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Merge pull request #36 from EvgeniiG/master

Fix bugs and refactor
/main
GitHub 8 年前
当前提交
b7c05e88
共有 8 个文件被更改,包括 144 次插入164 次删除
  1. 2
      Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePass.cs
  2. 58
      Assets/ScriptableRenderLoop/HDRenderLoop/Sky/Resources/SkyHDRI.shader
  3. 14
      Assets/ScriptableRenderLoop/HDRenderLoop/Sky/SkyRenderer.cs
  4. 4
      Assets/ScriptableRenderLoop/ShaderLibrary/AreaLighting.hlsl
  5. 94
      Assets/TestScenes/HDTest/HDRenderLoopTest.unity
  6. 2
      ProjectSettings/ProjectVersion.txt
  7. 125
      Assets/ScriptableRenderLoop/HDRenderLoop/Sky/Resources/SkyProcedural.shader
  8. 9
      Assets/ScriptableRenderLoop/HDRenderLoop/Sky/Resources/SkyProcedural.shader.meta

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


if (areaLightCount >= k_MaxAreaLightsOnSCreen)
continue;
lightCategory = LightCategory.Area;
gpuLightType = GPULightType.Rectangle;
gpuLightType = GPULightType.Line;
lightVolumeType = LightVolumeType.Box;
++areaLightCount;
break;

58
Assets/ScriptableRenderLoop/HDRenderLoop/Sky/Resources/SkyHDRI.shader


#pragma vertex Vert
#pragma fragment Frag
#pragma multi_compile _ ATMOSPHERICS_DEBUG
#pragma multi_compile _ ATMOSPHERICS_OCCLUSION_FULLSKY
#pragma multi_compile _ PERFORM_SKY_OCCLUSION_TEST
#ifndef PERFORM_SKY_OCCLUSION_TEST
#define IS_RENDERING_SKY
#endif
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderVariables.hlsl"
#include "AtmosphericScattering.hlsl"
TEXTURECUBE(_Cubemap);
SAMPLERCUBE(sampler_Cubemap);

float3 rotDirY = float3(sinPhi, 0, cosPhi);
dir = float3(dot(rotDirX, dir), dir.y, dot(rotDirY, dir));
/*
Coordinate coord = GetCoordinate(input.positionCS.xy, _ScreenSize.zw);
// If the sky box is too far away (depth set to 0), the resulting look is too foggy.
const float skyDepth = 0.01;
#ifdef PERFORM_SKY_OCCLUSION_TEST
// Determine whether the sky is occluded by the scene geometry.
// Do not perform blending with the environment map if the sky is occluded.
float rawDepth = max(skyDepth, LOAD_TEXTURE2D(_CameraDepthTexture, coord.unPositionSS).r);
float skyTexWeight = (rawDepth > skyDepth) ? 0.0 : 1.0;
#else
float rawDepth = skyDepth;
float skyTexWeight = 1.0;
#endif
float3 positionWS = UnprojectToWorld(rawDepth, coord.positionSS, _InvViewProjMatrix);
float4 c1, c2, c3;
VolundTransferScatter(positionWS, c1, c2, c3);
float4 coord1 = float4(c1.rgb + c3.rgb, max(0.f, 1.f - c1.a - c3.a));
float3 coord2 = c2.rgb;
float sunCos = dot(normalize(dir), _SunDirection);
float miePh = MiePhase(sunCos, _MiePhaseAnisotropy);
float2 occlusion = float2(1.0, 1.0); // TODO.
float extinction = coord1.a;
float3 scatter = coord1.rgb * occlusion.x + coord2 * miePh * occlusion.y;
#ifdef ATMOSPHERICS_DEBUG
switch (_AtmosphericsDebugMode)
{
case ATMOSPHERICS_DBG_RAYLEIGH: return c1;
case ATMOSPHERICS_DBG_MIE: return c2 * miePh;
case ATMOSPHERICS_DBG_HEIGHT: return c3;
case ATMOSPHERICS_DBG_SCATTERING: return float4(scatter, 0.0);
case ATMOSPHERICS_DBG_OCCLUSION: return float4(occlusion.xy, 0.0, 0.0);
case ATMOSPHERICS_DBG_OCCLUDEDSCATTERING: return float4(scatter, 0.0);
}
#endif
*/
// Apply extinction to the scene color when performing alpha-blending.
//return float4(skyColor * (skyTexWeight * extinction) + scatter, extinction);
}
ENDHLSL

14
Assets/ScriptableRenderLoop/HDRenderLoop/Sky/SkyRenderer.cs


private void RenderSky(Matrix4x4 invViewProjectionMatrix, SkyParameters skyParameters, Mesh skyMesh, RenderLoop renderLoop)
{
Shader.EnableKeyword("PERFORM_SKY_OCCLUSION_TEST");
m_RenderSkyPropertyBlock.SetTexture("_Cubemap", skyParameters.skyHDRI);
m_RenderSkyPropertyBlock.SetVector("_SkyParam", new Vector4(skyParameters.exposure, skyParameters.multiplier, skyParameters.rotation, 0.0f));
m_RenderSkyPropertyBlock.SetMatrix("_InvViewProjMatrix", invViewProjectionMatrix);

private void RenderSkyToCubemap(SkyParameters skyParameters, RenderTexture target, RenderLoop renderLoop)
{
Shader.DisableKeyword("PERFORM_SKY_OCCLUSION_TEST");
for (int i = 0; i < 6; ++i)
{
Utilities.SetRenderTarget(renderLoop, target, 0, (CubemapFace)i);

RenderSkyToCubemap(skyParams, target, renderLoop);
// End temp
//
// Do the convolution on remaining mipmaps
float invOmegaP = (6.0f * input.width * input.width) / (4.0f * Mathf.PI); // Solid angle associated to a pixel of the cubemap;

for (int face = 0; face < 6; ++face)
{
Utilities.SetRenderTarget(renderLoop, target, mip, (CubemapFace)face);
var cmd = new CommandBuffer { name = "" };
cmd.DrawMesh(m_CubemapFaceMesh[face], Matrix4x4.identity, m_GGXConvolveMaterial, 0, 0, propertyBlock);
renderLoop.ExecuteCommandBuffer(cmd);

{
// Trigger a rebuild of cubemap / convolution
// TODO: can we have some kind of hash value here ? +> use or override GetHashCode() + include a refresh rate value in parameters
// TODO: we could apply multiplier/exposure and rotation on the final result (i.e on the sky ibl and on lightprobe / lightmap, but can be tricky as Unity seems to merge sky information with
// TODO: we could apply multiplier/exposure and rotation on the final result (i.e on the sky ibl and on lightprobe / lightmap, but can be tricky as Unity seems to merge sky information with
skyParameters.multiplier != m_bakedSkyParameters.multiplier)
skyParameters.multiplier != m_bakedSkyParameters.multiplier ||
skyParameters.skyHDRI != m_bakedSkyParameters.skyHDRI)
{
using (new Utilities.ProfilingSample("Sky Pass: Render Cubemap", renderLoop))
{

}
// Cleanup all this...
m_bakedSkyParameters.skyHDRI = skyParameters.skyHDRI;
m_bakedSkyParameters.skyResolution = skyParameters.skyResolution;
m_bakedSkyParameters.exposure = skyParameters.exposure;
m_bakedSkyParameters.rotation = skyParameters.rotation;

4
Assets/ScriptableRenderLoop/ShaderLibrary/AreaLighting.hlsl


sum *= INV_TWO_PI; // Normalization
return twoSided ? abs(sum) : max(sum, 0.0);
sum = twoSided ? abs(sum) : max(sum, 0.0);
return isfinite(sum) ? sum : 0.0;
}
// For polygonal lights.

94
Assets/TestScenes/HDTest/HDRenderLoopTest.unity


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isDoubleSided: 0
areaLightLength: 0
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worldRayleighIndirectScatter: 0.33
worldMieColorRamp:
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worldMieColorIntensity: 1
worldMieDensity: 15
worldMieExtinctionFactor: 0
worldMiePhaseAnisotropy: 0.9
worldNearScatterPush: 0
worldNormalDistance: 1000
heightRayleighColor: {r: 1, g: 1, b: 1, a: 1}
heightRayleighIntensity: 1
heightRayleighDensity: 10
heightMieDensity: 0
heightExtinctionFactor: 1.1
heightSeaLevel: 0
heightDistance: 50
heightPlaneShift: {x: 0, y: 0, z: 0}
heightNearScatterPush: 0
heightNormalDistance: 1000
atmosphericShaderOverride: {fileID: 0}
worldScaleExponent: 1
depthTexture: 0
debugMode: 0
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2
ProjectSettings/ProjectVersion.txt


m_EditorVersion: 5.6.0a6
m_EditorVersion: 5.6.0b1

125
Assets/ScriptableRenderLoop/HDRenderLoop/Sky/Resources/SkyProcedural.shader


Shader "Hidden/HDRenderLoop/SkyProcedural"
{
SubShader
{
Pass
{
ZWrite Off
ZTest LEqual
Blend One Zero
HLSLPROGRAM
#pragma target 5.0
#pragma only_renderers d3d11 // TEMP: unitl we go futher in dev
#pragma vertex Vert
#pragma fragment Frag
#pragma multi_compile _ ATMOSPHERICS_DEBUG
#pragma multi_compile _ ATMOSPHERICS_OCCLUSION_FULLSKY
#pragma multi_compile _ PERFORM_SKY_OCCLUSION_TEST
#ifndef PERFORM_SKY_OCCLUSION_TEST
#define IS_RENDERING_SKY
#endif
#include "Color.hlsl"
#include "Common.hlsl"
#include "CommonLighting.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderVariables.hlsl"
#include "AtmosphericScattering.hlsl"
TEXTURECUBE(_Cubemap);
SAMPLERCUBE(sampler_Cubemap);
float4x4 _InvViewProjMatrix;
float4 _SkyParam; // x exposure, y multiplier, z rotation
struct Attributes
{
float3 positionCS : POSITION;
float3 eyeVector : NORMAL;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 eyeVector : TEXCOORD0;
};
Varyings Vert(Attributes input)
{
// TODO: implement SV_vertexID full screen quad
Varyings output;
output.positionCS = float4(input.positionCS.xy, UNITY_RAW_FAR_CLIP_VALUE, 1.0);
output.eyeVector = input.eyeVector;
return output;
}
float4 Frag(Varyings input) : SV_Target
{
float3 dir = normalize(input.eyeVector);
// Rotate direction
float phi = DegToRad(_SkyParam.z);
float cosPhi, sinPhi;
sincos(phi, sinPhi, cosPhi);
float3 rotDirX = float3(cosPhi, 0, -sinPhi);
float3 rotDirY = float3(sinPhi, 0, cosPhi);
dir = float3(dot(rotDirX, dir), dir.y, dot(rotDirY, dir));
Coordinate coord = GetCoordinate(input.positionCS.xy, _ScreenSize.zw);
// If the sky box is too far away (depth set to 0), the resulting look is too foggy.
const float skyDepth = 0.01;
#ifdef PERFORM_SKY_OCCLUSION_TEST
// Determine whether the sky is occluded by the scene geometry.
// Do not perform blending with the environment map if the sky is occluded.
float rawDepth = max(skyDepth, LOAD_TEXTURE2D(_CameraDepthTexture, coord.unPositionSS).r);
float skyTexWeight = (rawDepth > skyDepth) ? 0.0 : 1.0;
#else
float rawDepth = skyDepth;
float skyTexWeight = 1.0;
#endif
float3 positionWS = UnprojectToWorld(rawDepth, coord.positionSS, _InvViewProjMatrix);
float4 c1, c2, c3;
VolundTransferScatter(positionWS, c1, c2, c3);
float4 coord1 = float4(c1.rgb + c3.rgb, max(0.f, 1.f - c1.a - c3.a));
float3 coord2 = c2.rgb;
float sunCos = dot(normalize(dir), _SunDirection);
float miePh = MiePhase(sunCos, _MiePhaseAnisotropy);
float2 occlusion = float2(1.0, 1.0); // TODO.
float extinction = coord1.a;
float3 scatter = coord1.rgb * occlusion.x + coord2 * miePh * occlusion.y;
#ifdef ATMOSPHERICS_DEBUG
switch (_AtmosphericsDebugMode)
{
case ATMOSPHERICS_DBG_RAYLEIGH: return c1;
case ATMOSPHERICS_DBG_MIE: return c2 * miePh;
case ATMOSPHERICS_DBG_HEIGHT: return c3;
case ATMOSPHERICS_DBG_SCATTERING: return float4(scatter, 0.0);
case ATMOSPHERICS_DBG_OCCLUSION: return float4(occlusion.xy, 0.0, 0.0);
case ATMOSPHERICS_DBG_OCCLUDEDSCATTERING: return float4(scatter, 0.0);
}
#endif
float3 skyColor = ClampToFloat16Max(SAMPLE_TEXTURECUBE_LOD(_Cubemap, sampler_Cubemap, dir, 0).rgb * exp2(_SkyParam.x) * _SkyParam.y);
// Apply extinction to the scene color when performing alpha-blending.
return float4(skyColor * (skyTexWeight * extinction) + scatter, extinction);
}
ENDHLSL
}
}
Fallback Off
}

9
Assets/ScriptableRenderLoop/HDRenderLoop/Sky/Resources/SkyProcedural.shader.meta


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timeCreated: 1481041226
licenseType: Pro
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