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386 行
18 KiB
386 行
18 KiB
using System;
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using System.Linq;
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using System.Reflection;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using UnityEngine.Rendering;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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[Serializable]
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public enum SkyResolution
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{
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SkyResolution128 = 128,
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SkyResolution256 = 256,
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SkyResolution512 = 512,
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SkyResolution1024 = 1024,
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SkyResolution2048 = 2048,
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SkyResolution4096 = 4096
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}
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public enum EnvironementUpdateMode
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{
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OnChanged = 0,
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OnDemand,
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Realtime
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}
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public class BuiltinSkyParameters
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{
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public Matrix4x4 pixelCoordToViewDirMatrix;
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public Matrix4x4 invViewProjMatrix;
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public Vector3 cameraPosWS;
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public Vector4 screenSize;
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public CommandBuffer commandBuffer;
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public Light sunLight;
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public RTHandle colorBuffer;
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public RTHandle depthBuffer;
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public HDCamera hdCamera;
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public static RenderTargetIdentifier nullRT = -1;
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}
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public class SkyManager
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{
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Material m_StandardSkyboxMaterial; // This is the Unity standard skybox material. Used to pass the correct cubemap to Enlighten.
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Material m_BlitCubemapMaterial;
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Material m_OpaqueAtmScatteringMaterial;
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bool m_UpdateRequired = false;
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bool m_NeedUpdateRealtimeEnv = false;
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bool m_NeedUpdateBakingSky = true;
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#if UNITY_EDITOR
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// For Preview windows we want to have a 'fixed' sky, so we can display chrome metal and have always the same look
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ProceduralSky m_DefaultPreviewSky;
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#endif
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// This is the sky used for rendering in the main view. It will also be used for lighting if no lighting override sky is setup.
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// Ambient Probe: Only for real time GI (otherwise we use the baked one)
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// Reflection Probe : Always used and updated depending on the OnChanged/Realtime flags.
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SkyUpdateContext m_VisualSky = new SkyUpdateContext();
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// This is optional and is used only to compute ambient probe and sky reflection
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// Ambient Probe: Only for real time GI (otherwise we use the baked one)
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// Reflection Probe : Always used and updated depending on the OnChanged/Realtime flags.
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SkyUpdateContext m_LightingOverrideSky = new SkyUpdateContext();
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// This is mandatory when using baked GI. This sky is used to setup the global Skybox material used by the GI system to bake sky GI.
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SkyUpdateContext m_BakingSky = new SkyUpdateContext();
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// The sky rendering contexts holds the render textures used by the sky system.
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// We need to have a separate one for the baking sky because we have to keep it alive regardless of the visual/override sky (because it's set in the lighting panel skybox material).
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SkyRenderingContext m_BakingSkyRenderingContext;
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SkyRenderingContext m_SkyRenderingContext;
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// This interpolation volume stack is used to interpolate the lighting override separately from the visual sky.
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// If a sky setting is present in this volume then it will be used for lighting override.
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VolumeStack m_LightingOverrideVolumeStack;
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LayerMask m_LightingOverrideLayerMask = -1;
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static Dictionary<int, Type> m_SkyTypesDict = null;
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public static Dictionary<int, Type> skyTypesDict { get { if (m_SkyTypesDict == null) UpdateSkyTypes(); return m_SkyTypesDict; } }
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public Texture skyReflection { get { return m_SkyRenderingContext.reflectionTexture; } }
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// This list will hold the sky settings that should be used for baking.
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// In practice we will always use the last one registered but we use a list to be able to roll back to the previous one once the user deletes the superfluous instances.
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private static List<SkySettings> m_BakingSkySettings = new List<SkySettings>();
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SkySettings GetSkySetting(VolumeStack stack)
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{
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var visualEnv = stack.GetComponent<VisualEnvironment>();
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int skyID = visualEnv.skyType;
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Type skyType;
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if (skyTypesDict.TryGetValue(skyID, out skyType))
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{
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return (SkySettings)stack.GetComponent(skyType);
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}
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else
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{
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return null;
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}
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}
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static void UpdateSkyTypes()
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{
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if (m_SkyTypesDict == null)
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{
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m_SkyTypesDict = new Dictionary<int, Type>();
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var skyTypes = CoreUtils.GetAllAssemblyTypes().Where(t => t.IsSubclassOf(typeof(SkySettings)) && !t.IsAbstract);
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foreach (Type skyType in skyTypes)
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{
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var uniqueIDs = skyType.GetCustomAttributes(typeof(SkyUniqueID), false);
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if (uniqueIDs.Length == 0)
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{
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Debug.LogWarningFormat("Missing attribute SkyUniqueID on class {0}. Class won't be registered as an available sky.", skyType);
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}
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else
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{
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int uniqueID = ((SkyUniqueID)uniqueIDs[0]).uniqueID;
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if (uniqueID == 0)
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{
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Debug.LogWarningFormat("0 is a reserved SkyUniqueID and is used in class {0}. Class won't be registered as an available sky.", skyType);
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continue;
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}
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Type value;
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if (m_SkyTypesDict.TryGetValue(uniqueID, out value))
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{
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Debug.LogWarningFormat("SkyUniqueID {0} used in class {1} is already used in class {2}. Class won't be registered as an available sky.", uniqueID, skyType, value);
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continue;
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}
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m_SkyTypesDict.Add(uniqueID, skyType);
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}
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}
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}
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}
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public void UpdateCurrentSkySettings(HDCamera camera)
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{
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m_VisualSky.skySettings = GetSkySetting(VolumeManager.instance.stack);
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#if UNITY_EDITOR
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if (camera.camera.cameraType == CameraType.Preview)
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{
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m_VisualSky.skySettings = m_DefaultPreviewSky;
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}
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#endif
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m_BakingSky.skySettings = SkyManager.GetBakingSkySettings();
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// Update needs to happen before testing if the component is active other internal data structure are not properly updated yet.
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VolumeManager.instance.Update(m_LightingOverrideVolumeStack, camera.camera.transform, m_LightingOverrideLayerMask);
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if(VolumeManager.instance.IsComponentActiveInMask<VisualEnvironment>(m_LightingOverrideLayerMask))
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{
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SkySettings newSkyOverride = GetSkySetting(m_LightingOverrideVolumeStack);
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if(m_LightingOverrideSky.skySettings != null && newSkyOverride == null)
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{
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// When we switch from override to no override, we need to make sure that the visual sky will actually be properly re-rendered.
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// Resetting the visual sky hash will ensure that.
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m_VisualSky.skyParametersHash = -1;
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}
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m_LightingOverrideSky.skySettings = newSkyOverride;
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}
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else
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{
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m_LightingOverrideSky.skySettings = null;
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}
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}
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// Sets the global MIP-mapped cubemap '_SkyTexture' in the shader.
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// The texture being set is the sky (environment) map pre-convolved with GGX.
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public void SetGlobalSkyTexture(CommandBuffer cmd)
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{
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cmd.SetGlobalTexture(HDShaderIDs._SkyTexture, skyReflection);
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float mipCount = Mathf.Clamp(Mathf.Log((float)skyReflection.width, 2.0f) + 1, 0.0f, 6.0f);
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cmd.SetGlobalFloat(HDShaderIDs._SkyTextureMipCount, mipCount);
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}
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public void Build(HDRenderPipelineAsset hdAsset, IBLFilterGGX iblFilterGGX)
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{
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m_BakingSkyRenderingContext = new SkyRenderingContext(iblFilterGGX, (int)hdAsset.renderPipelineSettings.lightLoopSettings.skyReflectionSize, false);
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m_SkyRenderingContext = new SkyRenderingContext(iblFilterGGX, (int)hdAsset.renderPipelineSettings.lightLoopSettings.skyReflectionSize, true);
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m_StandardSkyboxMaterial = CoreUtils.CreateEngineMaterial(hdAsset.renderPipelineResources.skyboxCubemap);
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m_BlitCubemapMaterial = CoreUtils.CreateEngineMaterial(hdAsset.renderPipelineResources.blitCubemap);
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m_OpaqueAtmScatteringMaterial = CoreUtils.CreateEngineMaterial(hdAsset.renderPipelineResources.opaqueAtmosphericScattering);
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m_LightingOverrideVolumeStack = VolumeManager.instance.CreateStack();
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m_LightingOverrideLayerMask = hdAsset.renderPipelineSettings.lightLoopSettings.skyLightingOverrideLayerMask;
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#if UNITY_EDITOR
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m_DefaultPreviewSky = ScriptableObject.CreateInstance<ProceduralSky>();
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#endif
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}
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public void Cleanup()
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{
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CoreUtils.Destroy(m_StandardSkyboxMaterial);
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CoreUtils.Destroy(m_BlitCubemapMaterial);
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CoreUtils.Destroy(m_OpaqueAtmScatteringMaterial);
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m_BakingSky.Cleanup();
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m_VisualSky.Cleanup();
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m_LightingOverrideSky.Cleanup();
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m_BakingSkyRenderingContext.Cleanup();
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m_SkyRenderingContext.Cleanup();
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}
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public bool IsSkyValid()
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{
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return m_VisualSky.IsValid() || m_LightingOverrideSky.IsValid();
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}
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void BlitCubemap(CommandBuffer cmd, Cubemap source, RenderTexture dest)
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{
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var propertyBlock = new MaterialPropertyBlock();
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for (int i = 0; i < 6; ++i)
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{
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CoreUtils.SetRenderTarget(cmd, dest, ClearFlag.None, 0, (CubemapFace)i);
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propertyBlock.SetTexture("_MainTex", source);
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propertyBlock.SetFloat("_faceIndex", (float)i);
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cmd.DrawProcedural(Matrix4x4.identity, m_BlitCubemapMaterial, 0, MeshTopology.Triangles, 3, 1, propertyBlock);
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}
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// Generate mipmap for our cubemap
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Debug.Assert(dest.autoGenerateMips == false);
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cmd.GenerateMips(dest);
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}
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public void RequestEnvironmentUpdate()
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{
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m_UpdateRequired = true;
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}
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public void UpdateEnvironment(HDCamera camera, Light sunLight, CommandBuffer cmd)
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{
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// WORKAROUND for building the player.
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// When building the player, for some reason we end up in a state where frameCount is not updated but all currently setup shader texture are reset to null
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// resulting in a rendering error (compute shader property not bound) that makes the player building fails...
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// So we just check if the texture is bound here so that we can setup a pink one to avoid the error without breaking half the world.
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if (Shader.GetGlobalTexture(HDShaderIDs._SkyTexture) == null)
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cmd.SetGlobalTexture(HDShaderIDs._SkyTexture, CoreUtils.magentaCubeTexture);
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// This is done here because we need to wait for one frame that the command buffer is executed before using the resulting textures.
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// Testing the current skybox material is because we have to make sure that additive scene loading or even some user script haven't altered it.
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if (m_NeedUpdateBakingSky || (RenderSettings.skybox != m_StandardSkyboxMaterial))
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{
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// Here we update the global SkyMaterial so that it uses our baking sky cubemap. This way, next time the GI is baked, the right sky will be present.
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float intensity = m_BakingSky.IsValid() ? 1.0f : 0.0f; // Eliminate all diffuse if we don't have a skybox (meaning for now the background is black in HDRP)
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m_StandardSkyboxMaterial.SetTexture("_Tex", m_BakingSkyRenderingContext.cubemapRT);
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RenderSettings.skybox = m_StandardSkyboxMaterial; // Setup this material as the default to be use in RenderSettings
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RenderSettings.ambientIntensity = intensity;
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RenderSettings.ambientMode = AmbientMode.Skybox; // Force skybox for our HDRI
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RenderSettings.reflectionIntensity = intensity;
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RenderSettings.customReflection = null;
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// Strictly speaking, this should not be necessary, but it helps avoiding inconsistent behavior in the editor
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// where the GI system sometimes update the ambient probe and sometime does not...
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DynamicGI.UpdateEnvironment();
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m_NeedUpdateBakingSky = false;
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}
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if (m_NeedUpdateRealtimeEnv)
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{
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// TODO: Here we need to do that in case we are using real time GI. Unfortunately we don't have a way to check that atm.
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// Moreover we still need Async readback from texture in command buffers first.
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//DynamicGI.SetEnvironmentData();
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m_NeedUpdateRealtimeEnv = false;
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}
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// For the baking sky, we don't want to take the sun into account because we usually won't include it (this would cause double highlight in the reflection for example).
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// So we pass null so that's it doesn't affect the hash and the rendering.
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m_NeedUpdateBakingSky = m_BakingSkyRenderingContext.UpdateEnvironment(m_BakingSky, camera, null, m_UpdateRequired, cmd);
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SkyUpdateContext currentSky = m_LightingOverrideSky.IsValid() ? m_LightingOverrideSky : m_VisualSky;
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m_NeedUpdateRealtimeEnv = m_SkyRenderingContext.UpdateEnvironment(currentSky, camera, sunLight, m_UpdateRequired, cmd);
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m_UpdateRequired = false;
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SetGlobalSkyTexture(cmd);
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if (IsSkyValid())
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{
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cmd.SetGlobalInt(HDShaderIDs._EnvLightSkyEnabled, 1);
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}
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else
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{
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cmd.SetGlobalInt(HDShaderIDs._EnvLightSkyEnabled, 0);
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}
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}
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public void RenderSky(HDCamera camera, Light sunLight, RTHandle colorBuffer, RTHandle depthBuffer, CommandBuffer cmd)
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{
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m_SkyRenderingContext.RenderSky(m_VisualSky, camera, sunLight, colorBuffer, depthBuffer, cmd);
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}
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public void RenderOpaqueAtmosphericScattering(CommandBuffer cmd)
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{
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using (new ProfilingSample(cmd, "Opaque Atmospheric Scattering"))
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{
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CoreUtils.DrawFullScreen(cmd, m_OpaqueAtmScatteringMaterial);
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}
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}
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static public SkySettings GetBakingSkySettings()
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{
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if (m_BakingSkySettings.Count == 0)
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return null;
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else
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return m_BakingSkySettings[m_BakingSkySettings.Count - 1];
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}
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static public void RegisterBakingSky(SkySettings bakingSky)
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{
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if (!m_BakingSkySettings.Contains(bakingSky))
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{
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if (m_BakingSkySettings.Count != 0)
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{
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Debug.LogWarning("One sky component was already set for baking, only the latest one will be used.");
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}
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m_BakingSkySettings.Add(bakingSky);
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}
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}
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static public void UnRegisterBakingSky(SkySettings bakingSky)
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{
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m_BakingSkySettings.Remove(bakingSky);
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}
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public Texture2D ExportSkyToTexture()
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{
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if (!m_VisualSky.IsValid())
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{
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Debug.LogError("Cannot export sky to a texture, no Sky is setup.");
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return null;
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}
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RenderTexture skyCubemap = m_SkyRenderingContext.cubemapRT;
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int resolution = skyCubemap.width;
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var tempRT = new RenderTexture(resolution * 6, resolution, 0, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear)
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{
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dimension = TextureDimension.Tex2D,
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useMipMap = false,
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autoGenerateMips = false,
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filterMode = FilterMode.Trilinear
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};
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tempRT.Create();
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var temp = new Texture2D(resolution * 6, resolution, TextureFormat.RGBAFloat, false);
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var result = new Texture2D(resolution * 6, resolution, TextureFormat.RGBAFloat, false);
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// Note: We need to invert in Y the cubemap faces because the current sky cubemap is inverted (because it's a RT)
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// So to invert it again so that it's a proper cubemap image we need to do it in several steps because ReadPixels does not have scale parameters:
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// - Convert the cubemap into a 2D texture
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// - Blit and invert it to a temporary target.
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// - Read this target again into the result texture.
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int offset = 0;
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for (int i = 0; i < 6; ++i)
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{
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UnityEngine.Graphics.SetRenderTarget(skyCubemap, 0, (CubemapFace)i);
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temp.ReadPixels(new Rect(0, 0, resolution, resolution), offset, 0);
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temp.Apply();
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offset += resolution;
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}
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// Flip texture.
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UnityEngine.Graphics.Blit(temp, tempRT, new Vector2(1.0f, -1.0f), new Vector2(0.0f, 0.0f));
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result.ReadPixels(new Rect(0, 0, resolution * 6, resolution), 0, 0);
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result.Apply();
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UnityEngine.Graphics.SetRenderTarget(null);
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CoreUtils.Destroy(temp);
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CoreUtils.Destroy(tempRT);
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return result;
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}
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}
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}
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