浏览代码

Addressed PR comments.

/main
Felipe Lira 6 年前
当前提交
b918fecb
共有 6 个文件被更改,包括 115 次插入114 次删除
  1. 212
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightForwardRenderer.cs
  2. 4
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs
  3. 1
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipelineCore.cs
  4. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Passes/DirectionalShadowsPass.cs
  5. 8
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Passes/ForwardLitPass.cs
  6. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Passes/LocalShadowsPass.cs

212
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightForwardRenderer.cs


using System;
using System.Collections.Generic;
using UnityEngine.Rendering;
using UnityEngine.Rendering.PostProcessing;

public static int OpaqueColor;
public static int DirectionalShadowmap;
public static int LocalShadowmap;
public static int ScreenSpaceOcclusion;
public static int ScreenSpaceShadowmap;
}
public class LightweightForwardRenderer

}
}
// TODO: Profile performance of using ComputeBuffer on mobiles that support it vs
// TODO: Profile performance of using ComputeBuffer on mobiles that support it
get { return !Application.isMobilePlatform && Application.platform != RuntimePlatform.WebGLPlayer; }
get { return SystemInfo.supportsComputeShaders &&
!Application.isMobilePlatform && Application.platform != RuntimePlatform.WebGLPlayer; }
}
public int maxVisibleLocalLights { get { return k_MaxVisibleLocalLights; } }

public FilterRenderersSettings opaqueFilterSettings { get; private set; }
public FilterRenderersSettings transparentFilterSettings { get; private set; }
Dictionary<int, Material> m_Materials = new Dictionary<int, Material>();
Dictionary<RenderPassHandles, ScriptableRenderPass> m_RenderPassSet = new Dictionary<RenderPassHandles, ScriptableRenderPass>();
Material[] m_Materials;
ScriptableRenderPass[] m_RenderPassSet = new ScriptableRenderPass[(int)RenderPassHandles.Count];
public LightweightForwardRenderer(LightweightPipelineAsset pipelineAsset)
{

RegisterSurface("_CameraOpaqueTexture", out RenderTargetHandles.OpaqueColor);
RegisterSurface("_DirectionalShadowmapTexture", out RenderTargetHandles.DirectionalShadowmap);
RegisterSurface("_LocalShadowmapTexture", out RenderTargetHandles.LocalShadowmap);
RegisterSurface("_ScreenSpaceShadowMapTexture", out RenderTargetHandles.ScreenSpaceOcclusion);
RegisterSurface("_ScreenSpaceShadowMapTexture", out RenderTargetHandles.ScreenSpaceShadowmap);
m_Materials = new Material[(int)MaterialHandles.Count]
{
CoreUtils.CreateEngineMaterial("Hidden/InternalErrorShader"),
CoreUtils.CreateEngineMaterial(pipelineAsset.CopyDepthShader),
CoreUtils.CreateEngineMaterial(pipelineAsset.SamplingShader),
CoreUtils.CreateEngineMaterial(pipelineAsset.BlitShader),
CoreUtils.CreateEngineMaterial(pipelineAsset.ScreenSpaceShadowShader),
};
RegisterMaterial(MaterialHandles.Error, CoreUtils.CreateEngineMaterial("Hidden/InternalErrorShader"));
RegisterMaterial(MaterialHandles.DepthCopy, CoreUtils.CreateEngineMaterial(pipelineAsset.CopyDepthShader));
RegisterMaterial(MaterialHandles.Sampling, CoreUtils.CreateEngineMaterial(pipelineAsset.SamplingShader));
RegisterMaterial(MaterialHandles.Blit, CoreUtils.CreateEngineMaterial(pipelineAsset.BlitShader));
RegisterMaterial(MaterialHandles.ScrenSpaceShadow, CoreUtils.CreateEngineMaterial(pipelineAsset.ScreenSpaceShadowShader));
Debug.Assert(m_Materials.Count == (int)MaterialHandles.Count, "All materials in MaterialHandles should be registered in the renderer.");
RegisterPass(RenderPassHandles.DepthPrepass, new DepthOnlyPass(this));
RegisterPass(RenderPassHandles.DirectionalShadows, new DirectionalShadowsPass(this, pipelineAsset.DirectionalShadowAtlasResolution));
RegisterPass(RenderPassHandles.LocalShadows, new LocalShadowsPass(this, pipelineAsset.LocalShadowAtlasResolution));
RegisterPass(RenderPassHandles.ScreenSpaceShadowResolve, new ScreenSpaceShadowResolvePass(this));
RegisterPass(RenderPassHandles.ForwardLit, new ForwardLitPass(this));
Debug.Assert(m_RenderPassSet.Count == (int)RenderPassHandles.Count, "All render passes in Passes should be registered in the renderer");
m_RenderPassSet = new ScriptableRenderPass[(int)RenderPassHandles.Count]
{
new DepthOnlyPass(this),
new DirectionalShadowsPass(this, pipelineAsset.DirectionalShadowAtlasResolution),
new LocalShadowsPass(this, pipelineAsset.LocalShadowAtlasResolution),
new ScreenSpaceShadowResolvePass(this),
new ForwardLitPass(this),
};
postProcessRenderContext = new PostProcessRenderContext();
opaqueFilterSettings = new FilterRenderersSettings(true)

perObjectLightIndices = null;
}
for (int i = 0; i < m_Materials.Count; ++i)
for (int i = 0; i < m_Materials.Length; ++i)
m_Materials.Clear();
}
public Material GetMaterial(MaterialHandles resourceHandle)
{
int resourceHandleID = (int)resourceHandle;
if (resourceHandleID < 0 || resourceHandleID >= m_Materials.Count)
return null;
return m_Materials[resourceHandleID];
}
public RenderTextureDescriptor CreateRTDesc(ref CameraData cameraData, float scaler = 1.0f)

{
EnqueuePass(cmd, RenderPassHandles.DirectionalShadows, baseDescriptor);
if (shadowData.requiresScreenSpaceShadowResolve)
EnqueuePass(cmd, RenderPassHandles.ScreenSpaceShadowResolve, baseDescriptor, new[] {RenderTargetHandles.ScreenSpaceOcclusion});
EnqueuePass(cmd, RenderPassHandles.ScreenSpaceShadowResolve, baseDescriptor, new[] {RenderTargetHandles.ScreenSpaceShadowmap});
}
if (shadowData.renderLocalShadows)

#if UNITY_EDITOR
if (cameraData.isSceneViewCamera)
CopyDepth(ref context);
{
// Restore Render target for additional editor rendering.
// Note: Scene view camera always perform depth prepass
CommandBuffer cmd = CommandBufferPool.Get("Copy Depth to Camera");
CoreUtils.SetRenderTarget(cmd, BuiltinRenderTextureType.CameraTarget);
cmd.DisableShaderKeyword(LightweightKeywords.MsaaDepthResolve);
cmd.Blit(GetSurface(RenderTargetHandles.DepthTexture), BuiltinRenderTextureType.CameraTarget, GetMaterial(MaterialHandles.DepthCopy));
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
void Clear()
public RenderTargetIdentifier GetSurface(int handle)
m_ActiveShadowQueue.Clear();
m_ActiveRenderPassQueue.Clear();
RenderTargetIdentifier renderTargetID;
if (handle < 0 || !m_ResourceMap.TryGetValue(handle, out renderTargetID))
{
Debug.LogError(string.Format("Handle {0} has not any surface registered to it.", handle));
return new RenderTargetIdentifier();
}
return renderTargetID;
void RegisterSurface(string shaderProperty, out int handle)
public Material GetMaterial(MaterialHandles handle)
handle = Shader.PropertyToID(shaderProperty);
m_ResourceMap.Add(handle, new RenderTargetIdentifier(handle));
int handleID = (int)handle;
if (handleID >= m_Materials.Length)
{
Debug.LogError(string.Format("Material {0} is not registered.",
Enum.GetName(typeof(MaterialHandles), handleID)));
return null;
}
return m_Materials[handleID];
void RegisterMaterial(MaterialHandles handle, Material material)
ScriptableRenderPass GetPass(RenderPassHandles handle)
m_Materials.Add((int)handle, material);
int handleID = (int)handle;
if (handleID >= m_RenderPassSet.Length)
{
Debug.LogError(string.Format("Render Pass {0} is not registered.",
Enum.GetName(typeof(RenderPassHandles), handleID)));
return null;
}
return m_RenderPassSet[handleID];
void RegisterPass(RenderPassHandles passHandle, ScriptableRenderPass pass)
void Clear()
m_RenderPassSet.Add(passHandle, pass);
m_ActiveShadowQueue.Clear();
m_ActiveRenderPassQueue.Clear();
}
void RegisterSurface(string shaderProperty, out int handle)
{
handle = Shader.PropertyToID(shaderProperty);
m_ResourceMap.Add(handle, new RenderTargetIdentifier(handle));
Debug.Assert((int)passHandle < m_RenderPassSet.Count, "Trying to add an invalid pass to renderer's frame");
ScriptableRenderPass pass = m_RenderPassSet[passHandle];
ScriptableRenderPass pass = GetPass(passHandle);
pass.Setup(cmd, baseDescriptor, colorAttachmentHandles, depthAttachmentHandle, samples);
if (passHandle == RenderPassHandles.DirectionalShadows || passHandle == RenderPassHandles.LocalShadows)

return supportsDepthCopy || msaaDepthResolve;
}
void CopyDepth(ref ScriptableRenderContext context)
{
// Restore Render target for additional editor rendering.
// Note: Scene view camera always perform depth prepass
CommandBuffer cmd = CommandBufferPool.Get("Copy Depth to Camera");
CoreUtils.SetRenderTarget(cmd, BuiltinRenderTextureType.CameraTarget);
cmd.Blit(GetSurface(RenderTargetHandles.DepthTexture), BuiltinRenderTextureType.CameraTarget, GetMaterial(MaterialHandles.DepthCopy));
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
void DisposePasses(ref ScriptableRenderContext context)
{
CommandBuffer cmd = CommandBufferPool.Get("Release Resources");

void SetupPerObjectLightIndices(ref CullResults cullResults, ref LightData lightData)
{
if (lightData.totalAdditionalLightsCount > 0)
{
List<VisibleLight> visibleLights = lightData.visibleLights;
int[] perObjectLightIndexMap = cullResults.GetLightIndexMap();
int directionalLightCount = 0;
if (lightData.totalAdditionalLightsCount == 0)
return;
// Disable all directional lights from the perobject light indices
// Pipeline handles them globally
for (int i = 0; i < visibleLights.Count; ++i)
List<VisibleLight> visibleLights = lightData.visibleLights;
int[] perObjectLightIndexMap = cullResults.GetLightIndexMap();
int directionalLightCount = 0;
// Disable all directional lights from the perobject light indices
// Pipeline handles them globally
for (int i = 0; i < visibleLights.Count; ++i)
{
VisibleLight light = visibleLights[i];
if (light.lightType == LightType.Directional)
VisibleLight light = visibleLights[i];
if (light.lightType == LightType.Directional)
{
perObjectLightIndexMap[i] = -1;
++directionalLightCount;
}
else
perObjectLightIndexMap[i] -= directionalLightCount;
perObjectLightIndexMap[i] = -1;
++directionalLightCount;
cullResults.SetLightIndexMap(perObjectLightIndexMap);
else
perObjectLightIndexMap[i] -= directionalLightCount;
}
cullResults.SetLightIndexMap(perObjectLightIndexMap);
// if not using a compute buffer, engine will set indices in 2 vec4 constants
// unity_4LightIndices0 and unity_4LightIndices1
if (useComputeBufferForPerObjectLightIndices)
// if not using a compute buffer, engine will set indices in 2 vec4 constants
// unity_4LightIndices0 and unity_4LightIndices1
if (useComputeBufferForPerObjectLightIndices)
{
int lightIndicesCount = cullResults.GetLightIndicesCount();
if (lightIndicesCount > 0)
int lightIndicesCount = cullResults.GetLightIndicesCount();
if (lightIndicesCount > 0)
if (perObjectLightIndices == null)
{
perObjectLightIndices = new ComputeBuffer(lightIndicesCount, sizeof(int));
}
else if (perObjectLightIndices.count < lightIndicesCount)
if (perObjectLightIndices == null)
{
perObjectLightIndices = new ComputeBuffer(lightIndicesCount, sizeof(int));
}
else if (perObjectLightIndices.count < lightIndicesCount)
{
perObjectLightIndices.Release();
perObjectLightIndices = new ComputeBuffer(lightIndicesCount, sizeof(int));
}
cullResults.FillLightIndices(perObjectLightIndices);
perObjectLightIndices.Release();
perObjectLightIndices = new ComputeBuffer(lightIndicesCount, sizeof(int));
cullResults.FillLightIndices(perObjectLightIndices);
}
public RenderTargetIdentifier GetSurface(int handle)
{
if (handle < 0)
{
Debug.LogError(string.Format("Handle {0} has not any surface registered to it.", handle));
return new RenderTargetIdentifier();
}
return m_ResourceMap[handle];
}
}
}

4
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs


public LightweightPipelineAsset pipelineAsset { get; private set; }
CameraComparer m_CameraComparer = new CameraComparer();
Material m_BlitMaterial;
Material m_CopyDepthMaterial;
Material m_ErrorMaterial;
Material m_SamplingMaterial;
LightweightForwardRenderer m_Renderer;
CullResults m_CullResults;

1
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipelineCore.cs


public static readonly string LocalShadowsText = "_LOCAL_SHADOWS_ENABLED";
public static readonly string SoftShadowsText = "_SHADOWS_SOFT";
public static readonly string CascadeShadowsText = "_SHADOWS_CASCADE";
public static readonly string MsaaDepthResolve = "_MSAA_DEPTH";
public static readonly ShaderKeyword AdditionalLights = new ShaderKeyword(AdditionalLightsText);
public static readonly ShaderKeyword VertexLights = new ShaderKeyword(VertexLightsText);

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/Passes/DirectionalShadowsPass.cs


m_DirectionalShadowmapDescriptor = new RenderTextureDescriptor(atlasResolution,
atlasResolution, shadowmapFormat, k_ShadowmapBufferBits);
Clear();
}
public override void Execute(ref ScriptableRenderContext context, ref CullResults cullResults, ref CameraData cameraData, ref LightData lightData)

8
ScriptableRenderPipeline/LightweightPipeline/LWRP/Passes/ForwardLitPass.cs


// Depth Copy Pass
Material m_DepthCopyMaterial;
const string k_MsaaDepthKeyword = "_MSAA_DEPTH";
int m_SampleCountShaderHandle;
// Opaque Copy Pass

void RenderTransparents(ref ScriptableRenderContext context, ref CullResults cullResults, ref CameraData cameraData, RendererConfiguration rendererConfiguration)
{
CommandBuffer cmd = CommandBufferPool.Get("Render Opaques");
CommandBuffer cmd = CommandBufferPool.Get("Render Transparents");
Camera camera = cameraData.camera;
SetRenderTarget(cmd, RenderBufferLoadAction.Load, RenderBufferStoreAction.Store, ClearFlag.None, Color.black);
context.ExecuteCommandBuffer(cmd);

if (cameraData.msaaSamples > 1)
{
cmd.SetGlobalFloat(m_SampleCountShaderHandle, cameraData.msaaSamples);
cmd.EnableShaderKeyword(k_MsaaDepthKeyword);
cmd.EnableShaderKeyword(k_MsaaDepthKeyword);
cmd.EnableShaderKeyword(LightweightKeywords.MsaaDepthResolve);
cmd.DisableShaderKeyword(k_MsaaDepthKeyword);
cmd.DisableShaderKeyword(LightweightKeywords.MsaaDepthResolve);
LightweightPipeline.CopyTexture(cmd, depthSurface, copyDepthSurface, m_DepthCopyMaterial);
}
context.ExecuteCommandBuffer(cmd);

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/Passes/LocalShadowsPass.cs


: RenderTextureFormat.Depth;
m_LocalShadowmapDescriptor = new RenderTextureDescriptor(atlasResolution, atlasResolution, shadowmapFormat, k_ShadowmapBufferBits);
Clear();
}
public override void Execute(ref ScriptableRenderContext context, ref CullResults cullResults, ref CameraData cameraData, ref LightData lightData)

正在加载...
取消
保存