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Merge pull request #334 from Unity-Technologies/Repeat-cookie-directional-light

support Repeat cookie for directional light
/RenderPassXR_Sandbox
GitHub 8 年前
当前提交
adf8a77d
共有 7 个文件被更改,包括 67 次插入65 次删除
  1. 2
      Assets/ScriptableRenderPipeline/Core/Shadow/ShadowBase.cs.hlsl
  2. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/AdditionalData/HDAdditionalLightData.cs
  3. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightDefinition.cs
  4. 6
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightDefinition.cs.hlsl
  5. 69
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
  6. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassLoop.hlsl
  7. 47
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl

2
Assets/ScriptableRenderPipeline/Core/Shadow/ShadowBase.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderPipeline/core/Shadow/ShadowBase.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderPipeline/Core/Shadow/ShadowBase.cs. Please don't edit by hand.
//
#ifndef SHADOWBASE_CS_HLSL

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/AdditionalData/HDAdditionalLightData.cs


public bool affectSpecular = true;
public LightArchetype archetype = LightArchetype.Punctual;
public SpotLightShape spotLightShape = SpotLightShape.Cone;
public SpotLightShape spotLightShape = SpotLightShape.Cone; // Note: Only for Spotlight, should be hide for other light
[Range(0.0f, 20.0f)]
public float lightLength = 0.0f; // Area & projector lights

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightDefinition.cs


public struct DirectionalLightData
{
public Vector3 positionWS;
public float unused;
public bool tileCookie;
public Vector3 color;
public int shadowIndex; // -1 if unused

6
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightDefinition.cs.hlsl


struct DirectionalLightData
{
float3 positionWS;
float unused;
bool tileCookie;
float3 color;
int shadowIndex;
float3 forward;

{
return value.positionWS;
}
float GetUnused(DirectionalLightData value)
bool GetTileCookie(DirectionalLightData value)
return value.unused;
return value.tileCookie;
}
float3 GetColor(DirectionalLightData value)
{

69
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


// binding code. This needs to be in sync with ShadowContext.hlsl
ShadowContext.BindDel binder = (ShadowContext sc, CommandBuffer cb, ComputeShader computeShader, int computeKernel) =>
{
{
if(computeShader)
{
// bind buffers
cb.SetComputeBufferParam(computeShader, computeKernel, "_ShadowDatasExp", s_ShadowDataBuffer);
cb.SetComputeBufferParam(computeShader, computeKernel, "_ShadowPayloads", s_ShadowPayloadBuffer);
// bind textures
cb.SetComputeTextureParam(computeShader, computeKernel, "_ShadowmapExp_VSM_0", tex[0]);
cb.SetComputeTextureParam(computeShader, computeKernel, "_ShadowmapExp_VSM_1", tex[1]);
cb.SetComputeTextureParam(computeShader, computeKernel, "_ShadowmapExp_VSM_2", tex[2]);
cb.SetComputeTextureParam(computeShader, computeKernel, "_ShadowmapExp_PCF", tex[3]);
if(computeShader)
{
// bind buffers
cb.SetComputeBufferParam(computeShader, computeKernel, "_ShadowDatasExp", s_ShadowDataBuffer);
cb.SetComputeBufferParam(computeShader, computeKernel, "_ShadowPayloads", s_ShadowPayloadBuffer);
// bind textures
cb.SetComputeTextureParam(computeShader, computeKernel, "_ShadowmapExp_VSM_0", tex[0]);
cb.SetComputeTextureParam(computeShader, computeKernel, "_ShadowmapExp_VSM_1", tex[1]);
cb.SetComputeTextureParam(computeShader, computeKernel, "_ShadowmapExp_VSM_2", tex[2]);
cb.SetComputeTextureParam(computeShader, computeKernel, "_ShadowmapExp_PCF", tex[3]);
else
{
// bind buffers
cb.SetGlobalBuffer("_ShadowDatasExp", s_ShadowDataBuffer);
cb.SetGlobalBuffer("_ShadowPayloads", s_ShadowPayloadBuffer);
// bind textures
cb.SetGlobalTexture("_ShadowmapExp_VSM_0", tex[0]);
cb.SetGlobalTexture("_ShadowmapExp_VSM_1", tex[1]);
cb.SetGlobalTexture("_ShadowmapExp_VSM_2", tex[2]);
cb.SetGlobalTexture("_ShadowmapExp_PCF", tex[3]);
else
{
// bind buffers
cb.SetGlobalBuffer("_ShadowDatasExp", s_ShadowDataBuffer);
cb.SetGlobalBuffer("_ShadowPayloads", s_ShadowPayloadBuffer);
// bind textures
cb.SetGlobalTexture("_ShadowmapExp_VSM_0", tex[0]);
cb.SetGlobalTexture("_ShadowmapExp_VSM_1", tex[1]);
cb.SetGlobalTexture("_ShadowmapExp_VSM_2", tex[2]);
cb.SetGlobalTexture("_ShadowmapExp_PCF", tex[3]);
// TODO: Currently samplers are hard coded in ShadowContext.hlsl, so we can't really set them here
};

if (light.light.cookie != null)
{
directionalLightData.tileCookie = light.light.cookie.wrapMode == TextureWrapMode.Repeat;
directionalLightData.cookieIndex = m_CookieTexArray.FetchSlice(light.light.cookie);
}
// fix up shadow information

if (m_TileSettings.enableComputeLightEvaluation && outputSplitLighting)
{
// The CS is always in the MRT mode. Do not execute the same shader twice.
return;
// The CS is always in the MRT mode. Do not execute the same shader twice.
return;
}
// TODO: To reduce GC pressure don't do concat string here

cmd.SetComputeTextureParam(shadeOpaqueShader, kernel, "_SkyTexture", skyTexture ? skyTexture : m_DefaultTexture2DArray);
// Set SSS parameters.
cmd.SetComputeIntParam( shadeOpaqueShader, "_EnableSSSAndTransmission", Shader.GetGlobalInt( "_EnableSSSAndTransmission"));
cmd.SetComputeIntParam( shadeOpaqueShader, "_TexturingModeFlags", Shader.GetGlobalInt( "_TexturingModeFlags"));
cmd.SetComputeIntParam( shadeOpaqueShader, "_TransmissionFlags", Shader.GetGlobalInt( "_TransmissionFlags"));
cmd.SetComputeFloatParams(shadeOpaqueShader, "_ThicknessRemaps", Shader.GetGlobalFloatArray("_ThicknessRemaps"));
// We are currently supporting two different SSS mode: Jimenez (with 2-Gaussian profile) and Disney
// We have added the ability to switch between each other for subsurface scattering, but for transmittance this is more tricky as we need to add
// shader variant for forward, gbuffer and deferred shader. We want to avoid this.
// So for transmittance we use Disney profile formulation (that we know is more correct) in both case, and in the case of Jimenez we hack the parameters with 2-Gaussian parameters (Ideally we should fit but haven't find good fit) so it approximately match.
// Note: Jimenez SSS is in cm unit whereas Disney is in mm unit making an inconsistency here to compare model side by side
cmd.SetComputeVectorArrayParam(shadeOpaqueShader, "_ShapeParams", Shader.GetGlobalVectorArray("_ShapeParams"));
cmd.SetComputeIntParam( shadeOpaqueShader, "_EnableSSSAndTransmission", Shader.GetGlobalInt( "_EnableSSSAndTransmission"));
cmd.SetComputeIntParam( shadeOpaqueShader, "_TexturingModeFlags", Shader.GetGlobalInt( "_TexturingModeFlags"));
cmd.SetComputeIntParam( shadeOpaqueShader, "_TransmissionFlags", Shader.GetGlobalInt( "_TransmissionFlags"));
cmd.SetComputeFloatParams(shadeOpaqueShader, "_ThicknessRemaps", Shader.GetGlobalFloatArray("_ThicknessRemaps"));
// We are currently supporting two different SSS mode: Jimenez (with 2-Gaussian profile) and Disney
// We have added the ability to switch between each other for subsurface scattering, but for transmittance this is more tricky as we need to add
// shader variant for forward, gbuffer and deferred shader. We want to avoid this.
// So for transmittance we use Disney profile formulation (that we know is more correct) in both case, and in the case of Jimenez we hack the parameters with 2-Gaussian parameters (Ideally we should fit but haven't find good fit) so it approximately match.
// Note: Jimenez SSS is in cm unit whereas Disney is in mm unit making an inconsistency here to compare model side by side
cmd.SetComputeVectorArrayParam(shadeOpaqueShader, "_ShapeParams", Shader.GetGlobalVectorArray("_ShapeParams"));
cmd.SetComputeVectorArrayParam(shadeOpaqueShader, "_TransmissionTints", Shader.GetGlobalVectorArray("_TransmissionTints"));
cmd.SetComputeTextureParam(shadeOpaqueShader, kernel, "specularLightingUAV", colorBuffers[0]);

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassLoop.hlsl


float3 localDiffuseLighting, localSpecularLighting;
EvaluateBSDF_Directional(context, V, posInput, prelightData,
GPULIGHTTYPE_DIRECTIONAL, _DirectionalLightDatas[i], bsdfData,
_DirectionalLightDatas[i], bsdfData,
localDiffuseLighting, localSpecularLighting);
diffuseLighting += localDiffuseLighting;

float3 localDiffuseLighting, localSpecularLighting;
EvaluateBSDF_Directional(context, V, posInput, prelightData,
GPULIGHTTYPE_DIRECTIONAL, _DirectionalLightDatas[i], bsdfData,
_DirectionalLightDatas[i], bsdfData,
localDiffuseLighting, localSpecularLighting);
diffuseLighting += localDiffuseLighting;

47
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


void EvaluateBSDF_Directional(LightLoopContext lightLoopContext,
float3 V, PositionInputs posInput, PreLightData preLightData,
int lightType, DirectionalLightData lightData, BSDFData bsdfData,
DirectionalLightData lightData, BSDFData bsdfData,
// Compute the NDC position (in [-1, 1]^2) by projecting 'positionWS' onto the near plane.
// 'lightData.right' and 'lightData.up' are pre-scaled on CPU.
float3 lightToSurface = positionWS - lightData.positionWS;
float3x3 lightToWorld = float3x3(lightData.right, lightData.up, lightData.forward);
float3 positionLS = mul(lightToSurface, transpose(lightToWorld));
float2 positionNDC = positionLS.xy;
// Clip only box projector lights.
float clipFactor = 1;
// Static branch.
if (lightType == GPULIGHTTYPE_PROJECTOR_BOX)
{
bool isInBounds = Max3(abs(positionNDC.x), abs(positionNDC.y), 1 - positionLS.z) <= 1;
clipFactor = isInBounds ? 1 : 0;
}
float attenuation = clipFactor;
float illuminance = saturate(NdotL * attenuation);
float illuminance = saturate(NdotL);
diffuseLighting = float3(0, 0, 0); // TODO: check whether using 'out' instead of 'inout' increases the VGPR pressure
specularLighting = float3(0, 0, 0); // TODO: check whether using 'out' instead of 'inout' increases the VGPR pressure

[branch] if (lightData.cookieIndex >= 0)
{
// Compute the NDC position (in [-1, 1]^2) by projecting 'positionWS' onto the near plane.
// 'lightData.right' and 'lightData.up' are pre-scaled on CPU.
float3 lightToSurface = positionWS - lightData.positionWS;
float3x3 lightToWorld = float3x3(lightData.right, lightData.up, lightData.forward);
float3 positionLS = mul(lightToSurface, transpose(lightToWorld));
float2 positionNDC = positionLS.xy;
float clipFactor = 1.0f;
if (lightData.tileCookie)
{
// Tile the texture if the 'repeat' wrap mode is enabled.
coord = frac(coord);
}
else
{
bool isInBounds = Max3(abs(positionNDC.x), abs(positionNDC.y), 1 - positionLS.z) <= 1;
clipFactor = isInBounds ? 1 : 0;
}
cookie = c.rgb * c.a;
cookie = c.rgb * c.a * clipFactor;
}
[branch] if (illuminance > 0.0)

// (we reuse the illumination) with the reversed normal of the current sample.
// We apply wrapped lighting instead of the regular Lambertian diffuse
// to compensate for these approximations.
illuminance = ComputeWrappedDiffuseLighting(NdotL, SSS_WRAP_LIGHT) * attenuation;
illuminance = ComputeWrappedDiffuseLighting(NdotL, SSS_WRAP_LIGHT);
// For low thickness, we can reuse the shadowing status for the back of the object.
shadow = bsdfData.useThinObjectMode ? shadow : 1;

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