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Fixed SSAO on DX11

/projects-TheLastStand
John Parsaie 7 年前
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31b37a3d
共有 2 个文件被更改,包括 11 次插入13 次删除
  1. 1
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightConstantBuffer.cs
  2. 23
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs

1
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightConstantBuffer.cs


public static int _AdditionalLightSpotDir;
public static int _AdditionalLightSpotAttenuation;
public static int _AmbientOcclusionBuffer;
public static int _AmbientOcclusionParam;
}

23
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs


private int m_ShadowCasterCascadesCount;
private int m_ShadowMapRTID;
private int m_ScreenSpaceShadowMapRTID;
private int m_AmbientOcclusionRTID;
private RenderTargetIdentifier m_AmbientOcclusionRT;
private RTHandle m_AmbientOcclusionBuffer;
private bool m_IntermediateTextureArray;
private bool m_RequireDepthTexture;

PerCameraBuffer._AdditionalLightDistanceAttenuation = Shader.PropertyToID("_AdditionalLightDistanceAttenuation");
PerCameraBuffer._AdditionalLightSpotDir = Shader.PropertyToID("_AdditionalLightSpotDir");
PerCameraBuffer._AdditionalLightSpotAttenuation = Shader.PropertyToID("_AdditionalLightSpotAttenuation");
PerCameraBuffer._AmbientOcclusionBuffer = Shader.PropertyToID("_AmbientOcclusion");
PerCameraBuffer._AmbientOcclusionParam = Shader.PropertyToID("_AmbientOcclusionParam");
ShadowConstantBuffer._WorldToShadow = Shader.PropertyToID("_WorldToShadow");

m_ShadowMapRTID = Shader.PropertyToID("_ShadowMap");
m_ScreenSpaceShadowMapRTID = Shader.PropertyToID("_ScreenSpaceShadowMap");
m_AmbientOcclusionRTID = Shader.PropertyToID("_AmbientOcclusion");
CameraRenderTargetID.color = Shader.PropertyToID("_CameraColorRT");
CameraRenderTargetID.copyColor = Shader.PropertyToID("_CameraCopyColorRT");

m_ShadowMapRT = new RenderTargetIdentifier(m_ShadowMapRTID);
m_ScreenSpaceShadowMapRT = new RenderTargetIdentifier(m_ScreenSpaceShadowMapRTID);
m_AmbientOcclusionRT = new RenderTargetIdentifier(m_AmbientOcclusionRTID);
m_ColorRT = new RenderTargetIdentifier(CameraRenderTargetID.color);
m_CopyColorRT = new RenderTargetIdentifier(CameraRenderTargetID.copyColor);

RTHandle.Initialize(Screen.width, Screen.height, false, (MSAASamples)m_Asset.MSAASampleCount);
m_AmbientOcclusionBuffer = RTHandle.Alloc(Vector2.one, filterMode: FilterMode.Bilinear, colorFormat: RenderTextureFormat.R8, sRGB: false, enableRandomWrite: true, name: "AmbientOcclusion");
m_CopyTextureSupport = SystemInfo.copyTextureSupport;
for (int i = 0; i < kMaxCascades; ++i)

{
base.Dispose();
Shader.globalRenderPipeline = "";
RTHandle.Release(m_AmbientOcclusionBuffer);
SupportedRenderingFeatures.active = new SupportedRenderingFeatures();

#endif
cmd.ReleaseTemporaryRT(m_ShadowMapRTID);
cmd.ReleaseTemporaryRT(m_ScreenSpaceShadowMapRTID);
cmd.ReleaseTemporaryRT(PerCameraBuffer._AmbientOcclusionBuffer);
cmd.ReleaseTemporaryRT(m_AmbientOcclusionRTID);
cmd.ReleaseTemporaryRT(CameraRenderTargetID.depthCopy);
cmd.ReleaseTemporaryRT(CameraRenderTargetID.depth);
cmd.ReleaseTemporaryRT(CameraRenderTargetID.color);

var settings = postProcessLayer.GetSettings<AmbientOcclusion>();
if(settings.IsEnabledAndSupported(null))
{
//NOTE: On DX11, need to manually specify random read write for the compute UAV.
cmd.GetTemporaryRT(m_AmbientOcclusionRTID, m_CurrCamera.pixelWidth, m_CurrCamera.pixelHeight, 0, FilterMode.Bilinear, RenderTextureFormat.R8, RenderTextureReadWrite.Linear, 1, true);
postProcessLayer.BakeMSVOMap(cmd, camera, m_AmbientOcclusionBuffer, m_DepthRT, true);
postProcessLayer.BakeMSVOMap(cmd, camera, m_AmbientOcclusionRT, m_DepthRT, true);
cmd.SetGlobalTexture(PerCameraBuffer._AmbientOcclusionBuffer, m_AmbientOcclusionBuffer);
cmd.SetGlobalTexture(m_AmbientOcclusionRTID, m_AmbientOcclusionRT);
cmd.SetGlobalVector(PerCameraBuffer._AmbientOcclusionParam, new Vector4(settings.color.value.r,
settings.color.value.g,
settings.color.value.b,

}
}
cmd.SetGlobalTexture(PerCameraBuffer._AmbientOcclusionBuffer, RuntimeUtilities.blackTexture);
cmd.SetGlobalTexture(m_AmbientOcclusionRTID, RuntimeUtilities.blackTexture);
cmd.SetGlobalVector(PerCameraBuffer._AmbientOcclusionParam, Vector4.zero);
context.ExecuteCommandBuffer(cmd);

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