namespace UnityEngine.Experimental.Rendering.HDPipeline { public class BlacksmithSkyRenderer : SkyRenderer { Material m_ProceduralSkyMaterial = null; // Renders a cubemap into a render texture (can be cube or 2D) private BlacksmithSkySettings m_ProceduralSkySettings; public BlacksmithSkyRenderer(BlacksmithSkySettings proceduralSkySettings) { m_ProceduralSkySettings = proceduralSkySettings; } public override void Build() { m_ProceduralSkyMaterial = CoreUtils.CreateEngineMaterial("Hidden/HDRenderPipeline/Sky/SkyProcedural"); } public override void Cleanup() { CoreUtils.Destroy(m_ProceduralSkyMaterial); } public override bool IsSkyValid() { if (m_ProceduralSkyMaterial == null || m_ProceduralSkySettings == null) return false; return m_ProceduralSkySettings.skyHDRI != null && m_ProceduralSkySettings.worldMieColorRamp != null && m_ProceduralSkySettings.worldRayleighColorRamp != null; } public override void SetRenderTargets(BuiltinSkyParameters builtinParams) { // We do not bind the depth buffer as a depth-stencil target since it is // bound as a color texture which is then sampled from within the shader. CoreUtils.SetRenderTarget(builtinParams.commandBuffer, builtinParams.colorBuffer); } void SetKeywords(BuiltinSkyParameters builtinParams, BlacksmithSkySettings param, bool renderForCubemap) { // Ensure that all preprocessor symbols are initially undefined. m_ProceduralSkyMaterial.DisableKeyword("ATMOSPHERICS"); m_ProceduralSkyMaterial.DisableKeyword("ATMOSPHERICS_PER_PIXEL"); m_ProceduralSkyMaterial.DisableKeyword("ATMOSPHERICS_DEBUG"); m_ProceduralSkyMaterial.DisableKeyword("ATMOSPHERICS_OCCLUSION"); m_ProceduralSkyMaterial.DisableKeyword("ATMOSPHERICS_OCCLUSION_EDGE_FIXUP"); m_ProceduralSkyMaterial.DisableKeyword("ATMOSPHERICS_OCCLUSION_FULLSKY"); m_ProceduralSkyMaterial.DisableKeyword("ATMOSPHERICS_SUNRAYS"); m_ProceduralSkyMaterial.DisableKeyword("PERFORM_SKY_OCCLUSION_TEST"); m_ProceduralSkyMaterial.EnableKeyword("ATMOSPHERICS_PER_PIXEL"); /* if (useOcclusion) { m_ProceduralSkyMaterial.EnableKeyword("ATMOSPHERICS_OCCLUSION"); if(occlusionDepthFixup && occlusionDownscale != OcclusionDownscale.x1) m_ProceduralSkyMaterial.EnableKeyword("ATMOSPHERICS_OCCLUSION_EDGE_FIXUP"); if(occlusionFullSky) m_ProceduralSkyMaterial.EnableKeyword("ATMOSPHERICS_OCCLUSION_FULLSKY"); } */ // Expected to be valid for the sky pass, and invalid for the cube map generation pass. if (!renderForCubemap) { m_ProceduralSkyMaterial.EnableKeyword("PERFORM_SKY_OCCLUSION_TEST"); } if (param.debugMode != BlacksmithSkySettings.ScatterDebugMode.None) { m_ProceduralSkyMaterial.EnableKeyword("ATMOSPHERICS_DEBUG"); } } void SetUniforms(BuiltinSkyParameters builtinParams, BlacksmithSkySettings param, bool renderForCubemap, ref MaterialPropertyBlock properties) { properties.SetTexture("_Cubemap", param.skyHDRI); properties.SetVector("_SkyParam", new Vector4(param.exposure, param.multiplier, param.rotation, 0.0f)); properties.SetMatrix("_InvViewProjMatrix", builtinParams.invViewProjMatrix); properties.SetVector("_CameraPosWS", builtinParams.cameraPosWS); properties.SetVector("_ScreenSize", builtinParams.screenSize); m_ProceduralSkyMaterial.SetInt("_AtmosphericsDebugMode", (int)param.debugMode); Vector3 sunDirection = (builtinParams.sunLight != null) ? -builtinParams.sunLight.transform.forward : Vector3.zero; m_ProceduralSkyMaterial.SetVector("_SunDirection", sunDirection); var pixelRect = new Rect(0f, 0f, builtinParams.screenSize.x, builtinParams.screenSize.y); var scale = 1.0f; //(float)(int)occlusionDownscale; var depthTextureScaledTexelSize = new Vector4(scale / pixelRect.width, scale / pixelRect.height, -scale / pixelRect.width, -scale / pixelRect.height); properties.SetVector("_DepthTextureScaledTexelSize", depthTextureScaledTexelSize); /* m_ProceduralSkyMaterial.SetFloat("_ShadowBias", useOcclusion ? occlusionBias : 1f); m_ProceduralSkyMaterial.SetFloat("_ShadowBiasIndirect", useOcclusion ? occlusionBiasIndirect : 1f); m_ProceduralSkyMaterial.SetFloat("_ShadowBiasClouds", useOcclusion ? occlusionBiasClouds : 1f); m_ProceduralSkyMaterial.SetVector("_ShadowBiasSkyRayleighMie", useOcclusion ? new Vector4(occlusionBiasSkyRayleigh, occlusionBiasSkyMie, 0f, 0f) : Vector4.zero); m_ProceduralSkyMaterial.SetFloat("_OcclusionDepthThreshold", occlusionDepthThreshold); m_ProceduralSkyMaterial.SetVector("_OcclusionTexture_TexelSize", ???); */ m_ProceduralSkyMaterial.SetFloat("_WorldScaleExponent", param.worldScaleExponent); m_ProceduralSkyMaterial.SetFloat("_WorldNormalDistanceRcp", 1f / param.worldNormalDistance); m_ProceduralSkyMaterial.SetFloat("_WorldMieNearScatterPush", -Mathf.Pow(Mathf.Abs(param.worldMieNearScatterPush), param.worldScaleExponent) * Mathf.Sign(param.worldMieNearScatterPush)); m_ProceduralSkyMaterial.SetFloat("_WorldRayleighNearScatterPush", -Mathf.Pow(Mathf.Abs(param.worldRayleighNearScatterPush), param.worldScaleExponent) * Mathf.Sign(param.worldRayleighNearScatterPush)); m_ProceduralSkyMaterial.SetFloat("_WorldRayleighDensity", -param.worldRayleighDensity / 100000f); m_ProceduralSkyMaterial.SetFloat("_WorldMieDensity", -param.worldMieDensity / 100000f); m_ProceduralSkyMaterial.SetFloat("_SkyDepth", 1.0f / param.maxSkyDistance); var rayleighColorM20 = param.worldRayleighColorRamp.Evaluate(0.00f); var rayleighColorM10 = param.worldRayleighColorRamp.Evaluate(0.25f); var rayleighColorO00 = param.worldRayleighColorRamp.Evaluate(0.50f); var rayleighColorP10 = param.worldRayleighColorRamp.Evaluate(0.75f); var rayleighColorP20 = param.worldRayleighColorRamp.Evaluate(1.00f); var mieColorM20 = param.worldMieColorRamp.Evaluate(0.00f); var mieColorO00 = param.worldMieColorRamp.Evaluate(0.50f); var mieColorP20 = param.worldMieColorRamp.Evaluate(1.00f); m_ProceduralSkyMaterial.SetVector("_RayleighColorM20", (Vector4)rayleighColorM20 * param.worldRayleighColorIntensity); m_ProceduralSkyMaterial.SetVector("_RayleighColorM10", (Vector4)rayleighColorM10 * param.worldRayleighColorIntensity); m_ProceduralSkyMaterial.SetVector("_RayleighColorO00", (Vector4)rayleighColorO00 * param.worldRayleighColorIntensity); m_ProceduralSkyMaterial.SetVector("_RayleighColorP10", (Vector4)rayleighColorP10 * param.worldRayleighColorIntensity); m_ProceduralSkyMaterial.SetVector("_RayleighColorP20", (Vector4)rayleighColorP20 * param.worldRayleighColorIntensity); m_ProceduralSkyMaterial.SetVector("_MieColorM20", (Vector4)mieColorM20 * param.worldMieColorIntensity); m_ProceduralSkyMaterial.SetVector("_MieColorO00", (Vector4)mieColorO00 * param.worldMieColorIntensity); m_ProceduralSkyMaterial.SetVector("_MieColorP20", (Vector4)mieColorP20 * param.worldMieColorIntensity); m_ProceduralSkyMaterial.SetFloat("_HeightNormalDistanceRcp", 1f / param.heightNormalDistance); m_ProceduralSkyMaterial.SetFloat("_HeightMieNearScatterPush", -Mathf.Pow(Mathf.Abs(param.heightMieNearScatterPush), param.worldScaleExponent) * Mathf.Sign(param.heightMieNearScatterPush)); m_ProceduralSkyMaterial.SetFloat("_HeightRayleighNearScatterPush", -Mathf.Pow(Mathf.Abs(param.heightRayleighNearScatterPush), param.worldScaleExponent) * Mathf.Sign(param.heightRayleighNearScatterPush)); // m_ProceduralSkyMaterial.SetFloat("_HeightRayleighDensity", -param.heightRayleighDensity / 100000f); // m_ProceduralSkyMaterial.SetFloat("_HeightMieDensity", -param.heightMieDensity / 100000f); m_ProceduralSkyMaterial.SetFloat("_HeightSeaLevel", param.heightSeaLevel); m_ProceduralSkyMaterial.SetVector("_HeightPlaneShift", param.heightPlaneShift); m_ProceduralSkyMaterial.SetFloat("_HeightDistanceRcp", 1f / param.heightDistance); m_ProceduralSkyMaterial.SetVector("_HeightRayleighColor", (Vector4)param.heightRayleighColor * param.heightRayleighIntensity); m_ProceduralSkyMaterial.SetFloat("_HeightExtinctionFactor", param.heightExtinctionFactor); m_ProceduralSkyMaterial.SetVector("_RayleighInScatterPct", new Vector4(1f - param.worldRayleighIndirectScatter, param.worldRayleighIndirectScatter, 0f, 0f)); m_ProceduralSkyMaterial.SetFloat("_RayleighExtinctionFactor", param.worldRayleighExtinctionFactor); m_ProceduralSkyMaterial.SetFloat("_MiePhaseAnisotropy", param.worldMiePhaseAnisotropy); m_ProceduralSkyMaterial.SetFloat("_MieExtinctionFactor", param.worldMieExtinctionFactor); // Since we use the material for rendering the sky both into the cubemap, and // during the fullscreen pass, setting the 'PERFORM_SKY_OCCLUSION_TEST' keyword has no effect. properties.SetFloat("_DisableSkyOcclusionTest", renderForCubemap ? 1.0f : 0.0f); // We do not render the height fog into the sky IBL cubemap. properties.SetFloat("_HeightRayleighDensity", renderForCubemap ? -0.0f : -param.heightRayleighDensity / 100000f); properties.SetFloat("_HeightMieDensity", renderForCubemap ? -0.0f : -param.heightMieDensity / 100000f); properties.SetMatrix(HDShaderIDs._PixelCoordToViewDirWS, builtinParams.pixelCoordToViewDirMatrix); } override public void RenderSky(BuiltinSkyParameters builtinParams, bool renderForCubemap) { MaterialPropertyBlock properties = new MaterialPropertyBlock(); // Define select preprocessor symbols. SetKeywords(builtinParams, m_ProceduralSkySettings, renderForCubemap); // Set shader constants. SetUniforms(builtinParams, m_ProceduralSkySettings, renderForCubemap, ref properties); CoreUtils.DrawFullScreen(builtinParams.commandBuffer, m_ProceduralSkyMaterial, properties); } } }