浏览代码

Tweaked LOD settings

Added LOD for trees
Added cross fade for vegetation LODs
/main
Andre McGrail 7 年前
当前提交
033decc7
共有 63 个文件被更改,包括 5817 次插入1878 次删除
  1. 2
      Assets/LightweightAsset.asset
  2. 52
      Assets/Objects/environment/Cliffs/Prefabs/Cliff_Full_01.prefab
  3. 52
      Assets/Objects/environment/Cliffs/Prefabs/Cliff_Full_02.prefab
  4. 52
      Assets/Objects/environment/Cliffs/Prefabs/Cliff_Full_03.prefab
  5. 52
      Assets/Objects/environment/Cliffs/Prefabs/Cliff_Wall_01.prefab
  6. 52
      Assets/Objects/environment/Cliffs/Prefabs/Cliff_Wall_02.prefab
  7. 52
      Assets/Objects/environment/Cliffs/Prefabs/Cliff_Wall_03.prefab
  8. 52
      Assets/Objects/environment/Cliffs/Prefabs/Hero_Cave.prefab
  9. 52
      Assets/Objects/environment/Cliffs/Prefabs/Hero_CaveEntrance.prefab
  10. 52
      Assets/Objects/environment/Cliffs/Prefabs/Hero_CaveExit.prefab
  11. 52
      Assets/Objects/environment/Cliffs/Prefabs/Hero_Mountain.prefab
  12. 52
      Assets/Objects/environment/Cliffs/Prefabs/Hero_Tower.prefab
  13. 52
      Assets/Objects/environment/Cliffs/Prefabs/Rock_Large_01.prefab
  14. 52
      Assets/Objects/environment/Cliffs/Prefabs/Rock_Large_02.prefab
  15. 52
      Assets/Objects/environment/Cliffs/Prefabs/Rock_Medium_01.prefab
  16. 52
      Assets/Objects/environment/Cliffs/Prefabs/Rock_Medium_02.prefab
  17. 52
      Assets/Objects/environment/Cliffs/Prefabs/Rock_Medium_03.prefab
  18. 52
      Assets/Objects/environment/Cliffs/Prefabs/Rock_Medium_04.prefab
  19. 2
      Assets/Objects/environment/Cliffs/Prefabs/Rock_Small_01.prefab
  20. 2
      Assets/Objects/environment/Cliffs/Prefabs/Rock_Small_02.prefab
  21. 2
      Assets/Objects/environment/Cliffs/Prefabs/Rock_Small_03.prefab
  22. 2
      Assets/Objects/environment/Cliffs/Prefabs/Rock_Small_04.prefab
  23. 6
      Assets/Objects/environment/Terrain/TerrainCustom.mat
  24. 965
      Assets/Objects/environment/Trees/Maps/Trees_Normal.png
  25. 5
      Assets/Objects/environment/Trees/Materials/Trees.mat
  26. 162
      Assets/Objects/environment/Trees/Palm_01.fbx
  27. 10
      Assets/Objects/environment/Trees/Palm_01.fbx.meta
  28. 160
      Assets/Objects/environment/Trees/Palm_02.fbx
  29. 10
      Assets/Objects/environment/Trees/Palm_02.fbx.meta
  30. 152
      Assets/Objects/environment/Trees/Palm_03.fbx
  31. 10
      Assets/Objects/environment/Trees/Palm_03.fbx.meta
  32. 134
      Assets/Objects/environment/Trees/Prefabs/Palm_01.prefab
  33. 132
      Assets/Objects/environment/Trees/Prefabs/Palm_02.prefab
  34. 130
      Assets/Objects/environment/Trees/Prefabs/Palm_03.prefab
  35. 4
      Assets/Scripts/Camera/CameraManager.cs
  36. 4
      Assets/Scripts/Camera/LODTweaker.cs
  37. 40
      Assets/Scripts/Environment/VegetationSystem.cs
  38. 96
      Assets/Shaders/LWVegetationShader.shader
  39. 734
      Assets/scenes/Island.unity
  40. 221
      Assets/scenes/Testing/meshSetups.unity
  41. 2
      ProjectSettings/DynamicsManager.asset
  42. 2
      ProjectSettings/QualitySettings.asset
  43. 1001
      Assets/Objects/environment/Trees/Maps/TreeBillBoards_Normal.png
  44. 108
      Assets/Objects/environment/Trees/Maps/TreeBillBoards_Normal.png.meta
  45. 1001
      Assets/Objects/environment/Trees/Maps/TreeBillBoards_albedo.png
  46. 108
      Assets/Objects/environment/Trees/Maps/TreeBillBoards_albedo.png.meta
  47. 88
      Assets/Objects/environment/Trees/Materials/Trees_billboards.mat
  48. 8
      Assets/Objects/environment/Trees/Materials/Trees_billboards.mat.meta
  49. 163
      Assets/Objects/environment/Trees/PalmB_01.fbx
  50. 102
      Assets/Objects/environment/Trees/PalmB_01.fbx.meta
  51. 167
      Assets/Objects/environment/Trees/PalmB_02.fbx
  52. 102
      Assets/Objects/environment/Trees/PalmB_02.fbx.meta
  53. 209
      Assets/Objects/environment/Trees/Prefabs/PalmB_01.prefab
  54. 8
      Assets/Objects/environment/Trees/Prefabs/PalmB_01.prefab.meta
  55. 209
      Assets/Objects/environment/Trees/Prefabs/PalmB_02.prefab
  56. 8
      Assets/Objects/environment/Trees/Prefabs/PalmB_02.prefab.meta
  57. 33
      Assets/Shaders/InputSurfaceVegetation.hlsl
  58. 9
      Assets/Shaders/InputSurfaceVegetation.hlsl.meta
  59. 65
      Assets/Shaders/ShadowPassVegetation.hlsl
  60. 9
      Assets/Shaders/ShadowPassVegetation.hlsl.meta
  61. 424
      Assets/Objects/environment/Cliffs/Env_Rocks_tmp.fbx.meta

2
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52
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4
Assets/Scripts/Camera/CameraManager.cs


public Text _staticCamText;
private int _curStaticCam = 0;
private void Start() {
Application.targetFrameRate = 60;
}
public void PlayCutscene()
{
// Lower other camera priorities

4
Assets/Scripts/Camera/LODTweaker.cs


{
if (cam == Camera.main)
{
QualitySettings.maximumLODLevel = 0;
QualitySettings.lodBias = 2;
QualitySettings.maximumLODLevel = 2;
QualitySettings.lodBias = 0.5f;
}
}

40
Assets/Scripts/Environment/VegetationSystem.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
public class VegetationSystem : MonoBehaviour {

SetProperties(child);
}
}
[ContextMenu("FixPlacement")]
void FixPlacement()
{
foreach (Transform child in transform)
{
Vector3 oldPos = Vector3.zero;
Vector3 oldSize = Vector3.zero;
Quaternion oldRot = Quaternion.identity;
foreach (Transform lod in child)
{
if(lod.position.x != 0)
{
oldPos = lod.localPosition;
oldSize = lod.localScale;
oldRot = lod.localRotation;
lod.localPosition = Vector3.zero;
lod.localRotation = Quaternion.identity;
lod.localScale = Vector3.one;
}
//PrefabUtility.ResetToPrefabState(lod);
//PrefabUtility.ResetToPrefabState(lod.gameObject);
}
child.localPosition = oldPos;
child.localRotation = oldRot;
child.localScale = oldSize;
}
}
[ContextMenu("Uniform Scale")]
void SetUniformScale()
{
foreach (Transform child in transform)
{
float size = ((float)(Mathf.RoundToInt(child.localScale.x * 100))) / 100;
child.localScale = Vector3.one * size;
}
}
}

96
Assets/Shaders/LWVegetationShader.shader


{
Properties
{
// Specular vs Metallic workflow
[HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0
_Color("Color", Color) = (1,1,1,1)
_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
_GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
_SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
_MetallicGlossMap("Metallic", 2D) = "white" {}
_SpecColor("Specular", Color) = (0.2, 0.2, 0.2)
_SpecGlossMap("Specular", 2D) = "white" {}
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
[ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0
[ToggleOff] _CorrectNormals("Correct Normals", Float) = 1.0
_BumpScale("Scale", Float) = 1.0
_Gloss("Gloss", Range(0.0, 1.0)) = 0.5
[Toggle(_CORRECTNORMALS)] _CorrectNormals("Correct Normals", Float) = 1.0
[Toggle(_VERTEXANIMATION)] _VertexAnimation("Vertex Animation", Float) = 1.0
_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
_OcclusionMap("Occlusion", 2D) = "white" {}
_EmissionColor("Color", Color) = (0,0,0)
_EmissionMap("Emission", 2D) = "white" {}
// Blending state
[HideInInspector] _Surface("__surface", Float) = 0.0
[HideInInspector] _Blend("__blend", Float) = 0.0
[HideInInspector] _AlphaClip("__clip", Float) = 0.0
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
[HideInInspector] _Cull("__cull", Float) = 2.0
}
SubShader

// no LightMode tag are also rendered by Lightweight Pipeline
Tags{"LightMode" = "LightweightForward"}
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
ZWrite On
AlphaToMask On
Cull Off

// -------------------------------------
// Material Keywords
#pragma shader_feature _NORMALMAP
#define _METALLICSPECGLOSSMAP 1
#pragma shader_feature _CORRECTNORMALS_OFF
#pragma shader_feature _NORMALMAP
#pragma shader_feature _CORRECTNORMALS
#pragma shader_feature _VERTEXANIMATION
// -------------------------------------
// Lightweight Pipeline keywords

// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
//#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ LOD_FADE_CROSSFADE
//--------------------------------------
// GPU Instancing

//#include "LWRP/ShaderLibrary/Core.hlsl"
// Not required but included here for simplicity. This defines all material related constants for the Standard surface shader like _Color, _MainTex, and so on.
// These are specific to this shader. You should define your own constants.
#include "LWRP/ShaderLibrary/InputSurfacePBR.hlsl"
#include "InputSurfaceVegetation.hlsl"
#include "Vegetation.hlsl"
#pragma vertex VegetationVertex

float3 posWS = TransformObjectToWorld(v.position.xyz);
o.clipPos = TransformWorldToHClip(posWS);
#if _VERTEXANIMATION
//half phaseOffset = UNITY_ACCESS_INSTANCED_PROP(Props, _PhaseOffset);
#endif
half3 viewDir = VertexViewDirWS(GetCameraPositionWS() - posWS);
#ifdef _NORMALMAP

SurfaceData surfaceData;
InitializeStandardLitSurfaceData(IN.uv, surfaceData);
surfaceData.occlusion = IN.occlusion;
#if !defined(_CORRECTNORMALS_OFF)
#if _CORRECTNORMALS
half4 color = LightweightFragmentPBR(inputData, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, min(surfaceData.occlusion, IN.occlusion), surfaceData.emission, surfaceData.alpha);
half4 color = LightweightFragmentPBR(inputData, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha);
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
LODDitheringTransition(IN.clipPos, unity_LODFade.x);
#endif
return color;
}

ZWrite On
ZTest LEqual
AlphaToMask On
Cull[_Cull]
Cull Off
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library

// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
#pragma vertex ShadowPassVegetationVertex
#pragma fragment ShadowPassVegetationFragment
#include "LWRP/ShaderLibrary/InputSurfacePBR.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassShadow.hlsl"
#include "InputSurfaceVegetation.hlsl"
#include "ShadowPassVegetation.hlsl"
ENDHLSL
}

ZWrite On
ColorMask 0
AlphaToMask On
Cull[_Cull]
Cull Off
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library

// -------------------------------------
// Material Keywords
#define _ALPHATEST_ON 1
#pragma shader_feature _VERTEXANIMATION
#include "LWRP/ShaderLibrary/InputSurfacePBR.hlsl"
#pragma multi_compile _ LOD_FADE_CROSSFADE
#include "InputSurfaceVegetation.hlsl"
#include "LWRP/ShaderLibrary/Core.hlsl"
#include "Vegetation.hlsl"

UNITY_SETUP_INSTANCE_ID(v);
#if _VERTEXANIMATION
#endif
o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
o.clipPos = TransformObjectToHClip(v.position.xyz);

half4 DepthOnlyFragment(VegetationVertexOutput IN) : SV_TARGET
{
Alpha(SampleAlbedoAlpha(IN.uv.xy, TEXTURE2D_PARAM(_MainTex, sampler_MainTex)).a, _Color, _Cutoff);
half alpha = SampleAlbedoAlpha(IN.uv.xy, TEXTURE2D_PARAM(_MainTex, sampler_MainTex)).a;
clip(alpha - _Cutoff);
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
LODDitheringTransition(IN.clipPos, unity_LODFade.x);
#endif
return 0;
}

#pragma shader_feature _SPECGLOSSMAP
#include "LWRP/ShaderLibrary/InputSurfacePBR.hlsl"
#include "InputSurfaceVegetation.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassMetaPBR.hlsl"
ENDHLSL

//CustomEditor "LightweightStandardGUI"
}

734
Assets/scenes/Island.unity
文件差异内容过多而无法显示
查看文件

221
Assets/scenes/Testing/meshSetups.unity


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Assets/Shaders/InputSurfaceVegetation.hlsl


#ifndef INPUT_SURFACE_VEGETATION_INCLUDED
#define INPUT_SURFACE_VEGETATION_INCLUDED
#include "LWRP/ShaderLibrary/Core.hlsl"
#include "CoreRP/ShaderLibrary/CommonMaterial.hlsl"
#include "LWRP/ShaderLibrary/InputSurfaceCommon.hlsl"
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
half _Cutoff;
half _Gloss;
CBUFFER_END
inline void InitializeStandardLitSurfaceData(float2 uv, out SurfaceData outSurfaceData)
{
half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_PARAM(_MainTex, sampler_MainTex));
outSurfaceData.alpha = Alpha(albedoAlpha.a, 1, _Cutoff);
outSurfaceData.albedo = albedoAlpha.rgb;
//half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a);
outSurfaceData.metallic = 0;
outSurfaceData.specular = half3(0.0h, 0.0h, 0.0h);
outSurfaceData.smoothness = _Gloss;
outSurfaceData.normalTS = SampleNormal(uv, TEXTURE2D_PARAM(_BumpMap, sampler_BumpMap));
outSurfaceData.occlusion = 1;
outSurfaceData.emission = 0;
}
#endif // INPUT_SURFACE_VEGETATION_INCLUDED

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Assets/Shaders/ShadowPassVegetation.hlsl


#ifndef SHADOW_PASS_VEGETATION_INCLUDED
#define SHADOW_PASS_VEGETATION_INCLUDED
#include "LWRP/ShaderLibrary/Core.hlsl"
// x: global clip space bias, y: normal world space bias
float4 _ShadowBias;
float3 _LightDirection;
struct VertexInput
{
float4 position : POSITION;
float3 normal : NORMAL;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float2 uv : TEXCOORD0;
float4 clipPos : SV_POSITION;
};
float4 GetShadowPositionHClip(VertexInput v)
{
float3 positionWS = TransformObjectToWorld(v.position.xyz);
float3 normalWS = TransformObjectToWorldDir(v.normal);
float invNdotL = 1.0 - saturate(dot(_LightDirection, normalWS));
float scale = invNdotL * _ShadowBias.y;
// normal bias is negative since we want to apply an inset normal offset
positionWS = normalWS * scale.xxx + positionWS;
float4 clipPos = TransformWorldToHClip(positionWS);
// _ShadowBias.x sign depens on if platform has reversed z buffer
clipPos.z += _ShadowBias.x;
#if UNITY_REVERSED_Z
clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
#else
clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
#endif
return clipPos;
}
VertexOutput ShadowPassVegetationVertex(VertexInput v)
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.clipPos = GetShadowPositionHClip(v);
return o;
}
half4 ShadowPassVegetationFragment(VertexOutput IN) : SV_TARGET
{
half alpha = SampleAlbedoAlpha(IN.uv, TEXTURE2D_PARAM(_MainTex, sampler_MainTex)).a;
clip(alpha - _Cutoff);
return 0;
}
#endif // SHADOW_PASS_VEGETATION_INCLUDED

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4300064: Rock_Medium_02_LOD2
4300066: Rock_Medium_03_LOD2
4300068: Rock_Medium_04_LOD2
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4300076: Rock_Small_04_LOD0
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4300084: Rock_Medium_02_LOD0
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4300088: Rock_Medium_04_LOD0
4300090: Rock_Small_01_LOD0
4300092: Rock_Small_02_LOD0
4300094: Rock_Small_03_LOD0
4300096: Hero_Mountain_LOD1
4300098: Hero_Tower_LOD1
4300100: Hero_Tower_LOD2
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4300106: Hero_Mountain_LOD0
4300108: Hero_CaveEntrance_LOD1
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4300112: Hero_CaveExit_LOD1
4300114: Hero_CaveEntrance_LOD2
4300116: Hero_Cave_LOD2
4300118: Hero_CaveExit_LOD2
4300120: Hero_Cave_LOD0
4300122: Hero_CaveExit_LOD0
4300124: Hero_CaveEntrance_LOD0
7400000: Take 001
9500000: //RootNode
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2186277476908879412: ImportLogs
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