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Merge remote-tracking branch 'refs/remotes/origin/master' into shadows-biasing

/main
sebastienlagarde 6 年前
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24e3356a
共有 11 个文件被更改,包括 53 次插入78 次删除
  1. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/LightweightLightEditor.cs
  2. 34
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs
  3. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipelineUtils.cs
  4. 16
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Lighting.hlsl
  5. 11
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLit.hlsl
  6. 15
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Shadows.hlsl
  7. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightCopyDepth.shader
  8. 8
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightScreenSpaceShadows.shader
  9. 9
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandard.shader
  10. 9
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader
  11. 23
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardTerrain.shader

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/LightweightLightEditor.cs


ShadowsGUI();
/* Tim: Disable cookie for v1 to save on shader combinations
using (var group = new EditorGUILayout.FadeGroupScope(animShowRuntimeOptions.faded))
if (group.visible)
DrawCookie();

if (group.visible)
DrawCookieSize();
*/
settings.DrawRenderMode();
settings.DrawCullingMask();

34
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs


bool shadows = ShadowPass(visibleLights, ref context, ref lightData);
FrameRenderingConfiguration frameRenderingConfiguration;
SetupFrameRenderingConfiguration(out frameRenderingConfiguration, shadows, stereoEnabled);
SetupFrameRenderingConfiguration(out frameRenderingConfiguration, shadows, stereoEnabled, sceneViewCamera);
SetupIntermediateResources(frameRenderingConfiguration, ref context);
// SetupCameraProperties does the following:

ShadowCollectPass(visibleLights, ref context, ref lightData);
}
if (!shadows)
{
var setRT = CommandBufferPool.Get("Generate Small Shadow Buffer");
setRT.GetTemporaryRT(m_ScreenSpaceShadowMapRTID, 4, 4, 0, FilterMode.Bilinear, RenderTextureFormat.R8);
setRT.Blit(Texture2D.whiteTexture, m_ScreenSpaceShadowMapRT);
context.ExecuteCommandBuffer(setRT);
}
#if UNITY_EDITOR
if (sceneViewCamera)
CopyTexture(cmd, CameraRenderTargetID.depth, BuiltinRenderTextureType.CameraTarget, m_CopyDepthMaterial, true);
#endif
cmd.ReleaseTemporaryRT(m_ShadowMapRTID);
cmd.ReleaseTemporaryRT(m_ScreenSpaceShadowMapRTID);
cmd.ReleaseTemporaryRT(CameraRenderTargetID.depthCopy);

// There's no way to map shadow light indices. We need to pass in the original unsorted index.
// If no additional lights then no light sorting is performed and the indices match.
int shadowOriginalIndex = (lightData.totalAdditionalLightsCount > 0) ? GetLightUnsortedIndex(lightData.mainLightIndex) : lightData.mainLightIndex;
bool shadowsRendered = RenderShadows(ref m_CullResults, ref mainLight,
shadowOriginalIndex, ref context);
bool shadowsRendered = RenderShadows(ref m_CullResults, ref mainLight, shadowOriginalIndex, ref context);
if (shadowsRendered)
{
lightData.shadowMapSampleType = (m_Asset.ShadowSetting != ShadowType.SOFT_SHADOWS)

}
}
private void SetupFrameRenderingConfiguration(out FrameRenderingConfiguration configuration, bool shadows, bool stereoEnabled)
private void SetupFrameRenderingConfiguration(out FrameRenderingConfiguration configuration, bool shadows, bool stereoEnabled, bool sceneViewCamera)
{
configuration = (stereoEnabled) ? FrameRenderingConfiguration.Stereo : FrameRenderingConfiguration.None;
if (stereoEnabled && XRSettings.eyeTextureDesc.dimension == TextureDimension.Tex2DArray)

m_RequireCopyColor = true;
}
}
if (sceneViewCamera)
m_RequireDepthTexture = true;
if (shadows)
{

int vertexLightsCount = lightData.totalAdditionalLightsCount - lightData.pixelAdditionalLightsCount;
int mainLightIndex = lightData.mainLightIndex;
//TIM: Not used in shader for V1 to reduce keywords
//TIM: Not used in shader for V1 to reduce keywords
//TIM: Not used in shader for V1 to reduce keywords
//TIM: Not used in shader for V1 to reduce keywords
CoreUtils.SetKeyword(cmd, "_ADDITIONAL_LIGHTS", lightData.totalAdditionalLightsCount > 0);
CoreUtils.SetKeyword(cmd, "_MIXED_LIGHTING_SUBTRACTIVE", m_MixedLightingSetup == MixedLightingSetup.Subtractive);
CoreUtils.SetKeyword(cmd, "_VERTEX_LIGHTS", vertexLightsCount > 0);

}
}
private void CopyTexture(CommandBuffer cmd, RenderTargetIdentifier sourceRT, RenderTargetIdentifier destRT, Material copyMaterial)
private void CopyTexture(CommandBuffer cmd, RenderTargetIdentifier sourceRT, RenderTargetIdentifier destRT, Material copyMaterial, bool forceBlit = false)
if (m_CopyTextureSupport != CopyTextureSupport.None)
if (m_CopyTextureSupport != CopyTextureSupport.None && !forceBlit)
cmd.CopyTexture(sourceRT, destRT);
else
cmd.Blit(sourceRT, destRT, copyMaterial);

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipelineUtils.cs


DepthPrePass = (1 << 4),
DepthCopy = (1 << 5),
DefaultViewport = (1 << 6),
IntermediateTexture = (1 << 7),
IntermediateTexture = (1 << 7)
}
public static class LightweightUtils

16
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Lighting.hlsl


half4 GetMainLightDirectionAndAttenuation(LightInput lightInput, float3 positionWS)
{
half4 directionAndAttenuation;
#if defined(_MAIN_LIGHT_DIRECTIONAL)
directionAndAttenuation = half4(lightInput.position.xyz, 1.0);
#else
directionAndAttenuation = GetLightDirectionAndAttenuation(lightInput, positionWS);
#endif
half4 directionAndAttenuation = lerp(half4(lightInput.position.xyz, 1.0), GetLightDirectionAndAttenuation(lightInput, positionWS), lightInput.position.w);
// Cookies are only computed for main light
directionAndAttenuation.w *= CookieAttenuation(positionWS);

void MixRealtimeAndBakedGI(inout Light light, half3 normalWS, inout half3 bakedGI, half4 shadowMask)
{
#if defined(_MAIN_LIGHT_DIRECTIONAL) && defined(_MIXED_LIGHTING_SUBTRACTIVE) && defined(LIGHTMAP_ON) && defined(_SHADOWS_ENABLED)
bakedGI = SubtractDirectMainLightFromLightmap(light, normalWS, bakedGI);
#if defined(_MIXED_LIGHTING_SUBTRACTIVE) && defined(LIGHTMAP_ON) && defined(_SHADOWS_ENABLED)
bakedGI = lerp(SubtractDirectMainLightFromLightmap(light, normalWS, bakedGI), bakedGI, _MainLightPosition.w);
#endif
#if defined(LIGHTMAP_ON)

Light mainLight = GetMainLight(inputData.positionWS);
#ifdef _SHADOWS_ENABLED
#endif
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, half4(0, 0, 0, 0));
half3 color = GlobalIllumination(brdfData, inputData.bakedGI, occlusion, inputData.normalWS, inputData.viewDirectionWS);

half4 LightweightFragmentBlinnPhong(InputData inputData, half3 diffuse, half4 specularGloss, half shininess, half3 emission, half alpha)
{
Light mainLight = GetMainLight(inputData.positionWS);
#ifdef _SHADOWS_ENABLED
#endif
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, half4(0, 0, 0, 0));
half3 attenuatedLightColor = mainLight.color * mainLight.attenuation;

11
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLit.hlsl


half3 viewDir : TEXCOORD6;
half4 fogFactorAndVertexLight : TEXCOORD7; // x: fogFactor, yzw: vertex light
#ifdef _SHADOWS_ENABLED
#endif
float4 clipPos : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID

inputData.viewDirectionWS = normalize(IN.viewDir);
#endif
#ifdef _SHADOWS_ENABLED
#else
inputData.shadowCoord = float4(0, 0, 0, 0);
#endif
inputData.fogCoord = IN.fogFactorAndVertexLight.x;
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;

half3 vertexLight = VertexLighting(o.posWS, o.normal);
half fogFactor = ComputeFogFactor(o.clipPos.z);
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#ifdef _SHADOWS_ENABLED
o.shadowCoord = ComputeScreenPos(o.clipPos);
#endif
o.shadowCoord = ComputeShadowCoord(o.clipPos);
return o;
}

15
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Shadows.hlsl


inline half SampleScreenSpaceShadowMap(float4 shadowCoord)
{
shadowCoord.xy = shadowCoord.xy / shadowCoord.w;
shadowCoord.xy /= shadowCoord.w;
half attenuation = SAMPLE_TEXTURE2D(_ScreenSpaceShadowMap, sampler_ScreenSpaceShadowMap, shadowCoord.xy).x;
// Apply shadow strength

inline real SampleShadowmap(float4 shadowCoord)
{
shadowCoord.xyz = shadowCoord.xyz /= shadowCoord.w;
shadowCoord.xyz /= shadowCoord.w;
real attenuation;

return 4 - dot(weights, half4(4, 3, 2, 1));
}
float4 ComputeShadowCoord(float3 positionWS)
float4 ComputeScreenSpaceShadowCoords(float3 positionWS)
#ifdef _SHADOWS_CASCADE
#ifdef _SHADOWS_CASCADE
#else
return mul(_WorldToShadow[0], float4(positionWS, 1.0));
}
return mul(_WorldToShadow[0], float4(positionWS, 1.0));
float4 ComputeShadowCoord(float4 clipPos)
{
return ComputeScreenPos(clipPos);
}
half RealtimeShadowAttenuation(float4 shadowCoord)

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightCopyDepth.shader


Pass
{
ZTest Always ZWrite Off ColorMask 0
ZTest Always ZWrite On ColorMask 0
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library

8
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightScreenSpaceShadows.shader


float3 wpos = mul(unity_CameraToWorld, float4(vpos, 1)).xyz;
//Fetch shadow coordinates for cascade.
float4 coords = ComputeShadowCoord(wpos);
float4 coords = ComputeScreenSpaceShadowCoords(wpos);
return SampleShadowmap(coords);
}

Pass
{
ZTest Always ZWrite Off
{
ZTest Always
ZWrite Off
Cull Off
HLSLPROGRAM
#pragma multi_compile _ _SHADOWS_SOFT

9
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandard.shader


// -------------------------------------
// Lightweight Pipeline keywords
#pragma multi_compile _MAIN_LIGHT_DIRECTIONAL _MAIN_LIGHT_SPOT
#pragma multi_compile _ _SHADOWS_ENABLED
#pragma multi_compile _ _MAIN_LIGHT_COOKIE
#pragma multi_compile _ _ADDITIONAL_LIGHTS
#pragma multi_compile _ _VERTEX_LIGHTS
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE

//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
// LW doesn't support dynamic GI. So we save 30% shader variants if we assume
// LIGHTMAP_ON when DIRLIGHTMAP_COMBINED is set
#ifdef DIRLIGHTMAP_COMBINED
#define LIGHTMAP_ON
#endif
#pragma vertex LitPassVertex
#pragma fragment LitPassFragment

9
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader


// -------------------------------------
// Lightweight Pipeline keywords
#pragma multi_compile _MAIN_LIGHT_DIRECTIONAL _MAIN_LIGHT_SPOT
#pragma multi_compile _ _SHADOWS_ENABLED
#pragma multi_compile _ _MAIN_LIGHT_COOKIE
#pragma multi_compile _ _ADDITIONAL_LIGHTS
#pragma multi_compile _ _VERTEX_LIGHTS
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE

//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
// LW doesn't support dynamic GI. So we save 30% shader variants if we assume
// LIGHTMAP_ON when DIRLIGHTMAP_COMBINED is set
#ifdef DIRLIGHTMAP_COMBINED
#define LIGHTMAP_ON
#endif
#pragma vertex LitPassVertex
#pragma fragment LitPassFragmentSimple

23
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardTerrain.shader


// -------------------------------------
// Lightweight Pipeline keywords
#pragma multi_compile _MAIN_LIGHT_DIRECTIONAL _MAIN_LIGHT_SPOT
#pragma multi_compile _ _SHADOWS_ENABLED
#pragma multi_compile _ _MAIN_LIGHT_COOKIE
#pragma multi_compile _ _ADDITIONAL_LIGHTS
#pragma multi_compile _ _VERTEX_LIGHTS
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE

#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile __ _TERRAIN_NORMAL_MAP
// LW doesn't support dynamic GI. So we save 30% shader variants if we assume
// LIGHTMAP_ON when DIRLIGHTMAP_COMBINED is set
#ifdef DIRLIGHTMAP_COMBINED
#define LIGHTMAP_ON
#endif
#include "LWRP/ShaderLibrary/Lighting.hlsl"

#endif
half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light
float3 positionWS : TEXCOORD7;
#ifdef _SHADOWS_ENABLED
float4 shadowCoord : TEXCOORD8;
#endif
float4 shadowCoord : TEXCOORD8;
float4 clipPos : SV_POSITION;
};

#endif
input.viewDirectionWS = SafeNormalize(GetCameraPositionWS() - IN.positionWS);
#ifdef _SHADOWS_ENABLED
#endif
input.fogCoord = IN.fogFactorAndVertexLight.x;

o.fogFactorAndVertexLight.yzw = VertexLighting(positionWS, o.normal);
o.positionWS = positionWS;
o.clipPos = clipPos;
#if defined(_SHADOWS_ENABLED) && !defined(_SHADOWS_CASCADE)
o.shadowCoord = ComputeShadowCoord(o.positionWS.xyz);
#endif
o.shadowCoord = ComputeScreenPos(o.clipPos);
return o;
}

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