浏览代码

HDRenderPipeline: Re-add "none" mode for double sided lighting

This may be use for hair card. Double sided mode now have none, mirror
and flip mode
/RenderPassXR_Sandbox
sebastienlagarde 8 年前
当前提交
e93ed04c
共有 5 个文件被更改,包括 30 次插入19 次删除
  1. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
  2. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
  3. 39
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/BaseLitUI.cs
  4. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
  5. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader

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


[HideInInspector] _ZTestMode("_ZTestMode", Int) = 8
[ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0
[ToggleOff] _DoubleSidedMirrorEnable("Double sided mirror enable", Float) = 1.0
[Enum(None, 0, Mirror, 1, Flip, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)
[ToggleOff] _EnablePerPixelDisplacement("Enable per pixel displacement", Float) = 0.0

#define DEBUG_DISPLAY
#define SHADERPASS SHADERPASS_FORWARD
#include "../../Debug/DebugDisplay.hlsl"
#include "../../Lighting/Forward.hlsl"
#include "../../Lighting/Forward.hlsl"
// TEMP until pragma work in include
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader


[HideInInspector] _ZTestMode("_ZTestMode", Int) = 8
[ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0
[ToggleOff] _DoubleSidedMirrorEnable("Double sided mirror enable", Float) = 1.0
[Enum(None, 0, Mirror, 1, Flip, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)
[ToggleOff] _EnablePerPixelDisplacement("Enable per pixel displacement", Float) = 0.0

39
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/BaseLitUI.cs


{
protected static class StylesBaseLit
{
public static GUIContent doubleSidedMirrorEnableText = new GUIContent("Mirror normal", "This will mirror the normal with vertex normal plane if enabled, else flip the normal");
public static GUIContent doubleSidedNormalModeText = new GUIContent("Normal mode", "This will modify the normal base on the selected mode. None: untouch, Mirror: Mirror the normal with vertex normal plane, Flip: Flip the normal");
public static GUIContent depthOffsetEnableText = new GUIContent("Enable Depth Offset", "EnableDepthOffset on this shader (Use with heightmap)");
// Material ID

public static string vertexAnimation = "Vertex Animation";
}
public enum DoubleSidedNormalMode
{
None,
Mirror,
Flip
}
public enum TessellationMode
{
Phong,

protected MaterialProperty doubleSidedMirrorEnable = null;
protected const string kDoubleSidedMirrorEnable = "_DoubleSidedMirrorEnable";
protected MaterialProperty doubleSidedNormalMode = null;
protected const string kDoubleSidedNormalMode = "_DoubleSidedNormalMode";
protected MaterialProperty depthOffsetEnable = null;
protected const string kDepthOffsetEnable = "_DepthOffsetEnable";

{
base.FindBaseMaterialProperties(props);
doubleSidedMirrorEnable = FindProperty(kDoubleSidedMirrorEnable, props);
doubleSidedNormalMode = FindProperty(kDoubleSidedNormalMode, props);
depthOffsetEnable = FindProperty(kDepthOffsetEnable, props);
// MaterialID

if (doubleSidedEnable.floatValue > 0.0f)
{
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(doubleSidedMirrorEnable, StylesBaseLit.doubleSidedMirrorEnableText);
m_MaterialEditor.ShaderProperty(doubleSidedNormalMode, StylesBaseLit.doubleSidedNormalModeText);
EditorGUI.indentLevel--;
}

SetupBaseUnlitKeywords(material);
bool doubleSidedEnable = material.GetFloat(kDoubleSidedEnable) > 0.0f;
bool doubleSidedMirrorEnable = material.GetFloat(kDoubleSidedMirrorEnable) > 0.0f;
if (doubleSidedMirrorEnable)
DoubleSidedNormalMode doubleSidedNormalMode = (DoubleSidedNormalMode)material.GetFloat(kDoubleSidedNormalMode);
switch (doubleSidedNormalMode)
// Mirror mode (in tangent space)
material.SetVector("_DoubleSidedConstants", new Vector4(1.0f, 1.0f, -1.0f, 0.0f));
}
else
{
// Flip mode (in tangent space)
material.SetVector("_DoubleSidedConstants", new Vector4(-1.0f, -1.0f, -1.0f, 0.0f));
case DoubleSidedNormalMode.None:
material.SetVector("_DoubleSidedConstants", new Vector4(1.0f, 1.0f, 1.0f, 0.0f));
break;
case DoubleSidedNormalMode.Mirror: // Mirror mode (in tangent space)
material.SetVector("_DoubleSidedConstants", new Vector4(1.0f, 1.0f, -1.0f, 0.0f));
break;
case DoubleSidedNormalMode.Flip: // Flip mode (in tangent space)
material.SetVector("_DoubleSidedConstants", new Vector4(-1.0f, -1.0f, -1.0f, 0.0f));
break;
}
}

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


[HideInInspector] _ZTestMode("_ZTestMode", Int) = 8
[ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0
[ToggleOff] _DoubleSidedMirrorEnable("Double sided mirror enable", Float) = 1.0
[Enum(None, 0, Mirror, 1, Flip, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)
[Enum(UV0, 0, Planar, 1, TriPlanar, 2)] _UVBase("UV Set for base", Float) = 0

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


[HideInInspector] _ZTestMode("_ZTestMode", Int) = 8
[ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0
[ToggleOff] _DoubleSidedMirrorEnable("Double sided mirror enable", Float) = 1.0
[Enum(None, 0, Mirror, 1, Flip, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)
[Enum(UV0, 0, Planar, 1, TriPlanar, 2)] _UVBase("UV Set for base", Float) = 0

正在加载...
取消
保存