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Added baked emission support to LD pipe and proper test scene

/RenderPassXR_Sandbox
Felipe Lira 8 年前
当前提交
6275e9d2
共有 28 个文件被更改,包括 3819 次插入1265 次删除
  1. 1
      Assets/GraphicsTests/RenderPipeline/LowEndMobilePipeline/Assets/LDPipe_CommonAssets/Materials/Cornell Box.mat
  2. 1
      Assets/GraphicsTests/RenderPipeline/LowEndMobilePipeline/Assets/LDPipe_CommonAssets/Materials/Cornell Box_green.mat
  3. 1
      Assets/GraphicsTests/RenderPipeline/LowEndMobilePipeline/Assets/LDPipe_CommonAssets/Materials/Cornell Box_red.mat
  4. 5
      Assets/GraphicsTests/RenderPipeline/LowEndMobilePipeline/Assets/LDPipe_Shader/LDPipe_LitMat_05_Emission.mat
  5. 1
      Assets/GraphicsTests/RenderPipeline/LowEndMobilePipeline/Assets/LDPipe_Shader/LDPipe_LitMat_Reflection_Non.mat
  6. 29
      Assets/GraphicsTests/RenderPipeline/LowEndMobilePipeline/Scenes/Shaders/LDPipe_LitShaderLightProbes.unity
  7. 154
      Assets/GraphicsTests/RenderPipeline/LowEndMobilePipeline/Scenes/Shaders/LDPipe_LitShaderLightProbes/LightingData.asset
  8. 4
      Assets/GraphicsTests/RenderPipeline/LowEndMobilePipeline/Scenes/Shaders/LDPipe_LitShaderLightProbes/LightingData.asset.meta
  9. 1001
      Assets/GraphicsTests/RenderPipeline/LowEndMobilePipeline/Scenes/Shaders/LDPipe_LitShaderLightProbes/Lightmap-0_comp_light.exr
  10. 5
      Assets/GraphicsTests/RenderPipeline/LowEndMobilePipeline/Scenes/Shaders/LDPipe_LitShaderLightProbes/Lightmap-0_comp_light.exr.meta
  11. 17
      Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendMobilePipelineMaterialEditor.cs
  12. 2
      Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendUpgraders.cs
  13. 1
      Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipeline.cs
  14. 56
      Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipeline.shader
  15. 10
      Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipelineCore.cginc
  16. 999
      ImageTemplates/LowEndMobilePipeline/Scenes/Shaders/LDPipe_LitShaderLightProbes.unity.png
  17. 9
      Assets/EmissionTest.meta
  18. 405
      Assets/EmissionTest.unity
  19. 8
      Assets/EmissionTest.unity.meta
  20. 9
      Assets/GraphicsTests/RenderPipeline/LowEndMobilePipeline/Scenes/Shaders/LDPipe_LitBakedEmission.meta
  21. 522
      Assets/GraphicsTests/RenderPipeline/LowEndMobilePipeline/Scenes/Shaders/LDPipe_LitBakedEmission.unity
  22. 8
      Assets/GraphicsTests/RenderPipeline/LowEndMobilePipeline/Scenes/Shaders/LDPipe_LitBakedEmission.unity.meta
  23. 744
      ImageTemplates/LowEndMobilePipeline/Scenes/Shaders/LDPipe_LitBakedEmission.unity.png
  24. 7
      Assets/GraphicsTests/RenderPipeline/LowEndMobilePipeline/Scenes/Shaders/LDPipe_LitBakedEmission/LightingData.asset
  25. 9
      Assets/GraphicsTests/RenderPipeline/LowEndMobilePipeline/Scenes/Shaders/LDPipe_LitBakedEmission/LightingData.asset.meta
  26. 1001
      Assets/GraphicsTests/RenderPipeline/LowEndMobilePipeline/Scenes/Shaders/LDPipe_LitBakedEmission/Lightmap-0_comp_light.exr
  27. 75
      Assets/GraphicsTests/RenderPipeline/LowEndMobilePipeline/Scenes/Shaders/LDPipe_LitBakedEmission/Lightmap-0_comp_light.exr.meta

1
Assets/GraphicsTests/RenderPipeline/LowEndMobilePipeline/Assets/LDPipe_CommonAssets/Materials/Cornell Box.mat


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1
Assets/GraphicsTests/RenderPipeline/LowEndMobilePipeline/Assets/LDPipe_CommonAssets/Materials/Cornell Box_green.mat


m_ShaderKeywords: _SPECULAR_COLOR
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []

1
Assets/GraphicsTests/RenderPipeline/LowEndMobilePipeline/Assets/LDPipe_CommonAssets/Materials/Cornell Box_red.mat


m_ShaderKeywords: _SPECULAR_COLOR
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []

5
Assets/GraphicsTests/RenderPipeline/LowEndMobilePipeline/Assets/LDPipe_Shader/LDPipe_LitMat_05_Emission.mat


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m_ShaderKeywords: _EMISSION_MAP _SPECULAR_COLOR
m_LightmapFlags: 4
m_ShaderKeywords: _EMISSION _SPECULAR_COLOR
m_LightmapFlags: 2
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []

1
Assets/GraphicsTests/RenderPipeline/LowEndMobilePipeline/Assets/LDPipe_Shader/LDPipe_LitMat_Reflection_Non.mat


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29
Assets/GraphicsTests/RenderPipeline/LowEndMobilePipeline/Scenes/Shaders/LDPipe_LitShaderLightProbes.unity


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154
Assets/GraphicsTests/RenderPipeline/LowEndMobilePipeline/Scenes/Shaders/LDPipe_LitShaderLightProbes/LightingData.asset
文件差异内容过多而无法显示
查看文件

4
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1001
Assets/GraphicsTests/RenderPipeline/LowEndMobilePipeline/Scenes/Shaders/LDPipe_LitShaderLightProbes/Lightmap-0_comp_light.exr
文件差异内容过多而无法显示
查看文件

5
Assets/GraphicsTests/RenderPipeline/LowEndMobilePipeline/Scenes/Shaders/LDPipe_LitShaderLightProbes/Lightmap-0_comp_light.exr.meta


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17
Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendMobilePipelineMaterialEditor.cs


m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, bumpMapProp);
EditorGUILayout.Space();
m_MaterialEditor.TexturePropertySingleLine(Styles.emissionMapLabel, emissionMapProp, emissionColorProp);
DoEmission();
EditorGUILayout.Space();
DoReflection();

kMinShininessValue, 1.0f);
if (EditorGUI.EndChangeCheck())
shininessProp.floatValue = shininess;
}
}
private void DoEmission()
{
if (m_MaterialEditor.EmissionEnabledProperty())
{
bool hadEmissionMap = emissionMapProp.textureValue != null;
m_MaterialEditor.TexturePropertySingleLine(Styles.emissionMapLabel, emissionMapProp, emissionColorProp);
float maxValue = emissionColorProp.colorValue.maxColorComponent;
if (emissionMapProp.textureValue != null && !hadEmissionMap && maxValue <= 0.0f)
emissionColorProp.colorValue = Color.white;
m_MaterialEditor.LightmapEmissionFlagsProperty(MaterialEditor.kMiniTextureFieldLabelIndentLevel, true);
}
}

2
Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendUpgraders.cs


UpdateMaterialReflectionSource(material);
SetKeyword(material, "_NORMALMAP", material.GetTexture("_BumpMap"));
SetKeyword(material, "_CUBEMAP_REFLECTION", material.GetTexture("_Cube"));
SetKeyword(material, "_EMISSION_MAP", material.GetTexture("_EmissionMap"));
SetKeyword(material, "_EMISSION", material.GetTexture("_EmissionMap"));
}
private static void UpdateMaterialBlendMode(Material material)

1
Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipeline.cs


}
context.Submit();
Shader.globalRenderPipeline = prevPipe;
}
private void BuildShadowSettings()

56
Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipeline.shader


[HideInInspector] _ZWrite("__zw", Float) = 1.0
}
SubShader
{
Tags { "RenderType" = "Opaque" "RenderPipeline" = "LowEndMobilePipeline" }
LOD 300
SubShader
{
Tags { "RenderType" = "Opaque" "RenderPipeline" = "LowEndMobilePipeline" }
LOD 300
Pass
{
Name "LD_SINGLE_PASS_FORWARD"
Tags { "LightMode" = "LowEndMobileForward" }
Pass
{
Name "LD_SINGLE_PASS_FORWARD"
Tags { "LightMode" = "LowEndMobileForward" }
// Use same blending / depth states as Standard shader
Blend[_SrcBlend][_DstBlend]

#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON
#pragma shader_feature _ _SPECGLOSSMAP _SPECGLOSSMAP_BASE_ALPHA _SPECULAR_COLOR
#pragma shader_feature _NORMALMAP
#pragma shader_feature _EMISSION_MAP
#pragma shader_feature _EMISSION
#pragma shader_feature _ _REFLECTION_CUBEMAP _REFLECTION_PROBE
#pragma multi_compile _ LIGHTMAP_ON

NormalMap(i, normal);
half4 specularGloss;
SpecularGloss(i.uv01.xy, diffuse, alpha, specularGloss);
SpecularGloss(i.uv01.xy, alpha, specularGloss);
half3 viewDir = i.viewDir.xyz;

#ifdef _SHADOWS
if (lightIndex == 0)
{
#if _NORMALMAP
float3 vertexNormal = float3(i.tangentToWorld0.z, i.tangentToWorld1.z, i.tangentToWorld2.z);
#else
float3 vertexNormal = i.normal;
#endif
#if _NORMALMAP
float3 vertexNormal = float3(i.tangentToWorld0.z, i.tangentToWorld1.z, i.tangentToWorld2.z);
#else
float3 vertexNormal = i.normal;
#endif
float bias = max(globalLightData.z, (1.0 - NdotL) * globalLightData.w);
color *= ComputeShadowAttenuation(i, vertexNormal * bias);
}

half3 emissionColor;
Emission(i, emissionColor);
color += emissionColor;
Emission(i.uv01.xy, color);
#if defined(LIGHTMAP_ON)
color += (DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv01.zw)) + i.fogCoord.yzw) * diffuse;

Cull Off
CGPROGRAM
#define UNITY_SETUP_BRDF_INPUT SpecularSetup
#pragma fragment frag_meta
#pragma fragment frag_meta_ld
#pragma shader_feature _METALLICGLOSSMAP
#pragma shader_feature _SPECGLOSSMAP
#include "LowEndMobilePipelineCore.cginc"
fixed4 frag_meta_ld(v2f_meta i) : SV_Target
{
UnityMetaInput o;
UNITY_INITIALIZE_OUTPUT(UnityMetaInput, o);
o.Albedo = Albedo(i.uv);
half4 specularColor;
SpecularGloss(i.uv.xy, 1.0, specularColor);
o.SpecularColor = specularColor;
Emission(i.uv.xy, o.Emission);
return UnityMetaFragment(o);
}
ENDCG
}
}

10
Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipelineCore.cginc


#endif
}
inline void SpecularGloss(half2 uv, half3 diffuse, half alpha, out half4 specularGloss)
inline void SpecularGloss(half2 uv, half alpha, out half4 specularGloss)
{
#ifdef _SPECGLOSSMAP
specularGloss = tex2D(_SpecGlossMap, uv) * _SpecColor;

#endif
}
inline void Emission(v2f i, out half3 emission)
inline void Emission(half2 uv, inout half3 color)
#ifdef _EMISSION_MAP
emission = tex2D(_EmissionMap, i.uv01.xy) * _EmissionColor;
#ifdef _EMISSION
color += tex2D(_EmissionMap, uv) * _EmissionColor;
emission = _EmissionColor;
color += _EmissionColor;
#endif
}

999
ImageTemplates/LowEndMobilePipeline/Scenes/Shaders/LDPipe_LitShaderLightProbes.unity.png
文件差异内容过多而无法显示
查看文件

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