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