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Merge remote-tracking branch 'origin/master' into scriptablerenderloop-materialgraph

/scriptablerenderloop-materialgraph
Paul Demeulenaere 8 年前
当前提交
f29fce46
共有 59 个文件被更改,包括 7391 次插入91 次删除
  1. 2
      Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.asset.meta
  2. 11
      Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
  3. 2
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightDefinition.cs
  4. 6
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightDefinition.cs.hlsl
  5. 54
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.hlsl
  6. 42
      Assets/ScriptableRenderLoop/ShaderLibrary/GeometricTools.hlsl
  7. 4
      Assets/ScriptableRenderLoop/common/TextureCache.cs
  8. 3
      Assets/ScriptableRenderLoop/fptl/ReflectionTemplate.hlsl
  9. 837
      Assets/TestScenes/HDTest/HDRenderLoopTest.unity
  10. 9
      Assets/TestScenes/HDTest/SphereStandard.meta
  11. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_10.mat
  12. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_10.mat.meta
  13. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_11.mat
  14. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_11.mat.meta
  15. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_12.mat
  16. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_12.mat.meta
  17. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_13.mat
  18. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_13.mat.meta
  19. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_14.mat
  20. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_14.mat.meta
  21. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_15.mat
  22. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_15.mat.meta
  23. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_16.mat
  24. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_16.mat.meta
  25. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_17.mat
  26. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_17.mat.meta
  27. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_18.mat
  28. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_18.mat.meta
  29. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_19.mat
  30. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_19.mat.meta
  31. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth1_2.mat
  32. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth1_2.mat.meta
  33. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_10.mat
  34. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_10.mat.meta
  35. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_11.mat
  36. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_11.mat.meta
  37. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_12.mat
  38. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_12.mat.meta
  39. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_13.mat
  40. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_13.mat.meta
  41. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_14.mat
  42. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_14.mat.meta
  43. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_15.mat
  44. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_15.mat.meta
  45. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_16.mat
  46. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_16.mat.meta
  47. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_17.mat
  48. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_17.mat.meta
  49. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_18.mat
  50. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_18.mat.meta
  51. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_19.mat
  52. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_19.mat.meta
  53. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric1_1.mat
  54. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric1_1.mat.meta
  55. 1001
      Assets/TestScenes/HDTest/SphereStandard/SphereGroup 1.prefab
  56. 8
      Assets/TestScenes/HDTest/SphereStandard/SphereGroup 1.prefab.meta
  57. 127
      Assets/TestScenes/HDTest/SphereStandard/red.mat
  58. 8
      Assets/TestScenes/HDTest/SphereStandard/red.mat.meta

2
Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.asset.meta


fileFormatVersion: 2
guid: 2400b74f5ce370c4481e5dc417d03703
timeCreated: 1476718001
timeCreated: 1476868799
licenseType: Pro
NativeFormatImporter:
userData:

11
Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs


continue;
var l = new EnvLightData();
// CAUTION: localToWorld is the transform for the widget of the reflection probe. i.e the world position of the point use to do the cubemap capture (mean it include the local offset)
l.positionWS = probe.localToWorld.GetColumn(3);
l.shapeType = EnvShapeType.None;

}
// remove scale from the matrix (Scale in this matrix is use to scale the widget)
l.right.Normalize();
l.up.Normalize();
l.forward.Normalize();
// center is local capture point. By multiply by localToWorld we get world position
l.capturePointWS = probe.localToWorld.MultiplyPoint(probe.center);
l.offsetLS = probe.center; // center is misnamed, it is the offset (in local space) from center of the bounding box to the cubemap capture point
lights.Add(l);
}

2
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightDefinition.cs


public Vector3 innerDistance;
public float unused1;
public Vector3 capturePointWS;
public Vector3 offsetLS;
public float unused2;
};

6
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightDefinition.cs.hlsl


float unused0;
float3 innerDistance;
float unused1;
float3 capturePointWS;
float3 offsetLS;
float unused2;
};

{
return value.unused1;
}
float3 GetCapturePointWS(EnvLightData value)
float3 GetOffsetLS(EnvLightData value)
return value.capturePointWS;
return value.offsetLS;
}
float GetUnused2(EnvLightData value)
{

54
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.hlsl


// float shrinkedRoughness = AnisotropicStrechAtGrazingAngle(bsdfData.roughness, bsdfData.perceptualRoughness, NdotV);
// Note: As explain in GetPreLightData we use normalWS and not iblNormalWS here (in case of anisotropy)
//float3 rayWS = GetSpecularDominantDir(bsdfData.normalWS, prelightData.iblR, bsdfData.roughness);
float3 rayWS = prelightData.iblR;
float3 rayWS = GetSpecularDominantDir(bsdfData.normalWS, prelightData.iblR, bsdfData.roughness);
/*
// In Unity the cubemaps are capture with the localToWorld transform of the component.
// This mean that location and oritention matter. So after intersection of proxy volume we need to convert back to world.
// CAUTION: localToWorld is the transform use to convert the cubemap capture point to world space (mean it include the offset)
// the center of the bounding box is thus in locals space: positionLS - offsetLS
// We use this formulation as it is the one of legacy unity that was using only AABB box.
float4x4 worldToLocal = transpose(float4x4(float4(lightData.right, 0.0), float4(lightData.up, 0.0), float4(lightData.forward, 0.0), float4(light.positionWS, 1.0)));
float3 positionLS = mul(lightData.worldToLocal, float4(positionWS, 1.0)).xyz;
float3 rayLS = mul((float3x3)lightData.worldToLocal, rayWS);
float3x3 worldToLocal = transpose(float3x3(lightData.right, lightData.up, lightData.forward));
float3 positionLS = positionWS - lightData.positionWS;
positionLS = mul(positionLS, worldToLocal).xyz - lightData.offsetLS; // We want to calculate the intersection from the center of the bounding box.
float3 rayLS = mul(rayWS, worldToLocal);
R = (positionWS + dist * rayWS) - lightData.capturePointWS; // TODO: check that
// We can reuse dist calculate in LS directly in WS as there is no scaling. Also the offset is already include in lightData.positionWS
R = (positionWS + dist * rayWS) - lightData.positionWS;
// Calculate falloff value, so reflections on the edges of the Volume would gradually blend to previous reflection.
// Also this ensures that pixels not located in the reflection Volume AABB won't
// accidentally pick up reflections from this Volume.
// Calculate falloff value, so reflections on the edges of the volume would gradually blend to previous reflection.
}
}
// For now there is no specific interface for sphere proxy and it can have offset and arbitrary orientation. So we need to transform
// to local space position and direction like for OBB.
float3x3 worldToLocal = transpose(float3x3(lightData.right, lightData.up, lightData.forward));
float3 positionLS = positionWS - lightData.positionWS;
positionLS = mul(positionLS, worldToLocal).xyz - lightData.offsetLS; // We want to calculate the intersection from the center of the bounding box.
float3 rayLS = mul(rayWS, worldToLocal);
float2 intersections;
SphereRayIntersect(intersections, positionWS - lightData.positionWS, R, sphereRadius);
// TODO: check if we can have simplified formula like for box
// No need to normalize for fetching cubemap
R = (positionWS + intersections.y * rayWS) - lightData.capturePointWS;
float dist = SphereRayIntersectSimple(positionLS, rayLS, sphereRadius + lightData.blendDistance);
R = (positionWS + dist * rayWS) - lightData.positionWS;
float distFade = length(positionWS - lightData.positionWS);
weight = saturate(((sphereRadius + lightData.blendDistance) - distFade) / max(lightData.blendDistance, 0.0001)); // avoid divide by zero

}
*/
// TODO: we must always perform a weight calculation as due to tiled rendering we need to smooth out cubemap at boundaries.
// So goal is to split into two category and have an option to say if we parallax correct or not.
// TODO: compare current Morten version: offline cubemap with a particular remap + the bias in perceptualRoughnessToMipmapLevel
// to classic remap like unreal/Frobiste. The function GetSpecularDominantDir can result in a better matching in this case
// We let GetSpecularDominantDir currently as it still an improvement but not as good as it could be
float mip = perceptualRoughnessToMipmapLevel(bsdfData.perceptualRoughness);
float4 preLD = UNITY_SAMPLE_ENV_LOD(_EnvTextures, R, lightData, mip);
specularLighting.rgb = preLD.rgb * prelightData.specularFGD;

42
Assets/ScriptableRenderLoop/ShaderLibrary/GeometricTools.hlsl


return intersections;
}
// TODO: Describe difference with above
// AND compare with intersections.y
// This simplified version assume that we care about the result only when we are inside the box
// Assume dir is normalize
float BoxRayIntersectSimple(float3 start, float3 dir, float3 boxMin, float3 boxMax)
{

return min(min(rbminmax.x, rbminmax.y), rbminmax.z);
}
// Sphere is at the origin
bool SphereRayIntersect(out float2 intersections, float3 start, float3 dir, float radius)
// Assume Sphere is at the origin (i.e start = position - spherePosition)
float2 SphereRayIntersect(float3 start, float3 dir, float radius, out bool intersect)
{
float a = dot(dir, dir);
float b = dot(dir, start) * 2.0;

bool intersect = false;
float2 intersections = float2(0.0, 0.0);
intersect = false;
if (discriminant < 0.0 || a == 0.0)
{
intersections.x = 0.0;

intersect = true;
}
return intersect;
return intersections;
}
// This simplified version assume that we care about the result only when we are inside the sphere
// Assume Sphere is at the origin (i.e start = position - spherePosition) and dir is normalized
// Ref: http://http.developer.nvidia.com/GPUGems/gpugems_ch19.html
float SphereRayIntersectSimple(float3 start, float3 dir, float radius)
{
float b = dot(dir, start) * 2.0;
float c = dot(start, start) - radius * radius;
float discriminant = b * b - 4.0 * c;
return abs(sqrt(discriminant) - b) * 0.5;
}
float3 RayPlaneIntersect(in float3 rayOrigin, in float3 rayDirection, in float3 planeOrigin, in float3 planeNormal)

// Distance functions
//-----------------------------------------------------------------------------
/*
// Ref: real time detection collision page 131
float DistancePointBox(float3 pos, float3 boxMin, float3 boxMax)
{
// Clamp to find closest point then calc distance
float3 distanceToMin = pos < boxMin ? (boxMin - pos) * (boxMin - pos) : 0.0;
float3 distancesToMax = pos > boxMax ? (pos - boxMax) * (pos - boxMax) : 0.0;
float distanceSquare = dot(distanceToMin, float3(1.0, 1.0, 1.0)) + dot(distancesToMax, float3(1.0, 1.0, 1.0));
return sqrt(distanceSquare);
}
*/
// TODO: check that this code is effectively equivalent to code above (it should)
float DistancePointBox(float3 pos, float3 boxMin, float3 boxMax)
float DistancePointBox(float3 position, float3 boxMin, float3 boxMax)
return length(max(max(pos - boxMax, boxMin - pos), float3(0.0, 0.0, 0.0)));
return length(max(max(position - boxMax, boxMin - position), float3(0.0, 0.0, 0.0)));
}
#endif // UNITY_GEOMETRICTOOLS_INCLUDED

4
Assets/ScriptableRenderLoop/common/TextureCache.cs


m_Cache = new CubemapArray(width, numCubeMaps, format, isMipMapped)
{
hideFlags = HideFlags.HideAndDontSave,
wrapMode = TextureWrapMode.Clamp
wrapMode = TextureWrapMode.Clamp,
filterMode = FilterMode.Trilinear,
anisoLevel = 0 // It is important to set 0 here, else unity force anisotropy filtering
};
return res;

3
Assets/ScriptableRenderLoop/fptl/ReflectionTemplate.hlsl


half mip = perceptualRoughness * UNITY_SPECCUBE_LOD_STEPS;
half4 rgbm = UNITY_SAMPLE_TEXCUBEARRAY_LOD(tex, float4(glossIn.reflUVW.xyz, sliceIndex), mip);
//return rgbm.xyz;
return DecodeHDR_NoLinearSupportInSM2 (rgbm, hdr);
return DecodeHDR(rgbm, hdr);
}

837
Assets/TestScenes/HDTest/HDRenderLoopTest.unity


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8
Assets/TestScenes/HDTest/SphereStandard/red.mat.meta


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