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Hacked in a better PCF for directional light.

/main
Julien Ignace 8 年前
当前提交
75e969dc
共有 6 个文件被更改,包括 54 次插入14 次删除
  1. 6
      Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
  2. 1
      Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/LightDefinition.cs
  3. 5
      Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/LightDefinition.cs.hlsl
  4. 2
      Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/LightLoop.cs
  5. 18
      Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePass.cs
  6. 36
      Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePass.hlsl

6
Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs


// Function to prepare light structure for GPU lighting
void PrepareLightsForGPU(CullResults cullResults, Camera camera, ref ShadowOutput shadowOutput)
void PrepareLightsForGPU(ShadowSettings shadowSettings, CullResults cullResults, Camera camera, ref ShadowOutput shadowOutput)
m_lightLoop.PrepareLightsForGPU(cullResults, camera, ref shadowOutput);
m_lightLoop.PrepareLightsForGPU(shadowSettings, cullResults, camera, ref shadowOutput);
}
void Resize(Camera camera)

using (new Utilities.ProfilingSample("Build Light list", renderLoop))
{
m_lightLoop.PrepareLightsForGPU(cullResults, camera, ref shadows);
m_lightLoop.PrepareLightsForGPU(m_ShadowSettings, cullResults, camera, ref shadows);
m_lightLoop.BuildGPULightLists(camera, renderLoop, m_CameraDepthBufferRT);
PushGlobalParams(hdCamera, renderLoop);

1
Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/LightDefinition.cs


public float bias;
public float quality;
public float unused;
public Vector4 invResolution;
};
[GenerateHLSL]

5
Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/LightDefinition.cs.hlsl


float bias;
float quality;
float unused;
float4 invResolution;
};
// Generated from UnityEngine.Experimental.ScriptableRenderLoop.EnvLightData

float GetUnused(ShadowData value)
{
return value.unused;
}
float4 GetInvResolution(ShadowData value)
{
return value.invResolution;
}
//

2
Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/LightLoop.cs


public virtual void NewFrame() {}
public virtual void PrepareLightsForGPU(CullResults cullResults, Camera camera, ref ShadowOutput shadowOutput) { }
public virtual void PrepareLightsForGPU(ShadowSettings shadowSettings, CullResults cullResults, Camera camera, ref ShadowOutput shadowOutput) { }
// TODO: this should not be part of the interface but for now make something working
public virtual void BuildGPULightLists(Camera camera, RenderLoop loop, RenderTargetIdentifier cameraDepthBufferRT) { }

18
Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePass.cs


}
// Return number of added shadow
public int GetShadows(VisibleLight light, int lightIndex, ref ShadowOutput shadowOutput)
public int GetShadows(VisibleLight light, int lightIndex, ref ShadowOutput shadowOutput, ShadowSettings shadowSettings)
{
for (int sliceIndex = 0; sliceIndex < shadowOutput.GetShadowSliceCountLightIndex(lightIndex); ++sliceIndex)
{

shadowData.worldToShadow = shadowOutput.shadowSlices[shadowSliceIndex].shadowTransform.transpose; // Transpose for hlsl reading ?
shadowData.bias = light.light.shadowBias;
shadowData.invResolution = new Vector4(1.0f / shadowSettings.shadowAtlasWidth, 1.0f / shadowSettings.shadowAtlasHeight, 0.0f, 0.0f);
m_lightList.shadows.Add(shadowData);
}

public void GetDirectionalLightData(GPULightType gpuLightType, VisibleLight light, AdditionalLightData additionalData, int lightIndex, ref ShadowOutput shadowOutput, ref int directionalShadowcount)
public void GetDirectionalLightData(ShadowSettings shadowSettings, GPULightType gpuLightType, VisibleLight light, AdditionalLightData additionalData, int lightIndex, ref ShadowOutput shadowOutput, ref int directionalShadowcount)
{
var directionalLightData = new DirectionalLightData();

m_CurrentSunLight = light.light;
directionalLightData.shadowIndex = m_lightList.shadows.Count;
directionalShadowcount += GetShadows(light, lightIndex, ref shadowOutput);
directionalShadowcount += GetShadows(light, lightIndex, ref shadowOutput, shadowSettings);
// Fill split information for shaders
for (int s = 0; s < k_MaxCascadeCount; ++s)

m_lightList.directionalLights.Add(directionalLightData);
}
public void GetLightData(GPULightType gpuLightType, VisibleLight light, AdditionalLightData additionalData, int lightIndex, ref ShadowOutput shadowOutput, ref int shadowCount)
public void GetLightData(ShadowSettings shadowSettings, GPULightType gpuLightType, VisibleLight light, AdditionalLightData additionalData, int lightIndex, ref ShadowOutput shadowOutput, ref int shadowCount)
{
var lightData = new LightData();

{
// When we have a point light, we assumed that there is 6 consecutive PunctualShadowData
lightData.shadowIndex = m_lightList.shadows.Count;
shadowCount += GetShadows(light, lightIndex, ref shadowOutput);
shadowCount += GetShadows(light, lightIndex, ref shadowOutput, shadowSettings);
}
if (additionalData.archetype != LightArchetype.Punctual)

m_lightList.lightVolumes.Add(ligthVolumeData);
}
public override void PrepareLightsForGPU(CullResults cullResults, Camera camera, ref ShadowOutput shadowOutput)
public override void PrepareLightsForGPU(ShadowSettings shadowSettings, CullResults cullResults, Camera camera, ref ShadowOutput shadowOutput)
{
m_lightList.Clear();

// Directional rendering side, it is separated as it is always visible so no volume to handle here
if (gpuLightType == GPULightType.Directional)
{
GetDirectionalLightData(gpuLightType, light, additionalData, lightIndex, ref shadowOutput, ref directionalShadowcount);
GetDirectionalLightData(shadowSettings, gpuLightType, light, additionalData, lightIndex, ref shadowOutput, ref directionalShadowcount);
GetLightData(gpuLightType, light, additionalData, lightIndex, ref shadowOutput, ref shadowCount);
GetLightData(shadowSettings, gpuLightType, light, additionalData, lightIndex, ref shadowOutput, ref shadowCount);
// Then culling side. Must be call in this order as we pass the created Light data to the function
GetLightVolumeDataAndBound(lightCategory, gpuLightType, lightVolumeType, light, m_lightList.lights[m_lightList.lights.Count - 1], worldToView);
}

36
Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePass.hlsl


positionTXS.z = 1.0 - positionTXS.z;
#endif
float4 vShadow3x3PCFTerms0;
float4 vShadow3x3PCFTerms1;
float4 vShadow3x3PCFTerms2;
float4 vShadow3x3PCFTerms3;
float flTexelEpsilonX = shadowData.invResolution.x;
float flTexelEpsilonY = shadowData.invResolution.y;
vShadow3x3PCFTerms0 = float4(20.0f / 267.0f, 33.0f / 267.0f, 55.0f / 267.0f, 0.0f);
vShadow3x3PCFTerms1 = float4(flTexelEpsilonX, flTexelEpsilonY, -flTexelEpsilonX, -flTexelEpsilonY);
vShadow3x3PCFTerms2 = float4(flTexelEpsilonX, flTexelEpsilonY, 0.0f, 0.0f);
vShadow3x3PCFTerms3 = float4(-flTexelEpsilonX, -flTexelEpsilonY, 0.0f, 0.0f);
return SAMPLE_TEXTURE2D_SHADOW(g_tShadowBuffer, samplerg_tShadowBuffer, positionTXS);
//return SAMPLE_TEXTURE2D_SHADOW(g_tShadowBuffer, samplerg_tShadowBuffer, positionTXS);
float4 v20Taps;
v20Taps.x = SAMPLE_TEXTURE2D_SHADOW(g_tShadowBuffer, samplerg_tShadowBuffer, float3(positionTXS.xy + vShadow3x3PCFTerms1.xy, positionTXS.z)).x; // 1 1
v20Taps.y = SAMPLE_TEXTURE2D_SHADOW(g_tShadowBuffer, samplerg_tShadowBuffer, float3(positionTXS.xy + vShadow3x3PCFTerms1.zy, positionTXS.z)).x; // -1 1
v20Taps.z = SAMPLE_TEXTURE2D_SHADOW(g_tShadowBuffer, samplerg_tShadowBuffer, float3(positionTXS.xy + vShadow3x3PCFTerms1.xw, positionTXS.z)).x; // 1 -1
v20Taps.w = SAMPLE_TEXTURE2D_SHADOW(g_tShadowBuffer, samplerg_tShadowBuffer, float3(positionTXS.xy + vShadow3x3PCFTerms1.zw, positionTXS.z)).x; // -1 -1
float flSum = dot(v20Taps.xyzw, float4(0.25, 0.25, 0.25, 0.25));
if ((flSum == 0.0) || (flSum == 1.0))
return flSum;
flSum *= vShadow3x3PCFTerms0.x * 4.0;
float4 v33Taps;
v33Taps.x = SAMPLE_TEXTURE2D_SHADOW(g_tShadowBuffer, samplerg_tShadowBuffer, float3(positionTXS.xy + vShadow3x3PCFTerms2.xz, positionTXS.z)).x; // 1 0
v33Taps.y = SAMPLE_TEXTURE2D_SHADOW(g_tShadowBuffer, samplerg_tShadowBuffer, float3(positionTXS.xy + vShadow3x3PCFTerms3.xz, positionTXS.z)).x; // -1 0
v33Taps.z = SAMPLE_TEXTURE2D_SHADOW(g_tShadowBuffer, samplerg_tShadowBuffer, float3(positionTXS.xy + vShadow3x3PCFTerms3.zy, positionTXS.z)).x; // 0 -1
v33Taps.w = SAMPLE_TEXTURE2D_SHADOW(g_tShadowBuffer, samplerg_tShadowBuffer, float3(positionTXS.xy + vShadow3x3PCFTerms2.zy, positionTXS.z)).x; // 0 1
flSum += dot(v33Taps.xyzw, vShadow3x3PCFTerms0.yyyy);
flSum += SAMPLE_TEXTURE2D_SHADOW(g_tShadowBuffer, samplerg_tShadowBuffer, positionTXS).x * vShadow3x3PCFTerms0.z;
return flSum;
}
//-----------------------------------------------------------------------------

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