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HDRenderPipeline: Update shadow to be Tent3 by default

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sebastienlagarde 7 年前
当前提交
3d515f02
共有 2 个文件被更改,包括 9 次插入5 次删除
  1. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs
  2. 10
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/Shadow.hlsl

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs


m_ShadowMgr = new ShadowManager(shadowSettings, ref scInit, m_Shadowmaps);
// set global overrides - these need to match the override specified in LightLoop/Shadow.hlsl
bool useGlobalOverrides = true;
m_ShadowMgr.SetGlobalShadowOverride( GPUShadowType.Point , ShadowAlgorithm.PCF, ShadowVariant.V1, ShadowPrecision.High, useGlobalOverrides );
m_ShadowMgr.SetGlobalShadowOverride( GPUShadowType.Spot , ShadowAlgorithm.PCF, ShadowVariant.V1, ShadowPrecision.High, useGlobalOverrides );
m_ShadowMgr.SetGlobalShadowOverride( GPUShadowType.Point , ShadowAlgorithm.PCF, ShadowVariant.V2, ShadowPrecision.High, useGlobalOverrides );
m_ShadowMgr.SetGlobalShadowOverride( GPUShadowType.Spot , ShadowAlgorithm.PCF, ShadowVariant.V2, ShadowPrecision.High, useGlobalOverrides );
m_ShadowMgr.SetGlobalShadowOverride( GPUShadowType.Directional , ShadowAlgorithm.PCF, ShadowVariant.V3, ShadowPrecision.High, useGlobalOverrides );
m_ShadowMgr.SetShadowLightTypeDelegate(HDShadowLightType);

10
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/Shadow.hlsl


// and that on the C# side the shadowContext bindDelegate binds the correct resource to the correct texture id.
// Caution: When updating algorithm here, think to update Lightloop.ShadowSetup() function
// (the various m_ShadowMgr.SetGlobalShadowOverride( GPUShadowType.Point, ShadowAlgorithm.PCF, ShadowVariant.V1, ShadowPrecision.High, useGlobalOverrides ));
// The enum value for the variant is in GPUShadowAlgorithm and is express like: PCF_tent_3x3 = ShadowAlgorithm.PCF << 3 | ShadowVariant.V2
//#define SHADOW_DISPATCH_USE_SEPARATE_CASCADE_ALGOS // enables separate cascade sampling variants for each cascade
//#define SHADOW_DISPATCH_USE_SEPARATE_PUNC_ALGOS // enables separate resources and algorithms for spot and point lights

// point
#define SHADOW_DISPATCH_POINT_TEX 3
#define SHADOW_DISPATCH_POINT_SMP 0
#define SHADOW_DISPATCH_POINT_ALG GPUSHADOWALGORITHM_PCF_1TAP
#define SHADOW_DISPATCH_POINT_ALG GPUSHADOWALGORITHM_PCF_TENT_3X3
#define SHADOW_DISPATCH_SPOT_ALG GPUSHADOWALGORITHM_PCF_9TAP
#define SHADOW_DISPATCH_SPOT_ALG GPUSHADOWALGORITHM_PCF_TENT_3X3
#define SHADOW_DISPATCH_PUNC_ALG GPUSHADOWALGORITHM_PCF_9TAP
#define SHADOW_DISPATCH_PUNC_ALG GPUSHADOWALGORITHM_PCF_TENT_3X3
// example of overriding directional lights
#ifdef SHADOW_DISPATCH_USE_CUSTOM_DIRECTIONAL

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