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Merge pull request #73 from Unity-Technologies/LayeredLit

Layeredlit improvements
/main
GitHub 8 年前
当前提交
973d16b4
共有 91 个文件被更改,包括 6477 次插入125 次删除
  1. 20
      Assets/ScriptableRenderLoop/HDRenderPipeline/Editor/HDRenderLoopMenuItems.cs
  2. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting.meta
  3. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass.meta
  4. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material.meta
  5. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit.meta
  6. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/Editor.meta
  7. 89
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/Editor/LayeredLitUI.cs
  8. 11
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
  9. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit.meta
  10. 22
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitData.hlsl
  11. 6
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitProperties.hlsl
  12. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Sky.meta
  13. 896
      Assets/TestScenes/HDTest/LayeredLitTest.unity
  14. 25
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_BlendColor.mat
  15. 28
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_BlendMask.mat
  16. 14
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_Planar.mat
  17. 14
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_Triplanar.mat
  18. 28
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_UV0.mat
  19. 25
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_UV1.mat
  20. 14
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_UV2.mat
  21. 14
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_UV3.mat
  22. 14
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_Planar.mat
  23. 14
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_Triplanar.mat
  24. 27
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_UV0.mat
  25. 27
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_UV1.mat
  26. 14
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_UV2.mat
  27. 14
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_UV3.mat
  28. 16
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_Planar.mat
  29. 16
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_Triplanar.mat
  30. 28
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_UV0.mat
  31. 28
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_UV1.mat
  32. 16
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_UV2.mat
  33. 16
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_UV3.mat
  34. 22
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_Planar.mat
  35. 18
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_Triplanar.mat
  36. 30
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_UV0.mat
  37. 30
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_UV1.mat
  38. 18
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_UV2.mat
  39. 18
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_UV3.mat
  40. 9
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Lit_UVChart_Layer2_Detail.mat
  41. 12
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Lit_White_Detail.mat
  42. 299
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_HeightBased.mat
  43. 8
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_HeightBased.mat.meta
  44. 202
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Lit_Ground_01_2x2.mat
  45. 8
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Lit_Ground_01_2x2.mat.meta
  46. 182
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Lit_Moss_02_2x2.mat
  47. 8
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Lit_Moss_02_2x2.mat.meta
  48. 181
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Lit_Sand01_2x2.mat
  49. 8
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Lit_Sand01_2x2.mat.meta
  50. 350
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Lit_Spheres.mat
  51. 8
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Lit_Spheres.mat.meta
  52. 9
      Assets/TestScenes/HDTest/LayeredLitTest/Textures.meta
  53. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Textures/GenericDetailMap.tga
  54. 108
      Assets/TestScenes/HDTest/LayeredLitTest/Textures/GenericDetailMap.tga.meta
  55. 108
      Assets/TestScenes/HDTest/LayeredLitTest/Textures/Ground_01_2x2_BC.tga.meta
  56. 108
      Assets/TestScenes/HDTest/LayeredLitTest/Textures/Ground_01_2x2_H.exr.meta
  57. 108
      Assets/TestScenes/HDTest/LayeredLitTest/Textures/Ground_01_2x2_MSK.tga.meta
  58. 108
      Assets/TestScenes/HDTest/LayeredLitTest/Textures/Ground_01_2x2_N.tga.meta
  59. 108
      Assets/TestScenes/HDTest/LayeredLitTest/Textures/Moss_02_2x2_BC.tga.meta
  60. 108
      Assets/TestScenes/HDTest/LayeredLitTest/Textures/Moss_02_2x2_H.tga.meta
  61. 108
      Assets/TestScenes/HDTest/LayeredLitTest/Textures/Moss_02_2x2_MSK.tga.meta
  62. 108
      Assets/TestScenes/HDTest/LayeredLitTest/Textures/Moss_02_2x2_N.tga.meta
  63. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Textures/Neutral_MSK.tga
  64. 108
      Assets/TestScenes/HDTest/LayeredLitTest/Textures/Neutral_MSK.tga.meta
  65. 108
      Assets/TestScenes/HDTest/LayeredLitTest/Textures/Sand_01_2x2_BC.tga.meta
  66. 108
      Assets/TestScenes/HDTest/LayeredLitTest/Textures/Sand_01_2x2_H.tga.meta
  67. 108
      Assets/TestScenes/HDTest/LayeredLitTest/Textures/Sand_01_2x2_MSK.tga.meta
  68. 108
      Assets/TestScenes/HDTest/LayeredLitTest/Textures/Sand_01_2x2_N.tga.meta
  69. 1001
      Assets/TestScenes/HDTest/LayeredLitTest/Textures/VolumeTest_01_H.tga
  70. 108
      Assets/TestScenes/HDTest/LayeredLitTest/Textures/VolumeTest_01_H.tga.meta
  71. 1001
      Assets/TestScenes/HDTest/LayeredLitTest/Textures/VolumeTest_01_N.tga
  72. 108
      Assets/TestScenes/HDTest/LayeredLitTest/Textures/VolumeTest_01_N.tga.meta
  73. 0
      /Assets/TestScenes/HDTest/LayeredLitTest/Textures/UVMap.tga
  74. 0
      /Assets/TestScenes/HDTest/LayeredLitTest/Textures/LayerMask.tga
  75. 0
      /Assets/TestScenes/HDTest/LayeredLitTest/Textures/LayerMask.tga.meta
  76. 0
      /Assets/TestScenes/HDTest/LayeredLitTest/Textures/Detail_Checker.tga.meta
  77. 0
      /Assets/TestScenes/HDTest/LayeredLitTest/Textures/UVMap.tga.meta
  78. 0
      /Assets/TestScenes/HDTest/LayeredLitTest/Textures/Detail_Checker.tga

20
Assets/ScriptableRenderLoop/HDRenderPipeline/Editor/HDRenderLoopMenuItems.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEngine.Experimental.ScriptableRenderLoop;
namespace UnityEngine.Experimental.ScriptableRenderLoop
namespace UnityEditor.Experimental.ScriptableRenderLoop
{
public class HDRenderPipelineMenuItems
{

CommonSettings[] settings = Object.FindObjectsOfType(typeof(CommonSettings)) as CommonSettings[];
if(settings.Length == 0)
if (settings.Length == 0)
{
GameObject go = new GameObject();
go.name = "SceneSettings";

{
Debug.LogWarning("SceneSettings has already been created.");
}
}
[UnityEditor.MenuItem("HDRenderLoop/Synchronize all Layered materials")]
static void SynchronizeAllLayeredMaterial()
{
Object[] materials = Resources.FindObjectsOfTypeAll<Material>();
foreach (Object obj in materials)
{
Material mat = obj as Material;
if(mat.shader.name == "HDRenderLoop/LayeredLit")
{
LayeredLitGUI.SynchronizeAllLayers(mat);
}
}
}
}

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting.meta


fileFormatVersion: 2
guid: 7dc18395c5211d44bbe417b8b8b2e81a
guid: 1c14e71d397fce047b1675fc26d0bb48
folderAsset: yes
timeCreated: 1474297943
licenseType: Pro

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass.meta


fileFormatVersion: 2
guid: ef8815a81d7dd9147b37093f06d9977c
guid: 8a355c056864a5d4cb26d9c3168ae0bb
folderAsset: yes
timeCreated: 1479218330
licenseType: Pro

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Material.meta


fileFormatVersion: 2
guid: 752ba4c5a264906428ff58cb5973e10a
guid: 96af336cb096f854ea18990a1c0a4e19
folderAsset: yes
timeCreated: 1474297943
licenseType: Pro

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit.meta


fileFormatVersion: 2
guid: d43c06a2afd9f2f4ab88a7a94c43e1a6
guid: e173dfe6cd75d954b95306237244f6de
folderAsset: yes
timeCreated: 1476653183
licenseType: Pro

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/Editor.meta


fileFormatVersion: 2
guid: 4e53b0488682a1c4c8fa2b548ae0c25c
guid: 007fa1ca3307f1c4daa3a6efa6bba7e1
folderAsset: yes
timeCreated: 1479127283
licenseType: Pro

89
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/Editor/LayeredLitUI.cs


public readonly GUIContent emissiveText = new GUIContent("Emissive");
public readonly GUIContent layerMapMaskText = new GUIContent("Layer Mask", "Layer mask (multiplied by vertex color if enabled)");
public readonly GUIContent layerMapVertexColorText = new GUIContent("Use Vertex Color", "Layer mask (multiplied by layer mask if enabled)");
public readonly GUIContent vertexColorHeightMultiplierText = new GUIContent("Vertex Height Scale", "Scale applied to the vertex color height.");
public readonly GUIContent layerCountText = new GUIContent("Layer Count", "Number of layers.");
public readonly GUIContent layerTexWorldScaleText = new GUIContent("Tiling", "Tiling factor applied to Planar/Trilinear mapping");
public readonly GUIContent UVBaseText = new GUIContent("Base UV Mapping", "Base UV Mapping mode of the layer.");

MaterialProperty[] layerUVDetailsMappingMask = new MaterialProperty[kMaxLayerCount];
const string kUseHeightBasedBlend = "_UseHeightBasedBlend";
MaterialProperty[] useHeightBasedBlend = new MaterialProperty[kMaxLayerCount-1];
MaterialProperty useHeightBasedBlend = null;
const string kHeightOffset = "_HeightOffset";
MaterialProperty[] heightOffset = new MaterialProperty[kMaxLayerCount-1];
const string kHeightFactor = "_HeightFactor";

const string kVertexColorHeightFactor = "_VertexColorHeightFactor";
MaterialProperty vertexColorHeightFactor = null;
MaterialProperty layerEmissiveColor = null;
MaterialProperty layerEmissiveColorMap = null;

layerMaskMap = FindProperty(kLayerMaskMap, props);
layerMaskVertexColor = FindProperty(kLayerMaskVertexColor, props);
vertexColorHeightFactor = FindProperty(kVertexColorHeightFactor, props);
for (int i = 0; i < numLayer; ++i)
useHeightBasedBlend = FindProperty(kUseHeightBasedBlend, props);
for (int i = 0; i < kMaxLayerCount; ++i)
{
layerTexWorldScale[i] = FindProperty(string.Format("{0}{1}", kTexWorldScale, i), props);
layerUVBase[i] = FindProperty(string.Format("{0}{1}", kUVBase, i), props);

if(i != 0)
{
useHeightBasedBlend[i-1] = FindProperty(string.Format("{0}{1}", kUseHeightBasedBlend, i), props);
heightOffset[i-1] = FindProperty(string.Format("{0}{1}", kHeightOffset, i), props);
heightFactor[i-1] = FindProperty(string.Format("{0}{1}", kHeightFactor, i), props);
blendSize[i-1] = FindProperty(string.Format("{0}{1}", kBlendSize, i), props);

get { return (int)layerCount.floatValue; }
}
public static void SynchronizeAllLayers(Material material)
{
int layerCount = (int)material.GetFloat("_LayerCount");
AssetImporter materialImporter = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(material.GetInstanceID()));
Material[] layers = null;
InitializeMaterialLayers(materialImporter, ref layers);
for (int i = 0 ; i < layerCount ; ++i)
{
SynchronizeLayerProperties(material, layers, i);
}
}
SynchronizeLayerProperties(i);
SynchronizeLayerProperties(m_MaterialEditor.target as Material, m_MaterialLayers, i);
void SynchronizeLayerProperties(int layerIndex)
static void SynchronizeLayerProperties(Material material, Material[] layers, int layerIndex)
Material material = m_MaterialEditor.target as Material;
Material layerMaterial = m_MaterialLayers[layerIndex];
Material layerMaterial = layers[layerIndex];
if (layerMaterial != null)
{

}
}
void InitializeMaterialLayers(AssetImporter materialImporter)
static void InitializeMaterialLayers(AssetImporter materialImporter, ref Material[] layers)
{
if (materialImporter.userData != string.Empty)
{

m_MaterialLayers = new Material[layersGUID.GUIDArray.Length];
layers = new Material[layersGUID.GUIDArray.Length];
m_MaterialLayers[i] = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(layersGUID.GUIDArray[i]), typeof(Material)) as Material;
layers[i] = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(layersGUID.GUIDArray[i]), typeof(Material)) as Material;
}
}
}

{
bool result = false;
Material material = m_MaterialEditor.target as Material;
EditorGUILayout.LabelField(styles.layerLabels[layerIndex]);
EditorGUI.indentLevel++;

if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(materialImporter, "Change layer material");
SynchronizeLayerProperties(layerIndex);
SynchronizeLayerProperties(material, m_MaterialLayers, layerIndex);
result = true;
}

{
SynchronizeLayerProperties(layerIndex);
SynchronizeLayerProperties(material, m_MaterialLayers, layerIndex);
result = true;
}
if (((LayerUVBaseMapping)layerUVBase[layerIndex].floatValue == LayerUVBaseMapping.Planar) ||

m_MaterialEditor.ShaderProperty(layerUVDetail[layerIndex], styles.UVDetailText);
if (EditorGUI.EndChangeCheck())
{
SynchronizeLayerProperties(layerIndex);
SynchronizeLayerProperties(material, m_MaterialLayers, layerIndex);
result = true;
}
}

int heightParamIndex = layerIndex - 1;
EditorGUI.BeginChangeCheck();
EditorGUI.showMixedValue = useHeightBasedBlend[heightParamIndex].hasMixedValue;
bool enabled = EditorGUILayout.Toggle(styles.useHeightBasedBlendText, useHeightBasedBlend[heightParamIndex].floatValue > 0.0f);
if(EditorGUI.EndChangeCheck())
if (!useHeightBasedBlend.hasMixedValue && useHeightBasedBlend.floatValue != 0.0f)
useHeightBasedBlend[heightParamIndex].floatValue = enabled ? 1.0f : 0.0f;
}
int heightParamIndex = layerIndex - 1;
if(enabled)
{
m_MaterialEditor.ShaderProperty(heightOffset[heightParamIndex], styles.heightOffsetText);
m_MaterialEditor.ShaderProperty(heightFactor[heightParamIndex], styles.heightFactorText);
m_MaterialEditor.ShaderProperty(blendSize[heightParamIndex], styles.blendSizeText);

EditorGUI.indentLevel++;
GUILayout.Label(styles.layersText, EditorStyles.boldLabel);
EditorGUI.showMixedValue = layerCount.hasMixedValue;
EditorGUI.BeginChangeCheck();
int newLayerCount = EditorGUILayout.IntSlider(styles.layerCountText, (int)layerCount.floatValue, 2, 4);
if (EditorGUI.EndChangeCheck())

layerChanged = true;
}
m_MaterialEditor.ShaderProperty(layerMaskVertexColor, styles.layerMapVertexColorText);
EditorGUI.BeginChangeCheck();
EditorGUI.showMixedValue = useHeightBasedBlend.hasMixedValue;
bool enabled = EditorGUILayout.Toggle(styles.useHeightBasedBlendText, useHeightBasedBlend.floatValue > 0.0f);
if (EditorGUI.EndChangeCheck())
{
useHeightBasedBlend.floatValue = enabled ? 1.0f : 0.0f;
}
if (enabled)
{
m_MaterialEditor.ShaderProperty(vertexColorHeightFactor, styles.vertexColorHeightMultiplierText);
}
else
{
m_MaterialEditor.ShaderProperty(layerMaskVertexColor, styles.layerMapVertexColorText);
}
EditorGUILayout.Space();
for (int i = 0; i < numLayer; i++)

}
SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap));
SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR", material.GetFloat(kLayerMaskVertexColor) != 0.0f);
bool useHeightBasedBlend = material.GetFloat(kUseHeightBasedBlend) != 0.0f;
if(useHeightBasedBlend)
{
SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR", false);
SetKeyword(material, "_HEIGHT_BASED_BLEND", true);
}
else
{
SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR", material.GetFloat(kLayerMaskVertexColor) != 0.0f);
SetKeyword(material, "_HEIGHT_BASED_BLEND", false);
}
// We have to check for each layer if the UV2 or UV3 is needed.
bool UV2orUV3needed = false;

Material material = m_MaterialEditor.target as Material;
AssetImporter materialImporter = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(material.GetInstanceID()));
InitializeMaterialLayers(materialImporter);
InitializeMaterialLayers(materialImporter, ref m_MaterialLayers);
bool optionsChanged = false;
EditorGUI.BeginChangeCheck();

11
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader


_TexWorldScale2("TexWorldScale2", Float) = 1.0
_TexWorldScale3("TexWorldScale3", Float) = 1.0
// Blend mask between layer
// Layer blending options
// Height based blend (layer 0 does not need it)
_UseHeightBasedBlend1("UseHeightBasedBlend1", Float) = 0.0
_UseHeightBasedBlend2("UseHeightBasedBlend2", Float) = 0.0
_UseHeightBasedBlend3("UseHeightBasedBlend3", Float) = 0.0
[ToggleOff] _UseHeightBasedBlend("UseHeightBasedBlend", Float) = 0.0
_HeightOffset1("_HeightOffset1", Range(-0.3, 0.3)) = 0.0
_HeightOffset2("_HeightOffset2", Range(-0.3, 0.3)) = 0.0

_BlendSize1("_BlendSize1", Range(0, 0.05)) = 0.0
_BlendSize2("_BlendSize2", Range(0, 0.05)) = 0.0
_BlendSize3("_BlendSize3", Range(0, 0.05)) = 0.0
_VertexColorHeightFactor("_VertexColorHeightFactor", Float) = 1.0
_DistortionVectorMap("DistortionVectorMap", 2D) = "black" {}

#pragma shader_feature _HEIGHTMAP
#pragma shader_feature _DETAIL_MAP
#pragma shader_feature _LAYER_MASK_VERTEX_COLOR
#pragma shader_feature _HEIGHT_BASED_BLEND
#pragma shader_feature _ _LAYEREDLIT_3_LAYERS _LAYEREDLIT_4_LAYERS
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit.meta


fileFormatVersion: 2
guid: 24406b9cf8c7f2543b7d20ead11e37d5
guid: d6cadd3aaf3ad6641b86e85a0929b245
folderAsset: yes
timeCreated: 1476653183
licenseType: Pro

22
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitData.hlsl


return result;
}
float ApplyHeightBasedBlend(inout float inputFactor, float previousLayerHeight, float layerHeight, float heightOffset, float heightFactor, float edgeBlendStrength)
float ApplyHeightBasedBlend(inout float inputFactor, float previousLayerHeight, float layerHeight, float heightOffset, float heightFactor, float edgeBlendStrength, float vertexColor)
float finalLayerHeight = layerHeight * heightFactor + heightOffset;
float finalLayerHeight = heightFactor * layerHeight + heightOffset + _VertexColorHeightFactor * (vertexColor * 2.0 - 1.0);
edgeBlendStrength = max(0.001, edgeBlendStrength);

// Mask Values : Layer 1, 2, 3 are r, g, b
float3 maskValues = SAMPLE_TEXTURE2D(_LayerMaskMap, sampler_LayerMaskMap, input.texCoord0).rgb;
#if defined(_HEIGHT_BASED_BLEND)
if (_UseHeightBasedBlend1 > 0.0f)
{
baseLayerHeight = ApplyHeightBasedBlend(maskValues.r, baseLayerHeight, height1, _HeightOffset1, _HeightFactor1, _BlendSize1);
}
if (_UseHeightBasedBlend2 > 0.0f)
{
baseLayerHeight = ApplyHeightBasedBlend(maskValues.g, baseLayerHeight, height2, _HeightOffset2 + _HeightOffset1, _HeightFactor2, _BlendSize2);
}
if (_UseHeightBasedBlend3 > 0.0f)
{
ApplyHeightBasedBlend(maskValues.b, baseLayerHeight, height3, _HeightOffset3 + _HeightOffset2 + _HeightOffset1, _HeightFactor3, _BlendSize3);
}
baseLayerHeight = ApplyHeightBasedBlend(maskValues.r, baseLayerHeight, height1, _HeightOffset1, _HeightFactor1, _BlendSize1, input.vertexColor.r);
baseLayerHeight = ApplyHeightBasedBlend(maskValues.g, baseLayerHeight, height2, _HeightOffset2 + _HeightOffset1, _HeightFactor2, _BlendSize2, input.vertexColor.g);
ApplyHeightBasedBlend(maskValues.b, baseLayerHeight, height3, _HeightOffset3 + _HeightOffset2 + _HeightOffset1, _HeightFactor3, _BlendSize3, input.vertexColor.b);
#endif
float weights[_MAX_LAYER];
ComputeMaskWeights(maskValues, weights);

6
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitProperties.hlsl


TEXTURE2D(_LayerMaskMap);
SAMPLER2D(sampler_LayerMaskMap);
float _UseHeightBasedBlend1;
float _UseHeightBasedBlend2;
float _UseHeightBasedBlend3;
float _HeightOffset1;
float _HeightOffset2;
float _HeightOffset3;

float _BlendSize1;
float _BlendSize2;
float _BlendSize3;
float _VertexColorHeightFactor;
float3 _EmissiveColor;
TEXTURE2D(_EmissiveColorMap);

PROP_DECL(float, _TexWorldScale);
PROP_DECL(float, _UVMappingPlanar);
PROP_DECL(float, _UVMappingPlanar);
PROP_DECL(float4, _UVMappingMask);
PROP_DECL(float4, _UVDetailsMappingMask);

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Sky.meta


fileFormatVersion: 2
guid: d7469c05ebee66f4886264af0ab8bf2a
guid: 066ab4d03bd03384f81c9d82b479f8dd
folderAsset: yes
timeCreated: 1479239906
licenseType: Pro

896
Assets/TestScenes/HDTest/LayeredLitTest.unity
文件差异内容过多而无法显示
查看文件

25
Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_BlendColor.mat


m_LightmapFlags: 1
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
disabledShaderPasses:
- DistortionVectors
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:

m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DiffuseLightingMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DistortionVectorMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}

- _AlphaCutoffEnable: 0
- _Anisotropy: 0
- _BlendMode: 0
- _BlendSize1: 0
- _BlendSize2: 0
- _BlendSize3: 0
- _DepthOffsetEnable: 0
- _DetailAOScale0: 1
- _DetailAOScale1: 1
- _DetailAOScale2: 1

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