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222 行
9.9 KiB
222 行
9.9 KiB
using UnityEngine.Rendering;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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public class ReflectionProbeCache
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{
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internal static readonly int s_InputTexID = Shader.PropertyToID("_InputTex");
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internal static readonly int s_LoDID = Shader.PropertyToID("_LoD");
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internal static readonly int s_FaceIndexID = Shader.PropertyToID("_FaceIndex");
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enum ProbeFilteringState
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{
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Convolving,
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Ready
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}
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int m_ProbeSize;
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int m_CacheSize;
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IBLFilterGGX m_IBLFilterGGX;
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TextureCacheCubemap m_TextureCache;
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RenderTexture m_TempRenderTexture;
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RenderTexture m_ConvolutionTargetTexture;
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ProbeFilteringState[] m_ProbeBakingState;
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Material m_ConvertTextureMaterial;
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MaterialPropertyBlock m_ConvertTextureMPB;
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bool m_PerformBC6HCompression;
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public ReflectionProbeCache(IBLFilterGGX iblFilter, int cacheSize, int probeSize, TextureFormat probeFormat, bool isMipmaped)
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{
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// BC6H requires CPP feature not yet available
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probeFormat = TextureFormat.RGBAHalf;
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Debug.Assert(probeFormat == TextureFormat.BC6H || probeFormat == TextureFormat.RGBAHalf, "Reflection Probe Cache format for HDRP can only be BC6H or FP16.");
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m_ProbeSize = probeSize;
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m_CacheSize = cacheSize;
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m_TextureCache = new TextureCacheCubemap();
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m_TextureCache.AllocTextureArray(cacheSize, probeSize, probeFormat, isMipmaped);
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m_IBLFilterGGX = iblFilter;
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m_PerformBC6HCompression = probeFormat == TextureFormat.BC6H;
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InitializeProbeBakingStates();
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}
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void Initialize()
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{
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if(m_TempRenderTexture == null)
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{
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// Temporary RT used for convolution and compression
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m_TempRenderTexture = new RenderTexture(m_ProbeSize, m_ProbeSize, 1, RenderTextureFormat.ARGBHalf);
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m_TempRenderTexture.dimension = TextureDimension.Cube;
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m_TempRenderTexture.useMipMap = true;
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m_TempRenderTexture.autoGenerateMips = false;
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m_TempRenderTexture.Create();
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m_ConvolutionTargetTexture = new RenderTexture(m_ProbeSize, m_ProbeSize, 1, RenderTextureFormat.ARGBHalf);
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m_ConvolutionTargetTexture.dimension = TextureDimension.Cube;
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m_ConvolutionTargetTexture.useMipMap = true;
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m_ConvolutionTargetTexture.autoGenerateMips = false;
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m_ConvolutionTargetTexture.Create();
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m_ConvertTextureMaterial = CoreUtils.CreateEngineMaterial("Hidden/SRP/BlitCubeTextureFace");
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m_ConvertTextureMPB = new MaterialPropertyBlock();
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InitializeProbeBakingStates();
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}
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}
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void InitializeProbeBakingStates()
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{
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m_ProbeBakingState = new ProbeFilteringState[m_CacheSize];
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for (int i = 0; i < m_CacheSize; ++i)
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m_ProbeBakingState[i] = ProbeFilteringState.Convolving;
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}
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public void Release()
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{
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if(m_TextureCache != null)
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{
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m_TextureCache.Release();
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m_TextureCache = null;
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}
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if(m_TempRenderTexture != null)
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{
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m_TempRenderTexture.Release();
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m_TempRenderTexture = null;
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}
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m_ProbeBakingState = null;
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}
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public void NewFrame()
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{
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Initialize();
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m_TextureCache.NewFrame();
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}
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// This method is used to convert inputs that are either compressed or not of the right size.
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// We can't use Graphics.ConvertTexture here because it does not work with a RenderTexture as destination.
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void ConvertTexture(CommandBuffer cmd, Texture input, RenderTexture target)
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{
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m_ConvertTextureMPB.SetTexture(s_InputTexID, input);
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m_ConvertTextureMPB.SetFloat(s_LoDID, 0.0f); // We want to convert mip 0 to whatever the size of the destination cache is.
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for (int f = 0 ; f < 6 ; ++f)
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{
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m_ConvertTextureMPB.SetFloat(s_FaceIndexID, (float)f);
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CoreUtils.SetRenderTarget(cmd, target, ClearFlag.None, Color.black, 0, (CubemapFace)f);
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CoreUtils.DrawFullScreen(cmd, m_ConvertTextureMaterial, m_ConvertTextureMPB);
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}
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}
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Texture ConvolveProbeTexture(CommandBuffer cmd, Texture texture)
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{
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// Probes can be either Cubemaps (for baked probes) or RenderTextures (for realtime probes)
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Cubemap cubeTexture = texture as Cubemap;
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RenderTexture renderTexture = texture as RenderTexture;
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RenderTexture convolutionSourceTexture = null;
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if (cubeTexture != null)
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{
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// if the size if different from the cache probe size or if the input texture format is compressed, we need to convert it
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// 1) to a format for which we can generate mip maps
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// 2) to the proper reflection probe cache size
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bool sizeMismatch = cubeTexture.width != m_ProbeSize || cubeTexture.height != m_ProbeSize;
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bool formatMismatch = cubeTexture.format != TextureFormat.RGBAHalf; // Temporary RT for convolution is always FP16
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if (formatMismatch || sizeMismatch)
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{
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if (sizeMismatch)
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{
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Debug.LogWarningFormat("Baked Reflection Probe {0} does not match HDRP Reflection Probe Cache size of {1}. Consider baking it at the same size for better loading performance.", texture.name, m_ProbeSize);
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}
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else if (cubeTexture.format == TextureFormat.BC6H)
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{
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Debug.LogWarningFormat("Baked Reflection Probe {0} is compressed but the HDRP Reflection Probe Cache is not. Consider removing compression from the input texture for better quality.", texture.name);
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}
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ConvertTexture(cmd, cubeTexture, m_TempRenderTexture);
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}
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else
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{
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for (int f = 0; f < 6; f++)
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{
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cmd.CopyTexture(cubeTexture, f, 0, m_TempRenderTexture, f, 0);
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}
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}
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// Ideally if input is not compressed and has mipmaps, don't do anything here. Problem is, we can't know if mips have been already convolved offline...
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cmd.GenerateMips(m_TempRenderTexture);
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convolutionSourceTexture = m_TempRenderTexture;
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}
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else
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{
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Debug.Assert(renderTexture != null);
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if (renderTexture.dimension != TextureDimension.Cube)
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{
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Debug.LogError("Realtime reflection probe should always be a Cube RenderTexture.");
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return null;
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}
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// TODO: Do a different case for downsizing, in this case, instead of doing ConvertTexture just use the relevant mipmaps.
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bool sizeMismatch = renderTexture.width != m_ProbeSize || renderTexture.height != m_ProbeSize;
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if (sizeMismatch)
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{
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ConvertTexture(cmd, renderTexture, m_TempRenderTexture);
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convolutionSourceTexture = m_TempRenderTexture;
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}
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else
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{
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convolutionSourceTexture = renderTexture;
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}
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// Generate unfiltered mipmaps as a base for convolution
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// TODO: Make sure that we don't first convolve everything on the GPU with the legacy code path executed after rendering the probe.
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cmd.GenerateMips(convolutionSourceTexture);
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}
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m_IBLFilterGGX.FilterCubemap(cmd, convolutionSourceTexture, m_ConvolutionTargetTexture);
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return m_ConvolutionTargetTexture;
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}
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public int FetchSlice(CommandBuffer cmd, Texture texture)
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{
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bool needUpdate;
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var sliceIndex = m_TextureCache.ReserveSlice(texture, out needUpdate);
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if (sliceIndex != -1)
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{
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if(needUpdate || m_ProbeBakingState[sliceIndex] != ProbeFilteringState.Ready)
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{
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using (new ProfilingSample(cmd, "Convolve Reflection Probe"))
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{
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// For now baking is done directly but will be time sliced in the future. Just preparing the code here.
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m_ProbeBakingState[sliceIndex] = ProbeFilteringState.Convolving;
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Texture result = ConvolveProbeTexture(cmd, texture);
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if (result == null)
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return -1;
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if (m_PerformBC6HCompression)
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{
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cmd.BC6HEncodeFastCubemap(
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result, m_ProbeSize, m_TextureCache.GetTexCache(),
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0, int.MaxValue, sliceIndex);
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m_TextureCache.SetSliceHash(sliceIndex, m_TextureCache.GetTextureHash(texture));
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}
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else
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{
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m_TextureCache.UpdateSlice(cmd, sliceIndex, result, m_TextureCache.GetTextureHash(texture)); // Be careful to provide the update count from the input texture, not the temporary one used for convolving.
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}
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m_ProbeBakingState[sliceIndex] = ProbeFilteringState.Ready;
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}
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}
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}
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return sliceIndex;
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}
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public Texture GetTexCache()
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{
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return m_TextureCache.GetTexCache();
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}
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}
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}
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