浏览代码

HDRenderPipeline: Remove specific command buffer of SSAO

/RenderPassXR_Sandbox
sebastienlagarde 8 年前
当前提交
0f0fe524
共有 2 个文件被更改,包括 33 次插入41 次删除
  1. 6
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  2. 68
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/AmbientOcclusion/ScreenSpaceAmbientOcclusion.cs

6
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


using (new Utilities.ProfilingSample("Build Light list and render shadows", cmd))
{
// TODO: Everything here (SSAO, Shadow, Build light list, material and light classification can be parallelize with Async compute)
m_SsaoEffect.Render(ssaoSettingsToUse, this, hdCamera, renderContext, m_Asset.renderingSettings.useForwardRenderingOnly);
m_SsaoEffect.Render(ssaoSettingsToUse, this, hdCamera, renderContext, cmd, m_Asset.renderingSettings.useForwardRenderingOnly);
m_LightLoop.PrepareLightsForGPU(m_ShadowSettings, m_CullResults, camera);
m_LightLoop.RenderShadows(renderContext, cmd, m_CullResults);
renderContext.SetupCameraProperties(camera); // Need to recall SetupCameraProperties after m_ShadowPass.Render

if (!m_DebugDisplaySettings.renderingDebugSettings.displayOpaqueObjects)
return;
// This is done here because DrawRenderers API lives outside command buffers so we need to make sur eto call this before doing any DrawRenders
// This is done here because DrawRenderers API lives outside command buffers so we need to make call this before doing any DrawRenders
renderContext.ExecuteCommandBuffer(cmd);
cmd.Clear();

if (!m_DebugDisplaySettings.renderingDebugSettings.displayTransparentObjects)
return;
// This is done here because DrawRenderers API lives outside command buffers so we need to make sur eto call this before doing any DrawRenders
// This is done here because DrawRenderers API lives outside command buffers so we need to make call this before doing any DrawRenders
renderContext.ExecuteCommandBuffer(cmd);
cmd.Clear();

68
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/AmbientOcclusion/ScreenSpaceAmbientOcclusion.cs


}
Material m_Material;
CommandBuffer m_Command;
// For the AO buffer, use R8 or RHalf if available.
static RenderTextureFormat GetAOBufferFormat()

m_Material.hideFlags = HideFlags.DontSave;
}
public void Render(ScreenSpaceAmbientOcclusionSettings.Settings settings, HDRenderPipeline hdRP, HDCamera hdCamera, ScriptableRenderContext renderContext, bool isForward)
public void Render(ScreenSpaceAmbientOcclusionSettings.Settings settings, HDRenderPipeline hdRP, HDCamera hdCamera, ScriptableRenderContext renderContext, CommandBuffer cmd, bool isForward)
if (m_Command == null)
{
m_Command = new CommandBuffer();
m_Command.name = "Ambient Occlusion";
}
else
{
m_Command.Clear();
}
m_Command.SetGlobalTexture(Uniforms._AOBuffer, UnityEngine.Rendering.PostProcessing.RuntimeUtilities.blackTexture); // Neutral is black, see the comment in the shaders
renderContext.ExecuteCommandBuffer(m_Command);
cmd.SetGlobalTexture(Uniforms._AOBuffer, UnityEngine.Rendering.PostProcessing.RuntimeUtilities.blackTexture); // Neutral is black, see the comment in the shaders
renderContext.ExecuteCommandBuffer(cmd);
return;
}

m_Material.SetFloat(Uniforms._Downsample, 1.0f / downsize);
m_Material.SetFloat(Uniforms._SampleCount, settings.sampleCount);
// AO estimation.
m_Command.GetTemporaryRT(Uniforms._TempTex1, width / downsize, height / downsize, 0, kFilter, kTempFormat, kRWMode);
Utilities.DrawFullScreen(m_Command, m_Material, Uniforms._TempTex1, null, 0);
hdRP.PushFullScreenDebugTexture(m_Command, Uniforms._TempTex1, hdCamera.camera, renderContext, FullScreenDebugMode.SSAOBeforeFiltering);
renderContext.ExecuteCommandBuffer(cmd);
cmd.Clear();
// Denoising (horizontal pass).
m_Command.GetTemporaryRT(Uniforms._TempTex2, width, height, 0, kFilter, kTempFormat, kRWMode);
m_Command.SetGlobalTexture(Uniforms._MainTex, Uniforms._TempTex1);
Utilities.DrawFullScreen(m_Command, m_Material, Uniforms._TempTex2, null, 1);
m_Command.ReleaseTemporaryRT(Uniforms._TempTex1);
using (new Utilities.ProfilingSample("Screenspace ambient occlusion", cmd))
{
// AO estimation.
cmd.GetTemporaryRT(Uniforms._TempTex1, width / downsize, height / downsize, 0, kFilter, kTempFormat, kRWMode);
Utilities.DrawFullScreen(cmd, m_Material, Uniforms._TempTex1, null, 0);
hdRP.PushFullScreenDebugTexture(cmd, Uniforms._TempTex1, hdCamera.camera, renderContext, FullScreenDebugMode.SSAOBeforeFiltering);
// Denoising (vertical pass).
m_Command.GetTemporaryRT(Uniforms._TempTex1, width, height, 0, kFilter, kTempFormat, kRWMode);
m_Command.SetGlobalTexture(Uniforms._MainTex, Uniforms._TempTex2);
Utilities.DrawFullScreen(m_Command, m_Material, Uniforms._TempTex1, null, 2);
m_Command.ReleaseTemporaryRT(Uniforms._TempTex2);
// Denoising (horizontal pass).
cmd.GetTemporaryRT(Uniforms._TempTex2, width, height, 0, kFilter, kTempFormat, kRWMode);
cmd.SetGlobalTexture(Uniforms._MainTex, Uniforms._TempTex1);
Utilities.DrawFullScreen(cmd, m_Material, Uniforms._TempTex2, null, 1);
cmd.ReleaseTemporaryRT(Uniforms._TempTex1);
// Final filtering
m_Command.GetTemporaryRT(Uniforms._AOBuffer, width, height, 0, kFilter, GetAOBufferFormat(), kRWMode);
m_Command.SetGlobalTexture(Uniforms._MainTex, Uniforms._TempTex1);
Utilities.DrawFullScreen(m_Command, m_Material, Uniforms._AOBuffer, null, 3);
m_Command.ReleaseTemporaryRT(Uniforms._TempTex1);
// Denoising (vertical pass).
cmd.GetTemporaryRT(Uniforms._TempTex1, width, height, 0, kFilter, kTempFormat, kRWMode);
cmd.SetGlobalTexture(Uniforms._MainTex, Uniforms._TempTex2);
Utilities.DrawFullScreen(cmd, m_Material, Uniforms._TempTex1, null, 2);
cmd.ReleaseTemporaryRT(Uniforms._TempTex2);
// Setup texture for lighting pass (automagic of unity)
m_Command.SetGlobalTexture("_AmbientOcclusionTexture", Uniforms._AOBuffer);
hdRP.PushFullScreenDebugTexture(m_Command, Uniforms._AOBuffer, hdCamera.camera, renderContext, FullScreenDebugMode.SSAO);
// Final filtering
cmd.GetTemporaryRT(Uniforms._AOBuffer, width, height, 0, kFilter, GetAOBufferFormat(), kRWMode);
cmd.SetGlobalTexture(Uniforms._MainTex, Uniforms._TempTex1);
Utilities.DrawFullScreen(cmd, m_Material, Uniforms._AOBuffer, null, 3);
cmd.ReleaseTemporaryRT(Uniforms._TempTex1);
// Register the command buffer and release it.
renderContext.ExecuteCommandBuffer(m_Command);
// Setup texture for lighting pass (automagic of unity)
cmd.SetGlobalTexture("_AmbientOcclusionTexture", Uniforms._AOBuffer);
hdRP.PushFullScreenDebugTexture(cmd, Uniforms._AOBuffer, hdCamera.camera, renderContext, FullScreenDebugMode.SSAO);
}
}
public void Cleanup()

正在加载...
取消
保存