浏览代码

Make sure we get the correct lightmap decode parameters when in gamma mode

/2018.1
Tim Cooper 7 年前
当前提交
e6824f80
共有 4 个文件被更改,包括 27 次插入24 次删除
  1. 29
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/EntityLighting.hlsl
  2. 15
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/MaterialUtilities.hlsl
  3. 3
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputBuiltin.hlsl
  4. 4
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Lighting.hlsl

29
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/EntityLighting.hlsl


// It is required for other platform that aren't supporting this format to implement variant of these functions
// (But these kind of platform should use regular render loop and not news shaders).
// RGBM lightmaps are currently always gamma encoded, so we use a constant of range^2.2 = 5^2.2
#define LIGHTMAP_RGBM_RANGE 34.493242
// DLDR lightmaps are currently always gamma encoded, so we use a constant of 2.0^2.2 = 4.59
#define LIGHTMAP_DLDR_RANGE 4.59
// TODO: This is the max value allowed for emissive (bad name - but keep for now to retrieve it) (It is 8^2.2 (gamma) and 8 is the limit of punctual light slider...), comme from UnityCg.cginc. Fix it!
// Ask Jesper if this can be change for HDRenderPipeline
#define EMISSIVE_RGBM_SCALE 97.0

return rgbm;
}
real3 UnpackLightmapRGBM(real4 rgbmInput)
real3 UnpackLightmapRGBM(real4 rgbmInput, real4 decodeInstructions)
// RGBM lightmaps are always gamma encoded for now, so decode with that in mind:
return rgbmInput.rgb * pow(rgbmInput.a, 2.2) * LIGHTMAP_RGBM_RANGE;
return rgbmInput.rgb * pow(rgbmInput.a, decodeInstructions.y) * decodeInstructions.x;
real3 UnpackLightmapDoubleLDR(real4 encodedColor)
real3 UnpackLightmapDoubleLDR(real4 encodedColor, real4 decodeInstructions)
return encodedColor.rgb * LIGHTMAP_DLDR_RANGE;
return encodedColor.rgb * decodeInstructions.x;
real3 DecodeLightmap(real4 encodedIlluminance)
real3 DecodeLightmap(real4 encodedIlluminance, real4 decodeInstructions)
return UnpackLightmapRGBM(encodedIlluminance);
return UnpackLightmapRGBM(encodedIlluminance, decodeInstructions);
return UnpackLightmapDoubleLDR(encodedIlluminance);
return UnpackLightmapDoubleLDR(encodedIlluminance, decodeInstructions);
#endif
}

return (decodeInstructions.x * pow(alpha, decodeInstructions.y)) * encodedIrradiance.rgb;
}
real3 SampleSingleLightmap(TEXTURE2D_ARGS(lightmapTex, lightmapSampler), float2 uv, float4 transform, bool encodedLightmap)
real3 SampleSingleLightmap(TEXTURE2D_ARGS(lightmapTex, lightmapSampler), float2 uv, float4 transform, bool encodedLightmap, real4 decodeInstructions)
{
// transform is scale and bias
uv = uv * transform.xy + transform.zw;

{
real4 encodedIlluminance = SAMPLE_TEXTURE2D(lightmapTex, lightmapSampler, uv).rgba;
illuminance = DecodeLightmap(encodedIlluminance);
illuminance = DecodeLightmap(encodedIlluminance, decodeInstructions);
}
else
{

}
real3 SampleDirectionalLightmap(TEXTURE2D_ARGS(lightmapTex, lightmapSampler), TEXTURE2D_ARGS(lightmapDirTex, lightmapDirSampler), float2 uv, float4 transform, float3 normalWS, bool encodedLightmap)
real3 SampleDirectionalLightmap(TEXTURE2D_ARGS(lightmapTex, lightmapSampler), TEXTURE2D_ARGS(lightmapDirTex, lightmapDirSampler), float2 uv, float4 transform, float3 normalWS, bool encodedLightmap, real4 decodeInstructions)
{
// In directional mode Enlighten bakes dominant light direction
// in a way, that using it for half Lambert and then dividing by a "rebalancing coefficient"

if (encodedLightmap)
{
real4 encodedIlluminance = SAMPLE_TEXTURE2D(lightmapTex, lightmapSampler, uv).rgba;
illuminance = DecodeLightmap(encodedIlluminance);
illuminance = DecodeLightmap(encodedIlluminance, decodeInstructions);
}
else
{

15
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/MaterialUtilities.hlsl


#ifdef UNITY_LIGHTMAP_FULL_HDR
bool useRGBMLightmap = false;
float4 decodeInstructions = float4(0.0, 0.0, 0.0, 0.0); // Never used but needed for the interface since it supports gamma lightmaps
#if defined(UNITY_LIGHTMAP_RGBM_ENCODING)
float4 decodeInstructions = float4(34.493242, 2.2, 0.0, 0.0); // range^2.2 = 5^2.2, gamma = 2.2
#else
float4 decodeInstructions = float4(0.0, 0.0, 0.0, 0.0); // range = 2.0^2.2 = 4.59
#endif
#endif
#ifdef LIGHTMAP_ON

uvStaticLightmap, unity_LightmapST, normalWS, useRGBMLightmap);
uvStaticLightmap, unity_LightmapST, normalWS, useRGBMLightmap, decodeInstructions);
bakeDiffuseLighting += SampleSingleLightmap(TEXTURE2D_PARAM(unity_Lightmap, samplerunity_Lightmap), uvStaticLightmap, unity_LightmapST, useRGBMLightmap);
bakeDiffuseLighting += SampleSingleLightmap(TEXTURE2D_PARAM(unity_Lightmap, samplerunity_Lightmap), uvStaticLightmap, unity_LightmapST, useRGBMLightmap, decodeInstructions);
float4 decodeInstructions = float4(0.0, 0.0, 0.0, 0.0); // Never used but needed for the interface since it supports gamma lightmaps
uvDynamicLightmap, unity_DynamicLightmapST, normalWS, false);
uvDynamicLightmap, unity_DynamicLightmapST, normalWS, false, decodeInstructions);
bakeDiffuseLighting += SampleSingleLightmap(TEXTURE2D_PARAM(unity_DynamicLightmap, samplerunity_DynamicLightmap), uvDynamicLightmap, unity_DynamicLightmapST, false);
bakeDiffuseLighting += SampleSingleLightmap(TEXTURE2D_PARAM(unity_DynamicLightmap, samplerunity_DynamicLightmap), uvDynamicLightmap, unity_DynamicLightmapST, false, decodeInstructions);
#endif
#endif

3
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputBuiltin.hlsl


// HDR environment map decode instructions
half4 unity_SpecCube0_HDR;
// HDR lightmap decode instructions
half4 unity_Lightmap_HDR;
// These are set internally by the engine upon request by RendererConfiguration.
// Check GetRendererSettings in LightweightPipeline.cs
half4 unity_LightIndicesOffsetAndCount;

4
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Lighting.hlsl


#ifdef DIRLIGHTMAP_COMBINED
return SampleDirectionalLightmap(TEXTURE2D_PARAM(unity_Lightmap, samplerunity_Lightmap),
TEXTURE2D_PARAM(unity_LightmapInd, samplerunity_Lightmap),
lightmapUV, transformCoords, normalWS, encodedLightmap);
lightmapUV, transformCoords, normalWS, encodedLightmap, unity_Lightmap_HDR);
return SampleSingleLightmap(TEXTURE2D_PARAM(unity_Lightmap, samplerunity_Lightmap), lightmapUV, transformCoords, encodedLightmap);
return SampleSingleLightmap(TEXTURE2D_PARAM(unity_Lightmap, samplerunity_Lightmap), lightmapUV, transformCoords, encodedLightmap, unity_Lightmap_HDR);
#endif
}

正在加载...
取消
保存