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Merge pull request #1871 from Unity-Technologies/fix_debug_light_vol_ps4

PS4 DebugLightVolume Fix
/main
GitHub 6 年前
当前提交
680e60a9
共有 51 个文件被更改,包括 8133 次插入41 次删除
  1. 3
      TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset
  2. 2
      com.unity.render-pipelines.high-definition/HDRP/Debug/DebugLightVolume.shader
  3. 42
      com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Fabric/FabricUI.cs
  4. 10
      com.unity.render-pipelines.high-definition/HDRP/Material/Fabric/Fabric.shader
  5. 56
      com.unity.render-pipelines.high-definition/HDRP/Material/Fabric/FabricData.hlsl
  6. 6
      com.unity.render-pipelines.high-definition/HDRP/Material/Fabric/FabricProperties.hlsl
  7. 4
      com.unity.render-pipelines.high-definition/HDRP/Material/Fabric/ShaderPass/FabricSharePass.hlsl
  8. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric.meta
  9. 1001
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric.unity
  10. 7
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric.unity.meta
  11. 750
      TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/1501_Fabric.png
  12. 88
      TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/1501_Fabric.png.meta
  13. 1001
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/D_Cloth.fbx
  14. 97
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/D_Cloth.fbx.meta
  15. 238
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_CottonWool.mat
  16. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_CottonWool.mat.meta
  17. 238
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_CottonWoolDetail.mat
  18. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_CottonWoolDetail.mat.meta
  19. 238
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_CottonWoolDetailNormal.mat
  20. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_CottonWoolDetailNormal.mat.meta
  21. 239
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_CottonWoolDetailNormalCutout.mat
  22. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_CottonWoolDetailNormalCutout.mat.meta
  23. 238
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_CottonWoolDetailNormalFuzz.mat
  24. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_CottonWoolDetailNormalFuzz.mat.meta
  25. 242
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_CottonWoolDetailNormalFuzzDouble.mat
  26. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_CottonWoolDetailNormalFuzzDouble.mat.meta
  27. 238
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_CottonWoolNormal.mat
  28. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_CottonWoolNormal.mat.meta
  29. 238
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_Silk.mat
  30. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_Silk.mat.meta
  31. 238
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_SilkDetail.mat
  32. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_SilkDetail.mat.meta
  33. 238
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_SilkDetailNormal.mat
  34. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_SilkDetailNormal.mat.meta
  35. 239
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_SilkDetailNormalCutout.mat
  36. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_SilkDetailNormalCutout.mat.meta
  37. 242
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_SilkDetailNormalFuzz.mat
  38. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_SilkDetailNormalFuzz.mat.meta
  39. 247
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_SilkDetailNormalFuzzDouble.mat
  40. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_SilkDetailNormalFuzzDouble.mat.meta
  41. 238
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_SilkNormal.mat
  42. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/M_SilkNormal.mat.meta
  43. 132
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/T_DetailMap.tif.meta
  44. 1001
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/T_FuzzDetail.png
  45. 132
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/T_FuzzDetail.png.meta
  46. 195
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/T_MaskMap.tga
  47. 88
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/T_MaskMap.tga.meta
  48. 88
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/T_NormalMap.tif.meta

3
TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset


path: Assets/GraphicTests/Scenes/1x_Materials/1401_StackLit.unity
guid: 695dac9017b946a49a338d466a6d50ff
- enabled: 1
path: Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric.unity
guid: ce2b258da0df8d245b659390b6c2ac51
- enabled: 1
path: Assets/GraphicTests/Scenes/2x_Lighting/2001_Dynamic_Directional.unity
guid: 09baf18a7e1f6584f86675e6a2141c66
- enabled: 1

2
com.unity.render-pipelines.high-definition/HDRP/Debug/DebugLightVolume.shader


return output;
}
float4 frag(VaryingsDefault varying) : SV_TARGET0
float4 frag(VaryingsDefault varying) : SV_Target
{
return _Color;
}

42
com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Fabric/FabricUI.cs


public static GUIContent aoRemappingText = new GUIContent("AmbientOcclusion Remapping", "AmbientOcclusion remapping");
// Mask
public static GUIContent maskMapSText = new GUIContent("Mask Map - X, AO(G), D(B), S(A)", "Mask map");
public static GUIContent maskMapSpecularText = new GUIContent("Mask Map - AO(G), D(B), S(A)", "Mask map");
public static GUIContent maskMapSText = new GUIContent("Mask Map - X, AO(G), DM(B), S(A)", "Mask map");
public static GUIContent maskMapSpecularText = new GUIContent("Mask Map - AO(G), DM(B), S(A)", "Mask map");
// Normal map
public static GUIContent normalMapText = new GUIContent("Normal Map", "Normal Map (BC7/BC5/DXT5(nm))");

public static string detailText = "Detail Inputs";
public static GUIContent UVDetailMappingText = new GUIContent("Detail UV mapping", "");
public static GUIContent detailMapNormalText = new GUIContent("Detail Map AO(R) Ny(G) S(B) Nx(A)", "Detail Map");
public static GUIContent detailMaskText = new GUIContent("Detail Mask (R)", "Detail Mask");
public static GUIContent detailFuzz1Text = new GUIContent("Fuzz Detail 1", "Fuzz Detail factor");
public static GUIContent FuzzDetailText = new GUIContent("Fuzz Detail", "Fuzz Detail factor");
public static GUIContent detailAOScaleText = new GUIContent("Detail AO", "Detail AO Scale factor");
public static GUIContent detailNormalScaleText = new GUIContent("Detail NormalScale", "Normal Scale factor");
public static GUIContent detailSmoothnessScaleText = new GUIContent("Detail SmoothnessScale", "Smoothness Scale factor");

protected MaterialProperty detailMap = null;
protected const string kDetailMap = "_DetailMap";
// Detail Mask
protected MaterialProperty detailMask = null;
protected const string kDetailMask = "_DetailMask";
// Fuzz Detail
protected MaterialProperty fuzzDetailMap = null;
protected const string kFuzzDetailMap = "_FuzzDetailMap";
// Link detail with base
protected MaterialProperty linkDetailsWithBase = null;

// Detail map and rmapping
detailMap = FindProperty(kDetailMap, props);
detailMask = FindProperty(kDetailMask, props);
fuzzDetailMap = FindProperty(kFuzzDetailMap, props);
detailAOScale = FindProperty(kDetailAOScale, props);
detailNormalScale = FindProperty(kDetailNormalScale, props);
detailSmoothnessScale = FindProperty(kDetailSmoothnessScale, props);

EditorGUILayout.LabelField(Styles.InputsText, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
// Define the UV mapping for the base textures
BaseUVMappingInputGUI();
// The base color map and matching base color value
m_MaterialEditor.TexturePropertySingleLine(Styles.baseColorText, baseColorMap, baseColor);

// Anisotropy GUI
ShaderAnisoInputGUI(material);
// Define the UV mapping for the base textures
BaseUVMappingInputGUI();
EditorGUI.indentLevel--;
}

EditorGUI.indentLevel++;
m_MaterialEditor.TexturePropertySingleLine(Styles.detailMapNormalText, detailMap);
m_MaterialEditor.TexturePropertySingleLine(Styles.detailMaskText, detailMask);
{
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(detailAOScale, Styles.detailAOScaleText);
m_MaterialEditor.ShaderProperty(detailNormalScale, Styles.detailNormalScaleText);
m_MaterialEditor.ShaderProperty(detailSmoothnessScale, Styles.detailSmoothnessScaleText);
EditorGUI.indentLevel--;
}
m_MaterialEditor.TexturePropertySingleLine(Styles.FuzzDetailText, fuzzDetailMap);
if (material.GetTexture(kDetailMap) || material.GetTexture(kFuzzDetailMap))
{
EditorGUI.indentLevel++;

EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(linkDetailsWithBase, Styles.linkDetailsWithBaseText);
EditorGUI.indentLevel--;
//m_MaterialEditor.ShaderProperty(detailFuzz1, Styles.detailFuzz1Text);
m_MaterialEditor.ShaderProperty(detailAOScale, Styles.detailAOScaleText);
m_MaterialEditor.ShaderProperty(detailNormalScale, Styles.detailNormalScaleText);
m_MaterialEditor.ShaderProperty(detailSmoothnessScale, Styles.detailSmoothnessScaleText);
EditorGUI.indentLevel--;
}
EditorGUI.indentLevel--;
}

SetupBaseLitMaterialPass(material);
// With details map, we always use a normal map and Unity provide a default (0, 0, 1) normal map for it
CoreUtils.SetKeyword(material, "_NORMALMAP", material.GetTexture(kNormalMap) || material.GetTexture(kDetailMap));
CoreUtils.SetKeyword(material, "_NORMALMAP", material.GetTexture(kNormalMap));
// However, the tangent map flag is only bound to the presence of a tangent map
// CoreUtils.SetKeyword(material, "_TANGENTMAP", material.GetTexture(kTangentMap));

CoreUtils.SetKeyword(material, "_ANISOTROPYMAP", material.GetTexture(kAnisotropyMap));
CoreUtils.SetKeyword(material, "_DETAIL_MAP", material.GetTexture(kDetailMap));
CoreUtils.SetKeyword(material, "_FUZZDETAIL_MAP", material.GetTexture(kFuzzDetailMap));
CoreUtils.SetKeyword(material, "_SUBSURFACE_MASK_MAP", material.GetTexture(kSubsurfaceMaskMap));
CoreUtils.SetKeyword(material, "_THICKNESSMAP", material.GetTexture(kThicknessMap));
CoreUtils.SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap));

10
com.unity.render-pipelines.high-definition/HDRP/Material/Fabric/Fabric.shader


[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail("UV Set for detail", Float) = 0
[HideInInspector] _UVMappingMaskDetail("_UVMappingMaskDetail", Color) = (1, 0, 0, 0)
_DetailMap("DetailMap", 2D) = "black" {}
_DetailMask("DetailMask", 2D) = "white" {}
_FuzzDetailMap("FuzzDetailMap", 2D) = "white" {}
_DetailAOScale("_DetailAOScale", Range(0.0, 2.0)) = 1
_DetailNormalScale("_DetailNormalScale", Range(0.0, 2.0)) = 1
_DetailSmoothnessScale("_DetailSmoothnessScale", Range(0.0, 2.0)) = 1

//[ToggleUI] _EnableSpecularOcclusion("Enable specular occlusion", Float) = 0.0
// Double sided
[ToggleUI] _DoubleSidedEnable("Double sided enable", Float) = 0.0
[Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)
// Transparency
[ToggleUI] _PreRefractionPass("PreRefractionPass", Float) = 0.0

//-------------------------------------------------------------------------------------
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _DOUBLESIDED_ON
#pragma shader_feature _NORMALMAP
#pragma shader_feature _MASKMAP

#pragma shader_feature _ANISOTROPYMAP
#pragma shader_feature _DETAIL_MAP
#pragma shader_feature _FUZZDETAIL_MAP
#pragma shader_feature _SUBSURFACE_MASK_MAP
#pragma shader_feature _THICKNESSMAP
#pragma shader_feature _EMISSIVE_COLOR_MAP

// In case of forward we want to have depth equal for opaque alpha tested mesh
ZTest [_ZTestDepthEqualForOpaque]
ZWrite [_ZWrite]
Cull[_CullMode]
HLSLPROGRAM

56
com.unity.render-pipelines.high-definition/HDRP/Material/Fabric/FabricData.hlsl


void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
ApplyDoubleSidedFlipOrMirror(input); // Apply double sided flip on the vertex normal
// Initial value of the material features
surfaceData.materialFeatures = 0;

// Apply offset and tiling
uvDetails = uvDetails * _DetailMap_ST.xy + _DetailMap_ST.zw;
// The Mask map also contains the detail mask flag, se we need to read it first
#ifdef _MASKMAP
float4 maskValue = SAMPLE_TEXTURE2D(_MaskMap, sampler_MaskMap, uvBase);
#else
#ifdef _DETAIL_MAP
// If we have no mask map, but we have a detail map; we use the detail map and the smoothness is the value version
float4 maskValue = float4(1, 1, 1, _Smoothness);
#else
// If we have no mask map, no detail map AO is 1, smoothness is the value and mask
float4 maskValue = float4(1, 1, 0, _Smoothness);
#endif
#endif
float4 detailMasks = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uvDetails);
float2 detailAOAndSmoothness = SAMPLE_TEXTURE2D(_DetailMap, sampler_DetailMap, uvDetails).rb;
float detailAO = detailAOAndSmoothness.r * 2.0 - 1.0;
float detailSmoothness = detailAOAndSmoothness.g * 2.0 - 1.0;
float4 detailSample = SAMPLE_TEXTURE2D(_DetailMap, sampler_DetailMap, uvDetails);
float detailAO = detailSample.x * 2.0 - 1.0;
float detailSmoothness = detailSample.z * 2.0 - 1.0;
float2 detailDerivative = UnpackDerivativeNormalRGorAG(SAMPLE_TEXTURE2D(_DetailMap, sampler_DetailMap, uvDetails), _DetailNormalScale);
float2 detailDerivative = UnpackDerivativeNormalRGorAG(float4(detailSample.w, detailSample.y, 1, 1), _DetailNormalScale);
float4 detailSample = float4(1.0, 0.0, 0.0, 1.0);
float detailMask = 0.0;
#endif
// The base color of the object mixed with the base color texture

float alpha = SAMPLE_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, uvBase).a * _BaseColor.a;
float alpha = SAMPLE_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, uvBase).a * _BaseColor.a * detailSample.r;
float3 gradient = SurfaceGradientFromTBN(derivative, input.worldToTangent[0], input.worldToTangent[1]) + detailGradient * detailMasks.x;
float3 gradient = SurfaceGradientFromTBN(derivative, input.worldToTangent[0], input.worldToTangent[1]) + detailGradient * maskValue.z;
surfaceData.normalWS = input.worldToTangent[2];
#ifdef _DETAIL_MAP
surfaceData.normalWS = SurfaceGradientResolveNormal(input.worldToTangent[2], detailGradient);
#else
surfaceData.normalWS = input.worldToTangent[2];
#endif
#endif
#ifdef _TANGENTMAP

// Make the tagent match the normal
surfaceData.tangentWS = Orthonormalize(input.worldToTangent[0], surfaceData.normalWS);
#ifdef _MASKMAP
float4 maskSample = SAMPLE_TEXTURE2D(_MaskMap, sampler_MaskMap, uvBase);
#endif
surfaceData.ambientOcclusion = lerp(_AORemapMin, _AORemapMax, maskSample.y);
surfaceData.perceptualSmoothness = lerp(_SmoothnessRemapMin, _SmoothnessRemapMax, maskSample.w);
surfaceData.ambientOcclusion = lerp(_AORemapMin, _AORemapMax, maskValue.y);
surfaceData.perceptualSmoothness = lerp(_SmoothnessRemapMin, _SmoothnessRemapMax, maskValue.w);
surfaceData.perceptualSmoothness = _Smoothness;
surfaceData.ambientOcclusion = 1.0;
surfaceData.ambientOcclusion = maskValue.y;
surfaceData.perceptualSmoothness = maskValue.w;
surfaceData.specularOcclusion = 1.0;
#endif

float smoothnessOverlay = lerp(surfaceData.perceptualSmoothness, (detailSmoothness < 0.0) ? 0.0 : 1.0, smoothnessDetailSpeed);
surfaceData.perceptualSmoothness = lerp(surfaceData.perceptualSmoothness, saturate(smoothnessOverlay), detailMask.x);
surfaceData.perceptualSmoothness = lerp(surfaceData.perceptualSmoothness, saturate(smoothnessOverlay), maskValue.z);
#endif
// If a detail map was provided, modify the matching ao

surfaceData.ambientOcclusion = lerp(surfaceData.ambientOcclusion, saturate(aoOverlay), detailMask.x);
surfaceData.ambientOcclusion = lerp(surfaceData.ambientOcclusion, saturate(aoOverlay), maskValue.z);
#ifdef _FUZZDETAIL_MAP
surfaceData.fuzzTint *= SAMPLE_TEXTURE2D(_FuzzDetailMap, sampler_FuzzDetailMap, uvDetails).rgb;
#endif
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.diffusionProfile = _DiffusionProfile;

6
com.unity.render-pipelines.high-definition/HDRP/Material/Fabric/FabricProperties.hlsl


TEXTURE2D(_NormalMap);
SAMPLER(sampler_NormalMap);
TEXTURE2D(_DetailMask);
SAMPLER(sampler_DetailMask);
TEXTURE2D(_FuzzDetailMap);
SAMPLER(sampler_FuzzDetailMap);
TEXTURE2D(_DetailMap);
SAMPLER(sampler_DetailMap);

float4 _UVMappingMask;
float4 _UVMappingMaskDetail;
float4 _UVMappingMaskEmissive;
float4 _DoubleSidedConstants;
float4 _BaseColor;
float4 _BaseColorMap_ST;

4
com.unity.render-pipelines.high-definition/HDRP/Material/Fabric/ShaderPass/FabricSharePass.hlsl


#endif
#define VARYINGS_NEED_COLOR
#ifdef _DOUBLESIDED_ON
#define VARYINGS_NEED_CULLFACE
#endif
// This include will define the various Attributes/Varyings structure
#include "HDRP/ShaderPass/VaryingMesh.hlsl"

8
TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric.meta


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TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric.unity
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TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/1501_Fabric.png

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88
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TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1501_Fabric/D_Cloth.fbx
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