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715 行
29 KiB
715 行
29 KiB
using UnityEngine.Rendering;
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using UnityEngine.Experimental.Rendering;
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using System.Collections.Generic;
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using System;
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using UnityEditor;
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namespace UnityEngine.Experimental.ScriptableRenderLoop
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{
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[ExecuteInEditMode]
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// This HDRenderLoop assume linear lighting. Don't work with gamma.
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public class HDRenderLoop : ScriptableRenderLoop
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{
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private const string k_HDRenderLoopPath = "Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.asset";
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// Must be in sync with DebugViewMaterial.hlsl
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public enum DebugViewVaryingMode
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{
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Depth = 1,
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TexCoord0 = 2,
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TexCoord1 = 3,
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TexCoord2 = 4,
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VertexTangentWS = 5,
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VertexBitangentWS = 6,
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VertexNormalWS = 7,
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VertexColor = 8,
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}
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// Must be in sync with DebugViewMaterial.hlsl
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public enum DebugViewGbufferMode
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{
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Depth = 9,
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BakeDiffuseLighting = 10,
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}
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public class DebugParameters
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{
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// Material Debugging
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public int debugViewMaterial = 0;
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// Rendering debugging
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public bool displayOpaqueObjects = true;
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public bool displayTransparentObjects = true;
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public bool useForwardRenderingOnly = false;
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public bool enableTonemap = true;
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public float exposure = 0;
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}
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private DebugParameters m_DebugParameters = new DebugParameters();
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public DebugParameters debugParameters
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{
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get { return m_DebugParameters; }
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}
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#if UNITY_EDITOR
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[MenuItem("Renderloop/CreateHDRenderLoop")]
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static void CreateHDRenderLoop()
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{
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var instance = ScriptableObject.CreateInstance<HDRenderLoop>();
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UnityEditor.AssetDatabase.CreateAsset(instance, k_HDRenderLoopPath);
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}
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#endif
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public class GBufferManager
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{
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public const int MaxGbuffer = 8;
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public void SetBufferDescription(int index, string stringId, RenderTextureFormat inFormat, RenderTextureReadWrite inSRGBWrite)
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{
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IDs[index] = Shader.PropertyToID(stringId);
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RTIDs[index] = new RenderTargetIdentifier(IDs[index]);
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formats[index] = inFormat;
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sRGBWrites[index] = inSRGBWrite;
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}
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public void InitGBuffers(int width, int height, CommandBuffer cmd)
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{
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for (int index = 0; index < gbufferCount; index++)
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{
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/* RTs[index] = */ cmd.GetTemporaryRT(IDs[index], width, height, 0, FilterMode.Point, formats[index], sRGBWrites[index]);
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}
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}
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public RenderTargetIdentifier[] GetGBuffers(CommandBuffer cmd)
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{
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var colorMRTs = new RenderTargetIdentifier[gbufferCount];
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for (int index = 0; index < gbufferCount; index++)
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{
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colorMRTs[index] = RTIDs[index];
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}
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return colorMRTs;
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}
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/*
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public void BindBuffers(Material mat)
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{
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for (int index = 0; index < gbufferCount; index++)
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{
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mat.SetTexture(IDs[index], RTs[index]);
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}
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}
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*/
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public int gbufferCount { get; set; }
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int[] IDs = new int[MaxGbuffer];
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RenderTargetIdentifier[] RTIDs = new RenderTargetIdentifier[MaxGbuffer];
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RenderTextureFormat[] formats = new RenderTextureFormat[MaxGbuffer];
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RenderTextureReadWrite[] sRGBWrites = new RenderTextureReadWrite[MaxGbuffer];
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}
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public const int MaxLights = 32;
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public const int MaxShadows = 16; // Max shadow allowed on screen simultaneously - a point light is 6 shadows
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public const int MaxProbes = 32;
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[SerializeField]
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ShadowSettings m_ShadowSettings = ShadowSettings.Default;
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ShadowRenderPass m_ShadowPass;
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[SerializeField]
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TextureSettings m_TextureSettings = TextureSettings.Default;
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Material m_DeferredMaterial;
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Material m_FinalPassMaterial;
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// TODO: Find a way to automatically create/iterate through these kind of class
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Lit.RenderLoop m_LitRenderLoop;
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// Debug
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Material m_DebugViewMaterialGBuffer;
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GBufferManager m_gbufferManager = new GBufferManager();
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static private int s_CameraColorBuffer;
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static private int s_CameraDepthBuffer;
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static private ComputeBuffer s_punctualLightList;
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static private ComputeBuffer s_envLightList;
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static private ComputeBuffer s_punctualShadowList;
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private TextureCacheCubemap m_cubeReflTexArray;
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void OnEnable()
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{
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Rebuild();
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}
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void OnValidate()
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{
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Rebuild();
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}
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void ClearComputeBuffers()
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{
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if (s_punctualLightList != null)
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s_punctualLightList.Release();
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if (s_punctualShadowList != null)
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s_punctualShadowList.Release();
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if (s_envLightList != null)
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s_envLightList.Release();
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}
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Material CreateEngineMaterial(string shaderPath)
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{
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var mat = new Material(Shader.Find(shaderPath) as Shader)
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{
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hideFlags = HideFlags.HideAndDontSave
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};
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return mat;
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}
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public override void Rebuild()
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{
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ClearComputeBuffers();
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s_CameraColorBuffer = Shader.PropertyToID("_CameraColorTexture");
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s_CameraDepthBuffer = Shader.PropertyToID("_CameraDepthTexture");
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s_punctualLightList = new ComputeBuffer(MaxLights, System.Runtime.InteropServices.Marshal.SizeOf(typeof(PunctualLightData)));
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s_envLightList = new ComputeBuffer(MaxLights, System.Runtime.InteropServices.Marshal.SizeOf(typeof(EnvLightData)));
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s_punctualShadowList = new ComputeBuffer(MaxShadows, System.Runtime.InteropServices.Marshal.SizeOf(typeof(PunctualShadowData)));
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m_DeferredMaterial = CreateEngineMaterial("Hidden/HDRenderLoop/Deferred");
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m_FinalPassMaterial = CreateEngineMaterial("Hidden/HDRenderLoop/FinalPass");
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// Debug
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m_DebugViewMaterialGBuffer = CreateEngineMaterial("Hidden/HDRenderLoop/DebugViewMaterialGBuffer");
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m_ShadowPass = new ShadowRenderPass (m_ShadowSettings);
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m_cubeReflTexArray = new TextureCacheCubemap();
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m_cubeReflTexArray.AllocTextureArray(32, (int)m_TextureSettings.reflectionCubemapSize, TextureFormat.BC6H, true);
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// Init Lit material buffer - GBuffer and init
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m_LitRenderLoop = new Lit.RenderLoop(); // Our object can be garbacge collected, so need to be allocate here
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m_gbufferManager.gbufferCount = m_LitRenderLoop.GetGBufferCount();
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for (int gbufferIndex = 0; gbufferIndex < m_gbufferManager.gbufferCount; ++gbufferIndex)
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{
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m_gbufferManager.SetBufferDescription(gbufferIndex, "_CameraGBufferTexture" + gbufferIndex, m_LitRenderLoop.RTFormat[gbufferIndex], m_LitRenderLoop.RTReadWrite[gbufferIndex]);
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}
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m_LitRenderLoop.Rebuild();
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}
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void OnDisable()
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{
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m_LitRenderLoop.OnDisable();
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s_punctualLightList.Release();
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s_envLightList.Release();
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s_punctualShadowList.Release();
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if (m_DeferredMaterial) DestroyImmediate(m_DeferredMaterial);
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if (m_FinalPassMaterial) DestroyImmediate(m_FinalPassMaterial);
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m_cubeReflTexArray.Release();
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}
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void InitAndClearBuffer(Camera camera, RenderLoop renderLoop)
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{
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// We clear only the depth buffer, no need to clear the various color buffer as we overwrite them.
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// Clear depth/stencil and init buffers
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{
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var cmd = new CommandBuffer();
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cmd.name = "InitGBuffers and clear Depth/Stencil";
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// Init buffer
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// With scriptable render loop we must allocate ourself depth and color buffer (We must be independent of backbuffer for now, hope to fix that later).
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// Also we manage ourself the HDR format, here allocating fp16 directly.
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// With scriptable render loop we can allocate temporary RT in a command buffer, they will not be release with ExecuteCommandBuffer
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// These temporary surface are release automatically at the end of the scriptable renderloop if not release explicitly
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int w = camera.pixelWidth;
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int h = camera.pixelHeight;
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cmd.GetTemporaryRT(s_CameraColorBuffer, w, h, 0, FilterMode.Point, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Default);
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cmd.GetTemporaryRT(s_CameraDepthBuffer, w, h, 24, FilterMode.Point, RenderTextureFormat.Depth);
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m_gbufferManager.InitGBuffers(w, h, cmd);
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cmd.SetRenderTarget(new RenderTargetIdentifier(s_CameraColorBuffer), new RenderTargetIdentifier(s_CameraDepthBuffer));
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cmd.ClearRenderTarget(true, false, new Color(0, 0, 0, 0));
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renderLoop.ExecuteCommandBuffer(cmd);
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cmd.Dispose();
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}
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// TEMP: As we are in development and have not all the setup pass we still clear the color in emissive buffer and gbuffer, but this will be removed later.
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// Clear HDR target
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{
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var cmd = new CommandBuffer();
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cmd.name = "Clear HDR target";
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cmd.SetRenderTarget(new RenderTargetIdentifier(s_CameraColorBuffer), new RenderTargetIdentifier(s_CameraDepthBuffer));
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cmd.ClearRenderTarget(false, true, new Color(0, 0, 0, 0));
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renderLoop.ExecuteCommandBuffer(cmd);
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cmd.Dispose();
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}
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// Clear GBuffers
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{
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var cmd = new CommandBuffer();
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cmd.name = "Clear GBuffer";
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// Write into the Camera Depth buffer
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cmd.SetRenderTarget(m_gbufferManager.GetGBuffers(cmd), new RenderTargetIdentifier(s_CameraDepthBuffer));
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// Clear everything
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// TODO: Clear is not required for color as we rewrite everything, will save performance.
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cmd.ClearRenderTarget(false, true, new Color(0, 0, 0, 0));
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renderLoop.ExecuteCommandBuffer(cmd);
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cmd.Dispose();
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}
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// END TEMP
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}
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void RenderOpaqueRenderList(CullResults cull, Camera camera, RenderLoop renderLoop, string passName)
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{
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if (!debugParameters.displayOpaqueObjects)
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return;
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DrawRendererSettings settings = new DrawRendererSettings(cull, camera, new ShaderPassName(passName));
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settings.sorting.sortOptions = SortOptions.SortByMaterialThenMesh;
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settings.inputCullingOptions.SetQueuesOpaque();
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renderLoop.DrawRenderers(ref settings);
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}
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void RenderTransparentRenderList(CullResults cull, Camera camera, RenderLoop renderLoop, string passName)
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{
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if (!debugParameters.displayTransparentObjects)
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return;
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var settings = new DrawRendererSettings(cull, camera, new ShaderPassName(passName))
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{
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rendererConfiguration = RendererConfiguration.PerObjectLightProbe | RendererConfiguration.PerObjectReflectionProbes,
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sorting = { sortOptions = SortOptions.SortByMaterialThenMesh }
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};
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settings.inputCullingOptions.SetQueuesTransparent();
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renderLoop.DrawRenderers(ref settings);
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}
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void RenderGBuffer(CullResults cull, Camera camera, RenderLoop renderLoop)
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{
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if (debugParameters.useForwardRenderingOnly)
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{
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return ;
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}
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// setup GBuffer for rendering
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var cmd = new CommandBuffer { name = "GBuffer Pass" };
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cmd.SetRenderTarget(m_gbufferManager.GetGBuffers(cmd), new RenderTargetIdentifier(s_CameraDepthBuffer));
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renderLoop.ExecuteCommandBuffer(cmd);
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cmd.Dispose();
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// render opaque objects into GBuffer
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RenderOpaqueRenderList(cull, camera, renderLoop, "GBuffer");
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}
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void RenderDebugViewMaterial(CullResults cull, Camera camera, RenderLoop renderLoop)
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{
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// Render Opaque forward
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{
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var cmd = new CommandBuffer { name = "DebugView Material Mode Pass" };
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cmd.SetRenderTarget(new RenderTargetIdentifier(s_CameraColorBuffer), new RenderTargetIdentifier(s_CameraDepthBuffer));
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cmd.ClearRenderTarget(true, true, new Color(0, 0, 0, 0));
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renderLoop.ExecuteCommandBuffer(cmd);
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cmd.Dispose();
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Shader.SetGlobalInt("_DebugViewMaterial", (int)debugParameters.debugViewMaterial);
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RenderOpaqueRenderList(cull, camera, renderLoop, "DebugViewMaterial");
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}
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// Render GBUffer opaque
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{
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Vector4 screenSize = ComputeScreenSize(camera);
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m_DebugViewMaterialGBuffer.SetVector("_ScreenSize", screenSize);
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m_DebugViewMaterialGBuffer.SetFloat("_DebugViewMaterial", (float)debugParameters.debugViewMaterial);
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// m_gbufferManager.BindBuffers(m_DeferredMaterial);
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// TODO: Bind depth textures
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var cmd = new CommandBuffer { name = "GBuffer Debug Pass" };
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cmd.Blit(null, new RenderTargetIdentifier(s_CameraColorBuffer), m_DebugViewMaterialGBuffer, 0);
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renderLoop.ExecuteCommandBuffer(cmd);
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cmd.Dispose();
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}
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// Render forward transparent
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{
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RenderTransparentRenderList(cull, camera, renderLoop, "DebugViewMaterial");
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}
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// Last blit
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{
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var cmd = new CommandBuffer { name = "Blit DebugView Material Debug" };
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cmd.Blit(s_CameraColorBuffer, BuiltinRenderTextureType.CameraTarget);
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renderLoop.ExecuteCommandBuffer(cmd);
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cmd.Dispose();
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}
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}
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Matrix4x4 GetViewProjectionMatrix(Camera camera)
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{
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// The actual projection matrix used in shaders is actually massaged a bit to work across all platforms
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// (different Z value ranges etc.)
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var gpuProj = GL.GetGPUProjectionMatrix(camera.projectionMatrix, false);
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var gpuVP = gpuProj * camera.worldToCameraMatrix;
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return gpuVP;
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}
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Vector4 ComputeScreenSize(Camera camera)
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{
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return new Vector4(camera.pixelWidth, camera.pixelHeight, 1.0f / camera.pixelWidth, 1.0f / camera.pixelHeight);
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}
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void RenderDeferredLighting(Camera camera, RenderLoop renderLoop)
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{
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if (debugParameters.useForwardRenderingOnly)
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{
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return;
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}
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// Bind material data
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m_LitRenderLoop.Bind();
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var invViewProj = GetViewProjectionMatrix(camera).inverse;
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m_DeferredMaterial.SetMatrix("_InvViewProjMatrix", invViewProj);
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var screenSize = ComputeScreenSize(camera);
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m_DeferredMaterial.SetVector("_ScreenSize", screenSize);
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// m_gbufferManager.BindBuffers(m_DeferredMaterial);
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// TODO: Bind depth textures
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var cmd = new CommandBuffer { name = "Deferred Ligthing Pass" };
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cmd.Blit(null, new RenderTargetIdentifier(s_CameraColorBuffer), m_DeferredMaterial, 0);
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renderLoop.ExecuteCommandBuffer(cmd);
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cmd.Dispose();
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}
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void RenderForward(CullResults cullResults, Camera camera, RenderLoop renderLoop)
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{
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// Bind material data
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m_LitRenderLoop.Bind();
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var cmd = new CommandBuffer { name = "Forward Pass" };
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cmd.SetRenderTarget(new RenderTargetIdentifier(s_CameraColorBuffer), new RenderTargetIdentifier(s_CameraDepthBuffer));
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renderLoop.ExecuteCommandBuffer(cmd);
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cmd.Dispose();
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if (debugParameters.useForwardRenderingOnly)
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{
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RenderOpaqueRenderList(cullResults, camera, renderLoop, "Forward");
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}
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RenderTransparentRenderList(cullResults, camera, renderLoop, "Forward");
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}
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void RenderForwardUnlit(CullResults cullResults, Camera camera, RenderLoop renderLoop)
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{
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// Bind material data
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m_LitRenderLoop.Bind();
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var cmd = new CommandBuffer { name = "Forward Unlit Pass" };
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cmd.SetRenderTarget(new RenderTargetIdentifier(s_CameraColorBuffer), new RenderTargetIdentifier(s_CameraDepthBuffer));
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renderLoop.ExecuteCommandBuffer(cmd);
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cmd.Dispose();
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RenderOpaqueRenderList(cullResults, camera, renderLoop, "ForwardUnlit");
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RenderTransparentRenderList(cullResults, camera, renderLoop, "ForwardUnlit");
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}
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void FinalPass(RenderLoop renderLoop)
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{
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// Those could be tweakable for the neutral tonemapper, but in the case of the LookDev we don't need that
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const float blackIn = 0.02f;
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const float whiteIn = 10.0f;
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const float blackOut = 0.0f;
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const float whiteOut = 10.0f;
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const float whiteLevel = 5.3f;
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const float whiteClip = 10.0f;
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const float dialUnits = 20.0f;
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const float halfDialUnits = dialUnits * 0.5f;
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// converting from artist dial units to easy shader-lerps (0-1)
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var tonemapCoeff1 = new Vector4((blackIn * dialUnits) + 1.0f, (blackOut * halfDialUnits) + 1.0f, (whiteIn / dialUnits), (1.0f - (whiteOut / dialUnits)));
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var tonemapCoeff2 = new Vector4(0.0f, 0.0f, whiteLevel, whiteClip / halfDialUnits);
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m_FinalPassMaterial.SetVector("_ToneMapCoeffs1", tonemapCoeff1);
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m_FinalPassMaterial.SetVector("_ToneMapCoeffs2", tonemapCoeff2);
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m_FinalPassMaterial.SetFloat("_EnableToneMap", debugParameters.enableTonemap ? 1.0f : 0.0f);
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m_FinalPassMaterial.SetFloat("_Exposure", debugParameters.exposure);
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var cmd = new CommandBuffer { name = "FinalPass" };
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// Resolve our HDR texture to CameraTarget.
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cmd.Blit(s_CameraColorBuffer, BuiltinRenderTextureType.CameraTarget, m_FinalPassMaterial, 0);
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renderLoop.ExecuteCommandBuffer(cmd);
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cmd.Dispose();
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}
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void NewFrame()
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{
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// update texture caches
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m_cubeReflTexArray.NewFrame();
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}
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//---------------------------------------------------------------------------------------------------------------------------------------------------
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void UpdatePunctualLights(VisibleLight[] visibleLights, ref ShadowOutput shadowOutput)
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{
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var lights = new List<PunctualLightData>();
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var shadows = new List<PunctualShadowData>();
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for (int lightIndex = 0; lightIndex < Math.Min(visibleLights.Length, MaxLights); lightIndex++)
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{
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var light = visibleLights[lightIndex];
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if (light.lightType != LightType.Spot && light.lightType != LightType.Point && light.lightType != LightType.Directional)
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continue;
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var additionalLightData = light.light.GetComponent<AdditionalLightData>();
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var l = new PunctualLightData();
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if (light.lightType == LightType.Directional)
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{
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l.useDistanceAttenuation = 0.0f;
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// positionWS store Light direction for directional and is opposite to the forward direction
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l.positionWS = -light.light.transform.forward;
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l.invSqrAttenuationRadius = 0.0f;
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}
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else
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{
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l.useDistanceAttenuation = 1.0f;
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l.positionWS = light.light.transform.position;
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l.invSqrAttenuationRadius = 1.0f / (light.range * light.range);
|
|
}
|
|
|
|
// Correct intensity calculation (Different from Unity)
|
|
var lightColorR = light.light.intensity * Mathf.GammaToLinearSpace(light.light.color.r);
|
|
var lightColorG = light.light.intensity * Mathf.GammaToLinearSpace(light.light.color.g);
|
|
var lightColorB = light.light.intensity * Mathf.GammaToLinearSpace(light.light.color.b);
|
|
|
|
l.color.Set(lightColorR, lightColorG, lightColorB);
|
|
|
|
l.forward = light.light.transform.forward; // Note: Light direction is oriented backward (-Z)
|
|
l.up = light.light.transform.up;
|
|
l.right = light.light.transform.right;
|
|
|
|
if (light.lightType == LightType.Spot)
|
|
{
|
|
var spotAngle = light.light.spotAngle;
|
|
|
|
var innerConePercent = AdditionalLightData.GetInnerSpotPercent01(additionalLightData);
|
|
var cosSpotOuterHalfAngle = Mathf.Clamp(Mathf.Cos(spotAngle * 0.5f * Mathf.Deg2Rad), 0.0f, 1.0f);
|
|
var cosSpotInnerHalfAngle = Mathf.Clamp(Mathf.Cos(spotAngle * 0.5f * innerConePercent * Mathf.Deg2Rad), 0.0f, 1.0f); // inner cone
|
|
|
|
var val = Mathf.Max(0.001f, (cosSpotInnerHalfAngle - cosSpotOuterHalfAngle));
|
|
l.angleScale = 1.0f / val;
|
|
l.angleOffset = -cosSpotOuterHalfAngle * l.angleScale;
|
|
}
|
|
else
|
|
{
|
|
// 1.0f, 2.0f are neutral value allowing GetAngleAnttenuation in shader code to return 1.0
|
|
l.angleScale = 1.0f;
|
|
l.angleOffset = 2.0f;
|
|
}
|
|
|
|
l.diffuseScale = AdditionalLightData.GetAffectDiffuse(additionalLightData) ? 1.0f : 0.0f;
|
|
l.specularScale = AdditionalLightData.GetAffectSpecular(additionalLightData) ? 1.0f : 0.0f;
|
|
l.shadowDimmer = AdditionalLightData.GetShadowDimmer(additionalLightData);
|
|
|
|
l.flags = 0;
|
|
l.IESIndex = 0;
|
|
l.cookieIndex = 0;
|
|
l.shadowIndex = 0;
|
|
|
|
// Setup shadow data arrays
|
|
bool hasShadows = shadowOutput.GetShadowSliceCountLightIndex(lightIndex) != 0;
|
|
bool hasNotReachMaxLimit = shadows.Count + (light.lightType == LightType.Point ? 6 : 1) <= MaxShadows;
|
|
|
|
if (hasShadows && hasNotReachMaxLimit) // Note < MaxShadows should be check at shadowOutput creation
|
|
{
|
|
// When we have a point light, we assumed that there is 6 consecutive PunctualShadowData
|
|
l.shadowIndex = shadows.Count;
|
|
l.flags |= LightFlags.HasShadow;
|
|
|
|
for (int sliceIndex = 0; sliceIndex < shadowOutput.GetShadowSliceCountLightIndex(lightIndex); ++sliceIndex)
|
|
{
|
|
PunctualShadowData s = new PunctualShadowData();
|
|
|
|
int shadowSliceIndex = shadowOutput.GetShadowSliceIndex(lightIndex, sliceIndex);
|
|
s.worldToShadow = shadowOutput.shadowSlices[shadowSliceIndex].shadowTransform.transpose; // Transpose to go from ShadowToWorld to WorldToShadow
|
|
|
|
if (light.lightType == LightType.Spot)
|
|
{
|
|
s.shadowType = ShadowType.Spot;
|
|
}
|
|
else if (light.lightType == LightType.Point)
|
|
{
|
|
s.shadowType = ShadowType.Point;
|
|
}
|
|
else
|
|
{
|
|
s.shadowType = ShadowType.Directional;
|
|
}
|
|
|
|
shadows.Add(s);
|
|
}
|
|
}
|
|
|
|
lights.Add(l);
|
|
}
|
|
s_punctualLightList.SetData(lights.ToArray());
|
|
s_punctualShadowList.SetData(shadows.ToArray());
|
|
|
|
Shader.SetGlobalBuffer("_PunctualLightList", s_punctualLightList);
|
|
Shader.SetGlobalInt("_PunctualLightCount", lights.Count);
|
|
Shader.SetGlobalBuffer("_PunctualShadowList", s_punctualShadowList);
|
|
}
|
|
|
|
void UpdateReflectionProbes(VisibleReflectionProbe[] activeReflectionProbes)
|
|
{
|
|
var lights = new List<EnvLightData>();
|
|
|
|
for (int lightIndex = 0; lightIndex < Math.Min(activeReflectionProbes.Length, MaxProbes); lightIndex++)
|
|
{
|
|
var probe = activeReflectionProbes[lightIndex];
|
|
|
|
if (probe.texture == null)
|
|
continue;
|
|
|
|
var l = new EnvLightData();
|
|
|
|
// CAUTION: localToWorld is the transform for the widget of the reflection probe. i.e the world position of the point use to do the cubemap capture (mean it include the local offset)
|
|
l.positionWS = probe.localToWorld.GetColumn(3);
|
|
|
|
l.envShapeType = EnvShapeType.None;
|
|
|
|
// TODO: Support sphere in the interface
|
|
if (probe.boxProjection != 0)
|
|
{
|
|
l.envShapeType = EnvShapeType.Box;
|
|
}
|
|
|
|
// remove scale from the matrix (Scale in this matrix is use to scale the widget)
|
|
l.right = probe.localToWorld.GetColumn(0);
|
|
l.right.Normalize();
|
|
l.up = probe.localToWorld.GetColumn(1);
|
|
l.up.Normalize();
|
|
l.forward = probe.localToWorld.GetColumn(2);
|
|
l.forward.Normalize();
|
|
|
|
// Artists prefer to have blend distance inside the volume!
|
|
// So we let the current UI but we assume blendDistance is an inside factor instead
|
|
// Blend distance can't be larger than the max radius
|
|
// probe.bounds.extents is BoxSize / 2
|
|
float maxBlendDist = Mathf.Min(probe.bounds.extents.x, Mathf.Min(probe.bounds.extents.y, probe.bounds.extents.z));
|
|
float blendDistance = Mathf.Min(maxBlendDist, probe.blendDistance);
|
|
l.innerDistance = probe.bounds.extents - new Vector3(blendDistance, blendDistance, blendDistance);
|
|
|
|
l.envIndex = m_cubeReflTexArray.FetchSlice(probe.texture);
|
|
|
|
l.offsetLS = probe.center; // center is misnamed, it is the offset (in local space) from center of the bounding box to the cubemap capture point
|
|
l.blendDistance = blendDistance;
|
|
lights.Add(l);
|
|
}
|
|
|
|
s_envLightList.SetData(lights.ToArray());
|
|
|
|
Shader.SetGlobalBuffer("_EnvLightList", s_envLightList);
|
|
Shader.SetGlobalInt("_EnvLightCount", lights.Count);
|
|
Shader.SetGlobalTexture("_EnvTextures", m_cubeReflTexArray.GetTexCache());
|
|
}
|
|
|
|
public override void Render(Camera[] cameras, RenderLoop renderLoop)
|
|
{
|
|
if (!m_LitRenderLoop.isInit)
|
|
{
|
|
m_LitRenderLoop.RenderInit(renderLoop);
|
|
}
|
|
|
|
// Do anything we need to do upon a new frame.
|
|
NewFrame();
|
|
|
|
// Set Frame constant buffer
|
|
// TODO...
|
|
|
|
foreach (var camera in cameras)
|
|
{
|
|
// Set camera constant buffer
|
|
// TODO...
|
|
|
|
CullingParameters cullingParams;
|
|
if (!CullResults.GetCullingParameters(camera, out cullingParams))
|
|
continue;
|
|
|
|
m_ShadowPass.UpdateCullingParameters (ref cullingParams);
|
|
|
|
var cullResults = CullResults.Cull(ref cullingParams, renderLoop);
|
|
|
|
renderLoop.SetupCameraProperties(camera);
|
|
|
|
InitAndClearBuffer(camera, renderLoop);
|
|
|
|
RenderGBuffer(cullResults, camera, renderLoop);
|
|
|
|
if (debugParameters.debugViewMaterial != 0)
|
|
{
|
|
RenderDebugViewMaterial(cullResults, camera, renderLoop);
|
|
}
|
|
else
|
|
{
|
|
ShadowOutput shadows;
|
|
m_ShadowPass.Render(renderLoop, cullResults, out shadows);
|
|
|
|
renderLoop.SetupCameraProperties(camera); // Need to recall SetupCameraProperties after m_ShadowPass.Render
|
|
|
|
UpdatePunctualLights(cullResults.visibleLights, ref shadows);
|
|
UpdateReflectionProbes(cullResults.visibleReflectionProbes);
|
|
|
|
RenderDeferredLighting(camera, renderLoop);
|
|
|
|
RenderForward(cullResults, camera, renderLoop);
|
|
RenderForwardUnlit(cullResults, camera, renderLoop);
|
|
|
|
FinalPass(renderLoop);
|
|
}
|
|
|
|
renderLoop.Submit();
|
|
}
|
|
|
|
// Post effects
|
|
}
|
|
|
|
#if UNITY_EDITOR
|
|
public override UnityEditor.SupportedRenderingFeatures GetSupportedRenderingFeatures()
|
|
{
|
|
var features = new UnityEditor.SupportedRenderingFeatures
|
|
{
|
|
reflectionProbe = UnityEditor.SupportedRenderingFeatures.ReflectionProbe.Rotation
|
|
};
|
|
|
|
return features;
|
|
}
|
|
|
|
#endif
|
|
}
|
|
}
|