浏览代码

HDRenderPipeline: Fix PI issue in disney Diffuse integration for diffuse

- Fix undesired division by PI for Disney diffuse integration for
diffuse GI
- Add debug constant value HDRI textures
- Change format of DFG integration texture from fp16 to fp11:11:10
/Branch_Batching2
sebastienlagarde 8 年前
当前提交
74ed44ec
共有 12 个文件被更改,包括 1009 次插入3 次删除
  1. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs
  2. 2
      Assets/ScriptableRenderPipeline/ShaderLibrary/ImageBasedLighting.hlsl
  3. 20
      Assets/TestScenes/HDTest/HDRI/HDRI value 1.exr
  4. 130
      Assets/TestScenes/HDTest/HDRI/HDRI value 1.exr.meta
  5. 20
      Assets/TestScenes/HDTest/HDRI/HDRI value 10.exr
  6. 130
      Assets/TestScenes/HDTest/HDRI/HDRI value 10.exr.meta
  7. 276
      Assets/TestScenes/HDTest/HDRI/HDRI value 100.exr
  8. 130
      Assets/TestScenes/HDTest/HDRI/HDRI value 100.exr.meta
  9. 20
      Assets/TestScenes/HDTest/HDRI/HDRI value 1000.exr
  10. 130
      Assets/TestScenes/HDTest/HDRI/HDRI value 1000.exr.meta
  11. 20
      Assets/TestScenes/HDTest/HDRI/HDRI value 10000.exr
  12. 130
      Assets/TestScenes/HDTest/HDRI/HDRI value 10000.exr.meta

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs


{
m_InitPreFGD = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/PreIntegratedFGD");
// TODO: switch to RGBA64 when it becomes available.
m_PreIntegratedFGD = new RenderTexture(128, 128, 0, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear);
// Value for DisneyDiffuse integration are slightly above one (1.05)
m_PreIntegratedFGD = new RenderTexture(128, 128, 0, RenderTextureFormat.RGB111110Float, RenderTextureReadWrite.Linear);
m_PreIntegratedFGD.filterMode = FilterMode.Bilinear;
m_PreIntegratedFGD.wrapMode = TextureWrapMode.Clamp;
m_PreIntegratedFGD.hideFlags = HideFlags.DontSave;

2
Assets/ScriptableRenderPipeline/ShaderLibrary/ImageBasedLighting.hlsl


{
float3 H = normalize(L + V);
float LdotH = dot(L, H);
float disneyDiffuse = DisneyDiffuse(NdotV, NdotL, LdotH, RoughnessToPerceptualRoughness(roughness));
float disneyDiffuse = DisneyDiffuseNoPI(NdotV, NdotL, LdotH, RoughnessToPerceptualRoughness(roughness));
acc.z += disneyDiffuse * weightOverPdf;
}

20
Assets/TestScenes/HDTest/HDRI/HDRI value 1.exr
文件差异内容过多而无法显示
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130
Assets/TestScenes/HDTest/HDRI/HDRI value 1.exr.meta


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20
Assets/TestScenes/HDTest/HDRI/HDRI value 10.exr
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276
Assets/TestScenes/HDTest/HDRI/HDRI value 100.exr
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Assets/TestScenes/HDTest/HDRI/HDRI value 100.exr.meta


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Assets/TestScenes/HDTest/HDRI/HDRI value 1000.exr
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Assets/TestScenes/HDTest/HDRI/HDRI value 10000.exr
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