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623 行
25 KiB
623 行
25 KiB
using UnityEngine;
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using System.Collections;
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using UnityEngine.Rendering;
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using System.Collections.Generic;
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using System;
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using UnityEditor;
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namespace UnityEngine.ScriptableRenderLoop
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{
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[ExecuteInEditMode]
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// This HDRenderLoop assume linear lighting. Don't work with gamma.
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public class HDRenderLoop : ScriptableRenderLoop
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{
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private static string m_HDRenderLoopPath = "Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.asset";
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// Must be in sync with DebugViewMaterial.hlsl
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public enum DebugViewVaryingMode
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{
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Depth = 1,
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TexCoord0 = 2,
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VertexNormalWS = 3,
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VertexTangentWS = 4,
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VertexBitangentWS = 5,
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VertexColor = 6,
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}
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// Must be in sync with DebugViewMaterial.hlsl
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public enum DebugViewGbufferMode
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{
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Depth = 7,
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BakeDiffuseLighting = 8,
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}
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public class DebugParameters
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{
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// Material Debugging
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public int debugViewMaterial = 0;
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// Rendering debugging
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public bool displayOpaqueObjects = true;
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public bool displayTransparentObjects = true;
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public bool enableTonemap = true;
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public float exposure = 0;
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}
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private DebugParameters m_DebugParameters = new DebugParameters();
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public DebugParameters debugParameters
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{
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get { return m_DebugParameters; }
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}
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#if UNITY_EDITOR
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[MenuItem("Renderloop/CreateHDRenderLoop")]
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static void CreateHDRenderLoop()
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{
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var instance = ScriptableObject.CreateInstance<HDRenderLoop>();
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UnityEditor.AssetDatabase.CreateAsset(instance, m_HDRenderLoopPath);
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}
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#endif
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public class GBufferManager
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{
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public const int MaxGbuffer = 8;
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public void SetBufferDescription(int index, string stringID, RenderTextureFormat inFormat, RenderTextureReadWrite inSRGBWrite)
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{
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IDs[index] = Shader.PropertyToID(stringID);
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RTIDs[index] = new RenderTargetIdentifier(IDs[index]);
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formats[index] = inFormat;
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sRGBWrites[index] = inSRGBWrite;
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}
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public void InitGBuffers(int width, int height, CommandBuffer cmd)
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{
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for (int index = 0; index < gbufferCount; index++)
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{
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/* RTs[index] = */ cmd.GetTemporaryRT(IDs[index], width, height, 0, FilterMode.Point, formats[index], sRGBWrites[index]);
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}
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}
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public RenderTargetIdentifier[] GetGBuffers(CommandBuffer cmd)
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{
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var colorMRTs = new RenderTargetIdentifier[gbufferCount];
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for (int index = 0; index < gbufferCount; index++)
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{
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colorMRTs[index] = RTIDs[index];
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}
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return colorMRTs;
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}
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/*
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public void BindBuffers(Material mat)
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{
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for (int index = 0; index < gbufferCount; index++)
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{
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mat.SetTexture(IDs[index], RTs[index]);
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}
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}
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*/
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public int gbufferCount { get; set; }
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int[] IDs = new int[MaxGbuffer];
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RenderTargetIdentifier[] RTIDs = new RenderTargetIdentifier[MaxGbuffer];
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RenderTextureFormat[] formats = new RenderTextureFormat[MaxGbuffer];
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RenderTextureReadWrite[] sRGBWrites = new RenderTextureReadWrite[MaxGbuffer];
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}
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public const int MaxLights = 32;
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public const int MaxProbes = 32;
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//[SerializeField]
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//ShadowSettings m_ShadowSettings = ShadowSettings.Default;
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//ShadowRenderPass m_ShadowPass;
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[SerializeField]
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TextureSettings m_TextureSettings = TextureSettings.Default;
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Material m_DeferredMaterial;
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Material m_FinalPassMaterial;
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// Debug
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Material m_DebugViewMaterialGBuffer;
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GBufferManager gbufferManager = new GBufferManager();
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static private int s_CameraColorBuffer;
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static private int s_CameraDepthBuffer;
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static private ComputeBuffer s_punctualLightList;
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static private ComputeBuffer s_envLightList;
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private TextureCacheCubemap m_cubeReflTexArray;
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void OnEnable()
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{
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Rebuild();
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}
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void OnValidate()
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{
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Rebuild();
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}
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void ClearComputeBuffers()
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{
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if (s_punctualLightList != null)
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s_punctualLightList.Release();
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if (s_envLightList != null)
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s_envLightList.Release();
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}
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Material CreateEngineMaterial(string shaderPath)
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{
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Material mat = new Material(Shader.Find(shaderPath) as Shader);
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mat.hideFlags = HideFlags.HideAndDontSave;
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return mat;
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}
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public override void Rebuild()
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{
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ClearComputeBuffers();
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// See Lit.hlsl for details
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gbufferManager.gbufferCount = 4;
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gbufferManager.SetBufferDescription(0, "_CameraGBufferTexture0", RenderTextureFormat.ARGB32, RenderTextureReadWrite.sRGB);
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gbufferManager.SetBufferDescription(1, "_CameraGBufferTexture1", RenderTextureFormat.ARGB2101010, RenderTextureReadWrite.Linear);
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gbufferManager.SetBufferDescription(2, "_CameraGBufferTexture2", RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear);
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gbufferManager.SetBufferDescription(3, "_CameraGBufferTexture3", RenderTextureFormat.RGB111110Float, RenderTextureReadWrite.Linear);
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s_CameraColorBuffer = Shader.PropertyToID("_CameraColorTexture");
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s_CameraDepthBuffer = Shader.PropertyToID("_CameraDepthTexture");
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s_punctualLightList = new ComputeBuffer(MaxLights, System.Runtime.InteropServices.Marshal.SizeOf(typeof(PunctualLightData)));
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s_envLightList = new ComputeBuffer(MaxLights, System.Runtime.InteropServices.Marshal.SizeOf(typeof(EnvLightData)));
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m_DeferredMaterial = CreateEngineMaterial("Hidden/Unity/LightingDeferred");
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m_FinalPassMaterial = CreateEngineMaterial("Hidden/Unity/FinalPass");
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// Debug
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m_DebugViewMaterialGBuffer = CreateEngineMaterial("Hidden/Unity/DebugViewMaterialGBuffer");
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// m_ShadowPass = new ShadowRenderPass (m_ShadowSettings);
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m_cubeReflTexArray = new TextureCacheCubemap();
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m_cubeReflTexArray.AllocTextureArray(32, (int)m_TextureSettings.reflectionCubemapSize, TextureFormat.BC6H, true);
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}
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void OnDisable()
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{
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s_punctualLightList.Release();
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s_envLightList.Release();
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if (m_DeferredMaterial) DestroyImmediate(m_DeferredMaterial);
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if (m_FinalPassMaterial) DestroyImmediate(m_FinalPassMaterial);
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m_cubeReflTexArray.Release();
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}
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void InitAndClearBuffer(Camera camera, RenderLoop renderLoop)
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{
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// We clear only the depth buffer, no need to clear the various color buffer as we overwrite them.
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// Clear depth/stencil and init buffers
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{
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var cmd = new CommandBuffer();
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cmd.name = "InitGBuffers and clear Depth/Stencil";
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// Init buffer
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// With scriptable render loop we must allocate ourself depth and color buffer (We must be independent of backbuffer for now, hope to fix that later).
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// Also we manage ourself the HDR format, here allocating fp16 directly.
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// With scriptable render loop we can allocate temporary RT in a command buffer, they will not be release with ExecuteCommandBuffer
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// These temporary surface are release automatically at the end of the scriptable renderloop if not release explicitly
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int w = camera.pixelWidth;
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int h = camera.pixelHeight;
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cmd.GetTemporaryRT(s_CameraColorBuffer, w, h, 0, FilterMode.Point, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Default);
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cmd.GetTemporaryRT(s_CameraDepthBuffer, w, h, 24, FilterMode.Point, RenderTextureFormat.Depth);
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gbufferManager.InitGBuffers(w, h, cmd);
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cmd.SetRenderTarget(new RenderTargetIdentifier(s_CameraColorBuffer), new RenderTargetIdentifier(s_CameraDepthBuffer));
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cmd.ClearRenderTarget(true, false, new Color(0, 0, 0, 0));
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renderLoop.ExecuteCommandBuffer(cmd);
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cmd.Dispose();
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}
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// TEMP: As we are in development and have not all the setup pass we still clear the color in emissive buffer and gbuffer, but this will be removed later.
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// Clear HDR target
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{
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var cmd = new CommandBuffer();
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cmd.name = "Clear HDR target";
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cmd.SetRenderTarget(new RenderTargetIdentifier(s_CameraColorBuffer), new RenderTargetIdentifier(s_CameraDepthBuffer));
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cmd.ClearRenderTarget(false, true, new Color(0, 0, 0, 0));
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renderLoop.ExecuteCommandBuffer(cmd);
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cmd.Dispose();
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}
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// Clear GBuffers
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{
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var cmd = new CommandBuffer();
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cmd.name = "Clear GBuffer";
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// Write into the Camera Depth buffer
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cmd.SetRenderTarget(gbufferManager.GetGBuffers(cmd), new RenderTargetIdentifier(s_CameraDepthBuffer));
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// Clear everything
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// TODO: Clear is not required for color as we rewrite everything, will save performance.
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cmd.ClearRenderTarget(false, true, new Color(0, 0, 0, 0));
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renderLoop.ExecuteCommandBuffer(cmd);
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cmd.Dispose();
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}
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// END TEMP
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}
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void RenderOpaqueRenderList(CullResults cull, Camera camera, RenderLoop renderLoop, string passName)
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{
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if (!debugParameters.displayOpaqueObjects)
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return;
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DrawRendererSettings settings = new DrawRendererSettings(cull, camera, new ShaderPassName(passName));
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settings.sorting.sortOptions = SortOptions.SortByMaterialThenMesh;
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settings.inputCullingOptions.SetQueuesOpaque();
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renderLoop.DrawRenderers(ref settings);
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}
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void RenderTransparentRenderList(CullResults cull, Camera camera, RenderLoop renderLoop, string passName)
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{
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if (!debugParameters.displayTransparentObjects)
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return;
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DrawRendererSettings settings = new DrawRendererSettings(cull, camera, new ShaderPassName(passName));
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settings.rendererConfiguration = RendererConfiguration.PerObjectLightProbe | RendererConfiguration.PerObjectReflectionProbes;
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settings.sorting.sortOptions = SortOptions.SortByMaterialThenMesh;
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settings.inputCullingOptions.SetQueuesTransparent();
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renderLoop.DrawRenderers(ref settings);
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}
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void RenderGBuffer(CullResults cull, Camera camera, RenderLoop renderLoop)
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{
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// setup GBuffer for rendering
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var cmd = new CommandBuffer();
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cmd.name = "GBuffer Pass";
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cmd.SetRenderTarget(gbufferManager.GetGBuffers(cmd), new RenderTargetIdentifier(s_CameraDepthBuffer));
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renderLoop.ExecuteCommandBuffer(cmd);
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cmd.Dispose();
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// render opaque objects into GBuffer
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RenderOpaqueRenderList(cull, camera, renderLoop, "GBuffer");
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}
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void RenderDebugViewMaterial(CullResults cull, Camera camera, RenderLoop renderLoop)
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{
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// Render Opaque forward
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{
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var cmd = new CommandBuffer();
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cmd.name = "DebugView Material Mode Pass";
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cmd.SetRenderTarget(new RenderTargetIdentifier(s_CameraColorBuffer), new RenderTargetIdentifier(s_CameraDepthBuffer));
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cmd.ClearRenderTarget(true, true, new Color(0, 0, 0, 0));
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renderLoop.ExecuteCommandBuffer(cmd);
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cmd.Dispose();
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Shader.SetGlobalInt("_DebugViewMaterial", (int)debugParameters.debugViewMaterial);
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RenderOpaqueRenderList(cull, camera, renderLoop, "DebugView");
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}
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// Render GBUffer opaque
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{
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Vector4 screenSize = ComputeScreenSize(camera);
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m_DebugViewMaterialGBuffer.SetVector("_ScreenSize", screenSize);
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m_DebugViewMaterialGBuffer.SetFloat("_DebugViewMaterial", (float)debugParameters.debugViewMaterial);
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// gbufferManager.BindBuffers(m_DeferredMaterial);
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// TODO: Bind depth textures
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var cmd = new CommandBuffer();
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cmd.name = "GBuffer Debug Pass";
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cmd.Blit(null, new RenderTargetIdentifier(s_CameraColorBuffer), m_DebugViewMaterialGBuffer, 0);
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renderLoop.ExecuteCommandBuffer(cmd);
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cmd.Dispose();
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}
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// Render forward transparent
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{
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RenderTransparentRenderList(cull, camera, renderLoop, "DebugView");
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}
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// Last blit
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{
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var cmd = new CommandBuffer();
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cmd.name = "Blit DebugView Material Debug";
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cmd.Blit(s_CameraColorBuffer, BuiltinRenderTextureType.CameraTarget);
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renderLoop.ExecuteCommandBuffer(cmd);
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cmd.Dispose();
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}
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}
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Matrix4x4 GetViewProjectionMatrix(Camera camera)
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{
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// The actual projection matrix used in shaders is actually massaged a bit to work across all platforms
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// (different Z value ranges etc.)
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Matrix4x4 gpuProj = GL.GetGPUProjectionMatrix(camera.projectionMatrix, false);
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Matrix4x4 gpuVP = gpuProj * camera.worldToCameraMatrix;
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return gpuVP;
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}
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Vector4 ComputeScreenSize(Camera camera)
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{
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Vector4 screenSize = new Vector4();
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screenSize.x = camera.pixelWidth;
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screenSize.y = camera.pixelHeight;
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screenSize.z = 1.0f / camera.pixelWidth;
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screenSize.w = 1.0f / camera.pixelHeight;
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return screenSize;
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}
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void RenderDeferredLighting(Camera camera, RenderLoop renderLoop)
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{
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Matrix4x4 invViewProj = GetViewProjectionMatrix(camera).inverse;
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m_DeferredMaterial.SetMatrix("_InvViewProjMatrix", invViewProj);
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Vector4 screenSize = ComputeScreenSize(camera);
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m_DeferredMaterial.SetVector("_ScreenSize", screenSize);
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m_DeferredMaterial.SetTexture("_EnvTextures", m_cubeReflTexArray.GetTexCache());
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// gbufferManager.BindBuffers(m_DeferredMaterial);
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// TODO: Bind depth textures
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var cmd = new CommandBuffer();
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cmd.name = "Deferred Ligthing Pass";
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cmd.Blit(null, new RenderTargetIdentifier(s_CameraColorBuffer), m_DeferredMaterial, 0);
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renderLoop.ExecuteCommandBuffer(cmd);
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cmd.Dispose();
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}
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void RenderForward(CullResults cullResults, Camera camera, RenderLoop renderLoop)
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{
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var cmd = new CommandBuffer();
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cmd.name = "Forward Pass";
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cmd.SetRenderTarget(new RenderTargetIdentifier(s_CameraColorBuffer), new RenderTargetIdentifier(s_CameraDepthBuffer));
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renderLoop.ExecuteCommandBuffer(cmd);
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cmd.Dispose();
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RenderTransparentRenderList(cullResults, camera, renderLoop, "Forward");
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}
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void FinalPass(RenderLoop renderLoop)
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{
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// Those could be tweakable for the neutral tonemapper, but in the case of the LookDev we don't need that
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const float BlackIn = 0.02f;
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const float WhiteIn = 10.0f;
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const float BlackOut = 0.0f;
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const float WhiteOut = 10.0f;
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const float WhiteLevel = 5.3f;
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const float WhiteClip = 10.0f;
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const float DialUnits = 20.0f;
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const float HalfDialUnits = DialUnits * 0.5f;
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// converting from artist dial units to easy shader-lerps (0-1)
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Vector4 tonemapCoeff1 = new Vector4((BlackIn * DialUnits) + 1.0f, (BlackOut * HalfDialUnits) + 1.0f, (WhiteIn / DialUnits), (1.0f - (WhiteOut / DialUnits)));
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Vector4 tonemapCoeff2 = new Vector4(0.0f, 0.0f, WhiteLevel, WhiteClip / HalfDialUnits);
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m_FinalPassMaterial.SetVector("_ToneMapCoeffs1", tonemapCoeff1);
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m_FinalPassMaterial.SetVector("_ToneMapCoeffs2", tonemapCoeff2);
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m_FinalPassMaterial.SetFloat("_EnableToneMap", debugParameters.enableTonemap ? 1.0f : 0.0f);
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m_FinalPassMaterial.SetFloat("_Exposure", debugParameters.exposure);
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CommandBuffer cmd = new CommandBuffer();
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cmd.name = "FinalPass";
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// Resolve our HDR texture to CameraTarget.
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cmd.Blit(s_CameraColorBuffer, BuiltinRenderTextureType.CameraTarget, m_FinalPassMaterial, 0);
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renderLoop.ExecuteCommandBuffer(cmd);
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cmd.Dispose();
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}
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void NewFrame()
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{
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// update texture caches
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m_cubeReflTexArray.NewFrame();
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}
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//---------------------------------------------------------------------------------------------------------------------------------------------------
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void UpdatePunctualLights(VisibleLight[] visibleLights)
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{
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int punctualLightCount = 0;
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List<PunctualLightData> lights = new List<PunctualLightData>();
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for (int lightIndex = 0; lightIndex < Math.Min(visibleLights.Length, MaxLights); lightIndex++)
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{
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VisibleLight light = visibleLights[lightIndex];
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if (light.lightType == LightType.Spot || light.lightType == LightType.Point || light.lightType == LightType.Directional)
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{
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PunctualLightData l = new PunctualLightData();
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if (light.lightType == LightType.Directional)
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{
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l.useDistanceAttenuation = 0.0f;
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// positionWS store Light direction for directional and is opposite to the forward direction
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l.positionWS = -light.light.transform.forward;
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l.invSqrAttenuationRadius = 0.0f;
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}
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else
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{
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l.useDistanceAttenuation = 1.0f;
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l.positionWS = light.light.transform.position;
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l.invSqrAttenuationRadius = 1.0f / (light.range * light.range);
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}
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// Correct intensity calculation (Different from Unity)
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float lightColorR = light.light.intensity * Mathf.GammaToLinearSpace(light.light.color.r);
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float lightColorG = light.light.intensity * Mathf.GammaToLinearSpace(light.light.color.g);
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float lightColorB = light.light.intensity * Mathf.GammaToLinearSpace(light.light.color.b);
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l.color.Set(lightColorR, lightColorG, lightColorB);
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// Light direction is opposite to the forward direction
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l.forward = -light.light.transform.forward;
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// CAUTION: For IES as we inverse forward maybe this will need rotation.
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l.up = light.light.transform.up;
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l.right = light.light.transform.right;
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l.diffuseScale = 1.0f;
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l.specularScale = 1.0f;
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l.shadowDimmer = 1.0f;
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if (light.lightType == LightType.Spot)
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{
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float spotAngle = light.light.spotAngle;
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AdditionalLightData additionalLightData = light.light.GetComponent<AdditionalLightData>();
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float innerConePercent = AdditionalLightData.GetInnerSpotPercent01(additionalLightData);
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float cosSpotOuterHalfAngle = Mathf.Clamp(Mathf.Cos(spotAngle * 0.5f * Mathf.Deg2Rad), 0.0f, 1.0f);
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float cosSpotInnerHalfAngle = Mathf.Clamp(Mathf.Cos(spotAngle * 0.5f * innerConePercent * Mathf.Deg2Rad), 0.0f, 1.0f); // inner cone
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float val = Mathf.Max(0.001f, (cosSpotInnerHalfAngle - cosSpotOuterHalfAngle));
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l.angleScale = 1.0f / val;
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l.angleOffset = -cosSpotOuterHalfAngle * l.angleScale;
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}
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else
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{
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// 1.0f, 2.0f are neutral value allowing GetAngleAnttenuation in shader code to return 1.0
|
|
l.angleScale = 1.0f;
|
|
l.angleOffset = 2.0f;
|
|
}
|
|
|
|
lights.Add(l);
|
|
punctualLightCount++;
|
|
}
|
|
}
|
|
s_punctualLightList.SetData(lights.ToArray());
|
|
|
|
Shader.SetGlobalBuffer("_PunctualLightList", s_punctualLightList);
|
|
Shader.SetGlobalInt("_PunctualLightCount", punctualLightCount);
|
|
}
|
|
|
|
void UpdateReflectionProbes(VisibleReflectionProbe[] activeReflectionProbes)
|
|
{
|
|
int envLightCount = 0;
|
|
List<EnvLightData> lights = new List<EnvLightData>();
|
|
|
|
for (int lightIndex = 0; lightIndex < Math.Min(activeReflectionProbes.Length, MaxProbes); lightIndex++)
|
|
{
|
|
VisibleReflectionProbe probe = activeReflectionProbes[lightIndex];
|
|
EnvLightData l = new EnvLightData();
|
|
|
|
/*
|
|
bool boxProj = EnvShapeType.None;
|
|
(rl.boxProjection != 0);
|
|
|
|
l.positionWS =
|
|
if (rl.boxProjection)
|
|
l.positionWS = probe.localToWorld;
|
|
l.shapeType;
|
|
|
|
l.worldToLocal;
|
|
|
|
l.innerDistance;
|
|
l.sliceIndex;
|
|
|
|
l.capturePointWS;
|
|
l.blendDistance;
|
|
*/
|
|
/*
|
|
Vector3 boxOffset = rl.center; // reflection volume offset relative to cube map capture point
|
|
float blendDistance = rl.blendDistance;
|
|
|
|
Matrix4x4 mat = rl.localToWorld;
|
|
//Matrix4x4 mat = rl.transform.localToWorldMatrix;
|
|
Vector3 cubeCapturePos = mat.GetColumn(3); // cube map capture position in world space
|
|
Vector3 combinedExtent = e + new Vector3(blendDistance, blendDistance, blendDistance);
|
|
|
|
lightData[i].uLightType = (uint)LightDefinitions.BOX_LIGHT;
|
|
|
|
m_cubeReflTexArray.FetchSlice(cubemap);
|
|
|
|
if (boxProj) lightData[i].flags |= LightDefinitions.IS_BOX_PROJECTED;
|
|
*/
|
|
|
|
lights.Add(l);
|
|
envLightCount++;
|
|
}
|
|
|
|
s_envLightList.SetData(lights.ToArray());
|
|
|
|
Shader.SetGlobalBuffer("_EnvLightList", s_envLightList);
|
|
Shader.SetGlobalInt("_EnvLightCount", envLightCount);
|
|
}
|
|
|
|
public override void Render(Camera[] cameras, RenderLoop renderLoop)
|
|
{
|
|
// Do anything we need to do upon a new frame.
|
|
NewFrame();
|
|
|
|
// Set Frame constant buffer
|
|
// TODO...
|
|
|
|
foreach (var camera in cameras)
|
|
{
|
|
// Set camera constant buffer
|
|
// TODO...
|
|
|
|
CullResults cullResults;
|
|
CullingParameters cullingParams;
|
|
if (!CullResults.GetCullingParameters(camera, out cullingParams))
|
|
continue;
|
|
|
|
//m_ShadowPass.UpdateCullingParameters (ref cullingParams);
|
|
|
|
cullResults = CullResults.Cull(ref cullingParams, renderLoop);
|
|
|
|
//ShadowOutput shadows;
|
|
//m_ShadowPass.Render (renderLoop, cullResults, out shadows);
|
|
|
|
renderLoop.SetupCameraProperties(camera);
|
|
|
|
//UpdateLightConstants(cullResults.visibleLights /*, ref shadows */);
|
|
|
|
UpdatePunctualLights(cullResults.visibleLights);
|
|
UpdateReflectionProbes(cullResults.visibleReflectionProbes);
|
|
|
|
InitAndClearBuffer(camera, renderLoop);
|
|
|
|
RenderGBuffer(cullResults, camera, renderLoop);
|
|
|
|
if (debugParameters.debugViewMaterial != 0)
|
|
{
|
|
RenderDebugViewMaterial(cullResults, camera, renderLoop);
|
|
}
|
|
else
|
|
{
|
|
RenderDeferredLighting(camera, renderLoop);
|
|
|
|
RenderForward(cullResults, camera, renderLoop);
|
|
|
|
FinalPass(renderLoop);
|
|
}
|
|
|
|
renderLoop.Submit();
|
|
}
|
|
|
|
// Post effects
|
|
}
|
|
|
|
#if UNITY_EDITOR
|
|
public override UnityEditor.SupportedRenderingFeatures GetSupportedRenderingFeatures()
|
|
{
|
|
var features = new UnityEditor.SupportedRenderingFeatures();
|
|
|
|
features.reflectionProbe = UnityEditor.SupportedRenderingFeatures.ReflectionProbe.Rotation;
|
|
|
|
return features;
|
|
}
|
|
|
|
#endif
|
|
}
|
|
}
|