using UnityEngine.Rendering; using System; using System.Collections.Generic; namespace UnityEngine.Experimental.Rendering.Fptl { public class FptlLightingInstance : RenderPipeline { private readonly FptlLighting m_Owner; public FptlLightingInstance(FptlLighting owner) { m_Owner = owner; if (m_Owner != null) m_Owner.Build(); } public override void Dispose() { base.Dispose(); if (m_Owner != null) m_Owner.Cleanup(); } public override void Render(ScriptableRenderContext renderContext, Camera[] cameras) { base.Render(renderContext, cameras); m_Owner.Render(renderContext, cameras); } } [ExecuteInEditMode] public class FptlLighting : RenderPipelineAsset { #if UNITY_EDITOR [UnityEditor.MenuItem("RenderPipeline/CreateRenderLoopFPTL")] static void CreateRenderLoopFPTL() { var instance = ScriptableObject.CreateInstance(); UnityEditor.AssetDatabase.CreateAsset(instance, "Assets/renderloopfptl.asset"); //AssetDatabase.CreateAsset(instance, "Assets/ScriptableRenderLoop/fptl/renderloopfptl.asset"); } #endif protected override IRenderPipeline InternalCreatePipeline() { return new FptlLightingInstance(this); } [SerializeField] ShadowSettings m_ShadowSettings = ShadowSettings.Default; ShadowRenderPass m_ShadowPass; [SerializeField] TextureSettings m_TextureSettings = TextureSettings.Default; public Shader deferredShader; public Shader deferredReflectionShader; public ComputeShader deferredComputeShader; public Shader finalPassShader; public Shader debugLightBoundsShader; public ComputeShader buildScreenAABBShader; public ComputeShader buildPerTileLightListShader; // FPTL public ComputeShader buildPerBigTileLightListShader; public ComputeShader buildPerVoxelLightListShader; // clustered private Material m_DeferredMaterial; private Material m_DeferredReflectionMaterial; private static int s_GBufferAlbedo; private static int s_GBufferSpecRough; private static int s_GBufferNormal; private static int s_GBufferEmission; private static int s_GBufferZ; private static int s_CameraTarget; private static int s_CameraDepthTexture; private static int s_GenAABBKernel; private static int s_GenListPerTileKernel; private static int s_GenListPerVoxelKernel; private static int s_ClearVoxelAtomicKernel; private static ComputeBuffer s_LightDataBuffer; private static ComputeBuffer s_ConvexBoundsBuffer; private static ComputeBuffer s_AABBBoundsBuffer; private static ComputeBuffer s_LightList; private static ComputeBuffer s_DirLightList; private static ComputeBuffer s_BigTileLightList; // used for pre-pass coarse culling on 64x64 tiles private static int s_GenListPerBigTileKernel; // clustered light list specific buffers and data begin public bool enableClustered = false; public bool disableFptlWhenClustered = false; // still useful on opaques public bool enableBigTilePrepass = true; public bool enableDrawLightBoundsDebug = false; public bool enableDrawTileDebug = false; public bool enableReflectionProbeDebug = false; public bool enableComputeLightEvaluation = false; const bool k_UseDepthBuffer = true;// // only has an impact when EnableClustered is true (requires a depth-prepass) const bool k_UseAsyncCompute = true; // should not use on mobile const int k_Log2NumClusters = 6; // accepted range is from 0 to 6. NumClusters is 1< visibleLights) { var dirLightCount = 0; var lights = new List(); var worldToView = WorldToCamera(camera); for (int nLight = 0; nLight < visibleLights.Count; nLight++) { var light = visibleLights[nLight]; if (light.lightType == LightType.Directional) { Debug.Assert(dirLightCount < MaxNumDirLights, "Too many directional lights."); var l = new DirectionalLight(); var lightToWorld = light.localToWorld; Vector3 lightDir = lightToWorld.GetColumn(2); // Z axis in world space // represents a left hand coordinate system in world space Vector3 vx = lightToWorld.GetColumn(0); // X axis in world space Vector3 vy = lightToWorld.GetColumn(1); // Y axis in world space var vz = lightDir; // Z axis in world space vx = worldToView.MultiplyVector(vx); vy = worldToView.MultiplyVector(vy); vz = worldToView.MultiplyVector(vz); l.shadowLightIndex = (light.light.shadows != LightShadows.None) ? (uint)nLight : 0xffffffff; l.lightAxisX = vx; l.lightAxisY = vy; l.lightAxisZ = vz; l.color.Set(light.finalColor.r, light.finalColor.g, light.finalColor.b); l.intensity = light.light.intensity; lights.Add(l); dirLightCount++; } } s_DirLightList.SetData(lights.ToArray()); return dirLightCount; } void UpdateShadowConstants(IList visibleLights, ref ShadowOutput shadow) { var nNumLightsIncludingTooMany = 0; var numLights = 0; var lightShadowIndex_LightParams = new Vector4[k_MaxLights]; var lightFalloffParams = new Vector4[k_MaxLights]; for (int nLight = 0; nLight < visibleLights.Count; nLight++) { nNumLightsIncludingTooMany++; if (nNumLightsIncludingTooMany > k_MaxLights) continue; var light = visibleLights[nLight]; var lightType = light.lightType; var position = light.light.transform.position; var lightDir = light.light.transform.forward.normalized; // Setup shadow data arrays var hasShadows = shadow.GetShadowSliceCountLightIndex(nLight) != 0; if (lightType == LightType.Directional) { lightShadowIndex_LightParams[numLights] = new Vector4(0, 0, 1, 1); lightFalloffParams[numLights] = new Vector4(0.0f, 0.0f, float.MaxValue, (float)lightType); if (hasShadows) { for (int s = 0; s < k_MaxDirectionalSplit; ++s) { m_DirShadowSplitSpheres[s] = shadow.directionalShadowSplitSphereSqr[s]; } } } else if (lightType == LightType.Point) { lightShadowIndex_LightParams[numLights] = new Vector4(0, 0, 1, 1); lightFalloffParams[numLights] = new Vector4(1.0f, 0.0f, light.range * light.range, (float)lightType); } else if (lightType == LightType.Spot) { lightShadowIndex_LightParams[numLights] = new Vector4(0, 0, 1, 1); lightFalloffParams[numLights] = new Vector4(1.0f, 0.0f, light.range * light.range, (float)lightType); } if (hasShadows) { // Enable shadows lightShadowIndex_LightParams[numLights].x = 1; for (int s = 0; s < shadow.GetShadowSliceCountLightIndex(nLight); ++s) { var shadowSliceIndex = shadow.GetShadowSliceIndex(nLight, s); m_MatWorldToShadow[numLights * k_MaxShadowmapPerLights + s] = shadow.shadowSlices[shadowSliceIndex].shadowTransform.transpose; } } numLights++; } // Warn if too many lights found if (nNumLightsIncludingTooMany > k_MaxLights) { if (nNumLightsIncludingTooMany > m_WarnedTooManyLights) { Debug.LogError("ERROR! Found " + nNumLightsIncludingTooMany + " runtime lights! Valve renderer supports up to " + k_MaxLights + " active runtime lights at a time!\nDisabling " + (nNumLightsIncludingTooMany - k_MaxLights) + " runtime light" + ((nNumLightsIncludingTooMany - k_MaxLights) > 1 ? "s" : "") + "!\n"); } m_WarnedTooManyLights = nNumLightsIncludingTooMany; } else { if (m_WarnedTooManyLights > 0) { m_WarnedTooManyLights = 0; Debug.Log("SUCCESS! Found " + nNumLightsIncludingTooMany + " runtime lights which is within the supported number of lights, " + k_MaxLights + ".\n\n"); } } // PCF 3x3 Shadows var flTexelEpsilonX = 1.0f / m_ShadowSettings.shadowAtlasWidth; var flTexelEpsilonY = 1.0f / m_ShadowSettings.shadowAtlasHeight; m_Shadow3X3PCFTerms[0] = new Vector4(20.0f / 267.0f, 33.0f / 267.0f, 55.0f / 267.0f, 0.0f); m_Shadow3X3PCFTerms[1] = new Vector4(flTexelEpsilonX, flTexelEpsilonY, -flTexelEpsilonX, -flTexelEpsilonY); m_Shadow3X3PCFTerms[2] = new Vector4(flTexelEpsilonX, flTexelEpsilonY, 0.0f, 0.0f); m_Shadow3X3PCFTerms[3] = new Vector4(-flTexelEpsilonX, -flTexelEpsilonY, 0.0f, 0.0f); } int GenerateSourceLightBuffers(Camera camera, CullResults inputs) { var probes = inputs.visibleReflectionProbes; //ReflectionProbe[] probes = Object.FindObjectsOfType(); var numModels = (int)LightDefinitions.NR_LIGHT_MODELS; var numVolTypes = (int)LightDefinitions.MAX_TYPES; var numEntries = new int[numModels,numVolTypes]; var offsets = new int[numModels,numVolTypes]; var numEntries2nd = new int[numModels,numVolTypes]; // first pass. Figure out how much we have of each and establish offsets foreach (var cl in inputs.visibleLights) { var volType = cl.lightType==LightType.Spot ? LightDefinitions.SPOT_LIGHT : (cl.lightType==LightType.Point ? LightDefinitions.SPHERE_LIGHT : -1); if(volType>=0) ++numEntries[LightDefinitions.DIRECT_LIGHT,volType]; } foreach (var rl in probes) { var volType = LightDefinitions.BOX_LIGHT; // always a box for now if(rl.texture!=null) ++numEntries[LightDefinitions.REFLECTION_LIGHT,volType]; } // add decals here too similar to the above // establish offsets for(var m=0; m 0.0f ? (si / cs) : FltMax; var cota = si > 0.0f ? (cs / si) : FltMax; //const float cotasa = l.GetCotanHalfSpotAngle(); // apply nonuniform scale to OBB of spot light var squeeze = true;//sa < 0.7f * 90.0f; // arb heuristic var fS = squeeze ? ta : si; bound.center = worldToView.MultiplyPoint(lightPos + ((0.5f * range) * lightDir)); // use mid point of the spot as the center of the bounding volume for building screen-space AABB for tiled lighting. light.lightAxisX = vx; light.lightAxisY = vy; light.lightAxisZ = vz; // scale axis to match box or base of pyramid bound.boxAxisX = (fS * range) * vx; bound.boxAxisY = (fS * range) * vy; bound.boxAxisZ = (0.5f * range) * vz; // generate bounding sphere radius var fAltDx = si; var fAltDy = cs; fAltDy = fAltDy - 0.5f; //if(fAltDy<0) fAltDy=-fAltDy; fAltDx *= range; fAltDy *= range; var altDist = Mathf.Sqrt(fAltDy * fAltDy + (isCircularSpot ? 1.0f : 2.0f) * fAltDx * fAltDx); bound.radius = altDist > (0.5f * range) ? altDist : (0.5f * range); // will always pick fAltDist bound.scaleXY = squeeze ? new Vector2(0.01f, 0.01f) : new Vector2(1.0f, 1.0f); // fill up ldata light.lightType = (uint)LightDefinitions.SPOT_LIGHT; light.lightPos = worldToView.MultiplyPoint(lightPos); light.radiusSq = range * range; light.penumbra = cs; light.cotan = cota; light.flags |= (isCircularSpot ? LightDefinitions.IS_CIRCULAR_SPOT_SHAPE : 0); light.flags |= (bHasCookie ? LightDefinitions.HAS_COOKIE_TEXTURE : 0); light.flags |= (bHasShadow ? LightDefinitions.HAS_SHADOW : 0); int i = LightDefinitions.DIRECT_LIGHT, j = LightDefinitions.SPOT_LIGHT; idxOut = numEntries2nd[i,j] + offsets[i,j]; ++numEntries2nd[i,j]; } else if (cl.lightType == LightType.Point) { if (bHasCookie) { light.sliceIndex = m_CubeCookieTexArray.FetchSlice(cl.light.cookie); } bound.center = worldToView.MultiplyPoint(lightPos); bound.boxAxisX.Set(range, 0, 0); bound.boxAxisY.Set(0, range, 0); bound.boxAxisZ.Set(0, 0, isNegDeterminant ? (-range) : range); // transform to camera space (becomes a left hand coordinate frame in Unity since Determinant(worldToView)<0) bound.scaleXY.Set(1.0f, 1.0f); bound.radius = range; // represents a left hand coordinate system in world space since det(worldToView)<0 var lightToView = worldToView * lightToWorld; Vector3 vx = lightToView.GetColumn(0); Vector3 vy = lightToView.GetColumn(1); Vector3 vz = lightToView.GetColumn(2); // fill up ldata light.lightType = (uint)LightDefinitions.SPHERE_LIGHT; light.lightPos = bound.center; light.radiusSq = range * range; light.lightAxisX = vx; light.lightAxisY = vy; light.lightAxisZ = vz; light.flags |= (bHasCookie ? LightDefinitions.HAS_COOKIE_TEXTURE : 0); light.flags |= (bHasShadow ? LightDefinitions.HAS_SHADOW : 0); int i = LightDefinitions.DIRECT_LIGHT, j = LightDefinitions.SPHERE_LIGHT; idxOut = numEntries2nd[i,j] + offsets[i,j]; ++numEntries2nd[i,j]; } else { //Assert(false); } // next light if (cl.lightType == LightType.Spot || cl.lightType == LightType.Point) { boundData[idxOut] = bound; lightData[idxOut] = light; } } var numLightsOut = offsets[LightDefinitions.DIRECT_LIGHT, numVolTypes-1] + numEntries[LightDefinitions.DIRECT_LIGHT, numVolTypes-1]; // probe.m_BlendDistance // Vector3f extents = 0.5*Abs(probe.m_BoxSize); // C center of rendered refl box <-- GetComponent (Transform).GetPosition() + m_BoxOffset; // cube map capture point: GetComponent (Transform).GetPosition() // shader parameter min and max are C+/-(extents+blendDistance) foreach (var rl in probes) { var cubemap = rl.texture; // always a box for now if (cubemap == null) continue; var bndData = new SFiniteLightBound(); var lgtData = new SFiniteLightData(); var idxOut = 0; lgtData.flags = 0; var bnds = rl.bounds; var boxOffset = rl.center; // reflection volume offset relative to cube map capture point var blendDistance = rl.blendDistance; var mat = rl.localToWorld; // implicit in CalculateHDRDecodeValues() --> float ints = rl.intensity; var boxProj = (rl.boxProjection != 0); var decodeVals = rl.hdr; //Vector4 decodeVals = rl.CalculateHDRDecodeValues(); // C is reflection volume center in world space (NOT same as cube map capture point) var e = bnds.extents; // 0.5f * Vector3.Max(-boxSizes[p], boxSizes[p]); //Vector3 C = bnds.center; // P + boxOffset; var C = mat.MultiplyPoint(boxOffset); // same as commented out line above when rot is identity var combinedExtent = e + new Vector3(blendDistance, blendDistance, blendDistance); Vector3 vx = mat.GetColumn(0); Vector3 vy = mat.GetColumn(1); Vector3 vz = mat.GetColumn(2); // transform to camera space (becomes a left hand coordinate frame in Unity since Determinant(worldToView)<0) vx = worldToView.MultiplyVector(vx); vy = worldToView.MultiplyVector(vy); vz = worldToView.MultiplyVector(vz); var Cw = worldToView.MultiplyPoint(C); if (boxProj) lgtData.flags |= LightDefinitions.IS_BOX_PROJECTED; lgtData.lightPos = Cw; lgtData.lightAxisX = vx; lgtData.lightAxisY = vy; lgtData.lightAxisZ = vz; lgtData.localCubeCapturePoint = -boxOffset; lgtData.probeBlendDistance = blendDistance; lgtData.lightIntensity = decodeVals.x; lgtData.decodeExp = decodeVals.y; lgtData.sliceIndex = m_CubeReflTexArray.FetchSlice(cubemap); var delta = combinedExtent - e; lgtData.boxInnerDist = e; lgtData.boxInvRange.Set(1.0f / delta.x, 1.0f / delta.y, 1.0f / delta.z); bndData.center = Cw; bndData.boxAxisX = combinedExtent.x * vx; bndData.boxAxisY = combinedExtent.y * vy; bndData.boxAxisZ = combinedExtent.z * vz; bndData.scaleXY.Set(1.0f, 1.0f); bndData.radius = combinedExtent.magnitude; // fill up ldata lgtData.lightType = (uint)LightDefinitions.BOX_LIGHT; lgtData.lightModel = (uint)LightDefinitions.REFLECTION_LIGHT; int i = LightDefinitions.REFLECTION_LIGHT, j = LightDefinitions.BOX_LIGHT; idxOut = numEntries2nd[i,j] + offsets[i,j]; ++numEntries2nd[i,j]; boundData[idxOut] = bndData; lightData[idxOut] = lgtData; } var numProbesOut = offsets[LightDefinitions.REFLECTION_LIGHT, numVolTypes-1] + numEntries[LightDefinitions.REFLECTION_LIGHT, numVolTypes-1]; for(var m=0; m cameras) { foreach (var camera in cameras) { CullingParameters cullingParams; if (!CullResults.GetCullingParameters(camera, out cullingParams)) continue; m_ShadowPass.UpdateCullingParameters(ref cullingParams); var cullResults = CullResults.Cull(ref cullingParams, renderContext); ExecuteRenderLoop(camera, cullResults, renderContext); } renderContext.Submit(); } void FinalPass(ScriptableRenderContext loop) { var cmd = new CommandBuffer { name = "FinalPass" }; cmd.Blit(s_CameraTarget, BuiltinRenderTextureType.CameraTarget, m_BlitMaterial, 0); loop.ExecuteCommandBuffer(cmd); cmd.Dispose(); } void ExecuteRenderLoop(Camera camera, CullResults cullResults, ScriptableRenderContext loop) { var w = camera.pixelWidth; var h = camera.pixelHeight; ResizeIfNecessary(w, h); // do anything we need to do upon a new frame. NewFrame (); #pragma warning disable 162 // warning CS0162: Unreachable code detected if (!k_UseAsyncCompute) RenderShadowMaps(cullResults, loop); #pragma warning restore 162 // generate g-buffer before shadows to leverage async compute // forward opaques just write to depth. loop.SetupCameraProperties(camera); RenderGBuffer(cullResults, camera, loop); DepthOnlyForForwardOpaques(cullResults, camera, loop); CopyDepthAfterGBuffer(loop); // camera to screen matrix (and it's inverse) var proj = CameraProjection(camera); var temp = new Matrix4x4(); temp.SetRow(0, new Vector4(0.5f * w, 0.0f, 0.0f, 0.5f * w)); temp.SetRow(1, new Vector4(0.0f, 0.5f * h, 0.0f, 0.5f * h)); temp.SetRow(2, new Vector4(0.0f, 0.0f, 0.5f, 0.5f)); temp.SetRow(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f)); var projscr = temp * proj; var invProjscr = projscr.inverse; // build per tile light lists var numLights = GenerateSourceLightBuffers(camera, cullResults); BuildPerTileLightLists(camera, loop, numLights, projscr, invProjscr); // render shadow maps (for mobile shadow map rendering should happen before we render g-buffer). // on GCN it needs to be after to leverage async compute since we need the depth-buffer for optimal light list building. if(k_UseAsyncCompute) RenderShadowMaps(cullResults, loop); // Push all global params var numDirLights = UpdateDirectionalLights(camera, cullResults.visibleLights); PushGlobalParams(camera, loop, CameraToWorld(camera), projscr, invProjscr, numDirLights); // do deferred lighting DoTiledDeferredLighting(camera, loop, numLights, numDirLights); // render opaques using tiled forward RenderForward(cullResults, camera, loop, true); // opaques only (requires a depth pre-pass) // render the backdrop/canvas m_SkyboxHelper.Draw(loop, camera); // transparencies atm. requires clustered until we get traditional forward if(enableClustered) RenderForward(cullResults, camera, loop, false); // debug views. if (enableDrawLightBoundsDebug) DrawLightBoundsDebug(loop, cullResults.visibleLights.Length); // present frame buffer. FinalPass(loop); // bind depth surface for editor grid/gizmo/selection rendering if (camera.cameraType == CameraType.SceneView) { var cmd = new CommandBuffer(); cmd.SetRenderTarget(BuiltinRenderTextureType.CameraTarget, new RenderTargetIdentifier(s_CameraDepthTexture)); loop.ExecuteCommandBuffer(cmd); cmd.Dispose(); } loop.Submit(); } void DrawLightBoundsDebug(ScriptableRenderContext loop, int numLights) { var cmd = new CommandBuffer { name = "DrawLightBoundsDebug" }; m_DebugLightBoundsMaterial.SetBuffer("g_data", s_ConvexBoundsBuffer); cmd.DrawProcedural(Matrix4x4.identity, m_DebugLightBoundsMaterial, 0, MeshTopology.Triangles, 12 * 3 * numLights); loop.ExecuteCommandBuffer(cmd); cmd.Dispose(); } void NewFrame() { // update texture caches m_CookieTexArray.NewFrame(); m_CubeCookieTexArray.NewFrame(); m_CubeReflTexArray.NewFrame(); } void RenderShadowMaps(CullResults cullResults, ScriptableRenderContext loop) { ShadowOutput shadows; m_ShadowPass.Render(loop, cullResults, out shadows); UpdateShadowConstants (cullResults.visibleLights, ref shadows); } void ResizeIfNecessary(int curWidth, int curHeight) { if (curWidth != s_WidthOnRecord || curHeight != s_HeightOnRecord || s_LightList == null || (s_BigTileLightList==null && enableBigTilePrepass) || (s_PerVoxelLightLists==null && enableClustered) ) { if (s_WidthOnRecord > 0 && s_HeightOnRecord > 0) ReleaseResolutionDependentBuffers(); AllocResolutionDependentBuffers(curWidth, curHeight); // update recorded window resolution s_WidthOnRecord = curWidth; s_HeightOnRecord = curHeight; } } void ReleaseResolutionDependentBuffers() { if (s_LightList != null) s_LightList.Release(); if (enableClustered) { if (s_PerVoxelLightLists != null) s_PerVoxelLightLists.Release(); if (s_PerVoxelOffset != null) s_PerVoxelOffset.Release(); if (k_UseDepthBuffer && s_PerTileLogBaseTweak != null) s_PerTileLogBaseTweak.Release(); } if(enableBigTilePrepass) { if(s_BigTileLightList!=null) s_BigTileLightList.Release(); } } int NumLightIndicesPerClusteredTile() { return 8 * (1 << k_Log2NumClusters); // total footprint for all layers of the tile (measured in light index entries) } void AllocResolutionDependentBuffers(int width, int height) { var nrTilesX = (width + 15) / 16; var nrTilesY = (height + 15) / 16; var nrTiles = nrTilesX * nrTilesY; const int capacityUShortsPerTile = 32; const int dwordsPerTile = (capacityUShortsPerTile + 1) >> 1; // room for 31 lights and a nrLights value. s_LightList = new ComputeBuffer(LightDefinitions.NR_LIGHT_MODELS * dwordsPerTile * nrTiles, sizeof(uint)); // enough list memory for a 4k x 4k display if (enableClustered) { s_PerVoxelOffset = new ComputeBuffer(LightDefinitions.NR_LIGHT_MODELS * (1 << k_Log2NumClusters) * nrTiles, sizeof(uint)); s_PerVoxelLightLists = new ComputeBuffer(NumLightIndicesPerClusteredTile() * nrTiles, sizeof(uint)); if (k_UseDepthBuffer) { s_PerTileLogBaseTweak = new ComputeBuffer(nrTiles, sizeof(float)); } } if(enableBigTilePrepass) { var nrBigTilesX = (width + 63) / 64; var nrBigTilesY = (height + 63) / 64; var nrBigTiles = nrBigTilesX * nrBigTilesY; s_BigTileLightList = new ComputeBuffer(LightDefinitions.MAX_NR_BIGTILE_LIGHTS_PLUSONE * nrBigTiles, sizeof(uint)); } } void VoxelLightListGeneration(CommandBuffer cmd, Camera camera, int numLights, Matrix4x4 projscr, Matrix4x4 invProjscr) { // clear atomic offset index cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_ClearVoxelAtomicKernel, "g_LayeredSingleIdxBuffer", s_GlobalLightListAtomic); cmd.DispatchCompute(buildPerVoxelLightListShader, s_ClearVoxelAtomicKernel, 1, 1, 1); cmd.SetComputeIntParam(buildPerVoxelLightListShader, "g_iNrVisibLights", numLights); SetMatrixCS(cmd, buildPerVoxelLightListShader, "g_mScrProjection", projscr); SetMatrixCS(cmd, buildPerVoxelLightListShader, "g_mInvScrProjection", invProjscr); cmd.SetComputeIntParam(buildPerVoxelLightListShader, "g_iLog2NumClusters", k_Log2NumClusters); //Vector4 v2_near = invProjscr * new Vector4(0.0f, 0.0f, 0.0f, 1.0f); //Vector4 v2_far = invProjscr * new Vector4(0.0f, 0.0f, 1.0f, 1.0f); //float nearPlane2 = -(v2_near.z/v2_near.w); //float farPlane2 = -(v2_far.z/v2_far.w); var nearPlane = camera.nearClipPlane; var farPlane = camera.farClipPlane; cmd.SetComputeFloatParam(buildPerVoxelLightListShader, "g_fNearPlane", nearPlane); cmd.SetComputeFloatParam(buildPerVoxelLightListShader, "g_fFarPlane", farPlane); const float C = (float)(1 << k_Log2NumClusters); var geomSeries = (1.0 - Mathf.Pow(k_ClustLogBase, C)) / (1 - k_ClustLogBase); // geometric series: sum_k=0^{C-1} base^k m_ClustScale = (float)(geomSeries / (farPlane - nearPlane)); cmd.SetComputeFloatParam(buildPerVoxelLightListShader, "g_fClustScale", m_ClustScale); cmd.SetComputeFloatParam(buildPerVoxelLightListShader, "g_fClustBase", k_ClustLogBase); cmd.SetComputeTextureParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_depth_tex", new RenderTargetIdentifier(s_CameraDepthTexture)); cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_vLayeredLightList", s_PerVoxelLightLists); cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_LayeredOffset", s_PerVoxelOffset); cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_LayeredSingleIdxBuffer", s_GlobalLightListAtomic); if (enableBigTilePrepass) cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_vBigTileLightList", s_BigTileLightList); if (k_UseDepthBuffer) { cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_logBaseBuffer", s_PerTileLogBaseTweak); } var numTilesX = (camera.pixelWidth + 15) / 16; var numTilesY = (camera.pixelHeight + 15) / 16; cmd.DispatchCompute(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, numTilesX, numTilesY, 1); } void BuildPerTileLightLists(Camera camera, ScriptableRenderContext loop, int numLights, Matrix4x4 projscr, Matrix4x4 invProjscr) { var w = camera.pixelWidth; var h = camera.pixelHeight; var numTilesX = (w + 15) / 16; var numTilesY = (h + 15) / 16; var numBigTilesX = (w + 63) / 64; var numBigTilesY = (h + 63) / 64; var cmd = new CommandBuffer() { name = "Build light list" }; // generate screen-space AABBs (used for both fptl and clustered). { var proj = CameraProjection(camera); var temp = new Matrix4x4(); temp.SetRow(0, new Vector4(1.0f, 0.0f, 0.0f, 0.0f)); temp.SetRow(1, new Vector4(0.0f, 1.0f, 0.0f, 0.0f)); temp.SetRow(2, new Vector4(0.0f, 0.0f, 0.5f, 0.5f)); temp.SetRow(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f)); var projh = temp * proj; var invProjh = projh.inverse; cmd.SetComputeIntParam(buildScreenAABBShader, "g_iNrVisibLights", numLights); SetMatrixCS(cmd, buildScreenAABBShader, "g_mProjection", projh); SetMatrixCS(cmd, buildScreenAABBShader, "g_mInvProjection", invProjh); cmd.SetComputeBufferParam(buildScreenAABBShader, s_GenAABBKernel, "g_vBoundsBuffer", s_AABBBoundsBuffer); cmd.DispatchCompute(buildScreenAABBShader, s_GenAABBKernel, (numLights + 7) / 8, 1, 1); } // enable coarse 2D pass on 64x64 tiles (used for both fptl and clustered). if(enableBigTilePrepass) { cmd.SetComputeIntParams(buildPerBigTileLightListShader, "g_viDimensions", new int[2] { w, h }); cmd.SetComputeIntParam(buildPerBigTileLightListShader, "g_iNrVisibLights", numLights); SetMatrixCS(cmd, buildPerBigTileLightListShader, "g_mScrProjection", projscr); SetMatrixCS(cmd, buildPerBigTileLightListShader, "g_mInvScrProjection", invProjscr); cmd.SetComputeFloatParam(buildPerBigTileLightListShader, "g_fNearPlane", camera.nearClipPlane); cmd.SetComputeFloatParam(buildPerBigTileLightListShader, "g_fFarPlane", camera.farClipPlane); cmd.SetComputeBufferParam(buildPerBigTileLightListShader, s_GenListPerBigTileKernel, "g_vLightList", s_BigTileLightList); cmd.DispatchCompute(buildPerBigTileLightListShader, s_GenListPerBigTileKernel, numBigTilesX, numBigTilesY, 1); } if( usingFptl ) // optimized for opaques only { cmd.SetComputeIntParams(buildPerTileLightListShader, "g_viDimensions", new int[2] { w, h }); cmd.SetComputeIntParam(buildPerTileLightListShader, "g_iNrVisibLights", numLights); SetMatrixCS(cmd, buildPerTileLightListShader, "g_mScrProjection", projscr); SetMatrixCS(cmd, buildPerTileLightListShader, "g_mInvScrProjection", invProjscr); cmd.SetComputeTextureParam(buildPerTileLightListShader, s_GenListPerTileKernel, "g_depth_tex", new RenderTargetIdentifier(s_CameraDepthTexture)); cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, "g_vLightList", s_LightList); if(enableBigTilePrepass) cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, "g_vBigTileLightList", s_BigTileLightList); cmd.DispatchCompute(buildPerTileLightListShader, s_GenListPerTileKernel, numTilesX, numTilesY, 1); } if (enableClustered) // works for transparencies too. { VoxelLightListGeneration(cmd, camera, numLights, projscr, invProjscr); } loop.ExecuteCommandBuffer(cmd); cmd.Dispose(); } void PushGlobalParams(Camera camera, ScriptableRenderContext loop, Matrix4x4 viewToWorld, Matrix4x4 scrProj, Matrix4x4 incScrProj, int numDirLights) { var cmd = new CommandBuffer { name = "Push Global Parameters" }; cmd.SetGlobalFloat("g_widthRT", (float)camera.pixelWidth); cmd.SetGlobalFloat("g_heightRT", (float)camera.pixelHeight); cmd.SetGlobalMatrix("g_mViewToWorld", viewToWorld); cmd.SetGlobalMatrix("g_mWorldToView", viewToWorld.inverse); cmd.SetGlobalMatrix("g_mScrProjection", scrProj); cmd.SetGlobalMatrix("g_mInvScrProjection", incScrProj); cmd.SetGlobalBuffer("g_vLightData", s_LightDataBuffer); cmd.SetGlobalTexture("_spotCookieTextures", m_CookieTexArray.GetTexCache()); cmd.SetGlobalTexture("_pointCookieTextures", m_CubeCookieTexArray.GetTexCache()); cmd.SetGlobalTexture("_reflCubeTextures", m_CubeReflTexArray.GetTexCache()); var topCube = ReflectionProbe.defaultTexture; var defdecode = ReflectionProbe.defaultTextureHDRDecodeValues; cmd.SetGlobalTexture("_reflRootCubeTexture", topCube); cmd.SetGlobalFloat("_reflRootHdrDecodeMult", defdecode.x); cmd.SetGlobalFloat("_reflRootHdrDecodeExp", defdecode.y); if(enableBigTilePrepass) cmd.SetGlobalBuffer("g_vBigTileLightList", s_BigTileLightList); if (enableClustered) { cmd.SetGlobalFloat("g_fClustScale", m_ClustScale); cmd.SetGlobalFloat("g_fClustBase", k_ClustLogBase); cmd.SetGlobalFloat("g_fNearPlane", camera.nearClipPlane); cmd.SetGlobalFloat("g_fFarPlane", camera.farClipPlane); cmd.SetGlobalFloat("g_iLog2NumClusters", k_Log2NumClusters); cmd.SetGlobalFloat("g_isLogBaseBufferEnabled", k_UseDepthBuffer ? 1 : 0); cmd.SetGlobalBuffer("g_vLayeredOffsetsBuffer", s_PerVoxelOffset); if (k_UseDepthBuffer) { cmd.SetGlobalBuffer("g_logBaseBuffer", s_PerTileLogBaseTweak); } } cmd.SetGlobalFloat("g_nNumDirLights", numDirLights); cmd.SetGlobalBuffer("g_dirLightData", s_DirLightList); // Shadow constants cmd.SetGlobalMatrixArray("g_matWorldToShadow", m_MatWorldToShadow); cmd.SetGlobalVectorArray("g_vDirShadowSplitSpheres", m_DirShadowSplitSpheres); cmd.SetGlobalVector("g_vShadow3x3PCFTerms0", m_Shadow3X3PCFTerms[0]); cmd.SetGlobalVector("g_vShadow3x3PCFTerms1", m_Shadow3X3PCFTerms[1]); cmd.SetGlobalVector("g_vShadow3x3PCFTerms2", m_Shadow3X3PCFTerms[2]); cmd.SetGlobalVector("g_vShadow3x3PCFTerms3", m_Shadow3X3PCFTerms[3]); loop.ExecuteCommandBuffer(cmd); cmd.Dispose(); } private float PerceptualRoughnessToBlinnPhongPower(float perceptualRoughness) { #pragma warning disable 162 // warning CS0162: Unreachable code detected // There is two code here, by default the code corresponding for UNITY_GLOSS_MATCHES_MARMOSET_TOOLBAG2 was use for cloud reasons // The other code (not marmoset) is not matching the shader code for cloud reasons. // As none of this solution match BRDF 1 or 2, I let the Marmoset code to avoid to break current test. But ideally, all this should be rewrite to match BRDF1 if (true) { // from https://s3.amazonaws.com/docs.knaldtech.com/knald/1.0.0/lys_power_drops.html float n = 10.0f / Mathf.Log((1.0f - perceptualRoughness) * 0.968f + 0.03f) / Mathf.Log(2.0f); return n * n; } else { // NOTE: another approximate approach to match Marmoset gloss curve is to // multiply roughness by 0.7599 in the code below (makes SpecPower range 4..N instead of 1..N) const float UNITY_SPECCUBE_LOD_EXPONENT = 1.5f; float m = Mathf.Pow(perceptualRoughness, 2.0f * UNITY_SPECCUBE_LOD_EXPONENT) + 1e-4f; // follow the same curve as unity_SpecCube float n = (2.0f / m) - 2.0f; // https://dl.dropbox.com/u/55891920/papers/mm_brdf.pdf n = Mathf.Max(n, 1.0e-5f); // prevent possible cases of pow(0,0), which could happen when roughness is 1.0 and NdotH is zero return n; } #pragma warning restore 162 } private float PerceptualRoughnessToPhongPower(float perceptualRoughness) { return PerceptualRoughnessToBlinnPhongPower(perceptualRoughness) * 0.25f; } private float PhongNormalizedTerm(float NdotH, float n) { // Normalization for Phong when used as RDF (outside a micro-facet model) // http://www.thetenthplanet.de/archives/255 float normTerm = (n + 2.0f) / (2.0f * Mathf.PI); float specTerm = Mathf.Pow(NdotH, n); return specTerm * normTerm; } private float EvalNHxRoughness(int x, int y, int maxX, int maxY) { // both R.L or N.H (cosine) are not linear and approach 1.0 very quickly // since we want more resolution closer to where highlight is (close to 1) // we warp LUT across horizontal axis // NOTE: warp function ^4 or ^5 can be executed in the same instruction as Shlick fresnel approximation (handy for SM2.0 platforms with <=64 instr. limit) const float kHorizontalWarpExp = 4.0f; float rdotl = Mathf.Pow(((float)x) / ((float)maxX - 1.0f), 1.0f / kHorizontalWarpExp); float perceptualRoughness = ((float)y) / ((float)maxY - .5f); float specTerm = PhongNormalizedTerm(rdotl, PerceptualRoughnessToPhongPower(perceptualRoughness)); // Lookup table values are evaluated in Linear space // but converted and stored as sRGB to support low-end platforms float range = Mathf.GammaToLinearSpace(16.0f); float val = Mathf.Clamp01(specTerm / range); // store in sRGB range of [0..16] // OKish range to 'counteract' multiplication by N.L (as in BRDF*N.L) // while retaining bright specular spot at both grazing and incident angles // and allows some precision in case if AlphaLum16 is not supported val = Mathf.LinearToGammaSpace(val); // As there is not enough resolution in LUT for tiny highlights, // fadeout intensity of the highlight when roughness approaches 0 and N.H approaches 1 // Prevents from overly big bright highlight on mirror surfaces const float fadeOutPerceptualRoughness = .05f; bool lastHorizontalPixel = (x >= maxX - 1); // highlights are on the right-side of LUT if (perceptualRoughness <= fadeOutPerceptualRoughness && lastHorizontalPixel) val *= perceptualRoughness / fadeOutPerceptualRoughness; return val; } private Texture2D GenerateRoughnessTexture() { const int width = 256; const int height = 64; Texture2D texture = new Texture2D(width, height, TextureFormat.RGBA32, false, true); //TODO: no alpha16 support? Color[] pixels = new Color[height*width]; for (int y = 0; y < height; y++) { for (int x = 0; x < width; x++) { float value = EvalNHxRoughness(x, y, width, height); pixels[y * width + x] = new Color(value, value, value, value); //TODO: set them in one go } } texture.SetPixels(pixels); texture.wrapMode = TextureWrapMode.Clamp; texture.Apply(); return texture; } private const float kConstantFac = 1.000f; private const float kQuadraticFac = 25.0f; private const float kToZeroFadeStart = 0.8f * 0.8f; private float CalculateLightQuadFac(float range) { return kQuadraticFac / (range * range); } private float LightAttenuateNormalized(float distSqr) { // match the vertex lighting falloff float atten = 1 / (kConstantFac + CalculateLightQuadFac(1.0f) * distSqr); // ...but vertex one does not falloff to zero at light's range; // So force it to falloff to zero at the edges. if (distSqr >= kToZeroFadeStart) { if (distSqr > 1) atten = 0; else atten *= 1 - (distSqr - kToZeroFadeStart) / (1 - kToZeroFadeStart); } return atten; } private float EvalLightAttenuation(int x, int maxX) { float sqrRange = (float)x / (float)maxX; return LightAttenuateNormalized(sqrRange); } private Texture2D GenerateLightAttenuationTexture() { const int width = 1024; Texture2D texture = new Texture2D(width, 1, TextureFormat.RGBA32, false, true); //TODO: no alpha16 support? Color[] pixels = new Color[width]; for (int x = 0; x < width; x++) { float value = EvalLightAttenuation(x, width); pixels[x] = new Color(value, value, value, value); } texture.SetPixels(pixels); texture.wrapMode = TextureWrapMode.Clamp; texture.Apply(); return texture; } } }