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1412 行
66 KiB
1412 行
66 KiB
using UnityEngine.Rendering;
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using System;
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using System.Collections.Generic;
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namespace UnityEngine.Experimental.Rendering.Fptl
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{
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class ShadowSetup : IDisposable
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{
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// shadow related stuff
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const int k_MaxShadowDataSlots = 64;
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const int k_MaxPayloadSlotsPerShadowData = 4;
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ShadowmapBase[] m_Shadowmaps;
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ShadowManager m_ShadowMgr;
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static ComputeBuffer s_ShadowDataBuffer;
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static ComputeBuffer s_ShadowPayloadBuffer;
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public ShadowSetup(ShadowInitParameters shadowInit, ShadowSettings shadowSettings, out IShadowManager shadowManager)
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{
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s_ShadowDataBuffer = new ComputeBuffer(k_MaxShadowDataSlots, System.Runtime.InteropServices.Marshal.SizeOf(typeof(ShadowData)));
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s_ShadowPayloadBuffer = new ComputeBuffer(k_MaxShadowDataSlots * k_MaxPayloadSlotsPerShadowData, System.Runtime.InteropServices.Marshal.SizeOf(typeof(ShadowPayload)));
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ShadowAtlas.AtlasInit atlasInit;
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atlasInit.baseInit.width = (uint)shadowInit.shadowAtlasWidth;
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atlasInit.baseInit.height = (uint)shadowInit.shadowAtlasHeight;
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atlasInit.baseInit.slices = 1;
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atlasInit.baseInit.shadowmapBits = 32;
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atlasInit.baseInit.shadowmapFormat = RenderTextureFormat.Shadowmap;
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atlasInit.baseInit.samplerState = SamplerState.Default();
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atlasInit.baseInit.comparisonSamplerState = ComparisonSamplerState.Default();
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atlasInit.baseInit.clearColor = new Vector4(0.0f, 0.0f, 0.0f, 0.0f);
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atlasInit.baseInit.maxPayloadCount = 0;
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atlasInit.baseInit.shadowSupport = ShadowmapBase.ShadowSupport.Directional | ShadowmapBase.ShadowSupport.Point | ShadowmapBase.ShadowSupport.Spot;
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atlasInit.shaderKeyword = null;
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m_Shadowmaps = new ShadowmapBase[] { new ShadowAtlas(ref atlasInit) };
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ShadowContext.SyncDel syncer = (ShadowContext sc) =>
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{
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// update buffers
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uint offset, count;
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ShadowData[] sds;
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sc.GetShadowDatas(out sds, out offset, out count);
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Debug.Assert(offset == 0);
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s_ShadowDataBuffer.SetData(sds); // unfortunately we can't pass an offset or count to this function
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ShadowPayload[] payloads;
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sc.GetPayloads(out payloads, out offset, out count);
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Debug.Assert(offset == 0);
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s_ShadowPayloadBuffer.SetData(payloads);
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};
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// binding code. This needs to be in sync with ShadowContext.hlsl
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ShadowContext.BindDel binder = (ShadowContext sc, CommandBuffer cb, ComputeShader computeShader, int computeKernel) =>
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{
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// bind buffers
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cb.SetGlobalBuffer("_ShadowDatasExp", s_ShadowDataBuffer);
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cb.SetGlobalBuffer("_ShadowPayloads", s_ShadowPayloadBuffer);
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// bind textures
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uint offset, count;
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RenderTargetIdentifier[] tex;
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sc.GetTex2DArrays(out tex, out offset, out count);
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cb.SetGlobalTexture("_ShadowmapExp_PCF", tex[0]);
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// TODO: Currently samplers are hard coded in ShadowContext.hlsl, so we can't really set them here
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};
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ShadowContext.CtxtInit scInit;
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scInit.storage.maxShadowDataSlots = k_MaxShadowDataSlots;
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scInit.storage.maxPayloadSlots = k_MaxShadowDataSlots * k_MaxPayloadSlotsPerShadowData;
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scInit.storage.maxTex2DArraySlots = 1;
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scInit.storage.maxTexCubeArraySlots = 0;
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scInit.storage.maxComparisonSamplerSlots = 1;
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scInit.storage.maxSamplerSlots = 0;
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scInit.dataSyncer = syncer;
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scInit.resourceBinder = binder;
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m_ShadowMgr = new ShadowManager(shadowSettings, ref scInit, m_Shadowmaps);
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// set global overrides - these need to match the override specified in ShadowDispatch.hlsl
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m_ShadowMgr.SetGlobalShadowOverride( GPUShadowType.Point , ShadowAlgorithm.PCF, ShadowVariant.V1, ShadowPrecision.High, true );
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m_ShadowMgr.SetGlobalShadowOverride( GPUShadowType.Spot , ShadowAlgorithm.PCF, ShadowVariant.V1, ShadowPrecision.High, true );
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m_ShadowMgr.SetGlobalShadowOverride( GPUShadowType.Directional , ShadowAlgorithm.PCF, ShadowVariant.V1, ShadowPrecision.High, true );
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shadowManager = m_ShadowMgr;
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}
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public void Dispose()
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{
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if (m_Shadowmaps != null)
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{
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(m_Shadowmaps[0] as ShadowAtlas).Dispose();
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m_Shadowmaps = null;
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}
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m_ShadowMgr = null;
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if( s_ShadowDataBuffer != null )
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s_ShadowDataBuffer.Release();
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if( s_ShadowPayloadBuffer != null )
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s_ShadowPayloadBuffer.Release();
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}
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}
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public class FptlLightingInstance : RenderPipeline
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{
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private readonly FptlLighting m_Owner;
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public FptlLightingInstance(FptlLighting owner)
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{
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m_Owner = owner;
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if (m_Owner != null)
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m_Owner.Build();
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}
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public override void Dispose()
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{
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base.Dispose();
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if (m_Owner != null)
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m_Owner.Cleanup();
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}
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public override void Render(ScriptableRenderContext renderContext, Camera[] cameras)
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{
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base.Render(renderContext, cameras);
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m_Owner.Render(renderContext, cameras);
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}
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}
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[ExecuteInEditMode]
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public class FptlLighting : RenderPipelineAsset
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{
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#if UNITY_EDITOR
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[UnityEditor.MenuItem("Assets/Create/Render Pipeline/FPTL/Render Pipeline", priority = CoreUtils.assetCreateMenuPriority1)]
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static void CreateRenderLoopFPTL()
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{
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var instance = ScriptableObject.CreateInstance<FptlLighting>();
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UnityEditor.AssetDatabase.CreateAsset(instance, "Assets/ScriptableRenderPipeline/fptl/FPTLRenderPipeline.asset");
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//AssetDatabase.CreateAsset(instance, "Assets/ScriptableRenderPipeline/fptl/FPTLRenderPipeline.asset");
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}
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#endif
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protected override IRenderPipeline InternalCreatePipeline()
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{
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return new FptlLightingInstance(this);
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}
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[SerializeField]
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ShadowSettings m_ShadowSettings = new ShadowSettings();
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ShadowSetup m_ShadowSetup;
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IShadowManager m_ShadowMgr;
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FrameId m_FrameId = new FrameId();
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List<int> m_ShadowRequests = new List<int>();
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Dictionary<int, int> m_ShadowIndices = new Dictionary<int,int>();
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void InitShadowSystem(ShadowSettings shadowSettings)
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{
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m_ShadowSetup = new ShadowSetup(new ShadowInitParameters(), shadowSettings, out m_ShadowMgr);
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}
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void DeinitShadowSystem()
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{
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if (m_ShadowSetup != null)
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{
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m_ShadowSetup.Dispose();
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m_ShadowSetup = null;
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m_ShadowMgr = null;
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}
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}
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[SerializeField]
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TextureSettings m_TextureSettings = new TextureSettings();
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public Shader deferredShader;
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public Shader deferredReflectionShader;
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public Shader finalPassShader;
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public Shader debugLightBoundsShader;
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public ComputeShader buildScreenAABBShader;
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public ComputeShader buildPerTileLightListShader; // FPTL
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public ComputeShader buildPerBigTileLightListShader;
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public ComputeShader buildPerVoxelLightListShader; // clustered
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private Material m_DeferredMaterial;
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private Material m_DeferredReflectionMaterial;
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private static int s_GBufferAlbedo;
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private static int s_GBufferSpecRough;
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private static int s_GBufferNormal;
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private static int s_GBufferEmission;
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private static int s_GBufferZ;
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private static int s_CameraTarget;
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private static int s_CameraDepthTexture;
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private static int s_GenAABBKernel;
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private static int s_GenListPerTileKernel;
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private static int s_GenListPerVoxelKernel;
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private static int s_ClearVoxelAtomicKernel;
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private static ComputeBuffer s_LightDataBuffer;
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private static ComputeBuffer s_ConvexBoundsBuffer;
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private static ComputeBuffer s_AABBBoundsBuffer;
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private static ComputeBuffer s_LightList;
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private static ComputeBuffer s_DirLightList;
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private static ComputeBuffer s_LightIndices;
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private static ComputeBuffer s_BigTileLightList; // used for pre-pass coarse culling on 64x64 tiles
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private static int s_GenListPerBigTileKernel;
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// clustered light list specific buffers and data begin
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public bool enableClustered = false;
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public bool disableFptlWhenClustered = false; // still useful on opaques
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public bool enableBigTilePrepass = true;
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public bool enableDrawLightBoundsDebug = false;
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public bool enableDrawTileDebug = false;
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public bool enableReflectionProbeDebug = false;
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const bool k_UseDepthBuffer = true;// // only has an impact when EnableClustered is true (requires a depth-prepass)
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const bool k_UseAsyncCompute = true;// should not use on mobile
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const int k_Log2NumClusters = 6; // accepted range is from 0 to 6. NumClusters is 1<<g_iLog2NumClusters
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const float k_ClustLogBase = 1.02f; // each slice 2% bigger than the previous
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float m_ClustScale;
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private static ComputeBuffer s_PerVoxelLightLists;
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private static ComputeBuffer s_PerVoxelOffset;
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private static ComputeBuffer s_PerTileLogBaseTweak;
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private static ComputeBuffer s_GlobalLightListAtomic;
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// clustered light list specific buffers and data end
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private static int s_WidthOnRecord;
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private static int s_HeightOnRecord;
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Matrix4x4[] m_MatWorldToShadow = new Matrix4x4[k_MaxLights * k_MaxShadowmapPerLights];
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Vector4[] m_DirShadowSplitSpheres = new Vector4[k_MaxDirectionalSplit];
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Vector4[] m_Shadow3X3PCFTerms = new Vector4[4];
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public const int MaxNumLights = 1024;
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public const int MaxNumDirLights = 2;
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public const float FltMax = 3.402823466e+38F;
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const int k_MaxLights = 10;
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const int k_MaxShadowmapPerLights = 6;
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const int k_MaxDirectionalSplit = 4;
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// Directional lights become spotlights at a far distance. This is the distance we pull back to set the spotlight origin.
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const float k_DirectionalLightPullbackDistance = 10000.0f;
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[NonSerialized]
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private TextureCache2D m_CookieTexArray;
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private TextureCacheCubemap m_CubeCookieTexArray;
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private TextureCacheCubemap m_CubeReflTexArray;
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private SkyboxHelper m_SkyboxHelper;
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private Material m_BlitMaterial;
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private Material m_DebugLightBoundsMaterial;
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public void Cleanup()
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{
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if (m_DeferredMaterial) DestroyImmediate(m_DeferredMaterial);
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if (m_DeferredReflectionMaterial) DestroyImmediate(m_DeferredReflectionMaterial);
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if (m_BlitMaterial) DestroyImmediate(m_BlitMaterial);
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if (m_DebugLightBoundsMaterial) DestroyImmediate(m_DebugLightBoundsMaterial);
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m_CookieTexArray.Release();
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m_CubeCookieTexArray.Release();
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m_CubeReflTexArray.Release();
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s_AABBBoundsBuffer.Release();
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s_ConvexBoundsBuffer.Release();
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s_LightDataBuffer.Release();
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s_LightIndices.Release();
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ReleaseResolutionDependentBuffers();
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s_DirLightList.Release();
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if (enableClustered)
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{
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if (s_GlobalLightListAtomic != null)
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s_GlobalLightListAtomic.Release();
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}
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ClearComputeBuffers();
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DeinitShadowSystem();
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}
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void ClearComputeBuffers()
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{
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if (s_AABBBoundsBuffer != null)
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s_AABBBoundsBuffer.Release();
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if (s_ConvexBoundsBuffer != null)
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s_ConvexBoundsBuffer.Release();
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if (s_LightDataBuffer != null)
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s_LightDataBuffer.Release();
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if (s_LightIndices != null)
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s_LightIndices.Release();
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ReleaseResolutionDependentBuffers();
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if (s_DirLightList != null)
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s_DirLightList.Release();
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if (enableClustered)
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{
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if (s_GlobalLightListAtomic != null)
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s_GlobalLightListAtomic.Release();
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}
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}
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public void Build()
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{
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s_GBufferAlbedo = Shader.PropertyToID("_CameraGBufferTexture0");
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s_GBufferSpecRough = Shader.PropertyToID("_CameraGBufferTexture1");
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s_GBufferNormal = Shader.PropertyToID("_CameraGBufferTexture2");
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s_GBufferEmission = Shader.PropertyToID("_CameraGBufferTexture3");
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s_GBufferZ = Shader.PropertyToID("_CameraGBufferZ"); // used while rendering into G-buffer+
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s_CameraDepthTexture = Shader.PropertyToID("_CameraDepthTexture"); // copy of that for later sampling in shaders
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s_CameraTarget = Shader.PropertyToID("_CameraTarget");
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m_DeferredMaterial = new Material(deferredShader);
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m_DeferredReflectionMaterial = new Material(deferredReflectionShader);
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m_DeferredMaterial.hideFlags = HideFlags.HideAndDontSave;
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m_DeferredReflectionMaterial.hideFlags = HideFlags.HideAndDontSave;
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s_GenAABBKernel = buildScreenAABBShader.FindKernel("ScreenBoundsAABB");
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s_GenListPerTileKernel = buildPerTileLightListShader.FindKernel(enableBigTilePrepass ? "TileLightListGen_SrcBigTile" : "TileLightListGen");
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s_AABBBoundsBuffer = new ComputeBuffer(2 * MaxNumLights, 3 * sizeof(float));
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s_ConvexBoundsBuffer = new ComputeBuffer(MaxNumLights, System.Runtime.InteropServices.Marshal.SizeOf(typeof(SFiniteLightBound)));
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s_LightDataBuffer = new ComputeBuffer(MaxNumLights, System.Runtime.InteropServices.Marshal.SizeOf(typeof(SFiniteLightData)));
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s_DirLightList = new ComputeBuffer(MaxNumDirLights, System.Runtime.InteropServices.Marshal.SizeOf(typeof(DirectionalLight)));
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s_LightIndices = null; // only used in traditional forward, will be created on demand
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buildScreenAABBShader.SetBuffer(s_GenAABBKernel, "g_data", s_ConvexBoundsBuffer);
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//m_BuildScreenAABBShader.SetBuffer(kGenAABBKernel, "g_vBoundsBuffer", m_aabbBoundsBuffer);
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m_DeferredMaterial.SetBuffer("g_vLightData", s_LightDataBuffer);
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m_DeferredMaterial.SetBuffer("g_dirLightData", s_DirLightList);
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m_DeferredReflectionMaterial.SetBuffer("g_vLightData", s_LightDataBuffer);
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buildPerTileLightListShader.SetBuffer(s_GenListPerTileKernel, "g_vBoundsBuffer", s_AABBBoundsBuffer);
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buildPerTileLightListShader.SetBuffer(s_GenListPerTileKernel, "g_vLightData", s_LightDataBuffer);
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buildPerTileLightListShader.SetBuffer(s_GenListPerTileKernel, "g_data", s_ConvexBoundsBuffer);
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if (enableClustered)
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{
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var kernelName = enableBigTilePrepass ? (k_UseDepthBuffer ? "TileLightListGen_DepthRT_SrcBigTile" : "TileLightListGen_NoDepthRT_SrcBigTile") : (k_UseDepthBuffer ? "TileLightListGen_DepthRT" : "TileLightListGen_NoDepthRT");
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s_GenListPerVoxelKernel = buildPerVoxelLightListShader.FindKernel(kernelName);
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s_ClearVoxelAtomicKernel = buildPerVoxelLightListShader.FindKernel("ClearAtomic");
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buildPerVoxelLightListShader.SetBuffer(s_GenListPerVoxelKernel, "g_vBoundsBuffer", s_AABBBoundsBuffer);
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buildPerVoxelLightListShader.SetBuffer(s_GenListPerVoxelKernel, "g_vLightData", s_LightDataBuffer);
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buildPerVoxelLightListShader.SetBuffer(s_GenListPerVoxelKernel, "g_data", s_ConvexBoundsBuffer);
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s_GlobalLightListAtomic = new ComputeBuffer(1, sizeof(uint));
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}
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if (enableBigTilePrepass)
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{
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s_GenListPerBigTileKernel = buildPerBigTileLightListShader.FindKernel("BigTileLightListGen");
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buildPerBigTileLightListShader.SetBuffer(s_GenListPerBigTileKernel, "g_vBoundsBuffer", s_AABBBoundsBuffer);
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buildPerBigTileLightListShader.SetBuffer(s_GenListPerBigTileKernel, "g_vLightData", s_LightDataBuffer);
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buildPerBigTileLightListShader.SetBuffer(s_GenListPerBigTileKernel, "g_data", s_ConvexBoundsBuffer);
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}
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m_CookieTexArray = new TextureCache2D();
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m_CubeCookieTexArray = new TextureCacheCubemap();
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m_CubeReflTexArray = new TextureCacheCubemap();
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m_CookieTexArray.AllocTextureArray(8, m_TextureSettings.spotCookieSize, m_TextureSettings.spotCookieSize, TextureFormat.RGBA32, true);
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m_CubeCookieTexArray.AllocTextureArray(4, m_TextureSettings.pointCookieSize, TextureFormat.RGBA32, true);
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m_CubeReflTexArray.AllocTextureArray(64, m_TextureSettings.reflectionCubemapSize, TextureCache.GetPreferredHdrCompressedTextureFormat, true);
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//m_DeferredMaterial.SetTexture("_spotCookieTextures", m_cookieTexArray.GetTexCache());
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//m_DeferredMaterial.SetTexture("_pointCookieTextures", m_cubeCookieTexArray.GetTexCache());
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//m_DeferredReflectionMaterial.SetTexture("_reflCubeTextures", m_cubeReflTexArray.GetTexCache());
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m_MatWorldToShadow = new Matrix4x4[k_MaxLights * k_MaxShadowmapPerLights];
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m_DirShadowSplitSpheres = new Vector4[k_MaxDirectionalSplit];
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m_Shadow3X3PCFTerms = new Vector4[4];
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InitShadowSystem(m_ShadowSettings);
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m_SkyboxHelper = new SkyboxHelper();
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m_SkyboxHelper.CreateMesh();
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m_BlitMaterial = new Material(finalPassShader) { hideFlags = HideFlags.HideAndDontSave };
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m_DebugLightBoundsMaterial = new Material(debugLightBoundsShader) { hideFlags = HideFlags.HideAndDontSave };
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s_LightList = null;
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s_BigTileLightList = null;
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}
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static void SetupGBuffer(int width, int height, CommandBuffer cmd)
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{
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var format10 = RenderTextureFormat.ARGB32;
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if (SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGB2101010))
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format10 = RenderTextureFormat.ARGB2101010;
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var formatHDR = RenderTextureFormat.DefaultHDR;
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//@TODO: cleanup, right now only because we want to use unmodified Standard shader that encodes emission differently based on HDR or not,
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// so we make it think we always render in HDR
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cmd.EnableShaderKeyword("UNITY_HDR_ON");
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//@TODO: GetGraphicsCaps().buggyMRTSRGBWriteFlag
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cmd.GetTemporaryRT(s_GBufferAlbedo, width, height, 0, FilterMode.Point, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default);
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cmd.GetTemporaryRT(s_GBufferSpecRough, width, height, 0, FilterMode.Point, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default);
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cmd.GetTemporaryRT(s_GBufferNormal, width, height, 0, FilterMode.Point, format10, RenderTextureReadWrite.Linear);
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cmd.GetTemporaryRT(s_GBufferEmission, width, height, 0, FilterMode.Point, formatHDR, RenderTextureReadWrite.Linear);
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cmd.GetTemporaryRT(s_GBufferZ, width, height, 24, FilterMode.Point, RenderTextureFormat.Depth);
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cmd.GetTemporaryRT(s_CameraDepthTexture, width, height, 24, FilterMode.Point, RenderTextureFormat.Depth);
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cmd.GetTemporaryRT(s_CameraTarget, width, height, 0, FilterMode.Point, formatHDR, RenderTextureReadWrite.Default);
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var colorMRTs = new RenderTargetIdentifier[4] { s_GBufferAlbedo, s_GBufferSpecRough, s_GBufferNormal, s_GBufferEmission };
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cmd.SetRenderTarget(colorMRTs, new RenderTargetIdentifier(s_GBufferZ));
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cmd.ClearRenderTarget(true, true, new Color(0, 0, 0, 0));
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//@TODO: render VR occlusion mesh
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}
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static void RenderGBuffer(CullResults cull, Camera camera, ScriptableRenderContext loop)
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{
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// setup GBuffer for rendering
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var cmd = CommandBufferPool.Get ("Create G-Buffer");
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SetupGBuffer(camera.pixelWidth, camera.pixelHeight, cmd);
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loop.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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// render opaque objects using Deferred pass
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var drawSettings = new DrawRendererSettings(camera, new ShaderPassName("Deferred"))
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{
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sorting = { flags = SortFlags.CommonOpaque },
|
|
//@TODO: need to get light probes + LPPV too?
|
|
rendererConfiguration = RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbe | RendererConfiguration.ProvideLightIndices | RendererConfiguration.ProvideReflectionProbeIndices
|
|
};
|
|
var filterSettings = new FilterRenderersSettings(true){renderQueueRange = RenderQueueRange.opaque};
|
|
loop.DrawRenderers(cull.visibleRenderers, ref drawSettings, filterSettings);
|
|
}
|
|
|
|
void RenderForward(CullResults cull, Camera camera, ScriptableRenderContext loop, bool opaquesOnly)
|
|
{
|
|
var cmd = CommandBufferPool.Get(opaquesOnly ? "Prep Opaques Only Forward Pass" : "Prep Forward Pass" );
|
|
|
|
bool useFptl = opaquesOnly && usingFptl; // requires depth pre-pass for forward opaques!
|
|
|
|
bool haveTiledSolution = opaquesOnly || enableClustered;
|
|
cmd.EnableShaderKeyword(haveTiledSolution ? "TILED_FORWARD" : "REGULAR_FORWARD");
|
|
cmd.SetViewProjectionMatrices(camera.worldToCameraMatrix, camera.projectionMatrix);
|
|
cmd.SetGlobalFloat("g_isOpaquesOnlyEnabled", useFptl ? 1 : 0); // leaving this as a dynamic toggle for now for forward opaques to keep shader variants down.
|
|
cmd.SetGlobalBuffer("g_vLightListGlobal", useFptl ? s_LightList : s_PerVoxelLightLists);
|
|
cmd.SetGlobalBuffer("g_vLightListMeshInst", s_LightIndices);
|
|
|
|
loop.ExecuteCommandBuffer(cmd);
|
|
CommandBufferPool.Release(cmd);
|
|
|
|
|
|
// render opaque objects using Deferred pass
|
|
var drawSettings = new DrawRendererSettings(camera, new ShaderPassName("ForwardSinglePass"))
|
|
{
|
|
sorting = { flags = opaquesOnly ? SortFlags.CommonOpaque : SortFlags.CommonTransparent },
|
|
rendererConfiguration = RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbe | RendererConfiguration.ProvideLightIndices | RendererConfiguration.ProvideReflectionProbeIndices
|
|
};
|
|
var filterSettings = new FilterRenderersSettings(true) { renderQueueRange = opaquesOnly ? RenderQueueRange.opaque : RenderQueueRange.transparent };
|
|
|
|
loop.DrawRenderers(cull.visibleRenderers, ref drawSettings, filterSettings);
|
|
}
|
|
|
|
static void DepthOnlyForForwardOpaques(CullResults cull, Camera camera, ScriptableRenderContext loop)
|
|
{
|
|
var cmd = CommandBufferPool.Get("Forward Opaques - Depth Only" );
|
|
cmd.SetRenderTarget(new RenderTargetIdentifier(s_GBufferZ));
|
|
loop.ExecuteCommandBuffer(cmd);
|
|
CommandBufferPool.Release(cmd);
|
|
|
|
// render opaque objects using Deferred pass
|
|
var drawSettings = new DrawRendererSettings(camera, new ShaderPassName("DepthOnly"))
|
|
{
|
|
sorting = { flags = SortFlags.CommonOpaque }
|
|
};
|
|
var filterSettings = new FilterRenderersSettings(true) {};
|
|
filterSettings.renderQueueRange = RenderQueueRange.opaque;
|
|
loop.DrawRenderers(cull.visibleRenderers, ref drawSettings, filterSettings);
|
|
}
|
|
|
|
bool usingFptl
|
|
{
|
|
get
|
|
{
|
|
bool isEnabledMSAA = false;
|
|
Debug.Assert(!isEnabledMSAA || enableClustered);
|
|
bool disableFptl = (disableFptlWhenClustered && enableClustered) || isEnabledMSAA;
|
|
return !disableFptl;
|
|
}
|
|
}
|
|
|
|
static void CopyDepthAfterGBuffer(ScriptableRenderContext loop)
|
|
{
|
|
var cmd = CommandBufferPool.Get("Copy depth");
|
|
cmd.CopyTexture(new RenderTargetIdentifier(s_GBufferZ), new RenderTargetIdentifier(s_CameraDepthTexture));
|
|
loop.ExecuteCommandBuffer(cmd);
|
|
CommandBufferPool.Release(cmd);
|
|
|
|
}
|
|
|
|
void DoTiledDeferredLighting(Camera camera, ScriptableRenderContext loop, int numLights, int numDirLights)
|
|
{
|
|
var bUseClusteredForDeferred = !usingFptl;
|
|
var cmd = CommandBufferPool.Get();
|
|
|
|
m_DeferredMaterial.EnableKeyword(bUseClusteredForDeferred ? "USE_CLUSTERED_LIGHTLIST" : "USE_FPTL_LIGHTLIST");
|
|
m_DeferredReflectionMaterial.EnableKeyword(bUseClusteredForDeferred ? "USE_CLUSTERED_LIGHTLIST" : "USE_FPTL_LIGHTLIST");
|
|
if (enableDrawTileDebug)
|
|
{
|
|
m_DeferredMaterial.EnableKeyword("ENABLE_DEBUG");
|
|
}
|
|
else
|
|
{
|
|
m_DeferredMaterial.DisableKeyword("ENABLE_DEBUG");
|
|
}
|
|
|
|
if (enableReflectionProbeDebug)
|
|
{
|
|
m_DeferredReflectionMaterial.EnableKeyword("ENABLE_DEBUG");
|
|
}
|
|
else
|
|
{
|
|
m_DeferredReflectionMaterial.DisableKeyword("ENABLE_DEBUG");
|
|
}
|
|
|
|
cmd.SetGlobalBuffer("g_vLightListGlobal", bUseClusteredForDeferred ? s_PerVoxelLightLists : s_LightList); // opaques list (unless MSAA possibly)
|
|
|
|
// In case of bUseClusteredForDeferred disable toggle option since we're using m_perVoxelLightLists as opposed to lightList
|
|
if (bUseClusteredForDeferred)
|
|
{
|
|
cmd.SetGlobalFloat("g_isOpaquesOnlyEnabled", 0);
|
|
}
|
|
|
|
cmd.name = "DoTiledDeferredLighting";
|
|
|
|
//cmd.SetRenderTarget(new RenderTargetIdentifier(kGBufferEmission), new RenderTargetIdentifier(kGBufferZ));
|
|
//cmd.Blit (kGBufferNormal, (RenderTexture)null); // debug: display normals
|
|
|
|
cmd.Blit(BuiltinRenderTextureType.CameraTarget, s_CameraTarget, m_DeferredMaterial, 0);
|
|
cmd.Blit(BuiltinRenderTextureType.CameraTarget, s_CameraTarget, m_DeferredReflectionMaterial, 0);
|
|
|
|
// Set the intermediate target for compositing (skybox, etc)
|
|
cmd.SetRenderTarget(new RenderTargetIdentifier(s_CameraTarget), new RenderTargetIdentifier(s_CameraDepthTexture));
|
|
|
|
loop.ExecuteCommandBuffer(cmd);
|
|
CommandBufferPool.Release(cmd);
|
|
}
|
|
|
|
static Matrix4x4 GetFlipMatrix()
|
|
{
|
|
Matrix4x4 flip = Matrix4x4.identity;
|
|
bool isLeftHand = ((int)LightDefinitions.USE_LEFTHAND_CAMERASPACE) != 0;
|
|
if (isLeftHand) flip.SetColumn(2, new Vector4(0.0f, 0.0f, -1.0f, 0.0f));
|
|
return flip;
|
|
}
|
|
|
|
static Matrix4x4 WorldToCamera(Camera camera)
|
|
{
|
|
return GetFlipMatrix() * camera.worldToCameraMatrix;
|
|
}
|
|
|
|
static Matrix4x4 CameraToWorld(Camera camera)
|
|
{
|
|
return camera.cameraToWorldMatrix * GetFlipMatrix();
|
|
}
|
|
|
|
static Matrix4x4 CameraProjection(Camera camera)
|
|
{
|
|
return camera.projectionMatrix * GetFlipMatrix();
|
|
}
|
|
|
|
static int UpdateDirectionalLights(Camera camera, IList<VisibleLight> visibleLights, Dictionary<int,int> shadowIndices)
|
|
{
|
|
var dirLightCount = 0;
|
|
var lights = new List<DirectionalLight>();
|
|
var worldToView = WorldToCamera(camera);
|
|
|
|
for (int nLight = 0; nLight < visibleLights.Count; nLight++)
|
|
{
|
|
var light = visibleLights[nLight];
|
|
if (light.lightType == LightType.Directional)
|
|
{
|
|
Debug.Assert(dirLightCount < MaxNumDirLights, "Too many directional lights.");
|
|
|
|
var l = new DirectionalLight();
|
|
|
|
var lightToWorld = light.localToWorld;
|
|
|
|
Vector3 lightDir = lightToWorld.GetColumn(2); // Z axis in world space
|
|
|
|
// represents a left hand coordinate system in world space
|
|
Vector3 vx = lightToWorld.GetColumn(0); // X axis in world space
|
|
Vector3 vy = lightToWorld.GetColumn(1); // Y axis in world space
|
|
var vz = lightDir; // Z axis in world space
|
|
|
|
vx = worldToView.MultiplyVector(vx);
|
|
vy = worldToView.MultiplyVector(vy);
|
|
vz = worldToView.MultiplyVector(vz);
|
|
|
|
int shadowIdx;
|
|
l.shadowLightIndex = shadowIndices.TryGetValue((int)nLight, out shadowIdx) ? (uint)shadowIdx : 0x80000000;
|
|
l.lightAxisX = vx;
|
|
l.lightAxisY = vy;
|
|
l.lightAxisZ = vz;
|
|
|
|
l.color.Set(light.finalColor.r, light.finalColor.g, light.finalColor.b);
|
|
l.intensity = light.light.intensity;
|
|
|
|
lights.Add(l);
|
|
dirLightCount++;
|
|
}
|
|
}
|
|
s_DirLightList.SetData(lights);
|
|
|
|
return dirLightCount;
|
|
}
|
|
|
|
int GenerateSourceLightBuffers(Camera camera, CullResults inputs)
|
|
{
|
|
// 0. deal with shadows
|
|
{
|
|
m_FrameId.frameCount++;
|
|
// get the indices for all lights that want to have shadows
|
|
m_ShadowRequests.Clear();
|
|
m_ShadowRequests.Capacity = inputs.visibleLights.Count;
|
|
int lcnt = inputs.visibleLights.Count;
|
|
for (int i = 0; i < lcnt; ++i)
|
|
{
|
|
VisibleLight vl = inputs.visibleLights[i];
|
|
|
|
AdditionalShadowData asd = vl.light.GetComponent<AdditionalShadowData>();
|
|
|
|
if (vl.light.shadows != LightShadows.None && asd != null && asd.shadowDimmer > 0.0f)
|
|
m_ShadowRequests.Add(i);
|
|
}
|
|
// pass this list to a routine that assigns shadows based on some heuristic
|
|
uint shadowRequestCount = (uint)m_ShadowRequests.Count;
|
|
int[] shadowRequests = m_ShadowRequests.ToArray();
|
|
int[] shadowDataIndices;
|
|
m_ShadowMgr.ProcessShadowRequests(m_FrameId, inputs, camera, false, inputs.visibleLights,
|
|
ref shadowRequestCount, shadowRequests, out shadowDataIndices);
|
|
|
|
// update the visibleLights with the shadow information
|
|
m_ShadowIndices.Clear();
|
|
for (uint i = 0; i < shadowRequestCount; i++)
|
|
{
|
|
m_ShadowIndices.Add(shadowRequests[i], shadowDataIndices[i]);
|
|
}
|
|
}
|
|
|
|
var probes = inputs.visibleReflectionProbes;
|
|
//ReflectionProbe[] probes = Object.FindObjectsOfType<ReflectionProbe>();
|
|
|
|
var numModels = (int)LightDefinitions.NR_LIGHT_MODELS;
|
|
var numVolTypes = (int)LightDefinitions.MAX_TYPES;
|
|
var numEntries = new int[numModels, numVolTypes];
|
|
var offsets = new int[numModels, numVolTypes];
|
|
var numEntries2nd = new int[numModels, numVolTypes];
|
|
|
|
// first pass. Figure out how much we have of each and establish offsets
|
|
foreach (var cl in inputs.visibleLights)
|
|
{
|
|
var volType = cl.lightType == LightType.Spot ? LightDefinitions.SPOT_LIGHT : (cl.lightType == LightType.Point ? LightDefinitions.SPHERE_LIGHT : -1);
|
|
if (volType >= 0) ++numEntries[LightDefinitions.DIRECT_LIGHT, volType];
|
|
}
|
|
|
|
foreach (var rl in probes)
|
|
{
|
|
var volType = LightDefinitions.BOX_LIGHT; // always a box for now
|
|
if (rl.texture != null) ++numEntries[LightDefinitions.REFLECTION_LIGHT, volType];
|
|
}
|
|
|
|
// add decals here too similar to the above
|
|
|
|
// establish offsets
|
|
for (var m = 0; m < numModels; m++)
|
|
{
|
|
offsets[m, 0] = m == 0 ? 0 : (numEntries[m - 1, numVolTypes - 1] + offsets[m - 1, numVolTypes - 1]);
|
|
for (var v = 1; v < numVolTypes; v++) offsets[m, v] = numEntries[m, v - 1] + offsets[m, v - 1];
|
|
}
|
|
|
|
|
|
var numLights = inputs.visibleLights.Count;
|
|
var numProbes = probes.Count;
|
|
var numVolumes = numLights + numProbes;
|
|
|
|
|
|
var lightData = new SFiniteLightData[numVolumes];
|
|
var boundData = new SFiniteLightBound[numVolumes];
|
|
var worldToView = WorldToCamera(camera);
|
|
|
|
var lightIndexMap = inputs.GetLightIndexMap();
|
|
for (int i = 0; i < lightIndexMap.Length; i++)
|
|
{
|
|
lightIndexMap[i] = -1;
|
|
}
|
|
|
|
int lightIndexCount = inputs.GetLightIndicesCount();
|
|
if (s_LightIndices == null || lightIndexCount > s_LightIndices.count)
|
|
{
|
|
// The light indices buffer is too small, resize
|
|
if (s_LightIndices != null)
|
|
s_LightIndices.Release();
|
|
s_LightIndices = new ComputeBuffer(lightIndexCount, System.Runtime.InteropServices.Marshal.SizeOf(typeof(int)));
|
|
}
|
|
|
|
uint shadowLightIndex = 0;
|
|
uint lightIndex = 0;
|
|
foreach (var cl in inputs.visibleLights)
|
|
{
|
|
var range = cl.range;
|
|
|
|
var lightToWorld = cl.localToWorld;
|
|
|
|
Vector3 lightPos = lightToWorld.GetColumn(3);
|
|
|
|
var bound = new SFiniteLightBound();
|
|
var light = new SFiniteLightData();
|
|
|
|
bound.boxAxisX.Set(1, 0, 0);
|
|
bound.boxAxisY.Set(0, 1, 0);
|
|
bound.boxAxisZ.Set(0, 0, 1);
|
|
bound.scaleXY.Set(1.0f, 1.0f);
|
|
bound.radius = range;
|
|
|
|
light.flags = 0;
|
|
light.recipRange = 1.0f / range;
|
|
light.color.Set(cl.finalColor.r, cl.finalColor.g, cl.finalColor.b);
|
|
light.sliceIndex = 0;
|
|
light.lightModel = (uint)LightDefinitions.DIRECT_LIGHT;
|
|
|
|
int shadowIdx;
|
|
light.shadowLightIndex = m_ShadowIndices.TryGetValue( (int) shadowLightIndex, out shadowIdx ) ? (uint) shadowIdx : 0x80000000;
|
|
shadowLightIndex++;
|
|
|
|
var bHasCookie = cl.light.cookie != null;
|
|
var bHasShadow = cl.light.shadows != LightShadows.None;
|
|
|
|
var idxOut = 0;
|
|
|
|
if (cl.lightType == LightType.Spot)
|
|
{
|
|
var isCircularSpot = !bHasCookie;
|
|
if (!isCircularSpot) // square spots always have cookie
|
|
{
|
|
light.sliceIndex = m_CookieTexArray.FetchSlice(cl.light.cookie);
|
|
}
|
|
|
|
Vector3 lightDir = lightToWorld.GetColumn(2); // Z axis in world space
|
|
|
|
// represents a left hand coordinate system in world space
|
|
Vector3 vx = lightToWorld.GetColumn(0); // X axis in world space
|
|
Vector3 vy = lightToWorld.GetColumn(1); // Y axis in world space
|
|
var vz = lightDir; // Z axis in world space
|
|
|
|
// transform to camera space (becomes a left hand coordinate frame in Unity since Determinant(worldToView)<0)
|
|
vx = worldToView.MultiplyVector(vx);
|
|
vy = worldToView.MultiplyVector(vy);
|
|
vz = worldToView.MultiplyVector(vz);
|
|
|
|
|
|
const float pi = 3.1415926535897932384626433832795f;
|
|
const float degToRad = (float)(pi / 180.0);
|
|
|
|
|
|
var sa = cl.light.spotAngle;
|
|
|
|
var cs = Mathf.Cos(0.5f * sa * degToRad);
|
|
var si = Mathf.Sin(0.5f * sa * degToRad);
|
|
var ta = cs > 0.0f ? (si / cs) : FltMax;
|
|
|
|
var cota = si > 0.0f ? (cs / si) : FltMax;
|
|
|
|
//const float cotasa = l.GetCotanHalfSpotAngle();
|
|
|
|
// apply nonuniform scale to OBB of spot light
|
|
var squeeze = true;//sa < 0.7f * 90.0f; // arb heuristic
|
|
var fS = squeeze ? ta : si;
|
|
bound.center = worldToView.MultiplyPoint(lightPos + ((0.5f * range) * lightDir)); // use mid point of the spot as the center of the bounding volume for building screen-space AABB for tiled lighting.
|
|
|
|
light.lightAxisX = vx;
|
|
light.lightAxisY = vy;
|
|
light.lightAxisZ = vz;
|
|
|
|
// scale axis to match box or base of pyramid
|
|
bound.boxAxisX = (fS * range) * vx;
|
|
bound.boxAxisY = (fS * range) * vy;
|
|
bound.boxAxisZ = (0.5f * range) * vz;
|
|
|
|
// generate bounding sphere radius
|
|
var fAltDx = si;
|
|
var fAltDy = cs;
|
|
fAltDy = fAltDy - 0.5f;
|
|
//if(fAltDy<0) fAltDy=-fAltDy;
|
|
|
|
fAltDx *= range; fAltDy *= range;
|
|
|
|
var altDist = Mathf.Sqrt(fAltDy * fAltDy + (isCircularSpot ? 1.0f : 2.0f) * fAltDx * fAltDx);
|
|
bound.radius = altDist > (0.5f * range) ? altDist : (0.5f * range); // will always pick fAltDist
|
|
bound.scaleXY = squeeze ? new Vector2(0.01f, 0.01f) : new Vector2(1.0f, 1.0f);
|
|
|
|
// fill up ldata
|
|
light.lightType = (uint)LightDefinitions.SPOT_LIGHT;
|
|
light.lightPos = worldToView.MultiplyPoint(lightPos);
|
|
light.radiusSq = range * range;
|
|
light.penumbra = cs;
|
|
light.cotan = cota;
|
|
light.flags |= (isCircularSpot ? LightDefinitions.IS_CIRCULAR_SPOT_SHAPE : 0);
|
|
|
|
light.flags |= (bHasCookie ? LightDefinitions.HAS_COOKIE_TEXTURE : 0);
|
|
light.flags |= (bHasShadow ? LightDefinitions.HAS_SHADOW : 0);
|
|
|
|
int i = LightDefinitions.DIRECT_LIGHT, j = LightDefinitions.SPOT_LIGHT;
|
|
idxOut = numEntries2nd[i, j] + offsets[i, j]; ++numEntries2nd[i, j];
|
|
}
|
|
else if (cl.lightType == LightType.Point)
|
|
{
|
|
if (bHasCookie)
|
|
{
|
|
light.sliceIndex = m_CubeCookieTexArray.FetchSlice(cl.light.cookie);
|
|
}
|
|
|
|
var lightToView = worldToView * lightToWorld;
|
|
Vector3 vx = lightToView.GetColumn(0);
|
|
Vector3 vy = lightToView.GetColumn(1);
|
|
Vector3 vz = lightToView.GetColumn(2);
|
|
|
|
bound.center = worldToView.MultiplyPoint(lightPos);
|
|
bound.boxAxisX = vx * range;
|
|
bound.boxAxisY = vy * range;
|
|
bound.boxAxisZ = vz * range;
|
|
bound.scaleXY.Set(1.0f, 1.0f);
|
|
bound.radius = range;
|
|
|
|
// fill up ldata
|
|
light.lightType = (uint)LightDefinitions.SPHERE_LIGHT;
|
|
light.lightPos = bound.center;
|
|
light.radiusSq = range * range;
|
|
|
|
light.lightAxisX = vx;
|
|
light.lightAxisY = vy;
|
|
light.lightAxisZ = vz;
|
|
|
|
light.flags |= (bHasCookie ? LightDefinitions.HAS_COOKIE_TEXTURE : 0);
|
|
light.flags |= (bHasShadow ? LightDefinitions.HAS_SHADOW : 0);
|
|
|
|
int i = LightDefinitions.DIRECT_LIGHT, j = LightDefinitions.SPHERE_LIGHT;
|
|
idxOut = numEntries2nd[i, j] + offsets[i, j]; ++numEntries2nd[i, j];
|
|
}
|
|
else
|
|
{
|
|
//Assert(false);
|
|
}
|
|
|
|
// next light
|
|
if (cl.lightType == LightType.Spot || cl.lightType == LightType.Point)
|
|
{
|
|
boundData[idxOut] = bound;
|
|
lightData[idxOut] = light;
|
|
lightIndexMap[lightIndex] = idxOut;
|
|
}
|
|
|
|
lightIndex++;
|
|
}
|
|
int numLightsOut = 0;
|
|
for(int v=0; v<numVolTypes; v++) numLightsOut += numEntries[LightDefinitions.DIRECT_LIGHT, v];
|
|
|
|
// probe.m_BlendDistance
|
|
// Vector3f extents = 0.5*Abs(probe.m_BoxSize);
|
|
// C center of rendered refl box <-- GetComponent (Transform).GetPosition() + m_BoxOffset;
|
|
// cube map capture point: GetComponent (Transform).GetPosition()
|
|
// shader parameter min and max are C+/-(extents+blendDistance)
|
|
foreach (var rl in probes)
|
|
{
|
|
var cubemap = rl.texture;
|
|
|
|
// always a box for now
|
|
if (cubemap == null)
|
|
continue;
|
|
|
|
var bndData = new SFiniteLightBound();
|
|
var lgtData = new SFiniteLightData();
|
|
|
|
var idxOut = 0;
|
|
lgtData.flags = 0;
|
|
|
|
var bnds = rl.bounds;
|
|
var boxOffset = rl.center; // reflection volume offset relative to cube map capture point
|
|
var blendDistance = rl.blendDistance;
|
|
|
|
var mat = rl.localToWorld;
|
|
|
|
// implicit in CalculateHDRDecodeValues() --> float ints = rl.intensity;
|
|
var boxProj = (rl.boxProjection != 0);
|
|
var decodeVals = rl.hdr;
|
|
//Vector4 decodeVals = rl.CalculateHDRDecodeValues();
|
|
|
|
// C is reflection volume center in world space (NOT same as cube map capture point)
|
|
var e = bnds.extents; // 0.5f * Vector3.Max(-boxSizes[p], boxSizes[p]);
|
|
//Vector3 C = bnds.center; // P + boxOffset;
|
|
var C = mat.MultiplyPoint(boxOffset); // same as commented out line above when rot is identity
|
|
|
|
var combinedExtent = e + new Vector3(blendDistance, blendDistance, blendDistance);
|
|
|
|
Vector3 vx = mat.GetColumn(0);
|
|
Vector3 vy = mat.GetColumn(1);
|
|
Vector3 vz = mat.GetColumn(2);
|
|
|
|
// transform to camera space (becomes a left hand coordinate frame in Unity since Determinant(worldToView)<0)
|
|
vx = worldToView.MultiplyVector(vx);
|
|
vy = worldToView.MultiplyVector(vy);
|
|
vz = worldToView.MultiplyVector(vz);
|
|
|
|
var Cw = worldToView.MultiplyPoint(C);
|
|
|
|
if (boxProj) lgtData.flags |= LightDefinitions.IS_BOX_PROJECTED;
|
|
|
|
lgtData.lightPos = Cw;
|
|
lgtData.lightAxisX = vx;
|
|
lgtData.lightAxisY = vy;
|
|
lgtData.lightAxisZ = vz;
|
|
lgtData.localCubeCapturePoint = -boxOffset;
|
|
lgtData.probeBlendDistance = blendDistance;
|
|
|
|
lgtData.lightIntensity = decodeVals.x;
|
|
lgtData.decodeExp = decodeVals.y;
|
|
|
|
lgtData.sliceIndex = m_CubeReflTexArray.FetchSlice(cubemap);
|
|
|
|
var delta = combinedExtent - e;
|
|
lgtData.boxInnerDist = e;
|
|
lgtData.boxInvRange.Set(1.0f / delta.x, 1.0f / delta.y, 1.0f / delta.z);
|
|
|
|
bndData.center = Cw;
|
|
bndData.boxAxisX = combinedExtent.x * vx;
|
|
bndData.boxAxisY = combinedExtent.y * vy;
|
|
bndData.boxAxisZ = combinedExtent.z * vz;
|
|
bndData.scaleXY.Set(1.0f, 1.0f);
|
|
bndData.radius = combinedExtent.magnitude;
|
|
|
|
// fill up ldata
|
|
lgtData.lightType = (uint)LightDefinitions.BOX_LIGHT;
|
|
lgtData.lightModel = (uint)LightDefinitions.REFLECTION_LIGHT;
|
|
|
|
|
|
int i = LightDefinitions.REFLECTION_LIGHT, j = LightDefinitions.BOX_LIGHT;
|
|
idxOut = numEntries2nd[i, j] + offsets[i, j]; ++numEntries2nd[i, j];
|
|
boundData[idxOut] = bndData;
|
|
lightData[idxOut] = lgtData;
|
|
lightIndexMap[lightIndex] = idxOut;
|
|
lightIndex++;
|
|
}
|
|
inputs.SetLightIndexMap(lightIndexMap);
|
|
|
|
int numProbesOut = 0;
|
|
for(int v=0; v<numVolTypes; v++) numProbesOut += numEntries[LightDefinitions.REFLECTION_LIGHT, v];
|
|
|
|
for (var m = 0; m < numModels; m++)
|
|
{
|
|
for (var v = 0; v < numVolTypes; v++)
|
|
Debug.Assert(numEntries[m, v] == numEntries2nd[m, v], "count mismatch on second pass!");
|
|
}
|
|
|
|
s_ConvexBoundsBuffer.SetData(boundData);
|
|
s_LightDataBuffer.SetData(lightData);
|
|
|
|
inputs.FillLightIndices(s_LightIndices);
|
|
return numLightsOut + numProbesOut;
|
|
}
|
|
|
|
CullResults m_CullResults;
|
|
public void Render(ScriptableRenderContext renderContext, IEnumerable<Camera> cameras)
|
|
{
|
|
foreach (var camera in cameras)
|
|
{
|
|
ScriptableCullingParameters cullingParams;
|
|
if (!CullResults.GetCullingParameters(camera, out cullingParams))
|
|
continue;
|
|
|
|
m_ShadowMgr.UpdateCullingParameters( ref cullingParams );
|
|
|
|
CullResults.Cull(ref cullingParams, renderContext, ref m_CullResults);
|
|
ExecuteRenderLoop(camera, m_CullResults, renderContext);
|
|
}
|
|
|
|
renderContext.Submit();
|
|
}
|
|
|
|
void FinalPass(ScriptableRenderContext loop)
|
|
{
|
|
var cmd = CommandBufferPool.Get("FinalPass");
|
|
cmd.Blit(s_CameraTarget, BuiltinRenderTextureType.CameraTarget, m_BlitMaterial, 0);
|
|
loop.ExecuteCommandBuffer(cmd);
|
|
CommandBufferPool.Release(cmd);
|
|
|
|
}
|
|
|
|
void ExecuteRenderLoop(Camera camera, CullResults cullResults, ScriptableRenderContext loop)
|
|
{
|
|
var w = camera.pixelWidth;
|
|
var h = camera.pixelHeight;
|
|
|
|
ResizeIfNecessary(w, h);
|
|
|
|
// do anything we need to do upon a new frame.
|
|
NewFrame();
|
|
|
|
// generate g-buffer before shadows to leverage async compute
|
|
// forward opaques just write to depth.
|
|
loop.SetupCameraProperties(camera);
|
|
RenderGBuffer(cullResults, camera, loop);
|
|
DepthOnlyForForwardOpaques(cullResults, camera, loop);
|
|
CopyDepthAfterGBuffer(loop);
|
|
|
|
// camera to screen matrix (and it's inverse)
|
|
var proj = CameraProjection(camera);
|
|
var temp = new Matrix4x4();
|
|
temp.SetRow(0, new Vector4(0.5f * w, 0.0f, 0.0f, 0.5f * w));
|
|
temp.SetRow(1, new Vector4(0.0f, 0.5f * h, 0.0f, 0.5f * h));
|
|
temp.SetRow(2, new Vector4(0.0f, 0.0f, 0.5f, 0.5f));
|
|
temp.SetRow(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f));
|
|
var projscr = temp * proj;
|
|
var invProjscr = projscr.inverse;
|
|
|
|
// build per tile light lists
|
|
var numLights = GenerateSourceLightBuffers(camera, cullResults);
|
|
|
|
GPUFence postLightListFence;
|
|
|
|
if (k_UseAsyncCompute)
|
|
{
|
|
CommandBuffer cmdPreShadows = CommandBufferPool.Get();
|
|
GPUFence preShadowsFence = cmdPreShadows.CreateGPUFence();
|
|
loop.ExecuteCommandBuffer(cmdPreShadows);
|
|
CommandBufferPool.Release(cmdPreShadows);
|
|
|
|
postLightListFence = BuildPerTileLightListsAsync(camera, loop, numLights, projscr, invProjscr, preShadowsFence);
|
|
}
|
|
else
|
|
{
|
|
#pragma warning disable 0162
|
|
BuildPerTileLightLists(camera, loop, numLights, projscr, invProjscr);
|
|
#pragma warning restore 0162
|
|
}
|
|
|
|
CommandBuffer cmdShadow = CommandBufferPool.Get();
|
|
m_ShadowMgr.RenderShadows( m_FrameId, loop, cmdShadow, cullResults, cullResults.visibleLights );
|
|
m_ShadowMgr.SyncData();
|
|
m_ShadowMgr.BindResources( cmdShadow, null, 0 );
|
|
loop.ExecuteCommandBuffer(cmdShadow);
|
|
CommandBufferPool.Release(cmdShadow);
|
|
|
|
// Push all global params
|
|
var numDirLights = UpdateDirectionalLights(camera, cullResults.visibleLights, m_ShadowIndices);
|
|
|
|
if (k_UseAsyncCompute)
|
|
{
|
|
PushGlobalParamsWithFence(camera, loop, CameraToWorld(camera), projscr, invProjscr, numDirLights, postLightListFence);
|
|
}
|
|
else
|
|
{
|
|
#pragma warning disable 0162
|
|
PushGlobalParams(camera, loop, CameraToWorld(camera), projscr, invProjscr, numDirLights);
|
|
#pragma warning restore 0162
|
|
}
|
|
|
|
// do deferred lighting
|
|
DoTiledDeferredLighting(camera, loop, numLights, numDirLights);
|
|
|
|
// render opaques using tiled forward
|
|
RenderForward(cullResults, camera, loop, true); // opaques only (requires a depth pre-pass)
|
|
|
|
// render the backdrop/canvas
|
|
m_SkyboxHelper.Draw(loop, camera);
|
|
|
|
// transparencies atm. requires clustered until we get traditional forward
|
|
if (enableClustered) RenderForward(cullResults, camera, loop, false);
|
|
|
|
// debug views.
|
|
if (enableDrawLightBoundsDebug) DrawLightBoundsDebug(loop, cullResults.visibleLights.Count);
|
|
|
|
// present frame buffer.
|
|
FinalPass(loop);
|
|
|
|
// bind depth surface for editor grid/gizmo/selection rendering
|
|
if (camera.cameraType == CameraType.SceneView)
|
|
{
|
|
var cmd = CommandBufferPool.Get();
|
|
cmd.SetRenderTarget(BuiltinRenderTextureType.CameraTarget, new RenderTargetIdentifier(s_CameraDepthTexture));
|
|
loop.ExecuteCommandBuffer(cmd);
|
|
CommandBufferPool.Release(cmd);
|
|
|
|
}
|
|
loop.Submit();
|
|
}
|
|
|
|
void DrawLightBoundsDebug(ScriptableRenderContext loop, int numLights)
|
|
{
|
|
var cmd = CommandBufferPool.Get("DrawLightBoundsDebug");
|
|
m_DebugLightBoundsMaterial.SetBuffer("g_data", s_ConvexBoundsBuffer);
|
|
cmd.DrawProcedural(Matrix4x4.identity, m_DebugLightBoundsMaterial, 0, MeshTopology.Triangles, 12 * 3 * numLights);
|
|
loop.ExecuteCommandBuffer(cmd);
|
|
CommandBufferPool.Release(cmd);
|
|
|
|
}
|
|
|
|
void NewFrame()
|
|
{
|
|
// update texture caches
|
|
m_CookieTexArray.NewFrame();
|
|
m_CubeCookieTexArray.NewFrame();
|
|
m_CubeReflTexArray.NewFrame();
|
|
}
|
|
|
|
void RenderShadowMaps(CullResults cullResults, ScriptableRenderContext loop)
|
|
{
|
|
}
|
|
|
|
void ResizeIfNecessary(int curWidth, int curHeight)
|
|
{
|
|
if (curWidth != s_WidthOnRecord || curHeight != s_HeightOnRecord || s_LightList == null ||
|
|
(s_BigTileLightList == null && enableBigTilePrepass) || (s_PerVoxelLightLists == null && enableClustered))
|
|
{
|
|
if (s_WidthOnRecord > 0 && s_HeightOnRecord > 0)
|
|
ReleaseResolutionDependentBuffers();
|
|
|
|
AllocResolutionDependentBuffers(curWidth, curHeight);
|
|
|
|
// update recorded window resolution
|
|
s_WidthOnRecord = curWidth;
|
|
s_HeightOnRecord = curHeight;
|
|
}
|
|
}
|
|
|
|
void ReleaseResolutionDependentBuffers()
|
|
{
|
|
if (s_LightList != null)
|
|
s_LightList.Release();
|
|
|
|
if (enableClustered)
|
|
{
|
|
if (s_PerVoxelLightLists != null)
|
|
s_PerVoxelLightLists.Release();
|
|
|
|
if (s_PerVoxelOffset != null)
|
|
s_PerVoxelOffset.Release();
|
|
|
|
if (k_UseDepthBuffer && s_PerTileLogBaseTweak != null)
|
|
s_PerTileLogBaseTweak.Release();
|
|
}
|
|
|
|
if (enableBigTilePrepass)
|
|
{
|
|
if (s_BigTileLightList != null) s_BigTileLightList.Release();
|
|
}
|
|
}
|
|
|
|
int NumLightIndicesPerClusteredTile()
|
|
{
|
|
return 8 * (1 << k_Log2NumClusters); // total footprint for all layers of the tile (measured in light index entries)
|
|
}
|
|
|
|
void AllocResolutionDependentBuffers(int width, int height)
|
|
{
|
|
var nrTilesX = (width + 15) / 16;
|
|
var nrTilesY = (height + 15) / 16;
|
|
var nrTiles = nrTilesX * nrTilesY;
|
|
const int capacityUShortsPerTile = 32;
|
|
const int dwordsPerTile = (capacityUShortsPerTile + 1) >> 1; // room for 31 lights and a nrLights value.
|
|
|
|
s_LightList = new ComputeBuffer(LightDefinitions.NR_LIGHT_MODELS * dwordsPerTile * nrTiles, sizeof(uint)); // enough list memory for a 4k x 4k display
|
|
|
|
if (enableClustered)
|
|
{
|
|
var tileSizeClust = LightDefinitions.TILE_SIZE_CLUSTERED;
|
|
var nrTilesClustX = (width + (tileSizeClust - 1)) / tileSizeClust;
|
|
var nrTilesClustY = (height + (tileSizeClust - 1)) / tileSizeClust;
|
|
var nrTilesClust = nrTilesClustX * nrTilesClustY;
|
|
|
|
s_PerVoxelOffset = new ComputeBuffer(LightDefinitions.NR_LIGHT_MODELS * (1 << k_Log2NumClusters) * nrTilesClust, sizeof(uint));
|
|
s_PerVoxelLightLists = new ComputeBuffer(NumLightIndicesPerClusteredTile() * nrTilesClust, sizeof(uint));
|
|
|
|
if (k_UseDepthBuffer)
|
|
{
|
|
s_PerTileLogBaseTweak = new ComputeBuffer(nrTilesClust, sizeof(float));
|
|
}
|
|
}
|
|
|
|
if (enableBigTilePrepass)
|
|
{
|
|
var nrBigTilesX = (width + 63) / 64;
|
|
var nrBigTilesY = (height + 63) / 64;
|
|
var nrBigTiles = nrBigTilesX * nrBigTilesY;
|
|
s_BigTileLightList = new ComputeBuffer(LightDefinitions.MAX_NR_BIGTILE_LIGHTS_PLUSONE * nrBigTiles, sizeof(uint));
|
|
}
|
|
}
|
|
|
|
void VoxelLightListGeneration(CommandBuffer cmd, Camera camera, int numLights, Matrix4x4 projscr, Matrix4x4 invProjscr)
|
|
{
|
|
// clear atomic offset index
|
|
cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_ClearVoxelAtomicKernel, "g_LayeredSingleIdxBuffer", s_GlobalLightListAtomic);
|
|
cmd.DispatchCompute(buildPerVoxelLightListShader, s_ClearVoxelAtomicKernel, 1, 1, 1);
|
|
|
|
bool isOrthographic = camera.orthographic;
|
|
cmd.SetComputeIntParam(buildPerVoxelLightListShader, "g_isOrthographic", isOrthographic ? 1 : 0);
|
|
cmd.SetComputeIntParam(buildPerVoxelLightListShader, "g_iNrVisibLights", numLights);
|
|
cmd.SetComputeMatrixParam(buildPerVoxelLightListShader, "g_mScrProjection", projscr);
|
|
cmd.SetComputeMatrixParam(buildPerVoxelLightListShader, "g_mInvScrProjection", invProjscr);
|
|
|
|
cmd.SetComputeIntParam(buildPerVoxelLightListShader, "g_iLog2NumClusters", k_Log2NumClusters);
|
|
|
|
//Vector4 v2_near = invProjscr * new Vector4(0.0f, 0.0f, 0.0f, 1.0f);
|
|
//Vector4 v2_far = invProjscr * new Vector4(0.0f, 0.0f, 1.0f, 1.0f);
|
|
//float nearPlane2 = -(v2_near.z/v2_near.w);
|
|
//float farPlane2 = -(v2_far.z/v2_far.w);
|
|
var nearPlane = camera.nearClipPlane;
|
|
var farPlane = camera.farClipPlane;
|
|
cmd.SetComputeFloatParam(buildPerVoxelLightListShader, "g_fNearPlane", nearPlane);
|
|
cmd.SetComputeFloatParam(buildPerVoxelLightListShader, "g_fFarPlane", farPlane);
|
|
|
|
const float C = (float)(1 << k_Log2NumClusters);
|
|
var geomSeries = (1.0 - Mathf.Pow(k_ClustLogBase, C)) / (1 - k_ClustLogBase); // geometric series: sum_k=0^{C-1} base^k
|
|
m_ClustScale = (float)(geomSeries / (farPlane - nearPlane));
|
|
|
|
cmd.SetComputeFloatParam(buildPerVoxelLightListShader, "g_fClustScale", m_ClustScale);
|
|
cmd.SetComputeFloatParam(buildPerVoxelLightListShader, "g_fClustBase", k_ClustLogBase);
|
|
|
|
cmd.SetComputeTextureParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_depth_tex", new RenderTargetIdentifier(s_CameraDepthTexture));
|
|
cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_vLayeredLightList", s_PerVoxelLightLists);
|
|
cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_LayeredOffset", s_PerVoxelOffset);
|
|
cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_LayeredSingleIdxBuffer", s_GlobalLightListAtomic);
|
|
if (enableBigTilePrepass) cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_vBigTileLightList", s_BigTileLightList);
|
|
|
|
if (k_UseDepthBuffer)
|
|
{
|
|
cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, "g_logBaseBuffer", s_PerTileLogBaseTweak);
|
|
}
|
|
|
|
var tileSizeClust = LightDefinitions.TILE_SIZE_CLUSTERED;
|
|
var nrTilesClustX = (camera.pixelWidth + (tileSizeClust - 1)) / tileSizeClust;
|
|
var nrTilesClustY = (camera.pixelHeight + (tileSizeClust - 1)) / tileSizeClust;
|
|
|
|
cmd.DispatchCompute(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, nrTilesClustX, nrTilesClustY, 1);
|
|
}
|
|
|
|
void BuildPerTileLightLists(Camera camera, ScriptableRenderContext loop, int numLights, Matrix4x4 projscr, Matrix4x4 invProjscr)
|
|
{
|
|
var cmd = CommandBufferPool.Get("Build light list");
|
|
|
|
BuildPerTileLightListsCommon(camera, loop, numLights, projscr, invProjscr, cmd);
|
|
|
|
loop.ExecuteCommandBuffer(cmd);
|
|
|
|
CommandBufferPool.Release(cmd);
|
|
}
|
|
|
|
GPUFence BuildPerTileLightListsAsync(Camera camera, ScriptableRenderContext loop, int numLights, Matrix4x4 projscr, Matrix4x4 invProjscr, GPUFence startFence)
|
|
{
|
|
var cmd = CommandBufferPool.Get("Build light list");
|
|
|
|
cmd.WaitOnGPUFence(startFence);
|
|
|
|
BuildPerTileLightListsCommon(camera, loop, numLights, projscr, invProjscr, cmd);
|
|
|
|
GPUFence completeFence = cmd.CreateGPUFence();
|
|
|
|
loop.ExecuteCommandBufferAsync(cmd, ComputeQueueType.Default);
|
|
|
|
CommandBufferPool.Release(cmd);
|
|
|
|
return completeFence;
|
|
}
|
|
|
|
void BuildPerTileLightListsCommon(Camera camera, ScriptableRenderContext loop, int numLights, Matrix4x4 projscr, Matrix4x4 invProjscr, CommandBuffer cmd)
|
|
{
|
|
var w = camera.pixelWidth;
|
|
var h = camera.pixelHeight;
|
|
var numTilesX = (w + 15) / 16;
|
|
var numTilesY = (h + 15) / 16;
|
|
var numBigTilesX = (w + 63) / 64;
|
|
var numBigTilesY = (h + 63) / 64;
|
|
|
|
bool isOrthographic = camera.orthographic;
|
|
|
|
// generate screen-space AABBs (used for both fptl and clustered).
|
|
if (numLights != 0)
|
|
{
|
|
var proj = CameraProjection(camera);
|
|
var temp = new Matrix4x4();
|
|
temp.SetRow(0, new Vector4(1.0f, 0.0f, 0.0f, 0.0f));
|
|
temp.SetRow(1, new Vector4(0.0f, 1.0f, 0.0f, 0.0f));
|
|
temp.SetRow(2, new Vector4(0.0f, 0.0f, 0.5f, 0.5f));
|
|
temp.SetRow(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f));
|
|
var projh = temp * proj;
|
|
var invProjh = projh.inverse;
|
|
|
|
cmd.SetComputeIntParam(buildScreenAABBShader, "g_isOrthographic", isOrthographic ? 1 : 0);
|
|
cmd.SetComputeIntParam(buildScreenAABBShader, "g_iNrVisibLights", numLights);
|
|
cmd.SetComputeMatrixParam(buildScreenAABBShader, "g_mProjection", projh);
|
|
cmd.SetComputeMatrixParam(buildScreenAABBShader, "g_mInvProjection", invProjh);
|
|
cmd.SetComputeBufferParam(buildScreenAABBShader, s_GenAABBKernel, "g_vBoundsBuffer", s_AABBBoundsBuffer);
|
|
cmd.DispatchCompute(buildScreenAABBShader, s_GenAABBKernel, (numLights + 7) / 8, 1, 1);
|
|
}
|
|
|
|
// enable coarse 2D pass on 64x64 tiles (used for both fptl and clustered).
|
|
if (enableBigTilePrepass)
|
|
{
|
|
cmd.SetComputeIntParam(buildPerBigTileLightListShader, "g_isOrthographic", isOrthographic ? 1 : 0);
|
|
cmd.SetComputeIntParams(buildPerBigTileLightListShader, "g_viDimensions", new int[2] { w, h });
|
|
cmd.SetComputeIntParam(buildPerBigTileLightListShader, "g_iNrVisibLights", numLights);
|
|
cmd.SetComputeMatrixParam(buildPerBigTileLightListShader, "g_mScrProjection", projscr);
|
|
cmd.SetComputeMatrixParam(buildPerBigTileLightListShader, "g_mInvScrProjection", invProjscr);
|
|
cmd.SetComputeFloatParam(buildPerBigTileLightListShader, "g_fNearPlane", camera.nearClipPlane);
|
|
cmd.SetComputeFloatParam(buildPerBigTileLightListShader, "g_fFarPlane", camera.farClipPlane);
|
|
cmd.SetComputeBufferParam(buildPerBigTileLightListShader, s_GenListPerBigTileKernel, "g_vLightList", s_BigTileLightList);
|
|
cmd.DispatchCompute(buildPerBigTileLightListShader, s_GenListPerBigTileKernel, numBigTilesX, numBigTilesY, 1);
|
|
}
|
|
|
|
if (usingFptl) // optimized for opaques only
|
|
{
|
|
cmd.SetComputeIntParam(buildPerTileLightListShader, "g_isOrthographic", isOrthographic ? 1 : 0);
|
|
cmd.SetComputeIntParams(buildPerTileLightListShader, "g_viDimensions", new int[2] { w, h });
|
|
cmd.SetComputeIntParam(buildPerTileLightListShader, "g_iNrVisibLights", numLights);
|
|
cmd.SetComputeMatrixParam(buildPerTileLightListShader, "g_mScrProjection", projscr);
|
|
cmd.SetComputeMatrixParam(buildPerTileLightListShader, "g_mInvScrProjection", invProjscr);
|
|
cmd.SetComputeTextureParam(buildPerTileLightListShader, s_GenListPerTileKernel, "g_depth_tex", new RenderTargetIdentifier(s_CameraDepthTexture));
|
|
cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, "g_vLightList", s_LightList);
|
|
if (enableBigTilePrepass) cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, "g_vBigTileLightList", s_BigTileLightList);
|
|
cmd.DispatchCompute(buildPerTileLightListShader, s_GenListPerTileKernel, numTilesX, numTilesY, 1);
|
|
}
|
|
|
|
if (enableClustered) // works for transparencies too.
|
|
{
|
|
VoxelLightListGeneration(cmd, camera, numLights, projscr, invProjscr);
|
|
}
|
|
}
|
|
|
|
void PushGlobalParams(Camera camera, ScriptableRenderContext loop, Matrix4x4 viewToWorld, Matrix4x4 scrProj, Matrix4x4 incScrProj, int numDirLights)
|
|
{
|
|
var cmd = CommandBufferPool.Get("Push Global Parameters");
|
|
|
|
PushGlobalParamsCommon(camera, loop, viewToWorld, scrProj, incScrProj, numDirLights, cmd);
|
|
|
|
CommandBufferPool.Release(cmd);
|
|
}
|
|
|
|
void PushGlobalParamsWithFence(Camera camera, ScriptableRenderContext loop, Matrix4x4 viewToWorld, Matrix4x4 scrProj, Matrix4x4 incScrProj, int numDirLights, GPUFence startFence)
|
|
{
|
|
var cmd = CommandBufferPool.Get("Push Global Parameters");
|
|
|
|
cmd.WaitOnGPUFence(startFence);
|
|
|
|
PushGlobalParamsCommon(camera, loop, viewToWorld, scrProj, incScrProj, numDirLights, cmd);
|
|
|
|
CommandBufferPool.Release(cmd);
|
|
}
|
|
|
|
void PushGlobalParamsCommon(Camera camera, ScriptableRenderContext loop, Matrix4x4 viewToWorld, Matrix4x4 scrProj, Matrix4x4 incScrProj, int numDirLights, CommandBuffer cmd)
|
|
{
|
|
bool isOrthographic = camera.orthographic;
|
|
cmd.SetGlobalFloat("g_isOrthographic", (float)(isOrthographic ? 1 : 0));
|
|
cmd.SetGlobalFloat("g_widthRT", (float)camera.pixelWidth);
|
|
cmd.SetGlobalFloat("g_heightRT", (float)camera.pixelHeight);
|
|
|
|
cmd.SetGlobalMatrix("g_mViewToWorld", viewToWorld);
|
|
cmd.SetGlobalMatrix("g_mWorldToView", viewToWorld.inverse);
|
|
cmd.SetGlobalMatrix("g_mScrProjection", scrProj);
|
|
cmd.SetGlobalMatrix("g_mInvScrProjection", incScrProj);
|
|
|
|
cmd.SetGlobalBuffer("g_vLightData", s_LightDataBuffer);
|
|
|
|
cmd.SetGlobalTexture("_spotCookieTextures", m_CookieTexArray.GetTexCache());
|
|
cmd.SetGlobalTexture("_pointCookieTextures", m_CubeCookieTexArray.GetTexCache());
|
|
cmd.SetGlobalTexture("_reflCubeTextures", m_CubeReflTexArray.GetTexCache());
|
|
|
|
var topCube = ReflectionProbe.defaultTexture;
|
|
var defdecode = ReflectionProbe.defaultTextureHDRDecodeValues;
|
|
cmd.SetGlobalTexture("_reflRootCubeTexture", topCube);
|
|
cmd.SetGlobalFloat("_reflRootHdrDecodeMult", defdecode.x);
|
|
cmd.SetGlobalFloat("_reflRootHdrDecodeExp", defdecode.y);
|
|
|
|
if (enableBigTilePrepass)
|
|
cmd.SetGlobalBuffer("g_vBigTileLightList", s_BigTileLightList);
|
|
|
|
if (enableClustered)
|
|
{
|
|
cmd.SetGlobalFloat("g_fClustScale", m_ClustScale);
|
|
cmd.SetGlobalFloat("g_fClustBase", k_ClustLogBase);
|
|
cmd.SetGlobalFloat("g_fNearPlane", camera.nearClipPlane);
|
|
cmd.SetGlobalFloat("g_fFarPlane", camera.farClipPlane);
|
|
cmd.SetGlobalFloat("g_iLog2NumClusters", k_Log2NumClusters);
|
|
|
|
|
|
cmd.SetGlobalFloat("g_isLogBaseBufferEnabled", k_UseDepthBuffer ? 1 : 0);
|
|
|
|
cmd.SetGlobalBuffer("g_vLayeredOffsetsBuffer", s_PerVoxelOffset);
|
|
if (k_UseDepthBuffer)
|
|
{
|
|
cmd.SetGlobalBuffer("g_logBaseBuffer", s_PerTileLogBaseTweak);
|
|
}
|
|
}
|
|
|
|
cmd.SetGlobalFloat("g_nNumDirLights", numDirLights);
|
|
cmd.SetGlobalBuffer("g_dirLightData", s_DirLightList);
|
|
|
|
// Shadow constants
|
|
cmd.SetGlobalMatrixArray("g_matWorldToShadow", m_MatWorldToShadow);
|
|
cmd.SetGlobalVectorArray("g_vDirShadowSplitSpheres", m_DirShadowSplitSpheres);
|
|
cmd.SetGlobalVector("g_vShadow3x3PCFTerms0", m_Shadow3X3PCFTerms[0]);
|
|
cmd.SetGlobalVector("g_vShadow3x3PCFTerms1", m_Shadow3X3PCFTerms[1]);
|
|
cmd.SetGlobalVector("g_vShadow3x3PCFTerms2", m_Shadow3X3PCFTerms[2]);
|
|
cmd.SetGlobalVector("g_vShadow3x3PCFTerms3", m_Shadow3X3PCFTerms[3]);
|
|
|
|
loop.ExecuteCommandBuffer(cmd);
|
|
}
|
|
}
|
|
}
|