コード例 #1
0
ファイル: SetGlobalSH9.cs プロジェクト: whisperlin/TA
    //[Header("烘培贴图法线加强")]
    //[Range(0, 1)]
    //public float _BakedNormalPower = 0.4f;
    //[Header("烘培贴图亮度")]
    //[Range(0, 3)]
    //public float _BakedNormalBright = 1.5f;


    // Use this for initialization
    void Start()
    {
        curData = null;

        //Shader.SetGlobalVector("_HitData0", new Vector4(-10000f, -10000f, -10000f, 0.001f));
        setSH9Global();
    }
コード例 #2
0
 private void setSH9Global()
 {
     if (data != null && curData != data)
     {
         curData = data;
         for (int i = 0; i < 9; ++i)
         {
             string param = "g_sph" + i.ToString();
             Shader.SetGlobalVector(param, data.coefficients[i]);
         }
     }
 }
コード例 #3
0
ファイル: SetGlobalSH9.cs プロジェクト: whisperlin/utils
    private void setSH9Global()
    {
        //VirtualDirectLight0
        if (data != null && curData != data)
        {
            curData = data;
            for (int i = 0; i < 9; ++i)
            {
                string param = "g_sph" + i.ToString();
                Shader.SetGlobalVector(param, data.coefficients[i]);
            }
        }
        var v = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(new Vector3(VirtualDirectLight0.x, VirtualDirectLight0.y, VirtualDirectLight0.z)), Vector3.one).MultiplyVector(Vector3.back);

        v.Normalize();
        //Vector3.forward
        Shader.SetGlobalVector("VirtualDirectLight0", v);
        Shader.SetGlobalFloat("_DifSC", _DifSC);
        Shader.SetGlobalColor("_BackColor", _BackColor);
        Shader.SetGlobalFloat("sss_scatter0", sss_scatter0);
        Shader.SetGlobalFloat("_CullSepe", _CullSepe);
    }
コード例 #4
0
    private void OnGUI()
    {
        modle = EditorGUILayout.Toggle("CubeMap", modle);
        if (modle)
        {
            input_cubemap = EditorGUILayout.ObjectField("Input Cubemap", input_cubemap, typeof(Cubemap), true) as Cubemap;
            isCopyNew     = EditorGUILayout.Toggle("从环境球获取", isCopyNew);
            if (input_cubemap != null)
            {
                EditorGUILayout.Space();

                if (GUILayout.Button("CPU Uniform 9 Coefficients"))
                {
                    Cubemap cm = input_cubemap;
                    if (isCopyNew)
                    {
                        test = cm = CopyFromEnvMap();
                    }

                    ModifyTextureReadable();
                    coefficients = new Vector4[9];
                    if (SphericalHarmonics.CPU_Project_Uniform_9Coeff(cm, coefficients))
                    {
                        setSH9Global();
                    }
                    if (isCopyNew)
                    {
                        GameObject.DestroyImmediate(cm, true);
                    }
                }

                EditorGUILayout.Space();

                if (GUILayout.Button("CPU Monte Carlo 9 Coefficients"))
                {
                    Cubemap cm = input_cubemap;
                    if (isCopyNew)
                    {
                        cm = CopyFromEnvMap();
                    }
                    ModifyTextureReadable();
                    coefficients = new Vector4[9];
                    if (SphericalHarmonics.CPU_Project_MonteCarlo_9Coeff(cm, coefficients, 4096))
                    {
                        setSH9Global();
                    }
                    if (isCopyNew)
                    {
                        GameObject.DestroyImmediate(cm, true);
                    }
                }

                EditorGUILayout.Space();

                if (GUILayout.Button("GPU Uniform 9 Coefficients"))
                {
                    Cubemap cm = input_cubemap;
                    if (isCopyNew)
                    {
                        input_cubemap = cm = CopyFromEnvMap();
                    }
                    ModifyTextureReadable();
                    coefficients = new Vector4[9];
                    if (SphericalHarmonics.GPU_Project_Uniform_9Coeff(cm, coefficients))
                    {
                        setSH9Global();
                    }
                    if (isCopyNew)
                    {
                        GameObject.DestroyImmediate(cm, true);
                    }
                }

                EditorGUILayout.Space();

                if (GUILayout.Button("GPU Monte Carlo 9 Coefficients"))
                {
                    Cubemap cm = input_cubemap;
                    if (isCopyNew)
                    {
                        cm = CopyFromEnvMap();
                    }
                    ModifyTextureReadable();
                    coefficients = new Vector4[9];
                    if (SphericalHarmonics.GPU_Project_MonteCarlo_9Coeff(cm, coefficients))
                    {
                        setSH9Global();
                    }
                    if (isCopyNew)
                    {
                        GameObject.DestroyImmediate(cm, true);
                    }
                }

                EditorGUILayout.Space();
            }
        }
        else
        {
            env_map = EditorGUILayout.ObjectField("360环境球", env_map, typeof(Texture2D), true) as Texture2D;

            if (env_map)
            {
                sun = EditorGUILayout.Toggle("太阳", sun);
            }

            enableLight = EditorGUILayout.Toggle("灯光", enableLight);

            if (enableLight)
            {
                GUILayout.BeginHorizontal();
                if (GUILayout.Button("+"))
                {
                    lights.Add(null);
                }
                if (GUILayout.Button("-"))
                {
                    if (lights.Count > 0)
                    {
                        lights.RemoveAt(lights.Count - 1);
                    }
                }


                GUILayout.EndHorizontal();
                for (int i = 0; i < lights.Count; i++)
                {
                    lights[i] = EditorGUILayout.ObjectField("360环境球", lights[i], typeof(Light), true) as Light;
                }
            }
            bool hasLight = false;
            for (int i = 0; i < lights.Count; i++)
            {
                if (lights [i] != null)
                {
                    hasLight = true;
                    break;
                }
            }
            //lights
            if (hasLight || env_map != null)
            {
                EditorGUILayout.Space();

                if (GUILayout.Button("CPU Uniform 9 Coefficients"))
                {
                    ModifyTextureReadable(env_map);
                    List <Light> ls = new List <Light> ();
                    foreach (Light l in lights)
                    {
                        if (l != null)
                        {
                            ls.Add(l);
                        }
                    }

                    coefficients = new Vector4[9];
                    if (SphericalHarmonics.CPU_Project_360HJQ(env_map, coefficients, 4096, sun, ls.ToArray()))
                    {
                        setSH9Global();
                    }
                }
            }
        }



        if (coefficients != null && coefficients.Length == 9)
        {
            if (GUILayout.Button("保存"))
            {
                SH9Data data = SH9Data.CreateInstance <SH9Data> ();
                data.coefficients = coefficients;

                string path = EditorUtility.SaveFilePanelInProject("Save SH9 Data", "ibl.asset", "asset",
                                                                   "Please enter a file name to save the texture to");
                if (path.Length != 0)
                {
                    if (System.IO.File.Exists(path))
                    {
                        /*if (EditorUtility.DisplayDialog("目标已存在", "替换", "取消"))
                         *      {
                         *
                         *      }*/

                        data.test         = new Vector4(1, 0, 0, 1);
                        data              = AssetDatabase.LoadAssetAtPath <SH9Data> (path);
                        data.coefficients = coefficients;
                        AssetDatabase.SaveAssets();
                    }
                    else
                    {
                        data.test = Vector4.one;
                        AssetDatabase.CreateAsset(data, path);
                        AssetDatabase.ImportAsset(path);
                    }
                }
            }
            EditorGUILayout.Space();
            for (int i = 0; i < 9; ++i)
            {
                EditorGUILayout.LabelField("c_" + i.ToString() + ": " + coefficients[i].ToString("f4"));
            }
        }


        EditorGUILayout.Space();
        if (tmp != null)
        {
            GUILayout.Label(tmp);
        }
    }
コード例 #5
0
ファイル: SetGlobalSH9.cs プロジェクト: whisperlin/utils
 // Use this for initialization
 void Start()
 {
     curData = null;
     setSH9Global();
 }
コード例 #6
0
    private void setSH9Global()
    {
        if (oldFog)
        {
            Shader.DisableKeyword("ENABLE_NEW_FOG");
        }
        else
        {
            Shader.EnableKeyword("ENABLE_NEW_FOG");
        }

        //Shader.SetGlobalFloat("fog_b", fog_b* fog_b* fog_b);


        Shader.SetGlobalVector("FogInfo", new Vector4(fog_b * fog_b * fog_b, fog_end_in_view, fog_height, fog_begin_in_height));

        Shader.SetGlobalColor("FogColor", new Color(FogColor.r, FogColor.g, FogColor.b, fog_dis_density));
        //Shader.SetGlobalColor("FogColor2", new Color(FogColor2.r, FogColor2.g, FogColor2.b, fog_dis_density));


        Shader.SetGlobalVector("FarSceneInfo", new Vector4(env_b * env_b * env_b, env_end_in_view, 0, 0));
        Shader.SetGlobalColor("FarSceneColor", new Color(farSceneColor.r, farSceneColor.g, farSceneColor.b, env_dis_density));



        Shader.SetGlobalVector("global_fog_max", new Vector4(fog_max, fog_max1, fog_max2, 1));
        Shader.SetGlobalFloat("back_dis_density", back_dis_density * 2);

        Shader.SetGlobalVector("FogBackInfor", new Vector4((1f - height_fog_back_dis_density) * 0.5f, (1f - back_dis_density) * 0.5f, (1f - fog_back_dis_density) * 0.5f));
        //Shader.SetGlobalFloat("back_dis_density", back_dis_density * 2);

        //public float fog_back_dis_density = 1f;
        //public float height_fog_back_dis_density = 1f;

        Shader.SetGlobalVector("HeightFogInfo", new Vector4(fog_height_density, fog_b * fog_b * fog_b, fog_hight_b, fog_max));
        Shader.SetGlobalFloat("height_fog_end_in_view", height_fog_end_in_view);
        Shader.SetGlobalFloat("height_fog_height_a", 1f - height_fog_height_a);
        //VirtualDirectLight0
        if (data != null && curData != data)
        {
            curData = data;
            for (int i = 0; i < 9; ++i)
            {
                string param = "g_sph" + i.ToString();
                Shader.SetGlobalVector(param, data.coefficients[i]);
            }
        }
        if (farEvn != null && curFarEnv != farEvn)
        {
            curFarEnv = farEvn;
            for (int i = 0; i < 9; ++i)
            {
                string param = "evn_sph" + i.ToString();
                Shader.SetGlobalVector(param, farEvn.coefficients[i]);
            }
        }
        float _density  = density / Mathf.Sqrt(Mathf.Log(2));
        float _densityH = densityH / Mathf.Sqrt(Mathf.Log(2));

        float _color_density = color_density / Mathf.Sqrt(Mathf.Log(2));

        //Shader.SetGlobalFloat("color_density", _color_density);
        Shader.SetGlobalFloat("env_density", _density);
        Shader.SetGlobalFloat("height_density", _densityH);
        Shader.SetGlobalFloat("color_density", color_density);

        Shader.SetGlobalFloat("globalEnvOffset", globalEnvOffset);
        //_POW_FOG_ON

        /*if (enable_dis)
         * {
         *  Shader.EnableKeyword("_POW_FOG_ON");
         * }
         * else
         * {
         *  Shader.DisableKeyword("_POW_FOG_ON");
         * }*/

        /*if (enable_env)
         * {
         *  Shader.EnableKeyword("ENABLE_DISTANCE_ENV");
         * }
         * else
         * {
         *  Shader.DisableKeyword("ENABLE_DISTANCE_ENV");
         * }*/
        if (enable_back_light)
        {
            Shader.EnableKeyword("ENABLE_BACK_LIGHT");
        }
        else
        {
            Shader.DisableKeyword("ENABLE_BACK_LIGHT");
        }
        if (farEvn)
        {
            Shader.EnableKeyword("GLOBAL_ENV_SH9");
        }
        else
        {
            Shader.DisableKeyword("GLOBAL_ENV_SH9");
        }
        Shader.SetGlobalFloat("fog_height_power", fog_height_power);

        var v = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(new Vector3(VirtualDirectLight0.x, VirtualDirectLight0.y, VirtualDirectLight0.z)), Vector3.one).MultiplyVector(Vector3.back);

        v.Normalize();
        //Vector3.forward
        Shader.SetGlobalVector("VirtualDirectLight0", v);
        Shader.SetGlobalVector("VirtualDirectLightColor0", new Vector4(virtualDirectLightColor0.r, virtualDirectLightColor0.g, virtualDirectLightColor0.b, virtualDirectLightColor0Intensity));



        //virtualSceneDirectLightColor0

        var v2 = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(new Vector3(VirtualSceneDirectLight0.x, VirtualSceneDirectLight0.y, VirtualSceneDirectLight0.z)), Vector3.one).MultiplyVector(Vector3.back);

        v2.Normalize();
        Shader.SetGlobalVector("VirtualDirectSceneLight0", v2);

        Shader.SetGlobalVector("VirtualScenDirectLightColor0", new Vector4(virtualSceneDirectLightColor0.r, virtualSceneDirectLightColor0.g, virtualSceneDirectLightColor0.b, virtualSceneDirectLightColor0Intensity));

        // VirtualSceneDirectLight0  ;VirtualSceneDirectLight0;
        Shader.SetGlobalFloat("_DifSC", _DifSC);
        Shader.SetGlobalColor("_BackColor", _BackColor);
        Shader.SetGlobalFloat("sss_scatter0", sss_scatter0);
        Shader.SetGlobalFloat("_CullSepe", _CullSepe);



        //var v3 = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(new Vector3(0f,140f, 0f)), Vector3.one).MultiplyVector(Vector3.back);
        //v3.Normalize();
        //Debug.LogError(_BackColor);

        /*if (heightFog)
         * {
         *  Shader.EnableKeyword("_HEIGHT_FOG_ON");
         *  //Shader.SetGlobalFloat("heightFogHeight", heightFogHeight);
         *  //Shader.SetGlobalFloat("heightFogHeight2", heightFogHeight2);
         *  //Shader.SetGlobalColor("farSceneColor", farSceneColor);
         * }
         * else
         * {
         *  Shader.DisableKeyword("_HEIGHT_FOG_ON");
         * }*/
    }
コード例 #7
0
 // Use this for initialization
 void Start()
 {
     curData   = null;
     curFarEnv = null;
     setSH9Global();
 }
コード例 #8
0
ファイル: SetGlobalSH9.cs プロジェクト: whisperlin/TA
    private void setSH9Global()
    {
        Shader.SetGlobalColor("GlobalTotalColor", GlobalTotalColor);
        Shader.SetGlobalFloat("GlobalHeightEffectPower", GlobalHeightEffectPower);

        //VirtualDirectLight0
        if (data != null && curData != data)
        {
            curData = data;
            for (int i = 0; i < 9; ++i)
            {
                Shader.SetGlobalVector(g_sphs[i], data.coefficients[i]);
            }
        }



        var v = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(new Vector3(VirtualDirectLight0.x, VirtualDirectLight0.y, VirtualDirectLight0.z)), Vector3.one).MultiplyVector(Vector3.back);

        v.Normalize();
        //Vector3.forward
        Shader.SetGlobalVector("VirtualDirectLight0", v);
        Shader.SetGlobalVector("VirtualDirectLightColor0", new Vector4(virtualDirectLightColor0.r, virtualDirectLightColor0.g, virtualDirectLightColor0.b, virtualDirectLightColor0Intensity));


        //virtualSceneDirectLightColor0

        var v2 = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(new Vector3(VirtualSceneDirectLight0.x, VirtualSceneDirectLight0.y, VirtualSceneDirectLight0.z)), Vector3.one).MultiplyVector(Vector3.back);

        v2.Normalize();
        Shader.SetGlobalVector("VirtualDirectSceneLight0", v2);

        Shader.SetGlobalVector("VirtualScenDirectLightColor0", new Vector4(virtualSceneDirectLightColor0.r, virtualSceneDirectLightColor0.g, virtualSceneDirectLightColor0.b, virtualSceneDirectLightColor0Intensity));

        // VirtualSceneDirectLight0  ;VirtualSceneDirectLight0;
        Shader.SetGlobalFloat("_DifSC", _DifSC);
        Shader.SetGlobalColor("_BackColor", _BackColor);
        Shader.SetGlobalFloat("sss_scatter0", sss_scatter0);
        Shader.SetGlobalFloat("_CullSepe", _CullSepe);

        Shader.SetGlobalColor("GlobalIntensityColor", GlobalIntensityColor);

        //var v3 = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(new Vector3(0f,140f, 0f)), Vector3.one).MultiplyVector(Vector3.back);
        //v3.Normalize();
        //Debug.LogError(_BackColor);

        /*if (heightFog)
         * {
         *  Shader.EnableKeyword("_HEIGHT_FOG_ON");
         *  //Shader.SetGlobalFloat("heightFogHeight", heightFogHeight);
         *  //Shader.SetGlobalFloat("heightFogHeight2", heightFogHeight2);
         *  //Shader.SetGlobalColor("farSceneColor", farSceneColor);
         * }
         * else
         * {
         *  Shader.DisableKeyword("_HEIGHT_FOG_ON");
         * }*/

        //Shader.SetGlobalFloat("_BakedNormalPower", _BakedNormalPower);
        //Shader.SetGlobalFloat("_BakedNormalBright", _BakedNormalBright);


        //public float _BakedNormalPower = 0.5f;
        //[Header("烘培后亮度")]
        //[Range(0, 1)]
        //public float _BakedNormalBright = 1.0f;
    }