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Add a test scene for HDRenderLoop

The scene use few rocks and  normal map
/main
sebastienlagarde 8 年前
当前提交
0647d78b
共有 34 个文件被更改,包括 2837 次插入34 次删除
  1. 23
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/TemplateDisneyGGX.hlsl
  2. 6
      Assets/TestScenes/HDTest/Material/test.mat
  3. 32
      ProjectSettings/GraphicsSettings.asset
  4. 2
      ProjectSettings/ProjectVersion.txt
  5. 9
      Assets/ScriptableRenderLoop/fptl/lightlistbuild-clustered.compute.meta
  6. 743
      Assets/TestScenes/HDTest/HDRenderLoopTest.unity
  7. 8
      Assets/TestScenes/HDTest/HDRenderLoopTest.unity.meta
  8. 160
      Assets/TestScenes/HDTest/Material/Terrain.mat
  9. 8
      Assets/TestScenes/HDTest/Material/Terrain.mat.meta
  10. 9
      Assets/TestScenes/HDTest/Prefabs.meta
  11. 9
      Assets/TestScenes/HDTest/Rock.meta
  12. 20
      Assets/forwardrenderloop.asset
  13. 8
      Assets/forwardrenderloop.asset.meta
  14. 347
      Assets/TestScenes/HDTest/Prefabs/rcgRock012_LODs.prefab
  15. 8
      Assets/TestScenes/HDTest/Prefabs/rcgRock012_LODs.prefab.meta
  16. 9
      Assets/TestScenes/HDTest/Rock/rcgRock012.meta
  17. 9
      Assets/TestScenes/HDTest/Rock/rcgRock012/Materials.meta
  18. 127
      Assets/TestScenes/HDTest/Rock/rcgRock012/Materials/rcgRock012Material.mat
  19. 8
      Assets/TestScenes/HDTest/Rock/rcgRock012/Materials/rcgRock012Material.mat.meta
  20. 55
      Assets/TestScenes/HDTest/Rock/rcgRock012/rcgRock012_4K_Albedo.tga.meta
  21. 55
      Assets/TestScenes/HDTest/Rock/rcgRock012/rcgRock012_4K_Normal.tga.meta
  22. 55
      Assets/TestScenes/HDTest/Rock/rcgRock012/rcgRock012_4K_Occlusion.tga.meta
  23. 55
      Assets/TestScenes/HDTest/Rock/rcgRock012/rcgRock012_4K_UnityMetallicSmoothness.tga.meta
  24. 1001
      Assets/TestScenes/HDTest/Rock/rcgRock012/rcgRock012_LODs.fbx
  25. 96
      Assets/TestScenes/HDTest/Rock/rcgRock012/rcgRock012_LODs.fbx.meta
  26. 9
      Assets/ScriptableRenderLoop/ShaderLibrary/Postprocress.meta

23
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/TemplateDisneyGGX.hlsl


// Fill SurfaceData/Lighting data function
//-------------------------------------------------------------------------------------
float3 TransformTangentToWorld(float3 normalTS, float4 tangentToWorld[3])
{
#if 0
// regular normal
float3 normalWS = normalize(tangentToWorld[2].xyz);
#else
// Do mul martix
float3 tangent = tangentToWorld[0].xyz;
float3 binormal = tangentToWorld[1].xyz;
float3 normal = tangentToWorld[2].xyz;
// TO check: do we need to normalize ?
float3 normalWS = normalize(tangent * normalTS.x + binormal * normalTS.y + normal * normalTS.z);
#endif
return normalWS;
}
SurfaceData GetSurfaceData(Varyings input)
{
SurfaceData data;

data.specularColor = _SpecColor;
data.smoothness = _Smoothness;
data.normal = input.tangentToWorld[2].xyz;//UnpackNormalDXT5nm(tex2D(_NormalMap, input.texCoord0));
// TODO: think about using BC5
float3 normalTS = UnpackNormalDXT5nm(tex2D(_NormalMap, input.texCoord0));
// data.normal = input.tangentToWorld[2].xyz;
data.normal = TransformTangentToWorld(normalTS, input.tangentToWorld);
// TODO: Sample lightmap/lightprobe/volume proxy
// This should also handle projective lightmap

6
Assets/TestScenes/HDTest/Material/test.mat


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32
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