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Merge pull request #323 from Unity-Technologies/Branch_MarkerSky

Improved markers for sky environment update pass.
/RenderPassXR_Sandbox
GitHub 8 年前
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46a64feb
共有 2 个文件被更改,包括 30 次插入20 次删除
  1. 11
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/RuntimeFilterIBL.cs
  2. 39
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs

11
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/RuntimeFilterIBL.cs


m_GgxConvolveMaterial.SetFloat("_LastLevel", mipCount - 1);
m_GgxConvolveMaterial.SetFloat("_InvOmegaP", invOmegaP);
var cmd = CommandBufferPool.Get("");
string sampleName = String.Format("Filter Cubemap Mip {0}", mip);
cmd.BeginSample(sampleName);
MaterialPropertyBlock props = new MaterialPropertyBlock();
props.SetFloat("_Level", mip);

var cmd = CommandBufferPool.Get();
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
cmd.EndSample(sampleName);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
// Filters MIP map levels (other than 0) with GGX using BRDF importance sampling.

39
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs


private void RenderCubemapGGXConvolution(ScriptableRenderContext renderContext, BuiltinSkyParameters builtinParams, SkySettings skyParams, Texture input, RenderTexture target)
{
using (new Utilities.ProfilingSample("Sky Pass: GGX Convolution", renderContext))
using (new Utilities.ProfilingSample("Update Env: GGX Convolution", renderContext))
{
int mipCount = 1 + (int)Mathf.Log(input.width, 2.0f);
if (mipCount < ((int)EnvConstants.SpecCubeLodStep + 1))

}
// Copy the first mip
var cmd = CommandBufferPool.Get();
var cmd = CommandBufferPool.Get("Copy Original Mip");
CommandBufferPool.Release(cmd);
if (m_useMIS && m_iblFilterGgx.SupportMIS)
using (new Utilities.ProfilingSample("GGX Convolution", renderContext))
m_iblFilterGgx.FilterCubemapMIS(renderContext, input, target, mipCount, m_SkyboxConditionalCdfRT, m_SkyboxMarginalRowCdfRT, m_CubemapFaceMesh);
if (m_useMIS && m_iblFilterGgx.SupportMIS)
{
m_iblFilterGgx.FilterCubemapMIS(renderContext, input, target, mipCount, m_SkyboxConditionalCdfRT, m_SkyboxMarginalRowCdfRT, m_CubemapFaceMesh);
}
else
{
m_iblFilterGgx.FilterCubemap(renderContext, input, target, mipCount, m_CubemapFaceMesh);
}
else
{
m_iblFilterGgx.FilterCubemap(renderContext, input, target, mipCount, m_CubemapFaceMesh);
}
CommandBufferPool.Release(cmd);
}
}

(skySettings.updateMode == EnvironementUpdateMode.Realtime && m_CurrentUpdateTime > skySettings.updatePeriod)
)
{
// Render sky into a cubemap - doesn't happen every frame, can be controlled
// Note that m_SkyboxCubemapRT is created with auto-generate mipmap, it mean that here we have also our mipmap correctly box filtered for importance sampling.
if(m_SkySettings.lightingOverride == null)
RenderSkyToCubemap(m_BuiltinParameters, skySettings, m_SkyboxCubemapRT);
// In case the user overrides the lighting, we already have a cubemap ready but we need to blit it anyway for potential resize and so that we can generate proper mipmaps for enlighten.
else
BlitCubemap(renderContext, m_SkySettings.lightingOverride, m_SkyboxCubemapRT);
using (new Utilities.ProfilingSample("Update Env: Generate Lighting Cubemap", renderContext))
{
// Render sky into a cubemap - doesn't happen every frame, can be controlled
// Note that m_SkyboxCubemapRT is created with auto-generate mipmap, it mean that here we have also our mipmap correctly box filtered for importance sampling.
if(m_SkySettings.lightingOverride == null)
RenderSkyToCubemap(m_BuiltinParameters, skySettings, m_SkyboxCubemapRT);
// In case the user overrides the lighting, we already have a cubemap ready but we need to blit it anyway for potential resize and so that we can generate proper mipmaps for enlighten.
else
BlitCubemap(renderContext, m_SkySettings.lightingOverride, m_SkyboxCubemapRT);
}
// Convolve downsampled cubemap
RenderCubemapGGXConvolution(renderContext, m_BuiltinParameters, skySettings, m_SkyboxCubemapRT, m_SkyboxGGXCubemapRT);

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