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Moved resources initialization to RenderPipelineResources and Upgrade test to the HDRenderPipeline initialization

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Antoine Lelievre 6 年前
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4979052d
共有 6 个文件被更改,包括 140 次插入93 次删除
  1. 76
      com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/HDAssetFactory.cs
  2. 18
      com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/HDEditorUtils.cs
  3. 3
      com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDSubShaderUtilities.cs
  4. 12
      com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipeline.cs
  5. 17
      com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDUtils.cs
  6. 107
      com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/RenderPipelineResources.cs

76
com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/HDAssetFactory.cs


{
static string s_RenderPipelineResourcesPath
{
get { return HDEditorUtils.GetHDRenderPipelinePath() + "RenderPipelineResources/HDRenderPipelineResources.asset"; }
get { return HDUtils.GetHDRenderPipelinePath() + "RenderPipelineResources/HDRenderPipelineResources.asset"; }
}
class DoCreateNewAssetHDRenderPipeline : ProjectWindowCallback.EndNameEditAction

var newAsset = CreateInstance<RenderPipelineResources>();
newAsset.name = Path.GetFileName(pathName);
// Load default renderPipelineResources / Material / Shader
string HDRenderPipelinePath = HDEditorUtils.GetHDRenderPipelinePath();
string CorePath = HDEditorUtils.GetCorePath();
newAsset.defaultDiffuseMaterial = Load<Material>(HDRenderPipelinePath + "RenderPipelineResources/DefaultHDMaterial.mat");
newAsset.defaultMirrorMaterial = Load<Material>(HDRenderPipelinePath + "RenderPipelineResources/DefaultHDMirrorMaterial.mat");
newAsset.defaultDecalMaterial = Load<Material>(HDRenderPipelinePath + "RenderPipelineResources/DefaultHDDecalMaterial.mat");
newAsset.defaultShader = Load<Shader>(HDRenderPipelinePath + "Material/Lit/Lit.shader");
newAsset.debugFontTexture = Load<Texture2D>(HDRenderPipelinePath + "RenderPipelineResources/DebugFont.tga");
newAsset.debugDisplayLatlongShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugDisplayLatlong.Shader");
newAsset.debugViewMaterialGBufferShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugViewMaterialGBuffer.Shader");
newAsset.debugViewTilesShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugViewTiles.Shader");
newAsset.debugFullScreenShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugFullScreen.Shader");
newAsset.debugColorPickerShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugColorPicker.Shader");
newAsset.deferredShader = Load<Shader>(HDRenderPipelinePath + "Lighting/Deferred.Shader");
newAsset.colorPyramidCS = Load<ComputeShader>(HDRenderPipelinePath + "RenderPipelineResources/ColorPyramid.compute");
newAsset.depthPyramidCS = Load<ComputeShader>(HDRenderPipelinePath + "RenderPipelineResources/DepthPyramid.compute");
newAsset.copyChannelCS = Load<ComputeShader>(CorePath + "CoreResources/GPUCopy.compute");
newAsset.texturePaddingCS = Load<ComputeShader>(CorePath + "CoreResources/TexturePadding.compute");
newAsset.applyDistortionCS = Load<ComputeShader>(HDRenderPipelinePath + "RenderPipelineResources/ApplyDistorsion.compute");
newAsset.clearDispatchIndirectShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/cleardispatchindirect.compute");
newAsset.buildDispatchIndirectShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/builddispatchindirect.compute");
newAsset.buildScreenAABBShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/scrbound.compute");
newAsset.buildPerTileLightListShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/lightlistbuild.compute");
newAsset.buildPerBigTileLightListShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/lightlistbuild-bigtile.compute");
newAsset.buildPerVoxelLightListShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/lightlistbuild-clustered.compute");
newAsset.buildMaterialFlagsShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/materialflags.compute");
newAsset.deferredComputeShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/Deferred.compute");
newAsset.screenSpaceShadowComputeShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/ScreenSpaceShadow.compute");
newAsset.volumeVoxelizationCS = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/Volumetrics/VolumeVoxelization.compute");
newAsset.volumetricLightingCS = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/Volumetrics/VolumetricLighting.compute");
newAsset.subsurfaceScatteringCS = Load<ComputeShader>(HDRenderPipelinePath + "Material/SubsurfaceScattering/SubsurfaceScattering.compute");
newAsset.subsurfaceScattering = Load<Shader>(HDRenderPipelinePath + "Material/SubsurfaceScattering/SubsurfaceScattering.shader");
newAsset.combineLighting = Load<Shader>(HDRenderPipelinePath + "Material/SubsurfaceScattering/CombineLighting.shader");
// General
newAsset.cameraMotionVectors = Load<Shader>(HDRenderPipelinePath + "RenderPipelineResources/CameraMotionVectors.shader");
newAsset.copyStencilBuffer = Load<Shader>(HDRenderPipelinePath + "RenderPipelineResources/CopyStencilBuffer.shader");
newAsset.copyDepthBuffer = Load<Shader>(HDRenderPipelinePath + "RenderPipelineResources/CopyDepthBuffer.shader");
newAsset.blit = Load<Shader>(HDRenderPipelinePath + "RenderPipelineResources/Blit.shader");
// Sky
newAsset.blitCubemap = Load<Shader>(HDRenderPipelinePath + "Sky/BlitCubemap.shader");
newAsset.buildProbabilityTables = Load<ComputeShader>(HDRenderPipelinePath + "Material/GGXConvolution/BuildProbabilityTables.compute");
newAsset.computeGgxIblSampleData = Load<ComputeShader>(HDRenderPipelinePath + "Material/GGXConvolution/ComputeGgxIblSampleData.compute");
newAsset.GGXConvolve = Load<Shader>(HDRenderPipelinePath + "Material/GGXConvolution/GGXConvolve.shader");
newAsset.opaqueAtmosphericScattering = Load<Shader>(HDRenderPipelinePath + "Lighting/AtmosphericScattering/OpaqueAtmosphericScattering.shader");
newAsset.hdriSky = Load<Shader>(HDRenderPipelinePath + "Sky/HDRISky/HDRISky.shader");
newAsset.integrateHdriSky = Load<Shader>(HDRenderPipelinePath + "Sky/HDRISky/IntegrateHDRISky.shader");
newAsset.proceduralSky = Load<Shader>(HDRenderPipelinePath + "Sky/ProceduralSky/ProceduralSky.shader");
newAsset.gradientSky = Load<Shader>(HDRenderPipelinePath + "Sky/GradientSky/GradientSky.shader");
// Skybox/Cubemap is a builtin shader, must use Sahder.Find to access it. It is fine because we are in the editor
newAsset.skyboxCubemap = Shader.Find("Skybox/Cubemap");
// Material
newAsset.preIntegratedFGD_GGXDisneyDiffuse = Load<Shader>(HDRenderPipelinePath + "Material/PreIntegratedFGD/PreIntegratedFGD_GGXDisneyDiffuse.shader");
newAsset.preIntegratedFGD_CharlieClothLambert = Load<Shader>(HDRenderPipelinePath + "Material/PreIntegratedFGD/PreIntegratedFGD_CharlieClothLambert.shader");
// Utilities / Core
newAsset.encodeBC6HCS = Load<ComputeShader>(CorePath + "CoreResources/EncodeBC6H.compute");
newAsset.cubeToPanoShader = Load<Shader>(CorePath + "CoreResources/CubeToPano.shader");
newAsset.blitCubeTextureFace = Load<Shader>(CorePath + "CoreResources/BlitCubeTextureFace.shader");
// Shadow
newAsset.shadowClearShader = Load<Shader>(CorePath + "Shadow/ShadowClear.shader");
newAsset.shadowBlurMoments = Load<ComputeShader>(CorePath + "Shadow/ShadowBlurMoments.compute");
newAsset.debugShadowMapShader = Load<Shader>(CorePath + "Shadow/DebugDisplayShadowMap.shader");
newAsset.Init();
AssetDatabase.CreateAsset(newAsset, pathName);
ProjectWindowUtil.ShowCreatedAsset(newAsset);

18
com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/HDEditorUtils.cs


using System.IO;
using System.Linq;
using UnityEngine;
using UnityEngine.Experimental.Rendering.HDPipeline;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{

{ "HDRenderPipeline/Decal", DecalUI.SetupMaterialKeywordsAndPass }
};
public static string GetHDRenderPipelinePath()
{
return "Packages/com.unity.render-pipelines.high-definition/HDRP/";
}
public static string GetPostProcessingPath()
{
return "Packages/com.unity.postprocessing/";
}
public static string GetCorePath()
{
return "Packages/com.unity.render-pipelines.core/CoreRP/";
}
return AssetDatabase.LoadAssetAtPath<T>(GetHDRenderPipelinePath() + relativePath);
return AssetDatabase.LoadAssetAtPath<T>(HDUtils.GetHDRenderPipelinePath() + relativePath);
}
public static bool ResetMaterialKeywords(Material material)

3
com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDSubShaderUtilities.cs


using UnityEditor.Graphing;
using UnityEngine; // Vector3,4
using UnityEditor.ShaderGraph;
using UnityEngine.Experimental.Rendering.HDPipeline;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{

{
public static bool GenerateShaderPass(AbstractMaterialNode masterNode, Pass pass, GenerationMode mode, SurfaceMaterialOptions materialOptions, HashSet<string> activeFields, ShaderGenerator result, List<string> sourceAssetDependencyPaths)
{
var templateLocation = Path.Combine(Path.Combine(Path.Combine(HDEditorUtils.GetHDRenderPipelinePath(), "Editor"), "ShaderGraph"), pass.TemplateName);
var templateLocation = Path.Combine(Path.Combine(Path.Combine(HDUtils.GetHDRenderPipelinePath(), "Editor"), "ShaderGraph"), pass.TemplateName);
if (!File.Exists(templateLocation))
{
// TODO: produce error here

12
com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipeline.cs


m_Asset = asset;
// Upgrade the resources (re-import every references in RenderPipelineResources) if the resource version mismatches
// It's done here because we know every HDRP assets have been imported before
UpgradeResourcesIfNeeded();
// Initial state of the RTHandle system.
// Tells the system that we will require MSAA or not so that we can avoid wasteful render texture allocation.
// TODO: Might want to initialize to at least the window resolution to avoid un-necessary re-alloc in the player

MousePositionDebug.instance.Build();
InitializeRenderStateBlocks();
}
void UpgradeResourcesIfNeeded()
{
#if UNITY_EDITOR
m_Asset.renderPipelineResources.UpgradeIfNeeded();
#endif
}
void InitializeRenderTextures()

17
com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDUtils.cs


&& layer.antialiasingMode == PostProcessLayer.Antialiasing.TemporalAntialiasing
&& layer.temporalAntialiasing.IsSupported();
}
// We need these at runtime for RenderPipelineResources upgrade
public static string GetHDRenderPipelinePath()
{
return "Packages/com.unity.render-pipelines.high-definition/HDRP/";
}
public static string GetPostProcessingPath()
{
return "Packages/com.unity.postprocessing/";
}
public static string GetCorePath()
{
return "Packages/com.unity.render-pipelines.core/CoreRP/";
}
}
}

107
com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/RenderPipelineResources.cs


using UnityEngine.Serialization;
#if UNITY_EDITOR
using UnityEditor;
#endif
[HideInInspector]
public float version = 1.0f;
const int currentVersion = 2;
[SerializeField]
[FormerlySerializedAs("version")]
public float m_Version = 1.0f;
// Default Material / Shader
public Material defaultDiffuseMaterial;

public Shader shadowClearShader;
public ComputeShader shadowBlurMoments;
public Shader debugShadowMapShader;
#if UNITY_EDITOR
public void UpgradeIfNeeded()
{
if (m_Version != currentVersion)
{
Init();
m_Version = currentVersion;
}
}
// Note: move this to a static using once we can target C#6+
T Load<T>(string path) where T : UnityEngine.Object
{
return AssetDatabase.LoadAssetAtPath<T>(path);
}
public void Init()
{
// Load default renderPipelineResources / Material / Shader
string HDRenderPipelinePath = HDUtils.GetHDRenderPipelinePath();
string CorePath = HDUtils.GetCorePath();
defaultDiffuseMaterial = Load<Material>(HDRenderPipelinePath + "RenderPipelineResources/DefaultHDMaterial.mat");
defaultMirrorMaterial = Load<Material>(HDRenderPipelinePath + "RenderPipelineResources/DefaultHDMirrorMaterial.mat");
defaultDecalMaterial = Load<Material>(HDRenderPipelinePath + "RenderPipelineResources/DefaultHDDecalMaterial.mat");
defaultShader = Load<Shader>(HDRenderPipelinePath + "Material/Lit/Lit.shader");
debugFontTexture = Load<Texture2D>(HDRenderPipelinePath + "RenderPipelineResources/DebugFont.tga");
debugDisplayLatlongShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugDisplayLatlong.Shader");
debugViewMaterialGBufferShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugViewMaterialGBuffer.Shader");
debugViewTilesShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugViewTiles.Shader");
debugFullScreenShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugFullScreen.Shader");
debugColorPickerShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugColorPicker.Shader");
deferredShader = Load<Shader>(HDRenderPipelinePath + "Lighting/Deferred.Shader");
colorPyramidCS = Load<ComputeShader>(HDRenderPipelinePath + "RenderPipelineResources/ColorPyramid.compute");
depthPyramidCS = Load<ComputeShader>(HDRenderPipelinePath + "RenderPipelineResources/DepthPyramid.compute");
copyChannelCS = Load<ComputeShader>(CorePath + "CoreResources/GPUCopy.compute");
texturePaddingCS = Load<ComputeShader>(CorePath + "CoreResources/TexturePadding.compute");
applyDistortionCS = Load<ComputeShader>(HDRenderPipelinePath + "RenderPipelineResources/ApplyDistorsion.compute");
clearDispatchIndirectShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/cleardispatchindirect.compute");
buildDispatchIndirectShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/builddispatchindirect.compute");
buildScreenAABBShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/scrbound.compute");
buildPerTileLightListShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/lightlistbuild.compute");
buildPerBigTileLightListShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/lightlistbuild-bigtile.compute");
buildPerVoxelLightListShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/lightlistbuild-clustered.compute");
buildMaterialFlagsShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/materialflags.compute");
deferredComputeShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/Deferred.compute");
screenSpaceShadowComputeShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/ScreenSpaceShadow.compute");
volumeVoxelizationCS = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/Volumetrics/VolumeVoxelization.compute");
volumetricLightingCS = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/Volumetrics/VolumetricLighting.compute");
subsurfaceScatteringCS = Load<ComputeShader>(HDRenderPipelinePath + "Material/SubsurfaceScattering/SubsurfaceScattering.compute");
subsurfaceScattering = Load<Shader>(HDRenderPipelinePath + "Material/SubsurfaceScattering/SubsurfaceScattering.shader");
combineLighting = Load<Shader>(HDRenderPipelinePath + "Material/SubsurfaceScattering/CombineLighting.shader");
// General
cameraMotionVectors = Load<Shader>(HDRenderPipelinePath + "RenderPipelineResources/CameraMotionVectors.shader");
copyStencilBuffer = Load<Shader>(HDRenderPipelinePath + "RenderPipelineResources/CopyStencilBuffer.shader");
copyDepthBuffer = Load<Shader>(HDRenderPipelinePath + "RenderPipelineResources/CopyDepthBuffer.shader");
blit = Load<Shader>(HDRenderPipelinePath + "RenderPipelineResources/Blit.shader");
// Sky
blitCubemap = Load<Shader>(HDRenderPipelinePath + "Sky/BlitCubemap.shader");
buildProbabilityTables = Load<ComputeShader>(HDRenderPipelinePath + "Material/GGXConvolution/BuildProbabilityTables.compute");
computeGgxIblSampleData = Load<ComputeShader>(HDRenderPipelinePath + "Material/GGXConvolution/ComputeGgxIblSampleData.compute");
GGXConvolve = Load<Shader>(HDRenderPipelinePath + "Material/GGXConvolution/GGXConvolve.shader");
opaqueAtmosphericScattering = Load<Shader>(HDRenderPipelinePath + "Lighting/AtmosphericScattering/OpaqueAtmosphericScattering.shader");
hdriSky = Load<Shader>(HDRenderPipelinePath + "Sky/HDRISky/HDRISky.shader");
integrateHdriSky = Load<Shader>(HDRenderPipelinePath + "Sky/HDRISky/IntegrateHDRISky.shader");
proceduralSky = Load<Shader>(HDRenderPipelinePath + "Sky/ProceduralSky/ProceduralSky.shader");
gradientSky = Load<Shader>(HDRenderPipelinePath + "Sky/GradientSky/GradientSky.shader");
// Skybox/Cubemap is a builtin shader, must use Sahder.Find to access it. It is fine because we are in the editor
skyboxCubemap = Shader.Find("Skybox/Cubemap");
// Material
preIntegratedFGD_GGXDisneyDiffuse = Load<Shader>(HDRenderPipelinePath + "Material/PreIntegratedFGD/PreIntegratedFGD_GGXDisneyDiffuse.shader");
preIntegratedFGD_CharlieClothLambert = Load<Shader>(HDRenderPipelinePath + "Material/PreIntegratedFGD/PreIntegratedFGD_CharlieClothLambert.shader");
// Utilities / Core
encodeBC6HCS = Load<ComputeShader>(CorePath + "CoreResources/EncodeBC6H.compute");
cubeToPanoShader = Load<Shader>(CorePath + "CoreResources/CubeToPano.shader");
blitCubeTextureFace = Load<Shader>(CorePath + "CoreResources/BlitCubeTextureFace.shader");
// Shadow
shadowClearShader = Load<Shader>(CorePath + "Shadow/ShadowClear.shader");
shadowBlurMoments = Load<ComputeShader>(CorePath + "Shadow/ShadowBlurMoments.compute");
debugShadowMapShader = Load<Shader>(CorePath + "Shadow/DebugDisplayShadowMap.shader");
}
#endif
}
}
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