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Merge pull request #177 from Unity-Technologies/Branch_LightDimmer

Branch lightdimmer
/Branch_Batching2
GitHub 7 年前
当前提交
d9f38e02
共有 3 个文件被更改,包括 64 次插入19 次删除
  1. 6
      Assets/ScriptableRenderPipeline/AdditionalLightData.cs
  2. 5
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TileLightLoopProducer.cs
  3. 72
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs

6
Assets/ScriptableRenderPipeline/AdditionalLightData.cs


[Range(0.0F, 1.0F)]
public float shadowDimmer = 1.0f;
[Range(0.0F, 1.0F)]
public float lightDimmer = 1.0f;
// Not used for directional lights.
public float fadeDistance = 10000.0f;
public float shadowFadeDistance = 10000.0f;
public bool affectDiffuse = true;
public bool affectSpecular = true;

5
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TileLightLoopProducer.cs


public bool disableFptlWhenClustered; // still useful on opaques. Should be false by default to force tile on opaque.
public bool enableBigTilePrepass;
[Range(0.0f, 1.0f)]
public float diffuseGlobalDimmer = 1.0f;
[Range(0.0f, 1.0f)]
public float specularGlobalDimmer = 1.0f;
public static TileSettings defaultSettings = new TileSettings
{
enableTileAndCluster = true,

72
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


if (m_PassSettings.enableClustered)
{
s_PerVoxelOffset = new ComputeBuffer((int)LightCategory.Count * (1 << k_Log2NumClusters) * nrTiles, sizeof(uint));
s_PerVoxelLightLists = new ComputeBuffer(NumLightIndicesPerClusteredTile() * nrTiles, sizeof(uint));
var nrClustersX = (width + LightDefinitions.TILE_SIZE_CLUSTERED - 1) / LightDefinitions.TILE_SIZE_CLUSTERED;
var nrClustersY = (height + LightDefinitions.TILE_SIZE_CLUSTERED - 1) / LightDefinitions.TILE_SIZE_CLUSTERED;
var nrClusters = nrClustersX * nrClustersY;
s_PerVoxelOffset = new ComputeBuffer((int)LightCategory.Count * (1 << k_Log2NumClusters) * nrClusters, sizeof(uint));
s_PerVoxelLightLists = new ComputeBuffer(NumLightIndicesPerClusteredTile() * nrClusters, sizeof(uint));
if (k_UseDepthBuffer)
{

return shadowOutput.GetShadowSliceCountLightIndex(lightIndex);
}
public void GetDirectionalLightData(ShadowSettings shadowSettings, GPULightType gpuLightType, VisibleLight light, AdditionalLightData additionalData, int lightIndex, ref ShadowOutput shadowOutput, ref int directionalShadowcount)
public bool GetDirectionalLightData(ShadowSettings shadowSettings, GPULightType gpuLightType, VisibleLight light, AdditionalLightData additionalData, int lightIndex, ref ShadowOutput shadowOutput, ref int directionalShadowcount)
float diffuseIntensity = m_PassSettings.diffuseGlobalDimmer * additionalData.lightDimmer;
float specularIntensity = m_PassSettings.specularGlobalDimmer * additionalData.lightDimmer;
if (diffuseIntensity <= 0.0f && specularIntensity <= 0.0f)
return false;
// Light direction for directional is opposite to the forward direction
directionalLightData.forward = light.light.transform.forward;
directionalLightData.up = light.light.transform.up;

directionalLightData.diffuseScale = additionalData.affectDiffuse ? 1.0f : 0.0f;
directionalLightData.specularScale = additionalData.affectSpecular ? 1.0f : 0.0f;
directionalLightData.diffuseScale = additionalData.affectDiffuse ? diffuseIntensity : 0.0f;
directionalLightData.specularScale = additionalData.affectSpecular ? specularIntensity : 0.0f;
directionalLightData.invScaleX = 1.0f / light.light.transform.localScale.x;
directionalLightData.invScaleY = 1.0f / light.light.transform.localScale.y;
directionalLightData.cosAngle = 0.0f;

}
m_lightList.directionalLights.Add(directionalLightData);
return true;
public void GetLightData(ShadowSettings shadowSettings, GPULightType gpuLightType, VisibleLight light, AdditionalLightData additionalData, int lightIndex, ref ShadowOutput shadowOutput, ref int shadowCount)
float ComputeLinearDistanceFade(float distanceToCamera, float fadeDistance)
{
// Fade with distance calculation is just a linear fade from 90% of fade distance to fade distance. 90% arbitrarly chosen but should work well enough.
float distanceFadeNear = 0.9f * fadeDistance;
return 1.0f - Mathf.Clamp01((distanceToCamera - distanceFadeNear) / (fadeDistance - distanceFadeNear));
}
public bool GetLightData(ShadowSettings shadowSettings, Camera camera, GPULightType gpuLightType, VisibleLight light, AdditionalLightData additionalData, int lightIndex, ref ShadowOutput shadowOutput, ref int shadowCount)
{
var lightData = new LightData();

lightData.angleOffset = 2.0f;
}
lightData.diffuseScale = additionalData.affectDiffuse ? 1.0f : 0.0f;
lightData.specularScale = additionalData.affectSpecular ? 1.0f : 0.0f;
lightData.shadowDimmer = additionalData.shadowDimmer;
float distanceToCamera = (lightData.positionWS - camera.transform.position).magnitude;
float distanceFade = ComputeLinearDistanceFade(distanceToCamera, additionalData.fadeDistance);
float lightIntensity = additionalData.lightDimmer * distanceFade;
lightData.diffuseScale = additionalData.affectDiffuse ? lightIntensity * m_PassSettings.diffuseGlobalDimmer : 0.0f;
lightData.specularScale = additionalData.affectSpecular ? lightIntensity * m_PassSettings.specularGlobalDimmer : 0.0f;
if (lightData.diffuseScale <= 0.0f && lightData.specularScale <= 0.0f)
return false;
lightData.IESIndex = -1;
lightData.cookieIndex = -1;

}
}
float shadowDistanceFade = ComputeLinearDistanceFade(distanceToCamera, additionalData.shadowFadeDistance);
lightData.shadowDimmer = additionalData.shadowDimmer * shadowDistanceFade;
bool hasShadows = light.light.shadows != LightShadows.None && shadowOutput.GetShadowSliceCountLightIndex(lightIndex) != 0;
// In case lightData.shadowDimmer == 0.0 we need to avoid rendering the shadow map... see how it can be done with the culling (and more specifically, how can we do that BEFORE sending for shadows)
bool hasShadows = lightData.shadowDimmer > 0.0f && light.light.shadows != LightShadows.None && shadowOutput.GetShadowSliceCountLightIndex(lightIndex) != 0;
bool hasNotReachMaxLimit = shadowCount + (lightData.lightType == GPULightType.Point ? 6 : 1) <= k_MaxShadowOnScreen;
// TODO: Read the comment about shadow limit/management at the beginning of this loop

}
m_lightList.lights.Add(lightData);
return true;
}
// TODO: we should be able to do this calculation only with LightData without VisibleLight light, but for now pass both

lightCategory = LightCategory.Punctual;
gpuLightType = GPULightType.Point;
lightVolumeType = LightVolumeType.Sphere;
++punctualLightcount;
break;
case LightType.Spot:

gpuLightType = GPULightType.Spot;
lightVolumeType = LightVolumeType.Cone;
++punctualLightcount;
break;
case LightType.Directional:

gpuLightType = GPULightType.Directional;
// No need to add volume, always visible
lightVolumeType = LightVolumeType.Count; // Count is none
++directionalLightcount;
break;
default:

lightCategory = LightCategory.Area;
gpuLightType = GPULightType.Rectangle;
lightVolumeType = LightVolumeType.Box;
++areaLightCount;
break;
case LightArchetype.Line:

gpuLightType = GPULightType.Line;
lightVolumeType = LightVolumeType.Box;
++areaLightCount;
break;
default:

// Directional rendering side, it is separated as it is always visible so no volume to handle here
if (gpuLightType == GPULightType.Directional)
{
GetDirectionalLightData(shadowSettings, gpuLightType, light, additionalData, lightIndex, ref shadowOutput, ref directionalShadowcount);
if (GetDirectionalLightData(shadowSettings, gpuLightType, light, additionalData, lightIndex, ref shadowOutput, ref directionalShadowcount))
directionalLightcount++;
#if (SHADOWS_ENABLED && SHADOWS_FIXSHADOWIDX)
// fix up shadow information

}
// Spot, point, rect, line light - Rendering side
GetLightData(shadowSettings, gpuLightType, light, additionalData, lightIndex, ref shadowOutput, ref shadowCount);
// Then culling side. Must be call in this order as we pass the created Light data to the function
GetLightVolumeDataAndBound(lightCategory, gpuLightType, lightVolumeType, light, m_lightList.lights[m_lightList.lights.Count - 1], worldToView);
if(GetLightData(shadowSettings, camera, gpuLightType, light, additionalData, lightIndex, ref shadowOutput, ref shadowCount))
{
if (lightCategory == LightCategory.Punctual)
punctualLightcount++;
else if (lightCategory == LightCategory.Area)
areaLightCount++;
else
Debug.Assert(false); // Should not be anything else here.
// Then culling side. Must be call in this order as we pass the created Light data to the function
GetLightVolumeDataAndBound(lightCategory, gpuLightType, lightVolumeType, light, m_lightList.lights[m_lightList.lights.Count - 1], worldToView);
}
#if (SHADOWS_ENABLED && SHADOWS_FIXSHADOWIDX)
// fix up shadow information

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