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(LDPipe) Fixed issue where objects where not being rendered in metal when there was not light shadow caster.

/Branch_Batching2
Felipe Lira 7 年前
当前提交
7b6bea1a
共有 6 个文件被更改,包括 83 次插入80 次删除
  1. 1
      Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendPipelineAssetInspector.cs
  2. 2
      Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipeline.cs
  3. 73
      Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipelineCore.cginc
  4. 69
      Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipelineShadows.cginc
  5. 9
      Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipelineShadows.cginc.meta
  6. 9
      Assets/GraphicsTests/Scenes/LowEnd/Culling.meta

1
Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendPipelineAssetInspector.cs


public override void OnInspectorGUI()
{
LowEndMobilePipelineAsset pipeAsset = target as LowEndMobilePipelineAsset;
serializedObject.Update();
EditorGUILayout.Space();

2
Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipeline.cs


for (int i = 0; i < shadowKeywords.Length; ++i)
cmd.DisableShaderKeyword(shadowKeywords[i]);
if (m_ShadowLightIndex != -1 || m_Asset.CurrShadowType != ShadowType.NO_SHADOW)
if (m_ShadowLightIndex != -1 && m_Asset.CurrShadowType != ShadowType.NO_SHADOW)
{
int keywordIndex = (int)m_Asset.CurrShadowType - 1;
if (m_Asset.CascadeCount > 1)

73
Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipelineCore.cginc


#define MAX_SHADOW_CASCADES 4
#define MAX_LIGHTS 8
#define INITIALIZE_LIGHT(light, lightIndex) \

half4 globalLightAtten[MAX_LIGHTS];
float4 globalLightData; // x: pixelLightCount, y = totalLightCount (pixel + vert), z = minShadowNormalBiasOffset, w = shadowNormalBiasOffset
sampler2D_float _ShadowMap;
float _PCFKernel[8];
float4x4 _WorldToShadow[MAX_SHADOW_CASCADES];
float4 _DirShadowSplitSpheres[MAX_SHADOW_CASCADES];
#ifdef _SHADOWS
#include "LowEndMobilePipelineShadows.cginc"
#endif
inline void NormalMap(v2f i, out half3 normal)
{

#endif
}
inline half ComputeCascadeIndex(float3 wpos)
{
float3 fromCenter0 = wpos.xyz - _DirShadowSplitSpheres[0].xyz;
float3 fromCenter1 = wpos.xyz - _DirShadowSplitSpheres[1].xyz;
float3 fromCenter2 = wpos.xyz - _DirShadowSplitSpheres[2].xyz;
float3 fromCenter3 = wpos.xyz - _DirShadowSplitSpheres[3].xyz;
float4 distances2 = float4(dot(fromCenter0, fromCenter0), dot(fromCenter1, fromCenter1), dot(fromCenter2, fromCenter2), dot(fromCenter3, fromCenter3));
float4 vDirShadowSplitSphereSqRadii;
vDirShadowSplitSphereSqRadii.x = _DirShadowSplitSpheres[0].w;
vDirShadowSplitSphereSqRadii.y = _DirShadowSplitSpheres[1].w;
vDirShadowSplitSphereSqRadii.z = _DirShadowSplitSpheres[2].w;
vDirShadowSplitSphereSqRadii.w = _DirShadowSplitSpheres[3].w;
fixed4 weights = fixed4(distances2 < vDirShadowSplitSphereSqRadii);
weights.yzw = saturate(weights.yzw - weights.xyz);
return 4 - dot(weights, fixed4(4, 3, 2, 1));
}
inline half ShadowAttenuation(float3 shadowCoord)
{
if (shadowCoord.x <= 0 || shadowCoord.x >= 1 || shadowCoord.y <= 0 || shadowCoord.y >= 1)
return 1;
float depth = tex2D(_ShadowMap, shadowCoord).r;
#if defined(UNITY_REVERSED_Z)
return step(depth, shadowCoord.z);
#else
return step(shadowCoord.z, depth);
#endif
}
inline half ShadowPCF(half3 shadowCoord)
{
// TODO: simulate textureGatherOffset not available, simulate it
half2 offset = half2(0, 0);
half attenuation = ShadowAttenuation(half3(shadowCoord.xy + half2(_PCFKernel[0], _PCFKernel[1]) + offset, shadowCoord.z)) +
ShadowAttenuation(half3(shadowCoord.xy + half2(_PCFKernel[2], _PCFKernel[3]) + offset, shadowCoord.z)) +
ShadowAttenuation(half3(shadowCoord.xy + half2(_PCFKernel[4], _PCFKernel[5]) + offset, shadowCoord.z)) +
ShadowAttenuation(half3(shadowCoord.xy + half2(_PCFKernel[6], _PCFKernel[7]) + offset, shadowCoord.z));
return attenuation * 0.25;
}
inline half3 EvaluateOneLight(LightInput lightInput, half3 diffuseColor, half4 specularGloss, half3 normal, float3 posWorld, half3 viewDir, out half NdotL)
{
float3 posToLight = lightInput.pos.xyz;

return diffuse;
#endif
}
inline half ComputeShadowAttenuation(v2f i, float3 offset)
{
float3 posWorldOffsetNormal = i.posWS + offset;
int cascadeIndex = 0;
#ifdef _SHADOW_CASCADES
cascadeIndex = ComputeCascadeIndex(i.posWS);
if (cascadeIndex >= MAX_SHADOW_CASCADES)
return 1.0;
#endif
float4 shadowCoord = mul(_WorldToShadow[cascadeIndex], float4(posWorldOffsetNormal, 1.0));
shadowCoord.xyz /= shadowCoord.w;
shadowCoord.z = saturate(shadowCoord.z);
#if defined(_SOFT_SHADOWS) || defined(_SOFT_SHADOWS_CASCADES)
return ShadowPCF(shadowCoord.xyz);
#else
return ShadowAttenuation(shadowCoord.xyz);
#endif
}

69
Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipelineShadows.cginc


#define MAX_SHADOW_CASCADES 4
sampler2D_float _ShadowMap;
float _PCFKernel[8];
float4x4 _WorldToShadow[MAX_SHADOW_CASCADES];
float4 _DirShadowSplitSpheres[MAX_SHADOW_CASCADES];
inline half ShadowAttenuation(float3 shadowCoord)
{
if (shadowCoord.x <= 0 || shadowCoord.x >= 1 || shadowCoord.y <= 0 || shadowCoord.y >= 1)
return 1;
float depth = tex2D(_ShadowMap, shadowCoord).r;
#if defined(UNITY_REVERSED_Z)
return step(depth, shadowCoord.z);
#else
return step(shadowCoord.z, depth);
#endif
}
inline half ComputeShadowAttenuation(v2f i, float3 offset)
{
float3 posWorldOffsetNormal = i.posWS + offset;
int cascadeIndex = 0;
#ifdef _SHADOW_CASCADES
cascadeIndex = ComputeCascadeIndex(i.posWS);
if (cascadeIndex >= MAX_SHADOW_CASCADES)
return 1.0;
#endif
float4 shadowCoord = mul(_WorldToShadow[cascadeIndex], float4(posWorldOffsetNormal, 1.0));
shadowCoord.xyz /= shadowCoord.w;
shadowCoord.z = saturate(shadowCoord.z);
#if defined(_SOFT_SHADOWS) || defined(_SOFT_SHADOWS_CASCADES)
return ShadowPCF(shadowCoord.xyz);
#else
return ShadowAttenuation(shadowCoord.xyz);
#endif
}
inline half ComputeCascadeIndex(float3 wpos)
{
float3 fromCenter0 = wpos.xyz - _DirShadowSplitSpheres[0].xyz;
float3 fromCenter1 = wpos.xyz - _DirShadowSplitSpheres[1].xyz;
float3 fromCenter2 = wpos.xyz - _DirShadowSplitSpheres[2].xyz;
float3 fromCenter3 = wpos.xyz - _DirShadowSplitSpheres[3].xyz;
float4 distances2 = float4(dot(fromCenter0, fromCenter0), dot(fromCenter1, fromCenter1), dot(fromCenter2, fromCenter2), dot(fromCenter3, fromCenter3));
float4 vDirShadowSplitSphereSqRadii;
vDirShadowSplitSphereSqRadii.x = _DirShadowSplitSpheres[0].w;
vDirShadowSplitSphereSqRadii.y = _DirShadowSplitSpheres[1].w;
vDirShadowSplitSphereSqRadii.z = _DirShadowSplitSpheres[2].w;
vDirShadowSplitSphereSqRadii.w = _DirShadowSplitSpheres[3].w;
fixed4 weights = fixed4(distances2 < vDirShadowSplitSphereSqRadii);
weights.yzw = saturate(weights.yzw - weights.xyz);
return 4 - dot(weights, fixed4(4, 3, 2, 1));
}
inline half ShadowPCF(half3 shadowCoord)
{
// TODO: simulate textureGatherOffset not available, simulate it
half2 offset = half2(0, 0);
half attenuation = ShadowAttenuation(half3(shadowCoord.xy + half2(_PCFKernel[0], _PCFKernel[1]) + offset, shadowCoord.z)) +
ShadowAttenuation(half3(shadowCoord.xy + half2(_PCFKernel[2], _PCFKernel[3]) + offset, shadowCoord.z)) +
ShadowAttenuation(half3(shadowCoord.xy + half2(_PCFKernel[4], _PCFKernel[5]) + offset, shadowCoord.z)) +
ShadowAttenuation(half3(shadowCoord.xy + half2(_PCFKernel[6], _PCFKernel[7]) + offset, shadowCoord.z));
return attenuation * 0.25;
}

9
Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipelineShadows.cginc.meta


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9
Assets/GraphicsTests/Scenes/LowEnd/Culling.meta


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