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Merge pull request #172 from Unity-Technologies/Tessellatoin-tile-scale

HDRenderPipeline: Add tessellation tile scale
/Branch_Batching2
GitHub 8 年前
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d54fe697
共有 7 个文件被更改,包括 49 次插入6 次删除
  1. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/Editor/LayeredLitUI.cs
  2. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
  3. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
  4. 10
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/BaseLitUI.cs
  5. 34
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl
  6. 1
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl
  7. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/Editor/LayeredLitUI.cs


static public void SetupLayersMappingKeywords(Material material)
{
// object scale affect tile
SetKeyword(material, "_LAYER_TILING_UNIFORM_SCALE", material.GetFloat(kObjectScaleAffectTile) > 0.0f);
SetKeyword(material, "_LAYER_TILING_COUPLED_WITH_UNIFORM_OBJECT_SCALE", material.GetFloat(kObjectScaleAffectTile) > 0.0f);
// Blend mask
LayerUVBaseMapping UVBlendMaskMapping = (LayerUVBaseMapping)material.GetFloat(kUVBlendMask);

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader


#pragma shader_feature _DOUBLESIDED_ON
#pragma shader_feature _PER_PIXEL_DISPLACEMENT
#pragma shader_feature _LAYER_TILING_UNIFORM_SCALE
#pragma shader_feature _LAYER_TILING_COUPLED_WITH_UNIFORM_OBJECT_SCALE
#pragma shader_feature _ _LAYER_MAPPING_PLANAR_BLENDMASK _LAYER_MAPPING_TRIPLANAR_BLENDMASK
#pragma shader_feature _ _LAYER_MAPPING_PLANAR0 _LAYER_MAPPING_TRIPLANAR0
#pragma shader_feature _ _LAYER_MAPPING_PLANAR1 _LAYER_MAPPING_TRIPLANAR1

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader


_TessellationShapeFactor("Tessellation shape factor", Range(0.0, 1.0)) = 0.75 // Only use with Phong
_TessellationBackFaceCullEpsilon("Tessellation back face epsilon", Range(-1.0, 0.0)) = -0.25
[ToggleOff] _TessellationObjectScale("Tessellation object scale", Float) = 0.0
[ToggleOff] _TessellationTilingScale("Tessellation tiling scale", Float) = 1.0
// TODO: Handle culling mode for backface culling
}

// Default is _TESSELLATION_PHONG
#pragma shader_feature _ _TESSELLATION_DISPLACEMENT _TESSELLATION_DISPLACEMENT_PHONG
#pragma shader_feature _TESSELLATION_OBJECT_SCALE
#pragma shader_feature _TESSELLATION_TILING_SCALE
#pragma shader_feature _LAYER_TILING_UNIFORM_SCALE
#pragma shader_feature _LAYER_TILING_COUPLED_WITH_UNIFORM_OBJECT_SCALE
#pragma shader_feature _ _LAYER_MAPPING_PLANAR_BLENDMASK _LAYER_MAPPING_TRIPLANAR_BLENDMASK
#pragma shader_feature _ _LAYER_MAPPING_PLANAR0 _LAYER_MAPPING_TRIPLANAR0
#pragma shader_feature _ _LAYER_MAPPING_PLANAR1 _LAYER_MAPPING_TRIPLANAR1

10
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/BaseLitUI.cs


public static GUIContent tessellationShapeFactorText = new GUIContent("Shape factor", "Strength of Phong tessellation shape (lerp factor)");
public static GUIContent tessellationBackFaceCullEpsilonText = new GUIContent("Triangle culling Epsilon", "If -1.0 back face culling is enabled for tessellation, higher number mean more aggressive culling and better performance");
public static GUIContent tessellationObjectScaleText = new GUIContent("Enable object scale", "Tessellation displacement will take into account the object scale - Only work with uniform positive scale");
public static GUIContent tessellationTilingScaleText = new GUIContent("Enable tiling scale", "Tessellation displacement will take into account the tiling scale - Only work with uniform positive scale");
}
public enum TessellationMode

protected const string kTessellationBackFaceCullEpsilon = "_TessellationBackFaceCullEpsilon";
protected MaterialProperty tessellationObjectScale = null;
protected const string kTessellationObjectScale = "_TessellationObjectScale";
protected MaterialProperty tessellationTilingScale = null;
protected const string kTessellationTilingScale = "_TessellationTilingScale";
protected override void FindBaseMaterialProperties(MaterialProperty[] props)
{

tessellationShapeFactor = FindProperty(kTessellationShapeFactor, props, false);
tessellationBackFaceCullEpsilon = FindProperty(kTessellationBackFaceCullEpsilon, props, false);
tessellationObjectScale = FindProperty(kTessellationObjectScale, props, false);
tessellationTilingScale = FindProperty(kTessellationTilingScale, props, false);
}
void TessellationModePopup()

m_MaterialEditor.ShaderProperty(tessellationBackFaceCullEpsilon, StylesBaseLit.tessellationBackFaceCullEpsilonText);
}
m_MaterialEditor.ShaderProperty(tessellationObjectScale, StylesBaseLit.tessellationObjectScaleText);
m_MaterialEditor.ShaderProperty(tessellationTilingScale, StylesBaseLit.tessellationTilingScaleText);
EditorGUI.indentLevel--;
}
}

material.EnableKeyword("_TESSELLATION_DISPLACEMENT_PHONG");
}
bool tessellationObjectScaleEnable = material.GetFloat(kTessellationObjectScale) == 1.0;
bool tessellationObjectScaleEnable = material.GetFloat(kTessellationObjectScale) > 0.0;
bool tessellationTilingScaleEnable = material.GetFloat(kTessellationTilingScale) > 0.0;
SetKeyword(material, "_TESSELLATION_TILING_SCALE", tessellationTilingScaleEnable);
}
}

34
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl


input.positionWS, input.worldToTangent[2].xyz, layerTexCoord);
}
// Note: This function is call by both Per vertex and Per pixel displacement
float GetMaxDisplacement()
{
float maxDisplacement = 0.0;

// Calculate displacement for per vertex displacement mapping
float ComputePerVertexDisplacement(LayerTexCoord layerTexCoord, float4 vertexColor, float lod)
{
return (SAMPLE_UVMAPPING_TEXTURE2D_LOD(_HeightMap, sampler_HeightMap, layerTexCoord.base, lod).r - _HeightCenter) * _HeightAmplitude;
float height = (SAMPLE_UVMAPPING_TEXTURE2D_LOD(_HeightMap, sampler_HeightMap, layerTexCoord.base, lod).r - _HeightCenter) * _HeightAmplitude;
#ifdef _TESSELLATION_TILING_SCALE
// When we change the tiling, we have want to conserve the ratio with the displacement (and this is consistent with per pixel displacement)
height /= max(_BaseColorMap_ST.x, _BaseColorMap_ST.y);
#endif
return height;
}
void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)

// On all layers (but not on blend mask) we can scale the tiling with object scale (only uniform supported)
// Note: the object scale doesn't affect planar/triplanar mapping as they already handle the object scale.
float tileObjectScale = 1.0;
#ifdef _LAYER_TILING_UNIFORM_SCALE
#ifdef _LAYER_TILING_COUPLED_WITH_UNIFORM_OBJECT_SCALE
// Extract scaling from world transform
float4x4 worldTransform = GetObjectToWorldMatrix();
// assuming uniform scaling, take only the first column

input.positionWS, input.worldToTangent[2].xyz, layerTexCoord);
}
void ApplyTessellationTileScale(inout float height0, inout float height1, inout float height2, inout float height3)
{
// When we change the tiling, we have want to conserve the ratio with the displacement (and this is consistent with per pixel displacement)
#ifdef _TESSELLATION_TILING_SCALE
float tileObjectScale = 1.0;
#ifdef _LAYER_TILING_COUPLED_WITH_UNIFORM_OBJECT_SCALE
// Extract scaling from world transform
float4x4 worldTransform = GetObjectToWorldMatrix();
// assuming uniform scaling, take only the first column
tileObjectScale = length(float3(worldTransform._m00, worldTransform._m01, worldTransform._m02));
#endif
height0 /= _LayerTiling0 * max(_BaseColorMap0_ST.x, _BaseColorMap0_ST.y);
#if !defined(_MAIN_LAYER_INFLUENCE_MODE)
height0 *= tileObjectScale; // We only affect layer0 in case we are not in influence mode (i.e we should not change the base object)
#endif
height1 /= tileObjectScale * _LayerTiling1 * max(_BaseColorMap1_ST.x, _BaseColorMap1_ST.y);
height2 /= tileObjectScale * _LayerTiling2 * max(_BaseColorMap2_ST.x, _BaseColorMap2_ST.y);
height3 /= tileObjectScale * _LayerTiling3 * max(_BaseColorMap3_ST.x, _BaseColorMap3_ST.y);
#endif
}
// This function is just syntaxic sugar to nullify height not used based on heightmap avaibility and layer
void SetEnabledHeightByLayer(inout float height0, inout float height1, inout float height2, inout float height3)
{

// Return the maximun amplitude use by all enabled heightmap
// use for tessellation culling and per pixel displacement
// TODO: For vertex displacement this should take into account the modification in ApplyTessellationTileScale but it should be conservative here (as long as tiling is not negative)
float GetMaxDisplacement()
{
float maxDisplacement = 0.0;

float height1 = (SAMPLE_UVMAPPING_TEXTURE2D_LOD(_HeightMap1, SAMPLER_HEIGHTMAP_IDX, layerTexCoord.base1, lod).r - _LayerCenterOffset1) * _LayerHeightAmplitude1;
float height2 = (SAMPLE_UVMAPPING_TEXTURE2D_LOD(_HeightMap2, SAMPLER_HEIGHTMAP_IDX, layerTexCoord.base2, lod).r - _LayerCenterOffset2) * _LayerHeightAmplitude2;
float height3 = (SAMPLE_UVMAPPING_TEXTURE2D_LOD(_HeightMap3, SAMPLER_HEIGHTMAP_IDX, layerTexCoord.base3, lod).r - _LayerCenterOffset3) * _LayerHeightAmplitude3;
ApplyTessellationTileScale(height0, height1, height2, height3); // Only apply with per vertex displacement
SetEnabledHeightByLayer(height0, height1, height2, height3);
float heightResult = BlendLayeredScalar(height0, height1, height2, height3, weights);

1
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl


float _TessellationShapeFactor;
float _TessellationBackFaceCullEpsilon;
float _TessellationObjectScale;
float _TessellationTilingScale;
#endif

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader


_TessellationShapeFactor("Tessellation shape factor", Range(0.0, 1.0)) = 0.75 // Only use with Phong
_TessellationBackFaceCullEpsilon("Tessellation back face epsilon", Range(-1.0, 0.0)) = -0.25
[ToggleOff] _TessellationObjectScale("Tessellation object scale", Float) = 0.0
[ToggleOff] _TessellationTilingScale("Tessellation tiling height scale", Float) = 1.0
// TODO: Handle culling mode for backface culling
}

// Default is _TESSELLATION_PHONG
#pragma shader_feature _ _TESSELLATION_DISPLACEMENT _TESSELLATION_DISPLACEMENT_PHONG
#pragma shader_feature _TESSELLATION_OBJECT_SCALE
#pragma shader_feature _TESSELLATION_TILING_SCALE
#pragma shader_feature _ _MAPPING_PLANAR _MAPPING_TRIPLANAR
#pragma shader_feature _NORMALMAP_TANGENT_SPACE

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