示例#1
0
        /// <summary>
        /// Draws the Shadow Matte settings. This is only available for Unlit materials.
        /// </summary>
        protected void DrawShadowMatteToggle()
        {
            uint exponent = 0b10000000; // 0 as exponent
            uint mantissa = 0x007FFFFF;

            float value  = materials[0].GetFloat(HDMaterialProperties.kShadowMatteFilter);
            uint  uValue = HDShadowUtils.Asuint(value);
            uint  filter = uValue & mantissa;

            bool shadowFilterPoint = (filter & (uint)LightFeatureFlags.Punctual) != 0;
            bool shadowFilterDir   = (filter & (uint)LightFeatureFlags.Directional) != 0;
            bool shadowFilterRect  = (filter & (uint)LightFeatureFlags.Area) != 0;
            uint finalFlag         = 0x00000000;

            finalFlag |= EditorGUILayout.Toggle("Point/Spot Shadow", shadowFilterPoint) ? (uint)LightFeatureFlags.Punctual    : 0x00000000u;
            finalFlag |= EditorGUILayout.Toggle("Directional Shadow", shadowFilterDir)   ? (uint)LightFeatureFlags.Directional : 0x00000000u;
            finalFlag |= EditorGUILayout.Toggle("Area Shadow", shadowFilterRect)  ? (uint)LightFeatureFlags.Area        : 0x00000000u;
            finalFlag &= mantissa;
            finalFlag |= exponent;

            materials[0].SetFloat(HDMaterialProperties.kShadowMatteFilter, HDShadowUtils.Asfloat(finalFlag));
        }
示例#2
0
        public static void OnGUI(MaterialEditor materialEditor, MaterialProperty diffusionProfileAsset, MaterialProperty diffusionProfileHash, int profileIndex)
        {
            // We can't cache these fields because of several edge cases like undo/redo or pressing escape in the object picker
            string guid = HDUtils.ConvertVector4ToGUID(diffusionProfileAsset.vectorValue);
            DiffusionProfileSettings diffusionProfile = AssetDatabase.LoadAssetAtPath <DiffusionProfileSettings>(AssetDatabase.GUIDToAssetPath(guid));

            // is it okay to do this every frame ?
            EditorGUI.BeginChangeCheck();
            diffusionProfile = (DiffusionProfileSettings)EditorGUILayout.ObjectField("Diffusion Profile", diffusionProfile, typeof(DiffusionProfileSettings), false);
            if (EditorGUI.EndChangeCheck())
            {
                Vector4 newGuid = Vector4.zero;
                float   hash    = 0;

                if (diffusionProfile != null)
                {
                    guid    = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(diffusionProfile));
                    newGuid = HDUtils.ConvertGUIDToVector4(guid);
                    hash    = HDShadowUtils.Asfloat(diffusionProfile.profile.hash);
                }

                // encode back GUID and it's hash
                diffusionProfileAsset.vectorValue = newGuid;
                diffusionProfileHash.floatValue   = hash;

                // Update external reference.
                foreach (var target in materialEditor.targets)
                {
                    MaterialExternalReferences matExternalRefs = MaterialExternalReferences.GetMaterialExternalReferences(target as Material);
                    if (matExternalRefs != null)
                    {
                        matExternalRefs.SetDiffusionProfileReference(profileIndex, diffusionProfile);
                    }
                }
            }

            DrawDiffusionProfileWarning(diffusionProfile);
        }
        private static void SetDefaultDiffusionProfile(Material mat)
        {
            string matDiffProfile = HDUtils.ConvertVector4ToGUID(mat.GetVector("Diffusion_Profile_Asset"));
            string guid           = "";
            long   localID;
            uint   diffusionProfileHash = 0;

            foreach (var diffusionProfileAsset in HDRenderPipelineGlobalSettings.instance.diffusionProfileSettingsList)
            {
                if (diffusionProfileAsset != null)
                {
                    bool gotGuid = AssetDatabase.TryGetGUIDAndLocalFileIdentifier <DiffusionProfileSettings>(diffusionProfileAsset, out guid, out localID);
                    if (gotGuid && (diffusionProfileAsset.name.Equals(kDefaultDiffusionProfileName) || guid.Equals(matDiffProfile)))
                    {
                        diffusionProfileHash = diffusionProfileAsset.profile.hash;
                        break;
                    }
                }
            }

            if (diffusionProfileHash == 0)
            {
                // If the user doesn't have a foliage diffusion profile defined, grab the foliage diffusion profile that comes with HD.
                // This won't work until the user adds it to their default diffusion profiles list,
                // but there is a nice "fix" button on the material to help with that.
                DiffusionProfileSettings foliageSettings = AssetDatabase.LoadAssetAtPath <DiffusionProfileSettings>(HDUtils.GetHDRenderPipelinePath() + kFoliageDiffusionProfilePath);
                if (AssetDatabase.TryGetGUIDAndLocalFileIdentifier <DiffusionProfileSettings>(foliageSettings, out guid, out localID))
                {
                    diffusionProfileHash = foliageSettings.profile.hash;
                }
            }

            if (diffusionProfileHash != 0)
            {
                mat.SetVector("Diffusion_Profile_Asset", HDUtils.ConvertGUIDToVector4(guid));
                mat.SetFloat("Diffusion_Profile", HDShadowUtils.Asfloat(diffusionProfileHash));
            }
        }
示例#4
0
        internal override string GetPropertyBlockString()
        {
            uint    hash  = 0;
            Vector4 asset = Vector4.zero;

            if (value.isSet)
            {
                hash  = value.asset.profile.hash;
                asset = HDUtils.ConvertGUIDToVector4(AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(value.asset)));
            }

            /// <summary>Float to string convertion function without any loss of precision</summary>
            string f2s(float f) => System.Convert.ToDouble(f).ToString("0." + new string('#', 339), CultureInfo.InvariantCulture);

            return
                ($@"[DiffusionProfile]{referenceName}(""{displayName}"", Float) = {f2s(HDShadowUtils.Asfloat(hash))}
[HideInInspector]{assetReferenceName}(""{displayName}"", Vector) = ({f2s(asset.x)}, {f2s(asset.y)}, {f2s(asset.z)}, {f2s(asset.w)})");
        }
        void ShaderSSSAndTransmissionInputGUI()
        {
            var hdPipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline;

            if (hdPipeline == null)
            {
                return;
            }

            using (var scope = new EditorGUI.ChangeCheckScope())
            {
                using (new EditorGUILayout.HorizontalScope())
                {
                    // We can't cache these fields because of several edge cases like undo/redo or pressing escape in the object picker
                    string guid = HDUtils.ConvertVector4ToGUID(diffusionProfileAsset[m_LayerIndex].vectorValue);
                    DiffusionProfileSettings diffusionProfile = AssetDatabase.LoadAssetAtPath <DiffusionProfileSettings>(AssetDatabase.GUIDToAssetPath(guid));

                    // is it okay to do this every frame ?
                    using (var changeScope = new EditorGUI.ChangeCheckScope())
                    {
                        diffusionProfile = (DiffusionProfileSettings)EditorGUILayout.ObjectField(Styles.diffusionProfileText, diffusionProfile, typeof(DiffusionProfileSettings), false);
                        if (changeScope.changed)
                        {
                            Vector4 newGuid = Vector4.zero;
                            float   hash    = 0;

                            if (diffusionProfile != null)
                            {
                                guid    = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(diffusionProfile));
                                newGuid = HDUtils.ConvertGUIDToVector4(guid);
                                hash    = HDShadowUtils.Asfloat(diffusionProfile.profile.hash);
                            }

                            // encode back GUID and it's hash
                            diffusionProfileAsset[m_LayerIndex].vectorValue = newGuid;
                            diffusionProfileHash[m_LayerIndex].floatValue   = hash;
                        }
                    }
                }
            }

            // TODO: does not work with multi-selection
            if ((int)materialID.floatValue == (int)MaterialId.LitSSS && materials[0].GetSurfaceType() != SurfaceType.Transparent)
            {
                materialEditor.ShaderProperty(subsurfaceMask[m_LayerIndex], Styles.subsurfaceMaskText);
                materialEditor.TexturePropertySingleLine(Styles.subsurfaceMaskMapText, subsurfaceMaskMap[m_LayerIndex]);
            }

            if ((int)materialID.floatValue == (int)MaterialId.LitTranslucent ||
                ((int)materialID.floatValue == (int)MaterialId.LitSSS && transmissionEnable.floatValue > 0.0f))
            {
                materialEditor.TexturePropertySingleLine(Styles.thicknessMapText, thicknessMap[m_LayerIndex]);
                if (thicknessMap[m_LayerIndex].textureValue != null)
                {
                    // Display the remap of texture values.
                    Vector2 remap = thicknessRemap[m_LayerIndex].vectorValue;
                    EditorGUI.BeginChangeCheck();
                    EditorGUILayout.MinMaxSlider(Styles.thicknessRemapText, ref remap.x, ref remap.y, 0.0f, 1.0f);
                    if (EditorGUI.EndChangeCheck())
                    {
                        thicknessRemap[m_LayerIndex].vectorValue = remap;
                    }
                }
                else
                {
                    // Allow the user to set the constant value of thickness if no thickness map is provided.
                    materialEditor.ShaderProperty(thickness[m_LayerIndex], Styles.thicknessText);
                }
            }
        }
示例#6
0
        public void Denoise(CommandBuffer cmd, HDCamera hdCamera,
                            RTHandle noisyBuffer, RTHandle outputBuffer,
                            bool halfResolution = false, float historyValidity = 1.0f)
        {
            // Grab the global illumination volume component
            var giSettings = hdCamera.volumeStack.GetComponent <UnityEngine.Rendering.HighDefinition.GlobalIllumination>();

            var historyDepthBuffer  = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Depth);
            var historyDepthBuffer1 = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Depth1);

            // If the depth textures are not available, we can't denoise
            if (historyDepthBuffer == null || historyDepthBuffer1 == null)
            {
                HDUtils.BlitCameraTexture(cmd, noisyBuffer, outputBuffer);
                return;
            }

            // Compute the dispatch parameters based on if we are half res or not
            int     tileSize = 8;
            int     numTilesX, numTilesY;
            Vector4 halfScreenSize;

            EvaluateDispatchParameters(hdCamera, halfResolution, tileSize, out numTilesX, out numTilesY, out halfScreenSize);

            // Pick the right kernel to use
            int m_KernelFilter = halfResolution ? m_SpatialFilterHalfKernel : m_SpatialFilterKernel;

            // Bind the input scalars
            var info = m_SharedRTManager.GetDepthBufferMipChainInfo();

            firstMipOffset.Set(HDShadowUtils.Asfloat((uint)info.mipLevelOffsets[1].x), HDShadowUtils.Asfloat((uint)info.mipLevelOffsets[1].y));
            cmd.SetComputeVectorParam(m_SSGIDenoiserCS, HDShaderIDs._DepthPyramidFirstMipLevelOffset, firstMipOffset);
            cmd.SetComputeIntParam(m_SSGIDenoiserCS, HDShaderIDs._IndirectDiffuseSpatialFilter, giSettings.filterRadius);
            // Inject half screen size if required
            if (halfResolution)
            {
                cmd.SetComputeVectorParam(m_SSGIDenoiserCS, HDShaderIDs._HalfScreenSize, halfScreenSize);
            }

            // Bind the input buffers
            cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthTexture());
            cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._InputNoisyBuffer, noisyBuffer);

            // Bind the output buffer
            cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._OutputFilteredBuffer, outputBuffer);

            // Do the spatial pass
            cmd.DispatchCompute(m_SSGIDenoiserCS, m_KernelFilter, numTilesX, numTilesY, hdCamera.viewCount);

            // Grab the history buffer
            RTHandle indirectDiffuseHistory = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedIndirectDiffuseHF);

            if (indirectDiffuseHistory == null)
            {
                indirectDiffuseHistory = hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedIndirectDiffuseHF, IndirectDiffuseHistoryBufferAllocatorFunction, 1);
                // clear it to black if this is the first pass to avoid nans
                CoreUtils.SetRenderTarget(cmd, indirectDiffuseHistory, m_SharedRTManager.GetDepthStencilBuffer(), ClearFlag.Color, clearColor: Color.black);
            }

            // Pick the right kernel to use
            m_KernelFilter = halfResolution ? m_TemporalFilterHalfKernel : m_TemporalFilterKernel;

            // Bind the input buffers
            cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthTexture());
            cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
            cmd.SetComputeFloatParam(m_SSGIDenoiserCS, HDShaderIDs._HistoryValidity, historyValidity);
            if (halfResolution)
            {
                cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._HistoryDepthTexture, historyDepthBuffer1);
                cmd.SetComputeVectorParam(m_SSGIDenoiserCS, HDShaderIDs._DepthPyramidFirstMipLevelOffset, firstMipOffset);
            }
            else
            {
                cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._HistoryDepthTexture, historyDepthBuffer);
            }
            cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._HistoryBuffer, indirectDiffuseHistory);
            cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._InputNoisyBuffer, outputBuffer);

            // Bind the output buffer
            cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._OutputFilteredBuffer, noisyBuffer);

            // Do the temporal pass
            cmd.DispatchCompute(m_SSGIDenoiserCS, m_KernelFilter, numTilesX, numTilesY, hdCamera.viewCount);

            // Copy the new version into the history buffer
            cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_CopyHistory, HDShaderIDs._InputNoisyBuffer, noisyBuffer);
            cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_CopyHistory, HDShaderIDs._OutputFilteredBuffer, indirectDiffuseHistory);
            cmd.DispatchCompute(m_SSGIDenoiserCS, m_CopyHistory, numTilesX, numTilesY, hdCamera.viewCount);
        }