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592 行
25 KiB
592 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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#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, "Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.asset");
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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(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], -1, -1, 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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//[SerializeField]
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//ShadowSettings m_ShadowSettings = ShadowSettings.Default;
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//ShadowRenderPass m_ShadowPass;
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Material m_DeferredMaterial;
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Material m_FinalPassMaterial;
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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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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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}
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void Rebuild()
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{
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ClearComputeBuffers();
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gbufferManager.gbufferCount = 4;
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gbufferManager.SetBufferDescription(0, "_CameraGBufferTexture0", RenderTextureFormat.ARGB32, RenderTextureReadWrite.sRGB); // Store diffuse color => sRGB
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gbufferManager.SetBufferDescription(1, "_CameraGBufferTexture1", RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear);
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gbufferManager.SetBufferDescription(2, "_CameraGBufferTexture2", RenderTextureFormat.ARGB2101010, RenderTextureReadWrite.Linear); // Store normal => higher precision
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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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Shader deferredMaterial = Shader.Find("Hidden/Unity/LightingDeferred") as Shader;
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m_DeferredMaterial = new Material(deferredMaterial);
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m_DeferredMaterial.hideFlags = HideFlags.HideAndDontSave;
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Shader finalPassShader = Shader.Find("Hidden/Unity/FinalPass") as Shader;
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m_FinalPassMaterial = new Material(finalPassShader);
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m_FinalPassMaterial.hideFlags = HideFlags.HideAndDontSave;
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// m_ShadowPass = new ShadowRenderPass (m_ShadowSettings);
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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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if (m_DeferredMaterial) DestroyImmediate(m_DeferredMaterial);
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if (m_FinalPassMaterial) DestroyImmediate(m_FinalPassMaterial);
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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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cmd.GetTemporaryRT(s_CameraColorBuffer, -1, -1, 0, FilterMode.Point, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Default);
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cmd.GetTemporaryRT(s_CameraDepthBuffer, -1, -1, 24, FilterMode.Point, RenderTextureFormat.Depth);
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gbufferManager.InitGBuffers(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 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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DrawRendererSettings settings = new DrawRendererSettings(cull, camera, new ShaderPassName("GBuffer"));
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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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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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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 = 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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m_DeferredMaterial.SetVector("_ScreenSize", screenSize);
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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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// setup GBuffer for rendering
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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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DrawRendererSettings settings = new DrawRendererSettings(cullResults, camera, new ShaderPassName("Forward"));
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settings.rendererConfiguration = RendererConfiguration.ConfigureOneLightProbePerRenderer | RendererConfiguration.ConfigureReflectionProbesProbePerRenderer;
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settings.sorting.sortOptions = SortOptions.SortByMaterialThenMesh;
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renderLoop.DrawRenderers(ref settings);
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}
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void FinalPass(RenderLoop renderLoop)
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{
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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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//---------------------------------------------------------------------------------------------------------------------------------------------------
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void UpdatePunctualLights(ActiveLight[] activeLights)
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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(activeLights.Length, MaxLights); lightIndex++)
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{
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ActiveLight light = activeLights[lightIndex];
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if (light.lightType == LightType.Spot || light.lightType == LightType.Point)
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{
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PunctualLightData l = new PunctualLightData();
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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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// 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 = new Vec3(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
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l.angleScale = 1.0f;
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l.angleOffset = 2.0f;
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}
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lights.Add(l);
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punctualLightCount++;
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}
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}
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s_punctualLightList.SetData(lights.ToArray());
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Shader.SetGlobalBuffer("g_punctualLightList", s_punctualLightList);
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Shader.SetGlobalInt("g_punctualLightCount", punctualLightCount);
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}
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void UpdateLightConstants(ActiveLight[] activeLights /*, ref ShadowOutput shadow */)
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{
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/*
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int nNumLightsIncludingTooMany = 0;
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int g_nNumLights = 0;
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Vector4[] g_vLightColor = new Vector4[ MAX_LIGHTS ];
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Vector4[] g_vLightPosition_flInvRadius = new Vector4[ MAX_LIGHTS ];
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Vector4[] g_vLightDirection = new Vector4[ MAX_LIGHTS ];
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Vector4[] g_vLightShadowIndex_vLightParams = new Vector4[ MAX_LIGHTS ];
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Vector4[] g_vLightFalloffParams = new Vector4[ MAX_LIGHTS ];
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Vector4[] g_vSpotLightInnersuterConeCosines = new Vector4[ MAX_LIGHTS ];
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Matrix4x4[] g_matWorldToShadow = new Matrix4x4[ MAX_LIGHTS * MAX_SHADOWMAP_PER_LIGHTS ];
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Vector4[] g_vDirShadowSplitSpheres = new Vector4[ MAX_DIRECTIONAL_SPLIT ];
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for ( int nLight = 0; nLight < activeLights.Length; nLight++ )
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{
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nNumLightsIncludingTooMany++;
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if ( nNumLightsIncludingTooMany > MAX_LIGHTS )
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continue;
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ActiveLight light = activeLights [nLight];
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LightType lightType = light.lightType;
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Vector3 position = light.light.transform.position;
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Vector3 lightDir = light.light.transform.forward.normalized;
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AdditionalLightData additionalLightData = light.light.GetComponent<AdditionalLightData> ();
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// Setup shadow data arrays
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bool hasShadows = shadow.GetShadowSliceCountLightIndex (nLight) != 0;
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if ( lightType == LightType.Directional )
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{
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g_vLightColor[ g_nNumLights ] = light.finalColor;
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g_vLightPosition_flInvRadius[ g_nNumLights ] = new Vector4(
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position.x - ( lightDir.x * DIRECTIONAL_LIGHT_PULLBACK_DISTANCE ),
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position.y - ( lightDir.y * DIRECTIONAL_LIGHT_PULLBACK_DISTANCE ),
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position.z - ( lightDir.z * DIRECTIONAL_LIGHT_PULLBACK_DISTANCE ),
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-1.0f );
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g_vLightDirection[ g_nNumLights ] = new Vector4( lightDir.x, lightDir.y, lightDir.z );
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g_vLightShadowIndex_vLightParams[ g_nNumLights ] = new Vector4( 0, 0, 1, 1 );
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g_vLightFalloffParams[ g_nNumLights ] = new Vector4( 0.0f, 0.0f, float.MaxValue, (float)lightType );
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g_vSpotLightInnerOuterConeCosines[ g_nNumLights ] = new Vector4( 0.0f, -1.0f, 1.0f );
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if (hasShadows)
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{
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for (int s = 0; s < MAX_DIRECTIONAL_SPLIT; ++s)
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{
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g_vDirShadowSplitSpheres[s] = shadow.directionalShadowSplitSphereSqr[s];
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}
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}
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}
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else if ( lightType == LightType.Point )
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{
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g_vLightColor[ g_nNumLights ] = light.finalColor;
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g_vLightPosition_flInvRadius[ g_nNumLights ] = new Vector4( position.x, position.y, position.z, 1.0f / light.range );
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g_vLightDirection[ g_nNumLights ] = new Vector4( 0.0f, 0.0f, 0.0f );
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g_vLightShadowIndex_vLightParams[ g_nNumLights ] = new Vector4( 0, 0, 1, 1 );
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g_vLightFalloffParams[ g_nNumLights ] = new Vector4( 1.0f, 0.0f, light.range * light.range, (float)lightType );
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g_vSpotLightInnerOuterConeCosines[ g_nNumLights ] = new Vector4( 0.0f, -1.0f, 1.0f );
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}
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else if ( lightType == LightType.Spot )
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{
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g_vLightColor[ g_nNumLights ] = light.finalColor;
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g_vLightPosition_flInvRadius[ g_nNumLights ] = new Vector4( position.x, position.y, position.z, 1.0f / light.range );
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g_vLightDirection[ g_nNumLights ] = new Vector4( lightDir.x, lightDir.y, lightDir.z );
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g_vLightShadowIndex_vLightParams[ g_nNumLights ] = new Vector4( 0, 0, 1, 1 );
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g_vLightFalloffParams[ g_nNumLights ] = new Vector4( 1.0f, 0.0f, light.range * light.range, (float)lightType );
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float flInnerConePercent = AdditionalLightData.GetInnerSpotPercent01(additionalLightData);
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float spotAngle = light.light.spotAngle;
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float flPhiDot = Mathf.Clamp( Mathf.Cos( spotAngle * 0.5f * Mathf.Deg2Rad ), 0.0f, 1.0f ); // outer cone
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float flThetaDot = Mathf.Clamp( Mathf.Cos( spotAngle * 0.5f * flInnerConePercent * Mathf.Deg2Rad ), 0.0f, 1.0f ); // inner cone
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g_vSpotLightInnerOuterConeCosines[ g_nNumLights ] = new Vector4( flThetaDot, flPhiDot, 1.0f / Mathf.Max( 0.01f, flThetaDot - flPhiDot ) );
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}
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if ( hasShadows )
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{
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// Enable shadows
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g_vLightShadowIndex_vLightParams[ g_nNumLights ].x = 1;
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for(int s=0; s < shadow.GetShadowSliceCountLightIndex (nLight); ++s)
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{
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int shadowSliceIndex = shadow.GetShadowSliceIndex (nLight, s);
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g_matWorldToShadow [g_nNumLights * MAX_SHADOWMAP_PER_LIGHTS + s] = shadow.shadowSlices[shadowSliceIndex].shadowTransform.transpose;
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}
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}
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g_nNumLights++;
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}
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// Warn if too many lights found
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if ( nNumLightsIncludingTooMany > MAX_LIGHTS )
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{
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if ( nNumLightsIncludingTooMany > m_nWarnedTooManyLights )
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{
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Debug.LogError( "ERROR! Found " + nNumLightsIncludingTooMany + " runtime lights! Valve renderer supports up to " + MAX_LIGHTS +
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" active runtime lights at a time!\nDisabling " + ( nNumLightsIncludingTooMany - MAX_LIGHTS ) + " runtime light" +
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( ( nNumLightsIncludingTooMany - MAX_LIGHTS ) > 1 ? "s" : "" ) + "!\n" );
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}
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m_nWarnedTooManyLights = nNumLightsIncludingTooMany;
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}
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else
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{
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if ( m_nWarnedTooManyLights > 0 )
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{
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m_nWarnedTooManyLights = 0;
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Debug.Log( "SUCCESS! Found " + nNumLightsIncludingTooMany + " runtime lights which is within the supported number of lights, " + MAX_LIGHTS + ".\n\n" );
|
|
}
|
|
}
|
|
|
|
// Send constants to shaders
|
|
Shader.SetGlobalInt( "g_nNumLights", g_nNumLights );
|
|
|
|
// New method for Unity 5.4 to set arrays of constants
|
|
Shader.SetGlobalVectorArray( "g_vLightPosition_flInvRadius", g_vLightPosition_flInvRadius );
|
|
Shader.SetGlobalVectorArray( "g_vLightColor", g_vLightColor );
|
|
Shader.SetGlobalVectorArray( "g_vLightDirection", g_vLightDirection );
|
|
Shader.SetGlobalVectorArray( "g_vLightShadowIndex_vLightParams", g_vLightShadowIndex_vLightParams );
|
|
Shader.SetGlobalVectorArray( "g_vLightFalloffParams", g_vLightFalloffParams );
|
|
Shader.SetGlobalVectorArray( "g_vSpotLightInnerOuterConeCosines", g_vSpotLightInnerOuterConeCosines );
|
|
Shader.SetGlobalMatrixArray( "g_matWorldToShadow", g_matWorldToShadow );
|
|
Shader.SetGlobalVectorArray( "g_vDirShadowSplitSpheres", g_vDirShadowSplitSpheres );
|
|
|
|
// Time
|
|
#if ( UNITY_EDITOR )
|
|
{
|
|
Shader.SetGlobalFloat( "g_flTime", Time.realtimeSinceStartup );
|
|
//Debug.Log( "Time " + Time.realtimeSinceStartup );
|
|
}
|
|
#else
|
|
{
|
|
Shader.SetGlobalFloat( "g_flTime", Time.timeSinceLevelLoad );
|
|
//Debug.Log( "Time " + Time.timeSinceLevelLoad );
|
|
}
|
|
#endif
|
|
|
|
// PCF 3x3 Shadows
|
|
float flTexelEpsilonX = 1.0f / m_ShadowSettings.shadowAtlasWidth;
|
|
float flTexelEpsilonY = 1.0f / m_ShadowSettings.shadowAtlasHeight;
|
|
Vector4 g_vShadow3x3PCFTerms0 = new Vector4( 20.0f / 267.0f, 33.0f / 267.0f, 55.0f / 267.0f, 0.0f );
|
|
Vector4 g_vShadow3x3PCFTerms1 = new Vector4( flTexelEpsilonX, flTexelEpsilonY, -flTexelEpsilonX, -flTexelEpsilonY );
|
|
Vector4 g_vShadow3x3PCFTerms2 = new Vector4( flTexelEpsilonX, flTexelEpsilonY, 0.0f, 0.0f );
|
|
Vector4 g_vShadow3x3PCFTerms3 = new Vector4( -flTexelEpsilonX, -flTexelEpsilonY, 0.0f, 0.0f );
|
|
|
|
Shader.SetGlobalVector( "g_vShadow3x3PCFTerms0", g_vShadow3x3PCFTerms0 );
|
|
Shader.SetGlobalVector( "g_vShadow3x3PCFTerms1", g_vShadow3x3PCFTerms1 );
|
|
Shader.SetGlobalVector( "g_vShadow3x3PCFTerms2", g_vShadow3x3PCFTerms2 );
|
|
Shader.SetGlobalVector( "g_vShadow3x3PCFTerms3", g_vShadow3x3PCFTerms3 );
|
|
*/
|
|
}
|
|
|
|
/*
|
|
void RenderDeferredLighting(Camera camera, CullingInputs inputs, RenderLoop loop)
|
|
{
|
|
var props = new MaterialPropertyBlock();
|
|
|
|
var cmd = new CommandBuffer();
|
|
cmd.SetRenderTarget(new RenderTargetIdentifier(kGBufferEmission), new RenderTargetIdentifier(kGBufferZ));
|
|
foreach (var cl in inputs.culledLights)
|
|
{
|
|
bool renderAsQuad = (cl.flags & VisibleLightFlags.IntersectsNearPlane) != 0 || (cl.flags & VisibleLightFlags.IntersectsFarPlane) != 0 || (cl.lightType == LightType.Directional);
|
|
|
|
Vector3 lightPos = cl.localToWorld.GetColumn(3);
|
|
float range = cl.range;
|
|
cmd.DisableShaderKeyword("POINT");
|
|
cmd.DisableShaderKeyword("POINT_COOKIE");
|
|
cmd.DisableShaderKeyword("SPOT");
|
|
cmd.DisableShaderKeyword("DIRECTIONAL");
|
|
cmd.DisableShaderKeyword("DIRECTIONAL_COOKIE");
|
|
//cmd.EnableShaderKeyword ("UNITY_HDR_ON");
|
|
switch (cl.lightType)
|
|
{
|
|
case LightType.Point:
|
|
cmd.EnableShaderKeyword("POINT");
|
|
break;
|
|
case LightType.Spot:
|
|
cmd.EnableShaderKeyword("SPOT");
|
|
break;
|
|
case LightType.Directional:
|
|
cmd.EnableShaderKeyword("DIRECTIONAL");
|
|
break;
|
|
}
|
|
props.SetFloat("_LightAsQuad", renderAsQuad ? 1 : 0);
|
|
props.SetVector("_LightPos", new Vector4(lightPos.x, lightPos.y, lightPos.z, 1.0f / (range * range)));
|
|
props.SetVector("_LightColor", cl.finalColor);
|
|
Debug.Log("Light color : " + cl.finalColor.ToString());
|
|
props.SetMatrix("_WorldToLight", cl.worldToLocal);
|
|
|
|
///@TODO: cleanup, remove this from Internal-PrePassLighting shader
|
|
//DeferredPrivate::s_LightMaterial->SetTexture (ShaderLab::Property ("_LightTextureB0"), builtintex::GetAttenuationTexture ());
|
|
|
|
if (renderAsQuad)
|
|
{
|
|
cmd.DrawMesh(m_QuadMesh, Matrix4x4.identity, m_DeferredMaterial, 0, 0, props);
|
|
}
|
|
else
|
|
{
|
|
var matrix = Matrix4x4.TRS(lightPos, Quaternion.identity, new Vector3(range, range, range));
|
|
cmd.DrawMesh(m_PointLightMesh, matrix, m_DeferredMaterial, 0, 0, props);
|
|
}
|
|
}
|
|
loop.ExecuteCommandBuffer(cmd);
|
|
cmd.Dispose();
|
|
}
|
|
*/
|
|
|
|
public override void Render(Camera[] cameras, RenderLoop renderLoop)
|
|
{
|
|
// 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.culledLights /*, ref shadows */);
|
|
|
|
UpdatePunctualLights(cullResults.culledLights);
|
|
|
|
InitAndClearBuffer(camera, renderLoop);
|
|
|
|
RenderGBuffer(cullResults, camera, renderLoop);
|
|
|
|
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
|
|
}
|
|
}
|