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Added geometric filtering for spec AA.

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Jean-François F Fortin 6 年前
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994a42d3
共有 4 个文件被更改,包括 74 次插入0 次删除
  1. 19
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/StackLit/StackLitUI.cs
  2. 39
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/StackLit/StackLit.hlsl
  3. 8
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/StackLit/StackLit.shader
  4. 8
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/StackLit/StackLitProperties.hlsl

19
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/StackLit/StackLitUI.cs


protected const string kStencilRefMV = "_StencilRefMV";
protected const string kStencilWriteMaskMV = "_StencilWriteMaskMV";
protected const string k_SpecularAntiAliasingEnabled = "_SpecularAntiAliasingEnabled";
protected const string k_NormalCurvatureToRoughnessEnabled = "_NormalCurvatureToRoughnessEnabled";
#endregion
// Add the properties into an array.

private Property EnableDualSpecularLobe;
private Property EnableIridescence;
private Property EnableSpecularAA;
private Property EnableNormalCurvatureToRoughness;
public StackLitGUI()
{
_baseMaterialProperties = new GroupProperty(this, "_BaseMaterial", new BaseProperty[]

EnableAnisotropy = new Property(this, k_EnableAnisotropy, "Enable Anisotropy", "Enable anisotropy, correct anisotropy for punctual light but very coarse approximated for reflection", true);
EnableDualSpecularLobe = new Property(this, k_EnableDualSpecularLobe, "Enable Dual Specular Lobe", "Enable a second specular lobe, aim to simulate a mix of a narrow and a haze lobe that better match measured material", true);
EnableIridescence = new Property(this, k_EnableIridescence, "Enable Iridescence", "Enable physically based iridescence layer", true);
EnableSpecularAA = new Property(this, k_SpecularAntiAliasingEnabled, k_SpecularAntiAliasingEnabled, k_SpecularAntiAliasingEnabled, true);
EnableNormalCurvatureToRoughness = new Property(this, k_NormalCurvatureToRoughnessEnabled, k_NormalCurvatureToRoughnessEnabled, k_NormalCurvatureToRoughnessEnabled, true);
// All material properties
_materialProperties = new GroupProperty(this, "_Material", new BaseProperty[]

new Property(this, "_DebugEnable", "Debug Enable", "Switch to a debug version of the shader", false),
new Property(this, "_DebugLobeMask", "DebugLobeMask", "xyz is Lobe 0 1 2 Enable, w is Enable VLayering", false),
new Property(this, "_DebugAniso", "DebugAniso", "x is Hack Enable, y is factor", false),
EnableSpecularAA,
new Property(this, "_SpecularAntiAliasingScreenSpaceVariance", "Specular Aliasing Enable", "Specular Aliasing Enable", false, _ => EnableSpecularAA.BoolValue == true),
new Property(this, "_SpecularAntiAliasingThreshold", "Specular Aliasing Enable", "Specular Aliasing Enable", false, _ => EnableSpecularAA.BoolValue == true),
EnableNormalCurvatureToRoughness,
new Property(this, "_NormalCurvatureToRoughnessScale", "Normal Curvature To Roughness Scale", "Normal Curvature To Roughness Scale", false, _ => EnableNormalCurvatureToRoughness.BoolValue == true),
new Property(this, "_NormalCurvatureToRoughnessBias", "Normal Curvature To Roughness Bias", "Normal Curvature To Roughness Bias", false, _ => EnableNormalCurvatureToRoughness.BoolValue == true),
new Property(this, "_NormalCurvatureToRoughnessExponent", "Normal Curvature To Roughness Exponent", "Normal Curvature To Roughness Exponent", false, _ => EnableNormalCurvatureToRoughness.BoolValue == true),
}),
});
}

39
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/StackLit/StackLit.hlsl


return sssData;
}
// Specular antialiasing
float NormalCurvatureToRoughness(float3 n)
{
float3 dNdx = ddx(n);
float3 dNdy = ddy(n);
float curvature = pow(max(dot(dNdx, dNdx), dot(dNdy, dNdy)), _NormalCurvatureToRoughnessExponent);
return saturate(curvature * _NormalCurvatureToRoughnessScale + _NormalCurvatureToRoughnessBias);
}
float FilterRoughness_TOKUYOSHI(float3 n, float r)
{
float3 deltaU = ddx(n);
float3 deltaV = ddy(n);
float variance = _SpecularAntiAliasingScreenSpaceVariance * (dot(deltaU, deltaU) + dot(deltaV, deltaV));
float squaredRoughness = saturate(r * r + min(2.0 * variance, _SpecularAntiAliasingThreshold));
return sqrt(squaredRoughness);
}
//-----------------------------------------------------------------------------
// conversion function for forward
//-----------------------------------------------------------------------------

bsdfData.normalWS = surfaceData.normalWS;
bsdfData.perceptualRoughnessA = PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothnessA);
bsdfData.perceptualRoughnessB = PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothnessB);
// Specular AA: NormalCurvatureToRoughness
float normalCurvatureToRoughnessA = max(NormalCurvatureToRoughness(bsdfData.normalWS), bsdfData.perceptualRoughnessA);
float normalCurvatureToRoughnessB = max(NormalCurvatureToRoughness(bsdfData.normalWS), bsdfData.perceptualRoughnessB);
bsdfData.perceptualRoughnessA = lerp(bsdfData.perceptualRoughnessA, normalCurvatureToRoughnessA, _NormalCurvatureToRoughnessEnabled);
bsdfData.perceptualRoughnessB = lerp(bsdfData.perceptualRoughnessB, normalCurvatureToRoughnessB, _NormalCurvatureToRoughnessEnabled);
// Specular AA: Tokuyoshi Filtering.
float filterRoughnessA = FilterRoughness_TOKUYOSHI(bsdfData.normalWS, bsdfData.perceptualRoughnessA);
float filterRoughnessB = FilterRoughness_TOKUYOSHI(bsdfData.normalWS, bsdfData.perceptualRoughnessB);
bsdfData.perceptualRoughnessA = lerp(bsdfData.perceptualRoughnessA, filterRoughnessA, _SpecularAntiAliasingEnabled);
bsdfData.perceptualRoughnessB = lerp(bsdfData.perceptualRoughnessB, filterRoughnessB, _SpecularAntiAliasingEnabled);
bsdfData.lobeMix = surfaceData.lobeMix;
// There is no metallic with SSS and specular color mode

8
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/StackLit/StackLit.shader


[HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal
[HideInInspector] _ZTestModeDistortion("_ZTestModeDistortion", Int) = 8
[ToggleUI] _SpecularAntiAliasingEnabled("Specular Anti Aliasing Enabled", Float) = 0.0
_SpecularAntiAliasingScreenSpaceVariance("SpecularAntiAliasingScreenSpaceVariance", Range(0.0, 1.0)) = 1.0
_SpecularAntiAliasingThreshold("SpecularAntiAliasingThreshold", Range(0.0, 1.0)) = 0.18
[ToggleUI] _NormalCurvatureToRoughnessEnabled("_NormalCurvatureToRoughnessEnabled", Float) = 0.0
_NormalCurvatureToRoughnessScale("_NormalCurvatureToRoughnessScale", Range(0.0, 2.0)) = 1.0
_NormalCurvatureToRoughnessBias("_NormalCurvatureToRoughnessBias", Range(-1.0, 1.0)) = 0.0
_NormalCurvatureToRoughnessExponent("_NormalCurvatureToRoughnessExponent", Range(0.05, 20.0)) = 0.333
[ToggleUI] _EnableFogOnTransparent("Enable Fog", Float) = 1.0
[ToggleUI] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0

8
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/StackLit/StackLitProperties.hlsl


float _EmissiveIntensity;
float _AlbedoAffectEmissive;
float _SpecularAntiAliasingEnabled;
float _SpecularAntiAliasingScreenSpaceVariance;
float _SpecularAntiAliasingThreshold;
float _NormalCurvatureToRoughnessEnabled;
float _NormalCurvatureToRoughnessScale;
float _NormalCurvatureToRoughnessBias;
float _NormalCurvatureToRoughnessExponent;
float _AlphaCutoff;
float4 _DoubleSidedConstants;

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