using System; using System.Collections.Generic; using UnityEngine.Rendering; using UnityEngine.Rendering.PostProcessing; using UnityEngine.XR; namespace UnityEngine.Experimental.Rendering.HDPipeline { // This holds all the matrix data we need for rendering, including data from the previous frame // (which is the main reason why we need to keep them around for a minimum of one frame). // HDCameras are automatically created & updated from a source camera and will be destroyed if // not used during a frame. public class HDCamera { public Matrix4x4 viewMatrix; public Matrix4x4 projMatrix; public Matrix4x4 nonJitteredProjMatrix; public Vector4 screenSize; public Plane[] frustumPlanes; public Vector4[] frustumPlaneEquations; public Camera camera; public uint taaFrameIndex; public Vector4 viewParam; public PostProcessRenderContext postprocessRenderContext; public Matrix4x4 viewProjMatrix { get { return projMatrix * viewMatrix; } } public Matrix4x4 nonJitteredViewProjMatrix { get { return nonJitteredProjMatrix * viewMatrix; } } public RenderTextureDescriptor renderTextureDesc { get; private set; } // Always true for cameras that just got added to the pool - needed for previous matrices to // avoid one-frame jumps/hiccups with temporal effects (motion blur, TAA...) public bool isFirstFrame { get; private set; } public Vector4 invProjParam { // Ref: An Efficient Depth Linearization Method for Oblique View Frustums, Eq. 6. get { var p = projMatrix; return new Vector4( p.m20 / (p.m00 * p.m23), p.m21 / (p.m11 * p.m23), -1f / p.m23, (-p.m22 + p.m20 * p.m02 / p.m00 + p.m21 * p.m12 / p.m11) / p.m23 ); } } // View-projection matrix from the previous frame (non-jittered). public Matrix4x4 prevViewProjMatrix; // We need to keep track of these when camera relative rendering is enabled so we can take // camera translation into account when generating camera motion vectors public Vector3 cameraPos; public Vector3 prevCameraPos; // The only way to reliably keep track of a frame change right now is to compare the frame // count Unity gives us. We need this as a single camera could be rendered several times per // frame and some matrices only have to be computed once. Realistically this shouldn't // happen, but you never know... int m_LastFrameActive; static Dictionary s_Cameras = new Dictionary(); static List s_Cleanup = new List(); // Recycled to reduce GC pressure public HDCamera(Camera cam) { camera = cam; frustumPlanes = new Plane[6]; frustumPlaneEquations = new Vector4[6]; postprocessRenderContext = new PostProcessRenderContext(); Reset(); } public void Update(PostProcessLayer postProcessLayer, FrameSettings frameSettings) { // If TAA is enabled projMatrix will hold a jittered projection matrix. The original, // non-jittered projection matrix can be accessed via nonJitteredProjMatrix. bool taaEnabled = Application.isPlaying && camera.cameraType == CameraType.Game && CoreUtils.IsTemporalAntialiasingActive(postProcessLayer); var nonJitteredCameraProj = camera.projectionMatrix; var cameraProj = taaEnabled ? postProcessLayer.temporalAntialiasing.GetJitteredProjectionMatrix(camera) : nonJitteredCameraProj; // The actual projection matrix used in shaders is actually massaged a bit to work across all platforms // (different Z value ranges etc.) var gpuProj = GL.GetGPUProjectionMatrix(cameraProj, true); // Had to change this from 'false' var gpuView = camera.worldToCameraMatrix; var gpuNonJitteredProj = GL.GetGPUProjectionMatrix(nonJitteredCameraProj, true); var pos = camera.transform.position; var relPos = pos; // World-origin-relative if (ShaderConfig.s_CameraRelativeRendering != 0) { // Zero out the translation component. gpuView.SetColumn(3, new Vector4(0, 0, 0, 1)); relPos = Vector3.zero; // Camera-relative } var gpuVP = gpuNonJitteredProj * gpuView; // A camera could be rendered multiple times per frame, only updates the previous view proj & pos if needed if (m_LastFrameActive != Time.frameCount) { if (isFirstFrame) { prevCameraPos = pos; prevViewProjMatrix = gpuVP; } else { prevCameraPos = cameraPos; prevViewProjMatrix = nonJitteredViewProjMatrix; } isFirstFrame = false; } const uint taaFrameCount = 8; taaFrameIndex = taaEnabled ? (uint)Time.renderedFrameCount % taaFrameCount : 0; viewMatrix = gpuView; projMatrix = gpuProj; nonJitteredProjMatrix = gpuNonJitteredProj; cameraPos = pos; viewParam = new Vector4(viewMatrix.determinant, 0.0f, 0.0f, 0.0f); if (ShaderConfig.s_CameraRelativeRendering != 0) { Matrix4x4 cameraDisplacement = Matrix4x4.Translate(cameraPos - prevCameraPos); // Non-camera-relative positions prevViewProjMatrix *= cameraDisplacement; // Now prevViewProjMatrix correctly transforms this frame's camera-relative positionWS } // Warning: near and far planes appear to be broken. GeometryUtility.CalculateFrustumPlanes(viewProjMatrix, frustumPlanes); for (int i = 0; i < 4; i++) { // Left, right, top, bottom. frustumPlaneEquations[i] = new Vector4(frustumPlanes[i].normal.x, frustumPlanes[i].normal.y, frustumPlanes[i].normal.z, frustumPlanes[i].distance); } // Near, far. // We need to switch forward direction based on handness (Reminder: Regular camera have a negative determinant in Unity and reflection probe follow DX convention and have a positive determinant) Vector3 forward = viewParam.x < 0.0f ? camera.transform.forward : -camera.transform.forward; frustumPlaneEquations[4] = new Vector4( forward.x, forward.y, forward.z, -Vector3.Dot(forward, relPos) - camera.nearClipPlane); frustumPlaneEquations[5] = new Vector4(-forward.x, -forward.y, -forward.z, Vector3.Dot(forward, relPos) + camera.farClipPlane); m_LastFrameActive = Time.frameCount; RenderTextureDescriptor tempDesc; if (frameSettings.enableStereo) { screenSize = new Vector4(XRSettings.eyeTextureWidth, XRSettings.eyeTextureHeight, 1.0f / XRSettings.eyeTextureWidth, 1.0f / XRSettings.eyeTextureHeight); tempDesc = XRSettings.eyeTextureDesc; } else { screenSize = new Vector4(camera.pixelWidth, camera.pixelHeight, 1.0f / camera.pixelWidth, 1.0f / camera.pixelHeight); tempDesc = new RenderTextureDescriptor(camera.pixelWidth, camera.pixelHeight); } if (frameSettings.enableMSAA) tempDesc.msaaSamples = HDRenderPipeline.kMsaaSamplesFixed; else tempDesc.msaaSamples = 1; tempDesc.depthBufferBits = 0; tempDesc.autoGenerateMips = false; tempDesc.useMipMap = false; tempDesc.enableRandomWrite = false; tempDesc.memoryless = RenderTextureMemoryless.None; renderTextureDesc = tempDesc; } public void Reset() { m_LastFrameActive = -1; isFirstFrame = true; } // Grab the HDCamera tied to a given Camera and update it. public static HDCamera Get(Camera camera, PostProcessLayer postProcessLayer, FrameSettings frameSettings) { HDCamera hdcam; if (!s_Cameras.TryGetValue(camera, out hdcam)) { hdcam = new HDCamera(camera); s_Cameras.Add(camera, hdcam); } hdcam.Update(postProcessLayer, frameSettings); return hdcam; } // Look for any camera that hasn't been used in the last frame and remove them for the pool. public static void CleanUnused() { int frameCheck = Time.frameCount - 1; foreach (var kvp in s_Cameras) { if (kvp.Value.m_LastFrameActive != frameCheck) s_Cleanup.Add(kvp.Key); } foreach (var cam in s_Cleanup) s_Cameras.Remove(cam); s_Cleanup.Clear(); } public void SetupGlobalParams(CommandBuffer cmd) { cmd.SetGlobalMatrix(HDShaderIDs._ViewMatrix, viewMatrix); cmd.SetGlobalMatrix(HDShaderIDs._InvViewMatrix, viewMatrix.inverse); cmd.SetGlobalMatrix(HDShaderIDs._ProjMatrix, projMatrix); cmd.SetGlobalMatrix(HDShaderIDs._InvProjMatrix, projMatrix.inverse); cmd.SetGlobalMatrix(HDShaderIDs._NonJitteredViewProjMatrix, nonJitteredViewProjMatrix); cmd.SetGlobalMatrix(HDShaderIDs._ViewProjMatrix, viewProjMatrix); cmd.SetGlobalMatrix(HDShaderIDs._InvViewProjMatrix, viewProjMatrix.inverse); cmd.SetGlobalVector(HDShaderIDs._ViewParam, viewParam); cmd.SetGlobalVector(HDShaderIDs._InvProjParam, invProjParam); cmd.SetGlobalVector(HDShaderIDs._ScreenSize, screenSize); cmd.SetGlobalMatrix(HDShaderIDs._PrevViewProjMatrix, prevViewProjMatrix); cmd.SetGlobalVectorArray(HDShaderIDs._FrustumPlanes, frustumPlaneEquations); cmd.SetGlobalInt(HDShaderIDs._TaaFrameIndex, (int)taaFrameIndex); } // TODO: We should set all the value below globally and not let it under the control of Unity, // Need to test that because we are not sure in which order these value are setup, but we need to have control on them, or rename them in our shader. // For now, apply it for all our compute shader to make it work public void SetupComputeShader(ComputeShader cs, CommandBuffer cmd) { // Copy values set by Unity which are not configured in scripts. cmd.SetComputeVectorParam(cs, HDShaderIDs.unity_OrthoParams, Shader.GetGlobalVector(HDShaderIDs.unity_OrthoParams)); cmd.SetComputeVectorParam(cs, HDShaderIDs._ProjectionParams, Shader.GetGlobalVector(HDShaderIDs._ProjectionParams)); cmd.SetComputeVectorParam(cs, HDShaderIDs._ScreenParams, Shader.GetGlobalVector(HDShaderIDs._ScreenParams)); cmd.SetComputeVectorParam(cs, HDShaderIDs._ZBufferParams, Shader.GetGlobalVector(HDShaderIDs._ZBufferParams)); cmd.SetComputeVectorParam(cs, HDShaderIDs._WorldSpaceCameraPos, Shader.GetGlobalVector(HDShaderIDs._WorldSpaceCameraPos)); } } }