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Merge pull request #765 from Unity-Technologies/Branch_FixBakingSky

Fixed baking sky after last interpolation volume upgrade
/main
GitHub 7 年前
当前提交
af279262
共有 39 个文件被更改,包括 3242 次插入2600 次删除
  1. 83
      SampleScenes/HDTest/AnimTest.unity
  2. 87
      SampleScenes/HDTest/AnimTest2.unity
  3. 93
      SampleScenes/HDTest/BasicProfiling.unity
  4. 719
      SampleScenes/HDTest/DistortionTest.unity
  5. 69
      SampleScenes/HDTest/GIParityTest.unity
  6. 85
      SampleScenes/HDTest/GIParityTest/LightingData.asset
  7. 3
      SampleScenes/HDTest/GIParityTest/LightingData.asset.meta
  8. 65
      SampleScenes/HDTest/GIParityTest/Lightmap-0_comp_dir.png
  9. 1001
      SampleScenes/HDTest/GIParityTest/Lightmap-0_comp_light.exr
  10. 1001
      SampleScenes/HDTest/GIParityTest/ReflectionProbe-0.exr
  11. 58
      SampleScenes/HDTest/GammaTest.unity
  12. 77
      SampleScenes/HDTest/GlobalIlluminationTest.unity
  13. 686
      SampleScenes/HDTest/LayeredLitTest.unity
  14. 37
      SampleScenes/HDTest/MultipleShadowsTest.unity
  15. 61
      SampleScenes/HDTest/SSSProfiling.unity
  16. 73
      SampleScenes/HDTest/ShadowsTest.unity
  17. 81
      SampleScenes/HDTest/SkyFogTest.unity
  18. 62
      SampleScenes/HDTest/Volume Profiles/Procedural Sky Scene Settings.asset
  19. 88
      SampleScenes/HDTest/WindTest.unity
  20. 10
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Sky/SkySettingsEditor.cs
  21. 33
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyManager.cs
  22. 48
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkySettings.cs
  23. 14
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/HDRP_Black_Sky_Shadow50.prefab
  24. 14
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/HDRP_Default_Sky.prefab
  25. 14
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/HDRP_Default_Sky_2.prefab
  26. 14
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/HDRP_Default_Sky_3.prefab
  27. 14
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/HDRP_Default_Sky_4.prefab
  28. 14
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/HDRP_Linear_Fog.prefab
  29. 51
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/HDRP_Test_Camera.prefab
  30. 942
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1212_Lit_Emission.unity
  31. 2
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1212_Lit_Emission.unity.meta
  32. 9
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1212_Lit_Emission/Lit_Emissive.mat
  33. 90
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Sky/BakingSkyEditor.cs
  34. 11
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Sky/BakingSkyEditor.cs.meta
  35. 122
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/BakingSky.cs
  36. 11
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/BakingSky.cs.meta

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1001
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1001
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58
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77
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686
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文件差异内容过多而无法显示
查看文件

37
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61
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73
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81
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62
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88
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10
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Sky/SkySettingsEditor.cs


m_SkyRotation = Unpack(o.Find(x => x.rotation));
m_EnvUpdateMode = Unpack(o.Find(x => x.updateMode));
m_EnvUpdatePeriod = Unpack(o.Find(x => x.updatePeriod));
m_UseForBaking = o.Find(x => x.useForBaking);
}
protected void CommonSkySettingsGUI()

EditorGUI.indentLevel++;
PropertyField(m_EnvUpdatePeriod);
EditorGUI.indentLevel--;
}
using(var scope = new EditorGUI.ChangeCheckScope())
{
EditorGUILayout.PropertyField(m_UseForBaking);
if(scope.changed)
{
(target as SkySettings).OnValidate();
}
}
}
}

33
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyManager.cs


bool m_UpdateRequired = false;
bool m_NeedUpdateRealtimeEnv = false;
bool m_NeedUpdateBakingSky = false;
bool m_NeedUpdateBakingSky = true;
// This is the sky used for rendering in the main view. It will also be used for lighting if no lighting override sky is setup.
// Ambient Probe: Only for real time GI (otherwise we use the baked one)

public static Dictionary<int, Type> skyTypesDict { get { if (m_SkyTypesDict == null) UpdateSkyTypes(); return m_SkyTypesDict; } }
public Texture skyReflection { get { return m_SkyRenderingContext.reflectionTexture; } }
// This list will hold the sky settings that should be used for baking.
// In practice we will always use the last one registered but we use a list to be able to roll back to the previous one once the user deletes the superfluous instances.
private static List<SkySettings> m_BakingSkySettings = new List<SkySettings>();
SkySettings GetSkySetting(VolumeStack stack)

void UpdateCurrentSkySettings(HDCamera camera)
{
m_VisualSky.skySettings = GetSkySetting(VolumeManager.instance.stack);
m_BakingSky.skySettings = SkySettings.GetBakingSkySettings();
m_BakingSky.skySettings = SkyManager.GetBakingSkySettings();
// Update needs to happen before testing if the component is active other internal data structure are not properly updated yet.
VolumeManager.instance.Update(m_LightingOverrideVolumeStack, camera.camera.transform, m_LightingOverrideLayerMask);

{
CoreUtils.DrawFullScreen(cmd, m_OpaqueAtmScatteringMaterial);
}
}
static public SkySettings GetBakingSkySettings()
{
if (m_BakingSkySettings.Count == 0)
return null;
else
return m_BakingSkySettings[m_BakingSkySettings.Count - 1];
}
static public void RegisterBakingSky(SkySettings bakingSky)
{
if (!m_BakingSkySettings.Contains(bakingSky))
{
if (m_BakingSkySettings.Count != 0)
{
Debug.LogWarning("One sky component was already set for baking, only the latest one will be used.");
}
m_BakingSkySettings.Add(bakingSky);
}
}
static public void UnRegisterBakingSky(SkySettings bakingSky)
{
m_BakingSkySettings.Remove(bakingSky);
}
public Texture2D ExportSkyToTexture()

48
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkySettings.cs


[Tooltip("If environment update is set to realtime, period in seconds at which it is updated (0.0 means every frame).")]
public MinFloatParameter updatePeriod = new MinFloatParameter(0.0f, 0.0f);
[Tooltip("If enabled, this sky setting will be the one used for baking the GI. Only one should be enabled at any given time.")]
public bool useForBaking = false;
// This list will hold the sky settings that should be used for baking.
// In practice we will always use the last one registered but we use a list to be able to roll back to the previous one once the user deletes the superfluous instances.
private static List<SkySettings> m_BakingSkySettings = new List<SkySettings>();
public override int GetHashCode()
{

}
}
static public SkySettings GetBakingSkySettings()
{
if (m_BakingSkySettings.Count == 0)
return null;
else
return m_BakingSkySettings[m_BakingSkySettings.Count - 1];
}
protected override void OnEnable()
{
base.OnEnable();
OnValidate();
}
protected override void OnDisable()
{
m_BakingSkySettings.Remove(this);
base.OnDisable();
}
public void OnValidate()
public static int GetUniqueID<T>()
if(useForBaking && !m_BakingSkySettings.Contains(this))
{
if(m_BakingSkySettings.Count != 0)
{
Debug.LogWarning("One sky component was already set for baking, only the latest one will be used.");
}
m_BakingSkySettings.Add(this);
}
if (!useForBaking)
{
m_BakingSkySettings.Remove(this);
}
return GetUniqueID(typeof(T));
public static int GetUniqueID<T>()
public static int GetUniqueID(Type type)
var uniqueIDs = typeof(T).GetCustomAttributes(typeof(SkyUniqueID), false);
var uniqueIDs = type.GetCustomAttributes(typeof(SkyUniqueID), false);
if (uniqueIDs.Length == 0)
return -1;
else

14
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/HDRP_Black_Sky_Shadow50.prefab


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14
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/HDRP_Default_Sky.prefab


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Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/HDRP_Linear_Fog.prefab


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942
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1212_Lit_Emission.unity
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查看文件

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90
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Sky/BakingSkyEditor.cs


using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEditor.Experimental.Rendering;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
[CustomEditor(typeof(BakingSky))]
[DisallowMultipleComponent]
public class BakingSkyEditor : Editor
{
SerializedProperty m_VolumeProfile;
SerializedProperty m_SkyUniqueID;
List<GUIContent> m_SkyClassNames = null;
List<int> m_SkyUniqueIDs = null;
void InitializeProperties()
{
m_VolumeProfile = serializedObject.FindProperty("m_Profile");
m_SkyUniqueID = serializedObject.FindProperty("m_BakingSkyUniqueID");
}
void UpdateSkyIntPopupData(bool reset = false)
{
if (m_SkyClassNames == null)
{
m_SkyClassNames = new List<GUIContent>();
m_SkyUniqueIDs = new List<int>();
}
// We always reinit because the content can change depending on the volume and we are not always notified when this happens (like for undo/redo for example)
m_SkyClassNames.Clear();
m_SkyUniqueIDs.Clear();
// Add special "None" case.
m_SkyClassNames.Add(new GUIContent("None"));
m_SkyUniqueIDs.Add(0);
VolumeProfile profile = m_VolumeProfile.objectReferenceValue as VolumeProfile;
if(profile != null)
{
var skyTypesDict = SkyManager.skyTypesDict;
foreach (KeyValuePair<int, Type> kvp in skyTypesDict)
{
if (profile.Has(kvp.Value))
{
m_SkyClassNames.Add(new GUIContent(kvp.Value.Name.ToString()));
m_SkyUniqueIDs.Add(kvp.Key);
}
}
}
}
protected void OnEnable()
{
InitializeProperties();
if(m_VolumeProfile.objectReferenceValue == null)
{
BakingSky bakingSky = (BakingSky)target;
Volume volume = bakingSky.GetComponent<Volume>();
if(volume != null)
{
bakingSky.profile = volume.sharedProfile;
}
}
}
public override void OnInspectorGUI()
{
serializedObject.Update();
// Lazy init because domain reload, undo/redo, etc...
UpdateSkyIntPopupData();
EditorGUILayout.PropertyField(m_VolumeProfile);
using (new EditorGUI.DisabledScope(m_SkyClassNames.Count == 1)) // Only "None"
{
EditorGUILayout.IntPopup(m_SkyUniqueID, m_SkyClassNames.ToArray(), m_SkyUniqueIDs.ToArray(), CoreEditorUtils.GetContent("Baking Sky|Specify which kind of sky you want to use for baking in the referenced profile."));
}
serializedObject.ApplyModifiedProperties();
}
}
}

11
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Sky/BakingSkyEditor.cs.meta


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122
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/BakingSky.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
[ExecuteInEditMode]
public class BakingSky : MonoBehaviour
{
[SerializeField]
VolumeProfile m_Profile;
[SerializeField]
int m_BakingSkyUniqueID = 0;
// We need to keep a reference in order to unregister it upon change.
SkySettings m_BakingSky = null;
List<SkySettings> m_VolumeSkyList = new List<SkySettings>();
public VolumeProfile profile
{
get
{
return m_Profile;
}
set
{
// Changing the volume is considered a destructive operation => reset the baking sky.
if (value != m_Profile)
{
m_BakingSkyUniqueID = 0;
}
m_Profile = value;
}
}
public int bakingSkyUniqueID
{
get
{
return m_BakingSkyUniqueID;
}
set
{
m_BakingSkyUniqueID = value;
UpdateCurrentBakingSky();
}
}
void UpdateCurrentBakingSky()
{
SkySettings newBakingSky = GetSkyFromIDAndVolume(m_BakingSkyUniqueID, m_Profile);
if(newBakingSky != m_BakingSky)
{
SkyManager.UnRegisterBakingSky(m_BakingSky);
if (newBakingSky != null)
SkyManager.RegisterBakingSky(newBakingSky);
m_BakingSky = newBakingSky;
}
}
SkySettings GetSkyFromIDAndVolume(int skyUniqueID, VolumeProfile profile)
{
if(profile != null && skyUniqueID != 0)
{
m_VolumeSkyList.Clear();
if (m_Profile.TryGetAllSubclassOf<SkySettings>(typeof(SkySettings), m_VolumeSkyList))
{
foreach(var sky in m_VolumeSkyList)
{
if(skyUniqueID == SkySettings.GetUniqueID(sky.GetType()))
{
return sky;
}
}
}
}
return null;
}
// All actions done in this method are because Editor won't go through setters so we need to manually check consistency of our data.
void OnValidate()
{
if (!isActiveAndEnabled)
return;
// If we detect that the profile has been removed we need to reset the baking sky.
if(m_Profile == null)
{
m_BakingSkyUniqueID = 0;
}
// If we detect that the profile has changed, we need to reset the baking sky.
// We have to do that manually because PropertyField won't go through setters.
if(profile != null && m_BakingSky != null)
{
if(!profile.components.Find(x => x == m_BakingSky))
{
m_BakingSkyUniqueID = 0;
}
}
UpdateCurrentBakingSky();
}
void OnEnable()
{
UpdateCurrentBakingSky();
}
void OnDisable()
{
SkyManager.UnRegisterBakingSky(m_BakingSky);
m_BakingSky = null;
}
}
}

11
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/BakingSky.cs.meta


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