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Merge pull request #612 from Unity-Technologies/feature/realtimeCubemap
Merge pull request #612 from Unity-Technologies/feature/realtimeCubemap
Feature/realtime cubemap/main
GitHub
7 年前
当前提交
b13cc702
共有 75 个文件被更改,包括 9314 次插入 和 647 次删除
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6ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1103_Unlit_Distortion_DepthTest.unity.png.meta
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6ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1201_Lit_Features.unity.png.meta
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6ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1202_Lit_DoubleSideNormalMode.unity.png.meta
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6ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1203_Lit_Transparent.unity.png.meta
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6ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1204_Lit_Transparent_Fog.unity.png.meta
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6ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1205_Lit_Transparent_Refraction.unity.png.meta
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6ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1206_Lit_Transparent_Distortion.unity.png.meta
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6ImageTemplates/LightweightPipeline/Scenes/023_Lighting_Mixed.unity.png.meta
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6ImageTemplates/LightweightPipeline/Scenes/027_PostProcessing.unity.png.meta
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6ImageTemplates/LightweightPipeline/Scenes/036_Lighting_Scene_DirectionalBakedDirectional.unity.png.meta
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24ScriptableRenderPipeline/Core/CoreUtils.cs
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4ScriptableRenderPipeline/Core/EncodeBC6H.cs.meta
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6ScriptableRenderPipeline/Core/Resources/EncodeBC6H.compute.meta
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1ScriptableRenderPipeline/Core/ShaderLibrary/Common.hlsl
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5ScriptableRenderPipeline/Core/ShaderLibrary/CommonMaterial.hlsl
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6ScriptableRenderPipeline/Core/ShaderLibrary/Macros.hlsl
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150ScriptableRenderPipeline/Core/TextureCache.cs
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1ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.Styles.cs
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17ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
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458ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
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16ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.asset
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3ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.asset.meta
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9ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.cs
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40ScriptableRenderPipeline/HDRenderPipeline/HDUtils.cs
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143ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
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29ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/DefaultHDMaterial.mat
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7ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SceneSettings.cs
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58ScriptableRenderPipeline/HDRenderPipeline/Sky/RuntimeFilterIBL.cs
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125ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs
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15TestbedPipelines/Fptl/FptlLighting.cs
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74TestbedPipelines/OnTileDeferredPipeline/OnTileDeferredRenderPipeline.cs
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69SampleScenes/HDTest/GraphicTest/Common/AnimationController/Props.controller
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8SampleScenes/HDTest/GraphicTest/Common/AnimationController/Props.controller.meta
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217SampleScenes/HDTest/GraphicTest/Common/AnimationController/RealtimeCubemap@main.anim
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172SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Mirror.mat
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10SampleScenes/HDTest/GraphicTest/RealtimeCubemaps.meta
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1001SampleScenes/HDTest/GraphicTest/RealtimeCubemaps.unity
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7SampleScenes/HDTest/GraphicTest/RealtimeCubemaps.unity.meta
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38ScriptableRenderPipeline/Core/Resources/BC6H.compute
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10ScriptableRenderPipeline/Core/Resources/BC6H.compute.meta
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66ScriptableRenderPipeline/Core/Resources/BlitCubeTextureFace.shader
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8ScriptableRenderPipeline/Core/Resources/BlitCubeTextureFace.shader.meta
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14ScriptableRenderPipeline/HDRenderPipeline/FrameSettings.cs
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11ScriptableRenderPipeline/HDRenderPipeline/FrameSettings.cs.meta
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38ScriptableRenderPipeline/HDRenderPipeline/GlobalSettings.cs
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11ScriptableRenderPipeline/HDRenderPipeline/GlobalSettings.cs.meta
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209ScriptableRenderPipeline/HDRenderPipeline/Lighting/ReflectionProbeCache.cs
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11ScriptableRenderPipeline/HDRenderPipeline/Lighting/ReflectionProbeCache.cs.meta
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1001SampleScenes/HDTest/GraphicTest/RealtimeCubemaps/LightingData.asset
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10SampleScenes/HDTest/GraphicTest/RealtimeCubemaps/LightingData.asset.meta
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77SampleScenes/HDTest/GraphicTest/RealtimeCubemaps/Lightmap-0_comp_dir.png.meta
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1001SampleScenes/HDTest/GraphicTest/RealtimeCubemaps/Lightmap-0_comp_light.exr
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192SampleScenes/HDTest/GraphicTest/RealtimeCubemaps/Material RT1.mat
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192SampleScenes/HDTest/GraphicTest/RealtimeCubemaps/Material RT2.mat
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m_Offset: {x: 0, y: 0} |
|||
- _TangentMap: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- _TangentMapOS: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- _ThicknessMap: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
m_Floats: |
|||
- _ATDistance: 1 |
|||
- _AlbedoAffectEmissive: 0 |
|||
- _AlphaCutoff: 0.5 |
|||
- _AlphaCutoffEnable: 0 |
|||
- _Anisotropy: 0 |
|||
- _BlendMode: 0 |
|||
- _CoatCoverage: 1 |
|||
- _CoatIOR: 0.5 |
|||
- _CullMode: 2 |
|||
- _DepthOffsetEnable: 0 |
|||
- _DetailAlbedoScale: 1 |
|||
- _DetailNormalScale: 1 |
|||
- _DetailSmoothnessScale: 1 |
|||
- _DisplacementLockObjectScale: 1 |
|||
- _DisplacementLockTilingScale: 1 |
|||
- _DisplacementMode: 0 |
|||
- _DistortionBlendMode: 0 |
|||
- _DistortionBlurBlendMode: 0 |
|||
- _DistortionBlurDstBlend: 0 |
|||
- _DistortionBlurRemapMax: 1 |
|||
- _DistortionBlurRemapMin: 0 |
|||
- _DistortionBlurScale: 1 |
|||
- _DistortionBlurSrcBlend: 0 |
|||
- _DistortionDepthTest: 1 |
|||
- _DistortionDstBlend: 0 |
|||
- _DistortionEnable: 0 |
|||
- _DistortionScale: 1 |
|||
- _DistortionSrcBlend: 0 |
|||
- _DoubleSidedEnable: 0 |
|||
- _DoubleSidedNormalMode: 1 |
|||
- _Drag: 1 |
|||
- _DstBlend: 0 |
|||
- _EmissiveColorMode: 1 |
|||
- _EmissiveIntensity: 0 |
|||
- _EnableBlendModePreserveSpecularLighting: 1 |
|||
- _EnableFogOnTransparent: 1 |
|||
- _EnableSpecularOcclusion: 0 |
|||
- _EnableWind: 0 |
|||
- _HeightAmplitude: 0.02 |
|||
- _HeightCenter: 0.5 |
|||
- _HeightMax: 1 |
|||
- _HeightMin: -1 |
|||
- _IOR: 1 |
|||
- _InitialBend: 1 |
|||
- _InvTilingScale: 1 |
|||
- _LinkDetailsWithBase: 1 |
|||
- _MaterialID: 1 |
|||
- _Metallic: 0 |
|||
- _NormalMapSpace: 0 |
|||
- _NormalScale: 1 |
|||
- _PPDLodThreshold: 5 |
|||
- _PPDMaxSamples: 15 |
|||
- _PPDMinSamples: 5 |
|||
- _PPDPrimitiveLength: 1 |
|||
- _PPDPrimitiveWidth: 1 |
|||
- _PreRefractionPass: 0 |
|||
- _RefractionMode: 0 |
|||
- _ShiverDirectionality: 0.5 |
|||
- _ShiverDrag: 0.2 |
|||
- _Smoothness: 1 |
|||
- _SmoothnessRemapMax: 1 |
|||
- _SmoothnessRemapMin: 0 |
|||
- _SrcBlend: 1 |
|||
- _StencilRef: 2 |
|||
- _Stiffness: 1 |
|||
- _SubsurfaceProfile: 0 |
|||
- _SubsurfaceRadius: 1 |
|||
- _SurfaceType: 0 |
|||
- _TexWorldScale: 1 |
|||
- _Thickness: 1 |
|||
- _ThicknessMultiplier: 1 |
|||
- _UVBase: 0 |
|||
- _UVDetail: 0 |
|||
- _ZTestMode: 8 |
|||
- _ZWrite: 1 |
|||
m_Colors: |
|||
- _BaseColor: {r: 1, g: 1, b: 1, a: 1} |
|||
- _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} |
|||
- _EmissionColor: {r: 1, g: 1, b: 1, a: 1} |
|||
- _EmissiveColor: {r: 0, g: 0, b: 0, a: 1} |
|||
- _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} |
|||
- _SpecularColor: {r: 1, g: 1, b: 1, a: 1} |
|||
- _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} |
|||
- _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} |
|||
- _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} |
|
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fileFormatVersion: 2 |
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guid: d2f7f8b7fb883914fabf4d849b344e47 |
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mainObjectFileID: 2100000 |
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fileFormatVersion: 2 |
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guid: 50d80d2cb8fa29c499c5f0a6545805f5 |
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folderAsset: yes |
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timeCreated: 1508945640 |
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licenseType: Pro |
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DefaultImporter: |
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externalObjects: {} |
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1001
SampleScenes/HDTest/GraphicTest/RealtimeCubemaps.unity
文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
|
|||
fileFormatVersion: 2 |
|||
guid: 59771346590d7a245af131b3a6a1a241 |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
#include "../ShaderLibrary/BC6H.hlsl" |
|||
|
|||
Texture2D<float4> _Source; |
|||
RWTexture2D<uint4> _Target; |
|||
|
|||
#pragma kernel KEncodeFast |
|||
[numthreads(4, 4, 1)] |
|||
void KEncodeFast(uint2 groupId : SV_GroupID, uint2 groupThreadId : SV_GroupThreadID, uint2 dispatchThreadId : SV_DispatchThreadID) |
|||
{ |
|||
// Load 4x4 pixel block |
|||
float3 texels[16]; |
|||
|
|||
uint2 topLeftSourceID = dispatchThreadId << 2; |
|||
|
|||
texels[0] = _Source.Load(uint3(topLeftSourceID , 0)).rgb; |
|||
texels[1] = _Source.Load(uint3(topLeftSourceID + uint2(1, 0), 0)).rgb; |
|||
texels[2] = _Source.Load(uint3(topLeftSourceID + uint2(2, 0), 0)).rgb; |
|||
texels[3] = _Source.Load(uint3(topLeftSourceID + uint2(3, 0), 0)).rgb; |
|||
texels[4] = _Source.Load(uint3(topLeftSourceID + uint2(0, 1), 0)).rgb; |
|||
texels[5] = _Source.Load(uint3(topLeftSourceID + uint2(1, 1), 0)).rgb; |
|||
texels[6] = _Source.Load(uint3(topLeftSourceID + uint2(2, 1), 0)).rgb; |
|||
texels[7] = _Source.Load(uint3(topLeftSourceID + uint2(3, 1), 0)).rgb; |
|||
texels[8] = _Source.Load(uint3(topLeftSourceID + uint2(0, 2), 0)).rgb; |
|||
texels[9] = _Source.Load(uint3(topLeftSourceID + uint2(1, 2), 0)).rgb; |
|||
texels[10] = _Source.Load(uint3(topLeftSourceID + uint2(2, 2), 0)).rgb; |
|||
texels[11] = _Source.Load(uint3(topLeftSourceID + uint2(3, 2), 0)).rgb; |
|||
texels[12] = _Source.Load(uint3(topLeftSourceID + uint2(0, 3), 0)).rgb; |
|||
texels[13] = _Source.Load(uint3(topLeftSourceID + uint2(1, 3), 0)).rgb; |
|||
texels[14] = _Source.Load(uint3(topLeftSourceID + uint2(2, 3), 0)).rgb; |
|||
texels[15] = _Source.Load(uint3(topLeftSourceID + uint2(3, 3), 0)).rgb; |
|||
|
|||
uint4 block = uint4(0, 0, 0, 0); |
|||
float blockMSLE = 0; |
|||
|
|||
EncodeMode11(block, blockMSLE, texels); |
|||
|
|||
_Target[dispatchThreadId] = block; |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: b69b95b3420fd904e8530b79f665a1f8 |
|||
timeCreated: 1507123133 |
|||
licenseType: Pro |
|||
ComputeShaderImporter: |
|||
externalObjects: {} |
|||
currentAPIMask: 4 |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
Shader "Hidden/SRP/BlitCubeTextureFace" |
|||
{ |
|||
SubShader |
|||
{ |
|||
// Cubemap blit. Takes a face index. |
|||
Pass |
|||
{ |
|||
|
|||
ZTest Always |
|||
ZWrite Off |
|||
Cull Off |
|||
|
|||
HLSLPROGRAM |
|||
#include "../ShaderLibrary/Common.hlsl" |
|||
|
|||
#pragma vertex vert |
|||
#pragma fragment frag |
|||
#pragma target 3.0 |
|||
|
|||
TEXTURECUBE(_InputTex); |
|||
SAMPLERCUBE(sampler_InputTex); |
|||
|
|||
float _FaceIndex; |
|||
float _LoD; |
|||
|
|||
struct Attributes |
|||
{ |
|||
uint vertexID : SV_VertexID; |
|||
}; |
|||
|
|||
struct Varyings |
|||
{ |
|||
float4 positionCS : SV_POSITION; |
|||
float3 texcoord : TEXCOORD0; |
|||
}; |
|||
|
|||
static const float3 faceU[6] = { float3(0, 0, -1), float3(0, 0, 1), float3(1, 0, 0), float3(1, 0, 0), float3(1, 0, 0), float3(-1, 0, 0) }; |
|||
static const float3 faceV[6] = { float3(0, -1, 0), float3(0, -1, 0), float3(0, 0, 1), float3(0, 0, -1), float3(0, -1, 0), float3(0, -1, 0) }; |
|||
|
|||
Varyings vert (Attributes input) |
|||
{ |
|||
Varyings output; |
|||
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID); |
|||
|
|||
float2 uv = GetFullScreenTriangleTexCoord(input.vertexID); |
|||
uv = uv * 2 - 1; |
|||
|
|||
int idx = (int)_FaceIndex; |
|||
float3 transformU = faceU[idx]; |
|||
float3 transformV = faceV[idx]; |
|||
|
|||
float3 n = cross(transformV, transformU); |
|||
output.texcoord = n + uv.x * transformU + uv.y * transformV; |
|||
return output; |
|||
} |
|||
|
|||
float4 frag (Varyings input) : SV_Target |
|||
{ |
|||
return SAMPLE_TEXTURECUBE_LOD(_InputTex, sampler_InputTex, input.texcoord, _LoD); |
|||
} |
|||
|
|||
ENDHLSL |
|||
} |
|||
} |
|||
Fallback Off |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: d850d0a2481878d4bbf17e5126b04163 |
|||
ShaderImporter: |
|||
externalObjects: {} |
|||
defaultTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using System; |
|||
|
|||
namespace UnityEngine.Experimental.Rendering.HDPipeline |
|||
{ |
|||
// The settings here are per frame settings. They can be changed by the renderer based on its need each frame.
|
|||
public class LightingSettings |
|||
{ |
|||
public float diffuseGlobalDimmer = 1.0f; |
|||
public float specularGlobalDimmer = 1.0f; |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 2fc90a1ac27c42f40bf2c56b45b4d374 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using System; |
|||
|
|||
namespace UnityEngine.Experimental.Rendering.HDPipeline |
|||
{ |
|||
// All the structures here represent global engine settings.
|
|||
// It means that they are supposed to be setup once and not changed during the game.
|
|||
// All of these will be serialized in the HDRenderPipelineInstance used for the project.
|
|||
[Serializable] |
|||
public class GlobalTextureSettings |
|||
{ |
|||
public const int kHDDefaultSpotCookieSize = 128; |
|||
public const int kHDDefaultPointCookieSize = 512; |
|||
public const int kHDDefaultReflectionCubemapSize = 128; |
|||
|
|||
public int spotCookieSize = kHDDefaultSpotCookieSize; |
|||
public int pointCookieSize = kHDDefaultPointCookieSize; |
|||
public int reflectionCubemapSize = kHDDefaultReflectionCubemapSize; |
|||
public bool reflectionCacheCompressed = false; |
|||
} |
|||
|
|||
[Serializable] |
|||
public class GlobalRenderingSettings |
|||
{ |
|||
public bool useForwardRenderingOnly; // TODO: Currently there is no way to strip the extra forward shaders generated by the shaders compiler, so we can switch dynamically.
|
|||
public bool useDepthPrepassWithDeferredRendering; |
|||
public bool renderAlphaTestOnlyInDeferredPrepass; |
|||
|
|||
// We have to fall back to forward-only rendering when scene view is using wireframe rendering mode --
|
|||
// as rendering everything in wireframe + deferred do not play well together
|
|||
public bool ShouldUseForwardRenderingOnly() |
|||
{ |
|||
return useForwardRenderingOnly || GL.wireframe; |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 0e59d5f3fb6a6744dbb195534816c029 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEngine.Rendering; |
|||
|
|||
namespace UnityEngine.Experimental.Rendering.HDPipeline |
|||
{ |
|||
public class ReflectionProbeCache |
|||
{ |
|||
internal static readonly int s_InputTexID = Shader.PropertyToID("_InputTex"); |
|||
internal static readonly int s_LoDID = Shader.PropertyToID("_LoD"); |
|||
internal static readonly int s_FaceIndexID = Shader.PropertyToID("_FaceIndex"); |
|||
|
|||
enum ProbeFilteringState |
|||
{ |
|||
Convolving, |
|||
Ready |
|||
} |
|||
|
|||
int m_ProbeSize; |
|||
int m_CacheSize; |
|||
IBLFilterGGX m_IBLFilterGGX; |
|||
TextureCacheCubemap m_TextureCache; |
|||
RenderTexture m_TempRenderTexture; |
|||
RenderTexture m_ConvolutionTargetTexture; |
|||
ProbeFilteringState[] m_ProbeBakingState; |
|||
Material m_ConvertTextureMaterial; |
|||
MaterialPropertyBlock m_ConvertTextureMPB; |
|||
|
|||
public ReflectionProbeCache(IBLFilterGGX iblFilter, int cacheSize, int probeSize, TextureFormat probeFormat, bool isMipmaped) |
|||
{ |
|||
Debug.Assert(probeFormat == TextureFormat.BC6H || probeFormat == TextureFormat.RGBAHalf, "Reflection Probe Cache format for HDRP can only be BC6H or FP16."); |
|||
|
|||
m_ProbeSize = probeSize; |
|||
m_CacheSize = cacheSize; |
|||
m_TextureCache = new TextureCacheCubemap(); |
|||
m_TextureCache.AllocTextureArray(cacheSize, probeSize, probeFormat, isMipmaped); |
|||
m_IBLFilterGGX = iblFilter; |
|||
|
|||
InitializeProbeBakingStates(); |
|||
} |
|||
|
|||
void Initialize() |
|||
{ |
|||
if(m_TempRenderTexture == null) |
|||
{ |
|||
// Temporary RT used for convolution and compression
|
|||
m_TempRenderTexture = new RenderTexture(m_ProbeSize, m_ProbeSize, 1, RenderTextureFormat.ARGBHalf); |
|||
m_TempRenderTexture.dimension = TextureDimension.Cube; |
|||
m_TempRenderTexture.useMipMap = true; |
|||
m_TempRenderTexture.autoGenerateMips = false; |
|||
m_TempRenderTexture.Create(); |
|||
|
|||
m_ConvolutionTargetTexture = new RenderTexture(m_ProbeSize, m_ProbeSize, 1, RenderTextureFormat.ARGBHalf); |
|||
m_ConvolutionTargetTexture.dimension = TextureDimension.Cube; |
|||
m_ConvolutionTargetTexture.useMipMap = true; |
|||
m_ConvolutionTargetTexture.autoGenerateMips = false; |
|||
m_ConvolutionTargetTexture.Create(); |
|||
|
|||
m_ConvertTextureMaterial = CoreUtils.CreateEngineMaterial("Hidden/SRP/BlitCubeTextureFace"); |
|||
m_ConvertTextureMPB = new MaterialPropertyBlock(); |
|||
|
|||
InitializeProbeBakingStates(); |
|||
} |
|||
} |
|||
|
|||
void InitializeProbeBakingStates() |
|||
{ |
|||
m_ProbeBakingState = new ProbeFilteringState[m_CacheSize]; |
|||
for (int i = 0; i < m_CacheSize; ++i) |
|||
m_ProbeBakingState[i] = ProbeFilteringState.Convolving; |
|||
} |
|||
|
|||
public void Release() |
|||
{ |
|||
if(m_TextureCache != null) |
|||
{ |
|||
m_TextureCache.Release(); |
|||
m_TextureCache = null; |
|||
} |
|||
if(m_TempRenderTexture != null) |
|||
{ |
|||
m_TempRenderTexture.Release(); |
|||
m_TempRenderTexture = null; |
|||
} |
|||
m_ProbeBakingState = null; |
|||
} |
|||
|
|||
public void NewFrame() |
|||
{ |
|||
Initialize(); |
|||
m_TextureCache.NewFrame(); |
|||
} |
|||
|
|||
// This method is used to convert inputs that are either compressed or not of the right size.
|
|||
// We can't use Graphics.ConvertTexture here because it does not work with a RenderTexture as destination.
|
|||
void ConvertTexture(CommandBuffer cmd, Texture input, RenderTexture target) |
|||
{ |
|||
m_ConvertTextureMPB.SetTexture(s_InputTexID, input); |
|||
m_ConvertTextureMPB.SetFloat(s_LoDID, 0.0f); // We want to convert mip 0 to whatever the size of the destination cache is.
|
|||
for (int f = 0 ; f < 6 ; ++f) |
|||
{ |
|||
m_ConvertTextureMPB.SetFloat(s_FaceIndexID, (float)f); |
|||
CoreUtils.SetRenderTarget(cmd, target, ClearFlag.None, Color.black, 0, (CubemapFace)f); |
|||
CoreUtils.DrawFullScreen(cmd, m_ConvertTextureMaterial, m_ConvertTextureMPB); |
|||
} |
|||
} |
|||
|
|||
Texture ConvolveProbeTexture(CommandBuffer cmd, Texture texture) |
|||
{ |
|||
// Probes can be either Cubemaps (for baked probes) or RenderTextures (for realtime probes)
|
|||
Cubemap cubeTexture = texture as Cubemap; |
|||
RenderTexture renderTexture = texture as RenderTexture; |
|||
|
|||
RenderTexture convolutionSourceTexture = null; |
|||
if (cubeTexture != null) |
|||
{ |
|||
// if the size if different from the cache probe size or if the input texture format is compressed, we need to convert it
|
|||
// 1) to a format for which we can generate mip maps
|
|||
// 2) to the proper reflection probe cache size
|
|||
bool sizeMismatch = cubeTexture.width != m_ProbeSize || cubeTexture.height != m_ProbeSize; |
|||
bool formatMismatch = cubeTexture.format != TextureFormat.RGBAHalf; // Temporary RT for convolution is always FP16
|
|||
if (formatMismatch || sizeMismatch) |
|||
{ |
|||
if (sizeMismatch) |
|||
{ |
|||
Debug.LogWarningFormat("Baked Reflection Probe {0} does not match HDRP Reflection Probe Cache size of {1}. Consider baking it at the same size for better loading performance.", texture.name, m_ProbeSize); |
|||
} |
|||
else if (cubeTexture.format == TextureFormat.BC6H) |
|||
{ |
|||
Debug.LogWarningFormat("Baked Reflection Probe {0} is compressed but the HDRP Reflection Probe Cache is not. Consider removing compression from the input texture for better quality.", texture.name); |
|||
} |
|||
ConvertTexture(cmd, cubeTexture, m_TempRenderTexture); |
|||
} |
|||
else |
|||
{ |
|||
for (int f = 0; f < 6; f++) |
|||
{ |
|||
cmd.CopyTexture(cubeTexture, f, 0, m_TempRenderTexture, f, 0); |
|||
} |
|||
} |
|||
|
|||
// Ideally if input is not compressed and has mipmaps, don't do anything here. Problem is, we can't know if mips have been already convolved offline...
|
|||
cmd.GenerateMips(m_TempRenderTexture); |
|||
convolutionSourceTexture = m_TempRenderTexture; |
|||
} |
|||
else |
|||
{ |
|||
Debug.Assert(renderTexture != null); |
|||
if (renderTexture.dimension != TextureDimension.Cube) |
|||
{ |
|||
Debug.LogError("Realtime reflection probe should always be a Cube RenderTexture."); |
|||
return null; |
|||
} |
|||
|
|||
// TODO: Do a different case for downsizing, in this case, instead of doing ConvertTexture just use the relevant mipmaps.
|
|||
bool sizeMismatch = renderTexture.width != m_ProbeSize || renderTexture.height != m_ProbeSize; |
|||
if (sizeMismatch) |
|||
{ |
|||
ConvertTexture(cmd, renderTexture, m_TempRenderTexture); |
|||
convolutionSourceTexture = m_TempRenderTexture; |
|||
} |
|||
else |
|||
{ |
|||
convolutionSourceTexture = renderTexture; |
|||
} |
|||
// Generate unfiltered mipmaps as a base for convolution
|
|||
// TODO: Make sure that we don't first convolve everything on the GPU with the legacy code path executed after rendering the probe.
|
|||
cmd.GenerateMips(convolutionSourceTexture); |
|||
} |
|||
|
|||
m_IBLFilterGGX.FilterCubemap(cmd, convolutionSourceTexture, m_ConvolutionTargetTexture); |
|||
|
|||
return m_ConvolutionTargetTexture; |
|||
} |
|||
|
|||
public int FetchSlice(CommandBuffer cmd, Texture texture) |
|||
{ |
|||
bool needUpdate; |
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var sliceIndex = m_TextureCache.ReserveSlice(texture, out needUpdate); |
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if (sliceIndex != -1) |
|||
{ |
|||
if(needUpdate || m_ProbeBakingState[sliceIndex] != ProbeFilteringState.Ready) |
|||
{ |
|||
using (new ProfilingSample(cmd, "Convolve Reflection Probe")) |
|||
{ |
|||
// For now baking is done directly but will be time sliced in the future. Just preparing the code here.
|
|||
m_ProbeBakingState[sliceIndex] = ProbeFilteringState.Convolving; |
|||
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Texture result = ConvolveProbeTexture(cmd, texture); |
|||
if (result == null) |
|||
return -1; |
|||
|
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m_TextureCache.UpdateSlice(cmd, sliceIndex, result, m_TextureCache.GetTextureUpdateCount(texture)); // Be careful to provide the update count from the input texture, not the temporary one used for convolving.
|
|||
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|||
m_ProbeBakingState[sliceIndex] = ProbeFilteringState.Ready; |
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} |
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} |
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} |
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文件差异内容过多而无法显示
查看文件
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查看文件
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文件差异内容过多而无法显示
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文件差异内容过多而无法显示
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文件差异内容过多而无法显示
查看文件
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文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
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文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
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