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
177 行
11 KiB
177 行
11 KiB
namespace UnityEngine.Experimental.Rendering.HDPipeline
|
|
{
|
|
public class ProceduralSkyRenderer : SkyRenderer
|
|
{
|
|
Material m_ProceduralSkyMaterial = null; // Renders a cubemap into a render texture (can be cube or 2D)
|
|
private ProceduralSkySettings m_ProceduralSkySettings;
|
|
|
|
|
|
public ProceduralSkyRenderer(ProceduralSkySettings proceduralSkySettings)
|
|
{
|
|
m_ProceduralSkySettings = proceduralSkySettings;
|
|
}
|
|
|
|
public override void Build()
|
|
{
|
|
m_ProceduralSkyMaterial = CoreUtils.CreateEngineMaterial("Hidden/HDRenderPipeline/Sky/SkyProcedural");
|
|
}
|
|
|
|
public override void Cleanup()
|
|
{
|
|
CoreUtils.Destroy(m_ProceduralSkyMaterial);
|
|
}
|
|
|
|
public override bool IsSkyValid()
|
|
{
|
|
if (m_ProceduralSkyMaterial == null || m_ProceduralSkySettings == null)
|
|
return false;
|
|
|
|
return m_ProceduralSkySettings.skyHDRI != null &&
|
|
m_ProceduralSkySettings.worldMieColorRamp != null &&
|
|
m_ProceduralSkySettings.worldRayleighColorRamp != null;
|
|
}
|
|
|
|
public override void SetRenderTargets(BuiltinSkyParameters builtinParams)
|
|
{
|
|
// We do not bind the depth buffer as a depth-stencil target since it is
|
|
// bound as a color texture which is then sampled from within the shader.
|
|
CoreUtils.SetRenderTarget(builtinParams.commandBuffer, builtinParams.colorBuffer);
|
|
}
|
|
|
|
void SetKeywords(BuiltinSkyParameters builtinParams, ProceduralSkySettings param, bool renderForCubemap)
|
|
{
|
|
// Ensure that all preprocessor symbols are initially undefined.
|
|
m_ProceduralSkyMaterial.DisableKeyword("ATMOSPHERICS");
|
|
m_ProceduralSkyMaterial.DisableKeyword("ATMOSPHERICS_PER_PIXEL");
|
|
m_ProceduralSkyMaterial.DisableKeyword("ATMOSPHERICS_DEBUG");
|
|
m_ProceduralSkyMaterial.DisableKeyword("ATMOSPHERICS_OCCLUSION");
|
|
m_ProceduralSkyMaterial.DisableKeyword("ATMOSPHERICS_OCCLUSION_EDGE_FIXUP");
|
|
m_ProceduralSkyMaterial.DisableKeyword("ATMOSPHERICS_OCCLUSION_FULLSKY");
|
|
m_ProceduralSkyMaterial.DisableKeyword("ATMOSPHERICS_SUNRAYS");
|
|
m_ProceduralSkyMaterial.DisableKeyword("PERFORM_SKY_OCCLUSION_TEST");
|
|
|
|
m_ProceduralSkyMaterial.EnableKeyword("ATMOSPHERICS_PER_PIXEL");
|
|
|
|
/*
|
|
if (useOcclusion)
|
|
{
|
|
m_ProceduralSkyMaterial.EnableKeyword("ATMOSPHERICS_OCCLUSION");
|
|
if(occlusionDepthFixup && occlusionDownscale != OcclusionDownscale.x1)
|
|
m_ProceduralSkyMaterial.EnableKeyword("ATMOSPHERICS_OCCLUSION_EDGE_FIXUP");
|
|
if(occlusionFullSky)
|
|
m_ProceduralSkyMaterial.EnableKeyword("ATMOSPHERICS_OCCLUSION_FULLSKY");
|
|
}
|
|
*/
|
|
|
|
// Expected to be valid for the sky pass, and invalid for the cube map generation pass.
|
|
if (!renderForCubemap)
|
|
{
|
|
m_ProceduralSkyMaterial.EnableKeyword("PERFORM_SKY_OCCLUSION_TEST");
|
|
}
|
|
|
|
if (param.debugMode != ProceduralSkySettings.ScatterDebugMode.None)
|
|
{
|
|
m_ProceduralSkyMaterial.EnableKeyword("ATMOSPHERICS_DEBUG");
|
|
}
|
|
}
|
|
|
|
void SetUniforms(BuiltinSkyParameters builtinParams, ProceduralSkySettings param, bool renderForCubemap, ref MaterialPropertyBlock properties)
|
|
{
|
|
properties.SetTexture("_Cubemap", param.skyHDRI);
|
|
properties.SetVector("_SkyParam", new Vector4(param.exposure, param.multiplier, param.rotation, 0.0f));
|
|
|
|
properties.SetMatrix("_InvViewProjMatrix", builtinParams.invViewProjMatrix);
|
|
properties.SetVector("_CameraPosWS", builtinParams.cameraPosWS);
|
|
properties.SetVector("_ScreenSize", builtinParams.screenSize);
|
|
|
|
m_ProceduralSkyMaterial.SetInt("_AtmosphericsDebugMode", (int)param.debugMode);
|
|
|
|
Vector3 sunDirection = (builtinParams.sunLight != null) ? -builtinParams.sunLight.transform.forward : Vector3.zero;
|
|
m_ProceduralSkyMaterial.SetVector("_SunDirection", sunDirection);
|
|
|
|
var pixelRect = new Rect(0f, 0f, builtinParams.screenSize.x, builtinParams.screenSize.y);
|
|
var scale = 1.0f; //(float)(int)occlusionDownscale;
|
|
var depthTextureScaledTexelSize = new Vector4(scale / pixelRect.width,
|
|
scale / pixelRect.height,
|
|
-scale / pixelRect.width,
|
|
-scale / pixelRect.height);
|
|
properties.SetVector("_DepthTextureScaledTexelSize", depthTextureScaledTexelSize);
|
|
|
|
/*
|
|
m_ProceduralSkyMaterial.SetFloat("_ShadowBias", useOcclusion ? occlusionBias : 1f);
|
|
m_ProceduralSkyMaterial.SetFloat("_ShadowBiasIndirect", useOcclusion ? occlusionBiasIndirect : 1f);
|
|
m_ProceduralSkyMaterial.SetFloat("_ShadowBiasClouds", useOcclusion ? occlusionBiasClouds : 1f);
|
|
m_ProceduralSkyMaterial.SetVector("_ShadowBiasSkyRayleighMie", useOcclusion ? new Vector4(occlusionBiasSkyRayleigh, occlusionBiasSkyMie, 0f, 0f) : Vector4.zero);
|
|
m_ProceduralSkyMaterial.SetFloat("_OcclusionDepthThreshold", occlusionDepthThreshold);
|
|
m_ProceduralSkyMaterial.SetVector("_OcclusionTexture_TexelSize", ???);
|
|
*/
|
|
|
|
m_ProceduralSkyMaterial.SetFloat("_WorldScaleExponent", param.worldScaleExponent);
|
|
m_ProceduralSkyMaterial.SetFloat("_WorldNormalDistanceRcp", 1f / param.worldNormalDistance);
|
|
m_ProceduralSkyMaterial.SetFloat("_WorldMieNearScatterPush", -Mathf.Pow(Mathf.Abs(param.worldMieNearScatterPush), param.worldScaleExponent) * Mathf.Sign(param.worldMieNearScatterPush));
|
|
m_ProceduralSkyMaterial.SetFloat("_WorldRayleighNearScatterPush", -Mathf.Pow(Mathf.Abs(param.worldRayleighNearScatterPush), param.worldScaleExponent) * Mathf.Sign(param.worldRayleighNearScatterPush));
|
|
m_ProceduralSkyMaterial.SetFloat("_WorldRayleighDensity", -param.worldRayleighDensity / 100000f);
|
|
m_ProceduralSkyMaterial.SetFloat("_WorldMieDensity", -param.worldMieDensity / 100000f);
|
|
m_ProceduralSkyMaterial.SetFloat("_SkyDepth", 1.0f / param.maxSkyDistance);
|
|
|
|
var rayleighColorM20 = param.worldRayleighColorRamp.Evaluate(0.00f);
|
|
var rayleighColorM10 = param.worldRayleighColorRamp.Evaluate(0.25f);
|
|
var rayleighColorO00 = param.worldRayleighColorRamp.Evaluate(0.50f);
|
|
var rayleighColorP10 = param.worldRayleighColorRamp.Evaluate(0.75f);
|
|
var rayleighColorP20 = param.worldRayleighColorRamp.Evaluate(1.00f);
|
|
|
|
var mieColorM20 = param.worldMieColorRamp.Evaluate(0.00f);
|
|
var mieColorO00 = param.worldMieColorRamp.Evaluate(0.50f);
|
|
var mieColorP20 = param.worldMieColorRamp.Evaluate(1.00f);
|
|
|
|
m_ProceduralSkyMaterial.SetVector("_RayleighColorM20", (Vector4)rayleighColorM20 * param.worldRayleighColorIntensity);
|
|
m_ProceduralSkyMaterial.SetVector("_RayleighColorM10", (Vector4)rayleighColorM10 * param.worldRayleighColorIntensity);
|
|
m_ProceduralSkyMaterial.SetVector("_RayleighColorO00", (Vector4)rayleighColorO00 * param.worldRayleighColorIntensity);
|
|
m_ProceduralSkyMaterial.SetVector("_RayleighColorP10", (Vector4)rayleighColorP10 * param.worldRayleighColorIntensity);
|
|
m_ProceduralSkyMaterial.SetVector("_RayleighColorP20", (Vector4)rayleighColorP20 * param.worldRayleighColorIntensity);
|
|
|
|
m_ProceduralSkyMaterial.SetVector("_MieColorM20", (Vector4)mieColorM20 * param.worldMieColorIntensity);
|
|
m_ProceduralSkyMaterial.SetVector("_MieColorO00", (Vector4)mieColorO00 * param.worldMieColorIntensity);
|
|
m_ProceduralSkyMaterial.SetVector("_MieColorP20", (Vector4)mieColorP20 * param.worldMieColorIntensity);
|
|
|
|
m_ProceduralSkyMaterial.SetFloat("_HeightNormalDistanceRcp", 1f / param.heightNormalDistance);
|
|
m_ProceduralSkyMaterial.SetFloat("_HeightMieNearScatterPush", -Mathf.Pow(Mathf.Abs(param.heightMieNearScatterPush), param.worldScaleExponent) * Mathf.Sign(param.heightMieNearScatterPush));
|
|
m_ProceduralSkyMaterial.SetFloat("_HeightRayleighNearScatterPush", -Mathf.Pow(Mathf.Abs(param.heightRayleighNearScatterPush), param.worldScaleExponent) * Mathf.Sign(param.heightRayleighNearScatterPush));
|
|
// m_ProceduralSkyMaterial.SetFloat("_HeightRayleighDensity", -param.heightRayleighDensity / 100000f);
|
|
// m_ProceduralSkyMaterial.SetFloat("_HeightMieDensity", -param.heightMieDensity / 100000f);
|
|
m_ProceduralSkyMaterial.SetFloat("_HeightSeaLevel", param.heightSeaLevel);
|
|
m_ProceduralSkyMaterial.SetVector("_HeightPlaneShift", param.heightPlaneShift);
|
|
m_ProceduralSkyMaterial.SetFloat("_HeightDistanceRcp", 1f / param.heightDistance);
|
|
m_ProceduralSkyMaterial.SetVector("_HeightRayleighColor", (Vector4)param.heightRayleighColor * param.heightRayleighIntensity);
|
|
m_ProceduralSkyMaterial.SetFloat("_HeightExtinctionFactor", param.heightExtinctionFactor);
|
|
|
|
m_ProceduralSkyMaterial.SetVector("_RayleighInScatterPct", new Vector4(1f - param.worldRayleighIndirectScatter, param.worldRayleighIndirectScatter, 0f, 0f));
|
|
m_ProceduralSkyMaterial.SetFloat("_RayleighExtinctionFactor", param.worldRayleighExtinctionFactor);
|
|
|
|
m_ProceduralSkyMaterial.SetFloat("_MiePhaseAnisotropy", param.worldMiePhaseAnisotropy);
|
|
m_ProceduralSkyMaterial.SetFloat("_MieExtinctionFactor", param.worldMieExtinctionFactor);
|
|
|
|
// Since we use the material for rendering the sky both into the cubemap, and
|
|
// during the fullscreen pass, setting the 'PERFORM_SKY_OCCLUSION_TEST' keyword has no effect.
|
|
properties.SetFloat("_DisableSkyOcclusionTest", renderForCubemap ? 1.0f : 0.0f);
|
|
// We do not render the height fog into the sky IBL cubemap.
|
|
properties.SetFloat("_HeightRayleighDensity", renderForCubemap ? -0.0f : -param.heightRayleighDensity / 100000f);
|
|
properties.SetFloat("_HeightMieDensity", renderForCubemap ? -0.0f : -param.heightMieDensity / 100000f);
|
|
|
|
properties.SetMatrix(HDShaderIDs._PixelCoordToViewDirWS, builtinParams.pixelCoordToViewDirMatrix);
|
|
}
|
|
|
|
override public void RenderSky(BuiltinSkyParameters builtinParams, SkySettings skyParameters, bool renderForCubemap)
|
|
{
|
|
MaterialPropertyBlock properties = new MaterialPropertyBlock();
|
|
|
|
// Define select preprocessor symbols.
|
|
SetKeywords(builtinParams, m_ProceduralSkySettings, renderForCubemap);
|
|
|
|
// Set shader constants.
|
|
SetUniforms(builtinParams, m_ProceduralSkySettings, renderForCubemap, ref properties);
|
|
|
|
CoreUtils.DrawFullScreen(builtinParams.commandBuffer, m_ProceduralSkyMaterial, properties);
|
|
}
|
|
}
|
|
}
|