浏览代码

Merge branch 'master' into StackLitWork

/StackLitWork
Stephane Laroche 7 年前
当前提交
42a50cf0
共有 5 个文件被更改,包括 38 次插入29 次删除
  1. 45
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/LayeredLit/LayeredLitUI.cs
  2. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/DiffusionProfile/DiffusionProfileSettings.cs
  3. 7
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitData.hlsl
  4. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/ShaderPass/LitDepthPass.hlsl
  5. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/ShaderPass/LitVelocityPass.hlsl

45
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/LayeredLit/LayeredLitUI.cs


bool mainLayerInfluenceEnable = useMainLayerInfluence.floatValue > 0.0f;
if(mainLayerInfluenceEnable) // This is the only case where we need this sub category.
// Main layer does not have any options but height base blend.
if (layerIndex > 0)
// Main layer does not have any options but height base blend.
if (layerIndex > 0)
{
int paramIndex = layerIndex - 1;
int paramIndex = layerIndex - 1;
m_MaterialEditor.ShaderProperty(opacityAsDensity[layerIndex], styles.opacityAsDensityText);
m_MaterialEditor.ShaderProperty(opacityAsDensity[layerIndex], styles.opacityAsDensityText);
if (mainLayerInfluenceEnable)
{
m_MaterialEditor.ShaderProperty(inheritBaseColor[paramIndex], styles.inheritBaseColorText);
m_MaterialEditor.ShaderProperty(inheritBaseNormal[paramIndex], styles.inheritBaseNormalText);
// Main height influence is only available if the shader use the heightmap for displacement (per vertex or per level)
// We always display it as it can be tricky to know when per pixel displacement is enabled or not
m_MaterialEditor.ShaderProperty(inheritBaseHeight[paramIndex], styles.inheritBaseHeightText);
}
}
else
if (mainLayerInfluenceEnable)
if (!useMainLayerInfluence.hasMixedValue && useMainLayerInfluence.floatValue != 0.0f)
{
m_MaterialEditor.TexturePropertySingleLine(styles.layerInfluenceMapMaskText, layerInfluenceMaskMap);
}
m_MaterialEditor.ShaderProperty(inheritBaseColor[paramIndex], styles.inheritBaseColorText);
m_MaterialEditor.ShaderProperty(inheritBaseNormal[paramIndex], styles.inheritBaseNormalText);
// Main height influence is only available if the shader use the heightmap for displacement (per vertex or per level)
// We always display it as it can be tricky to know when per pixel displacement is enabled or not
m_MaterialEditor.ShaderProperty(inheritBaseHeight[paramIndex], styles.inheritBaseHeightText);
EditorGUILayout.Space();
else
{
if (!useMainLayerInfluence.hasMixedValue && useMainLayerInfluence.floatValue != 0.0f)
{
EditorGUILayout.LabelField(styles.layeringOptionText, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
m_MaterialEditor.TexturePropertySingleLine(styles.layerInfluenceMapMaskText, layerInfluenceMaskMap);
EditorGUI.indentLevel--;
}
}
EditorGUILayout.Space();
DoLayerGUI(material, layerIndex, true, m_UseHeightBasedBlend);

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/DiffusionProfile/DiffusionProfileSettings.cs


ValidateArray(ref halfRcpVariancesAndWeights, DiffusionProfileConstants.DIFFUSION_PROFILE_COUNT * 2);
ValidateArray(ref filterKernelsBasic, DiffusionProfileConstants.DIFFUSION_PROFILE_COUNT * DiffusionProfileConstants.SSS_BASIC_N_SAMPLES);
Debug.Assert(DiffusionProfileConstants.DIFFUSION_PROFILE_NEUTRAL_ID <= 32, "Transmission and Texture flags (32-bit integer) cannot support more than 32 profiles.");
Debug.Assert(DiffusionProfileConstants.DIFFUSION_PROFILE_COUNT <= 32, "Transmission and Texture flags (32-bit integer) cannot support more than 32 profiles.");
UpdateCache();
}

worldScales[neutralId] = Vector4.one;
shapeParams[neutralId] = Vector4.zero;
transmissionTintsAndFresnel0[neutralId].w = 0.04f; // Match DEFAULT_SPECULAR_VALUE defined in Lit.hlsl
for (int j = 0, n = DiffusionProfileConstants.SSS_N_SAMPLES_NEAR_FIELD; j < n; j++)
{

7
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitData.hlsl


void ComputeMaskWeights(float4 inputMasks, out float outWeights[_MAX_LAYER])
{
ZERO_INITIALIZE_ARRAY(float, outWeights, _MAX_LAYER);
float masks[_MAX_LAYER];
masks[0] = inputMasks.a;

// This function handle triplanar
void ComputeLayerWeights(FragInputs input, LayerTexCoord layerTexCoord, float4 inputAlphaMask, float4 blendMasks, out float outWeights[_MAX_LAYER])
{
for (int i = 0; i < _MAX_LAYER; ++i)
{
outWeights[i] = 0.0f;
}
#if defined(_DENSITY_MODE)
// Note: blendMasks.argb because a is main layer
float4 opacityAsDensity = saturate((inputAlphaMask - (float4(1.0, 1.0, 1.0, 1.0) - blendMasks.argb)) * 20.0); // 20.0 is the number of steps in inputAlphaMask (Density mask. We decided 20 empirically)

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/ShaderPass/LitDepthPass.hlsl


// Attributes
#define REQUIRE_TANGENT_TO_WORLD defined(_PIXEL_DISPLACEMENT)
#define REQUIRE_NORMAL defined(TESSELLATION_ON) || REQUIRE_TANGENT_TO_WORLD || defined(_VERTEX_WIND) || defined(_VERTEX_DISPLACEMENT)
#define REQUIRE_VERTEX_COLOR ((defined(_VERTEX_DISPLACEMENT) || defined(_TESSELLATION_DISPLACEMENT)) && defined(LAYERED_LIT_SHADER) && (defined(_LAYER_MASK_VERTEX_COLOR_MUL) || defined(_LAYER_MASK_VERTEX_COLOR_ADD))) || defined(_VERTEX_WIND)
#define REQUIRE_VERTEX_COLOR (defined(_VERTEX_DISPLACEMENT) || defined(_TESSELLATION_DISPLACEMENT) || (defined(LAYERED_LIT_SHADER) && (defined(_LAYER_MASK_VERTEX_COLOR_MUL) || defined(_LAYER_MASK_VERTEX_COLOR_ADD))) || defined(_VERTEX_WIND))
// This first set of define allow to say which attributes will be use by the mesh in the vertex and domain shader (for tesselation)

#define VARYINGS_NEED_TEXCOORD3
#endif
#endif
#endif
#if REQUIRE_VERTEX_COLOR
#define VARYINGS_NEED_COLOR
#endif
// This include will define the various Attributes/Varyings structure

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/ShaderPass/LitVelocityPass.hlsl


// Attributes
#define REQUIRE_TANGENT_TO_WORLD defined(_PIXEL_DISPLACEMENT)
#define REQUIRE_NORMAL defined(TESSELLATION_ON) || REQUIRE_TANGENT_TO_WORLD || defined(_VERTEX_WIND) || defined(_VERTEX_DISPLACEMENT)
#define REQUIRE_VERTEX_COLOR ((defined(_VERTEX_DISPLACEMENT) || defined(_TESSELLATION_DISPLACEMENT)) && defined(LAYERED_LIT_SHADER) && (defined(_LAYER_MASK_VERTEX_COLOR_MUL) || defined(_LAYER_MASK_VERTEX_COLOR_ADD))) || defined(_VERTEX_WIND)
#define REQUIRE_VERTEX_COLOR (defined(_VERTEX_DISPLACEMENT) || defined(_TESSELLATION_DISPLACEMENT) || (defined(LAYERED_LIT_SHADER) && (defined(_LAYER_MASK_VERTEX_COLOR_MUL) || defined(_LAYER_MASK_VERTEX_COLOR_ADD))) || defined(_VERTEX_WIND))
// This first set of define allow to say which attributes will be use by the mesh in the vertex and domain shader (for tesselation)

#define VARYINGS_NEED_TEXCOORD3
#endif
#endif
#endif
#if REQUIRE_VERTEX_COLOR
#define VARYINGS_NEED_COLOR
#endif
// This include will define the various Attributes/Varyings structure
正在加载...
取消
保存