提交 ce25ddb3 编写于 作者: timchen1002's avatar timchen1002

update

上级 11e04252
...@@ -129,7 +129,7 @@ public partial class CameraRenderer ...@@ -129,7 +129,7 @@ public partial class CameraRenderer
{ {
enableDynamicBatching = useDynamicBatching, enableDynamicBatching = useDynamicBatching,
enableInstancing = useGPUInstancing, 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 // 渲染CustomLit表示的pass块
drawingSettings.SetShaderPassName(1, litShaderTagId); drawingSettings.SetShaderPassName(1, litShaderTagId);
......
...@@ -11,6 +11,10 @@ struct BRDF ...@@ -11,6 +11,10 @@ struct BRDF
float3 specular; float3 specular;
// 粗糙度 // 粗糙度
float roughness; 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 // 电介质的反射率平均约0.04
...@@ -37,8 +41,9 @@ BRDF GetBRDF(inout Surface surface, bool applyAlphaToDiffuse = false) ...@@ -37,8 +41,9 @@ BRDF GetBRDF(inout Surface surface, bool applyAlphaToDiffuse = false)
brdf.specular = lerp(MIN_REFLECTIVITY, surface.color, surface.metallic); brdf.specular = lerp(MIN_REFLECTIVITY, surface.color, surface.metallic);
// 光滑度转为实际粗糙度 // 光滑度转为实际粗糙度
float perceptualSmoothness = PerceptualSmoothnessToPerceptualRoughness(surface.smoothness); brdf.perceptualRoughness = PerceptualSmoothnessToPerceptualRoughness(surface.smoothness);
brdf.roughness = PerceptualRoughnessToRoughness(perceptualSmoothness); brdf.roughness = PerceptualRoughnessToRoughness(brdf.perceptualRoughness);
brdf.fresnel = saturate(surface.smoothness + 1.0 - oneMinusReflectivity);
return brdf; return brdf;
} }
...@@ -63,7 +68,8 @@ float3 DirectBRDF (Surface surface, BRDF brdf, Light light) ...@@ -63,7 +68,8 @@ float3 DirectBRDF (Surface surface, BRDF brdf, Light light)
// 获取基于BRDF的间接照明 // 获取基于BRDF的间接照明
float3 IndirectBRDF(Surface surface, BRDF brdf, float3 diffuse, float3 specular) 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; reflection /= brdf.roughness * brdf.roughness + 1.0;
return diffuse * brdf.diffuse + reflection; return diffuse * brdf.diffuse + reflection;
} }
......
...@@ -3,6 +3,7 @@ ...@@ -3,6 +3,7 @@
#define CUSTOM_GI_INCLUDED #define CUSTOM_GI_INCLUDED
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl"
TEXTURE2D(unity_Lightmap); TEXTURE2D(unity_Lightmap);
SAMPLER(samplerunity_Lightmap); SAMPLER(samplerunity_Lightmap);
...@@ -13,6 +14,9 @@ SAMPLER(samplerunity_ProbeVolumeSH); ...@@ -13,6 +14,9 @@ SAMPLER(samplerunity_ProbeVolumeSH);
TEXTURE2D(unity_ShadowMask); TEXTURE2D(unity_ShadowMask);
SAMPLER(samplerunity_ShadowMask); SAMPLER(samplerunity_ShadowMask);
TEXTURECUBE(unity_SpecCube0);
SAMPLER(samplerunity_SpecCube0);
// 当需要渲染光照贴图对象时 // 当需要渲染光照贴图对象时
#if defined(LIGHTMAP_ON) #if defined(LIGHTMAP_ON)
#define GI_ATTRIBUTE_DATA float2 lightMapUV : TEXCOORD1; #define GI_ATTRIBUTE_DATA float2 lightMapUV : TEXCOORD1;
...@@ -31,6 +35,8 @@ struct GI ...@@ -31,6 +35,8 @@ struct GI
{ {
// 漫反射颜色 // 漫反射颜色
float3 diffuse; float3 diffuse;
// 镜面反射颜色
float3 specular;
ShadowMask shadowMask; ShadowMask shadowMask;
}; };
...@@ -111,10 +117,22 @@ float4 SampleBakedShadows(float2 lightMapUV, Surface surfaceWS) ...@@ -111,10 +117,22 @@ float4 SampleBakedShadows(float2 lightMapUV, Surface surfaceWS)
#endif #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 gi;
gi.diffuse = SampleLightMap(lightMapUV) + SampleLightProbe(surfaceWS); gi.diffuse = SampleLightMap(lightMapUV) + SampleLightProbe(surfaceWS);
gi.specular = SampleEnvironment(surfaceWS, brdf);
gi.shadowMask.always = false; gi.shadowMask.always = false;
gi.shadowMask.distance = false; gi.shadowMask.distance = false;
gi.shadowMask.shadows = 1.0; gi.shadowMask.shadows = 1.0;
......
...@@ -22,7 +22,7 @@ float3 GetLighting(Surface surfaceWS, BRDF brdf, GI gi) ...@@ -22,7 +22,7 @@ float3 GetLighting(Surface surfaceWS, BRDF brdf, GI gi)
shadowData.shadowMask = gi.shadowMask; shadowData.shadowMask = gi.shadowMask;
// 可见光的光照结果进行累加得到最终光照结果 // 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++) for (int i = 0; i < GetDirectionalLightCount(); i++)
{ {
Light light = GetDirectionalLight(i, surfaceWS, shadowData); Light light = GetDirectionalLight(i, surfaceWS, shadowData);
......
...@@ -16,6 +16,8 @@ struct Surface ...@@ -16,6 +16,8 @@ struct Surface
float smoothness; float smoothness;
// 抖动属性 // 抖动属性
float dither; float dither;
// 菲涅尔反射强度
float fresnelStrength;
}; };
#endif #endif
\ No newline at end of file
...@@ -11,6 +11,8 @@ CBUFFER_START(UnityPerDraw) ...@@ -11,6 +11,8 @@ CBUFFER_START(UnityPerDraw)
float4 unity_ProbesOcclusion; float4 unity_ProbesOcclusion;
float4 unity_SpecCube0_HDR;
float4 unity_LightmapST; float4 unity_LightmapST;
float4 unity_DynamicLightmapST; float4 unity_DynamicLightmapST;
......
...@@ -11,14 +11,16 @@ Shader "Custom RP/Lit" ...@@ -11,14 +11,16 @@ Shader "Custom RP/Lit"
[Toggle(_RECEIVE_SHADOWS)] _ReceiveShadows ("Receive Shadows", Float) = 1 [Toggle(_RECEIVE_SHADOWS)] _ReceiveShadows ("Receive Shadows", Float) = 1
// 阴影模式 // 阴影模式
[KeywordEnum(On, Clip, Dither, Off)] _Shadows ("Shadows", Float) = 0 [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 // 金属度和光滑度
_Metallic("Metallic", Range(0, 1)) = 0 _Metallic("Metallic", Range(0, 1)) = 0
_Smoothness("Smoothness", Range(0, 1)) = 0.5 _Smoothness("Smoothness", Range(0, 1)) = 0.5
// 菲涅尔反射强度
_Fresnel ("Fresnel", Range(0, 1)) = 1
// 自发光 // 自发光
[NoScaleOffset] _EmissionMap("Emission", 2D) = "white" {} [NoScaleOffset] _EmissionMap("Emission", 2D) = "white" {}
[HDR] _EmissionColor("Emission", Color) = (0.0, 0.0, 0.0, 0.0) [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 // 设置混合模式
[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("Src Blend", Float) = 1 [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("Src Blend", Float) = 1
[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("Dst Blend", Float) = 0 [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("Dst Blend", Float) = 0
......
...@@ -12,6 +12,7 @@ UNITY_INSTANCING_BUFFER_START(UnityPerMaterial) ...@@ -12,6 +12,7 @@ UNITY_INSTANCING_BUFFER_START(UnityPerMaterial)
UNITY_DEFINE_INSTANCED_PROP(float, _Cutoff) UNITY_DEFINE_INSTANCED_PROP(float, _Cutoff)
UNITY_DEFINE_INSTANCED_PROP(float, _Metallic) UNITY_DEFINE_INSTANCED_PROP(float, _Metallic)
UNITY_DEFINE_INSTANCED_PROP(float, _Smoothness) UNITY_DEFINE_INSTANCED_PROP(float, _Smoothness)
UNITY_DEFINE_INSTANCED_PROP(float, _Fresnel)
UNITY_INSTANCING_BUFFER_END(UnityPerMaterial) UNITY_INSTANCING_BUFFER_END(UnityPerMaterial)
float2 TransformBaseUV(float2 baseUV) float2 TransformBaseUV(float2 baseUV)
...@@ -53,5 +54,9 @@ float GetSmoothness(float2 baseUV) ...@@ -53,5 +54,9 @@ float GetSmoothness(float2 baseUV)
return UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _Smoothness); return UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _Smoothness);
} }
float GetFresnel(float2 baseUV)
{
return UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _Fresnel);
}
#endif #endif
\ No newline at end of file
...@@ -70,6 +70,7 @@ float4 LitPassFragment(Varyings input) : SV_TARGET ...@@ -70,6 +70,7 @@ float4 LitPassFragment(Varyings input) : SV_TARGET
surface.alpha = base.a; surface.alpha = base.a;
surface.metallic = GetMetallic(input.baseUV); surface.metallic = GetMetallic(input.baseUV);
surface.smoothness = GetSmoothness(input.baseUV); surface.smoothness = GetSmoothness(input.baseUV);
surface.fresnelStrength = GetFresnel(input.baseUV);
// 计算抖动值 // 计算抖动值
surface.dither = InterleavedGradientNoise(input.positionCS.xy, 0); surface.dither = InterleavedGradientNoise(input.positionCS.xy, 0);
// 通过表面属性和BRDF计算最终光照结果 // 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 ...@@ -79,7 +80,7 @@ float4 LitPassFragment(Varyings input) : SV_TARGET
BRDF brdf = GetBRDF(surface); BRDF brdf = GetBRDF(surface);
#endif #endif
// 获取全局照明数据 // 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); float3 color = GetLighting(surface, brdf, gi);
color += GetEmission(input.baseUV); color += GetEmission(input.baseUV);
return float4(color, surface.alpha); return float4(color, surface.alpha);
......
...@@ -18,9 +18,9 @@ LightingSettings: ...@@ -18,9 +18,9 @@ LightingSettings:
m_UsingShadowmask: 1 m_UsingShadowmask: 1
m_BakeBackend: 1 m_BakeBackend: 1
m_LightmapMaxSize: 1024 m_LightmapMaxSize: 1024
m_BakeResolution: 40 m_BakeResolution: 20
m_Padding: 2 m_Padding: 2
m_TextureCompression: 1 m_TextureCompression: 0
m_AO: 0 m_AO: 0
m_AOMaxDistance: 1 m_AOMaxDistance: 1
m_CompAOExponent: 1 m_CompAOExponent: 1
...@@ -41,16 +41,16 @@ LightingSettings: ...@@ -41,16 +41,16 @@ LightingSettings:
m_PVRCulling: 1 m_PVRCulling: 1
m_PVRSampling: 1 m_PVRSampling: 1
m_PVRDirectSampleCount: 32 m_PVRDirectSampleCount: 32
m_PVRSampleCount: 512 m_PVRSampleCount: 500
m_PVREnvironmentSampleCount: 256 m_PVREnvironmentSampleCount: 500
m_PVREnvironmentReferencePointCount: 2048 m_PVREnvironmentReferencePointCount: 2048
m_LightProbeSampleCountMultiplier: 4 m_LightProbeSampleCountMultiplier: 2
m_PVRBounces: 2 m_PVRBounces: 2
m_PVRMinBounces: 1 m_PVRMinBounces: 1
m_PVREnvironmentMIS: 1 m_PVREnvironmentMIS: 0
m_PVRFilteringMode: 2 m_PVRFilteringMode: 2
m_PVRDenoiserTypeDirect: 1 m_PVRDenoiserTypeDirect: 0
m_PVRDenoiserTypeIndirect: 1 m_PVRDenoiserTypeIndirect: 0
m_PVRDenoiserTypeAO: 1 m_PVRDenoiserTypeAO: 1
m_PVRFilterTypeDirect: 0 m_PVRFilterTypeDirect: 0
m_PVRFilterTypeIndirect: 0 m_PVRFilterTypeIndirect: 0
......
...@@ -97,10 +97,8 @@ LightmapSettings: ...@@ -97,10 +97,8 @@ LightmapSettings:
m_ExportTrainingData: 0 m_ExportTrainingData: 0
m_TrainingDataDestination: TrainingData m_TrainingDataDestination: TrainingData
m_LightProbeSampleCountMultiplier: 4 m_LightProbeSampleCountMultiplier: 4
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...@@ -3347,7 +3345,7 @@ Light: ...@@ -3347,7 +3345,7 @@ Light:
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......
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......
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enableMipMap: 1 enableMipMap: 1
...@@ -23,6 +23,7 @@ TextureImporter: ...@@ -23,6 +23,7 @@ TextureImporter:
isReadable: 0 isReadable: 0
streamingMipmaps: 0 streamingMipmaps: 0
streamingMipmapsPriority: 0 streamingMipmapsPriority: 0
vTOnly: 0
grayScaleToAlpha: 0 grayScaleToAlpha: 0
generateCubemap: 6 generateCubemap: 6
cubemapConvolution: 1 cubemapConvolution: 1
...@@ -54,9 +55,13 @@ TextureImporter: ...@@ -54,9 +55,13 @@ TextureImporter:
textureType: 0 textureType: 0
textureShape: 2 textureShape: 2
singleChannelComponent: 0 singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
maxTextureSizeSet: 0 maxTextureSizeSet: 0
compressionQualitySet: 0 compressionQualitySet: 0
textureFormatSet: 0 textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
platformSettings: platformSettings:
- serializedVersion: 3 - serializedVersion: 3
buildTarget: DefaultTexturePlatform buildTarget: DefaultTexturePlatform
......
fileFormatVersion: 2
guid: 41557bce2a12d8d4a8a839f71fadbec0
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 11
mipmaps:
mipMapMode: 0
enableMipMap: 1
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
vTOnly: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 1
seamlessCubemap: 1
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: 2
aniso: 0
mipBias: 0
wrapU: 1
wrapV: 1
wrapW: 1
nPOTScale: 1
lightmap: 0
compressionQuality: 50
spriteMode: 0
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1
textureType: 0
textureShape: 2
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
platformSettings:
- serializedVersion: 3
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 100
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
physicsShape: []
bones: []
spriteID:
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
spritePackingTag:
pSDRemoveMatte: 0
pSDShowRemoveMatteOption: 0
userData:
assetBundleName:
assetBundleVariant:
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