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added bench scene with many objects using lightmaps & light probes

/batch_rendering
Arnaud Carre 8 年前
当前提交
c6cc77c0
共有 83 个文件被更改,包括 6997 次插入39 次删除
  1. 56
      Assets/BasicRenderBatching/BasicBatching.unity
  2. 4
      Assets/BasicRenderBatching/Prefabs/Capsule.prefab
  3. 4
      Assets/BasicRenderBatching/Prefabs/cube.prefab
  4. 4
      Assets/BasicRenderBatching/Prefabs/cylinder.prefab
  5. 4
      Assets/BasicRenderBatching/Prefabs/sphere.prefab
  6. 49
      Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl
  7. 2
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Green.mat
  8. 2
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Lit_Emissive_Blue.mat
  9. 2
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Red.mat
  10. 4
      ProjectSettings/EditorBuildSettings.asset
  11. 9
      Assets/BasicRenderBatching/LightingBatching.meta
  12. 8
      Assets/BasicRenderBatching/LightingBatching.unity.meta
  13. 9
      Assets/TestScenes/HDTest/Batching.meta
  14. 9
      Assets/TestScenes/HDTest/Editor.meta
  15. 9
      Assets/TestScenes/HDTest/Material/BatchingTest.meta
  16. 8
      Assets/BasicRenderBatching/LightingBatching/LightingData.asset.meta
  17. 1001
      Assets/BasicRenderBatching/LightingBatching/Lightmap-0_comp_dir.png
  18. 68
      Assets/BasicRenderBatching/LightingBatching/Lightmap-0_comp_dir.png.meta
  19. 1001
      Assets/BasicRenderBatching/LightingBatching/Lightmap-0_comp_light.exr
  20. 68
      Assets/BasicRenderBatching/LightingBatching/Lightmap-0_comp_light.exr.meta
  21. 1
      Assets/BasicRenderBatching/LightingBatching/ReflectionProbe-0.exr
  22. 69
      Assets/BasicRenderBatching/LightingBatching/ReflectionProbe-0.exr.meta
  23. 73
      Assets/TestScenes/HDTest/Editor/Generator.cs
  24. 12
      Assets/TestScenes/HDTest/Editor/Generator.cs.meta
  25. 9
      Assets/TestScenes/HDTest/Material/BatchingTest/Materials.meta
  26. 216
      Assets/TestScenes/HDTest/Material/BatchingTest/Materials/Ground_01_4x4.mat
  27. 8
      Assets/TestScenes/HDTest/Material/BatchingTest/Materials/Ground_01_4x4.mat.meta
  28. 163
      Assets/TestScenes/HDTest/Material/BatchingTest/Materials/Iron50.mat
  29. 8
      Assets/TestScenes/HDTest/Material/BatchingTest/Materials/Iron50.mat.meta
  30. 162
      Assets/TestScenes/HDTest/Material/BatchingTest/Materials/Iron51.mat
  31. 8
      Assets/TestScenes/HDTest/Material/BatchingTest/Materials/Iron51.mat.meta
  32. 162
      Assets/TestScenes/HDTest/Material/BatchingTest/Materials/Iron52.mat
  33. 8
      Assets/TestScenes/HDTest/Material/BatchingTest/Materials/Iron52.mat.meta
  34. 162
      Assets/TestScenes/HDTest/Material/BatchingTest/Materials/Iron53.mat
  35. 8
      Assets/TestScenes/HDTest/Material/BatchingTest/Materials/Iron53.mat.meta
  36. 182
      Assets/TestScenes/HDTest/Material/BatchingTest/Materials/Moss_02_2x2.mat
  37. 8
      Assets/TestScenes/HDTest/Material/BatchingTest/Materials/Moss_02_2x2.mat.meta
  38. 9
      Assets/TestScenes/HDTest/Material/BatchingTest/Textures.meta
  39. 76
      Assets/TestScenes/HDTest/Material/BatchingTest/Textures/Ground_01_4x4_BC.tga.meta
  40. 84
      Assets/TestScenes/HDTest/Material/BatchingTest/Textures/Ground_01_4x4_H.exr.meta
  41. 76
      Assets/TestScenes/HDTest/Material/BatchingTest/Textures/Ground_01_4x4_MSK.tga.meta
  42. 76
      Assets/TestScenes/HDTest/Material/BatchingTest/Textures/Ground_01_4x4_N.tga.meta
  43. 68
      Assets/TestScenes/HDTest/Material/BatchingTest/Textures/Moss_02_2x2_BC.tga.meta
  44. 84
      Assets/TestScenes/HDTest/Material/BatchingTest/Textures/Moss_02_2x2_H.tga.meta
  45. 76
      Assets/TestScenes/HDTest/Material/BatchingTest/Textures/Moss_02_2x2_MSK.tga.meta
  46. 76
      Assets/TestScenes/HDTest/Material/BatchingTest/Textures/Moss_02_2x2_N.tga.meta
  47. 1
      Assets/TestScenes/HDTest/Material/BatchingTest/Textures/iron_50_a.tga
  48. 68
      Assets/TestScenes/HDTest/Material/BatchingTest/Textures/iron_50_a.tga.meta
  49. 1001
      Assets/TestScenes/HDTest/Material/BatchingTest/Textures/iron_50_d.tga
  50. 68
      Assets/TestScenes/HDTest/Material/BatchingTest/Textures/iron_50_d.tga.meta
  51. 1
      Assets/TestScenes/HDTest/Material/BatchingTest/Textures/iron_50_h.tga
  52. 68
      Assets/TestScenes/HDTest/Material/BatchingTest/Textures/iron_50_h.tga.meta
  53. 8
      Assets/TestScenes/HDTest/Material/BatchingTest/Textures/iron_50_metalness02_m.tga
  54. 68
      Assets/TestScenes/HDTest/Material/BatchingTest/Textures/iron_50_metalness02_m.tga.meta
  55. 1
      Assets/TestScenes/HDTest/Material/BatchingTest/Textures/iron_50_metalness_b.tga
  56. 68
      Assets/TestScenes/HDTest/Material/BatchingTest/Textures/iron_50_metalness_b.tga.meta
  57. 8
      Assets/TestScenes/HDTest/Material/BatchingTest/Textures/iron_50_metalness_m.tga
  58. 68
      Assets/TestScenes/HDTest/Material/BatchingTest/Textures/iron_50_metalness_m.tga.meta
  59. 1
      Assets/TestScenes/HDTest/Material/BatchingTest/Textures/iron_50_n.tga
  60. 68
      Assets/TestScenes/HDTest/Material/BatchingTest/Textures/iron_50_n.tga.meta
  61. 10
      Assets/TestScenes/HDTest/Material/BatchingTest/Textures/iron_50_sa.tga
  62. 84
      Assets/TestScenes/HDTest/Material/BatchingTest/Textures/iron_50_sa.tga.meta
  63. 1
      Assets/TestScenes/HDTest/Material/BatchingTest/Textures/metalnoise_M.tga
  64. 68
      Assets/TestScenes/HDTest/Material/BatchingTest/Textures/metalnoise_M.tga.meta
  65. 1001
      Assets/TestScenes/HDTest/Material/BatchingTest/Textures/reflections01.exr
  66. 85
      Assets/TestScenes/HDTest/Material/BatchingTest/Textures/reflections01.exr.meta
  67. 1
      Assets/TestScenes/HDTest/Material/BatchingTest/Textures/water_N.tga
  68. 84
      Assets/TestScenes/HDTest/Material/BatchingTest/Textures/water_N.tga.meta

56
Assets/BasicRenderBatching/BasicBatching.unity


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4
Assets/BasicRenderBatching/Prefabs/Capsule.prefab


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4
Assets/BasicRenderBatching/Prefabs/cube.prefab


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4
Assets/BasicRenderBatching/Prefabs/cylinder.prefab


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4
Assets/BasicRenderBatching/Prefabs/sphere.prefab


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m_MotionVectors: 1
m_LightProbeUsage: 0

49
Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl


// ----------------------------------------------------------------------------
CBUFFER_START(UnityPerDraw)
CBUFFER_START(UnityPerDraw : register(b0))
#ifdef UNITY_USE_PREMULTIPLIED_MATRICES
float4x4 glstate_matrix_mvp;
float4x4 glstate_matrix_modelview0;

float4x4 unity_WorldToObject;
float4 unity_LODFade; // x is the fade value ranging within [0,1]. y is x quantized into 16 levels
float4 unity_WorldTransformParams; // w is usually 1.0, or -1.0 for odd-negative scale transforms
// light maps
float4 unity_LightmapST;
float4 unity_DynamicLightmapST;
// SH lighting environment
float4 unity_SHAr;
float4 unity_SHAg;
float4 unity_SHAb;
float4 unity_SHBr;
float4 unity_SHBg;
float4 unity_SHBb;
float4 unity_SHC;
// probe volumes
float4 unity_ProbeVolumeParams;
float4x4 unity_ProbeVolumeWorldToObject;
float3 unity_ProbeVolumeSizeInv;
float3 unity_ProbeVolumeMin;
CBUFFER_END
#if defined(USING_STEREO_MATRICES)

CBUFFER_END
CBUFFER_START(UnityLighting)
// SH lighting environment
float4 unity_SHAr;
float4 unity_SHAg;
float4 unity_SHAb;
float4 unity_SHBr;
float4 unity_SHBg;
float4 unity_SHBb;
float4 unity_SHC;
CBUFFER_END
// Main lightmap
TEXTURE2D(unity_Lightmap);
SAMPLER2D(samplerunity_Lightmap);

TEXTURE2D(unity_DynamicDirectionality);
CBUFFER_START(UnityLightmaps)
float4 unity_LightmapST;
float4 unity_DynamicLightmapST;
CBUFFER_END
CBUFFER_START(UnityProbeVolume)
// x = Disabled(0)/Enabled(1)
// y = Computation are done in global space(0) or local space(1)
// z = Texel size on U texture coordinate
float4 unity_ProbeVolumeParams;
float4x4 unity_ProbeVolumeWorldToObject;
float3 unity_ProbeVolumeSizeInv;
float3 unity_ProbeVolumeMin;
CBUFFER_END
CBUFFER_START(UnityVelocityPass)
float4x4 _NonJitteredVP;

2
Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Green.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Lit_Emissive_Blue.mat


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Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Red.mat


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4
ProjectSettings/EditorBuildSettings.asset


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9
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Assets/BasicRenderBatching/LightingBatching/Lightmap-0_comp_dir.png
文件差异内容过多而无法显示
查看文件

68
Assets/BasicRenderBatching/LightingBatching/Lightmap-0_comp_dir.png.meta


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1001
Assets/BasicRenderBatching/LightingBatching/Lightmap-0_comp_light.exr
文件差异内容过多而无法显示
查看文件

68
Assets/BasicRenderBatching/LightingBatching/Lightmap-0_comp_light.exr.meta


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1
Assets/BasicRenderBatching/LightingBatching/ReflectionProbe-0.exr


v/1channelschlist7BGRcompressioncompressiondataWindowbox2i�displayWindowbox2i�lineOrderlineOrderpixelAspectRatiofloat�?screenWindowCenterv2fscreenWindowWidthfloat�?Y�u��~@ ������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������ ��~@ ������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������@��~@ ������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������`��~@ ������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������

69
Assets/BasicRenderBatching/LightingBatching/ReflectionProbe-0.exr.meta


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73
Assets/TestScenes/HDTest/Editor/Generator.cs


using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEditor;
using Object = UnityEngine.Object;
public class Scatterer
{
static public GameObject[] m_ObjectsPrefab = new GameObject[4];
static public Material[] m_MaterialPrefab = new Material[4];
[MenuItem("Arnaud/Generator")]
public static void OpenEditor()
{
m_ObjectsPrefab[0] = (GameObject)AssetDatabase.LoadAssetAtPath("Assets/BasicRenderBatching/Prefabs/Cube.prefab", typeof(GameObject));
m_ObjectsPrefab[1] = (GameObject)AssetDatabase.LoadAssetAtPath("Assets/BasicRenderBatching/Prefabs/Capsule.prefab", typeof(GameObject));
m_ObjectsPrefab[2] = (GameObject)AssetDatabase.LoadAssetAtPath("Assets/BasicRenderBatching/Prefabs/cylinder.prefab", typeof(GameObject));
m_ObjectsPrefab[3] = (GameObject)AssetDatabase.LoadAssetAtPath("Assets/BasicRenderBatching/Prefabs/sphere.prefab", typeof(GameObject));
m_MaterialPrefab[0] = (Material)AssetDatabase.LoadAssetAtPath("Assets/TestScenes/HDTest/Material/BatchingTest/Materials/Iron50.mat", typeof(Material));
m_MaterialPrefab[1] = (Material)AssetDatabase.LoadAssetAtPath("Assets/TestScenes/HDTest/Material/BatchingTest/Materials/Iron51.mat", typeof(Material));
m_MaterialPrefab[2] = (Material)AssetDatabase.LoadAssetAtPath("Assets/TestScenes/HDTest/Material/BatchingTest/Materials/Iron52.mat", typeof(Material));
m_MaterialPrefab[3] = (Material)AssetDatabase.LoadAssetAtPath("Assets/TestScenes/HDTest/Material/BatchingTest/Materials/Iron53.mat", typeof(Material));
int m_GridLayers = 1;
int m_GridWidth = 32;
float m_Spacing = 0.6f;
var toErase = (Object.FindObjectsOfType(typeof(GameObject)) as GameObject[]).Where(o => o.name.Contains("cube") || o.name.Contains("Capsule") || o.name.Contains("cylinder") || o.name.Contains("sphere"));
foreach (var o in toErase)
Object.DestroyImmediate(o);
Random.InitState(31415926);
// GameObject root = GameObject.findob
for (int y = 0; y < m_GridLayers; y++)
{
for (int z = 0; z < m_GridWidth; z++)
{
for (int x = 0; x < m_GridWidth; x++)
{
// int i = z * m_CubesRow + x;
float fX = (x - (m_GridWidth / 2)) * 2;
float fY = (y - (m_GridLayers / 2)) * 2 + Random.Range(-0.5f, 0.5f);
float fZ = (z - (m_GridWidth / 2)) * 2;
Vector3 vPos = new Vector3(fX * m_Spacing, fY, fZ * m_Spacing);
int r = Random.Range(0, 3 + 1);
GameObject obj = GameObject.Instantiate(m_ObjectsPrefab[Random.Range(0, 4)], vPos, Quaternion.identity) as GameObject;
Renderer renderer = obj.GetComponent<Renderer>();
Material mat = Material.Instantiate(m_MaterialPrefab[Random.Range(0, 4)]);
Color oColor = new Color(Random.value, Random.value, Random.value, 1.0f);
mat.SetColor("myColor", oColor);
renderer.material = mat;
// renderer.material.InitUniformBuffers();
}
}
}
}
}

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