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- Properly integrated fog for transparent Lit/Unlit materials.

- Added density parameter for exp fog
/stochastic_alpha_test
Julien Ignace 7 年前
当前提交
30bdceed
共有 39 个文件被更改,包括 2915 次插入33 次删除
  1. 869
      SampleScenes/HDTest/SkyFogTest.unity
  2. 11
      SampleScenes/HDTest/SkyFogTest/SkyFogProceduralSky.asset
  3. 7
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.hlsl
  4. 7
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
  5. 5
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader
  6. 36
      ScriptableRenderPipeline/HDRenderPipeline/Material/Material.hlsl
  7. 11
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs
  8. 4
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/ShaderPass/UnlitSharePass.hlsl
  9. 7
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader
  10. 2
      ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForward.hlsl
  11. 2
      ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl
  12. 4
      ScriptableRenderPipeline/HDRenderPipeline/Sky/AtmosphericScattering/AtmosphericScattering.cs
  13. 36
      ScriptableRenderPipeline/HDRenderPipeline/Sky/AtmosphericScattering/AtmosphericScattering.hlsl
  14. 4
      ScriptableRenderPipeline/HDRenderPipeline/Sky/AtmosphericScattering/Editor/AtmosphericScatteringEditor.cs
  15. 158
      SampleScenes/HDTest/Material/HDRenderLoopMaterials/Grid_Planar_Red.mat
  16. 10
      SampleScenes/HDTest/Material/HDRenderLoopMaterials/Grid_Planar_Red.mat.meta
  17. 10
      SampleScenes/HDTest/ShadowsTest.meta
  18. 161
      SampleScenes/HDTest/SkyFogTest/Lit_Transparent_Add.mat
  19. 10
      SampleScenes/HDTest/SkyFogTest/Lit_Transparent_Add.mat.meta
  20. 161
      SampleScenes/HDTest/SkyFogTest/Lit_Transparent_Add_NoFog.mat
  21. 10
      SampleScenes/HDTest/SkyFogTest/Lit_Transparent_Add_NoFog.mat.meta
  22. 161
      SampleScenes/HDTest/SkyFogTest/Lit_Transparent_Lerp.mat
  23. 10
      SampleScenes/HDTest/SkyFogTest/Lit_Transparent_Lerp.mat.meta
  24. 161
      SampleScenes/HDTest/SkyFogTest/Lit_Transparent_Multiply.mat
  25. 10
      SampleScenes/HDTest/SkyFogTest/Lit_Transparent_Multiply.mat.meta
  26. 161
      SampleScenes/HDTest/SkyFogTest/Lit_Transparent_PreMultipliedAlpha.mat
  27. 10
      SampleScenes/HDTest/SkyFogTest/Lit_Transparent_PreMultipliedAlpha.mat.meta
  28. 166
      SampleScenes/HDTest/SkyFogTest/Unlit_Transparent_Add.mat
  29. 10
      SampleScenes/HDTest/SkyFogTest/Unlit_Transparent_Add.mat.meta
  30. 166
      SampleScenes/HDTest/SkyFogTest/Unlit_Transparent_Add_NoFog.mat
  31. 10
      SampleScenes/HDTest/SkyFogTest/Unlit_Transparent_Add_NoFog.mat.meta
  32. 166
      SampleScenes/HDTest/SkyFogTest/Unlit_Transparent_Lerp.mat
  33. 10
      SampleScenes/HDTest/SkyFogTest/Unlit_Transparent_Lerp.mat.meta
  34. 166
      SampleScenes/HDTest/SkyFogTest/Unlit_Transparent_Multiply.mat
  35. 10
      SampleScenes/HDTest/SkyFogTest/Unlit_Transparent_Multiply.mat.meta
  36. 166
      SampleScenes/HDTest/SkyFogTest/Unlit_Transparent_PreMultipliedAlpha.mat
  37. 10
      SampleScenes/HDTest/SkyFogTest/Unlit_Transparent_PreMultipliedAlpha.mat.meta
  38. 20
      ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyVariables.hlsl
  39. 10
      ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyVariables.hlsl.meta

869
SampleScenes/HDTest/SkyFogTest.unity


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11
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mipFogMaxMip: 0.554
mipFogMaxMip: 0.514
linearFogEnd: 100
expFogDistance: 100
linearFogEnd: 50
expFogDistance: 150
expFogDensity: 1
groundColor: {r: 0.5661765, g: 0.5661765, b: 0.5661765, a: 1}
groundColor: {r: 0.5808823, g: 0.5808823, b: 0.5808823, a: 1}
enableSunDisk: 1

7
ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.hlsl


#include "TilePass.cs.hlsl"
#include "../../Sky/SkyVariables.hlsl"
StructuredBuffer<uint> g_vLightListGlobal; // don't support Buffer yet in unity

// Use texture array for reflection (or LatLong 2D array for mobile)
TEXTURECUBE_ARRAY_ABSTRACT(_EnvTextures);
SAMPLERCUBE_ABSTRACT(sampler_EnvTextures);
TEXTURECUBE(_SkyTexture);
SAMPLERCUBE(sampler_SkyTexture); // NOTE: Sampler could be share here with _EnvTextures. Don't know if the shader compiler will complain...
float _SkyTextureMipCount;
TEXTURE2D(_AmbientOcclusionTexture);

}
else // SINGLE_PASS_SAMPLE_SKY
{
return SAMPLE_TEXTURECUBE_LOD(_SkyTexture, sampler_SkyTexture, texCoord, lod);
return SampleSkyTexture(texCoord, lod);
}
}

7
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader


[HideInInspector] _CullMode("__cullmode", Float) = 2.0
[HideInInspector] _ZTestMode("_ZTestMode", Int) = 8
[ToggleOff] _EnableFog ("Enable Fog", Float) = 1.0
[ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0
[Enum(None, 0, Mirror, 1, Flip, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)

#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go futher in dev
// #pragma enable_d3d11_debug_symbols
//#pragma enable_d3d11_debug_symbols
//-------------------------------------------------------------------------------------
// Variant

#pragma shader_feature _SPECULARCOLORMAP
#pragma shader_feature _ _BLENDMODE_LERP _BLENDMODE_ADD _BLENDMODE_SOFT_ADD _BLENDMODE_MULTIPLY _BLENDMODE_PRE_MULTIPLY
// This feature is only for transparent Lit
#pragma shader_feature _ENABLE_FOG
// MaterialId are used as shader feature to allow compiler to optimize properly
// Note _MATID_STANDARD is not define as there is always the default case "_". We assign default as _MATID_STANDARD, so we never test _MATID_STANDARD

5
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader


[HideInInspector] _CullMode("__cullmode", Float) = 2.0
[HideInInspector] _ZTestMode("_ZTestMode", Int) = 8
[ToggleOff] _EnableFog ("Enable Fog", Float) = 1.0
[ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0
[Enum(None, 0, Mirror, 1, Flip, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)

#pragma shader_feature _SPECULARCOLORMAP
#pragma shader_feature _ _BLENDMODE_LERP _BLENDMODE_ADD _BLENDMODE_SOFT_ADD _BLENDMODE_MULTIPLY _BLENDMODE_PRE_MULTIPLY
// This feature is only for transparent Lit
#pragma shader_feature _ENABLE_FOG
// MaterialId are used as shader feature to allow compiler to optimize properly
// Note _MATID_STANDARD is not define as there is always the default case "_". We assign default as _MATID_STANDARD, so we never test _MATID_STANDARD

36
ScriptableRenderPipeline/HDRenderPipeline/Material/Material.hlsl


#include "../../Core/ShaderLibrary/CommonMaterial.hlsl"
#include "../../Core/ShaderLibrary/EntityLighting.hlsl"
#include "../../Core/ShaderLibrary/ImageBasedLighting.hlsl"
#include "../Sky/AtmosphericScattering/AtmosphericScattering.hlsl"
//-----------------------------------------------------------------------------
// Blending

#else
# define SURFACE_TYPE_OPAQUE
#endif
//-----------------------------------------------------------------------------
// Fog sampling function for materials
//-----------------------------------------------------------------------------
// Used for transparent object. input color is color + alpha of the original transparent pixel.
float4 EvaluateAtmosphericScattering(PositionInputs posInput, float4 inputColor)
{
float4 result = inputColor;
#if defined(SURFACE_TYPE_TRANSPARENT) && defined(_ENABLE_FOG)
float4 fog = EvaluateAtmosphericScattering(posInput);
#if defined(_BLENDMODE_LERP)
// Regular alpha blend only need a lerp to work
result.rgb = lerp(result.rgb, fog.rgb, fog.a);
#elif defined(_BLENDMODE_ADD)
// For additive, we just need to fade to black with fog density (black + background == background color == fog color)
result.rgb = result.rgb * (1.0 - fog.a);
#elif defined(_BLENDMODE_MULTIPLY)
// For multiplicative, we just need to fade to white with fog density (white * background == background color == fog color)
result.rgb = lerp(result.rgb, float3(1.0, 1.0, 1.0), fog.a);
#elif defined(_BLENDMODE_PRE_MULTIPLY)
// For Pre-Multiplied Alpha Blend, we need to multiply fog color by src alpha to match regular alpha blending formula.
result.rgb = lerp(result.rgb, fog.rgb * result.a, fog.a);
#endif
#else
// Evaluation of fog for opaque objects is currently done in a full screen pass independent from any material parameters.
// but this funtction is called in generic forward shader code so we need it to be neutral in this case.
#endif
return result;
}
//-----------------------------------------------------------------------------
// BuiltinData

11
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs


public static GUIContent alphaCutoffShadowText = new GUIContent("Alpha Cutoff Shadow", "Threshold for alpha cutoff in case of shadow pass");
public static GUIContent alphaCutoffPrepassText = new GUIContent("Alpha Cutoff Prepass", "Threshold for alpha cutoff in case of depth prepass");
public static GUIContent transparentDepthPrepassEnableText = new GUIContent("Enable transparent depth prepass", "It allow to ");
public static GUIContent enableFogText = new GUIContent("Enable Fog");
public static GUIContent doubleSidedEnableText = new GUIContent("Double Sided", "This will render the two face of the objects (disable backface culling) and flip/mirror normal");
public static GUIContent distortionEnableText = new GUIContent("Distortion", "Enable distortion on this shader");

protected const string kDistortionOnly = "_DistortionOnly";
protected MaterialProperty distortionDepthTest = null;
protected const string kDistortionDepthTest = "_DistortionDepthTest";
protected MaterialProperty enableFog = null;
protected const string kEnableFog = "_EnableFog";
// See comment in LitProperties.hlsl
const string kEmissionColor = "_EmissionColor";

distortionEnable = FindProperty(kDistortionEnable, props, false);
distortionOnly = FindProperty(kDistortionOnly, props, false);
distortionDepthTest = FindProperty(kDistortionDepthTest, props, false);
enableFog = FindProperty(kEnableFog, props, false);
}
void SurfaceTypePopup()

{
BlendModePopup();
if(enableFog != null)
m_MaterialEditor.ShaderProperty(enableFog, StylesBaseUnlit.enableFogText);
if (distortionEnable != null)
{
m_MaterialEditor.ShaderProperty(distortionEnable, StylesBaseUnlit.distortionEnableText);

SetKeyword(material, "_DOUBLESIDED_ON", doubleSidedEnable);
SetKeyword(material, "_ALPHATEST_ON", alphaTestEnable);
bool fogEnabled = material.GetFloat(kEnableFog) > 0.0f;
SetKeyword(material, "_ENABLE_FOG", fogEnabled);
if (material.HasProperty(kDistortionEnable))
{

4
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/ShaderPass/UnlitSharePass.hlsl


#define ATTRIBUTES_NEED_TEXCOORD0
#if defined(_ENABLE_FOG)
#define VARYINGS_NEED_POSITION_WS
#endif
#define VARYINGS_NEED_TEXCOORD0
// This include will define the various Attributes/Varyings structure

7
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader


[ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0
[ToggleOff] _EnableFog ("Enable Fog", Float) = 0.0
// Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor"
// value that exist to identify if the GI emission need to be enabled.
// In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it.

#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
// #pragma enable_d3d11_debug_symbols
//#pragma enable_d3d11_debug_symbols
//-------------------------------------------------------------------------------------
// Variant

#pragma shader_feature _EMISSIVE_COLOR_MAP
#pragma shader_feature _ _BLENDMODE_LERP _BLENDMODE_ADD _BLENDMODE_SOFT_ADD _BLENDMODE_MULTIPLY _BLENDMODE_PRE_MULTIPLY
// This feature is only for transparent Unlit
#pragma shader_feature _ENABLE_FOG
//-------------------------------------------------------------------------------------
// Define

2
ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForward.hlsl


float3 bakeDiffuseLighting = GetBakedDiffuseLigthing(surfaceData, builtinData, bsdfData, preLightData);
LightLoop(V, posInput, preLightData, bsdfData, bakeDiffuseLighting, featureFlags, diffuseLighting, specularLighting);
outColor = float4(diffuseLighting + specularLighting, builtinData.opacity);
outColor = EvaluateAtmosphericScattering(posInput, float4(diffuseLighting + specularLighting, builtinData.opacity));
}
#ifdef _DEPTHOFFSET_ON

2
ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl


BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
// TODO: we must not access bsdfData here, it break the genericity of the code!
return float4(bsdfData.color + builtinData.emissiveColor, builtinData.opacity);
return EvaluateAtmosphericScattering(posInput, float4(bsdfData.color + builtinData.emissiveColor, builtinData.opacity));
}

4
ScriptableRenderPipeline/HDRenderPipeline/Sky/AtmosphericScattering/AtmosphericScattering.cs


// Exponential fog
//[Min(0.0f)] Not available until 2018.1
public float expFogDistance = 100.0f;
[Range(0.0f, 1.0f)]
public float expFogDensity = 1.0f;
public bool NeedFogRendering()
{

// Linear Fog
cmd.SetGlobalVector(m_LinearFogParam, new Vector4(linearFogStart, linearFogEnd, 1.0f / (linearFogEnd - linearFogStart), linearFogDensity));
// Exp fog
cmd.SetGlobalVector(m_ExpFogParam, new Vector4(Mathf.Max(0.0f, expFogDistance), 0.0f, 0.0f, 0.0f));
cmd.SetGlobalVector(m_ExpFogParam, new Vector4(Mathf.Max(0.0f, expFogDistance), expFogDensity, 0.0f, 0.0f));
}
}

36
ScriptableRenderPipeline/HDRenderPipeline/Sky/AtmosphericScattering/AtmosphericScattering.hlsl


#ifndef UNITY_ATMOSPHERIC_SCATTERING_INCLUDED
#define UNITY_ATMOSPHERIC_SCATTERING_INCLUDED
#include "../../../Core/ShaderLibrary/VolumeRendering.hlsl"
#include "../../../Core/ShaderLibrary/VolumeRendering.hlsl"
#include "../SkyVariables.hlsl"
#include "../../ShaderVariables.hlsl"
CBUFFER_START(AtmosphericScattering)
float4 _MipFogParameters;
#define _MipFogNear _MipFogParameters.x
#define _MipFogFar _MipFogParameters.y
#define _MipFogMaxMip _MipFogParameters.z
float4 _MipFogParameters;
// Linear fog
uniform float4 _LinearFogParameters;
// Exp fog
uniform float4 _ExpFogParameters;
CBUFFER_END
TEXTURECUBE(_SkyTexture); // Global name defined in SkyManager
SAMPLERCUBE(sampler_SkyTexture);
float _SkyTextureMipCount;
#define _MipFogNear _MipFogParameters.x
#define _MipFogFar _MipFogParameters.y
#define _MipFogMaxMip _MipFogParameters.z
// Linear fog
uniform float4 _LinearFogParameters;
// Exp fog
uniform float4 _ExpFogParameters;
#define _ExpFogDensity _ExpFogParameters.x
#define _ExpFogDistance _ExpFogParameters.x
#define _ExpFogDensity _ExpFogParameters.y
float3 GetFogColor(PositionInputs posInput)
{

{
// Based on Uncharted 4 "Mip Sky Fog" trick: http://advances.realtimerendering.com/other/2016/naughty_dog/NaughtyDog_TechArt_Final.pdf
float mipLevel = (1.0 - _MipFogMaxMip * saturate((posInput.depthVS - _MipFogNear) / (_MipFogFar - _MipFogNear))) * _SkyTextureMipCount;
float3 dir = normalize(posInput.positionWS - _WorldSpaceCameraPos);
return SAMPLE_TEXTURECUBE_LOD(_SkyTexture, sampler_SkyTexture, dir, mipLevel).rgb;
float3 dir = normalize(posInput.positionWS - GetPrimaryCameraPosition());
return SampleSkyTexture(dir, mipLevel).rgb;
}
else // Should not be possible.
return float3(0.0, 0.0, 0.0);

if (_AtmosphericScatteringType == FOGTYPE_EXPONENTIAL)
{
float3 fogColor = GetFogColor(posInput);
float fogFactor = 1.0f - Transmittance(OpticalDepthHomogeneous(1.0f / _ExpFogDensity, posInput.depthVS));
float fogFactor = _ExpFogDensity * (1.0f - Transmittance(OpticalDepthHomogeneous(1.0f / _ExpFogDistance, posInput.depthVS)));
return float4(fogColor, fogFactor);
}
else if (_AtmosphericScatteringType == FOGTYPE_LINEAR)

4
ScriptableRenderPipeline/HDRenderPipeline/Sky/AtmosphericScattering/Editor/AtmosphericScatteringEditor.cs


public readonly GUIContent linearFogDensity = new GUIContent("Fog Density");
public readonly GUIContent linearFogStart = new GUIContent("Fog Start Distance");
public readonly GUIContent linearFogEnd = new GUIContent("Fog End Distance");
public readonly GUIContent expFogDensity = new GUIContent("Fog Density");
public readonly GUIContent expFogDistance = new GUIContent("Fog Distance");
}

private SerializedProperty m_LinearFogEnd;
private SerializedProperty m_ExpFogDistance;
private SerializedProperty m_ExpFogDensity;
public void OnEnable(SerializedProperty atmScatterProperty)
{

m_LinearFogEnd = atmScatterProperty.FindPropertyRelative("linearFogEnd");
// Exp fog
m_ExpFogDistance = atmScatterProperty.FindPropertyRelative("expFogDistance");
m_ExpFogDensity = atmScatterProperty.FindPropertyRelative("expFogDensity");
}
public void OnGUI()

}
else if((AtmosphericScatteringSettings.FogType)m_Type.intValue == AtmosphericScatteringSettings.FogType.Exponential)
{
EditorGUILayout.PropertyField(m_ExpFogDensity, styles.expFogDensity);
EditorGUILayout.PropertyField(m_ExpFogDistance, styles.expFogDistance);
}
}

158
SampleScenes/HDTest/Material/HDRenderLoopMaterials/Grid_Planar_Red.mat


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SampleScenes/HDTest/SkyFogTest/Unlit_Transparent_PreMultipliedAlpha.mat.meta


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ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyVariables.hlsl


#ifndef UNITY_SKY_VARIABLES_INCLUDED
#define UNITY_SKY_VARIABLES_INCLUDED
CBUFFER_START(SkyParameters)
TEXTURECUBE(_SkyTexture);
SAMPLERCUBE(sampler_SkyTexture); // NOTE: Sampler could be share here with _EnvTextures. Don't know if the shader compiler will complain...
float _SkyTextureMipCount;
CBUFFER_END
float4 SampleSkyTexture(float3 texCoord)
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float4 SampleSkyTexture(float3 texCoord, float lod)
{
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10
ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyVariables.hlsl.meta


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