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Merge pull request #225 from EvgeniiG/master

Improve the SSS implementation (+ *.meta files)
/Branch_Batching2
GitHub 8 年前
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共有 23 个文件被更改,包括 604 次插入36 次删除
  1. 15
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
  2. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
  3. 11
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl
  4. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader
  5. 46
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader
  6. 39
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs
  7. 9
      Assets/TestScenes/HDTest/GraphicTest/Two Sided/Prefabs/Materials.meta
  8. 9
      Assets/TestScenes/HDTest/LayeredLitTest/Mesh/Materials.meta
  9. 9
      Assets/TestScenes/HDTest/WindTest/Materials.meta
  10. 74
      Assets/Textures/cookieTest.png.meta
  11. 75
      Assets/TestScenes/HDTest/GraphicTest/Two Sided/Prefabs/Materials/GroundLeaf_Albedo.mat
  12. 9
      Assets/TestScenes/HDTest/GraphicTest/Two Sided/Prefabs/Materials/GroundLeaf_Albedo.mat.meta
  13. 75
      Assets/TestScenes/HDTest/LayeredLitTest/Mesh/Materials/No Name.mat
  14. 9
      Assets/TestScenes/HDTest/LayeredLitTest/Mesh/Materials/No Name.mat.meta
  15. 75
      Assets/TestScenes/HDTest/WindTest/Materials/Branches_03_BC.mat
  16. 9
      Assets/TestScenes/HDTest/WindTest/Materials/Branches_03_BC.mat.meta
  17. 75
      Assets/TestScenes/HDTest/WindTest/Materials/Material #30.mat
  18. 9
      Assets/TestScenes/HDTest/WindTest/Materials/Material #30.mat.meta
  19. 75
      Assets/TestScenes/HDTest/WindTest/Materials/Tree_03_Trunk_BC.mat
  20. 9
      Assets/TestScenes/HDTest/WindTest/Materials/Tree_03_Trunk_BC.mat.meta

15
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


// SSS parameters
#define SSS_N_PROFILES 8
#define SSS_UNIT_CONVERSION (1.0 / 300.0) // From meters to 1/3 centimeters
#define SSS_UNIT_CONVERSION (1.0 / 300.0) // From 1/3 centimeters to meters
uint _EnableSSS; // Globally toggles subsurface scattering on/off
uint _TransmissionFlags; // 1 bit/profile; 0 = inf. thick, 1 = supports transmission
uint _TexturingModeFlags; // 1 bit/profile; 0 = PreAndPostScatter, 1 = PostScatter

bsdfData.fresnel0 = 0.04; /* 0.028 ? */
bsdfData.subsurfaceProfile = surfaceData.subsurfaceProfile;
// Make the Std. Dev. of 1 correspond to the effective radius of 1 cm (three-sigma rule).
bsdfData.subsurfaceRadius = SSS_UNIT_CONVERSION * surfaceData.subsurfaceRadius;
bsdfData.subsurfaceRadius = SSS_UNIT_CONVERSION * surfaceData.subsurfaceRadius + 0.0001;
bsdfData.thickness = SSS_UNIT_CONVERSION * (_ThicknessRemaps[bsdfData.subsurfaceProfile][0] +
_ThicknessRemaps[bsdfData.subsurfaceProfile][1] * surfaceData.thickness);
bsdfData.enableTransmission = IsBitSet(_TransmissionFlags, bsdfData.subsurfaceProfile);

bsdfData.fresnel0 = 0.04; /* 0.028 ? */
bsdfData.subsurfaceProfile = (SSS_N_PROFILES - 1) * inGBuffer2.a;
// Make the Std. Dev. of 1 correspond to the effective radius of 1 cm (three-sigma rule).
bsdfData.subsurfaceRadius = SSS_UNIT_CONVERSION * inGBuffer2.r;
bsdfData.subsurfaceRadius = SSS_UNIT_CONVERSION * inGBuffer2.r + 0.0001;
bsdfData.thickness = SSS_UNIT_CONVERSION * (_ThicknessRemaps[bsdfData.subsurfaceProfile][0] +
_ThicknessRemaps[bsdfData.subsurfaceProfile][1] * inGBuffer2.g);
bsdfData.enableTransmission = IsBitSet(_TransmissionFlags, bsdfData.subsurfaceProfile);

[branch] if (lightData.shadowIndex >= 0 && illuminance > 0.0)
{
// TODO: factor out the biased position?
float3 biasedPositionWS = positionWS + bsdfData.normalWS * bsdfData.thickness;
float3 biasedPositionWS = positionWS - bsdfData.normalWS * bsdfData.thickness;
#ifdef SHADOWS_USE_SHADOWCTXT
float shadow = GetDirectionalShadowAttenuation(lightLoopContext.shadowContext, biasedPositionWS, lightData.shadowIndex, L, posInput.unPositionSS);
#else

[branch] if (lightData.shadowIndex >= 0 && illuminance > 0.0)
{
// TODO: factor out the common biased position?
float3 biasedPositionWS = positionWS + bsdfData.normalWS * bsdfData.thickness;
float3 biasedPositionWS = positionWS - bsdfData.normalWS * bsdfData.thickness;
float3 offset = float3(0.0, 0.0, 0.0); // GetShadowPosOffset(nDotL, normal);
#ifdef SHADOWS_USE_SHADOWCTXT
float shadow = GetPunctualShadowAttenuation(lightLoopContext.shadowContext, biasedPositionWS + offset, lightData.shadowIndex, L, posInput.unPositionSS);

[branch] if (bsdfData.enableTransmission)
{
// Reverse the normal.
illuminance = saturate(dot(-bsdfData.normalWS, L));
illuminance = saturate(dot(-bsdfData.normalWS, L) * clipFactor);
// TODO: these shadows do not work yet!
float3 biasedPositionWS = positionWS + bsdfData.normalWS * bsdfData.thickness;
float3 biasedPositionWS = positionWS - bsdfData.normalWS * bsdfData.thickness;
#ifdef SHADOWS_USE_SHADOWCTXT
float shadow = GetDirectionalShadowAttenuation(lightLoopContext.shadowContext, biasedPositionWS, lightData.shadowIndex, L, posInput.unPositionSS);
#else

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader


_AnisotropyMap("AnisotropyMap", 2D) = "white" {}
_SubsurfaceProfile("Subsurface Profile", Int) = 0
_SubsurfaceRadius("Subsurface Radius", Range(0.004, 1.0)) = 1.0
_SubsurfaceRadius("Subsurface Radius", Range(0.0, 1.0)) = 1.0
_Thickness("Thickness", Range(0.004, 1.0)) = 1.0
_Thickness("Thickness", Range(0.0, 1.0)) = 1.0
_ThicknessMap("Thickness Map", 2D) = "white" {}
// Wind

11
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl


surfaceData.specular = 0.04;
surfaceData.subsurfaceProfile = _SubsurfaceProfile;
surfaceData.subsurfaceRadius = _SubsurfaceRadius;
surfaceData.thickness = _Thickness;
surfaceData.subsurfaceRadius = SAMPLE_UVMAPPING_TEXTURE2D(_SubsurfaceRadiusMap, sampler_SubsurfaceRadiusMap, layerTexCoord.base).r * _SubsurfaceRadius;
#else
surfaceData.subsurfaceRadius = _SubsurfaceRadius;
surfaceData.subsurfaceRadius *= SAMPLE_UVMAPPING_TEXTURE2D(_SubsurfaceRadiusMap, sampler_SubsurfaceRadiusMap, layerTexCoord.base).r;
surfaceData.thickness = SAMPLE_UVMAPPING_TEXTURE2D(_ThicknessMap, sampler_ThicknessMap, layerTexCoord.base).r;
#else
surfaceData.thickness = _Thickness;
surfaceData.thickness *= SAMPLE_UVMAPPING_TEXTURE2D(_ThicknessMap, sampler_ThicknessMap, layerTexCoord.base).r;
#endif
surfaceData.coatNormalWS = float3(1.0, 0.0, 0.0);

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader


_AnisotropyMap("AnisotropyMap", 2D) = "white" {}
_SubsurfaceProfile("Subsurface Profile", Int) = 0
_SubsurfaceRadius("Subsurface Radius", Range(0.004, 1.0)) = 1.0
_SubsurfaceRadius("Subsurface Radius", Range(0.0, 1.0)) = 1.0
_Thickness("Thickness", Range(0.004, 1.0)) = 1.0
_Thickness("Thickness", Range(0.0, 1.0)) = 1.0
_ThicknessMap("Thickness Map", 2D) = "white" {}
// Wind

46
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader


// TODO: ask Morten if there is a better way to do this.
float3 totalWeight = sampleWeight;
[unroll]
for (int i = 1; i < N_SAMPLES; i++)
uint i; // Sample index
[unroll] // Gather samples from the center to the left (up).
for (i = 1; i <= N_SAMPLES / 2; i++)
{
samplePosition = posInput.unPositionSS + rotatedDirection * _FilterKernels[profileID][i].a;
sampleWeight = _FilterKernels[profileID][i].rgb;

if (any(sampleIrradiance) == false)
{
// The irradiance is 0. There could be two reasons for this.
// Most likely, the surface fragment does not have an SSS material.
// Alternatively, the surface fragment could be completely shadowed.
// Our blur is energy-preserving, so 'sampleWeight' should be 0.
// We can save some bandwidth by terminating the loop early.
break;
}
// Apply bilateral weighting.
// Ref #1: Skin Rendering by Pseudo–Separable Cross Bilateral Filtering.
// Ref #2: Separable SSS, Supplementary Materials, Section E.
float sampleDepth = LinearEyeDepth(rawDepth, _ZBufferParams);
float zDistance = invDistScale * sampleDepth - (invDistScale * centerPosVS.z);
sampleWeight *= exp(-zDistance * zDistance * halfRcpVariance);
totalIrradiance += sampleWeight * sampleIrradiance;
totalWeight += sampleWeight;
}
[unroll] // Gather samples from the center to the right (down).
for (; i < N_SAMPLES; i++)
{
samplePosition = posInput.unPositionSS + rotatedDirection * _FilterKernels[profileID][i].a;
sampleWeight = _FilterKernels[profileID][i].rgb;
rawDepth = LOAD_TEXTURE2D(_MainDepthTexture, samplePosition).r;
sampleIrradiance = LOAD_TEXTURE2D(_IrradianceSource, samplePosition).rgb;
if (any(sampleIrradiance) == false)
{
// The irradiance is 0. There could be two reasons for this.
// Most likely, the surface fragment does not have an SSS material.
// Alternatively, the surface fragment could be completely shadowed.
// Our blur is energy-preserving, so 'sampleWeight' should be 0.
// We can save some bandwidth by terminating the loop early.
break;
}
// Apply bilateral weighting.
// Ref #1: Skin Rendering by Pseudo–Separable Cross Bilateral Filtering.

39
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs


Vector3 weightSum = new Vector3(0, 0, 0);
float rcpNumSamples = 1.0f / numSamples;
float u = (i + 0.5f) / numSamples;
float u = (i <= numSamples / 2) ? 0.5f - i * rcpNumSamples // The center and to the left
: (i + 0.5f) * rcpNumSamples; // From the center to the right
float pos = GaussianCombinationCdfInverse(u, maxStdDev1, maxStdDev2, lerpWeight);
float pdf = GaussianCombination(pos, maxStdDev1, maxStdDev2, lerpWeight);

{
private class Styles
{
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 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 sssTexturingMode = new GUIContent("Texturing mode", "Specifies when the diffuse texture should be applied.");
public readonly GUIContent[] sssTexturingModeOptions = new GUIContent[2]
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 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 sssTexturingMode = new GUIContent("Texturing Mode", "Specifies when the diffuse texture should be applied.");
public readonly GUIContent[] sssTexturingModeOptions = new GUIContent[2]
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 GUIContent sssProfileTransmission = new GUIContent("Enable Transmission", "Toggles simulation of light passing through thin objects. Depends on the thickness of the material.");
public readonly GUIContent sssProfileMinMaxThickness = new GUIContent("Min-Max Thickness", "Shows the values of the thickness remap below.");
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);
public readonly GUIStyle centeredMiniBoldLabel = new GUIStyle(GUI.skin.label);
public Styles()
{

m_TexturingMode.intValue = EditorGUILayout.Popup(styles.sssTexturingMode, m_TexturingMode.intValue, styles.sssTexturingModeOptions);
EditorGUILayout.PropertyField(m_Transmission, styles.sssProfileTransmission);
EditorGUILayout.PropertyField(m_ThicknessRemap, styles.sssProfileMinMaxThickness);
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);
EditorGUILayout.MinMaxSlider(styles.sssProfileThicknessRemap, ref thicknessRemap.x, ref thicknessRemap.y, 0, 100);
m_ThicknessRemap.vector2Value = thicknessRemap;
EditorGUILayout.Space();

9
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