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Merge pull request #393 from Unity-Technologies/Branch_LitAndLayeredImprovements

Branch litandlayeredimprovements
/main
GitHub 7 年前
当前提交
dd6ac2f3
共有 9 个文件被更改,包括 212 次插入116 次删除
  1. 168
      ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/Editor/LayeredLitUI.cs
  2. 15
      ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
  3. 15
      ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
  4. 48
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs
  5. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
  6. 18
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl
  7. 55
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl
  8. 5
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl
  9. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader

168
ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/Editor/LayeredLitUI.cs


new GUIStyle(EditorStyles.foldout)
};
public readonly GUIContent materialLayerText = new GUIContent("Material");
public readonly GUIContent syncButtonText = new GUIContent("Re-Synchronize Layers", "Re-synchronize all layers's properties with the referenced Material");
public readonly GUIContent syncAllButtonText = new GUIContent("Re-Synchronize", "Re-synchronize all layers material properties with the referenced Materials");
public readonly GUIContent syncAllButUVButtonText = new GUIContent("Re-Synchronize Without UV Mapping", "Re-synchronize all but UV Mapping properties with the referenced Materials");
public readonly GUIContent layersText = new GUIContent("Inputs");
public readonly GUIContent emissiveText = new GUIContent("Emissive");
public readonly GUIContent layerMapMaskText = new GUIContent("Layer Mask", "Layer mask");

public readonly GUIContent inheritBaseColorText = new GUIContent("BaseColor influence", "Inherit the base color from the base layer.");
public readonly GUIContent heightOffset = new GUIContent("Height Offset", "Offset applied to the height before layering.");
public readonly GUIContent heightTransition = new GUIContent("Height Transition", "Size in world units of the smooth transition between layers.");
public readonly GUIContent materialReferencesText = new GUIContent("Material References");
public StylesLayer()
{

const string kObjectScaleAffectTile = "_ObjectScaleAffectTile";
MaterialProperty UVBlendMask = null;
const string kUVBlendMask = "_UVBlendMask";
MaterialProperty UVMappingMaskBlendMask = null;
const string kUVMappingMaskBlendMask = "_UVMappingMaskBlendMask";
MaterialProperty layerTilingBlendMask = null;
const string kLayerTilingBlendMask = "_LayerTilingBlendMask";
MaterialProperty texWorldScaleBlendMask = null;

vertexColorMode = FindProperty(kVertexColorMode, props);
objectScaleAffectTile = FindProperty(kObjectScaleAffectTile, props);
UVBlendMask = FindProperty(kUVBlendMask, props);
UVMappingMaskBlendMask = FindProperty(kUVMappingMaskBlendMask, props);
layerTilingBlendMask = FindProperty(kLayerTilingBlendMask, props);
texWorldScaleBlendMask = FindProperty(kTexWorldScaleBlendMask, props);

{
for (int i = 0; i < layerCount; ++i)
{
SynchronizeLayerProperties(material, layers, i);
SynchronizeLayerProperties(material, layers, i, true);
void SynchronizeAllLayersProperties()
void SynchronizeAllLayersProperties(bool excludeUVMappingProperties)
SynchronizeLayerProperties(m_MaterialEditor.target as Material, m_MaterialLayers, i);
SynchronizeLayerProperties(m_MaterialEditor.target as Material, m_MaterialLayers, i, excludeUVMappingProperties);
}
}

static void SynchronizeLayerProperties(Material material, Material[] layers, int layerIndex)
static void SynchronizeLayerProperties(Material material, Material[] layers, int layerIndex, bool excludeUVMappingProperties)
string[] exclusionList = { kTexWorldScale, kUVBase, kUVMappingMask, kUVDetail, kUVDetailsMappingMask };
if (layerMaterial != null)
{

{
string propertyName = ShaderUtil.GetPropertyName(layerShader, i);
string layerPropertyName = propertyName + layerIndex;
if (material.HasProperty(layerPropertyName))
if (!exclusionList.Contains(propertyName) || !excludeUVMappingProperties)
ShaderUtil.ShaderPropertyType type = ShaderUtil.GetPropertyType(layerShader, i);
switch (type)
if (material.HasProperty(layerPropertyName))
case ShaderUtil.ShaderPropertyType.Color:
{
material.SetColor(layerPropertyName, layerMaterial.GetColor(propertyName));
break;
}
case ShaderUtil.ShaderPropertyType.Float:
case ShaderUtil.ShaderPropertyType.Range:
{
material.SetFloat(layerPropertyName, layerMaterial.GetFloat(propertyName));
break;
}
case ShaderUtil.ShaderPropertyType.Vector:
{
material.SetVector(layerPropertyName, layerMaterial.GetVector(propertyName));
break;
}
case ShaderUtil.ShaderPropertyType.TexEnv:
ShaderUtil.ShaderPropertyType type = ShaderUtil.GetPropertyType(layerShader, i);
switch (type)
material.SetTexture(layerPropertyName, layerMaterial.GetTexture(propertyName));
material.SetTextureOffset(layerPropertyName, layerMaterial.GetTextureOffset(propertyName));
material.SetTextureScale(layerPropertyName, layerMaterial.GetTextureScale(propertyName));
break;
case ShaderUtil.ShaderPropertyType.Color:
{
material.SetColor(layerPropertyName, layerMaterial.GetColor(propertyName));
break;
}
case ShaderUtil.ShaderPropertyType.Float:
case ShaderUtil.ShaderPropertyType.Range:
{
material.SetFloat(layerPropertyName, layerMaterial.GetFloat(propertyName));
break;
}
case ShaderUtil.ShaderPropertyType.Vector:
{
material.SetVector(layerPropertyName, layerMaterial.GetVector(propertyName));
break;
}
case ShaderUtil.ShaderPropertyType.TexEnv:
{
material.SetTexture(layerPropertyName, layerMaterial.GetTexture(propertyName));
if(!excludeUVMappingProperties)
{
material.SetTextureOffset(layerPropertyName, layerMaterial.GetTextureOffset(propertyName));
material.SetTextureScale(layerPropertyName, layerMaterial.GetTextureScale(propertyName));
}
break;
}
}
}
}

bool mainLayerInfluenceEnable = useMainLayerInfluence.floatValue > 0.0f;
bool heightBasedBlend = useHeightBasedBlend.floatValue > 0.0f;
EditorGUILayout.LabelField(styles.layeringOptionText, EditorStyles.boldLabel);
// Main layer does not have any options but height base blend.
if(layerIndex > 0 || heightBasedBlend )
EditorGUILayout.LabelField(styles.layeringOptionText, EditorStyles.boldLabel);
EditorGUI.BeginChangeCheck();
m_MaterialLayers[layerIndex] = EditorGUILayout.ObjectField(styles.materialLayerText, m_MaterialLayers[layerIndex], typeof(Material), true) as Material;
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(materialImporter, "Change layer material");
SynchronizeLayerProperties(material, m_MaterialLayers, layerIndex);
result = true;
}
// influence
if (layerIndex > 0)
{

}
}
if(heightBasedBlend)
if (heightBasedBlend)
{
m_MaterialEditor.ShaderProperty(heightOffset[layerIndex], styles.heightOffset);
}

}
DoLayerGUI(material, layerIndex);

return result;
}
bool DoLayersGUI(AssetImporter materialImporter)
void DoLayeringInputGUI()
Material material = m_MaterialEditor.target as Material;
bool layerChanged = false;
GUI.changed = false;
EditorGUI.indentLevel++;
GUILayout.Label(styles.layersText, EditorStyles.boldLabel);

if (EditorGUI.EndChangeCheck())
{
Material material = m_MaterialEditor.target as Material;
layerChanged = true;
}
m_MaterialEditor.TexturePropertySingleLine(styles.layerMapMaskText, layerMaskMap);

UVBaseMapping uvBlendMask = (UVBaseMapping)UVBlendMask.floatValue;
float X, Y, Z, W;
X = (uvBlendMask == UVBaseMapping.UV0) ? 1.0f : 0.0f;
Y = (uvBlendMask == UVBaseMapping.UV1) ? 1.0f : 0.0f;
Z = (uvBlendMask == UVBaseMapping.UV2) ? 1.0f : 0.0f;
W = (uvBlendMask == UVBaseMapping.UV3) ? 1.0f : 0.0f;
UVMappingMaskBlendMask.colorValue = new Color(X, Y, Z, W);
if (((UVBaseMapping)UVBlendMask.floatValue == UVBaseMapping.Planar) ||
((UVBaseMapping)UVBlendMask.floatValue == UVBaseMapping.Triplanar))

}
m_MaterialEditor.ShaderProperty(objectScaleAffectTile, mainLayerModeInfluenceEnable ? styles.objectScaleAffectTileText2 : styles.objectScaleAffectTileText);
EditorGUI.indentLevel--;
}
EditorGUILayout.Space();
bool DoMaterialReferencesGUI(AssetImporter materialImporter)
{
EditorGUILayout.LabelField(styles.materialReferencesText, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
for (int i = 0; i < numLayer; i++)
bool layersChanged = false;
Material material = m_MaterialEditor.target as Material;
for (int layerIndex = 0; layerIndex < numLayer; ++layerIndex)
layerChanged |= DoLayerGUI(materialImporter, i);
EditorGUI.BeginChangeCheck();
m_MaterialLayers[layerIndex] = EditorGUILayout.ObjectField(styles.layerLabels[layerIndex], m_MaterialLayers[layerIndex], typeof(Material), true) as Material;
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(materialImporter, "Change layer material");
SynchronizeLayerProperties(material, m_MaterialLayers, layerIndex, false);
layersChanged = true;
}
EditorGUILayout.Space();
if (GUILayout.Button(styles.syncButtonText))
if (GUILayout.Button(styles.syncAllButUVButtonText))
{
SynchronizeAllLayersProperties(true);
layersChanged = true;
}
if (GUILayout.Button(styles.syncAllButtonText))
SynchronizeAllLayersProperties();
layerChanged = true;
SynchronizeAllLayersProperties(false);
layersChanged = true;
EditorGUI.indentLevel--;
EditorGUI.indentLevel--;
return layersChanged;
}
bool DoLayersGUI(AssetImporter materialImporter)
{
Material material = m_MaterialEditor.target as Material;
bool layerChanged = false;
GUI.changed = false;
DoLayeringInputGUI();
EditorGUILayout.Space();
for (int i = 0; i < numLayer; i++)
{
layerChanged |= DoLayerGUI(materialImporter, i);
}
EditorGUILayout.Space();
layerChanged |= DoMaterialReferencesGUI(materialImporter);
layerChanged |= GUI.changed;
GUI.changed = false;

15
ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader


_Smoothness2("Smoothness2", Range(0.0, 1.0)) = 1.0
_Smoothness3("Smoothness3", Range(0.0, 1.0)) = 1.0
_SmoothnessRemapMin0("SmoothnessRemapMin0", Range(0.0, 1.0)) = 0.0
_SmoothnessRemapMin1("SmoothnessRemapMin1", Range(0.0, 1.0)) = 0.0
_SmoothnessRemapMin2("SmoothnessRemapMin2", Range(0.0, 1.0)) = 0.0
_SmoothnessRemapMin3("SmoothnessRemapMin3", Range(0.0, 1.0)) = 0.0
_SmoothnessRemapMax0("SmoothnessRemapMax0", Range(0.0, 1.0)) = 1.0
_SmoothnessRemapMax1("SmoothnessRemapMax1", Range(0.0, 1.0)) = 1.0
_SmoothnessRemapMax2("SmoothnessRemapMax2", Range(0.0, 1.0)) = 1.0
_SmoothnessRemapMax3("SmoothnessRemapMax3", Range(0.0, 1.0)) = 1.0
_MaskMap0("MaskMap0", 2D) = "white" {}
_MaskMap1("MaskMap1", 2D) = "white" {}
_MaskMap2("MaskMap2", 2D) = "white" {}

[Enum(None, 0, Multiply, 1, Add, 2)] _VertexColorMode("Vertex color mode", Float) = 0
[ToggleOff] _ObjectScaleAffectTile("_ObjectScaleAffectTile", Float) = 0.0
[Enum(UV0, 0, Planar, 4, Triplanar, 5)] _UVBlendMask("UV Set for blendMask", Float) = 0
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBlendMask("UV Set for blendMask", Float) = 0
[HideInInspector] _UVMappingMaskBlendMask("_UVMappingMaskBlendMask", Color) = (1, 0, 0, 0)
_TexWorldScaleBlendMask("Tiling", Float) = 1.0
// Following are builtin properties

_TexWorldScale2("Tiling", Float) = 1.0
_TexWorldScale3("Tiling", Float) = 1.0
[Enum(UV0, 0, Planar, 4, Triplanar, 5)] _UVBase0("UV Set for base0", Float) = 0 // no UV1/2/3 for main layer (matching Lit.shader and for PPDisplacement restriction)
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase0("UV Set for base0", Float) = 0 // no UV1/2/3 for main layer (matching Lit.shader and for PPDisplacement restriction)
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase1("UV Set for base1", Float) = 0
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase2("UV Set for base2", Float) = 0
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase3("UV Set for base3", Float) = 0

15
ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader


_Smoothness2("Smoothness2", Range(0.0, 1.0)) = 1.0
_Smoothness3("Smoothness3", Range(0.0, 1.0)) = 1.0
_SmoothnessRemapMin0("SmoothnessRemapMin0", Range(0.0, 1.0)) = 0.0
_SmoothnessRemapMin1("SmoothnessRemapMin1", Range(0.0, 1.0)) = 0.0
_SmoothnessRemapMin2("SmoothnessRemapMin2", Range(0.0, 1.0)) = 0.0
_SmoothnessRemapMin3("SmoothnessRemapMin3", Range(0.0, 1.0)) = 0.0
_SmoothnessRemapMax0("SmoothnessRemapMax0", Range(0.0, 1.0)) = 1.0
_SmoothnessRemapMax1("SmoothnessRemapMax1", Range(0.0, 1.0)) = 1.0
_SmoothnessRemapMax2("SmoothnessRemapMax2", Range(0.0, 1.0)) = 1.0
_SmoothnessRemapMax3("SmoothnessRemapMax3", Range(0.0, 1.0)) = 1.0
_MaskMap0("MaskMap0", 2D) = "white" {}
_MaskMap1("MaskMap1", 2D) = "white" {}
_MaskMap2("MaskMap2", 2D) = "white" {}

[Enum(None, 0, Multiply, 1, Add, 2)] _VertexColorMode("Vertex color mode", Float) = 0
[ToggleOff] _ObjectScaleAffectTile("_ObjectScaleAffectTile", Float) = 0.0
[Enum(UV0, 0, Planar, 4, Triplanar, 5)] _UVBlendMask("UV Set for blendMask", Float) = 0
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBlendMask("UV Set for blendMask", Float) = 0
[HideInInspector] _UVMappingMaskBlendMask("_UVMappingMaskBlendMask", Color) = (1, 0, 0, 0)
_TexWorldScaleBlendMask("Tiling", Float) = 1.0
// Following are builtin properties

_TexWorldScale2("Tiling", Float) = 1.0
_TexWorldScale3("Tiling", Float) = 1.0
[Enum(UV0, 0, Planar, 4, Triplanar, 5)] _UVBase0("UV Set for base0", Float) = 0 // no UV1/2/3 for main layer (matching Lit.shader and for PPDisplacement restriction)
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase0("UV Set for base0", Float) = 0 // no UV1/2/3 for main layer (matching Lit.shader and for PPDisplacement restriction)
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase1("UV Set for base1", Float) = 0
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase2("UV Set for base2", Float) = 0
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase3("UV Set for base3", Float) = 0

48
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs


public static GUIContent smoothnessMapChannelText = new GUIContent("Smoothness Source", "Smoothness texture and channel");
public static GUIContent metallicText = new GUIContent("Metallic", "Metallic scale factor");
public static GUIContent smoothnessText = new GUIContent("Smoothness", "Smoothness scale factor");
public static GUIContent smoothnessRemappingText = new GUIContent("Smoothness Remapping", "Smoothness remapping");
public static GUIContent maskMapSText = new GUIContent("Mask Map - M(R), AO(G), D(B), S(A)", "Mask map");
public static GUIContent normalMapSpaceText = new GUIContent("Normal Map space", "");

public static GUIContent heightMapText = new GUIContent("Height Map (R)", "Height Map.\nFor floating point textures, min, max and base value should be 0, 1 and 0.");
public static GUIContent heightMapCenterText = new GUIContent("Height Map Base", "Base of the heightmap in the texture (between 0 and 1)");
public static GUIContent heightMapMinText = new GUIContent("Height Min", "Minimum value in the heightmap (in world units)");
public static GUIContent heightMapMaxText = new GUIContent("Height Max", "Maximum value in the heightmap (in world units)");
public static GUIContent heightMapMinText = new GUIContent("Height Min (cm)", "Minimum value in the heightmap (in centimeters)");
public static GUIContent heightMapMaxText = new GUIContent("Height Max (cm)", "Maximum value in the heightmap (in centimeters)");
public static GUIContent tangentMapText = new GUIContent("Tangent Map", "Tangent Map (BC7/BC5/DXT5(nm))");
public static GUIContent tangentMapOSText = new GUIContent("Tangent Map OS", "Tangent Map (BC7/DXT1/RGB)");

protected const string kMetallic = "_Metallic";
protected MaterialProperty[] smoothness = new MaterialProperty[kMaxLayerCount];
protected const string kSmoothness = "_Smoothness";
protected MaterialProperty[] smoothnessRemapMin = new MaterialProperty[kMaxLayerCount];
protected const string kSmoothnessRemapMin = "_SmoothnessRemapMin";
protected MaterialProperty[] smoothnessRemapMax = new MaterialProperty[kMaxLayerCount];
protected const string kSmoothnessRemapMax = "_SmoothnessRemapMax";
protected MaterialProperty[] maskMap = new MaterialProperty[kMaxLayerCount];
protected const string kMaskMap = "_MaskMap";
protected MaterialProperty[] specularOcclusionMap = new MaterialProperty[kMaxLayerCount];

baseColorMap[i] = FindProperty(string.Format("{0}{1}", kBaseColorMap, m_PropertySuffixes[i]), props);
metallic[i] = FindProperty(string.Format("{0}{1}", kMetallic, m_PropertySuffixes[i]), props);
smoothness[i] = FindProperty(string.Format("{0}{1}", kSmoothness, m_PropertySuffixes[i]), props);
smoothnessRemapMin[i] = FindProperty(string.Format("{0}{1}", kSmoothnessRemapMin, m_PropertySuffixes[i]), props);
smoothnessRemapMax[i] = FindProperty(string.Format("{0}{1}", kSmoothnessRemapMax, m_PropertySuffixes[i]), props);
maskMap[i] = FindProperty(string.Format("{0}{1}", kMaskMap, m_PropertySuffixes[i]), props);
specularOcclusionMap[i] = FindProperty(string.Format("{0}{1}", kSpecularOcclusionMap, m_PropertySuffixes[i]), props);
normalMap[i] = FindProperty(string.Format("{0}{1}", kNormalMap, m_PropertySuffixes[i]), props);

EditorGUI.indentLevel++;
// indentation around base color is a workaround for a bug in material properties UI where the color picker is not indented properly and gets cropped (and unusable in layered shader UI)
// Remove when bug is fixed.
EditorGUI.indentLevel--;
EditorGUI.indentLevel++;
if ( materialID == null || // Will be the case for Layered materials where we only support standard and the parameter does not exist
(Lit.MaterialId)materialID.floatValue == Lit.MaterialId.LitStandard || (Lit.MaterialId)materialID.floatValue == Lit.MaterialId.LitAniso)

m_MaterialEditor.ShaderProperty(smoothness[layerIndex], Styles.smoothnessText);
if(maskMap[layerIndex].textureValue == null)
{
m_MaterialEditor.ShaderProperty(smoothness[layerIndex], Styles.smoothnessText);
}
else
{
float remapMin = smoothnessRemapMin[layerIndex].floatValue;
float remapMax = smoothnessRemapMax[layerIndex].floatValue;
EditorGUI.BeginChangeCheck();
EditorGUILayout.MinMaxSlider(Styles.smoothnessRemappingText, ref remapMin, ref remapMax, 0.0f, 1.0f);
if (EditorGUI.EndChangeCheck())
{
smoothnessRemapMin[layerIndex].floatValue = remapMin;
smoothnessRemapMax[layerIndex].floatValue = remapMax;
}
}
m_MaterialEditor.TexturePropertySingleLine(Styles.maskMapSText, maskMap[layerIndex]);

EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(heightMin[layerIndex], Styles.heightMapMinText);
m_MaterialEditor.ShaderProperty(heightMax[layerIndex], Styles.heightMapMaxText);
heightAmplitude[layerIndex].floatValue = heightMax[layerIndex].floatValue - heightMin[layerIndex].floatValue;
heightAmplitude[layerIndex].floatValue = (heightMax[layerIndex].floatValue - heightMin[layerIndex].floatValue) * 0.01f; // Conversion centimeters to meters.
m_MaterialEditor.ShaderProperty(heightCenter[layerIndex], Styles.heightMapCenterText);
EditorGUI.showMixedValue = false;
EditorGUI.indentLevel--;

UVBaseMapping uvBaseMapping = (UVBaseMapping)UVBase[layerIndex].floatValue;
// UVSet0 is always set, planar and triplanar will override it.
float X, Y, Z, W;
X = (uvBaseMapping == UVBaseMapping.UV0) ? 1.0f : 0.0f;
Y = (uvBaseMapping == UVBaseMapping.UV1) ? 1.0f : 0.0f;

UVMappingMask[layerIndex].colorValue = (layerIndex == 0) ? new Color(1.0f, 0.0f, 0.0f, 0.0f) : new Color(X, Y, Z, W); // Special case for Main Layer and Blend Mask, only UV0. As Layer0 is shared by both here, need to force X to 1.0 in all case
UVMappingMask[layerIndex].colorValue = new Color(X, Y, Z, W);
if ((uvBaseMapping == UVBaseMapping.Planar) || (uvBaseMapping == UVBaseMapping.Triplanar))
{
m_MaterialEditor.ShaderProperty(TexWorldScale[layerIndex], Styles.texWorldScaleText);

m_MaterialEditor.TexturePropertySingleLine(Styles.detailMapNormalText, detailMap[layerIndex]);
// When Planar or Triplanar is enable the UVDetail use the same mode, so we disable the choice on UVDetail
if (uvBaseMapping == UVBaseMapping.UV0)
{
m_MaterialEditor.ShaderProperty(UVDetail[layerIndex], Styles.UVDetailMappingText);
}
else if (uvBaseMapping == UVBaseMapping.Planar)
if (uvBaseMapping == UVBaseMapping.Planar)
{
EditorGUILayout.LabelField(Styles.UVDetailMappingText.text + ": Planar");
}

}
else
{
m_MaterialEditor.ShaderProperty(UVDetail[layerIndex], Styles.UVDetailMappingText);
}
// Setup the UVSet for detail, if planar/triplanar is use for base, it will override the mapping of detail (See shader code)

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


_Metallic("_Metallic", Range(0.0, 1.0)) = 0
_Smoothness("Smoothness", Range(0.0, 1.0)) = 1.0
_MaskMap("MaskMap", 2D) = "white" {}
_SmoothnessRemapMin("SmoothnessRemapMin", Float) = 0.0
_SmoothnessRemapMax("SmoothnessRemapMax", Float) = 1.0
_SpecularOcclusionMap("SpecularOcclusion", 2D) = "white" {}

18
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl


#endif
// Be sure that the compiler is aware that we don't use UV1 to UV3 for main layer so it can optimize code
_UVMappingMask = float4(1.0, 0.0, 0.0, 0.0);
ComputeLayerTexCoord( texCoord0, texCoord1, texCoord2, texCoord3,
ComputeLayerTexCoord( texCoord0, texCoord1, texCoord2, texCoord3, float4(1.0, 0.0, 0.0, 0.0), _UVDetailsMappingMask,
positionWS, mappingType, _TexWorldScale, layerTexCoord);
}

mappingType = UV_MAPPING_TRIPLANAR;
#endif
// Be sure that the compiler is aware that we don't use UV1 to UV3 for main layer and blend mask so it can optimize code
// Note: Blend mask have its dedicated mapping and tiling. And as Main layer it only use UV0
_UVMappingMask0 = float4(1.0, 0.0, 0.0, 0.0);
// Note: Blend mask have its dedicated mapping and tiling.
ComputeLayerTexCoord0( texCoord0, float2(0.0, 0.0), float2(0.0, 0.0), float2(0.0, 0.0),
ComputeLayerTexCoord0( texCoord0, texCoord1, texCoord2, texCoord3, _UVMappingMaskBlendMask, _UVMappingMaskBlendMask,
positionWS, mappingType, _TexWorldScaleBlendMask, layerTexCoord, _LayerTilingBlendMask);
layerTexCoord.blendMask = layerTexCoord.base0;

mappingType = UV_MAPPING_TRIPLANAR;
#endif
ComputeLayerTexCoord0( texCoord0, float2(0.0, 0.0), float2(0.0, 0.0), float2(0.0, 0.0),
ComputeLayerTexCoord0( texCoord0, texCoord1, texCoord2, texCoord3, _UVMappingMask0, _UVDetailsMappingMask0,
positionWS, mappingType, _TexWorldScale0, layerTexCoord, 1.0
#if !defined(_MAIN_LAYER_INFLUENCE_MODE)
* tileObjectScale // We only affect layer0 in case we are not in influence mode (i.e we should not change the base object)

#elif defined(_LAYER_MAPPING_TRIPLANAR1)
mappingType = UV_MAPPING_TRIPLANAR;
#endif
ComputeLayerTexCoord1( texCoord0, texCoord1, texCoord2, texCoord3,
ComputeLayerTexCoord1( texCoord0, texCoord1, texCoord2, texCoord3, _UVMappingMask1, _UVDetailsMappingMask1,
positionWS, mappingType, _TexWorldScale1, layerTexCoord, tileObjectScale);
mappingType = UV_MAPPING_UVSET;

mappingType = UV_MAPPING_TRIPLANAR;
#endif
ComputeLayerTexCoord2( texCoord0, texCoord1, texCoord2, texCoord3,
ComputeLayerTexCoord2( texCoord0, texCoord1, texCoord2, texCoord3, _UVMappingMask2, _UVDetailsMappingMask2,
positionWS, mappingType, _TexWorldScale2, layerTexCoord, tileObjectScale);
mappingType = UV_MAPPING_UVSET;

mappingType = UV_MAPPING_TRIPLANAR;
#endif
ComputeLayerTexCoord3( texCoord0, texCoord1, texCoord2, texCoord3,
ComputeLayerTexCoord3( texCoord0, texCoord1, texCoord2, texCoord3, _UVMappingMask3, _UVDetailsMappingMask3,
positionWS, mappingType, _TexWorldScale3, layerTexCoord, tileObjectScale);
}

55
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl


void ADD_IDX(ComputeLayerTexCoord)( float2 texCoord0, float2 texCoord1, float2 texCoord2, float2 texCoord3,
void ADD_IDX(ComputeLayerTexCoord)( float2 texCoord0, float2 texCoord1, float2 texCoord2, float2 texCoord3, float4 uvMappingMask, float4 uvMappingMaskDetail,
float2 uvBase = ADD_IDX(_UVMappingMask).x * texCoord0 +
ADD_IDX(_UVMappingMask).y * texCoord1 +
ADD_IDX(_UVMappingMask).z * texCoord2 +
ADD_IDX(_UVMappingMask).w * texCoord3;
float2 uvBase = uvMappingMask.x * texCoord0 +
uvMappingMask.y * texCoord1 +
uvMappingMask.z * texCoord2 +
uvMappingMask.w * texCoord3;
float2 uvDetails = ADD_IDX(_UVDetailsMappingMask).x * texCoord0 +
ADD_IDX(_UVDetailsMappingMask).y * texCoord1 +
ADD_IDX(_UVDetailsMappingMask).z * texCoord2 +
ADD_IDX(_UVDetailsMappingMask).w * texCoord3;
float2 uvDetails = uvMappingMaskDetail.x * texCoord0 +
uvMappingMaskDetail.y * texCoord1 +
uvMappingMaskDetail.z * texCoord2 +
uvMappingMaskDetail.w * texCoord3;
uvDetails *= additionalTiling.xx;

#ifdef SURFACE_GRADIENT
// This part is only relevant for normal mapping with UV_MAPPING_UVSET
// Note: This code work only in pixel shader (as we rely on ddx), it should not be use in other context
ADD_IDX(layerTexCoord.base).tangentWS = ADD_IDX(_UVMappingMask).x * layerTexCoord.vertexTangentWS0 +
ADD_IDX(_UVMappingMask).y * layerTexCoord.vertexTangentWS1 +
ADD_IDX(_UVMappingMask).z * layerTexCoord.vertexTangentWS2 +
ADD_IDX(_UVMappingMask).w * layerTexCoord.vertexTangentWS3;
ADD_IDX(layerTexCoord.base).tangentWS = uvMappingMask.x * layerTexCoord.vertexTangentWS0 +
uvMappingMask.y * layerTexCoord.vertexTangentWS1 +
uvMappingMask.z * layerTexCoord.vertexTangentWS2 +
uvMappingMask.w * layerTexCoord.vertexTangentWS3;
ADD_IDX(layerTexCoord.base).bitangentWS = ADD_IDX(_UVMappingMask).x * layerTexCoord.vertexBitangentWS0 +
ADD_IDX(_UVMappingMask).y * layerTexCoord.vertexBitangentWS1 +
ADD_IDX(_UVMappingMask).z * layerTexCoord.vertexBitangentWS2 +
ADD_IDX(_UVMappingMask).w * layerTexCoord.vertexBitangentWS3;
ADD_IDX(layerTexCoord.base).bitangentWS = uvMappingMask.x * layerTexCoord.vertexBitangentWS0 +
uvMappingMask.y * layerTexCoord.vertexBitangentWS1 +
uvMappingMask.z * layerTexCoord.vertexBitangentWS2 +
uvMappingMask.w * layerTexCoord.vertexBitangentWS3;
ADD_IDX(layerTexCoord.details).tangentWS = ADD_IDX(_UVDetailsMappingMask).x * layerTexCoord.vertexTangentWS0 +
ADD_IDX(_UVDetailsMappingMask).y * layerTexCoord.vertexTangentWS1 +
ADD_IDX(_UVDetailsMappingMask).z * layerTexCoord.vertexTangentWS2 +
ADD_IDX(_UVDetailsMappingMask).w * layerTexCoord.vertexTangentWS3;
ADD_IDX(layerTexCoord.details).tangentWS = uvMappingMaskDetail.x * layerTexCoord.vertexTangentWS0 +
uvMappingMaskDetail.y * layerTexCoord.vertexTangentWS1 +
uvMappingMaskDetail.z * layerTexCoord.vertexTangentWS2 +
uvMappingMaskDetail.w * layerTexCoord.vertexTangentWS3;
ADD_IDX(layerTexCoord.details).bitangentWS = ADD_IDX(_UVDetailsMappingMask).x * layerTexCoord.vertexBitangentWS0 +
ADD_IDX(_UVDetailsMappingMask).y * layerTexCoord.vertexBitangentWS1 +
ADD_IDX(_UVDetailsMappingMask).z * layerTexCoord.vertexBitangentWS2 +
ADD_IDX(_UVDetailsMappingMask).w * layerTexCoord.vertexBitangentWS3;
ADD_IDX(layerTexCoord.details).bitangentWS = uvMappingMaskDetail.x * layerTexCoord.vertexBitangentWS0 +
uvMappingMaskDetail.y * layerTexCoord.vertexBitangentWS1 +
uvMappingMaskDetail.z * layerTexCoord.vertexBitangentWS2 +
uvMappingMaskDetail.w * layerTexCoord.vertexBitangentWS3;
#endif
}

#if defined(_MASKMAP_IDX)
surfaceData.perceptualSmoothness = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_MaskMap), SAMPLER_MASKMAP_IDX, ADD_IDX(layerTexCoord.base)).a;
surfaceData.perceptualSmoothness = lerp(ADD_IDX(_SmoothnessRemapMin), ADD_IDX(_SmoothnessRemapMax), surfaceData.perceptualSmoothness);
surfaceData.perceptualSmoothness = 1.0;
surfaceData.perceptualSmoothness = ADD_IDX(_Smoothness);
surfaceData.perceptualSmoothness *= ADD_IDX(_Smoothness);
#ifdef _DETAIL_MAP_IDX
surfaceData.perceptualSmoothness *= LerpWhiteTo(2.0 * saturate(detailSmoothness * ADD_IDX(_DetailSmoothnessScale)), detailMask);
#endif

5
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl


float _Metallic;
float _Smoothness;
float _SmoothnessRemapMin;
float _SmoothnessRemapMax;
float _NormalScale;

PROP_DECL(float, _Metallic);
PROP_DECL(float, _Smoothness);
PROP_DECL(float, _SmoothnessRemapMin);
PROP_DECL(float, _SmoothnessRemapMax);
PROP_DECL(float, _NormalScale);
float4 _NormalMap0_TexelSize; // Unity facility. This will provide the size of the base normal to the shader

float _TexWorldScaleBlendMask;
PROP_DECL(float, _TexWorldScale);
float4 _UVMappingMaskBlendMask;
PROP_DECL(float4, _UVMappingMask);
PROP_DECL(float4, _UVDetailsMappingMask);

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


_Metallic("_Metallic", Range(0.0, 1.0)) = 0
_Smoothness("Smoothness", Range(0.0, 1.0)) = 1.0
_MaskMap("MaskMap", 2D) = "white" {}
_SmoothnessRemapMin("SmoothnessRemapMin", Float) = 0.0
_SmoothnessRemapMax("SmoothnessRemapMax", Float) = 1.0
_SpecularOcclusionMap("SpecularOcclusion", 2D) = "white" {}

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