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updated camera grain

/main
Dan 4 年前
当前提交
2b5ce8db
共有 12 个文件被更改,包括 271 次插入106 次删除
  1. 97
      Assets/Shaders/Prefabs/CoffeeMaker.prefab
  2. 14
      Assets/Shaders/Scripts/CameraGrainURP.cs
  3. 74
      Assets/Shaders/Shadows/BlurredShadowPlane.shadergraph
  4. 107
      Assets/Shaders/Shadows/BlurredShadowPlaneLighting.hlsl
  5. 3
      Assets/Shaders/Shadows/Materials/Blue.mat
  6. 3
      Assets/Shaders/Shadows/Materials/Orange.mat
  7. 3
      Assets/Shaders/Shadows/Materials/Red.mat
  8. 6
      Assets/Shaders/Shadows/Materials/ShadowMat.mat
  9. 52
      Assets/Shaders/Shadows/Scenes/ShadowPlacement.unity
  10. 14
      Assets/UX/Scripts/PlaceObjectsOnPlane.cs
  11. 2
      ProjectSettings/QualitySettings.asset
  12. 2
      ProjectSettings/URPProjectSettings.asset

97
Assets/Shaders/Prefabs/CoffeeMaker.prefab


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14
Assets/Shaders/Scripts/CameraGrainURP.cs


Renderer m_Renderer;
const string k_NoiseTextureProperty = "_NoiseTex";
const string k_NoiseIntensityProperty = "_NoiseIntensity";
void OnEnable()
{
if(m_CameraManager == null)

#if UNITY_IOS
if(m_Renderer != null && eventArgs.cameraGrainTexture != null)
{
m_Renderer.material.SetTexture("_NoiseTex", eventArgs.cameraGrainTexture);
m_Renderer.material.SetFloat("_NoiseIntensity", eventArgs.noiseIntensity);
if (m_Renderer.material.HasProperty(k_NoiseTextureProperty))
{
m_Renderer.material.SetTexture(k_NoiseTextureProperty, eventArgs.cameraGrainTexture);
}
if (m_Renderer.material.HasProperty(k_NoiseIntensityProperty))
{
m_Renderer.material.SetFloat(k_NoiseIntensityProperty, eventArgs.noiseIntensity);
}
}
#endif
}

74
Assets/Shaders/Shadows/BlurredShadowPlane.shadergraph
文件差异内容过多而无法显示
查看文件

107
Assets/Shaders/Shadows/BlurredShadowPlaneLighting.hlsl


#ifndef SHADERGRAPH_PREVIEW
real SampleShadowmapDirect(TEXTURE2D_SHADOW_PARAM(ShadowMap, sampler_ShadowMap), SamplerState PointClamp, float4 shadowCoord, ShadowSamplingData samplingData, half4 shadowParams, bool isPerspectiveProjection = true)
{
// Compiler will optimize this branch away as long as isPerspectiveProjection is known at compile time
if (isPerspectiveProjection)
shadowCoord.xyz /= shadowCoord.w;
real distance;
real shadowStrength = shadowParams.x;
distance = SAMPLE_TEXTURE2D_LOD(ShadowMap, PointClamp, shadowCoord.xy, 0);
// Shadow coords that fall out of the light frustum volume must always return attenuation 1.0
// TODO: We could use branch here to save some perf on some platforms.
return BEYOND_SHADOW_FAR(shadowCoord) ? 1.0 : distance;
}
#endif
void MainLightBlurShadow_half(half RandSeed, half FadeTightness, SamplerState PointClamp, half BlurRadius, half3 WorldPos, out half3 Direction, out half3 Color, out half DistanceAtten, out half ShadowAtten)
{
#if SHADERGRAPH_PREVIEW
Direction = half3(0.5, 0.5, 0);
Color = 1;
DistanceAtten = 1;
ShadowAtten = 1;
#else
Light mainLight = GetMainLight();
Direction = mainLight.direction;
Color = mainLight.color;
DistanceAtten = mainLight.distanceAttenuation;
ShadowAtten = 1;
ShadowSamplingData shadowSamplingData = GetMainLightShadowSamplingData();
half4 shadowParams = GetMainLightShadowParams();
for (int i = 1; i < 41; i++)
{
half3 newWorldPos = WorldPos + half3(sin(RandSeed + i), 0, cos(RandSeed + i)) * i * 0.025 * BlurRadius;
#if SHADOWS_SCREEN
half4 clipPos = TransformWorldToHClip(newWorldPos);
half4 shadowCoord = ComputeScreenPos(clipPos);
#else
half4 shadowCoord = TransformWorldToShadowCoord(newWorldPos);
#endif
//mainLight = GetMainLight(shadowCoord);
float shadowMapSample = SampleShadowmapDirect(TEXTURE2D_ARGS(_MainLightShadowmapTexture, sampler_MainLightShadowmapTexture), PointClamp, shadowCoord, shadowSamplingData, shadowParams, false);
float shadowCoordPos = shadowCoord.z;
float shadowMapPos = shadowMapSample;
float fade = ((shadowMapPos - shadowCoordPos) * FadeTightness);
float onedivfade = 1 / min(fade, 0.7);
ShadowAtten -= step(shadowCoord.z, shadowMapSample) * 0.0025 * lerp(max((41 - i* onedivfade)*onedivfade,0), i, saturate(fade));// *(1 - saturate(fade / 3));
ShadowAtten = saturate(ShadowAtten);
}
#endif
}
real SampleShadowmapDirect(TEXTURE2D_SHADOW_PARAM(ShadowMap, sampler_ShadowMap), SamplerState PointClamp, float4 shadowCoord, ShadowSamplingData samplingData, half4 shadowParams, bool isPerspectiveProjection = true)
{
// Compiler will optimize this branch away as long as isPerspectiveProjection is known at compile time
if (isPerspectiveProjection)
shadowCoord.xyz /= shadowCoord.w;
real distance;
real shadowStrength = shadowParams.x;
distance = SAMPLE_TEXTURE2D_LOD(ShadowMap, PointClamp, shadowCoord.xy, 0);
// Shadow coords that fall out of the light frustum volume must always return attenuation 1.0
// TODO: We could use branch here to save some perf on some platforms.
return BEYOND_SHADOW_FAR(shadowCoord) ? 1.0 : distance;
}
#endif
void MainLightBlurShadow_half(half RandSeed, half FadeTightness, SamplerState PointClamp, half BlurRadius, half3 WorldPos, out half3 Direction, out half3 Color, out half DistanceAtten, out half ShadowAtten)
{
#if SHADERGRAPH_PREVIEW
Direction = half3(0.5, 0.5, 0);
Color = 1;
DistanceAtten = 1;
ShadowAtten = 1;
#else
Light mainLight = GetMainLight();
Direction = mainLight.direction;
Color = mainLight.color;
DistanceAtten = mainLight.distanceAttenuation;
ShadowAtten = 1;
ShadowSamplingData shadowSamplingData = GetMainLightShadowSamplingData();
half4 shadowParams = GetMainLightShadowParams();
for (int i = 1; i < 41; i++)
{
half3 newWorldPos = WorldPos + half3(sin(RandSeed + i), 0, cos(RandSeed + i)) * i * 0.025 * BlurRadius;
#if SHADOWS_SCREEN
half4 clipPos = TransformWorldToHClip(newWorldPos);
half4 shadowCoord = ComputeScreenPos(clipPos);
#else
half4 shadowCoord = TransformWorldToShadowCoord(newWorldPos);
#endif
//mainLight = GetMainLight(shadowCoord);
float shadowMapSample = SampleShadowmapDirect(TEXTURE2D_ARGS(_MainLightShadowmapTexture, sampler_MainLightShadowmapTexture), PointClamp, shadowCoord, shadowSamplingData, shadowParams, false);
float shadowCoordPos = shadowCoord.z;
float shadowMapPos = shadowMapSample;
float fade = ((shadowMapPos - shadowCoordPos) * FadeTightness);
float onedivfade = 1 / min(fade, 0.7);
ShadowAtten -= step(shadowCoord.z, shadowMapSample) * 0.0025 * lerp(max((41 - i* onedivfade)*onedivfade,0), i, saturate(fade));// *(1 - saturate(fade / 3));
ShadowAtten = saturate(ShadowAtten);
}
#endif
}

3
Assets/Shaders/Shadows/Materials/Blue.mat


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3
Assets/Shaders/Shadows/Materials/Orange.mat


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3
Assets/Shaders/Shadows/Materials/Red.mat


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6
Assets/Shaders/Shadows/Materials/ShadowMat.mat


m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Floats:
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- FadeTightness: 20
- BlurRadius: 0.27
- FadeTightness: 40
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- ShadowStrength: 0.5
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52
Assets/Shaders/Shadows/Scenes/ShadowPlacement.unity


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14
Assets/UX/Scripts/PlaceObjectsOnPlane.cs


int m_NumberOfPlacedObjects = 0;
[SerializeField]
bool m_CanReposition = true;
public bool canReposition
{
get => m_CanReposition;
set => m_CanReposition = value;
}
void Awake()
{
m_RaycastManager = GetComponent<ARRaycastManager>();

}
else
{
spawnedObject.transform.SetPositionAndRotation(hitPose.position, hitPose.rotation);
if (m_CanReposition)
{
spawnedObject.transform.SetPositionAndRotation(hitPose.position, hitPose.rotation);
}
}
if (onPlacedObject != null)

2
ProjectSettings/QualitySettings.asset


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textureQuality: 0
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antiAliasing: 0
softParticles: 0
softVegetation: 1
realtimeReflectionProbes: 1

2
ProjectSettings/URPProjectSettings.asset


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