Evgenii Golubev 8 年前
当前提交
e7d27153
共有 33 个文件被更改,包括 3085 次插入55 次删除
  1. 31
      Assets/ScriptableRenderPipeline/Core/AdditionalLightData.cs
  2. 14
      Assets/ScriptableRenderPipeline/Core/Shadow/Shadow.cs
  3. 7
      Assets/ScriptableRenderPipeline/Core/Shadow/ShadowUtilities.cs
  4. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl
  5. 14
      Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/Dragon512_WorldNorm2.tga.meta
  6. 89
      ProjectSettings/TagManager.asset
  7. 9
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/2D.meta
  8. 9
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/2D.meta
  9. 9
      Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources.meta
  10. 9
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/2D/Common.meta
  11. 29
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/2D/Common/BoxSpawner.cs
  12. 12
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/2D/Common/BoxSpawner.cs.meta
  13. 26
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/2D/Common/Oscilate.cs
  14. 12
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/2D/Common/Oscilate.cs.meta
  15. 175
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/2D/Common/bg.png
  16. 56
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/2D/Common/bg.png.meta
  17. 157
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/2D/Common/box.prefab
  18. 8
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/2D/Common/box.prefab.meta
  19. 9
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/2D/SpritesSD.meta
  20. 346
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/2D/SpritesSD/Scavengers_SpriteSheet.png
  21. 716
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/2D/SpritesSD/Scavengers_SpriteSheet.png.meta
  22. 220
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/2D/SpritesSD/box.png
  23. 56
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/2D/SpritesSD/box.png.meta
  24. 1001
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/2D/SpriteDemo.unity
  25. 8
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/2D/SpriteDemo.unity.meta
  26. 116
      ImageTemplates/LightweightPipeline/Scenes/2D/SpriteDemo.unity.png
  27. 0
      /Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/LDPipe_Shader/Textures.meta
  28. 0
      /Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/LDPipe_Shader/Textures

31
Assets/ScriptableRenderPipeline/Core/AdditionalLightData.cs


public int[] data;
};
[HideInInspector, SerializeField] private int shadowCascadeCount = 4;
[HideInInspector, SerializeField] private float[] shadowCascadeRatios = new float[3]{ 0.05f, 0.2f, 0.3f };
[HideInInspector, SerializeField] private int shadowAlgorithm;
[HideInInspector, SerializeField] private int shadowVariant;
[HideInInspector, SerializeField] private int shadowPrecision;

public void GetShadowCascades( out int cascadeCount, out float[] cascadeRatios ) { cascadeCount = shadowCascadeCount; cascadeRatios = shadowCascadeRatios; }
public void GetShadowAlgorithm( out int algorithm, out int variant, out int precision ) { algorithm = shadowAlgorithm; variant = shadowVariant; precision = shadowPrecision; }
public void SetShadowAlgorithm( int algorithm, int variant, int precision, int format, int[] data )
{

UnityEditor.SerializedProperty m_ShadowData;
UnityEditor.SerializedProperty m_ShadowDatas;
#pragma warning restore 414
UnityEditor.SerializedProperty m_ShadowCascadeCount;
UnityEditor.SerializedProperty m_ShadowCascadeRatios;
public static void SetRegistry( ShadowRegistry registry ) { m_ShadowRegistry = registry; }

m_ShadowVariant = serializedObject.FindProperty( "shadowVariant" );
m_ShadowData = serializedObject.FindProperty( "shadowData" );
m_ShadowDatas = serializedObject.FindProperty( "shadowDatas" );
m_ShadowCascadeCount = serializedObject.FindProperty( "shadowCascadeCount" );
m_ShadowCascadeRatios = serializedObject.FindProperty( "shadowCascadeRatios" );
}
public override void OnInspectorGUI()
{

return;
UnityEditor.EditorGUI.BeginChangeCheck();
// cascade code
if( ald.gameObject.GetComponent<Light>().type == LightType.Directional )
{
UnityEditor.EditorGUI.BeginChangeCheck();
UnityEditor.EditorGUILayout.PropertyField( m_ShadowCascadeCount );
if( UnityEditor.EditorGUI.EndChangeCheck() )
{
const int kMaxCascades = (int) ShadowAtlas.k_MaxCascadesInShader; // depending on where you look this is either 32 or 4, so we're limiting it to 4 for now
int newcnt = m_ShadowCascadeCount.intValue <= 0 ? 1 : (m_ShadowCascadeCount.intValue > kMaxCascades ? kMaxCascades : m_ShadowCascadeCount.intValue);
m_ShadowCascadeCount.intValue = newcnt;
m_ShadowCascadeRatios.arraySize = newcnt-1;
}
UnityEditor.EditorGUI.indentLevel++;
for( int i = 0; i < m_ShadowCascadeRatios.arraySize; i++ )
{
UnityEditor.EditorGUILayout.Slider( m_ShadowCascadeRatios.GetArrayElementAtIndex( i ), 0.0f, 1.0f, new GUIContent( "Cascade " + i ) );
}
UnityEditor.EditorGUI.indentLevel--;
}
if( UnityEditor.EditorGUI.EndChangeCheck() )
{
UnityEditor.EditorUtility.SetDirty( ald );

}
}
#endif
}
}

14
Assets/ScriptableRenderPipeline/Core/Shadow/Shadow.cs


GPUShadowAlgorithm sanitizedAlgo = ShadowUtils.ClearPrecision( sr.shadowAlgorithm );
int cascadeCnt = 0;
float[] cascadeRatios = null;
if( sr.shadowType == GPUShadowType.Directional )
{
AdditionalLightData ald = lights[sr.index].light.GetComponent<AdditionalLightData>();
if( !ald )
return false;
ald.GetShadowCascades( out cascadeCnt, out cascadeRatios );
}
if( multiFace )
{
// For lights with multiple faces, the first shadow data contains

vp = ShadowUtils.ExtractSpotLightMatrix( lights[sr.index], out ce.current.view, out ce.current.proj, out ce.current.lightDir, out ce.current.splitData );
else if( sr.shadowType == GPUShadowType.Directional )
{
vp = ShadowUtils.ExtractDirectionalLightMatrix( lights[sr.index], key.faceIdx, m_CascadeCount, m_CascadeRatios, nearPlaneOffset, width, height, out ce.current.view, out ce.current.proj, out ce.current.lightDir, out ce.current.splitData, m_CullResults, (int) sr.index );
vp = ShadowUtils.ExtractDirectionalLightMatrix( lights[sr.index], key.faceIdx, cascadeCnt, cascadeRatios, nearPlaneOffset, width, height, out ce.current.view, out ce.current.proj, out ce.current.lightDir, out ce.current.splitData, m_CullResults, (int) sr.index );
m_TmpSplits[key.faceIdx] = ce.current.splitData.cullingSphere;
if( ce.current.splitData.cullingSphere.w != float.NegativeInfinity )
m_TmpSplits[key.faceIdx].w *= ce.current.splitData.cullingSphere.w;

7
Assets/ScriptableRenderPipeline/Core/Shadow/ShadowUtilities.cs


return proj * view;
}
public static Matrix4x4 ExtractDirectionalLightMatrix( VisibleLight vl, uint cascadeIdx, int cascadeCount, Vector3 splitRatio, float nearPlaneOffset, uint width, uint height, out Matrix4x4 view, out Matrix4x4 proj, out Vector4 lightDir, out ShadowSplitData splitData, CullResults cullResults, int lightIndex )
public static Matrix4x4 ExtractDirectionalLightMatrix( VisibleLight vl, uint cascadeIdx, int cascadeCount, float[] splitRatio, float nearPlaneOffset, uint width, uint height, out Matrix4x4 view, out Matrix4x4 proj, out Vector4 lightDir, out ShadowSplitData splitData, CullResults cullResults, int lightIndex )
{
Debug.Assert( width == height, "Currently the cascaded shadow mapping code requires square cascades." );
splitData = new ShadowSplitData();

// TODO: At some point this logic should be moved to C#, then the parameters cullResults and lightIndex can be removed as well
// For directional lights shadow data is extracted from the cullResults, so that needs to be somehow provided here.
// Check ScriptableShadowsUtility.cpp ComputeDirectionalShadowMatricesAndCullingPrimitives(...) for details.
cullResults.ComputeDirectionalShadowMatricesAndCullingPrimitives( lightIndex, (int) cascadeIdx, cascadeCount, splitRatio, (int) width, nearPlaneOffset, out view, out proj, out splitData );
Vector3 ratios = new Vector3();
for( int i = 0, cnt = splitRatio.Length < 3 ? splitRatio.Length : 3; i < cnt; i++ )
ratios[i] = splitRatio[i];
cullResults.ComputeDirectionalShadowMatricesAndCullingPrimitives( lightIndex, (int) cascadeIdx, cascadeCount, ratios, (int) width, nearPlaneOffset, out view, out proj, out splitData );
// and the compound
return proj * view;
}

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl


// /We need to decompress the normal ourselve here as UnpackNormalRGB will return a surface gradient
float3 normalOS = SAMPLE_TEXTURE2D(ADD_IDX(_NormalMapOS), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base).uv).xyz * 2.0 - 1.0;
// no need to renormalize normalOS for SurfaceGradientFromPerturbedNormal
normalTS = SurfaceGradientFromPerturbedNormal(TransformWorldToObjectDir(input.worldToTangent[2]), normalOS);
normalTS = SurfaceGradientFromPerturbedNormal(input.worldToTangent[2], TransformObjectToWorldDir(normalOS));
#else
float3 normalOS = UnpackNormalRGB(SAMPLE_TEXTURE2D(ADD_IDX(_NormalMapOS), SAMPLER_NORMALMAP_IDX, ADD_IDX(layerTexCoord.base).uv), 1.0);
normalTS = TransformObjectToTangent(normalOS, input.worldToTangent);

14
Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/Dragon512_WorldNorm2.tga.meta


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89
ProjectSettings/TagManager.asset


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29
Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/2D/Common/BoxSpawner.cs


using UnityEngine;
using System.Collections;
public class BoxSpawner : MonoBehaviour
{
public GameObject boxTemplate;
private float elapsed;
// Use this for initialization
void Start()
{
elapsed = 0;
}
// Update is called once per frame
void Update()
{
elapsed += Time.deltaTime;
if (elapsed > 1)
{
elapsed = 0;
var go = Instantiate(boxTemplate);
var pos = new Vector2(Random.Range(-5.0f, 5.0f), 7.0f);
go.transform.position = pos;
Destroy(go, 10.0f);
}
}
}

12
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26
Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/2D/Common/Oscilate.cs


using System;
using UnityEngine;
using System.Collections;
public class Oscilate : MonoBehaviour
{
public float speed = 0.1f;
public Vector2 start;
public Vector2 stop;
private float elapsed;
Vector3 startPosition;
private float time;
void Start()
{
startPosition = transform.position;
}
void Update()
{
elapsed += speed * Time.deltaTime;
float l = Mathf.Sin(elapsed);
transform.position = Vector2.Lerp(startPosition, l > 0 ? start : stop, Math.Abs(l));
}
}

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文件差异内容过多而无法显示
查看文件

56
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Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/2D/SpritesSD/Scavengers_SpriteSheet.png

之前 之后
宽度: 256  |  高度: 224  |  大小: 46 KiB

716
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220
Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/2D/SpritesSD/box.png

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宽度: 32  |  高度: 32  |  大小: 20 KiB

56
Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/2D/SpritesSD/box.png.meta


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1001
Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/2D/SpriteDemo.unity
文件差异内容过多而无法显示
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8
Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/2D/SpriteDemo.unity.meta


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116
ImageTemplates/LightweightPipeline/Scenes/2D/SpriteDemo.unity.png

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宽度: 1280  |  高度: 720  |  大小: 47 KiB

/Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Textures.meta → /Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/LDPipe_Shader/Textures.meta

/Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Textures → /Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/LDPipe_Shader/Textures

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