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Merge branch 'master' into feature/PlanarReflectionUI

# Conflicts:
#	ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/BufferPyramid.cs
/main
Frédéric Vauchelles 7 年前
当前提交
4f1b9eae
共有 48 个文件被更改,包括 3179 次插入42 次删除
  1. 15
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.cs
  2. 5
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/HDLightEditor.cs
  3. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
  4. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.asset
  5. 10
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDStringConstants.cs
  6. 12
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Light/HDAdditionalLightData.cs
  7. 22
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
  8. 10
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/ApplyDistorsion.compute
  9. 18
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/BufferPyramid.cs
  10. 7
      CHANGELOG.md.meta
  11. 8
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images.meta
  12. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/GettingStarted1.png.meta
  13. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/GettingStarted2.png.meta
  14. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader1.png.meta
  15. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader10.png.meta
  16. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader11.png.meta
  17. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader12.png.meta
  18. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader13.png.meta
  19. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader14.png.meta
  20. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader15.png.meta
  21. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader16.png.meta
  22. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader17.png.meta
  23. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader18.png.meta
  24. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader19.png.meta
  25. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader2.png.meta
  26. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader20.png.meta
  27. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader21.png.meta
  28. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader22.png.meta
  29. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader23.png.meta
  30. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader24.png.meta
  31. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader25.png.meta
  32. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader26.png.meta
  33. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader27.png.meta
  34. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader3.png.meta
  35. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader4.png.meta
  36. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader5.png.meta
  37. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader6.png.meta
  38. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader7.png.meta
  39. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader8.png.meta
  40. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader9.png.meta
  41. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/SkyAndFog1.png.meta
  42. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/SkyAndFog2.png.meta
  43. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/SkyAndFog3.png.meta
  44. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/SkyAndFog4.png.meta
  45. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/SkyAndFog5.png.meta
  46. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/SkyAndFog7.png.meta
  47. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/SkyAndFog8.png.meta
  48. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/SkyandFog6.png.meta

15
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.cs


{
case FullScreenDebugMode.FinalColorPyramid:
case FullScreenDebugMode.PreRefractionColorPyramid:
id = HDShaderIDs._GaussianPyramidColorMipSize;
id = HDShaderIDs._ColorPyramidScale;
id = HDShaderIDs._DepthPyramidMipSize;
id = HDShaderIDs._DepthPyramidScale;
break;
}
var size = Shader.GetGlobalVector(id);

{
case FullScreenDebugMode.FinalColorPyramid:
case FullScreenDebugMode.PreRefractionColorPyramid:
id = HDShaderIDs._GaussianPyramidColorMipSize;
id = HDShaderIDs._ColorPyramidScale;
id = HDShaderIDs._DepthPyramidMipSize;
id = HDShaderIDs._DepthPyramidScale;
break;
}
var size = Shader.GetGlobalVector(id);

{
case FullScreenDebugMode.FinalColorPyramid:
case FullScreenDebugMode.PreRefractionColorPyramid:
id = HDShaderIDs._GaussianPyramidColorMipSize;
id = HDShaderIDs._ColorPyramidScale;
id = HDShaderIDs._DepthPyramidMipSize;
id = HDShaderIDs._DepthPyramidScale;
break;
}
var size = Shader.GetGlobalVector(id);

});
}
list.Add(new DebugUI.FloatField { displayName = "Debug Exposure", getter = () => lightingDebugSettings.debugExposure, setter = value => lightingDebugSettings.debugExposure = value });
if (DebugNeedsExposure())
list.Add(new DebugUI.FloatField { displayName = "Debug Exposure", getter = () => lightingDebugSettings.debugExposure, setter = value => lightingDebugSettings.debugExposure = value });
m_DebugLightingItems = list.ToArray();
var panel = DebugManager.instance.GetPanel(k_PanelLighting, true);

5
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/HDLightEditor.cs


// Caution: this function must match the one in HDAdditionalLightData.ConvertPhysicalLightIntensityToLightIntensity - any change need to be replicated
void UpdateLightIntensity()
{
// Clamp negative values.
m_AdditionalLightData.directionalIntensity.floatValue = Mathf.Max(0, m_AdditionalLightData.directionalIntensity.floatValue);
m_AdditionalLightData.punctualIntensity.floatValue = Mathf.Max(0, m_AdditionalLightData.punctualIntensity.floatValue);
m_AdditionalLightData.areaIntensity.floatValue = Mathf.Max(0, m_AdditionalLightData.areaIntensity.floatValue);
switch (m_LightShape)
{
case LightShape.Directional:

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs


uint x, y, z;
m_applyDistortionCS.GetKernelThreadGroupSizes(m_applyDistortionKernel, out x, out y, out z);
cmd.SetComputeTextureParam(m_applyDistortionCS, m_applyDistortionKernel, HDShaderIDs._DistortionTexture, m_DistortionBuffer);
cmd.SetComputeTextureParam(m_applyDistortionCS, m_applyDistortionKernel, HDShaderIDs._GaussianPyramidColorTexture, m_BufferPyramid.colorPyramid);
cmd.SetComputeTextureParam(m_applyDistortionCS, m_applyDistortionKernel, HDShaderIDs._ColorPyramidTexture, m_BufferPyramid.colorPyramid);
cmd.SetComputeTextureParam(m_applyDistortionCS, m_applyDistortionKernel, HDShaderIDs._CameraColorTexture, m_CameraColorBuffer);
cmd.SetComputeVectorParam(m_applyDistortionCS, HDShaderIDs._Size, size);
cmd.SetComputeVectorParam(m_applyDistortionCS, HDShaderIDs._ZBufferParams, Shader.GetGlobalVector(HDShaderIDs._ZBufferParams));

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.asset


pointCookieSize: 512
cubeCookieTexArraySize: 16
reflectionProbeCacheSize: 128
planarReflectionProbeCacheSize: 128
planarReflectionProbeCacheSize: 4
planarReflectionTextureSize: 128
planarReflectionTextureSize: 1024
reflectionCacheCompressed: 0
planarReflectionCacheCompressed: 0
maxPlanarReflectionProbes: 128

10
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDStringConstants.cs


public static readonly int _VelocityTexture = Shader.PropertyToID("_VelocityTexture");
public static readonly int _ShadowMaskTexture = Shader.PropertyToID("_ShadowMaskTexture");
public static readonly int _DistortionTexture = Shader.PropertyToID("_DistortionTexture");
public static readonly int _GaussianPyramidColorTexture = Shader.PropertyToID("_GaussianPyramidColorTexture");
public static readonly int _PyramidDepthTexture = Shader.PropertyToID("_PyramidDepthTexture");
public static readonly int _GaussianPyramidColorMipSize = Shader.PropertyToID("_GaussianPyramidColorMipSize");
public static readonly int _DepthPyramidMipSize = Shader.PropertyToID("_PyramidDepthMipSize");
public static readonly int _ColorPyramidTexture = Shader.PropertyToID("_ColorPyramidTexture");
public static readonly int _DepthPyramidTexture = Shader.PropertyToID("_DepthPyramidTexture");
public static readonly int _ColorPyramidSize = Shader.PropertyToID("_ColorPyramidSize");
public static readonly int _ColorPyramidScale = Shader.PropertyToID("_ColorPyramidScale");
public static readonly int _DepthPyramidSize = Shader.PropertyToID("_DepthPyramidSize");
public static readonly int _DepthPyramidScale = Shader.PropertyToID("_DepthPyramidScale");
public static readonly int _DebugColorPickerTexture = Shader.PropertyToID("_DebugColorPickerTexture");
public static readonly int _ColorPickerParam = Shader.PropertyToID("_ColorPickerParam");

12
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Light/HDAdditionalLightData.cs


// As we have our own default value, we need to initialize the light intensity correctly
public static void InitDefaultHDAdditionalLightData(HDAdditionalLightData lightData)
{
// At first init we need to initialize correctly the default value
lightData.ConvertPhysicalLightIntensityToLightIntensity();
// Special treatment for Unity builtin area light. Change it to our rectangle light
// Special treatment for Unity built-in area light. Change it to our rectangle light
var light = lightData.gameObject.GetComponent<Light>();
// Sanity check: lightData.lightTypeExtent is init to LightTypeExtent.Punctual (in case for unknow reasons we recreate additional data on an existing line)

light.type = LightType.Point; // Same as in HDLightEditor
#if UNITY_EDITOR
light.lightmapBakeType = LightmapBakeType.Realtime;
#endif
// At first init we need to initialize correctly the default value
lightData.ConvertPhysicalLightIntensityToLightIntensity();
}
}

22
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl


// Rough refraction texture
// Color pyramid (width, height, lodcount, Unused)
TEXTURE2D(_GaussianPyramidColorTexture);
TEXTURE2D(_ColorPyramidTexture);
TEXTURE2D(_PyramidDepthTexture);
TEXTURE2D(_DepthPyramidTexture);
float4 _GaussianPyramidColorMipSize; // (x,y) = PyramidToScreenScale, z = lodCount
float4 _PyramidDepthMipSize;
float4 _ColorPyramidSize; // (x,y) = Actual Pixel Size, (z,w) = 1 / Actual Pixel Size
float4 _DepthPyramidSize; // (x,y) = Actual Pixel Size, (z,w) = 1 / Actual Pixel Size
float4 _ColorPyramidScale; // (x,y) = Screen Scale, z = lod count, w = unused
float4 _DepthPyramidScale; // (x,y) = Screen Scale, z = lod count, w = unused
CBUFFER_END
// Ambient occlusion texture

// we approximate the scene as a plane (back plane) with normal -V at the depth hit point.
// (We avoid to raymarch the depth texture to get the refracted point.)
uint2 depthSize = uint2(_PyramidDepthMipSize.xy);
uint2 depthSize = uint2(_DepthPyramidSize.xy);
float pyramidDepth = LOAD_TEXTURE2D_LOD(_PyramidDepthTexture, posInputs.positionNDC * (depthSize >> 2), 2).r;
float pyramidDepth = LOAD_TEXTURE2D_LOD(_DepthPyramidTexture, posInputs.positionNDC * (depthSize >> 2), 2).r;
float depth = LinearEyeDepth(pyramidDepth, _ZBufferParams);
// Distance from point to the back plane

preLightData.transparentTransmittance = exp(-bsdfData.absorptionCoefficient * refraction.dist);
// Empirical remap to try to match a bit the refraction probe blurring for the fallback
// Use IblPerceptualRoughness so we can handle approx of clear coat.
preLightData.transparentSSMipLevel = sqrt(preLightData.iblPerceptualRoughness) * uint(_GaussianPyramidColorMipSize.z);
preLightData.transparentSSMipLevel = sqrt(preLightData.iblPerceptualRoughness) * uint(_ColorPyramidScale.z);
#endif
return preLightData;

// Calculate screen space coordinates of refracted point in back plane
float2 refractedBackPointNDC = ComputeNormalizedDeviceCoordinates(refractedBackPointWS, UNITY_MATRIX_VP);
uint2 depthSize = uint2(_PyramidDepthMipSize.xy);
float refractedBackPointDepth = LinearEyeDepth(LOAD_TEXTURE2D_LOD(_PyramidDepthTexture, refractedBackPointNDC * depthSize, 0).r, _ZBufferParams);
uint2 depthSize = uint2(_DepthPyramidSize.xy);
float refractedBackPointDepth = LinearEyeDepth(LOAD_TEXTURE2D_LOD(_DepthPyramidTexture, refractedBackPointNDC * depthSize, 0).r, _ZBufferParams);
// Exit if texel is out of color buffer
// Or if the texel is from an object in front of the object

}
// Map the roughness to the correct mip map level of the color pyramid
lighting.specularTransmitted = SAMPLE_TEXTURE2D_LOD(_GaussianPyramidColorTexture, s_trilinear_clamp_sampler, refractedBackPointNDC * _GaussianPyramidColorMipSize.xy, preLightData.transparentSSMipLevel).rgb;
lighting.specularTransmitted = SAMPLE_TEXTURE2D_LOD(_ColorPyramidTexture, s_trilinear_clamp_sampler, refractedBackPointNDC * _ColorPyramidScale.xy, preLightData.transparentSSMipLevel).rgb;
// Beer-Lamber law for absorption
lighting.specularTransmitted *= preLightData.transparentTransmittance;

10
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/ApplyDistorsion.compute


#pragma only_renderers d3d11 ps4 xboxone vulkan metal
TEXTURE2D(_DistortionTexture);
TEXTURE2D(_GaussianPyramidColorTexture);
TEXTURE2D(_ColorPyramidTexture);
SamplerState sampler_GaussianPyramidColorTexture;
SamplerState sampler_ColorPyramidTexture;
float4 _GaussianPyramidColorMipSize;
float4 _ColorPyramidScale;
CBUFFER_END
#pragma kernel KMain

// Get source pixel for distortion
float2 distordedUV = float2(dispatchThreadId + int2(distortion * _FetchBias)) * _Size.zw;
float mip = (_GaussianPyramidColorMipSize.z - 1) * clamp(distortionBlur, 0.0, 1.0);
float4 sampled = SAMPLE_TEXTURE2D_LOD(_GaussianPyramidColorTexture, sampler_GaussianPyramidColorTexture, distordedUV, mip);
float mip = (_ColorPyramidScale.z - 1) * clamp(distortionBlur, 0.0, 1.0);
float4 sampled = SAMPLE_TEXTURE2D_LOD(_ColorPyramidTexture, sampler_ColorPyramidTexture, distordedUV, mip);
_CameraColorTexture[dispatchThreadId] = sampled;
}

18
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/BufferPyramid.cs


BufferPyramidProcessor m_Processor;
public BufferPyramid(BufferPyramidProcessor processor)
{
{
m_Processor = processor;
}

public void CreateBuffers()
{
m_ColorPyramidBuffer = RTHandle.Alloc(size => CalculatePyramidSize(size), filterMode: FilterMode.Trilinear, colorFormat: RenderTextureFormat.ARGBHalf, sRGB: false, useMipMap: true, autoGenerateMips: false, name: "ColorPymarid");
m_ColorPyramidBuffer = RTHandle.Alloc(size => CalculatePyramidSize(size), filterMode: FilterMode.Trilinear, colorFormat: RenderTextureFormat.ARGBHalf, sRGB: false, useMipMap: true, autoGenerateMips: false, enableRandomWrite: true, name: "ColorPyramid");
m_DepthPyramidBuffer = RTHandle.Alloc(size => CalculatePyramidSize(size), filterMode: FilterMode.Trilinear, colorFormat: RenderTextureFormat.RGFloat, sRGB: false, useMipMap: true, autoGenerateMips: false, enableRandomWrite: true, name: "DepthPyramid"); // Need randomReadWrite because we downsample the first mip with a compute shader.
}

int lodCount = GetPyramidLodCount(hdCamera);
UpdatePyramidMips(hdCamera, m_DepthPyramidBuffer.rt.format, m_DepthPyramidMips, lodCount);
cmd.SetGlobalVector(HDShaderIDs._DepthPyramidMipSize, new Vector4(hdCamera.actualWidth, hdCamera.actualHeight, lodCount, 0.0f));
cmd.SetGlobalVector(HDShaderIDs._DepthPyramidSize, new Vector4(hdCamera.actualWidth, hdCamera.actualHeight, 1f / hdCamera.actualWidth, 1f / hdCamera.actualHeight));
cmd.SetGlobalVector(HDShaderIDs._DepthPyramidScale, new Vector4(scale.x, scale.y, lodCount, 0.0f));
m_Processor.RenderDepthPyramid(
hdCamera.actualWidth, hdCamera.actualHeight,

m_DepthPyramidMips,
lodCount,
scale
);
);
cmd.SetGlobalTexture(HDShaderIDs._PyramidDepthTexture, m_DepthPyramidBuffer);
cmd.SetGlobalTexture(HDShaderIDs._DepthPyramidTexture, m_DepthPyramidBuffer);
}
public void RenderColorPyramid(

UpdatePyramidMips(hdCamera, m_ColorPyramidBuffer.rt.format, m_ColorPyramidMips, lodCount);
Vector2 scale = GetPyramidToScreenScale(hdCamera);
cmd.SetGlobalVector(HDShaderIDs._GaussianPyramidColorMipSize, new Vector4(scale.x, scale.y, lodCount, 0.0f));
cmd.SetGlobalVector(HDShaderIDs._ColorPyramidSize, new Vector4(hdCamera.actualWidth, hdCamera.actualHeight, 1f / hdCamera.actualWidth, 1f / hdCamera.actualHeight));
cmd.SetGlobalVector(HDShaderIDs._ColorPyramidScale, new Vector4(scale.x, scale.y, lodCount, 0.0f));
m_Processor.RenderColorPyramid(
hdCamera,

m_ColorPyramidMips,
lodCount,
scale
);
);
cmd.SetGlobalTexture(HDShaderIDs._GaussianPyramidColorTexture, m_ColorPyramidBuffer);
cmd.SetGlobalTexture(HDShaderIDs._ColorPyramidTexture, m_ColorPyramidBuffer);
}
}
}

7
CHANGELOG.md.meta


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