浏览代码

Merge pull request #176 from Unity-Technologies/Branch_DebugSkyReflection

Added an option in Lighting debug to display the sky reflection probe cubemap.
/Branch_Batching2
GitHub 7 年前
当前提交
1a16747f
共有 7 个文件被更改,包括 136 次插入13 次删除
  1. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/HDRenderPipelineDebug.cs
  2. 19
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
  3. 39
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  4. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs
  5. 15
      Assets/ScriptableRenderPipeline/ShaderLibrary/Common.hlsl
  6. 60
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugDisplayLatlong.shader
  7. 10
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugDisplayLatlong.shader.meta

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/HDRenderPipelineDebug.cs


public float overrideSmoothnessValue = 0.5f;
public Color debugLightingAlbedo = new Color(0.5f, 0.5f, 0.5f);
public bool displaySkyReflection = false;
public float skyReflectionMipmap = 0.0f;
skyReflectionMipmap = Mathf.Clamp(skyReflectionMipmap, 0.0f, 1.0f);
}
}
}

19
Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs


public readonly GUIContent lightingDebugOverrideSmoothness = new GUIContent("Override Smoothness");
public readonly GUIContent lightingDebugOverrideSmoothnessValue = new GUIContent("Smoothness Value");
public readonly GUIContent lightingDebugAlbedo = new GUIContent("Lighting Debug Albedo");
public readonly GUIContent lightingDisplaySkyReflection = new GUIContent("Display Sky Reflection");
public readonly GUIContent lightingDisplaySkyReflectionMipmap = new GUIContent("Reflection Mipmap");
public Styles()
{

SerializedProperty m_LightingDebugOverrideSmoothness = null;
SerializedProperty m_LightingDebugOverrideSmoothnessValue = null;
SerializedProperty m_LightingDebugAlbedo = null;
SerializedProperty m_LightingDebugDisplaySkyReflection = null;
SerializedProperty m_LightingDebugDisplaySkyReflectionMipmap = null;
// Rendering Settings
SerializedProperty m_RenderingUseForwardOnly = null;

m_LightingDebugOverrideSmoothness = FindProperty(x => x.globalDebugSettings.lightingDebugSettings.overrideSmoothness);
m_LightingDebugOverrideSmoothnessValue = FindProperty(x => x.globalDebugSettings.lightingDebugSettings.overrideSmoothnessValue);
m_LightingDebugAlbedo = FindProperty(x => x.globalDebugSettings.lightingDebugSettings.debugLightingAlbedo);
m_LightingDebugDisplaySkyReflection = FindProperty(x => x.globalDebugSettings.lightingDebugSettings.displaySkyReflection);
m_LightingDebugDisplaySkyReflectionMipmap = FindProperty(x => x.globalDebugSettings.lightingDebugSettings.skyReflectionMipmap);
// Rendering settings
m_RenderingUseForwardOnly = FindProperty(x => x.renderingSettings.useForwardRenderingOnly);

if (!m_LightingDebugMode.hasMultipleDifferentValues)
{
if ((LightingDebugMode)m_LightingDebugMode.intValue != LightingDebugMode.None)
{
{
{
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_LightingDebugOverrideSmoothnessValue, styles.lightingDebugOverrideSmoothnessValue);
EditorGUI.indentLevel--;

}
EditorGUILayout.PropertyField(m_LightingDebugDisplaySkyReflection, styles.lightingDisplaySkyReflection);
if (!m_LightingDebugDisplaySkyReflection.hasMultipleDifferentValues && m_LightingDebugDisplaySkyReflection.boolValue == true)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_LightingDebugDisplaySkyReflectionMipmap, styles.lightingDisplaySkyReflectionMipmap);
EditorGUI.indentLevel--;
}
EditorGUI.indentLevel--;
if (EditorGUI.EndChangeCheck())

39
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


readonly GBufferManager m_gbufferManager = new GBufferManager();
// Various set of material use in render loop
readonly Material m_DebugViewMaterialGBuffer;
readonly Material m_DebugDisplayShadowMap;
private Material m_DebugDisplayShadowMap;
private Material m_DebugViewMaterialGBuffer;
private Material m_DebugDisplayLatlong;
// Various buffer
readonly int m_CameraColorBuffer;
readonly int m_CameraSubsurfaceBuffer;

m_CameraColorBufferRT = new RenderTargetIdentifier(m_CameraColorBuffer);
m_CameraSubsurfaceBufferRT = new RenderTargetIdentifier(m_CameraSubsurfaceBuffer);
m_CameraFilteringBufferRT = new RenderTargetIdentifier(m_CameraFilteringBuffer);
m_DebugViewMaterialGBuffer = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/DebugViewMaterialGBuffer");
m_FilterSubsurfaceScattering = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/CombineSubsurfaceScattering");
m_FilterSubsurfaceScattering.DisableKeyword("FILTER_HORIZONTAL");

m_FilterSubsurfaceScattering.EnableKeyword("FILTER_HORIZONTAL");
m_FilterAndCombineSubsurfaceScattering.SetFloat("_DstBlend", (float)BlendMode.One);
m_DebugDisplayShadowMap = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/DebugDisplayShadowMap");
InitializeDebugMaterials();
m_ShadowPass = new ShadowRenderPass(owner.shadowSettings);

m_SkyManager.Build();
m_SkyManager.skySettings = owner.skySettingsToUse;
}
void InitializeDebugMaterials()
{
m_DebugDisplayShadowMap = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/DebugDisplayShadowMap");
m_DebugViewMaterialGBuffer = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/DebugViewMaterialGBuffer");
m_DebugDisplayLatlong = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/DebugDisplayLatlong");
}
public override void Dispose()

MaterialPropertyBlock propertyBlock = new MaterialPropertyBlock();
LightingDebugSettings shadowDebug = globalDebugSettings.lightingDebugSettings;
LightingDebugSettings lightingDebug = globalDebugSettings.lightingDebugSettings;
if (shadowDebug.shadowDebugMode != ShadowDebugMode.None)
if (lightingDebug.shadowDebugMode != ShadowDebugMode.None)
if (shadowDebug.shadowDebugMode == ShadowDebugMode.VisualizeShadowMap)
if (lightingDebug.shadowDebugMode == ShadowDebugMode.VisualizeShadowMap)
uint visualizeShadowIndex = Math.Min(shadowDebug.shadowMapIndex, (uint)(GetCurrentShadowCount() - 1));
uint visualizeShadowIndex = Math.Min(lightingDebug.shadowMapIndex, (uint)(GetCurrentShadowCount() - 1));
ShadowLight shadowLight = m_ShadowsResult.shadowLights[visualizeShadowIndex];
for (int slice = 0; slice < shadowLight.shadowSliceCount; ++slice)
{

NextOverlayCoord(ref x, ref y, overlaySize, camera.pixelWidth);
}
}
else if (shadowDebug.shadowDebugMode == ShadowDebugMode.VisualizeAtlas)
else if (lightingDebug.shadowDebugMode == ShadowDebugMode.VisualizeAtlas)
{
propertyBlock.SetVector("_TextureScaleBias", new Vector4(1.0f, 1.0f, 0.0f, 0.0f));

NextOverlayCoord(ref x, ref y, overlaySize, camera.pixelWidth);
}
}
if(lightingDebug.displaySkyReflection)
{
Texture skyReflection = m_SkyManager.skyReflection;
propertyBlock.SetTexture("_InputCubemap", skyReflection);
propertyBlock.SetFloat("_Mipmap", lightingDebug.skyReflectionMipmap);
debugCB.SetViewport(new Rect(x, y, overlaySize, overlaySize));
debugCB.DrawProcedural(Matrix4x4.identity, m_DebugDisplayLatlong, 0, MeshTopology.Triangles, 3, 1, propertyBlock);
NextOverlayCoord(ref x, ref y, overlaySize, camera.pixelWidth);
}
renderContext.ExecuteCommandBuffer(debugCB);

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs


get { return m_SkySettings; }
}
public Texture skyReflection { get { return m_SkyboxGGXCubemapRT; } }
protected Mesh BuildSkyMesh(Vector3 cameraPosition, Matrix4x4 cameraInvViewProjectionMatrix, bool forceUVBottom)
{
Vector4 vertData0 = new Vector4(-1.0f, -1.0f, 1.0f, 1.0f);

15
Assets/ScriptableRenderPipeline/ShaderLibrary/Common.hlsl


return float2(1.0 - 0.5 * INV_PI * atan2(dir.x, -dir.z), asin(dir.y) * INV_PI + 0.5);
}
float3 LatlongToDirectionCoordinate(float2 coord)
{
float theta = coord.y * PI;
float phi = (coord.x * 2.f * PI - PI*0.5f);
float cosTheta = cos(theta);
float sinTheta = sqrt(1.0f - min(1.0f, cosTheta*cosTheta));
float cosPhi = cos(phi);
float sinPhi = sin(phi);
float3 direction = float3(sinTheta*cosPhi, cosTheta, sinTheta*sinPhi);
direction.xy *= -1.0;
return direction;
}
// ----------------------------------------------------------------------------
// World position reconstruction / transformation
// ----------------------------------------------------------------------------

60
Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugDisplayLatlong.shader


Shader "Hidden/HDRenderPipeline/DebugDisplayLatlong"
{
SubShader
{
Pass
{
ZWrite Off
ZTest Off
Blend One Zero
Cull Off
HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: unitl we go futher in dev
#pragma vertex Vert
#pragma fragment Frag
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
TEXTURECUBE(_InputCubemap);
SAMPLERCUBE(sampler_InputCubemap);
float _Mipmap;
struct Attributes
{
uint vertexID : SV_VertexID;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
Varyings Vert(Attributes input)
{
Varyings output;
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
output.texcoord = GetFullScreenTriangleTexcoord(input.vertexID);// *_TextureScaleBias.xy + _TextureScaleBias.zw;
return output;
}
float4 Frag(Varyings input) : SV_Target
{
uint width, height, depth, mipCount;
width = height = depth = mipCount = 0;
_InputCubemap.GetDimensions(width, height, depth, mipCount);
mipCount = clamp(mipCount, 0, UNITY_SPECCUBE_LOD_STEPS);
return SAMPLE_TEXTURECUBE_LOD(_InputCubemap, sampler_InputCubemap, LatlongToDirectionCoordinate(input.texcoord.xy), _Mipmap * mipCount);
}
ENDHLSL
}
}
Fallback Off
}

10
Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugDisplayLatlong.shader.meta


fileFormatVersion: 2
guid: c1d1d149a043a5349ba367da6c2051ba
timeCreated: 1476053153
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
正在加载...
取消
保存