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- Properly implemented GI meta pass for Unlit shader.

- Properly re-implemented Emission GI mode for Lit/Unlit/LayeredLit shaders.
/main
Julien Ignace 8 年前
当前提交
48fc9b85
共有 17 个文件被更改,包括 1052 次插入1064 次删除
  1. 34
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/LayeredLit/LayeredLitUI.cs
  2. 1
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitMetaPass.hlsl
  3. 36
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitUI.cs
  4. 10
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/Unlit.hlsl
  5. 3
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitData.hlsl
  6. 118
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitDefault.shader
  7. 2
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitShare.hlsl
  8. 17
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitUI.cs
  9. 2
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassForwardUnlit.hlsl
  10. 470
      Assets/TestScenes/HDTest/GlobalIlluminationTest.unity
  11. 263
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Green.mat
  12. 323
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Ground/Ground_01_2x2.mat
  13. 287
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Ground/Needle_Moss_1x1.mat
  14. 287
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Ground/Sand_02_2x2_02.mat
  15. 2
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Layered.mat
  16. 2
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Layered.mat.meta
  17. 259
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Red.mat

34
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/LayeredLit/LayeredLitUI.cs


};
public readonly GUIContent syncButton = new GUIContent("Re-Synchronize Layers", "Re-synchronize all layers's properties with the referenced Material");
public readonly GUIContent layers = new GUIContent("Layers");
public readonly GUIContent emission = new GUIContent("Emissive");
public readonly GUIContent layerMapMask = new GUIContent("Layer Mask", "Layer mask (multiplied by vertex color)");
public readonly GUIContent layerCount = new GUIContent("Layer Count", "Number of layers.");
}

SetKeyword(material, "_LAYERMASKMAP", material.GetTexture(kLayerMaskMap));
}
protected override void SetupEmissionGIFlags(Material material)
{
// Setup lightmap emissive flags
bool nonNullEmissive = false;
for(int i = 0 ; i < layerCount ; ++i)
{
string paramName = string.Format("_EmissiveIntensity{0}", i);
if (material.GetFloat(paramName) > 0.0f)
{
nonNullEmissive = true;
break;
}
}
var realtimeEmission = (material.globalIlluminationFlags & MaterialGlobalIlluminationFlags.RealtimeEmissive) > 0;
bool shouldEmissionBeEnabled = nonNullEmissive || realtimeEmission;
MaterialGlobalIlluminationFlags flags = material.globalIlluminationFlags;
if ((flags & (MaterialGlobalIlluminationFlags.BakedEmissive | MaterialGlobalIlluminationFlags.RealtimeEmissive)) != 0)
{
if (shouldEmissionBeEnabled)
flags &= ~MaterialGlobalIlluminationFlags.EmissiveIsBlack;
else
flags |= MaterialGlobalIlluminationFlags.EmissiveIsBlack;
material.globalIlluminationFlags = flags;
}
}
void SetupMaterialForLayers(Material material)
{
if (layerCount == 4)

EditorGUI.BeginChangeCheck();
{
ShaderOptionsGUI();
EditorGUI.indentLevel++;
EditorGUILayout.LabelField(styles.emission);
m_MaterialEditor.LightmapEmissionProperty(1);
EditorGUI.indentLevel--;
EditorGUILayout.Space();
}
if (EditorGUI.EndChangeCheck())

1
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitMetaPass.hlsl


float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float4 tangentOS : TANGENT;
};
struct Varyings

36
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitUI.cs


m_MaterialEditor.TexturePropertySingleLine(Styles.emissiveText, emissiveColorMap, emissiveColor);
}
m_MaterialEditor.ShaderProperty(emissiveIntensity, Styles.emissiveIntensityText);
m_MaterialEditor.LightmapEmissionProperty(MaterialEditor.kMiniTextureFieldLabelIndentLevel + 1);
EditorGUI.indentLevel--;
}

SetKeyword(material, "_HEIGHTMAP", material.GetTexture(kHeightMap));
SetKeyword(material, "_TANGENTMAP", material.GetTexture(kTangentMap));
SetKeyword(material, "_ANISOTROPYMAP", material.GetTexture(kAnisotropyMap));
}
protected virtual void SetupEmissionGIFlags(Material material)
{
// Setup lightmap emissive flags
MaterialGlobalIlluminationFlags flags = material.globalIlluminationFlags;
if ((flags & (MaterialGlobalIlluminationFlags.BakedEmissive | MaterialGlobalIlluminationFlags.RealtimeEmissive)) != 0)
{
if (ShouldEmissionBeEnabled(material))
flags &= ~MaterialGlobalIlluminationFlags.EmissiveIsBlack;
else
flags |= MaterialGlobalIlluminationFlags.EmissiveIsBlack;
material.globalIlluminationFlags = flags;
}
}
protected void SetupMaterial(Material material)

SetKeyword(material, "_HEIGHTMAP_AS_DISPLACEMENT", (HeightmapMode)material.GetFloat(kHeightMapMode) == HeightmapMode.Displacement);
SetupKeywordsForInputMaps(material);
// Setup lightmap emissive flags
bool shouldEmissionBeEnabled = ShouldEmissionBeEnabled(material, material.GetFloat("_EmissiveIntensity"));
MaterialGlobalIlluminationFlags flags = material.globalIlluminationFlags;
if ((flags & (MaterialGlobalIlluminationFlags.BakedEmissive | MaterialGlobalIlluminationFlags.RealtimeEmissive)) != 0)
{
if (shouldEmissionBeEnabled)
flags &= ~MaterialGlobalIlluminationFlags.EmissiveIsBlack;
else
flags |= MaterialGlobalIlluminationFlags.EmissiveIsBlack;
material.globalIlluminationFlags = flags;
}
SetupEmissionGIFlags(material);
static bool ShouldEmissionBeEnabled(Material mat, float emissiveIntensity)
public static bool ShouldEmissionBeEnabled(Material mat)
float emissiveIntensity = mat.GetFloat("_EmissiveIntensity");
var realtimeEmission = (mat.globalIlluminationFlags & MaterialGlobalIlluminationFlags.RealtimeEmissive) > 0;
return emissiveIntensity > 0.0f || realtimeEmission;
}

10
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/Unlit.hlsl


break;
}
}
LighTransportData GetLightTransportData(SurfaceData surfaceData, BuiltinData builtinData, BSDFData bsdfData)
{
LighTransportData lightTransportData;
lightTransportData.diffuseColor = float3(0.0, 0.0, 0.0);
lightTransportData.emissiveColor = builtinData.emissiveColor * builtinData.emissiveIntensity;
return lightTransportData;
}

3
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitData.hlsl


struct FragInput
{
float4 positionCS;
float4 unPositionSS;
float2 texCoord1;
};
//-------------------------------------------------------------------------------------

118
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitDefault.shader


ENDHLSL
}
// ------------------------------------------------------------------
// Extracts information for lightmapping, GI (emission, albedo, ...)
// This pass it not used during regular rendering.
// ------------------------------------------------------------------
Pass
{
Name "META"
Tags{ "LightMode" = "Meta" }
Cull Off
HLSLPROGRAM
// Lightmap memo
// DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light,
// both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON.
#pragma vertex Vert
#pragma fragment Frag
#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT
#include "../../Material/Material.hlsl"
#include "UnlitData.hlsl"
CBUFFER_START(UnityMetaPass)
// x = use uv1 as raster position
// y = use uv2 as raster position
bool4 unity_MetaVertexControl;
// x = return albedo
// y = return normal
bool4 unity_MetaFragmentControl;
CBUFFER_END
// This was not in constant buffer in original unity, so keep outiside. But should be in as ShaderRenderPass frequency
float unity_OneOverOutputBoost;
float unity_MaxOutputValue;
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
};
struct Varyings
{
float4 positionCS;
float2 texCoord0;
float2 texCoord1;
};
struct PackedVaryings
{
float4 positionCS : SV_Position;
float4 interpolators[1] : TEXCOORD0;
};
// Function to pack data to use as few interpolator as possible, the ShaderGraph should generate these functions
PackedVaryings PackVaryings(Varyings input)
{
PackedVaryings output;
output.positionCS = input.positionCS;
output.interpolators[0].xy = input.texCoord0;
output.interpolators[0].zw = input.texCoord1;
return output;
}
FragInput UnpackVaryings(PackedVaryings input)
{
FragInput output;
ZERO_INITIALIZE(FragInput, output);
output.unPositionSS = input.positionCS;
output.texCoord0 = input.interpolators[0].xy;
output.texCoord1 = input.interpolators[0].zw;
return output;
}
PackedVaryings Vert(Attributes input)
{
Varyings output;
// Output UV coordinate in vertex shader
if (unity_MetaVertexControl.x)
{
input.positionOS.xy = input.uv1 * unity_LightmapST.xy + unity_LightmapST.zw;
// OpenGL right now needs to actually use incoming vertex position,
// so use it in a very dummy way
//v.positionOS.z = vertex.z > 0 ? 1.0e-4f : 0.0f;
}
if (unity_MetaVertexControl.y)
{
input.positionOS.xy = input.uv2 * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
// OpenGL right now needs to actually use incoming vertex position,
// so use it in a very dummy way
//v.positionOS.z = vertex.z > 0 ? 1.0e-4f : 0.0f;
}
float3 positionWS = TransformObjectToWorld(input.positionOS);
output.positionCS = TransformWorldToHClip(positionWS);
output.texCoord0 = input.uv0;
output.texCoord1 = input.uv1;
return PackVaryings(output);
}
#include "../../ShaderPass/ShaderPassLightTransport.hlsl"
ENDHLSL
}
}
CustomEditor "UnlitGUI"

2
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitShare.hlsl


FragInput output;
ZERO_INITIALIZE(FragInput, output);
output.positionCS = input.positionCS;
output.unPositionSS = input.positionCS;
output.texCoord0.xy = input.interpolators[0].xy;
return output;

17
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitUI.cs


m_MaterialEditor.TexturePropertySingleLine(Styles.emissiveText, emissiveColorMap, emissiveColor);
m_MaterialEditor.ShaderProperty(emissiveIntensity, Styles.emissiveIntensityText);
m_MaterialEditor.LightmapEmissionProperty(MaterialEditor.kMiniTextureFieldLabelIndentLevel + 1);
EditorGUI.indentLevel--;
}

SetupKeywordsForInputMaps(material);
/*
flags &= ~MaterialGlobalIlluminationFlags.EmissiveIsBlack;
if (!shouldEmissionBeEnabled)
if (LitGUI.ShouldEmissionBeEnabled(material))
flags &= ~MaterialGlobalIlluminationFlags.EmissiveIsBlack;
else
*/
}
static bool ShouldEmissionBeEnabled(Material mat, Color color)
{
//var realtimeEmission = (mat.globalIlluminationFlags & MaterialGlobalIlluminationFlags.RealtimeEmissive) > 0;
//return color.maxColorComponent > 0.1f / 255.0f || realtimeEmission;
return false;
}
bool HasValidEmissiveKeyword(Material material)

2
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassForwardUnlit.hlsl


BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
// TODO: we must not access bsdfData here, it break the genericity of the code!
return float4(bsdfData.color, builtinData.opacity);
return float4(bsdfData.color + builtinData.emissiveColor * builtinData.emissiveIntensity, builtinData.opacity);
}

470
Assets/TestScenes/HDTest/GlobalIlluminationTest.unity


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