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178 行
7.8 KiB
178 行
7.8 KiB
using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Experimental.Rendering;
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// Very basic scriptable rendering loop example:
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// - Use with BasicRenderLoopShader.shader (the loop expects "BasicPass" pass type to exist)
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// - Supports up to 8 enabled lights in the scene (directional, point or spot)
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// - Does the same physically based BRDF as the Standard shader
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// - No shadows
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// - This loop also does not setup lightmaps, light probes, reflection probes or light cookies
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[ExecuteInEditMode]
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public class BasicRenderLoop : MonoBehaviour
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{
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private ShaderPassName shaderPassBasic;
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public void OnEnable ()
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{
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shaderPassBasic = new ShaderPassName ("BasicPass");
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RenderLoop.renderLoopDelegate += Render;
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}
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public void OnDisable ()
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{
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RenderLoop.renderLoopDelegate -= Render;
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}
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// Main entry point for our scriptable render loop
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bool Render (Camera[] cameras, RenderLoop loop)
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{
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foreach (var camera in cameras)
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{
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// Culling
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CullingParameters cullingParams;
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if (!CullResults.GetCullingParameters (camera, out cullingParams))
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continue;
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CullResults cull = CullResults.Cull (ref cullingParams, loop);
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// Setup camera for rendering (sets render target, view/projection matrices and other
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// per-camera built-in shader variables).
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loop.SetupCameraProperties (camera);
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// Setup global lighting shader variables
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SetupLightShaderVariables (cull.visibleLights, loop);
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// Draw opaque objects using BasicPass shader pass
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var settings = new DrawRendererSettings (cull, camera, shaderPassBasic);
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settings.sorting.sortOptions = SortOptions.SortByMaterialThenMesh;
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settings.inputCullingOptions.SetQueuesOpaque ();
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loop.DrawRenderers (ref settings);
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// Draw skybox
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loop.DrawSkybox (camera);
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// Draw transparent objects using BasicPass shader pass
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settings.sorting.sortOptions = SortOptions.BackToFront; // sort back to front
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settings.inputCullingOptions.SetQueuesTransparent ();
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loop.DrawRenderers (ref settings);
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loop.Submit ();
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}
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return true;
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}
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// Setup lighting variables for shader to use
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static void SetupLightShaderVariables (VisibleLight[] lights, RenderLoop loop)
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{
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// We only support up to 8 visible lights here. More complex approaches would
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// be doing some sort of per-object light setups, but here we go for simplest possible
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// approach.
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const int kMaxLights = 8;
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// Just take first 8 lights. Possible improvements: sort lights by intensity or distance
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// to the viewer, so that "most important" lights in the scene are picked, and not the 8
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// that happened to be first.
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int lightCount = Mathf.Min (lights.Length, kMaxLights);
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// Prepare light data
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Vector4[] lightColors = new Vector4[kMaxLights];
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Vector4[] lightPositions = new Vector4[kMaxLights];
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Vector4[] lightSpotDirections = new Vector4[kMaxLights];
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Vector4[] lightAtten = new Vector4[kMaxLights];
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for (var i = 0; i < lightCount; ++i)
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{
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VisibleLight light = lights[i];
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lightColors[i] = light.finalColor;
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if (light.lightType == LightType.Directional)
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{
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// light position for directional lights is: (-direction, 0)
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var dir = light.localToWorld.GetColumn (2);
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lightPositions[i] = new Vector4 (-dir.x, -dir.y, -dir.z, 0);
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}
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else
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{
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// light position for point/spot lights is: (position, 1)
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var pos = light.localToWorld.GetColumn (3);
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lightPositions[i] = new Vector4 (pos.x, pos.y, pos.z, 1);
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}
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// attenuation set in a way where distance attenuation can be computed:
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// float lengthSq = dot(toLight, toLight);
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// float atten = 1.0 / (1.0 + lengthSq * LightAtten[i].z);
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// and spot cone attenuation:
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// float rho = max (0, dot(normalize(toLight), SpotDirection[i].xyz));
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// float spotAtt = (rho - LightAtten[i].x) * LightAtten[i].y;
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// spotAtt = saturate(spotAtt);
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// and the above works for all light types, i.e. spot light code works out
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// to correct math for point & directional lights as well.
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float rangeSq = light.range * light.range;
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float quadAtten = (light.lightType == LightType.Directional) ? 0.0f : 25.0f / rangeSq;
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// spot direction & attenuation
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if (light.lightType == LightType.Spot)
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{
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var dir = light.localToWorld.GetColumn (2);
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lightSpotDirections[i] = new Vector4 (-dir.x, -dir.y, -dir.z, 0);
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float radAngle = Mathf.Deg2Rad * light.light.spotAngle;
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float cosTheta = Mathf.Cos (radAngle * 0.25f);
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float cosPhi = Mathf.Cos (radAngle * 0.5f);
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float cosDiff = cosTheta - cosPhi;
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lightAtten[i] = new Vector4 (cosPhi, (cosDiff != 0.0f) ? 1.0f / cosDiff : 1.0f, quadAtten, rangeSq);
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}
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else
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{
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// non-spot light
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lightSpotDirections[i] = new Vector4 (0, 0, 1, 0);
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lightAtten[i] = new Vector4 (-1, 1, quadAtten, rangeSq);
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}
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}
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// ambient lighting spherical harmonics values
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const int kSHCoefficients = 7;
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Vector4[] shConstants = new Vector4[kSHCoefficients];
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SphericalHarmonicsL2 ambientSH = RenderSettings.ambientProbe * RenderSettings.ambientIntensity;
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GetShaderConstantsFromNormalizedSH (ref ambientSH, shConstants);
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// setup global shader variables to contain all the data computed above
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CommandBuffer cmd = new CommandBuffer();
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cmd.SetGlobalVectorArray ("globalLightColor", lightColors);
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cmd.SetGlobalVectorArray ("globalLightPos", lightPositions);
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cmd.SetGlobalVectorArray ("globalLightSpotDir", lightSpotDirections);
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cmd.SetGlobalVectorArray ("globalLightAtten", lightAtten);
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cmd.SetGlobalVector ("globalLightCount", new Vector4 (lightCount, 0, 0, 0));
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cmd.SetGlobalVectorArray ("globalSH", shConstants);
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loop.ExecuteCommandBuffer (cmd);
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cmd.Dispose ();
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}
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// Prepare L2 spherical harmonics values for efficient evaluation in a shader
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static void GetShaderConstantsFromNormalizedSH (ref SphericalHarmonicsL2 ambientProbe, Vector4[] outCoefficients)
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{
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for (int channelIdx = 0; channelIdx < 3; ++channelIdx)
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{
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// Constant + Linear
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// In the shader we multiply the normal is not swizzled, so it's normal.xyz.
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// Swizzle the coefficients to be in { x, y, z, DC } order.
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outCoefficients[channelIdx].x = ambientProbe[channelIdx, 3];
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outCoefficients[channelIdx].y = ambientProbe[channelIdx, 1];
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outCoefficients[channelIdx].z = ambientProbe[channelIdx, 2];
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outCoefficients[channelIdx].w = ambientProbe[channelIdx, 0] - ambientProbe[channelIdx, 6];
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// Quadratic polynomials
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outCoefficients[channelIdx + 3].x = ambientProbe[channelIdx, 4];
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outCoefficients[channelIdx + 3].y = ambientProbe[channelIdx, 5];
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outCoefficients[channelIdx + 3].z = ambientProbe[channelIdx, 6] * 3.0f;
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outCoefficients[channelIdx + 3].w = ambientProbe[channelIdx, 7];
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}
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// Final quadratic polynomial
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outCoefficients[6].x = ambientProbe[0, 8];
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outCoefficients[6].y = ambientProbe[1, 8];
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outCoefficients[6].z = ambientProbe[2, 8];
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outCoefficients[6].w = 1.0f;
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}
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}
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