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Merge pull request #297 from EvgeniiG/upstream

Merge branch 'upstream/Update-SSS' into upstream (without the reference mode)
/RenderPassXR_Sandbox
GitHub 8 年前
当前提交
17c2ab06
共有 17 个文件被更改,包括 767 次插入409 次删除
  1. 158
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/SSSProfile/White furnace SSS 0.asset
  2. 158
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/SSSProfile/White furnace SSS 1.asset
  3. 158
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/SSSProfile/White furnace SSS 2.asset
  4. 158
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/SSSProfile/White furnace SSS 3.asset
  5. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.asset
  6. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Deferred.shader
  7. 10
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader
  8. 164
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SSSProfile/SkinSSSProfile.asset
  9. 1
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs
  10. 5
      Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawSssProfile.shader
  11. 2
      Assets/TestScenes/HDTest/GraphicTest/SSS/Materials/SSSHead.mat
  12. 100
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/SSSProfile/Skin1 SSS Profile.asset
  13. 9
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/SSSProfile/Skin1 SSS Profile.asset.meta
  14. 116
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/SSSProfile/Skin2 SSS Profile.asset
  15. 9
      Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/SSSProfile/Skin2 SSS Profile.asset.meta
  16. 120
      Assets/TestScenes/HDTest/GraphicTest/SSS/perry_normal.png.meta

158
Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/SSSProfile/White furnace SSS 0.asset


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158
Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/SSSProfile/White furnace SSS 1.asset


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158
Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/SSSProfile/White furnace SSS 2.asset


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158
Assets/GraphicsTests/RenderPipeline/HDRenderPipeline/SSSProfile/White furnace SSS 3.asset


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4
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.asset


sssSettings:
numProfiles: 3
profiles:
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useDisneySSS: 1
tileSettings:
enableTileAndCluster: 1

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Deferred.shader


#ifdef OUTPUT_SPLIT_LIGHTING
outputs.specularLighting = float4(specularLighting, 1.0);
outputs.diffuseLighting = diffuseLighting;
#if defined(LIGHTLOOP_TILE_INDIRECT) || defined(LIGHTLOOP_TILE_ALL)
// Force non-0 indirect lighting to avoid SSS artifacts.
outputs.diffuseLighting.r = max(outputs.diffuseLighting.r, 0.000001);
#endif
#else
outputs.combinedLighting = float4(diffuseLighting + specularLighting, 1.0);
#endif

10
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader


float3 shapeParam = _ShapeParams[profileID].rgb;
float maxDistance = _ShapeParams[profileID].a;
#else
float maxDistance = _FilterKernelsBasic[profileID][SSS_BASIC_N_SAMPLES - 1].a;
float maxDistance = _FilterKernelsBasic[profileID][SSS_BASIC_N_SAMPLES - 1].a;
#endif
// Reconstruct the view-space position.

float2 centerPosition = posInput.unPositionSS;
float3 centerIrradiance = LOAD_TEXTURE2D(_IrradianceSource, centerPosition).rgb;
float maxDistInPixels = maxDistance * max(scaledPixPerMm.x, scaledPixPerMm.y);
float maxDistInPixels = maxDistance * min(FLT_MAX, max(scaledPixPerMm.x, scaledPixPerMm.y));
if (distScale == 0 || maxDistInPixels < 1)
if (maxDistInPixels < 1)
{
#if SSS_DEBUG
return float4(0, 0, 1, 1);

// We perform point sampling. Therefore, we can avoid the cost
// of filtering if we stay within the bounds of the current pixel.
// We use the value of 1 instead of 0.5 as an optimization.
float maxDistInPixels = scaledStepSize * maxDistance;
float maxDistInPixels = scaledStepSize * min(FLT_MAX, maxDistance);
if (distScale == 0 || maxDistInPixels < 1)
if (maxDistInPixels < 1)
{
return float4(bsdfData.diffuseColor * sampleIrradiance, 1);
}

164
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SSSProfile/SkinSSSProfile.asset


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1
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs


[ColorUsage(false, true, 0f, 8f, 0.125f, 3f)]
public Color scatteringDistance; // Per color channel (no meaningful units)
[ColorUsage(false)]
public Color transmissionTint; // Color, 0 to 1
public TexturingMode texturingMode;
public TransmissionMode transmissionMode;

5
Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawSssProfile.shader


float r = (2 * length(input.texcoord - 0.5)) * _MaxRadius;
float3 S = _ShapeParam.rgb;
float3 M = S * (exp(-r * S) + exp(-r * S * (1.0 / 3.0))) / (8 * PI * r);
float3 A = _MaxRadius / S;
// Apply gamma for visualization only. Do not apply gamma to the color (1 / S).
return float4(pow(M, 1.0 / 3.0) / S, 1);
// Apply gamma for visualization only. Do not apply gamma to the color.
return float4(pow(M, 1.0 / 3.0) * A, 1);
#else
float r = (2 * length(input.texcoord - 0.5)) * _MaxRadius * SSS_BASIC_DISTANCE_SCALE;
float3 var1 = _StdDev1.rgb * _StdDev1.rgb;

2
Assets/TestScenes/HDTest/GraphicTest/SSS/Materials/SSSHead.mat


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- _SubsurfaceProfile: 1
- _SubsurfaceProfile: 0
- _SubsurfaceRadius: 1
- _SurfaceType: 0
- _TexWorldScale: 1

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