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Merge pull request #1585 from Unity-Technologies/EmissiveMeshForAreaLight

Emissive mesh for area lights
/main
GitHub 6 年前
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3b7d93f1
共有 11 个文件被更改,包括 644 次插入5 次删除
  1. 1
      com.unity.render-pipelines.high-definition/CHANGELOG.md
  2. 1
      com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/HDLightEditor.Styles.cs
  3. 131
      com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/HDLightEditor.cs
  4. 5
      com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/HDEditorUtils.cs
  5. 3
      com.unity.render-pipelines.high-definition/HDRP/Lighting/Light/HDAdditionalLightData.cs
  6. 116
      com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/Disc.FBX
  7. 94
      com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/Disc.FBX.meta
  8. 28
      com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/Quad.FBX
  9. 94
      com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/Quad.FBX.meta
  10. 82
      com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/Sphere.FBX
  11. 94
      com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/Sphere.FBX.meta

1
com.unity.render-pipelines.high-definition/CHANGELOG.md


- Add contact shadows for punctual lights (in additional shadow settings), only one light is allowed to cast contact shadows at the same time and so at each frame a dominant light is choosed among all light with contact shadows enabled.
- Add PCSS shadow filter support (from SRP Core)
- Exposed shadow budget parameters in HDRP asset
- Add an option to generate an emissive mesh for area lights (currently rectangle light only). The mesh fits the size, intensity and color of the light.
### Changed
- Re-enable shadow mask mode in debug view

1
com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/HDLightEditor.Styles.cs


public readonly GUIContent shapeWidthBox = new GUIContent("Size X", "");
public readonly GUIContent shapeHeightBox = new GUIContent("Size Y", "");
public readonly GUIContent applyRangeAttenuation = new GUIContent("Apply Range Attenuation", "Allows disabling range attenuation. This is useful indoor (like a room) to avoid having to setup a large range for a light to get correct inverse square attenuation that may leak out of the indoor");
public readonly GUIContent displayAreaLightEmissiveMesh = new GUIContent("Display Emissive Mesh", "Generate an emissive mesh using the size, color and intensity of the area light");
public readonly GUIContent shape = new GUIContent("Type", "Specifies the current type of light. Possible types are Directional, Spot, Point, Rectangle and Line lights.");
public readonly GUIContent[] shapeNames;

131
com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/HDLightEditor.cs


using System;
using System.Linq;
using UnityEngine;
using UnityEngine.Assertions;
using UnityEngine.Experimental.Rendering;

public SerializedProperty maxSmoothness;
public SerializedProperty applyRangeAttenuation;
public SerializedProperty volumetricDimmer;
public SerializedProperty displayAreaLightEmissiveMesh;
// Editor stuff
public SerializedProperty useOldInspector;

// Used for UI only; the processing code must use LightTypeExtent and LightType
LightShape m_LightShape;
HDAdditionalLightData[] m_AdditionalLightDatas;
AdditionalShadowData[] m_AdditionalShadowDatas;
// Used to detect if the scale have been changed via the transform component
Vector3 m_OldAreaLightSize;
bool m_UpdateAreaLightEmissiveMesh;
protected override void OnEnable()
{

var lightData = CoreEditorUtils.GetAdditionalData<HDAdditionalLightData>(targets, HDAdditionalLightData.InitDefaultHDAdditionalLightData);
var shadowData = CoreEditorUtils.GetAdditionalData<AdditionalShadowData>(targets, HDAdditionalShadowData.InitDefaultHDAdditionalShadowData);
m_SerializedAdditionalLightData = new SerializedObject(lightData);
m_SerializedAdditionalShadowData = new SerializedObject(shadowData);
m_AdditionalLightDatas = CoreEditorUtils.GetAdditionalData<HDAdditionalLightData>(targets, HDAdditionalLightData.InitDefaultHDAdditionalLightData);
m_AdditionalShadowDatas = CoreEditorUtils.GetAdditionalData<AdditionalShadowData>(targets, HDAdditionalShadowData.InitDefaultHDAdditionalShadowData);
m_SerializedAdditionalLightData = new SerializedObject(m_AdditionalLightDatas);
m_SerializedAdditionalShadowData = new SerializedObject(m_AdditionalShadowDatas);
using (var o = new PropertyFetcher<HDAdditionalLightData>(m_SerializedAdditionalLightData))
m_AdditionalLightData = new SerializedLightData

spotInnerPercent = o.Find(x => x.m_InnerSpotPercent),
lightDimmer = o.Find(x => x.lightDimmer),
volumetricDimmer = o.Find(x => x.volumetricDimmer),
displayAreaLightEmissiveMesh = o.Find(x => x.displayAreaLightEmissiveMesh),
fadeDistance = o.Find(x => x.fadeDistance),
affectDiffuse = o.Find(x => x.affectDiffuse),
affectSpecular = o.Find(x => x.affectSpecular),

CoreEditorUtils.DrawSplitter();
EditorGUILayout.Space();
UpdateAreaLightEmissiveMeshSize();
if (m_UpdateAreaLightEmissiveMesh)
UpdateAreaLightEmissiveMesh();
}
void DrawFoldout(SerializedProperty foldoutProperty, string title, Action func)

if (EditorGUI.EndChangeCheck())
{
UpdateLightIntensity();
m_UpdateAreaLightEmissiveMesh = true;
bool IsAreaLightShape(LightShape shape)
{
return shape == LightShape.Rectangle || shape == LightShape.Line;
}
void UpdateAreaLightEmissiveMesh()
{
foreach (var lightData in m_AdditionalLightDatas)
{
GameObject lightGameObject = lightData.gameObject;
MeshRenderer emissiveMeshRenderer = lightData.GetComponent<MeshRenderer>();
MeshFilter emissiveMeshFilter = lightData.GetComponent<MeshFilter>();
Light light = lightGameObject.GetComponent<Light>();
bool displayAreaLightEmissiveMesh = IsAreaLightShape(m_LightShape) && m_LightShape != LightShape.Line && m_AdditionalLightData.displayAreaLightEmissiveMesh.boolValue;
// Ensure that the emissive mesh components are here
if (displayAreaLightEmissiveMesh)
{
if (emissiveMeshRenderer == null)
emissiveMeshRenderer = lightGameObject.AddComponent<MeshRenderer>();
if (emissiveMeshFilter == null)
emissiveMeshFilter = lightGameObject.AddComponent<MeshFilter>();
}
else // Or remove them if the option is disabled
{
if (emissiveMeshRenderer != null)
DestroyImmediate(emissiveMeshRenderer);
if (emissiveMeshFilter != null)
DestroyImmediate(emissiveMeshFilter);
// Skip to the next light
continue;
}
float areaLightIntensity = 0.0f;
// Update Mesh emissive value
switch (m_LightShape)
{
case LightShape.Rectangle:
emissiveMeshFilter.mesh = HDEditorUtils.LoadAsset< Mesh >("RenderPipelineResources/Quad.FBX");
lightGameObject.transform.localScale = new Vector3(lightData.shapeWidth, lightData.shapeHeight, 0);
// Do the same conversion as for light intensity
areaLightIntensity = LightUtils.ConvertRectLightIntensity(
m_AdditionalLightData.areaIntensity.floatValue,
lightData.shapeWidth,
lightData.shapeHeight);
break;
default:
break;
}
if (emissiveMeshRenderer.sharedMaterial == null)
emissiveMeshRenderer.material = new Material(Shader.Find("HDRenderPipeline/Unlit"));
emissiveMeshRenderer.sharedMaterial.SetColor("_UnlitColor", Color.black);
// Note that we must use the light in linear RGB
emissiveMeshRenderer.sharedMaterial.SetColor("_EmissiveColor", light.color.linear * areaLightIntensity);
}
}
// This function updates the area light size when the local scale of the gameobject changes
void UpdateAreaLightEmissiveMeshSize()
{
// Early exit if the light type is not an area
if (!IsAreaLightShape(m_LightShape) || target == null || targets.Length > 1)
return ;
Vector3 lightSize = ((Light)target).transform.localScale;
lightSize = Vector3.Max(Vector3.one * k_MinAreaWidth, lightSize);
if (lightSize == m_OldAreaLightSize)
return ;
switch (m_LightShape)
{
case LightShape.Rectangle:
m_AdditionalLightData.shapeWidth.floatValue = lightSize.x;
m_AdditionalLightData.shapeHeight.floatValue = lightSize.y;
break;
default:
break;
}
UpdateLightIntensity();
m_UpdateAreaLightEmissiveMesh = true;
m_OldAreaLightSize = lightSize;
}
// Caution: this function must match the one in HDAdditionalLightData.ConvertPhysicalLightIntensityToLightIntensity - any change need to be replicated
void UpdateLightIntensity()
{

void DrawLightSettings()
{
EditorGUI.BeginChangeCheck();
if (EditorGUI.EndChangeCheck())
m_UpdateAreaLightEmissiveMesh = true;
EditorGUI.BeginChangeCheck();

if (EditorGUI.EndChangeCheck())
{
UpdateLightIntensity();
m_UpdateAreaLightEmissiveMesh = true;
}
settings.DrawBounceIntensity();

EditorGUI.BeginChangeCheck(); // For GI we need to detect any change on additional data and call SetLightDirty
// No cookie with area light (maybe in future textured area light ?)
if (m_LightShape != LightShape.Rectangle && m_LightShape != LightShape.Line)
if (!IsAreaLightShape(m_LightShape))
{
settings.DrawCookie();

EditorGUILayout.PropertyField(m_AdditionalLightData.volumetricDimmer, s_Styles.volumetricDimmer);
if (m_LightShape != LightShape.Directional)
EditorGUILayout.PropertyField(m_AdditionalLightData.applyRangeAttenuation, s_Styles.applyRangeAttenuation);
// Emissive mesh for area light only
if (IsAreaLightShape(m_LightShape))
{
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(m_AdditionalLightData.displayAreaLightEmissiveMesh, s_Styles.displayAreaLightEmissiveMesh);
if (EditorGUI.EndChangeCheck())
m_UpdateAreaLightEmissiveMesh = true;
}
EditorGUI.indentLevel--;
}

5
com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/HDEditorUtils.cs


return "Packages/com.unity.render-pipelines.core/CoreRP/";
}
public static T LoadAsset<T>(string relativePath) where T : UnityEngine.Object
{
return AssetDatabase.LoadAssetAtPath<T>(GetHDRenderPipelinePath() + relativePath);
}
public static bool ResetMaterialKeywords(Material material)
{
MaterialResetter resetter;

3
com.unity.render-pipelines.high-definition/HDRP/Lighting/Light/HDAdditionalLightData.cs


public bool featuresFoldout = true;
public bool showAdditionalSettings = false;
// When true, a mesh will be display to represent the area light (Can only be change in editor, component is added in Editor)
public bool displayAreaLightEmissiveMesh = false;
#if UNITY_EDITOR
private void DrawGizmos(bool selected)

116
com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/Disc.FBX


Kaydara FBX Binary �3FBXHeaderExtension\FBXHeaderVersionI�x
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com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/Sphere.FBX
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94
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