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Fixed crash in pipeline startup due to missing resources. Removed fog computation from inner fragment shading loop.

/Add-support-for-light-specular-color-tint
Felipe Lira 7 年前
当前提交
4655c92c
共有 23 个文件被更改,包括 82 次插入452 次删除
  1. 35
      ScriptableRenderPipeline/LightweightPipeline/Editor/LightweightAssetEditor.cs
  2. 10
      ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineAsset.asset
  3. 58
      ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineAsset.cs
  4. 24
      ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-DefaultParticle.mat
  5. 2
      ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-Default.mat
  6. 2
      ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-DefaultTerrain.mat
  7. 7
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightCore.cginc
  8. 13
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightLighting.cginc
  9. 6
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPassLit.cginc
  10. 4
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardParticles.shader
  11. 6
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardTerrain.shader
  12. 79
      ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-DefaultETC1.mat
  13. 10
      ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-DefaultETC1.mat.meta
  14. 76
      ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-DefaultLine.mat
  15. 10
      ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-DefaultLine.mat.meta
  16. 86
      ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-DefaultUI.mat
  17. 10
      ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-DefaultUI.mat.meta
  18. 9
      ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-DefaultSprite.mat.meta
  19. 87
      ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-DefaultSprite.mat
  20. 0
      /ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-Default.mat.meta
  21. 0
      /ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-DefaultTerrain.mat.meta
  22. 0
      /ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-Default.mat
  23. 0
      /ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-DefaultTerrain.mat

35
ScriptableRenderPipeline/LightweightPipeline/Editor/LightweightAssetEditor.cs


public static GUIContent shadowCascadeSplit = new GUIContent("Shadow Cascade Split",
"Percentages to split shadow volume");
public static GUIContent defaultDiffuseMaterial = new GUIContent("Default Diffuse Material",
public static GUIContent defaultMaterial = new GUIContent("Default Material",
public static GUIContent defaultLineMaterial = new GUIContent("Default Line Material",
"Material to use when creating Line Renderers");
public static GUIContent defaultSpriteMaterial = new GUIContent("Default Sprite Material",
"Material to use when creating Sprites");
public static GUIContent defaultUIMaterial = new GUIContent("Default UI Material", "Material to use when creating UI Text");
public static GUIContent defaultShader = new GUIContent("Default Shader",
"Shader to use when creating materials");
public static GUIContent defaultTerrainMaterial = new GUIContent("Default Terrain Material",
"Material to use in Terrains");
public static GUIContent msaaContent = new GUIContent("Anti Aliasing (MSAA)", "Controls the global anti aliasing applied to all cameras.");
}

private SerializedProperty m_ShadowCascadesProp;
private SerializedProperty m_ShadowCascade2SplitProp;
private SerializedProperty m_ShadowCascade4SplitProp;
private SerializedProperty m_DefaultDiffuseMaterial;
private SerializedProperty m_DefaultMaterial;
private SerializedProperty m_DefaultLineMaterial;
private SerializedProperty m_DefaultSpriteMaterial;
private SerializedProperty m_DefaultUIMaterial;
private SerializedProperty m_DefaultShader;
private SerializedProperty m_DefaultTerrainMaterial;
private SerializedProperty m_MSAA;
void OnEnable()

m_ShadowCascadesProp = serializedObject.FindProperty("m_ShadowCascades");
m_ShadowCascade2SplitProp = serializedObject.FindProperty("m_Cascade2Split");
m_ShadowCascade4SplitProp = serializedObject.FindProperty("m_Cascade4Split");
m_DefaultDiffuseMaterial = serializedObject.FindProperty("m_DefaultDiffuseMaterial");
m_DefaultMaterial = serializedObject.FindProperty("m_DefaultMaterial");
m_DefaultLineMaterial = serializedObject.FindProperty("m_DefaultLineMaterial");
m_DefaultSpriteMaterial = serializedObject.FindProperty("m_DefaultSpriteMaterial");
m_DefaultUIMaterial = serializedObject.FindProperty("m_DefaultUIMaterial");
m_DefaultShader = serializedObject.FindProperty("m_DefaultShader");
m_DefaultTerrainMaterial = serializedObject.FindProperty("m_DefaultTerrainMaterial");
m_MSAA = serializedObject.FindProperty("m_MSAA");
}

EditorGUILayout.Space();
EditorGUILayout.LabelField(Styles.defaults, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_DefaultDiffuseMaterial, Styles.defaultDiffuseMaterial);
EditorGUILayout.PropertyField(m_DefaultMaterial, Styles.defaultMaterial);
EditorGUILayout.PropertyField(m_DefaultLineMaterial, Styles.defaultLineMaterial);
EditorGUILayout.PropertyField(m_DefaultSpriteMaterial, Styles.defaultSpriteMaterial);
EditorGUILayout.PropertyField(m_DefaultUIMaterial, Styles.defaultUIMaterial);
EditorGUILayout.PropertyField(m_DefaultShader, Styles.defaultShader);
EditorGUILayout.PropertyField(m_DefaultTerrainMaterial, Styles.defaultTerrainMaterial);
EditorGUI.indentLevel--;
serializedObject.ApplyModifiedProperties();

10
ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineAsset.asset


m_ShadowCascades: 1
m_Cascade2Split: 0.25
m_Cascade4Split: {x: 0.067, y: 0.2, z: 0.467}
m_DefaultDiffuseMaterial: {fileID: 2100000, guid: 31321ba15b8f8eb4c954353edc038b1d,
type: 2}
m_DefaultMaterial: {fileID: 2100000, guid: 31321ba15b8f8eb4c954353edc038b1d, type: 2}
m_DefaultLineMaterial: {fileID: 2100000, guid: 541b04d3bf488324f816937313973e15,
type: 2}
m_DefaultSpriteMaterial: {fileID: 2100000, guid: e3ef893926d86c448a80512fe05b8a37,
m_DefaultTerrainMaterial: {fileID: 2100000, guid: 594ea882c5a793440b60ff72d896021e,
m_DefaultUIMaterial: {fileID: 2100000, guid: 786cc499ea3906946b10ab7d24c8d0e7, type: 2}
m_BlitShader: {fileID: 4800000, guid: c17132b1f77d20942aa75f8429c0f8bc, type: 3}
m_CopyDepthShader: {fileID: 4800000, guid: d6dae50ee9e1bfa4db75f19f99355220, type: 3}

58
ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineAsset.cs


{
public static readonly string m_SimpleLightShaderPath = "LightweightPipeline/Standard (Simple Lighting)";
public static readonly string m_StandardShaderPath = "LightweightPipeline/Standard (Physically Based)";
public static readonly string m_BlitShaderPath = "Hidden/LightweightPipeline/Blit";
public static readonly string m_CopyDephPath = "Hidden/LightweightPipeline/CopyDepth";
private static readonly string m_PipelineFolder = "Assets/LightweightPipeline";
private static readonly string m_AssetName = "LightweightPipelineAsset.asset";
[SerializeField] private int m_MaxAdditionalPixelLights = 1;
[SerializeField] private bool m_SupportsVertexLight = true;
[SerializeField] private int m_MaxAdditionalPixelLights = 4;
[SerializeField] private bool m_SupportsVertexLight = false;
[SerializeField] private MSAAQuality m_MSAA = MSAAQuality.Disabled;
[SerializeField] private MSAAQuality m_MSAA = MSAAQuality._4x;
[SerializeField] private float m_RenderScale = 1.0f;
[SerializeField] private ShadowType m_ShadowType = ShadowType.HARD_SHADOWS;
[SerializeField] private ShadowResolution m_ShadowAtlasResolution = ShadowResolution._1024;

[SerializeField] private float m_Cascade2Split = 0.25f;
[SerializeField] private Vector3 m_Cascade4Split = new Vector3(0.067f, 0.2f, 0.467f);
[SerializeField] private Material m_DefaultDiffuseMaterial;
[SerializeField] private Material m_DefaultMaterial;
[SerializeField] private Material m_DefaultLineMaterial;
[SerializeField] private Material m_DefaultSpriteMaterial;
[SerializeField] private Material m_DefaultUIMaterial;
[SerializeField] private Material m_DefaultTerrainMaterial;
// Resources
[SerializeField] private Shader m_BlitShader;
[SerializeField] private Shader m_CopyDepthShader;
var instance = ScriptableObject.CreateInstance<LightweightPipelineAsset>();
string[] paths = m_PipelineFolder.Split('/');
string currentPath = paths[0];
for (int i = 1; i < paths.Length; ++i)
{
string folder = currentPath + "/" + paths[i];
if (!UnityEditor.AssetDatabase.IsValidFolder(folder))
UnityEditor.AssetDatabase.CreateFolder(currentPath, paths[i]);
var instance = CreateInstance<LightweightPipelineAsset>();
instance.m_DefaultShader = Shader.Find(m_StandardShaderPath);
instance.m_BlitShader = Shader.Find("Hidden/LightweightPipeline/Blit");
instance.m_CopyDepthShader = Shader.Find("Hidden/LightweightPipeline/CopyDepth");
currentPath = folder;
}
string path = UnityEditor.EditorUtility.SaveFilePanelInProject("Save Lightweight Asset", "LightweightAsset", "asset",
"Please enter a file name to save the asset to");
UnityEditor.AssetDatabase.CreateAsset(instance, m_PipelineFolder + "/" + m_AssetName);
if (path.Length > 0)
UnityEditor.AssetDatabase.CreateAsset(instance, path);
}
#endif

public override Material GetDefaultMaterial()
{
return m_DefaultDiffuseMaterial;
return m_DefaultMaterial;
}
public override Material GetDefaultParticleMaterial()

public override Material GetDefaultLineMaterial()
{
return m_DefaultLineMaterial;
return null;
return m_DefaultDiffuseMaterial;
return m_DefaultTerrainMaterial;
return m_DefaultUIMaterial;
return null;
return m_DefaultDiffuseMaterial;
return null;
return m_DefaultDiffuseMaterial;
return null;
return m_DefaultSpriteMaterial;
return null;
}
public override Shader GetDefaultShader()
{

public Shader BlitShader
{
get { return Shader.Find(LightweightPipelineAsset.m_BlitShaderPath); }
get { return m_BlitShader; }
get { return Shader.Find(LightweightPipelineAsset.m_CopyDephPath); }
get { return m_CopyDepthShader; }
}
}
}

24
ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-DefaultParticle.mat


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m_PrefabInternal: {fileID: 0}
m_Name: Lightweight-DefaultParticle
m_Shader: {fileID: 202, guid: 0000000000000000f000000000000000, type: 0}
m_Shader: {fileID: 4800000, guid: b7839dad95683814aa64166edc107ae2, type: 3}
m_LightmapFlags: 4
m_LightmapFlags: 0
disabledShaderPasses: []
disabledShaderPasses:
- ALWAYS
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:

m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Floats:
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- _CameraFarFadeDistance: 2
- _CameraNearFadeDistance: 1
- _Cull: 2
- _DistortionBlend: 0.5
- _DistortionEnabled: 0
- _DistortionStrength: 1
- _DistortionStrengthScaled: 0
- _EmissionEnabled: 0
- _FlipbookMode: 0
- _LightingEnabled: 1
- _SoftParticlesEnabled: 0
- _SoftParticlesFarFadeDistance: 1
- _SoftParticlesNearFadeDistance: 0
- _CameraFadeParams: {r: 0, g: Infinity, b: 0, a: 0}
- _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0}

2
ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-Default.mat


m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_Name: Lightweight-StandardShader
m_Name: Lightweight-Default
m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3}
m_ShaderKeywords:
m_LightmapFlags: 4

2
ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-DefaultTerrain.mat


m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_Name: Lightweight-StandardTerrain
m_Name: Lightweight-DefaultTerrain
m_Shader: {fileID: 4800000, guid: 69c1f799e772cb6438f56c23efccb782, type: 3}
m_ShaderKeywords:
m_LightmapFlags: 4

7
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightCore.cginc


#if defined(UNITY_COLORSPACE_GAMMA)
#define LIGHTWEIGHT_GAMMA_TO_LINEAR(gammaColor) gammaColor * gammaColor
#define LIGHTWEIGHT_LINEAR_TO_GAMMA(linColor) sqrt(color)
#define OUTPUT_COLOR(color) return half4(LIGHTWEIGHT_LINEAR_TO_GAMMA(color.rgb), color.a)
#define OUTPUT_COLOR(color) color
#endif
half _Pow4(half x)

#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
color = lerp(unity_FogColor, color, fogFactor);
#endif
}
half4 OutputColor(half3 color, half alpha)
{
return half4(LIGHTWEIGHT_LINEAR_TO_GAMMA(color), alpha);
}
#endif

13
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightLighting.cginc


return vertexLightColor;
}
half4 LightweightFragmentPBR(float3 positionWS, half3 normalWS, half3 viewDirectionWS, half fogFactor, half3 indirectDiffuse, half3 vertexLighting, half3 albedo, half metallic, half3 specular, half smoothness, half occlusion, half3 emission, half alpha)
half4 LightweightFragmentPBR(float3 positionWS, half3 normalWS, half3 viewDirectionWS, half3 indirectDiffuse, half3 vertexLighting, half3 albedo, half metallic, half3 specular, half smoothness, half occlusion, half3 emission, half alpha)
{
BRDFData brdfData;
InitializeBRDFData(albedo, metallic, specular, smoothness, alpha, brdfData);

#endif
color += emission;
// Computes fog factor per-vertex
ApplyFog(color, fogFactor);
return OutputColor(color, alpha);
return half4(color, alpha);
}
half4 LightweightFragmentLambert(float3 positionWS, half3 normalWS, half3 viewDirectionWS, half fogFactor, half3 diffuseGI, half3 diffuse, half3 emission, half alpha)

// Computes Fog Factor per vextex
ApplyFog(finalColor, fogFactor);
return OutputColor(finalColor, alpha);
half4 color = half4(finalColor, alpha);
return OUTPUT_COLOR(color);
}
half4 LightweightFragmentBlinnPhong(float3 positionWS, half3 normalWS, half3 viewDirectionWS, half fogFactor, half3 diffuseGI, half3 diffuse, half4 specularGloss, half shininess, half3 emission, half alpha)

// Computes Fog Factor per vextex
ApplyFog(finalColor, fogFactor);
return OutputColor(finalColor, alpha);
half4 color = half4(finalColor, alpha);
return OUTPUT_COLOR(color);
}
#endif

6
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPassLit.cginc


#endif
float fogFactor = IN.fogFactorAndVertexLight.x;
return LightweightFragmentPBR(IN.posWS, normalWS, IN.viewDir, fogFactor, indirectDiffuse, IN.fogFactorAndVertexLight.yzw, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha);
half4 color = LightweightFragmentPBR(IN.posWS, normalWS, IN.viewDir, indirectDiffuse, IN.fogFactorAndVertexLight.yzw, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha);
// Computes fog factor per-vertex
ApplyFog(color.rgb, fogFactor);
return OUTPUT_COLOR(color);
}
half4 LitPassFragmentSimple(LightweightVertexOutput IN) : SV_Target

4
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardParticles.shader


#endif
half3 zero = half3(0.0, 0.0, 0.0);
return LightweightFragmentPBR(positionWS, normalWS, viewDirWS, fogFactor, /*indirectDiffuse*/ zero, /*vertex lighting*/ zero, surfaceData.Albedo,
half4 color = LightweightFragmentPBR(positionWS, normalWS, viewDirWS, /*indirectDiffuse*/ zero, /*vertex lighting*/ zero, surfaceData.Albedo,
ApplyFog(color.rgb, fogFactor);
return OUTPUT_COLOR(color);
}
ENDCG
}

6
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardTerrain.shader


half3 viewDirectionWS = SafeNormalize(_WorldSpaceCameraPos - IN.positionWS);
half fogFactor = IN.fogFactorAndVertexLight.x;
half4 color = LightweightFragmentPBR(IN.positionWS, normalWS, viewDirectionWS, fogFactor, indirectDiffuse,
half4 color = LightweightFragmentPBR(IN.positionWS, normalWS, viewDirectionWS, indirectDiffuse,
return color;
ApplyFog(color.rgb, fogFactor);
return OUTPUT_COLOR(color);
}
ENDCG
}

79
ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-DefaultETC1.mat


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/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-StandardShader.mat.meta → /ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-Default.mat.meta

/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-StandardTerrain.mat.meta → /ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-DefaultTerrain.mat.meta

/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-StandardShader.mat → /ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-Default.mat

/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-StandardTerrain.mat → /ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-DefaultTerrain.mat

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