浏览代码

Added support for jittered projection matrix; Fixed motion vectors

/RenderPassXR_Sandbox
Thomas Hourdel 7 年前
当前提交
db994ece
共有 5 个文件被更改,包括 100 次插入54 次删除
  1. 108
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  2. 28
      Assets/ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/CameraMotionVectors.shader
  3. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassVelocity.hlsl
  4. 1
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderVariables.hlsl
  5. 15
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Utilities.cs

108
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


{
public Matrix4x4 viewMatrix;
public Matrix4x4 projMatrix;
public Matrix4x4 nonJitteredProjMatrix;
public Vector4 screenSize;
public Vector4[] frustumPlaneEquations;
public Camera camera;

get { return projMatrix * viewMatrix; }
}
public Matrix4x4 nonJitteredViewProjMatrix
{
get { return nonJitteredProjMatrix * viewMatrix; }
}
public Vector4 invProjParam

Reset();
}
public void Update()
public void Update(PostProcessLayer postProcessLayer)
// If TAA is enabled projMatrix will hold a jittered projection matrix. The original,
// non-jittered projection matrix can be accessed via nonJitteredProjMatrix.
bool taaEnabled = camera.cameraType == CameraType.Game
&& Utilities.IsTemporalAntialiasingActive(postProcessLayer);
Matrix4x4 nonJitteredCameraProj = camera.projectionMatrix;
Matrix4x4 cameraProj = taaEnabled
? postProcessLayer.temporalAntialiasing.GetJitteredProjectionMatrix(camera)
: nonJitteredCameraProj;
Matrix4x4 gpuProj = GL.GetGPUProjectionMatrix(camera.projectionMatrix, true); // Had to change this from 'false'
Matrix4x4 gpuProj = GL.GetGPUProjectionMatrix(cameraProj, true); // Had to change this from 'false'
Matrix4x4 gpuNonJitteredProj = GL.GetGPUProjectionMatrix(nonJitteredCameraProj, true);
if (ShaderConfig.s_CameraRelativeRendering != 0)
{

Matrix4x4 gpuVP = gpuProj * gpuView;
Matrix4x4 gpuVP = gpuNonJitteredProj * gpuView;
? viewProjMatrix
? nonJitteredViewProjMatrix
: gpuVP;
m_FirstFrame = false;

projMatrix = gpuProj;
nonJitteredProjMatrix = gpuNonJitteredProj;
screenSize = new Vector4(camera.pixelWidth, camera.pixelHeight, 1.0f / camera.pixelWidth, 1.0f / camera.pixelHeight);
Plane[] planes = GeometryUtility.CalculateFrustumPlanes(viewProjMatrix);

static List<Camera> m_Cleanup = new List<Camera>(); // Recycled to reduce GC pressure
// Grab the HDCamera tied to a given Camera and update it.
public static HDCamera Get(Camera camera)
public static HDCamera Get(Camera camera, PostProcessLayer postProcessLayer)
{
HDCamera hdcam;

m_Cameras.Add(camera, hdcam);
}
hdcam.Update();
hdcam.Update(postProcessLayer);
return hdcam;
}

public void SetupGlobalParams(CommandBuffer cmd)
{
cmd.SetGlobalMatrix("_ViewMatrix", viewMatrix);
cmd.SetGlobalMatrix("_InvViewMatrix", viewMatrix.inverse);
cmd.SetGlobalMatrix("_ProjMatrix", projMatrix);
cmd.SetGlobalMatrix("_InvProjMatrix", projMatrix.inverse);
cmd.SetGlobalMatrix("_ViewProjMatrix", viewProjMatrix);
cmd.SetGlobalMatrix("_InvViewProjMatrix", viewProjMatrix.inverse);
cmd.SetGlobalVector("_InvProjParam", invProjParam);
cmd.SetGlobalVector("_ScreenSize", screenSize);
cmd.SetGlobalMatrix("_PrevViewProjMatrix", prevViewProjMatrix);
cmd.SetGlobalVectorArray("_FrustumPlanes", frustumPlaneEquations);
cmd.SetGlobalMatrix("_ViewMatrix", viewMatrix);
cmd.SetGlobalMatrix("_InvViewMatrix", viewMatrix.inverse);
cmd.SetGlobalMatrix("_ProjMatrix", projMatrix);
cmd.SetGlobalMatrix("_InvProjMatrix", projMatrix.inverse);
cmd.SetGlobalMatrix("_NonJitteredViewProjMatrix", nonJitteredViewProjMatrix);
cmd.SetGlobalMatrix("_ViewProjMatrix", viewProjMatrix);
cmd.SetGlobalMatrix("_InvViewProjMatrix", viewProjMatrix.inverse);
cmd.SetGlobalVector("_InvProjParam", invProjParam);
cmd.SetGlobalVector("_ScreenSize", screenSize);
cmd.SetGlobalMatrix("_PrevViewProjMatrix", prevViewProjMatrix);
cmd.SetGlobalVectorArray("_FrustumPlanes", frustumPlaneEquations);
material.SetMatrix("_ViewMatrix", viewMatrix);
material.SetMatrix("_InvViewMatrix", viewMatrix.inverse);
material.SetMatrix("_ProjMatrix", projMatrix);
material.SetMatrix("_InvProjMatrix", projMatrix.inverse);
material.SetMatrix("_ViewProjMatrix", viewProjMatrix);
material.SetMatrix("_InvViewProjMatrix", viewProjMatrix.inverse);
material.SetVector("_InvProjParam", invProjParam);
material.SetVector("_ScreenSize", screenSize);
material.SetMatrix("_PrevViewProjMatrix", prevViewProjMatrix);
material.SetVectorArray("_FrustumPlanes", frustumPlaneEquations);
material.SetMatrix("_ViewMatrix", viewMatrix);
material.SetMatrix("_InvViewMatrix", viewMatrix.inverse);
material.SetMatrix("_ProjMatrix", projMatrix);
material.SetMatrix("_InvProjMatrix", projMatrix.inverse);
material.SetMatrix("_NonJitteredViewProjMatrix", nonJitteredViewProjMatrix);
material.SetMatrix("_ViewProjMatrix", viewProjMatrix);
material.SetMatrix("_InvViewProjMatrix", viewProjMatrix.inverse);
material.SetVector("_InvProjParam", invProjParam);
material.SetVector("_ScreenSize", screenSize);
material.SetMatrix("_PrevViewProjMatrix", prevViewProjMatrix);
material.SetVectorArray("_FrustumPlanes", frustumPlaneEquations);
cmd.SetComputeMatrixParam(cs, "_ViewMatrix", viewMatrix);
cmd.SetComputeMatrixParam(cs, "_InvViewMatrix", viewMatrix.inverse);
cmd.SetComputeMatrixParam(cs, "_ProjMatrix", projMatrix);
cmd.SetComputeMatrixParam(cs, "_InvProjMatrix", projMatrix.inverse);
cmd.SetComputeMatrixParam(cs, "_ViewProjMatrix", viewProjMatrix);
cmd.SetComputeMatrixParam(cs, "_InvViewProjMatrix", viewProjMatrix.inverse);
cmd.SetComputeVectorParam(cs, "_InvProjParam", invProjParam);
cmd.SetComputeVectorParam(cs, "_ScreenSize", screenSize);
cmd.SetComputeMatrixParam(cs, "_PrevViewProjMatrix", prevViewProjMatrix);
cmd.SetComputeVectorArrayParam(cs, "_FrustumPlanes", frustumPlaneEquations);
cmd.SetComputeMatrixParam(cs, "_ViewMatrix", viewMatrix);
cmd.SetComputeMatrixParam(cs, "_InvViewMatrix", viewMatrix.inverse);
cmd.SetComputeMatrixParam(cs, "_ProjMatrix", projMatrix);
cmd.SetComputeMatrixParam(cs, "_InvProjMatrix", projMatrix.inverse);
cmd.SetComputeMatrixParam(cs, "_NonJitteredViewProjMatrix", nonJitteredViewProjMatrix);
cmd.SetComputeMatrixParam(cs, "_ViewProjMatrix", viewProjMatrix);
cmd.SetComputeMatrixParam(cs, "_InvViewProjMatrix", viewProjMatrix.inverse);
cmd.SetComputeVectorParam(cs, "_InvProjParam", invProjParam);
cmd.SetComputeVectorParam(cs, "_ScreenSize", screenSize);
cmd.SetComputeMatrixParam(cs, "_PrevViewProjMatrix", prevViewProjMatrix);
cmd.SetComputeVectorArrayParam(cs, "_FrustumPlanes", frustumPlaneEquations);
}
}

renderContext.SetupCameraProperties(camera);
HDCamera hdCamera = HDCamera.Get(camera);
var postProcessLayer = camera.GetComponent<PostProcessLayer>();
HDCamera hdCamera = HDCamera.Get(camera, postProcessLayer);
PushGlobalParams(hdCamera, cmd, m_Asset.sssSettings);
// TODO: Find a correct place to bind these material textures

// Instead we chose to apply distortion at the end after we cumulate distortion vector and desired blurriness. This
RenderDistortion(m_CullResults, camera, renderContext, cmd);
RenderPostProcesses(camera, cmd);
RenderPostProcesses(camera, cmd, postProcessLayer);
}
}

int h = (int)hdcam.screenSize.y;
cmd.GetTemporaryRT(m_VelocityBuffer, w, h, 0, FilterMode.Point, Builtin.GetVelocityBufferFormat(), Builtin.GetVelocityBufferReadWrite());
cmd.Blit(BuiltinRenderTextureType.None, m_VelocityBufferRT, m_CameraMotionVectorsMaterial, 0);
Utilities.DrawFullScreen(cmd, m_CameraMotionVectorsMaterial, m_VelocityBufferRT, null, 0);
cmd.SetRenderTarget(m_VelocityBufferRT, m_CameraDepthStencilBufferRT);
RenderOpaqueRenderList(cullResults, hdcam.camera, renderContext, cmd, "MotionVectors", RendererConfiguration.PerObjectMotionVectors);

}
}
void RenderPostProcesses(Camera camera, CommandBuffer cmd)
void RenderPostProcesses(Camera camera, CommandBuffer cmd, PostProcessLayer layer)
var postProcessLayer = camera.GetComponent<PostProcessLayer>();
if (postProcessLayer != null && postProcessLayer.enabled)
if (Utilities.IsPostProcessingActive(layer))
{
cmd.SetGlobalTexture("_CameraDepthTexture", GetDepthTexture());
cmd.SetGlobalTexture("_CameraMotionVectorsTexture", m_VelocityBufferRT);

context.sourceFormat = RenderTextureFormat.ARGBHalf;
context.flip = true;
postProcessLayer.Render(context);
layer.Render(context);
}
else
{

28
Assets/ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/CameraMotionVectors.shader


#include "../ShaderPass/VaryingMesh.hlsl"
#include "../ShaderPass/VertMesh.hlsl"
PackedVaryingsType Vert(AttributesMesh inputMesh)
struct Attributes
VaryingsType varyingsType;
varyingsType.vmesh = VertMesh(inputMesh);
return PackVaryingsType(varyingsType);
uint vertexID : SV_VertexID;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
};
Varyings Vert(Attributes input)
{
Varyings output;
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
return output;
float4 Frag(PackedVaryingsToPS packedInput) : SV_Target
float4 Frag(Varyings input) : SV_Target
PositionInputs posInput = GetPositionInput(packedInput.vmesh.positionCS.xy, _ScreenSize.zw);
PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw);
float3 vPos = ComputeViewSpacePosition(posInput.positionSS, depth, _InvProjMatrix);
float4 worldPos = mul(unity_CameraToWorld, float4(vPos, 1.0));
UpdatePositionInput(depth, _InvViewProjMatrix, _ViewProjMatrix, posInput);
float4 worldPos = float4(posInput.positionWS, 1.0);
float4 curClipPos = mul(_ViewProjMatrix, worldPos);
float4 curClipPos = mul(_NonJitteredViewProjMatrix, worldPos);
float2 prevHPos = prevClipPos.xy / prevClipPos.w;
float2 curHPos = curClipPos.xy / curClipPos.w;

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassVelocity.hlsl


// It is not possible to correctly generate the motion vector for tesselated geometry as tessellation parameters can change
// from one frame to another (adaptative, lod) + in Unity we only receive information for one non tesselated vertex.
// So motion vetor will be based on interpolate previous position at vertex level instead.
varyingsType.vpass.positionCS = mul(_ViewProjMatrix, mul(unity_ObjectToWorld, float4(inputMesh.positionOS, 1.0)));
varyingsType.vpass.positionCS = mul(_NonJitteredViewProjMatrix, mul(unity_ObjectToWorld, float4(inputMesh.positionOS, 1.0)));
varyingsType.vpass.previousPositionCS = mul(_PrevViewProjMatrix, mul(unity_MatrixPreviousM, unity_MotionVectorsParams.x ? float4(inputPass.previousPositionOS, 1.0) : float4(inputMesh.positionOS, 1.0)));
return PackVaryingsType(varyingsType);

1
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderVariables.hlsl


CBUFFER_START(UnityPerPass)
float4x4 _PrevViewProjMatrix;
float4x4 _ViewProjMatrix;
float4x4 _NonJitteredViewProjMatrix;
float4x4 _ViewMatrix;
float4x4 _ProjMatrix;
float4x4 _InvViewProjMatrix;

15
Assets/ScriptableRenderPipeline/HDRenderPipeline/Utilities.cs


using UnityEngine.Rendering;
using UnityObject = UnityEngine.Object;
using System.Reflection;
using UnityEngine.Rendering.PostProcessing;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{

{
SetRenderTarget(cmd, buffer, ClearFlag.ClearColor, Color.black, 0, (CubemapFace)i);
}
}
// Post-processing misc
public static bool IsPostProcessingActive(PostProcessLayer layer)
{
return layer != null
&& layer.enabled;
}
public static bool IsTemporalAntialiasingActive(PostProcessLayer layer)
{
return IsPostProcessingActive(layer)
&& layer.antialiasingMode == PostProcessLayer.Antialiasing.TemporalAntialiasing
&& layer.temporalAntialiasing.IsSupported();
}
// Miscellanous

正在加载...
取消
保存