using System; using System.Collections.Generic; using UnityEngine.Rendering; using UnityEngine.Rendering.PostProcessing; 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 worldSpaceCameraPos; public float detViewMatrix; public Vector4 screenSize; public Frustum frustum; public Vector4[] frustumPlaneEquations; public Camera camera; public uint taaFrameIndex; public Vector2 taaFrameRotation; public Vector4 zBufferParams; public Vector4 unity_OrthoParams; public Vector4 projectionParams; public Vector4 screenParams; public int volumeLayerMask; public Transform volumeAnchor; public VolumetricLightingSystem.VBufferParameters[] vBufferParams; // Double-buffered public PostProcessRenderContext postprocessRenderContext; public Matrix4x4[] viewMatrixStereo; public Matrix4x4[] projMatrixStereo; public Vector4 centerEyeTranslationOffset; // Non oblique projection matrix (RHS) public Matrix4x4 nonObliqueProjMatrix { get { return m_AdditionalCameraData != null ? m_AdditionalCameraData.GetNonObliqueProjection(camera) : GeometryUtils.CalculateProjectionMatrix(camera); } } // This is the size actually used for this camera (as it can be altered by VR for example) int m_ActualWidth; int m_ActualHeight; // This is the scale of the camera viewport compared to the reference size of our Render Targets (RTHandle.maxSize) Vector2 m_ViewportScaleCurrentFrame; Vector2 m_ViewportScalePreviousFrame; // Current mssa sample MSAASamples m_msaaSamples; FrameSettings m_frameSettings; public int actualWidth { get { return m_ActualWidth; } } public int actualHeight { get { return m_ActualHeight; } } public Vector2 viewportScale { get { return m_ViewportScaleCurrentFrame; } } public Vector4 doubleBufferedViewportScale { get { return new Vector4(m_ViewportScaleCurrentFrame.x, m_ViewportScaleCurrentFrame.y, m_ViewportScalePreviousFrame.x, m_ViewportScalePreviousFrame.y); } } public MSAASamples msaaSamples { get { return m_msaaSamples; } } public FrameSettings frameSettings { get { return m_frameSettings; } } public Matrix4x4 viewProjMatrix { get { return projMatrix * viewMatrix; } } public Matrix4x4 nonJitteredViewProjMatrix { get { return nonJitteredProjMatrix * viewMatrix; } } public Matrix4x4 GetViewProjMatrixStereo(uint eyeIndex) { return (projMatrixStereo[eyeIndex] * viewMatrixStereo[eyeIndex]); } // 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; } // Ref: An Efficient Depth Linearization Method for Oblique View Frustums, Eq. 6. // TODO: pass this as "_ZBufferParams" if the projection matrix is oblique. public Vector4 invProjParam { 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; public bool clearDepth { get { return m_AdditionalCameraData != null ? m_AdditionalCameraData.clearDepth : camera.clearFlags != CameraClearFlags.Nothing; } } public HDAdditionalCameraData.ClearColorMode clearColorMode { get { if (m_AdditionalCameraData != null) { return m_AdditionalCameraData.clearColorMode; } if (camera.clearFlags == CameraClearFlags.Skybox) return HDAdditionalCameraData.ClearColorMode.Sky; else if (camera.clearFlags == CameraClearFlags.SolidColor) return HDAdditionalCameraData.ClearColorMode.BackgroundColor; else // None return HDAdditionalCameraData.ClearColorMode.None; } } public Color backgroundColorHDR { get { if (m_AdditionalCameraData != null) { return m_AdditionalCameraData.backgroundColorHDR; } // The scene view has no additional data so this will correctly pick the editor preference backround color here. return camera.backgroundColor.linear; } } static Dictionary s_Cameras = new Dictionary(); static List s_Cleanup = new List(); // Recycled to reduce GC pressure HDAdditionalCameraData m_AdditionalCameraData; BufferedRTHandleSystem m_HistoryRTSystem = new BufferedRTHandleSystem(); public HDCamera(Camera cam) { camera = cam; frustum = new Frustum(); frustumPlaneEquations = new Vector4[6]; viewMatrixStereo = new Matrix4x4[2]; projMatrixStereo = new Matrix4x4[2]; postprocessRenderContext = new PostProcessRenderContext(); m_AdditionalCameraData = null; // Init in Update Reset(); } // Pass all the systems that may want to update per-camera data here. // That way you will never update an HDCamera and forget to update the dependent system. public void Update(FrameSettings currentFrameSettings, PostProcessLayer postProcessLayer, VolumetricLightingSystem vlSys) { // store a shortcut on HDAdditionalCameraData (done here and not in the constructor as // we do'nt create HDCamera at every frame and user can change the HDAdditionalData later (Like when they create a new scene). m_AdditionalCameraData = camera.GetComponent(); m_frameSettings = currentFrameSettings; // 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 && HDUtils.IsTemporalAntialiasingActive(postProcessLayer) && m_frameSettings.enablePostprocess; 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); // In stereo, this corresponds to the center eye position var pos = camera.transform.position; worldSpaceCameraPos = pos; if (ShaderConfig.s_CameraRelativeRendering != 0) { // Zero out the translation component. gpuView.SetColumn(3, new Vector4(0, 0, 0, 1)); } 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; } taaFrameIndex = taaEnabled ? (uint)postProcessLayer.temporalAntialiasing.sampleIndex : 0; taaFrameRotation = new Vector2(Mathf.Sin(taaFrameIndex * (0.5f * Mathf.PI)), Mathf.Cos(taaFrameIndex * (0.5f * Mathf.PI))); viewMatrix = gpuView; projMatrix = gpuProj; nonJitteredProjMatrix = gpuNonJitteredProj; cameraPos = pos; detViewMatrix = viewMatrix.determinant; 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 } float n = camera.nearClipPlane; float f = camera.farClipPlane; // Analyze the projection matrix. // p[2][3] = (reverseZ ? 1 : -1) * (depth_0_1 ? 1 : 2) * (f * n) / (f - n) float scale = projMatrix[2, 3] / (f * n) * (f - n); bool depth_0_1 = Mathf.Abs(scale) < 1.5f; bool reverseZ = scale > 0; bool flipProj = projMatrix.inverse.MultiplyPoint(new Vector3(0, 1, 0)).y < 0; // http://www.humus.name/temp/Linearize%20depth.txt if (reverseZ) { zBufferParams = new Vector4(-1 + f / n, 1, -1 / f + 1 / n, 1 / f); } else { zBufferParams = new Vector4(1 - f / n, f / n, 1 / f - 1 / n, 1 / n); } projectionParams = new Vector4(flipProj ? -1 : 1, n, f, 1.0f / f); float orthoHeight = camera.orthographic ? 2 * camera.orthographicSize : 0; float orthoWidth = orthoHeight * camera.aspect; unity_OrthoParams = new Vector4(orthoWidth, orthoHeight, 0, camera.orthographic ? 1 : 0); frustum = Frustum.Create(viewProjMatrix, depth_0_1, reverseZ); // Left, right, top, bottom, near, far. for (int i = 0; i < 6; i++) { frustumPlaneEquations[i] = new Vector4(frustum.planes[i].normal.x, frustum.planes[i].normal.y, frustum.planes[i].normal.z, frustum.planes[i].distance); } m_LastFrameActive = Time.frameCount; m_ActualWidth = camera.pixelWidth; m_ActualHeight = camera.pixelHeight; var screenWidth = m_ActualWidth; var screenHeight = m_ActualHeight; if (m_frameSettings.enableStereo) { screenWidth = XRGraphicsConfig.eyeTextureWidth; screenHeight = XRGraphicsConfig.eyeTextureHeight; var xrDesc = XRGraphicsConfig.eyeTextureDesc; m_ActualWidth = xrDesc.width; m_ActualHeight = xrDesc.height; ConfigureStereoMatrices(); } // Unfortunately sometime (like in the HDCameraEditor) HDUtils.hdrpSettings can be null because of scripts that change the current pipeline... m_msaaSamples = HDUtils.hdrpSettings != null ? HDUtils.hdrpSettings.msaaSampleCount : MSAASamples.None; RTHandles.SetReferenceSize(m_ActualWidth, m_ActualHeight, m_frameSettings.enableMSAA, m_msaaSamples); m_HistoryRTSystem.SetReferenceSize(m_ActualWidth, m_ActualHeight, m_frameSettings.enableMSAA, m_msaaSamples); m_HistoryRTSystem.Swap(); int maxWidth = RTHandles.maxWidth; int maxHeight = RTHandles.maxHeight; m_ViewportScalePreviousFrame = m_ViewportScaleCurrentFrame; // Double-buffer m_ViewportScaleCurrentFrame.x = (float)m_ActualWidth / maxWidth; m_ViewportScaleCurrentFrame.y = (float)m_ActualHeight / maxHeight; screenSize = new Vector4(screenWidth, screenHeight, 1.0f / screenWidth, 1.0f / screenHeight); screenParams = new Vector4(screenSize.x, screenSize.y, 1 + screenSize.z, 1 + screenSize.w); if (vlSys != null) { vlSys.UpdatePerCameraData(this); } UpdateVolumeParameters(); } void UpdateVolumeParameters() { volumeAnchor = null; volumeLayerMask = -1; if (m_AdditionalCameraData != null) { volumeLayerMask = m_AdditionalCameraData.volumeLayerMask; volumeAnchor = m_AdditionalCameraData.volumeAnchorOverride; } else { // Temporary hack: // For scene view, by default, we use the "main" camera volume layer mask if it exists // Otherwise we just remove the lighting override layers in the current sky to avoid conflicts // This is arbitrary and should be editable in the scene view somehow. if (camera.cameraType == CameraType.SceneView) { var mainCamera = Camera.main; bool needFallback = true; if (mainCamera != null) { var mainCamAdditionalData = mainCamera.GetComponent(); if (mainCamAdditionalData != null) { volumeLayerMask = mainCamAdditionalData.volumeLayerMask; volumeAnchor = mainCamAdditionalData.volumeAnchorOverride; needFallback = false; } } if (needFallback) { HDRenderPipeline hdPipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline; // If the override layer is "Everything", we fall-back to "Everything" for the current layer mask to avoid issues by having no current layer // In practice we should never have "Everything" as an override mask as it does not make sense (a warning is issued in the UI) if (hdPipeline.asset.renderPipelineSettings.lightLoopSettings.skyLightingOverrideLayerMask == -1) volumeLayerMask = -1; else volumeLayerMask = (-1 & ~hdPipeline.asset.renderPipelineSettings.lightLoopSettings.skyLightingOverrideLayerMask); } } } // If no override is provided, use the camera transform. if (volumeAnchor == null) volumeAnchor = camera.transform; } // Stopgap method used to extract stereo combined matrix state. public void UpdateStereoDependentState(ref ScriptableCullingParameters cullingParams) { if (!m_frameSettings.enableStereo) return; // What constants in UnityPerPass need updating for stereo considerations? // _ViewProjMatrix - It is used directly for generating tesselation factors. This should be the same // across both eyes for consistency, and to keep shadow-generation eye-independent // _DetViewMatrix - Used for isFrontFace determination, should be the same for both eyes. There is the scenario // where there might be multi-eye sets that are divergent enough where this assumption is not valid, // but that's a future problem // _InvProjParam - Intention was for generating linear depths, but not currently used. Will need to be stereo-ized if // actually needed. // _FrustumPlanes - Also used for generating tesselation factors. Should be fine to use the combined stereo VP // to calculate frustum planes. // TODO: Would it be worth calculating my own combined view/proj matrix in Update? // In engine, we modify the view and proj matrices accordingly in order to generate the single cull // * Get the center eye view matrix, and pull it back to cover both eyes // * Generated an expanded projection matrix (one method - max bound of left/right proj matrices) // and move near/far planes to match near/far locations of proj matrices located at eyes. // I think using the cull matrices is valid, as long as I only use them for tess factors in shader. // Using them for other calculations (like light list generation) could be problematic. var stereoCombinedViewMatrix = cullingParams.cullStereoView; if (ShaderConfig.s_CameraRelativeRendering != 0) { // This is pulled back from the center eye, so set the offset var translation = stereoCombinedViewMatrix.GetColumn(3); translation += centerEyeTranslationOffset; stereoCombinedViewMatrix.SetColumn(3, translation); } viewMatrix = stereoCombinedViewMatrix; var stereoCombinedProjMatrix = cullingParams.cullStereoProj; projMatrix = GL.GetGPUProjectionMatrix(stereoCombinedProjMatrix, true); detViewMatrix = viewMatrix.determinant; frustum = Frustum.Create(viewProjMatrix, true, true); // Left, right, top, bottom, near, far. for (int i = 0; i < 6; i++) { frustumPlaneEquations[i] = new Vector4(frustum.planes[i].normal.x, frustum.planes[i].normal.y, frustum.planes[i].normal.z, frustum.planes[i].distance); } } void ConfigureStereoMatrices() { for (uint eyeIndex = 0; eyeIndex < 2; eyeIndex++) { viewMatrixStereo[eyeIndex] = camera.GetStereoViewMatrix((Camera.StereoscopicEye)eyeIndex); projMatrixStereo[eyeIndex] = camera.GetStereoProjectionMatrix((Camera.StereoscopicEye)eyeIndex); projMatrixStereo[eyeIndex] = GL.GetGPUProjectionMatrix(projMatrixStereo[eyeIndex], true); } if (ShaderConfig.s_CameraRelativeRendering != 0) { var leftTranslation = viewMatrixStereo[0].GetColumn(3); var rightTranslation = viewMatrixStereo[1].GetColumn(3); var centerTranslation = (leftTranslation + rightTranslation) / 2; var centerOffset = -centerTranslation; centerOffset.w = 0; // TODO: Grabbing the CenterEye transform would be preferable, but XRNode.CenterEye // doesn't always seem to be valid. for (uint eyeIndex = 0; eyeIndex < 2; eyeIndex++) { var translation = viewMatrixStereo[eyeIndex].GetColumn(3); translation += centerOffset; viewMatrixStereo[eyeIndex].SetColumn(3, translation); } centerEyeTranslationOffset = centerOffset; } // TODO: Fetch the single cull matrix stuff } // Warning: different views can use the same camera! public long GetViewID() { long viewID = camera.GetInstanceID(); // Make it positive. viewID += (-(long)int.MinValue) + 1; return viewID; } public void Reset() { m_LastFrameActive = -1; isFirstFrame = true; } // Will return NULL if the camera does not exist. public static HDCamera Get(Camera camera) { HDCamera hdCamera; if (!s_Cameras.TryGetValue(camera, out hdCamera)) { hdCamera = null; } return hdCamera; } // Pass all the systems that may want to initialize per-camera data here. // That way you will never create an HDCamera and forget to initialize the data. public static HDCamera Create(Camera camera, VolumetricLightingSystem vlSys) { HDCamera hdCamera = new HDCamera(camera); s_Cameras.Add(camera, hdCamera); if (vlSys != null) { // Have to perform a NULL check here because the Reflection System internally allocates HDCameras. vlSys.InitializePerCameraData(hdCamera); } return hdCamera; } public static void ClearAll() { foreach (var cam in s_Cameras) cam.Value.ReleaseHistoryBuffer(); s_Cameras.Clear(); s_Cleanup.Clear(); } // Look for any camera that hasn't been used in the last frame and remove them from 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) { var hdCam = s_Cameras[cam]; if (hdCam.m_HistoryRTSystem != null) { hdCam.m_HistoryRTSystem.Dispose(); hdCam.m_HistoryRTSystem = null; } s_Cameras.Remove(cam); } s_Cleanup.Clear(); } // Set up UnityPerView CBuffer. public void SetupGlobalParams(CommandBuffer cmd, float time, float lastTime, uint frameCount) { 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._ViewProjMatrix, viewProjMatrix); cmd.SetGlobalMatrix(HDShaderIDs._InvViewProjMatrix, viewProjMatrix.inverse); cmd.SetGlobalMatrix(HDShaderIDs._NonJitteredViewProjMatrix, nonJitteredViewProjMatrix); cmd.SetGlobalMatrix(HDShaderIDs._PrevViewProjMatrix, prevViewProjMatrix); cmd.SetGlobalVector(HDShaderIDs._WorldSpaceCameraPos, worldSpaceCameraPos); cmd.SetGlobalFloat(HDShaderIDs._DetViewMatrix, detViewMatrix); cmd.SetGlobalVector(HDShaderIDs._ScreenSize, screenSize); cmd.SetGlobalVector(HDShaderIDs._ScreenToTargetScale, doubleBufferedViewportScale); cmd.SetGlobalVector(HDShaderIDs._ZBufferParams, zBufferParams); cmd.SetGlobalVector(HDShaderIDs._ProjectionParams, projectionParams); cmd.SetGlobalVector(HDShaderIDs.unity_OrthoParams, unity_OrthoParams); cmd.SetGlobalVector(HDShaderIDs._ScreenParams, screenParams); cmd.SetGlobalVector(HDShaderIDs._TaaFrameRotation, taaFrameRotation); cmd.SetGlobalVectorArray(HDShaderIDs._FrustumPlanes, frustumPlaneEquations); // Time is also a part of the UnityPerView CBuffer. // Different views can have different values of the "Animated Materials" setting. bool animateMaterials = CoreUtils.AreAnimatedMaterialsEnabled(camera); float ct = animateMaterials ? time : 0; float pt = animateMaterials ? lastTime : 0; float dt = Time.deltaTime; float sdt = Time.smoothDeltaTime; cmd.SetGlobalVector(HDShaderIDs._Time, new Vector4(ct * 0.05f, ct, ct * 2.0f, ct * 3.0f)); cmd.SetGlobalVector(HDShaderIDs._LastTime, new Vector4(pt * 0.05f, pt, pt * 2.0f, pt * 3.0f)); cmd.SetGlobalVector(HDShaderIDs.unity_DeltaTime, new Vector4(dt, 1.0f / dt, sdt, 1.0f / sdt)); cmd.SetGlobalVector(HDShaderIDs._SinTime, new Vector4(Mathf.Sin(ct * 0.125f), Mathf.Sin(ct * 0.25f), Mathf.Sin(ct * 0.5f), Mathf.Sin(ct))); cmd.SetGlobalVector(HDShaderIDs._CosTime, new Vector4(Mathf.Cos(ct * 0.125f), Mathf.Cos(ct * 0.25f), Mathf.Cos(ct * 0.5f), Mathf.Cos(ct))); cmd.SetGlobalInt(HDShaderIDs._FrameCount, (int)frameCount); } public void SetupGlobalStereoParams(CommandBuffer cmd) { var viewProjStereo = new Matrix4x4[2]; var invViewStereo = new Matrix4x4[2]; var invProjStereo = new Matrix4x4[2]; var invViewProjStereo = new Matrix4x4[2]; for (uint eyeIndex = 0; eyeIndex < 2; eyeIndex++) { var proj = projMatrixStereo[eyeIndex]; invProjStereo[eyeIndex] = proj.inverse; var view = viewMatrixStereo[eyeIndex]; invViewStereo[eyeIndex] = view.inverse; viewProjStereo[eyeIndex] = proj * view; invViewProjStereo[eyeIndex] = viewProjStereo[eyeIndex].inverse; } // corresponds to UnityPerPassStereo // TODO: Migrate the other stereo matrices to HDRP-managed UnityPerPassStereo? cmd.SetGlobalMatrixArray(HDShaderIDs._ViewMatrixStereo, viewMatrixStereo); cmd.SetGlobalMatrixArray(HDShaderIDs._ViewProjMatrixStereo, viewProjStereo); cmd.SetGlobalMatrixArray(HDShaderIDs._InvViewMatrixStereo, invViewStereo); cmd.SetGlobalMatrixArray(HDShaderIDs._InvProjMatrixStereo, invProjStereo); cmd.SetGlobalMatrixArray(HDShaderIDs._InvViewProjMatrixStereo, invViewProjStereo); } public RTHandleSystem.RTHandle GetPreviousFrameRT(int id) { return m_HistoryRTSystem.GetFrameRT(id, 1); } public RTHandleSystem.RTHandle GetCurrentFrameRT(int id) { return m_HistoryRTSystem.GetFrameRT(id, 0); } // Allocate buffers frames and return current frame public RTHandleSystem.RTHandle AllocHistoryFrameRT(int id, Func allocator) { const int bufferCount = 2; // Hard-coded for now. Will have to see if this is enough... m_HistoryRTSystem.AllocBuffer(id, (rts, i) => allocator(camera.name, i, rts), bufferCount); return m_HistoryRTSystem.GetFrameRT(id, 0); } void ReleaseHistoryBuffer() { m_HistoryRTSystem.ReleaseAll(); } } }