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8 年前
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685cbab5
共有 13 个文件被更改,包括 301 次插入 和 285 次删除
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2Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
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1Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/Deferred.shader
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8Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightDefinition.cs
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24Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightDefinition.cs.hlsl
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2Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/Lighting.hlsl
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23Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/SinglePass/SinglePass.hlsl
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22Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/SinglePass/SinglePassLoop.hlsl
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245Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.hlsl
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10Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Material.hlsl
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2Assets/ScriptableRenderLoop/fptl/lightlistbuild-clustered.compute
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2Assets/ScriptableRenderLoop/fptl/lightlistbuild.compute
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9Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitEnvTemplate.hlsl.meta
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236Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitEnvTemplate.hlsl
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fileFormatVersion: 2 |
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guid: 22c20a34a48ade04daa95ffdc51ac052 |
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timeCreated: 1476997917 |
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licenseType: Pro |
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ShaderImporter: |
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defaultTextures: [] |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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//----------------------------------------------------------------------------- |
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// EvaluateBSDF_Env - Reference |
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// ---------------------------------------------------------------------------- |
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// Ref: Moving Frostbite to PBR (Appendix A) |
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float3 IntegrateLambertIBLRef( EnvLightData lightData, BSDFData bsdfData, |
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UNITY_ARGS_ENV(_EnvTextures), |
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uint sampleCount = 2048) |
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{ |
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float3 N = bsdfData.normalWS; |
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float3 acc = float3(0.0, 0.0, 0.0); |
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// Add some jittering on Hammersley2d |
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float2 randNum = InitRandom(N.xy * 0.5 + 0.5); |
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float3 tangentX, tangentY; |
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GetLocalFrame(N, tangentX, tangentY); |
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for (uint i = 0; i < sampleCount; ++i) |
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{ |
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float2 u = Hammersley2d(i, sampleCount); |
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u = frac(u + randNum + 0.5); |
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float3 L; |
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float NdotL; |
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float weightOverPdf; |
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ImportanceSampleLambert(u, N, tangentX, tangentY, L, NdotL, weightOverPdf); |
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if (NdotL > 0.0) |
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{ |
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float4 val = UNITY_SAMPLE_ENV_LOD(_EnvTextures, L, lightData, 0); |
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// diffuse Albedo is apply here as describe in ImportanceSampleLambert function |
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acc += bsdfData.diffuseColor * Lambert() * weightOverPdf * val.rgb; |
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} |
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} |
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return acc / sampleCount; |
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} |
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float3 IntegrateDisneyDiffuseIBLRef(float3 V, EnvLightData lightData, BSDFData bsdfData, |
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UNITY_ARGS_ENV(_EnvTextures), |
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uint sampleCount = 2048) |
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{ |
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float3 N = bsdfData.normalWS; |
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float NdotV = dot(N, V); |
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float3 acc = float3(0.0, 0.0, 0.0); |
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// Add some jittering on Hammersley2d |
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float2 randNum = InitRandom(N.xy * 0.5 + 0.5); |
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float3 tangentX, tangentY; |
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GetLocalFrame(N, tangentX, tangentY); |
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for (uint i = 0; i < sampleCount; ++i) |
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{ |
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float2 u = Hammersley2d(i, sampleCount); |
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u = frac(u + randNum + 0.5); |
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float3 L; |
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float NdotL; |
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float weightOverPdf; |
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// for Disney we still use a Cosine importance sampling, true Disney importance sampling imply a look up table |
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ImportanceSampleLambert(u, N, tangentX, tangentY, L, NdotL, weightOverPdf); |
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if (NdotL > 0.0) |
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{ |
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float3 H = normalize(L + V); |
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float LdotH = dot(L, H); |
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// Note: we call DisneyDiffuse that require to multiply by Albedo / PI. Divide by PI is already taken into account |
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// in weightOverPdf of ImportanceSampleLambert call. |
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float disneyDiffuse = DisneyDiffuse(NdotV, NdotL, LdotH, bsdfData.perceptualRoughness); |
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// diffuse Albedo is apply here as describe in ImportanceSampleLambert function |
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float4 val = UNITY_SAMPLE_ENV_LOD(_EnvTextures, L, lightData, 0); |
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acc += bsdfData.diffuseColor * disneyDiffuse * weightOverPdf * val.rgb; |
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} |
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} |
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return acc / sampleCount; |
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} |
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// Ref: Moving Frostbite to PBR (Appendix A) |
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float3 IntegrateSpecularGGXIBLRef( float3 V, EnvLightData lightData, BSDFData bsdfData, |
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UNITY_ARGS_ENV(_EnvTextures), |
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uint sampleCount = 2048) |
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{ |
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float3 N = bsdfData.normalWS; |
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float NdotV = saturate(dot(N, V)); |
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float3 acc = float3(0.0, 0.0, 0.0); |
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// Add some jittering on Hammersley2d |
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float2 randNum = InitRandom(V.xy * 0.5 + 0.5); |
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float3 tangentX, tangentY; |
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GetLocalFrame(N, tangentX, tangentY); |
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for (uint i = 0; i < sampleCount; ++i) |
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{ |
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float2 u = Hammersley2d(i, sampleCount); |
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u = frac(u + randNum + 0.5); |
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float VdotH; |
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float NdotL; |
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float3 L; |
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float weightOverPdf; |
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// GGX BRDF |
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ImportanceSampleGGX(u, V, N, tangentX, tangentY, bsdfData.roughness, NdotV, |
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L, VdotH, NdotL, weightOverPdf); |
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if (NdotL > 0.0) |
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{ |
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// Fresnel component is apply here as describe in ImportanceSampleGGX function |
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float3 FweightOverPdf = F_Schlick(bsdfData.fresnel0, VdotH) * weightOverPdf; |
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float4 val = UNITY_SAMPLE_ENV_LOD(_EnvTextures, L, lightData, 0); |
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acc += FweightOverPdf * val.rgb; |
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} |
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} |
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return acc / sampleCount; |
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} |
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//----------------------------------------------------------------------------- |
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// EvaluateBSDF_Env |
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// ---------------------------------------------------------------------------- |
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// _preIntegratedFGD and _CubemapLD are unique for each BRDF |
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void EvaluateBSDF_Env( float3 V, float3 positionWS, PreLightData prelightData, EnvLightData lightData, BSDFData bsdfData, |
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UNITY_ARGS_ENV(_EnvTextures), |
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out float4 diffuseLighting, |
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out float4 specularLighting) |
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{ |
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#ifdef LIT_DISPLAY_REFERENCE |
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specularLighting.rgb = IntegrateSpecularGGXIBLRef(V, lightData, bsdfData, UNITY_PASS_ENV(_EnvTextures)); |
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specularLighting.a = 1.0; |
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/* |
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#ifdef DIFFUSE_LAMBERT_BRDF |
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diffuseLighting.rgb = IntegrateLambertIBLRef(lightData, bsdfData, UNITY_PASS_ENV(_EnvTextures)); |
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#else |
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diffuseLighting.rgb = IntegrateDisneyDiffuseIBLRef(V, lightData, bsdfData, UNITY_PASS_ENV(_EnvTextures)); |
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#endif |
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diffuseLighting.a = 1.0; |
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*/ |
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diffuseLighting = float4(0.0, 0.0, 0.0, 0.0); |
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#else |
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// TODO: factor this code in common, so other material authoring don't require to rewrite everything, |
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// also think about how such a loop can handle 2 cubemap at the same time as old unity. Macro can allow to do that |
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// but we need to have UNITY_SAMPLE_ENV_LOD replace by a true function instead that is define by the lighting arcitecture. |
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// Also not sure how to deal with 2 intersection.... |
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// Box and sphere are related to light property (but we have also distance based roughness etc...) |
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// TODO: test the strech from Tomasz |
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// float shrinkedRoughness = AnisotropicStrechAtGrazingAngle(bsdfData.roughness, bsdfData.perceptualRoughness, NdotV); |
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// Note: As explain in GetPreLightData we use normalWS and not iblNormalWS here (in case of anisotropy) |
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float3 rayWS = GetSpecularDominantDir(bsdfData.normalWS, prelightData.iblR, bsdfData.roughness); |
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float3 R = rayWS; |
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float weight = 1.0; |
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// In this code we redefine a bit the behavior of the reflcetion proble. We separate the projection volume (the proxy of the scene) form the influence volume (what pixel on the screen is affected) |
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// 1. First determine the projection volume |
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// In Unity the cubemaps are capture with the localToWorld transform of the component. |
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// This mean that location and oritention matter. So after intersection of proxy volume we need to convert back to world. |
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// CAUTION: localToWorld is the transform use to convert the cubemap capture point to world space (mean it include the offset) |
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// the center of the bounding box is thus in locals space: positionLS - offsetLS |
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// We use this formulation as it is the one of legacy unity that was using only AABB box. |
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float3x3 worldToLocal = transpose(float3x3(lightData.right, lightData.up, lightData.forward)); // worldToLocal assume no scaling |
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float3 positionLS = positionWS - lightData.positionWS; |
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positionLS = mul(positionLS, worldToLocal).xyz - lightData.offsetLS; // We want to calculate the intersection from the center of the bounding box. |
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if (lightData.envShapeType == ENVSHAPETYPE_BOX) |
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{ |
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float3 rayLS = mul(rayWS, worldToLocal); |
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float3 boxOuterDistance = lightData.innerDistance + float3(lightData.blendDistance, lightData.blendDistance, lightData.blendDistance); |
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float dist = BoxRayIntersectSimple(positionLS, rayLS, -boxOuterDistance, boxOuterDistance); |
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// No need to normalize for fetching cubemap |
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// We can reuse dist calculate in LS directly in WS as there is no scaling. Also the offset is already include in lightData.positionWS |
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R = (positionWS + dist * rayWS) - lightData.positionWS; |
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// TODO: add distance based roughness |
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} |
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else if (lightData.envShapeType == ENVSHAPETYPE_SPHERE) |
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{ |
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float3 rayLS = mul(rayWS, worldToLocal); |
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float sphereOuterDistance = lightData.innerDistance.x + lightData.blendDistance; |
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float dist = SphereRayIntersectSimple(positionLS, rayLS, sphereOuterDistance); |
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R = (positionWS + dist * rayWS) - lightData.positionWS; |
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} |
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// 2. Apply the influence volume (Box volume is used for culling whatever the influence shape) |
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// TODO: In the future we could have an influence volume inside the projection volume (so with a different transform, in this case we will need another transform) |
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if (lightData.envShapeType == ENVSHAPETYPE_SPHERE) |
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{ |
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float distFade = max(length(positionLS) - lightData.innerDistance.x, 0.0); |
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weight = saturate(1.0 - distFade / max(lightData.blendDistance, 0.0001)); // avoid divide by zero |
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} |
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else // ENVSHAPETYPE_BOX or ENVSHAPETYPE_NONE |
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{ |
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// Calculate falloff value, so reflections on the edges of the volume would gradually blend to previous reflection. |
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float distFade = DistancePointBox(positionLS, -lightData.innerDistance, lightData.innerDistance); |
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weight = saturate(1.0 - distFade / max(lightData.blendDistance, 0.0001)); // avoid divide by zero |
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} |
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// Smooth weighting |
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weight = smoothstep01(weight); |
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// TODO: we must always perform a weight calculation as due to tiled rendering we need to smooth out cubemap at boundaries. |
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// So goal is to split into two category and have an option to say if we parallax correct or not. |
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// TODO: compare current Morten version: offline cubemap with a particular remap + the bias in perceptualRoughnessToMipmapLevel |
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// to classic remap like unreal/Frobiste. The function GetSpecularDominantDir can result in a better matching in this case |
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// We let GetSpecularDominantDir currently as it still an improvement but not as good as it could be |
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float mip = perceptualRoughnessToMipmapLevel(bsdfData.perceptualRoughness); |
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float4 preLD = UNITY_SAMPLE_ENV_LOD(_EnvTextures, R, lightData, mip); |
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specularLighting.rgb = preLD.rgb * prelightData.specularFGD; |
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// Apply specular occlusion on it |
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specularLighting.rgb *= bsdfData.specularOcclusion; |
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specularLighting.a = weight; |
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diffuseLighting = float4(0.0, 0.0, 0.0, 0.0); |
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#endif |
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} |
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