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Merge pull request #841 from Unity-Technologies/Update-material-feature-debug

Update material feature debuggin
/main
GitHub 7 年前
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0d53d2a3
共有 3 个文件被更改,包括 20 次插入3 次删除
  1. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitData.hlsl
  2. 19
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
  3. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitDataIndividualLayer.hlsl

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitData.hlsl


surfaceData.diffusionProfile = SURFACEDATA_BLEND_DIFFUSION_PROFILE(surfaceData, diffusionProfile, weights);
// Layered shader support SSS and Transmission features
surfaceData.materialFeatures = 0;
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;

19
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl


ZERO_INITIALIZE(BSDFData, bsdfData);
// IMPORTANT: In case of foward or gbuffer pass all enable flags are statically know at compile time, so the compiler can do compile time optimization
bsdfData.materialFeatures = surfaceData.materialFeatures | MATERIALFEATUREFLAGS_LIT_STANDARD; // Not really needed but for consistency with deferred path
bsdfData.materialFeatures = surfaceData.materialFeatures;
// Standard material
bsdfData.specularOcclusion = surfaceData.specularOcclusion;

// Ensure that surfaceData.coatMask is 0 if the feature is not enabled
float coatMask = HasFeatureFlag(surfaceData.materialFeatures, MATERIALFEATUREFLAGS_LIT_CLEAR_COAT) ? surfaceData.coatMask : 0.0;
// Note: no need to store MATERIALFEATUREFLAGS_LIT_STANDARD, always present
outGBuffer2.a = PackFloatUInt8bit(coatMask, materialFeatureId, 8);
// RT3 - 11f:11f:10f

void GetSurfaceDataDebug(uint paramId, SurfaceData surfaceData, inout float3 result, inout bool needLinearToSRGB)
{
GetGeneratedSurfaceDataDebug(paramId, surfaceData, result, needLinearToSRGB);
// Overide debug value output to be more readable
switch (paramId)
{
case DEBUGVIEW_LIT_SURFACEDATA_MATERIAL_FEATURES:
result = (surfaceData.materialFeatures.xxx) / 255.0; // Aloow to read with color picker debug mode
break;
}
// Overide debug value output to be more readable
switch (paramId)
{
case DEBUGVIEW_LIT_BSDFDATA_MATERIAL_FEATURES:
result = (bsdfData.materialFeatures.xxx) / 255.0; // Aloow to read with color picker debug mode
break;
}
}
//-----------------------------------------------------------------------------

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitDataIndividualLayer.hlsl


#if !defined(LAYERED_LIT_SHADER)
// These static material feature allow compile time optimization
surfaceData.materialFeatures = 0;
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;

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