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HDRenderPipeline: Rename diplacement to vertex displacement and add a per pixel dispalcement scale (not done)

- And expose debug display properties
/stochastic_alpha_test
sebastienlagarde 7 年前
当前提交
5d0125b2
共有 12 个文件被更改,包括 55 次插入24 次删除
  1. 3
      ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs
  2. 5
      ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs.hlsl
  3. 8
      ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.hlsl
  4. 7
      ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
  5. 7
      ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
  6. 14
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/BaseLitUI.cs
  7. 7
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
  8. 5
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl
  9. 7
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader
  10. 2
      ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/TessellationShare.hlsl
  11. 10
      ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/VaryingMesh.hlsl
  12. 4
      ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/VertMesh.hlsl

3
ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs


using System.Collections;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;

None = 0,
Tessellation = DebugViewGbuffer.BakeDiffuseLightingWithAlbedoPlusEmissive + 1,
PerPixelDisplacement,
VertexDisplacement,
DepthOffset,
Lightmap,
}

5
ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs.hlsl


#define DEBUGVIEWPROPERTIES_NONE (0)
#define DEBUGVIEWPROPERTIES_TESSELLATION (12)
#define DEBUGVIEWPROPERTIES_PER_PIXEL_DISPLACEMENT (13)
#define DEBUGVIEWPROPERTIES_DEPTH_OFFSET (14)
#define DEBUGVIEWPROPERTIES_LIGHTMAP (15)
#define DEBUGVIEWPROPERTIES_VERTEX_DISPLACEMENT (14)
#define DEBUGVIEWPROPERTIES_DEPTH_OFFSET (15)
#define DEBUGVIEWPROPERTIES_LIGHTMAP (16)
//
// UnityEngine.Experimental.Rendering.HDPipeline.FullScreenDebugMode: static fields

8
ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.hlsl


#endif
break;
case DEBUGVIEWPROPERTIES_VERTEX_DISPLACEMENT:
#ifdef _VERTEX_DISPLACEMENT // Caution: This define is related to a shader features (But it may become a standard features for HD
result = float3(1.0, 0.0, 0.0);
#else
result = float3(0.0, 0.0, 0.0);
#endif
break;
case DEBUGVIEWPROPERTIES_DEPTH_OFFSET:
#ifdef _DEPTHOFFSET_ON // Caution: This define is related to a shader features (But it may become a standard features for HD
result = float3(1.0, 0.0, 0.0);

7
ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader


_PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5
_PPDMaxSamples("Max sample for POM", Range(1.0, 64.0)) = 15
_PPDLodThreshold("Start lod to fade out the POM effect", Range(0.0, 16.0)) = 5
[ToggleOff] _PerPixelDisplacementObjectScale("Per pixel displacement object scale", Float) = 1.0
[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1
// Displacement map

#pragma shader_feature _DEPTHOFFSET_ON
#pragma shader_feature _DOUBLESIDED_ON
#pragma shader_feature _PER_PIXEL_DISPLACEMENT
#pragma shader_feature _PER_PIXEL_DISPLACEMENT_OBJECT_SCALE
#pragma shader_feature _DISPLACEMENT_OBJECT_SCALE
#pragma shader_feature _DISPLACEMENT_TILING_SCALE
#pragma shader_feature _VERTEX_DISPLACEMENT_OBJECT_SCALE
#pragma shader_feature _VERTEX_DISPLACEMENT_TILING_SCALE
#pragma shader_feature _VERTEX_WIND
#pragma shader_feature _LAYER_TILING_COUPLED_WITH_UNIFORM_OBJECT_SCALE

7
ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader


_PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5
_PPDMaxSamples("Max sample for POM", Range(1.0, 64.0)) = 15
_PPDLodThreshold("Start lod to fade out the POM effect", Range(0.0, 16.0)) = 5
[ToggleOff] _PerPixelDisplacementObjectScale("Per pixel displacement object scale", Float) = 1.0
[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1
// Displacement map

#pragma shader_feature _DEPTHOFFSET_ON
#pragma shader_feature _DOUBLESIDED_ON
#pragma shader_feature _PER_PIXEL_DISPLACEMENT
#pragma shader_feature _PER_PIXEL_DISPLACEMENT_OBJECT_SCALE
#pragma shader_feature _DISPLACEMENT_OBJECT_SCALE
#pragma shader_feature _DISPLACEMENT_TILING_SCALE
#pragma shader_feature _VERTEX_DISPLACEMENT_OBJECT_SCALE
#pragma shader_feature _VERTEX_DISPLACEMENT_TILING_SCALE
#pragma shader_feature _VERTEX_WIND
#pragma shader_feature _TESSELLATION_PHONG

14
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/BaseLitUI.cs


public static GUIContent ppdMinSamplesText = new GUIContent("Minimum steps", "Minimum steps (texture sample) to use with per pixel displacement mapping");
public static GUIContent ppdMaxSamplesText = new GUIContent("Maximum steps", "Maximum steps (texture sample) to use with per pixel displacement mapping");
public static GUIContent ppdLodThresholdText = new GUIContent("Fading mip level start", "Starting heightmap mipmap lod number where the parallax occlusion mapping effect start to disappear");
public static GUIContent perPixelDisplacementObjectScaleText = new GUIContent("Lock with object scale", "Per Pixel displacement will take into account the tiling scale - Only work with uniform positive scale");
// Vertex displacement
public static string vertexDisplacementText = "Vertex displacement";

protected const string kPpdMaxSamples = "_PPDMaxSamples";
protected MaterialProperty ppdLodThreshold = null;
protected const string kPpdLodThreshold = "_PPDLodThreshold";
protected MaterialProperty perPixelDisplacementObjectScale = null;
protected const string kPerPixelDisplacementObjectScale = "_PerPixelDisplacementObjectScale";
// Vertex displacement
protected MaterialProperty enableVertexDisplacement = null;

ppdMinSamples = FindProperty(kPpdMinSamples, props);
ppdMaxSamples = FindProperty(kPpdMaxSamples, props);
ppdLodThreshold = FindProperty(kPpdLodThreshold, props);
perPixelDisplacementObjectScale = FindProperty(kPerPixelDisplacementObjectScale, props);
// vertex displacement
enableVertexDisplacement = FindProperty(kEnableVertexDisplacement, props);

m_MaterialEditor.ShaderProperty(ppdMaxSamples, StylesBaseLit.ppdMaxSamplesText);
ppdMinSamples.floatValue = Mathf.Min(ppdMinSamples.floatValue, ppdMaxSamples.floatValue);
m_MaterialEditor.ShaderProperty(ppdLodThreshold, StylesBaseLit.ppdLodThresholdText);
m_MaterialEditor.ShaderProperty(depthOffsetEnable, StylesBaseLit.depthOffsetEnableText);
//m_MaterialEditor.ShaderProperty(perPixelDisplacementObjectScale, StylesBaseLit.perPixelDisplacementObjectScaleText);
m_MaterialEditor.ShaderProperty(depthOffsetEnable, StylesBaseLit.depthOffsetEnableText);
EditorGUI.indentLevel--;
}

bool enablePerPixelDisplacement = material.GetFloat(kEnablePerPixelDisplacement) > 0.0f;
SetKeyword(material, "_PER_PIXEL_DISPLACEMENT", enablePerPixelDisplacement);
bool perPixelDisplacementObjectScale = material.GetFloat(kPerPixelDisplacementObjectScale) > 0.0;
SetKeyword(material, "_PER_PIXEL_DISPLACEMENT_OBJECT_SCALE", perPixelDisplacementObjectScale && enablePerPixelDisplacement);
SetKeyword(material, "_DISPLACEMENT_OBJECT_SCALE", vertexDisplacementObjectScaleEnable && enableVertexDisplacement);
SetKeyword(material, "_VERTEX_DISPLACEMENT_OBJECT_SCALE", vertexDisplacementObjectScaleEnable && enableVertexDisplacement);
SetKeyword(material, "_DISPLACEMENT_TILING_SCALE", vertexDisplacementTilingScaleEnable && enableVertexDisplacement);
SetKeyword(material, "_VERTEX_DISPLACEMENT_TILING_SCALE", vertexDisplacementTilingScaleEnable && enableVertexDisplacement);
bool windEnabled = material.GetFloat(kWindEnabled) > 0.0f;
SetKeyword(material, "_VERTEX_WIND", windEnabled);

7
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader


_PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5
_PPDMaxSamples("Max sample for POM", Range(1.0, 64.0)) = 15
_PPDLodThreshold("Start lod to fade out the POM effect", Range(0.0, 16.0)) = 5
[ToggleOff] _PerPixelDisplacementObjectScale("Per pixel displacement object scale", Float) = 1.0
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail("UV Set for detail", Float) = 0
[HideInInspector] _UVDetailsMappingMask("_UVDetailsMappingMask", Color) = (1, 0, 0, 0)
[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1

#pragma shader_feature _DEPTHOFFSET_ON
#pragma shader_feature _DOUBLESIDED_ON
#pragma shader_feature _PER_PIXEL_DISPLACEMENT
#pragma shader_feature _PER_PIXEL_DISPLACEMENT_OBJECT_SCALE
#pragma shader_feature _DISPLACEMENT_OBJECT_SCALE
#pragma shader_feature _DISPLACEMENT_TILING_SCALE
#pragma shader_feature _VERTEX_DISPLACEMENT_OBJECT_SCALE
#pragma shader_feature _VERTEX_DISPLACEMENT_TILING_SCALE
#pragma shader_feature _VERTEX_WIND
#pragma shader_feature _ _MAPPING_PLANAR _MAPPING_TRIPLANAR

5
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl


// Note: The TBN is not normalize as it is based on mikkt. We should normalize it, but POM is always use on simple enough surfarce that mean it is not required (save 2 normalize). Tag: SURFACE_GRADIENT
float3 viewDirTS = isPlanar ? float3(uvXZ, V.y) : TransformWorldToTangent(V, worldToTangent);
NdotV = viewDirTS.z;
int numSteps = (int)lerp(_PPDMaxSamples, _PPDMinSamples, viewDirTS.z);

float ComputePerVertexDisplacement(LayerTexCoord layerTexCoord, float4 vertexColor, float lod)
{
float height = (SAMPLE_UVMAPPING_TEXTURE2D_LOD(_HeightMap, sampler_HeightMap, layerTexCoord.base, lod).r - _HeightCenter) * _HeightAmplitude;
#ifdef _DISPLACEMENT_TILING_SCALE
#ifdef _VERTEX_DISPLACEMENT_TILING_SCALE
// When we change the tiling, we have want to conserve the ratio with the displacement (and this is consistent with per pixel displacement)
// IDEA: precompute the tiling scale? MOV-MUL vs MOV-MOV-MAX-RCP-MUL.
float tilingScale = rcp(max(_BaseColorMap_ST.x, _BaseColorMap_ST.y));

void ApplyDisplacementTileScale(inout float height0, inout float height1, inout float height2, inout float height3)
{
// When we change the tiling, we have want to conserve the ratio with the displacement (and this is consistent with per pixel displacement)
#ifdef _DISPLACEMENT_TILING_SCALE
#ifdef _VERTEX_DISPLACEMENT_TILING_SCALE
float tileObjectScale = 1.0;
#ifdef _LAYER_TILING_COUPLED_WITH_UNIFORM_OBJECT_SCALE
// Extract scaling from world transform

7
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader


_PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5
_PPDMaxSamples("Max sample for POM", Range(1.0, 64.0)) = 15
_PPDLodThreshold("Start lod to fade out the POM effect", Range(0.0, 16.0)) = 5
[ToggleOff] _PerPixelDisplacementObjectScale("Per pixel displacement object scale", Float) = 1.0
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail("UV Set for detail", Float) = 0
[HideInInspector] _UVDetailsMappingMask("_UVDetailsMappingMask", Color) = (1, 0, 0, 0)
[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1

#pragma shader_feature _DEPTHOFFSET_ON
#pragma shader_feature _DOUBLESIDED_ON
#pragma shader_feature _PER_PIXEL_DISPLACEMENT
#pragma shader_feature _PER_PIXEL_DISPLACEMENT_OBJECT_SCALE
#pragma shader_feature _DISPLACEMENT_OBJECT_SCALE
#pragma shader_feature _DISPLACEMENT_TILING_SCALE
#pragma shader_feature _VERTEX_DISPLACEMENT_OBJECT_SCALE
#pragma shader_feature _VERTEX_DISPLACEMENT_TILING_SCALE
#pragma shader_feature _VERTEX_WIND
#pragma shader_feature _TESSELLATION_PHONG

2
ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/TessellationShare.hlsl


#ifdef HAVE_TESSELLATION_MODIFICATION
// TODO: This should be an uniform for the object, this code should be remove (and is specific to Lit.shader) once we have it. - Workaround for now
// Extract scaling from world transform
#ifdef _DISPLACEMENT_OBJECT_SCALE
#ifdef _VERTEX_DISPLACEMENT_OBJECT_SCALE
float3 objectScale = varying.vmesh.objectScale;
#else
float3 objectScale = float3(1.0, 1.0, 1.0);

10
ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/VaryingMesh.hlsl


#ifdef VARYINGS_DS_NEED_COLOR
float4 color;
#endif
#ifdef _DISPLACEMENT_OBJECT_SCALE
#ifdef _VERTEX_DISPLACEMENT_OBJECT_SCALE
float3 objectScale;
#endif
};

float4 interpolators5 : TEXCOORD2;
#endif
#ifdef _DISPLACEMENT_OBJECT_SCALE
#ifdef _VERTEX_DISPLACEMENT_OBJECT_SCALE
float3 interpolators6 : TEXCOORD3;
#endif
};

#ifdef VARYINGS_DS_NEED_COLOR
output.interpolators5 = input.color;
#endif
#ifdef _DISPLACEMENT_OBJECT_SCALE
#ifdef _VERTEX_DISPLACEMENT_OBJECT_SCALE
output.interpolators6 = input.objectScale;
#endif

#ifdef VARYINGS_DS_NEED_COLOR
output.color = input.interpolators5;
#endif
#ifdef _DISPLACEMENT_OBJECT_SCALE
#ifdef _VERTEX_DISPLACEMENT_OBJECT_SCALE
output.objectScale = input.interpolators6;
#endif
return output;

TESSELLATION_INTERPOLATE_BARY(color, baryCoords);
#endif
#ifdef _DISPLACEMENT_OBJECT_SCALE
#ifdef _VERTEX_DISPLACEMENT_OBJECT_SCALE
// objectScale doesn't change for the whole object.
ouput.objectScale = input0.objectScale;
#endif

4
ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/VertMesh.hlsl


// TODO: This should be an uniform for the object, this code should be remove (and is specific to Lit.shader) once we have it. - Workaround for now
// Extract scaling from world transform
#ifdef _DISPLACEMENT_OBJECT_SCALE
#ifdef _VERTEX_DISPLACEMENT_OBJECT_SCALE
float3 objectScale;
float4x4 worldTransform = GetObjectToWorldMatrix();
objectScale.x = length(float3(worldTransform._m00, worldTransform._m01, worldTransform._m02));

#ifdef TESSELLATION_ON
output.positionWS = positionWS;
#ifdef _DISPLACEMENT_OBJECT_SCALE
#ifdef _VERTEX_DISPLACEMENT_OBJECT_SCALE
// TODO: This should be an uniform for the object, this code should be remove (and is specific to Lit.shader) once we have it. - Workaround for now
output.objectScale = objectScale;
#endif

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