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fix issue with blur decals, fix attachment normal resolve, update graphs

/main
Lasse Jon Fuglsang Pedersen 5 年前
当前提交
de155458
共有 24 个文件被更改,包括 947 次插入607 次删除
  1. 81
      Runtime/CustomPass/NormalBufferBlurPass.cs
  2. 82
      Runtime/CustomPass/NormalBufferBlurPass.shader
  3. 3
      Runtime/SkinAttachment.cs
  4. 2
      Runtime/SkinAttachmentTarget.cs
  5. 66
      ShaderLibrary/DigitalHuman_Eyes.shadergraph
  6. 26
      ShaderLibrary/DigitalHuman_Hair.shadergraph
  7. 443
      ShaderLibrary/DigitalHuman_Skin.shadergraph
  8. 100
      ShaderLibrary/DigitalHuman_Teeth.shadergraph
  9. 20
      ShaderLibrary/Nodes_Common/DetailNormalBlend.shadersubgraph
  10. 56
      ShaderLibrary/Nodes_Common/DetailNormalSample.shadersubgraph
  11. 2
      ShaderLibrary/Nodes_Common/IsForwardPass.shadersubgraph
  12. 2
      ShaderLibrary/Nodes_Common/DetailSmoothnessBlend.shadersubgraph.meta
  13. 42
      ShaderLibrary/Nodes_Skin/SkinDeformationBlend.shadersubgraph
  14. 32
      ShaderLibrary/Nodes_Skin/SnappersBlend.shadersubgraph
  15. 177
      ShaderLibrary/Nodes_Common/DetailSmoothnessBlend.shadersubgraph
  16. 119
      ShaderLibrary/Nodes_Common/DetailSmoothnessSample.shadersubgraph
  17. 10
      ShaderLibrary/Nodes_Common/DetailSmoothnessSample.shadersubgraph.meta
  18. 95
      ShaderLibrary/Nodes_Common/UVTilingOffset.shadersubgraph
  19. 95
      ShaderLibrary/Nodes_Common/DetailNormalSampleUV0.shadersubgraph
  20. 101
      ShaderLibrary/Nodes_Common/PackedTilingAndOffset.shadersubgraph
  21. 0
      /ShaderLibrary/Nodes_Common/UVTilingOffset.shadersubgraph.meta
  22. 0
      /ShaderLibrary/Nodes_Common/RemapMinMax.shadersubgraph
  23. 0
      /ShaderLibrary/Nodes_Common/RemapMinMax.shadersubgraph.meta
  24. 0
      /ShaderLibrary/Nodes_Common/DetailSmoothnessBlend.shadersubgraph.meta

81
Runtime/CustomPass/NormalBufferBlurPass.cs


using UnityEngine.Rendering;
using UnityEngine.Rendering.HighDefinition;
using UnityEngine.Experimental.Rendering;
using System.Reflection;
// basic procedure:
//

static readonly int rtRegions = Shader.PropertyToID("_NormalBufferBlur_Regions");
static readonly int rtDecoded = Shader.PropertyToID("_NormalBufferBlur_Decoded");
const string NAME_SHADER = "Hidden/DigitalHuman/NormalBufferBlur";
const string NAME_SHADER = "Hidden/DigitalHuman/NormalBufferBlurPass";
static readonly string[] NAME_PASS_REPLACE = new string[]
{

const int PASS_MARK = 1;
const int PASS_DECODE = 2;
const int PASS_BLUR_AND_ENCODE = 3;
const int PASS_BLUR_AND_ENCODE_AND_DECAL = 4;
static Material CreateMaterial(string shaderName)
const int DBUFFER_NORMALS = 1;
const int DBUFFER_MASK = 2;
private RenderTargetIdentifier[] dbufferNormalMaskRTI;
private void FindDbufferRTs(HDRenderPipeline hdPipeline)
var material = null as Material;
RTHandle[] dbufferRTs = null;
var fieldInfo_m_DbufferManager = typeof(HDRenderPipeline).GetField("m_DbufferManager", BindingFlags.NonPublic | BindingFlags.Instance);
if (fieldInfo_m_DbufferManager != null)
var shader = Shader.Find(shaderName);
if (shader != null)
//Debug.Log("FindDbufferRTs : " + fieldInfo_m_DbufferManager);
var m_DbufferManager = fieldInfo_m_DbufferManager.GetValue(hdPipeline);
if (m_DbufferManager != null)
material = new Material(shader);
material.hideFlags = HideFlags.HideAndDontSave;
var fieldInfo_m_RTs = m_DbufferManager.GetType().GetField("m_RTs", BindingFlags.NonPublic | BindingFlags.Instance);
if (fieldInfo_m_RTs != null)
{
//Debug.Log("FindDbufferRTs : " + fieldInfo_m_RTs);
dbufferRTs = fieldInfo_m_RTs.GetValue(m_DbufferManager) as RTHandle[];
}
}
//if (material != null)
// Debug.Log("created material for " + shaderName);
//else
// Debug.LogError("FAILED to create material for " + shaderName);
if (dbufferRTs != null)
{
dbufferNormalMaskRTI = new RenderTargetIdentifier[2];
dbufferNormalMaskRTI[0] = dbufferRTs[DBUFFER_NORMALS].nameID;
dbufferNormalMaskRTI[1] = dbufferRTs[DBUFFER_MASK].nameID;
}
else
{
dbufferNormalMaskRTI = null;
return material;
}
static bool EnsureMaterial(ref Material material, string shaderName)

if (material == null)
material = CreateMaterial(shaderName);
material = CoreUtils.CreateEngineMaterial(shaderName);
return (material != null);
}

base.Setup(renderContext, cmd);
base.name = "NormalBufferBlurPass";
FindDbufferRTs(RenderPipelineManager.currentPipeline as HDRenderPipeline);
EnsureMaterial(ref passMaterial, NAME_SHADER);

protected override void Execute(ScriptableRenderContext renderContext, CommandBuffer cmd, HDCamera hdCamera, CullingResults cullingResults)
{
Profiler.BeginSample("NormalBufferBlur");
Profiler.BeginSample("NormalBufferBlurPass");
ExecuteNormalBufferBlur(renderContext, cmd, hdCamera, cullingResults);
Profiler.EndSample();
}

ClearFlag.None
);
cmd.SetRandomWriteTarget(1, GetNormalBuffer());
cmd.SetRandomWriteTarget(2, GetNormalBuffer());
CoreUtils.SetRenderTarget(cmd,
rtStencil, RenderBufferLoadAction.Load, RenderBufferStoreAction.DontCare,
ClearFlag.None
);
cmd.SetRandomWriteTarget(1, GetNormalBuffer());
cmd.DrawProcedural(Matrix4x4.identity, passMaterial, PASS_BLUR_AND_ENCODE, MeshTopology.Triangles, 3, 1);
cmd.ClearRandomWriteTargets();
if (dbufferNormalMaskRTI != null)
{
CoreUtils.SetRenderTarget(cmd,
dbufferNormalMaskRTI,
rtStencil);
cmd.SetRandomWriteTarget(2, GetNormalBuffer());
cmd.DrawProcedural(Matrix4x4.identity, passMaterial, PASS_BLUR_AND_ENCODE_AND_DECAL, MeshTopology.Triangles, 3, 1);
cmd.ClearRandomWriteTargets();
}
else
{
CoreUtils.SetRenderTarget(cmd,
rtStencil, RenderBufferLoadAction.Load, RenderBufferStoreAction.DontCare,
ClearFlag.None
);
cmd.SetRandomWriteTarget(2, GetNormalBuffer());
cmd.DrawProcedural(Matrix4x4.identity, passMaterial, PASS_BLUR_AND_ENCODE, MeshTopology.Triangles, 3, 1);
cmd.ClearRandomWriteTargets();
}
// free temporary buffers
cmd.ReleaseTemporaryRT(rtStencil);

82
Runtime/CustomPass/NormalBufferBlurPass.shader


Shader "Hidden/DigitalHuman/NormalBufferBlur"
Shader "Hidden/DigitalHuman/NormalBufferBlurPass"
{
Properties
{

Texture2D<float4> _NormalBufferBlur_Decoded;
#if defined(PLATFORM_NEEDS_UNORM_UAV_SPECIFIER) && defined(PLATFORM_SUPPORTS_EXPLICIT_BINDING)
RW_TEXTURE2D_X(unorm float4, _NormalBuffer) : register(u1);
RW_TEXTURE2D_X(unorm float4, _NormalBuffer) : register(u2);
#else
RW_TEXTURE2D_X(float4, _NormalBuffer);
#endif

UNITY_VERTEX_OUTPUT_STEREO
};
struct FullScreenOutputs
{
float4 dbuffer0 : SV_Target0;
float4 dbuffer1 : SV_Target1;
};
SurfaceVaryings VertSurface(SurfaceAttributes input)
{
SurfaceVaryings output;

return float4(normalData.normalWS, normalData.perceptualRoughness);
}
[earlydepthstencil]
void FragFullScreen_BlurAndEncode(FullScreenVaryings input)
float4 NormalRoughnessRegionalBlur(int2 positionSS)
int2 positionSS = input.positionCS.xy;
const int MAX_EXT = 20;// PACKAGETODO variable?
const float RCP_MAX_EXT = 1.0 / float(MAX_EXT);

sum.xyz = normalize(sum.xyz);
sum.a = sum.a / gsum;
//#define STRICT_TEARLINE
#ifdef STRICT_TEARLINE
float4 raw = _NormalBufferBlur_Decoded[positionSS];
return sum;// xyz = normalWS, w = smoothness
}
const float tearlineRoughness = 0.3;
float tearlineDotN = abs(dot(sum.xyz, raw.xyz));
float tearline = 2.0 * saturate((1.0 - pow(tearlineDotN, 16)) - 0.5);
#else
float tearline = ext * RCP_MAX_EXT;
#endif
[earlydepthstencil]
void FragFullScreen_BlurAndEncode(FullScreenVaryings input)
{
float4 normalRoughness = NormalRoughnessRegionalBlur(input.positionCS.xy);
normalData.normalWS = sum.xyz;
normalData.perceptualRoughness = sum.a;// lerp(sum.a, 0.2, tearline);
normalData.normalWS = normalRoughness.xyz;
normalData.perceptualRoughness = normalRoughness.a;
_NormalBuffer[COORD_TEXTURE2D_X(positionSS)] = normalBuffer;
_NormalBuffer[COORD_TEXTURE2D_X(input.positionCS.xy)] = normalBuffer;
}
[earlydepthstencil]
FullScreenOutputs FragFullScreen_BlurAndEncodeAndDecal(FullScreenVaryings input)
{
float4 normalRoughness = NormalRoughnessRegionalBlur(input.positionCS.xy);
// write to gbuffer
NormalData normalData;
normalData.normalWS = normalRoughness.xyz;
normalData.perceptualRoughness = normalRoughness.a;
float4 normalBuffer;
EncodeIntoNormalBuffer(normalData, uint2(0, 0), normalBuffer);
_NormalBuffer[COORD_TEXTURE2D_X(input.positionCS.xy)] = normalBuffer;
// write to dbuffer
FullScreenOutputs output;
output.dbuffer0 = float4(normalRoughness.xyz * 0.5 + 0.5, 0.0);
output.dbuffer1 = float4(0, 0, 1.0 - normalRoughness.w, 0.0);
return output;
}
ENDHLSL

HLSLPROGRAM
#pragma vertex VertFullScreen
#pragma fragment FragFullScreen_BlurAndEncode
ENDHLSL
}
Pass// == 4
{
Name "BlurAndEncodeAndDecal"
ZTest Always
ZWrite Off
ColorMask RGBA 0
ColorMask BA 1
Stencil
{
WriteMask [_StencilBit]
ReadMask [_StencilBit]
Ref [_StencilBit]
Comp Equal
Pass Zero
}
HLSLPROGRAM
#pragma vertex VertFullScreen
#pragma fragment FragFullScreen_BlurAndEncodeAndDecal
ENDHLSL
}
}

3
Runtime/SkinAttachment.cs


[Range(0, 6)]
public int debugIndex = 0;
public bool debugIndexEnabled = false;
public bool debugBounds = false;
[Header("Runtime options")]
public bool forceRecalculateBounds;

if (attached)
{
if (attachmentType != AttachmentType.Transform)
if (attachmentType != AttachmentType.Transform && debugBounds)
{
Gizmos.matrix = this.transform.localToWorldMatrix;
Gizmos.DrawWireCube(meshInstance.bounds.center, meshInstance.bounds.extents * 2.0f);

2
Runtime/SkinAttachmentTarget.cs


}
subject.meshInstance.SilentlySetVertices(stagingData[indexPos]);
subject.meshInstance.SilentlySetNormals(stagingData[indexPos]);
subject.meshInstance.SilentlySetNormals(stagingData[indexNrm]);
//Profiler.BeginSample("recalc-bounds");
//subject.meshInstance.RecalculateBounds();

66
ShaderLibrary/DigitalHuman_Eyes.shadergraph
文件差异内容过多而无法显示
查看文件

26
ShaderLibrary/DigitalHuman_Hair.shadergraph
文件差异内容过多而无法显示
查看文件

443
ShaderLibrary/DigitalHuman_Skin.shadergraph
文件差异内容过多而无法显示
查看文件

100
ShaderLibrary/DigitalHuman_Teeth.shadergraph
文件差异内容过多而无法显示
查看文件

20
ShaderLibrary/Nodes_Common/DetailNormalBlend.shadersubgraph


"m_SerializableNodes": [
{
"typeInfo": {
"fullName": "UnityEditor.ShaderGraph.SubGraphOutputNode"
"fullName": "UnityEditor.ShaderGraph.NormalStrengthNode"
"JSONnodeData": "{\n \"m_GuidSerialized\": \"965f4119-a782-4167-952a-e16af74733a3\",\n \"m_GroupGuidSerialized\": \"cb6f2748-4868-4ef4-936c-11c67345469d\",\n \"m_Name\": \"Output\",\n \"m_NodeVersion\": 0,\n \"m_DrawState\": {\n \"m_Expanded\": true,\n \"m_Position\": {\n \"serializedVersion\": \"2\",\n \"x\": 11.0,\n \"y\": -437.0,\n \"width\": 104.0,\n \"height\": 77.0\n }\n },\n \"m_SerializableSlots\": [\n {\n \"typeInfo\": {\n \"fullName\": \"UnityEditor.ShaderGraph.Vector3MaterialSlot\"\n },\n \"JSONnodeData\": \"{\\n \\\"m_Id\\\": 0,\\n \\\"m_DisplayName\\\": \\\"Out\\\",\\n \\\"m_SlotType\\\": 0,\\n \\\"m_Priority\\\": 2147483647,\\n \\\"m_Hidden\\\": false,\\n \\\"m_ShaderOutputName\\\": \\\"Out\\\",\\n \\\"m_StageCapability\\\": 3,\\n \\\"m_Value\\\": {\\n \\\"x\\\": 0.0,\\n \\\"y\\\": 0.0,\\n \\\"z\\\": 0.0\\n },\\n \\\"m_DefaultValue\\\": {\\n \\\"x\\\": 0.0,\\n \\\"y\\\": 0.0,\\n \\\"z\\\": 0.0\\n },\\n \\\"m_Labels\\\": [\\n \\\"X\\\",\\n \\\"Y\\\",\\n \\\"Z\\\"\\n ]\\n}\"\n }\n ],\n \"m_Precision\": 0,\n \"m_PreviewExpanded\": true,\n \"m_CustomColors\": {\n \"m_SerializableColors\": []\n }\n}"
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"fullName": "UnityEditor.ShaderGraph.NormalBlendNode"
"fullName": "UnityEditor.ShaderGraph.PropertyNode"
"JSONnodeData": "{\n \"m_GuidSerialized\": \"dfb033b1-c435-4a1a-b673-7479d5da4c07\",\n \"m_GroupGuidSerialized\": \"cb6f2748-4868-4ef4-936c-11c67345469d\",\n \"m_Name\": \"Normal Blend\",\n \"m_NodeVersion\": 0,\n \"m_DrawState\": {\n \"m_Expanded\": true,\n \"m_Position\": {\n \"serializedVersion\": \"2\",\n \"x\": -182.0,\n \"y\": -437.0,\n \"width\": 145.0,\n \"height\": 152.0\n }\n },\n \"m_SerializableSlots\": [\n {\n \"typeInfo\": {\n \"fullName\": \"UnityEditor.ShaderGraph.Vector3MaterialSlot\"\n },\n \"JSONnodeData\": \"{\\n \\\"m_Id\\\": 0,\\n \\\"m_DisplayName\\\": \\\"A\\\",\\n \\\"m_SlotType\\\": 0,\\n \\\"m_Priority\\\": 2147483647,\\n \\\"m_Hidden\\\": false,\\n \\\"m_ShaderOutputName\\\": \\\"A\\\",\\n \\\"m_StageCapability\\\": 3,\\n \\\"m_Value\\\": {\\n \\\"x\\\": 0.0,\\n \\\"y\\\": 0.0,\\n \\\"z\\\": 1.0\\n },\\n \\\"m_DefaultValue\\\": {\\n \\\"x\\\": 0.0,\\n \\\"y\\\": 0.0,\\n \\\"z\\\": 0.0\\n },\\n \\\"m_Labels\\\": [\\n \\\"X\\\",\\n \\\"Y\\\",\\n \\\"Z\\\"\\n ]\\n}\"\n },\n {\n \"typeInfo\": {\n \"fullName\": \"UnityEditor.ShaderGraph.Vector3MaterialSlot\"\n },\n \"JSONnodeData\": \"{\\n \\\"m_Id\\\": 1,\\n \\\"m_DisplayName\\\": \\\"B\\\",\\n \\\"m_SlotType\\\": 0,\\n \\\"m_Priority\\\": 2147483647,\\n \\\"m_Hidden\\\": false,\\n \\\"m_ShaderOutputName\\\": \\\"B\\\",\\n \\\"m_StageCapability\\\": 3,\\n \\\"m_Value\\\": {\\n \\\"x\\\": 0.0,\\n \\\"y\\\": 0.0,\\n \\\"z\\\": 1.0\\n },\\n \\\"m_DefaultValue\\\": {\\n \\\"x\\\": 0.0,\\n \\\"y\\\": 0.0,\\n \\\"z\\\": 0.0\\n },\\n \\\"m_Labels\\\": [\\n \\\"X\\\",\\n \\\"Y\\\",\\n \\\"Z\\\"\\n ]\\n}\"\n },\n {\n \"typeInfo\": {\n \"fullName\": \"UnityEditor.ShaderGraph.Vector3MaterialSlot\"\n },\n \"JSONnodeData\": \"{\\n \\\"m_Id\\\": 2,\\n \\\"m_DisplayName\\\": \\\"Out\\\",\\n \\\"m_SlotType\\\": 1,\\n \\\"m_Priority\\\": 2147483647,\\n \\\"m_Hidden\\\": false,\\n \\\"m_ShaderOutputName\\\": \\\"Out\\\",\\n \\\"m_StageCapability\\\": 3,\\n \\\"m_Value\\\": {\\n \\\"x\\\": 0.0,\\n \\\"y\\\": 0.0,\\n \\\"z\\\": 0.0\\n },\\n \\\"m_DefaultValue\\\": {\\n \\\"x\\\": 0.0,\\n \\\"y\\\": 0.0,\\n \\\"z\\\": 0.0\\n },\\n \\\"m_Labels\\\": [\\n \\\"X\\\",\\n \\\"Y\\\",\\n \\\"Z\\\"\\n ]\\n}\"\n }\n ],\n \"m_Precision\": 0,\n \"m_PreviewExpanded\": false,\n \"m_CustomColors\": {\n \"m_SerializableColors\": []\n },\n \"m_BlendMode\": 1\n}"
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56
ShaderLibrary/Nodes_Common/DetailNormalSample.shadersubgraph
文件差异内容过多而无法显示
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2
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32
ShaderLibrary/Nodes_Skin/SnappersBlend.shadersubgraph
文件差异内容过多而无法显示
查看文件

177
ShaderLibrary/Nodes_Common/DetailSmoothnessBlend.shadersubgraph


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119
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101
ShaderLibrary/Nodes_Common/PackedTilingAndOffset.shadersubgraph


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/ShaderLibrary/Nodes_Common/PackedTilingAndOffset.shadersubgraph.meta → /ShaderLibrary/Nodes_Common/UVTilingOffset.shadersubgraph.meta

/ShaderLibrary/Nodes_Common/Remap_01.shadersubgraph → /ShaderLibrary/Nodes_Common/RemapMinMax.shadersubgraph

/ShaderLibrary/Nodes_Common/Remap_01.shadersubgraph.meta → /ShaderLibrary/Nodes_Common/RemapMinMax.shadersubgraph.meta

/ShaderLibrary/Nodes_Common/DetailNormalSampleUV0.shadersubgraph.meta → /ShaderLibrary/Nodes_Common/DetailSmoothnessBlend.shadersubgraph.meta

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