浏览代码

- Added HDShadowSettings component for volumes

- Removed all obsolete Scene/CommonSettings code
- Updated HDRP samples scene with new volume sky/fog settings and removed obsolete assets
/main
Julien Ignace 7 年前
当前提交
d210135e
共有 39 个文件被更改,包括 878 次插入1049 次删除
  1. 48
      SampleScenes/HDTest/BasicProfiling.unity
  2. 213
      SampleScenes/HDTest/GIParityTest.unity
  3. 61
      SampleScenes/HDTest/GammaTest.unity
  4. 284
      SampleScenes/HDTest/GlobalIlluminationTest.unity
  5. 378
      SampleScenes/HDTest/MultipleShadowsTest.unity
  6. 134
      SampleScenes/HDTest/SSSProfiling.unity
  7. 63
      SampleScenes/HDTest/ShadowsMaskTest.unity
  8. 47
      SampleScenes/HDTest/ShadowsTest.unity
  9. 8
      SampleScenes/HDTest/SkyFogTest.unity
  10. 183
      SampleScenes/HDTest/WindTest.unity
  11. 12
      ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs
  12. 23
      ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  13. 21
      SampleScenes/HDTest/GIParityTest/HDRISkySettings_GIParityTest.asset
  14. 9
      SampleScenes/HDTest/GIParityTest/HDRISkySettings_GIParityTest.asset.meta
  15. 20
      SampleScenes/HDTest/GlobalIlluminationTest/CommonSettings_GlobalIllumination.asset
  16. 9
      SampleScenes/HDTest/GlobalIlluminationTest/CommonSettings_GlobalIllumination.asset.meta
  17. 20
      SampleScenes/HDTest/GlobalIlluminationTest/HDRISkySettings_GlobalIllumination.asset
  18. 9
      SampleScenes/HDTest/GlobalIlluminationTest/HDRISkySettings_GlobalIllumination.asset.meta
  19. 16
      SampleScenes/HDTest/ShadowsMaskTest/ShadowMaskCommonSettings.asset
  20. 8
      SampleScenes/HDTest/ShadowsMaskTest/ShadowMaskCommonSettings.asset.meta
  21. 10
      SampleScenes/HDTest/SkyFogTest/SkyFogProceduralSky.asset.meta
  22. 38
      SampleScenes/HDTest/SkyFogTest/SkyFogProceduralSky.asset
  23. 20
      SampleScenes/HDTest/WindTest/CommonSettings_WindTest.asset
  24. 9
      SampleScenes/HDTest/WindTest/CommonSettings_WindTest.asset.meta
  25. 20
      SampleScenes/HDTest/WindTest/HDRISkySettings_WindTest.asset
  26. 9
      SampleScenes/HDTest/WindTest/HDRISkySettings_WindTest.asset.meta
  27. 9
      ScriptableRenderPipeline/HDRenderPipeline/Editor/SceneSettings.meta
  28. 20
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/DefaultCommonSettings.asset
  29. 9
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/DefaultCommonSettings.asset.meta
  30. 12
      ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/CommonSettings.cs.meta
  31. 13
      ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/CommonSettingsSingleton.cs
  32. 12
      ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/CommonSettingsSingleton.cs.meta
  33. 12
      ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SceneSettings.cs.meta
  34. 12
      ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SceneSettingsManager.cs.meta
  35. 41
      ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/CommonSettings.cs
  36. 43
      ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SceneSettings.cs
  37. 72
      ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SceneSettingsManager.cs

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378
SampleScenes/HDTest/MultipleShadowsTest.unity
文件差异内容过多而无法显示
查看文件

134
SampleScenes/HDTest/SSSProfiling.unity


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63
SampleScenes/HDTest/ShadowsMaskTest.unity


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47
SampleScenes/HDTest/ShadowsTest.unity


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8
SampleScenes/HDTest/SkyFogTest.unity


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183
SampleScenes/HDTest/WindTest.unity


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12
ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs


GameObjectUtility.SetParentAndAlign(sceneSettings, menuCommand.context as GameObject);
Undo.RegisterCreatedObjectUndo(sceneSettings, "Create " + sceneSettings.name);
Selection.activeObject = sceneSettings;
sceneSettings.AddComponent<SceneSettings>();
var volume = sceneSettings.AddComponent<Volume>();
var visualEnv = volume.Add<VisualEnvironment>(true);
visualEnv.skyType.value = SkyType.ProceduralSky;
}
class DoCreateNewAsset<TAssetType> : ProjectWindowCallback.EndNameEditAction where TAssetType : ScriptableObject

}
}
class DoCreateNewAssetCommonSettings : DoCreateNewAsset<CommonSettings> {}
[MenuItem("Assets/Create/Render Pipeline/High Definition/Common Settings", priority = CoreUtils.assetCreateMenuPriority2)]
static void MenuCreateCommonSettings()
{
var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon");
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance<DoCreateNewAssetCommonSettings>(), "New CommonSettings.asset", icon, null);
}
[MenuItem("Assets/Create/Render Pipeline/High Definition/Subsurface Scattering Settings", priority = CoreUtils.assetCreateMenuPriority2)]
static void MenuCreateSubsurfaceScatteringProfile()

23
ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


}
}
CommonSettings.Settings m_CommonSettings = CommonSettings.Settings.s_Defaultsettings;
}
public CommonSettings.Settings commonSettingsToUse
{
get
{
if (CommonSettingsSingleton.overrideSettings)
return CommonSettingsSingleton.overrideSettings.settings;
return m_CommonSettings;
}
}
public HDRenderPipeline(HDRenderPipelineAsset asset)

}
}
public void UpdateCommonSettings()
public void UpdateShadowSettings()
var commonSettings = commonSettingsToUse;
var shadowSettings = VolumeManager.instance.GetComponent<HDShadowSettings>();
m_ShadowSettings.maxShadowDistance = commonSettings.shadowMaxDistance;
m_ShadowSettings.directionalLightNearPlaneOffset = commonSettings.shadowNearPlaneOffset;
m_ShadowSettings.maxShadowDistance = shadowSettings.maxShadowDistance;
//m_ShadowSettings.directionalLightNearPlaneOffset = commonSettings.shadowNearPlaneOffset;
}
public void ConfigureForShadowMask(bool enableBakeShadowMask, CommandBuffer cmd)

}
ApplyDebugDisplaySettings(cmd);
UpdateCommonSettings();
UpdateShadowSettings();
if (!m_IBLFilterGGX.IsInitialized())
m_IBLFilterGGX.Initialize(cmd);

21
SampleScenes/HDTest/GIParityTest/HDRISkySettings_GIParityTest.asset


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20
SampleScenes/HDTest/GlobalIlluminationTest/CommonSettings_GlobalIllumination.asset


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ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/CommonSettingsSingleton.cs


namespace UnityEngine.Experimental.Rendering.HDPipeline
{
public class CommonSettingsSingleton : Singleton<CommonSettingsSingleton>
{
private CommonSettings settings { get; set; }
public static CommonSettings overrideSettings
{
get { return instance.settings; }
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}
}
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ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/CommonSettings.cs


using System;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
public class CommonSettings : ScriptableObject
{
[Serializable]
public struct Settings
{
// Shadows
[SerializeField]
float m_ShadowMaxDistance;
[SerializeField]
float m_ShadowNearPlaneOffset;
public float shadowMaxDistance { set { m_ShadowMaxDistance = value; OnValidate(); } get { return m_ShadowMaxDistance; } }
public float shadowNearPlaneOffset { set { m_ShadowNearPlaneOffset = value; OnValidate(); } get { return m_ShadowNearPlaneOffset; } }
void OnValidate()
{
m_ShadowMaxDistance = Mathf.Max(0.0f, m_ShadowMaxDistance);
m_ShadowNearPlaneOffset = Mathf.Max(0, m_ShadowNearPlaneOffset);
}
public static readonly Settings s_Defaultsettings = new Settings
{
m_ShadowMaxDistance = ShadowSettings.kDefaultMaxShadowDistance,
m_ShadowNearPlaneOffset = ShadowSettings.kDefaultDirectionalNearPlaneOffset,
};
}
[SerializeField]
private Settings m_Settings = Settings.s_Defaultsettings;
public Settings settings
{
get { return m_Settings; }
set { m_Settings = value; }
}
}
}

43
ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SceneSettings.cs


using UnityEngine;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
[ExecuteInEditMode]
public class SceneSettings : MonoBehaviour
{
public CommonSettings commonSettings
{
set { m_CommonSettings = value; }
get { return m_CommonSettings; }
}
public SkySettings skySettings
{
set { m_SkySettings = value; }
get { return m_SkySettings; }
}
[SerializeField] private CommonSettings m_CommonSettings = null;
[SerializeField] private SkySettings m_SkySettings = null;
// Use this for initialization
void OnEnable()
{
SceneSettingsManager.instance.AddSceneSettings(this);
}
void OnDisable()
{
SceneSettingsManager.instance.RemoveSceneSettings(this);
}
void OnValidate()
{
// If the setting is already the one currently used we need to tell the manager to reapply it.
if (SceneSettingsManager.instance.GetCurrentSceneSetting())
{
SceneSettingsManager.instance.UpdateCurrentSceneSetting();
}
}
}
}

72
ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SceneSettingsManager.cs


using System.Collections.Generic;
using UnityEngine;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
public class SceneSettingsManager
{
static private SceneSettingsManager s_Instance = null;
static public SceneSettingsManager instance
{
get
{
if (s_Instance == null)
s_Instance = new SceneSettingsManager();
return s_Instance;
}
}
private List<SceneSettings> m_SceneSettingsList = new List<SceneSettings>();
void OnEnable()
{
}
void OnDisable()
{
}
public SceneSettings GetCurrentSceneSetting()
{
if (m_SceneSettingsList.Count == 0)
return null;
else
return m_SceneSettingsList[m_SceneSettingsList.Count - 1];
}
// This can be needed in the editor in case the current setting is being changed. In this case we need to reapply it.
public void UpdateCurrentSceneSetting()
{
if (m_SceneSettingsList.Count != 0)
ApplySettings(GetCurrentSceneSetting());
}
public void AddSceneSettings(SceneSettings settings)
{
m_SceneSettingsList.Add(settings);
ApplySettings(settings);
}
public void RemoveSceneSettings(SceneSettings settings)
{
m_SceneSettingsList.Remove(settings);
// Always reapply the settings at the top of the list
// (this way if the setting being removed was the active one we switch to the next one)
ApplySettings(GetCurrentSceneSetting());
}
private void ApplySettings(SceneSettings settings)
{
if (settings)
{
CommonSettingsSingleton.overrideSettings = settings.commonSettings;
}
else
{
CommonSettingsSingleton.overrideSettings = null;
}
}
}
}
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