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Merge pull request #185 from EvgeniiG/master

Fix single pass loop on PS4
/fptl_cleanup
GitHub 7 年前
当前提交
9c84d73f
共有 6 个文件被更改,包括 110 次插入51 次删除
  1. 7
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  2. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Resources/Deferred.shader
  3. 58
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
  4. 49
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.hlsl
  5. 21
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassLoop.hlsl
  6. 24
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderVariables.hlsl

7
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


cmd.SetGlobalMatrix("_InvProjMatrix", hdCamera.invProjectionMatrix);
cmd.SetGlobalVector("_InvProjParam", hdCamera.invProjectionParam);
// TODO: cmd.SetGlobalInt() does not exist, so we are forced to use Shader.SetGlobalInt() instead.
// TODO: setting the Sky Settings to 'None' appears to do nothing (so no invalidation happens).
Shader.EnableKeyword("SKY_LIGHTING");
Shader.SetGlobalInt("_EnvLightSkyEnabled", 1);
Shader.SetGlobalInt("_EnvLightSkyEnabled", 0);
Shader.DisableKeyword("SKY_LIGHTING");
}
// Broadcast SSS parameters to all shaders.

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Resources/Deferred.shader


#pragma shader_feature _ SSS_PRE_SCATTER_TEXTURING SSS_POST_SCATTER_TEXTURING
// #endif
#pragma multi_compile _ SKY_LIGHTING
#pragma multi_compile _ LIGHTING_DEBUG
//-------------------------------------------------------------------------------------

58
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


public const int k_MaxCascadeCount = 4; //Should be not less than m_Settings.directionalLightCascadeCount;
// Static keyword is required here else we get a "DestroyBuffer can only be call in main thread"
static ComputeBuffer s_LightingSettings = null; // We use a structured buffer instead of a constant buffer due to the delay between setting values via constant and other buffer types on PS4
static ComputeBuffer s_DirectionalLightDatas = null;
static ComputeBuffer s_LightDatas = null;
static ComputeBuffer s_EnvLightDatas = null;

int m_areaLightCount = 0;
int m_lightCount = 0;
// See LightingSettings in TilePass.hlsl.
public struct LightingSettings
{
public uint directionalLightCount;
public uint punctualLightCount;
public uint areaLightCount;
public uint envLightCount;
public uint numTileFtplX;
public uint numTileFtplY;
// public uint numTileClusteredX;
// public uint numTileClusteredY;
// public uint isLogBaseBufferEnabled;
// public uint log2NumClusters;
// public float clusterScale;
// public float clusterBase;
// public float nearPlane;
// public float farPlane;
public Vector4 dirShadowSplitSpheres0;
public Vector4 dirShadowSplitSpheres1;
public Vector4 dirShadowSplitSpheres2;
public Vector4 dirShadowSplitSpheres3;
};
LightingSettings[] m_LightingSettings = new LightingSettings[1];
private ComputeShader buildScreenAABBShader { get { return m_PassResources.buildScreenAABBShader; } }
private ComputeShader buildPerTileLightListShader { get { return m_PassResources.buildPerTileLightListShader; } }
private ComputeShader buildPerBigTileLightListShader { get { return m_PassResources.buildPerBigTileLightListShader; } }

m_lightList = new LightList();
m_lightList.Allocate();
s_LightingSettings = new ComputeBuffer(1, System.Runtime.InteropServices.Marshal.SizeOf(typeof(LightingSettings)));
s_DirectionalLightDatas = new ComputeBuffer(k_MaxDirectionalLightsOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(DirectionalLightData)));
s_LightDatas = new ComputeBuffer(k_MaxPunctualLightsOnScreen + k_MaxAreaLightsOnSCreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(LightData)));
s_EnvLightDatas = new ComputeBuffer(k_MaxEnvLightsOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(EnvLightData)));

UnityEditor.SceneView.onSceneGUIDelegate -= OnSceneGUI;
#endif
Utilities.SafeRelease(s_LightingSettings);
Utilities.SafeRelease(s_DirectionalLightDatas);
Utilities.SafeRelease(s_LightDatas);
Utilities.SafeRelease(s_EnvLightDatas);

SetGlobalTexture("_CookieCubeTextures", m_CubeCookieTexArray.GetTexCache());
SetGlobalTexture("_EnvTextures", m_CubeReflTexArray.GetTexCache());
SetGlobalBuffer("_LightingSettings", s_LightingSettings);
SetGlobalInt("_DirectionalLightCount", m_lightList.directionalLights.Count);
SetGlobalInt("_PunctualLightCount", m_punctualLightCount);
SetGlobalInt("_AreaLightCount", m_areaLightCount);
SetGlobalInt("_EnvLightCount", m_lightList.envLights.Count);
SetGlobalVectorArray("_DirShadowSplitSpheres", m_lightList.directionalShadowSplitSphereSqr);
SetGlobalInt("_NumTileFtplX", GetNumTileFtplX(camera));
SetGlobalInt("_NumTileFtplY", GetNumTileFtplY(camera));
SetGlobalInt("_NumTileClusteredX", GetNumTileClusteredX(camera));
SetGlobalInt("_NumTileClusteredY", GetNumTileClusteredY(camera));

{
var cmd = new CommandBuffer { name = "Push Global Parameters" };
m_LightingSettings[0].directionalLightCount = (uint)m_lightList.directionalLights.Count;
m_LightingSettings[0].punctualLightCount = (uint)m_punctualLightCount;
m_LightingSettings[0].areaLightCount = (uint)m_areaLightCount;
m_LightingSettings[0].envLightCount = (uint)m_lightList.envLights.Count;
m_LightingSettings[0].numTileFtplX = (uint)GetNumTileFtplX(camera);
m_LightingSettings[0].numTileFtplY = (uint)GetNumTileFtplY(camera);
// m_LightingSettings[0].numTileClusteredX = (uint)GetNumTileClusteredX(camera);
// m_LightingSettings[0].numTileClusteredY = (uint)GetNumTileClusteredY(camera);
// m_LightingSettings[0].isLogBaseBufferEnabled = (uint)(k_UseDepthBuffer ? 1 : 0);
// m_LightingSettings[0].log2NumClusters = k_Log2NumClusters;
// m_LightingSettings[0].clusterBase = k_ClustLogBase;
// m_LightingSettings[0].clusterScale = m_ClustScale;
// m_LightingSettings[0].nearPlane = camera.nearClipPlane;
// m_LightingSettings[0].farPlane = camera.farClipPlane;
m_LightingSettings[0].dirShadowSplitSpheres0 = m_lightList.directionalShadowSplitSphereSqr[0];
m_LightingSettings[0].dirShadowSplitSpheres1 = m_lightList.directionalShadowSplitSphereSqr[1];
m_LightingSettings[0].dirShadowSplitSpheres2 = m_lightList.directionalShadowSplitSphereSqr[2];
m_LightingSettings[0].dirShadowSplitSpheres3 = m_lightList.directionalShadowSplitSphereSqr[3];
s_LightingSettings.SetData(m_LightingSettings);
s_DirectionalLightDatas.SetData(m_lightList.directionalLights.ToArray());
s_LightDatas.SetData(m_lightList.lights.ToArray());
s_EnvLightDatas.SetData(m_lightList.envLights.ToArray());

Utilities.SetMatrixCS(cmd, shadeOpaqueShader, "_InvViewProjMatrix", invViewProjection);
Utilities.SetMatrixCS(cmd, shadeOpaqueShader, "_ViewProjMatrix", viewProjection);
Utilities.SetMatrixCS(cmd, shadeOpaqueShader, "g_mInvScrProjection", Shader.GetGlobalMatrix("g_mInvScrProjection"));
cmd.SetComputeVectorParam(shadeOpaqueShader, "_ScreenSize", Shader.GetGlobalVector("_ScreenSize"));
cmd.SetComputeIntParam(shadeOpaqueShader, "_UseTileLightList", Shader.GetGlobalInt("_UseTileLightList"));

cmd.SetComputeVectorParam(shadeOpaqueShader, "_ScreenParams", Shader.GetGlobalVector("_ScreenParams"));
cmd.SetComputeVectorParam(shadeOpaqueShader, "_ZBufferParams", Shader.GetGlobalVector("_ZBufferParams"));
cmd.SetComputeVectorParam(shadeOpaqueShader, "unity_OrthoParams", Shader.GetGlobalVector("unity_OrthoParams"));
cmd.SetComputeIntParam(shadeOpaqueShader, "_EnvLightSkyEnabled", Shader.GetGlobalInt("_EnvLightSkyEnabled"));
Texture skyTexture = Shader.GetGlobalTexture("_SkyTexture");
Texture IESArrayTexture = Shader.GetGlobalTexture("_IESArray");

49
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.hlsl


#include "TilePass.cs.hlsl"
// For FPTL
uint _NumTileFtplX;
uint _NumTileFtplY;
StructuredBuffer<uint> g_vLightListGlobal; // don't support Buffer yet in unity
#ifdef USE_FPTL_LIGHTLIST

// these uniforms are only needed for when OPAQUES_ONLY is NOT defined
// but there's a problem with our front-end compilation of compute shaders with multiple kernels causing it to error
//#ifdef USE_CLUSTERED_LIGHTLIST
float4x4 g_mInvScrProjection;
float g_fClustScale;
float g_fClustBase;
float g_fNearPlane;

StructuredBuffer<float> g_logBaseBuffer; // don't support Buffer yet in unity
//#endif
StructuredBuffer<DirectionalLightData> _DirectionalLightDatas;
StructuredBuffer<LightData> _LightDatas;
StructuredBuffer<EnvLightData> _EnvLightDatas;
StructuredBuffer<ShadowData> _ShadowDatas;
struct LightingSettings
{
uint directionalLightCount;
uint punctualLightCount;
uint areaLightCount;
uint envLightCount;
uint numTileFtplX;
uint numTileFtplY;
// uint numTileClusteredX;
// uint numTileClusteredY;
// uint isLogBaseBufferEnabled;
// uint log2NumClusters;
// float clusterScale;
// float clusterBase;
// float nearPlane;
// float farPlane;
float4 dirShadowSplitSpheres[4]; // TODO: share this max between C# and hlsl
};
// We use a structured buffer instead of a constant buffer due to the delay between setting values via constant and other buffer types on PS4
StructuredBuffer<LightingSettings> _LightingSettings; // 1 element
StructuredBuffer<DirectionalLightData> _DirectionalLightDatas;
StructuredBuffer<LightData> _LightDatas;
StructuredBuffer<EnvLightData> _EnvLightDatas;
StructuredBuffer<ShadowData> _ShadowDatas;
// Use texture atlas for shadow map
//TEXTURE2D(_ShadowAtlas);

TEXTURECUBE(_SkyTexture);
SAMPLERCUBE(sampler_SkyTexture); // NOTE: Sampler could be share here with _EnvTextures. Don't know if the shader compiler will complain...
/*
uint _DirectionalLightCount;
uint _PunctualLightCount;
uint _AreaLightCount;
uint _EnvLightCount;
float4 _DirShadowSplitSpheres[4]; // TODO: share this max between C# and hlsl
int _EnvLightSkyEnabled; // TODO: make it a bool
// See _LightingSettings
*/
struct LightLoopContext
{

float GetDirectionalShadowAttenuation(LightLoopContext lightLoopContext, float3 positionWS, int index, float3 L, float2 unPositionSS)
{
// Note Index is 0 for now, but else we need to provide the correct index in _DirShadowSplitSpheres and _ShadowDatas
int shadowSplitIndex = GetSplitSphereIndexForDirshadows(positionWS, _DirShadowSplitSpheres);
// Note Index is 0 for now, but else we need to provide the correct index in _LightingSettings[0].dirShadowSplitSpheres and _ShadowDatas
int shadowSplitIndex = GetSplitSphereIndexForDirshadows(positionWS, _LightingSettings[0].dirShadowSplitSpheres);
if (shadowSplitIndex == -1)
return 1.0;

21
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassLoop.hlsl


float shadow = GetDirectionalShadowAttenuation(lightLoopContext, positionWS, 0, float3(0.0, 0.0, 0.0), float2(0.0, 0.0));
#endif
int shadowSplitIndex = GetSplitSphereIndexForDirshadows(positionWS, _DirShadowSplitSpheres);
int shadowSplitIndex = GetSplitSphereIndexForDirshadows(positionWS, _LightingSettings[0].dirShadowSplitSpheres);
if (shadowSplitIndex == -1)
diffuseLighting = float3(0.0, 0.0, 0.0);
else

int GetTileOffset(PositionInputs posInput, uint lightCategory)
{
uint2 tileIndex = posInput.unPositionSS / TILE_SIZE_FPTL;
return (tileIndex.y + lightCategory * _NumTileFtplY) * _NumTileFtplX + tileIndex.x;
return (tileIndex.y + lightCategory * _LightingSettings[0].numTileFtplY) * _LightingSettings[0].numTileFtplX + tileIndex.x;
}
void GetCountAndStartTile(PositionInputs posInput, uint lightCategory, out uint start, out uint lightCount)

uint i = 0; // Declare once to avoid the D3D11 compiler warning.
#ifdef PROCESS_DIRECTIONAL_LIGHT
for (i = 0; i < _DirectionalLightCount; ++i)
for (i = 0; i < _LightingSettings[0].directionalLightCount; ++i)
{
float3 localDiffuseLighting, localSpecularLighting;

float3 iblSpecularLighting = float3(0.0, 0.0, 0.0);
// Only apply sky IBL if the sky texture is available.
if (_EnvLightSkyEnabled)
#ifdef SKY_LIGHTING
{
float3 localDiffuseLighting, localSpecularLighting;
float2 weight;

iblDiffuseLighting = lerp(iblDiffuseLighting, localDiffuseLighting, weight.x); // Should be remove by the compiler if it is smart as all is constant 0
iblSpecularLighting = lerp(iblSpecularLighting, localSpecularLighting, weight.y);
}
#endif
uint envLightStart;
uint envLightCount;

uint i = 0; // Declare once to avoid the D3D11 compiler warning.
for (i = 0; i < _DirectionalLightCount; ++i)
for (i = 0; i < _LightingSettings[0].directionalLightCount; ++i)
{
float3 localDiffuseLighting, localSpecularLighting;

specularLighting += localSpecularLighting;
}
for (i = 0; i < _PunctualLightCount; ++i)
for (i = 0; i < _LightingSettings[0].punctualLightCount; ++i)
{
float3 localDiffuseLighting, localSpecularLighting;

}
// Area are store with punctual, just offset the index
for (i = _PunctualLightCount; i < _AreaLightCount + _PunctualLightCount; ++i)
for (i = _LightingSettings[0].punctualLightCount; i < _LightingSettings[0].punctualLightCount + _LightingSettings[0].areaLightCount; ++i)
{
float3 localDiffuseLighting, localSpecularLighting;

float3 iblSpecularLighting = float3(0.0, 0.0, 0.0);
// Only apply sky IBL if the sky texture is available.
if (_EnvLightSkyEnabled)
#ifdef SKY_LIGHTING
{
float3 localDiffuseLighting, localSpecularLighting;
float2 weight;

iblDiffuseLighting = lerp(iblDiffuseLighting, localDiffuseLighting, weight.x); // Should be remove by the compiler if it is smart as all is constant 0
iblSpecularLighting = lerp(iblSpecularLighting, localSpecularLighting, weight.y);
}
#endif
for (i = 0; i < _EnvLightCount; ++i)
for (i = 0; i < _LightingSettings[0].envLightCount; ++i)
{
float3 localDiffuseLighting, localSpecularLighting;
float2 weight;

24
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderVariables.hlsl


float3 GetCurrentCameraPosition()
{
#if SHADERPASS != SHADERPASS_DEPTH_ONLY
#if defined(SHADERPASS) && (SHADERPASS != SHADERPASS_DEPTH_ONLY)
return _WorldSpaceCameraPos;
#else
// TEMP: this is rather expensive. Then again, we need '_WorldSpaceCameraPos'

return -viewMat[2].xyz;
}
// Computes the world space view direction (pointing towards the camera).
float3 GetWorldSpaceNormalizeViewDir(float3 positionWS)
// Returns 'true' if the current camera performs a perspective projection.
bool IsPerspectiveCamera()
#if SHADERPASS != SHADERPASS_DEPTH_ONLY
if (unity_OrthoParams.w == 0)
#if defined(SHADERPASS) && (SHADERPASS != SHADERPASS_DEPTH_ONLY)
return (unity_OrthoParams.w == 0);
if (GetWorldToHClipMatrix()[3].x != 0 &&
GetWorldToHClipMatrix()[3].y != 0 &&
GetWorldToHClipMatrix()[3].z != 0 &&
GetWorldToHClipMatrix()[3].w != 1)
return (GetWorldToHClipMatrix()[3].x != 0 ||
GetWorldToHClipMatrix()[3].y != 0 ||
GetWorldToHClipMatrix()[3].z != 0 ||
GetWorldToHClipMatrix()[3].w != 1);
}
// Computes the world space view direction (pointing towards the camera).
float3 GetWorldSpaceNormalizeViewDir(float3 positionWS)
{
if (IsPerspectiveCamera())
{
// Perspective
float3 V = GetCurrentCameraPosition() - positionWS;

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