浏览代码

Added NormalMap, Emission and Occlusion

/vr_sandbox
Felipe Lira 8 年前
当前提交
3bba2de4
共有 25 个文件被更改,包括 4433 次插入38 次删除
  1. 22
      Assets/LowEndRenderLoop/LowEndRenderLoopScene.unity
  2. 59
      Assets/LowEndRenderLoop/LowEndRenderLoopShader.shader
  3. 6
      Assets/LowEndRenderLoop/Materials/MobileColors.mat
  4. 4
      Assets/LowEndRenderLoop/Materials/MobileColorsTile.mat
  5. 6
      Assets/LowEndRenderLoop/Materials/MobilePlane.mat
  6. 9
      Assets/LowEndRenderLoop/Materials.meta
  7. 9
      Assets/LowEndRenderLoop/Textures.meta
  8. 1001
      Assets/LowEndRenderLoop/Textures/154.JPG
  9. 68
      Assets/LowEndRenderLoop/Textures/154.JPG.meta
  10. 1001
      Assets/LowEndRenderLoop/Textures/154_norm.JPG
  11. 108
      Assets/LowEndRenderLoop/Textures/154_norm.JPG.meta
  12. 1001
      Assets/LowEndRenderLoop/Textures/168.JPG
  13. 68
      Assets/LowEndRenderLoop/Textures/168.JPG.meta
  14. 1001
      Assets/LowEndRenderLoop/Textures/168_norm.JPG
  15. 108
      Assets/LowEndRenderLoop/Textures/168_norm.JPG.meta
  16. 0
      /Assets/LowEndRenderLoop/Materials/MobileColors.mat
  17. 0
      /Assets/LowEndRenderLoop/Materials/MobileColors.mat.meta
  18. 0
      /Assets/LowEndRenderLoop/Materials/MobileColorsTile.mat
  19. 0
      /Assets/LowEndRenderLoop/Materials/MobileColorsTile.mat.meta
  20. 0
      /Assets/LowEndRenderLoop/Materials/MobileGlass.mat
  21. 0
      /Assets/LowEndRenderLoop/Materials/MobileGlass.mat.meta
  22. 0
      /Assets/LowEndRenderLoop/Materials/MobilePlane.mat
  23. 0
      /Assets/LowEndRenderLoop/Materials/MobilePlane.mat.meta

22
Assets/LowEndRenderLoop/LowEndRenderLoopScene.unity


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m_FogMode: 1
m_LinearFogEnd: 300
m_LinearFogEnd: 100
m_AmbientSkyColor: {r: 1, g: 0.551927, b: 0.30882353, a: 1}
m_AmbientEquatorColor: {r: 0.114, g: 0.125, b: 0.133, a: 1}
m_AmbientGroundColor: {r: 0.047, g: 0.043, b: 0.035, a: 1}

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59
Assets/LowEndRenderLoop/LowEndRenderLoopShader.shader


#pragma vertex vert
#pragma fragment frag
#pragma shader_feature _METALLICGLOSSMAP
#pragma shader_feature _NORMALMAP
#pragma shader_feature _EMISSION
#include "UnityStandardInput.cginc"
#include "UnityStandardUtils.cginc"
#define DEBUG_CASCADES 0

// Global ambient/SH probe, similar to unity_SH* built-in variables.
float4 globalSH[7];
sampler2D _MainTex; half4 _MainTex_ST;
sampler2D _MetallicGlossMap;
half _Metallic;
half _Glossiness;
half4x4 _WorldToShadow[MAX_SHADOW_CASCADES];
half4 _PSSMDistances;

return color * shadowAttenuation;
}
struct VertexInput
struct LowendVertexInput
float4 tangent : TANGENT;
float3 texcoord : TEXCOORD0;
float2 lightmapUV : TEXCOORD1;
};

float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
half4 normalWS : TEXCOORD2; // xyz: normal, w: fresnel term
float4 posWS : TEXCOORD3; // xyz: posWorld, w: eyeZ
half4 viewDir : TEXCOORD4; // xyz: viewDir, w: grazingTerm;
half3 vertexColor : TEXCOORD5;
float4 posWS : TEXCOORD2; // xyz: posWorld, w: eyeZ
half4 normalWS : TEXCOORD3; // xyz: normal, w: fresnel term
half3 tangentWS : TEXCOORD4;
half3 binormalWS : TEXCOORD5;
half4 viewDir : TEXCOORD6; // xyz: viewDir, w: grazingTerm;
half3 vertexColor : TEXCOORD7;
v2f vert(VertexInput v)
{
v2f vert(LowendVertexInput v)
{
v2f o;
o.uv0 = TRANSFORM_TEX(v.texcoord, _MainTex);
o.uv1 = v.lightmapUV * unity_LightmapST.xy + unity_LightmapST.zw;

#if !GLOSSMAP
o.viewDir.w = GRAZING_TERM;
#endif
#if _NORMALMAP
half sign = v.tangent.w * unity_WorldTransformParams.w;
o.tangentWS = UnityObjectToWorldDir(v.tangent);
o.binormalWS = cross(o.normalWS.xyz, o.tangentWS) * v.tangent.w;
#else
o.tangentWS = half3(1, 0, 0);
o.binormalWS = half3(0, 1, 0);
#endif
half3 diffuseAndSpecularColor = half3(1.0, 1.0, 1.0);
for (int lightIndex = globalLightCount.x; lightIndex < globalLightCount.y; ++lightIndex)
{

half4 frag(v2f i) : SV_Target
{
half3 normalWS = normalize(i.normalWS.xyz);
#if _NORMALMAP
half3 normalmap = UnpackNormal(tex2D(_BumpMap, i.uv0));
// TODO: This will generate unoptimized code from the glsl compiler. Store the transpose matrix and compute dot manually
half3x3 tangentToWorld = half3x3(i.tangentWS, i.binormalWS, i.normalWS.xyx);
half3 normal = mul(normalmap, tangentToWorld);
#else
half3 normal = normalize(i.normalWS.xyz);
#endif
float3 posWorld = i.posWS.xyz;
half3 viewDir = i.viewDir.xyz;

metalSmooth.r = _Metallic;
metalSmooth.g = _Glossiness;
#endif
half occlusion = Occlusion(i.uv0.xy);
half3 emission = Emission(i.uv0.xy);
half3 specular;
half oneMinuReflectivity;

UnityIndirect giIndirect;
giIndirect.diffuse = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv1));
giIndirect.diffuse = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv1)) * occlusion;
giIndirect.specular = half3(0, 0, 0);
half3 indirectColor = BRDF3_Indirect(diffuse, specular, giIndirect, i.posWS.w, i.normalWS.w);

INITIALIZE_LIGHT(mainLight, 0)
#if DEBUG_CASCADES
return half4(EvaluateMainLight(mainLight, diffuse, specular, normalWS, i.posWS, viewDir), 1.0);
return half4(EvaluateMainLight(mainLight, diffuse, specular, normal, i.posWS, viewDir), 1.0);
directColor += EvaluateMainLight(mainLight, diffuse, specular, normalWS, i.posWS, viewDir);
directColor += EvaluateMainLight(mainLight, diffuse, specular, normal, i.posWS, viewDir);
// Compute direct contribution from additional lights.
for (int lightIndex = 1; lightIndex < globalLightCount.x; ++lightIndex)

directColor += EvaluateOneLight(additionalLight, diffuse, specular, normalWS, posWorld, viewDir);
directColor += EvaluateOneLight(additionalLight, diffuse, specular, normal, posWorld, viewDir);
half3 finalColor = directColor + indirectColor;
half3 finalColor = directColor + indirectColor + emission;
return half4(finalColor, diffuseAlbedo.a);
}
ENDCG

6
Assets/LowEndRenderLoop/Materials/MobileColors.mat


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stringTagMap: {}

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4
Assets/LowEndRenderLoop/Materials/MobileColorsTile.mat


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6
Assets/LowEndRenderLoop/Materials/MobilePlane.mat


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Assets/LowEndRenderLoop/Textures/154.JPG
文件差异内容过多而无法显示
查看文件

68
Assets/LowEndRenderLoop/Textures/154.JPG.meta


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文件差异内容过多而无法显示
查看文件

108
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Assets/LowEndRenderLoop/Textures/168.JPG
文件差异内容过多而无法显示
查看文件

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文件差异内容过多而无法显示
查看文件

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/Assets/LowEndRenderLoop/MobileColors.mat → /Assets/LowEndRenderLoop/Materials/MobileColors.mat

/Assets/LowEndRenderLoop/MobileColors.mat.meta → /Assets/LowEndRenderLoop/Materials/MobileColors.mat.meta

/Assets/LowEndRenderLoop/MobileColorsTile.mat → /Assets/LowEndRenderLoop/Materials/MobileColorsTile.mat

/Assets/LowEndRenderLoop/MobileColorsTile.mat.meta → /Assets/LowEndRenderLoop/Materials/MobileColorsTile.mat.meta

/Assets/LowEndRenderLoop/MobileGlass.mat → /Assets/LowEndRenderLoop/Materials/MobileGlass.mat

/Assets/LowEndRenderLoop/MobileGlass.mat.meta → /Assets/LowEndRenderLoop/Materials/MobileGlass.mat.meta

/Assets/LowEndRenderLoop/MobilePlane.mat → /Assets/LowEndRenderLoop/Materials/MobilePlane.mat

/Assets/LowEndRenderLoop/MobilePlane.mat.meta → /Assets/LowEndRenderLoop/Materials/MobilePlane.mat.meta

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