sebastienlagarde 8 年前
当前提交
7b5d7327
共有 4 个文件被更改,包括 893 次插入35 次删除
  1. 10
      Assets/ScriptableRenderLoop/AdditionalLightData.cs
  2. 20
      Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
  3. 88
      Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.hlsl
  4. 810
      Assets/TestScenes/HDTest/HDRenderLoopTest.unity

10
Assets/ScriptableRenderLoop/AdditionalLightData.cs


namespace UnityEngine.Experimental.ScriptableRenderLoop
{
//@TODO: We should continously move these values
public enum LightArchetype {Punctual, Rectangle, Line};
//@TODO: We should continuously move these values
public const int DefaultShadowResolution = 512;
public int shadowResolution = DefaultShadowResolution;

public bool affectDiffuse = true;
public bool affectSpecular = true;
// Area Light Hack
public bool treatAsAreaLight = false;
public bool isDoubleSided = false;
public LightArchetype archetype = LightArchetype.Punctual;
public bool isDoubleSided = false;
[RangeAttribute(0.0f, 20.0f)]
public float areaLightLength = 0.0f;

20
Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs


// Note: LightType.Area is offline only, use for baking, no need to test it
var lightData = new LightData();
// Early out if we reach the maximum
if (additionalData.treatAsAreaLight)
if (additionalData.archetype != LightArchetype.Punctual)
// Early out if we reach the maximum
lightData.lightType = GPULightType.Rectangle;
if (additionalData.archetype == LightArchetype.Rectangle)
{
lightData.lightType = GPULightType.Rectangle;
}
else
{
lightData.lightType = GPULightType.Line;
}
}
else
{

lightData.size = new Vector2(additionalData.areaLightLength, additionalData.areaLightWidth);
lightData.twoSided = additionalData.isDoubleSided;
if (additionalData.treatAsAreaLight)
if (additionalData.archetype == LightArchetype.Punctual)
lightList.areaLights.Add(lightData);
lightList.punctualLights.Add(lightData);
lightList.punctualLights.Add(lightData);
// Area and line lights are both currently stored as area lights on the GPU.
lightList.areaLights.Add(lightData);
}
}

88
Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.hlsl


float4x4 localToWorld = float4x4(float4(lightData.right, 0.0), float4(lightData.up, 0.0), float4(lightData.forward, 0.0), float4(lightData.positionWS, 1.0));
if (lightData.lightType == GPULIGHTTYPE_SPHERE)
SampleSphere(u, localToWorld, lightData.size.x, lightPdf, P, Ns);
else if (lightData.lightType == GPULIGHTTYPE_HEMISPHERE)
SampleHemisphere(u, localToWorld, lightData.size.x, lightPdf, P, Ns);
else if (lightData.lightType == GPULIGHTTYPE_CYLINDER)
SampleCylinder(u, localToWorld, lightData.size.x, lightData.size.y, lightPdf, P, Ns);
else if (lightData.lightType == GPULIGHTTYPE_RECTANGLE)
SampleRectangle(u, localToWorld, lightData.size.x, lightData.size.y, lightPdf, P, Ns);
else if (lightData.lightType == GPULIGHTTYPE_DISK)
SampleDisk(u, localToWorld, lightData.size.x, lightPdf, P, Ns);
else if (lightData.lightType == GPULIGHTTYPE_LINE)
// SampleLine(u, localToWorld, areaLight.lightRadius0, lightPdf, P, Ns);
; // TODO
switch (lightData.lightType)
{
case GPULIGHTTYPE_SPHERE:
SampleSphere(u, localToWorld, lightData.size.x, lightPdf, P, Ns);
break;
case GPULIGHTTYPE_HEMISPHERE:
SampleHemisphere(u, localToWorld, lightData.size.x, lightPdf, P, Ns);
break;
case GPULIGHTTYPE_CYLINDER:
SampleCylinder(u, localToWorld, lightData.size.x, lightData.size.y, lightPdf, P, Ns);
break;
case GPULIGHTTYPE_RECTANGLE:
SampleRectangle(u, localToWorld, lightData.size.x, lightData.size.y, lightPdf, P, Ns);
break;
case GPULIGHTTYPE_DISK:
SampleDisk(u, localToWorld, lightData.size.x, lightPdf, P, Ns);
break;
// case GPULIGHTTYPE_LINE: handled by a separate function.
}
// Get distance
float3 unL = P - positionWS;

}
//-----------------------------------------------------------------------------
// EvaluateBSDFLine - Reference
//-----------------------------------------------------------------------------
void IntegrateBSDFLineRef(float3 V, float3 positionWS, PreLightData preLightData,
LightData lightData, BSDFData bsdfData,
out float3 diffuseLighting, out float3 specularLighting,
int sampleCount = 128)
{
diffuseLighting = float3(0.0, 0.0, 0.0);
specularLighting = float3(0.0, 0.0, 0.0);
const float len = lightData.size.x;
const float3 p0 = lightData.positionWS - lightData.right * (0.5 * len);
const float3 dir = lightData.right;
const float dt = len * rcp(sampleCount);
const float off = 0.5 * dt;
// Uniformly sample the line segment with the Pdf = 1 / len.
const float invPdf = len;
for (int i = 0; i < sampleCount; ++i)
{
// Place the sample in the middle of the interval.
float t = off + i * dt;
float3 sPos = p0 + t * dir;
float3 unL = sPos - positionWS;
float dist2 = dot(unL, unL);
float3 L = normalize(unL);
float sinLD = length(cross(L, dir));
float NdotL = saturate(dot(bsdfData.normalWS, L));
float3 lightDiff, lightSpec;
BSDF(V, L, positionWS, preLightData, bsdfData, lightDiff, lightSpec);
diffuseLighting += lightDiff * (sinLD / dist2 * NdotL);
specularLighting += lightSpec * (sinLD / dist2 * NdotL);
}
// The factor of 2 is due to the fact: Integral{0, 2 PI}{max(0, cos(x))dx} = 2.
float normFactor = 2.0 * invPdf * rcp(sampleCount);
diffuseLighting *= normFactor * lightData.diffuseScale * lightData.color;
specularLighting *= normFactor * lightData.specularScale * lightData.color;
}
//-----------------------------------------------------------------------------
// EvaluateBSDF_Area
//-----------------------------------------------------------------------------

out float3 specularLighting)
{
#ifdef LIT_DISPLAY_REFERENCE_AREA
IntegrateGGXAreaRef(V, positionWS, preLightData, lightData, bsdfData, diffuseLighting, specularLighting);
if (lightData.lightType == GPULIGHTTYPE_LINE)
{
IntegrateBSDFLineRef(V, positionWS, preLightData, lightData, bsdfData, diffuseLighting, specularLighting);
}
else
{
IntegrateGGXAreaRef(V, positionWS, preLightData, lightData, bsdfData, diffuseLighting, specularLighting);
}
#else
// TODO: This could be precomputed
float halfWidth = lightData.size.x * 0.5;

810
Assets/TestScenes/HDTest/HDRenderLoopTest.unity


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