2021-09-09 20:42:29 -04:00

154 lines
6.0 KiB
C#

using UnityEngine.Rendering.HighDefinition.Attributes;
//-----------------------------------------------------------------------------
// structure definition
//-----------------------------------------------------------------------------
namespace UnityEngine.Rendering.HighDefinition
{
class Fabric : RenderPipelineMaterial
{
// If change, be sure it match what is done in Lit.hlsl: MaterialFeatureFlagsFromGBuffer
// Material bit mask must match the size define LightDefinitions.s_MaterialFeatureMaskFlags value
[GenerateHLSL(PackingRules.Exact)]
public enum MaterialFeatureFlags
{
FabricCottonWool = 1 << 0,
FabricSubsurfaceScattering = 1 << 1,
FabricTransmission = 1 << 2
};
//-----------------------------------------------------------------------------
// SurfaceData
//-----------------------------------------------------------------------------
// Main structure that store the user data (i.e user input of master node in material graph)
[GenerateHLSL(PackingRules.Exact, false, false, true, 1300)]
public struct SurfaceData
{
[SurfaceDataAttributes("Material Features")]
public uint materialFeatures;
// Standard
[MaterialSharedPropertyMapping(MaterialSharedProperty.Albedo)]
[SurfaceDataAttributes("Base Color", false, true)]
public Vector3 baseColor;
[SurfaceDataAttributes("Specular Occlusion")]
public float specularOcclusion;
[MaterialSharedPropertyMapping(MaterialSharedProperty.Normal)]
[SurfaceDataAttributes(new string[] { "Normal", "Normal View Space" }, true, checkIsNormalized = true)]
public Vector3 normalWS;
[SurfaceDataAttributes(new string[] { "Geometric Normal", "Geometric Normal View Space" }, true, checkIsNormalized = true)]
public Vector3 geomNormalWS;
[MaterialSharedPropertyMapping(MaterialSharedProperty.Smoothness)]
[SurfaceDataAttributes("Smoothness")]
public float perceptualSmoothness;
[MaterialSharedPropertyMapping(MaterialSharedProperty.AmbientOcclusion)]
[SurfaceDataAttributes("Ambient Occlusion")]
public float ambientOcclusion;
// Specular Tint
[MaterialSharedPropertyMapping(MaterialSharedProperty.Specular)]
[SurfaceDataAttributes("Specular Tint", false, true)]
public Vector3 specularColor;
// MaterialFeature dependent attribute
// SSS
[SurfaceDataAttributes("Diffusion Profile Hash")]
public uint diffusionProfileHash;
[SurfaceDataAttributes("Subsurface Mask")]
public float subsurfaceMask;
// Transmission
// + Diffusion Profile
[SurfaceDataAttributes("Thickness")]
public float thickness;
// Anisotropic
[SurfaceDataAttributes("Tangent", true)]
public Vector3 tangentWS;
[SurfaceDataAttributes("Anisotropy")]
public float anisotropy; // anisotropic ratio(0->no isotropic; 1->full anisotropy in tangent direction, -1->full anisotropy in bitangent direction)
};
//-----------------------------------------------------------------------------
// BSDFData
//-----------------------------------------------------------------------------
[GenerateHLSL(PackingRules.Exact, false, false, true, 1350)]
public struct BSDFData
{
public uint materialFeatures;
[SurfaceDataAttributes("", false, true)]
public Vector3 diffuseColor;
public Vector3 fresnel0;
public float ambientOcclusion;
public float specularOcclusion;
[SurfaceDataAttributes(new string[] { "Normal WS", "Normal View Space" }, true, checkIsNormalized = true)]
public Vector3 normalWS;
[SurfaceDataAttributes(new string[] { "Geometric Normal", "Geometric Normal View Space" }, true, checkIsNormalized = true)]
public Vector3 geomNormalWS;
public float perceptualRoughness;
// MaterialFeature dependent attribute
// SSS
public uint diffusionProfileIndex;
public float subsurfaceMask;
// Transmission
// + Diffusion Profile
public float thickness;
public bool useThickObjectMode; // Read from the diffusion profile
public Vector3 transmittance; // Precomputation of transmittance
// Anisotropic
[SurfaceDataAttributes("", true)]
public Vector3 tangentWS;
[SurfaceDataAttributes("", true)]
public Vector3 bitangentWS;
public float roughnessT;
public float roughnessB;
public float anisotropy;
};
//-----------------------------------------------------------------------------
// Init precomputed textures
//-----------------------------------------------------------------------------
public Fabric() {}
public override void Build(HDRenderPipelineAsset hdAsset, RenderPipelineResources defaultResources)
{
PreIntegratedFGD.instance.Build(PreIntegratedFGD.FGDIndex.FGD_CharlieAndFabricLambert);
//LTCAreaLight.instance.Build();
}
public override void Cleanup()
{
PreIntegratedFGD.instance.Cleanup(PreIntegratedFGD.FGDIndex.FGD_CharlieAndFabricLambert);
//LTCAreaLight.instance.Cleanup();
}
public override void RenderInit(CommandBuffer cmd)
{
PreIntegratedFGD.instance.RenderInit(PreIntegratedFGD.FGDIndex.FGD_CharlieAndFabricLambert, cmd);
}
public override void Bind(CommandBuffer cmd)
{
PreIntegratedFGD.instance.Bind(cmd, PreIntegratedFGD.FGDIndex.FGD_CharlieAndFabricLambert);
//LTCAreaLight.instance.Bind(cmd);
}
}
}