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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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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;

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m_MeshRenderer = GetComponent<MeshRenderer>();
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void OnEnable()
{
UpdateGeometry();
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}
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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