您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 
 

131 行
5.4 KiB

using System;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
// Currently PreIntegratedFGD only have GGX, if we add another case convert it to a textureArray (like LTCArea)
public partial class PreIntegratedFGD
{
static PreIntegratedFGD s_Instance;
public static PreIntegratedFGD instance
{
get
{
if (s_Instance == null)
s_Instance = new PreIntegratedFGD();
return s_Instance;
}
}
public enum FGDIndex
{
FGD_GGXAndDisneyDiffuse = 0,
FGD_CharlieAndClothLambert = 1,
Count = 2
}
bool[] m_isInit = new bool[(int)FGDIndex.Count];
int[] m_refCounting = new int[(int)FGDIndex.Count];
Material[] m_PreIntegratedFGDMaterial = new Material[(int)FGDIndex.Count];
RenderTexture[] m_PreIntegratedFGD = new RenderTexture[(int)FGDIndex.Count];
PreIntegratedFGD()
{
for (int i = 0; i < (int)FGDIndex.Count; ++i)
{
m_isInit[i] = false;
m_refCounting[i] = 0;
}
}
public void Build(FGDIndex index)
{
Debug.Assert(index != FGDIndex.Count);
Debug.Assert(m_refCounting[(int)index] >= 0);
if (m_refCounting[(int)index] == 0)
{
var hdrp = GraphicsSettings.renderPipelineAsset as HDRenderPipelineAsset;
switch(index)
{
case FGDIndex.FGD_GGXAndDisneyDiffuse:
m_PreIntegratedFGDMaterial[(int)index] = CoreUtils.CreateEngineMaterial(hdrp.renderPipelineResources.preIntegratedFGD_GGXDisneyDiffuse);
m_PreIntegratedFGD[(int)index] = new RenderTexture(128, 128, 0, RenderTextureFormat.ARGB2101010, RenderTextureReadWrite.Linear);
m_PreIntegratedFGD[(int)index].hideFlags = HideFlags.HideAndDontSave;
m_PreIntegratedFGD[(int)index].filterMode = FilterMode.Bilinear;
m_PreIntegratedFGD[(int)index].wrapMode = TextureWrapMode.Clamp;
m_PreIntegratedFGD[(int)index].name = CoreUtils.GetRenderTargetAutoName(128, 128, 1, RenderTextureFormat.ARGB2101010, "preIntegratedFGD_GGXDisneyDiffuse");
m_PreIntegratedFGD[(int)index].Create();
break;
case FGDIndex.FGD_CharlieAndClothLambert:
m_PreIntegratedFGDMaterial[(int)index] = CoreUtils.CreateEngineMaterial(hdrp.renderPipelineResources.preIntegratedFGD_CharlieClothLambert);
m_PreIntegratedFGD[(int)index] = new RenderTexture(128, 128, 0, RenderTextureFormat.ARGB2101010, RenderTextureReadWrite.Linear);
m_PreIntegratedFGD[(int)index].hideFlags = HideFlags.HideAndDontSave;
m_PreIntegratedFGD[(int)index].filterMode = FilterMode.Bilinear;
m_PreIntegratedFGD[(int)index].wrapMode = TextureWrapMode.Clamp;
m_PreIntegratedFGD[(int)index].name = CoreUtils.GetRenderTargetAutoName(128, 128, 1, RenderTextureFormat.ARGB2101010, "preIntegratedFGD_CharlieClothLambert");
m_PreIntegratedFGD[(int)index].Create();
break;
default:
break;
}
m_isInit[(int)index] = false;
}
m_refCounting[(int)index]++;
}
public void RenderInit(FGDIndex index, CommandBuffer cmd)
{
// Here we have to test IsCreated because in some circumstances (like loading RenderDoc), the texture is internally destroyed but we don't know from C# side.
// In this case IsCreated will return false, allowing us to re-render the texture (setting the texture as current RT during DrawFullScreen will automatically re-create it internally)
if (m_isInit[(int)index] && m_PreIntegratedFGD[(int)index].IsCreated())
return;
using (new ProfilingSample(cmd, "PreIntegratedFGD Material Generation"))
{
CoreUtils.DrawFullScreen(cmd, m_PreIntegratedFGDMaterial[(int)index], new RenderTargetIdentifier(m_PreIntegratedFGD[(int)index]));
}
m_isInit[(int)index] = true;
}
public void Cleanup(FGDIndex index)
{
m_refCounting[(int)index]--;
if (m_refCounting[(int)index] == 0)
{
CoreUtils.Destroy(m_PreIntegratedFGDMaterial[(int)index]);
CoreUtils.Destroy(m_PreIntegratedFGD[(int)index]);
m_isInit[(int)index] = false;
}
Debug.Assert(m_refCounting[(int)index] >= 0);
}
public void Bind(FGDIndex index)
{
switch (index)
{
case FGDIndex.FGD_GGXAndDisneyDiffuse:
Shader.SetGlobalTexture(HDShaderIDs._PreIntegratedFGD_GGXDisneyDiffuse, m_PreIntegratedFGD[(int)index]);
break;
case FGDIndex.FGD_CharlieAndClothLambert:
Shader.SetGlobalTexture(HDShaderIDs._PreIntegratedFGD_CharlieAndCloth, m_PreIntegratedFGD[(int)index]);
break;
default:
break;
}
}
}
}