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HDRenderPipeline: Fix issue with SSS + add test scene

/Branch_batcher
sebastienlagarde 7 年前
当前提交
314924b2
共有 20 个文件被更改,包括 2982 次插入10 次删除
  1. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.asset
  2. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  3. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
  4. 8
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader
  5. 36
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Wind/3DNoise.psd.meta
  6. 315
      Assets/TestScenes/HDTest/HDRenderLoopTest.unity
  7. 37
      Assets/ScriptableRenderPipeline/HDRenderPipeline/SSSProfile/SkinSSSProfile.asset
  8. 9
      Assets/ScriptableRenderPipeline/HDRenderPipeline/SSSProfile/SkinSSSProfile.asset.meta
  9. 9
      Assets/TestScenes/HDTest/GraphicTest/SSS.meta
  10. 27
      Assets/TestScenes/HDTest/GraphicTest/SSS/Infinite-Scan_License.txt
  11. 8
      Assets/TestScenes/HDTest/GraphicTest/SSS/Infinite-Scan_License.txt.meta
  12. 178
      Assets/TestScenes/HDTest/GraphicTest/SSS/InifiniteRealityHead.mat
  13. 9
      Assets/TestScenes/HDTest/GraphicTest/SSS/InifiniteRealityHead.mat.meta
  14. 1001
      Assets/TestScenes/HDTest/GraphicTest/SSS/bump-lowRes.png
  15. 122
      Assets/TestScenes/HDTest/GraphicTest/SSS/bump-lowRes.png.meta
  16. 1001
      Assets/TestScenes/HDTest/GraphicTest/SSS/head.OBJ
  17. 148
      Assets/TestScenes/HDTest/GraphicTest/SSS/head.OBJ.meta
  18. 74
      Assets/TestScenes/HDTest/GraphicTest/SSS/lambertian.jpg.meta

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.asset


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lightingDebugSettings:
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4
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


m_CameraFilteringBufferRT = new RenderTargetIdentifier(m_CameraFilteringBuffer);
m_FilterSubsurfaceScattering = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/CombineSubsurfaceScattering");
m_FilterSubsurfaceScattering.DisableKeyword("FILTER_HORIZONTAL_AND_COMBINE");
m_FilterSubsurfaceScattering.DisableKeyword("SSS_FILTER_HORIZONTAL_AND_COMBINE");
m_FilterAndCombineSubsurfaceScattering.EnableKeyword("FILTER_HORIZONTAL_AND_COMBINE");
m_FilterAndCombineSubsurfaceScattering.EnableKeyword("SSS_FILTER_HORIZONTAL_AND_COMBINE");
m_FilterAndCombineSubsurfaceScattering.SetFloat("_DstBlend", (float)BlendMode.One);
InitializeDebugMaterials();

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


_TintColors[subsurfaceProfile].rgb, bsdfData.thickness, bsdfData.subsurfaceRadius);
}
#ifndef SSS_FILTER_HORIZONTAL_AND_COMBINE // When doing the SSS comine pass, we must not apply the modification of diffuse color
#endif
}
//-----------------------------------------------------------------------------

8
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader


#pragma vertex Vert
#pragma fragment Frag
#pragma shader_feature _ SSS_PRE_SCATTER_TEXTURING SSS_POST_SCATTER_TEXTURING
#pragma multi_compile _ FILTER_HORIZONTAL_AND_COMBINE
#pragma multi_compile _ SSS_FILTER_HORIZONTAL_AND_COMBINE
//-------------------------------------------------------------------------------------
// Include

float stepSizeY = rcp(fragheight);
// Compute the filtering direction.
#ifdef FILTER_HORIZONTAL_AND_COMBINE
#ifdef SSS_FILTER_HORIZONTAL_AND_COMBINE
float stepSize = stepSizeX;
float2 unitDirection = float2(1, 0);
#else

totalWeight += sampleWeight;
}
#ifdef FILTER_HORIZONTAL_AND_COMBINE
#ifdef SSS_FILTER_HORIZONTAL_AND_COMBINE
bool performPostScatterTexturing = IsBitSet(_TexturingModeFlags, profileID);
// It's either post-scatter, or pre- and post-scatter texturing.

36
Assets/ScriptableRenderPipeline/HDRenderPipeline/Wind/3DNoise.psd.meta


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315
Assets/TestScenes/HDTest/HDRenderLoopTest.unity


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37
Assets/ScriptableRenderPipeline/HDRenderPipeline/SSSProfile/SkinSSSProfile.asset


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27
Assets/TestScenes/HDTest/GraphicTest/SSS/Infinite-Scan_License.txt


Creative Commons Licence
Infinite, 3D Head Scan by Lee Perry-Smith is licensed under a Creative Commons Attribution 3.0 Unported License.
Based on a work at www.triplegangers.com.
Permissions beyond the scope of this license may be available at http://www.ir-ltd.net/
Please remember: Do what you want with the files, but always mention where you got them from...
----------------------
This distribution was created by Morgan McGuire and Guedis Cardenas
http://graphics.cs.williams.edu/data/
Downloaded from:
http://www.ir-ltd.net/infinite-3d-head-scan-released
Then decompressed the Object and displacement maps .rar files. We renamed Map-COL.jpg to lambertian.jpg
We converted the displacement file from .tif to 16-bit .png. and saved it as bump.png
Then made a lowRes version of the bump map by rescaling it with sharpening in Photoshop using
Autolevels to fill the dynamic range, converting 8-bit, and filling the seams with content aware fill.
We saved this as bump-lowRes.png.
Edited mtl file:
Set up texture maps and adjusted the default glossy highlight.
We added:
map_bump -bm 0.001 bump-lowRes.png
map_bump -bm 0.02 bump.png (high res)
ks .0001 .0001 .0001
Ns 5

8
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178
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