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Share punctual light vector calculation code (GetPunctualLightVectors) + cleanup

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Sebastien Lagarde 7 年前
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8146a8c1
共有 3 个文件被更改,包括 55 次插入71 次删除
  1. 25
      com.unity.render-pipelines.high-definition/HDRP/Lighting/LightEvaluation.hlsl
  2. 51
      com.unity.render-pipelines.high-definition/HDRP/Material/Lit/Lit.hlsl
  3. 50
      com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLit.hlsl

25
com.unity.render-pipelines.high-definition/HDRP/Lighting/LightEvaluation.hlsl


// Punctual Light evaluation helper
//-----------------------------------------------------------------------------
// Return L vector for punctual light (normalize surface to light), lightToSample (light to surface non normalize) and distances {d, d^2, 1/d, d_proj}
void GetPunctualLightVectors(float3 positionWS, LightData lightData, out float3 L, out float3 lightToSample, out float4 distances)
{
lightToSample = positionWS - lightData.positionWS;
int lightType = lightData.lightType;
distances.w = dot(lightToSample, lightData.forward);
if (lightType == GPULIGHTTYPE_PROJECTOR_BOX)
{
L = -lightData.forward;
distances.xyz = 1; // No distance or angle attenuation
}
else
{
float3 unL = -lightToSample;
float distSq = dot(unL, unL);
float distRcp = rsqrt(distSq);
float dist = distSq * distRcp;
L = unL * distRcp;
distances.xyz = float3(dist, distSq, distRcp);
}
}
float4 EvaluateCookie_Punctual(LightLoopContext lightLoopContext, LightData lightData,
float3 lightToSample)
{

51
com.unity.render-pipelines.high-definition/HDRP/Material/Lit/Lit.hlsl


TEXTURE2D(_GBufferTexture2);
TEXTURE2D(_GBufferTexture3);
#include "../LTCAreaLight/LTCAreaLight.hlsl"
#include "../PreIntegratedFGD/PreIntegratedFGD.hlsl"
#include "HDRP/Material/LTCAreaLight/LTCAreaLight.hlsl"
#include "HDRP/Material/PreIntegratedFGD/PreIntegratedFGD.hlsl"
//-----------------------------------------------------------------------------
// Definition

float energyCompensation;
// IBL
float3 iblR; // Dominant specular direction, used for IBL in EvaluateBSDF_Env()
float3 iblR; // Reflected specular direction, used for IBL in EvaluateBSDF_Env()
float iblPerceptualRoughness;
float3 specularFGD; // Store preintegrated BSDF for both specular and diffuse

preLightData.coatIblF = F_Schlick(CLEAR_COAT_F0, NdotV) * bsdfData.coatMask;
}
float3 iblN, iblR;
float3 iblN;
// We avoid divergent evaluation of the GGX, as that nearly doubles the cost.
// If the tile has anisotropy, all the pixels within the tile are evaluated as anisotropic.

preLightData.diffuseFGD = 1.0;
#endif
iblR = reflect(-V, iblN);
// Corretion of reflected direction for better handling of rough material
preLightData.iblR = iblR;
preLightData.iblR = reflect(-V, iblN);
#ifdef LIT_USE_GGX_ENERGY_COMPENSATION
// Ref: Practical multiple scattering compensation for microfacet models.

// This function require the 3 structure surfaceData, builtinData, bsdfData because it may require both the engine side data, and data that will not be store inside the gbuffer.
float3 GetBakedDiffuseLighting(SurfaceData surfaceData, BuiltinData builtinData, BSDFData bsdfData, PreLightData preLightData)
{
if (HasFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING)) // This test is static as it is done in GBuffer or forward pass, will be remove by compiler
{
bsdfData.diffuseColor = GetModifiedDiffuseColorForSSS(bsdfData); // local modification of bsdfData
}
#ifdef DEBUG_DISPLAY
if (_DebugLightingMode == DEBUGLIGHTINGMODE_LUX_METER)
{

#endif
if (HasFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING)) // This test is static as it is done in GBuffer or forward pass, will be remove by compiler
{
bsdfData.diffuseColor = GetModifiedDiffuseColorForSSS(bsdfData); // local modification of bsdfData
}
// Premultiply bake diffuse lighting information with DisneyDiffuse pre-integration
return builtinData.bakeDiffuseLighting * preLightData.diffuseFGD * surfaceData.ambientOcclusion * bsdfData.diffuseColor + builtinData.emissiveColor;

DirectLighting lighting;
ZERO_INITIALIZE(DirectLighting, lighting);
float3 N = bsdfData.normalWS;
float3 L = -lightData.forward;
float NdotL = dot(N, L);
float3 L = -lightData.forward;
float3 N = bsdfData.normalWS;
float NdotL = dot(N, L);
float3 transmittance = float3(0.0, 0.0, 0.0);
if (HasFlag(bsdfData.materialFeatures, MATERIAL_FEATURE_FLAGS_TRANSMISSION_MODE_THIN_THICKNESS))

DirectLighting lighting;
ZERO_INITIALIZE(DirectLighting, lighting);
float3 lightToSample = posInput.positionWS - lightData.positionWS;
int lightType = lightData.lightType;
float3 lightToSample;
distances.w = dot(lightToSample, lightData.forward);
if (lightType == GPULIGHTTYPE_PROJECTOR_BOX)
{
L = -lightData.forward;
distances.xyz = 1; // No distance or angle attenuation
}
else
{
float3 unL = -lightToSample;
float distSq = dot(unL, unL);
float distRcp = rsqrt(distSq);
float dist = distSq * distRcp;
L = unL * distRcp;
distances.xyz = float3(dist, distSq, distRcp);
}
GetPunctualLightVectors(posInput.positionWS, lightData, L, lightToSample, distances);
float3 N = bsdfData.normalWS;
float NdotL = dot(N, L);

#else
GetScreenSpaceAmbientOcclusionMultibounce(posInput.positionSS, preLightData.NdotV, bsdfData.perceptualRoughness, 1.0, bsdfData.specularOcclusion, bsdfData.diffuseColor, bsdfData.fresnel0, aoFactor);
#endif
ApplyAmbientOcclusionFactor(aoFactor, bakeLightingData, lighting);
// Subsurface scattering mode

50
com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLit.hlsl


// Required for SSS, GBuffer texture declaration
TEXTURE2D(_GBufferTexture0);
#include "../LTCAreaLight/LTCAreaLight.hlsl"
// Declare the BSDF specific FGD property and its fetching function
#include "../PreIntegratedFGD/PreIntegratedFGD.hlsl"
#include "HDRP/Material/LTCAreaLight/LTCAreaLight.hlsl"
#include "HDRP/Material/PreIntegratedFGD/PreIntegratedFGD.hlsl"
//-----------------------------------------------------------------------------
// Definition

// This function require the 3 structure surfaceData, builtinData, bsdfData because it may require both the engine side data, and data that will not be store inside the gbuffer.
float3 GetBakedDiffuseLighting(SurfaceData surfaceData, BuiltinData builtinData, BSDFData bsdfData, PreLightData preLightData)
{
// Note bsdfData isn't modified outside of this function scope.
if (HasFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_STACK_LIT_SUBSURFACE_SCATTERING)) // This test is static as it is done in GBuffer or forward pass, will be remove by compiler
{
// SSS Texturing mode can change albedo because diffuse maps can already contain some SSS too
bsdfData.diffuseColor = GetModifiedDiffuseColorForSSS(bsdfData); // local modification of bsdfData
}
#ifdef DEBUG_DISPLAY
if (_DebugLightingMode == DEBUGLIGHTINGMODE_LUX_METER)
{

#endif
// Note bsdfData isn't modified outside of this function scope.
if (HasFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_STACK_LIT_SUBSURFACE_SCATTERING)) // This test is static as it is done in GBuffer or forward pass, will be remove by compiler
{
// SSS Texturing mode can change albedo because diffuse maps can already contain some SSS too
bsdfData.diffuseColor = GetModifiedDiffuseColorForSSS(bsdfData); // local modification of bsdfData
}
// Premultiply bake diffuse lighting information
// preLightData.diffuseEnergy will be 1,1,1 if no vlayering or no VLAYERED_DIFFUSE_ENERGY_HACKED_TERM

DirectLighting lighting;
ZERO_INITIALIZE(DirectLighting, lighting);
float3 N; float unclampedNdotV;
float3 L = -lightData.forward;
float3 N;
float unclampedNdotV;
float3 L = -lightData.forward;
float NdotL = dot(N, L);
float NdotL = dot(N, L);
// For shadow attenuation (ie receiver bias), always use the geometric normal
float3 shadowBiasNormal = bsdfData.geomNormalWS;

DirectLighting lighting;
ZERO_INITIALIZE(DirectLighting, lighting);
float3 lightToSample = posInput.positionWS - lightData.positionWS;
int lightType = lightData.lightType;
float3 lightToSample;
distances.w = dot(lightToSample, lightData.forward);
if (lightType == GPULIGHTTYPE_PROJECTOR_BOX)
{
L = -lightData.forward;
distances.xyz = 1; // No distance or angle attenuation
}
else
{
float3 unL = -lightToSample;
float distSq = dot(unL, unL);
float distRcp = rsqrt(distSq);
float dist = distSq * distRcp;
L = unL * distRcp;
distances.xyz = float3(dist, distSq, distRcp);
}
GetPunctualLightVectors(posInput.positionWS, lightData, L, lightToSample, distances);
float3 N; float unclampedNdotV;
EvaluateBSDF_GetNormalUnclampedNdotV(bsdfData, preLightData, V, N, unclampedNdotV);

// Use GTAOMultiBounce approximation for ambient occlusion (allow to get a tint from the baseColor)
//GetScreenSpaceAmbientOcclusionMultibounce(posInput.positionSS, preLightData.NdotV, lerp(bsdfData.perceptualRoughnessA, bsdfData.perceptualRoughnessB, bsdfData.lobeMix), bsdfData.ambientOcclusion, 1.0, bsdfData.diffuseColor, bsdfData.fresnel0, aoFactor);
GetScreenSpaceAmbientOcclusionMultibounce(posInput.positionSS, unclampedNdotV, lerp(bsdfData.perceptualRoughnessA, bsdfData.perceptualRoughnessB, bsdfData.lobeMix), bsdfData.ambientOcclusion, 1.0, bsdfData.diffuseColor, bsdfData.fresnel0, aoFactor);
ApplyAmbientOcclusionFactor(aoFactor, bakeLightingData, lighting);
// Subsurface scattering mode

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