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Merge pull request #1087 from Unity-Technologies/lw/perf-regression-fix

Lw/perf regression fix
/main
GitHub 7 年前
当前提交
4c1e5957
共有 9 个文件被更改,包括 145 次插入93 次删除
  1. 32
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderGUI/LightweightStandardSimpleLightingGUI.cs
  2. 20
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputSurface.hlsl
  3. 17
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLit.hlsl
  4. 39
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassShadow.hlsl
  5. 10
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Particles.hlsl
  6. 38
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandard.shader
  7. 38
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader
  8. 35
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassDepthOnly.hlsl
  9. 9
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassDepthOnly.hlsl.meta

32
ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderGUI/LightweightStandardSimpleLightingGUI.cs


StandardSimpleLightingUpgrader.UpdateMaterialKeywords(material);
}
private bool RequiresAlpha()
{
SurfaceType surfaceType = (SurfaceType) surfaceTypeProp.floatValue;
return alphaClip.floatValue > 0.0f || surfaceType == SurfaceType.Transparent;
}
private void DoSurfaceArea()
{
int surfaceTypeValue = (int)surfaceTypeProp.floatValue;

bool alphaClipEnabled = EditorGUILayout.Toggle(Styles.alphaClipLabel, alphaClip.floatValue == 1);
if (EditorGUI.EndChangeCheck())
alphaClip.floatValue = alphaClipEnabled ? 1 : 0;
EditorGUILayout.Space();
if ((SurfaceType)surfaceTypeValue == SurfaceType.Opaque)

m_MaterialEditor.TexturePropertySingleLine(Styles.specularGlossMapLabels[(int)glossinessSourceProp.floatValue], specularGlossMapProp, hasSpecularMap ? null : specularColorProp);
EditorGUI.indentLevel += 2;
GUI.enabled = hasSpecularMap;
int glossinessSource = hasSpecularMap ? (int)glossinessSourceProp.floatValue : (int)GlossinessSource.BaseAlpha;
EditorGUI.BeginChangeCheck();
glossinessSource = EditorGUILayout.Popup(Styles.glossinessSourceLabel, glossinessSource, Styles.glossinessSourceNames);
if (EditorGUI.EndChangeCheck())
glossinessSourceProp.floatValue = glossinessSource;
GUI.enabled = true;
if (RequiresAlpha())
{
GUI.enabled = false;
glossinessSourceProp.floatValue = (float)EditorGUILayout.Popup(Styles.glossinessSourceLabel, (int) GlossinessSource.SpecularAlpha, Styles.glossinessSourceNames);
GUI.enabled = true;
}
else
{
int glossinessSource = (int)glossinessSourceProp.floatValue;
EditorGUI.BeginChangeCheck();
glossinessSource = EditorGUILayout.Popup(Styles.glossinessSourceLabel, glossinessSource, Styles.glossinessSourceNames);
if (EditorGUI.EndChangeCheck())
glossinessSourceProp.floatValue = glossinessSource;
GUI.enabled = true;
}
kMinShininessValue, 1.0f);
kMinShininessValue, 1.0f);
if (EditorGUI.EndChangeCheck())
shininessProp.floatValue = shininess;
EditorGUI.indentLevel -= 2;

20
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputSurface.hlsl


///////////////////////////////////////////////////////////////////////////////
// Material Property Helpers //
///////////////////////////////////////////////////////////////////////////////
inline half Alpha(half albedoAlpha)
float2 TransformMainTextureCoord(float2 uv)
#if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)
half alpha = _Color.a;
#else
return TRANSFORM_TEX(uv, _MainTex);
}
half Alpha(half albedoAlpha)
{
#if !defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) && !defined(_GLOSSINESS_FROM_BASE_ALPHA)
#else
half alpha = _Color.a;
#endif
#if defined(_ALPHATEST_ON)

return alpha;
}
half4 MainTexture(float2 uv)
{
return SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
}
half3 Normal(float2 uv)

inline void InitializeStandardLitSurfaceData(float2 uv, out SurfaceData outSurfaceData)
{
half4 albedoAlpha = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
half4 albedoAlpha = MainTexture(uv);
half4 specGloss = MetallicSpecGloss(uv, albedoAlpha.a);
outSurfaceData.albedo = albedoAlpha.rgb * _Color.rgb;

17
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLit.hlsl


UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.uv = TransformMainTextureCoord(v.texcoord);
o.posWSShininess.xyz = TransformObjectToWorld(v.vertex.xyz);
o.posWSShininess.w = _Shininess * 128.0;

return color;
}
// Used for Standard shader
half4 LitPassFragmentNull(LightweightVertexOutput IN) : SV_Target
{
LitPassFragment(IN);
return 0;
}
// Used for StandardSimpleLighting shader
half4 LitPassFragmentSimple(LightweightVertexOutput IN) : SV_Target
{

return LightweightFragmentBlinnPhong(inputData, diffuse, specularGloss, shininess, emission, alpha);
};
// Used for StandardSimpleLighting shader
half4 LitPassFragmentSimpleNull(LightweightVertexOutput IN) : SV_Target
{
half4 result = LitPassFragmentSimple(IN);
return result.a;
}
#endif

39
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassShadow.hlsl


#ifndef LIGHTWEIGHT_PASS_SHADOW_INCLUDED
#define LIGHTWEIGHT_PASS_SHADOW_INCLUDED
#include "LWRP/ShaderLibrary/LightweightPassLit.hlsl"
#include "LWRP/ShaderLibrary/Core.hlsl"
#include "LWRP/ShaderLibrary/InputSurface.hlsl"
LightweightVertexOutput ShadowPassVertex(LightweightVertexInput v)
struct VertexInput
LightweightVertexOutput o = LitPassVertex(v);
float4 position : POSITION;
float3 normal : NORMAL;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float2 uv : TEXCOORD0;
float4 clipPos : SV_POSITION;
};
VertexOutput ShadowPassVertex(VertexInput v)
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
float invNdotL = 1.0 - saturate(dot(_LightDirection, o.normal.xyz));
float3 positionWS = TransformObjectToWorld(v.position.xyz);
float3 normalWS = TransformObjectToWorldDir(v.normal);
float invNdotL = 1.0 - saturate(dot(_LightDirection, normalWS));
o.posWSShininess.xyz = o.normal.xyz * scale.xxx + o.posWSShininess.xyz;
float4 clipPos = TransformWorldToHClip(o.posWSShininess.xyz);
positionWS = normalWS * scale.xxx + positionWS;
float4 clipPos = TransformWorldToHClip(positionWS);
// _ShadowBias.x sign depens on if platform has reversed z buffer
clipPos.z += _ShadowBias.x;

clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
#endif
o.uv = TransformMainTextureCoord(v.texcoord);
half4 ShadowPassFragment(VertexOutput IN) : SV_TARGET
{
Alpha(MainTexture(IN.uv).a);
return 0;
}
#endif

10
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Particles.hlsl


{
#if defined(_NORMALMAP)
#if BUMP_SCALE_NOT_SUPPORTED
return UnpackNormal(readTexture(_BumpMap, sampler_BumpMap, IN));
return UnpackNormal(readTexture(TEXTURE2D_PARAM(_BumpMap, sampler_BumpMap), IN));
return UnpackNormalScale(readTexture(_BumpMap, sampler_BumpMap, IN), _BumpScale);
return UnpackNormalScale(readTexture(TEXTURE2D_PARAM(_BumpMap, sampler_BumpMap), IN), _BumpScale);
#endif
#else
return half3(0.0h, 0.0h, 1.0h);

half3 Emission(VertexOutputLit IN)
{
#if defined(_EMISSION)
return readTexture(_EmissionMap, sampler_EmissionMap, IN).rgb * _EmissionColor.rgb;
return readTexture(TEXTURE2D_PARAM(_EmissionMap, sampler_EmissionMap), IN).rgb * _EmissionColor.rgb;
#else
return half3(0.0h, 0.0h, 0.0h);
#endif

{
half4 specularGloss = half4(0.0h, 0.0h, 0.0h, 1.0h);
#ifdef _SPECGLOSSMAP
specularGloss = readTexture(_SpecGlossMap, sampler_SpecGlossMap, IN);
specularGloss = readTexture(TEXTURE2D_PARAM(_SpecGlossMap, sampler_SpecGlossMap), IN);
#elif defined(_SPECULAR_COLOR)
specularGloss = _SpecColor;
#endif

half4 albedo = Albedo(IN);
#if defined(_METALLICGLOSSMAP)
half2 metallicGloss = readTexture(_MetallicGlossMap, sampler_MetallicGlossMap, IN).ra * half2(1.0, _Glossiness);
half2 metallicGloss = readTexture(TEXTURE2D_PARAM(_MetallicGlossMap, sampler_MetallicGlossMap), IN).ra * half2(1.0, _Glossiness);
#else
half2 metallicGloss = half2(_Metallic, _Glossiness);
#endif

38
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandard.shader


// -------------------------------------
// Material Keywords
#pragma shader_feature _NORMALMAP
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _ALPHAPREMULTIPLY_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _METALLICSPECGLOSSMAP

// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma target 2.0
#pragma shader_feature _NORMALMAP
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _ALPHAPREMULTIPLY_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _METALLICSPECGLOSSMAP
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _OCCLUSIONMAP
#pragma shader_feature _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _GLOSSYREFLECTIONS_OFF
#pragma shader_feature _SPECULAR_SETUP
//--------------------------------------
// GPU Instancing

#pragma fragment LitPassFragmentNull
#pragma fragment ShadowPassFragment
#include "LWRP/ShaderLibrary/LightweightPassShadow.hlsl"
ENDHLSL

// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma target 2.0
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
#pragma shader_feature _NORMALMAP
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _ALPHAPREMULTIPLY_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _METALLICSPECGLOSSMAP
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _OCCLUSIONMAP
#pragma shader_feature _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _GLOSSYREFLECTIONS_OFF
#pragma shader_feature _SPECULAR_SETUP
#pragma vertex LitPassVertex
#pragma fragment LitPassFragmentNull
#include "LWRP/ShaderLibrary/LightweightPassLit.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassDepthOnly.hlsl"
ENDHLSL
}

38
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader


// -------------------------------------
// Material Keywords
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _ _GLOSSINESS_FROM_BASE_ALPHA
#pragma shader_feature _GLOSSINESS_FROM_BASE_ALPHA
#pragma shader_feature _NORMALMAP
#pragma shader_feature _EMISSION

Pass
{
Tags{"Lightmode" = "ShadowCaster"}
Tags{"LightMode" = "ShadowCaster"}
ZWrite On
ZTest LEqual

// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma target 2.0
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _ALPHAPREMULTIPLY_ON
#pragma shader_feature _ _SPECGLOSSMAP _SPECULAR_COLOR
#pragma shader_feature _ _GLOSSINESS_FROM_BASE_ALPHA
#pragma shader_feature _NORMALMAP
#pragma shader_feature _EMISSION
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _GLOSSINESS_FROM_BASE_ALPHA
//--------------------------------------
// GPU Instancing

#pragma fragment LitPassFragmentSimpleNull
#pragma fragment ShadowPassFragment
#define BUMP_SCALE_NOT_SUPPORTED 1
#include "LWRP/ShaderLibrary/LightweightPassShadow.hlsl"
ENDHLSL
}

Tags{"Lightmode" = "DepthOnly"}
Tags{"LightMode" = "DepthOnly"}
ZWrite On
ColorMask 0

#pragma prefer_hlslcc gles
#pragma target 2.0
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _ALPHAPREMULTIPLY_ON
#pragma shader_feature _ _SPECGLOSSMAP _SPECULAR_COLOR
#pragma shader_feature _ _GLOSSINESS_FROM_BASE_ALPHA
#pragma shader_feature _NORMALMAP
#pragma shader_feature _EMISSION
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _GLOSSINESS_FROM_BASE_ALPHA
#pragma vertex LitPassVertex
#pragma fragment LitPassFragmentSimpleNull
#define BUMP_SCALE_NOT_SUPPORTED 1
#include "LWRP/ShaderLibrary/LightweightPassLit.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassDepthOnly.hlsl"
ENDHLSL
}

35
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassDepthOnly.hlsl


#ifndef LIGHTWEIGHT_PASS_DEPTH_ONLY_INCLUDED
#define LIGHTWEIGHT_PASS_DEPTH_ONLY_INCLUDED
#include "LWRP/ShaderLibrary/Core.hlsl"
#include "LWRP/ShaderLibrary/InputSurface.hlsl"
struct VertexInput
{
float4 position : POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float2 uv : TEXCOORD0;
float4 clipPos : SV_POSITION;
};
VertexOutput DepthOnlyVertex(VertexInput v)
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
o.uv = TransformMainTextureCoord(v.texcoord);
o.clipPos = TransformObjectToHClip(v.position.xyz);
return o;
}
half4 DepthOnlyFragment(VertexOutput IN) : SV_TARGET
{
Alpha(MainTexture(IN.uv).a);
return 0;
}
#endif

9
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassDepthOnly.hlsl.meta


fileFormatVersion: 2
guid: 0acd4fdbcf0cf654a9cdf3e9ccc2edce
timeCreated: 1488965025
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
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