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HDRenderLoop: Make cubemap code compile

- miss preDFG texture
- do not work currently
- Add bunch of sphere metal/dieletric from smoothness 0..1
/main
Sebastien Lagarde 8 年前
当前提交
52eb3436
共有 57 个文件被更改,包括 6664 次插入103 次删除
  1. 2
      Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.asset.meta
  2. 57
      Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
  3. 12
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/LightDefinition.cs
  4. 2
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/Lighting.hlsl
  5. 10
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightingForward.hlsl
  6. 38
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit.hlsl
  7. 29
      Assets/ScriptableRenderLoop/ShaderLibrary/ImageBasedLighting.hlsl
  8. 229
      Assets/TestScenes/HDTest/HDRenderLoopTest.unity
  9. 2
      Assets/Textures/cubeTest.png.meta
  10. 9
      Assets/TestScenes/HDTest/Spheres.meta
  11. 236
      Assets/TestScenes/HDTest/Spheres/Mat_smooth0_0.mat
  12. 8
      Assets/TestScenes/HDTest/Spheres/Mat_smooth0_0.mat.meta
  13. 236
      Assets/TestScenes/HDTest/Spheres/Mat_smooth0_1.mat
  14. 8
      Assets/TestScenes/HDTest/Spheres/Mat_smooth0_1.mat.meta
  15. 236
      Assets/TestScenes/HDTest/Spheres/Mat_smooth0_2.mat
  16. 8
      Assets/TestScenes/HDTest/Spheres/Mat_smooth0_2.mat.meta
  17. 236
      Assets/TestScenes/HDTest/Spheres/Mat_smooth0_3.mat
  18. 8
      Assets/TestScenes/HDTest/Spheres/Mat_smooth0_3.mat.meta
  19. 236
      Assets/TestScenes/HDTest/Spheres/Mat_smooth0_4.mat
  20. 8
      Assets/TestScenes/HDTest/Spheres/Mat_smooth0_4.mat.meta
  21. 236
      Assets/TestScenes/HDTest/Spheres/Mat_smooth0_5.mat
  22. 8
      Assets/TestScenes/HDTest/Spheres/Mat_smooth0_5.mat.meta
  23. 236
      Assets/TestScenes/HDTest/Spheres/Mat_smooth0_6.mat
  24. 8
      Assets/TestScenes/HDTest/Spheres/Mat_smooth0_6.mat.meta
  25. 236
      Assets/TestScenes/HDTest/Spheres/Mat_smooth0_7.mat
  26. 8
      Assets/TestScenes/HDTest/Spheres/Mat_smooth0_7.mat.meta
  27. 236
      Assets/TestScenes/HDTest/Spheres/Mat_smooth0_8.mat
  28. 8
      Assets/TestScenes/HDTest/Spheres/Mat_smooth0_8.mat.meta
  29. 236
      Assets/TestScenes/HDTest/Spheres/Mat_smooth0_9.mat
  30. 8
      Assets/TestScenes/HDTest/Spheres/Mat_smooth0_9.mat.meta
  31. 236
      Assets/TestScenes/HDTest/Spheres/Mat_smooth1_1.mat
  32. 8
      Assets/TestScenes/HDTest/Spheres/Mat_smooth1_1.mat.meta
  33. 236
      Assets/TestScenes/HDTest/Spheres/Mat_smoothdielectric0_0.mat
  34. 8
      Assets/TestScenes/HDTest/Spheres/Mat_smoothdielectric0_0.mat.meta
  35. 236
      Assets/TestScenes/HDTest/Spheres/Mat_smoothdielectric0_1.mat
  36. 8
      Assets/TestScenes/HDTest/Spheres/Mat_smoothdielectric0_1.mat.meta
  37. 236
      Assets/TestScenes/HDTest/Spheres/Mat_smoothdielectric0_2.mat
  38. 8
      Assets/TestScenes/HDTest/Spheres/Mat_smoothdielectric0_2.mat.meta
  39. 236
      Assets/TestScenes/HDTest/Spheres/Mat_smoothdielectric0_3.mat
  40. 8
      Assets/TestScenes/HDTest/Spheres/Mat_smoothdielectric0_3.mat.meta
  41. 236
      Assets/TestScenes/HDTest/Spheres/Mat_smoothdielectric0_4.mat
  42. 8
      Assets/TestScenes/HDTest/Spheres/Mat_smoothdielectric0_4.mat.meta
  43. 236
      Assets/TestScenes/HDTest/Spheres/Mat_smoothdielectric0_5.mat
  44. 8
      Assets/TestScenes/HDTest/Spheres/Mat_smoothdielectric0_5.mat.meta
  45. 236
      Assets/TestScenes/HDTest/Spheres/Mat_smoothdielectric0_6.mat
  46. 8
      Assets/TestScenes/HDTest/Spheres/Mat_smoothdielectric0_6.mat.meta
  47. 236
      Assets/TestScenes/HDTest/Spheres/Mat_smoothdielectric0_7.mat
  48. 8
      Assets/TestScenes/HDTest/Spheres/Mat_smoothdielectric0_7.mat.meta
  49. 236
      Assets/TestScenes/HDTest/Spheres/Mat_smoothdielectric0_8.mat
  50. 8
      Assets/TestScenes/HDTest/Spheres/Mat_smoothdielectric0_8.mat.meta
  51. 236
      Assets/TestScenes/HDTest/Spheres/Mat_smoothdielectric0_9.mat
  52. 8
      Assets/TestScenes/HDTest/Spheres/Mat_smoothdielectric0_9.mat.meta
  53. 236
      Assets/TestScenes/HDTest/Spheres/Mat_smoothdielectric1_0.mat
  54. 8
      Assets/TestScenes/HDTest/Spheres/Mat_smoothdielectric1_0.mat.meta
  55. 1001
      Assets/TestScenes/HDTest/Spheres/SphereGroup.prefab
  56. 8
      Assets/TestScenes/HDTest/Spheres/SphereGroup.prefab.meta

2
Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.asset.meta


fileFormatVersion: 2
guid: 2400b74f5ce370c4481e5dc417d03703
timeCreated: 1475845998
timeCreated: 1476466770
licenseType: Pro
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userData:

57
Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs


m_DeferredMaterial.SetMatrix("_InvViewProjMatrix", invViewProj);
Vector4 screenSize = ComputeScreenSize(camera);
m_DeferredMaterial.SetVector("_ScreenSize", screenSize);
m_DeferredMaterial.SetTexture("_EnvTextures", m_cubeReflTexArray.GetTexCache());
m_DeferredMaterial.SetVector("_ScreenSize", screenSize);
// gbufferManager.BindBuffers(m_DeferredMaterial);
// TODO: Bind depth textures

void UpdatePunctualLights(VisibleLight[] visibleLights)
{
int punctualLightCount = 0;
List<PunctualLightData> lights = new List<PunctualLightData>();
for (int lightIndex = 0; lightIndex < Math.Min(visibleLights.Length, MaxLights); lightIndex++)

}
lights.Add(l);
punctualLightCount++;
Shader.SetGlobalInt("_PunctualLightCount", punctualLightCount);
Shader.SetGlobalInt("_PunctualLightCount", lights.Count);
Shader.SetGlobalTexture("_EnvTextures", m_cubeReflTexArray.GetTexCache());
int envLightCount = 0;
EnvLightData l = new EnvLightData();
/*
bool boxProj = EnvShapeType.None;
(rl.boxProjection != 0);
if (probe.texture == null)
continue;
l.positionWS =
if (rl.boxProjection)
l.positionWS = probe.localToWorld;
l.shapeType;
EnvLightData l = new EnvLightData();
l.worldToLocal;
l.positionWS = probe.localToWorld.GetColumn(3);
l.shapeType = EnvShapeType.None;
if (probe.boxProjection != 0)
{
l.shapeType = EnvShapeType.Box;
}
l.innerDistance;
l.sliceIndex;
l.capturePointWS;
l.blendDistance;
*/
/*
Vector3 boxOffset = rl.center; // reflection volume offset relative to cube map capture point
float blendDistance = rl.blendDistance;
Matrix4x4 mat = rl.localToWorld;
//Matrix4x4 mat = rl.transform.localToWorldMatrix;
Vector3 cubeCapturePos = mat.GetColumn(3); // cube map capture position in world space
Vector3 combinedExtent = e + new Vector3(blendDistance, blendDistance, blendDistance);
// Caution should only be rigid transform, no scale
l.worldToLocal = probe.localToWorld.transpose;
l.innerDistance = probe.bounds.extents;
lightData[i].uLightType = (uint)LightDefinitions.BOX_LIGHT;
l.sliceIndex = m_cubeReflTexArray.FetchSlice(probe.texture);
m_cubeReflTexArray.FetchSlice(cubemap);
if (boxProj) lightData[i].flags |= LightDefinitions.IS_BOX_PROJECTED;
*/
// center is local capture point. By multiply by localToWorld we get world position
l.capturePointWS = probe.localToWorld.MultiplyPoint(probe.center);
l.blendDistance = probe.blendDistance;
envLightCount++;
Shader.SetGlobalInt("_EnvLightCount", envLightCount);
Shader.SetGlobalInt("_EnvLightCount", lights.Count);
}
public override void Render(Camera[] cameras, RenderLoop renderLoop)

12
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/LightDefinition.cs


public Vector3 capturePointWS;
public float blendDistance;
/*
volumeWorldToLocal
shapeType - ENV_BOX_PROJECTED
innerDistance - vBoxInnerDist
blendDistance - fProbeBlendDistance
capturePointWS - vLocalCubeCapturePoint // Caution, not the same space local vs world
sliceIndex
light.positionWS
sphereRadius (i.e innerDistance.x)
*/
};
[GenerateHLSL]

2
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/Lighting.hlsl


#define UNITY_DECLARE_ENV(tex) UNITY_DECLARE_TEXCUBEARRAY(tex)
#define UNITY_ARGS_ENV(tex) UNITY_ARGS_TEXCUBEARRAY(tex)
#define UNITY_PASS_ENV(tex) UNITY_PASS_TEXCUBEARRAY(tex)
#define UNITY_SAMPLE_ENV_LOD(tex,coord,lod) UNITY_SAMPLE_TEXCUBEARRAY_LOD(tex,coord,lod)
#define UNITY_SAMPLE_ENV_LOD(tex, coord, lightData, lod) UNITY_SAMPLE_TEXCUBEARRAY_LOD(tex, float4(coord, lightData.sliceIndex), lod)
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Material.hlsl"

10
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightingForward.hlsl


}
*/
float4 iblDiffuseLighting = float4(0.0, 0.0, 0.0, 0.0);
float4 iblSpecularLighting = float4(0.0, 0.0, 0.0, 0.0);
diffuseLighting += localDiffuseLighting;
specularLighting += localSpecularLighting;
iblDiffuseLighting.rgb = lerp(iblDiffuseLighting.rgb, localDiffuseLighting.rgb, localDiffuseLighting.a); // Should be remove by the compiler if it is smart as all is constant 0
iblSpecularLighting.rgb = lerp(iblSpecularLighting.rgb, localSpecularLighting.rgb, localSpecularLighting.a);
diffuseLighting += iblDiffuseLighting;
specularLighting += iblSpecularLighting;
}
#endif // UNITY_LIGHTING_FORWARD_INCLUDED

38
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit.hlsl


}
}
// TODO: We need to change this hard limit!
#define UNITY_SPECCUBE_LOD_STEPS (6)
float perceptualRoughnessToMipmapLevel(float perceptualRoughness)
{
// TODO: Clean a bit this code
// CAUTION: remap from Morten may work only with offline convolution, see impact with runtime convolution!
// For now disabled
#if 0
float m = PerceptualRoughnessToRoughness(perceptualRoughness); // m is the real roughness parameter
const float fEps = 1.192092896e-07F; // smallest such that 1.0+FLT_EPSILON != 1.0 (+1e-4h is NOT good here. is visibly very wrong)
float n = (2.0 / max(fEps, m*m)) - 2.0; // remap to spec power. See eq. 21 in --> https://dl.dropboxusercontent.com/u/55891920/papers/mm_brdf.pdf
n /= 4; // remap from n_dot_h formulatino to n_dot_r. See section "Pre-convolved Cube Maps vs Path Tracers" --> https://s3.amazonaws.com/docs.knaldtech.com/knald/1.0.0/lys_power_drops.html
perceptualRoughness = pow(2 / (n + 2), 0.25); // remap back to square root of real roughness (0.25 include both the sqrt root of the conversion and sqrt for going from roughness to perceptualRoughness)
#else
// MM: came up with a surprisingly close approximation to what the #if 0'ed out code above does.
perceptualRoughness = perceptualRoughness*(1.7 - 0.7*perceptualRoughness);
#endif
return perceptualRoughness * UNITY_SPECCUBE_LOD_STEPS;
}
// _preIntegratedFG and _CubemapLD are unique for each BRDF
void EvaluateBSDF_Env( float3 V, float3 positionWS, PreLightData prelightData, EnvLightData lightData, BSDFData bsdfData,
UNITY_ARGS_ENV(_EnvTextures),

// TODO: factor this code in common, so other material authoring don't require to rewrite everything,
// also think about how such a loop can handle 2 cubemap at the same time as old unity. Macro can allow to do that
// but we need to have UNITY_SAMPLE_ENV_LOD replace by a true function instead that is define by the lighting arcitecture.
// Also not sure how to deal with 2 intersection....
// Box and sphere are related to light property (but we have also distance based roughness etc...)
// TODO: test the strech from Tomasz
// float shrinkedRoughness = AnisotropicStrechAtGrazingAngle(bsdfData.roughness, bsdfData.perceptualRoughness, NdotV);

float distFade = length(positionWS - lightData.positionWS);
weight = saturate(((sphereRadius + lightData.blendDistance) - distFade) / max(lightData.blendDistance, 0.0001)); // avoid divide by zero
// Smooth weighting
weight = smoothstep01(weight);
float4 preLD = UNITY_SAMPLE_ENV_LOD(_EnvTextures, float4(R, lightData.sliceIndex), mip);
float4 preLD = UNITY_SAMPLE_ENV_LOD(_EnvTextures, R, lightData, mip);
specularLighting.rgb = preLD.rgb * prelightData.specularDFG;
// Apply specular occlusion on it

diffuseLighting = float4(0.0, 0.0, 0.0, 1.0);
diffuseLighting = float4(0.0, 0.0, 0.0, 0.0);
}
#endif // UNITY_MATERIAL_LIT_INCLUDED

29
Assets/ScriptableRenderLoop/ShaderLibrary/ImageBasedLighting.hlsl


return float4(acc * (1.0 / accWeight), 1.0);
}
// TODO: We need to change this hard limit!
#define UNITY_SPECCUBE_LOD_STEPS (6)
float perceptualRoughnessToMipmapLevel(float perceptualRoughness)
{
// TODO: Clean a bit this code
// CAUTION: remap from Morten may work only with offline convolution, see impact with runtime convolution!
// For now disabled
#if 0
float m = PerceptualRoughnessToRoughness(perceptualRoughness); // m is the real roughness parameter
const float fEps = 1.192092896e-07F; // smallest such that 1.0+FLT_EPSILON != 1.0 (+1e-4h is NOT good here. is visibly very wrong)
float n = (2.0 / max(fEps, m*m)) - 2.0; // remap to spec power. See eq. 21 in --> https://dl.dropboxusercontent.com/u/55891920/papers/mm_brdf.pdf
n /= 4.0; // remap from n_dot_h formulatino to n_dot_r. See section "Pre-convolved Cube Maps vs Path Tracers" --> https://s3.amazonaws.com/docs.knaldtech.com/knald/1.0.0/lys_power_drops.html
perceptualRoughness = pow(2.0 / (n + 2.0), 0.25); // remap back to square root of real roughness (0.25 include both the sqrt root of the conversion and sqrt for going from roughness to perceptualRoughness)
#else
// MM: came up with a surprisingly close approximation to what the #if 0'ed out code above does.
perceptualRoughness = perceptualRoughness * (1.7 - 0.7 * perceptualRoughness);
#endif
return perceptualRoughness * UNITY_SPECCUBE_LOD_STEPS;
}
// Ref: See "Moving Frostbite to PBR" Listing 22
// This formulation is for GGX only (with smith joint visibility or regular)
float3 GetSpecularDominantDir(float3 N, float3 R, float roughness)

return lerp(N, R, lerpFactor);
}
//-------------------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Anisotropic image based lighting
//-----------------------------------------------------------------------------
// To simulate the streching of highlight at grazing angle for IBL we shrink the roughness
// which allow to fake an anisotropic specular lobe.
// Ref: http://www.frostbite.com/2015/08/stochastic-screen-space-reflections/ - slide 84

229
Assets/TestScenes/HDTest/HDRenderLoopTest.unity


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