浏览代码

Merge pull request #1553 from Unity-Technologies/metal-fixes

metal fixes
/main
GitHub 7 年前
当前提交
87f274e1
共有 2 个文件被更改,包括 11 次插入5 次删除
  1. 4
      com.unity.render-pipelines.high-definition/CHANGELOG.md
  2. 12
      com.unity.render-pipelines.high-definition/HDRP/Material/Lit/Lit.hlsl

4
com.unity.render-pipelines.high-definition/CHANGELOG.md


## [Unreleased]
### Fixed
- Fixed a shader preprocessor issue when compiling DebugViewMaterialGBuffer.shader against Metal target
- Added a temporary workaround to Lit.hlsl to avoid broken lighting code with Metal/AMD
### Added
- Add option supportDitheringCrossFade on HDRP Asset to allow to remove shader variant during player build if needed
- Add contact shadows for punctual lights (in additional shadow settings), only one light is allowed to cast contact shadows at the same time and so at each frame a dominant light is choosed among all light with contact shadows enabled.

12
com.unity.render-pipelines.high-definition/HDRP/Material/Lit/Lit.hlsl


float3 rayOriginWS = float3(0, 0, 0);
float3 rayDirWS = float3(0, 0, 0);
float mipLevel = 0;
#if DEBUG_DISPLAY
#ifdef DEBUG_DISPLAY
int debugMode = 0;
#endif
float invScreenWeightDistance = 0;

rayDirWS = preLightData.transparentRefractV;
mipLevel = preLightData.transparentSSMipLevel;
invScreenWeightDistance = _SSRefractionInvScreenWeightDistance;
#if DEBUG_DISPLAY
#ifdef DEBUG_DISPLAY
debugMode = DEBUGLIGHTINGMODE_SCREEN_SPACE_TRACING_REFRACTION;
#endif
}

rayDirWS = preLightData.iblR;
mipLevel = PositivePow(preLightData.iblPerceptualRoughness, 0.8) * uint(max(_ColorPyramidScale.z - 1, 0));
invScreenWeightDistance = _SSReflectionInvScreenWeightDistance;
#if DEBUG_DISPLAY
#ifdef DEBUG_DISPLAY
#if DEBUG_DISPLAY
#ifdef DEBUG_DISPLAY
bool debug = _DebugLightingMode == debugMode
&& !any(int2(_MouseClickPixelCoord.xy) - int2(posInput.positionSS));
#endif

// Jitter the ray origin to trade some noise instead of banding effect
ssRayInput.rayOriginWS = rayOriginWS + rayDirWS * SampleBayer4(posInput.positionSS + uint2(_FrameCount, uint(_FrameCount) / 4u)) * 0.1;
ssRayInput.rayDirWS = rayDirWS;
#if DEBUG_DISPLAY
#ifdef DEBUG_DISPLAY
ssRayInput.debug = debug;
#endif

float iblMipLevel;
// TODO: We need to match the PerceptualRoughnessToMipmapLevel formula for planar, so we don't do this test (which is specific to our current lightloop)
// Specific case for Texture2Ds, their convolution is a gaussian one and not a GGX one - So we use another roughness mip mapping.
#if !defined(SHADER_API_METAL)
if (IsEnvIndexTexture2D(lightData.envIndex))
{
// Empirical remapping

#endif
{
iblMipLevel = PerceptualRoughnessToMipmapLevel(preLightData.iblPerceptualRoughness);
}

正在加载...
取消
保存