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Merge pull request #1112 from Unity-Technologies/Branch_DebugExposure

Added debug exposure parameter to several debug modes.
/main
GitHub 7 年前
当前提交
fcb12503
共有 15 个文件被更改,包括 69 次插入17 次删除
  1. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugColorPicker.shader
  2. 19
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.cs
  3. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.hlsl
  4. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplayLatlong.shader
  5. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewMaterialGBuffer.shader
  6. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/LightingDebug.cs
  7. 19
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
  8. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDStringConstants.cs
  9. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs
  10. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.hlsl
  11. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/HDRISky/HDRISkyRenderer.cs
  12. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/ProceduralSky/ProceduralSkyRenderer.cs
  13. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyManager.cs
  14. 10
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyRenderer.cs
  15. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyRenderingContext.cs

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugColorPicker.shader


}
float4 mouseResult = SAMPLE_TEXTURE2D(_DebugColorPickerTexture, sampler_DebugColorPickerTexture, mousePixelCoord.zw);
// Reverse debug exposure in order to display the real values.
// _DebugExposure will be set to zero if the debug view does not need it so we don't need to make a special case here. It's handled in only one place in C#
mouseResult = mouseResult / exp2(_DebugExposure);
float4 finalResult = DisplayPixelInformationAtMousePosition(input, result, mouseResult, mousePixelCoord);
return finalResult;

19
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.cs


public bool IsDebugDisplayEnabled()
{
return materialDebugSettings.IsDebugDisplayEnabled() || lightingDebugSettings.IsDebugDisplayEnabled() || mipMapDebugSettings.IsDebugDisplayEnabled();
return materialDebugSettings.IsDebugDisplayEnabled() || lightingDebugSettings.IsDebugDisplayEnabled() || mipMapDebugSettings.IsDebugDisplayEnabled() || IsDebugFullScreenEnabled();
}
public bool IsDebugMaterialDisplayEnabled()

public bool IsDebugFullScreenEnabled()
{
return fullScreenDebugMode != FullScreenDebugMode.None;
}
public bool IsDebugMipMapDisplayEnabled()
{
return mipMapDebugSettings.IsDebugDisplayEnabled();

{
//if (mipMapDebugSettings.debugMipMapMode != 0)
// Texture.SetStreamingTextureMaterialDebugProperties();
}
public bool DebugNeedsExposure()
{
DebugLightingMode debugLighting = lightingDebugSettings.debugLightingMode;
DebugViewGbuffer debugGBuffer = (DebugViewGbuffer)materialDebugSettings.debugViewGBuffer;
return (debugLighting == DebugLightingMode.DiffuseLighting || debugLighting == DebugLightingMode.SpecularLighting) ||
(debugGBuffer == DebugViewGbuffer.BakeDiffuseLightingWithAlbedoPlusEmissive) ||
(fullScreenDebugMode == FullScreenDebugMode.PreRefractionColorPyramid || fullScreenDebugMode == FullScreenDebugMode.FinalColorPyramid);
}
void RegisterDisplayStatsDebug()

}
});
}
list.Add(new DebugUI.FloatField { displayName = "Debug Exposure", getter = () => lightingDebugSettings.debugExposure, setter = value => lightingDebugSettings.debugExposure = value });
m_DebugLightingItems = list.ToArray();
var panel = DebugManager.instance.GetPanel(k_PanelLighting, true);

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.hlsl


float4 _DebugLightingSpecularColor; // x == bool override, yzw = specular color
float4 _MousePixelCoord; // xy unorm, zw norm
float _DebugEnvironmentProxyDepthScale;
float _DebugExposure;
CBUFFER_END
TEXTURE2D(_DebugFont); // Debug font to write string in shader

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplayLatlong.shader


SAMPLER(sampler_InputCubemap);
float _Mipmap;
float _RequireToFlipInputTexture;
float _DebugExposure;
struct Attributes
{

width = height = depth = mipCount = 0;
_InputCubemap.GetDimensions(width, height, depth, mipCount);
mipCount = clamp(mipCount, 0, UNITY_SPECCUBE_LOD_STEPS);
return SAMPLE_TEXTURECUBE_LOD(_InputCubemap, sampler_InputCubemap, LatlongToDirectionCoordinate(input.texcoord.xy), _Mipmap * mipCount);
return SAMPLE_TEXTURECUBE_LOD(_InputCubemap, sampler_InputCubemap, LatlongToDirectionCoordinate(input.texcoord.xy), _Mipmap * mipCount) * exp2(_DebugExposure);
}
ENDHLSL

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewMaterialGBuffer.shader


// Caution: This value is not the same than the builtin data bakeDiffuseLighting. It also include emissive and multiply by the albedo
else if (_DebugViewMaterial == DEBUGVIEWGBUFFER_BAKE_DIFFUSE_LIGHTING_WITH_ALBEDO_PLUS_EMISSIVE)
{
// TODO: require a remap
// TODO: we should not gamma correct, but easier to debug for now without correct high range value
result = bakeLightingData.bakeDiffuseLighting; needLinearToSRGB = true;
result = bakeLightingData.bakeDiffuseLighting;;
result *= exp2(_DebugExposure);
needLinearToSRGB = true;
}
#ifdef SHADOWS_SHADOWMASK
else if (_DebugViewMaterial == DEBUGVIEWGBUFFER_BAKE_SHADOW_MASK0)

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/LightingDebug.cs


public float environmentProxyDepthScale = 20;
public float debugExposure = 0.0f;
public LightLoop.TileClusterDebug tileClusterDebug = LightLoop.TileClusterDebug.None;
public LightLoop.TileClusterCategoryDebug tileClusterDebugByCategory = LightLoop.TileClusterCategoryDebug.Punctual;
}

19
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs


var postProcessLayer = camera.GetComponent<PostProcessLayer>();
// Disable post process if we enable debug mode or if the post process layer is disabled
if (m_CurrentDebugDisplaySettings.fullScreenDebugMode != FullScreenDebugMode.None || m_CurrentDebugDisplaySettings.IsDebugDisplayEnabled() || !CoreUtils.IsPostProcessingActive(postProcessLayer))
if (m_CurrentDebugDisplaySettings.IsDebugDisplayEnabled() || !CoreUtils.IsPostProcessingActive(postProcessLayer))
{
m_FrameSettings.enablePostprocess = false;
}

var visualEnv = VolumeManager.instance.stack.GetComponent<VisualEnvironment>();
visualEnv.PushFogShaderParameters(cmd, m_FrameSettings);
m_SkyManager.RenderSky(hdCamera, m_LightLoop.GetCurrentSunLight(), m_CameraColorBuffer, m_CameraDepthStencilBuffer, cmd);
m_SkyManager.RenderSky(hdCamera, m_LightLoop.GetCurrentSunLight(), m_CameraColorBuffer, m_CameraDepthStencilBuffer, m_CurrentDebugDisplaySettings, cmd);
if (visualEnv.fogType != FogType.None || m_VolumetricLightingSystem.preset != VolumetricLightingSystem.VolumetricLightingPreset.Off)
m_SkyManager.RenderOpaqueAtmosphericScattering(cmd);

public void ApplyDebugDisplaySettings(HDCamera hdCamera, CommandBuffer cmd)
{
if (m_CurrentDebugDisplaySettings.IsDebugDisplayEnabled() ||
m_CurrentDebugDisplaySettings.fullScreenDebugMode != FullScreenDebugMode.None ||
m_CurrentDebugDisplaySettings.colorPickerDebugSettings.colorPickerMode != ColorPickerDebugMode.None)
{
// enable globally the keyword DEBUG_DISPLAY on shader that support it with multicompile

cmd.SetGlobalVector(HDShaderIDs._MousePixelCoord, HDUtils.GetMouseCoordinates(hdCamera));
cmd.SetGlobalTexture(HDShaderIDs._DebugFont, m_Asset.renderPipelineResources.debugFontTexture);
// The DebugNeedsExposure test allows us to set a neutral value if exposure is not needed. This way we don't need to make various tests inside shaders but only in this function.
cmd.SetGlobalFloat(HDShaderIDs._DebugExposure, m_CurrentDebugDisplaySettings.DebugNeedsExposure() ? lightingDebugSettings.debugExposure : 0.0f);
}
else
{

{
if (m_CurrentDebugDisplaySettings.colorPickerDebugSettings.colorPickerMode != ColorPickerDebugMode.None)
{
HDUtils.BlitCameraTexture(cmd, hdCamera, textureID, m_DebugColorPickerBuffer);
using (new ProfilingSample(cmd, "Push To Color Picker"))
{
HDUtils.BlitCameraTexture(cmd, hdCamera, textureID, m_DebugColorPickerBuffer);
}
}
}

if (m_CurrentDebugDisplaySettings.colorPickerDebugSettings.colorPickerMode != ColorPickerDebugMode.None)
{
HDUtils.BlitCameraTexture(cmd, hdCamera, textureID, m_DebugColorPickerBuffer);
using (new ProfilingSample(cmd, "Push To Color Picker"))
{
HDUtils.BlitCameraTexture(cmd, hdCamera, textureID, m_DebugColorPickerBuffer);
}
}
}

m_SharedPropertyBlock.SetTexture(HDShaderIDs._InputCubemap, skyReflection);
m_SharedPropertyBlock.SetFloat(HDShaderIDs._Mipmap, lightingDebug.skyReflectionMipmap);
m_SharedPropertyBlock.SetFloat(HDShaderIDs._RequireToFlipInputTexture, hdCamera.camera.cameraType != CameraType.SceneView ? 1.0f : 0.0f);
m_SharedPropertyBlock.SetFloat(HDShaderIDs._DebugExposure, lightingDebug.debugExposure);
cmd.SetViewport(new Rect(x, y, overlaySize, overlaySize));
cmd.DrawProcedural(Matrix4x4.identity, m_DebugDisplayLatlong, 0, MeshTopology.Triangles, 3, 1, m_SharedPropertyBlock);
HDUtils.NextOverlayCoord(ref x, ref y, overlaySize, overlaySize, hdCamera.actualWidth);

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDStringConstants.cs


public static readonly int _ViewTilesFlags = Shader.PropertyToID("_ViewTilesFlags");
public static readonly int _MousePixelCoord = Shader.PropertyToID("_MousePixelCoord");
public static readonly int _DebugFont = Shader.PropertyToID("_DebugFont");
public static readonly int _DebugExposure = Shader.PropertyToID("_DebugExposure");
public static readonly int _DebugEnvironmentProxyDepthScale = Shader.PropertyToID("_DebugEnvironmentProxyDepthScale");
public static readonly int _DebugViewMaterial = Shader.PropertyToID("_DebugViewMaterial");

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs


else // Pixel shader evaluation
{
int index = GetDeferredLightingMaterialIndex( options.outputSplitLighting ? 1 : 0,
m_FrameSettings.lightLoopSettings.enableTileAndCluster ? 1 : 0,
m_enableBakeShadowMask ? 1 : 0,
m_FrameSettings.lightLoopSettings.enableTileAndCluster ? 1 : 0,
m_enableBakeShadowMask ? 1 : 0,
debugDisplaySettings.IsDebugDisplayEnabled() ? 1 : 0);
Material currentLightingMaterial = m_deferredLightingMaterial[index];

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.hlsl


}
}
// We always apply exposure when in debug mode. The exposure value will be at a neutral 0.0 when not needed.
diffuseLighting *= exp2(_DebugExposure);
specularLighting *= exp2(_DebugExposure);
#endif
}

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/HDRISky/HDRISkyRenderer.cs


public override void RenderSky(BuiltinSkyParameters builtinParams, bool renderForCubemap)
{
m_SkyHDRIMaterial.SetTexture(HDShaderIDs._Cubemap, m_HdriSkyParams.hdriSky);
m_SkyHDRIMaterial.SetVector(HDShaderIDs._SkyParam, new Vector4(m_HdriSkyParams.exposure, m_HdriSkyParams.multiplier, -m_HdriSkyParams.rotation, 0.0f)); // -rotation to match Legacy...
m_SkyHDRIMaterial.SetVector(HDShaderIDs._SkyParam, new Vector4(GetExposure(m_HdriSkyParams, builtinParams.debugSettings), m_HdriSkyParams.multiplier, -m_HdriSkyParams.rotation, 0.0f)); // -rotation to match Legacy...
// This matrix needs to be updated at the draw call frequency.
m_PropertyBlock.SetMatrix(HDShaderIDs._PixelCoordToViewDirWS, builtinParams.pixelCoordToViewDirMatrix);

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/ProceduralSky/ProceduralSkyRenderer.cs


sunDirection = -builtinParams.sunLight.transform.forward;
}
m_ProceduralSkyMaterial.SetVector(HDShaderIDs._SkyParam, new Vector4(m_ProceduralSkyParams.exposure, m_ProceduralSkyParams.multiplier, 0.0f, 0.0f));
m_ProceduralSkyMaterial.SetVector(HDShaderIDs._SkyParam, new Vector4(GetExposure(m_ProceduralSkyParams, builtinParams.debugSettings), m_ProceduralSkyParams.multiplier, 0.0f, 0.0f));
m_ProceduralSkyMaterial.SetFloat(_SunSizeParam, m_ProceduralSkyParams.sunSize);
m_ProceduralSkyMaterial.SetFloat(_SunSizeConvergenceParam, m_ProceduralSkyParams.sunSizeConvergence);
m_ProceduralSkyMaterial.SetFloat(_AtmoshpereThicknessParam, m_ProceduralSkyParams.atmosphereThickness);

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyManager.cs


public RTHandle depthBuffer;
public HDCamera hdCamera;
public DebugDisplaySettings debugSettings;
public static RenderTargetIdentifier nullRT = -1;
}

}
}
public void RenderSky(HDCamera camera, Light sunLight, RTHandle colorBuffer, RTHandle depthBuffer, CommandBuffer cmd)
public void RenderSky(HDCamera camera, Light sunLight, RTHandle colorBuffer, RTHandle depthBuffer, DebugDisplaySettings debugSettings, CommandBuffer cmd)
m_SkyRenderingContext.RenderSky(m_VisualSky, camera, sunLight, colorBuffer, depthBuffer, cmd);
m_SkyRenderingContext.RenderSky(m_VisualSky, camera, sunLight, colorBuffer, depthBuffer, debugSettings, cmd);
}
public void RenderOpaqueAtmosphericScattering(CommandBuffer cmd)

10
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyRenderer.cs


// renderForCubemap: When rendering into a cube map, no depth buffer is available so user has to make sure not to use depth testing or the depth texture.
public abstract void RenderSky(BuiltinSkyParameters builtinParams, bool renderForCubemap);
public abstract bool IsValid();
protected float GetExposure(SkySettings skySettings, DebugDisplaySettings debugSettings)
{
float debugExposure = 0.0f;
if(debugSettings != null && debugSettings.DebugNeedsExposure())
{
debugExposure = debugSettings.lightingDebugSettings.debugExposure;
}
return skySettings.exposure + debugExposure;
}
}
}

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyRenderingContext.cs


m_BuiltinParameters.screenSize = m_CubemapScreenSize;
m_BuiltinParameters.cameraPosWS = camera.camera.transform.position;
m_BuiltinParameters.hdCamera = null;
m_BuiltinParameters.debugSettings = null; // We don't want any debug when updating the environment.
int sunHash = 0;
if (sunLight != null)

return result;
}
public void RenderSky(SkyUpdateContext skyContext, HDCamera hdCamera, Light sunLight, RTHandle colorBuffer, RTHandle depthBuffer, CommandBuffer cmd)
public void RenderSky(SkyUpdateContext skyContext, HDCamera hdCamera, Light sunLight, RTHandle colorBuffer, RTHandle depthBuffer, DebugDisplaySettings debugSettings, CommandBuffer cmd)
{
if (skyContext.IsValid() && hdCamera.clearColorMode == HDAdditionalCameraData.ClearColorMode.Sky)
{

m_BuiltinParameters.colorBuffer = colorBuffer;
m_BuiltinParameters.depthBuffer = depthBuffer;
m_BuiltinParameters.hdCamera = hdCamera;
m_BuiltinParameters.debugSettings = debugSettings;
skyContext.renderer.SetRenderTargets(m_BuiltinParameters);
skyContext.renderer.RenderSky(m_BuiltinParameters, false);

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