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Added the texture filtering for normal maps + the roughness filtering. (DISABLED+UNTESTED)

/stacklit
Jean-François F Fortin 6 年前
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ec47ffff
共有 8 个文件被更改,包括 195 次插入37 次删除
  1. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/StackLit/StackLit.cs
  2. 38
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/StackLit/StackLit.cs.hlsl
  3. 44
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/StackLit/StackLit.hlsl
  4. 21
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/StackLit/StackLitData.hlsl
  5. 8
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/AssetPostProcessors.meta
  6. 104
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/AssetPostProcessors/NormalMapVarianceTexturePostprocessor.cs
  7. 11
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/AssetPostProcessors/NormalMapVarianceTexturePostprocessor.cs.meta

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/StackLit/StackLit.cs


[SurfaceDataAttributes(new string[]{"Coat Normal", "Coat Normal View Space"}, true)]
public Vector3 coatNormalWS;
[SurfaceDataAttributes("Average Normal Length A")]
public float averageNormalLengthA;
[SurfaceDataAttributes("Average Normal Length B")]
public float averageNormalLengthB;
[SurfaceDataAttributes("Smoothness A")]
public float perceptualSmoothnessA;

38
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/StackLit/StackLit.cs.hlsl


#define DEBUGVIEW_STACKLIT_SURFACEDATA_GEOMETRIC_NORMAL_VIEW_SPACE (1308)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_NORMAL (1309)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_NORMAL_VIEW_SPACE (1310)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_SMOOTHNESS_A (1311)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_SMOOTHNESS_B (1312)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_LOBE_MIXING (1313)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_TANGENT (1314)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_ANISOTROPY (1315)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_IRIDESCENCE_IOR (1316)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_IRIDESCENCE_THICKNESS (1317)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_SMOOTHNESS (1318)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_IOR (1319)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_THICKNESS (1320)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_EXTINCTION_COEFFICIENT (1321)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_DIFFUSION_PROFILE (1322)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_SUBSURFACE_MASK (1323)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_THICKNESS (1324)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_AVERAGE_NORMAL_LENGTH_A (1311)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_AVERAGE_NORMAL_LENGTH_B (1312)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_SMOOTHNESS_A (1313)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_SMOOTHNESS_B (1314)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_LOBE_MIXING (1315)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_TANGENT (1316)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_ANISOTROPY (1317)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_IRIDESCENCE_IOR (1318)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_IRIDESCENCE_THICKNESS (1319)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_SMOOTHNESS (1320)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_IOR (1321)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_THICKNESS (1322)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_EXTINCTION_COEFFICIENT (1323)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_DIFFUSION_PROFILE (1324)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_SUBSURFACE_MASK (1325)
#define DEBUGVIEW_STACKLIT_SURFACEDATA_THICKNESS (1326)
//
// UnityEngine.Experimental.Rendering.HDPipeline.StackLit+BSDFData: static fields

float3 normalWS;
float3 geomNormalWS;
float3 coatNormalWS;
float averageNormalLengthA;
float averageNormalLengthB;
float perceptualSmoothnessA;
float perceptualSmoothnessB;
float lobeMix;

break;
case DEBUGVIEW_STACKLIT_SURFACEDATA_COAT_NORMAL_VIEW_SPACE:
result = surfacedata.coatNormalWS * 0.5 + 0.5;
break;
case DEBUGVIEW_STACKLIT_SURFACEDATA_AVERAGE_NORMAL_LENGTH_A:
result = surfacedata.averageNormalLengthA.xxx;
break;
case DEBUGVIEW_STACKLIT_SURFACEDATA_AVERAGE_NORMAL_LENGTH_B:
result = surfacedata.averageNormalLengthB.xxx;
break;
case DEBUGVIEW_STACKLIT_SURFACEDATA_SMOOTHNESS_A:
result = surfacedata.perceptualSmoothnessA.xxx;

44
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/StackLit/StackLit.hlsl


float variance = _SpecularAntiAliasingScreenSpaceVariance * (dot(deltaU, deltaU) + dot(deltaV, deltaV));
float squaredRoughness = saturate(r * r + min(2.0 * variance, _SpecularAntiAliasingThreshold));
return variance;
}
return sqrt(squaredRoughness);
// Based on The Order : 1886 SIGGRAPH course notes implementation.
float AdjustRoughness(float avgNormalLength)
{
if (avgNormalLength < 1.0)
{
float avgNormLen2 = avgNormalLength * avgNormalLength;
float kappa = (3 * avgNormalLength - avgNormalLength * avgNormLen2) / (1 - avgNormLen2);
return 1.0 / (2.0 * kappa);
}
return 0.0f;
float FilterRoughness(float r, float3 geomNormalWS, float averageNormalLength)
{
// Specular AA: NormalCurvatureToRoughness
r = lerp(r, max(NormalCurvatureToRoughness(geomNormalWS), r), _NormalCurvatureToRoughnessEnabled);
// Specular AA: Tokuyoshi Filtering + 1866 normal filtering.
float varianceGeom = FilterRoughness_TOKUYOSHI(geomNormalWS, r);
float varianceNorm = AdjustRoughness(averageNormalLength);
float filteredRoughness = sqrt(saturate(r * r + min(2.0 * (varianceGeom + varianceNorm), _SpecularAntiAliasingThreshold)));
return lerp(r, filteredRoughness, _SpecularAntiAliasingEnabled);
}
//-----------------------------------------------------------------------------
// conversion function for forward

bsdfData.perceptualRoughnessA = PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothnessA);
bsdfData.perceptualRoughnessB = PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothnessB);
// Specular AA: NormalCurvatureToRoughness
float normalCurvatureToRoughnessA = max(NormalCurvatureToRoughness(bsdfData.normalWS), bsdfData.perceptualRoughnessA);
float normalCurvatureToRoughnessB = max(NormalCurvatureToRoughness(bsdfData.normalWS), bsdfData.perceptualRoughnessB);
bsdfData.perceptualRoughnessA = lerp(bsdfData.perceptualRoughnessA, normalCurvatureToRoughnessA, _NormalCurvatureToRoughnessEnabled);
bsdfData.perceptualRoughnessB = lerp(bsdfData.perceptualRoughnessB, normalCurvatureToRoughnessB, _NormalCurvatureToRoughnessEnabled);
// Specular AA: Tokuyoshi Filtering.
float filterRoughnessA = FilterRoughness_TOKUYOSHI(bsdfData.normalWS, bsdfData.perceptualRoughnessA);
float filterRoughnessB = FilterRoughness_TOKUYOSHI(bsdfData.normalWS, bsdfData.perceptualRoughnessB);
bsdfData.perceptualRoughnessA = lerp(bsdfData.perceptualRoughnessA, filterRoughnessA, _SpecularAntiAliasingEnabled);
bsdfData.perceptualRoughnessB = lerp(bsdfData.perceptualRoughnessB, filterRoughnessB, _SpecularAntiAliasingEnabled);
// Specular AA / Filtering.
bsdfData.perceptualRoughnessA = FilterRoughness(bsdfData.perceptualRoughnessA, bsdfData.geomNormalWS, surfaceData.averageNormalLengthA);
bsdfData.perceptualRoughnessB = FilterRoughness(bsdfData.perceptualRoughnessB, bsdfData.geomNormalWS, surfaceData.averageNormalLengthB);
bsdfData.lobeMix = surfaceData.lobeMix;
// There is no metallic with SSS and specular color mode

21
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/StackLit/StackLitData.hlsl


#endif
}
float3 SampleTexture2DTriplanarNormalScaleBias(TEXTURE2D_ARGS(textureName, samplerName), float textureNameUV, float textureNameUVLocal, float4 textureNameST, float textureNameObjSpace, TextureUVMapping uvMapping, float scale)
float4 SampleTexture2DTriplanarNormalScaleBias(TEXTURE2D_ARGS(textureName, samplerName), float textureNameUV, float textureNameUVLocal, float4 textureNameST, float textureNameObjSpace, TextureUVMapping uvMapping, float scale)
{
if (textureNameObjSpace)
{

// Decompress normal ourselve
float3 normalOS = SampleTexture2DTriplanarScaleBias(TEXTURE2D_PARAM(textureName, samplerName), textureNameUV, textureNameUVLocal, textureNameST, uvMapping).xyz * 2.0 - 1.0;
// no need to renormalize normalOS for SurfaceGradientFromPerturbedNormal
return SurfaceGradientFromPerturbedNormal(uvMapping.vertexNormalWS, TransformObjectToWorldDir(normalOS));
return float4(SurfaceGradientFromPerturbedNormal(uvMapping.vertexNormalWS, TransformObjectToWorldDir(normalOS)), 1.0);
}
else
{

// Assume derivXplane, derivYPlane and derivZPlane sampled using (z,y), (z,x) and (x,y) respectively.
float3 volumeGrad = float3(derivZPlane.x + derivYPlane.y, derivZPlane.y + derivXplane.y, derivXplane.x + derivYPlane.x);
return SurfaceGradientFromVolumeGradient(uvMapping.vertexNormalWS, volumeGrad);
return float4(SurfaceGradientFromVolumeGradient(uvMapping.vertexNormalWS, volumeGrad), 1.0);
}
#endif

{
return SurfaceGradientFromTBN(deriv, uvMapping.vertexTangentWS[textureNameUV], uvMapping.vertexBitangentWS[textureNameUV]);
return float4(SurfaceGradientFromTBN(deriv, uvMapping.vertexTangentWS[textureNameUV], uvMapping.vertexBitangentWS[textureNameUV]), 1.0);
}
else
{

else if (textureNameUV == TEXCOORD_INDEX_PLANAR_XY)
volumeGrad = float3(deriv.x, deriv.y, 0.0);
return SurfaceGradientFromVolumeGradient(uvMapping.vertexNormalWS, volumeGrad);
return float4(SurfaceGradientFromVolumeGradient(uvMapping.vertexNormalWS, volumeGrad), 1.0f);
}
}
}

// Standard
surfaceData.baseColor = SAMPLE_TEXTURE2D_SCALE_BIAS(_BaseColorMap).rgb * _BaseColor.rgb;
float3 gradient = SAMPLE_TEXTURE2D_NORMAL_SCALE_BIAS(_NormalMap, _NormalScale);
float4 gradient = SAMPLE_TEXTURE2D_NORMAL_SCALE_BIAS(_NormalMap, _NormalScale);
//TODO: bentNormalTS
surfaceData.perceptualSmoothnessA = dot(SAMPLE_TEXTURE2D_SCALE_BIAS(_SmoothnessAMap), _SmoothnessAMapChannelMask);

#endif
surfaceData.tangentWS = normalize(input.worldToTangent[0].xyz); // The tangent is not normalize in worldToTangent for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT
float3 coatGradient = float3(0.0, 0.0, 0.0);
float4 coatGradient = float4(0.0, 0.0, 0.0, 1.0f);
#ifdef _MATERIAL_FEATURE_COAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_STACK_LIT_COAT;
surfaceData.coatPerceptualSmoothness = dot(SAMPLE_TEXTURE2D_SCALE_BIAS(_CoatSmoothnessMap), _CoatSmoothnessMapChannelMask);

surfaceData.geomNormalWS = input.worldToTangent[2];
// Convert back to world space normal
surfaceData.normalWS = SurfaceGradientResolveNormal(input.worldToTangent[2], gradient);
surfaceData.coatNormalWS = SurfaceGradientResolveNormal(input.worldToTangent[2], coatGradient);
surfaceData.normalWS = SurfaceGradientResolveNormal(input.worldToTangent[2], gradient.xyz);
surfaceData.coatNormalWS = SurfaceGradientResolveNormal(input.worldToTangent[2], coatGradient.xyz);
surfaceData.averageNormalLengthA = gradient.w;
surfaceData.averageNormalLengthB = coatGradient.w;
// TODO: decal etc.

8
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/AssetPostProcessors.meta


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guid: 3505be0d02e25a04f8932a6c2243015b
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
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104
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/AssetPostProcessors/NormalMapVarianceTexturePostprocessor.cs


using System;
using UnityEditor;
using UnityEngine;
public class NormalMapVarianceTexturePostprocessor : AssetPostprocessor
{
void OnPreprocessTexture()
{
if (assetPath.IndexOf("_variance", StringComparison.InvariantCultureIgnoreCase) != -1)
{
// Make sure we don't convert as a normal map.
TextureImporter textureImporter = (TextureImporter)assetImporter;
textureImporter.convertToNormalmap = false;
textureImporter.textureCompression = TextureImporterCompression.CompressedHQ;
textureImporter.linearTexture = true; // Says deprecated but won't work without it.
textureImporter.sRGBTexture = false; // But we're setting the new property just in case it changes later...
}
}
private static Color GetColor(Color[] source, int x, int y, int width, int height)
{
x = (x + width) % width;
y = (y + height) % height;
int index = y * width + x;
var c = source[index];
return c;
}
private static Vector3 GetNormal(Color[] source, int x, int y, int width, int height)
{
Vector3 n = (Vector4)GetColor(source, x, y, width, height);
n = 2.0f * n - Vector3.one;
n.Normalize();
return n;
}
private static Vector3 GetAverageNormal(Color[] source, int x, int y, int width, int height, int texelFootprint)
{
Vector3 averageNormal = new Vector3(0, 0, 0);
// Calculate the average color over the texel footprint.
for (int i = 0; i < texelFootprint; ++i)
{
for (int j = 0; j < texelFootprint; ++j)
{
averageNormal += GetNormal(source, x + i, y + j, width, height);
}
}
averageNormal /= (texelFootprint * texelFootprint);
return averageNormal;
}
void OnPostprocessTexture(Texture2D texture)
{
if (assetPath.IndexOf("_variance", StringComparison.InvariantCultureIgnoreCase) != -1)
{
// For mip 0, set the normal length to 1.
{
Color[] c = texture.GetPixels(0);
for (int i = 0; i < c.Length; i++)
{
c[i].a = 1.0f;
}
texture.SetPixels(c, 0);
}
// Based on The Order : 1886 SIGGRAPH course notes implementation. Sample all normal map
// texels from the base mip level that are within the footprint of the current mipmap texel.
Color[] source = texture.GetPixels(0);
for (int m = 1; m < texture.mipmapCount; m++)
{
Color[] c = texture.GetPixels(m);
int mipWidth = Math.Max(1, texture.width >> m);
int mipHeight = Math.Max(1, texture.height >> m);
for (int x = 0; x < mipWidth; ++x)
{
for (int y = 0; y < mipHeight; ++y)
{
int texelFootprint = 1 << m;
Vector3 averageNormal = GetAverageNormal(source, x * texelFootprint, y * texelFootprint,
texture.width, texture.height, texelFootprint);
// Store the normal length for the average normal.
int outputPosition = y * mipWidth + x;
//c[outputPosition].a = averageNormal.magnitude;
float normalLength = Math.Max(0.0f, Math.Min(1.0f, averageNormal.magnitude));
c[outputPosition].a = normalLength;
}
}
texture.SetPixels(c, m);
}
}
}
}

11
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/AssetPostProcessors/NormalMapVarianceTexturePostprocessor.cs.meta


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