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Use ShouldOutputSplitLighting() for material abstraction

/main
Evgenii Golubev 6 年前
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1f7761a4
共有 4 个文件被更改,包括 7 次插入8 次删除
  1. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Deferred.shader
  2. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/Deferred.compute
  3. 9
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
  4. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassForward.hlsl

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Deferred.shader


Outputs outputs;
#ifdef OUTPUT_SPLIT_LIGHTING
if (HasFeatureFlag(bsdfData.materialFeatures, MATERIAL_FEATURE_FLAGS_SSS_OUTPUT_SPLIT_LIGHTING))
if (_EnableSubsurfaceScattering != 0 && ShouldOutputSplitLighting(bsdfData))
{
outputs.specularLighting = float4(specularLighting, 1.0);
outputs.diffuseLighting = TagLightingForSSS(diffuseLighting);

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/Deferred.compute


float3 specularLighting;
LightLoop(V, posInput, preLightData, bsdfData, bakeLightingData, featureFlags, diffuseLighting, specularLighting);
if (HasFeatureFlag(bsdfData.materialFeatures, MATERIAL_FEATURE_FLAGS_SSS_OUTPUT_SPLIT_LIGHTING))
if (_EnableSubsurfaceScattering != 0 && ShouldOutputSplitLighting(bsdfData))
{
specularLightingUAV[pixelCoord] = float4(specularLighting, 1.0);
diffuseLightingUAV[pixelCoord] = TagLightingForSSS(diffuseLighting);

9
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl


/* 26 */ LIGHT_FEATURE_MASK_FLAGS_OPAQUE | MATERIAL_FEATURE_MASK_FLAGS, // Catch all case with MATERIAL_FEATURE_MASK_FLAGS is needed in case we disable material classification
};
// Additional bits set in 'bsdfData.materialFeatures' to save registers and simplify feature tracking.
#define MATERIAL_FEATURE_FLAGS_SSS_OUTPUT_SPLIT_LIGHTING ((MATERIAL_FEATURE_MASK_FLAGS + 1) << 0)
#define MATERIAL_FEATURE_FLAGS_SSS_TEXTURING_MODE_OFFSET FastLog2((MATERIAL_FEATURE_MASK_FLAGS + 1) << 1) // 2 bits
#define MATERIAL_FEATURE_FLAGS_TRANSMISSION_MODE_THIN ((MATERIAL_FEATURE_MASK_FLAGS + 1) << 3)

bsdfData.diffusionProfile = diffusionProfile;
bsdfData.fresnel0 = _TransmissionTintsAndFresnel0[diffusionProfile].a;
bsdfData.subsurfaceMask = subsurfaceMask;
bsdfData.materialFeatures |= (_EnableSubsurfaceScattering != 0) ? MATERIAL_FEATURE_FLAGS_SSS_OUTPUT_SPLIT_LIGHTING : 0;
bsdfData.materialFeatures |= MATERIAL_FEATURE_FLAGS_SSS_OUTPUT_SPLIT_LIGHTING;
bsdfData.materialFeatures |= GetSubsurfaceScatteringTexturingMode(bsdfData.diffusionProfile) << MATERIAL_FEATURE_FLAGS_SSS_TEXTURING_MODE_OFFSET;
}

// Subsurface Scattering functions
//-----------------------------------------------------------------------------
bool PixelHasSubsurfaceScattering(BSDFData bsdfData)
bool ShouldOutputSplitLighting(BSDFData bsdfData)
// bsdfData.subsurfaceMask != 0 allow if sss is enabled for this pixels (i.e like per pixels feature) as in deferred case MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING alone is not sufficient
// but keep testing MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING for forward case
return bsdfData.diffusionProfile != DIFFUSION_PROFILE_NEUTRAL_ID && bsdfData.subsurfaceMask != 0 && HasFeatureFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING);
return HasFeatureFlag(bsdfData.materialFeatures, MATERIAL_FEATURE_FLAGS_SSS_OUTPUT_SPLIT_LIGHTING);
}
//-----------------------------------------------------------------------------

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassForward.hlsl


LightLoop(V, posInput, preLightData, bsdfData, bakeLightingData, featureFlags, diffuseLighting, specularLighting);
#ifdef OUTPUT_SPLIT_LIGHTING
if (HasFeatureFlag(bsdfData.materialFeatures, MATERIAL_FEATURE_FLAGS_SSS_OUTPUT_SPLIT_LIGHTING))
if (_EnableSubsurfaceScattering != 0 && ShouldOutputSplitLighting(bsdfData))
{
outColor = float4(specularLighting, 1.0);
outDiffuseLighting = float4(TagLightingForSSS(diffuseLighting), 1.0);

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