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Unrolled first iteration

/main
Frédéric Vauchelles 7 年前
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9fffc822
共有 1 个文件被更改,包括 93 次插入78 次删除
  1. 171
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.hlsl

171
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.hlsl


float reflectionHierarchyWeight = 0.0; // Max: 1.0
float refractionHierarchyWeight = 0.0; // Max: 1.0
// Fetch first env light to provide the scene proxy
EnvLightData firstEnvLight;
ZERO_INITIALIZE(EnvLightData, firstEnvLight);
// First loop iteration is:
// 1. Screen Space Refraction / Reflection
// 2. Environment Reflection / Refraction
// 3. Sky Reflection / Refraction
//
// Following loop iterations are:
// 1. Environment Reflection / Refraction
// 2. Sky Reflection / Refraction
// Common variable for all iterations
// Define macro for a better understanding of the loop
#ifdef LIGHTLOOP_TILE_PASS
uint envLightStart;
# define FETCHINDEX(index) FetchIndex(envLightStart, index);
#else
# define FETCHINDEX(index) index
#endif
uint envLightCount;
#define CONCAT(L, R) L##R
#define EVALUATE_BSDF_ENV(envLightData, TYPE, type) {\
IndirectLighting lighting = EvaluateBSDF_Env( context, V, posInput, preLightData, envLightData, bsdfData, \
envLightData.influenceShapeType, \
CONCAT(GPUIMAGEBASEDLIGHTINGTYPE_, TYPE), CONCAT(type, HierarchyWeight)); \
AccumulateIndirectLighting(lighting, aggregateLighting);\
}
// First loop iteration
if (featureFlags & (
LIGHTFEATUREFLAGS_ENV
| LIGHTFEATUREFLAGS_SKY
| LIGHTFEATUREFLAGS_SSREFRACTION
| LIGHTFEATUREFLAGS_SSREFLECTION
)
)
#ifdef LIGHTLOOP_TILE_PASS
uint envLightStart;
uint envLightCount;
GetCountAndStart(posInput, LIGHTCATEGORY_ENV, envLightStart, envLightCount);
#else
uint envLightCount = _EnvLightCount;
#endif
if (envLightCount > 0)
// Fetch first env light to provide the scene proxy for screen space computation
EnvLightData envLightData;
ZERO_INITIALIZE(EnvLightData, envLightData);
uint envLightIndex = FetchIndex(envLightStart, 0);
GetCountAndStart(posInput, LIGHTCATEGORY_ENV, envLightStart, envLightCount);
uint envLightIndex = 0;
envLightCount = _EnvLightCount;
firstEnvLight = _EnvLightDatas[envLightIndex];
if (envLightCount > 0)
{
uint envLightIndex = FETCHINDEX(0);
envLightData = _EnvLightDatas[envLightIndex];
}
else
envLightData = InitSkyEnvLightData(0);
}
if (featureFlags & LIGHTFEATUREFLAGS_SSREFRACTION)
{
IndirectLighting lighting = EvaluateBSDF_SSLighting( context, V, posInput, preLightData, bsdfData, envLightData,
GPUIMAGEBASEDLIGHTINGTYPE_REFRACTION, refractionHierarchyWeight);
AccumulateIndirectLighting(lighting, aggregateLighting);
}
if (featureFlags & LIGHTFEATUREFLAGS_SSREFLECTION)
{
IndirectLighting lighting = EvaluateBSDF_SSLighting( context, V, posInput, preLightData, bsdfData, envLightData,
GPUIMAGEBASEDLIGHTINGTYPE_REFLECTION, reflectionHierarchyWeight);
AccumulateIndirectLighting(lighting, aggregateLighting);
}
if ((featureFlags & LIGHTFEATUREFLAGS_ENV) && envLightCount > 0)
{
context.sampleReflection = SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES;
EVALUATE_BSDF_ENV(envLightData, REFLECTION, reflection);
if (featureFlags & LIGHTFEATUREFLAGS_SSREFRACTION)
EVALUATE_BSDF_ENV(envLightData, REFRACTION, refraction);
else
firstEnvLight = InitSkyEnvLightData(0);
}
// Only apply the sky IBL if the sky texture is available
if ((featureFlags & LIGHTFEATUREFLAGS_SKY) && _EnvLightSkyEnabled)
{
// The sky is a single cubemap texture separate from the reflection probe texture array (different resolution and compression)
context.sampleReflection = SINGLE_PASS_CONTEXT_SAMPLE_SKY;
if (featureFlags & LIGHTFEATUREFLAGS_SSREFRACTION)
{
IndirectLighting lighting = EvaluateBSDF_SSLighting(
context,
V,
posInput,
preLightData,
bsdfData,
firstEnvLight,
GPUIMAGEBASEDLIGHTINGTYPE_REFRACTION,
refractionHierarchyWeight);
AccumulateIndirectLighting(lighting, aggregateLighting);
}
// The sky data are generated on the fly so the compiler can optimize the code
EnvLightData envLightSky = InitSkyEnvLightData(0);
EVALUATE_BSDF_ENV(envLightSky, REFLECTION, reflection);
if (featureFlags & LIGHTFEATUREFLAGS_SSREFLECTION)
{
IndirectLighting lighting = EvaluateBSDF_SSLighting(
context,
V,
posInput,
preLightData,
bsdfData,
firstEnvLight,
GPUIMAGEBASEDLIGHTINGTYPE_REFLECTION,
reflectionHierarchyWeight);
AccumulateIndirectLighting(lighting, aggregateLighting);
if (featureFlags & LIGHTFEATUREFLAGS_SSREFRACTION)
EVALUATE_BSDF_ENV(envLightSky, REFRACTION, refraction);
}
// Following loop iterations
if (featureFlags & LIGHTFEATUREFLAGS_ENV || featureFlags & LIGHTFEATUREFLAGS_SKY)
{
// Reflection probes are sorted by volume (in the increasing order).

#ifdef LIGHTLOOP_TILE_PASS
uint envLightStart;
uint envLightCount;
GetCountAndStart(posInput, LIGHTCATEGORY_ENV, envLightStart, envLightCount);
#else
uint envLightCount = _EnvLightCount;
#endif
#ifdef LIGHTLOOP_TILE_PASS
uint envLightIndex = FetchIndex(envLightStart, i);
#else
uint envLightIndex = i;
#endif
IndirectLighting lighting = EvaluateBSDF_Env( context, V, posInput, preLightData, _EnvLightDatas[envLightIndex], bsdfData,
_EnvLightDatas[envLightIndex].influenceShapeType,
GPUIMAGEBASEDLIGHTINGTYPE_REFLECTION, reflectionHierarchyWeight);
AccumulateIndirectLighting(lighting, aggregateLighting);
uint envLightIndex = FETCHINDEX(i);
EVALUATE_BSDF_ENV(_EnvLightDatas[envLightIndex], REFLECTION, reflection);
}
// Refraction probe and reflection probe will process exactly the same weight. It will be good for performance to be able to share this computation

{
for (i = 0; i < envLightCount && refractionHierarchyWeight < 1.0; ++i)
{
#ifdef LIGHTLOOP_TILE_PASS
uint envLightIndex = FetchIndex(envLightStart, i);
#else
uint envLightIndex = i;
#endif
IndirectLighting lighting = EvaluateBSDF_Env( context, V, posInput, preLightData, _EnvLightDatas[envLightIndex], bsdfData,
_EnvLightDatas[envLightIndex].influenceShapeType,
GPUIMAGEBASEDLIGHTINGTYPE_REFRACTION, refractionHierarchyWeight);
AccumulateIndirectLighting(lighting, aggregateLighting);
uint envLightIndex = FETCHINDEX(i);
EVALUATE_BSDF_ENV(_EnvLightDatas[envLightIndex], REFRACTION, refraction);
}
}
}

// The sky data are generated on the fly so the compiler can optimize the code
EnvLightData envLightSky = InitSkyEnvLightData(0);
IndirectLighting lighting = EvaluateBSDF_Env( context, V, posInput, preLightData, envLightSky, bsdfData,
ENVSHAPETYPE_SKY,
GPUIMAGEBASEDLIGHTINGTYPE_REFLECTION, reflectionHierarchyWeight);
AccumulateIndirectLighting(lighting, aggregateLighting);
EVALUATE_BSDF_ENV(envLightSky, REFLECTION, reflection);
}
if (featureFlags & LIGHTFEATUREFLAGS_SSREFRACTION)

// The sky data are generated on the fly so the compiler can optimize the code
EnvLightData envLightSky = InitSkyEnvLightData(0);
IndirectLighting lighting = EvaluateBSDF_Env( context, V, posInput, preLightData, envLightSky, bsdfData,
ENVSHAPETYPE_SKY,
GPUIMAGEBASEDLIGHTINGTYPE_REFRACTION, refractionHierarchyWeight);
AccumulateIndirectLighting(lighting, aggregateLighting);
EVALUATE_BSDF_ENV(envLightSky, REFRACTION, refraction);
#undef EVALUATE_BSDF_ENV
#undef CONCAT
#undef FETCHINDEX
// Also Apply indiret diffuse (GI)
// PostEvaluateBSDF will perform any operation wanted by the material and sum everything into diffuseLighting and specularLighting

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