|
|
|
|
|
|
using (new ProfilingSample(cmd, "Build Light list and render shadows",GetSampler(CustomSamplerId.Build_Light_list_and_render_shadows))) |
|
|
|
{ |
|
|
|
// TODO: Everything here (SSAO, Shadow, Build light list, deferred shadow, material and light classification can be parallelize with Async compute)
|
|
|
|
|
|
|
|
// Apply SSAO from PostprocessLayer
|
|
|
|
if (postProcessLayer != null) |
|
|
|
{ |
|
|
|
var settings = postProcessLayer.GetSettings<AmbientOcclusion>(); |
|
|
|
|
|
|
|
if (settings.IsEnabledAndSupported(null)) |
|
|
|
{ |
|
|
|
cmd.GetTemporaryRT(HDShaderIDs._AmbientOcclusionTexture, new RenderTextureDescriptor(camera.pixelWidth, camera.pixelHeight, RenderTextureFormat.R8, 0) |
|
|
|
{ |
|
|
|
sRGB = false, |
|
|
|
enableRandomWrite = true |
|
|
|
}, FilterMode.Bilinear); |
|
|
|
postProcessLayer.BakeMSVOMap(cmd, camera, HDShaderIDs._AmbientOcclusionTexture, GetDepthTexture(), true); |
|
|
|
cmd.SetGlobalVector(HDShaderIDs._AmbientOcclusionParam, new Vector4(settings.color.value.r, settings.color.value.g, settings.color.value.b, settings.directLightingStrength.value)); |
|
|
|
PushFullScreenDebugTexture(cmd, HDShaderIDs._AmbientOcclusionTexture, camera, renderContext, FullScreenDebugMode.SSAO); |
|
|
|
} |
|
|
|
else |
|
|
|
{ |
|
|
|
cmd.SetGlobalTexture(HDShaderIDs._AmbientOcclusionTexture, RuntimeUtilities.blackTexture); // Neutral is black, see the comment in the shaders
|
|
|
|
cmd.SetGlobalVector(HDShaderIDs._AmbientOcclusionParam, Vector4.zero); |
|
|
|
} |
|
|
|
} |
|
|
|
RenderSSAO(cmd, camera, renderContext, postProcessLayer); |
|
|
|
|
|
|
|
m_LightLoop.RenderShadows(renderContext, cmd, m_CullResults); |
|
|
|
|
|
|
|
|
|
|
cmd.Blit(m_CameraColorBufferRT, BuiltinRenderTextureType.CameraTarget); |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
void RenderSSAO(CommandBuffer cmd, Camera camera, ScriptableRenderContext renderContext, PostProcessLayer postProcessLayer) |
|
|
|
{ |
|
|
|
// Apply SSAO from PostProcessLayer
|
|
|
|
if (postProcessLayer != null && postProcessLayer.enabled) |
|
|
|
{ |
|
|
|
var settings = postProcessLayer.GetSettings<AmbientOcclusion>(); |
|
|
|
|
|
|
|
if (settings.IsEnabledAndSupported(null)) |
|
|
|
{ |
|
|
|
cmd.GetTemporaryRT(HDShaderIDs._AmbientOcclusionTexture, new RenderTextureDescriptor(camera.pixelWidth, camera.pixelHeight, RenderTextureFormat.R8, 0) |
|
|
|
{ |
|
|
|
sRGB = false, |
|
|
|
enableRandomWrite = true |
|
|
|
}, FilterMode.Bilinear); |
|
|
|
postProcessLayer.BakeMSVOMap(cmd, camera, HDShaderIDs._AmbientOcclusionTexture, GetDepthTexture(), true); |
|
|
|
cmd.SetGlobalVector(HDShaderIDs._AmbientOcclusionParam, new Vector4(settings.color.value.r, settings.color.value.g, settings.color.value.b, settings.directLightingStrength.value)); |
|
|
|
PushFullScreenDebugTexture(cmd, HDShaderIDs._AmbientOcclusionTexture, camera, renderContext, FullScreenDebugMode.SSAO); |
|
|
|
return; |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
// No AO applied - neutral is black, see the comment in the shaders
|
|
|
|
cmd.SetGlobalTexture(HDShaderIDs._AmbientOcclusionTexture, RuntimeUtilities.blackTexture); |
|
|
|
cmd.SetGlobalVector(HDShaderIDs._AmbientOcclusionParam, Vector4.zero); |
|
|
|
} |
|
|
|
|
|
|
|
void RenderDeferredLighting(HDCamera hdCamera, CommandBuffer cmd) |
|
|
|