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Optimized light indexing to use conditional moves instead of dynamic indexing the constant.

/main
Felipe Lira 6 年前
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共有 1 个文件被更改,包括 14 次插入6 次删除
  1. 20
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Lighting.hlsl

20
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Lighting.hlsl


return light;
}
Light GetLight(int i, float3 positionWS)
Light GetLight(half i, float3 positionWS)
half4 indices = (i < 4) ? unity_4LightIndices0 : unity_4LightIndices1;
int index = (i < 4) ? i : i - 4;
int lightIndex = indices[index];
// The following code is more optimal than indexing unity_4LightIndices0.
// Conditional moves are branch free even on mali-400
// The compiler further optimizes the lessThan operation into a single vectorized op.
half2 lightIndex2 = (i < 2.0h) ? unity_4LightIndices0.xy : unity_4LightIndices0.zw;
int lightIndex = (i < 1.0h) ? lightIndex2.x : lightIndex2.y;
// The following code will turn into a branching madhouse on platforms that don't support
// dynamic indexing. Ideally we need to configure light data at a cluster of
// objects granularity level. We will only be able to do that when scriptable culling kicks in.
// TODO: Use StructuredBuffer on PC/Console and profile access speed on mobile that support it.
lightInput.position = _AdditionalLightPosition[lightIndex];
lightInput.color = _AdditionalLightColor[lightIndex].rgb;
lightInput.distanceAttenuation = _AdditionalLightDistanceAttenuation[lightIndex];

int pixelLightCount = GetPixelLightCount();
for (int i = 0; i < pixelLightCount; ++i)
{
Light light = GetLight(i, inputData.positionWS);
Light light = GetLight(half(i), inputData.positionWS);
light.attenuation *= LocalLightRealtimeShadowAttenuation(inputData.shadowCoord, inputData.positionWS);
color += LightingPhysicallyBased(brdfData, light, inputData.normalWS, inputData.viewDirectionWS);
}

int pixelLightCount = GetPixelLightCount();
for (int i = 0; i < pixelLightCount; ++i)
{
Light light = GetLight(i, inputData.positionWS);
Light light = GetLight(half(i), inputData.positionWS);
light.attenuation *= LocalLightRealtimeShadowAttenuation(inputData.shadowCoord, inputData.positionWS);
half3 attenuatedLightColor = light.color * light.attenuation;
diffuseColor += LightingLambert(attenuatedLightColor, light.direction, inputData.normalWS);

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