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base forward GI

/main
Filip Iliescu 8 年前
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8028c167
共有 2 个文件被更改,包括 109 次插入12 次删除
  1. 33
      Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/ClassicDeferredPipeline.cs
  2. 88
      Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/UnityStandardForwardMobile.cginc

33
Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/ClassicDeferredPipeline.cs


loop.DrawRenderers(ref settings);
}
static Matrix4x4 CameraToWorld(Camera camera)
{
return camera.cameraToWorldMatrix * GetFlipMatrix();
}
static Matrix4x4 CameraProjection(Camera camera)
{
return camera.projectionMatrix * GetFlipMatrix();
}
private void InitializeLightData()
{
for (int i = 0; i < k_MaxLights; ++i)

{
int totalLightCount = cull.visibleLights.Length;
InitializeLightData();
var w = camera.pixelWidth;
var h = camera.pixelHeight;
Matrix4x4 viewToWorld = CameraToWorld (camera);
// camera to screen matrix (and it's inverse)
var proj = CameraProjection(camera);
var temp = new Matrix4x4();
temp.SetRow(0, new Vector4(0.5f * w, 0.0f, 0.0f, 0.5f * w));
temp.SetRow(1, new Vector4(0.0f, 0.5f * h, 0.0f, 0.5f * h));
temp.SetRow(2, new Vector4(0.0f, 0.0f, 0.5f, 0.5f));
temp.SetRow(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f));
var projscr = temp * proj;
var invProjscr = projscr.inverse;
for (int i = 0; i < totalLightCount; ++i)
{

CommandBuffer cmd = new CommandBuffer() {name = "SetupShaderConstants"};
cmd.SetGlobalVectorArray("gLightData", m_LightData);
cmd.SetGlobalMatrix("g_mViewToWorld", viewToWorld);
cmd.SetGlobalMatrix("g_mWorldToView", viewToWorld.inverse);
cmd.SetGlobalMatrix("g_mScrProjection", projscr);
cmd.SetGlobalMatrix("g_mInvScrProjection", invProjscr);
cmd.SetGlobalVectorArray("gPerLightData", m_LightData);
cmd.SetGlobalVector("gData", new Vector4(totalLightCount, 0, 0, 0));
cmd.SetGlobalVector("gLightData", new Vector4(totalLightCount, 0, 0, 0));
context.ExecuteCommandBuffer(cmd);
cmd.Dispose();

88
Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/UnityStandardForwardMobile.cginc


// todo: put this is LightDefinitions common file
#define MAX_LIGHTS 10
float4 gLightData[MAX_LIGHTS];
float4 gPerLightData[MAX_LIGHTS];
float4 gData;
float4 gLightData;
float4x4 g_mViewToWorld;
float4x4 g_mWorldToView; // used for reflection only
float4x4 g_mScrProjection;
float4x4 g_mInvScrProjection;
static FragmentCommonData gdata;
static float occlusion;
struct LightInput
{

float4x4 worldToLightMat;
};
float GetLinearZFromSVPosW(float posW)
{
#if USE_LEFTHAND_CAMERASPACE
float linZ = posW;
#else
float linZ = -posW;
#endif
return linZ;
}
float3 GetViewPosFromLinDepth(float2 v2ScrPos, float fLinDepth)
{
float fSx = g_mScrProjection[0].x;
//float fCx = g_mScrProjection[2].x;
float fCx = g_mScrProjection[0].z;
float fSy = g_mScrProjection[1].y;
//float fCy = g_mScrProjection[2].y;
float fCy = g_mScrProjection[1].z;
#if USE_LEFTHAND_CAMERASPACE
return fLinDepth*float3( ((v2ScrPos.x-fCx)/fSx), ((v2ScrPos.y-fCy)/fSy), 1.0 );
#else
return fLinDepth*float3( -((v2ScrPos.x+fCx)/fSx), -((v2ScrPos.y+fCy)/fSy), 1.0 );
#endif
}
#define INITIALIZE_LIGHT(light, lightIndex) \
light.lightData = gLightData[lightIndex]; \
light.pos = gLightPos[lightIndex]; \

half4 fragForward(VertexOutputForwardNew i) : SV_Target
{
half4 ret = half4(1, 0, 0, 0.5);
float linZ = GetLinearZFromSVPosW(i.pos.w); // matching script side where camera space is right handed.
float3 vP = GetViewPosFromLinDepth(i.pos.xy, linZ);
float3 vPw = mul(g_mViewToWorld, float4(vP,1.0)).xyz;
float3 Vworld = normalize(mul((float3x3) g_mViewToWorld, -vP).xyz); // not same as unity_CameraToWorld
for (int lightIndex = 0; lightIndex < gData.x; ++lightIndex)
{
LightInput light;
INITIALIZE_LIGHT(light, lightIndex);
#ifdef _PARALLAXMAP
half3 tangent = i.tangentToWorldAndParallax[0].xyz;
half3 bitangent = i.tangentToWorldAndParallax[1].xyz;
half3 normal = i.tangentToWorldAndParallax[2].xyz;
float3 vDirForParallax = float3( dot(tangent, Vworld), dot(bitangent, Vworld), dot(normal, Vworld));
#else
float3 vDirForParallax = Vworld;
#endif
gdata = FragmentSetup(i.tex, -Vworld, vDirForParallax, i.tangentToWorldAndParallax, vPw); // eyeVec = -Vworld
ret += 0.01*light.color;
}
uint2 pixCoord = ((uint2) i.pos.xy);
float atten = 1.0;
occlusion = Occlusion(i.tex.xy);
UnityGI gi = FragmentGI (gdata, occlusion, i.ambientOrLightmapUV, atten, DummyLight(), false);
uint numLightsProcessed = 0, numReflectionsProcessed = 0;
float3 res = 0;
// direct light contributions
//res += ExecuteLightList(numLightsProcessed, pixCoord, vP, vPw, Vworld);
// specular GI
//res += ExecuteReflectionList(numReflectionsProcessed, pixCoord, vP, gdata.normalWorld, Vworld, gdata.smoothness);
// diffuse GI
res += UNITY_BRDF_PBS (gdata.diffColor, gdata.specColor, gdata.oneMinusReflectivity, gdata.smoothness, gdata.normalWorld, -gdata.eyeVec, gi.light, gi.indirect).xyz;
res += UNITY_BRDF_GI (gdata.diffColor, gdata.specColor, gdata.oneMinusReflectivity, gdata.smoothness, gdata.normalWorld, -gdata.eyeVec, occlusion, gi);
// for (int lightIndex = 0; lightIndex < gData.x; ++lightIndex)
// {
// LightInput light;
// INITIALIZE_LIGHT(light, lightIndex);
//
//
// }
return ret;
return OutputForward (float4(res,1.0), gdata.alpha);
}
#endif
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