117 lines
4.4 KiB
C#
117 lines
4.4 KiB
C#
using UnityEngine.Rendering.HighDefinition.Attributes;
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//-----------------------------------------------------------------------------
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// structure definition
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//-----------------------------------------------------------------------------
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namespace UnityEngine.Rendering.HighDefinition
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{
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class Eye : RenderPipelineMaterial
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{
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[GenerateHLSL(PackingRules.Exact)]
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public enum MaterialFeatureFlags
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{
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EyeCinematic = 1 << 0,
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EyeSubsurfaceScattering = 1 << 1,
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};
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//-----------------------------------------------------------------------------
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// SurfaceData
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//-----------------------------------------------------------------------------
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// Main structure that store the user data (i.e user input of master node in material graph)
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[GenerateHLSL(PackingRules.Exact, false, false, true, 1500)]
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public struct SurfaceData
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{
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[SurfaceDataAttributes("Material Features")]
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public uint materialFeatures;
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// Standard
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[MaterialSharedPropertyMapping(MaterialSharedProperty.Albedo)]
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[SurfaceDataAttributes("Base Color", false, true)]
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public Vector3 baseColor;
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[MaterialSharedPropertyMapping(MaterialSharedProperty.Normal)]
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[SurfaceDataAttributes(new string[] { "Normal", "Normal View Space" }, true, checkIsNormalized = true)]
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public Vector3 normalWS;
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[SurfaceDataAttributes(new string[] { "Iris Normal", "Iris Normal View Space" }, true, checkIsNormalized = true)]
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public Vector3 irisNormalWS;
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[SurfaceDataAttributes(new string[] { "Geometric Normal", "Geometric Normal View Space" }, true, checkIsNormalized = true)]
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public Vector3 geomNormalWS;
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[MaterialSharedPropertyMapping(MaterialSharedProperty.Smoothness)]
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[SurfaceDataAttributes("Smoothness")]
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public float perceptualSmoothness;
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[MaterialSharedPropertyMapping(MaterialSharedProperty.AmbientOcclusion)]
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[SurfaceDataAttributes("Ambient Occlusion")]
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public float ambientOcclusion;
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[SurfaceDataAttributes("Specular Occlusion")]
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public float specularOcclusion;
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[MaterialSharedPropertyMapping(MaterialSharedProperty.Specular)]
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[SurfaceDataAttributes("IOR", false, true)]
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public float IOR;
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[SurfaceDataAttributes("Mask", false, true)]
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public Vector2 mask; // cornea, Pupil
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// SSS
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[SurfaceDataAttributes("Diffusion Profile Hash")]
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public uint diffusionProfileHash;
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[SurfaceDataAttributes("Subsurface Mask")]
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public float subsurfaceMask;
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};
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//-----------------------------------------------------------------------------
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// BSDFData
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//-----------------------------------------------------------------------------
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[GenerateHLSL(PackingRules.Exact, false, false, true, 1550)]
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public struct BSDFData
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{
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public uint materialFeatures;
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[SurfaceDataAttributes("", false, true)]
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public Vector3 diffuseColor;
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public Vector3 fresnel0;
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public float IOR; // Keep IOR value
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public float ambientOcclusion;
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public float specularOcclusion;
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[SurfaceDataAttributes(new string[] { "Normal WS", "Normal View Space" }, true, checkIsNormalized = true)]
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public Vector3 normalWS; // Specular normal
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[SurfaceDataAttributes(new string[] { "Diffuse Normal WS", "Diffuse Normal View Space" }, true, checkIsNormalized = true)]
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public Vector3 diffuseNormalWS;
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[SurfaceDataAttributes(new string[] { "Geometric Normal", "Geometric Normal View Space" }, true, checkIsNormalized = true)]
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public Vector3 geomNormalWS;
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public float perceptualRoughness;
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public Vector2 mask; // cornea, pupil
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// MaterialFeature dependent attribute
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// SSS
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public uint diffusionProfileIndex;
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public float subsurfaceMask;
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public float roughness;
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};
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//-----------------------------------------------------------------------------
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// Init precomputed textures
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//-----------------------------------------------------------------------------
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public Eye() {}
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// Reuse GGX textures
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}
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}
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