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Moved enlighten emissive RGBM stuff into EntityLighting.hlsl

/main
Julien Ignace 8 年前
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aa1bffc3
共有 3 个文件被更改,包括 25 次插入24 次删除
  1. 6
      Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl
  2. 26
      Assets/ScriptableRenderLoop/ShaderLibrary/EntityLighting.hlsl
  3. 17
      Assets/ScriptableRenderLoop/ShaderLibrary/Packing.hlsl

6
Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl


#include "Color.hlsl"
// TODO: This is the max value allowed for emissive (bad name - but keep for now to retrieve it) (It is 8^2.2 (gamma) and 8 is the limit of punctual light slider...), comme from UnityCg.cginc. Fix it!
// Ask Jesper if this can be change for HDRenderPipeline
#define EMISSIVE_RGBM_SCALE 97.0
float4 Frag(PackedVaryings packedInput) : SV_Target
{
FragInputs input = UnpackVaryings(packedInput);

{
// TODO: THIS LIMIT MUST BE REMOVE, IT IS NOT HDR, change when RGB9e5 is here.
// Do we assume here that emission is [0..1] ?
res = PackRGBM(lightTransportData.emissiveColor, EMISSIVE_RGBM_SCALE);
res = PackEmissiveRGBM(lightTransportData.emissiveColor);
}
return res;

26
Assets/ScriptableRenderLoop/ShaderLibrary/EntityLighting.hlsl


}
// Following functions are to sample enlighten lightmaps (or lightmaps encoded the same way as our
// enlighten implementation). They assume use of RGB9E5 for illuminance map.
// enlighten implementation). They assume use of RGB9E5 for dynamic illuminance map and RGBM for baked ones.
// TODO: This is the max value allowed for emissive (bad name - but keep for now to retrieve it) (It is 8^2.2 (gamma) and 8 is the limit of punctual light slider...), comme from UnityCg.cginc. Fix it!
// Ask Jesper if this can be change for HDRenderPipeline
#define EMISSIVE_RGBM_SCALE 97.0
// This is temporary. For now baked lightmap are in RGBM and the RGBM range for lightmaps is specific so we can't use the generic method.
// RGBM stuff is temporary. For now baked lightmap are in RGBM and the RGBM range for lightmaps is specific so we can't use the generic method.
// Same goes for emissive packed as an input for Enlighten with another hard coded multiplier.
// TODO: This function is used with the LightTransport pass to encode lightmap or emissive
float4 PackEmissiveRGBM(float3 rgb)
{
float kOneOverRGBMMaxRange = 1.0 / EMISSIVE_RGBM_SCALE;
const float kMinMultiplier = 2.0 * 1e-2;
float4 rgbm = float4(rgb * kOneOverRGBMMaxRange, 1.0);
rgbm.a = max(max(rgbm.r, rgbm.g), max(rgbm.b, kMinMultiplier));
rgbm.a = ceil(rgbm.a * 255.0) / 255.0;
// Division-by-zero warning from d3d9, so make compiler happy.
rgbm.a = max(rgbm.a, kMinMultiplier);
rgbm.rgb /= rgbm.a;
return rgbm;
}
float3 UnpackLightmapRGBM(float4 rgbmInput)
{
return rgbmInput.rgb * rgbmInput.a * LIGHTMAP_RGBM_RANGE;

17
Assets/ScriptableRenderLoop/ShaderLibrary/Packing.hlsl


return max(vRGB, float3(0.0, 0.0, 0.0));
}
// TODO: This function is used with the LightTransport pass to encode lightmap or emissive
float4 PackRGBM(float3 rgb, float maxRGBM)
{
float kOneOverRGBMMaxRange = 1.0 / maxRGBM;
const float kMinMultiplier = 2.0 * 1e-2;
float4 rgbm = float4(rgb * kOneOverRGBMMaxRange, 1.0);
rgbm.a = max(max(rgbm.r, rgbm.g), max(rgbm.b, kMinMultiplier));
rgbm.a = ceil(rgbm.a * 255.0) / 255.0;
// Division-by-zero warning from d3d9, so make compiler happy.
rgbm.a = max(rgbm.a, kMinMultiplier);
rgbm.rgb /= rgbm.a;
return rgbm;
}
// Alternative...
#define RGBMRANGE (8.0)
float4 PackRGBM(float3 color)

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