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MaterialPropertyBlock m_RenderSkyPropertyBlock = null; |
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GameObject[] m_CubemapFaceCamera = new GameObject[6]; |
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Matrix4x4[] m_faceCameraInvViewProjectionMatrix = new Matrix4x4[6]; |
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Mesh BuildSkyMesh(Camera camera, bool forceUVBottom) |
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Mesh BuildSkyMesh(Vector3 cameraPosition, Matrix4x4 cameraInvViewProjectionMatrix, bool forceUVBottom) |
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{ |
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Vector4 vertData0 = new Vector4(-1.0f, -1.0f, 1.0f, 1.0f); |
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Vector4 vertData1 = new Vector4(1.0f, -1.0f, 1.0f, 1.0f); |
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// Get view vector based on the frustum, i.e (invert transform frustum get position etc...)
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Vector3[] eyeVectorData = new Vector3[4]; |
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Matrix4x4 transformMatrix = camera.cameraToWorldMatrix * camera.projectionMatrix.inverse; |
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Matrix4x4 transformMatrix = cameraInvViewProjectionMatrix; |
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Vector4 posWorldSpace0 = transformMatrix * vertData0; |
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Vector4 posWorldSpace1 = transformMatrix * vertData1; |
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Vector3 temp = camera.GetComponent<Transform>().position; |
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Vector4 cameraPosition = new Vector4(temp.x, temp.y, temp.z, 0.0f); |
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Vector4 cameraPos = new Vector4(cameraPosition.x, cameraPosition.y, cameraPosition.z, 0.0f); |
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Vector4 direction0 = (posWorldSpace0 / posWorldSpace0.w - cameraPosition); |
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Vector4 direction1 = (posWorldSpace1 / posWorldSpace1.w - cameraPosition); |
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Vector4 direction2 = (posWorldSpace2 / posWorldSpace2.w - cameraPosition); |
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Vector4 direction3 = (posWorldSpace3 / posWorldSpace3.w - cameraPosition); |
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Vector4 direction0 = (posWorldSpace0 / posWorldSpace0.w - cameraPos); |
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Vector4 direction1 = (posWorldSpace1 / posWorldSpace1.w - cameraPos); |
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Vector4 direction2 = (posWorldSpace2 / posWorldSpace2.w - cameraPos); |
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Vector4 direction3 = (posWorldSpace3 / posWorldSpace3.w - cameraPos); |
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if (SystemInfo.graphicsUVStartsAtTop && !forceUVBottom) |
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{ |
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for (int i = 0; i < 6; ++i) |
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{ |
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m_CubemapFaceCamera[i] = new GameObject(); |
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m_CubemapFaceCamera[i].hideFlags = HideFlags.HideAndDontSave; |
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Camera camera = m_CubemapFaceCamera[i].AddComponent<Camera>(); |
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camera.projectionMatrix = cubeProj; |
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Transform transform = camera.GetComponent<Transform>(); |
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transform.LookAt(lookAtList[i], UpVectorList[i]); |
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Matrix4x4 lookAt = Matrix4x4.LookAt(Vector3.zero, lookAtList[i], UpVectorList[i]); |
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m_faceCameraInvViewProjectionMatrix[i] = Utilities.GetViewProjectionMatrix(lookAt, cubeProj).inverse; |
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m_CubemapFaceMesh[i] = BuildSkyMesh(camera, true); |
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m_CubemapFaceMesh[i] = BuildSkyMesh(Vector3.zero, m_faceCameraInvViewProjectionMatrix[i], true); |
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} |
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} |
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Utilities.Destroy(m_GGXConvolveMaterial); |
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Utilities.Destroy(m_SkyboxCubemapRT); |
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Utilities.Destroy(m_SkyboxGGXCubemapRT); |
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for(int i = 0 ; i < 6 ; ++i) |
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{ |
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Utilities.Destroy(m_CubemapFaceCamera[i]); |
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} |
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} |
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public bool IsSkyValid(SkyParameters parameters) |
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} |
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private void RenderSky(Camera camera, SkyParameters skyParameters, Mesh skyMesh, RenderLoop renderLoop) |
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private void RenderSky(Matrix4x4 invViewProjectionMatrix, SkyParameters skyParameters, Mesh skyMesh, RenderLoop renderLoop) |
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m_RenderSkyPropertyBlock.SetMatrix("_InvViewProjMatrix", Utilities.GetViewProjectionMatrix(camera).inverse); |
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m_RenderSkyPropertyBlock.SetMatrix("_InvViewProjMatrix", invViewProjectionMatrix); |
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var cmd = new CommandBuffer { name = "" }; |
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cmd.DrawMesh(skyMesh, Matrix4x4.identity, m_SkyHDRIMaterial, 0, 0, m_RenderSkyPropertyBlock); |
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for (int i = 0; i < 6; ++i) |
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{ |
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Utilities.SetRenderTarget(renderLoop, target, 0, (CubemapFace)i); |
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Camera faceCamera = m_CubemapFaceCamera[i].GetComponent<Camera>(); |
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RenderSky(faceCamera, skyParameters, m_CubemapFaceMesh[i], renderLoop); |
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RenderSky(m_faceCameraInvViewProjectionMatrix[i], skyParameters, m_CubemapFaceMesh[i], renderLoop); |
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} |
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} |
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// Render the sky itself
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Utilities.SetRenderTarget(renderLoop, colorBuffer, depthBuffer); |
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RenderSky(camera, skyParameters, BuildSkyMesh(camera, false), renderLoop); |
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Matrix4x4 invViewProjectionMatrix = Utilities.GetViewProjectionMatrix(camera).inverse; |
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RenderSky(invViewProjectionMatrix, skyParameters, BuildSkyMesh(camera.GetComponent<Transform>().position, invViewProjectionMatrix, false), renderLoop); |
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} |
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} |
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} |