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using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering.HighDefinition.Attributes;
namespace UnityEngine.Rendering.HighDefinition
{
partial class Hair : RenderPipelineMaterial
{
[GenerateHLSL(PackingRules.Exact)]
public enum MaterialFeatureFlags
{
HairKajiyaKay = 1 << 0,
HairMarschner = 1 << 1,
HairMarschnerCinematic = 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, 1400)]
public struct SurfaceData
{
[SurfaceDataAttributes("Material Features")]
public uint materialFeatures;
[MaterialSharedPropertyMapping(MaterialSharedProperty.AmbientOcclusion)]
[SurfaceDataAttributes("Ambient Occlusion")]
public float ambientOcclusion;
// Standard
[MaterialSharedPropertyMapping(MaterialSharedProperty.Albedo)]
[SurfaceDataAttributes("Diffuse", false, true)]
public Vector3 diffuseColor;
[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;
[SurfaceDataAttributes("Transmittance")]
public Vector3 transmittance;
[SurfaceDataAttributes("Rim Transmission Intensity")]
public float rimTransmissionIntensity;
// Anisotropic
[SurfaceDataAttributes("Hair Strand Direction", true)]
public Vector3 hairStrandDirectionWS;
// Kajiya kay
[SurfaceDataAttributes("Secondary Smoothness")]
public float secondaryPerceptualSmoothness;
// Specular Color
[MaterialSharedPropertyMapping(MaterialSharedProperty.Specular)]
[SurfaceDataAttributes("Specular Tint", false, true)]
public Vector3 specularTint;
[SurfaceDataAttributes("Secondary Specular Tint", false, true)]
public Vector3 secondarySpecularTint;
[SurfaceDataAttributes("Specular Shift")]
public float specularShift;
[SurfaceDataAttributes("Secondary Specular Shift")]
public float secondarySpecularShift;
// Marschner
[SurfaceDataAttributes("Absorption Coefficient")]
public Vector3 absorption;
[SurfaceDataAttributes("Eumelanin")]
public float eumelanin;
[SurfaceDataAttributes("Pheomelanin")]
public float pheomelanin;
[SurfaceDataAttributes("Azimuthal Roughness")]
public float perceptualRadialSmoothness;
[SurfaceDataAttributes("Cuticle Angle")]
public float cuticleAngle;
// Global Scattering
[SurfaceDataAttributes("Strand Count Probe")]
public Vector4 strandCountProbe;
};
//-----------------------------------------------------------------------------
// BSDFData
//-----------------------------------------------------------------------------
[GenerateHLSL(PackingRules.Exact, false, false, true, 1450)]
public struct BSDFData
{
public uint materialFeatures;
public float ambientOcclusion;
public float specularOcclusion;
[SurfaceDataAttributes("", false, true)]
public Vector3 diffuseColor;
public Vector3 fresnel0;
public Vector3 specularTint;
[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;
public Vector3 transmittance;
public float rimTransmissionIntensity;
// Anisotropic
[SurfaceDataAttributes("", true)]
public Vector3 hairStrandDirectionWS;
public float anisotropy;
// TEMP: Pathtracer Compatibility.
// Path tracer assumes this anisotropic fields generally exist (even though we don't use them).
public Vector3 tangentWS;
public Vector3 bitangentWS;
public float roughnessT;
public float roughnessB;
public float h;
// Kajiya kay
public float secondaryPerceptualRoughness;
public Vector3 secondarySpecularTint;
public float specularExponent;
public float secondarySpecularExponent;
public float specularShift;
public float secondarySpecularShift;
// Marschner
public Vector3 absorption;
public float lightPathLength;
public float cuticleAngle;
public float cuticleAngleR;
public float cuticleAngleTT;
public float cuticleAngleTRT;
public float roughnessR;
public float roughnessTT;
public float roughnessTRT;
public float perceptualRoughnessRadial;
// Normalization factor for area lights.
public Vector3 distributionNormalizationFactor;
// Global Scattering
public Vector4 strandCountProbe;
public float visibility;
};
//-----------------------------------------------------------------------------
// Init precomputed texture
//-----------------------------------------------------------------------------
private const int kDim = 64;
public static readonly int _HairAttenuation = Shader.PropertyToID("_HairAttenuation");
public static readonly int _HairAzimuthalScattering = Shader.PropertyToID("_HairAzimuthalScattering");
public static readonly int _HairLongitudinalScattering = Shader.PropertyToID("_HairLongitudinalScattering");
private Texture3D m_HairAttenuationLUT;
private Texture3D m_HairAzimuthalScatteringLUT;
private Texture3D m_HairLongitudinalScatteringLUT;
public Hair() { }
public override void Build(HDRenderPipeline renderPipeline)
{
PreIntegratedFGD.instance.Build(PreIntegratedFGD.FGDIndex.FGD_GGXAndDisneyDiffuse);
LTCAreaLight.instance.Build();
m_HairAttenuationLUT = renderPipeline.runtimeTextures.hairAttenuationLUT;
m_HairAzimuthalScatteringLUT = renderPipeline.runtimeTextures.hairAzimuthalScatteringLUT;
m_HairLongitudinalScatteringLUT = renderPipeline.runtimeTextures.hairLongitudinalScatteringLUT;
}
public override void BuildOffline(ref List<RenderTexture> generatedResourceList)
{
var lookupDescriptor = new RenderTextureDescriptor
{
// All hair lookups are three-dimensional.
dimension = TextureDimension.Tex3D,
width = kDim,
height = kDim,
volumeDepth = kDim,
enableRandomWrite = true,
autoGenerateMips = false,
msaaSamples = 1,
depthBufferBits = 0,
};
RenderTexture GetTemporaryHairMaterialRT(RenderTextureDescriptor baseDescriptor, string name, GraphicsFormat format)
{
baseDescriptor.graphicsFormat = format;
var rt = RenderTexture.GetTemporary(baseDescriptor);
{
// Can't specify a name in a descriptor...
// We want to label it since it governs the asset name.
rt.name = name;
// Async-readback will fail unless this is called.
rt.Create();
}
return rt;
}
var lutAttenuation = GetTemporaryHairMaterialRT(lookupDescriptor, "_HairAttenuationUAV", GraphicsFormat.R16G16B16A16_SFloat); // ~1mb
var lutAzimuthalScattering = GetTemporaryHairMaterialRT(lookupDescriptor, "_HairAzimuthalScatteringUAV", GraphicsFormat.R16G16B16A16_SFloat); // ~2mb
var lutLongitudinalScattering = GetTemporaryHairMaterialRT(lookupDescriptor, "_HairLongitudinalScatteringUAV", GraphicsFormat.R16G16B16A16_SFloat); // ~2mb
var shaders = GraphicsSettings.GetRenderPipelineSettings<HDRenderPipelineRuntimeShaders>();
var kernels = shaders.preIntegratedFiberScatteringCS;
void ComputeHairLookUpTable(string kernelName, RenderTexture resource)
{
var cmd = CommandBufferPool.Get();
var kernelID = kernels.FindKernel(kernelName);
cmd.SetComputeTextureParam(kernels, kernelID, resource.name, resource);
var dispatchSize = new[]
{
// All the LUT kernels work in 8x8x8 work-groups.
HDUtils.DivRoundUp(kDim, 8),
HDUtils.DivRoundUp(kDim, 8),
HDUtils.DivRoundUp(kDim, 8)
};
cmd.DispatchCompute(kernels, kernelID, dispatchSize[0], dispatchSize[1], dispatchSize[2]);
Graphics.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
ComputeHairLookUpTable("ComputeAttenuationForward", lutAttenuation);
ComputeHairLookUpTable("ComputeAttenuationBackward", lutAttenuation);
ComputeHairLookUpTable("ComputeAzimuthalScattering", lutAzimuthalScattering);
ComputeHairLookUpTable("ComputeLongitudinalScattering", lutLongitudinalScattering);
// Write these look-up tables to disk.
generatedResourceList.Add(lutAttenuation);
generatedResourceList.Add(lutAzimuthalScattering);
generatedResourceList.Add(lutLongitudinalScattering);
}
public override void Cleanup()
{
PreIntegratedFGD.instance.Cleanup(PreIntegratedFGD.FGDIndex.FGD_GGXAndDisneyDiffuse);
LTCAreaLight.instance.Cleanup();
}
public override void RenderInit(CommandBuffer cmd)
{
PreIntegratedFGD.instance.RenderInit(PreIntegratedFGD.FGDIndex.FGD_GGXAndDisneyDiffuse, cmd);
}
public override void Bind(CommandBuffer cmd)
{
PreIntegratedFGD.instance.Bind(cmd, PreIntegratedFGD.FGDIndex.FGD_GGXAndDisneyDiffuse);
LTCAreaLight.instance.Bind(cmd);
cmd.SetGlobalTexture(_HairAttenuation, m_HairAttenuationLUT);
cmd.SetGlobalTexture(_HairAzimuthalScattering, m_HairAzimuthalScatteringLUT);
cmd.SetGlobalTexture(_HairLongitudinalScattering, m_HairLongitudinalScatteringLUT);
}
}
}