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LayeredLit: Vertex colors now act as a height offset when using height based blend.

/main
Julien Ignace 8 年前
当前提交
31df85eb
共有 6 个文件被更改,包括 782 次插入89 次删除
  1. 50
      Assets/ScriptableRenderLoop/HDRenderLoop/Material/LayeredLit/Editor/LayeredLitUI.cs
  2. 17
      Assets/ScriptableRenderLoop/HDRenderLoop/Material/LayeredLit/LayeredLit.shader
  3. 22
      Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitData.hlsl
  4. 736
      Assets/TestScenes/HDTest/LayeredLitTest.unity
  5. 25
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_BlendColor.mat
  6. 21
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_HeightBased.mat

50
Assets/ScriptableRenderLoop/HDRenderLoop/Material/LayeredLit/Editor/LayeredLitUI.cs


public readonly GUIContent emissiveText = new GUIContent("Emissive");
public readonly GUIContent layerMapMaskText = new GUIContent("Layer Mask", "Layer mask (multiplied by vertex color if enabled)");
public readonly GUIContent layerMapVertexColorText = new GUIContent("Use Vertex Color", "Layer mask (multiplied by layer mask if enabled)");
public readonly GUIContent vertexColorHeightMultiplierText = new GUIContent("Vertex Height Scale", "Scale applied to the vertex color height.");
public readonly GUIContent layerCountText = new GUIContent("Layer Count", "Number of layers.");
public readonly GUIContent layerTexWorldScaleText = new GUIContent("Tiling", "Tiling factor applied to Planar/Trilinear mapping");
public readonly GUIContent UVBaseText = new GUIContent("Base UV Mapping", "Base UV Mapping mode of the layer.");

MaterialProperty[] layerUVDetailsMappingMask = new MaterialProperty[kMaxLayerCount];
const string kUseHeightBasedBlend = "_UseHeightBasedBlend";
MaterialProperty[] useHeightBasedBlend = new MaterialProperty[kMaxLayerCount-1];
MaterialProperty useHeightBasedBlend = null;
const string kHeightOffset = "_HeightOffset";
MaterialProperty[] heightOffset = new MaterialProperty[kMaxLayerCount-1];
const string kHeightFactor = "_HeightFactor";

const string kVertexColorHeightFactor = "_VertexColorHeightFactor";
MaterialProperty vertexColorHeightFactor = null;
MaterialProperty layerEmissiveColor = null;
MaterialProperty layerEmissiveColorMap = null;

layerMaskMap = FindProperty(kLayerMaskMap, props);
layerMaskVertexColor = FindProperty(kLayerMaskVertexColor, props);
vertexColorHeightFactor = FindProperty(kVertexColorHeightFactor, props);
useHeightBasedBlend = FindProperty(kUseHeightBasedBlend, props);
for (int i = 0; i < kMaxLayerCount; ++i)
{
layerTexWorldScale[i] = FindProperty(string.Format("{0}{1}", kTexWorldScale, i), props);

if(i != 0)
{
useHeightBasedBlend[i-1] = FindProperty(string.Format("{0}{1}", kUseHeightBasedBlend, i), props);
heightOffset[i-1] = FindProperty(string.Format("{0}{1}", kHeightOffset, i), props);
heightFactor[i-1] = FindProperty(string.Format("{0}{1}", kHeightFactor, i), props);
blendSize[i-1] = FindProperty(string.Format("{0}{1}", kBlendSize, i), props);

if(layerIndex > 0)
{
int heightParamIndex = layerIndex - 1;
EditorGUI.BeginChangeCheck();
EditorGUI.showMixedValue = useHeightBasedBlend[heightParamIndex].hasMixedValue;
bool enabled = EditorGUILayout.Toggle(styles.useHeightBasedBlendText, useHeightBasedBlend[heightParamIndex].floatValue > 0.0f);
if(EditorGUI.EndChangeCheck())
if (!useHeightBasedBlend.hasMixedValue && useHeightBasedBlend.floatValue != 0.0f)
useHeightBasedBlend[heightParamIndex].floatValue = enabled ? 1.0f : 0.0f;
}
int heightParamIndex = layerIndex - 1;
if(enabled)
{
m_MaterialEditor.ShaderProperty(heightOffset[heightParamIndex], styles.heightOffsetText);
m_MaterialEditor.ShaderProperty(heightFactor[heightParamIndex], styles.heightFactorText);
m_MaterialEditor.ShaderProperty(blendSize[heightParamIndex], styles.blendSizeText);

layerChanged = true;
}
m_MaterialEditor.ShaderProperty(layerMaskVertexColor, styles.layerMapVertexColorText);
EditorGUI.BeginChangeCheck();
EditorGUI.showMixedValue = useHeightBasedBlend.hasMixedValue;
bool enabled = EditorGUILayout.Toggle(styles.useHeightBasedBlendText, useHeightBasedBlend.floatValue > 0.0f);
if (EditorGUI.EndChangeCheck())
{
useHeightBasedBlend.floatValue = enabled ? 1.0f : 0.0f;
}
if (enabled)
{
m_MaterialEditor.ShaderProperty(vertexColorHeightFactor, styles.vertexColorHeightMultiplierText);
}
else
{
m_MaterialEditor.ShaderProperty(layerMaskVertexColor, styles.layerMapVertexColorText);
}
EditorGUILayout.Space();
for (int i = 0; i < numLayer; i++)

}
SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap));
SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR", material.GetFloat(kLayerMaskVertexColor) != 0.0f);
bool useHeightBasedBlend = material.GetFloat(kUseHeightBasedBlend) != 0.0f;
if(useHeightBasedBlend)
{
SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR", false);
SetKeyword(material, "_HEIGHT_BASED_BLEND", true);
}
else
{
SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR", material.GetFloat(kLayerMaskVertexColor) != 0.0f);
SetKeyword(material, "_HEIGHT_BASED_BLEND", false);
}
// We have to check for each layer if the UV2 or UV3 is needed.
bool UV2orUV3needed = false;

17
Assets/ScriptableRenderLoop/HDRenderLoop/Material/LayeredLit/LayeredLit.shader


_TexWorldScale2("TexWorldScale2", Float) = 1.0
_TexWorldScale3("TexWorldScale3", Float) = 1.0
// Blend mask between layer
// Layer blending options
[ToggleOff] _LayerMaskVertexColor("Use Vertex Color Mask", Float) = 0.0
// Height based blend (layer 0 does not need it)
_UseHeightBasedBlend1("UseHeightBasedBlend1", Float) = 0.0
_UseHeightBasedBlend2("UseHeightBasedBlend2", Float) = 0.0
_UseHeightBasedBlend3("UseHeightBasedBlend3", Float) = 0.0
[ToggleOff] _LayerMaskVertexColor("Use Vertex Color Mask", Float) = 0.0
[ToggleOff] _UseHeightBasedBlend("UseHeightBasedBlend", Float) = 0.0
_HeightOffset1("_HeightOffset1", Range(-0.3, 0.3)) = 0.0
_HeightOffset2("_HeightOffset2", Range(-0.3, 0.3)) = 0.0

_BlendSize1("_BlendSize1", Range(0, 0.05)) = 0.0
_BlendSize2("_BlendSize2", Range(0, 0.05)) = 0.0
_BlendSize3("_BlendSize3", Range(0, 0.05)) = 0.0
_VertexColorHeightFactor("_VertexColorHeightFactor", Float) = 1.0
_DistortionVectorMap("DistortionVectorMap", 2D) = "black" {}

#pragma shader_feature _HEIGHTMAP
#pragma shader_feature _DETAIL_MAP
#pragma shader_feature _LAYER_MASK_VERTEX_COLOR
#pragma shader_feature _HEIGHT_BASED_BLEND
#pragma shader_feature _ _LAYEREDLIT_3_LAYERS _LAYEREDLIT_4_LAYERS
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON

TEXTURE2D(_LayerMaskMap);
SAMPLER2D(sampler_LayerMaskMap);
float _UseHeightBasedBlend1;
float _UseHeightBasedBlend2;
float _UseHeightBasedBlend3;
float _HeightOffset1;
float _HeightOffset2;
float _HeightOffset3;

float _BlendSize1;
float _BlendSize2;
float _BlendSize3;
float _VertexColorHeightFactor;
float3 _EmissiveColor;
TEXTURE2D(_EmissiveColorMap);

22
Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitData.hlsl


return result;
}
float ApplyHeightBasedBlend(inout float inputFactor, float previousLayerHeight, float layerHeight, float heightOffset, float heightFactor, float edgeBlendStrength)
float ApplyHeightBasedBlend(inout float inputFactor, float previousLayerHeight, float layerHeight, float heightOffset, float heightFactor, float edgeBlendStrength, float vertexColor)
float finalLayerHeight = layerHeight * heightFactor + heightOffset;
float finalLayerHeight = heightFactor * layerHeight + heightOffset + _VertexColorHeightFactor * (vertexColor * 2.0 - 1.0);
edgeBlendStrength = max(0.001, edgeBlendStrength);

// Mask Values : Layer 1, 2, 3 are r, g, b
float3 maskValues = SAMPLE_TEXTURE2D(_LayerMaskMap, sampler_LayerMaskMap, input.texCoord0).rgb;
#if defined(_HEIGHT_BASED_BLEND)
if (_UseHeightBasedBlend1 > 0.0f)
{
baseLayerHeight = ApplyHeightBasedBlend(maskValues.r, baseLayerHeight, height1, _HeightOffset1, _HeightFactor1, _BlendSize1);
}
if (_UseHeightBasedBlend2 > 0.0f)
{
baseLayerHeight = ApplyHeightBasedBlend(maskValues.g, baseLayerHeight, height2, _HeightOffset2 + _HeightOffset1, _HeightFactor2, _BlendSize2);
}
if (_UseHeightBasedBlend3 > 0.0f)
{
ApplyHeightBasedBlend(maskValues.b, baseLayerHeight, height3, _HeightOffset3 + _HeightOffset2 + _HeightOffset1, _HeightFactor3, _BlendSize3);
}
baseLayerHeight = ApplyHeightBasedBlend(maskValues.r, baseLayerHeight, height1, _HeightOffset1, _HeightFactor1, _BlendSize1, input.vertexColor.r);
baseLayerHeight = ApplyHeightBasedBlend(maskValues.g, baseLayerHeight, height2, _HeightOffset2 + _HeightOffset1, _HeightFactor2, _BlendSize2, input.vertexColor.g);
ApplyHeightBasedBlend(maskValues.b, baseLayerHeight, height3, _HeightOffset3 + _HeightOffset2 + _HeightOffset1, _HeightFactor3, _BlendSize3, input.vertexColor.b);
#endif
float weights[_MAX_LAYER];
ComputeMaskWeights(maskValues, weights);

736
Assets/TestScenes/HDTest/LayeredLitTest.unity


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Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_BlendColor.mat


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21
Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_HeightBased.mat


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