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

106 lines
5.2 KiB
C#

//-----------------------------------------------------------------------------
// structure definition
//-----------------------------------------------------------------------------
using UnityEngine.Rendering.HighDefinition.Attributes;
using UnityEngine.Experimental.Rendering;
namespace UnityEngine.Rendering.HighDefinition
{
class Builtin // Note: This particular class doesn't derive from RenderPipelineMaterial
{
//-----------------------------------------------------------------------------
// 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 or not depends on storage available
//-----------------------------------------------------------------------------
[GenerateHLSL(PackingRules.Exact, false, false, true, 100)]
public struct BuiltinData
{
[MaterialSharedPropertyMapping(MaterialSharedProperty.Alpha)]
[SurfaceDataAttributes("Opacity", precision = FieldPrecision.Real)]
public float opacity;
[SurfaceDataAttributes("AlphaClipTreshold", precision = FieldPrecision.Real)]
public float alphaClipTreshold;
// 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("Baked Diffuse Lighting", false, true, FieldPrecision.Real)]
public Vector3 bakeDiffuseLighting; // This is the result of sampling lightmap/lightprobe/proxyvolume
[SurfaceDataAttributes("Back Baked Diffuse Lighting", false, true, FieldPrecision.Real)]
public Vector3 backBakeDiffuseLighting; // This is the result of sampling lightmap/lightprobe/proxyvolume from the back for transmission
// Use for float instead of vector4 to ease the debug (no performance impact)
// Note: We have no way to remove these value automatically based on either SHADEROPTIONS_BAKED_SHADOW_MASK_ENABLE or s_BakedShadowMaskEnable here. Unless we make two structure... For now always keep this value
[SurfaceDataAttributes("Shadowmask 0", precision = FieldPrecision.Real)]
public float shadowMask0;
[SurfaceDataAttributes("Shadowmask 1", precision = FieldPrecision.Real)]
public float shadowMask1;
[SurfaceDataAttributes("Shadowmask 2", precision = FieldPrecision.Real)]
public float shadowMask2;
[SurfaceDataAttributes("Shadowmask 3", precision = FieldPrecision.Real)]
public float shadowMask3;
[SurfaceDataAttributes("Emissive Color", false, false, FieldPrecision.Real)]
public Vector3 emissiveColor;
// These is required for motion blur and temporalAA
[SurfaceDataAttributes("Motion Vector", precision = FieldPrecision.Real)]
public Vector2 motionVector;
// Distortion
[SurfaceDataAttributes("Distortion", precision = FieldPrecision.Real)]
public Vector2 distortion;
[SurfaceDataAttributes("Distortion Blur", precision = FieldPrecision.Real)]
public float distortionBlur; // Define the color buffer mipmap level to use
// Misc
[SurfaceDataAttributes("Rendering Layers")]
public uint renderingLayers;
[SurfaceDataAttributes("Depth Offset")]
public float depthOffset; // define the depth in unity unit to add in Z forward direction
[SurfaceDataAttributes("VT Packed Feedback", precision = FieldPrecision.Real)]
public Vector4 vtPackedFeedback;
};
//-----------------------------------------------------------------------------
// LightTransportData
// This struct is use to store information for Enlighten/Progressive light mapper. both at runtime or off line.
//-----------------------------------------------------------------------------
[GenerateHLSL(PackingRules.Exact, false)]
public struct LightTransportData
{
[SurfaceDataAttributes("", false, true, FieldPrecision.Real)]
public Vector3 diffuseColor;
[SurfaceDataAttributes(precision = FieldPrecision.Real)]
public Vector3 emissiveColor; // HDR value
};
public static GraphicsFormat GetLightingBufferFormat()
{
return GraphicsFormat.B10G11R11_UFloatPack32;
}
public static GraphicsFormat GetShadowMaskBufferFormat()
{
return GraphicsFormat.R8G8B8A8_UNorm;
}
public static GraphicsFormat GetMotionVectorFormat()
{
return GraphicsFormat.R16G16_SFloat; // TODO: We should use 16bit normalized instead, better precision // RGInt
}
public static GraphicsFormat GetDistortionBufferFormat()
{
// TODO: // This format need to be additive blendable and include distortionBlur, blend mode different for alpha value
return GraphicsFormat.R16G16B16A16_SFloat;
}
}
}