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using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
using System.Collections.Generic;
using System;
namespace UnityEngine.Experimental.ScriptableRenderLoop
{
[Serializable]
public class SkyParameters
{
public Texture skyHDRI;
public float rotation = 0.0f;
public float exposure = 0.0f;
public float multiplier = 1.0f;
}
public class SkyRenderer
{
const int kSkyCubemapSize = 256;
RenderTexture m_SkyboxCubemapRT = null;
RenderTexture m_SkyboxGGXCubemapRT = null;
Material m_StandardSkyboxMaterial = null; // This is the Unity standard skybox material. Used to pass the correct cubemap to Enlighten.
Material m_SkyHDRIMaterial = null; // Renders a cubemap into a render texture (can be cube or 2D)
Material m_GGXConvolveMaterial = null; // Apply GGX convolution to cubemap
MaterialPropertyBlock m_RenderSkyPropertyBlock = null;
GameObject[] m_CubemapFaceCamera = new GameObject[6];
Mesh BuildSkyMesh(Camera camera, bool forceUVBottom)
{
Vector4 vertData0 = new Vector4(-1.0f, -1.0f, 1.0f, 1.0f);
Vector4 vertData1 = new Vector4(1.0f, -1.0f, 1.0f, 1.0f);
Vector4 vertData2 = new Vector4(1.0f, 1.0f, 1.0f, 1.0f);
Vector4 vertData3 = new Vector4(-1.0f, 1.0f, 1.0f, 1.0f);
Vector3[] vertData = new Vector3[4];
vertData[0] = new Vector3(vertData0.x, vertData0.y, vertData0.z);
vertData[1] = new Vector3(vertData1.x, vertData1.y, vertData1.z);
vertData[2] = new Vector3(vertData2.x, vertData2.y, vertData2.z);
vertData[3] = new Vector3(vertData3.x, vertData3.y, vertData3.z);
// Get view vector vased on the frustrum, i.e (invert transform frustrum get position etc...)
Vector3[] eyeVectorData = new Vector3[4];
Matrix4x4 transformMatrix = camera.cameraToWorldMatrix * camera.projectionMatrix.inverse;
Vector4 posWorldSpace0 = transformMatrix * vertData0;
Vector4 posWorldSpace1 = transformMatrix * vertData1;
Vector4 posWorldSpace2 = transformMatrix * vertData2;
Vector4 posWorldSpace3 = transformMatrix * vertData3;
Vector3 temp = camera.GetComponent<Transform>().position;
Vector4 cameraPosition = new Vector4(temp.x, temp.y, temp.z, 0.0f);
Vector4 direction0 = (posWorldSpace0 / posWorldSpace0.w - cameraPosition);
Vector4 direction1 = (posWorldSpace1 / posWorldSpace1.w - cameraPosition);
Vector4 direction2 = (posWorldSpace2 / posWorldSpace2.w - cameraPosition);
Vector4 direction3 = (posWorldSpace3 / posWorldSpace3.w - cameraPosition);
if (SystemInfo.graphicsUVStartsAtTop && !forceUVBottom)
{
eyeVectorData[3] = new Vector3(direction0.x, direction0.y, direction0.z).normalized;
eyeVectorData[2] = new Vector3(direction1.x, direction1.y, direction1.z).normalized;
eyeVectorData[1] = new Vector3(direction2.x, direction2.y, direction2.z).normalized;
eyeVectorData[0] = new Vector3(direction3.x, direction3.y, direction3.z).normalized;
}
else
{
eyeVectorData[0] = new Vector3(direction0.x, direction0.y, direction0.z).normalized;
eyeVectorData[1] = new Vector3(direction1.x, direction1.y, direction1.z).normalized;
eyeVectorData[2] = new Vector3(direction2.x, direction2.y, direction2.z).normalized;
eyeVectorData[3] = new Vector3(direction3.x, direction3.y, direction3.z).normalized;
}
// Write out the mesh
var triangles = new int[6] { 0, 1, 2, 2, 3, 0 };
return new Mesh
{
vertices = vertData,
normals = eyeVectorData,
triangles = triangles
};
}
void RebuildTextures()
{
if(m_SkyboxCubemapRT == null)
{
m_SkyboxCubemapRT = new RenderTexture(kSkyCubemapSize, kSkyCubemapSize, 1, RenderTextureFormat.ARGBHalf);
m_SkyboxCubemapRT.dimension = TextureDimension.Cube;
m_SkyboxCubemapRT.useMipMap = true;
m_SkyboxCubemapRT.autoGenerateMips = true;
m_SkyboxCubemapRT.filterMode = FilterMode.Point;
m_SkyboxCubemapRT.Create();
}
if(m_SkyboxGGXCubemapRT == null)
{
m_SkyboxGGXCubemapRT = new RenderTexture(kSkyCubemapSize, kSkyCubemapSize, 1, RenderTextureFormat.ARGBHalf);
m_SkyboxGGXCubemapRT.dimension = TextureDimension.Cube;
m_SkyboxGGXCubemapRT.useMipMap = true;
m_SkyboxGGXCubemapRT.autoGenerateMips = false;
m_SkyboxGGXCubemapRT.filterMode = FilterMode.Trilinear;
m_SkyboxGGXCubemapRT.Create();
}
}
public void Rebuild()
{
// TODO: We need to have an API to send our sky information to Enlighten. For now use a workaround through skybox/cubemap material...
m_StandardSkyboxMaterial = Utilities.CreateEngineMaterial("Skybox/Cubemap");
m_SkyHDRIMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderLoop/SkyHDRI");
m_GGXConvolveMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderLoop/GGXConvolve");
m_RenderSkyPropertyBlock = new MaterialPropertyBlock();
RebuildTextures();
Matrix4x4 cubeProj = Matrix4x4.Perspective(90.0f, 1.0f, 0.1f, 1.0f);
Vector3[] lookAtList = {
new Vector3(1.0f, 0.0f, 0.0f),
new Vector3(-1.0f, 0.0f, 0.0f),
new Vector3(0.0f, 1.0f, 0.0f),
new Vector3(0.0f, -1.0f, 0.0f),
new Vector3(0.0f, 0.0f, 1.0f),
new Vector3(0.0f, 0.0f, -1.0f),
};
Vector3[] UpVectorList = {
new Vector3(0.0f, 1.0f, 0.0f),
new Vector3(0.0f, 1.0f, 0.0f),
new Vector3(0.0f, 0.0f, -1.0f),
new Vector3(0.0f, 0.0f, 1.0f),
new Vector3(0.0f, 1.0f, 0.0f),
new Vector3(0.0f, 1.0f, 0.0f),
};
for (int i = 0; i < 6; ++i)
{
m_CubemapFaceCamera[i] = new GameObject();
m_CubemapFaceCamera[i].hideFlags = HideFlags.HideAndDontSave;
Camera camera = m_CubemapFaceCamera[i].AddComponent<Camera>();
camera.projectionMatrix = cubeProj;
Transform transform = camera.GetComponent<Transform>();
transform.LookAt(lookAtList[i], UpVectorList[i]);
}
}
public void OnDisable()
{
Utilities.Destroy(m_StandardSkyboxMaterial);
Utilities.Destroy(m_SkyHDRIMaterial);
Utilities.Destroy(m_GGXConvolveMaterial);
Utilities.Destroy(m_SkyboxCubemapRT);
Utilities.Destroy(m_SkyboxGGXCubemapRT);
for(int i = 0 ; i < 6 ; ++i)
{
Utilities.Destroy(m_CubemapFaceCamera[i]);
}
}
bool IsSkyValid(SkyParameters parameters)
{
// Later we will also test shader for procedural skies.
return parameters.skyHDRI != null;
}
private void RenderSky(Camera camera, SkyParameters skyParameters, bool forceUVBottom, RenderLoop renderLoop)
{
Mesh skyMesh = BuildSkyMesh(camera, forceUVBottom);
m_RenderSkyPropertyBlock.SetTexture("_Cubemap", skyParameters.skyHDRI);
m_RenderSkyPropertyBlock.SetVector("_SkyParam", new Vector4(skyParameters.exposure, skyParameters.multiplier, skyParameters.rotation, 0.0f));
var cmd = new CommandBuffer { name = "" };
cmd.DrawMesh(skyMesh, Matrix4x4.identity, m_SkyHDRIMaterial, 0, 0, m_RenderSkyPropertyBlock);
renderLoop.ExecuteCommandBuffer(cmd);
cmd.Dispose();
}
private void RenderSkyToCubemap(SkyParameters skyParameters, RenderTexture target, RenderLoop renderLoop)
{
for (int i = 0; i < 6; ++i)
{
Utilities.SetRenderTarget(renderLoop, target, 0, (CubemapFace)i);
Camera faceCamera = m_CubemapFaceCamera[i].GetComponent<Camera>();
RenderSky(faceCamera, skyParameters, true, renderLoop);
}
}
private void RenderCubemapGGXConvolution(Texture input, RenderTexture target, RenderLoop renderLoop)
{
using (new Utilities.ProfilingSample("Sky Pass: GGX Convolution", renderLoop))
{
int mipCount = 1 + (int)Mathf.Log(input.width, 2.0f);
if (mipCount < ((int)EnvConstants.SpecCubeLodStep + 1))
{
Debug.LogWarning("RenderCubemapGGXConvolution: Cubemap size is too small for GGX convolution, needs at least " + ((int)EnvConstants.SpecCubeLodStep + 1) + " mip levels");
return;
}
// Copy the first mip.
// All parameters are neutral because exposure/multiplier have already been applied in the first copy.
SkyParameters skyParams = new SkyParameters();
skyParams.exposure = 0.0f;
skyParams.multiplier = 1.0f;
skyParams.rotation = 0.0f;
skyParams.skyHDRI = input;
RenderSkyToCubemap(skyParams, target, renderLoop);
// Do the convolution on remaining mipmaps
float invOmegaP = (6.0f * input.width * input.width) / (4.0f * Mathf.PI); // Solid angle associated to a pixel of the cubemap;
m_GGXConvolveMaterial.SetTexture("_MainTex", input);
m_GGXConvolveMaterial.SetFloat("_MipMapCount", mipCount);
m_GGXConvolveMaterial.SetFloat("_InvOmegaP", invOmegaP);
for (int mip = 1; mip < ((int)EnvConstants.SpecCubeLodStep + 1); ++mip)
{
MaterialPropertyBlock propertyBlock = new MaterialPropertyBlock();
propertyBlock.SetFloat("_Level", mip);
for (int face = 0; face < 6; ++face)
{
Utilities.SetRenderTarget(renderLoop, target, mip, (CubemapFace)face);
Camera faceCamera = m_CubemapFaceCamera[face].GetComponent<Camera>();
Mesh skyMesh = BuildSkyMesh(faceCamera, true);
var cmd = new CommandBuffer { name = "" };
cmd.DrawMesh(skyMesh, Matrix4x4.identity, m_GGXConvolveMaterial, 0, 0, propertyBlock);
renderLoop.ExecuteCommandBuffer(cmd);
cmd.Dispose();
}
}
}
}
public void RenderSky(Camera camera, SkyParameters skyParameters, RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthBuffer, RenderLoop renderLoop)
{
using (new Utilities.ProfilingSample("Sky Pass", renderLoop))
{
//using (new EditorGUI.DisabledScope(m_LookDevEnvLibrary.hdriList.Count <= 1))
if (IsSkyValid(skyParameters))
{
// When loading RenderDoc, RenderTextures will go null
RebuildTextures();
using (new Utilities.ProfilingSample("Sky Pass: Render Cubemap", renderLoop))
{
// Render sky into a cubemap - doesn't happen every frame, can be controlled
RenderSkyToCubemap(skyParameters, m_SkyboxCubemapRT, renderLoop);
// Convolve downsampled cubemap
RenderCubemapGGXConvolution(m_SkyboxCubemapRT, m_SkyboxGGXCubemapRT, renderLoop);
// TODO: Properly send the cubemap to Enlighten. Currently workaround is to set the cubemap in a Skybox/cubemap material
m_StandardSkyboxMaterial.SetTexture("_Tex", m_SkyboxCubemapRT);
RenderSettings.skybox = m_StandardSkyboxMaterial; // Setup this material as the default to be use in RenderSettings
RenderSettings.ambientIntensity = 1.0f; // fix this to 1, this parameter should not exist!
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Skybox; // Force skybox for our HDRI
RenderSettings.reflectionIntensity = 1.0f;
RenderSettings.customReflection = null;
//DynamicGI.UpdateEnvironment();
}
// Render the sky itself
Utilities.SetRenderTarget(renderLoop, colorBuffer, depthBuffer);
RenderSky(camera, skyParameters, false, renderLoop);
}
}
}
}
}