提交 f25931c4 编写于 作者: timchen1002's avatar timchen1002

udpate

上级 03b0fb42
......@@ -9,7 +9,7 @@
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......@@ -281,28 +281,28 @@
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......
......@@ -9,7 +9,7 @@
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<Reference Include="Unity.RenderPipelines.ShaderGraph.ShaderGraphLibrary">
<HintPath>D:/UnityProjects/CustomSRP/CustomSRP_05_BakedLight/Library/ScriptAssemblies/Unity.RenderPipelines.ShaderGraph.ShaderGraphLibrary.dll</HintPath>
<HintPath>D:/UnityProjects/CustomSRP/CustomSRP_06_ShadowMasks/Library/ScriptAssemblies/Unity.RenderPipelines.ShaderGraph.ShaderGraphLibrary.dll</HintPath>
</Reference>
<Reference Include="Unity.Timeline.Editor">
<HintPath>D:/UnityProjects/CustomSRP/CustomSRP_05_BakedLight/Library/ScriptAssemblies/Unity.Timeline.Editor.dll</HintPath>
<HintPath>D:/UnityProjects/CustomSRP/CustomSRP_06_ShadowMasks/Library/ScriptAssemblies/Unity.Timeline.Editor.dll</HintPath>
</Reference>
<Reference Include="Unity.Mathematics.Editor">
<HintPath>D:/UnityProjects/CustomSRP/CustomSRP_05_BakedLight/Library/ScriptAssemblies/Unity.Mathematics.Editor.dll</HintPath>
<HintPath>D:/UnityProjects/CustomSRP/CustomSRP_06_ShadowMasks/Library/ScriptAssemblies/Unity.Mathematics.Editor.dll</HintPath>
</Reference>
<Reference Include="Unity.RenderPipelines.Core.Editor">
<HintPath>D:/UnityProjects/CustomSRP/CustomSRP_05_BakedLight/Library/ScriptAssemblies/Unity.RenderPipelines.Core.Editor.dll</HintPath>
<HintPath>D:/UnityProjects/CustomSRP/CustomSRP_06_ShadowMasks/Library/ScriptAssemblies/Unity.RenderPipelines.Core.Editor.dll</HintPath>
</Reference>
<Reference Include="Unity.VisualScripting.State">
<HintPath>D:/UnityProjects/CustomSRP/CustomSRP_05_BakedLight/Library/ScriptAssemblies/Unity.VisualScripting.State.dll</HintPath>
<HintPath>D:/UnityProjects/CustomSRP/CustomSRP_06_ShadowMasks/Library/ScriptAssemblies/Unity.VisualScripting.State.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
......
......@@ -16,7 +16,7 @@ MonoBehaviour:
useGPUInstancing: 1
useSRPBatcher: 1
shadows:
maxDistance: 30
maxDistance: 12.06
distanceFade: 0.1
directional:
atlasSize: 4096
......
......@@ -23,7 +23,7 @@ RenderSettings:
m_AmbientSkyColor: {r: 0.212, g: 0.227, b: 0.259, a: 1}
m_AmbientEquatorColor: {r: 0.114, g: 0.125, b: 0.133, a: 1}
m_AmbientGroundColor: {r: 0.047, g: 0.043, b: 0.035, a: 1}
m_AmbientIntensity: 0
m_AmbientIntensity: 1
m_AmbientMode: 0
m_SubtractiveShadowColor: {r: 0.42, g: 0.478, b: 0.627, a: 1}
m_SkyboxMaterial: {fileID: 10304, guid: 0000000000000000f000000000000000, type: 0}
......@@ -1235,7 +1235,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
m_IsActive: 0
--- !u!108 &705507994
Light:
m_ObjectHideFlags: 0
......@@ -1293,7 +1293,7 @@ Light:
m_BounceIntensity: 1
m_ColorTemperature: 6570
m_UseColorTemperature: 0
m_BoundingSphereOverride: {x: 1.024e-42, y: 6e-44, z: 0, w: 0}
m_BoundingSphereOverride: {x: 1e-45, y: 1.3845e-41, z: 1.02e-43, w: 0}
m_UseBoundingSphereOverride: 0
m_UseViewFrustumForShadowCasterCull: 1
m_ShadowRadius: 0
......
fileFormatVersion: 2
guid: 8c14825d4452f5b4492c963b62481681
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 11
mipmaps:
mipMapMode: 0
enableMipMap: 1
sRGBTexture: 0
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: 1
streamingMipmapsPriority: 0
vTOnly: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: 1
aniso: 3
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: 0
alphaIsTransparency: 0
spriteTessellationDetail: -1
textureType: 11
textureShape: 1
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: 0
compressionQuality: 50
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:
......@@ -15,7 +15,7 @@ LightingSettings:
m_BounceScale: 1
m_AlbedoBoost: 1
m_IndirectOutputScale: 1
m_UsingShadowmask: 0
m_UsingShadowmask: 1
m_BakeBackend: 1
m_LightmapMaxSize: 1024
m_BakeResolution: 20
......@@ -26,7 +26,7 @@ LightingSettings:
m_CompAOExponent: 1
m_CompAOExponentDirect: 0
m_ExtractAO: 0
m_MixedBakeMode: 0
m_MixedBakeMode: 2
m_LightmapsBakeMode: 0
m_FilterMode: 1
m_LightmapParameters: {fileID: 15204, guid: 0000000000000000f000000000000000, type: 0}
......
......@@ -129,7 +129,7 @@ public partial class CameraRenderer
{
enableDynamicBatching = useDynamicBatching,
enableInstancing = useGPUInstancing,
perObjectData = PerObjectData.Lightmaps | PerObjectData.LightProbe | PerObjectData.LightProbeProxyVolume,
perObjectData = PerObjectData.Lightmaps | PerObjectData.ShadowMask | PerObjectData.LightProbe | PerObjectData.LightProbeProxyVolume,
};
// 渲染CustomLit表示的pass块
drawingSettings.SetShaderPassName(1, litShaderTagId);
......
......@@ -18,6 +18,8 @@ public class Shadows
ShadowSettings shadowSettings;
bool useShadowMask;
// 可投射阴影的定向光源最大数量
const int maxShadowedDirLightCount = 4;
// 最大级联数量
......@@ -65,6 +67,10 @@ public class Shadows
"_CASCADE_BLEND_SOFT",
"_CASCADE_BLEND_DITHER",
};
static string[] shadowMaskKeywords =
{
"_SHADOW_MASK_DISTANCE"
};
public void Setup(ScriptableRenderContext context, CullingResults cullingResults, ShadowSettings shadowSettings)
{
......@@ -72,6 +78,7 @@ public class Shadows
this.cullingResults = cullingResults;
this.shadowSettings = shadowSettings;
shadowedDirectionalLightCount = 0;
useShadowMask = false;
}
/// <summary>
......@@ -93,6 +100,12 @@ public class Shadows
{
if (shadowedDirectionalLightCount < maxShadowedDirLightCount && light.shadows != LightShadows.None && light.shadowStrength > 0f && cullingResults.GetShadowCasterBounds(visibleLightIndex, out Bounds b))
{
// 如果使用了ShadowMask
LightBakingOutput lightBaking = light.bakingOutput;
if (lightBaking.lightmapBakeType == LightmapBakeType.Mixed && lightBaking.mixedLightingMode == MixedLightingMode.Shadowmask)
{
useShadowMask = true;
}
shadowedDirectionalLights[shadowedDirectionalLightCount] = new ShadowedDirectionalLight{
visibleLightIndex = visibleLightIndex,
slopeScaleBias = light.shadowBias,
......@@ -120,6 +133,11 @@ public class Shadows
{
buffer.GetTemporaryRT(dirShadowAtlasId, 1, 1, 32, FilterMode.Bilinear, RenderTextureFormat.Shadowmap);
}
// 是否使用阴影蒙版
buffer.BeginSample(bufferName);
SetKeyWords(shadowMaskKeywords, useShadowMask ? QualitySettings.shadowmaskMode == ShadowmaskMode.Shadowmask ? 0 : 1 : -1);
buffer.EndSample(bufferName);
ExecuteBuffer();
}
/// <summary>
......
......@@ -10,6 +10,9 @@ SAMPLER(samplerunity_Lightmap);
TEXTURE3D_FLOAT(unity_ProbeVolumeSH);
SAMPLER(samplerunity_ProbeVolumeSH);
TEXTURE2D(unity_ShadowMask);
SAMPLER(samplerunity_ShadowMask);
// 当需要渲染光照贴图对象时
#if defined(LIGHTMAP_ON)
#define GI_ATTRIBUTE_DATA float2 lightMapUV : TEXCOORD1;
......@@ -28,6 +31,7 @@ struct GI
{
// 漫反射颜色
float3 diffuse;
ShadowMask shadowMask;
};
// 采样光照贴图
......@@ -81,10 +85,26 @@ float3 SampleLightProbe(Surface surfaceWS)
#endif
}
// 采样shadowMask得到烘焙阴影数据
float4 SampleBakedShadows(float2 lightMapUV)
{
#if defined(LIGHTMAP_ON)
return SAMPLE_TEXTURE2D(unity_ShadowMask, samplerunity_ShadowMask, lightMapUV);
#else
return 1.0;
#endif
}
GI GetGI(float2 lightMapUV, Surface surfaceWS)
{
GI gi;
gi.diffuse = SampleLightMap(lightMapUV) + SampleLightProbe(surfaceWS);
gi.shadowMask.distance = false;
gi.shadowMask.shadows = 1.0;
#if defined(_SHADOW_MASK_DISTANCE)
gi.shadowMask.distance = true;
gi.shadowMask.shadows = SampleBakedShadows(lightMapUV);
#endif
return gi;
}
......
......@@ -19,6 +19,9 @@ float3 GetLighting(Surface surfaceWS, BRDF brdf, GI gi)
{
// 得到表面阴影数据
ShadowData shadowData = GetShadowData(surfaceWS);
shadowData.shadowMask = gi.shadowMask;
// return gi.shadowMask.shadows.rgb;
// 可见光的光照结果进行累加得到最终光照结果
float3 color = gi.diffuse * brdf.diffuse;
for (int i = 0; i < GetDirectionalLightCount(); i++)
......
......@@ -50,7 +50,14 @@ struct DirectionalShadowData
float normalBias;
};
// 阴影数据
// 烘焙阴影数据
struct ShadowMask
{
bool distance;
float4 shadows;
};
// 表面的阴影数据
struct ShadowData
{
int cascadeIndex;
......@@ -58,6 +65,7 @@ struct ShadowData
float strength;
// 混合级联
float cascadeBlend;
ShadowMask shadowMask;
};
// 采样阴影图集
......@@ -134,6 +142,8 @@ float FadedShadowStrength(float distance, float scale, float fade)
ShadowData GetShadowData(Surface surfaceWS)
{
ShadowData data;
data.shadowMask.distance = false;
data.shadowMask.shadows = 1.0;
data.cascadeBlend = 1.0;
data.strength = FadedShadowStrength(surfaceWS.depth, _ShadowDistanceFade.x, _ShadowDistanceFade.y);
int i;
......
......@@ -56,6 +56,7 @@ Shader "Custom RP/Lit"
#pragma shader_feature _PREMULTIPLY_ALPHA
#pragma multi_compile _ _DIRECTIONAL_PCF3 _DIRECTIONAL_PCF5 _DIRECTIONAL_PCF7
#pragma multi_compile _ _CASCADE_BLEND_SOFT _CASCADE_BLEND_DITHER
#pragma multi_compile _ _SHADOW_MASK_DISTANCE
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile_instancing
#pragma vertex LitPassVertex
......
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