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HDRenderLoop: fix shadow code

/main
sebastienlagarde 8 年前
当前提交
115b193a
共有 7 个文件被更改,包括 418 次插入569 次删除
  1. 3
      Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
  2. 6
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/SinglePass/SinglePass.hlsl
  3. 27
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitDefault.shader
  4. 205
      Assets/TestScenes/HDTest/HDRenderLoopTest.unity
  5. 226
      Assets/TestScenes/HDTest/Leaf/GroundLeaf/Materials/GroundLeaf_Albedo.mat
  6. 226
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/CubeTransparent.mat
  7. 294
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/test-transparent.mat

3
Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs


{
ShadowOutput shadows;
m_ShadowPass.Render(renderLoop, cullResults, out shadows);
renderLoop.SetupCameraProperties(camera); // Need to recall SetupCameraProperties after m_ShadowPass.Render
UpdatePunctualLights(cullResults.visibleLights, ref shadows);
UpdateReflectionProbes(cullResults.visibleReflectionProbes);

6
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/SinglePass/SinglePass.hlsl


PunctualShadowData GetPunctualShadowData(LightLoopContext lightLoopContext, int index, float3 L)
{
int faceIndex;
int faceIndex = 0;
if (_PunctualShadowList[index].shadowType == SHADOWTYPE_POINT)
{
GetCubeFaceID(L, faceIndex);

{
// if (lightLoopContext.sampleShadow == SINGLE_PASS_CONTEXT_SAMPLE_SHADOWATLAS)
{
float objDepth = saturate(257.0 / 256.0 - texCoord.z);
return SAMPLE_TEXTURE2D_SHADOW(g_tShadowBuffer, samplerg_tShadowBuffer, texCoord).xxxx;
return SAMPLE_TEXTURE2D_SHADOW(g_tShadowBuffer, samplerg_tShadowBuffer, float3(texCoord.xy, objDepth)).xxxx;
}
/*
else // SINGLE_PASS_CONTEXT_SAMPLE_SHADOWARRAY

27
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitDefault.shader


#include "../../Material/Material.hlsl"
#include "LitData.hlsl"
#define NEED_TANGENT_TO_WORLD (defined(_HEIGHTMAP) && !defined (_HEIGHTMAP_AS_DISPLACEMENT))
#define NEED_TEXCOORD0 defined(_ALPHATEST_ON) || NEED_TANGENT_TO_WORLD
#if NEED_TEXCOORD0
#if defined(_HEIGHTMAP) && !defined (_HEIGHTMAP_AS_DISPLACEMENT)
#endif
#if NEED_TANGENT_TO_WORLD
float4 tangentOS : TANGENT;
#endif
};

float4 positionHS;
#if NEED_TEXCOORD0
#if defined(_HEIGHTMAP) && !defined (_HEIGHTMAP_AS_DISPLACEMENT)
#endif
#if NEED_TANGENT_TO_WORLD
float3 positionWS;
float3 tangentToWorld[3];
#endif

{
float4 positionHS : SV_Position;
#if defined(_HEIGHTMAP) && !defined (_HEIGHTMAP_AS_DISPLACEMENT)
#if NEED_TANGENT_TO_WORLD
#else
#elif NEED_TEXCOORD0
float4 interpolators[1] : TEXCOORD0;
#endif
};

{
PackedVaryings output;
output.positionHS = input.positionHS;
#if defined(_HEIGHTMAP) && !defined (_HEIGHTMAP_AS_DISPLACEMENT)
#if NEED_TANGENT_TO_WORLD
output.interpolators[0].xyz = input.positionWS.xyz;
output.interpolators[1].xyz = input.tangentToWorld[0];
output.interpolators[2].xyz = input.tangentToWorld[1];

output.interpolators[1].w = input.texCoord0.y;
#else
#elif NEED_TEXCOORD0
output.interpolators[0] = float4(input.texCoord0, 0.0, 0.0);
#endif

ZERO_INITIALIZE(FragInput, output);
output.positionHS = input.positionHS;
#if defined(_HEIGHTMAP) && !defined (_HEIGHTMAP_AS_DISPLACEMENT)
#if NEED_TANGENT_TO_WORLD
output.positionWS.xyz = input.interpolators[0].xyz;
output.tangentToWorld[0] = input.interpolators[1].xyz;
output.tangentToWorld[1] = input.interpolators[2].xyz;

#else
#elif NEED_TEXCOORD0
output.texCoord0.xy = input.interpolators[0].xy;
#endif

float3 positionWS = TransformObjectToWorld(input.positionOS);
output.positionHS = TransformWorldToHClip(positionWS);
#if NEED_TEXCOORD0
#endif
#if defined(_HEIGHTMAP) && !defined (_HEIGHTMAP_AS_DISPLACEMENT)
#if NEED_TANGENT_TO_WORLD
output.positionWS = positionWS;
float3 normalWS = TransformObjectToWorldNormal(input.normalOS);

205
Assets/TestScenes/HDTest/HDRenderLoopTest.unity


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226
Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/CubeTransparent.mat


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294
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- _EmissionMap:
- first:
name: _EmissiveColorMap
second:
- _EmissiveColorMap:
- first:
name: _HeightMap
second:
- _HeightMap:
- first:
name: _MainTex
second:
- _MainTex:
- first:
name: _MaskMap
second:
- _MaskMap:
- first:
name: _MetallicGlossMap
second:
- _MetallicGlossMap:
- first:
name: _MettalicMap
second:
- _MettalicMap:
- first:
name: _NormalMap
second:
- _NormalMap:
- first:
name: _OcclusionMap
second:
- _OcclusionMap:
- first:
name: _ParallaxMap
second:
- _ParallaxMap:
- first:
name: _SmoothnessMap
second:
- _SmoothnessMap:
- first:
name: _SpecMap
second:
- _SpecMap:
- first:
name: _SpecularOcclusionMap
second:
- _SpecularOcclusionMap:
- first:
name: _SubSurfaceRadiusMap
second:
- _SubSurfaceRadiusMap:
- first:
name: _ThicknessMap
second:
- _ThicknessMap:
- first:
name: _AlphaCutoff
second: 0.5
- first:
name: _AlphaCutoffEnable
second: 0
- first:
name: _BlendMode
second: 0
- first:
name: _BumpScale
second: 1
- first:
name: _CoatCoverage
second: 0
- first:
name: _CoatRoughness
second: 0
- first:
name: _CullMode
second: 2
- first:
name: _Cutoff
second: 0.5
- first:
name: _DetailNormalMapScale
second: 1
- first:
name: _DistortionDepthTest
second: 0
- first:
name: _DistortionOnly
second: 0
- first:
name: _DoubleSided
second: 1
- first:
name: _DoubleSidedLigthing
second: 1
- first:
name: _DoubleSidedMode
second: 0
- first:
name: _DstBlend
second: 10
- first:
name: _EmissiveColorMode
second: 1
- first:
name: _EmissiveIntensity
second: 0
- first:
name: _GlossMapScale
second: 1
- first:
name: _Glossiness
second: 0.5
- first:
name: _GlossyReflections
second: 1
- first:
name: _HeightBias
second: 0
- first:
name: _HeightMapMode
second: 0
- first:
name: _HeightScale
second: 1
- first:
name: _MaterialID
second: 0
- first:
name: _MaterialId
second: 0
- first:
name: _Metalic
second: 0
- first:
name: _Metallic
second: 0
- first:
name: _Mettalic
second: 0
- first:
name: _Mode
second: 0
- first:
name: _NormalMapSpace
second: 0
- first:
name: _OcclusionStrength
second: 1
- first:
name: _Parallax
second: 0.02
- first:
name: _Smoothness
second: 0.524
- first:
name: _SmoothnessTextureChannel
second: 0
- first:
name: _SpecularHighlights
second: 1
- first:
name: _SrcBlend
second: 5
- first:
name: _SubSurfaceProfile
second: 0
- first:
name: _SubSurfaceRadius
second: 0
- first:
name: _SurfaceType
second: 1
- first:
name: _Thickness
second: 0
- first:
name: _UVSec
second: 0
- first:
name: _ZWrite
second: 0
- _AlphaCutoff: 0.5
- _AlphaCutoffEnable: 0
- _BlendMode: 0
- _BumpScale: 1
- _CoatCoverage: 0
- _CoatRoughness: 0
- _CullMode: 2
- _Cutoff: 0.5
- _DetailNormalMapScale: 1
- _DistortionDepthTest: 0
- _DistortionOnly: 0
- _DoubleSided: 1
- _DoubleSidedLigthing: 1
- _DoubleSidedMode: 0
- _DstBlend: 10
- _EmissiveColorMode: 1
- _EmissiveIntensity: 0
- _GlossMapScale: 1
- _Glossiness: 0.5
- _GlossyReflections: 1
- _HeightBias: 0
- _HeightMapMode: 0
- _HeightScale: 1
- _MaterialID: 0
- _MaterialId: 0
- _Metalic: 0
- _Metallic: 0
- _Mettalic: 0
- _Mode: 0
- _NormalMapSpace: 0
- _OcclusionStrength: 1
- _Parallax: 0.02
- _Smoothness: 0.524
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 5
- _SubSurfaceProfile: 0
- _SubSurfaceRadius: 0
- _SurfaceType: 1
- _Thickness: 0
- _UVSec: 0
- _ZWrite: 0
- first:
name: _BaseColor
second: {r: 1, g: 1, b: 1, a: 0.397}
- first:
name: _Color
second: {r: 1, g: 1, b: 1, a: 1}
- first:
name: _DiffuseColor
second: {r: 1, g: 1, b: 1, a: 1}
- first:
name: _EmissionColor
second: {r: 0, g: 0, b: 0, a: 1}
- first:
name: _EmissiveColor
second: {r: 0, g: 0, b: 0, a: 1}
- first:
name: _SpecColor
second: {r: 0.04, g: 0.04, b: 0.04, a: 1}
- _BaseColor: {r: 1, g: 1, b: 1, a: 0.397}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _DiffuseColor: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _EmissiveColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.04, g: 0.04, b: 0.04, a: 1}
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