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reimport + custom depth buffer update

clean reimport on 2020.1 (get rid of previous trial+error), use handle to access custom depth buffer
/main
etienne cella 5 年前
当前提交
58e77d94
共有 349 个文件被更改,包括 166 次插入40 次删除
  1. 107
      Assets/ClusterDisplay/Scripts/CustomDepthBuffer.cs
  2. 1
      Assets/Graph/GenericMaterials/Generic/Textures/Neutral_H.tga.meta
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      Assets/Graph/GenericMaterials/Generic/Textures/Neutral_MSK.tga.meta
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      Assets/Graph/GenericMaterials/Grounds/Textures/Ground_01_4x4_BC.tga.meta
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      Assets/Graph/GenericMaterials/Grounds/Textures/Ground_01_4x4_H.exr.meta
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      Assets/Graph/GenericMaterials/Grounds/Textures/Ground_01_4x4_MSK.tga.meta
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      Assets/Graph/GenericMaterials/Grounds/Textures/Ground_01_4x4_N.tga.meta
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      Assets/Graph/GenericMaterials/Grounds/Textures/Moss_01_BC.tga.meta
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      Assets/Graph/GenericMaterials/Grounds/Textures/Sand_01_2x2_BC.tga.meta
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      Assets/Graph/GenericMaterials/Grounds/Textures/Sand_01_2x2_N.tga.meta
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      Assets/Graph/GenericMaterials/Grounds/Textures/Sand_02_2x2_01_BC.tga.meta
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      Assets/Graph/GenericMaterials/Grounds/Textures/Sand_02_2x2_01_H.exr.meta
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      Assets/Graph/GenericMaterials/Grounds/Textures/Sand_02_2x2_01_MSK.tga.meta
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      Assets/Graph/GenericMaterials/Grounds/Textures/Sand_02_2x2_01_N.tga.meta
  22. 1
      Assets/Graph/GenericMaterials/Moss/Textures/MossDetail_01_BC.tga.meta
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      Assets/Graph/GenericMaterials/Moss/Textures/MossDetail_01_H.tga.meta
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      Assets/Graph/GenericMaterials/Moss/Textures/MossDetail_01_MSK.tga.meta
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      Assets/Graph/GenericMaterials/Moss/Textures/MossDetail_01_N.tga.meta
  26. 1
      Assets/Graph/GenericMaterials/Moss/Textures/Sprig_BC.tga.meta
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      Assets/Graph/GenericMaterials/Moss/Textures/Sprig_MSK.tga.meta
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      Assets/Graph/GenericMaterials/Moss/Textures/Sprig_N.tga.meta
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      Assets/Graph/GenericMaterials/Rocks/Textures/StoneMat_01_BC.tga.meta
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      Assets/Graph/GenericMaterials/Rocks/Textures/StoneMat_01_N.tga.meta
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      Assets/Graph/GenericMaterials/Rocks/Textures/StoneMat_02_BC.tga.meta
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      Assets/Graph/GenericMaterials/Rocks/Textures/StoneMat_02_H.exr.meta
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      Assets/Graph/GenericMaterials/Rocks/Textures/StoneMat_02_N.tga.meta
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      Assets/Graph/GenericMaterials/Rocks/Textures/StoneMat_03_BC.tga.meta
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      Assets/Graph/GenericMaterials/Rocks/Textures/StoneMat_03_H.exr.meta
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      Assets/Graph/GenericMaterials/Rocks/Textures/StoneMat_03_MSK.tga.meta
  40. 1
      Assets/Graph/GenericMaterials/Rocks/Textures/StoneMat_03_N.tga.meta
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      Assets/Graph/GenericMaterials/Rocks/Textures/StoneMat_04_BC.tga.meta
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      Assets/Graph/GenericMaterials/Rocks/Textures/StoneMat_04_H.exr.meta
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      Assets/Graph/GenericMaterials/Rocks/Textures/StoneMat_04_N.tga.meta
  45. 1
      Assets/Graph/GenericMaterials/Rocks/Textures/rock_lichen_01_u_A.tga.meta
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      Assets/Graph/GenericMaterials/Rocks/Textures/rock_lichen_01_u_M.tga.meta
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      Assets/Graph/GenericMaterials/Rocks/Textures/rock_lichen_01_u_N.tga.meta
  48. 1
      Assets/Graph/GenericMaterials/Rocks/Textures/rock_lichen_02_u_A.tga.meta
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      Assets/Graph/GenericMaterials/Rocks/Textures/rock_lichen_02_u_M.tga.meta
  50. 1
      Assets/Graph/GenericMaterials/Rocks/Textures/rock_lichen_02_u_N.tga.meta
  51. 1
      Assets/Graph/GenericMaterials/Rocks/Textures/rock_lichen_03_u_A.tga.meta
  52. 1
      Assets/Graph/GenericMaterials/Rocks/Textures/rock_lichen_03_u_M.tga.meta
  53. 1
      Assets/Graph/GenericMaterials/Rocks/Textures/rock_lichen_03_u_N.tga.meta
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      Assets/Graph/GenericMaterials/Rocks/Textures/rock_lichen_04_u_A.tga.meta
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      Assets/Graph/GenericMaterials/Rocks/Textures/rock_lichen_04_u_M.tga.meta
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      Assets/Graph/GenericMaterials/Rocks/Textures/rock_lichen_04_u_N.tga.meta
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      Assets/Graph/GenericMaterials/Rocks/Textures/rock_lichen_05_u_A.tga.meta
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      Assets/Graph/GenericMaterials/Rocks/Textures/rock_lichen_05_u_M.tga.meta
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      Assets/Graph/GenericMaterials/Rocks/Textures/rock_lichen_05_u_N.tga.meta
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      Assets/Graph/GenericMaterials/Rocks/Textures/rock_lichen_06_u_A.tga.meta
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      Assets/Graph/GenericMaterials/Rocks/Textures/rock_lichen_06_u_M.tga.meta
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      Assets/Graph/GenericMaterials/Rocks/Textures/rock_lichen_06_u_N.tga.meta
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      Assets/Graph/GenericMaterials/Rocks/Textures/rock_lichen_07_u_A.tga.meta
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      Assets/Graph/GenericMaterials/Rocks/Textures/rock_lichen_07_u_M.tga.meta
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      Assets/Graph/GenericMaterials/Rocks/Textures/rock_lichen_07_u_N.tga.meta
  66. 1
      Assets/Graph/GenericMaterials/Rocks/Textures/rockmoss01_tiled_u_BC.tga.meta
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      Assets/Graph/GenericMaterials/Rocks/Textures/rockmoss01_tiled_u_H.tga.meta
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      Assets/Graph/GenericMaterials/Rocks/Textures/rockmoss01_tiled_u_M.tga.meta
  69. 1
      Assets/Graph/GenericMaterials/Rocks/Textures/rockmoss01_tiled_u_N.tga.meta
  70. 1
      Assets/Graph/Lighting/Decals/Textures/DC_puddle01_BC.tga.meta
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      Assets/Graph/Lighting/Decals/Textures/DC_puddle01_M.tga.meta
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      Assets/Graph/Lighting/Decals/Textures/DC_puddle01_N.tga.meta
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      Assets/Graph/Lighting/Textures/CloudNoise_A.tga.meta
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      Assets/Graph/Lighting/Textures/lantern_A.tga.meta
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      Assets/Graph/Lighting/Textures/lantern_H.tga.meta
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      Assets/Graph/Lighting/Textures/lantern_N.tga.meta
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      Assets/Graph/Lighting/Textures/noise_A.tga.meta
  78. 1
      Assets/Graph/Models/Grounds/Textures/Background_BC.tga.meta
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      Assets/Graph/Models/Grounds/Textures/Background_N.tga.meta
  80. 1
      Assets/Graph/Models/Props/BigRoot/Textures/BigRoot_BC.tga.meta
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      Assets/Graph/Models/Props/BigRoot/Textures/BigRoot_H.tga.meta
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      Assets/Graph/Models/Props/BigRoot/Textures/BigRoot_MSK.tga.meta
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      Assets/Graph/Models/Props/BigRoot/Textures/BigRoot_N.tga.meta
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      Assets/Graph/Models/Props/BigRoot/Textures/Roots_Layers.tga.meta
  85. 1
      Assets/Graph/Models/Props/Dragon/Textures/Dragon_BC.png.meta
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      Assets/Graph/Models/Props/Dragon/Textures/Dragon_MSK.tga.meta
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      Assets/Graph/Models/Props/Dragon/Textures/Dragon_N.tga.meta
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      Assets/Graph/Models/Props/Ground/Textures/Deco_011_BC.tga.meta
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      Assets/Graph/Models/Props/Ground/Textures/Deco_01_Layers.tga.meta
  96. 1
      Assets/Graph/Models/Props/Ground/Textures/Deco_01_MSK.tga.meta
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      Assets/Graph/Models/Props/Ground/Textures/Deco_01_N.tga.meta
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      Assets/Graph/Models/Props/Ground/Textures/Deco_02_BC.tga.meta
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      Assets/Graph/Models/Props/Ground/Textures/Deco_02_H.tga.meta
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      Assets/Graph/Models/Props/Ground/Textures/Deco_02_Layers.tga.meta

107
Assets/ClusterDisplay/Scripts/CustomDepthBuffer.cs


using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Profiling;
using UnityEngine.Rendering;
[ExecuteInEditMode]

RenderTexture m_ColorBuffer;
CommandBuffer m_CmdBuffer;
CustomSampler m_Sampler;
int m_ActiveHandles = 0;
struct InstancedDrawArgs
{

static List<CustomDepthBuffer> s_Instances = new List<CustomDepthBuffer>();
static CustomDepthBuffer GetInstance(string name)
public class Handle
// we expect a very limited number of instances, optimize otherwise
foreach (var instance in s_Instances)
CustomDepthBuffer m_Buffer;
public Handle(CustomDepthBuffer buffer)
if (instance.id == name)
return instance;
m_Buffer = buffer;
m_Buffer.m_ActiveHandles++;
return null;
}
public static RenderTexture GetTarget(string name)
{
var instance = GetInstance(name);
if (instance == null)
return null;
return instance.target;
public void Release()
{
m_Buffer.m_ActiveHandles--;
m_Buffer = null;
}
public RenderTexture target
{
get { return m_Buffer.target; }
}
public Vector4 zBufferParams
{
get { return m_Buffer.zBufferParams; }
}
public static Vector4 GetZBufferParams(string name)
public static Handle GetHandle(string name)
var instance = GetInstance(name);
if (instance == null)
return Vector4.zero;
return instance.zBufferParams;
// we expect a very limited number of instances, optimize otherwise
foreach (var instance in s_Instances)
{
if (instance.id == name)
return new Handle(instance);
}
throw new InvalidOperationException($"No CustomDepthBuffer named [{name}], Handle could not be instanciated.");
}
class InstancingDataGenerationVisitor

void OnEnable()
{
if (m_Sampler == null)
m_Sampler = CustomSampler.Create("Update Custom Depth Buffer");
var shader = Shader.Find("HDRP/Unlit");
m_Material = new Material(shader);
m_Material.enableInstancing = true;

m_DepthBuffer.Release();
if (m_ColorBuffer != null)
m_ColorBuffer.Release();
m_CmdBuffer.SetRenderTarget(m_ColorBuffer.colorBuffer, m_DepthBuffer.colorBuffer);
m_CmdBuffer.ClearRenderTarget(true, true, Color.black);
var projectionMatrix = GL.GetGPUProjectionMatrix(camera.projectionMatrix, true);
m_ZBufferParams = GetZBufferParams(camera, projectionMatrix);
using (new ProfilingSample(m_CmdBuffer, "Render Custom Depth Buffer"))
{
m_CmdBuffer.SetRenderTarget(m_ColorBuffer.colorBuffer, m_DepthBuffer.colorBuffer);
m_CmdBuffer.ClearRenderTarget(true, true, Color.black);
var projectionMatrix = GL.GetGPUProjectionMatrix(camera.projectionMatrix, true);
m_ZBufferParams = GetZBufferParams(camera, projectionMatrix);
var viewMatrix = camera.worldToCameraMatrix;
var viewProjectionMatrix = projectionMatrix * viewMatrix;
var viewMatrix = camera.worldToCameraMatrix;
var viewProjectionMatrix = projectionMatrix * viewMatrix;
// as we use HDRP we cannot rely on CommandBuffer.SetViewProjectionMatrices(...);
// we need to manually update uniforms
m_CmdBuffer.SetGlobalMatrix("_ViewMatrix", viewMatrix);
m_CmdBuffer.SetGlobalMatrix("_InvViewMatrix", viewMatrix.inverse);
m_CmdBuffer.SetGlobalMatrix("_ProjMatrix", projectionMatrix);
m_CmdBuffer.SetGlobalMatrix("_InvProjMatrix", projectionMatrix.inverse);
m_CmdBuffer.SetGlobalMatrix("_ViewProjMatrix", viewProjectionMatrix);
m_CmdBuffer.SetGlobalMatrix("_InvViewProjMatrix", viewProjectionMatrix.inverse);
m_CmdBuffer.SetGlobalMatrix("_CameraViewProjMatrix", viewProjectionMatrix);
m_CmdBuffer.SetGlobalVector("_WorldSpaceCameraPos", Vector3.zero);
// as we use HDRP we cannot rely on CommandBuffer.SetViewProjectionMatrices(...);
// we need to manually update uniforms
m_CmdBuffer.SetGlobalMatrix("_ViewMatrix", viewMatrix);
m_CmdBuffer.SetGlobalMatrix("_InvViewMatrix", viewMatrix.inverse);
m_CmdBuffer.SetGlobalMatrix("_ProjMatrix", projectionMatrix);
m_CmdBuffer.SetGlobalMatrix("_InvProjMatrix", projectionMatrix.inverse);
m_CmdBuffer.SetGlobalMatrix("_ViewProjMatrix", viewProjectionMatrix);
m_CmdBuffer.SetGlobalMatrix("_InvViewProjMatrix", viewProjectionMatrix.inverse);
m_CmdBuffer.SetGlobalMatrix("_CameraViewProjMatrix", viewProjectionMatrix);
m_CmdBuffer.SetGlobalVector("_WorldSpaceCameraPos", Vector3.zero);
foreach (var args in m_RenderingData)
{
for (var i = 0; i != args.mesh.subMeshCount; ++i)
m_CmdBuffer.DrawMeshInstanced(args.mesh, i, m_Material, 0, args.transforms.ToArray());
foreach (var args in m_RenderingData)
{
for (var i = 0; i != args.mesh.subMeshCount; ++i)
m_CmdBuffer.DrawMeshInstanced(args.mesh, i, m_Material, 0, args.transforms.ToArray());
}
}
}

void Update()
{
// No need to update if there are no handles to this this buffer.
if (m_ActiveHandles == 0)
return;
m_Sampler.Begin();
var camera = Camera.main;
if (camera != null && camera.cameraType == CameraType.Game)
{

m_Sampler.End();
}
[ContextMenu("Update Rendering Data")]

1
Assets/Graph/GenericMaterials/Generic/Textures/Neutral_H.tga.meta


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1
Assets/Graph/GenericMaterials/Generic/Textures/Neutral_MSK.tga.meta


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1
Assets/Graph/GenericMaterials/Generic/Textures/Neutral_N.tga.meta


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1
Assets/Graph/GenericMaterials/Grounds/Textures/Ground_01_4x4_BC.tga.meta


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1
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1
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1
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1
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1
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1
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1
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