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HDRenderPipeline: Make last surface gradient change - code ready to test

- Update generation of tangent basis for surface gradient, next step,
test the code
- Update GI test scene material
/Branch_Batching2
Sebastien Lagarde 8 年前
当前提交
3aa763f2
共有 9 个文件被更改,包括 102 次插入51 次删除
  1. 78
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl
  2. 7
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl
  3. 1
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.hlsl
  4. 3
      Assets/ScriptableRenderPipeline/ShaderLibrary/SampleUVMapping.hlsl
  5. 25
      Assets/TestScenes/HDTest/GlobalIlluminationTest/Material/Chrome.mat
  6. 6
      Assets/TestScenes/HDTest/GlobalIlluminationTest/Material/Lit_Green.mat
  7. 6
      Assets/TestScenes/HDTest/GlobalIlluminationTest/Material/Lit_Grey.mat
  8. 21
      Assets/TestScenes/HDTest/GlobalIlluminationTest/Material/Lit_Red.mat
  9. 6
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Lit_Emissive_Blue.mat

78
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl


#endif
// Store information that will be share by all UVMapping
float3 vertexNormalWS; // TODO: store also object normal map for object triplanar
float3 vertexNormalWS; // TODO: store also object normal map for object triplanar
// tangent basis for each UVSet - up to 4 for now
float3 vertexTangentWS0, vertexBitangentWS0;
float3 vertexTangentWS1, vertexBitangentWS1;

};
void FillCommonLayerTexCoord(FragInputs input, inout LayerTexCoord layerTexCoord)
#ifdef SURFACE_GRADIENT
void GenerateLayerTexCoordBasisTB(FragInputs input, inout LayerTexCoord layerTexCoord)
layerTexCoord.triplanarWeights = ComputeTriplanarWeights(vertexNormalWS);
#ifdef SURFACE_GRADIENT
layerTexCoord.vertexNormalWS = vertexNormalWS;
layerTexCoord.vertexTangentWS0 = input.worldToTangent[1];
layerTexCoord.vertexBitangentWS0 = input.worldToTangent[2];

// To solve this we should track which UVSet is use for normal mapping... Maybe not as simple as it sounds
SurfaceGradientGenBasisTB(vertexNormalWS, sigmaX, sigmaY, flipSign, input.texCoord1, layerTexCoord.vertexTangentWS1, layerTexCoord.vertexBitangentWS1);
#if defined(_REQUIRE_UV2) || defined(_REQUIRE_UV3)
SurfaceGradientGenBasisTB(vertexNormalWS, sigmaX, sigmaY, flipSign, input.texCoord1, layerTexCoord.vertexTangentWS2, layerTexCoord.vertexBitangentWS2);
SurfaceGradientGenBasisTB(vertexNormalWS, sigmaX, sigmaY, flipSign, input.texCoord2, layerTexCoord.vertexTangentWS2, layerTexCoord.vertexBitangentWS2);
SurfaceGradientGenBasisTB(vertexNormalWS, sigmaX, sigmaY, flipSign, input.texCoord1, layerTexCoord.vertexTangentWS3, layerTexCoord.vertexBitangentWS3);
SurfaceGradientGenBasisTB(vertexNormalWS, sigmaX, sigmaY, flipSign, input.texCoord3, layerTexCoord.vertexTangentWS3, layerTexCoord.vertexBitangentWS3);
}
}

#endif
#include "LitDataInternal.hlsl"
// This maybe call directly by tessellation (domain) shader, thus all part regarding surface gradient must be done
// in function with FragInputs input as parameters
// layerTexCoord must have been initialize to 0 outside of this function
float3 positionWS, float3 normalWS, out LayerTexCoord layerTexCoord)
float3 positionWS, float3 vertexNormalWS, inout LayerTexCoord layerTexCoord)
ZERO_INITIALIZE(LayerTexCoord, layerTexCoord);
layerTexCoord.triplanarWeights = ComputeTriplanarWeights(normalWS);
layerTexCoord.vertexNormalWS = vertexNormalWS;
layerTexCoord.triplanarWeights = ComputeTriplanarWeights(vertexNormalWS);
int mappingType = UV_MAPPING_UVSET;
#if defined(_MAPPING_PLANAR)

// Be sure that the compiler is aware that we don't use UV1 to UV3 for main layer so it can optimize code
_UVMappingMask = float4(1.0, 0.0, 0.0, 0.0);
ComputeLayerTexCoord( texCoord0, texCoord1, texCoord2, texCoord3,
positionWS, normalWS, mappingType, _TexWorldScale, layerTexCoord);
positionWS, mappingType, _TexWorldScale, layerTexCoord);
}
// This is call only in this file
// layerTexCoord must have been initialize to 0 outside of this function
void GetLayerTexCoord(FragInputs input, inout LayerTexCoord layerTexCoord)
{
#ifdef SURFACE_GRADIENT
GenerateLayerTexCoordBasisTB(input, layerTexCoord);
#endif
GetLayerTexCoord( input.texCoord0, input.texCoord1, input.texCoord2, input.texCoord3,
input.positionWS, input.worldToTangent[2].xyz, layerTexCoord);
}
float GetMaxDisplacement()

ApplyDoubleSidedFlip(input); // Apply double sided flip on the vertex normal
LayerTexCoord layerTexCoord;
GetLayerTexCoord(input.texCoord0, input.texCoord1, input.texCoord2, input.texCoord3,
input.positionWS, input.worldToTangent[2].xyz, layerTexCoord);
ZERO_INITIALIZE(LayerTexCoord, layerTexCoord);
GetLayerTexCoord(input, layerTexCoord);
ApplyPerPixelDisplacement(input, V, layerTexCoord);

#define PROP_BLEND_SCALAR(name, mask) BlendLayeredScalar(name##0, name##1, name##2, name##3, mask);
void GetLayerTexCoord(float2 texCoord0, float2 texCoord1, float2 texCoord2, float2 texCoord3,
float3 positionWS, float3 normalWS, out LayerTexCoord layerTexCoord)
float3 positionWS, float3 vertexNormalWS, inout LayerTexCoord layerTexCoord)
ZERO_INITIALIZE(LayerTexCoord, layerTexCoord);
layerTexCoord.triplanarWeights = ComputeTriplanarWeights(normalWS);
layerTexCoord.vertexNormalWS = vertexNormalWS;
layerTexCoord.triplanarWeights = ComputeTriplanarWeights(vertexNormalWS);
int mappingType = UV_MAPPING_UVSET;
#if defined(_LAYER_MAPPING_PLANAR_BLENDMASK)

// To share code, we simply call the regular code from the main layer for it then save the result, then do regular call for all layers.
ComputeLayerTexCoord0( texCoord0, float2(0.0, 0.0), float2(0.0, 0.0), float2(0.0, 0.0),
positionWS, normalWS, mappingType, _TexWorldScaleBlendMask, layerTexCoord, _LayerTilingBlendMask);
positionWS, mappingType, _TexWorldScaleBlendMask, layerTexCoord, _LayerTilingBlendMask);
layerTexCoord.blendMask = layerTexCoord.base0;

#endif
ComputeLayerTexCoord0( texCoord0, float2(0.0, 0.0), float2(0.0, 0.0), float2(0.0, 0.0),
positionWS, normalWS, mappingType, _TexWorldScale0, layerTexCoord, _LayerTiling0
positionWS, mappingType, _TexWorldScale0, layerTexCoord, _LayerTiling0
#if !defined(_MAIN_LAYER_INFLUENCE_MODE)
* tileObjectScale // We only affect layer0 in case we are not in influence mode (i.e we should not change the base object)
#endif

mappingType = UV_MAPPING_TRIPLANAR;
#endif
ComputeLayerTexCoord1( texCoord0, texCoord1, texCoord2, texCoord3,
positionWS, normalWS, mappingType, _TexWorldScale1, layerTexCoord, _LayerTiling1 * tileObjectScale);
positionWS, mappingType, _TexWorldScale1, layerTexCoord, _LayerTiling1 * tileObjectScale);
mappingType = UV_MAPPING_UVSET;
#if defined(_LAYER_MAPPING_PLANAR2)

#endif
ComputeLayerTexCoord2( texCoord0, texCoord1, texCoord2, texCoord3,
positionWS, normalWS, mappingType, _TexWorldScale2, layerTexCoord, _LayerTiling2 * tileObjectScale);
positionWS, mappingType, _TexWorldScale2, layerTexCoord, _LayerTiling2 * tileObjectScale);
mappingType = UV_MAPPING_UVSET;
#if defined(_LAYER_MAPPING_PLANAR3)

#endif
ComputeLayerTexCoord3( texCoord0, texCoord1, texCoord2, texCoord3,
positionWS, normalWS, mappingType, _TexWorldScale3, layerTexCoord, _LayerTiling3 * tileObjectScale);
positionWS, mappingType, _TexWorldScale3, layerTexCoord, _LayerTiling3 * tileObjectScale);
}
// This is call only in this file
// layerTexCoord must have been initialize to 0 outside of this function
void GetLayerTexCoord(FragInputs input, inout LayerTexCoord layerTexCoord)
{
#ifdef SURFACE_GRADIENT
GenerateLayerTexCoordBasisTB(input, layerTexCoord);
#endif
GetLayerTexCoord( input.texCoord0, input.texCoord1, input.texCoord2, input.texCoord3,
input.positionWS, input.worldToTangent[2].xyz, layerTexCoord);
}
// This function is just syntaxic sugar to nullify height not used based on heightmap avaibility and layer

ApplyDoubleSidedFlip(input); // Apply double sided flip on the vertex normal
LayerTexCoord layerTexCoord;
GetLayerTexCoord(input.texCoord0, input.texCoord1, input.texCoord2, input.texCoord3,
input.positionWS, input.worldToTangent[2].xyz, layerTexCoord);
ZERO_INITIALIZE(LayerTexCoord, layerTexCoord);
GetLayerTexCoord(input, layerTexCoord);
ApplyPerPixelDisplacement(input, V, layerTexCoord);

7
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl


void ADD_IDX(ComputeLayerTexCoord)( float2 texCoord0, float2 texCoord1, float2 texCoord2, float2 texCoord3,
float3 positionWS, float3 vertexNormalWS, int mappingType, float worldScale, inout LayerTexCoord layerTexCoord, float additionalTiling = 1.0)
float3 positionWS, int mappingType, float worldScale, inout LayerTexCoord layerTexCoord, float additionalTiling = 1.0)
{
// Handle uv0, uv1, uv2, uv3 based on _UVMappingMask weight (exclusif 0..1)
float2 uvBase = ADD_IDX(_UVMappingMask).x * texCoord0 +

// If base is planar/triplanar then detail map is forced to be planar/triplanar
ADD_IDX(layerTexCoord.details).mappingType = ADD_IDX(layerTexCoord.base).mappingType = mappingType;
ADD_IDX(layerTexCoord.details).normalWS = ADD_IDX(layerTexCoord.base).normalWS = layerTexCoord.vertexNormalWS;
// Copy data for the uvmapping
ADD_IDX(layerTexCoord.details).triplanarWeights = ADD_IDX(layerTexCoord.base).triplanarWeights = layerTexCoord.triplanarWeights;

float2 uvXZ;
float2 uvXY;
float2 uvZY;
GetTriplanarCoordinate(positionWS * worldScale, vertexNormalWS, uvXZ, uvXY, uvZY);
GetTriplanarCoordinate(positionWS * worldScale, layerTexCoord.vertexNormalWS, uvXZ, uvXY, uvZY);
// Planar is just XZ of triplanar
if (mappingType == UV_MAPPING_PLANAR)

ADD_IDX(layerTexCoord.details).uvZY = TRANSFORM_TEX(uvZY, ADD_IDX(_DetailMap));
#ifdef SURFACE_GRADIENT
ADD_IDX(layerTexCoord.details).normalWS = ADD_IDX(layerTexCoord.base).normalWS = layerTexCoord.vertexNormalWS;
// This part is only relevant for normal mapping with UV_MAPPING_UVSET
// Note: This code work only in pixel shader (as we rely on ddx), it should not be use in other context
ADD_IDX(layerTexCoord.base).tangentWS = ADD_IDX(_UVMappingMask).x * layerTexCoord.vertexTangentWS0 +

1
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.hlsl


{
// This call will work for both LayeredLit and Lit shader
LayerTexCoord layerTexCoord;
ZERO_INITIALIZE(LayerTexCoord, layerTexCoord);
GetLayerTexCoord(
#ifdef VARYINGS_DS_NEED_TEXCOORD0
input.texCoord0,

3
Assets/ScriptableRenderPipeline/ShaderLibrary/SampleUVMapping.hlsl


float2 uvXZ;
float2 uvXY;
float3 normalWS; // vertex normal
float3 triplanarWeights;
#ifdef SURFACE_GRADIENT

float3 bitangentWS;
// normal only use with planar / triplanar
float3 normalWS;
// TODO: store also object normal map for object triplanar
#endif
};

25
Assets/TestScenes/HDTest/GlobalIlluminationTest/Material/Chrome.mat


m_PrefabInternal: {fileID: 0}
m_Name: Chrome
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
m_ShaderKeywords: _ALPHACUTOFFENABLE_OFF _DEPTHOFFSETENABLE_OFF _DETAIL_MAP_WITH_NORMAL
_DISTORTIONDEPTHTEST_OFF _DISTORTIONENABLE_OFF _DISTORTIONONLY_OFF _ENABLEPERPIXELDISPLACEMENT_OFF
_NORMALMAP_TANGENT_SPACE
m_ShaderKeywords: _NORMALMAP_TANGENT_SPACE
m_EnableInstancingVariants: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses:

m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _SubsurfaceRadiusMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _ThicknessMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}

- _DistortionDepthTest: 0
- _DistortionEnable: 0
- _DistortionOnly: 0
- _DoubleSidedEnable: 0
- _DoubleSidedMirrorEnable: 1
- _DoubleSidedMode: 0
- _DstBlend: 0
- _EmissiveColorMode: 1

- _GlossyReflections: 1
- _HeightAmplitude: 0.01
- _HeightCenter: 0.5
- _HorizonFade: 1
- _StencilRef: 1
- _PPDLodThreshold: 5
- _PPDMaxSamples: 15
- _PPDMinSamples: 5
- _StencilRef: 2
- _SubsurfaceProfile: 0
- _SubsurfaceRadius: 1
- _Thickness: 1
- _UVBase: 0
- _UVDetail: 0
- _UVMappingPlanar: 0

m_Colors:
- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _EmissiveColor: {r: 0, g: 0, b: 0, a: 1}
- _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0}

6
Assets/TestScenes/HDTest/GlobalIlluminationTest/Material/Lit_Green.mat


m_PrefabInternal: {fileID: 0}
m_Name: Lit_Green
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
m_ShaderKeywords: _ALPHACUTOFFENABLE_OFF _DISTORTIONDEPTHTEST_OFF _DISTORTIONONLY_OFF
_EMISSION _NORMALMAP_TANGENT_SPACE _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
m_ShaderKeywords: _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 1
m_EnableInstancingVariants: 0
m_CustomRenderQueue: -1

- _SmoothnessTextureChannel: 1
- _SpecularHighlights: 1
- _SrcBlend: 1
- _StencilRef: 1
- _StencilRef: 2
- _SubSurfaceRadius: 0
- _SubsurfaceProfile: 0
- _SubsurfaceRadius: 1

m_Colors:
- _BaseColor: {r: 0, g: 1, b: 0, a: 1}
- _Color: {r: 0, g: 1, b: 0, a: 1}
- _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _EmissiveColor: {r: 0, g: 0, b: 0, a: 1}
- _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0}

6
Assets/TestScenes/HDTest/GlobalIlluminationTest/Material/Lit_Grey.mat


m_PrefabInternal: {fileID: 0}
m_Name: Lit_Grey
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
m_ShaderKeywords: _ALPHACUTOFFENABLE_OFF _DEPTHOFFSETENABLE_OFF _DISTORTIONDEPTHTEST_OFF
_DISTORTIONENABLE_OFF _DISTORTIONONLY_OFF _ENABLEPERPIXELDISPLACEMENT_OFF _NORMALMAP_TANGENT_SPACE
m_ShaderKeywords: _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_CustomRenderQueue: -1

- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
- _StencilRef: 1
- _StencilRef: 2
- _SubSurfaceRadius: 0
- _SubsurfaceProfile: 0
- _SubsurfaceRadius: 1

m_Colors:
- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _EmissiveColor: {r: 0, g: 0, b: 0, a: 1}
- _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0}

21
Assets/TestScenes/HDTest/GlobalIlluminationTest/Material/Lit_Red.mat


m_PrefabInternal: {fileID: 0}
m_Name: Lit_Red
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
m_ShaderKeywords: _ALPHACUTOFFENABLE_OFF _DETAIL_MAP_WITH_NORMAL _DISTORTIONDEPTHTEST_OFF
_DISTORTIONONLY_OFF _EMISSION _NORMALMAP_TANGENT_SPACE
m_ShaderKeywords: _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 1
m_EnableInstancingVariants: 0
m_CustomRenderQueue: -1

m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _SubsurfaceRadiusMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _ThicknessMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}

- _DistortionEnable: 0
- _DistortionOnly: 0
- _DoubleSided: 1
- _DoubleSidedEnable: 0
- _DoubleSidedMirrorEnable: 1
- _DoubleSidedMode: 0
- _DstBlend: 0
- _EmissiveColorMode: 1

- _HeightCenter: 0.5
- _HeightMapMode: 0
- _HeightScale: 1
- _HorizonFade: 1
- _StencilRef: 1
- _Metalic: 0
- _Metallic: 0
- _Mode: 0

- _PPDLodThreshold: 5
- _PPDMaxSamples: 15
- _PPDMinSamples: 5
- _Parallax: 0.02

- _SrcBlend: 1
- _StencilRef: 2
- _SubsurfaceProfile: 0
- _SubsurfaceRadius: 1
- _Thickness: 1
- _UVBase: 0
- _UVDetail: 0
- _UVMappingPlanar: 0

m_Colors:
- _BaseColor: {r: 1, g: 0, b: 0, a: 1}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _EmissiveColor: {r: 0, g: 0, b: 0, a: 1}
- _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0}

6
Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Lit_Emissive_Blue.mat


m_PrefabInternal: {fileID: 0}
m_Name: Lit_Emissive_Blue
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
m_ShaderKeywords: _ALPHACUTOFFENABLE_OFF _DISTORTIONDEPTHTEST_OFF _DISTORTIONONLY_OFF
_EMISSION _EMISSIVE_COLOR _NORMALMAP_TANGENT_SPACE _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
m_ShaderKeywords: _EMISSIVE_COLOR _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 1
m_EnableInstancingVariants: 0
m_CustomRenderQueue: -1

- _SmoothnessTextureChannel: 1
- _SpecularHighlights: 1
- _SrcBlend: 1
- _StencilRef: 1
- _StencilRef: 2
- _SubSurfaceRadius: 0
- _SubsurfaceProfile: 0
- _SubsurfaceRadius: 1

m_Colors:
- _BaseColor: {r: 0, g: 0, b: 0, a: 1}
- _Color: {r: 0, g: 0, b: 0, a: 1}
- _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _EmissiveColor: {r: 0, g: 0, b: 1, a: 1}
- _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0}
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