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Merge pull request #1131 from Unity-Technologies/backport/bugfixes

Backport/bugfixes
/tag-1.1.4-preview
GitHub 7 年前
当前提交
d4b16f1c
共有 12 个文件被更改,包括 156 次插入41 次删除
  1. 51
      ScriptableRenderPipeline/Core/CoreRP/Editor/MaterialUpgrader.cs
  2. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightConstantBuffer.cs
  3. 89
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs
  4. 5
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Core.hlsl
  5. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Input.hlsl
  6. 3
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandard.shader
  7. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardParticles.shader
  8. 1
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardParticlesSimpleLighting.shader
  9. 1
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardParticlesUnlit.shader
  10. 3
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader
  11. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardTerrain.shader
  12. 36
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardUnlit.shader

51
ScriptableRenderPipeline/Core/CoreRP/Editor/MaterialUpgrader.cs


namespace UnityEditor.Experimental.Rendering
{
public static class DialogText
{
public static readonly string title = "Material Upgrader";
public static readonly string proceed = "Proceed";
public static readonly string ok = "Ok";
public static readonly string cancel = "Cancel";
public static readonly string noSelectionMessage = "You must select at least one material.";
public static readonly string projectBackMessage = "Make sure to have a project backup before proceeding.";
}
public class MaterialUpgrader
{
public delegate void MaterialFinalizer(Material mat);

private static readonly string projectBackMessage = "Make sure to have a project backup before proceeding.";
MaterialFinalizer m_Finalizer;
Dictionary<string, string> m_TextureRename = new Dictionary<string, string>();

public static void UpgradeProjectFolder(List<MaterialUpgrader> upgraders, string progressBarName, UpgradeFlags flags = UpgradeFlags.None)
{
if (!EditorUtility.DisplayDialog("Material Upgrader", "The upgrade will overwrite materials in your project. " + projectBackMessage, "Proceed", "Cancel"))
if (!EditorUtility.DisplayDialog(DialogText.title, "The upgrade will overwrite materials in your project. " + DialogText.projectBackMessage, DialogText.proceed, DialogText.cancel))
return;
int totalMaterialCount = 0;

public static void Upgrade(Material material, List<MaterialUpgrader> upgraders, UpgradeFlags flags)
{
if (material == null)
return;
var upgrader = GetUpgrader(upgraders, material);
if (upgrader != null)

{
var selection = Selection.objects;
if (selection == null || selection.Length == 0)
if (EditorUtility.DisplayDialog("Material Upgrader", "You must select at least one material.", "Ok"))
return;
if (selection == null)
{
EditorUtility.DisplayDialog(DialogText.title, DialogText.noSelectionMessage, DialogText.ok);
return;
}
List<Material> selectedMaterials = new List<Material>(selection.Length);
for (int i = 0; i < selection.Length; ++i)
{
Material mat = selection[i] as Material;
if (mat != null)
selectedMaterials.Add(mat);
}
int selectedMaterialsCount = selectedMaterials.Count;
if (selectedMaterialsCount == 0)
{
EditorUtility.DisplayDialog(DialogText.title, DialogText.noSelectionMessage, DialogText.ok);
return;
}
if (!EditorUtility.DisplayDialog("Material Upgrader", string.Format("The upgrade will overwrite {0} selected material{1}. ", selection.Length, (selection.Length > 1) ? "s" : "") +
projectBackMessage, "Proceed", "Cancel"))
if (!EditorUtility.DisplayDialog(DialogText.title, string.Format("The upgrade will overwrite {0} selected material{1}. ", selectedMaterialsCount, selectedMaterialsCount > 1 ? "s" : "") +
DialogText.projectBackMessage, DialogText.proceed, DialogText.cancel))
Debug.Log(selection.Length);
for (int i = 0; i < selection.Length; i++)
for (int i = 0; i < selectedMaterialsCount; i++)
if (UnityEditor.EditorUtility.DisplayCancelableProgressBar(progressBarName, string.Format("({0} of {1}) {2}", i, selection.Length, lastMaterialName), (float)i / (float)selection.Length))
if (UnityEditor.EditorUtility.DisplayCancelableProgressBar(progressBarName, string.Format("({0} of {1}) {2}", i, selectedMaterialsCount, lastMaterialName), (float)i / (float)selectedMaterialsCount))
var material = selection[i] as Material;
var material = selectedMaterials[i];
Upgrade(material, upgraders, flags);
if (material != null)
lastMaterialName = material.name;

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightConstantBuffer.cs


public static int _AdditionalLightDistanceAttenuation;
public static int _AdditionalLightSpotDir;
public static int _AdditionalLightSpotAttenuation;
public static int _ScaledScreenParams;
}
public static class ShadowConstantBuffer

89
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs


private static readonly int kMaxVertexLights = 4;
private static readonly float kRenderScaleThreshold = 0.05f;
private bool m_IsOffscreenCamera;
private Vector4 kDefaultLightPosition = new Vector4(0.0f, 0.0f, 1.0f, 0.0f);

private RenderTargetIdentifier m_CopyDepth;
private RenderTargetIdentifier m_Color;
private float m_RenderScale;
private bool m_IntermediateTextureArray;
private bool m_RequireDepthTexture;
private bool m_RequireCopyColor;

PerCameraBuffer._AdditionalLightDistanceAttenuation = Shader.PropertyToID("_AdditionalLightDistanceAttenuation");
PerCameraBuffer._AdditionalLightSpotDir = Shader.PropertyToID("_AdditionalLightSpotDir");
PerCameraBuffer._AdditionalLightSpotAttenuation = Shader.PropertyToID("_AdditionalLightSpotAttenuation");
PerCameraBuffer._ScaledScreenParams = Shader.PropertyToID("_ScaledScreenParams");
ShadowConstantBuffer._WorldToShadow = Shader.PropertyToID("_WorldToShadow");
ShadowConstantBuffer._ShadowData = Shader.PropertyToID("_ShadowData");

Array.Sort(cameras, m_CameraComparer);
foreach (Camera camera in cameras)
{
RenderPipeline.BeginCameraRendering(camera);
m_CurrCamera = camera;
bool sceneViewCamera = m_CurrCamera.cameraType == CameraType.SceneView;
bool stereoEnabled = IsStereoEnabled(m_CurrCamera);
// Disregard variations around kRenderScaleThreshold.
m_RenderScale = (Mathf.Abs(1.0f - m_Asset.RenderScale) < kRenderScaleThreshold) ? 1.0f : m_Asset.RenderScale;
bool sceneViewCamera = camera.cameraType == CameraType.SceneView;
bool stereoEnabled = XRSettings.isDeviceActive && !sceneViewCamera && (camera.stereoTargetEye == StereoTargetEyeMask.Both);
m_CurrCamera = camera;
// XR has it's own scaling mechanism.
m_RenderScale = (m_CurrCamera.cameraType == CameraType.Game && !stereoEnabled) ? m_RenderScale : 1.0f;
SetupPerCameraShaderConstants();
RenderPipeline.BeginCameraRendering(m_CurrCamera);
ScriptableCullingParameters cullingParameters;

FrameRenderingConfiguration frameRenderingConfiguration;
SetupFrameRenderingConfiguration(out frameRenderingConfiguration, shadows, stereoEnabled, sceneViewCamera);
SetupIntermediateResources(frameRenderingConfiguration, ref context);
SetupIntermediateResources(frameRenderingConfiguration, shadows, ref context);
// SetupCameraProperties does the following:
// Setup Camera RenderTarget and Viewport

SetShadowCollectPassKeywords(cmd, visibleLights[lightData.mainLightIndex], ref lightData);
// TODO: Support RenderScale for the SSSM target. Should probably move allocation elsewhere, or at
// least propogate RenderTextureDescriptor generation
if (LightweightUtils.HasFlag(frameRenderingConfiguration, FrameRenderingConfiguration.Stereo))
{
var desc = XRSettings.eyeTextureDesc;
desc.depthBufferBits = 0;
desc.colorFormat = m_ShadowSettings.screenspaceShadowmapTextureFormat;
cmd.GetTemporaryRT(m_ScreenSpaceShadowMapRTID, desc, FilterMode.Bilinear);
}
else
{
cmd.GetTemporaryRT(m_ScreenSpaceShadowMapRTID, m_CurrCamera.pixelWidth, m_CurrCamera.pixelHeight, 0, FilterMode.Bilinear, m_ShadowSettings.screenspaceShadowmapTextureFormat);
}
// Note: The source isn't actually 'used', but there's an engine peculiarity (bug) that
// doesn't like null sources when trying to determine a stereo-ized blit. So for proper
// stereo functionality, we use the screen-space shadow map as the source (until we have

m_IntermediateTextureArray = false;
bool hdrEnabled = m_Asset.SupportsHDR && m_CurrCamera.allowHDR;
bool defaultRenderScale = Mathf.Approximately(GetRenderScale(), 1.0f);
m_Asset.RenderScale < 1.0f || hdrEnabled;
!defaultRenderScale || hdrEnabled;
m_ColorFormat = hdrEnabled ? RenderTextureFormat.DefaultHDR : RenderTextureFormat.Default;
m_RequireCopyColor = false;

configuration |= FrameRenderingConfiguration.IntermediateTexture;
}
private void SetupIntermediateResources(FrameRenderingConfiguration renderingConfig, ref ScriptableRenderContext context)
private void SetupIntermediateResources(FrameRenderingConfiguration renderingConfig, bool shadows, ref ScriptableRenderContext context)
{
CommandBuffer cmd = CommandBufferPool.Get("Setup Intermediate Resources");

if (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.IntermediateTexture) || m_RequireDepthTexture)
SetupIntermediateRenderTextures(cmd, renderingConfig, msaaSamples);
SetupIntermediateRenderTextures(cmd, renderingConfig, shadows, msaaSamples);
private void SetupIntermediateRenderTextures(CommandBuffer cmd, FrameRenderingConfiguration renderingConfig, int msaaSamples)
private void SetupIntermediateRenderTextures(CommandBuffer cmd, FrameRenderingConfiguration renderingConfig, bool shadows, int msaaSamples)
{
RenderTextureDescriptor baseDesc;
if (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.Stereo))

float renderScale = (m_CurrCamera.cameraType == CameraType.Game) ? m_Asset.RenderScale : 1.0f;
float renderScale = GetRenderScale();
// TODO: Might be worth caching baseDesc for allocation of other targets (Screen-space Shadow Map?)
if (m_RequireDepthTexture)
{
var depthRTDesc = baseDesc;

if (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.DepthCopy))
cmd.GetTemporaryRT(CameraRenderTargetID.depthCopy, depthRTDesc, FilterMode.Bilinear);
if (shadows && m_ShadowSettings.screenSpace)
{
var screenspaceShadowmapDesc = baseDesc;
screenspaceShadowmapDesc.depthBufferBits = 0;
screenspaceShadowmapDesc.colorFormat = m_ShadowSettings.screenspaceShadowmapTextureFormat;
cmd.GetTemporaryRT(m_ScreenSpaceShadowMapRTID, screenspaceShadowmapDesc, FilterMode.Bilinear);
}
}
var colorRTDesc = baseDesc;

// Used when subtractive mode is selected
Shader.SetGlobalVector(PerFrameBuffer._SubtractiveShadowColor, CoreUtils.ConvertSRGBToActiveColorSpace(RenderSettings.subtractiveShadowColor));
}
private void SetupPerCameraShaderConstants()
{
float cameraWidth = GetScaledCameraWidth(m_CurrCamera);
float cameraHeight = GetScaledCameraHeight(m_CurrCamera);
Shader.SetGlobalVector(PerCameraBuffer._ScaledScreenParams, new Vector4(cameraWidth, cameraHeight, 1.0f + 1.0f / cameraWidth, 1.0f + 1.0f / cameraHeight));
}
private void SetupShaderLightConstants(CommandBuffer cmd, List<VisibleLight> lights, ref LightData lightData)

}
}
RendererConfiguration GetRendererSettings(ref LightData lightData)
private bool IsStereoEnabled(Camera camera)
{
bool isSceneViewCamera = camera.cameraType == CameraType.SceneView;
return XRSettings.isDeviceActive && !isSceneViewCamera && (camera.stereoTargetEye == StereoTargetEyeMask.Both);
}
private float GetRenderScale()
{
return m_RenderScale;
}
private float GetScaledCameraWidth(Camera camera)
{
return (float) camera.pixelWidth * GetRenderScale();
}
private float GetScaledCameraHeight(Camera camera)
{
return (float) camera.pixelHeight * GetRenderScale();
}
private RendererConfiguration GetRendererSettings(ref LightData lightData)
{
RendererConfiguration settings = RendererConfiguration.PerObjectReflectionProbes | RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbe;
if (lightData.totalAdditionalLightsCount > 0)

5
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Core.hlsl


#define UNITY_Z_0_FAR_FROM_CLIPSPACE(coord) (coord)
#endif
float4 GetScaledScreenParams()
{
return _ScaledScreenParams;
}
void AlphaDiscard(half alpha, half cutoff, half offset = 0.0h)
{
#ifdef _ALPHATEST_ON

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Input.hlsl


half4 _AdditionalLightDistanceAttenuation[MAX_VISIBLE_LIGHTS];
half4 _AdditionalLightSpotDir[MAX_VISIBLE_LIGHTS];
half4 _AdditionalLightSpotAttenuation[MAX_VISIBLE_LIGHTS];
float4 _ScaledScreenParams;
CBUFFER_END
#define UNITY_MATRIX_M unity_ObjectToWorld

3
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandard.shader


// Required to compile gles 2.0 with standard SRP library
// All shaders must be compiled with HLSLcc and currently only gles is not using HLSLcc by default
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
// -------------------------------------

HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
// -------------------------------------

HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
#pragma vertex DepthOnlyVertex

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardParticles.shader


HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex ParticlesLitVertex
#pragma fragment ParticlesLitFragment
#pragma multi_compile __ SOFTPARTICLES_ON

o.posWS.w = ComputeFogFactor(o.clipPos.z);
o.clipPos = TransformWorldToHClip(o.posWS.xyz);
o.viewDirShininess.xyz = VertexViewDirWS(GetCameraPositionWS() - o.posWS.xyz);
o.viewDirShininess.w = 0.0;
vertTexcoord(v, o);
vertFading(o, o.posWS, o.clipPos);
return o;

1
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardParticlesSimpleLighting.shader


#pragma vertex ParticlesLitVertex
#pragma fragment ParticlesLitFragment
#pragma multi_compile __ SOFTPARTICLES_ON
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON

1
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardParticlesUnlit.shader


HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma multi_compile __ SOFTPARTICLES_ON
#pragma multi_compile_fog
#pragma target 2.0

3
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader


HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
// -------------------------------------

HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
// -------------------------------------

HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
#pragma vertex DepthOnlyVertex

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardTerrain.shader


HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 3.0
#pragma vertex SplatmapVert

HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
#pragma vertex vert
#pragma fragment frag

36
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardUnlit.shader


HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog

UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = TransformObjectToHClip(v.vertex.xyz);
o.uv0AndFogCoord.xy = TRANSFORM_TEX(v.uv, _MainTex);
o.uv0AndFogCoord.z = ComputeFogFactor(o.vertex.z);

half2 uv = IN.uv0AndFogCoord.xy;
half4 texColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
half3 color = texColor.rgb * _Color.rgb;
half alpha = texColor.a * _Color.a;
half alpha = texColor.a * _Color.a;
AlphaDiscard(alpha, _Cutoff);
#if _SAMPLE_GI

color *= SampleGI(IN.lightmapOrVertexSH, normalWS);
#endif
ApplyFog(color, IN.uv0AndFogCoord.z);
ENDHLSL
}
Pass
{
Tags{"LightMode" = "DepthOnly"}
ZWrite On
ColorMask 0
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature _ALPHATEST_ON
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include "LWRP/ShaderLibrary/LightweightPassDepthOnly.hlsl"
ENDHLSL
}
}

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