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HDRenderPipeline: Improve transmittance with wrap lighitng

/Branch_batcher
Sebastien Lagarde 8 年前
当前提交
47c4131d
共有 9 个文件被更改,包括 1156 次插入8 次删除
  1. 11
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.asset
  2. 20
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
  3. 873
      Assets/TestScenes/HDTest/HDRenderLoopTest.unity
  4. 9
      Assets/ScriptableRenderPipeline/HDRenderPipeline/SSSProfile.meta
  5. 197
      Assets/TestScenes/HDTest/GraphicTest/Two Sided/Material/GroundLeaf_DoubleSidedFlipSSS.mat
  6. 8
      Assets/TestScenes/HDTest/GraphicTest/Two Sided/Material/GroundLeaf_DoubleSidedFlipSSS.mat.meta
  7. 37
      Assets/ScriptableRenderPipeline/HDRenderPipeline/SSSProfile/FoliageSSSProfile.asset
  8. 9
      Assets/ScriptableRenderPipeline/HDRenderPipeline/SSSProfile/FoliageSSSProfile.asset.meta

11
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.asset


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20
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


[branch] if (bsdfData.enableTransmission)
{
// Reverse the normal.
illuminance = saturate(dot(-bsdfData.normalWS, L));
// Reverse the normal + do some wrap lighting to have a nicer transition between regular lighting and transmittance
// Ref: Steve McAuley - Energy-Conserving Wrapped Diffuse
float illuminance = saturate((dot(-bsdfData.normalWS, L) + w) / ((1.0 + w) * (1.0 + w)));
// For low thickness, we can reuse the shadowing status for the back of the object.
shadow = (bsdfData.thickness <= SSS_LOW_THICKNESS) ? shadow : 1;
illuminance *= shadow * cookie.a;

[branch] if (bsdfData.enableTransmission)
{
// Reverse the normal.
illuminance = saturate(dot(-bsdfData.normalWS, L)) * attenuation;
// Reverse the normal + do some wrap lighting to have a nicer transition between regular lighting and transmittance
// Ref: Steve McAuley - Energy-Conserving Wrapped Diffuse
float illuminance = saturate((dot(-bsdfData.normalWS, L) + w) / ((1.0 + w) * (1.0 + w)));
illuminance *= attenuation;
// For low thickness, we can reuse the shadowing status for the back of the object.
shadow = (bsdfData.thickness <= SSS_LOW_THICKNESS) ? shadow : 1;
illuminance *= shadow * cookie.a;

[branch] if (bsdfData.enableTransmission)
{
// Reverse the normal.
illuminance = saturate(dot(-bsdfData.normalWS, L) * clipFactor);
// Reverse the normal + do some wrap lighting to have a nicer transition between regular lighting and transmittance
// Ref: Steve McAuley - Energy-Conserving Wrapped Diffuse
float illuminance = saturate((dot(-bsdfData.normalWS, L) + w) / ((1.0 + w) * (1.0 + w)));
illuminance *= clipFactor;
// For low thickness, we can reuse the shadowing status for the back of the object.
shadow = (bsdfData.thickness <= SSS_LOW_THICKNESS) ? shadow : 1;
illuminance *= shadow * cookie.a;

873
Assets/TestScenes/HDTest/HDRenderLoopTest.unity


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