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Got rid of a dependent texture read when sampling a lightmap in LW SRP.

/2018.1
Felipe Lira 7 年前
当前提交
5f85fa58
共有 2 个文件被更改,包括 18 次插入10 次删除
  1. 20
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Lighting.hlsl
  2. 8
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLit.hlsl

20
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Lighting.hlsl


// Otherwise evaluate SH fully per-pixel
#endif
#define DECLARE_LIGHTMAP_OR_SH(lmName, shName, index) float2 lmName : TEXCOORD##index
#define DECLARE_LIGHTMAP_OR_SH(lmName, shName, index) half3 shName : TEXCOORD##index
#define OUTPUT_LIGHTMAP_UV(lightmapUV, lightmapScaleOffset, OUT)
#define OUTPUT_SH(normalWS, OUT) OUT.xyz = SampleSHVertex(normalWS)
#endif

// We either sample GI from baked lightmap or from probes.
// If lightmap: sampleData.xy = lightmapUV
// If probe: sampleData.xyz = L2 SH terms
half3 SampleGI(float4 sampleData, half3 normalWS)
#ifdef LIGHTMAP_ON
#define SAMPLE_GI(lmName, shName, normalWSName) SampleGI(lmName, normalWSName)
half3 SampleGI(float2 sampleData, half3 normalWS)
{
return SampleLightmap(sampleData, normalWS);
}
#else
#define SAMPLE_GI(lmName, shName, normalWSName) SampleGI(shName, normalWSName)
half3 SampleGI(half3 sampleData, half3 normalWS)
#ifdef LIGHTMAP_ON
return SampleLightmap(sampleData.xy, normalWS);
#endif
return SampleSHPixel(sampleData.xyz, normalWS);
return SampleSHPixel(sampleData, normalWS);
#endif
half3 GlossyEnvironmentReflection(half3 reflectVector, half perceptualRoughness, half occlusion)
{

8
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLit.hlsl


struct LightweightVertexOutput
{
float2 uv : TEXCOORD0;
float4 lightmapUVOrVertexSH : TEXCOORD1; // holds either lightmapUV or vertex SH. depending on LIGHTMAP_ON
DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1);
float3 posWS : TEXCOORD2;
#ifdef _NORMALMAP

inputData.fogCoord = IN.fogFactorAndVertexLight.x;
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
inputData.bakedGI = SampleGI(IN.lightmapUVOrVertexSH, inputData.normalWS);
inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.vertexSH, inputData.normalWS);
}
///////////////////////////////////////////////////////////////////////////////

// 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.lightmapUVOrVertexSH);
OUTPUT_SH(o.normal.xyz, o.lightmapUVOrVertexSH);
OUTPUT_LIGHTMAP_UV(v.lightmapUV, unity_LightmapST, o.lightmapUV);
OUTPUT_SH(o.normal.xyz, o.vertexSH);
half3 vertexLight = VertexLighting(o.posWS, o.normal.xyz);
half fogFactor = ComputeFogFactor(o.clipPos.z);

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