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HDRenderLoop: Fix issue with box projection and local offset + add test scene

/main
sebastienlagarde 8 年前
当前提交
fd4b1fe9
共有 56 个文件被更改,包括 7143 次插入53 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. 31
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.hlsl
  6. 623
      Assets/TestScenes/HDTest/HDRenderLoopTest.unity
  7. 9
      Assets/TestScenes/HDTest/SphereStandard.meta
  8. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_10.mat
  9. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_10.mat.meta
  10. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_11.mat
  11. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_11.mat.meta
  12. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_12.mat
  13. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_12.mat.meta
  14. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_13.mat
  15. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_13.mat.meta
  16. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_14.mat
  17. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_14.mat.meta
  18. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_15.mat
  19. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_15.mat.meta
  20. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_16.mat
  21. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_16.mat.meta
  22. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_17.mat
  23. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_17.mat.meta
  24. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_18.mat
  25. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_18.mat.meta
  26. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_19.mat
  27. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth0_19.mat.meta
  28. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth1_2.mat
  29. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smooth1_2.mat.meta
  30. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_10.mat
  31. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_10.mat.meta
  32. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_11.mat
  33. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_11.mat.meta
  34. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_12.mat
  35. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_12.mat.meta
  36. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_13.mat
  37. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_13.mat.meta
  38. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_14.mat
  39. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_14.mat.meta
  40. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_15.mat
  41. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_15.mat.meta
  42. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_16.mat
  43. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_16.mat.meta
  44. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_17.mat
  45. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_17.mat.meta
  46. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_18.mat
  47. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_18.mat.meta
  48. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_19.mat
  49. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric0_19.mat.meta
  50. 236
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric1_1.mat
  51. 8
      Assets/TestScenes/HDTest/SphereStandard/Mat_smoothdielectric1_1.mat.meta
  52. 1001
      Assets/TestScenes/HDTest/SphereStandard/SphereGroup 1.prefab
  53. 8
      Assets/TestScenes/HDTest/SphereStandard/SphereGroup 1.prefab.meta
  54. 127
      Assets/TestScenes/HDTest/SphereStandard/red.mat
  55. 8
      Assets/TestScenes/HDTest/SphereStandard/red.mat.meta

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


fileFormatVersion: 2
guid: 2400b74f5ce370c4481e5dc417d03703
timeCreated: 1476798250
timeCreated: 1476868799
licenseType: Pro
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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)
{

31
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.hlsl


float3 R = rayWS;
float weight = 1.0;
// 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.
positionLS = mul(positionLS, worldToLocal).xyz;
positionLS = mul(positionLS, worldToLocal).xyz - lightData.offsetLS; // We want to calculate the intersection from the center of the bounding box.
// No need to normalize for fetching cubemap
R = (positionWS + dist * rayWS) - lightData.capturePointWS;
// No need to normalize for fetching cubemap
// 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.
float distFade = DistancePointBox(positionLS, -lightData.innerDistance, lightData.innerDistance);
weight = saturate(1.0 - distFade / max(lightData.blendDistance, 0.0001)); // avoid divide by zero

else if (lightData.shapeType == ENVSHAPETYPE_SPHERE)
{
// 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);
float intersection = SphereRayIntersectSimple(positionWS - lightData.positionWS, R, sphereRadius + lightData.blendDistance);
float dist = SphereRayIntersectSimple(positionLS, rayLS, sphereRadius + lightData.blendDistance);
// No need to normalize for fetching cubemap
R = (positionWS + intersection * rayWS) - lightData.capturePointWS;
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

623
Assets/TestScenes/HDTest/HDRenderLoopTest.unity


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