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Fix issue with smoothness and sky lighting

/main
sebastienlagarde 6 年前
当前提交
3094fbeb
共有 7 个文件被更改,包括 48 次插入47 次删除
  1. 27
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoopDef.hlsl
  2. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Lighting.hlsl
  3. 10
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
  4. 14
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/StackLit/StackLit.hlsl
  5. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs
  6. 32
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightUtilities.hlsl
  7. 9
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightUtilities.hlsl.meta

27
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoopDef.hlsl


#define SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES 0
#define SINGLE_PASS_CONTEXT_SAMPLE_SKY 1
// The EnvLightData of the sky light contains a bunch of compile-time constants.
// This function sets them directly to allow the compiler to propagate them and optimize the code.
EnvLightData InitSkyEnvLightData(int envIndex)
{
EnvLightData output;
ZERO_INITIALIZE(EnvLightData, output);
output.influenceShapeType = ENVSHAPETYPE_SKY;
// 31 bit index, 1 bit cache type
output.envIndex = ENVCACHETYPE_CUBEMAP | (envIndex << 1);
output.influenceForward = float3(0.0, 0.0, 1.0);
output.influenceUp = float3(0.0, 1.0, 0.0);
output.influenceRight = float3(1.0, 0.0, 0.0);
output.influencePositionWS = float3(0.0, 0.0, 0.0);
output.weight = 1.0;
output.multiplier = 1.0;
// proxy
output.proxyForward = float3(0.0, 0.0, 1.0);
output.proxyUp = float3(0.0, 1.0, 0.0);
output.proxyRight = float3(1.0, 0.0, 0.0);
output.minProjectionDistance = 65504.0f;
return output;
}
bool IsEnvIndexCubemap(int index) { return (index & 1) == ENVCACHETYPE_CUBEMAP; }
bool IsEnvIndexTexture2D(int index) { return (index & 1) == ENVCACHETYPE_TEXTURE2D; }

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Lighting.hlsl


#define HAS_LIGHTLOOP // Allow to not define LightLoop related function in Material.hlsl
#include "../Lighting/LightDefinition.cs.hlsl"
#include "../Lighting/LightUtilities.hlsl"
#include "LightLoop/Shadow.hlsl"

10
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl


R = lerp(R, preLightData.iblR, saturate(smoothstep(0, 1, roughness * roughness)));
float3 F = preLightData.specularFGD;
float iblMipLevel = PerceptualRoughnessToMipmapLevel(preLightData.iblPerceptualRoughness);
// Specific case for Texture2Ds, their convolution is a gaussian one and not a GGX one.
// So we use another roughness mip mapping.
float iblMipLevel;
// TODO: We need to match the PerceptualRoughnessToMipmapLevel formula for planar, so we don't do this test (which is specific to our current lightloop)
// Specific case for Texture2Ds, their convolution is a gaussian one and not a GGX one - So we use another roughness mip mapping.
}
else
{
iblMipLevel = PerceptualRoughnessToMipmapLevel(preLightData.iblPerceptualRoughness);
}
float4 preLD = SampleEnv(lightLoopContext, lightData.envIndex, R, iblMipLevel);

14
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/StackLit/StackLit.hlsl


R[i] = lerp(R[i], preLightData.iblR[i], saturate(smoothstep(0, 1, roughness * roughness)));
float iblMipLevel = PerceptualRoughnessToMipmapLevel(preLightData.iblPerceptualRoughness[i]);
float iblMipLevel;
// TODO: We need to match the PerceptualRoughnessToMipmapLevel formula for planar, so we don't do this test (which is specific to our current lightloop)
// Specific case for Texture2Ds, their convolution is a gaussian one and not a GGX one - So we use another roughness mip mapping.
if (IsEnvIndexTexture2D(lightData.envIndex))
{
// Empirical remapping
iblMipLevel = PositivePow(preLightData.iblPerceptualRoughness[i], 0.8) * uint(max(_ColorPyramidScale.z - 1, 0));
}
else
{
iblMipLevel = PerceptualRoughnessToMipmapLevel(preLightData.iblPerceptualRoughness[i]);
}
float4 preLD = SampleEnv(lightLoopContext, lightData.envIndex, R[i], iblMipLevel);
// Used by planar reflection to discard pixel:

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs


HDUtils.SetRenderTarget(cmd, hdCamera, m_HTile, ClearFlag.Color, CoreUtils.clearColorAllBlack);
HDUtils.SetRenderTarget(cmd, hdCamera, depthStencilBufferRT); // No need for color buffer here
cmd.SetRandomWriteTarget(1, m_HTile);
cmd.SetRandomWriteTarget(1, m_HTile); // This need to be done AFTER SetRenderTarget
// Generate HTile for the split lighting stencil usage. Don't write into stencil texture (shaderPassId = 2)
// Use ShaderPassID 1 => "Pass 2 - Export HTILE for stencilRef to output"
CoreUtils.DrawFullScreen(cmd, m_CopyStencilForSplitLighting, null, 2);

32
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightUtilities.hlsl


#ifndef UNITY_LIGHT_UTILITIES_INCLUDED
#define UNITY_LIGHT_UTILITIES_INCLUDED
#include "LightDefinition.cs.hlsl"
// The EnvLightData of the sky light contains a bunch of compile-time constants.
// This function sets them directly to allow the compiler to propagate them and optimize the code.
EnvLightData InitSkyEnvLightData(int envIndex)
{
EnvLightData output;
ZERO_INITIALIZE(EnvLightData, output);
output.influenceShapeType = ENVSHAPETYPE_SKY;
output.envIndex = envIndex;
output.influenceForward = float3(0.0, 0.0, 1.0);
output.influenceUp = float3(0.0, 1.0, 0.0);
output.influenceRight = float3(1.0, 0.0, 0.0);
output.influencePositionWS = float3(0.0, 0.0, 0.0);
output.weight = 1.0;
output.multiplier = 1.0;
// proxy
output.proxyForward = float3(0.0, 0.0, 1.0);
output.proxyUp = float3(0.0, 1.0, 0.0);
output.proxyRight = float3(1.0, 0.0, 0.0);
output.minProjectionDistance = 65504.0f;
return output;
}
#endif // UNITY_LIGHT_UTILITIES_INCLUDED

9
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightUtilities.hlsl.meta


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