runestubbe 8 年前
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517006da
共有 5 个文件被更改,包括 29 次插入9 次删除
  1. 2
      Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/Resources/lightlistbuild-clustered.compute
  2. 4
      Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePass.hlsl
  3. 4
      Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.shader
  4. 2
      Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitSurfaceData.hlsl
  5. 26
      Assets/TestScenes/HDTest/GlobalIlluminationTest.unity

2
Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/Resources/lightlistbuild-clustered.compute


{
uint lightCategory = _LightShapeData[coarseList[l]].lightCategory;
++modelListCount[lightCategory == REFLECTION_LIGHT ? 1 : 0];
g_vLayeredLightList[offs++] = coarseList[l]; // reflection lights will be last since we sorted
g_vLayeredLightList[offs++] = _LightShapeData[coarseList[l]].lightIndex; // reflection lights will be last since we sorted
}
}

4
Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePass.hlsl


uint _UseTileLightList;
//#endif
#ifdef USE_CLUSTERED_LIGHTLIST
//#ifdef USE_CLUSTERED_LIGHTLIST
#endif
//#endif
// TODO: Need to correctly define the shadow framework, WIP
#include "../SinglePass/SinglePass.hlsl"

4
Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.shader


_NormalMap("NormalMap", 2D) = "bump" {}
_HeightMap("HeightMap", 2D) = "black" {}
_HeightScale("Height Scale", Float) = 1
_HeightScale("Height Scale", Float) = 0.01
_HeightBias("Height Bias", Float) = 0
_TangentMap("TangentMap", 2D) = "bump" {}

_DetailMask("DetailMask", 2D) = "white" {}
_DetailAlbedoScale("_DetailAlbedoScale", Range(-2.0, 2.0)) = 1
_DetailNormalScale("_DetailNormalScale", Range(0.0, 2.0)) = 1
_DetailSmoothnessScale("_DetailSmoothnessScale", Range(-2.0, 2.0)) = 1
_DetailSmoothnessScale("_DetailSmoothnessScale", Range(-2.0, 2.0)) = 0.01
_DetailHeightScale("_DetailHeightScale", Range(-2.0, 2.0)) = 1
_DetailAOScale("_DetailAOScale", Range(-2.0, 2.0)) = 1

2
Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitSurfaceData.hlsl


#else
surfaceData.perceptualSmoothness = 1.0;
#endif
surfaceData.perceptualSmoothness = ADD_IDX(_Smoothness);
surfaceData.perceptualSmoothness *= ADD_IDX(_Smoothness);
#ifdef _DETAIL_MAP
surfaceData.perceptualSmoothness *= LerpWhiteTo(2.0 * saturate(detailSmoothness * ADD_IDX(_DetailSmoothnessScale)), detailMask);
#endif

26
Assets/TestScenes/HDTest/GlobalIlluminationTest.unity


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