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Remove indirect GTAO debug mode

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sebastienlagarde 7 年前
当前提交
fbf1ccab
共有 6 个文件被更改,包括 27 次插入42 次删除
  1. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/LightingDebug.cs
  2. 10
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/LightingDebug.cs.hlsl
  3. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/MaterialDebug.cs.hlsl
  4. 18
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/Decal.cs.hlsl
  5. 14
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
  6. 18
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/StackLit/StackLit.hlsl

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/LightingDebug.cs


SpecularLighting,
LuxMeter,
VisualizeCascade,
IndirectDiffuseOcclusionFromSsao,
IndirectDiffuseGtaoFromSsao,
IndirectSpecularOcclusionFromSsao,
IndirectSpecularGtaoFromSsao,
IndirectDiffuseOcclusion,
IndirectSpecularOcclusion,
ScreenSpaceTracingRefraction,
ScreenSpaceTracingReflection
}

10
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/LightingDebug.cs.hlsl


#define DEBUGLIGHTINGMODE_SPECULAR_LIGHTING (2)
#define DEBUGLIGHTINGMODE_LUX_METER (3)
#define DEBUGLIGHTINGMODE_VISUALIZE_CASCADE (4)
#define DEBUGLIGHTINGMODE_INDIRECT_DIFFUSE_OCCLUSION_FROM_SSAO (5)
#define DEBUGLIGHTINGMODE_INDIRECT_DIFFUSE_GTAO_FROM_SSAO (6)
#define DEBUGLIGHTINGMODE_INDIRECT_SPECULAR_OCCLUSION_FROM_SSAO (7)
#define DEBUGLIGHTINGMODE_INDIRECT_SPECULAR_GTAO_FROM_SSAO (8)
#define DEBUGLIGHTINGMODE_SCREEN_SPACE_TRACING_REFRACTION (9)
#define DEBUGLIGHTINGMODE_SCREEN_SPACE_TRACING_REFLECTION (10)
#define DEBUGLIGHTINGMODE_INDIRECT_DIFFUSE_OCCLUSION (5)
#define DEBUGLIGHTINGMODE_INDIRECT_SPECULAR_OCCLUSION (6)
#define DEBUGLIGHTINGMODE_SCREEN_SPACE_TRACING_REFRACTION (7)
#define DEBUGLIGHTINGMODE_SCREEN_SPACE_TRACING_REFLECTION (8)
//
// UnityEngine.Experimental.Rendering.HDPipeline.DebugScreenSpaceTracing: static fields

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/MaterialDebug.cs.hlsl


#define DEBUGVIEWVARYING_VERTEX_NORMAL_WS (7)
#define DEBUGVIEWVARYING_VERTEX_COLOR (8)
#define DEBUGVIEWVARYING_VERTEX_COLOR_ALPHA (9)
#define DEBUGVIEWVARYING_LAST (10)
//
// UnityEngine.Experimental.Rendering.HDPipeline.Attributes.DebugViewGbuffer: static fields

#define DEBUGVIEWGBUFFER_BAKE_SHADOW_MASK1 (13)
#define DEBUGVIEWGBUFFER_BAKE_SHADOW_MASK2 (14)
#define DEBUGVIEWGBUFFER_BAKE_SHADOW_MASK3 (15)
#define DEBUGVIEWGBUFFER_LAST (16)
//
// UnityEngine.Experimental.Rendering.HDPipeline.Attributes.DebugViewProperties: static fields

#define DEBUGVIEWPROPERTIES_DEPTH_OFFSET (20)
#define DEBUGVIEWPROPERTIES_LIGHTMAP (21)
#define DEBUGVIEWPROPERTIES_INSTANCING (22)
#define DEBUGVIEWPROPERTIES_LAST (23)
#endif

18
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/Decal.cs.hlsl


{
float4x4 worldToDecal;
float4x4 normalToWorld;
float4 diffuseScaleBias;
float4 normalScaleBias;
float4 maskScaleBias;
float4 diffuseScaleBias;
float4 normalScaleBias;
float4 maskScaleBias;
};
//

float4x4 GetNormalToWorld(DecalData value)
{
return value.normalToWorld;
}
float4 GetDiffuseScaleBias(DecalData value)
{
return value.diffuseScaleBias;
}
float4 GetNormalScaleBias(DecalData value)
{
return value.normalScaleBias;
}
float4 GetMaskScaleBias(DecalData value)
{
return value.maskScaleBias;
}
//

14
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl


diffuseLighting = lighting.direct.diffuse + bakeLightingData.bakeDiffuseLighting;
break;
case DEBUGLIGHTINGMODE_INDIRECT_DIFFUSE_OCCLUSION_FROM_SSAO:
case DEBUGLIGHTINGMODE_INDIRECT_DIFFUSE_OCCLUSION:
case DEBUGLIGHTINGMODE_INDIRECT_SPECULAR_OCCLUSION_FROM_SSAO:
case DEBUGLIGHTINGMODE_INDIRECT_SPECULAR_OCCLUSION:
#if GTAO_MULTIBOUNCE_APPROX
case DEBUGLIGHTINGMODE_INDIRECT_DIFFUSE_GTAO_FROM_SSAO:
diffuseLighting = GTAOMultiBounce(indirectAmbientOcclusion, bsdfData.diffuseColor);
break;
case DEBUGLIGHTINGMODE_INDIRECT_SPECULAR_GTAO_FROM_SSAO:
diffuseLighting = GTAOMultiBounce(specularOcclusion, bsdfData.fresnel0);
break;
#endif
case DEBUGLIGHTINGMODE_SCREEN_SPACE_TRACING_REFRACTION:
if (_DebugLightingSubMode != DEBUGSCREENSPACETRACING_COLOR)

18
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/StackLit/StackLit.hlsl


//diffuseLighting = lighting.direct.diffuse + bakeLightingData.bakeDiffuseLighting;
break;
case DEBUGLIGHTINGMODE_INDIRECT_DIFFUSE_OCCLUSION_FROM_SSAO:
case DEBUGLIGHTINGMODE_INDIRECT_DIFFUSE_OCCLUSION:
case DEBUGLIGHTINGMODE_INDIRECT_SPECULAR_OCCLUSION_FROM_SSAO:
case DEBUGLIGHTINGMODE_INDIRECT_SPECULAR_OCCLUSION:
#if GTAO_MULTIBOUNCE_APPROX
case DEBUGLIGHTINGMODE_INDIRECT_DIFFUSE_GTAO_FROM_SSAO:
//diffuseLighting = GTAOMultiBounce(indirectAmbientOcclusion, bsdfData.diffuseColor);
break;
case DEBUGLIGHTINGMODE_INDIRECT_SPECULAR_GTAO_FROM_SSAO:
//diffuseLighting = GTAOMultiBounce(specularOcclusion, bsdfData.fresnel0);
break;
#endif
//diffuseLighting = lighting.indirect.specularTransmitted;
// diffuseLighting = lighting.indirect.specularTransmitted;
//diffuseLighting = bsdfData.diffuseColor;
diffuseLighting = bsdfData.diffuseColor;
specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting
}

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