Julien Ignace 8 年前
当前提交
aac1235c
共有 9 个文件被更改,包括 427 次插入34 次删除
  1. 2
      Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
  2. 2
      Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/LightDefinition.cs
  3. 4
      Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/LightDefinition.cs.hlsl
  4. 38
      Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.hlsl
  5. 4
      Assets/ScriptableRenderLoop/ShaderLibrary/AreaLighting.hlsl
  6. 22
      Assets/ScriptableRenderLoop/ShaderLibrary/Common.hlsl
  7. 47
      Assets/ScriptableRenderLoop/ShaderLibrary/CommonLighting.hlsl
  8. 29
      Assets/ShaderGenerator/Editor/ShaderTypeGeneration.cs
  9. 313
      Assets/TestScenes/HDTest/HDRenderLoopTest.unity

2
Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs


// TODO: add AreaShapeType.Line support for small widths.
lightData.shapeType = AreaShapeType.Rectangle;
lightData.size = new Vector2(additionalData.areaLightLength, additionalData.areaLightWidth);
lightData.twoSided = additionalData.isDoubleSided ? 1.0f : 0.0f;
lightData.twoSided = additionalData.isDoubleSided;
lightData.positionWS = light.light.transform.position;
lightData.forward = light.light.transform.forward; // Note: Light direction is oriented backward (-Z)

2
Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/LightDefinition.cs


public float shadowDimmer;
public Vector2 size;
public float twoSided;
public bool twoSided;
public float unused;
};

4
Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/LightDefinition.cs.hlsl


float3 right;
float shadowDimmer;
float2 size;
float twoSided;
bool twoSided;
float unused;
};

{
return value.size;
}
float GetTwoSided(AreaLightData value)
bool GetTwoSided(AreaLightData value)
{
return value.twoSided;
}

38
Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.hlsl


diffuseLighting = float3(0.0, 0.0, 0.0);
specularLighting = float3(0.0, 0.0, 0.0);
// Pick the correct axis along which to expand the fade-out sphere into an ellipsoid.
float3 axisLS;
float minDim, maxDim;
// The compiler should generate conditional MOVs.
if (halfWidth >= halfHeight)
{
axisLS = lightData.right;
minDim = halfHeight;
maxDim = halfWidth;
}
else
{
axisLS = lightData.up;
minDim = halfWidth;
maxDim = halfHeight;
}
float3 dirLS = positionWS - lightData.positionWS;
float lightSpaceProj = dot(dirLS, axisLS);
float invAspectRatio = minDim / maxDim;
// We want 'dirLS' to shrink along 'axisLS' by the aspect ratio. Therefore,
// we compute the difference between the original length and the shrunk one.
// This is equivalent to the expansion of the fade-out sphere into an ellipsoid.
float scaleLS = lightSpaceProj - lightSpaceProj * invAspectRatio;
dirLS -= scaleLS * axisLS;
// Compute the light attenuation.
float sqDist = dot(dirLS, dirLS);
float intensity = SmoothDistanceAttenuation(sqDist, lightData.invSqrAttenuationRadius);
// Return the black color if the shaded point is too far away.
if (intensity == 0.0) return;
lightData.diffuseScale *= intensity;
lightData.specularScale *= intensity;
float ltcValue;
// Evaluate the diffuse part.

4
Assets/ScriptableRenderLoop/ShaderLibrary/AreaLighting.hlsl


L[3] = normalize(L[3]);
L4 = L[0];
break;
default: // 1, 2, 5
case 5:
L[3] = normalize(L[3]);
L4 = normalize(L4);
break;

if (n == 5)
sum += IntegrateEdge(L4, L[0]);
sum *= INV_TWO_PI; // Normalization of the integral of cosine over the sphere
sum *= INV_TWO_PI; // Normalization
return twoSided ? abs(sum) : max(sum, 0.0);
}

22
Assets/ScriptableRenderLoop/ShaderLibrary/Common.hlsl


return 1.0 / (zBufferParam.z * depth + zBufferParam.w);
}
// NdotV should not be negative for visible pixels, but it can happen due to perspective projection and normal mapping + decal
// In this case this may cause weird artifact.
// GetNdotV return a 'valid' data
float GetNdotV(float3 N, float3 V)
{
return abs(dot(N, V)); // This abs allow to limit artifact
}
// NdotV should not be negative for visible pixels, but it can happen due to perspective projection and normal mapping + decal
// In this case normal should be modified to become valid (i.e facing camera) and not cause weird artifacts.
// but this operation adds few ALU and users may not want it. Alternative is to simply take the abs of NdotV (less correct but works too).
// Note: This code is not compatible with two sided lighting used in SpeedTree (TODO: investigate).
float GetShiftedNdotV(float3 N, float3 V)
{
// The amount we shift the normal toward the view vector is defined by the dot product.
float shiftAmount = dot(N, V);
N = shiftAmount < 0.0 ? N + V * (-shiftAmount + 1e-5f) : N;
N = normalize(N);
return saturate(dot(N, V)); // TODO: this saturate should not be necessary here
}
#endif // UNITY_COMMON_INCLUDED

47
Assets/ScriptableRenderLoop/ShaderLibrary/CommonLighting.hlsl


}
*/
//-----------------------------------------------------------------------------
// various helper
//-----------------------------------------------------------------------------
// NdotV should not be negative for visible pixels, but it can happen due to perspective projection and normal mapping + decal
// In this case this may cause weird artifact.
// GetNdotV return a 'valid' data
float GetNdotV(float3 N, float3 V)
{
return abs(dot(N, V)); // This abs allow to limit artifact
}
// NdotV should not be negative for visible pixels, but it can happen due to perspective projection and normal mapping + decal
// In this case normal should be modified to become valid (i.e facing camera) and not cause weird artifacts.
// but this operation adds few ALU and users may not want it. Alternative is to simply take the abs of NdotV (less correct but works too).
// Note: This code is not compatible with two sided lighting used in SpeedTree (TODO: investigate).
float GetShiftedNdotV(float3 N, float3 V)
{
// The amount we shift the normal toward the view vector is defined by the dot product.
float shiftAmount = dot(N, V);
N = shiftAmount < 0.0 ? N + V * (-shiftAmount + 1e-5f) : N;
N = normalize(N);
return saturate(dot(N, V)); // TODO: this saturate should not be necessary here
}
// Performs the mapping of the vector 'v' located within the cube of dimensions [-r, r]^3
// to a vector within the sphere of radius 'r', where r = sqrt(r2).
// Modified version of http://mathproofs.blogspot.com/2005/07/mapping-cube-to-sphere.html
float3 MapCubeToSphere(float3 v, float r2)
{
float3 v2 = v * v;
float2 vr3 = v2.xy * rcp(3.0 * r2);
return v * sqrt((float3)r2 - 0.5 * v2.yzx - 0.5 * v2.zxy + vr3.yxx * v2.zzy);
}
// Computes the squared magnitude of the vector 'v' after mapping it
// to a vector within the sphere of radius 'r', where r = sqrt(r2).
// The vector is originally defined within the cube of dimensions [-r, r]^3.
// The mapping is performed as per MapCubeToSphere().
// 'dotV' is dot(v, v) (often calculated when calling such a function)
float ComputeCubeToSphereMapSqMagnitude(float3 v, float dotV, float r2)
{
float3 v2 = v * v;
return r2 * dotV - v2.x * v2.y - v2.y * v2.z - v2.z * v2.x + v2.x * v2.y * v2.z * rcp(r2);
}
#endif // UNITY_COMMON_LIGHTING_INCLUDED

29
Assets/ShaderGenerator/Editor/ShaderTypeGeneration.cs


enum PrimitiveType
{
Float, Int, UInt
Float, Int, UInt, Bool
};
static string PrimitiveToString(PrimitiveType type, int rows, int cols)

break;
case PrimitiveType.UInt:
text = "uint";
break;
case PrimitiveType.Bool:
text = "bool";
break;
}

bool ExtractComplex(FieldInfo field, List<ShaderFieldInfo> shaderFields)
{
var floatFields = new List<FieldInfo>();
var intFields = new List<FieldInfo>();
var uintFields = new List<FieldInfo>();
var intFields = new List<FieldInfo>();
var uintFields = new List<FieldInfo>();
var boolFields = new List<FieldInfo>();
var descs = new string[4] { "x: ", "y: ", "z: ", "w: " };
int numFields = 0;

intFields.Add(subField);
else if (subField.FieldType == typeof(uint))
uintFields.Add(subField);
else if (subField.FieldType == typeof(bool))
boolFields.Add(subField);
else
{
Error("'" + fieldName + "' can not be packed into a register, since it contains an unsupported field type '" + subField.FieldType + "'");

if (floatFields.Count > 0)
{
if (intFields.Count + uintFields.Count > 0)
if (intFields.Count + uintFields.Count + boolFields.Count > 0)
{
Error(mismatchErrorMsg);
return false;

else if (intFields.Count > 0)
{
if (floatFields.Count + uintFields.Count > 0)
if (floatFields.Count + uintFields.Count + boolFields.Count > 0)
{
Error(mismatchErrorMsg);
return false;

else if (uintFields.Count > 0)
{
if (floatFields.Count + intFields.Count > 0)
if (floatFields.Count + intFields.Count + boolFields.Count > 0)
}
else if (boolFields.Count > 0)
{
if (floatFields.Count + intFields.Count + uintFields.Count > 0)
{
Error(mismatchErrorMsg);
return false;
}
EmitPrimitiveType(PrimitiveType.Bool, boolFields.Count, field.Name, "", shaderFields);
}
else
{

EmitPrimitiveType(PrimitiveType.Int, 1, field.Name, "", m_ShaderFields);
else if (field.FieldType == typeof(uint))
EmitPrimitiveType(PrimitiveType.UInt, 1, field.Name, "", m_ShaderFields);
else if (field.FieldType == typeof(bool))
EmitPrimitiveType(PrimitiveType.Bool, 1, field.Name, "", m_ShaderFields);
else
{
Error("unsupported field type '" + field.FieldType + "'");

313
Assets/TestScenes/HDTest/HDRenderLoopTest.unity


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