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Fix shadowmask warning + lightmap warning

- Fix warning about shadowmask index not being bing
- Fix warning about decode instruction in lightmap already bind
/2018.1
sebastienlagarde 7 年前
当前提交
882e62b7
共有 4 个文件被更改,包括 21 次插入6 次删除
  1. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.asset
  2. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/MRTBufferManager.cs
  3. 21
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GBufferManager.cs
  4. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/MaterialUtilities.hlsl

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.asset


supportSSAO: 1
supportSubsurfaceScattering: 1
supportForwardOnly: 0
enableUltraQualitySSS: 0
supportDBuffer: 1
supportMSAA: 0
msaaSampleCount: 1

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/MRTBufferManager.cs


public abstract void CreateBuffers();
public void BindBufferAsTextures(CommandBuffer cmd)
public virtual void BindBufferAsTextures(CommandBuffer cmd)
{
for (int i = 0; i < m_BufferCount; ++i)
{

21
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GBufferManager.cs


using UnityEngine.Rendering;
using UnityEngine.Rendering.PostProcessing;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{

bool m_EnableShadowMask = false;
bool m_SupportShadowMask = false;
RenderPipelineMaterial m_DeferredMaterial;
protected RenderTargetIdentifier[] m_RTIDsNoShadowMask;

m_DeferredMaterial = deferredMaterial;
m_GBufferCount = deferredMaterial.GetMaterialGBufferCount();
m_EnableShadowMask = enableBakeShadowMask;
m_SupportShadowMask = enableBakeShadowMask;
m_RTIDsNoShadowMask = new RenderTargetIdentifier[m_GBufferCount];
}

m_RTIDsNoShadowMask[gbufferIndex] = HDShaderIDs._GBufferTexture[gbufferIndex];
}
if (m_EnableShadowMask)
if (m_SupportShadowMask)
}
}
public override void BindBufferAsTextures(CommandBuffer cmd)
{
for (int i = 0; i < m_BufferCount; ++i)
{
cmd.SetGlobalTexture(m_TextureShaderIDs[i], m_RTs[i]);
}
// When shadow mask are disabled (i.e we haven't created shadow mask texture, bind a white texture).
if (!m_SupportShadowMask)
{
cmd.SetGlobalTexture(HDShaderIDs._ShadowMaskTexture, RuntimeUtilities.whiteTexture);
}
}

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/MaterialUtilities.hlsl


#if defined(UNITY_LIGHTMAP_RGBM_ENCODING)
float4 decodeInstructions = float4(34.493242, 2.2, 0.0, 0.0); // range^2.2 = 5^2.2, gamma = 2.2
#else
float4 decodeInstructions = float4(0.0, 0.0, 0.0, 0.0); // range = 2.0^2.2 = 4.59
float4 decodeInstructions = float4(2.0, 2.2, 0.0, 0.0); // range = 2.0^2.2 = 4.59
#endif
#endif

#endif
#ifdef DYNAMICLIGHTMAP_ON
float4 decodeInstructions = float4(0.0, 0.0, 0.0, 0.0); // Never used but needed for the interface since it supports gamma lightmaps
#ifdef DIRLIGHTMAP_COMBINED
bakeDiffuseLighting += SampleDirectionalLightmap(TEXTURE2D_PARAM(unity_DynamicLightmap, samplerunity_DynamicLightmap),
TEXTURE2D_PARAM(unity_DynamicDirectionality, samplerunity_DynamicLightmap),

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