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HDRenderPipeline: Update material classification combination + update files due to version changed

/RenderPassXR_Sandbox
sebastienlagarde 7 年前
当前提交
4a85437d
共有 5 个文件被更改,包括 28 次插入14 次删除
  1. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/shadeopaque.compute
  2. 18
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
  3. 2
      ProjectSettings/ProjectVersion.txt
  4. 10
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SSSProfile/Resources.meta
  5. 10
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Resources.meta

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/shadeopaque.compute


#define LIGHTLOOP_TILE_INDIRECT 1
#define LIGHTLOOP_TILE_ALL 1
//#pragma enable_d3d11_debug_symbols
//-------------------------------------------------------------------------------------
// Include
//-------------------------------------------------------------------------------------

18
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


/* 4 */ LIGHT_FEATURE_MASK_FLAGS | MATERIALFEATUREFLAGS_LIT_STANDARD,
// SSS
/* 5 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_PUNCTUAL | MATERIALFEATUREFLAGS_LIT_SSS,
/* 6 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_AREA | MATERIALFEATUREFLAGS_LIT_SSS,
/* 7 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_ENV | MATERIALFEATUREFLAGS_LIT_SSS,
/* 8 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_PUNCTUAL | LIGHTFEATUREFLAGS_ENV | MATERIALFEATUREFLAGS_LIT_SSS,
// SSS is a superset of material standard. With foliage or crowd SSS and standard can overlap a lot, better to have a dedicated combination
/* 5 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_PUNCTUAL | MATERIALFEATUREFLAGS_LIT_SSS | MATERIALFEATUREFLAGS_LIT_STANDARD,
/* 6 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_AREA | MATERIALFEATUREFLAGS_LIT_SSS | MATERIALFEATUREFLAGS_LIT_STANDARD,
/* 7 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_ENV | MATERIALFEATUREFLAGS_LIT_SSS | MATERIALFEATUREFLAGS_LIT_STANDARD,
/* 8 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_PUNCTUAL | LIGHTFEATUREFLAGS_ENV | MATERIALFEATUREFLAGS_LIT_SSS | MATERIALFEATUREFLAGS_LIT_STANDARD,
/* 9 */ LIGHT_FEATURE_MASK_FLAGS | MATERIALFEATUREFLAGS_LIT_SSS,
// Specular/Aniso

specularLighting = float3(0, 0, 0); // TODO: check whether using 'out' instead of 'inout' increases the VGPR pressure
float3 cookie = float3(1, 1, 1);
float shadow = 1;
// TODO: measure impact of having all these dynamic branch here and the gain (or not) of testing illuminace > 0
//[branch] if (lightData.IESIndex >= 0 && illuminance > 0.0)
//{
// float3x3 lightToWorld = float3x3(lightData.right, lightData.up, lightData.forward);
// float2 sphericalCoord = GetIESTextureCoordinate(lightToWorld, L);
// illuminance *= SampleIES(lightLoopContext, lightData.IESIndex, sphericalCoord, 0).r;
//}
[branch] if (lightData.shadowIndex >= 0)
{

2
ProjectSettings/ProjectVersion.txt


m_EditorVersion: 2017.3.0a1
m_EditorVersion: 2017.3.0a2

10
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SSSProfile/Resources.meta


fileFormatVersion: 2
guid: 59a5ca19094a8c64099eded20685322f
folderAsset: yes
timeCreated: 1500627638
licenseType: Pro
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

10
Assets/ScriptableRenderPipeline/HDRenderPipeline/Resources.meta


fileFormatVersion: 2
guid: 2b0e7252e10375942943003cdd139be0
folderAsset: yes
timeCreated: 1500627615
licenseType: Pro
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
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