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Use terrain layer count keywords. Need engine change to enable the keywords.

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Yao Xiaoling 7 年前
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d04063c7
共有 2 个文件被更改,包括 42 次插入100 次删除
  1. 13
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/TerrainLit.shader
  2. 129
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/TerrainLitData.hlsl

13
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/TerrainLit.shader


#pragma shader_feature _DENSITY_MODE
#pragma shader_feature _HEIGHT_BASED_BLEND
// TODO: define _LAYER_COUNT directly and support 2-4
#pragma shader_feature _ _LAYEREDLIT_3_LAYERS _LAYEREDLIT_4_LAYERS
#pragma shader_feature _TERRAINLIT_1_LAYER _TERRAINLIT_2_LAYERS _TERRAINLIT_3_LAYERS _TERRAINLIT_4_LAYERS
#pragma shader_feature _DISABLE_DBUFFER

// variable declaration
//-------------------------------------------------------------------------------------
#define _MAX_LAYER 4
#if defined(_LAYEREDLIT_4_LAYERS)
# define _LAYER_COUNT 4
#elif defined(_LAYEREDLIT_3_LAYERS)
# define _LAYER_COUNT 3
#else
# define _LAYER_COUNT 2
#endif
#define _MAX_LAYER 4 // TODO: expand to 8?
// Explicitely said that we are a layered shader as we share code between lit and layered lit
#define LAYERED_LIT_SHADER

129
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/TerrainLitData.hlsl


#include "../Lit/LitData.hlsl"
#if defined(_TERRAINLIT_4_LAYERS)
#define _LAYER_COUNT 4
#elif defined(_TERRAINLIT_3_LAYERS)
#define _LAYER_COUNT 3
#elif defined(_TERRAINLIT_2_LAYERS)
#define _LAYER_COUNT 2
#else
#define _LAYER_COUNT 1
#endif
#define LAYERS_HEIGHTMAP_ENABLE (defined(_HEIGHTMAP0) || defined(_HEIGHTMAP1) || (_LAYER_COUNT > 2 && defined(_HEIGHTMAP2)) || (_LAYER_COUNT > 3 && defined(_HEIGHTMAP3)))
TEXTURE2D(_Splat0);

float3 BlendLayeredVector3(float3 x0, float3 x1, float3 x2, float3 x3, float weight[4])
{
float3 result = float3(0.0, 0.0, 0.0);
result = x0 * weight[0] + x1 * weight[1];
float3 result = x0;
#if _LAYER_COUNT >= 2
result = result * weight[0] + x1 * weight[1];
#endif
#if _LAYER_COUNT >= 3
result += (x2 * weight[2]);
#endif

float BlendLayeredScalar(float x0, float x1, float x2, float x3, float weight[4])
{
float result = 0.0;
result = x0 * weight[0] + x1 * weight[1];
float result = x0;
#if _LAYER_COUNT >= 2
result = result * weight[0] + x1 * weight[1];
#endif
#if _LAYER_COUNT >= 3
result += x2 * weight[2];
#endif

return result;
}
// In the case of subsurface profile index, the goal is to take the index with the hights weights.
// Or the last found in case of equality.
float BlendLayeredDiffusionProfile(float x0, float x1, float x2, float x3, float weight[4])
{
int diffusionProfileId = x0;
float currentMax = weight[0];
diffusionProfileId = currentMax < weight[1] ? x1 : diffusionProfileId;
currentMax = max(currentMax, weight[1]);
#if _LAYER_COUNT >= 3
diffusionProfileId = currentMax < weight[2] ? x2 : diffusionProfileId;
currentMax = max(currentMax, weight[2]);
#endif
#if _LAYER_COUNT >= 4
diffusionProfileId = currentMax < weight[3] ? x3 : diffusionProfileId;
#endif
return diffusionProfileId;
}
#define SURFACEDATA_BLEND_DIFFUSION_PROFILE(surfaceData, name, mask) BlendLayeredDiffusionProfile(MERGE_NAME(surfaceData, 0) MERGE_NAME(., name), MERGE_NAME(surfaceData, 1) MERGE_NAME(., name), MERGE_NAME(surfaceData, 2) MERGE_NAME(., name), MERGE_NAME(surfaceData, 3) MERGE_NAME(., name), mask);
#define PROP_BLEND_SCALAR(name, mask) BlendLayeredScalar(name##0, name##1, name##2, name##3, mask);
void GetLayerTexCoord(float2 texCoord0, float2 texCoord1, float2 texCoord2, float2 texCoord3,

#if _LAYER_COUNT < 3
height2 = 0.0;
#endif
#if _LAYER_COUNT < 2
height1 = 0.0;
#endif
}
void ComputeMaskWeights(float4 inputMasks, out float outWeights[_MAX_LAYER])

float masks[_MAX_LAYER];
masks[0] = inputMasks.a;
masks[1] = inputMasks.r;
#if _LAYER_COUNT > 2
masks[2] = inputMasks.g;
#else
masks[2] = 0.0;
outWeights[0] = inputMasks.r;
#if _LAYER_COUNT >= 2
outWeights[1] = inputMasks.g;
#endif
#if _LAYER_COUNT >= 3
outWeights[2] = inputMasks.b;
#if _LAYER_COUNT > 3
masks[3] = inputMasks.b;
#else
masks[3] = 0.0;
#if _LAYER_COUNT >= 4
outWeights[3] = inputMasks.a;
// calculate weight of each layers
// Algorithm is like this:
// Top layer have priority on others layers
// If a top layer doesn't use the full weight, the remaining can be use by the following layer.
float weightsSum = 0.0;
UNITY_UNROLL
for (int i = _LAYER_COUNT - 1; i >= 0; --i)
{
outWeights[i] = min(masks[i], (1.0 - weightsSum));
weightsSum = saturate(weightsSum + masks[i]);
}
// Caution: Blend mask are Layer 1 R - Layer 2 G - Layer 3 B - Main Layer A
// Caution:
// Blend mask are Main Layer A - Layer 1 R - Layer 2 G - Layer 3 B
// Value for main layer is not use for blending itself but for alternate weighting like density.
// Settings this specific Main layer blend mask in alpha allow to be transparent in case we don't use it and 1 is provide by default.
float4 blendMasks = SAMPLE_UVMAPPING_TEXTURE2D(_Control, sampler_Control, layerTexCoord.blendMask);
blendMasks = blendMasks.gbar;
// Wind uses vertex alpha as an intensity parameter.
// So in case Layered shader uses wind, we need to hardcode the alpha here so that the main layer can be visible without affecting wind intensity.
// It also means that when using wind, users can't use vertex color to modulate the effect of influence from the main layer.
float4 maskVertexColor = vertexColor;
#if defined(_LAYER_MASK_VERTEX_COLOR_MUL)
#if defined(_VERTEX_WIND)
// For multiplicative vertex color blend mask. 1.0f is the neutral value
maskVertexColor.a = 1.0f;
#endif
blendMasks *= maskVertexColor;
#elif defined(_LAYER_MASK_VERTEX_COLOR_ADD)
#if defined(_VERTEX_WIND)
// For additive vertex color blend mask. 0.5f is the neutral value (0.5 * 2.0 - 1.0 = 0.0)
maskVertexColor.a = 0.5f;
#endif
blendMasks = saturate(blendMasks + maskVertexColor * 2.0 - 1.0);
#endif
return blendMasks;
return SAMPLE_UVMAPPING_TEXTURE2D(_Control, sampler_Control, layerTexCoord.blendMask);
}
float GetInfluenceMask(LayerTexCoord layerTexCoord, bool useLodSampling = false, float lod = 0)

float GetMaxHeight(float4 heights)
{
float maxHeight = max(heights.r, heights.g);
#ifdef _LAYEREDLIT_4_LAYERS
float maxHeight;
#if _LAYER_COUNT >= 4
#endif
#ifdef _LAYEREDLIT_3_LAYERS
#elif _LAYER_COUNT >= 3
#elif _LAYER_COUNT >= 2
maxHeight = max(heights.r, heights.g);
#else
maxHeight = heights.r;
return maxHeight;
}

void ComputeLayerWeights(FragInputs input, LayerTexCoord layerTexCoord, float4 inputAlphaMask, float4 blendMasks, out float outWeights[_MAX_LAYER])
{
#if defined(_DENSITY_MODE)
// Note: blendMasks.argb because a is main layer
float4 opacityAsDensity = saturate((inputAlphaMask - (float4(1.0, 1.0, 1.0, 1.0) - blendMasks.argb)) * 20.0); // 20.0 is the number of steps in inputAlphaMask (Density mask. We decided 20 empirically)
float4 opacityAsDensity = saturate((inputAlphaMask - (float4(1.0, 1.0, 1.0, 1.0) - blendMasks)) * 20.0); // 20.0 is the number of steps in inputAlphaMask (Density mask. We decided 20 empirically)
blendMasks.argb = lerp(blendMasks.argb, opacityAsDensity, useOpacityAsDensityParam);
blendMasks = lerp(blendMasks, opacityAsDensity, useOpacityAsDensityParam);
#endif
#if LAYERS_HEIGHTMAP_ENABLE

surfaceData.tangentWS = normalize(input.worldToTangent[0].xyz); // The tangent is not normalize in worldToTangent for mikkt. Tag: SURFACE_GRADIENT
surfaceData.subsurfaceMask = 0;
surfaceData.thickness = 1;
surfaceData.diffusionProfile = SURFACEDATA_BLEND_DIFFUSION_PROFILE(surfaceData, diffusionProfile, weights);
surfaceData.diffusionProfile = 0;
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;

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