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Fix reflections that clip near and far plane as well as those that just clip near plane.

/main
Filip Iliescu 7 年前
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23d2f9e6
共有 5 个文件被更改,包括 324 次插入23 次删除
  1. 40
      Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/ClassicDeferredPipeline.cs
  2. 142
      Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/Internal-DeferredReflections.shader
  3. 2
      Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/LightingTemplate.hlsl
  4. 159
      Assets/TestScenes/MobileDeferredTest/ClassicDeferredTest.unity
  5. 4
      Assets/TestScenes/MobileDeferredTest/ClassicDeferredTest/LightingData.asset

40
Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/ClassicDeferredPipeline.cs


private static int m_quadLightingPassNdx;
private static int m_FiniteLightingPassNdx;
private static int m_ReflectionsPassNdx;
private static int m_ReflectionsFrontCullPassNdx;
private static int m_ReflectionsApplyPassNdx;
private static int m_ReflectionsFullScreenPassNdx;

m_quadLightingPassNdx = m_DeferredMaterial.FindPass ("DIRECTIONALLIGHT");
m_FiniteLightingPassNdx = m_DeferredMaterial.FindPass ("FINITELIGHT");
m_ReflectionsFrontCullPassNdx = m_DeferredReflectionMaterial.FindPass ("DEFERRED__CULLFRONT_REFLECTIONS");
m_ReflectionsApplyPassNdx = m_DeferredReflectionMaterial.FindPass ("DEFERRED_APPLY_REFLECTIONS");
s_CameraReflectionsTexture = Shader.PropertyToID ("_CameraReflectionsTexture");

var probes = cullResults.visibleReflectionProbes;
var worldToView = camera.worldToCameraMatrix; //WorldToCamera(camera);
// set global state
// TODO: need these?
// built in loop sets: rt->FilterMode(filterNearest), black clearcolor/clear, backfaceMode(Off),
// const float nearDistanceFudged = camera.GetProjectionNear() * 1.001f;
// const float farDistanceFudged = camera.GetProjectionFar() * 0.999f;
// const Vector3f viewDir = -NormalizeSafe(camera.GetCameraToWorldMatrix().GetAxisZ());
// Plane eyePlane;
// eyePlane.SetNormalAndPosition(viewDir, m_Context->m_CurCameraPos);
float nearDistanceFudged = camera.nearClipPlane * 1.001f;
float farDistanceFudged = camera.farClipPlane * 0.999f;
var viewDir = camera.cameraToWorldMatrix.GetColumn(2);
var viewDirNormalized = -1 * Vector3.Normalize(new Vector3 (viewDir.x, viewDir.y, viewDir.z));
Plane eyePlane = new Plane ();
eyePlane.SetNormalAndPosition(viewDirNormalized, camera.transform.position);
// TODO: need this? --> Set the ambient probe into the SH constants otherwise
// SetSHConstants(builtins, m_LightprobeContext.ambientProbe);

Matrix4x4 scaled = Matrix4x4.Scale (combinedExtent * 2.0f);
mat = mat * Matrix4x4.Translate (boxOffset) * scaled;
// TODO: renderAsQuad
bool renderAsQuad = false;
var probeRadius = combinedExtent.magnitude;
var viewDistance = eyePlane.GetDistanceToPoint(boxOffset);
bool intersectsNear = viewDistance - probeRadius <= nearDistanceFudged;
bool intersectsFar = viewDistance + probeRadius >= farDistanceFudged;
bool renderAsQuad = (intersectsNear && intersectsFar);
var min = rl.bounds.min;
var max = rl.bounds.max;
// FIXME: why dont setting blend properties work here?
m_DeferredReflectionMaterial.SetInt("_SrcBlend", (int)BlendMode.SrcAlpha);

cmd.SetGlobalVector("unity_SpecCube0_HDR", rl.probe.textureHDRDecodeValues);
cmd.SetGlobalVector ("unity_SpecCube0_BoxMin", rl.bounds.min);
cmd.SetGlobalVector ("unity_SpecCube0_BoxMax", rl.bounds.max);
cmd.SetGlobalVector ("unity_SpecCube0_BoxMin", min);
cmd.SetGlobalVector ("unity_SpecCube0_BoxMax", max);
cmd.DrawMesh (m_BoxMesh, mat, m_DeferredReflectionMaterial, 0, m_ReflectionsPassNdx, props);
if (renderAsQuad) {
cmd.DrawMesh (m_QuadMesh, Matrix4x4.identity, m_DeferredReflectionMaterial, 0, m_ReflectionsFullScreenPassNdx, props);
} else {
cmd.DrawMesh (m_BoxMesh, mat, m_DeferredReflectionMaterial, 0, (intersectsNear ? m_ReflectionsFrontCullPassNdx : m_ReflectionsPassNdx), props);
}
}
// draw the base probe

cmd.SetGlobalVector ("unity_SpecCube0_ProbePosition", new Vector4 (0.0f, 0.0f, 0.0f, 0.0f));
cmd.SetGlobalVector ("unity_SpecCube1_ProbePosition", new Vector4 (0.0f, 0.0f, 0.0f, 1.0f));
// screenspace
cmd.DrawMesh (m_QuadMesh, Matrix4x4.identity, m_DeferredReflectionMaterial, 0, m_ReflectionsFullScreenPassNdx, props);
}
}

142
Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/Internal-DeferredReflections.shader


// Calculates reflection contribution from a single probe (rendered as cubes) or default reflection (rendered as full screen quad)
Pass {
Name "DEFERRED__CULLFRONT_REFLECTIONS"
ZWrite Off
Cull Front
ZTest GEqual
Blend DstAlpha One, DstAlpha Zero
CGPROGRAM
#pragma target 4.5
#pragma vertex filip_vert_deferred
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityDeferredLibrary.cginc"
#include "UnityStandardUtils.cginc"
#include "UnityGBuffer.cginc"
#include "UnityStandardBRDF.cginc"
#include "UnityPBSLighting.cginc"
#ifndef UNITY_FRAMEBUFFER_FETCH_AVAILABLE
sampler2D _CameraGBufferTexture0;
sampler2D _CameraGBufferTexture1;
sampler2D _CameraGBufferTexture2;
#endif
unity_v2f_deferred filip_vert_deferred (float4 vertex : POSITION, float3 normal : NORMAL)
{
bool lightAsQuad = _LightAsQuad!=0.0;
unity_v2f_deferred o;
// scaling quasd by two becuase built-in unity quad ranges from -0.5 to 0.5
o.pos = lightAsQuad ? float4(2.0*vertex.xy, 0.5, 1.0) : UnityObjectToClipPos(vertex);
o.uv = ComputeScreenPos(o.pos);
// normal contains a ray pointing from the camera to one of near plane's
// corners in camera space when we are drawing a full screen quad.
// Otherwise, when rendering 3D shapes, use the ray calculated here.
if (lightAsQuad){
float2 rayXY = mul(unity_CameraInvProjection, float4(o.pos.x, -o.pos.y, -1, 1)).xy;
o.ray = float3(rayXY, 1.0);
}
else
{
o.ray = UnityObjectToViewPos(vertex) * float3(-1,-1,1);
}
return o;
}
half3 distanceFromAABB(half3 p, half3 aabbMin, half3 aabbMax)
{
return max(max(p - aabbMax, aabbMin - p), half3(0.0, 0.0, 0.0));
}
#ifdef UNITY_FRAMEBUFFER_FETCH_AVAILABLE
void frag (unity_v2f_deferred i,
in half4 outGBuffer0 : SV_Target0,
in half4 outGBuffer1 : SV_Target1,
in half4 outGBuffer2 : SV_Target2,
out half4 outEmission : SV_Target3,
in float outLinearDepth : SV_Target4)
#else
half4 frag (unity_v2f_deferred i) : SV_TARGET
#endif
{
//return half4(1.0, 0.0, 0.0, 1.0);
// Stripped from UnityDeferredCalculateLightParams, refactor into function ?
i.ray = i.ray * (_ProjectionParams.z / i.ray.z);
float2 uv = i.uv.xy / i.uv.w;
// read depth and reconstruct world position
#ifndef UNITY_FRAMEBUFFER_FETCH_AVAILABLE
float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv);
#else
float depth = outLinearDepth;
#endif
depth = Linear01Depth (depth);
float4 viewPos = float4(i.ray * depth,1);
float3 worldPos = mul (unity_CameraToWorld, viewPos).xyz;
#ifndef UNITY_FRAMEBUFFER_FETCH_AVAILABLE
// unpack Gbuffer
half4 gbuffer0 = tex2D (_CameraGBufferTexture0, uv);
half4 gbuffer1 = tex2D (_CameraGBufferTexture1, uv);
half4 gbuffer2 = tex2D (_CameraGBufferTexture2, uv);
#endif
UnityStandardData data = UnityStandardDataFromGbuffer(gbuffer0, gbuffer1, gbuffer2);
float3 eyeVec = normalize(worldPos - _WorldSpaceCameraPos);
half oneMinusReflectivity = 1 - SpecularStrength(data.specularColor);
// ---
half3 worldNormalRefl = reflect(eyeVec, data.normalWorld);
// Unused member don't need to be initialized
UnityGIInput d;
d.worldPos = worldPos;
d.worldViewDir = -eyeVec;
d.probeHDR[0] = unity_SpecCube0_HDR;
float blendDistance = unity_SpecCube1_ProbePosition.w; // will be set to blend distance for this probe
#ifdef UNITY_SPECCUBE_BOX_PROJECTION
d.probePosition[0] = unity_SpecCube0_ProbePosition;
d.boxMin[0].xyz = unity_SpecCube0_BoxMin - float4(blendDistance,blendDistance,blendDistance,0);
d.boxMin[0].w = 1; // 1 in .w allow to disable blending in UnityGI_IndirectSpecular call
d.boxMax[0].xyz = unity_SpecCube0_BoxMax + float4(blendDistance,blendDistance,blendDistance,0);
#endif
Unity_GlossyEnvironmentData g = UnityGlossyEnvironmentSetup(data.smoothness, d.worldViewDir, data.normalWorld, data.specularColor);
half3 env0 = UnityGI_IndirectSpecular(d, data.occlusion, g);
UnityLight light;
light.color = half3(0, 0, 0);
light.dir = half3(0, 1, 0);
// ---
UnityIndirect ind;
ind.diffuse = 0;
ind.specular = env0;
half3 rgb = UNITY_BRDF_PBS (0, data.specularColor, oneMinusReflectivity, data.smoothness, data.normalWorld, -eyeVec, light, ind).rgb;
// ---
// Calculate falloff value, so reflections on the edges of the probe would gradually blend to previous reflection.
// Also this ensures that pixels not located in the reflection probe AABB won't
// accidentally pick up reflections from this probe.
half3 distance = distanceFromAABB(worldPos, unity_SpecCube0_BoxMin.xyz, unity_SpecCube0_BoxMax.xyz);
half falloff = saturate(1.0 - length(distance)/blendDistance);
// UNITY_BRDF_PBS1 writes out alpha 1 to our emission alpha. TODO: Should preclear emission alpha after gbuffer pass in case this ever changes
return half4(rgb*falloff, 1-falloff);
}
ENDCG
}
// Calculates reflection contribution from a single probe (rendered as cubes) or default reflection (rendered as full screen quad)
Pass {
Name "DEFERRED_FULLSCREEN_REFLECTIONS"
ZWrite Off

2
Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/LightingTemplate.hlsl


ind.diffuse = 0;
ind.specular = 0;
// UNITY_BRDF_PBS1 writes out alpha 1 to our emission alpha.
half4 res = UNITY_BRDF_PBS (data.diffuseColor, data.specularColor, oneMinusReflectivity, data.smoothness, data.normalWorld, -eyeVec, light, ind);
return res;

159
Assets/TestScenes/MobileDeferredTest/ClassicDeferredTest.unity


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4
Assets/TestScenes/MobileDeferredTest/ClassicDeferredTest/LightingData.asset


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