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First non working but compiling draft

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Sebastien Lagarde 6 年前
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89523a68
共有 2 个文件被更改,包括 87 次插入4 次删除
  1. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Lit/LitUI.cs
  2. 87
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Lit/LitUI.cs


m_MaterialEditor.TexturePropertySingleLine(Styles.baseColorText, baseColorMap[layerIndex], baseColor[layerIndex]);
if ((BaseLitGUI.MaterialId)materialID.floatValue == BaseLitGUI.MaterialId.LitStandard || (BaseLitGUI.MaterialId)materialID.floatValue == BaseLitGUI.MaterialId.LitAniso)
if ((BaseLitGUI.MaterialId)materialID.floatValue == BaseLitGUI.MaterialId.LitStandard ||
(BaseLitGUI.MaterialId)materialID.floatValue == BaseLitGUI.MaterialId.LitAniso ||
(BaseLitGUI.MaterialId)materialID.floatValue == BaseLitGUI.MaterialId.LitIridescence)
{
m_MaterialEditor.ShaderProperty(metallic[layerIndex], Styles.metallicText);
}

87
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl


}
//-----------------------------------------------------------------------------
// Iridescence
//-----------------------------------------------------------------------------
// Evaluation XYZ sensitivity curves in Fourier space
float3 EvalSensitivity(float opd, float shift)
{
// Use Gaussian fits, given by 3 parameters: val, pos and var
float phase = 2.0 * PI * opd * 1e-6;
float3 val = float3(5.4856e-13, 4.4201e-13, 5.2481e-13);
float3 pos = float3(1.6810e+06, 1.7953e+06, 2.2084e+06);
float3 var = float3(4.3278e+09, 9.3046e+09, 6.6121e+09);
float3 xyz = val * sqrt(2.0 * PI * var) * cos(pos * phase + shift) * exp(-var * phase * phase);
xyz.x += 9.7470e-14 * sqrt(2.0 * PI * 4.5282e+09) * cos(2.2399e+06 * phase + shift) * exp(-4.5282e+09 * phase * phase);
return xyz / 1.0685e-7;
}
// Evaluate the reflectance for a thin-film layer on top of a dielectric medum.
float3 EvalIridescence(float cosTheta1, BSDFData bsdfData)
{
float Dinc = 2.0 * bsdfData.iorIridescence * bsdfData.thicknessIridescence;
// Force eta_2 -> 1.0 when Dinc -> 0.0
float eta_2 = lerp(1.0, bsdfData.iorIridescence, smoothstep(0.0, 0.03, Dinc));
float R0 = Sq((1.0 - eta_2) / (1.0 + eta_2));
// Evaluate the cosTheta on the base layer
float cosTheta2 = sqrt(1.0 - Sq(1.0 / eta_2) * (1.0 - Sq(cosTheta1)));
// First interface
float3 R12 = F_Schlick(R0, cosTheta1);
float3 R21 = R12;
float3 T121 = float3(1.0, 1.0, 1.0) - R12;
float phi12 = 0.0;
float phi21 = PI - phi12;
// Second interface
float3 R23 = F_Schlick(bsdfData.fresnel0, cosTheta2);
float phi23 = 0.0;
// Phase shift
float OPD = Dinc * cosTheta2;
float phi = phi21 + phi23;
// Compound terms
float3 R123 = R12 * R23;
float3 r123 = sqrt(R123);
float3 Rs = Sq(T121) * R23 / (float3(1.0, 1.0, 1.0) - R123);
float3 Cm = Rs - T121;
// Reflectance term for m = 0 (DC term amplitude)
float3 C0 = R12 + Rs;
float3 I = C0;
// Reflectance term for m > 0 (pairs of diracs)
for (int m = 1; m <= 2; ++m)
{
Cm *= r123;
float3 Sm = 2.0 * EvalSensitivity(m * OPD, m * phi);
I += Cm * Sm;
}
return I;
}
//-----------------------------------------------------------------------------
// PreLightData
//-----------------------------------------------------------------------------

float NdotV = saturate(dot(N, V));
preLightData.clampNdotV = NdotV; // Caution: The handling of edge cases where N is directed away from the screen is handled during Gbuffer/forward pass, so here do nothing
preLightData.iblPerceptualRoughness = bsdfData.perceptualRoughness;
float3 fresnel0 = bsdfData.fresnel0;
if (HasFeatureFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_IRIDESCENCE))
{
fresnel0 = EvalIridescence(NdotV, bsdfData);
}
if (HasFeatureFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_CLEAR_COAT))
{

// Handle IBL + multiscattering
float reflectivity;
GetPreIntegratedFGD(NdotV, preLightData.iblPerceptualRoughness, bsdfData.fresnel0, preLightData.specularFGD, preLightData.diffuseFGD, reflectivity);
GetPreIntegratedFGD(NdotV, preLightData.iblPerceptualRoughness, fresnel0, preLightData.specularFGD, preLightData.diffuseFGD, reflectivity);
iblR = reflect(-V, iblN);
// This is a ad-hoc tweak to better match reference of anisotropic GGX.

// TODO: the fit seems rather poor. The scaling factor of 0.5 allows us
// to match the reference for rough metals, but further darkens dielectrics.
preLightData.ltcMagnitudeFresnel = bsdfData.fresnel0 * ltcGGXFresnelMagnitudeDiff + (float3)ltcGGXFresnelMagnitude;
preLightData.ltcMagnitudeFresnel = fresnel0 * ltcGGXFresnelMagnitudeDiff + (float3)ltcGGXFresnelMagnitude;
if (HasFeatureFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_CLEAR_COAT))
{

float NdotH = saturate((NdotL + NdotV) * invLenLV);
float LdotH = saturate(invLenLV * LdotV + invLenLV);
float3 F = F_Schlick(bsdfData.fresnel0, LdotH);
float3 F;
if (HasFeatureFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_IRIDESCENCE))
{
F = EvalIridescence(LdotH, bsdfData);
}
else
{
F = F_Schlick(bsdfData.fresnel0, LdotH);
}
float DV;
if (HasFeatureFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_ANISOTROPY))

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