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HDRenderPipeline: Fix the pipeline to be fptl for opaque and cluster for transparent

- remove all the cluster settings option
/main
Sebastien Lagarde 7 年前
当前提交
61e9390a
共有 9 个文件被更改,包括 32 次插入137 次删除
  1. 4
      ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.Styles.cs
  2. 16
      ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
  3. 7
      ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  4. 3
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/Deferred.shader
  5. 13
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/Forward.hlsl
  6. 34
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Deferred.compute
  7. 66
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
  8. 3
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.hlsl
  9. 23
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassLoop.hlsl

4
ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.Styles.cs


using UnityEngine;
using UnityEngine;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{

public readonly GUIContent enableComputeLightEvaluation = new GUIContent("Compute Light Evaluation");
public readonly GUIContent enableComputeLightVariants = new GUIContent("Compute Light Variants");
public readonly GUIContent enableComputeMaterialVariants = new GUIContent("Compute Material Variants");
public readonly GUIContent enableClustered = new GUIContent("Clustered");
public readonly GUIContent enableFptlForOpaqueWhenClustered = new GUIContent("Fptl For Opaque When Clustered");
public readonly GUIContent enableBigTilePrepass = new GUIContent("Big tile prepass");
}

16
ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs


SerializedProperty m_enableComputeLightEvaluation;
SerializedProperty m_enableComputeLightVariants;
SerializedProperty m_enableComputeMaterialVariants;
SerializedProperty m_enableClustered;
SerializedProperty m_enableFptlForOpaqueWhenClustered;
SerializedProperty m_enableBigTilePrepass;
// Rendering Settings

m_enableComputeLightEvaluation = properties.Find(x => x.tileSettings.enableComputeLightEvaluation);
m_enableComputeLightVariants = properties.Find(x => x.tileSettings.enableComputeLightVariants);
m_enableComputeMaterialVariants = properties.Find(x => x.tileSettings.enableComputeMaterialVariants);
m_enableClustered = properties.Find(x => x.tileSettings.enableClustered);
m_enableFptlForOpaqueWhenClustered = properties.Find(x => x.tileSettings.enableFptlForOpaqueWhenClustered);
m_enableBigTilePrepass = properties.Find(x => x.tileSettings.enableBigTilePrepass);
// Shadow settings

{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_enableBigTilePrepass, s_Styles.enableBigTilePrepass);
EditorGUILayout.PropertyField(m_enableClustered, s_Styles.enableClustered);
// Tag: SUPPORT_COMPUTE_CLUSTER_OPAQUE - Uncomment this if you want to do cluster opaque with compute shader (by default we support only fptl on opaque)
// if (m_enableClustered.boolValue)
if (m_enableClustered.boolValue && !m_enableComputeLightEvaluation.boolValue)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_enableFptlForOpaqueWhenClustered, s_Styles.enableFptlForOpaqueWhenClustered);
EditorGUI.indentLevel--;
}
// Tag: SUPPORT_COMPUTE_CLUSTER_OPAQUE - Uncomment this if you want to do cluster opaque with compute shader (by default we support only fptl on opaque)
m_enableFptlForOpaqueWhenClustered.boolValue = true; // Force fptl to be always true if compute evaluation is enable
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_enableComputeLightVariants, s_Styles.enableComputeLightVariants);
EditorGUILayout.PropertyField(m_enableComputeMaterialVariants, s_Styles.enableComputeMaterialVariants);

7
ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


DebugMenuManager.instance.AddDebugItem<bool>("HDRP", "Enable Tile/Cluster", () => m_Asset.tileSettings.enableTileAndCluster, (value) => m_Asset.tileSettings.enableTileAndCluster = (bool)value, DebugItemFlag.RuntimeOnly);
DebugMenuManager.instance.AddDebugItem<bool>("HDRP", "Enable Big Tile", () => m_Asset.tileSettings.enableBigTilePrepass, (value) => m_Asset.tileSettings.enableBigTilePrepass = (bool)value, DebugItemFlag.RuntimeOnly);
DebugMenuManager.instance.AddDebugItem<bool>("HDRP", "Enable Cluster", () => m_Asset.tileSettings.enableClustered, (value) => m_Asset.tileSettings.enableClustered = (bool)value, DebugItemFlag.RuntimeOnly);
DebugMenuManager.instance.AddDebugItem<bool>("HDRP", "Enable Compute Lighting", () => m_Asset.tileSettings.enableComputeLightEvaluation, (value) => m_Asset.tileSettings.enableComputeLightEvaluation = (bool)value, DebugItemFlag.RuntimeOnly);
DebugMenuManager.instance.AddDebugItem<bool>("HDRP", "Enable Light Classification", () => m_Asset.tileSettings.enableComputeLightVariants, (value) => m_Asset.tileSettings.enableComputeLightVariants = (bool)value, DebugItemFlag.RuntimeOnly);
DebugMenuManager.instance.AddDebugItem<bool>("HDRP", "Enable Material Classification", () => m_Asset.tileSettings.enableComputeMaterialVariants, (value) => m_Asset.tileSettings.enableComputeMaterialVariants = (bool)value, DebugItemFlag.RuntimeOnly);

RenderForward(m_CullResults, camera, renderContext, cmd, ForwardPass.Opaque);
RenderForwardError(m_CullResults, camera, renderContext, cmd, ForwardPass.Opaque);
RenderLightingDebug(hdCamera, cmd, m_CameraColorBufferRT, m_CurrentDebugDisplaySettings);
RenderLightingDebug(hdCamera, cmd, m_CameraColorBufferRT, m_CurrentDebugDisplaySettings, true);
RenderSky(hdCamera, cmd);

return m_SkyManager.ExportSkyToTexture();
}
void RenderLightingDebug(HDCamera camera, CommandBuffer cmd, RenderTargetIdentifier colorBuffer, DebugDisplaySettings debugDisplaySettings)
void RenderLightingDebug(HDCamera camera, CommandBuffer cmd, RenderTargetIdentifier colorBuffer, DebugDisplaySettings debugDisplaySettings, bool renderOpaque)
m_LightLoop.RenderLightingDebug(camera, cmd, colorBuffer, debugDisplaySettings);
m_LightLoop.RenderLightingDebug(camera, cmd, colorBuffer, debugDisplaySettings, renderOpaque);
}
// Render forward is use for both transparent and opaque objects. In case of deferred we can still render opaque object in forward.

3
ScriptableRenderPipeline/HDRenderPipeline/Lighting/Deferred.shader


// Chose supported lighting architecture in case of deferred rendering
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#define USE_FPTL_LIGHTLIST // deferred (opaque) always use FPTL
//-------------------------------------------------------------------------------------
// Include

13
ScriptableRenderPipeline/HDRenderPipeline/Lighting/Forward.hlsl


// Those that are control from inside the "Material".shader with "Pass" concept like forward lighting. Call later forward lighting architecture.
// Those that are control outside the "Material".shader in a "Lighting".shader like deferred lighting. Call later deferred lighting architecture.
// When dealing with deferred lighting architecture, the renderloop is in charge to call the correct .shader.
// RenderLoop can do multiple call of various deferred lighting architecture.
// When dealing with deferred lighting architecture, the renderPipeline is in charge to call the correct .shader.
// renderPipeline can do multiple call of various deferred lighting architecture.
// When dealing with forward lighting architecture, the renderloop must specify a shader pass (like "forward") but it also need
// When dealing with forward lighting architecture, the renderPipeline must specify a shader pass (like "forward") but it also need
// Renderloop can suppose dynamically switching from regular forward to tile forward for example within the same "Forward" pass.
// The purpose of the following pragma is to define the variant available for "Forward" Pass in "Material".shader.
// If only one keyword is present it mean that only one type of forward lighting architecture is supported.

// No USE_FPTL_LIGHTLIST as we are in forward and this use the cluster path (but cluster path can use the tile light list for opaque)
// Forward transparent surface use clustering, forward opaque use FPTL
#ifdef _SURFACE_TYPE_TRANSPARENT
#else
#define USE_FPTL_LIGHTLIST
#endif

34
ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Deferred.compute


#pragma kernel Deferred_Direct_Fptl_DebugDisplay SHADE_OPAQUE_ENTRY=Deferred_Direct_Fptl_DebugDisplay USE_FPTL_LIGHTLIST DEBUG_DISPLAY
#pragma kernel Deferred_Direct_ShadowMask_Fptl SHADE_OPAQUE_ENTRY=Deferred_Direct_ShadowMask_Fptl USE_FPTL_LIGHTLIST SHADOWS_SHADOWMASK
#pragma kernel Deferred_Direct_ShadowMask_Fptl_DebugDisplay SHADE_OPAQUE_ENTRY=Deferred_Direct_ShadowMask_Fptl_DebugDisplay USE_FPTL_LIGHTLIST SHADOWS_SHADOWMASK DEBUG_DISPLAY
#pragma kernel Deferred_Direct_Clustered SHADE_OPAQUE_ENTRY=Deferred_Direct_Clustered USE_CLUSTERED_LIGHTLIST
#pragma kernel Deferred_Direct_Clustered_DebugDisplay SHADE_OPAQUE_ENTRY=Deferred_Direct_Clustered_DebugDisplay USE_CLUSTERED_LIGHTLIST DEBUG_DISPLAY
#pragma kernel Deferred_Direct_ShadowMask_Clustered SHADE_OPAQUE_ENTRY=Deferred_Direct_ShadowMask_Clustered USE_CLUSTERED_LIGHTLIST SHADOWS_SHADOWMASK
#pragma kernel Deferred_Direct_ShadowMask_Clustered_DebugDisplay SHADE_OPAQUE_ENTRY=Deferred_Direct_ShadowMask_Clustered_DebugDisplay USE_CLUSTERED_LIGHTLIST SHADOWS_SHADOWMASK DEBUG_DISPLAY
// Variant with and without shadowmask
#pragma kernel Deferred_Indirect_Fptl_Variant0 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant0 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=0

#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant24 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant24 USE_FPTL_LIGHTLIST USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=24
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant25 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant25 USE_FPTL_LIGHTLIST USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=25
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant26 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant26 USE_FPTL_LIGHTLIST USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=26
/* Tag: SUPPORT_COMPUTE_CLUSTER_OPAQUE - Uncomment this if you want to do cluster opaque with compute shader (by default we support only fptl on opaque)
#pragma kernel Deferred_Indirect_Clustered_Variant0 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant0 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=0
#pragma kernel Deferred_Indirect_Clustered_Variant1 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant1 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=1
#pragma kernel Deferred_Indirect_Clustered_Variant2 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant2 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=2
#pragma kernel Deferred_Indirect_Clustered_Variant3 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant3 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=3
#pragma kernel Deferred_Indirect_Clustered_Variant4 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant4 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=4
#pragma kernel Deferred_Indirect_Clustered_Variant5 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant5 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=5
#pragma kernel Deferred_Indirect_Clustered_Variant6 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant6 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=6
#pragma kernel Deferred_Indirect_Clustered_Variant7 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant7 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=7
#pragma kernel Deferred_Indirect_Clustered_Variant8 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant8 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=8
#pragma kernel Deferred_Indirect_Clustered_Variant9 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant9 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=9
#pragma kernel Deferred_Indirect_Clustered_Variant10 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant10 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=10
#pragma kernel Deferred_Indirect_Clustered_Variant11 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant11 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=11
#pragma kernel Deferred_Indirect_Clustered_Variant12 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant12 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=12
#pragma kernel Deferred_Indirect_Clustered_Variant13 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant13 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=13
#pragma kernel Deferred_Indirect_Clustered_Variant14 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant14 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=14
#pragma kernel Deferred_Indirect_Clustered_Variant15 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant15 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=15
#pragma kernel Deferred_Indirect_Clustered_Variant16 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant16 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=16
#pragma kernel Deferred_Indirect_Clustered_Variant17 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant17 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=17
#pragma kernel Deferred_Indirect_Clustered_Variant18 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant18 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=18
#pragma kernel Deferred_Indirect_Clustered_Variant19 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant19 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=19
#pragma kernel Deferred_Indirect_Clustered_Variant20 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant20 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=20
#pragma kernel Deferred_Indirect_Clustered_Variant21 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant21 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=21
#pragma kernel Deferred_Indirect_Clustered_Variant22 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant22 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=22
#pragma kernel Deferred_Indirect_Clustered_Variant23 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant23 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=23
#pragma kernel Deferred_Indirect_Clustered_Variant24 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant24 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=24
#pragma kernel Deferred_Indirect_Clustered_Variant25 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant25 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=25
#pragma kernel Deferred_Indirect_Clustered_Variant26 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Clustered_Variant26 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=26
*/
#define LIGHTLOOP_TILE_PASS 1

66
ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


public bool enableComputeMaterialVariants;
// clustered light list specific buffers and data begin
public bool enableClustered;
public bool enableFptlForOpaqueWhenClustered; // still useful on opaques. Should be true by default to force tile on opaque.
public bool enableBigTilePrepass;
[Range(0.0f, 1.0f)]

enableComputeLightVariants = true;
enableComputeMaterialVariants = true;
enableClustered = true;
enableFptlForOpaqueWhenClustered = true;
enableBigTilePrepass = true;
diffuseGlobalDimmer = 1.0f;

static int s_BuildMaterialFlagsWriteKernel;
static int s_BuildMaterialFlagsOrKernel;
static int s_shadeOpaqueDirectClusteredKernel;
static int s_shadeOpaqueDirectClusteredDebugDisplayKernel;
static int s_shadeOpaqueDirectShadowMaskClusteredKernel;
static int s_shadeOpaqueDirectShadowMaskClusteredDebugDisplayKernel;
// Tag: SUPPORT_COMPUTE_CLUSTER_OPAQUE - Uncomment this if you want to do cluster opaque with compute shader (by default we support only fptl on opaque)
//static int[] s_shadeOpaqueIndirectClusteredKernels = new int[LightDefinitions.s_NumFeatureVariants];
static int[] s_shadeOpaqueIndirectFptlKernels = new int[LightDefinitions.s_NumFeatureVariants];
static int[] s_shadeOpaqueIndirectShadowMaskFptlKernels = new int[LightDefinitions.s_NumFeatureVariants];

static ComputeBuffer s_GlobalLightListAtomic = null;
// clustered light list specific buffers and data end
bool usingFptl
{
get
{
bool isEnabledMSAA = false;
Debug.Assert(!isEnabledMSAA || m_TileSettings.enableClustered);
bool disableFptl = (!m_TileSettings.enableFptlForOpaqueWhenClustered && m_TileSettings.enableClustered) || isEnabledMSAA;
return !disableFptl;
}
}
// Following is an array of material of size eight for all combination of keyword: OUTPUT_SPLIT_LIGHTING - LIGHTLOOP_TILE_PASS - SHADOWS_SHADOWMASK - USE_FPTL_LIGHTLIST/USE_CLUSTERED_LIGHTLIST - DEBUG_DISPLAY
Material[, , , ,] m_lightingMaterial;
Material m_DebugViewTilesMaterial;

public static bool GetFeatureVariantsEnabled(TileSettings tileSettings)
{
return tileSettings.enableComputeLightEvaluation && (tileSettings.enableComputeLightVariants || tileSettings.enableComputeMaterialVariants) && !(tileSettings.enableClustered && !tileSettings.enableFptlForOpaqueWhenClustered);
return tileSettings.enableComputeLightEvaluation && (tileSettings.enableComputeLightVariants || tileSettings.enableComputeMaterialVariants);
}
TileSettings m_TileSettings = null;

s_LightVolumeDataBuffer = new ComputeBuffer(k_MaxLightsOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(LightVolumeData)));
s_DispatchIndirectBuffer = new ComputeBuffer(LightDefinitions.s_NumFeatureVariants * 3, sizeof(uint), ComputeBufferType.IndirectArguments);
if (m_TileSettings.enableClustered)
// Cluster
{
var kernelName = m_TileSettings.enableBigTilePrepass ? (k_UseDepthBuffer ? "TileLightListGen_DepthRT_SrcBigTile" : "TileLightListGen_NoDepthRT_SrcBigTile") : (k_UseDepthBuffer ? "TileLightListGen_DepthRT" : "TileLightListGen_NoDepthRT");
s_GenListPerVoxelKernel = buildPerVoxelLightListShader.FindKernel(kernelName);

s_BuildMaterialFlagsOrKernel = buildMaterialFlagsShader.FindKernel("MaterialFlagsGen_Or");
s_BuildMaterialFlagsWriteKernel = buildMaterialFlagsShader.FindKernel("MaterialFlagsGen_Write");
s_shadeOpaqueDirectClusteredKernel = deferredComputeShader.FindKernel("Deferred_Direct_Clustered");
s_shadeOpaqueDirectClusteredDebugDisplayKernel = deferredComputeShader.FindKernel("Deferred_Direct_Clustered_DebugDisplay");
s_shadeOpaqueDirectShadowMaskClusteredKernel = deferredComputeShader.FindKernel("Deferred_Direct_ShadowMask_Clustered");
s_shadeOpaqueDirectShadowMaskClusteredDebugDisplayKernel = deferredComputeShader.FindKernel("Deferred_Direct_ShadowMask_Clustered_DebugDisplay");
s_shadeOpaqueDirectShadowMaskFptlDebugDisplayKernel = deferredComputeShader.FindKernel("Deferred_Direct_ShadowMask_Fptl_DebugDisplay");
s_deferredDirectionalShadowKernel = deferredDirectionalShadowComputeShader.FindKernel("DeferredDirectionalShadow");

// Tag: SUPPORT_CLUSTER_OPAQUE - Uncomment this if you want to do cluster opaque (by default we support only fptl on opaque)
// s_shadeOpaqueIndirectClusteredKernels[variant] = deferredComputeShader.FindKernel("Deferred_Indirect_Clustered_Variant" + variant);
s_shadeOpaqueIndirectFptlKernels[variant] = deferredComputeShader.FindKernel("Deferred_Indirect_Fptl_Variant" + variant);
s_shadeOpaqueIndirectShadowMaskFptlKernels[variant] = deferredComputeShader.FindKernel("Deferred_Indirect_ShadowMask_Fptl_Variant" + variant);
}

{
return s_LightList == null || s_TileList == null || s_TileFeatureFlags == null ||
(s_BigTileLightList == null && m_TileSettings.enableBigTilePrepass) ||
(s_PerVoxelLightLists == null && m_TileSettings.enableClustered);
(s_PerVoxelLightLists == null);
}
public void ReleaseResolutionDependentBuffers()

s_TileList = new ComputeBuffer((int)LightDefinitions.s_NumFeatureVariants * nrTiles, sizeof(uint));
s_TileFeatureFlags = new ComputeBuffer(nrTilesX * nrTilesY, sizeof(uint));
if (m_TileSettings.enableClustered)
// Cluster
{
var nrClustersX = (width + LightDefinitions.s_TileSizeClustered - 1) / LightDefinitions.s_TileSizeClustered;
var nrClustersY = (height + LightDefinitions.s_TileSizeClustered - 1) / LightDefinitions.s_TileSizeClustered;

var numTiles = numTilesX * numTilesY;
bool enableFeatureVariants = GetFeatureVariantsEnabled(m_TileSettings);
if (usingFptl) // optimized for opaques only
// optimized for opaques only
{
cmd.SetComputeIntParam(buildPerTileLightListShader, HDShaderIDs.g_isOrthographic, isOrthographic ? 1 : 0);
cmd.SetComputeIntParams(buildPerTileLightListShader, HDShaderIDs.g_viDimensions, w, h);

cmd.DispatchCompute(buildPerTileLightListShader, s_GenListPerTileKernel, numTilesX, numTilesY, 1);
}
if (m_TileSettings.enableClustered) // works for transparencies too.
// Cluster
{
VoxelLightListGeneration(cmd, camera, projscr, invProjscr, cameraDepthBufferRT);
}

if (m_TileSettings.enableBigTilePrepass)
cmd.SetGlobalBuffer(HDShaderIDs.g_vBigTileLightList, s_BigTileLightList);
if (m_TileSettings.enableClustered)
// Cluster
{
cmd.SetGlobalFloat(HDShaderIDs.g_fClustScale, m_ClustScale);
cmd.SetGlobalFloat(HDShaderIDs.g_fClustBase, k_ClustLogBase);

m_ShadowMgr.RenderShadows(m_FrameId, renderContext, cmd, cullResults, cullResults.visibleLights);
}
public void RenderLightingDebug(HDCamera hdCamera, CommandBuffer cmd, RenderTargetIdentifier colorBuffer, DebugDisplaySettings debugDisplaySettings)
public void RenderLightingDebug(HDCamera hdCamera, CommandBuffer cmd, RenderTargetIdentifier colorBuffer, DebugDisplaySettings debugDisplaySettings, bool renderOpaque)
{
LightingDebugSettings lightingDebug = debugDisplaySettings.lightingDebugSettings;
if (lightingDebug.tileDebugByCategory == TileSettings.TileDebug.None)

{
bool bUseClusteredForDeferred = !usingFptl;
bool bUseClusteredForDeferred = !renderOpaque;
int w = hdCamera.camera.pixelWidth;
int h = hdCamera.camera.pixelHeight;

RenderTargetIdentifier[] colorBuffers, RenderTargetIdentifier depthStencilBuffer, RenderTargetIdentifier depthTexture,
LightingPassOptions options)
{
var bUseClusteredForDeferred = !usingFptl;
cmd.SetGlobalBuffer(HDShaderIDs.g_vLightListGlobal, bUseClusteredForDeferred ? s_PerVoxelLightLists : s_LightList);
cmd.SetGlobalBuffer(HDShaderIDs.g_vLightListGlobal, s_LightList);
if (m_TileSettings.enableTileAndCluster && m_TileSettings.enableComputeLightEvaluation && options.outputSplitLighting)
{

if (enableFeatureVariants)
{
// Tag: SUPPORT_COMPUTE_CLUSTER_OPAQUE - Update the code with following comment this if you want to do cluster opaque with compute shader (by default we support only fptl on opaque)
// kernel = usingFptl ? s_shadeOpaqueIndirectFptlKernels[variant] : s_shadeOpaqueIndirectClusteredKernels[variant];
if (m_enableBakeShadowMask)
kernel = s_shadeOpaqueIndirectShadowMaskFptlKernels[variant];
else

{
if (m_enableBakeShadowMask)
{
if (debugDisplaySettings.IsDebugDisplayEnabled())
kernel = usingFptl ? s_shadeOpaqueDirectShadowMaskFptlDebugDisplayKernel : s_shadeOpaqueDirectShadowMaskClusteredDebugDisplayKernel;
else
kernel = usingFptl ? s_shadeOpaqueDirectShadowMaskFptlKernel : s_shadeOpaqueDirectShadowMaskClusteredKernel;
kernel = debugDisplaySettings.IsDebugDisplayEnabled() ? s_shadeOpaqueDirectShadowMaskFptlDebugDisplayKernel : s_shadeOpaqueDirectShadowMaskFptlKernel;
if (debugDisplaySettings.IsDebugDisplayEnabled())
kernel = usingFptl ? s_shadeOpaqueDirectFptlDebugDisplayKernel : s_shadeOpaqueDirectClusteredDebugDisplayKernel;
else
kernel = usingFptl ? s_shadeOpaqueDirectFptlKernel : s_shadeOpaqueDirectClusteredKernel;
kernel = debugDisplaySettings.IsDebugDisplayEnabled() ? s_shadeOpaqueDirectFptlDebugDisplayKernel : s_shadeOpaqueDirectFptlKernel;
}
}

Material currentLightingMaterial = m_lightingMaterial[options.outputSplitLighting ? 1 : 0,
m_TileSettings.enableTileAndCluster ? 1 : 0,
m_enableBakeShadowMask ? 1 : 0,
bUseClusteredForDeferred ? 1 : 0,
0,
debugDisplaySettings.IsDebugDisplayEnabled() ? 1 : 0];
if (options.outputSplitLighting)

else
{
// Only opaques can use FPTL, transparent must use clustered!
bool useFptl = renderOpaque && usingFptl;
bool useFptl = renderOpaque;
using (new ProfilingSample(cmd, useFptl ? "Forward Tiled pass" : "Forward Clustered pass", HDRenderPipeline.GetSampler(CustomSamplerId.TPForwardTiledClusterpass)))
{

cmd.SetGlobalFloat(HDShaderIDs._UseTileLightList, useFptl ? 1 : 0); // leaving this as a dynamic toggle for now for forward opaques to keep shader variants down.
cmd.SetGlobalBuffer(HDShaderIDs.g_vLightListGlobal, useFptl ? s_LightList : s_PerVoxelLightLists);
}
}

3
ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.hlsl


#include "TilePass.cs.hlsl"
#include "TilePass.cs.hlsl"
#include "../../Sky/SkyVariables.hlsl"
StructuredBuffer<uint> g_vLightListGlobal; // don't support Buffer yet in unity

int g_iLog2NumClusters; // We need to always define these to keep constant buffer layouts compatible
uint g_isLogBaseBufferEnabled;
uint _UseTileLightList;
//#endif
//#ifdef USE_CLUSTERED_LIGHTLIST

23
ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassLoop.hlsl


uint GetTileSize()
{
if (_UseTileLightList)
return TILE_SIZE_FPTL;
else
return TILE_SIZE_CLUSTERED;
return TILE_SIZE_CLUSTERED;
}
void GetCountAndStartCluster(PositionInputs posInput, uint lightCategory, out uint start, out uint lightCount)

void GetCountAndStart(PositionInputs posInput, uint lightCategory, out uint start, out uint lightCount)
{
if (_UseTileLightList)
GetCountAndStartTile(posInput, lightCategory, start, lightCount);
else
GetCountAndStartCluster(posInput, lightCategory, start, lightCount);
GetCountAndStartCluster(posInput, lightCategory, start, lightCount);
uint offset = tileOffset + lightIndex;
const uint lightIndexPlusOne = lightIndex + 1; // Add +1 as first slot is reserved to store number of light
if (_UseTileLightList)
offset = DWORD_PER_TILE * tileOffset + (lightIndexPlusOne >> 1);
// Avoid generated HLSL bytecode to always access g_vLightListGlobal with
// two different offsets, fixes out of bounds issue
uint value = g_vLightListGlobal[offset];
// Light index are store on 16bit
return (_UseTileLightList ? ((value >> ((lightIndexPlusOne & 1) * DWORD_PER_TILE)) & 0xffff) : value);
return g_vLightListGlobal[tileOffset + lightIndex];
}
#endif // USE_FPTL_LIGHTLIST

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