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401 行
18 KiB
401 行
18 KiB
using System;
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using UnityEngine;
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using UnityEngine.Experimental.Rendering;
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using IDataProvider = UnityEngine.Rendering.LookDev.IDataProvider;
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namespace UnityEditor.Rendering.LookDev
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{
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enum ShadowCompositionPass
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{
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WithSun,
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WithoutSun,
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ShadowMask
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}
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enum CompositionFinal
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{
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First,
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Second
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}
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class RenderTextureCache : IDisposable
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{
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//RenderTextures are packed this way:
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//0: ViewIndex.First, ShadowCompositionPass.WithSun
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//1: ViewIndex.First, ShadowCompositionPass.WithoutSun
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//2: ViewIndex.First, ShadowCompositionPass.ShadowMask
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//3: CompositionFinal.First
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//4: ViewIndex.Second, ShadowCompositionPass.WithSun
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//5: ViewIndex.Second, ShadowCompositionPass.WithoutSun
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//6: ViewIndex.Second, ShadowCompositionPass.ShadowMask
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//7: CompositionFinal.Second
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RenderTexture[] m_RTs = new RenderTexture[8];
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public RenderTexture this[ViewIndex index, ShadowCompositionPass passIndex]
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{
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get => m_RTs[computeIndex(index, passIndex)];
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set => m_RTs[computeIndex(index, passIndex)] = value;
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}
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public RenderTexture this[CompositionFinal index]
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{
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get => m_RTs[computeIndex(index)];
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set => m_RTs[computeIndex(index)] = value;
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}
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int computeIndex(ViewIndex index, ShadowCompositionPass passIndex)
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=> (int)index * 4 + (int)(passIndex);
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int computeIndex(CompositionFinal index)
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=> 3 + (int)(index) * 4;
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void UpdateSize(int index, Rect rect, bool pixelPerfect, Camera renderingCamera, string renderDocName = "LookDevRT")
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{
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bool nullRect = rect.IsNullOrInverted();
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GraphicsFormat format = SystemInfo.IsFormatSupported(GraphicsFormat.R16G16B16A16_SFloat, FormatUsage.Render)
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? GraphicsFormat.R16G16B16A16_SFloat
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: SystemInfo.GetGraphicsFormat(DefaultFormat.LDR);
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if (m_RTs[index] != null && (nullRect || m_RTs[index].graphicsFormat != format))
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{
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m_RTs[index].Release();
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UnityEngine.Object.DestroyImmediate(m_RTs[index]);
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m_RTs[index] = null;
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}
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if (nullRect)
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return;
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int width = (int)rect.width;
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int height = (int)rect.height;
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if (m_RTs[index] == null)
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{
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m_RTs[index] = new RenderTexture(0, 0, 24, format);
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m_RTs[index].name = renderDocName;
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m_RTs[index].antiAliasing = 1;
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m_RTs[index].hideFlags = HideFlags.HideAndDontSave;
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}
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if (m_RTs[index].width != width || m_RTs[index].height != height)
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{
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m_RTs[index].Release();
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m_RTs[index].width = width;
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m_RTs[index].height = height;
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m_RTs[index].Create();
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}
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if (renderingCamera != null)
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renderingCamera.targetTexture = m_RTs[index];
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}
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public void UpdateSize(Rect rect, ViewIndex index, bool pixelPerfect, Camera renderingCamera)
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{
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UpdateSize(computeIndex(index, ShadowCompositionPass.WithSun), rect, pixelPerfect, renderingCamera, $"LookDevRT-{index}-WithSun");
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UpdateSize(computeIndex(index, ShadowCompositionPass.WithoutSun), rect, pixelPerfect, renderingCamera, $"LookDevRT-{index}-WithoutSun");
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UpdateSize(computeIndex(index, ShadowCompositionPass.ShadowMask), rect, pixelPerfect, renderingCamera, $"LookDevRT-{index}-ShadowMask");
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}
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public void UpdateSize(Rect rect, CompositionFinal index, bool pixelPerfect, Camera renderingCamera)
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=> UpdateSize(computeIndex(index), rect, pixelPerfect, renderingCamera, $"LookDevRT-Final-{index}");
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bool m_Disposed = false;
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public void Dispose()
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{
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if (m_Disposed)
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return;
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m_Disposed = true;
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for (int index = 0; index < 8; ++index)
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{
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if (m_RTs[index] == null || m_RTs[index].Equals(null))
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continue;
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UnityEngine.Object.DestroyImmediate(m_RTs[index]);
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m_RTs[index] = null;
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}
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}
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}
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class Compositer : IDisposable
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{
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public static readonly Color firstViewGizmoColor = new Color32(0, 154, 154, 255);
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public static readonly Color secondViewGizmoColor = new Color32(255, 37, 4, 255);
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static Material s_Material;
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static Material material
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{
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get
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{
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if (s_Material == null || s_Material.Equals(null))
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s_Material = new Material(Shader.Find("Hidden/LookDev/Compositor"));
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return s_Material;
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}
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}
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IDataProvider m_DataProvider;
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IViewDisplayer m_Displayer;
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Context m_Contexts;
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RenderTextureCache m_RenderTextures = new RenderTextureCache();
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Renderer m_Renderer = new Renderer();
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RenderingData[] m_RenderDataCache;
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bool m_pixelPerfect;
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bool m_Disposed;
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public bool pixelPerfect
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{
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get => m_pixelPerfect;
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set => m_Renderer.pixelPerfect = m_pixelPerfect = value;
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}
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Color m_AmbientColor = new Color(0.0f, 0.0f, 0.0f, 0.0f);
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bool m_RenderDocAcquisitionRequested;
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public Compositer(
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IViewDisplayer displayer,
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Context contexts,
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IDataProvider dataProvider,
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StageCache stages)
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{
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m_DataProvider = dataProvider;
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m_Displayer = displayer;
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m_Contexts = contexts;
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m_RenderDataCache = new RenderingData[2]
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{
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new RenderingData() { stage = stages[ViewIndex.First], updater = contexts.GetViewContent(ViewIndex.First).camera },
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new RenderingData() { stage = stages[ViewIndex.Second], updater = contexts.GetViewContent(ViewIndex.Second).camera }
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};
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m_Displayer.OnRenderDocAcquisitionTriggered += RenderDocAcquisitionRequested;
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m_Displayer.OnUpdateRequested += Render;
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}
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void RenderDocAcquisitionRequested()
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=> m_RenderDocAcquisitionRequested = true;
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void CleanUp()
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{
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for (int index = 0; index < 2; ++index)
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{
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m_RenderDataCache[index]?.Dispose();
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m_RenderDataCache[index] = null;
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}
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m_RenderTextures.Dispose();
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m_Displayer.OnRenderDocAcquisitionTriggered -= RenderDocAcquisitionRequested;
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m_Displayer.OnUpdateRequested -= Render;
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}
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public void Dispose()
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{
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if (m_Disposed)
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return;
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m_Disposed = true;
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CleanUp();
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GC.SuppressFinalize(this);
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}
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~Compositer() => CleanUp();
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public void Render()
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{
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//TODO: make integration EditorWindow agnostic!
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if (UnityEditorInternal.RenderDoc.IsLoaded() && UnityEditorInternal.RenderDoc.IsSupported() && m_RenderDocAcquisitionRequested)
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UnityEditorInternal.RenderDoc.BeginCaptureRenderDoc(m_Displayer as EditorWindow);
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using (new UnityEngine.Rendering.VolumeIsolationScope(true))
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{
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switch (m_Contexts.layout.viewLayout)
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{
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case Layout.FullFirstView:
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RenderSingleAndOutput(ViewIndex.First);
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break;
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case Layout.FullSecondView:
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RenderSingleAndOutput(ViewIndex.Second);
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break;
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case Layout.HorizontalSplit:
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case Layout.VerticalSplit:
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RenderSingleAndOutput(ViewIndex.First);
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RenderSingleAndOutput(ViewIndex.Second);
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break;
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case Layout.CustomSplit:
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RenderCompositeAndOutput();
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break;
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}
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}
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//TODO: make integration EditorWindow agnostic!
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if (UnityEditorInternal.RenderDoc.IsLoaded() && UnityEditorInternal.RenderDoc.IsSupported() && m_RenderDocAcquisitionRequested)
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UnityEditorInternal.RenderDoc.EndCaptureRenderDoc(m_Displayer as EditorWindow);
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//stating that RenderDoc do not need to acquire anymore should
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//allows to gather both view and composition in render doc at once
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m_RenderDocAcquisitionRequested = false;
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}
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void AcquireDataForView(ViewIndex index, Rect viewport)
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{
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var renderingData = m_RenderDataCache[(int)index];
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renderingData.viewPort = viewport;
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Environment env = m_Contexts.GetViewContent(index).environment;
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m_RenderTextures.UpdateSize(renderingData.viewPort, index, m_Renderer.pixelPerfect, renderingData.stage.camera);
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renderingData.output = m_RenderTextures[index, ShadowCompositionPass.WithSun];
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m_Renderer.Acquire(renderingData, RenderingPass.First);
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//get shadowmask betwen first and last pass to still be isolated
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RenderTexture tmp = m_RenderTextures[index, ShadowCompositionPass.ShadowMask];
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env?.UpdateSunPosition(renderingData.stage.sunLight);
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renderingData.stage.sunLight.intensity = 1f;
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m_DataProvider.GetShadowMask(ref tmp, renderingData.stage.runtimeInterface);
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renderingData.stage.sunLight.intensity = 0f;
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m_RenderTextures[index, ShadowCompositionPass.ShadowMask] = tmp;
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if (env != null)
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m_DataProvider.UpdateSky(renderingData.stage.camera, env.shadowSky, renderingData.stage.runtimeInterface);
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renderingData.output = m_RenderTextures[index, ShadowCompositionPass.WithoutSun];
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m_Renderer.Acquire(renderingData, RenderingPass.Last);
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if (env != null)
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m_DataProvider.UpdateSky(renderingData.stage.camera, env.sky, renderingData.stage.runtimeInterface);
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}
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void RenderSingleAndOutput(ViewIndex index)
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{
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Rect viewport = m_Displayer.GetRect((ViewCompositionIndex)index);
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AcquireDataForView(index, viewport);
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Compositing(viewport, (int)index, (CompositionFinal)index);
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m_Displayer.SetTexture((ViewCompositionIndex)index, m_RenderTextures[(CompositionFinal)index]);
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}
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void RenderCompositeAndOutput()
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{
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Rect viewport = m_Displayer.GetRect(ViewCompositionIndex.Composite);
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AcquireDataForView(ViewIndex.First, viewport);
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AcquireDataForView(ViewIndex.Second, viewport);
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Compositing(viewport, 2 /*split*/, CompositionFinal.First);
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m_Displayer.SetTexture(ViewCompositionIndex.Composite, m_RenderTextures[CompositionFinal.First]);
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}
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void Compositing(Rect rect, int pass, CompositionFinal finalBufferIndex)
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{
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if (rect.IsNullOrInverted()
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|| (m_Contexts.layout.viewLayout != Layout.FullSecondView
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&& (m_RenderTextures[ViewIndex.First, ShadowCompositionPass.WithSun] == null
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|| m_RenderTextures[ViewIndex.First, ShadowCompositionPass.WithoutSun] == null
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|| m_RenderTextures[ViewIndex.First, ShadowCompositionPass.ShadowMask] == null))
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|| (m_Contexts.layout.viewLayout != Layout.FullFirstView
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&& (m_RenderTextures[ViewIndex.Second, ShadowCompositionPass.WithSun] == null
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|| m_RenderTextures[ViewIndex.Second, ShadowCompositionPass.WithoutSun] == null
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|| m_RenderTextures[ViewIndex.Second, ShadowCompositionPass.ShadowMask] == null)))
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{
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m_RenderTextures[finalBufferIndex] = null;
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return;
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}
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m_RenderTextures.UpdateSize(rect, finalBufferIndex, m_pixelPerfect, null);
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ComparisonGizmoState gizmo = m_Contexts.layout.gizmoState;
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Vector4 gizmoPosition = new Vector4(gizmo.center.x, gizmo.center.y, 0.0f, 0.0f);
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Vector4 gizmoZoneCenter = new Vector4(gizmo.point2.x, gizmo.point2.y, 0.0f, 0.0f);
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Vector4 gizmoThickness = new Vector4(ComparisonGizmoState.thickness, ComparisonGizmoState.thicknessSelected, 0.0f, 0.0f);
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Vector4 gizmoCircleRadius = new Vector4(ComparisonGizmoState.circleRadius, ComparisonGizmoState.circleRadiusSelected, 0.0f, 0.0f);
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Environment env0 = m_Contexts.GetViewContent(ViewIndex.First).environment;
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Environment env1 = m_Contexts.GetViewContent(ViewIndex.Second).environment;
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float exposureValue0 = env0?.sky.exposure ?? 0f;
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float exposureValue1 = env1?.sky.exposure ?? 0f;
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float dualViewBlendFactor = gizmo.blendFactor;
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float isCurrentlyLeftEditting = m_Contexts.layout.lastFocusedView == ViewIndex.First ? 1f : -1f;
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float dragAndDropContext = 0f; //1f left, -1f right, 0f neither
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float toneMapEnabled = -1f; //1f true, -1f false
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float shadowMultiplier0 = env0?.shadowIntensity ?? 0f;
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float shadowMultiplier1 = env1?.shadowIntensity ?? 0f;
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Color shadowColor0 = env0?.shadow.color ?? Color.white;
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Color shadowColor1 = env1?.shadow.color ?? Color.white;
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//TODO: handle shadow not at compositing step but in rendering
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Texture texWithSun0 = m_RenderTextures[ViewIndex.First, ShadowCompositionPass.WithSun];
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Texture texWithoutSun0 = m_RenderTextures[ViewIndex.First, ShadowCompositionPass.WithoutSun];
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Texture texShadowsMask0 = m_RenderTextures[ViewIndex.First, ShadowCompositionPass.ShadowMask];
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Texture texWithSun1 = m_RenderTextures[ViewIndex.Second, ShadowCompositionPass.WithSun];
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Texture texWithoutSun1 = m_RenderTextures[ViewIndex.Second, ShadowCompositionPass.WithoutSun];
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Texture texShadowsMask1 = m_RenderTextures[ViewIndex.Second, ShadowCompositionPass.ShadowMask];
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Vector4 compositingParams = new Vector4(dualViewBlendFactor, exposureValue0, exposureValue1, isCurrentlyLeftEditting);
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Vector4 compositingParams2 = new Vector4(dragAndDropContext, toneMapEnabled, shadowMultiplier0, shadowMultiplier1);
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// Those could be tweakable for the neutral tonemapper, but in the case of the LookDev we don't need that
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const float k_BlackIn = 0.02f;
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const float k_WhiteIn = 10.0f;
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const float k_BlackOut = 0.0f;
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const float k_WhiteOut = 10.0f;
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const float k_WhiteLevel = 5.3f;
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const float k_WhiteClip = 10.0f;
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const float k_DialUnits = 20.0f;
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const float k_HalfDialUnits = k_DialUnits * 0.5f;
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const float k_GizmoRenderMode = 4f; //display all
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// converting from artist dial units to easy shader-lerps (0-1)
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//TODO: to compute one time only
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Vector4 tonemapCoeff1 = new Vector4((k_BlackIn * k_DialUnits) + 1.0f, (k_BlackOut * k_HalfDialUnits) + 1.0f, (k_WhiteIn / k_DialUnits), (1.0f - (k_WhiteOut / k_DialUnits)));
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Vector4 tonemapCoeff2 = new Vector4(0.0f, 0.0f, k_WhiteLevel, k_WhiteClip / k_HalfDialUnits);
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const float k_ReferenceScale = 1080.0f;
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Vector4 screenRatio = new Vector4(rect.width / k_ReferenceScale, rect.height / k_ReferenceScale, rect.width, rect.height);
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RenderTexture oldActive = RenderTexture.active;
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RenderTexture.active = m_RenderTextures[finalBufferIndex];
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material.SetTexture("_Tex0WithSun", texWithSun0);
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material.SetTexture("_Tex0WithoutSun", texWithoutSun0);
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material.SetTexture("_Tex0Shadows", texShadowsMask0);
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material.SetColor("_ShadowColor0", shadowColor0);
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material.SetTexture("_Tex1WithSun", texWithSun1);
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material.SetTexture("_Tex1WithoutSun", texWithoutSun1);
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material.SetTexture("_Tex1Shadows", texShadowsMask1);
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material.SetColor("_ShadowColor1", shadowColor1);
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material.SetVector("_CompositingParams", compositingParams);
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material.SetVector("_CompositingParams2", compositingParams2);
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material.SetColor("_FirstViewColor", firstViewGizmoColor);
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material.SetColor("_SecondViewColor", secondViewGizmoColor);
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material.SetVector("_GizmoPosition", gizmoPosition);
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material.SetVector("_GizmoZoneCenter", gizmoZoneCenter);
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material.SetVector("_GizmoSplitPlane", gizmo.plane);
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material.SetVector("_GizmoSplitPlaneOrtho", gizmo.planeOrtho);
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material.SetFloat("_GizmoLength", gizmo.length);
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material.SetVector("_GizmoThickness", gizmoThickness);
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material.SetVector("_GizmoCircleRadius", gizmoCircleRadius);
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material.SetFloat("_BlendFactorCircleRadius", ComparisonGizmoState.blendFactorCircleRadius);
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material.SetFloat("_GetBlendFactorMaxGizmoDistance", gizmo.blendFactorMaxGizmoDistance);
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material.SetFloat("_GizmoRenderMode", k_GizmoRenderMode);
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material.SetVector("_ScreenRatio", screenRatio);
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material.SetVector("_ToneMapCoeffs1", tonemapCoeff1);
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material.SetVector("_ToneMapCoeffs2", tonemapCoeff2);
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material.SetPass(pass);
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Renderer.DrawFullScreenQuad(new Rect(0, 0, rect.width, rect.height));
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RenderTexture.active = oldActive;
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}
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public ViewIndex GetViewFromComposition(Vector2 localCoordinate)
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{
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Rect compositionRect = m_Displayer.GetRect(ViewCompositionIndex.Composite);
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Vector2 normalizedLocalCoordinate = ComparisonGizmoController.GetNormalizedCoordinates(localCoordinate, compositionRect);
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switch (m_Contexts.layout.viewLayout)
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{
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case Layout.CustomSplit:
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return Vector3.Dot(new Vector3(normalizedLocalCoordinate.x, normalizedLocalCoordinate.y, 1), m_Contexts.layout.gizmoState.plane) >= 0
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? ViewIndex.First
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: ViewIndex.Second;
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default:
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throw new Exception("GetViewFromComposition call when not inside a Composition");
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}
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}
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}
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}
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