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custom depth buffer does not store instances

/main
etienne cella 5 年前
当前提交
ce540fb3
共有 11 个文件被更改,包括 847 次插入1081 次删除
  1. 66
      Assets/ClusterDisplay/Scripts/CustomDepthBuffer.cs
  2. 8
      Assets/Scenes/Demo/Demo.unity
  3. 814
      Assets/Scenes/Demo/Demo_LI_Sunset.unity
  4. 701
      Assets/Scenes/Demo/Settings/HDRenderPipelineAsset Demo.asset
  5. 25
      Assets/Scripts/LensFlare/HDRPLensFlare.cs
  6. 9
      ProjectSettings/ProjectSettings.asset
  7. 93
      ProjectSettings/TagManager.asset
  8. 2
      ProjectSettings/UnityConnectSettings.asset
  9. 199
      Assets/ClusterDisplay/Scripts/OcclusionRenderer.cs
  10. 11
      Assets/ClusterDisplay/Scripts/OcclusionRenderer.cs.meta

66
Assets/ClusterDisplay/Scripts/CustomDepthBuffer.cs


public class CustomDepthBuffer : MonoBehaviour
{
[SerializeField]
string m_Id;
public string id { get { return m_Id; } }
string m_Tag;
[SerializeField]
Transform[] m_OccludingRoots;
[SerializeField]
Mesh[] m_OccludingMeshes;

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

List<InstancedDrawArgs> m_RenderingData = new List<InstancedDrawArgs>();
static List<CustomDepthBuffer> s_Instances = new List<CustomDepthBuffer>();
public class Handle
{
CustomDepthBuffer m_Buffer;
public Handle(CustomDepthBuffer buffer)
{
m_Buffer = buffer;
m_Buffer.m_ActiveHandles++;
}
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 Handle GetHandle(string name)
{
// 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
{
Dictionary<int, Mesh> m_Meshes = new Dictionary<int, Mesh>();

m_Material.enableInstancing = true;
m_CmdBuffer = new CommandBuffer();
s_Instances.Add(this);
s_Instances.Remove(this);
DestroyImmediate(m_Material);
m_CmdBuffer.Release();
if (m_DepthBuffer != null)

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

[ContextMenu("Update Rendering Data")]
void UpdateRenderingData()
{
if (m_OccludingRoots == null)
if (string.IsNullOrEmpty(m_Tag))
foreach (var occluder in m_OccludingRoots)
foreach (var occluder in GameObject.FindGameObjectsWithTag(m_Tag))
{
UpdateRenderingDataRecursive(occluder.transform, m_InstancingDataGenerationVisitor);
}

8
Assets/Scenes/Demo/Demo.unity


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814
Assets/Scenes/Demo/Demo_LI_Sunset.unity


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25
Assets/Scripts/LensFlare/HDRPLensFlare.cs


[ExecuteInEditMode]
[RequireComponent(typeof(MeshRenderer))]
[RequireComponent(typeof(MeshFilter))]
[RequireComponent(typeof(CustomDepthBuffer))]
public class HDRPLensFlare : MonoBehaviour
{
[SerializeField, HideInInspector]

[SerializeField]
Light m_Light;
[SerializeField]
string m_CustomDepthBufferId;
CustomDepthBuffer.Handle m_CustomDepthBufferHandle;
CustomDepthBuffer m_CustomDepthBuffer;
[Header("Global Settings")]
public float OcclusionRadius = 1.0f;

m_MeshFilter = GetComponent<MeshFilter>();
if (m_MeshRenderer == null)
m_MeshRenderer = GetComponent<MeshRenderer>();
if (m_CustomDepthBuffer == null)
m_CustomDepthBuffer = GetComponent<CustomDepthBuffer>();
m_Light = GetComponent<Light>();

void OnEnable()
{
UpdateGeometry();
m_CustomDepthBufferHandle = CustomDepthBuffer.GetHandle(m_CustomDepthBufferId);
}
void OnDisable()
{
m_CustomDepthBufferHandle.Release();
}
// Use this for initialization
void Start ()
{
m_Light = GetComponent<Light>();
}
void OnValidate()

{
// Lazy!
UpdateVaryingAttributes();
var depthBuffer = m_CustomDepthBufferHandle.target;
var depthBufferZParams = m_CustomDepthBufferHandle.zBufferParams;
var depthBuffer = m_CustomDepthBuffer.target;
var depthBufferZParams = m_CustomDepthBuffer.zBufferParams;
if (depthBuffer != null)
{
foreach (var mat in m_MeshRenderer.materials)

9
ProjectSettings/ProjectSettings.asset


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2
ProjectSettings/UnityConnectSettings.asset


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199
Assets/ClusterDisplay/Scripts/OcclusionRenderer.cs


using System;
using System.Collections.Generic;
using System.Security.AccessControl;
using System.Text.RegularExpressions;
using UnityEngine;
using UnityEngine.Rendering;
[ExecuteInEditMode]
public class OcclusionRenderer : MonoBehaviour
{
[SerializeField]
Transform[] m_OccludingRoots;
[SerializeField]
Mesh[] m_OccludingMeshes;
[SerializeField]
Vector2Int m_RenderTargetSize;
Material m_Material;
[SerializeField]
bool m_ShowDebugUI;
RenderTexture m_ColorBuffer;
RenderTexture m_DepthBuffer;
CommandBuffer m_CmdBuffer;
struct InstancedDrawArgs
{
public Mesh mesh;
public List<Matrix4x4> transforms; // TODO use arrays if we use CommandBuffer
}
List<InstancedDrawArgs> m_RenderingData = new List<InstancedDrawArgs>();
class InstancingDataGenerationVisitor
{
Dictionary<int, Mesh> m_Meshes = new Dictionary<int, Mesh>();
Dictionary<int, List<Matrix4x4>> m_Transforms = new Dictionary<int, List<Matrix4x4>>();
HashSet<int> m_Filter = new HashSet<int>();
public void Reset()
{
m_Meshes.Clear();
m_Transforms.Clear();
}
public void SetAllowedMeshes(Mesh[] meshes)
{
m_Filter.Clear();
foreach (var mesh in meshes)
m_Filter.Add(mesh.GetInstanceID());
}
public void Visit(Transform trs)
{
var filter = trs.GetComponent<MeshFilter>();
if (filter == null)
return;
var mesh = filter.sharedMesh;
if (mesh == null)
return;
AppendIfAllowed(mesh, trs.localToWorldMatrix);
}
public void PopulateRenderingData(List<InstancedDrawArgs> renderingData)
{
renderingData.Clear();
foreach (var entry in m_Meshes)
{
renderingData.Add(new InstancedDrawArgs
{
mesh = entry.Value,
transforms = m_Transforms[entry.Key]
});
}
}
void AppendIfAllowed(Mesh mesh, Matrix4x4 transform)
{
var meshId = mesh.GetInstanceID();
if (!m_Filter.Contains(meshId))
return;
if (m_Meshes.ContainsKey(meshId))
{
m_Transforms[meshId].Add(transform);
}
else
{
m_Meshes.Add(meshId, mesh);
var list = new List<Matrix4x4>();
list.Add(transform);
m_Transforms.Add(meshId, list);
}
}
}
InstancingDataGenerationVisitor m_InstancingDataGenerationVisitor = new InstancingDataGenerationVisitor();
void OnEnable()
{
var shader = Shader.Find("HDRP/Lit");
m_Material = new Material(shader);
m_Material.enableInstancing = true;
m_CmdBuffer = new CommandBuffer();
}
void OnDisable()
{
DestroyImmediate(m_Material);
m_CmdBuffer.Release();
if (m_DepthBuffer != null)
m_DepthBuffer.Release();
m_DepthBuffer = null;
if (m_ColorBuffer != null)
m_ColorBuffer.Release();
m_ColorBuffer = null;
}
void Update()
{
if (m_Material == null)
return;
var camera = Camera.main;
if (camera != null && camera.cameraType == CameraType.Game)
Render(camera);
}
void OnGUI()
{
if (m_ShowDebugUI && m_DepthBuffer != null)
GUI.DrawTexture(new Rect(0, 0, m_DepthBuffer.width, m_DepthBuffer.height), m_DepthBuffer);
}
// TODO optim only render if camera moved
void Render(Camera camera)
{
if (m_DepthBuffer == null || m_DepthBuffer.width != m_RenderTargetSize.x || m_DepthBuffer.height != m_RenderTargetSize.y)
{
if (m_DepthBuffer != null)
m_DepthBuffer.Release();
if (m_ColorBuffer != null)
m_ColorBuffer.Release();
m_DepthBuffer = new RenderTexture(m_RenderTargetSize.x, m_RenderTargetSize.y, 0, RenderTextureFormat.Depth);
m_ColorBuffer = new RenderTexture(m_RenderTargetSize.x, m_RenderTargetSize.y, 0, RenderTextureFormat.Default);
}
m_CmdBuffer.Clear();
m_CmdBuffer.SetRenderTarget(m_ColorBuffer.colorBuffer, m_DepthBuffer.colorBuffer);
m_CmdBuffer.SetViewProjectionMatrices(camera.worldToCameraMatrix, camera.projectionMatrix);
m_CmdBuffer.ClearRenderTarget(true, true, Color.black);
foreach (var args in m_RenderingData)
m_CmdBuffer.DrawMeshInstanced(args.mesh, 0, m_Material, 0, args.transforms.ToArray());
Graphics.ExecuteCommandBuffer(m_CmdBuffer);
}
[ContextMenu("Update Rendering Data")]
void UpdateRenderingData()
{
if (m_OccludingRoots == null)
return;
m_InstancingDataGenerationVisitor.Reset();
m_InstancingDataGenerationVisitor.SetAllowedMeshes(m_OccludingMeshes);
foreach (var occluder in m_OccludingRoots)
{
UpdateRenderingDataRecursive(occluder.transform, m_InstancingDataGenerationVisitor);
}
m_InstancingDataGenerationVisitor.PopulateRenderingData(m_RenderingData);
// TMP DEBUG
Debug.Log("INSTANCING RENDERING DATA:");
foreach (var data in m_RenderingData)
{
Debug.Log($"Mesh name[{data.mesh.name}] id[{data.mesh.GetInstanceID()}] count[{data.transforms.Count}]");
}
}
static void UpdateRenderingDataRecursive(Transform parent, InstancingDataGenerationVisitor visitor)
{
foreach (Transform child in parent)
{
visitor.Visit(child);
UpdateRenderingDataRecursive(child, visitor);
}
}
}

11
Assets/ClusterDisplay/Scripts/OcclusionRenderer.cs.meta


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