317 lines
12 KiB
C#
317 lines
12 KiB
C#
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namespace UnityEngine.Rendering.HighDefinition
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{
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//-----------------------------------------------------------------------------
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// structure definition
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//-----------------------------------------------------------------------------
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// Caution: Order is important and is use for optimization in light loop
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[GenerateHLSL]
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enum GPULightType
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{
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Directional,
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Point,
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Spot,
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ProjectorPyramid,
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ProjectorBox,
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// AreaLight
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Tube, // Keep Line lights before Rectangle. This is needed because of a compiler bug (see LightLoop.hlsl)
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Rectangle,
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// Currently not supported in real time (just use for reference)
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Disc,
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// Sphere,
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};
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static class GPULightTypeExtension
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{
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public static bool IsAreaLight(this GPULightType lightType)
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{
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return lightType == GPULightType.Rectangle || lightType == GPULightType.Tube;
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}
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public static bool IsSpot(this GPULightType lightType)
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{
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return lightType == GPULightType.Spot || lightType == GPULightType.ProjectorBox || lightType == GPULightType.ProjectorPyramid;
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}
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}
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// This is use to distinguish between reflection and refraction probe in LightLoop
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[GenerateHLSL]
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enum GPUImageBasedLightingType
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{
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Reflection,
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Refraction
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};
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/// <summary>
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/// Cookie Mode
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/// </summary>
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[GenerateHLSL]
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public enum CookieMode
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{
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/// <summary>No cookie at all.</summary>
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None,
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/// <summary>Cookie texture with clamped sampling mode.</summary>
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Clamp,
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/// <summary>Cookie texture with repeat sampling mode.</summary>
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Repeat,
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}
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// These structures share between C# and hlsl need to be align on float4, so we pad them.
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[GenerateHLSL(PackingRules.Exact, false)]
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struct DirectionalLightData
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{
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// Packing order depends on chronological access to avoid cache misses
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// Make sure to respect the 16-byte alignment
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public Vector3 positionRWS;
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public uint lightLayers;
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public Vector3 forward;
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public CookieMode cookieMode;
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public Vector4 cookieScaleOffset;
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public Vector3 right; // Rescaled by (2 / shapeWidth)
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public int shadowIndex; // -1 if unused (TODO: 16 bit)
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public Vector3 up; // Rescaled by (2 / shapeHeight)
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public int contactShadowIndex; // -1 if unused (TODO: 16 bit)
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public Vector3 color;
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public int contactShadowMask; // 0 if unused (TODO: 16 bit)
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public Vector3 shadowTint; // Use to tint shadow color
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public float shadowDimmer;
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public float volumetricShadowDimmer; // Replaces 'shadowDimmer'
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public int nonLightMappedOnly; // Used with ShadowMask (TODO: use a bitfield)
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[SurfaceDataAttributes(precision = FieldPrecision.Real)]
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public float minRoughness; // Hack
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public int screenSpaceShadowIndex; // -1 if unused (TODO: 16 bit)
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[SurfaceDataAttributes(precision = FieldPrecision.Real)]
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public Vector4 shadowMaskSelector; // Used with ShadowMask feature
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public float diffuseDimmer;
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public float specularDimmer;
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public float lightDimmer;
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public float volumetricLightDimmer; // Replaces 'lightDimer'
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public float penumbraTint;
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public float isRayTracedContactShadow;
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public float angularDiameter; // Units: radians
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public float distanceFromCamera; // -1 -> no sky interaction
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};
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// These structures share between C# and hlsl need to be align on float4, so we pad them.
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[GenerateHLSL(PackingRules.Exact, false)]
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struct CelestialBodyData
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{
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public Vector3 color;
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public float radius;
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public Vector3 forward;
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public float distanceFromCamera;
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public Vector3 right;
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public float angularRadius; // Units: radians
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public Vector3 up;
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public int type; // 0: star, 1: moon
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public Vector3 surfaceColor;
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public float earthshine;
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public Vector4 surfaceTextureScaleOffset; // -1 if unused (TODO: 16 bit)
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public Vector3 sunDirection;
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public float flareCosInner;
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public Vector2 phaseAngleSinCos;
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public float flareCosOuter;
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public float flareSize; // Units: radians
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public Vector3 flareColor;
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public float flareFalloff;
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public Vector3 padding;
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public int shadowIndex;
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};
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[GenerateHLSL(PackingRules.Exact, false)]
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struct LightData
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{
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// Packing order depends on chronological access to avoid cache misses
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// Make sure to respect the 16-byte alignment
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public Vector3 positionRWS;
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public uint lightLayers;
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public float lightDimmer;
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public float volumetricLightDimmer; // Replaces 'lightDimer'
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[SurfaceDataAttributes(precision = FieldPrecision.Real)]
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public float angleScale; // Spot light
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[SurfaceDataAttributes(precision = FieldPrecision.Real)]
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public float angleOffset; // Spot light
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public Vector3 forward;
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public float iesCut; // Spot light
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public GPULightType lightType; // TODO: move this up?
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public Vector3 right; // If spot: rescaled by cot(outerHalfAngle); if projector: rescaled by (2 / shapeWidth)
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public float penumbraTint;
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[SurfaceDataAttributes(precision = FieldPrecision.Real)]
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public float range;
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public CookieMode cookieMode;
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public int shadowIndex; // -1 if unused (TODO: 16 bit)
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public Vector3 up; // If spot: rescaled by cot(outerHalfAngle); if projector: rescaled by (2 / shapeHeight)
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public float rangeAttenuationScale;
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public Vector3 color;
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public float rangeAttenuationBias;
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public Vector4 cookieScaleOffset; // coordinates of the cookie texture in the atlas
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public Vector3 shadowTint; // Use to tint shadow color
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public float shadowDimmer;
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public float volumetricShadowDimmer; // Replaces 'shadowDimmer'
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public int nonLightMappedOnly; // Used with ShadowMask feature (TODO: use a bitfield)
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[SurfaceDataAttributes(precision = FieldPrecision.Real)]
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public float minRoughness; // This is use to give a small "area" to punctual light, as if we have a light with a radius.
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// TODO: Instead of doing this, we should pack the ray traced shadow index into the tile cookie for instance
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public int screenSpaceShadowIndex; // -1 if unused (TODO: 16 bit)
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[SurfaceDataAttributes(precision = FieldPrecision.Real)]
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public Vector4 shadowMaskSelector; // Used with ShadowMask feature
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[SurfaceDataAttributes(precision = FieldPrecision.Real)]
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public Vector4 size; // Used by area (X = length or width, Y = height, Z = CosBarnDoorAngle, W = BarnDoorLength) and punctual lights (X = radius)
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public int contactShadowMask; // negative if unused (TODO: 16 bit)
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public float diffuseDimmer;
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public float specularDimmer;
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public float __unused__;
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public Vector2 padding;
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public float isRayTracedContactShadow;
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public float boxLightSafeExtent;
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};
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[GenerateHLSL]
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enum EnvShapeType
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{
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None,
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Box,
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Sphere,
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Sky
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};
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[GenerateHLSL]
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enum EnvConstants
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{
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ConvolutionMipCount = 7,
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}
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// Guideline for reflection volume: In HDRenderPipeline we separate the projection volume (the proxy of the scene) from the influence volume (what pixel on the screen is affected)
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// However we add the constrain that the shape of the projection and influence volume is the same (i.e if we have a sphere shape projection volume, we have a shape influence).
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// It allow to have more coherence for the dynamic if in shader code.
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// Users can also chose to not have any projection, in this case we use the property minProjectionDistance to minimize code change. minProjectionDistance is set to huge number
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// that simulate effect of no shape projection
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[GenerateHLSL(PackingRules.Exact, false)]
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struct EnvLightData
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{
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// Packing order depends on chronological access to avoid cache misses
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public uint lightLayers;
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// Proxy properties
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public Vector3 capturePositionRWS;
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public EnvShapeType influenceShapeType;
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// Box: extents = box extents
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// Sphere: extents.x = sphere radius
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public Vector3 proxyExtents;
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// User can chose if they use This is use in case we want to force infinite projection distance (i.e no projection);
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[SurfaceDataAttributes(precision = FieldPrecision.Real)]
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public float minProjectionDistance;
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public Vector3 proxyPositionRWS;
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public Vector3 proxyForward;
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public Vector3 proxyUp;
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public Vector3 proxyRight;
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// Influence properties
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public Vector3 influencePositionRWS;
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public Vector3 influenceForward;
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public Vector3 influenceUp;
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public Vector3 influenceRight;
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public Vector3 influenceExtents;
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public Vector3 blendDistancePositive;
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public Vector3 blendDistanceNegative;
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public Vector3 blendNormalDistancePositive;
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public Vector3 blendNormalDistanceNegative;
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[SurfaceDataAttributes(precision = FieldPrecision.Real)]
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public Vector3 boxSideFadePositive;
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[SurfaceDataAttributes(precision = FieldPrecision.Real)]
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public Vector3 boxSideFadeNegative;
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public float weight;
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public float multiplier;
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public float rangeCompressionFactorCompensation;
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// Only used for planar reflections to drop all mips below mip0
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public float roughReflections;
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// Only used for reflection probes to avoid using the proxy for distance based roughness.
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public float distanceBasedRoughness;
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// Sampling properties
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public int envIndex;
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// The luma SH for irradiance at probe location.
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public Vector4 L0L1;
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public Vector4 L2_1; // First 4 coeffs of L2 {-2, -1, 0, 1}
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public float L2_2; // Last L2 coeff {2}
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// Whether the probe is normalized by probe volume content.
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public int normalizeWithAPV;
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public Vector2 padding;
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};
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[GenerateHLSL(needAccessors = false, generateCBuffer = true)]
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unsafe struct EnvLightReflectionData
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{
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public const int s_MaxPlanarReflections = HDRenderPipeline.k_MaxPlanarReflectionsOnScreen;
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public const int s_MaxCubeReflections = HDRenderPipeline.k_MaxCubeReflectionsOnScreen;
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[HLSLArray(s_MaxPlanarReflections, typeof(Matrix4x4))]
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public fixed float _PlanarCaptureVP[s_MaxPlanarReflections * 4 * 4];
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[HLSLArray(s_MaxPlanarReflections, typeof(Vector4))]
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public fixed float _PlanarScaleOffset[s_MaxPlanarReflections * 4];
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[HLSLArray(s_MaxCubeReflections, typeof(Vector4))]
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public fixed float _CubeScaleOffset[s_MaxCubeReflections * 4];
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};
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[GenerateHLSL(needAccessors = false, generateCBuffer = true, constantRegister = (int)ConstantRegister.WorldEnvLightReflectionData)]
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unsafe struct WorldEnvLightReflectionData
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{
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public const int s_MaxPlanarReflections = HDRenderPipeline.k_MaxPlanarReflectionsOnScreen;
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public const int s_MaxCubeReflections = HDRenderPipeline.k_MaxCubeReflectionsOnScreen;
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[HLSLArray(s_MaxPlanarReflections, typeof(Matrix4x4))]
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public fixed float _PlanarCaptureVPWL[s_MaxPlanarReflections * 4 * 4];
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[HLSLArray(s_MaxPlanarReflections, typeof(Vector4))]
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public fixed float _PlanarScaleOffsetWL[s_MaxPlanarReflections * 4];
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[HLSLArray(s_MaxCubeReflections, typeof(Vector4))]
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public fixed float _CubeScaleOffsetWL[s_MaxCubeReflections * 4];
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};
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[GenerateHLSL]
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enum EnvCacheType
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{
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Texture2D,
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Cubemap
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}
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}
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