浏览代码

Merge pull request #169 from Unity-Technologies/Branch_SssSettings

Moved SSS Settings to HDRenderpipeline asset
/Branch_Batching2
GitHub 8 年前
当前提交
da56ca63
共有 17 个文件被更改,包括 651 次插入652 次删除
  1. 1
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/HDRenderPipelineDebug.cs
  2. 126
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
  3. 6
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/SceneSettingsManagementWindow.cs
  4. 130
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.asset
  5. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.asset.meta
  6. 44
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  7. 112
      Assets/TestScenes/HDTest/CascadedShadowsTest.unity
  8. 9
      Assets/TestScenes/HDTest/CascadedShadowsTest/CommonSettings_Cascaded.asset
  9. 2
      Assets/TestScenes/HDTest/CascadedShadowsTest/CommonSettings_Cascaded.asset.meta
  10. 9
      ProjectSettings/GraphicsSettings.asset
  11. 295
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringSettings.cs
  12. 8
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringSettings.cs.meta
  13. 20
      Assets/TestScenes/HDTest/CascadedShadowsTest/HDRISkySettings_Cascaded.asset
  14. 9
      Assets/TestScenes/HDTest/CascadedShadowsTest/HDRISkySettings_Cascaded.asset.meta
  15. 12
      Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SubsurfaceScatteringParameters.cs.meta
  16. 509
      Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SubsurfaceScatteringParameters.cs
  17. 9
      Assets/TestScenes/HDTest/GlobalIlluminationTest/LightingData.asset.meta

1
Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/HDRenderPipelineDebug.cs


public bool displayOpaqueObjects = true;
public bool displayTransparentObjects = true;
public bool enableDistortion = true;
public bool enableSSS = true;
}
public enum ShadowDebugMode

126
Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs


public readonly GUIContent shadowsAtlasWidth = new GUIContent("Atlas width");
public readonly GUIContent shadowsAtlasHeight = new GUIContent("Atlas height");
// Subsurface Scaterring Settings
public readonly GUIContent[] sssProfiles = new GUIContent[SubsurfaceScatteringSettings.maxNumProfiles] { new GUIContent("Profile #0"), new GUIContent("Profile #1"), new GUIContent("Profile #2"), new GUIContent("Profile #3"), new GUIContent("Profile #4"), new GUIContent("Profile #5"), new GUIContent("Profile #6"), new GUIContent("Profile #7") };
public readonly GUIContent sssProfilePreview0 = new GUIContent("Profile preview");
public readonly GUIContent sssProfilePreview1 = new GUIContent("Shows the fraction of light scattered from the source as radius increases to 1.");
public readonly GUIContent sssProfilePreview2 = new GUIContent("Note that the intensity of the region in the center may be clamped.");
public readonly GUIContent sssTransmittancePreview0 = new GUIContent("Transmittance preview");
public readonly GUIContent sssTransmittancePreview1 = new GUIContent("Shows the fraction of light passing through the object as thickness increases to 1.");
public readonly GUIContent sssNumProfiles = new GUIContent("Number of profiles");
public readonly GUIContent sssProfileStdDev1 = new GUIContent("Standard deviation #1", "Determines the shape of the 1st Gaussian filter. Increases the strength and the radius of the blur of the corresponding color channel.");
public readonly GUIContent sssProfileStdDev2 = new GUIContent("Standard deviation #2", "Determines the shape of the 2nd Gaussian filter. Increases the strength and the radius of the blur of the corresponding color channel.");
public readonly GUIContent sssProfileLerpWeight = new GUIContent("Filter interpolation", "Controls linear interpolation between the two Gaussian filters.");
public readonly GUIContent sssProfileTransmission = new GUIContent("Enable transmission", "Toggles simulation of light passing through thin objects. Depends on the thickness of the material.");
public readonly GUIContent sssProfileThicknessRemap = new GUIContent("Thickness remap", "Remaps the thickness parameter from [0, 1] to the desired range.");
public readonly GUIStyle centeredMiniBoldLabel = new GUIStyle(GUI.skin.label);
// Tile pass Settings
public readonly GUIContent tileLightLoopSettings = new GUIContent("Tile Light Loop Settings");
public readonly string[] tileLightLoopDebugTileFlagStrings = new string[] { "Punctual Light", "Area Light", "Env Light"};

public readonly GUIContent displayOpaqueObjects = new GUIContent("Display Opaque Objects", "Toggle opaque objects rendering on and off.");
public readonly GUIContent displayTransparentObjects = new GUIContent("Display Transparent Objects", "Toggle transparent objects rendering on and off.");
public readonly GUIContent enableDistortion = new GUIContent("Enable Distortion");
public readonly GUIContent enableSSS = new GUIContent("Enable Subsurface Scattering");
// Lighting Debug
public readonly GUIContent lightingDebugSettings = new GUIContent("Lighting Debug");

public readonly GUIContent lightingDebugOverrideSmoothness = new GUIContent("Override Smoothness");
public readonly GUIContent lightingDebugOverrideSmoothnessValue = new GUIContent("Smoothness Value");
public readonly GUIContent lightingDebugAlbedo = new GUIContent("Lighting Debug Albedo");
public Styles()
{
centeredMiniBoldLabel.alignment = TextAnchor.MiddleCenter;
centeredMiniBoldLabel.fontSize = 10;
centeredMiniBoldLabel.fontStyle = FontStyle.Bold;
}
}
private static Styles s_Styles = null;

SerializedProperty m_ShowRenderingDebug = null;
SerializedProperty m_DebugOverlayRatio = null;
// Rendering Debug
// Material Debug
SerializedProperty m_MaterialDebugMode = null;
// Rendering Debug

SerializedProperty m_EnableSSS = null;
// Lighting debug
SerializedProperty m_DebugShadowEnabled = null;

SerializedProperty m_RenderingUseForwardOnly = null;
SerializedProperty m_RenderingUseDepthPrepass = null;
// Subsurface Scattering Settings
SerializedProperty m_Profiles = null;
SerializedProperty m_NumProfiles = null;
// Subsurface Scattering internal data
private Material m_ProfileMaterial, m_TransmittanceMaterial;
private RenderTexture[] m_ProfileImages, m_TransmittanceImages;
private void InitializeProperties()
{
// Global debug

m_DisplayOpaqueObjects = FindProperty(x => x.globalDebugSettings.renderingDebugSettings.displayOpaqueObjects);
m_DisplayTransparentObjects = FindProperty(x => x.globalDebugSettings.renderingDebugSettings.displayTransparentObjects);
m_EnableDistortion = FindProperty(x => x.globalDebugSettings.renderingDebugSettings.enableDistortion);
m_EnableSSS = FindProperty(x => x.globalDebugSettings.renderingDebugSettings.enableSSS);
// Lighting debug
m_DebugShadowEnabled = FindProperty(x => x.globalDebugSettings.lightingDebugSettings.enableShadows);

m_RenderingUseForwardOnly = FindProperty(x => x.renderingSettings.useForwardRenderingOnly);
m_RenderingUseDepthPrepass = FindProperty(x => x.renderingSettings.useDepthPrepass);
// Subsurface Scattering Settings
m_Profiles = FindProperty(x => x.sssSettings.profiles);
m_NumProfiles = m_Profiles.FindPropertyRelative("Array.size");
}
void InitializeSSS()
{
m_ProfileMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/DrawGaussianProfile");
m_TransmittanceMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/DrawTransmittanceGraph");
m_ProfileImages = new RenderTexture[SubsurfaceScatteringSettings.maxNumProfiles];
m_TransmittanceImages = new RenderTexture[SubsurfaceScatteringSettings.maxNumProfiles];
for (int i = 0; i < SubsurfaceScatteringSettings.maxNumProfiles; i++)
{
m_ProfileImages[i] = new RenderTexture(256, 256, 0, RenderTextureFormat.DefaultHDR);
m_TransmittanceImages[i] = new RenderTexture(16, 256, 0, RenderTextureFormat.DefaultHDR);
}
}
SerializedProperty FindProperty<TValue>(Expression<Func<HDRenderPipeline, TValue>> expr)

EditorGUILayout.PropertyField(m_DisplayOpaqueObjects, styles.displayOpaqueObjects);
EditorGUILayout.PropertyField(m_DisplayTransparentObjects, styles.displayTransparentObjects);
EditorGUILayout.PropertyField(m_EnableDistortion, styles.enableDistortion);
EditorGUILayout.PropertyField(m_EnableSSS, styles.enableSSS);
EditorGUI.indentLevel--;
}

EditorGUILayout.LabelField(styles.sssSettings);
EditorGUI.BeginChangeCheck();
EditorGUI.indentLevel++;
pipe.localSssParameters = (SubsurfaceScatteringParameters) EditorGUILayout.ObjectField(new GUIContent("Subsurface Scattering Parameters"), pipe.localSssParameters, typeof(SubsurfaceScatteringParameters), false);
EditorGUI.indentLevel--;
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(m_NumProfiles, styles.sssNumProfiles);
EditorGUILayout.PropertyField(m_Profiles);
if (EditorGUI.EndChangeCheck())
if (m_Profiles.isExpanded)
HackSetDirty(pipe); // Repaint
EditorGUI.indentLevel++;
for (int i = 0, n = Math.Min(m_Profiles.arraySize, SubsurfaceScatteringSettings.maxNumProfiles); i < n; i++)
{
SerializedProperty profile = m_Profiles.GetArrayElementAtIndex(i);
EditorGUILayout.PropertyField(profile, styles.sssProfiles[i]);
if (profile.isExpanded)
{
EditorGUI.indentLevel++;
SerializedProperty profileStdDev1 = profile.FindPropertyRelative("stdDev1");
SerializedProperty profileStdDev2 = profile.FindPropertyRelative("stdDev2");
SerializedProperty profileLerpWeight = profile.FindPropertyRelative("lerpWeight");
SerializedProperty profileTransmission = profile.FindPropertyRelative("enableTransmission");
SerializedProperty profileThicknessRemap = profile.FindPropertyRelative("thicknessRemap");
EditorGUILayout.PropertyField(profileStdDev1, styles.sssProfileStdDev1);
EditorGUILayout.PropertyField(profileStdDev2, styles.sssProfileStdDev2);
EditorGUILayout.PropertyField(profileLerpWeight, styles.sssProfileLerpWeight);
EditorGUILayout.PropertyField(profileTransmission, styles.sssProfileTransmission);
Vector2 thicknessRemap = profileThicknessRemap.vector2Value;
EditorGUILayout.LabelField("Min thickness: ", thicknessRemap.x.ToString());
EditorGUILayout.LabelField("Max thickness: ", thicknessRemap.y.ToString());
EditorGUILayout.MinMaxSlider(styles.sssProfileThicknessRemap, ref thicknessRemap.x, ref thicknessRemap.y, 0, 10);
profileThicknessRemap.vector2Value = thicknessRemap;
EditorGUILayout.Space();
EditorGUILayout.LabelField(styles.sssProfilePreview0, styles.centeredMiniBoldLabel);
EditorGUILayout.LabelField(styles.sssProfilePreview1, EditorStyles.centeredGreyMiniLabel);
EditorGUILayout.LabelField(styles.sssProfilePreview2, EditorStyles.centeredGreyMiniLabel);
EditorGUILayout.Space();
// Draw the profile.
m_ProfileMaterial.SetColor("_StdDev1", profileStdDev1.colorValue);
m_ProfileMaterial.SetColor("_StdDev2", profileStdDev2.colorValue);
m_ProfileMaterial.SetFloat("_LerpWeight", profileLerpWeight.floatValue);
EditorGUI.DrawPreviewTexture(GUILayoutUtility.GetRect(256, 256), m_ProfileImages[i], m_ProfileMaterial, ScaleMode.ScaleToFit, 1.0f);
EditorGUILayout.Space();
EditorGUILayout.LabelField(styles.sssTransmittancePreview0, styles.centeredMiniBoldLabel);
EditorGUILayout.LabelField(styles.sssTransmittancePreview1, EditorStyles.centeredGreyMiniLabel);
EditorGUILayout.Space();
// Draw the transmittance graph.
m_TransmittanceMaterial.SetColor("_StdDev1", profileStdDev1.colorValue);
m_TransmittanceMaterial.SetColor("_StdDev2", profileStdDev2.colorValue);
m_TransmittanceMaterial.SetFloat("_LerpWeight", profileLerpWeight.floatValue);
m_TransmittanceMaterial.SetVector("_ThicknessRemap", profileThicknessRemap.vector2Value);
EditorGUI.DrawPreviewTexture(GUILayoutUtility.GetRect(16, 16), m_TransmittanceImages[i], m_TransmittanceMaterial, ScaleMode.ScaleToFit, 16.0f);
EditorGUILayout.Space();
EditorGUI.indentLevel--;
}
}
EditorGUI.indentLevel--;
EditorGUI.indentLevel--;
}
private void LightingDebugSettingsUI(HDRenderPipeline renderContext, HDRenderPipelineInstance renderpipelineInstance)

public void OnEnable()
{
InitializeProperties();
InitializeSSS();
}
public override void OnInspectorGUI()

6
Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/SceneSettingsManagementWindow.cs


void OnGUI()
{
// Keep it there temporarily until it's back to an "engine" setting in the HDRenderPipeline asset.
SubsurfaceScatteringSettings.overrideSettings = (SubsurfaceScatteringParameters)EditorGUILayout.ObjectField(new GUIContent("SSS Settings"), SubsurfaceScatteringSettings.overrideSettings, typeof(SubsurfaceScatteringParameters), false);
EditorGUILayout.Space();
if (GUILayout.Button("Create new Common Settings"))

if (GUILayout.Button("Create new Procedural sky params"))
{
CreateAsset<ProceduralSkySettings>("NewProceduralSkyParameters");
}
if (GUILayout.Button("Create new SSS params"))
{
CreateAsset<SubsurfaceScatteringParameters>("NewSssParameters");
}
EditorGUILayout.Space();

130
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.asset


m_Script: {fileID: 11500000, guid: f365a473b136bef4797c7281a02cd510, type: 3}
m_Name: HDRenderPipeline
m_EditorClassIdentifier:
m_LightLoopProducer: {fileID: 11400000, guid: bf8cd9ae03ff7d54c89603e67be0bfc5,
type: 2}
m_LightLoopProducer: {fileID: 0}
globalDebugSettings:
debugOverlayRatio: 0.33
displayMaterialDebug: 0

displayOpaqueObjects: 1
displayTransparentObjects: 1
enableDistortion: 1
enableSSS: 1
sssSettings:
numProfiles: 1
transmissionFlags: 0
profiles:
- stdDev1: {r: 0.3, g: 0.3, b: 0.3, a: 0}
stdDev2: {r: 0.6, g: 0.6, b: 0.6, a: 0}
lerpWeight: 0.5
enableTransmission: 0
thicknessRemap: {x: 0, y: 3}
m_FilterKernel:
- {x: 0.14285715, y: 0.14285715, z: 0.14285715, w: -0.6594821}
- {x: 0.14285715, y: 0.14285715, z: 0.14285715, w: -0.3561445}
- {x: 0.14285715, y: 0.14285715, z: 0.14285715, w: -0.16454786}
- {x: 0.14285715, y: 0.14285715, z: 0.14285715, w: -0.000000048879357}
- {x: 0.14285715, y: 0.14285715, z: 0.14285715, w: 0.16454786}
- {x: 0.14285715, y: 0.14285715, z: 0.14285715, w: 0.35614443}
- {x: 0.14285715, y: 0.14285715, z: 0.14285715, w: 0.659482}
m_HalfRcpVariances:
- {x: 5.5555553, y: 5.5555553, z: 5.5555553}
- {x: 1.3888888, y: 1.3888888, z: 1.3888888}
m_HalfRcpWeightedVariances: {x: 2.4691355, y: 2.4691355, z: 2.4691355, w: 2.4691355}
thicknessRemaps:
- 0
- 3
- 0
- 0
- 0
- 0
- 0
- 0
- 0
- 0
- 0
- 0
- 0
- 0
- 0
- 0
halfRcpVariancesAndLerpWeights:
- {x: 5.5555553, y: 5.5555553, z: 5.5555553, w: 0.5}
- {x: 1.3888888, y: 1.3888888, z: 1.3888888, w: 0.5}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
halfRcpWeightedVariances:
- {x: 2.4691355, y: 2.4691355, z: 2.4691355, w: 2.4691355}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
filterKernels:
- {x: 0.14285715, y: 0.14285715, z: 0.14285715, w: -0.6594821}
- {x: 0.14285715, y: 0.14285715, z: 0.14285715, w: -0.3561445}
- {x: 0.14285715, y: 0.14285715, z: 0.14285715, w: -0.16454786}
- {x: 0.14285715, y: 0.14285715, z: 0.14285715, w: -0.000000048879357}
- {x: 0.14285715, y: 0.14285715, z: 0.14285715, w: 0.16454786}
- {x: 0.14285715, y: 0.14285715, z: 0.14285715, w: 0.35614443}
- {x: 0.14285715, y: 0.14285715, z: 0.14285715, w: 0.659482}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
- {x: 0, y: 0, z: 0, w: 0}
maxShadowDistance: 400
maxShadowDistance: 800
directionalLightNearPlaneOffset: 5
localSssParameters: {fileID: 0}
directionalLightNearPlaneOffset: 10
m_TextureSettings:
spotCookieSize: 128
pointCookieSize: 512

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.asset.meta


fileFormatVersion: 2
guid: e185fecca3c73cd47a09f1092663ef32
timeCreated: 1486997164
timeCreated: 1487689448
licenseType: Pro
NativeFormatImporter:
mainObjectFileID: 11400000

44
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


// Those that are not will be refatored later.
// Debugging
public GlobalDebugSettings globalDebugSettings = new GlobalDebugSettings();
public GlobalDebugSettings globalDebugSettings = new GlobalDebugSettings();
public RenderingSettings renderingSettings = new RenderingSettings();
[SerializeField] ShadowSettings m_ShadowSettings = ShadowSettings.Default;
public SubsurfaceScatteringParameters localSssParameters;
[SerializeField] TextureSettings m_TextureSettings = TextureSettings.Default;
public RenderingSettings renderingSettings = new RenderingSettings();
public SubsurfaceScatteringSettings sssSettings = new SubsurfaceScatteringSettings();
[SerializeField]
ShadowSettings m_ShadowSettings = ShadowSettings.Default;
[SerializeField] TextureSettings m_TextureSettings = TextureSettings.Default;
public ShadowSettings shadowSettings { get { return m_ShadowSettings; } }
public TextureSettings textureSettings { get { return m_TextureSettings; } set { m_TextureSettings = value; } }

}
}
public SubsurfaceScatteringParameters sssParameters
{
get
{
if (SubsurfaceScatteringSettings.overrideSettings != null)
{
return SubsurfaceScatteringSettings.overrideSettings;
}
if (localSssParameters == null)
{
localSssParameters = CreateInstance<SubsurfaceScatteringParameters>();
}
return localSssParameters;
}
}
public void ApplyDebugSettings()
{
m_ShadowSettings.enabled = globalDebugSettings.lightingDebugSettings.enableShadows;

public void OnValidate()
{
globalDebugSettings.OnValidate();
sssSettings.OnValidate();
}
}

}
}
public void PushGlobalParams(HDCamera hdCamera, ScriptableRenderContext renderContext, SubsurfaceScatteringParameters sssParameters)
public void PushGlobalParams(HDCamera hdCamera, ScriptableRenderContext renderContext, SubsurfaceScatteringSettings sssParameters)
{
if (m_SkyManager.IsSkyValid())
{

Shader.SetGlobalFloatArray("_ThicknessRemaps", sssParameters.thicknessRemaps);
Shader.SetGlobalVectorArray("_HalfRcpVariancesAndLerpWeights", sssParameters.halfRcpVariancesAndLerpWeights);
if (sssParameters.enableSSS)
if (globalDebugSettings.renderingDebugSettings.enableSSS)
{
Shader.EnableKeyword("_SUBSURFACE_SCATTERING");
}

}
}
PushGlobalParams(hdCamera, renderContext, m_Owner.sssParameters);
PushGlobalParams(hdCamera, renderContext, m_Owner.sssSettings);
// Caution: We require sun light here as some sky use the sun light to render, mean UpdateSkyEnvironment
// must be call after BuildGPULightLists.

RenderDeferredLighting(hdCamera, renderContext, m_Owner.sssParameters.enableSSS);
RenderDeferredLighting(hdCamera, renderContext, m_Owner.globalDebugSettings.renderingDebugSettings.enableSSS);
CombineSubsurfaceScattering(hdCamera, renderContext, m_Owner.sssParameters);
CombineSubsurfaceScattering(hdCamera, renderContext, m_Owner.sssSettings);
// For opaque forward we have split rendering in two categories
// Material that are always forward and material that can be deferred or forward depends on render pipeline options (like switch to rendering forward only mode)

}
// Combines specular lighting and diffuse lighting with subsurface scattering.
void CombineSubsurfaceScattering(HDCamera hdCamera, ScriptableRenderContext context, SubsurfaceScatteringParameters sssParameters)
void CombineSubsurfaceScattering(HDCamera hdCamera, ScriptableRenderContext context, SubsurfaceScatteringSettings sssParameters)
if (!sssParameters.enableSSS) return;
if (!globalDebugSettings.renderingDebugSettings.enableSSS) return;
var cmd = new CommandBuffer() { name = "Subsurface Scattering Pass" };

112
Assets/TestScenes/HDTest/CascadedShadowsTest.unity


m_ReflectionIntensity: 1
m_CustomReflection: {fileID: 0}
m_Sun: {fileID: 0}
m_IndirectSpecularColor: {r: 0, g: 0, b: 0, a: 1}
m_IndirectSpecularColor: {r: 0.21215841, g: 0.21215841, b: 0.21215841, a: 1}
--- !u!157 &3
LightmapSettings:
m_ObjectHideFlags: 0

m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 39480640}
m_Mesh: {fileID: 10202, guid: 0000000000000000e000000000000000, type: 0}
--- !u!1 &44546677
GameObject:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
serializedVersion: 5
m_Component:
- component: {fileID: 44546679}
- component: {fileID: 44546678}
m_Layer: 0
m_Name: Scene Settings
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!114 &44546678
MonoBehaviour:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 44546677}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 0e34c98127e05d340ba44a1d4a734454, type: 3}
m_Name:
m_EditorClassIdentifier:
m_CommonSettings: {fileID: 11400000, guid: 075f395cb6ba2534196f2ce83c32e633, type: 2}
m_SkySettings: {fileID: 11400000, guid: 622aa06566c087b41ac0edc80769f45f, type: 2}
--- !u!4 &44546679
Transform:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 44546677}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 0}
m_RootOrder: 3
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &58245422
GameObject:
m_ObjectHideFlags: 0

- {fileID: 451535687}
- {fileID: 2049083844}
m_Father: {fileID: 0}
m_RootOrder: 3
m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &80788017
GameObject:

m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 2082161877}
m_Mesh: {fileID: 10202, guid: 0000000000000000e000000000000000, type: 0}
--- !u!1 &2100643537
GameObject:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
serializedVersion: 5
m_Component:
- component: {fileID: 2100643540}
- component: {fileID: 2100643539}
- component: {fileID: 2100643538}
m_Layer: 0
m_Name: SceneSettings
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!114 &2100643538
MonoBehaviour:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 2100643537}
m_Enabled: 0
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 59b6606ef2548734bb6d11b9d160bc7e, type: 3}
m_Name:
m_EditorClassIdentifier:
rotation: 0
exposure: 0
multiplier: 1
resolution: 256
updateMode: 0
updatePeriod: 0
skyHDRI: {fileID: 8900000, guid: 805167636edb6ce4fb580f8da1053bad, type: 3}
--- !u!114 &2100643539
MonoBehaviour:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 2100643537}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: bc357c46587fc9d4cb8f311794d7d2f3, type: 3}
m_Name:
m_EditorClassIdentifier:
m_Settings:
m_ShadowMaxDistance: 1000
m_ShadowCascadeCount: 4
m_ShadowCascadeSplit0: 0.05
m_ShadowCascadeSplit1: 0.2
m_ShadowCascadeSplit2: 0.3
m_ShadowNearPlaneOffset: 5
--- !u!4 &2100643540
Transform:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 2100643537}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 0}
m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &2115816428
GameObject:
m_ObjectHideFlags: 0

9
Assets/TestScenes/HDTest/CascadedShadowsTest/CommonSettings_Cascaded.asset


m_Name: CommonSettings_Cascaded
m_EditorClassIdentifier:
m_Settings:
m_ShadowMaxDistance: 450
m_ShadowMaxDistance: 800
m_ShadowCascadeSplit0: 0.015
m_ShadowCascadeSplit1: 0.05
m_ShadowCascadeSplit2: 0.2
m_ShadowCascadeSplit0: 0.05
m_ShadowCascadeSplit1: 0.2
m_ShadowCascadeSplit2: 0.3
m_ShadowNearPlaneOffset: 10

2
Assets/TestScenes/HDTest/CascadedShadowsTest/CommonSettings_Cascaded.asset.meta


fileFormatVersion: 2
guid: 075f395cb6ba2534196f2ce83c32e633
timeCreated: 1485858348
timeCreated: 1487264310
licenseType: Pro
NativeFormatImporter:
mainObjectFileID: 11400000

9
ProjectSettings/GraphicsSettings.asset


m_DefaultRenderingPath: 1
m_DefaultMobileRenderingPath: 1
m_TierSettings:
- serializedVersion: 4
- serializedVersion: 5
m_BuildTarget: 1
m_Tier: 0
m_Settings:

useHDR: 1
useDetailNormalMap: 1
useCascadedShadowMaps: 1
prefer32BitShadowMaps: 0
- serializedVersion: 4
- serializedVersion: 5
m_BuildTarget: 1
m_Tier: 1
m_Settings:

useHDR: 1
useDetailNormalMap: 1
useCascadedShadowMaps: 1
prefer32BitShadowMaps: 0
- serializedVersion: 4
- serializedVersion: 5
m_BuildTarget: 1
m_Tier: 2
m_Settings:

useHDR: 1
useDetailNormalMap: 1
useCascadedShadowMaps: 1
prefer32BitShadowMaps: 0
useDitherMaskForAlphaBlendedShadows: 1
m_Automatic: 0
m_LightmapStripping: 0

295
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringSettings.cs


using System;
using UnityEngine.Rendering;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
[Serializable]
public class SubsurfaceScatteringProfile
{
public const int numSamples = 7; // Must be an odd number
[SerializeField, ColorUsage(false, true, 0.05f, 2.0f, 1.0f, 1.0f)]
public Color stdDev1;
[SerializeField, ColorUsage(false, true, 0.05f, 2.0f, 1.0f, 1.0f)]
public Color stdDev2;
[SerializeField]
public float lerpWeight;
[SerializeField]
public bool enableTransmission;
[SerializeField]
public Vector2 thicknessRemap;
[SerializeField] [HideInInspector]
Vector4[] m_FilterKernel;
[SerializeField] [HideInInspector]
Vector3[] m_HalfRcpVariances;
[SerializeField] [HideInInspector]
Vector4 m_HalfRcpWeightedVariances;
// --- Public Methods ---
public SubsurfaceScatteringProfile()
{
stdDev1 = new Color(0.3f, 0.3f, 0.3f, 0.0f);
stdDev2 = new Color(0.6f, 0.6f, 0.6f, 0.0f);
lerpWeight = 0.5f;
enableTransmission = false;
thicknessRemap = new Vector2(0, 3);
UpdateKernelAndVarianceData();
}
public Vector4[] filterKernel
{
// Set via UpdateKernelAndVarianceData().
get { return m_FilterKernel; }
}
public Vector3[] halfRcpVariances
{
// Set via UpdateKernelAndVarianceData().
get { return m_HalfRcpVariances; }
}
public Vector4 halfRcpWeightedVariances
{
// Set via UpdateKernelAndVarianceData().
get { return m_HalfRcpWeightedVariances; }
}
public void UpdateKernelAndVarianceData()
{
if (m_FilterKernel == null)
{
m_FilterKernel = new Vector4[numSamples];
}
if (m_HalfRcpVariances == null)
{
m_HalfRcpVariances = new Vector3[2];
}
// Our goal is to blur the image using a filter which is represented
// as a product of a linear combination of two normalized 1D Gaussians
// as suggested by Jimenez et al. in "Separable Subsurface Scattering".
// A normalized (i.e. energy-preserving) 1D Gaussian with the mean of 0
// is defined as follows: G1(x, v) = exp(-x� / (2 * v)) / sqrt(2 * Pi * v),
// where 'v' is variance and 'x' is the radial distance from the origin.
// Using the weight 'w', our 1D and the resulting 2D filters are given as:
// A1(v1, v2, w, x) = G1(x, v1) * (1 - w) + G1(r, v2) * w,
// A2(v1, v2, w, x, y) = A1(v1, v2, w, x) * A1(v1, v2, w, y).
// The resulting filter function is a non-Gaussian PDF.
// It is separable by design, but generally not radially symmetric.
// Find the widest Gaussian across 3 color channels.
float maxStdDev1 = Mathf.Max(stdDev1.r, stdDev1.g, stdDev1.b);
float maxStdDev2 = Mathf.Max(stdDev2.r, stdDev2.g, stdDev2.b);
Vector3 weightSum = new Vector3(0, 0, 0);
// Importance sample the linear combination of two Gaussians.
for (uint i = 0; i < numSamples; i++)
{
float u = (i + 0.5f) / numSamples;
float pos = GaussianCombinationCdfInverse(u, maxStdDev1, maxStdDev2, lerpWeight);
float pdf = GaussianCombination(pos, maxStdDev1, maxStdDev2, lerpWeight);
Vector3 val;
val.x = GaussianCombination(pos, stdDev1.r, stdDev2.r, lerpWeight);
val.y = GaussianCombination(pos, stdDev1.g, stdDev2.g, lerpWeight);
val.z = GaussianCombination(pos, stdDev1.b, stdDev2.b, lerpWeight);
// We do not divide by 'numSamples' since we will renormalize, anyway.
m_FilterKernel[i].x = val.x * (1 / pdf);
m_FilterKernel[i].y = val.y * (1 / pdf);
m_FilterKernel[i].z = val.z * (1 / pdf);
m_FilterKernel[i].w = pos;
weightSum.x += m_FilterKernel[i].x;
weightSum.y += m_FilterKernel[i].y;
weightSum.z += m_FilterKernel[i].z;
}
// Renormalize the weights to conserve energy.
for (uint i = 0; i < numSamples; i++)
{
m_FilterKernel[i].x *= 1 / weightSum.x;
m_FilterKernel[i].y *= 1 / weightSum.y;
m_FilterKernel[i].z *= 1 / weightSum.z;
}
// Store (1 / (2 * Variance)) per color channel per Gaussian.
m_HalfRcpVariances[0].x = 0.5f / (stdDev1.r * stdDev1.r);
m_HalfRcpVariances[0].y = 0.5f / (stdDev1.g * stdDev1.g);
m_HalfRcpVariances[0].z = 0.5f / (stdDev1.b * stdDev1.b);
m_HalfRcpVariances[1].x = 0.5f / (stdDev2.r * stdDev2.r);
m_HalfRcpVariances[1].y = 0.5f / (stdDev2.g * stdDev2.g);
m_HalfRcpVariances[1].z = 0.5f / (stdDev2.b * stdDev2.b);
Vector4 weightedStdDev;
weightedStdDev.x = Mathf.Lerp(stdDev1.r, stdDev2.r, lerpWeight);
weightedStdDev.y = Mathf.Lerp(stdDev1.g, stdDev2.g, lerpWeight);
weightedStdDev.z = Mathf.Lerp(stdDev1.b, stdDev2.b, lerpWeight);
weightedStdDev.w = Mathf.Lerp(maxStdDev1, maxStdDev2, lerpWeight);
// Store (1 / (2 * WeightedVariance)) per color channel.
m_HalfRcpWeightedVariances.x = 0.5f / (weightedStdDev.x * weightedStdDev.x);
m_HalfRcpWeightedVariances.y = 0.5f / (weightedStdDev.y * weightedStdDev.y);
m_HalfRcpWeightedVariances.z = 0.5f / (weightedStdDev.z * weightedStdDev.z);
m_HalfRcpWeightedVariances.w = 0.5f / (weightedStdDev.w * weightedStdDev.w);
}
// --- Private Methods ---
static float Gaussian(float x, float stdDev)
{
float variance = stdDev * stdDev;
return Mathf.Exp(-x * x / (2 * variance)) / Mathf.Sqrt(2 * Mathf.PI * variance);
}
static float GaussianCombination(float x, float stdDev1, float stdDev2, float lerpWeight)
{
return Mathf.Lerp(Gaussian(x, stdDev1), Gaussian(x, stdDev2), lerpWeight);
}
static float RationalApproximation(float t)
{
// Abramowitz and Stegun formula 26.2.23.
// The absolute value of the error should be less than 4.5 e-4.
float[] c = {2.515517f, 0.802853f, 0.010328f};
float[] d = {1.432788f, 0.189269f, 0.001308f};
return t - ((c[2] * t + c[1]) * t + c[0]) / (((d[2] * t + d[1]) * t + d[0]) * t + 1.0f);
}
// Ref: https://www.johndcook.com/blog/csharp_phi_inverse/
static float NormalCdfInverse(float p, float stdDev)
{
float x;
if (p < 0.5)
{
// F^-1(p) = - G^-1(p)
x = -RationalApproximation(Mathf.Sqrt(-2.0f * Mathf.Log(p)));
}
else
{
// F^-1(p) = G^-1(1-p)
x = RationalApproximation(Mathf.Sqrt(-2.0f * Mathf.Log(1.0f - p)));
}
return x * stdDev;
}
static float GaussianCombinationCdfInverse(float p, float stdDev1, float stdDev2, float lerpWeight)
{
return Mathf.Lerp(NormalCdfInverse(p, stdDev1), NormalCdfInverse(p, stdDev2), lerpWeight);
}
}
[Serializable]
public class SubsurfaceScatteringSettings
{
public const int maxNumProfiles = 8;
public int numProfiles;
public int transmissionFlags;
public SubsurfaceScatteringProfile[] profiles;
public float[] thicknessRemaps;
public Vector4[] halfRcpVariancesAndLerpWeights;
public Vector4[] halfRcpWeightedVariances;
public Vector4[] filterKernels;
// --- Public Methods ---
public SubsurfaceScatteringSettings()
{
numProfiles = 1;
profiles = new SubsurfaceScatteringProfile[numProfiles];
for (int i = 0; i < numProfiles; i++)
{
profiles[i] = new SubsurfaceScatteringProfile();
}
OnValidate();
}
public void OnValidate()
{
if (profiles.Length > maxNumProfiles)
{
Array.Resize(ref profiles, maxNumProfiles);
}
numProfiles = profiles.Length;
transmissionFlags = 0;
if (thicknessRemaps == null)
{
thicknessRemaps = new float[maxNumProfiles * 2];
}
if (halfRcpVariancesAndLerpWeights == null)
{
halfRcpVariancesAndLerpWeights = new Vector4[maxNumProfiles * 2];
}
if (halfRcpWeightedVariances == null)
{
halfRcpWeightedVariances = new Vector4[maxNumProfiles];
}
if (filterKernels == null)
{
filterKernels = new Vector4[maxNumProfiles * SubsurfaceScatteringProfile.numSamples];
}
Color c = new Color();
for (int i = 0; i < numProfiles; i++)
{
transmissionFlags |= (profiles[i].enableTransmission ? 1 : 0) << i;
c.r = Mathf.Clamp(profiles[i].stdDev1.r, 0.05f, 2.0f);
c.g = Mathf.Clamp(profiles[i].stdDev1.g, 0.05f, 2.0f);
c.b = Mathf.Clamp(profiles[i].stdDev1.b, 0.05f, 2.0f);
c.a = 0.0f;
profiles[i].stdDev1 = c;
c.r = Mathf.Clamp(profiles[i].stdDev2.r, 0.05f, 2.0f);
c.g = Mathf.Clamp(profiles[i].stdDev2.g, 0.05f, 2.0f);
c.b = Mathf.Clamp(profiles[i].stdDev2.b, 0.05f, 2.0f);
c.a = 0.0f;
profiles[i].stdDev2 = c;
profiles[i].lerpWeight = Mathf.Clamp01(profiles[i].lerpWeight);
profiles[i].thicknessRemap.x = Mathf.Clamp(profiles[i].thicknessRemap.x, 0, profiles[i].thicknessRemap.y);
profiles[i].thicknessRemap.y = Mathf.Max(profiles[i].thicknessRemap.x, profiles[i].thicknessRemap.y);
profiles[i].UpdateKernelAndVarianceData();
}
// Use the updated data to fill the cache.
for (int i = 0; i < numProfiles; i++)
{
thicknessRemaps[2 * i] = profiles[i].thicknessRemap.x;
thicknessRemaps[2 * i + 1] = profiles[i].thicknessRemap.y - profiles[i].thicknessRemap.x;
halfRcpVariancesAndLerpWeights[2 * i] = profiles[i].halfRcpVariances[0];
halfRcpVariancesAndLerpWeights[2 * i].w = 1.0f - profiles[i].lerpWeight;
halfRcpVariancesAndLerpWeights[2 * i + 1] = profiles[i].halfRcpVariances[1];
halfRcpVariancesAndLerpWeights[2 * i + 1].w = profiles[i].lerpWeight;
halfRcpWeightedVariances[i] = profiles[i].halfRcpWeightedVariances;
for (int j = 0, n = SubsurfaceScatteringProfile.numSamples; j < n; j++)
{
filterKernels[n * i + j] = profiles[i].filterKernel[j];
}
}
}
}
}

8
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringSettings.cs.meta


fileFormatVersion: 2
guid: cccb0727e6924014ebb35773fbfed141
timeCreated: 1487685614
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

20
Assets/TestScenes/HDTest/CascadedShadowsTest/HDRISkySettings_Cascaded.asset


%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!114 &11400000
MonoBehaviour:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 59b6606ef2548734bb6d11b9d160bc7e, type: 3}
m_Name: HDRISkySettings_Cascaded
m_EditorClassIdentifier:
rotation: 0
exposure: 0
multiplier: 1
resolution: 256
updateMode: 0
updatePeriod: 0
skyHDRI: {fileID: 0}

9
Assets/TestScenes/HDTest/CascadedShadowsTest/HDRISkySettings_Cascaded.asset.meta


fileFormatVersion: 2
guid: 622aa06566c087b41ac0edc80769f45f
timeCreated: 1487264328
licenseType: Pro
NativeFormatImporter:
mainObjectFileID: 11400000
userData:
assetBundleName:
assetBundleVariant:

12
Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SubsurfaceScatteringParameters.cs.meta


fileFormatVersion: 2
guid: e9493dbe9d624704d9a80a75d52835b3
timeCreated: 1485361779
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

509
Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SubsurfaceScatteringParameters.cs


using System;
using UnityEngine.Rendering;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
[Serializable]
public class SubsurfaceScatteringProfile
{
public const int numSamples = 7; // Must be an odd number
[SerializeField, ColorUsage(false, true, 0.05f, 2.0f, 1.0f, 1.0f)]
public Color stdDev1;
[SerializeField, ColorUsage(false, true, 0.05f, 2.0f, 1.0f, 1.0f)]
public Color stdDev2;
[SerializeField]
public float lerpWeight;
[SerializeField]
public bool enableTransmission;
[SerializeField]
public Vector2 thicknessRemap;
[SerializeField] [HideInInspector]
Vector4[] m_FilterKernel;
[SerializeField] [HideInInspector]
Vector3[] m_HalfRcpVariances;
[SerializeField] [HideInInspector]
Vector4 m_HalfRcpWeightedVariances;
// --- Public Methods ---
public SubsurfaceScatteringProfile()
{
stdDev1 = new Color(0.3f, 0.3f, 0.3f, 0.0f);
stdDev2 = new Color(0.6f, 0.6f, 0.6f, 0.0f);
lerpWeight = 0.5f;
enableTransmission = false;
thicknessRemap = new Vector2(0, 3);
UpdateKernelAndVarianceData();
}
public Vector4[] filterKernel
{
// Set via UpdateKernelAndVarianceData().
get { return m_FilterKernel; }
}
public Vector3[] halfRcpVariances
{
// Set via UpdateKernelAndVarianceData().
get { return m_HalfRcpVariances; }
}
public Vector4 halfRcpWeightedVariances
{
// Set via UpdateKernelAndVarianceData().
get { return m_HalfRcpWeightedVariances; }
}
public void UpdateKernelAndVarianceData()
{
if (m_FilterKernel == null)
{
m_FilterKernel = new Vector4[numSamples];
}
if (m_HalfRcpVariances == null)
{
m_HalfRcpVariances = new Vector3[2];
}
// Our goal is to blur the image using a filter which is represented
// as a product of a linear combination of two normalized 1D Gaussians
// as suggested by Jimenez et al. in "Separable Subsurface Scattering".
// A normalized (i.e. energy-preserving) 1D Gaussian with the mean of 0
// is defined as follows: G1(x, v) = exp(-x� / (2 * v)) / sqrt(2 * Pi * v),
// where 'v' is variance and 'x' is the radial distance from the origin.
// Using the weight 'w', our 1D and the resulting 2D filters are given as:
// A1(v1, v2, w, x) = G1(x, v1) * (1 - w) + G1(r, v2) * w,
// A2(v1, v2, w, x, y) = A1(v1, v2, w, x) * A1(v1, v2, w, y).
// The resulting filter function is a non-Gaussian PDF.
// It is separable by design, but generally not radially symmetric.
// Find the widest Gaussian across 3 color channels.
float maxStdDev1 = Mathf.Max(stdDev1.r, stdDev1.g, stdDev1.b);
float maxStdDev2 = Mathf.Max(stdDev2.r, stdDev2.g, stdDev2.b);
Vector3 weightSum = new Vector3(0, 0, 0);
// Importance sample the linear combination of two Gaussians.
for (uint i = 0; i < numSamples; i++)
{
float u = (i + 0.5f) / numSamples;
float pos = GaussianCombinationCdfInverse(u, maxStdDev1, maxStdDev2, lerpWeight);
float pdf = GaussianCombination(pos, maxStdDev1, maxStdDev2, lerpWeight);
Vector3 val;
val.x = GaussianCombination(pos, stdDev1.r, stdDev2.r, lerpWeight);
val.y = GaussianCombination(pos, stdDev1.g, stdDev2.g, lerpWeight);
val.z = GaussianCombination(pos, stdDev1.b, stdDev2.b, lerpWeight);
// We do not divide by 'numSamples' since we will renormalize, anyway.
m_FilterKernel[i].x = val.x * (1 / pdf);
m_FilterKernel[i].y = val.y * (1 / pdf);
m_FilterKernel[i].z = val.z * (1 / pdf);
m_FilterKernel[i].w = pos;
weightSum.x += m_FilterKernel[i].x;
weightSum.y += m_FilterKernel[i].y;
weightSum.z += m_FilterKernel[i].z;
}
// Renormalize the weights to conserve energy.
for (uint i = 0; i < numSamples; i++)
{
m_FilterKernel[i].x *= 1 / weightSum.x;
m_FilterKernel[i].y *= 1 / weightSum.y;
m_FilterKernel[i].z *= 1 / weightSum.z;
}
// Store (1 / (2 * Variance)) per color channel per Gaussian.
m_HalfRcpVariances[0].x = 0.5f / (stdDev1.r * stdDev1.r);
m_HalfRcpVariances[0].y = 0.5f / (stdDev1.g * stdDev1.g);
m_HalfRcpVariances[0].z = 0.5f / (stdDev1.b * stdDev1.b);
m_HalfRcpVariances[1].x = 0.5f / (stdDev2.r * stdDev2.r);
m_HalfRcpVariances[1].y = 0.5f / (stdDev2.g * stdDev2.g);
m_HalfRcpVariances[1].z = 0.5f / (stdDev2.b * stdDev2.b);
Vector4 weightedStdDev;
weightedStdDev.x = Mathf.Lerp(stdDev1.r, stdDev2.r, lerpWeight);
weightedStdDev.y = Mathf.Lerp(stdDev1.g, stdDev2.g, lerpWeight);
weightedStdDev.z = Mathf.Lerp(stdDev1.b, stdDev2.b, lerpWeight);
weightedStdDev.w = Mathf.Lerp(maxStdDev1, maxStdDev2, lerpWeight);
// Store (1 / (2 * WeightedVariance)) per color channel.
m_HalfRcpWeightedVariances.x = 0.5f / (weightedStdDev.x * weightedStdDev.x);
m_HalfRcpWeightedVariances.y = 0.5f / (weightedStdDev.y * weightedStdDev.y);
m_HalfRcpWeightedVariances.z = 0.5f / (weightedStdDev.z * weightedStdDev.z);
m_HalfRcpWeightedVariances.w = 0.5f / (weightedStdDev.w * weightedStdDev.w);
}
// --- Private Methods ---
static float Gaussian(float x, float stdDev)
{
float variance = stdDev * stdDev;
return Mathf.Exp(-x * x / (2 * variance)) / Mathf.Sqrt(2 * Mathf.PI * variance);
}
static float GaussianCombination(float x, float stdDev1, float stdDev2, float lerpWeight)
{
return Mathf.Lerp(Gaussian(x, stdDev1), Gaussian(x, stdDev2), lerpWeight);
}
static float RationalApproximation(float t)
{
// Abramowitz and Stegun formula 26.2.23.
// The absolute value of the error should be less than 4.5 e-4.
float[] c = {2.515517f, 0.802853f, 0.010328f};
float[] d = {1.432788f, 0.189269f, 0.001308f};
return t - ((c[2] * t + c[1]) * t + c[0]) / (((d[2] * t + d[1]) * t + d[0]) * t + 1.0f);
}
// Ref: https://www.johndcook.com/blog/csharp_phi_inverse/
static float NormalCdfInverse(float p, float stdDev)
{
float x;
if (p < 0.5)
{
// F^-1(p) = - G^-1(p)
x = -RationalApproximation(Mathf.Sqrt(-2.0f * Mathf.Log(p)));
}
else
{
// F^-1(p) = G^-1(1-p)
x = RationalApproximation(Mathf.Sqrt(-2.0f * Mathf.Log(1.0f - p)));
}
return x * stdDev;
}
static float GaussianCombinationCdfInverse(float p, float stdDev1, float stdDev2, float lerpWeight)
{
return Mathf.Lerp(NormalCdfInverse(p, stdDev1), NormalCdfInverse(p, stdDev2), lerpWeight);
}
}
public class SubsurfaceScatteringParameters : ScriptableObject
{
public const int maxNumProfiles = 8;
[SerializeField]
bool m_EnableSSS;
[SerializeField]
int m_NumProfiles;
[SerializeField]
int m_TransmissionFlags;
[SerializeField]
SubsurfaceScatteringProfile[] m_Profiles;
[SerializeField]
float[] m_ThicknessRemaps;
[SerializeField]
Vector4[] m_HalfRcpVariancesAndLerpWeights;
[SerializeField]
Vector4[] m_HalfRcpWeightedVariances;
[SerializeField]
Vector4[] m_FilterKernels;
// --- Public Methods ---
public SubsurfaceScatteringParameters()
{
m_EnableSSS = true;
m_NumProfiles = 1;
m_Profiles = new SubsurfaceScatteringProfile[m_NumProfiles];
for (int i = 0; i < m_NumProfiles; i++)
{
m_Profiles[i] = new SubsurfaceScatteringProfile();
}
OnValidate();
}
public bool enableSSS {
// Set via serialization.
get { return m_EnableSSS; }
}
public SubsurfaceScatteringProfile[] profiles {
// Set via serialization.
get { return m_Profiles; }
}
// Returns a bit mask s.t. the i-th bit indicates whether the i-th profile requires transmittance evaluation.
// Supplies '_TransmissionFlags' to Lit.hlsl.
public int transmissionFlags {
// Set during OnValidate().
get { return m_TransmissionFlags; }
}
// Supplies '_ThicknessRemaps' to Lit.hlsl.
public float[] thicknessRemaps
{
// Set during OnValidate().
get { return m_ThicknessRemaps; }
}
// Supplies '_HalfRcpVariancesAndLerpWeights' to Lit.hlsl.
public Vector4[] halfRcpVariancesAndLerpWeights {
// Set during OnValidate().
get { return m_HalfRcpVariancesAndLerpWeights; }
}
// Supplies '_HalfRcpWeightedVariances' to CombineSubsurfaceScattering.shader.
public Vector4[] halfRcpWeightedVariances {
// Set during OnValidate().
get { return m_HalfRcpWeightedVariances; }
}
// Supplies '_FilterKernels' to CombineSubsurfaceScattering.shader.
public Vector4[] filterKernels
{
// Set during OnValidate().
get { return m_FilterKernels; }
}
public void OnValidate()
{
if (m_Profiles.Length > maxNumProfiles)
{
Array.Resize(ref m_Profiles, maxNumProfiles);
}
m_NumProfiles = m_Profiles.Length;
m_TransmissionFlags = 0;
if (m_ThicknessRemaps == null)
{
m_ThicknessRemaps = new float[maxNumProfiles * 2];
}
if (m_HalfRcpVariancesAndLerpWeights == null)
{
m_HalfRcpVariancesAndLerpWeights = new Vector4[maxNumProfiles * 2];
}
if (m_HalfRcpWeightedVariances == null)
{
m_HalfRcpWeightedVariances = new Vector4[maxNumProfiles];
}
if (m_FilterKernels == null)
{
m_FilterKernels = new Vector4[maxNumProfiles * SubsurfaceScatteringProfile.numSamples];
}
Color c = new Color();
for (int i = 0; i < m_NumProfiles; i++)
{
m_TransmissionFlags |= (m_Profiles[i].enableTransmission ? 1 : 0) << i;
c.r = Mathf.Clamp(m_Profiles[i].stdDev1.r, 0.05f, 2.0f);
c.g = Mathf.Clamp(m_Profiles[i].stdDev1.g, 0.05f, 2.0f);
c.b = Mathf.Clamp(m_Profiles[i].stdDev1.b, 0.05f, 2.0f);
c.a = 0.0f;
m_Profiles[i].stdDev1 = c;
c.r = Mathf.Clamp(m_Profiles[i].stdDev2.r, 0.05f, 2.0f);
c.g = Mathf.Clamp(m_Profiles[i].stdDev2.g, 0.05f, 2.0f);
c.b = Mathf.Clamp(m_Profiles[i].stdDev2.b, 0.05f, 2.0f);
c.a = 0.0f;
m_Profiles[i].stdDev2 = c;
m_Profiles[i].lerpWeight = Mathf.Clamp01(m_Profiles[i].lerpWeight);
m_Profiles[i].thicknessRemap.x = Mathf.Clamp(m_Profiles[i].thicknessRemap.x, 0, m_Profiles[i].thicknessRemap.y);
m_Profiles[i].thicknessRemap.y = Mathf.Max(m_Profiles[i].thicknessRemap.x, m_Profiles[i].thicknessRemap.y);
m_Profiles[i].UpdateKernelAndVarianceData();
}
// Use the updated data to fill the cache.
for (int i = 0; i < m_NumProfiles; i++)
{
m_ThicknessRemaps[2 * i] = m_Profiles[i].thicknessRemap.x;
m_ThicknessRemaps[2 * i + 1] = m_Profiles[i].thicknessRemap.y - m_Profiles[i].thicknessRemap.x;
m_HalfRcpVariancesAndLerpWeights[2 * i] = m_Profiles[i].halfRcpVariances[0];
m_HalfRcpVariancesAndLerpWeights[2 * i].w = 1.0f - m_Profiles[i].lerpWeight;
m_HalfRcpVariancesAndLerpWeights[2 * i + 1] = m_Profiles[i].halfRcpVariances[1];
m_HalfRcpVariancesAndLerpWeights[2 * i + 1].w = m_Profiles[i].lerpWeight;
m_HalfRcpWeightedVariances[i] = m_Profiles[i].halfRcpWeightedVariances;
for (int j = 0, n = SubsurfaceScatteringProfile.numSamples; j < n; j++)
{
m_FilterKernels[n * i + j] = m_Profiles[i].filterKernel[j];
}
}
}
}
public class SubsurfaceScatteringSettings : Singleton<SubsurfaceScatteringSettings>
{
SubsurfaceScatteringParameters settings { get; set; }
public static SubsurfaceScatteringParameters overrideSettings
{
get { return instance.settings; }
set { instance.settings = value; }
}
}
#if UNITY_EDITOR
[CustomEditor(typeof(SubsurfaceScatteringParameters))]
public class SubsurfaceScatteringParametersEditor : Editor
{
private class Styles
{
public readonly GUIContent category = new GUIContent("Subsurface scattering parameters");
public readonly GUIContent[] profiles = new GUIContent[SubsurfaceScatteringParameters.maxNumProfiles] { new GUIContent("Profile #0"), new GUIContent("Profile #1"), new GUIContent("Profile #2"), new GUIContent("Profile #3"), new GUIContent("Profile #4"), new GUIContent("Profile #5"), new GUIContent("Profile #6"), new GUIContent("Profile #7") };
public readonly GUIContent profilePreview0 = new GUIContent("Profile preview");
public readonly GUIContent profilePreview1 = new GUIContent("Shows the fraction of light scattered from the source as radius increases to 1.");
public readonly GUIContent profilePreview2 = new GUIContent("Note that the intensity of the region in the center may be clamped.");
public readonly GUIContent transmittancePreview0 = new GUIContent("Transmittance preview");
public readonly GUIContent transmittancePreview1 = new GUIContent("Shows the fraction of light passing through the object as thickness increases to 1.");
public readonly GUIContent numProfiles = new GUIContent("Number of profiles");
public readonly GUIContent profileStdDev1 = new GUIContent("Standard deviation #1", "Determines the shape of the 1st Gaussian filter. Increases the strength and the radius of the blur of the corresponding color channel.");
public readonly GUIContent profileStdDev2 = new GUIContent("Standard deviation #2", "Determines the shape of the 2nd Gaussian filter. Increases the strength and the radius of the blur of the corresponding color channel.");
public readonly GUIContent profileLerpWeight = new GUIContent("Filter interpolation", "Controls linear interpolation between the two Gaussian filters.");
public readonly GUIContent profileTransmission = new GUIContent("Enable transmission", "Toggles simulation of light passing through thin objects. Depends on the thickness of the material.");
public readonly GUIContent profileThicknessRemap = new GUIContent("Thickness remap", "Remaps the thickness parameter from [0, 1] to the desired range.");
public readonly GUIStyle centeredMiniBoldLabel = new GUIStyle (GUI.skin.label);
}
private static Styles s_Styles;
private SerializedProperty m_EnableSSS, m_Profiles, m_NumProfiles;
private Material m_ProfileMaterial, m_TransmittanceMaterial;
private RenderTexture[] m_ProfileImages, m_TransmittanceImages;
// --- Public Methods ---
private static Styles styles
{
get
{
if (s_Styles == null)
{
s_Styles = new Styles();
s_Styles.centeredMiniBoldLabel.alignment = TextAnchor.MiddleCenter;
s_Styles.centeredMiniBoldLabel.fontSize = 10;
s_Styles.centeredMiniBoldLabel.fontStyle = FontStyle.Bold;
}
return s_Styles;
}
}
void OnEnable()
{
m_EnableSSS = serializedObject.FindProperty("m_EnableSSS");
m_Profiles = serializedObject.FindProperty("m_Profiles");
m_NumProfiles = m_Profiles.FindPropertyRelative("Array.size");
m_ProfileMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/DrawGaussianProfile");
m_TransmittanceMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/DrawTransmittanceGraph");
m_ProfileImages = new RenderTexture[SubsurfaceScatteringParameters.maxNumProfiles];
m_TransmittanceImages = new RenderTexture[SubsurfaceScatteringParameters.maxNumProfiles];
for (int i = 0; i < SubsurfaceScatteringParameters.maxNumProfiles; i++)
{
m_ProfileImages[i] = new RenderTexture(256, 256, 0, RenderTextureFormat.DefaultHDR);
m_TransmittanceImages[i] = new RenderTexture(16, 256, 0, RenderTextureFormat.DefaultHDR);
}
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUI.BeginChangeCheck();
// Validate the data before displaying it.
((SubsurfaceScatteringParameters)serializedObject.targetObject).OnValidate();
EditorGUILayout.LabelField(styles.category, EditorStyles.boldLabel);
EditorGUILayout.PropertyField(m_EnableSSS);
EditorGUILayout.PropertyField(m_NumProfiles, styles.numProfiles);
EditorGUILayout.PropertyField(m_Profiles);
if (m_Profiles.isExpanded)
{
EditorGUI.indentLevel++;
for (int i = 0, n = Math.Min(m_Profiles.arraySize, SubsurfaceScatteringParameters.maxNumProfiles); i < n; i++)
{
SerializedProperty profile = m_Profiles.GetArrayElementAtIndex(i);
EditorGUILayout.PropertyField(profile, styles.profiles[i]);
if (profile.isExpanded)
{
EditorGUI.indentLevel++;
SerializedProperty profileStdDev1 = profile.FindPropertyRelative("stdDev1");
SerializedProperty profileStdDev2 = profile.FindPropertyRelative("stdDev2");
SerializedProperty profileLerpWeight = profile.FindPropertyRelative("lerpWeight");
SerializedProperty profileTransmission = profile.FindPropertyRelative("enableTransmission");
SerializedProperty profileThicknessRemap = profile.FindPropertyRelative("thicknessRemap");
EditorGUILayout.PropertyField(profileStdDev1, styles.profileStdDev1);
EditorGUILayout.PropertyField(profileStdDev2, styles.profileStdDev2);
EditorGUILayout.PropertyField(profileLerpWeight, styles.profileLerpWeight);
EditorGUILayout.PropertyField(profileTransmission, styles.profileTransmission);
Vector2 thicknessRemap = profileThicknessRemap.vector2Value;
EditorGUILayout.LabelField("Min thickness: ", thicknessRemap.x.ToString());
EditorGUILayout.LabelField("Max thickness: ", thicknessRemap.y.ToString());
EditorGUILayout.MinMaxSlider(styles.profileThicknessRemap, ref thicknessRemap.x, ref thicknessRemap.y, 0, 10);
profileThicknessRemap.vector2Value = thicknessRemap;
EditorGUILayout.Space();
EditorGUILayout.LabelField(styles.profilePreview0, styles.centeredMiniBoldLabel);
EditorGUILayout.LabelField(styles.profilePreview1, EditorStyles.centeredGreyMiniLabel);
EditorGUILayout.LabelField(styles.profilePreview2, EditorStyles.centeredGreyMiniLabel);
EditorGUILayout.Space();
// Draw the profile.
m_ProfileMaterial.SetColor("_StdDev1", profileStdDev1.colorValue);
m_ProfileMaterial.SetColor("_StdDev2", profileStdDev2.colorValue);
m_ProfileMaterial.SetFloat("_LerpWeight", profileLerpWeight.floatValue);
EditorGUI.DrawPreviewTexture(GUILayoutUtility.GetRect(256, 256), m_ProfileImages[i], m_ProfileMaterial, ScaleMode.ScaleToFit, 1.0f);
EditorGUILayout.Space();
EditorGUILayout.LabelField(styles.transmittancePreview0, styles.centeredMiniBoldLabel);
EditorGUILayout.LabelField(styles.transmittancePreview1, EditorStyles.centeredGreyMiniLabel);
EditorGUILayout.Space();
// Draw the transmittance graph.
m_TransmittanceMaterial.SetColor("_StdDev1", profileStdDev1.colorValue);
m_TransmittanceMaterial.SetColor("_StdDev2", profileStdDev2.colorValue);
m_TransmittanceMaterial.SetFloat("_LerpWeight", profileLerpWeight.floatValue);
m_TransmittanceMaterial.SetVector("_ThicknessRemap", profileThicknessRemap.vector2Value);
EditorGUI.DrawPreviewTexture(GUILayoutUtility.GetRect(16, 16), m_TransmittanceImages[i], m_TransmittanceMaterial, ScaleMode.ScaleToFit, 16.0f);
EditorGUILayout.Space();
EditorGUI.indentLevel--;
}
}
EditorGUI.indentLevel--;
}
if (EditorGUI.EndChangeCheck())
{
// Serialization does not invoke setters, but does call OnValidate().
serializedObject.ApplyModifiedProperties();
}
}
}
#endif
}

9
Assets/TestScenes/HDTest/GlobalIlluminationTest/LightingData.asset.meta


fileFormatVersion: 2
guid: 3d51fc2c60f333c44b613049001dfba8
timeCreated: 1485441498
licenseType: Pro
NativeFormatImporter:
mainObjectFileID: 25800000
userData:
assetBundleName:
assetBundleVariant:
正在加载...
取消
保存