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SSS editor refactor; fixed a mem leak; fixed broken profile previews

/stochastic_alpha_test
Thomas 7 年前
当前提交
0854d3d2
共有 5 个文件被更改,包括 285 次插入230 次删除
  1. 259
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs
  2. 60
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/SubsurfaceScatteringProfileEditor.Styles.cs
  3. 13
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/SubsurfaceScatteringProfileEditor.Styles.cs.meta
  4. 170
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/SubsurfaceScatteringProfileEditor.cs
  5. 13
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/SubsurfaceScatteringProfileEditor.cs.meta

259
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs


using System;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace UnityEngine.Experimental.Rendering.HDPipeline
{

BuildKernel();
}
public void Validate()
{
thicknessRemap.y = Mathf.Max(thicknessRemap.y, 0f);
thicknessRemap.x = Mathf.Clamp(thicknessRemap.x, 0f, thicknessRemap.y);
worldScale = Mathf.Max(worldScale, 0.001f);
// Old SSS Model >>>
var c = new Color();
c.r = Mathf.Max(0.05f, scatterDistance1.r);
c.g = Mathf.Max(0.05f, scatterDistance1.g);
c.b = Mathf.Max(0.05f, scatterDistance1.b);
c.a = 0.0f;
scatterDistance1 = c;
c.r = Mathf.Max(0.05f, scatterDistance2.r);
c.g = Mathf.Max(0.05f, scatterDistance2.g);
c.b = Mathf.Max(0.05f, scatterDistance2.b);
c.a = 0.0f;
scatterDistance2 = c;
// <<< Old SSS Model
BuildKernel();
}
// Ref: Approximate Reflectance Profiles for Efficient Subsurface Scattering by Pixar.
public void BuildKernel()
{

}
// Clamp to avoid artifacts.
m_ShapeParam = new Vector3();
m_ShapeParam.x = 1.0f / Mathf.Max(0.001f, scatteringDistance.r);
m_ShapeParam.y = 1.0f / Mathf.Max(0.001f, scatteringDistance.g);
m_ShapeParam.z = 1.0f / Mathf.Max(0.001f, scatteringDistance.b);

}
}
for (int i = 0; i < numProfiles; i++)
foreach (var profile in profiles)
// Skip unassigned profiles.
if (profiles[i] == null) continue;
profiles[i].thicknessRemap.y = Mathf.Max(profiles[i].thicknessRemap.y, 0);
profiles[i].thicknessRemap.x = Mathf.Clamp(profiles[i].thicknessRemap.x, 0, profiles[i].thicknessRemap.y);
profiles[i].worldScale = Mathf.Max(profiles[i].worldScale, 0.001f);
// Old SSS Model >>>
Color c = new Color();
c.r = Mathf.Max(0.05f, profiles[i].scatterDistance1.r);
c.g = Mathf.Max(0.05f, profiles[i].scatterDistance1.g);
c.b = Mathf.Max(0.05f, profiles[i].scatterDistance1.b);
c.a = 0.0f;
profiles[i].scatterDistance1 = c;
c.r = Mathf.Max(0.05f, profiles[i].scatterDistance2.r);
c.g = Mathf.Max(0.05f, profiles[i].scatterDistance2.g);
c.b = Mathf.Max(0.05f, profiles[i].scatterDistance2.b);
c.a = 0.0f;
profiles[i].scatterDistance2 = c;
// <<< Old SSS Model
profiles[i].BuildKernel();
if (profile != null)
profile.Validate();
}
UpdateCache();

// UpdateCache();
}
}
#if UNITY_EDITOR
[CustomEditor(typeof(SubsurfaceScatteringProfile))]
public class SubsurfaceScatteringProfileEditor : Editor
{
private class Styles
{
public readonly GUIContent sssProfilePreview0 = new GUIContent("Profile Preview");
public readonly GUIContent sssProfilePreview1 = new GUIContent("Shows the fraction of light scattered from the source (center).");
public readonly GUIContent sssProfilePreview2 = new GUIContent("The distance to the boundary of the image corresponds to the Max Radius.");
public readonly GUIContent sssProfilePreview3 = new GUIContent("Note that the intensity of pixels around the center may be clipped.");
public readonly GUIContent sssTransmittancePreview0 = new GUIContent("Transmittance Preview");
public readonly GUIContent sssTransmittancePreview1 = new GUIContent("Shows the fraction of light passing through the object for thickness values from the remap.");
public readonly GUIContent sssTransmittancePreview2 = new GUIContent("Can be viewed as a cross section of a slab of material illuminated by white light from the left.");
public readonly GUIContent sssProfileScatteringDistance = new GUIContent("Scattering Distance", "Determines the shape of the profile, and the blur radius of the filter per color channel. Alpha is ignored.");
public readonly GUIContent sssProfileTransmissionTint = new GUIContent("Transmission tint", "Color which tints transmitted light. Alpha is ignored.");
public readonly GUIContent sssProfileMaxRadius = new GUIContent("Max Radius", "Effective radius of the filter (in millimeters). The blur is energy-preserving, so a wide filter results in a large area with small contributions of individual samples. Reducing the distance increases the sharpness of the result.");
public readonly GUIContent sssTexturingMode = new GUIContent("Texturing Mode", "Specifies when the diffuse texture should be applied.");
public readonly GUIContent[] sssTexturingModeOptions = new GUIContent[2]
{
new GUIContent("Pre- and post-scatter", "Texturing is performed during both the lighting and the SSS passes. Slightly blurs the diffuse texture. Choose this mode if your diffuse texture contains little to no SSS lighting."),
new GUIContent("Post-scatter", "Texturing is performed only during the SSS pass. Effectively preserves the sharpness of the diffuse texture. Choose this mode if your diffuse texture already contains SSS lighting (e.g. a photo of skin).")
};
public readonly GUIContent sssProfileTransmissionMode = new GUIContent("Transmission Mode", "Configures the simulation of light passing through thin objects. Depends on the thickness value (which is applied in the normal direction).");
public readonly GUIContent[] sssTransmissionModeOptions = new GUIContent[3]
{
new GUIContent("None", "Disables transmission. Choose this mode for completely opaque, or very thick translucent objects."),
new GUIContent("Thin Object", "Choose this mode for thin objects, such as paper or leaves. Transmitted light reuses the shadowing state of the surface."),
new GUIContent("Regular", "Choose this mode for moderately thick objects. For performance reasons, transmitted light ignores occlusion (shadows).")
};
public readonly GUIContent sssProfileMinMaxThickness = new GUIContent("Min-Max Thickness", "Shows the values of the thickness remap below (in millimeters).");
public readonly GUIContent sssProfileThicknessRemap = new GUIContent("Thickness Remap", "Remaps the thickness parameter from [0, 1] to the desired range (in millimeters).");
public readonly GUIContent sssProfileWorldScale = new GUIContent("World Scale", "Size of the world unit in meters.");
// Old SSS Model >>>
public readonly GUIContent sssProfileScatterDistance1 = new GUIContent("Scattering Distance #1", "The radius (in centimeters) of the 1st Gaussian filter, one per color channel. Alpha is ignored. The blur is energy-preserving, so a wide filter results in a large area with small contributions of individual samples. Smaller values increase the sharpness.");
public readonly GUIContent sssProfileScatterDistance2 = new GUIContent("Scattering Distance #2", "The radius (in centimeters) of the 2nd Gaussian filter, one per color channel. Alpha is ignored. The blur is energy-preserving, so a wide filter results in a large area with small contributions of individual samples. Smaller values increase the sharpness.");
public readonly GUIContent sssProfileLerpWeight = new GUIContent("Filter Interpolation", "Controls linear interpolation between the two Gaussian filters.");
// <<< Old SSS Model
public readonly GUIStyle centeredMiniBoldLabel = new GUIStyle(GUI.skin.label);
public Styles()
{
centeredMiniBoldLabel.alignment = TextAnchor.MiddleCenter;
centeredMiniBoldLabel.fontSize = 10;
centeredMiniBoldLabel.fontStyle = FontStyle.Bold;
}
}
private static Styles styles
{
get
{
if (s_Styles == null)
{
s_Styles = new Styles();
}
return s_Styles;
}
}
private static Styles s_Styles = null;
private RenderTexture m_ProfileImage, m_TransmittanceImage;
private Material m_ProfileMaterial, m_TransmittanceMaterial;
private SerializedProperty m_ScatteringDistance, m_MaxRadius, m_ShapeParam, m_TransmissionTint,
m_TexturingMode, m_TransmissionMode, m_ThicknessRemap, m_WorldScale;
// Old SSS Model >>>
private SerializedProperty m_ScatterDistance1, m_ScatterDistance2, m_LerpWeight;
// <<< Old SSS Model
void OnEnable()
{
m_ScatteringDistance = serializedObject.FindProperty("scatteringDistance");
m_MaxRadius = serializedObject.FindProperty("m_MaxRadius");
m_ShapeParam = serializedObject.FindProperty("m_ShapeParam");
m_TransmissionTint = serializedObject.FindProperty("transmissionTint");
m_TexturingMode = serializedObject.FindProperty("texturingMode");
m_TransmissionMode = serializedObject.FindProperty("transmissionMode");
m_ThicknessRemap = serializedObject.FindProperty("thicknessRemap");
m_WorldScale = serializedObject.FindProperty("worldScale");
// Old SSS Model >>>
m_ScatterDistance1 = serializedObject.FindProperty("scatterDistance1");
m_ScatterDistance2 = serializedObject.FindProperty("scatterDistance2");
m_LerpWeight = serializedObject.FindProperty("lerpWeight");
// <<< Old SSS Model
// These shaders don't need to be reference by RenderPipelineResource as they are not use at runtime
m_ProfileMaterial = CoreUtils.CreateEngineMaterial("Hidden/HDRenderPipeline/DrawSssProfile");
m_TransmittanceMaterial = CoreUtils.CreateEngineMaterial("Hidden/HDRenderPipeline/DrawTransmittanceGraph");
m_ProfileImage = new RenderTexture(256, 256, 0, RenderTextureFormat.DefaultHDR);
m_TransmittanceImage = new RenderTexture( 16, 256, 0, RenderTextureFormat.DefaultHDR);
}
public override void OnInspectorGUI()
{
serializedObject.Update();
// Old SSS Model >>>
bool useDisneySSS;
{
HDRenderPipeline hdPipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline;
useDisneySSS = hdPipeline.sssSettings.useDisneySSS;
}
// <<< Old SSS Model
EditorGUI.BeginChangeCheck();
{
if (useDisneySSS)
{
EditorGUILayout.PropertyField(m_ScatteringDistance, styles.sssProfileScatteringDistance);
GUI.enabled = false;
EditorGUILayout.PropertyField(m_MaxRadius, styles.sssProfileMaxRadius);
GUI.enabled = true;
}
else
{
EditorGUILayout.PropertyField(m_ScatterDistance1, styles.sssProfileScatterDistance1);
EditorGUILayout.PropertyField(m_ScatterDistance2, styles.sssProfileScatterDistance2);
EditorGUILayout.PropertyField(m_LerpWeight, styles.sssProfileLerpWeight);
}
m_TexturingMode.intValue = EditorGUILayout.Popup(styles.sssTexturingMode, m_TexturingMode.intValue, styles.sssTexturingModeOptions);
m_TransmissionMode.intValue = EditorGUILayout.Popup(styles.sssProfileTransmissionMode, m_TransmissionMode.intValue, styles.sssTransmissionModeOptions);
EditorGUILayout.PropertyField(m_TransmissionTint, styles.sssProfileTransmissionTint);
EditorGUILayout.PropertyField(m_ThicknessRemap, styles.sssProfileMinMaxThickness);
Vector2 thicknessRemap = m_ThicknessRemap.vector2Value;
EditorGUILayout.MinMaxSlider(styles.sssProfileThicknessRemap, ref thicknessRemap.x, ref thicknessRemap.y, 0.0f, 50.0f);
m_ThicknessRemap.vector2Value = thicknessRemap;
EditorGUILayout.PropertyField(m_WorldScale, styles.sssProfileWorldScale);
EditorGUILayout.Space();
EditorGUILayout.LabelField(styles.sssProfilePreview0, styles.centeredMiniBoldLabel);
EditorGUILayout.LabelField(styles.sssProfilePreview1, EditorStyles.centeredGreyMiniLabel);
EditorGUILayout.LabelField(styles.sssProfilePreview2, EditorStyles.centeredGreyMiniLabel);
EditorGUILayout.LabelField(styles.sssProfilePreview3, EditorStyles.centeredGreyMiniLabel);
EditorGUILayout.Space();
}
float r = m_MaxRadius.floatValue;
Vector3 S = m_ShapeParam.vector3Value;
Vector4 T = m_TransmissionTint.colorValue;
Vector2 R = m_ThicknessRemap.vector2Value;
bool transmissionEnabled = m_TransmissionMode.intValue != (int)SubsurfaceScatteringProfile.TransmissionMode.None;
m_ProfileMaterial.SetFloat(HDShaderIDs._MaxRadius, r);
m_ProfileMaterial.SetVector(HDShaderIDs._ShapeParam, S);
// Old SSS Model >>>
CoreUtils.SelectKeyword(m_ProfileMaterial, "SSS_MODEL_DISNEY", "SSS_MODEL_BASIC", useDisneySSS);
// Apply the three-sigma rule, and rescale.
float s = (1.0f / 3.0f) * SssConstants.SSS_BASIC_DISTANCE_SCALE;
float rMax = Mathf.Max(m_ScatterDistance1.colorValue.r, m_ScatterDistance1.colorValue.g, m_ScatterDistance1.colorValue.b,
m_ScatterDistance2.colorValue.r, m_ScatterDistance2.colorValue.g, m_ScatterDistance2.colorValue.b);
Vector4 stdDev1 = s * m_ScatterDistance1.colorValue;
Vector4 stdDev2 = s * m_ScatterDistance2.colorValue;
m_ProfileMaterial.SetVector(HDShaderIDs._StdDev1, stdDev1);
m_ProfileMaterial.SetVector(HDShaderIDs._StdDev2, stdDev2);
m_ProfileMaterial.SetFloat(HDShaderIDs._LerpWeight, m_LerpWeight.floatValue);
m_ProfileMaterial.SetFloat(HDShaderIDs._MaxRadius, rMax);
// <<< Old SSS Model
// Draw the profile.
EditorGUI.DrawPreviewTexture(GUILayoutUtility.GetRect(256, 256), m_ProfileImage, m_ProfileMaterial, ScaleMode.ScaleToFit, 1.0f);
EditorGUILayout.Space();
EditorGUILayout.LabelField(styles.sssTransmittancePreview0, styles.centeredMiniBoldLabel);
EditorGUILayout.LabelField(styles.sssTransmittancePreview1, EditorStyles.centeredGreyMiniLabel);
EditorGUILayout.LabelField(styles.sssTransmittancePreview2, EditorStyles.centeredGreyMiniLabel);
EditorGUILayout.Space();
// Old SSS Model >>>
// Multiply by 0.1 to convert from millimeters to centimeters. Apply the distance scale.
float a = 0.1f * SssConstants.SSS_BASIC_DISTANCE_SCALE;
Vector4 halfRcpVarianceAndWeight1 = new Vector4(a * a * 0.5f / (stdDev1.x * stdDev1.x), a * a * 0.5f / (stdDev1.y * stdDev1.y), a * a * 0.5f / (stdDev1.z * stdDev1.z), 4 * (1.0f - m_LerpWeight.floatValue));
Vector4 halfRcpVarianceAndWeight2 = new Vector4(a * a * 0.5f / (stdDev2.x * stdDev2.x), a * a * 0.5f / (stdDev2.y * stdDev2.y), a * a * 0.5f / (stdDev2.z * stdDev2.z), 4 * m_LerpWeight.floatValue);
m_TransmittanceMaterial.SetVector(HDShaderIDs._HalfRcpVarianceAndWeight1, halfRcpVarianceAndWeight1);
m_TransmittanceMaterial.SetVector(HDShaderIDs._HalfRcpVarianceAndWeight2, halfRcpVarianceAndWeight2);
// <<< Old SSS Model
m_TransmittanceMaterial.SetVector(HDShaderIDs._ShapeParam, S);
m_TransmittanceMaterial.SetVector(HDShaderIDs._TransmissionTint, transmissionEnabled ? T : Vector4.zero);
m_TransmittanceMaterial.SetVector(HDShaderIDs._ThicknessRemap, R);
// Draw the transmittance graph.
EditorGUI.DrawPreviewTexture(GUILayoutUtility.GetRect(16, 16), m_TransmittanceImage, m_TransmittanceMaterial, ScaleMode.ScaleToFit, 16.0f);
serializedObject.ApplyModifiedProperties();
if (EditorGUI.EndChangeCheck())
{
HDRenderPipeline hdPipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline;
// Validate each individual asset and update caches.
hdPipeline.sssSettings.OnValidate();
}
}
}
#endif
}

60
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/SubsurfaceScatteringProfileEditor.Styles.cs


using UnityEngine;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{
partial class SubsurfaceScatteringProfileEditor
{
sealed class Styles
{
public readonly GUIContent profilePreview0 = new GUIContent("Profile Preview");
public readonly GUIContent profilePreview1 = new GUIContent("Shows the fraction of light scattered from the source (center).");
public readonly GUIContent profilePreview2 = new GUIContent("The distance to the boundary of the image corresponds to the Max Radius.");
public readonly GUIContent profilePreview3 = new GUIContent("Note that the intensity of pixels around the center may be clipped.");
public readonly GUIContent transmittancePreview0 = new GUIContent("Transmittance Preview");
public readonly GUIContent transmittancePreview1 = new GUIContent("Shows the fraction of light passing through the object for thickness values from the remap.");
public readonly GUIContent transmittancePreview2 = new GUIContent("Can be viewed as a cross section of a slab of material illuminated by white light from the left.");
public readonly GUIContent profileScatteringDistance = new GUIContent("Scattering Distance", "Determines the shape of the profile, and the blur radius of the filter per color channel. Alpha is ignored.");
public readonly GUIContent profileTransmissionTint = new GUIContent("Transmission tint", "Color which tints transmitted light. Alpha is ignored.");
public readonly GUIContent profileMaxRadius = new GUIContent("Max Radius", "Effective radius of the filter (in millimeters). The blur is energy-preserving, so a wide filter results in a large area with small contributions of individual samples. Reducing the distance increases the sharpness of the result.");
public readonly GUIContent texturingMode = new GUIContent("Texturing Mode", "Specifies when the diffuse texture should be applied.");
public readonly GUIContent[] texturingModeOptions = new GUIContent[2]
{
new GUIContent("Pre- and post-scatter", "Texturing is performed during both the lighting and the SSS passes. Slightly blurs the diffuse texture. Choose this mode if your diffuse texture contains little to no SSS lighting."),
new GUIContent("Post-scatter", "Texturing is performed only during the SSS pass. Effectively preserves the sharpness of the diffuse texture. Choose this mode if your diffuse texture already contains SSS lighting (e.g. a photo of skin).")
};
public readonly GUIContent profileTransmissionMode = new GUIContent("Transmission Mode", "Configures the simulation of light passing through thin objects. Depends on the thickness value (which is applied in the normal direction).");
public readonly GUIContent[] transmissionModeOptions = new GUIContent[3]
{
new GUIContent("None", "Disables transmission. Choose this mode for completely opaque, or very thick translucent objects."),
new GUIContent("Thin Object", "Choose this mode for thin objects, such as paper or leaves. Transmitted light reuses the shadowing state of the surface."),
new GUIContent("Regular", "Choose this mode for moderately thick objects. For performance reasons, transmitted light ignores occlusion (shadows).")
};
public readonly GUIContent profileMinMaxThickness = new GUIContent("Min-Max Thickness", "Shows the values of the thickness remap below (in millimeters).");
public readonly GUIContent profileThicknessRemap = new GUIContent("Thickness Remap", "Remaps the thickness parameter from [0, 1] to the desired range (in millimeters).");
public readonly GUIContent profileWorldScale = new GUIContent("World Scale", "Size of the world unit in meters.");
// Old SSS Model >>>
public readonly GUIContent profileScatterDistance1 = new GUIContent("Scattering Distance #1", "The radius (in centimeters) of the 1st Gaussian filter, one per color channel. Alpha is ignored. The blur is energy-preserving, so a wide filter results in a large area with small contributions of individual samples. Smaller values increase the sharpness.");
public readonly GUIContent profileScatterDistance2 = new GUIContent("Scattering Distance #2", "The radius (in centimeters) of the 2nd Gaussian filter, one per color channel. Alpha is ignored. The blur is energy-preserving, so a wide filter results in a large area with small contributions of individual samples. Smaller values increase the sharpness.");
public readonly GUIContent profileLerpWeight = new GUIContent("Filter Interpolation", "Controls linear interpolation between the two Gaussian filters.");
// <<< Old SSS Model
public readonly GUIStyle centeredMiniBoldLabel = new GUIStyle(GUI.skin.label);
public Styles()
{
centeredMiniBoldLabel.alignment = TextAnchor.MiddleCenter;
centeredMiniBoldLabel.fontSize = 10;
centeredMiniBoldLabel.fontStyle = FontStyle.Bold;
}
}
static Styles s_Styles;
// Can't use a static initializer in case we need to create GUIStyle in the Styles class as
// these can only be created with an active GUI rendering context
void CheckStyles()
{
if (s_Styles == null)
s_Styles = new Styles();
}
}
}

13
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/SubsurfaceScatteringProfileEditor.Styles.cs.meta


fileFormatVersion: 2
guid: fcb1bb4049093ff41855e3951f22e9cf
timeCreated: 1507119569
licenseType: Pro
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

170
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/SubsurfaceScatteringProfileEditor.cs


using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{
[CustomEditor(typeof(SubsurfaceScatteringProfile))]
public partial class SubsurfaceScatteringProfileEditor : Editor
{
RenderTexture m_ProfileImage;
RenderTexture m_TransmittanceImage;
Material m_ProfileMaterial;
Material m_TransmittanceMaterial;
SerializedProperty m_ScatteringDistance;
SerializedProperty m_MaxRadius;
SerializedProperty m_ShapeParam;
SerializedProperty m_TransmissionTint;
SerializedProperty m_TexturingMode;
SerializedProperty m_TransmissionMode;
SerializedProperty m_ThicknessRemap;
SerializedProperty m_WorldScale;
// Old SSS Model >>>
SerializedProperty m_ScatterDistance1;
SerializedProperty m_ScatterDistance2;
SerializedProperty m_LerpWeight;
// <<< Old SSS Model
void OnEnable()
{
using (var o = new PropertyFetcher<SubsurfaceScatteringProfile>(serializedObject))
{
m_ScatteringDistance = o.FindProperty(x => x.scatteringDistance);
m_MaxRadius = o.FindProperty("m_MaxRadius");
m_ShapeParam = o.FindProperty("m_ShapeParam");
m_TransmissionTint = o.FindProperty(x => x.transmissionTint);
m_TexturingMode = o.FindProperty(x => x.texturingMode);
m_TransmissionMode = o.FindProperty(x => x.transmissionMode);
m_ThicknessRemap = o.FindProperty(x => x.thicknessRemap);
m_WorldScale = o.FindProperty(x => x.worldScale);
// Old SSS Model >>>
m_ScatterDistance1 = o.FindProperty(x => x.scatterDistance1);
m_ScatterDistance2 = o.FindProperty(x => x.scatterDistance2);
m_LerpWeight = o.FindProperty(x => x.lerpWeight);
// <<< Old SSS Model
}
// These shaders don't need to be reference by RenderPipelineResource as they are not use at runtime
m_ProfileMaterial = CoreUtils.CreateEngineMaterial("Hidden/HDRenderPipeline/DrawSssProfile");
m_TransmittanceMaterial = CoreUtils.CreateEngineMaterial("Hidden/HDRenderPipeline/DrawTransmittanceGraph");
m_ProfileImage = new RenderTexture(256, 256, 0, RenderTextureFormat.DefaultHDR);
m_TransmittanceImage = new RenderTexture( 16, 256, 0, RenderTextureFormat.DefaultHDR);
}
void OnDisable()
{
CoreUtils.Destroy(m_ProfileMaterial);
CoreUtils.Destroy(m_TransmittanceMaterial);
CoreUtils.Destroy(m_ProfileImage);
CoreUtils.Destroy(m_TransmittanceImage);
}
public override void OnInspectorGUI()
{
var hdPipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline;
if (hdPipeline == null)
return;
serializedObject.Update();
CheckStyles();
// Old SSS Model >>>
bool useDisneySSS = hdPipeline.sssSettings.useDisneySSS;
// <<< Old SSS Model
using (var scope = new EditorGUI.ChangeCheckScope())
{
if (useDisneySSS)
{
EditorGUILayout.PropertyField(m_ScatteringDistance, s_Styles.profileScatteringDistance);
using (new EditorGUI.DisabledScope(true))
EditorGUILayout.PropertyField(m_MaxRadius, s_Styles.profileMaxRadius);
}
else
{
EditorGUILayout.PropertyField(m_ScatterDistance1, s_Styles.profileScatterDistance1);
EditorGUILayout.PropertyField(m_ScatterDistance2, s_Styles.profileScatterDistance2);
EditorGUILayout.PropertyField(m_LerpWeight, s_Styles.profileLerpWeight);
}
m_TexturingMode.intValue = EditorGUILayout.Popup(s_Styles.texturingMode, m_TexturingMode.intValue, s_Styles.texturingModeOptions);
m_TransmissionMode.intValue = EditorGUILayout.Popup(s_Styles.profileTransmissionMode, m_TransmissionMode.intValue, s_Styles.transmissionModeOptions);
EditorGUILayout.PropertyField(m_TransmissionTint, s_Styles.profileTransmissionTint);
EditorGUILayout.PropertyField(m_ThicknessRemap, s_Styles.profileMinMaxThickness);
Vector2 thicknessRemap = m_ThicknessRemap.vector2Value;
EditorGUILayout.MinMaxSlider(s_Styles.profileThicknessRemap, ref thicknessRemap.x, ref thicknessRemap.y, 0.0f, 50.0f);
m_ThicknessRemap.vector2Value = thicknessRemap;
EditorGUILayout.PropertyField(m_WorldScale, s_Styles.profileWorldScale);
EditorGUILayout.Space();
EditorGUILayout.LabelField(s_Styles.profilePreview0, s_Styles.centeredMiniBoldLabel);
EditorGUILayout.LabelField(s_Styles.profilePreview1, EditorStyles.centeredGreyMiniLabel);
EditorGUILayout.LabelField(s_Styles.profilePreview2, EditorStyles.centeredGreyMiniLabel);
EditorGUILayout.LabelField(s_Styles.profilePreview3, EditorStyles.centeredGreyMiniLabel);
EditorGUILayout.Space();
serializedObject.ApplyModifiedProperties();
if (scope.changed)
{
// Validate each individual asset and update caches.
((SubsurfaceScatteringProfile)target).Validate();
}
}
float r = m_MaxRadius.floatValue;
Vector3 S = m_ShapeParam.vector3Value;
Vector4 T = m_TransmissionTint.colorValue;
Vector2 R = m_ThicknessRemap.vector2Value;
bool transmissionEnabled = m_TransmissionMode.intValue != (int)SubsurfaceScatteringProfile.TransmissionMode.None;
m_ProfileMaterial.SetFloat(HDShaderIDs._MaxRadius, r);
m_ProfileMaterial.SetVector(HDShaderIDs._ShapeParam, S);
// Old SSS Model >>>
CoreUtils.SelectKeyword(m_ProfileMaterial, "SSS_MODEL_DISNEY", "SSS_MODEL_BASIC", useDisneySSS);
// Apply the three-sigma rule, and rescale.
float s = (1.0f / 3.0f) * SssConstants.SSS_BASIC_DISTANCE_SCALE;
float rMax = Mathf.Max(m_ScatterDistance1.colorValue.r, m_ScatterDistance1.colorValue.g, m_ScatterDistance1.colorValue.b,
m_ScatterDistance2.colorValue.r, m_ScatterDistance2.colorValue.g, m_ScatterDistance2.colorValue.b);
Vector4 stdDev1 = s * m_ScatterDistance1.colorValue;
Vector4 stdDev2 = s * m_ScatterDistance2.colorValue;
m_ProfileMaterial.SetVector(HDShaderIDs._StdDev1, stdDev1);
m_ProfileMaterial.SetVector(HDShaderIDs._StdDev2, stdDev2);
m_ProfileMaterial.SetFloat(HDShaderIDs._LerpWeight, m_LerpWeight.floatValue);
m_ProfileMaterial.SetFloat(HDShaderIDs._MaxRadius, rMax);
// <<< Old SSS Model
// Draw the profile.
EditorGUI.DrawPreviewTexture(GUILayoutUtility.GetRect(256, 256), m_ProfileImage, m_ProfileMaterial, ScaleMode.ScaleToFit, 1.0f);
EditorGUILayout.Space();
EditorGUILayout.LabelField(s_Styles.transmittancePreview0, s_Styles.centeredMiniBoldLabel);
EditorGUILayout.LabelField(s_Styles.transmittancePreview1, EditorStyles.centeredGreyMiniLabel);
EditorGUILayout.LabelField(s_Styles.transmittancePreview2, EditorStyles.centeredGreyMiniLabel);
EditorGUILayout.Space();
// Old SSS Model >>>
// Multiply by 0.1 to convert from millimeters to centimeters. Apply the distance scale.
float a = 0.1f * SssConstants.SSS_BASIC_DISTANCE_SCALE;
Vector4 halfRcpVarianceAndWeight1 = new Vector4(a * a * 0.5f / (stdDev1.x * stdDev1.x), a * a * 0.5f / (stdDev1.y * stdDev1.y), a * a * 0.5f / (stdDev1.z * stdDev1.z), 4 * (1.0f - m_LerpWeight.floatValue));
Vector4 halfRcpVarianceAndWeight2 = new Vector4(a * a * 0.5f / (stdDev2.x * stdDev2.x), a * a * 0.5f / (stdDev2.y * stdDev2.y), a * a * 0.5f / (stdDev2.z * stdDev2.z), 4 * m_LerpWeight.floatValue);
m_TransmittanceMaterial.SetVector(HDShaderIDs._HalfRcpVarianceAndWeight1, halfRcpVarianceAndWeight1);
m_TransmittanceMaterial.SetVector(HDShaderIDs._HalfRcpVarianceAndWeight2, halfRcpVarianceAndWeight2);
// <<< Old SSS Model
m_TransmittanceMaterial.SetVector(HDShaderIDs._ShapeParam, S);
m_TransmittanceMaterial.SetVector(HDShaderIDs._TransmissionTint, transmissionEnabled ? T : Vector4.zero);
m_TransmittanceMaterial.SetVector(HDShaderIDs._ThicknessRemap, R);
// Draw the transmittance graph.
EditorGUI.DrawPreviewTexture(GUILayoutUtility.GetRect(16, 16), m_TransmittanceImage, m_TransmittanceMaterial, ScaleMode.ScaleToFit, 16.0f);
}
}
}

13
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/SubsurfaceScatteringProfileEditor.cs.meta


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