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Changing flie DeferredDirectionalShadow to ScreenSpaceShadow

/main
Antoine Lelievre 6 年前
当前提交
7831dfd9
共有 7 个文件被更改,包括 24 次插入26 次删除
  1. 2
      com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/HDAssetFactory.cs
  2. 26
      com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/LightLoop.cs
  3. 2
      com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/HDRenderPipelineResources.asset
  4. 2
      com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/RenderPipelineResources.cs
  5. 8
      com.unity.render-pipelines.high-definition/HDRP/Lighting/ScreenSpaceShadow.compute.meta
  6. 10
      com.unity.render-pipelines.high-definition/HDRP/Lighting/DeferredDirectionalShadow.compute.meta
  7. 0
      /com.unity.render-pipelines.high-definition/HDRP/Lighting/ScreenSpaceShadow.compute

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


newAsset.buildMaterialFlagsShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/materialflags.compute");
newAsset.deferredComputeShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/Deferred.compute");
newAsset.deferredDirectionalShadowComputeShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/DeferredDirectionalShadow.compute");
newAsset.screenSpaceShadowComputeShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/ScreenSpaceShadow.compute");
newAsset.volumeVoxelizationCS = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/Volumetrics/VolumeVoxelization.compute");
newAsset.volumetricLightingCS = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/Volumetrics/VolumetricLighting.compute");

26
com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/LightLoop.cs


private ComputeShader buildDispatchIndirectShader { get { return m_Resources.buildDispatchIndirectShader; } }
private ComputeShader clearDispatchIndirectShader { get { return m_Resources.clearDispatchIndirectShader; } }
private ComputeShader deferredComputeShader { get { return m_Resources.deferredComputeShader; } }
private ComputeShader deferredDirectionalShadowComputeShader { get { return m_Resources.deferredDirectionalShadowComputeShader; } }
private ComputeShader screenSpaceShadowComputeShader { get { return m_Resources.screenSpaceShadowComputeShader; } }
static int s_GenAABBKernel;

s_shadeOpaqueDirectShadowMaskFptlKernel = deferredComputeShader.FindKernel("Deferred_Direct_ShadowMask_Fptl");
s_shadeOpaqueDirectShadowMaskFptlDebugDisplayKernel = deferredComputeShader.FindKernel("Deferred_Direct_ShadowMask_Fptl_DebugDisplay");
s_deferredDirectionalShadowKernel = deferredDirectionalShadowComputeShader.FindKernel("DeferredDirectionalShadow");
s_deferredDirectionalShadow_Contact_Kernel = deferredDirectionalShadowComputeShader.FindKernel("DeferredDirectionalShadow_Contact");
s_deferredContactShadowKernel = deferredDirectionalShadowComputeShader.FindKernel("DeferredContactShadow");
s_deferredDirectionalShadowKernel = screenSpaceShadowComputeShader.FindKernel("DeferredDirectionalShadow");
s_deferredDirectionalShadow_Contact_Kernel = screenSpaceShadowComputeShader.FindKernel("DeferredDirectionalShadow_Contact");
s_deferredContactShadowKernel = screenSpaceShadowComputeShader.FindKernel("DeferredContactShadow");
for (int variant = 0; variant < LightDefinitions.s_NumFeatureVariants; variant++)
{

lightDirection.w = 0;
}
m_ShadowMgr.BindResources(cmd, deferredDirectionalShadowComputeShader, kernel);
m_ShadowMgr.BindResources(cmd, screenSpaceShadowComputeShader, kernel);
if (m_ContactShadows)
{

Vector4 contactShadowParams = new Vector4(m_ContactShadows.length, m_ContactShadows.distanceScaleFactor, contactShadowFadeEnd, contactShadowOneOverFadeRange);
cmd.SetComputeVectorParam(deferredDirectionalShadowComputeShader, HDShaderIDs._DirectionalContactShadowParams, contactShadowParams);
cmd.SetComputeIntParam(deferredDirectionalShadowComputeShader, HDShaderIDs._DirectionalContactShadowSampleCount, m_ContactShadows.sampleCount);
cmd.SetComputeVectorParam(screenSpaceShadowComputeShader, HDShaderIDs._DirectionalContactShadowParams, contactShadowParams);
cmd.SetComputeIntParam(screenSpaceShadowComputeShader, HDShaderIDs._DirectionalContactShadowSampleCount, m_ContactShadows.sampleCount);
cmd.SetComputeIntParam(deferredDirectionalShadowComputeShader, HDShaderIDs._DirectionalShadowIndex, m_CurrentSunLightShadowIndex);
cmd.SetComputeVectorParam(deferredDirectionalShadowComputeShader, HDShaderIDs._DirectionalLightDirection, lightDirection);
cmd.SetComputeVectorParam(deferredDirectionalShadowComputeShader, HDShaderIDs._PunctualLightPosition, lightPosition);
cmd.SetComputeTextureParam(deferredDirectionalShadowComputeShader, kernel, HDShaderIDs._DeferredShadowTextureUAV, deferredShadowRT);
cmd.SetComputeTextureParam(deferredDirectionalShadowComputeShader, kernel, HDShaderIDs._CameraDepthTexture, depthTexture);
cmd.SetComputeIntParam(screenSpaceShadowComputeShader, HDShaderIDs._DirectionalShadowIndex, m_CurrentSunLightShadowIndex);
cmd.SetComputeVectorParam(screenSpaceShadowComputeShader, HDShaderIDs._DirectionalLightDirection, lightDirection);
cmd.SetComputeVectorParam(screenSpaceShadowComputeShader, HDShaderIDs._PunctualLightPosition, lightPosition);
cmd.SetComputeTextureParam(screenSpaceShadowComputeShader, kernel, HDShaderIDs._DeferredShadowTextureUAV, deferredShadowRT);
cmd.SetComputeTextureParam(screenSpaceShadowComputeShader, kernel, HDShaderIDs._CameraDepthTexture, depthTexture);
int deferredShadowTileSize = 16; // Must match DeferreDirectionalShadow.compute
int numTilesX = (hdCamera.actualWidth + (deferredShadowTileSize - 1)) / deferredShadowTileSize;

cmd.DispatchCompute(deferredDirectionalShadowComputeShader, kernel, numTilesX, numTilesY, 1);
cmd.DispatchCompute(screenSpaceShadowComputeShader, kernel, numTilesX, numTilesY, 1);
cmd.SetGlobalTexture(HDShaderIDs._DeferredShadowTexture, deferredShadowRT);
}

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


type: 3}
deferredComputeShader: {fileID: 7200000, guid: 0b64f79746d2daf4198eaf6eab9af259,
type: 3}
deferredDirectionalShadowComputeShader: {fileID: 7200000, guid: fbde6fae193b2a94e9fd97c163c204f4,
screenSpaceShadowComputeShader: {fileID: 7200000, guid: 3e6900e06dc185a4380af4dacb4db0a4,
type: 3}
volumeVoxelizationCS: {fileID: 7200000, guid: c20b371db720da244b73830ec74a343a,
type: 3}

2
com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/RenderPipelineResources.cs


public ComputeShader buildPerVoxelLightListShader; // clustered
public ComputeShader buildMaterialFlagsShader;
public ComputeShader deferredComputeShader;
public ComputeShader deferredDirectionalShadowComputeShader;
public ComputeShader screenSpaceShadowComputeShader;
public ComputeShader volumeVoxelizationCS;
public ComputeShader volumetricLightingCS;

8
com.unity.render-pipelines.high-definition/HDRP/Lighting/ScreenSpaceShadow.compute.meta


fileFormatVersion: 2
guid: 3e6900e06dc185a4380af4dacb4db0a4
ComputeShaderImporter:
externalObjects: {}
currentAPIMask: 4
userData:
assetBundleName:
assetBundleVariant:

10
com.unity.render-pipelines.high-definition/HDRP/Lighting/DeferredDirectionalShadow.compute.meta


fileFormatVersion: 2
guid: fbde6fae193b2a94e9fd97c163c204f4
timeCreated: 1505129983
licenseType: Pro
ComputeShaderImporter:
externalObjects: {}
currentAPIMask: 8196
userData:
assetBundleName:
assetBundleVariant:

/com.unity.render-pipelines.high-definition/HDRP/Lighting/DeferredDirectionalShadow.compute → /com.unity.render-pipelines.high-definition/HDRP/Lighting/ScreenSpaceShadow.compute

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