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Added support to MSAA.

/RenderPassXR_Sandbox
Felipe Lira 7 年前
当前提交
8f9eef29
共有 5 个文件被更改,包括 96 次插入269 次删除
  1. 258
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/MultiplePointLights.unity
  2. 5
      Assets/ScriptableRenderPipeline/LightweightPipeline/Editor/LightweightAssetInspector.cs
  3. 84
      Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs
  4. 1
      Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineAsset.asset
  5. 17
      Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineAsset.cs

258
Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/MultiplePointLights.unity


m_AmbientIntensity: 1
m_AmbientMode: 0
m_SubtractiveShadowColor: {r: 0.42, g: 0.478, b: 0.627, a: 1}
m_SkyboxMaterial: {fileID: 10304, guid: 0000000000000000f000000000000000, type: 0}
m_SkyboxMaterial: {fileID: 0}
m_HaloStrength: 0.5
m_FlareStrength: 1
m_FlareFadeSpeed: 3

m_ReflectionIntensity: 1
m_CustomReflection: {fileID: 0}
m_Sun: {fileID: 0}
m_IndirectSpecularColor: {r: 0.18028474, g: 0.22571635, b: 0.3069243, a: 1}
m_IndirectSpecularColor: {r: 0, g: 0, b: 0, a: 1}
--- !u!157 &3
LightmapSettings:
m_ObjectHideFlags: 0

m_Lightmapping: 2
m_AreaSize: {x: 1, y: 1}
m_BounceIntensity: 1
m_FalloffTable:
m_Table[0]: 0
m_Table[1]: 0
m_Table[2]: 0
m_Table[3]: 0
m_Table[4]: 0
m_Table[5]: 0
m_Table[6]: 0
m_Table[7]: 0
m_Table[8]: 0
m_Table[9]: 0
m_Table[10]: 0
m_Table[11]: 0
m_Table[12]: 0
m_ColorTemperature: 6570
m_UseColorTemperature: 0
m_ShadowRadius: 0

m_Lightmapping: 4
m_AreaSize: {x: 1, y: 1}
m_BounceIntensity: 1
m_FalloffTable:
m_Table[0]: 0
m_Table[1]: 0
m_Table[2]: 0
m_Table[3]: 0
m_Table[4]: 0
m_Table[5]: 0
m_Table[6]: 0
m_Table[7]: 0
m_Table[8]: 0
m_Table[9]: 0
m_Table[10]: 0
m_Table[11]: 0
m_Table[12]: 0
m_ColorTemperature: 6570
m_UseColorTemperature: 0
m_ShadowRadius: 0

m_GameObject: {fileID: 232121470}
m_Enabled: 1
serializedVersion: 2
m_ClearFlags: 1
m_ClearFlags: 2
m_BackGroundColor: {r: 0.19215687, g: 0.3019608, b: 0.4745098, a: 0}
m_NormalizedViewPortRect:
serializedVersion: 2

m_Lightmapping: 4
m_AreaSize: {x: 1, y: 1}
m_BounceIntensity: 1
m_FalloffTable:
m_Table[0]: 0
m_Table[1]: 0
m_Table[2]: 0
m_Table[3]: 0
m_Table[4]: 0
m_Table[5]: 0
m_Table[6]: 0
m_Table[7]: 0
m_Table[8]: 0
m_Table[9]: 0
m_Table[10]: 0
m_Table[11]: 0
m_Table[12]: 0
m_ColorTemperature: 6570
m_UseColorTemperature: 0
m_ShadowRadius: 0

m_Lightmapping: 4
m_AreaSize: {x: 1, y: 1}
m_BounceIntensity: 1
m_FalloffTable:
m_Table[0]: 0
m_Table[1]: 0
m_Table[2]: 0
m_Table[3]: 0
m_Table[4]: 0
m_Table[5]: 0
m_Table[6]: 0
m_Table[7]: 0
m_Table[8]: 0
m_Table[9]: 0
m_Table[10]: 0
m_Table[11]: 0
m_Table[12]: 0
m_ColorTemperature: 6570
m_UseColorTemperature: 0
m_ShadowRadius: 0

m_Lightmapping: 4
m_AreaSize: {x: 1, y: 1}
m_BounceIntensity: 1
m_FalloffTable:
m_Table[0]: 0
m_Table[1]: 0
m_Table[2]: 0
m_Table[3]: 0
m_Table[4]: 0
m_Table[5]: 0
m_Table[6]: 0
m_Table[7]: 0
m_Table[8]: 0
m_Table[9]: 0
m_Table[10]: 0
m_Table[11]: 0
m_Table[12]: 0
m_ColorTemperature: 6570
m_UseColorTemperature: 0
m_ShadowRadius: 0

m_Lightmapping: 2
m_AreaSize: {x: 1, y: 1}
m_BounceIntensity: 1
m_FalloffTable:
m_Table[0]: 0
m_Table[1]: 0
m_Table[2]: 0
m_Table[3]: 0
m_Table[4]: 0
m_Table[5]: 0
m_Table[6]: 0
m_Table[7]: 0
m_Table[8]: 0
m_Table[9]: 0
m_Table[10]: 0
m_Table[11]: 0
m_Table[12]: 0
m_ColorTemperature: 6570
m_UseColorTemperature: 0
m_ShadowRadius: 0

m_Lightmapping: 4
m_AreaSize: {x: 1, y: 1}
m_BounceIntensity: 1
m_FalloffTable:
m_Table[0]: 0
m_Table[1]: 0
m_Table[2]: 0
m_Table[3]: 0
m_Table[4]: 0
m_Table[5]: 0
m_Table[6]: 0
m_Table[7]: 0
m_Table[8]: 0
m_Table[9]: 0
m_Table[10]: 0
m_Table[11]: 0
m_Table[12]: 0
m_ColorTemperature: 6570
m_UseColorTemperature: 0
m_ShadowRadius: 0

m_Lightmapping: 4
m_AreaSize: {x: 1, y: 1}
m_BounceIntensity: 1
m_FalloffTable:
m_Table[0]: 0
m_Table[1]: 0
m_Table[2]: 0
m_Table[3]: 0
m_Table[4]: 0
m_Table[5]: 0
m_Table[6]: 0
m_Table[7]: 0
m_Table[8]: 0
m_Table[9]: 0
m_Table[10]: 0
m_Table[11]: 0
m_Table[12]: 0
m_ColorTemperature: 6570
m_UseColorTemperature: 0
m_ShadowRadius: 0

m_Lightmapping: 4
m_AreaSize: {x: 1, y: 1}
m_BounceIntensity: 1
m_FalloffTable:
m_Table[0]: 0
m_Table[1]: 0
m_Table[2]: 0
m_Table[3]: 0
m_Table[4]: 0
m_Table[5]: 0
m_Table[6]: 0
m_Table[7]: 0
m_Table[8]: 0
m_Table[9]: 0
m_Table[10]: 0
m_Table[11]: 0
m_Table[12]: 0
m_ColorTemperature: 6570
m_UseColorTemperature: 0
m_ShadowRadius: 0

m_Lightmapping: 4
m_AreaSize: {x: 1, y: 1}
m_BounceIntensity: 1
m_FalloffTable:
m_Table[0]: 0
m_Table[1]: 0
m_Table[2]: 0
m_Table[3]: 0
m_Table[4]: 0
m_Table[5]: 0
m_Table[6]: 0
m_Table[7]: 0
m_Table[8]: 0
m_Table[9]: 0
m_Table[10]: 0
m_Table[11]: 0
m_Table[12]: 0
m_ColorTemperature: 6570
m_UseColorTemperature: 0
m_ShadowRadius: 0

m_Lightmapping: 2
m_AreaSize: {x: 1, y: 1}
m_BounceIntensity: 1
m_FalloffTable:
m_Table[0]: 0
m_Table[1]: 0
m_Table[2]: 0
m_Table[3]: 0
m_Table[4]: 0
m_Table[5]: 0
m_Table[6]: 0
m_Table[7]: 0
m_Table[8]: 0
m_Table[9]: 0
m_Table[10]: 0
m_Table[11]: 0
m_Table[12]: 0
m_ColorTemperature: 6570
m_UseColorTemperature: 0
m_ShadowRadius: 0

m_Lightmapping: 2
m_AreaSize: {x: 1, y: 1}
m_BounceIntensity: 1
m_FalloffTable:
m_Table[0]: 0
m_Table[1]: 0
m_Table[2]: 0
m_Table[3]: 0
m_Table[4]: 0
m_Table[5]: 0
m_Table[6]: 0
m_Table[7]: 0
m_Table[8]: 0
m_Table[9]: 0
m_Table[10]: 0
m_Table[11]: 0
m_Table[12]: 0
m_ColorTemperature: 6570
m_UseColorTemperature: 0
m_ShadowRadius: 0

m_Lightmapping: 4
m_AreaSize: {x: 1, y: 1}
m_BounceIntensity: 1
m_FalloffTable:
m_Table[0]: 0
m_Table[1]: 0
m_Table[2]: 0
m_Table[3]: 0
m_Table[4]: 0
m_Table[5]: 0
m_Table[6]: 0
m_Table[7]: 0
m_Table[8]: 0
m_Table[9]: 0
m_Table[10]: 0
m_Table[11]: 0
m_Table[12]: 0
m_ColorTemperature: 6570
m_UseColorTemperature: 0
m_ShadowRadius: 0

m_Lightmapping: 4
m_AreaSize: {x: 1, y: 1}
m_BounceIntensity: 1
m_FalloffTable:
m_Table[0]: 0
m_Table[1]: 0
m_Table[2]: 0
m_Table[3]: 0
m_Table[4]: 0
m_Table[5]: 0
m_Table[6]: 0
m_Table[7]: 0
m_Table[8]: 0
m_Table[9]: 0
m_Table[10]: 0
m_Table[11]: 0
m_Table[12]: 0
m_ColorTemperature: 6570
m_UseColorTemperature: 0
m_ShadowRadius: 0

m_Lightmapping: 4
m_AreaSize: {x: 1, y: 1}
m_BounceIntensity: 1
m_FalloffTable:
m_Table[0]: 0
m_Table[1]: 0
m_Table[2]: 0
m_Table[3]: 0
m_Table[4]: 0
m_Table[5]: 0
m_Table[6]: 0
m_Table[7]: 0
m_Table[8]: 0
m_Table[9]: 0
m_Table[10]: 0
m_Table[11]: 0
m_Table[12]: 0
m_ColorTemperature: 6570
m_UseColorTemperature: 0
m_ShadowRadius: 0

m_Lightmapping: 4
m_AreaSize: {x: 1, y: 1}
m_BounceIntensity: 1
m_FalloffTable:
m_Table[0]: 0
m_Table[1]: 0
m_Table[2]: 0
m_Table[3]: 0
m_Table[4]: 0
m_Table[5]: 0
m_Table[6]: 0
m_Table[7]: 0
m_Table[8]: 0
m_Table[9]: 0
m_Table[10]: 0
m_Table[11]: 0
m_Table[12]: 0
m_ColorTemperature: 6570
m_UseColorTemperature: 0
m_ShadowRadius: 0

m_Lightmapping: 4
m_AreaSize: {x: 1, y: 1}
m_BounceIntensity: 1
m_FalloffTable:
m_Table[0]: 0
m_Table[1]: 0
m_Table[2]: 0
m_Table[3]: 0
m_Table[4]: 0
m_Table[5]: 0
m_Table[6]: 0
m_Table[7]: 0
m_Table[8]: 0
m_Table[9]: 0
m_Table[10]: 0
m_Table[11]: 0
m_Table[12]: 0
m_ColorTemperature: 6570
m_UseColorTemperature: 0
m_ShadowRadius: 0

m_Lightmapping: 4
m_AreaSize: {x: 1, y: 1}
m_BounceIntensity: 1
m_FalloffTable:
m_Table[0]: 0
m_Table[1]: 0
m_Table[2]: 0
m_Table[3]: 0
m_Table[4]: 0
m_Table[5]: 0
m_Table[6]: 0
m_Table[7]: 0
m_Table[8]: 0
m_Table[9]: 0
m_Table[10]: 0
m_Table[11]: 0
m_Table[12]: 0
m_ColorTemperature: 6570
m_UseColorTemperature: 0
m_ShadowRadius: 0

5
Assets/ScriptableRenderPipeline/LightweightPipeline/Editor/LightweightAssetInspector.cs


public static GUIContent defaultShader = new GUIContent("Default Shader",
"Shader to use when creating materials");
public static GUIContent msaaContent = new GUIContent("Anti Aliasing", "Controls the global anti aliasing quality. When set to disabled, MSAA will not be performed even if the camera allows it.");
}
private SerializedProperty m_MaxPixelLights;

private SerializedProperty m_DefaultDiffuseMaterial;
private SerializedProperty m_DefaultSpriteMaterial;
private SerializedProperty m_DefaultShader;
private SerializedProperty m_MSAA;
void OnEnable()
{

m_DefaultDiffuseMaterial = serializedObject.FindProperty("m_DefaultDiffuseMaterial");
m_DefaultSpriteMaterial = serializedObject.FindProperty("m_DefaultSpriteMaterial");
m_DefaultShader = serializedObject.FindProperty("m_DefaultShader");
m_MSAA = serializedObject.FindProperty("m_MSAA");
}
public override void OnInspectorGUI()

EditorGUILayout.PropertyField(m_SupportsVertexLightProp, Styles.enableVertexLightLabel);
EditorGUILayout.PropertyField(m_EnableLightmapsProp, Styles.enableLightmap);
EditorGUILayout.PropertyField(m_EnableAmbientProbeProp, Styles.enableAmbientProbe);
EditorGUILayout.PropertyField(m_MSAA, Styles.msaaContent);
EditorGUI.indentLevel--;
EditorGUILayout.Space();
EditorGUILayout.Space();

84
Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs


private static readonly int kMaxCascades = 4;
private int m_ShadowCasterCascadesCount = kMaxCascades;
private int m_ShadowMapProperty;
private int m_CameraRTProperty;
private int m_DepthBufferBits = 16;
private RenderTargetIdentifier m_CameraRTID;
private bool m_RenderToIntermediateTarget = false;
private const int kShadowDepthBufferBits = 16;
private const int kCameraDepthBufferBits = 32;
private Vector4[] m_DirectionalShadowSplitDistances = new Vector4[kMaxCascades];
private ShadowSettings m_ShadowSettings = ShadowSettings.Default;

BuildShadowSettings();
m_ShadowMapProperty = Shader.PropertyToID("_ShadowMap");
m_CameraRTProperty = Shader.PropertyToID("_CameraRT");
m_CameraRTID = new RenderTargetIdentifier(m_CameraRTProperty);
Shader.globalRenderPipeline = "LightweightPipeline";
}

// Setup camera matrices and RT
context.SetupCameraProperties(camera);
// Clear RenderTarget to avoid tile initialization on mobile GPUs
// https://community.arm.com/graphics/b/blog/posts/mali-performance-2-how-to-correctly-handle-framebuffers
var cmd = CommandBufferPool.Get("Clear");
cmd.ClearRenderTarget(true, true, camera.backgroundColor);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
// Setup light and shadow shader constants
SetupShaderLightConstants(visibleLights, ref lightData, ref m_CullResults, ref context);
if (lightData.shadowsRendered)

if (!lightData.isSingleDirectionalLight)
configuration |= RendererConfiguration.PerObjectLightIndices8;
BeginForwardRendering(camera, ref context);
// Render Opaques
var litSettings = new DrawRendererSettings(m_CullResults, camera, m_LitPassName);
litSettings.sorting.flags = SortFlags.CommonOpaque;

// Release temporary RT
var discardRT = CommandBufferPool.Get();
discardRT.ReleaseTemporaryRT(m_ShadowMapProperty);
discardRT.ReleaseTemporaryRT(m_CameraRTProperty);
CommandBufferPool.Release(cmd);
CommandBufferPool.Release(discardRT);
// TODO: Check skybox shader
context.DrawSkybox(camera);

litSettings.inputFilter.SetQueuesTransparent();
context.DrawRenderers(ref litSettings);
EndForwardRendering(camera, ref context);
}
context.Submit();

}
}
// Lightweight pipeline only upload kMaxVisibleLights to shader cbuffer.
// Lightweight pipeline only upload kMaxVisibleLights to shader cbuffer.
for (int i = kMaxVisibleLights; i < lightIndexMap.Length; ++i)
for (int i = kMaxVisibleLights; i < lightIndexMap.Length; ++i)
lightIndexMap[i] = -1;
m_CullResults.SetLightIndexMap(lightIndexMap);

var setRenderTargetCommandBuffer = CommandBufferPool.Get();
setRenderTargetCommandBuffer.name = "Render packed shadows";
setRenderTargetCommandBuffer.GetTemporaryRT(m_ShadowMapProperty, m_ShadowSettings.shadowAtlasWidth,
m_ShadowSettings.shadowAtlasHeight, m_DepthBufferBits, FilterMode.Bilinear, RenderTextureFormat.Depth,
RenderTextureReadWrite.Linear);
m_ShadowSettings.shadowAtlasHeight, kShadowDepthBufferBits, FilterMode.Bilinear, RenderTextureFormat.Depth);
setRenderTargetCommandBuffer.SetRenderTarget(m_ShadowMapRTID);
setRenderTargetCommandBuffer.ClearRenderTarget(true, true, Color.black);
context.ExecuteCommandBuffer(setRenderTargetCommandBuffer);

private bool IsSupportedShadowType(LightType type)
{
return (type == LightType.Directional || type == LightType.Spot);
}
private void BeginForwardRendering(Camera camera, ref ScriptableRenderContext context)
{
m_RenderToIntermediateTarget = GetRenderToIntermediateTarget(camera);
var cmd = CommandBufferPool.Get("SetCameraRenderTarget");
if (m_RenderToIntermediateTarget)
{
if (camera.activeTexture == null)
{
cmd.GetTemporaryRT(m_CameraRTProperty, Screen.width, Screen.height, kCameraDepthBufferBits,
FilterMode.Bilinear, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default, m_Asset.MSAA);
cmd.SetRenderTarget(m_CameraRTID);
}
else
{
cmd.SetRenderTarget(new RenderTargetIdentifier(camera.activeTexture));
}
}
else
{
cmd.SetRenderTarget(BuiltinRenderTextureType.None);
}
// Clear RenderTarget to avoid tile initialization on mobile GPUs
// https://community.arm.com/graphics/b/blog/posts/mali-performance-2-how-to-correctly-handle-framebuffers
if (camera.clearFlags != CameraClearFlags.Nothing)
cmd.ClearRenderTarget(camera.clearFlags == CameraClearFlags.Color, camera.clearFlags == CameraClearFlags.Color || camera.clearFlags == CameraClearFlags.Depth, camera.backgroundColor);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
private void EndForwardRendering(Camera camera, ref ScriptableRenderContext context)
{
if (!m_RenderToIntermediateTarget)
return;
var cmd = CommandBufferPool.Get("Blit");
cmd.Blit(BuiltinRenderTextureType.CurrentActive, BuiltinRenderTextureType.CameraTarget);
if (camera.cameraType == CameraType.SceneView)
cmd.SetRenderTarget(BuiltinRenderTextureType.CameraTarget);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
private bool GetRenderToIntermediateTarget(Camera camera)
{
bool allowMSAA = camera.allowMSAA && m_Asset.MSAA > 1;
if (camera.cameraType == CameraType.SceneView || allowMSAA || camera.activeTexture != null)
return true;
return false;
}
}
}

1
Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineAsset.asset


m_SupportsVertexLight: 1
m_EnableLightmaps: 1
m_EnableAmbientProbe: 1
m_MSAA: 4
m_ShadowType: 1
m_ShadowAtlasResolution: 1024
m_ShadowNearPlaneOffset: 2

17
Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineAsset.cs


_2048 = 2048
}
public enum MSAAQuality
{
Disabled = 1,
_2x = 2,
_4x = 4,
_8x = 8
}
public class LightweightPipelineAsset : RenderPipelineAsset
{
private static readonly string m_PipelineFolder = "Assets/ScriptableRenderPipeline/LightweightPipeline";

[SerializeField] private bool m_SupportsVertexLight = true;
[SerializeField] private bool m_EnableLightmaps = true;
[SerializeField] private bool m_EnableAmbientProbe = true;
[SerializeField] private MSAAQuality m_MSAA = MSAAQuality.Disabled;
[SerializeField] private ShadowType m_ShadowType = ShadowType.HARD_SHADOWS;
[SerializeField] private ShadowResolution m_ShadowAtlasResolution = ShadowResolution._1024;
[SerializeField] private float m_ShadowNearPlaneOffset = 2.0f;

private set { m_EnableAmbientProbe = value; }
}
public int MSAA
{
get { return (int)m_MSAA; }
set { m_MSAA = (MSAAQuality)value; }
}
public ShadowType CurrShadowType
{
get { return m_ShadowType; }

get { return (int)m_ShadowCascades; }
private set { m_ShadowCascades = (ShadowCascades)value; }
}
public float Cascade2Split
{
get { return m_Cascade2Split; }

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