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Clean unused file, generate correct file and fix editor issue for SSS

/Yibing-Project-2
Sebastien Lagarde 7 年前
当前提交
6cc90b39
共有 10 个文件被更改,包括 45 次插入55 次删除
  1. 8
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs
  2. 7
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs.hlsl
  3. 4
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
  4. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/SubsurfaceScattering.compute
  5. 16
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringSettings.cs
  6. 2
      ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawSssProfile.shader
  7. 21
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringSettings.cs.hlsl
  8. 10
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringSettings.cs.hlsl.meta
  9. 9
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs.hlsl.meta
  10. 21
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs.hlsl

8
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs


// BSDFData
//-----------------------------------------------------------------------------
[GenerateHLSL(PackingRules.Exact)]
public enum TransmissionType
{
None = 0,
Regular = 1,
ThinObject = 2,
};
[GenerateHLSL(PackingRules.Exact, false, true, 1030)]
public struct BSDFData
{

7
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs.hlsl


#define DEBUGVIEW_LIT_SURFACEDATA_AT_DISTANCE (1018)
//
// UnityEngine.Experimental.Rendering.HDPipeline.Lit+TransmissionType: static fields
//
#define TRANSMISSIONTYPE_NONE (0)
#define TRANSMISSIONTYPE_REGULAR (1)
#define TRANSMISSIONTYPE_THIN_OBJECT (2)
//
// UnityEngine.Experimental.Rendering.HDPipeline.Lit+BSDFData: static fields
//
#define DEBUGVIEW_LIT_BSDFDATA_DIFFUSE_COLOR (1030)

4
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


// SurfaceData is define in Lit.cs which generate Lit.cs.hlsl
#include "Lit.cs.hlsl"
#include "SubsurfaceScatteringProfile.cs.hlsl"
#include "SubsurfaceScatteringSettings.cs.hlsl"
// Enables attenuation of light source contributions by participating media (fog).
#define VOLUMETRIC_SHADOWING_ENABLED

// It approximate cubic filled shapes
//
// However, we can't approximate the optical depth of the object, so we use a constant as parameter ({bsdfData.thickness})
// Refracted ray
float3 R = refract(-V, bsdfData.normalWS, 1.0 / bsdfData.ior);

2
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/SubsurfaceScattering.compute


// Rescaling the filter is equivalent to inversely scaling the world.
float mmPerUnit = MILLIMETERS_PER_METER * (_WorldScales[profileID].x / distScale);
float unitsPerMm = rcp(mmPerUnit);
float unitsPerMm = rcp(max(mmPerUnit, 0.001)); // Avoid divide by 0
// Compute the view-space dimensions of the pixel as a quad projected onto geometry.
float2 unitsPerPixel = 2 * abs(cornerPosVS.xy - centerPosVS.xy);

16
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringSettings.cs


ValidateArray(ref shapeParams, SssConstants.SSS_N_PROFILES);
ValidateArray(ref transmissionTints, SssConstants.SSS_N_PROFILES);
ValidateArray(ref filterKernels, SssConstants.SSS_N_PROFILES * SssConstants.SSS_N_SAMPLES_NEAR_FIELD);
Debug.Assert(SssConstants.SSS_NEUTRAL_PROFILE_ID < 16, "Transmission flags (32-bit integer) cannot support more than 16 profiles.");
UpdateCache();

public void UpdateCache()
{
texturingModeFlags = transmissionFlags = 0;
for (int i = 0; i < SssConstants.SSS_N_PROFILES - 1; i++)
{
UpdateCache(i);

public void UpdateCache(int i)
{
texturingModeFlags |= (int)profiles[i].texturingMode << i;
transmissionFlags |= (int)profiles[i].transmissionMode << i * 2;
// Erase previous value (This need to be done here individually as in the SSS editor we edit individual component)
int mask = 1 << i;
texturingModeFlags &= ~mask;
mask = 3 << i * 2;
transmissionFlags &= ~mask;
texturingModeFlags |= (int)profiles[i].texturingMode << i;
transmissionFlags |= (int)profiles[i].transmissionMode << i * 2;
thicknessRemaps[i] = new Vector4(profiles[i].thicknessRemap.x, profiles[i].thicknessRemap.y - profiles[i].thicknessRemap.x, 0f, 0f);
worldScales[i] = new Vector4(profiles[i].worldScale, 0f, 0f, 0f);

2
ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawSssProfile.shader


#define USE_LEGACY_UNITY_MATRIX_VARIABLES
#include "../../ShaderVariables.hlsl"
#ifdef SSS_MODEL_BASIC
#include "../../Material/Lit/SubsurfaceScatteringProfile.cs.hlsl"
#include "../../Material/Lit/SubsurfaceScatteringSettings.cs.hlsl"
#endif
//-------------------------------------------------------------------------------------

21
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringSettings.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderLoop/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringSettings.cs. Please don't edit by hand.
//
#ifndef SUBSURFACESCATTERINGSETTINGS_CS_HLSL
#define SUBSURFACESCATTERINGSETTINGS_CS_HLSL
//
// UnityEngine.Experimental.Rendering.HDPipeline.SssConstants: static fields
//
#define SSS_N_PROFILES (8)
#define SSS_NEUTRAL_PROFILE_ID (7)
#define SSS_N_SAMPLES_NEAR_FIELD (55)
#define SSS_N_SAMPLES_FAR_FIELD (21)
#define SSS_LOD_THRESHOLD (4)
#define SSS_TRSM_MODE_NONE (0)
#define SSS_TRSM_MODE_THIN (1)
#define SSS_BASIC_N_SAMPLES (11)
#define SSS_BASIC_DISTANCE_SCALE (3)
#endif

10
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringSettings.cs.hlsl.meta


fileFormatVersion: 2
guid: 86fe0068e2ac49e4d99882aaa40fa522
timeCreated: 1507935155
licenseType: Pro
ShaderImporter:
externalObjects: {}
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

9
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs.hlsl.meta


fileFormatVersion: 2
guid: 5ecd8d3cc501ee64181689bfb64bba66
timeCreated: 1495110790
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

21
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs. Please don't edit by hand.
//
#ifndef SUBSURFACESCATTERINGPROFILE_CS_HLSL
#define SUBSURFACESCATTERINGPROFILE_CS_HLSL
//
// UnityEngine.Experimental.Rendering.HDPipeline.SssConstants: static fields
//
#define SSS_N_PROFILES (8)
#define SSS_NEUTRAL_PROFILE_ID (7)
#define SSS_N_SAMPLES_NEAR_FIELD (55)
#define SSS_N_SAMPLES_FAR_FIELD (21)
#define SSS_LOD_THRESHOLD (4)
#define SSS_TRSM_MODE_NONE (0)
#define SSS_TRSM_MODE_THIN (1)
#define SSS_BASIC_N_SAMPLES (11)
#define SSS_BASIC_DISTANCE_SCALE (3)
#endif
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