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using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
using System;
using System.Collections.Generic;
namespace UnityEngine.Experimental.ScriptableRenderLoop
{
[ExecuteInEditMode]
public class FptlLighting : ScriptableRenderLoop
{
#if UNITY_EDITOR
[UnityEditor.MenuItem("Renderloop/CreateRenderLoopFPTL")]
static void CreateRenderLoopFPTL()
{
var instance = ScriptableObject.CreateInstance<FptlLighting>();
UnityEditor.AssetDatabase.CreateAsset(instance, "Assets/renderloopfptl.asset");
//AssetDatabase.CreateAsset(instance, "Assets/ScriptableRenderLoop/fptl/renderloopfptl.asset");
}
#endif
[SerializeField]
ShadowSettings m_ShadowSettings = ShadowSettings.Default;
ShadowRenderPass m_ShadowPass;
[SerializeField]
TextureSettings m_TextureSettings = TextureSettings.Default;
public Shader deferredShader;
public Shader deferredReflectionShader;
public Shader finalPassShader;
public Shader debugLightBoundsShader;
public ComputeShader buildScreenAABBShader;
public ComputeShader buildPerTileLightListShader; // FPTL
public ComputeShader buildPerBigTileLightListShader;
public ComputeShader buildPerVoxelLightListShader; // clustered
private Material m_DeferredMaterial;
private Material m_DeferredReflectionMaterial;
private static int s_GBufferAlbedo;
private static int s_GBufferSpecRough;
private static int s_GBufferNormal;
private static int s_GBufferEmission;
private static int s_GBufferZ;
private static int s_CameraTarget;
private static int s_CameraDepthTexture;
private static int s_GenAABBKernel;
private static int s_GenListPerTileKernel;
private static int s_GenListPerVoxelKernel;
private static int s_ClearVoxelAtomicKernel;
private static ComputeBuffer s_LightDataBuffer;
private static ComputeBuffer s_ConvexBoundsBuffer;
private static ComputeBuffer s_AABBBoundsBuffer;
private static ComputeBuffer s_LightList;
private static ComputeBuffer s_DirLightList;
private static ComputeBuffer s_BigTileLightList; // used for pre-pass coarse culling on 64x64 tiles
private static int s_GenListPerBigTileKernel;
// clustered light list specific buffers and data begin
public bool enableClustered = false;
public bool disableFptlWhenClustered = false; // still useful on opaques
public bool enableBigTilePrepass = true;
public bool enableDrawLightBoundsDebug = false;
public bool enableDrawTileDebug = false;
const bool k_UseDepthBuffer = true;// // only has an impact when EnableClustered is true (requires a depth-prepass)
const int k_Log2NumClusters = 6; // accepted range is from 0 to 6. NumClusters is 1<<g_iLog2NumClusters
const float k_ClustLogBase = 1.02f; // each slice 2% bigger than the previous
float m_ClustScale;
private static ComputeBuffer s_PerVoxelLightLists;
private static ComputeBuffer s_PerVoxelOffset;
private static ComputeBuffer s_PerTileLogBaseTweak;
private static ComputeBuffer s_GlobalLightListAtomic;
// clustered light list specific buffers and data end
private static int s_WidthOnRecord;
private static int s_HeightOnRecord;
Matrix4x4[] m_MatWorldToShadow = new Matrix4x4[k_MaxLights * k_MaxShadowmapPerLights];
Vector4[] m_DirShadowSplitSpheres = new Vector4[k_MaxDirectionalSplit];
Vector4[] m_Shadow3X3PCFTerms = new Vector4[4];
public const int MaxNumLights = 1024;
public const int MaxNumDirLights = 2;
public const float FltMax = 3.402823466e+38F;
const int k_MaxLights = 10;
const int k_MaxShadowmapPerLights = 6;
const int k_MaxDirectionalSplit = 4;
// Directional lights become spotlights at a far distance. This is the distance we pull back to set the spotlight origin.
const float k_DirectionalLightPullbackDistance = 10000.0f;
[NonSerialized]
private int m_WarnedTooManyLights = 0;
private TextureCache2D m_CookieTexArray;
private TextureCacheCubemap m_CubeCookieTexArray;
private TextureCacheCubemap m_CubeReflTexArray;
private SkyboxHelper m_SkyboxHelper;
private Material m_BlitMaterial;
private Material m_DebugLightBoundsMaterial;
void OnEnable()
{
Rebuild();
}
void OnValidate()
{
Rebuild();
}
void ClearComputeBuffers()
{
if (s_AABBBoundsBuffer != null)
s_AABBBoundsBuffer.Release();
if (s_ConvexBoundsBuffer != null)
s_ConvexBoundsBuffer.Release();
if (s_LightDataBuffer != null)
s_LightDataBuffer.Release();
ReleaseResolutionDependentBuffers();
if (s_DirLightList != null)
s_DirLightList.Release();
if (enableClustered)
{
if (s_GlobalLightListAtomic != null)
s_GlobalLightListAtomic.Release();
}
}
public override void Rebuild()
{
ClearComputeBuffers();
s_GBufferAlbedo = Shader.PropertyToID("_CameraGBufferTexture0");
s_GBufferSpecRough = Shader.PropertyToID("_CameraGBufferTexture1");
s_GBufferNormal = Shader.PropertyToID("_CameraGBufferTexture2");
s_GBufferEmission = Shader.PropertyToID("_CameraGBufferTexture3");
s_GBufferZ = Shader.PropertyToID("_CameraGBufferZ"); // used while rendering into G-buffer+
s_CameraDepthTexture = Shader.PropertyToID("_CameraDepthTexture"); // copy of that for later sampling in shaders
s_CameraTarget = Shader.PropertyToID("_CameraTarget");
m_DeferredMaterial = new Material(deferredShader);
m_DeferredReflectionMaterial = new Material(deferredReflectionShader);
m_DeferredMaterial.hideFlags = HideFlags.HideAndDontSave;
m_DeferredReflectionMaterial.hideFlags = HideFlags.HideAndDontSave;
s_GenAABBKernel = buildScreenAABBShader.FindKernel("ScreenBoundsAABB");
s_GenListPerTileKernel = buildPerTileLightListShader.FindKernel(enableBigTilePrepass ? "TileLightListGen_SrcBigTile" : "TileLightListGen");
s_AABBBoundsBuffer = new ComputeBuffer(2 * MaxNumLights, 3 * sizeof(float));
s_ConvexBoundsBuffer = new ComputeBuffer(MaxNumLights, System.Runtime.InteropServices.Marshal.SizeOf(typeof(SFiniteLightBound)));
s_LightDataBuffer = new ComputeBuffer(MaxNumLights, System.Runtime.InteropServices.Marshal.SizeOf(typeof(SFiniteLightData)));
s_DirLightList = new ComputeBuffer(MaxNumDirLights, System.Runtime.InteropServices.Marshal.SizeOf(typeof(DirectionalLight)));
buildScreenAABBShader.SetBuffer(s_GenAABBKernel, "g_data", s_ConvexBoundsBuffer);
//m_BuildScreenAABBShader.SetBuffer(kGenAABBKernel, "g_vBoundsBuffer", m_aabbBoundsBuffer);
m_DeferredMaterial.SetBuffer("g_vLightData", s_LightDataBuffer);
m_DeferredMaterial.SetBuffer("g_dirLightData", s_DirLightList);
m_DeferredReflectionMaterial.SetBuffer("g_vLightData", s_LightDataBuffer);
buildPerTileLightListShader.SetBuffer(s_GenListPerTileKernel, "g_vBoundsBuffer", s_AABBBoundsBuffer);
buildPerTileLightListShader.SetBuffer(s_GenListPerTileKernel, "g_vLightData", s_LightDataBuffer);
buildPerTileLightListShader.SetBuffer(s_GenListPerTileKernel, "g_data", s_ConvexBoundsBuffer);
if (enableClustered)
{
var kernelName = enableBigTilePrepass ? (k_UseDepthBuffer ? "TileLightListGen_DepthRT_SrcBigTile" : "TileLightListGen_NoDepthRT_SrcBigTile") : (k_UseDepthBuffer ? "TileLightListGen_DepthRT" : "TileLightListGen_NoDepthRT");
s_GenListPerVoxelKernel = buildPerVoxelLightListShader.FindKernel(kernelName);
s_ClearVoxelAtomicKernel = buildPerVoxelLightListShader.FindKernel("ClearAtomic");
buildPerVoxelLightListShader.SetBuffer(s_GenListPerVoxelKernel, "g_vBoundsBuffer", s_AABBBoundsBuffer);
buildPerVoxelLightListShader.SetBuffer(s_GenListPerVoxelKernel, "g_vLightData", s_LightDataBuffer);
buildPerVoxelLightListShader.SetBuffer(s_GenListPerVoxelKernel, "g_data", s_ConvexBoundsBuffer);
s_GlobalLightListAtomic = new ComputeBuffer(1, sizeof(uint));
}
if(enableBigTilePrepass)
{
s_GenListPerBigTileKernel = buildPerBigTileLightListShader.FindKernel("BigTileLightListGen");
buildPerBigTileLightListShader.SetBuffer(s_GenListPerBigTileKernel, "g_vBoundsBuffer", s_AABBBoundsBuffer);
buildPerBigTileLightListShader.SetBuffer(s_GenListPerBigTileKernel, "g_vLightData", s_LightDataBuffer);
buildPerBigTileLightListShader.SetBuffer(s_GenListPerBigTileKernel, "g_data", s_ConvexBoundsBuffer);
}
m_CookieTexArray = new TextureCache2D();
m_CubeCookieTexArray = new TextureCacheCubemap();
m_CubeReflTexArray = new TextureCacheCubemap();
m_CookieTexArray.AllocTextureArray(8, (int)m_TextureSettings.spotCookieSize, (int)m_TextureSettings.spotCookieSize, TextureFormat.RGBA32, true);
m_CubeCookieTexArray.AllocTextureArray(4, (int)m_TextureSettings.pointCookieSize, TextureFormat.RGBA32, true);
m_CubeReflTexArray.AllocTextureArray(64, (int)m_TextureSettings.reflectionCubemapSize, TextureFormat.BC6H, true);
//m_DeferredMaterial.SetTexture("_spotCookieTextures", m_cookieTexArray.GetTexCache());
//m_DeferredMaterial.SetTexture("_pointCookieTextures", m_cubeCookieTexArray.GetTexCache());
//m_DeferredReflectionMaterial.SetTexture("_reflCubeTextures", m_cubeReflTexArray.GetTexCache());
m_MatWorldToShadow = new Matrix4x4[k_MaxLights * k_MaxShadowmapPerLights];
m_DirShadowSplitSpheres = new Vector4[k_MaxDirectionalSplit];
m_Shadow3X3PCFTerms = new Vector4[4];
m_ShadowPass = new ShadowRenderPass(m_ShadowSettings);
m_SkyboxHelper = new SkyboxHelper();
m_SkyboxHelper.CreateMesh();
m_BlitMaterial = new Material(finalPassShader) { hideFlags = HideFlags.HideAndDontSave };
m_DebugLightBoundsMaterial = new Material(debugLightBoundsShader) { hideFlags = HideFlags.HideAndDontSave };
s_LightList = null;
s_BigTileLightList = null;
}
void OnDisable()
{
// RenderLoop.renderLoopDelegate -= ExecuteRenderLoop;
if (m_DeferredMaterial) DestroyImmediate(m_DeferredMaterial);
if (m_DeferredReflectionMaterial) DestroyImmediate(m_DeferredReflectionMaterial);
if (m_BlitMaterial) DestroyImmediate(m_BlitMaterial);
if (m_DebugLightBoundsMaterial) DestroyImmediate(m_DebugLightBoundsMaterial);
m_CookieTexArray.Release();
m_CubeCookieTexArray.Release();
m_CubeReflTexArray.Release();
s_AABBBoundsBuffer.Release();
s_ConvexBoundsBuffer.Release();
s_LightDataBuffer.Release();
ReleaseResolutionDependentBuffers();
s_DirLightList.Release();
if (enableClustered)
{
s_GlobalLightListAtomic.Release();
}
}
static void SetupGBuffer(int width, int height, CommandBuffer cmd)
{
var format10 = RenderTextureFormat.ARGB32;
if (SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGB2101010))
format10 = RenderTextureFormat.ARGB2101010;
var formatHDR = RenderTextureFormat.DefaultHDR;
//@TODO: cleanup, right now only because we want to use unmodified Standard shader that encodes emission differently based on HDR or not,
// so we make it think we always render in HDR
cmd.EnableShaderKeyword ("UNITY_HDR_ON");
//@TODO: GetGraphicsCaps().buggyMRTSRGBWriteFlag
cmd.GetTemporaryRT(s_GBufferAlbedo, width, height, 0, FilterMode.Point, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default);
cmd.GetTemporaryRT(s_GBufferSpecRough, width, height, 0, FilterMode.Point, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default);
cmd.GetTemporaryRT(s_GBufferNormal, width, height, 0, FilterMode.Point, format10, RenderTextureReadWrite.Linear);
cmd.GetTemporaryRT(s_GBufferEmission, width, height, 0, FilterMode.Point, formatHDR, RenderTextureReadWrite.Linear);
cmd.GetTemporaryRT(s_GBufferZ, width, height, 24, FilterMode.Point, RenderTextureFormat.Depth);
cmd.GetTemporaryRT(s_CameraDepthTexture, width, height, 24, FilterMode.Point, RenderTextureFormat.Depth);
cmd.GetTemporaryRT(s_CameraTarget, width, height, 0, FilterMode.Point, formatHDR, RenderTextureReadWrite.Default);
var colorMRTs = new RenderTargetIdentifier[4] { s_GBufferAlbedo, s_GBufferSpecRough, s_GBufferNormal, s_GBufferEmission };
cmd.SetRenderTarget(colorMRTs, new RenderTargetIdentifier(s_GBufferZ));
cmd.ClearRenderTarget(true, true, new Color(0, 0, 0, 0));
//@TODO: render VR occlusion mesh
}
static void RenderGBuffer(CullResults cull, Camera camera, RenderLoop loop)
{
// setup GBuffer for rendering
var cmd = new CommandBuffer { name = "Create G-Buffer" };
SetupGBuffer(camera.pixelWidth, camera.pixelHeight, cmd);
loop.ExecuteCommandBuffer(cmd);
cmd.Dispose();
// render opaque objects using Deferred pass
var settings = new DrawRendererSettings(cull, camera, new ShaderPassName("Deferred"))
{
sorting = {sortOptions = SortOptions.SortByMaterialThenMesh},
rendererConfiguration = RendererConfiguration.PerObjectLightmaps
};
//@TODO: need to get light probes + LPPV too?
settings.inputCullingOptions.SetQueuesOpaque();
settings.rendererConfiguration = RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbe;
loop.DrawRenderers(ref settings);
}
void RenderForward(CullResults cull, Camera camera, RenderLoop loop, bool opaquesOnly)
{
var cmd = new CommandBuffer { name = opaquesOnly ? "Prep Opaques Only Forward Pass" : "Prep Forward Pass" };
bool useFptl = opaquesOnly && UsingFptl(); // requires depth pre-pass for forward opaques!
bool haveTiledSolution = opaquesOnly || enableClustered;
cmd.EnableShaderKeyword(haveTiledSolution ? "TILED_FORWARD" : "REGULAR_FORWARD" );
cmd.SetGlobalFloat("g_isOpaquesOnlyEnabled", useFptl ? 1 : 0); // leaving this as a dynamic toggle for now for forward opaques to keep shader variants down.
cmd.SetGlobalBuffer("g_vLightListGlobal", useFptl ? s_LightList : s_PerVoxelLightLists);
loop.ExecuteCommandBuffer(cmd);
cmd.Dispose();
// render opaque objects using Deferred pass
var settings = new DrawRendererSettings(cull, camera, new ShaderPassName("ForwardSinglePass"))
{
sorting = { sortOptions = SortOptions.SortByMaterialThenMesh }
};
settings.rendererConfiguration = RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbe;
if (opaquesOnly) settings.inputCullingOptions.SetQueuesOpaque();
else settings.inputCullingOptions.SetQueuesTransparent();
loop.DrawRenderers(ref settings);
}
static void DepthOnlyForForwardOpaques(CullResults cull, Camera camera, RenderLoop loop)
{
var cmd = new CommandBuffer { name = "Forward Opaques - Depth Only" };
cmd.SetRenderTarget(new RenderTargetIdentifier(s_GBufferZ));
loop.ExecuteCommandBuffer(cmd);
cmd.Dispose();
// render opaque objects using Deferred pass
var settings = new DrawRendererSettings(cull, camera, new ShaderPassName("DepthOnly"))
{
sorting = { sortOptions = SortOptions.SortByMaterialThenMesh }
};
settings.inputCullingOptions.SetQueuesOpaque();
loop.DrawRenderers(ref settings);
}
bool UsingFptl()
{
bool isEnabledMSAA = false;
Debug.Assert((!isEnabledMSAA) || enableClustered);
bool disableFptl = (disableFptlWhenClustered && enableClustered) || isEnabledMSAA;
return !disableFptl;
}
static void CopyDepthAfterGBuffer(RenderLoop loop)
{
var cmd = new CommandBuffer { name = "Copy depth" };
cmd.CopyTexture(new RenderTargetIdentifier(s_GBufferZ), new RenderTargetIdentifier(s_CameraDepthTexture));
loop.ExecuteCommandBuffer(cmd);
cmd.Dispose();
}
void DoTiledDeferredLighting(Camera camera, RenderLoop loop)
{
var bUseClusteredForDeferred = !UsingFptl(); // doesn't work on reflections yet but will soon
var cmd = new CommandBuffer();
m_DeferredMaterial.EnableKeyword(bUseClusteredForDeferred ? "USE_CLUSTERED_LIGHTLIST" : "USE_FPTL_LIGHTLIST");
m_DeferredReflectionMaterial.EnableKeyword(bUseClusteredForDeferred ? "USE_CLUSTERED_LIGHTLIST" : "USE_FPTL_LIGHTLIST");
if (enableDrawTileDebug)
m_DeferredMaterial.EnableKeyword("ENABLE_DEBUG");
else
m_DeferredMaterial.DisableKeyword("ENABLE_DEBUG");
cmd.SetGlobalBuffer("g_vLightListGlobal", bUseClusteredForDeferred ? s_PerVoxelLightLists : s_LightList); // opaques list (unless MSAA possibly)
// In case of bUseClusteredForDeferred disable toggle option since we're using m_perVoxelLightLists as opposed to lightList
if (bUseClusteredForDeferred)
{
cmd.SetGlobalFloat("g_isOpaquesOnlyEnabled", 0);
}
cmd.name = "DoTiledDeferredLighting";
//cmd.SetRenderTarget(new RenderTargetIdentifier(kGBufferEmission), new RenderTargetIdentifier(kGBufferZ));
//cmd.Blit (kGBufferNormal, (RenderTexture)null); // debug: display normals
cmd.Blit(0, s_CameraTarget, m_DeferredMaterial, 0);
cmd.Blit(0, s_CameraTarget, m_DeferredReflectionMaterial, 0);
// Set the intermediate target for compositing (skybox, etc)
cmd.SetRenderTarget(new RenderTargetIdentifier(s_CameraTarget), new RenderTargetIdentifier(s_CameraDepthTexture));
loop.ExecuteCommandBuffer(cmd);
cmd.Dispose();
}
static void SetMatrixCS(CommandBuffer cmd, ComputeShader shadercs, string name, Matrix4x4 mat)
{
var data = new float[16];
for (int c = 0; c < 4; c++)
for (int r = 0; r < 4; r++)
data[4 * c + r] = mat[r, c];
cmd.SetComputeFloatParams(shadercs, name, data);
}
static int UpdateDirectionalLights(Camera camera, IList<VisibleLight> visibleLights)
{
var dirLightCount = 0;
var lights = new List<DirectionalLight>();
var worldToView = camera.worldToCameraMatrix;
for (int nLight = 0; nLight < visibleLights.Count; nLight++)
{
var light = visibleLights[nLight];
if (light.lightType == LightType.Directional)
{
Debug.Assert(dirLightCount < MaxNumDirLights, "Too many directional lights.");
var l = new DirectionalLight();
var lightToWorld = light.localToWorld;
Vector3 lightDir = lightToWorld.GetColumn(2); // Z axis in world space
// represents a left hand coordinate system in world space
Vector3 vx = lightToWorld.GetColumn(0); // X axis in world space
Vector3 vy = lightToWorld.GetColumn(1); // Y axis in world space
var vz = lightDir; // Z axis in world space
vx = worldToView.MultiplyVector(vx);
vy = worldToView.MultiplyVector(vy);
vz = worldToView.MultiplyVector(vz);
l.shadowLightIndex = (light.light.shadows != LightShadows.None) ? (uint)nLight : 0xffffffff;
l.lightAxisX = vx;
l.lightAxisY = vy;
l.lightAxisZ = vz;
l.color.Set(light.finalColor.r, light.finalColor.g, light.finalColor.b);
l.intensity = light.light.intensity;
lights.Add(l);
dirLightCount++;
}
}
s_DirLightList.SetData(lights.ToArray());
return dirLightCount;
}
void UpdateShadowConstants(IList<VisibleLight> visibleLights, ref ShadowOutput shadow)
{
var nNumLightsIncludingTooMany = 0;
var numLights = 0;
var lightShadowIndex_LightParams = new Vector4[k_MaxLights];
var lightFalloffParams = new Vector4[k_MaxLights];
for (int nLight = 0; nLight < visibleLights.Count; nLight++)
{
nNumLightsIncludingTooMany++;
if (nNumLightsIncludingTooMany > k_MaxLights)
continue;
var light = visibleLights[nLight];
var lightType = light.lightType;
var position = light.light.transform.position;
var lightDir = light.light.transform.forward.normalized;
// Setup shadow data arrays
var hasShadows = shadow.GetShadowSliceCountLightIndex(nLight) != 0;
if (lightType == LightType.Directional)
{
lightShadowIndex_LightParams[numLights] = new Vector4(0, 0, 1, 1);
lightFalloffParams[numLights] = new Vector4(0.0f, 0.0f, float.MaxValue, (float)lightType);
if (hasShadows)
{
for (int s = 0; s < k_MaxDirectionalSplit; ++s)
{
m_DirShadowSplitSpheres[s] = shadow.directionalShadowSplitSphereSqr[s];
}
}
}
else if (lightType == LightType.Point)
{
lightShadowIndex_LightParams[numLights] = new Vector4(0, 0, 1, 1);
lightFalloffParams[numLights] = new Vector4(1.0f, 0.0f, light.range * light.range, (float)lightType);
}
else if (lightType == LightType.Spot)
{
lightShadowIndex_LightParams[numLights] = new Vector4(0, 0, 1, 1);
lightFalloffParams[numLights] = new Vector4(1.0f, 0.0f, light.range * light.range, (float)lightType);
}
if (hasShadows)
{
// Enable shadows
lightShadowIndex_LightParams[numLights].x = 1;
for (int s = 0; s < shadow.GetShadowSliceCountLightIndex(nLight); ++s)
{
var shadowSliceIndex = shadow.GetShadowSliceIndex(nLight, s);
m_MatWorldToShadow[numLights * k_MaxShadowmapPerLights + s] = shadow.shadowSlices[shadowSliceIndex].shadowTransform.transpose;
}
}
numLights++;
}
// Warn if too many lights found
if (nNumLightsIncludingTooMany > k_MaxLights)
{
if (nNumLightsIncludingTooMany > m_WarnedTooManyLights)
{
Debug.LogError("ERROR! Found " + nNumLightsIncludingTooMany + " runtime lights! Valve renderer supports up to " + k_MaxLights +
" active runtime lights at a time!\nDisabling " + (nNumLightsIncludingTooMany - k_MaxLights) + " runtime light" +
((nNumLightsIncludingTooMany - k_MaxLights) > 1 ? "s" : "") + "!\n");
}
m_WarnedTooManyLights = nNumLightsIncludingTooMany;
}
else
{
if (m_WarnedTooManyLights > 0)
{
m_WarnedTooManyLights = 0;
Debug.Log("SUCCESS! Found " + nNumLightsIncludingTooMany + " runtime lights which is within the supported number of lights, " + k_MaxLights + ".\n\n");
}
}
// PCF 3x3 Shadows
var flTexelEpsilonX = 1.0f / m_ShadowSettings.shadowAtlasWidth;
var flTexelEpsilonY = 1.0f / m_ShadowSettings.shadowAtlasHeight;
m_Shadow3X3PCFTerms[0] = new Vector4(20.0f / 267.0f, 33.0f / 267.0f, 55.0f / 267.0f, 0.0f);
m_Shadow3X3PCFTerms[1] = new Vector4(flTexelEpsilonX, flTexelEpsilonY, -flTexelEpsilonX, -flTexelEpsilonY);
m_Shadow3X3PCFTerms[2] = new Vector4(flTexelEpsilonX, flTexelEpsilonY, 0.0f, 0.0f);
m_Shadow3X3PCFTerms[3] = new Vector4(-flTexelEpsilonX, -flTexelEpsilonY, 0.0f, 0.0f);
}
int GenerateSourceLightBuffers(Camera camera, CullResults inputs)
{
var probes = inputs.visibleReflectionProbes;
//ReflectionProbe[] probes = Object.FindObjectsOfType<ReflectionProbe>();
var numModels = (int)LightDefinitions.NR_LIGHT_MODELS;
var numVolTypes = (int)LightDefinitions.MAX_TYPES;
var numEntries = new int[numModels,numVolTypes];
var offsets = new int[numModels,numVolTypes];
var numEntries2nd = new int[numModels,numVolTypes];
// first pass. Figure out how much we have of each and establish offsets
foreach (var cl in inputs.visibleLights)
{
var volType = cl.lightType==LightType.Spot ? LightDefinitions.SPOT_LIGHT : (cl.lightType==LightType.Point ? LightDefinitions.SPHERE_LIGHT : -1);
if(volType>=0) ++numEntries[LightDefinitions.DIRECT_LIGHT,volType];
}
foreach (var rl in probes)
{
var volType = LightDefinitions.BOX_LIGHT; // always a box for now
if(rl.texture!=null) ++numEntries[LightDefinitions.REFLECTION_LIGHT,volType];
}
// add decals here too similar to the above
// establish offsets
for(var m=0; m<numModels; m++)
{
offsets[m,0] = m==0 ? 0 : (numEntries[m-1,numVolTypes-1] + offsets[m-1,numVolTypes-1]);
for(var v=1; v<numVolTypes; v++) offsets[m,v] = numEntries[m,v-1]+offsets[m,v-1];
}
var numLights = inputs.visibleLights.Length;
var numProbes = probes.Length;
var numVolumes = numLights + numProbes;
var lightData = new SFiniteLightData[numVolumes];
var boundData = new SFiniteLightBound[numVolumes];
var worldToView = camera.worldToCameraMatrix;
uint shadowLightIndex = 0;
foreach (var cl in inputs.visibleLights)
{
var range = cl.range;
var lightToWorld = cl.localToWorld;
//Matrix4x4 worldToLight = l.worldToLocal;
Vector3 lightPos = lightToWorld.GetColumn(3);
var bound = new SFiniteLightBound();
var light = new SFiniteLightData();
bound.boxAxisX.Set(1, 0, 0);
bound.boxAxisY.Set(0, 1, 0);
bound.boxAxisZ.Set(0, 0, 1);
bound.scaleXY.Set(1.0f, 1.0f);
bound.radius = range;
light.flags = 0;
light.recipRange = 1.0f / range;
light.color.Set(cl.finalColor.r, cl.finalColor.g, cl.finalColor.b);
light.sliceIndex = 0;
light.lightModel = (uint)LightDefinitions.DIRECT_LIGHT;
light.shadowLightIndex = shadowLightIndex;
shadowLightIndex++;
var bHasCookie = cl.light.cookie != null;
var bHasShadow = cl.light.shadows != LightShadows.None;
var idxOut = 0;
if (cl.lightType == LightType.Spot)
{
var isCircularSpot = !bHasCookie;
if (!isCircularSpot) // square spots always have cookie
{
light.sliceIndex = m_CookieTexArray.FetchSlice(cl.light.cookie);
}
Vector3 lightDir = lightToWorld.GetColumn(2); // Z axis in world space
// represents a left hand coordinate system in world space
Vector3 vx = lightToWorld.GetColumn(0); // X axis in world space
Vector3 vy = lightToWorld.GetColumn(1); // Y axis in world space
var vz = lightDir; // Z axis in world space
// transform to camera space (becomes a left hand coordinate frame in Unity since Determinant(worldToView)<0)
vx = worldToView.MultiplyVector(vx);
vy = worldToView.MultiplyVector(vy);
vz = worldToView.MultiplyVector(vz);
const float pi = 3.1415926535897932384626433832795f;
const float degToRad = (float)(pi / 180.0);
const float radToDeg = (float)(180.0 / pi);
//float sa = cl.GetSpotAngle(); // total field of view from left to right side
var sa = radToDeg * (2 * Mathf.Acos(1.0f / cl.invCosHalfSpotAngle)); // spot angle doesn't exist in the structure so reversing it for now.
var cs = Mathf.Cos(0.5f * sa * degToRad);
var si = Mathf.Sin(0.5f * sa * degToRad);
var ta = cs > 0.0f ? (si / cs) : FltMax;
var cota = si > 0.0f ? (cs / si) : FltMax;
//const float cotasa = l.GetCotanHalfSpotAngle();
// apply nonuniform scale to OBB of spot light
var squeeze = true;//sa < 0.7f * 90.0f; // arb heuristic
var fS = squeeze ? ta : si;
bound.center = worldToView.MultiplyPoint(lightPos + ((0.5f * range) * lightDir)); // use mid point of the spot as the center of the bounding volume for building screen-space AABB for tiled lighting.
light.lightAxisX = vx;
light.lightAxisY = vy;
light.lightAxisZ = vz;
// scale axis to match box or base of pyramid
bound.boxAxisX = (fS * range) * vx;
bound.boxAxisY = (fS * range) * vy;
bound.boxAxisZ = (0.5f * range) * vz;
// generate bounding sphere radius
var fAltDx = si;
var fAltDy = cs;
fAltDy = fAltDy - 0.5f;
//if(fAltDy<0) fAltDy=-fAltDy;
fAltDx *= range; fAltDy *= range;
var altDist = Mathf.Sqrt(fAltDy * fAltDy + (isCircularSpot ? 1.0f : 2.0f) * fAltDx * fAltDx);
bound.radius = altDist > (0.5f * range) ? altDist : (0.5f * range); // will always pick fAltDist
bound.scaleXY = squeeze ? new Vector2(0.01f, 0.01f) : new Vector2(1.0f, 1.0f);
// fill up ldata
light.lightType = (uint)LightDefinitions.SPOT_LIGHT;
light.lightPos = worldToView.MultiplyPoint(lightPos);
light.radiusSq = range * range;
light.penumbra = cs;
light.cotan = cota;
light.flags |= (isCircularSpot ? LightDefinitions.IS_CIRCULAR_SPOT_SHAPE : 0);
light.flags |= (bHasCookie ? LightDefinitions.HAS_COOKIE_TEXTURE : 0);
light.flags |= (bHasShadow ? LightDefinitions.HAS_SHADOW : 0);
int i = LightDefinitions.DIRECT_LIGHT, j = LightDefinitions.SPOT_LIGHT;
idxOut = numEntries2nd[i,j] + offsets[i,j]; ++numEntries2nd[i,j];
}
else if (cl.lightType == LightType.Point)
{
if (bHasCookie)
{
light.sliceIndex = m_CubeCookieTexArray.FetchSlice(cl.light.cookie);
}
bound.center = worldToView.MultiplyPoint(lightPos);
bound.boxAxisX.Set(range, 0, 0);
bound.boxAxisY.Set(0, range, 0);
bound.boxAxisZ.Set(0, 0, -range); // transform to camera space (becomes a left hand coordinate frame in Unity since Determinant(worldToView)<0)
bound.scaleXY.Set(1.0f, 1.0f);
bound.radius = range;
// represents a left hand coordinate system in world space since det(worldToView)<0
var lightToView = worldToView * lightToWorld;
Vector3 vx = lightToView.GetColumn(0);
Vector3 vy = lightToView.GetColumn(1);
Vector3 vz = lightToView.GetColumn(2);
// fill up ldata
light.lightType = (uint)LightDefinitions.SPHERE_LIGHT;
light.lightPos = bound.center;
light.radiusSq = range * range;
light.lightAxisX = vx;
light.lightAxisY = vy;
light.lightAxisZ = vz;
light.flags |= (bHasCookie ? LightDefinitions.HAS_COOKIE_TEXTURE : 0);
light.flags |= (bHasShadow ? LightDefinitions.HAS_SHADOW : 0);
int i = LightDefinitions.DIRECT_LIGHT, j = LightDefinitions.SPHERE_LIGHT;
idxOut = numEntries2nd[i,j] + offsets[i,j]; ++numEntries2nd[i,j];
}
else
{
//Assert(false);
}
// next light
if (cl.lightType == LightType.Spot || cl.lightType == LightType.Point)
{
boundData[idxOut] = bound;
lightData[idxOut] = light;
}
}
var numLightsOut = offsets[LightDefinitions.DIRECT_LIGHT, numVolTypes-1] + numEntries[LightDefinitions.DIRECT_LIGHT, numVolTypes-1];
// probe.m_BlendDistance
// Vector3f extents = 0.5*Abs(probe.m_BoxSize);
// C center of rendered refl box <-- GetComponent (Transform).GetPosition() + m_BoxOffset;
// cube map capture point: GetComponent (Transform).GetPosition()
// shader parameter min and max are C+/-(extents+blendDistance)
foreach (var rl in probes)
{
var cubemap = rl.texture;
// always a box for now
if (cubemap == null)
continue;
var bndData = new SFiniteLightBound();
var lgtData = new SFiniteLightData();
var idxOut = 0;
lgtData.flags = 0;
var bnds = rl.bounds;
var boxOffset = rl.center; // reflection volume offset relative to cube map capture point
var blendDistance = rl.blendDistance;
float imp = rl.importance;
var mat = rl.localToWorld;
//Matrix4x4 mat = rl.transform.localToWorldMatrix;
Vector3 cubeCapturePos = mat.GetColumn(3); // cube map capture position in world space
// implicit in CalculateHDRDecodeValues() --> float ints = rl.intensity;
var boxProj = (rl.boxProjection != 0);
var decodeVals = rl.hdr;
//Vector4 decodeVals = rl.CalculateHDRDecodeValues();
// C is reflection volume center in world space (NOT same as cube map capture point)
var e = bnds.extents; // 0.5f * Vector3.Max(-boxSizes[p], boxSizes[p]);
//Vector3 C = bnds.center; // P + boxOffset;
var C = mat.MultiplyPoint(boxOffset); // same as commented out line above when rot is identity
//Vector3 posForShaderParam = bnds.center - boxOffset; // gives same as rl.GetComponent<Transform>().position;
var posForShaderParam = cubeCapturePos; // same as commented out line above when rot is identity
var combinedExtent = e + new Vector3(blendDistance, blendDistance, blendDistance);
Vector3 vx = mat.GetColumn(0);
Vector3 vy = mat.GetColumn(1);
Vector3 vz = mat.GetColumn(2);
// transform to camera space (becomes a left hand coordinate frame in Unity since Determinant(worldToView)<0)
vx = worldToView.MultiplyVector(vx);
vy = worldToView.MultiplyVector(vy);
vz = worldToView.MultiplyVector(vz);
var Cw = worldToView.MultiplyPoint(C);
if (boxProj) lgtData.flags |= LightDefinitions.IS_BOX_PROJECTED;
lgtData.lightPos = Cw;
lgtData.lightAxisX = vx;
lgtData.lightAxisY = vy;
lgtData.lightAxisZ = vz;
lgtData.localCubeCapturePoint = -boxOffset;
lgtData.probeBlendDistance = blendDistance;
lgtData.lightIntensity = decodeVals.x;
lgtData.decodeExp = decodeVals.y;
lgtData.sliceIndex = m_CubeReflTexArray.FetchSlice(cubemap);
var delta = combinedExtent - e;
lgtData.boxInnerDist = e;
lgtData.boxInvRange.Set(1.0f / delta.x, 1.0f / delta.y, 1.0f / delta.z);
bndData.center = Cw;
bndData.boxAxisX = combinedExtent.x * vx;
bndData.boxAxisY = combinedExtent.y * vy;
bndData.boxAxisZ = combinedExtent.z * vz;
bndData.scaleXY.Set(1.0f, 1.0f);
bndData.radius = combinedExtent.magnitude;
// fill up ldata
lgtData.lightType = (uint)LightDefinitions.BOX_LIGHT;
lgtData.lightModel = (uint)LightDefinitions.REFLECTION_LIGHT;
int i = LightDefinitions.REFLECTION_LIGHT, j = LightDefinitions.BOX_LIGHT;
idxOut = numEntries2nd[i,j] + offsets[i,j]; ++numEntries2nd[i,j];
boundData[idxOut] = bndData;
lightData[idxOut] = lgtData;
}
var numProbesOut = offsets[LightDefinitions.REFLECTION_LIGHT, numVolTypes-1] + numEntries[LightDefinitions.REFLECTION_LIGHT, numVolTypes-1];
for(var m=0; m<numModels; m++)
{
for(var v=0; v<numVolTypes; v++)
Debug.Assert(numEntries[m,v]==numEntries2nd[m, v], "count mismatch on second pass!");
}
s_ConvexBoundsBuffer.SetData(boundData);
s_LightDataBuffer.SetData(lightData);
return numLightsOut + numProbesOut;
}
public override void Render(Camera[] cameras, RenderLoop renderLoop)
{
foreach (var camera in cameras)
{
CullingParameters cullingParams;
if (!CullResults.GetCullingParameters(camera, out cullingParams))
continue;
m_ShadowPass.UpdateCullingParameters(ref cullingParams);
var cullResults = CullResults.Cull(ref cullingParams, renderLoop);
ExecuteRenderLoop(camera, cullResults, renderLoop);
}
renderLoop.Submit();
}
void FinalPass(RenderLoop loop)
{
var cmd = new CommandBuffer { name = "FinalPass" };
cmd.Blit(s_CameraTarget, BuiltinRenderTextureType.CameraTarget, m_BlitMaterial, 0);
loop.ExecuteCommandBuffer(cmd);
cmd.Dispose();
}
void ExecuteRenderLoop(Camera camera, CullResults cullResults, RenderLoop loop)
{
var w = camera.pixelWidth;
var h = camera.pixelHeight;
ResizeIfNecessary(w, h);
// do anything we need to do upon a new frame.
NewFrame ();
ShadowOutput shadows;
m_ShadowPass.Render(loop, cullResults, out shadows);
//m_DeferredMaterial.SetInt("_SrcBlend", camera.hdr ? (int)BlendMode.One : (int)BlendMode.DstColor);
//m_DeferredMaterial.SetInt("_DstBlend", camera.hdr ? (int)BlendMode.One : (int)BlendMode.Zero);
//m_DeferredReflectionMaterial.SetInt("_SrcBlend", camera.hdr ? (int)BlendMode.One : (int)BlendMode.DstColor);
//m_DeferredReflectionMaterial.SetInt("_DstBlend", camera.hdr ? (int)BlendMode.One : (int)BlendMode.Zero);
loop.SetupCameraProperties(camera);
UpdateShadowConstants (cullResults.visibleLights, ref shadows);
RenderGBuffer(cullResults, camera, loop);
DepthOnlyForForwardOpaques(cullResults, camera, loop);
//@TODO: render forward-only objects into depth buffer
CopyDepthAfterGBuffer(loop);
//@TODO: render reflection probes
//RenderLighting(camera, inputs, loop);
//
var proj = camera.projectionMatrix;
var temp = new Matrix4x4();
temp.SetRow(0, new Vector4(1.0f, 0.0f, 0.0f, 0.0f));
temp.SetRow(1, new Vector4(0.0f, 1.0f, 0.0f, 0.0f));
temp.SetRow(2, new Vector4(0.0f, 0.0f, 0.5f, 0.5f));
temp.SetRow(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f));
var projh = temp * proj;
var invProjh = projh.inverse;
temp.SetRow(0, new Vector4(0.5f * w, 0.0f, 0.0f, 0.5f * w));
temp.SetRow(1, new Vector4(0.0f, 0.5f * h, 0.0f, 0.5f * h));
temp.SetRow(2, new Vector4(0.0f, 0.0f, 0.5f, 0.5f));
temp.SetRow(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f));
var projscr = temp * proj;
var invProjscr = projscr.inverse;
var numLights = GenerateSourceLightBuffers(camera, cullResults);
var numTilesX = (w + 15) / 16;
var numTilesY = (h + 15) / 16;
var numBigTilesX = (w + 63) / 64;
var numBigTilesY = (h + 63) / 64;
//ComputeBuffer lightList = new ComputeBuffer(nrTilesX * nrTilesY * (32 / 2), sizeof(uint));
var cmd = new CommandBuffer() { name = "Build light list" };
// generate screen-space AABBs (used for both fptl and clustered).
cmd.SetComputeIntParam(buildScreenAABBShader, "g_iNrVisibLights", numLights);
SetMatrixCS(cmd, buildScreenAABBShader, "g_mProjection", projh);
SetMatrixCS(cmd, buildScreenAABBShader, "g_mInvProjection", invProjh);
cmd.SetComputeBufferParam(buildScreenAABBShader, s_GenAABBKernel, "g_vBoundsBuffer", s_AABBBoundsBuffer);
cmd.DispatchCompute(buildScreenAABBShader, s_GenAABBKernel, (numLights + 7) / 8, 1, 1);
// enable coarse 2D pass on 64x64 tiles.
if(enableBigTilePrepass)
{
cmd.SetComputeIntParams(buildPerBigTileLightListShader, "g_viDimensions", new int[2] { w, h });
cmd.SetComputeIntParam(buildPerBigTileLightListShader, "g_iNrVisibLights", numLights);
SetMatrixCS(cmd, buildPerBigTileLightListShader, "g_mScrProjection", projscr);
SetMatrixCS(cmd, buildPerBigTileLightListShader, "g_mInvScrProjection", invProjscr);
cmd.SetComputeFloatParam(buildPerBigTileLightListShader, "g_fNearPlane", camera.nearClipPlane);
cmd.SetComputeFloatParam(buildPerBigTileLightListShader, "g_fFarPlane", camera.farClipPlane);
cmd.SetComputeBufferParam(buildPerBigTileLightListShader, s_GenListPerBigTileKernel, "g_vLightList", s_BigTileLightList);
cmd.DispatchCompute(buildPerBigTileLightListShader, s_GenListPerBigTileKernel, numBigTilesX, numBigTilesY, 1);
}
if( UsingFptl() )
{
cmd.SetComputeIntParams(buildPerTileLightListShader, "g_viDimensions", new int[2] { w, h });
cmd.SetComputeIntParam(buildPerTileLightListShader, "g_iNrVisibLights", numLights);
SetMatrixCS(cmd, buildPerTileLightListShader, "g_mScrProjection", projscr);
SetMatrixCS(cmd, buildPerTileLightListShader, "g_mInvScrProjection", invProjscr);
cmd.SetComputeTextureParam(buildPerTileLightListShader, s_GenListPerTileKernel, "g_depth_tex", new RenderTargetIdentifier(s_CameraDepthTexture));
cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, "g_vLightList", s_LightList);
if(enableBigTilePrepass) cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, "g_vBigTileLightList", s_BigTileLightList);
cmd.DispatchCompute(buildPerTileLightListShader, s_GenListPerTileKernel, numTilesX, numTilesY, 1);
}
if (enableClustered)
{
VoxelLightListGeneration(cmd, camera, numLights, projscr, invProjscr);
}
loop.ExecuteCommandBuffer(cmd);
cmd.Dispose();
var numDirLights = UpdateDirectionalLights(camera, cullResults.visibleLights);
// Push all global params
PushGlobalParams(camera, loop, camera.cameraToWorldMatrix, projscr, invProjscr, numDirLights);
// do deferred lighting
DoTiledDeferredLighting(camera, loop);
RenderForward(cullResults, camera, loop, true); // opaques only (requires a depth pre-pass)
m_SkyboxHelper.Draw(loop, camera);
if(enableClustered) RenderForward(cullResults, camera, loop, false); // transparencies atm. requires clustered until we get traditional forward
if (enableDrawLightBoundsDebug) DrawLightBoundsDebug(loop, cullResults.visibleLights.Length);
FinalPass(loop);
}
void DrawLightBoundsDebug(RenderLoop loop, int numLights)
{
var cmd = new CommandBuffer { name = "DrawLightBoundsDebug" };
m_DebugLightBoundsMaterial.SetBuffer("g_data", s_ConvexBoundsBuffer);
cmd.DrawProcedural(Matrix4x4.identity, m_DebugLightBoundsMaterial, -1, MeshTopology.Triangles, 12 * 3 * numLights); //TODO: could this be pass 0?
loop.ExecuteCommandBuffer(cmd);
cmd.Dispose();
}
void NewFrame()
{
// update texture caches
m_CookieTexArray.NewFrame();
m_CubeCookieTexArray.NewFrame();
m_CubeReflTexArray.NewFrame();
//m_DeferredMaterial.SetTexture("_spotCookieTextures", m_cookieTexArray.GetTexCache());
//m_DeferredMaterial.SetTexture("_pointCookieTextures", m_cubeCookieTexArray.GetTexCache());
//m_DeferredReflectionMaterial.SetTexture("_reflCubeTextures", m_cubeReflTexArray.GetTexCache());
}
void ResizeIfNecessary(int curWidth, int curHeight)
{
if (curWidth != s_WidthOnRecord || curHeight != s_HeightOnRecord || s_LightList == null ||
(s_BigTileLightList==null && enableBigTilePrepass) || (s_PerVoxelLightLists==null && enableClustered) )
{
if (s_WidthOnRecord > 0 && s_HeightOnRecord > 0)
ReleaseResolutionDependentBuffers();
AllocResolutionDependentBuffers(curWidth, curHeight);
// update recorded window resolution
s_WidthOnRecord = curWidth;
s_HeightOnRecord = curHeight;
}
}
void ReleaseResolutionDependentBuffers()
{
if (s_LightList != null)
s_LightList.Release();
if (enableClustered)
{
if (s_PerVoxelLightLists != null)
s_PerVoxelLightLists.Release();
if (s_PerVoxelOffset != null)
s_PerVoxelOffset.Release();
if (k_UseDepthBuffer && s_PerTileLogBaseTweak != null)
s_PerTileLogBaseTweak.Release();
}
if(enableBigTilePrepass)
{
if(s_BigTileLightList!=null) s_BigTileLightList.Release();
}
}
int NumLightIndicesPerClusteredTile()
{
return 8 * (1 << k_Log2NumClusters); // total footprint for all layers of the tile (measured in light index entries)
}
void AllocResolutionDependentBuffers(int width, int height)
{
var nrTilesX = (width + 15) / 16;
var nrTilesY = (height + 15) / 16;
var nrTiles = nrTilesX * nrTilesY;
const int capacityUShortsPerTile = 32;
const int dwordsPerTile = (capacityUShortsPerTile + 1) >> 1; // room for 31 lights and a nrLights value.
s_LightList = new ComputeBuffer(LightDefinitions.NR_LIGHT_MODELS * dwordsPerTile * nrTiles, sizeof(uint)); // enough list memory for a 4k x 4k display
if (enableClustered)
{
s_PerVoxelOffset = new ComputeBuffer(LightDefinitions.NR_LIGHT_MODELS * (1 << k_Log2NumClusters) * nrTiles, sizeof(uint));
s_PerVoxelLightLists = new ComputeBuffer(NumLightIndicesPerClusteredTile() * nrTiles, sizeof(uint));
if (k_UseDepthBuffer)
{
s_PerTileLogBaseTweak = new ComputeBuffer(nrTiles, sizeof(float));
}
}
if(enableBigTilePrepass)
{
var nrBigTilesX = (width + 63) / 64;
var nrBigTilesY = (height + 63) / 64;
var nrBigTiles = nrBigTilesX * nrBigTilesY;
s_BigTileLightList = new ComputeBuffer(LightDefinitions.MAX_NR_BIGTILE_LIGHTS_PLUSONE * nrBigTiles, sizeof(uint));
}
}
void VoxelLightListGeneration(CommandBuffer cmd, Camera camera, int numLights, Matrix4x4 projscr, Matrix4x4 invProjscr)
{
// clear atomic offset index
cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_ClearVoxelAtomicKernel, "g_LayeredSingleIdxBuffer", s_GlobalLightListAtomic);
cmd.DispatchCompute(buildPerVoxelLightListShader, s_ClearVoxelAtomicKernel, 1, 1, 1);
cmd.SetComputeIntParam(buildPerVoxelLightListShader, "g_iNrVisibLights", numLights);
SetMatrixCS(cmd, buildPerVoxelLightListShader, "g_mScrProjection", projscr);
SetMatrixCS(cmd, buildPerVoxelLightListShader, "g_mInvScrProjection", invProjscr);
cmd.SetComputeIntParam(buildPerVoxelLightListShader, "g_iLog2NumClusters", k_Log2NumClusters);
//Vector4 v2_near = invProjscr * new Vector4(0.0f, 0.0f, 0.0f, 1.0f);
//Vector4 v2_far = invProjscr * new Vector4(0.0f, 0.0f, 1.0f, 1.0f);
//float nearPlane2 = -(v2_near.z/v2_near.w);
//float farPlane2 = -(v2_far.z/v2_far.w);
var nearPlane = camera.nearClipPlane;
var farPlane = camera.farClipPlane;
cmd.SetComputeFloatParam(buildPerVoxelLightListShader, "g_fNearPlane", nearPlane);
cmd.SetComputeFloatParam(buildPerVoxelLightListShader, "g_fFarPlane", farPlane);
const float C = (float)(1 << k_Log2NumClusters);
var geomSeries = (1.0 - Mathf.Pow(k_ClustLogBase, C)) / (1 - k_ClustLogBase); // geometric series: sum_k=0^{C-1} base^k
m_ClustScale = (float)(geomSeries / (farPlane - nearPlane));
cmd.SetComputeFloatParam(buildPerVoxelLightListShader, "g_fClustScale", m_ClustScale);
cmd.SetComputeFloatParam(buildPerVoxelLightListShader, "g_fClustBase", k_ClustLogBase);
cmd.SetComputeTextureParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_depth_tex", new RenderTargetIdentifier(s_CameraDepthTexture));
cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_vLayeredLightList", s_PerVoxelLightLists);
cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_LayeredOffset", s_PerVoxelOffset);
cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_LayeredSingleIdxBuffer", s_GlobalLightListAtomic);
if(enableBigTilePrepass) cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_vBigTileLightList", s_BigTileLightList);
if (k_UseDepthBuffer)
{
cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_logBaseBuffer", s_PerTileLogBaseTweak);
}
var numTilesX = (camera.pixelWidth + 15) / 16;
var numTilesY = (camera.pixelHeight + 15) / 16;
cmd.DispatchCompute(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, numTilesX, numTilesY, 1);
}
void PushGlobalParams(Camera camera, RenderLoop loop, Matrix4x4 viewToWorld, Matrix4x4 scrProj, Matrix4x4 incScrProj, int numDirLights)
{
var cmd = new CommandBuffer { name = "Push Global Parameters" };
cmd.SetGlobalFloat("g_widthRT", (float)camera.pixelWidth);
cmd.SetGlobalFloat("g_heightRT", (float)camera.pixelHeight);
cmd.SetGlobalMatrix("g_mViewToWorld", viewToWorld);
cmd.SetGlobalMatrix("g_mWorldToView", viewToWorld.inverse);
cmd.SetGlobalMatrix("g_mScrProjection", scrProj);
cmd.SetGlobalMatrix("g_mInvScrProjection", incScrProj);
cmd.SetGlobalBuffer("g_vLightData", s_LightDataBuffer);
cmd.SetGlobalTexture("_spotCookieTextures", m_CookieTexArray.GetTexCache());
cmd.SetGlobalTexture("_pointCookieTextures", m_CubeCookieTexArray.GetTexCache());
cmd.SetGlobalTexture("_reflCubeTextures", m_CubeReflTexArray.GetTexCache());
var topCube = ReflectionProbe.GetDefaultCubemapIBL();
var defdecode = ReflectionProbe.CalculateHDRDecodeValuesForDefaultTexture();
cmd.SetGlobalTexture("_reflRootCubeTexture", topCube);
cmd.SetGlobalFloat("_reflRootHdrDecodeMult", defdecode.x);
cmd.SetGlobalFloat("_reflRootHdrDecodeExp", defdecode.y);
if(enableBigTilePrepass)
cmd.SetGlobalBuffer("g_vBigTileLightList", s_BigTileLightList);
if (enableClustered)
{
cmd.SetGlobalFloat("g_fClustScale", m_ClustScale);
cmd.SetGlobalFloat("g_fClustBase", k_ClustLogBase);
cmd.SetGlobalFloat("g_fNearPlane", camera.nearClipPlane);
cmd.SetGlobalFloat("g_fFarPlane", camera.farClipPlane);
cmd.SetGlobalFloat("g_iLog2NumClusters", k_Log2NumClusters);
cmd.SetGlobalFloat("g_isLogBaseBufferEnabled", k_UseDepthBuffer ? 1 : 0);
cmd.SetGlobalBuffer("g_vLayeredOffsetsBuffer", s_PerVoxelOffset);
if (k_UseDepthBuffer)
{
cmd.SetGlobalBuffer("g_logBaseBuffer", s_PerTileLogBaseTweak);
}
}
cmd.SetGlobalFloat("g_nNumDirLights", numDirLights);
cmd.SetGlobalBuffer("g_dirLightData", s_DirLightList);
// Shadow constants
cmd.SetGlobalMatrixArray("g_matWorldToShadow", m_MatWorldToShadow);
cmd.SetGlobalVectorArray("g_vDirShadowSplitSpheres", m_DirShadowSplitSpheres);
cmd.SetGlobalVector("g_vShadow3x3PCFTerms0", m_Shadow3X3PCFTerms[0]);
cmd.SetGlobalVector("g_vShadow3x3PCFTerms1", m_Shadow3X3PCFTerms[1]);
cmd.SetGlobalVector("g_vShadow3x3PCFTerms2", m_Shadow3X3PCFTerms[2]);
cmd.SetGlobalVector("g_vShadow3x3PCFTerms3", m_Shadow3X3PCFTerms[3]);
loop.ExecuteCommandBuffer(cmd);
cmd.Dispose();
}
}
}