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Use HDCamera modified stereo view matrices

This is to support camera relative rendering in stereo.  The modified view matrix propogates to the stereo versions of InvView and ViewProj.
/main
Robert Srinivasiah 6 年前
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8218bb9a
共有 4 个文件被更改,包括 28 次插入5 次删除
  1. 20
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs
  2. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDStringConstants.cs
  3. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderVariables.hlsl
  4. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderVariablesMatrixDefsHDCamera.hlsl

20
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs


var gpuNonJitteredProj = GL.GetGPUProjectionMatrix(nonJitteredCameraProj, true);
var pos = camera.transform.position;
// TODO: Delete this?
var relPos = pos; // World-origin-relative
if (ShaderConfig.s_CameraRelativeRendering != 0)

for (uint eyeIndex = 0; eyeIndex < 2; eyeIndex++)
{
viewMatrixStereo[eyeIndex] = camera.GetStereoViewMatrix((Camera.StereoscopicEye)eyeIndex);
if (ShaderConfig.s_CameraRelativeRendering != 0)
{
// Zero out the translation component.
viewMatrixStereo[eyeIndex].SetColumn(3, new Vector4(0, 0, 0, 1));
}
projMatrixStereo[eyeIndex] = camera.GetStereoProjectionMatrix((Camera.StereoscopicEye)eyeIndex);
projMatrixStereo[eyeIndex] = GL.GetGPUProjectionMatrix(projMatrixStereo[eyeIndex], true);

public void SetupGlobalStereoParams(CommandBuffer cmd)
{
var viewProjStereo = new Matrix4x4[2];
var invViewStereo = new Matrix4x4[2];
var invProjStereo = new Matrix4x4[2];
var invViewProjStereo = new Matrix4x4[2];

invProjStereo[eyeIndex] = proj.inverse;
var vp = proj * viewMatrixStereo[eyeIndex];
invViewProjStereo[eyeIndex] = vp.inverse;
var view = viewMatrixStereo[eyeIndex];
invViewStereo[eyeIndex] = view.inverse;
viewProjStereo[eyeIndex] = proj * view;
invViewProjStereo[eyeIndex] = viewProjStereo[eyeIndex].inverse;
cmd.SetGlobalMatrixArray(HDShaderIDs._ViewMatrixStereo, viewMatrixStereo);
cmd.SetGlobalMatrixArray(HDShaderIDs._ViewProjMatrixStereo, viewProjStereo);
cmd.SetGlobalMatrixArray(HDShaderIDs._InvViewMatrixStereo, invViewStereo);
cmd.SetGlobalMatrixArray(HDShaderIDs._InvProjMatrixStereo, invProjStereo);
cmd.SetGlobalMatrixArray(HDShaderIDs._InvViewProjMatrixStereo, invViewProjStereo);
}

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDStringConstants.cs


public static readonly int _TaaFrameIndex = Shader.PropertyToID("_TaaFrameIndex");
public static readonly int _TaaFrameRotation = Shader.PropertyToID("_TaaFrameRotation");
public static readonly int _ViewMatrixStereo = Shader.PropertyToID("_ViewMatrixStereo");
public static readonly int _ViewProjMatrixStereo = Shader.PropertyToID("_ViewProjMatrixStereo");
public static readonly int _InvViewMatrixStereo = Shader.PropertyToID("_InvViewMatrixStereo");
public static readonly int _InvProjMatrixStereo = Shader.PropertyToID("_InvProjMatrixStereo");
public static readonly int _InvViewProjMatrixStereo = Shader.PropertyToID("_InvViewProjMatrixStereo");

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderVariables.hlsl


#if defined(USING_STEREO_MATRICES)
CBUFFER_START(UnityPerPassStereo)
float4x4 _ViewMatrixStereo[2];
// Proj not needed...yet?
float4x4 _ViewProjMatrixStereo[2];
float4x4 _InvViewMatrixStereo[2];
float4x4 _InvProjMatrixStereo[2];
float4x4 _InvViewProjMatrixStereo[2];
CBUFFER_END

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderVariablesMatrixDefsHDCamera.hlsl


#define UNITY_MATRIX_M unity_ObjectToWorld
#define UNITY_MATRIX_I_M unity_WorldToObject
#define UNITY_MATRIX_V unity_StereoMatrixV[unity_StereoEyeIndex]
#define UNITY_MATRIX_I_V unity_StereoMatrixInvV[unity_StereoEyeIndex]
#define UNITY_MATRIX_V _ViewMatrixStereo[unity_StereoEyeIndex]
#define UNITY_MATRIX_I_V _InvViewMatrixStereo[unity_StereoEyeIndex]
#define UNITY_MATRIX_VP unity_StereoMatrixVP[unity_StereoEyeIndex]
#define UNITY_MATRIX_VP _ViewProjMatrixStereo[unity_StereoEyeIndex]
#define UNITY_MATRIX_I_VP _InvViewProjMatrixStereo[unity_StereoEyeIndex]
#else

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