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using UnityEngine;
using System.Collections;
using UnityEngine.Rendering;
using System.Collections.Generic;
using System;
using UnityEditor;
namespace UnityEngine.ScriptableRenderLoop
{
[ExecuteInEditMode]
// This HDRenderLoop assume linear lighting. Don't work with gamma.
public class HDRenderLoop : ScriptableRenderLoop
{
#if UNITY_EDITOR
[MenuItem("Renderloop/CreateHDRenderLoop")]
static void CreateHDRenderLoop()
{
var instance = ScriptableObject.CreateInstance<HDRenderLoop>();
UnityEditor.AssetDatabase.CreateAsset(instance, "Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.asset");
}
#endif
public class GBufferManager
{
public const int MaxGbuffer = 8;
public void SetBufferDescription(int index, string stringID, RenderTextureFormat inFormat, RenderTextureReadWrite inSRGBWrite)
{
IDs[index] = Shader.PropertyToID(stringID);
RTIDs[index] = new RenderTargetIdentifier(IDs[index]);
formats[index] = inFormat;
sRGBWrites[index] = inSRGBWrite;
}
public void InitGBuffers(CommandBuffer cmd)
{
for (int index = 0; index < gbufferCount; index++)
{
/* RTs[index] = */ cmd.GetTemporaryRT(IDs[index], -1, -1, 0, FilterMode.Point, formats[index], sRGBWrites[index]);
}
}
public RenderTargetIdentifier[] GetGBuffers(CommandBuffer cmd)
{
var colorMRTs = new RenderTargetIdentifier[gbufferCount];
for (int index = 0; index < gbufferCount; index++)
{
colorMRTs[index] = RTIDs[index];
}
return colorMRTs;
}
/*
public void BindBuffers(Material mat)
{
for (int index = 0; index < gbufferCount; index++)
{
mat.SetTexture(IDs[index], RTs[index]);
}
}
*/
public int gbufferCount { get; set; }
int[] IDs = new int[MaxGbuffer];
RenderTargetIdentifier[] RTIDs = new RenderTargetIdentifier[MaxGbuffer];
RenderTextureFormat[] formats = new RenderTextureFormat[MaxGbuffer];
RenderTextureReadWrite[] sRGBWrites = new RenderTextureReadWrite[MaxGbuffer];
}
public const int MaxLights = 32;
//[SerializeField]
//ShadowSettings m_ShadowSettings = ShadowSettings.Default;
//ShadowRenderPass m_ShadowPass;
Material m_DeferredMaterial;
Material m_FinalPassMaterial;
GBufferManager gbufferManager = new GBufferManager();
static private int s_CameraColorBuffer;
static private int s_CameraDepthBuffer;
static private ComputeBuffer s_punctualLightList;
void OnEnable()
{
Rebuild ();
}
void OnValidate()
{
Rebuild ();
}
void ClearComputeBuffers()
{
if (s_punctualLightList != null)
s_punctualLightList.Release();
}
void Rebuild()
{
ClearComputeBuffers();
gbufferManager.gbufferCount = 4;
gbufferManager.SetBufferDescription(0, "_CameraGBufferTexture0", RenderTextureFormat.ARGB32, RenderTextureReadWrite.sRGB); // Store diffuse color => sRGB
gbufferManager.SetBufferDescription(1, "_CameraGBufferTexture1", RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear);
gbufferManager.SetBufferDescription(2, "_CameraGBufferTexture2", RenderTextureFormat.ARGB2101010, RenderTextureReadWrite.Linear); // Store normal => higher precision
gbufferManager.SetBufferDescription(3, "_CameraGBufferTexture3", RenderTextureFormat.RGB111110Float, RenderTextureReadWrite.Linear);
s_CameraColorBuffer = Shader.PropertyToID("_CameraColorTexture");
s_CameraDepthBuffer = Shader.PropertyToID("_CameraDepthTexture");
s_punctualLightList = new ComputeBuffer(MaxLights, System.Runtime.InteropServices.Marshal.SizeOf(typeof(PunctualLightData)));
Shader deferredMaterial = Shader.Find("Hidden/Unity/LightingDeferred") as Shader;
m_DeferredMaterial = new Material(deferredMaterial);
m_DeferredMaterial.hideFlags = HideFlags.HideAndDontSave;
Shader finalPassShader = Shader.Find("Hidden/Unity/FinalPass") as Shader;
m_FinalPassMaterial = new Material(finalPassShader);
m_FinalPassMaterial.hideFlags = HideFlags.HideAndDontSave;
// m_ShadowPass = new ShadowRenderPass (m_ShadowSettings);
}
void OnDisable()
{
s_punctualLightList.Release();
if (m_DeferredMaterial) DestroyImmediate(m_DeferredMaterial);
if (m_FinalPassMaterial) DestroyImmediate(m_FinalPassMaterial);
}
void InitAndClearBuffer(Camera camera, RenderLoop renderLoop)
{
// We clear only the depth buffer, no need to clear the various color buffer as we overwrite them.
// Clear depth/stencil and init buffers
{
var cmd = new CommandBuffer();
cmd.name = "InitGBuffers and clear Depth/Stencil";
// Init buffer
// 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).
// Also we manage ourself the HDR format, here allocating fp16 directly.
// With scriptable render loop we can allocate temporary RT in a command buffer, they will not be release with ExecuteCommandBuffer
// These temporary surface are release automatically at the end of the scriptable renderloop if not release explicitly
cmd.GetTemporaryRT(s_CameraColorBuffer, -1, -1, 0, FilterMode.Point, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Default);
cmd.GetTemporaryRT(s_CameraDepthBuffer, -1, -1, 24, FilterMode.Point, RenderTextureFormat.Depth);
gbufferManager.InitGBuffers(cmd);
cmd.SetRenderTarget(new RenderTargetIdentifier(s_CameraColorBuffer), new RenderTargetIdentifier(s_CameraDepthBuffer));
cmd.ClearRenderTarget(true, false, new Color(0, 0, 0, 0));
renderLoop.ExecuteCommandBuffer(cmd);
cmd.Dispose();
}
// 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.
// Clear HDR target
{
var cmd = new CommandBuffer();
cmd.name = "Clear HDR target";
cmd.SetRenderTarget(new RenderTargetIdentifier(s_CameraColorBuffer), new RenderTargetIdentifier(s_CameraDepthBuffer));
cmd.ClearRenderTarget(false, true, new Color(0, 0, 0, 0));
renderLoop.ExecuteCommandBuffer(cmd);
cmd.Dispose();
}
// Clear GBuffers
{
var cmd = new CommandBuffer();
cmd.name = "Clear GBuffer";
// Write into the Camera Depth buffer
cmd.SetRenderTarget(gbufferManager.GetGBuffers(cmd), new RenderTargetIdentifier(s_CameraDepthBuffer));
// Clear everything
// TODO: Clear is not required for color as we rewrite everything, will save performance.
cmd.ClearRenderTarget(false, true, new Color(0, 0, 0, 0));
renderLoop.ExecuteCommandBuffer(cmd);
cmd.Dispose();
}
// END TEMP
}
void RenderGBuffer(CullResults cull, Camera camera, RenderLoop renderLoop)
{
// setup GBuffer for rendering
var cmd = new CommandBuffer();
cmd.name = "GBuffer Pass";
cmd.SetRenderTarget(gbufferManager.GetGBuffers(cmd), new RenderTargetIdentifier(s_CameraDepthBuffer));
renderLoop.ExecuteCommandBuffer(cmd);
cmd.Dispose();
// render opaque objects into GBuffer
DrawRendererSettings settings = new DrawRendererSettings(cull, camera, new ShaderPassName("GBuffer"));
settings.sorting.sortOptions = SortOptions.SortByMaterialThenMesh;
settings.inputCullingOptions.SetQueuesOpaque();
renderLoop.DrawRenderers(ref settings);
}
Matrix4x4 GetViewProjectionMatrix(Camera camera)
{
// The actual projection matrix used in shaders is actually massaged a bit to work across all platforms
// (different Z value ranges etc.)
Matrix4x4 gpuProj = GL.GetGPUProjectionMatrix(camera.projectionMatrix, false);
Matrix4x4 gpuVP = gpuProj * camera.worldToCameraMatrix;
return gpuVP;
}
void RenderDeferredLighting(Camera camera, RenderLoop renderLoop)
{
Matrix4x4 invViewProj = GetViewProjectionMatrix(camera).inverse;
m_DeferredMaterial.SetMatrix("_InvViewProjMatrix", invViewProj);
Vector4 screenSize = new Vector4();
screenSize.x = camera.pixelWidth;
screenSize.y = camera.pixelHeight;
screenSize.z = 1.0f / camera.pixelWidth;
screenSize.w = 1.0f / camera.pixelHeight;
m_DeferredMaterial.SetVector("_ScreenSize", screenSize);
// gbufferManager.BindBuffers(m_DeferredMaterial);
// TODO: Bind depth textures
var cmd = new CommandBuffer();
cmd.name = "Deferred Ligthing Pass";
cmd.Blit(null, new RenderTargetIdentifier(s_CameraColorBuffer), m_DeferredMaterial, 0);
renderLoop.ExecuteCommandBuffer(cmd);
cmd.Dispose();
}
void RenderForward(CullResults cullResults, Camera camera, RenderLoop renderLoop)
{
// setup GBuffer for rendering
var cmd = new CommandBuffer();
cmd.name = "Forward Pass";
cmd.SetRenderTarget(new RenderTargetIdentifier(s_CameraColorBuffer), new RenderTargetIdentifier(s_CameraDepthBuffer));
renderLoop.ExecuteCommandBuffer(cmd);
cmd.Dispose();
DrawRendererSettings settings = new DrawRendererSettings(cullResults, camera, new ShaderPassName("Forward"));
settings.rendererConfiguration = RendererConfiguration.ConfigureOneLightProbePerRenderer | RendererConfiguration.ConfigureReflectionProbesProbePerRenderer;
settings.sorting.sortOptions = SortOptions.SortByMaterialThenMesh;
renderLoop.DrawRenderers(ref settings);
}
void FinalPass(RenderLoop renderLoop)
{
CommandBuffer cmd = new CommandBuffer();
cmd.name = "FinalPass";
// Resolve our HDR texture to CameraTarget.
cmd.Blit(s_CameraColorBuffer, BuiltinRenderTextureType.CameraTarget, m_FinalPassMaterial, 0);
renderLoop.ExecuteCommandBuffer(cmd);
cmd.Dispose();
}
//---------------------------------------------------------------------------------------------------------------------------------------------------
void UpdatePunctualLights(ActiveLight[] activeLights)
{
int punctualLightCount = 0;
List<PunctualLightData> lights = new List<PunctualLightData>();
for (int lightIndex = 0; lightIndex < Math.Min(activeLights.Length, MaxLights); lightIndex++)
{
ActiveLight light = activeLights[lightIndex];
if (light.lightType == LightType.Spot || light.lightType == LightType.Point)
{
PunctualLightData l = new PunctualLightData();
l.positionWS = light.light.transform.position;
l.invSqrAttenuationRadius = 1.0f / (light.range * light.range);
// Correct intensity calculation (Different from Unity)
float lightColorR = light.light.intensity * Mathf.GammaToLinearSpace(light.light.color.r);
float lightColorG = light.light.intensity * Mathf.GammaToLinearSpace(light.light.color.g);
float lightColorB = light.light.intensity * Mathf.GammaToLinearSpace(light.light.color.b);
l.color = new Vec3(lightColorR, lightColorG, lightColorB);
// Light direction is opposite to the forward direction...
l.forward = -light.light.transform.forward;
// CAUTION: For IES as we inverse forward maybe this will need rotation.
l.up = light.light.transform.up;
l.right = light.light.transform.right;
l.diffuseScale = 1.0f;
l.specularScale = 1.0f;
l.shadowDimmer = 1.0f;
if (light.lightType == LightType.Spot)
{
float spotAngle = light.light.spotAngle;
AdditionalLightData additionalLightData = light.light.GetComponent<AdditionalLightData>();
float innerConePercent = AdditionalLightData.GetInnerSpotPercent01(additionalLightData);
float cosSpotOuterHalfAngle = Mathf.Clamp(Mathf.Cos(spotAngle * 0.5f * Mathf.Deg2Rad), 0.0f, 1.0f);
float cosSpotInnerHalfAngle = Mathf.Clamp(Mathf.Cos(spotAngle * 0.5f * innerConePercent * Mathf.Deg2Rad), 0.0f, 1.0f); // inner cone
float val = Mathf.Max(0.001f, (cosSpotInnerHalfAngle - cosSpotOuterHalfAngle));
l.angleScale = 1.0f / val;
l.angleOffset = -cosSpotOuterHalfAngle * l.angleScale;
}
else
{
// 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("g_punctualLightList", s_punctualLightList);
Shader.SetGlobalInt("g_punctualLightCount", punctualLightCount);
}
void UpdateLightConstants(ActiveLight[] activeLights /*, ref ShadowOutput shadow */)
{
/*
int nNumLightsIncludingTooMany = 0;
int g_nNumLights = 0;
Vector4[] g_vLightColor = new Vector4[ MAX_LIGHTS ];
Vector4[] g_vLightPosition_flInvRadius = new Vector4[ MAX_LIGHTS ];
Vector4[] g_vLightDirection = new Vector4[ MAX_LIGHTS ];
Vector4[] g_vLightShadowIndex_vLightParams = new Vector4[ MAX_LIGHTS ];
Vector4[] g_vLightFalloffParams = new Vector4[ MAX_LIGHTS ];
Vector4[] g_vSpotLightInnersuterConeCosines = new Vector4[ MAX_LIGHTS ];
Matrix4x4[] g_matWorldToShadow = new Matrix4x4[ MAX_LIGHTS * MAX_SHADOWMAP_PER_LIGHTS ];
Vector4[] g_vDirShadowSplitSpheres = new Vector4[ MAX_DIRECTIONAL_SPLIT ];
for ( int nLight = 0; nLight < activeLights.Length; nLight++ )
{
nNumLightsIncludingTooMany++;
if ( nNumLightsIncludingTooMany > MAX_LIGHTS )
continue;
ActiveLight light = activeLights [nLight];
LightType lightType = light.lightType;
Vector3 position = light.light.transform.position;
Vector3 lightDir = light.light.transform.forward.normalized;
AdditionalLightData additionalLightData = light.light.GetComponent<AdditionalLightData> ();
// Setup shadow data arrays
bool hasShadows = shadow.GetShadowSliceCountLightIndex (nLight) != 0;
if ( lightType == LightType.Directional )
{
g_vLightColor[ g_nNumLights ] = light.finalColor;
g_vLightPosition_flInvRadius[ g_nNumLights ] = new Vector4(
position.x - ( lightDir.x * DIRECTIONAL_LIGHT_PULLBACK_DISTANCE ),
position.y - ( lightDir.y * DIRECTIONAL_LIGHT_PULLBACK_DISTANCE ),
position.z - ( lightDir.z * DIRECTIONAL_LIGHT_PULLBACK_DISTANCE ),
-1.0f );
g_vLightDirection[ g_nNumLights ] = new Vector4( lightDir.x, lightDir.y, lightDir.z );
g_vLightShadowIndex_vLightParams[ g_nNumLights ] = new Vector4( 0, 0, 1, 1 );
g_vLightFalloffParams[ g_nNumLights ] = new Vector4( 0.0f, 0.0f, float.MaxValue, (float)lightType );
g_vSpotLightInnerOuterConeCosines[ g_nNumLights ] = new Vector4( 0.0f, -1.0f, 1.0f );
if (hasShadows)
{
for (int s = 0; s < MAX_DIRECTIONAL_SPLIT; ++s)
{
g_vDirShadowSplitSpheres[s] = shadow.directionalShadowSplitSphereSqr[s];
}
}
}
else if ( lightType == LightType.Point )
{
g_vLightColor[ g_nNumLights ] = light.finalColor;
g_vLightPosition_flInvRadius[ g_nNumLights ] = new Vector4( position.x, position.y, position.z, 1.0f / light.range );
g_vLightDirection[ g_nNumLights ] = new Vector4( 0.0f, 0.0f, 0.0f );
g_vLightShadowIndex_vLightParams[ g_nNumLights ] = new Vector4( 0, 0, 1, 1 );
g_vLightFalloffParams[ g_nNumLights ] = new Vector4( 1.0f, 0.0f, light.range * light.range, (float)lightType );
g_vSpotLightInnerOuterConeCosines[ g_nNumLights ] = new Vector4( 0.0f, -1.0f, 1.0f );
}
else if ( lightType == LightType.Spot )
{
g_vLightColor[ g_nNumLights ] = light.finalColor;
g_vLightPosition_flInvRadius[ g_nNumLights ] = new Vector4( position.x, position.y, position.z, 1.0f / light.range );
g_vLightDirection[ g_nNumLights ] = new Vector4( lightDir.x, lightDir.y, lightDir.z );
g_vLightShadowIndex_vLightParams[ g_nNumLights ] = new Vector4( 0, 0, 1, 1 );
g_vLightFalloffParams[ g_nNumLights ] = new Vector4( 1.0f, 0.0f, light.range * light.range, (float)lightType );
float flInnerConePercent = AdditionalLightData.GetInnerSpotPercent01(additionalLightData);
float spotAngle = light.light.spotAngle;
float flPhiDot = Mathf.Clamp( Mathf.Cos( spotAngle * 0.5f * Mathf.Deg2Rad ), 0.0f, 1.0f ); // outer cone
float flThetaDot = Mathf.Clamp( Mathf.Cos( spotAngle * 0.5f * flInnerConePercent * Mathf.Deg2Rad ), 0.0f, 1.0f ); // inner cone
g_vSpotLightInnerOuterConeCosines[ g_nNumLights ] = new Vector4( flThetaDot, flPhiDot, 1.0f / Mathf.Max( 0.01f, flThetaDot - flPhiDot ) );
}
if ( hasShadows )
{
// Enable shadows
g_vLightShadowIndex_vLightParams[ g_nNumLights ].x = 1;
for(int s=0; s < shadow.GetShadowSliceCountLightIndex (nLight); ++s)
{
int shadowSliceIndex = shadow.GetShadowSliceIndex (nLight, s);
g_matWorldToShadow [g_nNumLights * MAX_SHADOWMAP_PER_LIGHTS + s] = shadow.shadowSlices[shadowSliceIndex].shadowTransform.transpose;
}
}
g_nNumLights++;
}
// Warn if too many lights found
if ( nNumLightsIncludingTooMany > MAX_LIGHTS )
{
if ( nNumLightsIncludingTooMany > m_nWarnedTooManyLights )
{
Debug.LogError( "ERROR! Found " + nNumLightsIncludingTooMany + " runtime lights! Valve renderer supports up to " + MAX_LIGHTS +
" active runtime lights at a time!\nDisabling " + ( nNumLightsIncludingTooMany - MAX_LIGHTS ) + " runtime light" +
( ( nNumLightsIncludingTooMany - MAX_LIGHTS ) > 1 ? "s" : "" ) + "!\n" );
}
m_nWarnedTooManyLights = nNumLightsIncludingTooMany;
}
else
{
if ( m_nWarnedTooManyLights > 0 )
{
m_nWarnedTooManyLights = 0;
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
}
}