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Main interface is now EvaluateBSDF_Area

/RenderPassXR_Sandbox
sebastienlagarde 8 年前
当前提交
69171f62
共有 2 个文件被更改,包括 30 次插入26 次删除
  1. 33
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassLoop.hlsl
  2. 23
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl

33
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassLoop.hlsl


{
float3 localDiffuseLighting, localSpecularLighting;
EvaluateBSDF_Directional(context, V, posInput, prelightData,
_DirectionalLightDatas[i], bsdfData,
EvaluateBSDF_Directional(context, V, posInput, prelightData, _DirectionalLightDatas[i], bsdfData,
localDiffuseLighting, localSpecularLighting);
diffuseLighting += localDiffuseLighting;

float3 localDiffuseLighting = float3(0.0, 0.0, 0.0);
float3 localSpecularLighting = float3(0.0, 0.0, 0.0);
// !!!!!!!!!!!!!!
// COMPILER BEHAVIOR WARNING
// COMPILER BEHAVIOR WARNING!
// TODO: This is based on the current Lit.shader and can be different for any other way of implementing area lights, how to be generic and ensure performance ?
i = 0;
uint areaIndex = FetchIndex(areaLightStart, i);

EvaluateBSDF_Line( context, V, posInput, prelightData, _LightDatas[areaIndex], bsdfData,
EvaluateBSDF_Area( context, V, posInput, prelightData, _LightDatas[areaIndex], bsdfData, GPULIGHTTYPE_LINE,
localDiffuseLighting, localSpecularLighting);
diffuseLighting += localDiffuseLighting;

while (i < areaLightCount) // Rectangle lights are the last area lights so no need to check type
{
areaIndex = FetchIndex(areaLightStart, i);
EvaluateBSDF_Area( context, V, posInput, prelightData, _LightDatas[areaIndex], bsdfData,
EvaluateBSDF_Area( context, V, posInput, prelightData, _LightDatas[areaIndex], bsdfData, GPULIGHTTYPE_RECTANGLE,
localDiffuseLighting, localSpecularLighting);
diffuseLighting += localDiffuseLighting;

diffuseLighting += iblDiffuseLighting;
specularLighting += iblSpecularLighting;
#endif
// TODO: currently apply GI at the same time as reflection
#ifdef PROCESS_ENV_LIGHT
// Add indirect diffuse + emissive (if any)
// Apply GI at the same time as reflection
// Add indirect diffuse + emissive (if any) - Ambient occlusion is multiply by emissive which is wrong but not a big deal
diffuseLighting += bakeDiffuseLighting * context.ambientOcclusion;
#endif

{
float3 localDiffuseLighting, localSpecularLighting;
EvaluateBSDF_Directional(context, V, posInput, prelightData,
_DirectionalLightDatas[i], bsdfData,
EvaluateBSDF_Directional(context, V, posInput, prelightData, _DirectionalLightDatas[i], bsdfData,
localDiffuseLighting, localSpecularLighting);
diffuseLighting += localDiffuseLighting;

{
float3 localDiffuseLighting, localSpecularLighting;
if (_LightDatas[i].lightType == GPULIGHTTYPE_LINE)
{
EvaluateBSDF_Line( context, V, posInput, prelightData, _LightDatas[i], bsdfData,
localDiffuseLighting, localSpecularLighting);
}
else
{
EvaluateBSDF_Area( context, V, posInput, prelightData, _LightDatas[i], bsdfData,
localDiffuseLighting, localSpecularLighting);
}
EvaluateBSDF_Area( context, V, posInput, prelightData, _LightDatas[i], bsdfData, _LightDatas[i].lightType,
localDiffuseLighting, localSpecularLighting);
diffuseLighting += localDiffuseLighting;
specularLighting += localSpecularLighting;

specularLighting += iblSpecularLighting;
// Add indirect diffuse + emissive (if any)
// Add indirect diffuse + emissive (if any) - Ambient occlusion is multiply by emissive which is wrong but not a big deal
diffuseLighting += bakeDiffuseLighting * context.ambientOcclusion;
ApplyDebug(context, posInput.positionWS, diffuseLighting, specularLighting);

23
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


// #define ELLIPSOIDAL_ATTENUATION
void EvaluateBSDF_Area(LightLoopContext lightLoopContext,
float3 V, PositionInputs posInput,
PreLightData preLightData, LightData lightData, BSDFData bsdfData,
out float3 diffuseLighting, out float3 specularLighting)
void EvaluateBSDF_Rect( LightLoopContext lightLoopContext,
float3 V, PositionInputs posInput,
PreLightData preLightData, LightData lightData, BSDFData bsdfData,
out float3 diffuseLighting, out float3 specularLighting)
{
float3 positionWS = posInput.positionWS;

specularLighting = fresnelTerm * lightData.color * ltcValue;
}
#endif // LIT_DISPLAY_REFERENCE_AREA
}
void EvaluateBSDF_Area(LightLoopContext lightLoopContext,
float3 V, PositionInputs posInput,
PreLightData preLightData, LightData lightData, BSDFData bsdfData, int GPULightType,
out float3 diffuseLighting, out float3 specularLighting)
{
if (GPULightType == GPULIGHTTYPE_LINE)
{
EvaluateBSDF_Line(lightLoopContext, V, posInput, preLightData, lightData, bsdfData, diffuseLighting, specularLighting);
}
else
{
EvaluateBSDF_Rect(lightLoopContext, V, posInput, preLightData, lightData, bsdfData, diffuseLighting, specularLighting);
}
}
//-----------------------------------------------------------------------------

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