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uv tiling working for opaques

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Paul Melamed 7 年前
当前提交
ee6c1949
共有 4 个文件被更改,包括 33 次插入11 次删除
  1. 14
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Decal/DecalProjectorComponent.cs
  2. 21
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Decal/DecalSystem.cs
  3. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Decal/DecalProjectorComponentEditor.cs
  4. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/DecalData.hlsl

14
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Decal/DecalProjectorComponent.cs


public Material m_Material = null;
public float m_DrawDistance = 1000.0f;
public float m_FadeScale = 0.9f;
public Vector2 m_UVScale = new Vector2(1,1);
public Vector2 m_UVBias = new Vector2(0,0);
private Material m_OldMaterial = null;
private DecalSystem.DecalHandle m_Handle = null;

if(m_Handle != null)
DecalSystem.instance.RemoveDecal(m_Handle);
m_Handle = DecalSystem.instance.AddDecal(transform, m_DrawDistance, m_FadeScale, m_Material);
Vector4 uvScaleBias = new Vector4(m_UVScale.x, m_UVScale.y, m_UVBias.x, m_UVBias.y);
m_Handle = DecalSystem.instance.AddDecal(transform, m_DrawDistance, m_FadeScale, uvScaleBias, m_Material);
}
public void OnDisable()

{
if( m_Handle != null)
DecalSystem.instance.RemoveDecal(m_Handle);
m_Handle = DecalSystem.instance.AddDecal(transform, m_DrawDistance, m_FadeScale, m_Material);
Vector4 uvScaleBias = new Vector4(m_UVScale.x, m_UVScale.y, m_UVBias.x, m_UVBias.y);
m_Handle = DecalSystem.instance.AddDecal(transform, m_DrawDistance, m_FadeScale, uvScaleBias, m_Material);
m_OldMaterial = m_Material;
// notify the editor that material has changed so it can update the shader foldout

{
if (transform.hasChanged == true)
{
DecalSystem.instance.UpdateCachedData(transform, m_DrawDistance, m_FadeScale, m_Handle);
Vector4 uvScaleBias = new Vector4(m_UVScale.x, m_UVScale.y, m_UVBias.x, m_UVBias.y);
DecalSystem.instance.UpdateCachedData(transform, m_DrawDistance, m_FadeScale, uvScaleBias, m_Handle);
transform.hasChanged = false;
}
}

{
DrawGizmo(true);
// if this object is selected there is a chance the transform was changed so update culling info
DecalSystem.instance.UpdateCachedData(transform, m_DrawDistance, m_FadeScale, m_Handle);
Vector4 uvScaleBias = new Vector4(m_UVScale.x, m_UVScale.y, m_UVBias.x, m_UVBias.y);
DecalSystem.instance.UpdateCachedData(transform, m_DrawDistance, m_FadeScale, uvScaleBias, m_Handle);
}
public void OnDrawGizmos()

21
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Decal/DecalSystem.cs


return res;
}
public void UpdateCachedData(Transform transform, float drawDistance, float fadeScale, DecalHandle handle)
public void UpdateCachedData(Transform transform, float drawDistance, float fadeScale, Vector4 uvScaleBias, DecalHandle handle)
{
int index = handle.m_Index;
m_CachedDecalToWorld[index] = transform.localToWorldMatrix;

? drawDistance
: instance.DrawDistance;
m_CachedDrawDistances[index].y = fadeScale;
m_CachedUVScaleBias[index] = uvScaleBias;
public DecalHandle AddDecal(Transform transform, float drawDistance, float fadeScale, int materialID)
public DecalHandle AddDecal(Transform transform, float drawDistance, float fadeScale, Vector4 uvScaleBias, int materialID)
{
// increase array size if no space left
if (m_DecalsCount == m_Handles.Length)

Matrix4x4[] newCachedTransforms = new Matrix4x4[m_DecalsCount + kDecalBlockSize];
Matrix4x4[] newCachedNormalToWorld = new Matrix4x4[m_DecalsCount + kDecalBlockSize];
Vector2[] newCachedDrawDistances = new Vector2[m_DecalsCount + kDecalBlockSize];
Vector4[] newCachedUVScaleBias = new Vector4[m_DecalsCount + kDecalBlockSize];
m_ResultIndices = new int[m_DecalsCount + kDecalBlockSize];
m_Handles.CopyTo(newHandles, 0);

m_CachedDrawDistances.CopyTo(newCachedDrawDistances, 0);
m_CachedUVScaleBias.CopyTo(newCachedUVScaleBias, 0);
m_Handles = newHandles;
m_BoundingSpheres = newSpheres;

m_CachedUVScaleBias = newCachedUVScaleBias;
UpdateCachedData(transform, drawDistance, fadeScale, decalHandle);
UpdateCachedData(transform, drawDistance, fadeScale, uvScaleBias, decalHandle);
m_DecalsCount++;
return decalHandle;
}

m_CachedDecalToWorld[removeAtIndex] = m_CachedDecalToWorld[m_DecalsCount - 1];
m_CachedNormalToWorld[removeAtIndex] = m_CachedNormalToWorld[m_DecalsCount - 1];
m_CachedDrawDistances[removeAtIndex] = m_CachedDrawDistances[m_DecalsCount - 1];
m_CachedUVScaleBias[removeAtIndex] = m_CachedUVScaleBias[m_DecalsCount - 1];
m_DecalsCount--;
handle.m_Index = kInvalidIndex;
}

normalToWorldBatch[instanceCount] = m_CachedNormalToWorld[decalIndex];
float fadeFactor = Mathf.Clamp((cullDistance - distanceToDecal) / (cullDistance * (1.0f - m_CachedDrawDistances[decalIndex].y)), 0.0f, 1.0f);
normalToWorldBatch[instanceCount].m03 = fadeFactor * m_Blend; // vector3 rotation matrix so bottom row and last column can be used for other data to save space
normalToWorldBatch[instanceCount].SetRow(3, m_CachedUVScaleBias[decalIndex]);
// clustered forward data
m_DecalDatas[m_DecalDatasCount].worldToDecal = decalToWorldBatch[instanceCount].inverse;

private Matrix4x4[] m_CachedDecalToWorld = new Matrix4x4[kDecalBlockSize];
private Matrix4x4[] m_CachedNormalToWorld = new Matrix4x4[kDecalBlockSize];
private Vector2[] m_CachedDrawDistances = new Vector2[kDecalBlockSize]; // x - draw distance, y - fade scale
private Vector4[] m_CachedUVScaleBias = new Vector4[kDecalBlockSize]; // xy - scale, zw bias
private Material m_Material;
private float m_Blend = 0;

}
public DecalHandle AddDecal(Transform transform, float drawDistance, float fadeScale, Material material)
public DecalHandle AddDecal(Transform transform, float drawDistance, float fadeScale, Vector4 uvScaleBias, Material material)
{
DecalSet decalSet = null;
int key = material.GetInstanceID();

m_DecalSets.Add(key, decalSet);
}
return decalSet.AddDecal(transform, drawDistance, fadeScale, key);
return decalSet.AddDecal(transform, drawDistance, fadeScale, uvScaleBias, key);
}
public void RemoveDecal(DecalHandle handle)

}
}
public void UpdateCachedData(Transform transform, float drawDistance, float fadeScale, DecalHandle handle)
public void UpdateCachedData(Transform transform, float drawDistance, float fadeScale, Vector4 uvScaleBias, DecalHandle handle)
{
if(!DecalHandle.IsValid(handle))
return;

if (m_DecalSets.TryGetValue(key, out decalSet))
{
decalSet.UpdateCachedData(transform, drawDistance, fadeScale, handle);
decalSet.UpdateCachedData(transform, drawDistance, fadeScale, uvScaleBias, handle);
}
}

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Decal/DecalProjectorComponentEditor.cs


private SerializedProperty m_MaterialProperty;
private SerializedProperty m_DrawDistanceProperty;
private SerializedProperty m_FadeScaleProperty;
private SerializedProperty m_UVScaleProperty;
private SerializedProperty m_UVBiasProperty;
public class DecalBoundsHandle : BoxBoundsHandle
{

m_MaterialProperty = serializedObject.FindProperty("m_Material");
m_DrawDistanceProperty = serializedObject.FindProperty("m_DrawDistance");
m_FadeScaleProperty = serializedObject.FindProperty("m_FadeScale");
m_UVScaleProperty = serializedObject.FindProperty("m_UVScale");
m_UVBiasProperty = serializedObject.FindProperty("m_UVBias");
}
private void OnDisable()

EditorGUILayout.PropertyField(m_MaterialProperty);
EditorGUILayout.PropertyField(m_DrawDistanceProperty);
EditorGUILayout.Slider(m_FadeScaleProperty, 0.0f, 1.0f, new GUIContent("Fade scale"));
EditorGUILayout.PropertyField(m_UVScaleProperty);
EditorGUILayout.PropertyField(m_UVBiasProperty);
if (EditorGUI.EndChangeCheck())
{
serializedObject.ApplyModifiedProperties();

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/DecalData.hlsl


surfaceData.mask = float4(0,0,0,0);
surfaceData.HTileMask = 0;
float totalBlend = clamp(normalToWorld[0][3], 0.0f, 1.0f);
float2 scale = float2(normalToWorld[3][0], normalToWorld[3][1]);
float2 offset = float2(normalToWorld[3][2], normalToWorld[3][3]);
texCoordDS = texCoordDS * scale + offset;
#if _COLORMAP
surfaceData.baseColor = SAMPLE_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, texCoordDS.xy);
surfaceData.baseColor.w *= totalBlend;

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