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timchen1002
CustomSRP_07_LODAndReflections
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ce25ddb3
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CustomSRP_07_LODAndReflections
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ce25ddb3
编写于
9月 15, 2021
作者:
timchen1002
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差异文件
update
上级
11e04252
变更
22
隐藏空白更改
内联
并排
Showing
22 changed file
with
333 addition
and
28 deletion
+333
-28
Assets/Custom RP/Runtime/CameraRenderer.cs
Assets/Custom RP/Runtime/CameraRenderer.cs
+1
-1
Assets/Custom RP/ShaderLibrary/BRDF.hlsl
Assets/Custom RP/ShaderLibrary/BRDF.hlsl
+9
-3
Assets/Custom RP/ShaderLibrary/GI.hlsl
Assets/Custom RP/ShaderLibrary/GI.hlsl
+19
-1
Assets/Custom RP/ShaderLibrary/Lighting.hlsl
Assets/Custom RP/ShaderLibrary/Lighting.hlsl
+1
-1
Assets/Custom RP/ShaderLibrary/Surface.hlsl
Assets/Custom RP/ShaderLibrary/Surface.hlsl
+2
-0
Assets/Custom RP/ShaderLibrary/UnityInput.hlsl
Assets/Custom RP/ShaderLibrary/UnityInput.hlsl
+2
-0
Assets/Custom RP/Shaders/Lit.shader
Assets/Custom RP/Shaders/Lit.shader
+4
-2
Assets/Custom RP/Shaders/LitInput.hlsl
Assets/Custom RP/Shaders/LitInput.hlsl
+5
-0
Assets/Custom RP/Shaders/LitPass.hlsl
Assets/Custom RP/Shaders/LitPass.hlsl
+2
-1
Assets/Scenes/Baked Light Settings.lighting
Assets/Scenes/Baked Light Settings.lighting
+8
-8
Assets/Scenes/Baked Light.unity
Assets/Scenes/Baked Light.unity
+68
-6
Assets/Scenes/Baked Light/LightingData.asset
Assets/Scenes/Baked Light/LightingData.asset
+0
-0
Assets/Scenes/Baked Light/Lightmap-0_comp_dir.png
Assets/Scenes/Baked Light/Lightmap-0_comp_dir.png
+0
-0
Assets/Scenes/Baked Light/Lightmap-0_comp_dir.png.meta
Assets/Scenes/Baked Light/Lightmap-0_comp_dir.png.meta
+96
-0
Assets/Scenes/Baked Light/Lightmap-0_comp_light.exr
Assets/Scenes/Baked Light/Lightmap-0_comp_light.exr
+0
-0
Assets/Scenes/Baked Light/Lightmap-0_comp_light.exr.meta
Assets/Scenes/Baked Light/Lightmap-0_comp_light.exr.meta
+6
-1
Assets/Scenes/Baked Light/Lightmap-0_comp_shadowmask.png
Assets/Scenes/Baked Light/Lightmap-0_comp_shadowmask.png
+0
-0
Assets/Scenes/Baked Light/Lightmap-0_comp_shadowmask.png.meta
...ts/Scenes/Baked Light/Lightmap-0_comp_shadowmask.png.meta
+8
-3
Assets/Scenes/Baked Light/ReflectionProbe-0.exr
Assets/Scenes/Baked Light/ReflectionProbe-0.exr
+0
-0
Assets/Scenes/Baked Light/ReflectionProbe-0.exr.meta
Assets/Scenes/Baked Light/ReflectionProbe-0.exr.meta
+6
-1
Assets/Scenes/Baked Light/ReflectionProbe-1.exr
Assets/Scenes/Baked Light/ReflectionProbe-1.exr
+0
-0
Assets/Scenes/Baked Light/ReflectionProbe-1.exr.meta
Assets/Scenes/Baked Light/ReflectionProbe-1.exr.meta
+96
-0
未找到文件。
Assets/Custom RP/Runtime/CameraRenderer.cs
浏览文件 @
ce25ddb3
...
...
@@ -129,7 +129,7 @@ public partial class CameraRenderer
{
enableDynamicBatching
=
useDynamicBatching
,
enableInstancing
=
useGPUInstancing
,
perObjectData
=
PerObjectData
.
Lightmaps
|
PerObjectData
.
ShadowMask
|
PerObjectData
.
LightProbe
|
PerObjectData
.
OcclusionProbe
|
PerObjectData
.
LightProbeProxyVolume
,
perObjectData
=
PerObjectData
.
Lightmaps
|
PerObjectData
.
ShadowMask
|
PerObjectData
.
LightProbe
|
PerObjectData
.
OcclusionProbe
|
PerObjectData
.
LightProbeProxyVolume
|
PerObjectData
.
ReflectionProbes
,
};
// 渲染CustomLit表示的pass块
drawingSettings
.
SetShaderPassName
(
1
,
litShaderTagId
);
...
...
Assets/Custom RP/ShaderLibrary/BRDF.hlsl
浏览文件 @
ce25ddb3
...
...
@@ -11,6 +11,10 @@ struct BRDF
float3
specular
;
// 粗糙度
float
roughness
;
// 感知粗糙度
float
perceptualRoughness
;
// 菲涅尔反射
float
fresnel
;
};
// 电介质的反射率平均约0.04
...
...
@@ -37,8 +41,9 @@ BRDF GetBRDF(inout Surface surface, bool applyAlphaToDiffuse = false)
brdf
.
specular
=
lerp
(
MIN_REFLECTIVITY
,
surface
.
color
,
surface
.
metallic
);
// 光滑度转为实际粗糙度
float
perceptualSmoothness
=
PerceptualSmoothnessToPerceptualRoughness
(
surface
.
smoothness
);
brdf
.
roughness
=
PerceptualRoughnessToRoughness
(
perceptualSmoothness
);
brdf
.
perceptualRoughness
=
PerceptualSmoothnessToPerceptualRoughness
(
surface
.
smoothness
);
brdf
.
roughness
=
PerceptualRoughnessToRoughness
(
brdf
.
perceptualRoughness
);
brdf
.
fresnel
=
saturate
(
surface
.
smoothness
+
1
.
0
-
oneMinusReflectivity
);
return
brdf
;
}
...
...
@@ -63,7 +68,8 @@ float3 DirectBRDF (Surface surface, BRDF brdf, Light light)
// 获取基于BRDF的间接照明
float3
IndirectBRDF
(
Surface
surface
,
BRDF
brdf
,
float3
diffuse
,
float3
specular
)
{
float3
reflection
=
specular
*
brdf
.
specular
;
float
fresnelStrength
=
surface
.
fresnelStrength
*
Pow4
(
1
.
0
-
saturate
(
dot
(
surface
.
normal
,
surface
.
viewDirection
)));
float3
reflection
=
specular
*
lerp
(
brdf
.
specular
,
brdf
.
fresnel
,
fresnelStrength
);
reflection
/=
brdf
.
roughness
*
brdf
.
roughness
+
1
.
0
;
return
diffuse
*
brdf
.
diffuse
+
reflection
;
}
...
...
Assets/Custom RP/ShaderLibrary/GI.hlsl
浏览文件 @
ce25ddb3
...
...
@@ -3,6 +3,7 @@
#define CUSTOM_GI_INCLUDED
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl"
TEXTURE2D
(
unity_Lightmap
);
SAMPLER
(
samplerunity_Lightmap
);
...
...
@@ -13,6 +14,9 @@ SAMPLER(samplerunity_ProbeVolumeSH);
TEXTURE2D
(
unity_ShadowMask
);
SAMPLER
(
samplerunity_ShadowMask
);
TEXTURECUBE
(
unity_SpecCube0
);
SAMPLER
(
samplerunity_SpecCube0
);
// 当需要渲染光照贴图对象时
#if defined(LIGHTMAP_ON)
#define GI_ATTRIBUTE_DATA float2 lightMapUV : TEXCOORD1;
...
...
@@ -31,6 +35,8 @@ struct GI
{
// 漫反射颜色
float3
diffuse
;
// 镜面反射颜色
float3
specular
;
ShadowMask
shadowMask
;
};
...
...
@@ -111,10 +117,22 @@ float4 SampleBakedShadows(float2 lightMapUV, Surface surfaceWS)
#endif
}
GI
GetGI
(
float2
lightMapUV
,
Surface
surfaceWS
)
// 采样环境立方体纹理
float3
SampleEnvironment
(
Surface
surfaceWS
,
BRDF
brdf
)
{
float3
uvw
=
reflect
(
-
surfaceWS
.
viewDirection
,
surfaceWS
.
normal
);
float
mip
=
PerceptualRoughnessToMipmapLevel
(
brdf
.
perceptualRoughness
);
float4
environment
=
SAMPLE_TEXTURECUBE_LOD
(
unity_SpecCube0
,
samplerunity_SpecCube0
,
uvw
,
mip
);
return
DecodeHDREnvironment
(
environment
,
unity_SpecCube0_HDR
);
}
GI
GetGI
(
float2
lightMapUV
,
Surface
surfaceWS
,
BRDF
brdf
)
{
GI
gi
;
gi
.
diffuse
=
SampleLightMap
(
lightMapUV
)
+
SampleLightProbe
(
surfaceWS
);
gi
.
specular
=
SampleEnvironment
(
surfaceWS
,
brdf
);
gi
.
shadowMask
.
always
=
false
;
gi
.
shadowMask
.
distance
=
false
;
gi
.
shadowMask
.
shadows
=
1
.
0
;
...
...
Assets/Custom RP/ShaderLibrary/Lighting.hlsl
浏览文件 @
ce25ddb3
...
...
@@ -22,7 +22,7 @@ float3 GetLighting(Surface surfaceWS, BRDF brdf, GI gi)
shadowData
.
shadowMask
=
gi
.
shadowMask
;
// 可见光的光照结果进行累加得到最终光照结果
float3
color
=
IndirectBRDF
(
surfaceWS
,
brdf
,
gi
.
diffuse
,
1
.
0
);
float3
color
=
IndirectBRDF
(
surfaceWS
,
brdf
,
gi
.
diffuse
,
gi
.
specular
);
for
(
int
i
=
0
;
i
<
GetDirectionalLightCount
();
i
++
)
{
Light
light
=
GetDirectionalLight
(
i
,
surfaceWS
,
shadowData
);
...
...
Assets/Custom RP/ShaderLibrary/Surface.hlsl
浏览文件 @
ce25ddb3
...
...
@@ -16,6 +16,8 @@ struct Surface
float
smoothness
;
// 抖动属性
float
dither
;
// 菲涅尔反射强度
float
fresnelStrength
;
};
#endif
\ No newline at end of file
Assets/Custom RP/ShaderLibrary/UnityInput.hlsl
浏览文件 @
ce25ddb3
...
...
@@ -11,6 +11,8 @@ CBUFFER_START(UnityPerDraw)
float4
unity_ProbesOcclusion
;
float4
unity_SpecCube0_HDR
;
float4
unity_LightmapST
;
float4
unity_DynamicLightmapST
;
...
...
Assets/Custom RP/Shaders/Lit.shader
浏览文件 @
ce25ddb3
...
...
@@ -11,14 +11,16 @@ Shader "Custom RP/Lit"
[
Toggle
(
_RECEIVE_SHADOWS
)]
_ReceiveShadows
(
"Receive Shadows"
,
Float
)
=
1
// 阴影模式
[
KeywordEnum
(
On
,
Clip
,
Dither
,
Off
)]
_Shadows
(
"Shadows"
,
Float
)
=
0
// 透明通道预乘
[
Toggle
(
_PREMULTIPLY_ALPHA
)]
_PremulAlpha
(
"Premultiply Alpha"
,
Float
)
=
0
// 金属度和光滑度
_Metallic
(
"Metallic"
,
Range
(
0
,
1
))
=
0
_Smoothness
(
"Smoothness"
,
Range
(
0
,
1
))
=
0
.
5
// 菲涅尔反射强度
_Fresnel
(
"Fresnel"
,
Range
(
0
,
1
))
=
1
// 自发光
[
NoScaleOffset
]
_EmissionMap
(
"Emission"
,
2
D
)
=
"white"
{}
[
HDR
]
_EmissionColor
(
"Emission"
,
Color
)
=
(
0
.
0
,
0
.
0
,
0
.
0
,
0
.
0
)
// 透明通道预乘
[
Toggle
(
_PREMULTIPLY_ALPHA
)]
_PremulAlpha
(
"Premultiply Alpha"
,
Float
)
=
0
// 设置混合模式
[
Enum
(
UnityEngine
.
Rendering
.
BlendMode
)]
_SrcBlend
(
"Src Blend"
,
Float
)
=
1
[
Enum
(
UnityEngine
.
Rendering
.
BlendMode
)]
_DstBlend
(
"Dst Blend"
,
Float
)
=
0
...
...
Assets/Custom RP/Shaders/LitInput.hlsl
浏览文件 @
ce25ddb3
...
...
@@ -12,6 +12,7 @@ UNITY_INSTANCING_BUFFER_START(UnityPerMaterial)
UNITY_DEFINE_INSTANCED_PROP
(
float
,
_Cutoff
)
UNITY_DEFINE_INSTANCED_PROP
(
float
,
_Metallic
)
UNITY_DEFINE_INSTANCED_PROP
(
float
,
_Smoothness
)
UNITY_DEFINE_INSTANCED_PROP
(
float
,
_Fresnel
)
UNITY_INSTANCING_BUFFER_END
(
UnityPerMaterial
)
float2
TransformBaseUV
(
float2
baseUV
)
...
...
@@ -53,5 +54,9 @@ float GetSmoothness(float2 baseUV)
return
UNITY_ACCESS_INSTANCED_PROP
(
UnityPerMaterial
,
_Smoothness
);
}
float
GetFresnel
(
float2
baseUV
)
{
return
UNITY_ACCESS_INSTANCED_PROP
(
UnityPerMaterial
,
_Fresnel
);
}
#endif
\ No newline at end of file
Assets/Custom RP/Shaders/LitPass.hlsl
浏览文件 @
ce25ddb3
...
...
@@ -70,6 +70,7 @@ float4 LitPassFragment(Varyings input) : SV_TARGET
surface
.
alpha
=
base
.
a
;
surface
.
metallic
=
GetMetallic
(
input
.
baseUV
);
surface
.
smoothness
=
GetSmoothness
(
input
.
baseUV
);
surface
.
fresnelStrength
=
GetFresnel
(
input
.
baseUV
);
// 计算抖动值
surface
.
dither
=
InterleavedGradientNoise
(
input
.
positionCS
.
xy
,
0
);
// 通过表面属性和BRDF计算最终光照结果
...
...
@@ -79,7 +80,7 @@ float4 LitPassFragment(Varyings input) : SV_TARGET
BRDF
brdf
=
GetBRDF
(
surface
);
#endif
// 获取全局照明数据
GI
gi
=
GetGI
(
GI_FRAGMENT_DATA
(
input
),
surface
);
GI
gi
=
GetGI
(
GI_FRAGMENT_DATA
(
input
),
surface
,
brdf
);
float3
color
=
GetLighting
(
surface
,
brdf
,
gi
);
color
+=
GetEmission
(
input
.
baseUV
);
return
float4
(
color
,
surface
.
alpha
);
...
...
Assets/Scenes/Baked Light Settings.lighting
浏览文件 @
ce25ddb3
...
...
@@ -18,9 +18,9 @@ LightingSettings:
m_UsingShadowmask
:
1
m_BakeBackend
:
1
m_LightmapMaxSize
:
1024
m_BakeResolution
:
4
0
m_BakeResolution
:
2
0
m_Padding
:
2
m_TextureCompression
:
1
m_TextureCompression
:
0
m_AO
:
0
m_AOMaxDistance
:
1
m_CompAOExponent
:
1
...
...
@@ -41,16 +41,16 @@ LightingSettings:
m_PVRCulling
:
1
m_PVRSampling
:
1
m_PVRDirectSampleCount
:
32
m_PVRSampleCount
:
5
12
m_PVREnvironmentSampleCount
:
256
m_PVRSampleCount
:
5
00
m_PVREnvironmentSampleCount
:
500
m_PVREnvironmentReferencePointCount
:
2048
m_LightProbeSampleCountMultiplier
:
4
m_LightProbeSampleCountMultiplier
:
2
m_PVRBounces
:
2
m_PVRMinBounces
:
1
m_PVREnvironmentMIS
:
1
m_PVREnvironmentMIS
:
0
m_PVRFilteringMode
:
2
m_PVRDenoiserTypeDirect
:
1
m_PVRDenoiserTypeIndirect
:
1
m_PVRDenoiserTypeDirect
:
0
m_PVRDenoiserTypeIndirect
:
0
m_PVRDenoiserTypeAO
:
1
m_PVRFilterTypeDirect
:
0
m_PVRFilterTypeIndirect
:
0
...
...
Assets/Scenes/Baked Light.unity
浏览文件 @
ce25ddb3
...
...
@@ -97,10 +97,8 @@ LightmapSettings:
m_ExportTrainingData
:
0
m_TrainingDataDestination
:
TrainingData
m_LightProbeSampleCountMultiplier
:
4
m_LightingDataAsset
:
{
fileID
:
112000000
,
guid
:
4772e383a675c4016a19a76456116c09
,
type
:
2
}
m_LightingSettings
:
{
fileID
:
4890085278179872738
,
guid
:
e43cc08759a4c7444a7410feac07b614
,
type
:
2
}
m_LightingDataAsset
:
{
fileID
:
112000000
,
guid
:
4772e383a675c4016a19a76456116c09
,
type
:
2
}
m_LightingSettings
:
{
fileID
:
4890085278179872738
,
guid
:
1556591ee3227314c9a52a04dddc0ddf
,
type
:
2
}
---
!u!196
&4
NavMeshSettings
:
serializedVersion
:
2
...
...
@@ -3347,7 +3345,7 @@ Light:
m_BounceIntensity
:
1
m_ColorTemperature
:
6570
m_UseColorTemperature
:
0
m_BoundingSphereOverride
:
{
x
:
1.02e-43
,
y
:
1.1950786e+34
,
z
:
4.5904e-41
,
w
:
0
}
m_BoundingSphereOverride
:
{
x
:
8.06e-43
,
y
:
1.39e-43
,
z
:
0
,
w
:
-0.0000032726402
}
m_UseBoundingSphereOverride
:
0
m_UseViewFrustumForShadowCasterCull
:
1
m_ShadowRadius
:
0
...
...
@@ -4278,6 +4276,70 @@ MeshFilter:
m_PrefabAsset
:
{
fileID
:
0
}
m_GameObject
:
{
fileID
:
859762734
}
m_Mesh
:
{
fileID
:
10207
,
guid
:
0000000000000000e000000000000000
,
type
:
0
}
---
!u!1
&869728042
GameObject
:
m_ObjectHideFlags
:
0
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
serializedVersion
:
6
m_Component
:
-
component
:
{
fileID
:
869728044
}
-
component
:
{
fileID
:
869728043
}
m_Layer
:
0
m_Name
:
Reflection Probe
m_TagString
:
Untagged
m_Icon
:
{
fileID
:
0
}
m_NavMeshLayer
:
0
m_StaticEditorFlags
:
0
m_IsActive
:
1
---
!u!215
&869728043
ReflectionProbe
:
m_ObjectHideFlags
:
0
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_GameObject
:
{
fileID
:
869728042
}
m_Enabled
:
1
serializedVersion
:
2
m_Type
:
0
m_Mode
:
0
m_RefreshMode
:
0
m_TimeSlicingMode
:
0
m_Resolution
:
128
m_UpdateFrequency
:
0
m_BoxSize
:
{
x
:
10
,
y
:
10
,
z
:
10
}
m_BoxOffset
:
{
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查看替换文件 @
11e04252
浏览文件 @
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42.4 KB
|
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