld)); - - // pdf is inverse of area - lightPdf = 1.0 / (PI * radius * radius); -} - -#endif // UNITY_SAMPLING_INCLUDED diff --git a/Assets/ScriptableRenderLoop/Tests.meta b/Assets/ScriptableRenderLoop/Tests.meta deleted file mode 100644 index c622c4ab229..00000000000 --- a/Assets/ScriptableRenderLoop/Tests.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 7641c43fc081f6d46b70eee4b602efcc -folderAsset: yes -timeCreated: 1474997398 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/Tests/RenderLoopWrapper.cs b/Assets/ScriptableRenderLoop/Tests/RenderLoopWrapper.cs deleted file mode 100644 index 1ad7f6b3d51..00000000000 --- a/Assets/ScriptableRenderLoop/Tests/RenderLoopWrapper.cs +++ /dev/null @@ -1,29 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.Experimental.ScriptableRenderLoop; -using UnityEngine.Experimental.Rendering; - -[ExecuteInEditMode] -public class RenderLoopWrapper : MonoBehaviour -{ - public delegate void Callback(RenderLoopWrapper wrapper, Camera[] cameras, RenderLoop renderLoop); - - public Callback callback; - - void OnEnable() - { - RenderLoop.renderLoopDelegate += Render; - } - - void OnDisable() - { - RenderLoop.renderLoopDelegate -= Render; - } - - bool Render(Camera[] cameras, RenderLoop loop) - { - callback(this, cameras, loop); - return true; - } -} diff --git a/Assets/ScriptableRenderLoop/Tests/RenderLoopWrapper.cs.meta b/Assets/ScriptableRenderLoop/Tests/RenderLoopWrapper.cs.meta deleted file mode 100644 index 0b00fc165d9..00000000000 --- a/Assets/ScriptableRenderLoop/Tests/RenderLoopWrapper.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 636306177ff5b4d4baaeed2249249f1b -timeCreated: 1475087186 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/common/ShaderBase.h b/Assets/ScriptableRenderLoop/common/ShaderBase.h deleted file mode 100644 index a60b963ef38..00000000000 --- a/Assets/ScriptableRenderLoop/common/ShaderBase.h +++ /dev/null @@ -1,26 +0,0 @@ -#ifndef __SHADERBASE_H__ -#define __SHADERBASE_H__ - - -#define __HLSL 1 -#define public - - -#define unistruct cbuffer -#define hbool bool - -#define _CB_REGSLOT(x) : register(x) -#define _QALIGN(x) : packoffset(c0); - - -float FetchDepth(Texture2D depthTexture, uint2 pixCoord) -{ - return 1 - depthTexture.Load(uint3(pixCoord.xy, 0)).x; -} - -float FetchDepthMSAA(Texture2DMS depthTexture, uint2 pixCoord, uint sampleIdx) -{ - return 1 - depthTexture.Load(uint3(pixCoord.xy, 0), sampleIdx).x; -} - -#endif diff --git a/Assets/ScriptableRenderLoop/common/SkyboxHelper.cs b/Assets/ScriptableRenderLoop/common/SkyboxHelper.cs deleted file mode 100644 index c5b32c95687..00000000000 --- a/Assets/ScriptableRenderLoop/common/SkyboxHelper.cs +++ /dev/null @@ -1,273 +0,0 @@ -using System.Collections.Generic; -using UnityEngine.Rendering; -using UnityEngine.Experimental.Rendering; -using UnityEngine; - -public class SkyboxHelper -{ - public SkyboxHelper() - { - } - - const int k_NumFullSubdivisions = 3; // 3 subdivs == 2048 triangles - const int k_NumHorizonSubdivisions = 2; - - public void CreateMesh() - { - var vertData = new Vector3[8 * 3]; - for (int i = 0; i < 8 * 3; i++) - { - vertData[i] = m_OctaVerts[i]; - } - - // Regular subdivisions - for (int i = 0; i < k_NumFullSubdivisions; i++) - { - var srcData = vertData.Clone() as Vector3[]; - var verts = new List(); - - for (int k = 0; k < srcData.Length; k += 3) - { - Subdivide(verts, srcData[k], srcData[k + 1], srcData[k + 2]); - } - vertData = verts.ToArray(); - } - - // Horizon subdivisions - var horizonLimit = 1.0f; - for (int i = 0; i < k_NumHorizonSubdivisions; i++) - { - var srcData = vertData.Clone() as Vector3[]; - var verts = new List(); - - horizonLimit *= 0.5f; // First iteration limit to y < +-0.5, next one 0.25 etc. - for (int k = 0; k < srcData.Length; k += 3) - { - var maxAbsY = Mathf.Max(Mathf.Abs(srcData[k].y), Mathf.Abs(srcData[k + 1].y), Mathf.Abs(srcData[k + 2].y)); - if (maxAbsY > horizonLimit) - { - // Pass through existing triangle - verts.Add(srcData[k]); - verts.Add(srcData[k + 1]); - verts.Add(srcData[k + 2]); - } - else - { - SubdivideYOnly(verts, srcData[k], srcData[k + 1], srcData[k + 2]); - } - } - vertData = verts.ToArray(); - } - - // Write out the mesh - var vertexCount = vertData.Length; - var triangles = new int[vertexCount]; - for (int i = 0; i < vertexCount; i++) - { - triangles[i] = i; - } - - m_Mesh = new Mesh - { - vertices = vertData, - triangles = triangles - }; - } - - public UnityEngine.Mesh mesh - { - get { return m_Mesh; } - } - - public void Draw(RenderLoop loop, Camera camera) - { - if (camera.clearFlags != CameraClearFlags.Skybox) - { - return; - } - - var mat = RenderSettings.skybox; - - if (mat == null) - { - return; - } - - var cmd = new CommandBuffer { name = "Skybox" }; - - var looksLikeSixSidedShader = true; - looksLikeSixSidedShader &= (mat.passCount == 6); // should have six passes - //looksLikeSixSidedShader &= !mat.GetShader()->GetShaderLabShader()->HasLightingPasses(); - - if (looksLikeSixSidedShader) - { - Debug.LogWarning("Six sided skybox not yet supported."); - } - else - { - if (mesh == null) - { - CreateMesh(); - } - - var dist = camera.farClipPlane * 10.0f; - - var world = Matrix4x4.TRS(camera.transform.position, Quaternion.identity, new Vector3(dist, dist, dist)); - - var skyboxProj = SkyboxHelper.GetProjectionMatrix(camera); - cmd.SetProjectionAndViewMatrices(skyboxProj, camera.worldToCameraMatrix); - cmd.DrawMesh(mesh, world, mat); - - cmd.SetProjectionAndViewMatrices(camera.projectionMatrix, camera.worldToCameraMatrix); - } - - loop.ExecuteCommandBuffer(cmd); - cmd.Dispose(); - } - - public static Matrix4x4 GetProjectionMatrix(Camera camera) - { - var skyboxProj = Matrix4x4.Perspective(camera.fieldOfView, camera.aspect, camera.nearClipPlane, camera.farClipPlane); - - var nearPlane = camera.nearClipPlane * 0.01f; - skyboxProj = AdjustDepthRange(skyboxProj, camera.nearClipPlane, nearPlane, camera.farClipPlane); - return MakeProjectionInfinite(skyboxProj, nearPlane); - } - - static Matrix4x4 MakeProjectionInfinite(Matrix4x4 m, float nearPlane) - { - const float epsilon = 1e-6f; - - var r = m; - r[2, 2] = -1.0f + epsilon; - r[2, 3] = (-2.0f + epsilon) * nearPlane; - r[3, 2] = -1.0f; - return r; - } - - static Matrix4x4 AdjustDepthRange(Matrix4x4 mat, float origNear, float newNear, float newFar) - { - var x = mat[0, 0]; - var y = mat[1, 1]; - var w = mat[0, 2]; - var z = mat[1, 2]; - - var r = ((2.0f * origNear) / x) * ((w + 1) * 0.5f); - var t = ((2.0f * origNear) / y) * ((z + 1) * 0.5f); - var l = ((2.0f * origNear) / x) * (((w + 1) * 0.5f) - 1); - var b = ((2.0f * origNear) / y) * (((z + 1) * 0.5f) - 1); - - var ratio = (newNear / origNear); - - r *= ratio; - t *= ratio; - l *= ratio; - b *= ratio; - - var ret = new Matrix4x4(); - - ret[0, 0] = (2.0f * newNear) / (r - l); ret[0, 1] = 0; ret[0, 2] = (r + l) / (r - l); ret[0, 3] = 0; - ret[1, 0] = 0; ret[1, 1] = (2.0f * newNear) / (t - b); ret[1, 2] = (t + b) / (t - b); ret[1, 3] = 0; - ret[2, 0] = 0; ret[2, 1] = 0; ret[2, 2] = -(newFar + newNear) / (newFar - newNear); ret[2, 3] = -(2.0f * newFar * newNear) / (newFar - newNear); - ret[3, 0] = 0; ret[3, 1] = 0; ret[3, 2] = -1.0f; ret[3, 3] = 0; - - return ret; - } - - // Octahedron vertices - readonly Vector3[] m_OctaVerts = - { - new Vector3(0.0f, 1.0f, 0.0f), new Vector3(0.0f, 0.0f, -1.0f), new Vector3(1.0f, 0.0f, 0.0f), - new Vector3(0.0f, 1.0f, 0.0f), new Vector3(1.0f, 0.0f, 0.0f), new Vector3(0.0f, 0.0f, 1.0f), - new Vector3(0.0f, 1.0f, 0.0f), new Vector3(0.0f, 0.0f, 1.0f), new Vector3(-1.0f, 0.0f, 0.0f), - new Vector3(0.0f, 1.0f, 0.0f), new Vector3(-1.0f, 0.0f, 0.0f), new Vector3(0.0f, 0.0f, -1.0f), - new Vector3(0.0f, -1.0f, 0.0f), new Vector3(1.0f, 0.0f, 0.0f), new Vector3(0.0f, 0.0f, -1.0f), - new Vector3(0.0f, -1.0f, 0.0f), new Vector3(0.0f, 0.0f, 1.0f), new Vector3(1.0f, 0.0f, 0.0f), - new Vector3(0.0f, -1.0f, 0.0f), new Vector3(-1.0f, 0.0f, 0.0f), new Vector3(0.0f, 0.0f, 1.0f), - new Vector3(0.0f, -1.0f, 0.0f), new Vector3(0.0f, 0.0f, -1.0f), new Vector3(-1.0f, 0.0f, 0.0f), - }; - - Vector3 SubDivVert(Vector3 v1, Vector3 v2) - { - return Vector3.Normalize(v1 + v2); - } - - void Subdivide(ICollection dest, Vector3 v1, Vector3 v2, Vector3 v3) - { - var v12 = SubDivVert(v1, v2); - var v23 = SubDivVert(v2, v3); - var v13 = SubDivVert(v1, v3); - - dest.Add(v1); - dest.Add(v12); - dest.Add(v13); - dest.Add(v12); - dest.Add(v2); - dest.Add(v23); - dest.Add(v23); - dest.Add(v13); - dest.Add(v12); - dest.Add(v3); - dest.Add(v13); - dest.Add(v23); - } - - void SubdivideYOnly(ICollection dest, Vector3 v1, Vector3 v2, Vector3 v3) - { - // Find out which vertex is furthest out from the others on the y axis - - var d12 = Mathf.Abs(v2.y - v1.y); - var d23 = Mathf.Abs(v2.y - v3.y); - var d31 = Mathf.Abs(v3.y - v1.y); - - Vector3 top, va, vb; - - if (d12 < d23 && d12 < d31) - { - top = v3; - va = v1; - vb = v2; - } - else if (d23 < d12 && d23 < d31) - { - top = v1; - va = v2; - vb = v3; - } - else - { - top = v2; - va = v3; - vb = v1; - } - - var v12 = SubDivVert(top, va); - var v13 = SubDivVert(top, vb); - - dest.Add(top); - dest.Add(v12); - dest.Add(v13); - - // A bit of extra logic to prevent triangle slivers: choose the shorter of (13->va), (12->vb) as triangle base - if ((v13 - va).sqrMagnitude > (v12 - vb).sqrMagnitude) - { - dest.Add(v12); - dest.Add(va); - dest.Add(vb); - dest.Add(v13); - dest.Add(v12); - dest.Add(vb); - } - else - { - dest.Add(v13); - dest.Add(v12); - dest.Add(va); - dest.Add(v13); - dest.Add(va); - dest.Add(vb); - } - } - - Mesh m_Mesh; -} diff --git a/Assets/ScriptableRenderLoop/common/TextureCache.cs b/Assets/ScriptableRenderLoop/common/TextureCache.cs deleted file mode 100644 index e5d1e30c41f..00000000000 --- a/Assets/ScriptableRenderLoop/common/TextureCache.cs +++ /dev/null @@ -1,335 +0,0 @@ -using UnityEngine; -using System.Collections.Generic; - -public class TextureCache2D : TextureCache -{ - private Texture2DArray m_Cache; - - public override void TransferToSlice(int sliceIndex, Texture texture) - { - var mismatch = (m_Cache.width != texture.width) || (m_Cache.height != texture.height); - - if (texture is Texture2D) - { - mismatch |= (m_Cache.format != (texture as Texture2D).format); - } - - if (mismatch) - { - Debug.LogErrorFormat(texture, "Texture size or format of \"{0}\" doesn't match renderloop settings (should be {1}x{2} {3})", - texture.name, m_Cache.width, m_Cache.height, m_Cache.format); - return; - } - - Graphics.CopyTexture(texture, 0, m_Cache, sliceIndex); - } - - public override Texture GetTexCache() - { - return m_Cache; - } - - public bool AllocTextureArray(int numTextures, int width, int height, TextureFormat format, bool isMipMapped) - { - var res = AllocTextureArray(numTextures); - m_NumMipLevels = GetNumMips(width, height); - - m_Cache = new Texture2DArray(width, height, numTextures, format, isMipMapped) - { - hideFlags = HideFlags.HideAndDontSave, - wrapMode = TextureWrapMode.Clamp - }; - - return res; - } - - public void Release() - { - Texture.DestroyImmediate(m_Cache); // do I need this? - } -} - -public class TextureCacheCubemap : TextureCache -{ - private CubemapArray m_Cache; - - public override void TransferToSlice(int sliceIndex, Texture texture) - { - var mismatch = (m_Cache.width != texture.width) || (m_Cache.height != texture.height); - - if (texture is Cubemap) - { - mismatch |= (m_Cache.format != (texture as Cubemap).format); - } - - if (mismatch) - { - Debug.LogErrorFormat(texture, "Texture size or format of \"{0}\" doesn't match renderloop settings (should be {1}x{2} {3})", - texture.name, m_Cache.width, m_Cache.height, m_Cache.format); - return; - } - - for (int f = 0; f < 6; f++) - Graphics.CopyTexture(texture, f, m_Cache, 6 * sliceIndex + f); - } - - public override Texture GetTexCache() - { - return m_Cache; - } - - public bool AllocTextureArray(int numCubeMaps, int width, TextureFormat format, bool isMipMapped) - { - var res = AllocTextureArray(6 * numCubeMaps); - m_NumMipLevels = GetNumMips(width, width); - - m_Cache = new CubemapArray(width, numCubeMaps, format, isMipMapped) - { - hideFlags = HideFlags.HideAndDontSave, - wrapMode = TextureWrapMode.Clamp, - filterMode = FilterMode.Trilinear, - anisoLevel = 0 // It is important to set 0 here, else unity force anisotropy filtering - }; - - return res; - } - - public void Release() - { - Texture.DestroyImmediate(m_Cache); // do I need this? - } -} - - -public abstract class TextureCache : Object -{ - protected int m_NumMipLevels; - - static int s_GlobalTextureCacheVersion = 0; - int m_TextureCacheVersion = 0; - -#if UNITY_EDITOR - internal class AssetReloader : UnityEditor.AssetPostprocessor - { - void OnPostprocessTexture(Texture texture) - { - s_GlobalTextureCacheVersion++; - } - } -#endif - - private struct SSliceEntry - { - public uint texId; - public uint countLRU; - }; - - private int m_NumTextures; - private int[] m_SortedIdxArray; - private SSliceEntry[] m_SliceArray; - - Dictionary m_LocatorInSliceArray; - - private static uint g_MaxFrameCount = unchecked((uint)(-1)); - private static uint g_InvalidTexID = (uint)0; - - public int FetchSlice(Texture texture) - { - var texId = (uint)texture.GetInstanceID(); - - //assert(TexID!=g_InvalidTexID); - if (texId == g_InvalidTexID) return 0; - - var bSwapSlice = false; - var bFoundAvailOrExistingSlice = false; - var sliceIndex = -1; - - // search for existing copy - if (m_LocatorInSliceArray.ContainsKey(texId)) - { - if (m_TextureCacheVersion != s_GlobalTextureCacheVersion) - { - m_LocatorInSliceArray.Remove(texId); - m_TextureCacheVersion++; - Debug.Assert(m_TextureCacheVersion <= s_GlobalTextureCacheVersion); - } - else - { - sliceIndex = m_LocatorInSliceArray[texId]; - bFoundAvailOrExistingSlice = true; - } - //assert(m_SliceArray[sliceIndex].TexID==TexID); - } - - // If no existing copy found in the array - if (!bFoundAvailOrExistingSlice) - { - // look for first non zero entry. Will by the least recently used entry - // since the array was pre-sorted (in linear time) in NewFrame() - var bFound = false; - int j = 0, idx = 0; - while ((!bFound) && j < m_NumTextures) - { - idx = m_SortedIdxArray[j]; - if (m_SliceArray[idx].countLRU == 0) ++j; // if entry already snagged by a new texture in this frame then ++j - else bFound = true; - } - - if (bFound) - { - // if we are replacing an existing entry delete it from m_locatorInSliceArray. - if (m_SliceArray[idx].texId != g_InvalidTexID) - { - m_LocatorInSliceArray.Remove(m_SliceArray[idx].texId); - } - - m_LocatorInSliceArray.Add(texId, idx); - m_SliceArray[idx].texId = texId; - - sliceIndex = idx; - bFoundAvailOrExistingSlice = true; - bSwapSlice = true; - } - } - - - // wrap up - //assert(bFoundAvailOrExistingSlice); - if (bFoundAvailOrExistingSlice) - { - m_SliceArray[sliceIndex].countLRU = 0; // mark slice as in use this frame - - if (bSwapSlice) // if this was a miss - { - // transfer new slice to sliceIndex from source texture - TransferToSlice(sliceIndex, texture); - } - } - - return sliceIndex; - } - - public void NewFrame() - { - var numNonZeros = 0; - var tmpBuffer = new int[m_NumTextures]; - for (int i = 0; i < m_NumTextures; i++) - { - tmpBuffer[i] = m_SortedIdxArray[i]; // copy buffer - if (m_SliceArray[m_SortedIdxArray[i]].countLRU != 0) ++numNonZeros; - } - int nonZerosBase = 0, zerosBase = 0; - for (int i = 0; i < m_NumTextures; i++) - { - if (m_SliceArray[tmpBuffer[i]].countLRU == 0) - { - m_SortedIdxArray[zerosBase + numNonZeros] = tmpBuffer[i]; - ++zerosBase; - } - else - { - m_SortedIdxArray[nonZerosBase] = tmpBuffer[i]; - ++nonZerosBase; - } - } - - for (int i = 0; i < m_NumTextures; i++) - { - if (m_SliceArray[i].countLRU < g_MaxFrameCount) ++m_SliceArray[i].countLRU; // next frame - } - - //for(int q=1; q=m_SliceArray[m_SortedIdxArray[q]].CountLRU); - } - - protected TextureCache() - { - m_NumTextures = 0; - m_NumMipLevels = 0; - } - - public virtual void TransferToSlice(int sliceIndex, Texture texture) - { - } - - public virtual Texture GetTexCache() - { - return null; - } - - protected bool AllocTextureArray(int numTextures) - { - if (numTextures > 0) - { - m_SliceArray = new SSliceEntry[numTextures]; - m_SortedIdxArray = new int[numTextures]; - m_LocatorInSliceArray = new Dictionary(); - - m_NumTextures = numTextures; - for (int i = 0; i < m_NumTextures; i++) - { - m_SliceArray[i].countLRU = g_MaxFrameCount; // never used before - m_SliceArray[i].texId = g_InvalidTexID; - m_SortedIdxArray[i] = i; - } - } - - //return m_SliceArray != NULL && m_SortedIdxArray != NULL && numTextures > 0; - return numTextures > 0; - } - - // should not really be used in general. Assuming lights are culled properly entries will automatically be replaced efficiently. - public void RemoveEntryFromSlice(Texture texture) - { - var texId = (uint)texture.GetInstanceID(); - - //assert(TexID!=g_InvalidTexID); - if (texId == g_InvalidTexID) return; - - // search for existing copy - if (!m_LocatorInSliceArray.ContainsKey(texId)) - return; - - var sliceIndex = m_LocatorInSliceArray[texId]; - - //assert(m_SliceArray[sliceIndex].TexID==TexID); - - // locate entry sorted by uCountLRU in m_pSortedIdxArray - var foundIdxSortLRU = false; - var i = 0; - while ((!foundIdxSortLRU) && i < m_NumTextures) - { - if (m_SortedIdxArray[i] == sliceIndex) foundIdxSortLRU = true; - else ++i; - } - - if (!foundIdxSortLRU) - return; - - // relocate sliceIndex to front of m_pSortedIdxArray since uCountLRU will be set to maximum. - for (int j = 0; j < i; j++) - { - m_SortedIdxArray[j + 1] = m_SortedIdxArray[j]; - } - m_SortedIdxArray[0] = sliceIndex; - - // delete from m_locatorInSliceArray and m_pSliceArray. - m_LocatorInSliceArray.Remove(texId); - m_SliceArray[sliceIndex].countLRU = g_MaxFrameCount; // never used before - m_SliceArray[sliceIndex].texId = g_InvalidTexID; - } - - protected int GetNumMips(int width, int height) - { - return GetNumMips(width > height ? width : height); - } - - protected int GetNumMips(int dim) - { - var uDim = (uint)dim; - var iNumMips = 0; - while (uDim > 0) - { ++iNumMips; uDim >>= 1; } - return iNumMips; - } -} diff --git a/Assets/ScriptableRenderLoop/common/TextureSettings.cs b/Assets/ScriptableRenderLoop/common/TextureSettings.cs deleted file mode 100644 index ddc6aa3b995..00000000000 --- a/Assets/ScriptableRenderLoop/common/TextureSettings.cs +++ /dev/null @@ -1,19 +0,0 @@ -[System.Serializable] -public struct TextureSettings -{ - public uint spotCookieSize; - public uint pointCookieSize; - public uint reflectionCubemapSize; - - public static TextureSettings Default - { - get - { - TextureSettings settings; - settings.spotCookieSize = 128; - settings.pointCookieSize = 512; - settings.reflectionCubemapSize = 128; - return settings; - } - } -} diff --git a/Assets/ScriptableRenderLoop/fptl/ClusteredUtils.h b/Assets/ScriptableRenderLoop/fptl/ClusteredUtils.h deleted file mode 100644 index 828c21e40f3..00000000000 --- a/Assets/ScriptableRenderLoop/fptl/ClusteredUtils.h +++ /dev/null @@ -1,90 +0,0 @@ -#ifndef __CLUSTEREDUTILS_H__ -#define __CLUSTEREDUTILS_H__ - -#ifndef FLT_EPSILON - #define FLT_EPSILON 1.192092896e-07f -#endif - -float GetScaleFromBase(float base) -{ - const float C = (float)(1 << g_iLog2NumClusters); - const float geomSeries = (1.0 - pow(base, C)) / (1 - base); // geometric series: sum_k=0^{C-1} base^k - return geomSeries / (g_fFarPlane - g_fNearPlane); -} - -int SnapToClusterIdxFlex(float z_in, float suggestedBase, bool logBasePerTile) -{ -#ifdef LEFT_HAND_COORDINATES - float z = z_in; -#else - float z = -z_in; -#endif - - float userscale = g_fClustScale; - if (logBasePerTile) - userscale = GetScaleFromBase(suggestedBase); - - // using the inverse of the geometric series - const float dist = max(0, z - g_fNearPlane); - return (int)clamp(log2(dist * userscale * (suggestedBase - 1.0f) + 1) / log2(suggestedBase), 0.0, (float)((1 << g_iLog2NumClusters) - 1)); -} - -int SnapToClusterIdx(float z_in, float suggestedBase) -{ -#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE - bool logBasePerTile = true; // resolved compile time -#else - bool logBasePerTile = false; -#endif - - return SnapToClusterIdxFlex(z_in, suggestedBase, logBasePerTile); -} - -float ClusterIdxToZFlex(int k, float suggestedBase, bool logBasePerTile) -{ - float res; - - float userscale = g_fClustScale; - if (logBasePerTile) - userscale = GetScaleFromBase(suggestedBase); - - float dist = (pow(suggestedBase, (float)k) - 1.0) / (userscale * (suggestedBase - 1.0f)); - res = dist + g_fNearPlane; - -#ifdef LEFT_HAND_COORDINATES - return res; -#else - return -res; -#endif -} - -float ClusterIdxToZ(int k, float suggestedBase) -{ -#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE - bool logBasePerTile = true; // resolved compile time -#else - bool logBasePerTile = false; -#endif - - return ClusterIdxToZFlex(k, suggestedBase, logBasePerTile); -} - -// generate a log-base value such that half of the clusters are consumed from near plane to max. opaque depth of tile. -float SuggestLogBase50(float tileFarPlane) -{ - const float C = (float)(1 << g_iLog2NumClusters); - float normDist = clamp((tileFarPlane - g_fNearPlane) / (g_fFarPlane - g_fNearPlane), FLT_EPSILON, 1.0); - float suggested_base = pow((1.0 + sqrt(max(0.0, 1.0 - 4.0 * normDist * (1.0 - normDist)))) / (2.0 * normDist), 2.0 / C); // - return max(g_fClustBase, suggested_base); -} - -// generate a log-base value such that (approximately) a quarter of the clusters are consumed from near plane to max. opaque depth of tile. -float SuggestLogBase25(float tileFarPlane) -{ - const float C = (float)(1 << g_iLog2NumClusters); - float normDist = clamp((tileFarPlane - g_fNearPlane) / (g_fFarPlane - g_fNearPlane), FLT_EPSILON, 1.0); - float suggested_base = pow((1 / 2.3) * max(0.0, (0.8 / normDist) - 1), 4.0 / (C * 2)); // approximate inverse of d*x^4 + (-x) + (1-d) = 0 - d is normalized distance - return max(g_fClustBase, suggested_base); -} - -#endif diff --git a/Assets/ScriptableRenderLoop/fptl/FptlLighting.cs b/Assets/ScriptableRenderLoop/fptl/FptlLighting.cs deleted file mode 100644 index 75982ff8a49..00000000000 --- a/Assets/ScriptableRenderLoop/fptl/FptlLighting.cs +++ /dev/null @@ -1,1116 +0,0 @@ -using UnityEngine.Rendering; -using UnityEngine.Experimental.Rendering; -using System; -using System.Collections.Generic; - -namespace UnityEngine.Experimental.ScriptableRenderLoop -{ - [ExecuteInEditMode] - public class FptlLighting : ScriptableRenderLoop - { -#if UNITY_EDITOR - [UnityEditor.MenuItem("Renderloop/CreateRenderLoopFPTL")] - static void CreateRenderLoopFPTL() - { - var instance = ScriptableObject.CreateInstance(); - UnityEditor.AssetDatabase.CreateAsset(instance, "Assets/renderloopfptl.asset"); - //AssetDatabase.CreateAsset(instance, "Assets/ScriptableRenderLoop/fptl/renderloopfptl.asset"); - } - -#endif - - [SerializeField] - ShadowSettings m_ShadowSettings = ShadowSettings.Default; - ShadowRenderPass m_ShadowPass; - - [SerializeField] - TextureSettings m_TextureSettings = TextureSettings.Default; - - public Shader deferredShader; - public Shader deferredReflectionShader; - public Shader finalPassShader; - - public ComputeShader buildScreenAABBShader; - public ComputeShader buildPerTileLightListShader; // FPTL - - public ComputeShader buildPerVoxelLightListShader; // clustered - - private Material m_DeferredMaterial; - private Material m_DeferredReflectionMaterial; - private static int s_GBufferAlbedo; - private static int s_GBufferSpecRough; - private static int s_GBufferNormal; - private static int s_GBufferEmission; - private static int s_GBufferZ; - private static int s_CameraTarget; - private static int s_CameraDepthTexture; - - private static int s_GenAABBKernel; - private static int s_GenListPerTileKernel; - private static int s_GenListPerVoxelKernel; - private static int s_ClearVoxelAtomicKernel; - private static ComputeBuffer s_LightDataBuffer; - private static ComputeBuffer s_ConvexBoundsBuffer; - private static ComputeBuffer s_AABBBoundsBuffer; - private static ComputeBuffer s_LightList; - private static ComputeBuffer s_DirLightList; - - // clustered light list specific buffers and data begin - public bool enableClustered = false; - const bool k_UseDepthBuffer = true;// // only has an impact when EnableClustered is true (requires a depth-prepass) - const bool disableFptlWhenClustered = false; // still useful on opaques - const int k_Log2NumClusters = 6; // accepted range is from 0 to 6. NumClusters is 1< visibleLights) - { - var dirLightCount = 0; - var lights = new List(); - var worldToView = camera.worldToCameraMatrix; - - for (int nLight = 0; nLight < visibleLights.Count; nLight++) - { - var light = visibleLights[nLight]; - if (light.lightType == LightType.Directional) - { - Debug.Assert(dirLightCount < MaxNumDirLights, "Too many directional lights."); - - var l = new DirectionalLight(); - - var lightToWorld = light.localToWorld; - - Vector3 lightDir = lightToWorld.GetColumn(2); // Z axis in world space - - // represents a left hand coordinate system in world space - Vector3 vx = lightToWorld.GetColumn(0); // X axis in world space - Vector3 vy = lightToWorld.GetColumn(1); // Y axis in world space - var vz = lightDir; // Z axis in world space - - vx = worldToView.MultiplyVector(vx); - vy = worldToView.MultiplyVector(vy); - vz = worldToView.MultiplyVector(vz); - - l.shadowLightIndex = (light.light.shadows != LightShadows.None) ? (uint)nLight : 0xffffffff; - - l.lightAxisX = vx; - l.lightAxisY = vy; - l.lightAxisZ = vz; - - l.color.Set(light.finalColor.r, light.finalColor.g, light.finalColor.b); - l.intensity = light.light.intensity; - - lights.Add(l); - dirLightCount++; - } - } - s_DirLightList.SetData(lights.ToArray()); - - return dirLightCount; - } - - void UpdateShadowConstants(IList visibleLights, ref ShadowOutput shadow) - { - var nNumLightsIncludingTooMany = 0; - - var numLights = 0; - - var lightShadowIndex_LightParams = new Vector4[k_MaxLights]; - var lightFalloffParams = new Vector4[k_MaxLights]; - - for (int nLight = 0; nLight < visibleLights.Count; nLight++) - { - nNumLightsIncludingTooMany++; - if (nNumLightsIncludingTooMany > k_MaxLights) - continue; - - var light = visibleLights[nLight]; - var lightType = light.lightType; - var position = light.light.transform.position; - var lightDir = light.light.transform.forward.normalized; - - // Setup shadow data arrays - var hasShadows = shadow.GetShadowSliceCountLightIndex(nLight) != 0; - - if (lightType == LightType.Directional) - { - lightShadowIndex_LightParams[numLights] = new Vector4(0, 0, 1, 1); - lightFalloffParams[numLights] = new Vector4(0.0f, 0.0f, float.MaxValue, (float)lightType); - - if (hasShadows) - { - for (int s = 0; s < k_MaxDirectionalSplit; ++s) - { - m_DirShadowSplitSpheres[s] = shadow.directionalShadowSplitSphereSqr[s]; - } - } - } - else if (lightType == LightType.Point) - { - lightShadowIndex_LightParams[numLights] = new Vector4(0, 0, 1, 1); - lightFalloffParams[numLights] = new Vector4(1.0f, 0.0f, light.range * light.range, (float)lightType); - } - else if (lightType == LightType.Spot) - { - lightShadowIndex_LightParams[numLights] = new Vector4(0, 0, 1, 1); - lightFalloffParams[numLights] = new Vector4(1.0f, 0.0f, light.range * light.range, (float)lightType); - } - - if (hasShadows) - { - // Enable shadows - lightShadowIndex_LightParams[numLights].x = 1; - for (int s = 0; s < shadow.GetShadowSliceCountLightIndex(nLight); ++s) - { - var shadowSliceIndex = shadow.GetShadowSliceIndex(nLight, s); - m_MatWorldToShadow[numLights * k_MaxShadowmapPerLights + s] = shadow.shadowSlices[shadowSliceIndex].shadowTransform.transpose; - } - } - - numLights++; - } - - // Warn if too many lights found - if (nNumLightsIncludingTooMany > k_MaxLights) - { - if (nNumLightsIncludingTooMany > m_WarnedTooManyLights) - { - Debug.LogError("ERROR! Found " + nNumLightsIncludingTooMany + " runtime lights! Valve renderer supports up to " + k_MaxLights + - " active runtime lights at a time!\nDisabling " + (nNumLightsIncludingTooMany - k_MaxLights) + " runtime light" + - ((nNumLightsIncludingTooMany - k_MaxLights) > 1 ? "s" : "") + "!\n"); - } - m_WarnedTooManyLights = nNumLightsIncludingTooMany; - } - else - { - if (m_WarnedTooManyLights > 0) - { - m_WarnedTooManyLights = 0; - Debug.Log("SUCCESS! Found " + nNumLightsIncludingTooMany + " runtime lights which is within the supported number of lights, " + k_MaxLights + ".\n\n"); - } - } - - // PCF 3x3 Shadows - var flTexelEpsilonX = 1.0f / m_ShadowSettings.shadowAtlasWidth; - var flTexelEpsilonY = 1.0f / m_ShadowSettings.shadowAtlasHeight; - m_Shadow3X3PCFTerms[0] = new Vector4(20.0f / 267.0f, 33.0f / 267.0f, 55.0f / 267.0f, 0.0f); - m_Shadow3X3PCFTerms[1] = new Vector4(flTexelEpsilonX, flTexelEpsilonY, -flTexelEpsilonX, -flTexelEpsilonY); - m_Shadow3X3PCFTerms[2] = new Vector4(flTexelEpsilonX, flTexelEpsilonY, 0.0f, 0.0f); - m_Shadow3X3PCFTerms[3] = new Vector4(-flTexelEpsilonX, -flTexelEpsilonY, 0.0f, 0.0f); - } - - int GenerateSourceLightBuffers(Camera camera, CullResults inputs) - { - var probes = inputs.visibleReflectionProbes; - //ReflectionProbe[] probes = Object.FindObjectsOfType(); - - var numModels = (int)LightDefinitions.NR_LIGHT_MODELS; - var numVolTypes = (int)LightDefinitions.MAX_TYPES; - var numEntries = new int[numModels,numVolTypes]; - var offsets = new int[numModels,numVolTypes]; - var numEntries2nd = new int[numModels,numVolTypes]; - - // first pass. Figure out how much we have of each and establish offsets - foreach (var cl in inputs.visibleLights) - { - var volType = cl.lightType==LightType.Spot ? LightDefinitions.SPOT_LIGHT : (cl.lightType==LightType.Point ? LightDefinitions.SPHERE_LIGHT : -1); - if(volType>=0) ++numEntries[LightDefinitions.DIRECT_LIGHT,volType]; - } - - foreach (var rl in probes) - { - var volType = LightDefinitions.BOX_LIGHT; // always a box for now - if(rl.texture!=null) ++numEntries[LightDefinitions.REFLECTION_LIGHT,volType]; - } - - // add decals here too similar to the above - - // establish offsets - for(var m=0; m 0.0f ? (si / cs) : FltMax; - - var cota = si > 0.0f ? (cs / si) : FltMax; - - //const float cotasa = l.GetCotanHalfSpotAngle(); - - // apply nonuniform scale to OBB of spot light - var squeeze = true;//sa < 0.7f * 90.0f; // arb heuristic - var fS = squeeze ? ta : si; - bound.center = worldToView.MultiplyPoint(lightPos + ((0.5f * range) * lightDir)); // use mid point of the spot as the center of the bounding volume for building screen-space AABB for tiled lighting. - - light.lightAxisX = vx; - light.lightAxisY = vy; - light.lightAxisZ = vz; - - // scale axis to match box or base of pyramid - bound.boxAxisX = (fS * range) * vx; - bound.boxAxisY = (fS * range) * vy; - bound.boxAxisZ = (0.5f * range) * vz; - - // generate bounding sphere radius - var fAltDx = si; - var fAltDy = cs; - fAltDy = fAltDy - 0.5f; - //if(fAltDy<0) fAltDy=-fAltDy; - - fAltDx *= range; fAltDy *= range; - - var altDist = Mathf.Sqrt(fAltDy * fAltDy + (isCircularSpot ? 1.0f : 2.0f) * fAltDx * fAltDx); - bound.radius = altDist > (0.5f * range) ? altDist : (0.5f * range); // will always pick fAltDist - bound.scaleXY = squeeze ? new Vector2(0.01f, 0.01f) : new Vector2(1.0f, 1.0f); - - // fill up ldata - light.lightType = (uint)LightDefinitions.SPOT_LIGHT; - light.lightPos = worldToView.MultiplyPoint(lightPos); - light.radiusSq = range * range; - light.penumbra = cs; - light.cotan = cota; - light.flags |= (isCircularSpot ? LightDefinitions.IS_CIRCULAR_SPOT_SHAPE : 0); - - light.flags |= (bHasCookie ? LightDefinitions.HAS_COOKIE_TEXTURE : 0); - light.flags |= (bHasShadow ? LightDefinitions.HAS_SHADOW : 0); - - int i = LightDefinitions.DIRECT_LIGHT, j = LightDefinitions.SPOT_LIGHT; - idxOut = numEntries2nd[i,j] + offsets[i,j]; ++numEntries2nd[i,j]; - } - else if (cl.lightType == LightType.Point) - { - if (bHasCookie) - { - light.sliceIndex = m_CubeCookieTexArray.FetchSlice(cl.light.cookie); - } - - bound.center = worldToView.MultiplyPoint(lightPos); - bound.boxAxisX.Set(range, 0, 0); - bound.boxAxisY.Set(0, range, 0); - bound.boxAxisZ.Set(0, 0, -range); // transform to camera space (becomes a left hand coordinate frame in Unity since Determinant(worldToView)<0) - bound.scaleXY.Set(1.0f, 1.0f); - bound.radius = range; - - // represents a left hand coordinate system in world space since det(worldToView)<0 - var lightToView = worldToView * lightToWorld; - Vector3 vx = lightToView.GetColumn(0); - Vector3 vy = lightToView.GetColumn(1); - Vector3 vz = lightToView.GetColumn(2); - - // fill up ldata - light.lightType = (uint)LightDefinitions.SPHERE_LIGHT; - light.lightPos = bound.center; - light.radiusSq = range * range; - - light.lightAxisX = vx; - light.lightAxisY = vy; - light.lightAxisZ = vz; - - light.flags |= (bHasCookie ? LightDefinitions.HAS_COOKIE_TEXTURE : 0); - light.flags |= (bHasShadow ? LightDefinitions.HAS_SHADOW : 0); - - int i = LightDefinitions.DIRECT_LIGHT, j = LightDefinitions.SPHERE_LIGHT; - idxOut = numEntries2nd[i,j] + offsets[i,j]; ++numEntries2nd[i,j]; - } - else - { - //Assert(false); - } - - // next light - if (cl.lightType == LightType.Spot || cl.lightType == LightType.Point) - { - boundData[idxOut] = bound; - lightData[idxOut] = light; - } - } - var numLightsOut = offsets[LightDefinitions.DIRECT_LIGHT, numVolTypes-1] + numEntries[LightDefinitions.DIRECT_LIGHT, numVolTypes-1]; - - // probe.m_BlendDistance - // Vector3f extents = 0.5*Abs(probe.m_BoxSize); - // C center of rendered refl box <-- GetComponent (Transform).GetPosition() + m_BoxOffset; - // cube map capture point: GetComponent (Transform).GetPosition() - // shader parameter min and max are C+/-(extents+blendDistance) - foreach (var rl in probes) - { - var cubemap = rl.texture; - - // always a box for now - if (cubemap == null) - continue; - - var bndData = new SFiniteLightBound(); - var lgtData = new SFiniteLightData(); - - var idxOut = 0; - lgtData.flags = 0; - - var bnds = rl.bounds; - var boxOffset = rl.center; // reflection volume offset relative to cube map capture point - var blendDistance = rl.blendDistance; - float imp = rl.importance; - - var mat = rl.localToWorld; - //Matrix4x4 mat = rl.transform.localToWorldMatrix; - Vector3 cubeCapturePos = mat.GetColumn(3); // cube map capture position in world space - - - // implicit in CalculateHDRDecodeValues() --> float ints = rl.intensity; - var boxProj = (rl.boxProjection != 0); - var decodeVals = rl.hdr; - //Vector4 decodeVals = rl.CalculateHDRDecodeValues(); - - // C is reflection volume center in world space (NOT same as cube map capture point) - var e = bnds.extents; // 0.5f * Vector3.Max(-boxSizes[p], boxSizes[p]); - //Vector3 C = bnds.center; // P + boxOffset; - var C = mat.MultiplyPoint(boxOffset); // same as commented out line above when rot is identity - - //Vector3 posForShaderParam = bnds.center - boxOffset; // gives same as rl.GetComponent().position; - var posForShaderParam = cubeCapturePos; // same as commented out line above when rot is identity - var combinedExtent = e + new Vector3(blendDistance, blendDistance, blendDistance); - - Vector3 vx = mat.GetColumn(0); - Vector3 vy = mat.GetColumn(1); - Vector3 vz = mat.GetColumn(2); - - // transform to camera space (becomes a left hand coordinate frame in Unity since Determinant(worldToView)<0) - vx = worldToView.MultiplyVector(vx); - vy = worldToView.MultiplyVector(vy); - vz = worldToView.MultiplyVector(vz); - - var Cw = worldToView.MultiplyPoint(C); - - if (boxProj) lgtData.flags |= LightDefinitions.IS_BOX_PROJECTED; - - lgtData.lightPos = Cw; - lgtData.lightAxisX = vx; - lgtData.lightAxisY = vy; - lgtData.lightAxisZ = vz; - lgtData.localCubeCapturePoint = -boxOffset; - lgtData.probeBlendDistance = blendDistance; - - lgtData.lightIntensity = decodeVals.x; - lgtData.decodeExp = decodeVals.y; - - lgtData.sliceIndex = m_CubeReflTexArray.FetchSlice(cubemap); - - var delta = combinedExtent - e; - lgtData.boxInnerDist = e; - lgtData.boxInvRange.Set(1.0f / delta.x, 1.0f / delta.y, 1.0f / delta.z); - - bndData.center = Cw; - bndData.boxAxisX = combinedExtent.x * vx; - bndData.boxAxisY = combinedExtent.y * vy; - bndData.boxAxisZ = combinedExtent.z * vz; - bndData.scaleXY.Set(1.0f, 1.0f); - bndData.radius = combinedExtent.magnitude; - - // fill up ldata - lgtData.lightType = (uint)LightDefinitions.BOX_LIGHT; - lgtData.lightModel = (uint)LightDefinitions.REFLECTION_LIGHT; - - - int i = LightDefinitions.REFLECTION_LIGHT, j = LightDefinitions.BOX_LIGHT; - idxOut = numEntries2nd[i,j] + offsets[i,j]; ++numEntries2nd[i,j]; - boundData[idxOut] = bndData; - lightData[idxOut] = lgtData; - } - - var numProbesOut = offsets[LightDefinitions.REFLECTION_LIGHT, numVolTypes-1] + numEntries[LightDefinitions.REFLECTION_LIGHT, numVolTypes-1]; - for(var m=0; m 0 && s_HeightOnRecord > 0) - ReleaseResolutionDependentBuffers(); - - AllocResolutionDependentBuffers(curWidth, curHeight); - - // update recorded window resolution - s_WidthOnRecord = curWidth; - s_HeightOnRecord = curHeight; - } - } - - void ReleaseResolutionDependentBuffers() - { - if (s_LightList != null) - s_LightList.Release(); - - if (enableClustered) - { - if (s_PerVoxelLightLists != null) - s_PerVoxelLightLists.Release(); - - if (s_PerVoxelOffset != null) - s_PerVoxelOffset.Release(); - - if (k_UseDepthBuffer && s_PerTileLogBaseTweak != null) - s_PerTileLogBaseTweak.Release(); - } - } - - int NumLightIndicesPerClusteredTile() - { - return 8 * (1 << k_Log2NumClusters); // total footprint for all layers of the tile (measured in light index entries) - } - - void AllocResolutionDependentBuffers(int width, int height) - { - var nrTilesX = (width + 15) / 16; - var nrTilesY = (height + 15) / 16; - var nrTiles = nrTilesX * nrTilesY; - const int capacityUShortsPerTile = 32; - const int dwordsPerTile = (capacityUShortsPerTile + 1) >> 1; // room for 31 lights and a nrLights value. - - s_LightList = new ComputeBuffer(LightDefinitions.NR_LIGHT_MODELS * dwordsPerTile * nrTiles, sizeof(uint)); // enough list memory for a 4k x 4k display - - if (enableClustered) - { - s_PerVoxelOffset = new ComputeBuffer(LightDefinitions.NR_LIGHT_MODELS * (1 << k_Log2NumClusters) * nrTiles, sizeof(uint)); - s_PerVoxelLightLists = new ComputeBuffer(NumLightIndicesPerClusteredTile() * nrTiles, sizeof(uint)); - - if (k_UseDepthBuffer) - { - s_PerTileLogBaseTweak = new ComputeBuffer(nrTiles, sizeof(float)); - } - } - } - - void VoxelLightListGeneration(CommandBuffer cmd, Camera camera, int numLights, Matrix4x4 projscr, Matrix4x4 invProjscr) - { - // clear atomic offset index - cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_ClearVoxelAtomicKernel, "g_LayeredSingleIdxBuffer", s_GlobalLightListAtomic); - cmd.DispatchCompute(buildPerVoxelLightListShader, s_ClearVoxelAtomicKernel, 1, 1, 1); - - cmd.SetComputeIntParam(buildPerVoxelLightListShader, "g_iNrVisibLights", numLights); - SetMatrixCS(cmd, buildPerVoxelLightListShader, "g_mScrProjection", projscr); - SetMatrixCS(cmd, buildPerVoxelLightListShader, "g_mInvScrProjection", invProjscr); - - cmd.SetComputeIntParam(buildPerVoxelLightListShader, "g_iLog2NumClusters", k_Log2NumClusters); - - //Vector4 v2_near = invProjscr * new Vector4(0.0f, 0.0f, 0.0f, 1.0f); - //Vector4 v2_far = invProjscr * new Vector4(0.0f, 0.0f, 1.0f, 1.0f); - //float nearPlane2 = -(v2_near.z/v2_near.w); - //float farPlane2 = -(v2_far.z/v2_far.w); - var nearPlane = camera.nearClipPlane; - var farPlane = camera.farClipPlane; - cmd.SetComputeFloatParam(buildPerVoxelLightListShader, "g_fNearPlane", nearPlane); - cmd.SetComputeFloatParam(buildPerVoxelLightListShader, "g_fFarPlane", farPlane); - - const float C = (float)(1 << k_Log2NumClusters); - var geomSeries = (1.0 - Mathf.Pow(k_ClustLogBase, C)) / (1 - k_ClustLogBase); // geometric series: sum_k=0^{C-1} base^k - m_ClustScale = (float)(geomSeries / (farPlane - nearPlane)); - - cmd.SetComputeFloatParam(buildPerVoxelLightListShader, "g_fClustScale", m_ClustScale); - cmd.SetComputeFloatParam(buildPerVoxelLightListShader, "g_fClustBase", k_ClustLogBase); - - cmd.SetComputeTextureParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_depth_tex", new RenderTargetIdentifier(s_CameraDepthTexture)); - cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_vLayeredLightList", s_PerVoxelLightLists); - cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_LayeredOffset", s_PerVoxelOffset); - cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_LayeredSingleIdxBuffer", s_GlobalLightListAtomic); - - if (k_UseDepthBuffer) - { - cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_logBaseBuffer", s_PerTileLogBaseTweak); - } - - var numTilesX = (camera.pixelWidth + 15) / 16; - var numTilesY = (camera.pixelHeight + 15) / 16; - cmd.DispatchCompute(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, numTilesX, numTilesY, 1); - } - - void PushGlobalParams(Camera camera, RenderLoop loop, Matrix4x4 viewToWorld, Matrix4x4 scrProj, Matrix4x4 incScrProj, int numDirLights) - { - var cmd = new CommandBuffer { name = "Push Global Parameters" }; - - cmd.SetGlobalFloat("g_widthRT", (float)camera.pixelWidth); - cmd.SetGlobalFloat("g_heightRT", (float)camera.pixelHeight); - - cmd.SetGlobalMatrix("g_mViewToWorld", viewToWorld); - cmd.SetGlobalMatrix("g_mWorldToView", viewToWorld.inverse); - cmd.SetGlobalMatrix("g_mScrProjection", scrProj); - cmd.SetGlobalMatrix("g_mInvScrProjection", incScrProj); - - cmd.SetGlobalBuffer("g_vLightData", s_LightDataBuffer); - - cmd.SetGlobalTexture("_spotCookieTextures", m_CookieTexArray.GetTexCache()); - cmd.SetGlobalTexture("_pointCookieTextures", m_CubeCookieTexArray.GetTexCache()); - cmd.SetGlobalTexture("_reflCubeTextures", m_CubeReflTexArray.GetTexCache()); - - var topCube = ReflectionProbe.GetDefaultCubemapIBL(); - var defdecode = ReflectionProbe.CalculateHDRDecodeValuesForDefaultTexture(); - cmd.SetGlobalTexture("_reflRootCubeTexture", topCube); - cmd.SetGlobalFloat("_reflRootHdrDecodeMult", defdecode.x); - cmd.SetGlobalFloat("_reflRootHdrDecodeExp", defdecode.y); - - if (enableClustered) - { - cmd.SetGlobalFloat("g_fClustScale", m_ClustScale); - cmd.SetGlobalFloat("g_fClustBase", k_ClustLogBase); - cmd.SetGlobalFloat("g_fNearPlane", camera.nearClipPlane); - cmd.SetGlobalFloat("g_fFarPlane", camera.farClipPlane); - cmd.SetGlobalFloat("g_iLog2NumClusters", k_Log2NumClusters); - - - cmd.SetGlobalFloat("g_isLogBaseBufferEnabled", k_UseDepthBuffer ? 1 : 0); - - cmd.SetGlobalBuffer("g_vLayeredOffsetsBuffer", s_PerVoxelOffset); - if (k_UseDepthBuffer) - { - cmd.SetGlobalBuffer("g_logBaseBuffer", s_PerTileLogBaseTweak); - } - } - - cmd.SetGlobalFloat("g_nNumDirLights", numDirLights); - cmd.SetGlobalBuffer("g_dirLightData", s_DirLightList); - - // Shadow constants - cmd.SetGlobalMatrixArray("g_matWorldToShadow", m_MatWorldToShadow); - cmd.SetGlobalVectorArray("g_vDirShadowSplitSpheres", m_DirShadowSplitSpheres); - cmd.SetGlobalVector("g_vShadow3x3PCFTerms0", m_Shadow3X3PCFTerms[0]); - cmd.SetGlobalVector("g_vShadow3x3PCFTerms1", m_Shadow3X3PCFTerms[1]); - cmd.SetGlobalVector("g_vShadow3x3PCFTerms2", m_Shadow3X3PCFTerms[2]); - cmd.SetGlobalVector("g_vShadow3x3PCFTerms3", m_Shadow3X3PCFTerms[3]); - - loop.ExecuteCommandBuffer(cmd); - cmd.Dispose(); - } - } -} diff --git a/Assets/ScriptableRenderLoop/fptl/LightingUtils.hlsl b/Assets/ScriptableRenderLoop/fptl/LightingUtils.hlsl deleted file mode 100644 index 4886e343742..00000000000 --- a/Assets/ScriptableRenderLoop/fptl/LightingUtils.hlsl +++ /dev/null @@ -1,94 +0,0 @@ -#ifndef __LIGHTINGUTILS_H__ -#define __LIGHTINGUTILS_H__ - - -#include "..\common\ShaderBase.h" -#include "LightDefinitions.cs.hlsl" - - -uniform float4x4 g_mViewToWorld; -uniform float4x4 g_mWorldToView; // used for reflection only -uniform float4x4 g_mScrProjection; -uniform float4x4 g_mInvScrProjection; - - -uniform uint g_widthRT; -uniform uint g_heightRT; - - -float3 GetViewPosFromLinDepth(float2 v2ScrPos, float fLinDepth) -{ - float fSx = g_mScrProjection[0].x; - //float fCx = g_mScrProjection[2].x; - float fCx = g_mScrProjection[0].z; - float fSy = g_mScrProjection[1].y; - //float fCy = g_mScrProjection[2].y; - float fCy = g_mScrProjection[1].z; - -#ifdef LEFT_HAND_COORDINATES - return fLinDepth*float3( ((v2ScrPos.x-fCx)/fSx), ((v2ScrPos.y-fCy)/fSy), 1.0 ); -#else - return fLinDepth*float3( -((v2ScrPos.x+fCx)/fSx), -((v2ScrPos.y+fCy)/fSy), 1.0 ); -#endif -} - -float GetLinearZFromSVPosW(float posW) -{ -#ifdef LEFT_HAND_COORDINATES - float linZ = posW; -#else - float linZ = -posW; -#endif - - return linZ; -} - -float GetLinearDepth(float zDptBufSpace) // 0 is near 1 is far -{ - // todo (simplify): m22 is zero and m23 is +1/-1 (depends on left/right hand proj) - float m22 = g_mInvScrProjection[2].z, m23 = g_mInvScrProjection[2].w; - float m32 = g_mInvScrProjection[3].z, m33 = g_mInvScrProjection[3].w; - - return (m22*zDptBufSpace+m23) / (m32*zDptBufSpace+m33); - - //float3 vP = float3(0.0f,0.0f,zDptBufSpace); - //float4 v4Pres = mul(g_mInvScrProjection, float4(vP,1.0)); - //return v4Pres.z / v4Pres.w; -} - - - -float3 OverlayHeatMap(uint numLights, float3 c) -{ - ///////////////////////////////////////////////////////////////////// - // - const float4 kRadarColors[12] = - { - float4(0.0,0.0,0.0,0.0), // black - float4(0.0,0.0,0.6,0.5), // dark blue - float4(0.0,0.0,0.9,0.5), // blue - float4(0.0,0.6,0.9,0.5), // light blue - float4(0.0,0.9,0.9,0.5), // cyan - float4(0.0,0.9,0.6,0.5), // blueish green - float4(0.0,0.9,0.0,0.5), // green - float4(0.6,0.9,0.0,0.5), // yellowish green - float4(0.9,0.9,0.0,0.5), // yellow - float4(0.9,0.6,0.0,0.5), // orange - float4(0.9,0.0,0.0,0.5), // red - float4(1.0,0.0,0.0,0.9) // strong red - }; - - float maxNrLightsPerTile = 31; - - - - int nColorIndex = numLights==0 ? 0 : (1 + (int) floor(10 * (log2((float)numLights) / log2(maxNrLightsPerTile))) ); - nColorIndex = nColorIndex<0 ? 0 : nColorIndex; - float4 col = nColorIndex>11 ? float4(1.0,1.0,1.0,1.0) : kRadarColors[nColorIndex]; - - return lerp(c, pow(col.xyz, 2.2), 0.3*col.w); -} - - - -#endif diff --git a/Assets/ScriptableRenderLoop/fptl/RegularForwardLightingUtils.hlsl b/Assets/ScriptableRenderLoop/fptl/RegularForwardLightingUtils.hlsl deleted file mode 100644 index b6a504ffc7d..00000000000 --- a/Assets/ScriptableRenderLoop/fptl/RegularForwardLightingUtils.hlsl +++ /dev/null @@ -1,25 +0,0 @@ -#ifndef __REGULARFORWARDLIGHTINGUTILS_H__ -#define __REGULARFORWARDLIGHTINGUTILS_H__ - - -#include "LightingUtils.hlsl" - - -StructuredBuffer g_vLightData; -StructuredBuffer g_vLightListMeshInst; // build on CPU if in use. direct lights first, then reflection probes. - -uniform int g_numLights; -uniform int g_numReflectionProbes; - -void GetCountAndStart(out uint start, out uint nrLights, uint model) -{ - start = model==REFLECTION_LIGHT ? g_numLights : 0; // offset by numLights entries - nrLights = model==REFLECTION_LIGHT ? g_numReflectionProbes : g_numLights; -} - -uint FetchIndex(const uint start, const uint l) -{ - return g_vLightListMeshInst[start+l]; -} - -#endif \ No newline at end of file diff --git a/Assets/ScriptableRenderLoop/fptl/TiledLightingTemplate.hlsl b/Assets/ScriptableRenderLoop/fptl/TiledLightingTemplate.hlsl deleted file mode 100644 index e4227dc6d84..00000000000 --- a/Assets/ScriptableRenderLoop/fptl/TiledLightingTemplate.hlsl +++ /dev/null @@ -1,23 +0,0 @@ -#ifndef __TILEDLIGHTINGTEMPLATE_H__ -#define __TILEDLIGHTINGTEMPLATE_H__ - - -#include "TiledLightingUtils.hlsl" -#include "LightingTemplate.hlsl" - - - -float3 ExecuteLightList(out uint numLightsProcessed, uint2 pixCoord, float3 vP, float3 vPw, float3 Vworld) -{ - uint nrTilesX = (g_widthRT+15)/16; uint nrTilesY = (g_heightRT+15)/16; - uint2 tileIDX = pixCoord / 16; - - uint start = 0, numLights = 0; - GetCountAndStart(start, numLights, tileIDX, nrTilesX, nrTilesY, vP.z, DIRECT_LIGHT); - - numLightsProcessed = numLights; // mainly for debugging/heat maps - return ExecuteLightList(start, numLights, vP, vPw, Vworld); -} - - -#endif diff --git a/Assets/ScriptableRenderLoop/fptl/TiledLightingUtils.hlsl b/Assets/ScriptableRenderLoop/fptl/TiledLightingUtils.hlsl deleted file mode 100644 index 84e251120ee..00000000000 --- a/Assets/ScriptableRenderLoop/fptl/TiledLightingUtils.hlsl +++ /dev/null @@ -1,88 +0,0 @@ -#ifndef __TILEDLIGHTINGUTILS_H__ -#define __TILEDLIGHTINGUTILS_H__ - - -#include "LightingUtils.hlsl" - - -StructuredBuffer g_vLightData; -StructuredBuffer g_vLightListGlobal; - -void GetCountAndStartOpaque(out uint uStart, out uint uNrLights, uint2 tileIDX, int nrTilesX, int nrTilesY, float linDepth, uint model) -{ - const int tileOffs = (tileIDX.y+model*nrTilesY)*nrTilesX+tileIDX.x; - - uNrLights = g_vLightListGlobal[ 16*tileOffs + 0]&0xffff; - uStart = tileOffs; -} - -uint FetchIndexOpaque(const uint tileOffs, const uint l) -{ - const uint l1 = l+1; - return (g_vLightListGlobal[ 16*tileOffs + (l1>>1)]>>((l1&1)*16))&0xffff; -} - -#ifdef OPAQUES_ONLY - -void GetCountAndStart(out uint uStart, out uint uNrLights, uint2 tileIDX, int nrTilesX, int nrTilesY, float linDepth, uint model) -{ - GetCountAndStartOpaque(uStart, uNrLights, tileIDX, nrTilesX, nrTilesY, linDepth, model); -} - -uint FetchIndex(const uint tileOffs, const uint l) -{ - return FetchIndexOpaque(tileOffs, l); -} - -#else - -uniform float g_fClustScale; -uniform float g_fClustBase; -uniform float g_fNearPlane; -uniform float g_fFarPlane; -//uniform int g_iLog2NumClusters; // numClusters = (1< g_vLayeredOffsetsBuffer; -Buffer g_logBaseBuffer; - -uniform uint g_isLogBaseBufferEnabled; -uniform uint g_isOpaquesOnlyEnabled; - -void GetCountAndStart(out uint uStart, out uint uNrLights, uint2 tileIDX, int nrTilesX, int nrTilesY, float linDepth, uint model) -{ - if(g_isOpaquesOnlyEnabled) - { - GetCountAndStartOpaque(uStart, uNrLights, tileIDX, nrTilesX, nrTilesY, linDepth, model); - } - else - { - float logBase = g_fClustBase; - if(g_isLogBaseBufferEnabled) - logBase = g_logBaseBuffer[tileIDX.y*nrTilesX + tileIDX.x]; - - int clustIdx = SnapToClusterIdxFlex(linDepth, logBase, g_isLogBaseBufferEnabled!=0); - - int nrClusters = (1<>27)&31; - } -} - -uint FetchIndex(const uint tileOffs, const uint l) -{ - if(g_isOpaquesOnlyEnabled) - return FetchIndexOpaque(tileOffs, l); - else - return g_vLightListGlobal[ tileOffs+l ]; -} - -#endif - - - -#endif diff --git a/Assets/ScriptableRenderLoop/fptl/TiledReflectionTemplate.hlsl b/Assets/ScriptableRenderLoop/fptl/TiledReflectionTemplate.hlsl deleted file mode 100644 index 8784287f2fd..00000000000 --- a/Assets/ScriptableRenderLoop/fptl/TiledReflectionTemplate.hlsl +++ /dev/null @@ -1,23 +0,0 @@ -#ifndef __TILEDREFLECTIONTEMPLATE_H__ -#define __TILEDREFLECTIONTEMPLATE_H__ - - -#include "TiledLightingUtils.hlsl" -#include "ReflectionTemplate.hlsl" - - - -float3 ExecuteReflectionList(out uint numReflectionProbesProcessed, uint2 pixCoord, float3 vP, float3 vNw, float3 Vworld, float smoothness) -{ - uint nrTilesX = (g_widthRT+15)/16; uint nrTilesY = (g_heightRT+15)/16; - uint2 tileIDX = pixCoord / 16; - - uint start = 0, numReflectionProbes = 0; - GetCountAndStart(start, numReflectionProbes, tileIDX, nrTilesX, nrTilesY, vP.z, REFLECTION_LIGHT); - - numReflectionProbesProcessed = numReflectionProbes; // mainly for debugging/heat maps - return ExecuteReflectionList(start, numReflectionProbes, vP, vNw, Vworld, smoothness); -} - - -#endif diff --git a/Assets/ScriptableRenderLoop/fptl/lightlistbuild-clustered.compute b/Assets/ScriptableRenderLoop/fptl/lightlistbuild-clustered.compute deleted file mode 100644 index 5a4773bc49f..00000000000 --- a/Assets/ScriptableRenderLoop/fptl/lightlistbuild-clustered.compute +++ /dev/null @@ -1,666 +0,0 @@ -#pragma kernel TileLightListGen_NoDepthRT LIGHTLISTGEN=TileLightListGen_NoDepthRT -#pragma kernel TileLightListGen_DepthRT LIGHTLISTGEN=TileLightListGen_DepthRT ENABLE_DEPTH_TEXTURE_BACKPLANE -#pragma kernel TileLightListGen_DepthRT_MSAA LIGHTLISTGEN=TileLightListGen_DepthRT_MSAA ENABLE_DEPTH_TEXTURE_BACKPLANE MSAA_ENABLED -#pragma kernel ClearAtomic - - -#include "..\common\ShaderBase.h" -#include "LightDefinitions.cs.hlsl" - -//#define EXACT_EDGE_TESTS -#define PERFORM_SPHERICAL_INTERSECTION_TESTS -#define CONV_HULL_TEST_ENABLED - -uniform int g_iNrVisibLights; -uniform float4x4 g_mInvScrProjection; -uniform float4x4 g_mScrProjection; - -uniform float g_fClustScale; -uniform float g_fClustBase; -uniform float g_fNearPlane; -uniform float g_fFarPlane; -uniform int g_iLog2NumClusters; // numClusters = (1< g_depth_tex : register( t0 ); -#else -Texture2D g_depth_tex : register( t0 ); -#endif -StructuredBuffer g_vBoundsBuffer : register( t1 ); -StructuredBuffer g_vLightData : register( t2 ); -StructuredBuffer g_data : register( t3 ); - - -#define NR_THREADS 64 - -// output buffer -RWBuffer g_vLayeredLightList : register( u0 ); -RWBuffer g_LayeredOffset : register( u1 ); -RWBuffer g_LayeredSingleIdxBuffer : register( u2 ); - -#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE -RWBuffer g_logBaseBuffer : register( u3 ); -#endif - - -#define MAX_NR_COARSE_ENTRIES 64 - -groupshared unsigned int coarseList[MAX_NR_COARSE_ENTRIES]; -groupshared unsigned int clusterIdxs[MAX_NR_COARSE_ENTRIES/2]; -groupshared float4 lightPlanes[4*6]; - -groupshared uint lightOffs; - -#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE -groupshared int ldsZMax; -#endif - -#ifdef EXACT_EDGE_TESTS -groupshared uint ldsIsLightInvisible; -groupshared uint lightOffs2; -#endif - -#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS -groupshared uint lightOffsSph; -#endif - - -float GetLinearDepth(float zDptBufSpace) // 0 is near 1 is far -{ - float3 vP = float3(0.0f,0.0f,zDptBufSpace); - float4 v4Pres = mul(g_mInvScrProjection, float4(vP,1.0)); - return v4Pres.z / v4Pres.w; -} - - -float3 GetViewPosFromLinDepth(float2 v2ScrPos, float fLinDepth) -{ - float fSx = g_mScrProjection[0].x; - float fCx = g_mScrProjection[0].z; - float fSy = g_mScrProjection[1].y; - float fCy = g_mScrProjection[1].z; - -#ifdef LEFT_HAND_COORDINATES - return fLinDepth*float3( ((v2ScrPos.x-fCx)/fSx), ((v2ScrPos.y-fCy)/fSy), 1.0 ); -#else - return fLinDepth*float3( -((v2ScrPos.x+fCx)/fSx), -((v2ScrPos.y+fCy)/fSy), 1.0 ); -#endif -} - -float GetOnePixDiagWorldDistAtDepthOne() -{ - float fSx = g_mScrProjection[0].x; - float fSy = g_mScrProjection[1].y; - - return length( float2(1.0/fSx,1.0/fSy) ); -} - -void sortLightList(int localThreadID, int n); - -#ifdef EXACT_EDGE_TESTS -int CullByExactEdgeTests(uint threadID, int iNrCoarseLights, uint2 viTilLL, uint2 viTilUR, float fTileFarPlane); -#endif -#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS -int SphericalIntersectionTests(uint threadID, int iNrCoarseLights, float2 screenCoordinate); -#endif - - -// returns 1 for intersection and 0 for none - -float4 GetPlaneEq(const float3 boxX, const float3 boxY, const float3 boxZ, const float3 center, const float2 vScaleXZ, const int sideIndex); -float4 FetchPlane(int l, int p); - - -bool CheckIntersection(int l, int k, uint2 viTilLL, uint2 viTilUR, float suggestedBase) -{ - unsigned int val = (clusterIdxs[l>>1]>>(16*(l&1)))&0xffff; - bool bIsHit = ((val>>0)&0xff)<=((uint) k) && ((uint) k)<=((val>>8)&0xff); - if(bIsHit) - { -#ifdef CONV_HULL_TEST_ENABLED - float depthAtNearZ = ClusterIdxToZ(k, suggestedBase); - float depthAtFarZ = ClusterIdxToZ(k+1, suggestedBase); - - for(int p=0; p<6; p++) - { - float4 plane = lightPlanes[6*(l&3)+p]; - - bool bAllInvisib = true; - - for(int i=0; i<8; i++) - { - float x = (i&1)==0 ? viTilLL.x : viTilUR.x; - float y = (i&2)==0 ? viTilLL.y : viTilUR.y; - float z = (i&4)==0 ? depthAtNearZ : depthAtFarZ; - float3 vP = GetViewPosFromLinDepth( float2(x, y), z); - - bAllInvisib = bAllInvisib && dot(plane, float4(vP,1.0))>0; - } - - if(bAllInvisib) bIsHit = false; - } -#endif - } - - return bIsHit; -} - -bool CheckIntersectionBasic(int l, int k) -{ - unsigned int val = (clusterIdxs[l>>1]>>(16*(l&1)))&0xffff; - return ((val>>0)&0xff)<=((uint) k) && ((uint) k)<=((val>>8)&0xff); -} - - -[numthreads(NR_THREADS, 1, 1)] -void LIGHTLISTGEN(uint threadID : SV_GroupIndex, uint3 u3GroupID : SV_GroupID) -{ - uint2 tileIDX = u3GroupID.xy; - uint t=threadID; - - uint iWidth; - uint iHeight; -#ifdef MSAA_ENABLED - uint iNumSamplesMSAA; - g_depth_tex.GetDimensions(iWidth, iHeight, iNumSamplesMSAA); -#else - g_depth_tex.GetDimensions(iWidth, iHeight); -#endif - uint nrTilesX = (iWidth+15)/16; - uint nrTilesY = (iHeight+15)/16; - - uint2 viTilLL = 16*tileIDX; - uint2 viTilUR = min( viTilLL+uint2(16,16), uint2(iWidth-1, iHeight-1) ); - - if(t==0) - { - lightOffs = 0; - -#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE - ldsZMax = 0; -#endif - } - -#if !defined(XBONE) && !defined(PLAYSTATION4) - GroupMemoryBarrierWithGroupSync(); -#endif - - float dpt_ma=1.0; - -#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE - // establish min and max depth first - dpt_ma=0.0; - - for(int idx=t; idx<256; idx+=NR_THREADS) - { - uint2 uPixCrd = min( uint2(viTilLL.x+(idx&0xf), viTilLL.y+(idx>>4)), uint2(iWidth-1, iHeight-1) ); -#ifdef MSAA_ENABLED - for(int i=0; ivTileLL.xy) && all(vMi.xy>1); l += NR_THREADS) - { - const int l0 = coarseList[2*l+0], l1 = coarseList[min(2*l+1,iNrCoarseLights)]; - const unsigned int clustIdxMi0 = (const unsigned int) min(255,SnapToClusterIdx(GetLinearDepth(g_vBoundsBuffer[l0].z), suggestedBase)); - const unsigned int clustIdxMa0 = (const unsigned int) min(255,SnapToClusterIdx(GetLinearDepth(g_vBoundsBuffer[l0+g_iNrVisibLights].z), suggestedBase)); - const unsigned int clustIdxMi1 = (const unsigned int) min(255,SnapToClusterIdx(GetLinearDepth(g_vBoundsBuffer[l1].z), suggestedBase)); - const unsigned int clustIdxMa1 = (const unsigned int) min(255,SnapToClusterIdx(GetLinearDepth(g_vBoundsBuffer[l1+g_iNrVisibLights].z), suggestedBase)); - - clusterIdxs[l] = (clustIdxMa1<<24) | (clustIdxMi1<<16) | (clustIdxMa0<<8) | (clustIdxMi0<<0); - } - } - -#if !defined(XBONE) && !defined(PLAYSTATION4) - GroupMemoryBarrierWithGroupSync(); -#endif - - int nrClusters = (1<>2; - int m = i&3; - if(i<24) lightPlanes[6*m+p] = FetchPlane(min(iNrCoarseLights-1,ll+m), p); -#if !defined(XBONE) && !defined(PLAYSTATION4) - GroupMemoryBarrierWithGroupSync(); -#endif - - for(int l=ll; l>1; j>0; j=j>>1) - { - for(int i=localThreadID; ii) - { - const unsigned int Avalue = coarseList[i]; - const unsigned int Bvalue = coarseList[ixj]; - - const bool mustSwap = ((i&k)!=0^(Avalue>Bvalue)) && Avalue!=Bvalue; - if(mustSwap) - { - coarseList[i]=Bvalue; - coarseList[ixj]=Avalue; - } - } - } - - GroupMemoryBarrierWithGroupSync(); - } - } -} - - - -float4 GetPlaneEq(const float3 boxX, const float3 boxY, const float3 boxZ, const float3 center, const float2 scaleXY, const int sideIndex) -{ - const int absSide = (sideIndex == 0 || sideIndex == 1) ? 0 : ((sideIndex == 2 || sideIndex == 3) ? 1 : 2); - const float fS = (sideIndex & 1) != 0 ? 1 : (-1); - - float3 vA = fS*(absSide == 0 ? boxX : (absSide == 1 ? (-boxY) : boxZ)); - float3 vB = fS*(absSide == 0 ? (-boxY) : (absSide == 1 ? (-boxX) : (-boxY))); - float3 vC = absSide == 0 ? boxZ : (absSide == 1 ? boxZ : (-boxX)); - - bool bIsTopQuad = absSide == 2 && (sideIndex & 1) != 0; // in this case all 4 verts get scaled. - bool bIsSideQuad = (absSide == 0 || absSide == 1); // if side quad only two verts get scaled (impacts q1 and q2) - - if (bIsTopQuad) { vB *= scaleXY.y; vC *= scaleXY.x; } - - float3 vA2 = vA; - float3 vB2 = vB; - - if (bIsSideQuad) { vA2 *= (absSide == 0 ? scaleXY.x : scaleXY.y); vB2 *= (absSide == 0 ? scaleXY.y : scaleXY.x); } - - float3 p0 = center + (vA + vB - vC); // center + vA is center of face when scaleXY is 1.0 - float3 vN = cross( vB2, 0.5*(vA-vA2) - vC ); - -#ifdef LEFT_HAND_COORDINATES - vN = -vN; -#endif - - return float4(vN, -dot(vN,p0)); -} - - -float4 FetchPlane(int l, int p) -{ - SFiniteLightBound lgtDat = g_data[coarseList[l]]; - - const float3 boxX = lgtDat.boxAxisX.xyz; - const float3 boxY = lgtDat.boxAxisY.xyz; - const float3 boxZ = -lgtDat.boxAxisZ.xyz; // flip an axis to make it right handed since Determinant(worldToView)<0 - const float3 center = lgtDat.center.xyz; - const float radius = lgtDat.radius; - const float2 scaleXY = lgtDat.scaleXY; - - return GetPlaneEq(boxX, boxY, boxZ, center, scaleXY, p); -} - - - - - -#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS -int SphericalIntersectionTests(uint threadID, int iNrCoarseLights, float2 screenCoordinate) -{ -#ifdef LEFT_HAND_COORDINATES - float3 V = GetViewPosFromLinDepth( screenCoordinate, 1.0); -#else - float3 V = GetViewPosFromLinDepth( screenCoordinate, -1.0); -#endif - - float onePixDiagDist = GetOnePixDiagWorldDistAtDepthOne(); - float worldDistAtDepthOne = 8*onePixDiagDist; // scale by half a tile - - - int iNrVisib = 0; - for(int l=threadID; l0.0001 ? (maxZdir.z/len) : len; // since len>=(maxZdir.z/len) we can use len as an approximate value when len<=epsilon - float fOffs = scalarProj*fRad; -#else - float fOffs = fRad; // more false positives due to larger radius but works too -#endif - -#ifdef LEFT_HAND_COORDINATES - fRad = fRad + (center.z+fOffs)*worldDistAtDepthOne; -#else - fRad = fRad + (center.z-fOffs)*worldDistAtDepthOne; -#endif - - float a = dot(V,V); - float CdotV = dot(center,V); - float c = dot(center,center) - fRad*fRad; - - float fDescDivFour = CdotV*CdotV - a*c; - if(!(c<0 || (fDescDivFour>0 && CdotV>0))) // if ray misses bounding sphere - coarseList[l]=0xffffffff; - } - -#if !defined(XBONE) && !defined(PLAYSTATION4) - GroupMemoryBarrierWithGroupSync(); -#endif - - // to greedy to double buffer coarseList lds on this so serializing removal of gaps. - if(threadID==0) - { - int offs = 0; - for(int l=0; l>2; - int iSwizzle = e0&0x3; - bool bIsSwizzleOneOrTwo = ((iSwizzle-1)&0x2)==0; - - const int i0 = iAxis==0 ? (2*iSwizzle+0) : ( iAxis==1 ? (iSwizzle+(iSwizzle&2)) : iSwizzle); - const int i1 = i0 + (1<>2; // section 0 is side edges, section 1 is near edges and section 2 is far edges - int iSwizzle = e0&0x3; - - int i=iSwizzle + (2*(iSection&0x2)); // offset by 4 at section 2 - vP0 = GetTileVertex(uint2(viTilLL.x, viTilUR.y), uint2(viTilUR.x, viTilLL.y), i, fTileFarPlane); - vE0 = iSection==0 ? vP0 : (((iSwizzle&0x2)==0 ? 1.0f : (-1.0f))*((iSwizzle&0x1)==(iSwizzle>>1) ? float3(1,0,0) : float3(0,1,0))); -} - -int CullByExactEdgeTests(uint threadID, int iNrCoarseLights, uint2 viTilLL, uint2 viTilUR, float fTileFarPlane) -{ - if(threadID==0) lightOffs2 = 0; - - const bool bOnlyNeedFrustumSideEdges = true; - const int nrFrustEdges = bOnlyNeedFrustumSideEdges ? 4 : 8; // max 8 since we never need to test 4 far edges of frustum since they are identical vectors to near edges and plane is placed at vP0 on light hull. - - const int totNrEdgePairs = 12*nrFrustEdges; - for(int l=0; l0) ++positive; else if(fSignDist<0) ++negative; - } - int resh = (positive>0 && negative>0) ? 0 : (positive>0 ? 1 : (negative>0 ? (-1) : 0)); - - positive=0; negative=0; - for(int j=0; j<8; j++) - { - float3 vPf = GetTileVertex(viTilLL, viTilUR, j, fTileFarPlane); - float fSignDist = dot(vN, vPf-vP0); - if(fSignDist>0) ++positive; else if(fSignDist<0) ++negative; - } - int resf = (positive>0 && negative>0) ? 0 : (positive>0 ? 1 : (negative>0 ? (-1) : 0)); - - bool bFoundSepPlane = (resh*resf)<0; - - if(bFoundSepPlane) InterlockedOr(ldsIsLightInvisible, 1); - } - } -#if !defined(XBONE) && !defined(PLAYSTATION4) - GroupMemoryBarrierWithGroupSync(); -#endif - if(threadID==0 && ldsIsLightInvisible==0) - { - coarseList[lightOffs2++] = coarseList[l]; - } - } -#if !defined(XBONE) && !defined(PLAYSTATION4) - GroupMemoryBarrierWithGroupSync(); -#endif - return lightOffs2; -} -#endif - - - -[numthreads(1, 1, 1)] -void ClearAtomic(uint threadID : SV_GroupIndex, uint3 u3GroupID : SV_GroupID) -{ - g_LayeredSingleIdxBuffer[0]=0; -} \ No newline at end of file diff --git a/Assets/ScriptableRenderLoop/fptl/lightlistbuild.compute b/Assets/ScriptableRenderLoop/fptl/lightlistbuild.compute deleted file mode 100644 index 945d1a801f9..00000000000 --- a/Assets/ScriptableRenderLoop/fptl/lightlistbuild.compute +++ /dev/null @@ -1,551 +0,0 @@ -// The implementation is based on the demo on "fine pruned tiled lighting" published in GPU Pro 7. -// https://github.com/wolfgangfengel/GPU-Pro-7 - -#pragma kernel TileLightListGen - -#include "..\common\ShaderBase.h" -#include "LightDefinitions.cs.hlsl" - -#define FINE_PRUNING_ENABLED -#define PERFORM_SPHERICAL_INTERSECTION_TESTS - - -uniform int g_iNrVisibLights; -uniform uint2 g_viDimensions; -uniform float4x4 g_mInvScrProjection; -uniform float4x4 g_mScrProjection; - - -Texture2D g_depth_tex : register( t0 ); -StructuredBuffer g_vBoundsBuffer : register( t1 ); -StructuredBuffer g_vLightData : register( t2 ); -StructuredBuffer g_data : register( t3 ); - - -#define NR_THREADS 64 - -// output buffer -//RWBuffer g_vLightList : register( u0 ); -RWStructuredBuffer g_vLightList : register( u0 ); - - -#define MAX_NR_COARSE_ENTRIES 64 -#define MAX_NR_PRUNED_ENTRIES 24 - -groupshared unsigned int coarseList[MAX_NR_COARSE_ENTRIES]; -groupshared unsigned int prunedList[MAX_NR_COARSE_ENTRIES]; // temporarily support room for all 64 while in LDS - -groupshared uint ldsZMin; -groupshared uint ldsZMax; -groupshared uint lightOffs; -#ifdef FINE_PRUNING_ENABLED -groupshared uint ldsDoesLightIntersect[2]; -#endif -groupshared int ldsNrLightsFinal; - -groupshared int ldsModelListCount[NR_LIGHT_MODELS]; // since NR_LIGHT_MODELS is 2 - -#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS -groupshared uint lightOffsSph; -#endif - - -//float GetLinearDepth(float3 vP) -//{ -// float4 v4Pres = mul(g_mInvScrProjection, float4(vP,1.0)); -// return v4Pres.z / v4Pres.w; -//} - -float GetLinearDepth(float zDptBufSpace) // 0 is near 1 is far -{ - float3 vP = float3(0.0f,0.0f,zDptBufSpace); - float4 v4Pres = mul(g_mInvScrProjection, float4(vP,1.0)); - return v4Pres.z / v4Pres.w; -} - - -float3 GetViewPosFromLinDepth(float2 v2ScrPos, float fLinDepth) -{ - float fSx = g_mScrProjection[0].x; - float fCx = g_mScrProjection[0].z; - float fSy = g_mScrProjection[1].y; - float fCy = g_mScrProjection[1].z; - -#ifdef LEFT_HAND_COORDINATES - return fLinDepth*float3( ((v2ScrPos.x-fCx)/fSx), ((v2ScrPos.y-fCy)/fSy), 1.0 ); -#else - return fLinDepth*float3( -((v2ScrPos.x+fCx)/fSx), -((v2ScrPos.y+fCy)/fSy), 1.0 ); -#endif -} - -float GetOnePixDiagWorldDistAtDepthOne() -{ - float fSx = g_mScrProjection[0].x; - float fSy = g_mScrProjection[1].y; - - return length( float2(1.0/fSx,1.0/fSy) ); -} - -void sortLightList(int localThreadID, int n); - -#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS -int SphericalIntersectionTests(uint threadID, int iNrCoarseLights, float2 screenCoordinate); -#endif - - -[numthreads(NR_THREADS, 1, 1)] -void TileLightListGen(uint threadID : SV_GroupIndex, uint3 u3GroupID : SV_GroupID) -{ - uint2 tileIDX = u3GroupID.xy; - uint t=threadID; - - if(t>4)), uint2(iWidth-1, iHeight-1) ); - const float fDepth = FetchDepth(g_depth_tex, uCrd); - vLinDepths[i] = GetLinearDepth(fDepth); - if(fDepthvTileLL) && all(vMi>4)), uint2(iWidth-1, iHeight-1)); - float3 vVPos = GetViewPosFromLinDepth(uPixLoc + float2(0.5,0.5), vLinDepths[i]); - - // check pixel - float3 fromLight = vVPos-lightData.lightPos.xyz; - float distSq = dot(fromLight,fromLight); - const float fSclProj = dot(fromLight, lightData.lightAxisZ.xyz); // spotDir = lightData.lightAxisZ.xyz - - float2 V = abs( float2( dot(fromLight, lightData.lightAxisX.xyz), dot(fromLight, lightData.lightAxisY.xyz) ) ); - - float fDist2D = bIsSpotDisc ? length(V) : max(V.x,V.y); - if( all( float2(lightData.radiusSq, fSclProj) > float2(distSq, fDist2D*lightData.cotan) ) ) uVal = 1; - } - - uLightsFlags[l<32 ? 0 : 1] |= (uVal<<(l&31)); - ++l; idxCoarse = l>4)), uint2(iWidth-1, iHeight-1)); - float3 vVPos = GetViewPosFromLinDepth(uPixLoc + float2(0.5,0.5), vLinDepths[i]); - - // check pixel - float3 vLp = lightData.lightPos.xyz; - float3 toLight = vLp - vVPos; - float distSq = dot(toLight,toLight); - - if(lightData.radiusSq>distSq) uVal = 1; - } - - uLightsFlags[l<32 ? 0 : 1] |= (uVal<<(l&31)); - ++l; idxCoarse = l>4)), uint2(iWidth-1, iHeight-1)); - float3 vVPos = GetViewPosFromLinDepth(uPixLoc + float2(0.5,0.5), vLinDepths[i]); - - // check pixel - float3 toLight = lightData.lightPos.xyz - vVPos; - - float3 dist = float3( dot(toLight, lightData.lightAxisX), dot(toLight, lightData.lightAxisY), dot(toLight, lightData.lightAxisZ) ); - dist = (abs(dist) - lightData.boxInnerDist) * lightData.boxInvRange; // not as efficient as it could be - if( max(max(dist.x, dist.y), dist.z)<1 ) uVal = 1; // but allows us to not write out OuterDists - } - - uLightsFlags[l<32 ? 0 : 1] |= (uVal<<(l&31)); - ++l; idxCoarse = l=MAX_TYPES) ++l; - } - - InterlockedOr(ldsDoesLightIntersect[0], uLightsFlags[0]); - InterlockedOr(ldsDoesLightIntersect[1], uLightsFlags[1]); - if(t==0) ldsNrLightsFinal = 0; - -#if !defined(XBONE) && !defined(PLAYSTATION4) - GroupMemoryBarrierWithGroupSync(); -#endif - - if(t<(uint) iNrCoarseLights && (ldsDoesLightIntersect[t<32 ? 0 : 1]&(1<<(t&31)))!=0 ) - { - unsigned int uInc = 1; - unsigned int uIndex; - InterlockedAdd(ldsNrLightsFinal, uInc, uIndex); - if(uIndex>1; - for(l=(int) t; l<(int) nrDWords; l += NR_THREADS) - { - uint uLow = l==0 ? nrLightsFinalClamped : prunedList[2*l-1+localOffs]; - uint uHigh = prunedList[2*l+0+localOffs]; - - g_vLightList[16*offs + l] = (uLow&0xffff) | (uHigh<<16); - } - - localOffs += nrLightsFinal; - offs += (nrTilesX*nrTilesY); - } - -} - - -// original version -//float2 vRay2D = float2(max(V.x,V.y), fSclProj); -//float distSqB = bIsSpotDisc ? distSq : dot(vRay2D,vRay2D); -//if( all( float3(lightData.radiusSq, fSclProj, fSclProj) > float3(distSq, sqrt(distSqB)*lightData.fPenumbra, 0.0) ) ) uVal = 1; - - - -// previous new version -//float fDist2DSqr = bIsSpotDisc ? dot(V,V) : (maC*maC); -//if( all( float3(lightData.radiusSq, (fSclProj*fSclProj), fSclProj) > float3(distSq, fDist2DSqr*cotaSqr, fSpotNearPlane) ) ) uVal = 1; - -#if 0 -void merge(int l, int m, int r); - -void sortLightList(int localThreadID, int n) -{ - for(int curr_size=1; curr_size<=n-1; curr_size = 2*curr_size) - { - for(int left_start=localThreadID*(2*curr_size); left_start<(n-1); left_start+=NR_THREADS*(2*curr_size)) - { - int mid = left_start + curr_size - 1; - int right_end = min(left_start + 2*curr_size - 1, n-1); - merge(left_start, mid, right_end); - } - - GroupMemoryBarrierWithGroupSync(); - } -} - -//groupshared unsigned int tmpBuffer[MAX_NR_COARSE_ENTRIES]; - -void merge(int l, int m, int r) -{ - int i, j, k; - - int ol = l; - int or = m+1; - int sl = m - l + 1; // capacity is size of left list = m - l + 1; - int sr = r - m; // capacity is size of right list = r - m - - unsigned int tmpBuffer[] = coarseList; // re use coarse list buffer as temp buffer. - - // could do this copy more efficiently before the if-statement - // in sortLightList() but this requires another GroupMemoryBarrierWithGroupSync() - for(int i=l; i<=r; i++) tmpBuffer[i] = prunedList[i]; - - i = 0; - j = 0; - k = l; - while (i < sl && j < sr) - { - const uint lVal = tmpBuffer[ol+i]; - const uint rVal = tmpBuffer[or+j]; - bool pickLeft = lVal <= rVal; - i = pickLeft ? (i+1) : i; - j = pickLeft ? j : (j+1); - prunedList[k] = pickLeft ? lVal : rVal; - k++; - } - - while (i < sl) - { - prunedList[k] = tmpBuffer[ol+i]; - i++; k++; - } - - while (j < sr) - { - prunedList[k] = tmpBuffer[or+j]; - j++; k++; - } -} - -#else - -// NOTE! returns 1 when value_in==0 -unsigned int LimitPow2AndClamp(unsigned int value_in, unsigned int maxValue) -{ - unsigned int value = 1; - - while(value>1; j>0; j=j>>1) - { - for(int i=localThreadID; ii) - { - const unsigned int Avalue = prunedList[i]; - const unsigned int Bvalue = prunedList[ixj]; - - const bool mustSwap = ((i&k)!=0^(Avalue>Bvalue)) && Avalue!=Bvalue; - if(mustSwap) - { - prunedList[i]=Bvalue; - prunedList[ixj]=Avalue; - } - } - } - - GroupMemoryBarrierWithGroupSync(); - } - } -} - -#endif - - -#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS -int SphericalIntersectionTests(uint threadID, int iNrCoarseLights, float2 screenCoordinate) -{ - lightOffsSph = 0; - - // make a copy of coarseList in prunedList. - for(int l=threadID; l0.0001 ? (maxZdir.z/len) : len; // since len>=(maxZdir.z/len) we can use len as an approximate value when len<=epsilon - float fOffs = scalarProj*fRad; -#else - float fOffs = fRad; // more false positives due to larger radius but works too -#endif - -#ifdef LEFT_HAND_COORDINATES - fRad = fRad + (center.z+fOffs)*worldDistAtDepthOne; -#else - fRad = fRad + (center.z-fOffs)*worldDistAtDepthOne; -#endif - - float a = dot(V,V); - float CdotV = dot(center,V); - float c = dot(center,center) - fRad*fRad; - - float fDescDivFour = CdotV*CdotV - a*c; - if(c<0 || (fDescDivFour>0 && CdotV>0)) // if ray hit bounding sphere - { - unsigned int uIndex; - InterlockedAdd(lightOffsSph, 1, uIndex); - coarseList[uIndex]=prunedList[l]; // read from the original copy of coarseList which is backed up in prunedList - } - } - -#if !defined(XBONE) && !defined(PLAYSTATION4) - GroupMemoryBarrierWithGroupSync(); -#endif - - return lightOffsSph; -} -#endif \ No newline at end of file diff --git a/Assets/ScriptableRenderLoop/fptl/renderloopfptl.asset b/Assets/ScriptableRenderLoop/fptl/renderloopfptl.asset deleted file mode 100644 index b0c4de19789..00000000000 --- a/Assets/ScriptableRenderLoop/fptl/renderloopfptl.asset +++ /dev/null @@ -1,35 +0,0 @@ -%YAML 1.1 -%TAG !u! tag:unity3d.com,2011: ---- !u!114 &11400000 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_PrefabParentObject: {fileID: 0} - m_PrefabInternal: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: ad5bf4f8e45bdd1429eadc3445df2c89, type: 3} - m_Name: renderloopfptl - m_EditorClassIdentifier: - m_ShadowSettings: - enabled: 1 - shadowAtlasWidth: 4096 - shadowAtlasHeight: 4096 - maxShadowDistance: 1000 - directionalLightCascadeCount: 4 - directionalLightCascades: {x: 0.05, y: 0.2, z: 0.3} - m_TextureSettings: - spotCookieSize: 512 - pointCookieSize: 128 - reflectionCubemapSize: 128 - deferredShader: {fileID: 4800000, guid: 1c102a89f3460254a8c413dbdcd63a2a, type: 3} - deferredReflectionShader: {fileID: 4800000, guid: 3899e06d641c2cb4cbff794df0da536b, - type: 3} - finalPassShader: {fileID: 4800000, guid: 5590f54ad211f594da4e687b698f2258, type: 3} - buildScreenAABBShader: {fileID: 7200000, guid: e7a739144e735934b89a42a4b9d9e23c, - type: 3} - buildPerTileLightListShader: {fileID: 7200000, guid: f54ef7cb596a714488693ef9cdaf63fb, - type: 3} - buildPerVoxelLightListShader: {fileID: 7200000, guid: 4c2d6eb0553e2514bba3ea9a85d8c53c, - type: 3} - EnableClustered: 0 diff --git a/Assets/ScriptableRenderLoop/fptl/renderloopfptl.asset.meta b/Assets/ScriptableRenderLoop/fptl/renderloopfptl.asset.meta deleted file mode 100644 index 8fa5295c9ec..00000000000 --- a/Assets/ScriptableRenderLoop/fptl/renderloopfptl.asset.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 4dc14083116279a438e1b2de3830999f -timeCreated: 1468020641 -licenseType: Pro -NativeFormatImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/fptl/scrbound.compute b/Assets/ScriptableRenderLoop/fptl/scrbound.compute deleted file mode 100644 index 1b8e5b4f399..00000000000 --- a/Assets/ScriptableRenderLoop/fptl/scrbound.compute +++ /dev/null @@ -1,522 +0,0 @@ -// The implementation is based on the demo on "fine pruned tiled lighting" published in GPU Pro 7. -// https://github.com/wolfgangfengel/GPU-Pro-7 - -#pragma kernel ScreenBoundsAABB - -#include "..\common\ShaderBase.h" -#include "LightDefinitions.cs.hlsl" - -uniform int g_iNrVisibLights; -uniform float4x4 g_mInvProjection; -uniform float4x4 g_mProjection; - - -StructuredBuffer g_data : register( t0 ); - - - -#define FLT_EPSILON 1.192092896e-07F // smallest such that 1.0+FLT_EPSILON != 1.0 -#define NR_THREADS 64 - -// output buffer -RWStructuredBuffer g_vBoundsBuffer : register( u0 ); - -#define MAX_PNTS 9 // strictly this should be 10=6+4 but we get more wavefronts and 10 seems to never hit (fingers crossed) - // However, worst case the plane that would be skipped if such an extreme case ever happened would be backplane - // clipping gets skipped which doesn't cause any errors. - - -// LDS (2496 bytes) -groupshared float posX[MAX_PNTS*8*2]; -groupshared float posY[MAX_PNTS*8*2]; -groupshared float posZ[MAX_PNTS*8*2]; -groupshared float posW[MAX_PNTS*8*2]; -groupshared unsigned int clipFlags[48]; - - -unsigned int GetClip(const float4 P); -int ClipAgainstPlane(const int iSrcIndex, const int iNrSrcVerts, const int subLigt, const int p); -void CalcBound(out bool2 bIsMinValid, out bool2 bIsMaxValid, out float2 vMin, out float2 vMax, float4x4 InvProjection, float3 pos_view_space, float r); -void GetQuad(out float3 p0, out float3 p1, out float3 p2, out float3 p3, const float3 boxX, const float3 boxY, const float3 boxZ, const float3 center, const float2 scaleXY, const int sideIndex); -void GetPlane(out float3 p0, out float3 vN, const float3 boxX, const float3 boxY, const float3 boxZ, const float3 center, const float2 scaleXY, const int sideIndex); - - -[numthreads(NR_THREADS, 1, 1)] -void ScreenBoundsAABB(uint threadID : SV_GroupIndex, uint3 u3GroupID : SV_GroupID) -{ - uint groupID = u3GroupID.x; - - //uint vindex = groupID * NR_THREADS + threadID; - unsigned int g = groupID; - unsigned int t = threadID; - - const int subLigt = (int) (t/8); - const int lgtIndex = subLigt+(int) g*8; - const int sideIndex = (int) (t%8); - - SFiniteLightBound lgtDat = g_data[lgtIndex]; - - const float3 boxX = lgtDat.boxAxisX.xyz; - const float3 boxY = lgtDat.boxAxisY.xyz; - const float3 boxZ = -lgtDat.boxAxisZ.xyz; // flip an axis to make it right handed since Determinant(worldToView)<0 - const float3 center = lgtDat.center.xyz; - const float radius = lgtDat.radius; - const float2 scaleXY = lgtDat.scaleXY; - - { - if(sideIndex<6 && lgtIndex<(int) g_iNrVisibLights) // mask 2 out of 8 threads - { - float3 q0, q1, q2, q3; - GetQuad(q0, q1, q2, q3, boxX, boxY, boxZ, center, scaleXY, sideIndex); - - - const float4 vP0 = mul(g_mProjection, float4(q0, 1)); - const float4 vP1 = mul(g_mProjection, float4(q1, 1)); - const float4 vP2 = mul(g_mProjection, float4(q2, 1)); - const float4 vP3 = mul(g_mProjection, float4(q3, 1)); - - // test vertices of one quad (of the convex hull) for intersection - const unsigned int uFlag0 = GetClip(vP0); - const unsigned int uFlag1 = GetClip(vP1); - const unsigned int uFlag2 = GetClip(vP2); - const unsigned int uFlag3 = GetClip(vP3); - - const float4 vPnts[] = {vP0, vP1, vP2, vP3}; - - // screen-space AABB of one quad (assuming no intersection) - float3 vMin, vMax; - for(int k=0; k<4; k++) - { - float fW = vPnts[k].w; - float fS = fW<0 ? -1 : 1; - float fWabs = fW<0 ? (-fW) : fW; - fW = fS * (fWabs>(i*6))&0x3f; - uFlagAnd &= uClipBits; - uFlagOr |= uClipBits; - } - - uCollectiveAnd &= uFlagAnd; - uCollectiveOr |= uFlagOr; - } - - bool bSetBoundYet = false; - float3 vMin=0.0, vMax=0.0; - if(uCollectiveAnd!=0 || uCollectiveOr==0) // all invisible or all visible (early out) - { - if(uCollectiveOr==0) // all visible - { - for(f=0; f<6; f++) - { - const int sideIndex = f; - - float3 vFaceMi = float3(posX[subLigt*MAX_PNTS*2 + sideIndex + 0], posY[subLigt*MAX_PNTS*2 + sideIndex + 0], posZ[subLigt*MAX_PNTS*2 + sideIndex + 0]); - float3 vFaceMa = float3(posX[subLigt*MAX_PNTS*2 + sideIndex + 6], posY[subLigt*MAX_PNTS*2 + sideIndex + 6], posZ[subLigt*MAX_PNTS*2 + sideIndex + 6]); - - for(int k=0; k<2; k++) - { - float3 vP = k==0 ? vFaceMi : vFaceMa; - if(f==0 && k==0) { vMin=vP; vMax=vP; } - - vMax = max(vMax, vP); vMin = min(vMin, vP); - } - } - bSetBoundYet=true; - } - } - else // :( need true clipping - { - - for(f=0; f<6; f++) - { - float3 q0, q1, q2, q3; - GetQuad(q0, q1, q2, q3, boxX, boxY, boxZ, center, scaleXY, f); - - // 4 vertices to a quad of the convex hull in post projection space - const float4 vP0 = mul(g_mProjection, float4(q0, 1)); - const float4 vP1 = mul(g_mProjection, float4(q1, 1)); - const float4 vP2 = mul(g_mProjection, float4(q2, 1)); - const float4 vP3 = mul(g_mProjection, float4(q3, 1)); - - - int iSrcIndex = 0; - - int offs = iSrcIndex*MAX_PNTS+subLigt*MAX_PNTS*2; - - // fill up source clip buffer with the quad - posX[offs+0]=vP0.x; posX[offs+1]=vP1.x; posX[offs+2]=vP2.x; posX[offs+3]=vP3.x; - posY[offs+0]=vP0.y; posY[offs+1]=vP1.y; posY[offs+2]=vP2.y; posY[offs+3]=vP3.y; - posZ[offs+0]=vP0.z; posZ[offs+1]=vP1.z; posZ[offs+2]=vP2.z; posZ[offs+3]=vP3.z; - posW[offs+0]=vP0.w; posW[offs+1]=vP1.w; posW[offs+2]=vP2.w; posW[offs+3]=vP3.w; - - int iNrSrcVerts = 4; - - // do true clipping - for(int p=0; p<6; p++) - { - const int nrVertsDst = ClipAgainstPlane(iSrcIndex, iNrSrcVerts, subLigt, p); - - iSrcIndex = 1-iSrcIndex; - iNrSrcVerts = nrVertsDst; - - if(iNrSrcVerts<3 || iNrSrcVerts>=MAX_PNTS) break; - } - - // final clipped convex primitive is in src buffer - if(iNrSrcVerts>2) - { - int offs_src = iSrcIndex*MAX_PNTS+subLigt*MAX_PNTS*2; - for(int k=0; kradius) - { - float2 vMi, vMa; - bool2 bMi, bMa; - CalcBound(bMi, bMa, vMi, vMa, g_mInvProjection, center, radius); - - vMin.xy = bMi ? max(vMin.xy, vMi) : vMin.xy; - vMax.xy = bMa ? min(vMax.xy, vMa) : vMax.xy; - } - -#ifdef LEFT_HAND_COORDINATES - if((center.z-radius)>0.0) - { - float4 vPosF = mul(g_mProjection, float4(0,0,center.z-radius,1)); - vMin.z = max(vMin.z, vPosF.z/vPosF.w); - } - if((center.z+radius)>0.0) - { - float4 vPosB = mul(g_mProjection, float4(0,0,center.z+radius,1)); - vMax.z = min(vMax.z, vPosB.z/vPosB.w); - } -#else - if((center.z+radius)<0.0) - { - float4 vPosF = mul(g_mProjection, float4(0,0,center.z+radius,1)); - vMin.z = max(vMin.z, vPosF.z/vPosF.w); - } - if((center.z-radius)<0.0) - { - float4 vPosB = mul(g_mProjection, float4(0,0,center.z-radius,1)); - vMax.z = min(vMax.z, vPosB.z/vPosB.w); - } -#endif - else - { - vMin = float3(-3,-3,-3); - vMax = float3(-2,-2,-2); - } - } - - - // we should consider doing a look-up here into a max depth mip chain - // to see if the light is occluded: vMin.z*VIEWPORT_SCALE_Z > MipTexelMaxDepth - //g_vBoundsBuffer[lgtIndex+0] = float3(0.5*vMin.x+0.5, -0.5*vMax.y+0.5, vMin.z*VIEWPORT_SCALE_Z); - //g_vBoundsBuffer[lgtIndex+g_iNrVisibLights] = float3(0.5*vMax.x+0.5, -0.5*vMin.y+0.5, vMax.z*VIEWPORT_SCALE_Z); - - // changed for unity - g_vBoundsBuffer[lgtIndex+0] = float3(0.5*vMin.x+0.5, 0.5*vMin.y+0.5, vMin.z*VIEWPORT_SCALE_Z); - g_vBoundsBuffer[lgtIndex+(int) g_iNrVisibLights] = float3(0.5*vMax.x+0.5, 0.5*vMax.y+0.5, vMax.z*VIEWPORT_SCALE_Z); - } - } -} - - -float4 GenNewVert(const float4 vVisib, const float4 vInvisib, const int p); - -int ClipAgainstPlane(const int iSrcIndex, const int iNrSrcVerts, const int subLigt, const int p) -{ - int offs_src = iSrcIndex*MAX_PNTS+subLigt*MAX_PNTS*2; - int offs_dst = (1-iSrcIndex)*MAX_PNTS+subLigt*MAX_PNTS*2; - - float4 vPrev = float4(posX[offs_src+(iNrSrcVerts-1)], posY[offs_src+(iNrSrcVerts-1)], posZ[offs_src+(iNrSrcVerts-1)], posW[offs_src+(iNrSrcVerts-1)]); - - int nrVertsDst = 0; - - unsigned int uMask = (1<P.w)?2:0) | ((P.y<-P.w)?4:0) | ((P.y>P.w)?8:0) | ((P.z<0)?16:0) | ((P.z>P.w)?32:0); -} - -float4 GenNewVert(const float4 vVisib, const float4 vInvisib, const int p) -{ - const float fS = p==4 ? 0 : ((p&1)==0 ? -1 : 1); - const int index = ((uint) p)/2; - float x1 = index==0 ? vVisib.x : (index==1 ? vVisib.y : vVisib.z); - float x0 = index==0 ? vInvisib.x : (index==1 ? vInvisib.y : vInvisib.z); - - //fS*((vVisib.w-vInvisib.w)*t + vInvisib.w) = (x1-x0)*t + x0; - - const float fT = (fS*vInvisib.w-x0)/((x1-x0) - fS*(vVisib.w-vInvisib.w)); - float4 vNew = vVisib*fT + vInvisib*(1-fT); - - // just to be really anal we make sure the clipped against coordinate is precise - if(index==0) vNew.x = fS*vNew.w; - else if(index==1) vNew.y = fS*vNew.w; - else vNew.z = fS*vNew.w; - - return vNew; -} - -void GetQuad(out float3 p0, out float3 p1, out float3 p2, out float3 p3, const float3 boxX, const float3 boxY, const float3 boxZ, const float3 center, const float2 scaleXY, const int sideIndex) -{ - const int iAbsSide = (sideIndex == 0 || sideIndex == 1) ? 0 : ((sideIndex == 2 || sideIndex == 3) ? 1 : 2); - const float fS = (sideIndex & 1) != 0 ? 1 : (-1); - - float3 vA = fS*(iAbsSide == 0 ? boxX : (iAbsSide == 1 ? (-boxY) : boxZ)); - float3 vB = fS*(iAbsSide == 0 ? (-boxY) : (iAbsSide == 1 ? (-boxX) : (-boxY))); - float3 vC = iAbsSide == 0 ? boxZ : (iAbsSide == 1 ? boxZ : (-boxX)); - - bool bIsTopQuad = iAbsSide == 2 && (sideIndex & 1) != 0; // in this case all 4 verts get scaled. - bool bIsSideQuad = (iAbsSide == 0 || iAbsSide == 1); // if side quad only two verts get scaled (impacts q1 and q2) - - if (bIsTopQuad) { vB *= scaleXY.y; vC *= scaleXY.x; } - - float3 vA2 = vA; - float3 vB2 = vB; - - if (bIsSideQuad) { vA2 *= (iAbsSide == 0 ? scaleXY.x : scaleXY.y); vB2 *= (iAbsSide == 0 ? scaleXY.y : scaleXY.x); } - - // delivered counterclockwise in right hand space and clockwise in left hand space - p0 = center + (vA + vB - vC); // center + vA is center of face when scaleXY is 1.0 - p1 = center + (vA - vB - vC); - p2 = center + (vA2 - vB2 + vC); - p3 = center + (vA2 + vB2 + vC); -} - -void GetPlane(out float3 p0, out float3 vN, const float3 boxX, const float3 boxY, const float3 boxZ, const float3 center, const float2 scaleXY, const int sideIndex) -{ - const int iAbsSide = (sideIndex == 0 || sideIndex == 1) ? 0 : ((sideIndex == 2 || sideIndex == 3) ? 1 : 2); - const float fS = (sideIndex & 1) != 0 ? 1 : (-1); - - float3 vA = fS*(iAbsSide == 0 ? boxX : (iAbsSide == 1 ? (-boxY) : boxZ)); - float3 vB = fS*(iAbsSide == 0 ? (-boxY) : (iAbsSide == 1 ? (-boxX) : (-boxY))); - float3 vC = iAbsSide == 0 ? boxZ : (iAbsSide == 1 ? boxZ : (-boxX)); - - bool bIsTopQuad = iAbsSide == 2 && (sideIndex & 1) != 0; // in this case all 4 verts get scaled. - bool bIsSideQuad = (iAbsSide == 0 || iAbsSide == 1); // if side quad only two verts get scaled (impacts q1 and q2) - - if (bIsTopQuad) { vB *= scaleXY.y; vC *= scaleXY.x; } - - float3 vA2 = vA; - float3 vB2 = vB; - - if (bIsSideQuad) { vA2 *= (iAbsSide == 0 ? scaleXY.x : scaleXY.y); vB2 *= (iAbsSide == 0 ? scaleXY.y : scaleXY.x); } - - p0 = center + (vA + vB - vC); // center + vA is center of face when scaleXY is 1.0 - float3 vNout = cross( vB2, 0.5*(vA-vA2) - vC ); - -#ifdef LEFT_HAND_COORDINATES - vNout = -vNout; -#endif - - vN = vNout; -} - - - -float4 TransformPlaneToPostSpace(float4x4 InvProjection, float4 plane) -{ - return mul(plane, InvProjection); -} - -float4 EvalPlanePair(float2 posXY_in, float r) -{ - // rotate by 90 degrees to avoid potential division by zero - bool bMustFlip = abs(posXY_in.y)(); + UnityEditor.AssetDatabase.CreateAsset(instance, "Assets/BasicRenderPipelineTutorial/BasicRenderPipeline.asset"); + } + +#endif + + protected override IRenderPipeline InternalCreatePipeline() + { + return new BasicRenderPipelineInstance(); + } +} + +public class BasicRenderPipelineInstance : RenderPipeline +{ + public override void Render(ScriptableRenderContext renderContext, Camera[] cameras) + { + base.Render(renderContext, cameras); + BasicRendering.Render(renderContext, cameras); + } +} + +public static class BasicRendering +{ + // Main entry point for our scriptable render loop + + public static void Render(ScriptableRenderContext context, IEnumerable cameras) + { + foreach (var camera in cameras) + { + // Culling + CullingParameters cullingParams; + if (!CullResults.GetCullingParameters(camera, out cullingParams)) + continue; + CullResults cull = CullResults.Cull(ref cullingParams, context); + + // Setup camera for rendering (sets render target, view/projection matrices and other + // per-camera built-in shader variables). + context.SetupCameraProperties(camera); + + // clear depth buffer + var cmd = new CommandBuffer(); + cmd.ClearRenderTarget(true, false, Color.black); + context.ExecuteCommandBuffer(cmd); + cmd.Release(); + + // Setup global lighting shader variables + SetupLightShaderVariables(cull.visibleLights, context); + + // Draw opaque objects using BasicPass shader pass + var settings = new DrawRendererSettings(cull, camera, new ShaderPassName("BasicPass")); + settings.sorting.flags = SortFlags.CommonOpaque; + settings.inputFilter.SetQueuesOpaque(); + context.DrawRenderers(ref settings); + + // Draw skybox + context.DrawSkybox(camera); + + // Draw transparent objects using BasicPass shader pass + settings.sorting.flags = SortFlags.CommonTransparent; + settings.inputFilter.SetQueuesTransparent(); + context.DrawRenderers(ref settings); + + context.Submit(); + } + } + + // Setup lighting variables for shader to use + + private static void SetupLightShaderVariables(VisibleLight[] lights, ScriptableRenderContext context) + { + // We only support up to 8 visible lights here. More complex approaches would + // be doing some sort of per-object light setups, but here we go for simplest possible + // approach. + const int kMaxLights = 8; + // Just take first 8 lights. Possible improvements: sort lights by intensity or distance + // to the viewer, so that "most important" lights in the scene are picked, and not the 8 + // that happened to be first. + int lightCount = Mathf.Min(lights.Length, kMaxLights); + + // Prepare light data + Vector4[] lightColors = new Vector4[kMaxLights]; + Vector4[] lightPositions = new Vector4[kMaxLights]; + Vector4[] lightSpotDirections = new Vector4[kMaxLights]; + Vector4[] lightAtten = new Vector4[kMaxLights]; + for (var i = 0; i < lightCount; ++i) + { + VisibleLight light = lights[i]; + lightColors[i] = light.finalColor; + if (light.lightType == LightType.Directional) + { + // light position for directional lights is: (-direction, 0) + var dir = light.localToWorld.GetColumn(2); + lightPositions[i] = new Vector4(-dir.x, -dir.y, -dir.z, 0); + } + else + { + // light position for point/spot lights is: (position, 1) + var pos = light.localToWorld.GetColumn(3); + lightPositions[i] = new Vector4(pos.x, pos.y, pos.z, 1); + } + // attenuation set in a way where distance attenuation can be computed: + // float lengthSq = dot(toLight, toLight); + // float atten = 1.0 / (1.0 + lengthSq * LightAtten[i].z); + // and spot cone attenuation: + // float rho = max (0, dot(normalize(toLight), SpotDirection[i].xyz)); + // float spotAtt = (rho - LightAtten[i].x) * LightAtten[i].y; + // spotAtt = saturate(spotAtt); + // and the above works for all light types, i.e. spot light code works out + // to correct math for point & directional lights as well. + + float rangeSq = light.range * light.range; + + float quadAtten = (light.lightType == LightType.Directional) ? 0.0f : 25.0f / rangeSq; + + // spot direction & attenuation + if (light.lightType == LightType.Spot) + { + var dir = light.localToWorld.GetColumn(2); + lightSpotDirections[i] = new Vector4(-dir.x, -dir.y, -dir.z, 0); + + float radAngle = Mathf.Deg2Rad * light.spotAngle; + float cosTheta = Mathf.Cos(radAngle * 0.25f); + float cosPhi = Mathf.Cos(radAngle * 0.5f); + float cosDiff = cosTheta - cosPhi; + lightAtten[i] = new Vector4(cosPhi, (cosDiff != 0.0f) ? 1.0f / cosDiff : 1.0f, quadAtten, rangeSq); + } + else + { + // non-spot light + lightSpotDirections[i] = new Vector4(0, 0, 1, 0); + lightAtten[i] = new Vector4(-1, 1, quadAtten, rangeSq); + } + } + + // ambient lighting spherical harmonics values + const int kSHCoefficients = 7; + Vector4[] shConstants = new Vector4[kSHCoefficients]; + SphericalHarmonicsL2 ambientSH = RenderSettings.ambientProbe * RenderSettings.ambientIntensity; + GetShaderConstantsFromNormalizedSH(ref ambientSH, shConstants); + + // setup global shader variables to contain all the data computed above + CommandBuffer cmd = new CommandBuffer(); + cmd.SetGlobalVectorArray("globalLightColor", lightColors); + cmd.SetGlobalVectorArray("globalLightPos", lightPositions); + cmd.SetGlobalVectorArray("globalLightSpotDir", lightSpotDirections); + cmd.SetGlobalVectorArray("globalLightAtten", lightAtten); + cmd.SetGlobalVector("globalLightCount", new Vector4(lightCount, 0, 0, 0)); + cmd.SetGlobalVectorArray("globalSH", shConstants); + context.ExecuteCommandBuffer(cmd); + cmd.Dispose(); + } + + // Prepare L2 spherical harmonics values for efficient evaluation in a shader + + private static void GetShaderConstantsFromNormalizedSH(ref SphericalHarmonicsL2 ambientProbe, Vector4[] outCoefficients) + { + for (int channelIdx = 0; channelIdx < 3; ++channelIdx) + { + // Constant + Linear + // In the shader we multiply the normal is not swizzled, so it's normal.xyz. + // Swizzle the coefficients to be in { x, y, z, DC } order. + outCoefficients[channelIdx].x = ambientProbe[channelIdx, 3]; + outCoefficients[channelIdx].y = ambientProbe[channelIdx, 1]; + outCoefficients[channelIdx].z = ambientProbe[channelIdx, 2]; + outCoefficients[channelIdx].w = ambientProbe[channelIdx, 0] - 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Uses same PBR shading model as the +// Standard shader. +// +// The parameters and inspector of the shader are the same as Standard shader, +// for easier experimentation. +Shader "BasicRenderPipeline/Standard" +{ + // Properties is just a copy of Standard.shader. Our example shader does not use all of them, + // but the inspector UI expects all these to exist. + Properties + { + _Color("Color", Color) = (1,1,1,1) + _MainTex("Albedo", 2D) = "white" {} + _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5 + _GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0 + [Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0 + [Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 + _MetallicGlossMap("Metallic", 2D) = "white" {} + [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 + [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0 + _BumpScale("Scale", Float) = 1.0 + _BumpMap("Normal Map", 2D) = "bump" {} + _Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02 + _ParallaxMap ("Height Map", 2D) = "black" {} + _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 + _OcclusionMap("Occlusion", 2D) = "white" {} + _EmissionColor("Color", Color) = (0,0,0) + _EmissionMap("Emission", 2D) = "white" {} + _DetailMask("Detail Mask", 2D) = "white" {} + _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {} + _DetailNormalMapScale("Scale", Float) = 1.0 + _DetailNormalMap("Normal Map", 2D) = "bump" {} + [Enum(UV0,0,UV1,1)] _UVSec("UV Set for secondary textures", Float) = 0 + [HideInInspector] _Mode("__mode", Float) = 0.0 + [HideInInspector] _SrcBlend("__src", Float) = 1.0 + [HideInInspector] _DstBlend("__dst", Float) = 0.0 + [HideInInspector] _ZWrite("__zw", Float) = 1.0 + } + + SubShader + { + Tags { "RenderType" = "Opaque" "PerformanceChecks" = "False" } + LOD 300 + + // Include forward (base + additive) pass from regular Standard shader. + // They are not used by the scriptable render loop; only here so that + // if we turn off our example loop, then regular forward rendering kicks in + // and objects look just like with a Standard shader. + UsePass "Standard/FORWARD" + UsePass "Standard/FORWARD_DELTA" + + + // Multiple lights at once pass, for our example Basic render loop. + Pass + { + Tags { "LightMode" = "BasicPass" } + + // Use same blending / depth states as Standard shader + Blend[_SrcBlend][_DstBlend] + ZWrite[_ZWrite] + +CGPROGRAM +#pragma target 3.0 +#pragma vertex vert +#pragma fragment frag +#pragma shader_feature _METALLICGLOSSMAP +#include "UnityCG.cginc" +#include "UnityStandardBRDF.cginc" +#include "UnityStandardUtils.cginc" + + +// Global lighting data (setup from C# code once per frame). +CBUFFER_START(GlobalLightData) + // The variables are very similar to built-in unity_LightColor, unity_LightPosition, + // unity_LightAtten, unity_SpotDirection as used by the VertexLit shaders, except here + // we use world space positions instead of view space. + half4 globalLightColor[8]; + float4 globalLightPos[8]; + float4 globalLightSpotDir[8]; + float4 globalLightAtten[8]; + int4 globalLightCount; + // Global ambient/SH probe, similar to unity_SH* built-in variables. + float4 globalSH[7]; +CBUFFER_END + + +// Surface inputs for evaluating Standard BRDF +struct SurfaceInputData +{ + half3 diffColor, specColor; + half oneMinusReflectivity, smoothness; +}; + + +// Compute attenuation & illumination from one light +half3 EvaluateOneLight(int idx, float3 positionWS, half3 normalWS, half3 eyeVec, SurfaceInputData s) +{ + // direction to light + float3 dirToLight = globalLightPos[idx].xyz; + dirToLight -= positionWS * globalLightPos[idx].w; + // distance attenuation + float att = 1.0; + float distSqr = dot(dirToLight, dirToLight); + att /= (1.0 + globalLightAtten[idx].z * distSqr); + if (globalLightPos[idx].w != 0 && distSqr > globalLightAtten[idx].w) att = 0.0; // set to 0 if outside of range + distSqr = max(distSqr, 0.000001); // don't produce NaNs if some vertex position overlaps with the light + dirToLight *= rsqrt(distSqr); + // spotlight angular attenuation + float rho = max(dot(dirToLight, globalLightSpotDir[idx].xyz), 0.0); + float spotAtt = (rho - globalLightAtten[idx].x) * globalLightAtten[idx].y; + att *= saturate(spotAtt); + + // Super simple diffuse lighting instead of PBR would be this: + //half ndotl = max(dot(normalWS, dirToLight), 0.0); + //half3 color = ndotl * s.diffColor * globalLightColor[idx].rgb; + //return color * att; + + // Fill in light & indirect structures, and evaluate Standard BRDF + UnityLight light; + light.color = globalLightColor[idx].rgb * att; + light.dir = dirToLight; + UnityIndirect indirect; + indirect.diffuse = 0; + indirect.specular = 0; + half4 c = BRDF1_Unity_PBS(s.diffColor, s.specColor, s.oneMinusReflectivity, s.smoothness, normalWS, -eyeVec, light, indirect); + return c.rgb; +} + + +// Evaluate 2nd order spherical harmonics, given normalized world space direction. +// Similar to ShadeSH9 in UnityCG.cginc +half3 EvaluateSH(half3 n) +{ + half3 res; + half4 normal = half4(n, 1); + // Linear (L1) + constant (L0) polynomial terms + res.r = dot(globalSH[0], normal); + res.g = dot(globalSH[1], normal); + res.b = dot(globalSH[2], normal); + // 4 of the quadratic (L2) polynomials + half4 vB = normal.xyzz * normal.yzzx; + res.r += dot(globalSH[3], vB); + res.g += dot(globalSH[4], vB); + res.b += dot(globalSH[5], vB); + // Final (5th) quadratic (L2) polynomial + half vC = normal.x*normal.x - normal.y*normal.y; + res += globalSH[6].rgb * vC; + return res; +} + + +// Vertex shader +struct v2f +{ + float2 uv : TEXCOORD0; + float3 positionWS : TEXCOORD1; + float3 normalWS : TEXCOORD2; + float4 hpos : SV_POSITION; +}; + +float4 _MainTex_ST; + +v2f vert(appdata_base v) +{ + v2f o; + o.uv = TRANSFORM_TEX(v.texcoord,_MainTex); + o.hpos = UnityObjectToClipPos(v.vertex); + o.positionWS = mul(unity_ObjectToWorld, v.vertex).xyz; + o.normalWS = UnityObjectToWorldNormal(v.normal); + return o; +} + + + +sampler2D _MainTex; +sampler2D _MetallicGlossMap; +float _Metallic; +float _Glossiness; + + +// Fragment shader +half4 frag(v2f i) : SV_Target +{ + i.normalWS = normalize(i.normalWS); + half3 eyeVec = normalize(i.positionWS - _WorldSpaceCameraPos); + + // Sample textures + half4 diffuseAlbedo = tex2D(_MainTex, i.uv); + half2 metalSmooth; + #ifdef _METALLICGLOSSMAP + metalSmooth = tex2D(_MetallicGlossMap, i.uv).ra; + #else + metalSmooth.r = _Metallic; + metalSmooth.g = _Glossiness; + #endif + + // Fill in surface input structure + SurfaceInputData s; + s.diffColor = DiffuseAndSpecularFromMetallic(diffuseAlbedo.rgb, metalSmooth.x, s.specColor, s.oneMinusReflectivity); + s.smoothness = metalSmooth.y; + + // Ambient lighting + half4 color = half4(0,0,0, diffuseAlbedo.a); + UnityLight light; + light.color = 0; + light.dir = 0; + UnityIndirect indirect; + indirect.diffuse = EvaluateSH(i.normalWS); + indirect.specular = 0; + color.rgb += BRDF1_Unity_PBS(s.diffColor, s.specColor, s.oneMinusReflectivity, s.smoothness, i.normalWS, -eyeVec, light, indirect); + + // Add illumination from all lights + for (int il = 0; il < globalLightCount.x; ++il) + { + color.rgb += 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b/Assets/ScriptableRenderPipeline/Editor/MaterialUpgrader.cs @@ -0,0 +1,234 @@ +using System.Collections.Generic; +using UnityEngine; +using System; + +namespace UnityEditor.Experimental.Rendering +{ + public class MaterialUpgrader + { + public delegate void MaterialFinalizer(Material mat); + + string m_OldShader; + string m_NewShader; + MaterialFinalizer m_Finalizer; + + Dictionary m_TextureRename = new Dictionary(); + Dictionary m_FloatRename = new Dictionary(); + Dictionary m_ColorRename = new Dictionary(); + + Dictionary m_FloatPropertiesToSet = new Dictionary(); + Dictionary m_ColorPropertiesToSet = new Dictionary(); + List m_TexturesToRemove = new List(); + + + class KeywordFloatRename + { + public string keyword; + public string property; + public float setVal, unsetVal; + } + List m_KeywordFloatRename = new List(); + + [Flags] + public enum UpgradeFlags + { + None = 0, + LogErrorOnNonExistingProperty = 1, + CleanupNonUpgradedProperties = 2, + LogMessageWhenNoUpgraderFound = 4 + } + + public void Upgrade(Material material, UpgradeFlags flags) + { + Material newMaterial; + if ((flags & UpgradeFlags.CleanupNonUpgradedProperties) != 0) + { + newMaterial = new Material(Shader.Find(m_NewShader)); + } + else + { + newMaterial = UnityEngine.Object.Instantiate(material) as Material; + newMaterial.shader = Shader.Find(m_NewShader); + } + + Convert(material, newMaterial); + + material.shader = Shader.Find(m_NewShader); + material.CopyPropertiesFromMaterial(newMaterial); + UnityEngine.Object.DestroyImmediate(newMaterial); + + if (m_Finalizer != null) + m_Finalizer(material); + } + + // Overridable function to implement custom material upgrading functionality + public virtual void Convert(Material srcMaterial, Material dstMaterial) + { + foreach (var t in m_TextureRename) + { + dstMaterial.SetTextureScale(t.Value, srcMaterial.GetTextureScale(t.Key)); + dstMaterial.SetTextureOffset(t.Value, srcMaterial.GetTextureOffset(t.Key)); + dstMaterial.SetTexture(t.Value, srcMaterial.GetTexture(t.Key)); + } + + foreach (var t in m_FloatRename) + dstMaterial.SetFloat(t.Value, srcMaterial.GetFloat(t.Key)); + + foreach (var t in m_ColorRename) + dstMaterial.SetColor(t.Value, srcMaterial.GetColor(t.Key)); + + foreach (var prop in m_TexturesToRemove) + dstMaterial.SetTexture(prop, null); + + foreach (var prop in m_FloatPropertiesToSet) + dstMaterial.SetFloat(prop.Key, prop.Value); + + foreach (var prop in m_ColorPropertiesToSet) + dstMaterial.SetColor(prop.Key, prop.Value); + foreach (var t in m_KeywordFloatRename) + dstMaterial.SetFloat(t.property, srcMaterial.IsKeywordEnabled(t.keyword) ? t.setVal : t.unsetVal); + } + + public void RenameShader(string oldName, string newName, MaterialFinalizer finalizer = null) + { + m_OldShader = oldName; + m_NewShader = newName; + m_Finalizer = finalizer; + } + + public void RenameTexture(string oldName, string newName) + { + m_TextureRename[oldName] = newName; + } + + public void RenameFloat(string oldName, string newName) + { + m_FloatRename[oldName] = newName; + } + + public void RenameColor(string oldName, string newName) + { + m_ColorRename[oldName] = newName; + } + + public void RemoveTexture(string name) + { + m_TexturesToRemove.Add(name); + } + + public void SetFloat(string propertyName, float value) + { + m_FloatPropertiesToSet[propertyName] = value; + } + + public void SetColor(string propertyName, Color value) + { + m_ColorPropertiesToSet[propertyName] = value; + } + + public void RenameKeywordToFloat(string oldName, string newName, float setVal, float unsetVal) + { + m_KeywordFloatRename.Add(new KeywordFloatRename { keyword = oldName, property = newName, setVal = setVal, unsetVal = unsetVal }); + } + + static bool IsMaterialPath(string path) + { + return path.EndsWith(".mat", StringComparison.OrdinalIgnoreCase); + } + + static MaterialUpgrader GetUpgrader(List upgraders, Material material) + { + if (material == null || material.shader == null) + return null; + + string shaderName = material.shader.name; + for (int i = 0; i != upgraders.Count; i++) + { + if (upgraders[i].m_OldShader == shaderName) + return upgraders[i]; + } + + return null; + } + + //@TODO: Only do this when it exceeds memory consumption... + static void SaveAssetsAndFreeMemory() + { + AssetDatabase.SaveAssets(); + GC.Collect(); + EditorUtility.UnloadUnusedAssetsImmediate(); + AssetDatabase.Refresh(); + } + + public static void UpgradeProjectFolder(List upgraders, string progressBarName, UpgradeFlags flags = UpgradeFlags.None) + { + if (!EditorUtility.DisplayDialog("Material Upgrader", "The upgrade will overwrite material settings in your project." + + "Be sure to have a project backup before proceeding", "Proceed", "Cancel")) + return; + + int totalMaterialCount = 0; + foreach (string s in UnityEditor.AssetDatabase.GetAllAssetPaths()) + { + if (IsMaterialPath(s)) + totalMaterialCount++; + } + + int materialIndex = 0; + foreach (string path in UnityEditor.AssetDatabase.GetAllAssetPaths()) + { + if (IsMaterialPath(path)) + { + materialIndex++; + if (UnityEditor.EditorUtility.DisplayCancelableProgressBar(progressBarName, string.Format("({0} of {1}) {2}", materialIndex, totalMaterialCount, path), (float)materialIndex / (float)totalMaterialCount)) + break; + + Material m = UnityEditor.AssetDatabase.LoadMainAssetAtPath(path) as Material; + Upgrade(m, upgraders, flags); + + //SaveAssetsAndFreeMemory(); + } + } + + UnityEditor.EditorUtility.ClearProgressBar(); + } + + public static void Upgrade(Material material, MaterialUpgrader upgrader, UpgradeFlags flags) + { + var upgraders = new List(); + upgraders.Add(upgrader); + Upgrade(material, upgraders, flags); + } + + public static void Upgrade(Material material, List upgraders, UpgradeFlags flags) + { + var upgrader = GetUpgrader(upgraders, material); + + if (upgrader != null) + upgrader.Upgrade(material, flags); + else if ((flags & UpgradeFlags.LogMessageWhenNoUpgraderFound) == UpgradeFlags.LogMessageWhenNoUpgraderFound) + Debug.Log(string.Format("There's no upgrader to convert {0} shader to selected pipeline", material.shader.name)); + } + + public static void UpgradeSelection(List upgraders, string progressBarName, UpgradeFlags flags = UpgradeFlags.None) + { + var selection = Selection.objects; + if (!EditorUtility.DisplayDialog("Material Upgrader", string.Format("The upgrade will possibly overwrite all the {0} selected material settings", selection.Length) + + "Be sure to have a project backup before proceeding", "Proceed", "Cancel")) + return; + + string lastMaterialName = ""; + for (int i = 0; i < selection.Length; i++) + { + if (UnityEditor.EditorUtility.DisplayCancelableProgressBar(progressBarName, string.Format("({0} of {1}) {2}", i, selection.Length, lastMaterialName), (float)i / (float)selection.Length)) + break; + + var material = selection[i] as Material; + Upgrade(material, upgraders, flags); + if (material != null) + lastMaterialName = material.name; + } + + UnityEditor.EditorUtility.ClearProgressBar(); + } + } +} diff --git a/Assets/ScriptableRenderPipeline/Editor/MaterialUpgrader.cs.meta b/Assets/ScriptableRenderPipeline/Editor/MaterialUpgrader.cs.meta new file mode 100644 index 00000000000..9f170b126f3 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/Editor/MaterialUpgrader.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 67b996d0727a74b029aff1545143be17 +timeCreated: 1479851694 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline.meta new file mode 100644 index 00000000000..f788b26fead --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a75de3f722a762f4daf65be08cd9c5c6 +folderAsset: yes +timeCreated: 1483548930 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Debug.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug.meta similarity index 79% rename from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Debug.meta rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug.meta index 744aa502040..0592f34cf08 100644 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Debug.meta +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: ee4b12281385a0a4791e3128dd34eae4 +guid: 10d6f30f9ddaa5f47b910603925654fb folderAsset: yes timeCreated: 1475748186 licenseType: Pro diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs new file mode 100644 index 00000000000..1152006244b --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs @@ -0,0 +1,378 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System; + +namespace UnityEngine.Experimental.Rendering.HDPipeline +{ + [GenerateHLSL] + public enum DebugLightingMode + { + None, + DiffuseLighting, + SpecularLighting, + VisualizeCascade + } + + [Serializable] + public class DebugDisplaySettings + { + public float debugOverlayRatio = 0.33f; + public bool displayMaterialDebug = false; + public bool displayRenderingDebug = false; + public bool displayLightingDebug = false; + + public MaterialDebugSettings materialDebugSettings = new MaterialDebugSettings(); + public LightingDebugSettings lightingDebugSettings = new LightingDebugSettings(); + public RenderingDebugSettings renderingDebugSettings = new RenderingDebugSettings(); + + private static bool isDebugViewMaterialInit = false; + public static GUIContent[] debugViewMaterialStrings = null; + public static int[] debugViewMaterialValues = null; + public static GUIContent[] debugViewEngineStrings = null; + public static int[] debugViewEngineValues = null; + public static GUIContent[] debugViewMaterialVaryingStrings = null; + public static int[] debugViewMaterialVaryingValues = null; + public static GUIContent[] debugViewMaterialGBufferStrings = null; + public static int[] debugViewMaterialGBufferValues = null; + + public DebugDisplaySettings() + { + BuildDebugRepresentation(); + } + + public int GetDebugMaterialIndex() + { + return materialDebugSettings.GetDebugMaterialIndex(); + } + + public DebugLightingMode GetDebugLightingMode() + { + return lightingDebugSettings.debugLightingMode; + } + + public bool IsDebugDisplayEnabled() + { + return materialDebugSettings.IsDebugDisplayEnabled() || lightingDebugSettings.IsDebugDisplayEnabled(); + } + + public bool IsDebugMaterialDisplayEnabled() + { + return materialDebugSettings.IsDebugDisplayEnabled(); + } + + public void SetDebugViewMaterial(int value) + { + if (value != 0) + lightingDebugSettings.debugLightingMode = DebugLightingMode.None; + materialDebugSettings.SetDebugViewMaterial(value); + } + + public void SetDebugViewEngine(int value) + { + if (value != 0) + lightingDebugSettings.debugLightingMode = DebugLightingMode.None; + materialDebugSettings.SetDebugViewEngine(value); + } + + public void SetDebugViewVarying(Attributes.DebugViewVarying value) + { + if (value != 0) + lightingDebugSettings.debugLightingMode = DebugLightingMode.None; + materialDebugSettings.SetDebugViewVarying(value); + } + + public void SetDebugViewGBuffer(int value) + { + if (value != 0) + lightingDebugSettings.debugLightingMode = DebugLightingMode.None; + materialDebugSettings.SetDebugViewGBuffer(value); + } + + public void SetDebugLightingMode(DebugLightingMode value) + { + if(value != 0) + materialDebugSettings.DisableMaterialDebug(); + lightingDebugSettings.debugLightingMode = value; + } + + public void RegisterDebug() + { + DebugMenuManager.instance.AddDebugItem("Display Stats", "Frame Rate", () => 1.0f / Time.deltaTime, null, true); + DebugMenuManager.instance.AddDebugItem("Display Stats", "Frame Time", () => Time.deltaTime * 1000.0f, null, true); + + DebugMenuManager.instance.AddDebugItem("Material", "Material",() => materialDebugSettings.debugViewMaterial, (value) => SetDebugViewMaterial((int)value), false, new DebugItemDrawerIntEnum(DebugDisplaySettings.debugViewMaterialStrings, DebugDisplaySettings.debugViewMaterialValues)); + DebugMenuManager.instance.AddDebugItem("Material", "Engine",() => materialDebugSettings.debugViewEngine, (value) => SetDebugViewEngine((int)value), false, new DebugItemDrawerIntEnum(DebugDisplaySettings.debugViewEngineStrings, DebugDisplaySettings.debugViewEngineValues)); + DebugMenuManager.instance.AddDebugItem("Material", "Attributes",() => materialDebugSettings.debugViewVarying, (value) => SetDebugViewVarying((Attributes.DebugViewVarying)value)); + DebugMenuManager.instance.AddDebugItem("Material", "GBuffer",() => materialDebugSettings.debugViewGBuffer, (value) => SetDebugViewGBuffer((int)value), false, new DebugItemDrawerIntEnum(DebugDisplaySettings.debugViewMaterialGBufferStrings, DebugDisplaySettings.debugViewMaterialGBufferValues)); + + DebugMenuManager.instance.AddDebugItem("Enable Shadows", () => lightingDebugSettings.enableShadows, (value) => lightingDebugSettings.enableShadows = (bool)value); + DebugMenuManager.instance.AddDebugItem("Shadow Debug Mode", () => lightingDebugSettings.shadowDebugMode, (value) => lightingDebugSettings.shadowDebugMode = (ShadowMapDebugMode)value); + DebugMenuManager.instance.AddDebugItem("Shadow Map Index", () => lightingDebugSettings.shadowMapIndex, (value) => lightingDebugSettings.shadowMapIndex = (uint)value); + DebugMenuManager.instance.AddDebugItem("Lighting Debug Mode", () => lightingDebugSettings.debugLightingMode, (value) => SetDebugLightingMode((DebugLightingMode)value)); + DebugMenuManager.instance.AddDebugItem("Override Smoothness", () => lightingDebugSettings.overrideSmoothness, (value) => lightingDebugSettings.overrideSmoothness = (bool)value); + DebugMenuManager.instance.AddDebugItem("Override Smoothness Value", () => lightingDebugSettings.overrideSmoothnessValue, (value) => lightingDebugSettings.overrideSmoothnessValue = (float)value, false, new DebugItemDrawFloatMinMax(0.0f, 1.0f)); + DebugMenuManager.instance.AddDebugItem("Debug Lighting Albedo", () => lightingDebugSettings.debugLightingAlbedo, (value) => lightingDebugSettings.debugLightingAlbedo = (Color)value); + DebugMenuManager.instance.AddDebugItem("Lighting", "Display Sky Reflection", () => lightingDebugSettings.displaySkyReflection, (value) => lightingDebugSettings.displaySkyReflection = (bool)value); + DebugMenuManager.instance.AddDebugItem("Sky Reflection Mipmap", () => lightingDebugSettings.skyReflectionMipmap, (value) => lightingDebugSettings.skyReflectionMipmap = (float)value, false, new DebugItemDrawFloatMinMax(0.0f, 1.0f)); + + DebugMenuManager.instance.AddDebugItem("Rendering", "Display Opaque",() => renderingDebugSettings.displayOpaqueObjects, (value) => renderingDebugSettings.displayOpaqueObjects = (bool)value); + DebugMenuManager.instance.AddDebugItem("Rendering", "Display Transparency",() => renderingDebugSettings.displayTransparentObjects, (value) => renderingDebugSettings.displayTransparentObjects = (bool)value); + DebugMenuManager.instance.AddDebugItem("Rendering", "Enable Distortion",() => renderingDebugSettings.enableDistortion, (value) => renderingDebugSettings.enableDistortion = (bool)value); + DebugMenuManager.instance.AddDebugItem("Rendering", "Enable Subsurface Scattering",() => renderingDebugSettings.enableSSS, (value) => renderingDebugSettings.enableSSS = (bool)value); + } + + public void OnValidate() + { + lightingDebugSettings.OnValidate(); + } + + void FillWithProperties(Type type, GUIContent[] debugViewMaterialStrings, int[] debugViewMaterialValues, string strSubNameSpace, ref int index) + { + var attributes = type.GetCustomAttributes(true); + // Get attribute to get the start number of the value for the enum + var attr = attributes[0] as GenerateHLSL; + + if (!attr.needParamDebug) + { + return; + } + + var fields = type.GetFields(); + + var localIndex = 0; + foreach (var field in fields) + { + var fieldName = field.Name; + + // Check if the display name have been override by the users + if (Attribute.IsDefined(field, typeof(SurfaceDataAttributes))) + { + var propertyAttr = (SurfaceDataAttributes[])field.GetCustomAttributes(typeof(SurfaceDataAttributes), false); + if (propertyAttr[0].displayName != "") + { + fieldName = propertyAttr[0].displayName; + } + } + + fieldName = strSubNameSpace + fieldName; + + debugViewMaterialStrings[index] = new GUIContent(fieldName); + debugViewMaterialValues[index] = attr.paramDefinesStart + (int)localIndex; + index++; + localIndex++; + } + } + + void FillWithPropertiesEnum(Type type, GUIContent[] debugViewMaterialStrings, int[] debugViewMaterialValues, string prefix, ref int index) + { + var names = Enum.GetNames(type); + + var localIndex = 0; + foreach (var value in Enum.GetValues(type)) + { + var valueName = prefix + names[localIndex]; + + debugViewMaterialStrings[index] = new GUIContent(valueName); + debugViewMaterialValues[index] = (int)value; + index++; + localIndex++; + } + } + + string GetSubNameSpaceName(Type type) + { + return type.Namespace.Substring(type.Namespace.LastIndexOf((".")) + 1) + "/"; + } + + void BuildDebugRepresentation() + { + if (!isDebugViewMaterialInit) + { + var varyingNames = Enum.GetNames(typeof(Attributes.DebugViewVarying)); + debugViewMaterialVaryingStrings = new GUIContent[varyingNames.Length]; + debugViewMaterialVaryingValues = new int[varyingNames.Length]; + var gbufferNames = Enum.GetNames(typeof(Attributes.DebugViewGbuffer)); + debugViewMaterialGBufferStrings = new GUIContent[gbufferNames.Length + typeof(Lit.BSDFData).GetFields().Length]; + debugViewMaterialGBufferValues = new int[gbufferNames.Length + typeof(Lit.BSDFData).GetFields().Length]; + + var num = typeof(Builtin.BuiltinData).GetFields().Length * 2 // BuildtinData are duplicated for each material + + typeof(Lit.SurfaceData).GetFields().Length + + typeof(Unlit.SurfaceData).GetFields().Length + + 1; // None + + debugViewMaterialStrings = new GUIContent[num]; + debugViewMaterialValues = new int[num]; + + num = typeof(Lit.BSDFData).GetFields().Length + + typeof(Unlit.BSDFData).GetFields().Length + + 1; // None + + debugViewEngineStrings = new GUIContent[num]; + debugViewEngineValues = new int[num]; + + + // Special case for None since it cannot be inferred from SurfaceDAta/BuiltinData + debugViewMaterialStrings[0] = new GUIContent("None"); + debugViewMaterialValues[0] = 0; + var index = 1; + // 0 is a reserved number and should not be used (allow to track error) + FillWithProperties(typeof(Builtin.BuiltinData), debugViewMaterialStrings, debugViewMaterialValues, GetSubNameSpaceName(typeof(Lit.SurfaceData)), ref index); + FillWithProperties(typeof(Lit.SurfaceData), debugViewMaterialStrings, debugViewMaterialValues, GetSubNameSpaceName(typeof(Lit.SurfaceData)), ref index); + FillWithProperties(typeof(Builtin.BuiltinData), debugViewMaterialStrings, debugViewMaterialValues, GetSubNameSpaceName(typeof(Unlit.SurfaceData)), ref index); + FillWithProperties(typeof(Unlit.SurfaceData), debugViewMaterialStrings, debugViewMaterialValues, GetSubNameSpaceName(typeof(Unlit.SurfaceData)), ref index); + + // Engine + debugViewEngineStrings[0] = new GUIContent("None"); + debugViewEngineValues[0] = 0; + index = 1; + FillWithProperties(typeof(Lit.BSDFData), debugViewEngineStrings, debugViewEngineValues, GetSubNameSpaceName(typeof(Lit.BSDFData)), ref index); + FillWithProperties(typeof(Unlit.BSDFData), debugViewEngineStrings, debugViewEngineValues, GetSubNameSpaceName(typeof(Unlit.BSDFData)), ref index); + + index = 0; + FillWithPropertiesEnum(typeof(Attributes.DebugViewVarying), debugViewMaterialVaryingStrings, debugViewMaterialVaryingValues, "", ref index); + index = 0; + FillWithPropertiesEnum(typeof(Attributes.DebugViewGbuffer), debugViewMaterialGBufferStrings, debugViewMaterialGBufferValues, "", ref index); + FillWithProperties(typeof(Lit.BSDFData), debugViewMaterialGBufferStrings, debugViewMaterialGBufferValues, "", ref index); + + isDebugViewMaterialInit = true; + } + } + } + + namespace Attributes + { + // 0 is reserved! + [GenerateHLSL] + public enum DebugViewVarying + { + None = 0, + Texcoord0 = 1, + Texcoord1, + Texcoord2, + Texcoord3, + VertexTangentWS, + VertexBitangentWS, + VertexNormalWS, + VertexColor, + VertexColorAlpha, + // caution if you add something here, it must start below + }; + + // Number must be contiguous + [GenerateHLSL] + public enum DebugViewGbuffer + { + None = 0, + Depth = DebugViewVarying.VertexColorAlpha + 1, + BakeDiffuseLightingWithAlbedoPlusEmissive, + } + } + + [Serializable] + public class MaterialDebugSettings + { + public int debugViewMaterial { get { return m_DebugViewMaterial; } } + public int debugViewEngine { get { return m_DebugViewEngine; } } + public Attributes.DebugViewVarying debugViewVarying { get { return m_DebugViewVarying; } } + public int debugViewGBuffer { get { return m_DebugViewGBuffer; } } + + int m_DebugViewMaterial = 0; // No enum there because everything is generated from materials. + int m_DebugViewEngine = 0; // No enum there because everything is generated from BSDFData + Attributes.DebugViewVarying m_DebugViewVarying = Attributes.DebugViewVarying.None; + int m_DebugViewGBuffer = 0; // Can't use GBuffer enum here because the values are actually split between this enum and values from Lit.BSDFData + + public int GetDebugMaterialIndex() + { + // This value is used in the shader for the actual debug display. + // There is only one uniform parameter for that so we just add all of them + // They are all mutually exclusive so return the sum will return the right index. + return m_DebugViewGBuffer + m_DebugViewMaterial + m_DebugViewEngine + (int)m_DebugViewVarying; + } + + public void DisableMaterialDebug() + { + m_DebugViewMaterial = 0; + m_DebugViewEngine = 0; + m_DebugViewVarying = Attributes.DebugViewVarying.None; + m_DebugViewGBuffer = 0; + } + + public void SetDebugViewMaterial(int value) + { + if (value != 0) + DisableMaterialDebug(); + m_DebugViewMaterial = value; + } + + public void SetDebugViewEngine(int value) + { + if (value != 0) + DisableMaterialDebug(); + m_DebugViewEngine = value; + } + + public void SetDebugViewVarying(Attributes.DebugViewVarying value) + { + if (value != 0) + DisableMaterialDebug(); + m_DebugViewVarying = value; + } + + public void SetDebugViewGBuffer(int value) + { + if (value != 0) + DisableMaterialDebug(); + m_DebugViewGBuffer = value; + } + + + public bool IsDebugDisplayEnabled() + { + return (m_DebugViewEngine != 0 || m_DebugViewMaterial != 0 || m_DebugViewVarying != Attributes.DebugViewVarying.None || m_DebugViewGBuffer != 0); + } + } + + [Serializable] + public class RenderingDebugSettings + { + public bool displayOpaqueObjects = true; + public bool displayTransparentObjects = true; + public bool enableDistortion = true; + public bool enableSSS = true; + } + + public enum ShadowMapDebugMode + { + None, + VisualizeAtlas, + VisualizeShadowMap + } + + [Serializable] + public class LightingDebugSettings + { + public bool IsDebugDisplayEnabled() + { + return debugLightingMode != DebugLightingMode.None; + } + + public DebugLightingMode debugLightingMode = DebugLightingMode.None; + public bool enableShadows = true; + public ShadowMapDebugMode shadowDebugMode = ShadowMapDebugMode.None; + public uint shadowMapIndex = 0; + + public bool overrideSmoothness = false; + public float overrideSmoothnessValue = 0.5f; + public Color debugLightingAlbedo = new Color(0.5f, 0.5f, 0.5f); + + public bool displaySkyReflection = false; + public float skyReflectionMipmap = 0.0f; + + public void OnValidate() + { + overrideSmoothnessValue = Mathf.Clamp(overrideSmoothnessValue, 0.0f, 1.0f); + skyReflectionMipmap = Mathf.Clamp(skyReflectionMipmap, 0.0f, 1.0f); + } + } +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs.hlsl new file mode 100644 index 00000000000..e2ea92445a9 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs.hlsl @@ -0,0 +1,37 @@ +// +// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs. Please don't edit by hand. +// + +#ifndef DEBUGDISPLAY_CS_HLSL +#define DEBUGDISPLAY_CS_HLSL +// +// UnityEngine.Experimental.Rendering.HDPipeline.DebugLightingMode: static fields +// +#define DEBUGLIGHTINGMODE_NONE (0) +#define DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING (1) +#define DEBUGLIGHTINGMODE_SPECULAR_LIGHTING (2) +#define DEBUGLIGHTINGMODE_VISUALIZE_CASCADE (3) + +// +// UnityEngine.Experimental.Rendering.HDPipeline.Attributes.DebugViewVarying: static fields +// +#define DEBUGVIEWVARYING_NONE (0) +#define DEBUGVIEWVARYING_TEXCOORD0 (1) +#define DEBUGVIEWVARYING_TEXCOORD1 (2) +#define DEBUGVIEWVARYING_TEXCOORD2 (3) +#define DEBUGVIEWVARYING_TEXCOORD3 (4) +#define DEBUGVIEWVARYING_VERTEX_TANGENT_WS (5) +#define DEBUGVIEWVARYING_VERTEX_BITANGENT_WS (6) +#define DEBUGVIEWVARYING_VERTEX_NORMAL_WS (7) +#define DEBUGVIEWVARYING_VERTEX_COLOR (8) +#define DEBUGVIEWVARYING_VERTEX_COLOR_ALPHA (9) + +// +// UnityEngine.Experimental.Rendering.HDPipeline.Attributes.DebugViewGbuffer: static fields +// +#define DEBUGVIEWGBUFFER_NONE (0) +#define DEBUGVIEWGBUFFER_DEPTH (10) +#define DEBUGVIEWGBUFFER_BAKE_DIFFUSE_LIGHTING_WITH_ALBEDO_PLUS_EMISSIVE (11) + + +#endif diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs.hlsl.meta new file mode 100644 index 00000000000..85512f77f0e --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 8f206be5d6c03164da4ba185ebead15a +timeCreated: 1492764489 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs.meta new file mode 100644 index 00000000000..e1593beca9e --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: af3e841f9b2f10049b025e31928eef49 +timeCreated: 1492764488 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.hlsl new file mode 100644 index 00000000000..12f9a0dc8e2 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.hlsl @@ -0,0 +1,12 @@ +#ifndef UNITY_DEBUG_DISPLAY_INCLUDED +#define UNITY_DEBUG_DISPLAY_INCLUDED + +#include "DebugDisplay.cs.hlsl" + +// Set of parameters available when switching to debug shader mode +int _DebugLightingMode; // Match enum DebugLightingMode +int _DebugViewMaterial; // Contain the id (define in various materialXXX.cs.hlsl) of the property to display +float4 _DebugLightingAlbedo; // xyz = albedo for diffuse, w unused +float4 _DebugLightingSmoothness; // x == bool override, y == override value + +#endif diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.hlsl.meta new file mode 100644 index 00000000000..b608c240190 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: d6dd73727229cdd41ab7f4b61be39b73 +timeCreated: 1492764490 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources.meta new file mode 100644 index 00000000000..696ab296196 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: f4b0b1230e64e254c9ab59a66dca1b26 +folderAsset: yes +timeCreated: 1479129942 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugDisplayLatlong.shader b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugDisplayLatlong.shader new file mode 100644 index 00000000000..50ac669ad77 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugDisplayLatlong.shader @@ -0,0 +1,60 @@ +Shader "Hidden/HDRenderPipeline/DebugDisplayLatlong" +{ + SubShader + { + Pass + { + ZWrite Off + ZTest Off + Blend One Zero + Cull Off + + HLSLPROGRAM + #pragma target 4.5 + #pragma only_renderers d3d11 ps4 metal // TEMP: unitl we go futher in dev + + #pragma vertex Vert + #pragma fragment Frag + + #include "../../../ShaderLibrary/Common.hlsl" + #include "../../../ShaderLibrary/ImageBasedLighting.hlsl" + + TEXTURECUBE(_InputCubemap); + SAMPLERCUBE(sampler_InputCubemap); + float _Mipmap; + + struct Attributes + { + uint vertexID : SV_VertexID; + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float2 texcoord : TEXCOORD0; + }; + + Varyings Vert(Attributes input) + { + Varyings output; + output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID); + output.texcoord = GetFullScreenTriangleTexcoord(input.vertexID);// *_TextureScaleBias.xy + _TextureScaleBias.zw; + + return output; + } + + float4 Frag(Varyings input) : SV_Target + { + uint width, height, depth, mipCount; + width = height = depth = mipCount = 0; + _InputCubemap.GetDimensions(width, height, depth, mipCount); + mipCount = clamp(mipCount, 0, UNITY_SPECCUBE_LOD_STEPS); + return SAMPLE_TEXTURECUBE_LOD(_InputCubemap, sampler_InputCubemap, LatlongToDirectionCoordinate(input.texcoord.xy), _Mipmap * mipCount); + } + + ENDHLSL + } + + } + Fallback Off +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugDisplayLatlong.shader.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugDisplayLatlong.shader.meta new file mode 100644 index 00000000000..33ceea9115c --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugDisplayLatlong.shader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: c1d1d149a043a5349ba367da6c2051ba +timeCreated: 1476053153 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: + \ No newline at end of file diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugDisplayShadowMap.shader b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugDisplayShadowMap.shader new file mode 100644 index 00000000000..21fed083b7c --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugDisplayShadowMap.shader @@ -0,0 +1,60 @@ +Shader "Hidden/HDRenderPipeline/DebugDisplayShadowMap" +{ + SubShader + { + Pass + { + ZWrite Off + ZTest Off + Blend One Zero + Cull Off + + HLSLPROGRAM + #pragma target 4.5 + #pragma only_renderers d3d11 ps4 metal // TEMP: unitl we go futher in dev + + #pragma vertex Vert + #pragma fragment Frag + + #include "../../../ShaderLibrary/Common.hlsl" + + TEXTURE2D_FLOAT(g_tShadowBuffer); + + TEXTURE2D(_DummyTexture); + SAMPLER2D(sampler_DummyTexture); + + float4 _TextureScaleBias; + + struct Attributes + { + uint vertexID : SV_VertexID; + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float2 texcoord : TEXCOORD0; + }; + + Varyings Vert(Attributes input) + { + Varyings output; + output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID); + output.texcoord = GetFullScreenTriangleTexcoord(input.vertexID) * _TextureScaleBias.xy + _TextureScaleBias.zw; + + return output; + } + + float4 Frag(Varyings input) : SV_Target + { + // We need the dummy texture for the sampler, but we also need to sample it in order not to get a compile error. + float4 dummy = SAMPLE_TEXTURE2D(_DummyTexture, sampler_DummyTexture, input.texcoord) * 0.00001; + return SAMPLE_TEXTURE2D(g_tShadowBuffer, sampler_DummyTexture, input.texcoord).xxxx + dummy; + } + + ENDHLSL + } + + } + Fallback Off +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugDisplayShadowMap.shader.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugDisplayShadowMap.shader.meta new file mode 100644 index 00000000000..44565104cc0 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugDisplayShadowMap.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: ee25e539f5594f44085e0a9000c15d9b +timeCreated: 1476053153 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugViewMaterialGBuffer.shader b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugViewMaterialGBuffer.shader new file mode 100644 index 00000000000..c68648e0e96 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugViewMaterialGBuffer.shader @@ -0,0 +1,104 @@ +Shader "Hidden/HDRenderPipeline/DebugViewMaterialGBuffer" +{ + SubShader + { + Pass + { + ZWrite Off + Blend SrcAlpha OneMinusSrcAlpha // We will lerp only the values that are valid + + HLSLPROGRAM + #pragma target 4.5 + #pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev + + #pragma vertex Vert + #pragma fragment Frag + + #include "../../../ShaderLibrary/Common.hlsl" + #include "../../../ShaderLibrary/Color.hlsl" + + // CAUTION: In case deferred lighting need to support various lighting model statically, we will require to do multicompile with different define like UNITY_MATERIAL_LIT + #define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl + #include "../../ShaderConfig.cs.hlsl" + #include "../../ShaderVariables.hlsl" + #define DEBUG_DISPLAY + #include "../../Debug/DebugDisplay.hlsl" + #include "../../Material/Material.hlsl" + + DECLARE_GBUFFER_TEXTURE(_GBufferTexture); + + struct Attributes + { + float3 positionOS : POSITION; + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + }; + + Varyings Vert(Attributes input) + { + // TODO: implement SV_vertexID full screen quad + Varyings output; + float3 positionWS = TransformObjectToWorld(input.positionOS); + output.positionCS = TransformWorldToHClip(positionWS); + + return output; + } + + float4 Frag(Varyings input) : SV_Target + { + // input.positionCS is SV_Position + PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw); + float depth = LOAD_TEXTURE2D(_MainDepthTexture, posInput.unPositionSS).x; + UpdatePositionInput(depth, _InvViewProjMatrix, _ViewProjMatrix, posInput); + + FETCH_GBUFFER(gbuffer, _GBufferTexture, posInput.unPositionSS); + BSDFData bsdfData; + float3 bakeDiffuseLighting; + DECODE_FROM_GBUFFER(gbuffer, 0xFFFFFFFF, bsdfData, bakeDiffuseLighting); + + // Init to not expected value + float3 result = float3(-666.0, 0.0, 0.0); + bool needLinearToSRGB = false; + + if (_DebugViewMaterial == DEBUGVIEWGBUFFER_DEPTH) + { + float linearDepth = frac(posInput.depthVS * 0.1); + result = linearDepth.xxx; + } + // Caution: This value is not the same than the builtin data bakeDiffuseLighting. It also include emissive and multiply by the albedo + else if (_DebugViewMaterial == DEBUGVIEWGBUFFER_BAKE_DIFFUSE_LIGHTING_WITH_ALBEDO_PLUS_EMISSIVE) + { + // TODO: require a remap + // TODO: we should not gamma correct, but easier to debug for now without correct high range value + result = bakeDiffuseLighting; needLinearToSRGB = true; + } + + GetBSDFDataDebug(_DebugViewMaterial, bsdfData, result, needLinearToSRGB); + + // f we haven't touch result, we don't blend it. This allow to have the GBuffer debug pass working with the regular forward debug pass. + // The forward debug pass will write its value and then the deferred will overwrite only touched texels. + if (result.x == -666.0) + { + return float4(0.0, 0.0, 0.0, 0.0); + } + else + { + // TEMP! + // For now, the final blit in the backbuffer performs an sRGB write + // So in the meantime we apply the inverse transform to linear data to compensate. + if (!needLinearToSRGB) + result = SRGBToLinear(max(0, result)); + + return float4(result, 1.0); + } + } + + ENDHLSL + } + + } + Fallback Off +} diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Debug/DebugViewMaterialGBuffer.shader.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugViewMaterialGBuffer.shader.meta similarity index 87% rename from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Debug/DebugViewMaterialGBuffer.shader.meta rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugViewMaterialGBuffer.shader.meta index 983019cd7a7..e600e8008ab 100644 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Debug/DebugViewMaterialGBuffer.shader.meta +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugViewMaterialGBuffer.shader.meta @@ -1,6 +1,6 @@ fileFormatVersion: 2 guid: 439949ea1bfa91b4ba0d04269fcde33d -timeCreated: 1476053153 +timeCreated: 1492803708 licenseType: Pro ShaderImporter: defaultTextures: [] diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugViewTiles.shader b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugViewTiles.shader new file mode 100644 index 00000000000..6c2f2dc6bf9 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugViewTiles.shader @@ -0,0 +1,228 @@ +Shader "Hidden/HDRenderPipeline/DebugViewTiles" +{ + SubShader + { + + Pass + { + ZWrite Off + Blend SrcAlpha OneMinusSrcAlpha + + HLSLPROGRAM + #pragma target 4.5 + #pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev + + #pragma vertex Vert + #pragma fragment Frag + + #define LIGHTLOOP_TILE_PASS + #define LIGHTLOOP_TILE_ALL + + #pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST + #pragma multi_compile SHOW_LIGHT_CATEGORIES SHOW_FEATURE_VARIANTS + + //------------------------------------------------------------------------------------- + // Include + //------------------------------------------------------------------------------------- + + #include "../../../ShaderLibrary/Common.hlsl" + + // Note: We have fix as guidelines that we have only one deferred material (with control of GBuffer enabled). Mean a users that add a new + // deferred material must replace the old one here. If in the future we want to support multiple layout (cause a lot of consistency problem), + // the deferred shader will require to use multicompile. + #define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl + #include "../../ShaderConfig.cs.hlsl" + #include "../../ShaderVariables.hlsl" + #include "../../Lighting/Lighting.hlsl" // This include Material.hlsl + + //------------------------------------------------------------------------------------- + // variable declaration + //------------------------------------------------------------------------------------- + + uint _ViewTilesFlags; + uint _NumTiles; + float2 _MousePixelCoord; + + StructuredBuffer g_TileList; + Buffer g_DispatchIndirectBuffer; + + struct VSOut + { + float4 Pos : SV_POSITION; + int Variant : TEXCOORD0; + }; + +#if SHOW_FEATURE_VARIANTS + VSOut Vert(uint vertexID : SV_VertexID) + { + uint quadIndex = vertexID / 6; + uint quadVertex = vertexID - quadIndex * 6; + quadVertex = (0x312210 >> (quadVertex<<2)) & 3; //remap [0,5]->[0,3] + + uint2 tileSize = GetTileSize(); + + uint variant = 0; + while (quadIndex >= g_DispatchIndirectBuffer[variant * 3 + 0] && variant < NUM_FEATURE_VARIANTS) + { + quadIndex -= g_DispatchIndirectBuffer[variant * 3 + 0]; + variant++; + } + + uint tileIndex = g_TileList[variant * _NumTiles + quadIndex]; + uint2 tileCoord = uint2(tileIndex & 0xFFFF, tileIndex >> 16); + uint2 pixelCoord = (tileCoord + uint2((quadVertex+1) & 1, (quadVertex >> 1) & 1)) * tileSize; + + float2 clipCoord = (pixelCoord / _ScreenParams.xy) * 2.0 - 1.0; + clipCoord.y *= -1; + + VSOut Out; + Out.Pos = float4(clipCoord, 0, 1.0); + Out.Variant = variant; + return Out; + } +#else + VSOut Vert(float3 positionOS : POSITION) + { + VSOut Out; + Out.Pos = TransformWorldToHClip(TransformObjectToWorld(positionOS)); + Out.Variant = 0; + return Out; + } +#endif + + float4 AlphaBlend(float4 c0, float4 c1) // c1 over c0 + { + return float4(lerp(c0.rgb, c1.rgb, c1.a), c0.a + c1.a - c0.a * c1.a); + } + + float4 OverlayHeatMap(uint2 pixCoord, uint n) + { + const float4 kRadarColors[12] = + { + float4(0.0, 0.0, 0.0, 0.0), // black + float4(0.0, 0.0, 0.6, 0.5), // dark blue + float4(0.0, 0.0, 0.9, 0.5), // blue + float4(0.0, 0.6, 0.9, 0.5), // light blue + float4(0.0, 0.9, 0.9, 0.5), // cyan + float4(0.0, 0.9, 0.6, 0.5), // blueish green + float4(0.0, 0.9, 0.0, 0.5), // green + float4(0.6, 0.9, 0.0, 0.5), // yellowish green + float4(0.9, 0.9, 0.0, 0.5), // yellow + float4(0.9, 0.6, 0.0, 0.5), // orange + float4(0.9, 0.0, 0.0, 0.5), // red + float4(1.0, 0.0, 0.0, 0.9) // strong red + }; + + float maxNrLightsPerTile = 31; // TODO: setup a constant for that + + int colorIndex = n == 0 ? 0 : (1 + (int)floor(10 * (log2((float)n) / log2(maxNrLightsPerTile)))); + colorIndex = colorIndex < 0 ? 0 : colorIndex; + float4 col = colorIndex > 11 ? float4(1.0, 1.0, 1.0, 1.0) : kRadarColors[colorIndex]; + + int2 coord = pixCoord - int2(1, 1); + + float4 color = float4(PositivePow(col.xyz, 2.2), 0.3 * col.w); + if (n >= 0) + { + if (SampleDebugFontNumber(coord, n)) // Shadow + color = float4(0, 0, 0, 1); + if (SampleDebugFontNumber(coord + 1, n)) // Text + color = float4(1, 1, 1, 1); + } + return color; + } + + float4 Frag(float4 positionCS : SV_POSITION, int Variant : TEXCOORD0) : SV_Target + { + // positionCS is SV_Position + PositionInputs posInput = GetPositionInput(positionCS.xy, _ScreenSize.zw, uint2(positionCS.xy) / GetTileSize()); + float depth = LOAD_TEXTURE2D(_MainDepthTexture, posInput.unPositionSS).x; + UpdatePositionInput(depth, _InvViewProjMatrix, _ViewProjMatrix, posInput); + + int2 pixelCoord = posInput.unPositionSS.xy; + int2 tileCoord = (float2)pixelCoord / GetTileSize(); + int2 mouseTileCoord = _MousePixelCoord / GetTileSize(); + int2 offsetInTile = pixelCoord - tileCoord * GetTileSize(); + + int n = 0; +#ifdef SHOW_LIGHT_CATEGORIES + for (int category = 0; category < LIGHTCATEGORY_COUNT; category++) + { + uint mask = 1u << category; + if (mask & _ViewTilesFlags) + { + uint start; + uint count; + GetCountAndStart(posInput, category, start, count); + n += count; + } + } + if(n == 0) n = -1; +#else + n = Variant; +#endif + + float4 result = float4(0.0, 0.0, 0.0, 0.0); + + // Tile overlap counter + if (n >= 0) + { + result = OverlayHeatMap(int2(posInput.unPositionSS.xy) & (GetTileSize() - 1), n); + } + +#ifdef SHOW_LIGHT_CATEGORIES + // Highlight selected tile + if (all(mouseTileCoord == tileCoord)) + { + bool border = any(offsetInTile == 0 || offsetInTile == GetTileSize() - 1); + float4 result2 = float4(1.0, 1.0, 1.0, border ? 1.0 : 0.5); + result = AlphaBlend(result, result2); + } + + // Print light lists for selected tile at the bottom of the screen + int maxLights = 32; + if (tileCoord.y < LIGHTCATEGORY_COUNT && tileCoord.x < maxLights + 3) + { + PositionInputs mousePosInput = GetPositionInput(_MousePixelCoord, _ScreenSize.zw, uint2(0,0)); + float depthMouse = LOAD_TEXTURE2D(_MainDepthTexture, mousePosInput.unPositionSS).x; + UpdatePositionInput(depthMouse, _InvViewProjMatrix, _ViewProjMatrix, mousePosInput); + + uint category = (LIGHTCATEGORY_COUNT - 1) - tileCoord.y; + uint start; + uint count; + GetCountAndStart(mousePosInput, category, start, count); + + float4 result2 = float4(.1,.1,.1,.9); + int2 fontCoord = int2(pixelCoord.x, offsetInTile.y); + int lightListIndex = tileCoord.x - 2; + + int n = -1; + if(tileCoord.x == 0) + { + n = (int)count; + } + else if(lightListIndex >= 0 && lightListIndex < (int)count) + { + n = FetchIndex(start, lightListIndex); + } + + if (n >= 0) + { + if (SampleDebugFontNumber(offsetInTile, n)) + result2 = float4(0.0, 0.0, 0.0, 1.0); + if (SampleDebugFontNumber(offsetInTile + 1, n)) + result2 = float4(1.0, 1.0, 1.0, 1.0); + } + + result = AlphaBlend(result, result2); + } +#endif + + return result; + } + + ENDHLSL + } + } + Fallback Off +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugViewTiles.shader.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugViewTiles.shader.meta new file mode 100644 index 00000000000..17daf8e109f --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugViewTiles.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c7c2bd17b06ceb4468e14081aaf1b96f +timeCreated: 1480329456 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/DefaultCommonSettings.asset b/Assets/ScriptableRenderPipeline/HDRenderPipeline/DefaultCommonSettings.asset new file mode 100644 index 00000000000..b81fd0466e4 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/DefaultCommonSettings.asset @@ -0,0 +1,23 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_PrefabParentObject: {fileID: 0} + m_PrefabInternal: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: bc357c46587fc9d4cb8f311794d7d2f3, type: 3} + m_Name: DefaultCommonSettings + m_EditorClassIdentifier: + m_Settings: + m_ShadowMaxDistance: 1000 + m_ShadowCascadeCount: 4 + m_ShadowCascadeSplit0: 0.05 + m_ShadowCascadeSplit1: 0.2 + m_ShadowCascadeSplit2: 0.3 + m_SssProfileStdDev1: {r: 0.3, g: 0.3, b: 0.3, a: 0} + m_SssProfileStdDev2: {r: 1, g: 1, b: 1, a: 0} + m_SssProfileLerpWeight: 0.5 + m_SssBilateralScale: 0.1 diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/DefaultCommonSettings.asset.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/DefaultCommonSettings.asset.meta new file mode 100644 index 00000000000..ea6340e81f5 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/DefaultCommonSettings.asset.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: d8980cba5cb12414ca57fe2c5fabe2f3 +timeCreated: 1485858348 +licenseType: Pro +NativeFormatImporter: + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor.meta new file mode 100644 index 00000000000..e743677cec5 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 6170264326b703040b82caf4f14a7567 +folderAsset: yes +timeCreated: 1479127051 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs new file mode 100644 index 00000000000..a5f962ec757 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs @@ -0,0 +1,481 @@ +using System; +using System.Reflection; +using System.Linq.Expressions; +using UnityEditor; + +//using EditorGUIUtility=UnityEditor.EditorGUIUtility; + +namespace UnityEngine.Experimental.Rendering.HDPipeline +{ + [CustomEditor(typeof(HDRenderPipeline))] + public class HDRenderPipelineInspector : Editor + { + private class Styles + { + public readonly GUIContent settingsLabel = new GUIContent("Settings"); + + // Rendering Settings + public readonly GUIContent renderingSettingsLabel = new GUIContent("Rendering Settings"); + public readonly GUIContent useForwardRenderingOnly = new GUIContent("Use Forward Rendering Only"); + public readonly GUIContent useDepthPrepass = new GUIContent("Use Depth Prepass"); + + // Texture Settings + public readonly GUIContent textureSettings = new GUIContent("Texture Settings"); + public readonly GUIContent spotCookieSize = new GUIContent("Spot cookie size"); + public readonly GUIContent pointCookieSize = new GUIContent("Point cookie size"); + public readonly GUIContent reflectionCubemapSize = new GUIContent("Reflection cubemap size"); + + public readonly GUIContent sssSettings = new GUIContent("Subsurface Scattering Settings"); + + // Shadow Settings + public readonly GUIContent shadowSettings = new GUIContent("Shadow Settings"); + public readonly GUIContent shadowsAtlasWidth = new GUIContent("Atlas width"); + public readonly GUIContent shadowsAtlasHeight = new GUIContent("Atlas height"); + + // Subsurface Scattering Settings + public readonly GUIContent[] sssProfiles = new GUIContent[SubsurfaceScatteringSettings.maxNumProfiles] { new GUIContent("Profile #0"), new GUIContent("Profile #1"), new GUIContent("Profile #2"), new GUIContent("Profile #3"), new GUIContent("Profile #4"), new GUIContent("Profile #5"), new GUIContent("Profile #6"), new GUIContent("Profile #7") }; + public readonly GUIContent sssNumProfiles = new GUIContent("Number of profiles"); + + // Tile pass Settings + public readonly GUIContent tileLightLoopSettings = new GUIContent("Tile Light Loop Settings"); + public readonly string[] tileLightLoopDebugTileFlagStrings = new string[] { "Punctual Light", "Area Light", "Env Light"}; + public readonly GUIContent splitLightEvaluation = new GUIContent("Split light and reflection evaluation", "Toggle"); + public readonly GUIContent bigTilePrepass = new GUIContent("Enable big tile prepass", "Toggle"); + public readonly GUIContent clustered = new GUIContent("Enable clustered", "Toggle"); + public readonly GUIContent enableTileAndCluster = new GUIContent("Enable Tile/clustered", "Toggle"); + public readonly GUIContent enableComputeLightEvaluation = new GUIContent("Enable Compute Light Evaluation", "Toggle"); + + // Sky Settings + public readonly GUIContent skyParams = new GUIContent("Sky Settings"); + + // Debug Display Settings + public readonly GUIContent debugging = new GUIContent("Debugging"); + public readonly GUIContent debugOverlayRatio = new GUIContent("Overlay Ratio"); + + // Material debug + public readonly GUIContent materialDebugLabel = new GUIContent("Material Debug"); + public readonly GUIContent debugViewMaterial = new GUIContent("DebugView Material", "Display various properties of Materials."); + public readonly GUIContent debugViewEngine = new GUIContent("DebugView Engine", "Display various properties of Materials."); + public readonly GUIContent debugViewMaterialVarying = new GUIContent("DebugView Attributes", "Display varying input of Materials."); + public readonly GUIContent debugViewMaterialGBuffer = new GUIContent("DebugView GBuffer", "Display GBuffer properties."); + + // Rendering Debug + public readonly GUIContent renderingDebugSettings = new GUIContent("Rendering Debug"); + public readonly GUIContent displayOpaqueObjects = new GUIContent("Display Opaque Objects", "Toggle opaque objects rendering on and off."); + public readonly GUIContent displayTransparentObjects = new GUIContent("Display Transparent Objects", "Toggle transparent objects rendering on and off."); + public readonly GUIContent enableDistortion = new GUIContent("Enable Distortion"); + public readonly GUIContent enableSSS = new GUIContent("Enable Subsurface Scattering"); + + // Lighting Debug + public readonly GUIContent lightingDebugSettings = new GUIContent("Lighting Debug"); + public readonly GUIContent shadowDebugEnable = new GUIContent("Enable Shadows"); + public readonly GUIContent lightingVisualizationMode = new GUIContent("Lighting Debug Mode"); + public readonly GUIContent[] debugViewLightingStrings = { new GUIContent("None"), new GUIContent("Diffuse Lighting"), new GUIContent("Specular Lighting"), new GUIContent("Visualize Cascades") }; + public readonly int[] debugViewLightingValues = { (int)DebugLightingMode.None, (int)DebugLightingMode.DiffuseLighting, (int)DebugLightingMode.SpecularLighting, (int)DebugLightingMode.VisualizeCascade }; + public readonly GUIContent shadowDebugVisualizationMode = new GUIContent("Shadow Maps Debug Mode"); + public readonly GUIContent shadowDebugVisualizeShadowIndex = new GUIContent("Visualize Shadow Index"); + public readonly GUIContent lightingDebugOverrideSmoothness = new GUIContent("Override Smoothness"); + public readonly GUIContent lightingDebugOverrideSmoothnessValue = new GUIContent("Smoothness Value"); + public readonly GUIContent lightingDebugAlbedo = new GUIContent("Lighting Debug Albedo"); + public readonly GUIContent lightingDisplaySkyReflection = new GUIContent("Display Sky Reflection"); + public readonly GUIContent lightingDisplaySkyReflectionMipmap = new GUIContent("Reflection Mipmap"); + } + + private static Styles s_Styles = null; + + private static Styles styles + { + get + { + if (s_Styles == null) + s_Styles = new Styles(); + return s_Styles; + } + } + + // Display Debug + SerializedProperty m_ShowMaterialDebug = null; + SerializedProperty m_ShowLightingDebug = null; + SerializedProperty m_ShowRenderingDebug = null; + SerializedProperty m_DebugOverlayRatio = null; + + // Rendering Debug + SerializedProperty m_DisplayOpaqueObjects = null; + SerializedProperty m_DisplayTransparentObjects = null; + SerializedProperty m_EnableDistortion = null; + SerializedProperty m_EnableSSS = null; + + // Lighting debug + SerializedProperty m_DebugShadowEnabled = null; + SerializedProperty m_ShadowDebugMode = null; + SerializedProperty m_ShadowDebugShadowMapIndex = null; + SerializedProperty m_LightingDebugOverrideSmoothness = null; + SerializedProperty m_LightingDebugOverrideSmoothnessValue = null; + SerializedProperty m_LightingDebugAlbedo = null; + SerializedProperty m_LightingDebugDisplaySkyReflection = null; + SerializedProperty m_LightingDebugDisplaySkyReflectionMipmap = null; + + // Rendering Settings + SerializedProperty m_RenderingUseForwardOnly = null; + SerializedProperty m_RenderingUseDepthPrepass = null; + + // Subsurface Scattering Settings + SerializedProperty m_Profiles = null; + SerializedProperty m_NumProfiles = null; + + private void InitializeProperties() + { + // DebugDisplay debug + m_DebugOverlayRatio = FindProperty(x => x.debugDisplaySettings.debugOverlayRatio); + m_ShowLightingDebug = FindProperty(x => x.debugDisplaySettings.displayLightingDebug); + m_ShowRenderingDebug = FindProperty(x => x.debugDisplaySettings.displayRenderingDebug); + m_ShowMaterialDebug = FindProperty(x => x.debugDisplaySettings.displayMaterialDebug); + + // Rendering debug + m_DisplayOpaqueObjects = FindProperty(x => x.debugDisplaySettings.renderingDebugSettings.displayOpaqueObjects); + m_DisplayTransparentObjects = FindProperty(x => x.debugDisplaySettings.renderingDebugSettings.displayTransparentObjects); + m_EnableDistortion = FindProperty(x => x.debugDisplaySettings.renderingDebugSettings.enableDistortion); + m_EnableSSS = FindProperty(x => x.debugDisplaySettings.renderingDebugSettings.enableSSS); + + // Lighting debug + m_DebugShadowEnabled = FindProperty(x => x.debugDisplaySettings.lightingDebugSettings.enableShadows); + m_ShadowDebugMode = FindProperty(x => x.debugDisplaySettings.lightingDebugSettings.shadowDebugMode); + m_ShadowDebugShadowMapIndex = FindProperty(x => x.debugDisplaySettings.lightingDebugSettings.shadowMapIndex); + m_LightingDebugOverrideSmoothness = FindProperty(x => x.debugDisplaySettings.lightingDebugSettings.overrideSmoothness); + m_LightingDebugOverrideSmoothnessValue = FindProperty(x => x.debugDisplaySettings.lightingDebugSettings.overrideSmoothnessValue); + m_LightingDebugAlbedo = FindProperty(x => x.debugDisplaySettings.lightingDebugSettings.debugLightingAlbedo); + m_LightingDebugDisplaySkyReflection = FindProperty(x => x.debugDisplaySettings.lightingDebugSettings.displaySkyReflection); + m_LightingDebugDisplaySkyReflectionMipmap = FindProperty(x => x.debugDisplaySettings.lightingDebugSettings.skyReflectionMipmap); + + // Rendering settings + m_RenderingUseForwardOnly = FindProperty(x => x.renderingSettings.useForwardRenderingOnly); + m_RenderingUseDepthPrepass = FindProperty(x => x.renderingSettings.useDepthPrepass); + + // Subsurface Scattering Settings + m_Profiles = FindProperty(x => x.sssSettings.profiles); + m_NumProfiles = m_Profiles.FindPropertyRelative("Array.size"); + } + + SerializedProperty FindProperty(Expression> expr) + { + var path = Utilities.GetFieldPath(expr); + return serializedObject.FindProperty(path); + } + + static void HackSetDirty(RenderPipelineAsset asset) + { + EditorUtility.SetDirty(asset); + var method = typeof(RenderPipelineAsset).GetMethod("OnValidate", BindingFlags.FlattenHierarchy | BindingFlags.NonPublic | BindingFlags.Instance); + if (method != null) + method.Invoke(asset, new object[0]); + } + + private void DebuggingUI(HDRenderPipeline renderContext, HDRenderPipelineInstance renderpipelineInstance) + { + EditorGUILayout.LabelField(styles.debugging); + + // Debug Display settings + EditorGUI.indentLevel++; + m_DebugOverlayRatio.floatValue = EditorGUILayout.Slider(styles.debugOverlayRatio, m_DebugOverlayRatio.floatValue, 0.1f, 1.0f); + EditorGUILayout.Space(); + + RenderingDebugSettingsUI(renderContext); + MaterialDebugSettingsUI(renderContext); + LightingDebugSettingsUI(renderContext, renderpipelineInstance); + + EditorGUILayout.Space(); + + EditorGUI.indentLevel--; + } + + private void MaterialDebugSettingsUI(HDRenderPipeline renderContext) + { + HDRenderPipeline hdPipe = target as HDRenderPipeline; + + m_ShowMaterialDebug.boolValue = EditorGUILayout.Foldout(m_ShowMaterialDebug.boolValue, styles.materialDebugLabel); + if (!m_ShowMaterialDebug.boolValue) + return; + + EditorGUI.indentLevel++; + + bool dirty = false; + EditorGUI.BeginChangeCheck(); + int value = EditorGUILayout.IntPopup(styles.debugViewMaterial, hdPipe.debugDisplaySettings.materialDebugSettings.debugViewMaterial, DebugDisplaySettings.debugViewMaterialStrings, DebugDisplaySettings.debugViewMaterialValues); + if (EditorGUI.EndChangeCheck()) + { + hdPipe.debugDisplaySettings.SetDebugViewMaterial(value); + dirty = true; + } + + EditorGUI.BeginChangeCheck(); + value = EditorGUILayout.IntPopup(styles.debugViewEngine, hdPipe.debugDisplaySettings.materialDebugSettings.debugViewEngine, DebugDisplaySettings.debugViewEngineStrings, DebugDisplaySettings.debugViewEngineValues); + if (EditorGUI.EndChangeCheck()) + { + hdPipe.debugDisplaySettings.SetDebugViewEngine(value); + dirty = true; + } + + EditorGUI.BeginChangeCheck(); + value = EditorGUILayout.IntPopup(styles.debugViewMaterialVarying, (int)hdPipe.debugDisplaySettings.materialDebugSettings.debugViewVarying, DebugDisplaySettings.debugViewMaterialVaryingStrings, DebugDisplaySettings.debugViewMaterialVaryingValues); + if (EditorGUI.EndChangeCheck()) + { + hdPipe.debugDisplaySettings.SetDebugViewVarying((Attributes.DebugViewVarying)value); + dirty = true; + } + + EditorGUI.BeginChangeCheck(); + value = EditorGUILayout.IntPopup(styles.debugViewMaterialGBuffer, (int)hdPipe.debugDisplaySettings.materialDebugSettings.debugViewGBuffer, DebugDisplaySettings.debugViewMaterialGBufferStrings, DebugDisplaySettings.debugViewMaterialGBufferValues); + if (EditorGUI.EndChangeCheck()) + { + hdPipe.debugDisplaySettings.SetDebugViewGBuffer(value); + dirty = true; + } + + if(dirty) + HackSetDirty(renderContext); // Repaint + + EditorGUI.indentLevel--; + } + + private void RenderingDebugSettingsUI(HDRenderPipeline renderContext) + { + m_ShowRenderingDebug.boolValue = EditorGUILayout.Foldout(m_ShowRenderingDebug.boolValue, styles.renderingDebugSettings); + if (!m_ShowRenderingDebug.boolValue) + return; + + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(m_DisplayOpaqueObjects, styles.displayOpaqueObjects); + EditorGUILayout.PropertyField(m_DisplayTransparentObjects, styles.displayTransparentObjects); + EditorGUILayout.PropertyField(m_EnableDistortion, styles.enableDistortion); + EditorGUILayout.PropertyField(m_EnableSSS, styles.enableSSS); + EditorGUI.indentLevel--; + } + + private void SssSettingsUI(HDRenderPipeline pipe) + { + EditorGUILayout.Space(); + + EditorGUILayout.LabelField(styles.sssSettings); + EditorGUI.BeginChangeCheck(); + EditorGUI.indentLevel++; + + EditorGUI.BeginChangeCheck(); + + EditorGUILayout.PropertyField(m_NumProfiles, styles.sssNumProfiles); + + for (int i = 0, n = Math.Min(m_Profiles.arraySize, SubsurfaceScatteringSettings.maxNumProfiles); i < n; i++) + { + SerializedProperty profile = m_Profiles.GetArrayElementAtIndex(i); + EditorGUILayout.PropertyField(profile, styles.sssProfiles[i]); + } + + EditorGUI.indentLevel--; + } + + private void LightingDebugSettingsUI(HDRenderPipeline renderContext, HDRenderPipelineInstance renderpipelineInstance) + { + m_ShowLightingDebug.boolValue = EditorGUILayout.Foldout(m_ShowLightingDebug.boolValue, styles.lightingDebugSettings); + if (!m_ShowLightingDebug.boolValue) + return; + + HDRenderPipeline hdPipe = target as HDRenderPipeline; + + bool dirty = false; + EditorGUI.BeginChangeCheck(); + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(m_DebugShadowEnabled, styles.shadowDebugEnable); + EditorGUILayout.PropertyField(m_ShadowDebugMode, styles.shadowDebugVisualizationMode); + if (!m_ShadowDebugMode.hasMultipleDifferentValues) + { + if ((ShadowMapDebugMode)m_ShadowDebugMode.intValue == ShadowMapDebugMode.VisualizeShadowMap) + { + EditorGUILayout.IntSlider(m_ShadowDebugShadowMapIndex, 0, renderpipelineInstance.GetCurrentShadowCount() - 1, styles.shadowDebugVisualizeShadowIndex); + } + } + if (EditorGUI.EndChangeCheck()) + { + dirty = true; + } + + EditorGUI.BeginChangeCheck(); + int value = EditorGUILayout.IntPopup(styles.lightingVisualizationMode, (int)hdPipe.debugDisplaySettings.lightingDebugSettings.debugLightingMode, styles.debugViewLightingStrings, styles.debugViewLightingValues); + if (EditorGUI.EndChangeCheck()) + { + hdPipe.debugDisplaySettings.SetDebugLightingMode((DebugLightingMode)value); + dirty = true; + } + + EditorGUI.BeginChangeCheck(); + if (hdPipe.debugDisplaySettings.GetDebugLightingMode() == DebugLightingMode.DiffuseLighting) + { + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(m_LightingDebugAlbedo, styles.lightingDebugAlbedo); + EditorGUI.indentLevel--; + } + + if (hdPipe.debugDisplaySettings.GetDebugLightingMode() == DebugLightingMode.SpecularLighting) + { + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(m_LightingDebugOverrideSmoothness, styles.lightingDebugOverrideSmoothness); + if (!m_LightingDebugOverrideSmoothness.hasMultipleDifferentValues && m_LightingDebugOverrideSmoothness.boolValue == true) + { + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(m_LightingDebugOverrideSmoothnessValue, styles.lightingDebugOverrideSmoothnessValue); + EditorGUI.indentLevel--; + } + EditorGUI.indentLevel--; + } + + EditorGUILayout.PropertyField(m_LightingDebugDisplaySkyReflection, styles.lightingDisplaySkyReflection); + if (!m_LightingDebugDisplaySkyReflection.hasMultipleDifferentValues && m_LightingDebugDisplaySkyReflection.boolValue == true) + { + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(m_LightingDebugDisplaySkyReflectionMipmap, styles.lightingDisplaySkyReflectionMipmap); + EditorGUI.indentLevel--; + } + + EditorGUI.indentLevel--; + + if (EditorGUI.EndChangeCheck()) + { + dirty = true; + } + + if(dirty) + HackSetDirty(renderContext); + } + + private void SettingsUI(HDRenderPipeline renderContext) + { + EditorGUILayout.LabelField(styles.settingsLabel); + EditorGUI.indentLevel++; + + EditorGUI.BeginChangeCheck(); + + renderContext.lightLoopProducer = (LightLoopProducer)EditorGUILayout.ObjectField(new GUIContent("Light Loop"), renderContext.lightLoopProducer, typeof(LightLoopProducer), false); + + if (EditorGUI.EndChangeCheck()) + { + HackSetDirty(renderContext); // Repaint + } + + SssSettingsUI(renderContext); + ShadowSettingsUI(renderContext); + TextureSettingsUI(renderContext); + RendereringSettingsUI(renderContext); + //TilePassUI(renderContext); + + EditorGUI.indentLevel--; + } + + private void ShadowSettingsUI(HDRenderPipeline renderContext) + { + EditorGUILayout.Space(); + var shadowSettings = renderContext.shadowSettings; + + EditorGUILayout.LabelField(styles.shadowSettings); + EditorGUI.indentLevel++; + EditorGUI.BeginChangeCheck(); + + shadowSettings.shadowAtlasWidth = Mathf.Max(0, EditorGUILayout.IntField(styles.shadowsAtlasWidth, shadowSettings.shadowAtlasWidth)); + shadowSettings.shadowAtlasHeight = Mathf.Max(0, EditorGUILayout.IntField(styles.shadowsAtlasHeight, shadowSettings.shadowAtlasHeight)); + + if (EditorGUI.EndChangeCheck()) + { + HackSetDirty(renderContext); // Repaint + } + EditorGUI.indentLevel--; + } + + private void RendereringSettingsUI(HDRenderPipeline renderContext) + { + EditorGUILayout.Space(); + EditorGUILayout.LabelField(styles.renderingSettingsLabel); + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(m_RenderingUseDepthPrepass, styles.useDepthPrepass); + EditorGUILayout.PropertyField(m_RenderingUseForwardOnly, styles.useForwardRenderingOnly); + EditorGUI.indentLevel--; + } + + private void TextureSettingsUI(HDRenderPipeline renderContext) + { + EditorGUILayout.Space(); + var textureSettings = renderContext.textureSettings; + + EditorGUILayout.LabelField(styles.textureSettings); + EditorGUI.indentLevel++; + EditorGUI.BeginChangeCheck(); + + textureSettings.spotCookieSize = Mathf.NextPowerOfTwo(Mathf.Clamp(EditorGUILayout.IntField(styles.spotCookieSize, textureSettings.spotCookieSize), 16, 1024)); + textureSettings.pointCookieSize = Mathf.NextPowerOfTwo(Mathf.Clamp(EditorGUILayout.IntField(styles.pointCookieSize, textureSettings.pointCookieSize), 16, 1024)); + textureSettings.reflectionCubemapSize = Mathf.NextPowerOfTwo(Mathf.Clamp(EditorGUILayout.IntField(styles.reflectionCubemapSize, textureSettings.reflectionCubemapSize), 64, 1024)); + + if (EditorGUI.EndChangeCheck()) + { + renderContext.textureSettings = textureSettings; + HackSetDirty(renderContext); // Repaint + } + EditorGUI.indentLevel--; + } + + /* private void TilePassUI(HDRenderPipeline renderContext) + { + EditorGUILayout.Space(); + + // TODO: we should call a virtual method or something similar to setup the UI, inspector should not know about it + var tilePass = renderContext.tileSettings; + if (tilePass != null) + { + EditorGUILayout.LabelField(styles.tileLightLoopSettings); + EditorGUI.indentLevel++; + EditorGUI.BeginChangeCheck(); + + tilePass.enableBigTilePrepass = EditorGUILayout.Toggle(styles.bigTilePrepass, tilePass.enableBigTilePrepass); + tilePass.enableClustered = EditorGUILayout.Toggle(styles.clustered, tilePass.enableClustered); + + if (EditorGUI.EndChangeCheck()) + { + HackSetDirty(renderContext); // Repaint + + // SetAssetDirty will tell renderloop to rebuild + renderContext.DestroyCreatedInstances(); + } + + EditorGUI.BeginChangeCheck(); + + tilePass.debugViewTilesFlags = EditorGUILayout.MaskField("DebugView Tiles", tilePass.debugViewTilesFlags, styles.tileLightLoopDebugTileFlagStrings); + tilePass.enableSplitLightEvaluation = EditorGUILayout.Toggle(styles.splitLightEvaluation, tilePass.enableSplitLightEvaluation); + tilePass.enableTileAndCluster = EditorGUILayout.Toggle(styles.enableTileAndCluster, tilePass.enableTileAndCluster); + tilePass.enableComputeLightEvaluation = EditorGUILayout.Toggle(styles.enableComputeLightEvaluation, tilePass.enableComputeLightEvaluation); + + if (EditorGUI.EndChangeCheck()) + { + HackSetDirty(renderContext); // Repaint + UnityEditorInternal.InternalEditorUtility.RepaintAllViews(); + } + EditorGUI.indentLevel--; + } + }*/ + + public void OnEnable() + { + InitializeProperties(); + } + + public override void OnInspectorGUI() + { + var renderContext = target as HDRenderPipeline; + HDRenderPipelineInstance renderpipelineInstance = UnityEngine.Experimental.Rendering.RenderPipelineManager.currentPipeline as HDRenderPipelineInstance; + + if (!renderContext || renderpipelineInstance == null) + return; + + serializedObject.Update(); + + DebuggingUI(renderContext, renderpipelineInstance); + SettingsUI(renderContext); + + serializedObject.ApplyModifiedProperties(); + } + } +} diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoopInspector.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs.meta similarity index 100% rename from Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoopInspector.cs.meta rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs.meta diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs new file mode 100644 index 00000000000..a21025eaea6 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs @@ -0,0 +1,143 @@ +using UnityEngine; +using UnityEditor; +using UnityEngine.SceneManagement; +using UnityEngine.Experimental.Rendering.HDPipeline; +using System.IO; + +namespace UnityEditor.Experimental.Rendering.HDPipeline +{ + public class HDRenderPipelineMenuItems + { + // This script is a helper for the artits to re-synchronise all layered materials + [MenuItem("HDRenderPipeline/Synchronize all Layered materials")] + static void SynchronizeAllLayeredMaterial() + { + Object[] materials = Resources.FindObjectsOfTypeAll(); + foreach (Object obj in materials) + { + Material mat = obj as Material; + if (mat.shader.name == "HDRenderPipeline/LayeredLit" || mat.shader.name == "HDRenderPipeline/LayeredLitTessellation") + { + LayeredLitGUI.SynchronizeAllLayers(mat); + EditorUtility.SetDirty(mat); + } + } + } + + static void RemoveMaterialKeywords(Material material) + { + string[] keywordsToRemove = material.shaderKeywords; + foreach (var keyword in keywordsToRemove) + { + material.DisableKeyword(keyword); + } + } + + // The goal of this script is to help maintenance of data that have already been produced but need to update to the latest shader code change. + // In case the shader code have change and the inspector have been update with new kind of keywords we need to regenerate the set of keywords use by the material. + // This script will remove all keyword of a material and trigger the inspector that will re-setup all the used keywords. + // It require that the inspector of the material have a static function call that update all keyword based on material properties. + [MenuItem("HDRenderPipeline/Reset all materials keywords")] + static void ResetAllMaterialKeywords() + { + try + { + Object[] materials = Resources.FindObjectsOfTypeAll(); + for (int i = 0, length = materials.Length; i < length; i++) + { + Material mat = materials[i] as Material; + + EditorUtility.DisplayProgressBar( + "Setup materials Keywords...", + string.Format("{0} / {1} materials cleaned.", i, length), + i / (float)(length - 1)); + + if (mat.shader.name == "HDRenderPipeline/LayeredLit" || mat.shader.name == "HDRenderPipeline/LayeredLitTessellation") + { + // We remove all keyword already present + RemoveMaterialKeywords(mat); + LayeredLitGUI.SetupMaterialKeywordsAndPass(mat); + EditorUtility.SetDirty(mat); + } + else if (mat.shader.name == "HDRenderPipeline/Lit" || mat.shader.name == "HDRenderPipeline/LitTessellation") + { + // We remove all keyword already present + RemoveMaterialKeywords(mat); + LitGUI.SetupMaterialKeywordsAndPass(mat); + EditorUtility.SetDirty(mat); + } + else if (mat.shader.name == "HDRenderPipeline/Unlit") + { + // We remove all keyword already present + RemoveMaterialKeywords(mat); + UnlitGUI.SetupMaterialKeywordsAndPass(mat); + EditorUtility.SetDirty(mat); + } + } + } + finally + { + EditorUtility.ClearProgressBar(); + } + } + + [MenuItem("HDRenderPipeline/Debug/Remove tessellation materials (not reversible)")] + static void RemoveTessellationMaterials() + { + Object[] materials = Resources.FindObjectsOfTypeAll(); + + Shader litShader = Shader.Find("HDRenderPipeline/Lit"); + Shader layeredLitShader = Shader.Find("HDRenderPipeline/LayeredLit"); + + foreach (Object obj in materials) + { + Material mat = obj as Material; + if (mat.shader.name == "HDRenderPipeline/LitTessellation") + { + mat.shader = litShader; + // We remove all keyword already present + RemoveMaterialKeywords(mat); + LitGUI.SetupMaterialKeywordsAndPass(mat); + EditorUtility.SetDirty(mat); + } + else if (mat.shader.name == "HDRenderPipeline/LayeredLitTessellation") + { + mat.shader = layeredLitShader; + // We remove all keyword already present + RemoveMaterialKeywords(mat); + LayeredLitGUI.SetupMaterialKeywordsAndPass(mat); + EditorUtility.SetDirty(mat); + } + } + } + + [MenuItem("HDRenderPipeline/Export Sky to Image")] + static void ExportSkyToImage() + { + HDRenderPipelineInstance renderpipelineInstance = UnityEngine.Experimental.Rendering.RenderPipelineManager.currentPipeline as HDRenderPipelineInstance; + if(renderpipelineInstance == null) + { + Debug.LogError("HDRenderPipeline is not instantiated."); + return; + } + + Texture2D result = renderpipelineInstance.ExportSkyToTexture(); + if(result == null) + { + return; + } + + // Encode texture into PNG + byte[] bytes = null; + bytes = result.EncodeToEXR(Texture2D.EXRFlags.CompressZIP); + Object.DestroyImmediate(result); + + string assetPath = EditorUtility.SaveFilePanel("Export Sky", "Assets", "SkyExport", "exr"); + if (!string.IsNullOrEmpty(assetPath)) + { + File.WriteAllBytes(assetPath, bytes); + AssetDatabase.Refresh(); + } + } + } +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs.meta new file mode 100644 index 00000000000..05fb15d382c --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: da95c0a9c012b9643997ec8490107b14 +timeCreated: 1483628158 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/SceneSettingsManagementWindow.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/SceneSettingsManagementWindow.cs new file mode 100644 index 00000000000..4cda43ce1a6 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/SceneSettingsManagementWindow.cs @@ -0,0 +1,58 @@ +using UnityEngine.Experimental.Rendering.HDPipeline; +using UnityEngine; + +namespace UnityEditor.Experimental.Rendering.HDPipeline +{ + public class SceneSettingsManagementWindow : EditorWindow + { + [MenuItem("HDRenderPipeline/Scene Settings Management")] + static void SceneSettingsManagement() + { + GetWindow().Show(); + } + + static private string m_LastCreationPath = "Assets"; + + void CreateAsset(string assetName) where AssetType : ScriptableObject + { + string assetPath = EditorUtility.SaveFilePanel("Create new Asset", m_LastCreationPath, assetName, "asset"); + if (!string.IsNullOrEmpty(assetPath)) + { + assetPath = assetPath.Substring(assetPath.LastIndexOf("Assets")); + m_LastCreationPath = System.IO.Path.GetDirectoryName(assetPath); + var instance = CreateInstance(); + AssetDatabase.CreateAsset(instance, assetPath); + } + } + + void OnGUI() + { + // Keep it there temporarily until it's back to an "engine" setting in the HDRenderPipeline asset. + EditorGUILayout.Space(); + + if (GUILayout.Button("Create new Common Settings")) + { + CreateAsset("NewCommonSettings"); + } + + if (GUILayout.Button("Create new HDRI sky params")) + { + CreateAsset("NewHDRISkySettings"); + } + + if (GUILayout.Button("Create new Procedural sky params")) + { + CreateAsset("NewProceduralSkyParameters"); + } + + EditorGUILayout.Space(); + + if (GUILayout.Button("Create Scene Settings")) + { + var manager = new GameObject(); + manager.name = "Scene Settings"; + manager.AddComponent(); + } + } + } +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/SceneSettingsManagementWindow.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/SceneSettingsManagementWindow.cs.meta new file mode 100644 index 00000000000..c1696f59287 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/SceneSettingsManagementWindow.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: a6a2e8d7ee3eb2c46962c9b49ff6c8ef +timeCreated: 1485262288 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/UpgradeStandardShaderMaterials.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/UpgradeStandardShaderMaterials.cs new file mode 100644 index 00000000000..f641b534fc8 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/UpgradeStandardShaderMaterials.cs @@ -0,0 +1,38 @@ +using System.Collections.Generic; +using UnityEngine; + +namespace UnityEditor.Experimental.Rendering.HDPipeline +{ + public class UpgradeStandardShaderMaterials + { + static List GetHDUpgraders() + { + var upgraders = new List(); + upgraders.Add(new StandardToHDLitMaterialUpgrader("Standard", "HDRenderPipeline/Lit", LitGUI.SetupMaterialKeywordsAndPass)); + upgraders.Add(new StandardSpecularToHDLitMaterialUpgrader("Standard (Specular setup)", "HDRenderPipeline/Lit", LitGUI.SetupMaterialKeywordsAndPass)); + return upgraders; + } + + [MenuItem("HDRenderPipeline/Upgrade Materials - Project")] + static void UpgradeMaterialsProject() + { + MaterialUpgrader.UpgradeProjectFolder(GetHDUpgraders(), "Upgrade to HD Material"); + } + + [MenuItem("HDRenderPipeline/Upgrade Materials - Selection")] + static void UpgradeMaterialsSelection() + { + MaterialUpgrader.UpgradeSelection(GetHDUpgraders(), "Upgrade to HD Material"); + } + + [MenuItem("HDRenderPipeline/Modify Light Intensity for Upgrade - Scene Only")] + static void UpgradeLights() + { + Light[] lights = Light.GetLights(LightType.Directional, 0); + foreach (var l in lights) + { + l.intensity *= Mathf.PI; + } + } + } +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/UpgradeStandardShaderMaterials.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/UpgradeStandardShaderMaterials.cs.meta new file mode 100644 index 00000000000..59e42a66f96 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/UpgradeStandardShaderMaterials.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 9384735d0665f47539990919bf72504e +timeCreated: 1479839793 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.asset b/Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.asset new file mode 100644 index 00000000000..5259ad3a702 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.asset @@ -0,0 +1,70 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_PrefabParentObject: {fileID: 0} + m_PrefabInternal: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: f365a473b136bef4797c7281a02cd510, type: 3} + m_Name: HDRenderPipeline + m_EditorClassIdentifier: + m_LightLoopProducer: {fileID: 11400000, guid: bf8cd9ae03ff7d54c89603e67be0bfc5, + type: 2} + debugDisplaySettings: + debugOverlayRatio: 0.33 + displayMaterialDebug: 1 + displayRenderingDebug: 0 + displayLightingDebug: 0 + debugDisplayMode: 0 + materialDebugSettings: + debugViewMaterial: 1002 + lightingDebugSettings: + enableShadows: 1 + shadowDebugMode: 0 + shadowMapIndex: 0 + overrideSmoothness: 0 + overrideSmoothnessValue: 0.5 + debugLightingAlbedo: {r: 0.5, g: 0.5, b: 0.5, a: 1} + displaySkyReflection: 0 + skyReflectionMipmap: 0 + renderingDebugSettings: + displayOpaqueObjects: 1 + displayTransparentObjects: 1 + enableDistortion: 1 + enableSSS: 1 + renderingSettings: + useForwardRenderingOnly: 0 + useDepthPrepass: 0 + sssSettings: + numProfiles: 7 + profiles: + - {fileID: 11400000, guid: d6ee4403015766f4093158d69216c0bf, type: 2} + - {fileID: 11400000, guid: 906339bac2066fc4aa22a3652e1283ef, type: 2} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + m_ShadowSettings: + enabled: 1 + shadowAtlasWidth: 4096 + shadowAtlasHeight: 4096 + maxShadowDistance: 1000 + directionalLightCascadeCount: 4 + directionalLightCascades: {x: 0.05, y: 0.2, z: 0.3} + directionalLightNearPlaneOffset: 5 + m_TextureSettings: + spotCookieSize: 128 + pointCookieSize: 512 + reflectionCubemapSize: 128 + m_CommonSettings: + m_ShadowMaxDistance: 1000 + m_ShadowCascadeCount: 4 + m_ShadowCascadeSplit0: 0.05 + m_ShadowCascadeSplit1: 0.2 + m_ShadowCascadeSplit2: 0.3 + m_ShadowNearPlaneOffset: 5 + m_SkySettings: {fileID: 0} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.asset.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.asset.meta new file mode 100644 index 00000000000..5506bc56aa3 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.asset.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: e185fecca3c73cd47a09f1092663ef32 +timeCreated: 1487689448 +licenseType: Pro +NativeFormatImporter: + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs new file mode 100644 index 00000000000..c595df1ae6e --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs @@ -0,0 +1,1120 @@ +using UnityEngine.Rendering; +using System; +using System.Linq; +using UnityEngine.Experimental.PostProcessing; +using UnityEngine.Experimental.Rendering.HDPipeline.TilePass; + +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace UnityEngine.Experimental.Rendering.HDPipeline +{ + [ExecuteInEditMode] + // This HDRenderPipeline assume linear lighting. Don't work with gamma. + public class HDRenderPipeline : RenderPipelineAsset + { + const string k_HDRenderPipelinePath = "Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.asset"; + +#if UNITY_EDITOR + [MenuItem("RenderPipeline/Create HDRenderPipeline")] + static void CreateHDRenderPipeline() + { + var instance = CreateInstance(); + AssetDatabase.CreateAsset(instance, k_HDRenderPipelinePath); + } + + [UnityEditor.MenuItem("HDRenderPipeline/UpdateHDRenderPipeline")] + static void UpdateHDRenderPipeline() + { + var guids = AssetDatabase.FindAssets("t:HDRenderPipeline"); + foreach (var guid in guids) + { + string path = AssetDatabase.GUIDToAssetPath(guid); + var pipeline = AssetDatabase.LoadAssetAtPath(path); + EditorUtility.SetDirty(pipeline); + } + } + + [UnityEditor.MenuItem("HDRenderPipeline/Add \"Additional Light Data\" (if not present)")] + static void AddAdditionalLightData() + { + Light[] lights = FindObjectsOfType(typeof(Light)) as Light[]; + + foreach (Light light in lights) + { + // Do not add a component if there already is one. + if (light.GetComponent() == null) + { + light.gameObject.AddComponent(); + } + } + } + +#endif + + private HDRenderPipeline() + {} + + [SerializeField] + private LightLoopProducer m_LightLoopProducer; + public LightLoopProducer lightLoopProducer + { + get { return m_LightLoopProducer; } + set { m_LightLoopProducer = value; } + } + + protected override IRenderPipeline InternalCreatePipeline() + { + return new HDRenderPipelineInstance(this); + } + + // NOTE: + // All those properties are public because of how HDRenderPipelineInspector retrieve those properties via serialization/reflection + // Those that are not will be refatored later. + + // Debugging + public DebugDisplaySettings debugDisplaySettings = new DebugDisplaySettings(); + + // Renderer Settings (per project) + public RenderingSettings renderingSettings = new RenderingSettings(); + public SubsurfaceScatteringSettings sssSettings = new SubsurfaceScatteringSettings(); + + [SerializeField] + ShadowSettings m_ShadowSettings = ShadowSettings.Default; + [SerializeField] + TextureSettings m_TextureSettings = TextureSettings.Default; + + public ShadowSettings shadowSettings { get { return m_ShadowSettings; } } + public TextureSettings textureSettings { get { return m_TextureSettings; } set { m_TextureSettings = value; } } + + // Renderer Settings (per "scene") + [SerializeField] private CommonSettings.Settings m_CommonSettings = CommonSettings.Settings.s_Defaultsettings; + [SerializeField] private SkySettings m_SkySettings; + + public CommonSettings.Settings commonSettingsToUse + { + get + { + if (CommonSettingsSingleton.overrideSettings) + return CommonSettingsSingleton.overrideSettings.settings; + + return m_CommonSettings; + } + } + + public SkySettings skySettings + { + get { return m_SkySettings; } + set { m_SkySettings = value; } + } + + public SkySettings skySettingsToUse + { + get + { + if (SkySettingsSingleton.overrideSettings) + return SkySettingsSingleton.overrideSettings; + + return m_SkySettings; + } + } + + public void ApplyDebugDisplaySettings() + { + m_ShadowSettings.enabled = debugDisplaySettings.lightingDebugSettings.enableShadows; + + LightingDebugSettings lightingDebugSettings = debugDisplaySettings.lightingDebugSettings; + Vector4 debugAlbedo = new Vector4(lightingDebugSettings.debugLightingAlbedo.r, lightingDebugSettings.debugLightingAlbedo.g, lightingDebugSettings.debugLightingAlbedo.b, 0.0f); + Vector4 debugSmoothness = new Vector4(lightingDebugSettings.overrideSmoothness ? 1.0f : 0.0f, lightingDebugSettings.overrideSmoothnessValue, 0.0f, 0.0f); + + Shader.SetGlobalInt("_DebugViewMaterial", (int)debugDisplaySettings.GetDebugMaterialIndex()); + Shader.SetGlobalInt("_DebugLightingMode", (int)debugDisplaySettings.GetDebugLightingMode()); + Shader.SetGlobalVector("_DebugLightingAlbedo", debugAlbedo); + Shader.SetGlobalVector("_DebugLightingSmoothness", debugSmoothness); + } + + public void UpdateCommonSettings() + { + var commonSettings = commonSettingsToUse; + + m_ShadowSettings.directionalLightCascadeCount = commonSettings.shadowCascadeCount; + m_ShadowSettings.directionalLightCascades = new Vector3(commonSettings.shadowCascadeSplit0, commonSettings.shadowCascadeSplit1, commonSettings.shadowCascadeSplit2); + m_ShadowSettings.maxShadowDistance = commonSettings.shadowMaxDistance; + m_ShadowSettings.directionalLightNearPlaneOffset = commonSettings.shadowNearPlaneOffset; + } + + public void OnValidate() + { + debugDisplaySettings.OnValidate(); + sssSettings.OnValidate(); + } + + void OnEnable() + { + debugDisplaySettings.RegisterDebug(); + } + } + + [Serializable] + public class RenderingSettings + { + public bool useForwardRenderingOnly = false; // TODO: Currently there is no way to strip the extra forward shaders generated by the shaders compiler, so we can switch dynamically. + public bool useDepthPrepass = false; + + // we have to fallback to forward-only rendering when scene view is using wireframe rendering mode -- + // as rendering everything in wireframe + deferred do not play well together + public bool ShouldUseForwardRenderingOnly() + { + return useForwardRenderingOnly || GL.wireframe; + } + } + + public struct HDCamera + { + public Camera camera; + public Vector4 screenSize; + public Matrix4x4 viewProjectionMatrix; + public Matrix4x4 invViewProjectionMatrix; + public Matrix4x4 invProjectionMatrix; + public Vector4 invProjectionParam; + } + + public class GBufferManager + { + public const int MaxGbuffer = 8; + + public void SetBufferDescription(int index, string stringId, RenderTextureFormat inFormat, RenderTextureReadWrite inSRGBWrite) + { + IDs[index] = Shader.PropertyToID(stringId); + RTIDs[index] = new RenderTargetIdentifier(IDs[index]); + formats[index] = inFormat; + sRGBWrites[index] = inSRGBWrite; + } + + public void InitGBuffers(int width, int height, CommandBuffer cmd) + { + for (int index = 0; index < gbufferCount; index++) + { + /* RTs[index] = */ + cmd.GetTemporaryRT(IDs[index], width, height, 0, FilterMode.Point, formats[index], sRGBWrites[index]); + } + } + + public RenderTargetIdentifier[] GetGBuffers() + { + var colorMRTs = new RenderTargetIdentifier[gbufferCount]; + for (int index = 0; index < gbufferCount; index++) + { + colorMRTs[index] = RTIDs[index]; + } + + return colorMRTs; + } + + /* + public void BindBuffers(Material mat) + { + for (int index = 0; index < gbufferCount; index++) + { + mat.SetTexture(IDs[index], RTs[index]); + } + } + */ + + public int gbufferCount { get; set; } + int[] IDs = new int[MaxGbuffer]; + RenderTargetIdentifier[] RTIDs = new RenderTargetIdentifier[MaxGbuffer]; + RenderTextureFormat[] formats = new RenderTextureFormat[MaxGbuffer]; + RenderTextureReadWrite[] sRGBWrites = new RenderTextureReadWrite[MaxGbuffer]; + } + + public class HDRenderPipelineInstance : RenderPipeline + { + private readonly HDRenderPipeline m_Owner; + + // TODO: Find a way to automatically create/iterate through deferred material + // TODO TO CHECK: SebL I move allocation from Build() to here, but there was a comment "// Our object can be garbage collected, so need to be allocate here", it is still true ? + private readonly Lit.RenderLoop m_LitRenderLoop = new Lit.RenderLoop(); + + readonly GBufferManager m_gbufferManager = new GBufferManager(); + + // Various set of material use in render loop + readonly Material m_FilterSubsurfaceScattering; + readonly Material m_FilterAndCombineSubsurfaceScattering; + + private Material m_DebugDisplayShadowMap; + private Material m_DebugViewMaterialGBuffer; + private Material m_DebugDisplayLatlong; + + // Various buffer + readonly int m_CameraColorBuffer; + readonly int m_CameraSubsurfaceBuffer; + readonly int m_CameraFilteringBuffer; + readonly int m_VelocityBuffer; + readonly int m_DistortionBuffer; + + // 'm_CameraColorBuffer' does not contain diffuse lighting of SSS materials until the SSS pass. + // It is stored within 'm_CameraSubsurfaceBufferRT'. + readonly RenderTargetIdentifier m_CameraColorBufferRT; + readonly RenderTargetIdentifier m_CameraSubsurfaceBufferRT; + readonly RenderTargetIdentifier m_CameraFilteringBufferRT; + readonly RenderTargetIdentifier m_VelocityBufferRT; + readonly RenderTargetIdentifier m_DistortionBufferRT; + + private RenderTexture m_CameraDepthStencilBuffer = null; + private RenderTexture m_CameraDepthStencilBufferCopy = null; + private RenderTargetIdentifier m_CameraDepthStencilBufferRT; + private RenderTargetIdentifier m_CameraDepthStencilBufferCopyRT; + + // Post-processing context (recycled on every frame to avoid GC alloc) + readonly PostProcessRenderContext m_PostProcessContext; + + // Detect when windows size is changing + int m_CurrentWidth; + int m_CurrentHeight; + + ShadowRenderPass m_ShadowPass; + ShadowOutput m_ShadowsResult = new ShadowOutput(); + + public int GetCurrentShadowCount() { return m_ShadowsResult.shadowLights == null ? 0 : m_ShadowsResult.shadowLights.Length; } + + readonly SkyManager m_SkyManager = new SkyManager(); + private readonly BaseLightLoop m_LightLoop; + + private DebugDisplaySettings debugDisplaySettings + { + get { return m_Owner.debugDisplaySettings; } + } + + public SubsurfaceScatteringSettings sssSettings + { + get { return m_Owner.sssSettings; } + } + public HDRenderPipelineInstance(HDRenderPipeline owner) + { + m_Owner = owner; + + m_CameraColorBuffer = Shader.PropertyToID("_CameraColorTexture"); + m_CameraSubsurfaceBuffer = Shader.PropertyToID("_CameraSubsurfaceTexture"); + m_CameraFilteringBuffer = Shader.PropertyToID("_CameraFilteringBuffer"); + + m_CameraColorBufferRT = new RenderTargetIdentifier(m_CameraColorBuffer); + m_CameraSubsurfaceBufferRT = new RenderTargetIdentifier(m_CameraSubsurfaceBuffer); + m_CameraFilteringBufferRT = new RenderTargetIdentifier(m_CameraFilteringBuffer); + + m_FilterSubsurfaceScattering = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/CombineSubsurfaceScattering"); + m_FilterSubsurfaceScattering.DisableKeyword("SSS_FILTER_HORIZONTAL_AND_COMBINE"); + m_FilterSubsurfaceScattering.SetFloat("_DstBlend", (float)BlendMode.Zero); + + m_FilterAndCombineSubsurfaceScattering = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/CombineSubsurfaceScattering"); + m_FilterAndCombineSubsurfaceScattering.EnableKeyword("SSS_FILTER_HORIZONTAL_AND_COMBINE"); + m_FilterAndCombineSubsurfaceScattering.SetFloat("_DstBlend", (float)BlendMode.One); + + InitializeDebugMaterials(); + + m_ShadowPass = new ShadowRenderPass(owner.shadowSettings); + + // Init Gbuffer description + m_gbufferManager.gbufferCount = m_LitRenderLoop.GetMaterialGBufferCount(); + RenderTextureFormat[] RTFormat; + RenderTextureReadWrite[] RTReadWrite; + m_LitRenderLoop.GetMaterialGBufferDescription(out RTFormat, out RTReadWrite); + + for (int gbufferIndex = 0; gbufferIndex < m_gbufferManager.gbufferCount; ++gbufferIndex) + { + m_gbufferManager.SetBufferDescription(gbufferIndex, "_GBufferTexture" + gbufferIndex, RTFormat[gbufferIndex], RTReadWrite[gbufferIndex]); + } + + m_VelocityBuffer = Shader.PropertyToID("_VelocityTexture"); + if (ShaderConfig.s_VelocityInGbuffer == 1) + { + // If velocity is in GBuffer then it is in the last RT. Assign a different name to it. + m_gbufferManager.SetBufferDescription(m_gbufferManager.gbufferCount, "_VelocityTexture", Builtin.RenderLoop.GetVelocityBufferFormat(), Builtin.RenderLoop.GetVelocityBufferReadWrite()); + m_gbufferManager.gbufferCount++; + } + m_VelocityBufferRT = new RenderTargetIdentifier(m_VelocityBuffer); + + m_DistortionBuffer = Shader.PropertyToID("_DistortionTexture"); + m_DistortionBufferRT = new RenderTargetIdentifier(m_DistortionBuffer); + + m_LitRenderLoop.Build(); + + if (owner.lightLoopProducer) + m_LightLoop = owner.lightLoopProducer.CreateLightLoop(); + + if (m_LightLoop != null) + m_LightLoop.Build(owner.textureSettings); + + m_SkyManager.Build(); + m_SkyManager.skySettings = owner.skySettingsToUse; + + m_PostProcessContext = new PostProcessRenderContext(); + } + + void InitializeDebugMaterials() + { + m_DebugDisplayShadowMap = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/DebugDisplayShadowMap"); + m_DebugViewMaterialGBuffer = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/DebugViewMaterialGBuffer"); + m_DebugDisplayLatlong = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/DebugDisplayLatlong"); + } + + public override void Dispose() + { + base.Dispose(); + + if (m_LightLoop != null) + m_LightLoop.Cleanup(); + + m_LitRenderLoop.Cleanup(); + + Utilities.Destroy(m_DebugDisplayShadowMap); + Utilities.Destroy(m_DebugViewMaterialGBuffer); + Utilities.Destroy(m_DebugDisplayLatlong); + + m_SkyManager.Cleanup(); + +#if UNITY_EDITOR + SupportedRenderingFeatures.active = SupportedRenderingFeatures.Default; +#endif + } + +#if UNITY_EDITOR + private static readonly SupportedRenderingFeatures s_NeededFeatures = new SupportedRenderingFeatures() + { + reflectionProbe = SupportedRenderingFeatures.ReflectionProbe.Rotation + }; +#endif + + void CreateDepthBuffer(Camera camera) + { + if (m_CameraDepthStencilBuffer != null) + { + m_CameraDepthStencilBuffer.Release(); + } + + m_CameraDepthStencilBuffer = new RenderTexture(camera.pixelWidth, camera.pixelHeight, 24, RenderTextureFormat.Depth); + m_CameraDepthStencilBuffer.filterMode = FilterMode.Point; + m_CameraDepthStencilBuffer.Create(); + m_CameraDepthStencilBufferRT = new RenderTargetIdentifier(m_CameraDepthStencilBuffer); + + if (NeedDepthBufferCopy()) + { + if (m_CameraDepthStencilBufferCopy != null) + { + m_CameraDepthStencilBufferCopy.Release(); + } + m_CameraDepthStencilBufferCopy = new RenderTexture(camera.pixelWidth, camera.pixelHeight, 24, RenderTextureFormat.Depth); + m_CameraDepthStencilBufferCopy.filterMode = FilterMode.Point; + m_CameraDepthStencilBufferCopy.Create(); + m_CameraDepthStencilBufferCopyRT = new RenderTargetIdentifier(m_CameraDepthStencilBufferCopy); + } + } + + void Resize(Camera camera) + { + // TODO: Detect if renderdoc just load and force a resize in this case, as often renderdoc require to realloc resource. + + // TODO: This is the wrong way to handle resize/allocation. We can have several different camera here, mean that the loop on camera will allocate and deallocate + // the below buffer which is bad. Best is to have a set of buffer for each camera that is persistent and reallocate resource if need + // For now consider we have only one camera that go to this code, the main one. + m_SkyManager.skySettings = m_Owner.skySettingsToUse; + m_SkyManager.Resize(camera.nearClipPlane, camera.farClipPlane); // TODO: Also a bad naming, here we just want to realloc texture if skyparameters change (usefull for lookdev) + + if (m_LightLoop == null) + return; + + bool resolutionChanged = camera.pixelWidth != m_CurrentWidth || camera.pixelHeight != m_CurrentHeight; + + if (resolutionChanged || m_CameraDepthStencilBuffer == null) + { + CreateDepthBuffer(camera); + } + + if (resolutionChanged || m_LightLoop.NeedResize()) + { + if (m_CurrentWidth > 0 && m_CurrentHeight > 0) + { + m_LightLoop.ReleaseResolutionDependentBuffers(); + } + + m_LightLoop.AllocResolutionDependentBuffers(camera.pixelWidth, camera.pixelHeight); + } + + // update recorded window resolution + m_CurrentWidth = camera.pixelWidth; + m_CurrentHeight = camera.pixelHeight; + } + + public void PushGlobalParams(HDCamera hdCamera, ScriptableRenderContext renderContext, SubsurfaceScatteringSettings sssParameters) + { + var cmd = new CommandBuffer {name = "Push Global Parameters"}; + + cmd.SetGlobalVector("_ScreenSize", hdCamera.screenSize); + cmd.SetGlobalMatrix("_ViewProjMatrix", hdCamera.viewProjectionMatrix); + cmd.SetGlobalMatrix("_InvViewProjMatrix", hdCamera.invViewProjectionMatrix); + cmd.SetGlobalMatrix("_InvProjMatrix", hdCamera.invProjectionMatrix); + cmd.SetGlobalVector("_InvProjParam", hdCamera.invProjectionParam); + + // TODO: cmd.SetGlobalInt() does not exist, so we are forced to use Shader.SetGlobalInt() instead. + + if (m_SkyManager.IsSkyValid()) + { + m_SkyManager.SetGlobalSkyTexture(); + Shader.SetGlobalInt("_EnvLightSkyEnabled", 1); + } + else + { + Shader.SetGlobalInt("_EnvLightSkyEnabled", 0); + } + + // Broadcast SSS parameters to all shaders. + Shader.SetGlobalInt("_EnableSSS", debugDisplaySettings.renderingDebugSettings.enableSSS ? 1 : 0); + Shader.SetGlobalInt("_TransmissionFlags", sssParameters.transmissionFlags); + Shader.SetGlobalInt("_TexturingModeFlags", sssParameters.texturingModeFlags); + cmd.SetGlobalFloatArray("_ThicknessRemaps", sssParameters.thicknessRemaps); + cmd.SetGlobalVectorArray("_TintColors", sssParameters.tintColors); + cmd.SetGlobalVectorArray("_HalfRcpVariancesAndLerpWeights", sssParameters.halfRcpVariancesAndLerpWeights); + + renderContext.ExecuteCommandBuffer(cmd); + cmd.Dispose(); + } + + bool NeedDepthBufferCopy() + { + // For now we consider only PS4 to be able to read from a bound depth buffer. Need to test/implement for other platforms. + return SystemInfo.graphicsDeviceType != GraphicsDeviceType.PlayStation4; + } + + Texture GetDepthTexture() + { + if (NeedDepthBufferCopy()) + return m_CameraDepthStencilBufferCopy; + else + return m_CameraDepthStencilBuffer; + } + + private void CopyDepthBufferIfNeeded(ScriptableRenderContext renderContext) + { + var cmd = new CommandBuffer() { name = NeedDepthBufferCopy() ? "Copy DepthBuffer" : "Set DepthBuffer"}; + + if (NeedDepthBufferCopy()) + { + using (new Utilities.ProfilingSample("Copy depth-stencil buffer", renderContext)) + { + cmd.CopyTexture(m_CameraDepthStencilBufferRT, m_CameraDepthStencilBufferCopyRT); + } + } + + cmd.SetGlobalTexture("_MainDepthTexture", GetDepthTexture()); + renderContext.ExecuteCommandBuffer(cmd); + cmd.Dispose(); + } + + public override void Render(ScriptableRenderContext renderContext, Camera[] cameras) + { + base.Render(renderContext, cameras); + +#if UNITY_EDITOR + SupportedRenderingFeatures.active = s_NeededFeatures; +#endif + + GraphicsSettings.lightsUseLinearIntensity = true; + GraphicsSettings.lightsUseColorTemperature = true; + + if (!m_LitRenderLoop.isInit) + m_LitRenderLoop.RenderInit(renderContext); + + // Do anything we need to do upon a new frame. + + if (m_LightLoop != null) + m_LightLoop.NewFrame(); + + m_Owner.ApplyDebugDisplaySettings(); + m_Owner.UpdateCommonSettings(); + + // Set Frame constant buffer + // TODO... + + // we only want to render one camera for now + // select the most main camera! + + Camera camera = cameras.OrderByDescending(x => x.tag == "MainCamera").FirstOrDefault(); + if (camera == null) + return; + + // Set camera constant buffer + // TODO... + + CullingParameters cullingParams; + if (!CullResults.GetCullingParameters(camera, out cullingParams)) + return; + + m_ShadowPass.UpdateCullingParameters(ref cullingParams); + + var cullResults = CullResults.Cull(ref cullingParams, renderContext); + + Resize(camera); + + renderContext.SetupCameraProperties(camera); + + HDCamera hdCamera = Utilities.GetHDCamera(camera); + + // TODO: Find a correct place to bind these material textures + // We have to bind the material specific global parameters in this mode + m_LitRenderLoop.Bind(); + + InitAndClearBuffer(camera, renderContext); + + RenderDepthPrepass(cullResults, camera, renderContext); + + // Forward opaque with deferred/cluster tile require that we fill the depth buffer + // correctly to build the light list. + // TODO: avoid double lighting by tagging stencil or gbuffer that we must not lit. + RenderForwardOnlyOpaqueDepthPrepass(cullResults, camera, renderContext); + RenderGBuffer(cullResults, camera, renderContext); + + // If full forward rendering, we did not do any rendering yet, so don't need to copy the buffer. + // If Deferred then the depth buffer is full (regular GBuffer + ForwardOnly depth prepass are done so we can copy it safely. + if (!m_Owner.renderingSettings.useForwardRenderingOnly) + { + CopyDepthBufferIfNeeded(renderContext); + } + + if (debugDisplaySettings.IsDebugMaterialDisplayEnabled()) + { + RenderDebugViewMaterial(cullResults, hdCamera, renderContext); + } + else + { + using (new Utilities.ProfilingSample("Shadow", renderContext)) + { + m_ShadowPass.Render(renderContext, cullResults, out m_ShadowsResult); + } + + renderContext.SetupCameraProperties(camera); // Need to recall SetupCameraProperties after m_ShadowPass.Render + + if (m_LightLoop != null) + { + using (new Utilities.ProfilingSample("Build Light list", renderContext)) + { + m_LightLoop.PrepareLightsForGPU(m_Owner.shadowSettings, cullResults, camera, ref m_ShadowsResult); + m_LightLoop.RenderShadows(renderContext, cullResults); + renderContext.SetupCameraProperties(camera); // Need to recall SetupCameraProperties after m_ShadowPass.Render + m_LightLoop.BuildGPULightLists(camera, renderContext, m_CameraDepthStencilBufferRT); // TODO: Use async compute here to run light culling during shadow + } + } + + PushGlobalParams(hdCamera, renderContext, m_Owner.sssSettings); + + // Caution: We require sun light here as some sky use the sun light to render, mean UpdateSkyEnvironment + // must be call after BuildGPULightLists. + // TODO: Try to arrange code so we can trigger this call earlier and use async compute here to run sky convolution during other passes (once we move convolution shader to compute). + UpdateSkyEnvironment(hdCamera, renderContext); + + RenderDeferredLighting(hdCamera, renderContext); + + // We compute subsurface scattering here. Therefore, no objects rendered afterwards will exhibit SSS. + // Currently, there is no efficient way to switch between SRT and MRT for the forward pass; + // therefore, forward-rendered objects do not output split lighting required for the SSS pass. + CombineSubsurfaceScattering(hdCamera, renderContext, m_Owner.sssSettings); + + // For opaque forward we have split rendering in two categories + // Material that are always forward and material that can be deferred or forward depends on render pipeline options (like switch to rendering forward only mode) + // Material that are always forward are unlit and complex (Like Hair) and don't require sorting, so it is ok to split them. + RenderForward(cullResults, camera, renderContext, true); // Render deferred or forward opaque + RenderForwardOnlyOpaque(cullResults, camera, renderContext); + + // If full forward rendering, we did just rendered everything, so we can copy the depth buffer + // If Deferred nothing needs copying anymore. + if (m_Owner.renderingSettings.useForwardRenderingOnly) + { + CopyDepthBufferIfNeeded(renderContext); + } + + RenderSky(hdCamera, renderContext); + + // Render all type of transparent forward (unlit, lit, complex (hair...)) to keep the sorting between transparent objects. + RenderForward(cullResults, camera, renderContext, false); + + // Planar and real time cubemap doesn't need post process and render in FP16 + if (camera.cameraType == CameraType.Reflection) + { + // Simple blit + var cmd = new CommandBuffer { name = "Blit to final RT" }; + cmd.Blit(m_CameraColorBufferRT, BuiltinRenderTextureType.CameraTarget); + renderContext.ExecuteCommandBuffer(cmd); + cmd.Dispose(); + } + else + { + RenderVelocity(cullResults, camera, renderContext); // Note we may have to render velocity earlier if we do temporalAO, temporal volumetric etc... Mean we will not take into account forward opaque in case of deferred rendering ? + + // TODO: Check with VFX team. + // Rendering distortion here have off course lot of artifact. + // But resolving at each objects that write in distortion is not possible (need to sort transparent, render those that do not distort, then resolve, then etc...) + // Instead we chose to apply distortion at the end after we cumulate distortion vector and desired blurriness. This + RenderDistortion(cullResults, camera, renderContext); + + RenderPostProcesses(camera, renderContext); + } + } + + RenderDebugOverlay(camera, renderContext); + + // bind depth surface for editor grid/gizmo/selection rendering + if (camera.cameraType == CameraType.SceneView) + { + var cmd = new CommandBuffer(); + cmd.SetRenderTarget(BuiltinRenderTextureType.CameraTarget, m_CameraDepthStencilBufferRT); + renderContext.ExecuteCommandBuffer(cmd); + cmd.Dispose(); + } + + renderContext.Submit(); + } + + void RenderOpaqueRenderList(CullResults cull, Camera camera, ScriptableRenderContext renderContext, string passName, RendererConfiguration rendererConfiguration = 0) + { + if (!debugDisplaySettings.renderingDebugSettings.displayOpaqueObjects) + return; + + var settings = new DrawRendererSettings(cull, camera, new ShaderPassName(passName)) + { + rendererConfiguration = rendererConfiguration, + sorting = { flags = SortFlags.CommonOpaque } + }; + settings.inputFilter.SetQueuesOpaque(); + renderContext.DrawRenderers(ref settings); + } + + void RenderTransparentRenderList(CullResults cull, Camera camera, ScriptableRenderContext renderContext, string passName, RendererConfiguration rendererConfiguration = 0) + { + if (!debugDisplaySettings.renderingDebugSettings.displayTransparentObjects) + return; + + var settings = new DrawRendererSettings(cull, camera, new ShaderPassName(passName)) + { + rendererConfiguration = rendererConfiguration, + sorting = { flags = SortFlags.CommonTransparent } + }; + settings.inputFilter.SetQueuesTransparent(); + renderContext.DrawRenderers(ref settings); + } + + void RenderDepthPrepass(CullResults cull, Camera camera, ScriptableRenderContext renderContext) + { + // If we are forward only we will do a depth prepass + // TODO: Depth prepass should be enabled based on light loop settings. LightLoop define if they need a depth prepass + forward only... + if (!m_Owner.renderingSettings.useDepthPrepass) + return; + + using (new Utilities.ProfilingSample("Depth Prepass", renderContext)) + { + // TODO: Must do opaque then alpha masked for performance! + // TODO: front to back for opaque and by materal for opaque tested when we split in two + Utilities.SetRenderTarget(renderContext, m_CameraDepthStencilBufferRT); + RenderOpaqueRenderList(cull, camera, renderContext, "DepthOnly"); + } + } + + void RenderGBuffer(CullResults cull, Camera camera, ScriptableRenderContext renderContext) + { + if (m_Owner.renderingSettings.ShouldUseForwardRenderingOnly()) + { + return; + } + + string passName = debugDisplaySettings.IsDebugDisplayEnabled() ? "GBufferDebugDisplay" : "GBuffer"; + + using (new Utilities.ProfilingSample(passName, renderContext)) + { + // setup GBuffer for rendering + Utilities.SetRenderTarget(renderContext, m_gbufferManager.GetGBuffers(), m_CameraDepthStencilBufferRT); + // render opaque objects into GBuffer + RenderOpaqueRenderList(cull, camera, renderContext, passName, Utilities.kRendererConfigurationBakedLighting); + } + } + + // This pass is use in case of forward opaque and deferred rendering. We need to render forward objects before tile lighting pass + void RenderForwardOnlyOpaqueDepthPrepass(CullResults cull, Camera camera, ScriptableRenderContext renderContext) + { + // If we are forward only we don't need to render ForwardOnlyOpaqueDepthOnly object + // But in case we request a prepass we render it + if (m_Owner.renderingSettings.ShouldUseForwardRenderingOnly() && !m_Owner.renderingSettings.useDepthPrepass) + return; + + using (new Utilities.ProfilingSample("Forward opaque depth", renderContext)) + { + Utilities.SetRenderTarget(renderContext, m_CameraDepthStencilBufferRT); + RenderOpaqueRenderList(cull, camera, renderContext, "ForwardOnlyOpaqueDepthOnly"); + } + } + + void RenderDebugViewMaterial(CullResults cull, HDCamera hdCamera, ScriptableRenderContext renderContext) + { + using (new Utilities.ProfilingSample("DisplayDebug ViewMaterial", renderContext)) + // Render Opaque forward + { + Utilities.SetRenderTarget(renderContext, m_CameraColorBufferRT, m_CameraDepthStencilBufferRT, Utilities.kClearAll, Color.black); + RenderOpaqueRenderList(cull, hdCamera.camera, renderContext, "ForwardDisplayDebug", Utilities.kRendererConfigurationBakedLighting); + } + + // Render GBuffer opaque + if (!m_Owner.renderingSettings.ShouldUseForwardRenderingOnly()) + { + Utilities.SetupMaterialHDCamera(hdCamera, m_DebugViewMaterialGBuffer); + + // m_gbufferManager.BindBuffers(m_DebugViewMaterialGBuffer); + // TODO: Bind depth textures + var cmd = new CommandBuffer { name = "DebugViewMaterialGBuffer" }; + cmd.Blit(null, m_CameraColorBufferRT, m_DebugViewMaterialGBuffer, 0); + renderContext.ExecuteCommandBuffer(cmd); + cmd.Dispose(); + } + + // Render forward transparent + { + RenderTransparentRenderList(cull, hdCamera.camera, renderContext, "ForwardDisplayDebug", Utilities.kRendererConfigurationBakedLighting); + } + + // Last blit + { + var cmd = new CommandBuffer { name = "Blit DebugView Material Debug" }; + cmd.Blit(m_CameraColorBufferRT, BuiltinRenderTextureType.CameraTarget); + renderContext.ExecuteCommandBuffer(cmd); + cmd.Dispose(); + } + } + + void RenderDeferredLighting(HDCamera hdCamera, ScriptableRenderContext renderContext) + { + if (m_Owner.renderingSettings.ShouldUseForwardRenderingOnly() || m_LightLoop == null) + { + return; + } + + RenderTargetIdentifier[] colorRTs = { m_CameraColorBufferRT, m_CameraSubsurfaceBufferRT }; + + if (debugDisplaySettings.renderingDebugSettings.enableSSS) + { + // Output split lighting for materials tagged with the SSS stencil bit. + m_LightLoop.RenderDeferredLighting(hdCamera, renderContext, debugDisplaySettings, colorRTs, m_CameraDepthStencilBufferRT, new RenderTargetIdentifier(GetDepthTexture()), true); + } + + // Output combined lighting for all the other materials. + m_LightLoop.RenderDeferredLighting(hdCamera, renderContext, debugDisplaySettings, colorRTs, m_CameraDepthStencilBufferRT, new RenderTargetIdentifier(GetDepthTexture()), false); + } + + // Combines specular lighting and diffuse lighting with subsurface scattering. + void CombineSubsurfaceScattering(HDCamera hdCamera, ScriptableRenderContext context, SubsurfaceScatteringSettings sssParameters) + { + // Currently, forward-rendered objects do not output split lighting required for the SSS pass. + if (m_Owner.renderingSettings.ShouldUseForwardRenderingOnly()) return; + + if (!debugDisplaySettings.renderingDebugSettings.enableSSS) return; + + var cmd = new CommandBuffer() { name = "Subsurface Scattering" }; + + // Perform the vertical SSS filtering pass. + m_FilterSubsurfaceScattering.SetVectorArray("_FilterKernels", sssParameters.filterKernels); + m_FilterSubsurfaceScattering.SetVectorArray("_HalfRcpWeightedVariances", sssParameters.halfRcpWeightedVariances); + cmd.SetGlobalTexture("_IrradianceSource", m_CameraSubsurfaceBufferRT); + Utilities.DrawFullScreen(cmd, m_FilterSubsurfaceScattering, hdCamera, + m_CameraFilteringBufferRT, m_CameraDepthStencilBufferRT); + + // Perform the horizontal SSS filtering pass, and combine diffuse and specular lighting. + m_FilterAndCombineSubsurfaceScattering.SetVectorArray("_FilterKernels", sssParameters.filterKernels); + m_FilterAndCombineSubsurfaceScattering.SetVectorArray("_HalfRcpWeightedVariances", sssParameters.halfRcpWeightedVariances); + cmd.SetGlobalTexture("_IrradianceSource", m_CameraFilteringBufferRT); + Utilities.DrawFullScreen(cmd, m_FilterAndCombineSubsurfaceScattering, hdCamera, + m_CameraColorBufferRT, m_CameraDepthStencilBufferRT); + + context.ExecuteCommandBuffer(cmd); + cmd.Dispose(); + } + + void UpdateSkyEnvironment(HDCamera hdCamera, ScriptableRenderContext renderContext) + { + m_SkyManager.UpdateEnvironment(hdCamera, m_LightLoop == null ? null : m_LightLoop.GetCurrentSunLight(), renderContext); + } + + void RenderSky(HDCamera hdCamera, ScriptableRenderContext renderContext) + { + m_SkyManager.RenderSky(hdCamera, m_LightLoop == null ? null : m_LightLoop.GetCurrentSunLight(), m_CameraColorBufferRT, m_CameraDepthStencilBufferRT, renderContext); + } + + public Texture2D ExportSkyToTexture() + { + return m_SkyManager.ExportSkyToTexture(); + } + + void RenderForward(CullResults cullResults, Camera camera, ScriptableRenderContext renderContext, bool renderOpaque) + { + // TODO: Currently we can't render opaque object forward when deferred is enabled + // miss option + if (!m_Owner.renderingSettings.ShouldUseForwardRenderingOnly() && renderOpaque) + return; + + string passName = debugDisplaySettings.IsDebugDisplayEnabled() ? "ForwardDisplayDebug" : "Forward"; + + using (new Utilities.ProfilingSample(passName, renderContext)) + { + Utilities.SetRenderTarget(renderContext, m_CameraColorBufferRT, m_CameraDepthStencilBufferRT); + + if (m_LightLoop != null) + m_LightLoop.RenderForward(camera, renderContext, renderOpaque); + + if (renderOpaque) + { + RenderOpaqueRenderList(cullResults, camera, renderContext, passName, Utilities.kRendererConfigurationBakedLighting); + } + else + { + RenderTransparentRenderList(cullResults, camera, renderContext, passName, Utilities.kRendererConfigurationBakedLighting); + } + } + } + + // Render material that are forward opaque only (like eye), this include unlit material + void RenderForwardOnlyOpaque(CullResults cullResults, Camera camera, ScriptableRenderContext renderContext) + { + string passName = debugDisplaySettings.IsDebugDisplayEnabled() ? "ForwardOnlyOpaqueDisplayDebug" : "ForwardOnlyOpaque"; + + using (new Utilities.ProfilingSample(passName, renderContext)) + { + Utilities.SetRenderTarget(renderContext, m_CameraColorBufferRT, m_CameraDepthStencilBufferRT); + + if (m_LightLoop != null) + m_LightLoop.RenderForward(camera, renderContext, true); + + RenderOpaqueRenderList(cullResults, camera, renderContext, passName, Utilities.kRendererConfigurationBakedLighting); + } + } + + void RenderVelocity(CullResults cullResults, Camera camera, ScriptableRenderContext renderContext) + { + using (new Utilities.ProfilingSample("Velocity", renderContext)) + { + // If opaque velocity have been render during GBuffer no need to render it here + if ((ShaderConfig.s_VelocityInGbuffer == 1) || m_Owner.renderingSettings.ShouldUseForwardRenderingOnly()) + return; + + int w = camera.pixelWidth; + int h = camera.pixelHeight; + + var cmd = new CommandBuffer { name = "" }; + cmd.GetTemporaryRT(m_VelocityBuffer, w, h, 0, FilterMode.Point, Builtin.RenderLoop.GetVelocityBufferFormat(), Builtin.RenderLoop.GetVelocityBufferReadWrite()); + cmd.SetRenderTarget(m_VelocityBufferRT, m_CameraDepthStencilBufferRT); + renderContext.ExecuteCommandBuffer(cmd); + cmd.Dispose(); + + RenderOpaqueRenderList(cullResults, camera, renderContext, "MotionVectors"); + } + } + + void RenderDistortion(CullResults cullResults, Camera camera, ScriptableRenderContext renderContext) + { + if (!debugDisplaySettings.renderingDebugSettings.enableDistortion) + return; + + using (new Utilities.ProfilingSample("Distortion", renderContext)) + { + int w = camera.pixelWidth; + int h = camera.pixelHeight; + + var cmd = new CommandBuffer { name = "" }; + cmd.GetTemporaryRT(m_DistortionBuffer, w, h, 0, FilterMode.Point, Builtin.RenderLoop.GetDistortionBufferFormat(), Builtin.RenderLoop.GetDistortionBufferReadWrite()); + cmd.SetRenderTarget(m_DistortionBufferRT, m_CameraDepthStencilBufferRT); + cmd.ClearRenderTarget(false, true, Color.black); // TODO: can we avoid this clear for performance ? + renderContext.ExecuteCommandBuffer(cmd); + cmd.Dispose(); + + // Only transparent object can render distortion vectors + RenderTransparentRenderList(cullResults, camera, renderContext, "DistortionVectors"); + } + } + + void RenderPostProcesses(Camera camera, ScriptableRenderContext renderContext) + { + using (new Utilities.ProfilingSample("Post-processing", renderContext)) + { + var postProcessLayer = camera.GetComponent(); + var cmd = new CommandBuffer { name = "" }; + + if (postProcessLayer != null && postProcessLayer.enabled) + { + cmd.SetGlobalTexture("_CameraDepthTexture", GetDepthTexture()); + + var context = m_PostProcessContext; + context.Reset(); + context.source = m_CameraColorBufferRT; + context.destination = BuiltinRenderTextureType.CameraTarget; + context.command = cmd; + context.camera = camera; + context.sourceFormat = RenderTextureFormat.ARGBHalf; // ? + context.flip = true; + + postProcessLayer.Render(context); + } + else + { + cmd.Blit(m_CameraColorBufferRT, BuiltinRenderTextureType.CameraTarget); + } + + renderContext.ExecuteCommandBuffer(cmd); + cmd.Dispose(); + } + } + + void NextOverlayCoord(ref float x, ref float y, float overlaySize, float width) + { + x += overlaySize; + // Go to next line if it goes outside the screen. + if (x + overlaySize > width) + { + x = 0; + y -= overlaySize; + } + } + + void RenderDebugOverlay(Camera camera, ScriptableRenderContext renderContext) + { + // We don't want any overlay for these kind of rendering + if (camera.cameraType == CameraType.Reflection || camera.cameraType == CameraType.Preview) + return; + + CommandBuffer debugCB = new CommandBuffer(); + debugCB.name = "Debug Overlay"; + + float x = 0; + float overlayRatio = debugDisplaySettings.debugOverlayRatio; + float overlaySize = Math.Min(camera.pixelHeight, camera.pixelWidth) * overlayRatio; + float y = camera.pixelHeight - overlaySize; + + MaterialPropertyBlock propertyBlock = new MaterialPropertyBlock(); + + LightingDebugSettings lightingDebug = debugDisplaySettings.lightingDebugSettings; + + if (lightingDebug.shadowDebugMode != ShadowMapDebugMode.None) + { + if (lightingDebug.shadowDebugMode == ShadowMapDebugMode.VisualizeShadowMap) + { + uint visualizeShadowIndex = Math.Min(lightingDebug.shadowMapIndex, (uint)(GetCurrentShadowCount() - 1)); + ShadowLight shadowLight = m_ShadowsResult.shadowLights[visualizeShadowIndex]; + for (int slice = 0; slice < shadowLight.shadowSliceCount; ++slice) + { + ShadowSliceData sliceData = m_ShadowsResult.shadowSlices[shadowLight.shadowSliceIndex + slice]; + + Vector4 texcoordScaleBias = new Vector4((float)sliceData.shadowResolution / m_Owner.shadowSettings.shadowAtlasWidth, + (float)sliceData.shadowResolution / m_Owner.shadowSettings.shadowAtlasHeight, + (float)sliceData.atlasX / m_Owner.shadowSettings.shadowAtlasWidth, + (float)sliceData.atlasY / m_Owner.shadowSettings.shadowAtlasHeight); + + propertyBlock.SetVector("_TextureScaleBias", texcoordScaleBias); + + debugCB.SetViewport(new Rect(x, y, overlaySize, overlaySize)); + debugCB.DrawProcedural(Matrix4x4.identity, m_DebugDisplayShadowMap, 0, MeshTopology.Triangles, 3, 1, propertyBlock); + + NextOverlayCoord(ref x, ref y, overlaySize, camera.pixelWidth); + } + } + else if (lightingDebug.shadowDebugMode == ShadowMapDebugMode.VisualizeAtlas) + { + propertyBlock.SetVector("_TextureScaleBias", new Vector4(1.0f, 1.0f, 0.0f, 0.0f)); + + debugCB.SetViewport(new Rect(x, y, overlaySize, overlaySize)); + debugCB.DrawProcedural(Matrix4x4.identity, m_DebugDisplayShadowMap, 0, MeshTopology.Triangles, 3, 1, propertyBlock); + + NextOverlayCoord(ref x, ref y, overlaySize, camera.pixelWidth); + } + } + + if (lightingDebug.displaySkyReflection) + { + Texture skyReflection = m_SkyManager.skyReflection; + propertyBlock.SetTexture("_InputCubemap", skyReflection); + propertyBlock.SetFloat("_Mipmap", lightingDebug.skyReflectionMipmap); + debugCB.SetViewport(new Rect(x, y, overlaySize, overlaySize)); + debugCB.DrawProcedural(Matrix4x4.identity, m_DebugDisplayLatlong, 0, MeshTopology.Triangles, 3, 1, propertyBlock); + NextOverlayCoord(ref x, ref y, overlaySize, camera.pixelWidth); + } + + renderContext.ExecuteCommandBuffer(debugCB); + } + + // Function to prepare light structure for GPU lighting + void PrepareLightsForGPU(ShadowSettings shadowSettings, CullResults cullResults, Camera camera, ref ShadowOutput shadowOutput) + { + // build per tile light lists + if (m_LightLoop != null) + m_LightLoop.PrepareLightsForGPU(shadowSettings, cullResults, camera, ref shadowOutput); + } + + void InitAndClearBuffer(Camera camera, ScriptableRenderContext renderContext) + { + using (new Utilities.ProfilingSample("InitAndClearBuffer", renderContext)) + { + // We clear only the depth buffer, no need to clear the various color buffer as we overwrite them. + // Clear depth/stencil and init buffers + using (new Utilities.ProfilingSample("InitGBuffers and clear Depth/Stencil", renderContext)) + { + var cmd = new CommandBuffer(); + cmd.name = ""; + + // Init buffer + // With scriptable render loop we must allocate ourself depth and color buffer (We must be independent of backbuffer for now, hope to fix that later). + // Also we manage ourself the HDR format, here allocating fp16 directly. + // With scriptable render loop we can allocate temporary RT in a command buffer, they will not be release with ExecuteCommandBuffer + // These temporary surface are release automatically at the end of the scriptable render pipeline if not release explicitly + int w = camera.pixelWidth; + int h = camera.pixelHeight; + + cmd.GetTemporaryRT(m_CameraColorBuffer, w, h, 0, FilterMode.Point, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear, 1, true); // Enable UAV + cmd.GetTemporaryRT(m_CameraSubsurfaceBuffer, w, h, 0, FilterMode.Point, RenderTextureFormat.RGB111110Float, RenderTextureReadWrite.Linear, 1, true); // Enable UAV + cmd.GetTemporaryRT(m_CameraFilteringBuffer, w, h, 0, FilterMode.Point, RenderTextureFormat.RGB111110Float, RenderTextureReadWrite.Linear, 1, true); // Enable UAV + + if (!m_Owner.renderingSettings.ShouldUseForwardRenderingOnly()) + { + m_gbufferManager.InitGBuffers(w, h, cmd); + } + + renderContext.ExecuteCommandBuffer(cmd); + cmd.Dispose(); + + Utilities.SetRenderTarget(renderContext, m_CameraColorBufferRT, m_CameraDepthStencilBufferRT, ClearFlag.ClearDepth); + } + + // Clear the diffuse SSS lighting target + using (new Utilities.ProfilingSample("Clear SSS diffuse target", renderContext)) + { + Utilities.SetRenderTarget(renderContext, m_CameraSubsurfaceBufferRT, m_CameraDepthStencilBufferRT, ClearFlag.ClearColor, Color.black); + } + + // Clear the SSS filtering target + using (new Utilities.ProfilingSample("Clear SSS filtering target", renderContext)) + { + Utilities.SetRenderTarget(renderContext, m_CameraFilteringBuffer, m_CameraDepthStencilBufferRT, ClearFlag.ClearColor, Color.black); + } + + // TEMP: As we are in development and have not all the setup pass we still clear the color in emissive buffer and gbuffer, but this will be removed later. + + // Clear the HDR target + using (new Utilities.ProfilingSample("Clear HDR target", renderContext)) + { + Utilities.SetRenderTarget(renderContext, m_CameraColorBufferRT, m_CameraDepthStencilBufferRT, ClearFlag.ClearColor, Color.black); + } + + // Clear GBuffers + if (!m_Owner.renderingSettings.ShouldUseForwardRenderingOnly()) + { + using (new Utilities.ProfilingSample("Clear GBuffer", renderContext)) + { + Utilities.SetRenderTarget(renderContext, m_gbufferManager.GetGBuffers(), m_CameraDepthStencilBufferRT, ClearFlag.ClearColor, Color.black); + } + } + // END TEMP + } + } + } +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs.meta new file mode 100644 index 00000000000..e9f9de172a1 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: f365a473b136bef4797c7281a02cd510 +timeCreated: 1483605696 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting.meta similarity index 79% rename from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting.meta rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting.meta index 252a74a6f73..6a3d581bed2 100644 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting.meta +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: b8bec6e2ba5850349bc2827fbe25b071 +guid: 3002976b0b09954499dd1f6e00169b06 folderAsset: yes timeCreated: 1474297943 licenseType: Pro diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Forward.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Forward.hlsl new file mode 100644 index 00000000000..ed963e9f7c9 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Forward.hlsl @@ -0,0 +1,20 @@ +// There is two kind of lighting architectures. +// Those that are control from inside the "Material".shader with "Pass" concept like forward lighting. Call later forward lighting architecture. +// Those that are control outside the "Material".shader in a "Lighting".shader like deferred lighting. Call later deferred lighting architecture. + +// When dealing with deferred lighting architecture, the renderloop is in charge to call the correct .shader. +// RenderLoop can do multiple call of various deferred lighting architecture. +// (Note: enabled variant for deferred lighting architecture are in deferred.shader) +// When dealing with forward lighting architecture, the renderloop must specify a shader pass (like "forward") but it also need +// to specify which variant of the forward lighting architecture he want (with cmd.EnableShaderKeyword()). +// Renderloop can suppose dynamically switching from regular forward to tile forward for example within the same "Forward" pass. + +// The purpose of the following pragma is to define the variant available for "Forward" Pass in "Material".shader. +// If only one keyword is present it mean that only one type of forward lighting architecture is supported. + +// Must match name in GetKeyword() method of forward lighting architecture .cs file +// #pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS -> can't use a pragma from include... (for now) + +// No USE_FPTL_LIGHTLIST as we are in forward and this use the cluster path (but cluster path can use the tile light list for opaque) +#define USE_CLUSTERED_LIGHTLIST +#define LIGHTLOOP_TILE_ALL diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Forward.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Forward.hlsl.meta new file mode 100644 index 00000000000..1a8f20439a4 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Forward.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c4e4a82a4f02d5946848b918b72488fd +timeCreated: 1477269249 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightDefinition.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightDefinition.cs new file mode 100644 index 00000000000..5148b6121d1 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightDefinition.cs @@ -0,0 +1,137 @@ +using UnityEngine; + +namespace UnityEngine.Experimental.Rendering.HDPipeline +{ + //----------------------------------------------------------------------------- + // structure definition + //----------------------------------------------------------------------------- + + [GenerateHLSL] + public enum GPULightType + { + Directional, + Spot, + Point, + ProjectorOrtho, + ProjectorPyramid, + + // AreaLight + Rectangle, + Line, + // Currently not supported in real time (just use for reference) + Sphere, + Disk, + Hemisphere, + Cylinder + }; + + // These structures share between C# and hlsl need to be align on float4, so we pad them. + [GenerateHLSL] + public struct LightData + { + public Vector3 positionWS; + public float invSqrAttenuationRadius; + + public Vector3 color; + public float angleScale; // Spot light + + public Vector3 forward; + public float angleOffset; // Spot light + + public Vector3 up; + public float diffuseScale; + + public Vector3 right; + public float specularScale; + + public float shadowDimmer; + // index are -1 if not used + public int shadowIndex; + public int IESIndex; + public int cookieIndex; + + public Vector2 size; // Used by area, projector and spot lights; x = cot(outerHalfAngle) for spot lights + public GPULightType lightType; + public float unused; + }; + + [GenerateHLSL] + public struct DirectionalLightData + { + public Vector3 forward; + public float diffuseScale; + + public Vector3 up; + public float invScaleY; + + public Vector3 right; + public float invScaleX; + + public Vector3 positionWS; + public bool tileCookie; + + public Vector3 color; + public float specularScale; + + // Sun disc size + public float cosAngle; // Distance to the disk + public float sinAngle; // Disk radius + public int shadowIndex; // -1 if unused + public int cookieIndex; // -1 if unused + }; + + + // TODO: we may have to add various parameters here for shadow - was suppose to be coupled with a light loop + // A point light is 6x PunctualShadowData + [GenerateHLSL] + public struct ShadowData + { + // World to ShadowMap matrix + // Include scale and bias for shadow atlas if any + public Matrix4x4 worldToShadow; + + public float bias; + public float quality; + public float unused; + public float unused2; + public Vector4 invResolution; + }; + + [GenerateHLSL] + public enum EnvShapeType + { + None, + Box, + Sphere, + Sky + }; + + [GenerateHLSL] + public enum EnvConstants + { + SpecCubeLodStep = 6 + } + + + [GenerateHLSL] + public struct EnvLightData + { + public Vector3 positionWS; + public EnvShapeType envShapeType; + + public Vector3 forward; + public int envIndex; + + public Vector3 up; + public float blendDistance; // blend transition outside the volume + + public Vector3 right; + public int unused0; + + public Vector3 innerDistance; // equivalent to volume scale + public float unused1; + + public Vector3 offsetLS; + public float unused2; + }; +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightDefinition.cs.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightDefinition.cs.hlsl new file mode 100644 index 00000000000..c734acc04b6 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightDefinition.cs.hlsl @@ -0,0 +1,321 @@ +// +// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightDefinition.cs. Please don't edit by hand. +// + +#ifndef LIGHTDEFINITION_CS_HLSL +#define LIGHTDEFINITION_CS_HLSL +// +// UnityEngine.Experimental.Rendering.HDPipeline.GPULightType: static fields +// +#define GPULIGHTTYPE_DIRECTIONAL (0) +#define GPULIGHTTYPE_SPOT (1) +#define GPULIGHTTYPE_POINT (2) +#define GPULIGHTTYPE_PROJECTOR_ORTHO (3) +#define GPULIGHTTYPE_PROJECTOR_PYRAMID (4) +#define GPULIGHTTYPE_RECTANGLE (5) +#define GPULIGHTTYPE_LINE (6) +#define GPULIGHTTYPE_SPHERE (7) +#define GPULIGHTTYPE_DISK (8) +#define GPULIGHTTYPE_HEMISPHERE (9) +#define GPULIGHTTYPE_CYLINDER (10) + +// +// UnityEngine.Experimental.Rendering.HDPipeline.EnvShapeType: static fields +// +#define ENVSHAPETYPE_NONE (0) +#define ENVSHAPETYPE_BOX (1) +#define ENVSHAPETYPE_SPHERE (2) +#define ENVSHAPETYPE_SKY (3) + +// +// UnityEngine.Experimental.Rendering.HDPipeline.EnvConstants: static fields +// +#define ENVCONSTANTS_SPEC_CUBE_LOD_STEP (6) + +// Generated from UnityEngine.Experimental.Rendering.HDPipeline.LightData +// PackingRules = Exact +struct LightData +{ + float3 positionWS; + float invSqrAttenuationRadius; + float3 color; + float angleScale; + float3 forward; + float angleOffset; + float3 up; + float diffuseScale; + float3 right; + float specularScale; + float shadowDimmer; + int shadowIndex; + int IESIndex; + int cookieIndex; + float2 size; + int lightType; + float unused; +}; + +// Generated from UnityEngine.Experimental.Rendering.HDPipeline.DirectionalLightData +// PackingRules = Exact +struct DirectionalLightData +{ + float3 forward; + float diffuseScale; + float3 up; + float invScaleY; + float3 right; + float invScaleX; + float3 positionWS; + bool tileCookie; + float3 color; + float specularScale; + float cosAngle; + float sinAngle; + int shadowIndex; + int cookieIndex; +}; + +// Generated from UnityEngine.Experimental.Rendering.HDPipeline.ShadowData +// PackingRules = Exact +struct ShadowData +{ + float4x4 worldToShadow; + float bias; + float quality; + float unused; + float unused2; + float4 invResolution; +}; + +// Generated from UnityEngine.Experimental.Rendering.HDPipeline.EnvLightData +// PackingRules = Exact +struct EnvLightData +{ + float3 positionWS; + int envShapeType; + float3 forward; + int envIndex; + float3 up; + float blendDistance; + float3 right; + int unused0; + float3 innerDistance; + float unused1; + float3 offsetLS; + float unused2; +}; + +// +// Accessors for UnityEngine.Experimental.Rendering.HDPipeline.LightData +// +float3 GetPositionWS(LightData value) +{ + return value.positionWS; +} +float GetInvSqrAttenuationRadius(LightData value) +{ + return value.invSqrAttenuationRadius; +} +float3 GetColor(LightData value) +{ + return value.color; +} +float GetAngleScale(LightData value) +{ + return value.angleScale; +} +float3 GetForward(LightData value) +{ + return value.forward; +} +float GetAngleOffset(LightData value) +{ + return value.angleOffset; +} +float3 GetUp(LightData value) +{ + return value.up; +} +float GetDiffuseScale(LightData value) +{ + return value.diffuseScale; +} +float3 GetRight(LightData value) +{ + return value.right; +} +float GetSpecularScale(LightData value) +{ + return value.specularScale; +} +float GetShadowDimmer(LightData value) +{ + return value.shadowDimmer; +} +int GetShadowIndex(LightData value) +{ + return value.shadowIndex; +} +int GetIESIndex(LightData value) +{ + return value.IESIndex; +} +int GetCookieIndex(LightData value) +{ + return value.cookieIndex; +} +float2 GetSize(LightData value) +{ + return value.size; +} +int GetLightType(LightData value) +{ + return value.lightType; +} +float GetUnused(LightData value) +{ + return value.unused; +} + +// +// Accessors for UnityEngine.Experimental.Rendering.HDPipeline.DirectionalLightData +// +float3 GetForward(DirectionalLightData value) +{ + return value.forward; +} +float GetDiffuseScale(DirectionalLightData value) +{ + return value.diffuseScale; +} +float3 GetUp(DirectionalLightData value) +{ + return value.up; +} +float GetInvScaleY(DirectionalLightData value) +{ + return value.invScaleY; +} +float3 GetRight(DirectionalLightData value) +{ + return value.right; +} +float GetInvScaleX(DirectionalLightData value) +{ + return value.invScaleX; +} +float3 GetPositionWS(DirectionalLightData value) +{ + return value.positionWS; +} +bool GetTileCookie(DirectionalLightData value) +{ + return value.tileCookie; +} +float3 GetColor(DirectionalLightData value) +{ + return value.color; +} +float GetSpecularScale(DirectionalLightData value) +{ + return value.specularScale; +} +float GetCosAngle(DirectionalLightData value) +{ + return value.cosAngle; +} +float GetSinAngle(DirectionalLightData value) +{ + return value.sinAngle; +} +int GetShadowIndex(DirectionalLightData value) +{ + return value.shadowIndex; +} +int GetCookieIndex(DirectionalLightData value) +{ + return value.cookieIndex; +} + +// +// Accessors for UnityEngine.Experimental.Rendering.HDPipeline.ShadowData +// +float4x4 GetWorldToShadow(ShadowData value) +{ + return value.worldToShadow; +} +float GetBias(ShadowData value) +{ + return value.bias; +} +float GetQuality(ShadowData value) +{ + return value.quality; +} +float GetUnused(ShadowData value) +{ + return value.unused; +} +float GetUnused2(ShadowData value) +{ + return value.unused2; +} +float4 GetInvResolution(ShadowData value) +{ + return value.invResolution; +} + +// +// Accessors for UnityEngine.Experimental.Rendering.HDPipeline.EnvLightData +// +float3 GetPositionWS(EnvLightData value) +{ + return value.positionWS; +} +int GetEnvShapeType(EnvLightData value) +{ + return value.envShapeType; +} +float3 GetForward(EnvLightData value) +{ + return value.forward; +} +int GetEnvIndex(EnvLightData value) +{ + return value.envIndex; +} +float3 GetUp(EnvLightData value) +{ + return value.up; +} +float GetBlendDistance(EnvLightData value) +{ + return value.blendDistance; +} +float3 GetRight(EnvLightData value) +{ + return value.right; +} +int GetUnused0(EnvLightData value) +{ + return value.unused0; +} +float3 GetInnerDistance(EnvLightData value) +{ + return value.innerDistance; +} +float GetUnused1(EnvLightData value) +{ + return value.unused1; +} +float3 GetOffsetLS(EnvLightData value) +{ + return value.offsetLS; +} +float GetUnused2(EnvLightData value) +{ + return value.unused2; +} + + +#endif diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightDefinition.cs.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightDefinition.cs.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightDefinition.cs.hlsl.meta rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightDefinition.cs.hlsl.meta diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightDefinition.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightDefinition.cs.meta similarity index 100% rename from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightDefinition.cs.meta rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightDefinition.cs.meta diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop.cs new file mode 100644 index 00000000000..3304f45d186 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop.cs @@ -0,0 +1,38 @@ +using UnityEngine; +using UnityEngine.Rendering; + +namespace UnityEngine.Experimental.Rendering.HDPipeline +{ + public class BaseLightLoop + { + protected Light m_CurrentSunLight = null; + + // TODO: We should rather put the texture settings in LightLoop, but how do we serialize it ? + public virtual void Build(TextureSettings textureSettings) {} + + public virtual void Cleanup() {} + + public virtual bool NeedResize() { return false; } + + public virtual void AllocResolutionDependentBuffers(int width, int height) {} + + public virtual void ReleaseResolutionDependentBuffers() {} + + public virtual void NewFrame() {} + + public virtual void PrepareLightsForGPU(ShadowSettings shadowSettings, CullResults cullResults, Camera camera, ref ShadowOutput shadowOutput) {} + public virtual void RenderShadows(ScriptableRenderContext renderContext, CullResults cullResults) {} + + // TODO: this should not be part of the interface but for now make something working + public virtual void BuildGPULightLists(Camera camera, ScriptableRenderContext loop, RenderTargetIdentifier cameraDepthBufferRT) {} + + public virtual void RenderDeferredLighting( HDCamera hdCamera, ScriptableRenderContext renderContext, + DebugDisplaySettings debugDisplaySettings, + RenderTargetIdentifier[] colorBuffers, RenderTargetIdentifier depthStencilBuffer, RenderTargetIdentifier depthStencilTexture, + bool outputSplitLightingForSSS) { } + + public virtual void RenderForward(Camera camera, ScriptableRenderContext renderContext, bool renderOpaque) {} + + public Light GetCurrentSunLight() { return m_CurrentSunLight; } + } +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop.cs.meta new file mode 100644 index 00000000000..d8d1ec02de7 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 1669ef5a164969c4c90cd3509b01123d +timeCreated: 1481066258 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoopProducer.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoopProducer.cs new file mode 100644 index 00000000000..9bbd0d8ef52 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoopProducer.cs @@ -0,0 +1,7 @@ +namespace UnityEngine.Experimental.Rendering.HDPipeline +{ + public abstract class LightLoopProducer : ScriptableObject + { + public abstract BaseLightLoop CreateLightLoop(); + } +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoopProducer.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoopProducer.cs.meta new file mode 100644 index 00000000000..b26f44f3a90 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoopProducer.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: dd4610bf13505b241bca4b8f5debfec4 +timeCreated: 1485446979 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightUtilities.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightUtilities.hlsl new file mode 100644 index 00000000000..a1deb65abd6 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightUtilities.hlsl @@ -0,0 +1,24 @@ +#ifndef UNITY_LIGHT_UTILITIES_INCLUDED +#define UNITY_LIGHT_UTILITIES_INCLUDED + +#include "LightDefinition.cs.hlsl" + +// The EnvLightData of the sky light contains a bunch of compile-time constants. +// This function sets them directly to allow the compiler to propagate them and optimize the code. +EnvLightData InitSkyEnvLightData(int envIndex) +{ + EnvLightData output; + output.envShapeType = ENVSHAPETYPE_SKY; + output.envIndex = envIndex; + output.forward = float3(0.0, 0.0, 1.0); + output.up = float3(0.0, 1.0, 0.0); + output.right = float3(1.0, 0.0, 0.0); + output.positionWS = float3(0.0, 0.0, 0.0); + output.offsetLS = float3(0.0, 0.0, 0.0); + output.innerDistance = float3(0.0, 0.0, 0.0); + output.blendDistance = 1.0; + + return output; +} + +#endif // UNITY_LIGHT_UTILITIES_INCLUDED diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightUtilities.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightUtilities.hlsl.meta new file mode 100644 index 00000000000..de96c171c48 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightUtilities.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: be2a44d9e57c5b943ab80fa5fc334d99 +timeCreated: 1480423337 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Lighting.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Lighting.hlsl new file mode 100644 index 00000000000..7bd14bf9f35 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Lighting.hlsl @@ -0,0 +1,37 @@ +#ifndef UNITY_LIGHTING_INCLUDED +#define UNITY_LIGHTING_INCLUDED + +#include "../../ShaderLibrary/CommonLighting.hlsl" +#include "../../ShaderLibrary/CommonShadow.hlsl" +#include "../../ShaderLibrary/Sampling.hlsl" +#include "../../ShaderLibrary/AreaLighting.hlsl" +#include "../../ShaderLibrary/ImageBasedLighting.hlsl" + +// The light loop (or lighting architecture) is in charge to: +// - Define light list +// - Define the light loop +// - Setup the constant/data +// - Do the reflection hierarchy +// - Provide sampling function for shadowmap, ies, cookie and reflection (depends on the specific use with the light loops like index array or atlas or single and texture format (cubemap/latlong)) + +#define HAS_LIGHTLOOP // Allow to not define LightLoop related function in Material.hlsl + +#include "../Lighting/LightDefinition.cs.hlsl" +#include "../Lighting/LightUtilities.hlsl" + +#include "../Shadow/Shadow.hlsl" + +#if defined(LIGHTLOOP_SINGLE_PASS) || defined(LIGHTLOOP_TILE_PASS) +#include "../Lighting/TilePass/TilePass.hlsl" +#endif + +// Shadow use samling function define in header above and must be include before Material.hlsl +#include "../Material/Material.hlsl" + +// LightLoop use evaluation BSDF function for light type define in Material.hlsl +#if defined(LIGHTLOOP_SINGLE_PASS) || defined(LIGHTLOOP_TILE_PASS) +#include "../Lighting/TilePass/TilePassLoop.hlsl" +#endif + + +#endif // UNITY_LIGHTING_INCLUDED diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/Lighting.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Lighting.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/Lighting.hlsl.meta rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Lighting.hlsl.meta diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Resources.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Resources.meta new file mode 100644 index 00000000000..8dff605f608 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Resources.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 0823a45531ce4ee45ab39bcbe1ea52a6 +folderAsset: yes +timeCreated: 1479129942 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Resources/Deferred.shader b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Resources/Deferred.shader new file mode 100644 index 00000000000..34cf8954e22 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Resources/Deferred.shader @@ -0,0 +1,134 @@ +Shader "Hidden/HDRenderPipeline/Deferred" +{ + Properties + { + // We need to be able to control the blend mode for deferred shader in case we do multiple pass + _SrcBlend("", Float) = 1 + _DstBlend("", Float) = 1 + + _StencilRef("", Int) = 0 + _StencilCmp("", Int) = 3 + } + + SubShader + { + Pass + { + Stencil + { + Ref [_StencilRef] + Comp [_StencilCmp] + Pass Keep + } + + ZWrite Off + ZTest Always + Blend [_SrcBlend] [_DstBlend], One Zero + Cull Off + + HLSLPROGRAM + #pragma target 4.5 + #pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev + // #pragma enable_d3d11_debug_symbols + + #pragma vertex Vert + #pragma fragment Frag + + // Chose supported lighting architecture in case of deferred rendering + #pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS + + // TODO: Workflow problem here, I would like to only generate variant for the LIGHTLOOP_TILE_PASS case, not the LIGHTLOOP_SINGLE_PASS case. This must be on lightloop side and include here.... (Can we codition + #pragma multi_compile LIGHTLOOP_TILE_DIRECT LIGHTLOOP_TILE_INDIRECT LIGHTLOOP_TILE_ALL + #pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST + + // Split lighting is utilized during the SSS pass. + #pragma multi_compile _ OUTPUT_SPLIT_LIGHTING + + #pragma multi_compile _ DEBUG_DISPLAY + + //------------------------------------------------------------------------------------- + // Include + //------------------------------------------------------------------------------------- + + #include "../../../ShaderLibrary/Common.hlsl" + #include "../../Debug/DebugDisplay.hlsl" + + // Note: We have fix as guidelines that we have only one deferred material (with control of GBuffer enabled). Mean a users that add a new + // deferred material must replace the old one here. If in the future we want to support multiple layout (cause a lot of consistency problem), + // the deferred shader will require to use multicompile. + #define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl + #include "../../ShaderConfig.cs.hlsl" + #include "../../ShaderVariables.hlsl" + #include "../../Lighting/Lighting.hlsl" // This include Material.hlsl + + //------------------------------------------------------------------------------------- + // variable declaration + //------------------------------------------------------------------------------------- + + DECLARE_GBUFFER_TEXTURE(_GBufferTexture); + + struct Attributes + { + uint vertexID : SV_VertexID; + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + }; + + struct Outputs + { + #ifdef OUTPUT_SPLIT_LIGHTING + float4 specularLighting : SV_Target0; + float3 diffuseLighting : SV_Target1; + #else + float4 combinedLighting : SV_Target0; + #endif + }; + + Varyings Vert(Attributes input) + { + Varyings output; + output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID); + return output; + } + + Outputs Frag(Varyings input) + { + // input.positionCS is SV_Position + PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw, uint2(input.positionCS.xy) / GetTileSize()); + float depth = LOAD_TEXTURE2D(_MainDepthTexture, posInput.unPositionSS).x; + UpdatePositionInput(depth, _InvViewProjMatrix, _ViewProjMatrix, posInput); + float3 V = GetWorldSpaceNormalizeViewDir(posInput.positionWS); + + uint featureFlags = 0xFFFFFFFF; + + FETCH_GBUFFER(gbuffer, _GBufferTexture, posInput.unPositionSS); + BSDFData bsdfData; + float3 bakeDiffuseLighting; + DECODE_FROM_GBUFFER(gbuffer, featureFlags, bsdfData, bakeDiffuseLighting); + + PreLightData preLightData = GetPreLightData(V, posInput, bsdfData); + + float3 diffuseLighting; + float3 specularLighting; + LightLoop(V, posInput, preLightData, bsdfData, bakeDiffuseLighting, featureFlags, diffuseLighting, specularLighting); + + Outputs outputs; + #ifdef OUTPUT_SPLIT_LIGHTING + outputs.specularLighting = float4(specularLighting, 1.0); + outputs.diffuseLighting = diffuseLighting; + #else + outputs.combinedLighting = float4(diffuseLighting + specularLighting, 1.0); + #endif + + return outputs; + } + + ENDHLSL + } + + } + Fallback Off +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Resources/Deferred.shader.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Resources/Deferred.shader.meta new file mode 100644 index 00000000000..a4e883b4363 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Resources/Deferred.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 00dd221e34a6ab349a1196b0f2fab693 +timeCreated: 1477266585 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TileLightLoopProducer.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TileLightLoopProducer.cs new file mode 100644 index 00000000000..b89f5fb0e28 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TileLightLoopProducer.cs @@ -0,0 +1,83 @@ +using System; +#if UNITY_EDITOR +using UnityEditor; +#endif +using UnityEngine.Experimental.Rendering.HDPipeline.TilePass; + +namespace UnityEngine.Experimental.Rendering.HDPipeline +{ + public class TileLightLoopProducer : LightLoopProducer + { +#if UNITY_EDITOR + public const string TilePassProducer = "Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassProducer.asset"; + + [UnityEditor.MenuItem("HDRenderPipeline/TilePass/Create TileLightLoopProducer")] + static void CreateTileLightLoopProducer() + { + var instance = CreateInstance(); + UnityEditor.AssetDatabase.CreateAsset(instance, TilePassProducer); + + + instance.m_PassResources = AssetDatabase.LoadAssetAtPath(TilePassResources.tilePassResources); + } + +#endif + [Serializable] + public class TileSettings + { + public bool enableTileAndCluster; // For debug / test + public bool enableSplitLightEvaluation; + public bool enableComputeLightEvaluation; + public bool enableComputeFeatureVariants; + + // clustered light list specific buffers and data begin + public bool enableClustered; + public bool enableFptlForOpaqueWhenClustered; // still useful on opaques. Should be true by default to force tile on opaque. + public bool enableBigTilePrepass; + + [Range(0.0f, 1.0f)] + public float diffuseGlobalDimmer = 1.0f; + [Range(0.0f, 1.0f)] + public float specularGlobalDimmer = 1.0f; + + public enum TileDebug : int { None = 0, Punctual = 1, Area = 2, AreaAndPunctual = 3, Environment = 4, EnvironmentAndPunctual = 5, EnvironmentAndArea = 6, EnvironmentAndAreaAndPunctual = 7, FeatureVariants = 8 }; + public TileDebug tileDebugByCategory; + + public static TileSettings defaultSettings = new TileSettings + { + enableTileAndCluster = true, + enableSplitLightEvaluation = true, + enableComputeLightEvaluation = false, + enableComputeFeatureVariants = false, + + tileDebugByCategory = TileDebug.None, + enableClustered = true, + enableFptlForOpaqueWhenClustered = true, + enableBigTilePrepass = true, + }; + } + + [SerializeField] + private TileSettings m_TileSettings = TileSettings.defaultSettings; + + public TileSettings tileSettings + { + get { return m_TileSettings; } + set { m_TileSettings = value; } + } + + [SerializeField] + private TilePassResources m_PassResources; + + public TilePassResources passResources + { + get { return m_PassResources; } + set { m_PassResources = value; } + } + + public override BaseLightLoop CreateLightLoop() + { + return new LightLoop(this); + } + } +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TileLightLoopProducer.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TileLightLoopProducer.cs.meta new file mode 100644 index 00000000000..76f374b88af --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TileLightLoopProducer.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 31c50a63970c0c843ab7cbf7d67d5b33 +timeCreated: 1485446978 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass.meta new file mode 100644 index 00000000000..041136a41b5 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 8d0d2ae5d51ae6e42a81b92e8693272f +folderAsset: yes +timeCreated: 1479218330 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/ClusteredUtils.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/ClusteredUtils.hlsl new file mode 100644 index 00000000000..fc599fe3d9f --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/ClusteredUtils.hlsl @@ -0,0 +1,86 @@ +#ifndef __CLUSTEREDUTILS_H__ +#define __CLUSTEREDUTILS_H__ + +float GetScaleFromBase(float base) +{ + const float C = (float)(1 << g_iLog2NumClusters); + const float geomSeries = (1.0 - PositivePow(base, C)) / (1 - base); // geometric series: sum_k=0^{C-1} base^k + return geomSeries / (g_fFarPlane - g_fNearPlane); +} + +int SnapToClusterIdxFlex(float z_in, float suggestedBase, bool logBasePerTile) +{ +#if USE_LEFTHAND_CAMERASPACE + float z = z_in; +#else + float z = -z_in; +#endif + + float userscale = g_fClustScale; + if (logBasePerTile) + userscale = GetScaleFromBase(suggestedBase); + + // using the inverse of the geometric series + const float dist = max(0, z - g_fNearPlane); + return (int)clamp(log2(dist * userscale * (suggestedBase - 1.0f) + 1) / log2(suggestedBase), 0.0, (float)((1 << g_iLog2NumClusters) - 1)); +} + +int SnapToClusterIdx(float z_in, float suggestedBase) +{ +#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE + bool logBasePerTile = true; // resolved compile time +#else + bool logBasePerTile = false; +#endif + + return SnapToClusterIdxFlex(z_in, suggestedBase, logBasePerTile); +} + +float ClusterIdxToZFlex(int k, float suggestedBase, bool logBasePerTile) +{ + float res; + + float userscale = g_fClustScale; + if (logBasePerTile) + userscale = GetScaleFromBase(suggestedBase); + + float dist = (PositivePow(suggestedBase, (float)k) - 1.0) / (userscale * (suggestedBase - 1.0f)); + res = dist + g_fNearPlane; + +#if USE_LEFTHAND_CAMERASPACE + return res; +#else + return -res; +#endif +} + +float ClusterIdxToZ(int k, float suggestedBase) +{ +#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE + bool logBasePerTile = true; // resolved compile time +#else + bool logBasePerTile = false; +#endif + + return ClusterIdxToZFlex(k, suggestedBase, logBasePerTile); +} + +// generate a log-base value such that half of the clusters are consumed from near plane to max. opaque depth of tile. +float SuggestLogBase50(float tileFarPlane) +{ + const float C = (float)(1 << g_iLog2NumClusters); + float normDist = clamp((tileFarPlane - g_fNearPlane) / (g_fFarPlane - g_fNearPlane), FLT_EPSILON, 1.0); + float suggested_base = pow((1.0 + sqrt(max(0.0, 1.0 - 4.0 * normDist * (1.0 - normDist)))) / (2.0 * normDist), 2.0 / C); // + return max(g_fClustBase, suggested_base); +} + +// generate a log-base value such that (approximately) a quarter of the clusters are consumed from near plane to max. opaque depth of tile. +float SuggestLogBase25(float tileFarPlane) +{ + const float C = (float)(1 << g_iLog2NumClusters); + float normDist = clamp((tileFarPlane - g_fNearPlane) / (g_fFarPlane - g_fNearPlane), FLT_EPSILON, 1.0); + float suggested_base = pow((1 / 2.3) * max(0.0, (0.8 / normDist) - 1), 4.0 / (C * 2)); // approximate inverse of d*x^4 + (-x) + (1-d) = 0 - d is normalized distance + return max(g_fClustBase, suggested_base); +} + +#endif diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/ClusteredUtils.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/ClusteredUtils.hlsl.meta new file mode 100644 index 00000000000..336028eecac --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/ClusteredUtils.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 54f8006db9236c148af831b7fcaadc0c +timeCreated: 1479691314 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/FeatureFlags.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/FeatureFlags.hlsl new file mode 100644 index 00000000000..758278dd592 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/FeatureFlags.hlsl @@ -0,0 +1,41 @@ +#ifndef __FEATURE_FLAGS_H__ +#define __FEATURE_FLAGS_H__ + +static const uint FEATURE_FLAG_ALL_MATERIALS = FEATURE_FLAG_MATERIAL_LIT_STANDARD | FEATURE_FLAG_MATERIAL_LIT_SSS | FEATURE_FLAG_MATERIAL_LIT_SPECULAR | FEATURE_FLAG_MATERIAL_LIT_ANISO; + +static const uint FeatureVariantFlags[NUM_FEATURE_VARIANTS] = +{ +/* 0 */ 0 | FEATURE_FLAG_ALL_MATERIALS, +/* 1 */ FEATURE_FLAG_LIGHT_SKY | FEATURE_FLAG_LIGHT_DIRECTIONAL | FEATURE_FLAG_MATERIAL_LIT_STANDARD, +/* 2 */ FEATURE_FLAG_LIGHT_SKY | FEATURE_FLAG_LIGHT_DIRECTIONAL | FEATURE_FLAG_LIGHT_ENV | FEATURE_FLAG_MATERIAL_LIT_STANDARD, +/* 3 */ FEATURE_FLAG_LIGHT_SKY | FEATURE_FLAG_LIGHT_DIRECTIONAL | FEATURE_FLAG_LIGHT_PUNCTUAL | FEATURE_FLAG_MATERIAL_LIT_STANDARD, +/* 3 */ FEATURE_FLAG_LIGHT_SKY | FEATURE_FLAG_LIGHT_DIRECTIONAL | FEATURE_FLAG_LIGHT_PUNCTUAL | FEATURE_FLAG_LIGHT_ENV | FEATURE_FLAG_MATERIAL_LIT_STANDARD, +/* 5 */ FEATURE_FLAG_LIGHT_SKY | FEATURE_FLAG_LIGHT_DIRECTIONAL | FEATURE_FLAG_LIGHT_AREA | FEATURE_FLAG_MATERIAL_LIT_STANDARD, +/* 6 */ FEATURE_FLAG_LIGHT_SKY | FEATURE_FLAG_LIGHT_DIRECTIONAL | FEATURE_FLAG_LIGHT_AREA | FEATURE_FLAG_LIGHT_PUNCTUAL | FEATURE_FLAG_LIGHT_ENV | FEATURE_FLAG_MATERIAL_LIT_STANDARD, +/* 7 */ FEATURE_FLAG_LIGHT_SKY | FEATURE_FLAG_LIGHT_DIRECTIONAL | FEATURE_FLAG_LIGHT_AREA | FEATURE_FLAG_LIGHT_PUNCTUAL | FEATURE_FLAG_LIGHT_ENV | FEATURE_FLAG_LIGHT_PROJECTOR | FEATURE_FLAG_MATERIAL_LIT_STANDARD, +/* 8 */ FEATURE_FLAG_LIGHT_SKY | FEATURE_FLAG_LIGHT_DIRECTIONAL | FEATURE_FLAG_ALL_MATERIALS, +/* 9 */ FEATURE_FLAG_LIGHT_SKY | FEATURE_FLAG_LIGHT_DIRECTIONAL | FEATURE_FLAG_LIGHT_ENV | FEATURE_FLAG_ALL_MATERIALS, +/* 10 */ FEATURE_FLAG_LIGHT_SKY | FEATURE_FLAG_LIGHT_DIRECTIONAL | FEATURE_FLAG_LIGHT_PUNCTUAL | FEATURE_FLAG_ALL_MATERIALS, +/* 11 */ FEATURE_FLAG_LIGHT_SKY | FEATURE_FLAG_LIGHT_DIRECTIONAL | FEATURE_FLAG_LIGHT_PUNCTUAL | FEATURE_FLAG_LIGHT_ENV | FEATURE_FLAG_ALL_MATERIALS, +/* 12 */ FEATURE_FLAG_LIGHT_SKY | FEATURE_FLAG_LIGHT_DIRECTIONAL | FEATURE_FLAG_LIGHT_AREA | FEATURE_FLAG_ALL_MATERIALS, +/* 13 */ FEATURE_FLAG_LIGHT_SKY | FEATURE_FLAG_LIGHT_DIRECTIONAL | FEATURE_FLAG_LIGHT_AREA | FEATURE_FLAG_LIGHT_PUNCTUAL | FEATURE_FLAG_LIGHT_ENV | FEATURE_FLAG_ALL_MATERIALS, +/* 14 */ FEATURE_FLAG_LIGHT_SKY | FEATURE_FLAG_LIGHT_DIRECTIONAL | FEATURE_FLAG_LIGHT_AREA | FEATURE_FLAG_LIGHT_PUNCTUAL | FEATURE_FLAG_LIGHT_ENV | FEATURE_FLAG_LIGHT_PROJECTOR | FEATURE_FLAG_ALL_MATERIALS, +/* 15 */ 0xFFFFFFFF +}; + +uint FeatureFlagsToTileVariant(uint featureFlags) +{ + for(int i = 0; i < NUM_FEATURE_VARIANTS; i++) + { + if((featureFlags & FeatureVariantFlags[i]) == featureFlags) + return i; + } + return NUM_FEATURE_VARIANTS - 1; +} + +uint TileVariantToFeatureFlags(uint variant) +{ + return FeatureVariantFlags[variant]; +} + +#endif diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/FeatureFlags.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/FeatureFlags.hlsl.meta new file mode 100644 index 00000000000..e7f3ab87dc8 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/FeatureFlags.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 0ef495ee49d152b419e9fd62aa24523f +timeCreated: 1489679489 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/LightingConvexHullUtils.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/LightingConvexHullUtils.hlsl new file mode 100644 index 00000000000..afe54fbe44b --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/LightingConvexHullUtils.hlsl @@ -0,0 +1,128 @@ +#ifndef __LIGHTINGCONVEXHULLUTILS_H__ +#define __LIGHTINGCONVEXHULLUTILS_H__ + +#include "TilePass.cs.hlsl" + +float3 GetHullVertex(const float3 boxX, const float3 boxY, const float3 boxZ, const float3 center, const float2 scaleXY, const int p) +{ + const bool bIsTopVertex = (p&4)!=0; + float3 vScales = float3( ((p&1)!=0 ? 1.0f : (-1.0f))*(bIsTopVertex ? scaleXY.x : 1.0), ((p&2)!=0 ? 1.0f : (-1.0f))*(bIsTopVertex ? scaleXY.y : 1.0), (p&4)!=0 ? 1.0f : (-1.0f) ); + return (vScales.x*boxX + vScales.y*boxY + vScales.z*boxZ) + center; +} + +void GetHullEdge(out int idx0, out int idx_twin, out float3 vP0, out float3 vE0, const int e0, const float3 boxX, const float3 boxY, const float3 boxZ, const float3 center, const float2 scaleXY) +{ + int iAxis = e0>>2; + int iSwizzle = e0&0x3; + bool bIsSwizzleOneOrTwo = ((iSwizzle-1)&0x2)==0; + + const int i0 = iAxis==0 ? (2*iSwizzle+0) : ( iAxis==1 ? (iSwizzle+(iSwizzle&2)) : iSwizzle); + const int i1 = i0 + (1<>1, 2); + const float fS = (sideIndex & 1) != 0 ? 1 : (-1); + + float3 vA = fS*(iAbsSide == 0 ? boxX : (iAbsSide == 1 ? (-boxY) : boxZ)); + float3 vB = fS*(iAbsSide == 0 ? (-boxY) : (iAbsSide == 1 ? (-boxX) : (-boxY))); + float3 vC = iAbsSide == 0 ? boxZ : (iAbsSide == 1 ? boxZ : (-boxX)); + + bool bIsTopQuad = iAbsSide == 2 && (sideIndex & 1) != 0; // in this case all 4 verts get scaled. + bool bIsSideQuad = (iAbsSide == 0 || iAbsSide == 1); // if side quad only two verts get scaled (impacts q1 and q2) + + if (bIsTopQuad) { vB *= scaleXY.y; vC *= scaleXY.x; } + + float3 vA2 = vA; + float3 vB2 = vB; + + if (bIsSideQuad) { vA2 *= (iAbsSide == 0 ? scaleXY.x : scaleXY.y); vB2 *= (iAbsSide == 0 ? scaleXY.y : scaleXY.x); } + + // delivered counterclockwise in right hand space and clockwise in left hand space + p0 = center + (vA + vB - vC); // center + vA is center of face when scaleXY is 1.0 + p1 = center + (vA - vB - vC); + p2 = center + (vA2 - vB2 + vC); + p3 = center + (vA2 + vB2 + vC); +} + +void GetPlane(out float3 p0, out float3 vN, const float3 boxX, const float3 boxY, const float3 boxZ, const float3 center, const float2 scaleXY, const int sideIndex) +{ + //const int iAbsSide = (sideIndex == 0 || sideIndex == 1) ? 0 : ((sideIndex == 2 || sideIndex == 3) ? 1 : 2); + const int iAbsSide = min(sideIndex>>1, 2); + const float fS = (sideIndex & 1) != 0 ? 1 : (-1); + + float3 vA = fS*(iAbsSide == 0 ? boxX : (iAbsSide == 1 ? (-boxY) : boxZ)); + float3 vB = fS*(iAbsSide == 0 ? (-boxY) : (iAbsSide == 1 ? (-boxX) : (-boxY))); + float3 vC = iAbsSide == 0 ? boxZ : (iAbsSide == 1 ? boxZ : (-boxX)); + + bool bIsTopQuad = iAbsSide == 2 && (sideIndex & 1) != 0; // in this case all 4 verts get scaled. + bool bIsSideQuad = (iAbsSide == 0 || iAbsSide == 1); // if side quad only two verts get scaled (impacts q1 and q2) + + if (bIsTopQuad) { vB *= scaleXY.y; vC *= scaleXY.x; } + + float3 vA2 = vA; + float3 vB2 = vB; + + if (bIsSideQuad) { vA2 *= (iAbsSide == 0 ? scaleXY.x : scaleXY.y); vB2 *= (iAbsSide == 0 ? scaleXY.y : scaleXY.x); } + + p0 = center + (vA + vB - vC); // center + vA is center of face when scaleXY is 1.0 + float3 vNout = cross( vB2, 0.5*(vA-vA2) - vC ); + +#if USE_LEFTHAND_CAMERASPACE + vNout = -vNout; +#endif + + vN = vNout; +} + +float4 GetPlaneEq(const float3 boxX, const float3 boxY, const float3 boxZ, const float3 center, const float2 scaleXY, const int sideIndex) +{ + float3 p0, vN; + GetPlane(p0, vN, boxX, boxY, boxZ, center, scaleXY, sideIndex); + + return float4(vN, -dot(vN,p0)); +} + +bool DoesSphereOverlapTile(float3 dir, float halfTileSizeAtZDistOne, float3 sphCen, float sphRadiusIn) +{ + float3 V = dir; // ray direction down center of tile (does not need to be normalized). + +#if 1 + float3 maxZdir = float3(-sphCen.z*sphCen.x, -sphCen.z*sphCen.y, sphCen.x*sphCen.x + sphCen.y*sphCen.y); // cross(sphCen,cross(Zaxis,sphCen)) + float len = length(maxZdir); + float scalarProj = len>0.0001 ? (maxZdir.z/len) : len; // if len<=0.0001 then either |sphCen|0 && CdotV>0); // if ray hits bounding sphere +} + + + +#endif diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/LightingConvexHullUtils.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/LightingConvexHullUtils.hlsl.meta new file mode 100644 index 00000000000..1e63384a727 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/LightingConvexHullUtils.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 7a025524906ace949b463f8f79a03b5c +timeCreated: 1479344028 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources.meta new file mode 100644 index 00000000000..48129bab38a --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 10637537837597a41861afbe118b246a +folderAsset: yes +timeCreated: 1479306736 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/cleardispatchindirect.compute b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/cleardispatchindirect.compute new file mode 100644 index 00000000000..831e95f32ab --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/cleardispatchindirect.compute @@ -0,0 +1,11 @@ +#pragma kernel ClearDispatchIndirect + +RWBuffer g_DispatchIndirectBuffer : register( u0 ); // Indirect arguments have to be in a _buffer_, not a structured buffer + +[numthreads(64, 1, 1)] +void ClearDispatchIndirect(uint dispatchThreadId : SV_DispatchThreadID) +{ + g_DispatchIndirectBuffer[dispatchThreadId * 3 + 0] = 0; // ThreadGroupCountX + g_DispatchIndirectBuffer[dispatchThreadId * 3 + 1] = 1; // ThreadGroupCountY + g_DispatchIndirectBuffer[dispatchThreadId * 3 + 2] = 1; // ThreadGroupCountZ +} \ No newline at end of file diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/cleardispatchindirect.compute.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/cleardispatchindirect.compute.meta new file mode 100644 index 00000000000..7748675e7d2 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/cleardispatchindirect.compute.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: fc1f553acb80a6446a32d33e403d0656 +timeCreated: 1490196244 +licenseType: Pro +ComputeShaderImporter: + currentAPIMask: 8196 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild-bigtile.compute b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild-bigtile.compute new file mode 100644 index 00000000000..ef8ba356608 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild-bigtile.compute @@ -0,0 +1,271 @@ +#pragma kernel BigTileLightListGen + +#include "../../../../ShaderLibrary/common.hlsl" +#include "../TilePass.cs.hlsl" +#include "../LightingConvexHullUtils.hlsl" +#include "../SortingComputeUtils.hlsl" + +#define EXACT_EDGE_TESTS +#define PERFORM_SPHERICAL_INTERSECTION_TESTS + +#define MAX_NR_BIGTILE_LIGHTS (MAX_NR_BIGTILE_LIGHTS_PLUSONE-1) + + +uniform int g_iNrVisibLights; +uniform uint2 g_viDimensions; +uniform float4x4 g_mInvScrProjection; +uniform float4x4 g_mScrProjection; +uniform float g_fNearPlane; +uniform float g_fFarPlane; +uniform int _EnvLightIndexShift; + +StructuredBuffer g_vBoundsBuffer : register( t1 ); +StructuredBuffer _LightVolumeData : register(t2); +StructuredBuffer g_data : register( t3 ); + + +#define NR_THREADS 64 + +// output buffer +RWStructuredBuffer g_vLightList : register( u0 ); // don't support RWBuffer yet in unity + + +// 2kB (room for roughly 30 wavefronts) +groupshared unsigned int lightsListLDS[MAX_NR_BIGTILE_LIGHTS_PLUSONE]; +groupshared uint lightOffs; + + +float GetLinearDepth(float zDptBufSpace) // 0 is near 1 is far +{ + float3 vP = float3(0.0f,0.0f,zDptBufSpace); + float4 v4Pres = mul(g_mInvScrProjection, float4(vP,1.0)); + return v4Pres.z / v4Pres.w; +} + + +float3 GetViewPosFromLinDepth(float2 v2ScrPos, float fLinDepth) +{ + float fSx = g_mScrProjection[0].x; + float fCx = g_mScrProjection[0].z; + float fSy = g_mScrProjection[1].y; + float fCy = g_mScrProjection[1].z; + +#if USE_LEFTHAND_CAMERASPACE + return fLinDepth*float3( ((v2ScrPos.x-fCx)/fSx), ((v2ScrPos.y-fCy)/fSy), 1.0 ); +#else + return fLinDepth*float3( -((v2ScrPos.x+fCx)/fSx), -((v2ScrPos.y+fCy)/fSy), 1.0 ); +#endif +} + +float GetOnePixDiagWorldDistAtDepthOne() +{ + float fSx = g_mScrProjection[0].x; + float fSy = g_mScrProjection[1].y; + + return length( float2(1.0/fSx,1.0/fSy) ); +} + + +#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS +void SphericalIntersectionTests(uint threadID, int iNrCoarseLights, float2 screenCoordinate); +#endif + +#ifdef EXACT_EDGE_TESTS +void CullByExactEdgeTests(uint threadID, int iNrCoarseLights, uint2 viTilLL, uint2 viTilUR); +#endif + + + + +[numthreads(NR_THREADS, 1, 1)] +void BigTileLightListGen(uint threadID : SV_GroupIndex, uint3 u3GroupID : SV_GroupID) +{ + uint2 tileIDX = u3GroupID.xy; + uint t=threadID; + + uint iWidth = g_viDimensions.x; + uint iHeight = g_viDimensions.y; + uint nrBigTilesX = (iWidth+63)/64; + uint nrBigTilesY = (iHeight+63)/64; + + if(t==0) lightOffs = 0; + +#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) + GroupMemoryBarrierWithGroupSync(); +#endif + + + uint2 viTilLL = 64*tileIDX; + uint2 viTilUR = min( viTilLL+uint2(64,64), uint2(iWidth, iHeight) ); // not width and height minus 1 since viTilUR represents the end of the tile corner. + + float2 vTileLL = float2(viTilLL.x/(float) iWidth, viTilLL.y/(float) iHeight); + float2 vTileUR = float2(viTilUR.x/(float) iWidth, viTilUR.y/(float) iHeight); + + // build coarse list using AABB + for(int l=(int) t; l<(int) g_iNrVisibLights; l += NR_THREADS) + { + const float2 vMi = g_vBoundsBuffer[l].xy; + const float2 vMa = g_vBoundsBuffer[l+g_iNrVisibLights].xy; + + if( all(vMa>vTileLL) && all(vMi>2; // section 0 is side edges, section 1 is near edges and section 2 is far edges + int iSwizzle = e0&0x3; + + int i=iSwizzle + (2*(iSection&0x2)); // offset by 4 at section 2 + vP0 = GetTileVertex(uint2(viTilLL.x, viTilUR.y), uint2(viTilUR.x, viTilLL.y), i, fTileFarPlane); + vE0 = iSection == 0 ? vP0 : (((iSwizzle & 0x2) == 0 ? 1.0f : (-1.0f)) * ((int)(iSwizzle & 0x1) == (iSwizzle >> 1) ? float3(1, 0, 0) : float3(0, 1, 0))); +} + +void CullByExactEdgeTests(uint threadID, int iNrCoarseLights, uint2 viTilLL, uint2 viTilUR) +{ + const bool bOnlyNeedFrustumSideEdges = true; + const int nrFrustEdges = bOnlyNeedFrustumSideEdges ? 4 : 8; // max 8 since we never need to test 4 far edges of frustum since they are identical vectors to near edges and plane is placed at vP0 on light hull. + + const int totNrEdgePairs = 12*nrFrustEdges; + for(int l=0; l0) ++positive; else if(fSignDist<0) ++negative; + } + int resh = (positive>0 && negative>0) ? 0 : (positive>0 ? 1 : (negative>0 ? (-1) : 0)); + + positive=0; negative=0; + for(int j=0; j<8; j++) + { + float3 vPf = GetTileVertex(viTilLL, viTilUR, j, g_fFarPlane); + float fSignDist = dot(vN, vPf-vP0); + if(fSignDist>0) ++positive; else if(fSignDist<0) ++negative; + } + int resf = (positive>0 && negative>0) ? 0 : (positive>0 ? 1 : (negative>0 ? (-1) : 0)); + + bool bFoundSepPlane = (resh*resf)<0; + if(bFoundSepPlane) lightsListLDS[l]=0xffffffff; + } + } + } +#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) + GroupMemoryBarrierWithGroupSync(); +#endif +} +#endif diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild-bigtile.compute.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild-bigtile.compute.meta new file mode 100644 index 00000000000..f4aeb023c1f --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild-bigtile.compute.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 5ee1f9d6e09abe045b2f5e0b784b9072 +timeCreated: 1479689024 +licenseType: Pro +ComputeShaderImporter: + currentAPIMask: 4 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild-clustered.compute b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild-clustered.compute new file mode 100644 index 00000000000..7c412642eef --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild-clustered.compute @@ -0,0 +1,568 @@ +#pragma kernel TileLightListGen_NoDepthRT LIGHTLISTGEN=TileLightListGen_NoDepthRT +#pragma kernel TileLightListGen_DepthRT LIGHTLISTGEN=TileLightListGen_DepthRT ENABLE_DEPTH_TEXTURE_BACKPLANE +#pragma kernel TileLightListGen_DepthRT_MSAA LIGHTLISTGEN=TileLightListGen_DepthRT_MSAA ENABLE_DEPTH_TEXTURE_BACKPLANE MSAA_ENABLED +#pragma kernel TileLightListGen_NoDepthRT_SrcBigTile LIGHTLISTGEN=TileLightListGen_NoDepthRT_SrcBigTile USE_TWO_PASS_TILED_LIGHTING +#pragma kernel TileLightListGen_DepthRT_SrcBigTile LIGHTLISTGEN=TileLightListGen_DepthRT_SrcBigTile ENABLE_DEPTH_TEXTURE_BACKPLANE USE_TWO_PASS_TILED_LIGHTING +#pragma kernel TileLightListGen_DepthRT_MSAA_SrcBigTile LIGHTLISTGEN=TileLightListGen_DepthRT_MSAA_SrcBigTile ENABLE_DEPTH_TEXTURE_BACKPLANE MSAA_ENABLED USE_TWO_PASS_TILED_LIGHTING +#pragma kernel ClearAtomic + +#include "../../../../ShaderLibrary/common.hlsl" +#include "../ShaderBase.hlsl" +#include "../TilePass.cs.hlsl" +#include "../LightingConvexHullUtils.hlsl" + +#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) +#include "../SortingComputeUtils.hlsl" +#endif + +//#define EXACT_EDGE_TESTS +#define PERFORM_SPHERICAL_INTERSECTION_TESTS +#define CONV_HULL_TEST_ENABLED + +uniform int g_iNrVisibLights; +uniform float4x4 g_mInvScrProjection; +uniform float4x4 g_mScrProjection; +uniform int _EnvLightIndexShift; + +uniform float g_fClustScale; +uniform float g_fClustBase; +uniform float g_fNearPlane; +uniform float g_fFarPlane; +uniform int g_iLog2NumClusters; // numClusters = (1< g_depth_tex : register( t0 ); +#else +Texture2D g_depth_tex : register( t0 ); +#endif +StructuredBuffer g_vBoundsBuffer : register( t1 ); +StructuredBuffer _LightVolumeData : register(t2); +StructuredBuffer g_data : register( t3 ); + +#ifdef USE_TWO_PASS_TILED_LIGHTING +StructuredBuffer g_vBigTileLightList : register( t4 ); // don't support Buffer yet in unity +#endif + + +#define NR_THREADS 64 + +// output buffer +RWStructuredBuffer g_vLayeredLightList : register( u0 ); // don't support RWBuffer yet in unity +RWStructuredBuffer g_LayeredOffset : register( u1 ); // don't support RWBuffer yet in unity +RWStructuredBuffer g_LayeredSingleIdxBuffer : register( u2 ); // don't support RWBuffer yet in unity + +#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE +RWStructuredBuffer g_logBaseBuffer : register( u3 ); // don't support RWBuffer yet in unity +#endif + + +#define MAX_NR_COARSE_ENTRIES 128 + +groupshared unsigned int coarseList[MAX_NR_COARSE_ENTRIES]; +groupshared unsigned int clusterIdxs[MAX_NR_COARSE_ENTRIES/2]; +groupshared float4 lightPlanes[4*6]; + +groupshared uint lightOffs; + +#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE +groupshared uint ldsZMax; +#endif + +#ifdef EXACT_EDGE_TESTS +groupshared uint ldsIsLightInvisible; +groupshared uint lightOffs2; +#endif + +#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS +groupshared uint lightOffsSph; +#endif + + +float GetLinearDepth(float zDptBufSpace) // 0 is near 1 is far +{ + float3 vP = float3(0.0f,0.0f,zDptBufSpace); + float4 v4Pres = mul(g_mInvScrProjection, float4(vP,1.0)); + return v4Pres.z / v4Pres.w; +} + + +float3 GetViewPosFromLinDepth(float2 v2ScrPos, float fLinDepth) +{ + float fSx = g_mScrProjection[0].x; + float fCx = g_mScrProjection[0].z; + float fSy = g_mScrProjection[1].y; + float fCy = g_mScrProjection[1].z; + +#if USE_LEFTHAND_CAMERASPACE + return fLinDepth*float3( ((v2ScrPos.x-fCx)/fSx), ((v2ScrPos.y-fCy)/fSy), 1.0 ); +#else + return fLinDepth*float3( -((v2ScrPos.x+fCx)/fSx), -((v2ScrPos.y+fCy)/fSy), 1.0 ); +#endif +} + +float GetOnePixDiagWorldDistAtDepthOne() +{ + float fSx = g_mScrProjection[0].x; + float fSy = g_mScrProjection[1].y; + + return length( float2(1.0/fSx,1.0/fSy) ); +} + +#ifdef EXACT_EDGE_TESTS +int CullByExactEdgeTests(uint threadID, int iNrCoarseLights, uint2 viTilLL, uint2 viTilUR, float fTileFarPlane); +#endif +#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS +int SphericalIntersectionTests(uint threadID, int iNrCoarseLights, float2 screenCoordinate); +#endif + + +// returns 1 for intersection and 0 for none + +float4 FetchPlane(int l, int p); + + +bool CheckIntersection(int l, int k, uint2 viTilLL, uint2 viTilUR, float suggestedBase) +{ + unsigned int val = (clusterIdxs[l>>1]>>(16*(l&1)))&0xffff; + bool bIsHit = ((val>>0)&0xff)<=((uint) k) && ((uint) k)<=((val>>8)&0xff); + if(bIsHit) + { +#ifdef CONV_HULL_TEST_ENABLED + float depthAtNearZ = ClusterIdxToZ(k, suggestedBase); + float depthAtFarZ = ClusterIdxToZ(k+1, suggestedBase); + + for(int p=0; p<6; p++) + { + float4 plane = lightPlanes[6*(l&3)+p]; + + bool bAllInvisib = true; + + for(int i=0; i<8; i++) + { + float x = (i&1)==0 ? viTilLL.x : viTilUR.x; + float y = (i&2)==0 ? viTilLL.y : viTilUR.y; + float z = (i&4)==0 ? depthAtNearZ : depthAtFarZ; + float3 vP = GetViewPosFromLinDepth( float2(x, y), z); + + bAllInvisib = bAllInvisib && dot(plane, float4(vP,1.0))>0; + } + + if(bAllInvisib) bIsHit = false; + } +#endif + } + + return bIsHit; +} + +bool CheckIntersectionBasic(int l, int k) +{ + unsigned int val = (clusterIdxs[l>>1]>>(16*(l&1)))&0xffff; + return ((val>>0)&0xff)<=((uint) k) && ((uint) k)<=((val>>8)&0xff); +} + + +[numthreads(NR_THREADS, 1, 1)] +void LIGHTLISTGEN(uint threadID : SV_GroupIndex, uint3 u3GroupID : SV_GroupID) +{ + uint2 tileIDX = u3GroupID.xy; + uint t=threadID; + + uint iWidth; + uint iHeight; +#ifdef MSAA_ENABLED + uint iNumSamplesMSAA; + g_depth_tex.GetDimensions(iWidth, iHeight, iNumSamplesMSAA); +#else + g_depth_tex.GetDimensions(iWidth, iHeight); +#endif + const uint log2TileSize = firstbithigh(TILE_SIZE_CLUSTERED); + uint nrTilesX = (iWidth+(TILE_SIZE_CLUSTERED-1))>>log2TileSize; + uint nrTilesY = (iHeight+(TILE_SIZE_CLUSTERED-1))>>log2TileSize; + + uint2 viTilLL = TILE_SIZE_CLUSTERED*tileIDX; + uint2 viTilUR = min( viTilLL+uint2(TILE_SIZE_CLUSTERED,TILE_SIZE_CLUSTERED), uint2(iWidth, iHeight) ); // not width and height minus 1 since viTilUR represents the end of the tile corner. + + if(t==0) + { + lightOffs = 0; + +#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE + ldsZMax = 0; +#endif + } + +#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) + GroupMemoryBarrierWithGroupSync(); +#endif + + float dpt_ma=1.0; + +#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE + // establish min and max depth first + dpt_ma=0.0; + + for(int idx=t; idx<(TILE_SIZE_CLUSTERED*TILE_SIZE_CLUSTERED); idx+=NR_THREADS) + { + uint2 uPixCrd = min( uint2(viTilLL.x+(idx&(TILE_SIZE_CLUSTERED-1)), viTilLL.y+(idx>>log2TileSize)), uint2(iWidth-1, iHeight-1) ); +#ifdef MSAA_ENABLED + for(uint i=0; i>log2BigTileToClustTileRatio; + const int bigTileIdx = (tileIDX.y>>log2BigTileToClustTileRatio)*NrBigTilesX + (tileIDX.x>>log2BigTileToClustTileRatio); // map the idx to 64x64 tiles + int nrBigTileLights = g_vBigTileLightList[MAX_NR_BIGTILE_LIGHTS_PLUSONE*bigTileIdx+0]; + for(int l0=(int) t; l0<(int) nrBigTileLights; l0 += NR_THREADS) + { + int l = g_vBigTileLightList[MAX_NR_BIGTILE_LIGHTS_PLUSONE*bigTileIdx+l0+1]; +#else + for(int l=(int) t; l<(int) g_iNrVisibLights; l += NR_THREADS) + { +#endif + const float2 vMi = g_vBoundsBuffer[l].xy; + const float2 vMa = g_vBoundsBuffer[l+g_iNrVisibLights].xy; + + if( all(vMa>vTileLL) && all(vMi>1); l += NR_THREADS) + { + const int l0 = coarseList[2*l+0], l1 = coarseList[min(2*l+1,iNrCoarseLights-1)]; + const unsigned int clustIdxMi0 = (const unsigned int) min(255,SnapToClusterIdx(GetLinearDepth(g_vBoundsBuffer[l0].z), suggestedBase)); + const unsigned int clustIdxMa0 = (const unsigned int) min(255,SnapToClusterIdx(GetLinearDepth(g_vBoundsBuffer[l0+g_iNrVisibLights].z), suggestedBase)); + const unsigned int clustIdxMi1 = (const unsigned int) min(255,SnapToClusterIdx(GetLinearDepth(g_vBoundsBuffer[l1].z), suggestedBase)); + const unsigned int clustIdxMa1 = (const unsigned int) min(255,SnapToClusterIdx(GetLinearDepth(g_vBoundsBuffer[l1+g_iNrVisibLights].z), suggestedBase)); + + clusterIdxs[l] = (clustIdxMa1<<24) | (clustIdxMi1<<16) | (clustIdxMa0<<8) | (clustIdxMi0<<0); + } + } + +#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) + GroupMemoryBarrierWithGroupSync(); +#endif + + int nrClusters = (1<>2; + int m = i&3; + if(i<24) lightPlanes[6*m+p] = FetchPlane(min(iNrCoarseLights-1,ll+m), p); +#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) + GroupMemoryBarrierWithGroupSync(); +#endif + + for(int l=ll; l>2; // section 0 is side edges, section 1 is near edges and section 2 is far edges + int iSwizzle = e0&0x3; + + int i=iSwizzle + (2*(iSection&0x2)); // offset by 4 at section 2 + vP0 = GetTileVertex(uint2(viTilLL.x, viTilUR.y), uint2(viTilUR.x, viTilLL.y), i, fTileFarPlane); + vE0 = iSection==0 ? vP0 : (((iSwizzle&0x2)==0 ? 1.0f : (-1.0f))*((iSwizzle&0x1)==(iSwizzle>>1) ? float3(1,0,0) : float3(0,1,0))); +} + +int CullByExactEdgeTests(uint threadID, int iNrCoarseLights, uint2 viTilLL, uint2 viTilUR, float fTileFarPlane) +{ + if(threadID==0) lightOffs2 = 0; + + const bool bOnlyNeedFrustumSideEdges = true; + const int nrFrustEdges = bOnlyNeedFrustumSideEdges ? 4 : 8; // max 8 since we never need to test 4 far edges of frustum since they are identical vectors to near edges and plane is placed at vP0 on light hull. + + const int totNrEdgePairs = 12*nrFrustEdges; + for(int l=0; l0) ++positive; else if(fSignDist<0) ++negative; + } + int resh = (positive>0 && negative>0) ? 0 : (positive>0 ? 1 : (negative>0 ? (-1) : 0)); + + positive=0; negative=0; + for(int j=0; j<8; j++) + { + float3 vPf = GetTileVertex(viTilLL, viTilUR, j, fTileFarPlane); + float fSignDist = dot(vN, vPf-vP0); + if(fSignDist>0) ++positive; else if(fSignDist<0) ++negative; + } + int resf = (positive>0 && negative>0) ? 0 : (positive>0 ? 1 : (negative>0 ? (-1) : 0)); + + bool bFoundSepPlane = (resh*resf)<0; + + if(bFoundSepPlane) InterlockedOr(ldsIsLightInvisible, 1); + } + } +#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) + GroupMemoryBarrierWithGroupSync(); +#endif + if(threadID==0 && ldsIsLightInvisible==0) + { + coarseList[lightOffs2++] = coarseList[l]; + } + } +#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) + GroupMemoryBarrierWithGroupSync(); +#endif + return lightOffs2; +} +#endif + + + +[numthreads(1, 1, 1)] +void ClearAtomic(uint threadID : SV_GroupIndex, uint3 u3GroupID : SV_GroupID) +{ + g_LayeredSingleIdxBuffer[0]=0; +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild-clustered.compute.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild-clustered.compute.meta new file mode 100644 index 00000000000..de20e05f4e7 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild-clustered.compute.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 0bb1b7e0ddcd5c44baf3ddc7456eb196 +timeCreated: 1479689584 +licenseType: Pro +ComputeShaderImporter: + currentAPIMask: 4 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild.compute b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild.compute new file mode 100644 index 00000000000..64ef590df1b --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild.compute @@ -0,0 +1,513 @@ +// The implementation is based on the demo on "fine pruned tiled lighting" published in GPU Pro 7. +// https://github.com/wolfgangfengel/GPU-Pro-7 + +#pragma kernel TileLightListGen LIGHTLISTGEN=TileLightListGen +#pragma kernel TileLightListGen_SrcBigTile LIGHTLISTGEN=TileLightListGen_SrcBigTile USE_TWO_PASS_TILED_LIGHTING +#pragma kernel TileLightListGen_FeatureFlags LIGHTLISTGEN=TileLightListGen_FeatureFlags USE_FEATURE_FLAGS +#pragma kernel TileLightListGen_SrcBigTile_FeatureFlags LIGHTLISTGEN=TileLightListGen_SrcBigTile_FeatureFlags USE_TWO_PASS_TILED_LIGHTING USE_FEATURE_FLAGS + +#pragma #pragma enable_d3d11_debug_symbols + +#include "../../../../ShaderLibrary/common.hlsl" +#include "../ShaderBase.hlsl" +#include "../TilePass.cs.hlsl" +#include "../LightingConvexHullUtils.hlsl" + +#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) +#include "../SortingComputeUtils.hlsl" +#endif + +#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl +#include "../../../Material/Material.hlsl" // This include Material.hlsl +#include "../FeatureFlags.hlsl" + +#define FINE_PRUNING_ENABLED +#define PERFORM_SPHERICAL_INTERSECTION_TESTS +#define USE_MATERIAL_FEATURE_FLAGS + +uniform int g_iNrVisibLights; +uniform uint2 g_viDimensions; +uniform float4x4 g_mInvScrProjection; +uniform float4x4 g_mScrProjection; +uniform int _EnvLightIndexShift; + + +Texture2D g_depth_tex : register( t0 ); +StructuredBuffer g_vBoundsBuffer : register( t1 ); +StructuredBuffer _LightVolumeData : register(t2); +StructuredBuffer g_data : register( t3 ); + +#ifdef USE_TWO_PASS_TILED_LIGHTING +StructuredBuffer g_vBigTileLightList : register( t4 ); // don't support Buffer yet in unity +#endif + +#define NR_THREADS 64 + +// output buffer +RWStructuredBuffer g_vLightList : register( u0 ); // don't support RWBuffer yet in unity + + +#define MAX_NR_COARSE_ENTRIES 64 +#define MAX_NR_PRUNED_ENTRIES 24 + +groupshared unsigned int coarseList[MAX_NR_COARSE_ENTRIES]; +groupshared unsigned int prunedList[MAX_NR_COARSE_ENTRIES]; // temporarily support room for all 64 while in LDS + +groupshared uint ldsZMin; +groupshared uint ldsZMax; +groupshared uint lightOffs; +#ifdef FINE_PRUNING_ENABLED +groupshared uint ldsDoesLightIntersect[2]; +#endif +groupshared int ldsNrLightsFinal; + +groupshared int ldsCategoryListCount[LIGHTCATEGORY_COUNT]; + +#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS +groupshared uint lightOffsSph; +#endif + + +uniform uint g_BaseFeatureFlags; +#ifdef USE_FEATURE_FLAGS +groupshared uint ldsFeatureFlags; +RWBuffer g_DispatchIndirectBuffer; +RWStructuredBuffer g_TileList; + +#ifdef USE_MATERIAL_FEATURE_FLAGS +DECLARE_GBUFFER_TEXTURE(_GBufferTexture); +#endif +#endif + + +//float GetLinearDepth(float3 vP) +//{ +// float4 v4Pres = mul(g_mInvScrProjection, float4(vP,1.0)); +// return v4Pres.z / v4Pres.w; +//} + +float GetLinearDepth(float zDptBufSpace) // 0 is near 1 is far +{ + float3 vP = float3(0.0f,0.0f,zDptBufSpace); + float4 v4Pres = mul(g_mInvScrProjection, float4(vP,1.0)); + return v4Pres.z / v4Pres.w; +} + + +float3 GetViewPosFromLinDepth(float2 v2ScrPos, float fLinDepth) +{ + float fSx = g_mScrProjection[0].x; + float fCx = g_mScrProjection[0].z; + float fSy = g_mScrProjection[1].y; + float fCy = g_mScrProjection[1].z; + +#if USE_LEFTHAND_CAMERASPACE + return fLinDepth*float3( ((v2ScrPos.x-fCx)/fSx), ((v2ScrPos.y-fCy)/fSy), 1.0 ); +#else + return fLinDepth*float3( -((v2ScrPos.x+fCx)/fSx), -((v2ScrPos.y+fCy)/fSy), 1.0 ); +#endif +} + +float GetOnePixDiagWorldDistAtDepthOne() +{ + float fSx = g_mScrProjection[0].x; + float fSy = g_mScrProjection[1].y; + + return length( float2(1.0/fSx,1.0/fSy) ); +} + +#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS +int SphericalIntersectionTests(uint threadID, int iNrCoarseLights, float2 screenCoordinate); +#endif + +#ifdef FINE_PRUNING_ENABLED +void FinePruneLights(uint threadID, int iNrCoarseLights, uint2 viTilLL, float4 vLinDepths); +#endif + +[numthreads(NR_THREADS, 1, 1)] +void LIGHTLISTGEN(uint threadID : SV_GroupIndex, uint3 u3GroupID : SV_GroupID) +{ + uint2 tileIDX = u3GroupID.xy; + uint t=threadID; + + if(t>4)), uint2(iWidth-1, iHeight-1) ); + const float fDepth = FetchDepth(g_depth_tex, uCrd); + vLinDepths[i] = GetLinearDepth(fDepth); + if(fDepth>log2BigTileToTileRatio; + const int bigTileIdx = (tileIDX.y>>log2BigTileToTileRatio)*NrBigTilesX + (tileIDX.x>>log2BigTileToTileRatio); // map the idx to 64x64 tiles + int nrBigTileLights = g_vBigTileLightList[MAX_NR_BIGTILE_LIGHTS_PLUSONE*bigTileIdx+0]; + for(int l0=(int) t; l0<(int) nrBigTileLights; l0 += NR_THREADS) + { + int l = g_vBigTileLightList[MAX_NR_BIGTILE_LIGHTS_PLUSONE*bigTileIdx+l0+1]; +#else + for(int l=(int) t; l<(int) g_iNrVisibLights; l += NR_THREADS) + { +#endif + const float3 vMi = g_vBoundsBuffer[l]; + const float3 vMa = g_vBoundsBuffer[l+g_iNrVisibLights]; + + if( all(vMa>vTileLL) && all(vMi> 4)), uint2(iWidth - 1, iHeight - 1)); + if(FetchDepth(g_depth_tex, uCrd) < VIEWPORT_SCALE_Z) // if not skydome. //TODO: reuse depths from before + { + PositionInputs posInput = GetPositionInput(uCrd, invScreenSize); + FETCH_GBUFFER(gbuffer, _GBufferTexture, posInput.unPositionSS); + materialFeatureFlags |= MATERIAL_FEATURE_FLAGS_FROM_GBUFFER(gbuffer); + } + } + } + InterlockedOr(ldsFeatureFlags, materialFeatureFlags); //TODO: driver might optimize this or we might have to do a manual reduction + GroupMemoryBarrierWithGroupSync(); +#else + uint materialFeatureFlags = 0xFFFFF000; +#endif + + if(t == 0) + { + uint featureFlags = g_BaseFeatureFlags | ldsFeatureFlags; + if(ldsZMax < ldsZMin) // is background pixel + { + featureFlags &= ~(FEATURE_FLAG_LIGHT_PUNCTUAL | FEATURE_FLAG_LIGHT_AREA | FEATURE_FLAG_LIGHT_DIRECTIONAL | FEATURE_FLAG_LIGHT_ENV | 0xFFFFF); // list of features that are not enabled on background + } + + uint variant = FeatureFlagsToTileVariant(featureFlags); + uint offset; + InterlockedAdd(g_DispatchIndirectBuffer[variant * 3 + 0], 1, offset); + g_TileList[variant*nrTiles + offset] = (tileIDX.y << 16) + tileIDX.x; + } +#endif + + // write lights to global buffers + int localOffs=0; + int offs = tileIDX.y*nrTilesX + tileIDX.x; + + // All our cull data are in the same list, but at render time envLights are separated so we need to shit the index + // to make it work correctly + int shiftIndex[LIGHTCATEGORY_COUNT]; + ZERO_INITIALIZE_ARRAY(int, shiftIndex, LIGHTCATEGORY_COUNT); + shiftIndex[LIGHTCATEGORY_COUNT - 1] = _EnvLightIndexShift; + + for(int category=0; category>1; + for(int l=(int) t; l<(int) nrDWords; l += NR_THREADS) + { + // We remap the prunedList index to the original LightData / EnvLightData indices + uint uLow = l==0 ? nrLightsFinalClamped : prunedList[max(0,2 * l - 1 + localOffs)] - shiftIndex[category]; + uint uHigh = prunedList[2 * l + 0 + localOffs] - shiftIndex[category]; + + g_vLightList[16*offs + l] = (uLow&0xffff) | (uHigh<<16); + } + + localOffs += nrLightsFinal; + offs += (nrTilesX*nrTilesY); + } +} + + + +#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS +int SphericalIntersectionTests(uint threadID, int iNrCoarseLights, float2 screenCoordinate) +{ + if(threadID==0) lightOffsSph = 0; + + // make a copy of coarseList in prunedList. + int l; + for(l=threadID; l>4)), uint2(iWidth-1, iHeight-1)); + float3 vVPos = GetViewPosFromLinDepth(uPixLoc + float2(0.5,0.5), vLinDepths[i]); + + // check pixel + float3 fromLight = vVPos-lightData.lightPos.xyz; + float distSq = dot(fromLight,fromLight); + const float fSclProj = dot(fromLight, lightData.lightAxisZ.xyz); // spotDir = lightData.lightAxisZ.xyz + + float2 V = abs( float2( dot(fromLight, lightData.lightAxisX.xyz), dot(fromLight, lightData.lightAxisY.xyz) ) ); + + float fDist2D = bIsSpotDisc ? length(V) : max(V.x,V.y); + if( all( float2(lightData.radiusSq, fSclProj) > float2(distSq, fDist2D*lightData.cotan) ) ) uVal = 1; + } + + uLightsFlags[l<32 ? 0 : 1] |= (uVal<<(l&31)); + ++l; idxCoarse = l>4)), uint2(iWidth-1, iHeight-1)); + float3 vVPos = GetViewPosFromLinDepth(uPixLoc + float2(0.5,0.5), vLinDepths[i]); + + // check pixel + float3 vLp = lightData.lightPos.xyz; + float3 toLight = vLp - vVPos; + float distSq = dot(toLight,toLight); + + if(lightData.radiusSq>distSq) uVal = 1; + } + + uLightsFlags[l<32 ? 0 : 1] |= (uVal<<(l&31)); + ++l; idxCoarse = l>4)), uint2(iWidth-1, iHeight-1)); + float3 vVPos = GetViewPosFromLinDepth(uPixLoc + float2(0.5,0.5), vLinDepths[i]); + + // check pixel + float3 toLight = lightData.lightPos.xyz - vVPos; + + float3 dist = float3( dot(toLight, lightData.lightAxisX), dot(toLight, lightData.lightAxisY), dot(toLight, lightData.lightAxisZ) ); + dist = (abs(dist) - lightData.boxInnerDist) * lightData.boxInvRange; // not as efficient as it could be + if( max(max(dist.x, dist.y), dist.z)<1 ) uVal = 1; // but allows us to not write out OuterDists + } + + uLightsFlags[l<32 ? 0 : 1] |= (uVal<<(l&31)); + ++l; idxCoarse = l=LIGHTVOLUMETYPE_COUNT) ++l; + } + + InterlockedOr(ldsDoesLightIntersect[0], uLightsFlags[0]); + InterlockedOr(ldsDoesLightIntersect[1], uLightsFlags[1]); + if(t==0) ldsNrLightsFinal = 0; + +#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) + GroupMemoryBarrierWithGroupSync(); +#endif + + if(t<(uint) iNrCoarseLights && (ldsDoesLightIntersect[t<32 ? 0 : 1]&(1<<(t&31)))!=0 ) + { + unsigned int uInc = 1; + unsigned int uIndex; + InterlockedAdd(ldsNrLightsFinal, uInc, uIndex); + if(uIndex g_data : register( t0 ); + +#define NR_THREADS 64 + +// output buffer +RWStructuredBuffer g_vBoundsBuffer : register( u0 ); + +#define MAX_PNTS 9 // strictly this should be 10=6+4 but we get more wavefronts and 10 seems to never hit (fingers crossed) + // However, worst case the plane that would be skipped if such an extreme case ever happened would be backplane + // clipping gets skipped which doesn't cause any errors. + + +// LDS (2496 bytes) +groupshared float posX[MAX_PNTS*8*2]; +groupshared float posY[MAX_PNTS*8*2]; +groupshared float posZ[MAX_PNTS*8*2]; +groupshared float posW[MAX_PNTS*8*2]; +groupshared unsigned int clipFlags[48]; + + +unsigned int GetClip(const float4 P); +int ClipAgainstPlane(const int iSrcIndex, const int iNrSrcVerts, const int subLigt, const int p); +void CalcBound(out bool2 bIsMinValid, out bool2 bIsMaxValid, out float2 vMin, out float2 vMax, float4x4 InvProjection, float3 pos_view_space, float r); + +#include "../LightingConvexHullUtils.hlsl" + + +[numthreads(NR_THREADS, 1, 1)] +void ScreenBoundsAABB(uint threadID : SV_GroupIndex, uint3 u3GroupID : SV_GroupID) +{ + uint groupID = u3GroupID.x; + + //uint vindex = groupID * NR_THREADS + threadID; + unsigned int g = groupID; + unsigned int t = threadID; + + const int subLigt = (int) (t/8); + const int lgtIndex = subLigt+(int) g*8; + const int sideIndex = (int) (t%8); + + SFiniteLightBound lgtDat = g_data[lgtIndex]; + + const float3 boxX = lgtDat.boxAxisX.xyz; + const float3 boxY = lgtDat.boxAxisY.xyz; + const float3 boxZ = -lgtDat.boxAxisZ.xyz; // flip axis (so it points away from the light direction for a spot-light) + const float3 center = lgtDat.center.xyz; + const float radius = lgtDat.radius; + const float2 scaleXY = lgtDat.scaleXY; + + { + if(sideIndex<6 && lgtIndex<(int) g_iNrVisibLights) // mask 2 out of 8 threads + { + float3 q0, q1, q2, q3; + GetQuad(q0, q1, q2, q3, boxX, boxY, boxZ, center, scaleXY, sideIndex); + + + const float4 vP0 = mul(g_mProjection, float4(q0, 1)); + const float4 vP1 = mul(g_mProjection, float4(q1, 1)); + const float4 vP2 = mul(g_mProjection, float4(q2, 1)); + const float4 vP3 = mul(g_mProjection, float4(q3, 1)); + + // test vertices of one quad (of the convex hull) for intersection + const unsigned int uFlag0 = GetClip(vP0); + const unsigned int uFlag1 = GetClip(vP1); + const unsigned int uFlag2 = GetClip(vP2); + const unsigned int uFlag3 = GetClip(vP3); + + const float4 vPnts[] = {vP0, vP1, vP2, vP3}; + + // screen-space AABB of one quad (assuming no intersection) + float3 vMin, vMax; + for(int k=0; k<4; k++) + { + float fW = vPnts[k].w; + float fS = fW<0 ? -1 : 1; + float fWabs = fW<0 ? (-fW) : fW; + fW = fS * (fWabs>(i*6))&0x3f; + uFlagAnd &= uClipBits; + uFlagOr |= uClipBits; + } + + uCollectiveAnd &= uFlagAnd; + uCollectiveOr |= uFlagOr; + } + + bool bSetBoundYet = false; + float3 vMin=0.0, vMax=0.0; + if(uCollectiveAnd!=0 || uCollectiveOr==0) // all invisible or all visible (early out) + { + if(uCollectiveOr==0) // all visible + { + for(f=0; f<6; f++) + { + const int sideIndex = f; + + float3 vFaceMi = float3(posX[subLigt*MAX_PNTS*2 + sideIndex + 0], posY[subLigt*MAX_PNTS*2 + sideIndex + 0], posZ[subLigt*MAX_PNTS*2 + sideIndex + 0]); + float3 vFaceMa = float3(posX[subLigt*MAX_PNTS*2 + sideIndex + 6], posY[subLigt*MAX_PNTS*2 + sideIndex + 6], posZ[subLigt*MAX_PNTS*2 + sideIndex + 6]); + + for(int k=0; k<2; k++) + { + float3 vP = k==0 ? vFaceMi : vFaceMa; + if(f==0 && k==0) { vMin=vP; vMax=vP; } + + vMax = max(vMax, vP); vMin = min(vMin, vP); + } + } + bSetBoundYet=true; + } + } + else // :( need true clipping + { + + for(f=0; f<6; f++) + { + float3 q0, q1, q2, q3; + GetQuad(q0, q1, q2, q3, boxX, boxY, boxZ, center, scaleXY, f); + + // 4 vertices to a quad of the convex hull in post projection space + const float4 vP0 = mul(g_mProjection, float4(q0, 1)); + const float4 vP1 = mul(g_mProjection, float4(q1, 1)); + const float4 vP2 = mul(g_mProjection, float4(q2, 1)); + const float4 vP3 = mul(g_mProjection, float4(q3, 1)); + + + int iSrcIndex = 0; + + int offs = iSrcIndex*MAX_PNTS+subLigt*MAX_PNTS*2; + + // fill up source clip buffer with the quad + posX[offs+0]=vP0.x; posX[offs+1]=vP1.x; posX[offs+2]=vP2.x; posX[offs+3]=vP3.x; + posY[offs+0]=vP0.y; posY[offs+1]=vP1.y; posY[offs+2]=vP2.y; posY[offs+3]=vP3.y; + posZ[offs+0]=vP0.z; posZ[offs+1]=vP1.z; posZ[offs+2]=vP2.z; posZ[offs+3]=vP3.z; + posW[offs+0]=vP0.w; posW[offs+1]=vP1.w; posW[offs+2]=vP2.w; posW[offs+3]=vP3.w; + + int iNrSrcVerts = 4; + + // do true clipping + for(int p=0; p<6; p++) + { + const int nrVertsDst = ClipAgainstPlane(iSrcIndex, iNrSrcVerts, subLigt, p); + + iSrcIndex = 1-iSrcIndex; + iNrSrcVerts = nrVertsDst; + + if(iNrSrcVerts<3 || iNrSrcVerts>=MAX_PNTS) break; + } + + // final clipped convex primitive is in src buffer + if(iNrSrcVerts>2) + { + int offs_src = iSrcIndex*MAX_PNTS+subLigt*MAX_PNTS*2; + for(int k=0; kradius) + { + float2 vMi, vMa; + bool2 bMi, bMa; + CalcBound(bMi, bMa, vMi, vMa, g_mInvProjection, center, radius); + + vMin.xy = bMi ? max(vMin.xy, vMi) : vMin.xy; + vMax.xy = bMa ? min(vMax.xy, vMa) : vMax.xy; + } + +#if USE_LEFTHAND_CAMERASPACE + if((center.z-radius)>0.0) + { + float4 vPosF = mul(g_mProjection, float4(0,0,center.z-radius,1)); + vMin.z = max(vMin.z, vPosF.z/vPosF.w); + } + if((center.z+radius)>0.0) + { + float4 vPosB = mul(g_mProjection, float4(0,0,center.z+radius,1)); + vMax.z = min(vMax.z, vPosB.z/vPosB.w); + } +#else + if((center.z+radius)<0.0) + { + float4 vPosF = mul(g_mProjection, float4(0,0,center.z+radius,1)); + vMin.z = max(vMin.z, vPosF.z/vPosF.w); + } + if((center.z-radius)<0.0) + { + float4 vPosB = mul(g_mProjection, float4(0,0,center.z-radius,1)); + vMax.z = min(vMax.z, vPosB.z/vPosB.w); + } +#endif + else + { + vMin = float3(-3,-3,-3); + vMax = float3(-2,-2,-2); + } + } + + + // we should consider doing a look-up here into a max depth mip chain + // to see if the light is occluded: vMin.z*VIEWPORT_SCALE_Z > MipTexelMaxDepth + //g_vBoundsBuffer[lgtIndex+0] = float3(0.5*vMin.x+0.5, -0.5*vMax.y+0.5, vMin.z*VIEWPORT_SCALE_Z); + //g_vBoundsBuffer[lgtIndex+g_iNrVisibLights] = float3(0.5*vMax.x+0.5, -0.5*vMin.y+0.5, vMax.z*VIEWPORT_SCALE_Z); + + // changed for unity + g_vBoundsBuffer[lgtIndex+0] = float3(0.5*vMin.x+0.5, 0.5*vMin.y+0.5, vMin.z*VIEWPORT_SCALE_Z); + g_vBoundsBuffer[lgtIndex+(int) g_iNrVisibLights] = float3(0.5*vMax.x+0.5, 0.5*vMax.y+0.5, vMax.z*VIEWPORT_SCALE_Z); + } + } +} + + +float4 GenNewVert(const float4 vVisib, const float4 vInvisib, const int p); + +int ClipAgainstPlane(const int iSrcIndex, const int iNrSrcVerts, const int subLigt, const int p) +{ + int offs_src = iSrcIndex*MAX_PNTS+subLigt*MAX_PNTS*2; + int offs_dst = (1-iSrcIndex)*MAX_PNTS+subLigt*MAX_PNTS*2; + + float4 vPrev = float4(posX[offs_src+(iNrSrcVerts-1)], posY[offs_src+(iNrSrcVerts-1)], posZ[offs_src+(iNrSrcVerts-1)], posW[offs_src+(iNrSrcVerts-1)]); + + int nrVertsDst = 0; + + unsigned int uMask = (1<P.w)?2:0) | ((P.y<-P.w)?4:0) | ((P.y>P.w)?8:0) | ((P.z<0)?16:0) | ((P.z>P.w)?32:0); +} + +float4 GenNewVert(const float4 vVisib, const float4 vInvisib, const int p) +{ + const float fS = p==4 ? 0 : ((p&1)==0 ? -1 : 1); + const int index = ((uint) p)/2; + float x1 = index==0 ? vVisib.x : (index==1 ? vVisib.y : vVisib.z); + float x0 = index==0 ? vInvisib.x : (index==1 ? vInvisib.y : vInvisib.z); + + //fS*((vVisib.w-vInvisib.w)*t + vInvisib.w) = (x1-x0)*t + x0; + + const float fT = (fS*vInvisib.w-x0)/((x1-x0) - fS*(vVisib.w-vInvisib.w)); + float4 vNew = vVisib*fT + vInvisib*(1-fT); + + // just to be really anal we make sure the clipped against coordinate is precise + if(index==0) vNew.x = fS*vNew.w; + else if(index==1) vNew.y = fS*vNew.w; + else vNew.z = fS*vNew.w; + + return vNew; +} + + +float4 TransformPlaneToPostSpace(float4x4 InvProjection, float4 plane) +{ + return mul(plane, InvProjection); +} + +float4 EvalPlanePair(out bool validPlanes, float2 posXY_in, float r) +{ + // rotate by 90 degrees to avoid potential division by zero + bool bMustFlip = abs(posXY_in.y)0.0; + + return res; +} + +void CalcBound(out bool2 bIsMinValid, out bool2 bIsMaxValid, out float2 vMin, out float2 vMax, float4x4 InvProjection, float3 pos_view_space, float r) +{ + bool validX, validY; + float4 planeX = EvalPlanePair(validX, float2(pos_view_space.x, pos_view_space.z), r); + float4 planeY = EvalPlanePair(validY, float2(pos_view_space.y, pos_view_space.z), r); + + +#if USE_LEFTHAND_CAMERASPACE + planeX = planeX.zwxy; // need to swap left/right and top/bottom planes when using left hand system + planeY = planeY.zwxy; +#endif + + bIsMinValid = bool2(planeX.z<0, planeY.z<0) && bool2(validX,validY); + bIsMaxValid = bool2((-planeX.x)<0, (-planeY.x)<0) && bool2(validX,validY); + + // hopefully the compiler takes zeros into account + // should be the case since the transformation in TransformPlaneToPostSpace() + // is done using multiply-adds and not dot product instructions. + float4 planeX0 = TransformPlaneToPostSpace(InvProjection, float4(planeX.x, 0, planeX.y, 0)); + float4 planeX1 = TransformPlaneToPostSpace(InvProjection, float4(planeX.z, 0, planeX.w, 0)); + float4 planeY0 = TransformPlaneToPostSpace(InvProjection, float4(0, planeY.x, planeY.y, 0)); + float4 planeY1 = TransformPlaneToPostSpace(InvProjection, float4(0, planeY.z, planeY.w, 0)); + + + // convert planes to the forms (1,0,0,D) and (0,1,0,D) + // 2D bound is given by -D components + float2 A = -float2(planeX0.w / planeX0.x, planeY0.w / planeY0.y); + float2 B = -float2(planeX1.w / planeX1.x, planeY1.w / planeY1.y); + + // Bound is complete + vMin = B; + vMax = A; +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/scrbound.compute.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/scrbound.compute.meta new file mode 100644 index 00000000000..206f35f60a7 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/scrbound.compute.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 728dce960f8a9c44bbc3abb3b851d8f6 +timeCreated: 1479306737 +licenseType: Pro +ComputeShaderImporter: + currentAPIMask: 4 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/shadeopaque.compute b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/shadeopaque.compute new file mode 100644 index 00000000000..b81e5edc798 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/shadeopaque.compute @@ -0,0 +1,124 @@ +#pragma kernel ShadeOpaque_Direct_Fptl SHADE_OPAQUE_ENTRY=ShadeOpaque_Direct_Fptl USE_FPTL_LIGHTLIST +#pragma kernel ShadeOpaque_Direct_Fptl_DebugDisplay SHADE_OPAQUE_ENTRY=ShadeOpaque_Direct_Fptl_DebugDisplay USE_FPTL_LIGHTLIST DEBUG_DISPLAY +#pragma kernel ShadeOpaque_Direct_Clustered SHADE_OPAQUE_ENTRY=ShadeOpaque_Direct_Clustered USE_CLUSTERED_LIGHTLIST +#pragma kernel ShadeOpaque_Direct_Clustered_DebugDisplay SHADE_OPAQUE_ENTRY=ShadeOpaque_Direct_Clustered_DebugDisplay USE_CLUSTERED_LIGHTLIST DEBUG_DISPLAY + +#pragma kernel ShadeOpaque_Indirect_Fptl_Variant0 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant0 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=0 +#pragma kernel ShadeOpaque_Indirect_Fptl_Variant1 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant1 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=1 +#pragma kernel ShadeOpaque_Indirect_Fptl_Variant2 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant2 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=2 +#pragma kernel ShadeOpaque_Indirect_Fptl_Variant3 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant3 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=3 +#pragma kernel ShadeOpaque_Indirect_Fptl_Variant4 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant4 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=4 +#pragma kernel ShadeOpaque_Indirect_Fptl_Variant5 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant5 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=5 +#pragma kernel ShadeOpaque_Indirect_Fptl_Variant6 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant6 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=6 +#pragma kernel ShadeOpaque_Indirect_Fptl_Variant7 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant7 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=7 +#pragma kernel ShadeOpaque_Indirect_Fptl_Variant8 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant8 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=8 +#pragma kernel ShadeOpaque_Indirect_Fptl_Variant9 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant9 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=9 +#pragma kernel ShadeOpaque_Indirect_Fptl_Variant10 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant10 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=10 +#pragma kernel ShadeOpaque_Indirect_Fptl_Variant11 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant11 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=11 +#pragma kernel ShadeOpaque_Indirect_Fptl_Variant12 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant12 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=12 +#pragma kernel ShadeOpaque_Indirect_Fptl_Variant13 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant13 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=13 +#pragma kernel ShadeOpaque_Indirect_Fptl_Variant14 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant14 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=14 +#pragma kernel ShadeOpaque_Indirect_Fptl_Variant15 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant15 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=15 + +#pragma kernel ShadeOpaque_Indirect_Clustered_Variant0 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant0 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=0 +#pragma kernel ShadeOpaque_Indirect_Clustered_Variant1 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant1 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=1 +#pragma kernel ShadeOpaque_Indirect_Clustered_Variant2 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant2 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=2 +#pragma kernel ShadeOpaque_Indirect_Clustered_Variant3 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant3 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=3 +#pragma kernel ShadeOpaque_Indirect_Clustered_Variant4 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant4 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=4 +#pragma kernel ShadeOpaque_Indirect_Clustered_Variant5 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant5 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=5 +#pragma kernel ShadeOpaque_Indirect_Clustered_Variant6 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant6 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=6 +#pragma kernel ShadeOpaque_Indirect_Clustered_Variant7 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant7 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=7 +#pragma kernel ShadeOpaque_Indirect_Clustered_Variant8 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant8 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=8 +#pragma kernel ShadeOpaque_Indirect_Clustered_Variant9 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant9 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=9 +#pragma kernel ShadeOpaque_Indirect_Clustered_Variant10 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant10 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=10 +#pragma kernel ShadeOpaque_Indirect_Clustered_Variant11 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant11 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=11 +#pragma kernel ShadeOpaque_Indirect_Clustered_Variant12 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant12 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=12 +#pragma kernel ShadeOpaque_Indirect_Clustered_Variant13 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant13 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=13 +#pragma kernel ShadeOpaque_Indirect_Clustered_Variant14 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant14 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=14 +#pragma kernel ShadeOpaque_Indirect_Clustered_Variant15 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant15 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=15 + +#pragma #pragma enable_d3d11_debug_symbols + +// Split lighting is required for the SSS pass. +// Not currently possible since we need to access the stencil buffer from the compute shader. +// #pragma multi_compile _ OUTPUT_SPLIT_LIGHTING + +#define LIGHTLOOP_TILE_PASS 1 +#define LIGHTLOOP_TILE_DIRECT 1 +#define LIGHTLOOP_TILE_INDIRECT 1 +#define LIGHTLOOP_TILE_ALL 1 + +//------------------------------------------------------------------------------------- +// Include +//------------------------------------------------------------------------------------- + +#include "../../../../ShaderLibrary/Common.hlsl" +#include "../../../Debug/DebugDisplay.hlsl" + +// Note: We have fix as guidelines that we have only one deferred material (with control of GBuffer enabled). Mean a users that add a new +// deferred material must replace the old one here. If in the future we want to support multiple layout (cause a lot of consistency problem), +// the deferred shader will require to use multicompile. +#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl +#include "../../../ShaderConfig.cs.hlsl" +#include "../../../ShaderVariables.hlsl" +#include "../../../Lighting/Lighting.hlsl" // This include Material.hlsl +#include "../../../Lighting/TilePass/FeatureFlags.hlsl" +//------------------------------------------------------------------------------------- +// variable declaration +//------------------------------------------------------------------------------------- + +DECLARE_GBUFFER_TEXTURE(_GBufferTexture); + +#ifdef OUTPUT_SPLIT_LIGHTING + RWTexture2D specularLightingUAV; + RWTexture2D diffuseLightingUAV; +#else + RWTexture2D combinedLightingUAV; +#endif + +#if USE_INDIRECT + uint g_TileListOffset; + StructuredBuffer g_TileList; +// Indirect +[numthreads(16, 16, 1)] +void SHADE_OPAQUE_ENTRY(uint2 groupThreadId : SV_GroupThreadID, uint groupId : SV_GroupID) +{ + uint tileIndex = g_TileList[g_TileListOffset + groupId]; + uint2 tileCoord = uint2(tileIndex & 0xFFFF, tileIndex >> 16); + uint2 pixelCoord = tileCoord * GetTileSize() + groupThreadId; + + PositionInputs posInput = GetPositionInput(pixelCoord.xy, _ScreenSize.zw, tileCoord); + uint featureFlags = TileVariantToFeatureFlags(VARIANT); +#else +// Direct +[numthreads(16, 16, 1)] +void SHADE_OPAQUE_ENTRY(uint2 dispatchThreadId : SV_DispatchThreadID, uint2 groupId : SV_GroupID) +{ + uint2 pixelCoord = dispatchThreadId; + PositionInputs posInput = GetPositionInput(pixelCoord.xy, _ScreenSize.zw, groupId); + uint featureFlags = 0xFFFFFFFF; +#endif + + float depth = LOAD_TEXTURE2D(_MainDepthTexture, posInput.unPositionSS).x; + UpdatePositionInput(depth, _InvViewProjMatrix, _ViewProjMatrix, posInput); + float3 V = GetWorldSpaceNormalizeViewDir(posInput.positionWS); + + FETCH_GBUFFER(gbuffer, _GBufferTexture, posInput.unPositionSS); + BSDFData bsdfData; + float3 bakeDiffuseLighting; + DECODE_FROM_GBUFFER(gbuffer, featureFlags, bsdfData, bakeDiffuseLighting); + + PreLightData preLightData = GetPreLightData(V, posInput, bsdfData); + + float3 diffuseLighting; + float3 specularLighting; + LightLoop(V, posInput, preLightData, bsdfData, bakeDiffuseLighting, featureFlags, diffuseLighting, specularLighting); + +#ifdef OUTPUT_SPLIT_LIGHTING + specularLightingUAV[pixelCoord] = float4(specularLighting, 1.0); + diffuseLightingUAV[pixelCoord] = diffuseLighting; +#else + combinedLightingUAV[pixelCoord] = float4(diffuseLighting + specularLighting, 1.0); +#endif +} + diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/shadeopaque.compute.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/shadeopaque.compute.meta new file mode 100644 index 00000000000..aad8bd7de82 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/shadeopaque.compute.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 0b64f79746d2daf4198eaf6eab9af259 +timeCreated: 1481798903 +licenseType: Pro +ComputeShaderImporter: + currentAPIMask: 4 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/ShaderBase.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/ShaderBase.hlsl new file mode 100644 index 00000000000..275d36d8c0f --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/ShaderBase.hlsl @@ -0,0 +1,43 @@ +#ifndef __SHADERBASE_H__ +#define __SHADERBASE_H__ + +// can't use UNITY_REVERSED_Z since it's not enabled in compute shaders +#if !defined(SHADER_API_GLES3) && !defined(SHADER_API_GLCORE) + #define REVERSE_ZBUF +#endif + +#ifdef SHADER_API_PSSL + +#ifndef Texture2DMS + #define Texture2DMS MS_Texture2D +#endif + +#ifndef SampleCmpLevelZero + #define SampleCmpLevelZero SampleCmpLOD0 +#endif + +#ifndef firstbithigh + #define firstbithigh FirstSetBit_Hi +#endif + +#endif + +float FetchDepth(Texture2D depthTexture, uint2 pixCoord) +{ + float zdpth = LOAD_TEXTURE2D(depthTexture, pixCoord.xy).x; +#ifdef REVERSE_ZBUF + zdpth = 1.0 - zdpth; +#endif + return zdpth; +} + +float FetchDepthMSAA(Texture2DMS depthTexture, uint2 pixCoord, uint sampleIdx) +{ + float zdpth = LOAD_TEXTURE2D_MSAA(depthTexture, pixCoord.xy, sampleIdx).x; +#ifdef REVERSE_ZBUF + zdpth = 1.0 - zdpth; +#endif + return zdpth; +} + +#endif diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/ShaderBase.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/ShaderBase.hlsl.meta new file mode 100644 index 00000000000..52b22459532 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/ShaderBase.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 3c90176b54c922b4e9cf65c9ec9cb750 +timeCreated: 1479691479 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/SortingComputeUtils.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/SortingComputeUtils.hlsl new file mode 100644 index 00000000000..1c6b2ab390b --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/SortingComputeUtils.hlsl @@ -0,0 +1,117 @@ +#ifndef __SORTINGCOMPUTEUTILS_H__ +#define __SORTINGCOMPUTEUTILS_H__ + +unsigned int LimitPow2AndClamp(unsigned int value_in, unsigned int maxValue) +{ +#if 0 + unsigned int value = 1; + + while(value>1; j>0; j=j>>1) \ + { \ + for(int i=localThreadID; ii) \ + { \ + const unsigned int Avalue = data[i]; \ + const unsigned int Bvalue = data[ixj]; \ + \ + const bool mustSwap = ((i&k)!=0^(Avalue>Bvalue)) && Avalue!=Bvalue; \ + if(mustSwap) \ + { \ + data[i]=Bvalue; \ + data[ixj]=Avalue; \ + } \ + } \ + } \ + \ + GroupMemoryBarrierWithGroupSync(); \ + } \ + } \ +} + +// have to make this sort routine a macro unfortunately because hlsl doesn't take +// groupshared memory of unspecified length as an input parameter to a function. +// merge-sort is not in-place so two buffers are required: data and tmpdata. +// These must both have a capacity of at least length_in entries and initial +// input is assumed to be in data and results will be delivered in data. +#define MERGESORTLIST(data, tmpdata, length_in, localThreadID_in, nrthreads_in) \ +{ \ + int length=(int) length_in, localThreadID=(int) localThreadID_in, nrthreads=(int) nrthreads_in; \ + \ + for(int curr_size=1; curr_size<=length-1; curr_size = 2*curr_size) \ + { \ + for(int left_start=localThreadID*(2*curr_size); left_start<(length-1); left_start+=nrthreads*(2*curr_size)) \ + { \ + int mid = left_start + curr_size - 1; \ + int right_end = min(left_start + 2*curr_size - 1, length-1); \ + { \ + int l=left_start, m=mid, r=right_end; \ + \ + int i, j, k; \ + \ + int ol = l; \ + int or = m+1; \ + int sl = m - l + 1; \ + int sr = r - m; \ + \ + for(int i=l; i<=r; i++) tmpdata[i] = data[i]; \ + \ + i = 0; j = 0; k = l; \ + while (i < sl && j < sr) \ + { \ + const uint lVal = tmpdata[ol+i]; \ + const uint rVal = tmpdata[or+j]; \ + bool pickLeft = lVal <= rVal; \ + i = pickLeft ? (i+1) : i; \ + j = pickLeft ? j : (j+1); \ + data[k] = pickLeft ? lVal : rVal; \ + k++; \ + } \ + \ + while (i < sl) \ + { \ + data[k] = tmpdata[ol+i]; \ + i++; k++; \ + } \ + \ + while (j < sr) \ + { \ + data[k] = tmpdata[or+j]; \ + j++; k++; \ + } \ + } \ + } \ + \ + GroupMemoryBarrierWithGroupSync(); \ + } \ +} + + + +#endif diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/SortingComputeUtils.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/SortingComputeUtils.hlsl.meta new file mode 100644 index 00000000000..745b1414a11 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/SortingComputeUtils.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 66b6d3029d5cdb2498af99c4cc141e85 +timeCreated: 1479344254 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs new file mode 100644 index 00000000000..8a3b1e77b84 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs @@ -0,0 +1,2082 @@ +//#define SHADOWS_ENABLED +//#define SHADOWS_FIXSHADOWIDX +using UnityEngine.Rendering; +using System.Collections.Generic; +using System; + +namespace UnityEngine.Experimental.Rendering.HDPipeline +{ +#if SHADOWS_ENABLED + using ShadowExp; + + class ShadowSetup : IDisposable + { + // shadow related stuff + const int k_MaxShadowDataSlots = 64; + const int k_MaxPayloadSlotsPerShadowData = 4; + ShadowmapBase[] m_Shadowmaps; + ShadowManager m_ShadowMgr; + static ComputeBuffer s_ShadowDataBuffer; + static ComputeBuffer s_ShadowPayloadBuffer; + + public ShadowSetup(ShadowSettings shadowSettings, out IShadowManager shadowManager) + { + s_ShadowDataBuffer = new ComputeBuffer(k_MaxShadowDataSlots, System.Runtime.InteropServices.Marshal.SizeOf(typeof(ShadowExp.ShadowData))); + s_ShadowPayloadBuffer = new ComputeBuffer(k_MaxShadowDataSlots * k_MaxPayloadSlotsPerShadowData, System.Runtime.InteropServices.Marshal.SizeOf(typeof(ShadowExp.ShadowData))); + ShadowAtlas.AtlasInit atlasInit; + atlasInit.baseInit.width = (uint)shadowSettings.shadowAtlasWidth; + atlasInit.baseInit.height = (uint)shadowSettings.shadowAtlasHeight; + atlasInit.baseInit.slices = 1; + atlasInit.baseInit.shadowmapBits = 32; + atlasInit.baseInit.shadowmapFormat = RenderTextureFormat.Shadowmap; + atlasInit.baseInit.clearColor = new Vector4(0.0f, 0.0f, 0.0f, 0.0f); + atlasInit.baseInit.maxPayloadCount = 0; + atlasInit.baseInit.shadowSupport = ShadowmapBase.ShadowSupport.Directional; + atlasInit.shaderKeyword = null; + atlasInit.cascadeCount = shadowSettings.directionalLightCascadeCount; + atlasInit.cascadeRatios = shadowSettings.directionalLightCascades; + + var atlasInit2 = atlasInit; + atlasInit2.baseInit.shadowSupport = ShadowmapBase.ShadowSupport.Point | ShadowmapBase.ShadowSupport.Spot; + m_Shadowmaps = new ShadowmapBase[] { new ShadowExp.ShadowAtlas(ref atlasInit), new ShadowExp.ShadowAtlas(ref atlasInit2) }; + + ShadowContext.SyncDel syncer = (ShadowContext sc) => + { + // update buffers + uint offset, count; + ShadowExp.ShadowData[] sds; + sc.GetShadowDatas(out sds, out offset, out count); + Debug.Assert(offset == 0); + s_ShadowDataBuffer.SetData(sds); // unfortunately we can't pass an offset or count to this function + ShadowPayload[] payloads; + sc.GetPayloads(out payloads, out offset, out count); + Debug.Assert(offset == 0); + s_ShadowPayloadBuffer.SetData(payloads); + }; + + // binding code. This needs to be in sync with ShadowContext.hlsl + ShadowContext.BindDel binder = (ShadowContext sc, CommandBuffer cb) => + { + // bind buffers + cb.SetGlobalBuffer("_ShadowDatasExp", s_ShadowDataBuffer); + cb.SetGlobalBuffer("_ShadowPayloads", s_ShadowPayloadBuffer); + // bind textures + uint offset, count; + RenderTargetIdentifier[] tex; + sc.GetTex2DArrays(out tex, out offset, out count); + cb.SetGlobalTexture("_ShadowmapExp_Dir", tex[0]); + cb.SetGlobalTexture("_ShadowmapExp_PointSpot", tex[1]); + // TODO: Currently samplers are hard coded in ShadowContext.hlsl, so we can't really set them here + }; + + ShadowContext.CtxtInit scInit; + scInit.storage.maxShadowDataSlots = k_MaxShadowDataSlots; + scInit.storage.maxPayloadSlots = k_MaxShadowDataSlots * k_MaxPayloadSlotsPerShadowData; + scInit.storage.maxTex2DArraySlots = 4; + scInit.storage.maxTexCubeArraySlots = 2; + scInit.storage.maxComparisonSamplerSlots = 2; + scInit.storage.maxSamplerSlots = 2; + scInit.dataSyncer = syncer; + scInit.resourceBinder = binder; + + m_ShadowMgr = new ShadowExp.ShadowManager(shadowSettings, ref scInit, m_Shadowmaps); + shadowManager = m_ShadowMgr; + } + + public void Dispose() + { + if (m_Shadowmaps != null) + { + (m_Shadowmaps[0] as ShadowAtlas).Dispose(); + (m_Shadowmaps[1] as ShadowAtlas).Dispose(); + m_Shadowmaps = null; + } + m_ShadowMgr = null; + + Utilities.SafeRelease(s_ShadowDataBuffer); + Utilities.SafeRelease(s_ShadowPayloadBuffer); + } + } +#endif + + namespace TilePass + { + //----------------------------------------------------------------------------- + // structure definition + //----------------------------------------------------------------------------- + + [GenerateHLSL] + public enum LightVolumeType + { + Cone, + Sphere, + Box, + Count + } + + [GenerateHLSL] + public enum LightCategory + { + Punctual, + Area, + Projector, + Env, + Count + } + + [GenerateHLSL] + public class LightFeatureFlags + { + public static uint FEATURE_FLAG_LIGHT_PUNCTUAL = 1 << 0; + public static uint FEATURE_FLAG_LIGHT_AREA = 1 << 1; + public static uint FEATURE_FLAG_LIGHT_DIRECTIONAL = 1 << 2; + public static uint FEATURE_FLAG_LIGHT_PROJECTOR = 1 << 3; + public static uint FEATURE_FLAG_LIGHT_ENV = 1 << 4; + public static uint FEATURE_FLAG_LIGHT_SKY = 1 << 5; + } + + [GenerateHLSL] + public class LightDefinitions + { + public static int MAX_NR_LIGHTS_PER_CAMERA = 1024; + public static int MAX_NR_BIGTILE_LIGHTS_PLUSONE = 512; // may be overkill but the footprint is 2 bits per pixel using uint16. + public static float VIEWPORT_SCALE_Z = 1.0f; + + // enable unity's original left-hand shader camera space (right-hand internally in unity). + public static int USE_LEFTHAND_CAMERASPACE = 1; + + public static int TILE_SIZE_FPTL = 16; + public static int TILE_SIZE_CLUSTERED = 32; + + // flags + public static int IS_CIRCULAR_SPOT_SHAPE = 1; + public static int HAS_COOKIE_TEXTURE = 2; + public static int IS_BOX_PROJECTED = 4; + public static int HAS_SHADOW = 8; + + // feature variants + public static int NUM_FEATURE_VARIANTS = 16; + } + + [GenerateHLSL] + public struct SFiniteLightBound + { + public Vector3 boxAxisX; + public Vector3 boxAxisY; + public Vector3 boxAxisZ; + public Vector3 center; // a center in camera space inside the bounding volume of the light source. + public Vector2 scaleXY; + public float radius; + }; + + [GenerateHLSL] + public struct LightVolumeData + { + public Vector3 lightPos; + public uint lightVolume; + + public Vector3 lightAxisX; + public uint lightCategory; + + public Vector3 lightAxisY; + public float radiusSq; + + public Vector3 lightAxisZ; // spot +Z axis + public float cotan; + + public Vector3 boxInnerDist; + public uint featureFlags; + + public Vector3 boxInvRange; + public float unused2; + }; + + public class LightLoop : BaseLightLoop + { + public const int k_MaxDirectionalLightsOnScreen = 4; + public const int k_MaxPunctualLightsOnScreen = 512; + public const int k_MaxAreaLightsOnScreen = 64; + public const int k_MaxProjectorLightsOnScreen = 64; + public const int k_MaxLightsOnScreen = k_MaxDirectionalLightsOnScreen + k_MaxPunctualLightsOnScreen + k_MaxAreaLightsOnScreen + k_MaxProjectorLightsOnScreen; + public const int k_MaxEnvLightsOnScreen = 64; + public const int k_MaxShadowOnScreen = 16; + public const int k_MaxCascadeCount = 4; //Should be not less than m_Settings.directionalLightCascadeCount; + + // Static keyword is required here else we get a "DestroyBuffer can only be call in main thread" + static ComputeBuffer s_DirectionalLightDatas = null; + static ComputeBuffer s_LightDatas = null; + static ComputeBuffer s_EnvLightDatas = null; + static ComputeBuffer s_shadowDatas = null; + + static Texture2DArray m_DefaultTexture2DArray; + + TextureCacheCubemap m_CubeReflTexArray; + TextureCache2D m_CookieTexArray; + TextureCacheCubemap m_CubeCookieTexArray; + + public class LightList + { + public List directionalLights; + public List lights; + public List envLights; + public List shadows; + public Vector4[] directionalShadowSplitSphereSqr; + + public List bounds; + public List lightVolumes; + + public void Clear() + { + directionalLights.Clear(); + lights.Clear(); + envLights.Clear(); + shadows.Clear(); + + bounds.Clear(); + lightVolumes.Clear(); + } + + public void Allocate() + { + directionalLights = new List(); + lights = new List(); + envLights = new List(); + shadows = new List(); + directionalShadowSplitSphereSqr = new Vector4[k_MaxCascadeCount]; + + bounds = new List(); + lightVolumes = new List(); + } + } + + LightList m_lightList; + int m_punctualLightCount = 0; + int m_areaLightCount = 0; + int m_projectorLightCount = 0; + int m_lightCount = 0; + + private ComputeShader buildScreenAABBShader { get { return m_PassResources.buildScreenAABBShader; } } + private ComputeShader buildPerTileLightListShader { get { return m_PassResources.buildPerTileLightListShader; } } + private ComputeShader buildPerBigTileLightListShader { get { return m_PassResources.buildPerBigTileLightListShader; } } + private ComputeShader buildPerVoxelLightListShader { get { return m_PassResources.buildPerVoxelLightListShader; } } + + private ComputeShader clearDispatchIndirectShader { get { return m_PassResources.clearDispatchIndirectShader; } } + private ComputeShader shadeOpaqueShader { get { return m_PassResources.shadeOpaqueShader; } } + + static int s_GenAABBKernel; + static int s_GenListPerTileKernel; + static int s_GenListPerVoxelKernel; + static int s_ClearVoxelAtomicKernel; + static int s_ClearDispatchIndirectKernel; + static int s_shadeOpaqueDirectClusteredKernel; + static int s_shadeOpaqueDirectFptlKernel; + static int s_shadeOpaqueDirectClusteredDebugDisplayKernel; + static int s_shadeOpaqueDirectFptlDebugDisplayKernel; + static int[] s_shadeOpaqueIndirectClusteredKernels = new int[LightDefinitions.NUM_FEATURE_VARIANTS]; + static int[] s_shadeOpaqueIndirectFptlKernels = new int[LightDefinitions.NUM_FEATURE_VARIANTS]; + + static ComputeBuffer s_LightVolumeDataBuffer = null; + static ComputeBuffer s_ConvexBoundsBuffer = null; + static ComputeBuffer s_AABBBoundsBuffer = null; + static ComputeBuffer s_LightList = null; + static ComputeBuffer s_TileList = null; + static ComputeBuffer s_DispatchIndirectBuffer = null; + + static ComputeBuffer s_BigTileLightList = null; // used for pre-pass coarse culling on 64x64 tiles + static int s_GenListPerBigTileKernel; + + const bool k_UseDepthBuffer = true; // only has an impact when EnableClustered is true (requires a depth-prepass) + const bool k_UseAsyncCompute = true; // should not use on mobile + + const int k_Log2NumClusters = 6; // accepted range is from 0 to 6. NumClusters is 1<(); + s_DefaultAdditionalLightDataGameObject.SetActive(false); + } + return s_DefaultAdditionalLightData; + } + } + + Material m_DeferredDirectMaterialSRT = null; + Material m_DeferredDirectMaterialMRT = null; + Material m_DeferredIndirectMaterialSRT = null; + Material m_DeferredIndirectMaterialMRT = null; + Material m_DeferredAllMaterialSRT = null; + Material m_DeferredAllMaterialMRT = null; + + Material m_DebugViewTilesMaterial = null; + + Material m_SingleDeferredMaterialSRT = null; + Material m_SingleDeferredMaterialMRT = null; + +#if (SHADOWS_ENABLED) + // shadow related stuff + FrameId m_FrameId; + ShadowSetup m_ShadowSetup; // doesn't actually have to reside here, it would be enough to pass the IShadowManager in from the outside + IShadowManager m_ShadowMgr; + List m_ShadowRequests = new List(); + Dictionary m_ShadowIndices = new Dictionary(); + + void InitShadowSystem(ShadowSettings shadowSettings) + { + m_ShadowSetup = new ShadowSetup(shadowSettings, out m_ShadowMgr); + } + + void DeinitShadowSystem() + { + if (m_ShadowSetup != null) + { + m_ShadowSetup.Dispose(); + m_ShadowSetup = null; + m_ShadowMgr = null; + } + } + +#endif + + + int GetNumTileFtplX(Camera camera) + { + return (camera.pixelWidth + (LightDefinitions.TILE_SIZE_FPTL - 1)) / LightDefinitions.TILE_SIZE_FPTL; + } + + int GetNumTileFtplY(Camera camera) + { + return (camera.pixelHeight + (LightDefinitions.TILE_SIZE_FPTL - 1)) / LightDefinitions.TILE_SIZE_FPTL; + } + + int GetNumTileClusteredX(Camera camera) + { + return (camera.pixelWidth + (LightDefinitions.TILE_SIZE_CLUSTERED - 1)) / LightDefinitions.TILE_SIZE_CLUSTERED; + } + + int GetNumTileClusteredY(Camera camera) + { + return (camera.pixelHeight + (LightDefinitions.TILE_SIZE_CLUSTERED - 1)) / LightDefinitions.TILE_SIZE_CLUSTERED; + } + + bool GetFeatureVariantsEnabled() + { + return m_PassSettings.enableComputeLightEvaluation && m_PassSettings.enableComputeFeatureVariants && !(m_PassSettings.enableClustered && !m_PassSettings.enableFptlForOpaqueWhenClustered); + } + + TileLightLoopProducer.TileSettings m_PassSettings; + private TilePassResources m_PassResources; + + public LightLoop(TileLightLoopProducer producer) + { + m_PassSettings = producer.tileSettings; + m_PassResources = producer.passResources; + } + + public override void Build(TextureSettings textureSettings) + { + m_lightList = new LightList(); + m_lightList.Allocate(); + + s_DirectionalLightDatas = new ComputeBuffer(k_MaxDirectionalLightsOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(DirectionalLightData))); + s_LightDatas = new ComputeBuffer(k_MaxPunctualLightsOnScreen + k_MaxAreaLightsOnScreen + k_MaxProjectorLightsOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(LightData))); + s_EnvLightDatas = new ComputeBuffer(k_MaxEnvLightsOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(EnvLightData))); + s_shadowDatas = new ComputeBuffer(k_MaxCascadeCount + k_MaxShadowOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(ShadowData))); + + m_CookieTexArray = new TextureCache2D(); + m_CookieTexArray.AllocTextureArray(8, textureSettings.spotCookieSize, textureSettings.spotCookieSize, TextureFormat.RGBA32, true); + m_CubeCookieTexArray = new TextureCacheCubemap(); + m_CubeCookieTexArray.AllocTextureArray(4, textureSettings.pointCookieSize, TextureFormat.RGBA32, true); + m_CubeReflTexArray = new TextureCacheCubemap(); + m_CubeReflTexArray.AllocTextureArray(32, textureSettings.reflectionCubemapSize, TextureCache.GetPreferredHdrCompressedTextureFormat, true); + + s_GenAABBKernel = buildScreenAABBShader.FindKernel("ScreenBoundsAABB"); + + bool enableFeatureVariants = GetFeatureVariantsEnabled(); + if (enableFeatureVariants) + { + s_GenListPerTileKernel = buildPerTileLightListShader.FindKernel(m_PassSettings.enableBigTilePrepass ? "TileLightListGen_SrcBigTile_FeatureFlags" : "TileLightListGen_FeatureFlags"); + } + else + { + s_GenListPerTileKernel = buildPerTileLightListShader.FindKernel(m_PassSettings.enableBigTilePrepass ? "TileLightListGen_SrcBigTile" : "TileLightListGen"); + } + s_AABBBoundsBuffer = new ComputeBuffer(2 * k_MaxLightsOnScreen, 3 * sizeof(float)); + s_ConvexBoundsBuffer = new ComputeBuffer(k_MaxLightsOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(SFiniteLightBound))); + s_LightVolumeDataBuffer = new ComputeBuffer(k_MaxLightsOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(LightVolumeData))); + s_DispatchIndirectBuffer = new ComputeBuffer(LightDefinitions.NUM_FEATURE_VARIANTS * 3, sizeof(uint), ComputeBufferType.IndirectArguments); + + if (m_PassSettings.enableClustered) + { + var kernelName = m_PassSettings.enableBigTilePrepass ? (k_UseDepthBuffer ? "TileLightListGen_DepthRT_SrcBigTile" : "TileLightListGen_NoDepthRT_SrcBigTile") : (k_UseDepthBuffer ? "TileLightListGen_DepthRT" : "TileLightListGen_NoDepthRT"); + s_GenListPerVoxelKernel = buildPerVoxelLightListShader.FindKernel(kernelName); + s_ClearVoxelAtomicKernel = buildPerVoxelLightListShader.FindKernel("ClearAtomic"); + s_GlobalLightListAtomic = new ComputeBuffer(1, sizeof(uint)); + } + + if (m_PassSettings.enableBigTilePrepass) + { + s_GenListPerBigTileKernel = buildPerBigTileLightListShader.FindKernel("BigTileLightListGen"); + } + + s_ClearDispatchIndirectKernel = clearDispatchIndirectShader.FindKernel("ClearDispatchIndirect"); + + s_shadeOpaqueDirectClusteredKernel = shadeOpaqueShader.FindKernel("ShadeOpaque_Direct_Clustered"); + s_shadeOpaqueDirectFptlKernel = shadeOpaqueShader.FindKernel("ShadeOpaque_Direct_Fptl"); + s_shadeOpaqueDirectClusteredDebugDisplayKernel = shadeOpaqueShader.FindKernel("ShadeOpaque_Direct_Clustered_DebugDisplay"); + s_shadeOpaqueDirectFptlDebugDisplayKernel = shadeOpaqueShader.FindKernel("ShadeOpaque_Direct_Fptl_DebugDisplay"); + + for (int variant = 0; variant < LightDefinitions.NUM_FEATURE_VARIANTS; variant++) + { + s_shadeOpaqueIndirectClusteredKernels[variant] = shadeOpaqueShader.FindKernel("ShadeOpaque_Indirect_Clustered_Variant" + variant); + s_shadeOpaqueIndirectFptlKernels[variant] = shadeOpaqueShader.FindKernel("ShadeOpaque_Indirect_Fptl_Variant" + variant); + } + + s_LightList = null; + s_TileList = null; + + string[] tileKeywords = {"LIGHTLOOP_TILE_DIRECT", "LIGHTLOOP_TILE_INDIRECT", "LIGHTLOOP_TILE_ALL"}; + + m_DeferredDirectMaterialSRT = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/Deferred"); + Utilities.SelectKeyword(m_DeferredDirectMaterialSRT, tileKeywords, 0); + m_DeferredDirectMaterialSRT.EnableKeyword("LIGHTLOOP_TILE_PASS"); + m_DeferredDirectMaterialSRT.DisableKeyword("OUTPUT_SPLIT_LIGHTING"); + m_DeferredDirectMaterialSRT.SetInt("_StencilRef", (int)StencilBits.Standard); + m_DeferredDirectMaterialSRT.SetInt("_StencilCmp", 4 /* LEqual */); + m_DeferredDirectMaterialSRT.SetInt("_SrcBlend", (int)BlendMode.One); + m_DeferredDirectMaterialSRT.SetInt("_DstBlend", (int)BlendMode.Zero); + + m_DeferredDirectMaterialMRT = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/Deferred"); + Utilities.SelectKeyword(m_DeferredDirectMaterialMRT, tileKeywords, 0); + m_DeferredDirectMaterialMRT.EnableKeyword("LIGHTLOOP_TILE_PASS"); + m_DeferredDirectMaterialMRT.EnableKeyword("OUTPUT_SPLIT_LIGHTING"); + m_DeferredDirectMaterialMRT.SetInt("_StencilRef", (int)StencilBits.SSS); + m_DeferredDirectMaterialMRT.SetInt("_StencilCmp", 3 /* Equal */); + m_DeferredDirectMaterialMRT.SetInt("_SrcBlend", (int)BlendMode.One); + m_DeferredDirectMaterialMRT.SetInt("_DstBlend", (int)BlendMode.Zero); + + m_DeferredIndirectMaterialSRT = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/Deferred"); + Utilities.SelectKeyword(m_DeferredIndirectMaterialSRT, tileKeywords, 1); + m_DeferredIndirectMaterialSRT.EnableKeyword("LIGHTLOOP_TILE_PASS"); + m_DeferredIndirectMaterialSRT.DisableKeyword("OUTPUT_SPLIT_LIGHTING"); + m_DeferredIndirectMaterialSRT.SetInt("_StencilRef", (int)StencilBits.Standard); + m_DeferredIndirectMaterialSRT.SetInt("_StencilCmp", 4 /* LEqual */); + m_DeferredIndirectMaterialSRT.SetInt("_SrcBlend", (int)BlendMode.One); + m_DeferredIndirectMaterialSRT.SetInt("_DstBlend", (int)BlendMode.One); // Additive color & alpha source + + m_DeferredIndirectMaterialMRT = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/Deferred"); + Utilities.SelectKeyword(m_DeferredIndirectMaterialMRT, tileKeywords, 1); + m_DeferredIndirectMaterialMRT.EnableKeyword("LIGHTLOOP_TILE_PASS"); + m_DeferredIndirectMaterialMRT.EnableKeyword("OUTPUT_SPLIT_LIGHTING"); + m_DeferredIndirectMaterialMRT.SetInt("_StencilRef", (int)StencilBits.SSS); + m_DeferredIndirectMaterialMRT.SetInt("_StencilCmp", 3 /* Equal */); + m_DeferredIndirectMaterialMRT.SetInt("_SrcBlend", (int)BlendMode.One); + m_DeferredIndirectMaterialMRT.SetInt("_DstBlend", (int)BlendMode.One); // Additive color & alpha source + + m_DeferredAllMaterialSRT = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/Deferred"); + Utilities.SelectKeyword(m_DeferredAllMaterialSRT, tileKeywords, 2); + m_DeferredAllMaterialSRT.EnableKeyword("LIGHTLOOP_TILE_PASS"); + m_DeferredAllMaterialSRT.DisableKeyword("OUTPUT_SPLIT_LIGHTING"); + m_DeferredAllMaterialSRT.SetInt("_StencilRef", (int)StencilBits.Standard); + m_DeferredAllMaterialSRT.SetInt("_StencilCmp", 4 /* LEqual */); + m_DeferredAllMaterialSRT.SetInt("_SrcBlend", (int)BlendMode.One); + m_DeferredAllMaterialSRT.SetInt("_DstBlend", (int)BlendMode.Zero); + + m_DeferredAllMaterialMRT = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/Deferred"); + Utilities.SelectKeyword(m_DeferredAllMaterialMRT, tileKeywords, 2); + m_DeferredAllMaterialMRT.EnableKeyword("LIGHTLOOP_TILE_PASS"); + m_DeferredAllMaterialMRT.EnableKeyword("OUTPUT_SPLIT_LIGHTING"); + m_DeferredAllMaterialMRT.SetInt("_StencilRef", (int)StencilBits.SSS); + m_DeferredAllMaterialMRT.SetInt("_StencilCmp", 3 /* Equal */); + m_DeferredAllMaterialMRT.SetInt("_SrcBlend", (int)BlendMode.One); + m_DeferredAllMaterialMRT.SetInt("_DstBlend", (int)BlendMode.Zero); + + m_DebugViewTilesMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/DebugViewTiles"); + + m_SingleDeferredMaterialSRT = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/Deferred"); + m_SingleDeferredMaterialSRT.EnableKeyword("LIGHTLOOP_SINGLE_PASS"); + m_SingleDeferredMaterialSRT.DisableKeyword("OUTPUT_SPLIT_LIGHTING"); + m_SingleDeferredMaterialSRT.SetInt("_StencilRef", (int)StencilBits.Standard); + m_SingleDeferredMaterialSRT.SetInt("_StencilCmp", 4 /* LEqual */); + m_SingleDeferredMaterialSRT.SetInt("_SrcBlend", (int)BlendMode.One); + m_SingleDeferredMaterialSRT.SetInt("_DstBlend", (int)BlendMode.Zero); + + m_SingleDeferredMaterialMRT = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/Deferred"); + m_SingleDeferredMaterialMRT.EnableKeyword("LIGHTLOOP_SINGLE_PASS"); + m_SingleDeferredMaterialMRT.EnableKeyword("OUTPUT_SPLIT_LIGHTING"); + m_SingleDeferredMaterialMRT.SetInt("_StencilRef", (int)StencilBits.SSS); + m_SingleDeferredMaterialMRT.SetInt("_StencilCmp", 3 /* Equal */); + m_SingleDeferredMaterialMRT.SetInt("_SrcBlend", (int)BlendMode.One); + m_SingleDeferredMaterialMRT.SetInt("_DstBlend", (int)BlendMode.Zero); + + m_DefaultTexture2DArray = new Texture2DArray(1, 1, 1, TextureFormat.ARGB32, false); + m_DefaultTexture2DArray.SetPixels32(new Color32[1] { new Color32(128, 128, 128, 128) }, 0); + m_DefaultTexture2DArray.Apply(); + +#if UNITY_EDITOR + UnityEditor.SceneView.onSceneGUIDelegate -= OnSceneGUI; + UnityEditor.SceneView.onSceneGUIDelegate += OnSceneGUI; +#endif + +#if (SHADOWS_ENABLED) + InitShadowSystem(ShadowSettings.Default); +#endif + } + + public override void Cleanup() + { +#if UNITY_EDITOR + UnityEditor.SceneView.onSceneGUIDelegate -= OnSceneGUI; +#endif + + Utilities.SafeRelease(s_DirectionalLightDatas); + Utilities.SafeRelease(s_LightDatas); + Utilities.SafeRelease(s_EnvLightDatas); + Utilities.SafeRelease(s_shadowDatas); + + if (m_CubeReflTexArray != null) + { + m_CubeReflTexArray.Release(); + m_CubeReflTexArray = null; + } + if (m_CookieTexArray != null) + { + m_CookieTexArray.Release(); + m_CookieTexArray = null; + } + if (m_CubeCookieTexArray != null) + { + m_CubeCookieTexArray.Release(); + m_CubeCookieTexArray = null; + } + + ReleaseResolutionDependentBuffers(); + + Utilities.SafeRelease(s_AABBBoundsBuffer); + Utilities.SafeRelease(s_ConvexBoundsBuffer); + Utilities.SafeRelease(s_LightVolumeDataBuffer); + Utilities.SafeRelease(s_DispatchIndirectBuffer); + + // enableClustered + Utilities.SafeRelease(s_GlobalLightListAtomic); + + Utilities.Destroy(m_DeferredDirectMaterialSRT); + Utilities.Destroy(m_DeferredDirectMaterialMRT); + Utilities.Destroy(m_DeferredIndirectMaterialSRT); + Utilities.Destroy(m_DeferredIndirectMaterialMRT); + Utilities.Destroy(m_DeferredAllMaterialSRT); + Utilities.Destroy(m_DeferredAllMaterialMRT); + + Utilities.Destroy(m_DebugViewTilesMaterial); + + Utilities.Destroy(m_SingleDeferredMaterialSRT); + Utilities.Destroy(m_SingleDeferredMaterialMRT); + + Utilities.Destroy(s_DefaultAdditionalLightDataGameObject); + s_DefaultAdditionalLightDataGameObject = null; + s_DefaultAdditionalLightData = null; + } + + public override void NewFrame() + { + m_CookieTexArray.NewFrame(); + m_CubeCookieTexArray.NewFrame(); + m_CubeReflTexArray.NewFrame(); + } + + public override bool NeedResize() + { + return s_LightList == null || s_TileList == null || + (s_BigTileLightList == null && m_PassSettings.enableBigTilePrepass) || + (s_PerVoxelLightLists == null && m_PassSettings.enableClustered); + } + + public override void ReleaseResolutionDependentBuffers() + { + Utilities.SafeRelease(s_LightList); + Utilities.SafeRelease(s_TileList); + + // enableClustered + Utilities.SafeRelease(s_PerVoxelLightLists); + Utilities.SafeRelease(s_PerVoxelOffset); + Utilities.SafeRelease(s_PerTileLogBaseTweak); + + // enableBigTilePrepass + Utilities.SafeRelease(s_BigTileLightList); + } + + int NumLightIndicesPerClusteredTile() + { + return 8 * (1 << k_Log2NumClusters); // total footprint for all layers of the tile (measured in light index entries) + } + + public override void AllocResolutionDependentBuffers(int width, int height) + { + var nrTilesX = (width + LightDefinitions.TILE_SIZE_FPTL - 1) / LightDefinitions.TILE_SIZE_FPTL; + var nrTilesY = (height + LightDefinitions.TILE_SIZE_FPTL - 1) / LightDefinitions.TILE_SIZE_FPTL; + var nrTiles = nrTilesX * nrTilesY; + const int capacityUShortsPerTile = 32; + const int dwordsPerTile = (capacityUShortsPerTile + 1) >> 1; // room for 31 lights and a nrLights value. + + s_LightList = new ComputeBuffer((int)LightCategory.Count * dwordsPerTile * nrTiles, sizeof(uint)); // enough list memory for a 4k x 4k display + s_TileList = new ComputeBuffer((int)LightDefinitions.NUM_FEATURE_VARIANTS * nrTiles, sizeof(uint)); + + if (m_PassSettings.enableClustered) + { + var nrClustersX = (width + LightDefinitions.TILE_SIZE_CLUSTERED - 1) / LightDefinitions.TILE_SIZE_CLUSTERED; + var nrClustersY = (height + LightDefinitions.TILE_SIZE_CLUSTERED - 1) / LightDefinitions.TILE_SIZE_CLUSTERED; + var nrClusterTiles = nrClustersX * nrClustersY; + + s_PerVoxelOffset = new ComputeBuffer((int)LightCategory.Count * (1 << k_Log2NumClusters) * nrClusterTiles, sizeof(uint)); + s_PerVoxelLightLists = new ComputeBuffer(NumLightIndicesPerClusteredTile() * nrClusterTiles, sizeof(uint)); + + if (k_UseDepthBuffer) + { + s_PerTileLogBaseTweak = new ComputeBuffer(nrClusterTiles, sizeof(float)); + } + } + + if (m_PassSettings.enableBigTilePrepass) + { + var nrBigTilesX = (width + 63) / 64; + var nrBigTilesY = (height + 63) / 64; + var nrBigTiles = nrBigTilesX * nrBigTilesY; + s_BigTileLightList = new ComputeBuffer(LightDefinitions.MAX_NR_BIGTILE_LIGHTS_PLUSONE * nrBigTiles, sizeof(uint)); + } + } + + static Matrix4x4 GetFlipMatrix() + { + Matrix4x4 flip = Matrix4x4.identity; + bool isLeftHand = ((int)LightDefinitions.USE_LEFTHAND_CAMERASPACE) != 0; + if (isLeftHand) flip.SetColumn(2, new Vector4(0.0f, 0.0f, -1.0f, 0.0f)); + return flip; + } + + static Matrix4x4 WorldToCamera(Camera camera) + { + return GetFlipMatrix() * camera.worldToCameraMatrix; + } + + static Matrix4x4 CameraProjection(Camera camera) + { + return camera.projectionMatrix * GetFlipMatrix(); + } + + public Vector3 GetLightColor(VisibleLight light) + { + return new Vector3(light.finalColor.r, light.finalColor.g, light.finalColor.b); + } + + // Return number of added shadow + public int GetShadows(VisibleLight light, int lightIndex, ref ShadowOutput shadowOutput, ShadowSettings shadowSettings) + { + for (int sliceIndex = 0; sliceIndex < shadowOutput.GetShadowSliceCountLightIndex(lightIndex); ++sliceIndex) + { + ShadowData shadowData = new ShadowData(); + + int shadowSliceIndex = shadowOutput.GetShadowSliceIndex(lightIndex, sliceIndex); + shadowData.worldToShadow = shadowOutput.shadowSlices[shadowSliceIndex].shadowTransform.transpose; // Transpose for hlsl reading ? + + shadowData.bias = light.light.shadowBias; + shadowData.invResolution = new Vector4(1.0f / shadowSettings.shadowAtlasWidth, 1.0f / shadowSettings.shadowAtlasHeight, 0.0f, 0.0f); + m_lightList.shadows.Add(shadowData); + } + + return shadowOutput.GetShadowSliceCountLightIndex(lightIndex); + } + + public bool GetDirectionalLightData(ShadowSettings shadowSettings, GPULightType gpuLightType, VisibleLight light, AdditionalLightData additionalData, int lightIndex, ref ShadowOutput shadowOutput, ref int directionalShadowcount) + { + var directionalLightData = new DirectionalLightData(); + + float diffuseDimmer = m_PassSettings.diffuseGlobalDimmer * additionalData.lightDimmer; + float specularDimmer = m_PassSettings.specularGlobalDimmer * additionalData.lightDimmer; + if (diffuseDimmer <= 0.0f && specularDimmer <= 0.0f) + return false; + + // Light direction for directional is opposite to the forward direction + directionalLightData.forward = light.light.transform.forward; + directionalLightData.up = light.light.transform.up; + directionalLightData.right = light.light.transform.right; + directionalLightData.positionWS = light.light.transform.position; + directionalLightData.color = GetLightColor(light); + directionalLightData.diffuseScale = additionalData.affectDiffuse ? diffuseDimmer : 0.0f; + directionalLightData.specularScale = additionalData.affectSpecular ? specularDimmer : 0.0f; + directionalLightData.invScaleX = 1.0f / light.light.transform.localScale.x; + directionalLightData.invScaleY = 1.0f / light.light.transform.localScale.y; + directionalLightData.cosAngle = 0.0f; + directionalLightData.sinAngle = 0.0f; + directionalLightData.shadowIndex = -1; + directionalLightData.cookieIndex = -1; + + if (light.light.cookie != null) + { + directionalLightData.tileCookie = (light.light.cookie.wrapMode == TextureWrapMode.Repeat); + directionalLightData.cookieIndex = m_CookieTexArray.FetchSlice(light.light.cookie); + } + + bool hasDirectionalShadows = light.light.shadows != LightShadows.None && shadowOutput.GetShadowSliceCountLightIndex(lightIndex) != 0; + bool hasDirectionalNotReachMaxLimit = directionalShadowcount == 0; // Only one cascade shadow allowed + + // If we have not found a directional shadow casting light yet, we register the last directional anyway as "sun". + if (directionalShadowcount == 0) + { + m_CurrentSunLight = light.light; + } + + if (hasDirectionalShadows && hasDirectionalNotReachMaxLimit) // Note < MaxShadows should be check at shadowOutput creation + { + // Always choose the directional shadow casting light if it exists. + m_CurrentSunLight = light.light; + + directionalLightData.shadowIndex = m_lightList.shadows.Count; + directionalShadowcount += GetShadows(light, lightIndex, ref shadowOutput, shadowSettings); + + // Fill split information for shaders + for (int s = 0; s < k_MaxCascadeCount; ++s) + { + m_lightList.directionalShadowSplitSphereSqr[s] = shadowOutput.directionalShadowSplitSphereSqr[s]; + } + } + + m_lightList.directionalLights.Add(directionalLightData); + + return true; + } + + float ComputeLinearDistanceFade(float distanceToCamera, float fadeDistance) + { + // Fade with distance calculation is just a linear fade from 90% of fade distance to fade distance. 90% arbitrarly chosen but should work well enough. + float distanceFadeNear = 0.9f * fadeDistance; + return 1.0f - Mathf.Clamp01((distanceToCamera - distanceFadeNear) / (fadeDistance - distanceFadeNear)); + } + + public bool GetLightData(ShadowSettings shadowSettings, Camera camera, GPULightType gpuLightType, VisibleLight light, AdditionalLightData additionalData, int lightIndex, ref ShadowOutput shadowOutput, ref int shadowCount) + { + var lightData = new LightData(); + + lightData.lightType = gpuLightType; + + lightData.positionWS = light.light.transform.position; + lightData.invSqrAttenuationRadius = 1.0f / (light.range * light.range); + lightData.color = GetLightColor(light); + + lightData.forward = light.light.transform.forward; // Note: Light direction is oriented backward (-Z) + lightData.up = light.light.transform.up; + lightData.right = light.light.transform.right; + + if (lightData.lightType == GPULightType.Spot) + { + var spotAngle = light.spotAngle; + + var innerConePercent = additionalData.GetInnerSpotPercent01(); + var cosSpotOuterHalfAngle = Mathf.Clamp(Mathf.Cos(spotAngle * 0.5f * Mathf.Deg2Rad), 0.0f, 1.0f); + var sinSpotOuterHalfAngle = Mathf.Sqrt(1.0f - cosSpotOuterHalfAngle * cosSpotOuterHalfAngle); + var cosSpotInnerHalfAngle = Mathf.Clamp(Mathf.Cos(spotAngle * 0.5f * innerConePercent * Mathf.Deg2Rad), 0.0f, 1.0f); // inner cone + + var val = Mathf.Max(0.001f, (cosSpotInnerHalfAngle - cosSpotOuterHalfAngle)); + lightData.angleScale = 1.0f / val; + lightData.angleOffset = -cosSpotOuterHalfAngle * lightData.angleScale; + + // TODO: Currently the spot cookie code use the cotangent, either we fix the spot cookie code to not use cotangent + // or we clean the name here, store it in size.x for now + lightData.size.x = cosSpotOuterHalfAngle / sinSpotOuterHalfAngle; + } + else + { + // 1.0f, 2.0f are neutral value allowing GetAngleAnttenuation in shader code to return 1.0 + lightData.angleScale = 1.0f; + lightData.angleOffset = 2.0f; + } + + float distanceToCamera = (lightData.positionWS - camera.transform.position).magnitude; + float distanceFade = ComputeLinearDistanceFade(distanceToCamera, additionalData.fadeDistance); + float lightScale = additionalData.lightDimmer * distanceFade; + + lightData.diffuseScale = additionalData.affectDiffuse ? lightScale * m_PassSettings.diffuseGlobalDimmer : 0.0f; + lightData.specularScale = additionalData.affectSpecular ? lightScale * m_PassSettings.specularGlobalDimmer : 0.0f; + + if (lightData.diffuseScale <= 0.0f && lightData.specularScale <= 0.0f) + return false; + + lightData.IESIndex = -1; + lightData.cookieIndex = -1; + lightData.shadowIndex = -1; + + if (light.light.cookie != null) + { + // TODO: add texture atlas support for cookie textures. + switch (light.lightType) + { + case LightType.Spot: + lightData.cookieIndex = m_CookieTexArray.FetchSlice(light.light.cookie); + break; + case LightType.Point: + lightData.cookieIndex = m_CubeCookieTexArray.FetchSlice(light.light.cookie); + break; + } + + if (additionalData.archetype == LightArchetype.Projector) + { + lightData.cookieIndex = m_CookieTexArray.FetchSlice(light.light.cookie); + } + } + + float shadowDistanceFade = ComputeLinearDistanceFade(distanceToCamera, additionalData.shadowFadeDistance); + lightData.shadowDimmer = additionalData.shadowDimmer * shadowDistanceFade; + + // Setup shadow data arrays + // In case lightData.shadowDimmer == 0.0 we need to avoid rendering the shadow map... see how it can be done with the culling (and more specifically, how can we do that BEFORE sending for shadows) + bool hasShadows = lightData.shadowDimmer > 0.0f && distanceToCamera < shadowSettings.maxShadowDistance && light.light.shadows != LightShadows.None && shadowOutput.GetShadowSliceCountLightIndex(lightIndex) != 0; + bool hasNotReachMaxLimit = shadowCount + (lightData.lightType == GPULightType.Point ? 6 : 1) <= k_MaxShadowOnScreen; + + // TODO: Read the comment about shadow limit/management at the beginning of this loop + if (hasShadows && hasNotReachMaxLimit) + { + // When we have a point light, we assumed that there is 6 consecutive PunctualShadowData + lightData.shadowIndex = m_lightList.shadows.Count; + shadowCount += GetShadows(light, lightIndex, ref shadowOutput, shadowSettings); + } + + if (additionalData.archetype != LightArchetype.Punctual) + { + lightData.size = new Vector2(additionalData.lightLength, additionalData.lightWidth); + } + + m_lightList.lights.Add(lightData); + + return true; + } + + // TODO: we should be able to do this calculation only with LightData without VisibleLight light, but for now pass both + public void GetLightVolumeDataAndBound(LightCategory lightCategory, GPULightType gpuLightType, LightVolumeType lightVolumeType, VisibleLight light, LightData lightData, Matrix4x4 worldToView) + { + // Then Culling side + var range = light.range; + var lightToWorld = light.localToWorld; + Vector3 lightPos = lightToWorld.GetColumn(3); + + // Fill bounds + var bound = new SFiniteLightBound(); + var lightVolumeData = new LightVolumeData(); + + lightVolumeData.lightCategory = (uint)lightCategory; + lightVolumeData.lightVolume = (uint)lightVolumeType; + + if (gpuLightType == GPULightType.Spot || gpuLightType == GPULightType.ProjectorPyramid) + { + Vector3 lightDir = lightToWorld.GetColumn(2); + + // represents a left hand coordinate system in world space + Vector3 vx = lightToWorld.GetColumn(0); // X axis in world space + Vector3 vy = lightToWorld.GetColumn(1); // Y axis in world space + Vector3 vz = lightDir; // Z axis in world space + + // transform to camera space (becomes a left hand coordinate frame in Unity since Determinant(worldToView)<0) + vx = worldToView.MultiplyVector(vx); + vy = worldToView.MultiplyVector(vy); + vz = worldToView.MultiplyVector(vz); + + const float pi = 3.1415926535897932384626433832795f; + const float degToRad = (float)(pi / 180.0); + + var sa = light.light.spotAngle; + var cs = Mathf.Cos(0.5f * sa * degToRad); + var si = Mathf.Sin(0.5f * sa * degToRad); + + if (gpuLightType == GPULightType.ProjectorPyramid) + { + Vector3 lightPosToProjWindowCorner = (0.5f * lightData.size.x) * vx + (0.5f * lightData.size.y) * vy + 1.0f * vz; + cs = Vector3.Dot(vz, Vector3.Normalize(lightPosToProjWindowCorner)); + si = Mathf.Sqrt(1.0f - cs * cs); + } + + const float FltMax = 3.402823466e+38F; + var ta = cs > 0.0f ? (si / cs) : FltMax; + var cota = si > 0.0f ? (cs / si) : FltMax; + + //const float cotasa = l.GetCotanHalfSpotAngle(); + + // apply nonuniform scale to OBB of spot light + var squeeze = true;//sa < 0.7f * 90.0f; // arb heuristic + var fS = squeeze ? ta : si; + bound.center = worldToView.MultiplyPoint(lightPos + ((0.5f * range) * lightDir)); // use mid point of the spot as the center of the bounding volume for building screen-space AABB for tiled lighting. + + // scale axis to match box or base of pyramid + bound.boxAxisX = (fS * range) * vx; + bound.boxAxisY = (fS * range) * vy; + bound.boxAxisZ = (0.5f * range) * vz; + + // generate bounding sphere radius + var fAltDx = si; + var fAltDy = cs; + fAltDy = fAltDy - 0.5f; + //if(fAltDy<0) fAltDy=-fAltDy; + + fAltDx *= range; fAltDy *= range; + + // Handle case of pyramid with this select (currently unused) + var altDist = Mathf.Sqrt(fAltDy * fAltDy + (true ? 1.0f : 2.0f) * fAltDx * fAltDx); + bound.radius = altDist > (0.5f * range) ? altDist : (0.5f * range); // will always pick fAltDist + bound.scaleXY = squeeze ? new Vector2(0.01f, 0.01f) : new Vector2(1.0f, 1.0f); + + lightVolumeData.lightAxisX = vx; + lightVolumeData.lightAxisY = vy; + lightVolumeData.lightAxisZ = vz; + lightVolumeData.lightPos = worldToView.MultiplyPoint(lightPos); + lightVolumeData.radiusSq = range * range; + lightVolumeData.cotan = cota; + lightVolumeData.featureFlags = (gpuLightType == GPULightType.Spot) ? LightFeatureFlags.FEATURE_FLAG_LIGHT_PUNCTUAL + : LightFeatureFlags.FEATURE_FLAG_LIGHT_PROJECTOR; + } + else if (gpuLightType == GPULightType.Point) + { + bool isNegDeterminant = Vector3.Dot(worldToView.GetColumn(0), Vector3.Cross(worldToView.GetColumn(1), worldToView.GetColumn(2))) < 0.0f; // 3x3 Determinant. + + bound.center = worldToView.MultiplyPoint(lightPos); + bound.boxAxisX.Set(range, 0, 0); + bound.boxAxisY.Set(0, range, 0); + bound.boxAxisZ.Set(0, 0, isNegDeterminant ? (-range) : range); // transform to camera space (becomes a left hand coordinate frame in Unity since Determinant(worldToView)<0) + bound.scaleXY.Set(1.0f, 1.0f); + bound.radius = range; + + // represents a left hand coordinate system in world space since det(worldToView)<0 + var lightToView = worldToView * lightToWorld; + Vector3 vx = lightToView.GetColumn(0); + Vector3 vy = lightToView.GetColumn(1); + Vector3 vz = lightToView.GetColumn(2); + + // fill up ldata + lightVolumeData.lightAxisX = vx; + lightVolumeData.lightAxisY = vy; + lightVolumeData.lightAxisZ = vz; + lightVolumeData.lightPos = bound.center; + lightVolumeData.radiusSq = range * range; + lightVolumeData.featureFlags = LightFeatureFlags.FEATURE_FLAG_LIGHT_PUNCTUAL; + } + else if (gpuLightType == GPULightType.Rectangle) + { + Vector3 centerVS = worldToView.MultiplyPoint(lightData.positionWS); + Vector3 xAxisVS = worldToView.MultiplyVector(lightData.right); + Vector3 yAxisVS = worldToView.MultiplyVector(lightData.up); + Vector3 zAxisVS = worldToView.MultiplyVector(lightData.forward); + float radius = 1.0f / Mathf.Sqrt(lightData.invSqrAttenuationRadius); + + Vector3 dimensions = new Vector3(lightData.size.x * 0.5f + radius, lightData.size.y * 0.5f + radius, radius); + + dimensions.z *= 0.5f; + centerVS += zAxisVS * radius * 0.5f; + + bound.center = centerVS; + bound.boxAxisX = dimensions.x * xAxisVS; + bound.boxAxisY = dimensions.y * yAxisVS; + bound.boxAxisZ = dimensions.z * zAxisVS; + bound.scaleXY.Set(1.0f, 1.0f); + bound.radius = dimensions.magnitude; + + lightVolumeData.lightPos = centerVS; + lightVolumeData.lightAxisX = xAxisVS; + lightVolumeData.lightAxisY = yAxisVS; + lightVolumeData.lightAxisZ = zAxisVS; + lightVolumeData.boxInnerDist = dimensions; + lightVolumeData.boxInvRange.Set(1e5f, 1e5f, 1e5f); + lightVolumeData.featureFlags = LightFeatureFlags.FEATURE_FLAG_LIGHT_AREA; + } + else if (gpuLightType == GPULightType.Line) + { + Vector3 centerVS = worldToView.MultiplyPoint(lightData.positionWS); + Vector3 xAxisVS = worldToView.MultiplyVector(lightData.right); + Vector3 yAxisVS = worldToView.MultiplyVector(lightData.up); + Vector3 zAxisVS = worldToView.MultiplyVector(lightData.forward); + float radius = 1.0f / Mathf.Sqrt(lightData.invSqrAttenuationRadius); + + Vector3 dimensions = new Vector3(lightData.size.x * 0.5f + radius, radius, radius); + + bound.center = centerVS; + bound.boxAxisX = dimensions.x * xAxisVS; + bound.boxAxisY = dimensions.y * yAxisVS; + bound.boxAxisZ = dimensions.z * zAxisVS; + bound.scaleXY.Set(1.0f, 1.0f); + bound.radius = dimensions.magnitude; + + lightVolumeData.lightPos = centerVS; + lightVolumeData.lightAxisX = xAxisVS; + lightVolumeData.lightAxisY = yAxisVS; + lightVolumeData.lightAxisZ = zAxisVS; + lightVolumeData.boxInnerDist = new Vector3(lightData.size.x * 0.5f, 0.01f, 0.01f); + lightVolumeData.boxInvRange.Set(1.0f / radius, 1.0f / radius, 1.0f / radius); + lightVolumeData.featureFlags = LightFeatureFlags.FEATURE_FLAG_LIGHT_AREA; + } + else if (gpuLightType == GPULightType.ProjectorOrtho) + { + Vector3 posVS = worldToView.MultiplyPoint(lightData.positionWS); + Vector3 xAxisVS = worldToView.MultiplyVector(lightData.right); + Vector3 yAxisVS = worldToView.MultiplyVector(lightData.up); + Vector3 zAxisVS = worldToView.MultiplyVector(lightData.forward); + + // Projector lights point forwards (along Z). The projection window is aligned with the XY plane. + Vector3 boxDims = new Vector3(lightData.size.x, lightData.size.y, 1000000.0f); + Vector3 halfDims = 0.5f * boxDims; + + bound.center = posVS; + bound.boxAxisX = halfDims.x * xAxisVS; // Should this be halved or not? + bound.boxAxisY = halfDims.y * yAxisVS; // Should this be halved or not? + bound.boxAxisZ = halfDims.z * zAxisVS; // Should this be halved or not? + bound.radius = halfDims.magnitude; // Radius of a circumscribed sphere? + bound.scaleXY.Set(1.0f, 1.0f); + + lightVolumeData.lightPos = posVS; // Is this the center of the volume? + lightVolumeData.lightAxisX = xAxisVS; + lightVolumeData.lightAxisY = yAxisVS; + lightVolumeData.lightAxisZ = zAxisVS; + lightVolumeData.boxInnerDist = halfDims; // No idea what this is. Document your code + lightVolumeData.boxInvRange.Set(1.0f / halfDims.x, 1.0f / halfDims.y, 1.0f / halfDims.z); // No idea what this is. Document your code + lightVolumeData.featureFlags = LightFeatureFlags.FEATURE_FLAG_LIGHT_PROJECTOR; + } + else + { + Debug.Assert(false, "TODO: encountered an unknown GPULightType."); + } + + m_lightList.bounds.Add(bound); + m_lightList.lightVolumes.Add(lightVolumeData); + } + + public void GetEnvLightData(VisibleReflectionProbe probe) + { + var envLightData = new EnvLightData(); + + // CAUTION: localToWorld is the transform for the widget of the reflection probe. i.e the world position of the point use to do the cubemap capture (mean it include the local offset) + envLightData.positionWS = probe.localToWorld.GetColumn(3); + + envLightData.envShapeType = EnvShapeType.None; + + // TODO: Support sphere influence in UI + if (probe.boxProjection != 0) + { + envLightData.envShapeType = EnvShapeType.Box; + } + + // remove scale from the matrix (Scale in this matrix is use to scale the widget) + envLightData.right = probe.localToWorld.GetColumn(0); + envLightData.right.Normalize(); + envLightData.up = probe.localToWorld.GetColumn(1); + envLightData.up.Normalize(); + envLightData.forward = probe.localToWorld.GetColumn(2); + envLightData.forward.Normalize(); + + // Artists prefer to have blend distance inside the volume! + // So we let the current UI but we assume blendDistance is an inside factor instead + // Blend distance can't be larger than the max radius + // probe.bounds.extents is BoxSize / 2 + float maxBlendDist = Mathf.Min(probe.bounds.extents.x, Mathf.Min(probe.bounds.extents.y, probe.bounds.extents.z)); + float blendDistance = Mathf.Min(maxBlendDist, probe.blendDistance); + envLightData.innerDistance = probe.bounds.extents - new Vector3(blendDistance, blendDistance, blendDistance); + + envLightData.envIndex = m_CubeReflTexArray.FetchSlice(probe.texture); + + envLightData.offsetLS = probe.center; // center is misnamed, it is the offset (in local space) from center of the bounding box to the cubemap capture point + envLightData.blendDistance = blendDistance; + + m_lightList.envLights.Add(envLightData); + } + + public void GetEnvLightVolumeDataAndBound(VisibleReflectionProbe probe, LightVolumeType lightVolumeType, Matrix4x4 worldToView) + { + var bound = new SFiniteLightBound(); + var lightVolumeData = new LightVolumeData(); + + var bnds = probe.bounds; + var boxOffset = probe.center; // reflection volume offset relative to cube map capture point + var blendDistance = probe.blendDistance; + + var mat = probe.localToWorld; + + Vector3 vx = mat.GetColumn(0); + Vector3 vy = mat.GetColumn(1); + Vector3 vz = mat.GetColumn(2); + Vector3 vw = mat.GetColumn(3); + vx.Normalize(); // Scale shouldn't affect the probe or its bounds + vy.Normalize(); + vz.Normalize(); + + // C is reflection volume center in world space (NOT same as cube map capture point) + var e = bnds.extents; // 0.5f * Vector3.Max(-boxSizes[p], boxSizes[p]); + var C = vx * boxOffset.x + vy * boxOffset.y + vz * boxOffset.z + vw; + + var combinedExtent = e + new Vector3(blendDistance, blendDistance, blendDistance); + + // transform to camera space (becomes a left hand coordinate frame in Unity since Determinant(worldToView)<0) + vx = worldToView.MultiplyVector(vx); + vy = worldToView.MultiplyVector(vy); + vz = worldToView.MultiplyVector(vz); + + var Cw = worldToView.MultiplyPoint(C); + + bound.center = Cw; + bound.boxAxisX = combinedExtent.x * vx; + bound.boxAxisY = combinedExtent.y * vy; + bound.boxAxisZ = combinedExtent.z * vz; + bound.scaleXY.Set(1.0f, 1.0f); + bound.radius = combinedExtent.magnitude; + + + lightVolumeData.lightCategory = (uint)LightCategory.Env; + lightVolumeData.lightVolume = (uint)lightVolumeType; + lightVolumeData.featureFlags = LightFeatureFlags.FEATURE_FLAG_LIGHT_ENV; + + lightVolumeData.lightPos = Cw; + lightVolumeData.lightAxisX = vx; + lightVolumeData.lightAxisY = vy; + lightVolumeData.lightAxisZ = vz; + var delta = combinedExtent - e; + lightVolumeData.boxInnerDist = e; + lightVolumeData.boxInvRange.Set(1.0f / delta.x, 1.0f / delta.y, 1.0f / delta.z); + + m_lightList.bounds.Add(bound); + m_lightList.lightVolumes.Add(lightVolumeData); + } + + public override void PrepareLightsForGPU(ShadowSettings shadowSettings, CullResults cullResults, Camera camera, ref ShadowOutput shadowOutput) + { + m_lightList.Clear(); + + if (cullResults.visibleLights.Length != 0 || cullResults.visibleReflectionProbes.Length != 0) + { +#if (SHADOWS_ENABLED) + // 0. deal with shadows + { + m_FrameId.frameCount++; + // get the indices for all lights that want to have shadows + m_ShadowRequests.Clear(); + m_ShadowRequests.Capacity = cullResults.visibleLights.Length; + int lcnt = cullResults.visibleLights.Length; + for (int i = 0; i < lcnt; ++i) + { + if (cullResults.visibleLights[i].light.shadows != LightShadows.None) + m_ShadowRequests.Add(i); + } + // pass this list to a routine that assigns shadows based on some heuristic + uint shadowRequestCount = (uint)m_ShadowRequests.Count; + int[] shadowRequests = m_ShadowRequests.ToArray(); + int[] shadowDataIndices; + uint originalRequestCount = shadowRequestCount; + m_ShadowMgr.ProcessShadowRequests(m_FrameId, cullResults, camera, cullResults.visibleLights, + ref shadowRequestCount, shadowRequests, out shadowDataIndices); + + // update the visibleLights with the shadow information + m_ShadowIndices.Clear(); + for (uint i = 0; i < shadowRequestCount; i++) + { + m_ShadowIndices.Add(shadowRequests[i], shadowDataIndices[i]); + } + } +#endif + float oldSpecularGlobalDimmer = m_PassSettings.specularGlobalDimmer; + // Change some parameters in case of "special" rendering (can be preview, reflection, etc. + if (camera.cameraType == CameraType.Reflection) + { + m_PassSettings.specularGlobalDimmer = 0.0f; + } + + // 1. Count the number of lights and sort all light by category, type and volume + int directionalLightcount = 0; + int punctualLightcount = 0; + int areaLightCount = 0; + int projectorLightCount = 0; + + int lightCount = Math.Min(cullResults.visibleLights.Length, k_MaxLightsOnScreen); + var sortKeys = new uint[lightCount]; + int sortCount = 0; + + for (int lightIndex = 0, numLights = cullResults.visibleLights.Length; (lightIndex < numLights) && (sortCount < lightCount); ++lightIndex) + { + var light = cullResults.visibleLights[lightIndex]; + + // We only process light with additional data + var additionalData = light.light.GetComponent(); + + if (additionalData == null) + { + // Don't display warning for the preview windows + if (camera.cameraType != CameraType.Preview) + { + Debug.LogWarningFormat(light.light, "Light entity {0} has no additional data, will be rendered using default values.", light.light.name); + } + additionalData = DefaultAdditionalLightData; + } + + LightCategory lightCategory = LightCategory.Count; + GPULightType gpuLightType = GPULightType.Point; + LightVolumeType lightVolumeType = LightVolumeType.Count; + + // Note: LightType.Area is offline only, use for baking, no need to test it + if (additionalData.archetype == LightArchetype.Punctual) + { + switch (light.lightType) + { + case LightType.Point: + if (punctualLightcount >= k_MaxPunctualLightsOnScreen) + continue; + lightCategory = LightCategory.Punctual; + gpuLightType = GPULightType.Point; + lightVolumeType = LightVolumeType.Sphere; + break; + + case LightType.Spot: + if (punctualLightcount >= k_MaxPunctualLightsOnScreen) + continue; + lightCategory = LightCategory.Punctual; + gpuLightType = GPULightType.Spot; + lightVolumeType = LightVolumeType.Cone; + break; + + case LightType.Directional: + if (directionalLightcount >= k_MaxDirectionalLightsOnScreen) + continue; + lightCategory = LightCategory.Punctual; + gpuLightType = GPULightType.Directional; + // No need to add volume, always visible + lightVolumeType = LightVolumeType.Count; // Count is none + break; + + default: + Debug.Assert(false, "TODO: encountered an unknown LightType."); + break; + } + } + else + { + switch (additionalData.archetype) + { + case LightArchetype.Area: + if (areaLightCount >= k_MaxAreaLightsOnScreen) { continue; } + lightCategory = LightCategory.Area; + gpuLightType = (additionalData.lightWidth > 0) ? GPULightType.Rectangle : GPULightType.Line; + lightVolumeType = LightVolumeType.Box; + break; + case LightArchetype.Projector: + if (projectorLightCount >= k_MaxProjectorLightsOnScreen) { continue; } + lightCategory = LightCategory.Projector; + switch (light.lightType) + { + case LightType.Directional: + gpuLightType = GPULightType.ProjectorOrtho; + lightVolumeType = LightVolumeType.Box; + break; + case LightType.Spot: + gpuLightType = GPULightType.ProjectorPyramid; + lightVolumeType = LightVolumeType.Cone; + break; + default: + Debug.Assert(false, "Projectors can only be Spot or Directional lights."); + break; + } + break; + default: + Debug.Assert(false, "TODO: encountered an unknown LightArchetype."); + break; + } + } + +#if (SHADOWS_ENABLED) + uint shadow = m_ShadowIndices.ContainsKey(lightIndex) ? 1u : 0; + // 5 bit (0x1F) light category, 5 bit (0x1F) GPULightType, 5 bit (0x1F) lightVolume, 1 bit for shadow casting, 16 bit index + sortKeys[sortCount++] = (uint)lightCategory << 27 | (uint)gpuLightType << 22 | (uint)lightVolumeType << 17 | shadow << 16 | (uint)lightIndex; +#else + // 5 bit (0x1F) light category, 5 bit (0x1F) GPULightType, 6 bit (0x3F) lightVolume, 16 bit index + sortKeys[sortCount++] = (uint)lightCategory << 27 | (uint)gpuLightType << 22 | (uint)lightVolumeType << 16 | (uint)lightIndex; +#endif + } + + Array.Sort(sortKeys); + + // TODO: Refactor shadow management + // The good way of managing shadow: + // Here we sort everyone and we decide which light is important or not (this is the responsibility of the lightloop) + // we allocate shadow slot based on maximum shadow allowed on screen and attribute slot by bigger solid angle + // THEN we ask to the ShadowRender to render the shadow, not the reverse as it is today (i.e render shadow than expect they + // will be use...) + // The lightLoop is in charge, not the shadow pass. + // For now we will still apply the maximum of shadow here but we don't apply the sorting by priority + slot allocation yet + int directionalShadowcount = 0; + int shadowCount = 0; + + // 2. Go thought all lights, convert them to GPU format. + // Create simultaneously data for culling (LigthVolumeData and rendering) + var worldToView = WorldToCamera(camera); + + for (int sortIndex = 0; sortIndex < sortCount; ++sortIndex) + { + // In 1. we have already classify and sorted the light, we need to use this sorted order here + uint sortKey = sortKeys[sortIndex]; + LightCategory lightCategory = (LightCategory)((sortKey >> 27) & 0x1F); + GPULightType gpuLightType = (GPULightType)((sortKey >> 22) & 0x1F); +#if (SHADOWS_ENABLED) + LightVolumeType lightVolumeType = (LightVolumeType)((sortKey >> 17) & 0x1F); +#else + LightVolumeType lightVolumeType = (LightVolumeType)((sortKey >> 16) & 0x3F); +#endif + int lightIndex = (int)(sortKey & 0xFFFF); + + var light = cullResults.visibleLights[lightIndex]; + var additionalData = light.light.GetComponent() ?? DefaultAdditionalLightData; + + // Directional rendering side, it is separated as it is always visible so no volume to handle here + if (gpuLightType == GPULightType.Directional) + { + if (GetDirectionalLightData(shadowSettings, gpuLightType, light, additionalData, lightIndex, ref shadowOutput, ref directionalShadowcount)) + directionalLightcount++; + +#if (SHADOWS_ENABLED && SHADOWS_FIXSHADOWIDX) + // fix up shadow information + int shadowIdxDir; + if (m_ShadowIndices.TryGetValue(lightIndex, out shadowIdxDir)) + { + var lightData = m_lightList.directionalLights[m_lightList.directionalLights.Count - 1]; + lightData.shadowIndex = shadowIdxDir; + m_lightList.directionalLights[m_lightList.directionalLights.Count - 1] = lightData; + } +#endif + continue; + } + + // Punctual, area, projector lights - the rendering side. + if (GetLightData(shadowSettings, camera, gpuLightType, light, additionalData, lightIndex, ref shadowOutput, ref shadowCount)) + { + switch (lightCategory) + { + case LightCategory.Punctual: + punctualLightcount++; + break; + case LightCategory.Area: + areaLightCount++; + break; + case LightCategory.Projector: + projectorLightCount++; + break; + default: + Debug.Assert(false, "TODO: encountered an unknown LightCategory."); + break; + } + + // Then culling side. Must be call in this order as we pass the created Light data to the function + GetLightVolumeDataAndBound(lightCategory, gpuLightType, lightVolumeType, light, m_lightList.lights[m_lightList.lights.Count - 1], worldToView); + } + +#if (SHADOWS_ENABLED && SHADOWS_FIXSHADOWIDX) + // fix up shadow information + int shadowIdx; + if (m_ShadowIndices.TryGetValue(lightIndex, out shadowIdx)) + { + var lightData = m_lightList.lights[m_lightList.lights.Count - 1]; + lightData.shadowIndex = shadowIdx; + m_lightList.lights[m_lightList.lights.Count - 1] = lightData; + } +#endif + } + + // Sanity check + Debug.Assert(m_lightList.directionalLights.Count == directionalLightcount); + Debug.Assert(m_lightList.lights.Count == areaLightCount + punctualLightcount + projectorLightCount); + + m_punctualLightCount = punctualLightcount; + m_areaLightCount = areaLightCount; + m_projectorLightCount = projectorLightCount; + + // Redo everything but this time with envLights + int envLightCount = 0; + + int probeCount = Math.Min(cullResults.visibleReflectionProbes.Length, k_MaxEnvLightsOnScreen); + sortKeys = new uint[probeCount]; + sortCount = 0; + + for (int probeIndex = 0, numProbes = cullResults.visibleReflectionProbes.Length; (probeIndex < numProbes) && (sortCount < probeCount); probeIndex++) + { + var probe = cullResults.visibleReflectionProbes[probeIndex]; + + // probe.texture can be null when we are adding a reflection probe in the editor + if (probe.texture == null || envLightCount >= k_MaxEnvLightsOnScreen) + continue; + + // TODO: Support LightVolumeType.Sphere, currently in UI there is no way to specify a sphere influence volume + LightVolumeType lightVolumeType = probe.boxProjection != 0 ? LightVolumeType.Box : LightVolumeType.Box; + ++envLightCount; + + // 16 bit lightVolume, 16 bit index + sortKeys[sortCount++] = (uint)lightVolumeType << 16 | (uint)probeIndex; + } + + // Not necessary yet but call it for future modification with sphere influence volume + Array.Sort(sortKeys); + + for (int sortIndex = 0; sortIndex < sortCount; ++sortIndex) + { + // In 1. we have already classify and sorted the light, we need to use this sorted order here + uint sortKey = sortKeys[sortIndex]; + LightVolumeType lightVolumeType = (LightVolumeType)((sortKey >> 16) & 0xFFFF); + int probeIndex = (int)(sortKey & 0xFFFF); + + VisibleReflectionProbe probe = cullResults.visibleReflectionProbes[probeIndex]; + + GetEnvLightData(probe); + + GetEnvLightVolumeDataAndBound(probe, lightVolumeType, worldToView); + } + + // Sanity check + Debug.Assert(m_lightList.envLights.Count == envLightCount); + + // Restore values after "special rendering" + m_PassSettings.specularGlobalDimmer = oldSpecularGlobalDimmer; + } + + m_lightCount = m_lightList.lights.Count + m_lightList.envLights.Count; + Debug.Assert(m_lightList.bounds.Count == m_lightCount); + Debug.Assert(m_lightList.lightVolumes.Count == m_lightCount); + + UpdateDataBuffers(); + } + + void VoxelLightListGeneration(CommandBuffer cmd, Camera camera, Matrix4x4 projscr, Matrix4x4 invProjscr, RenderTargetIdentifier cameraDepthBufferRT) + { + // clear atomic offset index + cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_ClearVoxelAtomicKernel, "g_LayeredSingleIdxBuffer", s_GlobalLightListAtomic); + cmd.DispatchCompute(buildPerVoxelLightListShader, s_ClearVoxelAtomicKernel, 1, 1, 1); + + cmd.SetComputeIntParam(buildPerVoxelLightListShader, "_EnvLightIndexShift", m_lightList.lights.Count); + cmd.SetComputeIntParam(buildPerVoxelLightListShader, "g_iNrVisibLights", m_lightCount); + Utilities.SetMatrixCS(cmd, buildPerVoxelLightListShader, "g_mScrProjection", projscr); + Utilities.SetMatrixCS(cmd, buildPerVoxelLightListShader, "g_mInvScrProjection", invProjscr); + + cmd.SetComputeIntParam(buildPerVoxelLightListShader, "g_iLog2NumClusters", k_Log2NumClusters); + + //Vector4 v2_near = invProjscr * new Vector4(0.0f, 0.0f, 0.0f, 1.0f); + //Vector4 v2_far = invProjscr * new Vector4(0.0f, 0.0f, 1.0f, 1.0f); + //float nearPlane2 = -(v2_near.z/v2_near.w); + //float farPlane2 = -(v2_far.z/v2_far.w); + var nearPlane = camera.nearClipPlane; + var farPlane = camera.farClipPlane; + cmd.SetComputeFloatParam(buildPerVoxelLightListShader, "g_fNearPlane", nearPlane); + cmd.SetComputeFloatParam(buildPerVoxelLightListShader, "g_fFarPlane", farPlane); + + const float C = (float)(1 << k_Log2NumClusters); + var geomSeries = (1.0 - Mathf.Pow(k_ClustLogBase, C)) / (1 - k_ClustLogBase); // geometric series: sum_k=0^{C-1} base^k + m_ClustScale = (float)(geomSeries / (farPlane - nearPlane)); + + cmd.SetComputeFloatParam(buildPerVoxelLightListShader, "g_fClustScale", m_ClustScale); + cmd.SetComputeFloatParam(buildPerVoxelLightListShader, "g_fClustBase", k_ClustLogBase); + + cmd.SetComputeTextureParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_depth_tex", cameraDepthBufferRT); + cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_vLayeredLightList", s_PerVoxelLightLists); + cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_LayeredOffset", s_PerVoxelOffset); + cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_LayeredSingleIdxBuffer", s_GlobalLightListAtomic); + if (m_PassSettings.enableBigTilePrepass) + cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_vBigTileLightList", s_BigTileLightList); + + if (k_UseDepthBuffer) + { + cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_logBaseBuffer", s_PerTileLogBaseTweak); + } + + cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_vBoundsBuffer", s_AABBBoundsBuffer); + cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "_LightVolumeData", s_LightVolumeDataBuffer); + cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_data", s_ConvexBoundsBuffer); + + var numTilesX = GetNumTileClusteredX(camera); + var numTilesY = GetNumTileClusteredY(camera); + cmd.DispatchCompute(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, numTilesX, numTilesY, 1); + } + + public override void BuildGPULightLists(Camera camera, ScriptableRenderContext loop, RenderTargetIdentifier cameraDepthBufferRT) + { + var w = camera.pixelWidth; + var h = camera.pixelHeight; + var numBigTilesX = (w + 63) / 64; + var numBigTilesY = (h + 63) / 64; + + // camera to screen matrix (and it's inverse) + var proj = CameraProjection(camera); + var temp = new Matrix4x4(); + temp.SetRow(0, new Vector4(0.5f * w, 0.0f, 0.0f, 0.5f * w)); + temp.SetRow(1, new Vector4(0.0f, 0.5f * h, 0.0f, 0.5f * h)); + temp.SetRow(2, new Vector4(0.0f, 0.0f, 0.5f, 0.5f)); + temp.SetRow(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f)); + var projscr = temp * proj; + var invProjscr = projscr.inverse; + + var cmd = new CommandBuffer() { name = "" }; + cmd.SetRenderTarget(new RenderTargetIdentifier((Texture)null)); + + // generate screen-space AABBs (used for both fptl and clustered). + if (m_lightCount != 0) + { + temp.SetRow(0, new Vector4(1.0f, 0.0f, 0.0f, 0.0f)); + temp.SetRow(1, new Vector4(0.0f, 1.0f, 0.0f, 0.0f)); + temp.SetRow(2, new Vector4(0.0f, 0.0f, 0.5f, 0.5f)); + temp.SetRow(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f)); + var projh = temp * proj; + var invProjh = projh.inverse; + + cmd.SetComputeIntParam(buildScreenAABBShader, "g_iNrVisibLights", m_lightCount); + cmd.SetComputeBufferParam(buildScreenAABBShader, s_GenAABBKernel, "g_data", s_ConvexBoundsBuffer); + + Utilities.SetMatrixCS(cmd, buildScreenAABBShader, "g_mProjection", projh); + Utilities.SetMatrixCS(cmd, buildScreenAABBShader, "g_mInvProjection", invProjh); + cmd.SetComputeBufferParam(buildScreenAABBShader, s_GenAABBKernel, "g_vBoundsBuffer", s_AABBBoundsBuffer); + cmd.DispatchCompute(buildScreenAABBShader, s_GenAABBKernel, (m_lightCount + 7) / 8, 1, 1); + } + + // enable coarse 2D pass on 64x64 tiles (used for both fptl and clustered). + if (m_PassSettings.enableBigTilePrepass) + { + cmd.SetComputeIntParams(buildPerBigTileLightListShader, "g_viDimensions", new int[2] { w, h }); + cmd.SetComputeIntParam(buildPerBigTileLightListShader, "_EnvLightIndexShift", m_lightList.lights.Count); + cmd.SetComputeIntParam(buildPerBigTileLightListShader, "g_iNrVisibLights", m_lightCount); + Utilities.SetMatrixCS(cmd, buildPerBigTileLightListShader, "g_mScrProjection", projscr); + Utilities.SetMatrixCS(cmd, buildPerBigTileLightListShader, "g_mInvScrProjection", invProjscr); + cmd.SetComputeFloatParam(buildPerBigTileLightListShader, "g_fNearPlane", camera.nearClipPlane); + cmd.SetComputeFloatParam(buildPerBigTileLightListShader, "g_fFarPlane", camera.farClipPlane); + cmd.SetComputeBufferParam(buildPerBigTileLightListShader, s_GenListPerBigTileKernel, "g_vLightList", s_BigTileLightList); + cmd.SetComputeBufferParam(buildPerBigTileLightListShader, s_GenListPerBigTileKernel, "g_vBoundsBuffer", s_AABBBoundsBuffer); + cmd.SetComputeBufferParam(buildPerBigTileLightListShader, s_GenListPerBigTileKernel, "_LightVolumeData", s_LightVolumeDataBuffer); + cmd.SetComputeBufferParam(buildPerBigTileLightListShader, s_GenListPerBigTileKernel, "g_data", s_ConvexBoundsBuffer); + cmd.DispatchCompute(buildPerBigTileLightListShader, s_GenListPerBigTileKernel, numBigTilesX, numBigTilesY, 1); + } + + bool enableFeatureVariants = GetFeatureVariantsEnabled(); + if (enableFeatureVariants) + { + cmd.SetComputeBufferParam(clearDispatchIndirectShader, s_ClearDispatchIndirectKernel, "g_DispatchIndirectBuffer", s_DispatchIndirectBuffer); + cmd.DispatchCompute(clearDispatchIndirectShader, s_ClearDispatchIndirectKernel, 1, 1, 1); + } + + if (usingFptl) // optimized for opaques only + { + cmd.SetComputeIntParams(buildPerTileLightListShader, "g_viDimensions", new int[2] { w, h }); + cmd.SetComputeIntParam(buildPerTileLightListShader, "_EnvLightIndexShift", m_lightList.lights.Count); + cmd.SetComputeIntParam(buildPerTileLightListShader, "g_iNrVisibLights", m_lightCount); + + cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, "g_vBoundsBuffer", s_AABBBoundsBuffer); + cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, "_LightVolumeData", s_LightVolumeDataBuffer); + cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, "g_data", s_ConvexBoundsBuffer); + + Utilities.SetMatrixCS(cmd, buildPerTileLightListShader, "g_mScrProjection", projscr); + Utilities.SetMatrixCS(cmd, buildPerTileLightListShader, "g_mInvScrProjection", invProjscr); + cmd.SetComputeTextureParam(buildPerTileLightListShader, s_GenListPerTileKernel, "g_depth_tex", cameraDepthBufferRT); + cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, "g_vLightList", s_LightList); + if (m_PassSettings.enableBigTilePrepass) + cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, "g_vBigTileLightList", s_BigTileLightList); + + + cmd.SetComputeTextureParam(buildPerTileLightListShader, s_GenListPerTileKernel, "_GBufferTexture0", Shader.PropertyToID("_GBufferTexture0")); + cmd.SetComputeTextureParam(buildPerTileLightListShader, s_GenListPerTileKernel, "_GBufferTexture1", Shader.PropertyToID("_GBufferTexture1")); + cmd.SetComputeTextureParam(buildPerTileLightListShader, s_GenListPerTileKernel, "_GBufferTexture2", Shader.PropertyToID("_GBufferTexture2")); + cmd.SetComputeTextureParam(buildPerTileLightListShader, s_GenListPerTileKernel, "_GBufferTexture3", Shader.PropertyToID("_GBufferTexture3")); + + if (enableFeatureVariants) + { + uint baseFeatureFlags = 0; + if (m_lightList.directionalLights.Count > 0) + { + baseFeatureFlags |= LightFeatureFlags.FEATURE_FLAG_LIGHT_DIRECTIONAL; + } + if (Shader.GetGlobalInt("_EnvLightSkyEnabled") != 0) + { + baseFeatureFlags |= LightFeatureFlags.FEATURE_FLAG_LIGHT_SKY; + } + cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, "g_DispatchIndirectBuffer", s_DispatchIndirectBuffer); + cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, "g_TileList", s_TileList); + cmd.SetComputeIntParam(buildPerTileLightListShader, "g_BaseFeatureFlags", (int)baseFeatureFlags); + } + + var numTilesX = GetNumTileFtplX(camera); + var numTilesY = GetNumTileFtplY(camera); + cmd.DispatchCompute(buildPerTileLightListShader, s_GenListPerTileKernel, numTilesX, numTilesY, 1); + } + + if (m_PassSettings.enableClustered) // works for transparencies too. + { + VoxelLightListGeneration(cmd, camera, projscr, invProjscr, cameraDepthBufferRT); + } + + loop.ExecuteCommandBuffer(cmd); + cmd.Dispose(); + } + + // This is a workaround for global properties not being accessible from compute. + // When activeComputeShader is set, all calls to SetGlobalXXX will set the property on the select compute shader instead of the global scope. + private ComputeShader activeComputeShader; + private int activeComputeKernel; + private CommandBuffer activeCommandBuffer; + private void SetGlobalPropertyRedirect(ComputeShader computeShader, int computeKernel, CommandBuffer commandBuffer) + { + activeComputeShader = computeShader; + activeComputeKernel = computeKernel; + activeCommandBuffer = commandBuffer; + } + + private void SetGlobalTexture(string name, Texture value) + { + if (activeComputeShader) + activeCommandBuffer.SetComputeTextureParam(activeComputeShader, activeComputeKernel, name, value); + else + activeCommandBuffer.SetGlobalTexture(name, value); + } + + private void SetGlobalBuffer(string name, ComputeBuffer buffer) + { + if (activeComputeShader) + activeCommandBuffer.SetComputeBufferParam(activeComputeShader, activeComputeKernel, name, buffer); + else + activeCommandBuffer.SetGlobalBuffer(name, buffer); + } + + private void SetGlobalInt(string name, int value) + { + if (activeComputeShader) + activeCommandBuffer.SetComputeIntParam(activeComputeShader, name, value); + else + Shader.SetGlobalInt(name, value); + } + + private void SetGlobalFloat(string name, float value) + { + if (activeComputeShader) + activeCommandBuffer.SetComputeFloatParam(activeComputeShader, name, value); + else + activeCommandBuffer.SetGlobalFloat(name, value); + } + + private void SetGlobalVector(string name, Vector4 value) + { + if (activeComputeShader) + activeCommandBuffer.SetComputeVectorParam(activeComputeShader, name, value); + else + activeCommandBuffer.SetGlobalVector(name, value); + } + + private void SetGlobalVectorArray(string name, Vector4[] values) + { + if (activeComputeShader) + { + int numVectors = values.Length; + var data = new float[numVectors * 4]; + + for (int n = 0; n < numVectors; n++) + { + for (int i = 0; i < 4; i++) + { + data[4 * n + i] = values[n][i]; + } + } + + activeCommandBuffer.SetComputeFloatParams(activeComputeShader, name, data); + } + else + { + activeCommandBuffer.SetGlobalVectorArray(name, values); + } + } + + private void UpdateDataBuffers() + { + s_DirectionalLightDatas.SetData(m_lightList.directionalLights.ToArray()); + s_LightDatas.SetData(m_lightList.lights.ToArray()); + s_EnvLightDatas.SetData(m_lightList.envLights.ToArray()); + s_shadowDatas.SetData(m_lightList.shadows.ToArray()); + + // These two buffers have been set in Rebuild() + s_ConvexBoundsBuffer.SetData(m_lightList.bounds.ToArray()); + s_LightVolumeDataBuffer.SetData(m_lightList.lightVolumes.ToArray()); + } + + private void BindGlobalParams(CommandBuffer cmd, ComputeShader computeShader, int kernelIndex, Camera camera, ScriptableRenderContext loop) + { +#if (SHADOWS_ENABLED) + m_ShadowMgr.BindResources(loop); +#endif + SetGlobalBuffer("g_vLightListGlobal", !usingFptl ? s_PerVoxelLightLists : s_LightList); // opaques list (unless MSAA possibly) + + SetGlobalTexture("_CookieTextures", m_CookieTexArray.GetTexCache()); + SetGlobalTexture("_CookieCubeTextures", m_CubeCookieTexArray.GetTexCache()); + SetGlobalTexture("_EnvTextures", m_CubeReflTexArray.GetTexCache()); + + SetGlobalBuffer("_DirectionalLightDatas", s_DirectionalLightDatas); + SetGlobalInt("_DirectionalLightCount", m_lightList.directionalLights.Count); + SetGlobalBuffer("_LightDatas", s_LightDatas); + SetGlobalInt("_PunctualLightCount", m_punctualLightCount); + SetGlobalInt("_AreaLightCount", m_areaLightCount); + SetGlobalInt("_ProjectorLightCount", m_projectorLightCount); + SetGlobalBuffer("_EnvLightDatas", s_EnvLightDatas); + SetGlobalInt("_EnvLightCount", m_lightList.envLights.Count); + SetGlobalBuffer("_ShadowDatas", s_shadowDatas); + SetGlobalVectorArray("_DirShadowSplitSpheres", m_lightList.directionalShadowSplitSphereSqr); + + SetGlobalInt("_NumTileFtplX", GetNumTileFtplX(camera)); + SetGlobalInt("_NumTileFtplY", GetNumTileFtplY(camera)); + + SetGlobalInt("_NumTileClusteredX", GetNumTileClusteredX(camera)); + SetGlobalInt("_NumTileClusteredY", GetNumTileClusteredY(camera)); + + if (m_PassSettings.enableBigTilePrepass) + SetGlobalBuffer("g_vBigTileLightList", s_BigTileLightList); + + if (m_PassSettings.enableClustered) + { + SetGlobalFloat("g_fClustScale", m_ClustScale); + SetGlobalFloat("g_fClustBase", k_ClustLogBase); + SetGlobalFloat("g_fNearPlane", camera.nearClipPlane); + SetGlobalFloat("g_fFarPlane", camera.farClipPlane); + SetGlobalFloat("g_iLog2NumClusters", k_Log2NumClusters); + + SetGlobalFloat("g_isLogBaseBufferEnabled", k_UseDepthBuffer ? 1 : 0); + + SetGlobalBuffer("g_vLayeredOffsetsBuffer", s_PerVoxelOffset); + if (k_UseDepthBuffer) + { + SetGlobalBuffer("g_logBaseBuffer", s_PerTileLogBaseTweak); + } + } + } + + private void PushGlobalParams(Camera camera, ScriptableRenderContext loop, ComputeShader computeShader, int kernelIndex) + { + var cmd = new CommandBuffer { name = "Push Global Parameters" }; + +#if (SHADOWS_ENABLED) + // Shadows + m_ShadowMgr.SyncData(); +#endif + SetGlobalPropertyRedirect(computeShader, kernelIndex, cmd); + BindGlobalParams(cmd, computeShader, kernelIndex, camera, loop); + SetGlobalPropertyRedirect(null, 0, null); + + loop.ExecuteCommandBuffer(cmd); + cmd.Dispose(); + } + +#if UNITY_EDITOR + private Vector2 m_mousePosition = Vector2.zero; + + private void OnSceneGUI(UnityEditor.SceneView sceneview) + { + m_mousePosition = Event.current.mousePosition; + } + +#endif + + public override void RenderShadows(ScriptableRenderContext renderContext, CullResults cullResults) + { +#if (SHADOWS_ENABLED) + // kick off the shadow jobs here + m_ShadowMgr.RenderShadows(m_FrameId, renderContext, cullResults, cullResults.visibleLights); +#endif + } + + private void SetupDebugDisplayMode(bool debugDisplayEnable) + { + Utilities.SetKeyword(m_DeferredDirectMaterialSRT, "DEBUG_DISPLAY", debugDisplayEnable); + Utilities.SetKeyword(m_DeferredDirectMaterialMRT, "DEBUG_DISPLAY", debugDisplayEnable); + Utilities.SetKeyword(m_DeferredIndirectMaterialSRT, "DEBUG_DISPLAY", debugDisplayEnable); + Utilities.SetKeyword(m_DeferredIndirectMaterialMRT, "DEBUG_DISPLAY", debugDisplayEnable); + Utilities.SetKeyword(m_DeferredAllMaterialSRT, "DEBUG_DISPLAY", debugDisplayEnable); + Utilities.SetKeyword(m_DeferredAllMaterialMRT, "DEBUG_DISPLAY", debugDisplayEnable); + Utilities.SetKeyword(m_SingleDeferredMaterialSRT, "DEBUG_DISPLAY", debugDisplayEnable); + Utilities.SetKeyword(m_SingleDeferredMaterialMRT, "DEBUG_DISPLAY", debugDisplayEnable); + } + + public override void RenderDeferredLighting(HDCamera hdCamera, ScriptableRenderContext renderContext, + DebugDisplaySettings debugDisplaySettings, + RenderTargetIdentifier[] colorBuffers, RenderTargetIdentifier depthStencilBuffer, RenderTargetIdentifier depthStencilTexture, + bool outputSplitLightingForSSS) + { + var bUseClusteredForDeferred = !usingFptl; + + Vector2 mousePixelCoord = Input.mousePosition; +#if UNITY_EDITOR + if (!UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode) + { + mousePixelCoord = m_mousePosition; + mousePixelCoord.y = (hdCamera.screenSize.y - 1.0f) - mousePixelCoord.y; + } +#endif + + using (new Utilities.ProfilingSample((m_PassSettings.enableTileAndCluster ? "TilePass - Deferred Lighting Pass" : "SinglePass - Deferred Lighting Pass") + (outputSplitLightingForSSS ? " MRT" : ""), renderContext)) + { + var cmd = new CommandBuffer(); + cmd.name = bUseClusteredForDeferred ? "Clustered pass" : "Tiled pass"; + + var camera = hdCamera.camera; + + SetupDebugDisplayMode(debugDisplaySettings.IsDebugDisplayEnabled()); + + if (!m_PassSettings.enableTileAndCluster) + { + PushGlobalParams(camera, renderContext, null, 0); + + // This is a debug brute force renderer to debug tile/cluster which render all the lights + if (outputSplitLightingForSSS) + { + Utilities.DrawFullScreen(cmd, m_SingleDeferredMaterialMRT, hdCamera, colorBuffers, depthStencilBuffer); + } + else + { + // Note: in the enum StencilBits, Standard is before SSS and the stencil is setup to greater equal. So the code below is draw all stencil bit except SSS + m_SingleDeferredMaterialSRT.SetInt("_StencilRef", (int)(debugDisplaySettings.renderingDebugSettings.enableSSS ? StencilBits.Standard : StencilBits.SSS)); + Utilities.DrawFullScreen(cmd, m_SingleDeferredMaterialSRT, hdCamera, colorBuffers[0], depthStencilBuffer); + } + } + else + { + int w = camera.pixelWidth; + int h = camera.pixelHeight; + int numTilesX = (w + 15) / 16; + int numTilesY = (h + 15) / 16; + int numTiles = numTilesX * numTilesY; + + if (m_PassSettings.enableComputeLightEvaluation) + { + bool enableFeatureVariants = GetFeatureVariantsEnabled() && !debugDisplaySettings.IsDebugDisplayEnabled(); + + int numVariants = 1; + if (enableFeatureVariants) + numVariants = LightDefinitions.NUM_FEATURE_VARIANTS; + + for (int variant = 0; variant < numVariants; variant++) + { + int kernel; + + if (enableFeatureVariants) + { + kernel = usingFptl ? s_shadeOpaqueIndirectFptlKernels[variant] : s_shadeOpaqueIndirectClusteredKernels[variant]; + } + else + { + if (debugDisplaySettings.IsDebugDisplayEnabled()) + { + kernel = usingFptl ? s_shadeOpaqueDirectFptlDebugDisplayKernel : s_shadeOpaqueDirectClusteredDebugDisplayKernel; + } + else + { + kernel = usingFptl ? s_shadeOpaqueDirectFptlKernel : s_shadeOpaqueDirectClusteredKernel; + } + } + + // Pass global parameters to compute shader + // TODO: get rid of this by making global parameters visible to compute shaders + PushGlobalParams(camera, renderContext, shadeOpaqueShader, kernel); + + // TODO: Update value like in ApplyDebugDisplaySettings() call. Sadly it is high likely that this will not be keep in sync. we really need to get rid of this by making global parameters visible to compute shaders + cmd.SetComputeIntParam(shadeOpaqueShader, "_DebugViewMaterial", Shader.GetGlobalInt("_DebugViewMaterial")); + cmd.SetComputeVectorParam(shadeOpaqueShader, "_DebugLightingAlbedo", Shader.GetGlobalVector("_DebugLightingAlbedo")); + cmd.SetComputeVectorParam(shadeOpaqueShader, "_DebugLightingSmoothness", Shader.GetGlobalVector("_DebugLightingSmoothness")); + + cmd.SetComputeBufferParam(shadeOpaqueShader, kernel, "g_vLightListGlobal", bUseClusteredForDeferred ? s_PerVoxelLightLists : s_LightList); + + cmd.SetComputeTextureParam(shadeOpaqueShader, kernel, "_MainDepthTexture", depthStencilTexture); + cmd.SetComputeTextureParam(shadeOpaqueShader, kernel, "_GBufferTexture0", Shader.PropertyToID("_GBufferTexture0")); + cmd.SetComputeTextureParam(shadeOpaqueShader, kernel, "_GBufferTexture1", Shader.PropertyToID("_GBufferTexture1")); + cmd.SetComputeTextureParam(shadeOpaqueShader, kernel, "_GBufferTexture2", Shader.PropertyToID("_GBufferTexture2")); + cmd.SetComputeTextureParam(shadeOpaqueShader, kernel, "_GBufferTexture3", Shader.PropertyToID("_GBufferTexture3")); + cmd.SetComputeTextureParam(shadeOpaqueShader, kernel, "g_tShadowBuffer", Shader.PropertyToID("g_tShadowBuffer")); + + cmd.SetComputeTextureParam(shadeOpaqueShader, kernel, "_LtcData", Shader.GetGlobalTexture(Shader.PropertyToID("_LtcData"))); + cmd.SetComputeTextureParam(shadeOpaqueShader, kernel, "_PreIntegratedFGD", Shader.GetGlobalTexture("_PreIntegratedFGD")); + cmd.SetComputeTextureParam(shadeOpaqueShader, kernel, "_LtcGGXMatrix", Shader.GetGlobalTexture("_LtcGGXMatrix")); + cmd.SetComputeTextureParam(shadeOpaqueShader, kernel, "_LtcDisneyDiffuseMatrix", Shader.GetGlobalTexture("_LtcDisneyDiffuseMatrix")); + cmd.SetComputeTextureParam(shadeOpaqueShader, kernel, "_LtcMultiGGXFresnelDisneyDiffuse", Shader.GetGlobalTexture("_LtcMultiGGXFresnelDisneyDiffuse")); + + Matrix4x4 viewToWorld = camera.cameraToWorldMatrix; + Matrix4x4 worldToView = camera.worldToCameraMatrix; + Matrix4x4 viewProjection = hdCamera.viewProjectionMatrix; + Matrix4x4 invViewProjection = hdCamera.invViewProjectionMatrix; + + Utilities.SetMatrixCS(cmd, shadeOpaqueShader, "unity_MatrixV", worldToView); + Utilities.SetMatrixCS(cmd, shadeOpaqueShader, "unity_MatrixInvV", viewToWorld); + Utilities.SetMatrixCS(cmd, shadeOpaqueShader, "unity_MatrixVP", viewProjection); + + Utilities.SetMatrixCS(cmd, shadeOpaqueShader, "_InvViewProjMatrix", invViewProjection); + Utilities.SetMatrixCS(cmd, shadeOpaqueShader, "_ViewProjMatrix", viewProjection); + Utilities.SetMatrixCS(cmd, shadeOpaqueShader, "g_mInvScrProjection", Shader.GetGlobalMatrix("g_mInvScrProjection")); + cmd.SetComputeVectorParam(shadeOpaqueShader, "_ScreenSize", Shader.GetGlobalVector("_ScreenSize")); + cmd.SetComputeIntParam(shadeOpaqueShader, "_UseTileLightList", Shader.GetGlobalInt("_UseTileLightList")); + + cmd.SetComputeVectorParam(shadeOpaqueShader, "_Time", Shader.GetGlobalVector("_Time")); + cmd.SetComputeVectorParam(shadeOpaqueShader, "_SinTime", Shader.GetGlobalVector("_SinTime")); + cmd.SetComputeVectorParam(shadeOpaqueShader, "_CosTime", Shader.GetGlobalVector("_CosTime")); + cmd.SetComputeVectorParam(shadeOpaqueShader, "unity_DeltaTime", Shader.GetGlobalVector("unity_DeltaTime")); + cmd.SetComputeVectorParam(shadeOpaqueShader, "_WorldSpaceCameraPos", Shader.GetGlobalVector("_WorldSpaceCameraPos")); + cmd.SetComputeVectorParam(shadeOpaqueShader, "_ProjectionParams", Shader.GetGlobalVector("_ProjectionParams")); + cmd.SetComputeVectorParam(shadeOpaqueShader, "_ScreenParams", Shader.GetGlobalVector("_ScreenParams")); + cmd.SetComputeVectorParam(shadeOpaqueShader, "_ZBufferParams", Shader.GetGlobalVector("_ZBufferParams")); + cmd.SetComputeVectorParam(shadeOpaqueShader, "unity_OrthoParams", Shader.GetGlobalVector("unity_OrthoParams")); + cmd.SetComputeIntParam(shadeOpaqueShader, "_EnvLightSkyEnabled", Shader.GetGlobalInt("_EnvLightSkyEnabled")); + + Texture skyTexture = Shader.GetGlobalTexture("_SkyTexture"); + Texture IESArrayTexture = Shader.GetGlobalTexture("_IESArray"); + cmd.SetComputeTextureParam(shadeOpaqueShader, kernel, "_IESArray", IESArrayTexture ? IESArrayTexture : m_DefaultTexture2DArray); + cmd.SetComputeTextureParam(shadeOpaqueShader, kernel, "_SkyTexture", skyTexture ? skyTexture : m_DefaultTexture2DArray); + + // Since we need the stencil test, the compute path does not currently support SSS. + cmd.SetComputeTextureParam(shadeOpaqueShader, kernel, "combinedLightingUAV", colorBuffers[0]); + + // always do deferred lighting in blocks of 16x16 (not same as tiled light size) + + if (enableFeatureVariants) + { + cmd.SetComputeIntParam(shadeOpaqueShader, "g_TileListOffset", variant * numTiles); + cmd.SetComputeBufferParam(shadeOpaqueShader, kernel, "g_TileList", s_TileList); + cmd.DispatchCompute(shadeOpaqueShader, kernel, s_DispatchIndirectBuffer, (uint)variant * 3 * sizeof(uint)); + } + else + { + cmd.DispatchCompute(shadeOpaqueShader, kernel, numTilesX, numTilesY, 1); + } + } + } + else + { + // Pixel shader evaluation + PushGlobalParams(camera, renderContext, null, 0); + + if (m_PassSettings.enableSplitLightEvaluation) + { + if (outputSplitLightingForSSS) + { + Utilities.SelectKeyword(m_DeferredDirectMaterialMRT, "USE_CLUSTERED_LIGHTLIST", "USE_FPTL_LIGHTLIST", bUseClusteredForDeferred); + Utilities.DrawFullScreen(cmd, m_DeferredDirectMaterialMRT, hdCamera, colorBuffers, depthStencilBuffer); + + Utilities.SelectKeyword(m_DeferredIndirectMaterialMRT, "USE_CLUSTERED_LIGHTLIST", "USE_FPTL_LIGHTLIST", bUseClusteredForDeferred); + Utilities.DrawFullScreen(cmd, m_DeferredIndirectMaterialMRT, hdCamera, colorBuffers, depthStencilBuffer); + } + else + { + // Note: in the enum StencilBits, Standard is before SSS and the stencil is setup to greater equal. So the code below is draw all stencil bit except SSS + m_DeferredDirectMaterialSRT.SetInt("_StencilRef", (int)(debugDisplaySettings.renderingDebugSettings.enableSSS ? StencilBits.Standard : StencilBits.SSS)); + Utilities.SelectKeyword(m_DeferredDirectMaterialSRT, "USE_CLUSTERED_LIGHTLIST", "USE_FPTL_LIGHTLIST", bUseClusteredForDeferred); + Utilities.DrawFullScreen(cmd, m_DeferredDirectMaterialSRT, hdCamera, colorBuffers[0], depthStencilBuffer); + + m_DeferredIndirectMaterialSRT.SetInt("_StencilRef", (int)(debugDisplaySettings.renderingDebugSettings.enableSSS ? StencilBits.Standard : StencilBits.SSS)); + Utilities.SelectKeyword(m_DeferredIndirectMaterialSRT, "USE_CLUSTERED_LIGHTLIST", "USE_FPTL_LIGHTLIST", bUseClusteredForDeferred); + Utilities.DrawFullScreen(cmd, m_DeferredIndirectMaterialSRT, hdCamera, colorBuffers[0], depthStencilBuffer); + } + } + else + { + if (outputSplitLightingForSSS) + { + Utilities.SelectKeyword(m_DeferredAllMaterialMRT, "USE_CLUSTERED_LIGHTLIST", "USE_FPTL_LIGHTLIST", bUseClusteredForDeferred); + Utilities.DrawFullScreen(cmd, m_DeferredAllMaterialMRT, hdCamera, colorBuffers, depthStencilBuffer); + } + else + { + // Note: in the enum StencilBits, Standard is before SSS and the stencil is setup to greater equal. So the code below is draw all stencil bit except SSS + m_DeferredAllMaterialSRT.SetInt("_StencilRef", (int)(debugDisplaySettings.renderingDebugSettings.enableSSS ? StencilBits.Standard : StencilBits.SSS)); + Utilities.SelectKeyword(m_DeferredAllMaterialSRT, "USE_CLUSTERED_LIGHTLIST", "USE_FPTL_LIGHTLIST", bUseClusteredForDeferred); + Utilities.DrawFullScreen(cmd, m_DeferredAllMaterialSRT, hdCamera, colorBuffers[0], depthStencilBuffer); + } + } + } + + if (m_PassSettings.tileDebugByCategory != TileLightLoopProducer.TileSettings.TileDebug.None) + { + // Debug tiles + PushGlobalParams(camera, renderContext, null, 0); + if (m_PassSettings.tileDebugByCategory == TileLightLoopProducer.TileSettings.TileDebug.FeatureVariants) + { + if (GetFeatureVariantsEnabled()) + { + // featureVariants + Utilities.SetupMaterialHDCamera(hdCamera, m_DebugViewTilesMaterial); + m_DebugViewTilesMaterial.SetInt("_NumTiles", numTiles); + m_DebugViewTilesMaterial.SetInt("_ViewTilesFlags", (int)m_PassSettings.tileDebugByCategory); + m_DebugViewTilesMaterial.SetVector("_MousePixelCoord", mousePixelCoord); + m_DebugViewTilesMaterial.SetBuffer("g_TileList", s_TileList); + m_DebugViewTilesMaterial.SetBuffer("g_DispatchIndirectBuffer", s_DispatchIndirectBuffer); + m_DebugViewTilesMaterial.EnableKeyword(bUseClusteredForDeferred ? "USE_CLUSTERED_LIGHTLIST" : "USE_FPTL_LIGHTLIST"); + m_DebugViewTilesMaterial.DisableKeyword(!bUseClusteredForDeferred ? "USE_CLUSTERED_LIGHTLIST" : "USE_FPTL_LIGHTLIST"); + m_DebugViewTilesMaterial.DisableKeyword("SHOW_LIGHT_CATEGORIES"); + m_DebugViewTilesMaterial.EnableKeyword("SHOW_FEATURE_VARIANTS"); + cmd.SetRenderTarget(colorBuffers[0]); + cmd.DrawProcedural(Matrix4x4.identity, m_DebugViewTilesMaterial, 0, MeshTopology.Triangles, numTiles * 6); + } + } + else if (m_PassSettings.tileDebugByCategory != TileLightLoopProducer.TileSettings.TileDebug.None) + { + // lightCategories + Utilities.SetupMaterialHDCamera(hdCamera, m_DebugViewTilesMaterial); + m_DebugViewTilesMaterial.SetInt("_ViewTilesFlags", (int)m_PassSettings.tileDebugByCategory); + m_DebugViewTilesMaterial.SetVector("_MousePixelCoord", mousePixelCoord); + m_DebugViewTilesMaterial.EnableKeyword(bUseClusteredForDeferred ? "USE_CLUSTERED_LIGHTLIST" : "USE_FPTL_LIGHTLIST"); + m_DebugViewTilesMaterial.DisableKeyword(!bUseClusteredForDeferred ? "USE_CLUSTERED_LIGHTLIST" : "USE_FPTL_LIGHTLIST"); + m_DebugViewTilesMaterial.EnableKeyword("SHOW_LIGHT_CATEGORIES"); + m_DebugViewTilesMaterial.DisableKeyword("SHOW_FEATURE_VARIANTS"); + + cmd.Blit(null, colorBuffers[0], m_DebugViewTilesMaterial, 0); + } + } + } + + SetGlobalPropertyRedirect(null, 0, null); + + renderContext.ExecuteCommandBuffer(cmd); + cmd.Dispose(); + } // TilePass - Deferred Lighting Pass + } + + public override void RenderForward(Camera camera, ScriptableRenderContext renderContext, bool renderOpaque) + { + // Note: if we use render opaque with deferred tiling we need to render a opaque depth pass for these opaque objects + bool useFptl = renderOpaque && usingFptl; + + var cmd = new CommandBuffer(); + + if (!m_PassSettings.enableTileAndCluster) + { + cmd.name = "Forward pass"; + cmd.EnableShaderKeyword("LIGHTLOOP_SINGLE_PASS"); + cmd.DisableShaderKeyword("LIGHTLOOP_TILE_PASS"); + } + else + { + cmd.name = useFptl ? "Forward Tiled pass" : "Forward Clustered pass"; + // say that we want to use tile of single loop + cmd.EnableShaderKeyword("LIGHTLOOP_TILE_PASS"); + cmd.DisableShaderKeyword("LIGHTLOOP_SINGLE_PASS"); + cmd.SetGlobalFloat("_UseTileLightList", useFptl ? 1 : 0); // leaving this as a dynamic toggle for now for forward opaques to keep shader variants down. + cmd.SetGlobalBuffer("g_vLightListGlobal", useFptl ? s_LightList : s_PerVoxelLightLists); + } + + renderContext.ExecuteCommandBuffer(cmd); + cmd.Dispose(); + } + } + } +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs.hlsl new file mode 100644 index 00000000000..d5c37143c4d --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs.hlsl @@ -0,0 +1,160 @@ +// +// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs. Please don't edit by hand. +// + +#ifndef TILEPASS_CS_HLSL +#define TILEPASS_CS_HLSL +// +// UnityEngine.Experimental.Rendering.HDPipeline.TilePass.LightVolumeType: static fields +// +#define LIGHTVOLUMETYPE_CONE (0) +#define LIGHTVOLUMETYPE_SPHERE (1) +#define LIGHTVOLUMETYPE_BOX (2) +#define LIGHTVOLUMETYPE_COUNT (3) + +// +// UnityEngine.Experimental.Rendering.HDPipeline.TilePass.LightCategory: static fields +// +#define LIGHTCATEGORY_PUNCTUAL (0) +#define LIGHTCATEGORY_AREA (1) +#define LIGHTCATEGORY_PROJECTOR (2) +#define LIGHTCATEGORY_ENV (3) +#define LIGHTCATEGORY_COUNT (4) + +// +// UnityEngine.Experimental.Rendering.HDPipeline.TilePass.LightFeatureFlags: static fields +// +#define FEATURE_FLAG_LIGHT_PUNCTUAL (1) +#define FEATURE_FLAG_LIGHT_AREA (2) +#define FEATURE_FLAG_LIGHT_DIRECTIONAL (4) +#define FEATURE_FLAG_LIGHT_PROJECTOR (8) +#define FEATURE_FLAG_LIGHT_ENV (16) +#define FEATURE_FLAG_LIGHT_SKY (32) + +// +// UnityEngine.Experimental.Rendering.HDPipeline.TilePass.LightDefinitions: static fields +// +#define MAX_NR_LIGHTS_PER_CAMERA (1024) +#define MAX_NR_BIGTILE_LIGHTS_PLUSONE (512) +#define VIEWPORT_SCALE_Z (1) +#define USE_LEFTHAND_CAMERASPACE (1) +#define TILE_SIZE_FPTL (16) +#define TILE_SIZE_CLUSTERED (32) +#define IS_CIRCULAR_SPOT_SHAPE (1) +#define HAS_COOKIE_TEXTURE (2) +#define IS_BOX_PROJECTED (4) +#define HAS_SHADOW (8) +#define NUM_FEATURE_VARIANTS (16) + +// Generated from UnityEngine.Experimental.Rendering.HDPipeline.TilePass.SFiniteLightBound +// PackingRules = Exact +struct SFiniteLightBound +{ + float3 boxAxisX; + float3 boxAxisY; + float3 boxAxisZ; + float3 center; + float2 scaleXY; + float radius; +}; + +// Generated from UnityEngine.Experimental.Rendering.HDPipeline.TilePass.LightVolumeData +// PackingRules = Exact +struct LightVolumeData +{ + float3 lightPos; + uint lightVolume; + float3 lightAxisX; + uint lightCategory; + float3 lightAxisY; + float radiusSq; + float3 lightAxisZ; + float cotan; + float3 boxInnerDist; + uint featureFlags; + float3 boxInvRange; + float unused2; +}; + +// +// Accessors for UnityEngine.Experimental.Rendering.HDPipeline.TilePass.SFiniteLightBound +// +float3 GetBoxAxisX(SFiniteLightBound value) +{ + return value.boxAxisX; +} +float3 GetBoxAxisY(SFiniteLightBound value) +{ + return value.boxAxisY; +} +float3 GetBoxAxisZ(SFiniteLightBound value) +{ + return value.boxAxisZ; +} +float3 GetCenter(SFiniteLightBound value) +{ + return value.center; +} +float2 GetScaleXY(SFiniteLightBound value) +{ + return value.scaleXY; +} +float GetRadius(SFiniteLightBound value) +{ + return value.radius; +} + +// +// Accessors for UnityEngine.Experimental.Rendering.HDPipeline.TilePass.LightVolumeData +// +float3 GetLightPos(LightVolumeData value) +{ + return value.lightPos; +} +uint GetLightVolume(LightVolumeData value) +{ + return value.lightVolume; +} +float3 GetLightAxisX(LightVolumeData value) +{ + return value.lightAxisX; +} +uint GetLightCategory(LightVolumeData value) +{ + return value.lightCategory; +} +float3 GetLightAxisY(LightVolumeData value) +{ + return value.lightAxisY; +} +float GetRadiusSq(LightVolumeData value) +{ + return value.radiusSq; +} +float3 GetLightAxisZ(LightVolumeData value) +{ + return value.lightAxisZ; +} +float GetCotan(LightVolumeData value) +{ + return value.cotan; +} +float3 GetBoxInnerDist(LightVolumeData value) +{ + return value.boxInnerDist; +} +uint GetFeatureFlags(LightVolumeData value) +{ + return value.featureFlags; +} +float3 GetBoxInvRange(LightVolumeData value) +{ + return value.boxInvRange; +} +float GetUnused2(LightVolumeData value) +{ + return value.unused2; +} + + +#endif diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs.hlsl.meta new file mode 100644 index 00000000000..d5f72d9830c --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a9b85578530535241bc9f921bee3ad98 +timeCreated: 1479344047 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs.meta new file mode 100644 index 00000000000..6bef8b9fe15 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 292dbec5e9c0baa44b67d675e23f4f71 +timeCreated: 1479218330 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.hlsl new file mode 100644 index 00000000000..f3631d9707d --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.hlsl @@ -0,0 +1,261 @@ +#if defined (LIGHTLOOP_TILE_DIRECT) || defined(LIGHTLOOP_TILE_ALL) +#define PROCESS_DIRECTIONAL_LIGHT +#define PROCESS_PUNCTUAL_LIGHT +#define PROCESS_AREA_LIGHT +#define PROCESS_PROJECTOR_LIGHT +#endif + +#if defined (LIGHTLOOP_TILE_INDIRECT) || defined(LIGHTLOOP_TILE_ALL) +#define PROCESS_ENV_LIGHT +#endif + +#include "TilePass.cs.hlsl" + +// For FPTL +uint _NumTileFtplX; +uint _NumTileFtplY; + +StructuredBuffer g_vLightListGlobal; // don't support Buffer yet in unity + +#define DWORD_PER_TILE 16 // See dwordsPerTile in TilePass.cs, we have roomm for 31 lights and a number of light value all store on 16 bit (ushort) + +// these uniforms are only needed for when OPAQUES_ONLY is NOT defined +// but there's a problem with our front-end compilation of compute shaders with multiple kernels causing it to error +//#ifdef USE_CLUSTERED_LIGHTLIST +float4x4 g_mInvScrProjection; + +float g_fClustScale; +float g_fClustBase; +float g_fNearPlane; +float g_fFarPlane; +int g_iLog2NumClusters; // We need to always define these to keep constant buffer layouts compatible + +uint g_isLogBaseBufferEnabled; +uint _UseTileLightList; +//#endif + +//#ifdef USE_CLUSTERED_LIGHTLIST +uint _NumTileClusteredX; +uint _NumTileClusteredY; +StructuredBuffer g_vLayeredOffsetsBuffer; // don't support Buffer yet in unity +StructuredBuffer g_logBaseBuffer; // don't support Buffer yet in unity +//#endif + +StructuredBuffer _DirectionalLightDatas; +StructuredBuffer _LightDatas; +StructuredBuffer _EnvLightDatas; +StructuredBuffer _ShadowDatas; + +// Use texture atlas for shadow map +//TEXTURE2D(_ShadowAtlas); +//SAMPLER2D_SHADOW(sampler_ShadowAtlas); +//SAMPLER2D(sampler_ManualShadowAtlas); // TODO: settings sampler individually is not supported in shader yet... +TEXTURE2D(g_tShadowBuffer); // TODO: No choice, the name is hardcoded in ShadowrenderPass.cs for now. Need to change this! +SAMPLER2D_SHADOW(samplerg_tShadowBuffer); + +// Use texture array for IES +//TEXTURE2D_ARRAY(_IESArray); +//SAMPLER2D(sampler_IESArray); + +// Used by directional and spot lights +TEXTURE2D_ARRAY(_CookieTextures); +SAMPLER2D(sampler_CookieTextures); + +// Used by point lights +TEXTURECUBE_ARRAY_ABSTRACT(_CookieCubeTextures); +SAMPLERCUBE_ABSTRACT(sampler_CookieCubeTextures); + +// Use texture array for reflection (or LatLong 2D array for mobile) +TEXTURECUBE_ARRAY_ABSTRACT(_EnvTextures); +SAMPLERCUBE_ABSTRACT(sampler_EnvTextures); + +TEXTURECUBE(_SkyTexture); +SAMPLERCUBE(sampler_SkyTexture); // NOTE: Sampler could be share here with _EnvTextures. Don't know if the shader compiler will complain... + +CBUFFER_START(UnityPerLightLoop) +uint _DirectionalLightCount; +uint _PunctualLightCount; +uint _AreaLightCount; +uint _ProjectorLightCount; +uint _EnvLightCount; +float4 _DirShadowSplitSpheres[4]; // TODO: share this max between C# and hlsl + +int _EnvLightSkyEnabled; // TODO: make it a bool +CBUFFER_END + +struct LightLoopContext +{ + int sampleShadow; + int sampleReflection; +#ifdef SHADOWS_USE_SHADOWCTXT + ShadowContext shadowContext; +#endif +}; + +#ifndef SHADOWS_USE_SHADOWCTXT + +//----------------------------------------------------------------------------- +// Shadow sampling function +// ---------------------------------------------------------------------------- + +float GetPunctualShadowAttenuation(LightLoopContext lightLoopContext, uint lightType, float3 positionWS, int index, float3 L, float2 unPositionSS) +{ + int faceIndex = 0; + if (lightType == GPULIGHTTYPE_POINT) + { + GetCubeFaceID(L, faceIndex); + } + + ShadowData shadowData = _ShadowDatas[index + faceIndex]; + + // Note: scale and bias of shadow atlas are included in ShadowTransform but could be apply here. + float4 positionTXS = mul(float4(positionWS, 1.0), shadowData.worldToShadow); + positionTXS.xyz /= positionTXS.w; + // positionTXS.z -= shadowData.bias; + positionTXS.z -= 0.001; // Apply a linear bias + +#if UNITY_REVERSED_Z + positionTXS.z = 1.0 - positionTXS.z; +#endif + + // float3 shadowPosDX = ddx_fine(positionTXS); + // float3 shadowPosDY = ddy_fine(positionTXS); + + return SAMPLE_TEXTURE2D_SHADOW(g_tShadowBuffer, samplerg_tShadowBuffer, positionTXS); +} + +// Gets the cascade weights based on the world position of the fragment and the positions of the split spheres for each cascade. +// Returns an invalid split index if past shadowDistance (ie 4 is invalid for cascade) +int GetSplitSphereIndexForDirshadows(float3 positionWS, float4 dirShadowSplitSpheres[4]) +{ + float3 fromCenter0 = positionWS.xyz - dirShadowSplitSpheres[0].xyz; + float3 fromCenter1 = positionWS.xyz - dirShadowSplitSpheres[1].xyz; + float3 fromCenter2 = positionWS.xyz - dirShadowSplitSpheres[2].xyz; + float3 fromCenter3 = positionWS.xyz - dirShadowSplitSpheres[3].xyz; + float4 distances2 = float4(dot(fromCenter0, fromCenter0), dot(fromCenter1, fromCenter1), dot(fromCenter2, fromCenter2), dot(fromCenter3, fromCenter3)); + + float4 dirShadowSplitSphereSqRadii; + dirShadowSplitSphereSqRadii.x = dirShadowSplitSpheres[0].w; + dirShadowSplitSphereSqRadii.y = dirShadowSplitSpheres[1].w; + dirShadowSplitSphereSqRadii.z = dirShadowSplitSpheres[2].w; + dirShadowSplitSphereSqRadii.w = dirShadowSplitSpheres[3].w; + + if (distances2.w > dirShadowSplitSphereSqRadii.w) + return -1; + + float4 weights = float4(distances2 < dirShadowSplitSphereSqRadii); + weights.yzw = saturate(weights.yzw - weights.xyz); + + return int(4.0 - dot(weights, float4(4.0, 3.0, 2.0, 1.0))); +} + + +float GetDirectionalShadowAttenuation(LightLoopContext lightLoopContext, float3 positionWS, int index, float3 L, float2 unPositionSS) +{ + // Note Index is 0 for now, but else we need to provide the correct index in _DirShadowSplitSpheres and _ShadowDatas + int shadowSplitIndex = GetSplitSphereIndexForDirshadows(positionWS, _DirShadowSplitSpheres); + if (shadowSplitIndex == -1) + return 1.0; + + ShadowData shadowData = _ShadowDatas[shadowSplitIndex]; + + // Note: scale and bias of shadow atlas are included in ShadowTransform but could be apply here. + float4 positionTXS = mul(float4(positionWS, 1.0), shadowData.worldToShadow); + positionTXS.xyz /= positionTXS.w; + // positionTXS.z -= shadowData.bias; + positionTXS.z -= 0.003; // Apply a linear bias + +#if UNITY_REVERSED_Z + positionTXS.z = 1.0 - positionTXS.z; +#endif + + float4 vShadow3x3PCFTerms0; + float4 vShadow3x3PCFTerms1; + float4 vShadow3x3PCFTerms2; + float4 vShadow3x3PCFTerms3; + + float flTexelEpsilonX = shadowData.invResolution.x; + float flTexelEpsilonY = shadowData.invResolution.y; + vShadow3x3PCFTerms0 = float4(20.0f / 267.0f, 33.0f / 267.0f, 55.0f / 267.0f, 0.0f); + vShadow3x3PCFTerms1 = float4(flTexelEpsilonX, flTexelEpsilonY, -flTexelEpsilonX, -flTexelEpsilonY); + vShadow3x3PCFTerms2 = float4(flTexelEpsilonX, flTexelEpsilonY, 0.0f, 0.0f); + vShadow3x3PCFTerms3 = float4(-flTexelEpsilonX, -flTexelEpsilonY, 0.0f, 0.0f); + + // float3 shadowPosDX = ddx_fine(positionTXS); + // float3 shadowPosDY = ddy_fine(positionTXS); + + //return SAMPLE_TEXTURE2D_SHADOW(g_tShadowBuffer, samplerg_tShadowBuffer, positionTXS); + + float4 v20Taps; + v20Taps.x = SAMPLE_TEXTURE2D_SHADOW(g_tShadowBuffer, samplerg_tShadowBuffer, float3(positionTXS.xy + vShadow3x3PCFTerms1.xy, positionTXS.z)).x; // 1 1 + v20Taps.y = SAMPLE_TEXTURE2D_SHADOW(g_tShadowBuffer, samplerg_tShadowBuffer, float3(positionTXS.xy + vShadow3x3PCFTerms1.zy, positionTXS.z)).x; // -1 1 + v20Taps.z = SAMPLE_TEXTURE2D_SHADOW(g_tShadowBuffer, samplerg_tShadowBuffer, float3(positionTXS.xy + vShadow3x3PCFTerms1.xw, positionTXS.z)).x; // 1 -1 + v20Taps.w = SAMPLE_TEXTURE2D_SHADOW(g_tShadowBuffer, samplerg_tShadowBuffer, float3(positionTXS.xy + vShadow3x3PCFTerms1.zw, positionTXS.z)).x; // -1 -1 + float flSum = dot(v20Taps.xyzw, float4(0.25, 0.25, 0.25, 0.25)); + if ((flSum == 0.0) || (flSum == 1.0)) + return flSum; + flSum *= vShadow3x3PCFTerms0.x * 4.0; + + float4 v33Taps; + v33Taps.x = SAMPLE_TEXTURE2D_SHADOW(g_tShadowBuffer, samplerg_tShadowBuffer, float3(positionTXS.xy + vShadow3x3PCFTerms2.xz, positionTXS.z)).x; // 1 0 + v33Taps.y = SAMPLE_TEXTURE2D_SHADOW(g_tShadowBuffer, samplerg_tShadowBuffer, float3(positionTXS.xy + vShadow3x3PCFTerms3.xz, positionTXS.z)).x; // -1 0 + v33Taps.z = SAMPLE_TEXTURE2D_SHADOW(g_tShadowBuffer, samplerg_tShadowBuffer, float3(positionTXS.xy + vShadow3x3PCFTerms3.zy, positionTXS.z)).x; // 0 -1 + v33Taps.w = SAMPLE_TEXTURE2D_SHADOW(g_tShadowBuffer, samplerg_tShadowBuffer, float3(positionTXS.xy + vShadow3x3PCFTerms2.zy, positionTXS.z)).x; // 0 1 + flSum += dot(v33Taps.xyzw, vShadow3x3PCFTerms0.yyyy); + + flSum += SAMPLE_TEXTURE2D_SHADOW(g_tShadowBuffer, samplerg_tShadowBuffer, positionTXS).x * vShadow3x3PCFTerms0.z; + + return flSum; + +} +#endif + +//----------------------------------------------------------------------------- +// Cookie sampling functions +// ---------------------------------------------------------------------------- + +// Used by directional and spot lights. +// Returns the color in the RGB components, and the transparency (lack of occlusion) in A. +float4 SampleCookie2D(LightLoopContext lightLoopContext, float2 coord, int index) +{ + return SAMPLE_TEXTURE2D_ARRAY_LOD(_CookieTextures, sampler_CookieTextures, coord, index, 0); +} + +// Used by point lights. +// Returns the color in the RGB components, and the transparency (lack of occlusion) in A. +float4 SampleCookieCube(LightLoopContext lightLoopContext, float3 coord, int index) +{ + return SAMPLE_TEXTURECUBE_ARRAY_LOD_ABSTRACT(_CookieCubeTextures, sampler_CookieCubeTextures, coord, index, 0); +} + +//----------------------------------------------------------------------------- +// IES sampling function +// ---------------------------------------------------------------------------- + +// sphericalTexCoord is theta and phi spherical coordinate +//float4 SampleIES(LightLoopContext lightLoopContext, int index, float2 sphericalTexCoord, float lod) +//{ +// return SAMPLE_TEXTURE2D_ARRAY_LOD(_IESArray, sampler_IESArray, sphericalTexCoord, index, 0); +//} + +//----------------------------------------------------------------------------- +// Reflection proble / Sky sampling function +// ---------------------------------------------------------------------------- + +#define SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES 0 +#define SINGLE_PASS_CONTEXT_SAMPLE_SKY 1 + +// Note: index is whatever the lighting architecture want, it can contain information like in which texture to sample (in case we have a compressed BC6H texture and an uncompressed for real time reflection ?) +// EnvIndex can also be use to fetch in another array of struct (to atlas information etc...). +float4 SampleEnv(LightLoopContext lightLoopContext, int index, float3 texCoord, float lod) +{ + // This code will be inlined as lightLoopContext is hardcoded in the light loop + if (lightLoopContext.sampleReflection == SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES) + { + return SAMPLE_TEXTURECUBE_ARRAY_LOD_ABSTRACT(_EnvTextures, sampler_EnvTextures, texCoord, index, lod); + } + else // SINGLE_PASS_SAMPLE_SKY + { + return SAMPLE_TEXTURECUBE_LOD(_SkyTexture, sampler_SkyTexture, texCoord, lod); + } +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.hlsl.meta new file mode 100644 index 00000000000..64215eee7a1 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: bb7311b8d11d7ef42971ee6bed87ecb4 +timeCreated: 1479752859 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassLoop.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassLoop.hlsl new file mode 100644 index 00000000000..0edd6bc62bf --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassLoop.hlsl @@ -0,0 +1,416 @@ +//----------------------------------------------------------------------------- +// LightLoop +// ---------------------------------------------------------------------------- + +void ApplyDebug(LightLoopContext lightLoopContext, float3 positionWS, inout float3 diffuseLighting, inout float3 specularLighting) +{ +#ifdef DEBUG_DISPLAY + if (_DebugLightingMode == DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING) + { + specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting + } + else if (_DebugLightingMode == DEBUGLIGHTINGMODE_SPECULAR_LIGHTING) + { + diffuseLighting = float3(0.0, 0.0, 0.0); // Disable diffuse lighting + } + else if (_DebugLightingMode == DEBUGLIGHTINGMODE_VISUALIZE_CASCADE) + { + specularLighting = float3(0.0, 0.0, 0.0); + + const float3 s_CascadeColors[] = { + float3(1.0, 0.0, 0.0), + float3(0.0, 1.0, 0.0), + float3(0.0, 0.0, 1.0), + float3(1.0, 1.0, 0.0) + }; + +#ifdef SHADOWS_USE_SHADOWCTXT + float shadow = GetDirectionalShadowAttenuation(lightLoopContext.shadowContext, positionWS, 0, float3(0.0, 0.0, 0.0), float2(0.0, 0.0)); +#else + float shadow = GetDirectionalShadowAttenuation(lightLoopContext, positionWS, 0, float3(0.0, 0.0, 0.0), float2(0.0, 0.0)); +#endif + + int shadowSplitIndex = GetSplitSphereIndexForDirshadows(positionWS, _DirShadowSplitSpheres); + if (shadowSplitIndex == -1) + diffuseLighting = float3(0.0, 0.0, 0.0); + else + { + diffuseLighting = s_CascadeColors[shadowSplitIndex] * shadow; + } + + } +#endif +} + +#ifdef LIGHTLOOP_TILE_PASS + +// Calculate the offset in global light index light for current light category +int GetTileOffset(PositionInputs posInput, uint lightCategory) +{ + uint2 tileIndex = posInput.unTileCoord; + return (tileIndex.y + lightCategory * _NumTileFtplY) * _NumTileFtplX + tileIndex.x; +} + +void GetCountAndStartTile(PositionInputs posInput, uint lightCategory, out uint start, out uint lightCount) +{ + const int tileOffset = GetTileOffset(posInput, lightCategory); + + // The first entry inside a tile is the number of light for lightCategory (thus the +0) + lightCount = g_vLightListGlobal[DWORD_PER_TILE * tileOffset + 0] & 0xffff; + start = tileOffset; +} + +#ifdef USE_FPTL_LIGHTLIST + +uint GetTileSize() +{ + return TILE_SIZE_FPTL; +} + +void GetCountAndStart(PositionInputs posInput, uint lightCategory, out uint start, out uint lightCount) +{ + GetCountAndStartTile(posInput, lightCategory, start, lightCount); +} + +uint FetchIndex(uint tileOffset, uint lightIndex) +{ + const uint lightIndexPlusOne = lightIndex + 1; // Add +1 as first slot is reserved to store number of light + // Light index are store on 16bit + return (g_vLightListGlobal[DWORD_PER_TILE * tileOffset + (lightIndexPlusOne >> 1)] >> ((lightIndexPlusOne & 1) * DWORD_PER_TILE)) & 0xffff; +} + +#elif defined(USE_CLUSTERED_LIGHTLIST) + +#include "ClusteredUtils.hlsl" + +uint GetTileSize() +{ + if (_UseTileLightList) + return TILE_SIZE_FPTL; + else + return TILE_SIZE_CLUSTERED; +} + +void GetCountAndStartCluster(PositionInputs posInput, uint lightCategory, out uint start, out uint lightCount) +{ + uint2 tileIndex = posInput.unTileCoord; + + float logBase = g_fClustBase; + if (g_isLogBaseBufferEnabled) + { + logBase = g_logBaseBuffer[tileIndex.y * _NumTileClusteredX + tileIndex.x]; + } + + int clustIdx = SnapToClusterIdxFlex(posInput.depthVS, logBase, g_isLogBaseBufferEnabled != 0); + + int nrClusters = (1 << g_iLog2NumClusters); + const int idx = ((lightCategory * nrClusters + clustIdx) * _NumTileClusteredY + tileIndex.y) * _NumTileClusteredX + tileIndex.x; + uint dataPair = g_vLayeredOffsetsBuffer[idx]; + start = dataPair & 0x7ffffff; + lightCount = (dataPair >> 27) & 31; +} + +void GetCountAndStart(PositionInputs posInput, uint lightCategory, out uint start, out uint lightCount) +{ + if (_UseTileLightList) + GetCountAndStartTile(posInput, lightCategory, start, lightCount); + else + GetCountAndStartCluster(posInput, lightCategory, start, lightCount); +} + +uint FetchIndex(uint tileOffset, uint lightIndex) +{ + uint offset = tileOffset + lightIndex; + const uint lightIndexPlusOne = lightIndex + 1; // Add +1 as first slot is reserved to store number of light + + if (_UseTileLightList) + offset = DWORD_PER_TILE * tileOffset + (lightIndexPlusOne >> 1); + + // Avoid generated HLSL bytecode to always access g_vLightListGlobal with + // two different offsets, fixes out of bounds issue + uint value = g_vLightListGlobal[offset]; + + // Light index are store on 16bit + return (_UseTileLightList ? ((value >> ((lightIndexPlusOne & 1) * DWORD_PER_TILE)) & 0xffff) : value); +} + +#endif + +// bakeDiffuseLighting is part of the prototype so a user is able to implement a "base pass" with GI and multipass direct light (aka old unity rendering path) +void LightLoop( float3 V, PositionInputs posInput, PreLightData prelightData, BSDFData bsdfData, float3 bakeDiffuseLighting, uint featureFlags, + out float3 diffuseLighting, + out float3 specularLighting) +{ + LightLoopContext context; +#ifndef SHADOWS_USE_SHADOWCTXT + ZERO_INITIALIZE(LightLoopContext, context); +#else + context.sampleShadow = 0; + context.sampleReflection = 0; + context.shadowContext = InitShadowContext(); +#endif + + diffuseLighting = float3(0.0, 0.0, 0.0); + specularLighting = float3(0.0, 0.0, 0.0); + + uint i = 0; // Declare once to avoid the D3D11 compiler warning. + +#ifdef PROCESS_DIRECTIONAL_LIGHT + if(featureFlags & FEATURE_FLAG_LIGHT_DIRECTIONAL) + { + for(i = 0; i < _DirectionalLightCount; ++i) + { + float3 localDiffuseLighting, localSpecularLighting; + + EvaluateBSDF_Directional(context, V, posInput, prelightData, _DirectionalLightDatas[i], bsdfData, + localDiffuseLighting, localSpecularLighting); + + diffuseLighting += localDiffuseLighting; + specularLighting += localSpecularLighting; + } + } +#endif + +#ifdef PROCESS_PUNCTUAL_LIGHT + if(featureFlags & FEATURE_FLAG_LIGHT_PUNCTUAL) + { + // TODO: Convert the for loop below to a while on each type as we know we are sorted! + uint punctualLightStart; + uint punctualLightCount; + GetCountAndStart(posInput, LIGHTCATEGORY_PUNCTUAL, punctualLightStart, punctualLightCount); + + for(i = 0; i < punctualLightCount; ++i) + { + float3 localDiffuseLighting, localSpecularLighting; + + EvaluateBSDF_Punctual(context, V, posInput, prelightData, _LightDatas[FetchIndex(punctualLightStart, i)], bsdfData, + localDiffuseLighting, localSpecularLighting); + + diffuseLighting += localDiffuseLighting; + specularLighting += localSpecularLighting; + } + } +#endif + +#ifdef PROCESS_AREA_LIGHT + if(featureFlags & FEATURE_FLAG_LIGHT_AREA) + { + // TODO: Convert the for loop below to a while on each type as we know we are sorted! + uint areaLightStart; + uint areaLightCount; + GetCountAndStart(posInput, LIGHTCATEGORY_AREA, areaLightStart, areaLightCount); + for(i = 0; i < areaLightCount; ++i) + { + float3 localDiffuseLighting, localSpecularLighting; + + uint areaIndex = FetchIndex(areaLightStart, i); + + if(_LightDatas[areaIndex].lightType == GPULIGHTTYPE_LINE) + { + EvaluateBSDF_Line(context, V, posInput, prelightData, _LightDatas[areaIndex], bsdfData, + localDiffuseLighting, localSpecularLighting); + } + else + { + EvaluateBSDF_Area(context, V, posInput, prelightData, _LightDatas[areaIndex], bsdfData, + localDiffuseLighting, localSpecularLighting); + } + + + diffuseLighting += localDiffuseLighting; + specularLighting += localSpecularLighting; + } + } +#endif + +#ifdef PROCESS_PROJECTOR_LIGHT + if(featureFlags & FEATURE_FLAG_LIGHT_PROJECTOR) + { + // TODO: Convert the for loop below to a while on each type as we know we are sorted! + uint projectorLightStart; + uint projectorLightCount; + GetCountAndStart(posInput, LIGHTCATEGORY_PROJECTOR, projectorLightStart, projectorLightCount); + for(i = 0; i < projectorLightCount; ++i) + { + float3 localDiffuseLighting, localSpecularLighting; + + uint projectorIndex = FetchIndex(projectorLightStart, i); + + EvaluateBSDF_Projector(context, V, posInput, prelightData, _LightDatas[projectorIndex], bsdfData, + localDiffuseLighting, localSpecularLighting); + + diffuseLighting += localDiffuseLighting; + specularLighting += localSpecularLighting; + } + } +#endif + +#ifdef PROCESS_ENV_LIGHT + float3 iblDiffuseLighting = float3(0.0, 0.0, 0.0); + float3 iblSpecularLighting = float3(0.0, 0.0, 0.0); + + // Only apply sky IBL if the sky texture is available. + if(featureFlags & FEATURE_FLAG_LIGHT_SKY) + { + if(_EnvLightSkyEnabled) + { + float3 localDiffuseLighting, localSpecularLighting; + float2 weight; + // The sky is a single cubemap texture separate from the reflection probe texture array (different resolution and compression) + context.sampleReflection = SINGLE_PASS_CONTEXT_SAMPLE_SKY; + EnvLightData envLightSky = InitSkyEnvLightData(0); // The sky data are generated on the fly so the compiler can optimize the code + EvaluateBSDF_Env(context, V, posInput, prelightData, envLightSky, bsdfData, localDiffuseLighting, localSpecularLighting, weight); + iblDiffuseLighting = lerp(iblDiffuseLighting, localDiffuseLighting, weight.x); // Should be remove by the compiler if it is smart as all is constant 0 + iblSpecularLighting = lerp(iblSpecularLighting, localSpecularLighting, weight.y); + } + } + + + if(featureFlags & FEATURE_FLAG_LIGHT_ENV) + { + uint envLightStart; + uint envLightCount; + GetCountAndStart(posInput, LIGHTCATEGORY_ENV, envLightStart, envLightCount); + + for(i = 0; i < envLightCount; ++i) + { + float3 localDiffuseLighting, localSpecularLighting; + float2 weight; + context.sampleReflection = SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES; + EvaluateBSDF_Env(context, V, posInput, prelightData, _EnvLightDatas[FetchIndex(envLightStart, i)], bsdfData, localDiffuseLighting, localSpecularLighting, weight); + iblDiffuseLighting = lerp(iblDiffuseLighting, localDiffuseLighting, weight.x); // Should be remove by the compiler if it is smart as all is constant 0 + iblSpecularLighting = lerp(iblSpecularLighting, localSpecularLighting, weight.y); + } + } + + + diffuseLighting += iblDiffuseLighting; + specularLighting += iblSpecularLighting; +#endif + + // TODO: currently apply GI at the same time as reflection +#ifdef PROCESS_ENV_LIGHT + // Add indirect diffuse + emissive (if any) + diffuseLighting += bakeDiffuseLighting; +#endif + + ApplyDebug(context, posInput.positionWS, diffuseLighting, specularLighting); +} + +#else // LIGHTLOOP_SINGLE_PASS + +uint GetTileSize() +{ + return 1; +} + + +// bakeDiffuseLighting is part of the prototype so a user is able to implement a "base pass" with GI and multipass direct light (aka old unity rendering path) +void LightLoop( float3 V, PositionInputs posInput, PreLightData prelightData, BSDFData bsdfData, float3 bakeDiffuseLighting, uint featureFlag, + out float3 diffuseLighting, + out float3 specularLighting) +{ + LightLoopContext context; +#ifndef SHADOWS_USE_SHADOWCTXT + ZERO_INITIALIZE(LightLoopContext, context); +#else + context.sampleShadow = 0; + context.sampleReflection = 0; + context.shadowContext = InitShadowContext(); +#endif + + diffuseLighting = float3(0.0, 0.0, 0.0); + specularLighting = float3(0.0, 0.0, 0.0); + + uint i = 0; // Declare once to avoid the D3D11 compiler warning. + + for (i = 0; i < _DirectionalLightCount; ++i) + { + float3 localDiffuseLighting, localSpecularLighting; + + EvaluateBSDF_Directional( context, V, posInput, prelightData, _DirectionalLightDatas[i], bsdfData, + localDiffuseLighting, localSpecularLighting); + + diffuseLighting += localDiffuseLighting; + specularLighting += localSpecularLighting; + } + + for (i = 0; i < _PunctualLightCount; ++i) + { + float3 localDiffuseLighting, localSpecularLighting; + + EvaluateBSDF_Punctual( context, V, posInput, prelightData, _LightDatas[i], bsdfData, + localDiffuseLighting, localSpecularLighting); + + diffuseLighting += localDiffuseLighting; + specularLighting += localSpecularLighting; + } + + for (; i < _PunctualLightCount + _AreaLightCount; ++i) + { + float3 localDiffuseLighting, localSpecularLighting; + + if (_LightDatas[i].lightType == GPULIGHTTYPE_LINE) + { + EvaluateBSDF_Line( context, V, posInput, prelightData, _LightDatas[i], bsdfData, + localDiffuseLighting, localSpecularLighting); + } + else + { + EvaluateBSDF_Area( context, V, posInput, prelightData, _LightDatas[i], bsdfData, + localDiffuseLighting, localSpecularLighting); + } + + diffuseLighting += localDiffuseLighting; + specularLighting += localSpecularLighting; + } + + for (; i < _PunctualLightCount + _AreaLightCount + _ProjectorLightCount; ++i) + { + float3 localDiffuseLighting, localSpecularLighting; + + EvaluateBSDF_Projector( context, V, posInput, prelightData, _LightDatas[i], bsdfData, + localDiffuseLighting, localSpecularLighting); + + diffuseLighting += localDiffuseLighting; + specularLighting += localSpecularLighting; + } + + // TODO: Check the reflection hierarchy, for the current system (matching legacy unity) we must sort from bigger solid angle to lower (lower override bigger). So begging by sky + // TODO: Change the way it is done by reversing the order, from smaller solid angle to bigger, so we can early out when the weight is 1. + float3 iblDiffuseLighting = float3(0.0, 0.0, 0.0); + float3 iblSpecularLighting = float3(0.0, 0.0, 0.0); + + // Only apply sky IBL if the sky texture is available. + if (_EnvLightSkyEnabled) + { + float3 localDiffuseLighting, localSpecularLighting; + float2 weight; + // The sky is a single cubemap texture separate from the reflection probe texture array (different resolution and compression) + context.sampleReflection = SINGLE_PASS_CONTEXT_SAMPLE_SKY; + EnvLightData envLightSky = InitSkyEnvLightData(0); // The sky data are generated on the fly so the compiler can optimize the code + EvaluateBSDF_Env(context, V, posInput, prelightData, envLightSky, bsdfData, localDiffuseLighting, localSpecularLighting, weight); + iblDiffuseLighting = lerp(iblDiffuseLighting, localDiffuseLighting, weight.x); // Should be remove by the compiler if it is smart as all is constant 0 + iblSpecularLighting = lerp(iblSpecularLighting, localSpecularLighting, weight.y); + } + + for (i = 0; i < _EnvLightCount; ++i) + { + float3 localDiffuseLighting, localSpecularLighting; + float2 weight; + context.sampleReflection = SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES; + EvaluateBSDF_Env(context, V, posInput, prelightData, _EnvLightDatas[i], bsdfData, localDiffuseLighting, localSpecularLighting, weight); + iblDiffuseLighting = lerp(iblDiffuseLighting, localDiffuseLighting, weight.x); // Should be remove by the compiler if it is smart as all is constant 0 + iblSpecularLighting = lerp(iblSpecularLighting, localSpecularLighting, weight.y); + } + + diffuseLighting += iblDiffuseLighting; + specularLighting += iblSpecularLighting; + + // Add indirect diffuse + emissive (if any) + diffuseLighting += bakeDiffuseLighting; + + ApplyDebug(context, posInput.positionWS, diffuseLighting, specularLighting); +} + +#endif diff --git 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8b6f86e1523e69a4282e92d393be89a4, type: 3} + m_Name: TilePassResources + m_EditorClassIdentifier: + buildScreenAABBShader: {fileID: 7200000, guid: 728dce960f8a9c44bbc3abb3b851d8f6, + type: 3} + buildPerTileLightListShader: {fileID: 7200000, guid: 65af3444cbf4b3747a4dead7ee00cfee, + type: 3} + buildPerBigTileLightListShader: {fileID: 7200000, guid: 5ee1f9d6e09abe045b2f5e0b784b9072, + type: 3} + buildPerVoxelLightListShader: {fileID: 7200000, guid: 0bb1b7e0ddcd5c44baf3ddc7456eb196, + type: 3} + clearDispatchIndirectShader: {fileID: 7200000, guid: fc1f553acb80a6446a32d33e403d0656, + type: 3} + shadeOpaqueShader: {fileID: 7200000, guid: 0b64f79746d2daf4198eaf6eab9af259, type: 3} + m_DebugViewMaterialGBuffer: {fileID: 4800000, guid: 439949ea1bfa91b4ba0d04269fcde33d, + type: 3} + m_InitPreFGD: {fileID: 4800000, guid: 123f13d52852ef547b2962de4bd9eaad, type: 3} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassResources.asset.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassResources.asset.meta new file mode 100644 index 00000000000..3c8cb90995c --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassResources.asset.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 7f2998544b2ac3848822b80ec3e6c446 +timeCreated: 1485857936 +licenseType: Pro +NativeFormatImporter: + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassResources.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassResources.cs new file mode 100644 index 00000000000..74fa1ddfb4c --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassResources.cs @@ -0,0 +1,23 @@ +namespace UnityEngine.Experimental.Rendering.HDPipeline +{ + public class TilePassResources : ScriptableObject + { +#if UNITY_EDITOR + public const string tilePassResources = "Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassResources.asset"; + + [UnityEditor.MenuItem("HDRenderPipeline/TilePass/CreateTilePassResources")] + static void CreateTilePassSetup() + { + var instance = CreateInstance(); + UnityEditor.AssetDatabase.CreateAsset(instance, tilePassResources); + } + +#endif + public ComputeShader buildScreenAABBShader = null; + public ComputeShader buildPerTileLightListShader = null; // FPTL + public ComputeShader buildPerBigTileLightListShader = null; + public ComputeShader buildPerVoxelLightListShader = null; // clustered + public ComputeShader clearDispatchIndirectShader = null; + public ComputeShader shadeOpaqueShader = null; + } +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassResources.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassResources.cs.meta new file mode 100644 index 00000000000..9f59d11d7e6 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassResources.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 8b6f86e1523e69a4282e92d393be89a4 +timeCreated: 1484737533 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material.meta new file mode 100644 index 00000000000..5e3f9a6f65c --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 49844bc6823848a4087668ebd3367436 +folderAsset: yes +timeCreated: 1474297943 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Builtin.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin.meta similarity index 79% rename from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Builtin.meta rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin.meta index ed50b37b7a2..d6089c436b3 100644 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Builtin.meta +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: af4ee1f6f88b039449ba02003b0f332d +guid: d67cc60b4fdba994cb837067ccdc352a folderAsset: yes timeCreated: 1476653183 licenseType: Pro diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin/BuiltinData.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin/BuiltinData.cs new file mode 100644 index 00000000000..b2c6eb8ea06 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin/BuiltinData.cs @@ -0,0 +1,85 @@ +using UnityEngine; + +//----------------------------------------------------------------------------- +// structure definition +//----------------------------------------------------------------------------- +namespace UnityEngine.Experimental.Rendering.HDPipeline +{ + namespace Builtin + { + //----------------------------------------------------------------------------- + // BuiltinData + // This structure include common data that should be present in all material + // and are independent from the BSDF parametrization. + // Note: These parameters can be store in GBuffer if the writer wants + //----------------------------------------------------------------------------- + [GenerateHLSL(PackingRules.Exact, false, true, 100)] + public struct BuiltinData + { + [SurfaceDataAttributes("Opacity")] + public float opacity; + + // These are lighting data. + // We would prefer to split lighting and material information but for performance reasons, + // those lighting information are fill + // at the same time than material information. + [SurfaceDataAttributes("Bake Diffuse Lighting", false, true)] + public Vector3 bakeDiffuseLighting; // This is the result of sampling lightmap/lightprobe/proxyvolume + + [SurfaceDataAttributes("Emissive Color", false, true)] + public Vector3 emissiveColor; + [SurfaceDataAttributes("Emissive Intensity")] + public float emissiveIntensity; + + // These is required for motion blur and temporalAA + [SurfaceDataAttributes("Velocity")] + public Vector2 velocity; + + // Distortion + [SurfaceDataAttributes("Distortion")] + public Vector2 distortion; + [SurfaceDataAttributes("Distortion Blur")] + public float distortionBlur; // Define the color buffer mipmap level to use + + // Depth + [SurfaceDataAttributes("Depth Offset")] + public float depthOffset; // define the depth in unity unit to add in Z forward direction + }; + + //----------------------------------------------------------------------------- + // LightTransportData + // This struct is use to store information for Enlighten/Progressive light mapper. both at runtime or off line. + //----------------------------------------------------------------------------- + [GenerateHLSL(PackingRules.Exact, false, true, 120)] + public struct LightTransportData + { + [SurfaceDataAttributes("", false, true)] + public Vector3 diffuseColor; + public Vector3 emissiveColor; // HDR value + }; + + public class RenderLoop : Object + { + public static RenderTextureFormat GetVelocityBufferFormat() + { + return RenderTextureFormat.RGHalf; // TODO: We should use 16bit normalized instead, better precision // RGInt + } + + public static RenderTextureReadWrite GetVelocityBufferReadWrite() + { + return RenderTextureReadWrite.Linear; + } + + public static RenderTextureFormat GetDistortionBufferFormat() + { + // TODO: // This format need to be additive blendable and include distortionBlur, blend mode different for alpha value + return RenderTextureFormat.ARGBHalf; + } + + public static RenderTextureReadWrite GetDistortionBufferReadWrite() + { + return RenderTextureReadWrite.Linear; + } + } + } +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin/BuiltinData.cs.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin/BuiltinData.cs.hlsl new file mode 100644 index 00000000000..c731bfcb217 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin/BuiltinData.cs.hlsl @@ -0,0 +1,101 @@ +// +// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin/BuiltinData.cs. Please don't edit by hand. +// + +#ifndef BUILTINDATA_CS_HLSL +#define BUILTINDATA_CS_HLSL +// +// UnityEngine.Experimental.Rendering.HDPipeline.Builtin.BuiltinData: static fields +// +#define DEBUGVIEW_BUILTIN_BUILTINDATA_OPACITY (100) +#define DEBUGVIEW_BUILTIN_BUILTINDATA_BAKE_DIFFUSE_LIGHTING (101) +#define DEBUGVIEW_BUILTIN_BUILTINDATA_EMISSIVE_COLOR (102) +#define DEBUGVIEW_BUILTIN_BUILTINDATA_EMISSIVE_INTENSITY (103) +#define DEBUGVIEW_BUILTIN_BUILTINDATA_VELOCITY (104) +#define DEBUGVIEW_BUILTIN_BUILTINDATA_DISTORTION (105) +#define DEBUGVIEW_BUILTIN_BUILTINDATA_DISTORTION_BLUR (106) +#define DEBUGVIEW_BUILTIN_BUILTINDATA_DEPTH_OFFSET (107) + +// +// UnityEngine.Experimental.Rendering.HDPipeline.Builtin.LightTransportData: static fields +// +#define DEBUGVIEW_BUILTIN_LIGHTTRANSPORTDATA_DIFFUSE_COLOR (120) +#define DEBUGVIEW_BUILTIN_LIGHTTRANSPORTDATA_EMISSIVE_COLOR (121) + +// Generated from UnityEngine.Experimental.Rendering.HDPipeline.Builtin.BuiltinData +// PackingRules = Exact +struct BuiltinData +{ + float opacity; + float3 bakeDiffuseLighting; + float3 emissiveColor; + float emissiveIntensity; + float2 velocity; + float2 distortion; + float distortionBlur; + float depthOffset; +}; + +// Generated from UnityEngine.Experimental.Rendering.HDPipeline.Builtin.LightTransportData +// PackingRules = Exact +struct LightTransportData +{ + float3 diffuseColor; + float3 emissiveColor; +}; + +// +// Debug functions +// +void GetGeneratedBuiltinDataDebug(uint paramId, BuiltinData builtindata, inout float3 result, inout bool needLinearToSRGB) +{ + switch (paramId) + { + case DEBUGVIEW_BUILTIN_BUILTINDATA_OPACITY: + result = builtindata.opacity.xxx; + break; + case DEBUGVIEW_BUILTIN_BUILTINDATA_BAKE_DIFFUSE_LIGHTING: + result = builtindata.bakeDiffuseLighting; + needLinearToSRGB = true; + break; + case DEBUGVIEW_BUILTIN_BUILTINDATA_EMISSIVE_COLOR: + result = builtindata.emissiveColor; + needLinearToSRGB = true; + break; + case DEBUGVIEW_BUILTIN_BUILTINDATA_EMISSIVE_INTENSITY: + result = builtindata.emissiveIntensity.xxx; + break; + case DEBUGVIEW_BUILTIN_BUILTINDATA_VELOCITY: + result = float3(builtindata.velocity, 0.0); + break; + case DEBUGVIEW_BUILTIN_BUILTINDATA_DISTORTION: + result = float3(builtindata.distortion, 0.0); + break; + case DEBUGVIEW_BUILTIN_BUILTINDATA_DISTORTION_BLUR: + result = builtindata.distortionBlur.xxx; + break; + case DEBUGVIEW_BUILTIN_BUILTINDATA_DEPTH_OFFSET: + result = builtindata.depthOffset.xxx; + break; + } +} + +// +// Debug functions +// +void GetGeneratedLightTransportDataDebug(uint paramId, LightTransportData lighttransportdata, inout float3 result, inout bool needLinearToSRGB) +{ + switch (paramId) + { + case DEBUGVIEW_BUILTIN_LIGHTTRANSPORTDATA_DIFFUSE_COLOR: + result = lighttransportdata.diffuseColor; + needLinearToSRGB = true; + break; + case DEBUGVIEW_BUILTIN_LIGHTTRANSPORTDATA_EMISSIVE_COLOR: + result = lighttransportdata.emissiveColor; + break; + } +} + + +#endif diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Builtin/BuiltinData.cs.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin/BuiltinData.cs.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Builtin/BuiltinData.cs.hlsl.meta rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin/BuiltinData.cs.hlsl.meta diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Builtin/BuiltinData.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin/BuiltinData.cs.meta similarity index 100% rename from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Builtin/BuiltinData.cs.meta rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin/BuiltinData.cs.meta diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin/BuiltinData.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin/BuiltinData.hlsl new file mode 100644 index 00000000000..a77f3c040a4 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin/BuiltinData.hlsl @@ -0,0 +1,97 @@ +#ifndef UNITY_BUILTIN_DATA_INCLUDED +#define UNITY_BUILTIN_DATA_INCLUDED + +//----------------------------------------------------------------------------- +// BuiltinData +// This structure include common data that should be present in all material +// and are independent from the BSDF parametrization. +// Note: These parameters can be store in GBuffer if the writer wants +//----------------------------------------------------------------------------- + +#include "BuiltinData.cs.hlsl" + +//----------------------------------------------------------------------------- +// common Encode/Decode functions +//----------------------------------------------------------------------------- + +// Guideline for velocity buffer. +// We support various architecture for HDRenderPipeline +// - Forward only rendering +// - Hybrid forward/deferred opaque +// - Regular deferred +// The velocity buffer is potentially fill in several pass. +// - In gbuffer pass with extra RT +// - In forward opaque pass (Can happen even when deferred) with MRT +// - In dedicated velocity pass +// Also the velocity buffer is only fill in case of dynamic or deformable objects, static case can use camera reprojection to retrieve motion vector (<= TODO: this may be false with TAA due to jitter matrix) +// or just previous and current transform + +// So here we decide the following rules: +// - A deferred material can't override the velocity buffer format of builtinData, must use appropriate function +// - If velocity buffer is enable in deferred material it is the last one +// - Velocity buffer can be optionally enabled (either in forward or deferred) +// - Velocity data can't be pack with other properties +// - Same velocity buffer is use for all scenario, so if deferred define a velocity buffer, the same is reuse for forward case. +// For these reasons we chose to avoid to pack velocity buffer with anything else in case of PackgbufferInFP16 (and also in case the format change) + +// Encode/Decode velocity/distortion in a buffer (either forward of deferred) +// Design note: We assume that velocity/distortion fit into a single buffer (i.e not spread on several buffer) +void EncodeVelocity(float2 velocity, out float4 outBuffer) +{ + // RT - 16:16 float + outBuffer = float4(velocity.xy, 0.0, 0.0); +} + +void DecodeVelocity(float4 inBuffer, out float2 velocity) +{ + velocity = inBuffer.xy; +} + +void EncodeDistortion(float2 distortion, float distortionBlur, out float4 outBuffer) +{ + // RT - 16:16:16:16 float + // distortionBlur in alpha for a different blend mode + outBuffer = float4(distortion, 0.0, distortionBlur); +} + +void DecodeDistortion(float4 inBuffer, out float2 distortion, out float2 distortionBlur) +{ + distortion = inBuffer.xy; + distortionBlur = inBuffer.a; +} + +void GetBuiltinDataDebug(uint paramId, BuiltinData builtinData, inout float3 result, inout bool needLinearToSRGB) +{ + GetGeneratedBuiltinDataDebug(paramId, builtinData, result, needLinearToSRGB); + + switch (paramId) + { + case DEBUGVIEW_BUILTIN_BUILTINDATA_BAKE_DIFFUSE_LIGHTING: + // TODO: require a remap + // TODO: we should not gamma correct, but easier to debug for now without correct high range value + result = builtinData.bakeDiffuseLighting; needLinearToSRGB = true; + break; + case DEBUGVIEW_BUILTIN_BUILTINDATA_EMISSIVE_COLOR: + // emissiveColor is premultiply by emissive intensity + result = (builtinData.emissiveColor / builtinData.emissiveIntensity); needLinearToSRGB = true; + break; + case DEBUGVIEW_BUILTIN_BUILTINDATA_DEPTH_OFFSET: + result = builtinData.depthOffset.xxx * 10.0; // * 10 assuming 1 unity unity is 1m + break; + } +} + +void GetLightTransportDataDebug(uint paramId, LightTransportData lightTransportData, inout float3 result, inout bool needLinearToSRGB) +{ + GetGeneratedLightTransportDataDebug(paramId, lightTransportData, result, needLinearToSRGB); + + switch (paramId) + { + case DEBUGVIEW_BUILTIN_LIGHTTRANSPORTDATA_EMISSIVE_COLOR: + // TODO: Need a tonemap ? + result = lightTransportData.emissiveColor; + break; + } +} + +#endif // UNITY_BUILTIN_DATA_INCLUDED diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Builtin/BuiltinData.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin/BuiltinData.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Builtin/BuiltinData.hlsl.meta rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin/BuiltinData.hlsl.meta diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/LayeredLit.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit.meta similarity index 79% rename from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/LayeredLit.meta rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit.meta index 90065e4600b..55ce146b661 100644 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/LayeredLit.meta +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: cebd0ba54432759488065d1592e05692 +guid: c526d3e6d7f3ce1408308bb431089d2d folderAsset: yes timeCreated: 1476653183 licenseType: Pro diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/Editor.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/Editor.meta new file mode 100644 index 00000000000..3d1120a77e1 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/Editor.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 007fa1ca3307f1c4daa3a6efa6bba7e1 +folderAsset: yes +timeCreated: 1479127283 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/Editor/LayeredLitUI.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/Editor/LayeredLitUI.cs new file mode 100644 index 00000000000..8412b197848 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/Editor/LayeredLitUI.cs @@ -0,0 +1,767 @@ +using System; +using UnityEngine; +using UnityEngine.Rendering; + +using System.Linq; + +namespace UnityEditor.Experimental.Rendering.HDPipeline +{ + internal class LayeredLitGUI : LitGUI + { + public enum LayerUVBaseMapping + { + UV0, + UV1, + UV2, + UV3, + Planar, + Triplanar, + } + + public enum VertexColorMode + { + None, + Multiply, + Add + } + + private class StylesLayer + { + public readonly GUIContent[] layerLabels = + { + new GUIContent("Main layer"), + new GUIContent("Layer 1"), + new GUIContent("Layer 2"), + new GUIContent("Layer 3"), + }; + + public readonly GUIStyle[] layerLabelColors = + { + new GUIStyle(EditorStyles.label), + new GUIStyle(EditorStyles.label), + new GUIStyle(EditorStyles.label), + new GUIStyle(EditorStyles.label) + }; + + public readonly GUIContent materialLayerText = new GUIContent("Material"); + public readonly GUIContent syncButtonText = new GUIContent("Re-Synchronize Layers", "Re-synchronize all layers's properties with the referenced Material"); + public readonly GUIContent layersText = new GUIContent("Inputs"); + public readonly GUIContent emissiveText = new GUIContent("Emissive"); + public readonly GUIContent layerMapMaskText = new GUIContent("Layer Mask", "Layer mask"); + public readonly GUIContent vertexColorModeText = new GUIContent("Vertex Color Mode", "Mode multiply: vertex color is multiply with the mask. Mode additive: vertex color values are remapped between -1 and 1 and added to the mask (neutral at 0.5 vertex color)."); + public readonly GUIContent layerCountText = new GUIContent("Layer Count", "Number of layers."); + public readonly GUIContent layerTilingBlendMaskText = new GUIContent("Tiling", "Tiling for the blend mask."); + public readonly GUIContent objectScaleAffectTileText = new GUIContent("Tiling 0123 follow object Scale", "Tiling will be affected by the object scale."); + public readonly GUIContent objectScaleAffectTileText2 = new GUIContent("Tiling 123 follow object Scale", "Tiling will be affected by the object scale."); + + public readonly GUIContent layerTilingText = new GUIContent("Tiling", "Tiling factor applied to UVSet"); + public readonly GUIContent layerTexWorldScaleText = new GUIContent("World Scale", "Tiling factor applied to Planar/Trilinear mapping"); + public readonly GUIContent UVBaseText = new GUIContent("Base UV Mapping", "Base UV Mapping mode of the layer."); + public readonly GUIContent UVBlendMaskText = new GUIContent("BlendMask UV Mapping", "Base UV Mapping mode of the layer."); + public readonly GUIContent UVDetailText = new GUIContent("Detail UV Mapping", "Detail UV Mapping mode of the layer."); + public readonly GUIContent mainLayerInfluenceText = new GUIContent("Main layer influence", "Main layer influence."); + public readonly GUIContent densityOpacityInfluenceText = new GUIContent("Density / Opacity", "Density / Opacity"); + public readonly GUIContent useHeightBasedBlendText = new GUIContent("Use Height Based Blend", "Layer will be blended with the underlying layer based on the height."); + public readonly GUIContent useDensityModeModeText = new GUIContent("Use Density Mode", "Enable density mode"); + public readonly GUIContent useMainLayerInfluenceModeText = new GUIContent("Main Layer Influence", "Switch between regular layers mode and base/layers mode"); + public readonly GUIContent heightFactorText = new GUIContent("Height Multiplier", "Scale applied to the height of the layer."); + public readonly GUIContent heightControlText = new GUIContent("Height control"); + + public readonly GUIContent heightCenterOffsetText = new GUIContent("Height Center Offset", "Offset applied to the center of the height of the layer."); + public readonly GUIContent blendUsingHeight = new GUIContent("Blend Using Height", "Blend Layers using height."); + public readonly GUIContent inheritBaseColorThresholdText = new GUIContent("Threshold", "Inherit the base color from the base layer."); + public readonly GUIContent minimumOpacityText = new GUIContent("Minimum Opacity", "Minimum Opacity."); + public readonly GUIContent opacityAsDensityText = new GUIContent("Use Opacity as Density", "Use Opacity as Density."); + public readonly GUIContent inheritBaseNormalText = new GUIContent("Normal influence", "Inherit the normal from the base layer."); + public readonly GUIContent inheritBaseHeightText = new GUIContent("Heightmap influence", "Inherit the height from the base layer."); + public readonly GUIContent inheritBaseColorText = new GUIContent("BaseColor influence", "Inherit the base color from the base layer."); + public StylesLayer() + { + layerLabelColors[0].normal.textColor = Color.white; + layerLabelColors[1].normal.textColor = Color.red; + layerLabelColors[2].normal.textColor = Color.green; + layerLabelColors[3].normal.textColor = Color.blue; + } + } + + static StylesLayer s_Styles = null; + private static StylesLayer styles { get { if (s_Styles == null) s_Styles = new StylesLayer(); return s_Styles; } } + + // Needed for json serialization to work + [Serializable] + internal struct SerializeableGUIDs + { + public string[] GUIDArray; + } + + const int kMaxLayerCount = 4; + const int kSyncButtonWidth = 58; + + Material[] m_MaterialLayers = new Material[kMaxLayerCount]; + + // Layer options + MaterialProperty layerCount = null; + const string kLayerCount = "_LayerCount"; + MaterialProperty layerMaskMap = null; + const string kLayerMaskMap = "_LayerMaskMap"; + MaterialProperty vertexColorMode = null; + const string kVertexColorMode = "_VertexColorMode"; + MaterialProperty objectScaleAffectTile = null; + const string kObjectScaleAffectTile = "_ObjectScaleAffectTile"; + MaterialProperty UVBlendMask = null; + const string kUVBlendMask = "_UVBlendMask"; + MaterialProperty layerTilingBlendMask = null; + const string kLayerTilingBlendMask = "_LayerTilingBlendMask"; + MaterialProperty texWorldScaleBlendMask = null; + const string kTexWorldScaleBlendMask = "_TexWorldScaleBlendMask"; + MaterialProperty useMainLayerInfluence = null; + const string kkUseMainLayerInfluence = "_UseMainLayerInfluence"; + MaterialProperty useHeightBasedBlend = null; + const string kUseHeightBasedBlend = "_UseHeightBasedBlend"; + + + // Properties for multiple layers inherit from referenced lit materials + MaterialProperty[] layerTexWorldScale = new MaterialProperty[kMaxLayerCount]; + MaterialProperty[] layerUVBase = new MaterialProperty[kMaxLayerCount]; + MaterialProperty[] layerUVMappingMask = new MaterialProperty[kMaxLayerCount]; + MaterialProperty[] layerUVDetail = new MaterialProperty[kMaxLayerCount]; + MaterialProperty[] layerUVDetailsMappingMask = new MaterialProperty[kMaxLayerCount]; + // This one is specific to layer lit + MaterialProperty[] layerTiling = new MaterialProperty[kMaxLayerCount]; + const string kLayerTiling = "_LayerTiling"; + + // Density/opacity mode + MaterialProperty useDensityMode = null; + const string kUseDensityMode = "_UseDensityMode"; + MaterialProperty[] opacityAsDensity = new MaterialProperty[kMaxLayerCount]; + const string kOpacityAsDensity = "_OpacityAsDensity"; + MaterialProperty[] minimumOpacity = new MaterialProperty[kMaxLayerCount]; + const string kMinimumOpacity = "_MinimumOpacity"; + + // HeightmapMode control + MaterialProperty[] heightFactor = new MaterialProperty[kMaxLayerCount]; + const string kHeightFactor = "_HeightFactor"; + MaterialProperty[] heightCenterOffset = new MaterialProperty[kMaxLayerCount]; + const string kHeightCenterOffset = "_HeightCenterOffset"; + MaterialProperty[] layerHeightAmplitude = new MaterialProperty[kMaxLayerCount]; + const string kLayerHeightAmplitude = "_LayerHeightAmplitude"; + MaterialProperty[] layerCenterOffset = new MaterialProperty[kMaxLayerCount]; + const string kLayerCenterOffset = "_LayerCenterOffset"; + MaterialProperty[] blendUsingHeight = new MaterialProperty[kMaxLayerCount - 1]; // Only in case of influence mode + const string kBlendUsingHeight = "_BlendUsingHeight"; + + // Influence + MaterialProperty[] inheritBaseNormal = new MaterialProperty[kMaxLayerCount - 1]; + const string kInheritBaseNormal = "_InheritBaseNormal"; + MaterialProperty[] inheritBaseHeight = new MaterialProperty[kMaxLayerCount - 1]; + const string kInheritBaseHeight = "_InheritBaseHeight"; + MaterialProperty[] inheritBaseColor = new MaterialProperty[kMaxLayerCount - 1]; + const string kInheritBaseColor = "_InheritBaseColor"; + MaterialProperty[] inheritBaseColorThreshold = new MaterialProperty[kMaxLayerCount - 1]; + const string kInheritBaseColorThreshold = "_InheritBaseColorThreshold"; + + protected override void FindMaterialProperties(MaterialProperty[] props) + { + // Inherit from LitUI + horizonFade = FindProperty(kHorizonFade, props); + + layerCount = FindProperty(kLayerCount, props); + layerMaskMap = FindProperty(kLayerMaskMap, props); + vertexColorMode = FindProperty(kVertexColorMode, props); + objectScaleAffectTile = FindProperty(kObjectScaleAffectTile, props); + UVBlendMask = FindProperty(kUVBlendMask, props); + layerTilingBlendMask = FindProperty(kLayerTilingBlendMask, props); + texWorldScaleBlendMask = FindProperty(kTexWorldScaleBlendMask, props); + + useMainLayerInfluence = FindProperty(kkUseMainLayerInfluence, props); + useHeightBasedBlend = FindProperty(kUseHeightBasedBlend, props); + + useDensityMode = FindProperty(kUseDensityMode, props); + + for (int i = 0; i < kMaxLayerCount; ++i) + { + layerTexWorldScale[i] = FindProperty(string.Format("{0}{1}", kTexWorldScale, i), props); + layerUVBase[i] = FindProperty(string.Format("{0}{1}", kUVBase, i), props); + layerUVMappingMask[i] = FindProperty(string.Format("{0}{1}", kUVMappingMask, i), props); + layerUVDetail[i] = FindProperty(string.Format("{0}{1}", kUVDetail, i), props); + layerUVDetailsMappingMask[i] = FindProperty(string.Format("{0}{1}", kUVDetailsMappingMask, i), props); + layerTiling[i] = FindProperty(string.Format("{0}{1}", kLayerTiling, i), props); + + // Density/opacity mode + opacityAsDensity[i] = FindProperty(string.Format("{0}{1}", kOpacityAsDensity, i), props); + minimumOpacity[i] = FindProperty(string.Format("{0}{1}", kMinimumOpacity, i), props); + + // HeightmapMode control + heightFactor[i] = FindProperty(string.Format("{0}{1}", kHeightFactor, i), props); + heightCenterOffset[i] = FindProperty(string.Format("{0}{1}", kHeightCenterOffset, i), props); + layerHeightAmplitude[i] = FindProperty(string.Format("{0}{1}", kLayerHeightAmplitude, i), props); + layerCenterOffset[i] = FindProperty(string.Format("{0}{1}", kLayerCenterOffset, i), props); + + if (i != 0) + { + blendUsingHeight[i - 1] = FindProperty(string.Format("{0}{1}", kBlendUsingHeight, i), props); + // Influence + inheritBaseNormal[i - 1] = FindProperty(string.Format("{0}{1}", kInheritBaseNormal, i), props); + inheritBaseHeight[i - 1] = FindProperty(string.Format("{0}{1}", kInheritBaseHeight, i), props); + inheritBaseColor[i - 1] = FindProperty(string.Format("{0}{1}", kInheritBaseColor, i), props); + inheritBaseColorThreshold[i - 1] = FindProperty(string.Format("{0}{1}", kInheritBaseColorThreshold, i), props); + } + } + + // Reuse property from LitUI.cs + emissiveColor = FindProperty(kEmissiveColor, props); + emissiveColorMap = FindProperty(kEmissiveColorMap, props); + emissiveIntensity = FindProperty(kEmissiveIntensity, props); + } + + int numLayer + { + set { layerCount.floatValue = (float)value; } + get { return (int)layerCount.floatValue; } + } + + // This function is call by a script to help artists to ahve up to date material + // that why it is static + public static void SynchronizeAllLayers(Material material) + { + int layerCount = (int)material.GetFloat(kLayerCount); + AssetImporter materialImporter = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(material.GetInstanceID())); + + Material[] layers = null; + InitializeMaterialLayers(materialImporter, ref layers); + + // We could have no userData in the assets, so test if we have load something + if (layers != null) + { + for (int i = 0; i < layerCount; ++i) + { + SynchronizeLayerProperties(material, layers, i); + } + } + } + + void SynchronizeAllLayersProperties() + { + for (int i = 0; i < numLayer; ++i) + { + SynchronizeLayerProperties(m_MaterialEditor.target as Material, m_MaterialLayers, i); + } + } + + // This function will look for all referenced lit material, and assign value from Lit to layered lit layers. + // This is based on the naming of the variables, i.E BaseColor will match BaseColor0, if a properties shouldn't be override + // put the name in the exclusionList below + static void SynchronizeLayerProperties(Material material, Material[] layers, int layerIndex) + { + string[] exclusionList = { kTexWorldScale, kUVBase, kUVMappingMask, kUVDetail, kUVDetailsMappingMask }; + + Material layerMaterial = layers[layerIndex]; + + if (layerMaterial != null) + { + Shader layerShader = layerMaterial.shader; + int propertyCount = ShaderUtil.GetPropertyCount(layerShader); + for (int i = 0; i < propertyCount; ++i) + { + string propertyName = ShaderUtil.GetPropertyName(layerShader, i); + string layerPropertyName = propertyName + layerIndex; + + if (!exclusionList.Contains(propertyName)) + { + if (material.HasProperty(layerPropertyName)) + { + ShaderUtil.ShaderPropertyType type = ShaderUtil.GetPropertyType(layerShader, i); + switch (type) + { + case ShaderUtil.ShaderPropertyType.Color: + { + material.SetColor(layerPropertyName, layerMaterial.GetColor(propertyName)); + break; + } + case ShaderUtil.ShaderPropertyType.Float: + case ShaderUtil.ShaderPropertyType.Range: + { + material.SetFloat(layerPropertyName, layerMaterial.GetFloat(propertyName)); + break; + } + case ShaderUtil.ShaderPropertyType.Vector: + { + material.SetVector(layerPropertyName, layerMaterial.GetVector(propertyName)); + break; + } + case ShaderUtil.ShaderPropertyType.TexEnv: + { + material.SetTexture(layerPropertyName, layerMaterial.GetTexture(propertyName)); + material.SetTextureOffset(layerPropertyName, layerMaterial.GetTextureOffset(propertyName)); + material.SetTextureScale(layerPropertyName, layerMaterial.GetTextureScale(propertyName)); + break; + } + } + } + } + } + } + } + + // We use the user data to save a string that represent the referenced lit material + // so we can keep reference during serialization + static void InitializeMaterialLayers(AssetImporter materialImporter, ref Material[] layers) + { + if (materialImporter.userData != string.Empty) + { + SerializeableGUIDs layersGUID = JsonUtility.FromJson(materialImporter.userData); + if (layersGUID.GUIDArray.Length > 0) + { + layers = new Material[layersGUID.GUIDArray.Length]; + for (int i = 0; i < layersGUID.GUIDArray.Length; ++i) + { + layers[i] = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(layersGUID.GUIDArray[i]), typeof(Material)) as Material; + } + } + } + } + + void SaveMaterialLayers(AssetImporter materialImporter) + { + SerializeableGUIDs layersGUID; + layersGUID.GUIDArray = new string[m_MaterialLayers.Length]; + for (int i = 0; i < m_MaterialLayers.Length; ++i) + { + if (m_MaterialLayers[i] != null) + layersGUID.GUIDArray[i] = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(m_MaterialLayers[i].GetInstanceID())); + } + + materialImporter.userData = JsonUtility.ToJson(layersGUID); + } + + bool DoLayerGUI(AssetImporter materialImporter, int layerIndex) + { + bool result = false; + + Material material = m_MaterialEditor.target as Material; + + bool mainLayerInfluenceEnable = useMainLayerInfluence.floatValue > 0.0f; + + EditorGUILayout.LabelField(styles.layerLabels[layerIndex], styles.layerLabelColors[layerIndex]); + + EditorGUI.indentLevel++; + + EditorGUI.BeginChangeCheck(); + m_MaterialLayers[layerIndex] = EditorGUILayout.ObjectField(styles.materialLayerText, m_MaterialLayers[layerIndex], typeof(Material), true) as Material; + if (EditorGUI.EndChangeCheck()) + { + Undo.RecordObject(materialImporter, "Change layer material"); + SynchronizeLayerProperties(material, m_MaterialLayers, layerIndex); + result = true; + } + + EditorGUI.BeginChangeCheck(); + m_MaterialEditor.ShaderProperty(layerUVBase[layerIndex], styles.UVBaseText); + if (EditorGUI.EndChangeCheck()) + { + SynchronizeLayerProperties(material, m_MaterialLayers, layerIndex); + result = true; + } + + if (((LayerUVBaseMapping)layerUVBase[layerIndex].floatValue == LayerUVBaseMapping.Planar) || + ((LayerUVBaseMapping)layerUVBase[layerIndex].floatValue == LayerUVBaseMapping.Triplanar)) + { + EditorGUI.indentLevel++; + m_MaterialEditor.ShaderProperty(layerTexWorldScale[layerIndex], styles.layerTexWorldScaleText); + EditorGUI.indentLevel--; + + if (((LayerUVBaseMapping)layerUVBase[layerIndex].floatValue == LayerUVBaseMapping.Planar)) + GUILayout.Label(" " + styles.UVDetailText.text + ": Planar"); + else + GUILayout.Label(" " + styles.UVDetailText.text + ": Triplanar"); + } + else + { + EditorGUI.indentLevel++; + m_MaterialEditor.ShaderProperty(layerTiling[layerIndex], styles.layerTilingText); + EditorGUI.indentLevel--; + + EditorGUI.BeginChangeCheck(); + m_MaterialEditor.ShaderProperty(layerUVDetail[layerIndex], styles.UVDetailText); + if (EditorGUI.EndChangeCheck()) + { + SynchronizeLayerProperties(material, m_MaterialLayers, layerIndex); + result = true; + } + } + + // We setup the masking map based on the enum for each layer. + // using mapping mask allow to reduce the number of generated combination for a very small increase in ALU + LayerUVBaseMapping layerUVBaseMapping = (LayerUVBaseMapping)layerUVBase[layerIndex].floatValue; + + float X, Y, Z, W; + X = (layerUVBaseMapping == LayerUVBaseMapping.UV0) ? 1.0f : 0.0f; + Y = (layerUVBaseMapping == LayerUVBaseMapping.UV1) ? 1.0f : 0.0f; + Z = (layerUVBaseMapping == LayerUVBaseMapping.UV2) ? 1.0f : 0.0f; + W = (layerUVBaseMapping == LayerUVBaseMapping.UV3) ? 1.0f : 0.0f; + layerUVMappingMask[layerIndex].colorValue = (layerIndex == 0) ? new Color(1.0f, 0.0f, 0.0f, 0.0f) : new Color(X, Y, Z, W); // Special case for Main Layer and Blend Mask, only UV0. As Layer0 is share by both here, need to force X to 1.0 in all case + + UVDetailMapping layerUVDetailMapping = (UVDetailMapping)layerUVDetail[layerIndex].floatValue; + X = (layerUVDetailMapping == UVDetailMapping.UV0) ? 1.0f : 0.0f; + Y = (layerUVDetailMapping == UVDetailMapping.UV1) ? 1.0f : 0.0f; + Z = (layerUVDetailMapping == UVDetailMapping.UV2) ? 1.0f : 0.0f; + W = (layerUVDetailMapping == UVDetailMapping.UV3) ? 1.0f : 0.0f; + layerUVDetailsMappingMask[layerIndex].colorValue = new Color(X, Y, Z, W); + + bool useDensityModeEnable = useDensityMode.floatValue != 0.0f; + if (useDensityModeEnable) + { + EditorGUILayout.LabelField(styles.densityOpacityInfluenceText, EditorStyles.boldLabel); + + EditorGUI.indentLevel++; + m_MaterialEditor.ShaderProperty(opacityAsDensity[layerIndex], styles.opacityAsDensityText); + m_MaterialEditor.ShaderProperty(minimumOpacity[layerIndex], styles.minimumOpacityText); + EditorGUI.indentLevel--; + } + + // Display height control if they have a meaning + if ((tessellationMode != null && ((TessellationMode)tessellationMode.floatValue == TessellationMode.Displacement || (TessellationMode)tessellationMode.floatValue == TessellationMode.DisplacementPhong)) + || (enablePerPixelDisplacement.floatValue > 0.0f) + || (useHeightBasedBlend.floatValue > 0.0f) + ) + { + EditorGUILayout.LabelField(styles.heightControlText, EditorStyles.boldLabel); + + EditorGUI.indentLevel++; + m_MaterialEditor.ShaderProperty(heightFactor[layerIndex], styles.heightFactorText); + layerHeightAmplitude[layerIndex].floatValue = material.GetFloat(kHeightAmplitude + layerIndex) * heightFactor[layerIndex].floatValue; + m_MaterialEditor.ShaderProperty(heightCenterOffset[layerIndex], styles.heightCenterOffsetText); + layerCenterOffset[layerIndex].floatValue = material.GetFloat(kHeightCenter + layerIndex) + heightCenterOffset[layerIndex].floatValue; + EditorGUI.indentLevel--; + } + + + // influence + if (layerIndex > 0) + { + int paramIndex = layerIndex - 1; + + bool heightBasedBlendEnable = useHeightBasedBlend.floatValue > 0.0f; + if (heightBasedBlendEnable) + { + EditorGUI.indentLevel++; + m_MaterialEditor.ShaderProperty(blendUsingHeight[paramIndex], styles.blendUsingHeight); + EditorGUI.indentLevel--; + } + + if (mainLayerInfluenceEnable) + { + EditorGUILayout.LabelField(styles.mainLayerInfluenceText, EditorStyles.boldLabel); + + EditorGUI.indentLevel++; + + m_MaterialEditor.ShaderProperty(inheritBaseColor[paramIndex], styles.inheritBaseColorText); + EditorGUI.indentLevel++; + m_MaterialEditor.ShaderProperty(inheritBaseColorThreshold[paramIndex], styles.inheritBaseColorThresholdText); + EditorGUI.indentLevel--; + m_MaterialEditor.ShaderProperty(inheritBaseNormal[paramIndex], styles.inheritBaseNormalText); + // Main height influence is only available if the shader use the heightmap for displacement (per vertex or per level) + // We always display it as it can be tricky to know when per pixel displacement is enabled or not + m_MaterialEditor.ShaderProperty(inheritBaseHeight[paramIndex], styles.inheritBaseHeightText); + + EditorGUI.indentLevel--; + } + } + + EditorGUI.indentLevel--; + + if (layerIndex == 0) + EditorGUILayout.Space(); + + return result; + } + + bool DoLayersGUI(AssetImporter materialImporter) + { + Material material = m_MaterialEditor.target as Material; + + bool layerChanged = false; + + GUI.changed = false; + + EditorGUI.indentLevel++; + GUILayout.Label(styles.layersText, EditorStyles.boldLabel); + + EditorGUI.showMixedValue = layerCount.hasMixedValue; + EditorGUI.BeginChangeCheck(); + int newLayerCount = EditorGUILayout.IntSlider(styles.layerCountText, (int)layerCount.floatValue, 2, 4); + if (EditorGUI.EndChangeCheck()) + { + Undo.RecordObject(material, "Change layer count"); + layerCount.floatValue = (float)newLayerCount; + SynchronizeAllLayersProperties(); + layerChanged = true; + } + + m_MaterialEditor.TexturePropertySingleLine(styles.layerMapMaskText, layerMaskMap); + + EditorGUI.indentLevel++; + m_MaterialEditor.ShaderProperty(UVBlendMask, styles.UVBlendMaskText); + + if (((LayerUVBaseMapping)UVBlendMask.floatValue == LayerUVBaseMapping.Planar) || + ((LayerUVBaseMapping)UVBlendMask.floatValue == LayerUVBaseMapping.Triplanar)) + { + m_MaterialEditor.ShaderProperty(texWorldScaleBlendMask, styles.layerTexWorldScaleText); + } + else + { + m_MaterialEditor.ShaderProperty(layerTilingBlendMask, styles.layerTilingBlendMaskText); + } + EditorGUI.indentLevel--; + + m_MaterialEditor.ShaderProperty(vertexColorMode, styles.vertexColorModeText); + + EditorGUI.BeginChangeCheck(); + EditorGUI.showMixedValue = useMainLayerInfluence.hasMixedValue; + bool mainLayerModeInfluenceEnable = EditorGUILayout.Toggle(styles.useMainLayerInfluenceModeText, useMainLayerInfluence.floatValue > 0.0f); + if (EditorGUI.EndChangeCheck()) + { + useMainLayerInfluence.floatValue = mainLayerModeInfluenceEnable ? 1.0f : 0.0f; + } + + EditorGUI.BeginChangeCheck(); + EditorGUI.showMixedValue = useDensityMode.hasMixedValue; + bool useDensityModeEnable = EditorGUILayout.Toggle(styles.useDensityModeModeText, useDensityMode.floatValue > 0.0f); + if (EditorGUI.EndChangeCheck()) + { + useDensityMode.floatValue = useDensityModeEnable ? 1.0f : 0.0f; + } + + EditorGUI.BeginChangeCheck(); + EditorGUI.showMixedValue = useHeightBasedBlend.hasMixedValue; + bool enabled = EditorGUILayout.Toggle(styles.useHeightBasedBlendText, useHeightBasedBlend.floatValue > 0.0f); + if (EditorGUI.EndChangeCheck()) + { + useHeightBasedBlend.floatValue = enabled ? 1.0f : 0.0f; + } + + m_MaterialEditor.ShaderProperty(objectScaleAffectTile, mainLayerModeInfluenceEnable ? styles.objectScaleAffectTileText2 : styles.objectScaleAffectTileText); + + m_MaterialEditor.ShaderProperty(horizonFade, Styles.horizonFadeText); + + EditorGUILayout.Space(); + + for (int i = 0; i < numLayer; i++) + { + layerChanged |= DoLayerGUI(materialImporter, i); + } + + EditorGUILayout.Space(); + GUILayout.BeginHorizontal(); + { + GUILayout.FlexibleSpace(); + if (GUILayout.Button(styles.syncButtonText)) + { + SynchronizeAllLayersProperties(); + layerChanged = true; + } + } + GUILayout.EndHorizontal(); + + EditorGUI.indentLevel--; + + layerChanged |= GUI.changed; + GUI.changed = false; + + return layerChanged; + } + + protected override bool ShouldEmissionBeEnabled(Material mat) + { + return mat.GetFloat(kEmissiveIntensity) > 0.0f; + } + + protected override void SetupMaterialKeywordsAndPassInternal(Material material) + { + SetupMaterialKeywordsAndPass(material); + } + + static public void SetupLayersMappingKeywords(Material material) + { + // object scale affect tile + SetKeyword(material, "_LAYER_TILING_COUPLED_WITH_UNIFORM_OBJECT_SCALE", material.GetFloat(kObjectScaleAffectTile) > 0.0f); + + // Blend mask + LayerUVBaseMapping UVBlendMaskMapping = (LayerUVBaseMapping)material.GetFloat(kUVBlendMask); + SetKeyword(material, "_LAYER_MAPPING_PLANAR_BLENDMASK", UVBlendMaskMapping == LayerUVBaseMapping.Planar); + SetKeyword(material, "_LAYER_MAPPING_TRIPLANAR_BLENDMASK", UVBlendMaskMapping == LayerUVBaseMapping.Triplanar); + + int numLayer = (int)material.GetFloat(kLayerCount); + + // Layer + if (numLayer == 4) + { + SetKeyword(material, "_LAYEREDLIT_4_LAYERS", true); + SetKeyword(material, "_LAYEREDLIT_3_LAYERS", false); + } + else if (numLayer == 3) + { + SetKeyword(material, "_LAYEREDLIT_4_LAYERS", false); + SetKeyword(material, "_LAYEREDLIT_3_LAYERS", true); + } + else + { + SetKeyword(material, "_LAYEREDLIT_4_LAYERS", false); + SetKeyword(material, "_LAYEREDLIT_3_LAYERS", false); + } + + const string kLayerMappingPlanar = "_LAYER_MAPPING_PLANAR"; + const string kLayerMappingTriplanar = "_LAYER_MAPPING_TRIPLANAR"; + + // We have to check for each layer if the UV2 or UV3 is needed. + bool needUV3 = false; + bool needUV2 = false; + + for (int i = 0; i < numLayer; ++i) + { + string layerUVBaseParam = string.Format("{0}{1}", kUVBase, i); + LayerUVBaseMapping layerUVBaseMapping = (LayerUVBaseMapping)material.GetFloat(layerUVBaseParam); + string currentLayerMappingPlanar = string.Format("{0}{1}", kLayerMappingPlanar, i); + SetKeyword(material, currentLayerMappingPlanar, layerUVBaseMapping == LayerUVBaseMapping.Planar); + string currentLayerMappingTriplanar = string.Format("{0}{1}", kLayerMappingTriplanar, i); + SetKeyword(material, currentLayerMappingTriplanar, layerUVBaseMapping == LayerUVBaseMapping.Triplanar); + + string uvBase = string.Format("{0}{1}", kUVBase, i); + string uvDetail = string.Format("{0}{1}", kUVDetail, i); + + if (((UVDetailMapping)material.GetFloat(uvDetail) == UVDetailMapping.UV2) || + ((LayerUVBaseMapping)material.GetFloat(uvBase) == LayerUVBaseMapping.UV2)) + { + needUV2 = true; + } + + if (((UVDetailMapping)material.GetFloat(uvDetail) == UVDetailMapping.UV3) || + ((LayerUVBaseMapping)material.GetFloat(uvBase) == LayerUVBaseMapping.UV3)) + { + needUV3 = true; + break; // If we find it UV3 let's early out + } + } + + if (needUV3) + { + material.DisableKeyword("_REQUIRE_UV2"); + material.EnableKeyword("_REQUIRE_UV3"); + } + else if (needUV2) + { + material.EnableKeyword("_REQUIRE_UV2"); + material.DisableKeyword("_REQUIRE_UV3"); + } + else + { + material.DisableKeyword("_REQUIRE_UV2"); + material.DisableKeyword("_REQUIRE_UV3"); + } + } + + // All Setup Keyword functions must be static. It allow to create script to automatically update the shaders with a script if code change + static new public void SetupMaterialKeywordsAndPass(Material material) + { + SetupBaseLitKeywords(material); + SetupBaseLitMaterialPass(material); + SetupLayersMappingKeywords(material); + + for (int i = 0; i < kMaxLayerCount; ++i) + { + SetKeyword(material, "_NORMALMAP_TANGENT_SPACE" + i, ((NormalMapSpace)material.GetFloat(kNormalMapSpace + i)) == NormalMapSpace.TangentSpace); + + SetKeyword(material, "_NORMALMAP" + i, material.GetTexture(kNormalMap + i)); + + SetKeyword(material, "_MASKMAP" + i, material.GetTexture(kMaskMap + i)); + + SetKeyword(material, "_SPECULAROCCLUSIONMAP" + i, material.GetTexture(kSpecularOcclusionMap + i)); + + SetKeyword(material, "_DETAIL_MAP" + i, material.GetTexture(kDetailMap + i)); + + SetKeyword(material, "_HEIGHTMAP" + i, material.GetTexture(kHeightMap + i)); + } + + SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap)); + + SetKeyword(material, "_MAIN_LAYER_INFLUENCE_MODE", material.GetFloat(kkUseMainLayerInfluence) != 0.0f); + + VertexColorMode VCMode = (VertexColorMode)material.GetFloat(kVertexColorMode); + if (VCMode == VertexColorMode.Multiply) + { + SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_MUL", true); + SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_ADD", false); + } + else if (VCMode == VertexColorMode.Add) + { + SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_MUL", false); + SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_ADD", true); + } + else + { + SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_MUL", false); + SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_ADD", false); + } + + bool useHeightBasedBlend = material.GetFloat(kUseHeightBasedBlend) != 0.0f; + SetKeyword(material, "_HEIGHT_BASED_BLEND", useHeightBasedBlend); + + bool useDensityModeEnable = material.GetFloat(kUseDensityMode) != 0.0f; + SetKeyword(material, "_DENSITY_MODE", useDensityModeEnable); + } + + public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props) + { + FindBaseMaterialProperties(props); + FindMaterialProperties(props); + + m_MaterialEditor = materialEditor; + // We should always do this call at the beginning + m_MaterialEditor.serializedObject.Update(); + + Material material = m_MaterialEditor.target as Material; + AssetImporter materialImporter = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(material.GetInstanceID())); + + InitializeMaterialLayers(materialImporter, ref m_MaterialLayers); + + bool optionsChanged = false; + EditorGUI.BeginChangeCheck(); + { + BaseMaterialPropertiesGUI(); + EditorGUILayout.Space(); + + VertexAnimationPropertiesGUI(); + EditorGUILayout.Space(); + } + if (EditorGUI.EndChangeCheck()) + { + optionsChanged = true; + } + + bool layerChanged = DoLayersGUI(materialImporter); + + EditorGUILayout.Space(); + GUILayout.Label(Styles.lightingText, EditorStyles.boldLabel); + EditorGUI.indentLevel++; + m_MaterialEditor.TexturePropertySingleLine(Styles.emissiveText, emissiveColorMap, emissiveColor); + m_MaterialEditor.ShaderProperty(emissiveIntensity, Styles.emissiveIntensityText); + DoEmissionArea(material); + EditorGUI.indentLevel--; + m_MaterialEditor.EnableInstancingField(); + + if (layerChanged || optionsChanged) + { + foreach (var obj in m_MaterialEditor.targets) + { + SetupMaterialKeywordsAndPassInternal((Material)obj); + } + + // SaveAssetsProcessor the referenced material in the users data + SaveMaterialLayers(materialImporter); + } + + // We should always do this call at the end + m_MaterialEditor.serializedObject.ApplyModifiedProperties(); + } + } +} // namespace UnityEditor diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/LayeredLit/LayeredLitUI.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/Editor/LayeredLitUI.cs.meta similarity index 100% rename from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/LayeredLit/LayeredLitUI.cs.meta rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/Editor/LayeredLitUI.cs.meta diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader new file mode 100644 index 00000000000..6f057c74dfd --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader @@ -0,0 +1,580 @@ +Shader "HDRenderPipeline/LayeredLit" +{ + Properties + { + // Following set of parameters represent the parameters node inside the MaterialGraph. + // They are use to fill a SurfaceData. With a MaterialGraph this should not exist. + + // All the following properties are filled by the referenced lit shader. + + // Reminder. Color here are in linear but the UI (color picker) do the conversion sRGB to linear + _BaseColor0("BaseColor0", Color) = (1, 1, 1, 1) + _BaseColor1("BaseColor1", Color) = (1, 1, 1, 1) + _BaseColor2("BaseColor2", Color) = (1, 1, 1, 1) + _BaseColor3("BaseColor3", Color) = (1, 1, 1, 1) + + _BaseColorMap0("BaseColorMap0", 2D) = "white" {} + _BaseColorMap1("BaseColorMap1", 2D) = "white" {} + _BaseColorMap2("BaseColorMap2", 2D) = "white" {} + _BaseColorMap3("BaseColorMap3", 2D) = "white" {} + + _Metallic0("Metallic0", Range(0.0, 1.0)) = 0 + _Metallic1("Metallic1", Range(0.0, 1.0)) = 0 + _Metallic2("Metallic2", Range(0.0, 1.0)) = 0 + _Metallic3("Metallic3", Range(0.0, 1.0)) = 0 + + _Smoothness0("Smoothness0", Range(0.0, 1.0)) = 1.0 + _Smoothness1("Smoothness1", Range(0.0, 1.0)) = 1.0 + _Smoothness2("Smoothness2", Range(0.0, 1.0)) = 1.0 + _Smoothness3("Smoothness3", Range(0.0, 1.0)) = 1.0 + + _MaskMap0("MaskMap0", 2D) = "white" {} + _MaskMap1("MaskMap1", 2D) = "white" {} + _MaskMap2("MaskMap2", 2D) = "white" {} + _MaskMap3("MaskMap3", 2D) = "white" {} + + _SpecularOcclusionMap0("SpecularOcclusion0", 2D) = "white" {} + _SpecularOcclusionMap1("SpecularOcclusion1", 2D) = "white" {} + _SpecularOcclusionMap2("SpecularOcclusion2", 2D) = "white" {} + _SpecularOcclusionMap3("SpecularOcclusion3", 2D) = "white" {} + + _NormalMap0("NormalMap0", 2D) = "bump" {} + _NormalMap1("NormalMap1", 2D) = "bump" {} + _NormalMap2("NormalMap2", 2D) = "bump" {} + _NormalMap3("NormalMap3", 2D) = "bump" {} + + _NormalScale0("_NormalScale0", Range(0.0, 2.0)) = 1 + _NormalScale1("_NormalScale1", Range(0.0, 2.0)) = 1 + _NormalScale2("_NormalScale2", Range(0.0, 2.0)) = 1 + _NormalScale3("_NormalScale3", Range(0.0, 2.0)) = 1 + + _HeightMap0("HeightMap0", 2D) = "black" {} + _HeightMap1("HeightMap1", 2D) = "black" {} + _HeightMap2("HeightMap2", 2D) = "black" {} + _HeightMap3("HeightMap3", 2D) = "black" {} + + _HeightAmplitude0("Height Scale0", Float) = 1 + _HeightAmplitude1("Height Scale1", Float) = 1 + _HeightAmplitude2("Height Scale2", Float) = 1 + _HeightAmplitude3("Height Scale3", Float) = 1 + + _HeightCenter0("Height Bias0", Float) = 0 + _HeightCenter1("Height Bias1", Float) = 0 + _HeightCenter2("Height Bias2", Float) = 0 + _HeightCenter3("Height Bias3", Float) = 0 + + _DetailMap0("DetailMap0", 2D) = "black" {} + _DetailMap1("DetailMap1", 2D) = "black" {} + _DetailMap2("DetailMap2", 2D) = "black" {} + _DetailMap3("DetailMap3", 2D) = "black" {} + + _DetailMask0("DetailMask0", 2D) = "white" {} + _DetailMask1("DetailMask1", 2D) = "white" {} + _DetailMask2("DetailMask2", 2D) = "white" {} + _DetailMask3("DetailMask3", 2D) = "white" {} + + _DetailAlbedoScale0("_DetailAlbedoScale0", Range(-2.0, 2.0)) = 1 + _DetailAlbedoScale1("_DetailAlbedoScale1", Range(-2.0, 2.0)) = 1 + _DetailAlbedoScale2("_DetailAlbedoScale2", Range(-2.0, 2.0)) = 1 + _DetailAlbedoScale3("_DetailAlbedoScale3", Range(-2.0, 2.0)) = 1 + + _DetailNormalScale0("_DetailNormalScale0", Range(0.0, 2.0)) = 1 + _DetailNormalScale1("_DetailNormalScale1", Range(0.0, 2.0)) = 1 + _DetailNormalScale2("_DetailNormalScale2", Range(0.0, 2.0)) = 1 + _DetailNormalScale3("_DetailNormalScale3", Range(0.0, 2.0)) = 1 + + _DetailSmoothnessScale0("_DetailSmoothnessScale0", Range(-2.0, 2.0)) = 1 + _DetailSmoothnessScale1("_DetailSmoothnessScale1", Range(-2.0, 2.0)) = 1 + _DetailSmoothnessScale2("_DetailSmoothnessScale2", Range(-2.0, 2.0)) = 1 + _DetailSmoothnessScale3("_DetailSmoothnessScale3", Range(-2.0, 2.0)) = 1 + + [Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace0("NormalMap space", Float) = 0 + [Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace1("NormalMap space", Float) = 0 + [Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace2("NormalMap space", Float) = 0 + [Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace3("NormalMap space", Float) = 0 + + // All the following properties exist only in layered lit material + + // Layer blending options + _LayerMaskMap("LayerMaskMap", 2D) = "white" {} + [ToggleOff] _UseHeightBasedBlend("UseHeightBasedBlend", Float) = 0.0 + // Layer blending options V2 + [ToggleOff] _UseDensityMode("Use Density mode", Float) = 0.0 + [ToggleOff] _UseMainLayerInfluence("UseMainLayerInfluence", Float) = 0.0 + + _HeightFactor0("_HeightFactor0", Float) = 1 + _HeightFactor1("_HeightFactor1", Float) = 1 + _HeightFactor2("_HeightFactor2", Float) = 1 + _HeightFactor3("_HeightFactor3", Float) = 1 + + // Store result of combination of _HeightFactor and _HeightAmplitude0 + [HideInInspector] _LayerHeightAmplitude0("_LayerHeightAmplitude0", Float) = 1 + [HideInInspector] _LayerHeightAmplitude1("_LayerHeightAmplitude1", Float) = 1 + [HideInInspector] _LayerHeightAmplitude2("_LayerHeightAmplitude2", Float) = 1 + [HideInInspector] _LayerHeightAmplitude3("_LayerHeightAmplitude3", Float) = 1 + + _HeightCenterOffset0("_HeightCenterOffset0", Float) = 0.0 + _HeightCenterOffset1("_HeightCenterOffset1", Float) = 0.0 + _HeightCenterOffset2("_HeightCenterOffset2", Float) = 0.0 + _HeightCenterOffset3("_HeightCenterOffset3", Float) = 0.0 + + // Store result of combination of _HeightCenterOffset0 and _HeightCenter0 + [HideInInspector] _LayerCenterOffset0("_LayerCenterOffset0", Float) = 0.0 + [HideInInspector] _LayerCenterOffset1("_LayerCenterOffset1", Float) = 0.0 + [HideInInspector] _LayerCenterOffset2("_LayerCenterOffset2", Float) = 0.0 + [HideInInspector] _LayerCenterOffset3("_LayerCenterOffset3", Float) = 0.0 + + _BlendUsingHeight1("_BlendUsingHeight1", Float) = 0.0 + _BlendUsingHeight2("_BlendUsingHeight2", Float) = 0.0 + _BlendUsingHeight3("_BlendUsingHeight3", Float) = 0.0 + + _InheritBaseNormal1("_InheritBaseNormal1", Range(0, 1.0)) = 0.0 + _InheritBaseNormal2("_InheritBaseNormal2", Range(0, 1.0)) = 0.0 + _InheritBaseNormal3("_InheritBaseNormal3", Range(0, 1.0)) = 0.0 + + _InheritBaseHeight1("_InheritBaseHeight1", Range(0, 1.0)) = 0.0 + _InheritBaseHeight2("_InheritBaseHeight2", Range(0, 1.0)) = 0.0 + _InheritBaseHeight3("_InheritBaseHeight3", Range(0, 1.0)) = 0.0 + + _InheritBaseColor1("_InheritBaseColor1", Range(0, 1.0)) = 0.0 + _InheritBaseColor2("_InheritBaseColor2", Range(0, 1.0)) = 0.0 + _InheritBaseColor3("_InheritBaseColor3", Range(0, 1.0)) = 0.0 + + _InheritBaseColorThreshold1("_InheritBaseColorThreshold1", Range(0, 1.0)) = 1.0 + _InheritBaseColorThreshold2("_InheritBaseColorThreshold2", Range(0, 1.0)) = 1.0 + _InheritBaseColorThreshold3("_InheritBaseColorThreshold3", Range(0, 1.0)) = 1.0 + + _MinimumOpacity0("_MinimumOpacity0", Range(0, 1.0)) = 1.0 + _MinimumOpacity1("_MinimumOpacity1", Range(0, 1.0)) = 1.0 + _MinimumOpacity2("_MinimumOpacity2", Range(0, 1.0)) = 1.0 + _MinimumOpacity3("_MinimumOpacity3", Range(0, 1.0)) = 1.0 + + _OpacityAsDensity0("_OpacityAsDensity0", Range(0, 1.0)) = 0.0 + _OpacityAsDensity1("_OpacityAsDensity1", Range(0, 1.0)) = 0.0 + _OpacityAsDensity2("_OpacityAsDensity2", Range(0, 1.0)) = 0.0 + _OpacityAsDensity3("_OpacityAsDensity3", Range(0, 1.0)) = 0.0 + + _LayerTilingBlendMask("_LayerTilingBlendMask", Float) = 1 + _LayerTiling0("_LayerTiling0", Float) = 1 + _LayerTiling1("_LayerTiling1", Float) = 1 + _LayerTiling2("_LayerTiling2", Float) = 1 + _LayerTiling3("_LayerTiling3", Float) = 1 + + [HideInInspector] _LayerCount("_LayerCount", Float) = 2.0 + + [Enum(None, 0, Multiply, 1, Add, 2)] _VertexColorMode("Vertex color mode", Float) = 0 + + [ToggleOff] _ObjectScaleAffectTile("_ObjectScaleAffectTile", Float) = 0.0 + [Enum(UV0, 0, Planar, 4, Triplanar, 5)] _UVBlendMask("UV Set for blendMask", Float) = 0 + _TexWorldScaleBlendMask("Tiling", Float) = 1.0 + + // Following are builtin properties + + _DistortionVectorMap("DistortionVectorMap", 2D) = "black" {} + + // Wind + [ToggleOff] _EnableWind("Enable Wind", Float) = 0.0 + _InitialBend("Initial Bend", float) = 1.0 + _Stiffness("Stiffness", float) = 1.0 + _Drag("Drag", float) = 1.0 + _ShiverDrag("Shiver Drag", float) = 0.2 + _ShiverDirectionality("Shiver Directionality", Range(0.0, 1.0)) = 0.5 + + _EmissiveColor("EmissiveColor", Color) = (0, 0, 0) + _EmissiveColorMap("EmissiveColorMap", 2D) = "white" {} + _EmissiveIntensity("EmissiveIntensity", Float) = 0 + + [ToggleOff] _DistortionEnable("Enable Distortion", Float) = 0.0 + [ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0 + [ToggleOff] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 0.0 + [ToggleOff] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0 + + [ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0 + + _AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + + _HorizonFade("Horizon fade", Range(0.0, 5.0)) = 1.0 + + // Stencil state + [HideInInspector] _StencilRef("_StencilRef", Int) = 2 // StencilBits.Standard + + // Blending state + [HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0 + [HideInInspector] _BlendMode ("__blendmode", Float) = 0.0 + [HideInInspector] _SrcBlend ("__src", Float) = 1.0 + [HideInInspector] _DstBlend ("__dst", Float) = 0.0 + [HideInInspector] _ZWrite ("__zw", Float) = 1.0 + [HideInInspector] _CullMode("__cullmode", Float) = 2.0 + [HideInInspector] _ZTestMode("_ZTestMode", Int) = 8 + + [ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0 + [ToggleOff] _DoubleSidedMirrorEnable("Double sided mirror enable", Float) = 1.0 + [HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0) + + [ToggleOff] _EnablePerPixelDisplacement("Enable per pixel displacement", Float) = 0.0 + _PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5 + _PPDMaxSamples("Max sample for POM", Range(1.0, 64.0)) = 15 + _PPDLodThreshold("Start lod to fade out the POM effect", Range(0.0, 16.0)) = 5 + [Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1 + + // Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor" + // value that exist to identify if the GI emission need to be enabled. + // In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it. + // TODO: Fix the code in legacy unity so we can customize the beahvior for GI + _EmissionColor("Color", Color) = (1, 1, 1) + + // WARNING + // All the following properties that concern the UV mapping are the same as in the Lit shader. + // This means that they will get overridden when synchronizing the various layers. + // To avoid this, make sure that all properties here are in the exclusion list in LayeredLitUI.SynchronizeLayerProperties + _TexWorldScale0("Tiling", Float) = 1.0 + _TexWorldScale1("Tiling", Float) = 1.0 + _TexWorldScale2("Tiling", Float) = 1.0 + _TexWorldScale3("Tiling", Float) = 1.0 + + [Enum(UV0, 0, Planar, 4, Triplanar, 5)] _UVBase0("UV Set for base0", Float) = 0 // no UV1/2/3 for main layer (matching Lit.shader and for PPDisplacement restriction) + [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase1("UV Set for base1", Float) = 0 + [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase2("UV Set for base2", Float) = 0 + [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase3("UV Set for base3", Float) = 0 + + [HideInInspector] _UVMappingMask0("_UVMappingMask0", Color) = (1, 0, 0, 0) + [HideInInspector] _UVMappingMask1("_UVMappingMask1", Color) = (1, 0, 0, 0) + [HideInInspector] _UVMappingMask2("_UVMappingMask2", Color) = (1, 0, 0, 0) + [HideInInspector] _UVMappingMask3("_UVMappingMask3", Color) = (1, 0, 0, 0) + + [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail0("UV Set for detail0", Float) = 0 + [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail1("UV Set for detail1", Float) = 0 + [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail2("UV Set for detail2", Float) = 0 + [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail3("UV Set for detail3", Float) = 0 + + [HideInInspector] _UVDetailsMappingMask0("_UVDetailsMappingMask0", Color) = (1, 0, 0, 0) + [HideInInspector] _UVDetailsMappingMask1("_UVDetailsMappingMask1", Color) = (1, 0, 0, 0) + [HideInInspector] _UVDetailsMappingMask2("_UVDetailsMappingMask2", Color) = (1, 0, 0, 0) + [HideInInspector] _UVDetailsMappingMask3("_UVDetailsMappingMask3", Color) = (1, 0, 0, 0) + } + + HLSLINCLUDE + + #pragma target 4.5 + #pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev + + #pragma shader_feature _ALPHATEST_ON + #pragma shader_feature _DISTORTION_ON + #pragma shader_feature _DEPTHOFFSET_ON + #pragma shader_feature _DOUBLESIDED_ON + #pragma shader_feature _PER_PIXEL_DISPLACEMENT + + #pragma shader_feature _LAYER_TILING_COUPLED_WITH_UNIFORM_OBJECT_SCALE + #pragma shader_feature _ _LAYER_MAPPING_PLANAR_BLENDMASK _LAYER_MAPPING_TRIPLANAR_BLENDMASK + #pragma shader_feature _ _LAYER_MAPPING_PLANAR0 _LAYER_MAPPING_TRIPLANAR0 + #pragma shader_feature _ _LAYER_MAPPING_PLANAR1 _LAYER_MAPPING_TRIPLANAR1 + #pragma shader_feature _ _LAYER_MAPPING_PLANAR2 _LAYER_MAPPING_TRIPLANAR2 + #pragma shader_feature _ _LAYER_MAPPING_PLANAR3 _LAYER_MAPPING_TRIPLANAR3 + #pragma shader_feature _NORMALMAP_TANGENT_SPACE0 + #pragma shader_feature _NORMALMAP_TANGENT_SPACE1 + #pragma shader_feature _NORMALMAP_TANGENT_SPACE2 + #pragma shader_feature _NORMALMAP_TANGENT_SPACE3 + #pragma shader_feature _ _REQUIRE_UV2 _REQUIRE_UV3 + #pragma shader_feature _EMISSIVE_COLOR + + #pragma shader_feature _NORMALMAP0 + #pragma shader_feature _NORMALMAP1 + #pragma shader_feature _NORMALMAP2 + #pragma shader_feature _NORMALMAP3 + #pragma shader_feature _MASKMAP0 + #pragma shader_feature _MASKMAP1 + #pragma shader_feature _MASKMAP2 + #pragma shader_feature _MASKMAP3 + #pragma shader_feature _SPECULAROCCLUSIONMAP0 + #pragma shader_feature _SPECULAROCCLUSIONMAP1 + #pragma shader_feature _SPECULAROCCLUSIONMAP2 + #pragma shader_feature _SPECULAROCCLUSIONMAP3 + #pragma shader_feature _EMISSIVE_COLOR_MAP + #pragma shader_feature _HEIGHTMAP0 + #pragma shader_feature _HEIGHTMAP1 + #pragma shader_feature _HEIGHTMAP2 + #pragma shader_feature _HEIGHTMAP3 + #pragma shader_feature _DETAIL_MAP0 + #pragma shader_feature _DETAIL_MAP1 + #pragma shader_feature _DETAIL_MAP2 + #pragma shader_feature _DETAIL_MAP3 + #pragma shader_feature _ _LAYER_MASK_VERTEX_COLOR_MUL _LAYER_MASK_VERTEX_COLOR_ADD + #pragma shader_feature _MAIN_LAYER_INFLUENCE_MODE + #pragma shader_feature _DENSITY_MODE + #pragma shader_feature _HEIGHT_BASED_BLEND + #pragma shader_feature _ _LAYEREDLIT_3_LAYERS _LAYEREDLIT_4_LAYERS + #pragma shader_feature _VERTEX_WIND + + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + // enable dithering LOD crossfade + #pragma multi_compile _ LOD_FADE_CROSSFADE + // TODO: We should have this keyword only if VelocityInGBuffer is enable, how to do that ? + //#pragma multi_compile VELOCITYOUTPUT_OFF VELOCITYOUTPUT_ON + + //------------------------------------------------------------------------------------- + // Define + //------------------------------------------------------------------------------------- + + #define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl + // Use surface gradient normal mapping as it handle correctly triplanar normal mapping and multiple UVSet + #define SURFACE_GRADIENT + + //------------------------------------------------------------------------------------- + // Include + //------------------------------------------------------------------------------------- + + #include "../../../ShaderLibrary/common.hlsl" + #include "../../../ShaderLibrary/Wind.hlsl" + #include "../../ShaderConfig.cs.hlsl" + #include "../../ShaderVariables.hlsl" + #include "../../ShaderPass/FragInputs.hlsl" + #include "../../ShaderPass/ShaderPass.cs.hlsl" + + //------------------------------------------------------------------------------------- + // variable declaration + //------------------------------------------------------------------------------------- + + #define _MAX_LAYER 4 + + #if defined(_LAYEREDLIT_4_LAYERS) + # define _LAYER_COUNT 4 + #elif defined(_LAYEREDLIT_3_LAYERS) + # define _LAYER_COUNT 3 + #else + # define _LAYER_COUNT 2 + #endif + + // Explicitely said that we are a layered shader as we share code between lit and layered lit + #define LAYERED_LIT_SHADER + + //------------------------------------------------------------------------------------- + // variable declaration + //------------------------------------------------------------------------------------- + + #include "../../Material/Lit/LitProperties.hlsl" + + // All our shaders use same name for entry point + #pragma vertex Vert + #pragma fragment Frag + + ENDHLSL + + SubShader + { + Tags { "RenderType"="Opaque" "PerformanceChecks"="False" } + LOD 300 + + Pass + { + Name "GBuffer" // Name is not used + Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index + + Cull [_CullMode] + + Stencil + { + Ref [_StencilRef] + Comp Always + Pass Replace + } + + HLSLPROGRAM + + #define SHADERPASS SHADERPASS_GBUFFER + + #include "../../Material/Material.hlsl" + #include "../Lit/ShaderPass/LitSharePass.hlsl" + #include "../Lit/LitData.hlsl" + #include "../../ShaderPass/ShaderPassGBuffer.hlsl" + + ENDHLSL + } + + Pass + { + Name "GBufferDebugDisplay" // Name is not used + Tags{ "LightMode" = "GBufferDebugDisplay" } // This will be only for opaque object based on the RenderQueue index + + Cull [_CullMode] + + Stencil + { + Ref [_StencilRef] + Comp Always + Pass Replace + } + + HLSLPROGRAM + + #define DEBUG_DISPLAY + #define SHADERPASS SHADERPASS_GBUFFER + #include "../../Debug/DebugDisplay.hlsl" + #include "../../Material/Material.hlsl" + #include "../Lit/ShaderPass/LitSharePass.hlsl" + #include "../Lit/LitData.hlsl" + #include "../../ShaderPass/ShaderPassGBuffer.hlsl" + + ENDHLSL + } + + // Extracts information for lightmapping, GI (emission, albedo, ...) + // This pass it not used during regular rendering. + Pass + { + Name "META" + Tags{ "LightMode" = "Meta" } + + Cull Off + + HLSLPROGRAM + + // Lightmap memo + // DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light, + // both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON. + + #define SHADERPASS SHADERPASS_LIGHT_TRANSPORT + #include "../../Material/Material.hlsl" + #include "../Lit/ShaderPass/LitMetaPass.hlsl" + #include "../Lit/LitData.hlsl" + #include "../../ShaderPass/ShaderPassLightTransport.hlsl" + + ENDHLSL + } + + Pass + { + Name "Motion Vectors" + Tags{ "LightMode" = "MotionVectors" } // Caution, this need to be call like this to setup the correct parameters by C++ (legacy Unity) + + Cull[_CullMode] + + ZWrite Off // TODO: Test Z equal here. + + HLSLPROGRAM + + #define SHADERPASS SHADERPASS_VELOCITY + #include "../../Material/Material.hlsl" + #include "../Lit/ShaderPass/LitVelocityPass.hlsl" + #include "../Lit/LitData.hlsl" + #include "../../ShaderPass/ShaderPassVelocity.hlsl" + + ENDHLSL + } + + Pass + { + Name "ShadowCaster" + Tags{ "LightMode" = "ShadowCaster" } + + Cull[_CullMode] + + ZWrite On + ZTest LEqual + + HLSLPROGRAM + + #define SHADERPASS SHADERPASS_DEPTH_ONLY + #include "../../Material/Material.hlsl" + #include "../Lit/ShaderPass/LitDepthPass.hlsl" + #include "../Lit/LitData.hlsl" + #include "../../ShaderPass/ShaderPassDepthOnly.hlsl" + + ENDHLSL + } + + Pass + { + Name "DepthOnly" + Tags{ "LightMode" = "DepthOnly" } + + Cull[_CullMode] + + ZWrite On + + HLSLPROGRAM + + #define SHADERPASS SHADERPASS_DEPTH_ONLY + #include "../../Material/Material.hlsl" + #include "../Lit/ShaderPass/LitDepthPass.hlsl" + #include "../Lit/LitData.hlsl" + #include "../../ShaderPass/ShaderPassDepthOnly.hlsl" + + ENDHLSL + } + + Pass + { + Name "Distortion" // Name is not used + Tags { "LightMode" = "DistortionVectors" } // This will be only for transparent object based on the RenderQueue index + + Blend One One + ZTest [_ZTestMode] + ZWrite off + Cull [_CullMode] + + HLSLPROGRAM + + #define SHADERPASS SHADERPASS_DISTORTION + #include "../../Material/Material.hlsl" + #include "../Lit/ShaderPass/LitDistortionPass.hlsl" + #include "../Lit/LitData.hlsl" + #include "../../ShaderPass/ShaderPassDistortion.hlsl" + + ENDHLSL + } + + Pass + { + Name "Forward" // Name is not used + Tags{ "LightMode" = "Forward" } // This will be only for transparent object based on the RenderQueue index + + Blend[_SrcBlend][_DstBlend] + ZWrite[_ZWrite] + Cull[_CullMode] + + HLSLPROGRAM + + #define SHADERPASS SHADERPASS_FORWARD + #include "../../Lighting/Forward.hlsl" + // TEMP until pragma work in include + #pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS + + #include "../../Lighting/Lighting.hlsl" + #include "../Lit/ShaderPass/LitSharePass.hlsl" + #include "../Lit/LitData.hlsl" + #include "../../ShaderPass/ShaderPassForward.hlsl" + + ENDHLSL + } + + Pass + { + Name "ForwardDisplayDebug" // Name is not used + Tags{ "LightMode" = "ForwardDisplayDebug" } // This will be only for transparent object based on the RenderQueue index + + Blend[_SrcBlend][_DstBlend] + ZWrite[_ZWrite] + Cull[_CullMode] + + HLSLPROGRAM + + #define DEBUG_DISPLAY + #define SHADERPASS SHADERPASS_FORWARD + #include "../../Debug/DebugDisplay.hlsl" + #include "../../Lighting/Forward.hlsl" + // TEMP until pragma work in include + #pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS + + #include "../../Lighting/Lighting.hlsl" + #include "../Lit/ShaderPass/LitSharePass.hlsl" + #include "../Lit/LitData.hlsl" + #include "../../ShaderPass/ShaderPassForward.hlsl" + + ENDHLSL + } + } + + CustomEditor "Experimental.Rendering.HDPipeline.LayeredLitGUI" +} diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/LayeredLit/LayeredLit.shader.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader.meta similarity index 100% rename from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/LayeredLit/LayeredLit.shader.meta rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader.meta diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader new file mode 100644 index 00000000000..52525bd4480 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader @@ -0,0 +1,626 @@ +Shader "HDRenderPipeline/LayeredLitTessellation" +{ + Properties + { + // Following set of parameters represent the parameters node inside the MaterialGraph. + // They are use to fill a SurfaceData. With a MaterialGraph this should not exist. + + // All the following properties are filled by the referenced lit shader. + + // Reminder. Color here are in linear but the UI (color picker) do the conversion sRGB to linear + _BaseColor0("BaseColor0", Color) = (1, 1, 1, 1) + _BaseColor1("BaseColor1", Color) = (1, 1, 1, 1) + _BaseColor2("BaseColor2", Color) = (1, 1, 1, 1) + _BaseColor3("BaseColor3", Color) = (1, 1, 1, 1) + + _BaseColorMap0("BaseColorMap0", 2D) = "white" {} + _BaseColorMap1("BaseColorMap1", 2D) = "white" {} + _BaseColorMap2("BaseColorMap2", 2D) = "white" {} + _BaseColorMap3("BaseColorMap3", 2D) = "white" {} + + _Metallic0("Metallic0", Range(0.0, 1.0)) = 0 + _Metallic1("Metallic1", Range(0.0, 1.0)) = 0 + _Metallic2("Metallic2", Range(0.0, 1.0)) = 0 + _Metallic3("Metallic3", Range(0.0, 1.0)) = 0 + + _Smoothness0("Smoothness0", Range(0.0, 1.0)) = 1.0 + _Smoothness1("Smoothness1", Range(0.0, 1.0)) = 1.0 + _Smoothness2("Smoothness2", Range(0.0, 1.0)) = 1.0 + _Smoothness3("Smoothness3", Range(0.0, 1.0)) = 1.0 + + _MaskMap0("MaskMap0", 2D) = "white" {} + _MaskMap1("MaskMap1", 2D) = "white" {} + _MaskMap2("MaskMap2", 2D) = "white" {} + _MaskMap3("MaskMap3", 2D) = "white" {} + + _SpecularOcclusionMap0("SpecularOcclusion0", 2D) = "white" {} + _SpecularOcclusionMap1("SpecularOcclusion1", 2D) = "white" {} + _SpecularOcclusionMap2("SpecularOcclusion2", 2D) = "white" {} + _SpecularOcclusionMap3("SpecularOcclusion3", 2D) = "white" {} + + _NormalMap0("NormalMap0", 2D) = "bump" {} + _NormalMap1("NormalMap1", 2D) = "bump" {} + _NormalMap2("NormalMap2", 2D) = "bump" {} + _NormalMap3("NormalMap3", 2D) = "bump" {} + + _NormalScale0("_NormalScale0", Range(0.0, 2.0)) = 1 + _NormalScale1("_NormalScale1", Range(0.0, 2.0)) = 1 + _NormalScale2("_NormalScale2", Range(0.0, 2.0)) = 1 + _NormalScale3("_NormalScale3", Range(0.0, 2.0)) = 1 + + _HeightMap0("HeightMap0", 2D) = "black" {} + _HeightMap1("HeightMap1", 2D) = "black" {} + _HeightMap2("HeightMap2", 2D) = "black" {} + _HeightMap3("HeightMap3", 2D) = "black" {} + + _HeightAmplitude0("Height Scale0", Float) = 1 + _HeightAmplitude1("Height Scale1", Float) = 1 + _HeightAmplitude2("Height Scale2", Float) = 1 + _HeightAmplitude3("Height Scale3", Float) = 1 + + _HeightCenter0("Height Bias0", Float) = 0 + _HeightCenter1("Height Bias1", Float) = 0 + _HeightCenter2("Height Bias2", Float) = 0 + _HeightCenter3("Height Bias3", Float) = 0 + + _DetailMap0("DetailMap0", 2D) = "black" {} + _DetailMap1("DetailMap1", 2D) = "black" {} + _DetailMap2("DetailMap2", 2D) = "black" {} + _DetailMap3("DetailMap3", 2D) = "black" {} + + _DetailMask0("DetailMask0", 2D) = "white" {} + _DetailMask1("DetailMask1", 2D) = "white" {} + _DetailMask2("DetailMask2", 2D) = "white" {} + _DetailMask3("DetailMask3", 2D) = "white" {} + + _DetailAlbedoScale0("_DetailAlbedoScale0", Range(-2.0, 2.0)) = 1 + _DetailAlbedoScale1("_DetailAlbedoScale1", Range(-2.0, 2.0)) = 1 + _DetailAlbedoScale2("_DetailAlbedoScale2", Range(-2.0, 2.0)) = 1 + _DetailAlbedoScale3("_DetailAlbedoScale3", Range(-2.0, 2.0)) = 1 + + _DetailNormalScale0("_DetailNormalScale0", Range(0.0, 2.0)) = 1 + _DetailNormalScale1("_DetailNormalScale1", Range(0.0, 2.0)) = 1 + _DetailNormalScale2("_DetailNormalScale2", Range(0.0, 2.0)) = 1 + _DetailNormalScale3("_DetailNormalScale3", Range(0.0, 2.0)) = 1 + + _DetailSmoothnessScale0("_DetailSmoothnessScale0", Range(-2.0, 2.0)) = 1 + _DetailSmoothnessScale1("_DetailSmoothnessScale1", Range(-2.0, 2.0)) = 1 + _DetailSmoothnessScale2("_DetailSmoothnessScale2", Range(-2.0, 2.0)) = 1 + _DetailSmoothnessScale3("_DetailSmoothnessScale3", Range(-2.0, 2.0)) = 1 + + [Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace0("NormalMap space", Float) = 0 + [Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace1("NormalMap space", Float) = 0 + [Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace2("NormalMap space", Float) = 0 + [Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace3("NormalMap space", Float) = 0 + + // All the following properties exist only in layered lit material + + // Layer blending options + _LayerMaskMap("LayerMaskMap", 2D) = "white" {} + [ToggleOff] _UseHeightBasedBlend("UseHeightBasedBlend", Float) = 0.0 + // Layer blending options V2 + [ToggleOff] _UseDensityMode("Use Density mode", Float) = 0.0 + [ToggleOff] _UseMainLayerInfluence("UseMainLayerInfluence", Float) = 0.0 + + _HeightFactor0("_HeightFactor0", Float) = 1 + _HeightFactor1("_HeightFactor1", Float) = 1 + _HeightFactor2("_HeightFactor2", Float) = 1 + _HeightFactor3("_HeightFactor3", Float) = 1 + + // Store result of combination of _HeightFactor and _HeightAmplitude0 + [HideInInspector] _LayerHeightAmplitude0("_LayerHeightAmplitude0", Float) = 1 + [HideInInspector] _LayerHeightAmplitude1("_LayerHeightAmplitude1", Float) = 1 + [HideInInspector] _LayerHeightAmplitude2("_LayerHeightAmplitude2", Float) = 1 + [HideInInspector] _LayerHeightAmplitude3("_LayerHeightAmplitude3", Float) = 1 + + _HeightCenterOffset0("_HeightCenterOffset0", Float) = 0.0 + _HeightCenterOffset1("_HeightCenterOffset1", Float) = 0.0 + _HeightCenterOffset2("_HeightCenterOffset2", Float) = 0.0 + _HeightCenterOffset3("_HeightCenterOffset3", Float) = 0.0 + + // Store result of combination of _HeightCenterOffset0 and _HeightCenter0 + [HideInInspector] _LayerCenterOffset0("_LayerCenterOffset0", Float) = 0.0 + [HideInInspector] _LayerCenterOffset1("_LayerCenterOffset1", Float) = 0.0 + [HideInInspector] _LayerCenterOffset2("_LayerCenterOffset2", Float) = 0.0 + [HideInInspector] _LayerCenterOffset3("_LayerCenterOffset3", Float) = 0.0 + + _BlendUsingHeight1("_BlendUsingHeight1", Float) = 0.0 + _BlendUsingHeight2("_BlendUsingHeight2", Float) = 0.0 + _BlendUsingHeight3("_BlendUsingHeight3", Float) = 0.0 + + _InheritBaseNormal1("_InheritBaseNormal1", Range(0, 1.0)) = 0.0 + _InheritBaseNormal2("_InheritBaseNormal2", Range(0, 1.0)) = 0.0 + _InheritBaseNormal3("_InheritBaseNormal3", Range(0, 1.0)) = 0.0 + + _InheritBaseHeight1("_InheritBaseHeight1", Range(0, 1.0)) = 0.0 + _InheritBaseHeight2("_InheritBaseHeight2", Range(0, 1.0)) = 0.0 + _InheritBaseHeight3("_InheritBaseHeight3", Range(0, 1.0)) = 0.0 + + _InheritBaseColor1("_InheritBaseColor1", Range(0, 1.0)) = 0.0 + _InheritBaseColor2("_InheritBaseColor2", Range(0, 1.0)) = 0.0 + _InheritBaseColor3("_InheritBaseColor3", Range(0, 1.0)) = 0.0 + + _InheritBaseColorThreshold1("_InheritBaseColorThreshold1", Range(0, 1.0)) = 1.0 + _InheritBaseColorThreshold2("_InheritBaseColorThreshold2", Range(0, 1.0)) = 1.0 + _InheritBaseColorThreshold3("_InheritBaseColorThreshold3", Range(0, 1.0)) = 1.0 + + _MinimumOpacity0("_MinimumOpacity0", Range(0, 1.0)) = 1.0 + _MinimumOpacity1("_MinimumOpacity1", Range(0, 1.0)) = 1.0 + _MinimumOpacity2("_MinimumOpacity2", Range(0, 1.0)) = 1.0 + _MinimumOpacity3("_MinimumOpacity3", Range(0, 1.0)) = 1.0 + + _OpacityAsDensity0("_OpacityAsDensity0", Range(0, 1.0)) = 0.0 + _OpacityAsDensity1("_OpacityAsDensity1", Range(0, 1.0)) = 0.0 + _OpacityAsDensity2("_OpacityAsDensity2", Range(0, 1.0)) = 0.0 + _OpacityAsDensity3("_OpacityAsDensity3", Range(0, 1.0)) = 0.0 + + _LayerTilingBlendMask("_LayerTilingBlendMask", Float) = 1 + _LayerTiling0("_LayerTiling0", Float) = 1 + _LayerTiling1("_LayerTiling1", Float) = 1 + _LayerTiling2("_LayerTiling2", Float) = 1 + _LayerTiling3("_LayerTiling3", Float) = 1 + + [HideInInspector] _LayerCount("_LayerCount", Float) = 2.0 + + [Enum(None, 0, Multiply, 1, Add, 2)] _VertexColorMode("Vertex color mode", Float) = 0 + + [ToggleOff] _ObjectScaleAffectTile("_ObjectScaleAffectTile", Float) = 0.0 + [Enum(UV0, 0, Planar, 4, Triplanar, 5)] _UVBlendMask("UV Set for blendMask", Float) = 0 + _TexWorldScaleBlendMask("Tiling", Float) = 1.0 + + // Following are builtin properties + + _DistortionVectorMap("DistortionVectorMap", 2D) = "black" {} + + // Wind + [ToggleOff] _EnableWind("Enable Wind", Float) = 0.0 + _InitialBend("Initial Bend", float) = 1.0 + _Stiffness("Stiffness", float) = 1.0 + _Drag("Drag", float) = 1.0 + _ShiverDrag("Shiver Drag", float) = 0.2 + _ShiverDirectionality("Shiver Directionality", Range(0.0, 1.0)) = 0.5 + + _EmissiveColor("EmissiveColor", Color) = (0, 0, 0) + _EmissiveColorMap("EmissiveColorMap", 2D) = "white" {} + _EmissiveIntensity("EmissiveIntensity", Float) = 0 + + [ToggleOff] _DistortionEnable("Enable Distortion", Float) = 0.0 + [ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0 + [ToggleOff] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 0.0 + [ToggleOff] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0 + + [ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0 + + _AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + + _HorizonFade("Horizon fade", Range(0.0, 5.0)) = 1.0 + + // Stencil state + [HideInInspector] _StencilRef("_StencilRef", Int) = 2 // StencilBits.Standard + + // Blending state + [HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0 + [HideInInspector] _BlendMode ("__blendmode", Float) = 0.0 + [HideInInspector] _SrcBlend ("__src", Float) = 1.0 + [HideInInspector] _DstBlend ("__dst", Float) = 0.0 + [HideInInspector] _ZWrite ("__zw", Float) = 1.0 + [HideInInspector] _CullMode("__cullmode", Float) = 2.0 + [HideInInspector] _ZTestMode("_ZTestMode", Int) = 8 + + [ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0 + [ToggleOff] _DoubleSidedMirrorEnable("Double sided mirror enable", Float) = 1.0 + [HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0) + + [ToggleOff] _EnablePerPixelDisplacement("Enable per pixel displacement", Float) = 0.0 + _PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5 + _PPDMaxSamples("Max sample for POM", Range(1.0, 64.0)) = 15 + _PPDLodThreshold("Start lod to fade out the POM effect", Range(0.0, 16.0)) = 5 + [Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1 + + // Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor" + // value that exist to identify if the GI emission need to be enabled. + // In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it. + // TODO: Fix the code in legacy unity so we can customize the beahvior for GI + _EmissionColor("Color", Color) = (1, 1, 1) + + // WARNING + // All the following properties that concern the UV mapping are the same as in the Lit shader. + // This means that they will get overridden when synchronizing the various layers. + // To avoid this, make sure that all properties here are in the exclusion list in LayeredLitUI.SynchronizeLayerProperties + _TexWorldScale0("Tiling", Float) = 1.0 + _TexWorldScale1("Tiling", Float) = 1.0 + _TexWorldScale2("Tiling", Float) = 1.0 + _TexWorldScale3("Tiling", Float) = 1.0 + + [Enum(UV0, 0, Planar, 4, Triplanar, 5)] _UVBase0("UV Set for base0", Float) = 0 // no UV1/2/3 for main layer (matching Lit.shader and for PPDisplacement restriction) + [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase1("UV Set for base1", Float) = 0 + [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase2("UV Set for base2", Float) = 0 + [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase3("UV Set for base3", Float) = 0 + + [HideInInspector] _UVMappingMask0("_UVMappingMask0", Color) = (1, 0, 0, 0) + [HideInInspector] _UVMappingMask1("_UVMappingMask1", Color) = (1, 0, 0, 0) + [HideInInspector] _UVMappingMask2("_UVMappingMask2", Color) = (1, 0, 0, 0) + [HideInInspector] _UVMappingMask3("_UVMappingMask3", Color) = (1, 0, 0, 0) + + [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail0("UV Set for detail0", Float) = 0 + [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail1("UV Set for detail1", Float) = 0 + [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail2("UV Set for detail2", Float) = 0 + [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail3("UV Set for detail3", Float) = 0 + + [HideInInspector] _UVDetailsMappingMask0("_UVDetailsMappingMask0", Color) = (1, 0, 0, 0) + [HideInInspector] _UVDetailsMappingMask1("_UVDetailsMappingMask1", Color) = (1, 0, 0, 0) + [HideInInspector] _UVDetailsMappingMask2("_UVDetailsMappingMask2", Color) = (1, 0, 0, 0) + [HideInInspector] _UVDetailsMappingMask3("_UVDetailsMappingMask3", Color) = (1, 0, 0, 0) + + // Tesselation specific + [Enum(Phong, 0, Displacement, 1, DisplacementPhong, 2)] _TessellationMode("Tessellation mode", Float) = 1 + _TessellationFactor("Tessellation Factor", Range(0.0, 15.0)) = 4.0 + _TessellationFactorMinDistance("Tessellation start fading distance", Float) = 20.0 + _TessellationFactorMaxDistance("Tessellation end fading distance", Float) = 50.0 + _TessellationFactorTriangleSize("Tessellation triangle size", Float) = 100.0 + _TessellationShapeFactor("Tessellation shape factor", Range(0.0, 1.0)) = 0.75 // Only use with Phong + _TessellationBackFaceCullEpsilon("Tessellation back face epsilon", Range(-1.0, 0.0)) = -0.25 + [ToggleOff] _TessellationObjectScale("Tessellation object scale", Float) = 0.0 + [ToggleOff] _TessellationTilingScale("Tessellation tiling scale", Float) = 1.0 + // TODO: Handle culling mode for backface culling + } + + HLSLINCLUDE + + #pragma target 5.0 + #pragma only_renderers d3d11 ps4 // TEMP: until we go further in dev + + #pragma shader_feature _ALPHATEST_ON + #pragma shader_feature _DISTORTION_ON + #pragma shader_feature _DEPTHOFFSET_ON + #pragma shader_feature _DOUBLESIDED_ON + #pragma shader_feature _PER_PIXEL_DISPLACEMENT + // Default is _TESSELLATION_PHONG + #pragma shader_feature _ _TESSELLATION_DISPLACEMENT _TESSELLATION_DISPLACEMENT_PHONG + #pragma shader_feature _TESSELLATION_OBJECT_SCALE + #pragma shader_feature _TESSELLATION_TILING_SCALE + + #pragma shader_feature _LAYER_TILING_COUPLED_WITH_UNIFORM_OBJECT_SCALE + #pragma shader_feature _ _LAYER_MAPPING_PLANAR_BLENDMASK _LAYER_MAPPING_TRIPLANAR_BLENDMASK + #pragma shader_feature _ _LAYER_MAPPING_PLANAR0 _LAYER_MAPPING_TRIPLANAR0 + #pragma shader_feature _ _LAYER_MAPPING_PLANAR1 _LAYER_MAPPING_TRIPLANAR1 + #pragma shader_feature _ _LAYER_MAPPING_PLANAR2 _LAYER_MAPPING_TRIPLANAR2 + #pragma shader_feature _ _LAYER_MAPPING_PLANAR3 _LAYER_MAPPING_TRIPLANAR3 + #pragma shader_feature _NORMALMAP_TANGENT_SPACE0 + #pragma shader_feature _NORMALMAP_TANGENT_SPACE1 + #pragma shader_feature _NORMALMAP_TANGENT_SPACE2 + #pragma shader_feature _NORMALMAP_TANGENT_SPACE3 + #pragma shader_feature _ _REQUIRE_UV2 _REQUIRE_UV3 + #pragma shader_feature _EMISSIVE_COLOR + + #pragma shader_feature _NORMALMAP0 + #pragma shader_feature _NORMALMAP1 + #pragma shader_feature _NORMALMAP2 + #pragma shader_feature _NORMALMAP3 + #pragma shader_feature _MASKMAP0 + #pragma shader_feature _MASKMAP1 + #pragma shader_feature _MASKMAP2 + #pragma shader_feature _MASKMAP3 + #pragma shader_feature _SPECULAROCCLUSIONMAP0 + #pragma shader_feature _SPECULAROCCLUSIONMAP1 + #pragma shader_feature _SPECULAROCCLUSIONMAP2 + #pragma shader_feature _SPECULAROCCLUSIONMAP3 + #pragma shader_feature _EMISSIVE_COLOR_MAP + #pragma shader_feature _HEIGHTMAP0 + #pragma shader_feature _HEIGHTMAP1 + #pragma shader_feature _HEIGHTMAP2 + #pragma shader_feature _HEIGHTMAP3 + #pragma shader_feature _DETAIL_MAP0 + #pragma shader_feature _DETAIL_MAP1 + #pragma shader_feature _DETAIL_MAP2 + #pragma shader_feature _DETAIL_MAP3 + #pragma shader_feature _ _LAYER_MASK_VERTEX_COLOR_MUL _LAYER_MASK_VERTEX_COLOR_ADD + #pragma shader_feature _MAIN_LAYER_INFLUENCE_MODE + #pragma shader_feature _DENSITY_MODE + #pragma shader_feature _HEIGHT_BASED_BLEND + #pragma shader_feature _ _LAYEREDLIT_3_LAYERS _LAYEREDLIT_4_LAYERS + #pragma shader_feature _VERTEX_WIND + + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + // enable dithering LOD crossfade + #pragma multi_compile _ LOD_FADE_CROSSFADE + // TODO: We should have this keyword only if VelocityInGBuffer is enable, how to do that ? + //#pragma multi_compile VELOCITYOUTPUT_OFF VELOCITYOUTPUT_ON + + //------------------------------------------------------------------------------------- + // Define + //------------------------------------------------------------------------------------- + + #define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl + #define TESSELLATION_ON + // Use surface gradient normal mapping as it handle correctly triplanar normal mapping and multiple UVSet + #define SURFACE_GRADIENT + + //------------------------------------------------------------------------------------- + // Include + //------------------------------------------------------------------------------------- + + #include "../../../ShaderLibrary/common.hlsl" + #include "../../../ShaderLibrary/Wind.hlsl" + #include "../../../ShaderLibrary/tessellation.hlsl" + #include "../../ShaderConfig.cs.hlsl" + #include "../../ShaderVariables.hlsl" + #include "../../ShaderPass/FragInputs.hlsl" + #include "../../ShaderPass/ShaderPass.cs.hlsl" + + //------------------------------------------------------------------------------------- + // variable declaration + //------------------------------------------------------------------------------------- + + #define _MAX_LAYER 4 + + #if defined(_LAYEREDLIT_4_LAYERS) + # define _LAYER_COUNT 4 + #elif defined(_LAYEREDLIT_3_LAYERS) + # define _LAYER_COUNT 3 + #else + # define _LAYER_COUNT 2 + #endif + + // Explicitely said that we are a layered shader as we share code between lit and layered lit + #define LAYERED_LIT_SHADER + + //------------------------------------------------------------------------------------- + // variable declaration + //------------------------------------------------------------------------------------- + + #include "../../Material/Lit/LitProperties.hlsl" + + // All our shaders use same name for entry point + #pragma vertex Vert + #pragma fragment Frag + + ENDHLSL + + SubShader + { + Tags { "RenderType"="Opaque" "PerformanceChecks"="False" } + LOD 300 + + Pass + { + Name "GBuffer" // Name is not used + Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index + + Cull [_CullMode] + + Stencil + { + Ref [_StencilRef] + Comp Always + Pass Replace + } + + HLSLPROGRAM + + #pragma hull Hull + #pragma domain Domain + + #define SHADERPASS SHADERPASS_GBUFFER + + #include "../../Material/Material.hlsl" + #include "../Lit/ShaderPass/LitSharePass.hlsl" + #include "../Lit/LitData.hlsl" + #include "../../ShaderPass/ShaderPassGBuffer.hlsl" + + ENDHLSL + } + + Pass + { + Name "GBufferDebugDisplay" // Name is not used + Tags{ "LightMode" = "GBufferDebugDisplay" } // This will be only for opaque object based on the RenderQueue index + + Cull [_CullMode] + + Stencil + { + Ref [_StencilRef] + Comp Always + Pass Replace + } + + HLSLPROGRAM + + #pragma hull Hull + #pragma domain Domain + + #define DEBUG_DISPLAY + #define SHADERPASS SHADERPASS_GBUFFER + #include "../../Debug/DebugDisplay.hlsl" + #include "../../Material/Material.hlsl" + #include "../Lit/ShaderPass/LitSharePass.hlsl" + #include "../Lit/LitData.hlsl" + #include "../../ShaderPass/ShaderPassGBuffer.hlsl" + + ENDHLSL + } + + // Extracts information for lightmapping, GI (emission, albedo, ...) + // This pass it not used during regular rendering. + Pass + { + Name "META" + Tags{ "LightMode" = "Meta" } + + Cull Off + + HLSLPROGRAM + + // Lightmap memo + // DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light, + // both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON. + + // No tessellation for Meta pass + #undef TESSELLATION_ON + + #define SHADERPASS SHADERPASS_LIGHT_TRANSPORT + #include "../../Material/Material.hlsl" + #include "../Lit/ShaderPass/LitMetaPass.hlsl" + #include "../Lit/LitData.hlsl" + #include "../../ShaderPass/ShaderPassLightTransport.hlsl" + + ENDHLSL + } + + Pass + { + Name "Motion Vectors" + Tags{ "LightMode" = "MotionVectors" } // Caution, this need to be call like this to setup the correct parameters by C++ (legacy Unity) + + Cull[_CullMode] + + ZWrite Off // TODO: Test Z equal here. + + HLSLPROGRAM + + // TODO: Tesselation can't work with velocity for now... + #pragma hull Hull + #pragma domain Domain + + #define SHADERPASS SHADERPASS_VELOCITY + #include "../../Material/Material.hlsl" + #include "../Lit/ShaderPass/LitVelocityPass.hlsl" + #include "../Lit/LitData.hlsl" + #include "../../ShaderPass/ShaderPassVelocity.hlsl" + + ENDHLSL + } + + Pass + { + Name "ShadowCaster" + Tags{ "LightMode" = "ShadowCaster" } + + Cull[_CullMode] + + ZWrite On + ZTest LEqual + + HLSLPROGRAM + + #pragma hull Hull + #pragma domain Domain + + #define SHADERPASS SHADERPASS_DEPTH_ONLY + #include "../../Material/Material.hlsl" + #include "../Lit/ShaderPass/LitDepthPass.hlsl" + #include "../Lit/LitData.hlsl" + #include "../../ShaderPass/ShaderPassDepthOnly.hlsl" + + ENDHLSL + } + + Pass + { + Name "DepthOnly" + Tags{ "LightMode" = "DepthOnly" } + + Cull[_CullMode] + + ZWrite On + + HLSLPROGRAM + + #pragma hull Hull + #pragma domain Domain + + #define SHADERPASS SHADERPASS_DEPTH_ONLY + #include "../../Material/Material.hlsl" + #include "../Lit/ShaderPass/LitDepthPass.hlsl" + #include "../Lit/LitData.hlsl" + #include "../../ShaderPass/ShaderPassDepthOnly.hlsl" + + ENDHLSL + } + + Pass + { + Name "Distortion" // Name is not used + Tags { "LightMode" = "DistortionVectors" } // This will be only for transparent object based on the RenderQueue index + + Blend One One + ZTest [_ZTestMode] + ZWrite off + Cull [_CullMode] + + HLSLPROGRAM + + #pragma hull Hull + #pragma domain Domain + + #define SHADERPASS SHADERPASS_DISTORTION + #include "../../Material/Material.hlsl" + #include "../Lit/ShaderPass/LitDistortionPass.hlsl" + #include "../Lit/LitData.hlsl" + #include "../../ShaderPass/ShaderPassDistortion.hlsl" + + ENDHLSL + } + + Pass + { + Name "Forward" // Name is not used + Tags{ "LightMode" = "Forward" } // This will be only for transparent object based on the RenderQueue index + + Blend[_SrcBlend][_DstBlend] + ZWrite[_ZWrite] + Cull[_CullMode] + + HLSLPROGRAM + + #pragma hull Hull + #pragma domain Domain + + #define SHADERPASS SHADERPASS_FORWARD + #include "../../Lighting/Forward.hlsl" + // TEMP until pragma work in include + #pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS + + #include "../../Lighting/Lighting.hlsl" + #include "../Lit/ShaderPass/LitSharePass.hlsl" + #include "../Lit/LitData.hlsl" + #include "../../ShaderPass/ShaderPassForward.hlsl" + + ENDHLSL + } + + Pass + { + Name "ForwardDisplayDebug" // Name is not used + Tags{ "LightMode" = "ForwardDisplayDebug" } // This will be only for transparent object based on the RenderQueue index + + Blend[_SrcBlend][_DstBlend] + ZWrite[_ZWrite] + Cull[_CullMode] + + HLSLPROGRAM + + #pragma hull Hull + #pragma domain Domain + + #define DEBUG_DISPLAY + #define SHADERPASS SHADERPASS_FORWARD + #include "../../Debug/DebugDisplay.hlsl" + #include "../../Lighting/Forward.hlsl" + // TEMP until pragma work in include + #pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS + + #include "../../Lighting/Lighting.hlsl" + #include "../Lit/ShaderPass/LitSharePass.hlsl" + #include "../Lit/LitData.hlsl" + #include "../../ShaderPass/ShaderPassForward.hlsl" + + ENDHLSL + } + } + + CustomEditor "Experimental.Rendering.HDPipeline.LayeredLitGUI" +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader.meta new file mode 100644 index 00000000000..b45d9bc3148 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: eab0538d9d5746246806a9611c04ac4d +timeCreated: 1484060873 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit.meta similarity index 79% rename from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit.meta rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit.meta index 199a0338537..bafc8fc20ae 100644 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit.meta +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: bc7a695b2cdc540469c664a11eb502d0 +guid: 0d05f89ce69203543914d745c388e6bb folderAsset: yes timeCreated: 1476653183 licenseType: Pro diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor.meta new file mode 100644 index 00000000000..7cba4110313 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c0d082860d07b474794a0d7ed8825895 +folderAsset: yes +timeCreated: 1479127051 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/BaseLitUI.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/BaseLitUI.cs new file mode 100644 index 00000000000..7274bd498b7 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/BaseLitUI.cs @@ -0,0 +1,352 @@ +using System; +using UnityEngine; +using UnityEngine.Rendering; + +namespace UnityEditor.Experimental.Rendering.HDPipeline +{ + // A Material can be authored from the shader graph or by hand. When written by hand we need to provide an inspector. + // Such a Material will share some properties between it various variant (shader graph variant or hand authored variant). + // This is the purpose of BaseLitGUI. It contain all properties that are common to all Material based on Lit template. + // For the default hand written Lit material see LitUI.cs that contain specific properties for our default implementation. + public abstract class BaseLitGUI : BaseUnlitGUI + { + protected static class StylesBaseLit + { + public static GUIContent doubleSidedMirrorEnableText = new GUIContent("Mirror normal", "This will mirror the normal with vertex normal plane if enabled, else flip the normal"); + public static GUIContent depthOffsetEnableText = new GUIContent("Enable Depth Offset", "EnableDepthOffset on this shader (Use with heightmap)"); + + // Material ID + public static GUIContent materialIDText = new GUIContent("Material type", "Subsurface Scattering: enable for translucent materials such as skin, vegetation, fruit, marble, wax and milk."); + + // Per pixel displacement + public static GUIContent enablePerPixelDisplacementText = new GUIContent("Enable Per Pixel Displacement", ""); + public static GUIContent ppdMinSamplesText = new GUIContent("Minimum samples", "Minimum samples to use with per pixel displacement mapping"); + public static GUIContent ppdMaxSamplesText = new GUIContent("Maximum samples", "Maximum samples to use with per pixel displacement mapping"); + public static GUIContent ppdLodThresholdText = new GUIContent("Fading LOD start", "Starting Lod where the parallax occlusion mapping effect start to disappear"); + + // Tessellation + public static string tessellationModeText = "Tessellation Mode"; + public static readonly string[] tessellationModeNames = Enum.GetNames(typeof(TessellationMode)); + + public static GUIContent tessellationText = new GUIContent("Tessellation options", "Tessellation options"); + public static GUIContent tessellationFactorText = new GUIContent("Tessellation factor", "This value is the tessellation factor use for tessellation, higher mean more tessellated"); + public static GUIContent tessellationFactorMinDistanceText = new GUIContent("Start fade distance", "Distance (in unity unit) at which the tessellation start to fade out. Must be inferior at Max distance"); + public static GUIContent tessellationFactorMaxDistanceText = new GUIContent("End fade distance", "Maximum distance (in unity unit) to the camera where triangle are tessellated"); + public static GUIContent tessellationFactorTriangleSizeText = new GUIContent("Triangle size", "Desired screen space sized of triangle (in pixel). Smaller value mean smaller triangle."); + public static GUIContent tessellationShapeFactorText = new GUIContent("Shape factor", "Strength of Phong tessellation shape (lerp factor)"); + public static GUIContent tessellationBackFaceCullEpsilonText = new GUIContent("Triangle culling Epsilon", "If -1.0 back face culling is enabled for tessellation, higher number mean more aggressive culling and better performance"); + public static GUIContent tessellationObjectScaleText = new GUIContent("Enable object scale", "Tessellation displacement will take into account the object scale - Only work with uniform positive scale"); + public static GUIContent tessellationTilingScaleText = new GUIContent("Enable tiling scale", "Tessellation displacement will take into account the tiling scale - Only work with uniform positive scale"); + + // Wind + public static GUIContent windText = new GUIContent("Enable Wind"); + public static GUIContent windInitialBendText = new GUIContent("Initial Bend"); + public static GUIContent windStiffnessText = new GUIContent("Stiffness"); + public static GUIContent windDragText = new GUIContent("Drag"); + public static GUIContent windShiverDragText = new GUIContent("Shiver Drag"); + public static GUIContent windShiverDirectionalityText = new GUIContent("Shiver Directionality"); + + public static string vertexAnimation = "Vertex Animation"; + } + + public enum TessellationMode + { + Phong, + Displacement, + DisplacementPhong, + } + + protected MaterialProperty doubleSidedMirrorEnable = null; + protected const string kDoubleSidedMirrorEnable = "_DoubleSidedMirrorEnable"; + protected MaterialProperty depthOffsetEnable = null; + protected const string kDepthOffsetEnable = "_DepthOffsetEnable"; + + // Properties + // Material ID + protected MaterialProperty materialID = null; + protected const string kMaterialID = "_MaterialID"; + + // Wind + protected MaterialProperty windEnable = null; + protected const string kWindEnabled = "_EnableWind"; + protected MaterialProperty windInitialBend = null; + protected const string kWindInitialBend = "_InitialBend"; + protected MaterialProperty windStiffness = null; + protected const string kWindStiffness = "_Stiffness"; + protected MaterialProperty windDrag = null; + protected const string kWindDrag = "_Drag"; + protected MaterialProperty windShiverDrag = null; + protected const string kWindShiverDrag = "_ShiverDrag"; + protected MaterialProperty windShiverDirectionality = null; + protected const string kWindShiverDirectionality = "_ShiverDirectionality"; + + // Per pixel displacement params + protected MaterialProperty enablePerPixelDisplacement = null; + protected const string kEnablePerPixelDisplacement = "_EnablePerPixelDisplacement"; + protected MaterialProperty ppdMinSamples = null; + protected const string kPpdMinSamples = "_PPDMinSamples"; + protected MaterialProperty ppdMaxSamples = null; + protected const string kPpdMaxSamples = "_PPDMaxSamples"; + protected MaterialProperty ppdLodThreshold = null; + protected const string kPpdLodThreshold = "_PPDLodThreshold"; + + // tessellation params + protected MaterialProperty tessellationMode = null; + protected const string kTessellationMode = "_TessellationMode"; + protected MaterialProperty tessellationFactor = null; + protected const string kTessellationFactor = "_TessellationFactor"; + protected MaterialProperty tessellationFactorMinDistance = null; + protected const string kTessellationFactorMinDistance = "_TessellationFactorMinDistance"; + protected MaterialProperty tessellationFactorMaxDistance = null; + protected const string kTessellationFactorMaxDistance = "_TessellationFactorMaxDistance"; + protected MaterialProperty tessellationFactorTriangleSize = null; + protected const string kTessellationFactorTriangleSize = "_TessellationFactorTriangleSize"; + protected MaterialProperty tessellationShapeFactor = null; + protected const string kTessellationShapeFactor = "_TessellationShapeFactor"; + protected MaterialProperty tessellationBackFaceCullEpsilon = null; + protected const string kTessellationBackFaceCullEpsilon = "_TessellationBackFaceCullEpsilon"; + protected MaterialProperty tessellationObjectScale = null; + protected const string kTessellationObjectScale = "_TessellationObjectScale"; + protected MaterialProperty tessellationTilingScale = null; + protected const string kTessellationTilingScale = "_TessellationTilingScale"; + + protected override void FindBaseMaterialProperties(MaterialProperty[] props) + { + base.FindBaseMaterialProperties(props); + + doubleSidedMirrorEnable = FindProperty(kDoubleSidedMirrorEnable, props); + depthOffsetEnable = FindProperty(kDepthOffsetEnable, props); + + // MaterialID + materialID = FindProperty(kMaterialID, props, false); + + // Per pixel displacement + enablePerPixelDisplacement = FindProperty(kEnablePerPixelDisplacement, props); + ppdMinSamples = FindProperty(kPpdMinSamples, props); + ppdMaxSamples = FindProperty(kPpdMaxSamples, props); + ppdLodThreshold = FindProperty(kPpdLodThreshold, props); + + // tessellation specific, silent if not found + tessellationMode = FindProperty(kTessellationMode, props, false); + tessellationFactor = FindProperty(kTessellationFactor, props, false); + tessellationFactorMinDistance = FindProperty(kTessellationFactorMinDistance, props, false); + tessellationFactorMaxDistance = FindProperty(kTessellationFactorMaxDistance, props, false); + tessellationFactorTriangleSize = FindProperty(kTessellationFactorTriangleSize, props, false); + tessellationShapeFactor = FindProperty(kTessellationShapeFactor, props, false); + tessellationBackFaceCullEpsilon = FindProperty(kTessellationBackFaceCullEpsilon, props, false); + tessellationObjectScale = FindProperty(kTessellationObjectScale, props, false); + tessellationTilingScale = FindProperty(kTessellationTilingScale, props, false); + + // Wind + windEnable = FindProperty(kWindEnabled, props); + windInitialBend = FindProperty(kWindInitialBend, props); + windStiffness = FindProperty(kWindStiffness, props); + windDrag = FindProperty(kWindDrag, props); + windShiverDrag = FindProperty(kWindShiverDrag, props); + windShiverDirectionality = FindProperty(kWindShiverDirectionality, props); + } + + void TessellationModePopup() + { + EditorGUI.showMixedValue = tessellationMode.hasMixedValue; + var mode = (TessellationMode)tessellationMode.floatValue; + + EditorGUI.BeginChangeCheck(); + mode = (TessellationMode)EditorGUILayout.Popup(StylesBaseLit.tessellationModeText, (int)mode, StylesBaseLit.tessellationModeNames); + if (EditorGUI.EndChangeCheck()) + { + m_MaterialEditor.RegisterPropertyChangeUndo("Tessellation Mode"); + tessellationMode.floatValue = (float)mode; + } + + EditorGUI.showMixedValue = false; + } + + protected override void BaseMaterialPropertiesGUI() + { + base.BaseMaterialPropertiesGUI(); + + // This follow double sided option + if (doubleSidedEnable.floatValue > 0.0f) + { + EditorGUI.indentLevel++; + m_MaterialEditor.ShaderProperty(doubleSidedMirrorEnable, StylesBaseLit.doubleSidedMirrorEnableText); + EditorGUI.indentLevel--; + } + + if (materialID != null) + m_MaterialEditor.ShaderProperty(materialID, StylesBaseLit.materialIDText); + + m_MaterialEditor.ShaderProperty(enablePerPixelDisplacement, StylesBaseLit.enablePerPixelDisplacementText); + if (enablePerPixelDisplacement.floatValue > 0.0f) + { + EditorGUI.indentLevel++; + m_MaterialEditor.ShaderProperty(ppdMinSamples, StylesBaseLit.ppdMinSamplesText); + m_MaterialEditor.ShaderProperty(ppdMaxSamples, StylesBaseLit.ppdMaxSamplesText); + ppdMinSamples.floatValue = Mathf.Min(ppdMinSamples.floatValue, ppdMaxSamples.floatValue); + m_MaterialEditor.ShaderProperty(ppdLodThreshold, StylesBaseLit.ppdLodThresholdText); + m_MaterialEditor.ShaderProperty(depthOffsetEnable, StylesBaseLit.depthOffsetEnableText); + EditorGUI.indentLevel--; + } + + EditorGUI.indentLevel--; + + // Display tessellation option if it exist + if (tessellationMode != null) + { + GUILayout.Label(StylesBaseLit.tessellationText, EditorStyles.boldLabel); + EditorGUI.indentLevel++; + TessellationModePopup(); + m_MaterialEditor.ShaderProperty(tessellationFactor, StylesBaseLit.tessellationFactorText); + m_MaterialEditor.ShaderProperty(tessellationFactorMinDistance, StylesBaseLit.tessellationFactorMinDistanceText); + m_MaterialEditor.ShaderProperty(tessellationFactorMaxDistance, StylesBaseLit.tessellationFactorMaxDistanceText); + // clamp min distance to be below max distance + tessellationFactorMinDistance.floatValue = Math.Min(tessellationFactorMaxDistance.floatValue, tessellationFactorMinDistance.floatValue); + m_MaterialEditor.ShaderProperty(tessellationFactorTriangleSize, StylesBaseLit.tessellationFactorTriangleSizeText); + if ((TessellationMode)tessellationMode.floatValue == TessellationMode.Phong || + (TessellationMode)tessellationMode.floatValue == TessellationMode.DisplacementPhong) + { + m_MaterialEditor.ShaderProperty(tessellationShapeFactor, StylesBaseLit.tessellationShapeFactorText); + } + if (doubleSidedEnable.floatValue == 0.0) + { + m_MaterialEditor.ShaderProperty(tessellationBackFaceCullEpsilon, StylesBaseLit.tessellationBackFaceCullEpsilonText); + } + m_MaterialEditor.ShaderProperty(tessellationObjectScale, StylesBaseLit.tessellationObjectScaleText); + m_MaterialEditor.ShaderProperty(tessellationTilingScale, StylesBaseLit.tessellationTilingScaleText); + EditorGUI.indentLevel--; + } + } + + protected override void VertexAnimationPropertiesGUI() + { + GUILayout.Label(StylesBaseLit.vertexAnimation, EditorStyles.boldLabel); + + EditorGUI.indentLevel++; + + m_MaterialEditor.ShaderProperty(windEnable, StylesBaseLit.windText); + if (!windEnable.hasMixedValue && windEnable.floatValue > 0.0f) + { + EditorGUI.indentLevel++; + m_MaterialEditor.ShaderProperty(windInitialBend, StylesBaseLit.windInitialBendText); + m_MaterialEditor.ShaderProperty(windStiffness, StylesBaseLit.windStiffnessText); + m_MaterialEditor.ShaderProperty(windDrag, StylesBaseLit.windDragText); + m_MaterialEditor.ShaderProperty(windShiverDrag, StylesBaseLit.windShiverDragText); + m_MaterialEditor.ShaderProperty(windShiverDirectionality, StylesBaseLit.windShiverDirectionalityText); + EditorGUI.indentLevel--; + } + + EditorGUI.indentLevel--; + } + + // All Setup Keyword functions must be static. It allow to create script to automatically update the shaders with a script if ocde change + static public void SetupBaseLitKeywords(Material material) + { + SetupBaseUnlitKeywords(material); + + bool doubleSidedEnable = material.GetFloat(kDoubleSidedEnable) > 0.0f; + bool doubleSidedMirrorEnable = material.GetFloat(kDoubleSidedMirrorEnable) > 0.0f; + + if (doubleSidedEnable) + { + if (doubleSidedMirrorEnable) + { + // Mirror mode (in tangent space) + material.SetVector("_DoubleSidedConstants", new Vector4(1.0f, 1.0f, -1.0f, 0.0f)); + } + else + { + // Flip mode (in tangent space) + material.SetVector("_DoubleSidedConstants", new Vector4(-1.0f, -1.0f, -1.0f, 0.0f)); + } + } + + bool depthOffsetEnable = material.GetFloat(kDepthOffsetEnable) > 0.0f; + SetKeyword(material, "_DEPTHOFFSET_ON", depthOffsetEnable); + + int stencilRef = (int)UnityEngine.Experimental.Rendering.HDPipeline.StencilBits.Standard; // See 'StencilBits'. + if (material.HasProperty(kMaterialID)) + { + int materialID = (int)material.GetFloat(kMaterialID); + + switch (materialID) + { + case (int)UnityEngine.Experimental.Rendering.HDPipeline.Lit.MaterialId.LitSSS: + stencilRef = (int)UnityEngine.Experimental.Rendering.HDPipeline.StencilBits.SSS; + break; + case (int)UnityEngine.Experimental.Rendering.HDPipeline.Lit.MaterialId.LitStandard: + stencilRef = (int)UnityEngine.Experimental.Rendering.HDPipeline.StencilBits.Standard; + break; + default: + stencilRef = 1 + materialID; + break; + } + } + material.SetInt("_StencilRef", stencilRef); + + bool enablePerPixelDisplacement = material.GetFloat(kEnablePerPixelDisplacement) > 0.0f; + SetKeyword(material, "_PER_PIXEL_DISPLACEMENT", enablePerPixelDisplacement); + + if (material.HasProperty(kTessellationMode)) + { + TessellationMode tessMode = (TessellationMode)material.GetFloat(kTessellationMode); + + if (tessMode == TessellationMode.Phong) + { + material.DisableKeyword("_TESSELLATION_DISPLACEMENT"); + material.DisableKeyword("_TESSELLATION_DISPLACEMENT_PHONG"); + } + else if (tessMode == TessellationMode.Displacement) + { + material.EnableKeyword("_TESSELLATION_DISPLACEMENT"); + material.DisableKeyword("_TESSELLATION_DISPLACEMENT_PHONG"); + } + else + { + material.DisableKeyword("_TESSELLATION_DISPLACEMENT"); + material.EnableKeyword("_TESSELLATION_DISPLACEMENT_PHONG"); + } + + bool tessellationObjectScaleEnable = material.GetFloat(kTessellationObjectScale) > 0.0; + SetKeyword(material, "_TESSELLATION_OBJECT_SCALE", tessellationObjectScaleEnable); + + bool tessellationTilingScaleEnable = material.GetFloat(kTessellationTilingScale) > 0.0; + SetKeyword(material, "_TESSELLATION_TILING_SCALE", tessellationTilingScaleEnable); + } + + bool windEnabled = material.GetFloat(kWindEnabled) > 0.0f; + SetKeyword(material, "_VERTEX_WIND", windEnabled); + } + + static public void SetupBaseLitMaterialPass(Material material) + { + bool distortionEnable = material.GetFloat(kDistortionEnable) > 0.0f; + bool distortionOnly = material.GetFloat(kDistortionOnly) > 0.0f; + + if (distortionEnable && distortionOnly) + { + // Disable all passes except distortion (setup in BaseUnlitUI.cs) and debug passes (to visualize distortion) + material.SetShaderPassEnabled("GBuffer", false); + material.SetShaderPassEnabled("GBufferDisplayDebug", true); + material.SetShaderPassEnabled("Meta", false); + material.SetShaderPassEnabled("ShadowCaster", false); + material.SetShaderPassEnabled("DepthOnly", false); + material.SetShaderPassEnabled("MotionVectors", false); + material.SetShaderPassEnabled("Forward", false); + material.SetShaderPassEnabled("ForwardDisplayDebug", true); + } + else + { + // Enable all passes except distortion (setup in BaseUnlitUI.cs) + material.SetShaderPassEnabled("GBuffer", true); + material.SetShaderPassEnabled("GBufferDisplayDebug", true); + material.SetShaderPassEnabled("Meta", true); + material.SetShaderPassEnabled("ShadowCaster", true); + material.SetShaderPassEnabled("DepthOnly", true); + material.SetShaderPassEnabled("MotionVectors", true); + material.SetShaderPassEnabled("Forward", true); + material.SetShaderPassEnabled("ForwardDisplayDebug", true); + } + } + } +} // namespace UnityEditor diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/BaseLitUI.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/BaseLitUI.cs.meta new file mode 100644 index 00000000000..3e63e3f6780 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/BaseLitUI.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d35c4b8ec5d49e4438d0b0ba2655c495 +timeCreated: 1480349253 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs new file mode 100644 index 00000000000..39ee465f336 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs @@ -0,0 +1,467 @@ +using System; +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.Experimental.Rendering; +using UnityEngine.Experimental.Rendering.HDPipeline; + +namespace UnityEditor.Experimental.Rendering.HDPipeline +{ + class LitGUI : BaseLitGUI + { + protected static class Styles + { + public static string InputsText = "Inputs"; + + public static GUIContent baseColorText = new GUIContent("Base Color + Opacity", "Albedo (RGB) and Opacity (A)"); + public static GUIContent baseColorSmoothnessText = new GUIContent("Base Color + Smoothness", "Albedo (RGB) and Smoothness (A)"); + + public static GUIContent smoothnessMapChannelText = new GUIContent("Smoothness Source", "Smoothness texture and channel"); + public static GUIContent metallicText = new GUIContent("Metallic", "Metallic scale factor"); + public static GUIContent smoothnessText = new GUIContent("Smoothness", "Smoothness scale factor"); + public static GUIContent maskMapESText = new GUIContent("Mask Map - M(R), AO(G), E(B), S(A)", "Mask map"); + public static GUIContent maskMapSText = new GUIContent("Mask Map - M(R), AO(G), S(A)", "Mask map"); + + public static GUIContent normalMapSpaceText = new GUIContent("Normal/Tangent Map space", ""); + public static GUIContent normalMapText = new GUIContent("Normal Map", "Normal Map (BC7/BC5/DXT5(nm))"); + public static GUIContent specularOcclusionMapText = new GUIContent("Specular Occlusion Map (RGBA)", "Specular Occlusion Map"); + public static GUIContent horizonFadeText = new GUIContent("Horizon Fade (Spec occlusion)", "horizon fade is use to control specular occlusion"); + + public static GUIContent heightMapText = new GUIContent("Height Map (R)", "Height Map"); + public static GUIContent heightMapAmplitudeText = new GUIContent("Height Map Amplitude", "Height Map amplitude in world units."); + public static GUIContent heightMapCenterText = new GUIContent("Height Map Center", "Center of the heightmap in the texture (between 0 and 1)"); + + public static GUIContent tangentMapText = new GUIContent("Tangent Map", "Tangent Map (BC5) - DXT5 for test"); + public static GUIContent anisotropyText = new GUIContent("Anisotropy", "Anisotropy scale factor"); + public static GUIContent anisotropyMapText = new GUIContent("Anisotropy Map (B)", "Anisotropy"); + + public static string textureControlText = "Input textures control"; + public static GUIContent UVBaseMappingText = new GUIContent("Base UV mapping", ""); + public static GUIContent texWorldScaleText = new GUIContent("World scale", "Tiling factor applied to Planar/Trilinear mapping"); + + // Details + public static string detailText = "Inputs Detail"; + public static GUIContent UVDetailMappingText = new GUIContent("Detail UV mapping", ""); + public static GUIContent detailMapNormalText = new GUIContent("Detail Map A(R) Ny(G) S(B) Nx(A)", "Detail Map"); + public static GUIContent detailMaskText = new GUIContent("Detail Mask (G)", "Mask for detailMap"); + public static GUIContent detailAlbedoScaleText = new GUIContent("Detail AlbedoScale", "Detail Albedo Scale factor"); + public static GUIContent detailNormalScaleText = new GUIContent("Detail NormalScale", "Normal Scale factor"); + public static GUIContent detailSmoothnessScaleText = new GUIContent("Detail SmoothnessScale", "Smoothness Scale factor"); + + // Subsurface + public static GUIContent subsurfaceProfileText = new GUIContent("Subsurface profile", "A profile determines the shape of the blur filter."); + public static GUIContent subsurfaceRadiusText = new GUIContent("Subsurface radius", "Determines the range of the blur."); + public static GUIContent subsurfaceRadiusMapText = new GUIContent("Subsurface radius map", "Determines the range of the blur."); + public static GUIContent thicknessText = new GUIContent("Thickness", "If subsurface scattering is enabled, low values allow some light to be transmitted through the object."); + public static GUIContent thicknessMapText = new GUIContent("Thickness map", "If subsurface scattering is enabled, low values allow some light to be transmitted through the object."); + + // Specular color + public static GUIContent specularColorText = new GUIContent("Specular Color", "Specular color (RGB)"); + + // Emissive + public static string lightingText = "Inputs Lighting"; + public static GUIContent emissiveText = new GUIContent("Emissive Color", "Emissive"); + public static GUIContent emissiveIntensityText = new GUIContent("Emissive Intensity", "Emissive"); + public static GUIContent emissiveColorModeText = new GUIContent("Emissive Color Usage", "Use emissive color or emissive mask"); + + public static GUIContent normalMapSpaceWarning = new GUIContent("Object space normal can't be use with triplanar mapping."); + } + + public enum UVBaseMapping + { + UV0, + Planar, + Triplanar + } + + public enum NormalMapSpace + { + TangentSpace, + ObjectSpace, + } + + public enum HeightmapMode + { + Parallax, + Displacement, + } + + public enum UVDetailMapping + { + UV0, + UV1, + UV2, + UV3 + } + + public enum EmissiveColorMode + { + UseEmissiveColor, + UseEmissiveMask, + } + + public enum MaterialIDType + { + Standard = 0, + SubsurfaceScattering = 1, + SpecularColor = 2 + } + + protected MaterialProperty UVBase = null; + protected const string kUVBase = "_UVBase"; + protected MaterialProperty TexWorldScale = null; + protected const string kTexWorldScale = "_TexWorldScale"; + protected MaterialProperty UVMappingMask = null; + protected const string kUVMappingMask = "_UVMappingMask"; + + protected MaterialProperty baseColor = null; + protected const string kBaseColor = "_BaseColor"; + protected MaterialProperty baseColorMap = null; + protected const string kBaseColorMap = "_BaseColorMap"; + protected MaterialProperty metallic = null; + protected const string kMetallic = "_Metallic"; + protected MaterialProperty smoothness = null; + protected const string kSmoothness = "_Smoothness"; + protected MaterialProperty maskMap = null; + protected const string kMaskMap = "_MaskMap"; + protected MaterialProperty specularOcclusionMap = null; + protected const string kSpecularOcclusionMap = "_SpecularOcclusionMap"; + protected MaterialProperty horizonFade = null; + protected const string kHorizonFade = "_HorizonFade"; + protected MaterialProperty normalMap = null; + protected const string kNormalMap = "_NormalMap"; + protected MaterialProperty normalScale = null; + protected const string kNormalScale = "_NormalScale"; + protected MaterialProperty normalMapSpace = null; + protected const string kNormalMapSpace = "_NormalMapSpace"; + protected MaterialProperty heightMap = null; + protected const string kHeightMap = "_HeightMap"; + protected MaterialProperty heightAmplitude = null; + protected const string kHeightAmplitude = "_HeightAmplitude"; + protected MaterialProperty heightCenter = null; + protected const string kHeightCenter = "_HeightCenter"; + protected MaterialProperty tangentMap = null; + protected const string kTangentMap = "_TangentMap"; + protected MaterialProperty anisotropy = null; + protected const string kAnisotropy = "_Anisotropy"; + protected MaterialProperty anisotropyMap = null; + protected const string kAnisotropyMap = "_AnisotropyMap"; + protected MaterialProperty specularColor = null; + protected const string kSpecularColor = "_SpecularColor"; + protected MaterialProperty specularColorMap = null; + protected const string kSpecularColorMap = "_SpecularColorMap"; + + protected MaterialProperty UVDetail = null; + protected const string kUVDetail = "_UVDetail"; + protected MaterialProperty UVDetailsMappingMask = null; + protected const string kUVDetailsMappingMask = "_UVDetailsMappingMask"; + protected MaterialProperty detailMap = null; + protected const string kDetailMap = "_DetailMap"; + protected MaterialProperty detailMask = null; + protected const string kDetailMask = "_DetailMask"; + protected MaterialProperty detailAlbedoScale = null; + protected const string kDetailAlbedoScale = "_DetailAlbedoScale"; + protected MaterialProperty detailNormalScale = null; + protected const string kDetailNormalScale = "_DetailNormalScale"; + protected MaterialProperty detailSmoothnessScale = null; + protected const string kDetailSmoothnessScale = "_DetailSmoothnessScale"; + + protected SubsurfaceScatteringProfile subsurfaceProfile = null; + protected MaterialProperty subsurfaceProfileID = null; + protected const string kSubsurfaceProfileID = "_SubsurfaceProfile"; + protected MaterialProperty subsurfaceRadius = null; + protected const string kSubsurfaceRadius = "_SubsurfaceRadius"; + protected MaterialProperty subsurfaceRadiusMap = null; + protected const string kSubsurfaceRadiusMap = "_SubsurfaceRadiusMap"; + protected MaterialProperty thickness = null; + protected const string kThickness = "_Thickness"; + protected MaterialProperty thicknessMap = null; + protected const string kThicknessMap = "_ThicknessMap"; + + protected MaterialProperty emissiveColorMode = null; + protected const string kEmissiveColorMode = "_EmissiveColorMode"; + protected MaterialProperty emissiveColor = null; + protected const string kEmissiveColor = "_EmissiveColor"; + protected MaterialProperty emissiveColorMap = null; + protected const string kEmissiveColorMap = "_EmissiveColorMap"; + protected MaterialProperty emissiveIntensity = null; + protected const string kEmissiveIntensity = "_EmissiveIntensity"; + + protected override void FindMaterialProperties(MaterialProperty[] props) + { + UVBase = FindProperty(kUVBase, props); + TexWorldScale = FindProperty(kTexWorldScale, props); + UVMappingMask = FindProperty(kUVMappingMask, props); + + baseColor = FindProperty(kBaseColor, props); + baseColorMap = FindProperty(kBaseColorMap, props); + metallic = FindProperty(kMetallic, props); + smoothness = FindProperty(kSmoothness, props); + maskMap = FindProperty(kMaskMap, props); + specularOcclusionMap = FindProperty(kSpecularOcclusionMap, props); + horizonFade = FindProperty(kHorizonFade, props); + normalMap = FindProperty(kNormalMap, props); + normalScale = FindProperty(kNormalScale, props); + normalMapSpace = FindProperty(kNormalMapSpace, props); + heightMap = FindProperty(kHeightMap, props); + heightAmplitude = FindProperty(kHeightAmplitude, props); + heightCenter = FindProperty(kHeightCenter, props); + tangentMap = FindProperty(kTangentMap, props); + anisotropy = FindProperty(kAnisotropy, props); + anisotropyMap = FindProperty(kAnisotropyMap, props); + specularColor = FindProperty(kSpecularColor, props); + specularColorMap = FindProperty(kSpecularColorMap, props); + + // Details + UVDetail = FindProperty(kUVDetail, props); + UVDetailsMappingMask = FindProperty(kUVDetailsMappingMask, props); + detailMap = FindProperty(kDetailMap, props); + detailMask = FindProperty(kDetailMask, props); + detailAlbedoScale = FindProperty(kDetailAlbedoScale, props); + detailNormalScale = FindProperty(kDetailNormalScale, props); + detailSmoothnessScale = FindProperty(kDetailSmoothnessScale, props); + + // Sub surface + subsurfaceProfileID = FindProperty(kSubsurfaceProfileID, props); + subsurfaceRadius = FindProperty(kSubsurfaceRadius, props); + subsurfaceRadiusMap = FindProperty(kSubsurfaceRadiusMap, props); + thickness = FindProperty(kThickness, props); + thicknessMap = FindProperty(kThicknessMap, props); + + // Emissive + emissiveColorMode = FindProperty(kEmissiveColorMode, props); + emissiveColor = FindProperty(kEmissiveColor, props); + emissiveColorMap = FindProperty(kEmissiveColorMap, props); + emissiveIntensity = FindProperty(kEmissiveIntensity, props); + } + + protected void ShaderSSSInputGUI(Material material) + { + HDRenderPipelineInstance hdPipeline = RenderPipelineManager.currentPipeline as HDRenderPipelineInstance; + + if (subsurfaceProfile == null) + { + // Attempt to load the profile from the SSS Settings. + int profileID = (int)subsurfaceProfileID.floatValue; + + if (0 <= profileID && profileID < hdPipeline.sssSettings.profiles.Length && + hdPipeline.sssSettings.profiles[profileID] != null) + { + // This is a valid profile ID. + subsurfaceProfile = hdPipeline.sssSettings.profiles[profileID]; + + // Refresh the ID of the profile. + hdPipeline.sssSettings.OnValidate(); + } + } + + subsurfaceProfile = EditorGUILayout.ObjectField(Styles.subsurfaceProfileText, subsurfaceProfile, typeof(SubsurfaceScatteringProfile), false) as SubsurfaceScatteringProfile; + + bool validProfile = false; + + // Set the profile ID. + if (subsurfaceProfile != null) + { + // Load the profile from the GUI field. + int profileID = subsurfaceProfile.settingsIndex; + + if (0 <= profileID && profileID < hdPipeline.sssSettings.profiles.Length) + { + validProfile = true; + material.SetInt("_SubsurfaceProfile", profileID); + } + else + { + subsurfaceProfile = null; + Debug.LogError("The SSS Profile assigned to the material has an invalid index. First, add the Profile to the SSS Settings, and then reassign it to the material."); + } + } + + if (!validProfile) + { + // Disable SSS for this object. + material.SetInt("_SubsurfaceProfile", SubsurfaceScatteringSettings.neutralProfileID); + } + + m_MaterialEditor.ShaderProperty(subsurfaceRadius, Styles.subsurfaceRadiusText); + m_MaterialEditor.TexturePropertySingleLine(Styles.subsurfaceRadiusMapText, subsurfaceRadiusMap); + m_MaterialEditor.ShaderProperty(thickness, Styles.thicknessText); + m_MaterialEditor.TexturePropertySingleLine(Styles.thicknessMapText, thicknessMap); + } + + protected void ShaderStandardInputGUI() + { + m_MaterialEditor.TexturePropertySingleLine(Styles.tangentMapText, tangentMap); + m_MaterialEditor.ShaderProperty(anisotropy, Styles.anisotropyText); + m_MaterialEditor.TexturePropertySingleLine(Styles.anisotropyMapText, anisotropyMap); + } + + protected override void MaterialPropertiesGUI(Material material) + { + bool useEmissiveMask = (EmissiveColorMode)emissiveColorMode.floatValue == EmissiveColorMode.UseEmissiveMask; + + GUILayout.Label(Styles.InputsText, EditorStyles.boldLabel); + + EditorGUI.indentLevel++; + + m_MaterialEditor.TexturePropertySingleLine(Styles.baseColorText, baseColorMap, baseColor); + m_MaterialEditor.ShaderProperty(metallic, Styles.metallicText); + m_MaterialEditor.ShaderProperty(smoothness, Styles.smoothnessText); + + if (useEmissiveMask) + m_MaterialEditor.TexturePropertySingleLine(Styles.maskMapESText, maskMap); + else + m_MaterialEditor.TexturePropertySingleLine(Styles.maskMapSText, maskMap); + + m_MaterialEditor.TexturePropertySingleLine(Styles.specularOcclusionMapText, specularOcclusionMap); + m_MaterialEditor.ShaderProperty(horizonFade, Styles.horizonFadeText); + + m_MaterialEditor.ShaderProperty(normalMapSpace, Styles.normalMapSpaceText); + + // Triplanar only work with tangent space normal + if ((NormalMapSpace)normalMapSpace.floatValue == NormalMapSpace.ObjectSpace && ((UVBaseMapping)UVBase.floatValue == UVBaseMapping.Triplanar)) + { + EditorGUILayout.HelpBox(Styles.normalMapSpaceWarning.text, MessageType.Error); + } + + m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, normalMap, normalScale); + + m_MaterialEditor.TexturePropertySingleLine(Styles.heightMapText, heightMap); + if (!heightMap.hasMixedValue && heightMap.textureValue != null) + { + EditorGUI.indentLevel++; + m_MaterialEditor.ShaderProperty(heightAmplitude, Styles.heightMapAmplitudeText); + heightAmplitude.floatValue = Math.Max(0.0f, heightAmplitude.floatValue); // Must be positive + m_MaterialEditor.ShaderProperty(heightCenter, Styles.heightMapCenterText); + EditorGUI.showMixedValue = false; + EditorGUI.indentLevel--; + } + + if ((MaterialIDType)materialID.floatValue == MaterialIDType.Standard) + { + ShaderStandardInputGUI(); + } + else if ((MaterialIDType)materialID.floatValue == MaterialIDType.SubsurfaceScattering) + { + ShaderSSSInputGUI(material); + } + else if ((MaterialIDType)materialID.floatValue == MaterialIDType.SpecularColor) + { + m_MaterialEditor.TexturePropertySingleLine(Styles.specularColorText, specularColorMap, specularColor); + } + + EditorGUILayout.Space(); + GUILayout.Label(" " + Styles.textureControlText, EditorStyles.label); + m_MaterialEditor.ShaderProperty(UVBase, Styles.UVBaseMappingText); + // UVSet0 is always set, planar and triplanar will override it. + UVMappingMask.colorValue = new Color(1.0f, 0.0f, 0.0f, 0.0f); // This is override in the shader anyway but just in case. + if (((UVBaseMapping)UVBase.floatValue == UVBaseMapping.Planar) || ((UVBaseMapping)UVBase.floatValue == UVBaseMapping.Triplanar)) + { + m_MaterialEditor.ShaderProperty(TexWorldScale, Styles.texWorldScaleText); + } + m_MaterialEditor.TextureScaleOffsetProperty(baseColorMap); + + EditorGUILayout.Space(); + GUILayout.Label(Styles.detailText, EditorStyles.boldLabel); + + m_MaterialEditor.TexturePropertySingleLine(Styles.detailMaskText, detailMask); + m_MaterialEditor.TexturePropertySingleLine(Styles.detailMapNormalText, detailMap); + + EditorGUI.indentLevel++; + // When Planar or Triplanar is enable the UVDetail use the same mode, so we disable the choice on UVDetail + if ((UVBaseMapping)UVBase.floatValue == UVBaseMapping.UV0) + { + m_MaterialEditor.ShaderProperty(UVDetail, Styles.UVDetailMappingText); + } + else if ((UVBaseMapping)UVBase.floatValue == UVBaseMapping.Planar) + { + GUILayout.Label(" " + Styles.UVDetailMappingText.text + ": Planar"); + } + else if ((UVBaseMapping)UVBase.floatValue == UVBaseMapping.Triplanar) + { + GUILayout.Label(" " + Styles.UVDetailMappingText.text + ": Triplanar"); + } + + // Setup the UVSet for detail, if planar/triplanar is use for base, it will override the mapping of detail (See shader code) + float X, Y, Z, W; + X = ((UVDetailMapping)UVDetail.floatValue == UVDetailMapping.UV0) ? 1.0f : 0.0f; + Y = ((UVDetailMapping)UVDetail.floatValue == UVDetailMapping.UV1) ? 1.0f : 0.0f; + Z = ((UVDetailMapping)UVDetail.floatValue == UVDetailMapping.UV2) ? 1.0f : 0.0f; + W = ((UVDetailMapping)UVDetail.floatValue == UVDetailMapping.UV3) ? 1.0f : 0.0f; + UVDetailsMappingMask.colorValue = new Color(X, Y, Z, W); + + m_MaterialEditor.TextureScaleOffsetProperty(detailMap); + m_MaterialEditor.ShaderProperty(detailAlbedoScale, Styles.detailAlbedoScaleText); + m_MaterialEditor.ShaderProperty(detailNormalScale, Styles.detailNormalScaleText); + m_MaterialEditor.ShaderProperty(detailSmoothnessScale, Styles.detailSmoothnessScaleText); + EditorGUI.indentLevel--; + + EditorGUILayout.Space(); + GUILayout.Label(Styles.lightingText, EditorStyles.boldLabel); + m_MaterialEditor.ShaderProperty(emissiveColorMode, Styles.emissiveColorModeText); + + if (!useEmissiveMask) + { + m_MaterialEditor.TexturePropertySingleLine(Styles.emissiveText, emissiveColorMap, emissiveColor); + } + + m_MaterialEditor.ShaderProperty(emissiveIntensity, Styles.emissiveIntensityText); + + // The parent Base.ShaderPropertiesGUI will call DoEmissionArea + } + + protected override bool ShouldEmissionBeEnabled(Material mat) + { + return mat.GetFloat(kEmissiveIntensity) > 0.0f; + } + + protected override void SetupMaterialKeywordsAndPassInternal(Material material) + { + SetupMaterialKeywordsAndPass(material); + } + + // All Setup Keyword functions must be static. It allow to create script to automatically update the shaders with a script if code change + static public void SetupMaterialKeywordsAndPass(Material material) + { + SetupBaseLitKeywords(material); + SetupBaseLitMaterialPass(material); + + // Note: keywords must be based on Material value not on MaterialProperty due to multi-edit & material animation + // (MaterialProperty value might come from renderer material property block) + SetKeyword(material, "_MAPPING_PLANAR", ((UVBaseMapping)material.GetFloat(kUVBase)) == UVBaseMapping.Planar); + SetKeyword(material, "_MAPPING_TRIPLANAR", ((UVBaseMapping)material.GetFloat(kUVBase)) == UVBaseMapping.Triplanar); + SetKeyword(material, "_NORMALMAP_TANGENT_SPACE", ((NormalMapSpace)material.GetFloat(kNormalMapSpace)) == NormalMapSpace.TangentSpace); + SetKeyword(material, "_EMISSIVE_COLOR", ((EmissiveColorMode)material.GetFloat(kEmissiveColorMode)) == EmissiveColorMode.UseEmissiveColor); + + SetKeyword(material, "_NORMALMAP", material.GetTexture(kNormalMap) || material.GetTexture(kDetailMap)); // With details map, we always use a normal map and Unity provide a default (0, 0, 1) normal map for ir + SetKeyword(material, "_MASKMAP", material.GetTexture(kMaskMap)); + SetKeyword(material, "_SPECULAROCCLUSIONMAP", material.GetTexture(kSpecularOcclusionMap)); + SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap)); + SetKeyword(material, "_HEIGHTMAP", material.GetTexture(kHeightMap)); + SetKeyword(material, "_TANGENTMAP", material.GetTexture(kTangentMap)); + SetKeyword(material, "_ANISOTROPYMAP", material.GetTexture(kAnisotropyMap)); + SetKeyword(material, "_DETAIL_MAP", material.GetTexture(kDetailMap)); + SetKeyword(material, "_SUBSURFACE_RADIUS_MAP", material.GetTexture(kSubsurfaceRadiusMap)); + SetKeyword(material, "_THICKNESSMAP", material.GetTexture(kThicknessMap)); + SetKeyword(material, "_SPECULARCOLORMAP", material.GetTexture(kSpecularColorMap)); + + bool needUV2 = (UVDetailMapping)material.GetFloat(kUVDetail) == UVDetailMapping.UV2 && (UVBaseMapping)material.GetFloat(kUVBase) == UVBaseMapping.UV0; + bool needUV3 = (UVDetailMapping)material.GetFloat(kUVDetail) == UVDetailMapping.UV3 && (UVBaseMapping)material.GetFloat(kUVBase) == UVBaseMapping.UV0; + + if (needUV3) + { + material.DisableKeyword("_REQUIRE_UV2"); + material.EnableKeyword("_REQUIRE_UV3"); + } + else if (needUV2) + { + material.EnableKeyword("_REQUIRE_UV2"); + material.DisableKeyword("_REQUIRE_UV3"); + } + else + { + material.DisableKeyword("_REQUIRE_UV2"); + material.DisableKeyword("_REQUIRE_UV3"); + } + } + } +} // namespace UnityEditor diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitUI.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs.meta similarity index 100% rename from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitUI.cs.meta rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs.meta diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/StandardSpecularToHDLitMaterialUpgrader.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/StandardSpecularToHDLitMaterialUpgrader.cs new file mode 100644 index 00000000000..94359c0df11 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/StandardSpecularToHDLitMaterialUpgrader.cs @@ -0,0 +1,68 @@ +using NUnit.Framework; +using UnityEngine; + +namespace UnityEditor.Experimental.Rendering.HDPipeline +{ + class StandardSpecularToHDLitMaterialUpgrader : MaterialUpgrader + { + public StandardSpecularToHDLitMaterialUpgrader() : this("Standard (Specular setup)", "HDRenderPipeline/Lit", LitGUI.SetupMaterialKeywordsAndPass) {} + + public StandardSpecularToHDLitMaterialUpgrader(string sourceShaderName, string destShaderName, MaterialFinalizer finalizer) + { + RenameShader(sourceShaderName, destShaderName, finalizer); + + RenameTexture("_MainTex", "_BaseColorMap"); + RenameColor("_Color", "_BaseColor"); + RenameFloat("_Glossiness", "_Smoothness"); + RenameTexture("_BumpMap", "_NormalMap"); + RenameFloat("_BumpScale", "_NormalScale"); + RenameColor("_EmissionColor", "_EmissiveColor"); + RenameFloat("_DetailNormalMapScale", "_DetailNormalScale"); + RenameFloat("_Cutoff", "_AlphaCutoff"); + RenameKeywordToFloat("_ALPHATEST_ON", "_AlphaCutoffEnable", 1f, 0f); + + // the HD renderloop packs detail albedo and detail normals into a single texture. + // mapping the detail normal map, if any, to the detail map, should do the right thing if + // there is no detail albedo. + RenameTexture("_DetailNormalMap", "_DetailMap"); + + // Anything reasonable that can be done here? + //RenameFloat("_SpecColor", ...); + + //@TODO: Seb. Why do we multiply color by intensity + // in shader when we can just store a color? + // builtinData.emissiveColor * builtinData.emissiveIntensity + } + + public override void Convert(Material srcMaterial, Material dstMaterial) + { + base.Convert(srcMaterial, dstMaterial); + //@TODO: Find a good way of setting up keywords etc from properties. + // Code should be shared with material UI code. + } + + [Test] + public void UpgradeMaterial() + { + var newShader = Shader.Find("HDRenderPipeline/Lit"); + var mat = new Material(Shader.Find("Standard (Specular setup)")); + var albedo = new Texture2D(1, 1); + var normals = new Texture2D(1, 1); + var baseScale = new Vector2(1, 1); + var color = Color.red; + mat.mainTexture = albedo; + mat.SetTexture("_BumpMap", normals); + mat.color = color; + mat.SetTextureScale("_MainTex", baseScale); + + MaterialUpgrader.Upgrade(mat, this, MaterialUpgrader.UpgradeFlags.CleanupNonUpgradedProperties); + + Assert.AreEqual(newShader, mat.shader); + Assert.AreEqual(albedo, mat.GetTexture("_BaseColorMap")); + Assert.AreEqual(color, mat.GetColor("_BaseColor")); + Assert.AreEqual(baseScale, mat.GetTextureScale("_BaseColorMap")); + Assert.AreEqual(normals, mat.GetTexture("_NormalMap")); + Assert.IsTrue(mat.IsKeywordEnabled("_NORMALMAP")); + } + } +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/StandardSpecularToHDLitMaterialUpgrader.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/StandardSpecularToHDLitMaterialUpgrader.cs.meta new file mode 100644 index 00000000000..9c78e7e55f4 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/StandardSpecularToHDLitMaterialUpgrader.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 775bef174b1e2ed47972a143845e1191 +timeCreated: 1479911618 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/StandardToHDLitMaterialUpgrader.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/StandardToHDLitMaterialUpgrader.cs new file mode 100644 index 00000000000..4d83bfc8ea6 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/StandardToHDLitMaterialUpgrader.cs @@ -0,0 +1,69 @@ +using NUnit.Framework; +using UnityEngine; + +namespace UnityEditor.Experimental.Rendering.HDPipeline +{ + class StandardToHDLitMaterialUpgrader : MaterialUpgrader + { + public StandardToHDLitMaterialUpgrader() : this("Standard", "HDRenderPipeline/Lit", LitGUI.SetupMaterialKeywordsAndPass) {} + + public StandardToHDLitMaterialUpgrader(string sourceShaderName, string destShaderName, MaterialFinalizer finalizer) + { + RenameShader(sourceShaderName, destShaderName, finalizer); + + RenameTexture("_MainTex", "_BaseColorMap"); + RenameColor("_Color", "_BaseColor"); + RenameFloat("_Glossiness", "_Smoothness"); + RenameTexture("_BumpMap", "_NormalMap"); + RenameFloat("_BumpScale", "_NormalScale"); + RenameColor("_EmissionColor", "_EmissiveColor"); + RenameFloat("_DetailNormalMapScale", "_DetailNormalScale"); + RenameFloat("_Cutoff", "_AlphaCutoff"); + RenameKeywordToFloat("_ALPHATEST_ON", "_AlphaCutoffEnable", 1f, 0f); + + // the HD renderloop packs detail albedo and detail normals into a single texture. + // mapping the detail normal map, if any, to the detail map, should do the right thing if + // there is no detail albedo. + RenameTexture("_DetailNormalMap", "_DetailMap"); + + // Metallic uses [Gamma] attribute in standard shader but not in Lit. + // @Seb: Should we convert? + RenameFloat("_Metallic", "_Metallic"); + + //@TODO: Seb. Why do we multiply color by intensity + // in shader when we can just store a color? + // builtinData.emissiveColor * builtinData.emissiveIntensity + } + + public override void Convert(Material srcMaterial, Material dstMaterial) + { + base.Convert(srcMaterial, dstMaterial); + //@TODO: Find a good way of setting up keywords etc from properties. + // Code should be shared with material UI code. + } + + [Test] + public void UpgradeMaterial() + { + var newShader = Shader.Find("HDRenderPipeline/Lit"); + var mat = new Material(Shader.Find("Standard")); + var albedo = new Texture2D(1, 1); + var normals = new Texture2D(1, 1); + var baseScale = new Vector2(1, 1); + var color = Color.red; + mat.mainTexture = albedo; + mat.SetTexture("_BumpMap", normals); + mat.color = color; + mat.SetTextureScale("_MainTex", baseScale); + + MaterialUpgrader.Upgrade(mat, this, MaterialUpgrader.UpgradeFlags.CleanupNonUpgradedProperties); + + Assert.AreEqual(newShader, mat.shader); + Assert.AreEqual(albedo, mat.GetTexture("_BaseColorMap")); + Assert.AreEqual(color, mat.GetColor("_BaseColor")); + Assert.AreEqual(baseScale, mat.GetTextureScale("_BaseColorMap")); + Assert.AreEqual(normals, mat.GetTexture("_NormalMap")); + Assert.IsTrue(mat.IsKeywordEnabled("_NORMALMAP")); + } + } +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/StandardToHDLitMaterialUpgrader.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/StandardToHDLitMaterialUpgrader.cs.meta new file mode 100644 index 00000000000..d03ea7fd2a8 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/StandardToHDLitMaterialUpgrader.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: fedbd6bc5d95f4d768cb8077e8454b4e +timeCreated: 1479851295 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs new file mode 100644 index 00000000000..44eb03aedde --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs @@ -0,0 +1,279 @@ +using UnityEngine.Rendering; + +namespace UnityEngine.Experimental.Rendering.HDPipeline +{ + namespace Lit + { + [GenerateHLSL(PackingRules.Exact)] + public enum MaterialId + { + LitStandard = 0, + LitSSS = 1, + LitSpecular = 2, + LitUnused = 3, + LitAniso = 4 // Should be the last as it is not setup by the users but generated based on anisotropy property + }; + + [GenerateHLSL] + public class MaterialFeatureFlags + { + public static uint FEATURE_FLAG_MATERIAL_LIT_STANDARD = 1 << 12; + public static uint FEATURE_FLAG_MATERIAL_LIT_SSS = 1 << 13; + public static uint FEATURE_FLAG_MATERIAL_LIT_SPECULAR = 1 << 14; + public static uint FEATURE_FLAG_MATERIAL_LIT_ANISO = 1 << 15; + } + + //----------------------------------------------------------------------------- + // 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("Base Color", false, true)] + public Vector3 baseColor; + [SurfaceDataAttributes("Specular Occlusion")] + public float specularOcclusion; + + [SurfaceDataAttributes("Normal", true)] + public Vector3 normalWS; + [SurfaceDataAttributes("Smoothness")] + public float perceptualSmoothness; + [SurfaceDataAttributes("Material ID")] + public MaterialId materialId; + + [SurfaceDataAttributes("Ambient Occlusion")] + public float ambientOcclusion; + + // MaterialId dependent attribute + + // standard + [SurfaceDataAttributes("Tangent", true)] + public Vector3 tangentWS; + [SurfaceDataAttributes("Anisotropy")] + public float anisotropy; // anisotropic ratio(0->no isotropic; 1->full anisotropy in tangent direction) + [SurfaceDataAttributes("Metallic")] + public float metallic; + [SurfaceDataAttributes("Specular")] + public float specular; // 0.02, 0.04, 0.16, 0.2 + + // SSS + [SurfaceDataAttributes("Subsurface Radius")] + public float subsurfaceRadius; + [SurfaceDataAttributes("Thickness")] + public float thickness; + [SurfaceDataAttributes("Subsurface Profile")] + public int subsurfaceProfile; + + // SpecColor + [SurfaceDataAttributes("Specular Color", false, true)] + public Vector3 specularColor; + }; + + //----------------------------------------------------------------------------- + // BSDFData + //----------------------------------------------------------------------------- + + [GenerateHLSL(PackingRules.Exact, false, true, 1030)] + public struct BSDFData + { + [SurfaceDataAttributes("", false, true)] + public Vector3 diffuseColor; + + public Vector3 fresnel0; + + public float specularOcclusion; + + [SurfaceDataAttributes("", true)] + public Vector3 normalWS; + public float perceptualRoughness; + public float roughness; + public int materialId; + + // MaterialId dependent attribute + + // standard + [SurfaceDataAttributes("", true)] + public Vector3 tangentWS; + [SurfaceDataAttributes("", true)] + public Vector3 bitangentWS; + public float roughnessT; + public float roughnessB; + public float anisotropy; + + // fold into fresnel0 + + // SSS + public float subsurfaceRadius; + public float thickness; + public int subsurfaceProfile; + public bool enableTransmission; // Read from the SSS profile + public Vector3 transmittance; + + // SpecColor + // fold into fresnel0 + }; + + //----------------------------------------------------------------------------- + // 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 = (ShaderConfig.k_PackgbufferInU16 == 1) ? 2 : 4 + }; + + public partial class RenderLoop : Object + { + //----------------------------------------------------------------------------- + // GBuffer management + //----------------------------------------------------------------------------- + + public int GetMaterialGBufferCount() { return (int)GBufferMaterial.Count; } + + public void GetMaterialGBufferDescription(out RenderTextureFormat[] RTFormat, out RenderTextureReadWrite[] RTReadWrite) + { + RTFormat = new RenderTextureFormat[(int)GBufferMaterial.Count]; + RTReadWrite = new RenderTextureReadWrite[(int)GBufferMaterial.Count]; + + if (ShaderConfig.s_PackgbufferInU16 == 1) + { + // TODO: Just discovered that Unity doesn't support unsigned 16 RT format. + RTFormat[0] = RenderTextureFormat.ARGBInt; RTReadWrite[0] = RenderTextureReadWrite.Linear; + RTFormat[1] = RenderTextureFormat.ARGBInt; RTReadWrite[1] = RenderTextureReadWrite.Linear; + } + else + { + RTFormat[0] = RenderTextureFormat.ARGB32; RTReadWrite[0] = RenderTextureReadWrite.sRGB; + RTFormat[1] = RenderTextureFormat.ARGB2101010; RTReadWrite[1] = RenderTextureReadWrite.Linear; + RTFormat[2] = RenderTextureFormat.ARGB32; RTReadWrite[2] = RenderTextureReadWrite.Linear; + RTFormat[3] = RenderTextureFormat.RGB111110Float; RTReadWrite[3] = RenderTextureReadWrite.Linear; + } + } + + //----------------------------------------------------------------------------- + // Init precomputed texture + //----------------------------------------------------------------------------- + + public bool isInit; + + // For image based lighting + private Material m_InitPreFGD; + private RenderTexture m_PreIntegratedFGD; + + // For area lighting - We pack all texture inside a texture array to reduce the number of resource required + private Texture2DArray m_LtcData; // 0: m_LtcGGXMatrix - RGBA, 2: m_LtcDisneyDiffuseMatrix - RGBA, 3: m_LtcMultiGGXFresnelDisneyDiffuse - RGB, A unused + + const int k_LtcLUTMatrixDim = 3; // size of the matrix (3x3) + const int k_LtcLUTResolution = 64; + + + // Load LUT with one scalar in alpha of a tex2D + void LoadLUT(Texture2DArray tex, int arrayElement, TextureFormat format, float[] LUTScalar) + { + const int count = k_LtcLUTResolution * k_LtcLUTResolution; + Color[] pixels = new Color[count]; + + for (int i = 0; i < count; i++) + { + pixels[i] = new Color(0, 0, 0, LUTScalar[i]); + } + + tex.SetPixels(pixels, arrayElement); + } + + // Load LUT with 3x3 matrix in RGBA of a tex2D (some part are zero) + void LoadLUT(Texture2DArray tex, int arrayElement, TextureFormat format, double[,] LUTTransformInv) + { + const int count = k_LtcLUTResolution * k_LtcLUTResolution; + Color[] pixels = new Color[count]; + + for (int i = 0; i < count; i++) + { + // Both GGX and Disney Diffuse BRDFs have zero values in columns 1, 3, 5, 7. + // Column 8 contains only ones. + pixels[i] = new Color((float)LUTTransformInv[i, 0], + (float)LUTTransformInv[i, 2], + (float)LUTTransformInv[i, 4], + (float)LUTTransformInv[i, 6]); + } + + tex.SetPixels(pixels, arrayElement); + } + + // Special-case function for 'm_LtcMultiGGXFresnelDisneyDiffuse'. + void LoadLUT(Texture2DArray tex, int arrayElement, TextureFormat format, float[] LtcGGXMagnitudeData, + float[] LtcGGXFresnelData, + float[] LtcDisneyDiffuseMagnitudeData) + { + const int count = k_LtcLUTResolution * k_LtcLUTResolution; + Color[] pixels = new Color[count]; + + for (int i = 0; i < count; i++) + { + // We store the result of the subtraction as a run-time optimization. + // See the footnote 2 of "LTC Fresnel Approximation" by Stephen Hill. + pixels[i] = new Color(LtcGGXMagnitudeData[i] - LtcGGXFresnelData[i], + LtcGGXFresnelData[i], LtcDisneyDiffuseMagnitudeData[i], 1); + } + + tex.SetPixels(pixels, arrayElement); + } + + public void Build() + { + m_InitPreFGD = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/PreIntegratedFGD"); + + // TODO: switch to RGBA64 when it becomes available. + m_PreIntegratedFGD = new RenderTexture(128, 128, 0, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear); + m_PreIntegratedFGD.filterMode = FilterMode.Bilinear; + m_PreIntegratedFGD.wrapMode = TextureWrapMode.Clamp; + m_PreIntegratedFGD.Create(); + + m_LtcData = new Texture2DArray(k_LtcLUTResolution, k_LtcLUTResolution, 3, TextureFormat.RGBAHalf, false /*mipmap*/, true /* linear */) + { + hideFlags = HideFlags.HideAndDontSave, + wrapMode = TextureWrapMode.Clamp, + filterMode = FilterMode.Bilinear + }; + + LoadLUT(m_LtcData, 0, TextureFormat.RGBAHalf, s_LtcGGXMatrixData); + LoadLUT(m_LtcData, 1, TextureFormat.RGBAHalf, s_LtcDisneyDiffuseMatrixData); + // TODO: switch to RGBA64 when it becomes available. + LoadLUT(m_LtcData, 2, TextureFormat.RGBAHalf, s_LtcGGXMagnitudeData, s_LtcGGXFresnelData, s_LtcDisneyDiffuseMagnitudeData); + + m_LtcData.Apply(); + + isInit = false; + } + + public void Cleanup() + { + Utilities.Destroy(m_InitPreFGD); + + // TODO: how to delete RenderTexture ? or do we need to do it ? + isInit = false; + } + + public void RenderInit(Rendering.ScriptableRenderContext renderContext) + { + var cmd = new CommandBuffer(); + cmd.name = "Init PreFGD"; + cmd.Blit(null, new RenderTargetIdentifier(m_PreIntegratedFGD), m_InitPreFGD, 0); + renderContext.ExecuteCommandBuffer(cmd); + cmd.Dispose(); + + isInit = true; + } + + public void Bind() + { + Shader.SetGlobalTexture("_PreIntegratedFGD", m_PreIntegratedFGD); + Shader.SetGlobalTexture("_LtcData", m_LtcData); + } + } + } +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs.hlsl new file mode 100644 index 00000000000..5f6971347b1 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs.hlsl @@ -0,0 +1,228 @@ +// +// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs. Please don't edit by hand. +// + +#ifndef LIT_CS_HLSL +#define LIT_CS_HLSL +// +// UnityEngine.Experimental.Rendering.HDPipeline.Lit.MaterialId: static fields +// +#define MATERIALID_LIT_STANDARD (0) +#define MATERIALID_LIT_SSS (1) +#define MATERIALID_LIT_SPECULAR (2) +#define MATERIALID_LIT_UNUSED (3) +#define MATERIALID_LIT_ANISO (4) + +// +// UnityEngine.Experimental.Rendering.HDPipeline.Lit.MaterialFeatureFlags: static fields +// +#define FEATURE_FLAG_MATERIAL_LIT_STANDARD (4096) +#define FEATURE_FLAG_MATERIAL_LIT_SSS (8192) +#define FEATURE_FLAG_MATERIAL_LIT_SPECULAR (16384) +#define FEATURE_FLAG_MATERIAL_LIT_ANISO (32768) + +// +// UnityEngine.Experimental.Rendering.HDPipeline.Lit.SurfaceData: static fields +// +#define DEBUGVIEW_LIT_SURFACEDATA_BASE_COLOR (1000) +#define DEBUGVIEW_LIT_SURFACEDATA_SPECULAR_OCCLUSION (1001) +#define DEBUGVIEW_LIT_SURFACEDATA_NORMAL_WS (1002) +#define DEBUGVIEW_LIT_SURFACEDATA_PERCEPTUAL_SMOOTHNESS (1003) +#define DEBUGVIEW_LIT_SURFACEDATA_MATERIAL_ID (1004) +#define DEBUGVIEW_LIT_SURFACEDATA_AMBIENT_OCCLUSION (1005) +#define DEBUGVIEW_LIT_SURFACEDATA_TANGENT_WS (1006) +#define DEBUGVIEW_LIT_SURFACEDATA_ANISOTROPY (1007) +#define DEBUGVIEW_LIT_SURFACEDATA_METALLIC (1008) +#define DEBUGVIEW_LIT_SURFACEDATA_SPECULAR (1009) +#define DEBUGVIEW_LIT_SURFACEDATA_SUBSURFACE_RADIUS (1010) +#define DEBUGVIEW_LIT_SURFACEDATA_THICKNESS (1011) +#define DEBUGVIEW_LIT_SURFACEDATA_SUBSURFACE_PROFILE (1012) +#define DEBUGVIEW_LIT_SURFACEDATA_SPECULAR_COLOR (1013) + +// +// UnityEngine.Experimental.Rendering.HDPipeline.Lit.BSDFData: static fields +// +#define DEBUGVIEW_LIT_BSDFDATA_DIFFUSE_COLOR (1030) +#define DEBUGVIEW_LIT_BSDFDATA_FRESNEL0 (1031) +#define DEBUGVIEW_LIT_BSDFDATA_SPECULAR_OCCLUSION (1032) +#define DEBUGVIEW_LIT_BSDFDATA_NORMAL_WS (1033) +#define DEBUGVIEW_LIT_BSDFDATA_PERCEPTUAL_ROUGHNESS (1034) +#define DEBUGVIEW_LIT_BSDFDATA_ROUGHNESS (1035) +#define DEBUGVIEW_LIT_BSDFDATA_MATERIAL_ID (1036) +#define DEBUGVIEW_LIT_BSDFDATA_TANGENT_WS (1037) +#define DEBUGVIEW_LIT_BSDFDATA_BITANGENT_WS (1038) +#define DEBUGVIEW_LIT_BSDFDATA_ROUGHNESS_T (1039) +#define DEBUGVIEW_LIT_BSDFDATA_ROUGHNESS_B (1040) +#define DEBUGVIEW_LIT_BSDFDATA_ANISOTROPY (1041) +#define DEBUGVIEW_LIT_BSDFDATA_SUBSURFACE_RADIUS (1042) +#define DEBUGVIEW_LIT_BSDFDATA_THICKNESS (1043) +#define DEBUGVIEW_LIT_BSDFDATA_SUBSURFACE_PROFILE (1044) +#define DEBUGVIEW_LIT_BSDFDATA_ENABLE_TRANSMISSION (1045) +#define DEBUGVIEW_LIT_BSDFDATA_TRANSMITTANCE (1046) + +// +// UnityEngine.Experimental.Rendering.HDPipeline.Lit.GBufferMaterial: static fields +// +#define GBUFFERMATERIAL_COUNT (4) + +// Generated from UnityEngine.Experimental.Rendering.HDPipeline.Lit.SurfaceData +// PackingRules = Exact +struct SurfaceData +{ + float3 baseColor; + float specularOcclusion; + float3 normalWS; + float perceptualSmoothness; + int materialId; + float ambientOcclusion; + float3 tangentWS; + float anisotropy; + float metallic; + float specular; + float subsurfaceRadius; + float thickness; + int subsurfaceProfile; + float3 specularColor; +}; + +// Generated from UnityEngine.Experimental.Rendering.HDPipeline.Lit.BSDFData +// PackingRules = Exact +struct BSDFData +{ + float3 diffuseColor; + float3 fresnel0; + float specularOcclusion; + float3 normalWS; + float perceptualRoughness; + float roughness; + int materialId; + float3 tangentWS; + float3 bitangentWS; + float roughnessT; + float roughnessB; + float anisotropy; + float subsurfaceRadius; + float thickness; + int subsurfaceProfile; + bool enableTransmission; + float3 transmittance; +}; + +// +// Debug functions +// +void GetGeneratedSurfaceDataDebug(uint paramId, SurfaceData surfacedata, inout float3 result, inout bool needLinearToSRGB) +{ + switch (paramId) + { + case DEBUGVIEW_LIT_SURFACEDATA_BASE_COLOR: + result = surfacedata.baseColor; + needLinearToSRGB = true; + break; + case DEBUGVIEW_LIT_SURFACEDATA_SPECULAR_OCCLUSION: + result = surfacedata.specularOcclusion.xxx; + break; + case DEBUGVIEW_LIT_SURFACEDATA_NORMAL_WS: + result = surfacedata.normalWS * 0.5 + 0.5; + break; + case DEBUGVIEW_LIT_SURFACEDATA_PERCEPTUAL_SMOOTHNESS: + result = surfacedata.perceptualSmoothness.xxx; + break; + case DEBUGVIEW_LIT_SURFACEDATA_MATERIAL_ID: + result = GetIndexColor(surfacedata.materialId); + break; + case DEBUGVIEW_LIT_SURFACEDATA_AMBIENT_OCCLUSION: + result = surfacedata.ambientOcclusion.xxx; + break; + case DEBUGVIEW_LIT_SURFACEDATA_TANGENT_WS: + result = surfacedata.tangentWS * 0.5 + 0.5; + break; + case DEBUGVIEW_LIT_SURFACEDATA_ANISOTROPY: + result = surfacedata.anisotropy.xxx; + break; + case DEBUGVIEW_LIT_SURFACEDATA_METALLIC: + result = surfacedata.metallic.xxx; + break; + case DEBUGVIEW_LIT_SURFACEDATA_SPECULAR: + result = surfacedata.specular.xxx; + break; + case DEBUGVIEW_LIT_SURFACEDATA_SUBSURFACE_RADIUS: + result = surfacedata.subsurfaceRadius.xxx; + break; + case DEBUGVIEW_LIT_SURFACEDATA_THICKNESS: + result = surfacedata.thickness.xxx; + break; + case DEBUGVIEW_LIT_SURFACEDATA_SUBSURFACE_PROFILE: + result = GetIndexColor(surfacedata.subsurfaceProfile); + break; + case DEBUGVIEW_LIT_SURFACEDATA_SPECULAR_COLOR: + result = surfacedata.specularColor; + needLinearToSRGB = true; + break; + } +} + +// +// Debug functions +// +void GetGeneratedBSDFDataDebug(uint paramId, BSDFData bsdfdata, inout float3 result, inout bool needLinearToSRGB) +{ + switch (paramId) + { + case DEBUGVIEW_LIT_BSDFDATA_DIFFUSE_COLOR: + result = bsdfdata.diffuseColor; + needLinearToSRGB = true; + break; + case DEBUGVIEW_LIT_BSDFDATA_FRESNEL0: + result = bsdfdata.fresnel0; + break; + case DEBUGVIEW_LIT_BSDFDATA_SPECULAR_OCCLUSION: + result = bsdfdata.specularOcclusion.xxx; + break; + case DEBUGVIEW_LIT_BSDFDATA_NORMAL_WS: + result = bsdfdata.normalWS * 0.5 + 0.5; + break; + case DEBUGVIEW_LIT_BSDFDATA_PERCEPTUAL_ROUGHNESS: + result = bsdfdata.perceptualRoughness.xxx; + break; + case DEBUGVIEW_LIT_BSDFDATA_ROUGHNESS: + result = bsdfdata.roughness.xxx; + break; + case DEBUGVIEW_LIT_BSDFDATA_MATERIAL_ID: + result = GetIndexColor(bsdfdata.materialId); + break; + case DEBUGVIEW_LIT_BSDFDATA_TANGENT_WS: + result = bsdfdata.tangentWS * 0.5 + 0.5; + break; + case DEBUGVIEW_LIT_BSDFDATA_BITANGENT_WS: + result = bsdfdata.bitangentWS * 0.5 + 0.5; + break; + case DEBUGVIEW_LIT_BSDFDATA_ROUGHNESS_T: + result = bsdfdata.roughnessT.xxx; + break; + case DEBUGVIEW_LIT_BSDFDATA_ROUGHNESS_B: + result = bsdfdata.roughnessB.xxx; + break; + case DEBUGVIEW_LIT_BSDFDATA_ANISOTROPY: + result = bsdfdata.anisotropy.xxx; + break; + case DEBUGVIEW_LIT_BSDFDATA_SUBSURFACE_RADIUS: + result = bsdfdata.subsurfaceRadius.xxx; + break; + case DEBUGVIEW_LIT_BSDFDATA_THICKNESS: + result = bsdfdata.thickness.xxx; + break; + case DEBUGVIEW_LIT_BSDFDATA_SUBSURFACE_PROFILE: + result = GetIndexColor(bsdfdata.subsurfaceProfile); + break; + case DEBUGVIEW_LIT_BSDFDATA_ENABLE_TRANSMISSION: + result = (bsdfdata.enableTransmission) ? float3(1.0, 1.0, 1.0) : float3(0.0, 0.0, 0.0); + break; + case DEBUGVIEW_LIT_BSDFDATA_TRANSMITTANCE: + result = bsdfdata.transmittance; + break; + } +} + + +#endif diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.cs.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.cs.hlsl.meta rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs.hlsl.meta diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs.meta similarity index 100% rename from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.cs.meta rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs.meta diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl new file mode 100644 index 00000000000..edc8d0d083e --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl @@ -0,0 +1,1526 @@ +//----------------------------------------------------------------------------- +// SurfaceData and BSDFData +//----------------------------------------------------------------------------- + +// SurfaceData is define in Lit.cs which generate Lit.cs.hlsl +#include "Lit.cs.hlsl" + +// In case we pack data uint16 buffer we need to change the output render target format to uint16 +// TODO: Is there a way to automate these output type based on the format declare in lit.cs ? +#if SHADEROPTIONS_PACK_GBUFFER_IN_U16 +#define GBufferType0 uint4 +#define GBufferType1 uint4 + +// TODO: How to abstract that ? We would like to avoid this PS4 test here +#ifdef SHADER_API_PS4 +// On PS4 we need to specify manually the format of the output render target, output type is not enough +#pragma PSSL_target_output_format(target 0 FMT_UINT16_ABGR) +#pragma PSSL_target_output_format(target 1 FMT_UINT16_ABGR) +#endif + +#else +#define GBufferType0 float4 +#define GBufferType1 float4 +#define GBufferType2 float4 +#define GBufferType3 float4 +#endif + +// Reference Lambert diffuse / GGX Specular for IBL and area lights +#ifdef HAS_LIGHTLOOP // Both reference define below need to be define only if LightLoop is present, else we get a compile error +//#define LIT_DISPLAY_REFERENCE_AREA +//#define LIT_DISPLAY_REFERENCE_IBL +#endif +// Use Lambert diffuse instead of Disney diffuse +// #define LIT_DIFFUSE_LAMBERT_BRDF +// Use optimization of Precomputing LambdaV +// TODO: Test if this is a win +// #define LIT_USE_BSDF_PRE_LAMBDAV +// TODO: Check if anisotropy with a dynamic if on anisotropy > 0 is performant. Because it may mean we always calculate both isotropy and anisotropy case. +// Maybe we should always calculate anisotropy in case of standard ? Don't think the compile can optimize correctly. + +SamplerState ltc_linear_clamp_sampler; +// TODO: This one should be set into a constant Buffer at pass frequency (with _Screensize) +TEXTURE2D(_PreIntegratedFGD); +TEXTURE2D_ARRAY(_LtcData); // We pack the 3 Ltc data inside a texture array +#define LTC_GGX_MATRIX_INDEX 0 // RGBA +#define LTC_DISNEY_DIFFUSE_MATRIX_INDEX 1 // RGBA +#define LTC_MULTI_GGX_FRESNEL_DISNEY_DIFFUSE_INDEX 2 // RGB, A unused +#define LTC_LUT_SIZE 64 +#define LTC_LUT_SCALE ((LTC_LUT_SIZE - 1) * rcp(LTC_LUT_SIZE)) +#define LTC_LUT_OFFSET (0.5 * rcp(LTC_LUT_SIZE)) + +// SSS parameters +#define SSS_N_PROFILES 8 +#define SSS_UNIT_CONVERSION (1.0 / 300.0) // From 1/3 centimeters to meters +#define SSS_LOW_THICKNESS 0.002 // 2 mm + +uint _EnableSSS; // Globally toggles subsurface scattering on/off +uint _TransmissionFlags; // 1 bit/profile; 0 = inf. thick, 1 = supports transmission +uint _TexturingModeFlags; // 1 bit/profile; 0 = PreAndPostScatter, 1 = PostScatter +float4 _TintColors[SSS_N_PROFILES]; // For transmission; alpha is unused +float _ThicknessRemaps[SSS_N_PROFILES][2]; // Remap: 0 = start, 1 = end - start +float4 _HalfRcpVariancesAndLerpWeights[SSS_N_PROFILES][2]; // 2x Gaussians per color channel, A is the the associated interpolation weight + +//----------------------------------------------------------------------------- +// Helper functions/variable specific to this material +//----------------------------------------------------------------------------- + +float PackMaterialId(int materialId) +{ + return float(materialId) / 3.0; +} + +int UnpackMaterialId(float f) +{ + return int(round(f * 3.0)); +} + +// For image based lighting, a part of the BSDF is pre-integrated. +// This is done both for specular and diffuse (in case of DisneyDiffuse) +void GetPreIntegratedFGD(float NdotV, float perceptualRoughness, float3 fresnel0, out float3 specularFGD, out float diffuseFGD) +{ + // Pre-integrate GGX FGD + // _PreIntegratedFGD.x = Gv * (1 - Fc) with Fc = (1 - H.L)^5 + // _PreIntegratedFGD.y = Gv * Fc + // Pre integrate DisneyDiffuse FGD: + // _PreIntegratedFGD.z = DisneyDiffuse + float3 preFGD = SAMPLE_TEXTURE2D_LOD(_PreIntegratedFGD, ltc_linear_clamp_sampler, float2(NdotV, perceptualRoughness), 0).xyz; + + // f0 * Gv * (1 - Fc) + Gv * Fc + specularFGD = fresnel0 * preFGD.x + preFGD.y; + +#ifdef LIT_DIFFUSE_LAMBERT_BRDF + diffuseFGD = 1.0; +#else + diffuseFGD = preFGD.z; +#endif +} + +void ApplyDebugToBSDFData(inout BSDFData bsdfData) +{ +#ifdef DEBUG_DISPLAY + if (_DebugLightingMode == DEBUGLIGHTINGMODE_SPECULAR_LIGHTING) + { + bool overrideSmoothness = _DebugLightingSmoothness.x != 0.0; + float overrideSmoothnessValue = _DebugLightingSmoothness.y; + + if (overrideSmoothness) + { + bsdfData.perceptualRoughness = PerceptualSmoothnessToPerceptualRoughness(overrideSmoothnessValue); + bsdfData.roughness = PerceptualRoughnessToRoughness(bsdfData.perceptualRoughness); + } + } + + if (_DebugLightingMode == DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING) + { + bsdfData.diffuseColor = _DebugLightingAlbedo.xyz; + } +#endif +} + +// Evaluates transmittance for a linear combination of two normalized 2D Gaussians. +// Computes results for each color channel separately. +// Ref: Real-Time Realistic Skin Translucency (2010), equation 9 (modified). +float3 ComputeTransmittance(float3 halfRcpVariance1, float lerpWeight1, + float3 halfRcpVariance2, float lerpWeight2, + float3 tintColor, float thickness, float radiusScale) +{ + + // Thickness and SSS radius are decoupled for artists. + // In theory, we should modify the thickness by the inverse of the radius scale of the profile. + // thickness /= radiusScale; + thickness /= SSS_UNIT_CONVERSION; + + float t2 = thickness * thickness; + + // TODO: 6 exponentials is kind of expensive... Should we use a LUT instead? + // T = lerp(exp(-t2 * halfRcpVariance1), exp(-t2 * halfRcpVariance2), lerpWeight2) + float3 transmittance = exp(-t2 * halfRcpVariance1) * lerpWeight1 + + exp(-t2 * halfRcpVariance2) * lerpWeight2; + return transmittance * tintColor; +} + +void FillMaterialIdStandardData(float3 baseColor, float specular, float metallic, float roughness, float3 normalWS, float3 tangentWS, float anisotropy, inout BSDFData bsdfData) +{ + bsdfData.diffuseColor = baseColor * (1.0 - metallic); + bsdfData.fresnel0 = lerp(float3(specular.xxx), baseColor, metallic); + + // TODO: encode specular + + bsdfData.tangentWS = tangentWS; + bsdfData.bitangentWS = cross(normalWS, tangentWS); + ConvertAnisotropyToRoughness(roughness, anisotropy, bsdfData.roughnessT, bsdfData.roughnessB); + bsdfData.anisotropy = anisotropy; +} + +void FillMaterialIdSSSData(float3 baseColor, int subsurfaceProfile, float subsurfaceRadius, float thickness, inout BSDFData bsdfData) +{ + bsdfData.diffuseColor = baseColor; + + // TODO take from subsurfaceProfile + bsdfData.fresnel0 = 0.04; // Should be 0.028 for the skin + bsdfData.subsurfaceProfile = subsurfaceProfile; + // Make the Std. Dev. of 1 correspond to the effective radius of 1 cm (three-sigma rule). + bsdfData.subsurfaceRadius = SSS_UNIT_CONVERSION * subsurfaceRadius + 0.0001; + bsdfData.thickness = SSS_UNIT_CONVERSION * (_ThicknessRemaps[subsurfaceProfile][0] + + _ThicknessRemaps[subsurfaceProfile][1] * thickness); + + bsdfData.enableTransmission = IsBitSet(_TransmissionFlags, subsurfaceProfile); + if (bsdfData.enableTransmission) + { + bsdfData.transmittance = ComputeTransmittance( _HalfRcpVariancesAndLerpWeights[subsurfaceProfile][0].xyz, + _HalfRcpVariancesAndLerpWeights[subsurfaceProfile][0].w, + _HalfRcpVariancesAndLerpWeights[subsurfaceProfile][1].xyz, + _HalfRcpVariancesAndLerpWeights[subsurfaceProfile][1].w, + _TintColors[subsurfaceProfile].rgb, bsdfData.thickness, bsdfData.subsurfaceRadius); + } + + #ifndef SSS_FILTER_HORIZONTAL_AND_COMBINE // When doing the SSS comine pass, we must not apply the modification of diffuse color + // Handle post-scatter, or pre- and post-scatter texturing. + // We modify diffuseColor here so it affect all the lighting + GI (lightprobe / lightmap) (Need to be done also in GBuffer pass) + transmittance + // diffuseColor will be solely use during lighting pass. The other contribution will be apply in subsurfacescattering convolution. + bool performPostScatterTexturing = IsBitSet(_TexturingModeFlags, subsurfaceProfile); + bsdfData.diffuseColor = performPostScatterTexturing ? float3(1.0, 1.0, 1.0) : sqrt(bsdfData.diffuseColor); + #endif +} + +//----------------------------------------------------------------------------- +// conversion function for forward +//----------------------------------------------------------------------------- + +BSDFData ConvertSurfaceDataToBSDFData(SurfaceData surfaceData) +{ + BSDFData bsdfData; + ZERO_INITIALIZE(BSDFData, bsdfData); + + bsdfData.specularOcclusion = surfaceData.specularOcclusion; + bsdfData.normalWS = surfaceData.normalWS; + bsdfData.perceptualRoughness = PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness); + bsdfData.roughness = PerceptualRoughnessToRoughness(bsdfData.perceptualRoughness); + bsdfData.materialId = surfaceData.materialId; + + if (bsdfData.materialId == MATERIALID_LIT_STANDARD) + { + FillMaterialIdStandardData(surfaceData.baseColor, surfaceData.specular, surfaceData.metallic, bsdfData.roughness, surfaceData.normalWS, surfaceData.tangentWS, surfaceData.anisotropy, bsdfData); + bsdfData.materialId = surfaceData.anisotropy > 0.0 ? MATERIALID_LIT_ANISO : bsdfData.materialId; + } + else if (bsdfData.materialId == MATERIALID_LIT_SSS) + { + FillMaterialIdSSSData(surfaceData.baseColor, surfaceData.subsurfaceProfile, surfaceData.subsurfaceRadius, surfaceData.thickness, bsdfData); + } + else if (bsdfData.materialId == MATERIALID_LIT_SPECULAR) + { + bsdfData.diffuseColor = surfaceData.baseColor; + bsdfData.fresnel0 = surfaceData.specularColor; + } + + ApplyDebugToBSDFData(bsdfData); + + return bsdfData; +} + +//----------------------------------------------------------------------------- +// conversion function for deferred +//----------------------------------------------------------------------------- + +// Encode SurfaceData (BSDF parameters) into GBuffer +// Must be in sync with RT declared in HDRenderPipeline.cs ::Rebuild +void EncodeIntoGBuffer( SurfaceData surfaceData, + float3 bakeDiffuseLighting, + #if SHADEROPTIONS_PACK_GBUFFER_IN_U16 + out GBufferType0 outGBufferU0, + out GBufferType1 outGBufferU1 + #else + out GBufferType0 outGBuffer0, + out GBufferType1 outGBuffer1, + out GBufferType2 outGBuffer2, + out GBufferType3 outGBuffer3 + #endif + ) +{ + #if SHADEROPTIONS_PACK_GBUFFER_IN_U16 + float4 outGBuffer0, outGBuffer1, outGBuffer2, outGBuffer3; + #endif + + // RT0 - 8:8:8:8 sRGB + outGBuffer0 = float4(surfaceData.baseColor, surfaceData.specularOcclusion); + + // RT1 - 10:10:10:2 + // Encode normal on 20bit with oct compression + float2 octNormalWS = PackNormalOctEncode(surfaceData.normalWS); + // We store perceptualRoughness instead of roughness because it save a sqrt ALU when decoding + // (as we want both perceptualRoughness and roughness for the lighting due to Disney Diffuse model) + // TODO: Store 2 bit of flag into perceptualSmoothness (one for SSR, other is free (deferred planar reflection ID ? / MatID extension ?) + outGBuffer1 = float4(octNormalWS * 0.5 + 0.5, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness), PackMaterialId(surfaceData.materialId)); + + // RT2 - 8:8:8:8 + if (surfaceData.materialId == MATERIALID_LIT_STANDARD) + { + // Encode tangent on 16bit with oct compression + float2 octTangentWS = PackNormalOctEncode(surfaceData.tangentWS); + // TODO: store metal and specular together, specular should be an enum (fixed value) + outGBuffer2 = float4(octTangentWS * 0.5 + 0.5, surfaceData.anisotropy, surfaceData.metallic); + } + else if (surfaceData.materialId == MATERIALID_LIT_SSS) + { + outGBuffer2 = float4(surfaceData.subsurfaceRadius, surfaceData.thickness, 0.0, surfaceData.subsurfaceProfile * rcp(SSS_N_PROFILES - 1)); + } + else if (surfaceData.materialId == MATERIALID_LIT_SPECULAR) + { + outGBuffer2 = float4(surfaceData.specularColor, 0.0); + } + + // Lighting + outGBuffer3 = float4(bakeDiffuseLighting, 0.0); + + #if SHADEROPTIONS_PACK_GBUFFER_IN_U16 + // Now pack all buffer into 2 uint buffer + + // We don't have hardware sRGB to store base color in case we pack int u16, so rather than perform full sRGB encoding just use cheap gamma20 + // TODO: test alternative like FastLinearToSRGB to better match unpacked gbuffer + outGBuffer0.xyz = LinearToGamma20(outGBuffer0.xyz); + + uint packedGBuffer1 = PackR10G10B10A2(outGBuffer1); + + outGBufferU0 = uint4( PackFloatToUInt(outGBuffer0.x, 8, 0) | PackFloatToUInt(outGBuffer0.y, 8, 8), + PackFloatToUInt(outGBuffer0.z, 8, 0) | PackFloatToUInt(outGBuffer0.w, 8, 8), + (packedGBuffer1 & 0x0000FFFF), + (packedGBuffer1 & 0xFFFF0000) >> 16); + + uint packedGBuffer3 = PackR11G11B10f(outGBuffer3.xyz); + + outGBufferU1 = uint4( PackFloatToUInt(outGBuffer2.x, 8, 0) | PackFloatToUInt(outGBuffer2.y, 8, 8), + PackFloatToUInt(outGBuffer2.z, 8, 0) | PackFloatToUInt(outGBuffer2.w, 8, 8), + (packedGBuffer3 & 0x0000FFFF), + (packedGBuffer3 & 0xFFFF0000) >> 16); + #endif +} + +float4 DecodeGBuffer0(GBufferType0 encodedGBuffer0) +{ + float4 decodedGBuffer0; +#if SHADEROPTIONS_PACK_GBUFFER_IN_U16 + decodedGBuffer0.x = UnpackUIntToFloat(encodedGBuffer0.x, 8, 0); + decodedGBuffer0.y = UnpackUIntToFloat(encodedGBuffer0.x, 8, 8); + decodedGBuffer0.z = UnpackUIntToFloat(encodedGBuffer0.y, 8, 0); + decodedGBuffer0.w = UnpackUIntToFloat(encodedGBuffer0.y, 8, 8); + + decodedGBuffer0.xyz = Gamma20ToLinear(encodedGBuffer0.xyz); +#else + decodedGBuffer0 = encodedGBuffer0; +#endif + return decodedGBuffer0; +} + +void DecodeFromGBuffer( +#if SHADEROPTIONS_PACK_GBUFFER_IN_U16 + GBufferType0 inGBufferU0, + GBufferType1 inGBufferU1, +#else + GBufferType0 inGBuffer0, + GBufferType1 inGBuffer1, + GBufferType2 inGBuffer2, + GBufferType3 inGBuffer3, +#endif + uint featureFlags, + out BSDFData bsdfData, + out float3 bakeDiffuseLighting) +{ + ZERO_INITIALIZE(BSDFData, bsdfData); + +#if SHADEROPTIONS_PACK_GBUFFER_IN_U16 + float4 inGBuffer0, inGBuffer1, inGBuffer2, inGBuffer3; + + inGBuffer0 = DecodeGBuffer0(inGBufferU0); + + uint packedGBuffer1 = inGBufferU0.z | inGBufferU0.w << 16; + inGBuffer1 = UnpackR10G10B10A2(packedGBuffer1); + + inGBuffer2.x = UnpackUIntToFloat(inGBufferU1.x, 8, 0); + inGBuffer2.y = UnpackUIntToFloat(inGBufferU1.x, 8, 8); + inGBuffer2.z = UnpackUIntToFloat(inGBufferU1.y, 8, 0); + inGBuffer2.w = UnpackUIntToFloat(inGBufferU1.y, 8, 8); + + uint packedGBuffer3 = inGBufferU1.z | inGBufferU1.w << 16; + inGBuffer3.xyz = UnpackR11G11B10f(packedGBuffer1); + inGBuffer3.w = 0.0; +#endif + + float3 baseColor = inGBuffer0.rgb; + bsdfData.specularOcclusion = inGBuffer0.a; + + bsdfData.normalWS = UnpackNormalOctEncode(float2(inGBuffer1.r * 2.0 - 1.0, inGBuffer1.g * 2.0 - 1.0)); + bsdfData.perceptualRoughness = inGBuffer1.b; + bsdfData.roughness = PerceptualRoughnessToRoughness(bsdfData.perceptualRoughness); + + int supportsStandard = (featureFlags & (FEATURE_FLAG_MATERIAL_LIT_STANDARD | FEATURE_FLAG_MATERIAL_LIT_ANISO)) != 0; + int supportsSSS = (featureFlags & (FEATURE_FLAG_MATERIAL_LIT_SSS)) != 0; + int supportsSpecular = (featureFlags & (FEATURE_FLAG_MATERIAL_LIT_SPECULAR)) != 0; + + if(supportsStandard + supportsSSS + supportsSpecular > 1) + { + bsdfData.materialId = UnpackMaterialId(inGBuffer1.a); // only fetch materialid if it is not statically known from feature flags + } + else + { + // materialid is statically known. this allows the compiler to eliminate a lot of code. + if(supportsStandard) bsdfData.materialId = MATERIALID_LIT_STANDARD; + else if(supportsSSS) bsdfData.materialId = MATERIALID_LIT_SSS; + else bsdfData.materialId = MATERIALID_LIT_SPECULAR; + } + + if (supportsStandard && bsdfData.materialId == MATERIALID_LIT_STANDARD) + { + float metallic = inGBuffer2.a; + float specular = 0.04; // TODO extract spec + float anisotropy = inGBuffer2.b; + float3 tangentWS = UnpackNormalOctEncode(float2(inGBuffer2.rg * 2.0 - 1.0)); + FillMaterialIdStandardData(baseColor, specular, metallic, bsdfData.roughness, bsdfData.normalWS, tangentWS, anisotropy, bsdfData); + + if ((featureFlags & FEATURE_FLAG_MATERIAL_LIT_ANISO) && (featureFlags & FEATURE_FLAG_MATERIAL_LIT_STANDARD) == 0 || anisotropy > 0) + { + bsdfData.materialId = MATERIALID_LIT_ANISO; + } + } + else if (supportsSSS && bsdfData.materialId == MATERIALID_LIT_SSS) + { + int subsurfaceProfile = (SSS_N_PROFILES - 0.9) * inGBuffer2.a; + float subsurfaceRadius = inGBuffer2.r; + float thickness = inGBuffer2.g; + FillMaterialIdSSSData(baseColor, subsurfaceProfile, subsurfaceRadius, thickness, bsdfData); + } + else if (supportsSpecular && bsdfData.materialId == MATERIALID_LIT_SPECULAR) + { + bsdfData.diffuseColor = baseColor; + bsdfData.fresnel0 = inGBuffer2.rgb; + } + + bakeDiffuseLighting = inGBuffer3.rgb; + + ApplyDebugToBSDFData(bsdfData); +} + +uint MaterialFeatureFlagsFromGBuffer( +#if SHADEROPTIONS_PACK_GBUFFER_IN_U16 + GBufferType0 inGBufferU0, + GBufferType1 inGBufferU1 +#else + GBufferType0 inGBuffer0, + GBufferType1 inGBuffer1, + GBufferType2 inGBuffer2, + GBufferType3 inGBuffer3 +#endif +) +{ +#if SHADEROPTIONS_PACK_GBUFFER_IN_U16 + float4 inGBuffer0, inGBuffer1, inGBuffer2, inGBuffer3; + + inGBuffer0 = DecodeGBuffer0(inGBufferU0); + + uint packedGBuffer1 = inGBufferU0.z | inGBufferU0.w << 16; + inGBuffer1 = UnpackR10G10B10A2(packedGBuffer1); + + inGBuffer2.x = UnpackUIntToFloat(inGBufferU1.x, 8, 0); + inGBuffer2.y = UnpackUIntToFloat(inGBufferU1.x, 8, 8); + inGBuffer2.z = UnpackUIntToFloat(inGBufferU1.y, 8, 0); + inGBuffer2.w = UnpackUIntToFloat(inGBufferU1.y, 8, 8); + + uint packedGBuffer3 = inGBufferU1.z | inGBufferU1.w << 16; + inGBuffer3.xyz = UnpackR11G11B10f(packedGBuffer1); + inGBuffer3.w = 0.0; +#endif + + int materialId = UnpackMaterialId(inGBuffer1.a); + float anisotropy = inGBuffer2.b; + + uint featureFlags = 0; + if (materialId == MATERIALID_LIT_STANDARD) + { + featureFlags |= (anisotropy > 0) ? FEATURE_FLAG_MATERIAL_LIT_ANISO : FEATURE_FLAG_MATERIAL_LIT_STANDARD; + } + else if (materialId == MATERIALID_LIT_SSS) + { + featureFlags |= FEATURE_FLAG_MATERIAL_LIT_SSS; + } + else if (materialId == MATERIALID_LIT_SPECULAR) + { + featureFlags |= FEATURE_FLAG_MATERIAL_LIT_SPECULAR; + } + return featureFlags; +} + + +//----------------------------------------------------------------------------- +// Debug method (use to display values) +//----------------------------------------------------------------------------- + +void GetSurfaceDataDebug(uint paramId, SurfaceData surfaceData, inout float3 result, inout bool needLinearToSRGB) +{ + GetGeneratedSurfaceDataDebug(paramId, surfaceData, result, needLinearToSRGB); + + switch (paramId) + { + // TODO: Remap here! + case DEBUGVIEW_LIT_SURFACEDATA_SPECULAR: + result = surfaceData.specular.xxx; + break; + } +} + +void GetBSDFDataDebug(uint paramId, BSDFData bsdfData, inout float3 result, inout bool needLinearToSRGB) +{ + GetGeneratedBSDFDataDebug(paramId, bsdfData, result, needLinearToSRGB); +} + +//----------------------------------------------------------------------------- +// PreLightData +//----------------------------------------------------------------------------- + +// Precomputed lighting data to send to the various lighting functions +struct PreLightData +{ + // General + float NdotV; + + // GGX iso + float ggxLambdaV; + + // GGX Aniso + float TdotV; + float BdotV; + float anisoGGXLambdaV; + + // IBL + float3 iblDirWS; // Dominant specular direction, used for IBL in EvaluateBSDF_Env() + float iblMipLevel; + + float3 specularFGD; // Store preconvole BRDF for both specular and diffuse + float diffuseFGD; + + // area light + float3x3 ltcXformGGX; // TODO: make sure the compiler not wasting VGPRs on constants + float3x3 ltcXformDisneyDiffuse; // TODO: make sure the compiler not wasting VGPRs on constants + float ltcGGXFresnelMagnitudeDiff; // The difference of magnitudes of GGX and Fresnel + float ltcGGXFresnelMagnitude; + float ltcDisneyDiffuseMagnitude; +}; + +PreLightData GetPreLightData(float3 V, PositionInputs posInput, BSDFData bsdfData) +{ + PreLightData preLightData; + + // General + float3 iblNormalWS = bsdfData.normalWS; + // GetShiftedNdotV return a positive NdotV + // In case a material use negative normal for double sided lighting like Speedtree they need to do a new calculation + preLightData.NdotV = GetShiftedNdotV(iblNormalWS, V); // Handle artificat for specular lighting + + // GGX iso + preLightData.ggxLambdaV = GetSmithJointGGXLambdaV(preLightData.NdotV, bsdfData.roughness); + + // GGX aniso + if (bsdfData.materialId == MATERIALID_LIT_ANISO) + { + preLightData.TdotV = dot(bsdfData.tangentWS, V); + preLightData.BdotV = dot(bsdfData.bitangentWS, V); + preLightData.anisoGGXLambdaV = GetSmithJointGGXAnisoLambdaV(preLightData.TdotV, preLightData.BdotV, preLightData.NdotV, bsdfData.roughnessT, bsdfData.roughnessB); + // Tangent = highlight stretch (anisotropy) direction. Bitangent = grain (brush) direction. + iblNormalWS = GetAnisotropicModifiedNormal(bsdfData.bitangentWS, iblNormalWS, V, bsdfData.anisotropy); + + // NOTE: If we follow the theory we should use the modified normal for the different calculation implying a normal (like NdotV) and use iblNormalWS + // into function like GetSpecularDominantDir(). However modified normal is just a hack. The goal is just to stretch a cubemap, no accuracy here. + // With this in mind and for performance reasons we chose to only use modified normal to calculate R. + } + + // IBL + GetPreIntegratedFGD(preLightData.NdotV, bsdfData.perceptualRoughness, bsdfData.fresnel0, preLightData.specularFGD, preLightData.diffuseFGD); + + // We need to take into account the modified normal for faking anisotropic here. + float3 iblR = reflect(-V, iblNormalWS); + preLightData.iblDirWS = GetSpecularDominantDir(bsdfData.normalWS, iblR, bsdfData.roughness, preLightData.NdotV); + preLightData.iblMipLevel = PerceptualRoughnessToMipmapLevel(bsdfData.perceptualRoughness); + + // Area light + // UVs for sampling the LUTs + float theta = FastACos(preLightData.NdotV); + float2 uv = LTC_LUT_OFFSET + LTC_LUT_SCALE * float2(bsdfData.perceptualRoughness, theta * INV_HALF_PI); + + // Get the inverse LTC matrix for GGX + // Note we load the matrix transpose (avoid to have to transpose it in shader) + preLightData.ltcXformGGX = 0.0; + preLightData.ltcXformGGX._m22 = 1.0; + preLightData.ltcXformGGX._m00_m02_m11_m20 = SAMPLE_TEXTURE2D_ARRAY_LOD(_LtcData, ltc_linear_clamp_sampler, uv, LTC_GGX_MATRIX_INDEX, 0); + + // Get the inverse LTC matrix for Disney Diffuse + // Note we load the matrix transpose (avoid to have to transpose it in shader) + preLightData.ltcXformDisneyDiffuse = 0.0; + preLightData.ltcXformDisneyDiffuse._m22 = 1.0; + preLightData.ltcXformDisneyDiffuse._m00_m02_m11_m20 = SAMPLE_TEXTURE2D_ARRAY_LOD(_LtcData, ltc_linear_clamp_sampler, uv, LTC_DISNEY_DIFFUSE_MATRIX_INDEX, 0); + + float3 ltcMagnitude = SAMPLE_TEXTURE2D_ARRAY_LOD(_LtcData, ltc_linear_clamp_sampler, uv, LTC_MULTI_GGX_FRESNEL_DISNEY_DIFFUSE_INDEX, 0).rgb; + preLightData.ltcGGXFresnelMagnitudeDiff = ltcMagnitude.r; + preLightData.ltcGGXFresnelMagnitude = ltcMagnitude.g; + preLightData.ltcDisneyDiffuseMagnitude = ltcMagnitude.b; + + return preLightData; +} + +//----------------------------------------------------------------------------- +// bake lighting function +//----------------------------------------------------------------------------- + +// GetBakedDiffuseLigthing function compute the bake lighting + emissive color to be store in emissive buffer (Deferred case) +// In forward it must be add to the final contribution. +// This function require the 3 structure surfaceData, builtinData, bsdfData because it may require both the engine side data, and data that will not be store inside the gbuffer. +float3 GetBakedDiffuseLigthing(SurfaceData surfaceData, BuiltinData builtinData, BSDFData bsdfData, PreLightData preLightData) +{ + // Premultiply bake diffuse lighting information with DisneyDiffuse pre-integration + return builtinData.bakeDiffuseLighting * preLightData.diffuseFGD * surfaceData.ambientOcclusion * bsdfData.diffuseColor + builtinData.emissiveColor; +} + +//----------------------------------------------------------------------------- +// light transport functions +//----------------------------------------------------------------------------- + +LightTransportData GetLightTransportData(SurfaceData surfaceData, BuiltinData builtinData, BSDFData bsdfData) +{ + LightTransportData lightTransportData; + + // diffuseColor for lightmapping should basically be diffuse color. + // But rough metals (black diffuse) still scatter quite a lot of light around, so + // we want to take some of that into account too. + + lightTransportData.diffuseColor = bsdfData.diffuseColor + bsdfData.fresnel0 * bsdfData.roughness * 0.5 * surfaceData.metallic; + lightTransportData.emissiveColor = builtinData.emissiveColor; + + return lightTransportData; +} + +//----------------------------------------------------------------------------- +// LightLoop related function (Only include if required) +// HAS_LIGHTLOOP is define in Lighting.hlsl +//----------------------------------------------------------------------------- + +#ifdef HAS_LIGHTLOOP + +//----------------------------------------------------------------------------- +// BSDF share between directional light, punctual light and area light (reference) +//----------------------------------------------------------------------------- + +void BSDF( float3 V, float3 L, float3 positionWS, PreLightData preLightData, BSDFData bsdfData, + out float3 diffuseLighting, + out float3 specularLighting) +{ + float NdotL = saturate(dot(bsdfData.normalWS, L)); + float NdotV = preLightData.NdotV; + float LdotV = dot(L, V); + // GCN Optimization: reference PBR Diffuse Lighting for GGX + Smith Microsurfaces + float invLenLV = rsqrt(abs(2.0 * LdotV + 2.0)); // invLenLV = rcp(length(L + V)) + float NdotH = saturate((NdotL + NdotV) * invLenLV); + float LdotH = saturate(invLenLV * LdotV + invLenLV); + + float3 F = F_Schlick(bsdfData.fresnel0, LdotH); + + float Vis; + float D; + // TODO: this way of handling aniso may not be efficient, or maybe with material classification, need to check perf here + // Maybe always using aniso maybe a win ? + if (bsdfData.materialId == MATERIALID_LIT_ANISO) + { + float3 H = (L + V) * invLenLV; + // For anisotropy we must not saturate these values + float TdotH = dot(bsdfData.tangentWS, H); + float TdotL = dot(bsdfData.tangentWS, L); + float BdotH = dot(bsdfData.bitangentWS, H); + float BdotL = dot(bsdfData.bitangentWS, L); + + bsdfData.roughnessT = ClampRoughnessForAnalyticalLights(bsdfData.roughnessT); + bsdfData.roughnessB = ClampRoughnessForAnalyticalLights(bsdfData.roughnessB); + + #ifdef LIT_USE_BSDF_PRE_LAMBDAV + Vis = V_SmithJointGGXAnisoLambdaV( preLightData.TdotV, preLightData.BdotV, NdotV, TdotL, BdotL, NdotL, + bsdfData.roughnessT, bsdfData.roughnessB, preLightData.anisoGGXLambdaV); + #else + // TODO: Do comparison between this correct version and the one from isotropic and see if there is any visual difference + Vis = V_SmithJointGGXAniso( preLightData.TdotV, preLightData.BdotV, NdotV, TdotL, BdotL, NdotL, + bsdfData.roughnessT, bsdfData.roughnessB); + #endif + + D = D_GGXAniso(TdotH, BdotH, NdotH, bsdfData.roughnessT, bsdfData.roughnessB); + } + else + { + bsdfData.roughness = ClampRoughnessForAnalyticalLights(bsdfData.roughness); + + #ifdef LIT_USE_BSDF_PRE_LAMBDAV + Vis = V_SmithJointGGX(NdotL, NdotV, bsdfData.roughness, preLightData.ggxLambdaV); + #else + Vis = V_SmithJointGGX(NdotL, NdotV, bsdfData.roughness); + #endif + D = D_GGX(NdotH, bsdfData.roughness); + } + specularLighting = F * (Vis * D); + +#ifdef LIT_DIFFUSE_LAMBERT_BRDF + float diffuseTerm = Lambert(); +#elif LIT_DIFFUSE_GGX_BRDF + float3 diffuseTerm = DiffuseGGX(bsdfData.diffuseColor, NdotV, NdotL, NdotH, LdotV, bsdfData.perceptualRoughness); +#else + float diffuseTerm = DisneyDiffuse(NdotV, NdotL, LdotH, bsdfData.perceptualRoughness); +#endif + + diffuseLighting = bsdfData.diffuseColor * diffuseTerm; +} + +//----------------------------------------------------------------------------- +// EvaluateBSDF_Directional +//----------------------------------------------------------------------------- + +void EvaluateBSDF_Directional( LightLoopContext lightLoopContext, + float3 V, PositionInputs posInput, PreLightData preLightData, DirectionalLightData lightData, BSDFData bsdfData, + out float3 diffuseLighting, + out float3 specularLighting) +{ + float3 positionWS = posInput.positionWS; + + float3 L = -lightData.forward; // Lights are pointing backward in Unity + float illuminance = saturate(dot(bsdfData.normalWS, L)); + + diffuseLighting = float3(0.0, 0.0, 0.0); + specularLighting = float3(0.0, 0.0, 0.0); + float4 cookie = float4(1.0, 1.0, 1.0, 1.0); + float shadow = 1; + + [branch] if (lightData.shadowIndex >= 0) + { +#ifdef SHADOWS_USE_SHADOWCTXT + shadow = GetDirectionalShadowAttenuation(lightLoopContext.shadowContext, positionWS, lightData.shadowIndex, L, posInput.unPositionSS); +#else + shadow = GetDirectionalShadowAttenuation(lightLoopContext, positionWS, lightData.shadowIndex, L, posInput.unPositionSS); +#endif + illuminance *= shadow; + } + + [branch] if (lightData.cookieIndex >= 0) + { + float3 lightToSurface = positionWS - lightData.positionWS; + + // Project 'lightToSurface' onto the light's axes. + float2 coord = float2(dot(lightToSurface, lightData.right), dot(lightToSurface, lightData.up)); + + // Compute the NDC coordinates (in [-1, 1]^2). + coord.x *= lightData.invScaleX; + coord.y *= lightData.invScaleY; + + if (lightData.tileCookie || (abs(coord.x) <= 1 && abs(coord.y) <= 1)) + { + // Remap the texture coordinates from [-1, 1]^2 to [0, 1]^2. + coord = coord * 0.5 + 0.5; + + // Tile the texture if the 'repeat' wrap mode is enabled. + if (lightData.tileCookie) { coord = frac(coord); } + + cookie = SampleCookie2D(lightLoopContext, coord, lightData.cookieIndex); + } + else + { + cookie = float4(0, 0, 0, 0); + } + + illuminance *= cookie.a; + } + + [branch] if (illuminance > 0.0) + { + BSDF(V, L, positionWS, preLightData, bsdfData, diffuseLighting, specularLighting); + + diffuseLighting *= (cookie.rgb * lightData.color) * (illuminance * lightData.diffuseScale); + specularLighting *= (cookie.rgb * lightData.color) * (illuminance * lightData.specularScale); + } + + [branch] if (bsdfData.enableTransmission) + { + // Reverse the normal + do some wrap lighting to have a nicer transition between regular lighting and transmittance + // Ref: Steve McAuley - Energy-Conserving Wrapped Diffuse + const float w = 0.15; + float illuminance = saturate((dot(-bsdfData.normalWS, L) + w) / ((1.0 + w) * (1.0 + w))); + + // For low thickness, we can reuse the shadowing status for the back of the object. + shadow = (bsdfData.thickness <= SSS_LOW_THICKNESS) ? shadow : 1; + illuminance *= shadow * cookie.a; + + // The difference between the Disney Diffuse and the Lambertian BRDF for transmission is negligible. + float3 backLight = (cookie.rgb * lightData.color) * (illuminance * lightData.diffuseScale * Lambert()); + // TODO: multiplication by 'diffuseColor' and 'transmittance' is the same for each light. + float3 transmittedLight = backLight * bsdfData.diffuseColor * bsdfData.transmittance; + + // We use diffuse lighting for accumulation since it is going to be blurred during the SSS pass. + diffuseLighting += transmittedLight; + } +} + +//----------------------------------------------------------------------------- +// EvaluateBSDF_Punctual +//----------------------------------------------------------------------------- + +void EvaluateBSDF_Punctual( LightLoopContext lightLoopContext, + float3 V, PositionInputs posInput, PreLightData preLightData, LightData lightData, BSDFData bsdfData, + out float3 diffuseLighting, + out float3 specularLighting) +{ + float3 positionWS = posInput.positionWS; + + // All punctual light type in the same formula, attenuation is neutral depends on light type. + // light.positionWS is the normalize light direction in case of directional light and invSqrAttenuationRadius is 0 + // mean dot(unL, unL) = 1 and mean GetDistanceAttenuation() will return 1 + // For point light and directional GetAngleAttenuation() return 1 + + float3 unL = lightData.positionWS - positionWS; + float3 L = normalize(unL); + + float attenuation = GetDistanceAttenuation(unL, lightData.invSqrAttenuationRadius); + // Reminder: lights are ortiented backward (-Z) + attenuation *= GetAngleAttenuation(L, -lightData.forward, lightData.angleScale, lightData.angleOffset); + float illuminance = saturate(dot(bsdfData.normalWS, L)) * attenuation; + + diffuseLighting = float3(0.0, 0.0, 0.0); + specularLighting = float3(0.0, 0.0, 0.0); + float4 cookie = float4(1.0, 1.0, 1.0, 1.0); + float shadow = 1; + + // TODO: measure impact of having all these dynamic branch here and the gain (or not) of testing illuminace > 0 + + //[branch] if (lightData.IESIndex >= 0 && illuminance > 0.0) + //{ + // float3x3 lightToWorld = float3x3(lightData.right, lightData.up, lightData.forward); + // float2 sphericalCoord = GetIESTextureCoordinate(lightToWorld, L); + // illuminance *= SampleIES(lightLoopContext, lightData.IESIndex, sphericalCoord, 0).r; + //} + + [branch] if (lightData.shadowIndex >= 0) + { + float3 offset = float3(0.0, 0.0, 0.0); // GetShadowPosOffset(nDotL, normal); +#ifdef SHADOWS_USE_SHADOWCTXT + shadow = GetPunctualShadowAttenuation(lightLoopContext.shadowContext, positionWS + offset, lightData.shadowIndex, L, posInput.unPositionSS); +#else + shadow = GetPunctualShadowAttenuation(lightLoopContext, lightData.lightType, positionWS + offset, lightData.shadowIndex, L, posInput.unPositionSS); +#endif + shadow = lerp(1.0, shadow, lightData.shadowDimmer); + + illuminance *= shadow; + } + + [branch] if (lightData.cookieIndex >= 0) + { + float3x3 lightToWorld = float3x3(lightData.right, lightData.up, lightData.forward); + + // Rotate 'L' into the light space. + // We perform the negation because lights are oriented backwards (-Z). + float3 coord = mul(-L, transpose(lightToWorld)); + + [branch] if (lightData.lightType == GPULIGHTTYPE_SPOT) + { + // Perform the perspective projection of the hemisphere onto the disk. + coord.xy /= coord.z; + + // Rescale the projective coordinates to fit into the [-1, 1]^2 range. + float cotOuterHalfAngle = lightData.size.x; + coord.xy *= cotOuterHalfAngle; + + // Remap the texture coordinates from [-1, 1]^2 to [0, 1]^2. + coord.xy = coord.xy * 0.5 + 0.5; + + cookie = SampleCookie2D(lightLoopContext, coord.xy, lightData.cookieIndex); + } + else // GPULIGHTTYPE_POINT + { + cookie = SampleCookieCube(lightLoopContext, coord, lightData.cookieIndex); + } + + illuminance *= cookie.a; + } + + [branch] if (illuminance > 0.0) + { + BSDF(V, L, positionWS, preLightData, bsdfData, diffuseLighting, specularLighting); + + diffuseLighting *= (cookie.rgb * lightData.color) * (illuminance * lightData.diffuseScale); + specularLighting *= (cookie.rgb * lightData.color) * (illuminance * lightData.specularScale); + } + + [branch] if (bsdfData.enableTransmission) + { + // Reverse the normal + do some wrap lighting to have a nicer transition between regular lighting and transmittance + // Ref: Steve McAuley - Energy-Conserving Wrapped Diffuse + const float w = 0.15; + float illuminance = saturate((dot(-bsdfData.normalWS, L) + w) / ((1.0 + w) * (1.0 + w))); + illuminance *= attenuation; + + // For low thickness, we can reuse the shadowing status for the back of the object. + shadow = (bsdfData.thickness <= SSS_LOW_THICKNESS) ? shadow : 1; + illuminance *= shadow * cookie.a; + + // The difference between the Disney Diffuse and the Lambertian BRDF for transmission is negligible. + float3 backLight = (cookie.rgb * lightData.color) * (illuminance * lightData.diffuseScale * Lambert()); + // TODO: multiplication by 'diffuseColor' and 'transmittance' is the same for each light. + float3 transmittedLight = backLight * bsdfData.diffuseColor * bsdfData.transmittance; + + // We use diffuse lighting for accumulation since it is going to be blurred during the SSS pass. + diffuseLighting += transmittedLight; + } +} + +//----------------------------------------------------------------------------- +// EvaluateBSDF_Projector +//----------------------------------------------------------------------------- + +void EvaluateBSDF_Projector(LightLoopContext lightLoopContext, + float3 V, PositionInputs posInput, PreLightData preLightData, LightData lightData, BSDFData bsdfData, + out float3 diffuseLighting, + out float3 specularLighting) +{ + float3 positionWS = posInput.positionWS; + + // Translate and rotate 'positionWS' into the light space. + float3 positionLS = mul(positionWS - lightData.positionWS, + transpose(float3x3(lightData.right, lightData.up, lightData.forward))); + + if (lightData.lightType == GPULIGHTTYPE_PROJECTOR_PYRAMID) + { + // Perform perspective division. + positionLS *= rcp(positionLS.z); + } + else + { + // For orthographic projection, the Z coordinate plays no role. + positionLS.z = 0; + } + + // Compute the NDC position (in [-1, 1]^2). TODO: precompute the inverse? + float2 positionNDC = positionLS.xy * rcp(0.5 * lightData.size); + + // Perform clipping. + float clipFactor = ((positionLS.z >= 0) && (abs(positionNDC.x) <= 1 && abs(positionNDC.y) <= 1)) ? 1 : 0; + + float3 L = -lightData.forward; // Lights are pointing backward in Unity + float illuminance = saturate(dot(bsdfData.normalWS, L) * clipFactor); + + diffuseLighting = float3(0.0, 0.0, 0.0); + specularLighting = float3(0.0, 0.0, 0.0); + float4 cookie = float4(1.0, 1.0, 1.0, 1.0); + float shadow = 1; + + [branch] if (lightData.shadowIndex >= 0) + { +#ifdef SHADOWS_USE_SHADOWCTXT + shadow = GetDirectionalShadowAttenuation(lightLoopContext.shadowContext, positionWS, lightData.shadowIndex, L, posInput.unPositionSS); +#else + shadow = GetDirectionalShadowAttenuation(lightLoopContext, positionWS, lightData.shadowIndex, L, posInput.unPositionSS); +#endif + illuminance *= shadow; + } + + [branch] if (lightData.cookieIndex >= 0) + { + // Compute the texture coordinates in [0, 1]^2. + float2 coord = positionNDC * 0.5 + 0.5; + + cookie = SampleCookie2D(lightLoopContext, coord, lightData.cookieIndex); + + illuminance *= cookie.a; + } + + [branch] if (illuminance > 0.0) + { + BSDF(V, L, positionWS, preLightData, bsdfData, diffuseLighting, specularLighting); + + diffuseLighting *= (cookie.rgb * lightData.color) * (illuminance * lightData.diffuseScale); + specularLighting *= (cookie.rgb * lightData.color) * (illuminance * lightData.specularScale); + } + + [branch] if (bsdfData.enableTransmission) + { + // Reverse the normal + do some wrap lighting to have a nicer transition between regular lighting and transmittance + // Ref: Steve McAuley - Energy-Conserving Wrapped Diffuse + const float w = 0.15; + float illuminance = saturate((dot(-bsdfData.normalWS, L) + w) / ((1.0 + w) * (1.0 + w))); + illuminance *= clipFactor; + + // For low thickness, we can reuse the shadowing status for the back of the object. + shadow = (bsdfData.thickness <= SSS_LOW_THICKNESS) ? shadow : 1; + illuminance *= shadow * cookie.a; + + // The difference between the Disney Diffuse and the Lambertian BRDF for transmission is negligible. + float3 backLight = (cookie.rgb * lightData.color) * (illuminance * lightData.diffuseScale * Lambert()); + // TODO: multiplication by 'diffuseColor' and 'transmittance' is the same for each light. + float3 transmittedLight = backLight * bsdfData.diffuseColor * bsdfData.transmittance; + + // We use diffuse lighting for accumulation since it is going to be blurred during the SSS pass. + diffuseLighting += transmittedLight; + } +} + +//----------------------------------------------------------------------------- +// EvaluateBSDF_Line - Reference +//----------------------------------------------------------------------------- + +void IntegrateBSDF_LineRef(float3 V, float3 positionWS, + PreLightData preLightData, LightData lightData, BSDFData bsdfData, + out float3 diffuseLighting, out float3 specularLighting, + int sampleCount = 128) +{ + diffuseLighting = float3(0.0, 0.0, 0.0); + specularLighting = float3(0.0, 0.0, 0.0); + + const float len = lightData.size.x; + const float3 T = lightData.right; + const float3 P1 = lightData.positionWS - T * (0.5 * len); + const float dt = len * rcp(sampleCount); + const float off = 0.5 * dt; + + // Uniformly sample the line segment with the Pdf = 1 / len. + const float invPdf = len; + + for (int i = 0; i < sampleCount; ++i) + { + // Place the sample in the middle of the interval. + float t = off + i * dt; + float3 sPos = P1 + t * T; + float3 unL = sPos - positionWS; + float dist2 = dot(unL, unL); + float3 L = normalize(unL); + float sinLT = length(cross(L, T)); + float NdotL = saturate(dot(bsdfData.normalWS, L)); + + float3 lightDiff, lightSpec; + + BSDF(V, L, positionWS, preLightData, bsdfData, lightDiff, lightSpec); + + // The value of the specular BSDF could be infinite. + // Summing up infinities leads to NaNs. + lightSpec = min(lightSpec, FLT_MAX); + + diffuseLighting += lightDiff * (sinLT / dist2 * NdotL); + specularLighting += lightSpec * (sinLT / dist2 * NdotL); + } + + // The factor of 2 is due to the fact: Integral{0, 2 PI}{max(0, cos(x))dx} = 2. + float normFactor = 2.0 * invPdf * rcp(sampleCount); + + diffuseLighting *= normFactor * lightData.diffuseScale * lightData.color; + specularLighting *= normFactor * lightData.specularScale * lightData.color; +} + +//----------------------------------------------------------------------------- +// EvaluateBSDF_Line - Approximation with Linearly Transformed Cosines +//----------------------------------------------------------------------------- + +void EvaluateBSDF_Line(LightLoopContext lightLoopContext, + float3 V, PositionInputs posInput, + PreLightData preLightData, LightData lightData, BSDFData bsdfData, + out float3 diffuseLighting, out float3 specularLighting) +{ + float3 positionWS = posInput.positionWS; + +#ifdef LIT_DISPLAY_REFERENCE_AREA + IntegrateBSDF_LineRef(V, positionWS, preLightData, lightData, bsdfData, + diffuseLighting, specularLighting); +#else + diffuseLighting = float3(0.0, 0.0, 0.0); + specularLighting = float3(0.0, 0.0, 0.0); + + float len = lightData.size.x; + float3 T = lightData.right; + + float3 unL = lightData.positionWS - positionWS; + + // Pick the major axis of the ellipsoid. + float3 axis = lightData.right; + + // We define the ellipsoid s.t. r1 = (r + len / 2), r2 = r3 = r. + // TODO: This could be precomputed. + float radius = rsqrt(lightData.invSqrAttenuationRadius); + float invAspectRatio = radius / (radius + (0.5 * len)); + + // Compute the light attenuation. + float intensity = GetEllipsoidalDistanceAttenuation(unL, lightData.invSqrAttenuationRadius, + axis, invAspectRatio); + + // Terminate if the shaded point is too far away. + if (intensity == 0.0) return; + + lightData.diffuseScale *= intensity; + lightData.specularScale *= intensity; + + // TODO: This could be precomputed. + float3 P1 = lightData.positionWS - T * (0.5 * len); + float3 P2 = lightData.positionWS + T * (0.5 * len); + + // Translate the endpoints s.t. the shaded point is at the origin of the coordinate system. + P1 -= positionWS; + P2 -= positionWS; + + // Construct a view-dependent orthonormal basis around N. + // TODO: it could be stored in PreLightData, since all LTC lights compute it more than once. + float3x3 basis; + basis[0] = normalize(V - bsdfData.normalWS * preLightData.NdotV); + basis[1] = normalize(cross(bsdfData.normalWS, basis[0])); + basis[2] = bsdfData.normalWS; + + // Rotate the endpoints into the local coordinate system (left-handed). + P1 = mul(P1, transpose(basis)); + P2 = mul(P2, transpose(basis)); + + // Compute the binormal. + float3 B = normalize(cross(P1, P2)); + + float ltcValue; + + // Evaluate the diffuse part. + { + #ifdef LIT_DIFFUSE_LAMBERT_BRDF + ltcValue = LTCEvaluate(P1, P2, B, k_identity3x3); + #else + ltcValue = LTCEvaluate(P1, P2, B, preLightData.ltcXformDisneyDiffuse); + #endif + + if (ltcValue == 0.0) + { + // The light is below the horizon. + return; + } + + #ifndef LIT_DIFFUSE_LAMBERT_BRDF + ltcValue *= preLightData.ltcDisneyDiffuseMagnitude; + #endif + + ltcValue *= lightData.diffuseScale; + diffuseLighting = bsdfData.diffuseColor * lightData.color * ltcValue; + } + + // Evaluate the specular part. + { + // TODO: the fit seems rather poor. The scaling factor of 0.5 allows us + // to match the reference for rough metals, but further darkens dielectrics. + float3 fresnelTerm = bsdfData.fresnel0 * preLightData.ltcGGXFresnelMagnitudeDiff + + (float3)preLightData.ltcGGXFresnelMagnitude; + + ltcValue = LTCEvaluate(P1, P2, B, preLightData.ltcXformGGX); + ltcValue *= lightData.specularScale; + specularLighting = fresnelTerm * lightData.color * ltcValue; + } +#endif // LIT_DISPLAY_REFERENCE_AREA +} + +//----------------------------------------------------------------------------- +// EvaluateBSDF_Area - Reference +//----------------------------------------------------------------------------- + +void IntegrateBSDF_AreaRef(float3 V, float3 positionWS, + PreLightData preLightData, LightData lightData, BSDFData bsdfData, + out float3 diffuseLighting, out float3 specularLighting, + uint sampleCount = 512) +{ + // Add some jittering on Hammersley2d + float2 randNum = InitRandom(V.xy * 0.5 + 0.5); + + diffuseLighting = float3(0.0, 0.0, 0.0); + specularLighting = float3(0.0, 0.0, 0.0); + + for (uint i = 0; i < sampleCount; ++i) + { + float3 P = float3(0.0, 0.0, 0.0); // Sample light point. Random point on the light shape in local space. + float3 Ns = float3(0.0, 0.0, 0.0); // Unit surface normal at P + float lightPdf = 0.0; // Pdf of the light sample + + float2 u = Hammersley2d(i, sampleCount); + u = frac(u + randNum); + + // Lights in Unity point backward. + float4x4 localToWorld = float4x4(float4(lightData.right, 0.0), float4(lightData.up, 0.0), float4(-lightData.forward, 0.0), float4(lightData.positionWS, 1.0)); + + switch (lightData.lightType) + { + case GPULIGHTTYPE_SPHERE: + SampleSphere(u, localToWorld, lightData.size.x, lightPdf, P, Ns); + break; + case GPULIGHTTYPE_HEMISPHERE: + SampleHemisphere(u, localToWorld, lightData.size.x, lightPdf, P, Ns); + break; + case GPULIGHTTYPE_CYLINDER: + SampleCylinder(u, localToWorld, lightData.size.x, lightData.size.y, lightPdf, P, Ns); + break; + case GPULIGHTTYPE_RECTANGLE: + SampleRectangle(u, localToWorld, lightData.size.x, lightData.size.y, lightPdf, P, Ns); + break; + case GPULIGHTTYPE_DISK: + SampleDisk(u, localToWorld, lightData.size.x, lightPdf, P, Ns); + break; + // case GPULIGHTTYPE_LINE: handled by a separate function. + } + + // Get distance + float3 unL = P - positionWS; + float sqrDist = dot(unL, unL); + float3 L = normalize(unL); + + // Cosine of the angle between the light direction and the normal of the light's surface. + float cosLNs = saturate(dot(-L, Ns)); + + // We calculate area reference light with the area integral rather than the solid angle one. + float illuminance = cosLNs * saturate(dot(bsdfData.normalWS, L)) / (sqrDist * lightPdf); + + float3 localDiffuseLighting = float3(0.0, 0.0, 0.0); + float3 localSpecularLighting = float3(0.0, 0.0, 0.0); + + if (illuminance > 0.0) + { + BSDF(V, L, positionWS, preLightData, bsdfData, localDiffuseLighting, localSpecularLighting); + localDiffuseLighting *= lightData.color * illuminance * lightData.diffuseScale; + localSpecularLighting *= lightData.color * illuminance * lightData.specularScale; + } + + diffuseLighting += localDiffuseLighting; + specularLighting += localSpecularLighting; + } + + diffuseLighting /= float(sampleCount); + specularLighting /= float(sampleCount); +} + +//----------------------------------------------------------------------------- +// EvaluateBSDF_Area - Approximation with Linearly Transformed Cosines +//----------------------------------------------------------------------------- + +// #define ELLIPSOIDAL_ATTENUATION + +void EvaluateBSDF_Area(LightLoopContext lightLoopContext, + float3 V, PositionInputs posInput, + PreLightData preLightData, LightData lightData, BSDFData bsdfData, + out float3 diffuseLighting, out float3 specularLighting) +{ + float3 positionWS = posInput.positionWS; + +#ifdef LIT_DISPLAY_REFERENCE_AREA + IntegrateBSDF_AreaRef(V, positionWS, preLightData, lightData, bsdfData, + diffuseLighting, specularLighting); +#else + diffuseLighting = float3(0.0, 0.0, 0.0); + specularLighting = float3(0.0, 0.0, 0.0); + + float3 unL = lightData.positionWS - positionWS; + + [branch] + if (dot(lightData.forward, unL) >= 0) + { + // The light is back-facing. + return; + } + + // Rotate the light direction into the light space. + float3x3 lightToWorld = float3x3(lightData.right, lightData.up, -lightData.forward); + unL = mul(unL, transpose(lightToWorld)); + + // TODO: This could be precomputed. + float halfWidth = lightData.size.x * 0.5; + float halfHeight = lightData.size.y * 0.5; + + // Define the dimensions of the attenuation volume. + // TODO: This could be precomputed. + float radius = rsqrt(lightData.invSqrAttenuationRadius); + float3 invHalfDim = rcp(float3(radius + halfWidth, + radius + halfHeight, + radius)); + + // Compute the light attenuation. +#ifdef ELLIPSOIDAL_ATTENUATION + // The attenuation volume is an axis-aligned ellipsoid s.t. + // r1 = (r + w / 2), r2 = (r + h / 2), r3 = r. + float intensity = GetEllipsoidalDistanceAttenuation(unL, invHalfDim); +#else + // The attenuation volume is an axis-aligned box s.t. + // hX = (r + w / 2), hY = (r + h / 2), hZ = r. + float intensity = GetBoxDistanceAttenuation(unL, invHalfDim); +#endif + + // Terminate if the shaded point is too far away. + if (intensity == 0.0) return; + + lightData.diffuseScale *= intensity; + lightData.specularScale *= intensity; + + // TODO: store 4 points and save 12 cycles (24x MADs - 12x MOVs). + float3 p0 = lightData.positionWS + lightData.right * halfWidth + lightData.up * halfHeight; + float3 p1 = lightData.positionWS + lightData.right * halfWidth + lightData.up * -halfHeight; + float3 p2 = lightData.positionWS + lightData.right * -halfWidth + lightData.up * -halfHeight; + float3 p3 = lightData.positionWS + lightData.right * -halfWidth + lightData.up * halfHeight; + + float4x3 matL = float4x3(p0, p1, p2, p3) - float4x3(positionWS, positionWS, positionWS, positionWS); + + float ltcValue; + + // Evaluate the diffuse part. + { + #ifdef LIT_DIFFUSE_LAMBERT_BRDF + ltcValue = LTCEvaluate(matL, V, bsdfData.normalWS, preLightData.NdotV, k_identity3x3); + #else + ltcValue = LTCEvaluate(matL, V, bsdfData.normalWS, preLightData.NdotV, preLightData.ltcXformDisneyDiffuse); + #endif + + if (ltcValue == 0.0) + { + // The polygon is either back-facing, or has been completely clipped. + return; + } + + #ifndef LIT_DIFFUSE_LAMBERT_BRDF + ltcValue *= preLightData.ltcDisneyDiffuseMagnitude; + #endif + + ltcValue *= lightData.diffuseScale; + diffuseLighting = bsdfData.diffuseColor * lightData.color * ltcValue; + } + + // Evaluate the specular part. + { + // TODO: the fit seems rather poor. The scaling factor of 0.5 allows us + // to match the reference for rough metals, but further darkens dielectrics. + float3 fresnelTerm = bsdfData.fresnel0 * preLightData.ltcGGXFresnelMagnitudeDiff + + (float3)preLightData.ltcGGXFresnelMagnitude; + + ltcValue = LTCEvaluate(matL, V, bsdfData.normalWS, preLightData.NdotV, preLightData.ltcXformGGX); + ltcValue *= lightData.specularScale; + specularLighting = fresnelTerm * lightData.color * ltcValue; + } +#endif // LIT_DISPLAY_REFERENCE_AREA +} + +//----------------------------------------------------------------------------- +// EvaluateBSDF_Env - Reference +// ---------------------------------------------------------------------------- + +// Ref: Moving Frostbite to PBR (Appendix A) +float3 IntegrateLambertIBLRef(LightLoopContext lightLoopContext, + float3 V, EnvLightData lightData, BSDFData bsdfData, + uint sampleCount = 4096) +{ + float3x3 localToWorld = float3x3(bsdfData.tangentWS, bsdfData.bitangentWS, bsdfData.normalWS); + float3 acc = float3(0.0, 0.0, 0.0); + + // Add some jittering on Hammersley2d + float2 randNum = InitRandom(V.xy * 0.5 + 0.5); + + for (uint i = 0; i < sampleCount; ++i) + { + float2 u = Hammersley2d(i, sampleCount); + u = frac(u + randNum); + + float3 L; + float NdotL; + float weightOverPdf; + ImportanceSampleLambert(u, localToWorld, L, NdotL, weightOverPdf); + + if (NdotL > 0.0) + { + float4 val = SampleEnv(lightLoopContext, lightData.envIndex, L, 0); + + // diffuse Albedo is apply here as describe in ImportanceSampleLambert function + acc += bsdfData.diffuseColor * LambertNoPI() * weightOverPdf * val.rgb; + } + } + + return acc / sampleCount; +} + +float3 IntegrateDisneyDiffuseIBLRef(LightLoopContext lightLoopContext, + float3 V, PreLightData preLightData, EnvLightData lightData, BSDFData bsdfData, + uint sampleCount = 4096) +{ + float3x3 localToWorld = float3x3(bsdfData.tangentWS, bsdfData.bitangentWS, bsdfData.normalWS); + float3 acc = float3(0.0, 0.0, 0.0); + + // Add some jittering on Hammersley2d + float2 randNum = InitRandom(V.xy * 0.5 + 0.5); + + for (uint i = 0; i < sampleCount; ++i) + { + float2 u = Hammersley2d(i, sampleCount); + u = frac(u + randNum); + + float3 L; + float NdotL; + float weightOverPdf; + // for Disney we still use a Cosine importance sampling, true Disney importance sampling imply a look up table + ImportanceSampleLambert(u, localToWorld, L, NdotL, weightOverPdf); + + if (NdotL > 0.0) + { + float3 H = normalize(L + V); + float LdotH = dot(L, H); + // Note: we call DisneyDiffuse that require to multiply by Albedo / PI. Divide by PI is already taken into account + // in weightOverPdf of ImportanceSampleLambert call. + float disneyDiffuse = DisneyDiffuse(preLightData.NdotV, NdotL, LdotH, bsdfData.perceptualRoughness); + + // diffuse Albedo is apply here as describe in ImportanceSampleLambert function + float4 val = SampleEnv(lightLoopContext, lightData.envIndex, L, 0); + acc += bsdfData.diffuseColor * disneyDiffuse * weightOverPdf * val.rgb; + } + } + + return acc / sampleCount; +} + +// Ref: Moving Frostbite to PBR (Appendix A) +float3 IntegrateSpecularGGXIBLRef(LightLoopContext lightLoopContext, + float3 V, PreLightData preLightData, EnvLightData lightData, BSDFData bsdfData, + uint sampleCount = 4096) +{ + float3x3 localToWorld = float3x3(bsdfData.tangentWS, bsdfData.bitangentWS, bsdfData.normalWS); + float3 acc = float3(0.0, 0.0, 0.0); + + // Add some jittering on Hammersley2d + float2 randNum = InitRandom(V.xy * 0.5 + 0.5); + + for (uint i = 0; i < sampleCount; ++i) + { + float2 u = Hammersley2d(i, sampleCount); + u = frac(u + randNum); + + float VdotH; + float NdotL; + float3 L; + float weightOverPdf; + + // GGX BRDF + if (bsdfData.materialId == MATERIALID_LIT_ANISO) + { + ImportanceSampleAnisoGGX(u, V, localToWorld, bsdfData.roughnessT, bsdfData.roughnessB, preLightData.NdotV, L, VdotH, NdotL, weightOverPdf); + } + else + { + ImportanceSampleGGX(u, V, localToWorld, bsdfData.roughness, preLightData.NdotV, L, VdotH, NdotL, weightOverPdf); + } + + + if (NdotL > 0.0) + { + // Fresnel component is apply here as describe in ImportanceSampleGGX function + float3 FweightOverPdf = F_Schlick(bsdfData.fresnel0, VdotH) * weightOverPdf; + + float4 val = SampleEnv(lightLoopContext, lightData.envIndex, L, 0); + + acc += FweightOverPdf * val.rgb; + } + } + + return acc / sampleCount; +} + +//----------------------------------------------------------------------------- +// EvaluateBSDF_Env +// ---------------------------------------------------------------------------- + +// _preIntegratedFGD and _CubemapLD are unique for each BRDF +void EvaluateBSDF_Env( LightLoopContext lightLoopContext, + float3 V, PositionInputs posInput, PreLightData preLightData, EnvLightData lightData, BSDFData bsdfData, + out float3 diffuseLighting, out float3 specularLighting, out float2 weight) +{ + float3 positionWS = posInput.positionWS; + +#ifdef LIT_DISPLAY_REFERENCE_IBL + + specularLighting = IntegrateSpecularGGXIBLRef(lightLoopContext, V, preLightData, lightData, bsdfData); + +/* + #ifdef LIT_DIFFUSE_LAMBERT_BRDF + diffuseLighting = IntegrateLambertIBLRef(lightData, V, bsdfData); + #else + diffuseLighting = IntegrateDisneyDiffuseIBLRef(lightLoopContext, V, preLightData, lightData, bsdfData); + #endif +*/ + diffuseLighting = float3(0.0, 0.0, 0.0); + + weight = float2(0.0, 1.0); + +#else + // TODO: factor this code in common, so other material authoring don't require to rewrite everything, + // also think about how such a loop can handle 2 cubemap at the same time as old unity. Macro can allow to do that + // but we need to have UNITY_SAMPLE_ENV_LOD replace by a true function instead that is define by the lighting arcitecture. + // Also not sure how to deal with 2 intersection.... + // Box and sphere are related to light property (but we have also distance based roughness etc...) + + // TODO: test the strech from Tomasz + // float shrinkedRoughness = AnisotropicStrechAtGrazingAngle(bsdfData.roughness, bsdfData.perceptualRoughness, NdotV); + + // In this code we redefine a bit the behavior of the reflcetion proble. We separate the projection volume (the proxy of the scene) form the influence volume (what pixel on the screen is affected) + + // 1. First determine the projection volume + + // In Unity the cubemaps are capture with the localToWorld transform of the component. + // This mean that location and oritention matter. So after intersection of proxy volume we need to convert back to world. + + // CAUTION: localToWorld is the transform use to convert the cubemap capture point to world space (mean it include the offset) + // the center of the bounding box is thus in locals space: positionLS - offsetLS + // We use this formulation as it is the one of legacy unity that was using only AABB box. + + float3 R = preLightData.iblDirWS; + float3x3 worldToLocal = transpose(float3x3(lightData.right, lightData.up, lightData.forward)); // worldToLocal assume no scaling + float3 positionLS = positionWS - lightData.positionWS; + positionLS = mul(positionLS, worldToLocal).xyz - lightData.offsetLS; // We want to calculate the intersection from the center of the bounding box. + + if (lightData.envShapeType == ENVSHAPETYPE_BOX) + { + float3 dirLS = mul(R, worldToLocal); + float3 boxOuterDistance = lightData.innerDistance + float3(lightData.blendDistance, lightData.blendDistance, lightData.blendDistance); + float dist = BoxRayIntersectSimple(positionLS, dirLS, -boxOuterDistance, boxOuterDistance); + + // No need to normalize for fetching cubemap + // We can reuse dist calculate in LS directly in WS as there is no scaling. Also the offset is already include in lightData.positionWS + R = (positionWS + dist * R) - lightData.positionWS; + + // TODO: add distance based roughness + } + else if (lightData.envShapeType == ENVSHAPETYPE_SPHERE) + { + float3 dirLS = mul(R, worldToLocal); + float sphereOuterDistance = lightData.innerDistance.x + lightData.blendDistance; + float dist = SphereRayIntersectSimple(positionLS, dirLS, sphereOuterDistance); + + R = (positionWS + dist * R) - lightData.positionWS; + } + + // 2. Apply the influence volume (Box volume is used for culling whatever the influence shape) + // TODO: In the future we could have an influence volume inside the projection volume (so with a different transform, in this case we will need another transform) + weight.y = 1.0; + + if (lightData.envShapeType == ENVSHAPETYPE_SPHERE) + { + float distFade = max(length(positionLS) - lightData.innerDistance.x, 0.0); + weight.y = saturate(1.0 - distFade / max(lightData.blendDistance, 0.0001)); // avoid divide by zero + } + else if (lightData.envShapeType == ENVSHAPETYPE_BOX || + lightData.envShapeType == ENVSHAPETYPE_NONE) + { + // Calculate falloff value, so reflections on the edges of the volume would gradually blend to previous reflection. + float distFade = DistancePointBox(positionLS, -lightData.innerDistance, lightData.innerDistance); + weight.y = saturate(1.0 - distFade / max(lightData.blendDistance, 0.0001)); // avoid divide by zero + } + + // Smooth weighting + weight.x = 0.0; + weight.y = smoothstep01(weight.y); + + // TODO: we must always perform a weight calculation as due to tiled rendering we need to smooth out cubemap at boundaries. + // So goal is to split into two category and have an option to say if we parallax correct or not. + + float4 preLD = SampleEnv(lightLoopContext, lightData.envIndex, R, preLightData.iblMipLevel); + specularLighting = preLD.rgb * preLightData.specularFGD; + + // Apply specular occlusion on it + specularLighting *= bsdfData.specularOcclusion; + diffuseLighting = float3(0.0, 0.0, 0.0); + +#endif +} + +#endif // #ifdef HAS_LIGHTLOOP diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.hlsl.meta rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl.meta diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader new file mode 100644 index 00000000000..1762585872b --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader @@ -0,0 +1,398 @@ +Shader "HDRenderPipeline/Lit" +{ + Properties + { + // Following set of parameters represent the parameters node inside the MaterialGraph. + // They are use to fill a SurfaceData. With a MaterialGraph this should not exist. + + // Reminder. Color here are in linear but the UI (color picker) do the conversion sRGB to linear + _BaseColor("BaseColor", Color) = (1,1,1,1) + _BaseColorMap("BaseColorMap", 2D) = "white" {} + + _Metallic("_Metallic", Range(0.0, 1.0)) = 0 + _Smoothness("Smoothness", Range(0.0, 1.0)) = 1.0 + _MaskMap("MaskMap", 2D) = "white" {} + + _SpecularOcclusionMap("SpecularOcclusion", 2D) = "white" {} + + _NormalMap("NormalMap", 2D) = "bump" {} + _NormalScale("_NormalScale", Range(0.0, 2.0)) = 1 + + _HeightMap("HeightMap", 2D) = "black" {} + _HeightAmplitude("Height Amplitude", Float) = 0.01 // In world units + _HeightCenter("Height Center", Float) = 0.5 // In texture space + + _DetailMap("DetailMap", 2D) = "black" {} + _DetailMask("DetailMask", 2D) = "white" {} + _DetailAlbedoScale("_DetailAlbedoScale", Range(-2.0, 2.0)) = 1 + _DetailNormalScale("_DetailNormalScale", Range(0.0, 2.0)) = 1 + _DetailSmoothnessScale("_DetailSmoothnessScale", Range(-2.0, 2.0)) = 1 + + _TangentMap("TangentMap", 2D) = "bump" {} + _Anisotropy("Anisotropy", Range(0.0, 1.0)) = 0 + _AnisotropyMap("AnisotropyMap", 2D) = "white" {} + + _SubsurfaceProfile("Subsurface Profile", Int) = 0 + _SubsurfaceRadius("Subsurface Radius", Range(0.0, 1.0)) = 1.0 + _SubsurfaceRadiusMap("Subsurface Radius Map", 2D) = "white" {} + _Thickness("Thickness", Range(0.0, 1.0)) = 1.0 + _ThicknessMap("Thickness Map", 2D) = "white" {} + + _SpecularColor("SpecularColor", Color) = (1, 1, 1, 1) + _SpecularColorMap("SpecularColorMap", 2D) = "white" {} + + // Wind + [ToggleOff] _EnableWind("Enable Wind", Float) = 0.0 + _InitialBend("Initial Bend", float) = 1.0 + _Stiffness("Stiffness", float) = 1.0 + _Drag("Drag", float) = 1.0 + _ShiverDrag("Shiver Drag", float) = 0.2 + _ShiverDirectionality("Shiver Directionality", Range(0.0, 1.0)) = 0.5 + + _DistortionVectorMap("DistortionVectorMap", 2D) = "black" {} + + // Following options are for the GUI inspector and different from the input parameters above + // These option below will cause different compilation flag. + + _EmissiveColor("EmissiveColor", Color) = (0, 0, 0) + _EmissiveColorMap("EmissiveColorMap", 2D) = "white" {} + _EmissiveIntensity("EmissiveIntensity", Float) = 0 + + [ToggleOff] _DistortionEnable("Enable Distortion", Float) = 0.0 + [ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0 + [ToggleOff] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 0.0 + [ToggleOff] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0 + + [ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0 + _AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + + _HorizonFade("Horizon fade", Range(0.0, 5.0)) = 1.0 + + // Stencil state + [HideInInspector] _StencilRef("_StencilRef", Int) = 2 // StencilBits.Standard + + // Blending state + [HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0 + [HideInInspector] _BlendMode("__blendmode", Float) = 0.0 + [HideInInspector] _SrcBlend("__src", Float) = 1.0 + [HideInInspector] _DstBlend("__dst", Float) = 0.0 + [HideInInspector] _ZWrite("__zw", Float) = 1.0 + [HideInInspector] _CullMode("__cullmode", Float) = 2.0 + [HideInInspector] _ZTestMode("_ZTestMode", Int) = 8 + + [ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0 + [ToggleOff] _DoubleSidedMirrorEnable("Double sided mirror enable", Float) = 1.0 + [HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0) + + [Enum(UV0, 0, Planar, 1, TriPlanar, 2)] _UVBase("UV Set for base", Float) = 0 + _TexWorldScale("Scale to apply on world coordinate", Float) = 1.0 + [HideInInspector] _UVMappingMask("_UVMappingMask", Color) = (1, 0, 0, 0) + [Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0 + + [Enum(Standard, 0, Subsurface Scattering, 1, Specular Color, 2)] _MaterialID("MaterialId", Int) = 0 + + [ToggleOff] _EnablePerPixelDisplacement("Enable per pixel displacement", Float) = 0.0 + _PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5 + _PPDMaxSamples("Max sample for POM", Range(1.0, 64.0)) = 15 + _PPDLodThreshold("Start lod to fade out the POM effect", Range(0.0, 16.0)) = 5 + [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail("UV Set for detail", Float) = 0 + [HideInInspector] _UVDetailsMappingMask("_UVDetailsMappingMask", Color) = (1, 0, 0, 0) + [Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1 + + // Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor" + // value that exist to identify if the GI emission need to be enabled. + // In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it. + // TODO: Fix the code in legacy unity so we can customize the beahvior for GI + _EmissionColor("Color", Color) = (1, 1, 1) + } + + HLSLINCLUDE + + #pragma target 4.5 + #pragma only_renderers d3d11 ps4 metal // TEMP: until we go futher in dev + // #pragma enable_d3d11_debug_symbols + + //------------------------------------------------------------------------------------- + // Variant + //------------------------------------------------------------------------------------- + + #pragma shader_feature _ALPHATEST_ON + #pragma shader_feature _DISTORTION_ON + #pragma shader_feature _DEPTHOFFSET_ON + #pragma shader_feature _DOUBLESIDED_ON + #pragma shader_feature _PER_PIXEL_DISPLACEMENT + + #pragma shader_feature _ _MAPPING_PLANAR _MAPPING_TRIPLANAR + #pragma shader_feature _NORMALMAP_TANGENT_SPACE + #pragma shader_feature _ _REQUIRE_UV2 _REQUIRE_UV3 + #pragma shader_feature _EMISSIVE_COLOR + + #pragma shader_feature _NORMALMAP + #pragma shader_feature _MASKMAP + #pragma shader_feature _SPECULAROCCLUSIONMAP + #pragma shader_feature _EMISSIVE_COLOR_MAP + #pragma shader_feature _HEIGHTMAP + #pragma shader_feature _TANGENTMAP + #pragma shader_feature _ANISOTROPYMAP + #pragma shader_feature _DETAIL_MAP + #pragma shader_feature _SUBSURFACE_RADIUS_MAP + #pragma shader_feature _THICKNESSMAP + #pragma shader_feature _SPECULARCOLORMAP + #pragma shader_feature _VERTEX_WIND + + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + // enable dithering LOD crossfade + #pragma multi_compile _ LOD_FADE_CROSSFADE + // TODO: We should have this keyword only if VelocityInGBuffer is enable, how to do that ? + //#pragma multi_compile VELOCITYOUTPUT_OFF VELOCITYOUTPUT_ON + + //------------------------------------------------------------------------------------- + // Define + //------------------------------------------------------------------------------------- + + #define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl + // Use surface gradient normal mapping as it handle correctly triplanar normal mapping and multiple UVSet + #define SURFACE_GRADIENT + + //------------------------------------------------------------------------------------- + // Include + //------------------------------------------------------------------------------------- + + #include "../../../ShaderLibrary/common.hlsl" + #include "../../../ShaderLibrary/Wind.hlsl" + #include "../../ShaderConfig.cs.hlsl" + #include "../../ShaderVariables.hlsl" + #include "../../ShaderPass/FragInputs.hlsl" + #include "../../ShaderPass/ShaderPass.cs.hlsl" + + //------------------------------------------------------------------------------------- + // variable declaration + //------------------------------------------------------------------------------------- + + #include "../../Material/Lit/LitProperties.hlsl" + + // All our shaders use same name for entry point + #pragma vertex Vert + #pragma fragment Frag + + ENDHLSL + + SubShader + { + Tags { "RenderType"="Opaque" "PerformanceChecks"="False" } + LOD 300 + + Pass + { + Name "GBuffer" // Name is not used + Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index + + Cull [_CullMode] + + Stencil + { + Ref [_StencilRef] + Comp Always + Pass Replace + } + + HLSLPROGRAM + + #define SHADERPASS SHADERPASS_GBUFFER + #include "../../Material/Material.hlsl" + #include "ShaderPass/LitSharePass.hlsl" + #include "LitData.hlsl" + #include "../../ShaderPass/ShaderPassGBuffer.hlsl" + + ENDHLSL + } + + Pass + { + Name "GBufferDebugDisplay" // Name is not used + Tags{ "LightMode" = "GBufferDebugDisplay" } // This will be only for opaque object based on the RenderQueue index + + Cull [_CullMode] + + Stencil + { + Ref [_StencilRef] + Comp Always + Pass Replace + } + + HLSLPROGRAM + + #define DEBUG_DISPLAY + #define SHADERPASS SHADERPASS_GBUFFER + #include "../../Debug/DebugDisplay.hlsl" + #include "../../Material/Material.hlsl" + #include "ShaderPass/LitSharePass.hlsl" + #include "LitData.hlsl" + #include "../../ShaderPass/ShaderPassGBuffer.hlsl" + + ENDHLSL + } + + // Extracts information for lightmapping, GI (emission, albedo, ...) + // This pass it not used during regular rendering. + Pass + { + Name "META" + Tags{ "LightMode" = "Meta" } + + Cull Off + + HLSLPROGRAM + + // Lightmap memo + // DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light, + // both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON. + + #define SHADERPASS SHADERPASS_LIGHT_TRANSPORT + #include "../../Material/Material.hlsl" + #include "ShaderPass/LitMetaPass.hlsl" + #include "LitData.hlsl" + #include "../../ShaderPass/ShaderPassLightTransport.hlsl" + + ENDHLSL + } + + Pass + { + Name "ShadowCaster" + Tags{ "LightMode" = "ShadowCaster" } + + Cull[_CullMode] + + ZWrite On + ZTest LEqual + + HLSLPROGRAM + + #define SHADERPASS SHADERPASS_DEPTH_ONLY + #include "../../Material/Material.hlsl" + #include "ShaderPass/LitDepthPass.hlsl" + #include "LitData.hlsl" + #include "../../ShaderPass/ShaderPassDepthOnly.hlsl" + + ENDHLSL + } + + Pass + { + Name "DepthOnly" + Tags{ "LightMode" = "DepthOnly" } + + Cull[_CullMode] + + ZWrite On + + HLSLPROGRAM + + #define SHADERPASS SHADERPASS_DEPTH_ONLY + #include "../../Material/Material.hlsl" + #include "ShaderPass/LitDepthPass.hlsl" + #include "LitData.hlsl" + #include "../../ShaderPass/ShaderPassDepthOnly.hlsl" + + ENDHLSL + } + + Pass + { + Name "Motion Vectors" + Tags{ "LightMode" = "MotionVectors" } // Caution, this need to be call like this to setup the correct parameters by C++ (legacy Unity) + + Cull[_CullMode] + + ZWrite Off // TODO: Test Z equal here. + + HLSLPROGRAM + + #define SHADERPASS SHADERPASS_VELOCITY + #include "../../Material/Material.hlsl" + #include "ShaderPass/LitVelocityPass.hlsl" + #include "LitData.hlsl" + #include "../../ShaderPass/ShaderPassVelocity.hlsl" + + ENDHLSL + } + + Pass + { + Name "Distortion" // Name is not used + Tags { "LightMode" = "DistortionVectors" } // This will be only for transparent object based on the RenderQueue index + + Blend One One + ZTest [_ZTestMode] + ZWrite off + Cull [_CullMode] + + HLSLPROGRAM + + #define SHADERPASS SHADERPASS_DISTORTION + #include "../../Material/Material.hlsl" + #include "ShaderPass/LitDistortionPass.hlsl" + #include "LitData.hlsl" + #include "../../ShaderPass/ShaderPassDistortion.hlsl" + + ENDHLSL + } + + Pass + { + Name "Forward" // Name is not used + Tags { "LightMode" = "Forward" } // This will be only for transparent object based on the RenderQueue index + + Blend [_SrcBlend] [_DstBlend] + ZWrite [_ZWrite] + Cull [_CullMode] + + HLSLPROGRAM + + #define SHADERPASS SHADERPASS_FORWARD + #include "../../Lighting/Forward.hlsl" + // TEMP until pragma work in include + #pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS + + #include "../../Lighting/Lighting.hlsl" + #include "ShaderPass/LitSharePass.hlsl" + #include "LitData.hlsl" + #include "../../ShaderPass/ShaderPassForward.hlsl" + + ENDHLSL + } + + Pass + { + Name "ForwardDisplayDebug" // Name is not used + Tags{ "LightMode" = "ForwardDisplayDebug" } // This will be only for transparent object based on the RenderQueue index + + Blend[_SrcBlend][_DstBlend] + ZWrite[_ZWrite] + Cull[_CullMode] + + HLSLPROGRAM + + #define DEBUG_DISPLAY + #define SHADERPASS SHADERPASS_FORWARD + #include "../../Debug/DebugDisplay.hlsl" + #include "../../Lighting/Forward.hlsl" + // TEMP until pragma work in include + #pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS + + #include "../../Lighting/Lighting.hlsl" + #include "ShaderPass/LitSharePass.hlsl" + #include "LitData.hlsl" + #include "../../ShaderPass/ShaderPassForward.hlsl" + + ENDHLSL + } + + } + + CustomEditor "Experimental.Rendering.HDPipeline.LitGUI" +} diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitDefault.shader.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader.meta similarity index 100% rename from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitDefault.shader.meta rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader.meta diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl new file mode 100644 index 00000000000..f96e16d6518 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl @@ -0,0 +1,1271 @@ +//------------------------------------------------------------------------------------- +// Fill SurfaceData/Builtin data function +//------------------------------------------------------------------------------------- +#include "ShaderLibrary/SampleUVMapping.hlsl" +#include "../MaterialUtilities.hlsl" + +void GetBuiltinData(FragInputs input, SurfaceData surfaceData, float alpha, float depthOffset, out BuiltinData builtinData) +{ + // Builtin Data + builtinData.opacity = alpha; + + // TODO: Sample lightmap/lightprobe/volume proxy + // This should also handle projective lightmap + // Note that data input above can be use to sample into lightmap (like normal) + builtinData.bakeDiffuseLighting = SampleBakedGI(input.positionWS, surfaceData.normalWS, input.texCoord1, input.texCoord2); + + // Emissive Intensity is only use here, but is part of BuiltinData to enforce UI parameters as we want the users to fill one color and one intensity + builtinData.emissiveIntensity = _EmissiveIntensity; // We still store intensity here so we can reuse it with debug code + + // If we chose an emissive color, we have a dedicated texture for it and don't use MaskMap +#ifdef _EMISSIVE_COLOR +#ifdef _EMISSIVE_COLOR_MAP + builtinData.emissiveColor = SAMPLE_TEXTURE2D(_EmissiveColorMap, sampler_EmissiveColorMap, input.texCoord0).rgb * _EmissiveColor * builtinData.emissiveIntensity; +#else + builtinData.emissiveColor = _EmissiveColor * builtinData.emissiveIntensity; +#endif +// If we have a MaskMap, use emissive slot as a mask on baseColor +#elif defined(_MASKMAP) && !defined(LAYERED_LIT_SHADER) // With layered lit we have no emissive mask option + builtinData.emissiveColor = surfaceData.baseColor * (SAMPLE_TEXTURE2D(_MaskMap, sampler_MaskMap, input.texCoord0).b * builtinData.emissiveIntensity).xxx; +#else + builtinData.emissiveColor = float3(0.0, 0.0, 0.0); +#endif + + builtinData.velocity = float2(0.0, 0.0); + +#ifdef _DISTORTION_ON + float3 distortion = SAMPLE_TEXTURE2D(_DistortionVectorMap, sampler_DistortionVectorMap, input.texCoord0).rgb; + builtinData.distortion = distortion.rg; + builtinData.distortionBlur = distortion.b; +#else + builtinData.distortion = float2(0.0, 0.0); + builtinData.distortionBlur = 0.0; +#endif + + builtinData.depthOffset = depthOffset; +} + +// Struct that gather UVMapping info of all layers + common calculation +// This is use to abstract the mapping that can differ on layers +struct LayerTexCoord +{ +#ifndef LAYERED_LIT_SHADER + UVMapping base; + UVMapping details; +#else + // Regular texcoord + UVMapping base0; + UVMapping base1; + UVMapping base2; + UVMapping base3; + + UVMapping details0; + UVMapping details1; + UVMapping details2; + UVMapping details3; + + // Dedicated for blend mask + UVMapping blendMask; +#endif + + // Store information that will be share by all UVMapping + float3 vertexNormalWS; // TODO: store also object normal map for object triplanar + float3 triplanarWeights; + +#ifdef SURFACE_GRADIENT + // tangent basis for each UVSet - up to 4 for now + float3 vertexTangentWS0, vertexBitangentWS0; + float3 vertexTangentWS1, vertexBitangentWS1; + float3 vertexTangentWS2, vertexBitangentWS2; + float3 vertexTangentWS3, vertexBitangentWS3; +#endif +}; + +#ifdef SURFACE_GRADIENT +void GenerateLayerTexCoordBasisTB(FragInputs input, inout LayerTexCoord layerTexCoord) +{ + float3 vertexNormalWS = input.worldToTangent[2]; + + layerTexCoord.vertexTangentWS0 = input.worldToTangent[0]; + layerTexCoord.vertexBitangentWS0 = input.worldToTangent[1]; + + // TODO: We should use relative camera position here - This will be automatic when we will move to camera relative space. + float3 dPdx = ddx_fine(input.positionWS); + float3 dPdy = ddy_fine(input.positionWS); + + float3 sigmaX = dPdx - dot(dPdx, vertexNormalWS) * vertexNormalWS; + float3 sigmaY = dPdy - dot(dPdy, vertexNormalWS) * vertexNormalWS; + //float flipSign = dot(sigmaY, cross(nrmVertexNormal, sigmaX) ) ? -1.0 : 1.0; + float flipSign = dot(dPdy, cross(vertexNormalWS, dPdx)) < 0.0 ? -1.0 : 1.0; // gives same as the commented out line above + + // TODO: Optimize! The compiler will not be able to remove the tangent space that are not use because it can't know due to our UVMapping constant we use for both base and details + // To solve this we should track which UVSet is use for normal mapping... Maybe not as simple as it sounds + SurfaceGradientGenBasisTB(vertexNormalWS, sigmaX, sigmaY, flipSign, input.texCoord1, layerTexCoord.vertexTangentWS1, layerTexCoord.vertexBitangentWS1); + #if defined(_REQUIRE_UV2) || defined(_REQUIRE_UV3) + SurfaceGradientGenBasisTB(vertexNormalWS, sigmaX, sigmaY, flipSign, input.texCoord2, layerTexCoord.vertexTangentWS2, layerTexCoord.vertexBitangentWS2); + #endif + #if defined(_REQUIRE_UV3) + SurfaceGradientGenBasisTB(vertexNormalWS, sigmaX, sigmaY, flipSign, input.texCoord3, layerTexCoord.vertexTangentWS3, layerTexCoord.vertexBitangentWS3); + #endif +} +#endif + + + +#ifndef LAYERED_LIT_SHADER + +#define SAMPLER_NORMALMAP_IDX sampler_NormalMap +#define SAMPLER_DETAILMASK_IDX sampler_DetailMask +#define SAMPLER_DETAILMAP_IDX sampler_DetailMap +#define SAMPLER_MASKMAP_IDX sampler_MaskMap +#define SAMPLER_SPECULAROCCLUSIONMAP_IDX sampler_SpecularOcclusionMap +#define SAMPLER_HEIGHTMAP_IDX sampler_HeightMap + +// include LitDataInternal to define GetSurfaceData +#define LAYER_INDEX 0 +#define ADD_IDX(Name) Name +#define ADD_ZERO_IDX(Name) Name +#ifdef _NORMALMAP +#define _NORMALMAP_IDX +#endif +#ifdef _NORMALMAP_TANGENT_SPACE +#define _NORMALMAP_TANGENT_SPACE_IDX +#endif +#ifdef _DETAIL_MAP +#define _DETAIL_MAP_IDX +#endif +#ifdef _MASKMAP +#define _MASKMAP_IDX +#endif +#ifdef _SPECULAROCCLUSIONMAP +#define _SPECULAROCCLUSIONMAP_IDX +#endif +#include "LitDataInternal.hlsl" + +// This maybe call directly by tessellation (domain) shader, thus all part regarding surface gradient must be done +// in function with FragInputs input as parameters +// layerTexCoord must have been initialize to 0 outside of this function +void GetLayerTexCoord(float2 texCoord0, float2 texCoord1, float2 texCoord2, float2 texCoord3, + float3 positionWS, float3 vertexNormalWS, inout LayerTexCoord layerTexCoord) +{ + layerTexCoord.vertexNormalWS = vertexNormalWS; + layerTexCoord.triplanarWeights = ComputeTriplanarWeights(vertexNormalWS); + + int mappingType = UV_MAPPING_UVSET; +#if defined(_MAPPING_PLANAR) + mappingType = UV_MAPPING_PLANAR; +#elif defined(_MAPPING_TRIPLANAR) + mappingType = UV_MAPPING_TRIPLANAR; +#endif + + // Be sure that the compiler is aware that we don't use UV1 to UV3 for main layer so it can optimize code + _UVMappingMask = float4(1.0, 0.0, 0.0, 0.0); + ComputeLayerTexCoord( texCoord0, texCoord1, texCoord2, texCoord3, + positionWS, mappingType, _TexWorldScale, layerTexCoord); +} + +// This is call only in this file +// layerTexCoord must have been initialize to 0 outside of this function +void GetLayerTexCoord(FragInputs input, inout LayerTexCoord layerTexCoord) +{ +#ifdef SURFACE_GRADIENT + GenerateLayerTexCoordBasisTB(input, layerTexCoord); +#endif + + GetLayerTexCoord( input.texCoord0, input.texCoord1, input.texCoord2, input.texCoord3, + input.positionWS, input.worldToTangent[2].xyz, layerTexCoord); +} + +// Note: This function is call by both Per vertex and Per pixel displacement +float GetMaxDisplacement() +{ + float maxDisplacement = 0.0; +#if defined(_HEIGHTMAP) + maxDisplacement = _HeightAmplitude; +#endif + return maxDisplacement; +} + +// Return the minimun uv size for all layers including triplanar +float2 GetMinUvSize(LayerTexCoord layerTexCoord) +{ + float2 minUvSize = float2(FLT_MAX, FLT_MAX); + +#if defined(_HEIGHTMAP) + if (layerTexCoord.base.mappingType == UV_MAPPING_TRIPLANAR) + { + minUvSize = min(layerTexCoord.base.uvZY * _HeightMap_TexelSize.zw, minUvSize); + minUvSize = min(layerTexCoord.base.uvXZ * _HeightMap_TexelSize.zw, minUvSize); + minUvSize = min(layerTexCoord.base.uvXY * _HeightMap_TexelSize.zw, minUvSize); + } + else + { + minUvSize = min(layerTexCoord.base.uv * _HeightMap_TexelSize.zw, minUvSize); + } +#endif + + return minUvSize; +} + +struct PerPixelHeightDisplacementParam +{ + float2 uv; +}; + +// Calculate displacement for per vertex displacement mapping +float ComputePerPixelHeightDisplacement(float2 texOffsetCurrent, float lod, PerPixelHeightDisplacementParam param) +{ + // Note: No multiply by amplitude here. This is include in the maxHeight provide to POM + // Tiling is automatically handled correctly here. + return SAMPLE_TEXTURE2D_LOD(_HeightMap, sampler_HeightMap, param.uv + texOffsetCurrent, lod).r; +} + +#include "ShaderLibrary/PerPixelDisplacement.hlsl" + +float ApplyPerPixelDisplacement(FragInputs input, float3 V, inout LayerTexCoord layerTexCoord) +{ + bool ppdEnable = false; + bool isPlanar = false; + bool isTriplanar = false; + +#if defined(_PER_PIXEL_DISPLACEMENT) && defined(_HEIGHTMAP) + // All variable are compile time value + ppdEnable = true; + isPlanar = layerTexCoord.base.mappingType == UV_MAPPING_PLANAR; + isTriplanar = layerTexCoord.base.mappingType == UV_MAPPING_TRIPLANAR; +#endif + + if (ppdEnable) + { + // See comment in layered version for details + float maxHeight = GetMaxDisplacement(); + float2 minUvSize = GetMinUvSize(layerTexCoord); + float lod = ComputeTextureLOD(minUvSize); + + PerPixelHeightDisplacementParam ppdParam; + + float height; // final height processed + float NdotV; + + // planar/triplanar + float2 uvXZ; + float2 uvXY; + float2 uvZY; + GetTriplanarCoordinate(V, uvXZ, uvXY, uvZY); + + // TODO: support object space planar/triplanar ? + + // We need to calculate the texture space direction. It depends on the mapping. + if (isTriplanar) + { + float3 viewDirTS; + float planeHeight; + int numSteps; + + // Perform a POM in each direction and modify appropriate texture coordinate + ppdParam.uv = layerTexCoord.base.uvZY; + viewDirTS = float3(V.x > 0.0 ? uvZY : -uvZY, V.x); + numSteps = (int)lerp(_PPDMaxSamples, _PPDMinSamples, viewDirTS.z); + float2 offsetZY = ParallaxOcclusionMapping(lod, _PPDLodThreshold, numSteps, viewDirTS, maxHeight, ppdParam, planeHeight); + + // Apply offset to all triplanar UVSet + layerTexCoord.base.uvZY += offsetZY; + layerTexCoord.details.uvZY += offsetZY; + height = layerTexCoord.triplanarWeights.x * planeHeight; + + ppdParam.uv = layerTexCoord.base.uvXZ; + viewDirTS = float3(V.y > 0.0 ? uvXZ : -uvXZ, V.y); + numSteps = (int)lerp(_PPDMaxSamples, _PPDMinSamples, viewDirTS.z); + float2 offsetXZ = ParallaxOcclusionMapping(lod, _PPDLodThreshold, numSteps, viewDirTS, maxHeight, ppdParam, planeHeight); + + layerTexCoord.base.uvXZ += offsetXZ; + layerTexCoord.details.uvXZ += offsetXZ; + height += layerTexCoord.triplanarWeights.y * planeHeight; + + ppdParam.uv = layerTexCoord.base.uvXY; + viewDirTS = float3(V.z > 0.0 ? uvXY : -uvXY, V.z); + numSteps = (int)lerp(_PPDMaxSamples, _PPDMinSamples, viewDirTS.z); + float2 offsetXY = ParallaxOcclusionMapping(lod, _PPDLodThreshold, numSteps, viewDirTS, maxHeight, ppdParam, planeHeight); + + layerTexCoord.base.uvXY += offsetXY; + layerTexCoord.details.uvXY += offsetXY; + height += layerTexCoord.triplanarWeights.z * planeHeight; + + NdotV = 1; // TODO. + } + else + { + ppdParam.uv = layerTexCoord.base.uv; // For planar it is uv too, not uvXZ + + float3x3 worldToTangent = input.worldToTangent; + + #ifdef SURFACE_GRADIENT + // The TBN is not normalize, normalize it to do per pixel displacement + worldToTangent[1] = normalize(worldToTangent[1]); + worldToTangent[2] = normalize(worldToTangent[2]); + #endif + + float3 viewDirTS = isPlanar ? float3(uvXZ, V.y) : TransformWorldToTangent(V, worldToTangent); + NdotV = viewDirTS.z; + + int numSteps = (int)lerp(_PPDMaxSamples, _PPDMinSamples, viewDirTS.z); + + float2 offset = ParallaxOcclusionMapping(lod, _PPDLodThreshold, numSteps, viewDirTS, maxHeight, ppdParam, height); + + // Apply offset to all UVSet0 / planar + layerTexCoord.base.uv += offset; + layerTexCoord.details.uv += isPlanar ? offset : _UVDetailsMappingMask.x * offset; // Only apply offset if details map use UVSet0 _UVDetailsMappingMask.x will be 1 in this case, else 0 + } + + // Since POM "pushes" geometry inwards (rather than extrude it), { height = height - 1 }. + // Since the result is used as a 'depthOffsetVS', it needs to be positive, so we flip the sign. + float verticalDisplacement = maxHeight - height * maxHeight; + // IDEA: precompute the tiling scale? MOV-MUL vs MOV-MOV-MAX-RCP-MUL. + float tilingScale = rcp(max(_BaseColorMap_ST.x, _BaseColorMap_ST.y)); + return tilingScale * verticalDisplacement / NdotV; + } + + return 0.0; +} + +// Calculate displacement for per vertex displacement mapping +float ComputePerVertexDisplacement(LayerTexCoord layerTexCoord, float4 vertexColor, float lod) +{ + float height = (SAMPLE_UVMAPPING_TEXTURE2D_LOD(_HeightMap, sampler_HeightMap, layerTexCoord.base, lod).r - _HeightCenter) * _HeightAmplitude; + #ifdef _TESSELLATION_TILING_SCALE + // When we change the tiling, we have want to conserve the ratio with the displacement (and this is consistent with per pixel displacement) + // IDEA: precompute the tiling scale? MOV-MUL vs MOV-MOV-MAX-RCP-MUL. + float tilingScale = rcp(max(_BaseColorMap_ST.x, _BaseColorMap_ST.y)); + height *= tilingScale; + #endif + return height; +} + +void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) +{ +#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group + LODDitheringTransition(posInput.unPositionSS, unity_LODFade.y); // Note that we pass the quantized value of LOD fade +#endif + + ApplyDoubleSidedFlipOrMirror(input); // Apply double sided flip on the vertex normal + + LayerTexCoord layerTexCoord; + ZERO_INITIALIZE(LayerTexCoord, layerTexCoord); + GetLayerTexCoord(input, layerTexCoord); + + + float depthOffset = ApplyPerPixelDisplacement(input, V, layerTexCoord); + +#ifdef _DEPTHOFFSET_ON + ApplyDepthOffsetPositionInput(V, depthOffset, GetWorldToHClipMatrix(), posInput); +#endif + + // We perform the conversion to world of the normalTS outside of the GetSurfaceData + // so it allow us to correctly deal with detail normal map and optimize the code for the layered shaders + float3 normalTS; + float alpha = GetSurfaceData(input, layerTexCoord, surfaceData, normalTS); + GetNormalAndTangentWS(input, V, normalTS, surfaceData.normalWS, surfaceData.tangentWS); + // Done one time for all layered - cumulate with spec occ alpha for now + surfaceData.specularOcclusion *= GetHorizonOcclusion(V, surfaceData.normalWS, input.worldToTangent[2].xyz, _HorizonFade); + + // Caution: surfaceData must be fully initialize before calling GetBuiltinData + GetBuiltinData(input, surfaceData, alpha, depthOffset, builtinData); +} + +#else + +// Number of sampler are limited, we need to share sampler as much as possible with lit material +// for this we put the constraint that the sampler are the same in a layered material for all textures of the same type +// then we take the sampler matching the first textures use of this type +#if defined(_NORMALMAP0) +#define SAMPLER_NORMALMAP_IDX sampler_NormalMap0 +#elif defined(_NORMALMAP1) +#define SAMPLER_NORMALMAP_IDX sampler_NormalMap1 +#elif defined(_NORMALMAP2) +#define SAMPLER_NORMALMAP_IDX sampler_NormalMap2 +#else +#define SAMPLER_NORMALMAP_IDX sampler_NormalMap3 +#endif + +#if defined(_DETAIL_MAP0) +#define SAMPLER_DETAILMASK_IDX sampler_DetailMask0 +#define SAMPLER_DETAILMAP_IDX sampler_DetailMap0 +#elif defined(_DETAIL_MAP1) +#define SAMPLER_DETAILMASK_IDX sampler_DetailMask1 +#define SAMPLER_DETAILMAP_IDX sampler_DetailMap1 +#elif defined(_DETAIL_MAP2) +#define SAMPLER_DETAILMASK_IDX sampler_DetailMask2 +#define SAMPLER_DETAILMAP_IDX sampler_DetailMap2 +#else +#define SAMPLER_DETAILMASK_IDX sampler_DetailMask3 +#define SAMPLER_DETAILMAP_IDX sampler_DetailMap3 +#endif + +#if defined(_MASKMAP0) +#define SAMPLER_MASKMAP_IDX sampler_MaskMap0 +#elif defined(_MASKMAP1) +#define SAMPLER_MASKMAP_IDX sampler_MaskMap1 +#elif defined(_MASKMAP2) +#define SAMPLER_MASKMAP_IDX sampler_MaskMap2 +#else +#define SAMPLER_MASKMAP_IDX sampler_MaskMap3 +#endif + +#if defined(_SPECULAROCCLUSIONMAP0) +#define SAMPLER_SPECULAROCCLUSIONMAP_IDX sampler_SpecularOcclusionMap0 +#elif defined(_SPECULAROCCLUSIONMAP1) +#define SAMPLER_SPECULAROCCLUSIONMAP_IDX sampler_SpecularOcclusionMap1 +#elif defined(_SPECULAROCCLUSIONMAP2) +#define SAMPLER_SPECULAROCCLUSIONMAP_IDX sampler_SpecularOcclusionMap2 +#else +#define SAMPLER_SPECULAROCCLUSIONMAP_IDX sampler_SpecularOcclusionMap3 +#endif + +#if defined(_HEIGHTMAP0) +#define SAMPLER_HEIGHTMAP_IDX sampler_HeightMap0 +#elif defined(_HEIGHTMAP1) +#define SAMPLER_HEIGHTMAP_IDX sampler_HeightMap1 +#elif defined(_HEIGHTMAP2) +#define SAMPLER_HEIGHTMAP_IDX sampler_HeightMap2 +#elif defined(_HEIGHTMAP3) +#define SAMPLER_HEIGHTMAP_IDX sampler_HeightMap3 +#endif + +// Define a helper macro + + +#define ADD_ZERO_IDX(Name) Name##0 + +// include LitDataInternal multiple time to define the variation of GetSurfaceData for each layer +#define LAYER_INDEX 0 +#define ADD_IDX(Name) Name##0 +#ifdef _NORMALMAP0 +#define _NORMALMAP_IDX +#endif +#ifdef _NORMALMAP_TANGENT_SPACE0 +#define _NORMALMAP_TANGENT_SPACE_IDX +#endif +#ifdef _DETAIL_MAP0 +#define _DETAIL_MAP_IDX +#endif +#ifdef _MASKMAP0 +#define _MASKMAP_IDX +#endif +#ifdef _SPECULAROCCLUSIONMAP0 +#define _SPECULAROCCLUSIONMAP_IDX +#endif +#include "LitDataInternal.hlsl" +#undef LAYER_INDEX +#undef ADD_IDX +#undef _NORMALMAP_IDX +#undef _NORMALMAP_TANGENT_SPACE_IDX +#undef _DETAIL_MAP_IDX +#undef _MASKMAP_IDX +#undef _SPECULAROCCLUSIONMAP_IDX + +#define LAYER_INDEX 1 +#define ADD_IDX(Name) Name##1 +#ifdef _NORMALMAP1 +#define _NORMALMAP_IDX +#endif +#ifdef _NORMALMAP_TANGENT_SPACE1 +#define _NORMALMAP_TANGENT_SPACE_IDX +#endif +#ifdef _DETAIL_MAP1 +#define _DETAIL_MAP_IDX +#endif +#ifdef _MASKMAP1 +#define _MASKMAP_IDX +#endif +#ifdef _SPECULAROCCLUSIONMAP1 +#define _SPECULAROCCLUSIONMAP_IDX +#endif +#include "LitDataInternal.hlsl" +#undef LAYER_INDEX +#undef ADD_IDX +#undef _NORMALMAP_IDX +#undef _NORMALMAP_TANGENT_SPACE_IDX +#undef _DETAIL_MAP_IDX +#undef _MASKMAP_IDX +#undef _SPECULAROCCLUSIONMAP_IDX + +#define LAYER_INDEX 2 +#define ADD_IDX(Name) Name##2 +#ifdef _NORMALMAP2 +#define _NORMALMAP_IDX +#endif +#ifdef _NORMALMAP_TANGENT_SPACE2 +#define _NORMALMAP_TANGENT_SPACE_IDX +#endif +#ifdef _DETAIL_MAP2 +#define _DETAIL_MAP_IDX +#endif +#ifdef _MASKMAP2 +#define _MASKMAP_IDX +#endif +#ifdef _SPECULAROCCLUSIONMAP2 +#define _SPECULAROCCLUSIONMAP_IDX +#endif +#include "LitDataInternal.hlsl" +#undef LAYER_INDEX +#undef ADD_IDX +#undef _NORMALMAP_IDX +#undef _NORMALMAP_TANGENT_SPACE_IDX +#undef _DETAIL_MAP_IDX +#undef _MASKMAP_IDX +#undef _SPECULAROCCLUSIONMAP_IDX + +#define LAYER_INDEX 3 +#define ADD_IDX(Name) Name##3 +#ifdef _NORMALMAP3 +#define _NORMALMAP_IDX +#endif +#ifdef _NORMALMAP_TANGENT_SPACE3 +#define _NORMALMAP_TANGENT_SPACE_IDX +#endif +#ifdef _DETAIL_MAP3 +#define _DETAIL_MAP_IDX +#endif +#ifdef _MASKMAP3 +#define _MASKMAP_IDX +#endif +#ifdef _SPECULAROCCLUSIONMAP3 +#define _SPECULAROCCLUSIONMAP_IDX +#endif +#include "LitDataInternal.hlsl" +#undef LAYER_INDEX +#undef ADD_IDX +#undef _NORMALMAP_IDX +#undef _NORMALMAP_TANGENT_SPACE_IDX +#undef _DETAIL_MAP_IDX +#undef _MASKMAP_IDX +#undef _SPECULAROCCLUSIONMAP_IDX + +float3 BlendLayeredVector3(float3 x0, float3 x1, float3 x2, float3 x3, float weight[4]) +{ + float3 result = float3(0.0, 0.0, 0.0); + + result = x0 * weight[0] + x1 * weight[1]; +#if _LAYER_COUNT >= 3 + result += (x2 * weight[2]); +#endif +#if _LAYER_COUNT >= 4 + result += x3 * weight[3]; +#endif + + return result; +} + +float BlendLayeredScalar(float x0, float x1, float x2, float x3, float weight[4]) +{ + float result = 0.0; + + result = x0 * weight[0] + x1 * weight[1]; +#if _LAYER_COUNT >= 3 + result += x2 * weight[2]; +#endif +#if _LAYER_COUNT >= 4 + result += x3 * weight[3]; +#endif + + return result; +} + +#define SURFACEDATA_BLEND_VECTOR3(surfaceData, name, mask) BlendLayeredVector3(MERGE_NAME(surfaceData, 0) MERGE_NAME(., name), MERGE_NAME(surfaceData, 1) MERGE_NAME(., name), MERGE_NAME(surfaceData, 2) MERGE_NAME(., name), MERGE_NAME(surfaceData, 3) MERGE_NAME(., name), mask); +#define SURFACEDATA_BLEND_SCALAR(surfaceData, name, mask) BlendLayeredScalar(MERGE_NAME(surfaceData, 0) MERGE_NAME(., name), MERGE_NAME(surfaceData, 1) MERGE_NAME(., name), MERGE_NAME(surfaceData, 2) MERGE_NAME(., name), MERGE_NAME(surfaceData, 3) MERGE_NAME(., name), mask); +#define PROP_BLEND_SCALAR(name, mask) BlendLayeredScalar(name##0, name##1, name##2, name##3, mask); + +void GetLayerTexCoord(float2 texCoord0, float2 texCoord1, float2 texCoord2, float2 texCoord3, + float3 positionWS, float3 vertexNormalWS, inout LayerTexCoord layerTexCoord) +{ + layerTexCoord.vertexNormalWS = vertexNormalWS; + layerTexCoord.triplanarWeights = ComputeTriplanarWeights(vertexNormalWS); + + int mappingType = UV_MAPPING_UVSET; +#if defined(_LAYER_MAPPING_PLANAR_BLENDMASK) + mappingType = UV_MAPPING_PLANAR; +#elif defined(_LAYER_MAPPING_TRIPLANAR_BLENDMASK) + mappingType = UV_MAPPING_TRIPLANAR; +#endif + + // Be sure that the compiler is aware that we don't use UV1 to UV3 for main layer and blend mask so it can optimize code + // Note: Blend mask have its dedicated mapping and tiling. And as Main layer it only use UV0 + _UVMappingMask0 = float4(1.0, 0.0, 0.0, 0.0); + + // To share code, we simply call the regular code from the main layer for it then save the result, then do regular call for all layers. + ComputeLayerTexCoord0( texCoord0, float2(0.0, 0.0), float2(0.0, 0.0), float2(0.0, 0.0), + positionWS, mappingType, _TexWorldScaleBlendMask, layerTexCoord, _LayerTilingBlendMask); + + layerTexCoord.blendMask = layerTexCoord.base0; + + // On all layers (but not on blend mask) we can scale the tiling with object scale (only uniform supported) + // Note: the object scale doesn't affect planar/triplanar mapping as they already handle the object scale. + float tileObjectScale = 1.0; +#ifdef _LAYER_TILING_COUPLED_WITH_UNIFORM_OBJECT_SCALE + // Extract scaling from world transform + float4x4 worldTransform = GetObjectToWorldMatrix(); + // assuming uniform scaling, take only the first column + tileObjectScale = length(float3(worldTransform._m00, worldTransform._m01, worldTransform._m02)); +#endif + + mappingType = UV_MAPPING_UVSET; +#if defined(_LAYER_MAPPING_PLANAR0) + mappingType = UV_MAPPING_PLANAR; +#elif defined(_LAYER_MAPPING_TRIPLANAR0) + mappingType = UV_MAPPING_TRIPLANAR; +#endif + + ComputeLayerTexCoord0( texCoord0, float2(0.0, 0.0), float2(0.0, 0.0), float2(0.0, 0.0), + positionWS, mappingType, _TexWorldScale0, layerTexCoord, _LayerTiling0 + #if !defined(_MAIN_LAYER_INFLUENCE_MODE) + * tileObjectScale // We only affect layer0 in case we are not in influence mode (i.e we should not change the base object) + #endif + ); + + mappingType = UV_MAPPING_UVSET; +#if defined(_LAYER_MAPPING_PLANAR1) + mappingType = UV_MAPPING_PLANAR; +#elif defined(_LAYER_MAPPING_TRIPLANAR1) + mappingType = UV_MAPPING_TRIPLANAR; +#endif + ComputeLayerTexCoord1( texCoord0, texCoord1, texCoord2, texCoord3, + positionWS, mappingType, _TexWorldScale1, layerTexCoord, _LayerTiling1 * tileObjectScale); + + mappingType = UV_MAPPING_UVSET; +#if defined(_LAYER_MAPPING_PLANAR2) + mappingType = UV_MAPPING_PLANAR; +#elif defined(_LAYER_MAPPING_TRIPLANAR2) + mappingType = UV_MAPPING_TRIPLANAR; +#endif + ComputeLayerTexCoord2( texCoord0, texCoord1, texCoord2, texCoord3, + positionWS, mappingType, _TexWorldScale2, layerTexCoord, _LayerTiling2 * tileObjectScale); + + mappingType = UV_MAPPING_UVSET; +#if defined(_LAYER_MAPPING_PLANAR3) + mappingType = UV_MAPPING_PLANAR; +#elif defined(_LAYER_MAPPING_TRIPLANAR3) + mappingType = UV_MAPPING_TRIPLANAR; +#endif + ComputeLayerTexCoord3( texCoord0, texCoord1, texCoord2, texCoord3, + positionWS, mappingType, _TexWorldScale3, layerTexCoord, _LayerTiling3 * tileObjectScale); +} + +// This is call only in this file +// layerTexCoord must have been initialize to 0 outside of this function +void GetLayerTexCoord(FragInputs input, inout LayerTexCoord layerTexCoord) +{ +#ifdef SURFACE_GRADIENT + GenerateLayerTexCoordBasisTB(input, layerTexCoord); +#endif + + GetLayerTexCoord( input.texCoord0, input.texCoord1, input.texCoord2, input.texCoord3, + input.positionWS, input.worldToTangent[2].xyz, layerTexCoord); +} + +void ApplyTessellationTileScale(inout float height0, inout float height1, inout float height2, inout float height3) +{ + // When we change the tiling, we have want to conserve the ratio with the displacement (and this is consistent with per pixel displacement) +#ifdef _TESSELLATION_TILING_SCALE + float tileObjectScale = 1.0; + #ifdef _LAYER_TILING_COUPLED_WITH_UNIFORM_OBJECT_SCALE + // Extract scaling from world transform + float4x4 worldTransform = GetObjectToWorldMatrix(); + // assuming uniform scaling, take only the first column + tileObjectScale = length(float3(worldTransform._m00, worldTransform._m01, worldTransform._m02)); + #endif + + height0 /= _LayerTiling0 * max(_BaseColorMap0_ST.x, _BaseColorMap0_ST.y); + #if !defined(_MAIN_LAYER_INFLUENCE_MODE) + height0 *= tileObjectScale; // We only affect layer0 in case we are not in influence mode (i.e we should not change the base object) + #endif + height1 /= tileObjectScale * _LayerTiling1 * max(_BaseColorMap1_ST.x, _BaseColorMap1_ST.y); + height2 /= tileObjectScale * _LayerTiling2 * max(_BaseColorMap2_ST.x, _BaseColorMap2_ST.y); + height3 /= tileObjectScale * _LayerTiling3 * max(_BaseColorMap3_ST.x, _BaseColorMap3_ST.y); +#endif +} + +// This function is just syntaxic sugar to nullify height not used based on heightmap avaibility and layer +void SetEnabledHeightByLayer(inout float height0, inout float height1, inout float height2, inout float height3) +{ +#ifndef _HEIGHTMAP0 + height0 = 0.0; +#endif +#ifndef _HEIGHTMAP1 + height1 = 0.0; +#endif +#ifndef _HEIGHTMAP2 + height2 = 0.0; +#endif +#ifndef _HEIGHTMAP3 + height3 = 0.0; +#endif + +#if _LAYER_COUNT < 4 + height3 = 0.0; +#endif +#if _LAYER_COUNT < 3 + height2 = 0.0; +#endif +} + +void ComputeMaskWeights(float4 inputMasks, out float outWeights[_MAX_LAYER]) +{ + float masks[_MAX_LAYER]; +#if defined(_DENSITY_MODE) + masks[0] = inputMasks.a; +#else + masks[0] = 1.0; +#endif + masks[1] = inputMasks.r; +#if _LAYER_COUNT > 2 + masks[2] = inputMasks.g; +#else + masks[2] = 0.0; +#endif +#if _LAYER_COUNT > 3 + masks[3] = inputMasks.b; +#else + masks[3] = 0.0; +#endif + + // calculate weight of each layers + // Algorithm is like this: + // Top layer have priority on others layers + // If a top layer doesn't use the full weight, the remaining can be use by the following layer. + float weightsSum = 0.0; + + [unroll] + for (int i = _LAYER_COUNT - 1; i >= 0; --i) + { + outWeights[i] = min(masks[i], (1.0 - weightsSum)); + weightsSum = saturate(weightsSum + masks[i]); + } +} + +// Caution: Blend mask are Layer 1 R - Layer 2 G - Layer 3 B - Main Layer A +float4 GetBlendMask(LayerTexCoord layerTexCoord, float4 vertexColor, bool useLodSampling = false, float lod = 0) +{ + // Caution: + // Blend mask are Main Layer A - Layer 1 R - Layer 2 G - Layer 3 B + // Value for main layer is not use for blending itself but for alternate weighting like density. + // Settings this specific Main layer blend mask in alpha allow to be transparent in case we don't use it and 1 is provide by default. + float4 blendMasks = useLodSampling ? SAMPLE_UVMAPPING_TEXTURE2D_LOD(_LayerMaskMap, sampler_LayerMaskMap, layerTexCoord.blendMask, lod) : SAMPLE_UVMAPPING_TEXTURE2D(_LayerMaskMap, sampler_LayerMaskMap, layerTexCoord.blendMask); + +#if defined(_LAYER_MASK_VERTEX_COLOR_MUL) + blendMasks *= vertexColor; +#elif defined(_LAYER_MASK_VERTEX_COLOR_ADD) + blendMasks = saturate(blendMasks + vertexColor * 2.0 - 1.0); +#endif + + return blendMasks; +} + +// Return the maximun amplitude use by all enabled heightmap +// use for tessellation culling and per pixel displacement +// TODO: For vertex displacement this should take into account the modification in ApplyTessellationTileScale but it should be conservative here (as long as tiling is not negative) +float GetMaxDisplacement() +{ + float maxDisplacement = 0.0; + +#if defined(_HEIGHTMAP0) + maxDisplacement = max( _LayerHeightAmplitude0, maxDisplacement); +#endif + +#if defined(_HEIGHTMAP1) + maxDisplacement = max( _LayerHeightAmplitude1 + #if defined(_MAIN_LAYER_INFLUENCE_MODE) + +_LayerHeightAmplitude0 * _InheritBaseHeight1 + #endif + , maxDisplacement); +#endif + +#if _LAYER_COUNT >= 3 +#if defined(_HEIGHTMAP2) + maxDisplacement = max( _LayerHeightAmplitude2 + #if defined(_MAIN_LAYER_INFLUENCE_MODE) + +_LayerHeightAmplitude0 * _InheritBaseHeight2 + #endif + , maxDisplacement); +#endif +#endif + +#if _LAYER_COUNT >= 4 +#if defined(_HEIGHTMAP3) + maxDisplacement = max( _LayerHeightAmplitude3 + #if defined(_MAIN_LAYER_INFLUENCE_MODE) + +_LayerHeightAmplitude0 * _InheritBaseHeight3 + #endif + , maxDisplacement); +#endif +#endif + + return maxDisplacement; +} + +// Return the minimun uv size for all layers including triplanar +float2 GetMinUvSize(LayerTexCoord layerTexCoord) +{ + float2 minUvSize = float2(FLT_MAX, FLT_MAX); + +#if defined(_HEIGHTMAP0) + if (layerTexCoord.base0.mappingType == UV_MAPPING_TRIPLANAR) + { + minUvSize = min(layerTexCoord.base0.uvZY * _HeightMap0_TexelSize.zw, minUvSize); + minUvSize = min(layerTexCoord.base0.uvXZ * _HeightMap0_TexelSize.zw, minUvSize); + minUvSize = min(layerTexCoord.base0.uvXY * _HeightMap0_TexelSize.zw, minUvSize); + } + else + { + minUvSize = min(layerTexCoord.base0.uv * _HeightMap0_TexelSize.zw, minUvSize); + } +#endif + +#if defined(_HEIGHTMAP1) + if (layerTexCoord.base1.mappingType == UV_MAPPING_TRIPLANAR) + { + minUvSize = min(layerTexCoord.base1.uvZY * _HeightMap1_TexelSize.zw, minUvSize); + minUvSize = min(layerTexCoord.base1.uvXZ * _HeightMap1_TexelSize.zw, minUvSize); + minUvSize = min(layerTexCoord.base1.uvXY * _HeightMap1_TexelSize.zw, minUvSize); + } + else + { + minUvSize = min(layerTexCoord.base1.uv * _HeightMap1_TexelSize.zw, minUvSize); + } +#endif + +#if _LAYER_COUNT >= 3 +#if defined(_HEIGHTMAP2) + if (layerTexCoord.base2.mappingType == UV_MAPPING_TRIPLANAR) + { + minUvSize = min(layerTexCoord.base2.uvZY * _HeightMap2_TexelSize.zw, minUvSize); + minUvSize = min(layerTexCoord.base2.uvXZ * _HeightMap2_TexelSize.zw, minUvSize); + minUvSize = min(layerTexCoord.base2.uvXY * _HeightMap2_TexelSize.zw, minUvSize); + } + else + { + minUvSize = min(layerTexCoord.base2.uv * _HeightMap2_TexelSize.zw, minUvSize); + } +#endif +#endif + +#if _LAYER_COUNT >= 4 +#if defined(_HEIGHTMAP3) + if (layerTexCoord.base3.mappingType == UV_MAPPING_TRIPLANAR) + { + minUvSize = min(layerTexCoord.base3.uvZY * _HeightMap3_TexelSize.zw, minUvSize); + minUvSize = min(layerTexCoord.base3.uvXZ * _HeightMap3_TexelSize.zw, minUvSize); + minUvSize = min(layerTexCoord.base3.uvXY * _HeightMap3_TexelSize.zw, minUvSize); + } + else + { + minUvSize = min(layerTexCoord.base3.uv * _HeightMap3_TexelSize.zw, minUvSize); + } +#endif +#endif + + return minUvSize; +} + +struct PerPixelHeightDisplacementParam +{ + float weights[_MAX_LAYER]; + float2 uv[_MAX_LAYER]; + float mainHeightInfluence; +}; + +// Calculate displacement for per vertex displacement mapping +float ComputePerPixelHeightDisplacement(float2 texOffsetCurrent, float lod, PerPixelHeightDisplacementParam param) +{ +#if defined(_HEIGHTMAP0) || defined(_HEIGHTMAP1) || defined(_HEIGHTMAP2) || defined(_HEIGHTMAP3) + // Note: No multiply by amplitude here, this is bake into the weights and apply in BlendLayeredScalar + // The amplitude is normalize to be able to work with POM algorithm + // Tiling is automatically handled correctly here as we use 4 differents uv even if they come from the same UVSet (they include the tiling) + float height0 = SAMPLE_TEXTURE2D_LOD(_HeightMap0, SAMPLER_HEIGHTMAP_IDX, param.uv[0] + texOffsetCurrent, lod).r; + float height1 = SAMPLE_TEXTURE2D_LOD(_HeightMap1, SAMPLER_HEIGHTMAP_IDX, param.uv[1] + texOffsetCurrent, lod).r; + float height2 = SAMPLE_TEXTURE2D_LOD(_HeightMap2, SAMPLER_HEIGHTMAP_IDX, param.uv[2] + texOffsetCurrent, lod).r; + float height3 = SAMPLE_TEXTURE2D_LOD(_HeightMap3, SAMPLER_HEIGHTMAP_IDX, param.uv[3] + texOffsetCurrent, lod).r; + SetEnabledHeightByLayer(height0, height1, height2, height3); // Not needed as already put in weights but paranoid mode + return BlendLayeredScalar(height0, height1, height2, height3, param.weights) + height0 * param.mainHeightInfluence; +#else + return 0.0; +#endif +} + +#include "ShaderLibrary/PerPixelDisplacement.hlsl" + +// PPD is affecting only one mapping at the same time, mean we need to execute it for each mapping (UV0, UV1, 3 times for triplanar etc..) +// We chose to not support all this case that are extremely hard to manage (for example mixing different mapping, mean it also require different tangent space that is not supported in Unity) +// For these reasons we put the following rules +// Rules: +// - Mapping is the same for all layers that use an Heightmap (i.e all are UV, planar or triplanar) +// - Mapping UV is UV0 only because we need to convert view vector in texture space and this is only available for UV0 +// - Heightmap can be enabled per layer +// - Blend Mask use same mapping as main layer (UVO, Planar, Triplanar) +// From these rules it mean that PPD is enable only if the user 1) ask for it, 2) if there is one heightmap enabled on active layer, 3) if mapping is the same for all layer respecting 2), 4) if mapping is UV0, planar or triplanar mapping +// Most contraint are handled by the inspector (i.e the UI) like the mapping constraint and is assumed in the shader. +float ApplyPerPixelDisplacement(FragInputs input, float3 V, inout LayerTexCoord layerTexCoord) +{ + bool ppdEnable = false; + bool isPlanar = false; + bool isTriplanar = false; + +#ifdef _PER_PIXEL_DISPLACEMENT + + // To know if we are planar or triplanar just need to check if any of the active heightmap layer is true as they are enforce to be the same mapping +#if defined(_HEIGHTMAP0) + ppdEnable = true; + isPlanar = layerTexCoord.base0.mappingType == UV_MAPPING_PLANAR; + isTriplanar = layerTexCoord.base0.mappingType == UV_MAPPING_TRIPLANAR; +#endif + +#if defined(_HEIGHTMAP1) + ppdEnable = true; + isPlanar = layerTexCoord.base1.mappingType == UV_MAPPING_PLANAR; + isTriplanar = layerTexCoord.base1.mappingType == UV_MAPPING_TRIPLANAR; +#endif + +#if _LAYER_COUNT >= 3 +#if defined(_HEIGHTMAP2) + ppdEnable = true; + isPlanar = layerTexCoord.base2.mappingType == UV_MAPPING_PLANAR; + isTriplanar = layerTexCoord.base2.mappingType == UV_MAPPING_TRIPLANAR; +#endif +#endif + +#if _LAYER_COUNT >= 4 +#if defined(_HEIGHTMAP3) + ppdEnable = true; + isPlanar = layerTexCoord.base3.mappingType == UV_MAPPING_PLANAR; + isTriplanar = layerTexCoord.base3.mappingType == UV_MAPPING_TRIPLANAR; +#endif +#endif + +#endif // _PER_PIXEL_DISPLACEMENT + + if (ppdEnable) + { + // Even if we use same mapping we can have different tiling. For per pixel displacement we will perform the ray marching with already tiled uv + float maxHeight = GetMaxDisplacement(); + // Compute lod as we will sample inside a loop(so can't use regular sampling) + // Note: It appear that CALCULATE_TEXTURE2D_LOD only return interger lod. We want to use float lod to have smoother transition and fading, so do our own calculation. + // Approximation of lod to used. Be conservative here, we will take the highest mip of all layers. + // Remember, we assume that we used the same mapping for all layer, so only size matter. + float2 minUvSize = GetMinUvSize(layerTexCoord); + float lod = ComputeTextureLOD(minUvSize); + + // Calculate blend weights + float4 blendMasks = GetBlendMask(layerTexCoord, input.color); + + float weights[_MAX_LAYER]; + ComputeMaskWeights(blendMasks, weights); + + // Be sure we are not considering weight here were there is no heightmap + SetEnabledHeightByLayer(weights[0], weights[1], weights[2], weights[3]); + + PerPixelHeightDisplacementParam ppdParam; +#if defined(_MAIN_LAYER_INFLUENCE_MODE) + // For per pixel displacement we need to have normalized height scale to calculate the interesection (required by the algorithm we use) + // mean that we will normalize by the highest amplitude. + // We store this normalization factor with the weights as it will be multiply by the readed height. + ppdParam.weights[0] = weights[0] * (_LayerHeightAmplitude0) / maxHeight; + ppdParam.weights[1] = weights[1] * (_LayerHeightAmplitude1 + _LayerHeightAmplitude0 * _InheritBaseHeight1) / maxHeight; + ppdParam.weights[2] = weights[2] * (_LayerHeightAmplitude2 + _LayerHeightAmplitude0 * _InheritBaseHeight2) / maxHeight; + ppdParam.weights[3] = weights[3] * (_LayerHeightAmplitude3 + _LayerHeightAmplitude0 * _InheritBaseHeight3) / maxHeight; + + // Think that inheritbasedheight will be 0 if height0 is fully visible in weights. So there is no double contribution of height0 + float mainHeightInfluence = BlendLayeredScalar(0.0, _InheritBaseHeight1, _InheritBaseHeight2, _InheritBaseHeight3, weights); + ppdParam.mainHeightInfluence = mainHeightInfluence; +#else + [unroll] + for (int i = 0; i < _MAX_LAYER; ++i) + { + ppdParam.weights[i] = weights[i]; + } + ppdParam.mainHeightInfluence = 0.0; +#endif + + float height; // final height processed + float NdotV; + + // We need to calculate the texture space direction. It depends on the mapping. + if (isTriplanar) + { + // TODO: implement. Require 3 call to POM + dedicated viewDirTS based on triplanar convention + // apply the 3 offset on all layers + /* + + ppdParam.uv[0] = layerTexCoord.base0.uvZY; + ppdParam.uv[1] = layerTexCoord.base1.uvYZ; + ppdParam.uv[2] = layerTexCoord.base2.uvYZ; + ppdParam.uv[3] = layerTexCoord.base3.uvYZ; + + float3 viewDirTS = ; + int numSteps = (int)lerp(_PPDMaxSamples, _PPDMinSamples, abs(viewDirTS.z)); + ParallaxOcclusionMapping(lod, _PPDLodThreshold, numSteps, viewDirTS, maxHeight, ppdParam); + + // Apply to all uvZY + + // Repeat for uvXZ + + // Repeat for uvXY + + // Apply to all layer that used triplanar + */ + height = 1; + NdotV = 1; + } + else + { + ppdParam.uv[0] = layerTexCoord.base0.uv; + ppdParam.uv[1] = layerTexCoord.base1.uv; + ppdParam.uv[2] = layerTexCoord.base2.uv; + ppdParam.uv[3] = layerTexCoord.base3.uv; + + float3x3 worldToTangent = input.worldToTangent; + + #ifdef SURFACE_GRADIENT + // The TBN is not normalize, normalize it to do per pixel displacement + worldToTangent[1] = normalize(worldToTangent[1]); + worldToTangent[2] = normalize(worldToTangent[2]); + #endif + + // For planar the view vector is the world view vector (unless we want to support object triplanar ? and in this case used TransformWorldToObject) + // TODO: do we support object triplanar ? See ComputeLayerTexCoord + float3 viewDirTS = isPlanar ? float3(-V.xz, V.y) : TransformWorldToTangent(V, worldToTangent); + NdotV = viewDirTS.z; + + int numSteps = (int)lerp(_PPDMaxSamples, _PPDMinSamples, viewDirTS.z); + + float2 offset = ParallaxOcclusionMapping(lod, _PPDLodThreshold, numSteps, viewDirTS, maxHeight, ppdParam, height); + + // Apply offset to all planar UV if applicable + float4 planarWeight = float4( layerTexCoord.base0.mappingType == UV_MAPPING_PLANAR ? 1.0 : 0.0, + layerTexCoord.base1.mappingType == UV_MAPPING_PLANAR ? 1.0 : 0.0, + layerTexCoord.base2.mappingType == UV_MAPPING_PLANAR ? 1.0 : 0.0, + layerTexCoord.base3.mappingType == UV_MAPPING_PLANAR ? 1.0 : 0.0); + + // _UVMappingMask0.x will be 1.0 is UVSet0 is used; + float4 offsetWeights = isPlanar ? planarWeight : float4(_UVMappingMask0.x, _UVMappingMask1.x, _UVMappingMask2.x, _UVMappingMask3.x); + + layerTexCoord.base0.uv += offsetWeights.x * offset; + layerTexCoord.base1.uv += offsetWeights.y * offset; + layerTexCoord.base2.uv += offsetWeights.z * offset; + layerTexCoord.base3.uv += offsetWeights.w * offset; + + offsetWeights = isPlanar ? planarWeight : float4(_UVDetailsMappingMask0.x, _UVDetailsMappingMask1.x, _UVDetailsMappingMask2.x, _UVDetailsMappingMask3.x); + + layerTexCoord.details0.uv += offsetWeights.x * offset; + layerTexCoord.details1.uv += offsetWeights.y * offset; + layerTexCoord.details2.uv += offsetWeights.z * offset; + layerTexCoord.details3.uv += offsetWeights.w * offset; + } + + // Since POM "pushes" geometry inwards (rather than extrude it), { height = height - 1 }. + // Since the result is used as a 'depthOffsetVS', it needs to be positive, so we flip the sign. + float verticalDisplacement = maxHeight - height * maxHeight; + // IDEA: precompute the tiling scale? MOV-MUL vs MOV-MOV-MAX-RCP-MUL. + float tilingScale = rcp(max(_BaseColorMap0_ST.x, _BaseColorMap0_ST.y)); + return tilingScale * verticalDisplacement / NdotV; + } + + return 0.0; +} + +// Calculate displacement for per vertex displacement mapping +float ComputePerVertexDisplacement(LayerTexCoord layerTexCoord, float4 vertexColor, float lod) +{ + float4 blendMasks = GetBlendMask(layerTexCoord, vertexColor, true, lod); + + float weights[_MAX_LAYER]; + ComputeMaskWeights(blendMasks, weights); + +#if defined(_HEIGHTMAP0) || defined(_HEIGHTMAP1) || defined(_HEIGHTMAP2) || defined(_HEIGHTMAP3) + float height0 = (SAMPLE_UVMAPPING_TEXTURE2D_LOD(_HeightMap0, SAMPLER_HEIGHTMAP_IDX, layerTexCoord.base0, lod).r - _LayerCenterOffset0) * _LayerHeightAmplitude0; + float height1 = (SAMPLE_UVMAPPING_TEXTURE2D_LOD(_HeightMap1, SAMPLER_HEIGHTMAP_IDX, layerTexCoord.base1, lod).r - _LayerCenterOffset1) * _LayerHeightAmplitude1; + float height2 = (SAMPLE_UVMAPPING_TEXTURE2D_LOD(_HeightMap2, SAMPLER_HEIGHTMAP_IDX, layerTexCoord.base2, lod).r - _LayerCenterOffset2) * _LayerHeightAmplitude2; + float height3 = (SAMPLE_UVMAPPING_TEXTURE2D_LOD(_HeightMap3, SAMPLER_HEIGHTMAP_IDX, layerTexCoord.base3, lod).r - _LayerCenterOffset3) * _LayerHeightAmplitude3; + ApplyTessellationTileScale(height0, height1, height2, height3); // Only apply with per vertex displacement + SetEnabledHeightByLayer(height0, height1, height2, height3); + float heightResult = BlendLayeredScalar(height0, height1, height2, height3, weights); + +#if defined(_MAIN_LAYER_INFLUENCE_MODE) + // Think that inheritbasedheight will be 0 if height0 is fully visible in weights. So there is no double contribution of height0 + float inheritBaseHeight = BlendLayeredScalar(0.0, _InheritBaseHeight1, _InheritBaseHeight2, _InheritBaseHeight3, weights); + return heightResult + height0 * inheritBaseHeight; +#endif + +#else + float heightResult = 0.0; +#endif + return heightResult; +} + +float3 ApplyHeightBasedBlend(float3 inputMask, float3 inputHeight, float3 blendUsingHeight) +{ + return saturate(lerp(inputMask * inputHeight * blendUsingHeight * 100, 1, inputMask * inputMask)); // 100 arbitrary scale to limit blendUsingHeight values. +} + +// Calculate weights to apply to each layer +// Caution: This function must not be use for per vertex/pixel displacement, there is a dedicated function for them. +// This function handle triplanar +void ComputeLayerWeights(FragInputs input, LayerTexCoord layerTexCoord, float4 inputAlphaMask, out float outWeights[_MAX_LAYER]) +{ + float4 blendMasks = GetBlendMask(layerTexCoord, input.color); + +#if defined(_DENSITY_MODE) + // Note: blendMasks.argb because a is main layer + float4 minOpaParam = float4(_MinimumOpacity0, _MinimumOpacity1, _MinimumOpacity2, _MinimumOpacity3); + float4 remapedOpacity = lerp(minOpaParam, float4(1.0, 1.0, 1.0, 1.0), inputAlphaMask); // Remap opacity mask from [0..1] to [minOpa..1] + float4 opacityAsDensity = saturate((inputAlphaMask - (float4(1.0, 1.0, 1.0, 1.0) - blendMasks.argb)) * 20.0); + + float4 useOpacityAsDensityParam = float4(_OpacityAsDensity0, _OpacityAsDensity1, _OpacityAsDensity2, _OpacityAsDensity3); + blendMasks.argb = lerp(blendMasks.argb * remapedOpacity, opacityAsDensity, useOpacityAsDensityParam); +#endif + +#if defined(_HEIGHT_BASED_BLEND) + +#if defined(_HEIGHTMAP0) || defined(_HEIGHTMAP1) || defined(_HEIGHTMAP2) || defined(_HEIGHTMAP3) + float height0 = (SAMPLE_UVMAPPING_TEXTURE2D(_HeightMap0, SAMPLER_HEIGHTMAP_IDX, layerTexCoord.base0).r - _LayerCenterOffset0) * _LayerHeightAmplitude0; + float height1 = (SAMPLE_UVMAPPING_TEXTURE2D(_HeightMap1, SAMPLER_HEIGHTMAP_IDX, layerTexCoord.base1).r - _LayerCenterOffset1) * _LayerHeightAmplitude1; + float height2 = (SAMPLE_UVMAPPING_TEXTURE2D(_HeightMap2, SAMPLER_HEIGHTMAP_IDX, layerTexCoord.base2).r - _LayerCenterOffset2) * _LayerHeightAmplitude2; + float height3 = (SAMPLE_UVMAPPING_TEXTURE2D(_HeightMap3, SAMPLER_HEIGHTMAP_IDX, layerTexCoord.base3).r - _LayerCenterOffset3) * _LayerHeightAmplitude3; + SetEnabledHeightByLayer(height0, height1, height2, height3); + float4 heights = float4(height0, height1, height2, height3); + + // HACK: use height0 to avoid compiler error for unused sampler - To remove when we can have a sampler without a textures + #if !defined(_PER_PIXEL_DISPLACEMENT) + // We don't use height 0 for the height blend based mode + heights.y += (heights.x * 0.0001); + #endif +#else + float4 heights = float4(0.0, 0.0, 0.0, 0.0); +#endif + + // don't apply on main layer + blendMasks.rgb = ApplyHeightBasedBlend(blendMasks.rgb, heights.yzw, float3(_BlendUsingHeight1, _BlendUsingHeight2, _BlendUsingHeight3)); +#endif + + ComputeMaskWeights(blendMasks, outWeights); +} + +float3 ComputeMainNormalInfluence(FragInputs input, float3 normalTS0, float3 normalTS1, float3 normalTS2, float3 normalTS3, LayerTexCoord layerTexCoord, float weights[_MAX_LAYER]) +{ + // Get our regular normal from regular layering + float3 normalTS = BlendLayeredVector3(normalTS0, normalTS1, normalTS2, normalTS3, weights); + + // THen get Main Layer Normal influence factor. Main layer is 0 because it can't be influence. In this case the final lerp return normalTS. + float influenceFactor = BlendLayeredScalar(0.0, _InheritBaseNormal1, _InheritBaseNormal2, _InheritBaseNormal3, weights); + // We will add smoothly the contribution of the normal map by using lower mips with help of bias sampling. InfluenceFactor must be [0..numMips] // Caution it cause banding... + // Note: that we don't take details map into account here. + float maxMipBias = log2(max(_NormalMap0_TexelSize.z, _NormalMap0_TexelSize.w)); // don't do + 1 as it is for bias, not lod + float3 mainNormalTS = GetNormalTS0(input, layerTexCoord, float3(0.0, 0.0, 1.0), 0.0, true, maxMipBias * (1.0 - influenceFactor)); + + // Add on our regular normal a bit of Main Layer normal base on influence factor. Note that this affect only the "visible" normal. + #ifdef SURFACE_GRADIENT + return normalTS + influenceFactor * mainNormalTS; + #else + return lerp(normalTS, BlendNormalRNM(normalTS, mainNormalTS), influenceFactor); + #endif +} + +float3 ComputeMainBaseColorInfluence(float3 baseColor0, float3 baseColor1, float3 baseColor2, float3 baseColor3, float compoMask, LayerTexCoord layerTexCoord, float weights[_MAX_LAYER]) +{ + float3 baseColor = BlendLayeredVector3(baseColor0, baseColor1, baseColor2, baseColor3, weights); + + float influenceFactor = BlendLayeredScalar(0.0, _InheritBaseColor1, _InheritBaseColor2, _InheritBaseColor3, weights); + float influenceThreshold = BlendLayeredScalar(1.0, _InheritBaseColorThreshold1, _InheritBaseColorThreshold2, _InheritBaseColorThreshold3, weights); + + influenceFactor = influenceFactor * (1.0 - saturate(compoMask / influenceThreshold)); + + // We want to calculate the mean color of the texture. For this we will sample a low mipmap + float textureBias = 15.0; // Use maximum bias + float3 baseMeanColor0 = SAMPLE_UVMAPPING_TEXTURE2D_BIAS(_BaseColorMap0, sampler_BaseColorMap0, layerTexCoord.base0, textureBias).rgb *_BaseColor0.rgb; + float3 baseMeanColor1 = SAMPLE_UVMAPPING_TEXTURE2D_BIAS(_BaseColorMap1, sampler_BaseColorMap0, layerTexCoord.base1, textureBias).rgb *_BaseColor1.rgb; + float3 baseMeanColor2 = SAMPLE_UVMAPPING_TEXTURE2D_BIAS(_BaseColorMap2, sampler_BaseColorMap0, layerTexCoord.base2, textureBias).rgb *_BaseColor2.rgb; + float3 baseMeanColor3 = SAMPLE_UVMAPPING_TEXTURE2D_BIAS(_BaseColorMap3, sampler_BaseColorMap0, layerTexCoord.base3, textureBias).rgb *_BaseColor3.rgb; + + float3 meanColor = BlendLayeredVector3(baseMeanColor0, baseMeanColor1, baseMeanColor2, baseMeanColor3, weights); + + // If we inherit from base layer, we will add a bit of it + // We add variance of current visible level and the base color 0 or mean (to retrieve initial color) depends on influence + // (baseColor - meanColor) + lerp(meanColor, baseColor0, inheritBaseColor) simplify to + // saturate(influenceFactor * (baseColor0 - meanColor) + baseColor); + // There is a special case when baseColor < meanColor to avoid getting negative values. + float3 factor = baseColor > meanColor ? (baseColor0 - meanColor) : (baseColor0 * baseColor / meanColor - baseColor); + return influenceFactor * factor + baseColor; +} + +void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) +{ +#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group + LODDitheringTransition(posInput.unPositionSS, unity_LODFade.y); // Note that we pass the quantized value of LOD fade +#endif + + ApplyDoubleSidedFlipOrMirror(input); // Apply double sided flip on the vertex normal + + LayerTexCoord layerTexCoord; + ZERO_INITIALIZE(LayerTexCoord, layerTexCoord); + GetLayerTexCoord(input, layerTexCoord); + + float depthOffset = ApplyPerPixelDisplacement(input, V, layerTexCoord); + +#ifdef _DEPTHOFFSET_ON + ApplyDepthOffsetPositionInput(V, depthOffset, GetWorldToHClipMatrix(), posInput); +#endif + + SurfaceData surfaceData0, surfaceData1, surfaceData2, surfaceData3; + float3 normalTS0, normalTS1, normalTS2, normalTS3; + float alpha0 = GetSurfaceData0(input, layerTexCoord, surfaceData0, normalTS0); + float alpha1 = GetSurfaceData1(input, layerTexCoord, surfaceData1, normalTS1); + float alpha2 = GetSurfaceData2(input, layerTexCoord, surfaceData2, normalTS2); + float alpha3 = GetSurfaceData3(input, layerTexCoord, surfaceData3, normalTS3); + + // Note: If per pixel displacement is enabled it mean we will fetch again the various heightmaps at the intersection location. Not sure the compiler can optimize. + float weights[_MAX_LAYER]; + ComputeLayerWeights(input, layerTexCoord, float4(alpha0, alpha1, alpha2, alpha3), weights); + + // For layered shader, alpha of base color is used as either an opacity mask, a composition mask for inheritance parameters or a density mask. + float alpha = PROP_BLEND_SCALAR(alpha, weights); + +#ifdef _ALPHATEST_ON + clip(alpha - _AlphaCutoff); +#endif + +#if defined(_MAIN_LAYER_INFLUENCE_MODE) + surfaceData.baseColor = ComputeMainBaseColorInfluence(surfaceData0.baseColor, surfaceData1.baseColor, surfaceData2.baseColor, surfaceData3.baseColor, alpha0, layerTexCoord, weights); + float3 normalTS = ComputeMainNormalInfluence(input, normalTS0, normalTS1, normalTS2, normalTS3, layerTexCoord, weights); +#else + surfaceData.baseColor = SURFACEDATA_BLEND_VECTOR3(surfaceData, baseColor, weights); + float3 normalTS = BlendLayeredVector3(normalTS0, normalTS1, normalTS2, normalTS3, weights); +#endif + + surfaceData.perceptualSmoothness = SURFACEDATA_BLEND_SCALAR(surfaceData, perceptualSmoothness, weights); + surfaceData.ambientOcclusion = SURFACEDATA_BLEND_SCALAR(surfaceData, ambientOcclusion, weights); + surfaceData.metallic = SURFACEDATA_BLEND_SCALAR(surfaceData, metallic, weights); +#ifdef SURFACE_GRADIENT + surfaceData.tangentWS = normalize(input.worldToTangent[0].xyz); // The tangent is not normalize in worldToTangent when using surface gradient +#else + surfaceData.tangentWS = input.worldToTangent[0].xyz; +#endif + // Init other parameters + surfaceData.materialId = 0; + surfaceData.anisotropy = 0; + surfaceData.specular = 0.04; + surfaceData.subsurfaceRadius = 1.0; + surfaceData.thickness = 0.0; + surfaceData.subsurfaceProfile = 0; + surfaceData.specularColor = float3(0.0, 0.0, 0.0); + + GetNormalAndTangentWS(input, V, normalTS, surfaceData.normalWS, surfaceData.tangentWS); + // Done one time for all layered - cumulate with spec occ alpha for now + surfaceData.specularOcclusion = SURFACEDATA_BLEND_SCALAR(surfaceData, specularOcclusion, weights); + surfaceData.specularOcclusion *= GetHorizonOcclusion(V, surfaceData.normalWS, input.worldToTangent[2].xyz, _HorizonFade); + + GetBuiltinData(input, surfaceData, alpha, depthOffset, builtinData); +} + +#endif // #ifndef LAYERED_LIT_SHADER + +#ifdef TESSELLATION_ON +#include "LitTessellation.hlsl" // Must be after GetLayerTexCoord() declaration +#endif diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitData.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitData.hlsl.meta rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl.meta diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl new file mode 100644 index 00000000000..7b634ef3b56 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl @@ -0,0 +1,274 @@ +void ADD_IDX(ComputeLayerTexCoord)( float2 texCoord0, float2 texCoord1, float2 texCoord2, float2 texCoord3, + float3 positionWS, int mappingType, float worldScale, inout LayerTexCoord layerTexCoord, float additionalTiling = 1.0) +{ + // Handle uv0, uv1, uv2, uv3 based on _UVMappingMask weight (exclusif 0..1) + float2 uvBase = ADD_IDX(_UVMappingMask).x * texCoord0 + + ADD_IDX(_UVMappingMask).y * texCoord1 + + ADD_IDX(_UVMappingMask).z * texCoord2 + + ADD_IDX(_UVMappingMask).w * texCoord3; + + // Only used with layered, allow to have additional tiling + uvBase *= additionalTiling.xx; + + + float2 uvDetails = ADD_IDX(_UVDetailsMappingMask).x * texCoord0 + + ADD_IDX(_UVDetailsMappingMask).y * texCoord1 + + ADD_IDX(_UVDetailsMappingMask).z * texCoord2 + + ADD_IDX(_UVDetailsMappingMask).w * texCoord3; + + uvDetails *= additionalTiling.xx; + + // If base is planar/triplanar then detail map is forced to be planar/triplanar + ADD_IDX(layerTexCoord.details).mappingType = ADD_IDX(layerTexCoord.base).mappingType = mappingType; + ADD_IDX(layerTexCoord.details).normalWS = ADD_IDX(layerTexCoord.base).normalWS = layerTexCoord.vertexNormalWS; + // Copy data for the uvmapping + ADD_IDX(layerTexCoord.details).triplanarWeights = ADD_IDX(layerTexCoord.base).triplanarWeights = layerTexCoord.triplanarWeights; + + // TODO: Currently we only handle world planar/triplanar but we may want local planar/triplanar. + // In this case both position and normal need to be convert to object space. + + // planar/triplanar + float2 uvXZ; + float2 uvXY; + float2 uvZY; + GetTriplanarCoordinate(positionWS * worldScale, uvXZ, uvXY, uvZY); + + // Planar is just XZ of triplanar + if (mappingType == UV_MAPPING_PLANAR) + { + uvBase = uvDetails = uvXZ; + } + + // Apply tiling options + ADD_IDX(layerTexCoord.base).uv = TRANSFORM_TEX(uvBase, ADD_IDX(_BaseColorMap)); + ADD_IDX(layerTexCoord.details).uv = TRANSFORM_TEX(uvDetails, ADD_IDX(_DetailMap)); + + ADD_IDX(layerTexCoord.base).uvXZ = TRANSFORM_TEX(uvXZ, ADD_IDX(_BaseColorMap)); + ADD_IDX(layerTexCoord.base).uvXY = TRANSFORM_TEX(uvXY, ADD_IDX(_BaseColorMap)); + ADD_IDX(layerTexCoord.base).uvZY = TRANSFORM_TEX(uvZY, ADD_IDX(_BaseColorMap)); + + ADD_IDX(layerTexCoord.details).uvXZ = TRANSFORM_TEX(uvXZ, ADD_IDX(_DetailMap)); + ADD_IDX(layerTexCoord.details).uvXY = TRANSFORM_TEX(uvXY, ADD_IDX(_DetailMap)); + ADD_IDX(layerTexCoord.details).uvZY = TRANSFORM_TEX(uvZY, ADD_IDX(_DetailMap)); + + #ifdef SURFACE_GRADIENT + // This part is only relevant for normal mapping with UV_MAPPING_UVSET + // Note: This code work only in pixel shader (as we rely on ddx), it should not be use in other context + ADD_IDX(layerTexCoord.base).tangentWS = ADD_IDX(_UVMappingMask).x * layerTexCoord.vertexTangentWS0 + + ADD_IDX(_UVMappingMask).y * layerTexCoord.vertexTangentWS1 + + ADD_IDX(_UVMappingMask).z * layerTexCoord.vertexTangentWS2 + + ADD_IDX(_UVMappingMask).w * layerTexCoord.vertexTangentWS3; + + ADD_IDX(layerTexCoord.base).bitangentWS = ADD_IDX(_UVMappingMask).x * layerTexCoord.vertexBitangentWS0 + + ADD_IDX(_UVMappingMask).y * layerTexCoord.vertexBitangentWS1 + + ADD_IDX(_UVMappingMask).z * layerTexCoord.vertexBitangentWS2 + + ADD_IDX(_UVMappingMask).w * layerTexCoord.vertexBitangentWS3; + + ADD_IDX(layerTexCoord.details).tangentWS = ADD_IDX(_UVDetailsMappingMask).x * layerTexCoord.vertexTangentWS0 + + ADD_IDX(_UVDetailsMappingMask).y * layerTexCoord.vertexTangentWS1 + + ADD_IDX(_UVDetailsMappingMask).z * layerTexCoord.vertexTangentWS2 + + ADD_IDX(_UVDetailsMappingMask).w * layerTexCoord.vertexTangentWS3; + + ADD_IDX(layerTexCoord.details).bitangentWS = ADD_IDX(_UVDetailsMappingMask).x * layerTexCoord.vertexBitangentWS0 + + ADD_IDX(_UVDetailsMappingMask).y * layerTexCoord.vertexBitangentWS1 + + ADD_IDX(_UVDetailsMappingMask).z * layerTexCoord.vertexBitangentWS2 + + ADD_IDX(_UVDetailsMappingMask).w * layerTexCoord.vertexBitangentWS3; + #endif +} + +float3 ADD_IDX(GetNormalTS)(FragInputs input, LayerTexCoord layerTexCoord, float3 detailNormalTS, float detailMask, bool useBias, float bias) +{ + float3 normalTS; + +#ifdef _NORMALMAP_IDX + #ifdef _NORMALMAP_TANGENT_SPACE_IDX + if (useBias) + { + normalTS = SAMPLE_UVMAPPING_NORMALMAP_BIAS(ADD_IDX(_NormalMap), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base), ADD_IDX(_NormalScale), bias); + } + else + { + normalTS = SAMPLE_UVMAPPING_NORMALMAP(ADD_IDX(_NormalMap), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base), ADD_IDX(_NormalScale)); + } + #else // Object space + // to be able to combine object space normal with detail map or to apply a "scale" we transform it to tangent space (object space normal composition is complex operation). + // then later we will re-transform it to world space. + // Note: There is no such a thing like triplanar with object space normal, so we call directly 2D function + if (useBias) + { + #ifdef SURFACE_GRADIENT + // /We need to decompress the normal ourselve here as UnpackNormalRGB will return a surface gradient + float3 normalOS = SAMPLE_TEXTURE2D_BIAS(ADD_IDX(_NormalMap), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base).uv, bias).xyz * 2.0 - 1.0; + // normalize(normalOS) // TO CHECK: SurfaceGradientFromPerturbedNormal doesn't require normalOS to be normalize, to check + normalTS = SurfaceGradientFromPerturbedNormal(input.worldToTangent[2], normalOS); + normalTS *= ADD_IDX(_NormalScale); + #else + float3 normalOS = UnpackNormalRGB(SAMPLE_TEXTURE2D_BIAS(ADD_IDX(_NormalMap), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base).uv, bias), 1.0); + normalTS = TransformObjectToTangent(normalOS, input.worldToTangent); + normalTS.xy *= ADD_IDX(_NormalScale); // Scale in tangent space + normalTS = (normalTS); + #endif + } + else + { + #ifdef SURFACE_GRADIENT + // /We need to decompress the normal ourselve here as UnpackNormalRGB will return a surface gradient + float3 normalOS = SAMPLE_TEXTURE2D(ADD_IDX(_NormalMap), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base).uv).xyz * 2.0 - 1.0; + // normalize(normalOS) // TO CHECK: SurfaceGradientFromPerturbedNormal doesn't require normalOS to be normalize, to check + normalTS = SurfaceGradientFromPerturbedNormal(input.worldToTangent[2], normalOS); + normalTS *= ADD_IDX(_NormalScale); + #else + float3 normalOS = UnpackNormalRGB(SAMPLE_TEXTURE2D(ADD_IDX(_NormalMap), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base).uv), 1.0); + normalTS = TransformObjectToTangent(normalOS, input.worldToTangent); + normalTS.xy *= ADD_IDX(_NormalScale); // Scale in tangent space + normalTS = (normalTS); + #endif + } + #endif + + #ifdef _DETAIL_MAP_IDX + #ifdef SURFACE_GRADIENT + normalTS += detailNormalTS; + #else + normalTS = lerp(normalTS, BlendNormalRNM(normalTS, detailNormalTS), detailMask); + #endif + #endif +#else + #ifdef SURFACE_GRADIENT + normalTS = float3(0.0, 0.0, 0.0); // No gradient + #else + normalTS = float3(0.0, 0.0, 1.0); + #endif +#endif + + return normalTS; +} + +// Return opacity +float ADD_IDX(GetSurfaceData)(FragInputs input, LayerTexCoord layerTexCoord, out SurfaceData surfaceData, out float3 normalTS) +{ + float alpha = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_BaseColorMap), ADD_ZERO_IDX(sampler_BaseColorMap), ADD_IDX(layerTexCoord.base)).a * ADD_IDX(_BaseColor).a; + + // Perform alha test very early to save performance (a killed pixel will not sample textures) +#if defined(_ALPHATEST_ON) && !defined(LAYERED_LIT_SHADER) + clip(alpha - _AlphaCutoff); +#endif + + float3 detailNormalTS = float3(0.0, 0.0, 0.0); + float detailMask = 0.0; +#ifdef _DETAIL_MAP_IDX + detailMask = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_DetailMask), SAMPLER_DETAILMASK_IDX, ADD_IDX(layerTexCoord.base)).g; + float2 detailAlbedoAndSmoothness = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_DetailMap), SAMPLER_DETAILMAP_IDX, ADD_IDX(layerTexCoord.details)).rb; + float detailAlbedo = detailAlbedoAndSmoothness.r; + float detailSmoothness = detailAlbedoAndSmoothness.g; + // Resample the detail map but this time for the normal map. This call should be optimize by the compiler + // We split both call due to trilinear mapping + detailNormalTS = SAMPLE_UVMAPPING_NORMALMAP_AG(ADD_IDX(_DetailMap), SAMPLER_DETAILMAP_IDX, ADD_IDX(layerTexCoord.details), ADD_ZERO_IDX(_DetailNormalScale)); +#endif + + surfaceData.baseColor = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_BaseColorMap), ADD_ZERO_IDX(sampler_BaseColorMap), ADD_IDX(layerTexCoord.base)).rgb * ADD_IDX(_BaseColor).rgb; +#ifdef _DETAIL_MAP_IDX + surfaceData.baseColor *= LerpWhiteTo(2.0 * saturate(detailAlbedo * ADD_IDX(_DetailAlbedoScale)), detailMask); +#endif + +#ifdef _SPECULAROCCLUSIONMAP_IDX + // TODO: Do something. For now just take alpha channel + surfaceData.specularOcclusion = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_SpecularOcclusionMap), SAMPLER_SPECULAROCCLUSIONMAP_IDX, ADD_IDX(layerTexCoord.base)).a; +#else + // The specular occlusion will be perform outside the internal loop + surfaceData.specularOcclusion = 1.0; +#endif + surfaceData.normalWS = float3(0.0, 0.0, 0.0); // Need to init this to keep quiet the compiler, but this is overriden later (0, 0, 0) so if we forget to override the compiler may comply. + + normalTS = ADD_IDX(GetNormalTS)(input, layerTexCoord, detailNormalTS, detailMask, false, 0.0); + +#if defined(_MASKMAP_IDX) + surfaceData.perceptualSmoothness = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_MaskMap), SAMPLER_MASKMAP_IDX, ADD_IDX(layerTexCoord.base)).a; +#else + surfaceData.perceptualSmoothness = 1.0; +#endif + surfaceData.perceptualSmoothness *= ADD_IDX(_Smoothness); +#ifdef _DETAIL_MAP_IDX + surfaceData.perceptualSmoothness *= LerpWhiteTo(2.0 * saturate(detailSmoothness * ADD_IDX(_DetailSmoothnessScale)), detailMask); +#endif + + // MaskMap is RGBA: Metallic, Ambient Occlusion (Optional), emissive Mask (Optional), Smoothness +#ifdef _MASKMAP_IDX + surfaceData.metallic = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_MaskMap), SAMPLER_MASKMAP_IDX, ADD_IDX(layerTexCoord.base)).r; + surfaceData.ambientOcclusion = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_MaskMap), SAMPLER_MASKMAP_IDX, ADD_IDX(layerTexCoord.base)).g; +#else + surfaceData.metallic = 1.0; + surfaceData.ambientOcclusion = 1.0; +#endif + surfaceData.metallic *= ADD_IDX(_Metallic); + + // This part of the code is not used in case of layered shader but we keep the same macro system for simplicity +#if !defined(LAYERED_LIT_SHADER) + + surfaceData.materialId = (_EnableSSS || _MaterialID != MATERIALID_LIT_SSS) ? _MaterialID : MATERIALID_LIT_STANDARD; + +#ifdef _TANGENTMAP + #ifdef _NORMALMAP_TANGENT_SPACE_IDX // Normal and tangent use same space + float3 tangentTS = SAMPLE_UVMAPPING_NORMALMAP(_TangentMap, sampler_TangentMap, layerTexCoord.base, 1.0); + surfaceData.tangentWS = TransformTangentToWorld(tangentTS, input.worldToTangent); + #else // Object space + // Note: There is no such a thing like triplanar with object space normal, so we call directly 2D function + float3 tangentOS = UnpackNormalRGB(SAMPLE_TEXTURE2D(_TangentMap, sampler_TangentMap, layerTexCoord.base.uv), 1.0); + surfaceData.tangentWS = TransformObjectToWorldDir(tangentOS); + #endif +#else + #ifdef SURFACE_GRADIENT + surfaceData.tangentWS = normalize(input.worldToTangent[0].xyz); // The tangent is not normalize in worldToTangent when using surface gradient + #else + surfaceData.tangentWS = input.worldToTangent[0].xyz; + #endif +#endif + +#ifdef _ANISOTROPYMAP + surfaceData.anisotropy = SAMPLE_UVMAPPING_TEXTURE2D(_AnisotropyMap, sampler_AnisotropyMap, layerTexCoord.base).b; +#else + surfaceData.anisotropy = 1.0; +#endif + surfaceData.anisotropy *= ADD_IDX(_Anisotropy); + + surfaceData.specular = 0.04; + + surfaceData.subsurfaceProfile = _SubsurfaceProfile; + surfaceData.subsurfaceRadius = _SubsurfaceRadius; + surfaceData.thickness = _Thickness; + +#ifdef _SUBSURFACE_RADIUS_MAP + surfaceData.subsurfaceRadius *= SAMPLE_UVMAPPING_TEXTURE2D(_SubsurfaceRadiusMap, sampler_SubsurfaceRadiusMap, layerTexCoord.base).r; +#endif + +#ifdef _THICKNESSMAP + surfaceData.thickness *= SAMPLE_UVMAPPING_TEXTURE2D(_ThicknessMap, sampler_ThicknessMap, layerTexCoord.base).r; +#endif + + surfaceData.specularColor = _SpecularColor.rgb; +#ifdef _SPECULARCOLORMAP + surfaceData.specularColor *= SAMPLE_UVMAPPING_TEXTURE2D(_SpecularColorMap, sampler_SpecularColorMap, layerTexCoord.base).rgb; +#endif + +#else // #if !defined(LAYERED_LIT_SHADER) + + // Mandatory to setup value to keep compiler quiet + + // Layered shader only support materialId 0 + surfaceData.materialId = 0; + + // All these parameters are ignore as they are re-setup outside of the layers function + surfaceData.tangentWS = float3(0.0, 0.0, 0.0); + surfaceData.anisotropy = 0.0; + surfaceData.specular = 0.0; + + surfaceData.subsurfaceRadius = 0.0; + surfaceData.thickness = 0.0; + surfaceData.subsurfaceProfile = 0; + + surfaceData.specularColor = float3(0.0, 0.0, 0.0); + +#endif // #if !defined(LAYERED_LIT_SHADER) + + return alpha; +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl.meta new file mode 100644 index 00000000000..9f8d0da8ede --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: e190fae546bdd354e94a04e81eeb67e3 +timeCreated: 1483954253 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl new file mode 100644 index 00000000000..6590dcae104 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl @@ -0,0 +1,194 @@ +CBUFFER_START(_PerMaterial) + +// shared constant between lit and layered lit +float _AlphaCutoff; +float4 _DoubleSidedConstants; + +float _HorizonFade; + +float _PPDMaxSamples; +float _PPDMinSamples; +float _PPDLodThreshold; + +TEXTURE2D(_DiffuseLightingMap); +SAMPLER2D(sampler_DiffuseLightingMap); + +TEXTURE2D(_DistortionVectorMap); +SAMPLER2D(sampler_DistortionVectorMap); + +float3 _EmissiveColor; +TEXTURE2D(_EmissiveColorMap); +SAMPLER2D(sampler_EmissiveColorMap); +float _EmissiveIntensity; + +// Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor" +// value that exist to identify if the GI emission need to be enabled. +// In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it. +// TODO: Fix the code in legacy unity so we can customize the beahvior for GI +float3 _EmissionColor; + +// Wind +float _InitialBend; +float _Stiffness; +float _Drag; +float _ShiverDrag; +float _ShiverDirectionality; + +#ifndef LAYERED_LIT_SHADER + +// Set of users variables +float4 _BaseColor; +TEXTURE2D(_BaseColorMap); +SAMPLER2D(sampler_BaseColorMap); +float4 _BaseColorMap_ST; + +float _Metallic; +float _Smoothness; +TEXTURE2D(_MaskMap); +SAMPLER2D(sampler_MaskMap); +TEXTURE2D(_SpecularOcclusionMap); +SAMPLER2D(sampler_SpecularOcclusionMap); + +TEXTURE2D(_NormalMap); +SAMPLER2D(sampler_NormalMap); +float _NormalScale; + +TEXTURE2D(_DetailMask); +SAMPLER2D(sampler_DetailMask); +TEXTURE2D(_DetailMap); +SAMPLER2D(sampler_DetailMap); +float4 _DetailMap_ST; +float _DetailAlbedoScale; +float _DetailNormalScale; +float _DetailSmoothnessScale; + +TEXTURE2D(_HeightMap); +SAMPLER2D(sampler_HeightMap); +float4 _HeightMap_TexelSize; // Unity facility. This will provide the size of the heightmap to the shader + +float _HeightAmplitude; +float _HeightCenter; + +TEXTURE2D(_TangentMap); +SAMPLER2D(sampler_TangentMap); + +float _Anisotropy; +TEXTURE2D(_AnisotropyMap); +SAMPLER2D(sampler_AnisotropyMap); + +int _MaterialID; +int _SubsurfaceProfile; +float _SubsurfaceRadius; +float _Thickness; +TEXTURE2D(_SubsurfaceRadiusMap); +SAMPLER2D(sampler_SubsurfaceRadiusMap); +TEXTURE2D(_ThicknessMap); +SAMPLER2D(sampler_ThicknessMap); + +float4 _SpecularColor; +TEXTURE2D(_SpecularColorMap); +SAMPLER2D(sampler_SpecularColorMap); + +float _TexWorldScale; +float4 _UVMappingMask; +float4 _UVDetailsMappingMask; + +#else // LAYERED_LIT_SHADER + +// Set of users variables +#define PROP_DECL(type, name) type name, name##0, name##1, name##2, name##3; +// sampler are share by texture type inside a layered material but we need to support that a particualr layer have no texture, so we take the first sampler of available texture as the share one +// mean we must declare all sampler +#define PROP_DECL_TEX2D(name)\ + TEXTURE2D(name##0); \ + SAMPLER2D(sampler##name##0); \ + TEXTURE2D(name##1); \ + SAMPLER2D(sampler##name##1); \ + TEXTURE2D(name##2); \ + SAMPLER2D(sampler##name##2); \ + TEXTURE2D(name##3); \ + SAMPLER2D(sampler##name##3); + +// Set of users variables +PROP_DECL(float4, _BaseColor); +PROP_DECL_TEX2D(_BaseColorMap); +float4 _BaseColorMap0_ST; +float4 _BaseColorMap1_ST; +float4 _BaseColorMap2_ST; +float4 _BaseColorMap3_ST; + +PROP_DECL(float, _Metallic); +PROP_DECL(float, _Smoothness); +PROP_DECL_TEX2D(_MaskMap); +PROP_DECL_TEX2D(_SpecularOcclusionMap); + +PROP_DECL_TEX2D(_NormalMap); +PROP_DECL(float, _NormalScale); +float4 _NormalMap0_TexelSize; // Unity facility. This will provide the size of the base normal to the shader + +PROP_DECL_TEX2D(_HeightMap); +float4 _HeightMap0_TexelSize; +float4 _HeightMap1_TexelSize; +float4 _HeightMap2_TexelSize; +float4 _HeightMap3_TexelSize; + +PROP_DECL_TEX2D(_DetailMask); +PROP_DECL_TEX2D(_DetailMap); +float4 _DetailMap0_ST; +float4 _DetailMap1_ST; +float4 _DetailMap2_ST; +float4 _DetailMap3_ST; +PROP_DECL(float, _UVDetail); +PROP_DECL(float, _DetailAlbedoScale); +PROP_DECL(float, _DetailNormalScale); +PROP_DECL(float, _DetailSmoothnessScale); + +PROP_DECL(float, _HeightAmplitude); +PROP_DECL(float, _HeightCenter); + +TEXTURE2D(_LayerMaskMap); +SAMPLER2D(sampler_LayerMaskMap); + +float _BlendUsingHeight1; +float _BlendUsingHeight2; +float _BlendUsingHeight3; +PROP_DECL(float, _LayerHeightAmplitude); +PROP_DECL(float, _LayerCenterOffset); +PROP_DECL(float, _MinimumOpacity); +PROP_DECL(float, _OpacityAsDensity); +float _InheritBaseNormal1; +float _InheritBaseNormal2; +float _InheritBaseNormal3; +float _InheritBaseHeight1; +float _InheritBaseHeight2; +float _InheritBaseHeight3; +float _InheritBaseColor1; +float _InheritBaseColor2; +float _InheritBaseColor3; +float _InheritBaseColorThreshold1; +float _InheritBaseColorThreshold2; +float _InheritBaseColorThreshold3; +float _LayerTilingBlendMask; +PROP_DECL(float, _LayerTiling); + +float _TexWorldScaleBlendMask; +PROP_DECL(float, _TexWorldScale); +PROP_DECL(float4, _UVMappingMask); +PROP_DECL(float4, _UVDetailsMappingMask); + +#endif // LAYERED_LIT_SHADER + +// Tessellation specific + +#ifdef TESSELLATION_ON +float _TessellationFactor; +float _TessellationFactorMinDistance; +float _TessellationFactorMaxDistance; +float _TessellationFactorTriangleSize; +float _TessellationShapeFactor; +float _TessellationBackFaceCullEpsilon; +float _TessellationObjectScale; +float _TessellationTilingScale; +#endif + +CBUFFER_END diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl.meta new file mode 100644 index 00000000000..b1b09b30dd3 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: edd4a01243e14f04687542aee1f03b8a +timeCreated: 1483551695 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.hlsl new file mode 100644 index 00000000000..5c1deef030d --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.hlsl @@ -0,0 +1,103 @@ +float4 GetTessellationFactors(float3 p0, float3 p1, float3 p2, float3 n0, float3 n1, float3 n2) +{ + float maxDisplacement = GetMaxDisplacement(); + + bool frustumCulled = WorldViewFrustumCull(p0, p1, p2, maxDisplacement, (float4[4])unity_CameraWorldClipPlanes); + + bool faceCull = false; + + // We use the position of the primary (scene view) camera in order + // to have identical tessellation levels for both the scene view and + // shadow views. Otherwise, depth comparisons become meaningless! + float3 camPosWS = _WorldSpaceCameraPos; + +#ifndef _DOUBLESIDED_ON + // TODO: Handle inverse culling (for mirror)! + if (_TessellationBackFaceCullEpsilon > -0.99) // Is backface culling enabled ? + { + faceCull = BackFaceCullTriangle(p0, p1, p2, _TessellationBackFaceCullEpsilon, camPosWS); + } +#endif + + if (frustumCulled || faceCull) + { + // Settings factor to 0 will kill the triangle + return float4(0.0, 0.0, 0.0, 0.0); + } + + float3 tessFactor = float3(1.0, 1.0, 1.0); + + // Aaptive screen space tessellation + if (_TessellationFactorTriangleSize > 0.0) + { + // return a value between 0 and 1 + tessFactor *= GetScreenSpaceTessFactor( p0, p1, p2, GetWorldToHClipMatrix(), _ScreenParams, _TessellationFactorTriangleSize); + } + + // Distance based tessellation + if (_TessellationFactorMaxDistance > 0.0) + { + float3 distFactor = GetDistanceBasedTessFactor(p0, p1, p2, camPosWS, _TessellationFactorMinDistance, _TessellationFactorMaxDistance); + // We square the disance factor as it allow a better percptual descrease of vertex density. + tessFactor *= distFactor * distFactor; + } + + tessFactor *= _TessellationFactor; + + // TessFactor below 1.0 have no effect. At 0 it kill the triangle, so clamp it to 1.0 + tessFactor.xyz = float3(max(1.0, tessFactor.x), max(1.0, tessFactor.y), max(1.0, tessFactor.z)); + + return CalcTriEdgeTessFactors(tessFactor); +} + +// tessellationFactors +// x - 1->2 edge +// y - 2->0 edge +// z - 0->1 edge +// w - inside tessellation factor +float3 GetTessellationDisplacement(VaryingsMeshToDS input) +{ + // This call will work for both LayeredLit and Lit shader + LayerTexCoord layerTexCoord; + ZERO_INITIALIZE(LayerTexCoord, layerTexCoord); + GetLayerTexCoord( +#ifdef VARYINGS_DS_NEED_TEXCOORD0 + input.texCoord0, +#else + float2(0.0, 0.0), +#endif +#ifdef VARYINGS_DS_NEED_TEXCOORD1 + input.texCoord1, +#else + float2(0.0, 0.0), +#endif +#ifdef VARYINGS_DS_NEED_TEXCOORD2 + input.texCoord2, +#else + float2(0.0, 0.0), +#endif +#ifdef VARYINGS_DS_NEED_TEXCOORD3 + input.texCoord3, +#else + float2(0.0, 0.0), +#endif + input.positionWS, + input.normalWS, + layerTexCoord); + + // http://www.sebastiansylvan.com/post/the-problem-with-tessellation-in-directx-11/ + float lod = 0.0; + float4 vertexColor = float4(0.0, 0.0, 0.0, 0.0); +#ifdef VARYINGS_DS_NEED_COLOR + vertexColor = input.color; +#endif + float height = ComputePerVertexDisplacement(layerTexCoord, vertexColor, lod); + float3 displ = height * input.normalWS; + + // Applying scaling of the object if requested +#ifdef _TESSELLATION_OBJECT_SCALE + displ *= input.objectScale; +#endif + + return displ; +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.hlsl.meta new file mode 100644 index 00000000000..27d972cf44a --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 29d3b1d8672d46b4291970a2666b230e +timeCreated: 1483954252 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader new file mode 100644 index 00000000000..16e7cdfcf73 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader @@ -0,0 +1,443 @@ +Shader "HDRenderPipeline/LitTessellation" +{ + Properties + { + // Following set of parameters represent the parameters node inside the MaterialGraph. + // They are use to fill a SurfaceData. With a MaterialGraph this should not exist. + + // Reminder. Color here are in linear but the UI (color picker) do the conversion sRGB to linear + _BaseColor("BaseColor", Color) = (1,1,1,1) + _BaseColorMap("BaseColorMap", 2D) = "white" {} + + _Metallic("_Metallic", Range(0.0, 1.0)) = 0 + _Smoothness("Smoothness", Range(0.0, 1.0)) = 1.0 + _MaskMap("MaskMap", 2D) = "white" {} + + _SpecularOcclusionMap("SpecularOcclusion", 2D) = "white" {} + + _NormalMap("NormalMap", 2D) = "bump" {} + _NormalScale("_NormalScale", Range(0.0, 2.0)) = 1 + + _HeightMap("HeightMap", 2D) = "black" {} + _HeightAmplitude("Height Amplitude", Float) = 0.01 // In world units + _HeightCenter("Height Center", Float) = 0.5 // In texture space + + _DetailMap("DetailMap", 2D) = "black" {} + _DetailMask("DetailMask", 2D) = "white" {} + _DetailAlbedoScale("_DetailAlbedoScale", Range(-2.0, 2.0)) = 1 + _DetailNormalScale("_DetailNormalScale", Range(0.0, 2.0)) = 1 + _DetailSmoothnessScale("_DetailSmoothnessScale", Range(-2.0, 2.0)) = 1 + + _TangentMap("TangentMap", 2D) = "bump" {} + _Anisotropy("Anisotropy", Range(0.0, 1.0)) = 0 + _AnisotropyMap("AnisotropyMap", 2D) = "white" {} + + _SubsurfaceProfile("Subsurface Profile", Int) = 0 + _SubsurfaceRadius("Subsurface Radius", Range(0.0, 1.0)) = 1.0 + _SubsurfaceRadiusMap("Subsurface Radius Map", 2D) = "white" {} + _Thickness("Thickness", Range(0.0, 1.0)) = 1.0 + _ThicknessMap("Thickness Map", 2D) = "white" {} + + _SpecularColor("SpecularColor", Color) = (1, 1, 1, 1) + _SpecularColorMap("SpecularColorMap", 2D) = "white" {} + + // Wind + [ToggleOff] _EnableWind("Enable Wind", Float) = 0.0 + _InitialBend("Initial Bend", float) = 1.0 + _Stiffness("Stiffness", float) = 1.0 + _Drag("Drag", float) = 1.0 + _ShiverDrag("Shiver Drag", float) = 0.2 + _ShiverDirectionality("Shiver Directionality", Range(0.0, 1.0)) = 0.5 + + _DistortionVectorMap("DistortionVectorMap", 2D) = "black" {} + + // Following options are for the GUI inspector and different from the input parameters above + // These option below will cause different compilation flag. + + _EmissiveColor("EmissiveColor", Color) = (0, 0, 0) + _EmissiveColorMap("EmissiveColorMap", 2D) = "white" {} + _EmissiveIntensity("EmissiveIntensity", Float) = 0 + + [ToggleOff] _DistortionEnable("Enable Distortion", Float) = 0.0 + [ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0 + [ToggleOff] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 0.0 + [ToggleOff] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0 + + [ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0 + _AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + + _HorizonFade("Horizon fade", Range(0.0, 5.0)) = 1.0 + + // Stencil state + [HideInInspector] _StencilRef("_StencilRef", Int) = 2 // StencilBits.Standard + + // Blending state + [HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0 + [HideInInspector] _BlendMode("__blendmode", Float) = 0.0 + [HideInInspector] _SrcBlend("__src", Float) = 1.0 + [HideInInspector] _DstBlend("__dst", Float) = 0.0 + [HideInInspector] _ZWrite("__zw", Float) = 1.0 + [HideInInspector] _CullMode("__cullmode", Float) = 2.0 + [HideInInspector] _ZTestMode("_ZTestMode", Int) = 8 + + [ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0 + [ToggleOff] _DoubleSidedMirrorEnable("Double sided mirror enable", Float) = 1.0 + [HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0) + + [Enum(UV0, 0, Planar, 1, TriPlanar, 2)] _UVBase("UV Set for base", Float) = 0 + _TexWorldScale("Scale to apply on world coordinate", Float) = 1.0 + [HideInInspector] _UVMappingMask("_UVMappingMask", Color) = (1, 0, 0, 0) + [Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0 + + [Enum(Standard, 0, Subsurface Scattering, 1, Specular Color, 2)] _MaterialID("MaterialId", Int) = 0 + + [ToggleOff] _EnablePerPixelDisplacement("Enable per pixel displacement", Float) = 0.0 + _PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5 + _PPDMaxSamples("Max sample for POM", Range(1.0, 64.0)) = 15 + _PPDLodThreshold("Start lod to fade out the POM effect", Range(0.0, 16.0)) = 5 + [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail("UV Set for detail", Float) = 0 + [HideInInspector] _UVDetailsMappingMask("_UVDetailsMappingMask", Color) = (1, 0, 0, 0) + [Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1 + + // Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor" + // value that exist to identify if the GI emission need to be enabled. + // In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it. + // TODO: Fix the code in legacy unity so we can customize the beahvior for GI + _EmissionColor("Color", Color) = (1, 1, 1) + + // Tessellation specific + [Enum(Phong, 0, Displacement, 1, DisplacementPhong, 2)] _TessellationMode("Tessellation mode", Float) = 0 + _TessellationFactor("Tessellation Factor", Range(0.0, 15.0)) = 4.0 + _TessellationFactorMinDistance("Tessellation start fading distance", Float) = 20.0 + _TessellationFactorMaxDistance("Tessellation end fading distance", Float) = 50.0 + _TessellationFactorTriangleSize("Tessellation triangle size", Float) = 100.0 + _TessellationShapeFactor("Tessellation shape factor", Range(0.0, 1.0)) = 0.75 // Only use with Phong + _TessellationBackFaceCullEpsilon("Tessellation back face epsilon", Range(-1.0, 0.0)) = -0.25 + [ToggleOff] _TessellationObjectScale("Tessellation object scale", Float) = 0.0 + [ToggleOff] _TessellationTilingScale("Tessellation tiling height scale", Float) = 1.0 + // TODO: Handle culling mode for backface culling + } + + HLSLINCLUDE + + #pragma target 5.0 + #pragma only_renderers d3d11 ps4// TEMP: until we go futher in dev + // #pragma enable_d3d11_debug_symbols + + //------------------------------------------------------------------------------------- + // Variant + //------------------------------------------------------------------------------------- + + #pragma shader_feature _ALPHATEST_ON + #pragma shader_feature _DISTORTION_ON + #pragma shader_feature _DEPTHOFFSET_ON + #pragma shader_feature _DOUBLESIDED_ON + #pragma shader_feature _PER_PIXEL_DISPLACEMENT + // Default is _TESSELLATION_PHONG + #pragma shader_feature _ _TESSELLATION_DISPLACEMENT _TESSELLATION_DISPLACEMENT_PHONG + #pragma shader_feature _TESSELLATION_OBJECT_SCALE + #pragma shader_feature _TESSELLATION_TILING_SCALE + + #pragma shader_feature _ _MAPPING_PLANAR _MAPPING_TRIPLANAR + #pragma shader_feature _NORMALMAP_TANGENT_SPACE + #pragma shader_feature _ _REQUIRE_UV2 _REQUIRE_UV3 + #pragma shader_feature _EMISSIVE_COLOR + + #pragma shader_feature _NORMALMAP + #pragma shader_feature _MASKMAP + #pragma shader_feature _SPECULAROCCLUSIONMAP + #pragma shader_feature _EMISSIVE_COLOR_MAP + #pragma shader_feature _HEIGHTMAP + #pragma shader_feature _TANGENTMAP + #pragma shader_feature _ANISOTROPYMAP + #pragma shader_feature _DETAIL_MAP + #pragma shader_feature _SUBSURFACE_RADIUS_MAP + #pragma shader_feature _THICKNESSMAP + #pragma shader_feature _SPECULARCOLORMAP + #pragma shader_feature _VERTEX_WIND + + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + // enable dithering LOD crossfade + #pragma multi_compile _ LOD_FADE_CROSSFADE + // TODO: We should have this keyword only if VelocityInGBuffer is enable, how to do that ? + //#pragma multi_compile VELOCITYOUTPUT_OFF VELOCITYOUTPUT_ON + + //------------------------------------------------------------------------------------- + // Define + //------------------------------------------------------------------------------------- + + #define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl + #define TESSELLATION_ON + // Use surface gradient normal mapping as it handle correctly triplanar normal mapping and multiple UVSet + #define SURFACE_GRADIENT + + //------------------------------------------------------------------------------------- + // Include + //------------------------------------------------------------------------------------- + + #include "../../../ShaderLibrary/common.hlsl" + #include "../../../ShaderLibrary/Wind.hlsl" + #include "../../../ShaderLibrary/tessellation.hlsl" + #include "../../ShaderConfig.cs.hlsl" + #include "../../ShaderVariables.hlsl" + #include "../../ShaderPass/FragInputs.hlsl" + #include "../../ShaderPass/ShaderPass.cs.hlsl" + + //------------------------------------------------------------------------------------- + // variable declaration + //------------------------------------------------------------------------------------- + + #include "../../Material/Lit/LitProperties.hlsl" + + // All our shaders use same name for entry point + #pragma vertex Vert + #pragma fragment Frag + + ENDHLSL + + SubShader + { + Tags { "RenderType"="Opaque" "PerformanceChecks"="False" } + LOD 300 + + Pass + { + Name "GBuffer" // Name is not used + Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index + + Cull [_CullMode] + + Stencil + { + Ref [_StencilRef] + Comp Always + Pass Replace + } + + HLSLPROGRAM + + #pragma hull Hull + #pragma domain Domain + + #define SHADERPASS SHADERPASS_GBUFFER + #include "../../Material/Material.hlsl" + #include "ShaderPass/LitSharePass.hlsl" + #include "LitData.hlsl" + #include "../../ShaderPass/ShaderPassGBuffer.hlsl" + + ENDHLSL + } + + Pass + { + Name "GBufferDebugDisplay" // Name is not used + Tags{ "LightMode" = "GBufferDebugDisplay" } // This will be only for opaque object based on the RenderQueue index + + Cull [_CullMode] + + Stencil + { + Ref [_StencilRef] + Comp Always + Pass Replace + } + + HLSLPROGRAM + + #pragma hull Hull + #pragma domain Domain + + #define DEBUG_DISPLAY + #define SHADERPASS SHADERPASS_GBUFFER + #include "../../Debug/DebugDisplay.hlsl" + #include "../../Material/Material.hlsl" + #include "ShaderPass/LitSharePass.hlsl" + #include "LitData.hlsl" + #include "../../ShaderPass/ShaderPassGBuffer.hlsl" + + ENDHLSL + } + + // Extracts information for lightmapping, GI (emission, albedo, ...) + // This pass it not used during regular rendering. + Pass + { + Name "META" + Tags{ "LightMode" = "Meta" } + + Cull Off + + HLSLPROGRAM + + // Lightmap memo + // DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light, + // both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON. + + // No tessellation for Meta pass + #undef TESSELLATION_ON + + #define SHADERPASS SHADERPASS_LIGHT_TRANSPORT + #include "../../Material/Material.hlsl" + #include "ShaderPass/LitMetaPass.hlsl" + #include "LitData.hlsl" + #include "../../ShaderPass/ShaderPassLightTransport.hlsl" + + ENDHLSL + } + + Pass + { + Name "ShadowCaster" + Tags{ "LightMode" = "ShadowCaster" } + + Cull[_CullMode] + + ZWrite On + ZTest LEqual + + HLSLPROGRAM + + #pragma hull Hull + #pragma domain Domain + + #define SHADERPASS SHADERPASS_DEPTH_ONLY + #include "../../Material/Material.hlsl" + #include "ShaderPass/LitDepthPass.hlsl" + #include "LitData.hlsl" + #include "../../ShaderPass/ShaderPassDepthOnly.hlsl" + + ENDHLSL + } + + Pass + { + Name "DepthOnly" + Tags{ "LightMode" = "DepthOnly" } + + Cull[_CullMode] + + ZWrite On + + HLSLPROGRAM + + #pragma hull Hull + #pragma domain Domain + + #define SHADERPASS SHADERPASS_DEPTH_ONLY + #include "../../Material/Material.hlsl" + #include "ShaderPass/LitDepthPass.hlsl" + #include "LitData.hlsl" + #include "../../ShaderPass/ShaderPassDepthOnly.hlsl" + + ENDHLSL + } + + Pass + { + Name "Motion Vectors" + Tags{ "LightMode" = "MotionVectors" } // Caution, this need to be call like this to setup the correct parameters by C++ (legacy Unity) + + Cull[_CullMode] + + ZWrite Off // TODO: Test Z equal here. + + HLSLPROGRAM + + // TODO: Tesselation can't work with velocity for now... + #pragma hull Hull + #pragma domain Domain + + #define SHADERPASS SHADERPASS_VELOCITY + #include "../../Material/Material.hlsl" + #include "ShaderPass/LitVelocityPass.hlsl" + #include "LitData.hlsl" + #include "../../ShaderPass/ShaderPassVelocity.hlsl" + + ENDHLSL + } + + Pass + { + Name "Distortion" // Name is not used + Tags { "LightMode" = "DistortionVectors" } // This will be only for transparent object based on the RenderQueue index + + Blend One One + ZTest [_ZTestMode] + ZWrite off + Cull [_CullMode] + + HLSLPROGRAM + + #pragma hull Hull + #pragma domain Domain + + #define SHADERPASS SHADERPASS_DISTORTION + #include "../../Material/Material.hlsl" + #include "ShaderPass/LitDistortionPass.hlsl" + #include "LitData.hlsl" + #include "../../ShaderPass/ShaderPassDistortion.hlsl" + + ENDHLSL + } + + Pass + { + Name "Forward" // Name is not used + Tags { "LightMode" = "Forward" } // This will be only for transparent object based on the RenderQueue index + + Blend [_SrcBlend] [_DstBlend] + ZWrite [_ZWrite] + Cull [_CullMode] + + HLSLPROGRAM + + #pragma hull Hull + #pragma domain Domain + + #define SHADERPASS SHADERPASS_FORWARD + #include "../../Lighting/Forward.hlsl" + // TEMP until pragma work in include + #pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS + + #include "../../Lighting/Lighting.hlsl" + #include "ShaderPass/LitSharePass.hlsl" + #include "LitData.hlsl" + #include "../../ShaderPass/ShaderPassForward.hlsl" + + ENDHLSL + } + + Pass + { + Name "ForwardDisplayDebug" // Name is not used + Tags{ "LightMode" = "ForwardDisplayDebug" } // This will be only for transparent object based on the RenderQueue index + + Blend[_SrcBlend][_DstBlend] + ZWrite[_ZWrite] + Cull[_CullMode] + + HLSLPROGRAM + + #pragma hull Hull + #pragma domain Domain + + #define DEBUG_DISPLAY + #define SHADERPASS SHADERPASS_FORWARD + #include "../../Debug/DebugDisplay.hlsl" + #include "../../Lighting/Forward.hlsl" + // TEMP until pragma work in include + #pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS + + #include "../../Lighting/Lighting.hlsl" + #include "ShaderPass/LitSharePass.hlsl" + #include "LitData.hlsl" + #include "../../ShaderPass/ShaderPassForward.hlsl" + + ENDHLSL + } + } + + CustomEditor "Experimental.Rendering.HDPipeline.LitGUI" +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader.meta new file mode 100644 index 00000000000..9943504e7be --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 756bac9090102564582875f4c7e30202 +timeCreated: 1483720902 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LtcData.DisneyDiffuse.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LtcData.DisneyDiffuse.cs new file mode 100644 index 00000000000..dc41531d073 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LtcData.DisneyDiffuse.cs @@ -0,0 +1,8212 @@ +using UnityEngine; +using UnityEngine.Rendering; +using System; + +namespace UnityEngine.Experimental.Rendering.HDPipeline +{ + namespace Lit + { + public partial class RenderLoop : Object + { + public static double[,] s_LtcDisneyDiffuseMatrixData = new double[k_LtcLUTResolution * k_LtcLUTResolution, k_LtcLUTMatrixDim * k_LtcLUTMatrixDim] + { + {1.018309, 0, 0.000000, 0, 1.018309, 0, 0.000000, 0, 1}, + {1.018309, 0, 0.000000, 0, 1.018309, 0, 0.000000, 0, 1}, + {1.018208, 0, 0.000000, 0, 1.018208, 0, 0.000000, 0, 1}, + {1.017506, 0, 0.000000, 0, 1.017506, 0, 0.000000, 0, 1}, + {1.016720, 0, 0.000000, 0, 1.016720, 0, 0.000000, 0, 1}, + {1.015916, 0, 0.000000, 0, 1.015916, 0, 0.000000, 0, 1}, + {1.015111, 0, 0.000000, 0, 1.015111, 0, 0.000000, 0, 1}, + {1.014306, 0, 0.000000, 0, 1.014306, 0, 0.000000, 0, 1}, + {1.013550, 0, 0.000000, 0, 1.013550, 0, 0.000000, 0, 1}, + {1.012748, 0, 0.000000, 0, 1.012748, 0, 0.000000, 0, 1}, + {1.011952, 0, 0.000000, 0, 1.011952, 0, 0.000000, 0, 1}, + {1.011212, 0, 0.000000, 0, 1.011212, 0, 0.000000, 0, 1}, + {1.010414, 0, 0.000000, 0, 1.010414, 0, 0.000000, 0, 1}, + {1.009617, 0, 0.000000, 0, 1.009617, 0, 0.000000, 0, 1}, + {1.008821, 0, 0.000000, 0, 1.008821, 0, 0.000000, 0, 1}, + {1.008073, 0, 0.000000, 0, 1.008073, 0, 0.000000, 0, 1}, + {1.007267, 0, 0.000000, 0, 1.007267, 0, 0.000000, 0, 1}, + {1.006475, 0, 0.000000, 0, 1.006475, 0, 0.000000, 0, 1}, + {1.005731, 0, 0.000000, 0, 1.005731, 0, 0.000000, 0, 1}, + {1.004952, 0, 0.000000, 0, 1.004952, 0, 0.000000, 0, 1}, + {1.004152, 0, 0.000000, 0, 1.004152, 0, 0.000000, 0, 1}, + {1.003394, 0, 0.000000, 0, 1.003394, 0, 0.000000, 0, 1}, + {1.002598, 0, 0.000000, 0, 1.002598, 0, 0.000000, 0, 1}, + {1.001819, 0, 0.000000, 0, 1.001819, 0, 0.000000, 0, 1}, + {1.001022, 0, 0.000000, 0, 1.001022, 0, 0.000000, 0, 1}, + {1.000160, 0, 0.000000, 0, 1.000160, 0, 0.000000, 0, 1}, + {0.999138, 0, 0.000000, 0, 0.999138, 0, 0.000000, 0, 1}, + {0.998276, 0, 0.000000, 0, 0.998276, 0, 0.000000, 0, 1}, + {0.997525, 0, 0.000000, 0, 0.997525, 0, 0.000000, 0, 1}, + {0.996851, 0, 0.000000, 0, 0.996851, 0, 0.000000, 0, 1}, + {0.996144, 0, 0.000000, 0, 0.996144, 0, 0.000000, 0, 1}, + {0.995421, 0, 0.000000, 0, 0.995421, 0, 0.000000, 0, 1}, + {0.994672, 0, 0.000000, 0, 0.994672, 0, 0.000000, 0, 1}, + {0.993913, 0, 0.000000, 0, 0.993913, 0, 0.000000, 0, 1}, + {0.993143, 0, 0.000000, 0, 0.993143, 0, 0.000000, 0, 1}, + {0.992388, 0, 0.000000, 0, 0.992388, 0, 0.000000, 0, 1}, + {0.991610, 0, 0.000000, 0, 0.991610, 0, 0.000000, 0, 1}, + {0.990842, 0, 0.000000, 0, 0.990842, 0, 0.000000, 0, 1}, + {0.990060, 0, 0.000000, 0, 0.990060, 0, 0.000000, 0, 1}, + {0.989347, 0, 0.000000, 0, 0.989347, 0, 0.000000, 0, 1}, + {0.988563, 0, 0.000000, 0, 0.988563, 0, 0.000000, 0, 1}, + {0.987776, 0, 0.000000, 0, 0.987776, 0, 0.000000, 0, 1}, + {0.987038, 0, 0.000000, 0, 0.987038, 0, 0.000000, 0, 1}, + {0.986241, 0, 0.000000, 0, 0.986241, 0, 0.000000, 0, 1}, + {0.985482, 0, 0.000000, 0, 0.985482, 0, 0.000000, 0, 1}, + {0.984738, 0, 0.000000, 0, 0.984738, 0, 0.000000, 0, 1}, + {0.983964, 0, 0.000000, 0, 0.983964, 0, 0.000000, 0, 1}, + {0.983162, 0, 0.000000, 0, 0.983162, 0, 0.000000, 0, 1}, + {0.982379, 0, 0.000000, 0, 0.982379, 0, 0.000000, 0, 1}, + {0.981626, 0, 0.000000, 0, 0.981626, 0, 0.000000, 0, 1}, + {0.980877, 0, 0.000000, 0, 0.980877, 0, 0.000000, 0, 1}, + {0.980126, 0, 0.000000, 0, 0.980126, 0, 0.000000, 0, 1}, + {0.979314, 0, 0.000000, 0, 0.979314, 0, 0.000000, 0, 1}, + {0.978561, 0, 0.000000, 0, 0.978561, 0, 0.000000, 0, 1}, + {0.977789, 0, 0.000000, 0, 0.977789, 0, 0.000000, 0, 1}, + {0.977038, 0, 0.000000, 0, 0.977038, 0, 0.000000, 0, 1}, + {0.976293, 0, 0.000000, 0, 0.976293, 0, 0.000000, 0, 1}, + {0.975549, 0, 0.000000, 0, 0.975549, 0, 0.000000, 0, 1}, + {0.974791, 0, 0.000000, 0, 0.974791, 0, 0.000000, 0, 1}, + {0.973955, 0, 0.000000, 0, 0.973955, 0, 0.000000, 0, 1}, + {0.973206, 0, 0.000000, 0, 0.973206, 0, 0.000000, 0, 1}, + {0.973206, 0, 0.000000, 0, 0.973206, 0, 0.000000, 0, 1}, + {0.971728, 0, 0.000000, 0, 0.971728, 0, 0.000000, 0, 1}, + {0.970970, 0, 0.000000, 0, 0.970970, 0, 0.000000, 0, 1}, + {1.018309, 0, 0.000024, 0, 1.018309, 0, -0.000025, 0, 1}, + {1.018309, 0, 0.000024, 0, 1.018309, 0, -0.000025, 0, 1}, + {1.018252, 0, 0.000024, 0, 1.018309, 0, -0.000001, 0, 1}, + {1.017506, 0, 0.000037, 0, 1.017506, 0, -0.000037, 0, 1}, + {1.016720, 0, 0.000049, 0, 1.016720, 0, -0.000050, 0, 1}, + {1.015916, 0, 0.000062, 0, 1.015916, 0, -0.000063, 0, 1}, + {1.015111, 0, 0.000074, 0, 1.015111, 0, -0.000075, 0, 1}, + {1.014340, 0, 0.000087, 0, 1.014347, 0, -0.000035, 0, 1}, + {1.013576, 0, 0.000099, 0, 1.013545, 0, -0.000065, 0, 1}, + {1.012772, 0, 0.000111, 0, 1.012760, 0, -0.000045, 0, 1}, + {1.011972, 0, 0.000124, 0, 1.011960, 0, -0.000099, 0, 1}, + {1.011204, 0, 0.000136, 0, 1.011201, 0, -0.000106, 0, 1}, + {1.010421, 0, 0.000149, 0, 1.010400, 0, -0.000106, 0, 1}, + {1.009628, 0, 0.000161, 0, 1.009602, 0, -0.000106, 0, 1}, + {1.008853, 0, 0.000173, 0, 1.008855, 0, -0.000099, 0, 1}, + {1.008067, 0, 0.000186, 0, 1.008057, 0, -0.000127, 0, 1}, + {1.007266, 0, 0.000198, 0, 1.007278, 0, -0.000124, 0, 1}, + {1.006509, 0, 0.000210, 0, 1.006519, 0, -0.000133, 0, 1}, + {1.005730, 0, 0.000223, 0, 1.005723, 0, -0.000123, 0, 1}, + {1.004949, 0, 0.000235, 0, 1.004934, 0, -0.000135, 0, 1}, + {1.004168, 0, 0.000247, 0, 1.004168, 0, -0.000147, 0, 1}, + {1.003378, 0, 0.000260, 0, 1.003384, 0, -0.000167, 0, 1}, + {1.002614, 0, 0.000272, 0, 1.002615, 0, -0.000183, 0, 1}, + {1.001825, 0, 0.000284, 0, 1.001817, 0, -0.000183, 0, 1}, + {1.001023, 0, 0.000297, 0, 1.001019, 0, -0.000204, 0, 1}, + {1.000152, 0, 0.000309, 0, 1.000153, 0, -0.000232, 0, 1}, + {0.999141, 0, 0.000321, 0, 0.999135, 0, -0.000251, 0, 1}, + {0.998275, 0, 0.000333, 0, 0.998278, 0, -0.000230, 0, 1}, + {0.997529, 0, 0.000346, 0, 0.997531, 0, -0.000227, 0, 1}, + {0.996841, 0, 0.000358, 0, 0.996854, 0, -0.000228, 0, 1}, + {0.996136, 0, 0.000370, 0, 0.996142, 0, -0.000230, 0, 1}, + {0.995412, 0, 0.000382, 0, 0.995416, 0, -0.000242, 0, 1}, + {0.994661, 0, 0.000394, 0, 0.994669, 0, -0.000258, 0, 1}, + {0.993907, 0, 0.000407, 0, 0.993921, 0, -0.000260, 0, 1}, + {0.993143, 0, 0.000419, 0, 0.993163, 0, -0.000256, 0, 1}, + {0.992365, 0, 0.000431, 0, 0.992379, 0, -0.000267, 0, 1}, + {0.991622, 0, 0.000443, 0, 0.991609, 0, -0.000277, 0, 1}, + {0.990856, 0, 0.000455, 0, 0.990843, 0, -0.000307, 0, 1}, + {0.990104, 0, 0.000468, 0, 0.990098, 0, -0.000297, 0, 1}, + {0.989305, 0, 0.000480, 0, 0.989332, 0, -0.000307, 0, 1}, + {0.988544, 0, 0.000492, 0, 0.988557, 0, -0.000299, 0, 1}, + {0.987786, 0, 0.000504, 0, 0.987772, 0, -0.000310, 0, 1}, + {0.987030, 0, 0.000516, 0, 0.987022, 0, -0.000310, 0, 1}, + {0.986223, 0, 0.000528, 0, 0.986237, 0, -0.000326, 0, 1}, + {0.985478, 0, 0.000540, 0, 0.985468, 0, -0.000358, 0, 1}, + {0.984726, 0, 0.000552, 0, 0.984716, 0, -0.000331, 0, 1}, + {0.983955, 0, 0.000564, 0, 0.983946, 0, -0.000341, 0, 1}, + {0.983173, 0, 0.000576, 0, 0.983196, 0, -0.000376, 0, 1}, + {0.982423, 0, 0.000589, 0, 0.982421, 0, 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{1.096827, 0, 0.252150, 0, 1.054399, 0, -0.345414, 0, 1}, + {1.098758, 0, 0.254714, 0, 1.055032, 0, -0.349375, 0, 1}, + {1.100096, 0, 0.257234, 0, 1.055450, 0, -0.352575, 0, 1}, + {1.101770, 0, 0.259713, 0, 1.056151, 0, -0.356317, 0, 1}, + {1.103428, 0, 0.262151, 0, 1.056980, 0, -0.359618, 0, 1}, + {1.105198, 0, 0.264552, 0, 1.057131, 0, -0.363288, 0, 1}, + {1.107115, 0, 0.266914, 0, 1.058044, 0, -0.366617, 0, 1}, + {1.108619, 0, 0.269241, 0, 1.058756, 0, -0.369897, 0, 1}, + {1.110425, 0, 0.271532, 0, 1.058932, 0, -0.373278, 0, 1}, + {1.112172, 0, 0.273790, 0, 1.059780, 0, -0.376413, 0, 1}, + {1.114169, 0, 0.276015, 0, 1.060619, 0, -0.379551, 0, 1}, + {1.115989, 0, 0.278208, 0, 1.061105, 0, -0.382870, 0, 1}, + {1.117990, 0, 0.280371, 0, 1.061763, 0, -0.386056, 0, 1}, + {1.120076, 0, 0.282504, 0, 1.062217, 0, -0.389317, 0, 1}, + {1.106335, 0, 0.284609, 0, 1.061001, 0, -0.388300, 0, 1}, + {1.106979, 0, 0.286686, 0, 1.061540, 0, -0.391058, 0, 1} + }; + + public static float[] 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a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LtcData.GGX.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LtcData.GGX.cs new file mode 100644 index 00000000000..2b45668fe2c --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LtcData.GGX.cs @@ -0,0 +1,12318 @@ +using UnityEngine; +using UnityEngine.Rendering; +using System; + +namespace UnityEngine.Experimental.Rendering.HDPipeline +{ + namespace Lit + { + public partial class RenderLoop : Object + { + //------------------------------------------------------------------------------------------- + // LTC area light Look up table (fit for GGX with height-correlated Smith's visibility term) + //------------------------------------------------------------------------------------------- + + // This table is precomputed for squared roughness and normalized so that last entry + // is 1 and thus does not need to be store in a texture. + public static double[,] s_LtcGGXMatrixData = new double[k_LtcLUTResolution * k_LtcLUTResolution, k_LtcLUTMatrixDim * k_LtcLUTMatrixDim] + { + {499.999756, 0, 0.000000, 0, 499.999756, 0, 0.000000, 0, 1}, + {499.999756, 0, 0.000000, 0, 499.999756, 0, 0.000000, 0, 1}, + {496.124756, 0, 0.000000, 0, 496.124756, 0, 0.000000, 0, 1}, + {220.499603, 0, 0.000000, 0, 220.499603, 0, 0.000000, 0, 1}, + {124.030647, 0, 0.000000, 0, 124.030647, 0, 0.000000, 0, 1}, + {79.379128, 0, 0.000000, 0, 79.379128, 0, 0.000000, 0, 1}, + {55.123638, 0, 0.000000, 0, 55.123638, 0, 0.000000, 0, 1}, + {40.498169, 0, 0.000000, 0, 40.498169, 0, 0.000000, 0, 1}, + {31.005251, 0, 0.000000, 0, 31.005251, 0, 0.000000, 0, 1}, + {24.496883, 0, 0.000000, 0, 24.496883, 0, 0.000000, 0, 1}, + {19.841213, 0, 0.000000, 0, 19.841213, 0, 0.000000, 0, 1}, + {16.396168, 0, 0.000000, 0, 16.396168, 0, 0.000000, 0, 1}, + {13.775769, 0, 0.000000, 0, 13.775769, 0, 0.000000, 0, 1}, + {11.736223, 0, 0.000000, 0, 11.736223, 0, 0.000000, 0, 1}, + {10.117792, 0, 0.000000, 0, 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0.049085f, + 0.047579f, + 0.046169f, + 0.044848f + }; + } + } +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LtcData.GGX.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LtcData.GGX.cs.meta new file mode 100644 index 00000000000..30aa53cb919 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LtcData.GGX.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: ab75e3aa960574647b057773bc16ca05 +timeCreated: 1478884575 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/PatchStandardShaderToNewNamingConvention.cginc b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/PatchStandardShaderToNewNamingConvention.cginc new file mode 100644 index 00000000000..71aa1acdc07 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/PatchStandardShaderToNewNamingConvention.cginc @@ -0,0 +1,20 @@ +// NOTE: For performing a project upgrade where you temporarily support both old and new renderpipelines +// in the same sahder +// +// The basic approach is: +// Upgrade all your shaders to the new naming convention, using a SubShader that also contains the legacy // renderloop code. +// +// 1. Copy HDRenderPipeline Lit.shader into your project +// 2. Add a SubShader and copy old Standard shader passes into it. +// 2. Set LOD on subshader to make Unity pick at runtime to use new renderloop shaders or +// legacy standard shaders based on if SRL is enabled or not. +// In the legacy standard shader section add +// #include "PatchStandardShaderToNewNamingConvention.cginc" + +// List of name remaps +#define _MainTex _BaseColorMap +#define _MainTex_ST _BaseColorMap_ST +#define _BumpMap _NormalMap +#define _ParallaxMap _HeightMap +#define _Parallax _HeightScale +#define _Glossiness _Smoothness diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/PatchStandardShaderToNewNamingConvention.cginc.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/PatchStandardShaderToNewNamingConvention.cginc.meta new file mode 100644 index 00000000000..df8abbffdfc --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/PatchStandardShaderToNewNamingConvention.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a9b4e2b7ef9a45f49834b052e7722acb +timeCreated: 1480085057 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources.meta new file mode 100644 index 00000000000..955a4a30b8d --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 0c490c1afeb26224c910524c2a5f08c6 +folderAsset: yes +timeCreated: 1479130495 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader new file mode 100644 index 00000000000..e9a5dce28b3 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader @@ -0,0 +1,181 @@ +Shader "Hidden/HDRenderPipeline/CombineSubsurfaceScattering" +{ + Properties + { + [HideInInspector] _DstBlend("", Float) = 1 // Can be set to 1 for blending with specular + } + + SubShader + { + Pass + { + Stencil + { + Ref 1 // StencilBits.SSS + Comp Equal + Pass Keep + } + + Cull Off + ZTest Always + ZWrite Off + Blend One [_DstBlend] + + HLSLPROGRAM + #pragma target 4.5 + #pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev + // #pragma enable_d3d11_debug_symbols + + #pragma vertex Vert + #pragma fragment Frag + + #pragma multi_compile _ SSS_FILTER_HORIZONTAL_AND_COMBINE + + //------------------------------------------------------------------------------------- + // Include + //------------------------------------------------------------------------------------- + + #include "../../../../ShaderLibrary/Common.hlsl" + #include "../../../ShaderConfig.cs.hlsl" + #include "../../../ShaderVariables.hlsl" + #define UNITY_MATERIAL_LIT // Needs to be defined before including Material.hlsl + #include "../../../Material/Material.hlsl" + + //------------------------------------------------------------------------------------- + // Inputs & outputs + //------------------------------------------------------------------------------------- + + #define N_PROFILES 8 + #define N_SAMPLES 11 + + float4 _FilterKernels[N_PROFILES][N_SAMPLES]; // RGB = weights, A = radial distance + float4 _HalfRcpWeightedVariances[N_PROFILES]; // RGB for chromatic, A for achromatic + + TEXTURE2D(_IrradianceSource); // RGB = irradiance on the back side of the object + DECLARE_GBUFFER_TEXTURE(_GBufferTexture); // Contains the albedo and SSS parameters + + //------------------------------------------------------------------------------------- + // Implementation + //------------------------------------------------------------------------------------- + + struct Attributes + { + uint vertexID : SV_VertexID; + }; + + struct Varyings + { + float4 positionCS : SV_Position; + }; + + Varyings Vert(Attributes input) + { + Varyings output; + output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID); + return output; + } + + float4 Frag(Varyings input) : SV_Target + { + PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw, uint2(0, 0)); + + float3 unused; + + BSDFData bsdfData; + FETCH_GBUFFER(gbuffer, _GBufferTexture, posInput.unPositionSS); + DECODE_FROM_GBUFFER(gbuffer, 0xFFFFFFFF, bsdfData, unused); + + int profileID = bsdfData.subsurfaceProfile; + float distScale = bsdfData.subsurfaceRadius; + float invDistScale = rcp(distScale); + + // Reconstruct the view-space position. + float rawDepth = LOAD_TEXTURE2D(_MainDepthTexture, posInput.unPositionSS).r; + float3 centerPosVS = ComputeViewSpacePosition(posInput.positionSS, rawDepth, _InvProjMatrix); + + // Compute the dimensions of the surface fragment viewed as a quad facing the camera. + float fragWidth = ddx_fine(centerPosVS.x); + float fragheight = ddy_fine(centerPosVS.y); + float stepSizeX = rcp(fragWidth); + float stepSizeY = rcp(fragheight); + + // Compute the filtering direction. + #ifdef SSS_FILTER_HORIZONTAL_AND_COMBINE + float stepSize = stepSizeX; + float2 unitDirection = float2(1, 0); + #else + float stepSize = stepSizeY; + float2 unitDirection = float2(0, 1); + #endif + + float2 scaledDirection = distScale * stepSize * unitDirection; + float phi = 0; // Random rotation; unused for now + float2x2 rotationMatrix = float2x2(cos(phi), -sin(phi), sin(phi), cos(phi)); + float2 rotatedDirection = mul(rotationMatrix, scaledDirection); + + // Load (1 / (2 * WeightedVariance)) for bilateral weighting. + #ifdef RBG_BILATERAL_WEIGHTS + float3 halfRcpVariance = _HalfRcpWeightedVariances[profileID].rgb; + #else + float halfRcpVariance = _HalfRcpWeightedVariances[profileID].a; + #endif + + // Take the first (central) sample. + float2 samplePosition = posInput.unPositionSS; + float3 sampleWeight = _FilterKernels[profileID][0].rgb; + float3 sampleIrradiance = LOAD_TEXTURE2D(_IrradianceSource, samplePosition).rgb; + + // Accumulate filtered irradiance. + float3 totalIrradiance = sampleWeight * sampleIrradiance; + + // Make sure bilateral filtering does not cause energy loss. + // TODO: ask Morten if there is a better way to do this. + float3 totalWeight = sampleWeight; + + [unroll] + for (int i = 1; i < N_SAMPLES; i++) + { + samplePosition = posInput.unPositionSS + rotatedDirection * _FilterKernels[profileID][i].a; + sampleWeight = _FilterKernels[profileID][i].rgb; + + rawDepth = LOAD_TEXTURE2D(_MainDepthTexture, samplePosition).r; + sampleIrradiance = LOAD_TEXTURE2D(_IrradianceSource, samplePosition).rgb; + + // Apply bilateral weighting. + // Ref #1: Skin Rendering by Pseudo–Separable Cross Bilateral Filtering. + // Ref #2: Separable SSS, Supplementary Materials, Section E. + float sampleDepth = LinearEyeDepth(rawDepth, _ZBufferParams); + float zDistance = invDistScale * sampleDepth - (invDistScale * centerPosVS.z); + sampleWeight *= exp(-zDistance * zDistance * halfRcpVariance); + + if (any(sampleIrradiance) == false) + { + // The irradiance is 0. This could happen for 2 reasons. + // Most likely, the surface fragment does not have an SSS material. + // Alternatively, the surface fragment could be completely shadowed. + // Our blur is energy-preserving, so 'sampleWeight' should be set to 0. + // We do not terminate the loop since we want to gather the contribution + // of the remaining samples (e.g. in case of hair covering skin). + continue; + } + + totalIrradiance += sampleWeight * sampleIrradiance; + totalWeight += sampleWeight; + } + + #ifdef SSS_FILTER_HORIZONTAL_AND_COMBINE + bool performPostScatterTexturing = IsBitSet(_TexturingModeFlags, profileID); + + // It's either post-scatter, or pre- and post-scatter texturing. + float3 diffuseContrib = performPostScatterTexturing ? bsdfData.diffuseColor + : sqrt(bsdfData.diffuseColor); + return float4(diffuseContrib * totalIrradiance / totalWeight, 1.0); + #else + return float4(totalIrradiance / totalWeight, 1.0); + #endif + } + ENDHLSL + } + } + Fallback Off +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader.meta new file mode 100644 index 00000000000..abeb923ecec --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 867b36db983aa0548889a66f8d685ff6 +timeCreated: 1485184880 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/PreIntegratedFGD.shader b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/PreIntegratedFGD.shader new file mode 100644 index 00000000000..186e96bdf13 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/PreIntegratedFGD.shader @@ -0,0 +1,56 @@ +Shader "Hidden/HDRenderPipeline/PreIntegratedFGD" +{ + SubShader { + Pass { + ZTest Always Cull Off ZWrite Off + + HLSLPROGRAM + #pragma vertex Vert + #pragma fragment Frag + #pragma target 4.5 + #pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev + + #include "../../../../ShaderLibrary/Common.hlsl" + #include "../../../../ShaderLibrary/ImageBasedLighting.hlsl" + #include "../../../ShaderVariables.hlsl" + + + struct Attributes + { + float3 vertex : POSITION; + float2 texcoord : TEXCOORD0; + }; + + struct Varyings + { + float4 vertex : SV_POSITION; + float2 texcoord : TEXCOORD0; + }; + + Varyings Vert(Attributes input) + { + Varyings output; + output.vertex = TransformWorldToHClip(input.vertex); + output.texcoord = input.texcoord.xy; + return output; + } + + float4 Frag(Varyings input) : SV_Target + { + // These coordinate sampling must match the decoding in GetPreIntegratedDFG in lit.hlsl, i.e here we use perceptualRoughness, must be the same in shader + float NdotV = input.texcoord.x; + float perceptualRoughness = input.texcoord.y; + float3 V = float3(sqrt(1 - NdotV * NdotV), 0, NdotV); + float3 N = float3(0.0, 0.0, 1.0); + + // Pre integrate GGX with smithJoint visibility as well as DisneyDiffuse + float4 preFGD = IntegrateGGXAndDisneyFGD(V, N, PerceptualRoughnessToRoughness(perceptualRoughness)); + + return float4(preFGD.xyz, 1.0); + } + + ENDHLSL + } + } + Fallback Off +} diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/PreIntegratedFGD.shader.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/PreIntegratedFGD.shader.meta similarity index 100% rename from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/PreIntegratedFGD.shader.meta rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/PreIntegratedFGD.shader.meta diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass.meta new file mode 100644 index 00000000000..20e61887505 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: cf157ff6c6d99d24b87ba5de6be19aec +folderAsset: yes +timeCreated: 1483954252 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass/LitDepthPass.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass/LitDepthPass.hlsl new file mode 100644 index 00000000000..51d30c81f50 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass/LitDepthPass.hlsl @@ -0,0 +1,63 @@ +#ifndef SHADERPASS +#error Undefine_SHADERPASS +#endif + +// Attributes +#define REQUIRE_UV_FOR_TESSELATION (defined(TESSELLATION_ON) && (defined(_TESSELLATION_DISPLACEMENT) || defined(_TESSELLATION_DISPLACEMENT_PHONG))) +#define REQUIRE_VERTEX_COLOR_FOR_TESSELATION REQUIRE_UV_FOR_TESSELATION +#define REQUIRE_TANGENT_TO_WORLD (defined(_HEIGHTMAP) && defined(_PER_PIXEL_DISPLACEMENT)) + +// This first set of define allow to say which attributes will be use by the mesh in the vertex and domain shader (for tesselation) + +// Tesselation require normal +#if defined(TESSELLATION_ON) || REQUIRE_TANGENT_TO_WORLD +#define ATTRIBUTES_NEED_NORMAL +#endif +#if REQUIRE_TANGENT_TO_WORLD +#define ATTRIBUTES_NEED_TANGENT +#endif + +// About UV +// If we have a lit shader, only the UV0 is available for opacity or heightmap +// If we have a layered shader, any UV can be use for this. To reduce the number of variant we groupt UV0/UV1 and UV2/UV3 instead of having variant for UV0/UV1/UV2/UV3 +// When UVX is present, we assume that UVX - 1 ... UV0 is present + +#if REQUIRE_UV_FOR_TESSELATION || REQUIRE_TANGENT_TO_WORLD || defined(_ALPHATEST_ON) +#define ATTRIBUTES_NEED_TEXCOORD0 + #ifdef LAYERED_LIT_SHADER + #define ATTRIBUTES_NEED_TEXCOORD1 + #if defined(_REQUIRE_UV2) || defined(_REQUIRE_UV3) + #define ATTRIBUTES_NEED_TEXCOORD2 + #endif + #if defined(_REQUIRE_UV3) + #define ATTRIBUTES_NEED_TEXCOORD3 + #endif + #endif +#endif + +#if REQUIRE_VERTEX_COLOR_FOR_TESSELATION +#define ATTRIBUTES_NEED_COLOR +#endif + +// Varying - Use for pixel shader +// This second set of define allow to say which varyings will be output in the vertex (no more tesselation) +#if REQUIRE_TANGENT_TO_WORLD +#define VARYINGS_NEED_POSITION_WS // Required to get view vector +#define VARYINGS_NEED_TANGENT_TO_WORLD +#endif + +#if REQUIRE_TANGENT_TO_WORLD || defined(_ALPHATEST_ON) +#define VARYINGS_NEED_TEXCOORD0 + #ifdef LAYERED_LIT_SHADER + #define VARYINGS_NEED_TEXCOORD1 + #if defined(_REQUIRE_UV2) || defined(_REQUIRE_UV3) + #define VARYINGS_NEED_TEXCOORD2 + #endif + #if defined(_REQUIRE_UV3) + #define VARYINGS_NEED_TEXCOORD3 + #endif + #endif +#endif + +// This include will define the various Attributes/Varyings structure +#include "../../ShaderPass/VaryingMesh.hlsl" diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass/LitDepthPass.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass/LitDepthPass.hlsl.meta new file mode 100644 index 00000000000..f2f034c5f5e --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass/LitDepthPass.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: ebc0bb36f3769ea4aa775d0002e90508 +timeCreated: 1478601047 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass/LitDistortionPass.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass/LitDistortionPass.hlsl new file mode 100644 index 00000000000..46132043e62 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass/LitDistortionPass.hlsl @@ -0,0 +1,63 @@ +#ifndef SHADERPASS +#error Undefine_SHADERPASS +#endif + +// Attributes +#define REQUIRE_UV_FOR_TESSELATION (defined(TESSELLATION_ON) && (defined(_TESSELLATION_DISPLACEMENT) || defined(_TESSELLATION_DISPLACEMENT_PHONG))) +#define REQUIRE_VERTEX_COLOR_FOR_TESSELATION REQUIRE_UV_FOR_TESSELATION +#define REQUIRE_TANGENT_TO_WORLD (defined(_HEIGHTMAP) && defined(_PER_PIXEL_DISPLACEMENT)) + +// This first set of define allow to say which attributes will be use by the mesh in the vertex and domain shader (for tesselation) + +// Tesselation require normal +#if defined(TESSELLATION_ON) || REQUIRE_TANGENT_TO_WORLD +#define ATTRIBUTES_NEED_NORMAL +#endif +#if REQUIRE_TANGENT_TO_WORLD +#define ATTRIBUTES_NEED_TANGENT +#endif + +// About UV +// If we have a lit shader, only the UV0 is available for opacity or heightmap +// If we have a layered shader, any UV can be use for this. To reduce the number of variant we groupt UV0/UV1 and UV2/UV3 instead of having variant for UV0/UV1/UV2/UV3 +// When UVX is present, we assume that UVX - 1 ... UV0 is present + +#if REQUIRE_UV_FOR_TESSELATION || REQUIRE_TANGENT_TO_WORLD || defined(_ALPHATEST_ON) || defined(_DISTORTION_ON) +#define ATTRIBUTES_NEED_TEXCOORD0 + #ifdef LAYERED_LIT_SHADER + #define ATTRIBUTES_NEED_TEXCOORD1 + #if defined(_REQUIRE_UV2) || defined(_REQUIRE_UV3) + #define ATTRIBUTES_NEED_TEXCOORD2 + #endif + #if defined(_REQUIRE_UV3) + #define ATTRIBUTES_NEED_TEXCOORD3 + #endif + #endif +#endif + +#if REQUIRE_VERTEX_COLOR_FOR_TESSELATION +#define ATTRIBUTES_NEED_COLOR +#endif + +// Varying - Use for pixel shader +// This second set of define allow to say which varyings will be output in the vertex (no more tesselation) +#if REQUIRE_TANGENT_TO_WORLD +#define VARYINGS_NEED_POSITION_WS // Required to get view vector +#define VARYINGS_NEED_TANGENT_TO_WORLD +#endif + +#if REQUIRE_TANGENT_TO_WORLD || defined(_ALPHATEST_ON) || defined(_DISTORTION_ON) +#define VARYINGS_NEED_TEXCOORD0 + #ifdef LAYERED_LIT_SHADER + #define VARYINGS_NEED_TEXCOORD1 + #if defined(_REQUIRE_UV2) || defined(_REQUIRE_UV3) + #define VARYINGS_NEED_TEXCOORD2 + #endif + #if defined(_REQUIRE_UV3) + #define VARYINGS_NEED_TEXCOORD3 + #endif + #endif +#endif + +// This include will define the various Attributes/Varyings structure +#include "../../ShaderPass/VaryingMesh.hlsl" diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass/LitDistortionPass.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass/LitDistortionPass.hlsl.meta new file mode 100644 index 00000000000..4ddaf362519 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass/LitDistortionPass.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a89db0bb66712eb4287e14bbafacfa15 +timeCreated: 1481762668 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass/LitMetaPass.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass/LitMetaPass.hlsl new file mode 100644 index 00000000000..13e1835b27b --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass/LitMetaPass.hlsl @@ -0,0 +1,21 @@ +#ifndef SHADERPASS +#error Undefine_SHADERPASS +#endif + +#define ATTRIBUTES_NEED_TEXCOORD0 +#define ATTRIBUTES_NEED_TEXCOORD1 +#define ATTRIBUTES_NEED_TEXCOORD2 + +#if defined(LAYERED_LIT_SHADER) && (defined(_LAYER_MASK_VERTEX_COLOR_MUL) || defined(_LAYER_MASK_VERTEX_COLOR_ADD)) +#define ATTRIBUTES_NEED_COLOR +#endif + +#define VARYINGS_NEED_TEXCOORD0 +#define VARYINGS_NEED_TEXCOORD1 + +#if defined(LAYERED_LIT_SHADER) && (defined(_LAYER_MASK_VERTEX_COLOR_MUL) || defined(_LAYER_MASK_VERTEX_COLOR_ADD)) +#define VARYINGS_NEED_COLOR +#endif + +// This include will define the various Attributes/Varyings structure +#include "../../ShaderPass/VaryingMesh.hlsl" diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass/LitMetaPass.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass/LitMetaPass.hlsl.meta new file mode 100644 index 00000000000..5b4337e9cfb --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass/LitMetaPass.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a55741149134f0a4280500a1842a7460 +timeCreated: 1478601047 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass/LitSharePass.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass/LitSharePass.hlsl new file mode 100644 index 00000000000..4356fffbe96 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass/LitSharePass.hlsl @@ -0,0 +1,40 @@ +#ifndef SHADERPASS +#error Undefine_SHADERPASS +#endif + +// This first set of define allow to say which attributes will be use by the mesh in the vertex and domain shader (for tesselation) + +// Attributes +#define ATTRIBUTES_NEED_NORMAL +#define ATTRIBUTES_NEED_TANGENT // Always present as we require it also in case of anisotropic lighting +#define ATTRIBUTES_NEED_TEXCOORD0 +#define ATTRIBUTES_NEED_TEXCOORD1 +#define ATTRIBUTES_NEED_COLOR + +#if defined(_REQUIRE_UV2) || defined(_REQUIRE_UV3) || defined(DYNAMICLIGHTMAP_ON) || defined(DEBUG_DISPLAY) +#define ATTRIBUTES_NEED_TEXCOORD2 +#endif +#if defined(_REQUIRE_UV3) || defined(DEBUG_DISPLAY) +#define ATTRIBUTES_NEED_TEXCOORD3 +#endif + +// Varying - Use for pixel shader +// This second set of define allow to say which varyings will be output in the vertex (no more tesselation) +#define VARYINGS_NEED_POSITION_WS +#define VARYINGS_NEED_TANGENT_TO_WORLD +#define VARYINGS_NEED_TEXCOORD0 +#define VARYINGS_NEED_TEXCOORD1 +#ifdef ATTRIBUTES_NEED_TEXCOORD2 +#define VARYINGS_NEED_TEXCOORD2 +#endif +#ifdef ATTRIBUTES_NEED_TEXCOORD3 +#define VARYINGS_NEED_TEXCOORD3 +#endif +#define VARYINGS_NEED_COLOR + +#ifdef _DOUBLESIDED_ON +#define VARYINGS_NEED_CULLFACE +#endif + +// This include will define the various Attributes/Varyings structure +#include "../../ShaderPass/VaryingMesh.hlsl" diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitShare.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass/LitSharePass.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitShare.hlsl.meta rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass/LitSharePass.hlsl.meta diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass/LitVelocityPass.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass/LitVelocityPass.hlsl new file mode 100644 index 00000000000..7314369d931 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass/LitVelocityPass.hlsl @@ -0,0 +1,69 @@ +#ifndef SHADERPASS +#error Undefine_SHADERPASS +#endif + +// TODO: Caution - For now the tesselation doesn't displace along the normal with Velocity shader as the previous previous position +// conflict with the normal in the semantic. This need to be fix! Also no per pixel displacement is possible either. + +// Attributes +#define REQUIRE_UV_FOR_TESSELATION (defined(TESSELLATION_ON) && (defined(_TESSELLATION_DISPLACEMENT) || defined(_TESSELLATION_DISPLACEMENT_PHONG))) +#define REQUIRE_VERTEX_COLOR_FOR_TESSELATION REQUIRE_UV_FOR_TESSELATION +#define REQUIRE_TANGENT_TO_WORLD 0 /* (defined(_HEIGHTMAP) && defined(_PER_PIXEL_DISPLACEMENT)) */ + +// This first set of define allow to say which attributes will be use by the mesh in the vertex and domain shader (for tesselation) + +// Tesselation require normal +#if defined(TESSELLATION_ON) || REQUIRE_TANGENT_TO_WORLD +// #define ATTRIBUTES_NEED_NORMAL - When reenable, think to also enable code in VertMesh.hlsl +#endif +#if REQUIRE_TANGENT_TO_WORLD +#define ATTRIBUTES_NEED_TANGENT +#endif + +// About UV +// If we have a lit shader, only the UV0 is available for opacity or heightmap +// If we have a layered shader, any UV can be use for this. To reduce the number of variant we groupt UV0/UV1 and UV2/UV3 instead of having variant for UV0/UV1/UV2/UV3 +// When UVX is present, we assume that UVX - 1 ... UV0 is present + +#if defined(_ALPHATEST_ON) +#define ATTRIBUTES_NEED_TEXCOORD0 + #ifdef LAYERED_LIT_SHADER + #define ATTRIBUTES_NEED_TEXCOORD1 + #if defined(_REQUIRE_UV2) || defined(_REQUIRE_UV3) + #define ATTRIBUTES_NEED_TEXCOORD2 + #endif + #if defined(_REQUIRE_UV3) + #define ATTRIBUTES_NEED_TEXCOORD3 + #endif + #endif +#endif + +#if REQUIRE_VERTEX_COLOR_FOR_TESSELATION +#define ATTRIBUTES_NEED_COLOR +#endif + + +// Varying - Use for pixel shader +// This second set of define allow to say which varyings will be output in the vertex (no more tesselation) +#define VARYINGS_NEED_POSITION_WS + +#if REQUIRE_TANGENT_TO_WORLD +#define VARYINGS_NEED_POSITION_WS // Required to get view vector +#define VARYINGS_NEED_TANGENT_TO_WORLD +#endif + +#if REQUIRE_TANGENT_TO_WORLD || defined(_ALPHATEST_ON) +#define VARYINGS_NEED_TEXCOORD0 + #ifdef LAYERED_LIT_SHADER + #define VARYINGS_NEED_TEXCOORD1 + #if defined(_REQUIRE_UV2) || defined(_REQUIRE_UV3) + #define VARYINGS_NEED_TEXCOORD2 + #endif + #if defined(_REQUIRE_UV3) + #define VARYINGS_NEED_TEXCOORD3 + #endif + #endif +#endif + +// This include will define the various Attributes/Varyings structure +#include "../../ShaderPass/VaryingMesh.hlsl" diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass/LitVelocityPass.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass/LitVelocityPass.hlsl.meta new file mode 100644 index 00000000000..d1fdce953f8 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass/LitVelocityPass.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: e20c8a8a58e51844aad6d4df1dc7d3cd +timeCreated: 1478738809 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs new file mode 100644 index 00000000000..73273bcf239 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs @@ -0,0 +1,524 @@ +using System; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace UnityEngine.Experimental.Rendering.HDPipeline +{ + [Serializable] + public class SubsurfaceScatteringProfile : ScriptableObject + { + public enum TexturingMode : int { PreAndPostScatter = 0, PostScatter = 1 }; + + public const int numSamples = 11; // Must be an odd number + + [ColorUsage(false, true, 0.05f, 2.0f, 1.0f, 1.0f)] + public Color stdDev1; + [ColorUsage(false, true, 0.05f, 2.0f, 1.0f, 1.0f)] + public Color stdDev2; + public float lerpWeight; + public TexturingMode texturingMode; + public bool enableTransmission; + public Color tintColor; + public Vector2 thicknessRemap; + [HideInInspector] + public int settingsIndex; + [SerializeField] + Vector4[] m_FilterKernel; + [SerializeField] + Vector3[] m_HalfRcpVariances; + [SerializeField] + Vector4 m_HalfRcpWeightedVariances; + + // --- Public Methods --- + + public SubsurfaceScatteringProfile() + { + stdDev1 = new Color(0.3f, 0.3f, 0.3f, 0.0f); + stdDev2 = new Color(0.6f, 0.6f, 0.6f, 0.0f); + lerpWeight = 0.5f; + texturingMode = TexturingMode.PreAndPostScatter; + enableTransmission = false; + tintColor = Color.white; + thicknessRemap = new Vector2(0, 1); + settingsIndex = SubsurfaceScatteringSettings.neutralProfileID; // Updated by SubsurfaceScatteringSettings.OnValidate() once assigned + + UpdateKernelAndVarianceData(); + } + + public Vector4[] filterKernel + { + // Set via UpdateKernelAndVarianceData(). + get { return m_FilterKernel; } + } + + public Vector3[] halfRcpVariances + { + // Set via UpdateKernelAndVarianceData(). + get { return m_HalfRcpVariances; } + } + + public Vector4 halfRcpWeightedVariances + { + // Set via UpdateKernelAndVarianceData(). + get { return m_HalfRcpWeightedVariances; } + } + + public void UpdateKernelAndVarianceData() + { + if (m_FilterKernel == null || m_FilterKernel.Length != numSamples) + { + m_FilterKernel = new Vector4[numSamples]; + } + + if (m_HalfRcpVariances == null) + { + m_HalfRcpVariances = new Vector3[2]; + } + + // Our goal is to blur the image using a filter which is represented + // as a product of a linear combination of two normalized 1D Gaussians + // as suggested by Jimenez et al. in "Separable Subsurface Scattering". + // A normalized (i.e. energy-preserving) 1D Gaussian with the mean of 0 + // is defined as follows: G1(x, v) = exp(-x * x / (2 * v)) / sqrt(2 * Pi * v), + // where 'v' is variance and 'x' is the radial distance from the origin. + // Using the weight 'w', our 1D and the resulting 2D filters are given as: + // A1(v1, v2, w, x) = G1(x, v1) * (1 - w) + G1(r, v2) * w, + // A2(v1, v2, w, x, y) = A1(v1, v2, w, x) * A1(v1, v2, w, y). + // The resulting filter function is a non-Gaussian PDF. + // It is separable by design, but generally not radially symmetric. + + // Find the widest Gaussian across 3 color channels. + float maxStdDev1 = Mathf.Max(stdDev1.r, stdDev1.g, stdDev1.b); + float maxStdDev2 = Mathf.Max(stdDev2.r, stdDev2.g, stdDev2.b); + + Vector3 weightSum = new Vector3(0, 0, 0); + + float rcpNumSamples = 1.0f / numSamples; + + // Importance sample the linear combination of two Gaussians. + for (uint i = 0; i < numSamples; i++) + { + float u = (i <= numSamples / 2) ? 0.5f - i * rcpNumSamples // The center and to the left + : (i + 0.5f) * rcpNumSamples; // From the center to the right + + float pos = GaussianCombinationCdfInverse(u, maxStdDev1, maxStdDev2, lerpWeight); + float pdf = GaussianCombination(pos, maxStdDev1, maxStdDev2, lerpWeight); + + Vector3 val; + val.x = GaussianCombination(pos, stdDev1.r, stdDev2.r, lerpWeight); + val.y = GaussianCombination(pos, stdDev1.g, stdDev2.g, lerpWeight); + val.z = GaussianCombination(pos, stdDev1.b, stdDev2.b, lerpWeight); + + // We do not divide by 'numSamples' since we will renormalize, anyway. + m_FilterKernel[i].x = val.x * (1 / pdf); + m_FilterKernel[i].y = val.y * (1 / pdf); + m_FilterKernel[i].z = val.z * (1 / pdf); + m_FilterKernel[i].w = pos; + + weightSum.x += m_FilterKernel[i].x; + weightSum.y += m_FilterKernel[i].y; + weightSum.z += m_FilterKernel[i].z; + } + + // Renormalize the weights to conserve energy. + for (uint i = 0; i < numSamples; i++) + { + m_FilterKernel[i].x *= 1 / weightSum.x; + m_FilterKernel[i].y *= 1 / weightSum.y; + m_FilterKernel[i].z *= 1 / weightSum.z; + } + + // Store (1 / (2 * Variance)) per color channel per Gaussian. + m_HalfRcpVariances[0].x = 0.5f / (stdDev1.r * stdDev1.r); + m_HalfRcpVariances[0].y = 0.5f / (stdDev1.g * stdDev1.g); + m_HalfRcpVariances[0].z = 0.5f / (stdDev1.b * stdDev1.b); + m_HalfRcpVariances[1].x = 0.5f / (stdDev2.r * stdDev2.r); + m_HalfRcpVariances[1].y = 0.5f / (stdDev2.g * stdDev2.g); + m_HalfRcpVariances[1].z = 0.5f / (stdDev2.b * stdDev2.b); + + Vector4 weightedStdDev; + weightedStdDev.x = Mathf.Lerp(stdDev1.r, stdDev2.r, lerpWeight); + weightedStdDev.y = Mathf.Lerp(stdDev1.g, stdDev2.g, lerpWeight); + weightedStdDev.z = Mathf.Lerp(stdDev1.b, stdDev2.b, lerpWeight); + weightedStdDev.w = Mathf.Lerp(maxStdDev1, maxStdDev2, lerpWeight); + + // Store (1 / (2 * WeightedVariance)) per color channel. + m_HalfRcpWeightedVariances.x = 0.5f / (weightedStdDev.x * weightedStdDev.x); + m_HalfRcpWeightedVariances.y = 0.5f / (weightedStdDev.y * weightedStdDev.y); + m_HalfRcpWeightedVariances.z = 0.5f / (weightedStdDev.z * weightedStdDev.z); + m_HalfRcpWeightedVariances.w = 0.5f / (weightedStdDev.w * weightedStdDev.w); + } + + // --- Private Methods --- + + static float Gaussian(float x, float stdDev) + { + float variance = stdDev * stdDev; + return Mathf.Exp(-x * x / (2 * variance)) / Mathf.Sqrt(2 * Mathf.PI * variance); + } + + static float GaussianCombination(float x, float stdDev1, float stdDev2, float lerpWeight) + { + return Mathf.Lerp(Gaussian(x, stdDev1), Gaussian(x, stdDev2), lerpWeight); + } + + static float RationalApproximation(float t) + { + // Abramowitz and Stegun formula 26.2.23. + // The absolute value of the error should be less than 4.5 e-4. + float[] c = {2.515517f, 0.802853f, 0.010328f}; + float[] d = {1.432788f, 0.189269f, 0.001308f}; + return t - ((c[2] * t + c[1]) * t + c[0]) / (((d[2] * t + d[1]) * t + d[0]) * t + 1.0f); + } + + // Ref: https://www.johndcook.com/blog/csharp_phi_inverse/ + static float NormalCdfInverse(float p, float stdDev) + { + float x; + + if (p < 0.5) + { + // F^-1(p) = - G^-1(p) + x = -RationalApproximation(Mathf.Sqrt(-2.0f * Mathf.Log(p))); + } + else + { + // F^-1(p) = G^-1(1-p) + x = RationalApproximation(Mathf.Sqrt(-2.0f * Mathf.Log(1.0f - p))); + } + + return x * stdDev; + } + + static float GaussianCombinationCdfInverse(float p, float stdDev1, float stdDev2, float lerpWeight) + { + return Mathf.Lerp(NormalCdfInverse(p, stdDev1), NormalCdfInverse(p, stdDev2), lerpWeight); + } + } + + [Serializable] + public class SubsurfaceScatteringSettings : ISerializationCallbackReceiver + { + public const int maxNumProfiles = 8; + public const int neutralProfileID = maxNumProfiles - 1; + + public int numProfiles; + public SubsurfaceScatteringProfile[] profiles; + // Below is the cache filled during OnValidate(). + [NonSerialized] public int texturingModeFlags; // 1 bit/profile; 0 = PreAndPostScatter, 1 = PostScatter + [NonSerialized] public int transmissionFlags; // 1 bit/profile; 0 = inf. thick, 1 = supports transmission + [NonSerialized] public Vector4[] tintColors; // For transmission; alpha is unused + [NonSerialized] public float[] thicknessRemaps; + [NonSerialized] public Vector4[] halfRcpVariancesAndLerpWeights; + [NonSerialized] public Vector4[] halfRcpWeightedVariances; + [NonSerialized] public Vector4[] filterKernels; + + // --- Public Methods --- + + public SubsurfaceScatteringSettings() + { + numProfiles = 1; + profiles = new SubsurfaceScatteringProfile[numProfiles]; + profiles[0] = null; + texturingModeFlags = 0; + transmissionFlags = 0; + tintColors = null; + thicknessRemaps = null; + halfRcpVariancesAndLerpWeights = null; + halfRcpWeightedVariances = null; + filterKernels = null; + + UpdateCache(); + } + + public void OnValidate() + { + // Reserve one slot for the neutral profile. + numProfiles = Math.Min(profiles.Length, maxNumProfiles - 1); + + if (profiles.Length != numProfiles) + { + Array.Resize(ref profiles, numProfiles); + } + + for (int i = 0; i < numProfiles; i++) + { + if (profiles[i] != null) + { + // Assign the profile IDs. + profiles[i].settingsIndex = i; + } + } + + Color c = new Color(); + + for (int i = 0; i < numProfiles; i++) + { + // Skip unassigned profiles. + if (profiles[i] == null) continue; + + c.r = Mathf.Clamp(profiles[i].stdDev1.r, 0.05f, 2.0f); + c.g = Mathf.Clamp(profiles[i].stdDev1.g, 0.05f, 2.0f); + c.b = Mathf.Clamp(profiles[i].stdDev1.b, 0.05f, 2.0f); + c.a = 0.0f; + + profiles[i].stdDev1 = c; + + c.r = Mathf.Clamp(profiles[i].stdDev2.r, 0.05f, 2.0f); + c.g = Mathf.Clamp(profiles[i].stdDev2.g, 0.05f, 2.0f); + c.b = Mathf.Clamp(profiles[i].stdDev2.b, 0.05f, 2.0f); + c.a = 0.0f; + + profiles[i].stdDev2 = c; + + profiles[i].lerpWeight = Mathf.Clamp01(profiles[i].lerpWeight); + + profiles[i].tintColor.r = Mathf.Clamp01(profiles[i].tintColor.r); + profiles[i].tintColor.g = Mathf.Clamp01(profiles[i].tintColor.g); + profiles[i].tintColor.b = Mathf.Clamp01(profiles[i].tintColor.b); + profiles[i].tintColor.a = 1.0f; + + profiles[i].thicknessRemap.x = Mathf.Clamp(profiles[i].thicknessRemap.x, 0, profiles[i].thicknessRemap.y); + profiles[i].thicknessRemap.y = Mathf.Max(profiles[i].thicknessRemap.x, profiles[i].thicknessRemap.y); + + profiles[i].UpdateKernelAndVarianceData(); + } + + UpdateCache(); + } + + public void UpdateCache() + { + texturingModeFlags = 0; + transmissionFlags = 0; + + if (tintColors == null || tintColors.Length != maxNumProfiles) + { + tintColors = new Vector4[maxNumProfiles]; + } + + if (thicknessRemaps == null || thicknessRemaps.Length != (maxNumProfiles * 2)) + { + thicknessRemaps = new float[maxNumProfiles * 2]; + } + + if (halfRcpVariancesAndLerpWeights == null || halfRcpVariancesAndLerpWeights.Length != (maxNumProfiles * 2)) + { + halfRcpVariancesAndLerpWeights = new Vector4[maxNumProfiles * 2]; + } + + if (halfRcpWeightedVariances == null || halfRcpWeightedVariances.Length != maxNumProfiles) + { + halfRcpWeightedVariances = new Vector4[maxNumProfiles]; + } + + if (filterKernels == null || filterKernels.Length != (maxNumProfiles * SubsurfaceScatteringProfile.numSamples)) + { + filterKernels = new Vector4[maxNumProfiles * SubsurfaceScatteringProfile.numSamples]; + } + + for (int i = 0; i < numProfiles; i++) + { + // Skip unassigned profiles. + if (profiles[i] == null) continue; + + texturingModeFlags |= ((int)profiles[i].texturingMode) << i; + transmissionFlags |= (profiles[i].enableTransmission ? 1 : 0) << i; + + tintColors[i] = profiles[i].tintColor; + thicknessRemaps[2 * i] = profiles[i].thicknessRemap.x; + thicknessRemaps[2 * i + 1] = profiles[i].thicknessRemap.y - profiles[i].thicknessRemap.x; + halfRcpVariancesAndLerpWeights[2 * i] = profiles[i].halfRcpVariances[0]; + halfRcpVariancesAndLerpWeights[2 * i].w = 1.0f - profiles[i].lerpWeight; + halfRcpVariancesAndLerpWeights[2 * i + 1] = profiles[i].halfRcpVariances[1]; + halfRcpVariancesAndLerpWeights[2 * i + 1].w = profiles[i].lerpWeight; + halfRcpWeightedVariances[i] = profiles[i].halfRcpWeightedVariances; + + for (int j = 0, n = SubsurfaceScatteringProfile.numSamples; j < n; j++) + { + filterKernels[n * i + j] = profiles[i].filterKernel[j]; + } + } + + // Fill the neutral profile. + { + int i = neutralProfileID; + + halfRcpWeightedVariances[i] = Vector4.one; + + for (int j = 0, n = SubsurfaceScatteringProfile.numSamples; j < n; j++) + { + filterKernels[n * i + j] = Vector4.one; + filterKernels[n * i + j].w = 0.0f; + } + } + } + + public void OnBeforeSerialize() + { + // No special action required. + } + + public void OnAfterDeserialize() + { + UpdateCache(); + } + } + +#if UNITY_EDITOR + public class SubsurfaceScatteringProfileFactory + { + [MenuItem("Assets/Create/Subsurface Scattering Profile", priority = 666)] + static void MenuCreateSubsurfaceScatteringProfile() + { + Texture2D icon = EditorGUIUtility.FindTexture("ScriptableObject Icon"); + ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, + ScriptableObject.CreateInstance(), + "New SSS Profile.asset", icon, null); + } + + public static SubsurfaceScatteringProfile CreateSssProfileAtPath(string path) + { + var profile = ScriptableObject.CreateInstance(); + profile.name = System.IO.Path.GetFileName(path); + AssetDatabase.CreateAsset(profile, path); + return profile; + } + } + + class DoCreateSubsurfaceScatteringProfile : UnityEditor.ProjectWindowCallback.EndNameEditAction + { + public override void Action(int instanceId, string pathName, string resourceFile) + { + var profiles = SubsurfaceScatteringProfileFactory.CreateSssProfileAtPath(pathName); + ProjectWindowUtil.ShowCreatedAsset(profiles); + } + } + + [CustomEditor(typeof(SubsurfaceScatteringProfile))] + public class SubsurfaceScatteringProfileEditor : Editor + { + private class Styles + { + public readonly GUIContent sssProfilePreview0 = new GUIContent("Profile Preview"); + public readonly GUIContent sssProfilePreview1 = new GUIContent("Shows the fraction of light scattered from the source as radius increases to 1."); + public readonly GUIContent sssProfilePreview2 = new GUIContent("Note that the intensity of the region in the center may be clamped."); + public readonly GUIContent sssTransmittancePreview0 = new GUIContent("Transmittance Preview"); + public readonly GUIContent sssTransmittancePreview1 = new GUIContent("Shows the fraction of light passing through the object as thickness increases to 1."); + public readonly GUIContent sssProfileStdDev1 = new GUIContent("Standard Deviation #1", "Determines the shape of the 1st Gaussian filter. Increases the strength and the radius of the blur of the corresponding color channel."); + public readonly GUIContent sssProfileStdDev2 = new GUIContent("Standard Deviation #2", "Determines the shape of the 2nd Gaussian filter. Increases the strength and the radius of the blur of the corresponding color channel."); + public readonly GUIContent sssProfileLerpWeight = new GUIContent("Filter Interpolation", "Controls linear interpolation between the two Gaussian filters."); + public readonly GUIContent sssTexturingMode = new GUIContent("Texturing Mode", "Specifies when the diffuse texture should be applied."); + public readonly GUIContent[] sssTexturingModeOptions = new GUIContent[2] + { + new GUIContent("Pre- and post-scatter", "Texturing is performed during both the lighting and the SSS passes. Slightly blurs the diffuse texture. Choose this mode if your diffuse texture contains little to no SSS lighting."), + new GUIContent("Post-scatter", "Texturing is performed only during the SSS pass. Effectively preserves the sharpness of the diffuse texture. Choose this mode if your diffuse texture already contains SSS lighting (e.g. a photo of skin).") + }; + public readonly GUIContent sssProfileTransmission = new GUIContent("Enable Transmission", "Toggles simulation of light passing through thin objects. Depends on the thickness of the material."); + public readonly GUIContent sssProfileTintColor = new GUIContent("Transmission Tint Color", "Tints transmitted light."); + public readonly GUIContent sssProfileMinMaxThickness = new GUIContent("Min-Max Thickness", "Shows the values of the thickness remap below."); + public readonly GUIContent sssProfileThicknessRemap = new GUIContent("Thickness Remap", "Remaps the thickness parameter from [0, 1] to the desired range."); + + public readonly GUIStyle centeredMiniBoldLabel = new GUIStyle(GUI.skin.label); + + public Styles() + { + centeredMiniBoldLabel.alignment = TextAnchor.MiddleCenter; + centeredMiniBoldLabel.fontSize = 10; + centeredMiniBoldLabel.fontStyle = FontStyle.Bold; + } + } + + private static Styles styles + { + get + { + if (s_Styles == null) + { + s_Styles = new Styles(); + } + return s_Styles; + } + } + + private static Styles s_Styles = null; + + private RenderTexture m_ProfileImage, m_TransmittanceImage; + private Material m_ProfileMaterial, m_TransmittanceMaterial; + private SerializedProperty m_StdDev1, m_StdDev2, m_LerpWeight, m_TintColor, + m_TexturingMode, m_Transmission, m_ThicknessRemap; + + void OnEnable() + { + m_StdDev1 = serializedObject.FindProperty("stdDev1"); + m_StdDev2 = serializedObject.FindProperty("stdDev2"); + m_LerpWeight = serializedObject.FindProperty("lerpWeight"); + m_TexturingMode = serializedObject.FindProperty("texturingMode"); + m_Transmission = serializedObject.FindProperty("enableTransmission"); + m_TintColor = serializedObject.FindProperty("tintColor"); + m_ThicknessRemap = serializedObject.FindProperty("thicknessRemap"); + + m_ProfileMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/DrawGaussianProfile"); + m_TransmittanceMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/DrawTransmittanceGraph"); + + m_ProfileImage = new RenderTexture(256, 256, 0, RenderTextureFormat.DefaultHDR); + m_TransmittanceImage = new RenderTexture(16, 256, 0, RenderTextureFormat.DefaultHDR); + } + + public override void OnInspectorGUI() + { + serializedObject.Update(); + + EditorGUI.BeginChangeCheck(); + { + EditorGUILayout.PropertyField(m_StdDev1, styles.sssProfileStdDev1); + EditorGUILayout.PropertyField(m_StdDev2, styles.sssProfileStdDev2); + EditorGUILayout.PropertyField(m_LerpWeight, styles.sssProfileLerpWeight); + m_TexturingMode.intValue = EditorGUILayout.Popup(styles.sssTexturingMode, m_TexturingMode.intValue, styles.sssTexturingModeOptions); + EditorGUILayout.PropertyField(m_Transmission, styles.sssProfileTransmission); + EditorGUILayout.PropertyField(m_TintColor, styles.sssProfileTintColor); + + EditorGUILayout.PropertyField(m_ThicknessRemap, styles.sssProfileMinMaxThickness); + Vector2 thicknessRemap = m_ThicknessRemap.vector2Value; + EditorGUILayout.MinMaxSlider(styles.sssProfileThicknessRemap, ref thicknessRemap.x, ref thicknessRemap.y, 0, 10); + m_ThicknessRemap.vector2Value = thicknessRemap; + + EditorGUILayout.Space(); + EditorGUILayout.LabelField(styles.sssProfilePreview0, styles.centeredMiniBoldLabel); + EditorGUILayout.LabelField(styles.sssProfilePreview1, EditorStyles.centeredGreyMiniLabel); + EditorGUILayout.LabelField(styles.sssProfilePreview2, EditorStyles.centeredGreyMiniLabel); + EditorGUILayout.Space(); + } + + // Draw the profile. + m_ProfileMaterial.SetColor("_StdDev1", m_StdDev1.colorValue); + m_ProfileMaterial.SetColor("_StdDev2", m_StdDev2.colorValue); + m_ProfileMaterial.SetFloat("_LerpWeight", m_LerpWeight.floatValue); + EditorGUI.DrawPreviewTexture(GUILayoutUtility.GetRect(256, 256), m_ProfileImage, m_ProfileMaterial, ScaleMode.ScaleToFit, 1.0f); + + EditorGUILayout.Space(); + EditorGUILayout.LabelField(styles.sssTransmittancePreview0, styles.centeredMiniBoldLabel); + EditorGUILayout.LabelField(styles.sssTransmittancePreview1, EditorStyles.centeredGreyMiniLabel); + EditorGUILayout.Space(); + + // Draw the transmittance graph. + m_TransmittanceMaterial.SetColor("_StdDev1", m_StdDev1.colorValue); + m_TransmittanceMaterial.SetColor("_StdDev2", m_StdDev2.colorValue); + m_TransmittanceMaterial.SetFloat("_LerpWeight", m_LerpWeight.floatValue); + m_TransmittanceMaterial.SetVector("_ThicknessRemap", m_ThicknessRemap.vector2Value); + m_TransmittanceMaterial.SetVector("_TintColor", m_TintColor.colorValue); + EditorGUI.DrawPreviewTexture(GUILayoutUtility.GetRect(16, 16), m_TransmittanceImage, m_TransmittanceMaterial, ScaleMode.ScaleToFit, 16.0f); + + serializedObject.ApplyModifiedProperties(); + + if (EditorGUI.EndChangeCheck()) + { + // Validate each individual asset and update caches. + HDRenderPipelineInstance hdPipeline = RenderPipelineManager.currentPipeline as HDRenderPipelineInstance; + hdPipeline.sssSettings.OnValidate(); + } + } + } +#endif +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs.meta new file mode 100644 index 00000000000..44fa383fc0f --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: a6e7465350bf0d248b4799d98e18cd24 +timeCreated: 1490016484 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Material.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Material.hlsl new file mode 100644 index 00000000000..36df85f32e2 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Material.hlsl @@ -0,0 +1,158 @@ +#ifndef UNITY_MATERIAL_INCLUDED +#define UNITY_MATERIAL_INCLUDED + +#include "../../ShaderLibrary/Color.hlsl" +#include "../../ShaderLibrary/Packing.hlsl" +#include "../../ShaderLibrary/BSDF.hlsl" +#include "../../ShaderLibrary/Debug.hlsl" +#include "../../ShaderLibrary/GeometricTools.hlsl" +#include "../../ShaderLibrary/CommonMaterial.hlsl" +#include "../../ShaderLibrary/EntityLighting.hlsl" +#include "../../ShaderLibrary/ImageBasedLighting.hlsl" + +//----------------------------------------------------------------------------- +// BuiltinData +//----------------------------------------------------------------------------- + +#include "Builtin/BuiltinData.hlsl" + +//----------------------------------------------------------------------------- +// Material definition +//----------------------------------------------------------------------------- + +// Here we include all the different lighting model supported by the renderloop based on define done in .shader +// Only one deferred layout is allowed for a HDRenderPipeline, this will be detect by the redefinition of GBUFFERMATERIAL_COUNT +// If GBUFFERMATERIAL_COUNT is define two time, the shaders will not compile +#ifdef UNITY_MATERIAL_LIT +#include "Lit/Lit.hlsl" +#elif defined(UNITY_MATERIAL_UNLIT) +#include "Unlit/Unlit.hlsl" +#elif defined(UNITY_MATERIAL_IRIDESCENCE) +//#include "Iridescence/Iridescence.hlsl" +#endif + +//----------------------------------------------------------------------------- +// Define for GBuffer management +//----------------------------------------------------------------------------- + +#ifdef GBUFFERMATERIAL_COUNT + +#if GBUFFERMATERIAL_COUNT == 2 + +#define OUTPUT_GBUFFER(NAME) \ + out GBufferType0 MERGE_NAME(NAME, 0) : SV_Target0, \ + out GBufferType1 MERGE_NAME(NAME, 1) : SV_Target1 + +#define DECLARE_GBUFFER_TEXTURE(NAME) \ + TEXTURE2D(MERGE_NAME(NAME, 0)); \ + TEXTURE2D(MERGE_NAME(NAME, 1)); + +#define FETCH_GBUFFER(NAME, TEX, unCoord2) \ + GBufferType0 MERGE_NAME(NAME, 0) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 0), unCoord2); \ + GBufferType1 MERGE_NAME(NAME, 1) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 1), unCoord2); + +#define ENCODE_INTO_GBUFFER(SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, NAME) EncodeIntoGBuffer(SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, MERGE_NAME(NAME,0), MERGE_NAME(NAME,1)) +#define DECODE_FROM_GBUFFER(NAME, FEATURE_FLAGS, BSDF_DATA, BAKE_DIFFUSE_LIGHTING) DecodeFromGBuffer(MERGE_NAME(NAME,0), MERGE_NAME(NAME,1), FEATURE_FLAGS, BSDF_DATA, BAKE_DIFFUSE_LIGHTING) +#define MATERIAL_FEATURE_FLAGS_FROM_GBUFFER(NAME) MaterialFeatureFlagsFromGBuffer(MERGE_NAME(NAME,0), MERGE_NAME(NAME,1)) + +#if SHADEROPTIONS_VELOCITY_IN_GBUFFER +#define OUTPUT_GBUFFER_VELOCITY(NAME) ,out float4 NAME : SV_Target2 +#endif + +#elif GBUFFERMATERIAL_COUNT == 3 + +#define OUTPUT_GBUFFER(NAME) \ + out GBufferType0 MERGE_NAME(NAME, 0) : SV_Target0, \ + out GBufferType1 MERGE_NAME(NAME, 1) : SV_Target1, \ + out GBufferType2 MERGE_NAME(NAME, 2) : SV_Target2 + +#define DECLARE_GBUFFER_TEXTURE(NAME) \ + TEXTURE2D(MERGE_NAME(NAME, 0)); \ + TEXTURE2D(MERGE_NAME(NAME, 1)); \ + TEXTURE2D(MERGE_NAME(NAME, 2)); + +#define FETCH_GBUFFER(NAME, TEX, unCoord2) \ + GBufferType0 MERGE_NAME(NAME, 0) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 0), unCoord2); \ + GBufferType1 MERGE_NAME(NAME, 1) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 1), unCoord2); \ + GBufferType2 MERGE_NAME(NAME, 2) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 2), unCoord2); + +#define ENCODE_INTO_GBUFFER(SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, NAME) EncodeIntoGBuffer(SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, MERGE_NAME(NAME,0), MERGE_NAME(NAME,1), MERGE_NAME(NAME,2)) +#define DECODE_FROM_GBUFFER(NAME, FEATURE_FLAGS, BSDF_DATA, BAKE_DIFFUSE_LIGHTING) DecodeFromGBuffer(MERGE_NAME(NAME,0), MERGE_NAME(NAME,1), MERGE_NAME(NAME,2), FEATURE_FLAGS, BSDF_DATA, BAKE_DIFFUSE_LIGHTING) +#define MATERIAL_FEATURE_FLAGS_FROM_GBUFFER(NAME) MaterialFeatureFlagsFromGBuffer(MERGE_NAME(NAME,0), MERGE_NAME(NAME,1), MERGE_NAME(NAME,2)) + + +#if SHADEROPTIONS_VELOCITY_IN_GBUFFER +#define OUTPUT_GBUFFER_VELOCITY(NAME) ,out float4 NAME : SV_Target3 +#endif + +#elif GBUFFERMATERIAL_COUNT == 4 + +#define OUTPUT_GBUFFER(NAME) \ + out GBufferType0 MERGE_NAME(NAME, 0) : SV_Target0, \ + out GBufferType1 MERGE_NAME(NAME, 1) : SV_Target1, \ + out GBufferType2 MERGE_NAME(NAME, 2) : SV_Target2, \ + out GBufferType3 MERGE_NAME(NAME, 3) : SV_Target3 + +#define DECLARE_GBUFFER_TEXTURE(NAME) \ + TEXTURE2D(MERGE_NAME(NAME, 0)); \ + TEXTURE2D(MERGE_NAME(NAME, 1)); \ + TEXTURE2D(MERGE_NAME(NAME, 2)); \ + TEXTURE2D(MERGE_NAME(NAME, 3)); + +#define FETCH_GBUFFER(NAME, TEX, unCoord2) \ + GBufferType0 MERGE_NAME(NAME, 0) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 0), unCoord2); \ + GBufferType1 MERGE_NAME(NAME, 1) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 1), unCoord2); \ + GBufferType2 MERGE_NAME(NAME, 2) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 2), unCoord2); \ + GBufferType3 MERGE_NAME(NAME, 3) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 3), unCoord2); + +#define ENCODE_INTO_GBUFFER(SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, NAME) EncodeIntoGBuffer(SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, MERGE_NAME(NAME, 0), MERGE_NAME(NAME, 1), MERGE_NAME(NAME, 2), MERGE_NAME(NAME, 3)) +#define DECODE_FROM_GBUFFER(NAME, FEATURE_FLAGS, BSDF_DATA, BAKE_DIFFUSE_LIGHTING) DecodeFromGBuffer(MERGE_NAME(NAME, 0), MERGE_NAME(NAME, 1), MERGE_NAME(NAME, 2), MERGE_NAME(NAME, 3), FEATURE_FLAGS, BSDF_DATA, BAKE_DIFFUSE_LIGHTING) +#define MATERIAL_FEATURE_FLAGS_FROM_GBUFFER(NAME) MaterialFeatureFlagsFromGBuffer(MERGE_NAME(NAME, 0), MERGE_NAME(NAME, 1), MERGE_NAME(NAME, 2), MERGE_NAME(NAME, 3)) + +#if SHADEROPTIONS_VELOCITY_IN_GBUFFER +#define OUTPUT_GBUFFER_VELOCITY(NAME) ,out float4 NAME : SV_Target4 +#endif + +#elif GBUFFERMATERIAL_COUNT == 5 + +#define OUTPUT_GBUFFER(NAME) \ + out GBufferType0 MERGE_NAME(NAME, 0) : SV_Target0, \ + out GBufferType1 MERGE_NAME(NAME, 1) : SV_Target1, \ + out GBufferType2 MERGE_NAME(NAME, 2) : SV_Target2, \ + out GBufferType3 MERGE_NAME(NAME, 3) : SV_Target3, \ + out GBufferType4 MERGE_NAME(NAME, 4) : SV_Target4 + +#define DECLARE_GBUFFER_TEXTURE(NAME) \ + TEXTURE2D(MERGE_NAME(NAME, 0)); \ + TEXTURE2D(MERGE_NAME(NAME, 1)); \ + TEXTURE2D(MERGE_NAME(NAME, 2)); \ + TEXTURE2D(MERGE_NAME(NAME, 3)); \ + TEXTURE2D(MERGE_NAME(NAME, 4)); + +#define FETCH_GBUFFER(NAME, TEX, unCoord2) \ + GBufferType0 MERGE_NAME(NAME, 0) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 0), unCoord2); \ + GBufferType1 MERGE_NAME(NAME, 1) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 1), unCoord2); \ + GBufferType2 MERGE_NAME(NAME, 2) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 2), unCoord2); \ + GBufferType3 MERGE_NAME(NAME, 3) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 3), unCoord2); \ + GBufferType4 MERGE_NAME(NAME, 4) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 4), unCoord2); + +#define ENCODE_INTO_GBUFFER(SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, NAME) EncodeIntoGBuffer(SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, MERGE_NAME(NAME, 0), MERGE_NAME(NAME, 1), MERGE_NAME(NAME, 2), MERGE_NAME(NAME, 3), MERGE_NAME(NAME, 4)) +#define DECODE_FROM_GBUFFER(NAME, FEATURE_FLAGS, BSDF_DATA, BAKE_DIFFUSE_LIGHTING) DecodeFromGBuffer(MERGE_NAME(NAME, 0), MERGE_NAME(NAME, 1), MERGE_NAME(NAME, 2), MERGE_NAME(NAME, 3), MERGE_NAME(NAME, 4), FEATURE_FLAGS, BSDF_DATA, BAKE_DIFFUSE_LIGHTING) +#define MATERIAL_FEATURE_FLAGS_FROM_GBUFFER(NAME) MaterialFeatureFlagsFromGBuffer(MERGE_NAME(NAME, 0), MERGE_NAME(NAME, 1), MERGE_NAME(NAME, 2), MERGE_NAME(NAME, 3), MERGE_NAME(NAME, 4)) + +#if SHADEROPTIONS_VELOCITY_IN_GBUFFER +#define OUTPUT_GBUFFER_VELOCITY(NAME) ,out float4 NAME : SV_Target5 +#endif + +#endif + +#if SHADEROPTIONS_VELOCITY_IN_GBUFFER +#define ENCODE_VELOCITY_INTO_GBUFFER(VELOCITY, NAME) EncodeVelocity(VELOCITY, NAME) +#else +#define OUTPUT_GBUFFER_VELOCITY(NAME) +#define ENCODE_VELOCITY_INTO_GBUFFER(VELOCITY, NAME) +#endif + +#endif // #ifdef GBUFFERMATERIAL_COUNT + +#endif // UNITY_MATERIAL_INCLUDED diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Material.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Material.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Material.hlsl.meta rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Material.hlsl.meta diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/MaterialUtilities.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/MaterialUtilities.hlsl new file mode 100644 index 00000000000..52b235a31a5 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/MaterialUtilities.hlsl @@ -0,0 +1,118 @@ +// In unity we can have a mix of fully baked lightmap (static lightmap) + enlighten realtime lightmap (dynamic lightmap) +// for each case we can have directional lightmap or not. +// Else we have lightprobe for dynamic/moving entity. Either SH9 per object lightprobe or SH4 per pixel per object volume probe +float3 SampleBakedGI(float3 positionWS, float3 normalWS, float2 uvStaticLightmap, float2 uvDynamicLightmap) +{ + // If there is no lightmap, it assume lightprobe +#if !defined(LIGHTMAP_ON) && !defined(DYNAMICLIGHTMAP_ON) + +// TODO: Confirm with Ionut but it seems that UNITY_LIGHT_PROBE_PROXY_VOLUME is always define for high end and +// unity_ProbeVolumeParams always bind. + if (unity_ProbeVolumeParams.x == 0.0) + { + // TODO: pass a tab of coefficient instead! + float4 SHCoefficients[7]; + SHCoefficients[0] = unity_SHAr; + SHCoefficients[1] = unity_SHAg; + SHCoefficients[2] = unity_SHAb; + SHCoefficients[3] = unity_SHBr; + SHCoefficients[4] = unity_SHBg; + SHCoefficients[5] = unity_SHBb; + SHCoefficients[6] = unity_SHC; + + return SampleSH9(SHCoefficients, normalWS); + } + else + { + // TODO: Move all this to C++! + float4x4 identity = 0; + identity._m00_m11_m22_m33 = 1.0; + float4x4 WorldToTexture = (unity_ProbeVolumeParams.y == 1.0) ? unity_ProbeVolumeWorldToObject : identity; + + float4x4 translation = identity; + translation._m30_m31_m32 = -unity_ProbeVolumeMin.xyz; + + float4x4 scale = 0; + scale._m00_m11_m22_m33 = float4(unity_ProbeVolumeSizeInv.xyz, 1.0); + + WorldToTexture = mul(mul(scale, translation), WorldToTexture); + + return SampleProbeVolumeSH4(TEXTURE3D_PARAM(unity_ProbeVolumeSH, samplerunity_ProbeVolumeSH), positionWS, normalWS, WorldToTexture, unity_ProbeVolumeParams.z); + } + +#else + + float3 bakeDiffuseLighting = float3(0.0, 0.0, 0.0); + + #ifdef LIGHTMAP_ON + #ifdef DIRLIGHTMAP_COMBINED + bakeDiffuseLighting += SampleDirectionalLightmap(TEXTURE2D_PARAM(unity_Lightmap, samplerunity_Lightmap), + TEXTURE2D_PARAM(unity_LightmapInd, samplerunity_Lightmap), + uvStaticLightmap, unity_LightmapST, normalWS, true); + #else + bakeDiffuseLighting += SampleSingleLightmap(TEXTURE2D_PARAM(unity_Lightmap, samplerunity_Lightmap), uvStaticLightmap, unity_LightmapST, true); + #endif + #endif + + #ifdef DYNAMICLIGHTMAP_ON + #ifdef DIRLIGHTMAP_COMBINED + bakeDiffuseLighting += SampleDirectionalLightmap(TEXTURE2D_PARAM(unity_DynamicLightmap, samplerunity_DynamicLightmap), + TEXTURE2D_PARAM(unity_DynamicDirectionality, samplerunity_DynamicLightmap), + uvDynamicLightmap, unity_DynamicLightmapST, normalWS, false); + #else + bakeDiffuseLighting += SampleSingleLightmap(TEXTURE2D_PARAM(unity_DynamicLightmap, samplerunity_DynamicLightmap), uvDynamicLightmap, unity_DynamicLightmapST, false); + #endif + #endif + + return bakeDiffuseLighting; + +#endif +} + +float2 CalculateVelocity(float4 positionCS, float4 previousPositionCS) +{ + // This test on define is required to remove warning of divide by 0 when initializing empty struct + // TODO: Add forward opaque MRT case... +#if (SHADERPASS == SHADERPASS_VELOCITY) || (SHADERPASS == SHADERPASS_GBUFFER && SHADEROPTIONS_VELOCITY_IN_GBUFFER) + // Encode velocity + positionCS.xy = positionCS.xy / positionCS.w; + previousPositionCS.xy = previousPositionCS.xy / previousPositionCS.w; + + return (positionCS.xy - previousPositionCS.xy) * _ForceNoMotion; +#else + return float2(0.0, 0.0); +#endif +} + +// Flipping or mirroring a normal can be done directly on the tangent space. This has the benefit to apply to the whole process either in surface gradient or not. +// This function will modify FragInputs and this is not propagate outside of GetSurfaceAndBuiltinData(). This is ok as tangent space is not use outside of GetSurfaceAndBuiltinData(). +void ApplyDoubleSidedFlipOrMirror(inout FragInputs input) +{ +#ifdef _DOUBLESIDED_ON + // _DoubleSidedConstants is float3(-1, -1, -1) in flip mode and float3(1, 1, -1) in mirror mode + // To get a flipped normal with the tangent space, we must flip bitangent (because it is construct from the normal) and normal + // To get a mirror normal with the tangent space, we only need to flip the normal and not the tangent + float2 flipSign = input.isFrontFace ? float2(1.0, 1.0) : _DoubleSidedConstants.yz; // TOCHECK : GetOddNegativeScale() is not necessary here as it is apply for tangent space creation. + input.worldToTangent[1] = flipSign.x * input.worldToTangent[1]; // bitangent + input.worldToTangent[2] = flipSign.y * input.worldToTangent[2]; // normal + + #ifdef SURFACE_GRADIENT + // TOCHECK: seems that we don't need to invert any genBasisTB(), sign cancel. Which is expected as we deal with surface gradient. + #endif +#endif +} + +// This function convert the tangent space normal/tangent to world space and orthonormalize it + apply a correction of the normal if it is not pointing towards the near plane +void GetNormalAndTangentWS(FragInputs input, float3 V, float3 normalTS, inout float3 normalWS, inout float3 tangentWS) +{ + #ifdef SURFACE_GRADIENT + normalWS = SurfaceGradientResolveNormal(input.worldToTangent[2], normalTS); + #else + normalWS = TransformTangentToWorld(normalTS, input.worldToTangent); + #endif + + // Orthonormalize the basis vectors using the Gram-Schmidt process. + // We assume that the length of the surface normal is sufficiently close to 1. + // This is use with anisotropic material + tangentWS = normalize(tangentWS - dot(tangentWS, normalWS)); +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/MaterialUtilities.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/MaterialUtilities.hlsl.meta new file mode 100644 index 00000000000..16ae10f8c34 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/MaterialUtilities.hlsl.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 79a3fb95997b9d54d98b5888a5082570 +timeCreated: 1481202371 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit.meta new file mode 100644 index 00000000000..86a6a303f9b --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 5ebb7166783e16a42807309c93c63fad +folderAsset: yes +timeCreated: 1476653182 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor.meta new file mode 100644 index 00000000000..61eda570556 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 61be5496e1b55e94784a520df79455e0 +folderAsset: yes +timeCreated: 1479127283 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs new file mode 100644 index 00000000000..a793df48727 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs @@ -0,0 +1,342 @@ +using System; +using UnityEngine; +using UnityEngine.Rendering; + +namespace UnityEditor.Experimental.Rendering.HDPipeline +{ + // A Material can be authored from the shader graph or by hand. When written by hand we need to provide an inspector. + // Such a Material will share some properties between it various variant (shader graph variant or hand authored variant). + // This is the purpose of BaseLitGUI. It contain all properties that are common to all Material based on Lit template. + // For the default hand written Lit material see LitUI.cs that contain specific properties for our default implementation. + public abstract class BaseUnlitGUI : ShaderGUI + { + protected static class StylesBaseUnlit + { + public static string optionText = "Surface options"; + public static string surfaceTypeText = "Surface Type"; + public static string blendModeText = "Blend Mode"; + + public static readonly string[] surfaceTypeNames = Enum.GetNames(typeof(SurfaceType)); + public static readonly string[] blendModeNames = Enum.GetNames(typeof(BlendMode)); + + public static GUIContent alphaCutoffEnableText = new GUIContent("Alpha Cutoff Enable", "Threshold for alpha cutoff"); + public static GUIContent alphaCutoffText = new GUIContent("Alpha Cutoff", "Threshold for alpha cutoff"); + public static GUIContent doubleSidedEnableText = new GUIContent("Double Sided", "This will render the two face of the objects (disable backface culling) and flip/mirror normal"); + public static GUIContent distortionEnableText = new GUIContent("Distortion", "Enable distortion on this shader"); + public static GUIContent distortionOnlyText = new GUIContent("Distortion Only", "This shader will only be use to render distortion"); + public static GUIContent distortionDepthTestText = new GUIContent("Distortion Depth Test", "Enable the depth test for distortion"); + } + + public enum SurfaceType + { + Opaque, + Transparent + } + + public enum BlendMode + { + Lerp, + Add, + SoftAdd, + Multiply, + Premultiply + } + + protected MaterialEditor m_MaterialEditor; + + // Properties + protected MaterialProperty surfaceType = null; + protected const string kSurfaceType = "_SurfaceType"; + protected MaterialProperty alphaCutoffEnable = null; + protected const string kAlphaCutoffEnabled = "_AlphaCutoffEnable"; + protected MaterialProperty alphaCutoff = null; + protected const string kAlphaCutoff = "_AlphaCutoff"; + protected MaterialProperty doubleSidedEnable = null; + protected const string kDoubleSidedEnable = "_DoubleSidedEnable"; + protected MaterialProperty blendMode = null; + protected const string kBlendMode = "_BlendMode"; + protected MaterialProperty distortionEnable = null; + protected const string kDistortionEnable = "_DistortionEnable"; + protected MaterialProperty distortionOnly = null; + protected const string kDistortionOnly = "_DistortionOnly"; + protected MaterialProperty distortionDepthTest = null; + protected const string kDistortionDepthTest = "_DistortionDepthTest"; + + // See comment in LitProperties.hlsl + const string kEmissionColor = "_EmissionColor"; + + // The following set of functions are call by the ShaderGraph + // It will allow to display our common parameters + setup keyword correctly for them + protected abstract void FindMaterialProperties(MaterialProperty[] props); + protected abstract void SetupMaterialKeywordsAndPassInternal(Material material); + protected abstract void MaterialPropertiesGUI(Material material); + protected abstract void VertexAnimationPropertiesGUI(); + // This function will say if emissive is used or not regarding enlighten/PVR + protected abstract bool ShouldEmissionBeEnabled(Material material); + + protected virtual void FindBaseMaterialProperties(MaterialProperty[] props) + { + surfaceType = FindProperty(kSurfaceType, props); + alphaCutoffEnable = FindProperty(kAlphaCutoffEnabled, props); + alphaCutoff = FindProperty(kAlphaCutoff, props); + doubleSidedEnable = FindProperty(kDoubleSidedEnable, props); + blendMode = FindProperty(kBlendMode, props); + distortionEnable = FindProperty(kDistortionEnable, props, false); + distortionOnly = FindProperty(kDistortionOnly, props, false); + distortionDepthTest = FindProperty(kDistortionDepthTest, props, false); + } + + void SurfaceTypePopup() + { + EditorGUI.showMixedValue = surfaceType.hasMixedValue; + var mode = (SurfaceType)surfaceType.floatValue; + + EditorGUI.BeginChangeCheck(); + mode = (SurfaceType)EditorGUILayout.Popup(StylesBaseUnlit.surfaceTypeText, (int)mode, StylesBaseUnlit.surfaceTypeNames); + if (EditorGUI.EndChangeCheck()) + { + m_MaterialEditor.RegisterPropertyChangeUndo("Surface Type"); + surfaceType.floatValue = (float)mode; + } + + EditorGUI.showMixedValue = false; + } + + private void BlendModePopup() + { + EditorGUI.showMixedValue = blendMode.hasMixedValue; + var mode = (BlendMode)blendMode.floatValue; + + EditorGUI.BeginChangeCheck(); + mode = (BlendMode)EditorGUILayout.Popup(StylesBaseUnlit.blendModeText, (int)mode, StylesBaseUnlit.blendModeNames); + if (EditorGUI.EndChangeCheck()) + { + m_MaterialEditor.RegisterPropertyChangeUndo("Blend Mode"); + blendMode.floatValue = (float)mode; + } + + EditorGUI.showMixedValue = false; + } + + protected virtual void BaseMaterialPropertiesGUI() + { + EditorGUI.indentLevel++; + GUILayout.Label(StylesBaseUnlit.optionText, EditorStyles.boldLabel); + SurfaceTypePopup(); + if ((SurfaceType)surfaceType.floatValue == SurfaceType.Transparent) + { + BlendModePopup(); + + if (distortionEnable != null) + { + m_MaterialEditor.ShaderProperty(distortionEnable, StylesBaseUnlit.distortionEnableText); + + if (distortionEnable.floatValue == 1.0f) + { + m_MaterialEditor.ShaderProperty(distortionOnly, StylesBaseUnlit.distortionOnlyText); + m_MaterialEditor.ShaderProperty(distortionDepthTest, StylesBaseUnlit.distortionDepthTestText); + } + } + } + m_MaterialEditor.ShaderProperty(alphaCutoffEnable, StylesBaseUnlit.alphaCutoffEnableText); + if (alphaCutoffEnable.floatValue == 1.0f) + { + m_MaterialEditor.ShaderProperty(alphaCutoff, StylesBaseUnlit.alphaCutoffText); + } + // This function must finish with double sided option (see LitUI.cs) + m_MaterialEditor.ShaderProperty(doubleSidedEnable, StylesBaseUnlit.doubleSidedEnableText); + } + + static public void SetKeyword(Material m, string keyword, bool state) + { + if (state) + m.EnableKeyword(keyword); + else + m.DisableKeyword(keyword); + } + + // All Setup Keyword functions must be static. It allow to create script to automatically update the shaders with a script if ocde change + static public void SetupBaseUnlitKeywords(Material material) + { + bool alphaTestEnable = material.GetFloat(kAlphaCutoffEnabled) > 0.0f; + SurfaceType surfaceType = (SurfaceType)material.GetFloat(kSurfaceType); + BlendMode blendMode = (BlendMode)material.GetFloat(kBlendMode); + + if (surfaceType == SurfaceType.Opaque) + { + material.SetOverrideTag("RenderType", alphaTestEnable ? "TransparentCutout" : ""); + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); + material.SetInt("_ZWrite", 1); + material.renderQueue = alphaTestEnable ? (int)UnityEngine.Rendering.RenderQueue.AlphaTest : -1; + } + else + { + material.SetOverrideTag("RenderType", "Transparent"); + material.SetInt("_ZWrite", 0); + material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent; + + switch (blendMode) + { + case BlendMode.Lerp: + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); + break; + + case BlendMode.Add: + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.One); + break; + + case BlendMode.SoftAdd: + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusDstColor); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.One); + break; + + case BlendMode.Multiply: + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.DstColor); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); + break; + + case BlendMode.Premultiply: + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); + break; + } + } + + bool doubleSidedEnable = material.GetFloat(kDoubleSidedEnable) > 0.0f; + if (doubleSidedEnable) + { + material.SetInt("_CullMode", (int)UnityEngine.Rendering.CullMode.Off); + } + else + { + material.SetInt("_CullMode", (int)UnityEngine.Rendering.CullMode.Back); + } + + SetKeyword(material, "_DOUBLESIDED_ON", doubleSidedEnable); + SetKeyword(material, "_ALPHATEST_ON", alphaTestEnable); + + if (material.HasProperty(kDistortionEnable)) + { + bool distortionEnable = material.GetFloat(kDistortionEnable) > 0.0f; + if (distortionEnable) + { + material.SetShaderPassEnabled("DistortionVectors", true); + } + else + { + material.SetShaderPassEnabled("DistortionVectors", false); + } + + bool distortionDepthTest = material.GetFloat(kDistortionDepthTest) > 0.0f; + if (distortionDepthTest) + { + material.SetInt("_ZTestMode", (int)UnityEngine.Rendering.CompareFunction.LessEqual); + } + else + { + material.SetInt("_ZTestMode", (int)UnityEngine.Rendering.CompareFunction.Always); + } + + SetKeyword(material, "_DISTORTION_ON", distortionEnable); + } + + // A material's GI flag internally keeps track of whether emission is enabled at all, it's enabled but has no effect + // or is enabled and may be modified at runtime. This state depends on the values of the current flag and emissive color. + // The fixup routine makes sure that the material is in the correct state if/when changes are made to the mode or color. + MaterialEditor.FixupEmissiveFlag(material); + } + + static public void SetupBaseUnlitMaterialPass(Material material) + { + if (material.HasProperty(kDistortionEnable)) + { + bool distortionEnable = material.GetFloat(kDistortionEnable) > 0.0f; + bool distortionOnly = material.GetFloat(kDistortionOnly) > 0.0f; + + if (distortionEnable && distortionOnly) + { + // Disable all passes except debug material + material.SetShaderPassEnabled("GBuffer", false); + material.SetShaderPassEnabled("DebugViewMaterial", true); + material.SetShaderPassEnabled("Meta", false); + material.SetShaderPassEnabled("ShadowCaster", false); + material.SetShaderPassEnabled("DepthOnly", false); + material.SetShaderPassEnabled("MotionVectors", false); + material.SetShaderPassEnabled("Forward", false); + } + else + { + material.SetShaderPassEnabled("GBuffer", true); + material.SetShaderPassEnabled("DebugViewMaterial", true); + material.SetShaderPassEnabled("Meta", true); + material.SetShaderPassEnabled("ShadowCaster", true); + material.SetShaderPassEnabled("DepthOnly", true); + material.SetShaderPassEnabled("MotionVectors", true); + material.SetShaderPassEnabled("Forward", true); + } + } + } + + // Dedicated to emissive - for emissive Enlighten/PVR + protected void DoEmissionArea(Material material) + { + // Emission for GI? + if (ShouldEmissionBeEnabled(material)) + { + if (m_MaterialEditor.EmissionEnabledProperty()) + { + // change the GI flag and fix it up with emissive as black if necessary + m_MaterialEditor.LightmapEmissionFlagsProperty(MaterialEditor.kMiniTextureFieldLabelIndentLevel, true); + } + } + } + + public void ShaderPropertiesGUI(Material material) + { + // Use default labelWidth + EditorGUIUtility.labelWidth = 0f; + + // Detect any changes to the material + EditorGUI.BeginChangeCheck(); + { + BaseMaterialPropertiesGUI(); + EditorGUILayout.Space(); + + VertexAnimationPropertiesGUI(); + + EditorGUILayout.Space(); + MaterialPropertiesGUI(material); + + DoEmissionArea(material); + m_MaterialEditor.EnableInstancingField(); + } + + if (EditorGUI.EndChangeCheck()) + { + foreach (var obj in m_MaterialEditor.targets) + SetupMaterialKeywordsAndPassInternal((Material)obj); + } + } + + // This is call by the inspector + public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props) + { + m_MaterialEditor = materialEditor; + // We should always do this call at the beginning + m_MaterialEditor.serializedObject.Update(); + + // MaterialProperties can be animated so we do not cache them but fetch them every event to ensure animated values are updated correctly + FindBaseMaterialProperties(props); + FindMaterialProperties(props); + + Material material = materialEditor.target as Material; + ShaderPropertiesGUI(material); + + // We should always do this call at the end + m_MaterialEditor.serializedObject.ApplyModifiedProperties(); + } + } +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs.meta new file mode 100644 index 00000000000..7ed3bb349b6 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 11fd029bb88b2c04092b1e4d71b919c6 +timeCreated: 1480351138 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/UnlitUI.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/UnlitUI.cs new file mode 100644 index 00000000000..23291c5db43 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/UnlitUI.cs @@ -0,0 +1,75 @@ +using System; +using UnityEngine; +using UnityEngine.Rendering; + +namespace UnityEditor.Experimental.Rendering.HDPipeline +{ + class UnlitGUI : BaseUnlitGUI + { + protected static class Styles + { + public static string InputsText = "Inputs"; + + public static GUIContent colorText = new GUIContent("Color", "Color"); + + public static GUIContent emissiveText = new GUIContent("Emissive Color", "Emissive"); + public static GUIContent emissiveIntensityText = new GUIContent("Emissive Intensity", "Emissive"); + public static GUIContent emissiveColorModeText = new GUIContent("Emissive Color Usage", "Use emissive color or emissive mask"); + } + + protected MaterialProperty color = null; + protected const string kColor = "_Color"; + protected MaterialProperty colorMap = null; + protected const string kColorMap = "_ColorMap"; + protected MaterialProperty emissiveColor = null; + protected const string kEmissiveColor = "_EmissiveColor"; + protected MaterialProperty emissiveColorMap = null; + protected const string kEmissiveColorMap = "_EmissiveColorMap"; + protected MaterialProperty emissiveIntensity = null; + protected const string kEmissiveIntensity = "_EmissiveIntensity"; + + override protected void FindMaterialProperties(MaterialProperty[] props) + { + color = FindProperty(kColor, props); + colorMap = FindProperty(kColorMap, props); + + emissiveColor = FindProperty(kEmissiveColor, props); + emissiveColorMap = FindProperty(kEmissiveColorMap, props); + emissiveIntensity = FindProperty(kEmissiveIntensity, props); + } + + protected override void MaterialPropertiesGUI(Material material) + { + GUILayout.Label(Styles.InputsText, EditorStyles.boldLabel); + + m_MaterialEditor.TexturePropertySingleLine(Styles.colorText, colorMap, color); + + m_MaterialEditor.TexturePropertySingleLine(Styles.emissiveText, emissiveColorMap, emissiveColor); + m_MaterialEditor.ShaderProperty(emissiveIntensity, Styles.emissiveIntensityText); + } + + protected override void VertexAnimationPropertiesGUI() + { + + } + + protected override bool ShouldEmissionBeEnabled(Material mat) + { + return mat.GetFloat(kEmissiveIntensity) > 0.0f; + } + + protected override void SetupMaterialKeywordsAndPassInternal(Material material) + { + SetupMaterialKeywordsAndPass(material); + } + + // All Setup Keyword functions must be static. It allow to create script to automatically update the shaders with a script if code change + static public void SetupMaterialKeywordsAndPass(Material material) + { + SetupBaseUnlitKeywords(material); + SetupBaseUnlitMaterialPass(material); + + SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap)); + } + } +} // namespace UnityEditor diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitUI.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/UnlitUI.cs.meta similarity index 100% rename from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitUI.cs.meta rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/UnlitUI.cs.meta diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/ShaderPass.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/ShaderPass.meta new file mode 100644 index 00000000000..753d320c587 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/ShaderPass.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 83421d7ac8db22148903e8ecee502314 +folderAsset: yes +timeCreated: 1484323639 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/ShaderPass/UnlitDistortionPass.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/ShaderPass/UnlitDistortionPass.hlsl new file mode 100644 index 00000000000..827af684eb1 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/ShaderPass/UnlitDistortionPass.hlsl @@ -0,0 +1,10 @@ +#ifndef SHADERPASS +#error Undefine_SHADERPASS +#endif + +#define ATTRIBUTES_NEED_TEXCOORD0 + +#define VARYINGS_NEED_TEXCOORD0 + +// This include will define the various Attributes/Varyings structure +#include "../../ShaderPass/VaryingMesh.hlsl" diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/ShaderPass/UnlitDistortionPass.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/ShaderPass/UnlitDistortionPass.hlsl.meta new file mode 100644 index 00000000000..40bc4f73e08 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/ShaderPass/UnlitDistortionPass.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 0127e82e3b84228408285b49421d6ba8 +timeCreated: 1485531618 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/ShaderPass/UnlitMetaPass.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/ShaderPass/UnlitMetaPass.hlsl new file mode 100644 index 00000000000..0472a6b5648 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/ShaderPass/UnlitMetaPass.hlsl @@ -0,0 +1,13 @@ +#ifndef SHADERPASS +#error Undefine_SHADERPASS +#endif + +#define ATTRIBUTES_NEED_TEXCOORD0 +#define ATTRIBUTES_NEED_TEXCOORD1 +#define ATTRIBUTES_NEED_TEXCOORD2 + +#define VARYINGS_NEED_TEXCOORD0 +#define VARYINGS_NEED_TEXCOORD1 + +// This include will define the various Attributes/Varyings structure +#include "../../ShaderPass/VaryingMesh.hlsl" diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/ShaderPass/UnlitMetaPass.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/ShaderPass/UnlitMetaPass.hlsl.meta new file mode 100644 index 00000000000..f4997fe434d --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/ShaderPass/UnlitMetaPass.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 34b6e92ecac8a054085e28dc783b1a80 +timeCreated: 1484323639 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/ShaderPass/UnlitSharePass.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/ShaderPass/UnlitSharePass.hlsl new file mode 100644 index 00000000000..827af684eb1 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/ShaderPass/UnlitSharePass.hlsl @@ -0,0 +1,10 @@ +#ifndef SHADERPASS +#error Undefine_SHADERPASS +#endif + +#define ATTRIBUTES_NEED_TEXCOORD0 + +#define VARYINGS_NEED_TEXCOORD0 + +// This include will define the various Attributes/Varyings structure +#include "../../ShaderPass/VaryingMesh.hlsl" diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitShare.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/ShaderPass/UnlitSharePass.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitShare.hlsl.meta rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/ShaderPass/UnlitSharePass.hlsl.meta diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/Unlit.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.cs similarity index 82% rename from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/Unlit.cs rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.cs index ad46b1812a8..a2319e5be26 100644 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/Unlit.cs +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.cs @@ -1,11 +1,11 @@ using UnityEngine; -using UnityEngine.Experimental.Rendering; +using UnityEngine.Experimental.Rendering.HDPipeline; using System; //----------------------------------------------------------------------------- // structure definition //----------------------------------------------------------------------------- -namespace UnityEngine.Experimental.ScriptableRenderLoop +namespace UnityEngine.Experimental.Rendering.HDPipeline { namespace Unlit { @@ -17,7 +17,7 @@ namespace Unlit [GenerateHLSL(PackingRules.Exact, false, true, 1100)] public struct SurfaceData { - [SurfaceDataAttributes("Color")] + [SurfaceDataAttributes("Color", false, true)] public Vector3 color; }; @@ -28,6 +28,7 @@ public struct SurfaceData [GenerateHLSL(PackingRules.Exact, false, true, 1130)] public struct BSDFData { + [SurfaceDataAttributes("", false, true)] public Vector3 color; }; } diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.cs.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.cs.hlsl new file mode 100644 index 00000000000..2cddfa99343 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.cs.hlsl @@ -0,0 +1,60 @@ +// +// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.cs. Please don't edit by hand. +// + +#ifndef UNLIT_CS_HLSL +#define UNLIT_CS_HLSL +// +// UnityEngine.Experimental.Rendering.HDPipeline.Unlit.SurfaceData: static fields +// +#define DEBUGVIEW_UNLIT_SURFACEDATA_COLOR (1100) + +// +// UnityEngine.Experimental.Rendering.HDPipeline.Unlit.BSDFData: static fields +// +#define DEBUGVIEW_UNLIT_BSDFDATA_COLOR (1130) + +// Generated from UnityEngine.Experimental.Rendering.HDPipeline.Unlit.SurfaceData +// PackingRules = Exact +struct SurfaceData +{ + float3 color; +}; + +// Generated from UnityEngine.Experimental.Rendering.HDPipeline.Unlit.BSDFData +// PackingRules = Exact +struct BSDFData +{ + float3 color; +}; + +// +// Debug functions +// +void GetGeneratedSurfaceDataDebug(uint paramId, SurfaceData surfacedata, inout float3 result, inout bool needLinearToSRGB) +{ + switch (paramId) + { + case DEBUGVIEW_UNLIT_SURFACEDATA_COLOR: + result = surfacedata.color; + needLinearToSRGB = true; + break; + } +} + +// +// Debug functions +// +void GetGeneratedBSDFDataDebug(uint paramId, BSDFData bsdfdata, inout float3 result, inout bool needLinearToSRGB) +{ + switch (paramId) + { + case DEBUGVIEW_UNLIT_BSDFDATA_COLOR: + result = bsdfdata.color; + needLinearToSRGB = true; + break; + } +} + + +#endif diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/Unlit.cs.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.cs.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/Unlit.cs.hlsl.meta rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.cs.hlsl.meta diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/Unlit.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.cs.meta similarity index 100% rename from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/Unlit.cs.meta rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.cs.meta diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.hlsl new file mode 100644 index 00000000000..a20d8d711c3 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.hlsl @@ -0,0 +1,46 @@ +//----------------------------------------------------------------------------- +// SurfaceData and BSDFData +//----------------------------------------------------------------------------- + +// SurfaceData is define in Lit.cs which generate Lit.cs.hlsl +#include "Unlit.cs.hlsl" + +//----------------------------------------------------------------------------- +// conversion function for forward +//----------------------------------------------------------------------------- + +BSDFData ConvertSurfaceDataToBSDFData(SurfaceData data) +{ + BSDFData output; + output.color = data.color; + + return output; +} + +//----------------------------------------------------------------------------- +// Debug method (use to display values) +//----------------------------------------------------------------------------- + +void GetSurfaceDataDebug(uint paramId, SurfaceData surfaceData, inout float3 result, inout bool needLinearToSRGB) +{ + GetGeneratedSurfaceDataDebug(paramId, surfaceData, result, needLinearToSRGB); +} + +void GetBSDFDataDebug(uint paramId, BSDFData bsdfData, inout float3 result, inout bool needLinearToSRGB) +{ + GetGeneratedBSDFDataDebug(paramId, bsdfData, result, needLinearToSRGB); +} + +//----------------------------------------------------------------------------- +// No light evaluation, this is unlit +//----------------------------------------------------------------------------- + +LightTransportData GetLightTransportData(SurfaceData surfaceData, BuiltinData builtinData, BSDFData bsdfData) +{ + LightTransportData lightTransportData; + + lightTransportData.diffuseColor = float3(0.0, 0.0, 0.0); + lightTransportData.emissiveColor = builtinData.emissiveColor; + + return lightTransportData; +} diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/Unlit.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/Unlit.hlsl.meta rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.hlsl.meta diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader new file mode 100644 index 00000000000..b32e143e971 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader @@ -0,0 +1,220 @@ +Shader "HDRenderPipeline/Unlit" +{ + Properties + { + _Color("Color", Color) = (1,1,1,1) + _ColorMap("ColorMap", 2D) = "white" {} + + _DistortionVectorMap("DistortionVectorMap", 2D) = "black" {} + + _EmissiveColor("EmissiveColor", Color) = (0, 0, 0) + _EmissiveColorMap("EmissiveColorMap", 2D) = "white" {} + _EmissiveIntensity("EmissiveIntensity", Float) = 0 + + [ToggleOff] _DistortionEnable("Enable Distortion", Float) = 0.0 + [ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0 + [ToggleOff] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 0.0 + + [ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0 + _AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + + // Blending state + [HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0 + [HideInInspector] _BlendMode("__blendmode", Float) = 0.0 + [HideInInspector] _SrcBlend("__src", Float) = 1.0 + [HideInInspector] _DstBlend("__dst", Float) = 0.0 + [HideInInspector] _ZWrite("__zw", Float) = 1.0 + [HideInInspector] _CullMode("__cullmode", Float) = 2.0 + [HideInInspector] _ZTestMode("_ZTestMode", Int) = 8 + + [ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0 + + // Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor" + // value that exist to identify if the GI emission need to be enabled. + // In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it. + // TODO: Fix the code in legacy unity so we can customize the beahvior for GI + _EmissionColor("Color", Color) = (1, 1, 1) + } + + HLSLINCLUDE + + #pragma target 4.5 + #pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev + + //------------------------------------------------------------------------------------- + // Variant + //------------------------------------------------------------------------------------- + + #pragma shader_feature _ALPHATEST_ON + #pragma shader_feature _DISTORTION_ON + // #pragma shader_feature _DOUBLESIDED_ON - We have no lighting, so no need to have this combination for shader, the option will just disable backface culling + + #pragma shader_feature _EMISSIVE_COLOR_MAP + + //------------------------------------------------------------------------------------- + // Define + //------------------------------------------------------------------------------------- + + #define UNITY_MATERIAL_UNLIT // Need to be define before including Material.hlsl + + //------------------------------------------------------------------------------------- + // Include + //------------------------------------------------------------------------------------- + + #include "../../../ShaderLibrary/common.hlsl" + #include "../../ShaderConfig.cs.hlsl" + #include "../../ShaderVariables.hlsl" + #include "../../ShaderPass/FragInputs.hlsl" + #include "../../ShaderPass/ShaderPass.cs.hlsl" + + //------------------------------------------------------------------------------------- + // variable declaration + //------------------------------------------------------------------------------------- + + #include "../../Material/Unlit/UnlitProperties.hlsl" + + // All our shaders use same name for entry point + #pragma vertex Vert + #pragma fragment Frag + + ENDHLSL + + SubShader + { + Tags { "RenderType"="Opaque" "PerformanceChecks"="False" } + LOD 300 + + // Extracts information for lightmapping, GI (emission, albedo, ...) + // This pass it not used during regular rendering. + Pass + { + Name "META" + Tags{ "LightMode" = "Meta" } + + Cull Off + + HLSLPROGRAM + + // Lightmap memo + // DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light, + // both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON. + + #define SHADERPASS SHADERPASS_LIGHT_TRANSPORT + #include "../../Material/Material.hlsl" + #include "ShaderPass/UnlitMetaPass.hlsl" + #include "UnlitData.hlsl" + #include "../../ShaderPass/ShaderPassLightTransport.hlsl" + + ENDHLSL + } + + Pass + { + Name "Distortion" // Name is not used + Tags { "LightMode" = "DistortionVectors" } // This will be only for transparent object based on the RenderQueue index + + Blend One One + ZTest [_ZTestMode] + ZWrite off + Cull [_CullMode] + + HLSLPROGRAM + + #define SHADERPASS SHADERPASS_DISTORTION + #include "../../Material/Material.hlsl" + #include "ShaderPass/UnlitDistortionPass.hlsl" + #include "UnlitData.hlsl" + #include "../../ShaderPass/ShaderPassDistortion.hlsl" + + ENDHLSL + } + + Pass + { + Name "ForwardUnlit" + Tags { "LightMode" = "Forward" } + + Blend [_SrcBlend] [_DstBlend] + ZWrite [_ZWrite] + Cull [_CullMode] + + HLSLPROGRAM + + #define SHADERPASS SHADERPASS_FORWARD_UNLIT + #include "../../Material/Material.hlsl" + #include "ShaderPass/UnlitSharePass.hlsl" + #include "UnlitData.hlsl" + #include "../../ShaderPass/ShaderPassForwardUnlit.hlsl" + + ENDHLSL + } + + Pass + { + Name "ForwardUnlit" + Tags { "LightMode" = "ForwardDisplayDebug" } + + Blend [_SrcBlend] [_DstBlend] + ZWrite [_ZWrite] + Cull [_CullMode] + + HLSLPROGRAM + + #define DEBUG_DISPLAY + #define SHADERPASS SHADERPASS_FORWARD_UNLIT + #include "../../Debug/DebugDisplay.hlsl" + #include "../../Material/Material.hlsl" + #include "ShaderPass/UnlitSharePass.hlsl" + #include "UnlitData.hlsl" + #include "../../ShaderPass/ShaderPassForwardUnlit.hlsl" + + ENDHLSL + } + + // Unlit opaque material need to be render with ForwardOnlyOpaque. Unlike Lit that can be both deferred and forward, + // unlit require to be forward only, that's why we need this pass. Unlit transparent will use regular Forward pass + // (Code is exactly the same as "Forward", it simply allow our system to filter objects correctly) + Pass + { + Name "ForwardUnlit" + Tags { "LightMode" = "ForwardOnlyOpaque" } + + Blend [_SrcBlend] [_DstBlend] + ZWrite [_ZWrite] + Cull [_CullMode] + + HLSLPROGRAM + + #define SHADERPASS SHADERPASS_FORWARD_UNLIT + #include "../../Material/Material.hlsl" + #include "ShaderPass/UnlitSharePass.hlsl" + #include "UnlitData.hlsl" + #include "../../ShaderPass/ShaderPassForwardUnlit.hlsl" + + ENDHLSL + } + + Pass + { + Name "ForwardUnlit" + Tags { "LightMode" = "ForwardOnlyOpaqueDisplayDebug" } + + Blend [_SrcBlend] [_DstBlend] + ZWrite [_ZWrite] + Cull [_CullMode] + + HLSLPROGRAM + + #define SHADERPASS SHADERPASS_FORWARD_UNLIT + #include "../../Debug/DebugDisplay.hlsl" + #include "../../Material/Material.hlsl" + #include "ShaderPass/UnlitSharePass.hlsl" + #include "UnlitData.hlsl" + #include "../../ShaderPass/ShaderPassForwardUnlit.hlsl" + + ENDHLSL + } + } + + CustomEditor "Experimental.Rendering.HDPipeline.UnlitGUI" +} diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitDefault.shader.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader.meta similarity index 100% rename from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitDefault.shader.meta rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader.meta diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/UnlitData.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/UnlitData.hlsl new file mode 100644 index 00000000000..9f4bc238af1 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/UnlitData.hlsl @@ -0,0 +1,41 @@ + +//------------------------------------------------------------------------------------- +// Fill SurfaceData/Builtin data function +//------------------------------------------------------------------------------------- + +void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) +{ + surfaceData.color = SAMPLE_TEXTURE2D(_ColorMap, sampler_ColorMap, input.texCoord0).rgb * _Color.rgb; + float alpha = SAMPLE_TEXTURE2D(_ColorMap, sampler_ColorMap, input.texCoord0).a * _Color.a; + +#ifdef _ALPHATEST_ON + clip(alpha - _AlphaCutoff); +#endif + + // Builtin Data + builtinData.opacity = alpha; + + builtinData.bakeDiffuseLighting = float3(0.0, 0.0, 0.0); + + // Emissive Intensity is only use here, but is part of BuiltinData to enforce UI parameters as we want the users to fill one color and one intensity + builtinData.emissiveIntensity = _EmissiveIntensity; + +#ifdef _EMISSIVE_COLOR_MAP + builtinData.emissiveColor = SAMPLE_TEXTURE2D(_EmissiveColorMap, sampler_EmissiveColorMap, input.texCoord0).rgb * _EmissiveColor * builtinData.emissiveIntensity; +#else + builtinData.emissiveColor = _EmissiveColor * builtinData.emissiveIntensity; +#endif + + builtinData.velocity = float2(0.0, 0.0); + +#ifdef _DISTORTION_ON + float3 distortion = SAMPLE_TEXTURE2D(_DistortionVectorMap, sampler_DistortionVectorMap, input.texCoord0).rgb; + builtinData.distortion = distortion.rg; + builtinData.distortionBlur = distortion.b; +#else + builtinData.distortion = float2(0.0, 0.0); + builtinData.distortionBlur = 0.0; +#endif + + builtinData.depthOffset = 0.0; +} diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitData.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/UnlitData.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitData.hlsl.meta rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/UnlitData.hlsl.meta diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/UnlitProperties.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/UnlitProperties.hlsl new file mode 100644 index 00000000000..39866156c98 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/UnlitProperties.hlsl @@ -0,0 +1,19 @@ +float4 _Color; +TEXTURE2D(_ColorMap); +SAMPLER2D(sampler_ColorMap); + +TEXTURE2D(_DistortionVectorMap); +SAMPLER2D(sampler_DistortionVectorMap); + +float3 _EmissiveColor; +TEXTURE2D(_EmissiveColorMap); +SAMPLER2D(sampler_EmissiveColorMap); +float _EmissiveIntensity; + +float _AlphaCutoff; + +// Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor" +// value that exist to identify if the GI emission need to be enabled. +// In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it. +// TODO: Fix the code in legacy unity so we can customize the beahvior for GI +float3 _EmissionColor; diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/UnlitProperties.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/UnlitProperties.hlsl.meta new file mode 100644 index 00000000000..f6e78bc3fae --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/UnlitProperties.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 7c1295969103d124990a278c90e18b36 +timeCreated: 1485530972 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/SSSProfile.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/SSSProfile.meta new file mode 100644 index 00000000000..0793646a12a --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/SSSProfile.meta @@ 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mode 100644 index 00000000000..1a0c326178a --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/CommonSettings.cs @@ -0,0 +1,61 @@ +using System; + +namespace UnityEngine.Experimental.Rendering.HDPipeline +{ + public class CommonSettings : ScriptableObject + { + [Serializable] + public struct Settings + { + // Shadows + [SerializeField] + float m_ShadowMaxDistance; + [SerializeField] + int m_ShadowCascadeCount; + [SerializeField] + float m_ShadowCascadeSplit0; + [SerializeField] + float m_ShadowCascadeSplit1; + [SerializeField] + float m_ShadowCascadeSplit2; + [SerializeField] + float m_ShadowNearPlaneOffset; + + public float shadowMaxDistance { set { m_ShadowMaxDistance = value; OnValidate(); } get { return m_ShadowMaxDistance; } } + public int shadowCascadeCount { set { m_ShadowCascadeCount = value; OnValidate(); } get { return m_ShadowCascadeCount; } } + public float shadowCascadeSplit0 { set { m_ShadowCascadeSplit0 = value; OnValidate(); } get { return m_ShadowCascadeSplit0; } } + public float shadowCascadeSplit1 { set { m_ShadowCascadeSplit1 = value; OnValidate(); } get { return m_ShadowCascadeSplit1; } } + public float shadowCascadeSplit2 { set { m_ShadowCascadeSplit2 = value; OnValidate(); } get { return m_ShadowCascadeSplit2; } } + public float shadowNearPlaneOffset { set { m_ShadowNearPlaneOffset = value; OnValidate(); } get { return m_ShadowNearPlaneOffset; } } + + void OnValidate() + { + m_ShadowMaxDistance = Mathf.Max(0.0f, m_ShadowMaxDistance); + m_ShadowCascadeCount = Mathf.Min(4, Mathf.Max(1, m_ShadowCascadeCount)); + m_ShadowCascadeSplit0 = Mathf.Clamp01(m_ShadowCascadeSplit0); + m_ShadowCascadeSplit1 = Mathf.Clamp01(m_ShadowCascadeSplit1); + m_ShadowCascadeSplit2 = Mathf.Clamp01(m_ShadowCascadeSplit2); + m_ShadowNearPlaneOffset = Mathf.Max(0, m_ShadowNearPlaneOffset); + } + + public static readonly Settings s_Defaultsettings = new Settings + { + m_ShadowMaxDistance = ShadowSettings.Default.maxShadowDistance, + m_ShadowCascadeCount = ShadowSettings.Default.directionalLightCascadeCount, + m_ShadowCascadeSplit0 = ShadowSettings.Default.directionalLightCascades.x, + m_ShadowCascadeSplit1 = ShadowSettings.Default.directionalLightCascades.y, + m_ShadowCascadeSplit2 = ShadowSettings.Default.directionalLightCascades.z, + m_ShadowNearPlaneOffset = ShadowSettings.Default.directionalLightNearPlaneOffset, + }; + } + + [SerializeField] + private Settings m_Settings = Settings.s_Defaultsettings; + + public Settings settings + { + get { return m_Settings; } + set { m_Settings = value; } + } + } +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/CommonSettings.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/CommonSettings.cs.meta new file mode 100644 index 00000000000..05fc9865a3c --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/CommonSettings.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: bc357c46587fc9d4cb8f311794d7d2f3 +timeCreated: 1481734434 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/CommonSettingsSingleton.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/CommonSettingsSingleton.cs new file mode 100644 index 00000000000..e611b140926 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/CommonSettingsSingleton.cs @@ -0,0 +1,13 @@ +namespace UnityEngine.Experimental.Rendering.HDPipeline +{ + public class CommonSettingsSingleton : Singleton + { + private CommonSettings settings { get; set; } + + public static CommonSettings overrideSettings + { + get { return instance.settings; } + set { instance.settings = value; } + } + } +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/CommonSettingsSingleton.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/CommonSettingsSingleton.cs.meta new file mode 100644 index 00000000000..2acf27d8449 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/CommonSettingsSingleton.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: dcb3649c420bf2d4093ab76418541c0f +timeCreated: 1485087502 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Editor.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Editor.meta new file mode 100644 index 00000000000..2583b2a9103 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Editor.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a1fd2e77167b0904e9c33020c13d1011 +folderAsset: yes +timeCreated: 1481726125 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Editor/CommonSettingsEditor.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Editor/CommonSettingsEditor.cs new file mode 100644 index 00000000000..2b18497f948 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Editor/CommonSettingsEditor.cs @@ -0,0 +1,168 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; +using System; +using System.Linq; +using System.Reflection; + +namespace UnityEngine.Experimental.Rendering.HDPipeline +{ + [CustomEditor(typeof(CommonSettings))] + [CanEditMultipleObjects] + public class CommonSettingsEditor + : Editor + { + private class Styles + { + public readonly GUIContent none = new GUIContent("None"); + public readonly GUIContent sky = new GUIContent("Sky"); + public readonly GUIContent skyRenderer = new GUIContent("Sky Renderer"); + + public readonly GUIContent shadows = new GUIContent("Shadows"); + public readonly GUIContent maxShadowDistance = new GUIContent("Maximum shadow distance"); + public readonly GUIContent shadowsDirectionalLightCascadeCount = new GUIContent("Directional cascade count"); + public readonly GUIContent[] shadowsCascadeCounts = new GUIContent[] { new GUIContent("1"), new GUIContent("2"), new GUIContent("3"), new GUIContent("4") }; + public readonly int[] shadowsCascadeCountValues = new int[] { 1, 2, 3, 4 }; + public readonly GUIContent shadowsCascades = new GUIContent("Cascade values"); + public readonly GUIContent[] shadowSplits = new GUIContent[] { new GUIContent("Split 0"), new GUIContent("Split 1"), new GUIContent("Split 2") }; + public readonly GUIContent nearPlaneOffset = new GUIContent("Near plane offset"); + } + + private static Styles s_Styles = null; + private static Styles styles + { + get + { + if (s_Styles == null) + s_Styles = new Styles(); + return s_Styles; + } + } + + // Sky renderer + List m_SkyRendererTypes = new List(); + private List m_SkyRendererTypeNames = new List(); + private List m_SkyRendererFullTypeNames = new List(); + private List m_SkyRendererTypeValues = new List(); + + private bool multipleEditing { get { return targets.Length > 1; } } + + private SerializedProperty m_SkyRenderer; + + private SerializedProperty m_ShadowMaxDistance; + private SerializedProperty m_ShadowCascadeCount; + private SerializedProperty[] m_ShadowCascadeSplits = new SerializedProperty[3]; + private SerializedProperty m_ShadowNearPlaneOffset; + + void OnEnable() + { + m_SkyRenderer = serializedObject.FindProperty("m_SkyRendererTypeName"); + + m_ShadowMaxDistance = serializedObject.FindProperty("m_ShadowMaxDistance"); + m_ShadowCascadeCount = serializedObject.FindProperty("m_ShadowCascadeCount"); + for (int i = 0; i < 3; ++i) + m_ShadowCascadeSplits[i] = serializedObject.FindProperty(string.Format("m_ShadowCascadeSplit{0}", i)); + m_ShadowNearPlaneOffset = serializedObject.FindProperty("m_ShadowNearPlaneOffset"); + + m_SkyRendererTypes = Assembly.GetAssembly(typeof(SkyRenderer)) + .GetTypes() + .Where(t => t.IsSubclassOf(typeof(SkyRenderer)) && !t.IsGenericType) + .ToList(); + + // Prepare the list of available SkyRenderers for the IntPopup + m_SkyRendererTypeNames.Clear(); + m_SkyRendererFullTypeNames.Clear(); + m_SkyRendererTypeValues.Clear(); + for (int i = 0; i < m_SkyRendererTypes.Count; ++i) + { + string longName = m_SkyRendererTypes[i].ToString(); + m_SkyRendererFullTypeNames.Add(longName); + char[] separators = {'.'}; + string[] tokens = longName.Split(separators); + m_SkyRendererTypeNames.Add(new GUIContent(tokens[tokens.Length - 1])); + m_SkyRendererTypeValues.Add(i); + } + + // Add default null value. + m_SkyRendererTypeNames.Add(styles.none); + m_SkyRendererFullTypeNames.Add(""); + m_SkyRendererTypeValues.Add(m_SkyRendererTypeValues.Count); + m_SkyRendererTypes.Add(null); + } + + void OnSkyInspectorGUI() + { + EditorGUILayout.LabelField(styles.sky); + EditorGUI.indentLevel++; + + // Retrieve the index of the current SkyRenderer. Won't be used in case of multiple editing with different values + int index = -1; + for (int i = 0; i < m_SkyRendererTypeNames.Count; ++i) + { + if (m_SkyRendererFullTypeNames[i] == m_SkyRenderer.stringValue) + { + index = i; + break; + } + } + + EditorGUI.showMixedValue = m_SkyRenderer.hasMultipleDifferentValues; + EditorGUI.BeginChangeCheck(); + int newValue = EditorGUILayout.IntPopup(styles.skyRenderer, index, m_SkyRendererTypeNames.ToArray(), m_SkyRendererTypeValues.ToArray()); + if (EditorGUI.EndChangeCheck()) + { + m_SkyRenderer.stringValue = m_SkyRendererFullTypeNames[newValue]; + } + EditorGUI.showMixedValue = false; + + EditorGUI.indentLevel--; + } + + void OnShadowInspectorGUI() + { + EditorGUILayout.LabelField(styles.shadows); + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(m_ShadowMaxDistance, styles.maxShadowDistance); + + EditorGUI.BeginChangeCheck(); + EditorGUI.showMixedValue = m_ShadowCascadeCount.hasMultipleDifferentValues; + int newCascadeCount = EditorGUILayout.IntPopup(styles.shadowsDirectionalLightCascadeCount, m_ShadowCascadeCount.intValue, styles.shadowsCascadeCounts, styles.shadowsCascadeCountValues); + if (EditorGUI.EndChangeCheck()) + { + m_ShadowCascadeCount.intValue = newCascadeCount; + } + + // Compute max cascade count. + int maxCascadeCount = 0; + for (int i = 0; i < targets.Length; ++i) + { + CommonSettings settings = targets[i] as CommonSettings; + maxCascadeCount = Math.Max(maxCascadeCount, settings.settings.shadowCascadeCount); + } + + EditorGUI.indentLevel++; + for (int i = 0; i < maxCascadeCount - 1; i++) + { + EditorGUILayout.PropertyField(m_ShadowCascadeSplits[i], styles.shadowSplits[i]); + } + EditorGUI.indentLevel--; + + EditorGUILayout.PropertyField(m_ShadowNearPlaneOffset, styles.nearPlaneOffset); + + EditorGUI.indentLevel--; + } + + /* + public override void OnInspectorGUI() + { + serializedObject.Update(); + + OnSkyInspectorGUI(); + OnShadowInspectorGUI(); + + serializedObject.ApplyModifiedProperties(); + } + */ + } +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Editor/CommonSettingsEditor.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Editor/CommonSettingsEditor.cs.meta new file mode 100644 index 00000000000..4268abb5bf7 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Editor/CommonSettingsEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: b020b2b47372e064bb3e3282b87df5d2 +timeCreated: 1481726141 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources.meta new file mode 100644 index 00000000000..ffda7de847c --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 12566b1a9c5807b4f8d3d0409255095a +folderAsset: yes +timeCreated: 1487178659 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawGaussianProfile.shader b/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawGaussianProfile.shader new file mode 100644 index 00000000000..4ad742160f6 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawGaussianProfile.shader @@ -0,0 +1,84 @@ +Shader "Hidden/HDRenderPipeline/DrawGaussianProfile" +{ + Properties + { + [HideInInspector] _StdDev1("", Color) = (0, 0, 0) + [HideInInspector] _StdDev2("", Color) = (0, 0, 0) + [HideInInspector] _LerpWeight("", Float) = 0 + } + + SubShader + { + Pass + { + Cull Off + ZTest Off + ZWrite Off + Blend Off + + HLSLPROGRAM + #pragma target 4.5 + #pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev + + #pragma vertex Vert + #pragma fragment Frag + + //------------------------------------------------------------------------------------- + // Include + //------------------------------------------------------------------------------------- + + #include "../../../ShaderLibrary/Common.hlsl" + #include "../../../ShaderLibrary/Color.hlsl" + #include "../../ShaderVariables.hlsl" + + //------------------------------------------------------------------------------------- + // Inputs & outputs + //------------------------------------------------------------------------------------- + + float4 _StdDev1, _StdDev2; float _LerpWeight; // See 'SubsurfaceScatteringParameters' + + //------------------------------------------------------------------------------------- + // Implementation + //------------------------------------------------------------------------------------- + + struct Attributes + { + float3 vertex : POSITION; + float2 texcoord : TEXCOORD0; + }; + + struct Varyings + { + float4 vertex : SV_POSITION; + float2 texcoord : TEXCOORD0; + }; + + Varyings Vert(Attributes input) + { + Varyings output; + output.vertex = TransformWorldToHClip(input.vertex); + output.texcoord = input.texcoord.xy; + return output; + } + + float4 Frag(Varyings input) : SV_Target + { + float dist = length(input.texcoord - 0.5); + + float3 var1 = _StdDev1.rgb * _StdDev1.rgb; + float3 var2 = _StdDev2.rgb * _StdDev2.rgb; + + // Evaluate the linear combination of two 2D Gaussians instead of + // product of a linear combination of two normalized 1D Gaussians + // since we do not want to bother artists with the lack of radial symmetry. + + float3 magnitude = lerp(exp(-dist * dist / (2 * var1)) / (TWO_PI * var1), + exp(-dist * dist / (2 * var2)) / (TWO_PI * var2), _LerpWeight); + + return float4(magnitude, 1); + } + ENDHLSL + } + } + Fallback Off +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawGaussianProfile.shader.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawGaussianProfile.shader.meta new file mode 100644 index 00000000000..dc646d7c4ba --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawGaussianProfile.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 2e8a76823cb2af944b4b45169f2649f9 +timeCreated: 1487181006 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawTransmittanceGraph.shader b/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawTransmittanceGraph.shader new file mode 100644 index 00000000000..496c284f897 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawTransmittanceGraph.shader @@ -0,0 +1,85 @@ +Shader "Hidden/HDRenderPipeline/DrawTransmittanceGraph" +{ + Properties + { + [HideInInspector] _StdDev1("", Color) = (0, 0, 0) + [HideInInspector] _StdDev2("", Color) = (0, 0, 0) + [HideInInspector] _LerpWeight("", Float) = 0 + [HideInInspector] _ThicknessScale("", Float) = 0 + [HideInInspector] _TintColor("", Color) = (0, 0, 0) + } + + SubShader + { + Pass + { + Cull Off + ZTest Off + ZWrite Off + Blend Off + + HLSLPROGRAM + #pragma target 4.5 + #pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev + + #pragma vertex Vert + #pragma fragment Frag + + //------------------------------------------------------------------------------------- + // Include + //------------------------------------------------------------------------------------- + + #include "../../../ShaderLibrary/Common.hlsl" + #include "../../../ShaderLibrary/Color.hlsl" + #include "../../ShaderVariables.hlsl" + + //------------------------------------------------------------------------------------- + // Inputs & outputs + //------------------------------------------------------------------------------------- + + float4 _StdDev1, _StdDev2, _ThicknessRemap, _TintColor; + float _LerpWeight; // See 'SubsurfaceScatteringParameters' + + //------------------------------------------------------------------------------------- + // Implementation + //------------------------------------------------------------------------------------- + + struct Attributes + { + float3 vertex : POSITION; + float2 texcoord : TEXCOORD0; + }; + + struct Varyings + { + float4 vertex : SV_POSITION; + float2 texcoord : TEXCOORD0; + }; + + Varyings Vert(Attributes input) + { + Varyings output; + output.vertex = TransformWorldToHClip(input.vertex); + output.texcoord = input.texcoord.xy; + return output; + } + + float4 Frag(Varyings input) : SV_Target + { + float thickness = _ThicknessRemap.x + input.texcoord.x * (_ThicknessRemap.y - _ThicknessRemap.x); + float t2 = thickness * thickness; + + float3 var1 = _StdDev1.rgb * _StdDev1.rgb; + float3 var2 = _StdDev2.rgb * _StdDev2.rgb; + + // See ComputeTransmittance() in Lit.hlsl for more details. + float3 transmittance = lerp(exp(-t2 * 0.5 * rcp(var1)), + exp(-t2 * 0.5 * rcp(var2)), _LerpWeight); + + return float4(transmittance * _TintColor.rgb, 1); + } + ENDHLSL + } + } + Fallback Off +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawTransmittanceGraph.shader.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawTransmittanceGraph.shader.meta new file mode 100644 index 00000000000..24ce252ae56 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawTransmittanceGraph.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 4517edda0467bb14489d5eccc9973ba2 +timeCreated: 1487326565 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SceneSettings.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SceneSettings.cs new file mode 100644 index 00000000000..9d0f1d2fb4f --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SceneSettings.cs @@ -0,0 +1,43 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace UnityEngine.Experimental.Rendering.HDPipeline +{ + [ExecuteInEditMode] + public class SceneSettings : MonoBehaviour + { + public CommonSettings commonSettings + { + get { return m_CommonSettings; } + } + + public SkySettings skySettings + { + get { return m_SkySettings; } + } + + [SerializeField] private CommonSettings m_CommonSettings = null; + [SerializeField] private SkySettings m_SkySettings = null; + + // Use this for initialization + void OnEnable() + { + SceneSettingsManager.instance.AddSceneSettings(this); + } + + void OnDisable() + { + SceneSettingsManager.instance.RemoveSceneSettings(this); + } + + void OnValidate() + { + // If the setting is already the one currently used we need to tell the manager to reapply it. + if (SceneSettingsManager.instance.GetCurrentSceneSetting()) + { + SceneSettingsManager.instance.UpdateCurrentSceneSetting(); + } + } + } +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SceneSettings.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SceneSettings.cs.meta new file mode 100644 index 00000000000..a8410667a89 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SceneSettings.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 0e34c98127e05d340ba44a1d4a734454 +timeCreated: 1487175385 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SceneSettingsManager.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SceneSettingsManager.cs new file mode 100644 index 00000000000..374bcf00b48 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SceneSettingsManager.cs @@ -0,0 +1,75 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace UnityEngine.Experimental.Rendering.HDPipeline +{ + public class SceneSettingsManager + { + static private SceneSettingsManager s_Instance = null; + static public SceneSettingsManager instance + { + get + { + if (s_Instance == null) + s_Instance = new SceneSettingsManager(); + + return s_Instance; + } + } + + private List m_SceneSettingsList = new List(); + + void OnEnable() + { + } + + void OnDisable() + { + } + + public SceneSettings GetCurrentSceneSetting() + { + if (m_SceneSettingsList.Count == 0) + return null; + else + return m_SceneSettingsList[m_SceneSettingsList.Count - 1]; + } + + // This can be needed in the editor in case the current setting is being changed. In this case we need to reapply it. + public void UpdateCurrentSceneSetting() + { + if (m_SceneSettingsList.Count != 0) + ApplySettings(GetCurrentSceneSetting()); + } + + public void AddSceneSettings(SceneSettings settings) + { + m_SceneSettingsList.Add(settings); + ApplySettings(settings); + } + + public void RemoveSceneSettings(SceneSettings settings) + { + m_SceneSettingsList.Remove(settings); + + // Always reapply the settings at the top of the list + // (this way if the setting being removed was the active one we switch to the next one) + ApplySettings(GetCurrentSceneSetting()); + } + + private void ApplySettings(SceneSettings settings) + { + if (settings) + { + CommonSettingsSingleton.overrideSettings = settings.commonSettings; + SkySettingsSingleton.overrideSettings = settings.skySettings; + } + else + { + CommonSettingsSingleton.overrideSettings = null; + SkySettingsSingleton.overrideSettings = null; + } + } + } +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SceneSettingsManager.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SceneSettingsManager.cs.meta new file mode 100644 index 00000000000..f65444260a3 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SceneSettingsManager.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: f31f023dee834de44993536e71ee27ac +timeCreated: 1487241314 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderConfig.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderConfig.cs new file mode 100644 index 00000000000..0865644105d --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderConfig.cs @@ -0,0 +1,33 @@ +using UnityEngine; +using UnityEngine.Rendering; +using System; +//----------------------------------------------------------------------------- +// Configuration +//----------------------------------------------------------------------------- + +namespace UnityEngine.Experimental.Rendering.HDPipeline +{ + [GenerateHLSL(PackingRules.Exact)] + public enum ShaderOptions + { + // TODO: Currently it is not yet possible to use this feature, we need to provide previousPositionCS to the vertex shader as part of Attribute for GBuffer pass + // TODO: How to enable this feature only on mesh that effectively require it like skinned and moving mesh (other can be done with depth reprojection. But TAA can be an issue) + VelocityInGBuffer = 0, // Change to 1 to enable the feature, then regenerate hlsl headers. + PackGBufferInU16 = 0 + }; + + // Note: #define can't be use in include file in C# so we chose this way to configure both C# and hlsl + // Changing a value in this enum Config here require to regenerate the hlsl include and recompile C# and shaders + public class ShaderConfig + { + // const variable produce warning like this one: warning CS0162: Unreachable code detected + // If we want to avoid them we can add #pragma warning disable 162, however doing that make the debugger shift his line count when debugging which is really annoying + // so here we decalare two kind of variable, one const that can be use in enum init and one static so the compiler doesn't complain. It mean that the conditional code will stay + // but it is usually small, so we are fine with it (until someone at microsoft fix the debuggger). + public const int k_VelocityInGbuffer = (int)ShaderOptions.VelocityInGBuffer; + public static int s_VelocityInGbuffer = (int)ShaderOptions.VelocityInGBuffer; + + public const int k_PackgbufferInU16 = (int)ShaderOptions.PackGBufferInU16; + public static int s_PackgbufferInU16 = (int)ShaderOptions.PackGBufferInU16; + } +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderConfig.cs.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderConfig.cs.hlsl new file mode 100644 index 00000000000..8748958cd2f --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderConfig.cs.hlsl @@ -0,0 +1,14 @@ +// +// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderConfig.cs. Please don't edit by hand. +// + +#ifndef SHADERCONFIG_CS_HLSL +#define SHADERCONFIG_CS_HLSL +// +// UnityEngine.Experimental.Rendering.HDPipeline.ShaderOptions: static fields +// +#define SHADEROPTIONS_VELOCITY_IN_GBUFFER (0) +#define SHADEROPTIONS_PACK_GBUFFER_IN_U16 (0) + + +#endif diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderConfig.cs.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderConfig.cs.hlsl.meta new file mode 100644 index 00000000000..529f523b809 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderConfig.cs.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: ca6f5e7099c13ae489aa982d4af7599d +timeCreated: 1478905378 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderConfig.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderConfig.cs.meta similarity index 100% rename from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderConfig.cs.meta rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderConfig.cs.meta diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass.meta new file mode 100644 index 00000000000..e4078f86451 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 057d8506536500045b3047320a4d6122 +folderAsset: yes +timeCreated: 1476885561 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/FragInputs.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/FragInputs.hlsl new file mode 100644 index 00000000000..d4c17772780 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/FragInputs.hlsl @@ -0,0 +1,80 @@ +//------------------------------------------------------------------------------------- +// FragInputs +// This structure gather all possible varying/interpolator for this shader. +//------------------------------------------------------------------------------------- + +#include "../Debug/DebugDisplay.cs.hlsl" + +struct FragInputs +{ + // Contain value return by SV_POSITION (That is name positionCS in PackedVarying). + // xy: unormalized screen position (offset by 0.5), z: device depth, w: depth in view space + // Note: SV_POSITION is the result of the clip space position provide to the vertex shaders that is transform by the viewport + float4 unPositionSS; // In case depth offset is use, positionWS.w is equal to depth offset + float3 positionWS; + float2 texCoord0; + float2 texCoord1; + float2 texCoord2; + float2 texCoord3; + float4 color; // vertex color + + // TODO: confirm with Morten following statement + // Our TBN is orthogonal but is maybe not orthonormal in order to be compliant with external bakers (Like xnormal that use mikktspace). + // (xnormal for example take into account the interpolation when baking the normal and normalizing the tangent basis could cause distortion). + // When using worldToTangent with surface gradient, it doesn't normalize the tangent/bitangent vector (We instead use exact same scale as applied to interpolated vertex normal to avoid breaking compliance). + // this mean that any usage of worldToTangent[1] or worldToTangent[2] outside of the context of normal map (like for POM) must normalize the TBN (TCHECK if this make any difference ?) + // When not using surface gradient, each vector of worldToTangent are normalize (TODO: Maybe they should not even in case of no surface gradient ? Ask Morten) + float3x3 worldToTangent; + + // For two sided lighting + bool isFrontFace; +}; + +// FragInputs use dir vector that are normalized in the code even if not used +// so we initialize them to a valid != 0 to shutdown compiler warning +FragInputs InitializeFragInputs() +{ + FragInputs output; + ZERO_INITIALIZE(FragInputs, output); + + // Init to some default value to make the computer quiet (else it output "divide by zero" warning even if value is not used). + output.worldToTangent[0] = float3(1, 0, 0); + output.worldToTangent[1] = float3(0, 1, 0); + output.worldToTangent[2] = float3(0, 0, 1); + + return output; +} + +void GetVaryingsDataDebug(uint paramId, FragInputs input, inout float3 result, inout bool needLinearToSRGB) +{ + switch (paramId) + { + case DEBUGVIEWVARYING_TEXCOORD0: + result = float3(input.texCoord0, 0.0); + break; + case DEBUGVIEWVARYING_TEXCOORD1: + result = float3(input.texCoord1, 0.0); + break; + case DEBUGVIEWVARYING_TEXCOORD2: + result = float3(input.texCoord2, 0.0); + break; + case DEBUGVIEWVARYING_TEXCOORD3: + result = float3(input.texCoord3, 0.0); + break; + case DEBUGVIEWVARYING_VERTEX_TANGENT_WS: + result = input.worldToTangent[0].xyz * 0.5 + 0.5; + break; + case DEBUGVIEWVARYING_VERTEX_BITANGENT_WS: + result = input.worldToTangent[1].xyz * 0.5 + 0.5; + break; + case DEBUGVIEWVARYING_VERTEX_NORMAL_WS: + result = input.worldToTangent[2].xyz * 0.5 + 0.5; + break; + case DEBUGVIEWVARYING_VERTEX_COLOR: + result = input.color.rgb; needLinearToSRGB = true; + break; + case DEBUGVIEWVARYING_VERTEX_COLOR_ALPHA: + result = input.color.aaa; + break; + } +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/FragInputs.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/FragInputs.hlsl.meta new file mode 100644 index 00000000000..a54a9331a8b --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/FragInputs.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 1e29a17691259ac4e9de48d4cfd72d06 +timeCreated: 1484313687 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPass.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPass.cs new file mode 100644 index 00000000000..2f7957e9a16 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPass.cs @@ -0,0 +1,21 @@ +using UnityEngine; +using UnityEngine.Experimental.Rendering.HDPipeline; +using System; + +//----------------------------------------------------------------------------- +// structure definition +//----------------------------------------------------------------------------- +namespace UnityEngine.Experimental.Rendering.HDPipeline +{ + [GenerateHLSL(PackingRules.Exact)] + public enum ShaderPass + { + GBuffer, + Forward, + ForwardUnlit, + DepthOnly, + Velocity, + Distortion, + LightTransport + } +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl new file mode 100644 index 00000000000..6533918ea45 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl @@ -0,0 +1,19 @@ +// +// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPass.cs. Please don't edit by hand. +// + +#ifndef SHADERPASS_CS_HLSL +#define SHADERPASS_CS_HLSL +// +// UnityEngine.Experimental.Rendering.HDPipeline.ShaderPass: static fields +// +#define SHADERPASS_GBUFFER (0) +#define SHADERPASS_FORWARD (1) +#define SHADERPASS_FORWARD_UNLIT (2) +#define SHADERPASS_DEPTH_ONLY (3) +#define SHADERPASS_VELOCITY (4) +#define SHADERPASS_DISTORTION (5) +#define SHADERPASS_LIGHT_TRANSPORT (6) + + +#endif diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPass.cs.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl.meta similarity index 87% rename from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPass.cs.hlsl.meta rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl.meta index 9efc5e841b8..5eff9f93837 100644 --- a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPass.cs.hlsl.meta +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl.meta @@ -1,6 +1,6 @@ fileFormatVersion: 2 guid: 2c2d7b256f4650943b60cc4ef1c7aeaa -timeCreated: 1476916342 +timeCreated: 1483548875 licenseType: Pro ShaderImporter: defaultTextures: [] diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPass.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPass.cs.meta similarity index 100% rename from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPass.cs.meta rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPass.cs.meta diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl new file mode 100644 index 00000000000..dcb58d77884 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl @@ -0,0 +1,51 @@ +#if SHADERPASS != SHADERPASS_DEPTH_ONLY +#error SHADERPASS_is_not_correctly_define +#endif + +#include "VertMesh.hlsl" + +PackedVaryingsType Vert(AttributesMesh inputMesh) +{ + VaryingsType varyingsType; + varyingsType.vmesh = VertMesh(inputMesh); + return PackVaryingsType(varyingsType); +} + +#ifdef TESSELLATION_ON + +PackedVaryingsToPS VertTesselation(VaryingsToDS input) +{ + VaryingsToPS output; + output.vmesh = VertMeshTesselation(input.vmesh); + return PackVaryingsToPS(output); +} + +#include "TessellationShare.hlsl" + +#endif // TESSELLATION_ON + +void Frag( PackedVaryingsToPS packedInput, + out float4 outColor : SV_Target + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + ) +{ + FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh); + + // input.unPositionSS is SV_Position + PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw); + UpdatePositionInput(input.unPositionSS.z, input.unPositionSS.w, input.positionWS, posInput); + float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS); + + SurfaceData surfaceData; + BuiltinData builtinData; + GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData); + + // TODO: handle cubemap shadow + outColor = float4(0.0, 0.0, 0.0, 0.0); + +#ifdef _DEPTHOFFSET_ON + outputDepth = posInput.depthRaw; +#endif +} diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassDepthOnly.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassDepthOnly.hlsl.meta rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl.meta diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassDistortion.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassDistortion.hlsl new file mode 100644 index 00000000000..ebc4e65384b --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassDistortion.hlsl @@ -0,0 +1,44 @@ +#if SHADERPASS != SHADERPASS_DISTORTION +#error SHADERPASS_is_not_correctly_define +#endif + +#include "VertMesh.hlsl" + +PackedVaryingsType Vert(AttributesMesh inputMesh) +{ + VaryingsType varyingsType; + varyingsType.vmesh = VertMesh(inputMesh); + return PackVaryingsType(varyingsType); +} + +#ifdef TESSELLATION_ON + +PackedVaryingsToPS VertTesselation(VaryingsToDS input) +{ + VaryingsToPS output; + output.vmesh = VertMeshTesselation(input.vmesh); + return PackVaryingsToPS(output); +} + +#include "TessellationShare.hlsl" + +#endif // TESSELLATION_ON + +float4 Frag(PackedVaryingsToPS packedInput) : SV_Target +{ + FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh); + + // input.unPositionSS is SV_Position + PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw); + UpdatePositionInput(input.unPositionSS.z, input.unPositionSS.w, input.positionWS, posInput); + float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS); + + // Perform alpha testing + get distortion + SurfaceData surfaceData; + BuiltinData builtinData; + GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData); + + float4 outBuffer; + EncodeDistortion(builtinData.distortion, builtinData.distortionBlur, outBuffer); + return outBuffer; +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassDistortion.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassDistortion.hlsl.meta new file mode 100644 index 00000000000..c7b9cbffa2a --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassDistortion.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: b6e11447d75c89a4e99bee65db7c78f5 +timeCreated: 1481762668 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForward.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForward.hlsl new file mode 100644 index 00000000000..67e08565f90 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForward.hlsl @@ -0,0 +1,81 @@ +#if SHADERPASS != SHADERPASS_FORWARD +#error SHADERPASS_is_not_correctly_define +#endif + +#include "VertMesh.hlsl" + +PackedVaryingsType Vert(AttributesMesh inputMesh) +{ + VaryingsType varyingsType; + varyingsType.vmesh = VertMesh(inputMesh); + return PackVaryingsType(varyingsType); +} + +#ifdef TESSELLATION_ON + +PackedVaryingsToPS VertTesselation(VaryingsToDS input) +{ + VaryingsToPS output; + output.vmesh = VertMeshTesselation(input.vmesh); + return PackVaryingsToPS(output); +} + +#include "TessellationShare.hlsl" + +#endif // TESSELLATION_ON + +void Frag(PackedVaryingsToPS packedInput, + out float4 outColor : SV_Target0 + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + ) +{ + FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh); + + // input.unPositionSS is SV_Position + PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw, uint2(input.unPositionSS.xy) / GetTileSize()); + UpdatePositionInput(input.unPositionSS.z, input.unPositionSS.w, input.positionWS, posInput); + float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS); + + SurfaceData surfaceData; + BuiltinData builtinData; + GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData); + + BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData); + + PreLightData preLightData = GetPreLightData(V, posInput, bsdfData); + + uint featureFlags = 0xFFFFFFFF; + float3 diffuseLighting; + float3 specularLighting; + float3 bakeDiffuseLighting = GetBakedDiffuseLigthing(surfaceData, builtinData, bsdfData, preLightData); + LightLoop(V, posInput, preLightData, bsdfData, bakeDiffuseLighting, featureFlags, diffuseLighting, specularLighting); + + outColor = float4(diffuseLighting + specularLighting, builtinData.opacity); + +#ifdef _DEPTHOFFSET_ON + outputDepth = posInput.depthRaw; +#endif + +#ifdef DEBUG_DISPLAY + if (_DebugViewMaterial != 0) + { + float3 result = float3(1.0, 0.0, 1.0); + bool needLinearToSRGB = false; + + GetVaryingsDataDebug(_DebugViewMaterial, input, result, needLinearToSRGB); + GetBuiltinDataDebug(_DebugViewMaterial, builtinData, result, needLinearToSRGB); + GetSurfaceDataDebug(_DebugViewMaterial, surfaceData, result, needLinearToSRGB); + GetBSDFDataDebug(_DebugViewMaterial, bsdfData, result, needLinearToSRGB); // TODO: This required to initialize all field from BSDFData... + + // TEMP! + // For now, the final blit in the backbuffer performs an sRGB write + // So in the meantime we apply the inverse transform to linear data to compensate. + if (!needLinearToSRGB) + result = SRGBToLinear(max(0, result)); + + outColor = float4(result, 1.0); + } +#endif +} diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassForward.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForward.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassForward.hlsl.meta rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForward.hlsl.meta diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl new file mode 100644 index 00000000000..752f3ebe778 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl @@ -0,0 +1,46 @@ +#if SHADERPASS != SHADERPASS_FORWARD_UNLIT +#error SHADERPASS_is_not_correctly_define +#endif + +#include "VertMesh.hlsl" + +PackedVaryingsType Vert(AttributesMesh inputMesh) +{ + VaryingsType varyingsType; + varyingsType.vmesh = VertMesh(inputMesh); + return PackVaryingsType(varyingsType); +} + +#ifdef TESSELLATION_ON + +PackedVaryingsToPS VertTesselation(VaryingsToDS input) +{ + VaryingsToPS output; + output.vmesh = VertMeshTesselation(input.vmesh); + return PackVaryingsToPS(output); +} + +#include "TessellationShare.hlsl" + +#endif // TESSELLATION_ON + +float4 Frag(PackedVaryingsToPS packedInput) : SV_Target +{ + FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh); + + // input.unPositionSS is SV_Position + PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw); + UpdatePositionInput(input.unPositionSS.z, input.unPositionSS.w, input.positionWS, posInput); + float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS); + + SurfaceData surfaceData; + BuiltinData builtinData; + GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData); + + // Not lit here (but emissive is allowed) + + BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData); + + // TODO: we must not access bsdfData here, it break the genericity of the code! + return float4(bsdfData.color + builtinData.emissiveColor, builtinData.opacity); +} diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassForwardUnlit.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassForwardUnlit.hlsl.meta rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl.meta diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassGBuffer.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassGBuffer.hlsl new file mode 100644 index 00000000000..7dfba16b3b0 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassGBuffer.hlsl @@ -0,0 +1,58 @@ +#if SHADERPASS != SHADERPASS_GBUFFER +#error SHADERPASS_is_not_correctly_define +#endif + +#include "VertMesh.hlsl" + +PackedVaryingsType Vert(AttributesMesh inputMesh) +{ + VaryingsType varyingsType; + varyingsType.vmesh = VertMesh(inputMesh); + return PackVaryingsType(varyingsType); +} + +#ifdef TESSELLATION_ON + +PackedVaryingsToPS VertTesselation(VaryingsToDS input) +{ + VaryingsToPS output; + output.vmesh = VertMeshTesselation(input.vmesh); + return PackVaryingsToPS(output); +} + +#include "TessellationShare.hlsl" + +#endif // TESSELLATION_ON + +void Frag( PackedVaryingsToPS packedInput, + OUTPUT_GBUFFER(outGBuffer) + OUTPUT_GBUFFER_VELOCITY(outVelocityBuffer) + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + ) +{ + FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh); + + // input.unPositionSS is SV_Position + PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw); + UpdatePositionInput(input.unPositionSS.z, input.unPositionSS.w, input.positionWS, posInput); + float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS); + + SurfaceData surfaceData; + BuiltinData builtinData; + GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData); + + BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData); + + PreLightData preLightData = GetPreLightData(V, posInput, bsdfData); + + float3 bakeDiffuseLighting = GetBakedDiffuseLigthing(surfaceData, builtinData, bsdfData, preLightData); + + ENCODE_INTO_GBUFFER(surfaceData, bakeDiffuseLighting, outGBuffer); + ENCODE_VELOCITY_INTO_GBUFFER(builtinData.velocity, outVelocityBuffer); + +#ifdef _DEPTHOFFSET_ON + outputDepth = posInput.depthRaw; +#endif +} diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassGBuffer.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassGBuffer.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassGBuffer.hlsl.meta rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassGBuffer.hlsl.meta diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl new file mode 100644 index 00000000000..558a5271651 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl @@ -0,0 +1,93 @@ +#if SHADERPASS != SHADERPASS_LIGHT_TRANSPORT +#error SHADERPASS_is_not_correctly_define +#endif + +#include "ShaderLibrary/Color.hlsl" + +CBUFFER_START(UnityMetaPass) +// x = use uv1 as raster position +// y = use uv2 as raster position +bool4 unity_MetaVertexControl; + +// x = return albedo +// y = return normal +bool4 unity_MetaFragmentControl; +CBUFFER_END + + +// This was not in constant buffer in original unity, so keep outiside. But should be in as ShaderRenderPass frequency +float unity_OneOverOutputBoost; +float unity_MaxOutputValue; + +#include "VertMesh.hlsl" + +PackedVaryingsToPS Vert(AttributesMesh inputMesh) +{ + VaryingsToPS output; + + // Output UV coordinate in vertex shader + if (unity_MetaVertexControl.x) + { + inputMesh.positionOS.xy = inputMesh.uv1 * unity_LightmapST.xy + unity_LightmapST.zw; + // OpenGL right now needs to actually use incoming vertex position, + // so use it in a very dummy way + //v.positionOS.z = vertex.z > 0 ? 1.0e-4 : 0.0; + } + if (unity_MetaVertexControl.y) + { + inputMesh.positionOS.xy = inputMesh.uv2 * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + // OpenGL right now needs to actually use incoming vertex position, + // so use it in a very dummy way + //v.positionOS.z = vertex.z > 0 ? 1.0e-4 : 0.0; + } + + float3 positionWS = TransformObjectToWorld(inputMesh.positionOS); + output.vmesh.positionCS = TransformWorldToHClip(positionWS); + output.vmesh.texCoord0 = inputMesh.uv0; + output.vmesh.texCoord1 = inputMesh.uv1; + +#if defined(VARYINGS_NEED_COLOR) + output.vmesh.color = inputMesh.color; +#endif + + return PackVaryingsToPS(output); +} + +float4 Frag(PackedVaryingsToPS packedInput) : SV_Target +{ + FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh); + + // input.unPositionSS is SV_Position + PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw); + // No position and depth in case of light transport + float3 V = float3(0, 0, 1); // No vector view in case of light transport + + SurfaceData surfaceData; + BuiltinData builtinData; + GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData); + + BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData); + LightTransportData lightTransportData = GetLightTransportData(surfaceData, builtinData, bsdfData); + + // This shader is call two time. Once for getting emissiveColor, the other time to get diffuseColor + // We use unity_MetaFragmentControl to make the distinction. + + float4 res = float4(0.0, 0.0, 0.0, 1.0); + + // TODO: No if / else in original code from Unity, why ? keep like original code but should be either diffuse or emissive + if (unity_MetaFragmentControl.x) + { + // Apply diffuseColor Boost from LightmapSettings. + // put abs here to silent a warning, no cost, no impact as color is assume to be positive. + res.rgb = Clamp(pow(abs(lightTransportData.diffuseColor), saturate(unity_OneOverOutputBoost)), 0, unity_MaxOutputValue); + } + + if (unity_MetaFragmentControl.y) + { + // TODO: THIS LIMIT MUST BE REMOVE, IT IS NOT HDR, change when RGB9e5 is here. + // Do we assume here that emission is [0..1] ? + res = PackEmissiveRGBM(lightTransportData.emissiveColor); + } + + return res; +} diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassLightTransport.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassLightTransport.hlsl.meta rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl.meta diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassVelocity.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassVelocity.hlsl new file mode 100644 index 00000000000..12ebb2bbc70 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassVelocity.hlsl @@ -0,0 +1,139 @@ +#if SHADERPASS != SHADERPASS_VELOCITY +#error SHADERPASS_is_not_correctly_define +#endif + +// Available semantic start from TEXCOORD4 +struct AttributesPass +{ + float3 previousPositionOS : NORMAL; // Contain previous transform position (in case of skinning for example) + + // TODO: Caution - For now the tesselation doesn't displace along the normal with Velocity shader as the previous previous position + // conflict with the normal in the semantic. This need to be fix! +}; + +struct VaryingsPassToPS +{ + // Note: Z component is not use currently + // This is the clip space position. Warning, do not confuse with the value of positionCS in PackedVarying which is SV_POSITION and store in unPositionSS + float4 positionCS; + float4 previousPositionCS; +}; + +// Available interpolator start from TEXCOORD8 +struct PackedVaryingsPassToPS +{ + // Note: Z component is not use + float3 interpolators0 : TEXCOORD8; + float3 interpolators1 : TEXCOORD9; +}; + +PackedVaryingsPassToPS PackVaryingsPassToPS(VaryingsPassToPS input) +{ + PackedVaryingsPassToPS output; + output.interpolators0 = float3(input.positionCS.xyw); + output.interpolators1 = float3(input.previousPositionCS.xyw); + + return output; +} + +VaryingsPassToPS UnpackVaryingsPassToPS(PackedVaryingsPassToPS input) +{ + VaryingsPassToPS output; + output.positionCS = float4(input.interpolators0.xy, 0.0, input.interpolators0.z); + output.previousPositionCS = float4(input.interpolators1.xy, 0.0, input.interpolators1.z); + + return output; +} + +#ifdef TESSELLATION_ON + +// Available interpolator start from TEXCOORD4 + +// Same as ToPS here +#define VaryingsPassToDS VaryingsPassToPS +#define PackedVaryingsPassToDS PackedVaryingsPassToPS +#define PackVaryingsPassToDS PackVaryingsPassToPS +#define UnpackVaryingsPassToDS UnpackVaryingsPassToPS + +VaryingsPassToDS InterpolateWithBaryCoordsPassToDS(VaryingsPassToDS input0, VaryingsPassToDS input1, VaryingsPassToDS input2, float3 baryCoords) +{ + VaryingsPassToDS ouput; + + TESSELLATION_INTERPOLATE_BARY(positionCS, baryCoords); + TESSELLATION_INTERPOLATE_BARY(previousPositionCS, baryCoords); + + return ouput; +} + +#endif // TESSELLATION_ON + +#ifdef TESSELLATION_ON +#define VaryingsPassType VaryingsPassToDS +#else +#define VaryingsPassType VaryingsPassToPS +#endif + +// We will use custom attributes for this pass +#define VARYINGS_NEED_PASS +#include "VertMesh.hlsl" + +PackedVaryingsType Vert(AttributesMesh inputMesh, + AttributesPass inputPass) +{ + VaryingsType varyingsType; + varyingsType.vmesh = VertMesh(inputMesh); + + // It is not possible to correctly generate the motion vector for tesselated geometry as tessellation parameters can change + // from one frame to another (adaptative, lod) + in Unity we only receive information for one non tesselated vertex. + // So motion vetor will be based on interpolate previous position at vertex level instead. + varyingsType.vpass.positionCS = mul(_NonJitteredVP, mul(unity_ObjectToWorld, float4(inputMesh.positionOS, 1.0))); + varyingsType.vpass.previousPositionCS = mul(_PreviousVP, mul(_PreviousM, _HasLastPositionData ? float4(inputPass.previousPositionOS, 1.0) : float4(inputMesh.positionOS, 1.0))); + + return PackVaryingsType(varyingsType); +} + +#ifdef TESSELLATION_ON + +PackedVaryingsToPS VertTesselation(VaryingsToDS input) +{ + VaryingsToPS output; + + output.vmesh = VertMeshTesselation(input.vmesh); + + output.vpass.positionCS = input.vpass.positionCS; + output.vpass.previousPositionCS = input.vpass.previousPositionCS; + + return PackVaryingsToPS(output); +} + +#include "TessellationShare.hlsl" + +#endif // TESSELLATION_ON + +float4 Frag(PackedVaryingsToPS packedInput) : SV_Target +{ + FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh); + + // input.unPositionSS is SV_Position + PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw); + UpdatePositionInput(input.unPositionSS.z, input.unPositionSS.w, input.positionWS, posInput); + float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS); + + // Perform alpha testing + get velocity + SurfaceData surfaceData; + BuiltinData builtinData; + GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData); + + VaryingsPassToPS inputPass = UnpackVaryingsPassToPS(packedInput.vpass); +#ifdef _DEPTHOFFSET_ON + inputPass.positionCS.w += builtinData.depthOffset; + inputPass.previousPositionCS.w += builtinData.depthOffset; +#endif + + // TODO: How to allow overriden velocity vector from GetSurfaceAndBuiltinData ? + float2 velocity = CalculateVelocity(inputPass.positionCS, inputPass.previousPositionCS); + + float4 outBuffer; + EncodeVelocity(velocity, outBuffer); + return outBuffer; +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassVelocity.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassVelocity.hlsl.meta new file mode 100644 index 00000000000..eba75762a4e --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassVelocity.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 5f5d2672c7761b44fb3d549f7cea8877 +timeCreated: 1478738808 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/TessellationShare.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/TessellationShare.hlsl new file mode 100644 index 00000000000..317f4be93ab --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/TessellationShare.hlsl @@ -0,0 +1,81 @@ +// AMD recommand this value for GCN http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2013/05/GCNPerformanceTweets.pdf +#define MAX_TESSELLATION_FACTORS 15.0 + +struct TessellationFactors +{ + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; +}; + +TessellationFactors HullConstant(InputPatch input) +{ + VaryingsToDS varying0 = UnpackVaryingsToDS(input[0]); + VaryingsToDS varying1 = UnpackVaryingsToDS(input[1]); + VaryingsToDS varying2 = UnpackVaryingsToDS(input[2]); + + float3 p0 = varying0.vmesh.positionWS; + float3 p1 = varying1.vmesh.positionWS; + float3 p2 = varying2.vmesh.positionWS; + + float3 n0 = varying0.vmesh.normalWS; + float3 n1 = varying1.vmesh.normalWS; + float3 n2 = varying2.vmesh.normalWS; + + // ref: http://reedbeta.com/blog/tess-quick-ref/ + // x - 1->2 edge + // y - 2->0 edge + // z - 0->1 edge + // w - inside tessellation factor + float4 tf = GetTessellationFactors(p0, p1, p2, n0, n1, n2); + TessellationFactors output; + output.edge[0] = min(tf.x, MAX_TESSELLATION_FACTORS); + output.edge[1] = min(tf.y, MAX_TESSELLATION_FACTORS); + output.edge[2] = min(tf.z, MAX_TESSELLATION_FACTORS); + output.inside = min(tf.w, MAX_TESSELLATION_FACTORS); + + return output; +} + +[maxtessfactor(MAX_TESSELLATION_FACTORS)] +[domain("tri")] +[partitioning("fractional_odd")] +[outputtopology("triangle_cw")] +[patchconstantfunc("HullConstant")] +[outputcontrolpoints(3)] +PackedVaryingsToDS Hull(InputPatch input, uint id : SV_OutputControlPointID) +{ + // Pass-through + return input[id]; +} + +[domain("tri")] +PackedVaryingsToPS Domain(TessellationFactors tessFactors, const OutputPatch input, float3 baryCoords : SV_DomainLocation) +{ + VaryingsToDS varying0 = UnpackVaryingsToDS(input[0]); + VaryingsToDS varying1 = UnpackVaryingsToDS(input[1]); + VaryingsToDS varying2 = UnpackVaryingsToDS(input[2]); + + VaryingsToDS varying = InterpolateWithBaryCoordsToDS(varying0, varying1, varying2, baryCoords); + + // We have Phong tessellation in all case where we don't have displacement only +#ifndef _TESSELLATION_DISPLACEMENT + + float3 p0 = varying0.vmesh.positionWS; + float3 p1 = varying1.vmesh.positionWS; + float3 p2 = varying2.vmesh.positionWS; + + float3 n0 = varying0.vmesh.normalWS; + float3 n1 = varying1.vmesh.normalWS; + float3 n2 = varying2.vmesh.normalWS; + + varying.vmesh.positionWS = PhongTessellation( varying.vmesh.positionWS, + p0, p1, p2, n0, n1, n2, + baryCoords, _TessellationShapeFactor); +#endif + +#if defined(_TESSELLATION_DISPLACEMENT) || defined(_TESSELLATION_DISPLACEMENT_PHONG) + varying.vmesh.positionWS += GetTessellationDisplacement(varying.vmesh); +#endif + + return VertTesselation(varying); +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/TessellationShare.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/TessellationShare.hlsl.meta new file mode 100644 index 00000000000..54d1e927b03 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/TessellationShare.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 7a951f9236225024eb694af870ee4efe +timeCreated: 1484313687 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/VaryingMesh.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/VaryingMesh.hlsl new file mode 100644 index 00000000000..7aaf64a8cea --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/VaryingMesh.hlsl @@ -0,0 +1,373 @@ +struct AttributesMesh +{ + float3 positionOS : POSITION; +#ifdef ATTRIBUTES_NEED_NORMAL + float3 normalOS : NORMAL; +#endif +#ifdef ATTRIBUTES_NEED_TANGENT + float4 tangentOS : TANGENT; // Store sign in w +#endif +#ifdef ATTRIBUTES_NEED_TEXCOORD0 + float2 uv0 : TEXCOORD0; +#endif +#ifdef ATTRIBUTES_NEED_TEXCOORD1 + float2 uv1 : TEXCOORD1; +#endif +#ifdef ATTRIBUTES_NEED_TEXCOORD2 + float2 uv2 : TEXCOORD2; +#endif +#ifdef ATTRIBUTES_NEED_TEXCOORD3 + float2 uv3 : TEXCOORD3; +#endif +#ifdef ATTRIBUTES_NEED_COLOR + float4 color : COLOR; +#endif + + // UNITY_INSTANCE_ID +}; + +struct VaryingsMeshToPS +{ + float4 positionCS; +#ifdef VARYINGS_NEED_POSITION_WS + float3 positionWS; +#endif +#ifdef VARYINGS_NEED_TANGENT_TO_WORLD + float3 normalWS; + float4 tangentWS; // w contain mirror sign +#endif +#ifdef VARYINGS_NEED_TEXCOORD0 + float2 texCoord0; +#endif +#ifdef VARYINGS_NEED_TEXCOORD1 + float2 texCoord1; +#endif +#ifdef VARYINGS_NEED_TEXCOORD2 + float2 texCoord2; +#endif +#ifdef VARYINGS_NEED_TEXCOORD3 + float2 texCoord3; +#endif +#ifdef VARYINGS_NEED_COLOR + float4 color; +#endif +}; + +struct PackedVaryingsMeshToPS +{ + float4 positionCS : SV_Position; + +#ifdef VARYINGS_NEED_POSITION_WS + float3 interpolators0 : TEXCOORD0; +#endif + +#ifdef VARYINGS_NEED_TANGENT_TO_WORLD + float3 interpolators1 : TEXCOORD1; + float4 interpolators2 : TEXCOORD2; +#endif + + // Allocate only necessary space if shader compiler in the future are able to automatically pack +#ifdef VARYINGS_NEED_TEXCOORD1 + float4 interpolators3 : TEXCOORD3; +#elif defined(VARYINGS_NEED_TEXCOORD0) + float2 interpolators3 : TEXCOORD3; +#endif + +#ifdef VARYINGS_NEED_TEXCOORD3 + float4 interpolators4 : TEXCOORD4; +#elif defined(VARYINGS_NEED_TEXCOORD2) + float2 interpolators4 : TEXCOORD4; +#endif + +#ifdef VARYINGS_NEED_COLOR + float4 interpolators5 : TEXCOORD5; +#endif + +#if defined(VARYINGS_NEED_CULLFACE) && SHADER_STAGE_FRAGMENT + FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMATIC; +#endif +}; + +// Functions to pack data to use as few interpolator as possible, the ShaderGraph should generate these functions +PackedVaryingsMeshToPS PackVaryingsMeshToPS(VaryingsMeshToPS input) +{ + PackedVaryingsMeshToPS output; + + output.positionCS = input.positionCS; + +#ifdef VARYINGS_NEED_POSITION_WS + output.interpolators0 = input.positionWS; +#endif + +#ifdef VARYINGS_NEED_TANGENT_TO_WORLD + output.interpolators1 = input.normalWS; + output.interpolators2 = input.tangentWS; +#endif + +#ifdef VARYINGS_NEED_TEXCOORD0 + output.interpolators3.xy = input.texCoord0; +#endif +#ifdef VARYINGS_NEED_TEXCOORD1 + output.interpolators3.zw = input.texCoord1; +#endif +#ifdef VARYINGS_NEED_TEXCOORD2 + output.interpolators4.xy = input.texCoord2; +#endif +#ifdef VARYINGS_NEED_TEXCOORD3 + output.interpolators4.zw = input.texCoord3; +#endif + +#ifdef VARYINGS_NEED_COLOR + output.interpolators5 = input.color; +#endif + + return output; +} + +FragInputs UnpackVaryingsMeshToFragInputs(PackedVaryingsMeshToPS input) +{ + FragInputs output = InitializeFragInputs(); + + output.unPositionSS = input.positionCS; // input.positionCS is SV_Position + +#ifdef VARYINGS_NEED_POSITION_WS + output.positionWS.xyz = input.interpolators0.xyz; +#endif + +#ifdef VARYINGS_NEED_TANGENT_TO_WORLD + float4 tangentWS = float4(input.interpolators2.xyz, input.interpolators2.w > 0.0 ? 1.0 : -1.0); + // TODO: We should be able to not make distinction between the two path, but it mean material need to be aware to normalize the TBN when required, like for example for POM. + // For now do some test by keeping code consistent with previous visual. +#ifdef SURFACE_GRADIENT + // Normalize normalWS vector but keep the renormFactor to apply it to bitangent and tangent + float renormFactor = 1.0 / length(input.interpolators1); + float3 normalWS = renormFactor * input.interpolators1; + + // no normalizes is mandatory for tangentWS + + // bitangent on the fly option in xnormal to reduce vertex shader outputs. + float3x3 worldToTangent = CreateWorldToTangent(normalWS, tangentWS.xyz, tangentWS.w); + output.worldToTangent[0] = worldToTangent[0]; + // prepare for surfgrad formulation without breaking compliance (use exact same scale as applied to interpolated vertex normal to avoid breaking compliance). + output.worldToTangent[1] = worldToTangent[1] * renormFactor; + output.worldToTangent[2] = worldToTangent[2] * renormFactor; +#else + // TODO: Check if we must do like for surface gradient (i.e not normalize ?) For now, for consistency with previous code we normalize + // Normalize after the interpolation + float3 normalWS = normalize(input.interpolators1); + tangentWS.xyz = normalize(tangentWS.xyz); + + // bitangent on the fly option in xnormal to reduce vertex shader outputs. + float3x3 worldToTangent = CreateWorldToTangent(normalWS, tangentWS.xyz, tangentWS.w); + output.worldToTangent[0] = worldToTangent[0]; + output.worldToTangent[1] = worldToTangent[1]; + output.worldToTangent[2] = worldToTangent[2]; +#endif + +#endif // VARYINGS_NEED_TANGENT_TO_WORLD + +#ifdef VARYINGS_NEED_TEXCOORD0 + output.texCoord0 = input.interpolators3.xy; +#endif +#ifdef VARYINGS_NEED_TEXCOORD1 + output.texCoord1 = input.interpolators3.zw; +#endif +#ifdef VARYINGS_NEED_TEXCOORD2 + output.texCoord2 = input.interpolators4.xy; +#endif +#ifdef VARYINGS_NEED_TEXCOORD3 + output.texCoord3 = input.interpolators4.zw; +#endif +#ifdef VARYINGS_NEED_COLOR + output.color = input.interpolators5; +#endif + +#if defined(VARYINGS_NEED_CULLFACE) && SHADER_STAGE_FRAGMENT + output.isFrontFace = IS_FRONT_VFACE(input.cullFace, true, false); +#endif + + return output; +} + +#ifdef TESSELLATION_ON + +// Varying DS - use for domain shader +// We can deduce these defines from the other defines +// We need to pass to DS any varying required by pixel shader +// If we have required an attributes that is not present in varyings it mean we will be for DS +#if defined(VARYINGS_NEED_TANGENT_TO_WORLD) || defined(ATTRIBUTES_NEED_TANGENT) +#define VARYINGS_DS_NEED_TANGENT +#endif +#if defined(VARYINGS_NEED_TEXCOORD0) || defined(ATTRIBUTES_NEED_TEXCOORD0) +#define VARYINGS_DS_NEED_TEXCOORD0 +#endif +#if defined(VARYINGS_NEED_TEXCOORD1) || defined(ATTRIBUTES_NEED_TEXCOORD1) +#define VARYINGS_DS_NEED_TEXCOORD1 +#endif +#if defined(VARYINGS_NEED_TEXCOORD2) || defined(ATTRIBUTES_NEED_TEXCOORD2) +#define VARYINGS_DS_NEED_TEXCOORD2 +#endif +#if defined(VARYINGS_NEED_TEXCOORD3) || defined(ATTRIBUTES_NEED_TEXCOORD3) +#define VARYINGS_DS_NEED_TEXCOORD3 +#endif +#if defined(VARYINGS_NEED_COLOR) || defined(ATTRIBUTES_NEED_COLOR) +#define VARYINGS_DS_NEED_COLOR +#endif + +// Varying for domain shader +// Position and normal are always present (for tessellation) and in world space +struct VaryingsMeshToDS +{ + float3 positionWS; + float3 normalWS; +#ifdef VARYINGS_DS_NEED_TANGENT + float4 tangentWS; +#endif +#ifdef VARYINGS_DS_NEED_TEXCOORD0 + float2 texCoord0; +#endif +#ifdef VARYINGS_DS_NEED_TEXCOORD1 + float2 texCoord1; +#endif +#ifdef VARYINGS_DS_NEED_TEXCOORD2 + float2 texCoord2; +#endif +#ifdef VARYINGS_DS_NEED_TEXCOORD3 + float2 texCoord3; +#endif +#ifdef VARYINGS_DS_NEED_COLOR + float4 color; +#endif +#ifdef _TESSELLATION_OBJECT_SCALE + float3 objectScale; +#endif +}; + +struct PackedVaryingsMeshToDS +{ + float3 interpolators0 : INTERNALTESSPOS; // positionWS + float3 interpolators1 : NORMAL; // NormalWS + +#ifdef VARYINGS_DS_NEED_TANGENT + float4 interpolators2 : TANGENT; +#endif + + // Allocate only necessary space if shader compiler in the future are able to automatically pack +#ifdef VARYINGS_DS_NEED_TEXCOORD1 + float4 interpolators3 : TEXCOORD0; +#elif defined(VARYINGS_DS_NEED_TEXCOORD0) + float2 interpolators3 : TEXCOORD0; +#endif + +#ifdef VARYINGS_DS_NEED_TEXCOORD3 + float4 interpolators4 : TEXCOORD1; +#elif defined(VARYINGS_DS_NEED_TEXCOORD2) + float2 interpolators4 : TEXCOORD1; +#endif + +#ifdef VARYINGS_DS_NEED_COLOR + float4 interpolators5 : TEXCOORD2; +#endif + +#ifdef _TESSELLATION_OBJECT_SCALE + float3 interpolators6 : TEXCOORD3; +#endif +}; + +// Functions to pack data to use as few interpolator as possible, the ShaderGraph should generate these functions +PackedVaryingsMeshToDS PackVaryingsMeshToDS(VaryingsMeshToDS input) +{ + PackedVaryingsMeshToDS output; + + output.interpolators0 = input.positionWS; + output.interpolators1 = input.normalWS; +#ifdef VARYINGS_DS_NEED_TANGENT + output.interpolators2 = input.tangentWS; +#endif +#ifdef VARYINGS_DS_NEED_TEXCOORD0 + output.interpolators3.xy = input.texCoord0; +#endif +#ifdef VARYINGS_DS_NEED_TEXCOORD1 + output.interpolators3.zw = input.texCoord1; +#endif +#ifdef VARYINGS_DS_NEED_TEXCOORD2 + output.interpolators4.xy = input.texCoord2; +#endif +#ifdef VARYINGS_DS_NEED_TEXCOORD3 + output.interpolators4.zw = input.texCoord3; +#endif +#ifdef VARYINGS_DS_NEED_COLOR + output.interpolators5 = input.color; +#endif +#ifdef _TESSELLATION_OBJECT_SCALE + output.interpolators6 = input.objectScale; +#endif + + return output; +} + +VaryingsMeshToDS UnpackVaryingsMeshToDS(PackedVaryingsMeshToDS input) +{ + VaryingsMeshToDS output; + + output.positionWS = input.interpolators0; + output.normalWS = input.interpolators1; +#ifdef VARYINGS_DS_NEED_TANGENT + output.tangentWS = input.interpolators2; +#endif +#ifdef VARYINGS_DS_NEED_TEXCOORD0 + output.texCoord0 = input.interpolators3.xy; +#endif +#ifdef VARYINGS_DS_NEED_TEXCOORD1 + output.texCoord1 = input.interpolators3.zw; +#endif +#ifdef VARYINGS_DS_NEED_TEXCOORD2 + output.texCoord2 = input.interpolators4.xy; +#endif +#ifdef VARYINGS_DS_NEED_TEXCOORD3 + output.texCoord3 = input.interpolators4.zw; +#endif +#ifdef VARYINGS_DS_NEED_COLOR + output.color = input.interpolators5; +#endif +#ifdef _TESSELLATION_OBJECT_SCALE + output.objectScale = input.interpolators6; +#endif + return output; +} + +VaryingsMeshToDS InterpolateWithBaryCoordsMeshToDS(VaryingsMeshToDS input0, VaryingsMeshToDS input1, VaryingsMeshToDS input2, float3 baryCoords) +{ + VaryingsMeshToDS ouput; + + TESSELLATION_INTERPOLATE_BARY(positionWS, baryCoords); + TESSELLATION_INTERPOLATE_BARY(normalWS, baryCoords); +#ifdef VARYINGS_DS_NEED_TANGENT + // This will interpolate the sign but should be ok in practice as we may expect a triangle to have same sign (? TO CHECK) + TESSELLATION_INTERPOLATE_BARY(tangentWS, baryCoords); +#endif +#ifdef VARYINGS_DS_NEED_TEXCOORD0 + TESSELLATION_INTERPOLATE_BARY(texCoord0, baryCoords); +#endif +#ifdef VARYINGS_DS_NEED_TEXCOORD1 + TESSELLATION_INTERPOLATE_BARY(texCoord1, baryCoords); +#endif +#ifdef VARYINGS_DS_NEED_TEXCOORD2 + TESSELLATION_INTERPOLATE_BARY(texCoord2, baryCoords); +#endif +#ifdef VARYINGS_DS_NEED_TEXCOORD3 + TESSELLATION_INTERPOLATE_BARY(texCoord3, baryCoords); +#endif +#ifdef VARYINGS_DS_NEED_COLOR + TESSELLATION_INTERPOLATE_BARY(color, baryCoords); +#endif + +#ifdef _TESSELLATION_OBJECT_SCALE + // objectScale doesn't change for the whole object. + ouput.objectScale = input0.objectScale; +#endif + + return ouput; +} + +#endif // TESSELLATION_ON diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/VaryingMesh.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/VaryingMesh.hlsl.meta new file mode 100644 index 00000000000..5f200397a96 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/VaryingMesh.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: ccef7a3da040ef845a907f77250d85b2 +timeCreated: 1484258505 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/VertMesh.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/VertMesh.hlsl new file mode 100644 index 00000000000..f1fd51953ff --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/VertMesh.hlsl @@ -0,0 +1,209 @@ +struct VaryingsToPS +{ + VaryingsMeshToPS vmesh; +#ifdef VARYINGS_NEED_PASS + VaryingsPassToPS vpass; +#endif +}; + +struct PackedVaryingsToPS +{ + PackedVaryingsMeshToPS vmesh; +#ifdef VARYINGS_NEED_PASS + PackedVaryingsPassToPS vpass; +#endif +}; + +PackedVaryingsToPS PackVaryingsToPS(VaryingsToPS input) +{ + PackedVaryingsToPS output; + output.vmesh = PackVaryingsMeshToPS(input.vmesh); +#ifdef VARYINGS_NEED_PASS + output.vpass = PackVaryingsPassToPS(input.vpass); +#endif + + return output; +} + +#ifdef TESSELLATION_ON + + +struct VaryingsToDS +{ + VaryingsMeshToDS vmesh; +#ifdef VARYINGS_NEED_PASS + VaryingsPassToDS vpass; +#endif +}; + +struct PackedVaryingsToDS +{ + PackedVaryingsMeshToDS vmesh; +#ifdef VARYINGS_NEED_PASS + PackedVaryingsPassToDS vpass; +#endif +}; + +PackedVaryingsToDS PackVaryingsToDS(VaryingsToDS input) +{ + PackedVaryingsToDS output; + output.vmesh = PackVaryingsMeshToDS(input.vmesh); +#ifdef VARYINGS_NEED_PASS + output.vpass = PackVaryingsPassToDS(input.vpass); +#endif + + return output; +} + +VaryingsToDS UnpackVaryingsToDS(PackedVaryingsToDS input) +{ + VaryingsToDS output; + output.vmesh = UnpackVaryingsMeshToDS(input.vmesh); +#ifdef VARYINGS_NEED_PASS + output.vpass = UnpackVaryingsPassToDS(input.vpass); +#endif + + return output; +} + +VaryingsToDS InterpolateWithBaryCoordsToDS(VaryingsToDS input0, VaryingsToDS input1, VaryingsToDS input2, float3 baryCoords) +{ + VaryingsToDS output; + + output.vmesh = InterpolateWithBaryCoordsMeshToDS(input0.vmesh, input1.vmesh, input2.vmesh, baryCoords); +#ifdef VARYINGS_NEED_PASS + output.vpass = InterpolateWithBaryCoordsPassToDS(input0.vpass, input1.vpass, input2.vpass, baryCoords); +#endif + + return output; +} + +#endif // TESSELLATION_ON + +#ifdef TESSELLATION_ON +#define VaryingsType VaryingsToDS +#define VaryingsMeshType VaryingsMeshToDS +#define PackedVaryingsType PackedVaryingsToDS +#define PackVaryingsType PackVaryingsToDS +#else +#define VaryingsType VaryingsToPS +#define VaryingsMeshType VaryingsMeshToPS +#define PackedVaryingsType PackedVaryingsToPS +#define PackVaryingsType PackVaryingsToPS +#endif + +// TODO: Here we will also have all the vertex deformation (GPU skinning, vertex animation, morph target...) or we will need to generate a compute shaders instead (better! but require work to deal with unpacking like fp16) +VaryingsMeshType VertMesh(AttributesMesh input) +{ + VaryingsMeshType output; + + float3 positionWS = TransformObjectToWorld(input.positionOS); + float3 normalWS = float3(0.0, 0.0, 0.0); + float4 tangentWS = float4(0.0, 0.0, 0.0, 0.0); + float4 vertexColor = float4(0.0, 0.0, 0.0, 0.0); + +#if (defined(VARYINGS_NEED_TANGENT_TO_WORLD) || defined(TESSELLATION_ON)) && (SHADERPASS != SHADERPASS_VELOCITY) + normalWS = TransformObjectToWorldNormal(input.normalOS); +#endif + +#if defined(VARYINGS_NEED_TANGENT_TO_WORLD) || defined(VARYINGS_DS_NEED_TANGENT) + tangentWS = float4(TransformObjectToWorldDir(input.tangentOS.xyz), input.tangentOS.w); +#endif + +#if defined(VARYINGS_NEED_COLOR) || defined(VARYINGS_DS_NEED_COLOR) + vertexColor = input.color; +#endif + +#if _VERTEX_WIND + float3 rootWP = mul(GetObjectToWorldMatrix(), float4(0, 0, 0, 1)).xyz; + ApplyWind(positionWS, normalWS, rootWP, _Stiffness, _Drag, _ShiverDrag, _ShiverDirectionality, _InitialBend, vertexColor.a, _Time); +#endif + +#ifdef TESSELLATION_ON + output.positionWS = positionWS; + #ifdef _TESSELLATION_OBJECT_SCALE + // Extract scaling from world transform + float4x4 worldTransform = GetObjectToWorldMatrix(); + output.objectScale.x = length(float3(worldTransform._m00, worldTransform._m01, worldTransform._m02)); + output.objectScale.y = length(float3(worldTransform._m10, worldTransform._m11, worldTransform._m12)); + output.objectScale.z = length(float3(worldTransform._m20, worldTransform._m21, worldTransform._m22)); + #endif + // TODO: deal with camera center rendering and instancing (This is the reason why we always perform tow steps transform to clip space + instancing matrix) + // TODO: TEMP: Velocity has a flow as it doens't have normal. This need to be fix. In the mean time, generate fix normal so compiler doesn't complain - When fix, think to also enable ATTRIBUTES_NEED_NORMAL in LitVelocityPass.hlsl + #if SHADERPASS == SHADERPASS_VELOCITY + output.normalWS = float3(0.0, 0.0, 1.0); + #else + output.normalWS = normalWS; + #endif + #if defined(VARYINGS_NEED_TANGENT_TO_WORLD) || defined(VARYINGS_DS_NEED_TANGENT) + output.tangentWS = tangentWS; + #endif +#else + + // TODO deal with camera center rendering and instancing (This is the reason why we always perform tow steps transform to clip space + instancing matrix) + #ifdef VARYINGS_NEED_POSITION_WS + output.positionWS = positionWS; + #endif + output.positionCS = TransformWorldToHClip(positionWS); + #ifdef VARYINGS_NEED_TANGENT_TO_WORLD + output.normalWS = normalWS; + output.tangentWS = tangentWS; + #endif +#endif + +#if defined(VARYINGS_NEED_TEXCOORD0) || defined(VARYINGS_DS_NEED_TEXCOORD0) + output.texCoord0 = input.uv0; +#endif +#if defined(VARYINGS_NEED_TEXCOORD1) || defined(VARYINGS_DS_NEED_TEXCOORD1) + output.texCoord1 = input.uv1; +#endif +#if defined(VARYINGS_NEED_TEXCOORD2) || defined(VARYINGS_DS_NEED_TEXCOORD2) + output.texCoord2 = input.uv2; +#endif +#if defined(VARYINGS_NEED_TEXCOORD3) || defined(VARYINGS_DS_NEED_TEXCOORD3) + output.texCoord3 = input.uv3; +#endif +#if defined(VARYINGS_NEED_COLOR) || defined(VARYINGS_DS_NEED_COLOR) + output.color = vertexColor; +#endif + + return output; +} + +#ifdef TESSELLATION_ON + +VaryingsMeshToPS VertMeshTesselation(VaryingsMeshToDS input) +{ + VaryingsMeshToPS output; + + output.positionCS = TransformWorldToHClip(input.positionWS); + +#ifdef VARYINGS_NEED_POSITION_WS + output.positionWS = input.positionWS; +#endif + +#ifdef VARYINGS_NEED_TANGENT_TO_WORLD + output.normalWS = input.normalWS; + output.tangentWS = input.tangentWS; +#endif + +#ifdef VARYINGS_NEED_TEXCOORD0 + output.texCoord0 = input.texCoord0; +#endif +#ifdef VARYINGS_NEED_TEXCOORD1 + output.texCoord1 = input.texCoord1; +#endif +#ifdef VARYINGS_NEED_TEXCOORD2 + output.texCoord2 = input.texCoord2; +#endif +#ifdef VARYINGS_NEED_TEXCOORD3 + output.texCoord3 = input.texCoord3; +#endif +#ifdef VARYINGS_NEED_COLOR + output.color = input.color; +#endif + + return output; +} + +#endif // TESSELLATION_ON diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/VertMesh.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/VertMesh.hlsl.meta new file mode 100644 index 00000000000..91430052ccc --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/VertMesh.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 5f7d62bf425b54942b9b212cad7efb1a +timeCreated: 1484313687 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderVariables.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderVariables.hlsl new file mode 100644 index 00000000000..7a27575cf0a --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderVariables.hlsl @@ -0,0 +1,360 @@ +// UNITY_SHADER_NO_UPGRADE + +#ifndef UNITY_SHADER_VARIABLES_INCLUDED +#define UNITY_SHADER_VARIABLES_INCLUDED + +// CAUTION: +// Currently the shaders compiler always include regualr Unity shaderVariables, so I get a conflict here were UNITY_SHADER_VARIABLES_INCLUDED is already define, this need to be fixed. +// As I haven't change the variables name yet, I simply don't define anything, and I put the transform function at the end of the file outside the guard header. +// This need to be fixed. + +#define UNITY_MATRIX_M unity_ObjectToWorld + +// These are updated per eye in VR +#define UNITY_MATRIX_V unity_MatrixV +#define UNITY_MATRIX_P glstate_matrix_projection +#define UNITY_MATRIX_VP unity_MatrixVP + +#ifdef UNITY_SINGLE_PASS_STEREO + #define UNITY_MATRIX_MVP mul(unity_MatrixVP, unity_ObjectToWorld) +#else + #define UNITY_MATRIX_MVP glstate_matrix_mvp +#endif + +// These use the camera center position in VR +#define UNITY_MATRIX_MV glstate_matrix_modelview0 +#define UNITY_MATRIX_T_MV glstate_matrix_transpose_modelview0 +#define UNITY_MATRIX_IT_MV glstate_matrix_invtrans_modelview0 + + +// ---------------------------------------------------------------------------- + + +CBUFFER_START(UnityPerCamera) +// Time (t = time since current level load) values from Unity +float4 _Time; // (t/20, t, t*2, t*3) +float4 _SinTime; // sin(t/8), sin(t/4), sin(t/2), sin(t) +float4 _CosTime; // cos(t/8), cos(t/4), cos(t/2), cos(t) +float4 unity_DeltaTime; // dt, 1/dt, smoothdt, 1/smoothdt + +#if !defined(USING_STEREO_MATRICES) +float3 _WorldSpaceCameraPos; +#endif + +// x = 1 or -1 (-1 if projection is flipped) +// y = near plane +// z = far plane +// w = 1/far plane +float4 _ProjectionParams; + +// x = width +// y = height +// z = 1 + 1.0/width +// w = 1 + 1.0/height +float4 _ScreenParams; + +// Values used to linearize the Z buffer (http://www.humus.name/temp/Linearize%20depth.txt) +// x = 1-far/near +// y = far/near +// z = x/far +// w = y/far +float4 _ZBufferParams; + +// x = orthographic camera's width +// y = orthographic camera's height +// z = unused +// w = 1.0 if camera is ortho, 0.0 if perspective +float4 unity_OrthoParams; +CBUFFER_END + + +CBUFFER_START(UnityPerCameraRare) +float4 unity_CameraWorldClipPlanes[6]; + +#if !defined(USING_STEREO_MATRICES) +// Projection matrices of the camera. Note that this might be different from projection matrix +// that is set right now, e.g. while rendering shadows the matrices below are still the projection +// of original camera. +float4x4 unity_CameraProjection; +float4x4 unity_CameraInvProjection; +float4x4 unity_WorldToCamera; +float4x4 unity_CameraToWorld; +#endif +CBUFFER_END + +// ---------------------------------------------------------------------------- + +CBUFFER_START(UnityPerDraw : register(b0)) +#ifdef UNITY_USE_PREMULTIPLIED_MATRICES + float4x4 glstate_matrix_mvp; + float4x4 glstate_matrix_modelview0; + float4x4 glstate_matrix_invtrans_modelview0; +#endif + + float4x4 unity_ObjectToWorld; + float4x4 unity_WorldToObject; + float4 unity_LODFade; // x is the fade value ranging within [0,1]. y is x quantized into 16 levels + float4 unity_WorldTransformParams; // w is usually 1.0, or -1.0 for odd-negative scale transforms + + float4 unity_LightmapST; + float4 unity_DynamicLightmapST; + + // SH lighting environment + float4 unity_SHAr; + float4 unity_SHAg; + float4 unity_SHAb; + float4 unity_SHBr; + float4 unity_SHBg; + float4 unity_SHBb; + float4 unity_SHC; + + // x = Disabled(0)/Enabled(1) + // y = Computation are done in global space(0) or local space(1) + // z = Texel size on U texture coordinate + float4 unity_ProbeVolumeParams; + float4x4 unity_ProbeVolumeWorldToObject; + float3 unity_ProbeVolumeSizeInv; + float3 unity_ProbeVolumeMin; + +CBUFFER_END + +#if defined(USING_STEREO_MATRICES) +CBUFFER_START(UnityStereoGlobals) +float4x4 unity_StereoMatrixP[2]; +float4x4 unity_StereoMatrixV[2]; +float4x4 unity_StereoMatrixInvV[2]; +float4x4 unity_StereoMatrixVP[2]; + +float4x4 unity_StereoCameraProjection[2]; +float4x4 unity_StereoCameraInvProjection[2]; +float4x4 unity_StereoWorldToCamera[2]; +float4x4 unity_StereoCameraToWorld[2]; + +float3 unity_StereoWorldSpaceCameraPos[2]; +float4 unity_StereoScaleOffset[2]; +CBUFFER_END + +#ifdef UNITY_SUPPORT_MULTIVIEW +#define unity_StereoEyeIndex UNITY_VIEWID +UNITY_DECLARE_MULTIVIEW(2); +#else +CBUFFER_START(UnityStereoEyeIndex) +int unity_StereoEyeIndex; +CBUFFER_END +#endif + +#endif + +CBUFFER_START(UnityPerDrawRare) +float4x4 glstate_matrix_transpose_modelview0; +CBUFFER_END + + +// ---------------------------------------------------------------------------- + +CBUFFER_START(UnityPerFrame) + +float4 glstate_lightmodel_ambient; +float4 unity_AmbientSky; +float4 unity_AmbientEquator; +float4 unity_AmbientGround; +float4 unity_IndirectSpecColor; + +#if !defined(USING_STEREO_MATRICES) +float4x4 glstate_matrix_projection; +float4x4 unity_MatrixV; +float4x4 unity_MatrixInvV; +float4x4 unity_MatrixVP; +int unity_StereoEyeIndex; +#endif + +float4 unity_ShadowColor; + +CBUFFER_END + +TEXTURE2D_FLOAT(_MainDepthTexture); +SAMPLER2D(sampler_MainDepthTexture); + +// Main lightmap +TEXTURE2D(unity_Lightmap); +SAMPLER2D(samplerunity_Lightmap); +// Dual or directional lightmap (always used with unity_Lightmap, so can share sampler) +TEXTURE2D(unity_LightmapInd); + +// Dynamic GI lightmap +TEXTURE2D(unity_DynamicLightmap); +SAMPLER2D(samplerunity_DynamicLightmap); + +TEXTURE2D(unity_DynamicDirectionality); + +// TODO: Change code here so probe volume use only one transform instead of all this parameters! +TEXTURE3D_FLOAT(unity_ProbeVolumeSH); +SAMPLER3D(samplerunity_ProbeVolumeSH); + +CBUFFER_START(UnityVelocityPass) + float4x4 _NonJitteredVP; + float4x4 _PreviousVP; + float4x4 _PreviousM; + bool _HasLastPositionData; + bool _ForceNoMotion; + float _MotionVectorDepthBias; +CBUFFER_END + +// ---------------------------------------------------------------------------- + +// TODO: move this to constant buffer by Pass +float4 _ScreenSize; +float4x4 _ViewProjMatrix; // Looks like using UNITY_MATRIX_VP in pixel shader doesn't work ??? need to setup my own... +float4x4 _InvViewProjMatrix; +float4x4 _InvProjMatrix; +float4 _InvProjParam; + +float4x4 GetWorldToViewMatrix() +{ + return UNITY_MATRIX_V; +} + +float4x4 GetObjectToWorldMatrix() +{ + return unity_ObjectToWorld; +} + +float4x4 GetWorldToObjectMatrix() +{ + return unity_WorldToObject; +} + +// Transform to homogenous clip space +float4x4 GetWorldToHClipMatrix() +{ + return UNITY_MATRIX_VP; +} + +float GetOddNegativeScale() +{ + return unity_WorldTransformParams.w; +} + +float3 TransformWorldToView(float3 positionWS) +{ + return mul(GetWorldToViewMatrix(), float4(positionWS, 1.0)).xyz; +} + +float3 TransformObjectToWorld(float3 positionOS) +{ + return mul(GetObjectToWorldMatrix(), float4(positionOS, 1.0)).xyz; +} + +float3 TransformWorldToObject(float3 positionWS) +{ + return mul(GetWorldToObjectMatrix(), float4(positionWS, 1.0)).xyz; +} + +float3 TransformObjectToWorldDir(float3 dirOS) +{ + // Normalize to support uniform scaling + return normalize(mul((float3x3)GetObjectToWorldMatrix(), dirOS)); +} + +// Transforms normal from object to world space +float3 TransformObjectToWorldNormal(float3 normalOS) +{ +#ifdef UNITY_ASSUME_UNIFORM_SCALING + return UnityObjectToWorldDir(normalOS); +#else + // Normal need to be multiply by inverse transpose + // mul(IT_M, norm) => mul(norm, I_M) => {dot(norm, I_M.col0), dot(norm, I_M.col1), dot(norm, I_M.col2)} + return normalize(mul(normalOS, (float3x3)GetWorldToObjectMatrix())); +#endif +} + +// Tranforms position from world space to homogenous space +float4 TransformWorldToHClip(float3 positionWS) +{ + return mul(GetWorldToHClipMatrix(), float4(positionWS, 1.0)); +} + +float3 GetCurrentCameraPosition() +{ +#if defined(SHADERPASS) && (SHADERPASS != SHADERPASS_DEPTH_ONLY) + return _WorldSpaceCameraPos; +#else + // TEMP: this is rather expensive. Then again, we need '_WorldSpaceCameraPos' + // to represent the position of the primary (scene view) camera in order to + // have identical tessellation levels for both the scene view and shadow views. + // Otherwise, depth comparisons become meaningless! + float4x4 trViewMat = transpose(GetWorldToViewMatrix()); + float3 rotCamPos = trViewMat[3].xyz; + return mul((float3x3)trViewMat, -rotCamPos); +#endif +} + +// Returns the forward direction of the current camera in the world space. +float3 GetCameraForwardDir() +{ + float4x4 viewMat = GetWorldToViewMatrix(); + return -viewMat[2].xyz; +} + +// Returns 'true' if the current camera performs a perspective projection. +bool IsPerspectiveCamera() +{ +#if defined(SHADERPASS) && (SHADERPASS != SHADERPASS_DEPTH_ONLY) + return (unity_OrthoParams.w == 0); +#else + // TODO: set 'unity_OrthoParams' during the shadow pass. + return (GetWorldToHClipMatrix()[3].x != 0 || + GetWorldToHClipMatrix()[3].y != 0 || + GetWorldToHClipMatrix()[3].z != 0 || + GetWorldToHClipMatrix()[3].w != 1); +#endif +} + +// Computes the world space view direction (pointing towards the camera). +float3 GetWorldSpaceNormalizeViewDir(float3 positionWS) +{ + if (IsPerspectiveCamera()) + { + // Perspective + float3 V = GetCurrentCameraPosition() - positionWS; + return normalize(V); + } + else + { + // Orthographic + return -GetCameraForwardDir(); + } +} + +float3x3 CreateWorldToTangent(float3 normal, float3 tangent, float flipSign) +{ + // For odd-negative scale transforms we need to flip the sign + float sgn = flipSign * GetOddNegativeScale(); + float3 bitangent = cross(normal, tangent) * sgn; + + return float3x3(tangent, bitangent, normal); +} + +float3 TransformTangentToWorld(float3 dirTS, float3x3 worldToTangent) +{ + // Use transpose transformation to go from tangent to world as the matrix is orthogonal + return mul(dirTS, worldToTangent); +} + +float3 TransformWorldToTangent(float3 dirWS, float3x3 worldToTangent) +{ + return mul(worldToTangent, dirWS); +} + +float3 TransformTangentToObject(float3 dirTS, float3x3 worldToTangent) +{ + // Use transpose transformation to go from tangent to world as the matrix is orthogonal + float3 normalWS = mul(dirTS, worldToTangent); + return mul((float3x3)unity_WorldToObject, normalWS); +} + +float3 TransformObjectToTangent(float3 dirOS, float3x3 worldToTangent) +{ + return mul(worldToTangent, mul((float3x3)unity_ObjectToWorld, dirOS)); +} +#endif // UNITY_SHADER_VARIABLES_INCLUDED diff --git a/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderVariables.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderVariables.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderVariables.hlsl.meta rename to Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderVariables.hlsl.meta diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow.meta new file mode 100644 index 00000000000..db0075c9505 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: f4cebcdbc19874c46ab4194e5ce59c67 +folderAsset: yes +timeCreated: 1477395055 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/FixedSizePCF.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/FixedSizePCF.meta new file mode 100644 index 00000000000..94605716fb6 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/FixedSizePCF.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: b7ba3daf73a727d4a851bd2c904c04dd +folderAsset: yes +timeCreated: 1477395055 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/FixedSizePCF/FixedSizePCF.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/FixedSizePCF/FixedSizePCF.cs new file mode 100644 index 00000000000..f25bb99035b --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/FixedSizePCF/FixedSizePCF.cs @@ -0,0 +1,17 @@ +using UnityEngine; +using UnityEngine.Experimental.Rendering.HDPipeline; +using System; + +//----------------------------------------------------------------------------- +// structure definition +//----------------------------------------------------------------------------- +namespace UnityEngine.Experimental.Rendering.HDPipeline +{ + public class ShadowFilteringFixedSizePCF + { + string GetKeyword() + { + return "SHADOWFILTERING_FIXED_SIZE_PCF"; + } + }; +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/FixedSizePCF/FixedSizePCF.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/FixedSizePCF/FixedSizePCF.cs.meta new file mode 100644 index 00000000000..30b19d90e3a --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/FixedSizePCF/FixedSizePCF.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: b17956545ea4cec4baa08a7779464f21 +timeCreated: 1477395219 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/FixedSizePCF/FixedSizePCF.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/FixedSizePCF/FixedSizePCF.hlsl new file mode 100644 index 00000000000..d682dcfc733 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/FixedSizePCF/FixedSizePCF.hlsl @@ -0,0 +1,4 @@ +//----------------------------------------------------------------------------- +// Fixed size Kernel PCF filtering +// Ref: https://mynameismjp.wordpress.com/2015/02/18/shadow-sample-update/ +// ---------------------------------------------------------------------------- diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/FixedSizePCF/FixedSizePCF.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/FixedSizePCF/FixedSizePCF.hlsl.meta new file mode 100644 index 00000000000..6dafa63bba3 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/FixedSizePCF/FixedSizePCF.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 1a0e3eff5288ddd409f3fb0bef8f9de9 +timeCreated: 1477395058 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/Shadow.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/Shadow.cs new file mode 100644 index 00000000000..87b86913b74 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/Shadow.cs @@ -0,0 +1,689 @@ +using UnityEngine.Rendering; +using System; + + +namespace UnityEngine.Experimental.Rendering.HDPipeline +{ + // temporary namespace + namespace ShadowExp + { + using ShadowRequestVector = VectorArray; + using ShadowDataVector = VectorArray; + using ShadowPayloadVector = VectorArray; + using ShadowIndicesVector = VectorArray; + + // Standard shadow map atlas implementation using one large shadow map + public class ShadowAtlas : ShadowmapBase, IDisposable + { + public const uint k_MaxCascadesInShader = 4; + + protected readonly RenderTexture m_Shadowmap; + protected readonly RenderTargetIdentifier m_ShadowmapId; + protected readonly int m_TempDepthId; + protected VectorArray m_EntryCache = new VectorArray(0, true); + protected uint m_ActiveEntriesCount; + protected FrameId m_FrameId; + protected string m_ShaderKeyword; + protected int m_CascadeCount; + protected Vector3 m_CascadeRatios; + protected uint m_TexSlot; + protected uint m_SampSlot; + protected uint[] m_TmpWidths = new uint[ShadowmapBase.ShadowRequest.k_MaxFaceCount]; + protected uint[] m_TmpHeights = new uint[ShadowmapBase.ShadowRequest.k_MaxFaceCount]; + protected Vector4[] m_TmpSplits = new Vector4[k_MaxCascadesInShader]; + + protected struct Key + { + public int id; + public uint faceIdx; + public int visibleIdx; + public uint shadowDataIdx; + } + + protected struct Data + { + public FrameId frameId; + public int contentHash; + public uint slice; + public Rect viewport; + public Matrix4x4 view; + public Matrix4x4 proj; + public Vector4 lightDir; + public ShadowSplitData splitData; + + public bool IsValid() { return viewport.width > 0 && viewport.height > 0; } + } + protected struct CachedEntry : IComparable + { + public Key key; + public Data current; + public Data previous; + + public int CompareTo(CachedEntry other) + { + if (current.viewport.height != other.current.viewport.height) + return current.viewport.height > other.current.viewport.height ? -1 : 1; + if (current.viewport.width != other.current.viewport.width) + return current.viewport.width > other.current.viewport.width ? -1 : 1; + if (key.id != other.key.id) + return key.id < other.key.id ? -1 : 1; + + return key.faceIdx != other.key.faceIdx ? (key.faceIdx < other.key.faceIdx ? -1 : 1) : 0; + } + }; + + public struct AtlasInit + { + public BaseInit baseInit; // the base class's initializer + public string shaderKeyword; // the global shader keyword to use when rendering the shadowmap + public int cascadeCount; // the number of cascades to use (these are global in ShadowSettings for now for some reason) + public Vector3 cascadeRatios; // cascade split ratios + } + + + public ShadowAtlas(ref AtlasInit init) : base(ref init.baseInit) + { + m_Shadowmap = new RenderTexture((int)m_Width, (int)m_Height, (int)m_ShadowmapBits, m_ShadowmapFormat, RenderTextureReadWrite.Linear); + m_Shadowmap.dimension = TextureDimension.Tex2DArray; + m_Shadowmap.volumeDepth = (int)m_Slices; + m_ShadowmapId = new RenderTargetIdentifier(m_Shadowmap); + + if (!IsNativeDepth()) + { + m_TempDepthId = Shader.PropertyToID("Temporary Shadowmap Depth"); + } + + Initialize(init); + } + + public void Initialize(AtlasInit init) + { + m_ShaderKeyword = init.shaderKeyword; + m_CascadeCount = init.cascadeCount; + m_CascadeRatios = init.cascadeRatios; + } + + override public void ReserveSlots(ShadowContextStorage sc) + { + m_TexSlot = sc.RequestTex2DArraySlot(); + m_SampSlot = IsNativeDepth() ? sc.RequestSamplerSlot(m_CompSamplerState) : sc.RequestSamplerSlot(m_SamplerState); + } + + override public void Fill(ShadowContextStorage cs) + { + cs.SetTex2DArraySlot(m_TexSlot, m_ShadowmapId); + } + + public void Dispose() + { + // TODO: clean up resources if necessary + } + + override public bool Reserve(FrameId frameId, ref ShadowData shadowData, ShadowRequest sr, uint width, uint height, ref VectorArray entries, ref VectorArray payload, VisibleLight[] lights) + { + for (uint i = 0, cnt = sr.facecount; i < cnt; ++i) + { + m_TmpWidths[i] = width; + m_TmpHeights[i] = height; + } + return Reserve(frameId, ref shadowData, sr, m_TmpWidths, m_TmpHeights, ref entries, ref payload, lights); + } + + override public bool Reserve(FrameId frameId, ref ShadowData shadowData, ShadowRequest sr, uint[] widths, uint[] heights, ref VectorArray entries, ref VectorArray payload, VisibleLight[] lights) + { + ShadowData sd = shadowData; + ShadowData dummy = new ShadowData(); + + if (sr.shadowType != GPUShadowType.Point && sr.shadowType != GPUShadowType.Spot && sr.shadowType != GPUShadowType.Directional) + return false; + + if (sr.shadowType == GPUShadowType.Directional) + { + for (uint i = 0; i < k_MaxCascadesInShader; ++i) + m_TmpSplits[i].Set(0.0f, 0.0f, 0.0f, float.NegativeInfinity); + } + + Key key; + key.id = sr.instanceId; + key.faceIdx = 0; + key.visibleIdx = (int)sr.index; + key.shadowDataIdx = entries.Count(); + + uint originalEntryCount = entries.Count(); + uint originalPayloadCount = payload.Count(); + uint originalActiveEntries = m_ActiveEntriesCount; + + uint facecnt = sr.facecount; + uint facemask = sr.facemask; + uint bit = 1; + int resIdx = 0; + + entries.Reserve(6); + + float nearPlaneOffset = QualitySettings.shadowNearPlaneOffset; + + while (facecnt > 0) + { + if ((bit & facemask) != 0) + { + uint width = widths[resIdx]; + uint height = heights[resIdx]; + uint ceIdx; + if (!Alloc(frameId, key, width, height, out ceIdx, payload)) + { + entries.Purge(entries.Count() - originalEntryCount); + payload.Purge(payload.Count() - originalPayloadCount); + uint added = m_ActiveEntriesCount - originalActiveEntries; + for (uint i = originalActiveEntries; i < m_ActiveEntriesCount; ++i) + m_EntryCache.Swap(i, m_EntryCache.Count() - i - 1); + m_EntryCache.Purge(added, Free); + m_ActiveEntriesCount = originalActiveEntries; + return false; + } + + // read + CachedEntry ce = m_EntryCache[ceIdx]; + // modify + Matrix4x4 vp; + if (sr.shadowType == GPUShadowType.Point) + vp = ShadowUtils.ExtractPointLightMatrix(lights[sr.index], key.faceIdx, 2.0f, out ce.current.view, out ce.current.proj, out ce.current.lightDir, out ce.current.splitData, m_CullResults, (int)sr.index); + else if (sr.shadowType == GPUShadowType.Spot) + vp = ShadowUtils.ExtractSpotLightMatrix(lights[sr.index], out ce.current.view, out ce.current.proj, out ce.current.lightDir, out ce.current.splitData); + else if (sr.shadowType == GPUShadowType.Directional) + { + vp = ShadowUtils.ExtractDirectionalLightMatrix(lights[sr.index], key.faceIdx, m_CascadeCount, m_CascadeRatios, nearPlaneOffset, width, height, out ce.current.view, out ce.current.proj, out ce.current.lightDir, out ce.current.splitData, m_CullResults, (int)sr.index); + m_TmpSplits[key.faceIdx] = ce.current.splitData.cullingSphere; + m_TmpSplits[key.faceIdx].w *= ce.current.splitData.cullingSphere.w; + } + else + vp = Matrix4x4.identity; // should never happen, though + // write :( + m_EntryCache[ceIdx] = ce; + + sd.worldToShadow = vp.transpose; // apparently we need to transpose matrices that are sent to HLSL + sd.scaleOffset = new Vector4(ce.current.viewport.width * m_WidthRcp, ce.current.viewport.height * m_HeightRcp, ce.current.viewport.x, ce.current.viewport.y); + sd.texelSizeRcp = new Vector2(m_WidthRcp, m_HeightRcp); + sd.PackShadowmapId(m_TexSlot, m_SampSlot, ce.current.slice); + sd.shadowType = sr.shadowType; + sd.payloadOffset = payload.Count(); + entries.AddUnchecked(sd); + + resIdx++; + facecnt--; + key.shadowDataIdx++; + } + else + { + // we push a dummy face in, otherwise we'd need a mapping from face index to shadowData in the shader as well + entries.AddUnchecked(dummy); + } + key.faceIdx++; + bit <<= 1; + } + + if (sr.shadowType == GPUShadowType.Directional) + { + ShadowPayload sp = new ShadowPayload(); + payload.Reserve(k_MaxCascadesInShader); + for (uint i = 0; i < k_MaxCascadesInShader; i++) + { + sp.Set(m_TmpSplits[i]); + payload.AddUnchecked(sp); + } + } + + return true; + } + + override public bool ReserveFinalize(FrameId frameId, ref VectorArray entries, ref VectorArray payload) + { + if (Layout()) + { + // patch up the shadow data contents with the result of the layouting step + for (uint i = 0; i < m_ActiveEntriesCount; ++i) + { + CachedEntry ce = m_EntryCache[i]; + + ShadowData sd = entries[ce.key.shadowDataIdx]; + // update the shadow data with the actual result of the layouting step + sd.scaleOffset = new Vector4(ce.current.viewport.width * m_WidthRcp, ce.current.viewport.height * m_HeightRcp, ce.current.viewport.x * m_WidthRcp, ce.current.viewport.y * m_HeightRcp); + sd.PackShadowmapId(m_TexSlot, m_SampSlot, ce.current.slice); + // write back the correct results + entries[ce.key.shadowDataIdx] = sd; + } + m_EntryCache.Purge(m_EntryCache.Count() - m_ActiveEntriesCount, (CachedEntry entry) => { Free(entry); }); + return true; + } + m_ActiveEntriesCount = 0; + m_EntryCache.Reset((CachedEntry entry) => { Free(entry); }); + return false; + } + + virtual protected void PreUpdate(FrameId frameId, CommandBuffer cb, uint rendertargetSlice) + { + cb.SetRenderTarget(m_ShadowmapId, 0, (CubemapFace)0, (int)rendertargetSlice); + if (!IsNativeDepth()) + { + cb.GetTemporaryRT(m_TempDepthId, (int)m_Width, (int)m_Height, (int)m_ShadowmapBits, FilterMode.Bilinear, RenderTextureFormat.Shadowmap, RenderTextureReadWrite.Default); + cb.SetRenderTarget(new RenderTargetIdentifier(m_TempDepthId)); + } + cb.ClearRenderTarget(true, !IsNativeDepth(), m_ClearColor); + } + + override public void Update(FrameId frameId, ScriptableRenderContext renderContext, CullResults cullResults, VisibleLight[] lights) + { + var profilingSample = new Utilities.ProfilingSample("Shadowmap" + m_TexSlot, renderContext); + + if (!string.IsNullOrEmpty(m_ShaderKeyword)) + { + var cb = new CommandBuffer(); + cb.name = "Shadowmap.EnableShadowKeyword"; + cb.EnableShaderKeyword(m_ShaderKeyword); + renderContext.ExecuteCommandBuffer(cb); + cb.Dispose(); + } + + // loop for generating each individual shadowmap + uint curSlice = uint.MaxValue; + Bounds bounds; + DrawShadowsSettings dss = new DrawShadowsSettings(cullResults, 0); + for (uint i = 0; i < m_ActiveEntriesCount; ++i) + { + if (!cullResults.GetShadowCasterBounds(m_EntryCache[i].key.visibleIdx, out bounds)) + continue; + + var cb = new CommandBuffer(); + uint entrySlice = m_EntryCache[i].current.slice; + if (entrySlice != curSlice) + { + Debug.Assert(curSlice == uint.MaxValue || entrySlice >= curSlice, "Entries in the entry cache are not ordered in slice order."); + cb.name = "Shadowmap.Update.Slice" + entrySlice; + + if (curSlice != uint.MaxValue) + { + PostUpdate(frameId, cb, curSlice); + } + curSlice = entrySlice; + PreUpdate(frameId, cb, curSlice); + } + + cb.name = "Shadowmap.Update - slice: " + curSlice + ", vp.x: " + m_EntryCache[i].current.viewport.x + ", vp.y: " + m_EntryCache[i].current.viewport.y + ", vp.w: " + m_EntryCache[i].current.viewport.width + ", vp.h: " + m_EntryCache[i].current.viewport.height; + cb.SetViewport(m_EntryCache[i].current.viewport); + cb.SetViewProjectionMatrices(m_EntryCache[i].current.view, m_EntryCache[i].current.proj); + cb.SetGlobalVector("g_vLightDirWs", m_EntryCache[i].current.lightDir); + renderContext.ExecuteCommandBuffer(cb); + cb.Dispose(); + + dss.lightIndex = m_EntryCache[i].key.visibleIdx; + dss.splitData = m_EntryCache[i].current.splitData; + renderContext.DrawShadows(ref dss); // <- if this was a call on the commandbuffer we would get away with using just once commandbuffer for the entire shadowmap, instead of one per face + } + + // post update + if (!string.IsNullOrEmpty(m_ShaderKeyword)) + { + var cb = new CommandBuffer(); + cb.name = "Shadowmap.DisableShaderKeyword"; + cb.DisableShaderKeyword(m_ShaderKeyword); + renderContext.ExecuteCommandBuffer(cb); + cb.Dispose(); + } + + m_ActiveEntriesCount = 0; + + profilingSample.Dispose(); + } + + virtual protected void PostUpdate(FrameId frameId, CommandBuffer cb, uint rendertargetSlice) + { + if (!IsNativeDepth()) + cb.ReleaseTemporaryRT(m_TempDepthId); + } + + protected bool Alloc(FrameId frameId, Key key, uint width, uint height, out uint cachedEntryIdx, VectorArray payload) + { + CachedEntry ce = new CachedEntry(); + ce.key = key; + ce.current.frameId = frameId; + ce.current.contentHash = -1; + ce.current.slice = 0; + ce.current.viewport = new Rect(0, 0, width, height); + + uint idx; + if (m_EntryCache.FindFirst(out idx, ref key, (ref Key k, ref CachedEntry entry) => { return k.id == entry.key.id && k.faceIdx == entry.key.faceIdx; })) + { + if (m_EntryCache[idx].current.viewport.width == width && m_EntryCache[idx].current.viewport.height == height) + { + ce.previous = m_EntryCache[idx].current; + m_EntryCache[idx] = ce; + cachedEntryIdx = m_ActiveEntriesCount; + m_EntryCache.SwapUnchecked(m_ActiveEntriesCount++, idx); + return true; + } + else + { + m_EntryCache.SwapUnchecked(idx, m_EntryCache.Count() - 1); + m_EntryCache.Purge(1, Free); + } + } + + idx = m_EntryCache.Count(); + m_EntryCache.Add(ce); + cachedEntryIdx = m_ActiveEntriesCount; + m_EntryCache.SwapUnchecked(m_ActiveEntriesCount++, idx); + return true; + } + + protected bool Layout() + { + VectorArray tmp = m_EntryCache.Subrange(0, m_ActiveEntriesCount); + tmp.Sort(); + + float curx = 0, cury = 0, curh = 0, xmax = m_Width, ymax = m_Height; + uint curslice = 0; + + for (uint i = 0; i < m_ActiveEntriesCount; ++i) + { + // shadow atlas layouting + CachedEntry ce = m_EntryCache[i]; + Rect vp = ce.current.viewport; + + if (curx + vp.width > xmax) + { + curx = 0; + cury += curh; + } + if (curx + vp.width > xmax || cury + curh > ymax) + { + curslice++; + curx = 0; + cury = 0; + } + if (curx + vp.width > xmax || cury + curh > ymax || curslice == m_Slices) + { + Debug.LogError("ERROR! Shadow atlasing failed."); + return false; + } + vp.x = curx; + vp.y = cury; + ce.current.viewport = vp; + ce.current.slice = curslice; + m_EntryCache[i] = ce; + curx += vp.width; + curh = curh >= vp.height ? curh : vp.height; + } + return true; + } + + protected void Free(CachedEntry ce) + { + // Nothing to do for this implementation here, as the atlas is reconstructed each frame, instead of keeping state across frames + } + } + +// ------------------------------------------------------------------------------------------------------------------------------------------------- +// +// ShadowManager +// +// ------------------------------------------------------------------------------------------------------------------------------------------------- + + + // Standard shadow manager + public class ShadowManager : ShadowManagerBase + { + protected class ShadowContextAccess : ShadowContext + { + public ShadowContextAccess(ref ShadowContext.CtxtInit initializer) : base(ref initializer) {} + // unfortunately ref returns are only a C# 7.0 feature + public VectorArray shadowDatas { get { return m_ShadowDatas; } set { m_ShadowDatas = value; } } + public VectorArray payloads { get { return m_Payloads; } set { m_Payloads = value; } } + } + + private const int k_MaxShadowmapPerType = 4; + private ShadowSettings m_ShadowSettings; + private ShadowmapBase[] m_Shadowmaps; + private ShadowmapBase[,] m_ShadowmapsPerType = new ShadowmapBase[(int)GPUShadowType.MAX, k_MaxShadowmapPerType]; + private ShadowContextAccess m_ShadowCtxt; + private int[,] m_MaxShadows = new int[(int)GPUShadowType.MAX, 2]; + // The following vectors are just temporary helpers to avoid reallocation each frame. Contents are not stable. + private VectorArray m_TmpSortKeys = new VectorArray(0, false); + private ShadowRequestVector m_TmpRequests = new ShadowRequestVector(0, false); + // The following vector holds data that are returned to the caller so it can be sent to GPU memory in some form. Contents are stable in between calls to ProcessShadowRequests. + private ShadowIndicesVector m_ShadowIndices = new ShadowIndicesVector(0, false); + + public ShadowManager(ShadowSettings shadowSettings, ref ShadowContext.CtxtInit ctxtInitializer, ShadowmapBase[] shadowmaps) + { + m_ShadowSettings = shadowSettings; + m_ShadowCtxt = new ShadowContextAccess(ref ctxtInitializer); + + Debug.Assert(shadowmaps != null && shadowmaps.Length > 0); + m_Shadowmaps = shadowmaps; + foreach (var sm in shadowmaps) + { + sm.ReserveSlots(m_ShadowCtxt); + ShadowmapBase.ShadowSupport smsupport = sm.QueryShadowSupport(); + for (int i = 0, bit = 1; i < (int)GPUShadowType.MAX; ++i, bit <<= 1) + { + if (((int)smsupport & bit) == 0) + continue; + + for (int idx = 0; i < k_MaxShadowmapPerType; ++idx) + { + if (m_ShadowmapsPerType[i, idx] == null) + { + m_ShadowmapsPerType[i, idx] = sm; + break; + } + } + Debug.Assert(m_ShadowmapsPerType[i, k_MaxShadowmapPerType - 1] == null || m_ShadowmapsPerType[i, k_MaxShadowmapPerType - 1] == sm, + "Only up to " + k_MaxShadowmapPerType + " are allowed per light type. If more are needed then increase ShadowManager.k_MaxShadowmapPerType"); + } + } + + m_MaxShadows[(int)GPUShadowType.Point , 0] = m_MaxShadows[(int)GPUShadowType.Point , 1] = 4; + m_MaxShadows[(int)GPUShadowType.Spot , 0] = m_MaxShadows[(int)GPUShadowType.Spot , 1] = 8; + m_MaxShadows[(int)GPUShadowType.Directional, 0] = m_MaxShadows[(int)GPUShadowType.Directional , 1] = 1; + } + + public override void ProcessShadowRequests(FrameId frameId, CullResults cullResults, Camera camera, VisibleLight[] lights, ref uint shadowRequestsCount, int[] shadowRequests, out int[] shadowDataIndices) + { + shadowDataIndices = null; + + // TODO: + // Cached the cullResults here so we don't need to pass them around. + // Allocate needs to pass them to the shadowmaps, as the ShadowUtil functions calculating view/proj matrices need them to call into C++ land. + // Ideally we can get rid of that at some point, then we wouldn't need to cache them here, anymore. + foreach (var sm in m_Shadowmaps) + { + sm.Assign(cullResults); + } + + if (shadowRequestsCount == 0 || lights == null || shadowRequests == null) + { + shadowRequestsCount = 0; + return; + } + + // first sort the shadow casters according to some priority + PrioritizeShadowCasters(camera, lights, shadowRequestsCount, shadowRequests); + + // next prune them based on some logic + VectorArray requestedShadows = new VectorArray(shadowRequests, 0, shadowRequestsCount, false); + m_TmpRequests.Reset(shadowRequestsCount); + uint totalGranted; + PruneShadowCasters(camera, lights, ref requestedShadows, ref m_TmpRequests, out totalGranted); + + // if there are no shadow casters at this point -> bail + if (totalGranted == 0) + { + shadowRequestsCount = 0; + return; + } + + // TODO: Now would be a good time to kick off the culling jobs for the granted requests - but there's no way to control that at the moment. + + // finally go over the lights deemed shadow casters and try to fit them into the shadow map + // shadowmap allocation must succeed at this point. + m_ShadowCtxt.ClearData(); + ShadowDataVector shadowVector = m_ShadowCtxt.shadowDatas; + ShadowPayloadVector payloadVector = m_ShadowCtxt.payloads; + m_ShadowIndices.Reset(m_TmpRequests.Count()); + AllocateShadows(frameId, lights, totalGranted, ref m_TmpRequests, ref m_ShadowIndices, ref shadowVector, ref payloadVector); + Debug.Assert(m_TmpRequests.Count() == m_ShadowIndices.Count()); + m_ShadowCtxt.shadowDatas = shadowVector; + m_ShadowCtxt.payloads = payloadVector; + + // and set the output parameters + uint offset; + shadowDataIndices = m_ShadowIndices.AsArray(out offset, out shadowRequestsCount); + } + + protected override void PrioritizeShadowCasters(Camera camera, VisibleLight[] lights, uint shadowRequestsCount, int[] shadowRequests) + { + // this function simply looks at the projected area on the screen, ignoring all light types and shapes + m_TmpSortKeys.Reset(shadowRequestsCount); + + for (int i = 0; i < shadowRequestsCount; ++i) + { + int vlidx = shadowRequests[i]; + VisibleLight vl = lights[vlidx]; + Light l = vl.light; + + // use the screen rect as a measure of importance + float area = vl.screenRect.width * vl.screenRect.height; + long val = ShadowUtils.Asint(area); + val <<= 32; + val |= (long)(uint)vlidx; + m_TmpSortKeys.AddUnchecked(val); + } + m_TmpSortKeys.Sort(); + m_TmpSortKeys.ExtractTo(shadowRequests, 0, out shadowRequestsCount, delegate(long key) { return (int)(key & 0xffffffff); }); + } + + protected override void PruneShadowCasters(Camera camera, VisibleLight[] lights, ref VectorArray shadowRequests, ref ShadowRequestVector requestsGranted, out uint totalRequestCount) + { + Debug.Assert(shadowRequests.Count() > 0); + // at this point the array is sorted in order of some importance determined by the prioritize function + requestsGranted.Reserve(shadowRequests.Count()); + totalRequestCount = 0; + + ShadowmapBase.ShadowRequest sreq = new ShadowmapBase.ShadowRequest(); + uint totalSlots = ResetMaxShadows(); + // there's a 1:1 mapping between the index in the shadowRequests array and the element in requestsGranted at the same index. + // if the prune function skips requests it must make sure that the array is still compact + m_TmpSortKeys.Reset(shadowRequests.Count()); + for (uint i = 0, count = shadowRequests.Count(); i < count && totalSlots > 0; ++i) + { + int requestIdx = shadowRequests[i]; + VisibleLight vl = lights[requestIdx]; + bool add = false; + int facecount = 0; + GPUShadowType shadowType = GPUShadowType.Point; + + switch (vl.lightType) + { + case LightType.Directional: add = m_MaxShadows[(int)GPUShadowType.Directional , 0]-- >= 0; shadowType = GPUShadowType.Directional; facecount = m_ShadowSettings.directionalLightCascadeCount; break; + case LightType.Point: add = m_MaxShadows[(int)GPUShadowType.Point , 0]-- >= 0; shadowType = GPUShadowType.Point; facecount = 6; break; + case LightType.Spot: add = m_MaxShadows[(int)GPUShadowType.Spot , 0]-- >= 0; shadowType = GPUShadowType.Spot; facecount = 1; break; + } + + if (add) + { + sreq.instanceId = vl.light.GetInstanceID(); + sreq.index = (uint)requestIdx; + sreq.facemask = (uint)(1 << facecount) - 1; + sreq.shadowType = shadowType; + totalRequestCount += (uint)facecount; + requestsGranted.AddUnchecked(sreq); + totalSlots--; + } + else + m_TmpSortKeys.AddUnchecked(requestIdx); + } + // make sure that shadowRequests contains all light indices that are going to cast a shadow first, then the rest + shadowRequests.Reset(); + requestsGranted.ExtractTo(ref shadowRequests, (ShadowmapBase.ShadowRequest request) => { return (int)request.index; }); + m_TmpSortKeys.ExtractTo(ref shadowRequests, (long idx) => { return (int)idx; }); + } + + protected override void AllocateShadows(FrameId frameId, VisibleLight[] lights, uint totalGranted, ref ShadowRequestVector grantedRequests, ref ShadowIndicesVector shadowIndices, ref ShadowDataVector shadowDatas, ref ShadowPayloadVector shadowmapPayload) + { + ShadowData sd = new ShadowData(); + shadowDatas.Reserve(totalGranted); + shadowIndices.Reserve(grantedRequests.Count()); + for (uint i = 0, cnt = grantedRequests.Count(); i < cnt; ++i) + { + VisibleLight vl = lights[grantedRequests[i].index]; + Light l = vl.light; + AdditionalLightData ald = l.GetComponent(); + + // set light specific values that are not related to the shadowmap + GPUShadowType shadowtype; + ShadowUtils.MapLightType(vl.lightType, ald, out sd.lightType, out shadowtype); + sd.bias = l.shadowBias; + sd.quality = 0; + + shadowIndices.AddUnchecked((int)shadowDatas.Count()); + + int smidx = 0; + while (smidx < k_MaxShadowmapPerType) + { + if (m_ShadowmapsPerType[(int)shadowtype, smidx].Reserve(frameId, ref sd, grantedRequests[i], (uint)ald.shadowResolution, (uint)ald.shadowResolution, ref shadowDatas, ref shadowmapPayload, lights)) + break; + smidx++; + } + if (smidx == k_MaxShadowmapPerType) + throw new ArgumentException("The requested shadows do not fit into any shadowmap."); + } + + // final step for shadowmaps that only gather data during the previous loop and do the actual allocation once they have all the data. + foreach (var sm in m_Shadowmaps) + { + if (!sm.ReserveFinalize(frameId, ref shadowDatas, ref shadowmapPayload)) + throw new ArgumentException("Shadow allocation failed in the ReserveFinalize step."); + } + } + + public override void RenderShadows(FrameId frameId, ScriptableRenderContext renderContext, CullResults cullResults, VisibleLight[] lights) + { + using (new Utilities.ProfilingSample("Render Shadows Exp", renderContext)) + { + foreach (var sm in m_Shadowmaps) + { + sm.Update(frameId, renderContext, cullResults, lights); + } + } + } + + public override void SyncData() + { + m_ShadowCtxt.SyncData(); + } + + public override void BindResources(ScriptableRenderContext renderContext) + { + foreach (var sm in m_Shadowmaps) + { + sm.Fill(m_ShadowCtxt); + } + CommandBuffer cb = new CommandBuffer(); // <- can we just keep this around or does this have to be newed every frame? + cb.name = "Bind resources to GPU"; + m_ShadowCtxt.BindResources(cb); + renderContext.ExecuteCommandBuffer(cb); + cb.Dispose(); + } + + // resets the shadow slot counters and returns the sum of all slots + private uint ResetMaxShadows() + { + int total = 0; + for (int i = 0; i < (int)GPUShadowType.MAX; ++i) + { + m_MaxShadows[i, 0] = m_MaxShadows[i, 1]; + total += m_MaxShadows[i, 1]; + } + return total > 0 ? (uint)total : 0; + } + } + } // end of temporary namespace ShadowExp +} // end of namespace UnityEngine.Experimental.ScriptableRenderLoop diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/Shadow.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/Shadow.cs.meta new file mode 100644 index 00000000000..1917e6fbdba --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/Shadow.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 6931cfbd757a1864f8822b5399719960 +timeCreated: 1485511432 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/Shadow.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/Shadow.hlsl new file mode 100644 index 00000000000..959a924292d --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/Shadow.hlsl @@ -0,0 +1,128 @@ +#ifndef SHADOW_HLSL +#define SHADOW_HLSL +// +// Shadow master include header. +// +// There are four relevant files for shadows. +// First ShadowContext.hlsl must declare the specific ShadowContext struct and the loader that goes along with it. +// ShadowContext loading and resource setup from C# must be in sync. +// +// Second there are two headers for shadow algorithms, whose signatures must match any of the Get...Attenuation function prototypes. +// The first header contains engine defaults, whereas the second header is empty by default. All project specific custom shadow algorithms should go in there or leave empty. +// +// Last there's a dispatcher include. By default the Get...Attenuation functions are rerouted to their default implementations. This can be overridden for each +// shadow type in the dispatcher source. For each overridden shadow type a specific define must be defined to prevent falling back to the default functions. +// + + +//#define SHADOWS_USE_SHADOWCTXT + +#ifdef SHADOWS_USE_SHADOWCTXT +#define SHADOW_SUPPORTS_DYNAMIC_INDEXING 0 // only on >= sm 5.1 + +// TODO: Remove this once we've moved over to the new system. Also delete the undef at the bottom again. +#define ShadowData ShadowDataExp + +#include "ShadowBase.cs.hlsl" // ShadowData definition, auto generated (don't modify) +#include "ShadowTexFetch.hlsl" // Resource sampling definitions (don't modify) + +#define SHADOWCONTEXT_DECLARE( _Tex2DArraySlots, _TexCubeArraySlots, _SamplerCompSlots, _SamplerSlots ) \ + \ + struct ShadowContext \ + { \ + StructuredBuffer shadowDatas; \ + StructuredBuffer payloads; \ + Texture2DArray tex2DArray[_Tex2DArraySlots]; \ + TextureCubeArray texCubeArray[_TexCubeArraySlots]; \ + SamplerComparisonState compSamplers[_SamplerCompSlots]; \ + SamplerState samplers[_SamplerSlots]; \ + }; \ + \ + SHADOW_DEFINE_SAMPLING_FUNCS( _Tex2DArraySlots, _TexCubeArraySlots, _SamplerCompSlots, _SamplerSlots ) + +// Shadow context definition and initialization, i.e. resource binding (project header, must be kept in sync with C# runtime) +#include "ShadowContext.hlsl" + +// helper function to extract shadowmap data from the ShadowData struct +void unpackShadowmapId( uint shadowmapId, out uint texIdx, out uint sampIdx, out float slice ) +{ + texIdx = (shadowmapId >> 24) & 0xff; + sampIdx = (shadowmapId >> 16) & 0xff; + slice = (float)(shadowmapId & 0xffff); +} +void unpackShadowmapId( uint shadowmapId, out uint texIdx, out uint sampIdx ) +{ + texIdx = (shadowmapId >> 24) & 0xff; + sampIdx = (shadowmapId >> 16) & 0xff; +} +void unpackShadowmapId( uint shadowmapId, out float slice ) +{ + slice = (float)(shadowmapId & 0xffff); +} + + + +// shadow sampling prototypes +float GetPunctualShadowAttenuation( ShadowContext shadowContext, float3 positionWS, int shadowDataIndex, float3 L ); +float GetPunctualShadowAttenuation( ShadowContext shadowContext, float3 positionWS, int shadowDataIndex, float3 L, float2 unPositionSS ); +// shadow sampling prototypes with screenspace info +float GetDirectionalShadowAttenuation( ShadowContext shadowContext, float3 positionWS, int shadowDataIndex, float3 L ); +float GetDirectionalShadowAttenuation( ShadowContext shadowContext, float3 positionWS, int shadowDataIndex, float3 L, float2 unPositionSS ); + + +// wedge in the actual shadow sampling algorithms +#include "ShadowSampling.hlsl" // sampling patterns +#include "ShadowAlgorithms.hlsl" // engine default algorithms (don't modify) +#include "ShadowAlgorithmsCustom.hlsl" // project specific custom algorithms (project can modify this) + + +// default dispatchers for the individual shadow types (with and without screenspace support) +// point/spot light shadows +float GetPunctualShadowAttenuationDefault( ShadowContext shadowContext, float3 positionWS, int shadowDataIndex, float3 L ) +{ + return EvalShadow_PunctualDepth(shadowContext, positionWS, shadowDataIndex, L); +} +float GetPunctualShadowAttenuationDefault( ShadowContext shadowContext, float3 positionWS, int shadowDataIndex, float3 L, float2 unPositionSS ) +{ + return GetPunctualShadowAttenuationDefault( shadowContext, positionWS, shadowDataIndex, L ); +} +// directional light shadows +float GetDirectionalShadowAttenuationDefault( ShadowContext shadowContext, float3 positionWS, int shadowDataIndex, float3 L ) +{ + return EvalShadow_CascadedDepth( shadowContext, positionWS, shadowDataIndex, L ); +} +float GetDirectionalShadowAttenuationDefault( ShadowContext shadowContext, float3 positionWS, int shadowDataIndex, float3 L, float2 unPositionSS ) +{ + return GetDirectionalShadowAttenuationDefault( shadowContext, positionWS, shadowDataIndex, L ); +} + +// include project specific shadow dispatcher. If this file is not empty, it MUST define which default shadows it's overriding +#include "ShadowDispatch.hlsl" + +// if shadow dispatch is empty we'll fall back to default shadow sampling implementations +#ifndef SHADOW_DISPATCH_USE_CUSTOM_PUNCTUAL +float GetPunctualShadowAttenuation( ShadowContext shadowContext, float3 positionWS, int shadowDataIndex, float3 L ) +{ + return GetPunctualShadowAttenuationDefault( shadowContext, positionWS, shadowDataIndex, L ); +} +float GetPunctualShadowAttenuation( ShadowContext shadowContext, float3 positionWS, int shadowDataIndex, float3 L, float2 unPositionSS ) +{ + return GetPunctualShadowAttenuationDefault( shadowContext, positionWS, shadowDataIndex, L, unPositionSS ); +} +#endif +#ifndef SHADOW_DISPATCH_USE_CUSTOM_DIRECTIONAL +float GetDirectionalShadowAttenuation( ShadowContext shadowContext, float3 positionWS, int shadowDataIndex, float3 L ) +{ + return GetDirectionalShadowAttenuationDefault( shadowContext, positionWS, shadowDataIndex, L ); +} +float GetDirectionalShadowAttenuation( ShadowContext shadowContext, float3 positionWS, int shadowDataIndex, float3 L, float2 unPositionSS ) +{ + return GetDirectionalShadowAttenuationDefault( shadowContext, positionWS, shadowDataIndex, L, unPositionSS ); +} +#endif + +#undef ShadowData // TODO: Remove this once we've moved over to the new system. Also delete the define at the top again. + +#endif // SHADOWS_USE_SHADOWCTXT + +#endif // SHADOW_HLSL diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/Shadow.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/Shadow.hlsl.meta new file mode 100644 index 00000000000..6fef8ab9bf1 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/Shadow.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 1c64d27a91e935140a9f402077f52fa0 +timeCreated: 1477395059 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowAlgorithms.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowAlgorithms.hlsl new file mode 100644 index 00000000000..9be461f14b2 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowAlgorithms.hlsl @@ -0,0 +1,187 @@ +// Various shadow algorithms +// There are two variants provided, one takes the texture and sampler explicitly so they can be statically passed in. +// The variant without resource parameters dynamically accesses the texture when sampling. + +// function called by spot, point and directional eval routines to calculate shadow coordinates +float3 EvalShadow_GetTexcoords( ShadowData sd, float3 positionWS ) +{ + float4 posCS = mul( float4( positionWS, 1.0 ), sd.worldToShadow ); + // apply a bias + posCS.z -= sd.bias; + float3 posNDC = posCS.xyz / posCS.w; + // calc TCs + float3 posTC = posNDC * 0.5 + 0.5; + posTC.xy = posTC.xy * sd.scaleOffset.xy + sd.scaleOffset.zw; +#if UNITY_REVERSED_Z + posTC.z = 1.0 - posTC.z; +#endif + return posTC; +} + +// +// Point shadows +// +float EvalShadow_PointDepth( ShadowContext shadowContext, float3 positionWS, int index, float3 L ) +{ + // load the right shadow data for the current face + int faceIndex = 0; + GetCubeFaceID( L, faceIndex ); + ShadowData sd = shadowContext.shadowDatas[index + faceIndex]; + // get shadowmap texcoords + float3 posTC = EvalShadow_GetTexcoords( sd, positionWS ); + // sample the texture + uint texIdx, sampIdx; + float slice; + unpackShadowmapId( sd.id, texIdx, sampIdx, slice ); + return SampleShadow_PCF_1tap( shadowContext, posTC, slice, texIdx, sampIdx ); +} + +float EvalShadow_PointDepth( ShadowContext shadowContext, Texture2DArray tex, SamplerComparisonState compSamp, float3 positionWS, int index, float3 L ) +{ + // load the right shadow data for the current face + int faceIndex = 0; + GetCubeFaceID( L, faceIndex ); + ShadowData sd = shadowContext.shadowDatas[index + faceIndex]; + // get shadowmap texcoords + float3 posTC = EvalShadow_GetTexcoords( sd, positionWS ); + // sample the texture + float slice; + unpackShadowmapId( sd.id, slice ); + return SampleShadow_PCF_1tap( shadowContext, posTC, slice, tex, compSamp ); +} + + +// +// Spot shadows +// +float EvalShadow_SpotDepth( ShadowContext shadowContext, float3 positionWS, int index, float3 L ) +{ + // load the right shadow data for the current face + ShadowData sd = shadowContext.shadowDatas[index]; + // get shadowmap texcoords + float3 posTC = EvalShadow_GetTexcoords( sd, positionWS ); + // sample the texture + uint texIdx, sampIdx; + float slice; + unpackShadowmapId( sd.id, texIdx, sampIdx, slice ); + return SampleShadow_PCF_1tap( shadowContext, posTC, slice, texIdx, sampIdx ); +} + +float EvalShadow_SpotDepth( ShadowContext shadowContext, Texture2DArray tex, SamplerComparisonState compSamp, float3 positionWS, int index, float3 L ) +{ + // load the right shadow data for the current face + ShadowData sd = shadowContext.shadowDatas[index]; + // get shadowmap texcoords + float3 posTC = EvalShadow_GetTexcoords( sd, positionWS ); + // sample the texture + float slice; + unpackShadowmapId( sd.id, slice ); + return SampleShadow_PCF_1tap( shadowContext, posTC, slice, tex, compSamp ); +} + +// +// Punctual shadows for Point and Spot +// +float EvalShadow_PunctualDepth( ShadowContext shadowContext, float3 positionWS, int index, float3 L ) +{ + // load the right shadow data for the current face + int faceIndex = 0; + + [branch] + if( shadowContext.shadowDatas[index].shadowType == GPUSHADOWTYPE_POINT ) + GetCubeFaceID( L, faceIndex ); + + ShadowData sd = shadowContext.shadowDatas[index + faceIndex]; + // get shadowmap texcoords + float3 posTC = EvalShadow_GetTexcoords( sd, positionWS ); + // sample the texture + uint texIdx, sampIdx; + float slice; + unpackShadowmapId( sd.id, texIdx, sampIdx, slice ); + return SampleShadow_PCF_1tap( shadowContext, posTC, slice, texIdx, sampIdx ); +} + +float EvalShadow_PunctualDepth( ShadowContext shadowContext, Texture2DArray tex, SamplerComparisonState compSamp, float3 positionWS, int index, float3 L ) +{ + // load the right shadow data for the current face + int faceIndex = 0; + + [branch] + if( shadowContext.shadowDatas[index].shadowType == GPUSHADOWTYPE_POINT ) + GetCubeFaceID( L, faceIndex ); + + ShadowData sd = shadowContext.shadowDatas[index + faceIndex]; + // get shadowmap texcoords + float3 posTC = EvalShadow_GetTexcoords( sd, positionWS ); + // sample the texture + float slice; + unpackShadowmapId( sd.id, slice ); + return SampleShadow_PCF_1tap( shadowContext, posTC, slice, tex, compSamp ); +} + +// +// Directional shadows (cascaded shadow map) +// +uint EvalShadow_GetSplitSphereIndexForDirshadows( float3 positionWS, float4 dirShadowSplitSpheres[4] ) +{ + float3 fromCenter0 = positionWS.xyz - dirShadowSplitSpheres[0].xyz; + float3 fromCenter1 = positionWS.xyz - dirShadowSplitSpheres[1].xyz; + float3 fromCenter2 = positionWS.xyz - dirShadowSplitSpheres[2].xyz; + float3 fromCenter3 = positionWS.xyz - dirShadowSplitSpheres[3].xyz; + float4 distances2 = float4(dot(fromCenter0, fromCenter0), dot(fromCenter1, fromCenter1), dot(fromCenter2, fromCenter2), dot(fromCenter3, fromCenter3)); + + float4 dirShadowSplitSphereSqRadii; + dirShadowSplitSphereSqRadii.x = dirShadowSplitSpheres[0].w; + dirShadowSplitSphereSqRadii.y = dirShadowSplitSpheres[1].w; + dirShadowSplitSphereSqRadii.z = dirShadowSplitSpheres[2].w; + dirShadowSplitSphereSqRadii.w = dirShadowSplitSpheres[3].w; + + float4 weights = float4( distances2 < dirShadowSplitSphereSqRadii ); + weights.yzw = saturate( weights.yzw - weights.xyz ); + + return uint( 4.0 - dot( weights, float4(4.0, 3.0, 2.0, 1.0 ) ) ); +} + +void EvalShadow_LoadSplitSpheres( ShadowContext shadowContext, int index, out float4 splitSpheres[4] ) +{ + uint offset = GetPayloadOffset( shadowContext.shadowDatas[index] ); + + splitSpheres[0] = asfloat( shadowContext.payloads[offset + 0] ); + splitSpheres[1] = asfloat( shadowContext.payloads[offset + 1] ); + splitSpheres[2] = asfloat( shadowContext.payloads[offset + 2] ); + splitSpheres[3] = asfloat( shadowContext.payloads[offset + 3] ); +} + +float EvalShadow_CascadedDepth( ShadowContext shadowContext, float3 positionWS, int index, float3 L ) +{ + // load the right shadow data for the current face + float4 dirShadowSplitSpheres[4]; + EvalShadow_LoadSplitSpheres( shadowContext, index, dirShadowSplitSpheres ); + uint shadowSplitIndex = EvalShadow_GetSplitSphereIndexForDirshadows( positionWS, dirShadowSplitSpheres ); + ShadowData sd = shadowContext.shadowDatas[index + shadowSplitIndex]; + // get shadowmap texcoords + float3 posTC = EvalShadow_GetTexcoords( sd, positionWS ); + + // sample the texture + uint texIdx, sampIdx; + float slice; + unpackShadowmapId( sd.id, texIdx, sampIdx, slice ); + + return SampleShadow_PCF_9tap_Adaptive( shadowContext, sd.texelSizeRcp, posTC, slice, texIdx, sampIdx ); +} + +float EvalShadow_CascadedDepth( ShadowContext shadowContext, Texture2DArray tex, SamplerComparisonState compSamp, float3 positionWS, int index, float3 L ) +{ + // load the right shadow data for the current face + float4 dirShadowSplitSpheres[4]; + EvalShadow_LoadSplitSpheres( shadowContext, index, dirShadowSplitSpheres ); + uint shadowSplitIndex = EvalShadow_GetSplitSphereIndexForDirshadows( positionWS, dirShadowSplitSpheres ); + ShadowData sd = shadowContext.shadowDatas[index + shadowSplitIndex]; + // get shadowmap texcoords + float3 posTC = EvalShadow_GetTexcoords( sd, positionWS ); + // sample the texture + float slice; + unpackShadowmapId(sd.id, slice); + + return SampleShadow_PCF_9tap_Adaptive( shadowContext, sd.texelSizeRcp, posTC, slice, tex, compSamp ); +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowAlgorithms.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowAlgorithms.hlsl.meta new file mode 100644 index 00000000000..da591b65484 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowAlgorithms.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9900a5b8191991b4d9e2c37413d85dc3 +timeCreated: 1485511902 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowAlgorithmsCustom.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowAlgorithmsCustom.hlsl new file mode 100644 index 00000000000..f94d08f4584 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowAlgorithmsCustom.hlsl @@ -0,0 +1,11 @@ +// This file is empty on purpose. Projects can put their custom shadow algorithms in here so they get automatically included by Shadow.hlsl. + +float EvalShadow_CascadedMomentum( ShadowContext shadowContext, float3 positionWS, int shadowDataIndex, float3 L ) +{ + return 1.0; +} + +float EvalShadow_CascadedMomentum( ShadowContext shadowContext, float3 positionWS, int shadowDataIndex, float3 L, float2 unPositionSS ) +{ + return 1.0; +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowAlgorithmsCustom.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowAlgorithmsCustom.hlsl.meta new file mode 100644 index 00000000000..bd1aff6b822 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowAlgorithmsCustom.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 1163a3730c1812748b5cc5a7ecfbaf0c +timeCreated: 1485511901 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowBase.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowBase.cs new file mode 100644 index 00000000000..97f00a3c706 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowBase.cs @@ -0,0 +1,355 @@ +using UnityEngine.Rendering; +using System; + +namespace UnityEngine.Experimental.Rendering.HDPipeline +{ + [GenerateHLSL] + public enum GPUShadowType + { + Point, + Spot, + Directional, + MAX, + Unknown = MAX, + All = Point | Spot | Directional + }; + + + [GenerateHLSL] + public enum GPUShadowSampling + { + PCF_1tap, + PCF_9Taps_Adaptive, + VSM_1tap, + MSM_1tap + }; + + namespace ShadowExp // temporary namespace until everything can be merged into the HDPipeline + { + // This is the struct passed into shaders + [GenerateHLSL] + public struct ShadowData + { + // shadow texture related params (need to be set by ShadowmapBase and derivatives) + public Matrix4x4 worldToShadow;// to light space matrix + public Vector4 scaleOffset;// scale and offset of shadowmap in atlas + public Vector2 texelSizeRcp;// reciprocal of the shadowmap's texel size in x and y + public uint id; // packed texture id, sampler id and slice idx + public GPUShadowType shadowType; // determines the shadow algorithm, i.e. which map to sample and how to interpret the data + public uint payloadOffset;// if this shadow type requires additional data it can be fetched from a global Buffer at payloadOffset. + + // light related params (need to be set via ShadowMgr and derivatives) + public GPULightType lightType; // the light type + public float bias; // bias setting + public float quality; // some quality parameters + + public void PackShadowmapId(uint texIdx, uint sampIdx, uint slice) + { + Debug.Assert(texIdx <= 0xff); + Debug.Assert(sampIdx <= 0xff); + Debug.Assert(slice <= 0xffff); + id = texIdx << 24 | sampIdx << 16 | slice; + } + }; + + public struct FrameId + { + public int frameCount; + public float deltaT; + } + + // -------------- Begin temporary structs that need to be replaced at some point --------------- + public struct SamplerState + { + // TODO: this should either contain the description for a sampler, or be replaced by a struct that does + public static bool operator==(SamplerState lhs, SamplerState rhs) { return false; } + public static bool operator!=(SamplerState lhs, SamplerState rhs) { return true; } + public override bool Equals(object obj) { return (obj is SamplerState) && (SamplerState)obj == this; } + public override int GetHashCode() { /* TODO: implement this at some point */ throw new NotImplementedException(); } + } + + public struct ComparisonSamplerState + { + // TODO: this should either contain the description for a comparison sampler, or be replaced by a struct that does + public static bool operator==(ComparisonSamplerState lhs, ComparisonSamplerState rhs) { return false; } + public static bool operator!=(ComparisonSamplerState lhs, ComparisonSamplerState rhs) { return true; } + public override bool Equals(object obj) { return (obj is ComparisonSamplerState) && (ComparisonSamplerState)obj == this; } + public override int GetHashCode() { /* TODO: implement this at some point */ throw new NotImplementedException(); } + } + // -------------- End temporary structs that need to be replaced at some point --------------- + + public struct ShadowPayload + { + public int p0; + public int p1; + public int p2; + public int p3; + + public void Set(float v0, float v1, float v2, float v3) + { + p0 = ShadowUtils.Asint(v0); + p1 = ShadowUtils.Asint(v1); + p2 = ShadowUtils.Asint(v2); + p3 = ShadowUtils.Asint(v3); + } + + public void Set(Vector4 v) { Set(v.x, v.y, v.z, v.w); } + } + + // Class holding resource information that needs to be synchronized with shaders. + public class ShadowContextStorage + { + public struct Init + { + public uint maxShadowDataSlots; + public uint maxPayloadSlots; + public uint maxTex2DArraySlots; + public uint maxTexCubeArraySlots; + public uint maxComparisonSamplerSlots; + public uint maxSamplerSlots; + } + protected ShadowContextStorage(ref Init initializer) + { + m_ShadowDatas.Reserve(initializer.maxShadowDataSlots); + m_Payloads.Reserve(initializer.maxPayloadSlots); + m_Tex2DArray.Reserve(initializer.maxTex2DArraySlots); + m_TexCubeArray.Reserve(initializer.maxTexCubeArraySlots); + m_CompSamplers.Reserve(initializer.maxComparisonSamplerSlots); + m_Samplers.Reserve(initializer.maxSamplerSlots); + } + + // query functions to be used by the shadowmap + public uint RequestTex2DArraySlot() { return m_Tex2DArray.Add(new RenderTargetIdentifier()); } + public uint RequestTexCubeArraySlot() { return m_TexCubeArray.Add(new RenderTargetIdentifier()); } + public uint RequestSamplerSlot(SamplerState ss) + { + uint idx; + if (m_Samplers.FindFirst(out idx, ref ss)) + return idx; + idx = m_Samplers.Count(); + m_Samplers.Add(ss); + return idx; + } + + public uint RequestSamplerSlot(ComparisonSamplerState css) + { + uint idx; + if (m_CompSamplers.FindFirst(out idx, ref css)) + return idx; + idx = m_CompSamplers.Count(); + m_CompSamplers.Add(css); + return idx; + } + + // setters called each frame on the shadowmap + public void SetTex2DArraySlot(uint slot, RenderTargetIdentifier val) { m_Tex2DArray[slot] = val; } + public void SetTexCubeArraySlot(uint slot, RenderTargetIdentifier val) { m_TexCubeArray[slot] = val; } + + protected VectorArray m_ShadowDatas = new VectorArray(0, false); + protected VectorArray m_Payloads = new VectorArray(0, false); + protected VectorArray m_Tex2DArray = new VectorArray(0, true); + protected VectorArray m_TexCubeArray = new VectorArray(0, true); + protected VectorArray m_CompSamplers = new VectorArray(0, true); + protected VectorArray m_Samplers = new VectorArray(0, true); + } + + // Class providing hooks to do the actual synchronization + public class ShadowContext : ShadowContextStorage + { + public delegate void SyncDel(ShadowContext sc); + public delegate void BindDel(ShadowContext sc, CommandBuffer cb); + public struct CtxtInit + { + public Init storage; + public SyncDel dataSyncer; + public BindDel resourceBinder; + } + public ShadowContext(ref CtxtInit initializer) : base(ref initializer.storage) + { + Debug.Assert(initializer.dataSyncer != null && initializer.resourceBinder != null); + m_DataSyncerDel = initializer.dataSyncer; + m_ResourceBinderDel = initializer.resourceBinder; + } + + public void ClearData() { m_ShadowDatas.Reset(); m_Payloads.Reset(); } + // delegate that takes care of syncing data to the GPU + public void SyncData() { m_DataSyncerDel(this); } + // delegate that takes care of binding textures, buffers and samplers to shaders just before rendering + public void BindResources(CommandBuffer cb) { m_ResourceBinderDel(this, cb); } + + // the following functions are to be used by the bind and sync delegates + public void GetShadowDatas(out ShadowData[] shadowDatas, out uint offset, out uint count) { shadowDatas = m_ShadowDatas.AsArray(out offset, out count); } + public void GetPayloads(out ShadowPayload[] payloads, out uint offset, out uint count) { payloads = m_Payloads.AsArray(out offset, out count); } + public void GetTex2DArrays(out RenderTargetIdentifier[] tex2DArrays, out uint offset, out uint count) { tex2DArrays = m_Tex2DArray.AsArray(out offset, out count); } + public void GetTexCubeArrays(out RenderTargetIdentifier[] texCubeArrays, out uint offset, out uint count) { texCubeArrays = m_TexCubeArray.AsArray(out offset, out count); } + public void GetComparisonSamplerArrays(out ComparisonSamplerState[] compSamplers, out uint offset, out uint count) { compSamplers = m_CompSamplers.AsArray(out offset, out count); } + public void GetSamplerArrays(out SamplerState[] samplerArrays, out uint offset, out uint count) { samplerArrays = m_Samplers.AsArray(out offset, out count); } + + private SyncDel m_DataSyncerDel; + private BindDel m_ResourceBinderDel; + } + + // Abstract base class for handling shadow maps. + // Specific implementations managing atlases and the likes should inherit from this + abstract public class ShadowmapBase + { + [Flags] + public enum ShadowSupport + { + Point = 1 << GPUShadowType.Point, + Spot = 1 << GPUShadowType.Spot, + Directional = 1 << GPUShadowType.Directional + } + public struct ShadowRequest + { + private const byte k_IndexBits = 24; + private const byte k_FaceBits = 32 - k_IndexBits; + private const uint k_MaxIndex = (1 << k_IndexBits) - 1; + private const byte k_MaxFace = (1 << k_FaceBits) - 1; + public const int k_MaxFaceCount = k_FaceBits; + + // combined face mask and visible light index + private uint m_MaskIndex; + // instance Id for this light + public int instanceId { get; set; } + // shadow type of this light + public GPUShadowType shadowType { get; set; } + // index into the visible lights array + public uint index + { + get { return m_MaskIndex & k_MaxIndex; } + set { m_MaskIndex = value & k_MaxIndex; } + } + // mask of which faces are requested: + // - for spotlights the value is always 1 + // - for point lights the bit positions map to the faces as listed in the CubemapFace enum + // - for directional lights the bit positions map to the individual cascades + public uint facemask + { + get { return (m_MaskIndex >> k_IndexBits) & k_MaxFace; } + set { m_MaskIndex = (m_MaskIndex & k_MaxIndex) | (value << k_IndexBits); } + } + public uint facecount + { + get + { + uint fc = facemask; + uint count = 0; + while (fc != 0) + { + count += fc & 1; + fc >>= 1; + } + return count; + } + } + } + + + protected readonly uint m_Width; + protected readonly uint m_Height; + protected readonly uint m_Slices; + protected readonly uint m_ShadowmapBits; + protected readonly RenderTextureFormat m_ShadowmapFormat; + protected readonly SamplerState m_SamplerState; + protected readonly ComparisonSamplerState m_CompSamplerState; + protected readonly Vector4 m_ClearColor; + protected readonly float m_WidthRcp; + protected readonly float m_HeightRcp; + protected readonly uint m_MaxPayloadCount; + protected readonly ShadowSupport m_ShadowSupport; + protected uint m_ShadowId; + protected CullResults m_CullResults;// TODO: Temporary, due to CullResults dependency in ShadowUtils' matrix extraction code. Remove this member once that dependency is gone. + + public struct BaseInit + { + public uint width; // width of the shadowmap + public uint height; // height of the shadowmap + public uint slices; // slices for the shadowmap + public uint shadowmapBits; // bit depth for native shadowmaps, or bitdepth for the temporary shadowmap if the shadowmapFormat is not native + public RenderTextureFormat shadowmapFormat; // texture format of the shadowmap + public SamplerState samplerState; // the desired sampler state for non-native shadowmaps + public ComparisonSamplerState comparisonSamplerState; // the desired sampler state for native shadowmaps doing depth comparisons as well + public Vector4 clearColor; // the clear color used for non-native shadowmaps + public uint maxPayloadCount; // how many ints will be pushed into the payload buffer for each invocation of Reserve + public ShadowSupport shadowSupport; // bitmask of all shadow types that this shadowmap supports + }; + + protected ShadowmapBase(ref BaseInit initializer) + { + m_Width = initializer.width; + m_Height = initializer.height; + m_Slices = initializer.slices; + m_ShadowmapBits = initializer.shadowmapBits; + m_ShadowmapFormat = initializer.shadowmapFormat; + m_SamplerState = initializer.samplerState; + m_CompSamplerState = initializer.comparisonSamplerState; + m_ClearColor = initializer.clearColor; + m_WidthRcp = 1.0f / initializer.width; + m_HeightRcp = 1.0f / initializer.height; + m_MaxPayloadCount = initializer.maxPayloadCount; + m_ShadowSupport = initializer.shadowSupport; + m_ShadowId = 0; + + if (IsNativeDepth() && m_Slices > 1) + { + // TODO: Right now when using any of the SetRendertarget functions we ultimately end up in RenderTextureD3D11.cpp + // SetRenderTargetD3D11Internal. This function sets the correct slice only for RTVs, whereas depth textures only + // support one DSV. So there's currently no way to have individual DSVs per slice to render into (ignoring going through a geometry shader and selecting the slice there). + Debug.LogError("Unity does not allow direct rendering into specific depth slices, yet. Defaulting back to one array slice."); + m_Slices = 1; + } + } + + protected bool IsNativeDepth() + { + return m_ShadowmapFormat == RenderTextureFormat.Shadowmap || m_ShadowmapFormat == RenderTextureFormat.Depth; + } + + public ShadowSupport QueryShadowSupport() { return m_ShadowSupport; } + public uint GetMaxPayload() { return m_MaxPayloadCount; } + public void AssignId(uint shadowId) { m_ShadowId = shadowId; } + public void Assign(CullResults cullResults) { m_CullResults = cullResults; } // TODO: Remove when m_CullResults is removed again + abstract public bool Reserve(FrameId frameId, ref ShadowData shadowData, ShadowRequest sr, uint width, uint height, ref VectorArray entries, ref VectorArray payloads, VisibleLight[] lights); + abstract public bool Reserve(FrameId frameId, ref ShadowData shadowData, ShadowRequest sr, uint[] widths, uint[] heights, ref VectorArray entries, ref VectorArray payloads, VisibleLight[] lights); + abstract public bool ReserveFinalize(FrameId frameId, ref VectorArray entries, ref VectorArray payloads); + abstract public void Update(FrameId frameId, ScriptableRenderContext renderContext, CullResults cullResults, VisibleLight[] lights); + abstract public void ReserveSlots(ShadowContextStorage sc); + abstract public void Fill(ShadowContextStorage cs); + } + + interface IShadowManager + { + // Warning: The shadowRequests array and shadowRequestsCount are modified by this function. + // When called the array contains the indices of lights requesting shadows, + // upon returning the array contains up to shadowRequestsCount valid shadow caster indices, + // whereas [shadowRequestsCount;originalRequestsCount) will hold all indices for lights that wanted to cast a shadow but got rejected. + // shadowDataIndices contains the offset into the shadowDatas array only for each shadow casting light, e.g. lights[shadowRequests[i]].shadowDataOffset = shadowDataIndices[i]; + // shadowDatas contains shadowmap related basic parameters that can be passed to the shader. + // shadowPayloads contains implementation specific data that is accessed from the shader by indexing into an Buffer using ShadowData.ShadowmapData.payloadOffset. + // This is the equivalent of a void pointer in the shader and there needs to be loader code that knows how to interpret the data. + // If there are no valid shadow casters all output arrays will be null, otherwise they will contain valid data that can be passed to shaders. + void ProcessShadowRequests(FrameId frameId, CullResults cullResults, Camera camera, VisibleLight[] lights, ref uint shadowRequestsCount, int[] shadowRequests, out int[] shadowDataIndices); + // Renders all shadows for lights the were deemed shadow casters after the last call to ProcessShadowRequests + void RenderShadows(FrameId frameId, ScriptableRenderContext renderContext, CullResults cullResults, VisibleLight[] lights); + // Synchronize data with GPU buffers + void SyncData(); + // Binds resources to shader stages just before rendering the lighting pass + void BindResources(ScriptableRenderContext renderContext); + } + + abstract public class ShadowManagerBase : IShadowManager + { + public abstract void ProcessShadowRequests(FrameId frameId, CullResults cullResults, Camera camera, VisibleLight[] lights, ref uint shadowRequestsCount, int[] shadowRequests, out int[] shadowDataIndices); + public abstract void RenderShadows(FrameId frameId, ScriptableRenderContext renderContext, CullResults cullResults, VisibleLight[] lights); + public abstract void SyncData(); + public abstract void BindResources(ScriptableRenderContext renderContext); + // sort the shadow requests in descending priority - may only modify shadowRequests + protected abstract void PrioritizeShadowCasters(Camera camera, VisibleLight[] lights, uint shadowRequestsCount, int[] shadowRequests); + // prune the shadow requests - may modify shadowRequests and shadowsCountshadowRequestsCount + protected abstract void PruneShadowCasters(Camera camera, VisibleLight[] lights, ref VectorArray shadowRequests, ref VectorArray requestsGranted, out uint totalRequestCount); + // allocate the shadow requests in the shadow map, only is called if shadowsCount > 0 - may modify shadowRequests and shadowsCount + protected abstract void AllocateShadows(FrameId frameId, VisibleLight[] lights, uint totalGranted, ref VectorArray grantedRequests, ref VectorArray shadowIndices, ref VectorArray shadowmapDatas, ref VectorArray shadowmapPayload); + } + } // end of namespace ShadowExp +} // end of namespace UnityEngine.Experimental.ScriptableRenderLoop diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowBase.cs.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowBase.cs.hlsl new file mode 100644 index 00000000000..60ecb256ca9 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowBase.cs.hlsl @@ -0,0 +1,81 @@ +// +// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowBase.cs. Please don't edit by hand. +// + +#ifndef SHADOWBASE_CS_HLSL +#define SHADOWBASE_CS_HLSL +// +// UnityEngine.Experimental.Rendering.HDPipeline.GPUShadowType: static fields +// +#define GPUSHADOWTYPE_POINT (0) +#define GPUSHADOWTYPE_SPOT (1) +#define GPUSHADOWTYPE_DIRECTIONAL (2) +#define GPUSHADOWTYPE_MAX (3) +#define GPUSHADOWTYPE_UNKNOWN (3) +#define GPUSHADOWTYPE_ALL (3) + +// +// UnityEngine.Experimental.Rendering.HDPipeline.GPUShadowSampling: static fields +// +#define GPUSHADOWSAMPLING_PCF_1TAP (0) +#define GPUSHADOWSAMPLING_PCF_9TAPS_ADAPTIVE (1) +#define GPUSHADOWSAMPLING_VSM_1TAP (2) +#define GPUSHADOWSAMPLING_MSM_1TAP (3) + +// Generated from UnityEngine.Experimental.Rendering.HDPipeline.ShadowExp.ShadowData +// PackingRules = Exact +struct ShadowData +{ + float4x4 worldToShadow; + float4 scaleOffset; + float2 texelSizeRcp; + uint id; + int shadowType; + uint payloadOffset; + int lightType; + float bias; + float quality; +}; + +// +// Accessors for UnityEngine.Experimental.Rendering.HDPipeline.ShadowExp.ShadowData +// +float4x4 GetWorldToShadow(ShadowData value) +{ + return value.worldToShadow; +} +float4 GetScaleOffset(ShadowData value) +{ + return value.scaleOffset; +} +float2 GetTexelSizeRcp(ShadowData value) +{ + return value.texelSizeRcp; +} +uint GetId(ShadowData value) +{ + return value.id; +} +int GetShadowType(ShadowData value) +{ + return value.shadowType; +} +uint GetPayloadOffset(ShadowData value) +{ + return value.payloadOffset; +} +int GetLightType(ShadowData value) +{ + return value.lightType; +} +float GetBias(ShadowData value) +{ + return value.bias; +} +float GetQuality(ShadowData value) +{ + return value.quality; +} + + +#endif diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowBase.cs.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowBase.cs.hlsl.meta new file mode 100644 index 00000000000..e8588ad6a1b --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowBase.cs.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 68d59da52ffb57240bdf73300a2736bf +timeCreated: 1485788693 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowBase.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowBase.cs.meta new file mode 100644 index 00000000000..43ef2219389 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowBase.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 0998db889743f994b8ea4257f9ab33fa +timeCreated: 1485511431 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowContext.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowContext.hlsl new file mode 100644 index 00000000000..84045900a4a --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowContext.hlsl @@ -0,0 +1,28 @@ + +// This can be custom for each project and needs to be in sync with the ShadowMgr + +#define SHADOWCONTEXT_MAX_TEX2DARRAY 2 +#define SHADOWCONTEXT_MAX_TEXCUBEARRAY 1 +#define SHADOWCONTEXT_MAX_SAMPLER 1 +#define SHADOWCONTEXT_MAX_COMPSAMPLER 2 + +SHADOWCONTEXT_DECLARE( SHADOWCONTEXT_MAX_TEX2DARRAY, SHADOWCONTEXT_MAX_TEXCUBEARRAY, SHADOWCONTEXT_MAX_COMPSAMPLER, SHADOWCONTEXT_MAX_SAMPLER ); + +StructuredBuffer _ShadowDatasExp; +StructuredBuffer _ShadowPayloads; +TEXTURE2D_ARRAY(_ShadowmapExp_Dir); +SAMPLER2D_SHADOW(sampler_ShadowmapExp_Dir); +TEXTURE2D_ARRAY(_ShadowmapExp_PointSpot); +SAMPLER2D_SHADOW(sampler_ShadowmapExp_PointSpot); + +ShadowContext InitShadowContext() +{ + ShadowContext sc; + sc.shadowDatas = _ShadowDatasExp; + sc.payloads = _ShadowPayloads; + sc.tex2DArray[0] = _ShadowmapExp_Dir; + sc.tex2DArray[1] = _ShadowmapExp_PointSpot; + sc.compSamplers[0] = sampler_ShadowmapExp_Dir; + sc.compSamplers[1] = sampler_ShadowmapExp_PointSpot; + return sc; +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowContext.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowContext.hlsl.meta new file mode 100644 index 00000000000..71b8fdc10a8 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowContext.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 4091aef5166b0624db069f6dbfd0673a +timeCreated: 1485511901 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowDispatch.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowDispatch.hlsl new file mode 100644 index 00000000000..a2ba475876d --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowDispatch.hlsl @@ -0,0 +1,52 @@ +// This file is empty by default. +// Project specific file to override the default shadow sampling routines. +// We need to define which dispatchers we're overriding, otherwise the compiler will pick default implementations which will lead to compile errors. +// Check Shadow.hlsl right below where this header is included for the individual defines. + +// example of overriding directional lights +//#define SHADOW_DISPATCH_USE_CUSTOM_DIRECTIONAL +#ifdef SHADOW_DISPATCH_USE_CUSTOM_DIRECTIONAL +float GetDirectionalShadowAttenuation( ShadowContext shadowContext, float3 positionWS, int shadowDataIndex, float3 L ) +{ + Texture2DArray tex = shadowContext.tex2DArray[0]; + SamplerComparisonState compSamp = shadowContext.compSamplers[0]; + + return EvalShadow_CascadedDepth( shadowContext, tex, compSamp, positionWS, shadowDataIndex, L ); + + //return EvalShadow_CascadedMomentum( shadowContext, positionWS, shadowDataIndex, L ); +} + +float GetDirectionalShadowAttenuation( ShadowContext shadowContext, float3 positionWS, int shadowDataIndex, float3 L, float2 unPositionSS ) +{ + Texture2DArray tex = shadowContext.tex2DArray[0]; + SamplerComparisonState compSamp = shadowContext.compSamplers[0]; + + return EvalShadow_CascadedDepth( shadowContext, tex, compSamp, positionWS, shadowDataIndex, L ); + + //return EvalShadow_CascadedMomentum( shadowContext, positionWS, shadowDataIndex, L ); +} +#endif + + + +// This is an example of how to override the default dynamic resource dispatcher +// by hardcoding the resources used and calling the shadow sampling routines that take an explicit texture and sampler. +// It is the responsibility of the author to make sure that ShadowContext.hlsl binds the correct texture to the right slot, +// and that on the C# side the shadowContext bindDelegate binds the correct resource to the correct texture id. +//#define SHADOW_DISPATCH_USE_CUSTOM_PUNCTUAL +#ifdef SHADOW_DISPATCH_USE_CUSTOM_PUNCTUAL +float GetPunctualShadowAttenuation( ShadowContext shadowContext, float3 positionWS, int shadowDataIndex, float3 L ) +{ + Texture2DArray tex = shadowContext.tex2DArray[1]; + SamplerComparisonState compSamp = shadowContext.compSamplers[1]; + + return EvalShadow_PunctualDepth( shadowContext, tex, compSamp, positionWS, shadowDataIndex, L ); +} +float GetPunctualShadowAttenuation( ShadowContext shadowContext, float3 positionWS, int shadowDataIndex, float3 L, float2 unPositionSS ) +{ + Texture2DArray tex = shadowContext.tex2DArray[1]; + SamplerComparisonState compSamp = shadowContext.compSamplers[1]; + + return EvalShadow_PunctualDepth( shadowContext, tex, compSamp, positionWS, shadowDataIndex, L ); +} +#endif diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowDispatch.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowDispatch.hlsl.meta new file mode 100644 index 00000000000..b8bf19f5a0b --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowDispatch.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 1c09a112d6337c7468843f1d64d7795f +timeCreated: 1485511901 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowSampling.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowSampling.hlsl new file mode 100644 index 00000000000..bcc0966ec62 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowSampling.hlsl @@ -0,0 +1,86 @@ +// Various shadow sampling logic. +// Again two versions, one for dynamic resource indexing, one for static resource access. + +// +// 1 tap PCF sampling +// +float SampleShadow_PCF_1tap( ShadowContext shadowContext, float3 tcs, uint slice, uint texIdx, uint sampIdx ) +{ + // sample the texture + return SampleCompShadow_T2DA( shadowContext, texIdx, sampIdx, tcs, slice ).x; +} + +float SampleShadow_PCF_1tap( ShadowContext shadowContext, float3 tcs, uint slice, Texture2DArray tex, SamplerComparisonState compSamp ) +{ + // sample the texture + return SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, tcs, slice ); +} + +// +// 9 tap adaptive PCF sampling +// +float SampleShadow_PCF_9tap_Adaptive( ShadowContext shadowContext, float2 texelSizeRcp, float3 tcs, uint slice, uint texIdx, uint sampIdx ) +{ + // Terms0 are weights for the individual samples, the other terms are offsets in texel space + float4 vShadow3x3PCFTerms0 = float4( 20.0f / 267.0f, 33.0f / 267.0f, 55.0f / 267.0f, 0.0f ); + float4 vShadow3x3PCFTerms1 = float4( texelSizeRcp.x, texelSizeRcp.y, -texelSizeRcp.x, -texelSizeRcp.y ); + float4 vShadow3x3PCFTerms2 = float4( texelSizeRcp.x, texelSizeRcp.y, 0.0f, 0.0f ); + float4 vShadow3x3PCFTerms3 = float4(-texelSizeRcp.x, -texelSizeRcp.y, 0.0f, 0.0f ); + + float4 v20Taps; + v20Taps.x = SampleCompShadow_T2DA( shadowContext, texIdx, sampIdx, float3( tcs.xy + vShadow3x3PCFTerms1.xy, tcs.z ), slice ).x; // 1 1 + v20Taps.y = SampleCompShadow_T2DA( shadowContext, texIdx, sampIdx, float3( tcs.xy + vShadow3x3PCFTerms1.zy, tcs.z ), slice ).x; // -1 1 + v20Taps.z = SampleCompShadow_T2DA( shadowContext, texIdx, sampIdx, float3( tcs.xy + vShadow3x3PCFTerms1.xw, tcs.z ), slice ).x; // 1 -1 + v20Taps.w = SampleCompShadow_T2DA( shadowContext, texIdx, sampIdx, float3( tcs.xy + vShadow3x3PCFTerms1.zw, tcs.z ), slice ).x; // -1 -1 + float flSum = dot( v20Taps.xyzw, float4( 0.25, 0.25, 0.25, 0.25 ) ); + // fully in light or shadow? -> bail + if( ( flSum == 0.0 ) || ( flSum == 1.0 ) ) + return flSum; + + // we're in a transition area, do 5 more taps + flSum *= vShadow3x3PCFTerms0.x * 4.0; + + float4 v33Taps; + v33Taps.x = SampleCompShadow_T2DA( shadowContext, texIdx, sampIdx, float3( tcs.xy + vShadow3x3PCFTerms2.xz, tcs.z ), slice ).x; // 1 0 + v33Taps.y = SampleCompShadow_T2DA( shadowContext, texIdx, sampIdx, float3( tcs.xy + vShadow3x3PCFTerms3.xz, tcs.z ), slice ).x; // -1 0 + v33Taps.z = SampleCompShadow_T2DA( shadowContext, texIdx, sampIdx, float3( tcs.xy + vShadow3x3PCFTerms3.zy, tcs.z ), slice ).x; // 0 -1 + v33Taps.w = SampleCompShadow_T2DA( shadowContext, texIdx, sampIdx, float3( tcs.xy + vShadow3x3PCFTerms2.zy, tcs.z ), slice ).x; // 0 1 + flSum += dot( v33Taps.xyzw, vShadow3x3PCFTerms0.yyyy ); + + flSum += SampleCompShadow_T2DA( shadowContext, texIdx, sampIdx, tcs, slice ).x * vShadow3x3PCFTerms0.z; + + return flSum; +} + +float SampleShadow_PCF_9tap_Adaptive(ShadowContext shadowContext, float2 texelSizeRcp, float3 tcs, uint slice, Texture2DArray tex, SamplerComparisonState compSamp ) +{ + // Terms0 are weights for the individual samples, the other terms are offsets in texel space + float4 vShadow3x3PCFTerms0 = float4(20.0f / 267.0f, 33.0f / 267.0f, 55.0f / 267.0f, 0.0f); + float4 vShadow3x3PCFTerms1 = float4( texelSizeRcp.x, texelSizeRcp.y, -texelSizeRcp.x, -texelSizeRcp.y); + float4 vShadow3x3PCFTerms2 = float4( texelSizeRcp.x, texelSizeRcp.y, 0.0f, 0.0f); + float4 vShadow3x3PCFTerms3 = float4(-texelSizeRcp.x, -texelSizeRcp.y, 0.0f, 0.0f); + + float4 v20Taps; + v20Taps.x = SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, float3( tcs.xy + vShadow3x3PCFTerms1.xy, tcs.z ), slice ).x; // 1 1 + v20Taps.y = SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, float3( tcs.xy + vShadow3x3PCFTerms1.zy, tcs.z ), slice ).x; // -1 1 + v20Taps.z = SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, float3( tcs.xy + vShadow3x3PCFTerms1.xw, tcs.z ), slice ).x; // 1 -1 + v20Taps.w = SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, float3( tcs.xy + vShadow3x3PCFTerms1.zw, tcs.z ), slice ).x; // -1 -1 + float flSum = dot( v20Taps.xyzw, float4( 0.25, 0.25, 0.25, 0.25 ) ); + // fully in light or shadow? -> bail + if( ( flSum == 0.0 ) || ( flSum == 1.0 ) ) + return flSum; + + // we're in a transition area, do 5 more taps + flSum *= vShadow3x3PCFTerms0.x * 4.0; + + float4 v33Taps; + v33Taps.x = SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, float3( tcs.xy + vShadow3x3PCFTerms2.xz, tcs.z ), slice ).x; // 1 0 + v33Taps.y = SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, float3( tcs.xy + vShadow3x3PCFTerms3.xz, tcs.z ), slice ).x; // -1 0 + v33Taps.z = SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, float3( tcs.xy + vShadow3x3PCFTerms3.zy, tcs.z ), slice ).x; // 0 -1 + v33Taps.w = SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, float3( tcs.xy + vShadow3x3PCFTerms2.zy, tcs.z ), slice ).x; // 0 1 + flSum += dot( v33Taps.xyzw, vShadow3x3PCFTerms0.yyyy ); + + flSum += SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, tcs, slice ).x * vShadow3x3PCFTerms0.z; + + return flSum; +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowSampling.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowSampling.hlsl.meta new file mode 100644 index 00000000000..1fd978c569d --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowSampling.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 32c86a80860fd014ba44f8b7a7914a5c +timeCreated: 1487253249 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowTexFetch.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowTexFetch.hlsl new file mode 100644 index 00000000000..5fc5f496063 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowTexFetch.hlsl @@ -0,0 +1,81 @@ + + +// shadow lookup routines when dynamic array access is possible +#if SHADOW_SUPPORTS_DYNAMIC_INDEXING != 0 + +// Shader model >= 5.1 +# define SHADOW_DEFINE_SAMPLING_FUNCS( _Tex2DArraySlots, _TexCubeArraySlots ) \ + float4 SampleCompShadow_T2DA( ShadowContext ctxt, uint texIdx, uint sampIdx, float3 tcs, float slice ) { return SAMPLE_TEXTURE2D_ARRAY_SHADOW( ctxt.tex2DArray[texIdx], ctxt.compSamplers[sampIdx], tcs, slice ); } \ + float4 SampleShadow_T2DA( ShadowContext ctxt, uint texIdx, uint sampIdx, float2 tcs, float slice, float lod = 0.0 ) { return SAMPLE_TEXTURE2D_ARRAY_LOD( ctxt.tex2DArray[texIdx], ctxt.samplers[sampIdx], tcs, slice, lod ); } \ + float4 SampleCompShadow_TCA( ShadowContext ctxt, uint texIdx, uint sampIdx, float4 tcs, float cubeIdx ) { return SAMPLE_TEXTURECUBE_ARRAY_SHADOW( ctxt.texCubeArray[texIdx], ctxt.compSamplers[sampIdx], tcs, cubeIdx );} \ + float4 SampleShadow_TCA( ShadowContext ctxt, uint texIdx, uint sampIdx, float3 tcs, float cubeIdx, float lod = 0.0 ) { return SAMPLE_TEXTURECUBE_ARRAY_LOD( ctxt.texCubeArray[texIdx], ctxt.samplers[sampIdx], tcs, cubeIdx, lod ); } + + +#else // helper macros if dynamic indexing does not work + + +// Sampler and texture combinations are static. No shadowmap will ever be sampled with two different samplers. +// Once shadowmaps and samplers are fixed consider writing custom dispatchers directly accessing textures and samplers. +# define SHADOW_DEFINE_SAMPLING_FUNCS( _Tex2DArraySlots, _TexCubeArraySlots, _SamplerCompSlots, _SamplerSlots ) \ + \ + float4 SampleCompShadow_T2DA( ShadowContext ctxt, uint texIdx, uint sampIdx, float3 tcs, float slice ) \ + { \ + [unroll] for( uint i = 0; i < _Tex2DArraySlots; i++ ) \ + { \ + [unroll] for( uint j = 0; j < _SamplerCompSlots; j++ ) \ + { \ + [branch] if( i == texIdx && j == sampIdx ) \ + { \ + return SAMPLE_TEXTURE2D_ARRAY_SHADOW( ctxt.tex2DArray[i], ctxt.compSamplers[j], tcs, slice ); \ + } \ + } \ + } \ + return 1.0; \ + } \ + \ + float4 SampleShadow_T2DA( ShadowContext ctxt, uint texIdx, uint sampIdx, float2 tcs, float slice, float lod = 0.0 ) \ + { \ + [unroll] for( uint i = 0; i < _Tex2DArraySlots; i++ ) \ + { \ + [unroll] for( uint j = 0; j < _SamplerSlots; j++ ) \ + { \ + [branch] if( i == texIdx && j == sampIdx ) \ + { \ + return SAMPLE_TEXTURE2D_ARRAY_LOD( ctxt.tex2DArray[i], ctxt.samplers[j], tcs, slice, lod ); \ + } \ + } \ + } \ + return 1.0; \ + } \ + \ + float4 SampleCompShadow_TCA( ShadowContext ctxt, uint texIdx, uint sampIdx, float4 tcs, float cubeIdx ) \ + { \ + [unroll] for( uint i = 0; i < _TexCubeArraySlots; i++ ) \ + { \ + [unroll] for( uint j = 0; j < _SamplerCompSlots; j++ ) \ + { \ + [branch] if( i == texIdx && j == sampIdx ) \ + { \ + return SAMPLE_TEXTURECUBE_ARRAY_SHADOW( ctxt.texCubeArray[i], ctxt.compSamplers[j], tcs, cubeIdx ); \ + } \ + } \ + } \ + return 1.0; \ + } \ + \ + float4 SampleShadow_TCA( ShadowContext ctxt, uint texIdx, uint sampIdx, float3 tcs, float cubeIdx, float lod = 0.0 ) \ + { \ + [unroll] for( uint i = 0; i < _TexCubeArraySlots; i++ ) \ + { \ + [unroll] for( uint j = 0; j < _SamplerSlots; j++ ) \ + { \ + [branch] if( i == texIdx && j == sampIdx ) \ + { \ + return SAMPLE_TEXTURECUBE_ARRAY_LOD( ctxt.texCubeArray[i], ctxt.samplers[j], tcs, cubeIdx, lod ); \ + } \ + } \ + } \ + return 1.0; \ + } + +#endif diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowTexFetch.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowTexFetch.hlsl.meta new file mode 100644 index 00000000000..1d5ce4dba52 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowTexFetch.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 2ac0d1cc115e6ec42b5c47d2ee13f139 +timeCreated: 1485873843 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowUtilities.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowUtilities.cs new file mode 100644 index 00000000000..19650e78261 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowUtilities.cs @@ -0,0 +1,96 @@ +namespace UnityEngine.Experimental.Rendering.HDPipeline +{ + public class ShadowUtils + { + public static Matrix4x4 ExtractSpotLightMatrix(VisibleLight vl, out Matrix4x4 view, out Matrix4x4 proj, out Vector4 lightDir, out ShadowSplitData splitData) + { + splitData = new ShadowSplitData(); + splitData.cullingSphere.Set(0.0f, 0.0f, 0.0f, float.NegativeInfinity); + splitData.cullingPlaneCount = 0; + // get lightDir + lightDir = vl.light.transform.forward; + // calculate view + Matrix4x4 scaleMatrix = Matrix4x4.identity; + scaleMatrix.m22 = -1.0f; + view = scaleMatrix * vl.localToWorld.inverse; + // following code is from SharedLightData::GetNearPlaneMinBound + float percentageBound = 0.01f * vl.light.range; + float fixedBound = 0.1f; + float nearmin = fixedBound <= percentageBound ? fixedBound : percentageBound; + // calculate projection + float zfar = vl.range; + float znear = vl.light.shadowNearPlane >= nearmin ? vl.light.shadowNearPlane : nearmin; + float fov = vl.spotAngle; + proj = Matrix4x4.Perspective(fov, 1.0f, znear, zfar); + // and the compound + return proj * view; + } + + public static Matrix4x4 ExtractPointLightMatrix(VisibleLight vl, uint faceIdx, float fovBias, out Matrix4x4 view, out Matrix4x4 proj, out Vector4 lightDir, out ShadowSplitData splitData, CullResults cullResults, int lightIndex) + { + Debug.Assert(faceIdx <= (uint)CubemapFace.NegativeZ, "Tried to extract cubemap face " + faceIdx + "."); + + splitData = new ShadowSplitData(); + splitData.cullingSphere.Set(0.0f, 0.0f, 0.0f, float.NegativeInfinity); + splitData.cullingPlaneCount = 0; + // get lightDir + lightDir = vl.light.transform.forward; + // TODO: At some point this logic should be moved to C#, then the parameters cullResults and lightIndex can be removed as well + cullResults.ComputePointShadowMatricesAndCullingPrimitives(lightIndex, (CubemapFace)faceIdx, fovBias, out view, out proj, out splitData); + // and the compound + return proj * view; + } + + public static Matrix4x4 ExtractDirectionalLightMatrix(VisibleLight vl, uint cascadeIdx, int cascadeCount, Vector3 splitRatio, float nearPlaneOffset, uint width, uint height, out Matrix4x4 view, out Matrix4x4 proj, out Vector4 lightDir, out ShadowSplitData splitData, CullResults cullResults, int lightIndex) + { + Debug.Assert(width == height, "Currently the cascaded shadow mapping code requires square cascades."); + splitData = new ShadowSplitData(); + splitData.cullingSphere.Set(0.0f, 0.0f, 0.0f, float.NegativeInfinity); + splitData.cullingPlaneCount = 0; + // get lightDir + lightDir = vl.light.transform.forward; + // TODO: At some point this logic should be moved to C#, then the parameters cullResults and lightIndex can be removed as well + // For directional lights shadow data is extracted from the cullResults, so that needs to be somehow provided here. + // Check ScriptableShadowsUtility.cpp ComputeDirectionalShadowMatricesAndCullingPrimitives(...) for details. + cullResults.ComputeDirectionalShadowMatricesAndCullingPrimitives(lightIndex, (int)cascadeIdx, cascadeCount, splitRatio, (int)width, nearPlaneOffset, out view, out proj, out splitData); + // and the compound + return proj * view; + } + + public static bool MapLightType(LightType lt, AdditionalLightData ald, out GPULightType gputype, out GPUShadowType shadowtype) + { + shadowtype = GPUShadowType.Unknown; // Default for all non-punctual lights + gputype = GPULightType.Spot; + + switch (ald.archetype) + { + case LightArchetype.Punctual: return MapLightType(lt, out gputype, out shadowtype); + case LightArchetype.Area: gputype = (ald.lightWidth > 0) ? GPULightType.Rectangle : GPULightType.Line; return true; + case LightArchetype.Projector: + switch (lt) + { + case LightType.Directional: gputype = GPULightType.ProjectorOrtho; return true; + case LightType.Spot: gputype = GPULightType.ProjectorPyramid; return true; + default: Debug.Assert(false, "Projectors can only be Spot or Directional lights."); return false; + } + default: return false; // <- probably not what you want + } + } + + public static bool MapLightType(LightType lt, out GPULightType gputype, out GPUShadowType shadowtype) + { + switch (lt) + { + case LightType.Spot: gputype = GPULightType.Spot; shadowtype = GPUShadowType.Spot; return true; + case LightType.Directional: gputype = GPULightType.Directional; shadowtype = GPUShadowType.Directional; return true; + case LightType.Point: gputype = GPULightType.Point; shadowtype = GPUShadowType.Point; return true; + default: + case LightType.Area: gputype = GPULightType.Rectangle; shadowtype = GPUShadowType.Unknown; return false; // area lights by themselves can't be mapped to any GPU type + } + } + + public static float Asfloat(uint val) { return System.BitConverter.ToSingle(System.BitConverter.GetBytes(val), 0); } + public static int Asint(float val) { return System.BitConverter.ToInt32(System.BitConverter.GetBytes(val), 0); } + public static uint Asuint(float val) { return System.BitConverter.ToUInt32(System.BitConverter.GetBytes(val), 0); } + } +} // end of namespace UnityEngine.Experimental.ScriptableRenderLoop diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowUtilities.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowUtilities.cs.meta new file mode 100644 index 00000000000..d64e97da719 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowUtilities.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 99dfd76ad655ff441aef9bb0015a1f05 +timeCreated: 1485511433 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/VectorArray.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/VectorArray.cs new file mode 100644 index 00000000000..c4100291ab8 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/VectorArray.cs @@ -0,0 +1,306 @@ +using System; + +namespace UnityEngine.Experimental +{ + public struct VectorArray + { + public const uint k_InvalidIdx = uint.MaxValue; + private T[] m_array; // backing storage + private uint m_offset; // offset into backing storage + private uint m_count; // active slots, <= m_array.Length + private bool m_clearToDefault; // if true, freed up slots will be default initialized + + public VectorArray(uint capacity, bool clearToDefault) + { + m_array = new T[capacity]; + m_offset = 0; + m_count = capacity; + m_clearToDefault = clearToDefault; + } + + public VectorArray(T[] array, uint offset, uint count, bool clearToDefault) + { + m_array = array; + m_offset = offset; + m_count = count; + m_clearToDefault = clearToDefault; + } + + public VectorArray(ref VectorArray vec, uint offset, uint count) + { + m_array = vec.m_array; + m_offset = vec.m_offset + offset; + m_count = count; + m_clearToDefault = vec.m_clearToDefault; + } + + // Reset fill count, but keep storage + public void Reset() + { + if (m_clearToDefault) + { + for (uint i = 0; i < m_count; ++i) + this[i] = default(T); + } + m_count = 0; + } + + // Reset fill count and reserve enough storage + public void Reset(uint capacity) + { + if (m_array.Length < (m_offset + capacity)) + { + m_array = new T[capacity]; + m_offset = 0; + m_count = 0; + } + else + Reset(); + } + + // Reserve additional storage + public void Reserve(uint capacity) + { + if (m_offset + m_count + capacity <= m_array.Length) + return; + + if (m_count == 0) + { + m_array = new T[capacity]; + } + else + { + T[] tmp = new T[m_count + capacity]; + Array.Copy(m_array, m_offset, tmp, 0, m_count); + m_array = tmp; + } + m_offset = 0; + } + + // Resize array, either by cutting off at the end, or adding potentially default initialized slots + // Resize will modify the count member as well, whereas reserve won't. + public void Resize(uint size) + { + if (size > m_count) + { + uint residue = size - m_count; + Reserve(residue); + } + else if (m_clearToDefault) + { + for (uint i = size; i < m_count; ++i) + this[i] = default(T); + } + m_count = size; + } + + public delegate void Cleanup(T obj); + // Same as Resize(), with an additional delegate to do any cleanup on the potentially freed slots + public void Resize(uint size, Cleanup cleanupDelegate) + { + for (uint i = size; i < m_count; ++i) + cleanupDelegate(this[i]); + + Resize(size); + } + + // Same as Reset(), with an additional delegate to do any cleanup on the potentially freed slots + public void Reset(Cleanup cleanupDelegate) + { + for (uint i = 0; i < m_count; ++i) + cleanupDelegate(this[i]); + + Reset(); + } + + // Same as Reset( uint capacity ), with an additional delegate to do any cleanup on the potentially freed slots + public void Reset(uint capacity, Cleanup cleanupDelegate) + { + for (uint i = 0; i < m_count; ++i) + cleanupDelegate(this[i]); + + Reset(capacity); + } + + // Add obj and reallocate if necessary. Returns the index where the object was added. + public uint Add(T obj) + { + Reserve(1); + uint idx = m_count; + this[idx] = obj; + m_count++; + return idx; + } + + // Add multiple objects and reallocate if necessary. Returns the index where the first object was added. + public uint Add(T[] objs, uint count) + { + Reserve(count); + return AddUnchecked(objs, count); + } + + public uint Add(ref VectorArray vec) + { + Reserve(vec.Count()); + return AddUnchecked(ref vec); + } + + // Add an object without doing size checks. Make sure to call Reserve( capacity ) before using this. + public uint AddUnchecked(T obj) + { + uint idx = m_count; + this[idx] = obj; + m_count++; + return idx; + } + + // Add multiple objects without doing size checks. Make sure to call Reserve( capacity ) before using this. + public uint AddUnchecked(T[] objs, uint count) + { + uint idx = m_count; + Array.Copy(objs, 0, m_array, m_offset + idx, count); + m_count += count; + return idx; + } + + public uint AddUnchecked(ref VectorArray vec) + { + uint cnt = vec.Count(); + uint idx = m_count; + Array.Copy(vec.m_array, vec.m_offset, m_array, m_offset + idx, cnt); + m_count += cnt; + return idx; + } + + // Purge count number of elements from the end of the array. + public void Purge(uint count) + { + Resize(count > m_count ? 0 : (m_count - count)); + } + + // Same as Purge with an additional cleanup delegate. + public void Purge(uint count, Cleanup cleanupDelegate) + { + Resize(count > m_count ? 0 : (m_count - count), cleanupDelegate); + } + + // Copies the active elements to the destination. destination.Length must be large enough to hold all values. + public void CopyTo(T[] destination, int destinationStart, out uint count) + { + count = m_count; + Array.Copy(m_array, m_offset, destination, destinationStart, count); + } + + // Swaps two elements in the array doing bounds checks. + public void Swap(uint first, uint second) + { + if (first >= m_count || second >= m_count) + throw new System.ArgumentException("Swap indices are out of range."); + + SwapUnchecked(first, second); + } + + // Swaps two elements without any checks. + public void SwapUnchecked(uint first, uint second) + { + T tmp = this[first]; + this[first] = this[second]; + this[second] = tmp; + } + + // Extracts information from objects contained in the array and stores them in the destination array. + // Conversion is performed by the extractor delegate for each object. + // The destination array must be large enough to hold all values. + // The output parameter count will contain the number of actual objects written out to the destination array. + public delegate U Extractor(T obj); + public void ExtractTo(U[] destination, int destinationStart, out uint count, Extractor extractorDelegate) + { + if (destination.Length < m_count) + throw new System.ArgumentException("Destination array is too small for source array."); + + count = m_count; + for (uint i = 0; i < m_count; ++i) + destination[destinationStart + i] = extractorDelegate(this[i]); + } + + public void ExtractTo(ref VectorArray destination, Extractor extractorDelegate) + { + destination.Reserve(m_count); + for (uint i = 0; i < m_count; ++i) + destination.AddUnchecked(extractorDelegate(this[i])); + } + + // Cast to array. The output parameter will contain the array offset to valid members and the number of active elements. + // Accessing array elements outside of this interval will lead to undefined behavior. + public T[] AsArray(out uint offset, out uint count) + { + offset = m_offset; + count = m_count; + return m_array; + } + + // Array access. No bounds checking here, make sure you know what you're doing. + public T this[uint index] + { + get { return m_array[m_offset + index]; } + set { m_array[m_offset + index] = value; } + } + + // Returns the number of active elements in the vector. + public uint Count() + { + return m_count; + } + + // Returns the total capacity of accessible backing storage + public uint CapacityTotal() + { + return (uint)m_array.Length - m_offset; + } + + // Return the number of slots that can still be added before reallocation of the backing storage becomes necessary. + public uint CapacityAvailable() + { + return (uint)m_array.Length - m_offset - m_count; + } + + // Default sort the active array content. + public void Sort() + { + Debug.Assert(m_count <= int.MaxValue && m_offset <= int.MaxValue); + Array.Sort(m_array, (int)m_offset, (int)m_count); + } + + // Returns true if the element matches the designator according to the comparator. idx will hold the index to the first matched object in the array. + public delegate bool Comparator(ref U designator, ref T obj); + public bool FindFirst(out uint idx, ref U designator, Comparator compareDelegate) + { + for (idx = 0; idx < m_count; ++idx) + { + T obj = this[idx]; + if (compareDelegate(ref designator, ref obj)) + return true; + } + idx = k_InvalidIdx; + return false; + } + + // Returns true if the element matches the designator using the types native compare method. idx will hold the index to the first matched object in the array. + public bool FindFirst(out uint idx, ref T designator) + { + for (idx = 0; idx < m_count; ++idx) + { + if (this[idx].Equals(designator)) + return true; + } + idx = k_InvalidIdx; + return false; + } + + // Returns a vector representing a subrange. Contents are shared, not duplicated. + public VectorArray Subrange(uint offset, uint count) + { + return new VectorArray(m_array, m_offset + offset, count, m_clearToDefault); + } + } +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/VectorArray.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/VectorArray.cs.meta new file mode 100644 index 00000000000..57dcf69e360 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/VectorArray.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: f5c1ec8ec44960d4bbf72eafaf47d8fd +timeCreated: 1485511435 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky.meta new file mode 100644 index 00000000000..555fbab67fb --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 99e8d5bd81663624399d10e3fc27571c +folderAsset: yes +timeCreated: 1479239906 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky.meta new file mode 100644 index 00000000000..6e190ddcd40 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 3dc75ec23ead9c94fa152d2c7c33aee4 +folderAsset: yes +timeCreated: 1481626018 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Editor.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Editor.meta new file mode 100644 index 00000000000..7dc2382a686 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Editor.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 132564d35bbdac3458d90dc38649e882 +folderAsset: yes +timeCreated: 1481635912 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Editor/HDRISkyEditor.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Editor/HDRISkyEditor.cs new file mode 100644 index 00000000000..ad5c7737c31 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Editor/HDRISkyEditor.cs @@ -0,0 +1,77 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; + +namespace UnityEngine.Experimental.Rendering.HDPipeline +{ + [CanEditMultipleObjects] + [CustomEditor(typeof(HDRISkySettings))] + public class HDRISkyParametersEditor + : Editor + { + private class Styles + { + public readonly GUIContent skyHDRI = new GUIContent("HDRI", "Cubemap used to render the sky."); + public readonly GUIContent skyResolution = new GUIContent("Resolution", "Resolution of the environment lighting generated from the sky."); + public readonly GUIContent skyExposure = new GUIContent("Exposure", "Exposure of the sky in EV."); + public readonly GUIContent skyRotation = new GUIContent("Rotation", "Rotation of the sky."); + public readonly GUIContent skyMultiplier = new GUIContent("Multiplier", "Intensity multiplier for the sky."); + public readonly GUIContent environmentUpdateMode = new GUIContent("Environment Update Mode", "Specify how the environment lighting should be updated."); + public readonly GUIContent environmentUpdatePeriod = new GUIContent("Environment Update Period", "If environment update is set to realtime, period in seconds at which it is updated (0.0 means every frame)."); + public readonly GUIContent lightingOverride = new GUIContent("Lighting Override", "If a lighting override cubemap is provided, this cubemap will be used to compute lighting instead of the result from the visible sky."); + } + + private static Styles s_Styles = null; + private static Styles styles + { + get + { + if (s_Styles == null) + s_Styles = new Styles(); + return s_Styles; + } + } + + private SerializedProperty m_SkyHDRI; + private SerializedProperty m_SkyResolution; + private SerializedProperty m_SkyExposure; + private SerializedProperty m_SkyMultiplier; + private SerializedProperty m_SkyRotation; + private SerializedProperty m_EnvUpdateMode; + private SerializedProperty m_EnvUpdatePeriod; + private SerializedProperty m_LightingOverride; + + void OnEnable() + { + m_SkyHDRI = serializedObject.FindProperty("skyHDRI"); + m_SkyResolution = serializedObject.FindProperty("resolution"); + m_SkyExposure = serializedObject.FindProperty("exposure"); + m_SkyMultiplier = serializedObject.FindProperty("multiplier"); + m_SkyRotation = serializedObject.FindProperty("rotation"); + m_EnvUpdateMode = serializedObject.FindProperty("updateMode"); + m_EnvUpdatePeriod = serializedObject.FindProperty("updatePeriod"); + m_LightingOverride = serializedObject.FindProperty("lightingOverride"); + } + + public override void OnInspectorGUI() + { + serializedObject.Update(); + + EditorGUILayout.PropertyField(m_SkyHDRI, styles.skyHDRI); + EditorGUILayout.PropertyField(m_SkyResolution, styles.skyResolution); + EditorGUILayout.PropertyField(m_SkyExposure, styles.skyExposure); + EditorGUILayout.PropertyField(m_SkyMultiplier, styles.skyMultiplier); + EditorGUILayout.PropertyField(m_SkyRotation, styles.skyRotation); + + EditorGUILayout.PropertyField(m_EnvUpdateMode, styles.environmentUpdateMode); + if (!m_EnvUpdateMode.hasMultipleDifferentValues && m_EnvUpdateMode.intValue == (int)EnvironementUpdateMode.Realtime) + { + EditorGUILayout.PropertyField(m_EnvUpdatePeriod, styles.environmentUpdatePeriod); + } + EditorGUILayout.PropertyField(m_LightingOverride, styles.lightingOverride); + + serializedObject.ApplyModifiedProperties(); + } + } +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Editor/HDRISkyEditor.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Editor/HDRISkyEditor.cs.meta new file mode 100644 index 00000000000..db43f8bdd13 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Editor/HDRISkyEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 09663e580f1cc7b409d7ddc7923ec152 +timeCreated: 1481635925 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/HDRISkyRenderer.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/HDRISkyRenderer.cs new file mode 100644 index 00000000000..1419e152e06 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/HDRISkyRenderer.cs @@ -0,0 +1,53 @@ +using UnityEngine.Rendering; + +namespace UnityEngine.Experimental.Rendering.HDPipeline +{ + public class HDRISkyRenderer : SkyRenderer + { + Material m_SkyHDRIMaterial; // Renders a cubemap into a render texture (can be cube or 2D) + private HDRISkySettings m_HdriSkyParams; + + public HDRISkyRenderer(HDRISkySettings hdriSkyParams) + { + m_HdriSkyParams = hdriSkyParams; + } + + public override void Build() + { + m_SkyHDRIMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/Sky/SkyHDRI"); + } + + public override void Cleanup() + { + Utilities.Destroy(m_SkyHDRIMaterial); + } + + public override void SetRenderTargets(BuiltinSkyParameters builtinParams) + { + if (builtinParams.depthBuffer == BuiltinSkyParameters.nullRT) + { + Utilities.SetRenderTarget(builtinParams.renderContext, builtinParams.colorBuffer); + } + else + { + Utilities.SetRenderTarget(builtinParams.renderContext, builtinParams.colorBuffer, builtinParams.depthBuffer); + } + } + + public override void RenderSky(BuiltinSkyParameters builtinParams, SkySettings skyParameters, bool renderForCubemap) + { + m_SkyHDRIMaterial.SetTexture("_Cubemap", m_HdriSkyParams.skyHDRI); + m_SkyHDRIMaterial.SetVector("_SkyParam", new Vector4(m_HdriSkyParams.exposure, m_HdriSkyParams.multiplier, m_HdriSkyParams.rotation, 0.0f)); + + var cmd = new CommandBuffer { name = "" }; + cmd.DrawMesh(builtinParams.skyMesh, Matrix4x4.identity, m_SkyHDRIMaterial, 0, renderForCubemap ? 0 : 1); + builtinParams.renderContext.ExecuteCommandBuffer(cmd); + cmd.Dispose(); + } + + public override bool IsSkyValid() + { + return m_HdriSkyParams != null && m_SkyHDRIMaterial != null; + } + } +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/HDRISkyRenderer.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/HDRISkyRenderer.cs.meta new file mode 100644 index 00000000000..f131722ba4e --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/HDRISkyRenderer.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 85b456caa9945824bb71f0ab97b1dabe +timeCreated: 1481631774 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/HDRISkySettings.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/HDRISkySettings.cs new file mode 100644 index 00000000000..f9c3ebeddbf --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/HDRISkySettings.cs @@ -0,0 +1,15 @@ +namespace UnityEngine.Experimental.Rendering.HDPipeline +{ + [DisallowMultipleComponent] + public class HDRISkySettings + : SkySettings + { + public Cubemap skyHDRI; + + + public override SkyRenderer GetRenderer() + { + return new HDRISkyRenderer(this); + } + } +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/HDRISkySettings.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/HDRISkySettings.cs.meta new file mode 100644 index 00000000000..3dcf83f421f --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/HDRISkySettings.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 59b6606ef2548734bb6d11b9d160bc7e +timeCreated: 1481631764 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Resources.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Resources.meta new file mode 100644 index 00000000000..3e0c5bd6d68 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Resources.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 45faf85c8e652e744a3ce8ead527369d +folderAsset: yes +timeCreated: 1481636169 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader new file mode 100644 index 00000000000..0c36731745f --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader @@ -0,0 +1,87 @@ +Shader "Hidden/HDRenderPipeline/Sky/SkyHDRI" +{ + HLSLINCLUDE + + #pragma vertex Vert + #pragma fragment Frag + + #pragma target 4.5 + #pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev + + #include "../../../../ShaderLibrary/Color.hlsl" + #include "../../../../ShaderLibrary/Common.hlsl" + #include "../../../../ShaderLibrary/CommonLighting.hlsl" + + TEXTURECUBE(_Cubemap); + SAMPLERCUBE(sampler_Cubemap); + + float4 _SkyParam; // x exposure, y multiplier, z rotation + + struct Attributes + { + float3 positionCS : POSITION; + float3 eyeVector : NORMAL; + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float3 eyeVector : TEXCOORD0; + }; + + Varyings Vert(Attributes input) + { + // TODO: implement SV_vertexID full screen quad + Varyings output; + output.positionCS = float4(input.positionCS.xy, UNITY_RAW_FAR_CLIP_VALUE, 1.0); + output.eyeVector = input.eyeVector; + + return output; + } + + float4 Frag(Varyings input) : SV_Target + { + float3 dir = normalize(input.eyeVector); + + // Rotate direction + float phi = DegToRad(_SkyParam.z); + float cosPhi, sinPhi; + sincos(phi, sinPhi, cosPhi); + float3 rotDirX = float3(cosPhi, 0, -sinPhi); + float3 rotDirY = float3(sinPhi, 0, cosPhi); + dir = float3(dot(rotDirX, dir), dir.y, dot(rotDirY, dir)); + + float3 skyColor = ClampToFloat16Max(SAMPLE_TEXTURECUBE_LOD(_Cubemap, sampler_Cubemap, dir, 0).rgb * exp2(_SkyParam.x) * _SkyParam.y); + return float4(skyColor, 1.0); + } + + ENDHLSL + + SubShader + { + Pass + { + ZWrite Off + ZTest Always + Blend One Zero + Cull Off + + HLSLPROGRAM + ENDHLSL + + } + + Pass + { + ZWrite Off + ZTest LEqual + Blend One Zero + Cull Off + + HLSLPROGRAM + ENDHLSL + } + + } + Fallback Off +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader.meta new file mode 100644 index 00000000000..cf2046a4b42 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 0e7a148852dbc8f47a32e829517574ff +timeCreated: 1479239909 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky.meta new file mode 100644 index 00000000000..6531dfb2a2e --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 65f9231eb40b6914eb24ea0b555778f0 +folderAsset: yes +timeCreated: 1481646017 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Editor.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Editor.meta new file mode 100644 index 00000000000..ee5fad4df7b --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Editor.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 00372bf7f144a724bba68a081fd79e78 +folderAsset: yes +timeCreated: 1481646149 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Editor/ProceduralSkyEditor.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Editor/ProceduralSkyEditor.cs new file mode 100644 index 00000000000..b06b15cb19e --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Editor/ProceduralSkyEditor.cs @@ -0,0 +1,61 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; + +namespace UnityEngine.Experimental.Rendering.HDPipeline +{ + //[CanEditMultipleObjects] + //[CustomEditor(typeof(ProceduralSkyParameters))] + //public class ProceduralSkyParametersEditor + // : Editor + //{ + // private class Styles + // { + // public readonly GUIContent skyHDRI = new GUIContent("HDRI"); + // public readonly GUIContent skyResolution = new GUIContent("Resolution"); + // public readonly GUIContent skyExposure = new GUIContent("Exposure"); + // public readonly GUIContent skyRotation = new GUIContent("Rotation"); + // public readonly GUIContent skyMultiplier = new GUIContent("Multiplier"); + // } + + // private static Styles s_Styles = null; + // private static Styles styles + // { + // get + // { + // if (s_Styles == null) + // s_Styles = new Styles(); + // return s_Styles; + // } + // } + + // private SerializedProperty m_SkyHDRI; + // private SerializedProperty m_SkyResolution; + // private SerializedProperty m_SkyExposure; + // private SerializedProperty m_SkyMultiplier; + // private SerializedProperty m_SkyRotation; + + // void OnEnable() + // { + // m_SkyHDRI = serializedObject.FindProperty("skyHDRI"); + // m_SkyResolution = serializedObject.FindProperty("resolution"); + // m_SkyExposure = serializedObject.FindProperty("exposure"); + // m_SkyMultiplier = serializedObject.FindProperty("multiplier"); + // m_SkyRotation = serializedObject.FindProperty("rotation"); + // } + + // public override void OnInspectorGUI() + // { + // serializedObject.Update(); + + // EditorGUILayout.PropertyField(m_SkyHDRI, styles.skyHDRI); + // EditorGUILayout.PropertyField(m_SkyResolution, styles.skyResolution); + // EditorGUILayout.PropertyField(m_SkyExposure, styles.skyExposure); + // EditorGUILayout.PropertyField(m_SkyMultiplier, styles.skyMultiplier); + // EditorGUILayout.PropertyField(m_SkyRotation, styles.skyRotation); + + // serializedObject.ApplyModifiedProperties(); + // } + //} +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Editor/ProceduralSkyEditor.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Editor/ProceduralSkyEditor.cs.meta new file mode 100644 index 00000000000..0162723ff57 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Editor/ProceduralSkyEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 40b56ef8d02cefa49ab82e6b7df9266b +timeCreated: 1481635925 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkyRenderer.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkyRenderer.cs new file mode 100644 index 00000000000..963ad99c2ad --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkyRenderer.cs @@ -0,0 +1,182 @@ +using UnityEngine.Rendering; + +namespace UnityEngine.Experimental.Rendering.HDPipeline +{ + public class ProceduralSkyRenderer : SkyRenderer + { + Material m_ProceduralSkyMaterial = null; // Renders a cubemap into a render texture (can be cube or 2D) + private ProceduralSkySettings m_ProceduralSkySettings; + + + public ProceduralSkyRenderer(ProceduralSkySettings proceduralSkySettings) + { + m_ProceduralSkySettings = proceduralSkySettings; + } + + public override void Build() + { + m_ProceduralSkyMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/Sky/SkyProcedural"); + } + + public override void Cleanup() + { + Utilities.Destroy(m_ProceduralSkyMaterial); + } + + public override bool IsSkyValid() + { + if (m_ProceduralSkyMaterial == null || m_ProceduralSkySettings == null) + return false; + + return m_ProceduralSkySettings.skyHDRI != null && + m_ProceduralSkySettings.worldMieColorRamp != null && + m_ProceduralSkySettings.worldRayleighColorRamp != null; + } + + public override void SetRenderTargets(BuiltinSkyParameters builtinParams) + { + // We do not bind the depth buffer as a depth-stencil target since it is + // bound as a color texture which is then sampled from within the shader. + Utilities.SetRenderTarget(builtinParams.renderContext, builtinParams.colorBuffer); + } + + void SetKeywords(BuiltinSkyParameters builtinParams, ProceduralSkySettings param, bool renderForCubemap) + { + // Ensure that all preprocessor symbols are initially undefined. + m_ProceduralSkyMaterial.DisableKeyword("ATMOSPHERICS"); + m_ProceduralSkyMaterial.DisableKeyword("ATMOSPHERICS_PER_PIXEL"); + m_ProceduralSkyMaterial.DisableKeyword("ATMOSPHERICS_DEBUG"); + m_ProceduralSkyMaterial.DisableKeyword("ATMOSPHERICS_OCCLUSION"); + m_ProceduralSkyMaterial.DisableKeyword("ATMOSPHERICS_OCCLUSION_EDGE_FIXUP"); + m_ProceduralSkyMaterial.DisableKeyword("ATMOSPHERICS_OCCLUSION_FULLSKY"); + m_ProceduralSkyMaterial.DisableKeyword("ATMOSPHERICS_SUNRAYS"); + m_ProceduralSkyMaterial.DisableKeyword("PERFORM_SKY_OCCLUSION_TEST"); + + m_ProceduralSkyMaterial.EnableKeyword("ATMOSPHERICS_PER_PIXEL"); + + /* + if (useOcclusion) + { + m_ProceduralSkyMaterial.EnableKeyword("ATMOSPHERICS_OCCLUSION"); + if(occlusionDepthFixup && occlusionDownscale != OcclusionDownscale.x1) + m_ProceduralSkyMaterial.EnableKeyword("ATMOSPHERICS_OCCLUSION_EDGE_FIXUP"); + if(occlusionFullSky) + m_ProceduralSkyMaterial.EnableKeyword("ATMOSPHERICS_OCCLUSION_FULLSKY"); + } + */ + + // Expected to be valid for the sky pass, and invalid for the cube map generation pass. + if (!renderForCubemap) + { + m_ProceduralSkyMaterial.EnableKeyword("PERFORM_SKY_OCCLUSION_TEST"); + } + + if (param.debugMode != ProceduralSkySettings.ScatterDebugMode.None) + { + m_ProceduralSkyMaterial.EnableKeyword("ATMOSPHERICS_DEBUG"); + } + } + + void SetUniforms(BuiltinSkyParameters builtinParams, ProceduralSkySettings param, bool renderForCubemap, ref MaterialPropertyBlock properties) + { + properties.SetTexture("_Cubemap", param.skyHDRI); + properties.SetVector("_SkyParam", new Vector4(param.exposure, param.multiplier, param.rotation, 0.0f)); + + properties.SetMatrix("_InvViewProjMatrix", builtinParams.invViewProjMatrix); + properties.SetVector("_CameraPosWS", builtinParams.cameraPosWS); + properties.SetVector("_ScreenSize", builtinParams.screenSize); + + m_ProceduralSkyMaterial.SetInt("_AtmosphericsDebugMode", (int)param.debugMode); + + Vector3 sunDirection = (builtinParams.sunLight != null) ? -builtinParams.sunLight.transform.forward : Vector3.zero; + m_ProceduralSkyMaterial.SetVector("_SunDirection", sunDirection); + + var pixelRect = new Rect(0f, 0f, builtinParams.screenSize.x, builtinParams.screenSize.y); + var scale = 1.0f; //(float)(int)occlusionDownscale; + var depthTextureScaledTexelSize = new Vector4(scale / pixelRect.width, + scale / pixelRect.height, + -scale / pixelRect.width, + -scale / pixelRect.height); + properties.SetVector("_DepthTextureScaledTexelSize", depthTextureScaledTexelSize); + + /* + m_ProceduralSkyMaterial.SetFloat("_ShadowBias", useOcclusion ? occlusionBias : 1f); + m_ProceduralSkyMaterial.SetFloat("_ShadowBiasIndirect", useOcclusion ? occlusionBiasIndirect : 1f); + m_ProceduralSkyMaterial.SetFloat("_ShadowBiasClouds", useOcclusion ? occlusionBiasClouds : 1f); + m_ProceduralSkyMaterial.SetVector("_ShadowBiasSkyRayleighMie", useOcclusion ? new Vector4(occlusionBiasSkyRayleigh, occlusionBiasSkyMie, 0f, 0f) : Vector4.zero); + m_ProceduralSkyMaterial.SetFloat("_OcclusionDepthThreshold", occlusionDepthThreshold); + m_ProceduralSkyMaterial.SetVector("_OcclusionTexture_TexelSize", ???); + */ + + m_ProceduralSkyMaterial.SetFloat("_WorldScaleExponent", param.worldScaleExponent); + m_ProceduralSkyMaterial.SetFloat("_WorldNormalDistanceRcp", 1f / param.worldNormalDistance); + m_ProceduralSkyMaterial.SetFloat("_WorldMieNearScatterPush", -Mathf.Pow(Mathf.Abs(param.worldMieNearScatterPush), param.worldScaleExponent) * Mathf.Sign(param.worldMieNearScatterPush)); + m_ProceduralSkyMaterial.SetFloat("_WorldRayleighNearScatterPush", -Mathf.Pow(Mathf.Abs(param.worldRayleighNearScatterPush), param.worldScaleExponent) * Mathf.Sign(param.worldRayleighNearScatterPush)); + m_ProceduralSkyMaterial.SetFloat("_WorldRayleighDensity", -param.worldRayleighDensity / 100000f); + m_ProceduralSkyMaterial.SetFloat("_WorldMieDensity", -param.worldMieDensity / 100000f); + + var rayleighColorM20 = param.worldRayleighColorRamp.Evaluate(0.00f); + var rayleighColorM10 = param.worldRayleighColorRamp.Evaluate(0.25f); + var rayleighColorO00 = param.worldRayleighColorRamp.Evaluate(0.50f); + var rayleighColorP10 = param.worldRayleighColorRamp.Evaluate(0.75f); + var rayleighColorP20 = param.worldRayleighColorRamp.Evaluate(1.00f); + + var mieColorM20 = param.worldMieColorRamp.Evaluate(0.00f); + var mieColorO00 = param.worldMieColorRamp.Evaluate(0.50f); + var mieColorP20 = param.worldMieColorRamp.Evaluate(1.00f); + + m_ProceduralSkyMaterial.SetVector("_RayleighColorM20", (Vector4)rayleighColorM20 * param.worldRayleighColorIntensity); + m_ProceduralSkyMaterial.SetVector("_RayleighColorM10", (Vector4)rayleighColorM10 * param.worldRayleighColorIntensity); + m_ProceduralSkyMaterial.SetVector("_RayleighColorO00", (Vector4)rayleighColorO00 * param.worldRayleighColorIntensity); + m_ProceduralSkyMaterial.SetVector("_RayleighColorP10", (Vector4)rayleighColorP10 * param.worldRayleighColorIntensity); + m_ProceduralSkyMaterial.SetVector("_RayleighColorP20", (Vector4)rayleighColorP20 * param.worldRayleighColorIntensity); + + m_ProceduralSkyMaterial.SetVector("_MieColorM20", (Vector4)mieColorM20 * param.worldMieColorIntensity); + m_ProceduralSkyMaterial.SetVector("_MieColorO00", (Vector4)mieColorO00 * param.worldMieColorIntensity); + m_ProceduralSkyMaterial.SetVector("_MieColorP20", (Vector4)mieColorP20 * param.worldMieColorIntensity); + + m_ProceduralSkyMaterial.SetFloat("_HeightNormalDistanceRcp", 1f / param.heightNormalDistance); + m_ProceduralSkyMaterial.SetFloat("_HeightMieNearScatterPush", -Mathf.Pow(Mathf.Abs(param.heightMieNearScatterPush), param.worldScaleExponent) * Mathf.Sign(param.heightMieNearScatterPush)); + m_ProceduralSkyMaterial.SetFloat("_HeightRayleighNearScatterPush", -Mathf.Pow(Mathf.Abs(param.heightRayleighNearScatterPush), param.worldScaleExponent) * Mathf.Sign(param.heightRayleighNearScatterPush)); + // m_ProceduralSkyMaterial.SetFloat("_HeightRayleighDensity", -param.heightRayleighDensity / 100000f); + // m_ProceduralSkyMaterial.SetFloat("_HeightMieDensity", -param.heightMieDensity / 100000f); + m_ProceduralSkyMaterial.SetFloat("_HeightSeaLevel", param.heightSeaLevel); + m_ProceduralSkyMaterial.SetVector("_HeightPlaneShift", param.heightPlaneShift); + m_ProceduralSkyMaterial.SetFloat("_HeightDistanceRcp", 1f / param.heightDistance); + m_ProceduralSkyMaterial.SetVector("_HeightRayleighColor", (Vector4)param.heightRayleighColor * param.heightRayleighIntensity); + m_ProceduralSkyMaterial.SetFloat("_HeightExtinctionFactor", param.heightExtinctionFactor); + + m_ProceduralSkyMaterial.SetVector("_RayleighInScatterPct", new Vector4(1f - param.worldRayleighIndirectScatter, param.worldRayleighIndirectScatter, 0f, 0f)); + m_ProceduralSkyMaterial.SetFloat("_RayleighExtinctionFactor", param.worldRayleighExtinctionFactor); + + m_ProceduralSkyMaterial.SetFloat("_MiePhaseAnisotropy", param.worldMiePhaseAnisotropy); + m_ProceduralSkyMaterial.SetFloat("_MieExtinctionFactor", param.worldMieExtinctionFactor); + + // Since we use the material for rendering the sky both into the cubemap, and + // during the fullscreen pass, setting the 'PERFORM_SKY_OCCLUSION_TEST' keyword has no effect. + properties.SetFloat("_DisableSkyOcclusionTest", renderForCubemap ? 1.0f : 0.0f); + // We flip the screens-space Y axis in case we follow the D3D convention. + properties.SetFloat("_FlipY", renderForCubemap ? 1.0f : 0.0f); + // We do not render the height fog into the sky IBL cubemap. + properties.SetFloat("_HeightRayleighDensity", renderForCubemap ? -0.0f : -param.heightRayleighDensity / 100000f); + properties.SetFloat("_HeightMieDensity", renderForCubemap ? -0.0f : -param.heightMieDensity / 100000f); + } + + override public void RenderSky(BuiltinSkyParameters builtinParams, SkySettings skyParameters, bool renderForCubemap) + { + MaterialPropertyBlock properties = new MaterialPropertyBlock(); + + // Define select preprocessor symbols. + SetKeywords(builtinParams, m_ProceduralSkySettings, renderForCubemap); + + // Set shader constants. + SetUniforms(builtinParams, m_ProceduralSkySettings, renderForCubemap, ref properties); + + var cmd = new CommandBuffer { name = "" }; + + cmd.DrawMesh(builtinParams.skyMesh, Matrix4x4.identity, m_ProceduralSkyMaterial, 0, 0, properties); + builtinParams.renderContext.ExecuteCommandBuffer(cmd); + cmd.Dispose(); + } + } +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkyRenderer.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkyRenderer.cs.meta new file mode 100644 index 00000000000..452c6a02134 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkyRenderer.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 476423447c1989948a128fc0a0b27413 +timeCreated: 1481631774 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkySettings.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkySettings.cs new file mode 100644 index 00000000000..4cf9ef44c98 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkySettings.cs @@ -0,0 +1,122 @@ +namespace UnityEngine.Experimental.Rendering.HDPipeline +{ + [ExecuteInEditMode] + [DisallowMultipleComponent] + public class ProceduralSkySettings : SkySettings + { + public enum OcclusionDownscale { x1 = 1, x2 = 2, x4 = 4 } + public enum OcclusionSamples { x64 = 0, x164 = 1, x244 = 2 } + public enum ScatterDebugMode { None, Scattering, Occlusion, OccludedScattering, Rayleigh, Mie, Height } + + [Header("Global Settings")] + public float worldMieColorIntensity = 1f; + public Gradient worldMieColorRamp = null; + public float worldMieDensity = 15f; + public float worldMieExtinctionFactor = 0f; + public float worldMieNearScatterPush = 0f; + public float worldMiePhaseAnisotropy = 0.9f; + public float worldNormalDistance = 1000f; + public float worldRayleighColorIntensity = 1f; + public Gradient worldRayleighColorRamp = null; + public float worldRayleighDensity = 10f; + public float worldRayleighExtinctionFactor = 1.1f; + public float worldRayleighIndirectScatter = 0.33f; + public float worldRayleighNearScatterPush = 0f; + + [Header("Height Settings")] + public float heightDistance = 50f; + public float heightExtinctionFactor = 1.1f; + public float heightMieDensity = 0f; + public float heightMieNearScatterPush = 0f; + public float heightNormalDistance = 1000f; + public Vector3 heightPlaneShift = Vector3.zero; + public Color heightRayleighColor = Color.white; + public float heightRayleighDensity = 10f; + public float heightRayleighIntensity = 1f; + public float heightRayleighNearScatterPush = 0f; + public float heightSeaLevel = 0f; + + /* + [Header("Scatter Occlusion")] + public bool useOcclusion = false; + public bool occlusionFullSky = false; + public bool occlusionDepthFixup = true; + public float occlusionBias = 0f; + public float occlusionBiasClouds = 0.3f; + public float occlusionBiasIndirect = 0.6f; + public float occlusionBiasSkyMie = 0.4f; + public float occlusionBiasSkyRayleigh = 0.2f; + public float occlusionDepthThreshold = 25f; + public OcclusionDownscale occlusionDownscale = OcclusionDownscale.x2; + public OcclusionSamples occlusionSamples = OcclusionSamples.x64; + */ + + [Header("Other")] + public Cubemap skyHDRI = null; + // public Shader atmosphericShader = null; + // public Shader occlusionShader = null; + public float worldScaleExponent = 1.0f; + public ScatterDebugMode debugMode = ScatterDebugMode.None; + + // Camera m_currentCamera; + + // UnityEngine.Rendering.CommandBuffer m_occlusionCmdAfterShadows, m_occlusionCmdBeforeScreen; + + void Awake() + { + if (worldRayleighColorRamp == null) + { + worldRayleighColorRamp = new Gradient(); + worldRayleighColorRamp.SetKeys( + new[] { new GradientColorKey(new Color(0.3f, 0.4f, 0.6f), 0f), + new GradientColorKey(new Color(0.5f, 0.6f, 0.8f), 1f) }, + new[] { new GradientAlphaKey(1f, 0f), + new GradientAlphaKey(1f, 1f) } + ); + } + + if (worldMieColorRamp == null) + { + worldMieColorRamp = new Gradient(); + worldMieColorRamp.SetKeys( + new[] { new GradientColorKey(new Color(0.95f, 0.75f, 0.5f), 0f), + new GradientColorKey(new Color(1f, 0.9f, 8.0f), 1f) }, + new[] { new GradientAlphaKey(1f, 0f), + new GradientAlphaKey(1f, 1f) } + ); + } + } + + public void OnValidate() + { + worldMieDensity = Mathf.Clamp(worldMieDensity, 0f, 1000f); + worldMiePhaseAnisotropy = Mathf.Clamp01(worldMiePhaseAnisotropy); + worldMieNearScatterPush = Mathf.Clamp(worldMieNearScatterPush, -200f, 300f); + worldNormalDistance = Mathf.Clamp(worldNormalDistance, 1f, 10000f); + worldRayleighDensity = Mathf.Clamp(worldRayleighDensity, 0, 1000f); + worldRayleighIndirectScatter = Mathf.Clamp(worldRayleighIndirectScatter, 0f, 1f); + worldRayleighNearScatterPush = Mathf.Clamp(worldRayleighNearScatterPush, -200f, 300f); + + heightMieDensity = Mathf.Clamp(heightMieDensity, 0, 1000f); + heightMieNearScatterPush = Mathf.Clamp(heightMieNearScatterPush, -200f, 300f); + heightNormalDistance = Mathf.Clamp(heightNormalDistance, 1f, 10000f); + heightRayleighDensity = Mathf.Clamp(heightRayleighDensity, 0, 1000f); + heightRayleighNearScatterPush = Mathf.Clamp(heightRayleighNearScatterPush, -200f, 300f); + + worldScaleExponent = Mathf.Clamp(worldScaleExponent, 1f, 2f); + + /* + occlusionBias = Mathf.Clamp01(occlusionBias); + occlusionBiasClouds = Mathf.Clamp01(occlusionBiasClouds); + occlusionBiasIndirect = Mathf.Clamp01(occlusionBiasIndirect); + occlusionBiasSkyMie = Mathf.Clamp01(occlusionBiasSkyMie); + occlusionBiasSkyRayleigh = Mathf.Clamp01(occlusionBiasSkyRayleigh); + */ + } + + public override SkyRenderer GetRenderer() + { + return new ProceduralSkyRenderer(this); + } + } +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkySettings.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkySettings.cs.meta new file mode 100644 index 00000000000..b4c8dd4237d --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkySettings.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 54bcd1d5cb4984847971142e9444d2fb +timeCreated: 1481631764 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources.meta new file mode 100644 index 00000000000..d9b99a4f646 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 455c6cbc5c8be404c8ed6ff8b38d1155 +folderAsset: yes +timeCreated: 1481646141 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/AtmosphericScattering.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/AtmosphericScattering.hlsl new file mode 100644 index 00000000000..80187ef43b0 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/AtmosphericScattering.hlsl @@ -0,0 +1,372 @@ +#ifndef FILE_ATMOSPHERICSCATTERING +#define FILE_ATMOSPHERICSCATTERING + +#define ATMOSPHERICS_DBG_NONE 0 +#define ATMOSPHERICS_DBG_SCATTERING 1 +#define ATMOSPHERICS_DBG_OCCLUSION 2 +#define ATMOSPHERICS_DBG_OCCLUDEDSCATTERING 3 +#define ATMOSPHERICS_DBG_RAYLEIGH 4 +#define ATMOSPHERICS_DBG_MIE 5 +#define ATMOSPHERICS_DBG_HEIGHT 6 + +uniform int _AtmosphericsDebugMode; + +uniform float3 _SunDirection; + +uniform float _ShadowBias; +uniform float _ShadowBiasIndirect; +uniform float _ShadowBiasClouds; +uniform float2 _ShadowBiasSkyRayleighMie; +uniform float _OcclusionDepthThreshold; +uniform float4 _OcclusionTexture_TexelSize; + +uniform float4 _DepthTextureScaledTexelSize; + +uniform float _WorldScaleExponent; +uniform float _WorldNormalDistanceRcp; +uniform float _WorldRayleighNearScatterPush; +uniform float _WorldMieNearScatterPush; +uniform float _WorldRayleighDensity; +uniform float _WorldMieDensity; + +uniform float3 _RayleighColorM20; +uniform float3 _RayleighColorM10; +uniform float3 _RayleighColorO00; +uniform float3 _RayleighColorP10; +uniform float3 _RayleighColorP20; +uniform float3 _RayleighColorP45; + +uniform float3 _MieColorM20; +uniform float3 _MieColorO00; +uniform float3 _MieColorP20; +uniform float3 _MieColorP45; + +uniform float _HeightNormalDistanceRcp; +uniform float _HeightMieNearScatterPush; +uniform float _HeightRayleighNearScatterPush; +uniform float _HeightRayleighDensity; +uniform float _HeightMieDensity; +uniform float _HeightSeaLevel; +uniform float3 _HeightPlaneShift; +uniform float _HeightDistanceRcp; +uniform float4 _HeightRayleighColor; +uniform float _HeightExtinctionFactor; + +uniform float2 _RayleighInScatterPct; +uniform float _RayleighExtinctionFactor; + +uniform float _MiePhaseAnisotropy; +uniform float _MieExtinctionFactor; + +SAMPLER2D(sampler_MainDepthTexture); +#define SRL_BilinearSampler sampler_MainDepthTexture // Used for all textures + +TEXTURE2D_FLOAT(_MainDepthTexture); +TEXTURE2D(_OcclusionTexture); + +float HenyeyGreensteinPhase(float g, float cosTheta) { + float gSqr = g * g; + float a1 = (1.f - gSqr); + float a2 = (2.f + gSqr); + float b1 = 1.f + cosTheta * cosTheta; + float b2 = pow(abs(1.f + gSqr - 2.f * g * cosTheta), 1.5f); + return (a1 / a2) * (b1 / b2); +} + +float RayleighPhase(float cosTheta) { + const float f = 3.f / (16.f * PI); + return f + f * cosTheta * cosTheta; +} + +float MiePhase(float cosTheta, float anisotropy) { + const float f = 3.f / (8.f * PI); + return f * HenyeyGreensteinPhase(anisotropy, cosTheta); +} + +float HeightDensity(float h, float H) { + return exp(-h/H); +} + +float3 WorldScale(float3 p) { + p.xz = sign(p.xz) * pow(abs(p.xz), _WorldScaleExponent); + return p; +} + +void VolundTransferScatter(float3 worldPos, out float4 coords1, out float4 coords2, out float4 coords3) { + const float3 scaledWorldPos = WorldScale(worldPos); + const float3 worldCamPos = WorldScale(_CameraPosWS.xyz); + + const float c_MieScaleHeight = 1200.f; + const float worldRayleighDensity = 1.f; + const float worldMieDensity = HeightDensity(scaledWorldPos.y, c_MieScaleHeight); + + const float3 worldVec = scaledWorldPos.xyz - worldCamPos.xyz; + const float worldVecLen = length(worldVec); + const float3 worldDir = worldVec / worldVecLen; + + const float3 worldDirUnscaled = normalize(worldPos - _CameraPosWS.xyz); + + const float viewSunCos = dot(worldDirUnscaled, _SunDirection); + const float rayleighPh = min(1.f, RayleighPhase(viewSunCos) * 12.f); + const float miePh = MiePhase(viewSunCos, _MiePhaseAnisotropy); + + const float angle20 = 0.324f / 1.5f; + const float angle10 = 0.174f / 1.5f; + const float angleY = worldDir.y * saturate(worldVecLen / 250.0); + + float3 rayleighColor; + if(angleY >= angle10) rayleighColor = lerp(_RayleighColorP10, _RayleighColorP20, saturate((angleY - angle10) / (angle20 - angle10))); + else if(angleY >= 0.f) rayleighColor = lerp(_RayleighColorO00, _RayleighColorP10, angleY / angle10); + else if(angleY >= -angle10) rayleighColor = lerp(_RayleighColorM10, _RayleighColorO00, (angleY + angle10) / angle10); + else rayleighColor = lerp(_RayleighColorM20, _RayleighColorM10, saturate((angleY + angle20) / (angle20 - angle10))); + + float3 mieColor; + if(angleY >= 0.f) mieColor = lerp(_MieColorO00, _MieColorP20, saturate(angleY / angle20)); + else mieColor = lerp(_MieColorM20, _MieColorO00, saturate((angleY + angle20) / angle20)); + + const float pushedMieDistance = max(0.f, worldVecLen + _WorldMieNearScatterPush); + const float pushedRayleighDistance = max(0.f, worldVecLen + _WorldRayleighNearScatterPush); + const float pushedMieDensity = /*HeightDensity **/ pushedMieDistance /** exp(-scaledWorldPos.y / 8000.f)*/; + const float pushedRayleighDensity = /*HeightDensity **/ pushedRayleighDistance /** exp(-scaledWorldPos.y / 8000.f)*/; + const float rayleighScatter = (1.f - exp(_WorldRayleighDensity * pushedRayleighDensity)) * rayleighPh; +#ifdef IS_RENDERING_SKY + const float mieScatter = (1.f - exp(_WorldMieDensity * pushedMieDensity)); +#else + const float mieScatter = (1.f - exp(_WorldMieDensity * pushedMieDensity)) * miePh; +#endif + + const float heightShift = dot(worldVec, _HeightPlaneShift); + const float heightScaledOffset = (scaledWorldPos.y - heightShift - _HeightSeaLevel) * _HeightDistanceRcp; + const float HeightDensity = exp(-heightScaledOffset); + const float pushedRayleighHeightDistance = max(0.f, worldVecLen + _HeightRayleighNearScatterPush); + const float pushedMieHeightDistance = max(0.f, worldVecLen + _HeightMieNearScatterPush); + const float heightRayleighScatter = (1.f - exp(_HeightRayleighDensity * pushedRayleighHeightDistance)) * HeightDensity; +#ifdef IS_RENDERING_SKY + const float heightMieScatter = (1.f - exp(_HeightMieDensity * pushedMieHeightDistance)) * HeightDensity; +#else + const float heightMieScatter = (1.f - exp(_HeightMieDensity * pushedMieHeightDistance)) * HeightDensity * miePh; +#endif + + rayleighColor = lerp(Luminance(rayleighColor).rrr, rayleighColor, saturate(pushedRayleighDistance * _WorldNormalDistanceRcp)); + float3 heightRayleighColor = lerp(Luminance(_HeightRayleighColor.xyz).rrr, _HeightRayleighColor.xyz, saturate(pushedRayleighHeightDistance * _HeightNormalDistanceRcp)); + + coords1.rgb = rayleighScatter * rayleighColor; + coords1.a = rayleighScatter; + + coords3.rgb = saturate(heightRayleighScatter) * heightRayleighColor; + coords3.a = heightRayleighScatter; + + coords2.rgb = mieScatter * mieColor + saturate(heightMieScatter) * mieColor; + coords2.a = mieScatter; +} + +void VolundTransferScatter(float3 worldPos, out float4 coords1) { + float4 c1, c2, c3; + VolundTransferScatter(worldPos, c1, c2, c3); + +#ifdef IS_RENDERING_SKY + coords1.rgb = c3.rgb; + coords1.a = max(0.f, 1.f - c3.a * _HeightExtinctionFactor); +#else + coords1.rgb = c1.rgb; + coords1.rgb += c3.rgb; + coords1.a = max(0.f, 1.f - c1.a * _RayleighExtinctionFactor - c3.a * _HeightExtinctionFactor); +#endif + + coords1.rgb += c2.rgb; + coords1.a *= max(0.f, 1.f - c2.a * _MieExtinctionFactor); + +#ifdef ATMOSPHERICS_DEBUG + if(_AtmosphericsDebugMode == ATMOSPHERICS_DBG_RAYLEIGH) + coords1.rgb = c1.rgb; + else if(_AtmosphericsDebugMode == ATMOSPHERICS_DBG_MIE) + coords1.rgb = c2.rgb; + else if(_AtmosphericsDebugMode == ATMOSPHERICS_DBG_HEIGHT) + coords1.rgb = c3.rgb; +#endif +} + +float2 UVFromPos(float2 pos) { +#if defined(UNITY_PASS_FORWARDBASE) + return pos; +#else + return pos * _ScreenSize.zw; +#endif +} + +float3 VolundApplyScatter(float4 coords1, float2 pos, float3 color) { +#ifdef ATMOSPHERICS_DEBUG + if(_AtmosphericsDebugMode == ATMOSPHERICS_DBG_OCCLUSION) + return 1; + else if(_AtmosphericsDebugMode == ATMOSPHERICS_DBG_SCATTERING || _AtmosphericsDebugMode == ATMOSPHERICS_DBG_OCCLUDEDSCATTERING) + return coords1.rgb; + else if(_AtmosphericsDebugMode == ATMOSPHERICS_DBG_RAYLEIGH || _AtmosphericsDebugMode == ATMOSPHERICS_DBG_MIE || _AtmosphericsDebugMode == ATMOSPHERICS_DBG_HEIGHT) + return coords1.rgb; +#endif + + return color * coords1.a + coords1.rgb; +} + +float3 VolundApplyScatterAdd(float coords1, float3 color) { + return color * coords1; +} + +void VolundTransferScatterOcclusion(float3 worldPos, out float4 coords1, out float3 coords2) { + float4 c1, c2, c3; + VolundTransferScatter(worldPos, c1, c2, c3); + + coords1.rgb = c1.rgb * _RayleighInScatterPct.x; + coords1.a = max(0.f, 1.f - c1.a * _RayleighExtinctionFactor - c3.a * _HeightExtinctionFactor); + + coords1.rgb += c2.rgb; + coords1.a *= max(0.f, 1.f - c2.a * _MieExtinctionFactor); + + coords2.rgb = c3.rgb + c1.rgb * _RayleighInScatterPct.y; + +#ifdef ATMOSPHERICS_DEBUG + if(_AtmosphericsDebugMode == ATMOSPHERICS_DBG_RAYLEIGH) + coords1.rgb = c1.rgb; + else if(_AtmosphericsDebugMode == ATMOSPHERICS_DBG_MIE) + coords1.rgb = c2.rgb; + else if(_AtmosphericsDebugMode == ATMOSPHERICS_DBG_HEIGHT) + coords1.rgb = c3.rgb; +#endif +} + +float VolundSampleScatterOcclusion(float2 pos) { +#if defined(ATMOSPHERICS_OCCLUSION) + float2 uv = UVFromPos(pos); +#if defined(ATMOSPHERICS_OCCLUSION_EDGE_FIXUP) + float4 baseUV = float4(uv.x, uv.y, 0.f, 0.f); + + float cDepth = SAMPLE_TEXTURE2D_LOD(_CMainDepthTexture, SRL_BilinearSampler, baseUV, 0.f).r; + cDepth = LinearEyeDepth(cDepth, _ZBufferParams); + + float4 xDepth; + baseUV.xy = uv + _DepthTextureScaledTexelSize.zy; xDepth.x = SAMPLE_TEXTURE2D_LOD(_MainDepthTexture, SRL_BilinearSampler, baseUV); + baseUV.xy = uv + _DepthTextureScaledTexelSize.xy; xDepth.y = SAMPLE_TEXTURE2D_LOD(_MainDepthTexture, SRL_BilinearSampler, baseUV); + baseUV.xy = uv + _DepthTextureScaledTexelSize.xw; xDepth.z = SAMPLE_TEXTURE2D_LOD(_MainDepthTexture, SRL_BilinearSampler, baseUV); + baseUV.xy = uv + _DepthTextureScaledTexelSize.zw; xDepth.w = SAMPLE_TEXTURE2D_LOD(_MainDepthTexture, SRL_BilinearSampler, baseUV); + + xDepth.x = LinearEyeDepth(xDepth.x, _ZBufferParams); + xDepth.y = LinearEyeDepth(xDepth.y, _ZBufferParams); + xDepth.z = LinearEyeDepth(xDepth.z, _ZBufferParams); + xDepth.w = LinearEyeDepth(xDepth.w, _ZBufferParams); + + float4 diffDepth = xDepth - cDepth.rrrr; + float4 maskDepth = abs(diffDepth) < _OcclusionDepthThreshold; + float maskWeight = dot(maskDepth, maskDepth); + + UNITY_BRANCH + if(maskWeight == 4.f || maskWeight == 0.f) { + return SAMPLE_TEXTURE2D_LOD(_OcclusionTexture, SRL_BilinearSampler, uv, 0.f).r; + } else { + float4 occ = GATHER_TEXTURE2D(_OcclusionTexture, SRL_BilinearSampler, uv); + + float4 fWeights; + fWeights.xy = frac(uv * _OcclusionTexture_TexelSize.zw - 0.5f); + fWeights.zw = float2(1.f, 1.f) - fWeights.xy; + + float4 mfWeights = float4(fWeights.z * fWeights.y, fWeights.x * fWeights.y, fWeights.x * fWeights.w, fWeights.z * fWeights.w); + return dot(occ, mfWeights * maskDepth) / dot(mfWeights, maskDepth); + } +#else + return SAMPLE_TEXTURE2D(_OcclusionTexture, SRL_BilinearSampler, uv).r; +#endif +#else //defined(ATMOSPHERICS_OCCLUSION) + return 1.f; +#endif //defined(ATMOSPHERICS_OCCLUSION) +} + +float3 VolundApplyScatterOcclusion(float4 coords1, float3 coords2, float2 pos, float3 color) { + float occlusion = VolundSampleScatterOcclusion(pos); + +#ifdef ATMOSPHERICS_DEBUG + if(_AtmosphericsDebugMode == ATMOSPHERICS_DBG_SCATTERING) + return coords1.rgb + coords2.rgb; + else if(_AtmosphericsDebugMode == ATMOSPHERICS_DBG_OCCLUSION) + return occlusion; + else if(_AtmosphericsDebugMode == ATMOSPHERICS_DBG_OCCLUDEDSCATTERING) + return coords1.rgb * min(1.f, occlusion + _ShadowBias) + coords2.rgb * min(1.f, occlusion + _ShadowBiasIndirect); + else if(_AtmosphericsDebugMode == ATMOSPHERICS_DBG_RAYLEIGH || _AtmosphericsDebugMode == ATMOSPHERICS_DBG_MIE || _AtmosphericsDebugMode == ATMOSPHERICS_DBG_HEIGHT) + return coords1.rgb; +#endif + + return + color * coords1.a + + coords1.rgb * min(1.f, occlusion + _ShadowBias) + coords2.rgb * min(1.f, occlusion + _ShadowBiasIndirect); + ; +} + +float VolundCloudOcclusion(float2 pos) { +#if defined(ATMOSPHERICS_OCCLUSION) + return min(1.f, VolundSampleScatterOcclusion(pos) + _ShadowBiasClouds); +#else + return 1.f; +#endif +} + + +float4 VolundApplyCloudScatter(float4 coords1, float4 color) { +#if defined(DBG_ATMOSPHERICS_SCATTERING) || defined(DBG_ATMOSPHERICS_OCCLUDEDSCATTERING) + return float4(coords1.rgb, color.a); +#elif defined(DBG_ATMOSPHERICS_OCCLUSION) + return 1; +#endif + + color.rgb = color.rgb * coords1.a + coords1.rgb; + return color; +} + +float4 VolundApplyCloudScatterOcclusion(float4 coords1, float3 coords2, float2 pos, float4 color) { + float occlusion = VolundSampleScatterOcclusion(pos); +#ifdef ATMOSPHERICS_OCCLUSION_DEBUG2 + color.rgb = coords1.rgb * min(1.f, occlusion + _ShadowBias) + coords2.rgb * min(1.f, occlusion + _ShadowBiasIndirect); + return color; +#endif +#ifdef ATMOSPHERICS_OCCLUSION_DEBUG + return occlusion; +#endif + + color.rgb = color.rgb * coords1.a + coords1.rgb * min(1.f, occlusion + _ShadowBias) + coords2.rgb * min(1.f, occlusion + _ShadowBiasIndirect); + + float cloudOcclusion = min(1.f, occlusion + _ShadowBiasClouds); + color.a *= cloudOcclusion; + + return color; +} + +// Original vert/frag macros +#if defined(ATMOSPHERICS_OCCLUSION) + #define VOLUND_SCATTER_COORDS(idx1, idx2) float4 scatterCoords1 : TEXCOORD##idx1; float3 scatterCoords2 : TEXCOORD##idx2; + #if defined(ATMOSPHERICS_PER_PIXEL) + #define VOLUND_TRANSFER_SCATTER(pos, o) o.scatterCoords1 = pos.xyzz; o.scatterCoords2 = pos.xyz; + #define VOLUND_APPLY_SCATTER(i, color) VolundTransferScatterOcclusion(i.scatterCoords1.xyz, i.scatterCoords1, i.scatterCoords2); color = VolundApplyScatterOcclusion(i.scatterCoords1, i.scatterCoords2, i.pos.xy, color) + #define VOLUND_CLOUD_SCATTER(i, color) VolundTransferScatterOcclusion(i.scatterCoords1.xyz, i.scatterCoords1, i.scatterCoords2); color = VolundApplyCloudScatterOcclusion(i.scatterCoords1, i.scatterCoords2, i.pos.xy, color) + #else + #define VOLUND_TRANSFER_SCATTER(pos, o) VolundTransferScatterOcclusion(pos, o.scatterCoords1, o.scatterCoords2) + #define VOLUND_APPLY_SCATTER(i, color) color = VolundApplyScatterOcclusion(i.scatterCoords1, i.scatterCoords2, i.pos.xy, color) + #define VOLUND_CLOUD_SCATTER(i, color) color = VolundApplyCloudScatterOcclusion(i.scatterCoords1, i.scatterCoords2, i.pos.xy, color) + #endif +#else + #define VOLUND_SCATTER_COORDS(idx1, idx2) float4 scatterCoords1 : TEXCOORD##idx1; + #if defined(ATMOSPHERICS_PER_PIXEL) + #define VOLUND_TRANSFER_SCATTER(pos, o) o.scatterCoords1 = pos.xyzz; + #define VOLUND_APPLY_SCATTER(i, color) VolundTransferScatter(i.scatterCoords1.xyz, i.scatterCoords1); color = VolundApplyScatter(i.scatterCoords1, i.pos.xy, color); + #define VOLUND_CLOUD_SCATTER(i, color) VolundTransferScatter(i.scatterCoords1.xyz, i.scatterCoords1); color = VolundApplyCloudScatter(i.scatterCoords1, color); + #else + #define VOLUND_TRANSFER_SCATTER(pos, o) VolundTransferScatter(pos, o.scatterCoords1) + #define VOLUND_APPLY_SCATTER(i, color) color = VolundApplyScatter(i.scatterCoords1, i.pos.xy, color) + #define VOLUND_CLOUD_SCATTER(i, color) color = VolundApplyCloudScatter(i.scatterCoords1, color) + #endif +#endif + +#if !defined(SURFACE_SCATTER_COORDS) + /* surface shader analysis currently forces us to include stuff even when unused */ + /* we also have to convince the analyzer to not optimize out stuff we need */ + #define SURFACE_SCATTER_COORDS float3 worldPos; float4 scatterCoords1; float3 scatterCoords2; + #define SURFACE_SCATTER_TRANSFER(pos, o) o.scatterCoords1.r = o.scatterCoords2.r = pos.x; + #define SURFACE_SCATTER_APPLY(i, color) color += (i.worldPos + i.scatterCoords1.xyz + i.scatterCoords2.xyz) * 0.000001f +#endif + +#endif //FILE_ATMOSPHERICSCATTERING diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/AtmosphericScattering.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/AtmosphericScattering.hlsl.meta new file mode 100644 index 00000000000..a4dd6086ff5 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/AtmosphericScattering.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: b0be9dce952dbb9479a5eb30e49c07a3 +timeCreated: 1480068393 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/SkyProcedural.shader b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/SkyProcedural.shader new file mode 100644 index 00000000000..c5dd38b37b5 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/SkyProcedural.shader @@ -0,0 +1,153 @@ +Shader "Hidden/HDRenderPipeline/Sky/SkyProcedural" +{ + SubShader + { + Pass + { + ZWrite Off + ZTest Always + Blend One OneMinusSrcAlpha, Zero One + Cull Off + + HLSLPROGRAM + #pragma target 4.5 + #pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev + + #pragma vertex Vert + #pragma fragment Frag + + #pragma multi_compile _ ATMOSPHERICS_DEBUG + #pragma multi_compile _ PERFORM_SKY_OCCLUSION_TEST + + #include "../../../../ShaderLibrary/Color.hlsl" + #include "../../../../ShaderLibrary/Common.hlsl" + #include "../../../../ShaderLibrary/CommonLighting.hlsl" + + TEXTURECUBE(_Cubemap); + SAMPLERCUBE(sampler_Cubemap); + + // x exposure, y multiplier, z rotation + float4 _SkyParam; + + // x = width, y = height, z = 1.0/width, w = 1.0/height + float4 _ScreenSize; + + float4 _CameraPosWS; + + float4x4 _InvViewProjMatrix; + + float _DisableSkyOcclusionTest; + + float _FlipY; + + #define IS_RENDERING_SKY + #include "AtmosphericScattering.hlsl" + + struct Attributes + { + float3 positionCS : POSITION; + float3 eyeVector : NORMAL; + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float3 eyeVector : TEXCOORD0; + }; + + Varyings Vert(Attributes input) + { + // TODO: implement SV_vertexID full screen quad + Varyings output; + output.positionCS = float4(input.positionCS.xy, UNITY_RAW_FAR_CLIP_VALUE, 1.0); + output.eyeVector = input.eyeVector; + + return output; + } + + float4 Frag(Varyings input) : SV_Target + { + float3 dir = normalize(input.eyeVector); + + // Rotate direction + float phi = DegToRad(_SkyParam.z); + float cosPhi, sinPhi; + sincos(phi, sinPhi, cosPhi); + float3 rotDirX = float3(cosPhi, 0, -sinPhi); + float3 rotDirY = float3(sinPhi, 0, cosPhi); + float3 rotatedDir = float3(dot(rotDirX, dir), dir.y, dot(rotDirY, dir)); + + // input.positionCS is SV_Position + PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw); + + // An arbitrary value attempting to match the size of the sky mesh from the Blacksmith demo. + const float skyDepth = 0.00025; + + #ifdef PERFORM_SKY_OCCLUSION_TEST + // Determine whether the sky is occluded by the scene geometry. + // Do not perform blending with the environment map if the sky is occluded. + float depthRaw = max(skyDepth, LOAD_TEXTURE2D(_MainDepthTexture, posInput.unPositionSS).r); + float skyTexWeight = (depthRaw > skyDepth) ? 0.0 : 1.0; + #else + float depthRaw = skyDepth; + float skyTexWeight = 1.0; + #endif + + if (_DisableSkyOcclusionTest != 0.0) + { + depthRaw = skyDepth; + skyTexWeight = 1.0; + } + + // Since we only need the world space position, so we don't pass the view-projection matrix. + UpdatePositionInput(depthRaw, _InvViewProjMatrix, k_identity4x4, posInput, _FlipY != 0); + + float4 c1, c2, c3; + VolundTransferScatter(posInput.positionWS, c1, c2, c3); + + float4 coord1 = float4(c1.rgb + c3.rgb, max(0.f, 1.f - c1.a - c3.a)); + float3 coord2 = c2.rgb; + + float sunCos = dot(normalize(dir), _SunDirection); + float miePh = MiePhase(sunCos, _MiePhaseAnisotropy); + + float2 occlusion = float2(1.0, 1.0); // TODO. + float extinction = coord1.a; + float3 scatter = coord1.rgb * occlusion.x + coord2 * miePh * occlusion.y; + + #ifdef ATMOSPHERICS_DEBUG + switch (_AtmosphericsDebugMode) + { + case ATMOSPHERICS_DBG_RAYLEIGH: return c1; + case ATMOSPHERICS_DBG_MIE: return c2 * miePh; + case ATMOSPHERICS_DBG_HEIGHT: return c3; + case ATMOSPHERICS_DBG_SCATTERING: return float4(scatter, 0.0); + case ATMOSPHERICS_DBG_OCCLUSION: return float4(occlusion.xy, 0.0, 0.0); + case ATMOSPHERICS_DBG_OCCLUDEDSCATTERING: return float4(scatter, 0.0); + } + #endif + + float3 skyColor = float3(0.0, 0.0, 0.0); + // Opacity should be proportional to extinction, but this produces wrong results. + // It appears what the algorithm computes is not actually extinction. + float opacity = (1.0 - extinction); + + if (skyTexWeight == 1.0) + { + skyColor = SAMPLE_TEXTURECUBE_LOD(_Cubemap, sampler_Cubemap, rotatedDir, 0).rgb; + skyColor *= exp2(_SkyParam.x) * _SkyParam.y; + opacity = 1.0; // Fully overwrite unoccluded scene regions. + } + + float3 atmosphereColor = ClampToFloat16Max(skyColor * extinction + scatter); + + // Apply the atmosphere on top of the scene using premultiplied alpha blending. + return float4(atmosphereColor, opacity); + } + + ENDHLSL + } + + } + Fallback Off +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/SkyProcedural.shader.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/SkyProcedural.shader.meta new file mode 100644 index 00000000000..f83ef12df01 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/SkyProcedural.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: f96d105ca709d5c499b4886b48313d60 +timeCreated: 1481041226 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/README.txt b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/README.txt new file mode 100644 index 00000000000..0170f40cb9a --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/README.txt @@ -0,0 +1,113 @@ +# Atmospheric Scattering + +Atmospheric scattering is a solution developed for nicer aerial perspective in The Blacksmith. It provides a model emulating atmospheric Rayleigh, Mie and height scattering (and also takes a lot of shortcuts in the name of performance and artistic control). Take a look at the blog post at this address http://blogs.unity3d.com/?p=27218 to get a high-level overview of the components making up the final composition. + + +### Options description + +This component comes with quite a lot of options - but you normally don't have to tweak more than a handful of them to get good results - start with the densities and colors and that will get you started nicely. + + +#### World Components + +**World Rayleigh Color Ramp**: The color or colors used for rayleigh scattering. It's a ramp instead of a single color because you can have different scattering colors depending on the angle to the unit being shaded. Values to the left in the ramp are mapped to angles below horizon, whereas values to the right are mapped to angles above the horizon. + +**World Rayleigh Color Intensity**: An HDR color scale for the rayleigh color ramp. + +**World Rayleigh Density**: The density of the rayleigh component. + +**World Rayleigh Extinction Factor**: How much light is out-scattered or absorbed on its way to the eye. Basically how much to darken the shaded pixel. + +**World Rayleigh Indirect Scatter**: Which percentage of the rayleigh scattering should be considered 'indirect' scattering. (relevant for occlusion only) + +**World Mie Color Ramp**: The color or colors used for mie scattering. It's a ramp instead of a single color because you can have different scattering colors depending on the angle to the unit being shaded. Values to the left in the ramp are mapped to angles below horizon, whereas values to the right are mapped to angles above the horizon. + +**World Mie Color Intensity**: An HDR color scale for the mie color ramp. + +**World Mie Density**: The density of the mie component. + +**World Mie Extinction Factor**: How much light is out-scattered or absorbed on its way to the eye. Basically how much to darken the shaded pixel. + +**World Mie Phase Anisotropy**: How focused the forward directionality of the mie scattering is. Values close to 1 produce a small, very sharp mie component, whereas values below 0.5 creates a very large and unfocused mie component. + +**World Near Scatter Push**: Allows the scattering to be pushed out to have no scattering directly in front of the camera, or pulled in to have more scattering close to the camera. + +**World Normal Distance**: A measure of the scale of the scene. Essentially this desaturates the scattering near the camera, and interpolates into full color ramp at the edge of the specified distance. + + +#### Height Components + +**Height Rayleigh Color**: The general global scattering color for height fog. + +**Height Rayleigh Intensity**: An HDR color scale for the height global fog color. + +**Height Rayleigh Density**: The density of the global height fog. + +**Height Mie Density**: The density of the mie scattering being added to the global height fog. + +**Height Extinction Factor**: How much light is out-scattered or absorbed on its way to the eye. Basically how much to darken the shaded pixel. + +**Height Sea Level**: Sea level height offset from origin. + +**Height Distance**: Falloff distance from sea level + +**Height Plane Shift**: An optional plane vector for a tilted sea level. + +**Height Near Scatter Push**: Allows the scattering to be pushed out to have no scattering directly in front of the camera, or pulled in to have more scattering close to the camera. + +**Height Normal Distance**: A measure of the scale of the scene. Essentially this desaturates the scattering near the camera, and interpolates into full color at the edge of the specified distance. + + +#### Sky Dome + +**Sky Dome Scale**: The scale of the skydome. We use this to virtually squash the sky sphere into behaving like a dome. The xz-dimensions affect how much scattering the horizon picks up, whereas the y-dimension dictates how far up on the sky the scattering is blended. + +**Sky Dome Rotation**: An optional rotation of the skydome. Usually, only Y-rotation makes sense. + +**Sky Dome Tracked Yaw Rotation**: Optionally have the skydome rotate to track a transform, typically a light source. Use in combination with rotation to perfectly align and track the sun to the skydome. + +**Sky Dome Vertical Flip**: We have the option of putting two skybox textures into the same cubemap. This flags flips the UV projection to show the bottom half instead of the top half. + +**Sky Dome Cube**: An HDR cubemap to use as sky dome. + +**Sky Dome Exposure**: The exposure of the sky cubemap. + +**Sky Dome Tint**: Tint color for the cubemap. + + +#### Scatter Occlusion + +**Use Occlusion**: This flag enables scatter occlusion. + +**Occlusion Bias**: Controls how strongly occlusion affects direct scattering. + +**Occlusion BiasIndirect**: Controls how strongly occlusion affects indirect scattering. + +**Occlusion BiasClouds**: Controls how strongly occlusion affects placed clouds. + +**Occlusion Downscale**: Controls the downscale factor for occlusion gathering. + +**Occlusion Samples**: The number of samples to use in gathering. + +**Occlusion DepthFixup**: Whether to attempt to fix upsampling across depth discontinuities (currently d3d11 only). + +**Occlusion DepthThreshold**: The threshold defining discontinuous depth. + +**Occlusion FullSky**: Whether to gather occlusion even for skydome pixels. + +**Occlusion BiasSkyRayleigh **: Controls how strongly occlusion affects rayleigh scattering on the skydome. + +**Occlusion BiasSkyMie **: Controls how strongly occlusion affects mie scattering on the skydome. + + +#### Other + +**World ScaleExponent**: An option to exponentially scale the world for scattering calculations (fake aerial perspective in small scenes). + +**Force Per Pixel**: Force all scatter calculations to run at per-pixel frequency. + +**Force Post Effect**: Force all scatter calculations to run in a post-process (requires the AtmosphericScatteringDeferred component on the camera, and doesn't apply to transparent object) + +**Depth Texture**: Whether to enable, disable or leave alone the camera depth texture settings. (required for depth fixup and soft cloud planes) + +**Debug Mode**: Various debug visualizations of the different rendering components. diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/README.txt.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/README.txt.meta new file mode 100644 index 00000000000..c102bfdc3e9 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/README.txt.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4eead1bf6efbd0a4e852367accddc070 +timeCreated: 1480334378 +licenseType: Pro +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources.meta new file mode 100644 index 00000000000..9cdc8a97ec4 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 920208451db81a846ae1c2d55f7b50b4 +folderAsset: yes +timeCreated: 1479239906 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/BuildProbabilityTables.compute b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/BuildProbabilityTables.compute new file mode 100644 index 00000000000..f78a6e76e43 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/BuildProbabilityTables.compute @@ -0,0 +1,160 @@ +// Given a cube map (passed as a 2D array), builds CDFs of two distributions: +// 1. 1D texture with marginal densities, telling us the likelihood of selecting a particular row, +// 2. 2D texture with conditional densities, which correspond to the PDF of the texel given its row. +// Ref: PBRT v3, 13.6.7 "Piecewise-Constant 2D Distributions". +// Note that we use the equiareal sphere-to-square mapping instead of the latitude-longitude one. + +#include "../../../ShaderLibrary/Common.hlsl" +#include "../../../ShaderLibrary/ImageBasedLighting.hlsl" + +/* --- Input --- */ + +#define TEXTURE_HEIGHT 256 // Equiareal texture map: cos(theta) = 1.0 - 2.0 * v +#define TEXTURE_WIDTH 2 * TEXTURE_HEIGHT // Equiareal texture map: phi = TWO_PI * (1.0 - u) + +TEXTURECUBE(envMap); // Input cubemap +SAMPLERCUBE(sampler_envMap); + +/* --- Output --- */ + +RWTexture2D marginalRowDensities; // [(TEXTURE_HEIGHT + 1) x 1] (+ 1 for the image integral) +RWTexture2D conditionalDensities; // [TEXTURE_WIDTH x TEXTURE_HEIGHT] + +/* --- Implementation --- */ + +// Creates an access pattern which avoids shared memory bank conflicts. +#define NUM_BANKS 32 +#define SHARED_MEM(x) ((x) + (x) / NUM_BANKS) + +// Performs a block-level parallel scan. +// Ref: GPU Gems 3, Chapter 39: "Parallel Prefix Sum (Scan) with CUDA". +#define PARALLEL_SCAN(i, n, temp, sum) \ +{ \ + uint offset; \ + \ + /* Execute the up-sweep phase. */ \ + for (offset = 1; offset <= n / 2; offset *= 2) \ + { \ + GroupMemoryBarrierWithGroupSync(); \ + \ + /*** a1 = (2 * i + 1) * offset - 1 */ \ + uint a1 = Mad24(Mad24(2, i, 1), offset, -1); \ + uint a2 = a1 + offset; \ + \ + if (a2 < n) \ + { \ + temp[SHARED_MEM(a2)] += temp[SHARED_MEM(a1)]; \ + } \ + } \ + \ + GroupMemoryBarrierWithGroupSync(); \ + \ + /* Prevent NaNs arising from the division of 0 by 0. */ \ + sum = max(temp[SHARED_MEM(n - 1)], FLT_MIN); \ + \ + GroupMemoryBarrierWithGroupSync(); \ + \ + /* The exclusive scan requires the last element to be 0. */ \ + if (i == 0) \ + { \ + temp[SHARED_MEM(n - 1)] = 0.0; \ + } \ + \ + /* Execute the down-sweep phase. */ \ + for (offset = n / 2; offset > 0; offset /= 2) \ + { \ + GroupMemoryBarrierWithGroupSync(); \ + \ + /*** a1 = (2 * i + 1) * offset - 1 */ \ + uint a1 = Mad24(Mad24(2, i, 1), offset, -1); \ + uint a2 = a1 + offset; \ + \ + if (a2 < n) \ + { \ + float t1 = temp[SHARED_MEM(a1)]; \ + temp[SHARED_MEM(a1)] = temp[SHARED_MEM(a2)]; \ + temp[SHARED_MEM(a2)] += t1; \ + } \ + } \ + \ + GroupMemoryBarrierWithGroupSync(); \ +} + +#pragma kernel ComputeConditionalDensities + +groupshared float rowVals[SHARED_MEM(TEXTURE_WIDTH)]; + +[numthreads(TEXTURE_WIDTH / 2, 1, 1)] +void ComputeConditionalDensities(uint3 groupId : SV_GroupID, + uint3 groupThreadId : SV_GroupThreadID) +{ + // There are TEXTURE_HEIGHT thread groups processing 2 texels per thread. + const uint n = TEXTURE_WIDTH; + const uint i = groupThreadId.x; + const uint j = groupId.x; + const uint i1 = i; + const uint i2 = i + n / 2; + + float w = TEXTURE_WIDTH; + float h = TEXTURE_HEIGHT; + float u1 = i1 / w + 0.5 / w; + float u2 = i2 / w + 0.5 / w; + float v = j / h + 0.5 / h; + + float3 L1 = ConvertEquiarealToCubemap(u1, v); + float3 L2 = ConvertEquiarealToCubemap(u2, v); + float3 c1 = SAMPLE_TEXTURECUBE_LOD(envMap, sampler_envMap, L1, 0).rgb; + float3 c2 = SAMPLE_TEXTURECUBE_LOD(envMap, sampler_envMap, L2, 0).rgb; + + // Compute the integral of the step function (row values). + // TODO: process 4 texels per thread, and manually unroll. + rowVals[SHARED_MEM(i1)] = c1.r + c1.g + c1.b; + rowVals[SHARED_MEM(i2)] = c2.r + c2.g + c2.b; + + float rowValSum; + + PARALLEL_SCAN(i, n, rowVals, rowValSum) + + // Compute the CDF. Note: the value at (i = n) is implicitly 1. + conditionalDensities[uint2(i1, j)] = rowVals[SHARED_MEM(i1)] / rowValSum; + conditionalDensities[uint2(i2, j)] = rowVals[SHARED_MEM(i2)] / rowValSum; + + if (i == 0) + { + float rowIntegralValue = rowValSum / n; + marginalRowDensities[uint2(j, 0)] = rowIntegralValue; + } +} + +#pragma kernel ComputeMarginalRowDensities + +groupshared float rowInts[SHARED_MEM(TEXTURE_HEIGHT)]; + +[numthreads(TEXTURE_HEIGHT / 2, 1, 1)] +void ComputeMarginalRowDensities(uint3 groupThreadId : SV_GroupThreadID) +{ + // There is only one thread group processing 2 texels per thread. + const uint n = TEXTURE_HEIGHT; + const uint i = groupThreadId.x; + const uint i1 = i; + const uint i2 = i + n / 2; + + // Compute the integral of the step function (row integrals). + // TODO: process 4 texels per thread, and manually unroll. + rowInts[SHARED_MEM(i1)] = marginalRowDensities[uint2(i1, 0)]; + rowInts[SHARED_MEM(i2)] = marginalRowDensities[uint2(i2, 0)]; + + float rowIntSum; + + PARALLEL_SCAN(i, n, rowInts, rowIntSum) + + // Compute the CDF. Note: the value at (i = n) is implicitly 1. + marginalRowDensities[uint2(i1, 0)] = rowInts[SHARED_MEM(i1)] / rowIntSum; + marginalRowDensities[uint2(i2, 0)] = rowInts[SHARED_MEM(i2)] / rowIntSum; + + if (i == 0) + { + float imgIntegralValue = rowIntSum / n; + marginalRowDensities[uint2(n, 0)] = imgIntegralValue; + } +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/BuildProbabilityTables.compute.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/BuildProbabilityTables.compute.meta new file mode 100644 index 00000000000..1ef545d2fe7 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/BuildProbabilityTables.compute.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: b9f26cf340afe9145a699753531b2a4c +timeCreated: 1482419936 +licenseType: Pro +ComputeShaderImporter: + currentAPIMask: 4 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/ComputeGgxIblSampleData.compute b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/ComputeGgxIblSampleData.compute new file mode 100644 index 00000000000..47758b18387 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/ComputeGgxIblSampleData.compute @@ -0,0 +1,53 @@ +// Precomputes data for IntegrateLD(). See that function for a detailed description. + +#include "../../../ShaderLibrary/Common.hlsl" +#include "../../../ShaderLibrary/ImageBasedLighting.hlsl" + +#ifdef SHADER_API_MOBILE +#define MAX_IBL_SAMPLE_CNT 34 +#else +#define MAX_IBL_SAMPLE_CNT 89 +#endif + +RWTexture2D output; // [MAX_SAMPLE_CNT x UNITY_SPECCUBE_LOD_STEPS] + +#pragma kernel ComputeGgxIblSampleData + +[numthreads(MAX_IBL_SAMPLE_CNT, UNITY_SPECCUBE_LOD_STEPS, 1)] +void ComputeGgxIblSampleData(uint3 groupThreadId : SV_GroupThreadID) +{ + uint sampleIndex = groupThreadId.x; + uint mipLevel = groupThreadId.y + 1; + uint sampleCount = GetIBLRuntimeFilterSampleCount(mipLevel); + + if (sampleIndex >= sampleCount) + { + output[groupThreadId.xy] = float4(0, 0, 0, 0); + return; + } + + float perceptualRoughness = MipmapLevelToPerceptualRoughness(mipLevel); + float roughness = PerceptualRoughnessToRoughness(perceptualRoughness); + + float bias = 0.5 * roughness; + + float2 u = Fibonacci2d(sampleIndex, sampleCount); + u.x = lerp(u.x, 0, bias); + + float3 localL; + float NdotL, NdotH, VdotH; + + SampleGGXDir(u, float3(0, 0, 1), k_identity3x3, roughness, localL, NdotL, NdotH, VdotH, true); + + if (NdotL <= 0) + { + // We are not supposed to generate wasteful samples. + output[groupThreadId.xy] = float4(0, 0, 0, 0); + return; + } + + float pdf = D_GGX(NdotH, roughness) * 0.25; + float omegaS = rcp(sampleCount * pdf); + + output[groupThreadId.xy] = float4(localL, omegaS); +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/ComputeGgxIblSampleData.compute.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/ComputeGgxIblSampleData.compute.meta new file mode 100644 index 00000000000..77d68ebbafe --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/ComputeGgxIblSampleData.compute.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 764a24bb47ef5ba4781d9ae82ca07445 +timeCreated: 1484572881 +licenseType: Pro +ComputeShaderImporter: + currentAPIMask: 4 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/GGXConvolve.shader b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/GGXConvolve.shader new file mode 100644 index 00000000000..280177a9d5c --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/GGXConvolve.shader @@ -0,0 +1,97 @@ +Shader "Hidden/HDRenderPipeline/GGXConvolve" +{ + SubShader + { + Pass + { + ZWrite Off + ZTest Always + Blend One Zero + + HLSLPROGRAM + #pragma target 4.5 + #pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev + + #pragma multi_compile _ USE_MIS + + #pragma vertex Vert + #pragma fragment Frag + + #include "../../../ShaderLibrary/Common.hlsl" + #include "../../../ShaderLibrary/ImageBasedLighting.hlsl" + #include "../SkyManager.cs.hlsl" + + struct Attributes + { + float3 positionCS : POSITION; + float3 eyeVector : NORMAL; + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float3 eyeVector : TEXCOORD0; + }; + + Varyings Vert(Attributes input) + { + Varyings output; + output.positionCS = float4(input.positionCS.xy, UNITY_RAW_FAR_CLIP_VALUE, 1.0); + output.eyeVector = input.eyeVector; + return output; + } + + TEXTURECUBE(_MainTex); + SAMPLERCUBE(sampler_MainTex); + + TEXTURE2D_FLOAT(_GgxIblSamples); + + #ifdef USE_MIS + TEXTURE2D(_MarginalRowDensities); + TEXTURE2D(_ConditionalDensities); + #endif + + float _Level; + float _LastLevel; + float _InvOmegaP; + + half4 Frag(Varyings input) : SV_Target + { + // Vector interpolation is not magnitude-preserving. + float3 N = normalize(input.eyeVector); + // Remove view-dependency from GGX, effectively making the BSDF isotropic. + float3 V = N; + + float perceptualRoughness = MipmapLevelToPerceptualRoughness(_Level); + float roughness = PerceptualRoughnessToRoughness(perceptualRoughness); + uint sampleCount = GetIBLRuntimeFilterSampleCount(_Level); + + #ifdef USE_MIS + float4 val = IntegrateLD_MIS(TEXTURECUBE_PARAM(_MainTex, sampler_MainTex), + _MarginalRowDensities, _ConditionalDensities, + V, N, + roughness, + _InvOmegaP, + LIGHTSAMPLINGPARAMETERS_TEXTURE_WIDTH, + LIGHTSAMPLINGPARAMETERS_TEXTURE_HEIGHT, + 1024, + false); + #else + float4 val = IntegrateLD(TEXTURECUBE_PARAM(_MainTex, sampler_MainTex), + _GgxIblSamples, + V, N, + roughness, + _Level - 1, + _LastLevel, + _InvOmegaP, + sampleCount, // Must be a Fibonacci number + true, + true); + #endif + + return val; + } + ENDHLSL + } + } +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/GGXConvolve.shader.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/GGXConvolve.shader.meta new file mode 100644 index 00000000000..f422709cbe2 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/GGXConvolve.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 123ed592ad5c2494b8aed301fd609e7b +timeCreated: 1479994507 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/RuntimeFilterIBL.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/RuntimeFilterIBL.cs new file mode 100644 index 00000000000..c11e4ae1f16 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/RuntimeFilterIBL.cs @@ -0,0 +1,140 @@ +using UnityEngine.Rendering; +using UnityEngine.Experimental.Rendering.HDPipeline; +using System; + +namespace UnityEngine.Experimental.Rendering.HDPipeline +{ + public class IBLFilterGGX + { + RenderTexture m_GgxIblSampleData = null; + int k_GgxIblMaxSampleCount = TextureCache.isMobileBuildTarget ? 34 : 89; // Width + const int k_GgxIblMipCountMinusOne = 6; // Height (UNITY_SPECCUBE_LOD_STEPS) + + ComputeShader m_ComputeGgxIblSampleDataCS = null; + int m_ComputeGgxIblSampleDataKernel = -1; + + ComputeShader m_BuildProbabilityTablesCS = null; + int m_ConditionalDensitiesKernel = -1; + int m_MarginalRowDensitiesKernel = -1; + + Material m_GgxConvolveMaterial = null; // Convolves a cubemap with GGX + + bool m_SupportMIS = !TextureCache.isMobileBuildTarget; + + public bool IsInitialized() + { + return m_GgxIblSampleData != null; + } + + public bool SupportMIS + { + get { return m_SupportMIS; } + } + + public void Initialize(ScriptableRenderContext context) + { + if (!m_ComputeGgxIblSampleDataCS) + { + m_ComputeGgxIblSampleDataCS = Resources.Load("ComputeGgxIblSampleData"); + m_ComputeGgxIblSampleDataKernel = m_ComputeGgxIblSampleDataCS.FindKernel("ComputeGgxIblSampleData"); + } + + if (!m_BuildProbabilityTablesCS && SupportMIS) + { + m_BuildProbabilityTablesCS = Resources.Load("BuildProbabilityTables"); + m_ConditionalDensitiesKernel = m_BuildProbabilityTablesCS.FindKernel("ComputeConditionalDensities"); + m_MarginalRowDensitiesKernel = m_BuildProbabilityTablesCS.FindKernel("ComputeMarginalRowDensities"); + } + + if (!m_GgxConvolveMaterial) + { + m_GgxConvolveMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/GGXConvolve"); + } + + if (!m_GgxIblSampleData) + { + m_GgxIblSampleData = new RenderTexture(k_GgxIblMaxSampleCount, k_GgxIblMipCountMinusOne, 0, RenderTextureFormat.ARGBFloat, RenderTextureReadWrite.Linear); + m_GgxIblSampleData.useMipMap = false; + m_GgxIblSampleData.autoGenerateMips = false; + m_GgxIblSampleData.enableRandomWrite = true; + m_GgxIblSampleData.filterMode = FilterMode.Point; + m_GgxIblSampleData.Create(); + + m_ComputeGgxIblSampleDataCS.SetTexture(m_ComputeGgxIblSampleDataKernel, "output", m_GgxIblSampleData); + + var cmd = new CommandBuffer() { name = "Compute GGX IBL Sample Data" }; + cmd.DispatchCompute(m_ComputeGgxIblSampleDataCS, m_ComputeGgxIblSampleDataKernel, 1, 1, 1); + context.ExecuteCommandBuffer(cmd); + cmd.Dispose(); + } + } + + void FilterCubemapCommon(ScriptableRenderContext context, + Texture source, RenderTexture target, int mipCount, + Mesh[] cubemapFaceMesh) + { + // Solid angle associated with a texel of the cubemap. + float invOmegaP = (6.0f * source.width * source.width) / (4.0f * Mathf.PI); + + m_GgxConvolveMaterial.SetTexture("_MainTex", source); + m_GgxConvolveMaterial.SetTexture("_GgxIblSamples", m_GgxIblSampleData); + m_GgxConvolveMaterial.SetFloat("_LastLevel", mipCount - 1); + m_GgxConvolveMaterial.SetFloat("_InvOmegaP", invOmegaP); + + for (int mip = 1; mip < ((int)EnvConstants.SpecCubeLodStep + 1); ++mip) + { + MaterialPropertyBlock props = new MaterialPropertyBlock(); + props.SetFloat("_Level", mip); + + for (int face = 0; face < 6; ++face) + { + Utilities.SetRenderTarget(context, target, ClearFlag.ClearNone, mip, (CubemapFace)face); + + var cmd = new CommandBuffer { name = "" }; + cmd.DrawMesh(cubemapFaceMesh[face], Matrix4x4.identity, m_GgxConvolveMaterial, 0, 0, props); + context.ExecuteCommandBuffer(cmd); + cmd.Dispose(); + } + } + } + + // Filters MIP map levels (other than 0) with GGX using BRDF importance sampling. + public void FilterCubemap(ScriptableRenderContext context, + Texture source, RenderTexture target, int mipCount, + Mesh[] cubemapFaceMesh) + { + m_GgxConvolveMaterial.DisableKeyword("USE_MIS"); + + FilterCubemapCommon(context, source, target, mipCount, cubemapFaceMesh); + } + + // Filters MIP map levels (other than 0) with GGX using multiple importance sampling. + public void FilterCubemapMIS(ScriptableRenderContext context, + Texture source, RenderTexture target, int mipCount, + RenderTexture conditionalCdf, RenderTexture marginalRowCdf, + Mesh[] cubemapFaceMesh) + { + // Bind the input cubemap. + m_BuildProbabilityTablesCS.SetTexture(m_ConditionalDensitiesKernel, "envMap", source); + + // Bind the outputs. + m_BuildProbabilityTablesCS.SetTexture(m_ConditionalDensitiesKernel, "conditionalDensities", conditionalCdf); + m_BuildProbabilityTablesCS.SetTexture(m_ConditionalDensitiesKernel, "marginalRowDensities", marginalRowCdf); + m_BuildProbabilityTablesCS.SetTexture(m_MarginalRowDensitiesKernel, "marginalRowDensities", marginalRowCdf); + + int numRows = conditionalCdf.height; + + var cmd = new CommandBuffer() { name = "Build Probability Tables" }; + cmd.DispatchCompute(m_BuildProbabilityTablesCS, m_ConditionalDensitiesKernel, numRows, 1, 1); + cmd.DispatchCompute(m_BuildProbabilityTablesCS, m_MarginalRowDensitiesKernel, 1, 1, 1); + context.ExecuteCommandBuffer(cmd); + cmd.Dispose(); + + m_GgxConvolveMaterial.EnableKeyword("USE_MIS"); + m_GgxConvolveMaterial.SetTexture("_ConditionalDensities", conditionalCdf); + m_GgxConvolveMaterial.SetTexture("_MarginalRowDensities", marginalRowCdf); + + FilterCubemapCommon(context, source, target, mipCount, cubemapFaceMesh); + } + } +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/RuntimeFilterIBL.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/RuntimeFilterIBL.cs.meta new file mode 100644 index 00000000000..444121e3e8c --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/RuntimeFilterIBL.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 827056f7b26e8a64883735043af76431 +timeCreated: 1484572874 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs new file mode 100644 index 00000000000..213e331f43c --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs @@ -0,0 +1,518 @@ +using UnityEngine.Rendering; +using System; + +namespace UnityEngine.Experimental.Rendering.HDPipeline +{ + [Serializable] + public enum SkyResolution + { + SkyResolution128 = 128, + SkyResolution256 = 256, + SkyResolution512 = 512, + SkyResolution1024 = 1024, + // TODO: Anything above 1024 cause a crash in Unity... + //SkyResolution2048 = 2048, + //SkyResolution4096 = 4096 + } + + [GenerateHLSL(PackingRules.Exact)] + public enum LightSamplingParameters + { + TextureHeight = 256, + TextureWidth = 512 + } + + public enum EnvironementUpdateMode + { + OnChanged = 0, + OnDemand, + Realtime + } + + public class BuiltinSkyParameters + { + public Matrix4x4 invViewProjMatrix; + public Vector3 cameraPosWS; + public Vector4 screenSize; + public Mesh skyMesh; + public ScriptableRenderContext renderContext; + public Light sunLight; + public RenderTargetIdentifier colorBuffer; + public RenderTargetIdentifier depthBuffer; + + public static RenderTargetIdentifier nullRT = -1; + } + + public class SkyManager + { + RenderTexture m_SkyboxCubemapRT = null; + RenderTexture m_SkyboxGGXCubemapRT = null; + RenderTexture m_SkyboxMarginalRowCdfRT = null; + RenderTexture m_SkyboxConditionalCdfRT = null; + + Material m_StandardSkyboxMaterial = null; // This is the Unity standard skybox material. Used to pass the correct cubemap to Enlighten. + Material m_BlitCubemapMaterial = null; + + IBLFilterGGX m_iblFilterGgx = null; + + Vector4 m_CubemapScreenSize; + Matrix4x4[] m_faceCameraViewProjectionMatrix = new Matrix4x4[6]; + Matrix4x4[] m_faceCameraInvViewProjectionMatrix = new Matrix4x4[6]; + Mesh[] m_CubemapFaceMesh = new Mesh[6]; + + BuiltinSkyParameters m_BuiltinParameters = new BuiltinSkyParameters(); + SkyRenderer m_Renderer = null; + int m_SkyParametersHash = -1; + bool m_NeedLowLevelUpdateEnvironment = false; + bool m_UpdateRequired = true; + float m_CurrentUpdateTime = 0.0f; + + bool m_useMIS = false; + + + private SkySettings m_SkySettings; + public SkySettings skySettings + { + set + { + if (m_SkySettings == value) + return; + + if (m_Renderer != null) + { + m_Renderer.Cleanup(); + m_Renderer = null; + } + + m_SkyParametersHash = -1; + m_SkySettings = value; + m_UpdateRequired = true; + + if (value != null) + { + m_Renderer = value.GetRenderer(); + m_Renderer.Build(); + } + } + get { return m_SkySettings; } + } + + public Texture skyReflection { get { return m_SkyboxGGXCubemapRT; } } + + protected Mesh BuildSkyMesh(Vector3 cameraPosition, Matrix4x4 cameraInvViewProjectionMatrix, bool forceUVBottom) + { + Vector4 vertData0 = new Vector4(-1.0f, -1.0f, 1.0f, 1.0f); + Vector4 vertData1 = new Vector4(1.0f, -1.0f, 1.0f, 1.0f); + Vector4 vertData2 = new Vector4(1.0f, 1.0f, 1.0f, 1.0f); + Vector4 vertData3 = new Vector4(-1.0f, 1.0f, 1.0f, 1.0f); + + Vector3[] vertData = new Vector3[4]; + vertData[0] = new Vector3(vertData0.x, vertData0.y, vertData0.z); + vertData[1] = new Vector3(vertData1.x, vertData1.y, vertData1.z); + vertData[2] = new Vector3(vertData2.x, vertData2.y, vertData2.z); + vertData[3] = new Vector3(vertData3.x, vertData3.y, vertData3.z); + + // Get view vector based on the frustum, i.e (invert transform frustum get position etc...) + Vector3[] eyeVectorData = new Vector3[4]; + + Matrix4x4 transformMatrix = cameraInvViewProjectionMatrix; + + Vector4 posWorldSpace0 = transformMatrix * vertData0; + Vector4 posWorldSpace1 = transformMatrix * vertData1; + Vector4 posWorldSpace2 = transformMatrix * vertData2; + Vector4 posWorldSpace3 = transformMatrix * vertData3; + + Vector4 cameraPos = new Vector4(cameraPosition.x, cameraPosition.y, cameraPosition.z, 0.0f); + + Vector4 direction0 = (posWorldSpace0 / posWorldSpace0.w - cameraPos); + Vector4 direction1 = (posWorldSpace1 / posWorldSpace1.w - cameraPos); + Vector4 direction2 = (posWorldSpace2 / posWorldSpace2.w - cameraPos); + Vector4 direction3 = (posWorldSpace3 / posWorldSpace3.w - cameraPos); + + if (SystemInfo.graphicsUVStartsAtTop && !forceUVBottom) + { + eyeVectorData[3] = new Vector3(direction0.x, direction0.y, direction0.z).normalized; + eyeVectorData[2] = new Vector3(direction1.x, direction1.y, direction1.z).normalized; + eyeVectorData[1] = new Vector3(direction2.x, direction2.y, direction2.z).normalized; + eyeVectorData[0] = new Vector3(direction3.x, direction3.y, direction3.z).normalized; + } + else + { + eyeVectorData[0] = new Vector3(direction0.x, direction0.y, direction0.z).normalized; + eyeVectorData[1] = new Vector3(direction1.x, direction1.y, direction1.z).normalized; + eyeVectorData[2] = new Vector3(direction2.x, direction2.y, direction2.z).normalized; + eyeVectorData[3] = new Vector3(direction3.x, direction3.y, direction3.z).normalized; + } + + // Write out the mesh + var triangles = new int[6] { 0, 1, 2, 2, 3, 0 }; + + return new Mesh + { + vertices = vertData, + normals = eyeVectorData, + triangles = triangles + }; + } + + void RebuildTextures(SkySettings skySettings) + { + int resolution = 256; + // Parameters not set yet. We need them for the resolution. + if (skySettings != null) + resolution = (int)skySettings.resolution; + + if ((m_SkyboxCubemapRT != null) && (m_SkyboxCubemapRT.width != resolution)) + { + Utilities.Destroy(m_SkyboxCubemapRT); + Utilities.Destroy(m_SkyboxGGXCubemapRT); + Utilities.Destroy(m_SkyboxMarginalRowCdfRT); + Utilities.Destroy(m_SkyboxConditionalCdfRT); + + m_SkyboxCubemapRT = null; + m_SkyboxGGXCubemapRT = null; + m_SkyboxMarginalRowCdfRT = null; + m_SkyboxConditionalCdfRT = null; + } + + if (m_SkyboxCubemapRT == null) + { + m_SkyboxCubemapRT = new RenderTexture(resolution, resolution, 0, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear); + m_SkyboxCubemapRT.dimension = TextureDimension.Cube; + m_SkyboxCubemapRT.useMipMap = true; + m_SkyboxCubemapRT.autoGenerateMips = true; // Generate regular mipmap for filtered importance sampling + m_SkyboxCubemapRT.filterMode = FilterMode.Trilinear; + m_SkyboxCubemapRT.Create(); + + m_SkyboxGGXCubemapRT = new RenderTexture(resolution, resolution, 0, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear); + m_SkyboxGGXCubemapRT.dimension = TextureDimension.Cube; + m_SkyboxGGXCubemapRT.useMipMap = true; + m_SkyboxGGXCubemapRT.autoGenerateMips = false; + m_SkyboxGGXCubemapRT.filterMode = FilterMode.Trilinear; + m_SkyboxGGXCubemapRT.Create(); + + if (m_useMIS) + { + int width = (int)LightSamplingParameters.TextureWidth; + int height = (int)LightSamplingParameters.TextureHeight; + + // + 1 because we store the value of the integral of the cubemap at the end of the texture. + m_SkyboxMarginalRowCdfRT = new RenderTexture(height + 1, 1, 0, RenderTextureFormat.RFloat, RenderTextureReadWrite.Linear); + m_SkyboxMarginalRowCdfRT.useMipMap = false; + m_SkyboxMarginalRowCdfRT.autoGenerateMips = false; + m_SkyboxMarginalRowCdfRT.enableRandomWrite = true; + m_SkyboxMarginalRowCdfRT.filterMode = FilterMode.Point; + m_SkyboxMarginalRowCdfRT.Create(); + + // TODO: switch the format to R16 (once it's available) to save some bandwidth. + m_SkyboxConditionalCdfRT = new RenderTexture(width, height, 0, RenderTextureFormat.RFloat, RenderTextureReadWrite.Linear); + m_SkyboxConditionalCdfRT.useMipMap = false; + m_SkyboxConditionalCdfRT.autoGenerateMips = false; + m_SkyboxConditionalCdfRT.enableRandomWrite = true; + m_SkyboxConditionalCdfRT.filterMode = FilterMode.Point; + m_SkyboxConditionalCdfRT.Create(); + } + + m_UpdateRequired = true; // Special case. Even if update mode is set to OnDemand, we need to regenerate the environment after destroying the texture. + } + + m_CubemapScreenSize = new Vector4((float)resolution, (float)resolution, 1.0f / (float)resolution, 1.0f / (float)resolution); + } + + void RebuildSkyMeshes(float nearPlane, float farPlane) + { + if (m_CubemapFaceMesh[0] == null) + { + Matrix4x4 cubeProj = Matrix4x4.Perspective(90.0f, 1.0f, nearPlane, farPlane); + + Vector3[] lookAtList = + { + new Vector3(1.0f, 0.0f, 0.0f), + new Vector3(-1.0f, 0.0f, 0.0f), + new Vector3(0.0f, 1.0f, 0.0f), + new Vector3(0.0f, -1.0f, 0.0f), + new Vector3(0.0f, 0.0f, 1.0f), + new Vector3(0.0f, 0.0f, -1.0f), + }; + + Vector3[] UpVectorList = + { + new Vector3(0.0f, 1.0f, 0.0f), + new Vector3(0.0f, 1.0f, 0.0f), + new Vector3(0.0f, 0.0f, -1.0f), + new Vector3(0.0f, 0.0f, 1.0f), + new Vector3(0.0f, 1.0f, 0.0f), + new Vector3(0.0f, 1.0f, 0.0f), + }; + + for (int i = 0; i < 6; ++i) + { + Matrix4x4 lookAt = Matrix4x4.LookAt(Vector3.zero, lookAtList[i], UpVectorList[i]); + m_faceCameraViewProjectionMatrix[i] = Utilities.GetViewProjectionMatrix(lookAt, cubeProj); + m_faceCameraInvViewProjectionMatrix[i] = m_faceCameraViewProjectionMatrix[i].inverse; + + m_CubemapFaceMesh[i] = BuildSkyMesh(Vector3.zero, m_faceCameraInvViewProjectionMatrix[i], true); + } + } + } + + // Sets the global MIP-mapped cubemap '_SkyTexture' in the shader. + // The texture being set is the sky (environment) map pre-convolved with GGX. + public void SetGlobalSkyTexture() + { + Shader.SetGlobalTexture("_SkyTexture", m_SkyboxGGXCubemapRT); + } + + public void Resize(float nearPlane, float farPlane) + { + // When loading RenderDoc, RenderTextures will go null + RebuildTextures(skySettings); + RebuildSkyMeshes(nearPlane, farPlane); + } + + public void Build() + { + // Create unititialized. Lazy initialization is performed later. + m_iblFilterGgx = new IBLFilterGGX(); + + // TODO: We need to have an API to send our sky information to Enlighten. For now use a workaround through skybox/cubemap material... + m_StandardSkyboxMaterial = Utilities.CreateEngineMaterial("Skybox/Cubemap"); + + m_BlitCubemapMaterial = Utilities.CreateEngineMaterial("Hidden/BlitCubemap"); + + m_CurrentUpdateTime = 0.0f; + } + + public void Cleanup() + { + Utilities.Destroy(m_StandardSkyboxMaterial); + Utilities.Destroy(m_SkyboxCubemapRT); + Utilities.Destroy(m_SkyboxGGXCubemapRT); + Utilities.Destroy(m_SkyboxMarginalRowCdfRT); + Utilities.Destroy(m_SkyboxConditionalCdfRT); + + if (m_Renderer != null) + m_Renderer.Cleanup(); + } + + public bool IsSkyValid() + { + return m_Renderer != null && m_Renderer.IsSkyValid(); + } + + private void RenderSkyToCubemap(BuiltinSkyParameters builtinParams, SkySettings skySettings, RenderTexture target) + { + for (int i = 0; i < 6; ++i) + { + builtinParams.invViewProjMatrix = m_faceCameraInvViewProjectionMatrix[i]; + builtinParams.screenSize = m_CubemapScreenSize; + builtinParams.skyMesh = m_CubemapFaceMesh[i]; + builtinParams.colorBuffer = target; + builtinParams.depthBuffer = BuiltinSkyParameters.nullRT; + + Utilities.SetRenderTarget(builtinParams.renderContext, target, ClearFlag.ClearNone, 0, (CubemapFace)i); + m_Renderer.RenderSky(builtinParams, skySettings, true); + } + } + + private void BlitCubemap(ScriptableRenderContext renderContext, Cubemap source, RenderTexture dest) + { + + MaterialPropertyBlock propertyBlock = new MaterialPropertyBlock(); + + for (int i = 0; i < 6; ++i) + { + Utilities.SetRenderTarget(renderContext, dest, ClearFlag.ClearNone, 0, (CubemapFace)i); + var cmd = new CommandBuffer { name = "" }; + propertyBlock.SetTexture("_MainTex", source); + propertyBlock.SetFloat("_faceIndex", (float)i); + cmd.DrawProcedural(Matrix4x4.identity, m_BlitCubemapMaterial, 0, MeshTopology.Triangles, 3, 1, propertyBlock); + renderContext.ExecuteCommandBuffer(cmd); + cmd.Dispose(); + } + + } + + private void RenderCubemapGGXConvolution(ScriptableRenderContext renderContext, BuiltinSkyParameters builtinParams, SkySettings skyParams, Texture input, RenderTexture target) + { + using (new Utilities.ProfilingSample("Sky Pass: GGX Convolution", renderContext)) + { + int mipCount = 1 + (int)Mathf.Log(input.width, 2.0f); + if (mipCount < ((int)EnvConstants.SpecCubeLodStep + 1)) + { + Debug.LogWarning("RenderCubemapGGXConvolution: Cubemap size is too small for GGX convolution, needs at least " + ((int)EnvConstants.SpecCubeLodStep + 1) + " mip levels"); + return; + } + + if (!m_iblFilterGgx.IsInitialized()) + { + m_iblFilterGgx.Initialize(renderContext); + } + + // Copy the first mip + var cmd = new CommandBuffer { name = "" }; + for (int f = 0; f < 6; f++) + { + cmd.CopyTexture(input, f, 0, target, f, 0); + } + renderContext.ExecuteCommandBuffer(cmd); + cmd.Dispose(); + + if (m_useMIS && m_iblFilterGgx.SupportMIS) + { + m_iblFilterGgx.FilterCubemapMIS(renderContext, input, target, mipCount, m_SkyboxConditionalCdfRT, m_SkyboxMarginalRowCdfRT, m_CubemapFaceMesh); + } + else + { + m_iblFilterGgx.FilterCubemap(renderContext, input, target, mipCount, m_CubemapFaceMesh); + } + } + } + + public void RequestEnvironmentUpdate() + { + m_UpdateRequired = true; + } + + public void UpdateEnvironment(HDCamera camera, Light sunLight, ScriptableRenderContext renderContext) + { + using (new Utilities.ProfilingSample("Sky Environment Pass", renderContext)) + { + + // We need one frame delay for this update to work since DynamicGI.UpdateEnvironment is executed direclty but the renderloop is not (so we need to wait for the sky texture to be rendered first) + if (m_NeedLowLevelUpdateEnvironment) + { + // TODO: Properly send the cubemap to Enlighten. Currently workaround is to set the cubemap in a Skybox/cubemap material + m_StandardSkyboxMaterial.SetTexture("_Tex", m_SkyboxCubemapRT); + RenderSettings.skybox = m_StandardSkyboxMaterial; // Setup this material as the default to be use in RenderSettings + RenderSettings.ambientIntensity = 1.0f; // fix this to 1, this parameter should not exist! + RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Skybox; // Force skybox for our HDRI + RenderSettings.reflectionIntensity = 1.0f; + RenderSettings.customReflection = null; + DynamicGI.UpdateEnvironment(); + + m_NeedLowLevelUpdateEnvironment = false; + } + + if (IsSkyValid()) + { + m_CurrentUpdateTime += Time.deltaTime; + + m_BuiltinParameters.renderContext = renderContext; + m_BuiltinParameters.sunLight = sunLight; + + if ( + (skySettings.updateMode == EnvironementUpdateMode.OnDemand && m_UpdateRequired) || + (skySettings.updateMode == EnvironementUpdateMode.OnChanged && skySettings.GetHash() != m_SkyParametersHash) || + (skySettings.updateMode == EnvironementUpdateMode.Realtime && m_CurrentUpdateTime > skySettings.updatePeriod) + ) + { + // Render sky into a cubemap - doesn't happen every frame, can be controlled + // Note that m_SkyboxCubemapRT is created with auto-generate mipmap, it mean that here we have also our mipmap correctly box filtered for importance sampling. + if(m_SkySettings.lightingOverride == null) + RenderSkyToCubemap(m_BuiltinParameters, skySettings, m_SkyboxCubemapRT); + // In case the user overrides the lighting, we already have a cubemap ready but we need to blit it anyway for potential resize and so that we can generate proper mipmaps for enlighten. + else + BlitCubemap(renderContext, m_SkySettings.lightingOverride, m_SkyboxCubemapRT); + + // Convolve downsampled cubemap + RenderCubemapGGXConvolution(renderContext, m_BuiltinParameters, skySettings, m_SkyboxCubemapRT, m_SkyboxGGXCubemapRT); + + m_NeedLowLevelUpdateEnvironment = true; + m_UpdateRequired = false; + m_SkyParametersHash = skySettings.GetHash(); + m_CurrentUpdateTime = 0.0f; + } + } + else + { + if(m_SkyParametersHash != 0) + { + // Clear temp cubemap and redo GGX from black and then feed it to enlighten for default light probe. + Utilities.ClearCubemap(renderContext, m_SkyboxCubemapRT, Color.black); + RenderCubemapGGXConvolution(renderContext, m_BuiltinParameters, skySettings, m_SkyboxCubemapRT, m_SkyboxGGXCubemapRT); + + m_SkyParametersHash = 0; + m_NeedLowLevelUpdateEnvironment = true; + } + } + } + } + + public void RenderSky(HDCamera camera, Light sunLight, RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthBuffer, ScriptableRenderContext renderContext) + { + using (new Utilities.ProfilingSample("Sky Pass", renderContext)) + { + if (IsSkyValid()) + { + m_BuiltinParameters.renderContext = renderContext; + m_BuiltinParameters.sunLight = sunLight; + m_BuiltinParameters.invViewProjMatrix = camera.invViewProjectionMatrix; + m_BuiltinParameters.cameraPosWS = camera.camera.transform.position; + m_BuiltinParameters.screenSize = camera.screenSize; + m_BuiltinParameters.skyMesh = BuildSkyMesh(camera.camera.GetComponent().position, m_BuiltinParameters.invViewProjMatrix, false); + m_BuiltinParameters.colorBuffer = colorBuffer; + m_BuiltinParameters.depthBuffer = depthBuffer; + + m_Renderer.SetRenderTargets(m_BuiltinParameters); + m_Renderer.RenderSky(m_BuiltinParameters, skySettings, false); + } + } + } + + public Texture2D ExportSkyToTexture() + { + if(m_Renderer == null) + { + Debug.LogError("Cannot export sky to a texture, no SkyRenderer is setup."); + return null; + } + + if(m_SkySettings == null) + { + Debug.LogError("Cannot export sky to a texture, no Sky settings are setup."); + return null; + } + + int resolution = (int)m_SkySettings.resolution; + + RenderTexture tempRT = new RenderTexture(resolution * 6, resolution, 0, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear); + tempRT.dimension = TextureDimension.Tex2D; + tempRT.useMipMap = false; + tempRT.autoGenerateMips = false; + tempRT.filterMode = FilterMode.Trilinear; + tempRT.Create(); + + Texture2D temp = new Texture2D(resolution * 6, resolution, TextureFormat.RGBAFloat, false); + Texture2D result = new Texture2D(resolution * 6, resolution, TextureFormat.RGBAFloat, false); + + // Note: We need to invert in Y the cubemap faces because the current sky cubemap is inverted (because it's a RT) + // So to invert it again so that it's a proper cubemap image we need to do it in several steps because ReadPixels does not have scale parameters: + // - Convert the cubemap into a 2D texture + // - Blit and invert it to a temporary target. + // - Read this target again into the result texture. + int offset = 0; + for (int i = 0; i < 6; ++i) + { + Graphics.SetRenderTarget(m_SkyboxCubemapRT, 0, (CubemapFace)i); + temp.ReadPixels(new Rect(0, 0, resolution, resolution), offset, 0); + temp.Apply(); + offset += resolution; + } + + // Flip texture. + // Temporarily disabled until proper API reaches trunk + //Graphics.Blit(temp, tempRT, new Vector2(1.0f, -1.0f), new Vector2(0.0f, 0.0f)); + Graphics.Blit(temp, tempRT); + + result.ReadPixels(new Rect(0, 0, resolution * 6, resolution), 0, 0); + result.Apply(); + + Graphics.SetRenderTarget(null); + Object.DestroyImmediate(temp); + Object.DestroyImmediate(tempRT); + + return result; + } + } +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs.hlsl b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs.hlsl new file mode 100644 index 00000000000..9bd194370bb --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs.hlsl @@ -0,0 +1,14 @@ +// +// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs. Please don't edit by hand. +// + +#ifndef SKYMANAGER_CS_HLSL +#define SKYMANAGER_CS_HLSL +// +// UnityEngine.Experimental.Rendering.HDPipeline.LightSamplingParameters: static fields +// +#define LIGHTSAMPLINGPARAMETERS_TEXTURE_HEIGHT (256) +#define LIGHTSAMPLINGPARAMETERS_TEXTURE_WIDTH (512) + + +#endif diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs.hlsl.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs.hlsl.meta new file mode 100644 index 00000000000..c6cad7ccb78 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 839dd86bae5fa4d46bf4facd02608862 +timeCreated: 1483546512 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs.meta new file mode 100644 index 00000000000..15db1b85344 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 8bd4c656fd5e14747b942575f2e7e185 +timeCreated: 1481626426 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyRenderer.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyRenderer.cs new file mode 100644 index 00000000000..be4dcd632c9 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyRenderer.cs @@ -0,0 +1,15 @@ +using System; + + +namespace UnityEngine.Experimental.Rendering.HDPipeline +{ + abstract public class SkyRenderer + { + public abstract void Build(); + public abstract void Cleanup(); + public abstract void SetRenderTargets(BuiltinSkyParameters builtinParams); + // renderForCubemap: When rendering into a cube map, no depth buffer is available so user has to make sure not to use depth testing or the depth texture. + public abstract void RenderSky(BuiltinSkyParameters builtinParams, SkySettings skyParameters, bool renderForCubemap); + public abstract bool IsSkyValid(); + } +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyRenderer.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyRenderer.cs.meta new file mode 100644 index 00000000000..5262dda8aa5 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyRenderer.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 0dc07ece20cf92244bb1f9c889f3cea5 +timeCreated: 1481626426 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkySettings.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkySettings.cs new file mode 100644 index 00000000000..0261dbb3b0e --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkySettings.cs @@ -0,0 +1,47 @@ +using System.Reflection; +using System.Linq; + +namespace UnityEngine.Experimental.Rendering.HDPipeline +{ + [ExecuteInEditMode] + public abstract class SkySettings : ScriptableObject + { + protected class Unhashed : System.Attribute {} + + public float rotation = 0.0f; + public float exposure = 0.0f; + public float multiplier = 1.0f; + public SkyResolution resolution = SkyResolution.SkyResolution256; + public EnvironementUpdateMode updateMode = EnvironementUpdateMode.OnChanged; + public float updatePeriod = 0.0f; + public Cubemap lightingOverride = null; + + private FieldInfo[] m_Properties; + + protected void OnEnable() + { + // Enumerate properties in order to compute the hash more quickly later on. + m_Properties = GetType() + .GetFields(BindingFlags.Public | BindingFlags.Instance) + .ToArray(); + } + + public int GetHash() + { + unchecked + { + int hash = 13; + foreach (var p in m_Properties) + { + bool unhashedAttribute = p.GetCustomAttributes(typeof(Unhashed), true).Length != 0; + object obj = p.GetValue(this); + if (obj != null && !unhashedAttribute) // Sometimes it can be a null reference. + hash = hash * 23 + obj.GetHashCode(); + } + return hash; + } + } + + public abstract SkyRenderer GetRenderer(); + } +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkySettings.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkySettings.cs.meta new file mode 100644 index 00000000000..3418c75b763 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkySettings.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: be80eb13382d90f4cb2738f69185b60c +timeCreated: 1481734433 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkySettingsSingleton.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkySettingsSingleton.cs new file mode 100644 index 00000000000..0590ea34a23 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkySettingsSingleton.cs @@ -0,0 +1,17 @@ +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace UnityEngine.Experimental.Rendering.HDPipeline +{ + public class SkySettingsSingleton : Singleton + { + private SkySettings settings { get; set; } + + public static SkySettings overrideSettings + { + get { return instance.settings; } + set { instance.settings = value; } + } + } +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkySettingsSingleton.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkySettingsSingleton.cs.meta new file mode 100644 index 00000000000..b064e4e0c23 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkySettingsSingleton.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 6b9acc7ad27501c4bbcd5d6d5a7fb218 +timeCreated: 1485096567 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Utilities.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Utilities.cs new file mode 100644 index 00000000000..150dba9aa1c --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Utilities.cs @@ -0,0 +1,384 @@ +using System; +using System.Collections.Generic; +using System.Linq.Expressions; +using System.Text; +using UnityEngine.Rendering; + +using UnityObject = UnityEngine.Object; + +namespace UnityEngine.Experimental.Rendering.HDPipeline +{ + [Flags] + public enum ClearFlag + { + ClearNone = 0, + ClearColor = 1, + ClearDepth = 2 + } + + [Flags] + public enum StencilBits + { + None = 0, + SSS = 0 + Lit.MaterialId.LitSSS, // 1 + Standard = 2 + Lit.MaterialId.LitStandard, // 2 + All = 255 // 0xff + } + + public class Utilities + { + public const RendererConfiguration kRendererConfigurationBakedLighting = RendererConfiguration.PerObjectLightProbe | RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbeProxyVolume; + + + // Render Target Management. + public const ClearFlag kClearAll = ClearFlag.ClearDepth | ClearFlag.ClearColor; + + public static void SetRenderTarget(ScriptableRenderContext renderContext, RenderTargetIdentifier buffer, ClearFlag clearFlag, Color clearColor, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown) + { + var cmd = new CommandBuffer(); + cmd.name = ""; + cmd.SetRenderTarget(buffer, miplevel, cubemapFace); + if (clearFlag != ClearFlag.ClearNone) + cmd.ClearRenderTarget((clearFlag & ClearFlag.ClearDepth) != 0, (clearFlag & ClearFlag.ClearColor) != 0, clearColor); + renderContext.ExecuteCommandBuffer(cmd); + cmd.Dispose(); + } + + public static void SetRenderTarget(ScriptableRenderContext renderContext, RenderTargetIdentifier buffer, ClearFlag clearFlag = ClearFlag.ClearNone, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown) + { + SetRenderTarget(renderContext, buffer, clearFlag, Color.black, miplevel, cubemapFace); + } + + public static void SetRenderTarget(ScriptableRenderContext renderContext, RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthBuffer, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown) + { + SetRenderTarget(renderContext, colorBuffer, depthBuffer, ClearFlag.ClearNone, Color.black, miplevel, cubemapFace); + } + + public static void SetRenderTarget(ScriptableRenderContext renderContext, RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthBuffer, ClearFlag clearFlag, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown) + { + SetRenderTarget(renderContext, colorBuffer, depthBuffer, clearFlag, Color.black, miplevel, cubemapFace); + } + + public static void SetRenderTarget(ScriptableRenderContext renderContext, RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthBuffer, ClearFlag clearFlag, Color clearColor, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown) + { + var cmd = new CommandBuffer(); + cmd.name = ""; + cmd.SetRenderTarget(colorBuffer, depthBuffer, miplevel, cubemapFace); + if (clearFlag != ClearFlag.ClearNone) + cmd.ClearRenderTarget((clearFlag & ClearFlag.ClearDepth) != 0, (clearFlag & ClearFlag.ClearColor) != 0, clearColor); + renderContext.ExecuteCommandBuffer(cmd); + cmd.Dispose(); + } + + public static void SetRenderTarget(ScriptableRenderContext renderContext, RenderTargetIdentifier[] colorBuffers, RenderTargetIdentifier depthBuffer) + { + SetRenderTarget(renderContext, colorBuffers, depthBuffer, ClearFlag.ClearNone, Color.black); + } + + public static void SetRenderTarget(ScriptableRenderContext renderContext, RenderTargetIdentifier[] colorBuffers, RenderTargetIdentifier depthBuffer, ClearFlag clearFlag = ClearFlag.ClearNone) + { + SetRenderTarget(renderContext, colorBuffers, depthBuffer, clearFlag, Color.black); + } + + public static void SetRenderTarget(ScriptableRenderContext renderContext, RenderTargetIdentifier[] colorBuffers, RenderTargetIdentifier depthBuffer, ClearFlag clearFlag, Color clearColor) + { + var cmd = new CommandBuffer(); + cmd.name = ""; + cmd.SetRenderTarget(colorBuffers, depthBuffer); + if (clearFlag != ClearFlag.ClearNone) + cmd.ClearRenderTarget((clearFlag & ClearFlag.ClearDepth) != 0, (clearFlag & ClearFlag.ClearColor) != 0, clearColor); + renderContext.ExecuteCommandBuffer(cmd); + cmd.Dispose(); + } + + public static void ClearCubemap(ScriptableRenderContext renderContext, RenderTargetIdentifier buffer, Color clearColor) + { + var cmd = new CommandBuffer(); + cmd.name = ""; + + for(int i = 0 ; i < 6 ; ++i) + { + SetRenderTarget(renderContext, buffer, ClearFlag.ClearColor, Color.black, 0, (CubemapFace)i); + } + + renderContext.ExecuteCommandBuffer(cmd); + cmd.Dispose(); + } + + // Miscellanous + public static Material CreateEngineMaterial(string shaderPath) + { + var mat = new Material(Shader.Find(shaderPath)) + { + hideFlags = HideFlags.HideAndDontSave + }; + return mat; + } + + public static void Destroy(UnityObject obj) + { + if (obj != null) + { +#if UNITY_EDITOR + if (Application.isPlaying) + UnityObject.Destroy(obj); + else + UnityObject.DestroyImmediate(obj); +#else + UnityObject.Destroy(obj); +#endif + } + } + + public static void SafeRelease(ComputeBuffer buffer) + { + if (buffer != null) + buffer.Release(); + } + + public static string GetFieldPath(Expression> expr) + { + MemberExpression me; + switch (expr.Body.NodeType) + { + case ExpressionType.Convert: + case ExpressionType.ConvertChecked: + var ue = expr.Body as UnaryExpression; + me = (ue != null ? ue.Operand : null) as MemberExpression; + break; + default: + me = expr.Body as MemberExpression; + break; + } + + var members = new List(); + while (me != null) + { + members.Add(me.Member.Name); + me = me.Expression as MemberExpression; + } + + var sb = new StringBuilder(); + for (int i = members.Count - 1; i >= 0; i--) + { + sb.Append(members[i]); + if (i > 0) sb.Append('.'); + } + + return sb.ToString(); + } + + public class ProfilingSample + : IDisposable + { + bool disposed = false; + ScriptableRenderContext renderContext; + string name; + + public ProfilingSample(string _name, ScriptableRenderContext _renderloop) + { + renderContext = _renderloop; + name = _name; + + CommandBuffer cmd = new CommandBuffer(); + cmd.name = ""; + cmd.BeginSample(name); + renderContext.ExecuteCommandBuffer(cmd); + cmd.Dispose(); + } + + ~ProfilingSample() + { + Dispose(false); + } + + public void Dispose() + { + Dispose(true); + } + + // Protected implementation of Dispose pattern. + protected virtual void Dispose(bool disposing) + { + if (disposed) + return; + + if (disposing) + { + CommandBuffer cmd = new CommandBuffer(); + cmd.name = ""; + cmd.EndSample(name); + renderContext.ExecuteCommandBuffer(cmd); + cmd.Dispose(); + } + + disposed = true; + } + } + + public static Matrix4x4 GetViewProjectionMatrix(Matrix4x4 worldToViewMatrix, Matrix4x4 projectionMatrix) + { + // The actual projection matrix used in shaders is actually massaged a bit to work across all platforms + // (different Z value ranges etc.) + var gpuProj = GL.GetGPUProjectionMatrix(projectionMatrix, false); + var gpuVP = gpuProj * worldToViewMatrix * Matrix4x4.Scale(new Vector3(1.0f, 1.0f, -1.0f)); // Need to scale -1.0 on Z to match what is being done in the camera.wolrdToCameraMatrix API. + + return gpuVP; + } + + public static HDCamera GetHDCamera(Camera camera) + { + HDCamera hdCamera = new HDCamera(); + hdCamera.camera = camera; + hdCamera.screenSize = new Vector4(camera.pixelWidth, camera.pixelHeight, 1.0f / camera.pixelWidth, 1.0f / camera.pixelHeight); + + // The actual projection matrix used in shaders is actually massaged a bit to work across all platforms + // (different Z value ranges etc.) + var gpuProj = GL.GetGPUProjectionMatrix(camera.projectionMatrix, false); + var gpuVP = gpuProj * camera.worldToCameraMatrix; + + // Ref: An Efficient Depth Linearization Method for Oblique View Frustums, Eq. 6. + Vector4 invProjectionParam = new Vector4(gpuProj.m20 / (gpuProj.m00 * gpuProj.m23), + gpuProj.m21 / (gpuProj.m11 * gpuProj.m23), + -1.0f / gpuProj.m23, + (-gpuProj.m22 + + gpuProj.m20 * gpuProj.m02 / gpuProj.m00 + + gpuProj.m21 * gpuProj.m12 / gpuProj.m11) / gpuProj.m23); + + hdCamera.viewProjectionMatrix = gpuVP; + hdCamera.invViewProjectionMatrix = gpuVP.inverse; + hdCamera.invProjectionMatrix = gpuProj.inverse; + hdCamera.invProjectionParam = invProjectionParam; + + return hdCamera; + } + + public static void SetupMaterialHDCamera(HDCamera hdCamera, Material material) + { + material.SetVector("_ScreenSize", hdCamera.screenSize); + material.SetMatrix("_ViewProjMatrix", hdCamera.viewProjectionMatrix); + material.SetMatrix("_InvViewProjMatrix", hdCamera.invViewProjectionMatrix); + material.SetMatrix("_InvProjMatrix", hdCamera.invProjectionMatrix); + material.SetVector("_InvProjParam", hdCamera.invProjectionParam); + } + + // TEMP: These functions should be implemented C++ side, for now do it in C# + public static void SetMatrixCS(CommandBuffer cmd, ComputeShader shadercs, string name, Matrix4x4 mat) + { + var data = new float[16]; + + for (int c = 0; c < 4; c++) + for (int r = 0; r < 4; r++) + data[4 * c + r] = mat[r, c]; + + cmd.SetComputeFloatParams(shadercs, name, data); + } + + public static void SetMatrixArrayCS(CommandBuffer cmd, ComputeShader shadercs, string name, Matrix4x4[] matArray) + { + int numMatrices = matArray.Length; + var data = new float[numMatrices * 16]; + + for (int n = 0; n < numMatrices; n++) + for (int c = 0; c < 4; c++) + for (int r = 0; r < 4; r++) + data[16 * n + 4 * c + r] = matArray[n][r, c]; + + cmd.SetComputeFloatParams(shadercs, name, data); + } + + public static void SetVectorArrayCS(CommandBuffer cmd, ComputeShader shadercs, string name, Vector4[] vecArray) + { + int numVectors = vecArray.Length; + var data = new float[numVectors * 4]; + + for (int n = 0; n < numVectors; n++) + for (int i = 0; i < 4; i++) + data[4 * n + i] = vecArray[n][i]; + + cmd.SetComputeFloatParams(shadercs, name, data); + } + + public static void SetKeyword(Material m, string keyword, bool state) + { + if (state) + m.EnableKeyword(keyword); + else + m.DisableKeyword(keyword); + } + + public static void SelectKeyword(Material material, string keyword1, string keyword2, bool enableFirst) + { + material.EnableKeyword(enableFirst ? keyword1 : keyword2); + material.DisableKeyword(enableFirst ? keyword2 : keyword1); + } + + public static void SelectKeyword(Material material, string[] keywords, int enabledKeywordIndex) + { + material.EnableKeyword(keywords[enabledKeywordIndex]); + + for (int i = 0; i < keywords.Length; i++) + { + if (i != enabledKeywordIndex) + { + material.DisableKeyword(keywords[i]); + } + } + } + + public static HDRenderPipeline GetHDRenderPipeline() + { + HDRenderPipeline renderContext = GraphicsSettings.renderPipelineAsset as HDRenderPipeline; + if (renderContext == null) + { + Debug.LogWarning("HDRenderPipeline is not instantiated."); + return null; + } + + return renderContext; + } + + // Draws a full screen triangle as a faster alternative to drawing a full screen quad. + public static void DrawFullScreen(CommandBuffer commandBuffer, Material material, HDCamera camera, + RenderTargetIdentifier colorBuffer, + MaterialPropertyBlock properties = null, int shaderPassID = 0) + { + SetupMaterialHDCamera(camera, material); + commandBuffer.SetRenderTarget(colorBuffer); + commandBuffer.DrawProcedural(Matrix4x4.identity, material, shaderPassID, MeshTopology.Triangles, 3, 1, properties); + } + + // Draws a full screen triangle as a faster alternative to drawing a full screen quad. + public static void DrawFullScreen(CommandBuffer commandBuffer, Material material, HDCamera camera, + RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthStencilBuffer, + MaterialPropertyBlock properties = null, int shaderPassID = 0) + { + SetupMaterialHDCamera(camera, material); + commandBuffer.SetRenderTarget(colorBuffer, depthStencilBuffer); + commandBuffer.DrawProcedural(Matrix4x4.identity, material, shaderPassID, MeshTopology.Triangles, 3, 1, properties); + } + + // Draws a full screen triangle as a faster alternative to drawing a full screen quad. + public static void DrawFullScreen(CommandBuffer commandBuffer, Material material, HDCamera camera, + RenderTargetIdentifier[] colorBuffers, RenderTargetIdentifier depthStencilBuffer, + MaterialPropertyBlock properties = null, int shaderPassID = 0) + { + SetupMaterialHDCamera(camera, material); + commandBuffer.SetRenderTarget(colorBuffers, depthStencilBuffer); + commandBuffer.DrawProcedural(Matrix4x4.identity, material, shaderPassID, MeshTopology.Triangles, 3, 1, properties); + } + + // Draws a full screen triangle as a faster alternative to drawing a full screen quad. + // Important: the first RenderTarget must be created with 0 depth bits! + public static void DrawFullScreen(CommandBuffer commandBuffer, Material material, HDCamera camera, + RenderTargetIdentifier[] colorBuffers, + MaterialPropertyBlock properties = null, int shaderPassID = 0) + { + // It is currently not possible to have MRT without also setting a depth target. + // To work around this deficiency of the CommandBuffer.SetRenderTarget() API, + // we pass the first color target as the depth target. If it has 0 depth bits, + // no depth target ends up being bound. + DrawFullScreen(commandBuffer, material, camera, colorBuffers, colorBuffers[0], properties, shaderPassID); + } + } +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Utilities.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Utilities.cs.meta new file mode 100644 index 00000000000..7be89a5b363 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Utilities.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: b91b03c2b2270d648a49e0fb6880ca3f +timeCreated: 1479315130 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Wind.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Wind.meta new file mode 100644 index 00000000000..b53d3d4694e --- /dev/null +++ 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+TextureImporter: + fileIDToRecycleName: {} + serializedVersion: 4 + mipmaps: + mipMapMode: 0 + enableMipMap: 1 + sRGBTexture: 0 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: -1 + aniso: -1 + mipBias: -1 + wrapU: -1 + wrapV: -1 + wrapW: -1 + nPOTScale: 1 + lightmap: 0 + compressionQuality: 50 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spritePixelsToUnits: 100 + alphaUsage: 1 + alphaIsTransparency: 0 + spriteTessellationDetail: -1 + textureType: 0 + textureShape: 1 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + platformSettings: + - buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + textureFormat: -1 + textureCompression: 0 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + - buildTarget: Standalone + maxTextureSize: 2048 + textureFormat: -1 + textureCompression: 0 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + - buildTarget: PS4 + maxTextureSize: 2048 + textureFormat: -1 + textureCompression: 0 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + - buildTarget: iPhone + maxTextureSize: 2048 + textureFormat: -1 + textureCompression: 0 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + - buildTarget: tvOS + maxTextureSize: 2048 + textureFormat: -1 + textureCompression: 0 + compressionQuality: 50 + crunchedCompression: 0 + 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b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Wind/GustNoise.psd.meta new file mode 100644 index 00000000000..5fd4aeb6197 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Wind/GustNoise.psd.meta @@ -0,0 +1,88 @@ +fileFormatVersion: 2 +guid: 0fbcdcda305ecd54cb7c79f6c8cb48b7 +timeCreated: 1490796449 +licenseType: Pro +TextureImporter: + fileIDToRecycleName: {} + serializedVersion: 4 + mipmaps: + mipMapMode: 0 + enableMipMap: 1 + sRGBTexture: 0 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: -1 + aniso: -1 + mipBias: -1 + wrapU: -1 + wrapV: -1 + wrapW: -1 + nPOTScale: 1 + lightmap: 0 + compressionQuality: 50 + 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physicsShape: [] + spritePackingTag: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Wind/ShaderWindSettings.cs b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Wind/ShaderWindSettings.cs new file mode 100644 index 00000000000..1b94220b907 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Wind/ShaderWindSettings.cs @@ -0,0 +1,101 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace UnityEngine.Experimental.Rendering.HDPipeline +{ + [ExecuteInEditMode] + public class ShaderWindSettings : MonoBehaviour + { + + [Header("General Parameters")] + [Tooltip("Wind Speed in Kilometers per hour")] + public float WindSpeed = 30; + [Range(0.0f, 2.0f)] + [Tooltip("Wind Turbulence in percentage of wind Speed")] + public float Turbulence = 0.25f; + + + [Header("Noise Parameters")] + [Tooltip("Texture used for wind turbulence")] + public Texture2D NoiseTexture; + [Tooltip("Size of one world tiling patch of the Noise Texture, for bending trees")] + public float FlexNoiseWorldSize = 175.0f; + [Tooltip("Size of one world tiling patch of the Noise Texture, for leaf shivering")] + public float ShiverNoiseWorldSize = 10.0f; + + [Header("Gust Parameters")] + [Tooltip("Texture used for wind gusts")] + public Texture2D GustMaskTexture; + [Tooltip("Size of one world tiling patch of the Gust Texture, for leaf shivering")] + public float GustWorldSize = 600.0f; + + [Tooltip("Wind Gust Speed in Kilometers per hour")] + public float GustSpeed = 50; + [Tooltip("Wind Gust Influence on trees")] + public float GustScale = 1.0f; + + + // Use this for initialization + void Start() + { + ApplySettings(); + } + + // Update is called once per frame + void Update() + { + ApplySettings(); + } + + void OnValidate() + { + ApplySettings(); + } + + void ApplySettings() + { + Shader.SetGlobalTexture("WIND_SETTINGS_TexNoise", NoiseTexture); + Shader.SetGlobalTexture("WIND_SETTINGS_TexGust", GustMaskTexture); + Shader.SetGlobalVector("WIND_SETTINGS_WorldDirectionAndSpeed", GetDirectionAndSpeed()); + Shader.SetGlobalFloat("WIND_SETTINGS_FlexNoiseScale", 1.0f / Mathf.Max(0.01f, FlexNoiseWorldSize)); + Shader.SetGlobalFloat("WIND_SETTINGS_ShiverNoiseScale", 1.0f / Mathf.Max(0.01f, ShiverNoiseWorldSize)); + Shader.SetGlobalFloat("WIND_SETTINGS_Turbulence", WindSpeed * Turbulence); + Shader.SetGlobalFloat("WIND_SETTINGS_GustSpeed", GustSpeed); + Shader.SetGlobalFloat("WIND_SETTINGS_GustScale", GustScale); + Shader.SetGlobalFloat("WIND_SETTINGS_GustWorldScale", 1.0f / Mathf.Max(0.01f, GustWorldSize)); + } + + Vector4 GetDirectionAndSpeed() + { + Vector3 dir = transform.forward.normalized; + return new Vector4(dir.x, dir.y, dir.z, WindSpeed * 0.2777f); + } + + //void OnDrawGizmos() + //{ + // Vector3 dir = (transform.position + transform.forward).normalized; + + // Gizmos.color = Color.green; + // Gizmos.DrawIcon(transform.position, "Wind.png", false); + // Vector3 up = transform.up; + // Vector3 side = transform.right; + + // Vector3 end = transform.position + transform.forward * WindSpeed; + // Gizmos.DrawLine(transform.position, end); + + // float s = WindSpeed * 0.05f; + // Vector3 front = transform.forward * WindSpeed * 0.1f; + + // Gizmos.DrawLine(end, end - front + up * s); + // Gizmos.DrawLine(end, end - front - up * s); + // Gizmos.DrawLine(end, end - front + side * s); + // Gizmos.DrawLine(end, end - front - side * s); + + // Gizmos.DrawLine(end - front - side * s, end - front + up * s); + // Gizmos.DrawLine(end - front + up * s, end - front + side * s); + // Gizmos.DrawLine(end - front + side * s, end - front - up * s); + // Gizmos.DrawLine(end - front - up * s, end - front - side * s); + //} + } +} diff --git a/Assets/ScriptableRenderPipeline/HDRenderPipeline/Wind/ShaderWindSettings.cs.meta b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Wind/ShaderWindSettings.cs.meta new file mode 100644 index 00000000000..312635cbccf --- /dev/null +++ b/Assets/ScriptableRenderPipeline/HDRenderPipeline/Wind/ShaderWindSettings.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: adced1770c3a08443821cb49cf909ac7 +timeCreated: 1490889169 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/LowEndMobilePipeline.meta b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline.meta new file mode 100644 index 00000000000..89d0cb59a7a --- /dev/null +++ b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 7a2706b41ea31e54d9e4ca93be22278a +folderAsset: yes +timeCreated: 1481548458 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor.meta b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor.meta new file mode 100644 index 00000000000..642fed5251d --- /dev/null +++ b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 316ed34724625cb47b31136769381b57 +folderAsset: yes +timeCreated: 1484576996 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LegacyShadersToLowEndUpgrader.cs b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LegacyShadersToLowEndUpgrader.cs new file mode 100644 index 00000000000..27745be5bab --- /dev/null +++ b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LegacyShadersToLowEndUpgrader.cs @@ -0,0 +1,85 @@ +using System.Collections.Generic; + +namespace UnityEditor.Experimental.Rendering.LowendMobile +{ + public class LegacyShadersToLowEndUpgrader + { + [MenuItem("RenderPipeline/LowEndMobilePipeline/Material Upgraders/Upgrade Legacy Materials to LowEndMobile - Project", false, 3)] + public static void UpgradeMaterialsToLDProject() + { + List materialUpgraders = new List(); + GetUpgraders(ref materialUpgraders); + + MaterialUpgrader.UpgradeProjectFolder(materialUpgraders, "Upgrade to LD Materials"); + } + + [MenuItem("RenderPipeline/LowEndMobilePipeline/Material Upgraders/Upgrade Legacy Materials to LowEndMobile - Selection", false, 4)] + public static void UpgradeMaterialsToLDSelection() + { + List materialUpgraders = new List(); + GetUpgraders(ref materialUpgraders); + + MaterialUpgrader.UpgradeSelection(materialUpgraders, "Upgrade to LD Materials"); + } + + private static void GetUpgraders(ref List materialUpgraders) + { + ///////////////////////////////////// + // Legacy Shaders upgraders / + ///////////////////////////////////// + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Diffuse", SupportedUpgradeParams.diffuseOpaque)); + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Specular", SupportedUpgradeParams.specularOpaque)); + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque)); + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Bumped Specular", SupportedUpgradeParams.specularOpaque)); + + // TODO: option to use environment map as texture or use reflection probe + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Reflective/Bumped Diffuse", SupportedUpgradeParams.diffuseCubemap)); + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Reflective/Bumped Specular", SupportedUpgradeParams.specularOpaque)); + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Reflective/Diffuse", SupportedUpgradeParams.diffuseCubemap)); + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Reflective/Specular", SupportedUpgradeParams.specularOpaque)); + + // Self-Illum upgrader + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Self-Illumin/Diffuse", SupportedUpgradeParams.diffuseOpaque)); + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Self-Illumin/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque)); + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Self-Illumin/Specular", SupportedUpgradeParams.specularOpaque)); + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Self-Illumin/Bumped Specular", SupportedUpgradeParams.specularOpaque)); + + // Alpha Blended + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Transparent/Diffuse", SupportedUpgradeParams.diffuseAlpha)); + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Transparent/Specular", SupportedUpgradeParams.specularAlpha)); + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Transparent/Bumped Diffuse", SupportedUpgradeParams.diffuseAlpha)); + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Transparent/Bumped Specular", SupportedUpgradeParams.specularAlpha)); + + // Cutout + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Transparent/Cutout/Diffuse", SupportedUpgradeParams.diffuseAlphaCutout)); + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Transparent/Cutout/Specular", SupportedUpgradeParams.specularAlphaCutout)); + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Transparent/Cutout/Bumped Diffuse", SupportedUpgradeParams.diffuseAlphaCutout)); + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Transparent/Cutout/Bumped Specular", SupportedUpgradeParams.specularAlphaCutout)); + + ///////////////////////////////////// + // Reflective Shader Upgraders / + ///////////////////////////////////// + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Reflective/Diffuse Transperant", SupportedUpgradeParams.diffuseCubemapAlpha)); + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Reflective/Diffuse Reflection Spec", SupportedUpgradeParams.specularCubemap)); + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Reflective/Diffuse Reflection Spec Transp", SupportedUpgradeParams.specularCubemapAlpha)); + + ///////////////////////////////////// + // Mobile Upgraders / + ///////////////////////////////////// + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Mobile/Diffuse", SupportedUpgradeParams.diffuseOpaque)); + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Mobile/Bumped Specular", SupportedUpgradeParams.specularOpaque)); + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Mobile/Bumped Specular(1 Directional Light)", SupportedUpgradeParams.specularOpaque)); + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Mobile/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque)); + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Mobile/Unlit (Supports Lightmap)", SupportedUpgradeParams.diffuseOpaque)); + materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Mobile/VertexLit", SupportedUpgradeParams.specularOpaque)); + + ///////////////////////////////////// + // Particles / + ///////////////////////////////////// + materialUpgraders.Add(new ParticlesAdditiveUpgrader("Particles/Additive")); + materialUpgraders.Add(new ParticlesAdditiveUpgrader("Mobile/Particles/Additive")); + materialUpgraders.Add(new ParticlesMultiplyUpgrader("Particles/Multiply")); + materialUpgraders.Add(new ParticlesMultiplyUpgrader("Mobile/Particles/Multiply")); + } + } +} diff --git a/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LegacyShadersToLowEndUpgrader.cs.meta b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LegacyShadersToLowEndUpgrader.cs.meta new file mode 100644 index 00000000000..0c8221dd5d4 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LegacyShadersToLowEndUpgrader.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 6d97da3faef6c8a46bc29fcc467932b4 +timeCreated: 1489573636 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendMobilePipelineMaterialEditor.cs b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendMobilePipelineMaterialEditor.cs new file mode 100644 index 00000000000..7941ee81937 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendMobilePipelineMaterialEditor.cs @@ -0,0 +1,278 @@ +using System; +using UnityEditor; +using UnityEngine; +using UnityEngine.Rendering; +using UnityEditor.Experimental.Rendering.LowendMobile; + +public class LowendMobilePipelineMaterialEditor : ShaderGUI +{ + private const float kMinShininessValue = 0.01f; + private MaterialProperty blendModeProp = null; + private MaterialProperty albedoMapProp = null; + private MaterialProperty albedoColorProp = null; + private MaterialProperty alphaCutoffProp = null; + private MaterialProperty specularSourceProp = null; + private MaterialProperty glossinessSourceProp = null; + private MaterialProperty reflectionSourceProp = null; + private MaterialProperty specularGlossMapProp = null; + private MaterialProperty specularColorProp = null; + private MaterialProperty shininessProp = null; + private MaterialProperty bumpMapProp = null; + private MaterialProperty emissionMapProp = null; + private MaterialProperty emissionColorProp = null; + private MaterialProperty reflectionMapProp = null; + private MaterialProperty reflectionColorProp = null; + + private MaterialEditor m_MaterialEditor = null; + + private static class Styles + { + public static GUIContent[] albedoGlosinessLabels = + { + new GUIContent("Base (RGB) Glossiness (A)", "Base Color (RGB) and Glossiness (A)"), + new GUIContent("Base (RGB)", "Base Color (RGB)") + }; + + public static GUIContent albedoAlphaLabel = new GUIContent("Base (RGB) Alpha (A)", + "Base Color (RGB) and Transparency (A)"); + + public static GUIContent[] specularGlossMapLabels = + { + new GUIContent("Specular Color (RGB)", "Specular Color (RGB)"), + new GUIContent("Specular Color (RGB) Glossiness (A)", "Specular Color (RGB) Glossiness (A)") + }; + + public static GUIContent normalMapText = new GUIContent("Normal Map", "Normal Map"); + public static GUIContent emissionMapLabel = new GUIContent("Emission Map", "Emission Map"); + public static GUIContent reflectionMapLabel = new GUIContent("Reflection Source", "Reflection Source Map"); + + public static GUIContent alphaCutoutWarning = + new GUIContent( + "This material has alpha cutout enabled. Alpha cutout has severe performance impact on mobile!"); + + public static GUIStyle warningStyle = new GUIStyle(); + public static readonly string[] blendNames = Enum.GetNames(typeof(UpgradeBlendMode)); + public static readonly string[] specSourceNames = Enum.GetNames(typeof(SpecularSource)); + public static readonly string[] glossinessSourceNames = Enum.GetNames(typeof(GlossinessSource)); + public static readonly string[] speculaSourceNames = Enum.GetNames(typeof(ReflectionSource)); + + public static string renderingModeLabel = "Rendering Mode"; + public static string specularSourceLabel = "Specular Color Source"; + public static string glossinessSourceLable = "Glossiness Source"; + public static string glossinessSource = "Glossiness Source"; + public static string albedoColorLabel = "Base Color"; + public static string albedoMapAlphaLabel = "Base(RGB) Alpha(A)"; + public static string albedoMapGlossinessLabel = "Base(RGB) Glossiness (A)"; + public static string alphaCutoffLabel = "Alpha Cutoff"; + public static string shininessLabel = "Shininess"; + public static string normalMapLabel = "Normal map"; + public static string emissionColorLabel = "Emission Color"; + public static string reflectionSourceLabel = "Reflection Source"; + } + + private void FindMaterialProperties(MaterialProperty[] properties) + { + blendModeProp = FindProperty("_Mode", properties); + albedoMapProp = FindProperty("_MainTex", properties); + albedoColorProp = FindProperty("_Color", properties); + + alphaCutoffProp = FindProperty("_Cutoff", properties); + specularSourceProp = FindProperty("_SpecSource", properties); + glossinessSourceProp = FindProperty("_GlossinessSource", properties); + specularGlossMapProp = FindProperty("_SpecGlossMap", properties); + specularColorProp = FindProperty("_SpecColor", properties); + shininessProp = FindProperty("_Shininess", properties); + bumpMapProp = FindProperty("_BumpMap", properties); + emissionMapProp = FindProperty("_EmissionMap", properties); + emissionColorProp = FindProperty("_EmissionColor", properties); + reflectionMapProp = FindProperty("_Cube", properties); + reflectionColorProp = FindProperty("_ReflectColor", properties); + reflectionSourceProp = FindProperty("_ReflectionSource", properties); + } + + public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties) + { + Material material = materialEditor.target as Material; + m_MaterialEditor = materialEditor; + + FindMaterialProperties(properties); + + EditorGUI.BeginChangeCheck(); + DoBlendMode(); + + EditorGUILayout.Space(); + DoSpecular(); + + EditorGUILayout.Space(); + m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, bumpMapProp); + + EditorGUILayout.Space(); + m_MaterialEditor.TexturePropertySingleLine(Styles.emissionMapLabel, emissionMapProp, emissionColorProp); + + EditorGUILayout.Space(); + DoReflection(); + + if (EditorGUI.EndChangeCheck()) + LegacyBlinnPhongUpgrader.UpdateMaterialKeywords(material); + + EditorGUILayout.Space(); + EditorGUILayout.Space(); + + materialEditor.RenderQueueField(); + + EditorGUILayout.Space(); + EditorGUILayout.Space(); + + if ((UpgradeBlendMode)blendModeProp.floatValue == UpgradeBlendMode.Cutout) + { + Styles.warningStyle.normal.textColor = Color.yellow; + EditorGUILayout.LabelField(Styles.alphaCutoutWarning, Styles.warningStyle); + } + } + + public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader) + { + base.AssignNewShaderToMaterial(material, oldShader, newShader); + + // Shininess value cannot be zero since it will produce undefined values for cases where pow(0, 0). + float shininess = material.GetFloat("_Shininess"); + material.SetFloat("_Shininess", Mathf.Clamp(shininess, kMinShininessValue, 1.0f)); + + string oldShaderName = oldShader.name; + string[] shaderStrings = oldShaderName.Split('/'); + + if (shaderStrings[0].Equals("Legacy Shaders") || shaderStrings[0].Equals("Mobile") || + shaderStrings[0].Equals("Reflective")) + { + ConvertFromLegacy(material, oldShaderName); + } + + LegacyBlinnPhongUpgrader.UpdateMaterialKeywords(material); + } + + private void DoBlendMode() + { + int modeValue = (int)blendModeProp.floatValue; + EditorGUI.BeginChangeCheck(); + modeValue = EditorGUILayout.Popup(Styles.renderingModeLabel, modeValue, Styles.blendNames); + if (EditorGUI.EndChangeCheck()) + blendModeProp.floatValue = modeValue; + + UpgradeBlendMode mode = (UpgradeBlendMode)blendModeProp.floatValue; + + EditorGUILayout.Space(); + + if (mode == UpgradeBlendMode.Opaque) + { + int glossSource = (int)glossinessSourceProp.floatValue; + m_MaterialEditor.TexturePropertySingleLine(Styles.albedoGlosinessLabels[glossSource], albedoMapProp, + albedoColorProp); + m_MaterialEditor.TextureScaleOffsetProperty(albedoMapProp); + } + else + { + m_MaterialEditor.TexturePropertySingleLine(Styles.albedoAlphaLabel, albedoMapProp, albedoColorProp); + m_MaterialEditor.TextureScaleOffsetProperty(albedoMapProp); + if (mode == UpgradeBlendMode.Cutout) + m_MaterialEditor.RangeProperty(alphaCutoffProp, "Cutoff"); + } + } + + private void DoSpecular() + { + EditorGUILayout.Space(); + + int source = (int)specularSourceProp.floatValue; + EditorGUI.BeginChangeCheck(); + source = EditorGUILayout.Popup(Styles.specularSourceLabel, source, Styles.specSourceNames); + if (EditorGUI.EndChangeCheck()) + specularSourceProp.floatValue = source; + + SpecularSource specSource = (SpecularSource)specularSourceProp.floatValue; + if (specSource != SpecularSource.NoSpecular) + { + int glossinessSource = (int)glossinessSourceProp.floatValue; + EditorGUI.BeginChangeCheck(); + glossinessSource = EditorGUILayout.Popup(Styles.glossinessSourceLable, glossinessSource, + Styles.glossinessSourceNames); + if (EditorGUI.EndChangeCheck()) + glossinessSourceProp.floatValue = (float)glossinessSource; + } + + int glossSource = (int)glossinessSourceProp.floatValue; + if (specSource == SpecularSource.SpecularTextureAndColor) + { + m_MaterialEditor.TexturePropertySingleLine(Styles.specularGlossMapLabels[glossSource], + specularGlossMapProp, specularColorProp); + } + + if (specSource != SpecularSource.NoSpecular) + { + EditorGUI.BeginChangeCheck(); + float shininess = EditorGUILayout.Slider(Styles.shininessLabel, shininessProp.floatValue, + kMinShininessValue, 1.0f); + if (EditorGUI.EndChangeCheck()) + shininessProp.floatValue = shininess; + } + } + + private void DoReflection() + { + EditorGUILayout.Space(); + + int source = (int)reflectionSourceProp.floatValue; + EditorGUI.BeginChangeCheck(); + source = EditorGUILayout.Popup(Styles.reflectionSourceLabel, source, Styles.speculaSourceNames); + if (EditorGUI.EndChangeCheck()) + reflectionSourceProp.floatValue = (float)source; + + EditorGUILayout.Space(); + ReflectionSource reflectionSource = (ReflectionSource)reflectionSourceProp.floatValue; + if (reflectionSource == ReflectionSource.Cubemap) + m_MaterialEditor.TexturePropertySingleLine(Styles.reflectionMapLabel, reflectionMapProp, + reflectionColorProp); + } + + private void ConvertFromLegacy(Material material, string oldShaderName) + { + UpgradeParams shaderUpgradeParams; + + if (oldShaderName.Contains("Transp")) + { + shaderUpgradeParams.blendMode = UpgradeBlendMode.Alpha; + shaderUpgradeParams.glosinessSource = GlossinessSource.SpecularAlpha; + } + else if (oldShaderName.Contains("Cutout")) + { + shaderUpgradeParams.blendMode = UpgradeBlendMode.Cutout; + shaderUpgradeParams.glosinessSource = GlossinessSource.SpecularAlpha; + } + else + { + shaderUpgradeParams.blendMode = UpgradeBlendMode.Opaque; + shaderUpgradeParams.glosinessSource = GlossinessSource.BaseAlpha; + } + + if (oldShaderName.Contains("Spec")) + shaderUpgradeParams.specularSource = SpecularSource.SpecularTextureAndColor; + else + shaderUpgradeParams.specularSource = SpecularSource.NoSpecular; + + if (oldShaderName.Contains("Reflective")) + shaderUpgradeParams.reflectionSource = ReflectionSource.Cubemap; + else + shaderUpgradeParams.reflectionSource = ReflectionSource.NoReflection; + + material.SetFloat("_Mode", (float)shaderUpgradeParams.blendMode); + material.SetFloat("_SpecSource", (float)shaderUpgradeParams.specularSource); + material.SetFloat("_GlossinessSource", (float)shaderUpgradeParams.glosinessSource); + material.SetFloat("_ReflectionSource", (float)shaderUpgradeParams.reflectionSource); + + if (oldShaderName.Contains("Self-Illumin")) + { + material.SetTexture("_EmissionMap", material.GetTexture("_MainTex")); + material.SetTexture("_MainTex", null); + material.SetColor("_EmissionColor", Color.white); + } + } +} diff --git a/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendMobilePipelineMaterialEditor.cs.meta b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendMobilePipelineMaterialEditor.cs.meta new file mode 100644 index 00000000000..61be6c7b867 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendMobilePipelineMaterialEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 0e3f7c90539343c4eaf7aa690b0e0391 +timeCreated: 1487767801 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendPipelineAssetInspector.cs b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendPipelineAssetInspector.cs new file mode 100644 index 00000000000..adc7572bb5c --- /dev/null +++ b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendPipelineAssetInspector.cs @@ -0,0 +1,113 @@ +using UnityEditor; + +namespace UnityEngine.Experimental.Rendering.LowendMobile +{ + [CustomEditor(typeof(LowEndMobilePipelineAsset))] + public class LowendPipelineAssetInspector : Editor + { + internal class Styles + { + public static GUIContent renderingLabel = new GUIContent("Rendering"); + public static GUIContent shadowLabel = new GUIContent("Shadows"); + + public static GUIContent maxPixelLights = new GUIContent("Max per-pixel lights supported", + "Amount of dynamic lights processed in fragment shader. More than 1 per-pixel light is not recommended."); + + public static GUIContent enableVertexLightLabel = new GUIContent("Enable Vertex Light", + "Enable up to 4 per-vertex dynamic lights."); + + public static GUIContent enableLightmap = new GUIContent("Enable Lightmap", + "Only non-directional lightmaps are supported"); + + public static GUIContent enableAmbientProbe = new GUIContent("Enable Ambient Probe", + "Uses light probes as ambient light source for non-lightmapped objects."); + + public static GUIContent shadowType = new GUIContent("Shadow Type", + "Single directional shadow supported. SOFT_SHADOWS applies shadow filtering."); + + public static GUIContent shadowNearPlaneOffset = new GUIContent("Shadow Near Plane Offset", + "Offset shadow near plane to account for large triangles being distorted by pancaking"); + + public static GUIContent shadowDistante = new GUIContent("Shadow Distance", "Max shadow drawing distance"); + public static GUIContent shadowBias = new GUIContent("Shadow Bias"); + + public static GUIContent shadowAtlasResolution = new GUIContent("Shadow Map Resolution", + "Resolution of shadow map texture. If cascades are enabled all cascades will be packed into this texture resolution."); + + public static GUIContent shadowCascades = new GUIContent("Shadow Cascades", + "Number of cascades for directional shadows"); + + public static GUIContent shadowCascadeSplit = new GUIContent("Shadow Cascade Split", + "Percentages to split shadow volume"); + } + + private SerializedProperty m_MaxPixelLights; + private SerializedProperty m_SupportsVertexLightProp; + private SerializedProperty m_EnableLightmapsProp; + private SerializedProperty m_EnableAmbientProbeProp; + private SerializedProperty m_ShadowTypeProp; + private SerializedProperty m_ShadowNearPlaneOffsetProp; + private SerializedProperty m_ShadowBiasProperty; + private SerializedProperty m_ShadowDistanceProp; + private SerializedProperty m_ShadowAtlasResolutionProp; + private SerializedProperty m_ShadowCascadesProp; + private SerializedProperty m_ShadowCascade2SplitProp; + private SerializedProperty m_ShadowCascade4SplitProp; + + void OnEnable() + { + m_MaxPixelLights = serializedObject.FindProperty("m_MaxPixelLights"); + m_SupportsVertexLightProp = serializedObject.FindProperty("m_SupportsVertexLight"); + m_EnableLightmapsProp = serializedObject.FindProperty("m_EnableLightmaps"); + m_EnableAmbientProbeProp = serializedObject.FindProperty("m_EnableAmbientProbe"); + m_ShadowTypeProp = serializedObject.FindProperty("m_ShadowType"); + m_ShadowNearPlaneOffsetProp = serializedObject.FindProperty("m_ShadowNearPlaneOffset"); + m_ShadowBiasProperty = serializedObject.FindProperty("m_ShadowBias"); + m_ShadowDistanceProp = serializedObject.FindProperty("m_ShadowDistance"); + m_ShadowAtlasResolutionProp = serializedObject.FindProperty("m_ShadowAtlasResolution"); + m_ShadowCascadesProp = serializedObject.FindProperty("m_ShadowCascades"); + m_ShadowCascade2SplitProp = serializedObject.FindProperty("m_Cascade2Split"); + m_ShadowCascade4SplitProp = serializedObject.FindProperty("m_Cascade4Split"); + } + + public override void OnInspectorGUI() + { + LowEndMobilePipelineAsset pipeAsset = target as LowEndMobilePipelineAsset; + serializedObject.Update(); + + EditorGUILayout.Space(); + EditorGUILayout.LabelField(Styles.renderingLabel, EditorStyles.boldLabel); + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(m_MaxPixelLights, Styles.maxPixelLights); + EditorGUILayout.PropertyField(m_SupportsVertexLightProp, Styles.enableVertexLightLabel); + EditorGUILayout.PropertyField(m_EnableLightmapsProp, Styles.enableLightmap); + EditorGUILayout.PropertyField(m_EnableAmbientProbeProp, Styles.enableAmbientProbe); + EditorGUI.indentLevel--; + EditorGUILayout.Space(); + EditorGUILayout.Space(); + + EditorGUILayout.LabelField(Styles.shadowLabel, EditorStyles.boldLabel); + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(m_ShadowTypeProp, Styles.shadowType); + EditorGUILayout.PropertyField(m_ShadowAtlasResolutionProp, Styles.shadowAtlasResolution); + EditorGUILayout.PropertyField(m_ShadowNearPlaneOffsetProp, Styles.shadowNearPlaneOffset); + EditorGUILayout.PropertyField(m_ShadowBiasProperty, Styles.shadowBias); + EditorGUILayout.PropertyField(m_ShadowDistanceProp, Styles.shadowDistante); + EditorGUILayout.PropertyField(m_ShadowCascadesProp, Styles.shadowCascades); + + ShadowCascades cascades = (ShadowCascades)m_ShadowCascadesProp.intValue; + if (cascades == ShadowCascades.FOUR_CASCADES) + { + EditorGUILayout.PropertyField(m_ShadowCascade4SplitProp, Styles.shadowCascadeSplit); + } + else if (cascades == ShadowCascades.TWO_CASCADES) + { + EditorGUILayout.PropertyField(m_ShadowCascade2SplitProp, Styles.shadowCascadeSplit); + } + + EditorGUI.indentLevel--; + + serializedObject.ApplyModifiedProperties(); + } + } +} diff --git a/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendPipelineAssetInspector.cs.meta b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendPipelineAssetInspector.cs.meta new file mode 100644 index 00000000000..6ae0673d881 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendPipelineAssetInspector.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 81f58d95eba277541b76ad69cb7e3cc7 +timeCreated: 1488386204 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendUpgraders.cs b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendUpgraders.cs new file mode 100644 index 00000000000..64ea395a094 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendUpgraders.cs @@ -0,0 +1,250 @@ +using UnityEngine; +using UnityEngine.Rendering; + +namespace UnityEditor.Experimental.Rendering.LowendMobile +{ + public static class SupportedUpgradeParams + { + static public UpgradeParams diffuseOpaque = new UpgradeParams() + { + blendMode = UpgradeBlendMode.Opaque, + specularSource = SpecularSource.NoSpecular, + glosinessSource = GlossinessSource.BaseAlpha, + reflectionSource = ReflectionSource.NoReflection + }; + + static public UpgradeParams specularOpaque = new UpgradeParams() + { + blendMode = UpgradeBlendMode.Opaque, + specularSource = SpecularSource.SpecularTextureAndColor, + glosinessSource = GlossinessSource.BaseAlpha, + reflectionSource = ReflectionSource.NoReflection + }; + + static public UpgradeParams diffuseAlpha = new UpgradeParams() + { + blendMode = UpgradeBlendMode.Alpha, + specularSource = SpecularSource.NoSpecular, + glosinessSource = GlossinessSource.SpecularAlpha, + reflectionSource = ReflectionSource.NoReflection + }; + + static public UpgradeParams specularAlpha = new UpgradeParams() + { + blendMode = UpgradeBlendMode.Alpha, + specularSource = SpecularSource.SpecularTextureAndColor, + glosinessSource = GlossinessSource.SpecularAlpha, + reflectionSource = ReflectionSource.NoReflection + }; + + static public UpgradeParams diffuseAlphaCutout = new UpgradeParams() + { + blendMode = UpgradeBlendMode.Cutout, + specularSource = SpecularSource.NoSpecular, + glosinessSource = GlossinessSource.SpecularAlpha, + reflectionSource = ReflectionSource.NoReflection + }; + + static public UpgradeParams specularAlphaCutout = new UpgradeParams() + { + blendMode = UpgradeBlendMode.Cutout, + specularSource = SpecularSource.SpecularTextureAndColor, + glosinessSource = GlossinessSource.SpecularAlpha, + reflectionSource = ReflectionSource.NoReflection + }; + + static public UpgradeParams diffuseCubemap = new UpgradeParams() + { + blendMode = UpgradeBlendMode.Opaque, + specularSource = SpecularSource.NoSpecular, + glosinessSource = GlossinessSource.BaseAlpha, + reflectionSource = ReflectionSource.Cubemap + }; + + static public UpgradeParams specularCubemap = new UpgradeParams() + { + blendMode = UpgradeBlendMode.Opaque, + specularSource = SpecularSource.SpecularTextureAndColor, + glosinessSource = GlossinessSource.BaseAlpha, + reflectionSource = ReflectionSource.Cubemap + }; + + static public UpgradeParams diffuseCubemapAlpha = new UpgradeParams() + { + blendMode = UpgradeBlendMode.Alpha, + specularSource = SpecularSource.NoSpecular, + glosinessSource = GlossinessSource.BaseAlpha, + reflectionSource = ReflectionSource.Cubemap + }; + + static public UpgradeParams specularCubemapAlpha = new UpgradeParams() + { + blendMode = UpgradeBlendMode.Alpha, + specularSource = SpecularSource.SpecularTextureAndColor, + glosinessSource = GlossinessSource.BaseAlpha, + reflectionSource = ReflectionSource.Cubemap + }; + } + + public class LegacyBlinnPhongUpgrader : MaterialUpgrader + { + public LegacyBlinnPhongUpgrader(string oldShaderName, UpgradeParams upgradeParams) + { + RenameShader(oldShaderName, "ScriptableRenderPipeline/LowEndMobile/NonPBR", UpdateMaterialKeywords); + SetFloat("_Mode", (float)upgradeParams.blendMode); + SetFloat("_SpecSource", (float)upgradeParams.specularSource); + SetFloat("_GlossinessSource", (float)upgradeParams.glosinessSource); + SetFloat("_ReflectionSource", (float)upgradeParams.reflectionSource); + + if (oldShaderName.Contains("Legacy Shaders/Self-Illumin")) + { + RenameTexture("_MainTex", "_EmissionMap"); + RemoveTexture("_MainTex"); + SetColor("_EmissionColor", Color.white); + } + } + + public static void UpdateMaterialKeywords(Material material) + { + UpdateMaterialBlendMode(material); + UpdateMaterialSpecularSource(material); + UpdateMaterialReflectionSource(material); + SetKeyword(material, "_NORMALMAP", material.GetTexture("_BumpMap")); + SetKeyword(material, "_CUBEMAP_REFLECTION", material.GetTexture("_Cube")); + SetKeyword(material, "_EMISSION_MAP", material.GetTexture("_EmissionMap")); + } + + private static void UpdateMaterialBlendMode(Material material) + { + UpgradeBlendMode mode = (UpgradeBlendMode)material.GetFloat("_Mode"); + switch (mode) + { + case UpgradeBlendMode.Opaque: + material.SetOverrideTag("RenderType", ""); + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); + material.SetInt("_ZWrite", 1); + SetKeyword(material, "_ALPHATEST_ON", false); + SetKeyword(material, "_ALPHABLEND_ON", false); + material.renderQueue = -1; + break; + + case UpgradeBlendMode.Cutout: + material.SetOverrideTag("RenderType", "Transparent"); + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); + material.SetInt("_ZWrite", 1); + SetKeyword(material, "_ALPHATEST_ON", true); + SetKeyword(material, "_ALPHABLEND_ON", false); + material.renderQueue = (int)RenderQueue.AlphaTest; + break; + + case UpgradeBlendMode.Alpha: + material.SetOverrideTag("RenderType", "Transparent"); + material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); + material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); + material.SetInt("_ZWrite", 0); + SetKeyword(material, "_ALPHATEST_ON", false); + SetKeyword(material, "_ALPHABLEND_ON", true); + material.renderQueue = (int)RenderQueue.Transparent; + break; + } + } + + private static void UpdateMaterialSpecularSource(Material material) + { + SpecularSource specSource = (SpecularSource)material.GetFloat("_SpecSource"); + if (specSource == SpecularSource.NoSpecular) + { + SetKeyword(material, "_SPECGLOSSMAP", false); + SetKeyword(material, "_SPECGLOSSMAP_BASE_ALPHA", false); + SetKeyword(material, "_SPECULAR_COLOR", false); + } + else if (specSource == SpecularSource.SpecularTextureAndColor && material.GetTexture("_SpecGlossMap")) + { + GlossinessSource glossSource = (GlossinessSource)material.GetFloat("_GlossinessSource"); + if (glossSource == GlossinessSource.BaseAlpha) + { + SetKeyword(material, "_SPECGLOSSMAP", false); + SetKeyword(material, "_SPECGLOSSMAP_BASE_ALPHA", true); + } + else + { + SetKeyword(material, "_SPECGLOSSMAP", true); + SetKeyword(material, "_SPECGLOSSMAP_BASE_ALPHA", false); + } + + SetKeyword(material, "_SPECULAR_COLOR", false); + } + else + { + SetKeyword(material, "_SPECGLOSSMAP", false); + SetKeyword(material, "_SPECGLOSSMAP_BASE_ALPHA", false); + SetKeyword(material, "_SPECULAR_COLOR", true); + } + } + + private static void UpdateMaterialReflectionSource(Material material) + { + ReflectionSource reflectionSource = (ReflectionSource)material.GetFloat("_ReflectionSource"); + if (reflectionSource == ReflectionSource.NoReflection) + { + SetKeyword(material, "_CUBEMAP_REFLECTION", false); + } + else if (reflectionSource == ReflectionSource.Cubemap && material.GetTexture("_Cube")) + { + SetKeyword(material, "_CUBEMAP_REFLECTION", true); + } + else if (reflectionSource == ReflectionSource.ReflectionProbe) + { + Debug.LogWarning("Reflection probe not implemented yet"); + SetKeyword(material, "_CUBEMAP_REFLECTION", false); + } + else + { + SetKeyword(material, "_CUBEMAP_REFLECTION", false); + } + } + + private static void SetKeyword(Material material, string keyword, bool enable) + { + if (enable) + material.EnableKeyword(keyword); + else + material.DisableKeyword(keyword); + } + } + + public class ParticlesMultiplyUpgrader : MaterialUpgrader + { + public ParticlesMultiplyUpgrader(string oldShaderName) + { + RenameShader(oldShaderName, "ScriptableRenderPipeline/LowEndMobile/Particles/Multiply"); + } + } + + public class ParticlesAdditiveUpgrader : MaterialUpgrader + { + public ParticlesAdditiveUpgrader(string oldShaderName) + { + RenameShader(oldShaderName, "ScriptableRenderPipeline/LowEndMobile/Particles/Additive"); + } + } + + public class StandardUpgrader : MaterialUpgrader + { + public StandardUpgrader(string oldShaderName) + { + RenameShader(oldShaderName, "ScriptableRenderPipeline/LowEndMobile/NonPBR"); + } + } + + public class TerrainUpgrader : MaterialUpgrader + { + public TerrainUpgrader(string oldShaderName) + { + RenameShader(oldShaderName, "ScriptableRenderPipeline/LowEndMobile/NonPBR"); + SetFloat("_Shininess", 1.0f); + } + } +} diff --git a/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendUpgraders.cs.meta b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendUpgraders.cs.meta new file mode 100644 index 00000000000..c38656d7a27 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendUpgraders.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 50feba52dc59c9943b45f22d41904a77 +timeCreated: 1490024332 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/StandardToLowEndMaterialUpgrader.cs b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/StandardToLowEndMaterialUpgrader.cs new file mode 100644 index 00000000000..c3789cc45a7 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/StandardToLowEndMaterialUpgrader.cs @@ -0,0 +1,32 @@ +using System.Collections.Generic; + +namespace UnityEditor.Experimental.Rendering.LowendMobile +{ + public class StandardToLowEndMaterialUpgrader + { + [MenuItem("RenderPipeline/LowEndMobilePipeline/Material Upgraders/Upgrade Standard Materials to Low End Mobile - Project Folder", false, 1)] + private static void UpgradeMaterialsToLDProject() + { + List upgraders = new List(); + GetUpgraders(ref upgraders); + + MaterialUpgrader.UpgradeProjectFolder(upgraders, "Upgrade to LD Materials"); + } + + [MenuItem("RenderPipeline/LowEndMobilePipeline/Material Upgraders/Upgrade Standard Materials to Low End Mobile - Selection", false, 2)] + private static void UpgradeMaterialsToLDSelection() + { + List upgraders = new List(); + GetUpgraders(ref upgraders); + + MaterialUpgrader.UpgradeSelection(upgraders, "Upgrade to LD Materials"); + } + + private static void GetUpgraders(ref List upgraders) + { + upgraders.Add(new StandardUpgrader("Standard (Specular setup)")); + upgraders.Add(new StandardUpgrader("Standard")); + upgraders.Add(new TerrainUpgrader("TerrainSurface")); + } + } +} diff --git a/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/StandardToLowEndMaterialUpgrader.cs.meta b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/StandardToLowEndMaterialUpgrader.cs.meta new file mode 100644 index 00000000000..ba1abbc833b --- /dev/null +++ b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/StandardToLowEndMaterialUpgrader.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: aec5479bdc442cb4d96b1de3f5e5c818 +timeCreated: 1484641774 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/UpgradeCommon.cs b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/UpgradeCommon.cs new file mode 100644 index 00000000000..8df834d7463 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/UpgradeCommon.cs @@ -0,0 +1,36 @@ +namespace UnityEditor.Experimental.Rendering.LowendMobile +{ + public enum UpgradeBlendMode + { + Opaque, + Cutout, + Alpha + } + + public enum SpecularSource + { + SpecularTextureAndColor, + NoSpecular + } + + public enum GlossinessSource + { + BaseAlpha, + SpecularAlpha + } + + public enum ReflectionSource + { + NoReflection, + Cubemap, + ReflectionProbe + } + + public struct UpgradeParams + { + public UpgradeBlendMode blendMode; + public SpecularSource specularSource; + public GlossinessSource glosinessSource; + public ReflectionSource reflectionSource; + } +} diff --git a/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/UpgradeCommon.cs.meta b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/UpgradeCommon.cs.meta new file mode 100644 index 00000000000..0a2cbdd0cbc --- /dev/null +++ b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/UpgradeCommon.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 8fe5351dffe46e648adb2abd7a167ce7 +timeCreated: 1490691870 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipeline.cs b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipeline.cs new file mode 100644 index 00000000000..ea40f1c4eba --- /dev/null +++ b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipeline.cs @@ -0,0 +1,503 @@ +using System; +using System.Collections.Generic; +using UnityEngine.Rendering; + +namespace UnityEngine.Experimental.Rendering.LowendMobile +{ + [Serializable] + public class ShadowSettings + { + public bool enabled; + public int shadowAtlasWidth; + public int shadowAtlasHeight; + + public float maxShadowDistance; + public int directionalLightCascadeCount; + public Vector3 directionalLightCascades; + public float directionalLightNearPlaneOffset; + + static ShadowSettings defaultShadowSettings = null; + + public static ShadowSettings Default + { + get + { + if (defaultShadowSettings == null) + { + defaultShadowSettings = new ShadowSettings(); + defaultShadowSettings.enabled = true; + defaultShadowSettings.shadowAtlasHeight = defaultShadowSettings.shadowAtlasWidth = 4096; + defaultShadowSettings.directionalLightCascadeCount = 1; + defaultShadowSettings.directionalLightCascades = new Vector3(0.05F, 0.2F, 0.3F); + defaultShadowSettings.directionalLightCascadeCount = 4; + defaultShadowSettings.directionalLightNearPlaneOffset = 5; + defaultShadowSettings.maxShadowDistance = 1000.0F; + } + return defaultShadowSettings; + } + } + } + + public struct ShadowSliceData + { + public Matrix4x4 shadowTransform; + public int atlasX; + public int atlasY; + public int shadowResolution; + } + + public class LowEndMobilePipeline : RenderPipeline, IComparer + { + private readonly LowEndMobilePipelineAsset m_Asset; + + private static readonly int kMaxCascades = 4; + private static readonly int kMaxLights = 8; + private static readonly int kMaxVertexLights = 4; + private int m_ShadowLightIndex = -1; + private int m_ShadowCasterCascadesCount = kMaxCascades; + private readonly int[] m_LightTypePriority = new int[4] {2, 1, 2, 0}; // Spot and Point lights have max priority + private int m_ShadowMapProperty; + private RenderTargetIdentifier m_ShadowMapRTID; + private int m_DepthBufferBits = 24; + private Vector4[] m_DirectionalShadowSplitDistances = new Vector4[kMaxCascades]; + + private static readonly ShaderPassName m_ForwardBasePassName = new ShaderPassName("LowEndMobileForward"); + + private Vector4[] m_LightPositions = new Vector4[kMaxLights]; + private Vector4[] m_LightColors = new Vector4[kMaxLights]; + private Vector4[] m_LightAttenuations = new Vector4[kMaxLights]; + private Vector4[] m_LightSpotDirections = new Vector4[kMaxLights]; + + private ShadowSettings m_ShadowSettings = ShadowSettings.Default; + private ShadowSliceData[] m_ShadowSlices = new ShadowSliceData[kMaxCascades]; + + public LowEndMobilePipeline(LowEndMobilePipelineAsset asset) + { + m_Asset = asset; + + BuildShadowSettings(); + m_ShadowMapProperty = Shader.PropertyToID("_ShadowMap"); + m_ShadowMapRTID = new RenderTargetIdentifier(m_ShadowMapProperty); + } + + public override void Render(ScriptableRenderContext context, Camera[] cameras) + { + var prevPipe = Shader.globalRenderPipeline; + Shader.globalRenderPipeline = "LowEndMobilePipeline"; + base.Render(context, cameras); + + foreach (Camera camera in cameras) + { + CullingParameters cullingParameters; + if (!CullResults.GetCullingParameters(camera, out cullingParameters)) + continue; + + cullingParameters.shadowDistance = m_ShadowSettings.maxShadowDistance; + CullResults cull = CullResults.Cull(ref cullingParameters, context); + + VisibleLight[] visibleLights = cull.visibleLights; + + int pixelLightsCount, vertexLightsCount; + GetMaxSupportedLights(visibleLights.Length, out pixelLightsCount, out vertexLightsCount); + + // TODO: handle shader keywords when no lights are present + SortLights(ref visibleLights, pixelLightsCount); + + // TODO: Add remaining lights to SH + + // Render Shadow Map + bool shadowsRendered = false; + if (m_ShadowLightIndex > -1) + shadowsRendered = RenderShadows(cull, visibleLights[m_ShadowLightIndex], context); + + // Setup camera matrices and RT + context.SetupCameraProperties(camera); + + // Clear RenderTarget to avoid tile initialization on mobile GPUs + // https://community.arm.com/graphics/b/blog/posts/mali-performance-2-how-to-correctly-handle-framebuffers + var cmd = new CommandBuffer() { name = "Clear" }; + cmd.ClearRenderTarget(true, true, camera.backgroundColor); + context.ExecuteCommandBuffer(cmd); + cmd.Dispose(); + + // Setup light and shadow shader constants + SetupLightShaderVariables(visibleLights, pixelLightsCount, vertexLightsCount, context); + if (shadowsRendered) + SetupShadowShaderVariables(context, m_ShadowCasterCascadesCount); + + // Render Opaques + var settings = new DrawRendererSettings(cull, camera, m_ForwardBasePassName); + settings.sorting.flags = SortFlags.CommonOpaque; + settings.inputFilter.SetQueuesOpaque(); + + if (m_Asset.EnableLightmap) + settings.rendererConfiguration |= RendererConfiguration.PerObjectLightmaps; + + if (m_Asset.EnableAmbientProbe) + settings.rendererConfiguration |= RendererConfiguration.PerObjectLightProbe; + + context.DrawRenderers(ref settings); + + // Release temporary RT + var discardRT = new CommandBuffer(); + discardRT.ReleaseTemporaryRT(m_ShadowMapProperty); + context.ExecuteCommandBuffer(discardRT); + discardRT.Dispose(); + + // TODO: Check skybox shader + context.DrawSkybox(camera); + + // Render Alpha blended + settings.sorting.flags = SortFlags.CommonTransparent; + settings.inputFilter.SetQueuesTransparent(); + context.DrawRenderers(ref settings); + } + + context.Submit(); + Shader.globalRenderPipeline = prevPipe; + } + + private void BuildShadowSettings() + { + m_ShadowSettings = ShadowSettings.Default; + m_ShadowSettings.directionalLightCascadeCount = m_Asset.CascadeCount; + + m_ShadowSettings.shadowAtlasWidth = m_Asset.ShadowAtlasResolution; + m_ShadowSettings.shadowAtlasHeight = m_Asset.ShadowAtlasResolution; + m_ShadowSettings.maxShadowDistance = m_Asset.ShadowDistance; + + switch (m_ShadowSettings.directionalLightCascadeCount) + { + case 1: + m_ShadowSettings.directionalLightCascades = new Vector3(1.0f, 0.0f, 0.0f); + break; + + case 2: + m_ShadowSettings.directionalLightCascades = new Vector3(m_Asset.Cascade2Split, 1.0f, 0.0f); + break; + + default: + m_ShadowSettings.directionalLightCascades = m_Asset.Cascade4Split; + break; + } + } + + private void GetMaxSupportedLights(int lightsCount, out int pixelLightsCount, out int vertexLightsCount) + { + pixelLightsCount = Mathf.Min(lightsCount, m_Asset.MaxSupportedPixelLights); + vertexLightsCount = (m_Asset.SupportsVertexLight) ? Mathf.Min(lightsCount - pixelLightsCount, kMaxVertexLights) : 0; + } + + private void SetupLightShaderVariables(VisibleLight[] lights, int pixelLightCount, int vertexLightCount, ScriptableRenderContext context) + { + int totalLightCount = pixelLightCount + vertexLightCount; + if (lights.Length <= 0) + return; + + for (int i = 0; i < totalLightCount; ++i) + { + VisibleLight currLight = lights[i]; + if (currLight.lightType == LightType.Directional) + { + Vector4 dir = -currLight.localToWorld.GetColumn(2); + m_LightPositions[i] = new Vector4(dir.x, dir.y, dir.z, 0.0f); + } + else + { + Vector4 pos = currLight.localToWorld.GetColumn(3); + m_LightPositions[i] = new Vector4(pos.x, pos.y, pos.z, 1.0f); + } + + m_LightColors[i] = currLight.finalColor; + + float rangeSq = currLight.range * currLight.range; + float quadAtten = (currLight.lightType == LightType.Directional) ? 0.0f : 25.0f / rangeSq; + + if (currLight.lightType == LightType.Spot) + { + Vector4 dir = currLight.localToWorld.GetColumn(2); + m_LightSpotDirections[i] = new Vector4(-dir.x, -dir.y, -dir.z, 0.0f); + + float spotAngle = Mathf.Deg2Rad * currLight.spotAngle; + float cosOuterAngle = Mathf.Cos(spotAngle * 0.5f); + float cosInneAngle = Mathf.Cos(spotAngle * 0.25f); + float angleRange = cosInneAngle - cosOuterAngle; + m_LightAttenuations[i] = new Vector4(cosOuterAngle, + Mathf.Approximately(angleRange, 0.0f) ? 1.0f : angleRange, quadAtten, rangeSq); + } + else + { + m_LightSpotDirections[i] = new Vector4(0.0f, 0.0f, 1.0f, 0.0f); + m_LightAttenuations[i] = new Vector4(-1.0f, 1.0f, quadAtten, rangeSq); + } + } + + CommandBuffer cmd = new CommandBuffer() {name = "SetupShadowShaderConstants"}; + cmd.SetGlobalVectorArray("globalLightPos", m_LightPositions); + cmd.SetGlobalVectorArray("globalLightColor", m_LightColors); + cmd.SetGlobalVectorArray("globalLightAtten", m_LightAttenuations); + cmd.SetGlobalVectorArray("globalLightSpotDir", m_LightSpotDirections); + cmd.SetGlobalVector("globalLightCount", new Vector4(pixelLightCount, totalLightCount, 0.0f, 0.0f)); + SetShaderKeywords(cmd); + context.ExecuteCommandBuffer(cmd); + cmd.Dispose(); + } + + private bool RenderShadows(CullResults cullResults, VisibleLight shadowLight, ScriptableRenderContext context) + { + m_ShadowCasterCascadesCount = m_ShadowSettings.directionalLightCascadeCount; + + if (shadowLight.lightType == LightType.Spot) + m_ShadowCasterCascadesCount = 1; + + int shadowResolution = GetMaxTileResolutionInAtlas(m_ShadowSettings.shadowAtlasWidth, m_ShadowSettings.shadowAtlasHeight, m_ShadowCasterCascadesCount); + + Bounds bounds; + if (!cullResults.GetShadowCasterBounds(m_ShadowLightIndex, out bounds)) + return false; + + var setRenderTargetCommandBuffer = new CommandBuffer(); + setRenderTargetCommandBuffer.name = "Render packed shadows"; + setRenderTargetCommandBuffer.GetTemporaryRT(m_ShadowMapProperty, m_ShadowSettings.shadowAtlasWidth, + m_ShadowSettings.shadowAtlasHeight, m_DepthBufferBits, FilterMode.Bilinear, RenderTextureFormat.Depth, + RenderTextureReadWrite.Linear); + setRenderTargetCommandBuffer.SetRenderTarget(m_ShadowMapRTID); + setRenderTargetCommandBuffer.ClearRenderTarget(true, true, Color.black); + context.ExecuteCommandBuffer(setRenderTargetCommandBuffer); + setRenderTargetCommandBuffer.Dispose(); + + float shadowNearPlane = m_Asset.ShadowNearOffset; + Vector3 splitRatio = m_ShadowSettings.directionalLightCascades; + Vector3 lightDir = Vector3.Normalize(shadowLight.light.transform.forward); + + Matrix4x4 view, proj; + var settings = new DrawShadowsSettings(cullResults, m_ShadowLightIndex); + bool needRendering = false; + + if (shadowLight.lightType == LightType.Spot) + { + needRendering = cullResults.ComputeSpotShadowMatricesAndCullingPrimitives(m_ShadowLightIndex, out view, out proj, + out settings.splitData); + + if (!needRendering) + return false; + + SetupShadowSliceTransform(0, shadowResolution, proj, view); + RenderShadowSlice(ref context, lightDir, 0, proj, view, settings); + } + else if (shadowLight.lightType == LightType.Directional) + { + for (int cascadeIdx = 0; cascadeIdx < m_ShadowCasterCascadesCount; ++cascadeIdx) + { + needRendering = cullResults.ComputeDirectionalShadowMatricesAndCullingPrimitives(m_ShadowLightIndex, + cascadeIdx, m_ShadowCasterCascadesCount, splitRatio, shadowResolution, shadowNearPlane, out view, out proj, + out settings.splitData); + + m_DirectionalShadowSplitDistances[cascadeIdx] = settings.splitData.cullingSphere; + m_DirectionalShadowSplitDistances[cascadeIdx].w *= settings.splitData.cullingSphere.w; + + if (!needRendering) + return false; + + SetupShadowSliceTransform(cascadeIdx, shadowResolution, proj, view); + RenderShadowSlice(ref context, lightDir, cascadeIdx, proj, view, settings); + } + } + else + { + Debug.LogWarning("Only spot and directional shadow casters are supported in lowend mobile pipeline"); + return false; + } + + return true; + } + + private void SetupShadowSliceTransform(int cascadeIndex, int shadowResolution, Matrix4x4 proj, Matrix4x4 view) + { + // Assumes MAX_CASCADES = 4 + m_ShadowSlices[cascadeIndex].atlasX = (cascadeIndex % 2) * shadowResolution; + m_ShadowSlices[cascadeIndex].atlasY = (cascadeIndex / 2) * shadowResolution; + m_ShadowSlices[cascadeIndex].shadowResolution = shadowResolution; + m_ShadowSlices[cascadeIndex].shadowTransform = Matrix4x4.identity; + + var matScaleBias = Matrix4x4.identity; + matScaleBias.m00 = 0.5f; + matScaleBias.m11 = 0.5f; + matScaleBias.m22 = 0.5f; + matScaleBias.m03 = 0.5f; + matScaleBias.m23 = 0.5f; + matScaleBias.m13 = 0.5f; + + // Later down the pipeline the proj matrix will be scaled to reverse-z in case of DX. + // We need account for that scale in the shadowTransform. + if (SystemInfo.usesReversedZBuffer) + matScaleBias.m22 = -0.5f; + + var matTile = Matrix4x4.identity; + matTile.m00 = (float)m_ShadowSlices[cascadeIndex].shadowResolution / + (float)m_ShadowSettings.shadowAtlasWidth; + matTile.m11 = (float)m_ShadowSlices[cascadeIndex].shadowResolution / + (float)m_ShadowSettings.shadowAtlasHeight; + matTile.m03 = (float)m_ShadowSlices[cascadeIndex].atlasX / (float)m_ShadowSettings.shadowAtlasWidth; + matTile.m13 = (float)m_ShadowSlices[cascadeIndex].atlasY / (float)m_ShadowSettings.shadowAtlasHeight; + + m_ShadowSlices[cascadeIndex].shadowTransform = matTile * matScaleBias * proj * view; + } + + private void RenderShadowSlice(ref ScriptableRenderContext context, Vector3 lightDir, int cascadeIndex, + Matrix4x4 proj, Matrix4x4 view, DrawShadowsSettings settings) + { + var buffer = new CommandBuffer() {name = "Prepare Shadowmap Slice"}; + buffer.SetViewport(new Rect(m_ShadowSlices[cascadeIndex].atlasX, m_ShadowSlices[cascadeIndex].atlasY, + m_ShadowSlices[cascadeIndex].shadowResolution, m_ShadowSlices[cascadeIndex].shadowResolution)); + buffer.SetViewProjectionMatrices(view, proj); + buffer.SetGlobalVector("_WorldLightDirAndBias", + new Vector4(-lightDir.x, -lightDir.y, -lightDir.z, m_Asset.ShadowBias)); + context.ExecuteCommandBuffer(buffer); + buffer.Dispose(); + + context.DrawShadows(ref settings); + } + + private int GetMaxTileResolutionInAtlas(int atlasWidth, int atlasHeight, int tileCount) + { + int resolution = Mathf.Min(atlasWidth, atlasHeight); + if (tileCount > Mathf.Log(resolution)) + { + Debug.LogError( + String.Format( + "Cannot fit {0} tiles into current shadowmap atlas of size ({1}, {2}). ShadowMap Resolution set to zero.", + tileCount, atlasWidth, atlasHeight)); + return 0; + } + + int currentTileCount = atlasWidth / resolution * atlasHeight / resolution; + while (currentTileCount < tileCount) + { + resolution = resolution >> 1; + currentTileCount = atlasWidth / resolution * atlasHeight / resolution; + } + return resolution; + } + + void SetupShadowShaderVariables(ScriptableRenderContext context, int cascadeCount) + { + float shadowResolution = m_ShadowSlices[0].shadowResolution; + + const int maxShadowCascades = 4; + Matrix4x4[] shadowMatrices = new Matrix4x4[maxShadowCascades]; + for (int i = 0; i < cascadeCount; ++i) + shadowMatrices[i] = (cascadeCount >= i) ? m_ShadowSlices[i].shadowTransform : Matrix4x4.identity; + + // TODO: shadow resolution per cascade in case cascades endup being supported. + float invShadowResolution = 1.0f / shadowResolution; + float[] pcfKernel = + { + -0.5f * invShadowResolution, 0.5f * invShadowResolution, + 0.5f * invShadowResolution, 0.5f * invShadowResolution, + -0.5f * invShadowResolution, -0.5f * invShadowResolution, + 0.5f * invShadowResolution, -0.5f * invShadowResolution + }; + + var setupShadow = new CommandBuffer() {name = "SetupShadowShaderConstants"}; + setupShadow.SetGlobalMatrixArray("_WorldToShadow", shadowMatrices); + setupShadow.SetGlobalVectorArray("_DirShadowSplitSpheres", m_DirectionalShadowSplitDistances); + setupShadow.SetGlobalFloatArray("_PCFKernel", pcfKernel); + context.ExecuteCommandBuffer(setupShadow); + setupShadow.Dispose(); + } + + void SetShaderKeywords(CommandBuffer cmd) + { + if (m_Asset.SupportsVertexLight) + cmd.EnableShaderKeyword("_VERTEX_LIGHTS"); + else + cmd.DisableShaderKeyword("_VERTEX_LIGHTS"); + + string[] shadowKeywords = new string[] { "_HARD_SHADOWS", "_SOFT_SHADOWS", "_HARD_SHADOWS_CASCADES", "_SOFT_SHADOWS_CASCADES" }; + for (int i = 0; i < shadowKeywords.Length; ++i) + cmd.DisableShaderKeyword(shadowKeywords[i]); + + if (m_ShadowLightIndex != -1 || m_Asset.CurrShadowType != ShadowType.NO_SHADOW) + { + int keywordIndex = (int)m_Asset.CurrShadowType - 1; + if (m_Asset.CascadeCount > 1) + keywordIndex += 2; + cmd.EnableShaderKeyword(shadowKeywords[keywordIndex]); + } + } + + // Finds main light and main shadow casters and places them in the beginning of array. + // Sort the remaining array based on custom IComparer criteria. + private void SortLights(ref VisibleLight[] lights, int pixelLightsCount) + { + m_ShadowLightIndex = -1; + if (lights.Length == 0) + return; + + bool shadowsSupported = m_Asset.CurrShadowType != ShadowType.NO_SHADOW && pixelLightsCount > 0; + int mainLightIndex = -1; + + for (int i = 0; i < lights.Length; ++i) + { + VisibleLight currLight = lights[i]; + if (currLight.lightType == LightType.Directional) + if (mainLightIndex == -1 || currLight.light.intensity > lights[mainLightIndex].light.intensity) + mainLightIndex = i; + + if (shadowsSupported && (currLight.light.shadows != LightShadows.None) && IsSupportedShadowType(currLight.lightType)) + // Prefer directional shadows, if not sort by intensity + if (m_ShadowLightIndex == -1 || currLight.lightType > lights[m_ShadowLightIndex].lightType) + m_ShadowLightIndex = i; + } + + // If supports a single directional light only, main light is main shadow light. + if (pixelLightsCount == 1 && m_ShadowLightIndex > -1) + mainLightIndex = m_ShadowLightIndex; + + int startIndex = 0; + if (mainLightIndex > -1) + { + SwapLights(ref lights, 0, mainLightIndex); + startIndex++; + } + + if (mainLightIndex != m_ShadowLightIndex && m_ShadowLightIndex > 0) + { + SwapLights(ref lights, 1, m_ShadowLightIndex); + m_ShadowLightIndex = 1; + startIndex++; + } + + Array.Sort(lights, startIndex, lights.Length - startIndex, this); + } + + private bool IsSupportedShadowType(LightType type) + { + return (type == LightType.Directional || type == LightType.Spot); + } + + private void SwapLights(ref VisibleLight[] lights, int lhsIndex, int rhsIndex) + { + if (lhsIndex == rhsIndex) + return; + + VisibleLight temp = lights[lhsIndex]; + lights[lhsIndex] = lights[rhsIndex]; + lights[rhsIndex] = temp; + } + + // Prioritizes Spot and Point lights by intensity. If any directional light, it will be the main + // light and will not be considered in the computation. + // TODO: Move to a better sorting solution, e.g, prioritize lights per object. + public int Compare(VisibleLight lhs, VisibleLight rhs) + { + int lhsLightTypePriority = m_LightTypePriority[(int)lhs.lightType]; + int rhsLightTypePriority = m_LightTypePriority[(int)rhs.lightType]; + if (lhsLightTypePriority != rhsLightTypePriority) + return rhsLightTypePriority - lhsLightTypePriority; + + return (int)(rhs.light.intensity - lhs.light.intensity); + } + } +} diff --git a/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipeline.cs.meta b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipeline.cs.meta new file mode 100644 index 00000000000..d3adadb58e5 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipeline.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: ae13646e45aa3634da32df7c7da1c380 +timeCreated: 1481548757 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipelineAsset.asset b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipelineAsset.asset new file mode 100644 index 00000000000..f2244e5c898 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipelineAsset.asset @@ -0,0 +1,25 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_PrefabParentObject: {fileID: 0} + m_PrefabInternal: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: bf2edee5c58d82540a51f03df9d42094, type: 3} + m_Name: LowEndMobilePipelineAsset + m_EditorClassIdentifier: + m_MaxPixelLights: 1 + m_SupportsVertexLight: 1 + m_EnableLightmaps: 1 + m_EnableAmbientProbe: 1 + m_ShadowType: 1 + m_ShadowAtlasResolution: 1024 + m_ShadowNearPlaneOffset: 2 + m_ShadowDistance: 50 + m_ShadowBias: 0.05 + m_ShadowCascades: 1 + m_Cascade2Split: 0.25 + m_Cascade4Split: {x: 0.067, y: 0.2, z: 0.467} diff --git a/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipelineAsset.asset.meta b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipelineAsset.asset.meta new file mode 100644 index 00000000000..5e1e70328ef --- /dev/null +++ b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipelineAsset.asset.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 877878ed40e8ad94095582ff91179016 +timeCreated: 1489068733 +licenseType: Pro +NativeFormatImporter: + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipelineAsset.cs b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipelineAsset.cs new file mode 100644 index 00000000000..b62cb299611 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipelineAsset.cs @@ -0,0 +1,146 @@ +namespace UnityEngine.Experimental.Rendering.LowendMobile +{ + public enum ShadowCascades + { + NO_CASCADES = 1, + TWO_CASCADES = 2, + FOUR_CASCADES = 4, + } + + public enum ShadowType + { + NO_SHADOW = 0, + HARD_SHADOWS, + SOFT_SHADOWS, + } + + public enum ShadowResolution + { + _512 = 512, + _1024 = 1024, + _2048 = 2048 + } + + public class LowEndMobilePipelineAsset : RenderPipelineAsset + { + #region AssetAndPipelineCreation + +#if UNITY_EDITOR + [UnityEditor.MenuItem("RenderPipeline/LowEndMobilePipeline/Create Pipeline Asset")] + static void CreateLowEndPipeline() + { + var instance = ScriptableObject.CreateInstance(); + UnityEditor.AssetDatabase.CreateAsset(instance, + "Assets/LowEndMobilePipeline/LowEndMobilePipelineAsset.asset"); + } + +#endif + + protected override IRenderPipeline InternalCreatePipeline() + { + return new LowEndMobilePipeline(this); + } + + #endregion + + #region PipelineAssetSettings + + [SerializeField] private int m_MaxPixelLights = 1; + + [SerializeField] private bool m_SupportsVertexLight = true; + + [SerializeField] private bool m_EnableLightmaps = true; + + [SerializeField] private bool m_EnableAmbientProbe = true; + + [SerializeField] private ShadowType m_ShadowType = ShadowType.HARD_SHADOWS; + + [SerializeField] private ShadowResolution m_ShadowAtlasResolution = ShadowResolution._1024; + + [SerializeField] private float m_ShadowNearPlaneOffset = 2.0f; + + [SerializeField] private float m_ShadowDistance = 50.0f; + + [SerializeField] private float m_ShadowBias = 0.0005f; + + [SerializeField] private ShadowCascades m_ShadowCascades = ShadowCascades.NO_CASCADES; + + [SerializeField] private float m_Cascade2Split = 0.25f; + + [SerializeField] private Vector3 m_Cascade4Split = new Vector3(0.067f, 0.2f, 0.467f); + + public int MaxSupportedPixelLights + { + get { return m_MaxPixelLights; } + private set { m_MaxPixelLights = value; } + } + + public bool SupportsVertexLight + { + get { return m_SupportsVertexLight; } + private set { m_SupportsVertexLight = value; } + } + + public bool EnableLightmap + { + get { return m_EnableLightmaps; } + private set { m_EnableLightmaps = value; } + } + + public bool EnableAmbientProbe + { + get { return m_EnableAmbientProbe; } + private set { m_EnableAmbientProbe = value; } + } + + public ShadowType CurrShadowType + { + get { return m_ShadowType; } + private set { m_ShadowType = value; } + } + + public int ShadowAtlasResolution + { + get { return (int)m_ShadowAtlasResolution; } + private set { m_ShadowAtlasResolution = (ShadowResolution)value; } + } + + public float ShadowNearOffset + { + get { return m_ShadowNearPlaneOffset; } + private set { m_ShadowNearPlaneOffset = value; } + } + + public float ShadowDistance + { + get { return m_ShadowDistance; } + private set { m_ShadowDistance = value; } + } + + public float ShadowBias + { + get { return m_ShadowBias; } + private set { m_ShadowBias = value; } + } + + public int CascadeCount + { + get { return (int)m_ShadowCascades; } + private set { m_ShadowCascades = (ShadowCascades)value; } + } + + public float Cascade2Split + { + get { return m_Cascade2Split; } + private set { m_Cascade2Split = value; } + } + + public Vector3 Cascade4Split + { + get { return m_Cascade4Split; } + private set { m_Cascade4Split = value; } + } + + #endregion + } +} diff --git a/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipelineAsset.cs.meta b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipelineAsset.cs.meta new file mode 100644 index 00000000000..ced86f7e756 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipelineAsset.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: bf2edee5c58d82540a51f03df9d42094 +timeCreated: 1488808083 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders.meta b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders.meta new file mode 100644 index 00000000000..9d7f2d1705a --- /dev/null +++ b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 81841919e91d4b24ba3a6ca4a5167bce +folderAsset: yes +timeCreated: 1490023078 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipeline.shader b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipeline.shader new file mode 100644 index 00000000000..ac4d4515ce9 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipeline.shader @@ -0,0 +1,277 @@ +// Shader targeted for LowEnd mobile devices. Single Pass Forward Rendering. Shader Model 2 +Shader "ScriptableRenderPipeline/LowEndMobile/NonPBR" +{ + // Keep properties of StandardSpecular shader for upgrade reasons. + Properties + { + _Color("Color", Color) = (1,1,1,1) + _MainTex("Base (RGB) Glossiness / Alpha (A)", 2D) = "white" {} + + _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + + _Shininess("Shininess", Range(0.01, 1.0)) = 1.0 + _GlossMapScale("Smoothness Factor", Range(0.0, 1.0)) = 1.0 + + _Glossiness("Glossiness", Range(0.0, 1.0)) = 0.5 + [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 + + _Cube ("Reflection Cubemap", CUBE) = "" {} + _ReflectColor("Reflection Color", Color) = (1, 1, 1, 1) + _ReflectionSource("Reflection Source", Float) = 0 + + [HideInInspector] _SpecSource("Specular Color Source", Float) = 0.0 + _SpecColor("Specular", Color) = (1.0, 1.0, 1.0) + _SpecGlossMap("Specular", 2D) = "white" {} + [HideInInspector] _GlossinessSource("Glossiness Source", Float) = 0.0 + [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 + [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0 + + [HideInInspector] _BumpScale("Scale", Float) = 1.0 + [NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {} + + _Parallax("Height Scale", Range(0.005, 0.08)) = 0.02 + _ParallaxMap("Height Map", 2D) = "black" {} + + _EmissionColor("Emission Color", Color) = (0,0,0) + _EmissionMap("Emission", 2D) = "white" {} + + _DetailMask("Detail Mask", 2D) = "white" {} + + _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {} + _DetailNormalMapScale("Scale", Float) = 1.0 + _DetailNormalMap("Normal Map", 2D) = "bump" {} + + [Enum(UV0,0,UV1,1)] _UVSec("UV Set for secondary textures", Float) = 0 + + // Blending state + [HideInInspector] _Mode("__mode", Float) = 0.0 + [HideInInspector] _SrcBlend("__src", Float) = 1.0 + [HideInInspector] _DstBlend("__dst", Float) = 0.0 + [HideInInspector] _ZWrite("__zw", Float) = 1.0 + } + + SubShader + { + Tags { "RenderType" = "Opaque" "RenderPipeline" = "LowEndMobilePipeline" } + LOD 300 + + Pass + { + Name "LD_SINGLE_PASS_FORWARD" + Tags { "LightMode" = "LowEndMobileForward" } + + // Use same blending / depth states as Standard shader + Blend[_SrcBlend][_DstBlend] + ZWrite[_ZWrite] + + CGPROGRAM + #pragma target 2.0 + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON + #pragma shader_feature _ _SPECGLOSSMAP _SPECGLOSSMAP_BASE_ALPHA _SPECULAR_COLOR + #pragma shader_feature _NORMALMAP + #pragma shader_feature _EMISSION_MAP + #pragma shader_feature _CUBEMAP_REFLECTION + + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ _HARD_SHADOWS _SOFT_SHADOWS _HARD_SHADOWS_CASCADES _SOFT_SHADOWS_CASCADES + #pragma multi_compile _ _VERTEX_LIGHTS + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 d3d11_9x glcore gles gles3 metal + + #include "UnityCG.cginc" + #include "UnityStandardBRDF.cginc" + #include "UnityStandardInput.cginc" + #include "UnityStandardUtils.cginc" + #include "LowEndMobilePipelineCore.cginc" + + v2f vert(LowendVertexInput v) + { + v2f o = (v2f)0; + + o.uv01.xy = TRANSFORM_TEX(v.texcoord, _MainTex); + o.uv01.zw = v.lightmapUV * unity_LightmapST.xy + unity_LightmapST.zw; + o.hpos = UnityObjectToClipPos(v.vertex); + + o.posWS = mul(unity_ObjectToWorld, v.vertex).xyz; + + o.viewDir.xyz = normalize(_WorldSpaceCameraPos - o.posWS); + half3 normal = normalize(UnityObjectToWorldNormal(v.normal)); + +#if _NORMALMAP + half sign = v.tangent.w * unity_WorldTransformParams.w; + half3 tangent = normalize(UnityObjectToWorldDir(v.tangent)); + half3 binormal = cross(normal, tangent) * v.tangent.w; + + // Initialize tangetToWorld in column-major to benefit from better glsl matrix multiplication code + o.tangentToWorld0 = half3(tangent.x, binormal.x, normal.x); + o.tangentToWorld1 = half3(tangent.y, binormal.y, normal.y); + o.tangentToWorld2 = half3(tangent.z, binormal.z, normal.z); +#else + o.normal = normal; +#endif + +#if _VERTEX_LIGHTS + half4 diffuseAndSpecular = half4(1.0, 1.0, 1.0, 1.0); + for (int lightIndex = globalLightCount.x; lightIndex < globalLightCount.y; ++lightIndex) + { + LightInput lightInput; + INITIALIZE_LIGHT(lightInput, lightIndex); + o.fogCoord.yzw += EvaluateOneLight(lightInput, diffuseAndSpecular.rgb, diffuseAndSpecular, normal, o.posWS, o.viewDir.xyz); + } +#endif + +#ifndef _SHADOW_CASCADES + o.shadowCoord = mul(_WorldToShadow[0], float4(o.posWS, 1.0)); +#endif + + o.fogCoord.yzw += max(half3(0, 0, 0), ShadeSH9(half4(normal, 1))); + + UNITY_TRANSFER_FOG(o, o.hpos); + return o; + } + + half4 frag(v2f i) : SV_Target + { + half4 diffuseAlpha = tex2D(_MainTex, i.uv01.xy); + half3 diffuse = diffuseAlpha.rgb * _Color.rgb; + half alpha = diffuseAlpha.a * _Color.a; + + // Keep for compatibility reasons. Shader Inpector throws a warning when using cutoff + // due overdraw performance impact. +#ifdef _ALPHATEST_ON + clip(alpha - _Cutoff); +#endif + + half3 normal; + NormalMap(i, normal); + + half4 specularGloss; + SpecularGloss(i.uv01.xy, diffuse, alpha, specularGloss); + + // Indirect Light Contribution + half3 indirect; + Indirect(i, diffuse, normal, alpha, indirect); + + half3 emissionColor; + Emission(i, emissionColor); + + // Compute direct contribution from main directional light. + // Only a single directional shadow caster is supported. + LightInput mainLight; + INITIALIZE_LIGHT(mainLight, 0); + + half3 viewDir = i.viewDir.xyz; + + half3 directColor = EvaluateOneLight(mainLight, diffuse, specularGloss, normal, i.posWS, viewDir); +#ifdef _SHADOWS + directColor *= ComputeShadowAttenuation(i); +#endif + + // Compute direct contribution from additional lights. + for (int lightIndex = 1; lightIndex < globalLightCount.x; ++lightIndex) + { + LightInput additionalLight; + INITIALIZE_LIGHT(additionalLight, lightIndex); + directColor += EvaluateOneLight(additionalLight, diffuse, specularGloss, normal, i.posWS, viewDir); + } + + half3 color = directColor + indirect + emissionColor; + UNITY_APPLY_FOG(i.fogCoord, color); + + return OutputColor(color, alpha); + }; + ENDCG + } + + Pass + { + Name "LD_SHADOW_CASTER" + Tags { "Lightmode" = "ShadowCaster" } + + ZWrite On ZTest LEqual + + CGPROGRAM + #pragma target 2.0 + #pragma vertex vert + #pragma fragment frag + + float4 _WorldLightDirAndBias; + + #include "UnityCG.cginc" + + struct VertexInput + { + float4 pos : POSITION; + float3 normal : NORMAL; + }; + + // Similar to UnityClipSpaceShadowCasterPos but using LDPipeline lightdir and bias and applying near plane clamp + float4 ClipSpaceShadowCasterPos(float4 vertex, float3 normal) + { + float4 wPos = mul(unity_ObjectToWorld, vertex); + + if (_WorldLightDirAndBias.w > 0.0) + { + float3 wNormal = UnityObjectToWorldNormal(normal); + + // apply normal offset bias (inset position along the normal) + // bias needs to be scaled by sine between normal and light direction + // (http://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/) + // + // _WorldLightDirAndBias.w shadow bias defined in LRRenderPipeline asset + + float shadowCos = dot(wNormal, _WorldLightDirAndBias.xyz); + float shadowSine = sqrt(1 - shadowCos*shadowCos); + float normalBias = _WorldLightDirAndBias.w * shadowSine; + + wPos.xyz -= wNormal * normalBias; + } + + float4 clipPos = mul(UNITY_MATRIX_VP, wPos); +#if defined(UNITY_REVERSED_Z) + clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE); +#else + clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE); +#endif + return clipPos; + } + + float4 vert(VertexInput i) : SV_POSITION + { + return ClipSpaceShadowCasterPos(i.pos, i.normal); + } + + half4 frag() : SV_TARGET + { + return 0; + } + ENDCG + } + + // This pass it not used during regular rendering, only for lightmap baking. + Pass + { + Name "LD_META" + Tags{ "LightMode" = "Meta" } + + Cull Off + + CGPROGRAM + #pragma vertex vert_meta + #pragma fragment frag_meta + + #pragma shader_feature _EMISSION + #pragma shader_feature _METALLICGLOSSMAP + #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature ___ _DETAIL_MULX2 + #pragma shader_feature EDITOR_VISUALIZATION + + #include "UnityStandardMeta.cginc" + ENDCG + } + } + Fallback "Standard (Specular setup)" + CustomEditor "LowendMobilePipelineMaterialEditor" +} diff --git a/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipeline.shader.meta b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipeline.shader.meta new file mode 100644 index 00000000000..90124791287 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipeline.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 8d2bb70cbf9db8d4da26e15b26e74248 +timeCreated: 1487263524 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipelineCore.cginc b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipelineCore.cginc new file mode 100644 index 00000000000..84955ed0474 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipelineCore.cginc @@ -0,0 +1,228 @@ +#define DEBUG_CASCADES 0 +#define MAX_SHADOW_CASCADES 4 +#define MAX_LIGHTS 8 + +#define INITIALIZE_LIGHT(light, lightIndex) \ + light.pos = globalLightPos[lightIndex]; \ + light.color = globalLightColor[lightIndex]; \ + light.atten = globalLightAtten[lightIndex]; \ + light.spotDir = globalLightSpotDir[lightIndex] + +#if defined(_HARD_SHADOWS) || defined(_SOFT_SHADOWS) || defined(_HARD_SHADOWS_CASCADES) || defined(_SOFT_SHADOWS_CASCADES) +#define _SHADOWS +#endif + +#if defined(_HARD_SHADOWS_CASCADES) || defined(_SOFT_SHADOWS_CASCADES) +#define _SHADOW_CASCADES +#endif + +struct LightInput +{ + half4 pos; + half4 color; + half4 atten; + half4 spotDir; +}; + +struct LowendVertexInput +{ + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float3 texcoord : TEXCOORD0; + float2 lightmapUV : TEXCOORD1; +}; + +struct v2f +{ + float4 uv01 : TEXCOORD0; // uv01.xy: uv0, uv01.zw: uv1 + float3 posWS : TEXCOORD1; +#if _NORMALMAP + half3 tangentToWorld0 : TEXCOORD2; // tangentToWorld matrix + half3 tangentToWorld1 : TEXCOORD3; // tangentToWorld matrix + half3 tangentToWorld2 : TEXCOORD4; // tangentToWorld matrix +#else + half3 normal : TEXCOORD2; +#endif + half4 viewDir : TEXCOORD5; // xyz: viewDir + UNITY_FOG_COORDS_PACKED(6, half4) // x: fogCoord, yzw: vertexColor +#ifndef _SHADOW_CASCADES + float4 shadowCoord : TEXCOORD7; +#endif + float4 hpos : SV_POSITION; +}; + +// The variables are very similar to built-in unity_LightColor, unity_LightPosition, +// unity_LightAtten, unity_SpotDirection as used by the VertexLit shaders, except here +// we use world space positions instead of view space. +half4 globalLightColor[MAX_LIGHTS]; +float4 globalLightPos[MAX_LIGHTS]; +half4 globalLightSpotDir[MAX_LIGHTS]; +half4 globalLightAtten[MAX_LIGHTS]; +int4 globalLightCount; // x: pixelLightCount, y = totalLightCount (pixel + vert) + +sampler2D_float _ShadowMap; +float _PCFKernel[8]; + +half4x4 _WorldToShadow[MAX_SHADOW_CASCADES]; +float4 _DirShadowSplitSpheres[MAX_SHADOW_CASCADES]; +half _Shininess; +samplerCUBE _Cube; +half4 _ReflectColor; + +inline void NormalMap(v2f i, out half3 normal) +{ +#if _NORMALMAP + half3 normalmap = UnpackNormal(tex2D(_BumpMap, i.uv01.xy)); + + // glsl compiler will generate underperforming code by using a row-major pre multiplication matrix: mul(normalmap, i.tangentToWorld) + // i.tangetToWorld was initialized as column-major in vs and here dot'ing individual for better performance. + // The code below is similar to post multiply: mul(i.tangentToWorld, normalmap) + normal = half3(dot(normalmap, i.tangentToWorld0), dot(normalmap, i.tangentToWorld1), dot(normalmap, i.tangentToWorld2)); +#else + normal = normalize(i.normal); +#endif +} + +inline void SpecularGloss(half2 uv, half3 diffuse, half alpha, out half4 specularGloss) +{ +#ifdef _SPECGLOSSMAP + specularGloss = tex2D(_SpecGlossMap, uv) * _SpecColor; +#elif defined(_SPECGLOSSMAP_BASE_ALPHA) + specularGloss = tex2D(_SpecGlossMap, uv) * _SpecColor; + specularGloss.a = alpha; +#else + specularGloss = _SpecColor; +#endif +} + +inline void Emission(v2f i, out half3 emission) +{ +#ifdef _EMISSION_MAP + emission = tex2D(_EmissionMap, i.uv01.xy) * _EmissionColor; +#else + emission = _EmissionColor; +#endif +} + +inline void Indirect(v2f i, half3 diffuse, half3 normal, half glossiness, out half3 indirect) +{ +#ifdef LIGHTMAP_ON + indirect = (DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv01.zw)) + i.fogCoord.yzw) * diffuse; +#else + indirect = i.fogCoord.yzw * diffuse; +#endif + + // TODO: we can use reflect vec to compute specular instead of half when computing cubemap reflection +#ifdef _CUBEMAP_REFLECTION + half3 reflectVec = reflect(-i.viewDir.xyz, normal); + half3 indirectSpecular = texCUBE(_Cube, reflectVec) * _ReflectColor * glossiness; + indirect += indirectSpecular; +#endif +} + +half4 OutputColor(half3 color, half alpha) +{ +#ifdef _ALPHABLEND_ON + return half4(color, alpha); +#else + return half4(color, 1); +#endif +} + +inline half ComputeCascadeIndex(float3 wpos) +{ + float3 fromCenter0 = wpos.xyz - _DirShadowSplitSpheres[0].xyz; + float3 fromCenter1 = wpos.xyz - _DirShadowSplitSpheres[1].xyz; + float3 fromCenter2 = wpos.xyz - _DirShadowSplitSpheres[2].xyz; + float3 fromCenter3 = wpos.xyz - _DirShadowSplitSpheres[3].xyz; + float4 distances2 = float4(dot(fromCenter0, fromCenter0), dot(fromCenter1, fromCenter1), dot(fromCenter2, fromCenter2), dot(fromCenter3, fromCenter3)); + + float4 vDirShadowSplitSphereSqRadii; + vDirShadowSplitSphereSqRadii.x = _DirShadowSplitSpheres[0].w; + vDirShadowSplitSphereSqRadii.y = _DirShadowSplitSpheres[1].w; + vDirShadowSplitSphereSqRadii.z = _DirShadowSplitSpheres[2].w; + vDirShadowSplitSphereSqRadii.w = _DirShadowSplitSpheres[3].w; + fixed4 weights = fixed4(distances2 < vDirShadowSplitSphereSqRadii); + weights.yzw = saturate(weights.yzw - weights.xyz); + return 4 - dot(weights, fixed4(4, 3, 2, 1)); +} + +inline half ShadowAttenuation(half3 shadowCoord) +{ + if (shadowCoord.x <= 0 || shadowCoord.x >= 1 || shadowCoord.y <= 0 || shadowCoord.y >= 1) + return 1; + + half depth = tex2D(_ShadowMap, shadowCoord).r; +#if defined(UNITY_REVERSED_Z) + return step(depth, shadowCoord.z); +#else + return step(shadowCoord.z, depth); +#endif +} + +inline half ShadowPCF(half3 shadowCoord) +{ + // TODO: simulate textureGatherOffset not available, simulate it + half2 offset = half2(0, 0); + half attenuation = ShadowAttenuation(half3(shadowCoord.xy + half2(_PCFKernel[0], _PCFKernel[1]) + offset, shadowCoord.z)) + + ShadowAttenuation(half3(shadowCoord.xy + half2(_PCFKernel[2], _PCFKernel[3]) + offset, shadowCoord.z)) + + ShadowAttenuation(half3(shadowCoord.xy + half2(_PCFKernel[4], _PCFKernel[5]) + offset, shadowCoord.z)) + + ShadowAttenuation(half3(shadowCoord.xy + half2(_PCFKernel[6], _PCFKernel[7]) + offset, shadowCoord.z)); + return attenuation * 0.25; +} + +inline half3 EvaluateOneLight(LightInput lightInput, half3 diffuseColor, half4 specularGloss, half3 normal, float3 posWorld, half3 viewDir) +{ + float3 posToLight = lightInput.pos.xyz; + posToLight -= posWorld * lightInput.pos.w; + + float distanceSqr = max(dot(posToLight, posToLight), 0.001); + float lightAtten = 1.0 / (1.0 + distanceSqr * lightInput.atten.z); + + half3 lightDir = posToLight * rsqrt(distanceSqr); + half SdotL = saturate(dot(lightInput.spotDir.xyz, lightDir)); + lightAtten *= saturate((SdotL - lightInput.atten.x) / lightInput.atten.y); + + half cutoff = step(distanceSqr, lightInput.atten.w); + lightAtten *= cutoff; + + half NdotL = saturate(dot(normal, lightDir)); + + half3 halfVec = normalize(lightDir + viewDir); + half NdotH = saturate(dot(normal, halfVec)); + + half3 lightColor = lightInput.color.rgb * lightAtten; + half3 diffuse = diffuseColor * lightColor * NdotL; + +#if defined(_SHARED_SPECULAR_DIFFUSE) || defined(_SPECGLOSSMAP) || defined(_SPECULAR_COLOR) + half3 specular = specularGloss.rgb * lightColor * pow(NdotH, _Shininess * 128.0) * specularGloss.a; + return diffuse + specular; +#else + return diffuse; +#endif +} + +inline half ComputeShadowAttenuation(v2f i) +{ +#ifndef _SHADOW_CASCADES + half4 shadowCoord; + shadowCoord = i.shadowCoord; +#else + half4 shadowCoord; + int cascadeIndex = ComputeCascadeIndex(i.posWS); + if (cascadeIndex < 4) + shadowCoord = mul(_WorldToShadow[cascadeIndex], half4(i.posWS, 1.0)); + else + return 1.0; +#endif + + shadowCoord.xyz /= shadowCoord.w; + shadowCoord.z = saturate(shadowCoord.z); + +#if defined(_SOFT_SHADOWS) || defined(_SOFT_SHADOWS_CASCADES) + return ShadowPCF(shadowCoord.xyz); +#else + return ShadowAttenuation(shadowCoord.xyz); +#endif +} diff --git a/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipelineCore.cginc.meta b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipelineCore.cginc.meta new file mode 100644 index 00000000000..590577592c6 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipelineCore.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 53686bf58189656459fca4c6ab04ebe5 +timeCreated: 1488965025 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndParticlesAdd.shader b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndParticlesAdd.shader new file mode 100644 index 00000000000..5a37880e0cf --- /dev/null +++ b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndParticlesAdd.shader @@ -0,0 +1,67 @@ +Shader "ScriptableRenderPipeline/LowEndMobile/Particles/Additive" +{ + Properties + { + _MainTex("Particle Texture", 2D) = "white" {} + } + + Category + { + Tags{"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "RenderPipeline" = "LowEndPipeline" "PreviewType" = "Plane"} + Blend SrcAlpha One + Cull Off Lighting Off ZWrite Off + + SubShader + { + Pass + { + Tags{"LightMode" = "LowEndMobileForward"} + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 2.0 + #pragma multi_compile_fog + + #include "UnityCG.cginc" + + sampler2D _MainTex; + + struct appdata_t + { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + UNITY_FOG_COORDS(1) + }; + + float4 _MainTex_ST; + + v2f vert(appdata_t v) + { + v2f o; + o.vertex = UnityObjectToClipPos(v.vertex); + + o.color = v.color; + o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); + UNITY_TRANSFER_FOG(o,o.vertex); + return o; + } + + fixed4 frag(v2f i) : SV_Target + { + fixed4 col = 2.0f * i.color * tex2D(_MainTex, i.texcoord); + UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards white due to our blend mode + return col; + } + ENDCG + } + } + } +} diff --git a/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndParticlesAdd.shader.meta b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndParticlesAdd.shader.meta new file mode 100644 index 00000000000..c076e3e732c --- /dev/null +++ b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndParticlesAdd.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: dbe7dd837a4aa4f4789be2f8e40522a2 +timeCreated: 1490023099 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff 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float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + UNITY_FOG_COORDS(1) + }; + + float4 _MainTex_ST; + + v2f vert(appdata_t v) + { + v2f o; + o.vertex = UnityObjectToClipPos(v.vertex); + o.color = v.color; + o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); + UNITY_TRANSFER_FOG(o,o.vertex); + return o; + } + + fixed4 frag(v2f i) : SV_Target + { + half4 prev = i.color * tex2D(_MainTex, i.texcoord); + fixed4 col = lerp(half4(1,1,1,1), prev, prev.a); + UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(1,1,1,1)); // fog towards white due to our blend mode + return col; + } + ENDCG + } + } + } +} diff --git a/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndParticlesMultiply.shader.meta b/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndParticlesMultiply.shader.meta new file mode 100644 index 00000000000..e1952e968b8 --- 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+ alphaUsage: 1 + alphaIsTransparency: 0 + spriteTessellationDetail: -1 + textureType: 1 + textureShape: 1 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + platformSettings: + - buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + - buildTarget: Standalone + maxTextureSize: 2048 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + - buildTarget: iPhone + maxTextureSize: 2048 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + - buildTarget: tvOS + maxTextureSize: 2048 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + - buildTarget: Android + maxTextureSize: 2048 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + - buildTarget: Windows Store Apps + maxTextureSize: 2048 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + spritePackingTag: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/PostProcessing b/Assets/ScriptableRenderPipeline/PostProcessing new file mode 160000 index 00000000000..b2f43dcc9f6 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/PostProcessing @@ -0,0 +1 @@ +Subproject commit b2f43dcc9f6f9236923aa55f6fdc4e868c4c9645 diff --git a/Assets/ScriptableRenderPipeline/PostProcessing.meta b/Assets/ScriptableRenderPipeline/PostProcessing.meta new file mode 100644 index 00000000000..09d61b31c9d --- /dev/null +++ b/Assets/ScriptableRenderPipeline/PostProcessing.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: f9e0215129f26be429b86e3119cc9a5c +folderAsset: yes +timeCreated: 1493295523 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/RenderPasses.meta b/Assets/ScriptableRenderPipeline/RenderPasses.meta similarity index 100% rename from Assets/ScriptableRenderLoop/RenderPasses.meta rename to Assets/ScriptableRenderPipeline/RenderPasses.meta diff --git a/Assets/ScriptableRenderLoop/RenderPasses/ShadowRenderPass.cs b/Assets/ScriptableRenderPipeline/RenderPasses/ShadowRenderPass.cs similarity index 88% rename from Assets/ScriptableRenderLoop/RenderPasses/ShadowRenderPass.cs rename to Assets/ScriptableRenderPipeline/RenderPasses/ShadowRenderPass.cs index 36ae5de4fe0..432697e893c 100644 --- a/Assets/ScriptableRenderLoop/RenderPasses/ShadowRenderPass.cs +++ b/Assets/ScriptableRenderPipeline/RenderPasses/ShadowRenderPass.cs @@ -1,13 +1,12 @@ using UnityEngine.Rendering; -using UnityEngine.Experimental.Rendering; using UnityEngine.Profiling; using System.Collections.Generic; using System; -namespace UnityEngine.Experimental.ScriptableRenderLoop +namespace UnityEngine.Experimental.Rendering { - [System.Serializable] - public struct ShadowSettings + [Serializable] + public class ShadowSettings { public bool enabled; public int shadowAtlasWidth; @@ -16,20 +15,26 @@ public struct ShadowSettings public float maxShadowDistance; public int directionalLightCascadeCount; public Vector3 directionalLightCascades; + public float directionalLightNearPlaneOffset; + static ShadowSettings defaultShadowSettings = null; public static ShadowSettings Default { get { - ShadowSettings settings; - settings.enabled = true; - settings.shadowAtlasHeight = settings.shadowAtlasWidth = 4096; - settings.directionalLightCascadeCount = 1; - settings.directionalLightCascades = new Vector3(0.05F, 0.2F, 0.3F); - settings.directionalLightCascadeCount = 4; - settings.maxShadowDistance = 1000.0F; - return settings; + if (defaultShadowSettings == null) + { + defaultShadowSettings = new ShadowSettings(); + defaultShadowSettings.enabled = true; + defaultShadowSettings.shadowAtlasHeight = defaultShadowSettings.shadowAtlasWidth = 4096; + defaultShadowSettings.directionalLightCascadeCount = 1; + defaultShadowSettings.directionalLightCascades = new Vector3(0.05F, 0.2F, 0.3F); + defaultShadowSettings.directionalLightCascadeCount = 4; + defaultShadowSettings.directionalLightNearPlaneOffset = 5; + defaultShadowSettings.maxShadowDistance = 1000.0F; + } + return defaultShadowSettings; } } } @@ -83,6 +88,10 @@ public struct ShadowRenderPass : IDisposable int m_ShadowTexName; const int k_DepthBuffer = 24; + public int shadowTexName + { + get { return m_ShadowTexName; } + } public ShadowRenderPass(ShadowSettings settings) { @@ -279,11 +288,12 @@ public void UpdateCullingParameters(ref CullingParameters parameters) parameters.shadowDistance = Mathf.Min(m_Settings.maxShadowDistance, parameters.shadowDistance); } - public void Render(RenderLoop loop, CullResults cullResults, out ShadowOutput packedShadows) + public void Render(ScriptableRenderContext loop, CullResults cullResults, out ShadowOutput packedShadows) { if (!m_Settings.enabled) { ClearPackedShadows(cullResults.visibleLights, out packedShadows); + return; } // Pack all shadow quads into the texture @@ -299,7 +309,7 @@ public void Render(RenderLoop loop, CullResults cullResults, out ShadowOutput pa //--------------------------------------------------------------------------------------------------------------------------------------------------- // Render shadows //--------------------------------------------------------------------------------------------------------------------------------------------------- - void RenderPackedShadows(RenderLoop loop, CullResults cullResults, ref ShadowOutput packedShadows) + void RenderPackedShadows(ScriptableRenderContext loop, CullResults cullResults, ref ShadowOutput packedShadows) { var setRenderTargetCommandBuffer = new CommandBuffer(); @@ -326,7 +336,7 @@ void RenderPackedShadows(RenderLoop loop, CullResults cullResults, ref ShadowOut if (!cullResults.GetShadowCasterBounds(lightIndex, out bounds)) { Profiler.EndSample(); - return; + continue; } Profiler.EndSample(); @@ -337,14 +347,13 @@ void RenderPackedShadows(RenderLoop loop, CullResults cullResults, ref ShadowOut var lightType = visibleLights[lightIndex].lightType; var lightDirection = visibleLights[lightIndex].light.transform.forward; - var shadowNearClip = visibleLights[lightIndex].light.shadowNearPlane; int shadowSliceIndex = packedShadows.GetShadowSliceIndex(lightIndex, 0); if (lightType == LightType.Spot) { var settings = new DrawShadowsSettings(cullResults, lightIndex); - bool needRendering = cullResults.ComputeSpotShadowsMatricesAndCullingPrimitives(lightIndex, out view, out proj, out settings.splitData); + bool needRendering = cullResults.ComputeSpotShadowMatricesAndCullingPrimitives(lightIndex, out view, out proj, out settings.splitData); SetupShadowSplitMatrices(ref packedShadows.shadowSlices[shadowSliceIndex], proj, view); if (needRendering) RenderShadowSplit(ref shadowSlices[shadowSliceIndex], lightDirection, proj, view, ref loop, settings); @@ -360,7 +369,8 @@ void RenderPackedShadows(RenderLoop loop, CullResults cullResults, ref ShadowOut { var settings = new DrawShadowsSettings(cullResults, lightIndex); var shadowResolution = shadowSlices[shadowSliceIndex].shadowResolution; - bool needRendering = cullResults.ComputeDirectionalShadowMatricesAndCullingPrimitives(lightIndex, s, shadowSliceCount, splitRatio, shadowResolution, shadowNearClip, out view, out proj, out settings.splitData); + bool needRendering = cullResults.ComputeDirectionalShadowMatricesAndCullingPrimitives(lightIndex, s, shadowSliceCount, splitRatio, + shadowResolution, m_Settings.directionalLightNearPlaneOffset, out view, out proj, out settings.splitData); packedShadows.directionalShadowSplitSphereSqr[s] = settings.splitData.cullingSphere; packedShadows.directionalShadowSplitSphereSqr[s].w *= packedShadows.directionalShadowSplitSphereSqr[s].w; @@ -375,7 +385,10 @@ void RenderPackedShadows(RenderLoop loop, CullResults cullResults, ref ShadowOut for (int s = 0; s < shadowSliceCount; ++s, shadowSliceIndex++) { var settings = new DrawShadowsSettings(cullResults, lightIndex); - bool needRendering = cullResults.ComputePointShadowsMatricesAndCullingPrimitives(lightIndex, (CubemapFace)s, 2.0f, out view, out proj, out settings.splitData); + bool needRendering = cullResults.ComputePointShadowMatricesAndCullingPrimitives(lightIndex, (CubemapFace)s, 2.0f, out view, out proj, out settings.splitData); + + // The view matrix for point lights flips primitives. We fix it here (by making it left-handed). + view.SetRow(1, -view.GetRow(1)); SetupShadowSplitMatrices(ref shadowSlices[shadowSliceIndex], proj, view); if (needRendering) @@ -405,7 +418,7 @@ private void SetupShadowSplitMatrices(ref ShadowSliceData lightData, Matrix4x4 p } //--------------------------------------------------------------------------------------------------------------------------------------------------- - private void RenderShadowSplit(ref ShadowSliceData slice, Vector3 lightDirection, Matrix4x4 proj, Matrix4x4 view, ref RenderLoop loop, DrawShadowsSettings settings) + private void RenderShadowSplit(ref ShadowSliceData slice, Vector3 lightDirection, Matrix4x4 proj, Matrix4x4 view, ref ScriptableRenderContext loop, DrawShadowsSettings settings) { var commandBuffer = new CommandBuffer { name = "ShadowSetup" }; @@ -413,8 +426,8 @@ private void RenderShadowSplit(ref ShadowSliceData slice, Vector3 lightDirection commandBuffer.SetViewport(new Rect(slice.atlasX, slice.atlasY, slice.shadowResolution, slice.shadowResolution)); //commandBuffer.ClearRenderTarget (true, true, Color.green); commandBuffer.SetGlobalVector("g_vLightDirWs", new Vector4(lightDirection.x, lightDirection.y, lightDirection.z)); - commandBuffer.SetProjectionAndViewMatrices(proj, view); - // commandBuffer.SetGlobalDepthBias (1.0F, 1.0F); + commandBuffer.SetViewProjectionMatrices(view, proj); + // commandBuffer.SetGlobalDepthBias (1.0F, 1.0F); loop.ExecuteCommandBuffer(commandBuffer); commandBuffer.Dispose(); diff --git a/Assets/ScriptableRenderLoop/RenderPasses/ShadowRenderPass.cs.meta b/Assets/ScriptableRenderPipeline/RenderPasses/ShadowRenderPass.cs.meta similarity index 100% rename from Assets/ScriptableRenderLoop/RenderPasses/ShadowRenderPass.cs.meta rename to Assets/ScriptableRenderPipeline/RenderPasses/ShadowRenderPass.cs.meta diff --git a/Assets/ShaderGenerator.meta b/Assets/ScriptableRenderPipeline/ShaderGenerator.meta similarity index 100% rename from Assets/ShaderGenerator.meta rename to Assets/ScriptableRenderPipeline/ShaderGenerator.meta diff --git a/Assets/ScriptableRenderPipeline/ShaderGenerator/Editor.meta b/Assets/ScriptableRenderPipeline/ShaderGenerator/Editor.meta new file mode 100644 index 00000000000..9aeda0d826f --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderGenerator/Editor.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a7ecca2f74946b44494f07937e31b793 +folderAsset: yes +timeCreated: 1477487246 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ShaderGenerator/CSharpToHLSL.cs b/Assets/ScriptableRenderPipeline/ShaderGenerator/Editor/CSharpToHLSL.cs similarity index 93% rename from Assets/ShaderGenerator/CSharpToHLSL.cs rename to Assets/ScriptableRenderPipeline/ShaderGenerator/Editor/CSharpToHLSL.cs index ca6cfda1389..1dd12a04c9f 100644 --- a/Assets/ShaderGenerator/CSharpToHLSL.cs +++ b/Assets/ScriptableRenderPipeline/ShaderGenerator/Editor/CSharpToHLSL.cs @@ -5,9 +5,10 @@ using System.Collections.Generic; using System.Linq; using System.Reflection; -using UnityEditor; +using UnityEngine; +using UnityEngine.Experimental.Rendering; -namespace UnityEngine.Experimental.ScriptableRenderLoop +namespace UnityEditor.Experimental.Rendering { public class CSharpToHLSL { @@ -106,9 +107,15 @@ public static void GenerateAll() using (var writer = File.CreateText(fileName)) { + var guard = Path.GetFileName(fileName).Replace(".", "_").ToUpper(); + if (!char.IsLetter(guard[0])) + guard = "_" + guard; + writer.Write("//\n"); writer.Write("// This file was automatically generated from " + it.Key + ". Please don't edit by hand.\n"); writer.Write("//\n\n"); + writer.Write("#ifndef " + guard + "\n"); + writer.Write("#define " + guard + "\n"); foreach (var gen in it.Value) { @@ -134,7 +141,16 @@ public static void GenerateAll() } } - writer.Write("\n"); + foreach (var gen in it.Value) + { + if (gen.hasStatics && gen.hasFields && gen.needParamDebug) + { + writer.Write(gen.EmitFunctions() + "\n"); + } + } + + writer.Write("\n#endif\n"); + } } } diff --git a/Assets/ShaderGenerator/CSharpToHLSL.cs.meta b/Assets/ScriptableRenderPipeline/ShaderGenerator/Editor/CSharpToHLSL.cs.meta similarity index 100% rename from Assets/ShaderGenerator/CSharpToHLSL.cs.meta rename to Assets/ScriptableRenderPipeline/ShaderGenerator/Editor/CSharpToHLSL.cs.meta diff --git a/Assets/ShaderGenerator/ICSharpCode.NRefactory.dll b/Assets/ScriptableRenderPipeline/ShaderGenerator/Editor/ICSharpCode.NRefactory.dll similarity index 100% rename from Assets/ShaderGenerator/ICSharpCode.NRefactory.dll rename to Assets/ScriptableRenderPipeline/ShaderGenerator/Editor/ICSharpCode.NRefactory.dll diff --git a/Assets/ShaderGenerator/ICSharpCode.NRefactory.dll.meta b/Assets/ScriptableRenderPipeline/ShaderGenerator/Editor/ICSharpCode.NRefactory.dll.meta similarity index 100% rename from Assets/ShaderGenerator/ICSharpCode.NRefactory.dll.meta rename to Assets/ScriptableRenderPipeline/ShaderGenerator/Editor/ICSharpCode.NRefactory.dll.meta diff --git a/Assets/ScriptableRenderPipeline/ShaderGenerator/Editor/ShaderGeneratorMenu.cs b/Assets/ScriptableRenderPipeline/ShaderGenerator/Editor/ShaderGeneratorMenu.cs new file mode 100644 index 00000000000..d478fb05ec5 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderGenerator/Editor/ShaderGeneratorMenu.cs @@ -0,0 +1,12 @@ +namespace UnityEditor.Experimental.Rendering +{ + public class ShaderGeneratorMenu + { + [UnityEditor.MenuItem("RenderPipeline/Generate Shader Includes")] + static void GenerateShaderIncludes() + { + CSharpToHLSL.GenerateAll(); + UnityEditor.AssetDatabase.Refresh(); + } + } +} diff --git a/Assets/ShaderGenerator/ShaderGeneratorMenu.cs.meta b/Assets/ScriptableRenderPipeline/ShaderGenerator/Editor/ShaderGeneratorMenu.cs.meta similarity index 100% rename from Assets/ShaderGenerator/ShaderGeneratorMenu.cs.meta rename to Assets/ScriptableRenderPipeline/ShaderGenerator/Editor/ShaderGeneratorMenu.cs.meta diff --git a/Assets/ScriptableRenderPipeline/ShaderGenerator/Editor/ShaderTypeGeneration.cs b/Assets/ScriptableRenderPipeline/ShaderGenerator/Editor/ShaderTypeGeneration.cs new file mode 100644 index 00000000000..9cb3a18c85d --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderGenerator/Editor/ShaderTypeGeneration.cs @@ -0,0 +1,679 @@ +using System; +using System.Collections.Generic; +using System.Reflection; +using UnityEngine; +using UnityEngine.Experimental.Rendering; + +namespace UnityEditor.Experimental.Rendering +{ + internal class ShaderTypeGenerator + { + public ShaderTypeGenerator(Type type, GenerateHLSL attr) + { + this.type = type; + this.attr = attr; + debugCounter = 0; + } + + enum PrimitiveType + { + Float, Int, UInt, Bool + }; + + static string PrimitiveToString(PrimitiveType type, int rows, int cols) + { + string text = ""; + switch (type) + { + case PrimitiveType.Float: + text = "float"; + break; + case PrimitiveType.Int: + text = "int"; + break; + case PrimitiveType.UInt: + text = "uint"; + break; + case PrimitiveType.Bool: + text = "bool"; + break; + } + + if (rows > 1) + { + text += rows.ToString(); + if (cols > 1) + { + text += "x" + cols.ToString(); + } + } + + return text; + } + + class Accessor + { + public Accessor(PrimitiveType type, string name, int rows, int cols) + { + this.name = name; + this.fullType = PrimitiveToString(type, rows, cols); + field = name; + } + + Accessor(string name, string swizzle, string field, string fullType) + { + this.name = name; + this.field = field; + this.fullType = fullType; + } + + public string name; + public string field; + public string fullType; + }; + + class ShaderFieldInfo : ICloneable + { + public ShaderFieldInfo(PrimitiveType type, string name, int rows, int cols) + { + this.type = type; + this.name = originalName = name; + this.rows = rows; + this.cols = cols; + this.comment = ""; + swizzleOffset = 0; + packed = false; + accessor = new Accessor(type, name, rows, cols); + } + + public ShaderFieldInfo(PrimitiveType type, string name, int rows, int cols, string comment) + { + this.type = type; + this.name = originalName = name; + this.rows = rows; + this.cols = cols; + this.comment = comment; + swizzleOffset = 0; + packed = false; + accessor = new Accessor(type, name, rows, cols); + } + + public string typeString + { + get { return PrimitiveToString(type, rows, cols); } + } + + public string DeclString() + { + return PrimitiveToString(type, rows, cols) + " " + name; + } + + public override string ToString() + { + string text = DeclString() + ";"; + if (comment.Length > 0) + { + text += " // " + comment; + } + return text; + } + + public int elementCount + { + get { return rows * cols; } + } + + public object Clone() + { + ShaderFieldInfo info = new ShaderFieldInfo(type, name, rows, cols, comment); + info.swizzleOffset = swizzleOffset; + info.packed = packed; + info.accessor = accessor; + return info; + } + + public readonly PrimitiveType type; + public string name; + public readonly string originalName; + public readonly string comment; + public int rows; + public int cols; + public int swizzleOffset; + public bool packed; + public Accessor accessor; + }; + + class DebugFieldInfo + { + public DebugFieldInfo(string defineName, string fieldName, Type fieldType, bool isDirection, bool isSRGB) + { + this.defineName = defineName; + this.fieldName = fieldName; + this.fieldType = fieldType; + this.isDirection = isDirection; + this.isSRGB = isSRGB; + } + + public string defineName; + public string fieldName; + public Type fieldType; + public bool isDirection; + public bool isSRGB; + } + + void Error(string error) + { + if (errors == null) + { + errors = new List(); + } + errors.Add("Failed to generate shader type for " + type.ToString() + ": " + error); + } + + public void PrintErrors() + { + if (errors != null) + { + foreach (var e in errors) + { + Debug.LogError(e); + } + } + } + + void EmitPrimitiveType(PrimitiveType type, int elements, string name, string comment, List fields) + { + fields.Add(new ShaderFieldInfo(type, name, elements, 1, comment)); + } + + void EmitMatrixType(PrimitiveType type, int rows, int cols, string name, string comment, List fields) + { + fields.Add(new ShaderFieldInfo(type, name, rows, cols, comment)); + } + + bool ExtractComplex(FieldInfo field, List shaderFields) + { + var floatFields = new List(); + var intFields = new List(); + var uintFields = new List(); + var boolFields = new List(); + var descs = new string[4] { "x: ", "y: ", "z: ", "w: " }; + int numFields = 0; + + string fieldName = "'" + field.FieldType.Name + " " + field.Name + "'"; + + foreach (var subField in field.FieldType.GetFields()) + { + if (subField.IsStatic) + continue; + + if (!subField.FieldType.IsPrimitive) + { + Error("'" + fieldName + "' can not be packed into a register, since it contains a non-primitive field type '" + subField.FieldType + "'"); + return false; + } + if (subField.FieldType == typeof(float)) + floatFields.Add(subField); + else if (subField.FieldType == typeof(int)) + intFields.Add(subField); + else if (subField.FieldType == typeof(uint)) + uintFields.Add(subField); + else if (subField.FieldType == typeof(bool)) + boolFields.Add(subField); + else + { + Error("'" + fieldName + "' can not be packed into a register, since it contains an unsupported field type '" + subField.FieldType + "'"); + return false; + } + + if (numFields == 4) + { + Error("'" + fieldName + "' can not be packed into a register because it contains more than 4 fields."); + return false; + } + + descs[numFields] += subField.Name + " "; + numFields++; + } + Array.Resize(ref descs, numFields); + + string comment = string.Concat(descs); + string mismatchErrorMsg = "'" + fieldName + "' can not be packed into a single register because it contains mixed basic types."; + + if (floatFields.Count > 0) + { + if (intFields.Count + uintFields.Count + boolFields.Count > 0) + { + Error(mismatchErrorMsg); + return false; + } + EmitPrimitiveType(PrimitiveType.Float, floatFields.Count, field.Name, comment, shaderFields); + } + else if (intFields.Count > 0) + { + if (floatFields.Count + uintFields.Count + boolFields.Count > 0) + { + Error(mismatchErrorMsg); + return false; + } + EmitPrimitiveType(PrimitiveType.Int, intFields.Count, field.Name, "", shaderFields); + } + else if (uintFields.Count > 0) + { + if (floatFields.Count + intFields.Count + boolFields.Count > 0) + { + Error(mismatchErrorMsg); + return false; + } + EmitPrimitiveType(PrimitiveType.UInt, uintFields.Count, field.Name, "", shaderFields); + } + else if (boolFields.Count > 0) + { + if (floatFields.Count + intFields.Count + uintFields.Count > 0) + { + Error(mismatchErrorMsg); + return false; + } + EmitPrimitiveType(PrimitiveType.Bool, boolFields.Count, field.Name, "", shaderFields); + } + else + { + // Empty struct. + } + + return true; + } + + enum MergeResult + { + Merged, + Full, + Failed + }; + + MergeResult PackFields(ShaderFieldInfo info, ref ShaderFieldInfo merged) + { + if (merged.elementCount % 4 == 0) + { + return MergeResult.Full; + } + + if (info.type != merged.type) + { + Error("can't merge '" + merged.DeclString() + "' and '" + info.DeclString() + "' into the same register because they have incompatible types. Consider reordering the fields so that adjacent fields have the same primitive type."); + return MergeResult.Failed; // incompatible types + } + + if (info.cols > 1 || merged.cols > 1) + { + Error("merging matrix types not yet supported ('" + merged.DeclString() + "' and '" + info.DeclString() + "'). Consider reordering the fields to place matrix-typed variables on four-component vector boundaries."); + return MergeResult.Failed; // don't merge matrix types + } + + if (info.rows + merged.rows > 4) + { + // @TODO: lift the restriction + Error("can't merge '" + merged.DeclString() + "' and '" + info.DeclString() + "' because then " + info.name + " would cross register boundary. Consider reordering the fields so that none of them cross four-component vector boundaries when packed."); + return MergeResult.Failed; // out of space + } + + merged.rows += info.rows; + merged.name += "_" + info.name; + return MergeResult.Merged; + } + + List Pack(List shaderFields) + { + List mergedFields = new List(); + + using (var e = shaderFields.GetEnumerator()) + { + if (!e.MoveNext()) + { + // Empty shader struct definition. + return shaderFields; + } + + ShaderFieldInfo current = e.Current.Clone() as ShaderFieldInfo; + + while (e.MoveNext()) + { + while (true) + { + int offset = current.elementCount; + var result = PackFields(e.Current, ref current); + + if (result == MergeResult.Failed) + { + return null; + } + else if (result == MergeResult.Full) + { + break; + } + + // merge accessors + var acc = current.accessor; + + acc.name = current.name; + e.Current.accessor = acc; + e.Current.swizzleOffset += offset; + + current.packed = e.Current.packed = true; + + if (!e.MoveNext()) + { + mergedFields.Add(current); + return mergedFields; + } + } + mergedFields.Add(current); + current = e.Current.Clone() as ShaderFieldInfo; + } + } + return mergedFields; + } + + public string EmitTypeDecl() + { + string shaderText = string.Empty; + + shaderText += "// Generated from " + type.FullName + "\n"; + shaderText += "// PackingRules = " + attr.packingRules.ToString() + "\n"; + shaderText += "struct " + type.Name + "\n"; + shaderText += "{\n"; + foreach (var shaderFieldInfo in m_PackedFields) + { + shaderText += " " + shaderFieldInfo.ToString() + "\n"; + } + shaderText += "};\n"; + + return shaderText; + } + + public string EmitAccessors() + { + string shaderText = string.Empty; + + shaderText += "//\n"; + shaderText += "// Accessors for " + type.FullName + "\n"; + shaderText += "//\n"; + foreach (var shaderField in m_ShaderFields) + { + Accessor acc = shaderField.accessor; + string accessorName = shaderField.originalName; + accessorName = "Get" + char.ToUpper(accessorName[0]) + accessorName.Substring(1); + + shaderText += shaderField.typeString + " " + accessorName + "(" + type.Name + " value)\n"; + shaderText += "{\n"; + + string swizzle = ""; + + // @TODO: support matrix type packing? + if (shaderField.cols == 1) // @TEMP + { + // don't emit redundant swizzles + if (shaderField.originalName != acc.name) + { + swizzle = "." + "xyzw".Substring(shaderField.swizzleOffset, shaderField.elementCount); + } + } + + shaderText += "\treturn value." + acc.name + swizzle + ";\n"; + shaderText += "}\n"; + } + + return shaderText; + } + + public string EmitDefines() + { + string shaderText = string.Empty; + + shaderText += "//\n"; + shaderText += "// " + type.FullName + ": static fields\n"; + shaderText += "//\n"; + foreach (var def in m_Statics) + { + shaderText += "#define " + def.Key + " (" + def.Value + ")\n"; + } + + return shaderText; + } + + public string EmitFunctions() + { + string shaderText = string.Empty; + + // In case users ask for debug functions + if (!attr.needParamDebug) + return shaderText; + + // Specific to HDRenderPipeline + string lowerStructName = type.Name.ToLower(); + + shaderText += "//\n"; + shaderText += "// Debug functions\n"; + shaderText += "//\n"; + + shaderText += "void GetGenerated" + type.Name + "Debug(uint paramId, " + type.Name + " " + lowerStructName + ", inout float3 result, inout bool needLinearToSRGB)\n"; + shaderText += "{\n"; + shaderText += " switch (paramId)\n"; + shaderText += " {\n"; + + foreach (var debugField in m_DebugFields) + { + shaderText += " case " + debugField.defineName + ":\n"; + if (debugField.fieldType == typeof(float)) + { + if (debugField.isDirection) + { + shaderText += " result = " + lowerStructName + "." + debugField.fieldName + ".xxx * 0.5 + 0.5;\n"; + } + else + { + shaderText += " result = " + lowerStructName + "." + debugField.fieldName + ".xxx;\n"; + } + } + else if (debugField.fieldType == typeof(Vector2)) + { + shaderText += " result = float3(" + lowerStructName + "." + debugField.fieldName + ", 0.0);\n"; + } + else if (debugField.fieldType == typeof(Vector3)) + { + if (debugField.isDirection) + { + shaderText += " result = " + lowerStructName + "." + debugField.fieldName + " * 0.5 + 0.5;\n"; + } + else + { + shaderText += " result = " + lowerStructName + "." + debugField.fieldName + ";\n"; + } + } + else if (debugField.fieldType == typeof(Vector4)) + { + shaderText += " result = " + lowerStructName + "." + debugField.fieldName + ".xyz;\n"; + } + else if (debugField.fieldType == typeof(bool)) + { + shaderText += " result = (" + lowerStructName + "." + debugField.fieldName + ") ? float3(1.0, 1.0, 1.0) : float3(0.0, 0.0, 0.0);\n"; + } + else if (debugField.fieldType == typeof(uint) || debugField.fieldType == typeof(int)) + { + shaderText += " result = GetIndexColor(" + lowerStructName + "." + debugField.fieldName + ");\n"; + } + else // This case left is suppose to be a complex structure. Either we don't support it or it is an enum. Consider it is an enum with GetIndexColor, user can override it if he want. + { + shaderText += " result = GetIndexColor(" + lowerStructName + "." + debugField.fieldName + ");\n"; + } + + if (debugField.isSRGB) + { + shaderText += " needLinearToSRGB = true;\n"; + } + + shaderText += " break;\n"; + } + + shaderText += " }\n"; + shaderText += "}\n"; + + return shaderText; + } + + public string Emit() + { + return EmitDefines() + EmitTypeDecl() + EmitAccessors(); + } + + // This function is a helper to follow unity convention + // when converting fooBar to FOO_BAR + string InsertUnderscore(string name) + { + for (int i = 1; i < name.Length; i++) + { + if (char.IsLower(name[i - 1]) && char.IsUpper(name[i])) + { + // case switch, insert underscore + name = name.Insert(i, "_"); + } + } + + return name; + } + + public bool Generate() + { + m_Statics = new Dictionary(); + + FieldInfo[] fields = type.GetFields(); + m_ShaderFields = new List(); + m_DebugFields = new List(); + + if (type.IsEnum) + { + foreach (var field in fields) + { + if (!field.IsSpecialName) + { + string name = field.Name; + name = InsertUnderscore(name); + m_Statics[(type.Name + "_" + name).ToUpper()] = field.GetRawConstantValue().ToString(); + } + } + errors = null; + return true; + } + + foreach (var field in fields) + { + if (field.IsStatic) + { + if (field.FieldType.IsPrimitive) + { + m_Statics[field.Name] = field.GetValue(null).ToString(); + } + continue; + } + + if (attr.needParamDebug) + { + string subNamespace = type.Namespace.Substring(type.Namespace.LastIndexOf((".")) + 1); + string name = InsertUnderscore(field.Name); + string defineName = ("DEBUGVIEW_" + subNamespace + "_" + type.Name + "_" + name).ToUpper(); + m_Statics[defineName] = Convert.ToString(attr.paramDefinesStart + debugCounter++); + + bool isDirection = false; + bool sRGBDisplay = false; + + // Check if the display name have been override by the users + if (Attribute.IsDefined(field, typeof(SurfaceDataAttributes))) + { + var propertyAttr = (SurfaceDataAttributes[])field.GetCustomAttributes(typeof(SurfaceDataAttributes), false); + isDirection = propertyAttr[0].isDirection; + sRGBDisplay = propertyAttr[0].sRGBDisplay; + } + + m_DebugFields.Add(new DebugFieldInfo(defineName, field.Name, field.FieldType, isDirection, sRGBDisplay)); + } + + if (field.FieldType.IsPrimitive) + { + if (field.FieldType == typeof(float)) + EmitPrimitiveType(PrimitiveType.Float, 1, field.Name, "", m_ShaderFields); + else if (field.FieldType == typeof(int)) + EmitPrimitiveType(PrimitiveType.Int, 1, field.Name, "", m_ShaderFields); + else if (field.FieldType == typeof(uint)) + EmitPrimitiveType(PrimitiveType.UInt, 1, field.Name, "", m_ShaderFields); + else if (field.FieldType == typeof(bool)) + EmitPrimitiveType(PrimitiveType.Bool, 1, field.Name, "", m_ShaderFields); + else + { + Error("unsupported field type '" + field.FieldType + "'"); + return false; + } + } + else + { + // handle special types, otherwise try parsing the struct + if (field.FieldType == typeof(Vector2)) + EmitPrimitiveType(PrimitiveType.Float, 2, field.Name, "", m_ShaderFields); + else if (field.FieldType == typeof(Vector3)) + EmitPrimitiveType(PrimitiveType.Float, 3, field.Name, "", m_ShaderFields); + else if (field.FieldType == typeof(Vector4)) + EmitPrimitiveType(PrimitiveType.Float, 4, field.Name, "", m_ShaderFields); + else if (field.FieldType == typeof(Matrix4x4)) + EmitMatrixType(PrimitiveType.Float, 4, 4, field.Name, "", m_ShaderFields); + else if (!ExtractComplex(field, m_ShaderFields)) + { + // Error reporting done in ExtractComplex() + return false; + } + } + } + + m_PackedFields = m_ShaderFields; + if (attr.packingRules == PackingRules.Aggressive) + { + m_PackedFields = Pack(m_ShaderFields); + + if (m_PackedFields == null) + { + return false; + } + } + + errors = null; + return true; + } + + public bool hasFields + { + get { return m_ShaderFields.Count > 0; } + } + + public bool hasStatics + { + get { return m_Statics.Count > 0; } + } + + public bool needAccessors + { + get { return attr.needAccessors; } + } + public bool needParamDebug + { + get { return attr.needParamDebug; } + } + + public Type type; + public GenerateHLSL attr; + public int debugCounter; + public List errors = null; + + Dictionary m_Statics; + List m_ShaderFields; + List m_PackedFields; + List m_DebugFields; + } +} diff --git a/Assets/ShaderGenerator/ShaderTypeGeneration.cs.meta b/Assets/ScriptableRenderPipeline/ShaderGenerator/Editor/ShaderTypeGeneration.cs.meta similarity index 100% rename from Assets/ShaderGenerator/ShaderTypeGeneration.cs.meta rename to Assets/ScriptableRenderPipeline/ShaderGenerator/Editor/ShaderTypeGeneration.cs.meta diff --git a/Assets/ScriptableRenderPipeline/ShaderGenerator/ShaderGeneratorAttributes.cs b/Assets/ScriptableRenderPipeline/ShaderGenerator/ShaderGeneratorAttributes.cs new file mode 100644 index 00000000000..f3c6afbce64 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderGenerator/ShaderGeneratorAttributes.cs @@ -0,0 +1,42 @@ +using System; + +namespace UnityEngine.Experimental.Rendering +{ + public enum PackingRules + { + Exact, + Aggressive + }; + + [AttributeUsage(AttributeTargets.Struct | AttributeTargets.Class | AttributeTargets.Enum)] + public class GenerateHLSL : System.Attribute + { + public PackingRules packingRules; + public bool needAccessors; // Whether or not to generate the accessors + public bool needParamDebug; // // Whether or not to generate define for each field of the struct + debug function (use in HDRenderPipeline) + public int paramDefinesStart; // Start of the generated define + + public GenerateHLSL(PackingRules rules = PackingRules.Exact, bool needAccessors = true, bool needParamDebug = false, int paramDefinesStart = 1) + { + packingRules = rules; + this.needAccessors = needAccessors; + this.needParamDebug = needParamDebug; + this.paramDefinesStart = paramDefinesStart; + } + } + + [AttributeUsage(AttributeTargets.Field)] + public class SurfaceDataAttributes : System.Attribute + { + public string displayName; + public bool isDirection; + public bool sRGBDisplay; + + public SurfaceDataAttributes(string displayName = "", bool isDirection = false, bool sRGBDisplay = false) + { + this.displayName = displayName; + this.isDirection = isDirection; + this.sRGBDisplay = sRGBDisplay; + } + } +} diff --git a/Assets/ScriptableRenderPipeline/ShaderGenerator/ShaderGeneratorAttributes.cs.meta b/Assets/ScriptableRenderPipeline/ShaderGenerator/ShaderGeneratorAttributes.cs.meta new file mode 100644 index 00000000000..348d2fb5940 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderGenerator/ShaderGeneratorAttributes.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: e55f53965f0bb7d43b389fea197e7b4f +timeCreated: 1477487684 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/ShaderLibrary.meta b/Assets/ScriptableRenderPipeline/ShaderLibrary.meta similarity index 100% rename from Assets/ScriptableRenderLoop/ShaderLibrary.meta rename to Assets/ScriptableRenderPipeline/ShaderLibrary.meta diff --git a/Assets/ScriptableRenderLoop/ShaderLibrary/API.meta b/Assets/ScriptableRenderPipeline/ShaderLibrary/API.meta similarity index 100% rename from Assets/ScriptableRenderLoop/ShaderLibrary/API.meta rename to Assets/ScriptableRenderPipeline/ShaderLibrary/API.meta diff --git a/Assets/ScriptableRenderPipeline/ShaderLibrary/API/D3D11.hlsl b/Assets/ScriptableRenderPipeline/ShaderLibrary/API/D3D11.hlsl new file mode 100644 index 00000000000..6aeb1f8978f --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderLibrary/API/D3D11.hlsl @@ -0,0 +1,91 @@ +// This file assume SHADER_API_D3D11 is defined + +#define UNITY_UV_STARTS_AT_TOP 1 +#define UNITY_REVERSED_Z 1 +#define UNITY_NEAR_CLIP_VALUE (1.0) +// This value will not go through any matrix projection convertion +#define UNITY_RAW_FAR_CLIP_VALUE (0.0) +#define FRONT_FACE_SEMATIC SV_IsFrontFace +#define FRONT_FACE_TYPE bool +#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL) ? (FRONT) : (BACK)) + +#define CBUFFER_START(name) cbuffer name { +#define CBUFFER_END }; + +// Initialize arbitrary structure with zero values. +// Do not exist on some platform, in this case we need to have a standard name that call a function that will initialize all parameters to 0 +#define ZERO_INITIALIZE(type, name) name = (type)0; +#define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + +// Texture util abstraction + +#define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + +// Texture abstraction + +#define TEXTURE2D(textureName) Texture2D textureName +#define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName +#define TEXTURECUBE(textureName) TextureCube textureName +#define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName +#define TEXTURE3D(textureName) Texture3D textureName + +#define SAMPLER2D(samplerName) SamplerState samplerName +#define SAMPLERCUBE(samplerName) SamplerState samplerName +#define SAMPLER3D(samplerName) SamplerState samplerName +#define SAMPLER2D_SHADOW(samplerName) SamplerComparisonState samplerName +#define SAMPLERCUBE_SHADOW(samplerName) SamplerComparisonState samplerName + +#define TEXTURE2D_ARGS(textureName, samplerName) Texture2D textureName, SamplerState samplerName +#define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) Texture2DArray textureName, SamplerState samplerName +#define TEXTURECUBE_ARGS(textureName, samplerName) TextureCube textureName, SamplerState samplerName +#define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) TextureCubeArray textureName, SamplerState samplerName +#define TEXTURE3D_ARGS(textureName, samplerName) Texture3D textureName, SamplerState samplerName +#define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) Texture2D textureName, SamplerComparisonState samplerName +#define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) Texture2DArray textureName, SamplerComparisonState samplerName +#define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) TextureCube textureName, SamplerComparisonState samplerName + +#define TEXTURE2D_PARAM(textureName, samplerName) textureName, samplerName +#define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) textureName, samplerName +#define TEXTURECUBE_PARAM(textureName, samplerName) textureName, samplerName +#define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) textureName, samplerName +#define TEXTURE3D_PARAM(textureName, samplerName) textureName, samplerName +#define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) textureName, samplerName +#define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) textureName, samplerName +#define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) textureName, samplerName + +#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) +#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) +#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) +#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) +#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) +#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) +#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) +#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) +#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) +#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) +#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) +#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) +#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) +#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) +#define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) +#define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) +#define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord3).xyz, (coord3).w) +#define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + +#define TEXTURE2D_HALF TEXTURE2D +#define TEXTURE2D_FLOAT TEXTURE2D +#define TEXTURE3D_HALF TEXTURE3D +#define TEXTURE3D_FLOAT TEXTURE3D +#define SAMPLER2D_HALF SAMPLER2D +#define SAMPLER2D_FLOAT SAMPLER2D + +#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) +#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) +#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) +#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) +#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + +#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) +#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) +#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) +#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) diff --git a/Assets/ScriptableRenderLoop/ShaderLibrary/API/D3D11.hlsl.meta b/Assets/ScriptableRenderPipeline/ShaderLibrary/API/D3D11.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/ShaderLibrary/API/D3D11.hlsl.meta rename to Assets/ScriptableRenderPipeline/ShaderLibrary/API/D3D11.hlsl.meta diff --git a/Assets/ScriptableRenderLoop/ShaderLibrary/API/D3D11_1.hlsl b/Assets/ScriptableRenderPipeline/ShaderLibrary/API/D3D11_1.hlsl similarity index 100% rename from Assets/ScriptableRenderLoop/ShaderLibrary/API/D3D11_1.hlsl rename to Assets/ScriptableRenderPipeline/ShaderLibrary/API/D3D11_1.hlsl diff --git a/Assets/ScriptableRenderLoop/ShaderLibrary/API/D3D11_1.hlsl.meta b/Assets/ScriptableRenderPipeline/ShaderLibrary/API/D3D11_1.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/ShaderLibrary/API/D3D11_1.hlsl.meta rename to Assets/ScriptableRenderPipeline/ShaderLibrary/API/D3D11_1.hlsl.meta diff --git a/Assets/ScriptableRenderPipeline/ShaderLibrary/API/Metal.hlsl b/Assets/ScriptableRenderPipeline/ShaderLibrary/API/Metal.hlsl new file mode 100644 index 00000000000..410f47eb8e1 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderLibrary/API/Metal.hlsl @@ -0,0 +1,92 @@ +// This file assumes SHADER_API_METAL is defined +// TODO: This is a straight copy from D3D11.hlsl. Go through all this stuff and adjust where needed. + +#define UNITY_UV_STARTS_AT_TOP 1 +#define UNITY_REVERSED_Z 1 +#define UNITY_NEAR_CLIP_VALUE (1.0) +// This value will not go through any matrix projection convertion +#define UNITY_RAW_FAR_CLIP_VALUE (0.0) +#define FRONT_FACE_SEMATIC SV_IsFrontFace +#define FRONT_FACE_TYPE bool +#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL) ? (FRONT) : (BACK)) + +#define CBUFFER_START(name) cbuffer name { +#define CBUFFER_END }; + +// Initialize arbitrary structure with zero values. +// Do not exist on some platform, in this case we need to have a standard name that call a function that will initialize all parameters to 0 +#define ZERO_INITIALIZE(type, name) name = (type)0; +#define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + +// Texture util abstraction + +#define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) + +// Texture abstraction + +#define TEXTURE2D(textureName) Texture2D textureName +#define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName +#define TEXTURECUBE(textureName) TextureCube textureName +#define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName +#define TEXTURE3D(textureName) Texture3D textureName + +#define SAMPLER2D(samplerName) SamplerState samplerName +#define SAMPLERCUBE(samplerName) SamplerState samplerName +#define SAMPLER3D(samplerName) SamplerState samplerName +#define SAMPLER2D_SHADOW(samplerName) SamplerComparisonState samplerName +#define SAMPLERCUBE_SHADOW(samplerName) SamplerComparisonState samplerName + +#define TEXTURE2D_ARGS(textureName, samplerName) Texture2D textureName, SamplerState samplerName +#define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) Texture2DArray textureName, SamplerState samplerName +#define TEXTURECUBE_ARGS(textureName, samplerName) TextureCube textureName, SamplerState samplerName +#define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) TextureCubeArray textureName, SamplerState samplerName +#define TEXTURE3D_ARGS(textureName, samplerName) Texture3D textureName, SamplerState samplerName +#define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) Texture2D textureName, SamplerComparisonState samplerName +#define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) Texture2DArray textureName, SamplerComparisonState samplerName +#define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) TextureCube textureName, SamplerComparisonState samplerName + +#define TEXTURE2D_PARAM(textureName, samplerName) textureName, samplerName +#define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) textureName, samplerName +#define TEXTURECUBE_PARAM(textureName, samplerName) textureName, samplerName +#define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) textureName, samplerName +#define TEXTURE3D_PARAM(textureName, samplerName) textureName, samplerName +#define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) textureName, samplerName +#define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) textureName, samplerName +#define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) textureName, samplerName + +#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) +#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) +#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) +#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) +#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) +#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) +#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) +#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) +#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) +#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) +#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) +#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) +#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) +#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) +#define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) +#define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) +#define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord3).xyz, (coord3).w) +#define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + +#define TEXTURE2D_HALF TEXTURE2D +#define TEXTURE2D_FLOAT TEXTURE2D +#define TEXTURE3D_HALF TEXTURE3D +#define TEXTURE3D_FLOAT TEXTURE3D +#define SAMPLER2D_HALF SAMPLER2D +#define SAMPLER2D_FLOAT SAMPLER2D + +#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) +#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) +#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) +#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) +#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + +#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) +#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) +#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) +#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) diff --git a/Assets/ScriptableRenderPipeline/ShaderLibrary/API/Metal.hlsl.meta b/Assets/ScriptableRenderPipeline/ShaderLibrary/API/Metal.hlsl.meta new file mode 100644 index 00000000000..96b1b50953b --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderLibrary/API/Metal.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: f4d51e77f119d4dc8899ff02b46bb621 +timeCreated: 1484817807 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/ShaderLibrary/API/PSSL.hlsl b/Assets/ScriptableRenderPipeline/ShaderLibrary/API/PSSL.hlsl new file mode 100644 index 00000000000..532ac666943 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderLibrary/API/PSSL.hlsl @@ -0,0 +1,100 @@ +// This file assume SHADER_API_D3D11 is defined + +#define INTRINSIC_BITFIELD_EXTRACT +#define INTRINSIC_MAD24 +#define Mad24 mad24 +#define INTRINSIC_MED3 +#define INTRINSIC_MINMAX3 +#define Min3 min3 +#define Max3 max3 +//#define INTRINSIC_CUBEMAP_FACE_ID // Must investigate why AMD reference implementation is different than ours + +#define UNITY_UV_STARTS_AT_TOP 1 +#define UNITY_REVERSED_Z 1 +#define UNITY_NEAR_CLIP_VALUE (1.0) +// This value will not go through any matrix projection convertion +#define UNITY_RAW_FAR_CLIP_VALUE (0.0) +#define FRONT_FACE_SEMATIC SV_IsFrontFace +#define FRONT_FACE_TYPE bool +#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL) ? (FRONT) : (BACK)) + +#define CBUFFER_START(name) cbuffer name { +#define CBUFFER_END }; + +// Initialize arbitrary structure with zero values. +// Do not exist on some platform, in this case we need to have a standard name that call a function that will initialize all parameters to 0 +#define ZERO_INITIALIZE(type, name) name = (type)0; +#define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } + +// Texture util abstraction + +#define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.GetLOD(samplerName, coord2) + +// Texture abstraction + +#define TEXTURE2D(textureName) Texture2D textureName +#define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName +#define TEXTURECUBE(textureName) TextureCube textureName +#define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName +#define TEXTURE3D(textureName) Texture3D textureName + +#define SAMPLER2D(samplerName) SamplerState samplerName +#define SAMPLERCUBE(samplerName) SamplerState samplerName +#define SAMPLER3D(samplerName) SamplerState samplerName +#define SAMPLER2D_SHADOW(samplerName) SamplerComparisonState samplerName +#define SAMPLERCUBE_SHADOW(samplerName) SamplerComparisonState samplerName + +#define TEXTURE2D_ARGS(textureName, samplerName) Texture2D textureName, SamplerState samplerName +#define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) Texture2DArray textureName, SamplerState samplerName +#define TEXTURECUBE_ARGS(textureName, samplerName) TextureCube textureName, SamplerState samplerName +#define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) TextureCubeArray textureName, SamplerState samplerName +#define TEXTURE3D_ARGS(textureName, samplerName) Texture3D textureName, SamplerState samplerName +#define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) Texture2D textureName, SamplerComparisonState samplerName +#define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) Texture2DArray textureName, SamplerComparisonState samplerName +#define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) TextureCube textureName, SamplerComparisonState samplerName + +#define TEXTURE2D_PARAM(textureName, samplerName) textureName, samplerName +#define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) textureName, samplerName +#define TEXTURECUBE_PARAM(textureName, samplerName) textureName, samplerName +#define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) textureName, samplerName +#define TEXTURE3D_PARAM(textureName, samplerName) textureName, samplerName +#define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) textureName, samplerName +#define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) textureName, samplerName +#define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) textureName, samplerName + +#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) +#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) +#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) +#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) +#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) +#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) +#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) +#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) +#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) +#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) +#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) +#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) +#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) +#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) +#define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) +#define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) +#define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord3).xyz, (coord3).w) +#define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) + +#define TEXTURE2D_HALF TEXTURE2D +#define TEXTURE2D_FLOAT TEXTURE2D +#define TEXTURE3D_HALF TEXTURE3D +#define TEXTURE3D_FLOAT TEXTURE3D +#define SAMPLER2D_HALF SAMPLER2D +#define SAMPLER2D_FLOAT SAMPLER2D + +#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) +#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) +#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) +#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) +#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) + +#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) +#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) +#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) +#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) diff --git a/Assets/ScriptableRenderPipeline/ShaderLibrary/API/PSSL.hlsl.meta b/Assets/ScriptableRenderPipeline/ShaderLibrary/API/PSSL.hlsl.meta new file mode 100644 index 00000000000..22c2fdb9a3b --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderLibrary/API/PSSL.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 0437569999393274f8baf4c00cc0100a +timeCreated: 1483982129 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/ShaderLibrary/API/Validate.hlsl b/Assets/ScriptableRenderPipeline/ShaderLibrary/API/Validate.hlsl similarity index 100% rename from Assets/ScriptableRenderLoop/ShaderLibrary/API/Validate.hlsl rename to Assets/ScriptableRenderPipeline/ShaderLibrary/API/Validate.hlsl diff --git a/Assets/ScriptableRenderLoop/ShaderLibrary/API/Validate.hlsl.meta b/Assets/ScriptableRenderPipeline/ShaderLibrary/API/Validate.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/ShaderLibrary/API/Validate.hlsl.meta rename to Assets/ScriptableRenderPipeline/ShaderLibrary/API/Validate.hlsl.meta diff --git a/Assets/ScriptableRenderPipeline/ShaderLibrary/AreaLighting.hlsl b/Assets/ScriptableRenderPipeline/ShaderLibrary/AreaLighting.hlsl new file mode 100644 index 00000000000..765e3399f80 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderLibrary/AreaLighting.hlsl @@ -0,0 +1,397 @@ +#ifndef UNITY_AREA_LIGHTING_INCLUDED +#define UNITY_AREA_LIGHTING_INCLUDED + +#define SPHERE_LIGHT_APPROXIMATION + +// Not normalized by the factor of 1/TWO_PI. +float3 ComputeEdgeFactor(float3 V1, float3 V2) +{ + float V1oV2 = dot(V1, V2); + float3 V1xV2 = cross(V1, V2); +#if 0 + return V1xV2 * (rsqrt(1.0 - V1oV2 * V1oV2) * acos(V1oV2)); +#else + // Approximate: { y = rsqrt(1.0 - V1oV2 * V1oV2) * acos(V1oV2) } on [0, 1]. + // Fit: HornerForm[MiniMaxApproximation[ArcCos[x]/Sqrt[1 - x^2], {x, {0, 1 - $MachineEpsilon}, 6, 0}][[2, 1]]]. + // Maximum relative error: 2.6855360216340534 * 10^-6. Intensities up to 1000 are artifact-free. + float x = abs(V1oV2); + float y = 1.5707921083647782 + x * (-0.9995697178013095 + x * (0.778026455830408 + x * (-0.6173111361273548 + x * (0.4202724111150622 + x * (-0.19452783598217288 + x * 0.04232040013661036))))); + + if (V1oV2 < 0) + { + // Undo range reduction. + y = PI * rsqrt(saturate(1 - V1oV2 * V1oV2)) - y; + } + + return V1xV2 * y; +#endif +} + +// Not normalized by the factor of 1/TWO_PI. +// Ref: Improving radiosity solutions through the use of analytically determined form-factors. +float IntegrateEdge(float3 V1, float3 V2) +{ + // 'V1' and 'V2' are represented in a coordinate system with N = (0, 0, 1). + return ComputeEdgeFactor(V1, V2).z; +} + +// 'sinSqSigma' is the sine^2 of the half of the opening angle of the sphere as seen from the shaded point. +// 'cosOmega' is the cosine of the angle between the normal and the direction to the center of the light. +// N.b.: this function accounts for horizon clipping. +float DiffuseSphereLightIrradiance(float sinSqSigma, float cosOmega) +{ + float irradiance; + +#if 0 // Ref: Area Light Sources for Real-Time Graphics, page 4 (1996). + float sinSqOmega = saturate(1 - cosOmega * cosOmega); + float cosSqSigma = saturate(1 - sinSqSigma); + float sinSqGamma = saturate(cosSqSigma / sinSqOmega); + float cosSqGamma = saturate(1 - sinSqGamma); + + float sinSigma = sqrt(sinSqSigma); + float sinGamma = sqrt(sinSqGamma); + float cosGamma = sqrt(cosSqGamma); + + float sigma = asin(sinSigma); + float omega = acos(cosOmega); + float gamma = asin(sinGamma); + + if (omega < 0 || omega >= HALF_PI + sigma) + { + // Full horizon occlusion (case #4). + return 0; + } + + float e = sinSqSigma * cosOmega; + + [branch] + if (omega < HALF_PI - sigma) + { + // No horizon occlusion (case #1). + irradiance = e; + } + else + { + float g = (-2 * sqrt(sinSqOmega * cosSqSigma) + sinGamma) * cosGamma + (HALF_PI - gamma); + float h = cosOmega * (cosGamma * sqrt(saturate(sinSqSigma - cosSqGamma)) + sinSqSigma * asin(saturate(cosGamma / sinSigma))); + + if (omega < HALF_PI) + { + // Partial horizon occlusion (case #2). + irradiance = e + INV_PI * (g - h); + } + else + { + // Partial horizon occlusion (case #3). + irradiance = INV_PI * (g + h); + } + } +#else // Ref: Moving Frostbite to Physically Based Rendering, page 47 (2015). + float cosSqOmega = cosOmega * cosOmega; + + [branch] + if (cosSqOmega > sinSqSigma) + { + irradiance = sinSqSigma * saturate(cosOmega); + } + else + { + float cotanOmega = cosOmega * rsqrt(1 - cosSqOmega); + + float x = rcp(sinSqSigma) - 1; + float y = -cotanOmega * sqrt(x); + float z = sqrt(1 - cosSqOmega * rcp(sinSqSigma)); + + irradiance = INV_PI * ((cosOmega * acos(y) - z * sqrt(x)) * sinSqSigma + atan(z * rsqrt(x))); + } +#endif + return max(irradiance, 0); +} + +// Expects non-normalized vertex positions. +float PolygonIrradiance(float4x3 L) +{ +#ifdef SPHERE_LIGHT_APPROXIMATION + for (int i = 0; i < 4; i++) + { + L[i] = normalize(L[i]); + } + + float3 F = float3(0, 0, 0); + + for (uint edge = 0; edge < 4; edge++) + { + float3 V1 = L[edge]; + float3 V2 = L[(edge + 1) % 4]; + + F += INV_TWO_PI * ComputeEdgeFactor(V1, V2); + } + + float f2 = saturate(dot(F, F)); + float sinSqSigma = sqrt(f2); + float cosOmega = clamp(F.z * rsqrt(f2), -1, 1); + + return DiffuseSphereLightIrradiance(sinSqSigma, cosOmega); +#else + // 1. ClipQuadToHorizon + + // detect clipping config + uint config = 0; + if (L[0].z > 0) config += 1; + if (L[1].z > 0) config += 2; + if (L[2].z > 0) config += 4; + if (L[3].z > 0) config += 8; + + // The fifth vertex for cases when clipping cuts off one corner. + // Due to a compiler bug, copying L into a vector array with 5 rows + // messes something up, so we need to stick with the matrix + the L4 vertex. + float3 L4 = L[3]; + + // This switch is surprisingly fast. Tried replacing it with a lookup array of vertices. + // Even though that replaced the switch with just some indexing and no branches, it became + // way, way slower - mem fetch stalls? + + // clip + uint n = 0; + switch (config) + { + case 0: // clip all + break; + + case 1: // V1 clip V2 V3 V4 + n = 3; + L[1] = -L[1].z * L[0] + L[0].z * L[1]; + L[2] = -L[3].z * L[0] + L[0].z * L[3]; + break; + + case 2: // V2 clip V1 V3 V4 + n = 3; + L[0] = -L[0].z * L[1] + L[1].z * L[0]; + L[2] = -L[2].z * L[1] + L[1].z * L[2]; + break; + + case 3: // V1 V2 clip V3 V4 + n = 4; + L[2] = -L[2].z * L[1] + L[1].z * L[2]; + L[3] = -L[3].z * L[0] + L[0].z * L[3]; + break; + + case 4: // V3 clip V1 V2 V4 + n = 3; + L[0] = -L[3].z * L[2] + L[2].z * L[3]; + L[1] = -L[1].z * L[2] + L[2].z * L[1]; + break; + + case 5: // V1 V3 clip V2 V4: impossible + break; + + case 6: // V2 V3 clip V1 V4 + n = 4; + L[0] = -L[0].z * L[1] + L[1].z * L[0]; + L[3] = -L[3].z * L[2] + L[2].z * L[3]; + break; + + case 7: // V1 V2 V3 clip V4 + n = 5; + L4 = -L[3].z * L[0] + L[0].z * L[3]; + L[3] = -L[3].z * L[2] + L[2].z * L[3]; + break; + + case 8: // V4 clip V1 V2 V3 + n = 3; + L[0] = -L[0].z * L[3] + L[3].z * L[0]; + L[1] = -L[2].z * L[3] + L[3].z * L[2]; + L[2] = L[3]; + break; + + case 9: // V1 V4 clip V2 V3 + n = 4; + L[1] = -L[1].z * L[0] + L[0].z * L[1]; + L[2] = -L[2].z * L[3] + L[3].z * L[2]; + break; + + case 10: // V2 V4 clip V1 V3: impossible + break; + + case 11: // V1 V2 V4 clip V3 + n = 5; + L[3] = -L[2].z * L[3] + L[3].z * L[2]; + L[2] = -L[2].z * L[1] + L[1].z * L[2]; + break; + + case 12: // V3 V4 clip V1 V2 + n = 4; + L[1] = -L[1].z * L[2] + L[2].z * L[1]; + L[0] = -L[0].z * L[3] + L[3].z * L[0]; + break; + + case 13: // V1 V3 V4 clip V2 + n = 5; + L[3] = L[2]; + L[2] = -L[1].z * L[2] + L[2].z * L[1]; + L[1] = -L[1].z * L[0] + L[0].z * L[1]; + break; + + case 14: // V2 V3 V4 clip V1 + n = 5; + L4 = -L[0].z * L[3] + L[3].z * L[0]; + L[0] = -L[0].z * L[1] + L[1].z * L[0]; + break; + + case 15: // V1 V2 V3 V4 + n = 4; + break; + } + + if (n == 0) return 0; + + // 2. Project onto sphere + L[0] = normalize(L[0]); + L[1] = normalize(L[1]); + L[2] = normalize(L[2]); + + switch (n) + { + case 3: + L[3] = L[0]; + break; + case 4: + L[3] = normalize(L[3]); + L4 = L[0]; + break; + case 5: + L[3] = normalize(L[3]); + L4 = normalize(L4); + break; + } + + // 3. Integrate + float sum = 0; + sum += IntegrateEdge(L[0], L[1]); + sum += IntegrateEdge(L[1], L[2]); + sum += IntegrateEdge(L[2], L[3]); + if (n >= 4) + sum += IntegrateEdge(L[3], L4); + if (n == 5) + sum += IntegrateEdge(L4, L[0]); + + sum *= INV_TWO_PI; // Normalization + + sum = max(sum, 0.0); + + return isfinite(sum) ? sum : 0.0; +#endif +} + +// For polygonal lights. +float LTCEvaluate(float4x3 L, float3 V, float3 N, float NdotV, float3x3 invM) +{ + // Construct a view-dependent orthonormal basis around N. + // TODO: it could be stored in PreLightData, since all LTC lights compute it more than once. + float3x3 basis; + basis[0] = normalize(V - N * NdotV); + basis[1] = normalize(cross(N, basis[0])); + basis[2] = N; + + // rotate area light in local basis + invM = mul(transpose(basis), invM); + L = mul(L, invM); + + // Polygon irradiance in the transformed configuration + return PolygonIrradiance(L); +} + +float LineFpo(float tLDDL, float lrcpD, float rcpD) +{ + // Compute: ((l / d) / (d * d + l * l)) + (1.0 / (d * d)) * atan(l / d). + return tLDDL + (rcpD * rcpD) * FastATan(lrcpD); +} + +float LineFwt(float tLDDL, float l) +{ + // Compute: l * ((l / d) / (d * d + l * l)). + return l * tLDDL; +} + +// Computes the integral of the clamped cosine over the line segment. +// 'l1' and 'l2' define the integration interval. +// 'tangent' is the line's tangent direction. +// 'normal' is the direction orthogonal to the tangent. It is the shortest vector between +// the shaded point and the line, pointing away from the shaded point. +float LineIrradiance(float l1, float l2, float3 normal, float3 tangent) +{ + float d = length(normal); + float l1rcpD = l1 * rcp(d); + float l2rcpD = l2 * rcp(d); + float tLDDL1 = l1rcpD / (d * d + l1 * l1); + float tLDDL2 = l2rcpD / (d * d + l2 * l2); + float intWt = LineFwt(tLDDL2, l2) - LineFwt(tLDDL1, l1); + float intP0 = LineFpo(tLDDL2, l2rcpD, rcp(d)) - LineFpo(tLDDL1, l1rcpD, rcp(d)); + return intP0 * normal.z + intWt * tangent.z; +} + +// Computes 1.0 / length(mul(ortho, transpose(inverse(invM)))). +float ComputeLineWidthFactor(float3x3 invM, float3 ortho) +{ + // transpose(inverse(M)) = (1.0 / determinant(M)) * cofactor(M). + // Take into account that m12 = m21 = m23 = m32 = 0 and m33 = 1. + float det = invM._11 * invM._22 - invM._22 * invM._31 * invM._13; + float3x3 cof = {invM._22, 0.0, -invM._22 * invM._31, + 0.0, invM._11 - invM._13 * invM._31, 0.0, + -invM._13 * invM._22, 0.0, invM._11 * invM._22}; + + // 1.0 / length(mul(V, (1.0 / s * M))) = abs(s) / length(mul(V, M)). + return abs(det) / length(mul(ortho, cof)); +} + +// For line lights. +float LTCEvaluate(float3 P1, float3 P2, float3 B, float3x3 invM) +{ + // Inverse-transform the endpoints. + P1 = mul(P1, invM); + P2 = mul(P2, invM); + + // Terminate the algorithm if both points are below the horizon. + if (P1.z <= 0.0 && P2.z <= 0.0) return 0.0; + + float width = ComputeLineWidthFactor(invM, B); + + if (P1.z > P2.z) + { + // Convention: 'P2' is above 'P1', with the tangent pointing upwards. + Swap(P1, P2); + } + + // Recompute the length and the tangent in the new coordinate system. + float len = length(P2 - P1); + float3 T = normalize(P2 - P1); + + // Clip the part of the light below the horizon. + if (P1.z <= 0.0) + { + // P = P1 + t * T; P.z == 0. + float t = -P1.z / T.z; + P1 = float3(P1.xy + t * T.xy, 0.0); + + // Set the length of the visible part of the light. + len -= t; + } + + // Compute the normal direction to the line, s.t. it is the shortest vector + // between the shaded point and the line, pointing away from the shaded point. + // Can be interpreted as a point on the line, since the shaded point is at the origin. + float proj = dot(P1, T); + float3 P0 = P1 - proj * T; + + // Compute the parameterization: distances from 'P1' and 'P2' to 'P0'. + float l1 = proj; + float l2 = l1 + len; + + // Integrate the clamped cosine over the line segment. + float irradiance = LineIrradiance(l1, l2, P0, T); + + // Guard against numerical precision issues. + return max(INV_PI * width * irradiance, 0.0); +} + +#endif // UNITY_AREA_LIGHTING_INCLUDED diff --git a/Assets/ScriptableRenderLoop/ShaderLibrary/AreaLighting.hlsl.meta b/Assets/ScriptableRenderPipeline/ShaderLibrary/AreaLighting.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/ShaderLibrary/AreaLighting.hlsl.meta rename to Assets/ScriptableRenderPipeline/ShaderLibrary/AreaLighting.hlsl.meta diff --git a/Assets/ScriptableRenderPipeline/ShaderLibrary/BSDF.hlsl b/Assets/ScriptableRenderPipeline/ShaderLibrary/BSDF.hlsl new file mode 100644 index 00000000000..dc7ae832466 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderLibrary/BSDF.hlsl @@ -0,0 +1,251 @@ +#ifndef UNITY_BSDF_INCLUDED +#define UNITY_BSDF_INCLUDED + +// Note: All NDF and diffuse term have a version with and without divide by PI. +// Version with divide by PI are use for direct lighting. +// Version without divide by PI are use for image based lighting where often the PI cancel during importance sampling + +//----------------------------------------------------------------------------- +// Fresnel term +//----------------------------------------------------------------------------- + +float F_Schlick(float f0, float f90, float u) +{ + float x = 1.0 - u; + float x5 = x * x; + x5 = x5 * x5 * x; + return (f90 - f0) * x5 + f0; // sub mul mul mul sub mad +} + +float F_Schlick(float f0, float u) +{ + return F_Schlick(f0, 1.0, u); +} + +float3 F_Schlick(float3 f0, float f90, float u) +{ + float x = 1.0 - u; + float x5 = x * x; + x5 = x5 * x5 * x; + return (float3(f90, f90, f90) - f0) * x5 + f0; // sub mul mul mul sub mad +} + +float3 F_Schlick(float3 f0, float u) +{ + return F_Schlick(f0, 1.0, u); +} + +//----------------------------------------------------------------------------- +// Specular BRDF +//----------------------------------------------------------------------------- + +// With analytical light (not image based light) we clamp the minimun roughness in the NDF to avoid numerical instability. +#define UNITY_MIN_ROUGHNESS 0.002 + +float ClampRoughnessForAnalyticalLights(float roughness) +{ + return max(roughness, UNITY_MIN_ROUGHNESS); +} + +float D_GGXNoPI(float NdotH, float roughness) +{ + float a2 = roughness * roughness; + float f = (NdotH * a2 - NdotH) * NdotH + 1.0; + return a2 / (f * f); +} + +float D_GGX(float NdotH, float roughness) +{ + return INV_PI * D_GGXNoPI(NdotH, roughness); +} + +// Ref: Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs, p. 19, 29. +float G_MaskingSmithGGX(float NdotV, float VdotH, float roughness) +{ + // G1(V, H) = HeavisideStep(VdotH) / (1 + Λ(V)). + // Λ(V) = -0.5 + 0.5 * sqrt(1 + 1 / a²). + // a = 1 / (roughness * tan(theta)). + // 1 + Λ(V) = 0.5 + 0.5 * sqrt(1 + roughness² * tan²(theta)). + // tan²(theta) = (1 - cos²(theta)) / cos²(theta) = 1 / cos²(theta) - 1. + + float hs = VdotH > 0.0 ? 1.0 : 0.0; + float a2 = roughness * roughness; + float z2 = NdotV * NdotV; + + return hs / (0.5 + 0.5 * sqrt(1.0 + a2 * (1.0 / z2 - 1.0))); +} + +// Ref: Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs, p. 12. +float D_GGX_Visible(float NdotH, float NdotV, float VdotH, float roughness) +{ + // Note that we pass 1.0 instead of 'VdotH' since the multiplication will already clamp. + return D_GGX(NdotH, roughness) * G_MaskingSmithGGX(NdotV, 1.0, roughness) * VdotH / NdotV; +} + +// Ref: http://jcgt.org/published/0003/02/03/paper.pdf +float V_SmithJointGGX(float NdotL, float NdotV, float roughness) +{ + // Original formulation: + // lambda_v = (-1 + sqrt(a2 * (1 - NdotL2) / NdotL2 + 1)) * 0.5f; + // lambda_l = (-1 + sqrt(a2 * (1 - NdotV2) / NdotV2 + 1)) * 0.5f; + // G = 1 / (1 + lambda_v + lambda_l); + + float a = roughness; + float a2 = a * a; + // Reorder code to be more optimal + float lambdaV = NdotL * sqrt((-NdotV * a2 + NdotV) * NdotV + a2); + float lambdaL = NdotV * sqrt((-NdotL * a2 + NdotL) * NdotL + a2); + + // Simplify visibility term: (2.0 * NdotL * NdotV) / ((4.0 * NdotL * NdotV) * (lambda_v + lambda_l)); + return 0.5 / (lambdaV + lambdaL); +} + +// Precompute part of lambdaV +float GetSmithJointGGXLambdaV(float NdotV, float roughness) +{ + float a = roughness; + float a2 = a * a; + return sqrt((-NdotV * a2 + NdotV) * NdotV + a2); +} + +float V_SmithJointGGX(float NdotL, float NdotV, float roughness, float lambdaV) +{ + float a = roughness; + float a2 = a * a; + // Reorder code to be more optimal + lambdaV *= NdotL; + float lambdaL = NdotV * sqrt((-NdotL * a2 + NdotL) * NdotL + a2); + + // Simplify visibility term: (2.0 * NdotL * NdotV) / ((4.0 * NdotL * NdotV) * (lambda_v + lambda_l)); + return 0.5 / (lambdaV + lambdaL); +} + +float V_SmithJointGGXApprox(float NdotL, float NdotV, float roughness) +{ + float a = roughness; + // Approximation of the above formulation (simplify the sqrt, not mathematically correct but close enough) + float lambdaV = NdotL * (NdotV * (1 - a) + a); + float lambdaL = NdotV * (NdotL * (1 - a) + a); + + return 0.5 / (lambdaV + lambdaL); +} + +// Precompute part of LambdaV +float GetSmithJointGGXApproxLambdaV(float NdotV, float roughness) +{ + float a = roughness; + return NdotV * (1 - a) + a; +} + +float V_SmithJointGGXApprox(float NdotL, float NdotV, float roughness, float lambdaV) +{ + float a = roughness; + // Approximation of the above formulation (simplify the sqrt, not mathematically correct but close enough) + lambdaV *= NdotL; + float lambdaL = NdotV * (NdotL * (1 - a) + a); + + return 0.5 / (lambdaV + lambdaL); +} + +// roughnessT -> roughness in tangent direction +// roughnessB -> roughness in bitangent direction +float D_GGXAnisoNoPI(float TdotH, float BdotH, float NdotH, float roughnessT, float roughnessB) +{ + float f = TdotH * TdotH / (roughnessT * roughnessT) + BdotH * BdotH / (roughnessB * roughnessB) + NdotH * NdotH; + return 1.0 / (roughnessT * roughnessB * f * f); +} + +float D_GGXAniso(float TdotH, float BdotH, float NdotH, float roughnessT, float roughnessB) +{ + return INV_PI * D_GGXAnisoNoPI(TdotH, BdotH, NdotH, roughnessT, roughnessB); +} + +// Ref: https://cedec.cesa.or.jp/2015/session/ENG/14698.html The Rendering Materials of Far Cry 4 +float V_SmithJointGGXAniso(float TdotV, float BdotV, float NdotV, float TdotL, float BdotL, float NdotL, float roughnessT, float roughnessB) +{ + float aT = roughnessT; + float aT2 = aT * aT; + float aB = roughnessB; + float aB2 = aB * aB; + + float lambdaV = NdotL * sqrt(aT2 * TdotV * TdotV + aB2 * BdotV * BdotV + NdotV * NdotV); + float lambdaL = NdotV * sqrt(aT2 * TdotL * TdotL + aB2 * BdotL * BdotL + NdotL * NdotL); + + return 0.5 / (lambdaV + lambdaL); +} + +float GetSmithJointGGXAnisoLambdaV(float TdotV, float BdotV, float NdotV, float roughnessT, float roughnessB) +{ + float aT = roughnessT; + float aT2 = aT * aT; + float aB = roughnessB; + float aB2 = aB * aB; + + return sqrt(aT2 * TdotV * TdotV + aB2 * BdotV * BdotV + NdotV * NdotV); +} + +float V_SmithJointGGXAnisoLambdaV(float TdotV, float BdotV, float NdotV, float TdotL, float BdotL, float NdotL, float roughnessT, float roughnessB, float lambdaV) +{ + float aT = roughnessT; + float aT2 = aT * aT; + float aB = roughnessB; + float aB2 = aB * aB; + + lambdaV *= NdotL; + float lambdaL = NdotV * sqrt(aT2 * TdotL * TdotL + aB2 * BdotL * BdotL + NdotL * NdotL); + + return 0.5 / (lambdaV + lambdaL); +} + +//----------------------------------------------------------------------------- +// Diffuse BRDF - diffuseColor is expected to be multiply by the caller +//----------------------------------------------------------------------------- + +float LambertNoPI() +{ + return 1.0; +} + +float Lambert() +{ + return INV_PI; +} + +float DisneyDiffuseNoPI(float NdotV, float NdotL, float LdotH, float perceptualRoughness) +{ + float fd90 = 0.5 + 2 * LdotH * LdotH * perceptualRoughness; + // Two schlick fresnel term + float lightScatter = F_Schlick(1.0, fd90, NdotL); + float viewScatter = F_Schlick(1.0, fd90, NdotV); + + return lightScatter * viewScatter; +} + +float DisneyDiffuse(float NdotV, float NdotL, float LdotH, float perceptualRoughness) +{ + return INV_PI * DisneyDiffuseNoPI(NdotV, NdotL, LdotH, perceptualRoughness); +} + +// Ref: Diffuse Lighting for GGX + Smith Microsurfaces, p. 113. +float3 DiffuseGGXNoPI(float3 albedo, float NdotV, float NdotL, float NdotH, float LdotV, float perceptualRoughness) +{ + float facing = 0.5 + 0.5 * LdotV; + float rough = facing * (0.9 - 0.4 * facing) * ((0.5 + NdotH) / NdotH); + float transmitL = 1 - F_Schlick(0, 1, NdotL); + float transmitV = 1 - F_Schlick(0, 1, NdotV); + float smooth = transmitL * transmitV * 1.05; // Normalize F_t over the hemisphere + float single = lerp(smooth, rough, perceptualRoughness); // Rescaled by PI + // This constant is picked s.t. setting perceptualRoughness, albedo and all angles to 1 + // allows us to match the Lambertian and the Disney Diffuse models. Original value: 0.1159. + float multiple = perceptualRoughness * (0.079577 * PI); // Rescaled by PI + + return single + albedo * multiple; +} + +float3 DiffuseGGX(float3 albedo, float NdotV, float NdotL, float NdotH, float LdotV, float perceptualRoughness) +{ + // Note that we could save 2 cycles by inlining the multiplication by INV_PI. + return INV_PI * DiffuseGGXNoPI(albedo, NdotV, NdotL, NdotH, LdotV, perceptualRoughness); +} + +#endif // UNITY_BSDF_INCLUDED diff --git a/Assets/ScriptableRenderLoop/ShaderLibrary/BSDF.hlsl.meta b/Assets/ScriptableRenderPipeline/ShaderLibrary/BSDF.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/ShaderLibrary/BSDF.hlsl.meta rename to Assets/ScriptableRenderPipeline/ShaderLibrary/BSDF.hlsl.meta diff --git a/Assets/ScriptableRenderPipeline/ShaderLibrary/Color.hlsl b/Assets/ScriptableRenderPipeline/ShaderLibrary/Color.hlsl new file mode 100644 index 00000000000..6e751b32eb9 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderLibrary/Color.hlsl @@ -0,0 +1,155 @@ +#ifndef UNITY_COLOR_INCLUDED +#define UNITY_COLOR_INCLUDED + +//----------------------------------------------------------------------------- +// Gamma space - Assume positive values +//----------------------------------------------------------------------------- + +// Gamma20 +float Gamma20ToLinear(float c) +{ + return c * c; +} + +float3 Gamma20ToLinear(float3 c) +{ + return c.rgb * c.rgb; +} + +float4 Gamma20ToLinear(float4 c) +{ + return float4(Gamma20ToLinear(c.rgb), c.a); +} + +float LinearToGamma20(float c) +{ + return sqrt(c); +} + +float3 LinearToGamma20(float3 c) +{ + return sqrt(c.rgb); +} + +float4 LinearToGamma20(float4 c) +{ + return float4(LinearToGamma20(c.rgb), c.a); +} + +// Gamma22 +float Gamma22ToLinear(float c) +{ + return pow(c, 2.2); +} + +float3 Gamma22ToLinear(float3 c) +{ + return pow(c.rgb, float3(2.2, 2.2, 2.2)); +} + +float4 Gamma22ToLinear(float4 c) +{ + return float4(Gamma22ToLinear(c.rgb), c.a); +} + +float LinearToGamma22(float c) +{ + return pow(c, 0.454545454545455); +} + +float3 LinearToGamma22(float3 c) +{ + return pow(c.rgb, float3(0.454545454545455, 0.454545454545455, 0.454545454545455)); +} + +float4 LinearToGamma22(float4 c) +{ + return float4(LinearToGamma22(c.rgb), c.a); +} + +// sRGB +float3 SRGBToLinear(float3 c) +{ + float3 linearRGBLo = c / 12.92; + float3 linearRGBHi = pow((c + 0.055) / 1.055, float3(2.4, 2.4, 2.4)); + float3 linearRGB = (c <= 0.04045) ? linearRGBLo : linearRGBHi; + return linearRGB; +} + +float4 SRGBToLinear(float4 c) +{ + return float4(SRGBToLinear(c.rgb), c.a); +} + +float3 LinearToSRGB(float3 c) +{ + float3 sRGBLo = c * 12.92; + float3 sRGBHi = (pow(c, float3(1.0/2.4, 1.0/2.4, 1.0/2.4)) * 1.055) - 0.055; + float3 sRGB = (c <= 0.0031308) ? sRGBLo : sRGBHi; + return sRGB; +} + +float4 LinearToSRGB(float4 c) +{ + return float4(LinearToSRGB(c.rgb), c.a); +} + +// TODO: Seb - To verify and refit! +// Ref: http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1 +float3 FastSRGBToLinear(float3 c) +{ + return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878); +} + +float4 FastSRGBToLinear(float4 c) +{ + return float4(FastSRGBToLinear(c.rgb), c.a); +} + +float3 FastLinearToSRGB(float3 c) +{ + return max(1.055 * pow(c, 0.416666667) - 0.055, 0.0); +} + +float4 FastLinearToSRGB(float4 c) +{ + return float4(FastLinearToSRGB(c.rgb), c.a); +} + +//----------------------------------------------------------------------------- +// Color space +//----------------------------------------------------------------------------- + +// Convert rgb to luminance +// with rgb in linear space with sRGB primaries and D65 white point +float Luminance(float3 linearRgb) +{ + return dot(linearRgb, float3(0.2126729f, 0.7151522f, 0.0721750f)); +} + +// Ref: http://www.nvidia.com/object/real-time-ycocg-dxt-compression.html +#define CHROMA_BIAS (0.5 * 256.0 / 255.0) +float3 RGBToYCoCg(float3 rgb) +{ + float3 YCoCg; + YCoCg.x = dot(rgb, float3(0.25, 0.5, 0.25)); + YCoCg.y = dot(rgb, float3(0.5, 0.0, -0.5)) + CHROMA_BIAS; + YCoCg.z = dot(rgb, float3(-0.25, 0.5, -0.25)) + CHROMA_BIAS; + + return YCoCg; +} + +float3 YCoCgToRGB(float3 YCoCg) +{ + float Y = YCoCg.x; + float Co = YCoCg.y - CHROMA_BIAS; + float Cg = YCoCg.z - CHROMA_BIAS; + + float3 rgb; + rgb.r = Y + Co - Cg; + rgb.g = Y + Cg; + rgb.b = Y - Co - Cg; + + return rgb; +} +#endif // UNITY_COLOR_INCLUDED diff --git a/Assets/ScriptableRenderLoop/ShaderLibrary/Color.hlsl.meta b/Assets/ScriptableRenderPipeline/ShaderLibrary/Color.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/ShaderLibrary/Color.hlsl.meta rename to Assets/ScriptableRenderPipeline/ShaderLibrary/Color.hlsl.meta diff --git a/Assets/ScriptableRenderPipeline/ShaderLibrary/Common.hlsl b/Assets/ScriptableRenderPipeline/ShaderLibrary/Common.hlsl new file mode 100644 index 00000000000..f4ac61ae0a1 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderLibrary/Common.hlsl @@ -0,0 +1,582 @@ +#ifndef UNITY_COMMON_INCLUDED +#define UNITY_COMMON_INCLUDED + +// Convention: + +// Unity is Y up - left handed + +// space at the end of the variable name +// WS: world space +// VS: view space +// OS: object space +// CS: Homogenous clip spaces +// TS: tangent space +// TXS: texture space +// Example: NormalWS + +// normalized / unormalized vector +// normalized direction are almost everywhere, we tag unormalized vector with un. +// Example: unL for unormalized light vector + +// use capital letter for regular vector, vector are always pointing outward the current pixel position (ready for lighting equation) +// capital letter mean the vector is normalize, unless we put 'un' in front of it. +// V: View vector (no eye vector) +// L: Light vector +// N: Normal vector +// H: Half vector + +// Input/Outputs structs in PascalCase and prefixed by entry type +// struct AttributesDefault +// struct VaryingsDefault +// use input/output as variable name when using these structures + +// Entry program name +// VertDefault +// FragDefault / FragForward / FragDeferred + +// constant floating number written as 1.0 (not 1, not 1.0f, not 1.0h) + +// uniform have _ as prefix + uppercase _LowercaseThenCamelCase + +// Structure definition that are share between C# and hlsl. +// These structures need to be align on float4 to respectect various packing rules from sahder language. +// This mean that these structure need to be padded. + +// Do not use "in", only "out" or "inout" as califier, not "inline" keyword either, useless. + +// The lighting code assume that 1 Unity unit (1uu) == 1 meters. This is very important regarding physically based light unit and inverse square attenuation + +// When declaring "out" argument of function, they are always last + +// headers from ShaderLibrary do not include "common.hlsl", this should be included in the .shader using it (or Material.hlsl) + + +// Include language header +#if defined(SHADER_API_D3D11) +#include "API/D3D11.hlsl" +#elif defined(SHADER_API_PSSL) +#include "API/PSSL.hlsl" +#elif defined(SHADER_API_XBOXONE) +#include "API/D3D11.hlsl" +#include "API/D3D11_1.hlsl" +#elif defined(SHADER_API_METAL) +#include "API/Metal.hlsl" +#else +#error unsupported shader api +#endif +#include "API/Validate.hlsl" + +// Some shader compiler don't support to do multiple ## for concatenation inside the same macro, it require an indirection. +// This is the purpose of this macro +#define MERGE_NAME(X, Y) X##Y + +// These define are use to abstract the way we sample into a cubemap array. +// Some platform don't support cubemap array so we fallback on 2D latlong +#ifdef UNITY_NO_CUBEMAP_ARRAY +#define TEXTURECUBE_ARRAY_ABSTRACT TEXTURE2D_ARRAY +#define SAMPLERCUBE_ABSTRACT SAMPLER2D +#define TEXTURECUBE_ARRAY_ARGS_ABSTRACT TEXTURE2D_ARRAY_ARGS +#define TEXTURECUBE_ARRAY_PARAM_ABSTRACT TEXTURE2D_ARRAY_PARAM +#define SAMPLE_TEXTURECUBE_ARRAY_LOD_ABSTRACT(textureName, samplerName, coord3, index, lod) SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, DirectionToLatLongCoordinate(coord3), index, lod) +#else +#define TEXTURECUBE_ARRAY_ABSTRACT TEXTURECUBE_ARRAY +#define SAMPLERCUBE_ABSTRACT SAMPLERCUBE +#define TEXTURECUBE_ARRAY_ARGS_ABSTRACT TEXTURECUBE_ARRAY_ARGS +#define TEXTURECUBE_ARRAY_PARAM_ABSTRACT TEXTURECUBE_ARRAY_PARAM +#define SAMPLE_TEXTURECUBE_ARRAY_LOD_ABSTRACT(textureName, samplerName, coord3, index, lod) SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) +#endif + +// ---------------------------------------------------------------------------- +// Common intrinsic (general implementation of intrinsic available on some platform) +// ---------------------------------------------------------------------------- + +#ifndef INTRINSIC_BITFIELD_EXTRACT +// unsigned integer bit field extract implementation +uint BitFieldExtract(uint data, uint size, uint offset) +{ + return (data >> offset) & ((1u << size) - 1u); +} +#endif // INTRINSIC_BITFIELD_EXTRACT + +bool IsBitSet(uint number, uint bitPos) +{ + return ((number >> bitPos) & 1) != 0; +} + +#ifndef INTRINSIC_CLAMP +// TODO: should we force all clamp to be intrinsic by default ? +// Some platform have one instruction clamp +#define Clamp clamp +#endif // INTRINSIC_CLAMP + +#ifndef INTRINSIC_MUL24 +int Mul24(int a, int b) +{ + return a * b; +} + +uint Mul24(uint a, uint b) +{ + return a * b; +} +#endif // INTRINSIC_MUL24 + +#ifndef INTRINSIC_MAD24 +int Mad24(int a, int b, int c) +{ + return a * b + c; +} + +uint Mad24(uint a, uint b, uint c) +{ + return a * b + c; +} +#endif // INTRINSIC_MAD24 + +#ifndef INTRINSIC_MED3 +float Med3(float a, float b, float c) +{ + return Clamp(a, b, c); +} +#endif // INTRINSIC_MED3 + +#ifndef INTRINSIC_MINMAX3 +float Min3(float a, float b, float c) +{ + return min(min(a, b), c); +} + +float2 Min3(float2 a, float2 b, float2 c) +{ + return min(min(a, b), c); +} + +float3 Min3(float3 a, float3 b, float3 c) +{ + return min(min(a, b), c); +} + +float4 Min3(float4 a, float4 b, float4 c) +{ + return min(min(a, b), c); +} + +float Max3(float a, float b, float c) +{ + return max(max(a, b), c); +} + +float2 Max3(float2 a, float2 b, float2 c) +{ + return max(max(a, b), c); +} + +float3 Max3(float3 a, float3 b, float3 c) +{ + return max(max(a, b), c); +} + +float4 Max3(float4 a, float4 b, float4 c) +{ + return max(max(a, b), c); +} +#endif // INTRINSIC_MINMAX3 + +void Swap(inout float a, inout float b) +{ + float t = a; a = b; b = t; +} + +void Swap(inout float2 a, inout float2 b) +{ + float2 t = a; a = b; b = t; +} + +void Swap(inout float3 a, inout float3 b) +{ + float3 t = a; a = b; b = t; +} + +void Swap(inout float4 a, inout float4 b) +{ + float4 t = a; a = b; b = t; +} + +#define CUBEMAPFACE_POSITIVE_X 0 +#define CUBEMAPFACE_NEGATIVE_X 1 +#define CUBEMAPFACE_POSITIVE_Y 2 +#define CUBEMAPFACE_NEGATIVE_Y 3 +#define CUBEMAPFACE_POSITIVE_Z 4 +#define CUBEMAPFACE_NEGATIVE_Z 5 + +#ifndef INTRINSIC_CUBEMAP_FACE_ID +// TODO: implement this. Is the reference implementation of cubemapID provide by AMD the reverse of our ? +/* +float CubemapFaceID(float3 dir) +{ + float faceID; + if (abs(dir.z) >= abs(dir.x) && abs(dir.z) >= abs(dir.y)) + { + faceID = (dir.z < 0.0) ? 5.0 : 4.0; + } + else if (abs(dir.y) >= abs(dir.x)) + { + faceID = (dir.y < 0.0) ? 3.0 : 2.0; + } + else + { + faceID = (dir.x < 0.0) ? 1.0 : 0.0; + } + return faceID; +} +*/ + +void GetCubeFaceID(float3 dir, out int faceIndex) +{ + // TODO: Use faceID intrinsic on console + float3 adir = abs(dir); + + // +Z -Z + faceIndex = dir.z > 0.0 ? CUBEMAPFACE_NEGATIVE_Z : CUBEMAPFACE_POSITIVE_Z; + + // +X -X + if (adir.x > adir.y && adir.x > adir.z) + { + faceIndex = dir.x > 0.0 ? CUBEMAPFACE_NEGATIVE_X : CUBEMAPFACE_POSITIVE_X; + } + // +Y -Y + else if (adir.y > adir.x && adir.y > adir.z) + { + faceIndex = dir.y > 0.0 ? CUBEMAPFACE_NEGATIVE_Y : CUBEMAPFACE_POSITIVE_Y; + } +} + +#endif // INTRINSIC_CUBEMAP_FACE_ID + +// ---------------------------------------------------------------------------- +// Common math definition and fastmath function +// ---------------------------------------------------------------------------- + +#define PI 3.14159265359 +#define TWO_PI 6.28318530718 +#define FOUR_PI 12.56637061436 +#define INV_PI 0.31830988618 +#define INV_TWO_PI 0.15915494309 +#define INV_FOUR_PI 0.07957747155 +#define HALF_PI 1.57079632679 +#define INV_HALF_PI 0.636619772367 + +#define FLT_EPSILON 1.192092896e-07 // Smallest positive number, such that 1.0 + FLT_EPSILON != 1.0 +#define FLT_MIN 1.175494351e-38 // Minimum representable positive floating-point number +#define FLT_MAX 3.402823466e+38 // Maximum representable floating-point number + +float DegToRad(float deg) +{ + return deg * PI / 180.0; +} + +float RadToDeg(float rad) +{ + return rad * 180.0 / PI; +} + +// Acos in 14 cycles. +// Ref: https://seblagarde.wordpress.com/2014/12/01/inverse-trigonometric-functions-gpu-optimization-for-amd-gcn-architecture/ +float FastACos(float inX) +{ + float x = abs(inX); + float res = (0.0468878 * x + -0.203471) * x + 1.570796; // p(x) + res *= sqrt(1.0 - x); + + return (inX >= 0) ? res : PI - res; // Undo range reduction +} + +// Same cost as Acos + 1 FR +// Same error +// input [-1, 1] and output [-PI/2, PI/2] +float FastASin(float x) +{ + return HALF_PI - FastACos(x); +} + +// max absolute error 1.3x10^-3 +// Eberly's odd polynomial degree 5 - respect bounds +// 4 VGPR, 14 FR (10 FR, 1 QR), 2 scalar +// input [0, infinity] and output [0, PI/2] +float FastATanPos(float x) +{ + float t0 = (x < 1.0) ? x : 1.0 / x; + float t1 = t0 * t0; + float poly = 0.0872929; + poly = -0.301895 + poly * t1; + poly = 1.0 + poly * t1; + poly = poly * t0; + return (x < 1.0) ? poly : HALF_PI - poly; +} + +// 4 VGPR, 16 FR (12 FR, 1 QR), 2 scalar +// input [-infinity, infinity] and output [-PI/2, PI/2] +float FastATan(float x) +{ + float t0 = FastATanPos(abs(x)); + return (x < 0.0) ? -t0 : t0; +} + +// Same as smoothstep except it assume 0, 1 interval for x +float smoothstep01(float x) +{ + return x * x * (3.0 - (2.0 * x)); +} + +static const float3x3 k_identity3x3 = {1.0, 0.0, 0.0, + 0.0, 1.0, 0.0, + 0.0, 0.0, 1.0}; + +static const float4x4 k_identity4x4 = {1.0, 0.0, 0.0, 0.0, + 0.0, 1.0, 0.0, 0.0, + 0.0, 0.0, 1.0, 0.0, + 0.0, 0.0, 0.0, 1.0}; + +// Using pow often result to a warning like this +// "pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them" +// PositivePow remove this warning when you know the value is positive and avoid inf/NAN. +float PositivePow(float base, float power) +{ + return pow(max(abs(base), float(FLT_EPSILON)), power); +} + +float2 PositivePow(float2 base, float2 power) +{ + return pow(max(abs(base), float2(FLT_EPSILON, FLT_EPSILON)), power); +} + +float3 PositivePow(float3 base, float3 power) +{ + return pow(max(abs(base), float3(FLT_EPSILON, FLT_EPSILON, FLT_EPSILON)), power); +} + +float4 PositivePow(float4 base, float4 power) +{ + return pow(max(abs(base), float4(FLT_EPSILON, FLT_EPSILON, FLT_EPSILON, FLT_EPSILON)), power); +} + +// ---------------------------------------------------------------------------- +// Texture utilities +// ---------------------------------------------------------------------------- + +float ComputeTextureLOD(float2 uv) +{ + float2 ddx_ = ddx(uv); + float2 ddy_ = ddy(uv); + float d = max(dot(ddx_, ddx_), dot(ddy_, ddy_)); + + return max(0.5 * log2(d), 0.0); +} + +// texelSize is Unity XXX_TexelSize feature parameters +// x contains 1.0/width, y contains 1.0 / height, z contains width, w contains height +float ComputeTextureLOD(float2 uv, float4 texelSize) +{ + uv *= texelSize.zw; + + return ComputeTextureLOD(uv); +} + +// ---------------------------------------------------------------------------- +// Texture format sampling +// ---------------------------------------------------------------------------- + +float2 DirectionToLatLongCoordinate(float3 unDir) +{ + float3 dir = normalize(unDir); + // coordinate frame is (-Z, X) meaning negative Z is primary axis and X is secondary axis. + return float2(1.0 - 0.5 * INV_PI * atan2(dir.x, -dir.z), asin(dir.y) * INV_PI + 0.5); +} + +float3 LatlongToDirectionCoordinate(float2 coord) +{ + float theta = coord.y * PI; + float phi = (coord.x * 2.f * PI - PI*0.5f); + + float cosTheta = cos(theta); + float sinTheta = sqrt(1.0f - min(1.0f, cosTheta*cosTheta)); + float cosPhi = cos(phi); + float sinPhi = sin(phi); + + float3 direction = float3(sinTheta*cosPhi, cosTheta, sinTheta*sinPhi); + direction.xy *= -1.0; + return direction; +} + +// ---------------------------------------------------------------------------- +// World position reconstruction / transformation +// ---------------------------------------------------------------------------- + +// Z buffer to linear 0..1 depth (0 at near plane, 1 at far plane). +// Does not correctly handle oblique view frustums. +float Linear01DepthFromNear(float depth, float4 zBufferParam) +{ + return 1.0 / (zBufferParam.x + zBufferParam.y / depth); +} + +// Z buffer to linear 0..1 depth (0 at camera position, 1 at far plane). +// Does not correctly handle oblique view frustums. +float Linear01Depth(float depth, float4 zBufferParam) +{ + return 1.0 / (zBufferParam.x * depth + zBufferParam.y); +} + +// Z buffer to linear depth. +// Does not correctly handle oblique view frustums. +float LinearEyeDepth(float depth, float4 zBufferParam) +{ + return 1.0 / (zBufferParam.z * depth + zBufferParam.w); +} + +// Z buffer to linear depth. +// Correctly handles oblique view frustums. Only valid for projection matrices! +// Ref: An Efficient Depth Linearization Method for Oblique View Frustums, Eq. 6. +float LinearEyeDepth(float2 positionSS, float depthRaw, float4 invProjParam) +{ + float4 positionCS = float4(positionSS * 2.0 - 1.0, depthRaw, 1.0); + float viewSpaceZ = rcp(dot(positionCS, invProjParam)); + // The view space uses a right-handed coordinate system. + return -viewSpaceZ; +} + +struct PositionInputs +{ + // Normalize screen position (offset by 0.5) + float2 positionSS; + // Unormalize screen position (offset by 0.5) + uint2 unPositionSS; + uint2 unTileCoord; + + float depthRaw; // raw depth from depth buffer + float depthVS; + + float3 positionWS; +}; + +// This function is use to provide an easy way to sample into a screen texture, either from a pixel or a compute shaders. +// This allow to easily share code. +// If a compute shader call this function unPositionSS is an integer usually calculate like: uint2 unPositionSS = groupId.xy * BLOCK_SIZE + groupThreadId.xy +// else it is current unormalized screen coordinate like return by SV_Position +PositionInputs GetPositionInput(float2 unPositionSS, float2 invScreenSize, uint2 unTileCoord) // Specify explicit tile coordinates so that we can easily make it lane invariant for compute evaluation. +{ + PositionInputs posInput; + ZERO_INITIALIZE(PositionInputs, posInput); + + posInput.positionSS = unPositionSS; +#if SHADER_STAGE_COMPUTE + // In case of compute shader an extra half offset is added to the screenPos to shift the integer position to pixel center. + posInput.positionSS.xy += float2(0.5, 0.5); +#endif + posInput.positionSS *= invScreenSize; + + posInput.unPositionSS = uint2(unPositionSS); + posInput.unTileCoord = unTileCoord; + + return posInput; +} + +PositionInputs GetPositionInput(float2 unPositionSS, float2 invScreenSize) +{ + return GetPositionInput(unPositionSS, invScreenSize, uint2(0, 0)); +} + +// From forward +// depthRaw and depthVS come directly form .zw of SV_Position +void UpdatePositionInput(float depthRaw, float depthVS, float3 positionWS, inout PositionInputs posInput) +{ + posInput.depthRaw = depthRaw; + posInput.depthVS = depthVS; + posInput.positionWS = positionWS; +} + +// From deferred or compute shader +// depth must be the depth from the raw depth buffer. This allow to handle all kind of depth automatically with the inverse view projection matrix. +// For information. In Unity Depth is always in range 0..1 (even on OpenGL) but can be reversed. +// It may be necessary to flip the Y axis as the origin of the screen-space coordinate system +// of Direct3D is at the top left corner of the screen, with the Y axis pointing downwards. +void UpdatePositionInput(float depthRaw, float4x4 invViewProjMatrix, float4x4 viewProjMatrix, + inout PositionInputs posInput, bool flipY = false) +{ + posInput.depthRaw = depthRaw; + + float2 screenSpacePos; + screenSpacePos.x = posInput.positionSS.x; + screenSpacePos.y = flipY ? 1.0 - posInput.positionSS.y : posInput.positionSS.y; + + float4 positionCS = float4(screenSpacePos * 2.0 - 1.0, depthRaw, 1.0); + float4 hpositionWS = mul(invViewProjMatrix, positionCS); + posInput.positionWS = hpositionWS.xyz / hpositionWS.w; + + // The compiler should optimize this (less expensive than reconstruct depth VS from depth buffer) + posInput.depthVS = mul(viewProjMatrix, float4(posInput.positionWS, 1.0)).w; +} + +// It may be necessary to flip the Y axis as the origin of the screen-space coordinate system +// of Direct3D is at the top left corner of the screen, with the Y axis pointing downwards. +float3 ComputeViewSpacePosition(float2 positionSS, float depthRaw, float4x4 invProjMatrix, bool flipY = false) +{ + float2 screenSpacePos; + screenSpacePos.x = positionSS.x; + screenSpacePos.y = flipY ? 1.0 - positionSS.y : positionSS.y; + + float4 positionCS = float4(screenSpacePos * 2.0 - 1.0, depthRaw, 1.0); + float4 positionVS = mul(invProjMatrix, positionCS); + // The view space uses a right-handed coordinate system. + positionVS.z = -positionVS.z; + return positionVS.xyz / positionVS.w; +} + +// The view direction 'V' points towards the camera. +// 'depthOffsetVS' is always applied in the opposite direction (-V). +void ApplyDepthOffsetPositionInput(float3 V, float depthOffsetVS, float4x4 viewProjMatrix, inout PositionInputs posInput) +{ + posInput.positionWS += depthOffsetVS * (-V); + + float4 positionCS = mul(viewProjMatrix, float4(posInput.positionWS, 1.0)); + posInput.depthVS = positionCS.w; + posInput.depthRaw = positionCS.z / positionCS.w; +} + +// ---------------------------------------------------------------------------- +// Misc utilities +// ---------------------------------------------------------------------------- + +// Generates a triangle in homogeneous clip space, s.t. +// v0 = (-1, -1, 1), v1 = (3, -1, 1), v2 = (-1, 3, 1). +float2 GetFullScreenTriangleTexcoord(uint vertexID) +{ +#if UNITY_UV_STARTS_AT_TOP + return float2((vertexID << 1) & 2, 1.0 - (vertexID & 2)); +#else + return float2((vertexID << 1) & 2, vertexID & 2); +#endif +} + +float4 GetFullScreenTriangleVertexPosition(uint vertexID) +{ + float2 uv = float2((vertexID << 1) & 2, vertexID & 2); + return float4(uv * 2.0 - 1.0, 1.0, 1.0); +} + +// LOD dithering transition helper +// ditherFactor should be a quantized value between 0..15/16, i.e the one provide by Unity +// LOD0 must use this function with ditherFactor 1..0 +// LOD1 must use this functoin with ditherFactor 0..1 +void LODDitheringTransition(uint2 unPositionSS, float ditherFactor) +{ + // Generate a fixed pattern + float p = cos(dot(unPositionSS, float2(443.8975, 397.2973))); + p = frac(p * 491.1871); + + // We want to have a symmetry between 0..0.5 ditherFactor and 0.5..1 so no pixels are transparent during the transition + // this is handled by this test which reverse the pattern + p = (ditherFactor >= 0.5) ? (15.0 / 16.0) - p : p; + clip(ditherFactor - p); +} + +#endif // UNITY_COMMON_INCLUDED diff --git a/Assets/ScriptableRenderLoop/ShaderLibrary/Common.hlsl.meta b/Assets/ScriptableRenderPipeline/ShaderLibrary/Common.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/ShaderLibrary/Common.hlsl.meta rename to Assets/ScriptableRenderPipeline/ShaderLibrary/Common.hlsl.meta diff --git a/Assets/ScriptableRenderPipeline/ShaderLibrary/CommonLighting.hlsl b/Assets/ScriptableRenderPipeline/ShaderLibrary/CommonLighting.hlsl new file mode 100644 index 00000000000..92071d30e10 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderLibrary/CommonLighting.hlsl @@ -0,0 +1,235 @@ +#ifndef UNITY_COMMON_LIGHTING_INCLUDED +#define UNITY_COMMON_LIGHTING_INCLUDED + +// These clamping function to max of floating point 16 bit are use to prevent INF in code in case of extreme value +float ClampToFloat16Max(float value) +{ + return min(value, 65504.0); +} + +float2 ClampToFloat16Max(float2 value) +{ + return min(value, 65504.0); +} + +float3 ClampToFloat16Max(float3 value) +{ + return min(value, 65504.0); +} + +float4 ClampToFloat16Max(float4 value) +{ + return min(value, 65504.0); +} + +// Ligthing convention +// Light direction is oriented backward (-Z). i.e in shader code, light direction is -lightData.forward + +//----------------------------------------------------------------------------- +// Helper functions +//----------------------------------------------------------------------------- + +// Performs the mapping of the vector 'v' centered within the axis-aligned cube +// of dimensions [-1, 1]^3 to a vector centered within the unit sphere. +// The function expects 'v' to be within the cube (possibly unexpected results otherwise). +// Ref: http://mathproofs.blogspot.com/2005/07/mapping-cube-to-sphere.html +float3 MapCubeToSphere(float3 v) +{ + float3 v2 = v * v; + float2 vr3 = v2.xy * rcp(3.0); + return v * sqrt((float3)1.0 - 0.5 * v2.yzx - 0.5 * v2.zxy + vr3.yxx * v2.zzy); +} + +// Computes the squared magnitude of the vector computed by MapCubeToSphere(). +float ComputeCubeToSphereMapSqMagnitude(float3 v) +{ + float3 v2 = v * v; + // Note: dot(v, v) is often computed before this function is called, + // so the compiler should optimize and use the precomputed result here. + return dot(v, v) - v2.x * v2.y - v2.y * v2.z - v2.z * v2.x + v2.x * v2.y * v2.z; +} + +// texelArea = 4.0 / (resolution * resolution). +// Ref: http://bpeers.com/blog/?itemid=1017 +float ComputeCubemapTexelSolidAngle(float3 L, float texelArea) +{ + // Stretch 'L' by (1/d) so that it points at a side of a [-1, 1]^2 cube. + float d = Max3(abs(L.x), abs(L.y), abs(L.z)); + // Since 'L' is a unit vector, we can directly compute its + // new (inverse) length without dividing 'L' by 'd' first. + float invDist = d; + + // dw = dA * cosTheta / (dist * dist), cosTheta = 1.0 / dist, + // where 'dA' is the area of the cube map texel. + return texelArea * invDist * invDist * invDist; +} + +//----------------------------------------------------------------------------- +// Attenuation functions +//----------------------------------------------------------------------------- + +// Ref: Moving Frostbite to PBR +float SmoothDistanceAttenuation(float squaredDistance, float invSqrAttenuationRadius) +{ + float factor = squaredDistance * invSqrAttenuationRadius; + float smoothFactor = saturate(1.0 - factor * factor); + return smoothFactor * smoothFactor; +} + +#define PUNCTUAL_LIGHT_THRESHOLD 0.01 // 1cm (in Unity 1 is 1m) + +float GetDistanceAttenuation(float3 unL, float invSqrAttenuationRadius) +{ + float sqrDist = dot(unL, unL); + float attenuation = 1.0 / (max(PUNCTUAL_LIGHT_THRESHOLD * PUNCTUAL_LIGHT_THRESHOLD, sqrDist)); + // Non physically based hack to limit light influence to attenuationRadius. + attenuation *= SmoothDistanceAttenuation(sqrDist, invSqrAttenuationRadius); + + return attenuation; +} + +float GetAngleAttenuation(float3 L, float3 lightDir, float lightAngleScale, float lightAngleOffset) +{ + float cd = dot(lightDir, L); + float attenuation = saturate(cd * lightAngleScale + lightAngleOffset); + // smooth the transition + attenuation *= attenuation; + + return attenuation; +} + +// Applies SmoothDistanceAttenuation() after transforming the attenuation ellipsoid into a sphere. +// If r = rsqrt(invSqRadius), then the ellipsoid is defined s.t. r1 = r / invAspectRatio, r2 = r3 = r. +// The transformation is performed along the major axis of the ellipsoid (corresponding to 'r1'). +// Both the ellipsoid (e.i. 'axis') and 'unL' should be in the same coordinate system. +// 'unL' should be computed from the center of the ellipsoid. +float GetEllipsoidalDistanceAttenuation(float3 unL, float invSqRadius, + float3 axis, float invAspectRatio) +{ + // Project the unnormalized light vector onto the axis. + float projL = dot(unL, axis); + + // Transform the light vector instead of transforming the ellipsoid. + float diff = projL - projL * invAspectRatio; + unL -= diff * axis; + + float sqDist = dot(unL, unL); + return SmoothDistanceAttenuation(sqDist, invSqRadius); +} + +// Applies SmoothDistanceAttenuation() using the axis-aligned ellipsoid of the given dimensions. +// Both the ellipsoid and 'unL' should be in the same coordinate system. +// 'unL' should be computed from the center of the ellipsoid. +float GetEllipsoidalDistanceAttenuation(float3 unL, float3 invHalfDim) +{ + // Transform the light vector so that we can work with + // with the ellipsoid as if it was a unit sphere. + unL *= invHalfDim; + + float sqDist = dot(unL, unL); + return SmoothDistanceAttenuation(sqDist, 1.0); +} + +// Applies SmoothDistanceAttenuation() after mapping the axis-aligned box to a sphere. +// If the diagonal of the box is 'd', invHalfDim = rcp(0.5 * d). +// Both the box and 'unL' should be in the same coordinate system. +// 'unL' should be computed from the center of the box. +float GetBoxDistanceAttenuation(float3 unL, float3 invHalfDim) +{ + // Transform the light vector so that we can work with + // with the box as if it was a [-1, 1]^2 cube. + unL *= invHalfDim; + + // Our algorithm expects the input vector to be within the cube. + if (Max3(abs(unL.x), abs(unL.y), abs(unL.z)) > 1.0) return 0.0; + + float sqDist = ComputeCubeToSphereMapSqMagnitude(unL); + return SmoothDistanceAttenuation(sqDist, 1.0); +} + +//----------------------------------------------------------------------------- +// IES Helper +//----------------------------------------------------------------------------- + +float2 GetIESTextureCoordinate(float3x3 lightToWord, float3 L) +{ + // IES need to be sample in light space + float3 dir = mul(lightToWord, -L); // Using matrix on left side do a transpose + + // convert to spherical coordinate + float2 sphericalCoord; // .x is theta, .y is phi + // Texture is encoded with cos(phi), scale from -1..1 to 0..1 + sphericalCoord.y = (dir.z * 0.5) + 0.5; + float theta = atan2(dir.y, dir.x); + sphericalCoord.x = theta * INV_TWO_PI; + + return sphericalCoord; +} + +//----------------------------------------------------------------------------- +// Lighting functions +//----------------------------------------------------------------------------- + +// Ref: Horizon Occlusion for Normal Mapped Reflections: http://marmosetco.tumblr.com/post/81245981087 +float GetHorizonOcclusion(float3 V, float3 normalWS, float3 vertexNormal, float horizonFade) +{ + float3 R = reflect(-V, normalWS); + float specularOcclusion = saturate(1.0 + horizonFade * dot(R, vertexNormal)); + // smooth it + return specularOcclusion * specularOcclusion; +} + +//----------------------------------------------------------------------------- +// Helper functions +//----------------------------------------------------------------------------- + +// NdotV can be negative for visible pixels due to the perspective projection, the normal mapping and decals. +// This can produce visible artifacts with direct specular lighting (white point, black point) and indirect specular (artifact with cubemap fetch) +// A way to reduce artifact is to limit NdotV value to not be negative and calculate reflection vector for cubemap with a shifted normal (i.e what depends on the view) +// This is what provide this function +// Note: NdotV return by this function is always positive, no need for saturate +float GetShiftedNdotV(inout float3 N, float3 V) +{ + float NdotV = dot(N, V); + const float limit = 0.0001; // Epsilon value that avoid divide by 0 (several BSDF divide by NdotV) + + if (NdotV < limit) + { + // We do not renormalize the normal because { abs(length(N) - 1.0) < limit } + It is use for cubemap + N += (-NdotV + limit) * V; + NdotV = limit; + } + + return NdotV; +} + +// Generates an orthonormal basis from a unit vector. +float3x3 GetLocalFrame(float3 localZ) +{ + float3 upVector = abs(localZ.z) < 0.999 ? float3(0.0, 0.0, 1.0) : float3(1.0, 0.0, 0.0); + float3 localX = normalize(cross(upVector, localZ)); + float3 localY = cross(localZ, localX); + + return float3x3(localX, localY, localZ); +} + +// TODO: test +/* +// http://orbit.dtu.dk/files/57573287/onb_frisvad_jgt2012.pdf +void GetLocalFrame(float3 N, out float3 tangentX, out float3 tangentY) +{ + if (N.z < -0.999) // Handle the singularity + { + tangentX = float3(0.0, -1.0, 0.0); + tangentY = float3(-1.0, 0.0, 0.0); + return ; + } + + float a = 1.0 / (1.0 + N.z); + float b = -N.x * N.y * a; + tangentX = float3(1.0 - N.x * N.x * a , b, -N.x); + tangentY = float3(b, 1.0 - N.y * N.y * a, -N.y); +} +*/ + +#endif // UNITY_COMMON_LIGHTING_INCLUDED diff --git a/Assets/ScriptableRenderLoop/ShaderLibrary/CommonLighting.hlsl.meta b/Assets/ScriptableRenderPipeline/ShaderLibrary/CommonLighting.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/ShaderLibrary/CommonLighting.hlsl.meta rename to Assets/ScriptableRenderPipeline/ShaderLibrary/CommonLighting.hlsl.meta diff --git a/Assets/ScriptableRenderPipeline/ShaderLibrary/CommonMaterial.hlsl b/Assets/ScriptableRenderPipeline/ShaderLibrary/CommonMaterial.hlsl new file mode 100644 index 00000000000..f22f705aa78 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderLibrary/CommonMaterial.hlsl @@ -0,0 +1,142 @@ +#ifndef UNITY_COMMON_MATERIAL_INCLUDED +#define UNITY_COMMON_MATERIAL_INCLUDED + +//----------------------------------------------------------------------------- +// Helper function for anisotropy +//----------------------------------------------------------------------------- + +// Ref: http://blog.selfshadow.com/publications/s2012-shading-course/burley/s2012_pbs_disney_brdf_notes_v3.pdf (in addenda) +// Convert anisotropic ratio (0->no isotropic; 1->full anisotropy in tangent direction) to roughness +void ConvertAnisotropyToRoughness(float roughness, float anisotropy, out float roughnessT, out float roughnessB) +{ + // (0 <= anisotropy <= 1), therefore (0 <= anisoAspect <= 1) + // The 0.9 factor limits the aspect ratio to 10:1. + float anisoAspect = sqrt(1.0 - 0.9 * anisotropy); + + roughnessT = roughness / anisoAspect; // Distort along tangent (rougher) + roughnessB = roughness * anisoAspect; // Straighten along bitangent (smoother) +} + +// Ref: Donald Revie - Implementing Fur Using Deferred Shading (GPU Pro 2) +// The grain direction (e.g. hair or brush direction) is assumed to be orthogonal to the normal. +// The returned normal is NOT normalized. +float3 ComputeGrainNormal(float3 grainDir, float3 V) +{ + float3 B = cross(-V, grainDir); + return cross(B, grainDir); +} + +// Fake anisotropic by distorting the normal. +// The grain direction (e.g. hair or brush direction) is assumed to be orthogonal to N. +// Anisotropic ratio (0->no isotropic; 1->full anisotropy in tangent direction) +float3 GetAnisotropicModifiedNormal(float3 grainDir, float3 N, float3 V, float anisotropy) +{ + float3 grainNormal = ComputeGrainNormal(grainDir, V); + // TODO: test whether normalizing 'grainNormal' is worth it. + return normalize(lerp(N, grainNormal, anisotropy)); +} + +//----------------------------------------------------------------------------- +// Helper function for perceptual roughness +//----------------------------------------------------------------------------- + +float PerceptualRoughnessToRoughness(float perceptualRoughness) +{ + return perceptualRoughness * perceptualRoughness; +} + +float RoughnessToPerceptualRoughness(float roughness) +{ + return sqrt(roughness); +} + +float PerceptualSmoothnessToRoughness(float perceptualSmoothness) +{ + return (1 - perceptualSmoothness) * (1 - perceptualSmoothness); +} + +float PerceptualSmoothnessToPerceptualRoughness(float perceptualSmoothness) +{ + return (1 - perceptualSmoothness); +} + +// ---------------------------------------------------------------------------- +// Parallax mapping +// ---------------------------------------------------------------------------- + +// ref https://www.gamedev.net/topic/678043-how-to-blend-world-space-normals/#entry5287707 +// assume compositing in world space +// Note: Using vtxNormal = float3(0, 0, 1) give the BlendNormalRNM formulation. +// TODO: Untested +float3 BlendNormalWorldspaceRNM(float3 n1, float3 n2, float3 vtxNormal) +{ + // Build the shortest-arc quaternion + float4 q = float4(cross(vtxNormal, n2), dot(vtxNormal, n2) + 1.0) / sqrt(2.0 * (dot(vtxNormal, n2) + 1)); + + // Rotate the normal + return n1 * (q.w * q.w - dot(q.xyz, q.xyz)) + 2 * q.xyz * dot(q.xyz, n1) + 2 * q.w * cross(q.xyz, n1); +} + +// ref http://blog.selfshadow.com/publications/blending-in-detail/ +// ref https://gist.github.com/selfshadow/8048308 +// Reoriented Normal Mapping +// Blending when n1 and n2 are already 'unpacked' and normalised +// assume compositing in tangent space +float3 BlendNormalRNM(float3 n1, float3 n2) +{ + float3 t = n1.xyz + float3(0.0, 0.0, 1.0); + float3 u = n2.xyz * float3(-1.0, -1.0, 1.0); + float3 r = (t / t.z) * dot(t, u) - u; + return r; +} + +// assume compositing in tangent space +float3 BlendNormal(float3 n1, float3 n2) +{ + return normalize(float3(n1.xy * n2.z + n2.xy * n1.z, n1.z * n2.z)); +} + +// Ref: http://http.developer.nvidia.com/GPUGems3/gpugems3_ch01.html / http://www.slideshare.net/icastano/cascades-demo-secrets +float3 ComputeTriplanarWeights(float3 normal) +{ + // Determine the blend weights for the 3 planar projections. + float3 blendWeights = abs(normal); + // Tighten up the blending zone + blendWeights = (blendWeights - 0.2) * 7.0; + blendWeights = blendWeights * blendWeights * blendWeights; // pow(blendWeights, 3); + // Force weights to sum to 1.0 (very important!) + blendWeights = max(blendWeights, float3(0.0, 0.0, 0.0)); + blendWeights /= dot(blendWeights, 1.0); + + return blendWeights; +} + +// Planar/Triplanar convention for Unity in world space +void GetTriplanarCoordinate(float3 position, out float2 uvXZ, out float2 uvXY, out float2 uvZY) +{ + // Caution: This must follow the same rule as what is use for SurfaceGradient triplanar + // TODO: Currently the normal mapping looks wrong without SURFACE_GRADIENT option because we don't handle corretly the tangent space + uvXZ = float2(position.z, position.x); + uvXY = float2(position.x, position.y); + uvZY = float2(position.z, position.y); +} + +float LerpWhiteTo(float b, float t) +{ + float oneMinusT = 1.0 - t; + return oneMinusT + b * t; +} + +float3 LerpWhiteTo(float3 b, float t) +{ + float oneMinusT = 1.0 - t; + return float3(oneMinusT, oneMinusT, oneMinusT) + b * t; +} + +// MACRO from Legacy Untiy +// Transforms 2D UV by scale/bias property +#define TRANSFORM_TEX(tex, name) ((tex.xy) * name##_ST.xy + name##_ST.zw) + +#define GET_TEXELSIZE_NAME(name) (name##_TexelSize) + +#endif // UNITY_COMMON_MATERIAL_INCLUDED diff --git a/Assets/ScriptableRenderPipeline/ShaderLibrary/CommonMaterial.hlsl.meta b/Assets/ScriptableRenderPipeline/ShaderLibrary/CommonMaterial.hlsl.meta new file mode 100644 index 00000000000..701078f9eb1 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderLibrary/CommonMaterial.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 540178d5ddc29e74da771e38536aee22 +timeCreated: 1477404191 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/ShaderLibrary/CommonShadow.hlsl b/Assets/ScriptableRenderPipeline/ShaderLibrary/CommonShadow.hlsl new file mode 100644 index 00000000000..e764f50a002 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderLibrary/CommonShadow.hlsl @@ -0,0 +1,14 @@ +#ifndef UNITY_COMMON_SHADOW_INCLUDED +#define UNITY_COMMON_SHADOW_INCLUDED + +// Ref: https://mynameismjp.wordpress.com/2015/02/18/shadow-sample-update/ +// Calculates the offset to use for sampling the shadow map, based on the surface normal +float3 GetShadowPosOffset(float NdotL, float3 normalWS, float2 invShadowMapSize) +{ + float texelSize = 2.0 * invShadowMapSize.x; + float offsetScaleNormalize = saturate(1.0 - NdotL); + // return texelSize * OffsetScale * offsetScaleNormalize * normalWS; + return texelSize * offsetScaleNormalize * normalWS; +} + +#endif // UNITY_COMMON_SHADOW_INCLUDED diff --git a/Assets/ScriptableRenderPipeline/ShaderLibrary/CommonShadow.hlsl.meta b/Assets/ScriptableRenderPipeline/ShaderLibrary/CommonShadow.hlsl.meta new file mode 100644 index 00000000000..198fad36856 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderLibrary/CommonShadow.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a85db80be6def144e938df4cbf0d1aa6 +timeCreated: 1477397630 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/ShaderLibrary/Debug.hlsl b/Assets/ScriptableRenderPipeline/ShaderLibrary/Debug.hlsl new file mode 100644 index 00000000000..7e626ece55f --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderLibrary/Debug.hlsl @@ -0,0 +1,73 @@ +#ifndef UNITY_DEBUG_INCLUDED +#define UNITY_DEBUG_INCLUDED + +// Given an enum (represented by an int here), return a color. +// Use for DebugView of enum +float3 GetIndexColor(int index) +{ + float3 outColor = float3(1.0, 0.0, 0.0); + + if (index == 0) + outColor = float3(1.0, 0.5, 0.5); + else if (index == 1) + outColor = float3(0.5, 1.0, 0.5); + else if (index == 2) + outColor = float3(0.5, 0.5, 1.0); + else if (index == 3) + outColor = float3(1.0, 1.0, 0.5); + else if (index == 4) + outColor = float3(1.0, 0.5, 1.0); + else if (index == 5) + outColor = float3(0.5, 1.0, 1.0); + else if (index == 6) + outColor = float3(0.25, 0.75, 1.0); + else if (index == 7) + outColor = float3(1.0, 0.75, 0.25); + else if (index == 8) + outColor = float3(0.75, 1.0, 0.25); + else if (index == 9) + outColor = float3(0.75, 0.25, 1.0); + + return outColor; +} + +bool SampleDebugFont(int2 pixCoord, uint digit) +{ + if (pixCoord.x < 0 || pixCoord.y < 0 || pixCoord.x >= 5 || pixCoord.y >= 9 || digit > 9) + return false; + +#define PACK_BITS25(_x0,_x1,_x2,_x3,_x4,_x5,_x6,_x7,_x8,_x9,_x10,_x11,_x12,_x13,_x14,_x15,_x16,_x17,_x18,_x19,_x20,_x21,_x22,_x23,_x24) (_x0|(_x1<<1)|(_x2<<2)|(_x3<<3)|(_x4<<4)|(_x5<<5)|(_x6<<6)|(_x7<<7)|(_x8<<8)|(_x9<<9)|(_x10<<10)|(_x11<<11)|(_x12<<12)|(_x13<<13)|(_x14<<14)|(_x15<<15)|(_x16<<16)|(_x17<<17)|(_x18<<18)|(_x19<<19)|(_x20<<20)|(_x21<<21)|(_x22<<22)|(_x23<<23)|(_x24<<24)) +#define _ 0 +#define x 1 + uint fontData[9][2] = { + { PACK_BITS25(_,_,x,_,_, _,_,x,_,_, _,x,x,x,_, x,x,x,x,x, _,_,_,x,_), PACK_BITS25(x,x,x,x,x, _,x,x,x,_, x,x,x,x,x, _,x,x,x,_, _,x,x,x,_) }, + { PACK_BITS25(_,x,_,x,_, _,x,x,_,_, x,_,_,_,x, _,_,_,_,x, _,_,_,x,_), PACK_BITS25(x,_,_,_,_, x,_,_,_,x, _,_,_,_,x, x,_,_,_,x, x,_,_,_,x) }, + { PACK_BITS25(x,_,_,_,x, x,_,x,_,_, x,_,_,_,x, _,_,_,x,_, _,_,x,x,_), PACK_BITS25(x,_,_,_,_, x,_,_,_,_, _,_,_,x,_, x,_,_,_,x, x,_,_,_,x) }, + { PACK_BITS25(x,_,_,_,x, _,_,x,_,_, _,_,_,_,x, _,_,x,_,_, _,x,_,x,_), PACK_BITS25(x,_,x,x,_, x,_,_,_,_, _,_,_,x,_, x,_,_,_,x, x,_,_,_,x) }, + { PACK_BITS25(x,_,_,_,x, _,_,x,_,_, _,_,_,x,_, _,x,x,x,_, _,x,_,x,_), PACK_BITS25(x,x,_,_,x, x,x,x,x,_, _,_,x,_,_, _,x,x,x,_, _,x,x,x,x) }, + { PACK_BITS25(x,_,_,_,x, _,_,x,_,_, _,_,x,_,_, _,_,_,_,x, x,_,_,x,_), PACK_BITS25(_,_,_,_,x, x,_,_,_,x, _,_,x,_,_, x,_,_,_,x, _,_,_,_,x) }, + { PACK_BITS25(x,_,_,_,x, _,_,x,_,_, _,x,_,_,_, _,_,_,_,x, x,x,x,x,x), PACK_BITS25(_,_,_,_,x, x,_,_,_,x, _,x,_,_,_, x,_,_,_,x, _,_,_,_,x) }, + { PACK_BITS25(_,x,_,x,_, _,_,x,_,_, x,_,_,_,_, x,_,_,_,x, _,_,_,x,_), PACK_BITS25(x,_,_,_,x, x,_,_,_,x, _,x,_,_,_, x,_,_,_,x, x,_,_,_,x) }, + { PACK_BITS25(_,_,x,_,_, x,x,x,x,x, x,x,x,x,x, _,x,x,x,_, _,_,_,x,_), PACK_BITS25(_,x,x,x,_, _,x,x,x,_, _,x,_,_,_, _,x,x,x,_, _,x,x,x,_) } + }; +#undef _ +#undef x +#undef PACK_BITS25 + return (fontData[8 - pixCoord.y][digit >= 5] >> ((digit % 5) * 5 + pixCoord.x)) & 1; +} + +bool SampleDebugFontNumber(int2 pixCoord, uint number) +{ + pixCoord.y -= 4; + if (number <= 9) + { + return SampleDebugFont(pixCoord - int2(6, 0), number); + + } + else + { + return (SampleDebugFont(pixCoord, number / 10) | SampleDebugFont(pixCoord - int2(6, 0), number % 10)); + } +} + +#endif // UNITY_DEBUG_INCLUDED diff --git a/Assets/ScriptableRenderLoop/ShaderLibrary/Debug.hlsl.meta b/Assets/ScriptableRenderPipeline/ShaderLibrary/Debug.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/ShaderLibrary/Debug.hlsl.meta rename to Assets/ScriptableRenderPipeline/ShaderLibrary/Debug.hlsl.meta diff --git a/Assets/ScriptableRenderPipeline/ShaderLibrary/EntityLighting.hlsl b/Assets/ScriptableRenderPipeline/ShaderLibrary/EntityLighting.hlsl new file mode 100644 index 00000000000..3f82066eb89 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderLibrary/EntityLighting.hlsl @@ -0,0 +1,160 @@ +#ifndef UNITY_ENTITY_LIGHTING_INCLUDED +#define UNITY_ENTITY_LIGHTING_INCLUDED + +#include "common.hlsl" + +// TODO: Check if PI is correctly handled! + +// Ref: "Efficient Evaluation of Irradiance Environment Maps" from ShaderX 2 +float3 SHEvalLinearL0L1(float3 N, float4 shAr, float4 shAg, float4 shAb) +{ + float4 vA = float4(N, 1.0); + + float3 x1; + // Linear (L1) + constant (L0) polynomial terms + x1.r = dot(shAr, vA); + x1.g = dot(shAg, vA); + x1.b = dot(shAb, vA); + + return x1; +} + +float3 SHEvalLinearL2(float3 N, float4 shBr, float4 shBg, float4 shBb, float4 shC) +{ + float3 x2; + // 4 of the quadratic (L2) polynomials + float4 vB = N.xyzz * N.yzzx; + x2.r = dot(shBr, vB); + x2.g = dot(shBg, vB); + x2.b = dot(shBb, vB); + + // Final (5th) quadratic (L2) polynomial + float vC = N.x * N.x - N.y * N.y; + float3 x3 = shC.rgb * vC; + + return x2 + x3; +} + +float3 SampleSH9(float4 SHCoefficients[7], float3 N) +{ + float4 shAr = SHCoefficients[0]; + float4 shAg = SHCoefficients[1]; + float4 shAb = SHCoefficients[2]; + float4 shBr = SHCoefficients[3]; + float4 shBg = SHCoefficients[4]; + float4 shBb = SHCoefficients[5]; + float4 shCr = SHCoefficients[6]; + + // Linear + constant polynomial terms + float3 res = SHEvalLinearL0L1(N, shAr, shAg, shAb); + + // Quadratic polynomials + res += SHEvalLinearL2(N, shBr, shBg, shBb, shCr); + + return res; +} + +// This sample a 3D volume storing SH +// Volume is store as 3D texture with 4 R, G, B, X set of 4 coefficient store atlas in same 3D texture. X unused. +// TODO: the packing here is innefficient as we will fetch values far away from each other and they may not fit into the cache +// Suggest we pack only RGB not X and continuous +float3 SampleProbeVolumeSH4(TEXTURE3D_ARGS(SHVolumeTexture, SHVolumeSampler), float3 positionWS, float3 normalWS, float4x4 WorldToTexture, float texelSizeX) +{ + float3 texCoord = mul(WorldToTexture, float4(positionWS, 1.0)).xyz; + // Each component is store in the same texture 3D. Each use one quater on the x axis + // Here we get R component then increase by step size (0.25) to get other component. This assume 4 component + // but last one is not used. + // Clamp to edge of the "internal" texture, as R is from half texel to size of R texture minus half texel. + // This avoid leaking + texCoord.x = Clamp(texCoord.x * 0.25, 0.5 * texelSizeX, 0.25 - 0.5 * texelSizeX); + + float4 shAr = SAMPLE_TEXTURE3D(SHVolumeTexture, SHVolumeSampler, texCoord); + texCoord.x += 0.25; + float4 shAg = SAMPLE_TEXTURE3D(SHVolumeTexture, SHVolumeSampler, texCoord); + texCoord.x += 0.25; + float4 shAb = SAMPLE_TEXTURE3D(SHVolumeTexture, SHVolumeSampler, texCoord); + + return SHEvalLinearL0L1(normalWS, shAr, shAg, shAb); +} + +// Following functions are to sample enlighten lightmaps (or lightmaps encoded the same way as our +// enlighten implementation). They assume use of RGB9E5 for dynamic illuminance map and RGBM for baked ones. +// It is required for other platform that aren't supporting this format to implement variant of these functions +// (But these kind of platform should use regular render loop and not news shaders). + +#define LIGHTMAP_RGBM_RANGE 5.0 +// TODO: This is the max value allowed for emissive (bad name - but keep for now to retrieve it) (It is 8^2.2 (gamma) and 8 is the limit of punctual light slider...), comme from UnityCg.cginc. Fix it! +// Ask Jesper if this can be change for HDRenderPipeline +#define EMISSIVE_RGBM_SCALE 97.0 + +// RGBM stuff is temporary. For now baked lightmap are in RGBM and the RGBM range for lightmaps is specific so we can't use the generic method. +// In the end baked lightmaps are going to be BC6H so the code will be the same as dynamic lightmaps. +// Same goes for emissive packed as an input for Enlighten with another hard coded multiplier. + +// TODO: This function is used with the LightTransport pass to encode lightmap or emissive +float4 PackEmissiveRGBM(float3 rgb) +{ + float kOneOverRGBMMaxRange = 1.0 / EMISSIVE_RGBM_SCALE; + const float kMinMultiplier = 2.0 * 1e-2; + + float4 rgbm = float4(rgb * kOneOverRGBMMaxRange, 1.0); + rgbm.a = max(max(rgbm.r, rgbm.g), max(rgbm.b, kMinMultiplier)); + rgbm.a = ceil(rgbm.a * 255.0) / 255.0; + + // Division-by-zero warning from d3d9, so make compiler happy. + rgbm.a = max(rgbm.a, kMinMultiplier); + + rgbm.rgb /= rgbm.a; + return rgbm; +} + +float3 UnpackLightmapRGBM(float4 rgbmInput) +{ + return rgbmInput.rgb * rgbmInput.a * LIGHTMAP_RGBM_RANGE; +} + +float3 SampleSingleLightmap(TEXTURE2D_ARGS(lightmapTex, lightmapSampler), float2 uv, float4 transform, bool lightmapRGBM) +{ + // transform is scale and bias + uv = uv * transform.xy + transform.zw; + float3 illuminance = float3(0.0, 0.0, 0.0); + // Remark: baked lightmap is RGBM for now, dynamic lightmap is RGB9E5 + if (lightmapRGBM) + { + illuminance = UnpackLightmapRGBM(SAMPLE_TEXTURE2D(lightmapTex, lightmapSampler, uv).rgba); + } + else + { + illuminance = SAMPLE_TEXTURE2D(lightmapTex, lightmapSampler, uv).rgb; + } + return SAMPLE_TEXTURE2D(lightmapTex, lightmapSampler, uv).rgb; +} + +float3 SampleDirectionalLightmap(TEXTURE2D_ARGS(lightmapTex, lightmapSampler), TEXTURE2D_ARGS(lightmapDirTex, lightmapDirSampler), float2 uv, float4 transform, float3 normalWS, bool lightmapRGBM) +{ + // In directional mode Enlighten bakes dominant light direction + // in a way, that using it for half Lambert and then dividing by a "rebalancing coefficient" + // gives a result close to plain diffuse response lightmaps, but normalmapped. + + // Note that dir is not unit length on purpose. Its length is "directionality", like + // for the directional specular lightmaps. + + // transform is scale and bias + uv = uv * transform.xy + transform.zw; + + float4 direction = SAMPLE_TEXTURE2D(lightmapDirTex, lightmapDirSampler, uv); + // Remark: baked lightmap is RGBM for now, dynamic lightmap is RGB9E5 + float3 illuminance = float3(0.0, 0.0, 0.0); + if (lightmapRGBM) + { + illuminance = UnpackLightmapRGBM(SAMPLE_TEXTURE2D(lightmapTex, lightmapSampler, uv).rgba); + } + else + { + illuminance = SAMPLE_TEXTURE2D(lightmapTex, lightmapSampler, uv).rgb; + } + float halfLambert = dot(normalWS, direction.xyz - 0.5) + 0.5; + return illuminance * halfLambert / max(1e-4, direction.w); +} + +#endif // UNITY_ENTITY_LIGHTING_INCLUDED diff --git a/Assets/ScriptableRenderPipeline/ShaderLibrary/EntityLighting.hlsl.meta b/Assets/ScriptableRenderPipeline/ShaderLibrary/EntityLighting.hlsl.meta new file mode 100644 index 00000000000..e62c5485898 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderLibrary/EntityLighting.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 0303be75670325342b4bf5697686e77b +timeCreated: 1477930471 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/ShaderLibrary/Fibonacci.hlsl b/Assets/ScriptableRenderPipeline/ShaderLibrary/Fibonacci.hlsl new file mode 100644 index 00000000000..ae0f457eb77 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderLibrary/Fibonacci.hlsl @@ -0,0 +1,258 @@ +#ifndef UNITY_FIBONACCI_INCLUDED +#define UNITY_FIBONACCI_INCLUDED + +// Computes a point using the Fibonacci sequence of length N. +// Input: Fib[N - 1], Fib[N - 2], and the index 'i' of the point. +// Ref: Integration of nonperiodic functions of two variables by Fibonacci lattice rules +float2 Fibonacci2dSeq(float fibN1, float fibN2, int i) +{ + // 3 cycles on GCN if 'fibN1' and 'fibN2' are known at compile time. + return float2(i / fibN1, frac(i * (fibN2 / fibN1))); +} + +static const int k_FibonacciSeq[] = { + 0, 1, 1, 2, 3, 5, 8, 13, 21, 34, 55, 89, 144, 233, 377, 610, 987, 1597, 2584, 4181 +}; + +static const float2 k_Fibonacci2dSeq21[] = { + float2(0.00000000, 0.00000000), + float2(0.04761905, 0.61904764), + float2(0.09523810, 0.23809528), + float2(0.14285715, 0.85714293), + float2(0.19047619, 0.47619057), + float2(0.23809524, 0.09523821), + float2(0.28571430, 0.71428585), + float2(0.33333334, 0.33333349), + float2(0.38095239, 0.95238113), + float2(0.42857143, 0.57142878), + float2(0.47619048, 0.19047642), + float2(0.52380955, 0.80952406), + float2(0.57142860, 0.42857170), + float2(0.61904764, 0.04761887), + float2(0.66666669, 0.66666698), + float2(0.71428573, 0.28571510), + float2(0.76190478, 0.90476227), + float2(0.80952382, 0.52380943), + float2(0.85714287, 0.14285755), + float2(0.90476191, 0.76190567), + float2(0.95238096, 0.38095284) +}; + +static const float2 k_Fibonacci2dSeq34[] = { + float2(0.00000000, 0.00000000), + float2(0.02941176, 0.61764705), + float2(0.05882353, 0.23529410), + float2(0.08823530, 0.85294116), + float2(0.11764706, 0.47058821), + float2(0.14705883, 0.08823538), + float2(0.17647059, 0.70588231), + float2(0.20588236, 0.32352924), + float2(0.23529412, 0.94117641), + float2(0.26470590, 0.55882359), + float2(0.29411766, 0.17647076), + float2(0.32352942, 0.79411745), + float2(0.35294119, 0.41176462), + float2(0.38235295, 0.02941132), + float2(0.41176471, 0.64705849), + float2(0.44117647, 0.26470566), + float2(0.47058824, 0.88235283), + float2(0.50000000, 0.50000000), + float2(0.52941179, 0.11764717), + float2(0.55882353, 0.73529434), + float2(0.58823532, 0.35294151), + float2(0.61764705, 0.97058773), + float2(0.64705884, 0.58823490), + float2(0.67647058, 0.20588207), + float2(0.70588237, 0.82352924), + float2(0.73529410, 0.44117641), + float2(0.76470590, 0.05882263), + float2(0.79411763, 0.67646980), + float2(0.82352942, 0.29411697), + float2(0.85294116, 0.91176414), + float2(0.88235295, 0.52941132), + float2(0.91176468, 0.14705849), + float2(0.94117647, 0.76470566), + float2(0.97058821, 0.38235283) +}; + +static const float2 k_Fibonacci2dSeq55[] = { + float2(0.00000000, 0.00000000), + float2(0.01818182, 0.61818182), + float2(0.03636364, 0.23636365), + float2(0.05454545, 0.85454547), + float2(0.07272727, 0.47272730), + float2(0.09090909, 0.09090900), + float2(0.10909091, 0.70909095), + float2(0.12727273, 0.32727289), + float2(0.14545454, 0.94545460), + float2(0.16363636, 0.56363630), + float2(0.18181819, 0.18181801), + float2(0.20000000, 0.80000019), + float2(0.21818182, 0.41818190), + float2(0.23636363, 0.03636360), + float2(0.25454545, 0.65454578), + float2(0.27272728, 0.27272701), + float2(0.29090908, 0.89090919), + float2(0.30909091, 0.50909138), + float2(0.32727271, 0.12727261), + float2(0.34545454, 0.74545479), + float2(0.36363637, 0.36363602), + float2(0.38181818, 0.98181820), + float2(0.40000001, 0.60000038), + float2(0.41818181, 0.21818161), + float2(0.43636364, 0.83636379), + float2(0.45454547, 0.45454597), + float2(0.47272727, 0.07272720), + float2(0.49090910, 0.69090843), + float2(0.50909090, 0.30909157), + float2(0.52727270, 0.92727280), + float2(0.54545456, 0.54545403), + float2(0.56363636, 0.16363716), + float2(0.58181816, 0.78181839), + float2(0.60000002, 0.39999962), + float2(0.61818182, 0.01818275), + float2(0.63636363, 0.63636398), + float2(0.65454543, 0.25454521), + float2(0.67272729, 0.87272835), + float2(0.69090909, 0.49090958), + float2(0.70909089, 0.10909081), + float2(0.72727275, 0.72727203), + float2(0.74545455, 0.34545517), + float2(0.76363635, 0.96363640), + float2(0.78181821, 0.58181763), + float2(0.80000001, 0.20000076), + float2(0.81818181, 0.81818199), + float2(0.83636361, 0.43636322), + float2(0.85454547, 0.05454636), + float2(0.87272727, 0.67272758), + float2(0.89090908, 0.29090881), + float2(0.90909094, 0.90909195), + float2(0.92727274, 0.52727318), + float2(0.94545454, 0.14545441), + float2(0.96363634, 0.76363754), + float2(0.98181820, 0.38181686) +}; + +static const float2 k_Fibonacci2dSeq89[] = { + float2(0.00000000, 0.00000000), + float2(0.01123596, 0.61797750), + float2(0.02247191, 0.23595500), + float2(0.03370786, 0.85393250), + float2(0.04494382, 0.47191000), + float2(0.05617978, 0.08988762), + float2(0.06741573, 0.70786500), + float2(0.07865169, 0.32584238), + float2(0.08988764, 0.94382000), + float2(0.10112359, 0.56179762), + float2(0.11235955, 0.17977524), + float2(0.12359551, 0.79775238), + float2(0.13483146, 0.41573000), + float2(0.14606741, 0.03370762), + float2(0.15730338, 0.65168476), + float2(0.16853933, 0.26966286), + float2(0.17977528, 0.88764000), + float2(0.19101124, 0.50561714), + float2(0.20224719, 0.12359524), + float2(0.21348314, 0.74157238), + float2(0.22471911, 0.35955048), + float2(0.23595506, 0.97752762), + float2(0.24719101, 0.59550476), + float2(0.25842696, 0.21348286), + float2(0.26966292, 0.83146000), + float2(0.28089887, 0.44943714), + float2(0.29213482, 0.06741524), + float2(0.30337077, 0.68539238), + float2(0.31460676, 0.30336952), + float2(0.32584271, 0.92134666), + float2(0.33707866, 0.53932571), + float2(0.34831461, 0.15730286), + float2(0.35955057, 0.77528000), + float2(0.37078652, 0.39325714), + float2(0.38202247, 0.01123428), + float2(0.39325842, 0.62921333), + float2(0.40449437, 0.24719048), + float2(0.41573033, 0.86516762), + float2(0.42696628, 0.48314476), + float2(0.43820226, 0.10112190), + float2(0.44943821, 0.71910095), + float2(0.46067417, 0.33707809), + float2(0.47191012, 0.95505524), + float2(0.48314607, 0.57303238), + float2(0.49438202, 0.19100952), + float2(0.50561798, 0.80898666), + float2(0.51685393, 0.42696571), + float2(0.52808988, 0.04494286), + float2(0.53932583, 0.66292000), + float2(0.55056179, 0.28089714), + float2(0.56179774, 0.89887428), + float2(0.57303369, 0.51685333), + float2(0.58426964, 0.13483047), + float2(0.59550560, 0.75280762), + float2(0.60674155, 0.37078476), + float2(0.61797750, 0.98876190), + float2(0.62921351, 0.60673904), + float2(0.64044946, 0.22471619), + float2(0.65168542, 0.84269333), + float2(0.66292137, 0.46067429), + float2(0.67415732, 0.07865143), + float2(0.68539327, 0.69662857), + float2(0.69662923, 0.31460571), + float2(0.70786518, 0.93258286), + float2(0.71910113, 0.55056000), + float2(0.73033708, 0.16853714), + float2(0.74157304, 0.78651428), + float2(0.75280899, 0.40449142), + float2(0.76404494, 0.02246857), + float2(0.77528089, 0.64044571), + float2(0.78651685, 0.25842667), + float2(0.79775280, 0.87640381), + float2(0.80898875, 0.49438095), + float2(0.82022470, 0.11235809), + float2(0.83146065, 0.73033524), + float2(0.84269661, 0.34831238), + float2(0.85393256, 0.96628952), + float2(0.86516851, 0.58426666), + float2(0.87640452, 0.20224380), + float2(0.88764048, 0.82022095), + float2(0.89887643, 0.43820190), + float2(0.91011238, 0.05617905), + float2(0.92134833, 0.67415619), + float2(0.93258429, 0.29213333), + float2(0.94382024, 0.91011047), + float2(0.95505619, 0.52808762), + float2(0.96629214, 0.14606476), + float2(0.97752810, 0.76404190), + float2(0.98876405, 0.38201904) +}; + +// Loads elements from one of the precomputed tables for sample counts of 21, 34, 55. +// Computes sample positions at runtime otherwise. +// Sample count must be a Fibonacci number (see 'k_FibonacciSeq'). +float2 Fibonacci2d(uint i, uint sampleCount) +{ + switch (sampleCount) + { + case 21: return k_Fibonacci2dSeq21[i]; + case 34: return k_Fibonacci2dSeq34[i]; + case 55: return k_Fibonacci2dSeq55[i]; + case 89: return k_Fibonacci2dSeq89[i]; + default: + { + int fibN1 = sampleCount; + int fibN2 = sampleCount; + + // These are all constants, so this loop will be optimized away. + for (int j = 1; j < 20; j++) + { + if (k_FibonacciSeq[j] == fibN1) + { + fibN2 = k_FibonacciSeq[j - 1]; + } + } + + return Fibonacci2dSeq(fibN1, fibN2, i); + } + } +} + +#endif // UNITY_FIBONACCI_INCLUDED diff --git a/Assets/ScriptableRenderPipeline/ShaderLibrary/Fibonacci.hlsl.meta b/Assets/ScriptableRenderPipeline/ShaderLibrary/Fibonacci.hlsl.meta new file mode 100644 index 00000000000..a4c7e31864f --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderLibrary/Fibonacci.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 63275e6ba7e477f43a376217dc2e147f +timeCreated: 1482325231 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/ShaderLibrary/Filtering.hlsl b/Assets/ScriptableRenderPipeline/ShaderLibrary/Filtering.hlsl new file mode 100644 index 00000000000..c243c24bd5b --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderLibrary/Filtering.hlsl @@ -0,0 +1,82 @@ +// Ref: https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1 from MJP +// Samples a texture with Catmull-Rom filtering, using 9 texture fetches instead of 16. +// See http://vec3.ca/bicubic-filtering-in-fewer-taps/ for more details +float4 SampleTextureCatmullRom(TEXTURE2D_ARGS(tex, linearSampler), float2 uv, float2 texSize) +{ + // We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding + // down the sample location to get the exact center of our "starting" texel. The starting texel will be at + // location [1, 1] in the grid, where [0, 0] is the top left corner. + float2 samplePos = uv * texSize; + float2 texPos1 = floor(samplePos - 0.5f) + 0.5f; + + // Compute the fractional offset from our starting texel to our original sample location, which we'll + // feed into the Catmull-Rom spline function to get our filter weights. + float2 f = samplePos - texPos1; + float2 f2 = f * f; + float2 f3 = f2 * f; + + // Compute the Catmull-Rom weights using the fractional offset that we calculated earlier. + // These equations are pre-expanded based on our knowledge of where the texels will be located, + // which lets us avoid having to evaluate a piece-wise function. + float2 w0 = (1.0f / 6.0) * (-3.0 * f3 + 6.0 * f2 - 3.0 * f); + float2 w1 = (1.0f / 6.0) * (9.0 * f3 - 15.0 * f2 + 6.0); + float2 w2 = (1.0f / 6.0) * (-9.0 * f3 + 12.0 * f2 + 3.0 * f); + float2 w3 = (1.0f / 6.0) * (3.0 * f3 - 3.0 * f2); + + // Otim by Vlad, to test + // float2 w0 = (1.0 / 2.0) * f * (-1.0 + f * (2.0 - f)); + // float2 w1 = (1.0 / 6.0) * f2 * (-15.0 + 9.0 * f)) + 1.0; + // float2 w2 = (1.0 / 6.0) * f * (3.0 + f * (12.0 - f * 9.0)); + // float2 w3 = (1.0 / 2.0) * f2 * (f - 1.0); + + // Work out weighting factors and sampling offsets that will let us use bilinear filtering to + // simultaneously evaluate the middle 2 samples from the 4x4 grid. + float2 w12 = w1 + w2; + float2 offset12 = w2 / (w1 + w2); + + // Compute the final UV coordinates we'll use for sampling the texture + float2 texPos0 = texPos1 - 1; + float2 texPos3 = texPos1 + 2; + float2 texPos12 = texPos1 + offset12; + + texPos0 /= texSize; + texPos3 /= texSize; + texPos12 /= texSize; + + float4 result = 0.0; + result += TEXTURE2D_SAMPLE_LOD(tex, linearSampler, float2(texPos0.x, texPos0.y), 0.0) * w0.x * w0.y; + result += TEXTURE2D_SAMPLE_LOD(tex, linearSampler, float2(texPos12.x, texPos0.y), 0.0) * w12.x * w0.y; + result += TEXTURE2D_SAMPLE_LOD(tex, linearSampler, float2(texPos3.x, texPos0.y), 0.0) * w3.x * w0.y; + + result += TEXTURE2D_SAMPLE_LOD(tex, linearSampler, float2(texPos0.x, texPos12.y), 0.0) * w0.x * w12.y; + result += TEXTURE2D_SAMPLE_LOD(tex, linearSampler, float2(texPos12.x, texPos12.y), 0.0) * w12.x * w12.y; + result += TEXTURE2D_SAMPLE_LOD(tex, linearSampler, float2(texPos3.x, texPos12.y), 0.0) * w3.x * w12.y; + + result += TEXTURE2D_SAMPLE_LOD(tex, linearSampler, float2(texPos0.x, texPos3.y), 0.0) * w0.x * w3.y; + result += TEXTURE2D_SAMPLE_LOD(tex, linearSampler, float2(texPos12.x, texPos3.y), 0.0) * w12.x * w3.y; + result += TEXTURE2D_SAMPLE_LOD(tex, linearSampler, float2(texPos3.x, texPos3.y), 0.0) * w3.x * w3.y; + + return result; +} + +/* + +// manual tri-linearly interpolated texture fetch +// not really needed: used hard-wired texture interpolation +vec4 manualTexture3D( sampler3D samp, vec3 p ){ +vec3 qa = p*uvMapSize + vec3(0.5); +vec3 qi = floor(qa); +qa -= qi; +qi -= vec3(0.5); +return +mix( mix( mix( texture3D( samp, (qi+vec3(0.0,0.0,0.0))*oneOverUvMapSize ), +texture3D( samp, (qi+vec3(1.0,0.0,0.0))*oneOverUvMapSize ), qa.x ), +mix( texture3D( samp, (qi+vec3(0.0,1.0,0.0))*oneOverUvMapSize ), +texture3D( samp, (qi+vec3(1.0,1.0,0.0))*oneOverUvMapSize ), qa.x ), qa.y ), +mix( mix( texture3D( samp, (qi+vec3(0.0,0.0,1.0))*oneOverUvMapSize ), +texture3D( samp, (qi+vec3(1.0,0.0,1.0))*oneOverUvMapSize ), qa.x ), +mix( texture3D( samp, (qi+vec3(0.0,1.0,1.0))*oneOverUvMapSize ), +texture3D( samp, (qi+vec3(1.0,1.0,1.0))*oneOverUvMapSize ), qa.x ), qa.y ), qa.z ); + +} +*/ diff --git a/Assets/ScriptableRenderLoop/ShaderLibrary/Filtering.hlsl.meta b/Assets/ScriptableRenderPipeline/ShaderLibrary/Filtering.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/ShaderLibrary/Filtering.hlsl.meta rename to Assets/ScriptableRenderPipeline/ShaderLibrary/Filtering.hlsl.meta diff --git a/Assets/ScriptableRenderLoop/ShaderLibrary/GeometricTools.hlsl b/Assets/ScriptableRenderPipeline/ShaderLibrary/GeometricTools.hlsl similarity index 99% rename from Assets/ScriptableRenderLoop/ShaderLibrary/GeometricTools.hlsl rename to Assets/ScriptableRenderPipeline/ShaderLibrary/GeometricTools.hlsl index baa34b336ac..0ac4e115c45 100644 --- a/Assets/ScriptableRenderLoop/ShaderLibrary/GeometricTools.hlsl +++ b/Assets/ScriptableRenderPipeline/ShaderLibrary/GeometricTools.hlsl @@ -34,7 +34,7 @@ float2 BoxRayIntersect(float3 start, float3 dir, float3 boxMin, float3 boxMax) float BoxRayIntersectSimple(float3 start, float3 dir, float3 boxMin, float3 boxMax) { float3 invDir = 1.0 / dir; - + // Find the ray intersection with box plane float3 rbmin = (boxMin - start) * invDir; float3 rbmax = (boxMax - start) * invDir; diff --git a/Assets/ScriptableRenderLoop/ShaderLibrary/GeometricTools.hlsl.meta b/Assets/ScriptableRenderPipeline/ShaderLibrary/GeometricTools.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/ShaderLibrary/GeometricTools.hlsl.meta rename to Assets/ScriptableRenderPipeline/ShaderLibrary/GeometricTools.hlsl.meta diff --git a/Assets/ScriptableRenderPipeline/ShaderLibrary/Hammersley.hlsl b/Assets/ScriptableRenderPipeline/ShaderLibrary/Hammersley.hlsl new file mode 100644 index 00000000000..94e2a31baae --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderLibrary/Hammersley.hlsl @@ -0,0 +1,423 @@ +#ifndef UNITY_HAMMERSLEY_INCLUDED +#define UNITY_HAMMERSLEY_INCLUDED + +// Ref: http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html +uint ReverseBits32(uint bits) +{ +#if 1 // Shader model 5 + return reversebits(bits); +#else + bits = (bits << 16) | (bits >> 16); + bits = ((bits & 0x00ff00ff) << 8) | ((bits & 0xff00ff00) >> 8); + bits = ((bits & 0x0f0f0f0f) << 4) | ((bits & 0xf0f0f0f0) >> 4); + bits = ((bits & 0x33333333) << 2) | ((bits & 0xcccccccc) >> 2); + bits = ((bits & 0x55555555) << 1) | ((bits & 0xaaaaaaaa) >> 1); + return bits; +#endif +} + +float VanDerCorputBase2(uint i) +{ + return ReverseBits32(i) * rcp(4294967296.0); // 0x100000000 +} + +float2 Hammersley2dSeq(uint i, uint sequenceLength) +{ + return float2(float(i) / float(sequenceLength), VanDerCorputBase2(i)); +} + +static const float2 k_Hammersley2dSeq16[] = { + float2(0.00000000, 0.00000000), + float2(0.06250000, 0.50000000), + float2(0.12500000, 0.25000000), + float2(0.18750000, 0.75000000), + float2(0.25000000, 0.12500000), + float2(0.31250000, 0.62500000), + float2(0.37500000, 0.37500000), + float2(0.43750000, 0.87500000), + float2(0.50000000, 0.06250000), + float2(0.56250000, 0.56250000), + float2(0.62500000, 0.31250000), + float2(0.68750000, 0.81250000), + float2(0.75000000, 0.18750000), + float2(0.81250000, 0.68750000), + float2(0.87500000, 0.43750000), + float2(0.93750000, 0.93750000) +}; + +static const float2 k_Hammersley2dSeq32[] = { + float2(0.00000000, 0.00000000), + float2(0.03125000, 0.50000000), + float2(0.06250000, 0.25000000), + float2(0.09375000, 0.75000000), + float2(0.12500000, 0.12500000), + float2(0.15625000, 0.62500000), + float2(0.18750000, 0.37500000), + float2(0.21875000, 0.87500000), + float2(0.25000000, 0.06250000), + float2(0.28125000, 0.56250000), + float2(0.31250000, 0.31250000), + float2(0.34375000, 0.81250000), + float2(0.37500000, 0.18750000), + float2(0.40625000, 0.68750000), + float2(0.43750000, 0.43750000), + float2(0.46875000, 0.93750000), + float2(0.50000000, 0.03125000), + float2(0.53125000, 0.53125000), + float2(0.56250000, 0.28125000), + float2(0.59375000, 0.78125000), + float2(0.62500000, 0.15625000), + float2(0.65625000, 0.65625000), + float2(0.68750000, 0.40625000), + float2(0.71875000, 0.90625000), + float2(0.75000000, 0.09375000), + float2(0.78125000, 0.59375000), + float2(0.81250000, 0.34375000), + float2(0.84375000, 0.84375000), + float2(0.87500000, 0.21875000), + float2(0.90625000, 0.71875000), + float2(0.93750000, 0.46875000), + float2(0.96875000, 0.96875000) +}; + +static const float2 k_Hammersley2dSeq64[] = { + float2(0.00000000, 0.00000000), + float2(0.01562500, 0.50000000), + float2(0.03125000, 0.25000000), + float2(0.04687500, 0.75000000), + float2(0.06250000, 0.12500000), + float2(0.07812500, 0.62500000), + float2(0.09375000, 0.37500000), + float2(0.10937500, 0.87500000), + float2(0.12500000, 0.06250000), + float2(0.14062500, 0.56250000), + float2(0.15625000, 0.31250000), + float2(0.17187500, 0.81250000), + float2(0.18750000, 0.18750000), + float2(0.20312500, 0.68750000), + float2(0.21875000, 0.43750000), + float2(0.23437500, 0.93750000), + float2(0.25000000, 0.03125000), + float2(0.26562500, 0.53125000), + float2(0.28125000, 0.28125000), + float2(0.29687500, 0.78125000), + float2(0.31250000, 0.15625000), + float2(0.32812500, 0.65625000), + float2(0.34375000, 0.40625000), + float2(0.35937500, 0.90625000), + float2(0.37500000, 0.09375000), + float2(0.39062500, 0.59375000), + float2(0.40625000, 0.34375000), + float2(0.42187500, 0.84375000), + float2(0.43750000, 0.21875000), + float2(0.45312500, 0.71875000), + float2(0.46875000, 0.46875000), + float2(0.48437500, 0.96875000), + float2(0.50000000, 0.01562500), + float2(0.51562500, 0.51562500), + float2(0.53125000, 0.26562500), + float2(0.54687500, 0.76562500), + float2(0.56250000, 0.14062500), + float2(0.57812500, 0.64062500), + float2(0.59375000, 0.39062500), + float2(0.60937500, 0.89062500), + float2(0.62500000, 0.07812500), + float2(0.64062500, 0.57812500), + float2(0.65625000, 0.32812500), + float2(0.67187500, 0.82812500), + float2(0.68750000, 0.20312500), + float2(0.70312500, 0.70312500), + float2(0.71875000, 0.45312500), + float2(0.73437500, 0.95312500), + float2(0.75000000, 0.04687500), + float2(0.76562500, 0.54687500), + float2(0.78125000, 0.29687500), + float2(0.79687500, 0.79687500), + float2(0.81250000, 0.17187500), + float2(0.82812500, 0.67187500), + float2(0.84375000, 0.42187500), + float2(0.85937500, 0.92187500), + float2(0.87500000, 0.10937500), + float2(0.89062500, 0.60937500), + float2(0.90625000, 0.35937500), + float2(0.92187500, 0.85937500), + float2(0.93750000, 0.23437500), + float2(0.95312500, 0.73437500), + float2(0.96875000, 0.48437500), + float2(0.98437500, 0.98437500) +}; + +static const float2 k_Hammersley2dSeq256[] = { + float2(0.00000000, 0.00000000), + float2(0.00390625, 0.50000000), + float2(0.00781250, 0.25000000), + float2(0.01171875, 0.75000000), + float2(0.01562500, 0.12500000), + float2(0.01953125, 0.62500000), + float2(0.02343750, 0.37500000), + float2(0.02734375, 0.87500000), + float2(0.03125000, 0.06250000), + float2(0.03515625, 0.56250000), + float2(0.03906250, 0.31250000), + float2(0.04296875, 0.81250000), + float2(0.04687500, 0.18750000), + float2(0.05078125, 0.68750000), + float2(0.05468750, 0.43750000), + float2(0.05859375, 0.93750000), + float2(0.06250000, 0.03125000), + float2(0.06640625, 0.53125000), + float2(0.07031250, 0.28125000), + float2(0.07421875, 0.78125000), + float2(0.07812500, 0.15625000), + float2(0.08203125, 0.65625000), + float2(0.08593750, 0.40625000), + float2(0.08984375, 0.90625000), + float2(0.09375000, 0.09375000), + float2(0.09765625, 0.59375000), + float2(0.10156250, 0.34375000), + float2(0.10546875, 0.84375000), + float2(0.10937500, 0.21875000), + float2(0.11328125, 0.71875000), + float2(0.11718750, 0.46875000), + float2(0.12109375, 0.96875000), + float2(0.12500000, 0.01562500), + float2(0.12890625, 0.51562500), + float2(0.13281250, 0.26562500), + float2(0.13671875, 0.76562500), + float2(0.14062500, 0.14062500), + float2(0.14453125, 0.64062500), + float2(0.14843750, 0.39062500), + float2(0.15234375, 0.89062500), + float2(0.15625000, 0.07812500), + float2(0.16015625, 0.57812500), + float2(0.16406250, 0.32812500), + float2(0.16796875, 0.82812500), + float2(0.17187500, 0.20312500), + float2(0.17578125, 0.70312500), + float2(0.17968750, 0.45312500), + float2(0.18359375, 0.95312500), + float2(0.18750000, 0.04687500), + float2(0.19140625, 0.54687500), + float2(0.19531250, 0.29687500), + float2(0.19921875, 0.79687500), + float2(0.20312500, 0.17187500), + float2(0.20703125, 0.67187500), + float2(0.21093750, 0.42187500), + float2(0.21484375, 0.92187500), + float2(0.21875000, 0.10937500), + float2(0.22265625, 0.60937500), + float2(0.22656250, 0.35937500), + float2(0.23046875, 0.85937500), + float2(0.23437500, 0.23437500), + float2(0.23828125, 0.73437500), + float2(0.24218750, 0.48437500), + float2(0.24609375, 0.98437500), + float2(0.25000000, 0.00781250), + float2(0.25390625, 0.50781250), + float2(0.25781250, 0.25781250), + float2(0.26171875, 0.75781250), + float2(0.26562500, 0.13281250), + float2(0.26953125, 0.63281250), + float2(0.27343750, 0.38281250), + float2(0.27734375, 0.88281250), + float2(0.28125000, 0.07031250), + float2(0.28515625, 0.57031250), + float2(0.28906250, 0.32031250), + float2(0.29296875, 0.82031250), + float2(0.29687500, 0.19531250), + float2(0.30078125, 0.69531250), + float2(0.30468750, 0.44531250), + float2(0.30859375, 0.94531250), + float2(0.31250000, 0.03906250), + float2(0.31640625, 0.53906250), + float2(0.32031250, 0.28906250), + float2(0.32421875, 0.78906250), + float2(0.32812500, 0.16406250), + float2(0.33203125, 0.66406250), + float2(0.33593750, 0.41406250), + float2(0.33984375, 0.91406250), + float2(0.34375000, 0.10156250), + float2(0.34765625, 0.60156250), + float2(0.35156250, 0.35156250), + float2(0.35546875, 0.85156250), + float2(0.35937500, 0.22656250), + float2(0.36328125, 0.72656250), + float2(0.36718750, 0.47656250), + float2(0.37109375, 0.97656250), + float2(0.37500000, 0.02343750), + float2(0.37890625, 0.52343750), + float2(0.38281250, 0.27343750), + float2(0.38671875, 0.77343750), + float2(0.39062500, 0.14843750), + float2(0.39453125, 0.64843750), + float2(0.39843750, 0.39843750), + float2(0.40234375, 0.89843750), + float2(0.40625000, 0.08593750), + float2(0.41015625, 0.58593750), + float2(0.41406250, 0.33593750), + float2(0.41796875, 0.83593750), + float2(0.42187500, 0.21093750), + float2(0.42578125, 0.71093750), + float2(0.42968750, 0.46093750), + float2(0.43359375, 0.96093750), + float2(0.43750000, 0.05468750), + float2(0.44140625, 0.55468750), + float2(0.44531250, 0.30468750), + float2(0.44921875, 0.80468750), + float2(0.45312500, 0.17968750), + float2(0.45703125, 0.67968750), + float2(0.46093750, 0.42968750), + float2(0.46484375, 0.92968750), + float2(0.46875000, 0.11718750), + float2(0.47265625, 0.61718750), + float2(0.47656250, 0.36718750), + float2(0.48046875, 0.86718750), + float2(0.48437500, 0.24218750), + float2(0.48828125, 0.74218750), + float2(0.49218750, 0.49218750), + float2(0.49609375, 0.99218750), + float2(0.50000000, 0.00390625), + float2(0.50390625, 0.50390625), + float2(0.50781250, 0.25390625), + float2(0.51171875, 0.75390625), + float2(0.51562500, 0.12890625), + float2(0.51953125, 0.62890625), + float2(0.52343750, 0.37890625), + float2(0.52734375, 0.87890625), + float2(0.53125000, 0.06640625), + float2(0.53515625, 0.56640625), + float2(0.53906250, 0.31640625), + float2(0.54296875, 0.81640625), + float2(0.54687500, 0.19140625), + float2(0.55078125, 0.69140625), + float2(0.55468750, 0.44140625), + float2(0.55859375, 0.94140625), + float2(0.56250000, 0.03515625), + float2(0.56640625, 0.53515625), + float2(0.57031250, 0.28515625), + float2(0.57421875, 0.78515625), + float2(0.57812500, 0.16015625), + float2(0.58203125, 0.66015625), + float2(0.58593750, 0.41015625), + float2(0.58984375, 0.91015625), + float2(0.59375000, 0.09765625), + float2(0.59765625, 0.59765625), + float2(0.60156250, 0.34765625), + float2(0.60546875, 0.84765625), + float2(0.60937500, 0.22265625), + float2(0.61328125, 0.72265625), + float2(0.61718750, 0.47265625), + float2(0.62109375, 0.97265625), + float2(0.62500000, 0.01953125), + float2(0.62890625, 0.51953125), + float2(0.63281250, 0.26953125), + float2(0.63671875, 0.76953125), + float2(0.64062500, 0.14453125), + float2(0.64453125, 0.64453125), + float2(0.64843750, 0.39453125), + float2(0.65234375, 0.89453125), + float2(0.65625000, 0.08203125), + float2(0.66015625, 0.58203125), + float2(0.66406250, 0.33203125), + float2(0.66796875, 0.83203125), + float2(0.67187500, 0.20703125), + float2(0.67578125, 0.70703125), + float2(0.67968750, 0.45703125), + float2(0.68359375, 0.95703125), + float2(0.68750000, 0.05078125), + float2(0.69140625, 0.55078125), + float2(0.69531250, 0.30078125), + float2(0.69921875, 0.80078125), + float2(0.70312500, 0.17578125), + float2(0.70703125, 0.67578125), + float2(0.71093750, 0.42578125), + float2(0.71484375, 0.92578125), + float2(0.71875000, 0.11328125), + float2(0.72265625, 0.61328125), + float2(0.72656250, 0.36328125), + float2(0.73046875, 0.86328125), + float2(0.73437500, 0.23828125), + float2(0.73828125, 0.73828125), + float2(0.74218750, 0.48828125), + float2(0.74609375, 0.98828125), + float2(0.75000000, 0.01171875), + float2(0.75390625, 0.51171875), + float2(0.75781250, 0.26171875), + float2(0.76171875, 0.76171875), + float2(0.76562500, 0.13671875), + float2(0.76953125, 0.63671875), + float2(0.77343750, 0.38671875), + float2(0.77734375, 0.88671875), + float2(0.78125000, 0.07421875), + float2(0.78515625, 0.57421875), + float2(0.78906250, 0.32421875), + float2(0.79296875, 0.82421875), + float2(0.79687500, 0.19921875), + float2(0.80078125, 0.69921875), + float2(0.80468750, 0.44921875), + float2(0.80859375, 0.94921875), + float2(0.81250000, 0.04296875), + float2(0.81640625, 0.54296875), + float2(0.82031250, 0.29296875), + float2(0.82421875, 0.79296875), + float2(0.82812500, 0.16796875), + float2(0.83203125, 0.66796875), + float2(0.83593750, 0.41796875), + float2(0.83984375, 0.91796875), + float2(0.84375000, 0.10546875), + float2(0.84765625, 0.60546875), + float2(0.85156250, 0.35546875), + float2(0.85546875, 0.85546875), + float2(0.85937500, 0.23046875), + float2(0.86328125, 0.73046875), + float2(0.86718750, 0.48046875), + float2(0.87109375, 0.98046875), + float2(0.87500000, 0.02734375), + float2(0.87890625, 0.52734375), + float2(0.88281250, 0.27734375), + float2(0.88671875, 0.77734375), + float2(0.89062500, 0.15234375), + float2(0.89453125, 0.65234375), + float2(0.89843750, 0.40234375), + float2(0.90234375, 0.90234375), + float2(0.90625000, 0.08984375), + float2(0.91015625, 0.58984375), + float2(0.91406250, 0.33984375), + float2(0.91796875, 0.83984375), + float2(0.92187500, 0.21484375), + float2(0.92578125, 0.71484375), + float2(0.92968750, 0.46484375), + float2(0.93359375, 0.96484375), + float2(0.93750000, 0.05859375), + float2(0.94140625, 0.55859375), + float2(0.94531250, 0.30859375), + float2(0.94921875, 0.80859375), + float2(0.95312500, 0.18359375), + float2(0.95703125, 0.68359375), + float2(0.96093750, 0.43359375), + float2(0.96484375, 0.93359375), + float2(0.96875000, 0.12109375), + float2(0.97265625, 0.62109375), + float2(0.97656250, 0.37109375), + float2(0.98046875, 0.87109375), + float2(0.98437500, 0.24609375), + float2(0.98828125, 0.74609375), + float2(0.99218750, 0.49609375), + float2(0.99609375, 0.99609375) +}; + +// Loads elements from one of the precomputed tables for sample counts of 16, 32, 64, 256. +// Computes sample positions at runtime otherwise. +float2 Hammersley2d(uint i, uint sampleCount) +{ + switch (sampleCount) + { + case 16: return k_Hammersley2dSeq16[i]; + case 32: return k_Hammersley2dSeq32[i]; + case 64: return k_Hammersley2dSeq64[i]; + case 256: return k_Hammersley2dSeq256[i]; + default: return Hammersley2dSeq(i, sampleCount); + } +} + +#endif // UNITY_HAMMERSLEY_INCLUDED diff --git a/Assets/ScriptableRenderPipeline/ShaderLibrary/Hammersley.hlsl.meta b/Assets/ScriptableRenderPipeline/ShaderLibrary/Hammersley.hlsl.meta new file mode 100644 index 00000000000..800200bd146 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderLibrary/Hammersley.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: aa5e319c8b8499f4fba1c3ecdd133545 +timeCreated: 1482325231 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/ShaderLibrary/ImageBasedLighting.hlsl b/Assets/ScriptableRenderPipeline/ShaderLibrary/ImageBasedLighting.hlsl new file mode 100644 index 00000000000..0b7e9d3e524 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderLibrary/ImageBasedLighting.hlsl @@ -0,0 +1,548 @@ +#ifndef UNITY_IMAGE_BASED_LIGHTING_INCLUDED +#define UNITY_IMAGE_BASED_LIGHTING_INCLUDED + +#include "CommonLighting.hlsl" +#include "CommonMaterial.hlsl" +#include "BSDF.hlsl" +#include "Sampling.hlsl" + +// TODO: We need to change this hard limit! +#ifndef UNITY_SPECCUBE_LOD_STEPS + #define UNITY_SPECCUBE_LOD_STEPS 6 +#endif + +//----------------------------------------------------------------------------- +// Util image based lighting +//----------------------------------------------------------------------------- + +// The *approximated* version of the non-linear remapping. It works by +// approximating the cone of the specular lobe, and then computing the MIP map level +// which (approximately) covers the footprint of the lobe with a single texel. +// Improves the perceptual roughness distribution. +float PerceptualRoughnessToMipmapLevel(float perceptualRoughness) +{ + perceptualRoughness = perceptualRoughness * (1.7 - 0.7 * perceptualRoughness); + + return perceptualRoughness * UNITY_SPECCUBE_LOD_STEPS; +} + +// The *accurate* version of the non-linear remapping. It works by +// approximating the cone of the specular lobe, and then computing the MIP map level +// which (approximately) covers the footprint of the lobe with a single texel. +// Improves the perceptual roughness distribution and adds reflection (contact) hardening. +// TODO: optimize! +float PerceptualRoughnessToMipmapLevel(float perceptualRoughness, float NdotR) +{ + float m = PerceptualRoughnessToRoughness(perceptualRoughness); + + // Remap to spec power. See eq. 21 in --> https://dl.dropboxusercontent.com/u/55891920/papers/mm_brdf.pdf + float n = (2.0 / max(FLT_EPSILON, m * m)) - 2.0; + + // Remap from n_dot_h formulation to n_dot_r. See section "Pre-convolved Cube Maps vs Path Tracers" --> https://s3.amazonaws.com/docs.knaldtech.com/knald/1.0.0/lys_power_drops.html + n /= (4.0 * max(NdotR, FLT_EPSILON)); + + // remap back to square root of real roughness (0.25 include both the sqrt root of the conversion and sqrt for going from roughness to perceptualRoughness) + perceptualRoughness = pow(2.0 / (n + 2.0), 0.25); + + return perceptualRoughness * UNITY_SPECCUBE_LOD_STEPS; +} + +// The inverse of the *approximated* version of perceptualRoughnessToMipmapLevel(). +float MipmapLevelToPerceptualRoughness(float mipmapLevel) +{ + float perceptualRoughness = saturate(mipmapLevel / UNITY_SPECCUBE_LOD_STEPS); + + return saturate(1.7 / 1.4 - sqrt(2.89 - 2.8 * perceptualRoughness) / 1.4); +} + +// Ref: "Moving Frostbite to PBR", p. 69. +float3 GetSpecularDominantDir(float3 N, float3 R, float roughness, float NdotV) +{ + float a = 1.0 - roughness; + float s = sqrt(a); + +#ifdef USE_FB_DSD + // This is the original formulation. + float lerpFactor = (s + roughness) * a; +#else + // TODO: tweak this further to achieve a closer match to the reference. + float lerpFactor = (s + roughness) * saturate(a * a + lerp(0.0, a, NdotV * NdotV)); +#endif + + // The result is not normalized as we fetch in a cubemap + return lerp(N, R, lerpFactor); +} + +//----------------------------------------------------------------------------- +// Anisotropic image based lighting +//----------------------------------------------------------------------------- +// To simulate the streching of highlight at grazing angle for IBL we shrink the roughness +// which allow to fake an anisotropic specular lobe. +// Ref: http://www.frostbite.com/2015/08/stochastic-screen-space-reflections/ - slide 84 +float AnisotropicStrechAtGrazingAngle(float roughness, float perceptualRoughness, float NdotV) +{ + return roughness * lerp(saturate(NdotV * 2.0), 1.0, perceptualRoughness); +} + +// ---------------------------------------------------------------------------- +// Importance sampling BSDF functions +// ---------------------------------------------------------------------------- + +void SampleGGXDir(float2 u, + float3 V, + float3x3 localToWorld, + float roughness, + out float3 L, + out float NdotL, + out float NdotH, + out float VdotH, + bool VeqN = false) +{ + // GGX NDF sampling + float cosTheta = sqrt((1.0 - u.x) / (1.0 + (roughness * roughness - 1.0) * u.x)); + float phi = TWO_PI * u.y; + + float3 localH = SphericalToCartesian(phi, cosTheta); + + NdotH = cosTheta; + + float3 localV; + + if (VeqN) + { + // localV == localN + localV = float3(0.0, 0.0, 1.0); + VdotH = NdotH; + } + else + { + localV = mul(V, transpose(localToWorld)); + VdotH = saturate(dot(localV, localH)); + } + + // Compute { localL = reflect(-localV, localH) } + float3 localL = -localV + 2.0 * VdotH * localH; + + NdotL = localL.z; + + L = mul(localL, localToWorld); +} + +// ref: http://blog.selfshadow.com/publications/s2012-shading-course/burley/s2012_pbs_disney_brdf_notes_v3.pdf p26 +void SampleAnisoGGXDir(float2 u, + float3 V, + float3 N, + float3 tangentX, + float3 tangentY, + float roughnessT, + float roughnessB, + out float3 H, + out float3 L) +{ + // AnisoGGX NDF sampling + H = sqrt(u.x / (1.0 - u.x)) * (roughnessT * cos(TWO_PI * u.y) * tangentX + roughnessB * sin(TWO_PI * u.y) * tangentY) + N; + H = normalize(H); + + // Convert sample from half angle to incident angle + L = 2.0 * saturate(dot(V, H)) * H - V; +} + +// weightOverPdf return the weight (without the diffuseAlbedo term) over pdf. diffuseAlbedo term must be apply by the caller. +void ImportanceSampleLambert(float2 u, + float3x3 localToWorld, + out float3 L, + out float NdotL, + out float weightOverPdf) +{ + float3 localL = SampleHemisphereCosine(u.x, u.y); + + NdotL = localL.z; + + L = mul(localL, localToWorld); + + // Importance sampling weight for each sample + // pdf = N.L / PI + // weight = fr * (N.L) with fr = diffuseAlbedo / PI + // weight over pdf is: + // weightOverPdf = (diffuseAlbedo / PI) * (N.L) / (N.L / PI) + // weightOverPdf = diffuseAlbedo + // diffuseAlbedo is apply outside the function + + weightOverPdf = 1.0; +} + +// weightOverPdf return the weight (without the Fresnel term) over pdf. Fresnel term must be apply by the caller. +void ImportanceSampleGGX(float2 u, + float3 V, + float3x3 localToWorld, + float roughness, + float NdotV, + out float3 L, + out float VdotH, + out float NdotL, + out float weightOverPdf) +{ + float NdotH; + SampleGGXDir(u, V, localToWorld, roughness, L, NdotL, NdotH, VdotH); + + // Importance sampling weight for each sample + // pdf = D(H) * (N.H) / (4 * (L.H)) + // weight = fr * (N.L) with fr = F(H) * G(V, L) * D(H) / (4 * (N.L) * (N.V)) + // weight over pdf is: + // weightOverPdf = F(H) * G(V, L) * (L.H) / ((N.H) * (N.V)) + // weightOverPdf = F(H) * 4 * (N.L) * V(V, L) * (L.H) / (N.H) with V(V, L) = G(V, L) / (4 * (N.L) * (N.V)) + // Remind (L.H) == (V.H) + // F is apply outside the function + + float Vis = V_SmithJointGGX(NdotL, NdotV, roughness); + weightOverPdf = 4.0 * Vis * NdotL * VdotH / NdotH; +} + +// weightOverPdf return the weight (without the Fresnel term) over pdf. Fresnel term must be apply by the caller. +void ImportanceSampleAnisoGGX(float2 u, + float3 V, + float3x3 localToWorld, + float roughnessT, + float roughnessB, + float NdotV, + out float3 L, + out float VdotH, + out float NdotL, + out float weightOverPdf) +{ + float3 tangentX = localToWorld[0]; + float3 tangentY = localToWorld[1]; + float3 N = localToWorld[2]; + + float3 H; + SampleAnisoGGXDir(u, V, N, tangentX, tangentY, roughnessT, roughnessB, H, L); + + float NdotH = saturate(dot(N, H)); + // Note: since L and V are symmetric around H, LdotH == VdotH + VdotH = saturate(dot(V, H)); + NdotL = saturate(dot(N, L)); + + // Importance sampling weight for each sample + // pdf = D(H) * (N.H) / (4 * (L.H)) + // weight = fr * (N.L) with fr = F(H) * G(V, L) * D(H) / (4 * (N.L) * (N.V)) + // weight over pdf is: + // weightOverPdf = F(H) * G(V, L) * (L.H) / ((N.H) * (N.V)) + // weightOverPdf = F(H) * 4 * (N.L) * V(V, L) * (L.H) / (N.H) with V(V, L) = G(V, L) / (4 * (N.L) * (N.V)) + // Remind (L.H) == (V.H) + // F is apply outside the function + + // For anisotropy we must not saturate these values + float TdotV = dot(tangentX, V); + float BdotV = dot(tangentY, V); + float TdotL = dot(tangentX, L); + float BdotL = dot(tangentY, L); + + float Vis = V_SmithJointGGXAniso(TdotV, BdotV, NdotV, TdotL, BdotL, NdotL, roughnessT, roughnessB); + weightOverPdf = 4.0 * Vis * NdotL * VdotH / NdotH; +} + +// ---------------------------------------------------------------------------- +// Pre-integration +// ---------------------------------------------------------------------------- + +// Ref: Listing 18 in "Moving Frostbite to PBR" + https://knarkowicz.wordpress.com/2014/12/27/analytical-dfg-term-for-ibl/ +float4 IntegrateGGXAndDisneyFGD(float3 V, float3 N, float roughness, uint sampleCount = 4096) +{ + float NdotV = saturate(dot(N, V)); + float4 acc = float4(0.0, 0.0, 0.0, 0.0); + // Add some jittering on Hammersley2d + float2 randNum = InitRandom(V.xy * 0.5 + 0.5); + + float3x3 localToWorld = GetLocalFrame(N); + + for (uint i = 0; i < sampleCount; ++i) + { + float2 u = frac(randNum + Hammersley2d(i, sampleCount)); + + float VdotH; + float NdotL; + float weightOverPdf; + + float3 L; // Unused + ImportanceSampleGGX(u, V, localToWorld, roughness, NdotV, + L, VdotH, NdotL, weightOverPdf); + + if (NdotL > 0.0) + { + // Integral is + // 1 / NumSample * \int[ L * fr * (N.L) / pdf ] with pdf = D(H) * (N.H) / (4 * (L.H)) and fr = F(H) * G(V, L) * D(H) / (4 * (N.L) * (N.V)) + // This is split in two part: + // A) \int[ L * (N.L) ] + // B) \int[ F(H) * 4 * (N.L) * V(V, L) * (L.H) / (N.H) ] with V(V, L) = G(V, L) / (4 * (N.L) * (N.V)) + // = \int[ F(H) * weightOverPdf ] + + // Recombine at runtime with: ( f0 * weightOverPdf * (1 - Fc) + f90 * weightOverPdf * Fc ) with Fc =(1 - V.H)^5 + float Fc = pow(1.0 - VdotH, 5.0); + acc.x += (1.0 - Fc) * weightOverPdf; + acc.y += Fc * weightOverPdf; + } + + // for Disney we still use a Cosine importance sampling, true Disney importance sampling imply a look up table + ImportanceSampleLambert(u, localToWorld, L, NdotL, weightOverPdf); + + if (NdotL > 0.0) + { + float3 H = normalize(L + V); + float LdotH = dot(L, H); + float disneyDiffuse = DisneyDiffuse(NdotV, NdotL, LdotH, RoughnessToPerceptualRoughness(roughness)); + + acc.z += disneyDiffuse * weightOverPdf; + } + } + + return acc / sampleCount; +} + +uint GetIBLRuntimeFilterSampleCount(uint mipLevel) +{ + uint sampleCount = 0; + + switch (mipLevel) + { + case 1: sampleCount = 21; break; + case 2: sampleCount = 34; break; +#ifdef SHADER_API_MOBILE + case 3: sampleCount = 34; break; + case 4: sampleCount = 34; break; + case 5: sampleCount = 34; break; + case 6: sampleCount = 34; break; // UNITY_SPECCUBE_LOD_STEPS +#else + case 3: sampleCount = 55; break; + case 4: sampleCount = 89; break; + case 5: sampleCount = 89; break; + case 6: sampleCount = 89; break; // UNITY_SPECCUBE_LOD_STEPS +#endif + } + + return sampleCount; +} + +// Ref: Listing 19 in "Moving Frostbite to PBR" +float4 IntegrateLD(TEXTURECUBE_ARGS(tex, sampl), + TEXTURE2D(ggxIblSamples), + float3 V, + float3 N, + float roughness, + float index, // Current MIP level minus one + float lastMipLevel, + float invOmegaP, + uint sampleCount, // Must be a Fibonacci number + bool prefilter, + bool usePrecomputedSamples) +{ + float3x3 localToWorld = GetLocalFrame(N); + + // Bias samples towards the mirror direction to reduce variance. + // This will have a side effect of making the reflection sharper. + // Ref: Stochastic Screen-Space Reflections, p. 67. + const float bias = 0.5 * roughness; + + float3 lightInt = float3(0.0, 0.0, 0.0); + float cbsdfInt = 0.0; + + for (uint i = 0; i < sampleCount; ++i) + { + float3 L; + float NdotL, NdotH, VdotH; + bool isValid; + + if (usePrecomputedSamples) + { + float3 localL = LOAD_TEXTURE2D(ggxIblSamples, uint2(i, index)).xyz; + + L = mul(localL, localToWorld); + NdotL = localL.z; + isValid = true; + } + else + { + float2 u = Fibonacci2d(i, sampleCount); + u.x = lerp(u.x, 0.0, bias); + + SampleGGXDir(u, V, localToWorld, roughness, L, NdotL, NdotH, VdotH, true); + + isValid = NdotL > 0.0; + } + + float mipLevel; + + if (!prefilter) // BRDF importance sampling + { + mipLevel = 0; + } + else // Prefiltered BRDF importance sampling + { + // Use lower MIP-map levels for fetching samples with low probabilities + // in order to reduce the variance. + // Ref: http://http.developer.nvidia.com/GPUGems3/gpugems3_ch20.html + // + // pdf = D * NdotH * jacobian, where jacobian = 1.0 / (4* LdotH). + // + // Since L and V are symmetric around H, LdotH == VdotH. + // Since we pre-integrate the result for the normal direction, + // N == V and then NdotH == LdotH. Therefore, the BRDF's pdf + // can be simplified: + // pdf = D * NdotH / (4 * LdotH) = D * 0.25; + // + // - OmegaS : Solid angle associated with the sample + // - OmegaP : Solid angle associated with the texel of the cubemap + + float omegaS; + + if (usePrecomputedSamples) + { + omegaS = LOAD_TEXTURE2D(ggxIblSamples, uint2(i, index)).w; + } + else + { + float pdf = D_GGX(NdotH, roughness) * 0.25; + // TODO: check the accuracy of the sample's solid angle fit for GGX. + omegaS = rcp(sampleCount) / pdf; + } + + // invOmegaP is precomputed on CPU and provide as a parameter of the function + // float omegaP = FOUR_PI / (6.0 * cubemapWidth * cubemapWidth); + mipLevel = 0.5 * log2(omegaS * invOmegaP); + } + + if (isValid) + { + // Bias the MIP map level to compensate for the importance sampling bias. + // This will blur the reflection. + // TODO: find a more accurate MIP bias function. + mipLevel = lerp(mipLevel, lastMipLevel, bias); + + // TODO: use a Gaussian-like filter to generate the MIP pyramid. + float3 val = SAMPLE_TEXTURECUBE_LOD(tex, sampl, L, mipLevel).rgb; + + // Our goal is to use Monte-Carlo integration with importance sampling to evaluate + // X(V) = Integral{Radiance(L) * CBSDF(L, N, V) dL} / Integral{CBSDF(L, N, V) dL}. + // CBSDF = F * D * G * NdotL / (4 * NdotL * NdotV) = F * D * G / (4 * NdotV). + // PDF = D * NdotH / (4 * LdotH). + // Weight = CBSDF / PDF = F * G * LdotH / (NdotV * NdotH). + // Since we perform filtering with the assumption that (V == N), + // (LdotH == NdotH) && (NdotV == 1) && (Weight == F * G). + // We use the approximation of Brian Karis from "Real Shading in Unreal Engine 4": + // Weight ≈ NdotL, which produces nearly identical results in practice. + + lightInt += NdotL * val; + cbsdfInt += NdotL; + } + } + + return float4(lightInt / cbsdfInt, 1.0); +} + +// Searches the row 'j' containing 'n' elements of 'haystack' and +// returns the index of the first element greater or equal to 'needle'. +uint BinarySearchRow(uint j, float needle, TEXTURE2D(haystack), uint n) +{ + uint i = n - 1; + float v = LOAD_TEXTURE2D(haystack, uint2(i, j)).r; + + if (needle < v) + { + i = 0; + + for (uint b = 1 << firstbithigh(n - 1); b != 0; b >>= 1) + { + uint p = i | b; + v = LOAD_TEXTURE2D(haystack, uint2(p, j)).r; + if (v <= needle) { i = p; } // Move to the right. + } + } + + return i; +} + +float4 IntegrateLD_MIS(TEXTURECUBE_ARGS(envMap, sampler_envMap), + TEXTURE2D(marginalRowDensities), + TEXTURE2D(conditionalDensities), + float3 V, + float3 N, + float roughness, + float invOmegaP, + uint width, + uint height, + uint sampleCount, + bool prefilter) +{ + float3x3 localToWorld = GetLocalFrame(N); + + float2 randNum = InitRandom(V.xy * 0.5 + 0.5); + + float3 lightInt = float3(0.0, 0.0, 0.0); + float cbsdfInt = 0.0; + +/* + // Dedicate 50% of samples to light sampling at 1.0 roughness. + // Only perform BSDF sampling when roughness is below 0.5. + const int lightSampleCount = lerp(0, sampleCount / 2, saturate(2.0 * roughness - 1.0)); + const int bsdfSampleCount = sampleCount - lightSampleCount; +*/ + + // The value of the integral of intensity values of the environment map (as a 2D step function). + float envMapInt2dStep = LOAD_TEXTURE2D(marginalRowDensities, uint2(height, 0)).r; + // Since we are using equiareal mapping, we need to divide by the area of the sphere. + float envMapIntSphere = envMapInt2dStep * INV_FOUR_PI; + + // Perform light importance sampling. + for (uint i = 0; i < sampleCount; i++) + { + float2 s = frac(randNum + Hammersley2d(i, sampleCount)); + + // Sample a row from the marginal distribution. + uint y = BinarySearchRow(0, s.x, marginalRowDensities, height - 1); + + // Sample a column from the conditional distribution. + uint x = BinarySearchRow(y, s.y, conditionalDensities, width - 1); + + // Compute the coordinates of the sample. + // Note: we take the sample in between two texels, and also apply the half-texel offset. + // We could compute fractional coordinates at the cost of 4 extra texel samples. + float u = saturate((float)x / width + 1.0 / width); + float v = saturate((float)y / height + 1.0 / height); + float3 L = ConvertEquiarealToCubemap(u, v); + + float NdotL = saturate(dot(N, L)); + + if (NdotL > 0.0) + { + float3 val = SAMPLE_TEXTURECUBE_LOD(envMap, sampler_envMap, L, 0).rgb; + float pdf = (val.r + val.g + val.b) / envMapIntSphere; + + if (pdf > 0.0) + { + // (N == V) && (acos(VdotL) == 2 * acos(NdotH)). + float NdotH = sqrt(NdotL * 0.5 + 0.5); + + // ********************************************************************************* + // Our goal is to use Monte-Carlo integration with importance sampling to evaluate + // X(V) = Integral{Radiance(L) * CBSDF(L, N, V) dL} / Integral{CBSDF(L, N, V) dL}. + // CBSDF = F * D * G * NdotL / (4 * NdotL * NdotV) = F * D * G / (4 * NdotV). + // Weight = CBSDF / PDF. + // We use two approximations of Brian Karis from "Real Shading in Unreal Engine 4": + // (F * G ≈ NdotL) && (NdotV == 1). + // Weight = D * NdotL / (4 * PDF). + // ********************************************************************************* + + float weight = D_GGX(NdotH, roughness) * NdotL / (4.0 * pdf); + + lightInt += weight * val; + cbsdfInt += weight; + } + } + } + + // Prevent NaNs arising from the division of 0 by 0. + cbsdfInt = max(cbsdfInt, FLT_MIN); + + return float4(lightInt / cbsdfInt, 1.0); +} + +#endif // UNITY_IMAGE_BASED_LIGHTING_INCLUDED diff --git a/Assets/ScriptableRenderLoop/ShaderLibrary/ImageBasedLighting.hlsl.meta b/Assets/ScriptableRenderPipeline/ShaderLibrary/ImageBasedLighting.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/ShaderLibrary/ImageBasedLighting.hlsl.meta rename to Assets/ScriptableRenderPipeline/ShaderLibrary/ImageBasedLighting.hlsl.meta diff --git a/Assets/ScriptableRenderPipeline/ShaderLibrary/NormalSurfaceGradient.hlsl b/Assets/ScriptableRenderPipeline/ShaderLibrary/NormalSurfaceGradient.hlsl new file mode 100644 index 00000000000..8ba5589ffd9 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderLibrary/NormalSurfaceGradient.hlsl @@ -0,0 +1,96 @@ +// this produces an orthonormal basis of the tangent and bitangent WITHOUT vertex level tangent/bitangent for any UV including procedurally generated +// method released with the demo for publication of "bump mapping unparametrized surfaces on the GPU" +// http://mmikkelsen3d.blogspot.com/2011/07/derivative-maps.html +void SurfaceGradientGenBasisTB(float3 nrmVertexNormal, float3 sigmaX, float3 sigmaY, float flipSign, float2 texST, out float3 vT, out float3 vB) +{ + float2 dSTdx = ddx_fine(texST), dSTdy = ddy_fine(texST); + + float det = dot(dSTdx, float2(dSTdy.y, -dSTdy.x)); + float sign_det = det < 0 ? -1 : 1; + + // invC0 represents (dXds, dYds); but we don't divide by determinant (scale by sign instead) + float2 invC0 = sign_det * float2(dSTdy.y, -dSTdx.y); + vT = sigmaX * invC0.x + sigmaY * invC0.y; + if (abs(det) > 0.0) + vT = normalize(vT); + vB = (sign_det * flipSign) * cross(nrmVertexNormal, vT); +} + +// surface gradient from an on the fly TBN (deriv obtained using tspaceNormalToDerivative()) or from conventional vertex level TBN (mikktspace compliant and deriv obtained using tspaceNormalToDerivative()) +float3 SurfaceGradientFromTBN(float2 deriv, float3 vT, float3 vB) +{ + return deriv.x * vT + deriv.y * vB; +} + +// surface gradient from an already generated "normal" such as from an object space normal map +// this allows us to mix the contribution together with a series of other contributions including tangent space normals +// v does not need to be unit length as long as it establishes the direction. +float3 SurfaceGradientFromPerturbedNormal(float3 nrmVertexNormal, float3 v) +{ + float3 n = nrmVertexNormal; + float s = 1.0 / max(FLT_EPSILON, abs(dot(n, v))); + return s * (dot(n, v) * n - v); +} + +// used to produce a surface gradient from the gradient of a volume bump function such as a volume of perlin noise. +// equation 2. in "bump mapping unparametrized surfaces on the GPU". +// Observe the difference in figure 2. between using the gradient vs. the surface gradient to do bump mapping (the original method is proved wrong in the paper!). +float3 SurfaceGradientFromVolumeGradient(float3 nrmVertexNormal, float3 grad) +{ + return grad - dot(nrmVertexNormal, grad) * nrmVertexNormal; +} + +// triplanar projection considered special case of volume bump map +// described here: http://mmikkelsen3d.blogspot.com/2013/10/volume-height-maps-and-triplanar-bump.html +// derivs obtained using tspaceNormalToDerivative() and weights using computeTriplanarWeights(). +float3 SurfaceGradientFromTriplanarProjection(float3 nrmVertexNormal, float3 triplanarWeights, float2 deriv_xplane, float2 deriv_yplane, float2 deriv_zplane) +{ + const float w0 = triplanarWeights.x, w1 = triplanarWeights.y, w2 = triplanarWeights.z; + + // assume deriv_xplane, deriv_yplane and deriv_zplane sampled using (z,y), (z,x) and (x,y) respectively. + // positive scales of the look-up coordinate will work as well but for negative scales the derivative components will need to be negated accordingly. + float3 volumeGrad = float3(w2 * deriv_zplane.x + w1 * deriv_yplane.y, w2 * deriv_zplane.y + w0 * deriv_xplane.y, w0 * deriv_xplane.x + w1 * deriv_yplane.x); + + return SurfaceGradientFromVolumeGradient(nrmVertexNormal, volumeGrad); +} + +float3 SurfaceGradientResolveNormal(float3 nrmVertexNormal, float3 surfGrad) +{ + return normalize(nrmVertexNormal - surfGrad); +} + +// The 128 means the derivative will come out no greater than 128 numerically (where 1 is 45 degrees so 128 is very steap). You can increase it if u like of course +// Basically tan(angle) limited to 128 +// So a max angle of 89.55 degrees ;) id argue thats close enough to the vertical limit at 90 degrees +// vT is channels.xy of a tangent space normal in[-1; 1] +// out: convert vT to a derivative +float2 UnpackDerivativeNormalAG(float4 packedNormal, float scale = 1.0) +{ + const float fS = 1.0 / (128.0 * 128.0); + float2 vT = packedNormal.wy * 2.0 - 1.0; + float2 vTsq = vT * vT; + float nz_sq = 1 - vTsq.x - vTsq.y; + float maxcompxy_sq = fS * max(vTsq.x, vTsq.y); + float z_inv = rsqrt(max(nz_sq, maxcompxy_sq)); + float2 deriv = -z_inv * float2(vT.x, vT.y); + return deriv * scale; +} + +// Unpack normal as DXT5nm (1, y, 0, x) or BC5 (x, y, 0, 1) +float2 UnpackDerivativeNormalRGorAG(float4 packedNormal, float scale = 1.0) +{ + // This do the trick + packedNormal.w *= packedNormal.x; + return UnpackDerivativeNormalAG(packedNormal, scale); +} + +float2 UnpackDerivativeNormalRGB(float4 packedNormal, float scale = 1.0) +{ + const float fS = 1.0 / (128.0 * 128.0); + float3 vT = packedNormal.xyz * 2.0 - 1.0; + float3 vTsq = vT * vT; + float maxcompxy_sq = fS * max(vTsq.x, vTsq.y); + float z_inv = rsqrt(max(vTsq.z, maxcompxy_sq)); + float2 deriv = -z_inv * float2(vT.x, vT.y); + return deriv * scale; +} diff --git a/Assets/ScriptableRenderPipeline/ShaderLibrary/NormalSurfaceGradient.hlsl.meta b/Assets/ScriptableRenderPipeline/ShaderLibrary/NormalSurfaceGradient.hlsl.meta new file mode 100644 index 00000000000..5708fa1ea29 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderLibrary/NormalSurfaceGradient.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: b6ff088bebec9f941ae19a0086e4f097 +timeCreated: 1487475828 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/ShaderLibrary/Packing.hlsl b/Assets/ScriptableRenderPipeline/ShaderLibrary/Packing.hlsl new file mode 100644 index 00000000000..a3d4dbd352a --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderLibrary/Packing.hlsl @@ -0,0 +1,303 @@ +#ifndef UNITY_PACKING_INCLUDED +#define UNITY_PACKING_INCLUDED + +//----------------------------------------------------------------------------- +// Normal packing +//----------------------------------------------------------------------------- + +float3 PackNormalCartesian(float3 n) +{ + return n * 0.5 + 0.5; +} + +float3 UnpackNormalCartesian(float3 n) +{ + return normalize(n * 2.0 - 1.0); +} + +float3 PackNormalMaxComponent(float3 n) +{ + // TODO: use max3 + return (n / max(abs(n.x), max(abs(n.y), abs(n.z)))) * 0.5 + 0.5; +} + +float3 UnpackNormalMaxComponent(float3 n) +{ + return normalize(n * 2.0 - 1.0); +} + +// Ref: http://jcgt.org/published/0003/02/01/paper.pdf +// Encode with Oct, this function work with any size of output +// return float between [-1, 1] +float2 PackNormalOctEncode(float3 n) +{ + float l1norm = dot(abs(n), 1.0); + float2 res0 = n.xy * (1.0 / l1norm); + + float2 val = 1.0 - abs(res0.yx); + return (n.zz < float2(0.0, 0.0) ? (res0 >= 0.0 ? val : -val) : res0); +} + +float3 UnpackNormalOctEncode(float2 f) +{ + float3 n = float3(f.x, f.y, 1.0 - abs(f.x) - abs(f.y)); + + float2 val = 1.0 - abs(n.yx); + n.xy = (n.zz < float2(0.0, 0.0) ? (n.xy >= 0.0 ? val : -val) : n.xy); + + return normalize(n); +} + +float3 UnpackNormalRGB(float4 packedNormal, float scale = 1.0) +{ + float3 normal; + normal.xyz = packedNormal.rgb * 2.0 - 1.0; + normal.xy *= scale; + return normalize(normal); +} + +float3 UnpackNormalAG(float4 packedNormal, float scale = 1.0) +{ + float3 normal; + normal.xy = packedNormal.wy * 2.0 - 1.0; + normal.xy *= scale; + normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy))); + return normal; +} + +// Unpack normal as DXT5nm (1, y, 0, x) or BC5 (x, y, 0, 1) +float3 UnpackNormalmapRGorAG(float4 packedNormal, float scale = 1.0) +{ + // This do the trick + packedNormal.w *= packedNormal.x; + return UnpackNormalAG(packedNormal, scale); +} + +//----------------------------------------------------------------------------- +// HDR packing +//----------------------------------------------------------------------------- + +// Ref: http://realtimecollisiondetection.net/blog/?p=15 +float4 PackLogLuv(float3 vRGB) +{ + // M matrix, for encoding + const float3x3 M = float3x3( + 0.2209, 0.3390, 0.4184, + 0.1138, 0.6780, 0.7319, + 0.0102, 0.1130, 0.2969); + + float4 vResult; + float3 Xp_Y_XYZp = mul(vRGB, M); + Xp_Y_XYZp = max(Xp_Y_XYZp, float3(1e-6, 1e-6, 1e-6)); + vResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z; + float Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0; + vResult.w = frac(Le); + vResult.z = (Le - (floor(vResult.w * 255.0)) / 255.0) / 255.0; + return vResult; +} + +float3 UnpackLogLuv(float4 vLogLuv) +{ + // Inverse M matrix, for decoding + const float3x3 InverseM = float3x3( + 6.0014, -2.7008, -1.7996, + -1.3320, 3.1029, -5.7721, + 0.3008, -1.0882, 5.6268); + + float Le = vLogLuv.z * 255.0 + vLogLuv.w; + float3 Xp_Y_XYZp; + Xp_Y_XYZp.y = exp2((Le - 127.0) / 2.0); + Xp_Y_XYZp.z = Xp_Y_XYZp.y / vLogLuv.y; + Xp_Y_XYZp.x = vLogLuv.x * Xp_Y_XYZp.z; + float3 vRGB = mul(Xp_Y_XYZp, InverseM); + return max(vRGB, float3(0.0, 0.0, 0.0)); +} + +// The standard 32-bit HDR color format +uint PackR11G11B10f(float3 rgb) +{ + uint r = (f32tof16(rgb.x) << 17) & 0xFFE00000; + uint g = (f32tof16(rgb.y) << 6) & 0x001FFC00; + uint b = (f32tof16(rgb.z) >> 5) & 0x000003FF; + return r | g | b; +} + +float3 UnpackR11G11B10f(uint rgb) +{ + float r = f16tof32((rgb >> 17) & 0x7FF0); + float g = f16tof32((rgb >> 6) & 0x7FF0); + float b = f16tof32((rgb << 5) & 0x7FE0); + return float3(r, g, b); +} + +//----------------------------------------------------------------------------- +// Quaternion packing +//----------------------------------------------------------------------------- + +// Ref: https://cedec.cesa.or.jp/2015/session/ENG/14698.html The Rendering Materials of Far Cry 4 + +/* +// This is GCN intrinsic +uint FindBiggestComponent(float4 q) +{ + uint xyzIndex = CubeMapFaceID(q.x, q.y, q.z) * 0.5f; + uint wIndex = 3; + + bool wBiggest = abs(q.w) > max3(abs(q.x), qbs(q.y), qbs(q.z)); + + return wBiggest ? wIndex : xyzIndex; +} + +// Pack a quaternion into a 10:10:10:2 +float4 PackQuat(float4 quat) +{ + uint index = FindBiggestComponent(quat); + + if (index == 0) quat = quat.yzwx; + if (index == 1) quat = quat.xzwy; + if (index == 2) quat = quat.xywz; + + float4 packedQuat; + packedQuat.xyz = quat.xyz * sign(quat.w) * sqrt(0.5) + 0.5; + packedQuat.w = index / 3.0; + + return packedQuat; +} +*/ + +// Unpack a quaternion from a 10:10:10:2 +float4 UnpackQuat(float4 packedQuat) +{ + uint index = (uint)(packedQuat.w * 3.0); + + float4 quat; + quat.xyz = packedQuat.xyz * sqrt(2.0) - (1.0 / sqrt(2.0)); + quat.w = sqrt(1.0 - saturate(dot(quat.xyz, quat.xyz))); + + if (index == 0) quat = quat.wxyz; + if (index == 1) quat = quat.xwyz; + if (index == 2) quat = quat.xywz; + + return quat; +} + +//----------------------------------------------------------------------------- +// Byte packing +//----------------------------------------------------------------------------- + +float Pack2Byte(float2 inputs) +{ + float2 temp = inputs * float2(255.0, 255.0); + temp.x *= 256.0; + temp = round(temp); + float combined = temp.x + temp.y; + return combined * (1.0 / 65535.0); +} + +float2 Unpack2Byte(float inputs) +{ + float temp = round(inputs * 65535.0); + float ipart; + float fpart = modf(temp / 256.0, ipart); + float2 result = float2(ipart, round(256.0 * fpart)); + return result * (1.0 / float2(255.0, 255.0)); +} + +// Encode a float in [0..1] and an int in [0..maxi - 1] as a float [0..1] to be store in log2(precision) bit +// maxi must be a power of two and define the number of bit dedicated 0..1 to the int part (log2(maxi)) +// Example: precision is 256.0, maxi is 2, i is [0..1] encode on 1 bit. f is [0..1] encode on 7 bit. +// Example: precision is 256.0, maxi is 4, i is [0..3] encode on 2 bit. f is [0..1] encode on 6 bit. +// Example: precision is 256.0, maxi is 8, i is [0..7] encode on 3 bit. f is [0..1] encode on 5 bit. +// ... +// Example: precision is 1024.0, maxi is 8, i is [0..7] encode on 3 bit. f is [0..1] encode on 7 bit. +//... +float PackFloatInt(float f, int i, float maxi, float precision) +{ + // Constant + float precisionMinusOne = precision - 1.0; + float t1 = ((precision / maxi) - 1.0) / precisionMinusOne; + float t2 = (precision / maxi) / precisionMinusOne; + + return t1 * f + t2 * float(i); +} + +void UnpackFloatInt(float val, float maxi, float precision, out float f, out int i) +{ + // Constant + float precisionMinusOne = precision - 1.0; + float t1 = ((precision / maxi) - 1.0) / precisionMinusOne; + float t2 = (precision / maxi) / precisionMinusOne; + + // extract integer part + i = int(val / t2); + // Now that we have i, solve formula in PackFloatInt for f + //f = (val - t2 * float(i)) / t1 => convert in mads form + f = (-t2 * float(i) + val) / t1; +} + +// Define various variante for ease of read +float PackFloatInt8bit(float f, int i, float maxi) +{ + return PackFloatInt(f, i, maxi, 255.0); +} + +void UnpackFloatInt8bit(float val, float maxi, out float f, out int i) +{ + UnpackFloatInt(val, maxi, 255.0, f, i); +} + +float PackFloatInt10bit(float f, int i, float maxi) +{ + return PackFloatInt(f, i, maxi, 1024.0); +} + +void UnpackFloatInt10bit(float val, float maxi, out float f, out int i) +{ + UnpackFloatInt(val, maxi, 1024.0, f, i); +} + +float PackFloatInt16bit(float f, int i, float maxi) +{ + return PackFloatInt(f, i, maxi, 65536.0); +} + +void UnpackFloatInt16bit(float val, float maxi, out float f, out int i) +{ + UnpackFloatInt(val, maxi, 65536.0, f, i); +} + +//----------------------------------------------------------------------------- +// float packing to sint/uint +//----------------------------------------------------------------------------- + +// src must be between 0.0 and 1.0 +uint PackFloatToUInt(float src, uint size, uint offset) +{ + const float maxValue = float((1u << size) - 1u) + 0.5; // Shader compiler should be able to remove this + return uint(src * maxValue) << offset; +} + +float UnpackUIntToFloat(uint src, uint size, uint offset) +{ + const float invMaxValue = 1.0 / float((1 << size) - 1); + + return float(BitFieldExtract(src, size, offset)) * invMaxValue; +} + +uint PackR10G10B10A2(float4 rgba) +{ + return (PackFloatToUInt(rgba.x, 10, 0) | PackFloatToUInt(rgba.y, 10, 10) | PackFloatToUInt(rgba.z, 10, 20) | PackFloatToUInt(rgba.w, 2, 30)); +} + +float4 UnpackR10G10B10A2(uint rgba) +{ + float4 ouput; + ouput.x = UnpackUIntToFloat(rgba, 10, 0); + ouput.y = UnpackUIntToFloat(rgba, 10, 10); + ouput.z = UnpackUIntToFloat(rgba, 10, 20); + ouput.w = UnpackUIntToFloat(rgba, 2, 30); + return ouput; +} + + +#endif // UNITY_PACKING_INCLUDED diff --git a/Assets/ScriptableRenderLoop/ShaderLibrary/Packing.hlsl.meta b/Assets/ScriptableRenderPipeline/ShaderLibrary/Packing.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/ShaderLibrary/Packing.hlsl.meta rename to Assets/ScriptableRenderPipeline/ShaderLibrary/Packing.hlsl.meta diff --git a/Assets/ScriptableRenderPipeline/ShaderLibrary/PerPixelDisplacement.hlsl b/Assets/ScriptableRenderPipeline/ShaderLibrary/PerPixelDisplacement.hlsl new file mode 100644 index 00000000000..b7c6d308468 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderLibrary/PerPixelDisplacement.hlsl @@ -0,0 +1,116 @@ +// This is implementation of parallax occlusion mapping (POM) +// This function require that the caller define a callback for the height sampling name ComputePerPixelHeightDisplacement +// A PerPixelHeightDisplacementParam is used to provide all data necessary to calculate the heights to ComputePerPixelHeightDisplacement it doesn't need to be +// visible by the POM algorithm. +// This function is compatible with tiled uv. +// it return the offset to apply to the UVSet provide in PerPixelHeightDisplacementParam +// viewDirTS is view vector in texture space matching the UVSet +// ref: https://www.gamedev.net/resources/_/technical/graphics-programming-and-theory/a-closer-look-at-parallax-occlusion-mapping-r3262 +float2 ParallaxOcclusionMapping(float lod, float lodThreshold, int numSteps, float3 viewDirTS, float maxHeight, PerPixelHeightDisplacementParam ppdParam, out float outHeight) +{ + // TODO: explain this factor! Necessary to achieve parity between tessellation and POM w.r.t. height. + maxHeight *= 0.1; + + // Convention: 1.0 is top, 0.0 is bottom - POM is always inward, no extrusion + float stepSize = 1.0 / (float)numSteps; + + // View vector is from the point to the camera, but we want to raymarch from camera to point, so reverse the sign + // The length of viewDirTS vector determines the furthest amount of displacement: + // float parallaxLimit = -length(viewDirTS.xy) / viewDirTS.z; + // float2 parallaxDir = normalize(Out.viewDirTS.xy); + // float2 parallaxMaxOffsetTS = parallaxDir * parallaxLimit; + // Above code simplify to + float2 parallaxMaxOffsetTS = (viewDirTS.xy / -viewDirTS.z) * maxHeight; + float2 texOffsetPerStep = stepSize * parallaxMaxOffsetTS; + + // Do a first step before the loop to init all value correctly + float2 texOffsetCurrent = float2(0.0, 0.0); + float prevHeight = ComputePerPixelHeightDisplacement(texOffsetCurrent, lod, ppdParam); + texOffsetCurrent += texOffsetPerStep; + float currHeight = ComputePerPixelHeightDisplacement(texOffsetCurrent, lod, ppdParam); + float rayHeight = 1.0 - stepSize; // Start at top less one sample + + // Linear search + for (int stepIndex = 0; stepIndex < numSteps; ++stepIndex) + { + // Have we found a height below our ray height ? then we have an intersection + if (currHeight > rayHeight) + break; // end the loop + + prevHeight = currHeight; + rayHeight -= stepSize; + texOffsetCurrent += texOffsetPerStep; + + // Sample height map which in this case is stored in the alpha channel of the normal map: + currHeight = ComputePerPixelHeightDisplacement(texOffsetCurrent, lod, ppdParam); + } + + // Found below and above points, now perform line interesection (ray) with piecewise linear heightfield approximation + + // Refine the search with secant method +#define POM_SECANT_METHOD 1 +#if POM_SECANT_METHOD + + float pt0 = rayHeight + stepSize; + float pt1 = rayHeight; + float delta0 = pt0 - prevHeight; + float delta1 = pt1 - currHeight; + + float delta; + float2 offset; + + // Secant method to affine the search + // Ref: Faster Relief Mapping Using the Secant Method - Eric Risser + for (int i = 0; i < 5; ++i) + { + // intersectionHeight is the height [0..1] for the intersection between view ray and heightfield line + float intersectionHeight = (pt0 * delta1 - pt1 * delta0) / (delta1 - delta0); + // Retrieve offset require to find this intersectionHeight + offset = (1 - intersectionHeight) * texOffsetPerStep * numSteps; + + currHeight = ComputePerPixelHeightDisplacement(offset, lod, ppdParam); + + delta = intersectionHeight - currHeight; + + if (abs(delta) <= 0.01) + break; + + // intersectionHeight < currHeight => new lower bounds + if (delta < 0.0) + { + delta1 = delta; + pt1 = intersectionHeight; + } + else + { + delta0 = delta; + pt0 = intersectionHeight; + } + } + +#else // regular POM intersection + + //float pt0 = rayHeight + stepSize; + //float pt1 = rayHeight; + //float delta0 = pt0 - prevHeight; + //float delta1 = pt1 - currHeight; + //float intersectionHeight = (pt0 * delta1 - pt1 * delta0) / (delta1 - delta0); + //float2 offset = (1 - intersectionHeight) * texOffsetPerStep * numSteps; + + // A bit more optimize + float delta0 = currHeight - rayHeight; + float delta1 = (rayHeight + stepSize) - prevHeight; + float ratio = delta0 / (delta0 + delta1); + float2 offset = texOffsetCurrent - ratio * texOffsetPerStep; + + currHeight = ComputePerPixelHeightDisplacement(offset, lod, ppdParam); + +#endif + + outHeight = currHeight; + + // Fade the effect with lod (allow to avoid pop when switching to a discrete LOD mesh) + offset *= (1.0 - saturate(lod - lodThreshold)); + + return offset; +} diff --git a/Assets/ScriptableRenderPipeline/ShaderLibrary/PerPixelDisplacement.hlsl.meta b/Assets/ScriptableRenderPipeline/ShaderLibrary/PerPixelDisplacement.hlsl.meta new file mode 100644 index 00000000000..f0e2ff51f55 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderLibrary/PerPixelDisplacement.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 0a40799d368cbbd4982d2f423cdd8595 +timeCreated: 1486045136 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/ShaderLibrary/QuaternionMath.hlsl b/Assets/ScriptableRenderPipeline/ShaderLibrary/QuaternionMath.hlsl similarity index 100% rename from Assets/ScriptableRenderLoop/ShaderLibrary/QuaternionMath.hlsl rename to Assets/ScriptableRenderPipeline/ShaderLibrary/QuaternionMath.hlsl diff --git a/Assets/ScriptableRenderLoop/ShaderLibrary/QuaternionMath.hlsl.meta b/Assets/ScriptableRenderPipeline/ShaderLibrary/QuaternionMath.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/ShaderLibrary/QuaternionMath.hlsl.meta rename to Assets/ScriptableRenderPipeline/ShaderLibrary/QuaternionMath.hlsl.meta diff --git a/Assets/ScriptableRenderLoop/ShaderLibrary/SHMath.hlsl b/Assets/ScriptableRenderPipeline/ShaderLibrary/SHMath.hlsl similarity index 100% rename from Assets/ScriptableRenderLoop/ShaderLibrary/SHMath.hlsl rename to Assets/ScriptableRenderPipeline/ShaderLibrary/SHMath.hlsl diff --git a/Assets/ScriptableRenderLoop/ShaderLibrary/SHMath.hlsl.meta b/Assets/ScriptableRenderPipeline/ShaderLibrary/SHMath.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/ShaderLibrary/SHMath.hlsl.meta rename to Assets/ScriptableRenderPipeline/ShaderLibrary/SHMath.hlsl.meta diff --git a/Assets/ScriptableRenderPipeline/ShaderLibrary/SampleUVMapping.hlsl b/Assets/ScriptableRenderPipeline/ShaderLibrary/SampleUVMapping.hlsl new file mode 100644 index 00000000000..a3a712ac51e --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderLibrary/SampleUVMapping.hlsl @@ -0,0 +1,70 @@ +// This structure abstract uv mapping inside one struct. +// It represent a mapping of any uv (with its associated tangent space for derivative if SurfaceGradient mode) - UVSet0 to 4, planar, triplanar + +#include "ShaderLibrary/NormalSurfaceGradient.hlsl" + +#define UV_MAPPING_UVSET 0 +#define UV_MAPPING_PLANAR 1 +#define UV_MAPPING_TRIPLANAR 2 + +struct UVMapping +{ + int mappingType; + float2 uv; // Current uv or planar uv + + // Triplanar specific + float2 uvZY; + float2 uvXZ; + float2 uvXY; + + float3 normalWS; // vertex normal + float3 triplanarWeights; + +#ifdef SURFACE_GRADIENT + // tangent basis to use when mappingType is UV_MAPPING_UVSET + // these are vertex level in world space + float3 tangentWS; + float3 bitangentWS; + // TODO: store also object normal map for object triplanar +#endif +}; + +// Multiple includes of the file to handle all variations of textures sampling for regular, lod and bias + +// Regular sampling functions +#define ADD_FUNC_SUFFIX(Name) Name +#define SAMPLE_TEXTURE_FUNC(textureName, samplerName, uvMapping, unused) SAMPLE_TEXTURE2D(textureName, samplerName, uvMapping) +#include "SampleUVMappingInternal.hlsl" +#undef ADD_FUNC_SUFFIX +#undef SAMPLE_TEXTURE_FUNC + +// Lod sampling functions +#define ADD_FUNC_SUFFIX(Name) Name##Lod +#define SAMPLE_TEXTURE_FUNC(textureName, samplerName, uvMapping, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, uvMapping, lod) +#include "SampleUVMappingInternal.hlsl" +#undef ADD_FUNC_SUFFIX +#undef SAMPLE_TEXTURE_FUNC + +// Bias sampling functions +#define ADD_FUNC_SUFFIX(Name) Name##Bias +#define SAMPLE_TEXTURE_FUNC(textureName, samplerName, uvMapping, bias) SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, uvMapping, bias) +#include "SampleUVMappingInternal.hlsl" +#undef ADD_FUNC_SUFFIX +#undef SAMPLE_TEXTURE_FUNC + +// Macro to improve readibility of surface data +#define SAMPLE_UVMAPPING_TEXTURE2D(textureName, samplerName, uvMapping) SampleUVMapping(TEXTURE2D_PARAM(textureName, samplerName), uvMapping, 0.0) // Last 0.0 is unused +#define SAMPLE_UVMAPPING_TEXTURE2D_LOD(textureName, samplerName, uvMapping, lod) SampleUVMappingLod(TEXTURE2D_PARAM(textureName, samplerName), uvMapping, lod) +#define SAMPLE_UVMAPPING_TEXTURE2D_BIAS(textureName, samplerName, uvMapping, bias) SampleUVMappingBias(TEXTURE2D_PARAM(textureName, samplerName), uvMapping, bias) + +#define SAMPLE_UVMAPPING_NORMALMAP(textureName, samplerName, uvMapping, scale) SampleUVMappingNormal(TEXTURE2D_PARAM(textureName, samplerName), uvMapping, scale, 0.0) +#define SAMPLE_UVMAPPING_NORMALMAP_LOD(textureName, samplerName, uvMapping, scale, lod) SampleUVMappingNormalLod(TEXTURE2D_PARAM(textureName, samplerName), uvMapping, scale, lod) +#define SAMPLE_UVMAPPING_NORMALMAP_BIAS(textureName, samplerName, uvMapping, scale, bias) SampleUVMappingNormalBias(TEXTURE2D_PARAM(textureName, samplerName), uvMapping, scale, bias) + +#define SAMPLE_UVMAPPING_NORMALMAP_AG(textureName, samplerName, uvMapping, scale) SampleUVMappingNormalAG(TEXTURE2D_PARAM(textureName, samplerName), uvMapping, scale, 0.0) +#define SAMPLE_UVMAPPING_NORMALMAP_AG_LOD(textureName, samplerName, uvMapping, scale, lod) SampleUVMappingNormalAGLod(TEXTURE2D_PARAM(textureName, samplerName), uvMapping, scale, lod) +#define SAMPLE_UVMAPPING_NORMALMAP_AG_BIAS(textureName, samplerName, uvMapping, scale, bias) SampleUVMappingNormalAGBias(TEXTURE2D_PARAM(textureName, samplerName), uvMapping, scale, bias) + +#define SAMPLE_UVMAPPING_NORMALMAP_RGB(textureName, samplerName, uvMapping, scale) SampleUVMappingNormalRGB(TEXTURE2D_PARAM(textureName, samplerName), uvMapping, scale, 0.0) +#define SAMPLE_UVMAPPING_NORMALMAP_RGB_LOD(textureName, samplerName, uvMapping, scale, lod) SampleUVMappingNormalRGBLod(TEXTURE2D_PARAM(textureName, samplerName), uvMapping, scale, lod) +#define SAMPLE_UVMAPPING_NORMALMAP_RGB_BIAS(textureName, samplerName, uvMapping, scale, bias) SampleUVMappingNormalRGBBias(TEXTURE2D_PARAM(textureName, samplerName), uvMapping, scale, bias) diff --git a/Assets/ScriptableRenderPipeline/ShaderLibrary/SampleUVMapping.hlsl.meta b/Assets/ScriptableRenderPipeline/ShaderLibrary/SampleUVMapping.hlsl.meta new file mode 100644 index 00000000000..a40f0604cc0 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderLibrary/SampleUVMapping.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: f3e4d64dcf820e040a738f576d8d1f79 +timeCreated: 1485260584 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/ShaderLibrary/SampleUVMappingInternal.hlsl b/Assets/ScriptableRenderPipeline/ShaderLibrary/SampleUVMappingInternal.hlsl new file mode 100644 index 00000000000..f289c44b4cd --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderLibrary/SampleUVMappingInternal.hlsl @@ -0,0 +1,61 @@ + +// These functions are use to hide the handling of triplanar mapping +// Normal need a specific treatment as they use special encoding for both base and detail map +// Also we use multiple inclusion to handle the various variation for lod and bias + +// param can be unused, lod or bias +float4 ADD_FUNC_SUFFIX(SampleUVMapping)(TEXTURE2D_ARGS(textureName, samplerName), UVMapping uvMapping, float param) +{ + if (uvMapping.mappingType == UV_MAPPING_TRIPLANAR) + { + float3 triplanarWeights = uvMapping.triplanarWeights; + float4 val = float4(0.0, 0.0, 0.0, 0.0); + + if (triplanarWeights.x > 0.0) + val += triplanarWeights.x * SAMPLE_TEXTURE_FUNC(textureName, samplerName, uvMapping.uvZY, param); + if (triplanarWeights.y > 0.0) + val += triplanarWeights.y * SAMPLE_TEXTURE_FUNC(textureName, samplerName, uvMapping.uvXZ, param); + if (triplanarWeights.z > 0.0) + val += triplanarWeights.z * SAMPLE_TEXTURE_FUNC(textureName, samplerName, uvMapping.uvXY, param); + + return val; + } + else // UV_MAPPING_UVSET / UV_MAPPING_PLANAR + { + return SAMPLE_TEXTURE_FUNC(textureName, samplerName, uvMapping.uv, param); + } +} + +// Nested multiple includes of the file to handle all variations of normal map (AG, RG or RGB) + +// This version is use for the base normal map (BC5 or DXT5nm) +#define ADD_NORMAL_FUNC_SUFFIX(Name) Name +#if defined(UNITY_NO_DXT5nm) +#define UNPACK_NORMAL_FUNC UnpackNormalRGB +#define UNPACK_DERIVATIVE_FUNC UnpackDerivativeNormalRGB +#else +#define UNPACK_NORMAL_FUNC UnpackNormalmapRGorAG +#define UNPACK_DERIVATIVE_FUNC UnpackDerivativeNormalRGorAG +#endif +#include "SampleUVMappingNormalInternal.hlsl" +#undef ADD_NORMAL_FUNC_SUFFIX +#undef UNPACK_NORMAL_FUNC +#undef UNPACK_DERIVATIVE_FUNC + +// This version is for normalmap with AG encoding only. Use with details map encoded with others properties (like smoothness). +#define ADD_NORMAL_FUNC_SUFFIX(Name) Name##AG +#define UNPACK_NORMAL_FUNC UnpackNormalAG +#define UNPACK_DERIVATIVE_FUNC UnpackDerivativeNormalAG +#include "SampleUVMappingNormalInternal.hlsl" +#undef ADD_NORMAL_FUNC_SUFFIX +#undef UNPACK_NORMAL_FUNC +#undef UNPACK_DERIVATIVE_FUNC + +// This version is for normalmap with RGB encoding only, i.e uncompress or BC7. +#define ADD_NORMAL_FUNC_SUFFIX(Name) Name##RGB +#define UNPACK_NORMAL_FUNC UnpackNormalRGB +#define UNPACK_DERIVATIVE_FUNC UnpackDerivativeNormalRGB +#include "SampleUVMappingNormalInternal.hlsl" +#undef ADD_NORMAL_FUNC_SUFFIX +#undef UNPACK_NORMAL_FUNC +#undef UNPACK_DERIVATIVE_FUNC diff --git a/Assets/ScriptableRenderPipeline/ShaderLibrary/SampleUVMappingInternal.hlsl.meta b/Assets/ScriptableRenderPipeline/ShaderLibrary/SampleUVMappingInternal.hlsl.meta new file mode 100644 index 00000000000..07c3c53b082 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderLibrary/SampleUVMappingInternal.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 01b8f0e33ff01164da19412b5fbdc7d4 +timeCreated: 1485250177 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/ShaderLibrary/SampleUVMappingNormalInternal.hlsl b/Assets/ScriptableRenderPipeline/ShaderLibrary/SampleUVMappingNormalInternal.hlsl new file mode 100644 index 00000000000..7c84092766b --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderLibrary/SampleUVMappingNormalInternal.hlsl @@ -0,0 +1,56 @@ +float3 ADD_FUNC_SUFFIX(ADD_NORMAL_FUNC_SUFFIX(SampleUVMappingNormal))(TEXTURE2D_ARGS(textureName, samplerName), UVMapping uvMapping, float scale, float param) +{ + if (uvMapping.mappingType == UV_MAPPING_TRIPLANAR) + { + float3 triplanarWeights = uvMapping.triplanarWeights; + +#ifdef SURFACE_GRADIENT + float2 derivXplane; + float2 derivYPlane; + float2 derivZPlane; + derivXplane = derivYPlane = derivZPlane = float2(0.0, 0.0); + + if (triplanarWeights.x > 0.0) + derivXplane = triplanarWeights.x * UNPACK_DERIVATIVE_FUNC(SAMPLE_TEXTURE_FUNC(textureName, samplerName, uvMapping.uvZY, param), scale); + if (triplanarWeights.y > 0.0) + derivYPlane = triplanarWeights.y * UNPACK_DERIVATIVE_FUNC(SAMPLE_TEXTURE_FUNC(textureName, samplerName, uvMapping.uvXZ, param), scale); + if (triplanarWeights.z > 0.0) + derivZPlane = triplanarWeights.z * UNPACK_DERIVATIVE_FUNC(SAMPLE_TEXTURE_FUNC(textureName, samplerName, uvMapping.uvXY, param), scale); + + // Assume derivXplane, derivYPlane and derivZPlane sampled using (z,y), (z,x) and (x,y) respectively. + // TODO: Check with morten convention! Do it follow ours ? + float3 volumeGrad = float3(derivZPlane.x + derivYPlane.y, derivZPlane.y + derivXplane.y, derivXplane.x + derivYPlane.x); + return SurfaceGradientFromVolumeGradient(uvMapping.normalWS, volumeGrad); +#else + float3 val = float3(0.0, 0.0, 0.0); + + if (triplanarWeights.x > 0.0) + val += triplanarWeights.x * UNPACK_NORMAL_FUNC(SAMPLE_TEXTURE_FUNC(textureName, samplerName, uvMapping.uvZY, param), scale); + if (triplanarWeights.y > 0.0) + val += triplanarWeights.y * UNPACK_NORMAL_FUNC(SAMPLE_TEXTURE_FUNC(textureName, samplerName, uvMapping.uvXZ, param), scale); + if (triplanarWeights.z > 0.0) + val += triplanarWeights.z * UNPACK_NORMAL_FUNC(SAMPLE_TEXTURE_FUNC(textureName, samplerName, uvMapping.uvXY, param), scale); + + return normalize(val); +#endif + } +#ifdef SURFACE_GRADIENT + else if (uvMapping.mappingType == UV_MAPPING_PLANAR) + { + // Note: Planar is on uv coordinate (and not uvXZ) + float2 derivYPlane = UNPACK_DERIVATIVE_FUNC(SAMPLE_TEXTURE_FUNC(textureName, samplerName, uvMapping.uv, param), scale); + // See comment above + float3 volumeGrad = float3(derivYPlane.y, 0.0, derivYPlane.x); + return SurfaceGradientFromVolumeGradient(uvMapping.normalWS, volumeGrad); + } +#endif + else + { +#ifdef SURFACE_GRADIENT + float2 deriv = UNPACK_DERIVATIVE_FUNC(SAMPLE_TEXTURE_FUNC(textureName, samplerName, uvMapping.uv, param), scale); + return SurfaceGradientFromTBN(deriv, uvMapping.tangentWS, uvMapping.bitangentWS); +#else + return UNPACK_NORMAL_FUNC(SAMPLE_TEXTURE_FUNC(textureName, samplerName, uvMapping.uv, param), scale); +#endif + } +} diff --git a/Assets/ScriptableRenderPipeline/ShaderLibrary/SampleUVMappingNormalInternal.hlsl.meta b/Assets/ScriptableRenderPipeline/ShaderLibrary/SampleUVMappingNormalInternal.hlsl.meta new file mode 100644 index 00000000000..72be1ac36e5 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderLibrary/SampleUVMappingNormalInternal.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: f941b2119184e624a8ecd126735c5ed0 +timeCreated: 1487475828 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/ShaderLibrary/Sampling.hlsl b/Assets/ScriptableRenderPipeline/ShaderLibrary/Sampling.hlsl new file mode 100644 index 00000000000..32447c1d051 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderLibrary/Sampling.hlsl @@ -0,0 +1,224 @@ +#ifndef UNITY_SAMPLING_INCLUDED +#define UNITY_SAMPLING_INCLUDED + +//----------------------------------------------------------------------------- +// Sample generator +//----------------------------------------------------------------------------- + +#include "Fibonacci.hlsl" +#include "Hammersley.hlsl" + +float Hash(uint s) +{ + s = s ^ 2747636419u; + s = s * 2654435769u; + s = s ^ (s >> 16); + s = s * 2654435769u; + s = s ^ (s >> 16); + s = s * 2654435769u; + return float(s) / 4294967295.0; +} + +float2 InitRandom(float2 input) +{ + float2 r; + r.x = Hash(uint(input.x * 4294967295.0)); + r.y = Hash(uint(input.y * 4294967295.0)); + + return r; +} + +//----------------------------------------------------------------------------- +// Coordinate system conversion +//----------------------------------------------------------------------------- + +// Transforms the unit vector from the spherical to the Cartesian (right-handed, Z up) coordinate. +float3 SphericalToCartesian(float phi, float cosTheta) +{ + float sinPhi, cosPhi; + sincos(phi, sinPhi, cosPhi); + + float sinTheta = sqrt(saturate(1.0 - cosTheta * cosTheta)); + + return float3(sinTheta * cosPhi, sinTheta * sinPhi, cosTheta); +} + +// Converts Cartesian coordinates given in the right-handed coordinate system +// with Z pointing upwards (OpenGL style) to the coordinates in the left-handed +// coordinate system with Y pointing up and Z facing forward (DirectX style). +float3 TransformGLtoDX(float3 v) +{ + return v.xzy; +} + +// Performs conversion from equiareal map coordinates to Cartesian (DirectX cubemap) ones. +float3 ConvertEquiarealToCubemap(float u, float v) +{ + float phi = TWO_PI - TWO_PI * u; + float cosTheta = 1.0 - 2.0 * v; + + return TransformGLtoDX(SphericalToCartesian(phi, cosTheta)); +} + +//----------------------------------------------------------------------------- +// Sampling function +// Reference : http://www.cs.virginia.edu/~jdl/bib/globillum/mis/shirley96.pdf + PBRT +// Caution: Our light point backward (-Z), these sampling function follow this convention +//----------------------------------------------------------------------------- + +// Performs uniform sampling of the unit disk. +// Ref: PBRT v3, p. 777. +float2 SampleDiskUniform(float u1, float u2) +{ + float r = sqrt(u1); + float phi = TWO_PI * u2; + + float sinPhi, cosPhi; + sincos(phi, sinPhi, cosPhi); + + return r * float2(cosPhi, sinPhi); +} + +// Performs cosine-weighted sampling of the hemisphere. +// Ref: PBRT v3, p. 780. +float3 SampleHemisphereCosine(float u1, float u2) +{ + float3 localL; + + // Since we don't really care about the area distortion, + // we substitute uniform disk sampling for the concentric one. + localL.xy = SampleDiskUniform(u1, u2); + + // Project the point from the disk onto the hemisphere. + localL.z = sqrt(1.0 - u1); + + return localL; +} + +float3 SampleHemisphereUniform(float u1, float u2) +{ + float phi = TWO_PI * u2; + float cosTheta = 1.0 - u1; + + return SphericalToCartesian(phi, cosTheta); +} + +float3 SampleSphereUniform(float u1, float u2) +{ + float phi = TWO_PI * u2; + float cosTheta = 1.0 - 2.0 * u1; + + return SphericalToCartesian(phi, cosTheta); +} + +void SampleSphere( float2 u, + float4x4 localToWorld, + float radius, + out float lightPdf, + out float3 P, + out float3 Ns) +{ + float u1 = u.x; + float u2 = u.y; + + Ns = SampleSphereUniform(u1, u2); + + // Transform from unit sphere to world space + P = radius * Ns + localToWorld[3].xyz; + + // pdf is inverse of area + lightPdf = 1.0 / (FOUR_PI * radius * radius); +} + +void SampleHemisphere( float2 u, + float4x4 localToWorld, + float radius, + out float lightPdf, + out float3 P, + out float3 Ns) +{ + float u1 = u.x; + float u2 = u.y; + + // Random point at hemisphere surface + Ns = -SampleHemisphereUniform(u1, u2); // We want the y down hemisphere + P = radius * Ns; + + // Transform to world space + P = mul(float4(P, 1.0), localToWorld).xyz; + Ns = mul(Ns, (float3x3)(localToWorld)); + + // pdf is inverse of area + lightPdf = 1.0 / (TWO_PI * radius * radius); +} + +// Note: The cylinder has no end caps (i.e. no disk on the side) +void SampleCylinder(float2 u, + float4x4 localToWorld, + float radius, + float width, + out float lightPdf, + out float3 P, + out float3 Ns) +{ + float u1 = u.x; + float u2 = u.y; + + // Random point at cylinder surface + float t = (u1 - 0.5) * width; + float theta = 2.0 * PI * u2; + float cosTheta = cos(theta); + float sinTheta = sin(theta); + + // Cylinder are align on the right axis + P = float3(t, radius * cosTheta, radius * sinTheta); + Ns = normalize(float3(0.0, cosTheta, sinTheta)); + + // Transform to world space + P = mul(float4(P, 1.0), localToWorld).xyz; + Ns = mul(Ns, (float3x3)(localToWorld)); + + // pdf is inverse of area + lightPdf = 1.0 / (TWO_PI * radius * width); +} + +void SampleRectangle( float2 u, + float4x4 localToWorld, + float width, + float height, + out float lightPdf, + out float3 P, + out float3 Ns) +{ + // Random point at rectangle surface + P = float3((u.x - 0.5) * width, (u.y - 0.5) * height, 0); + Ns = float3(0, 0, -1); // Light point backward (-Z) + + // Transform to world space + P = mul(float4(P, 1.0), localToWorld).xyz; + Ns = mul(Ns, (float3x3)(localToWorld)); + + // pdf is inverse of area + lightPdf = 1.0 / (width * height); +} + +void SampleDisk(float2 u, + float4x4 localToWorld, + float radius, + out float lightPdf, + out float3 P, + out float3 Ns) +{ + // Random point at disk surface + P = float3(radius * SampleDiskUniform(u.x, u.y), 0); + Ns = float3(0.0, 0.0, -1.0); // Light point backward (-Z) + + // Transform to world space + P = mul(float4(P, 1.0), localToWorld).xyz; + Ns = mul(Ns, (float3x3)(localToWorld)); + + // pdf is inverse of area + lightPdf = 1.0 / (PI * radius * radius); +} + +#endif // UNITY_SAMPLING_INCLUDED diff --git a/Assets/ScriptableRenderLoop/ShaderLibrary/Sampling.hlsl.meta b/Assets/ScriptableRenderPipeline/ShaderLibrary/Sampling.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/ShaderLibrary/Sampling.hlsl.meta rename to Assets/ScriptableRenderPipeline/ShaderLibrary/Sampling.hlsl.meta diff --git a/Assets/ScriptableRenderPipeline/ShaderLibrary/Tessellation.hlsl b/Assets/ScriptableRenderPipeline/ShaderLibrary/Tessellation.hlsl new file mode 100644 index 00000000000..0a6d3ddeae8 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderLibrary/Tessellation.hlsl @@ -0,0 +1,128 @@ +#define TESSELLATION_INTERPOLATE_BARY(name, bary) ouput.name = input0.name * bary.x + input1.name * bary.y + input2.name * bary.z + +// TODO: Move in geomtry.hlsl +float3 ProjectPointOnPlane(float3 position, float3 planePosition, float3 planeNormal) +{ + return position - (dot(position - planePosition, planeNormal) * planeNormal); +} + +// p0, p1, p2 triangle world position +// p0, p1, p2 triangle world vertex normal +float3 PhongTessellation(float3 positionWS, float3 p0, float3 p1, float3 p2, float3 n0, float3 n1, float3 n2, float3 baryCoords, float shape) +{ + float3 c0 = ProjectPointOnPlane(positionWS, p0, n0); + float3 c1 = ProjectPointOnPlane(positionWS, p1, n1); + float3 c2 = ProjectPointOnPlane(positionWS, p2, n2); + + float3 phongPositionWS = baryCoords.x * c0 + baryCoords.y * c1 + baryCoords.z * c2; + + return lerp(positionWS, phongPositionWS, shape); +} + +// Reference: http://twvideo01.ubm-us.net/o1/vault/gdc10/slides/Bilodeau_Bill_Direct3D11TutorialTessellation.pdf + +// Return true if the triangle must be culled +// backFaceCullEpsilon is the threshold of the dot product between view and normal ( < 0 mean we cull) +bool BackFaceCullTriangle(float3 p0, float3 p1, float3 p2, float backFaceCullEpsilon, float3 cameraPosWS) +{ + float3 edge0 = p1 - p0; + float3 edge2 = p2 - p0; + + float3 N = normalize(cross(edge0, edge2)); + float3 midpoint = (p0 + p1 + p2) / 3.0; + float3 V = normalize(cameraPosWS - midpoint); + + return (dot(V, N) < backFaceCullEpsilon) ? true : false; +} + +float2 GetScreenSpacePosition(float3 positionWS, float4x4 viewProjectionMatrix, float4 screenParams) +{ + float4 positionCS = mul(viewProjectionMatrix, float4(positionWS, 1.0)); + float2 positionSS = positionCS.xy / positionCS.w; + + // TODO: Check if we need to invert y + return (positionSS * 0.5 + 0.5) * float2(screenParams.x, -screenParams.y); +} + +// Compute both screen and distance based adaptation - return factor between 0 and 1 +float3 GetScreenSpaceTessFactor(float3 p0, float3 p1, float3 p2, float4x4 viewProjectionMatrix, float4 screenParams, float triangleSize) +{ + // Get screen space adaptive scale factor + float2 edgeScreenPosition0 = GetScreenSpacePosition(p0, viewProjectionMatrix, screenParams); + float2 edgeScreenPosition1 = GetScreenSpacePosition(p1, viewProjectionMatrix, screenParams); + float2 edgeScreenPosition2 = GetScreenSpacePosition(p2, viewProjectionMatrix, screenParams); + + float EdgeScale = 1.0 / triangleSize; // Edge size in reality, but name is simpler + float3 tessFactor; + tessFactor.x = saturate(distance(edgeScreenPosition1, edgeScreenPosition2) * EdgeScale); + tessFactor.y = saturate(distance(edgeScreenPosition0, edgeScreenPosition2) * EdgeScale); + tessFactor.z = saturate(distance(edgeScreenPosition0, edgeScreenPosition1) * EdgeScale); + + return tessFactor; +} + +float3 GetDistanceBasedTessFactor(float3 p0, float3 p1, float3 p2, float3 cameraPosWS, float tessMinDist, float tessMaxDist) +{ + float3 edgePosition0 = 0.5 * (p1 + p2); + float3 edgePosition1 = 0.5 * (p0 + p2); + float3 edgePosition2 = 0.5 * (p0 + p1); + + // TODO: Move to camera relative and change distance to length + float dist0 = distance(edgePosition0, cameraPosWS); + float dist1 = distance(edgePosition1, cameraPosWS); + float dist2 = distance(edgePosition2, cameraPosWS); + + // The saturate will handle the produced NaN in case min == max + float fadeDist = tessMaxDist - tessMinDist; + float3 tessFactor; + tessFactor.x = saturate(1.0 - (dist0 - tessMinDist) / fadeDist); + tessFactor.y = saturate(1.0 - (dist1 - tessMinDist) / fadeDist); + tessFactor.z = saturate(1.0 - (dist2 - tessMinDist) / fadeDist); + + return tessFactor; +} + +float4 CalcTriEdgeTessFactors(float3 triVertexFactors) +{ + float4 tess; + tess.x = triVertexFactors.x; + tess.y = triVertexFactors.y; + tess.z = triVertexFactors.z; + tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0; + + return tess; +} + +// TODO: Move in geomtry.hlsl +float DistanceFromPlane(float3 pos, float4 plane) +{ + float d = dot(float4(pos, 1.0), plane); + return d; +} + +// Returns true if triangle with given 3 world positions is outside of camera's view frustum. +// cullEps is distance outside of frustum that is still considered to be inside (i.e. max displacement) +bool WorldViewFrustumCull(float3 p0, float3 p1, float3 p2, float cullEps, float4 cameraWorldClipPlanes[4]) +{ + float4 planeTest; + + // left + planeTest.x = ((DistanceFromPlane(p0, cameraWorldClipPlanes[0]) > -cullEps) ? 1.0 : 0.0) + + ((DistanceFromPlane(p1, cameraWorldClipPlanes[0]) > -cullEps) ? 1.0 : 0.0) + + ((DistanceFromPlane(p2, cameraWorldClipPlanes[0]) > -cullEps) ? 1.0 : 0.0); + // right + planeTest.y = ((DistanceFromPlane(p0, cameraWorldClipPlanes[1]) > -cullEps) ? 1.0 : 0.0) + + ((DistanceFromPlane(p1, cameraWorldClipPlanes[1]) > -cullEps) ? 1.0 : 0.0) + + ((DistanceFromPlane(p2, cameraWorldClipPlanes[1]) > -cullEps) ? 1.0 : 0.0); + // top + planeTest.z = ((DistanceFromPlane(p0, cameraWorldClipPlanes[2]) > -cullEps) ? 1.0 : 0.0) + + ((DistanceFromPlane(p1, cameraWorldClipPlanes[2]) > -cullEps) ? 1.0 : 0.0) + + ((DistanceFromPlane(p2, cameraWorldClipPlanes[2]) > -cullEps) ? 1.0 : 0.0); + // bottom + planeTest.w = ((DistanceFromPlane(p0, cameraWorldClipPlanes[3]) > -cullEps) ? 1.0 : 0.0) + + ((DistanceFromPlane(p1, cameraWorldClipPlanes[3]) > -cullEps) ? 1.0 : 0.0) + + ((DistanceFromPlane(p2, cameraWorldClipPlanes[3]) > -cullEps) ? 1.0 : 0.0); + + // has to pass all 4 plane tests to be visible + return !all(planeTest); +} diff --git a/Assets/ScriptableRenderPipeline/ShaderLibrary/Tessellation.hlsl.meta b/Assets/ScriptableRenderPipeline/ShaderLibrary/Tessellation.hlsl.meta new file mode 100644 index 00000000000..fcaa7a7a7e2 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderLibrary/Tessellation.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 1ea56bc9911bbad4191075872a46cc89 +timeCreated: 1483692743 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/ShaderLibrary/Wind.hlsl b/Assets/ScriptableRenderPipeline/ShaderLibrary/Wind.hlsl new file mode 100644 index 00000000000..fc23b2a3b9b --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderLibrary/Wind.hlsl @@ -0,0 +1,124 @@ +// Globals +TEXTURE2D(WIND_SETTINGS_TexNoise); +SAMPLER2D(sampler_WIND_SETTINGS_TexNoise); +TEXTURE2D(WIND_SETTINGS_TexGust); +SAMPLER2D(sampler_WIND_SETTINGS_TexGust); + +float4 WIND_SETTINGS_WorldDirectionAndSpeed; +float WIND_SETTINGS_FlexNoiseScale; +float WIND_SETTINGS_ShiverNoiseScale; +float WIND_SETTINGS_Turbulence; +float WIND_SETTINGS_GustSpeed; +float WIND_SETTINGS_GustScale; +float WIND_SETTINGS_GustWorldScale; + +float AttenuateTrunk(float x, float s) +{ + float r = (x / s); + return PositivePow(r,1/s); +} + + +float3 Rotate(float3 pivot, float3 position, float3 rotationAxis, float angle) +{ + rotationAxis = normalize(rotationAxis); + float3 cpa = pivot + rotationAxis * dot(rotationAxis, position - pivot); + return cpa + ((position - cpa) * cos(angle) + cross(rotationAxis, (position - cpa)) * sin(angle)); +} + +struct WindData +{ + float3 Direction; + float Strength; + float3 ShiverStrength; + float3 ShiverDirection; +}; + + +float3 texNoise(float3 worldPos, float LOD) +{ + return SAMPLE_TEXTURE2D_LOD(WIND_SETTINGS_TexNoise, sampler_WIND_SETTINGS_TexNoise, worldPos.xz, LOD).xyz -0.5; +} + +float texGust(float3 worldPos, float LOD) +{ + return SAMPLE_TEXTURE2D_LOD(WIND_SETTINGS_TexGust, sampler_WIND_SETTINGS_TexGust, worldPos.xz, LOD).x; +} + + +WindData GetAnalyticalWind(float3 WorldPosition, float3 PivotPosition, float drag, float shiverDrag, float initialBend, float4 time) +{ + WindData result; + float3 normalizedDir = normalize(WIND_SETTINGS_WorldDirectionAndSpeed.xyz); + + float3 worldOffset = normalizedDir * WIND_SETTINGS_WorldDirectionAndSpeed.w * time.y; + float3 gustWorldOffset = normalizedDir * WIND_SETTINGS_GustSpeed * time.y; + + // Trunk noise is base wind + gusts + noise + + float3 trunk = float3(0,0,0); + + if(WIND_SETTINGS_WorldDirectionAndSpeed.w > 0.0f || WIND_SETTINGS_Turbulence > 0.0f) + { + trunk = texNoise((PivotPosition - worldOffset)*WIND_SETTINGS_FlexNoiseScale,3); + } + + float gust = 0.0f; + + if(WIND_SETTINGS_GustSpeed > 0.0f) + { + gust = texGust((PivotPosition - gustWorldOffset)*WIND_SETTINGS_GustWorldScale,3); + gust = pow(gust, 2) * WIND_SETTINGS_GustScale; + } + + float3 trunkNoise = + ( + (normalizedDir * WIND_SETTINGS_WorldDirectionAndSpeed.w) + + (gust * normalizedDir * WIND_SETTINGS_GustSpeed) + + (trunk * WIND_SETTINGS_Turbulence) + ) * drag; + + // Shiver Noise + float3 shiverNoise = texNoise((WorldPosition - worldOffset)*WIND_SETTINGS_ShiverNoiseScale,0) * shiverDrag * WIND_SETTINGS_Turbulence; + + float3 dir = trunkNoise; + float flex = length(trunkNoise) + initialBend; + float shiver = length(shiverNoise); + + result.Direction = dir; + result.ShiverDirection = shiverNoise; + result.Strength = flex; + result.ShiverStrength = shiver + shiver * gust; + + return result; +} + + + +void ApplyWind( inout float3 worldPos, + inout float3 worldNormal, + float3 rootWP, + float stiffness, + float drag, + float shiverDrag, + float shiverDirectionality, + float initialBend, + float shiverMask, + float4 time) +{ + WindData wind = GetAnalyticalWind(worldPos, rootWP, drag, shiverDrag, initialBend, time); + + if(wind.Strength > 0.0f) + { + float att = AttenuateTrunk(distance(worldPos, rootWP), stiffness); + float3 rotAxis = cross(float3(0, 1, 0), wind.Direction); + + worldPos = Rotate(rootWP, worldPos, rotAxis, (wind.Strength) * 0.001 * att); + + float3 shiverDirection = normalize(lerp(worldNormal, normalize(wind.Direction + wind.ShiverDirection), shiverDirectionality)); + worldPos += wind.ShiverStrength * shiverDirection * shiverMask; + } + +} + + diff --git a/Assets/ScriptableRenderPipeline/ShaderLibrary/Wind.hlsl.meta b/Assets/ScriptableRenderPipeline/ShaderLibrary/Wind.hlsl.meta new file mode 100644 index 00000000000..d4ad0d85dbf --- /dev/null +++ b/Assets/ScriptableRenderPipeline/ShaderLibrary/Wind.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 897dbac389e91c44ca027c77c82f4370 +timeCreated: 1490883742 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/common.meta b/Assets/ScriptableRenderPipeline/common.meta similarity index 100% rename from Assets/ScriptableRenderLoop/common.meta rename to Assets/ScriptableRenderPipeline/common.meta diff --git a/Assets/ScriptableRenderPipeline/common/Camera.meta b/Assets/ScriptableRenderPipeline/common/Camera.meta new file mode 100644 index 00000000000..0d4f5064d64 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/common/Camera.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: e99921594db38ce4cbb616f0ca87148d +folderAsset: yes +timeCreated: 1488370960 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/common/Camera/CameraSwitcher.cs b/Assets/ScriptableRenderPipeline/common/Camera/CameraSwitcher.cs new file mode 100644 index 00000000000..3bc3f05d194 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/common/Camera/CameraSwitcher.cs @@ -0,0 +1,98 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace UnityEngine.Experimental.Rendering +{ + public class CameraSwitcher : MonoBehaviour + { + public Camera[] m_Cameras; + + private int m_CurrentCameraIndex = -1; + private Camera m_OriginalCamera = null; + private Vector3 m_OriginalCameraPosition; + private Quaternion m_OriginalCameraRotation; + private Camera m_CurrentCamera = null; + + GUIContent[] m_CameraNames = null; + int[] m_CameraIndices = null; + + void OnEnable() + { + m_OriginalCamera = GetComponent(); + m_CurrentCamera = m_OriginalCamera; + + if(m_OriginalCamera == null) + { + Debug.LogError("Camera Switcher needs a Camera component attached"); + return; + } + + m_CurrentCameraIndex = GetCameraCount() - 1; + + m_CameraNames = new GUIContent[GetCameraCount()]; + m_CameraIndices = new int[GetCameraCount()]; + + for (int i = 0; i < m_Cameras.Length; ++i) + { + Camera cam = m_Cameras[i]; + if (cam != null) + { + m_CameraNames[i] = new GUIContent(cam.name); + } + else + { + m_CameraNames[i] = new GUIContent("null"); + } + m_CameraIndices[i] = i; + } + + m_CameraNames[GetCameraCount() - 1] = new GUIContent("Original Camera"); + m_CameraIndices[GetCameraCount() - 1] = GetCameraCount() - 1; + + DebugMenuManager.instance.AddDebugItem("Camera", "Camera Switcher", () => m_CurrentCameraIndex, (value) => SetCameraIndex((int)value), false, new DebugItemDrawerIntEnum(m_CameraNames, m_CameraIndices)); + } + + int GetCameraCount() + { + return m_Cameras.Length + 1; // We need +1 for handling the original camera. + } + + Camera GetNextCamera() + { + if (m_CurrentCameraIndex == m_Cameras.Length) + return m_OriginalCamera; + else + return m_Cameras[m_CurrentCameraIndex]; + } + + void SetCameraIndex(int index) + { + if(index > 0 || index < GetCameraCount()) + { + m_CurrentCameraIndex = index; + + if (m_CurrentCamera == m_OriginalCamera) + { + m_OriginalCameraPosition = m_OriginalCamera.transform.position; + m_OriginalCameraRotation = m_OriginalCamera.transform.rotation; + } + + m_CurrentCamera = GetNextCamera(); + + if (m_CurrentCamera != null) + { + // If we witch back to the original camera, put back the transform in it. + if (m_CurrentCamera == m_OriginalCamera) + { + m_OriginalCamera.transform.position = m_OriginalCameraPosition; + m_OriginalCamera.transform.rotation = m_OriginalCameraRotation; + } + + transform.position = m_CurrentCamera.transform.position; + transform.rotation = m_CurrentCamera.transform.rotation; + } + } + } + } +} diff --git a/Assets/ScriptableRenderPipeline/common/Camera/CameraSwitcher.cs.meta b/Assets/ScriptableRenderPipeline/common/Camera/CameraSwitcher.cs.meta new file mode 100644 index 00000000000..e01f612f3e9 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/common/Camera/CameraSwitcher.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: f52d1e5345c395641b482217c8804ff9 +timeCreated: 1488380874 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/common/Camera/FreeCamera.cs b/Assets/ScriptableRenderPipeline/common/Camera/FreeCamera.cs new file mode 100644 index 00000000000..d171bb0a2f7 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/common/Camera/FreeCamera.cs @@ -0,0 +1,69 @@ +using UnityEngine; + +namespace UnityEngine.Experimental.Rendering +{ + public class FreeCamera : MonoBehaviour + { + public float m_LookSpeedController = 120f; + public float m_LookSpeedMouse = 10.0f; + public float m_MoveSpeed = 50.0f; + public float m_Turbo = 10.0f; + + private static string kMouseX = "Mouse X"; + private static string kMouseY = "Mouse Y"; + private static string kRightStickX = "Controller Right Stick X"; + private static string kRightStickY = "Controller Right Stick Y"; + private static string kVertical = "Vertical"; + private static string kHorizontal = "Horizontal"; + private string[] m_RequiredInputAxes = { kMouseX, kMouseY, kRightStickX, kRightStickY, kVertical, kHorizontal }; + + private bool m_Valid = true; + void OnEnable() + { + m_Valid = Debugging.CheckRequiredInputAxisMapping(m_RequiredInputAxes); + } + + void Update() + { + if (m_Valid) + { + float inputRotateAxisX = 0.0f; + float inputRotateAxisY = 0.0f; + if (Input.GetMouseButton(1)) + { + inputRotateAxisX = Input.GetAxis(kMouseX) * m_LookSpeedMouse; + inputRotateAxisY = Input.GetAxis(kMouseY) * m_LookSpeedMouse; + } + inputRotateAxisX += (Input.GetAxis(kRightStickX) * m_LookSpeedController * Time.deltaTime); + inputRotateAxisY += (Input.GetAxis(kRightStickY) * m_LookSpeedController * Time.deltaTime); + + float inputVertical = Input.GetAxis(kVertical); + float inputHorizontal = Input.GetAxis(kHorizontal); + + bool moved = inputRotateAxisX != 0.0f || inputRotateAxisY != 0.0f || inputVertical != 0.0f || inputHorizontal != 0.0f; + if (moved) + { + float rotationX = transform.localEulerAngles.x; + float newRotationY = transform.localEulerAngles.y + inputRotateAxisX; + + // Weird clamping code due to weird Euler angle mapping... + float newRotationX = (rotationX - inputRotateAxisY); + if (rotationX <= 90.0f && newRotationX >= 0.0f) + newRotationX = Mathf.Clamp(newRotationX, 0.0f, 90.0f); + if (rotationX >= 270.0f) + newRotationX = Mathf.Clamp(newRotationX, 270.0f, 360.0f); + + transform.localRotation = Quaternion.Euler(newRotationX, newRotationY, transform.localEulerAngles.z); + + float moveSpeed = Time.deltaTime * m_MoveSpeed; + if (Input.GetMouseButton(1)) + moveSpeed *= Input.GetKey(KeyCode.LeftShift) ? m_Turbo : 1.0f; + else + moveSpeed *= Input.GetAxis("Fire1") > 0.0f ? m_Turbo : 1.0f; + transform.position += transform.forward * moveSpeed * inputVertical; + transform.position += transform.right * moveSpeed * inputHorizontal; + } + } + } + } +} diff --git a/Assets/ScriptableRenderPipeline/common/Camera/FreeCamera.cs.meta b/Assets/ScriptableRenderPipeline/common/Camera/FreeCamera.cs.meta new file mode 100644 index 00000000000..04e03c9b02d --- /dev/null +++ b/Assets/ScriptableRenderPipeline/common/Camera/FreeCamera.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 618b0e3f6c65dd247a4a016150006c57 +timeCreated: 1488370968 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/common/CubeToSpherical.shader b/Assets/ScriptableRenderPipeline/common/CubeToSpherical.shader new file mode 100644 index 00000000000..84c806dddb7 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/common/CubeToSpherical.shader @@ -0,0 +1,81 @@ +Shader "Hidden/CubeToPano" { +Properties { + _SrcBlend ("", Float) = 1 + _DstBlend ("", Float) = 1 +} +SubShader { + + + + +Pass +{ + ZWrite Off + ZTest Always + Cull Off + Blend Off + + +CGPROGRAM +#pragma target 4.5 +#pragma vertex vert +#pragma fragment frag + +#include "UnityCG.cginc" + +UNITY_DECLARE_TEXCUBE(_srcCubeTexture); + +uniform int _cubeMipLvl; + + +struct v2f { + float4 vertex : SV_POSITION; + float2 texcoord : TEXCOORD0; +}; + +v2f vert (float4 vertex : POSITION, float2 texcoord : TEXCOORD0) +{ + v2f o; + o.vertex = UnityObjectToClipPos(vertex); + o.texcoord = texcoord.xy; + return o; +} + +half2 DirectionToSphericalTexCoordinate(half3 dir_in) // use this for the lookup +{ + half3 dir = normalize(dir_in); + // coordinate frame is (-Z,X) meaning negative Z is primary axis and X is secondary axis. + float recipPi = 1.0/3.1415926535897932384626433832795; + return half2( 1.0-0.5*recipPi*atan2(dir.x, -dir.z), asin(dir.y)*recipPi+0.5 ); +} + +half3 SphericalTexCoordinateToDirection(half2 sphTexCoord) +{ + float pi = 3.1415926535897932384626433832795; + float theta = (1-sphTexCoord.x) * (pi*2); + float phi = (sphTexCoord.y-0.5) * pi; + + float csTh, siTh, csPh, siPh; + sincos(theta, siTh, csTh); + sincos(phi, siPh, csPh); + + // theta is 0 at negative Z (backwards). Coordinate frame is (-Z,X) meaning negative Z is primary axis and X is secondary axis. + return float3(siTh*csPh, siPh, -csTh*csPh); +} + +half4 frag (v2f i) : SV_Target +{ + uint2 pixCoord = ((uint2) i.vertex.xy); + + half3 dir = SphericalTexCoordinateToDirection(i.texcoord.xy); + half3 res = UNITY_SAMPLE_TEXCUBE_LOD(_srcCubeTexture, dir, (float) _cubeMipLvl).xyz; + + return half4(res,1.0); +} + +ENDCG +} + +} +Fallback Off +} diff --git a/Assets/ScriptableRenderPipeline/common/CubeToSpherical.shader.meta b/Assets/ScriptableRenderPipeline/common/CubeToSpherical.shader.meta new file mode 100644 index 00000000000..52885a457f2 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/common/CubeToSpherical.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 595434cc3b6405246b6cd3086d0b6f7d +timeCreated: 1482845902 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/common/Debugging.meta b/Assets/ScriptableRenderPipeline/common/Debugging.meta new file mode 100644 index 00000000000..d1419e797ed --- /dev/null +++ b/Assets/ScriptableRenderPipeline/common/Debugging.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 58a02e8711d94134393b2a8ac22b96ca +folderAsset: yes +timeCreated: 1491989728 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/common/Debugging/DebugActionManager.cs b/Assets/ScriptableRenderPipeline/common/Debugging/DebugActionManager.cs new file mode 100644 index 00000000000..5a6676aa07a --- /dev/null +++ b/Assets/ScriptableRenderPipeline/common/Debugging/DebugActionManager.cs @@ -0,0 +1,288 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace UnityEngine.Experimental.Rendering +{ + public class DebugActionManager + { + static private DebugActionManager s_Instance = null; + static public DebugActionManager instance + { + get + { + if (s_Instance == null) + s_Instance = new DebugActionManager(); + + return s_Instance; + } + } + + private static string kEnableDebugBtn1 = "Enable Debug Button 1"; + private static string kEnableDebugBtn2 = "Enable Debug Button 2"; + private static string kDebugPreviousBtn = "Debug Previous"; + private static string kDebugNextBtn = "Debug Next"; + private static string kValidateBtn = "Debug Validate"; + private static string kPersistentBtn = "Debug Persistent"; + private static string kDPadVertical = "Debug Vertical"; + private static string kDPadHorizontal = "Debug Horizontal"; + private string[] m_RequiredInputButtons = { kEnableDebugBtn1, kEnableDebugBtn2, kDebugPreviousBtn, kDebugNextBtn, kValidateBtn, kPersistentBtn, kDPadVertical, kDPadHorizontal }; + + + public enum DebugAction + { + EnableDebugMenu, + PreviousDebugMenu, + NextDebugMenu, + Validate, + Persistent, + MoveVertical, + MoveHorizontal, + DebugActionCount + } + + enum DebugActionRepeatMode + { + Never, + Delay + } + + class DebugActionDesc + { + public List buttonTriggerList = new List(); + public string axisTrigger = ""; + public List keyTriggerList = new List(); + public DebugActionRepeatMode repeatMode = DebugActionRepeatMode.Never; + public float repeatDelay = 0.0f; + } + + class DebugActionState + { + enum DebugActionKeyType + { + Button, + Axis, + Key + } + + DebugActionKeyType m_Type; + string[] m_PressedButtons; + string m_PressedAxis = ""; + KeyCode[] m_PressedKeys; + bool[] m_TriggerPressedUp = null; + float m_Timer; + bool m_RunningAction = false; + float m_ActionState = 0.0f; + + public bool runningAction { get { return m_RunningAction; } } + public float actionState { get { return m_ActionState; } } + public float timer{ get { return m_Timer; } } + + private void Trigger(int triggerCount, float state) + { + m_ActionState = state; + m_RunningAction = true; + m_Timer = 0.0f; + + m_TriggerPressedUp = new bool[triggerCount]; + for (int i = 0; i < m_TriggerPressedUp.Length; ++i) + m_TriggerPressedUp[i] = false; + } + + public void TriggerWithButton(string[] buttons, float state) + { + m_Type = DebugActionKeyType.Button; + m_PressedButtons = buttons; + m_PressedAxis = ""; + Trigger(buttons.Length, state); + } + + public void TriggerWithAxis(string axis, float state) + { + m_Type = DebugActionKeyType.Axis; + m_PressedAxis = axis; + Trigger(1, state); + } + + public void TriggerWithKey(KeyCode[] keys, float state) + { + m_Type = DebugActionKeyType.Key; + m_PressedKeys = keys; + m_PressedAxis = ""; + Trigger(keys.Length, state); + } + + private void Reset() + { + m_RunningAction = false; + m_Timer = 0.0f; + m_TriggerPressedUp = null; + } + + public void Update(DebugActionDesc desc) + { + // Always reset this so that the action can only be caught once until repeat/reset + m_ActionState = 0.0f; + + if (m_TriggerPressedUp != null) + { + m_Timer += Time.deltaTime; + + for(int i = 0 ; i < m_TriggerPressedUp.Length ; ++i) + { + if (m_Type == DebugActionKeyType.Button) + m_TriggerPressedUp[i] |= Input.GetButtonUp(m_PressedButtons[i]); + else if(m_Type == DebugActionKeyType.Axis) + m_TriggerPressedUp[i] |= (Input.GetAxis(m_PressedAxis) == 0.0f); + else + m_TriggerPressedUp[i] |= Input.GetKeyUp(m_PressedKeys[i]); + } + + bool allTriggerUp = true; + foreach (bool value in m_TriggerPressedUp) + allTriggerUp &= value; + + if(allTriggerUp || (m_Timer > desc.repeatDelay && desc.repeatMode == DebugActionRepeatMode.Delay)) + { + Reset(); + } + } + } + } + + bool m_Valid = false; + DebugActionDesc[] m_DebugActions = null; + DebugActionState[] m_DebugActionStates = null; + + DebugActionManager() + { + m_Valid = Debugging.CheckRequiredInputButtonMapping(m_RequiredInputButtons); + + m_DebugActions = new DebugActionDesc[(int)DebugAction.DebugActionCount]; + m_DebugActionStates = new DebugActionState[(int)DebugAction.DebugActionCount]; + + DebugActionDesc enableDebugMenu = new DebugActionDesc(); + enableDebugMenu.buttonTriggerList.Add(new[] { kEnableDebugBtn1, kEnableDebugBtn2 }); + enableDebugMenu.keyTriggerList.Add(new[] { KeyCode.LeftControl, KeyCode.Backspace }); + enableDebugMenu.repeatMode = DebugActionRepeatMode.Never; + AddAction(DebugAction.EnableDebugMenu, enableDebugMenu); + + DebugActionDesc nextDebugMenu = new DebugActionDesc(); + nextDebugMenu.buttonTriggerList.Add(new[] { kDebugNextBtn }); + nextDebugMenu.repeatMode = DebugActionRepeatMode.Never; + AddAction(DebugAction.NextDebugMenu, nextDebugMenu); + + DebugActionDesc previousDebugMenu = new DebugActionDesc(); + previousDebugMenu.buttonTriggerList.Add(new[] { kDebugPreviousBtn }); + previousDebugMenu.repeatMode = DebugActionRepeatMode.Never; + AddAction(DebugAction.PreviousDebugMenu, previousDebugMenu); + + DebugActionDesc validate = new DebugActionDesc(); + validate.buttonTriggerList.Add(new[] { kValidateBtn }); + validate.repeatMode = DebugActionRepeatMode.Delay; + validate.repeatDelay = 0.25f; + AddAction(DebugAction.Validate, validate); + + DebugActionDesc persistent = new DebugActionDesc(); + persistent.buttonTriggerList.Add(new[] { kPersistentBtn }); + persistent.repeatMode = DebugActionRepeatMode.Never; + AddAction(DebugAction.Persistent, persistent); + + AddAction(DebugAction.MoveVertical, new DebugActionDesc { axisTrigger = kDPadVertical, repeatMode = DebugActionRepeatMode.Delay, repeatDelay = 0.2f } ); + AddAction(DebugAction.MoveHorizontal, new DebugActionDesc { axisTrigger = kDPadHorizontal, repeatMode = DebugActionRepeatMode.Delay, repeatDelay = 0.2f } ); + } + + void AddAction(DebugAction action, DebugActionDesc desc) + { + int index = (int)action; + m_DebugActions[index] = desc; + m_DebugActionStates[index] = new DebugActionState(); + } + + void SampleAction(int actionIndex) + { + DebugActionDesc desc = m_DebugActions[actionIndex]; + DebugActionState state = m_DebugActionStates[actionIndex]; + + //bool canSampleAction = (state.actionTriggered == false) || (desc.repeatMode == DebugActionRepeatMode.Delay && state.timer > desc.repeatDelay); + if(state.runningAction == false) + { + // Check button triggers + for (int buttonListIndex = 0; buttonListIndex < desc.buttonTriggerList.Count; ++buttonListIndex) + { + string[] buttons = desc.buttonTriggerList[buttonListIndex]; + bool allButtonPressed = true; + foreach (string button in buttons) + { + allButtonPressed = allButtonPressed && Input.GetButton(button); + if (!allButtonPressed) + break; + } + + if (allButtonPressed) + { + state.TriggerWithButton(buttons, 1.0f); + break; + } + } + + // Check axis triggers + if(desc.axisTrigger != "") + { + float axisValue = Input.GetAxis(desc.axisTrigger); + if(axisValue != 0.0f) + { + state.TriggerWithAxis(desc.axisTrigger, axisValue); + } + } + + // Check key triggers + for (int keyListIndex = 0; keyListIndex < desc.keyTriggerList.Count; ++keyListIndex) + { + KeyCode[] keys = desc.keyTriggerList[keyListIndex]; + bool allKeyPressed = true; + foreach (KeyCode key in keys) + { + allKeyPressed = allKeyPressed && Input.GetKey(key); + if (!allKeyPressed) + break; + } + + if (allKeyPressed) + { + state.TriggerWithKey(keys, 1.0f); + break; + } + } + } + } + + void UpdateAction(int actionIndex) + { + DebugActionDesc desc = m_DebugActions[actionIndex]; + DebugActionState state = m_DebugActionStates[actionIndex]; + + if(state.runningAction) + { + state.Update(desc); + } + } + + public void Update() + { + if (!m_Valid) + return; + + for(int actionIndex = 0 ; actionIndex < m_DebugActions.Length ; ++actionIndex) + { + UpdateAction(actionIndex); + SampleAction(actionIndex); + } + } + + public float GetAction(DebugAction action) + { + return m_DebugActionStates[(int)action].actionState; + } + } +} diff --git a/Assets/ScriptableRenderPipeline/common/Debugging/DebugActionManager.cs.meta b/Assets/ScriptableRenderPipeline/common/Debugging/DebugActionManager.cs.meta new file mode 100644 index 00000000000..7d90a2fba67 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/common/Debugging/DebugActionManager.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 7e580489e9758c4429e4048beba3792e +timeCreated: 1492088391 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/common/Debugging/DebugItemDrawer.cs b/Assets/ScriptableRenderPipeline/common/Debugging/DebugItemDrawer.cs new file mode 100644 index 00000000000..e4eb6a0e6ba --- /dev/null +++ b/Assets/ScriptableRenderPipeline/common/Debugging/DebugItemDrawer.cs @@ -0,0 +1,292 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System; + +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace UnityEngine.Experimental.Rendering +{ + public class DebugItemDrawer + { + protected DebugMenuItem m_MenuItem = null; + + // Label for simple GUI items + protected GUIContent m_Label; + protected List m_EnumStrings = null; + protected List m_EnumValues = null; + + public DebugItemDrawer() + { + } + + public void SetDebugItem(DebugMenuItem item) + { + m_MenuItem = item; + + m_Label = new GUIContent(m_MenuItem.name); + Type itemType = m_MenuItem.GetItemType(); + if(itemType.BaseType == typeof(System.Enum)) + { + Array arr = Enum.GetValues(itemType); + m_EnumStrings = new List(arr.Length); + m_EnumValues = new List(arr.Length); + + foreach(var value in arr) + { + m_EnumStrings.Add(new GUIContent(value.ToString())); + m_EnumValues.Add((int)value); + } + } + } + + public virtual void ClampValues(Func getter, Action setter) {} + public virtual DebugMenuItemUI BuildGUI(GameObject parent, DebugMenuItem menuItem) + { + DebugMenuItemUI newItemUI = null; + if (menuItem.GetItemType() == typeof(bool)) + { + newItemUI = new DebugMenuBoolItemUI(parent, menuItem, m_Label.text); + } + else if (menuItem.GetItemType() == typeof(int)) + { + newItemUI = new DebugMenuIntItemUI(parent, menuItem, m_Label.text); + } + else if (menuItem.GetItemType() == typeof(uint)) + { + newItemUI = new DebugMenuUIntItemUI(parent, menuItem, m_Label.text); + } + else if (menuItem.GetItemType() == typeof(float)) + { + newItemUI = new DebugMenuFloatItemUI(parent, menuItem, m_Label.text); + } + else if (menuItem.GetItemType() == typeof(Color)) + { + newItemUI = new DebugMenuColorItemUI(parent, menuItem, m_Label.text); + } + else if (m_MenuItem.GetItemType().BaseType == typeof(System.Enum)) + { + newItemUI = new DebugMenuEnumItemUI(parent, menuItem, m_Label.text, m_EnumStrings.ToArray(), m_EnumValues.ToArray()); + } + + return newItemUI; + } + +#if UNITY_EDITOR + bool DrawBoolItem() + { + bool value = (bool)m_MenuItem.GetValue(); + if (m_MenuItem.readOnly) + { + EditorGUILayout.LabelField(m_Label, new GUIContent(value.ToString())); + } + else + { + EditorGUI.BeginChangeCheck(); + value = EditorGUILayout.Toggle(m_Label, value); + if (EditorGUI.EndChangeCheck()) + { + m_MenuItem.SetValue(value); + return true; + } + } + + return false; + } + + bool DrawIntItem() + { + int value = (int)m_MenuItem.GetValue(); + if (m_MenuItem.readOnly) + { + EditorGUILayout.LabelField(m_Label, new GUIContent(value.ToString())); + } + else + { + EditorGUI.BeginChangeCheck(); + value = EditorGUILayout.IntField(m_Label, value); + if (EditorGUI.EndChangeCheck()) + { + m_MenuItem.SetValue(value); + return true; + } + } + + return false; + } + + bool DrawUIntItem() + { + int value = (int)(uint)m_MenuItem.GetValue(); + if (m_MenuItem.readOnly) + { + EditorGUILayout.LabelField(m_Label, new GUIContent(value.ToString())); + } + else + { + EditorGUI.BeginChangeCheck(); + value = EditorGUILayout.IntField(m_Label, value); + if (EditorGUI.EndChangeCheck()) + { + value = System.Math.Max(0, value); + m_MenuItem.SetValue((uint)value); + return true; + } + } + + return false; + } + + bool DrawFloatItem() + { + float value = (float)m_MenuItem.GetValue(); + if(m_MenuItem.readOnly) + { + EditorGUILayout.LabelField(m_Label, new GUIContent(value.ToString())); + } + else + { + EditorGUI.BeginChangeCheck(); + value = EditorGUILayout.FloatField(m_Label, value); + if (EditorGUI.EndChangeCheck()) + { + m_MenuItem.SetValue(value); + return true; + } + } + + return false; + } + + bool DrawColorItem() + { + EditorGUI.BeginChangeCheck(); + Color value = EditorGUILayout.ColorField(m_Label, (Color)m_MenuItem.GetValue()); + if (EditorGUI.EndChangeCheck()) + { + m_MenuItem.SetValue(value); + return true; + } + + return false; + } + + bool DrawEnumItem() + { + EditorGUI.BeginChangeCheck(); + int value = EditorGUILayout.IntPopup(m_Label, (int)m_MenuItem.GetValue(), m_EnumStrings.ToArray(), m_EnumValues.ToArray()); + if (EditorGUI.EndChangeCheck()) + { + m_MenuItem.SetValue(value); + return true; + } + + return false; + } + + public virtual bool OnEditorGUI() + { + if (m_MenuItem.GetItemType() == typeof(bool)) + { + return DrawBoolItem(); + } + else if (m_MenuItem.GetItemType() == typeof(int)) + { + return DrawIntItem(); + } + else if(m_MenuItem.GetItemType() == typeof(uint)) + { + return DrawUIntItem(); + } + else if (m_MenuItem.GetItemType() == typeof(float)) + { + return DrawFloatItem(); + } + else if (m_MenuItem.GetItemType() == typeof(Color)) + { + return DrawColorItem(); + } + else if (m_MenuItem.GetItemType().BaseType == typeof(System.Enum)) + { + return DrawEnumItem(); + } + + return false; + } +#endif +} + + public class DebugItemDrawFloatMinMax + : DebugItemDrawer + { + float m_Min = 0.0f; + float m_Max = 1.0f; + public DebugItemDrawFloatMinMax(float min, float max) + { + m_Min = min; + m_Max = max; + } + + public override void ClampValues(Func getter, Action setter) + { + if (m_MenuItem == null) + return; + + if(m_MenuItem.GetItemType() == typeof(float)) + { + setter(Mathf.Clamp((float)getter(), m_Min, m_Max)); + } + } + +#if UNITY_EDITOR + public override bool OnEditorGUI() + { + EditorGUI.BeginChangeCheck(); + float value = EditorGUILayout.Slider(m_MenuItem.name, (float)m_MenuItem.GetValue(), m_Min, m_Max); + if (EditorGUI.EndChangeCheck()) + { + m_MenuItem.SetValue(value); + return true; + } + + return false; + } +#endif + } + + public class DebugItemDrawerIntEnum + : DebugItemDrawer + { + GUIContent[] m_EnumStrings = null; + int[] m_EnumValues = null; + + public DebugItemDrawerIntEnum(GUIContent[] enumStrings, int[] enumValues) + { + m_EnumStrings = enumStrings; + m_EnumValues = enumValues; + } + + public override DebugMenuItemUI BuildGUI(GameObject parent, DebugMenuItem menuItem) + { + return new DebugMenuEnumItemUI(parent, menuItem, m_Label.text, m_EnumStrings, m_EnumValues); + } + +#if UNITY_EDITOR + public override bool OnEditorGUI() + { + UnityEditor.EditorGUI.BeginChangeCheck(); + int value = UnityEditor.EditorGUILayout.IntPopup(m_Label, (int)m_MenuItem.GetValue(), m_EnumStrings, m_EnumValues); + if (UnityEditor.EditorGUI.EndChangeCheck()) + { + m_MenuItem.SetValue(value); + return true; + } + + return false; + } +#endif + } + +} \ No newline at end of file diff --git a/Assets/ScriptableRenderPipeline/common/Debugging/DebugItemDrawer.cs.meta b/Assets/ScriptableRenderPipeline/common/Debugging/DebugItemDrawer.cs.meta new file mode 100644 index 00000000000..3e06e8dc731 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/common/Debugging/DebugItemDrawer.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 7e413732cbed94f4688d5c59709a4556 +timeCreated: 1492787007 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/common/Debugging/DebugMenu.cs b/Assets/ScriptableRenderPipeline/common/Debugging/DebugMenu.cs new file mode 100644 index 00000000000..ad550324307 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/common/Debugging/DebugMenu.cs @@ -0,0 +1,267 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System; + +namespace UnityEngine.Experimental.Rendering +{ + public class DebugMenuItem + { + public Type type { get { return m_Type; } } + public string name { get { return m_Name; } } + public DebugItemDrawer drawer { get { return m_Drawer; } } + public bool dynamicDisplay { get { return m_DynamicDisplay; } } + public bool readOnly { get { return m_Setter == null; } } + + public DebugMenuItem(string name, Type type, Func getter, Action setter, bool dynamicDisplay = false, DebugItemDrawer drawer = null) + { + m_Type = type; + m_Setter = setter; + m_Getter = getter; + m_Name = name; + m_Drawer = drawer; + m_DynamicDisplay = dynamicDisplay; + } + + public Type GetItemType() + { + return m_Type; + } + + public void SetValue(object value) + { + // Setter can be null for readonly items + if(m_Setter != null) + { + m_Setter(value); + m_Drawer.ClampValues(m_Getter, m_Setter); + } + } + + public object GetValue() + { + return m_Getter(); + } + + Func m_Getter; + Action m_Setter; + Type m_Type; + string m_Name; + DebugItemDrawer m_Drawer = null; + bool m_DynamicDisplay = false; + } + + public class DebugMenu + { + public string name { get { return m_Name; } } + public int itemCount { get { return m_Items.Count; } } + + protected string m_Name = "Unknown Debug Menu"; + + private GameObject m_Root = null; + private List m_Items = new List(); + private List m_ItemsUI = new List(); + private int m_SelectedItem = -1; + + public DebugMenu(string name) + { + m_Name = name; + } + + public DebugMenuItem GetDebugMenuItem(int index) + { + if (index >= m_Items.Count || index < 0) + return null; + return m_Items[index]; + } + + public DebugMenuItem GetSelectedDebugMenuItem() + { + if(m_SelectedItem != -1) + { + return m_Items[m_SelectedItem]; + } + + return null; + } + + public bool HasItem(DebugMenuItem debugItem) + { + foreach(var item in m_Items) + { + if (debugItem == item) + return true; + } + + return false; + } + + public void RemoveDebugItem(DebugMenuItem debugItem) + { + m_Items.Remove(debugItem); + RebuildGUI(); + } + + public void AddDebugItem(DebugMenuItem debugItem) + { + m_Items.Add(debugItem); + RebuildGUI(); + } + + // TODO: Move this to UI classes + public GameObject BuildGUI(GameObject parent) + { + m_Root = new GameObject(string.Format("{0}", m_Name)); + m_Root.transform.SetParent(parent.transform); + m_Root.transform.localPosition = Vector3.zero; + m_Root.transform.localScale = Vector3.one; + + UI.VerticalLayoutGroup menuVL = m_Root.AddComponent(); + menuVL.spacing = 5.0f; + menuVL.childControlWidth = true; + menuVL.childControlHeight = true; + menuVL.childForceExpandWidth = true; + menuVL.childForceExpandHeight = false; + + RectTransform menuVLRectTransform = m_Root.GetComponent(); + menuVLRectTransform.pivot = new Vector2(0.0f, 0.0f); + menuVLRectTransform.localPosition = new Vector3(0.0f, 0.0f); + menuVLRectTransform.anchorMin = new Vector2(0.0f, 0.0f); + menuVLRectTransform.anchorMax = new Vector2(1.0f, 1.0f); + + RebuildGUI(); + + m_Root.SetActive(false); + return m_Root; + } + + private void RebuildGUI() + { + m_Root.transform.DetachChildren(); + + DebugMenuUI.CreateTextElement(string.Format("{0} Title", m_Name), m_Name, 14, TextAnchor.MiddleLeft, m_Root); + + m_ItemsUI.Clear(); + foreach (DebugMenuItem menuItem in m_Items) + { + DebugItemDrawer drawer = menuItem.drawer; // Should never be null, we have at least the default drawer + m_ItemsUI.Add(drawer.BuildGUI(m_Root, menuItem)); + } + } + + + void SetSelectedItem(int index) + { + if(m_SelectedItem != -1) + { + m_ItemsUI[m_SelectedItem].SetSelected(false); + } + + m_SelectedItem = index; + m_ItemsUI[m_SelectedItem].SetSelected(true); + } + + public void SetSelected(bool value) + { + m_Root.SetActive(value); + if(value) + { + if (m_SelectedItem == -1) + { + NextItem(); + } + else + SetSelectedItem(m_SelectedItem); + } + } + + int NextItemIndex(int current) + { + return (current + 1) % m_Items.Count; + } + + void NextItem() + { + if(m_Items.Count != 0) + { + int newSelected = (m_SelectedItem + 1) % m_Items.Count; + SetSelectedItem(newSelected); + } + } + + int PreviousItemIndex(int current) + { + int newSelected = current - 1; + if (newSelected == -1) + newSelected = m_Items.Count - 1; + return newSelected; + } + + void PreviousItem() + { + if(m_Items.Count != 0) + { + int newSelected = m_SelectedItem - 1; + if (newSelected == -1) + newSelected = m_Items.Count - 1; + SetSelectedItem(newSelected); + } + } + + public void OnMoveHorizontal(float value) + { + if(m_SelectedItem != -1 && !m_Items[m_SelectedItem].readOnly) + { + if (value > 0.0f) + m_ItemsUI[m_SelectedItem].OnIncrement(); + else + m_ItemsUI[m_SelectedItem].OnDecrement(); + } + } + + public void OnMoveVertical(float value) + { + if (value > 0.0f) + PreviousItem(); + else + NextItem(); + } + + public void OnValidate() + { + if (m_SelectedItem != -1 && !m_Items[m_SelectedItem].readOnly) + m_ItemsUI[m_SelectedItem].OnValidate(); + } + + public void AddDebugMenuItem(string name, Func getter, Action setter, bool dynamicDisplay = false, DebugItemDrawer drawer = null) + { + if (drawer == null) + drawer = new DebugItemDrawer(); + DebugMenuItem newItem = new DebugMenuItem(name, typeof(ItemType), getter, setter, dynamicDisplay, drawer); + drawer.SetDebugItem(newItem); + m_Items.Add(newItem); + } + + public void Update() + { + // Can happen if the debug menu has been disabled (all UI is destroyed). We can't test DebugMenuManager directly though because of the persistant debug menu (which is always displayed no matter what) + if (m_Root == null) + return; + + foreach(var itemUI in m_ItemsUI) + { + if(itemUI.dynamicDisplay) + itemUI.Update(); + } + } + } + + public class LightingDebugMenu + : DebugMenu + { + public LightingDebugMenu() + : base("Lighting") + { + } + } +} \ No newline at end of file diff --git a/Assets/ScriptableRenderPipeline/common/Debugging/DebugMenu.cs.meta b/Assets/ScriptableRenderPipeline/common/Debugging/DebugMenu.cs.meta new file mode 100644 index 00000000000..086856dd567 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/common/Debugging/DebugMenu.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 8275ad749cb4c4344ba07749bfc7d9d1 +timeCreated: 1492075547 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/common/Debugging/DebugMenuItemUI.cs b/Assets/ScriptableRenderPipeline/common/Debugging/DebugMenuItemUI.cs new file mode 100644 index 00000000000..513b3291ac9 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/common/Debugging/DebugMenuItemUI.cs @@ -0,0 +1,453 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace UnityEngine.Experimental.Rendering +{ + public abstract class DebugMenuItemUI + { + protected GameObject m_Root = null; + protected DebugMenuItem m_MenuItem = null; + + public bool dynamicDisplay { get { return m_MenuItem.dynamicDisplay; } } + + protected DebugMenuItemUI(DebugMenuItem menuItem) + { + m_MenuItem = menuItem; + } + + public abstract void SetSelected(bool value); + public abstract void OnValidate(); + public abstract void OnIncrement(); + public abstract void OnDecrement(); + public abstract void Update(); + } + + public class DebugMenuSimpleItemUI : DebugMenuItemUI + { + protected GameObject m_Name = null; + protected GameObject m_Value = null; + + protected DebugMenuSimpleItemUI(GameObject parent, DebugMenuItem menuItem, string name) + : base(menuItem) + { + + m_Root = DebugMenuUI.CreateHorizontalLayoutGroup("", true, true, false, false, parent); + m_Name = DebugMenuUI.CreateTextElement(m_MenuItem.name, name, 10, TextAnchor.MiddleLeft, m_Root); + var layoutElem = m_Name.AddComponent(); + layoutElem.minWidth = DebugMenuUI.kDebugItemNameWidth; + m_Value = DebugMenuUI.CreateTextElement(string.Format("{0} value", name), "", 10, TextAnchor.MiddleLeft, m_Root); + } + + public override void SetSelected(bool value) + { + m_Name.GetComponent().color = value ? DebugMenuUI.kColorSelected : DebugMenuUI.kColorUnSelected; + m_Value.GetComponent().color = value ? DebugMenuUI.kColorSelected : DebugMenuUI.kColorUnSelected; + } + + public override void OnValidate() + { + throw new System.NotImplementedException(); + } + + public override void OnIncrement() + { + throw new System.NotImplementedException(); + } + + public override void OnDecrement() + { + throw new System.NotImplementedException(); + } + + public override void Update() + { + throw new System.NotImplementedException(); + } + } + + public class DebugMenuBoolItemUI : DebugMenuSimpleItemUI + { + public DebugMenuBoolItemUI(GameObject parent, DebugMenuItem menuItem, string name) + : base(parent, menuItem, name) + { + Update(); + } + + public override void Update() + { + m_Value.GetComponent().text = (bool)m_MenuItem.GetValue() ? "True" : "False"; + } + + + public override void OnValidate() + { + m_MenuItem.SetValue(!(bool)m_MenuItem.GetValue()); + Update(); + } + + public override void OnIncrement() + { + OnValidate(); + } + + public override void OnDecrement() + { + OnValidate(); + } + } + + public class DebugMenuFloatItemUI : DebugMenuSimpleItemUI + { + bool m_SelectIncrementMode = false; + int m_CurrentIncrementIndex = -1; + + public DebugMenuFloatItemUI(GameObject parent, DebugMenuItem menuItem, string name) + : base(parent, menuItem, name) + { + Update(); + } + + public override void Update() + { + float currentValue = (float)m_MenuItem.GetValue(); + bool isNegative = currentValue < 0.0f; + // Easier to format the string without caring about the '-' sign. We add it back at the end + currentValue = Mathf.Abs(currentValue); + + char separator = System.Convert.ToChar(System.Globalization.CultureInfo.CurrentCulture.NumberFormat.NumberDecimalSeparator); + + // Start with the maximum amount of trailing zeros + string valueWithMaxDecimals = string.Format("{0:0.00000}", currentValue); + + // Remove trailing zeros until we reach the separator or we reach the decimal we are currently editing. + int separatorIndex = valueWithMaxDecimals.LastIndexOf(separator); + int index = valueWithMaxDecimals.Length - 1; + while ( + valueWithMaxDecimals[index] == '0' // Remove trailing zeros + && index > (separatorIndex + 1) // until we reach the separator + && index > (System.Math.Abs(m_CurrentIncrementIndex) + separatorIndex)) // Or it's the index of the current decimal being edited (so as to display the last trailing zero in this case) + { + index--; + } + + string finalValue = new string(valueWithMaxDecimals.ToCharArray(), 0, index + 1); + + // Add leading zeros until we reach where the current order is being edited. + if(m_CurrentIncrementIndex > 0) + { + float incrementValue = Mathf.Pow(10.0f, (float)m_CurrentIncrementIndex); + if(incrementValue > currentValue) + { + float compareValue = currentValue + 1.0f; // Start at 1.0f because we know that we are going to increment by 10 or more + while (incrementValue > compareValue) + { + finalValue = finalValue.Insert(0, "0"); + compareValue *= 10.0f; + } + } + } + + // When selecting which decimal/order you want to edit, we show brackets around the figure to show the user. + if(m_SelectIncrementMode) + { + separatorIndex = finalValue.LastIndexOf(separator); // separator may have changed place if we added leading zeros + int bracketIndex = separatorIndex - m_CurrentIncrementIndex; + if(m_CurrentIncrementIndex >= 0) // Skip separator + bracketIndex -= 1; + + finalValue = finalValue.Insert(bracketIndex, "["); + finalValue = finalValue.Insert(bracketIndex + 2, "]"); + } + + if(isNegative) + finalValue = finalValue.Insert(0, "-"); + + m_Value.GetComponent().text = finalValue; + } + + public override void OnValidate() + { + m_SelectIncrementMode = !m_SelectIncrementMode; + Update(); + } + + public override void OnIncrement() + { + if(!m_SelectIncrementMode) + { + m_MenuItem.SetValue((float)m_MenuItem.GetValue() + Mathf.Pow(10.0f, (float)m_CurrentIncrementIndex)); + } + else + { + m_CurrentIncrementIndex -= 1; // * 0.1 (10^m_CurrentIncrementIndex) + m_CurrentIncrementIndex = System.Math.Max(-5, m_CurrentIncrementIndex); + } + Update(); + } + + public override void OnDecrement() + { + if (!m_SelectIncrementMode) + { + m_MenuItem.SetValue((float)m_MenuItem.GetValue() - Mathf.Pow(10.0f, (float)m_CurrentIncrementIndex)); + } + else + { + m_CurrentIncrementIndex += 1; // * 10 (10^m_CurrentIncrementIndex) + } + Update(); + } + } + + // Everything is done with int. We don't really care about values > 2b for debugging. + public class DebugMenuIntegerItemUI : DebugMenuSimpleItemUI + { + bool m_SelectIncrementMode = false; + int m_CurrentIncrementIndex = 0; + + public DebugMenuIntegerItemUI(GameObject parent, DebugMenuItem menuItem, string name) + : base(parent, menuItem, name) + { + } + + protected void UpdateText(int value) + { + bool isNegative = value < 0f; + // Easier to format the string without caring about the '-' sign. We add it back at the end + value = System.Math.Abs(value); + + string finalValue = string.Format("{0}", value); + + // Add leading zeros until we reach where the current order is being edited. + if(m_CurrentIncrementIndex > 0) + { + int incrementValue = (int)System.Math.Pow(10, m_CurrentIncrementIndex); + if(incrementValue > value) + { + int compareValue = System.Math.Max(value, 1); + while (incrementValue > compareValue) + { + finalValue = finalValue.Insert(0, "0"); + compareValue *= 10; + } + } + } + + // When selecting which decimal/order you want to edit, we show brackets around the figure to show the user. + if(m_SelectIncrementMode) + { + int bracketIndex = finalValue.Length - 1 - m_CurrentIncrementIndex; + + finalValue = finalValue.Insert(bracketIndex, "["); + finalValue = finalValue.Insert(bracketIndex + 2, "]"); + } + + if(isNegative) + finalValue = finalValue.Insert(0, "-"); + + m_Value.GetComponent().text = finalValue; + } + + protected virtual int GetIntegerValue() + { + throw new System.NotImplementedException(); + } + + protected virtual void SetIntegerValue(int value) + { + throw new System.NotImplementedException(); + } + + public override void Update() + { + UpdateText(GetIntegerValue()); + } + + public override void OnValidate() + { + m_SelectIncrementMode = !m_SelectIncrementMode; + Update(); + } + + public override void OnIncrement() + { + if (!m_SelectIncrementMode) + { + SetIntegerValue(GetIntegerValue() + (int)Mathf.Pow(10.0f, (float)m_CurrentIncrementIndex)); + } + else + { + m_CurrentIncrementIndex -= 1; // *= 0.1 (10^m_CurrentIncrementIndex) + m_CurrentIncrementIndex = System.Math.Max(0, m_CurrentIncrementIndex); + } + Update(); + } + + public override void OnDecrement() + { + if (!m_SelectIncrementMode) + { + SetIntegerValue(GetIntegerValue() - (int)Mathf.Pow(10.0f, (float)m_CurrentIncrementIndex)); + } + else + { + m_CurrentIncrementIndex += 1; // *= 10 (10^m_CurrentIncrementIndex) + m_CurrentIncrementIndex = System.Math.Max(0, m_CurrentIncrementIndex); + } + Update(); + } + } + public class DebugMenuIntItemUI : DebugMenuIntegerItemUI + { + public DebugMenuIntItemUI(GameObject parent, DebugMenuItem menuItem, string name) + : base(parent, menuItem, name) + { + UpdateText((int)m_MenuItem.GetValue()); + } + + protected override int GetIntegerValue() + { + return (int)m_MenuItem.GetValue(); + } + + protected override void SetIntegerValue(int value) + { + m_MenuItem.SetValue(value); + } + } + + public class DebugMenuUIntItemUI : DebugMenuIntegerItemUI + { + public DebugMenuUIntItemUI(GameObject parent, DebugMenuItem menuItem, string name) + : base(parent, menuItem, name) + { + UpdateText((int)(uint)m_MenuItem.GetValue()); + } + + protected override int GetIntegerValue() + { + return (int)(uint)m_MenuItem.GetValue(); + } + + protected override void SetIntegerValue(int value) + { + m_MenuItem.SetValue((uint)System.Math.Max(0, value)); + } + } + + public class DebugMenuEnumItemUI : DebugMenuSimpleItemUI + { + int m_CurrentValueIndex = 0; + GUIContent[] m_ValueNames; + int[] m_Values; + + public DebugMenuEnumItemUI(GameObject parent, DebugMenuItem menuItem, string name, GUIContent[] valueNames, int[] values) + : base(parent, menuItem, name) + { + m_Values = values; + m_ValueNames = valueNames; + m_CurrentValueIndex = FindIndexForValue((int)m_MenuItem.GetValue()); + + Update(); + } + + private int FindIndexForValue(int value) + { + for(int i = 0 ; i < m_Values.Length ; ++i) + { + if (m_Values[i] == value) + return i; + } + + return -1; + } + + public override void Update() + { + if(m_CurrentValueIndex != -1) + { + m_Value.GetComponent().text = m_ValueNames[m_CurrentValueIndex].text; + } + } + + public override void OnValidate() + { + OnIncrement(); + } + + public override void OnIncrement() + { + m_CurrentValueIndex = (m_CurrentValueIndex + 1) % m_Values.Length; + m_MenuItem.SetValue(m_Values[m_CurrentValueIndex]); + Update(); + } + + public override void OnDecrement() + { + m_CurrentValueIndex -= 1; + if (m_CurrentValueIndex < 0) + m_CurrentValueIndex = m_Values.Length - 1; + + m_MenuItem.SetValue(m_Values[m_CurrentValueIndex]); + Update(); + } + } + + public class DebugMenuColorItemUI : DebugMenuItemUI + { + protected GameObject m_Name = null; + protected GameObject m_ColorRect = null; + + public DebugMenuColorItemUI(GameObject parent, DebugMenuItem menuItem, string name) + : base(menuItem) + { + m_MenuItem = menuItem; + + m_Root = DebugMenuUI.CreateHorizontalLayoutGroup(name, true, true, false, false, parent); + + m_Name = DebugMenuUI.CreateTextElement(m_MenuItem.name, name, 10, TextAnchor.MiddleLeft, m_Root); + var layoutElemName = m_Name.AddComponent(); + layoutElemName.minWidth = DebugMenuUI.kDebugItemNameWidth; + + // Force layout because we need the right height for the color rect element afterward. + UI.LayoutRebuilder.ForceRebuildLayoutImmediate(m_Root.GetComponent()); + RectTransform nameRect = m_Name.GetComponent(); + + m_ColorRect = new GameObject(); + m_ColorRect.transform.SetParent(m_Root.transform, false); + m_ColorRect.AddComponent(); + UI.LayoutElement layoutElem = m_ColorRect.AddComponent(); + // We need to set min width/height because without an image, the size would be zero. + layoutElem.minHeight = nameRect.rect.height; + layoutElem.minWidth = 40.0f; + + Update(); + } + + public override void Update() + { + Color currentValue = (Color)m_MenuItem.GetValue(); + UI.Image image = m_ColorRect.GetComponent(); + image.color = currentValue; + } + + public override void SetSelected(bool value) + { + m_Name.GetComponent().color = value ? DebugMenuUI.kColorSelected : DebugMenuUI.kColorUnSelected; + } + + // TODO: Edit mode! + public override void OnValidate() + { + } + + public override void OnIncrement() + { + } + + public override void OnDecrement() + { + } + } +} diff --git a/Assets/ScriptableRenderPipeline/common/Debugging/DebugMenuItemUI.cs.meta b/Assets/ScriptableRenderPipeline/common/Debugging/DebugMenuItemUI.cs.meta new file mode 100644 index 00000000000..0cffdf6ecc4 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/common/Debugging/DebugMenuItemUI.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 2af8a6ada82d1994d9cfd79a8b92eebc +timeCreated: 1492702176 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/common/Debugging/DebugMenuManager.cs b/Assets/ScriptableRenderPipeline/common/Debugging/DebugMenuManager.cs new file mode 100644 index 00000000000..6559ecb8cf5 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/common/Debugging/DebugMenuManager.cs @@ -0,0 +1,194 @@ +using System; +using System.Linq; +using System.Reflection; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace UnityEngine.Experimental.Rendering +{ + public class DebugMenuManager + { + static private DebugMenuManager s_Instance = null; + + static public DebugMenuManager instance + { + get + { + if (s_Instance == null) + { + s_Instance = new DebugMenuManager(); + } + + return s_Instance; + } + } + + DebugMenuManager() + { + LookUpDebugMenuClasses(); + m_PersistentDebugMenu = new DebugMenu("Persistent"); + m_DebugMenuUI = new DebugMenuUI(this); + } + + bool m_Enabled = false; + int m_ActiveMenuIndex = 0; + List m_DebugMenus = new List(); + DebugMenu m_PersistentDebugMenu = null; + DebugMenuUI m_DebugMenuUI = null; + + public bool isEnabled { get { return m_Enabled; } } + public int activeMenuIndex { get { return m_ActiveMenuIndex; } set { m_ActiveMenuIndex = value; } } + public int menuCount { get { return m_DebugMenus.Count; } } + + public DebugMenu GetDebugMenu(int index) + { + if (index < m_DebugMenus.Count) + return m_DebugMenus[index]; + else + return null; + } + + public DebugMenu GetPersistentDebugMenu() + { + return m_PersistentDebugMenu; + } + + void LookUpDebugMenuClasses() + { + // Prepare all debug menus + var types = Assembly.GetAssembly(typeof(DebugMenu)).GetTypes() + .Where(t => t.IsSubclassOf(typeof(DebugMenu))); + + m_DebugMenus.Clear(); + + foreach (var type in types) + { + m_DebugMenus.Add((DebugMenu)Activator.CreateInstance(type)); + } + } + + public void PreviousDebugMenu() + { + m_DebugMenus[m_ActiveMenuIndex].SetSelected(false); + m_ActiveMenuIndex = m_ActiveMenuIndex - 1; + if (m_ActiveMenuIndex == -1) + m_ActiveMenuIndex = m_DebugMenus.Count - 1; + + m_DebugMenus[m_ActiveMenuIndex].SetSelected(true); + } + + public void NextDebugMenu() + { + m_DebugMenus[m_ActiveMenuIndex].SetSelected(false); + m_ActiveMenuIndex = (m_ActiveMenuIndex + 1) % m_DebugMenus.Count; + m_DebugMenus[m_ActiveMenuIndex].SetSelected(true); + } + + public void ToggleMenu() + { + m_Enabled = !m_Enabled; + + m_DebugMenuUI.BuildGUI(); + m_DebugMenuUI.Toggle(); + m_DebugMenus[m_ActiveMenuIndex].SetSelected(m_Enabled); + } + + public void OnValidate() + { + m_DebugMenus[m_ActiveMenuIndex].OnValidate(); + } + + public void OnMakePersistent() + { + DebugMenuItem selectedItem = m_DebugMenus[m_ActiveMenuIndex].GetSelectedDebugMenuItem(); + if(selectedItem != null && selectedItem.readOnly) + { + if(m_PersistentDebugMenu.HasItem(selectedItem)) + { + m_PersistentDebugMenu.RemoveDebugItem(selectedItem); + } + else + { + m_PersistentDebugMenu.AddDebugItem(selectedItem); + } + } + + if(m_PersistentDebugMenu.itemCount == 0) + { + m_PersistentDebugMenu.SetSelected(false); + m_DebugMenuUI.EnablePersistentView(false); // Temp, should just need the above. Wait for background UI to be moved to menu itself + } + else + { + m_PersistentDebugMenu.SetSelected(true); + m_DebugMenuUI.EnablePersistentView(true); + } + } + + public void OnMoveHorizontal(float value) + { + m_DebugMenus[m_ActiveMenuIndex].OnMoveHorizontal(value); + } + + public void OnMoveVertical(float value) + { + m_DebugMenus[m_ActiveMenuIndex].OnMoveVertical(value); + } + + T GetDebugMenu() where T:DebugMenu + { + foreach(DebugMenu menu in m_DebugMenus) + { + if (menu is T) + return menu as T; + } + + return null; + } + + DebugMenu GetDebugMenu(string name) + { + foreach(DebugMenu menu in m_DebugMenus) + { + if (menu.name == name) + return menu; + } + + return null; + } + + public void Update() + { + if (m_ActiveMenuIndex != -1) + m_DebugMenus[m_ActiveMenuIndex].Update(); + + m_PersistentDebugMenu.Update(); + } + + public void AddDebugItem(string name, Func getter, Action setter = null, bool dynamicDisplay = false, DebugItemDrawer drawer = null) where DebugMenuType : DebugMenu + { + DebugMenuType debugMenu = GetDebugMenu(); + if (debugMenu != null) + { + debugMenu.AddDebugMenuItem(name, getter, setter, dynamicDisplay, drawer); + } + } + + public void AddDebugItem(string debugMenuName, string name, Func getter, Action setter = null, bool dynamicDisplay = false, DebugItemDrawer drawer = null) + { + DebugMenu debugMenu = GetDebugMenu(debugMenuName); + // If the menu does not exist, create a generic one. This way, users don't have to explicitely create a new DebugMenu class if they don't need any particular overriding of default behavior. + if(debugMenu == null) + { + debugMenu = new DebugMenu(debugMenuName); + m_DebugMenus.Add(debugMenu); + } + + if (debugMenu != null) + { + debugMenu.AddDebugMenuItem(name, getter, setter, dynamicDisplay, drawer); + } + } + } +} diff --git a/Assets/ScriptableRenderPipeline/common/Debugging/DebugMenuManager.cs.meta b/Assets/ScriptableRenderPipeline/common/Debugging/DebugMenuManager.cs.meta new file mode 100644 index 00000000000..791ced40658 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/common/Debugging/DebugMenuManager.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 0d82eeff53030774abf4d8d510717fad +timeCreated: 1491995655 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/common/Debugging/DebugMenuUI.cs b/Assets/ScriptableRenderPipeline/common/Debugging/DebugMenuUI.cs new file mode 100644 index 00000000000..2755a0189e2 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/common/Debugging/DebugMenuUI.cs @@ -0,0 +1,178 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace UnityEngine.Experimental.Rendering +{ + public class DebugMenuUI + { + public static Color kColorSelected = new Color(1.0f, 1.0f, 1.0f, 1.0f); + public static Color kColorUnSelected = new Color(0.25f, 0.25f, 0.25f, 1.0f); + public static Color kBackgroundColor = new Color(0.5f, 0.5f, 0.5f, 0.4f); + public static float kDebugItemNameWidth = 150.0f; + + GameObject m_Root = null; + GameObject[] m_MenuRoots = null; + GameObject m_MainMenuRoot = null; + GameObject m_PersistentMenuRoot = null; + bool m_Enabled = false; + DebugMenuManager m_DebugMenuManager = null; + + public DebugMenuUI(DebugMenuManager manager) + { + m_DebugMenuManager = manager; + } + + public void Toggle() + { + m_Enabled = !m_Enabled; + m_MainMenuRoot.SetActive(m_Enabled); + } + + public void EnablePersistentView(bool value) + { + m_PersistentMenuRoot.SetActive(value); + } + + void CleanUpGUI() + { + Object.Destroy(m_Root); + } + + public void BuildGUI() + { + if (m_Root != null) + return; + + float kBorderSize = 5.0f; + m_Root = new GameObject("DebugMenu Root"); + Canvas canvas = m_Root.AddComponent(); + canvas.renderMode = RenderMode.ScreenSpaceOverlay; + UI.CanvasScaler canvasScaler = m_Root.AddComponent(); + canvasScaler.uiScaleMode = UI.CanvasScaler.ScaleMode.ScaleWithScreenSize; + canvasScaler.referenceResolution = new Vector2(800.0f, 600.0f); + + // TODO: Move background an layout to the menu itself. + m_MainMenuRoot = new GameObject("Background"); + m_MainMenuRoot.AddComponent(); + var image = m_MainMenuRoot.AddComponent(); + m_MainMenuRoot.transform.SetParent(m_Root.transform, false); + image.rectTransform.pivot = new Vector2(0.0f, 0.0f); + image.rectTransform.localPosition = Vector3.zero; + image.rectTransform.localScale = Vector3.one; + image.rectTransform.anchorMin = new Vector2(0.0f, 0.0f); + image.rectTransform.anchorMax = new Vector2(0.5f, 1.0f); + image.rectTransform.anchoredPosition = new Vector2(kBorderSize, kBorderSize); + image.rectTransform.sizeDelta = new Vector2(-(kBorderSize * 2.0f), -(kBorderSize * 2.0f)); + image.color = kBackgroundColor; + + GameObject goVL = DebugMenuUI.CreateVerticalLayoutGroup("DebugMenu VLayout", true, true, true, false, 5.0f, m_MainMenuRoot); + RectTransform menuVLRectTransform = goVL.GetComponent(); + menuVLRectTransform.pivot = new Vector2(0.0f, 0.0f); + menuVLRectTransform.localPosition = Vector3.zero; + menuVLRectTransform.localScale = Vector3.one; + menuVLRectTransform.anchorMin = new Vector2(0.0f, 0.0f); + menuVLRectTransform.anchorMax = new Vector2(1.0f, 1.0f); + menuVLRectTransform.anchoredPosition = new Vector2(kBorderSize, kBorderSize); + menuVLRectTransform.sizeDelta = new Vector2(-(kBorderSize * 2.0f), -(kBorderSize * 2.0f)); + + // TODO: Move background an layout to the menu itself. + m_PersistentMenuRoot = new GameObject("Background_Persistent"); + m_PersistentMenuRoot.AddComponent(); + image = m_PersistentMenuRoot.AddComponent(); + m_PersistentMenuRoot.transform.SetParent(m_Root.transform, false); + image.rectTransform.pivot = new Vector2(0.0f, 0.0f); + image.rectTransform.localPosition = Vector3.zero; + image.rectTransform.localScale = Vector3.one; + image.rectTransform.anchorMin = new Vector2(0.7f, 0.8f); + image.rectTransform.anchorMax = new Vector2(1.0f, 1.0f); + image.rectTransform.anchoredPosition = new Vector2(kBorderSize, kBorderSize); + image.rectTransform.sizeDelta = new Vector2(-(kBorderSize * 2.0f), -(kBorderSize * 2.0f)); + image.color = kBackgroundColor; + + GameObject goVL2 = DebugMenuUI.CreateVerticalLayoutGroup("DebugMenu VLayout", true, true, true, false, 5.0f, m_PersistentMenuRoot); + menuVLRectTransform = goVL2.GetComponent(); + menuVLRectTransform.pivot = new Vector2(0.0f, 0.0f); + menuVLRectTransform.localPosition = Vector3.zero; + menuVLRectTransform.localScale = Vector3.one; + menuVLRectTransform.anchorMin = new Vector2(0.0f, 0.0f); + menuVLRectTransform.anchorMax = new Vector2(1.0f, 1.0f); + menuVLRectTransform.anchoredPosition = new Vector2(kBorderSize, kBorderSize); + menuVLRectTransform.sizeDelta = new Vector2(-(kBorderSize * 2.0f), -(kBorderSize * 2.0f)); + + m_PersistentMenuRoot.SetActive(false); + + DebugMenuUI.CreateTextElement("DebugMenuTitle", "Debug Menu", 14, TextAnchor.MiddleCenter, goVL); + + int menuCount = m_DebugMenuManager.menuCount; + m_MenuRoots = new GameObject[menuCount]; + for (int i = 0; i < menuCount; ++i) + { + m_MenuRoots[i] = m_DebugMenuManager.GetDebugMenu(i).BuildGUI(goVL); + } + + m_DebugMenuManager.GetPersistentDebugMenu().BuildGUI(goVL2); + } + + public static GameObject CreateVerticalLayoutGroup(string name, bool controlWidth, bool controlHeight, bool forceExpandWidth, bool forceExpandHeight, GameObject parent = null ) + { + return CreateVerticalLayoutGroup(name, controlWidth, controlHeight, forceExpandWidth, forceExpandHeight, 0.0f, parent); + } + + public static GameObject CreateVerticalLayoutGroup(string name, bool controlWidth, bool controlHeight, bool forceExpandWidth, bool forceExpandHeight, float spacing, GameObject parent = null ) + { + GameObject go = new GameObject(name); + go.transform.SetParent(parent.transform, false); + UI.VerticalLayoutGroup verticalLayout = go.AddComponent(); + verticalLayout.childControlHeight = controlHeight; + verticalLayout.childControlWidth = controlWidth; + verticalLayout.childForceExpandHeight = forceExpandHeight; + verticalLayout.childForceExpandWidth = forceExpandWidth; + verticalLayout.spacing = spacing; + + return go; + } + + public static GameObject CreateHorizontalLayoutGroup(string name, bool controlWidth, bool controlHeight, bool forceExpandWidth, bool forceExpandHeight, GameObject parent = null) + { + return CreateHorizontalLayoutGroup(name, controlWidth, controlHeight, forceExpandWidth, forceExpandHeight, 0.0f, parent); + } + + public static GameObject CreateHorizontalLayoutGroup(string name, bool controlWidth, bool controlHeight, bool forceExpandWidth, bool forceExpandHeight, float spacing = 1.0f, GameObject parent = null) + { + GameObject go = new GameObject(name); + go.transform.SetParent(parent.transform, false); + UI.HorizontalLayoutGroup horizontalLayout = go.AddComponent(); + horizontalLayout.childControlHeight = controlHeight; + horizontalLayout.childControlWidth = controlWidth; + horizontalLayout.childForceExpandHeight = forceExpandHeight; + horizontalLayout.childForceExpandWidth = forceExpandWidth; + horizontalLayout.spacing = spacing; + + return go; + } + + public static GameObject CreateTextElement(string elementName, string text, int size = 14, TextAnchor alignment = TextAnchor.MiddleLeft, GameObject parent = null) + { + GameObject goText = new GameObject(elementName); + goText.transform.SetParent(parent.transform, false); + goText.transform.transform.localPosition = Vector3.zero; + goText.transform.transform.localScale = Vector3.one; + UI.Text textComponent = goText.AddComponent(); + textComponent.font = Resources.GetBuiltinResource(typeof(Font), "Arial.ttf") as Font; + textComponent.text = text; + textComponent.alignment = alignment; + textComponent.fontSize = size; + textComponent.verticalOverflow = VerticalWrapMode.Overflow; + textComponent.color = DebugMenuUI.kColorUnSelected; + + RectTransform rectTransform = goText.GetComponent(); + rectTransform.pivot = new Vector2(0.0f, 0.0f); + rectTransform.localPosition = new Vector3(0.0f, 0.0f); + rectTransform.anchorMin = new Vector2(0.0f, 0.0f); + rectTransform.anchorMax = new Vector2(1.0f, 1.0f); + + return goText; + } + } +} diff --git a/Assets/ScriptableRenderPipeline/common/Debugging/DebugMenuUI.cs.meta b/Assets/ScriptableRenderPipeline/common/Debugging/DebugMenuUI.cs.meta new file mode 100644 index 00000000000..26b67328073 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/common/Debugging/DebugMenuUI.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 4e88bb221a7ceb74283e4e5f93e75092 +timeCreated: 1492603542 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/common/Debugging/DebugMenuUpdater.cs b/Assets/ScriptableRenderPipeline/common/Debugging/DebugMenuUpdater.cs new file mode 100644 index 00000000000..4bc28450fd2 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/common/Debugging/DebugMenuUpdater.cs @@ -0,0 +1,57 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace UnityEngine.Experimental.Rendering +{ + [ExecuteInEditMode] + public class DebugMenuUpdater : MonoBehaviour + { + + void Update() + { + DebugMenuManager.instance.Update(); + DebugActionManager.instance.Update(); + + if (DebugActionManager.instance.GetAction(DebugActionManager.DebugAction.EnableDebugMenu) != 0.0f) + { + DebugMenuManager.instance.ToggleMenu(); + } + + if (DebugMenuManager.instance.isEnabled) + { + if (DebugActionManager.instance.GetAction(DebugActionManager.DebugAction.PreviousDebugMenu) != 0.0f) + { + DebugMenuManager.instance.PreviousDebugMenu(); + } + + if (DebugActionManager.instance.GetAction(DebugActionManager.DebugAction.NextDebugMenu) != 0.0f) + { + DebugMenuManager.instance.NextDebugMenu(); + } + + if (DebugActionManager.instance.GetAction(DebugActionManager.DebugAction.Validate) != 0.0f) + { + DebugMenuManager.instance.OnValidate(); + } + + if (DebugActionManager.instance.GetAction(DebugActionManager.DebugAction.Persistent) != 0.0f) + { + DebugMenuManager.instance.OnMakePersistent(); + } + + float moveHorizontal = DebugActionManager.instance.GetAction(DebugActionManager.DebugAction.MoveHorizontal); + if (moveHorizontal != 0.0f) + { + DebugMenuManager.instance.OnMoveHorizontal(moveHorizontal); + } + + float moveVertical = DebugActionManager.instance.GetAction(DebugActionManager.DebugAction.MoveVertical); + if (moveVertical != 0.0f) + { + DebugMenuManager.instance.OnMoveVertical(moveVertical); + } + } + } + } +} diff --git a/Assets/ScriptableRenderPipeline/common/Debugging/DebugMenuUpdater.cs.meta b/Assets/ScriptableRenderPipeline/common/Debugging/DebugMenuUpdater.cs.meta new file mode 100644 index 00000000000..21a9cffbf37 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/common/Debugging/DebugMenuUpdater.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 2dfdab1050228974ba8fbbd56e87da3e +timeCreated: 1492697894 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/common/Debugging/Debugging.cs b/Assets/ScriptableRenderPipeline/common/Debugging/Debugging.cs new file mode 100644 index 00000000000..e4273edf85f --- /dev/null +++ b/Assets/ScriptableRenderPipeline/common/Debugging/Debugging.cs @@ -0,0 +1,76 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace UnityEngine.Experimental.Rendering +{ + public class Debugging : MonoBehaviour + { + private static List m_DebugMessages = new List(); + + + public static void PushDebugMessage(string message) + { + m_DebugMessages.Add(message); + } + + static public bool CheckRequiredInputButtonMapping(string[] values) + { + bool inputsOk = true; + foreach (string value in values) + { + try + { + Input.GetButton(value); + } + catch + { + Debug.LogError(string.Format("Required input button mapping missing: {0}.", value)); + inputsOk = false; + } + } + + return inputsOk; + } + + static public bool CheckRequiredInputAxisMapping(string[] values) + { + bool inputsOk = true; + foreach (string value in values) + { + try + { + Input.GetAxis(value); + } + catch + { + Debug.LogWarning(string.Format("Required input axis mapping missing: {0}.", value)); + inputsOk = false; + } + } + + return inputsOk; + } + + + void OnGUI() + { + using (new GUILayout.HorizontalScope()) + { + GUILayout.Space(10.0f); + using (new GUILayout.VerticalScope()) + { + GUILayout.Space(10.0f); + for (int i = 0; i < m_DebugMessages.Count; ++i) + { + GUILayout.Label(m_DebugMessages[i]); + } + } + } + + // Make sure to clear only after all relevant events have occured. + if (Event.current.type == EventType.Repaint) + m_DebugMessages.Clear(); + } + } +} diff --git a/Assets/ScriptableRenderPipeline/common/Debugging/Debugging.cs.meta b/Assets/ScriptableRenderPipeline/common/Debugging/Debugging.cs.meta new file mode 100644 index 00000000000..1b34209e05d --- /dev/null +++ b/Assets/ScriptableRenderPipeline/common/Debugging/Debugging.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: fcb6090d644beb040a7853639fcffddb +timeCreated: 1488381065 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/common/Debugging/Editor.meta b/Assets/ScriptableRenderPipeline/common/Debugging/Editor.meta new file mode 100644 index 00000000000..9d5a702e671 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/common/Debugging/Editor.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 81304ee5cfbb2ff4b90df73d308d903e +folderAsset: yes +timeCreated: 1492162286 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/common/Debugging/Editor/DebugMenuEditor.cs b/Assets/ScriptableRenderPipeline/common/Debugging/Editor/DebugMenuEditor.cs new file mode 100644 index 00000000000..a5cf091e644 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/common/Debugging/Editor/DebugMenuEditor.cs @@ -0,0 +1,72 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; + +namespace UnityEngine.Experimental.Rendering +{ + // This is the class that handles rendering the debug menu in the editor (as opposed to the runtime version in the player) + public class DebugMenuEditor : EditorWindow + { + + [MenuItem("HDRenderPipeline/Debug Menu")] + static void DisplayDebugMenu() + { + var window = EditorWindow.GetWindow("Debug Menu"); + window.Show(); + } + + DebugMenuManager m_DebugMenu = null; + + DebugMenuEditor() + { + } + + void OnEnable() + { + m_DebugMenu = DebugMenuManager.instance; + } + + void OnGUI() + { + if (m_DebugMenu == null) + return; + + // Contrary to the menu in the player, here we always render the menu wether it's enabled or not. This is a separate window so user can manage it however they want. + EditorGUI.BeginChangeCheck(); + int debugMenuCount = m_DebugMenu.menuCount; + int activeMenuIndex = m_DebugMenu.activeMenuIndex; + using (new EditorGUILayout.HorizontalScope()) + { + for(int i = 0 ; i < debugMenuCount ; ++i) + { + GUIStyle style = EditorStyles.miniButtonMid; + if (i == 0) + style = EditorStyles.miniButtonLeft; + if (i == debugMenuCount - 1) + style = EditorStyles.miniButtonRight; + if (GUILayout.Toggle(i == activeMenuIndex, new GUIContent(m_DebugMenu.GetDebugMenu(i).name), style)) + activeMenuIndex = i; + } + } + if(EditorGUI.EndChangeCheck()) + { + m_DebugMenu.activeMenuIndex = activeMenuIndex; + } + + using(new EditorGUILayout.VerticalScope()) + { + DebugMenu activeMenu = m_DebugMenu.GetDebugMenu(m_DebugMenu.activeMenuIndex); + bool needRepaint = false; + for (int i = 0; i < activeMenu.itemCount; ++i) + { + needRepaint = needRepaint || activeMenu.GetDebugMenuItem(i).drawer.OnEditorGUI(); + } + + if (needRepaint) + UnityEditorInternal.InternalEditorUtility.RepaintAllViews(); + } + } + } + +} \ No newline at end of file diff --git a/Assets/ScriptableRenderPipeline/common/Debugging/Editor/DebugMenuEditor.cs.meta b/Assets/ScriptableRenderPipeline/common/Debugging/Editor/DebugMenuEditor.cs.meta new file mode 100644 index 00000000000..1a140c14618 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/common/Debugging/Editor/DebugMenuEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 7a41f968abff8f14a93e3d1ea44e774b +timeCreated: 1492162306 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/common/Resources.meta b/Assets/ScriptableRenderPipeline/common/Resources.meta new file mode 100644 index 00000000000..750820bbf23 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/common/Resources.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 1e02c245110074e4aa88a9b408060d4f +folderAsset: yes +timeCreated: 1491318329 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/common/Resources/BlitCubemap.shader b/Assets/ScriptableRenderPipeline/common/Resources/BlitCubemap.shader new file mode 100644 index 00000000000..0deec18c4e5 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/common/Resources/BlitCubemap.shader @@ -0,0 +1,56 @@ +// Note: This shader is supposed to be removed at some point when Graphics.ConvertTexture can take a RenderTexture as a destination (it's only used by sky manager for now). +Shader "Hidden/BlitCubemap" { + SubShader { + // Cubemap blit. Takes a face index. + Pass { + ZTest Always Cull Off ZWrite Off + + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 4.5 + + #include "../../ShaderLibrary/Common.hlsl" + + TEXTURECUBE(_MainTex); + SAMPLERCUBE(sampler_MainTex); + float _faceIndex; + + struct appdata_t { + uint vertexID : SV_VertexID; + }; + + struct v2f { + float4 vertex : SV_POSITION; + float3 texcoord : TEXCOORD0; + }; + + static const float3 faceU[6] = { float3(0, 0, -1), float3(0, 0, 1), float3(1, 0, 0), float3(1, 0, 0), float3(1, 0, 0), float3(-1, 0, 0) }; + static const float3 faceV[6] = { float3(0, -1, 0), float3(0, -1, 0), float3(0, 0, 1), float3(0, 0, -1), float3(0, -1, 0), float3(0, -1, 0) }; + + v2f vert (appdata_t v) + { + v2f o; + + o.vertex = GetFullScreenTriangleVertexPosition(v.vertexID); + float2 uv = GetFullScreenTriangleTexcoord(v.vertexID) * 2.0 - 1.0; + + int idx = (int)_faceIndex; + float3 transformU = faceU[idx]; + float3 transformV = faceV[idx]; + + float3 n = cross(transformV, transformU); + o.texcoord = n + uv.x * transformU + uv.y * transformV; + return o; + } + + float4 frag (v2f i) : SV_Target + { + return SAMPLE_TEXTURECUBE(_MainTex, sampler_MainTex, i.texcoord); + } + ENDHLSL + + } + } + Fallback Off +} diff --git a/Assets/ScriptableRenderPipeline/common/Resources/BlitCubemap.shader.meta b/Assets/ScriptableRenderPipeline/common/Resources/BlitCubemap.shader.meta new file mode 100644 index 00000000000..2fffa51a3af --- /dev/null +++ b/Assets/ScriptableRenderPipeline/common/Resources/BlitCubemap.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: d05913e251bed7a4992c921c62e1b647 +timeCreated: 1491318357 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/common/ShaderBase.h b/Assets/ScriptableRenderPipeline/common/ShaderBase.h new file mode 100644 index 00000000000..3f13f47dfaa --- /dev/null +++ b/Assets/ScriptableRenderPipeline/common/ShaderBase.h @@ -0,0 +1,76 @@ +#ifndef __SHADERBASE_H__ +#define __SHADERBASE_H__ + +half2 DirectionToSphericalTexCoordinate(half3 dir_in) +{ + half3 dir = normalize(dir_in); + // coordinate frame is (-Z,X) meaning negative Z is primary axis and X is secondary axis. + float recipPi = 1.0 / 3.1415926535897932384626433832795; + return half2(1.0 - 0.5 * recipPi * atan2(dir.x, -dir.z), asin(dir.y) * recipPi + 0.5); +} + +#ifdef UNITY_NO_CUBEMAP_ARRAY + #define UNITY_DECLARE_ABSTRACT_CUBE_ARRAY UNITY_DECLARE_TEX2DARRAY + #define UNITY_PASS_ABSTRACT_CUBE_ARRAY UNITY_PASS_TEX2DARRAY + #define UNITY_ARGS_ABSTRACT_CUBE_ARRAY UNITY_ARGS_TEX2DARRAY + #define UNITY_SAMPLE_ABSTRACT_CUBE_ARRAY_LOD(tex, coord, lod) UNITY_SAMPLE_TEX2DARRAY_LOD(tex, float3(DirectionToSphericalTexCoordinate((coord).xyz), (coord).w), lod) +#else + #define UNITY_DECLARE_ABSTRACT_CUBE_ARRAY UNITY_DECLARE_TEXCUBEARRAY + #define UNITY_PASS_ABSTRACT_CUBE_ARRAY UNITY_PASS_TEXCUBEARRAY + #define UNITY_ARGS_ABSTRACT_CUBE_ARRAY UNITY_ARGS_TEXCUBEARRAY + #define UNITY_SAMPLE_ABSTRACT_CUBE_ARRAY_LOD(tex, coord, lod) UNITY_SAMPLE_TEXCUBEARRAY_LOD(tex,coord,lod) +#endif + + +// can't use UNITY_REVERSED_Z since it's not enabled in compute shaders +#if !defined(SHADER_API_GLES3) && !defined(SHADER_API_GLCORE) + #define REVERSE_ZBUF +#endif + +#ifdef SHADER_API_PSSL + +#ifndef Texture2DMS + #define Texture2DMS MS_Texture2D +#endif + +#ifndef SampleCmpLevelZero + #define SampleCmpLevelZero SampleCmpLOD0 +#endif + +#ifndef firstbithigh + #define firstbithigh FirstSetBit_Hi +#endif + +#endif + + +#define __HLSL 1 +#define public + + +#define unistruct cbuffer +#define hbool bool + +#define _CB_REGSLOT(x) : register(x) +#define _QALIGN(x) : packoffset(c0); + + +float FetchDepth(Texture2D depthTexture, uint2 pixCoord) +{ + float zdpth = depthTexture.Load(uint3(pixCoord.xy, 0)).x; +#ifdef REVERSE_ZBUF + zdpth = 1.0 - zdpth; +#endif + return zdpth; +} + +float FetchDepthMSAA(Texture2DMS depthTexture, uint2 pixCoord, uint sampleIdx) +{ + float zdpth = depthTexture.Load(pixCoord.xy, sampleIdx).x; +#ifdef REVERSE_ZBUF + zdpth = 1.0 - zdpth; +#endif + return zdpth; +} + +#endif diff --git a/Assets/ScriptableRenderLoop/common/ShaderBase.h.meta b/Assets/ScriptableRenderPipeline/common/ShaderBase.h.meta similarity index 100% rename from Assets/ScriptableRenderLoop/common/ShaderBase.h.meta rename to Assets/ScriptableRenderPipeline/common/ShaderBase.h.meta diff --git a/Assets/ScriptableRenderPipeline/common/SkyboxHelper.cs b/Assets/ScriptableRenderPipeline/common/SkyboxHelper.cs new file mode 100644 index 00000000000..25ea44f7fa9 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/common/SkyboxHelper.cs @@ -0,0 +1,276 @@ +using System.Collections.Generic; +using UnityEngine.Rendering; +using UnityEngine; +using UnityEngine.Experimental.Rendering; + +namespace UnityEngine.Experimental.Rendering +{ + public class SkyboxHelper + { + public SkyboxHelper() + { + } + + const int k_NumFullSubdivisions = 3; // 3 subdivs == 2048 triangles + const int k_NumHorizonSubdivisions = 2; + + public void CreateMesh() + { + var vertData = new Vector3[8 * 3]; + for (int i = 0; i < 8 * 3; i++) + { + vertData[i] = m_OctaVerts[i]; + } + + // Regular subdivisions + for (int i = 0; i < k_NumFullSubdivisions; i++) + { + var srcData = vertData.Clone() as Vector3[]; + var verts = new List(); + + for (int k = 0; k < srcData.Length; k += 3) + { + Subdivide(verts, srcData[k], srcData[k + 1], srcData[k + 2]); + } + vertData = verts.ToArray(); + } + + // Horizon subdivisions + var horizonLimit = 1.0f; + for (int i = 0; i < k_NumHorizonSubdivisions; i++) + { + var srcData = vertData.Clone() as Vector3[]; + var verts = new List(); + + horizonLimit *= 0.5f; // First iteration limit to y < +-0.5, next one 0.25 etc. + for (int k = 0; k < srcData.Length; k += 3) + { + var maxAbsY = Mathf.Max(Mathf.Abs(srcData[k].y), Mathf.Abs(srcData[k + 1].y), Mathf.Abs(srcData[k + 2].y)); + if (maxAbsY > horizonLimit) + { + // Pass through existing triangle + verts.Add(srcData[k]); + verts.Add(srcData[k + 1]); + verts.Add(srcData[k + 2]); + } + else + { + SubdivideYOnly(verts, srcData[k], srcData[k + 1], srcData[k + 2]); + } + } + vertData = verts.ToArray(); + } + + // Write out the mesh + var vertexCount = vertData.Length; + var triangles = new int[vertexCount]; + for (int i = 0; i < vertexCount; i++) + { + triangles[i] = i; + } + + m_Mesh = new Mesh + { + vertices = vertData, + triangles = triangles + }; + } + + public UnityEngine.Mesh mesh + { + get { return m_Mesh; } + } + + public void Draw(ScriptableRenderContext loop, Camera camera) + { + if (camera.clearFlags != CameraClearFlags.Skybox) + { + return; + } + + var mat = RenderSettings.skybox; + + if (mat == null) + { + return; + } + + var cmd = new CommandBuffer { name = "Skybox" }; + + var looksLikeSixSidedShader = true; + looksLikeSixSidedShader &= (mat.passCount == 6); // should have six passes + //looksLikeSixSidedShader &= !mat.GetShader()->GetShaderLabShader()->HasLightingPasses(); + + if (looksLikeSixSidedShader) + { + Debug.LogWarning("Six sided skybox not yet supported."); + } + else + { + if (mesh == null) + { + CreateMesh(); + } + + var dist = camera.farClipPlane * 10.0f; + + var world = Matrix4x4.TRS(camera.transform.position, Quaternion.identity, new Vector3(dist, dist, dist)); + + var skyboxProj = SkyboxHelper.GetProjectionMatrix(camera); + cmd.SetViewProjectionMatrices(camera.worldToCameraMatrix, skyboxProj); + cmd.DrawMesh(mesh, world, mat); + + cmd.SetViewProjectionMatrices(camera.worldToCameraMatrix, camera.projectionMatrix); + } + + loop.ExecuteCommandBuffer(cmd); + cmd.Dispose(); + } + + public static Matrix4x4 GetProjectionMatrix(Camera camera) + { + var skyboxProj = Matrix4x4.Perspective(camera.fieldOfView, camera.aspect, camera.nearClipPlane, camera.farClipPlane); + + var nearPlane = camera.nearClipPlane * 0.01f; + skyboxProj = AdjustDepthRange(skyboxProj, camera.nearClipPlane, nearPlane, camera.farClipPlane); + return MakeProjectionInfinite(skyboxProj, nearPlane); + } + + static Matrix4x4 MakeProjectionInfinite(Matrix4x4 m, float nearPlane) + { + const float epsilon = 1e-6f; + + var r = m; + r[2, 2] = -1.0f + epsilon; + r[2, 3] = (-2.0f + epsilon) * nearPlane; + r[3, 2] = -1.0f; + return r; + } + + static Matrix4x4 AdjustDepthRange(Matrix4x4 mat, float origNear, float newNear, float newFar) + { + var x = mat[0, 0]; + var y = mat[1, 1]; + var w = mat[0, 2]; + var z = mat[1, 2]; + + var r = ((2.0f * origNear) / x) * ((w + 1) * 0.5f); + var t = ((2.0f * origNear) / y) * ((z + 1) * 0.5f); + var l = ((2.0f * origNear) / x) * (((w + 1) * 0.5f) - 1); + var b = ((2.0f * origNear) / y) * (((z + 1) * 0.5f) - 1); + + var ratio = (newNear / origNear); + + r *= ratio; + t *= ratio; + l *= ratio; + b *= ratio; + + var ret = new Matrix4x4(); + + ret[0, 0] = (2.0f * newNear) / (r - l); ret[0, 1] = 0; ret[0, 2] = (r + l) / (r - l); ret[0, 3] = 0; + ret[1, 0] = 0; ret[1, 1] = (2.0f * newNear) / (t - b); ret[1, 2] = (t + b) / (t - b); ret[1, 3] = 0; + ret[2, 0] = 0; ret[2, 1] = 0; ret[2, 2] = -(newFar + newNear) / (newFar - newNear); ret[2, 3] = -(2.0f * newFar * newNear) / (newFar - newNear); + ret[3, 0] = 0; ret[3, 1] = 0; ret[3, 2] = -1.0f; ret[3, 3] = 0; + + return ret; + } + + // Octahedron vertices + readonly Vector3[] m_OctaVerts = + { + new Vector3(0.0f, 1.0f, 0.0f), new Vector3(0.0f, 0.0f, -1.0f), new Vector3(1.0f, 0.0f, 0.0f), + new Vector3(0.0f, 1.0f, 0.0f), new Vector3(1.0f, 0.0f, 0.0f), new Vector3(0.0f, 0.0f, 1.0f), + new Vector3(0.0f, 1.0f, 0.0f), new Vector3(0.0f, 0.0f, 1.0f), new Vector3(-1.0f, 0.0f, 0.0f), + new Vector3(0.0f, 1.0f, 0.0f), new Vector3(-1.0f, 0.0f, 0.0f), new Vector3(0.0f, 0.0f, -1.0f), + new Vector3(0.0f, -1.0f, 0.0f), new Vector3(1.0f, 0.0f, 0.0f), new Vector3(0.0f, 0.0f, -1.0f), + new Vector3(0.0f, -1.0f, 0.0f), new Vector3(0.0f, 0.0f, 1.0f), new Vector3(1.0f, 0.0f, 0.0f), + new Vector3(0.0f, -1.0f, 0.0f), new Vector3(-1.0f, 0.0f, 0.0f), new Vector3(0.0f, 0.0f, 1.0f), + new Vector3(0.0f, -1.0f, 0.0f), new Vector3(0.0f, 0.0f, -1.0f), new Vector3(-1.0f, 0.0f, 0.0f), + }; + + Vector3 SubDivVert(Vector3 v1, Vector3 v2) + { + return Vector3.Normalize(v1 + v2); + } + + void Subdivide(ICollection dest, Vector3 v1, Vector3 v2, Vector3 v3) + { + var v12 = SubDivVert(v1, v2); + var v23 = SubDivVert(v2, v3); + var v13 = SubDivVert(v1, v3); + + dest.Add(v1); + dest.Add(v12); + dest.Add(v13); + dest.Add(v12); + dest.Add(v2); + dest.Add(v23); + dest.Add(v23); + dest.Add(v13); + dest.Add(v12); + dest.Add(v3); + dest.Add(v13); + dest.Add(v23); + } + + void SubdivideYOnly(ICollection dest, Vector3 v1, Vector3 v2, Vector3 v3) + { + // Find out which vertex is furthest out from the others on the y axis + + var d12 = Mathf.Abs(v2.y - v1.y); + var d23 = Mathf.Abs(v2.y - v3.y); + var d31 = Mathf.Abs(v3.y - v1.y); + + Vector3 top, va, vb; + + if (d12 < d23 && d12 < d31) + { + top = v3; + va = v1; + vb = v2; + } + else if (d23 < d12 && d23 < d31) + { + top = v1; + va = v2; + vb = v3; + } + else + { + top = v2; + va = v3; + vb = v1; + } + + var v12 = SubDivVert(top, va); + var v13 = SubDivVert(top, vb); + + dest.Add(top); + dest.Add(v12); + dest.Add(v13); + + // A bit of extra logic to prevent triangle slivers: choose the shorter of (13->va), (12->vb) as triangle base + if ((v13 - va).sqrMagnitude > (v12 - vb).sqrMagnitude) + { + dest.Add(v12); + dest.Add(va); + dest.Add(vb); + dest.Add(v13); + dest.Add(v12); + dest.Add(vb); + } + else + { + dest.Add(v13); + dest.Add(v12); + dest.Add(va); + dest.Add(v13); + dest.Add(va); + dest.Add(vb); + } + } + + Mesh m_Mesh; + } +} diff --git a/Assets/ScriptableRenderLoop/common/SkyboxHelper.cs.meta b/Assets/ScriptableRenderPipeline/common/SkyboxHelper.cs.meta similarity index 100% rename from Assets/ScriptableRenderLoop/common/SkyboxHelper.cs.meta rename to Assets/ScriptableRenderPipeline/common/SkyboxHelper.cs.meta diff --git a/Assets/ScriptableRenderPipeline/common/TextureCache.cs b/Assets/ScriptableRenderPipeline/common/TextureCache.cs new file mode 100644 index 00000000000..a4fbfbf3902 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/common/TextureCache.cs @@ -0,0 +1,489 @@ +using UnityEngine; +using System.Collections.Generic; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace UnityEngine.Experimental.Rendering +{ + public class TextureCache2D : TextureCache + { + private Texture2DArray m_Cache; + + public override void TransferToSlice(int sliceIndex, Texture texture) + { + var mismatch = (m_Cache.width != texture.width) || (m_Cache.height != texture.height); + + if (texture is Texture2D) + { + mismatch |= (m_Cache.format != (texture as Texture2D).format); + } + + if (mismatch) + { + if (!Graphics.ConvertTexture(texture, 0, m_Cache, sliceIndex)) + { + Debug.LogErrorFormat(texture, "Unable to convert texture \"{0}\" to match renderloop settings ({1}x{2} {3})", + texture.name, m_Cache.width, m_Cache.height, m_Cache.format); + } + } + else + { + Graphics.CopyTexture(texture, 0, m_Cache, sliceIndex); + } + } + + public override Texture GetTexCache() + { + return m_Cache; + } + + public bool AllocTextureArray(int numTextures, int width, int height, TextureFormat format, bool isMipMapped) + { + var res = AllocTextureArray(numTextures); + m_NumMipLevels = GetNumMips(width, height); + + m_Cache = new Texture2DArray(width, height, numTextures, format, isMipMapped) + { + hideFlags = HideFlags.HideAndDontSave, + wrapMode = TextureWrapMode.Clamp + }; + + return res; + } + + public void Release() + { + Texture.DestroyImmediate(m_Cache); // do I need this? + } + } + + public class TextureCacheCubemap : TextureCache + { + private CubemapArray m_Cache; + + // the member variables below are only in use when TextureCache.supportsCubemapArrayTextures is false + private Texture2DArray m_CacheNoCubeArray; + private RenderTexture[] m_StagingRTs; + private int m_NumPanoMipLevels; + private Material m_CubeBlitMaterial; + private int m_CubeMipLevelPropName; + private int m_cubeSrcTexPropName; + + public override void TransferToSlice(int sliceIndex, Texture texture) + { + if (!TextureCache.supportsCubemapArrayTextures) + TransferToPanoCache(sliceIndex, texture); + else + { + var mismatch = (m_Cache.width != texture.width) || (m_Cache.height != texture.height); + + if (texture is Cubemap) + { + mismatch |= (m_Cache.format != (texture as Cubemap).format); + } + + if (mismatch) + { + bool failed = false; + + for (int f = 0; f < 6; f++) + { + if (!Graphics.ConvertTexture(texture, f, m_Cache, 6 * sliceIndex + f)) + { + failed = true; + break; + } + } + + if (failed) + { + Debug.LogErrorFormat(texture, "Unable to convert texture \"{0}\" to match renderloop settings ({1}x{2} {3})", + texture.name, m_Cache.width, m_Cache.height, m_Cache.format); + } + } + else + { + for (int f = 0; f < 6; f++) + Graphics.CopyTexture(texture, f, m_Cache, 6 * sliceIndex + f); + } + } + } + + public override Texture GetTexCache() + { + return !TextureCache.supportsCubemapArrayTextures ? (Texture)m_CacheNoCubeArray : m_Cache; + } + + public bool AllocTextureArray(int numCubeMaps, int width, TextureFormat format, bool isMipMapped) + { + var res = AllocTextureArray(numCubeMaps); + m_NumMipLevels = GetNumMips(width, width); // will calculate same way whether we have cube array or not + + if (!TextureCache.supportsCubemapArrayTextures) + { + if (!m_CubeBlitMaterial) m_CubeBlitMaterial = new Material(Shader.Find("Hidden/CubeToPano")); + + int panoWidthTop = 4 * width; + int panoHeightTop = 2 * width; + + // create panorama 2D array. Hardcoding the render target for now. No convenient way atm to + // map from TextureFormat to RenderTextureFormat and don't want to deal with sRGB issues for now. + m_CacheNoCubeArray = new Texture2DArray(panoWidthTop, panoHeightTop, numCubeMaps, TextureFormat.RGBAHalf, isMipMapped) + { + hideFlags = HideFlags.HideAndDontSave, + wrapMode = TextureWrapMode.Repeat, + wrapModeV = TextureWrapMode.Clamp, + filterMode = FilterMode.Trilinear, + anisoLevel = 0 + }; + + m_NumPanoMipLevels = isMipMapped ? GetNumMips(panoWidthTop, panoHeightTop) : 1; + m_StagingRTs = new RenderTexture[m_NumPanoMipLevels]; + for (int m = 0; m < m_NumPanoMipLevels; m++) + { + m_StagingRTs[m] = new RenderTexture(Mathf.Max(1, panoWidthTop >> m), Mathf.Max(1, panoHeightTop >> m), 0, RenderTextureFormat.ARGBHalf); + } + + if (m_CubeBlitMaterial) + { + m_CubeMipLevelPropName = Shader.PropertyToID("_cubeMipLvl"); + m_cubeSrcTexPropName = Shader.PropertyToID("_srcCubeTexture"); + } + } + else + { + m_Cache = new CubemapArray(width, numCubeMaps, format, isMipMapped) + { + hideFlags = HideFlags.HideAndDontSave, + wrapMode = TextureWrapMode.Clamp, + filterMode = FilterMode.Trilinear, + anisoLevel = 0 // It is important to set 0 here, else unity force anisotropy filtering + }; + } + + return res; + } + + public void Release() + { + if (m_CacheNoCubeArray) + { + Texture.DestroyImmediate(m_CacheNoCubeArray); + for (int m = 0; m < m_NumPanoMipLevels; m++) + { + m_StagingRTs[m].Release(); + } + m_StagingRTs = null; + if (m_CubeBlitMaterial) Material.DestroyImmediate(m_CubeBlitMaterial); + } + if (m_Cache) + Texture.DestroyImmediate(m_Cache); + } + + private void TransferToPanoCache(int sliceIndex, Texture texture) + { + m_CubeBlitMaterial.SetTexture(m_cubeSrcTexPropName, texture); + for (int m = 0; m < m_NumPanoMipLevels; m++) + { + m_CubeBlitMaterial.SetInt(m_CubeMipLevelPropName, Mathf.Min(m_NumMipLevels - 1, m)); + Graphics.SetRenderTarget(m_StagingRTs[m]); + Graphics.Blit(null, m_CubeBlitMaterial, 0); + } + + for (int m = 0; m < m_NumPanoMipLevels; m++) + Graphics.CopyTexture(m_StagingRTs[m], 0, 0, m_CacheNoCubeArray, sliceIndex, m); + } + } + + + public abstract class TextureCache + { + protected int m_NumMipLevels; + + static int s_GlobalTextureCacheVersion = 0; + int m_TextureCacheVersion = 0; + + #if UNITY_EDITOR + internal class AssetReloader : UnityEditor.AssetPostprocessor + { + void OnPostprocessTexture(Texture texture) + { + s_GlobalTextureCacheVersion++; + } + } + #endif + + public static bool isMobileBuildTarget + { + get + { + #if UNITY_EDITOR + switch (EditorUserBuildSettings.activeBuildTarget) + { + case BuildTarget.iOS: + case BuildTarget.Android: + case BuildTarget.Tizen: + case BuildTarget.WSAPlayer: + // Note: We return true on purpose even if Windows Store Apps are running on Desktop. + return true; + default: + return false; + } + #else + return Application.isMobilePlatform; + #endif + } + } + + public static TextureFormat GetPreferredHdrCompressedTextureFormat + { + get + { + var format = TextureFormat.RGBAHalf; + + var probeFormat = TextureFormat.BC6H; + + // On editor the texture is uncompressed when operating against mobile build targets +#if UNITY_2017_2_OR_NEWER + if (SystemInfo.SupportsTextureFormat(probeFormat) && !UnityEngine.Rendering.GraphicsSettings.HasShaderDefine(UnityEngine.Rendering.BuiltinShaderDefine.UNITY_NO_DXT5nm)) + format = probeFormat; +#else + if (SystemInfo.SupportsTextureFormat(probeFormat) && !TextureCache.isMobileBuildTarget) + format = probeFormat; +#endif + + return format; + } + } + + public static bool supportsCubemapArrayTextures + { + get + { +#if UNITY_2017_2_OR_NEWER + return !UnityEngine.Rendering.GraphicsSettings.HasShaderDefine(UnityEngine.Rendering.BuiltinShaderDefine.UNITY_NO_CUBEMAP_ARRAY); +#else + return (SystemInfo.supportsCubemapArrayTextures && !TextureCache.isMobileBuildTarget); +#endif + } + } + + private struct SSliceEntry + { + public uint texId; + public uint countLRU; + }; + + private int m_NumTextures; + private int[] m_SortedIdxArray; + private SSliceEntry[] m_SliceArray; + + Dictionary m_LocatorInSliceArray; + + private static uint g_MaxFrameCount = unchecked((uint)(-1)); + private static uint g_InvalidTexID = (uint)0; + + public int FetchSlice(Texture texture, bool forceReinject=false) + { + var sliceIndex = -1; + + if (texture == null) + return sliceIndex; + + var texId = (uint)texture.GetInstanceID(); + + //assert(TexID!=g_InvalidTexID); + if (texId == g_InvalidTexID) return 0; + + var bSwapSlice = forceReinject; + var bFoundAvailOrExistingSlice = false; + + // search for existing copy + if (m_LocatorInSliceArray.ContainsKey(texId)) + { + sliceIndex = m_LocatorInSliceArray[texId]; + bFoundAvailOrExistingSlice = true; + + if(m_TextureCacheVersion!=s_GlobalTextureCacheVersion) + { + m_TextureCacheVersion++; + Debug.Assert(m_TextureCacheVersion <= s_GlobalTextureCacheVersion); + bSwapSlice = true; // force a reinject. + } + //assert(m_SliceArray[sliceIndex].TexID==TexID); + } + + // If no existing copy found in the array + if (!bFoundAvailOrExistingSlice) + { + // look for first non zero entry. Will by the least recently used entry + // since the array was pre-sorted (in linear time) in NewFrame() + var bFound = false; + int j = 0, idx = 0; + while ((!bFound) && j < m_NumTextures) + { + idx = m_SortedIdxArray[j]; + if (m_SliceArray[idx].countLRU == 0) ++j; // if entry already snagged by a new texture in this frame then ++j + else bFound = true; + } + + if (bFound) + { + // if we are replacing an existing entry delete it from m_locatorInSliceArray. + if (m_SliceArray[idx].texId != g_InvalidTexID) + { + m_LocatorInSliceArray.Remove(m_SliceArray[idx].texId); + } + + m_LocatorInSliceArray.Add(texId, idx); + m_SliceArray[idx].texId = texId; + + sliceIndex = idx; + bFoundAvailOrExistingSlice = true; + bSwapSlice = true; + } + } + + + // wrap up + //assert(bFoundAvailOrExistingSlice); + if (bFoundAvailOrExistingSlice) + { + m_SliceArray[sliceIndex].countLRU = 0; // mark slice as in use this frame + + if (bSwapSlice) // if this was a miss + { + // transfer new slice to sliceIndex from source texture + TransferToSlice(sliceIndex, texture); + } + } + + return sliceIndex; + } + + public void NewFrame() + { + var numNonZeros = 0; + var tmpBuffer = new int[m_NumTextures]; + for (int i = 0; i < m_NumTextures; i++) + { + tmpBuffer[i] = m_SortedIdxArray[i]; // copy buffer + if (m_SliceArray[m_SortedIdxArray[i]].countLRU != 0) ++numNonZeros; + } + int nonZerosBase = 0, zerosBase = 0; + for (int i = 0; i < m_NumTextures; i++) + { + if (m_SliceArray[tmpBuffer[i]].countLRU == 0) + { + m_SortedIdxArray[zerosBase + numNonZeros] = tmpBuffer[i]; + ++zerosBase; + } + else + { + m_SortedIdxArray[nonZerosBase] = tmpBuffer[i]; + ++nonZerosBase; + } + } + + for (int i = 0; i < m_NumTextures; i++) + { + if (m_SliceArray[i].countLRU < g_MaxFrameCount) ++m_SliceArray[i].countLRU; // next frame + } + + //for(int q=1; q=m_SliceArray[m_SortedIdxArray[q]].CountLRU); + } + + protected TextureCache() + { + m_NumTextures = 0; + m_NumMipLevels = 0; + } + + public virtual void TransferToSlice(int sliceIndex, Texture texture) + { + } + + public virtual Texture GetTexCache() + { + return null; + } + + protected bool AllocTextureArray(int numTextures) + { + if (numTextures > 0) + { + m_SliceArray = new SSliceEntry[numTextures]; + m_SortedIdxArray = new int[numTextures]; + m_LocatorInSliceArray = new Dictionary(); + + m_NumTextures = numTextures; + for (int i = 0; i < m_NumTextures; i++) + { + m_SliceArray[i].countLRU = g_MaxFrameCount; // never used before + m_SliceArray[i].texId = g_InvalidTexID; + m_SortedIdxArray[i] = i; + } + } + + //return m_SliceArray != NULL && m_SortedIdxArray != NULL && numTextures > 0; + return numTextures > 0; + } + + // should not really be used in general. Assuming lights are culled properly entries will automatically be replaced efficiently. + public void RemoveEntryFromSlice(Texture texture) + { + var texId = (uint)texture.GetInstanceID(); + + //assert(TexID!=g_InvalidTexID); + if (texId == g_InvalidTexID) return; + + // search for existing copy + if (!m_LocatorInSliceArray.ContainsKey(texId)) + return; + + var sliceIndex = m_LocatorInSliceArray[texId]; + + //assert(m_SliceArray[sliceIndex].TexID==TexID); + + // locate entry sorted by uCountLRU in m_pSortedIdxArray + var foundIdxSortLRU = false; + var i = 0; + while ((!foundIdxSortLRU) && i < m_NumTextures) + { + if (m_SortedIdxArray[i] == sliceIndex) foundIdxSortLRU = true; + else ++i; + } + + if (!foundIdxSortLRU) + return; + + // relocate sliceIndex to front of m_pSortedIdxArray since uCountLRU will be set to maximum. + for (int j = 0; j < i; j++) + { + m_SortedIdxArray[j + 1] = m_SortedIdxArray[j]; + } + m_SortedIdxArray[0] = sliceIndex; + + // delete from m_locatorInSliceArray and m_pSliceArray. + m_LocatorInSliceArray.Remove(texId); + m_SliceArray[sliceIndex].countLRU = g_MaxFrameCount; // never used before + m_SliceArray[sliceIndex].texId = g_InvalidTexID; + } + + protected int GetNumMips(int width, int height) + { + return GetNumMips(width > height ? width : height); + } + + protected int GetNumMips(int dim) + { + var uDim = (uint)dim; + var iNumMips = 0; + while (uDim > 0) + { ++iNumMips; uDim >>= 1; } + return iNumMips; + } + } +} diff --git a/Assets/ScriptableRenderLoop/common/TextureCache.cs.meta b/Assets/ScriptableRenderPipeline/common/TextureCache.cs.meta similarity index 100% rename from Assets/ScriptableRenderLoop/common/TextureCache.cs.meta rename to Assets/ScriptableRenderPipeline/common/TextureCache.cs.meta diff --git a/Assets/ScriptableRenderPipeline/common/TextureSettings.cs b/Assets/ScriptableRenderPipeline/common/TextureSettings.cs new file mode 100644 index 00000000000..6bf888b0c27 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/common/TextureSettings.cs @@ -0,0 +1,22 @@ +namespace UnityEngine.Experimental.Rendering +{ + [System.Serializable] + public struct TextureSettings + { + public int spotCookieSize; + public int pointCookieSize; + public int reflectionCubemapSize; + + public static TextureSettings Default + { + get + { + TextureSettings settings = new TextureSettings(); + settings.spotCookieSize = 128; + settings.pointCookieSize = 512; + settings.reflectionCubemapSize = 128; + return settings; + } + } + } +} diff --git a/Assets/ScriptableRenderLoop/common/TextureSettings.cs.meta b/Assets/ScriptableRenderPipeline/common/TextureSettings.cs.meta similarity index 100% rename from Assets/ScriptableRenderLoop/common/TextureSettings.cs.meta rename to Assets/ScriptableRenderPipeline/common/TextureSettings.cs.meta diff --git a/Assets/ScriptableRenderPipeline/core.meta b/Assets/ScriptableRenderPipeline/core.meta new file mode 100644 index 00000000000..1710de674c8 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/core.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 2850f79359a84d84793e8feefa3ebb54 +folderAsset: yes +timeCreated: 1483004461 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/core/RenderPipeline.cs b/Assets/ScriptableRenderPipeline/core/RenderPipeline.cs new file mode 100644 index 00000000000..e853a1f43a5 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/core/RenderPipeline.cs @@ -0,0 +1,20 @@ +using System; + +namespace UnityEngine.Experimental.Rendering +{ + public abstract class RenderPipeline : IRenderPipeline + { + public virtual void Render(ScriptableRenderContext renderContext, Camera[] cameras) + { + if (disposed) + throw new ObjectDisposedException(string.Format("{0} has been disposed. Do not call Render on disposed RenderLoops.", this)); + } + + public bool disposed { get; private set; } + + public virtual void Dispose() + { + disposed = true; + } + } +} diff --git a/Assets/ScriptableRenderPipeline/core/RenderPipeline.cs.meta b/Assets/ScriptableRenderPipeline/core/RenderPipeline.cs.meta new file mode 100644 index 00000000000..8b738b9a324 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/core/RenderPipeline.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 841216767fdff24409a31bd55d2f6f72 +timeCreated: 1483005410 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/core/Singleton.cs b/Assets/ScriptableRenderPipeline/core/Singleton.cs new file mode 100644 index 00000000000..fbb93ff8503 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/core/Singleton.cs @@ -0,0 +1,28 @@ +using UnityEngine.SceneManagement; + +namespace UnityEngine.Experimental.Rendering +{ + [ExecuteInEditMode] + public abstract class Singleton : ScriptableObject where T : ScriptableObject + { + private static T theInstance { get; set; } + + protected static T instance + { + get + { + LoadAsset(); + return theInstance; + } + } + + static void LoadAsset() + { + if (!theInstance) + { + theInstance = CreateInstance(); + theInstance.hideFlags = HideFlags.HideAndDontSave; + } + } + } +} diff --git a/Assets/ScriptableRenderPipeline/core/Singleton.cs.meta b/Assets/ScriptableRenderPipeline/core/Singleton.cs.meta new file mode 100644 index 00000000000..c46f3780f19 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/core/Singleton.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: a8e809a4a46fd8046a7e3a4f172585f0 +timeCreated: 1485087282 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/fptl.meta b/Assets/ScriptableRenderPipeline/fptl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/fptl.meta rename to Assets/ScriptableRenderPipeline/fptl.meta diff --git a/Assets/ScriptableRenderPipeline/fptl/ClusteredUtils.h b/Assets/ScriptableRenderPipeline/fptl/ClusteredUtils.h new file mode 100644 index 00000000000..2cdfbd7ecba --- /dev/null +++ b/Assets/ScriptableRenderPipeline/fptl/ClusteredUtils.h @@ -0,0 +1,113 @@ +#ifndef __CLUSTEREDUTILS_H__ +#define __CLUSTEREDUTILS_H__ + +#ifndef FLT_EPSILON + #define FLT_EPSILON 1.192092896e-07f +#endif + +// Using pow often result to a warning like this +// "pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them" +// PositivePow remove this warning when you know the value is positive and avoid inf/NAN. +float PositivePow(float base, float power) +{ + return pow(max(abs(base), float(FLT_EPSILON)), power); +} + +float2 PositivePow(float2 base, float2 power) +{ + return pow(max(abs(base), float2(FLT_EPSILON, FLT_EPSILON)), power); +} + +float3 PositivePow(float3 base, float3 power) +{ + return pow(max(abs(base), float3(FLT_EPSILON, FLT_EPSILON, FLT_EPSILON)), power); +} + +float4 PositivePow(float4 base, float4 power) +{ + return pow(max(abs(base), float4(FLT_EPSILON, FLT_EPSILON, FLT_EPSILON, FLT_EPSILON)), power); +} + +float GetScaleFromBase(float base) +{ + const float C = (float)(1 << g_iLog2NumClusters); + const float geomSeries = (1.0 - PositivePow(base, C)) / (1 - base); // geometric series: sum_k=0^{C-1} base^k + return geomSeries / (g_fFarPlane - g_fNearPlane); +} + +int SnapToClusterIdxFlex(float z_in, float suggestedBase, bool logBasePerTile) +{ +#if USE_LEFTHAND_CAMERASPACE + float z = z_in; +#else + float z = -z_in; +#endif + + float userscale = g_fClustScale; + if (logBasePerTile) + userscale = GetScaleFromBase(suggestedBase); + + // using the inverse of the geometric series + const float dist = max(0, z - g_fNearPlane); + return (int)clamp(log2(dist * userscale * (suggestedBase - 1.0f) + 1) / log2(suggestedBase), 0.0, (float)((1 << g_iLog2NumClusters) - 1)); +} + +int SnapToClusterIdx(float z_in, float suggestedBase) +{ +#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE + bool logBasePerTile = true; // resolved compile time +#else + bool logBasePerTile = false; +#endif + + return SnapToClusterIdxFlex(z_in, suggestedBase, logBasePerTile); +} + +float ClusterIdxToZFlex(int k, float suggestedBase, bool logBasePerTile) +{ + float res; + + float userscale = g_fClustScale; + if (logBasePerTile) + userscale = GetScaleFromBase(suggestedBase); + + float dist = (PositivePow(suggestedBase, (float)k) - 1.0) / (userscale * (suggestedBase - 1.0f)); + res = dist + g_fNearPlane; + +#if USE_LEFTHAND_CAMERASPACE + return res; +#else + return -res; +#endif +} + +float ClusterIdxToZ(int k, float suggestedBase) +{ +#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE + bool logBasePerTile = true; // resolved compile time +#else + bool logBasePerTile = false; +#endif + + return ClusterIdxToZFlex(k, suggestedBase, logBasePerTile); +} + +// generate a log-base value such that half of the clusters are consumed from near plane to max. opaque depth of tile. +float SuggestLogBase50(float tileFarPlane) +{ + const float C = (float)(1 << g_iLog2NumClusters); + float normDist = clamp((tileFarPlane - g_fNearPlane) / (g_fFarPlane - g_fNearPlane), FLT_EPSILON, 1.0); + float suggested_base = pow((1.0 + sqrt(max(0.0, 1.0 - 4.0 * normDist * (1.0 - normDist)))) / (2.0 * normDist), 2.0 / C); // + return max(g_fClustBase, suggested_base); +} + +// generate a log-base value such that (approximately) a quarter of the clusters are consumed from near plane to max. opaque depth of tile. +float SuggestLogBase25(float tileFarPlane) +{ + const float C = (float)(1 << g_iLog2NumClusters); + float normDist = clamp((tileFarPlane - g_fNearPlane) / (g_fFarPlane - g_fNearPlane), FLT_EPSILON, 1.0); + float suggested_base = pow((1 / 2.3) * max(0.0, (0.8 / normDist) - 1), 4.0 / (C * 2)); // approximate inverse of d*x^4 + (-x) + (1-d) = 0 - d is normalized distance + return max(g_fClustBase, suggested_base); +} + +#endif diff --git a/Assets/ScriptableRenderLoop/fptl/ClusteredUtils.h.meta b/Assets/ScriptableRenderPipeline/fptl/ClusteredUtils.h.meta similarity index 100% rename from Assets/ScriptableRenderLoop/fptl/ClusteredUtils.h.meta rename to Assets/ScriptableRenderPipeline/fptl/ClusteredUtils.h.meta diff --git a/Assets/ScriptableRenderPipeline/fptl/FPTLRenderPipeline.asset b/Assets/ScriptableRenderPipeline/fptl/FPTLRenderPipeline.asset new file mode 100644 index 00000000000..f79b46c2ae8 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/fptl/FPTLRenderPipeline.asset @@ -0,0 +1,48 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_PrefabParentObject: {fileID: 0} + m_PrefabInternal: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: ad5bf4f8e45bdd1429eadc3445df2c89, type: 3} + m_Name: FPTLRenderPipeline + m_EditorClassIdentifier: + m_ShadowSettings: + enabled: 1 + shadowAtlasWidth: 4096 + shadowAtlasHeight: 4096 + maxShadowDistance: 1000 + directionalLightCascadeCount: 4 + directionalLightCascades: {x: 0.05, y: 0.2, z: 0.3} + directionalLightNearPlaneOffset: 5 + m_TextureSettings: + spotCookieSize: 512 + pointCookieSize: 128 + reflectionCubemapSize: 128 + deferredShader: {fileID: 4800000, guid: 1c102a89f3460254a8c413dbdcd63a2a, type: 3} + deferredReflectionShader: {fileID: 4800000, guid: 3899e06d641c2cb4cbff794df0da536b, + type: 3} + deferredComputeShader: {fileID: 7200000, guid: 6994e4f8a80d87b428cca7242cb32a0e, + type: 3} + finalPassShader: {fileID: 4800000, guid: 5590f54ad211f594da4e687b698f2258, type: 3} + debugLightBoundsShader: {fileID: 4800000, guid: 33f2a444e9120d34396d41e40795d712, + type: 3} + buildScreenAABBShader: {fileID: 7200000, guid: e7a739144e735934b89a42a4b9d9e23c, + type: 3} + buildPerTileLightListShader: {fileID: 7200000, guid: f54ef7cb596a714488693ef9cdaf63fb, + type: 3} + buildPerBigTileLightListShader: {fileID: 7200000, guid: b5507a2ffdae8a84f94211c10d428920, + type: 3} + buildPerVoxelLightListShader: {fileID: 7200000, guid: 4c2d6eb0553e2514bba3ea9a85d8c53c, + type: 3} + enableClustered: 0 + disableFptlWhenClustered: 0 + enableBigTilePrepass: 1 + enableDrawLightBoundsDebug: 0 + enableDrawTileDebug: 0 + enableReflectionProbeDebug: 0 + enableComputeLightEvaluation: 0 diff --git a/Assets/ScriptableRenderPipeline/fptl/FPTLRenderPipeline.asset.meta b/Assets/ScriptableRenderPipeline/fptl/FPTLRenderPipeline.asset.meta new file mode 100644 index 00000000000..5bbb305894a --- /dev/null +++ b/Assets/ScriptableRenderPipeline/fptl/FPTLRenderPipeline.asset.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 6aaf534559faf7e499945c3d9eb97d9f +timeCreated: 1486895883 +licenseType: Pro +NativeFormatImporter: + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/fptl/FinalPass.shader b/Assets/ScriptableRenderPipeline/fptl/FinalPass.shader similarity index 100% rename from Assets/ScriptableRenderLoop/fptl/FinalPass.shader rename to Assets/ScriptableRenderPipeline/fptl/FinalPass.shader diff --git a/Assets/ScriptableRenderLoop/fptl/FinalPass.shader.meta b/Assets/ScriptableRenderPipeline/fptl/FinalPass.shader.meta similarity index 100% rename from Assets/ScriptableRenderLoop/fptl/FinalPass.shader.meta rename to Assets/ScriptableRenderPipeline/fptl/FinalPass.shader.meta diff --git a/Assets/ScriptableRenderPipeline/fptl/FptlLighting.cs b/Assets/ScriptableRenderPipeline/fptl/FptlLighting.cs new file mode 100644 index 00000000000..d4c0849874a --- /dev/null +++ b/Assets/ScriptableRenderPipeline/fptl/FptlLighting.cs @@ -0,0 +1,1547 @@ +using UnityEngine.Rendering; +using System; +using System.Collections.Generic; + +namespace UnityEngine.Experimental.Rendering.Fptl +{ + public class FptlLightingInstance : RenderPipeline + { + private readonly FptlLighting m_Owner; + + public FptlLightingInstance(FptlLighting owner) + { + m_Owner = owner; + + if (m_Owner != null) + m_Owner.Build(); + } + + public override void Dispose() + { + base.Dispose(); + if (m_Owner != null) + m_Owner.Cleanup(); + } + + public override void Render(ScriptableRenderContext renderContext, Camera[] cameras) + { + base.Render(renderContext, cameras); + m_Owner.Render(renderContext, cameras); + } + } + + [ExecuteInEditMode] + public class FptlLighting : RenderPipelineAsset + { +#if UNITY_EDITOR + [UnityEditor.MenuItem("RenderPipeline/Create FPTLRenderPipeline")] + static void CreateRenderLoopFPTL() + { + var instance = ScriptableObject.CreateInstance(); + UnityEditor.AssetDatabase.CreateAsset(instance, "Assets/ScriptableRenderPipeline/fptl/FPTLRenderPipeline.asset"); + //AssetDatabase.CreateAsset(instance, "Assets/ScriptableRenderPipeline/fptl/FPTLRenderPipeline.asset"); + } + +#endif + protected override IRenderPipeline InternalCreatePipeline() + { + return new FptlLightingInstance(this); + } + + [SerializeField] + ShadowSettings m_ShadowSettings = ShadowSettings.Default; + ShadowRenderPass m_ShadowPass; + + [SerializeField] + TextureSettings m_TextureSettings = TextureSettings.Default; + + public Shader deferredShader; + public Shader deferredReflectionShader; + public ComputeShader deferredComputeShader; + public Shader finalPassShader; + public Shader debugLightBoundsShader; + + public ComputeShader buildScreenAABBShader; + public ComputeShader buildPerTileLightListShader; // FPTL + public ComputeShader buildPerBigTileLightListShader; + + public ComputeShader buildPerVoxelLightListShader; // clustered + + private Material m_DeferredMaterial; + private Material m_DeferredReflectionMaterial; + private static int s_GBufferAlbedo; + private static int s_GBufferSpecRough; + private static int s_GBufferNormal; + private static int s_GBufferEmission; + private static int s_GBufferZ; + private static int s_CameraTarget; + private static int s_CameraDepthTexture; + + private static int s_GenAABBKernel; + private static int s_GenListPerTileKernel; + private static int s_GenListPerVoxelKernel; + private static int s_ClearVoxelAtomicKernel; + private static ComputeBuffer s_LightDataBuffer; + private static ComputeBuffer s_ConvexBoundsBuffer; + private static ComputeBuffer s_AABBBoundsBuffer; + private static ComputeBuffer s_LightList; + private static ComputeBuffer s_DirLightList; + + private static ComputeBuffer s_BigTileLightList; // used for pre-pass coarse culling on 64x64 tiles + private static int s_GenListPerBigTileKernel; + + // clustered light list specific buffers and data begin + public bool enableClustered = false; + public bool disableFptlWhenClustered = false; // still useful on opaques + public bool enableBigTilePrepass = true; + public bool enableDrawLightBoundsDebug = false; + public bool enableDrawTileDebug = false; + public bool enableReflectionProbeDebug = false; + public bool enableComputeLightEvaluation = false; + const bool k_UseDepthBuffer = true;// // only has an impact when EnableClustered is true (requires a depth-prepass) + const bool k_UseAsyncCompute = true; // should not use on mobile + + const int k_Log2NumClusters = 6; // accepted range is from 0 to 6. NumClusters is 1< visibleLights) + { + var dirLightCount = 0; + var lights = new List(); + var worldToView = WorldToCamera(camera); + + for (int nLight = 0; nLight < visibleLights.Count; nLight++) + { + var light = visibleLights[nLight]; + if (light.lightType == LightType.Directional) + { + Debug.Assert(dirLightCount < MaxNumDirLights, "Too many directional lights."); + + var l = new DirectionalLight(); + + var lightToWorld = light.localToWorld; + + Vector3 lightDir = lightToWorld.GetColumn(2); // Z axis in world space + + // represents a left hand coordinate system in world space + Vector3 vx = lightToWorld.GetColumn(0); // X axis in world space + Vector3 vy = lightToWorld.GetColumn(1); // Y axis in world space + var vz = lightDir; // Z axis in world space + + vx = worldToView.MultiplyVector(vx); + vy = worldToView.MultiplyVector(vy); + vz = worldToView.MultiplyVector(vz); + + l.shadowLightIndex = (light.light.shadows != LightShadows.None) ? (uint)nLight : 0xffffffff; + + l.lightAxisX = vx; + l.lightAxisY = vy; + l.lightAxisZ = vz; + + l.color.Set(light.finalColor.r, light.finalColor.g, light.finalColor.b); + l.intensity = light.light.intensity; + + lights.Add(l); + dirLightCount++; + } + } + s_DirLightList.SetData(lights.ToArray()); + + return dirLightCount; + } + + void UpdateShadowConstants(IList visibleLights, ref ShadowOutput shadow) + { + var nNumLightsIncludingTooMany = 0; + + var numLights = 0; + + var lightShadowIndex_LightParams = new Vector4[k_MaxLights]; + var lightFalloffParams = new Vector4[k_MaxLights]; + + for (int nLight = 0; nLight < visibleLights.Count; nLight++) + { + nNumLightsIncludingTooMany++; + if (nNumLightsIncludingTooMany > k_MaxLights) + continue; + + var light = visibleLights[nLight]; + var lightType = light.lightType; + var position = light.light.transform.position; + var lightDir = light.light.transform.forward.normalized; + + // Setup shadow data arrays + var hasShadows = shadow.GetShadowSliceCountLightIndex(nLight) != 0; + + if (lightType == LightType.Directional) + { + lightShadowIndex_LightParams[numLights] = new Vector4(0, 0, 1, 1); + lightFalloffParams[numLights] = new Vector4(0.0f, 0.0f, float.MaxValue, (float)lightType); + + if (hasShadows) + { + for (int s = 0; s < k_MaxDirectionalSplit; ++s) + { + m_DirShadowSplitSpheres[s] = shadow.directionalShadowSplitSphereSqr[s]; + } + } + } + else if (lightType == LightType.Point) + { + lightShadowIndex_LightParams[numLights] = new Vector4(0, 0, 1, 1); + lightFalloffParams[numLights] = new Vector4(1.0f, 0.0f, light.range * light.range, (float)lightType); + } + else if (lightType == LightType.Spot) + { + lightShadowIndex_LightParams[numLights] = new Vector4(0, 0, 1, 1); + lightFalloffParams[numLights] = new Vector4(1.0f, 0.0f, light.range * light.range, (float)lightType); + } + + if (hasShadows) + { + // Enable shadows + lightShadowIndex_LightParams[numLights].x = 1; + for (int s = 0; s < shadow.GetShadowSliceCountLightIndex(nLight); ++s) + { + var shadowSliceIndex = shadow.GetShadowSliceIndex(nLight, s); + m_MatWorldToShadow[numLights * k_MaxShadowmapPerLights + s] = shadow.shadowSlices[shadowSliceIndex].shadowTransform.transpose; + } + } + + numLights++; + } + + // Warn if too many lights found + if (nNumLightsIncludingTooMany > k_MaxLights) + { + if (nNumLightsIncludingTooMany > m_WarnedTooManyLights) + { + Debug.LogError("ERROR! Found " + nNumLightsIncludingTooMany + " runtime lights! Valve renderer supports up to " + k_MaxLights + + " active runtime lights at a time!\nDisabling " + (nNumLightsIncludingTooMany - k_MaxLights) + " runtime light" + + ((nNumLightsIncludingTooMany - k_MaxLights) > 1 ? "s" : "") + "!\n"); + } + m_WarnedTooManyLights = nNumLightsIncludingTooMany; + } + else + { + if (m_WarnedTooManyLights > 0) + { + m_WarnedTooManyLights = 0; + Debug.Log("SUCCESS! Found " + nNumLightsIncludingTooMany + " runtime lights which is within the supported number of lights, " + k_MaxLights + ".\n\n"); + } + } + + // PCF 3x3 Shadows + var flTexelEpsilonX = 1.0f / m_ShadowSettings.shadowAtlasWidth; + var flTexelEpsilonY = 1.0f / m_ShadowSettings.shadowAtlasHeight; + m_Shadow3X3PCFTerms[0] = new Vector4(20.0f / 267.0f, 33.0f / 267.0f, 55.0f / 267.0f, 0.0f); + m_Shadow3X3PCFTerms[1] = new Vector4(flTexelEpsilonX, flTexelEpsilonY, -flTexelEpsilonX, -flTexelEpsilonY); + m_Shadow3X3PCFTerms[2] = new Vector4(flTexelEpsilonX, flTexelEpsilonY, 0.0f, 0.0f); + m_Shadow3X3PCFTerms[3] = new Vector4(-flTexelEpsilonX, -flTexelEpsilonY, 0.0f, 0.0f); + } + + int GenerateSourceLightBuffers(Camera camera, CullResults inputs) + { + var probes = inputs.visibleReflectionProbes; + //ReflectionProbe[] probes = Object.FindObjectsOfType(); + + var numModels = (int)LightDefinitions.NR_LIGHT_MODELS; + var numVolTypes = (int)LightDefinitions.MAX_TYPES; + var numEntries = new int[numModels, numVolTypes]; + var offsets = new int[numModels, numVolTypes]; + var numEntries2nd = new int[numModels, numVolTypes]; + + // first pass. Figure out how much we have of each and establish offsets + foreach (var cl in inputs.visibleLights) + { + var volType = cl.lightType == LightType.Spot ? LightDefinitions.SPOT_LIGHT : (cl.lightType == LightType.Point ? LightDefinitions.SPHERE_LIGHT : -1); + if (volType >= 0) ++numEntries[LightDefinitions.DIRECT_LIGHT, volType]; + } + + foreach (var rl in probes) + { + var volType = LightDefinitions.BOX_LIGHT; // always a box for now + if (rl.texture != null) ++numEntries[LightDefinitions.REFLECTION_LIGHT, volType]; + } + + // add decals here too similar to the above + + // establish offsets + for (var m = 0; m < numModels; m++) + { + offsets[m, 0] = m == 0 ? 0 : (numEntries[m - 1, numVolTypes - 1] + offsets[m - 1, numVolTypes - 1]); + for (var v = 1; v < numVolTypes; v++) offsets[m, v] = numEntries[m, v - 1] + offsets[m, v - 1]; + } + + + var numLights = inputs.visibleLights.Length; + var numProbes = probes.Length; + var numVolumes = numLights + numProbes; + + + var lightData = new SFiniteLightData[numVolumes]; + var boundData = new SFiniteLightBound[numVolumes]; + var worldToView = WorldToCamera(camera); + bool isNegDeterminant = Vector3.Dot(worldToView.GetColumn(0), Vector3.Cross(worldToView.GetColumn(1), worldToView.GetColumn(2))) < 0.0f; // 3x3 Determinant. + + uint shadowLightIndex = 0; + foreach (var cl in inputs.visibleLights) + { + var range = cl.range; + + var lightToWorld = cl.localToWorld; + + Vector3 lightPos = lightToWorld.GetColumn(3); + + var bound = new SFiniteLightBound(); + var light = new SFiniteLightData(); + + bound.boxAxisX.Set(1, 0, 0); + bound.boxAxisY.Set(0, 1, 0); + bound.boxAxisZ.Set(0, 0, 1); + bound.scaleXY.Set(1.0f, 1.0f); + bound.radius = range; + + light.flags = 0; + light.recipRange = 1.0f / range; + light.color.Set(cl.finalColor.r, cl.finalColor.g, cl.finalColor.b); + light.sliceIndex = 0; + light.lightModel = (uint)LightDefinitions.DIRECT_LIGHT; + light.shadowLightIndex = shadowLightIndex; + shadowLightIndex++; + + var bHasCookie = cl.light.cookie != null; + var bHasShadow = cl.light.shadows != LightShadows.None; + + var idxOut = 0; + + if (cl.lightType == LightType.Spot) + { + var isCircularSpot = !bHasCookie; + if (!isCircularSpot) // square spots always have cookie + { + light.sliceIndex = m_CookieTexArray.FetchSlice(cl.light.cookie); + } + + Vector3 lightDir = lightToWorld.GetColumn(2); // Z axis in world space + + // represents a left hand coordinate system in world space + Vector3 vx = lightToWorld.GetColumn(0); // X axis in world space + Vector3 vy = lightToWorld.GetColumn(1); // Y axis in world space + var vz = lightDir; // Z axis in world space + + // transform to camera space (becomes a left hand coordinate frame in Unity since Determinant(worldToView)<0) + vx = worldToView.MultiplyVector(vx); + vy = worldToView.MultiplyVector(vy); + vz = worldToView.MultiplyVector(vz); + + + const float pi = 3.1415926535897932384626433832795f; + const float degToRad = (float)(pi / 180.0); + + + var sa = cl.light.spotAngle; + + var cs = Mathf.Cos(0.5f * sa * degToRad); + var si = Mathf.Sin(0.5f * sa * degToRad); + var ta = cs > 0.0f ? (si / cs) : FltMax; + + var cota = si > 0.0f ? (cs / si) : FltMax; + + //const float cotasa = l.GetCotanHalfSpotAngle(); + + // apply nonuniform scale to OBB of spot light + var squeeze = true;//sa < 0.7f * 90.0f; // arb heuristic + var fS = squeeze ? ta : si; + bound.center = worldToView.MultiplyPoint(lightPos + ((0.5f * range) * lightDir)); // use mid point of the spot as the center of the bounding volume for building screen-space AABB for tiled lighting. + + light.lightAxisX = vx; + light.lightAxisY = vy; + light.lightAxisZ = vz; + + // scale axis to match box or base of pyramid + bound.boxAxisX = (fS * range) * vx; + bound.boxAxisY = (fS * range) * vy; + bound.boxAxisZ = (0.5f * range) * vz; + + // generate bounding sphere radius + var fAltDx = si; + var fAltDy = cs; + fAltDy = fAltDy - 0.5f; + //if(fAltDy<0) fAltDy=-fAltDy; + + fAltDx *= range; fAltDy *= range; + + var altDist = Mathf.Sqrt(fAltDy * fAltDy + (isCircularSpot ? 1.0f : 2.0f) * fAltDx * fAltDx); + bound.radius = altDist > (0.5f * range) ? altDist : (0.5f * range); // will always pick fAltDist + bound.scaleXY = squeeze ? new Vector2(0.01f, 0.01f) : new Vector2(1.0f, 1.0f); + + // fill up ldata + light.lightType = (uint)LightDefinitions.SPOT_LIGHT; + light.lightPos = worldToView.MultiplyPoint(lightPos); + light.radiusSq = range * range; + light.penumbra = cs; + light.cotan = cota; + light.flags |= (isCircularSpot ? LightDefinitions.IS_CIRCULAR_SPOT_SHAPE : 0); + + light.flags |= (bHasCookie ? LightDefinitions.HAS_COOKIE_TEXTURE : 0); + light.flags |= (bHasShadow ? LightDefinitions.HAS_SHADOW : 0); + + int i = LightDefinitions.DIRECT_LIGHT, j = LightDefinitions.SPOT_LIGHT; + idxOut = numEntries2nd[i, j] + offsets[i, j]; ++numEntries2nd[i, j]; + } + else if (cl.lightType == LightType.Point) + { + if (bHasCookie) + { + light.sliceIndex = m_CubeCookieTexArray.FetchSlice(cl.light.cookie); + } + + bound.center = worldToView.MultiplyPoint(lightPos); + bound.boxAxisX.Set(range, 0, 0); + bound.boxAxisY.Set(0, range, 0); + bound.boxAxisZ.Set(0, 0, isNegDeterminant ? (-range) : range); // transform to camera space (becomes a left hand coordinate frame in Unity since Determinant(worldToView)<0) + bound.scaleXY.Set(1.0f, 1.0f); + bound.radius = range; + + // represents a left hand coordinate system in world space since det(worldToView)<0 + var lightToView = worldToView * lightToWorld; + Vector3 vx = lightToView.GetColumn(0); + Vector3 vy = lightToView.GetColumn(1); + Vector3 vz = lightToView.GetColumn(2); + + // fill up ldata + light.lightType = (uint)LightDefinitions.SPHERE_LIGHT; + light.lightPos = bound.center; + light.radiusSq = range * range; + + light.lightAxisX = vx; + light.lightAxisY = vy; + light.lightAxisZ = vz; + + light.flags |= (bHasCookie ? LightDefinitions.HAS_COOKIE_TEXTURE : 0); + light.flags |= (bHasShadow ? LightDefinitions.HAS_SHADOW : 0); + + int i = LightDefinitions.DIRECT_LIGHT, j = LightDefinitions.SPHERE_LIGHT; + idxOut = numEntries2nd[i, j] + offsets[i, j]; ++numEntries2nd[i, j]; + } + else + { + //Assert(false); + } + + // next light + if (cl.lightType == LightType.Spot || cl.lightType == LightType.Point) + { + boundData[idxOut] = bound; + lightData[idxOut] = light; + } + } + int numLightsOut = 0; + for(int v=0; v float ints = rl.intensity; + var boxProj = (rl.boxProjection != 0); + var decodeVals = rl.hdr; + //Vector4 decodeVals = rl.CalculateHDRDecodeValues(); + + // C is reflection volume center in world space (NOT same as cube map capture point) + var e = bnds.extents; // 0.5f * Vector3.Max(-boxSizes[p], boxSizes[p]); + //Vector3 C = bnds.center; // P + boxOffset; + var C = mat.MultiplyPoint(boxOffset); // same as commented out line above when rot is identity + + var combinedExtent = e + new Vector3(blendDistance, blendDistance, blendDistance); + + Vector3 vx = mat.GetColumn(0); + Vector3 vy = mat.GetColumn(1); + Vector3 vz = mat.GetColumn(2); + + // transform to camera space (becomes a left hand coordinate frame in Unity since Determinant(worldToView)<0) + vx = worldToView.MultiplyVector(vx); + vy = worldToView.MultiplyVector(vy); + vz = worldToView.MultiplyVector(vz); + + var Cw = worldToView.MultiplyPoint(C); + + if (boxProj) lgtData.flags |= LightDefinitions.IS_BOX_PROJECTED; + + lgtData.lightPos = Cw; + lgtData.lightAxisX = vx; + lgtData.lightAxisY = vy; + lgtData.lightAxisZ = vz; + lgtData.localCubeCapturePoint = -boxOffset; + lgtData.probeBlendDistance = blendDistance; + + lgtData.lightIntensity = decodeVals.x; + lgtData.decodeExp = decodeVals.y; + + lgtData.sliceIndex = m_CubeReflTexArray.FetchSlice(cubemap); + + var delta = combinedExtent - e; + lgtData.boxInnerDist = e; + lgtData.boxInvRange.Set(1.0f / delta.x, 1.0f / delta.y, 1.0f / delta.z); + + bndData.center = Cw; + bndData.boxAxisX = combinedExtent.x * vx; + bndData.boxAxisY = combinedExtent.y * vy; + bndData.boxAxisZ = combinedExtent.z * vz; + bndData.scaleXY.Set(1.0f, 1.0f); + bndData.radius = combinedExtent.magnitude; + + // fill up ldata + lgtData.lightType = (uint)LightDefinitions.BOX_LIGHT; + lgtData.lightModel = (uint)LightDefinitions.REFLECTION_LIGHT; + + + int i = LightDefinitions.REFLECTION_LIGHT, j = LightDefinitions.BOX_LIGHT; + idxOut = numEntries2nd[i, j] + offsets[i, j]; ++numEntries2nd[i, j]; + boundData[idxOut] = bndData; + lightData[idxOut] = lgtData; + } + + int numProbesOut = 0; + for(int v=0; v cameras) + { + foreach (var camera in cameras) + { + CullingParameters cullingParams; + if (!CullResults.GetCullingParameters(camera, out cullingParams)) + continue; + + m_ShadowPass.UpdateCullingParameters(ref cullingParams); + + var cullResults = CullResults.Cull(ref cullingParams, renderContext); + ExecuteRenderLoop(camera, cullResults, renderContext); + } + + renderContext.Submit(); + } + + void FinalPass(ScriptableRenderContext loop) + { + var cmd = new CommandBuffer { name = "FinalPass" }; + cmd.Blit(s_CameraTarget, BuiltinRenderTextureType.CameraTarget, m_BlitMaterial, 0); + loop.ExecuteCommandBuffer(cmd); + cmd.Dispose(); + } + + void ExecuteRenderLoop(Camera camera, CullResults cullResults, ScriptableRenderContext loop) + { + var w = camera.pixelWidth; + var h = camera.pixelHeight; + + ResizeIfNecessary(w, h); + + // do anything we need to do upon a new frame. + NewFrame(); + +#pragma warning disable 162 // warning CS0162: Unreachable code detected + if (!k_UseAsyncCompute) RenderShadowMaps(cullResults, loop); +#pragma warning restore 162 + // generate g-buffer before shadows to leverage async compute + // forward opaques just write to depth. + loop.SetupCameraProperties(camera); + RenderGBuffer(cullResults, camera, loop); + DepthOnlyForForwardOpaques(cullResults, camera, loop); + CopyDepthAfterGBuffer(loop); + + // camera to screen matrix (and it's inverse) + var proj = CameraProjection(camera); + var temp = new Matrix4x4(); + temp.SetRow(0, new Vector4(0.5f * w, 0.0f, 0.0f, 0.5f * w)); + temp.SetRow(1, new Vector4(0.0f, 0.5f * h, 0.0f, 0.5f * h)); + temp.SetRow(2, new Vector4(0.0f, 0.0f, 0.5f, 0.5f)); + temp.SetRow(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f)); + var projscr = temp * proj; + var invProjscr = projscr.inverse; + + + // build per tile light lists + var numLights = GenerateSourceLightBuffers(camera, cullResults); + BuildPerTileLightLists(camera, loop, numLights, projscr, invProjscr); + + // render shadow maps (for mobile shadow map rendering should happen before we render g-buffer). + // on GCN it needs to be after to leverage async compute since we need the depth-buffer for optimal light list building. + if (k_UseAsyncCompute) + { + RenderShadowMaps(cullResults, loop); + loop.SetupCameraProperties(camera); + } + + // Push all global params + var numDirLights = UpdateDirectionalLights(camera, cullResults.visibleLights); + PushGlobalParams(camera, loop, CameraToWorld(camera), projscr, invProjscr, numDirLights); + + // do deferred lighting + DoTiledDeferredLighting(camera, loop, numLights, numDirLights); + + // render opaques using tiled forward + RenderForward(cullResults, camera, loop, true); // opaques only (requires a depth pre-pass) + + // render the backdrop/canvas + m_SkyboxHelper.Draw(loop, camera); + + // transparencies atm. requires clustered until we get traditional forward + if (enableClustered) RenderForward(cullResults, camera, loop, false); + + // debug views. + if (enableDrawLightBoundsDebug) DrawLightBoundsDebug(loop, cullResults.visibleLights.Length); + + // present frame buffer. + FinalPass(loop); + + // bind depth surface for editor grid/gizmo/selection rendering + if (camera.cameraType == CameraType.SceneView) + { + var cmd = new CommandBuffer(); + cmd.SetRenderTarget(BuiltinRenderTextureType.CameraTarget, new RenderTargetIdentifier(s_CameraDepthTexture)); + loop.ExecuteCommandBuffer(cmd); + cmd.Dispose(); + } + loop.Submit(); + } + + void DrawLightBoundsDebug(ScriptableRenderContext loop, int numLights) + { + var cmd = new CommandBuffer { name = "DrawLightBoundsDebug" }; + m_DebugLightBoundsMaterial.SetBuffer("g_data", s_ConvexBoundsBuffer); + cmd.DrawProcedural(Matrix4x4.identity, m_DebugLightBoundsMaterial, 0, MeshTopology.Triangles, 12 * 3 * numLights); + loop.ExecuteCommandBuffer(cmd); + cmd.Dispose(); + } + + void NewFrame() + { + // update texture caches + m_CookieTexArray.NewFrame(); + m_CubeCookieTexArray.NewFrame(); + m_CubeReflTexArray.NewFrame(); + } + + void RenderShadowMaps(CullResults cullResults, ScriptableRenderContext loop) + { + ShadowOutput shadows; + m_ShadowPass.Render(loop, cullResults, out shadows); + UpdateShadowConstants(cullResults.visibleLights, ref shadows); + } + + void ResizeIfNecessary(int curWidth, int curHeight) + { + if (curWidth != s_WidthOnRecord || curHeight != s_HeightOnRecord || s_LightList == null || + (s_BigTileLightList == null && enableBigTilePrepass) || (s_PerVoxelLightLists == null && enableClustered)) + { + if (s_WidthOnRecord > 0 && s_HeightOnRecord > 0) + ReleaseResolutionDependentBuffers(); + + AllocResolutionDependentBuffers(curWidth, curHeight); + + // update recorded window resolution + s_WidthOnRecord = curWidth; + s_HeightOnRecord = curHeight; + } + } + + void ReleaseResolutionDependentBuffers() + { + if (s_LightList != null) + s_LightList.Release(); + + if (enableClustered) + { + if (s_PerVoxelLightLists != null) + s_PerVoxelLightLists.Release(); + + if (s_PerVoxelOffset != null) + s_PerVoxelOffset.Release(); + + if (k_UseDepthBuffer && s_PerTileLogBaseTweak != null) + s_PerTileLogBaseTweak.Release(); + } + + if (enableBigTilePrepass) + { + if (s_BigTileLightList != null) s_BigTileLightList.Release(); + } + } + + int NumLightIndicesPerClusteredTile() + { + return 8 * (1 << k_Log2NumClusters); // total footprint for all layers of the tile (measured in light index entries) + } + + void AllocResolutionDependentBuffers(int width, int height) + { + var nrTilesX = (width + 15) / 16; + var nrTilesY = (height + 15) / 16; + var nrTiles = nrTilesX * nrTilesY; + const int capacityUShortsPerTile = 32; + const int dwordsPerTile = (capacityUShortsPerTile + 1) >> 1; // room for 31 lights and a nrLights value. + + s_LightList = new ComputeBuffer(LightDefinitions.NR_LIGHT_MODELS * dwordsPerTile * nrTiles, sizeof(uint)); // enough list memory for a 4k x 4k display + + if (enableClustered) + { + var tileSizeClust = LightDefinitions.TILE_SIZE_CLUSTERED; + var nrTilesClustX = (width + (tileSizeClust - 1)) / tileSizeClust; + var nrTilesClustY = (height + (tileSizeClust - 1)) / tileSizeClust; + var nrTilesClust = nrTilesClustX * nrTilesClustY; + + s_PerVoxelOffset = new ComputeBuffer(LightDefinitions.NR_LIGHT_MODELS * (1 << k_Log2NumClusters) * nrTilesClust, sizeof(uint)); + s_PerVoxelLightLists = new ComputeBuffer(NumLightIndicesPerClusteredTile() * nrTilesClust, sizeof(uint)); + + if (k_UseDepthBuffer) + { + s_PerTileLogBaseTweak = new ComputeBuffer(nrTilesClust, sizeof(float)); + } + } + + if (enableBigTilePrepass) + { + var nrBigTilesX = (width + 63) / 64; + var nrBigTilesY = (height + 63) / 64; + var nrBigTiles = nrBigTilesX * nrBigTilesY; + s_BigTileLightList = new ComputeBuffer(LightDefinitions.MAX_NR_BIGTILE_LIGHTS_PLUSONE * nrBigTiles, sizeof(uint)); + } + } + + void VoxelLightListGeneration(CommandBuffer cmd, Camera camera, int numLights, Matrix4x4 projscr, Matrix4x4 invProjscr) + { + // clear atomic offset index + cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_ClearVoxelAtomicKernel, "g_LayeredSingleIdxBuffer", s_GlobalLightListAtomic); + cmd.DispatchCompute(buildPerVoxelLightListShader, s_ClearVoxelAtomicKernel, 1, 1, 1); + + cmd.SetComputeIntParam(buildPerVoxelLightListShader, "g_iNrVisibLights", numLights); + SetMatrixCS(cmd, buildPerVoxelLightListShader, "g_mScrProjection", projscr); + SetMatrixCS(cmd, buildPerVoxelLightListShader, "g_mInvScrProjection", invProjscr); + + cmd.SetComputeIntParam(buildPerVoxelLightListShader, "g_iLog2NumClusters", k_Log2NumClusters); + + //Vector4 v2_near = invProjscr * new Vector4(0.0f, 0.0f, 0.0f, 1.0f); + //Vector4 v2_far = invProjscr * new Vector4(0.0f, 0.0f, 1.0f, 1.0f); + //float nearPlane2 = -(v2_near.z/v2_near.w); + //float farPlane2 = -(v2_far.z/v2_far.w); + var nearPlane = camera.nearClipPlane; + var farPlane = camera.farClipPlane; + cmd.SetComputeFloatParam(buildPerVoxelLightListShader, "g_fNearPlane", nearPlane); + cmd.SetComputeFloatParam(buildPerVoxelLightListShader, "g_fFarPlane", farPlane); + + const float C = (float)(1 << k_Log2NumClusters); + var geomSeries = (1.0 - Mathf.Pow(k_ClustLogBase, C)) / (1 - k_ClustLogBase); // geometric series: sum_k=0^{C-1} base^k + m_ClustScale = (float)(geomSeries / (farPlane - nearPlane)); + + cmd.SetComputeFloatParam(buildPerVoxelLightListShader, "g_fClustScale", m_ClustScale); + cmd.SetComputeFloatParam(buildPerVoxelLightListShader, "g_fClustBase", k_ClustLogBase); + + cmd.SetComputeTextureParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_depth_tex", new RenderTargetIdentifier(s_CameraDepthTexture)); + cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_vLayeredLightList", s_PerVoxelLightLists); + cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_LayeredOffset", s_PerVoxelOffset); + cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_LayeredSingleIdxBuffer", s_GlobalLightListAtomic); + if (enableBigTilePrepass) cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_vBigTileLightList", s_BigTileLightList); + + if (k_UseDepthBuffer) + { + cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_logBaseBuffer", s_PerTileLogBaseTweak); + } + + var tileSizeClust = LightDefinitions.TILE_SIZE_CLUSTERED; + var nrTilesClustX = (camera.pixelWidth + (tileSizeClust - 1)) / tileSizeClust; + var nrTilesClustY = (camera.pixelHeight + (tileSizeClust - 1)) / tileSizeClust; + + cmd.DispatchCompute(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, nrTilesClustX, nrTilesClustY, 1); + } + + void BuildPerTileLightLists(Camera camera, ScriptableRenderContext loop, int numLights, Matrix4x4 projscr, Matrix4x4 invProjscr) + { + var w = camera.pixelWidth; + var h = camera.pixelHeight; + var numTilesX = (w + 15) / 16; + var numTilesY = (h + 15) / 16; + var numBigTilesX = (w + 63) / 64; + var numBigTilesY = (h + 63) / 64; + + var cmd = new CommandBuffer() { name = "Build light list" }; + + // generate screen-space AABBs (used for both fptl and clustered). + if (numLights != 0) + { + var proj = CameraProjection(camera); + var temp = new Matrix4x4(); + temp.SetRow(0, new Vector4(1.0f, 0.0f, 0.0f, 0.0f)); + temp.SetRow(1, new Vector4(0.0f, 1.0f, 0.0f, 0.0f)); + temp.SetRow(2, new Vector4(0.0f, 0.0f, 0.5f, 0.5f)); + temp.SetRow(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f)); + var projh = temp * proj; + var invProjh = projh.inverse; + + cmd.SetComputeIntParam(buildScreenAABBShader, "g_iNrVisibLights", numLights); + SetMatrixCS(cmd, buildScreenAABBShader, "g_mProjection", projh); + SetMatrixCS(cmd, buildScreenAABBShader, "g_mInvProjection", invProjh); + cmd.SetComputeBufferParam(buildScreenAABBShader, s_GenAABBKernel, "g_vBoundsBuffer", s_AABBBoundsBuffer); + cmd.DispatchCompute(buildScreenAABBShader, s_GenAABBKernel, (numLights + 7) / 8, 1, 1); + } + + // enable coarse 2D pass on 64x64 tiles (used for both fptl and clustered). + if (enableBigTilePrepass) + { + cmd.SetComputeIntParams(buildPerBigTileLightListShader, "g_viDimensions", new int[2] { w, h }); + cmd.SetComputeIntParam(buildPerBigTileLightListShader, "g_iNrVisibLights", numLights); + SetMatrixCS(cmd, buildPerBigTileLightListShader, "g_mScrProjection", projscr); + SetMatrixCS(cmd, buildPerBigTileLightListShader, "g_mInvScrProjection", invProjscr); + cmd.SetComputeFloatParam(buildPerBigTileLightListShader, "g_fNearPlane", camera.nearClipPlane); + cmd.SetComputeFloatParam(buildPerBigTileLightListShader, "g_fFarPlane", camera.farClipPlane); + cmd.SetComputeBufferParam(buildPerBigTileLightListShader, s_GenListPerBigTileKernel, "g_vLightList", s_BigTileLightList); + cmd.DispatchCompute(buildPerBigTileLightListShader, s_GenListPerBigTileKernel, numBigTilesX, numBigTilesY, 1); + } + + if (usingFptl) // optimized for opaques only + { + cmd.SetComputeIntParams(buildPerTileLightListShader, "g_viDimensions", new int[2] { w, h }); + cmd.SetComputeIntParam(buildPerTileLightListShader, "g_iNrVisibLights", numLights); + SetMatrixCS(cmd, buildPerTileLightListShader, "g_mScrProjection", projscr); + SetMatrixCS(cmd, buildPerTileLightListShader, "g_mInvScrProjection", invProjscr); + cmd.SetComputeTextureParam(buildPerTileLightListShader, s_GenListPerTileKernel, "g_depth_tex", new RenderTargetIdentifier(s_CameraDepthTexture)); + cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, "g_vLightList", s_LightList); + if (enableBigTilePrepass) cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, "g_vBigTileLightList", s_BigTileLightList); + cmd.DispatchCompute(buildPerTileLightListShader, s_GenListPerTileKernel, numTilesX, numTilesY, 1); + } + + if (enableClustered) // works for transparencies too. + { + VoxelLightListGeneration(cmd, camera, numLights, projscr, invProjscr); + } + + loop.ExecuteCommandBuffer(cmd); + cmd.Dispose(); + } + + void PushGlobalParams(Camera camera, ScriptableRenderContext loop, Matrix4x4 viewToWorld, Matrix4x4 scrProj, Matrix4x4 incScrProj, int numDirLights) + { + var cmd = new CommandBuffer { name = "Push Global Parameters" }; + + cmd.SetGlobalFloat("g_widthRT", (float)camera.pixelWidth); + cmd.SetGlobalFloat("g_heightRT", (float)camera.pixelHeight); + + cmd.SetGlobalMatrix("g_mViewToWorld", viewToWorld); + cmd.SetGlobalMatrix("g_mWorldToView", viewToWorld.inverse); + cmd.SetGlobalMatrix("g_mScrProjection", scrProj); + cmd.SetGlobalMatrix("g_mInvScrProjection", incScrProj); + + cmd.SetGlobalBuffer("g_vLightData", s_LightDataBuffer); + + cmd.SetGlobalTexture("_spotCookieTextures", m_CookieTexArray.GetTexCache()); + cmd.SetGlobalTexture("_pointCookieTextures", m_CubeCookieTexArray.GetTexCache()); + cmd.SetGlobalTexture("_reflCubeTextures", m_CubeReflTexArray.GetTexCache()); + + var topCube = ReflectionProbe.defaultTexture; + var defdecode = ReflectionProbe.defaultTextureHDRDecodeValues; + cmd.SetGlobalTexture("_reflRootCubeTexture", topCube); + cmd.SetGlobalFloat("_reflRootHdrDecodeMult", defdecode.x); + cmd.SetGlobalFloat("_reflRootHdrDecodeExp", defdecode.y); + + if (enableBigTilePrepass) + cmd.SetGlobalBuffer("g_vBigTileLightList", s_BigTileLightList); + + if (enableClustered) + { + cmd.SetGlobalFloat("g_fClustScale", m_ClustScale); + cmd.SetGlobalFloat("g_fClustBase", k_ClustLogBase); + cmd.SetGlobalFloat("g_fNearPlane", camera.nearClipPlane); + cmd.SetGlobalFloat("g_fFarPlane", camera.farClipPlane); + cmd.SetGlobalFloat("g_iLog2NumClusters", k_Log2NumClusters); + + + cmd.SetGlobalFloat("g_isLogBaseBufferEnabled", k_UseDepthBuffer ? 1 : 0); + + cmd.SetGlobalBuffer("g_vLayeredOffsetsBuffer", s_PerVoxelOffset); + if (k_UseDepthBuffer) + { + cmd.SetGlobalBuffer("g_logBaseBuffer", s_PerTileLogBaseTweak); + } + } + + cmd.SetGlobalFloat("g_nNumDirLights", numDirLights); + cmd.SetGlobalBuffer("g_dirLightData", s_DirLightList); + + // Shadow constants + cmd.SetGlobalMatrixArray("g_matWorldToShadow", m_MatWorldToShadow); + cmd.SetGlobalVectorArray("g_vDirShadowSplitSpheres", m_DirShadowSplitSpheres); + cmd.SetGlobalVector("g_vShadow3x3PCFTerms0", m_Shadow3X3PCFTerms[0]); + cmd.SetGlobalVector("g_vShadow3x3PCFTerms1", m_Shadow3X3PCFTerms[1]); + cmd.SetGlobalVector("g_vShadow3x3PCFTerms2", m_Shadow3X3PCFTerms[2]); + cmd.SetGlobalVector("g_vShadow3x3PCFTerms3", m_Shadow3X3PCFTerms[3]); + + loop.ExecuteCommandBuffer(cmd); + cmd.Dispose(); + } + + private float PerceptualRoughnessToBlinnPhongPower(float perceptualRoughness) + { +#pragma warning disable 162 // warning CS0162: Unreachable code detected + // There is two code here, by default the code corresponding for UNITY_GLOSS_MATCHES_MARMOSET_TOOLBAG2 was use for cloud reasons + // The other code (not marmoset) is not matching the shader code for cloud reasons. + // As none of this solution match BRDF 1 or 2, I let the Marmoset code to avoid to break current test. But ideally, all this should be rewrite to match BRDF1 + if (true) + { + // from https://s3.amazonaws.com/docs.knaldtech.com/knald/1.0.0/lys_power_drops.html + float n = 10.0f / Mathf.Log((1.0f - perceptualRoughness) * 0.968f + 0.03f) / Mathf.Log(2.0f); + + return n * n; + } + else + { + // NOTE: another approximate approach to match Marmoset gloss curve is to + // multiply roughness by 0.7599 in the code below (makes SpecPower range 4..N instead of 1..N) + const float UNITY_SPECCUBE_LOD_EXPONENT = 1.5f; + + float m = Mathf.Pow(perceptualRoughness, 2.0f * UNITY_SPECCUBE_LOD_EXPONENT) + 1e-4f; + // follow the same curve as unity_SpecCube + float n = (2.0f / m) - 2.0f; // https://dl.dropbox.com/u/55891920/papers/mm_brdf.pdf + n = Mathf.Max(n, 1.0e-5f); // prevent possible cases of pow(0,0), which could happen when roughness is 1.0 and NdotH is zero + + return n; + } +#pragma warning restore 162 + } + + private float PerceptualRoughnessToPhongPower(float perceptualRoughness) + { + return PerceptualRoughnessToBlinnPhongPower(perceptualRoughness) * 0.25f; + } + + private float PhongNormalizedTerm(float NdotH, float n) + { + // Normalization for Phong when used as RDF (outside a micro-facet model) + // http://www.thetenthplanet.de/archives/255 + float normTerm = (n + 2.0f) / (2.0f * Mathf.PI); + float specTerm = Mathf.Pow(NdotH, n); + return specTerm * normTerm; + } + + private float EvalNHxRoughness(int x, int y, int maxX, int maxY) + { + // both R.L or N.H (cosine) are not linear and approach 1.0 very quickly + // since we want more resolution closer to where highlight is (close to 1) + // we warp LUT across horizontal axis + // NOTE: warp function ^4 or ^5 can be executed in the same instruction as Shlick fresnel approximation (handy for SM2.0 platforms with <=64 instr. limit) + const float kHorizontalWarpExp = 4.0f; + float rdotl = Mathf.Pow(((float)x) / ((float)maxX - 1.0f), 1.0f / kHorizontalWarpExp); + float perceptualRoughness = ((float)y) / ((float)maxY - .5f); + float specTerm = PhongNormalizedTerm(rdotl, PerceptualRoughnessToPhongPower(perceptualRoughness)); + + // Lookup table values are evaluated in Linear space + // but converted and stored as sRGB to support low-end platforms + + float range = Mathf.GammaToLinearSpace(16.0f); + float val = Mathf.Clamp01(specTerm / range); // store in sRGB range of [0..16] + // OKish range to 'counteract' multiplication by N.L (as in BRDF*N.L) + // while retaining bright specular spot at both grazing and incident angles + // and allows some precision in case if AlphaLum16 is not supported + val = Mathf.LinearToGammaSpace(val); + + // As there is not enough resolution in LUT for tiny highlights, + // fadeout intensity of the highlight when roughness approaches 0 and N.H approaches 1 + // Prevents from overly big bright highlight on mirror surfaces + const float fadeOutPerceptualRoughness = .05f; + bool lastHorizontalPixel = (x >= maxX - 1); // highlights are on the right-side of LUT + if (perceptualRoughness <= fadeOutPerceptualRoughness && lastHorizontalPixel) + val *= perceptualRoughness / fadeOutPerceptualRoughness; + return val; + } + + private Texture2D GenerateRoughnessTexture() + { + const int width = 256; + const int height = 64; + + Texture2D texture = new Texture2D(width, height, TextureFormat.RGBA32, false, true); //TODO: no alpha16 support? + Color[] pixels = new Color[height * width]; + + for (int y = 0; y < height; y++) + { + for (int x = 0; x < width; x++) + { + float value = EvalNHxRoughness(x, y, width, height); + pixels[y * width + x] = new Color(value, value, value, value); //TODO: set them in one go + } + } + + texture.SetPixels(pixels); + texture.wrapMode = TextureWrapMode.Clamp; + texture.Apply(); + return texture; + } + + private const float kConstantFac = 1.000f; + private const float kQuadraticFac = 25.0f; + private const float kToZeroFadeStart = 0.8f * 0.8f; + + private float CalculateLightQuadFac(float range) + { + return kQuadraticFac / (range * range); + } + + private float LightAttenuateNormalized(float distSqr) + { + // match the vertex lighting falloff + float atten = 1 / (kConstantFac + CalculateLightQuadFac(1.0f) * distSqr); + + // ...but vertex one does not falloff to zero at light's range; + // So force it to falloff to zero at the edges. + if (distSqr >= kToZeroFadeStart) + { + if (distSqr > 1) + atten = 0; + else + atten *= 1 - (distSqr - kToZeroFadeStart) / (1 - kToZeroFadeStart); + } + + return atten; + } + + private float EvalLightAttenuation(int x, int maxX) + { + float sqrRange = (float)x / (float)maxX; + return LightAttenuateNormalized(sqrRange); + } + + private Texture2D GenerateLightAttenuationTexture() + { + const int width = 1024; + + Texture2D texture = new Texture2D(width, 1, TextureFormat.RGBA32, false, true); //TODO: no alpha16 support? + Color[] pixels = new Color[width]; + + for (int x = 0; x < width; x++) + { + float value = EvalLightAttenuation(x, width); + pixels[x] = new Color(value, value, value, value); + } + + texture.SetPixels(pixels); + texture.wrapMode = TextureWrapMode.Clamp; + texture.Apply(); + return texture; + } + } +} diff --git a/Assets/ScriptableRenderLoop/fptl/FptlLighting.cs.meta b/Assets/ScriptableRenderPipeline/fptl/FptlLighting.cs.meta similarity index 100% rename from Assets/ScriptableRenderLoop/fptl/FptlLighting.cs.meta rename to Assets/ScriptableRenderPipeline/fptl/FptlLighting.cs.meta diff --git a/Assets/ScriptableRenderPipeline/fptl/Internal-DeferredComputeShading.compute b/Assets/ScriptableRenderPipeline/fptl/Internal-DeferredComputeShading.compute new file mode 100644 index 00000000000..8484d74929c --- /dev/null +++ b/Assets/ScriptableRenderPipeline/fptl/Internal-DeferredComputeShading.compute @@ -0,0 +1,146 @@ +#pragma kernel ShadeDeferred_Fptl SHADE_DEFERRED_ENTRY=ShadeDeferred_Fptl USE_FPTL_LIGHTLIST=1 ENABLE_DEBUG=0 +#pragma kernel ShadeDeferred_Clustered SHADE_DEFERRED_ENTRY=ShadeDeferred_Clustered USE_CLUSTERED_LIGHTLIST=1 ENABLE_DEBUG=0 //TODO: disabled clustered permutations so far as it leads to the error "All kernels must use same constant buffer layouts" +#pragma kernel ShadeDeferred_Fptl_Debug SHADE_DEFERRED_ENTRY=ShadeDeferred_Fptl_Debug USE_FPTL_LIGHTLIST=1 ENABLE_DEBUG=1 +#pragma kernel ShadeDeferred_Clustered_Debug SHADE_DEFERRED_ENTRY=ShadeDeferred_Clustered_Debug USE_CLUSTERED_LIGHTLIST=1 ENABLE_DEBUG=1 + +#define TILE_SIZE 8 + + +// Hacks to get the header to compile in compute +#define SHADER_TARGET 50 +#define UNITY_PBS_USE_BRDF1 +#define fixed4 float4 +#include "UnityLightingCommon.cginc" +#undef fixed4 + +float3 EvalMaterial(UnityLight light, UnityIndirect ind); +float3 EvalIndirectSpecular(UnityLight light, UnityIndirect ind); + +// uses the optimized single layered light list for opaques only + +#ifdef USE_FPTL_LIGHTLIST +#define OPAQUES_ONLY +#endif + +#include "TiledLightingTemplate.hlsl" +#include "TiledReflectionTemplate.hlsl" + +UNITY_DECLARE_TEX2D_FLOAT(_CameraDepthTexture); +Texture2D _CameraGBufferTexture0; +Texture2D _CameraGBufferTexture1; +Texture2D _CameraGBufferTexture2; +Texture2D _CameraGBufferTexture3; + +RWTexture2D uavOutput : register(u0); + +struct v2f { + float4 vertex : SV_POSITION; + float2 texcoord : TEXCOORD0; +}; + +v2f vert(float4 vertex : POSITION, float2 texcoord : TEXCOORD0) +{ + v2f o; + o.vertex = UnityObjectToClipPos(vertex); + o.texcoord = texcoord.xy; + return o; +} + +struct StandardData +{ + float3 specularColor; + float3 diffuseColor; + float3 normalWorld; + float smoothness; + float occlusion; + float3 emission; +}; + +struct LocalDataBRDF +{ + StandardData gbuf; + + // extras + float oneMinusReflectivity; + float3 Vworld; +}; + +static LocalDataBRDF g_localParams; + +StandardData UnityStandardDataFromGbufferAux(float4 gbuffer0, float4 gbuffer1, float4 gbuffer2, float4 gbuffer3) +{ + StandardData data; + + data.normalWorld = normalize(2 * gbuffer2.xyz - 1); + data.smoothness = gbuffer1.a; + data.diffuseColor = gbuffer0.xyz; data.specularColor = gbuffer1.xyz; + data.occlusion = gbuffer0.a; + data.emission = gbuffer3.xyz; + + return data; +} + +half3 BRDF3_Direct2(half3 diffColor, half3 specColor, half rlPow4, half smoothness) +{ + half LUT_RANGE = 16.0; // must match range in NHxRoughness() function in GeneratedTextures.cpp + // Lookup texture to save instructions + half specular = tex2Dlod(unity_NHxRoughness, half4(rlPow4, SmoothnessToPerceptualRoughness(smoothness), 0, 0)).UNITY_ATTEN_CHANNEL * LUT_RANGE; +#if defined(_SPECULARHIGHLIGHTS_OFF) + specular = 0.0; +#endif + + return diffColor + specular * specColor; +} + + +float3 EvalMaterial(UnityLight light, UnityIndirect ind) +{ + StandardData data = g_localParams.gbuf; + return UNITY_BRDF_PBS(data.diffuseColor, data.specularColor, g_localParams.oneMinusReflectivity, data.smoothness, data.normalWorld, g_localParams.Vworld, light, ind); +} + +float3 EvalIndirectSpecular(UnityLight light, UnityIndirect ind) +{ + StandardData data = g_localParams.gbuf; + + return data.occlusion * UNITY_BRDF_PBS(0, data.specularColor, g_localParams.oneMinusReflectivity, data.smoothness, data.normalWorld, g_localParams.Vworld, light, ind).rgb; +} + +[numthreads(TILE_SIZE, TILE_SIZE, 1)] +void SHADE_DEFERRED_ENTRY(uint2 dispatchThreadId : SV_DispatchThreadID, uint2 groupId : SV_GroupID) +{ + uint2 pixCoord = dispatchThreadId; + + float zbufDpth = FetchDepth(_CameraDepthTexture, pixCoord.xy).x; + float linDepth = GetLinearDepth(zbufDpth); + + float3 vP = GetViewPosFromLinDepth(pixCoord, linDepth); + float3 vPw = mul(g_mViewToWorld, float4(vP, 1)).xyz; + float3 Vworld = normalize(mul((float3x3) g_mViewToWorld, -vP).xyz); //unity_CameraToWorld + + float4 gbuffer0 = _CameraGBufferTexture0.Load(uint3(pixCoord.xy, 0)); + float4 gbuffer1 = _CameraGBufferTexture1.Load(uint3(pixCoord.xy, 0)); + float4 gbuffer2 = _CameraGBufferTexture2.Load(uint3(pixCoord.xy, 0)); + float4 gbuffer3 = _CameraGBufferTexture3.Load(uint3(pixCoord.xy, 0)); + + StandardData data = UnityStandardDataFromGbufferAux(gbuffer0, gbuffer1, gbuffer2, gbuffer3); + + g_localParams.gbuf = data; + g_localParams.oneMinusReflectivity = 1.0 - SpecularStrength(data.specularColor.rgb); + g_localParams.Vworld = Vworld; + + uint2 tileCoord = groupId >> 1; + + uint numLightsProcessed = 0; + float3 c = data.emission + ExecuteLightList(numLightsProcessed, tileCoord, vP, vPw, Vworld); + + uint numReflectionsProcessed = 0; + c += ExecuteReflectionList(numReflectionsProcessed, tileCoord, vP, data.normalWorld, Vworld, data.smoothness); + +#if ENABLE_DEBUG + c = OverlayHeatMap(pixCoord & 15, numLightsProcessed, c); +#endif + + uavOutput[pixCoord] = float4(c, 1.0); +} + diff --git a/Assets/ScriptableRenderPipeline/fptl/Internal-DeferredComputeShading.compute.meta b/Assets/ScriptableRenderPipeline/fptl/Internal-DeferredComputeShading.compute.meta new file mode 100644 index 00000000000..5b06b8e242e --- /dev/null +++ b/Assets/ScriptableRenderPipeline/fptl/Internal-DeferredComputeShading.compute.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 6994e4f8a80d87b428cca7242cb32a0e +timeCreated: 1478685321 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/fptl/Internal-DeferredReflections.shader b/Assets/ScriptableRenderPipeline/fptl/Internal-DeferredReflections.shader similarity index 88% rename from Assets/ScriptableRenderLoop/fptl/Internal-DeferredReflections.shader rename to Assets/ScriptableRenderPipeline/fptl/Internal-DeferredReflections.shader index 1e5ff14fad1..ce3c30847ca 100644 --- a/Assets/ScriptableRenderLoop/fptl/Internal-DeferredReflections.shader +++ b/Assets/ScriptableRenderPipeline/fptl/Internal-DeferredReflections.shader @@ -20,11 +20,12 @@ Pass CGPROGRAM -#pragma target 5.0 +#pragma target 4.5 #pragma vertex vert #pragma fragment frag #pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST +#pragma multi_compile __ ENABLE_DEBUG #include "UnityLightingCommon.cginc" @@ -40,7 +41,7 @@ float3 EvalIndirectSpecular(UnityLight light, UnityIndirect ind); #include "TiledReflectionTemplate.hlsl" -Texture2D _CameraDepthTexture; +UNITY_DECLARE_TEX2D_FLOAT(_CameraDepthTexture); Texture2D _CameraGBufferTexture0; Texture2D _CameraGBufferTexture1; Texture2D _CameraGBufferTexture2; @@ -83,7 +84,7 @@ struct LocalDataBRDF static LocalDataBRDF g_localParams; -StandardData UnityStandardDataFromGbuffer(float4 gbuffer0, float4 gbuffer1, float4 gbuffer2) +StandardData UnityStandardDataFromGbufferAux(float4 gbuffer0, float4 gbuffer1, float4 gbuffer2) { StandardData data; @@ -119,7 +120,7 @@ half4 frag (v2f i) : SV_Target float4 gbuffer1 = _CameraGBufferTexture1.Load( uint3(pixCoord.xy, 0) ); float4 gbuffer2 = _CameraGBufferTexture2.Load( uint3(pixCoord.xy, 0) ); - StandardData data = UnityStandardDataFromGbuffer(gbuffer0, gbuffer1, gbuffer2); + StandardData data = UnityStandardDataFromGbufferAux(gbuffer0, gbuffer1, gbuffer2); g_localParams.gbuf = data; g_localParams.oneMinusReflectivity = 1.0 - SpecularStrength(data.specularColor.rgb); @@ -128,7 +129,10 @@ half4 frag (v2f i) : SV_Target uint numReflectionsProcessed = 0; float3 c = ExecuteReflectionList(numReflectionsProcessed, pixCoord, vP, data.normalWorld, Vworld, data.smoothness); - //c = OverlayHeatMap(numLightsProcessed, c); + #if ENABLE_DEBUG + c = OverlayHeatMap(pixCoord & 15, numReflectionsProcessed, c); + #endif + return float4(c,1.0); } diff --git a/Assets/ScriptableRenderLoop/fptl/Internal-DeferredReflections.shader.meta b/Assets/ScriptableRenderPipeline/fptl/Internal-DeferredReflections.shader.meta similarity index 100% rename from Assets/ScriptableRenderLoop/fptl/Internal-DeferredReflections.shader.meta rename to Assets/ScriptableRenderPipeline/fptl/Internal-DeferredReflections.shader.meta diff --git a/Assets/ScriptableRenderLoop/fptl/Internal-DeferredShading.shader b/Assets/ScriptableRenderPipeline/fptl/Internal-DeferredShading.shader similarity index 84% rename from Assets/ScriptableRenderLoop/fptl/Internal-DeferredShading.shader rename to Assets/ScriptableRenderPipeline/fptl/Internal-DeferredShading.shader index a2e8075c8d1..7b44e2a1dd0 100644 --- a/Assets/ScriptableRenderLoop/fptl/Internal-DeferredShading.shader +++ b/Assets/ScriptableRenderPipeline/fptl/Internal-DeferredShading.shader @@ -20,11 +20,12 @@ Pass CGPROGRAM -#pragma target 5.0 +#pragma target 4.5 #pragma vertex vert #pragma fragment frag #pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST +#pragma multi_compile __ ENABLE_DEBUG #include "UnityLightingCommon.cginc" @@ -39,7 +40,7 @@ float3 EvalMaterial(UnityLight light, UnityIndirect ind); #include "TiledLightingTemplate.hlsl" -Texture2D _CameraDepthTexture; +UNITY_DECLARE_TEX2D_FLOAT(_CameraDepthTexture); Texture2D _CameraGBufferTexture0; Texture2D _CameraGBufferTexture1; Texture2D _CameraGBufferTexture2; @@ -65,7 +66,7 @@ struct StandardData float3 diffuseColor; float3 normalWorld; float smoothness; - float3 emission; + float3 emission; }; struct LocalDataBRDF @@ -79,7 +80,7 @@ struct LocalDataBRDF static LocalDataBRDF g_localParams; -StandardData UnityStandardDataFromGbuffer(float4 gbuffer0, float4 gbuffer1, float4 gbuffer2, float4 gbuffer3) +StandardData UnityStandardDataFromGbufferAux(float4 gbuffer0, float4 gbuffer1, float4 gbuffer2, float4 gbuffer3) { StandardData data; @@ -87,7 +88,7 @@ StandardData UnityStandardDataFromGbuffer(float4 gbuffer0, float4 gbuffer1, floa data.smoothness = gbuffer1.a; data.diffuseColor = gbuffer0.xyz; data.specularColor = gbuffer1.xyz; float ao = gbuffer0.a; - data.emission = gbuffer3.xyz; + data.emission = gbuffer3.xyz; return data; } @@ -114,9 +115,9 @@ half4 frag (v2f i) : SV_Target float4 gbuffer0 = _CameraGBufferTexture0.Load( uint3(pixCoord.xy, 0) ); float4 gbuffer1 = _CameraGBufferTexture1.Load( uint3(pixCoord.xy, 0) ); float4 gbuffer2 = _CameraGBufferTexture2.Load( uint3(pixCoord.xy, 0) ); - float4 gbuffer3 = _CameraGBufferTexture3.Load( uint3(pixCoord.xy, 0) ); + float4 gbuffer3 = _CameraGBufferTexture3.Load( uint3(pixCoord.xy, 0) ); - StandardData data = UnityStandardDataFromGbuffer(gbuffer0, gbuffer1, gbuffer2, gbuffer3); + StandardData data = UnityStandardDataFromGbufferAux(gbuffer0, gbuffer1, gbuffer2, gbuffer3); g_localParams.gbuf = data; g_localParams.oneMinusReflectivity = 1.0 - SpecularStrength(data.specularColor.rgb); @@ -125,7 +126,9 @@ half4 frag (v2f i) : SV_Target uint numLightsProcessed = 0; float3 c = data.emission + ExecuteLightList(numLightsProcessed, pixCoord, vP, vPw, Vworld); - //c = OverlayHeatMap(numLightsProcessed, c); +#if ENABLE_DEBUG + c = OverlayHeatMap(pixCoord & 15, numLightsProcessed, c); +#endif return float4(c,1.0); } diff --git a/Assets/ScriptableRenderLoop/fptl/Internal-DeferredShading.shader.meta b/Assets/ScriptableRenderPipeline/fptl/Internal-DeferredShading.shader.meta similarity index 100% rename from Assets/ScriptableRenderLoop/fptl/Internal-DeferredShading.shader.meta rename to Assets/ScriptableRenderPipeline/fptl/Internal-DeferredShading.shader.meta diff --git a/Assets/ScriptableRenderPipeline/fptl/LightBoundsDebug.shader b/Assets/ScriptableRenderPipeline/fptl/LightBoundsDebug.shader new file mode 100644 index 00000000000..48be284a6c7 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/fptl/LightBoundsDebug.shader @@ -0,0 +1,63 @@ +// Final compositing pass, just does gamma conversion for now. + +Shader "Hidden/LightBoundsDebug" +{ + Properties { } + SubShader { + Pass { + ZTest Always + Cull Off + ZWrite Off + Blend SrcAlpha One + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 4.5 + + #include "UnityCG.cginc" + #include "LightDefinitions.cs.hlsl" + + StructuredBuffer g_data : register(t0); + + float4 vert(uint globalIndex : SV_VertexID) : SV_POSITION + { + uint lightIndex = globalIndex / 36; + uint localIndex = globalIndex - lightIndex * 36; + uint faceIndex = localIndex / 6; + uint vertexIndex = localIndex - faceIndex * 6; + int remapTrisToQuad[6] = { 0,1,2,2,3,0 }; // Remap tri indices to quad indices: 012345->012230 + vertexIndex = remapTrisToQuad[vertexIndex]; + + uint faces[6][4] = { + {0, 2, 6, 4}, //-x + {1, 5, 7, 3}, //+x + {0, 4, 5, 1}, //-y + {2, 3, 7, 6}, //+y + {0, 1, 3, 2}, //-z + {4, 6, 7, 5}, //+z + }; + + SFiniteLightBound lightData = g_data[lightIndex]; + uint coordIndex = faces[faceIndex][vertexIndex]; + float3 coord = float3((coordIndex & 1) ? 1.0f : -1.0f, (coordIndex & 2) ? 1.0f : -1.0f, (coordIndex & 4) ? 1.0f : -1.0f); + coord.xy *= (coordIndex >= 4) ? lightData.scaleXY : float2(1, 1); + + float3 viewPos = lightData.center + coord.x * lightData.boxAxisX.xyz + coord.y * lightData.boxAxisY.xyz + coord.z * -lightData.boxAxisZ.xyz; +#if USE_LEFTHAND_CAMERASPACE + // not completely sure why this is necessary since the old stuff pretends camera coordinate system is also left-hand. + // see: Camera::CalculateMatrixShaderProps() + viewPos.z = -viewPos.z; +#endif + return UnityViewToClipPos(viewPos); + } + + fixed4 frag() : SV_Target + { + return float4(1.0f, 0.5f, 0.3f, 0.1f); + } + ENDCG + } + } + Fallback Off +} diff --git a/Assets/ScriptableRenderPipeline/fptl/LightBoundsDebug.shader.meta b/Assets/ScriptableRenderPipeline/fptl/LightBoundsDebug.shader.meta new file mode 100644 index 00000000000..ff966ca2b2c --- /dev/null +++ b/Assets/ScriptableRenderPipeline/fptl/LightBoundsDebug.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 33f2a444e9120d34396d41e40795d712 +timeCreated: 1477309800 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/fptl/LightDefinitions.cs b/Assets/ScriptableRenderPipeline/fptl/LightDefinitions.cs similarity index 81% rename from Assets/ScriptableRenderLoop/fptl/LightDefinitions.cs rename to Assets/ScriptableRenderPipeline/fptl/LightDefinitions.cs index d7b03b5a492..31b9b6a2ccd 100644 --- a/Assets/ScriptableRenderLoop/fptl/LightDefinitions.cs +++ b/Assets/ScriptableRenderPipeline/fptl/LightDefinitions.cs @@ -1,5 +1,5 @@ using UnityEngine; -using UnityEngine.Experimental.ScriptableRenderLoop; +using UnityEngine.Experimental.Rendering; [GenerateHLSL] public struct SFiniteLightData @@ -66,8 +66,15 @@ public struct DirectionalLight public class LightDefinitions { public static int MAX_NR_LIGHTS_PER_CAMERA = 1024; + public static int MAX_NR_BIGTILE_LIGHTS_PLUSONE = 512; // may be overkill but the footprint is 2 bits per pixel using uint16. public static float VIEWPORT_SCALE_Z = 1.0f; + // must be either 16, 32 or 64. Could go higher in principle but big tiles in the pre-pass are already 64x64 + public static int TILE_SIZE_CLUSTERED = 32; + + // enable unity's original left-hand shader camera space (right-hand internally in unity). + public static int USE_LEFTHAND_CAMERASPACE = 0; + // flags public static int IS_CIRCULAR_SPOT_SHAPE = 1; public static int HAS_COOKIE_TEXTURE = 2; diff --git a/Assets/ScriptableRenderLoop/fptl/LightDefinitions.cs.hlsl b/Assets/ScriptableRenderPipeline/fptl/LightDefinitions.cs.hlsl similarity index 77% rename from Assets/ScriptableRenderLoop/fptl/LightDefinitions.cs.hlsl rename to Assets/ScriptableRenderPipeline/fptl/LightDefinitions.cs.hlsl index 45cfa5044c2..dcf51acab5d 100644 --- a/Assets/ScriptableRenderLoop/fptl/LightDefinitions.cs.hlsl +++ b/Assets/ScriptableRenderPipeline/fptl/LightDefinitions.cs.hlsl @@ -1,12 +1,17 @@ // -// This file was automatically generated from Assets/ScriptableRenderLoop/fptl/LightDefinitions.cs. Please don't edit by hand. +// This file was automatically generated from Assets/ScriptableRenderPipeline/fptl/LightDefinitions.cs. Please don't edit by hand. // +#ifndef LIGHTDEFINITIONS_CS_HLSL +#define LIGHTDEFINITIONS_CS_HLSL // // LightDefinitions: static fields // #define MAX_NR_LIGHTS_PER_CAMERA (1024) +#define MAX_NR_BIGTILE_LIGHTS_PLUSONE (512) #define VIEWPORT_SCALE_Z (1) +#define TILE_SIZE_CLUSTERED (32) +#define USE_LEFTHAND_CAMERASPACE (0) #define IS_CIRCULAR_SPOT_SHAPE (1) #define HAS_COOKIE_TEXTURE (2) #define IS_BOX_PROJECTED (4) @@ -24,52 +29,52 @@ // PackingRules = Exact struct SFiniteLightData { - float penumbra; - int flags; - uint lightType; - uint lightModel; - float3 lightPos; - float lightIntensity; - float3 lightAxisX; - float recipRange; - float3 lightAxisY; - float radiusSq; - float3 lightAxisZ; - float cotan; - float3 color; - int sliceIndex; - float3 boxInnerDist; - float decodeExp; - float3 boxInvRange; - uint shadowLightIndex; - float3 localCubeCapturePoint; - float probeBlendDistance; + float penumbra; + int flags; + uint lightType; + uint lightModel; + float3 lightPos; + float lightIntensity; + float3 lightAxisX; + float recipRange; + float3 lightAxisY; + float radiusSq; + float3 lightAxisZ; + float cotan; + float3 color; + int sliceIndex; + float3 boxInnerDist; + float decodeExp; + float3 boxInvRange; + uint shadowLightIndex; + float3 localCubeCapturePoint; + float probeBlendDistance; }; // Generated from SFiniteLightBound // PackingRules = Exact struct SFiniteLightBound { - float3 boxAxisX; - float3 boxAxisY; - float3 boxAxisZ; - float3 center; - float2 scaleXY; - float radius; + float3 boxAxisX; + float3 boxAxisY; + float3 boxAxisZ; + float3 center; + float2 scaleXY; + float radius; }; // Generated from DirectionalLight // PackingRules = Exact struct DirectionalLight { - float3 color; - float intensity; - float3 lightAxisX; - uint shadowLightIndex; - float3 lightAxisY; - float pad0; - float3 lightAxisZ; - float pad1; + float3 color; + float intensity; + float3 lightAxisX; + uint shadowLightIndex; + float3 lightAxisY; + float pad0; + float3 lightAxisZ; + float pad1; }; // @@ -221,3 +226,4 @@ float GetPad1(DirectionalLight value) } +#endif diff --git a/Assets/ScriptableRenderLoop/fptl/LightDefinitions.cs.hlsl.meta b/Assets/ScriptableRenderPipeline/fptl/LightDefinitions.cs.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/fptl/LightDefinitions.cs.hlsl.meta rename to Assets/ScriptableRenderPipeline/fptl/LightDefinitions.cs.hlsl.meta diff --git a/Assets/ScriptableRenderLoop/fptl/LightDefinitions.cs.meta b/Assets/ScriptableRenderPipeline/fptl/LightDefinitions.cs.meta similarity index 100% rename from Assets/ScriptableRenderLoop/fptl/LightDefinitions.cs.meta rename to Assets/ScriptableRenderPipeline/fptl/LightDefinitions.cs.meta diff --git a/Assets/ScriptableRenderPipeline/fptl/LightingConvexHullUtils.hlsl b/Assets/ScriptableRenderPipeline/fptl/LightingConvexHullUtils.hlsl new file mode 100644 index 00000000000..5d3dc25efc8 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/fptl/LightingConvexHullUtils.hlsl @@ -0,0 +1,131 @@ +#ifndef __LIGHTINGCONVEXHULLUTILS_H__ +#define __LIGHTINGCONVEXHULLUTILS_H__ + + +#include "..\common\ShaderBase.h" +#include "LightDefinitions.cs.hlsl" + + +float3 GetHullVertex(const float3 boxX, const float3 boxY, const float3 boxZ, const float3 center, const float2 scaleXY, const int p) +{ + const bool bIsTopVertex = (p&4)!=0; + float3 vScales = float3( ((p&1)!=0 ? 1.0f : (-1.0f))*(bIsTopVertex ? scaleXY.x : 1.0), ((p&2)!=0 ? 1.0f : (-1.0f))*(bIsTopVertex ? scaleXY.y : 1.0), (p&4)!=0 ? 1.0f : (-1.0f) ); + return (vScales.x*boxX + vScales.y*boxY + vScales.z*boxZ) + center; +} + +void GetHullEdge(out int idx0, out int idx_twin, out float3 vP0, out float3 vE0, const int e0, const float3 boxX, const float3 boxY, const float3 boxZ, const float3 center, const float2 scaleXY) +{ + int iAxis = e0>>2; + int iSwizzle = e0&0x3; + bool bIsSwizzleOneOrTwo = ((iSwizzle-1)&0x2)==0; + + const int i0 = iAxis==0 ? (2*iSwizzle+0) : ( iAxis==1 ? (iSwizzle+(iSwizzle&2)) : iSwizzle); + const int i1 = i0 + (1<>1, 2); + const float fS = (sideIndex & 1) != 0 ? 1 : (-1); + + float3 vA = fS*(iAbsSide == 0 ? boxX : (iAbsSide == 1 ? (-boxY) : boxZ)); + float3 vB = fS*(iAbsSide == 0 ? (-boxY) : (iAbsSide == 1 ? (-boxX) : (-boxY))); + float3 vC = iAbsSide == 0 ? boxZ : (iAbsSide == 1 ? boxZ : (-boxX)); + + bool bIsTopQuad = iAbsSide == 2 && (sideIndex & 1) != 0; // in this case all 4 verts get scaled. + bool bIsSideQuad = (iAbsSide == 0 || iAbsSide == 1); // if side quad only two verts get scaled (impacts q1 and q2) + + if (bIsTopQuad) { vB *= scaleXY.y; vC *= scaleXY.x; } + + float3 vA2 = vA; + float3 vB2 = vB; + + if (bIsSideQuad) { vA2 *= (iAbsSide == 0 ? scaleXY.x : scaleXY.y); vB2 *= (iAbsSide == 0 ? scaleXY.y : scaleXY.x); } + + // delivered counterclockwise in right hand space and clockwise in left hand space + p0 = center + (vA + vB - vC); // center + vA is center of face when scaleXY is 1.0 + p1 = center + (vA - vB - vC); + p2 = center + (vA2 - vB2 + vC); + p3 = center + (vA2 + vB2 + vC); +} + +void GetPlane(out float3 p0, out float3 vN, const float3 boxX, const float3 boxY, const float3 boxZ, const float3 center, const float2 scaleXY, const int sideIndex) +{ + //const int iAbsSide = (sideIndex == 0 || sideIndex == 1) ? 0 : ((sideIndex == 2 || sideIndex == 3) ? 1 : 2); + const int iAbsSide = min(sideIndex>>1, 2); + const float fS = (sideIndex & 1) != 0 ? 1 : (-1); + + float3 vA = fS*(iAbsSide == 0 ? boxX : (iAbsSide == 1 ? (-boxY) : boxZ)); + float3 vB = fS*(iAbsSide == 0 ? (-boxY) : (iAbsSide == 1 ? (-boxX) : (-boxY))); + float3 vC = iAbsSide == 0 ? boxZ : (iAbsSide == 1 ? boxZ : (-boxX)); + + bool bIsTopQuad = iAbsSide == 2 && (sideIndex & 1) != 0; // in this case all 4 verts get scaled. + bool bIsSideQuad = (iAbsSide == 0 || iAbsSide == 1); // if side quad only two verts get scaled (impacts q1 and q2) + + if (bIsTopQuad) { vB *= scaleXY.y; vC *= scaleXY.x; } + + float3 vA2 = vA; + float3 vB2 = vB; + + if (bIsSideQuad) { vA2 *= (iAbsSide == 0 ? scaleXY.x : scaleXY.y); vB2 *= (iAbsSide == 0 ? scaleXY.y : scaleXY.x); } + + p0 = center + (vA + vB - vC); // center + vA is center of face when scaleXY is 1.0 + float3 vNout = cross( vB2, 0.5*(vA-vA2) - vC ); + +#if USE_LEFTHAND_CAMERASPACE + vNout = -vNout; +#endif + + vN = vNout; +} + +float4 GetPlaneEq(const float3 boxX, const float3 boxY, const float3 boxZ, const float3 center, const float2 scaleXY, const int sideIndex) +{ + float3 p0, vN; + GetPlane(p0, vN, boxX, boxY, boxZ, center, scaleXY, sideIndex); + + return float4(vN, -dot(vN,p0)); +} + +bool DoesSphereOverlapTile(float3 dir, float halfTileSizeAtZDistOne, float3 sphCen, float sphRadiusIn) +{ + float3 V = dir; // ray direction down center of tile (does not need to be normalized). + +#if 1 + float3 maxZdir = float3(-sphCen.z*sphCen.x, -sphCen.z*sphCen.y, sphCen.x*sphCen.x + sphCen.y*sphCen.y); // cross(sphCen,cross(Zaxis,sphCen)) + float len = length(maxZdir); + float scalarProj = len>0.0001 ? (maxZdir.z/len) : len; // if len<=0.0001 then either |sphCen|0 && CdotV>0); // if ray hits bounding sphere +} + + + +#endif diff --git a/Assets/ScriptableRenderPipeline/fptl/LightingConvexHullUtils.hlsl.meta b/Assets/ScriptableRenderPipeline/fptl/LightingConvexHullUtils.hlsl.meta new file mode 100644 index 00000000000..cb11099782d --- /dev/null +++ b/Assets/ScriptableRenderPipeline/fptl/LightingConvexHullUtils.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 97c18f9b04997a34aa7a246dbc1b2fac +timeCreated: 1477394758 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/fptl/LightingTemplate.hlsl b/Assets/ScriptableRenderPipeline/fptl/LightingTemplate.hlsl similarity index 84% rename from Assets/ScriptableRenderLoop/fptl/LightingTemplate.hlsl rename to Assets/ScriptableRenderPipeline/fptl/LightingTemplate.hlsl index 232ccac16bd..4747cac85c0 100644 --- a/Assets/ScriptableRenderLoop/fptl/LightingTemplate.hlsl +++ b/Assets/ScriptableRenderPipeline/fptl/LightingTemplate.hlsl @@ -40,15 +40,19 @@ CBUFFER_END //UNITY_DECLARE_TEX2D(_LightTextureB0); sampler2D _LightTextureB0; UNITY_DECLARE_TEX2DARRAY(_spotCookieTextures); -UNITY_DECLARE_TEXCUBEARRAY(_pointCookieTextures); +UNITY_DECLARE_ABSTRACT_CUBE_ARRAY(_pointCookieTextures); StructuredBuffer g_dirLightData; -#define VALVE_DECLARE_SHADOWMAP( tex ) Texture2D tex; SamplerComparisonState sampler##tex -#define VALVE_SAMPLE_SHADOW( tex, coord ) tex.SampleCmpLevelZero( sampler##tex, (coord).xy, (coord).z ) +#define DECLARE_SHADOWMAP( tex ) Texture2D tex; SamplerComparisonState sampler##tex +#ifdef REVERSE_ZBUF + #define SAMPLE_SHADOW( tex, coord ) tex.SampleCmpLevelZero( sampler##tex, (coord).xy, (coord).z ) +#else + #define SAMPLE_SHADOW( tex, coord ) tex.SampleCmpLevelZero( sampler##tex, (coord).xy, 1.0-(coord).z ) +#endif -VALVE_DECLARE_SHADOWMAP(g_tShadowBuffer); +DECLARE_SHADOWMAP(g_tShadowBuffer); float ComputeShadow_PCF_3x3_Gaussian(float3 vPositionWs, float4x4 matWorldToShadow) { @@ -63,23 +67,23 @@ float ComputeShadow_PCF_3x3_Gaussian(float3 vPositionWs, float4x4 matWorldToShad float objDepth = saturate(257.0 / 256.0 - vPositionTextureSpace.z); float4 v20Taps; - v20Taps.x = VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms1.xy, objDepth)).x; // 1 1 - v20Taps.y = VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms1.zy, objDepth)).x; // -1 1 - v20Taps.z = VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms1.xw, objDepth)).x; // 1 -1 - v20Taps.w = VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms1.zw, objDepth)).x; // -1 -1 + v20Taps.x = SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms1.xy, objDepth)).x; // 1 1 + v20Taps.y = SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms1.zy, objDepth)).x; // -1 1 + v20Taps.z = SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms1.xw, objDepth)).x; // 1 -1 + v20Taps.w = SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms1.zw, objDepth)).x; // -1 -1 float flSum = dot(v20Taps.xyzw, float4(0.25, 0.25, 0.25, 0.25)); if ((flSum == 0.0) || (flSum == 1.0)) return flSum; flSum *= g_vShadow3x3PCFTerms0.x * 4.0; float4 v33Taps; - v33Taps.x = VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms2.xz, objDepth)).x; // 1 0 - v33Taps.y = VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms3.xz, objDepth)).x; // -1 0 - v33Taps.z = VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms3.zy, objDepth)).x; // 0 -1 - v33Taps.w = VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms2.zy, objDepth)).x; // 0 1 + v33Taps.x = SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms2.xz, objDepth)).x; // 1 0 + v33Taps.y = SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms3.xz, objDepth)).x; // -1 0 + v33Taps.z = SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms3.zy, objDepth)).x; // 0 -1 + v33Taps.w = SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms2.zy, objDepth)).x; // 0 1 flSum += dot(v33Taps.xyzw, g_vShadow3x3PCFTerms0.yyyy); - flSum += VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy, objDepth)).x * g_vShadow3x3PCFTerms0.z; + flSum += SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy, objDepth)).x * g_vShadow3x3PCFTerms0.z; return flSum; } @@ -172,9 +176,9 @@ float3 ExecuteLightList(uint start, uint numLights, float3 vP, float3 vPw, float } uint l=0; - // don't need the outer loop since the lights are sorted by volume type + // don't need the outer loop since the lights are sorted by volume type //while(l0) + if(numLights>0) { uint uIndex = l= 5 || pixCoord.y >= 9 || digit > 9) + return false; +#define PACK_BITS25(_x0,_x1,_x2,_x3,_x4,_x5,_x6,_x7,_x8,_x9,_x10,_x11,_x12,_x13,_x14,_x15,_x16,_x17,_x18,_x19,_x20,_x21,_x22,_x23,_x24) (_x0|(_x1<<1)|(_x2<<2)|(_x3<<3)|(_x4<<4)|(_x5<<5)|(_x6<<6)|(_x7<<7)|(_x8<<8)|(_x9<<9)|(_x10<<10)|(_x11<<11)|(_x12<<12)|(_x13<<13)|(_x14<<14)|(_x15<<15)|(_x16<<16)|(_x17<<17)|(_x18<<18)|(_x19<<19)|(_x20<<20)|(_x21<<21)|(_x22<<22)|(_x23<<23)|(_x24<<24)) +#define _ 0 +#define x 1 + uint fontData[9][2] = { + { PACK_BITS25(_,_,x,_,_, _,_,x,_,_, _,x,x,x,_, x,x,x,x,x, _,_,_,x,_), PACK_BITS25(x,x,x,x,x, _,x,x,x,_, x,x,x,x,x, _,x,x,x,_, _,x,x,x,_) }, + { PACK_BITS25(_,x,_,x,_, _,x,x,_,_, x,_,_,_,x, _,_,_,_,x, _,_,_,x,_), PACK_BITS25(x,_,_,_,_, x,_,_,_,x, _,_,_,_,x, x,_,_,_,x, x,_,_,_,x) }, + { PACK_BITS25(x,_,_,_,x, x,_,x,_,_, x,_,_,_,x, _,_,_,x,_, _,_,x,x,_), PACK_BITS25(x,_,_,_,_, x,_,_,_,_, _,_,_,x,_, x,_,_,_,x, x,_,_,_,x) }, + { PACK_BITS25(x,_,_,_,x, _,_,x,_,_, _,_,_,_,x, _,_,x,_,_, _,x,_,x,_), PACK_BITS25(x,_,x,x,_, x,_,_,_,_, _,_,_,x,_, x,_,_,_,x, x,_,_,_,x) }, + { PACK_BITS25(x,_,_,_,x, _,_,x,_,_, _,_,_,x,_, _,x,x,x,_, _,x,_,x,_), PACK_BITS25(x,x,_,_,x, x,x,x,x,_, _,_,x,_,_, _,x,x,x,_, _,x,x,x,x) }, + { PACK_BITS25(x,_,_,_,x, _,_,x,_,_, _,_,x,_,_, _,_,_,_,x, x,_,_,x,_), PACK_BITS25(_,_,_,_,x, x,_,_,_,x, _,_,x,_,_, x,_,_,_,x, _,_,_,_,x) }, + { PACK_BITS25(x,_,_,_,x, _,_,x,_,_, _,x,_,_,_, _,_,_,_,x, x,x,x,x,x), PACK_BITS25(_,_,_,_,x, x,_,_,_,x, _,x,_,_,_, x,_,_,_,x, _,_,_,_,x) }, + { PACK_BITS25(_,x,_,x,_, _,_,x,_,_, x,_,_,_,_, x,_,_,_,x, _,_,_,x,_), PACK_BITS25(x,_,_,_,x, x,_,_,_,x, _,x,_,_,_, x,_,_,_,x, x,_,_,_,x) }, + { PACK_BITS25(_,_,x,_,_, x,x,x,x,x, x,x,x,x,x, _,x,x,x,_, _,_,_,x,_), PACK_BITS25(_,x,x,x,_, _,x,x,x,_, _,x,_,_,_, _,x,x,x,_, _,x,x,x,_) } + }; +#undef _ +#undef x +#undef PACK_BITS25 + return (fontData[8 - pixCoord.y][digit >= 5] >> ((digit % 5) * 5 + pixCoord.x)) & 1; +} + +bool SampleDebugFontNumber(int2 coord, uint number) +{ + coord.y -= 4; + if (number <= 9) + { + return SampleDebugFont(coord - int2(6, 0), number); + + } + else + { + return (SampleDebugFont(coord, number / 10) | SampleDebugFont(coord - int2(6, 0), number % 10)); + } +} + + +float3 OverlayHeatMap(uint2 pixCoord, uint numLights, float3 c) +{ + ///////////////////////////////////////////////////////////////////// + // + const float4 kRadarColors[12] = + { + float4(0.0,0.0,0.0,0.0), // black + float4(0.0,0.0,0.6,0.5), // dark blue + float4(0.0,0.0,0.9,0.5), // blue + float4(0.0,0.6,0.9,0.5), // light blue + float4(0.0,0.9,0.9,0.5), // cyan + float4(0.0,0.9,0.6,0.5), // blueish green + float4(0.0,0.9,0.0,0.5), // green + float4(0.6,0.9,0.0,0.5), // yellowish green + float4(0.9,0.9,0.0,0.5), // yellow + float4(0.9,0.6,0.0,0.5), // orange + float4(0.9,0.0,0.0,0.5), // red + float4(1.0,0.0,0.0,0.9) // strong red + }; + + float maxNrLightsPerTile = 31; + + int nColorIndex = numLights == 0 ? 0 : (1 + (int)floor(10 * (log2((float)numLights) / log2(maxNrLightsPerTile)))); + nColorIndex = nColorIndex<0 ? 0 : nColorIndex; + float4 col = nColorIndex>11 ? float4(1.0, 1.0, 1.0, 1.0) : kRadarColors[nColorIndex]; + + int2 coord = pixCoord - int2(1, 1); + + float3 color = lerp(c, pow(col.xyz, 2.2), 0.3*col.w); + if(numLights > 0) + { + if (SampleDebugFontNumber(coord, numLights)) // Shadow + color = 0.0f; + if (SampleDebugFontNumber(coord + 1, numLights)) // Text + color = 1.0f; + } + return color; +} + + + +#endif diff --git a/Assets/ScriptableRenderLoop/fptl/LightingUtils.hlsl.meta b/Assets/ScriptableRenderPipeline/fptl/LightingUtils.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/fptl/LightingUtils.hlsl.meta rename to Assets/ScriptableRenderPipeline/fptl/LightingUtils.hlsl.meta diff --git a/Assets/ScriptableRenderLoop/fptl/ReflectionTemplate.hlsl b/Assets/ScriptableRenderPipeline/fptl/ReflectionTemplate.hlsl similarity index 81% rename from Assets/ScriptableRenderLoop/fptl/ReflectionTemplate.hlsl rename to Assets/ScriptableRenderPipeline/fptl/ReflectionTemplate.hlsl index 4050d1d051d..259ce3b9bca 100644 --- a/Assets/ScriptableRenderLoop/fptl/ReflectionTemplate.hlsl +++ b/Assets/ScriptableRenderPipeline/fptl/ReflectionTemplate.hlsl @@ -7,14 +7,14 @@ #include "UnityPBSLighting.cginc" -UNITY_DECLARE_TEXCUBEARRAY(_reflCubeTextures); +UNITY_DECLARE_ABSTRACT_CUBE_ARRAY(_reflCubeTextures); UNITY_DECLARE_TEXCUBE(_reflRootCubeTexture); //uniform int _reflRootSliceIndex; uniform float _reflRootHdrDecodeMult; uniform float _reflRootHdrDecodeExp; -half3 Unity_GlossyEnvironment (UNITY_ARGS_TEXCUBEARRAY(tex), int sliceIndex, half4 hdr, Unity_GlossyEnvironmentData glossIn); +half3 Unity_GlossyEnvironment (UNITY_ARGS_ABSTRACT_CUBE_ARRAY(tex), int sliceIndex, half4 hdr, Unity_GlossyEnvironmentData glossIn); half3 distanceFromAABB(half3 p, half3 aabbMin, half3 aabbMax) { @@ -36,26 +36,26 @@ float3 ExecuteReflectionList(uint start, uint numReflProbes, float3 vP, float3 v float3 ints = 0; - // root ibl begin - { - Unity_GlossyEnvironmentData g; - g.roughness = percRoughness; - g.reflUVW = worldNormalRefl; + // root ibl begin + { + Unity_GlossyEnvironmentData g; + g.roughness = percRoughness; + g.reflUVW = worldNormalRefl; - half3 env0 = Unity_GlossyEnvironment(UNITY_PASS_TEXCUBE(_reflRootCubeTexture), float4(_reflRootHdrDecodeMult, _reflRootHdrDecodeExp, 0.0, 0.0), g); - //half3 env0 = Unity_GlossyEnvironment(UNITY_PASS_TEXCUBEARRAY(_reflCubeTextures), _reflRootSliceIndex, float4(_reflRootHdrDecodeMult, _reflRootHdrDecodeExp, 0.0, 0.0), g); + half3 env0 = Unity_GlossyEnvironment(UNITY_PASS_TEXCUBE(_reflRootCubeTexture), float4(_reflRootHdrDecodeMult, _reflRootHdrDecodeExp, 0.0, 0.0), g); + //half3 env0 = Unity_GlossyEnvironment(UNITY_PASS_TEXCUBEARRAY(_reflCubeTextures), _reflRootSliceIndex, float4(_reflRootHdrDecodeMult, _reflRootHdrDecodeExp, 0.0, 0.0), g); - UnityIndirect ind; - ind.diffuse = 0; - ind.specular = env0;// * data.occlusion; - ints = EvalIndirectSpecular(light, ind); - } - // root ibl end + UnityIndirect ind; + ind.diffuse = 0; + ind.specular = env0;// * data.occlusion; + ints = EvalIndirectSpecular(light, ind); + } + // root ibl end uint l=0; - // don't need the outer loop since the probes are sorted by volume type (currently one type in fact) + // don't need the outer loop since the probes are sorted by volume type (currently one type in fact) //while(l0) + if(numReflProbes>0) { uint uIndex = l= 30) // TODO: remove pow, store cubemap mips differently @@ -154,7 +154,7 @@ half3 Unity_GlossyEnvironment (UNITY_ARGS_TEXCUBEARRAY(tex), int sliceIndex, hal half mip = perceptualRoughness * UNITY_SPECCUBE_LOD_STEPS; - half4 rgbm = UNITY_SAMPLE_TEXCUBEARRAY_LOD(tex, float4(glossIn.reflUVW.xyz, sliceIndex), mip); + half4 rgbm = UNITY_SAMPLE_ABSTRACT_CUBE_ARRAY_LOD(tex, float4(glossIn.reflUVW.xyz, sliceIndex), mip); return DecodeHDR(rgbm, hdr); } diff --git a/Assets/ScriptableRenderLoop/fptl/ReflectionTemplate.hlsl.meta b/Assets/ScriptableRenderPipeline/fptl/ReflectionTemplate.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/fptl/ReflectionTemplate.hlsl.meta rename to Assets/ScriptableRenderPipeline/fptl/ReflectionTemplate.hlsl.meta diff --git a/Assets/ScriptableRenderLoop/fptl/RegularForwardLightingTemplate.hlsl b/Assets/ScriptableRenderPipeline/fptl/RegularForwardLightingTemplate.hlsl similarity index 89% rename from Assets/ScriptableRenderLoop/fptl/RegularForwardLightingTemplate.hlsl rename to Assets/ScriptableRenderPipeline/fptl/RegularForwardLightingTemplate.hlsl index 9701fa2e5d1..8797087a062 100644 --- a/Assets/ScriptableRenderLoop/fptl/RegularForwardLightingTemplate.hlsl +++ b/Assets/ScriptableRenderPipeline/fptl/RegularForwardLightingTemplate.hlsl @@ -9,7 +9,7 @@ float3 ExecuteLightList(out uint numLightsProcessed, uint2 pixCoord, float3 vP, float3 vPw, float3 Vworld) { uint start = 0, numLights = 0; - GetCountAndStart(start, numLights, DIRECT_LIGHT); + GetCountAndStart(start, numLights, DIRECT_LIGHT); numLightsProcessed = numLights; // mainly for debugging/heat maps return ExecuteLightList(start, numLights, vP, vPw, Vworld); diff --git a/Assets/ScriptableRenderLoop/fptl/RegularForwardLightingTemplate.hlsl.meta b/Assets/ScriptableRenderPipeline/fptl/RegularForwardLightingTemplate.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/fptl/RegularForwardLightingTemplate.hlsl.meta rename to Assets/ScriptableRenderPipeline/fptl/RegularForwardLightingTemplate.hlsl.meta diff --git a/Assets/ScriptableRenderPipeline/fptl/RegularForwardLightingUtils.hlsl b/Assets/ScriptableRenderPipeline/fptl/RegularForwardLightingUtils.hlsl new file mode 100644 index 00000000000..ba5cd7d745c --- /dev/null +++ b/Assets/ScriptableRenderPipeline/fptl/RegularForwardLightingUtils.hlsl @@ -0,0 +1,25 @@ +#ifndef __REGULARFORWARDLIGHTINGUTILS_H__ +#define __REGULARFORWARDLIGHTINGUTILS_H__ + + +#include "LightingUtils.hlsl" + + +StructuredBuffer g_vLightData; +Buffer g_vLightListMeshInst; // build on CPU if in use. direct lights first, then reflection probes. + +uniform int g_numLights; +uniform int g_numReflectionProbes; + +void GetCountAndStart(out uint start, out uint nrLights, uint model) +{ + start = model==REFLECTION_LIGHT ? g_numLights : 0; // offset by numLights entries + nrLights = model==REFLECTION_LIGHT ? g_numReflectionProbes : g_numLights; +} + +uint FetchIndex(const uint start, const uint l) +{ + return g_vLightListMeshInst[start+l]; +} + +#endif diff --git a/Assets/ScriptableRenderLoop/fptl/RegularForwardLightingUtils.hlsl.meta b/Assets/ScriptableRenderPipeline/fptl/RegularForwardLightingUtils.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/fptl/RegularForwardLightingUtils.hlsl.meta rename to Assets/ScriptableRenderPipeline/fptl/RegularForwardLightingUtils.hlsl.meta diff --git a/Assets/ScriptableRenderLoop/fptl/RegularForwardReflectionTemplate.hlsl b/Assets/ScriptableRenderPipeline/fptl/RegularForwardReflectionTemplate.hlsl similarity index 89% rename from Assets/ScriptableRenderLoop/fptl/RegularForwardReflectionTemplate.hlsl rename to Assets/ScriptableRenderPipeline/fptl/RegularForwardReflectionTemplate.hlsl index b9593acec28..bdb2feb869b 100644 --- a/Assets/ScriptableRenderLoop/fptl/RegularForwardReflectionTemplate.hlsl +++ b/Assets/ScriptableRenderPipeline/fptl/RegularForwardReflectionTemplate.hlsl @@ -9,7 +9,7 @@ float3 ExecuteReflectionList(out uint numReflectionProbesProcessed, uint2 pixCoord, float3 vP, float3 vNw, float3 Vworld, float smoothness) { uint start = 0, numReflectionProbes = 0; - GetCountAndStart(start, numReflectionProbes, REFLECTION_LIGHT); + GetCountAndStart(start, numReflectionProbes, REFLECTION_LIGHT); numReflectionProbesProcessed = numReflectionProbes; // mainly for debugging/heat maps return ExecuteReflectionList(start, numReflectionProbes, vP, vNw, Vworld, smoothness); diff --git a/Assets/ScriptableRenderLoop/fptl/RegularForwardReflectionTemplate.hlsl.meta b/Assets/ScriptableRenderPipeline/fptl/RegularForwardReflectionTemplate.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/fptl/RegularForwardReflectionTemplate.hlsl.meta rename to Assets/ScriptableRenderPipeline/fptl/RegularForwardReflectionTemplate.hlsl.meta diff --git a/Assets/ScriptableRenderPipeline/fptl/SortingComputeUtils.hlsl b/Assets/ScriptableRenderPipeline/fptl/SortingComputeUtils.hlsl new file mode 100644 index 00000000000..1c6b2ab390b --- /dev/null +++ b/Assets/ScriptableRenderPipeline/fptl/SortingComputeUtils.hlsl @@ -0,0 +1,117 @@ +#ifndef __SORTINGCOMPUTEUTILS_H__ +#define __SORTINGCOMPUTEUTILS_H__ + +unsigned int LimitPow2AndClamp(unsigned int value_in, unsigned int maxValue) +{ +#if 0 + unsigned int value = 1; + + while(value>1; j>0; j=j>>1) \ + { \ + for(int i=localThreadID; ii) \ + { \ + const unsigned int Avalue = data[i]; \ + const unsigned int Bvalue = data[ixj]; \ + \ + const bool mustSwap = ((i&k)!=0^(Avalue>Bvalue)) && Avalue!=Bvalue; \ + if(mustSwap) \ + { \ + data[i]=Bvalue; \ + data[ixj]=Avalue; \ + } \ + } \ + } \ + \ + GroupMemoryBarrierWithGroupSync(); \ + } \ + } \ +} + +// have to make this sort routine a macro unfortunately because hlsl doesn't take +// groupshared memory of unspecified length as an input parameter to a function. +// merge-sort is not in-place so two buffers are required: data and tmpdata. +// These must both have a capacity of at least length_in entries and initial +// input is assumed to be in data and results will be delivered in data. +#define MERGESORTLIST(data, tmpdata, length_in, localThreadID_in, nrthreads_in) \ +{ \ + int length=(int) length_in, localThreadID=(int) localThreadID_in, nrthreads=(int) nrthreads_in; \ + \ + for(int curr_size=1; curr_size<=length-1; curr_size = 2*curr_size) \ + { \ + for(int left_start=localThreadID*(2*curr_size); left_start<(length-1); left_start+=nrthreads*(2*curr_size)) \ + { \ + int mid = left_start + curr_size - 1; \ + int right_end = min(left_start + 2*curr_size - 1, length-1); \ + { \ + int l=left_start, m=mid, r=right_end; \ + \ + int i, j, k; \ + \ + int ol = l; \ + int or = m+1; \ + int sl = m - l + 1; \ + int sr = r - m; \ + \ + for(int i=l; i<=r; i++) tmpdata[i] = data[i]; \ + \ + i = 0; j = 0; k = l; \ + while (i < sl && j < sr) \ + { \ + const uint lVal = tmpdata[ol+i]; \ + const uint rVal = tmpdata[or+j]; \ + bool pickLeft = lVal <= rVal; \ + i = pickLeft ? (i+1) : i; \ + j = pickLeft ? j : (j+1); \ + data[k] = pickLeft ? lVal : rVal; \ + k++; \ + } \ + \ + while (i < sl) \ + { \ + data[k] = tmpdata[ol+i]; \ + i++; k++; \ + } \ + \ + while (j < sr) \ + { \ + data[k] = tmpdata[or+j]; \ + j++; k++; \ + } \ + } \ + } \ + \ + GroupMemoryBarrierWithGroupSync(); \ + } \ +} + + + +#endif diff --git a/Assets/ScriptableRenderPipeline/fptl/SortingComputeUtils.hlsl.meta b/Assets/ScriptableRenderPipeline/fptl/SortingComputeUtils.hlsl.meta new file mode 100644 index 00000000000..e926e1d9aad --- /dev/null +++ b/Assets/ScriptableRenderPipeline/fptl/SortingComputeUtils.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 5c0b30845c471c449967253c8cdf5bc2 +timeCreated: 1477583748 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderLoop/fptl/StandardTest.shader b/Assets/ScriptableRenderPipeline/fptl/StandardTest.shader similarity index 95% rename from Assets/ScriptableRenderLoop/fptl/StandardTest.shader rename to Assets/ScriptableRenderPipeline/fptl/StandardTest.shader index 9b9656c3538..df557d5df6e 100644 --- a/Assets/ScriptableRenderLoop/fptl/StandardTest.shader +++ b/Assets/ScriptableRenderPipeline/fptl/StandardTest.shader @@ -66,7 +66,7 @@ Shader "Experim/StdShader" ZWrite [_ZWrite] CGPROGRAM - #pragma target 5.0 + #pragma target 4.5 // ------------------------------------- @@ -84,6 +84,7 @@ Shader "Experim/StdShader" #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON #pragma multi_compile_fog + #pragma multi_compile TILED_FORWARD REGULAR_FORWARD #pragma vertex vertForward #pragma fragment fragForward @@ -94,7 +95,7 @@ Shader "Experim/StdShader" ENDCG } - // ------------------------------------------------------------------ + // ------------------------------------------------------------------ // Depth Only Pass { @@ -103,10 +104,10 @@ Shader "Experim/StdShader" Blend [_SrcBlend] [_DstBlend] //ZWrite [_ZWrite] - ZWrite On ZTest LEqual + ZWrite On ZTest LEqual CGPROGRAM - #pragma target 5.0 + #pragma target 4.5 // TODO: figure out what's needed here wrt. alpha test etc. @@ -124,7 +125,6 @@ Shader "Experim/StdShader" #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON #pragma multi_compile_fog - #pragma multi_compile TILED_FORWARD REGULAR_FORWARD #pragma vertex vertForward #pragma fragment fragNoLight @@ -145,7 +145,7 @@ Shader "Experim/StdShader" ZWrite On ZTest LEqual CGPROGRAM - #pragma target 5.0 + #pragma target 4.5 // ------------------------------------- diff --git a/Assets/ScriptableRenderLoop/fptl/StandardTest.shader.meta b/Assets/ScriptableRenderPipeline/fptl/StandardTest.shader.meta similarity index 100% rename from Assets/ScriptableRenderLoop/fptl/StandardTest.shader.meta rename to Assets/ScriptableRenderPipeline/fptl/StandardTest.shader.meta diff --git a/Assets/ScriptableRenderPipeline/fptl/TiledLightingTemplate.hlsl b/Assets/ScriptableRenderPipeline/fptl/TiledLightingTemplate.hlsl new file mode 100644 index 00000000000..cb7d8d6659a --- /dev/null +++ b/Assets/ScriptableRenderPipeline/fptl/TiledLightingTemplate.hlsl @@ -0,0 +1,19 @@ +#ifndef __TILEDLIGHTINGTEMPLATE_H__ +#define __TILEDLIGHTINGTEMPLATE_H__ + + +#include "TiledLightingUtils.hlsl" +#include "LightingTemplate.hlsl" + + + +float3 ExecuteLightList(out uint numLightsProcessed, uint2 pixCoord, float3 vP, float3 vPw, float3 Vworld) +{ + uint start = 0, numLights = 0; + GetCountAndStart(start, numLights, pixCoord, vP.z, DIRECT_LIGHT); + + numLightsProcessed = numLights; // mainly for debugging/heat maps + return ExecuteLightList(start, numLights, vP, vPw, Vworld); +} + +#endif diff --git a/Assets/ScriptableRenderLoop/fptl/TiledLightingTemplate.hlsl.meta b/Assets/ScriptableRenderPipeline/fptl/TiledLightingTemplate.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/fptl/TiledLightingTemplate.hlsl.meta rename to Assets/ScriptableRenderPipeline/fptl/TiledLightingTemplate.hlsl.meta diff --git a/Assets/ScriptableRenderPipeline/fptl/TiledLightingUtils.hlsl b/Assets/ScriptableRenderPipeline/fptl/TiledLightingUtils.hlsl new file mode 100644 index 00000000000..9aede56d419 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/fptl/TiledLightingUtils.hlsl @@ -0,0 +1,101 @@ +#ifndef __TILEDLIGHTINGUTILS_H__ +#define __TILEDLIGHTINGUTILS_H__ + + +#include "LightingUtils.hlsl" + +// these uniforms are only needed for when OPAQUES_ONLY is NOT defined +// but there's a problem with our front-end compilation of compute shaders with multiple kernels causing it to error +//#ifndef OPAQUES_ONLY +uniform float g_fClustScale; +uniform float g_fClustBase; +uniform float g_fNearPlane; +uniform float g_fFarPlane; +uniform int g_iLog2NumClusters; // We need to always define these to keep constant buffer layouts compatible + +uniform uint g_isLogBaseBufferEnabled; +uniform uint g_isOpaquesOnlyEnabled; +//#endif + + +StructuredBuffer g_vLightData; +StructuredBuffer g_vLightListGlobal; // don't support Buffer yet in unity + + +void GetCountAndStartOpaque(out uint uStart, out uint uNrLights, uint2 pixCoord, float linDepth, uint model) +{ + uint tileSize = 16; + uint nrTilesX = ((uint) (g_widthRT+(tileSize-1)))/tileSize; uint nrTilesY = ((uint) (g_heightRT+(tileSize-1)))/tileSize; + uint2 tileIDX = pixCoord / tileSize; + const int tileOffs = (tileIDX.y+model*nrTilesY)*nrTilesX+tileIDX.x; + + uNrLights = g_vLightListGlobal[ 16*tileOffs + 0]&0xffff; + uStart = tileOffs; +} + +#ifdef OPAQUES_ONLY + +void GetCountAndStart(out uint uStart, out uint uNrLights, uint2 pixCoord, float linDepth, uint model) +{ + GetCountAndStartOpaque(uStart, uNrLights, pixCoord, linDepth, model); +} + +uint FetchIndex(const uint tileOffs, const uint l) +{ + const uint l1 = l+1; + return (g_vLightListGlobal[ 16*tileOffs + (l1>>1)]>>((l1&1)*16))&0xffff; +} + +#else + +#include "ClusteredUtils.h" + +StructuredBuffer g_vLayeredOffsetsBuffer; // don't support Buffer yet in unity +StructuredBuffer g_logBaseBuffer; // don't support Buffer yet in unity + + +void GetCountAndStart(out uint uStart, out uint uNrLights, uint2 pixCoord, float linDepth, uint model) +{ + if(g_isOpaquesOnlyEnabled) + { + GetCountAndStartOpaque(uStart, uNrLights, pixCoord, linDepth, model); + } + else + { + uint nrTilesX = ((uint) (g_widthRT+(TILE_SIZE_CLUSTERED-1))) / ((uint) TILE_SIZE_CLUSTERED); + uint nrTilesY = ((uint) (g_heightRT+(TILE_SIZE_CLUSTERED-1))) / ((uint) TILE_SIZE_CLUSTERED); + uint2 tileIDX = pixCoord / ((uint) TILE_SIZE_CLUSTERED); + + float logBase = g_fClustBase; + if(g_isLogBaseBufferEnabled) + logBase = g_logBaseBuffer[tileIDX.y*nrTilesX + tileIDX.x]; + + int clustIdx = SnapToClusterIdxFlex(linDepth, logBase, g_isLogBaseBufferEnabled!=0); + + int nrClusters = (1<>27)&31; + } +} + +uint FetchIndex(const uint tileOffs, const uint l) +{ + uint offs = tileOffs+l; + const uint l1 = l+1; + + if(g_isOpaquesOnlyEnabled) + offs = 16*tileOffs + (l1>>1); + + // Avoid generated HLSL bytecode to always access g_vLightListGlobal with + // two different offsets, fixes out of bounds issue + uint value = g_vLightListGlobal[offs]; + return (g_isOpaquesOnlyEnabled ? ((value >>((l1&1)*16))&0xffff) : value); +} + +#endif + + + +#endif diff --git a/Assets/ScriptableRenderLoop/fptl/TiledLightingUtils.hlsl.meta b/Assets/ScriptableRenderPipeline/fptl/TiledLightingUtils.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/fptl/TiledLightingUtils.hlsl.meta rename to Assets/ScriptableRenderPipeline/fptl/TiledLightingUtils.hlsl.meta diff --git a/Assets/ScriptableRenderPipeline/fptl/TiledReflectionTemplate.hlsl b/Assets/ScriptableRenderPipeline/fptl/TiledReflectionTemplate.hlsl new file mode 100644 index 00000000000..7f320969364 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/fptl/TiledReflectionTemplate.hlsl @@ -0,0 +1,20 @@ +#ifndef __TILEDREFLECTIONTEMPLATE_H__ +#define __TILEDREFLECTIONTEMPLATE_H__ + + +#include "TiledLightingUtils.hlsl" +#include "ReflectionTemplate.hlsl" + + + +float3 ExecuteReflectionList(out uint numReflectionProbesProcessed, uint2 pixCoord, float3 vP, float3 vNw, float3 Vworld, float smoothness) +{ + uint start = 0, numReflectionProbes = 0; + GetCountAndStart(start, numReflectionProbes, pixCoord, vP.z, REFLECTION_LIGHT); + + numReflectionProbesProcessed = numReflectionProbes; // mainly for debugging/heat maps + return ExecuteReflectionList(start, numReflectionProbes, vP, vNw, Vworld, smoothness); +} + + +#endif diff --git a/Assets/ScriptableRenderLoop/fptl/TiledReflectionTemplate.hlsl.meta b/Assets/ScriptableRenderPipeline/fptl/TiledReflectionTemplate.hlsl.meta similarity index 100% rename from Assets/ScriptableRenderLoop/fptl/TiledReflectionTemplate.hlsl.meta rename to Assets/ScriptableRenderPipeline/fptl/TiledReflectionTemplate.hlsl.meta diff --git a/Assets/ScriptableRenderLoop/fptl/UnityStandardForwardNew.cginc b/Assets/ScriptableRenderPipeline/fptl/UnityStandardForwardNew.cginc similarity index 94% rename from Assets/ScriptableRenderLoop/fptl/UnityStandardForwardNew.cginc rename to Assets/ScriptableRenderPipeline/fptl/UnityStandardForwardNew.cginc index 8946675a0b9..6907f5b0cee 100644 --- a/Assets/ScriptableRenderLoop/fptl/UnityStandardForwardNew.cginc +++ b/Assets/ScriptableRenderPipeline/fptl/UnityStandardForwardNew.cginc @@ -78,7 +78,7 @@ half4 fragNoLight(VertexOutputForwardNew i) : SV_Target #endif gdata = FragmentSetup(i.tex, -Vworld, vDirForParallax, i.tangentToWorldAndParallax, vPw); // eyeVec = -Vworld - return OutputForward (float4(0.0,0.0,0.0,1.0), gdata.alpha); // figure out some alpha test stuff + return OutputForward (float4(0.0,0.0,0.0,1.0), gdata.alpha); // figure out some alpha test stuff } @@ -129,22 +129,22 @@ half4 fragForward(VertexOutputForwardNew i) : SV_Target uint2 pixCoord = ((uint2) i.pos.xy); float atten = 1.0; - occlusion = Occlusion(i.tex.xy); + occlusion = Occlusion(i.tex.xy); UnityGI gi = FragmentGI (gdata, occlusion, i.ambientOrLightmapUV, atten, DummyLight(), false); - + uint numLightsProcessed = 0, numReflectionsProcessed = 0; float3 res = 0; - // direct light contributions + // direct light contributions res += ExecuteLightList(numLightsProcessed, pixCoord, vP, vPw, Vworld); - // specular GI + // specular GI res += ExecuteReflectionList(numReflectionsProcessed, pixCoord, vP, gdata.normalWorld, Vworld, gdata.smoothness); // diffuse GI - res += UNITY_BRDF_PBS (gdata.diffColor, gdata.specColor, gdata.oneMinusReflectivity, gdata.smoothness, gdata.normalWorld, -gdata.eyeVec, gi.light, gi.indirect).xyz; + res += UNITY_BRDF_PBS (gdata.diffColor, gdata.specColor, gdata.oneMinusReflectivity, gdata.smoothness, gdata.normalWorld, -gdata.eyeVec, gi.light, gi.indirect).xyz; res += UNITY_BRDF_GI (gdata.diffColor, gdata.specColor, gdata.oneMinusReflectivity, gdata.smoothness, gdata.normalWorld, -gdata.eyeVec, occlusion, gi); - + //res = OverlayHeatMap(numLightsProcessed, res); //UNITY_APPLY_FOG(i.fogCoord, res); diff --git a/Assets/ScriptableRenderLoop/fptl/UnityStandardForwardNew.cginc.meta b/Assets/ScriptableRenderPipeline/fptl/UnityStandardForwardNew.cginc.meta similarity index 100% rename from Assets/ScriptableRenderLoop/fptl/UnityStandardForwardNew.cginc.meta rename to Assets/ScriptableRenderPipeline/fptl/UnityStandardForwardNew.cginc.meta diff --git a/Assets/ScriptableRenderPipeline/fptl/lightlistbuild-bigtile.compute b/Assets/ScriptableRenderPipeline/fptl/lightlistbuild-bigtile.compute new file mode 100644 index 00000000000..6dc44eceb23 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/fptl/lightlistbuild-bigtile.compute @@ -0,0 +1,271 @@ +#pragma kernel BigTileLightListGen + +#include "..\common\ShaderBase.h" +#include "LightDefinitions.cs.hlsl" + +#include "LightingConvexHullUtils.hlsl" +#include "SortingComputeUtils.hlsl" + +#define EXACT_EDGE_TESTS +#define PERFORM_SPHERICAL_INTERSECTION_TESTS + +#define MAX_NR_BIGTILE_LIGHTS (MAX_NR_BIGTILE_LIGHTS_PLUSONE-1) + + +uniform int g_iNrVisibLights; +uniform uint2 g_viDimensions; +uniform float4x4 g_mInvScrProjection; +uniform float4x4 g_mScrProjection; +uniform float g_fNearPlane; +uniform float g_fFarPlane; + +StructuredBuffer g_vBoundsBuffer : register( t1 ); +StructuredBuffer g_vLightData : register( t2 ); +StructuredBuffer g_data : register( t3 ); + + +#define NR_THREADS 64 + +// output buffer +RWStructuredBuffer g_vLightList : register( u0 ); // don't support RWBuffer yet in unity + + +// 2kB (room for roughly 30 wavefronts) +groupshared unsigned int lightsListLDS[MAX_NR_BIGTILE_LIGHTS_PLUSONE]; +groupshared uint lightOffs; + + +float GetLinearDepth(float zDptBufSpace) // 0 is near 1 is far +{ + float3 vP = float3(0.0f,0.0f,zDptBufSpace); + float4 v4Pres = mul(g_mInvScrProjection, float4(vP,1.0)); + return v4Pres.z / v4Pres.w; +} + + +float3 GetViewPosFromLinDepth(float2 v2ScrPos, float fLinDepth) +{ + float fSx = g_mScrProjection[0].x; + float fCx = g_mScrProjection[0].z; + float fSy = g_mScrProjection[1].y; + float fCy = g_mScrProjection[1].z; + +#if USE_LEFTHAND_CAMERASPACE + return fLinDepth*float3( ((v2ScrPos.x-fCx)/fSx), ((v2ScrPos.y-fCy)/fSy), 1.0 ); +#else + return fLinDepth*float3( -((v2ScrPos.x+fCx)/fSx), -((v2ScrPos.y+fCy)/fSy), 1.0 ); +#endif +} + +float GetOnePixDiagWorldDistAtDepthOne() +{ + float fSx = g_mScrProjection[0].x; + float fSy = g_mScrProjection[1].y; + + return length( float2(1.0/fSx,1.0/fSy) ); +} + + +#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS +void SphericalIntersectionTests(uint threadID, int iNrCoarseLights, float2 screenCoordinate); +#endif + +#ifdef EXACT_EDGE_TESTS +void CullByExactEdgeTests(uint threadID, int iNrCoarseLights, uint2 viTilLL, uint2 viTilUR); +#endif + + + + +[numthreads(NR_THREADS, 1, 1)] +void BigTileLightListGen(uint threadID : SV_GroupIndex, uint3 u3GroupID : SV_GroupID) +{ + uint2 tileIDX = u3GroupID.xy; + uint t=threadID; + + uint iWidth = g_viDimensions.x; + uint iHeight = g_viDimensions.y; + uint nrBigTilesX = (iWidth+63)/64; + uint nrBigTilesY = (iHeight+63)/64; + + if(t==0) lightOffs = 0; + +#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) + GroupMemoryBarrierWithGroupSync(); +#endif + + + uint2 viTilLL = 64*tileIDX; + uint2 viTilUR = min( viTilLL+uint2(64,64), uint2(iWidth, iHeight) ); // not width and height minus 1 since viTilUR represents the end of the tile corner. + + float2 vTileLL = float2(viTilLL.x/(float) iWidth, viTilLL.y/(float) iHeight); + float2 vTileUR = float2(viTilUR.x/(float) iWidth, viTilUR.y/(float) iHeight); + + // build coarse list using AABB + for(int l=(int) t; l<(int) g_iNrVisibLights; l += NR_THREADS) + { + const float2 vMi = g_vBoundsBuffer[l].xy; + const float2 vMa = g_vBoundsBuffer[l+g_iNrVisibLights].xy; + + if( all(vMa>vTileLL) && all(vMi>2; // section 0 is side edges, section 1 is near edges and section 2 is far edges + int iSwizzle = e0&0x3; + + int i=iSwizzle + (2*(iSection&0x2)); // offset by 4 at section 2 + vP0 = GetTileVertex(uint2(viTilLL.x, viTilUR.y), uint2(viTilUR.x, viTilLL.y), i, fTileFarPlane); + vE0 = iSection == 0 ? vP0 : (((iSwizzle & 0x2) == 0 ? 1.0f : (-1.0f)) * ((int)(iSwizzle & 0x1) == (iSwizzle >> 1) ? float3(1, 0, 0) : float3(0, 1, 0))); +} + +void CullByExactEdgeTests(uint threadID, int iNrCoarseLights, uint2 viTilLL, uint2 viTilUR) +{ + const bool bOnlyNeedFrustumSideEdges = true; + const int nrFrustEdges = bOnlyNeedFrustumSideEdges ? 4 : 8; // max 8 since we never need to test 4 far edges of frustum since they are identical vectors to near edges and plane is placed at vP0 on light hull. + + const int totNrEdgePairs = 12*nrFrustEdges; + for(int l=0; l0) ++positive; else if(fSignDist<0) ++negative; + } + int resh = (positive>0 && negative>0) ? 0 : (positive>0 ? 1 : (negative>0 ? (-1) : 0)); + + positive=0; negative=0; + for(int j=0; j<8; j++) + { + float3 vPf = GetTileVertex(viTilLL, viTilUR, j, g_fFarPlane); + float fSignDist = dot(vN, vPf-vP0); + if(fSignDist>0) ++positive; else if(fSignDist<0) ++negative; + } + int resf = (positive>0 && negative>0) ? 0 : (positive>0 ? 1 : (negative>0 ? (-1) : 0)); + + bool bFoundSepPlane = (resh*resf)<0; + if(bFoundSepPlane) lightsListLDS[l]=0xffffffff; + } + } + } +#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) + GroupMemoryBarrierWithGroupSync(); +#endif +} +#endif diff --git a/Assets/ScriptableRenderPipeline/fptl/lightlistbuild-bigtile.compute.meta b/Assets/ScriptableRenderPipeline/fptl/lightlistbuild-bigtile.compute.meta new file mode 100644 index 00000000000..bead5364056 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/fptl/lightlistbuild-bigtile.compute.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: b5507a2ffdae8a84f94211c10d428920 +timeCreated: 1477394781 +licenseType: Pro +ComputeShaderImporter: + currentAPIMask: 4 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableRenderPipeline/fptl/lightlistbuild-clustered.compute b/Assets/ScriptableRenderPipeline/fptl/lightlistbuild-clustered.compute new file mode 100644 index 00000000000..34d9a173930 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/fptl/lightlistbuild-clustered.compute @@ -0,0 +1,559 @@ +#pragma kernel TileLightListGen_NoDepthRT LIGHTLISTGEN=TileLightListGen_NoDepthRT +#pragma kernel TileLightListGen_DepthRT LIGHTLISTGEN=TileLightListGen_DepthRT ENABLE_DEPTH_TEXTURE_BACKPLANE +#pragma kernel TileLightListGen_DepthRT_MSAA LIGHTLISTGEN=TileLightListGen_DepthRT_MSAA ENABLE_DEPTH_TEXTURE_BACKPLANE MSAA_ENABLED +#pragma kernel TileLightListGen_NoDepthRT_SrcBigTile LIGHTLISTGEN=TileLightListGen_NoDepthRT_SrcBigTile USE_TWO_PASS_TILED_LIGHTING +#pragma kernel TileLightListGen_DepthRT_SrcBigTile LIGHTLISTGEN=TileLightListGen_DepthRT_SrcBigTile ENABLE_DEPTH_TEXTURE_BACKPLANE USE_TWO_PASS_TILED_LIGHTING +#pragma kernel TileLightListGen_DepthRT_MSAA_SrcBigTile LIGHTLISTGEN=TileLightListGen_DepthRT_MSAA_SrcBigTile ENABLE_DEPTH_TEXTURE_BACKPLANE MSAA_ENABLED USE_TWO_PASS_TILED_LIGHTING +#pragma kernel ClearAtomic + +#include "..\common\ShaderBase.h" +#include "LightDefinitions.cs.hlsl" +#include "LightingConvexHullUtils.hlsl" + +#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) +#include "SortingComputeUtils.hlsl" +#endif + +//#define EXACT_EDGE_TESTS +#define PERFORM_SPHERICAL_INTERSECTION_TESTS +#define CONV_HULL_TEST_ENABLED + +uniform int g_iNrVisibLights; +uniform float4x4 g_mInvScrProjection; +uniform float4x4 g_mScrProjection; + +uniform float g_fClustScale; +uniform float g_fClustBase; +uniform float g_fNearPlane; +uniform float g_fFarPlane; +uniform int g_iLog2NumClusters; // numClusters = (1< g_depth_tex : register( t0 ); +#else +Texture2D g_depth_tex : register( t0 ); +#endif +StructuredBuffer g_vBoundsBuffer : register( t1 ); +StructuredBuffer g_vLightData : register( t2 ); +StructuredBuffer g_data : register( t3 ); + +#ifdef USE_TWO_PASS_TILED_LIGHTING +StructuredBuffer g_vBigTileLightList : register( t4 ); // don't support Buffer yet in unity +#endif + + +#define NR_THREADS 64 + +// output buffer +RWStructuredBuffer g_vLayeredLightList : register( u0 ); // don't support RWBuffer yet in unity +RWStructuredBuffer g_LayeredOffset : register( u1 ); // don't support RWBuffer yet in unity +RWStructuredBuffer g_LayeredSingleIdxBuffer : register( u2 ); // don't support RWBuffer yet in unity + +#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE +RWStructuredBuffer g_logBaseBuffer : register( u3 ); // don't support RWBuffer yet in unity +#endif + + +#define MAX_NR_COARSE_ENTRIES 128 + +groupshared unsigned int coarseList[MAX_NR_COARSE_ENTRIES]; +groupshared unsigned int clusterIdxs[MAX_NR_COARSE_ENTRIES/2]; +groupshared float4 lightPlanes[4*6]; + +groupshared uint lightOffs; + +#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE +groupshared uint ldsZMax; +#endif + +#ifdef EXACT_EDGE_TESTS +groupshared uint ldsIsLightInvisible; +groupshared uint lightOffs2; +#endif + +#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS +groupshared uint lightOffsSph; +#endif + + +float GetLinearDepth(float zDptBufSpace) // 0 is near 1 is far +{ + float3 vP = float3(0.0f,0.0f,zDptBufSpace); + float4 v4Pres = mul(g_mInvScrProjection, float4(vP,1.0)); + return v4Pres.z / v4Pres.w; +} + + +float3 GetViewPosFromLinDepth(float2 v2ScrPos, float fLinDepth) +{ + float fSx = g_mScrProjection[0].x; + float fCx = g_mScrProjection[0].z; + float fSy = g_mScrProjection[1].y; + float fCy = g_mScrProjection[1].z; + +#if USE_LEFTHAND_CAMERASPACE + return fLinDepth*float3( ((v2ScrPos.x-fCx)/fSx), ((v2ScrPos.y-fCy)/fSy), 1.0 ); +#else + return fLinDepth*float3( -((v2ScrPos.x+fCx)/fSx), -((v2ScrPos.y+fCy)/fSy), 1.0 ); +#endif +} + +float GetOnePixDiagWorldDistAtDepthOne() +{ + float fSx = g_mScrProjection[0].x; + float fSy = g_mScrProjection[1].y; + + return length( float2(1.0/fSx,1.0/fSy) ); +} + +#ifdef EXACT_EDGE_TESTS +int CullByExactEdgeTests(uint threadID, int iNrCoarseLights, uint2 viTilLL, uint2 viTilUR, float fTileFarPlane); +#endif +#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS +int SphericalIntersectionTests(uint threadID, int iNrCoarseLights, float2 screenCoordinate); +#endif + + +// returns 1 for intersection and 0 for none + +float4 FetchPlane(int l, int p); + + +bool CheckIntersection(int l, int k, uint2 viTilLL, uint2 viTilUR, float suggestedBase) +{ + unsigned int val = (clusterIdxs[l>>1]>>(16*(l&1)))&0xffff; + bool bIsHit = ((val>>0)&0xff)<=((uint) k) && ((uint) k)<=((val>>8)&0xff); + if(bIsHit) + { +#ifdef CONV_HULL_TEST_ENABLED + float depthAtNearZ = ClusterIdxToZ(k, suggestedBase); + float depthAtFarZ = ClusterIdxToZ(k+1, suggestedBase); + + for(int p=0; p<6; p++) + { + float4 plane = lightPlanes[6*(l&3)+p]; + + bool bAllInvisib = true; + + for(int i=0; i<8; i++) + { + float x = (i&1)==0 ? viTilLL.x : viTilUR.x; + float y = (i&2)==0 ? viTilLL.y : viTilUR.y; + float z = (i&4)==0 ? depthAtNearZ : depthAtFarZ; + float3 vP = GetViewPosFromLinDepth( float2(x, y), z); + + bAllInvisib = bAllInvisib && dot(plane, float4(vP,1.0))>0; + } + + if(bAllInvisib) bIsHit = false; + } +#endif + } + + return bIsHit; +} + +bool CheckIntersectionBasic(int l, int k) +{ + unsigned int val = (clusterIdxs[l>>1]>>(16*(l&1)))&0xffff; + return ((val>>0)&0xff)<=((uint) k) && ((uint) k)<=((val>>8)&0xff); +} + + +[numthreads(NR_THREADS, 1, 1)] +void LIGHTLISTGEN(uint threadID : SV_GroupIndex, uint3 u3GroupID : SV_GroupID) +{ + uint2 tileIDX = u3GroupID.xy; + uint t=threadID; + + uint iWidth; + uint iHeight; +#ifdef MSAA_ENABLED + uint iNumSamplesMSAA; + g_depth_tex.GetDimensions(iWidth, iHeight, iNumSamplesMSAA); +#else + g_depth_tex.GetDimensions(iWidth, iHeight); +#endif + const uint log2TileSize = firstbithigh(TILE_SIZE_CLUSTERED); + uint nrTilesX = (iWidth+(TILE_SIZE_CLUSTERED-1))>>log2TileSize; + uint nrTilesY = (iHeight+(TILE_SIZE_CLUSTERED-1))>>log2TileSize; + + uint2 viTilLL = TILE_SIZE_CLUSTERED*tileIDX; + uint2 viTilUR = min( viTilLL+uint2(TILE_SIZE_CLUSTERED,TILE_SIZE_CLUSTERED), uint2(iWidth, iHeight) ); // not width and height minus 1 since viTilUR represents the end of the tile corner. + + if(t==0) + { + lightOffs = 0; + +#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE + ldsZMax = 0; +#endif + } + +#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) + GroupMemoryBarrierWithGroupSync(); +#endif + + float dpt_ma=1.0; + +#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE + // establish min and max depth first + dpt_ma=0.0; + + for(int idx=t; idx<(TILE_SIZE_CLUSTERED*TILE_SIZE_CLUSTERED); idx+=NR_THREADS) + { + uint2 uPixCrd = min( uint2(viTilLL.x+(idx&(TILE_SIZE_CLUSTERED-1)), viTilLL.y+(idx>>log2TileSize)), uint2(iWidth-1, iHeight-1) ); +#ifdef MSAA_ENABLED + for(uint i=0; i>log2BigTileToClustTileRatio; + const int bigTileIdx = (tileIDX.y>>log2BigTileToClustTileRatio)*NrBigTilesX + (tileIDX.x>>log2BigTileToClustTileRatio); // map the idx to 64x64 tiles + int nrBigTileLights = g_vBigTileLightList[MAX_NR_BIGTILE_LIGHTS_PLUSONE*bigTileIdx+0]; + for(int l0=(int) t; l0<(int) nrBigTileLights; l0 += NR_THREADS) + { + int l = g_vBigTileLightList[MAX_NR_BIGTILE_LIGHTS_PLUSONE*bigTileIdx+l0+1]; +#else + for(int l=(int) t; l<(int) g_iNrVisibLights; l += NR_THREADS) + { +#endif + const float2 vMi = g_vBoundsBuffer[l].xy; + const float2 vMa = g_vBoundsBuffer[l+g_iNrVisibLights].xy; + + if( all(vMa>vTileLL) && all(vMi>1); l += NR_THREADS) + { + const int l0 = coarseList[2*l+0], l1 = coarseList[min(2*l+1,iNrCoarseLights-1)]; + const unsigned int clustIdxMi0 = (const unsigned int) min(255,SnapToClusterIdx(GetLinearDepth(g_vBoundsBuffer[l0].z), suggestedBase)); + const unsigned int clustIdxMa0 = (const unsigned int) min(255,SnapToClusterIdx(GetLinearDepth(g_vBoundsBuffer[l0+g_iNrVisibLights].z), suggestedBase)); + const unsigned int clustIdxMi1 = (const unsigned int) min(255,SnapToClusterIdx(GetLinearDepth(g_vBoundsBuffer[l1].z), suggestedBase)); + const unsigned int clustIdxMa1 = (const unsigned int) min(255,SnapToClusterIdx(GetLinearDepth(g_vBoundsBuffer[l1+g_iNrVisibLights].z), suggestedBase)); + + clusterIdxs[l] = (clustIdxMa1<<24) | (clustIdxMi1<<16) | (clustIdxMa0<<8) | (clustIdxMi0<<0); + } + } + +#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) + GroupMemoryBarrierWithGroupSync(); +#endif + + int nrClusters = (1<>2; + int m = i&3; + if(i<24) lightPlanes[6*m+p] = FetchPlane(min(iNrCoarseLights-1,ll+m), p); +#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) + GroupMemoryBarrierWithGroupSync(); +#endif + + for(int l=ll; l>2; // section 0 is side edges, section 1 is near edges and section 2 is far edges + int iSwizzle = e0&0x3; + + int i=iSwizzle + (2*(iSection&0x2)); // offset by 4 at section 2 + vP0 = GetTileVertex(uint2(viTilLL.x, viTilUR.y), uint2(viTilUR.x, viTilLL.y), i, fTileFarPlane); + vE0 = iSection==0 ? vP0 : (((iSwizzle&0x2)==0 ? 1.0f : (-1.0f))*((iSwizzle&0x1)==(iSwizzle>>1) ? float3(1,0,0) : float3(0,1,0))); +} + +int CullByExactEdgeTests(uint threadID, int iNrCoarseLights, uint2 viTilLL, uint2 viTilUR, float fTileFarPlane) +{ + if(threadID==0) lightOffs2 = 0; + + const bool bOnlyNeedFrustumSideEdges = true; + const int nrFrustEdges = bOnlyNeedFrustumSideEdges ? 4 : 8; // max 8 since we never need to test 4 far edges of frustum since they are identical vectors to near edges and plane is placed at vP0 on light hull. + + const int totNrEdgePairs = 12*nrFrustEdges; + for(int l=0; l0) ++positive; else if(fSignDist<0) ++negative; + } + int resh = (positive>0 && negative>0) ? 0 : (positive>0 ? 1 : (negative>0 ? (-1) : 0)); + + positive=0; negative=0; + for(int j=0; j<8; j++) + { + float3 vPf = GetTileVertex(viTilLL, viTilUR, j, fTileFarPlane); + float fSignDist = dot(vN, vPf-vP0); + if(fSignDist>0) ++positive; else if(fSignDist<0) ++negative; + } + int resf = (positive>0 && negative>0) ? 0 : (positive>0 ? 1 : (negative>0 ? (-1) : 0)); + + bool bFoundSepPlane = (resh*resf)<0; + + if(bFoundSepPlane) InterlockedOr(ldsIsLightInvisible, 1); + } + } +#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) + GroupMemoryBarrierWithGroupSync(); +#endif + if(threadID==0 && ldsIsLightInvisible==0) + { + coarseList[lightOffs2++] = coarseList[l]; + } + } +#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) + GroupMemoryBarrierWithGroupSync(); +#endif + return lightOffs2; +} +#endif + + + +[numthreads(1, 1, 1)] +void ClearAtomic(uint threadID : SV_GroupIndex, uint3 u3GroupID : SV_GroupID) +{ + g_LayeredSingleIdxBuffer[0]=0; +} diff --git a/Assets/ScriptableRenderLoop/fptl/lightlistbuild-clustered.compute.meta b/Assets/ScriptableRenderPipeline/fptl/lightlistbuild-clustered.compute.meta similarity index 100% rename from Assets/ScriptableRenderLoop/fptl/lightlistbuild-clustered.compute.meta rename to Assets/ScriptableRenderPipeline/fptl/lightlistbuild-clustered.compute.meta diff --git a/Assets/ScriptableRenderPipeline/fptl/lightlistbuild.compute b/Assets/ScriptableRenderPipeline/fptl/lightlistbuild.compute new file mode 100644 index 00000000000..4ee1a8849d7 --- /dev/null +++ b/Assets/ScriptableRenderPipeline/fptl/lightlistbuild.compute @@ -0,0 +1,439 @@ +// The implementation is based on the demo on "fine pruned tiled lighting" published in GPU Pro 7. +// https://github.com/wolfgangfengel/GPU-Pro-7 + +#pragma kernel TileLightListGen LIGHTLISTGEN=TileLightListGen +#pragma kernel TileLightListGen_SrcBigTile LIGHTLISTGEN=TileLightListGen_SrcBigTile USE_TWO_PASS_TILED_LIGHTING + +#include "..\common\ShaderBase.h" +#include "LightDefinitions.cs.hlsl" +#include "LightingConvexHullUtils.hlsl" + +#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) +#include "SortingComputeUtils.hlsl" +#endif + +#define FINE_PRUNING_ENABLED +#define PERFORM_SPHERICAL_INTERSECTION_TESTS + + +uniform int g_iNrVisibLights; +uniform uint2 g_viDimensions; +uniform float4x4 g_mInvScrProjection; +uniform float4x4 g_mScrProjection; + + +Texture2D g_depth_tex : register( t0 ); +StructuredBuffer g_vBoundsBuffer : register( t1 ); +StructuredBuffer g_vLightData : register( t2 ); +StructuredBuffer g_data : register( t3 ); + +#ifdef USE_TWO_PASS_TILED_LIGHTING +StructuredBuffer g_vBigTileLightList : register( t4 ); // don't support Buffer yet in unity +#endif + +#define NR_THREADS 64 + +// output buffer +RWStructuredBuffer g_vLightList : register( u0 ); // don't support RWBuffer yet in unity + + +#define MAX_NR_COARSE_ENTRIES 64 +#define MAX_NR_PRUNED_ENTRIES 24 + +groupshared unsigned int coarseList[MAX_NR_COARSE_ENTRIES]; +groupshared unsigned int prunedList[MAX_NR_COARSE_ENTRIES]; // temporarily support room for all 64 while in LDS + +groupshared uint ldsZMin; +groupshared uint ldsZMax; +groupshared uint lightOffs; +#ifdef FINE_PRUNING_ENABLED +groupshared uint ldsDoesLightIntersect[2]; +#endif +groupshared int ldsNrLightsFinal; + +groupshared int ldsModelListCount[NR_LIGHT_MODELS]; // since NR_LIGHT_MODELS is 2 + +#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS +groupshared uint lightOffsSph; +#endif + + +//float GetLinearDepth(float3 vP) +//{ +// float4 v4Pres = mul(g_mInvScrProjection, float4(vP,1.0)); +// return v4Pres.z / v4Pres.w; +//} + +float GetLinearDepth(float zDptBufSpace) // 0 is near 1 is far +{ + float3 vP = float3(0.0f,0.0f,zDptBufSpace); + float4 v4Pres = mul(g_mInvScrProjection, float4(vP,1.0)); + return v4Pres.z / v4Pres.w; +} + + +float3 GetViewPosFromLinDepth(float2 v2ScrPos, float fLinDepth) +{ + float fSx = g_mScrProjection[0].x; + float fCx = g_mScrProjection[0].z; + float fSy = g_mScrProjection[1].y; + float fCy = g_mScrProjection[1].z; + +#if USE_LEFTHAND_CAMERASPACE + return fLinDepth*float3( ((v2ScrPos.x-fCx)/fSx), ((v2ScrPos.y-fCy)/fSy), 1.0 ); +#else + return fLinDepth*float3( -((v2ScrPos.x+fCx)/fSx), -((v2ScrPos.y+fCy)/fSy), 1.0 ); +#endif +} + +float GetOnePixDiagWorldDistAtDepthOne() +{ + float fSx = g_mScrProjection[0].x; + float fSy = g_mScrProjection[1].y; + + return length( float2(1.0/fSx,1.0/fSy) ); +} + +#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS +int SphericalIntersectionTests(uint threadID, int iNrCoarseLights, float2 screenCoordinate); +#endif + +#ifdef FINE_PRUNING_ENABLED +void FinePruneLights(uint threadID, int iNrCoarseLights, uint2 viTilLL, float4 vLinDepths); +#endif + + +[numthreads(NR_THREADS, 1, 1)] +void LIGHTLISTGEN(uint threadID : SV_GroupIndex, uint3 u3GroupID : SV_GroupID) +{ + uint2 tileIDX = u3GroupID.xy; + uint t=threadID; + + if(t>4)), uint2(iWidth-1, iHeight-1) ); + const float fDepth = FetchDepth(g_depth_tex, uCrd); + vLinDepths[i] = GetLinearDepth(fDepth); + if(fDepth>log2BigTileToTileRatio; + const int bigTileIdx = (tileIDX.y>>log2BigTileToTileRatio)*NrBigTilesX + (tileIDX.x>>log2BigTileToTileRatio); // map the idx to 64x64 tiles + int nrBigTileLights = g_vBigTileLightList[MAX_NR_BIGTILE_LIGHTS_PLUSONE*bigTileIdx+0]; + for(int l0=(int) t; l0<(int) nrBigTileLights; l0 += NR_THREADS) + { + int l = g_vBigTileLightList[MAX_NR_BIGTILE_LIGHTS_PLUSONE*bigTileIdx+l0+1]; +#else + for(int l=(int) t; l<(int) g_iNrVisibLights; l += NR_THREADS) + { +#endif + const float3 vMi = g_vBoundsBuffer[l]; + const float3 vMa = g_vBoundsBuffer[l+g_iNrVisibLights]; + + if( all(vMa>vTileLL) && all(vMi>1; + for(int l=(int) t; l<(int) nrDWords; l += NR_THREADS) + { + uint uLow = l==0 ? nrLightsFinalClamped : prunedList[max(0,2 * l - 1 + localOffs)]; + uint uHigh = prunedList[2 * l + 0 + localOffs]; + + g_vLightList[16*offs + l] = (uLow&0xffff) | (uHigh<<16); + } + + localOffs += nrLightsFinal; + offs += (nrTilesX*nrTilesY); + } +} + + + +#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS +int SphericalIntersectionTests(uint threadID, int iNrCoarseLights, float2 screenCoordinate) +{ + if(threadID==0) lightOffsSph = 0; + + // make a copy of coarseList in prunedList. + int l; + for(l=threadID; l>4)), uint2(iWidth-1, iHeight-1)); + float3 vVPos = GetViewPosFromLinDepth(uPixLoc + float2(0.5,0.5), vLinDepths[i]); + + // check pixel + float3 fromLight = vVPos-lightData.lightPos.xyz; + float distSq = dot(fromLight,fromLight); + const float fSclProj = dot(fromLight, lightData.lightAxisZ.xyz); // spotDir = lightData.lightAxisZ.xyz + + float2 V = abs( float2( dot(fromLight, lightData.lightAxisX.xyz), dot(fromLight, lightData.lightAxisY.xyz) ) ); + + float fDist2D = bIsSpotDisc ? length(V) : max(V.x,V.y); + if( all( float2(lightData.radiusSq, fSclProj) > float2(distSq, fDist2D*lightData.cotan) ) ) uVal = 1; + } + + uLightsFlags[l<32 ? 0 : 1] |= (uVal<<(l&31)); + ++l; idxCoarse = l>4)), uint2(iWidth-1, iHeight-1)); + float3 vVPos = GetViewPosFromLinDepth(uPixLoc + float2(0.5,0.5), vLinDepths[i]); + + // check pixel + float3 vLp = lightData.lightPos.xyz; + float3 toLight = vLp - vVPos; + float distSq = dot(toLight,toLight); + + if(lightData.radiusSq>distSq) uVal = 1; + } + + uLightsFlags[l<32 ? 0 : 1] |= (uVal<<(l&31)); + ++l; idxCoarse = l>4)), uint2(iWidth-1, iHeight-1)); + float3 vVPos = GetViewPosFromLinDepth(uPixLoc + float2(0.5,0.5), vLinDepths[i]); + + // check pixel + float3 toLight = lightData.lightPos.xyz - vVPos; + + float3 dist = float3( dot(toLight, lightData.lightAxisX), dot(toLight, lightData.lightAxisY), dot(toLight, lightData.lightAxisZ) ); + dist = (abs(dist) - lightData.boxInnerDist) * lightData.boxInvRange; // not as efficient as it could be + if( max(max(dist.x, dist.y), dist.z)<1 ) uVal = 1; // but allows us to not write out OuterDists + } + + uLightsFlags[l<32 ? 0 : 1] |= (uVal<<(l&31)); + ++l; idxCoarse = l=MAX_TYPES) ++l; + } + + InterlockedOr(ldsDoesLightIntersect[0], uLightsFlags[0]); + InterlockedOr(ldsDoesLightIntersect[1], uLightsFlags[1]); + if(t==0) ldsNrLightsFinal = 0; + +#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) + GroupMemoryBarrierWithGroupSync(); +#endif + + if(t<(uint) iNrCoarseLights && (ldsDoesLightIntersect[t<32 ? 0 : 1]&(1<<(t&31)))!=0 ) + { + unsigned int uInc = 1; + unsigned int uIndex; + InterlockedAdd(ldsNrLightsFinal, uInc, uIndex); + if(uIndex g_data : register( t0 ); + +#define FLT_EPSILON 1.192092896e-07F // smallest such that 1.0+FLT_EPSILON != 1.0 +#define NR_THREADS 64 + +// output buffer +RWStructuredBuffer g_vBoundsBuffer : register( u0 ); + +#define MAX_PNTS 9 // strictly this should be 10=6+4 but we get more wavefronts and 10 seems to never hit (fingers crossed) + // However, worst case the plane that would be skipped if such an extreme case ever happened would be backplane + // clipping gets skipped which doesn't cause any errors. + + +// LDS (2496 bytes) +groupshared float posX[MAX_PNTS*8*2]; +groupshared float posY[MAX_PNTS*8*2]; +groupshared float posZ[MAX_PNTS*8*2]; +groupshared float posW[MAX_PNTS*8*2]; +groupshared unsigned int clipFlags[48]; + + +unsigned int GetClip(const float4 P); +int ClipAgainstPlane(const int iSrcIndex, const int iNrSrcVerts, const int subLigt, const int p); +void CalcBound(out bool2 bIsMinValid, out bool2 bIsMaxValid, out float2 vMin, out float2 vMax, float4x4 InvProjection, float3 pos_view_space, float r); + +#include "LightingConvexHullUtils.hlsl" + + +[numthreads(NR_THREADS, 1, 1)] +void ScreenBoundsAABB(uint threadID : SV_GroupIndex, uint3 u3GroupID : SV_GroupID) +{ + uint groupID = u3GroupID.x; + + //uint vindex = groupID * NR_THREADS + threadID; + unsigned int g = groupID; + unsigned int t = threadID; + + const int subLigt = (int) (t/8); + const int lgtIndex = subLigt+(int) g*8; + const int sideIndex = (int) (t%8); + + SFiniteLightBound lgtDat = g_data[lgtIndex]; + + const float3 boxX = lgtDat.boxAxisX.xyz; + const float3 boxY = lgtDat.boxAxisY.xyz; + const float3 boxZ = -lgtDat.boxAxisZ.xyz; // flip axis (so it points away from the light direction for a spot-light) + const float3 center = lgtDat.center.xyz; + const float radius = lgtDat.radius; + const float2 scaleXY = lgtDat.scaleXY; + + { + if(sideIndex<6 && lgtIndex<(int) g_iNrVisibLights) // mask 2 out of 8 threads + { + float3 q0, q1, q2, q3; + GetQuad(q0, q1, q2, q3, boxX, boxY, boxZ, center, scaleXY, sideIndex); + + + const float4 vP0 = mul(g_mProjection, float4(q0, 1)); + const float4 vP1 = mul(g_mProjection, float4(q1, 1)); + const float4 vP2 = mul(g_mProjection, float4(q2, 1)); + const float4 vP3 = mul(g_mProjection, float4(q3, 1)); + + // test vertices of one quad (of the convex hull) for intersection + const unsigned int uFlag0 = GetClip(vP0); + const unsigned int uFlag1 = GetClip(vP1); + const unsigned int uFlag2 = GetClip(vP2); + const unsigned int uFlag3 = GetClip(vP3); + + const float4 vPnts[] = {vP0, vP1, vP2, vP3}; + + // screen-space AABB of one quad (assuming no intersection) + float3 vMin, vMax; + for(int k=0; k<4; k++) + { + float fW = vPnts[k].w; + float fS = fW<0 ? -1 : 1; + float fWabs = fW<0 ? (-fW) : fW; + fW = fS * (fWabs>(i*6))&0x3f; + uFlagAnd &= uClipBits; + uFlagOr |= uClipBits; + } + + uCollectiveAnd &= uFlagAnd; + uCollectiveOr |= uFlagOr; + } + + bool bSetBoundYet = false; + float3 vMin=0.0, vMax=0.0; + if(uCollectiveAnd!=0 || uCollectiveOr==0) // all invisible or all visible (early out) + { + if(uCollectiveOr==0) // all visible + { + for(f=0; f<6; f++) + { + const int sideIndex = f; + + float3 vFaceMi = float3(posX[subLigt*MAX_PNTS*2 + sideIndex + 0], posY[subLigt*MAX_PNTS*2 + sideIndex + 0], posZ[subLigt*MAX_PNTS*2 + sideIndex + 0]); + float3 vFaceMa = float3(posX[subLigt*MAX_PNTS*2 + sideIndex + 6], posY[subLigt*MAX_PNTS*2 + sideIndex + 6], posZ[subLigt*MAX_PNTS*2 + sideIndex + 6]); + + for(int k=0; k<2; k++) + { + float3 vP = k==0 ? vFaceMi : vFaceMa; + if(f==0 && k==0) { vMin=vP; vMax=vP; } + + vMax = max(vMax, vP); vMin = min(vMin, vP); + } + } + bSetBoundYet=true; + } + } + else // :( need true clipping + { + + for(f=0; f<6; f++) + { + float3 q0, q1, q2, q3; + GetQuad(q0, q1, q2, q3, boxX, boxY, boxZ, center, scaleXY, f); + + // 4 vertices to a quad of the convex hull in post projection space + const float4 vP0 = mul(g_mProjection, float4(q0, 1)); + const float4 vP1 = mul(g_mProjection, float4(q1, 1)); + const float4 vP2 = mul(g_mProjection, float4(q2, 1)); + const float4 vP3 = mul(g_mProjection, float4(q3, 1)); + + + int iSrcIndex = 0; + + int offs = iSrcIndex*MAX_PNTS+subLigt*MAX_PNTS*2; + + // fill up source clip buffer with the quad + posX[offs+0]=vP0.x; posX[offs+1]=vP1.x; posX[offs+2]=vP2.x; posX[offs+3]=vP3.x; + posY[offs+0]=vP0.y; posY[offs+1]=vP1.y; posY[offs+2]=vP2.y; posY[offs+3]=vP3.y; + posZ[offs+0]=vP0.z; posZ[offs+1]=vP1.z; posZ[offs+2]=vP2.z; posZ[offs+3]=vP3.z; + posW[offs+0]=vP0.w; posW[offs+1]=vP1.w; posW[offs+2]=vP2.w; posW[offs+3]=vP3.w; + + int iNrSrcVerts = 4; + + // do true clipping + for(int p=0; p<6; p++) + { + const int nrVertsDst = ClipAgainstPlane(iSrcIndex, iNrSrcVerts, subLigt, p); + + iSrcIndex = 1-iSrcIndex; + iNrSrcVerts = nrVertsDst; + + if(iNrSrcVerts<3 || iNrSrcVerts>=MAX_PNTS) break; + } + + // final clipped convex primitive is in src buffer + if(iNrSrcVerts>2) + { + int offs_src = iSrcIndex*MAX_PNTS+subLigt*MAX_PNTS*2; + for(int k=0; kradius) + { + float2 vMi, vMa; + bool2 bMi, bMa; + CalcBound(bMi, bMa, vMi, vMa, g_mInvProjection, center, radius); + + vMin.xy = bMi ? max(vMin.xy, vMi) : vMin.xy; + vMax.xy = bMa ? min(vMax.xy, vMa) : vMax.xy; + } + +#if USE_LEFTHAND_CAMERASPACE + if((center.z-radius)>0.0) + { + float4 vPosF = mul(g_mProjection, float4(0,0,center.z-radius,1)); + vMin.z = max(vMin.z, vPosF.z/vPosF.w); + } + if((center.z+radius)>0.0) + { + float4 vPosB = mul(g_mProjection, float4(0,0,center.z+radius,1)); + vMax.z = min(vMax.z, vPosB.z/vPosB.w); + } +#else + if((center.z+radius)<0.0) + { + float4 vPosF = mul(g_mProjection, float4(0,0,center.z+radius,1)); + vMin.z = max(vMin.z, vPosF.z/vPosF.w); + } + if((center.z-radius)<0.0) + { + float4 vPosB = mul(g_mProjection, float4(0,0,center.z-radius,1)); + vMax.z = min(vMax.z, vPosB.z/vPosB.w); + } +#endif + else + { + vMin = float3(-3,-3,-3); + vMax = float3(-2,-2,-2); + } + } + + + // we should consider doing a look-up here into a max depth mip chain + // to see if the light is occluded: vMin.z*VIEWPORT_SCALE_Z > MipTexelMaxDepth + //g_vBoundsBuffer[lgtIndex+0] = float3(0.5*vMin.x+0.5, -0.5*vMax.y+0.5, vMin.z*VIEWPORT_SCALE_Z); + //g_vBoundsBuffer[lgtIndex+g_iNrVisibLights] = float3(0.5*vMax.x+0.5, -0.5*vMin.y+0.5, vMax.z*VIEWPORT_SCALE_Z); + + // changed for unity + g_vBoundsBuffer[lgtIndex+0] = float3(0.5*vMin.x+0.5, 0.5*vMin.y+0.5, vMin.z*VIEWPORT_SCALE_Z); + g_vBoundsBuffer[lgtIndex+(int) g_iNrVisibLights] = float3(0.5*vMax.x+0.5, 0.5*vMax.y+0.5, vMax.z*VIEWPORT_SCALE_Z); + } + } +} + + +float4 GenNewVert(const float4 vVisib, const float4 vInvisib, const int p); + +int ClipAgainstPlane(const int iSrcIndex, const int iNrSrcVerts, const int subLigt, const int p) +{ + int offs_src = iSrcIndex*MAX_PNTS+subLigt*MAX_PNTS*2; + int offs_dst = (1-iSrcIndex)*MAX_PNTS+subLigt*MAX_PNTS*2; + + float4 vPrev = float4(posX[offs_src+(iNrSrcVerts-1)], posY[offs_src+(iNrSrcVerts-1)], posZ[offs_src+(iNrSrcVerts-1)], posW[offs_src+(iNrSrcVerts-1)]); + + int nrVertsDst = 0; + + unsigned int uMask = (1<P.w)?2:0) | ((P.y<-P.w)?4:0) | ((P.y>P.w)?8:0) | ((P.z<0)?16:0) | ((P.z>P.w)?32:0); +} + +float4 GenNewVert(const float4 vVisib, const float4 vInvisib, const int p) +{ + const float fS = p==4 ? 0 : ((p&1)==0 ? -1 : 1); + const int index = ((uint) p)/2; + float x1 = index==0 ? vVisib.x : (index==1 ? vVisib.y : vVisib.z); + float x0 = index==0 ? vInvisib.x : (index==1 ? vInvisib.y : vInvisib.z); + + //fS*((vVisib.w-vInvisib.w)*t + vInvisib.w) = (x1-x0)*t + x0; + + const float fT = (fS*vInvisib.w-x0)/((x1-x0) - fS*(vVisib.w-vInvisib.w)); + float4 vNew = vVisib*fT + vInvisib*(1-fT); + + // just to be really anal we make sure the clipped against coordinate is precise + if(index==0) vNew.x = fS*vNew.w; + else if(index==1) vNew.y = fS*vNew.w; + else vNew.z = fS*vNew.w; + + return vNew; +} + + +float4 TransformPlaneToPostSpace(float4x4 InvProjection, float4 plane) +{ + return mul(plane, InvProjection); +} + +float4 EvalPlanePair(out bool validPlanes, float2 posXY_in, float r) +{ + // rotate by 90 degrees to avoid potential division by zero + bool bMustFlip = abs(posXY_in.y)0.0; + + return res; +} + +void CalcBound(out bool2 bIsMinValid, out bool2 bIsMaxValid, out float2 vMin, out float2 vMax, float4x4 InvProjection, float3 pos_view_space, float r) +{ + bool validX, validY; + float4 planeX = EvalPlanePair(validX, float2(pos_view_space.x, pos_view_space.z), r); + float4 planeY = EvalPlanePair(validY, float2(pos_view_space.y, pos_view_space.z), r); + + +#if USE_LEFTHAND_CAMERASPACE + planeX = planeX.zwxy; // need to swap left/right and top/bottom planes when using left hand system + planeY = planeY.zwxy; +#endif + + bIsMinValid = bool2(planeX.z<0, planeY.z<0) && bool2(validX,validY); + bIsMaxValid = bool2((-planeX.x)<0, (-planeY.x)<0) && bool2(validX,validY); + + // hopefully the compiler takes zeros into account + // should be the case since the transformation in TransformPlaneToPostSpace() + // is done using multiply-adds and not dot product instructions. + float4 planeX0 = TransformPlaneToPostSpace(InvProjection, float4(planeX.x, 0, planeX.y, 0)); + float4 planeX1 = TransformPlaneToPostSpace(InvProjection, float4(planeX.z, 0, planeX.w, 0)); + float4 planeY0 = TransformPlaneToPostSpace(InvProjection, float4(0, planeY.x, planeY.y, 0)); + float4 planeY1 = TransformPlaneToPostSpace(InvProjection, float4(0, planeY.z, planeY.w, 0)); + + + // convert planes to the forms (1,0,0,D) and (0,1,0,D) + // 2D bound is given by -D components + float2 A = -float2(planeX0.w / planeX0.x, planeY0.w / planeY0.y); + float2 B = -float2(planeX1.w / planeX1.x, planeY1.w / planeY1.y); + + // Bound is complete + vMin = B; + vMax = A; +} diff --git a/Assets/ScriptableRenderLoop/fptl/scrbound.compute.meta b/Assets/ScriptableRenderPipeline/fptl/scrbound.compute.meta similarity index 100% rename from Assets/ScriptableRenderLoop/fptl/scrbound.compute.meta rename to Assets/ScriptableRenderPipeline/fptl/scrbound.compute.meta diff --git a/Assets/ShaderGenerator/ShaderGeneratorMenu.cs b/Assets/ShaderGenerator/ShaderGeneratorMenu.cs deleted file mode 100644 index 042becb3eaa..00000000000 --- a/Assets/ShaderGenerator/ShaderGeneratorMenu.cs +++ /dev/null @@ -1,11 +0,0 @@ -namespace UnityEngine.Experimental.ScriptableRenderLoop -{ - public class ShaderGeneratorMenu - { - [UnityEditor.MenuItem("Renderloop/Generate Shader Includes")] - static void GenerateShaderIncludes() - { - CSharpToHLSL.GenerateAll(); - } - } -} diff --git a/Assets/ShaderGenerator/ShaderTypeGeneration.cs b/Assets/ShaderGenerator/ShaderTypeGeneration.cs deleted file mode 100644 index 5742c7538e7..00000000000 --- a/Assets/ShaderGenerator/ShaderTypeGeneration.cs +++ /dev/null @@ -1,575 +0,0 @@ -using System; -using System.Collections.Generic; -using System.Reflection; - -namespace UnityEngine.Experimental.ScriptableRenderLoop -{ - public enum PackingRules - { - Exact, - Aggressive - }; - - [AttributeUsage(AttributeTargets.Struct | AttributeTargets.Class | AttributeTargets.Enum)] - public class GenerateHLSL : System.Attribute - { - public PackingRules packingRules; - public bool needAccessors; // Whether or not to generate the accessors - public bool needParamDefines; // Wheter or not to generate define for each parameters of the struc - public int paramDefinesStart; // Start of the generated define - public GenerateHLSL(PackingRules rules = PackingRules.Exact, bool needAccessors = true, bool needParamDefines = false, int paramDefinesStart = 1) - { - packingRules = rules; - this.needAccessors = needAccessors; - this.needParamDefines = needParamDefines; - this.paramDefinesStart = paramDefinesStart; - } - } - - [AttributeUsage(AttributeTargets.Field)] - public class SurfaceDataAttributes : System.Attribute - { - public string displayName; - public SurfaceDataAttributes(string displayName = "") - { - this.displayName = displayName; - } - } - - internal class ShaderTypeGenerator - { - public ShaderTypeGenerator(Type type, GenerateHLSL attr) - { - this.type = type; - this.attr = attr; - debugCounter = 0; - } - - enum PrimitiveType - { - Float, Int, UInt - }; - - static string PrimitiveToString(PrimitiveType type, int rows, int cols) - { - string text = ""; - switch (type) - { - case PrimitiveType.Float: - text = "float"; - break; - case PrimitiveType.Int: - text = "int"; - break; - case PrimitiveType.UInt: - text = "uint"; - break; - } - - if (rows > 1) - { - text += rows.ToString(); - if (cols > 1) - { - text += "x" + cols.ToString(); - } - } - - return text; - } - - class Accessor - { - public Accessor(PrimitiveType type, string name, int rows, int cols) - { - this.name = name; - this.fullType = PrimitiveToString(type, rows, cols); - field = name; - } - - Accessor(string name, string swizzle, string field, string fullType) - { - this.name = name; - this.field = field; - this.fullType = fullType; - } - - public string name; - public string field; - public string fullType; - }; - - class ShaderFieldInfo : ICloneable - { - public ShaderFieldInfo(PrimitiveType type, string name, int rows, int cols) - { - this.type = type; - this.name = originalName = name; - this.rows = rows; - this.cols = cols; - this.comment = ""; - swizzleOffset = 0; - packed = false; - accessor = new Accessor(type, name, rows, cols); - } - - public ShaderFieldInfo(PrimitiveType type, string name, int rows, int cols, string comment) - { - this.type = type; - this.name = originalName = name; - this.rows = rows; - this.cols = cols; - this.comment = comment; - swizzleOffset = 0; - packed = false; - accessor = new Accessor(type, name, rows, cols); - } - - public string typeString - { - get { return PrimitiveToString(type, rows, cols); } - } - - public string DeclString() - { - return PrimitiveToString(type, rows, cols) + " " + name; - } - - public override string ToString() - { - string text = DeclString() + ";"; - if (comment.Length > 0) - { - text += " // " + comment; - } - return text; - } - - public int elementCount - { - get { return rows * cols; } - } - - public object Clone() - { - ShaderFieldInfo info = new ShaderFieldInfo(type, name, rows, cols, comment); - info.swizzleOffset = swizzleOffset; - info.packed = packed; - info.accessor = accessor; - return info; - } - - public readonly PrimitiveType type; - public string name; - public readonly string originalName; - public readonly string comment; - public int rows; - public int cols; - public int swizzleOffset; - public bool packed; - public Accessor accessor; - }; - - void Error(string error) - { - if (errors == null) - { - errors = new List(); - } - errors.Add("Failed to generate shader type for " + type.ToString() + ": " + error); - } - - public void PrintErrors() - { - if (errors != null) - { - foreach (var e in errors) - { - Debug.LogError(e); - } - } - } - - void EmitPrimitiveType(PrimitiveType type, int elements, string name, string comment, List fields) - { - fields.Add(new ShaderFieldInfo(type, name, elements, 1, comment)); - } - - void EmitMatrixType(PrimitiveType type, int rows, int cols, string name, string comment, List fields) - { - fields.Add(new ShaderFieldInfo(type, name, rows, cols, comment)); - } - - bool ExtractComplex(FieldInfo field, List shaderFields) - { - var floatFields = new List(); - var intFields = new List(); - var uintFields = new List(); - var descs = new string[4] { "x: ", "y: ", "z: ", "w: " }; - int numFields = 0; - - string fieldName = "'" + field.FieldType.Name + " " + field.Name + "'"; - - foreach (var subField in field.FieldType.GetFields()) - { - if (subField.IsStatic) - continue; - - if (!subField.FieldType.IsPrimitive) - { - Error("'" + fieldName + "' can not be packed into a register, since it contains a non-primitive field type '" + subField.FieldType + "'"); - return false; - } - if (subField.FieldType == typeof(float)) - floatFields.Add(subField); - else if (subField.FieldType == typeof(int)) - intFields.Add(subField); - else if (subField.FieldType == typeof(uint)) - uintFields.Add(subField); - else - { - Error("'" + fieldName + "' can not be packed into a register, since it contains an unsupported field type '" + subField.FieldType + "'"); - return false; - } - - if (numFields == 4) - { - Error("'" + fieldName + "' can not be packed into a register because it contains more than 4 fields."); - return false; - } - - descs[numFields] += subField.Name + " "; - numFields++; - } - Array.Resize(ref descs, numFields); - - string comment = string.Concat(descs); - string mismatchErrorMsg = "'" + fieldName + "' can not be packed into a single register because it contains mixed basic types."; - - if (floatFields.Count > 0) - { - if (intFields.Count + uintFields.Count > 0) - { - Error(mismatchErrorMsg); - return false; - } - EmitPrimitiveType(PrimitiveType.Float, floatFields.Count, field.Name, comment, shaderFields); - } - else if (intFields.Count > 0) - { - if (floatFields.Count + uintFields.Count > 0) - { - Error(mismatchErrorMsg); - return false; - } - EmitPrimitiveType(PrimitiveType.Int, intFields.Count, field.Name, "", shaderFields); - } - else if (uintFields.Count > 0) - { - if (floatFields.Count + intFields.Count > 0) - { - Error(mismatchErrorMsg); - return false; - } - EmitPrimitiveType(PrimitiveType.UInt, uintFields.Count, field.Name, "", shaderFields); - } - else - { - // Empty struct. - } - - return true; - } - - enum MergeResult - { - Merged, - Full, - Failed - }; - - MergeResult PackFields(ShaderFieldInfo info, ref ShaderFieldInfo merged) - { - if (merged.elementCount % 4 == 0) - { - return MergeResult.Full; - } - - if (info.type != merged.type) - { - Error("can't merge '" + merged.DeclString() + "' and '" + info.DeclString() + "' into the same register because they have incompatible types. Consider reordering the fields so that adjacent fields have the same primitive type."); - return MergeResult.Failed; // incompatible types - } - - if (info.cols > 1 || merged.cols > 1) - { - Error("merging matrix types not yet supported ('" + merged.DeclString() + "' and '" + info.DeclString() + "'). Consider reordering the fields to place matrix-typed variables on four-component vector boundaries."); - return MergeResult.Failed; // don't merge matrix types - } - - if (info.rows + merged.rows > 4) - { - // @TODO: lift the restriction - Error("can't merge '" + merged.DeclString() + "' and '" + info.DeclString() + "' because then " + info.name + " would cross register boundary. Consider reordering the fields so that none of them cross four-component vector boundaries when packed."); - return MergeResult.Failed; // out of space - } - - merged.rows += info.rows; - merged.name += "_" + info.name; - return MergeResult.Merged; - } - - List Pack(List shaderFields) - { - List mergedFields = new List(); - - using (var e = shaderFields.GetEnumerator()) - { - if (!e.MoveNext()) - { - // Empty shader struct definition. - return shaderFields; - } - - ShaderFieldInfo current = e.Current.Clone() as ShaderFieldInfo; - - while (e.MoveNext()) - { - while (true) - { - int offset = current.elementCount; - var result = PackFields(e.Current, ref current); - - if (result == MergeResult.Failed) - { - return null; - } - else if (result == MergeResult.Full) - { - break; - } - - // merge accessors - var acc = current.accessor; - - acc.name = current.name; - e.Current.accessor = acc; - e.Current.swizzleOffset += offset; - - current.packed = e.Current.packed = true; - - if (!e.MoveNext()) - { - mergedFields.Add(current); - return mergedFields; - } - } - mergedFields.Add(current); - current = e.Current.Clone() as ShaderFieldInfo; - } - - } - return mergedFields; - } - - public string EmitTypeDecl() - { - string shaderText = string.Empty; - - shaderText += "// Generated from " + type.FullName + "\n"; - shaderText += "// PackingRules = " + attr.packingRules.ToString() + "\n"; - shaderText += "struct " + type.Name + "\n"; - shaderText += "{\n"; - foreach (var shaderFieldInfo in m_PackedFields) - { - shaderText += "\t" + shaderFieldInfo.ToString() + "\n"; - } - shaderText += "};\n"; - - return shaderText; - } - - public string EmitAccessors() - { - string shaderText = string.Empty; - - shaderText += "//\n"; - shaderText += "// Accessors for " + type.FullName + "\n"; - shaderText += "//\n"; - foreach (var shaderField in m_ShaderFields) - { - Accessor acc = shaderField.accessor; - string accessorName = shaderField.originalName; - accessorName = "Get" + char.ToUpper(accessorName[0]) + accessorName.Substring(1); - - shaderText += shaderField.typeString + " " + accessorName + "(" + type.Name + " value)\n"; - shaderText += "{\n"; - - string swizzle = ""; - - // @TODO: support matrix type packing? - if (shaderField.cols == 1) // @TEMP - { - // don't emit redundant swizzles - if (shaderField.originalName != acc.name) - { - swizzle = "." + "xyzw".Substring(shaderField.swizzleOffset, shaderField.elementCount); - } - } - - shaderText += "\treturn value." + acc.name + swizzle + ";\n"; - shaderText += "}\n"; - } - - return shaderText; - } - - public string EmitDefines() - { - string shaderText = string.Empty; - - shaderText += "//\n"; - shaderText += "// " + type.FullName + ": static fields\n"; - shaderText += "//\n"; - foreach (var def in m_Statics) - { - shaderText += "#define " + def.Key + " (" + def.Value + ")\n"; - } - - return shaderText; - } - - public string Emit() - { - return EmitDefines() + EmitTypeDecl() + EmitAccessors(); - } - - // This function is a helper to follow unity convertion - // when converting fooBar ro FOO_BAR - string InsertUnderscore(string name) - { - for (int i = 1; i < name.Length; i++) - { - if (char.IsLower(name[i - 1]) && char.IsUpper(name[i])) - { - // case switch, insert underscore - name = name.Insert(i, "_"); - } - } - - return name; - } - - public bool Generate() - { - m_Statics = new Dictionary(); - - FieldInfo[] fields = type.GetFields(); - m_ShaderFields = new List(); - - if (type.IsEnum) - { - foreach (var field in fields) - { - if (!field.IsSpecialName) - { - string name = field.Name; - name = InsertUnderscore(name); - m_Statics[(type.Name + "_" + name).ToUpper()] = field.GetRawConstantValue().ToString(); - } - } - errors = null; - return true; - } - - foreach (var field in fields) - { - if (field.IsStatic) - { - if (field.FieldType.IsPrimitive) - { - m_Statics[field.Name] = field.GetValue(null).ToString(); - } - continue; - } - - if (attr.needParamDefines) - { - string subNamespace = type.Namespace.Substring(type.Namespace.LastIndexOf((".")) + 1); - string name = InsertUnderscore(field.Name); - m_Statics[("DEBUGVIEW_" + subNamespace + "_" + type.Name + "_" + name).ToUpper()] = Convert.ToString(attr.paramDefinesStart + debugCounter++); - } - - if (field.FieldType.IsPrimitive) - { - if (field.FieldType == typeof(float)) - EmitPrimitiveType(PrimitiveType.Float, 1, field.Name, "", m_ShaderFields); - else if (field.FieldType == typeof(int)) - EmitPrimitiveType(PrimitiveType.Int, 1, field.Name, "", m_ShaderFields); - else if (field.FieldType == typeof(uint)) - EmitPrimitiveType(PrimitiveType.UInt, 1, field.Name, "", m_ShaderFields); - else - { - Error("unsupported field type '" + field.FieldType + "'"); - return false; - } - } - else - { - // handle special types, otherwise try parsing the struct - if (field.FieldType == typeof(Vector2)) - EmitPrimitiveType(PrimitiveType.Float, 2, field.Name, "", m_ShaderFields); - else if (field.FieldType == typeof(Vector3)) - EmitPrimitiveType(PrimitiveType.Float, 3, field.Name, "", m_ShaderFields); - else if (field.FieldType == typeof(Vector4)) - EmitPrimitiveType(PrimitiveType.Float, 4, field.Name, "", m_ShaderFields); - else if (field.FieldType == typeof(Matrix4x4)) - EmitMatrixType(PrimitiveType.Float, 4, 4, field.Name, "", m_ShaderFields); - else if (!ExtractComplex(field, m_ShaderFields)) - { - // Error reporting done in ExtractComplex() - return false; - } - } - } - - m_PackedFields = m_ShaderFields; - if (attr.packingRules == PackingRules.Aggressive) - { - m_PackedFields = Pack(m_ShaderFields); - - if (m_PackedFields == null) - { - return false; - } - } - - errors = null; - return true; - } - - public bool hasFields - { - get { return m_ShaderFields.Count > 0; } - } - - public bool hasStatics - { - get { return m_Statics.Count > 0; } - } - - public bool needAccessors - { - get { return attr.needAccessors; } - } - - public Type type; - public GenerateHLSL attr; - public int debugCounter; - public List errors = null; - - Dictionary m_Statics; - List m_ShaderFields; - List m_PackedFields; - } -} diff --git a/Assets/TestScenes/Big b/Assets/TestScenes/Big new file mode 160000 index 00000000000..b989ecb5da4 --- /dev/null +++ b/Assets/TestScenes/Big @@ -0,0 +1 @@ +Subproject commit b989ecb5da42ed56d4c722e5f91516e38286c9d9 diff --git a/Assets/TestScenes/Big.meta b/Assets/TestScenes/Big.meta new file mode 100644 index 00000000000..e74dd67cb62 --- /dev/null +++ b/Assets/TestScenes/Big.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: ca7cab07164223b41b386440cf25cdca +folderAsset: yes +timeCreated: 1477402341 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TestScenes/Common.meta b/Assets/TestScenes/Common.meta new file mode 100644 index 00000000000..8beca6ef4ca --- /dev/null +++ b/Assets/TestScenes/Common.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: e42cfeaf226ad624786ad5b39095906c +folderAsset: yes +timeCreated: 1493044341 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TestScenes/Common/Scripts.meta b/Assets/TestScenes/Common/Scripts.meta new file mode 100644 index 00000000000..44c0b4ccf19 --- /dev/null +++ b/Assets/TestScenes/Common/Scripts.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 711a9f1e8aa51844980a04a15d8c8f58 +folderAsset: yes +timeCreated: 1493044341 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TestScenes/Common/Scripts/MiniProfiler.cs b/Assets/TestScenes/Common/Scripts/MiniProfiler.cs new file mode 100644 index 00000000000..3b0cdce6a02 --- /dev/null +++ b/Assets/TestScenes/Common/Scripts/MiniProfiler.cs @@ -0,0 +1,134 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using UnityEngine.Profiling; + +public class MiniProfiler : MonoBehaviour { + + public bool m_Enable = false; + + private int frameCount = 0; + private const int kAverageFrameCount = 64; + private float m_AccDeltaTime; + private float m_AvgDeltaTime; + + internal class RecorderEntry + { + public string name; + public float time; + public int count; + public float avgTime; + public float avgCount; + public float accTime; + public int accCount; + public Recorder recorder; + }; + + RecorderEntry[] recordersList = + { + new RecorderEntry() { name="RenderLoop.Draw" }, +// new RecorderEntry() { name="BatchRenderer.Flush" }, + new RecorderEntry() { name="Shadows.Draw" }, + new RecorderEntry() { name="BatchRenderer.ApplyShaderPass" }, + +/* + new RecorderEntry() { name="gBatchGBufferObj" }, + new RecorderEntry() { name="gBatchGBufferBatch" }, + new RecorderEntry() { name="gBatchShadowObj" }, + new RecorderEntry() { name="gBatchShadowBatch" }, +*/ + + /* + new RecorderEntry() { name="Map_PerDraw_Buffer" }, + new RecorderEntry() { name="Unmap_PerDraw_Buffer" }, + new RecorderEntry() { name="DrawBuffersBatchMode" }, + new RecorderEntry() { name="DrawBatchIndexed" }, + new RecorderEntry() { name="BatchRenderer.ApplyShaderPass" }, + new RecorderEntry() { name="PerformFlushProperties" }, + */ + + + /* + new RecorderEntry() { name="Camera.Render" }, + new RecorderEntry() { name="GUI.Repaint" }, + new RecorderEntry() { name="PrepareValues" }, + new RecorderEntry() { name="ApplyGpuProgram" }, + new RecorderEntry() { name="WriteParameters" }, + new RecorderEntry() { name="FlushBuffers" }, + new RecorderEntry() { name="BindBuffers" }, + new RecorderEntry() { name="Gfx.ProcessCommand" }, + */ +}; + + void Awake() + { + for (int i=0;i= kAverageFrameCount) + { + for (int i = 0; i < recordersList.Length; i++) + { + recordersList[i].avgTime = recordersList[i].accTime * (1.0f / kAverageFrameCount); + recordersList[i].avgCount = recordersList[i].accCount * (1.0f / kAverageFrameCount); + recordersList[i].accTime = 0.0f; + recordersList[i].accCount = 0; + + } + + m_AvgDeltaTime = m_AccDeltaTime / kAverageFrameCount; + m_AccDeltaTime = 0.0f; + frameCount = 0; + } + } + + } + + void OnGUI() + { + + if (m_Enable) + { + GUI.color = new Color(1, 1, 1, .75f); + float w = 500, h = 204; + + GUILayout.BeginArea(new Rect(10, 150, w, h), "Mini Profiler", GUI.skin.window); + string sLabel = System.String.Format("{0:F2} FPS ({1:F2}ms)\n", 1.0f / m_AvgDeltaTime, Time.deltaTime * 1000.0f); + for (int i = 0; i < recordersList.Length; i++) + { + sLabel += string.Format("{0:F2}ms (*{1:F2})\t({2:F2}ms *{3:F2})\t{4}\n", recordersList[i].avgTime, recordersList[i].avgCount, recordersList[i].time, recordersList[i].count, recordersList[i].name); + } + GUILayout.Label(sLabel); + GUILayout.EndArea(); + } + } + +} diff --git a/Assets/TestScenes/Common/Scripts/MiniProfiler.cs.meta b/Assets/TestScenes/Common/Scripts/MiniProfiler.cs.meta new file mode 100644 index 00000000000..29ad982e712 --- /dev/null +++ b/Assets/TestScenes/Common/Scripts/MiniProfiler.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 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second: + - _ParallaxMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SpecGlossMap - second: + - _SpecGlossMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} m_Floats: - - first: - name: _BumpScale - second: 1 - - first: - name: _Cutoff - second: 0.5 - - first: - name: _DetailNormalMapScale - second: 1 - - first: - name: _DstBlend - second: 0 - - first: - name: _GlossMapScale - second: 1 - - first: - name: _Glossiness - second: 0.258 - - first: - name: _GlossyReflections - second: 1 - - first: - name: _Metallic - second: 0 - - first: - name: _Mode - second: 0 - - first: - name: _OcclusionStrength - second: 1 - - first: - name: _Parallax - second: 0.02 - - first: - name: _SmoothnessTextureChannel - second: 0 - - first: - name: _SpecularHighlights - second: 1 - - first: - name: _SrcBlend - second: 1 - - first: - name: _UVSec - second: 0 - - first: - name: _ZWrite - second: 1 + - _BumpScale: 1 + - _Cutoff: 0.5 + - 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_UVSec: 0 + - _ZTestMode: 8 + - _ZWrite: 1 m_Colors: - - first: - name: _BaseColor - second: {r: 1, g: 1, b: 1, a: 1} - - first: - name: _Color - second: {r: 1, g: 1, b: 1, a: 1} - - first: - name: _DiffuseColor - second: {r: 1, g: 1, b: 1, a: 1} - - first: - name: _EmissionColor - second: {r: 0, g: 0, b: 0, a: 1} - - first: - name: _EmissiveColor - second: {r: 0, g: 0, b: 0, a: 1} - - first: - name: _SpecColor - second: {r: 0.04, g: 0.04, b: 0.04, a: 1} + - _BaseColor: {r: 1, g: 1, b: 1, a: 1} + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _DiffuseColor: {r: 1, g: 1, b: 1, a: 1} + - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EmissiveColor: {r: 0, g: 0, b: 0, a: 1} + - _SpecColor: {r: 0.04, g: 0.04, b: 0.04, a: 1} + - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} + - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} diff --git a/Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/unlitTwoSided.mat b/Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/unlitTwoSided.mat new file mode 100644 index 00000000000..1b2762afe0b --- /dev/null +++ b/Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/unlitTwoSided.mat @@ -0,0 +1,101 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!21 &2100000 +Material: + serializedVersion: 6 + m_ObjectHideFlags: 0 + m_PrefabParentObject: {fileID: 0} + m_PrefabInternal: {fileID: 0} + m_Name: unlitTwoSided + m_Shader: {fileID: 4800000, guid: c4edd00ff2db5b24391a4fcb1762e459, type: 3} + m_ShaderKeywords: _DOUBLESIDED_ON + m_LightmapFlags: 1 + m_EnableInstancingVariants: 0 + m_CustomRenderQueue: -1 + stringTagMap: {} + disabledShaderPasses: + - DistortionVectors + m_SavedProperties: + serializedVersion: 3 + m_TexEnvs: + - _BumpMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _ColorMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _DetailAlbedoMap: + m_Texture: {fileID: 0} + 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_CullMode: 0 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DistortionDepthTest: 0 + - _DistortionEnable: 0 + - _DistortionOnly: 0 + - _DoubleSidedEnable: 1 + - _DoubleSidedMode: 1 + - _DstBlend: 0 + - _EmissiveIntensity: 0 + - _GlossMapScale: 1 + - _Glossiness: 0.5 + - _GlossyReflections: 1 + - _Metallic: 0 + - _Mode: 0 + - _OcclusionStrength: 1 + - _Parallax: 0.02 + - _SmoothnessTextureChannel: 0 + - _SpecularHighlights: 1 + - _SrcBlend: 1 + - _SurfaceType: 0 + - _UVSec: 0 + - _ZTestMode: 8 + - _ZWrite: 1 + m_Colors: + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EmissiveColor: {r: 0, g: 0, b: 0, a: 1} diff --git a/Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/unlitTwoSided.mat.meta b/Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/unlitTwoSided.mat.meta new file mode 100644 index 00000000000..29928321933 --- /dev/null +++ b/Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/unlitTwoSided.mat.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 492d83e00e5c35841bcdbcea025f2c50 +timeCreated: 1476887873 +licenseType: Pro +NativeFormatImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TestScenes/HDTest/Material/StandardShaderMaterials/AnimateEmissive.cs b/Assets/TestScenes/HDTest/Material/StandardShaderMaterials/AnimateEmissive.cs new file mode 100644 index 00000000000..3f240684b7b --- /dev/null +++ b/Assets/TestScenes/HDTest/Material/StandardShaderMaterials/AnimateEmissive.cs @@ -0,0 +1,57 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class AnimateEmissive : MonoBehaviour +{ + public GameObject m_CurrentGameObject = null; + + public float m_Period = 3.0f; + public Color m_Color0; + public Color m_Color1; + + private float m_Timer = 0.0f; + private int m_Index = 0; + + + // Use this for initialization + void Start() + { + m_Timer = 0.0f; + } + + // Update is called once per frame + void Update() + { + if (m_CurrentGameObject != null) + { + m_Timer += Time.deltaTime; + if (m_Timer > m_Period) + { + m_Timer = 0.0f; + + Renderer renderer = m_CurrentGameObject.GetComponent(); + if (renderer != null) + { + Color color = m_Index == 0 ? m_Color0 : m_Color1; + float intensity = 1.0f; + if (renderer.material != null) + { + if (renderer.material.HasProperty("_EmissionColor")) + { + renderer.material.SetColor("_EmissionColor", color); + } + else + { + renderer.material.SetColor("_EmissiveColor", color); + intensity = renderer.material.GetFloat("_EmissiveIntensity"); + } + } + + DynamicGI.SetEmissive(renderer, color * intensity); + m_Index = (m_Index + 1) % 2; + } + } + } + } +} diff --git a/Assets/TestScenes/HDTest/Material/StandardShaderMaterials/AnimateEmissive.cs.meta b/Assets/TestScenes/HDTest/Material/StandardShaderMaterials/AnimateEmissive.cs.meta new file mode 100644 index 00000000000..b059c49d5a3 --- /dev/null +++ b/Assets/TestScenes/HDTest/Material/StandardShaderMaterials/AnimateEmissive.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 2fab13ca2ee45bc4e9a52a716666fbe1 +timeCreated: 1478773512 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TestScenes/HDTest/Material/StandardShaderMaterials/Gray.mat b/Assets/TestScenes/HDTest/Material/StandardShaderMaterials/Gray.mat index 8646153e6b6..aa7fce399b5 100644 --- a/Assets/TestScenes/HDTest/Material/StandardShaderMaterials/Gray.mat +++ b/Assets/TestScenes/HDTest/Material/StandardShaderMaterials/Gray.mat @@ -7,121 +7,69 @@ Material: m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: Gray - m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_Shader: {fileID: 0} m_ShaderKeywords: _EMISSION m_LightmapFlags: 1 + m_EnableInstancingVariants: 0 m_CustomRenderQueue: -1 stringTagMap: {} + disabledShaderPasses: [] m_SavedProperties: - serializedVersion: 2 + serializedVersion: 3 m_TexEnvs: - - first: - name: _BumpMap - second: + - _BumpMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailAlbedoMap - second: + - _DetailAlbedoMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailMask - second: + - _DetailMask: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailNormalMap - second: + - _DetailNormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissionMap - second: + - _EmissionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MainTex - second: + - _MainTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MetallicGlossMap - second: + - _MetallicGlossMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _OcclusionMap - second: + - _OcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _ParallaxMap - second: + - _ParallaxMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} m_Floats: - - first: - name: _BumpScale - second: 1 - - first: - name: _Cutoff - second: 0.5 - - first: - name: _DetailNormalMapScale - second: 1 - - first: - name: _DstBlend - second: 0 - - first: - name: _GlossMapScale - second: 1 - - first: - name: _Glossiness - second: 0.5 - - first: - name: _GlossyReflections - second: 1 - - first: - name: _Metallic - second: 0 - - first: - name: _Mode - second: 0 - - first: - name: _OcclusionStrength - second: 1 - - first: - name: _Parallax - second: 0.02 - - first: - name: _SmoothnessTextureChannel - second: 0 - - first: - name: _SpecularHighlights - second: 1 - - first: - name: _SrcBlend - second: 1 - - first: - name: _UVSec - second: 0 - - first: - name: _ZWrite - second: 1 + - _BumpScale: 1 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DstBlend: 0 + - _GlossMapScale: 1 + - _Glossiness: 0.5 + - _GlossyReflections: 1 + - _Metallic: 0 + - _Mode: 0 + - _OcclusionStrength: 1 + - _Parallax: 0.02 + - _SmoothnessTextureChannel: 0 + - _SpecularHighlights: 1 + - _SrcBlend: 1 + - _UVSec: 0 + - _ZWrite: 1 m_Colors: - - first: - name: _Color - second: {r: 0.5019608, g: 0.5019608, b: 0.5019608, a: 1} - - first: - name: _EmissionColor - second: {r: 0, g: 0, b: 0, a: 1} + - _Color: {r: 0.5019608, g: 0.5019608, b: 0.5019608, a: 1} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} diff --git a/Assets/TestScenes/HDTest/Material/StandardShaderMaterials/Green.mat b/Assets/TestScenes/HDTest/Material/StandardShaderMaterials/Green.mat index df0892a610d..5fa28ed64ba 100644 --- a/Assets/TestScenes/HDTest/Material/StandardShaderMaterials/Green.mat +++ b/Assets/TestScenes/HDTest/Material/StandardShaderMaterials/Green.mat @@ -7,121 +7,69 @@ 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1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MainTex - second: + - _MainTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MaskMap - second: + - _MaskMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MetallicGlossMap - second: + - _MetallicGlossMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _NormalMap - second: + - _NormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _OcclusionMap - second: + - _OcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _ParallaxMap - second: + - _ParallaxMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SpecularOcclusionMap - second: + - _SpecularOcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SubSurfaceRadiusMap - second: + - _SubSurfaceRadiusMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} m_Floats: - - first: - name: _AlphaCutoff - second: 0.5 - - first: - name: _AlphaCutoffEnable - second: 0 - - first: - name: _BlendMode - second: 0 - - first: - name: _BumpScale - second: 1 - - first: - name: _CullMode - second: 2 - - first: - name: _Cutoff - second: 0.5 - - first: - name: _DetailNormalMapScale - second: 1 - - first: - name: _DistortionDepthTest - second: 0 - - first: - name: _DistortionOnly - second: 0 - - first: - name: _DoubleSidedMode - second: 0 - - first: - name: _DstBlend - second: 0 - - first: - name: _EmissiveColorMode - second: 1 - - first: - name: _EmissiveIntensity - second: 0 - - first: - name: _GlossMapScale - second: 1 - - first: - name: _Glossiness - second: 0.7 - - first: - name: _GlossyReflections - second: 1 - - first: - name: _HeightBias - second: 0 - - first: - name: _HeightMapMode - second: 0 - - first: - name: _HeightScale - second: 1 - - first: - name: _MaterialId - second: 0 - - first: - name: _Metalic - second: 1 - - first: - name: _Metallic - second: 1 - - first: - name: _Mode - second: 0 - - first: - name: _NormalMapSpace - second: 0 - - first: - name: _OcclusionStrength - second: 1 - - first: - name: _Parallax - second: 0.02 - - first: - name: _Smoothness - second: 0.7 - - first: - name: _SmoothnessTextureChannel - second: 0 - - first: - name: _SpecularHighlights - second: 1 - - first: - name: _SrcBlend - second: 1 - - first: - name: _SubSurfaceRadius - second: 0 - - first: - name: _SurfaceType - second: 0 - - first: - name: _UVSec - second: 0 - - first: - name: _ZWrite - second: 1 + - _AlphaCutoff: 0.5 + - _AlphaCutoffEnable: 0 + - _BlendMode: 0 + - _BumpScale: 1 + - _CullMode: 2 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DistortionDepthTest: 0 + - _DistortionOnly: 0 + - _DoubleSidedMode: 0 + - _DstBlend: 0 + - _EmissiveColorMode: 1 + - _EmissiveIntensity: 0 + - _GlossMapScale: 1 + - _Glossiness: 0.7 + - _GlossyReflections: 1 + - _HeightBias: 0 + - _HeightMapMode: 0 + - _HeightScale: 1 + - _Metalic: 1 + - _Metallic: 1 + - _Mode: 0 + - _NormalMapSpace: 0 + - _OcclusionStrength: 1 + - _Parallax: 0.02 + - _Smoothness: 0.7 + - _SmoothnessTextureChannel: 0 + - _SpecularHighlights: 1 + - _SrcBlend: 1 + - _StencilRef: 1 + - _SubSurfaceRadius: 0 + - _SurfaceType: 0 + - _UVSec: 0 + - _ZWrite: 1 m_Colors: - - first: - name: _BaseColor - second: {r: 1, g: 1, b: 1, a: 1} - - first: - name: _Color - second: {r: 1, g: 1, b: 1, a: 1} - - first: - name: _EmissionColor - second: {r: 0, g: 0, b: 0, a: 1} - - first: - name: _EmissiveColor - second: {r: 0, g: 0, b: 0, a: 1} + - _BaseColor: {r: 1, g: 1, b: 1, a: 1} + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EmissiveColor: {r: 0, g: 0, b: 0, a: 1} diff --git a/Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_11.mat b/Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_11.mat index 40ec0e9290b..bdd06190172 100644 --- a/Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_11.mat +++ b/Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_11.mat @@ -7,230 +7,122 @@ Material: m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: Mat_smooth0_11 - m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_Shader: {fileID: 0} m_ShaderKeywords: _ALPHACUTOFFENABLE_OFF _DISTORTIONDEPTHTEST_OFF _DISTORTIONONLY_OFF _EMISSION _NORMALMAP_TANGENT_SPACE m_LightmapFlags: 1 + m_EnableInstancingVariants: 0 m_CustomRenderQueue: -1 stringTagMap: {} + disabledShaderPasses: [] m_SavedProperties: - serializedVersion: 2 + serializedVersion: 3 m_TexEnvs: - - first: - name: _BaseColorMap - second: + - _BaseColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _BumpMap - second: + - _BumpMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailAlbedoMap - second: + - _DetailAlbedoMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailMask - second: + - _DetailMask: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailNormalMap - second: + - _DetailNormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DiffuseLightingMap - second: + - _DiffuseLightingMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissionMap - second: + - _EmissionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissiveColorMap - second: + - _EmissiveColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _HeightMap - second: + - _HeightMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MainTex - second: + - _MainTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MaskMap - second: + - _MaskMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MetallicGlossMap - second: + - _MetallicGlossMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _NormalMap - second: + - _NormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _OcclusionMap - second: + - _OcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _ParallaxMap - second: + - _ParallaxMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SpecularOcclusionMap - second: + - _SpecularOcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SubSurfaceRadiusMap - second: + - _SubSurfaceRadiusMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} m_Floats: - - first: - name: _AlphaCutoff - second: 0.5 - - first: - name: _AlphaCutoffEnable - second: 0 - - first: - name: _BlendMode - second: 0 - - first: - name: _BumpScale - second: 1 - - first: - name: _CullMode - second: 2 - - first: - name: _Cutoff - second: 0.5 - - first: - name: _DetailNormalMapScale - second: 1 - - first: - name: _DistortionDepthTest - second: 0 - - first: - name: _DistortionOnly - second: 0 - - first: - name: _DoubleSidedMode - second: 0 - - first: - name: _DstBlend - second: 0 - - first: - name: _EmissiveColorMode - second: 1 - - first: - name: _EmissiveIntensity - second: 0 - - first: - name: _GlossMapScale - second: 1 - - first: - name: _Glossiness - second: 0.6 - - first: - name: _GlossyReflections - second: 1 - - first: - name: _HeightBias - second: 0 - - first: - name: _HeightMapMode - second: 0 - - first: - name: _HeightScale - second: 1 - - first: - name: _MaterialId - second: 0 - - first: - name: _Metalic - second: 1 - - first: - name: _Metallic - second: 1 - - first: - name: _Mode - second: 0 - - first: - name: _NormalMapSpace - second: 0 - - first: - name: _OcclusionStrength - second: 1 - - first: - name: _Parallax - second: 0.02 - - first: - name: _Smoothness - second: 0.6 - - first: - name: _SmoothnessTextureChannel - second: 0 - - first: - name: _SpecularHighlights - second: 1 - - first: - name: _SrcBlend - second: 1 - - first: - name: _SubSurfaceRadius - second: 0 - - first: - name: _SurfaceType - second: 0 - - first: - name: _UVSec - second: 0 - - first: - name: _ZWrite - second: 1 + - _AlphaCutoff: 0.5 + - _AlphaCutoffEnable: 0 + - _BlendMode: 0 + - _BumpScale: 1 + - _CullMode: 2 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DistortionDepthTest: 0 + - _DistortionOnly: 0 + - _DoubleSidedMode: 0 + - _DstBlend: 0 + - _EmissiveColorMode: 1 + - _EmissiveIntensity: 0 + - _GlossMapScale: 1 + - _Glossiness: 0.6 + - _GlossyReflections: 1 + - _HeightBias: 0 + - _HeightMapMode: 0 + - _HeightScale: 1 + - _Metalic: 1 + - _Metallic: 1 + - _Mode: 0 + - _NormalMapSpace: 0 + - _OcclusionStrength: 1 + - _Parallax: 0.02 + - _Smoothness: 0.6 + - _SmoothnessTextureChannel: 0 + - _SpecularHighlights: 1 + - _SrcBlend: 1 + - _StencilRef: 1 + - _SubSurfaceRadius: 0 + - _SurfaceType: 0 + - _UVSec: 0 + - _ZWrite: 1 m_Colors: - - first: - name: _BaseColor - second: {r: 1, g: 1, b: 1, a: 1} - - first: - name: _Color - second: {r: 1, g: 1, b: 1, a: 1} - - first: - name: _EmissionColor - second: {r: 0, g: 0, b: 0, a: 1} - - first: - name: _EmissiveColor - second: {r: 0, g: 0, b: 0, a: 1} + - _BaseColor: {r: 1, g: 1, b: 1, a: 1} + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EmissiveColor: {r: 0, g: 0, b: 0, a: 1} diff --git a/Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_12.mat b/Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_12.mat index e1364bdc6d5..9a0b29553e5 100644 --- a/Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_12.mat +++ b/Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_12.mat @@ -7,230 +7,122 @@ Material: m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: Mat_smooth0_12 - m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_Shader: {fileID: 0} m_ShaderKeywords: _ALPHACUTOFFENABLE_OFF _DISTORTIONDEPTHTEST_OFF _DISTORTIONONLY_OFF _EMISSION _NORMALMAP_TANGENT_SPACE m_LightmapFlags: 1 + m_EnableInstancingVariants: 0 m_CustomRenderQueue: -1 stringTagMap: {} + disabledShaderPasses: [] m_SavedProperties: - serializedVersion: 2 + serializedVersion: 3 m_TexEnvs: - - first: - name: _BaseColorMap - second: + - _BaseColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _BumpMap - second: + - _BumpMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailAlbedoMap - second: + - _DetailAlbedoMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailMask - second: + - _DetailMask: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailNormalMap - second: + - _DetailNormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DiffuseLightingMap - second: + - _DiffuseLightingMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissionMap - second: + - _EmissionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissiveColorMap - second: + - _EmissiveColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _HeightMap - second: + - _HeightMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MainTex - second: + - _MainTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MaskMap - second: + - _MaskMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MetallicGlossMap - second: + - _MetallicGlossMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _NormalMap - second: + - _NormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _OcclusionMap - second: + - _OcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _ParallaxMap - second: + - _ParallaxMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SpecularOcclusionMap - second: + - _SpecularOcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SubSurfaceRadiusMap - second: + - _SubSurfaceRadiusMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} m_Floats: - - first: - name: _AlphaCutoff - second: 0.5 - - first: - name: _AlphaCutoffEnable - second: 0 - - first: - name: _BlendMode - second: 0 - - first: - name: _BumpScale - second: 1 - - first: - name: _CullMode - second: 2 - - first: - name: _Cutoff - second: 0.5 - - first: - name: _DetailNormalMapScale - second: 1 - - first: - name: _DistortionDepthTest - second: 0 - - first: - name: _DistortionOnly - second: 0 - - first: - name: _DoubleSidedMode - second: 0 - - first: - name: _DstBlend - second: 0 - - first: - name: _EmissiveColorMode - second: 1 - - first: - name: _EmissiveIntensity - second: 0 - - first: - name: _GlossMapScale - second: 1 - - first: - name: _Glossiness - second: 0.4 - - first: - name: _GlossyReflections - second: 1 - - first: - name: _HeightBias - second: 0 - - first: - name: _HeightMapMode - second: 0 - - first: - name: _HeightScale - second: 1 - - first: - name: _MaterialId - second: 0 - - first: - name: _Metalic - second: 1 - - first: - name: _Metallic - second: 1 - - first: - name: _Mode - second: 0 - - first: - name: _NormalMapSpace - second: 0 - - first: - name: _OcclusionStrength - second: 1 - - first: - name: _Parallax - second: 0.02 - - first: - name: _Smoothness - second: 0.4 - - first: - name: _SmoothnessTextureChannel - second: 0 - - first: - name: _SpecularHighlights - second: 1 - - first: - name: _SrcBlend - second: 1 - - first: - name: _SubSurfaceRadius - second: 0 - - first: - name: _SurfaceType - second: 0 - - first: - name: _UVSec - second: 0 - - first: - name: _ZWrite - second: 1 + - _AlphaCutoff: 0.5 + - _AlphaCutoffEnable: 0 + - _BlendMode: 0 + - _BumpScale: 1 + - _CullMode: 2 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DistortionDepthTest: 0 + - _DistortionOnly: 0 + - _DoubleSidedMode: 0 + - _DstBlend: 0 + - _EmissiveColorMode: 1 + - _EmissiveIntensity: 0 + - _GlossMapScale: 1 + - _Glossiness: 0.4 + - _GlossyReflections: 1 + - _HeightBias: 0 + - _HeightMapMode: 0 + - _HeightScale: 1 + - _Metalic: 1 + - _Metallic: 1 + - _Mode: 0 + - _NormalMapSpace: 0 + - _OcclusionStrength: 1 + - _Parallax: 0.02 + - _Smoothness: 0.4 + - _SmoothnessTextureChannel: 0 + - _SpecularHighlights: 1 + - _SrcBlend: 1 + - _StencilRef: 1 + - _SubSurfaceRadius: 0 + - _SurfaceType: 0 + - _UVSec: 0 + - _ZWrite: 1 m_Colors: - - first: - name: _BaseColor - second: {r: 1, g: 1, b: 1, a: 1} - - first: - name: _Color - second: {r: 1, g: 1, b: 1, a: 1} - - first: - name: _EmissionColor - second: {r: 0, g: 0, b: 0, a: 1} - - first: - name: _EmissiveColor - second: {r: 0, g: 0, b: 0, a: 1} + - _BaseColor: {r: 1, g: 1, b: 1, a: 1} + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EmissiveColor: {r: 0, g: 0, b: 0, a: 1} diff --git a/Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_13.mat b/Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_13.mat index a8c3dbe0c0f..58e852a8216 100644 --- a/Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_13.mat +++ b/Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_13.mat @@ -7,230 +7,122 @@ Material: m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: Mat_smooth0_13 - m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_Shader: {fileID: 0} m_ShaderKeywords: _ALPHACUTOFFENABLE_OFF _DISTORTIONDEPTHTEST_OFF _DISTORTIONONLY_OFF _EMISSION _NORMALMAP_TANGENT_SPACE m_LightmapFlags: 1 + m_EnableInstancingVariants: 0 m_CustomRenderQueue: -1 stringTagMap: {} + disabledShaderPasses: [] m_SavedProperties: - serializedVersion: 2 + serializedVersion: 3 m_TexEnvs: - - first: - name: _BaseColorMap - second: + - _BaseColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _BumpMap - second: + - _BumpMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailAlbedoMap - second: + - _DetailAlbedoMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailMask - second: + - _DetailMask: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailNormalMap - second: + - _DetailNormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DiffuseLightingMap - second: + - _DiffuseLightingMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissionMap - second: + - _EmissionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissiveColorMap - second: + - _EmissiveColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _HeightMap - second: + - _HeightMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MainTex - second: + - _MainTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MaskMap - second: + - _MaskMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MetallicGlossMap - second: + - _MetallicGlossMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _NormalMap - second: + - _NormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _OcclusionMap - second: + - _OcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _ParallaxMap - second: + - _ParallaxMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SpecularOcclusionMap - second: + - _SpecularOcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SubSurfaceRadiusMap - second: + - _SubSurfaceRadiusMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} m_Floats: - - first: - name: _AlphaCutoff - second: 0.5 - - first: - name: _AlphaCutoffEnable - second: 0 - - first: - name: _BlendMode - second: 0 - - first: - name: _BumpScale - second: 1 - - first: - name: _CullMode - second: 2 - - first: - name: _Cutoff - second: 0.5 - - first: - name: _DetailNormalMapScale - second: 1 - - first: - name: _DistortionDepthTest - second: 0 - - first: - name: _DistortionOnly - second: 0 - - first: - name: _DoubleSidedMode - second: 0 - - first: - name: _DstBlend - second: 0 - - first: - name: _EmissiveColorMode - second: 1 - - first: - name: _EmissiveIntensity - second: 0 - - first: - name: _GlossMapScale - second: 1 - - first: - name: _Glossiness - second: 0.8 - - first: - name: _GlossyReflections - second: 1 - - first: - name: _HeightBias - second: 0 - - first: - name: _HeightMapMode - second: 0 - - first: - name: _HeightScale - second: 1 - - first: - name: _MaterialId - second: 0 - - first: - name: _Metalic - second: 1 - - first: - name: _Metallic - second: 1 - - first: - name: _Mode - second: 0 - - first: - name: _NormalMapSpace - second: 0 - - first: - name: _OcclusionStrength - second: 1 - - first: - name: _Parallax - second: 0.02 - - first: - name: _Smoothness - second: 0.8 - - first: - name: _SmoothnessTextureChannel - second: 0 - - first: - name: _SpecularHighlights - second: 1 - - first: - name: _SrcBlend - second: 1 - - first: - name: _SubSurfaceRadius - second: 0 - - first: - name: _SurfaceType - second: 0 - - first: - name: _UVSec - second: 0 - - first: - name: _ZWrite - second: 1 + - _AlphaCutoff: 0.5 + - _AlphaCutoffEnable: 0 + - _BlendMode: 0 + - _BumpScale: 1 + - _CullMode: 2 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DistortionDepthTest: 0 + - _DistortionOnly: 0 + - _DoubleSidedMode: 0 + - _DstBlend: 0 + - _EmissiveColorMode: 1 + - _EmissiveIntensity: 0 + - _GlossMapScale: 1 + - _Glossiness: 0.8 + - _GlossyReflections: 1 + - _HeightBias: 0 + - _HeightMapMode: 0 + - _HeightScale: 1 + - _Metalic: 1 + - _Metallic: 1 + - _Mode: 0 + - _NormalMapSpace: 0 + - _OcclusionStrength: 1 + - _Parallax: 0.02 + - _Smoothness: 0.8 + - _SmoothnessTextureChannel: 0 + - _SpecularHighlights: 1 + - _SrcBlend: 1 + - _StencilRef: 1 + - _SubSurfaceRadius: 0 + - _SurfaceType: 0 + - _UVSec: 0 + - _ZWrite: 1 m_Colors: - - first: - name: _BaseColor - second: {r: 1, g: 1, b: 1, a: 1} - - first: - name: _Color - second: {r: 1, g: 1, b: 1, a: 1} - - first: - name: _EmissionColor - second: {r: 0, g: 0, b: 0, a: 1} - - first: - name: _EmissiveColor - second: {r: 0, g: 0, b: 0, a: 1} + - _BaseColor: {r: 1, g: 1, b: 1, a: 1} + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EmissiveColor: {r: 0, g: 0, b: 0, a: 1} diff --git a/Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_14.mat b/Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_14.mat index 40c7d6c8c33..addeb614075 100644 --- a/Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_14.mat +++ b/Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_14.mat @@ -7,230 +7,122 @@ Material: m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: Mat_smooth0_14 - m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_Shader: {fileID: 0} m_ShaderKeywords: _ALPHACUTOFFENABLE_OFF _DISTORTIONDEPTHTEST_OFF _DISTORTIONONLY_OFF _EMISSION _NORMALMAP_TANGENT_SPACE m_LightmapFlags: 1 + m_EnableInstancingVariants: 0 m_CustomRenderQueue: -1 stringTagMap: {} + disabledShaderPasses: [] m_SavedProperties: - serializedVersion: 2 + serializedVersion: 3 m_TexEnvs: - - first: - name: _BaseColorMap - second: + - _BaseColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _BumpMap - second: + - _BumpMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailAlbedoMap - second: + - _DetailAlbedoMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailMask - second: + - _DetailMask: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailNormalMap - second: + - _DetailNormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DiffuseLightingMap - second: + - _DiffuseLightingMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissionMap - second: + - _EmissionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissiveColorMap - second: + - _EmissiveColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _HeightMap - second: + - _HeightMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MainTex - second: + - _MainTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MaskMap - second: + - _MaskMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MetallicGlossMap - second: + - _MetallicGlossMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _NormalMap - second: + - _NormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _OcclusionMap - second: + - _OcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _ParallaxMap - second: + - _ParallaxMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SpecularOcclusionMap - second: + - _SpecularOcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SubSurfaceRadiusMap - second: + - _SubSurfaceRadiusMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} m_Floats: - - first: - name: _AlphaCutoff - second: 0.5 - - first: - name: _AlphaCutoffEnable - second: 0 - - first: - name: _BlendMode - second: 0 - - first: - name: _BumpScale - second: 1 - - first: - name: _CullMode - second: 2 - - first: - name: _Cutoff - second: 0.5 - - first: - name: _DetailNormalMapScale - second: 1 - - first: - name: _DistortionDepthTest - second: 0 - - first: - name: _DistortionOnly - second: 0 - - first: - name: _DoubleSidedMode - second: 0 - - first: - name: _DstBlend - second: 0 - - first: - name: _EmissiveColorMode - second: 1 - - first: - name: _EmissiveIntensity - second: 0 - - first: - name: _GlossMapScale - second: 1 - - first: - name: _Glossiness - second: 0.2 - - first: - name: _GlossyReflections - second: 1 - - first: - name: _HeightBias - second: 0 - - first: - name: _HeightMapMode - second: 0 - - first: - name: _HeightScale - second: 1 - - first: - name: _MaterialId - second: 0 - - first: - name: _Metalic - second: 1 - - first: - name: _Metallic - second: 1 - - first: - name: _Mode - second: 0 - - first: - name: _NormalMapSpace - second: 0 - - first: - name: _OcclusionStrength - second: 1 - - first: - name: _Parallax - second: 0.02 - - first: - name: _Smoothness - second: 0.2 - - first: - name: _SmoothnessTextureChannel - second: 0 - - first: - name: _SpecularHighlights - second: 1 - - first: - name: _SrcBlend - second: 1 - - first: - name: _SubSurfaceRadius - second: 0 - - first: - name: _SurfaceType - second: 0 - - first: - name: _UVSec - second: 0 - - first: - name: _ZWrite - second: 1 + - _AlphaCutoff: 0.5 + - _AlphaCutoffEnable: 0 + - _BlendMode: 0 + - _BumpScale: 1 + - _CullMode: 2 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DistortionDepthTest: 0 + - _DistortionOnly: 0 + - _DoubleSidedMode: 0 + - _DstBlend: 0 + - _EmissiveColorMode: 1 + - _EmissiveIntensity: 0 + - _GlossMapScale: 1 + - _Glossiness: 0.2 + - _GlossyReflections: 1 + - _HeightBias: 0 + - _HeightMapMode: 0 + - _HeightScale: 1 + - _Metalic: 1 + - _Metallic: 1 + - _Mode: 0 + - _NormalMapSpace: 0 + - _OcclusionStrength: 1 + - _Parallax: 0.02 + - _Smoothness: 0.2 + - _SmoothnessTextureChannel: 0 + - _SpecularHighlights: 1 + - _SrcBlend: 1 + - _StencilRef: 1 + - _SubSurfaceRadius: 0 + - _SurfaceType: 0 + - _UVSec: 0 + - _ZWrite: 1 m_Colors: - - first: - name: _BaseColor - second: {r: 1, g: 1, b: 1, a: 1} - - first: - name: _Color - second: {r: 1, g: 1, b: 1, a: 1} - - first: - name: _EmissionColor - second: {r: 0, g: 0, b: 0, a: 1} - - first: - name: _EmissiveColor - second: {r: 0, g: 0, b: 0, a: 1} + - _BaseColor: {r: 1, g: 1, b: 1, a: 1} + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EmissiveColor: {r: 0, g: 0, b: 0, a: 1} diff --git a/Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_15.mat b/Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_15.mat index 5bb1f06be1f..e803c20985c 100644 --- a/Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_15.mat +++ b/Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_15.mat @@ -7,230 +7,122 @@ Material: m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: Mat_smooth0_15 - m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_Shader: {fileID: 0} m_ShaderKeywords: _ALPHACUTOFFENABLE_OFF _DISTORTIONDEPTHTEST_OFF _DISTORTIONONLY_OFF _EMISSION _NORMALMAP_TANGENT_SPACE m_LightmapFlags: 1 + m_EnableInstancingVariants: 0 m_CustomRenderQueue: -1 stringTagMap: {} + disabledShaderPasses: [] m_SavedProperties: - serializedVersion: 2 + serializedVersion: 3 m_TexEnvs: - - first: - name: _BaseColorMap - second: + - _BaseColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _BumpMap - second: + - _BumpMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailAlbedoMap - second: + - _DetailAlbedoMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailMask - second: + - _DetailMask: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailNormalMap - second: + - _DetailNormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DiffuseLightingMap - second: + - _DiffuseLightingMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissionMap - second: + - _EmissionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissiveColorMap - second: + - _EmissiveColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _HeightMap - second: + - _HeightMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MainTex - second: + - _MainTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MaskMap - second: + - _MaskMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MetallicGlossMap - second: + - _MetallicGlossMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _NormalMap - second: + - _NormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _OcclusionMap - second: + - _OcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _ParallaxMap - second: + - _ParallaxMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SpecularOcclusionMap - second: + - _SpecularOcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SubSurfaceRadiusMap - second: + - _SubSurfaceRadiusMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} m_Floats: - - first: - name: _AlphaCutoff - second: 0.5 - - first: - name: _AlphaCutoffEnable - second: 0 - - first: - name: _BlendMode - second: 0 - - first: - name: _BumpScale - second: 1 - - first: - name: _CullMode - second: 2 - - first: - name: _Cutoff - second: 0.5 - - first: - name: _DetailNormalMapScale - second: 1 - - first: - name: _DistortionDepthTest - second: 0 - - first: - name: _DistortionOnly - second: 0 - - first: - name: _DoubleSidedMode - second: 0 - - first: - name: _DstBlend - second: 0 - - first: - name: _EmissiveColorMode - second: 1 - - first: - name: _EmissiveIntensity - second: 0 - - first: - name: _GlossMapScale - second: 1 - - first: - name: _Glossiness - second: 0.3 - - first: - name: _GlossyReflections - second: 1 - - first: - name: _HeightBias - second: 0 - - first: - name: _HeightMapMode - second: 0 - - first: - name: _HeightScale - second: 1 - - first: - name: _MaterialId - second: 0 - - first: - name: _Metalic - second: 1 - - first: - name: _Metallic - second: 1 - - first: - name: _Mode - second: 0 - - first: - name: _NormalMapSpace - second: 0 - - first: - name: _OcclusionStrength - second: 1 - - first: - name: _Parallax - second: 0.02 - - first: - name: _Smoothness - second: 0.3 - - first: - name: _SmoothnessTextureChannel - second: 0 - - first: - name: _SpecularHighlights - second: 1 - - first: - name: _SrcBlend - second: 1 - - first: - name: _SubSurfaceRadius - second: 0 - - first: - name: _SurfaceType - second: 0 - - first: - name: _UVSec - second: 0 - - first: - name: _ZWrite - second: 1 + - _AlphaCutoff: 0.5 + - _AlphaCutoffEnable: 0 + - _BlendMode: 0 + - _BumpScale: 1 + - _CullMode: 2 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DistortionDepthTest: 0 + - _DistortionOnly: 0 + - _DoubleSidedMode: 0 + - _DstBlend: 0 + - _EmissiveColorMode: 1 + - _EmissiveIntensity: 0 + - _GlossMapScale: 1 + - _Glossiness: 0.3 + - _GlossyReflections: 1 + - _HeightBias: 0 + - _HeightMapMode: 0 + - _HeightScale: 1 + - _Metalic: 1 + - _Metallic: 1 + - _Mode: 0 + - _NormalMapSpace: 0 + - _OcclusionStrength: 1 + - _Parallax: 0.02 + - _Smoothness: 0.3 + - _SmoothnessTextureChannel: 0 + - _SpecularHighlights: 1 + - _SrcBlend: 1 + - _StencilRef: 1 + - _SubSurfaceRadius: 0 + - _SurfaceType: 0 + - _UVSec: 0 + - _ZWrite: 1 m_Colors: - - first: - name: _BaseColor - second: {r: 1, g: 1, b: 1, a: 1} - - first: - name: _Color - second: {r: 1, g: 1, b: 1, a: 1} - - first: - name: _EmissionColor - second: {r: 0, g: 0, b: 0, a: 1} - - first: - name: _EmissiveColor - second: {r: 0, g: 0, b: 0, a: 1} + - _BaseColor: {r: 1, g: 1, b: 1, a: 1} + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EmissiveColor: {r: 0, g: 0, b: 0, a: 1} diff --git a/Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_16.mat b/Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_16.mat index b607f21c858..b72c660b55a 100644 --- a/Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_16.mat +++ b/Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_16.mat @@ -7,230 +7,122 @@ Material: m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: Mat_smooth0_16 - m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_Shader: {fileID: 0} m_ShaderKeywords: _ALPHACUTOFFENABLE_OFF _DISTORTIONDEPTHTEST_OFF _DISTORTIONONLY_OFF _EMISSION _NORMALMAP_TANGENT_SPACE m_LightmapFlags: 1 + m_EnableInstancingVariants: 0 m_CustomRenderQueue: -1 stringTagMap: {} + disabledShaderPasses: [] m_SavedProperties: - serializedVersion: 2 + serializedVersion: 3 m_TexEnvs: - - first: - name: _BaseColorMap - second: + - _BaseColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _BumpMap - second: + - _BumpMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailAlbedoMap - second: + - _DetailAlbedoMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailMask - second: + - _DetailMask: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailNormalMap - second: + - _DetailNormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DiffuseLightingMap - second: + - _DiffuseLightingMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissionMap - second: + - _EmissionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissiveColorMap - second: + - _EmissiveColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _HeightMap - second: + - _HeightMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MainTex - second: + - _MainTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MaskMap - second: + - _MaskMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MetallicGlossMap - second: + - _MetallicGlossMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _NormalMap - second: + - _NormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _OcclusionMap - second: + - _OcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _ParallaxMap - second: + - _ParallaxMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SpecularOcclusionMap - second: + - _SpecularOcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SubSurfaceRadiusMap - second: + - _SubSurfaceRadiusMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} m_Floats: - - first: - name: _AlphaCutoff - second: 0.5 - - first: - name: _AlphaCutoffEnable - second: 0 - - first: - name: _BlendMode - second: 0 - - first: - name: _BumpScale - second: 1 - - first: - name: _CullMode - second: 2 - - first: - name: _Cutoff - second: 0.5 - - first: - name: _DetailNormalMapScale - second: 1 - - first: - name: _DistortionDepthTest - second: 0 - - first: - name: _DistortionOnly - second: 0 - - first: - name: _DoubleSidedMode - second: 0 - - first: - name: _DstBlend - second: 0 - - first: - name: _EmissiveColorMode - second: 1 - - first: - name: _EmissiveIntensity - second: 0 - - first: - name: _GlossMapScale - second: 1 - - first: - name: _Glossiness - second: 0.9 - - first: - name: _GlossyReflections - second: 1 - - first: - name: _HeightBias - second: 0 - - first: - name: _HeightMapMode - second: 0 - - first: - name: _HeightScale - second: 1 - - first: - name: _MaterialId - second: 0 - - first: - name: _Metalic - second: 1 - - first: - name: _Metallic - second: 1 - - first: - name: _Mode - second: 0 - - first: - name: _NormalMapSpace - second: 0 - - first: - name: _OcclusionStrength - second: 1 - - first: - name: _Parallax - second: 0.02 - - first: - name: _Smoothness - second: 0.9 - - first: - name: _SmoothnessTextureChannel - second: 0 - - first: - name: _SpecularHighlights - second: 1 - - first: - name: _SrcBlend - second: 1 - - first: - name: _SubSurfaceRadius - second: 0 - - first: - name: _SurfaceType - second: 0 - - first: - name: _UVSec - second: 0 - - first: - name: _ZWrite - second: 1 + - _AlphaCutoff: 0.5 + - _AlphaCutoffEnable: 0 + - _BlendMode: 0 + - _BumpScale: 1 + - _CullMode: 2 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DistortionDepthTest: 0 + - _DistortionOnly: 0 + - _DoubleSidedMode: 0 + - _DstBlend: 0 + - _EmissiveColorMode: 1 + - _EmissiveIntensity: 0 + - _GlossMapScale: 1 + - _Glossiness: 0.9 + - _GlossyReflections: 1 + - _HeightBias: 0 + - _HeightMapMode: 0 + - _HeightScale: 1 + - _Metalic: 1 + - _Metallic: 1 + - _Mode: 0 + - _NormalMapSpace: 0 + - _OcclusionStrength: 1 + - _Parallax: 0.02 + - _Smoothness: 0.9 + - _SmoothnessTextureChannel: 0 + - _SpecularHighlights: 1 + - _SrcBlend: 1 + - _StencilRef: 1 + - _SubSurfaceRadius: 0 + - _SurfaceType: 0 + - _UVSec: 0 + - _ZWrite: 1 m_Colors: - - first: - name: _BaseColor - second: {r: 1, g: 1, b: 1, a: 1} - - first: - name: _Color - second: {r: 1, g: 1, b: 1, a: 1} - - first: - name: _EmissionColor - second: {r: 0, g: 0, b: 0, a: 1} - - first: - name: _EmissiveColor - second: {r: 0, g: 0, b: 0, a: 1} + - _BaseColor: {r: 1, g: 1, b: 1, a: 1} + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EmissiveColor: {r: 0, g: 0, b: 0, a: 1} diff --git a/Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_17.mat b/Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_17.mat index c926ca5545d..2807e3c59e7 100644 --- a/Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_17.mat +++ b/Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_17.mat @@ -7,230 +7,122 @@ Material: m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: Mat_smooth0_17 - m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_Shader: {fileID: 0} m_ShaderKeywords: _ALPHACUTOFFENABLE_OFF _DISTORTIONDEPTHTEST_OFF _DISTORTIONONLY_OFF _EMISSION _NORMALMAP_TANGENT_SPACE m_LightmapFlags: 1 + m_EnableInstancingVariants: 0 m_CustomRenderQueue: -1 stringTagMap: {} + disabledShaderPasses: [] m_SavedProperties: - serializedVersion: 2 + serializedVersion: 3 m_TexEnvs: - - first: - name: _BaseColorMap - second: + - _BaseColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _BumpMap - second: + - _BumpMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailAlbedoMap - second: + - _DetailAlbedoMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailMask - second: + - _DetailMask: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailNormalMap - second: + - _DetailNormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DiffuseLightingMap - second: + - _DiffuseLightingMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissionMap - second: + - _EmissionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissiveColorMap - second: + - _EmissiveColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _HeightMap - second: + - _HeightMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MainTex - second: + - _MainTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MaskMap - second: + - _MaskMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MetallicGlossMap - second: + - _MetallicGlossMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _NormalMap - second: + - _NormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _OcclusionMap - second: + - _OcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _ParallaxMap - second: + - _ParallaxMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SpecularOcclusionMap - second: + - _SpecularOcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SubSurfaceRadiusMap - second: + - _SubSurfaceRadiusMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} m_Floats: - - first: - name: _AlphaCutoff - second: 0.5 - - first: - name: _AlphaCutoffEnable - second: 0 - - first: - name: _BlendMode - second: 0 - - first: - name: _BumpScale - second: 1 - - first: - name: _CullMode - second: 2 - - first: - name: _Cutoff - second: 0.5 - - first: - name: _DetailNormalMapScale - second: 1 - - first: - name: _DistortionDepthTest - second: 0 - - first: - name: _DistortionOnly - second: 0 - - first: - name: _DoubleSidedMode - second: 0 - - first: - name: _DstBlend - second: 0 - - first: - name: _EmissiveColorMode - second: 1 - - first: - name: _EmissiveIntensity - second: 0 - - first: - name: _GlossMapScale - second: 1 - - first: - name: _Glossiness - second: 0.1 - - first: - name: _GlossyReflections - second: 1 - - first: - name: _HeightBias - second: 0 - - first: - name: _HeightMapMode - second: 0 - - first: - name: _HeightScale - second: 1 - - first: - name: _MaterialId - second: 0 - - first: - name: _Metalic - second: 1 - - first: - name: _Metallic - second: 1 - - first: - name: _Mode - second: 0 - - first: - name: _NormalMapSpace - second: 0 - - first: - name: _OcclusionStrength - second: 1 - - first: - name: _Parallax - second: 0.02 - - first: - name: _Smoothness - second: 0.1 - - first: - name: _SmoothnessTextureChannel - second: 0 - - first: - name: _SpecularHighlights - second: 1 - - first: - name: _SrcBlend - second: 1 - - first: - name: _SubSurfaceRadius - second: 0 - - first: - name: _SurfaceType - second: 0 - - first: - name: _UVSec - second: 0 - - first: - name: _ZWrite - second: 1 + - _AlphaCutoff: 0.5 + - _AlphaCutoffEnable: 0 + - _BlendMode: 0 + - _BumpScale: 1 + - _CullMode: 2 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DistortionDepthTest: 0 + - _DistortionOnly: 0 + - _DoubleSidedMode: 0 + - _DstBlend: 0 + - _EmissiveColorMode: 1 + - _EmissiveIntensity: 0 + - _GlossMapScale: 1 + - _Glossiness: 0.1 + - _GlossyReflections: 1 + - _HeightBias: 0 + - _HeightMapMode: 0 + - _HeightScale: 1 + - _Metalic: 1 + - _Metallic: 1 + - _Mode: 0 + - _NormalMapSpace: 0 + - _OcclusionStrength: 1 + - _Parallax: 0.02 + - _Smoothness: 0.1 + - _SmoothnessTextureChannel: 0 + - _SpecularHighlights: 1 + - _SrcBlend: 1 + - _StencilRef: 1 + - _SubSurfaceRadius: 0 + - _SurfaceType: 0 + - _UVSec: 0 + - _ZWrite: 1 m_Colors: - - first: - name: _BaseColor - second: {r: 1, g: 1, b: 1, a: 1} - - first: - name: _Color - second: {r: 1, g: 1, b: 1, a: 1} - - first: - name: _EmissionColor - second: {r: 0, g: 0, b: 0, a: 1} - - first: - name: _EmissiveColor - second: {r: 0, g: 0, b: 0, a: 1} + - _BaseColor: {r: 1, g: 1, b: 1, a: 1} + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EmissiveColor: {r: 0, g: 0, b: 0, a: 1} diff --git a/Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_18.mat b/Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_18.mat index bb00f35ec5f..f5a103b3772 100644 --- a/Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_18.mat +++ b/Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_18.mat @@ -7,230 +7,122 @@ Material: m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: Mat_smooth0_18 - m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_Shader: {fileID: 0} m_ShaderKeywords: _ALPHACUTOFFENABLE_OFF _DISTORTIONDEPTHTEST_OFF _DISTORTIONONLY_OFF _EMISSION _NORMALMAP_TANGENT_SPACE m_LightmapFlags: 1 + m_EnableInstancingVariants: 0 m_CustomRenderQueue: -1 stringTagMap: {} + disabledShaderPasses: [] m_SavedProperties: - serializedVersion: 2 + serializedVersion: 3 m_TexEnvs: - - first: - name: _BaseColorMap - second: + - _BaseColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _BumpMap - second: + - _BumpMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailAlbedoMap - second: + - _DetailAlbedoMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailMask - second: + - _DetailMask: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailNormalMap - second: + - _DetailNormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DiffuseLightingMap - second: + - _DiffuseLightingMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissionMap - second: + - _EmissionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissiveColorMap - second: + - _EmissiveColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _HeightMap - second: + - _HeightMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MainTex - second: + - _MainTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MaskMap - second: + - _MaskMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MetallicGlossMap - second: + - _MetallicGlossMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _NormalMap - second: + - _NormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _OcclusionMap - second: + - _OcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _ParallaxMap - second: + - _ParallaxMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SpecularOcclusionMap - second: + - _SpecularOcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SubSurfaceRadiusMap - second: + - _SubSurfaceRadiusMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} m_Floats: - - first: - name: _AlphaCutoff - second: 0.5 - - first: - name: _AlphaCutoffEnable - second: 0 - - first: - name: _BlendMode - second: 0 - - first: - name: _BumpScale - second: 1 - - first: - name: _CullMode - second: 2 - - first: - name: _Cutoff - second: 0.5 - - first: - name: _DetailNormalMapScale - second: 1 - - first: - name: _DistortionDepthTest - second: 0 - - first: - name: _DistortionOnly - second: 0 - - first: - name: _DoubleSidedMode - second: 0 - - first: - name: _DstBlend - second: 0 - - first: - name: _EmissiveColorMode - second: 1 - - first: - name: _EmissiveIntensity - second: 0 - - first: - name: _GlossMapScale - second: 1 - - first: - name: _Glossiness - second: 0.5 - - first: - name: _GlossyReflections - second: 1 - - first: - name: _HeightBias - second: 0 - - first: - name: _HeightMapMode - second: 0 - - first: - name: _HeightScale - second: 1 - - first: - name: _MaterialId - second: 0 - - first: - name: _Metalic - second: 1 - - first: - name: _Metallic - second: 1 - - first: - name: _Mode - second: 0 - - first: - name: _NormalMapSpace - second: 0 - - first: - name: _OcclusionStrength - second: 1 - - first: - name: _Parallax - second: 0.02 - - first: - name: _Smoothness - second: 0.5 - - first: - name: _SmoothnessTextureChannel - second: 0 - - first: - name: _SpecularHighlights - second: 1 - - first: - name: _SrcBlend - second: 1 - - first: - name: _SubSurfaceRadius - second: 0 - - first: - name: _SurfaceType - second: 0 - - first: - name: _UVSec - second: 0 - - first: - name: _ZWrite - second: 1 + - _AlphaCutoff: 0.5 + - _AlphaCutoffEnable: 0 + - _BlendMode: 0 + - _BumpScale: 1 + - _CullMode: 2 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DistortionDepthTest: 0 + - _DistortionOnly: 0 + - _DoubleSidedMode: 0 + - _DstBlend: 0 + - _EmissiveColorMode: 1 + - _EmissiveIntensity: 0 + - _GlossMapScale: 1 + - _Glossiness: 0.5 + - _GlossyReflections: 1 + - _HeightBias: 0 + - _HeightMapMode: 0 + - _HeightScale: 1 + - _Metalic: 1 + - _Metallic: 1 + - _Mode: 0 + - _NormalMapSpace: 0 + - _OcclusionStrength: 1 + - _Parallax: 0.02 + - _Smoothness: 0.5 + - _SmoothnessTextureChannel: 0 + - _SpecularHighlights: 1 + - _SrcBlend: 1 + - _StencilRef: 1 + - _SubSurfaceRadius: 0 + - _SurfaceType: 0 + - _UVSec: 0 + - _ZWrite: 1 m_Colors: - - first: - name: _BaseColor - second: {r: 1, g: 1, b: 1, a: 1} - - first: - name: _Color - second: {r: 1, g: 1, b: 1, a: 1} - - first: - name: _EmissionColor - second: {r: 0, g: 0, b: 0, a: 1} - - first: - name: _EmissiveColor - second: {r: 0, g: 0, b: 0, a: 1} + - _BaseColor: {r: 1, g: 1, b: 1, a: 1} + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EmissiveColor: {r: 0, g: 0, b: 0, a: 1} diff --git a/Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_19.mat b/Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_19.mat index caaef298f9b..6ef8d5722ac 100644 --- a/Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_19.mat +++ b/Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_19.mat @@ -7,230 +7,122 @@ Material: m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: Mat_smooth0_19 - m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_Shader: {fileID: 0} m_ShaderKeywords: _ALPHACUTOFFENABLE_OFF _DISTORTIONDEPTHTEST_OFF _DISTORTIONONLY_OFF _EMISSION _NORMALMAP_TANGENT_SPACE m_LightmapFlags: 1 + m_EnableInstancingVariants: 0 m_CustomRenderQueue: -1 stringTagMap: {} + disabledShaderPasses: [] m_SavedProperties: - serializedVersion: 2 + serializedVersion: 3 m_TexEnvs: - - first: - name: _BaseColorMap - second: + - _BaseColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _BumpMap - second: + - _BumpMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailAlbedoMap - second: + - _DetailAlbedoMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailMask - second: + - _DetailMask: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailNormalMap - second: + - _DetailNormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DiffuseLightingMap - second: + - _DiffuseLightingMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissionMap - second: + - _EmissionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissiveColorMap - second: + - _EmissiveColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _HeightMap - second: + - _HeightMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MainTex - second: + - _MainTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MaskMap - second: + - _MaskMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MetallicGlossMap - second: + - _MetallicGlossMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _NormalMap - second: + - _NormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _OcclusionMap - second: + - _OcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _ParallaxMap - second: + - _ParallaxMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SpecularOcclusionMap - second: + - _SpecularOcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SubSurfaceRadiusMap - second: + - _SubSurfaceRadiusMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} m_Floats: - - first: - name: _AlphaCutoff - second: 0.5 - - first: - name: _AlphaCutoffEnable - second: 0 - - first: - name: _BlendMode - second: 0 - - first: - name: _BumpScale - second: 1 - - first: - name: _CullMode - second: 2 - - first: - name: _Cutoff - second: 0.5 - - first: - name: _DetailNormalMapScale - second: 1 - - first: - name: _DistortionDepthTest - second: 0 - - first: - name: _DistortionOnly - second: 0 - - first: - name: _DoubleSidedMode - second: 0 - - first: - name: _DstBlend - second: 0 - - first: - name: _EmissiveColorMode - second: 1 - - first: - name: _EmissiveIntensity - second: 0 - - first: - name: _GlossMapScale - second: 1 - - first: - name: _Glossiness - second: 0 - - first: - name: _GlossyReflections - second: 1 - - first: - name: _HeightBias - second: 0 - - first: - name: _HeightMapMode - second: 0 - - first: - name: _HeightScale - second: 1 - - first: - name: _MaterialId - second: 0 - - first: - name: _Metalic - second: 1 - - first: - name: _Metallic - second: 1 - - first: - name: _Mode - second: 0 - - first: - name: _NormalMapSpace - second: 0 - - first: - name: _OcclusionStrength - second: 1 - - first: - name: _Parallax - second: 0.02 - - first: - name: _Smoothness - second: 0 - - first: - name: _SmoothnessTextureChannel - second: 0 - - first: - name: _SpecularHighlights - second: 1 - - first: - name: _SrcBlend - second: 1 - - first: - name: _SubSurfaceRadius - second: 0 - - first: - name: _SurfaceType - second: 0 - - first: - name: _UVSec - second: 0 - - first: - name: _ZWrite - second: 1 + - _AlphaCutoff: 0.5 + - _AlphaCutoffEnable: 0 + - _BlendMode: 0 + - _BumpScale: 1 + - _CullMode: 2 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DistortionDepthTest: 0 + - _DistortionOnly: 0 + - _DoubleSidedMode: 0 + - _DstBlend: 0 + - _EmissiveColorMode: 1 + - _EmissiveIntensity: 0 + - _GlossMapScale: 1 + - _Glossiness: 0 + - _GlossyReflections: 1 + - _HeightBias: 0 + - _HeightMapMode: 0 + - _HeightScale: 1 + - _Metalic: 1 + - _Metallic: 1 + - _Mode: 0 + - _NormalMapSpace: 0 + - _OcclusionStrength: 1 + - _Parallax: 0.02 + - _Smoothness: 0 + - _SmoothnessTextureChannel: 0 + - _SpecularHighlights: 1 + - _SrcBlend: 1 + - _StencilRef: 1 + - _SubSurfaceRadius: 0 + - _SurfaceType: 0 + - _UVSec: 0 + - _ZWrite: 1 m_Colors: - - first: - name: _BaseColor - second: {r: 1, g: 1, b: 1, a: 1} - - first: - name: _Color - second: {r: 1, g: 1, b: 1, a: 1} - - first: - name: _EmissionColor - second: {r: 0, g: 0, b: 0, a: 1} - - first: - name: _EmissiveColor - second: {r: 0, g: 0, b: 0, a: 1} + - _BaseColor: {r: 1, g: 1, b: 1, a: 1} + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EmissiveColor: {r: 0, g: 0, b: 0, a: 1} diff --git a/Assets/TestScenes/HDTest/SphereStandard/Mat_smooth1_2.mat b/Assets/TestScenes/HDTest/SphereStandard/Mat_smooth1_2.mat index 4e3bfd34373..09df74e81e0 100644 --- a/Assets/TestScenes/HDTest/SphereStandard/Mat_smooth1_2.mat +++ b/Assets/TestScenes/HDTest/SphereStandard/Mat_smooth1_2.mat @@ -7,230 +7,122 @@ Material: m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: Mat_smooth1_2 - m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_Shader: {fileID: 0} m_ShaderKeywords: _ALPHACUTOFFENABLE_OFF _DISTORTIONDEPTHTEST_OFF _DISTORTIONONLY_OFF _EMISSION _NORMALMAP_TANGENT_SPACE m_LightmapFlags: 1 + m_EnableInstancingVariants: 0 m_CustomRenderQueue: -1 stringTagMap: {} + disabledShaderPasses: [] m_SavedProperties: - serializedVersion: 2 + serializedVersion: 3 m_TexEnvs: - - first: - name: _BaseColorMap - second: + - _BaseColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _BumpMap - second: + - _BumpMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailAlbedoMap - second: + - _DetailAlbedoMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailMask - second: + - _DetailMask: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailNormalMap - second: + - _DetailNormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DiffuseLightingMap - second: + - _DiffuseLightingMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissionMap - second: + - _EmissionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissiveColorMap - second: + - _EmissiveColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _HeightMap - second: + - _HeightMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MainTex - second: + - _MainTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MaskMap - second: + - _MaskMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MetallicGlossMap - second: + - _MetallicGlossMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _NormalMap - second: + - _NormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _OcclusionMap - second: + - _OcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _ParallaxMap - second: + - _ParallaxMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SpecularOcclusionMap - second: + - _SpecularOcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SubSurfaceRadiusMap - second: + - _SubSurfaceRadiusMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} m_Floats: - - first: - name: _AlphaCutoff - second: 0.5 - - first: - name: _AlphaCutoffEnable - second: 0 - - first: - name: _BlendMode - second: 0 - - first: - name: _BumpScale - second: 1 - - first: - name: _CullMode - second: 2 - - first: - name: _Cutoff - second: 0.5 - - first: - name: _DetailNormalMapScale - second: 1 - - first: - name: _DistortionDepthTest - second: 0 - - first: - name: _DistortionOnly - second: 0 - - first: - name: _DoubleSidedMode - second: 0 - - first: - name: _DstBlend - second: 0 - - first: - name: _EmissiveColorMode - second: 1 - - first: - name: _EmissiveIntensity - second: 0 - - first: - name: _GlossMapScale - second: 1 - - first: - name: _Glossiness - second: 1 - - first: - name: _GlossyReflections - second: 1 - - first: - name: _HeightBias - second: 0 - - first: - name: _HeightMapMode - second: 0 - - first: - name: _HeightScale - second: 1 - - first: - name: _MaterialId - second: 0 - - first: - name: _Metalic - second: 1 - - first: - name: _Metallic - second: 1 - - first: - name: _Mode - second: 0 - - first: - name: _NormalMapSpace - second: 0 - - first: - name: _OcclusionStrength - second: 1 - - first: - name: _Parallax - second: 0.02 - - first: - name: _Smoothness - second: 1 - - first: - name: _SmoothnessTextureChannel - second: 0 - - first: - name: _SpecularHighlights - second: 1 - - first: - name: _SrcBlend - second: 1 - - first: - name: _SubSurfaceRadius - second: 0 - - first: - name: _SurfaceType - second: 0 - - first: - name: _UVSec - second: 0 - - first: - name: _ZWrite - second: 1 + - _AlphaCutoff: 0.5 + - _AlphaCutoffEnable: 0 + - _BlendMode: 0 + - _BumpScale: 1 + - _CullMode: 2 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DistortionDepthTest: 0 + - _DistortionOnly: 0 + - _DoubleSidedMode: 0 + - _DstBlend: 0 + - _EmissiveColorMode: 1 + - _EmissiveIntensity: 0 + - _GlossMapScale: 1 + - _Glossiness: 1 + - _GlossyReflections: 1 + - _HeightBias: 0 + - _HeightMapMode: 0 + - _HeightScale: 1 + - _Metalic: 1 + - _Metallic: 1 + - _Mode: 0 + - _NormalMapSpace: 0 + - _OcclusionStrength: 1 + - _Parallax: 0.02 + - _Smoothness: 1 + - _SmoothnessTextureChannel: 0 + - _SpecularHighlights: 1 + - _SrcBlend: 1 + - _StencilRef: 1 + - _SubSurfaceRadius: 0 + - _SurfaceType: 0 + - _UVSec: 0 + - _ZWrite: 1 m_Colors: - - first: - name: _BaseColor - second: {r: 1, g: 1, b: 1, a: 1} - - first: - name: _Color - second: {r: 1, g: 1, b: 1, a: 1} - - first: - name: _EmissionColor - second: {r: 0, g: 0, b: 0, a: 1} - - first: - name: _EmissiveColor - second: {r: 0, g: 0, b: 0, a: 1} + - _BaseColor: {r: 1, g: 1, b: 1, a: 1} + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EmissiveColor: {r: 0, g: 0, b: 0, a: 1} diff --git a/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_10.mat b/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_10.mat index cd58874cdfb..f054959d1a4 100644 --- a/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_10.mat +++ b/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_10.mat @@ -7,230 +7,122 @@ Material: m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: Mat_smoothdielectric0_10 - m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_Shader: {fileID: 0} m_ShaderKeywords: _ALPHACUTOFFENABLE_OFF _DISTORTIONDEPTHTEST_OFF _DISTORTIONONLY_OFF _EMISSION _NORMALMAP_TANGENT_SPACE m_LightmapFlags: 1 + m_EnableInstancingVariants: 0 m_CustomRenderQueue: -1 stringTagMap: {} + disabledShaderPasses: [] m_SavedProperties: - serializedVersion: 2 + serializedVersion: 3 m_TexEnvs: - - first: - name: _BaseColorMap - second: + - _BaseColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _BumpMap - second: + - _BumpMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailAlbedoMap - second: + - _DetailAlbedoMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailMask - second: + - _DetailMask: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailNormalMap - second: + - _DetailNormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DiffuseLightingMap - second: + - _DiffuseLightingMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissionMap - second: + - _EmissionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissiveColorMap - second: + - _EmissiveColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _HeightMap - second: + - _HeightMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MainTex - second: + - _MainTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MaskMap - second: + - _MaskMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MetallicGlossMap - second: + - _MetallicGlossMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _NormalMap - second: + - _NormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _OcclusionMap - second: + - _OcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _ParallaxMap - second: + - _ParallaxMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SpecularOcclusionMap - second: + - _SpecularOcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SubSurfaceRadiusMap - second: + - _SubSurfaceRadiusMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} m_Floats: - - first: - name: _AlphaCutoff - second: 0.5 - - first: - name: _AlphaCutoffEnable - second: 0 - - first: - name: _BlendMode - second: 0 - - first: - name: _BumpScale - second: 1 - - first: - name: _CullMode - second: 2 - - first: - name: _Cutoff - second: 0.5 - - first: - name: _DetailNormalMapScale - second: 1 - - first: - name: _DistortionDepthTest - second: 0 - - first: - name: _DistortionOnly - second: 0 - - first: - name: _DoubleSidedMode - second: 0 - - first: - name: _DstBlend - second: 0 - - first: - name: _EmissiveColorMode - second: 1 - - first: - name: _EmissiveIntensity - second: 0 - - first: - name: _GlossMapScale - second: 1 - - first: - name: _Glossiness - second: 0.8 - - first: - name: _GlossyReflections - second: 1 - - first: - name: _HeightBias - second: 0 - - first: - name: _HeightMapMode - second: 0 - - first: - name: _HeightScale - second: 1 - - first: - name: _MaterialId - second: 0 - - first: - name: _Metalic - second: 0 - - first: - name: _Metallic - second: 0 - - first: - name: _Mode - second: 0 - - first: - name: _NormalMapSpace - second: 0 - - first: - name: _OcclusionStrength - second: 1 - - first: - name: _Parallax - second: 0.02 - - first: - name: _Smoothness - second: 0.8 - - first: - name: _SmoothnessTextureChannel - second: 0 - - first: - name: _SpecularHighlights - second: 1 - - first: - name: _SrcBlend - second: 1 - - first: - name: _SubSurfaceRadius - second: 0 - - first: - name: _SurfaceType - second: 0 - - first: - name: _UVSec - second: 0 - - first: - name: _ZWrite - second: 1 + - _AlphaCutoff: 0.5 + - _AlphaCutoffEnable: 0 + - _BlendMode: 0 + - _BumpScale: 1 + - _CullMode: 2 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DistortionDepthTest: 0 + - _DistortionOnly: 0 + - _DoubleSidedMode: 0 + - _DstBlend: 0 + - _EmissiveColorMode: 1 + - _EmissiveIntensity: 0 + - _GlossMapScale: 1 + - _Glossiness: 0.8 + - _GlossyReflections: 1 + - _HeightBias: 0 + - _HeightMapMode: 0 + - _HeightScale: 1 + - _Metalic: 0 + - _Metallic: 0 + - _Mode: 0 + - _NormalMapSpace: 0 + - _OcclusionStrength: 1 + - _Parallax: 0.02 + - _Smoothness: 0.8 + - _SmoothnessTextureChannel: 0 + - _SpecularHighlights: 1 + - _SrcBlend: 1 + - _StencilRef: 1 + - _SubSurfaceRadius: 0 + - _SurfaceType: 0 + - _UVSec: 0 + - _ZWrite: 1 m_Colors: - - first: - name: _BaseColor - second: {r: 1, g: 1, b: 1, a: 1} - - first: - name: _Color - second: {r: 0.7176471, g: 0.7176471, b: 0.7176471, a: 1} - - first: - name: _EmissionColor - second: {r: 0, g: 0, b: 0, a: 1} - - first: - name: _EmissiveColor - second: {r: 0, g: 0, b: 0, a: 1} + - _BaseColor: {r: 0.7176471, g: 0.7176471, b: 0.7176471, a: 1} + - _Color: {r: 0.7176471, g: 0.7176471, b: 0.7176471, a: 1} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EmissiveColor: {r: 0, g: 0, b: 0, a: 1} diff --git a/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_11.mat b/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_11.mat index 1914c6a5a22..5a128c363b2 100644 --- a/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_11.mat +++ b/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_11.mat @@ -7,230 +7,122 @@ Material: m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: Mat_smoothdielectric0_11 - m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_Shader: {fileID: 0} m_ShaderKeywords: _ALPHACUTOFFENABLE_OFF _DISTORTIONDEPTHTEST_OFF _DISTORTIONONLY_OFF _EMISSION _NORMALMAP_TANGENT_SPACE m_LightmapFlags: 1 + m_EnableInstancingVariants: 0 m_CustomRenderQueue: -1 stringTagMap: {} + disabledShaderPasses: [] m_SavedProperties: - serializedVersion: 2 + serializedVersion: 3 m_TexEnvs: - - first: - name: _BaseColorMap - second: + - _BaseColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _BumpMap - second: + - _BumpMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailAlbedoMap - second: + - _DetailAlbedoMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailMask - second: + - _DetailMask: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailNormalMap - second: + - _DetailNormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DiffuseLightingMap - second: + - _DiffuseLightingMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissionMap - second: + - _EmissionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissiveColorMap - second: + - _EmissiveColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _HeightMap - second: + - _HeightMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MainTex - second: + - _MainTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MaskMap - second: + - _MaskMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MetallicGlossMap - second: + - _MetallicGlossMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _NormalMap - second: + - _NormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _OcclusionMap - second: + - _OcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _ParallaxMap - second: + - _ParallaxMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SpecularOcclusionMap - second: + - _SpecularOcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SubSurfaceRadiusMap - second: + - _SubSurfaceRadiusMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} m_Floats: - - first: - name: _AlphaCutoff - second: 0.5 - - first: - name: _AlphaCutoffEnable - second: 0 - - first: - name: _BlendMode - second: 0 - - first: - name: _BumpScale - second: 1 - - first: - name: _CullMode - second: 2 - - first: - name: _Cutoff - second: 0.5 - - first: - name: _DetailNormalMapScale - second: 1 - - first: - name: _DistortionDepthTest - second: 0 - - first: - name: _DistortionOnly - second: 0 - - first: - name: _DoubleSidedMode - second: 0 - - first: - name: _DstBlend - second: 0 - - first: - name: _EmissiveColorMode - second: 1 - - first: - name: _EmissiveIntensity - second: 0 - - first: - name: _GlossMapScale - second: 1 - - first: - name: _Glossiness - second: 0 - - first: - name: _GlossyReflections - second: 1 - - first: - name: _HeightBias - second: 0 - - first: - name: _HeightMapMode - second: 0 - - first: - name: _HeightScale - second: 1 - - first: - name: _MaterialId - second: 0 - - first: - name: _Metalic - second: 0 - - first: - name: _Metallic - second: 0 - - first: - name: _Mode - second: 0 - - first: - name: _NormalMapSpace - second: 0 - - first: - name: _OcclusionStrength - second: 1 - - first: - name: _Parallax - second: 0.02 - - first: - name: _Smoothness - second: 0 - - first: - name: _SmoothnessTextureChannel - second: 0 - - first: - name: _SpecularHighlights - second: 1 - - first: - name: _SrcBlend - second: 1 - - first: - name: _SubSurfaceRadius - second: 0 - - first: - name: _SurfaceType - second: 0 - - first: - name: _UVSec - second: 0 - - first: - name: _ZWrite - second: 1 + - _AlphaCutoff: 0.5 + - _AlphaCutoffEnable: 0 + - _BlendMode: 0 + - _BumpScale: 1 + - _CullMode: 2 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DistortionDepthTest: 0 + - _DistortionOnly: 0 + - _DoubleSidedMode: 0 + - _DstBlend: 0 + - _EmissiveColorMode: 1 + - _EmissiveIntensity: 0 + - _GlossMapScale: 1 + - _Glossiness: 0 + - _GlossyReflections: 1 + - _HeightBias: 0 + - _HeightMapMode: 0 + - _HeightScale: 1 + - _Metalic: 0 + - _Metallic: 0 + - _Mode: 0 + - _NormalMapSpace: 0 + - _OcclusionStrength: 1 + - _Parallax: 0.02 + - _Smoothness: 0 + - _SmoothnessTextureChannel: 0 + - _SpecularHighlights: 1 + - _SrcBlend: 1 + - _StencilRef: 1 + - _SubSurfaceRadius: 0 + - _SurfaceType: 0 + - _UVSec: 0 + - _ZWrite: 1 m_Colors: - - first: - name: _BaseColor - second: {r: 1, g: 1, b: 1, a: 1} - - first: - name: _Color - second: {r: 0.7176471, g: 0.7176471, b: 0.7176471, a: 1} - - first: - name: _EmissionColor - second: {r: 0, g: 0, b: 0, a: 1} - - first: - name: _EmissiveColor - second: {r: 0, g: 0, b: 0, a: 1} + - _BaseColor: {r: 0.7176471, g: 0.7176471, b: 0.7176471, a: 1} + - _Color: {r: 0.7176471, g: 0.7176471, b: 0.7176471, a: 1} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EmissiveColor: {r: 0, g: 0, b: 0, a: 1} diff --git a/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_12.mat b/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_12.mat index bf0cf2a493a..a5c4a8be797 100644 --- a/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_12.mat +++ b/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_12.mat @@ -7,230 +7,122 @@ Material: m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: Mat_smoothdielectric0_12 - m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_Shader: {fileID: 0} m_ShaderKeywords: _ALPHACUTOFFENABLE_OFF _DISTORTIONDEPTHTEST_OFF _DISTORTIONONLY_OFF _EMISSION _NORMALMAP_TANGENT_SPACE m_LightmapFlags: 1 + m_EnableInstancingVariants: 0 m_CustomRenderQueue: -1 stringTagMap: {} + disabledShaderPasses: [] m_SavedProperties: - serializedVersion: 2 + serializedVersion: 3 m_TexEnvs: - - first: - name: _BaseColorMap - second: + - _BaseColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _BumpMap - second: + - _BumpMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailAlbedoMap - second: + - _DetailAlbedoMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailMask - second: + - _DetailMask: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailNormalMap - second: + - _DetailNormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DiffuseLightingMap - second: + - _DiffuseLightingMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissionMap - second: + - _EmissionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissiveColorMap - second: + - _EmissiveColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _HeightMap - second: + - _HeightMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MainTex - second: + - _MainTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MaskMap - second: + - _MaskMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MetallicGlossMap - second: + - _MetallicGlossMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _NormalMap - second: + - _NormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _OcclusionMap - second: + - _OcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _ParallaxMap - second: + - _ParallaxMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SpecularOcclusionMap - second: + - _SpecularOcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SubSurfaceRadiusMap - second: + - _SubSurfaceRadiusMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} m_Floats: - - first: - name: _AlphaCutoff - second: 0.5 - - first: - name: _AlphaCutoffEnable - second: 0 - - first: - name: _BlendMode - second: 0 - - first: - name: _BumpScale - second: 1 - - first: - name: _CullMode - second: 2 - - first: - name: _Cutoff - second: 0.5 - - first: - name: _DetailNormalMapScale - second: 1 - - first: - name: _DistortionDepthTest - second: 0 - - first: - name: _DistortionOnly - second: 0 - - first: - name: _DoubleSidedMode - second: 0 - - first: - name: _DstBlend - second: 0 - - first: - name: _EmissiveColorMode - second: 1 - - first: - name: _EmissiveIntensity - second: 0 - - first: - name: _GlossMapScale - second: 1 - - first: - name: _Glossiness - second: 0.4 - - first: - name: _GlossyReflections - second: 1 - - first: - name: _HeightBias - second: 0 - - first: - name: _HeightMapMode - second: 0 - - first: - name: _HeightScale - second: 1 - - first: - name: _MaterialId - second: 0 - - first: - name: _Metalic - second: 0 - - first: - name: _Metallic - second: 0 - - first: - name: _Mode - second: 0 - - first: - name: _NormalMapSpace - second: 0 - - first: - name: _OcclusionStrength - second: 1 - - first: - name: _Parallax - second: 0.02 - - first: - name: _Smoothness - second: 0.4 - - first: - name: _SmoothnessTextureChannel - second: 0 - - first: - name: _SpecularHighlights - second: 1 - - first: - name: _SrcBlend - second: 1 - - first: - name: _SubSurfaceRadius - second: 0 - - first: - name: _SurfaceType - second: 0 - - first: - name: _UVSec - second: 0 - - first: - name: _ZWrite - second: 1 + - _AlphaCutoff: 0.5 + - _AlphaCutoffEnable: 0 + - _BlendMode: 0 + - _BumpScale: 1 + - _CullMode: 2 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DistortionDepthTest: 0 + - _DistortionOnly: 0 + - _DoubleSidedMode: 0 + - _DstBlend: 0 + - _EmissiveColorMode: 1 + - _EmissiveIntensity: 0 + - _GlossMapScale: 1 + - _Glossiness: 0.4 + - _GlossyReflections: 1 + - _HeightBias: 0 + - _HeightMapMode: 0 + - _HeightScale: 1 + - _Metalic: 0 + - _Metallic: 0 + - _Mode: 0 + - _NormalMapSpace: 0 + - _OcclusionStrength: 1 + - _Parallax: 0.02 + - _Smoothness: 0.4 + - _SmoothnessTextureChannel: 0 + - _SpecularHighlights: 1 + - _SrcBlend: 1 + - _StencilRef: 1 + - _SubSurfaceRadius: 0 + - _SurfaceType: 0 + - _UVSec: 0 + - _ZWrite: 1 m_Colors: - - first: - name: _BaseColor - second: {r: 1, g: 1, b: 1, a: 1} - - first: - name: _Color - second: {r: 0.7176471, g: 0.7176471, b: 0.7176471, a: 1} - - first: - name: _EmissionColor - second: {r: 0, g: 0, b: 0, a: 1} - - first: - name: _EmissiveColor - second: {r: 0, g: 0, b: 0, a: 1} + - _BaseColor: {r: 0.7176471, g: 0.7176471, b: 0.7176471, a: 1} + - _Color: {r: 0.7176471, g: 0.7176471, b: 0.7176471, a: 1} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EmissiveColor: {r: 0, g: 0, b: 0, a: 1} diff --git a/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_13.mat b/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_13.mat index 43fc8b88042..952904d87da 100644 --- a/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_13.mat +++ b/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_13.mat @@ -7,230 +7,122 @@ Material: m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: Mat_smoothdielectric0_13 - m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_Shader: {fileID: 0} m_ShaderKeywords: _ALPHACUTOFFENABLE_OFF _DISTORTIONDEPTHTEST_OFF _DISTORTIONONLY_OFF _EMISSION m_LightmapFlags: 1 + m_EnableInstancingVariants: 0 m_CustomRenderQueue: -1 stringTagMap: {} + disabledShaderPasses: [] m_SavedProperties: - serializedVersion: 2 + serializedVersion: 3 m_TexEnvs: - - first: - name: _BaseColorMap - second: + - _BaseColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _BumpMap - second: + - _BumpMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailAlbedoMap - second: + - _DetailAlbedoMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailMask - second: + - _DetailMask: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailNormalMap - second: + - _DetailNormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DiffuseLightingMap - second: + - _DiffuseLightingMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissionMap - second: + - _EmissionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissiveColorMap - second: + - _EmissiveColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _HeightMap - second: + - _HeightMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MainTex - second: + - _MainTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MaskMap - second: + - _MaskMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MetallicGlossMap - second: + - _MetallicGlossMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _NormalMap - second: + - _NormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _OcclusionMap - second: + - _OcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _ParallaxMap - second: + - _ParallaxMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SpecularOcclusionMap - second: + - _SpecularOcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SubSurfaceRadiusMap - second: + - _SubSurfaceRadiusMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} m_Floats: - - first: - name: _AlphaCutoff - second: 0.5 - - first: - name: _AlphaCutoffEnable - second: 0 - - first: - name: _BlendMode - second: 0 - - first: - name: _BumpScale - second: 1 - - first: - name: _CullMode - second: 2 - - first: - name: _Cutoff - second: 0.5 - - first: - name: _DetailNormalMapScale - second: 1 - - first: - name: _DistortionDepthTest - second: 0 - - first: - name: _DistortionOnly - second: 0 - - first: - name: _DoubleSidedMode - second: 0 - - first: - name: _DstBlend - second: 0 - - first: - name: _EmissiveColorMode - second: 1 - - first: - name: _EmissiveIntensity - second: 0 - - first: - name: _GlossMapScale - second: 1 - - first: - name: _Glossiness - second: 0.5 - - first: - name: _GlossyReflections - second: 1 - - first: - name: _HeightBias - second: 0 - - first: - name: _HeightMapMode - second: 0 - - first: - name: _HeightScale - second: 1 - - first: - name: _MaterialId - second: 0 - - first: - name: _Metalic - second: 0 - - first: - name: _Metallic - second: 0 - - first: - name: _Mode - second: 0 - - first: - name: _NormalMapSpace - second: 0 - - first: - name: _OcclusionStrength - second: 1 - - first: - name: _Parallax - second: 0.02 - - first: - name: _Smoothness - second: 0.5 - - first: - name: _SmoothnessTextureChannel - second: 0 - - first: - name: _SpecularHighlights - second: 1 - - first: - name: _SrcBlend - second: 1 - - first: - name: _SubSurfaceRadius - second: 0 - - first: - name: _SurfaceType - second: 0 - - first: - name: _UVSec - second: 0 - - first: - name: _ZWrite - second: 1 + - _AlphaCutoff: 0.5 + - _AlphaCutoffEnable: 0 + - _BlendMode: 0 + - _BumpScale: 1 + - _CullMode: 2 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DistortionDepthTest: 0 + - _DistortionOnly: 0 + - _DoubleSidedMode: 0 + - _DstBlend: 0 + - _EmissiveColorMode: 1 + - _EmissiveIntensity: 0 + - _GlossMapScale: 1 + - _Glossiness: 0.5 + - _GlossyReflections: 1 + - _HeightBias: 0 + - _HeightMapMode: 0 + - _HeightScale: 1 + - _Metalic: 0 + - _Metallic: 0 + - _Mode: 0 + - _NormalMapSpace: 0 + - _OcclusionStrength: 1 + - _Parallax: 0.02 + - _Smoothness: 0.5 + - _SmoothnessTextureChannel: 0 + - _SpecularHighlights: 1 + - _SrcBlend: 1 + - _StencilRef: 1 + - _SubSurfaceRadius: 0 + - _SurfaceType: 0 + - _UVSec: 0 + - _ZWrite: 1 m_Colors: - - first: - name: _BaseColor - second: {r: 1, g: 1, b: 1, a: 1} - - first: - name: _Color - second: {r: 0.7176471, g: 0.7176471, b: 0.7176471, a: 1} - - first: - name: _EmissionColor - second: {r: 0, g: 0, b: 0, a: 1} - - first: - name: _EmissiveColor - second: {r: 0, g: 0, b: 0, a: 1} + - _BaseColor: {r: 0.7176471, g: 0.7176471, b: 0.7176471, a: 1} + - _Color: {r: 0.7176471, g: 0.7176471, b: 0.7176471, a: 1} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EmissiveColor: {r: 0, g: 0, b: 0, a: 1} diff --git a/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_14.mat b/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_14.mat index 8aa23f9491b..34ea5e1f2a9 100644 --- a/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_14.mat +++ b/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_14.mat @@ -7,230 +7,122 @@ Material: m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: Mat_smoothdielectric0_14 - m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_Shader: {fileID: 0} m_ShaderKeywords: _ALPHACUTOFFENABLE_OFF _DISTORTIONDEPTHTEST_OFF _DISTORTIONONLY_OFF _EMISSION _NORMALMAP_TANGENT_SPACE m_LightmapFlags: 1 + m_EnableInstancingVariants: 0 m_CustomRenderQueue: -1 stringTagMap: {} + disabledShaderPasses: [] m_SavedProperties: - serializedVersion: 2 + serializedVersion: 3 m_TexEnvs: - - first: - name: _BaseColorMap - second: + - _BaseColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _BumpMap - second: + - _BumpMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailAlbedoMap - second: + - _DetailAlbedoMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailMask - second: + - _DetailMask: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailNormalMap - second: + - _DetailNormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DiffuseLightingMap - second: + - _DiffuseLightingMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissionMap - second: + - _EmissionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissiveColorMap - second: + - _EmissiveColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _HeightMap - second: + - _HeightMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MainTex - second: + - _MainTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MaskMap - second: + - _MaskMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MetallicGlossMap - second: + - _MetallicGlossMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _NormalMap - second: + - _NormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _OcclusionMap - second: + - _OcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _ParallaxMap - second: + - _ParallaxMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SpecularOcclusionMap - second: + - _SpecularOcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SubSurfaceRadiusMap - second: + - _SubSurfaceRadiusMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} m_Floats: - - first: - name: _AlphaCutoff - second: 0.5 - - first: - name: _AlphaCutoffEnable - second: 0 - - first: - name: _BlendMode - second: 0 - - first: - name: _BumpScale - second: 1 - - first: - name: _CullMode - second: 2 - - first: - name: _Cutoff - second: 0.5 - - first: - name: _DetailNormalMapScale - second: 1 - - first: - name: _DistortionDepthTest - second: 0 - - first: - name: _DistortionOnly - second: 0 - - first: - name: _DoubleSidedMode - second: 0 - - first: - name: _DstBlend - second: 0 - - first: - name: _EmissiveColorMode - second: 1 - - first: - name: _EmissiveIntensity - second: 0 - - first: - name: _GlossMapScale - second: 1 - - first: - name: _Glossiness - second: 0.7 - - first: - name: _GlossyReflections - second: 1 - - first: - name: _HeightBias - second: 0 - - first: - name: _HeightMapMode - second: 0 - - first: - name: _HeightScale - second: 1 - - first: - name: _MaterialId - second: 0 - - first: - name: _Metalic - second: 0 - - first: - name: _Metallic - second: 0 - - first: - name: _Mode - second: 0 - - first: - name: _NormalMapSpace - second: 0 - - first: - name: _OcclusionStrength - second: 1 - - first: - name: _Parallax - second: 0.02 - - first: - name: _Smoothness - second: 0.7 - - first: - name: _SmoothnessTextureChannel - second: 0 - - first: - name: _SpecularHighlights - second: 1 - - first: - name: _SrcBlend - second: 1 - - first: - name: _SubSurfaceRadius - second: 0 - - first: - name: _SurfaceType - second: 0 - - first: - name: _UVSec - second: 0 - - first: - name: _ZWrite - second: 1 + - _AlphaCutoff: 0.5 + - _AlphaCutoffEnable: 0 + - _BlendMode: 0 + - _BumpScale: 1 + - _CullMode: 2 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DistortionDepthTest: 0 + - _DistortionOnly: 0 + - _DoubleSidedMode: 0 + - _DstBlend: 0 + - _EmissiveColorMode: 1 + - _EmissiveIntensity: 0 + - _GlossMapScale: 1 + - _Glossiness: 0.7 + - _GlossyReflections: 1 + - _HeightBias: 0 + - _HeightMapMode: 0 + - _HeightScale: 1 + - _Metalic: 0 + - _Metallic: 0 + - _Mode: 0 + - _NormalMapSpace: 0 + - _OcclusionStrength: 1 + - _Parallax: 0.02 + - _Smoothness: 0.7 + - _SmoothnessTextureChannel: 0 + - _SpecularHighlights: 1 + - _SrcBlend: 1 + - _StencilRef: 1 + - _SubSurfaceRadius: 0 + - _SurfaceType: 0 + - _UVSec: 0 + - _ZWrite: 1 m_Colors: - - first: - name: _BaseColor - second: {r: 1, g: 1, b: 1, a: 1} - - first: - name: _Color - second: {r: 0.7176471, g: 0.7176471, b: 0.7176471, a: 1} - - first: - name: _EmissionColor - second: {r: 0, g: 0, b: 0, a: 1} - - first: - name: _EmissiveColor - second: {r: 0, g: 0, b: 0, a: 1} + - _BaseColor: {r: 0.7176471, g: 0.7176471, b: 0.7176471, a: 1} + - _Color: {r: 0.7176471, g: 0.7176471, b: 0.7176471, a: 1} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EmissiveColor: {r: 0, g: 0, b: 0, a: 1} diff --git a/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_15.mat b/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_15.mat index d3ec94b2036..40d936d239a 100644 --- a/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_15.mat +++ b/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_15.mat @@ -7,230 +7,122 @@ Material: m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: Mat_smoothdielectric0_15 - m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_Shader: {fileID: 0} m_ShaderKeywords: _ALPHACUTOFFENABLE_OFF _DISTORTIONDEPTHTEST_OFF _DISTORTIONONLY_OFF _EMISSION _NORMALMAP_TANGENT_SPACE m_LightmapFlags: 1 + m_EnableInstancingVariants: 0 m_CustomRenderQueue: -1 stringTagMap: {} + disabledShaderPasses: [] m_SavedProperties: - serializedVersion: 2 + serializedVersion: 3 m_TexEnvs: - - first: - name: _BaseColorMap - second: + - _BaseColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _BumpMap - second: + - _BumpMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailAlbedoMap - second: + - _DetailAlbedoMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailMask - second: + - _DetailMask: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailNormalMap - second: + - _DetailNormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DiffuseLightingMap - second: + - _DiffuseLightingMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissionMap - second: + - _EmissionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissiveColorMap - second: + - _EmissiveColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _HeightMap - second: + - _HeightMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MainTex - second: + - _MainTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MaskMap - second: + - _MaskMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MetallicGlossMap - second: + - _MetallicGlossMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _NormalMap - second: + - _NormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _OcclusionMap - second: + - _OcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _ParallaxMap - second: + - _ParallaxMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SpecularOcclusionMap - second: + - _SpecularOcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SubSurfaceRadiusMap - second: + - _SubSurfaceRadiusMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} m_Floats: - - first: - name: _AlphaCutoff - second: 0.5 - - first: - name: _AlphaCutoffEnable - second: 0 - - first: - name: _BlendMode - second: 0 - - first: - name: _BumpScale - second: 1 - - first: - name: _CullMode - second: 2 - - first: - name: _Cutoff - second: 0.5 - - first: - name: _DetailNormalMapScale - second: 1 - - first: - name: _DistortionDepthTest - second: 0 - - first: - name: _DistortionOnly - second: 0 - - first: - name: _DoubleSidedMode - second: 0 - - first: - name: _DstBlend - second: 0 - - first: - name: _EmissiveColorMode - second: 1 - - first: - name: _EmissiveIntensity - second: 0 - - first: - name: _GlossMapScale - second: 1 - - first: - name: _Glossiness - second: 0.3 - - first: - name: _GlossyReflections - second: 1 - - first: - name: _HeightBias - second: 0 - - first: - name: _HeightMapMode - second: 0 - - first: - name: _HeightScale - second: 1 - - first: - name: _MaterialId - second: 0 - - first: - name: _Metalic - second: 0 - - first: - name: _Metallic - second: 0 - - first: - name: _Mode - second: 0 - - first: - name: _NormalMapSpace - second: 0 - - first: - name: _OcclusionStrength - second: 1 - - first: - name: _Parallax - second: 0.02 - - first: - name: _Smoothness - second: 0.3 - - first: - name: _SmoothnessTextureChannel - second: 0 - - first: - name: _SpecularHighlights - second: 1 - - first: - name: _SrcBlend - second: 1 - - first: - name: _SubSurfaceRadius - second: 0 - - first: - name: _SurfaceType - second: 0 - - first: - name: _UVSec - second: 0 - - first: - name: _ZWrite - second: 1 + - _AlphaCutoff: 0.5 + - _AlphaCutoffEnable: 0 + - _BlendMode: 0 + - _BumpScale: 1 + - _CullMode: 2 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DistortionDepthTest: 0 + - _DistortionOnly: 0 + - _DoubleSidedMode: 0 + - _DstBlend: 0 + - _EmissiveColorMode: 1 + - _EmissiveIntensity: 0 + - _GlossMapScale: 1 + - _Glossiness: 0.3 + - _GlossyReflections: 1 + - _HeightBias: 0 + - _HeightMapMode: 0 + - _HeightScale: 1 + - _Metalic: 0 + - _Metallic: 0 + - _Mode: 0 + - _NormalMapSpace: 0 + - _OcclusionStrength: 1 + - _Parallax: 0.02 + - _Smoothness: 0.3 + - _SmoothnessTextureChannel: 0 + - _SpecularHighlights: 1 + - _SrcBlend: 1 + - _StencilRef: 1 + - _SubSurfaceRadius: 0 + - _SurfaceType: 0 + - _UVSec: 0 + - _ZWrite: 1 m_Colors: - - first: - name: _BaseColor - second: {r: 1, g: 1, b: 1, a: 1} - - first: - name: _Color - second: {r: 0.7176471, g: 0.7176471, b: 0.7176471, a: 1} - - first: - name: _EmissionColor - second: {r: 0, g: 0, b: 0, a: 1} - - first: - name: _EmissiveColor - second: {r: 0, g: 0, b: 0, a: 1} + - _BaseColor: {r: 0.7176471, g: 0.7176471, b: 0.7176471, a: 1} + - _Color: {r: 0.7176471, g: 0.7176471, b: 0.7176471, a: 1} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EmissiveColor: {r: 0, g: 0, b: 0, a: 1} diff --git a/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_16.mat b/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_16.mat index 3604ce910f6..df465e6b0d4 100644 --- a/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_16.mat +++ b/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_16.mat @@ -7,230 +7,122 @@ Material: m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: Mat_smoothdielectric0_16 - m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_Shader: {fileID: 0} m_ShaderKeywords: _ALPHACUTOFFENABLE_OFF _DISTORTIONDEPTHTEST_OFF _DISTORTIONONLY_OFF _EMISSION _NORMALMAP_TANGENT_SPACE m_LightmapFlags: 1 + m_EnableInstancingVariants: 0 m_CustomRenderQueue: -1 stringTagMap: {} + disabledShaderPasses: [] m_SavedProperties: - serializedVersion: 2 + serializedVersion: 3 m_TexEnvs: - - first: - name: _BaseColorMap - second: + - _BaseColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _BumpMap - second: + - _BumpMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailAlbedoMap - second: + - _DetailAlbedoMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailMask - second: + - _DetailMask: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailNormalMap - second: + - _DetailNormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DiffuseLightingMap - second: + - _DiffuseLightingMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissionMap - second: + - _EmissionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissiveColorMap - second: + - _EmissiveColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _HeightMap - second: + - _HeightMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MainTex - second: + - _MainTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MaskMap - second: + - _MaskMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MetallicGlossMap - second: + - _MetallicGlossMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _NormalMap - second: + - _NormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _OcclusionMap - second: + - _OcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _ParallaxMap - second: + - _ParallaxMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SpecularOcclusionMap - second: + - _SpecularOcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SubSurfaceRadiusMap - second: + - _SubSurfaceRadiusMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} m_Floats: - - first: - name: _AlphaCutoff - second: 0.5 - - first: - name: _AlphaCutoffEnable - second: 0 - - first: - name: _BlendMode - second: 0 - - first: - name: _BumpScale - second: 1 - - first: - name: _CullMode - second: 2 - - first: - name: _Cutoff - second: 0.5 - - first: - name: _DetailNormalMapScale - second: 1 - - first: - name: _DistortionDepthTest - second: 0 - - first: - name: _DistortionOnly - second: 0 - - first: - name: _DoubleSidedMode - second: 0 - - first: - name: _DstBlend - second: 0 - - first: - name: _EmissiveColorMode - second: 1 - - first: - name: _EmissiveIntensity - second: 0 - - first: - name: _GlossMapScale - second: 1 - - first: - name: _Glossiness - second: 0.6 - - first: - name: _GlossyReflections - second: 1 - - first: - name: _HeightBias - second: 0 - - first: - name: _HeightMapMode - second: 0 - - first: - name: _HeightScale - second: 1 - - first: - name: _MaterialId - second: 0 - - first: - name: _Metalic - second: 0 - - first: - name: _Metallic - second: 0 - - first: - name: _Mode - second: 0 - - first: - name: _NormalMapSpace - second: 0 - - first: - name: _OcclusionStrength - second: 1 - - first: - name: _Parallax - second: 0.02 - - first: - name: _Smoothness - second: 0.6 - - first: - name: _SmoothnessTextureChannel - second: 0 - - first: - name: _SpecularHighlights - second: 1 - - first: - name: _SrcBlend - second: 1 - - first: - name: _SubSurfaceRadius - second: 0 - - first: - name: _SurfaceType - second: 0 - - first: - name: _UVSec - second: 0 - - first: - name: _ZWrite - second: 1 + - _AlphaCutoff: 0.5 + - _AlphaCutoffEnable: 0 + - _BlendMode: 0 + - _BumpScale: 1 + - _CullMode: 2 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DistortionDepthTest: 0 + - _DistortionOnly: 0 + - _DoubleSidedMode: 0 + - _DstBlend: 0 + - _EmissiveColorMode: 1 + - _EmissiveIntensity: 0 + - _GlossMapScale: 1 + - _Glossiness: 0.6 + - _GlossyReflections: 1 + - _HeightBias: 0 + - _HeightMapMode: 0 + - _HeightScale: 1 + - _Metalic: 0 + - _Metallic: 0 + - _Mode: 0 + - _NormalMapSpace: 0 + - _OcclusionStrength: 1 + - _Parallax: 0.02 + - _Smoothness: 0.6 + - _SmoothnessTextureChannel: 0 + - _SpecularHighlights: 1 + - _SrcBlend: 1 + - _StencilRef: 1 + - _SubSurfaceRadius: 0 + - _SurfaceType: 0 + - _UVSec: 0 + - _ZWrite: 1 m_Colors: - - first: - name: _BaseColor - second: {r: 1, g: 1, b: 1, a: 1} - - first: - name: _Color - second: {r: 0.7176471, g: 0.7176471, b: 0.7176471, a: 1} - - first: - name: _EmissionColor - second: {r: 0, g: 0, b: 0, a: 1} - - first: - name: _EmissiveColor - second: {r: 0, g: 0, b: 0, a: 1} + - _BaseColor: {r: 0.7176471, g: 0.7176471, b: 0.7176471, a: 1} + - _Color: {r: 0.7176471, g: 0.7176471, b: 0.7176471, a: 1} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EmissiveColor: {r: 0, g: 0, b: 0, a: 1} diff --git a/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_17.mat b/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_17.mat index 8d7a82bc145..0cab9a7136b 100644 --- a/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_17.mat +++ b/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_17.mat @@ -7,230 +7,122 @@ Material: m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: Mat_smoothdielectric0_17 - m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_Shader: {fileID: 0} m_ShaderKeywords: _ALPHACUTOFFENABLE_OFF _DISTORTIONDEPTHTEST_OFF _DISTORTIONONLY_OFF _EMISSION _NORMALMAP_TANGENT_SPACE m_LightmapFlags: 1 + m_EnableInstancingVariants: 0 m_CustomRenderQueue: -1 stringTagMap: {} + disabledShaderPasses: [] m_SavedProperties: - serializedVersion: 2 + serializedVersion: 3 m_TexEnvs: - - first: - name: _BaseColorMap - second: + - _BaseColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _BumpMap - second: + - _BumpMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailAlbedoMap - second: + - _DetailAlbedoMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailMask - second: + - _DetailMask: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailNormalMap - second: + - _DetailNormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DiffuseLightingMap - second: + - _DiffuseLightingMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissionMap - second: + - _EmissionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissiveColorMap - second: + - _EmissiveColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _HeightMap - second: + - _HeightMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MainTex - second: + - _MainTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MaskMap - second: + - _MaskMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MetallicGlossMap - second: + - _MetallicGlossMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _NormalMap - second: + - _NormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _OcclusionMap - second: + - _OcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _ParallaxMap - second: + - _ParallaxMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SpecularOcclusionMap - second: + - _SpecularOcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SubSurfaceRadiusMap - second: + - _SubSurfaceRadiusMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} m_Floats: - - first: - name: _AlphaCutoff - second: 0.5 - - first: - name: _AlphaCutoffEnable - second: 0 - - first: - name: _BlendMode - second: 0 - - first: - name: _BumpScale - second: 1 - - first: - name: _CullMode - second: 2 - - first: - name: _Cutoff - second: 0.5 - - first: - name: _DetailNormalMapScale - second: 1 - - first: - name: _DistortionDepthTest - second: 0 - - first: - name: _DistortionOnly - second: 0 - - first: - name: _DoubleSidedMode - second: 0 - - first: - name: _DstBlend - second: 0 - - first: - name: _EmissiveColorMode - second: 1 - - first: - name: _EmissiveIntensity - second: 0 - - first: - name: _GlossMapScale - second: 1 - - first: - name: _Glossiness - second: 0.2 - - first: - name: _GlossyReflections - second: 1 - - first: - name: _HeightBias - second: 0 - - first: - name: _HeightMapMode - second: 0 - - first: - name: _HeightScale - second: 1 - - first: - name: _MaterialId - second: 0 - - first: - name: _Metalic - second: 0 - - first: - name: _Metallic - second: 0 - - first: - name: _Mode - second: 0 - - first: - name: _NormalMapSpace - second: 0 - - first: - name: _OcclusionStrength - second: 1 - - first: - name: _Parallax - second: 0.02 - - first: - name: _Smoothness - second: 0.2 - - first: - name: _SmoothnessTextureChannel - second: 0 - - first: - name: _SpecularHighlights - second: 1 - - first: - name: _SrcBlend - second: 1 - - first: - name: _SubSurfaceRadius - second: 0 - - first: - name: _SurfaceType - second: 0 - - first: - name: _UVSec - second: 0 - - first: - name: _ZWrite - second: 1 + - _AlphaCutoff: 0.5 + - _AlphaCutoffEnable: 0 + - _BlendMode: 0 + - _BumpScale: 1 + - _CullMode: 2 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DistortionDepthTest: 0 + - _DistortionOnly: 0 + - _DoubleSidedMode: 0 + - _DstBlend: 0 + - _EmissiveColorMode: 1 + - _EmissiveIntensity: 0 + - _GlossMapScale: 1 + - _Glossiness: 0.2 + - _GlossyReflections: 1 + - _HeightBias: 0 + - _HeightMapMode: 0 + - _HeightScale: 1 + - _Metalic: 0 + - _Metallic: 0 + - _Mode: 0 + - _NormalMapSpace: 0 + - _OcclusionStrength: 1 + - _Parallax: 0.02 + - _Smoothness: 0.2 + - _SmoothnessTextureChannel: 0 + - _SpecularHighlights: 1 + - _SrcBlend: 1 + - _StencilRef: 1 + - _SubSurfaceRadius: 0 + - _SurfaceType: 0 + - _UVSec: 0 + - _ZWrite: 1 m_Colors: - - first: - name: _BaseColor - second: {r: 1, g: 1, b: 1, a: 1} - - first: - name: _Color - second: {r: 0.7176471, g: 0.7176471, b: 0.7176471, a: 1} - - first: - name: _EmissionColor - second: {r: 0, g: 0, b: 0, a: 1} - - first: - name: _EmissiveColor - second: {r: 0, g: 0, b: 0, a: 1} + - _BaseColor: {r: 0.7176471, g: 0.7176471, b: 0.7176471, a: 1} + - _Color: {r: 0.7176471, g: 0.7176471, b: 0.7176471, a: 1} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EmissiveColor: {r: 0, g: 0, b: 0, a: 1} diff --git a/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_18.mat b/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_18.mat index caaa514d4e1..7a292f572be 100644 --- a/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_18.mat +++ b/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_18.mat @@ -7,230 +7,122 @@ Material: m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: Mat_smoothdielectric0_18 - m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_Shader: {fileID: 0} m_ShaderKeywords: _ALPHACUTOFFENABLE_OFF _DISTORTIONDEPTHTEST_OFF _DISTORTIONONLY_OFF _EMISSION _NORMALMAP_TANGENT_SPACE m_LightmapFlags: 1 + m_EnableInstancingVariants: 0 m_CustomRenderQueue: -1 stringTagMap: {} + disabledShaderPasses: [] m_SavedProperties: - serializedVersion: 2 + serializedVersion: 3 m_TexEnvs: - - first: - name: _BaseColorMap - second: + - _BaseColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _BumpMap - second: + - _BumpMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailAlbedoMap - second: + - _DetailAlbedoMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailMask - second: + - _DetailMask: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailNormalMap - second: + - _DetailNormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DiffuseLightingMap - second: + - _DiffuseLightingMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissionMap - second: + - _EmissionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissiveColorMap - second: + - _EmissiveColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _HeightMap - second: + - _HeightMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MainTex - second: + - _MainTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MaskMap - second: + - _MaskMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MetallicGlossMap - second: + - _MetallicGlossMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _NormalMap - second: + - _NormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _OcclusionMap - second: + - _OcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _ParallaxMap - second: + - _ParallaxMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SpecularOcclusionMap - second: + - _SpecularOcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SubSurfaceRadiusMap - second: + - _SubSurfaceRadiusMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} m_Floats: - - first: - name: _AlphaCutoff - second: 0.5 - - first: - name: _AlphaCutoffEnable - second: 0 - - first: - name: _BlendMode - second: 0 - - first: - name: _BumpScale - second: 1 - - first: - name: _CullMode - second: 2 - - first: - name: _Cutoff - second: 0.5 - - first: - name: _DetailNormalMapScale - second: 1 - - first: - name: _DistortionDepthTest - second: 0 - - first: - name: _DistortionOnly - second: 0 - - first: - name: _DoubleSidedMode - second: 0 - - first: - name: _DstBlend - second: 0 - - first: - name: _EmissiveColorMode - second: 1 - - first: - name: _EmissiveIntensity - second: 0 - - first: - name: _GlossMapScale - second: 1 - - first: - name: _Glossiness - second: 0.1 - - first: - name: _GlossyReflections - second: 1 - - first: - name: _HeightBias - second: 0 - - first: - name: _HeightMapMode - second: 0 - - first: - name: _HeightScale - second: 1 - - first: - name: _MaterialId - second: 0 - - first: - name: _Metalic - second: 0 - - first: - name: _Metallic - second: 0 - - first: - name: _Mode - second: 0 - - first: - name: _NormalMapSpace - second: 0 - - first: - name: _OcclusionStrength - second: 1 - - first: - name: _Parallax - second: 0.02 - - first: - name: _Smoothness - second: 0.1 - - first: - name: _SmoothnessTextureChannel - second: 0 - - first: - name: _SpecularHighlights - second: 1 - - first: - name: _SrcBlend - second: 1 - - first: - name: _SubSurfaceRadius - second: 0 - - first: - name: _SurfaceType - second: 0 - - first: - name: _UVSec - second: 0 - - first: - name: _ZWrite - second: 1 + - _AlphaCutoff: 0.5 + - _AlphaCutoffEnable: 0 + - _BlendMode: 0 + - _BumpScale: 1 + - _CullMode: 2 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DistortionDepthTest: 0 + - _DistortionOnly: 0 + - _DoubleSidedMode: 0 + - _DstBlend: 0 + - _EmissiveColorMode: 1 + - _EmissiveIntensity: 0 + - _GlossMapScale: 1 + - _Glossiness: 0.1 + - _GlossyReflections: 1 + - _HeightBias: 0 + - _HeightMapMode: 0 + - _HeightScale: 1 + - _Metalic: 0 + - _Metallic: 0 + - _Mode: 0 + - _NormalMapSpace: 0 + - _OcclusionStrength: 1 + - _Parallax: 0.02 + - _Smoothness: 0.1 + - _SmoothnessTextureChannel: 0 + - _SpecularHighlights: 1 + - _SrcBlend: 1 + - _StencilRef: 1 + - _SubSurfaceRadius: 0 + - _SurfaceType: 0 + - _UVSec: 0 + - _ZWrite: 1 m_Colors: - - first: - name: _BaseColor - second: {r: 1, g: 1, b: 1, a: 1} - - first: - name: _Color - second: {r: 0.7176471, g: 0.7176471, b: 0.7176471, a: 1} - - first: - name: _EmissionColor - second: {r: 0, g: 0, b: 0, a: 1} - - first: - name: _EmissiveColor - second: {r: 0, g: 0, b: 0, a: 1} + - _BaseColor: {r: 0.7176471, g: 0.7176471, b: 0.7176471, a: 1} + - _Color: {r: 0.7176471, g: 0.7176471, b: 0.7176471, a: 1} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EmissiveColor: {r: 0, g: 0, b: 0, a: 1} diff --git a/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_19.mat b/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_19.mat index 03ab91055dd..0c13b95f208 100644 --- a/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_19.mat +++ b/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_19.mat @@ -7,230 +7,122 @@ Material: m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: Mat_smoothdielectric0_19 - m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_Shader: {fileID: 0} m_ShaderKeywords: _ALPHACUTOFFENABLE_OFF _DISTORTIONDEPTHTEST_OFF _DISTORTIONONLY_OFF _EMISSION _NORMALMAP_TANGENT_SPACE m_LightmapFlags: 1 + m_EnableInstancingVariants: 0 m_CustomRenderQueue: -1 stringTagMap: {} + disabledShaderPasses: [] m_SavedProperties: - serializedVersion: 2 + serializedVersion: 3 m_TexEnvs: - - first: - name: _BaseColorMap - second: + - _BaseColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _BumpMap - second: + - _BumpMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailAlbedoMap - second: + - _DetailAlbedoMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailMask - second: + - _DetailMask: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailNormalMap - second: + - _DetailNormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DiffuseLightingMap - second: + - _DiffuseLightingMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissionMap - second: + - _EmissionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissiveColorMap - second: + - _EmissiveColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _HeightMap - second: + - _HeightMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MainTex - second: + - _MainTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MaskMap - second: + - _MaskMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MetallicGlossMap - second: + - _MetallicGlossMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _NormalMap - second: + - _NormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _OcclusionMap - second: + - _OcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _ParallaxMap - second: + - _ParallaxMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SpecularOcclusionMap - second: + - _SpecularOcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SubSurfaceRadiusMap - second: + - _SubSurfaceRadiusMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} m_Floats: - - first: - name: _AlphaCutoff - second: 0.5 - - first: - name: _AlphaCutoffEnable - second: 0 - - first: - name: _BlendMode - second: 0 - - first: - name: _BumpScale - second: 1 - - first: - name: _CullMode - second: 2 - - first: - name: _Cutoff - second: 0.5 - - first: - name: _DetailNormalMapScale - second: 1 - - first: - name: _DistortionDepthTest - second: 0 - - first: - name: _DistortionOnly - second: 0 - - first: - name: _DoubleSidedMode - second: 0 - - first: - name: _DstBlend - second: 0 - - first: - name: _EmissiveColorMode - second: 1 - - first: - name: _EmissiveIntensity - second: 0 - - first: - name: _GlossMapScale - second: 1 - - first: - name: _Glossiness - second: 0.9 - - first: - name: _GlossyReflections - second: 1 - - first: - name: _HeightBias - second: 0 - - first: - name: _HeightMapMode - second: 0 - - first: - name: _HeightScale - second: 1 - - first: - name: _MaterialId - second: 0 - - first: - name: _Metalic - second: 0 - - first: - name: _Metallic - second: 0 - - first: - name: _Mode - second: 0 - - first: - name: _NormalMapSpace - second: 0 - - first: - name: _OcclusionStrength - second: 1 - - first: - name: _Parallax - second: 0.02 - - first: - name: _Smoothness - second: 0.9 - - first: - name: _SmoothnessTextureChannel - second: 0 - - first: - name: _SpecularHighlights - second: 1 - - first: - name: _SrcBlend - second: 1 - - first: - name: _SubSurfaceRadius - second: 0 - - first: - name: _SurfaceType - second: 0 - - first: - name: _UVSec - second: 0 - - first: - name: _ZWrite - second: 1 + - _AlphaCutoff: 0.5 + - _AlphaCutoffEnable: 0 + - _BlendMode: 0 + - _BumpScale: 1 + - _CullMode: 2 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DistortionDepthTest: 0 + - _DistortionOnly: 0 + - _DoubleSidedMode: 0 + - _DstBlend: 0 + - _EmissiveColorMode: 1 + - _EmissiveIntensity: 0 + - _GlossMapScale: 1 + - _Glossiness: 0.9 + - _GlossyReflections: 1 + - _HeightBias: 0 + - _HeightMapMode: 0 + - _HeightScale: 1 + - _Metalic: 0 + - _Metallic: 0 + - _Mode: 0 + - _NormalMapSpace: 0 + - _OcclusionStrength: 1 + - _Parallax: 0.02 + - _Smoothness: 0.9 + - _SmoothnessTextureChannel: 0 + - _SpecularHighlights: 1 + - _SrcBlend: 1 + - _StencilRef: 1 + - _SubSurfaceRadius: 0 + - _SurfaceType: 0 + - _UVSec: 0 + - _ZWrite: 1 m_Colors: - - first: - name: _BaseColor - second: {r: 1, g: 1, b: 1, a: 1} - - first: - name: _Color - second: {r: 0.7176471, g: 0.7176471, b: 0.7176471, a: 1} - - first: - name: _EmissionColor - second: {r: 0, g: 0, b: 0, a: 1} - - first: - name: _EmissiveColor - second: {r: 0, g: 0, b: 0, a: 1} + - _BaseColor: {r: 0.7176471, g: 0.7176471, b: 0.7176471, a: 1} + - _Color: {r: 0.7176471, g: 0.7176471, b: 0.7176471, a: 1} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EmissiveColor: {r: 0, g: 0, b: 0, a: 1} diff --git a/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric1_1.mat b/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric1_1.mat index 344c8b6ad54..92b805204d4 100644 --- a/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric1_1.mat +++ b/Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric1_1.mat @@ -7,230 +7,122 @@ Material: m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: Mat_smoothdielectric1_1 - m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_Shader: {fileID: 0} m_ShaderKeywords: _ALPHACUTOFFENABLE_OFF _DISTORTIONDEPTHTEST_OFF _DISTORTIONONLY_OFF _EMISSION _NORMALMAP_TANGENT_SPACE m_LightmapFlags: 1 + m_EnableInstancingVariants: 0 m_CustomRenderQueue: -1 stringTagMap: {} + disabledShaderPasses: [] m_SavedProperties: - serializedVersion: 2 + serializedVersion: 3 m_TexEnvs: - - first: - name: _BaseColorMap - second: + - _BaseColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _BumpMap - second: + - _BumpMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailAlbedoMap - second: + - _DetailAlbedoMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailMask - second: + - _DetailMask: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DetailNormalMap - second: + - _DetailNormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _DiffuseLightingMap - second: + - _DiffuseLightingMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissionMap - second: + - _EmissionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _EmissiveColorMap - second: + - _EmissiveColorMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _HeightMap - second: + - _HeightMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MainTex - second: + - _MainTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MaskMap - second: + - _MaskMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _MetallicGlossMap - second: + - _MetallicGlossMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _NormalMap - second: + - _NormalMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _OcclusionMap - second: + - _OcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _ParallaxMap - second: + - _ParallaxMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SpecularOcclusionMap - second: + - _SpecularOcclusionMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - first: - name: _SubSurfaceRadiusMap - second: + - _SubSurfaceRadiusMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} m_Floats: - - first: - name: _AlphaCutoff - second: 0.5 - - first: - name: _AlphaCutoffEnable - second: 0 - - first: - name: _BlendMode - second: 0 - - first: - name: _BumpScale - second: 1 - - first: - name: _CullMode - second: 2 - - first: - name: _Cutoff - second: 0.5 - - first: - name: _DetailNormalMapScale - second: 1 - - first: - name: _DistortionDepthTest - second: 0 - - first: - name: _DistortionOnly - second: 0 - - first: - name: _DoubleSidedMode - second: 0 - - first: - name: _DstBlend - second: 0 - - first: - name: _EmissiveColorMode - second: 1 - - first: - name: _EmissiveIntensity - second: 0 - - first: - name: _GlossMapScale - second: 1 - - first: - name: _Glossiness - second: 1 - - first: - name: _GlossyReflections - second: 1 - - first: - name: _HeightBias - second: 0 - - first: - name: _HeightMapMode - second: 0 - - first: - name: _HeightScale - second: 1 - - first: - name: _MaterialId - second: 0 - - first: - name: _Metalic - second: 0 - - first: - name: _Metallic - second: 0 - - first: - name: _Mode - second: 0 - - first: - name: _NormalMapSpace - second: 0 - - first: - name: _OcclusionStrength - second: 1 - - first: - name: _Parallax - second: 0.02 - - first: - name: _Smoothness - second: 1 - - first: - name: _SmoothnessTextureChannel - second: 0 - - first: - name: _SpecularHighlights - second: 1 - - first: - name: _SrcBlend - second: 1 - - first: - name: _SubSurfaceRadius - second: 0 - - first: - name: _SurfaceType - second: 0 - - first: - name: _UVSec - second: 0 - - first: - name: _ZWrite - second: 1 + - _AlphaCutoff: 0.5 + - _AlphaCutoffEnable: 0 + - _BlendMode: 0 + - _BumpScale: 1 + - _CullMode: 2 + - _Cutoff: 0.5 + - 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type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Mouse X + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: + altNegativeButton: + altPositiveButton: + gravity: 0 + dead: 0 + sensitivity: 0.1 + snap: 0 + invert: 0 + type: 1 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Controller Right Stick X + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: + altNegativeButton: + altPositiveButton: + gravity: 1 + dead: 0.2 + sensitivity: 1 + snap: 0 + invert: 0 + type: 2 + axis: 3 + joyNum: 0 + - serializedVersion: 3 + m_Name: Mouse Y + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: + altNegativeButton: + altPositiveButton: + gravity: 0 + dead: 0 + sensitivity: 0.1 + snap: 0 + invert: 0 + type: 1 + axis: 1 + joyNum: 0 + - serializedVersion: 3 + m_Name: Controller Right Stick Y + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: + altNegativeButton: + altPositiveButton: + gravity: 1 + dead: 0.2 + sensitivity: 1 + snap: 0 + invert: 1 + type: 2 + axis: 4 + joyNum: 0 + - serializedVersion: 3 + m_Name: Mouse ScrollWheel + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: + altNegativeButton: + altPositiveButton: + gravity: 0 + dead: 0 + sensitivity: 0.1 + snap: 0 + invert: 0 + type: 1 + axis: 2 + joyNum: 0 + - serializedVersion: 3 + m_Name: Horizontal + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: + altNegativeButton: + altPositiveButton: + gravity: 0 + dead: 0.19 + sensitivity: 1 + snap: 0 + invert: 0 + type: 2 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Vertical + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: + altNegativeButton: + altPositiveButton: + gravity: 0 + dead: 0.19 + sensitivity: 1 + snap: 0 + invert: 1 + type: 2 + axis: 1 + joyNum: 0 + - serializedVersion: 3 + m_Name: Fire1 + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: joystick button 0 + altNegativeButton: + altPositiveButton: + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Fire2 + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: joystick button 1 + altNegativeButton: + altPositiveButton: + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Fire3 + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: joystick button 2 + altNegativeButton: + altPositiveButton: + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Jump + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: joystick button 3 + altNegativeButton: + altPositiveButton: + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Submit + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: return + altNegativeButton: + altPositiveButton: joystick button 0 + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Submit + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: enter + altNegativeButton: + altPositiveButton: space + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Cancel + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: escape + altNegativeButton: + altPositiveButton: joystick button 1 + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Enable Debug Button 1 + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: escape + altNegativeButton: + altPositiveButton: joystick button 8 + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Enable Debug Button 2 + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: escape + altNegativeButton: + altPositiveButton: joystick button 9 + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Debug Next + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: + altNegativeButton: + altPositiveButton: joystick button 5 + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Debug Next + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: page down + altNegativeButton: + altPositiveButton: + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Debug Previous + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: + altNegativeButton: joystick button 4 + altPositiveButton: + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Debug Previous + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: page up + altNegativeButton: + altPositiveButton: + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Debug Horizontal + descriptiveName: + descriptiveNegativeName: + negativeButton: left + positiveButton: right + altNegativeButton: + altPositiveButton: + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 2 + axis: 5 + joyNum: 0 + - serializedVersion: 3 + m_Name: Debug Vertical + descriptiveName: + descriptiveNegativeName: + negativeButton: down + positiveButton: up + altNegativeButton: + altPositiveButton: + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 2 + axis: 6 + joyNum: 0 + - serializedVersion: 3 + m_Name: Debug Horizontal + descriptiveName: + descriptiveNegativeName: + negativeButton: left + positiveButton: right + altNegativeButton: + altPositiveButton: + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 0 + axis: 6 + joyNum: 0 + - serializedVersion: 3 + m_Name: Debug Vertical + descriptiveName: + descriptiveNegativeName: + negativeButton: down + positiveButton: up + altNegativeButton: + altPositiveButton: + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 0 + axis: 6 + joyNum: 0 + - serializedVersion: 3 + m_Name: Debug Validate + descriptiveName: + descriptiveNegativeName: + negativeButton: return + positiveButton: + altNegativeButton: joystick button 0 + altPositiveButton: + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 0 + axis: 6 + joyNum: 0 + - serializedVersion: 3 + m_Name: Debug Persistent + descriptiveName: + descriptiveNegativeName: + negativeButton: right shift + positiveButton: + altNegativeButton: joystick button 2 + altPositiveButton: + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 0 + axis: 6 + joyNum: 0 diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset index 63da28ea80c..75d913bb14c 100644 --- a/ProjectSettings/ProjectSettings.asset +++ b/ProjectSettings/ProjectSettings.asset @@ -3,7 +3,7 @@ --- !u!129 &1 PlayerSettings: m_ObjectHideFlags: 0 - serializedVersion: 10 + serializedVersion: 11 productGUID: 900e9e40d20cd3e44ad40e5b00239dcc AndroidProfiler: 0 defaultScreenOrientation: 4 @@ -46,6 +46,7 @@ PlayerSettings: defaultScreenHeight: 768 defaultScreenWidthWeb: 960 defaultScreenHeightWeb: 600 + m_StereoRenderingPath: 0 m_ActiveColorSpace: 1 m_MTRendering: 1 m_MobileMTRendering: 0 @@ -69,12 +70,14 @@ PlayerSettings: captureSingleScreen: 0 muteOtherAudioSources: 0 Prepare IOS For Recording: 0 + Force IOS Speakers When Recording: 0 submitAnalytics: 1 usePlayerLog: 1 bakeCollisionMeshes: 0 forceSingleInstance: 0 resizableWindow: 1 useMacAppStoreValidation: 0 + macAppStoreCategory: public.app-category.games gpuSkinning: 0 graphicsJobs: 1 xboxPIXTextureCapture: 0 @@ -84,6 +87,7 @@ PlayerSettings: xboxEnableFitness: 0 visibleInBackground: 1 allowFullscreenSwitch: 1 + graphicsJobMode: 0 macFullscreenMode: 2 d3d9FullscreenMode: 1 d3d11FullscreenMode: 1 @@ -94,7 +98,6 @@ PlayerSettings: n3dsDisableStereoscopicView: 0 n3dsEnableSharedListOpt: 1 n3dsEnableVSync: 0 - uiUse16BitDepthBuffer: 0 ignoreAlphaClear: 0 xboxOneResolution: 0 xboxOneMonoLoggingLevel: 0 @@ -117,23 +120,41 @@ PlayerSettings: 16:10: 1 16:9: 1 Others: 1 - bundleIdentifier: com.Company.ProductName bundleVersion: 1.0 preloadedAssets: [] metroInputSource: 0 m_HolographicPauseOnTrackingLoss: 1 xboxOneDisableKinectGpuReservation: 0 - singlePassStereoRendering: 0 + xboxOneEnable7thCore: 0 + vrSettings: + cardboard: + depthFormat: 0 + enableTransitionView: 0 + daydream: + depthFormat: 0 + useSustainedPerformanceMode: 0 + hololens: + depthFormat: 1 protectGraphicsMemory: 0 + useHDRDisplay: 0 + targetPixelDensity: 0 + resolutionScalingMode: 0 + applicationIdentifier: + Android: com.Company.ProductName + Standalone: unity.DefaultCompany.dev + Tizen: com.Company.ProductName + iOS: com.Company.ProductName + tvOS: com.Company.ProductName + buildNumber: + iOS: 0 AndroidBundleVersionCode: 1 - AndroidMinSdkVersion: 9 + AndroidMinSdkVersion: 16 + AndroidTargetSdkVersion: 0 AndroidPreferredInstallLocation: 1 aotOptions: - apiCompatibilityLevel: 2 stripEngineCode: 1 iPhoneStrippingLevel: 0 iPhoneScriptCallOptimization: 0 - iPhoneBuildNumber: 0 ForceInternetPermission: 0 ForceSDCardPermission: 0 CreateWallpaper: 0 @@ -144,7 +165,7 @@ PlayerSettings: serializedVersion: 2 m_Bits: 238 iPhoneSdkVersion: 988 - iOSTargetOSVersionString: 6.0 + iOSTargetOSVersionString: 8.0 tvOSSdkVersion: 0 tvOSRequireExtendedGameController: 0 tvOSTargetOSVersionString: 9.0 @@ -168,6 +189,7 @@ PlayerSettings: tvOSSmallIconLayers: [] tvOSLargeIconLayers: [] tvOSTopShelfImageLayers: [] + tvOSTopShelfImageWideLayers: [] iOSLaunchScreenType: 0 iOSLaunchScreenPortrait: {fileID: 0} iOSLaunchScreenLandscape: {fileID: 0} @@ -189,7 +211,12 @@ PlayerSettings: iOSURLSchemes: [] iOSBackgroundModes: 0 iOSMetalForceHardShadows: 0 + metalEditorSupport: 1 + metalAPIValidation: 1 appleDeveloperTeamID: + iOSManualSigningProvisioningProfileID: + tvOSManualSigningProvisioningProfileID: + appleEnableAutomaticSigning: 0 AndroidTargetDevice: 0 AndroidSplashScreenScale: 0 androidSplashScreen: {fileID: 0} @@ -213,12 +240,21 @@ PlayerSettings: m_Height: 128 m_BuildTargetBatching: - m_BuildTarget: Standalone + m_StaticBatching: 1 + m_DynamicBatching: 0 + - m_BuildTarget: iPhone m_StaticBatching: 0 m_DynamicBatching: 0 m_BuildTargetGraphicsAPIs: - m_BuildTarget: WindowsStandaloneSupport m_APIs: 0200000001000000 m_Automatic: 1 + - m_BuildTarget: MacStandaloneSupport + m_APIs: 1000000011000000 + m_Automatic: 1 + - m_BuildTarget: iOSSupport + m_APIs: 10000000 + m_Automatic: 0 m_BuildTargetVRSettings: - m_BuildTarget: Android m_Enabled: 0 @@ -296,6 +332,7 @@ PlayerSettings: wiiUGamePadStartupScreen: {fileID: 0} wiiUDrcBufferDisabled: 0 wiiUProfilerLibPath: + playModeTestRunnerEnabled: 0 actionOnDotNetUnhandledException: 1 enableInternalProfiler: 0 logObjCUncaughtExceptions: 1 @@ -303,16 +340,115 @@ PlayerSettings: cameraUsageDescription: locationUsageDescription: microphoneUsageDescription: - XboxTitleId: - XboxImageXexPath: - XboxSpaPath: - XboxGenerateSpa: 0 - XboxDeployKinectResources: 0 - XboxSplashScreen: {fileID: 0} - xboxEnableSpeech: 0 - xboxAdditionalTitleMemorySize: 0 - xboxDeployKinectHeadOrientation: 0 - xboxDeployKinectHeadPosition: 0 + switchNetLibKey: + switchSocketMemoryPoolSize: 6144 + switchSocketAllocatorPoolSize: 128 + switchSocketConcurrencyLimit: 14 + switchUseCPUProfiler: 0 + switchApplicationID: 0x0005000C10000001 + switchNSODependencies: + switchTitleNames_0: + switchTitleNames_1: + switchTitleNames_2: + switchTitleNames_3: + switchTitleNames_4: + switchTitleNames_5: + switchTitleNames_6: + switchTitleNames_7: + switchTitleNames_8: + switchTitleNames_9: + switchTitleNames_10: + switchTitleNames_11: + switchTitleNames_12: + switchTitleNames_13: + switchTitleNames_14: + switchPublisherNames_0: + switchPublisherNames_1: + switchPublisherNames_2: + switchPublisherNames_3: + switchPublisherNames_4: + switchPublisherNames_5: + switchPublisherNames_6: + switchPublisherNames_7: + switchPublisherNames_8: + switchPublisherNames_9: + switchPublisherNames_10: + switchPublisherNames_11: + switchPublisherNames_12: + switchPublisherNames_13: + switchPublisherNames_14: + switchIcons_0: {fileID: 0} + switchIcons_1: {fileID: 0} + switchIcons_2: {fileID: 0} + switchIcons_3: {fileID: 0} + switchIcons_4: {fileID: 0} + switchIcons_5: {fileID: 0} + switchIcons_6: {fileID: 0} + switchIcons_7: {fileID: 0} + switchIcons_8: {fileID: 0} + switchIcons_9: {fileID: 0} + switchIcons_10: {fileID: 0} + switchIcons_11: {fileID: 0} + switchIcons_12: {fileID: 0} + switchIcons_13: {fileID: 0} + switchIcons_14: {fileID: 0} + switchSmallIcons_0: {fileID: 0} + switchSmallIcons_1: {fileID: 0} + switchSmallIcons_2: {fileID: 0} + switchSmallIcons_3: {fileID: 0} + switchSmallIcons_4: {fileID: 0} + switchSmallIcons_5: {fileID: 0} + switchSmallIcons_6: {fileID: 0} + switchSmallIcons_7: {fileID: 0} + switchSmallIcons_8: {fileID: 0} + switchSmallIcons_9: {fileID: 0} + switchSmallIcons_10: {fileID: 0} + switchSmallIcons_11: {fileID: 0} + switchSmallIcons_12: {fileID: 0} + switchSmallIcons_13: {fileID: 0} + switchSmallIcons_14: {fileID: 0} + switchManualHTML: + switchAccessibleURLs: + switchLegalInformation: + switchMainThreadStackSize: 1048576 + switchPresenceGroupId: 0x0005000C10000001 + switchLogoHandling: 0 + switchReleaseVersion: 0 + switchDisplayVersion: 1.0.0 + switchStartupUserAccount: 0 + switchTouchScreenUsage: 0 + switchSupportedLanguagesMask: 0 + switchLogoType: 0 + switchApplicationErrorCodeCategory: + switchUserAccountSaveDataSize: 0 + switchUserAccountSaveDataJournalSize: 0 + switchAttribute: 0 + switchCardSpecSize: 4 + switchCardSpecClock: 25 + switchRatingsMask: 0 + switchRatingsInt_0: 0 + switchRatingsInt_1: 0 + switchRatingsInt_2: 0 + switchRatingsInt_3: 0 + switchRatingsInt_4: 0 + switchRatingsInt_5: 0 + switchRatingsInt_6: 0 + switchRatingsInt_7: 0 + switchRatingsInt_8: 0 + switchRatingsInt_9: 0 + switchRatingsInt_10: 0 + switchRatingsInt_11: 0 + switchLocalCommunicationIds_0: 0x0005000C10000001 + switchLocalCommunicationIds_1: + switchLocalCommunicationIds_2: + switchLocalCommunicationIds_3: + switchLocalCommunicationIds_4: + switchLocalCommunicationIds_5: + switchLocalCommunicationIds_6: + switchLocalCommunicationIds_7: + switchParentalControl: 0 + switchAllowsScreenshot: 1 + switchDataLossConfirmation: 0 ps4NPAgeRating: 12 ps4NPTitleSecret: ps4NPTrophyPackPath: @@ -325,6 +461,7 @@ PlayerSettings: ps4ParamSfxPath: ps4VideoOutPixelFormat: 0 ps4VideoOutInitialWidth: 1920 + ps4VideoOutBaseModeInitialWidth: 1920 ps4VideoOutReprojectionRate: 120 ps4PronunciationXMLPath: ps4PronunciationSIGPath: @@ -347,8 +484,8 @@ PlayerSettings: ps4ApplicationParam4: 0 ps4DownloadDataSize: 0 ps4GarlicHeapSize: 2048 + ps4ProGarlicHeapSize: 2560 ps4Passcode: frAQBc8Wsa1xVPfvJcrgRYwTiizs2trQ - ps4UseDebugIl2cppLibs: 0 ps4pnSessions: 1 ps4pnPresence: 1 ps4pnFriends: 1 @@ -372,7 +509,22 @@ PlayerSettings: ps4attribShareSupport: 0 ps4attribExclusiveVR: 0 ps4disableAutoHideSplash: 0 - ps4IncludedModules: [] + ps4videoRecordingFeaturesUsed: 0 + ps4contentSearchFeaturesUsed: 0 + ps4attribEyeToEyeDistanceSettingVR: 0 + ps4IncludedModules: + - libc.prx + - libSceAudioLatencyEstimation.prx + - libSceFace.prx + - libSceFaceTracker.prx + - libSceFios2.prx + - libSceHand.prx + - libSceHandTracker.prx + - libSceHeadTracker.prx + - libSceJobManager.prx + - libSceNpToolkit.prx + - libSceS3DConversion.prx + - libSceSmart.prx monoEnv: psp2Splashimage: {fileID: 0} psp2NPTrophyPackPath: @@ -420,13 +572,14 @@ PlayerSettings: psp2UseLibLocation: 0 psp2InfoBarOnStartup: 0 psp2InfoBarColor: 0 - psp2UseDebugIl2cppLibs: 0 + psp2ScriptOptimizationLevel: 0 psmSplashimage: {fileID: 0} splashScreenBackgroundSourceLandscape: {fileID: 0} splashScreenBackgroundSourcePortrait: {fileID: 0} spritePackerPolicy: webGLMemorySize: 256 webGLExceptionSupport: 1 + webGLNameFilesAsHashes: 0 webGLDataCaching: 0 webGLDebugSymbols: 0 webGLEmscriptenArgs: @@ -442,6 +595,7 @@ PlayerSettings: scriptingBackend: Android: 0 Metro: 2 + PS4: 1 Standalone: 0 WP8: 2 WebGL: 1 @@ -449,6 +603,8 @@ PlayerSettings: incrementalIl2cppBuild: iOS: 0 additionalIl2CppArgs: + scriptingRuntimeVersion: 0 + apiCompatibilityLevelPerPlatform: {} m_RenderingPath: 1 m_MobileRenderingPath: 1 metroPackageName: dev @@ -483,7 +639,7 @@ PlayerSettings: tizenMicrophonePermissions: 0 tizenDeploymentTarget: tizenDeploymentTargetType: 0 - tizenMinOSVersion: 0 + tizenMinOSVersion: 1 n3dsUseExtSaveData: 0 n3dsCompressStaticMem: 1 n3dsExtSaveDataNumber: 0x12345 @@ -523,7 +679,11 @@ PlayerSettings: XboxOneSplashScreen: {fileID: 0} XboxOneAllowedProductIds: [] XboxOnePersistentLocalStorageSize: 0 - vrEditorSettings: {} + xboxOneScriptCompiler: 0 + vrEditorSettings: + daydream: + daydreamIconForeground: {fileID: 0} + daydreamIconBackground: {fileID: 0} cloudServicesEnabled: Analytics: 0 Build: 0 @@ -535,7 +695,10 @@ PlayerSettings: UNet: 0 Unity_Ads: 0 facebookSdkVersion: 7.8.2 + apiCompatibilityLevel: 2 cloudProjectId: projectName: organizationId: cloudEnabled: 0 + enableNativePlatformBackendsForNewInputSystem: 0 + disableOldInputManagerSupport: 0 diff --git a/ProjectSettings/ProjectVersion.txt b/ProjectSettings/ProjectVersion.txt index 2d770a00662..22c78313c9d 100755 --- a/ProjectSettings/ProjectVersion.txt +++ b/ProjectSettings/ProjectVersion.txt @@ -1 +1 @@ -m_EditorVersion: 5.6.0a1 +m_EditorVersion: 2017.1.0b2 diff --git a/ProjectSettings/QualitySettings.asset b/ProjectSettings/QualitySettings.asset index fc88556c984..37166b00c6a 100644 --- a/ProjectSettings/QualitySettings.asset +++ b/ProjectSettings/QualitySettings.asset @@ -17,6 +17,7 @@ QualitySettings: shadowNearPlaneOffset: 2 shadowCascade2Split: 0.33333334 shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} + shadowmaskMode: 0 blendWeights: 1 textureQuality: 1 anisotropicTextures: 0 @@ -31,6 +32,7 @@ QualitySettings: particleRaycastBudget: 4 asyncUploadTimeSlice: 2 asyncUploadBufferSize: 4 + resolutionScalingFixedDPIFactor: 1 excludedTargetPlatforms: [] - serializedVersion: 2 name: Fast @@ -43,6 +45,7 @@ QualitySettings: shadowNearPlaneOffset: 2 shadowCascade2Split: 0.33333334 shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} + shadowmaskMode: 0 blendWeights: 2 textureQuality: 0 anisotropicTextures: 0 @@ -57,6 +60,7 @@ QualitySettings: particleRaycastBudget: 16 asyncUploadTimeSlice: 2 asyncUploadBufferSize: 4 + resolutionScalingFixedDPIFactor: 1 excludedTargetPlatforms: [] - serializedVersion: 2 name: Simple @@ -69,6 +73,7 @@ QualitySettings: shadowNearPlaneOffset: 2 shadowCascade2Split: 0.33333334 shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} + shadowmaskMode: 0 blendWeights: 2 textureQuality: 0 anisotropicTextures: 1 @@ -83,6 +88,7 @@ QualitySettings: particleRaycastBudget: 64 asyncUploadTimeSlice: 2 asyncUploadBufferSize: 4 + resolutionScalingFixedDPIFactor: 1 excludedTargetPlatforms: [] - serializedVersion: 2 name: Good @@ -95,6 +101,7 @@ QualitySettings: shadowNearPlaneOffset: 2 shadowCascade2Split: 0.33333334 shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} + shadowmaskMode: 1 blendWeights: 2 textureQuality: 0 anisotropicTextures: 1 @@ -109,6 +116,7 @@ QualitySettings: particleRaycastBudget: 256 asyncUploadTimeSlice: 2 asyncUploadBufferSize: 4 + resolutionScalingFixedDPIFactor: 1 excludedTargetPlatforms: [] - serializedVersion: 2 name: Beautiful @@ -121,6 +129,7 @@ QualitySettings: shadowNearPlaneOffset: 2 shadowCascade2Split: 0.33333334 shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} + shadowmaskMode: 1 blendWeights: 4 textureQuality: 0 anisotropicTextures: 2 @@ -135,6 +144,7 @@ QualitySettings: particleRaycastBudget: 1024 asyncUploadTimeSlice: 2 asyncUploadBufferSize: 4 + resolutionScalingFixedDPIFactor: 1 excludedTargetPlatforms: [] - serializedVersion: 2 name: Fantastic @@ -147,6 +157,7 @@ QualitySettings: shadowNearPlaneOffset: 2 shadowCascade2Split: 0.33333334 shadowCascade4Split: {x: 0.021409363, y: 0.051549375, z: 0.07213539} + shadowmaskMode: 1 blendWeights: 4 textureQuality: 0 anisotropicTextures: 1 @@ -155,12 +166,13 @@ QualitySettings: softVegetation: 1 realtimeReflectionProbes: 1 billboardsFaceCameraPosition: 1 - vSyncCount: 1 + vSyncCount: 0 lodBias: 2 maximumLODLevel: 0 particleRaycastBudget: 4096 asyncUploadTimeSlice: 2 asyncUploadBufferSize: 4 + resolutionScalingFixedDPIFactor: 1 excludedTargetPlatforms: [] m_PerPlatformDefaultQuality: Android: 2 diff --git a/ProjectSettings/QualitySettings.asset.orig b/ProjectSettings/QualitySettings.asset.orig deleted file mode 100644 index 72f95c50288..00000000000 --- a/ProjectSettings/QualitySettings.asset.orig +++ /dev/null @@ -1,182 +0,0 @@ -%YAML 1.1 -%TAG !u! tag:unity3d.com,2011: ---- !u!47 &1 -QualitySettings: - m_ObjectHideFlags: 0 - serializedVersion: 5 - m_CurrentQuality: 5 - m_QualitySettings: - - serializedVersion: 2 - name: Fastest - pixelLightCount: 0 - shadows: 0 - shadowResolution: 0 - shadowProjection: 1 - shadowCascades: 1 - shadowDistance: 15 - shadowNearPlaneOffset: 2 - shadowCascade2Split: 0.33333334 - shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} - blendWeights: 1 - textureQuality: 1 - anisotropicTextures: 0 - antiAliasing: 0 - softParticles: 0 - softVegetation: 0 - realtimeReflectionProbes: 0 - billboardsFaceCameraPosition: 0 - vSyncCount: 0 - lodBias: 0.3 - maximumLODLevel: 0 - particleRaycastBudget: 4 - asyncUploadTimeSlice: 2 - asyncUploadBufferSize: 4 - excludedTargetPlatforms: [] - - serializedVersion: 2 - name: Fast - pixelLightCount: 0 - shadows: 0 - shadowResolution: 0 - shadowProjection: 1 - shadowCascades: 1 - shadowDistance: 20 - shadowNearPlaneOffset: 2 - shadowCascade2Split: 0.33333334 - shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} - blendWeights: 2 - textureQuality: 0 - anisotropicTextures: 0 - antiAliasing: 0 - softParticles: 0 - softVegetation: 0 - realtimeReflectionProbes: 0 - billboardsFaceCameraPosition: 0 - vSyncCount: 0 - lodBias: 0.4 - maximumLODLevel: 0 - particleRaycastBudget: 16 - asyncUploadTimeSlice: 2 - asyncUploadBufferSize: 4 - excludedTargetPlatforms: [] - - serializedVersion: 2 - name: Simple - pixelLightCount: 1 - shadows: 1 - shadowResolution: 0 - shadowProjection: 1 - shadowCascades: 1 - shadowDistance: 20 - shadowNearPlaneOffset: 2 - shadowCascade2Split: 0.33333334 - shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} - blendWeights: 2 - textureQuality: 0 - anisotropicTextures: 1 - antiAliasing: 0 - softParticles: 0 - softVegetation: 0 - realtimeReflectionProbes: 0 - billboardsFaceCameraPosition: 0 - vSyncCount: 1 - lodBias: 0.7 - maximumLODLevel: 0 - particleRaycastBudget: 64 - asyncUploadTimeSlice: 2 - asyncUploadBufferSize: 4 - excludedTargetPlatforms: [] - - serializedVersion: 2 - name: Good - pixelLightCount: 2 - shadows: 2 - shadowResolution: 1 - shadowProjection: 1 - shadowCascades: 2 - shadowDistance: 40 - shadowNearPlaneOffset: 2 - shadowCascade2Split: 0.33333334 - shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} - blendWeights: 2 - textureQuality: 0 - anisotropicTextures: 1 - antiAliasing: 0 - softParticles: 0 - softVegetation: 1 - realtimeReflectionProbes: 1 - billboardsFaceCameraPosition: 1 - vSyncCount: 1 - lodBias: 1 - maximumLODLevel: 0 - particleRaycastBudget: 256 - asyncUploadTimeSlice: 2 - asyncUploadBufferSize: 4 - excludedTargetPlatforms: [] - - serializedVersion: 2 - name: Beautiful - pixelLightCount: 3 - shadows: 2 - shadowResolution: 2 - shadowProjection: 1 - shadowCascades: 2 - shadowDistance: 70 - shadowNearPlaneOffset: 2 - shadowCascade2Split: 0.33333334 - shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} - blendWeights: 4 - textureQuality: 0 - anisotropicTextures: 2 - antiAliasing: 2 - softParticles: 1 - softVegetation: 1 - realtimeReflectionProbes: 1 - billboardsFaceCameraPosition: 1 - vSyncCount: 1 - lodBias: 1.5 - maximumLODLevel: 0 - particleRaycastBudget: 1024 - asyncUploadTimeSlice: 2 - asyncUploadBufferSize: 4 - excludedTargetPlatforms: [] - - serializedVersion: 2 - name: Fantastic - pixelLightCount: 4 - shadows: 2 - shadowResolution: 2 - shadowProjection: 1 - shadowCascades: 4 - shadowDistance: 150 - shadowNearPlaneOffset: 2 - shadowCascade2Split: 0.33333334 - shadowCascade4Split: {x: 0.05656562, y: 0.29764313, z: 0.46666664} - blendWeights: 4 - textureQuality: 0 - anisotropicTextures: 2 - antiAliasing: 2 - softParticles: 1 - softVegetation: 1 - realtimeReflectionProbes: 1 - billboardsFaceCameraPosition: 1 - vSyncCount: 1 - lodBias: 2 - maximumLODLevel: 0 - particleRaycastBudget: 4096 - asyncUploadTimeSlice: 2 - asyncUploadBufferSize: 4 - excludedTargetPlatforms: [] - m_PerPlatformDefaultQuality: - Android: 2 - Nintendo 3DS: 5 - PS3: 5 - PS4: 5 - PSM: 5 - PSP2: 2 - Samsung TV: 2 - Standalone: 5 - Tizen: 2 - Web: 5 - WebGL: 3 - WiiU: 5 - Windows Store Apps: 5 - XBOX360: 5 - XboxOne: 5 - iPhone: 2 - tvOS: 5 diff --git a/README.md b/README.md index 54f878105f5..1673505db25 100644 --- a/README.md +++ b/README.md @@ -1,12 +1,22 @@ # Unity Scriptable Render Loop testbed -**NOTE**: this is a testbed for a Unity feature that has not shipped yet! The project will not work with any public -Unity version, and things in it might and will be broken. +**NOTE**: this is a testbed for a Unity feature that has not shipped yet! The latest commits in this project does not work +with any public Unity version, and things in it might and will be broken. -"Scriptable Render Loops" is a potential future Unity feature, think "Command Buffers, take two". We plan to ship the feature, and a -new modern built-in rendering loop with it. For now you can look around if you're _really_ curious, but like said above, this is +"Scriptable Render Pipelines" is a potential future Unity feature, think "Command Buffers, take two". We plan to ship the feature, and a +new modern built-in rendering pipeline with it. For now you can look around if you're _really_ curious, but like said above, this is not useful for any public Unity version yet. There's a more detailed overview document here: [ScriptableRenderLoop google doc](https://docs.google.com/document/d/1e2jkr_-v5iaZRuHdnMrSv978LuJKYZhsIYnrDkNAuvQ/edit?usp=sharing) Did we mention it's a very WIP, no promises, may or might not ship feature, anything and everything in it can change? It totally is. + + +## For Unity 5.6 beta users + +* Unity 5.6 **beta 5-7** should use an older revision of this project, [tagged unity-5.6.0b5](../../releases/tag/unity-5.6.0b5) (commit `2209522d` on 2016 Dec 14). + "BasicRenderLoopScene" scene is the basic example, need to pick basic render pipeline in Graphics Settings to use it. + All the other scenes and render pipelines may or might not work. Use of Windows/DX11 is preferred. +* Unity 5.6 **beta 1-4** should use an older revision of this project, [tagged unity-5.6.0b1](../../releases/tag/unity-5.6.0b1) (commit `acc230b` on 2016 Nov 23). + "BasicRenderLoopScene" scene is the basic example, with the scriptable render pipeline defaulting to off; enable it by enabling the component on the camera. + All the other scenes may or might not work. Use of Windows/DX11 is preferred.