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using System;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
[GenerateHLSL]
public struct VolumeProperties
{
public Vector3 scattering; // [0, 1], prefer sRGB
public float extinction; // [0, 1], prefer sRGB
public float asymmetry; // Global (scene) property
public float align16_0;
public float align16_1;
public float align16_2;
public static VolumeProperties GetNeutralVolumeProperties()
{
VolumeProperties properties = new VolumeProperties();
properties.scattering = Vector3.zero;
properties.extinction = 0;
properties.asymmetry = 0;
return properties;
}
}
[Serializable]
public class VolumeParameters
{
public Bounds bounds; // Position and dimensions in meters
public Color albedo; // Single scattering albedo [0, 1]
public float meanFreePath; // In meters [1, inf]. Should be chromatic - this is an optimization!
public float anisotropy; // [-1, 1]; 0 = isotropic
public VolumeParameters()
{
bounds = new Bounds(Vector3.zero, Vector3.positiveInfinity);
albedo = new Color(0.5f, 0.5f, 0.5f);
meanFreePath = 10.0f;
anisotropy = 0.0f;
}
public bool IsVolumeUnbounded()
{
return bounds.size.x == float.PositiveInfinity &&
bounds.size.y == float.PositiveInfinity &&
bounds.size.z == float.PositiveInfinity;
}
public Vector3 GetAbsorptionCoefficient()
{
float extinction = GetExtinctionCoefficient();
Vector3 scattering = GetScatteringCoefficient();
return Vector3.Max(new Vector3(extinction, extinction, extinction) - scattering, Vector3.zero);
}
public Vector3 GetScatteringCoefficient()
{
float extinction = GetExtinctionCoefficient();
return new Vector3(albedo.r * extinction, albedo.g * extinction, albedo.b * extinction);
}
public float GetExtinctionCoefficient()
{
return 1.0f / meanFreePath;
}
public void Constrain()
{
bounds.size = Vector3.Max(bounds.size, Vector3.zero);
albedo.r = Mathf.Clamp01(albedo.r);
albedo.g = Mathf.Clamp01(albedo.g);
albedo.b = Mathf.Clamp01(albedo.b);
meanFreePath = Mathf.Max(meanFreePath, 1.0f);
anisotropy = Mathf.Clamp(anisotropy, -1.0f, 1.0f);
}
public VolumeProperties GetProperties()
{
VolumeProperties properties = new VolumeProperties();
properties.scattering = GetScatteringCoefficient();
properties.extinction = GetExtinctionCoefficient();
properties.asymmetry = anisotropy;
return properties;
}
}
public partial class HDRenderPipeline : RenderPipeline
{
bool m_VolumetricLightingEnabled = false; // Must be able to change this dynamically
int m_VolumetricBufferTileSize = 4; // In pixels, must be a power of 2
RenderTexture m_VolumetricLightingBufferCurrentFrame = null;
RenderTexture m_VolumetricLightingBufferAccumulated = null;
RenderTargetIdentifier m_VolumetricLightingBufferCurrentFrameRT;
// RenderTargetIdentifier m_VolumetricLightingBufferAccumulatedRT;
ComputeShader m_VolumetricLightingCS { get { return m_Asset.renderPipelineResources.volumetricLightingCS; } }
void CreateVolumetricLightingBuffers(int width, int height)
{
if (m_VolumetricLightingBufferAccumulated != null)
{
m_VolumetricLightingBufferAccumulated.Release();
m_VolumetricLightingBufferCurrentFrame.Release();
}
int s = m_VolumetricBufferTileSize;
Debug.Assert((s & (s - 1)) == 0, "m_VolumetricBufferTileSize must be a power of 2.");
int w = (width + s - 1) / s;
int h = (height + s - 1) / s;
int d = 64;
m_VolumetricLightingBufferCurrentFrame = new RenderTexture(w, h, 0, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear);
m_VolumetricLightingBufferCurrentFrame.filterMode = FilterMode.Bilinear; // Custom trilinear
m_VolumetricLightingBufferCurrentFrame.dimension = TextureDimension.Tex3D; // Prefer 3D Thick tiling layout
m_VolumetricLightingBufferCurrentFrame.volumeDepth = d;
m_VolumetricLightingBufferCurrentFrame.enableRandomWrite = true;
m_VolumetricLightingBufferCurrentFrame.Create();
m_VolumetricLightingBufferCurrentFrameRT = new RenderTargetIdentifier(m_VolumetricLightingBufferCurrentFrame);
m_VolumetricLightingBufferAccumulated = new RenderTexture(w, h, 0, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear);
m_VolumetricLightingBufferAccumulated.filterMode = FilterMode.Bilinear; // Custom trilinear
m_VolumetricLightingBufferAccumulated.dimension = TextureDimension.Tex3D; // Prefer 3D Thick tiling layout
m_VolumetricLightingBufferAccumulated.volumeDepth = d;
m_VolumetricLightingBufferAccumulated.enableRandomWrite = true;
m_VolumetricLightingBufferAccumulated.Create();
// m_VolumetricLightingBufferAccumulatedRT = new RenderTargetIdentifier(m_VolumetricLightingBufferAccumulated);
}
void ClearVolumetricLightingBuffers(CommandBuffer cmd, bool isFirstFrame)
{
using (new ProfilingSample(cmd, "Clear volumetric lighting buffers"))
{
CoreUtils.SetRenderTarget(cmd, m_VolumetricLightingBufferCurrentFrameRT, ClearFlag.Color, Color.black);
if (isFirstFrame)
{
CoreUtils.SetRenderTarget(cmd, m_VolumetricLightingBufferAccumulated, ClearFlag.Color, Color.black);
}
}
}
// Returns 'true' if the global fog is enabled, 'false' otherwise.
public static bool SetGlobalVolumeProperties(bool volumetricLightingEnabled, CommandBuffer cmd, ComputeShader cs = null)
{
HomogeneousFog globalFogComponent = null;
if (volumetricLightingEnabled)
{
HomogeneousFog[] fogComponents = Object.FindObjectsOfType(typeof(HomogeneousFog)) as HomogeneousFog[];
foreach (HomogeneousFog fogComponent in fogComponents)
{
if (fogComponent.enabled && fogComponent.volumeParameters.IsVolumeUnbounded())
{
globalFogComponent = fogComponent;
break;
}
}
}
// TODO: may want to cache these results somewhere.
VolumeProperties globalFogProperties = (globalFogComponent != null) ? globalFogComponent.volumeParameters.GetProperties()
: VolumeProperties.GetNeutralVolumeProperties();
if (cs)
{
cmd.SetComputeVectorParam(cs, HDShaderIDs._GlobalFog_Scattering, globalFogProperties.scattering);
cmd.SetComputeFloatParam( cs, HDShaderIDs._GlobalFog_Extinction, globalFogProperties.extinction);
cmd.SetComputeFloatParam( cs, HDShaderIDs._GlobalFog_Asymmetry, globalFogProperties.asymmetry);
}
else
{
cmd.SetGlobalVector(HDShaderIDs._GlobalFog_Scattering, globalFogProperties.scattering);
cmd.SetGlobalFloat( HDShaderIDs._GlobalFog_Extinction, globalFogProperties.extinction);
cmd.SetGlobalFloat( HDShaderIDs._GlobalFog_Asymmetry, globalFogProperties.asymmetry);
}
return (globalFogComponent != null);
}
void VolumetricLightingPass(HDCamera hdCamera, CommandBuffer cmd)
{
if (!SetGlobalVolumeProperties(m_VolumetricLightingEnabled, cmd, m_VolumetricLightingCS)) { return; }
using (new ProfilingSample(cmd, "VolumetricLighting"))
{
bool enableClustered = m_Asset.tileSettings.enableClustered && m_Asset.tileSettings.enableTileAndCluster;
int volumetricLightingKernel = m_VolumetricLightingCS.FindKernel(enableClustered ? "VolumetricLightingClustered"
: "VolumetricLightingAllLights");
hdCamera.SetupComputeShader(m_VolumetricLightingCS, cmd);
cmd.SetComputeTextureParam(m_VolumetricLightingCS, volumetricLightingKernel, HDShaderIDs._CameraColorTexture, m_CameraColorBufferRT);
cmd.SetComputeTextureParam(m_VolumetricLightingCS, volumetricLightingKernel, HDShaderIDs._DepthTexture, GetDepthTexture());
cmd.SetComputeVectorParam( m_VolumetricLightingCS, HDShaderIDs._Time, Shader.GetGlobalVector(HDShaderIDs._Time));
// Pass clustered light data (if present) into the compute shader.
m_LightLoop.PushGlobalParams(hdCamera.camera, cmd, m_VolumetricLightingCS, volumetricLightingKernel, true);
cmd.SetComputeIntParam(m_VolumetricLightingCS, HDShaderIDs._UseTileLightList, 0);
cmd.DispatchCompute(m_VolumetricLightingCS, volumetricLightingKernel, ((int)hdCamera.screenSize.x + 15) / 16, ((int)hdCamera.screenSize.y + 15) / 16, 1);
}
}
} // class HDRenderPipeline
} // namespace UnityEngine.Experimental.Rendering.HDPipeline