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Merge remote-tracking branch 'refs/remotes/origin/master' into Updating-UI-for-material-feature-ID

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sebastienlagarde 7 年前
当前提交
a2c27894
共有 22 个文件被更改,包括 1696 次插入52 次删除
  1. 15
      ScriptableRenderPipeline/Core/CoreRP/CoreUtils.cs
  2. 11
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs
  3. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/Reflection/HDReflectionProbeUI.Drawers.cs
  4. 34
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
  5. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.asset
  6. 35
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs
  7. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoopSettings.cs
  8. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Reflection/PlanarReflectionProbe.cs
  9. 10
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs
  10. 29
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/FrameSettings.cs
  11. 1
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs
  12. 57
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2103_BakeMixed.unity
  13. 1
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/CommonAssets/Cornell Box.fbx.meta
  14. 1
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/040_UpgradeScene/Models/Environment/Floor.fbx.meta
  15. 338
      ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2203_PlanarProbes.unity.png
  16. 83
      ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2203_PlanarProbes.unity.png.meta
  17. 87
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/CornelBox/Cornell Box.prefab
  18. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/CornelBox/Cornell Box.prefab.meta
  19. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2203_PlanarProbes.meta
  20. 1001
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2203_PlanarProbes.unity
  21. 7
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2203_PlanarProbes.unity.meta
  22. 8
      SampleScenes/HDTest/PlanarReflectionTests.meta

15
ScriptableRenderPipeline/Core/CoreRP/CoreUtils.cs


baseDesc.depthBufferBits = depthBufferBits;
baseDesc.colorFormat = format;
baseDesc.sRGB = (readWrite != RenderTextureReadWrite.Linear);
// TODO: Explicit MSAA support will come in later
// Depth-only needs bindMS in order to use with CopyTexture
if ((format == RenderTextureFormat.Depth) && (baseDesc.msaaSamples > 1))
baseDesc.bindMS = true;
return new RenderTexture(baseDesc);
}

RenderTextureReadWrite readWrite = RenderTextureReadWrite.Default, int msaaSamples = 1, bool enableRandomWrite = false)
RenderTextureReadWrite readWrite = RenderTextureReadWrite.Default, int msaaSamplesOverride = 0, bool enableRandomWrite = false)
UpdateRenderTextureDescriptor(ref baseDesc, depthBufferBits, format, readWrite, msaaSamples, enableRandomWrite);
if (msaaSamplesOverride > 0)
UpdateRenderTextureDescriptor(ref baseDesc, depthBufferBits, format, readWrite, msaaSamplesOverride, enableRandomWrite);
else
UpdateRenderTextureDescriptor(ref baseDesc, depthBufferBits, format, readWrite, baseDesc.msaaSamples, enableRandomWrite);
cmd.GetTemporaryRT(nameID, baseDesc, filter);
}

baseDesc.depthBufferBits = depthBufferBits;
baseDesc.colorFormat = format;
baseDesc.sRGB = (readWrite != RenderTextureReadWrite.Linear);
Debug.Assert(!enableRandomWrite || (msaaSamples == 1));
baseDesc.msaaSamples = msaaSamples;
baseDesc.enableRandomWrite = enableRandomWrite;
}

11
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs


tempDesc = new RenderTextureDescriptor(camera.pixelWidth, camera.pixelHeight);
}
tempDesc.msaaSamples = 1; // will be updated later, deferred will always set to 1
if (frameSettings.enableMSAA)
{
// this is already pre-validated to be a valid sample count by InitializeFrameSettings
var sampleCount = QualitySettings.antiAliasing;
tempDesc.msaaSamples = sampleCount;
}
else
{
tempDesc.msaaSamples = 1;
}
tempDesc.depthBufferBits = 0;
tempDesc.autoGenerateMips = false;
tempDesc.useMipMap = false;

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/Reflection/HDReflectionProbeUI.Drawers.cs


}
EditorGUILayout.PropertyField(p.influenceSphereRadius, CoreEditorUtils.GetContent("Radius"));
EditorGUILayout.PropertyField(p.boxOffset, CoreEditorUtils.GetContent("Sphere Offset|The center of the sphere in which the reflections will be applied to objects. The value is relative to the position of the Game Object."));
EditorGUILayout.PropertyField(p.boxProjection, CoreEditorUtils.GetContent("Sphere Projection|Sphere projection causes reflections to appear to change based on the object's position within the probe's sphere, while still using a single probe as the source of the reflection. This works well for reflections on objects that are moving through enclosed spaces such as corridors and rooms. Setting sphere projection to False and the cubemap reflection will be treated as coming from infinitely far away. Note that this feature can be globally disabled from Graphics Settings -> Tier Settings"));
}
#endregion

34
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs


// Detect when windows size is changing
int m_CurrentWidth;
int m_CurrentHeight;
int m_CurrentMSAASampleCount;
// Use to detect frame changes
int m_FrameCount;

if (m_CameraStencilBufferCopy != null)
m_CameraStencilBufferCopy.Release();
// TODO: This might fail allocation with MSAA
m_CameraStencilBufferCopy = CoreUtils.CreateRenderTexture(hdCamera.renderTextureDesc, 0, RenderTextureFormat.R8, RenderTextureReadWrite.Linear); // DXGI_FORMAT_R8_UINT is not supported by Unity
m_CameraStencilBufferCopy.filterMode = FilterMode.Point;
m_CameraStencilBufferCopy.Create();

var desc = hdCamera.renderTextureDesc;
var texWidth = desc.width;
var texHeight = desc.height;
var sampleCount = desc.msaaSamples;
bool resolutionChanged = (texWidth != m_CurrentWidth) || (texHeight != m_CurrentHeight);
bool resolutionChanged = (texWidth != m_CurrentWidth) ||
(texHeight != m_CurrentHeight) ||
(sampleCount != m_CurrentMSAASampleCount);
m_SSSBufferManager.Resize(hdCamera);
if (m_FrameSettings.enableSubsurfaceScattering)
{
// TODO: The R8 target doesn't allocate with MSAA support...
m_SSSBufferManager.Resize(hdCamera);
}
}
if (resolutionChanged || m_LightLoop.NeedResize())

// update recorded window resolution
m_CurrentWidth = texWidth;
m_CurrentHeight = texHeight;
m_CurrentMSAASampleCount = sampleCount;
}
public void PushGlobalParams(HDCamera hdCamera, CommandBuffer cmd, DiffusionProfileSettings sssParameters)

using (new ProfilingSample(cmd, "Deferred directional shadows", CustomSamplerId.RenderDeferredDirectionalShadow.GetSampler()))
{
cmd.ReleaseTemporaryRT(m_DeferredShadowBuffer);
// TODO: For MSAA, we are overriding to 1x, but we'll need to add a Draw path in order to support MSAA properly
CoreUtils.CreateCmdTemporaryRT(cmd, m_DeferredShadowBuffer, hdCamera.renderTextureDesc, 0, FilterMode.Point, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear, 1, true);
m_LightLoop.RenderDeferredDirectionalShadow(hdCamera, m_DeferredShadowBufferRT, GetDepthTexture(), cmd);
PushFullScreenDebugTexture(cmd, m_DeferredShadowBuffer, hdCamera, FullScreenDebugMode.DeferredShadows);

if (settings.IsEnabledAndSupported(null))
{
cmd.ReleaseTemporaryRT(HDShaderIDs._AmbientOcclusionTexture);
CoreUtils.CreateCmdTemporaryRT(cmd, HDShaderIDs._AmbientOcclusionTexture, hdCamera.renderTextureDesc, 0, FilterMode.Bilinear, RenderTextureFormat.R8, RenderTextureReadWrite.Linear, msaaSamples: 1, enableRandomWrite: true);
CoreUtils.CreateCmdTemporaryRT(cmd, HDShaderIDs._AmbientOcclusionTexture, hdCamera.renderTextureDesc, 0, FilterMode.Bilinear, RenderTextureFormat.R8, RenderTextureReadWrite.Linear, msaaSamplesOverride: 1, enableRandomWrite: true);
postProcessLayer.BakeMSVOMap(cmd, camera, HDShaderIDs._AmbientOcclusionTexture, GetDepthTexture(), true);
cmd.SetGlobalVector(HDShaderIDs._AmbientOcclusionParam, new Vector4(settings.color.value.r, settings.color.value.g, settings.color.value.b, settings.directLightingStrength.value));
PushFullScreenDebugTexture(cmd, HDShaderIDs._AmbientOcclusionTexture, hdCamera, FullScreenDebugMode.SSAO);

cmd.ReleaseTemporaryRT(m_CameraColorBuffer);
cmd.ReleaseTemporaryRT(m_CameraSssDiffuseLightingBuffer);
CoreUtils.CreateCmdTemporaryRT(cmd, m_CameraColorBuffer, hdCamera.renderTextureDesc, 0, FilterMode.Point, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear, 1, true); // Enable UAV
CoreUtils.CreateCmdTemporaryRT(cmd, m_CameraSssDiffuseLightingBuffer, hdCamera.renderTextureDesc, 0, FilterMode.Point, RenderTextureFormat.RGB111110Float, RenderTextureReadWrite.Linear, 1, true); // Enable UAV
if (m_FrameSettings.enableMSAA)
{
CoreUtils.CreateCmdTemporaryRT(cmd, m_CameraColorBuffer, hdCamera.renderTextureDesc, 0, FilterMode.Point, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear);
CoreUtils.CreateCmdTemporaryRT(cmd, m_CameraSssDiffuseLightingBuffer, hdCamera.renderTextureDesc, 0, FilterMode.Point, RenderTextureFormat.RGB111110Float, RenderTextureReadWrite.Linear);
}
else
{
CoreUtils.CreateCmdTemporaryRT(cmd, m_CameraColorBuffer, hdCamera.renderTextureDesc, 0, FilterMode.Point, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear, 1, true); // Enable UAV
CoreUtils.CreateCmdTemporaryRT(cmd, m_CameraSssDiffuseLightingBuffer, hdCamera.renderTextureDesc, 0, FilterMode.Point, RenderTextureFormat.RGB111110Float, RenderTextureReadWrite.Linear, 1, true); // Enable UAV
}
// Color and depth pyramids
m_GaussianPyramidColorBufferDesc = BuildPyramidDescriptor(hdCamera, PyramidType.Color, m_FrameSettings.enableStereo);

desc.depthBufferBits = 0;
desc.useMipMap = true;
desc.autoGenerateMips = false;
desc.msaaSamples = 1; // These are approximation textures, they don't need MSAA
var pyramidSize = CalculatePyramidSize((int)hdCamera.screenSize.x, (int)hdCamera.screenSize.y);

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.asset


cubeCookieTexArraySize: 16
reflectionProbeCacheSize: 128
planarReflectionProbeCacheSize: 128
reflectionCubemapSize: 512
planarReflectionTextureSize: 512
reflectionCubemapSize: 128
planarReflectionTextureSize: 128
reflectionCacheCompressed: 0
planarReflectionCacheCompressed: 0
maxPlanarReflectionProbes: 128

35
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs


static ComputeBuffer s_PerVoxelOffset = null;
static ComputeBuffer s_PerTileLogBaseTweak = null;
static ComputeBuffer s_GlobalLightListAtomic = null;
public enum ClusterPrepassSource : int
{
None = 0,
BigTile = 1,
Count = 2,
}
public enum ClusterDepthSource : int
{
NoDepth = 0,
Depth = 1,
MSAA_Depth = 2,
Count = 3,
}
static string[,] s_ClusterKernelNames = new string[(int)ClusterPrepassSource.Count, (int)ClusterDepthSource.Count]
{
{ "TileLightListGen_NoDepthRT", "TileLightListGen_DepthRT", "TileLightListGen_DepthRT_MSAA" },
{ "TileLightListGen_NoDepthRT_SrcBigTile", "TileLightListGen_DepthRT_SrcBigTile", "TileLightListGen_DepthRT_MSAA_SrcBigTile" }
};
// clustered light list specific buffers and data end
static int[] s_TempIntArray = new int[2]; // Used to avoid GC stress when calling SetComputeIntParams

// Cluster
{
var kernelName = m_FrameSettings.lightLoopSettings.enableBigTilePrepass ? (k_UseDepthBuffer ? "TileLightListGen_DepthRT_SrcBigTile" : "TileLightListGen_NoDepthRT_SrcBigTile") : (k_UseDepthBuffer ? "TileLightListGen_DepthRT" : "TileLightListGen_NoDepthRT");
var clustPrepassSourceIdx = m_FrameSettings.lightLoopSettings.enableBigTilePrepass ? ClusterPrepassSource.BigTile : ClusterPrepassSource.None;
var clustDepthSourceIdx = ClusterDepthSource.NoDepth;
if (k_UseDepthBuffer)
{
if (m_FrameSettings.enableMSAA)
clustDepthSourceIdx = ClusterDepthSource.MSAA_Depth;
else
clustDepthSourceIdx = ClusterDepthSource.Depth;
}
var kernelName = s_ClusterKernelNames[(int)clustPrepassSourceIdx, (int)clustDepthSourceIdx];
s_GenListPerVoxelKernel = buildPerVoxelLightListShader.FindKernel(kernelName);
}

if (probe.planarReflectionProbe != null)
{
envIndex = m_ReflectionPlanarProbeCache.FetchSlice(cmd, probe.texture);
envIndex = envIndex << 1 | (int)EnvCacheType.Texture2D;
envIndex = (envIndex << 1) | (int)EnvCacheType.Texture2D;
float nearClipPlane, farClipPlane, aspect, fov;
Color backgroundColor;

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoopSettings.cs


// Deferred opaque are always using Fptl. Forward opaque can use Fptl or Cluster, transparent use cluster.
// When MSAA is enabled we disable Fptl as it become expensive compare to cluster
// In HD, MSAA is only supported for forward only rendering, no MSAA in deferred mode (for code complexity reasons)
aggregate.enableFptlForForwardOpaque = aggregate.enableFptlForForwardOpaque && aggregateFrameSettings.enableMSAA;
aggregate.enableFptlForForwardOpaque = aggregate.enableFptlForForwardOpaque && !aggregateFrameSettings.enableMSAA;
// If Deferred, enable Fptl. If we are forward renderer only and not using Fptl for forward opaque, disable Fptl
aggregate.isFptlEnabled = !aggregateFrameSettings.enableForwardRenderingOnly || aggregate.enableFptlForForwardOpaque;
}

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Reflection/PlanarReflectionProbe.cs


[SerializeField]
Texture m_BakedTexture;
[SerializeField]
RenderTexture m_RealtimeTexture;
[SerializeField]
FrameSettings m_FrameSettings;
[SerializeField]
float m_CaptureNearPlane = 1;

[SerializeField]
[Range(0, 180)]
float m_FieldOfViewOverride = 90;
RenderTexture m_RealtimeTexture;
public bool overrideFieldOfView { get { return m_OverrideFieldOfView; } }
public float fieldOfViewOverride { get { return m_FieldOfViewOverride; } }

10
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs


var desc = hdCamera.renderTextureDesc;
desc.width = (desc.width + 7) / 8;
desc.height = (desc.height + 7) / 8;
// TODO: This fails allocation with MSAA enabled?
m_HTile = CoreUtils.CreateRenderTexture(desc, 0, RenderTextureFormat.R8, RenderTextureReadWrite.Linear); // DXGI_FORMAT_R8_UINT is not supported by Unity
m_HTile.filterMode = FilterMode.Point;
m_HTile.enableRandomWrite = true;

if (sssParameters == null || !frameSettings.enableSubsurfaceScattering)
return;
// TODO: For MSAA, at least initially, we can only support Jimenez, because we can't
// create MSAA + UAV render targets.
using (new ProfilingSample(cmd, "Subsurface Scattering", CustomSamplerId.SubsurfaceScattering.GetSampler()))
{
// For Jimenez we always need an extra buffer, for Disney it depends on platform

cmd.ReleaseTemporaryRT(m_CameraFilteringBuffer);
CoreUtils.CreateCmdTemporaryRT(cmd, m_CameraFilteringBuffer, hdCamera.renderTextureDesc, 0, FilterMode.Point, RenderTextureFormat.RGB111110Float, RenderTextureReadWrite.Linear, 1, true); // Enable UAV
if (frameSettings.enableMSAA)
CoreUtils.CreateCmdTemporaryRT(cmd, m_CameraFilteringBuffer, hdCamera.renderTextureDesc, 0, FilterMode.Point, RenderTextureFormat.RGB111110Float, RenderTextureReadWrite.Linear); // no UAV
else
CoreUtils.CreateCmdTemporaryRT(cmd, m_CameraFilteringBuffer, hdCamera.renderTextureDesc, 0, FilterMode.Point, RenderTextureFormat.RGB111110Float, RenderTextureReadWrite.Linear, 1, true); // Enable UAV
// Clear the SSS filtering target
using (new ProfilingSample(cmd, "Clear SSS filtering target", CustomSamplerId.ClearSSSFilteringTarget.GetSampler()))

29
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/FrameSettings.cs


aggregate.enableTransparentObjects = srcFrameSettings.enableTransparentObjects;
aggregate.enableMSAA = srcFrameSettings.enableMSAA && renderPipelineSettings.supportMSAA;
if (QualitySettings.antiAliasing < 1)
aggregate.enableMSAA = false;
aggregate.ConfigureMSAADependentSettings();
}
public void ConfigureMSAADependentSettings()
{
if (enableMSAA)
{
// Initially, MSAA will only support forward
enableForwardRenderingOnly = true;
// TODO: Should we disable enableFptlForForwardOpaque in here, instead of in InitializeLightLoopSettings?
// We'd have to move this method to after InitializeLightLoopSettings if we did. It would be nice to centralize
// all MSAA-dependent settings in this method.
// Assuming MSAA is being used, TAA, and therefore, motion vectors are not needed
enableMotionVectors = false;
// TODO: The work will be implemented piecemeal to support all passes
enableDBuffer = false; // no decals
enableDistortion = false; // no gaussian final color
enablePostprocess = false;
enableRoughRefraction = false; // no gaussian pre-refraction
enableSSAO = false;
enableSSR = false;
enableSubsurfaceScattering = false;
enableTransparentObjects = false; // waiting on depth pyramid generation
}
}
static public void RegisterDebug(String menuName, FrameSettings frameSettings)

1
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs


}
RenderTextureDescriptor colorRTDesc = new RenderTextureDescriptor(rtWidth, rtHeight, m_ColorFormat, kDepthStencilBufferBits);
colorRTDesc.sRGB = true;
colorRTDesc.msaaSamples = msaaSamples;
colorRTDesc.enableRandomWrite = false;

57
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2103_BakeMixed.unity


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