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Lw/receive shadows prop (#1830)

*  Added support to receive shadows prop in standard PBS and Simple Lighting shaders.

*  Updated test scene

*  updated release notes

*  addressed PR comment.

*  updated test images for test 020.

*  merged test scene 020
/main
GitHub 6 年前
当前提交
8f2d2fc8
共有 17 个文件被更改,包括 1168 次插入437 次删除
  1. 1
      com.unity.render-pipelines.lightweight/CHANGELOG.md
  2. 8
      com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGUI/LightweightShaderGUI.cs
  3. 2
      com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGUI/LightweightStandardGUI.cs
  4. 2
      com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGUI/LightweightStandardSimpleLightingGUI.cs
  5. 2
      com.unity.render-pipelines.lightweight/LWRP/LightweightPipeline.cs
  6. 4
      com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/LightweightPassLit.hlsl
  7. 4
      com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/LightweightPassLitSimple.hlsl
  8. 4
      com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/Shadows.hlsl
  9. 3
      com.unity.render-pipelines.lightweight/LWRP/Shaders/LightweightStandard.shader
  10. 3
      com.unity.render-pipelines.lightweight/LWRP/Shaders/LightweightStandardSimpleLighting.shader
  11. 430
      com.unity.testing.srp.lightweight/Tests/ReferenceImages/Linear/OSXEditor/Metal/020_Lighting_BasicDirectional.png
  12. 455
      com.unity.testing.srp.lightweight/Tests/ReferenceImages/Linear/WindowsEditor/Direct3D11/020_Lighting_BasicDirectional.png
  13. 497
      com.unity.testing.srp.lightweight/Tests/Scenes/020_Lighting_BasicDirectional.unity
  14. 87
      com.unity.testing.srp.lightweight/Tests/Scenes/020_Lighting_BasicDirectional/PhysicallyBased_NoReceiveShadows.mat
  15. 8
      com.unity.testing.srp.lightweight/Tests/Scenes/020_Lighting_BasicDirectional/PhysicallyBased_NoReceiveShadows.mat.meta
  16. 87
      com.unity.testing.srp.lightweight/Tests/Scenes/020_Lighting_BasicDirectional/SimpleLighting_NoReceiveShadows.mat
  17. 8
      com.unity.testing.srp.lightweight/Tests/Scenes/020_Lighting_BasicDirectional/SimpleLighting_NoReceiveShadows.mat.meta

1
com.unity.render-pipelines.lightweight/CHANGELOG.md


## [3.2.0-preview]
### Changed
- Receive Shadows property is now exposed in the material instead of in the renderer.
- The UI for Lightweight asset has been updated with new categories. A more clean structure and foldouts has been added to keep things organized.
### Fixed

8
com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGUI/LightweightShaderGUI.cs


public static GUIContent twoSidedText = new GUIContent("Two Sided", "Render front and back faces");
public static GUIContent alphaClipText = new GUIContent("Alpha Clip", "Enable Alpha Clip");
public static GUIContent alphaClipThresholdText = new GUIContent("Clip Threshold", "Threshold for alpha clip");
public static GUIContent receiveShadowText = new GUIContent("Receive Shadows", "Enables this material to receive shadows if there is at least one shadow casting light affecting it.");
public static readonly string[] surfaceNames = Enum.GetNames(typeof(SurfaceType));
public static readonly string[] blendNames = Enum.GetNames(typeof(BlendMode));
}

protected MaterialProperty cullingProp;
protected MaterialProperty alphaClipProp;
protected MaterialProperty alphaCutoffProp;
protected MaterialProperty receiveShadowsProp;
private bool m_FirstTimeApply = true;
public abstract void MaterialChanged(Material material);

cullingProp = FindProperty("_Cull", properties);
alphaClipProp = FindProperty("_AlphaClip", properties);
alphaCutoffProp = FindProperty("_Cutoff", properties);
receiveShadowsProp = FindProperty("_ReceiveShadows", properties);
}
public virtual void ShaderPropertiesGUI(Material material)

if (alphaClipProp.floatValue == 1)
m_MaterialEditor.ShaderProperty(alphaCutoffProp, Styles.alphaClipThresholdText, MaterialEditor.kMiniTextureFieldLabelIndentLevel + 1);
EditorGUI.BeginChangeCheck();
bool receiveShadows = EditorGUILayout.Toggle(Styles.receiveShadowText, receiveShadowsProp.floatValue == 1.0f);
if (EditorGUI.EndChangeCheck())
receiveShadowsProp.floatValue = receiveShadows ? 1.0f : 0.0f;
EditorGUILayout.Space();
}

2
com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGUI/LightweightStandardGUI.cs


CoreUtils.SetKeyword(material, "_PARALLAXMAP", material.GetTexture("_ParallaxMap"));
CoreUtils.SetKeyword(material, "_DETAIL_MULX2", material.GetTexture("_DetailAlbedoMap") || material.GetTexture("_DetailNormalMap"));
CoreUtils.SetKeyword(material, "_RECEIVE_SHADOWS_OFF", material.GetFloat("_ReceiveShadows") == 0.0f);
// A material's GI flag internally keeps track of whether emission is enabled at all, it's enabled but has no effect
// or is enabled and may be modified at runtime. This state depends on the values of the current flag and emissive color.
// The fixup routine makes sure that the material is in the correct state if/when changes are made to the mode or color.

2
com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGUI/LightweightStandardSimpleLightingGUI.cs


MaterialEditor.FixupEmissiveFlag(material);
bool shouldEmissionBeEnabled = (material.globalIlluminationFlags & MaterialGlobalIlluminationFlags.EmissiveIsBlack) == 0;
CoreUtils.SetKeyword(material, "_EMISSION", shouldEmissionBeEnabled);
CoreUtils.SetKeyword(material, "_RECEIVE_SHADOWS_OFF", material.GetFloat("_ReceiveShadows") == 0.0f);
}
private void UpdateMaterialSpecularSource(Material material)

2
com.unity.render-pipelines.lightweight/LWRP/LightweightPipeline.cs


supportedLightmapsModes = LightmapsMode.CombinedDirectional | LightmapsMode.NonDirectional,
rendererSupportsLightProbeProxyVolumes = false,
rendererSupportsMotionVectors = false,
rendererSupportsReceiveShadows = true,
rendererSupportsReceiveShadows = false,
rendererSupportsReflectionProbes = true
};
SceneViewDrawMode.SetupDrawMode();

4
com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/LightweightPassLit.hlsl


#endif
inputData.viewDirectionWS = FragmentViewDirWS(viewDir);
#ifdef _SHADOWS_ENABLED
#if defined(_SHADOWS_ENABLED) && !defined(_RECEIVE_SHADOWS_OFF)
inputData.shadowCoord = IN.shadowCoord;
#else
inputData.shadowCoord = float4(0, 0, 0, 0);

half fogFactor = ComputeFogFactor(o.clipPos.z);
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#ifdef _SHADOWS_ENABLED
#if defined(_SHADOWS_ENABLED) && !defined(_RECEIVE_SHADOWS_OFF)
#if SHADOWS_SCREEN
o.shadowCoord = ComputeShadowCoord(o.clipPos);
#else

4
com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/LightweightPassLitSimple.hlsl


#endif
inputData.viewDirectionWS = FragmentViewDirWS(viewDir);
#ifdef _SHADOWS_ENABLED
#if defined(_SHADOWS_ENABLED) && !defined(_RECEIVE_SHADOWS_OFF)
inputData.shadowCoord = IN.shadowCoord;
#else
inputData.shadowCoord = float4(0, 0, 0, 0);

half fogFactor = ComputeFogFactor(o.clipPos.z);
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#ifdef _SHADOWS_ENABLED
#if defined(_SHADOWS_ENABLED) && !defined(_RECEIVE_SHADOWS_OFF)
#if SHADOWS_SCREEN
o.shadowCoord = ComputeShadowCoord(o.clipPos);
#else

4
com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/Shadows.hlsl


half MainLightRealtimeShadowAttenuation(float4 shadowCoord)
{
#if !defined(_SHADOWS_ENABLED)
#if !defined(_SHADOWS_ENABLED) || defined(_RECEIVE_SHADOWS_OFF)
return 1.0h;
#endif

half LocalLightRealtimeShadowAttenuation(int lightIndex, float3 positionWS)
{
#if !defined(_LOCAL_SHADOWS_ENABLED)
#if !defined(_LOCAL_SHADOWS_ENABLED) || defined(_RECEIVE_SHADOWS_OFF)
return 1.0h;
#else
float4 shadowCoord = mul(_LocalWorldToShadowAtlas[lightIndex], float4(positionWS, 1.0));

3
com.unity.render-pipelines.lightweight/LWRP/Shaders/LightweightStandard.shader


[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
[HideInInspector] _Cull("__cull", Float) = 2.0
_ReceiveShadows("Receive Shadows", Float) = 1.0
}
SubShader

#pragma shader_feature _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _GLOSSYREFLECTIONS_OFF
#pragma shader_feature _SPECULAR_SETUP
#pragma shader_feature _RECEIVE_SHADOWS_OFF
// -------------------------------------
// Lightweight Pipeline keywords

3
com.unity.render-pipelines.lightweight/LWRP/Shaders/LightweightStandardSimpleLighting.shader


[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
[HideInInspector] _Cull("__cull", Float) = 2.0
[ToogleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0
}
SubShader

#pragma shader_feature _GLOSSINESS_FROM_BASE_ALPHA
#pragma shader_feature _NORMALMAP
#pragma shader_feature _EMISSION
#pragma shader_feature _RECEIVE_SHADOWS_OFF
// -------------------------------------
// Lightweight Pipeline keywords

430
com.unity.testing.srp.lightweight/Tests/ReferenceImages/Linear/OSXEditor/Metal/020_Lighting_BasicDirectional.png

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455
com.unity.testing.srp.lightweight/Tests/ReferenceImages/Linear/WindowsEditor/Direct3D11/020_Lighting_BasicDirectional.png

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宽度: 640  |  高度: 360  |  大小: 65 KiB

497
com.unity.testing.srp.lightweight/Tests/Scenes/020_Lighting_BasicDirectional.unity


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