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Rename SSS quality levels

/main
Evgenii Golubev 7 年前
当前提交
6c2d5efb
共有 6 个文件被更改,包括 8 次插入8 次删除
  1. 2
      com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/Settings/RenderPipelineSettingsUI.cs
  2. 4
      com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/Settings/SerializedRenderPipelineSettings.cs
  3. 2
      com.unity.render-pipelines.high-definition/HDRP/HDRenderPipelineAsset.asset
  4. 4
      com.unity.render-pipelines.high-definition/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.compute
  5. 2
      com.unity.render-pipelines.high-definition/HDRP/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs
  6. 2
      com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/Settings/RenderPipelineSettings.cs

2
com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/Settings/RenderPipelineSettingsUI.cs


EditorGUILayout.PropertyField(d.supportOnlyForward, _.GetContent("Support Only Forward|Remove all the memory and shader variant of GBuffer. The renderer can be switch to deferred anymore."));
EditorGUILayout.PropertyField(d.supportMotionVectors, _.GetContent("Support Motion Vectors|Motion vector are use for Motion Blur, TAA, temporal re-projection of various effect like SSR."));
EditorGUILayout.PropertyField(d.supportStereo, _.GetContent("Support Stereo Rendering"));
EditorGUILayout.PropertyField(d.enableUltraQualitySSS, _.GetContent("Increase SSS Sample Count|This allow better SSS quality. Warning: Slow feature, don't use for game."));
EditorGUILayout.PropertyField(d.increaseSssSampleCount, _.GetContent("Increase SSS Sample Count|This allow better SSS quality. Warning: Slow feature, don't use for game."));
EditorGUILayout.PropertyField(d.supportVolumetric, _.GetContent("Support volumetric|Enable memory and shader variant for volumetric."));
EditorGUILayout.PropertyField(d.supportRuntimeDebugDisplay, _.GetContent("Support runtime debug display|Remove all debug display shader variant only in the player. Allow faster build."));
EditorGUILayout.PropertyField(d.supportDitheringCrossFade, _.GetContent("Support dithering cross fade|Remove all dithering cross fade shader variant only in the player. Allow faster build."));

4
com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/Settings/SerializedRenderPipelineSettings.cs


public SerializedProperty supportOnlyForward;
public SerializedProperty supportMotionVectors;
public SerializedProperty supportStereo;
public SerializedProperty enableUltraQualitySSS;
public SerializedProperty increaseSssSampleCount;
public SerializedProperty supportVolumetric;
public SerializedProperty supportRuntimeDebugDisplay;
public SerializedProperty supportDitheringCrossFade;

supportOnlyForward = root.Find((RenderPipelineSettings s) => s.supportOnlyForward);
supportMotionVectors = root.Find((RenderPipelineSettings s) => s.supportMotionVectors);
supportStereo = root.Find((RenderPipelineSettings s) => s.supportStereo);
enableUltraQualitySSS = root.Find((RenderPipelineSettings s) => s.enableUltraQualitySSS);
increaseSssSampleCount = root.Find((RenderPipelineSettings s) => s.increaseSssSampleCount);
supportVolumetric = root.Find((RenderPipelineSettings s) => s.supportVolumetric);
supportRuntimeDebugDisplay = root.Find((RenderPipelineSettings s) => s.supportRuntimeDebugDisplay);
supportDitheringCrossFade = root.Find((RenderPipelineSettings s) => s.supportDitheringCrossFade);

2
com.unity.render-pipelines.high-definition/HDRP/HDRenderPipelineAsset.asset


supportSSAO: 1
supportSubsurfaceScattering: 1
supportOnlyForward: 0
enableUltraQualitySSS: 0
increaseSssSampleCount: 0
supportVolumetric: 1
supportRuntimeDebugDisplay: 1
supportDitheringCrossFade: 1

4
com.unity.render-pipelines.high-definition/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.compute


// Definitions
//--------------------------------------------------------------------------------------------------
#pragma kernel SubsurfaceScatteringQualityNormal SubsurfaceScattering=SubsurfaceScatteringQualityNormal SSS_ENABLE_NEAR_FIELD=0
#pragma kernel SubsurfaceScatteringQualityUltra SubsurfaceScattering=SubsurfaceScatteringQualityUltra SSS_ENABLE_NEAR_FIELD=1
#pragma kernel SubsurfaceScatteringMQ SubsurfaceScattering=SubsurfaceScatteringMQ SSS_ENABLE_NEAR_FIELD=0
#pragma kernel SubsurfaceScatteringHQ SubsurfaceScattering=SubsurfaceScatteringHQ SSS_ENABLE_NEAR_FIELD=1
// #pragma enable_d3d11_debug_symbols
// TODO: use sharp load hoisting on PS4.

2
com.unity.render-pipelines.high-definition/HDRP/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs


public void Build(HDRenderPipelineAsset hdAsset)
{
// Disney SSS (compute + combine)
string kernelName = hdAsset.renderPipelineSettings.enableUltraQualitySSS ? "SubsurfaceScatteringQualityUltra" : "SubsurfaceScatteringQualityNormal";
string kernelName = hdAsset.renderPipelineSettings.increaseSssSampleCount ? "SubsurfaceScatteringHQ" : "SubsurfaceScatteringMQ";
m_SubsurfaceScatteringCS = hdAsset.renderPipelineResources.subsurfaceScatteringCS;
m_SubsurfaceScatteringKernel = m_SubsurfaceScatteringCS.FindKernel(kernelName);
m_CombineLightingPass = CoreUtils.CreateEngineMaterial(hdAsset.renderPipelineResources.combineLighting);

2
com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/Settings/RenderPipelineSettings.cs


public bool supportSubsurfaceScattering = true;
[FormerlySerializedAs("supportForwardOnly")]
public bool supportOnlyForward = false;
public bool enableUltraQualitySSS = false;
public bool increaseSssSampleCount = false;
public bool supportVolumetric = true;
// reduce variant

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