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Single Light Shader

/lw-tangentspacelightingtest
Felipe Lira 6 年前
当前提交
5b48f6c3
共有 14 个文件被更改,包括 633 次插入358 次删除
  1. 4
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Input.hlsl
  2. 22
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Lighting.hlsl
  3. 176
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLit.hlsl
  4. 6
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Particles.hlsl
  5. 8
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardTerrain.shader
  6. 355
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/007_LitShaderMaps.unity
  7. 8
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/007_LitShaderMaps/007_LitShaderMaps_01_BaseWhite.mat
  8. 6
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/007_LitShaderMaps/007_LitShaderMaps_04_Normal.mat
  9. 191
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting (Single Directional Light).shader
  10. 9
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting (Single Directional Light).shader.meta
  11. 94
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/007_LitShaderMaps/007_LitShaderMaps_01_BaseWhite_Tangent.mat
  12. 9
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/007_LitShaderMaps/007_LitShaderMaps_01_BaseWhite_Tangent.mat.meta
  13. 94
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/007_LitShaderMaps/007_LitShaderMaps_04_Normal_Tangent.mat
  14. 9
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/007_LitShaderMaps/007_LitShaderMaps_04_Normal_Tangent.mat.meta

4
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Input.hlsl


struct InputData
{
float3 positionWS;
half3 normalWS;
half3 viewDirectionWS;
half3 normal;
half3 viewDirection;
float4 shadowCoord;
half fogCoord;
half3 vertexLighting;

22
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Lighting.hlsl


mainLight.attenuation *= RealtimeShadowAttenuation(inputData.shadowCoord);
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, half4(0, 0, 0, 0));
half3 color = GlobalIllumination(brdfData, inputData.bakedGI, occlusion, inputData.normalWS, inputData.viewDirectionWS);
color += LightingPhysicallyBased(brdfData, mainLight, inputData.normalWS, inputData.viewDirectionWS);
MixRealtimeAndBakedGI(mainLight, inputData.normal, inputData.bakedGI, half4(0, 0, 0, 0));
half3 color = GlobalIllumination(brdfData, inputData.bakedGI, occlusion, inputData.normal, inputData.viewDirection);
color += LightingPhysicallyBased(brdfData, mainLight, inputData.normal, inputData.viewDirection);
#ifdef _ADDITIONAL_LIGHTS
int pixelLightCount = GetPixelLightCount();

color += LightingPhysicallyBased(brdfData, light, inputData.normalWS, inputData.viewDirectionWS);
color += LightingPhysicallyBased(brdfData, light, inputData.normal, inputData.viewDirection);
}
#endif

{
Light mainLight = GetMainLight(inputData.positionWS);
mainLight.attenuation *= RealtimeShadowAttenuation(inputData.shadowCoord);
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, half4(0, 0, 0, 0));
MixRealtimeAndBakedGI(mainLight, inputData.normal, inputData.bakedGI, half4(0, 0, 0, 0));
half3 diffuseColor = inputData.bakedGI + LightingLambert(attenuatedLightColor, mainLight.direction, inputData.normalWS);
half3 specularColor = LightingSpecular(attenuatedLightColor, mainLight.direction, inputData.normalWS, inputData.viewDirectionWS, specularGloss, shininess);
half3 diffuseColor = inputData.bakedGI + LightingLambert(attenuatedLightColor, mainLight.direction, inputData.normal);
half3 specularColor = LightingSpecular(attenuatedLightColor, mainLight.direction, inputData.normal, inputData.viewDirection, specularGloss, shininess);
#ifdef _ADDITIONAL_LIGHTS
int pixelLightCount = GetPixelLightCount();

half3 attenuatedLightColor = light.color * light.attenuation;
diffuseColor += LightingLambert(attenuatedLightColor, light.direction, inputData.normalWS);
specularColor += LightingSpecular(attenuatedLightColor, light.direction, inputData.normalWS, inputData.viewDirectionWS, specularGloss, shininess);
diffuseColor += LightingLambert(attenuatedLightColor, light.direction, inputData.normal);
specularColor += LightingSpecular(attenuatedLightColor, light.direction, inputData.normal, inputData.viewDirection, specularGloss, shininess);
finalColor += specularColor;
finalColor = specularColor;
#endif
ApplyFog(finalColor, inputData.fogCoord);

176
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLit.hlsl


float2 texcoord : TEXCOORD0;
float2 lightmapUV : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct LightweightVertexOutput

half4 tangent : TEXCOORD4; // xyz: tangent, w: viewDir.y
half4 binormal : TEXCOORD5; // xyz: binormal, w: viewDir.z
#else
half3 normal : TEXCOORD3;
half3 normal : TEXCOORD3;
half4 fogFactorAndVertexLight : TEXCOORD7; // x: fogFactor, yzw: vertex light
half4 fogFactorAndVertexLight : TEXCOORD7; // x: fogFactor, yzw: vertex light
float4 shadowCoord : TEXCOORD8;

};
struct LightweightVertexOutputSingleLight
{
float2 uv : TEXCOORD0;
DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1);
half3 normalWS : TEXCOORD2;
#ifdef _NORMALMAP
half3 lightDirectionTS : TEXCOORD3;
half3 viewDirectionTS : TEXCOORD4;
#else
half3 viewDirectionWS : TEXCOORD3;
#endif
half4 fogFactorAndVertexLight : TEXCOORD5; // x: fogFactor, yzw: vertex light
float4 shadowCoord : TEXCOORD6;
float4 clipPos : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
half3 viewDir = half3(IN.normal.w, IN.tangent.w, IN.binormal.w);
inputData.normalWS = TangentToWorldNormal(normalTS, IN.tangent.xyz, IN.binormal.xyz, IN.normal.xyz);
half3 viewDirection = half3(IN.normal.w, IN.tangent.w, IN.binormal.w);
inputData.normal = TangentToWorldNormal(normalTS, IN.tangent.xyz, IN.binormal.xyz, IN.normal.xyz);
half3 viewDir = IN.viewDir;
half3 viewDirection = IN.viewDir;
inputData.normalWS = IN.normal;
inputData.normal = IN.normal;
inputData.normalWS = normalize(IN.normal);
inputData.normal = normalize(IN.normal);
inputData.viewDirectionWS = SafeNormalize(viewDir);
inputData.viewDirection = SafeNormalize(viewDirection);
inputData.viewDirectionWS = viewDir;
inputData.viewDirection = viewDirection;
#endif
inputData.shadowCoord = IN.shadowCoord;

inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.vertexSH, inputData.normalWS);
inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.vertexSH, inputData.normal);
}
void InitializeInputDataSingleLight(LightweightVertexOutputSingleLight IN, half3 normalTS, out InputData inputData)
{
// There's no distance attenuation or shadow fade. We don't use world position interpolator.
inputData.positionWS = half3(0, 0, 0);
#ifdef _NORMALMAP
half3 viewDirection = IN.viewDirectionTS;
inputData.normal = normalTS;
#else
half3 viewDirection = IN.viewDirectionWS;
inputData.normal = normalize(IN.normalWS);
#endif
inputData.viewDirection = SafeNormalize(viewDirection);
inputData.shadowCoord = IN.shadowCoord;
inputData.fogCoord = IN.fogFactorAndVertexLight.x;
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.vertexSH, IN.normalWS);
}
///////////////////////////////////////////////////////////////////////////////

// Vertex: Used for Standard and StandardSimpleLighting shaders
// Vertex: Used in Standard (Physically Based) and Standard (Simple Lighting) shaders
LightweightVertexOutput LitPassVertex(LightweightVertexInput v)
{
LightweightVertexOutput o = (LightweightVertexOutput)0;

// Normalize in vertex and avoid renormalizing it in frag to save ALU.
viewDir = SafeNormalize(viewDir);
#endif
#ifdef _NORMALMAP
o.normal.w = viewDir.x;

return o;
}
// Used for Standard shader
// Vertex: Used in Standard (Simple Lighting - Single Directional) shader
LightweightVertexOutputSingleLight LitPassVertexSingleLight(LightweightVertexInput v)
{
LightweightVertexOutputSingleLight o = (LightweightVertexOutputSingleLight)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
float3 posWS = TransformObjectToWorld(v.vertex.xyz);
o.clipPos = TransformWorldToHClip(posWS);
half3 viewDirection = normalize(GetCameraPositionWS() - posWS);
o.normalWS = TransformObjectToWorldNormal(v.normal);
#ifdef _NORMALMAP
half3 tangentWS = TransformObjectToWorldDir(v.tangent.xyz);
half3x3 worldToTangent = CreateWorldToTangent(o.normalWS, tangentWS, v.tangent.w);
o.lightDirectionTS = TransformWorldToTangent(_MainLightPosition.xyz, worldToTangent);
o.viewDirectionTS = TransformWorldToTangent(viewDirection, worldToTangent);
#else
#if !SHADER_HINT_NICE_QUALITY
// Normalize in vertex and avoid renormalizing it in frag to save ALU.
viewDirection = SafeNormalize(viewDirection);
#endif
o.viewDirectionWS = viewDirection;
#endif
// We either sample GI from lightmap or SH. lightmap UV and vertex SH coefficients
// are packed in lightmapUVOrVertexSH to save interpolator.
// The following funcions initialize
OUTPUT_LIGHTMAP_UV(v.lightmapUV, unity_LightmapST, o.lightmapUV);
OUTPUT_SH(o.normalWS, o.vertexSH);
half3 vertexLight = VertexLighting(posWS, o.normalWS);
half fogFactor = ComputeFogFactor(o.clipPos.z);
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
o.shadowCoord = ComputeShadowCoord(o.clipPos);
return o;
}
// Used in Standard (Physically Based) shader
// Physically based model. Lighting is computed in world space.
half4 LitPassFragment(LightweightVertexOutput IN) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);

return color;
}
// Used for Standard shader
// Used in Standard (Physically Based) shader
half4 LitPassFragmentNull(LightweightVertexOutput IN) : SV_Target
{
LitPassFragment(IN);

// Used for StandardSimpleLighting shader
// Used in Standard (Simple Lighting) shader
// BlinnPhong light model. Lighting is computed in world space.
half4 LitPassFragmentSimple(LightweightVertexOutput IN) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);

return LightweightFragmentBlinnPhong(inputData, diffuse, specularGloss, shininess, emission, alpha);
};
// Used for StandardSimpleLighting shader
// Used for Standard (Simple Lighting) shader
// Used for Standard (Simple Lighting - Single Directional) shader
// BlinnPhong light model. Lighting is computed in world space if no normal map, tangent space otherwise.
// Optimized for a single directional light.
half4 LitPassFragmentSimpleSingleLight(LightweightVertexOutputSingleLight IN) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
float2 uv = IN.uv;
half4 diffuseAlpha = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
half3 diffuse = diffuseAlpha.rgb * _Color.rgb;
half alpha = diffuseAlpha.a * _Color.a;
AlphaDiscard(alpha, _Cutoff);
#ifdef _ALPHAPREMULTIPLY_ON
diffuse *= alpha;
#endif
#ifdef _NORMALMAP
half3 normalTS = Normal(uv);
#else
half3 normalTS = half3(0, 0, 1);
#endif
half3 emission = Emission(uv);
half4 specularGloss = SpecularGloss(uv, diffuseAlpha.a);
half shininess = _Shininess * 128.0h;
InputData inputData;
InitializeInputDataSingleLight(IN, normalTS, inputData);
Light mainLight = GetMainLight(inputData.positionWS);
mainLight.attenuation = RealtimeShadowAttenuation(inputData.shadowCoord);
MixRealtimeAndBakedGI(mainLight, inputData.normal, inputData.bakedGI, half4(0, 0, 0, 0));
#ifdef _NORMALMAP
mainLight.direction = normalize(IN.lightDirectionTS);
#endif
half3 attenuatedLightColor = mainLight.color * mainLight.attenuation;
half3 diffuseColor = inputData.bakedGI + LightingLambert(attenuatedLightColor, mainLight.direction, inputData.normal);
half3 specularColor = LightingSpecular(attenuatedLightColor, mainLight.direction, inputData.normal, inputData.viewDirection, specularGloss, shininess);
half3 finalColor = diffuseColor * diffuse + emission;
finalColor += inputData.vertexLighting * diffuse;
#if defined(_SPECGLOSSMAP) || defined(_SPECULAR_COLOR)
finalColor = specularColor;
#endif
ApplyFog(finalColor, inputData.fogCoord);
return half4(finalColor, alpha);
};
#endif

6
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Particles.hlsl


input.positionWS = IN.posWS.xyz;
#if _NORMALMAP
input.normalWS = TangentToWorldNormal(normalTS, IN.tangent, IN.binormal, IN.normal);
input.normal = TangentToWorldNormal(normalTS, IN.tangent, IN.binormal, IN.normal);
input.normalWS = normalize(IN.normal);
input.normal = normalize(IN.normal);
input.viewDirectionWS = SafeNormalize(GetCameraPositionWS() - input.positionWS);
input.viewDirection = SafeNormalize(GetCameraPositionWS() - input.positionWS);
input.shadowCoord = float4(0, 0, 0, 0);
input.fogCoord = IN.posWS.w;
input.vertexLighting = half3(0, 0, 0);

8
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardTerrain.shader


#pragma multi_compile _ _VERTEX_LIGHTS
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
#pragma multi_compile _ FOG_LINEAR FOG_EXP2
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ DIRLIGHTMAP_COMBINED

input.positionWS = IN.positionWS;
#ifdef _TERRAIN_NORMAL_MAP
input.normalWS = TangentToWorldNormal(normalTS, IN.tangent, IN.binormal, IN.normal);
input.normal = TangentToWorldNormal(normalTS, IN.tangent, IN.binormal, IN.normal);
input.normalWS = normalize(IN.normal);
input.normal = normalize(IN.normal);
input.viewDirectionWS = SafeNormalize(GetCameraPositionWS() - IN.positionWS);
input.viewDirection = SafeNormalize(GetCameraPositionWS() - IN.positionWS);
input.shadowCoord = IN.shadowCoord;
input.fogCoord = IN.fogFactorAndVertexLight.x;

355
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/007_LitShaderMaps.unity


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ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting (Single Directional Light).shader


// Shader targeted for low end devices.
// Optimized for a single direcitonal light.
Shader "LightweightPipeline/Standard (Simple Lighting - Single Directional)"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Base (RGB) Glossiness / Alpha (A)", 2D) = "white" {}
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
_Shininess("Shininess", Range(0.01, 1.0)) = 1.0
_GlossMapScale("Smoothness Factor", Range(0.0, 1.0)) = 1.0
_Glossiness("Glossiness", Range(0.0, 1.0)) = 0.5
[Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
[HideInInspector] _SpecSource("Specular Color Source", Float) = 0.0
_SpecColor("Specular", Color) = (1.0, 1.0, 1.0)
_SpecGlossMap("Specular", 2D) = "white" {}
[HideInInspector] _GlossinessSource("Glossiness Source", Float) = 0.0
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
[ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0
[HideInInspector] _BumpScale("Scale", Float) = 1.0
[NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {}
_Parallax("Height Scale", Range(0.005, 0.08)) = 0.02
_ParallaxMap("Height Map", 2D) = "black" {}
_EmissionColor("Emission Color", Color) = (0,0,0)
_EmissionMap("Emission", 2D) = "white" {}
_DetailMask("Detail Mask", 2D) = "white" {}
_DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
_DetailNormalMapScale("Scale", Float) = 1.0
_DetailNormalMap("Normal Map", 2D) = "bump" {}
[Enum(UV0,0,UV1,1)] _UVSec("UV Set for secondary textures", Float) = 0
// Blending state
[HideInInspector] _Surface("__surface", Float) = 0.0
[HideInInspector] _Blend("__blend", Float) = 0.0
[HideInInspector] _AlphaClip("__clip", Float) = 0.0
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
[HideInInspector] _Cull("__cull", Float) = 2.0
}
SubShader
{
Tags { "RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline" }
LOD 300
Pass
{
Tags { "LightMode" = "LightweightForward" }
// Use same blending / depth states as Standard shader
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
Cull[_Cull]
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma target 2.0
// -------------------------------------
// Material Keywords
#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
// -------------------------------------
// Lightweight Pipeline keywords
#pragma multi_compile _ _VERTEX_LIGHTS
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
#pragma multi_compile _ FOG_LINEAR FOG_EXP2
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex LitPassVertexSingleLight
#pragma fragment LitPassFragmentSimpleSingleLight
#define BUMP_SCALE_NOT_SUPPORTED 1
#include "LWRP/ShaderLibrary/LightweightPassLit.hlsl"
ENDHLSL
}
Pass
{
Tags{"Lightmode" = "ShadowCaster"}
ZWrite On
ZTest LEqual
Cull[_Cull]
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma target 2.0
// -------------------------------------
// Material Keywords
#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
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex ShadowPassVertex
#pragma fragment LitPassFragmentSimpleNull
#define BUMP_SCALE_NOT_SUPPORTED 1
#include "LWRP/ShaderLibrary/LightweightPassShadow.hlsl"
ENDHLSL
}
Pass
{
Tags{"Lightmode" = "DepthOnly"}
ZWrite On
ColorMask 0
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma target 2.0
// -------------------------------------
// Material Keywords
#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
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex LitPassVertex
#pragma fragment LitPassFragmentSimpleNull
#define BUMP_SCALE_NOT_SUPPORTED 1
#include "LWRP/ShaderLibrary/LightweightPassLit.hlsl"
ENDHLSL
}
// This pass it not used during regular rendering, only for lightmap baking.
Pass
{
Tags{ "LightMode" = "Meta" }
Cull Off
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma vertex LightweightVertexMeta
#pragma fragment LightweightFragmentMetaSimple
#pragma shader_feature _EMISSION
#pragma shader_feature _SPECGLOSSMAP
#include "LWRP/ShaderLibrary/LightweightPassMeta.hlsl"
ENDHLSL
}
}
Fallback "Hidden/InternalErrorShader"
CustomEditor "LightweightStandardSimpleLightingGUI"
}

9
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