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using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
using System.Collections.Generic;
using System;
namespace UnityEngine.Experimental.ScriptableRenderLoop
{
[ExecuteInEditMode]
// This HDRenderLoop assume linear lighting. Don't work with gamma.
public partial class HDRenderLoop : RenderPipeline
{
const string k_HDRenderLoopPath = "Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.asset";
#if UNITY_EDITOR
[UnityEditor.MenuItem("Renderloop/CreateHDRenderLoop")]
static void CreateHDRenderLoop()
{
var instance = ScriptableObject.CreateInstance<HDRenderLoop>();
UnityEditor.AssetDatabase.CreateAsset(instance, k_HDRenderLoopPath);
}
[UnityEditor.MenuItem("HDRenderLoop/Add \"Additional Light Data\" (if not present)")]
static void AddAdditionalLightData()
{
Light[] lights = FindObjectsOfType(typeof(Light)) as Light[];
foreach (Light light in lights)
{
// Do not add a component if there already is one.
if (light.GetComponent<AdditionalLightData>() == null)
{
light.gameObject.AddComponent<AdditionalLightData>();
}
}
}
#endif
SkyRenderer m_SkyRenderer = null;
[SerializeField]
SkyParameters m_SkyParameters = new SkyParameters();
public SkyParameters skyParameters
{
get { return m_SkyParameters; }
}
public class DebugParameters
{
// Material Debugging
public int debugViewMaterial = 0;
// Rendering debugging
public bool displayOpaqueObjects = true;
public bool displayTransparentObjects = true;
public bool useForwardRenderingOnly = false; // TODO: Currently there is no way to strip the extra forward shaders generated by the shaders compiler, so we can switch dynamically.
public bool useDepthPrepass = false;
public bool enableTonemap = true;
public float exposure = 0;
public bool useSinglePassLightLoop = true;
}
DebugParameters m_DebugParameters = new DebugParameters();
public DebugParameters debugParameters
{
get { return m_DebugParameters; }
}
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(int width, int height, CommandBuffer cmd)
{
for (int index = 0; index < gbufferCount; index++)
{
/* RTs[index] = */ cmd.GetTemporaryRT(IDs[index], width, height, 0, FilterMode.Point, formats[index], sRGBWrites[index]);
}
}
public RenderTargetIdentifier[] GetGBuffers()
{
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];
}
GBufferManager m_gbufferManager = new GBufferManager();
[SerializeField]
ShadowSettings m_ShadowSettings = ShadowSettings.Default;
public ShadowSettings shadowSettings
{
get { return m_ShadowSettings; }
}
ShadowRenderPass m_ShadowPass;
public const int k_MaxDirectionalLightsOnSCreen = 3;
public const int k_MaxPunctualLightsOnSCreen = 512;
public const int k_MaxAreaLightsOnSCreen = 128;
public const int k_MaxEnvLightsOnSCreen = 64;
public const int k_MaxShadowOnScreen = 16;
public const int k_MaxCascadeCount = 4; //Should be not less than m_Settings.directionalLightCascadeCount;
[SerializeField]
TextureSettings m_TextureSettings = TextureSettings.Default;
public TextureSettings textureSettings
{
get { return m_TextureSettings; }
}
// Various set of material use in render loop
Material m_FinalPassMaterial;
Material m_DebugViewMaterialGBuffer;
// Various buffer
int m_CameraColorBuffer;
int m_CameraDepthBuffer;
int m_VelocityBuffer;
int m_DistortionBuffer;
public bool m_Dirty = false;
RenderTargetIdentifier m_CameraColorBufferRT;
RenderTargetIdentifier m_CameraDepthBufferRT;
RenderTargetIdentifier m_VelocityBufferRT;
RenderTargetIdentifier m_DistortionBufferRT;
public class LightList
{
public List<DirectionalLightData> directionalLights;
public List<DirectionalShadowData> directionalShadows;
public List<LightData> punctualLights;
public List<PunctualShadowData> punctualShadows;
public List<LightData> areaLights;
public List<EnvLightData> envLights;
public Vector4[] directionalShadowSplitSphereSqr;
// Index mapping list to go from GPU lights (above) to CPU light (in cullResult)
public List<int> directionalCullIndices;
public List<int> punctualCullIndices;
public List<int> areaCullIndices;
public List<int> envCullIndices;
public void Clear()
{
directionalLights.Clear();
directionalShadows.Clear();
punctualLights.Clear();
punctualShadows.Clear();
areaLights.Clear();
envLights.Clear();
directionalCullIndices.Clear();
punctualCullIndices.Clear();
areaCullIndices.Clear();
envCullIndices.Clear();
}
public void Allocate()
{
directionalLights = new List<DirectionalLightData>();
punctualLights = new List<LightData>();
areaLights = new List<LightData>();
envLights = new List<EnvLightData>();
punctualShadows = new List<PunctualShadowData>();
directionalShadows = new List<DirectionalShadowData>();
directionalShadowSplitSphereSqr = new Vector4[k_MaxCascadeCount];
directionalCullIndices = new List<int>();
punctualCullIndices = new List<int>();
areaCullIndices = new List<int>();
envCullIndices = new List<int>();
}
}
LightList m_lightList;
// Detect when windows size is changing
int m_WidthOnRecord;
int m_HeightOnRecord;
// TODO: Find a way to automatically create/iterate through lightloop
// This must be init externally else The value can't be set in the inspector... (as it will recreate the class with default value)
SinglePass.LightLoop m_SinglePassLightLoop = new SinglePass.LightLoop();
TilePass.LightLoop m_TilePassLightLoop = new TilePass.LightLoop();
public TilePass.LightLoop tilePassLightLoop
{
get { return m_TilePassLightLoop; }
}
// TODO: Find a way to automatically create/iterate through deferred material
// TODO TO CHECK: SebL I move allocation from Rebuild() to here, but there was a comment "// Our object can be garbage collected, so need to be allocate here", it is still true ?
Lit.RenderLoop m_LitRenderLoop = new Lit.RenderLoop();
TextureCacheCubemap m_CubeReflTexArray;
TextureCache2D m_CookieTexArray;
TextureCacheCubemap m_CubeCookieTexArray;
public void OnValidate()
{
// Calling direction Rebuild() here cause this warning:
// "SendMessage cannot be called during Awake, CheckConsistency, or OnValidate UnityEngine.Experimental.ScriptableRenderLoop.HDRenderLoop:OnValidate()"
// Workaround is to declare this dirty flag and call REbuild in Render()
m_Dirty = true;
}
public override void Rebuild()
{
// We call Cleanup() here because Rebuild() can be call by OnValidate(), i.e when inspector is touch
// Note that module don't need to do the same as the call here is propagated correctly
Cleanup();
m_CameraColorBuffer = Shader.PropertyToID("_CameraColorTexture");
m_CameraDepthBuffer = Shader.PropertyToID("_CameraDepthTexture");
m_CameraColorBufferRT = new RenderTargetIdentifier(m_CameraColorBuffer);
m_CameraDepthBufferRT = new RenderTargetIdentifier(m_CameraDepthBuffer);
m_SkyRenderer = new SkyRenderer();
m_SkyRenderer.Rebuild();
m_FinalPassMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderLoop/FinalPass");
m_DebugViewMaterialGBuffer = Utilities.CreateEngineMaterial("Hidden/HDRenderLoop/DebugViewMaterialGBuffer");
m_ShadowPass = new ShadowRenderPass(m_ShadowSettings);
// Init Gbuffer description
m_gbufferManager.gbufferCount = m_LitRenderLoop.GetMaterialGBufferCount();
RenderTextureFormat[] RTFormat; RenderTextureReadWrite[] RTReadWrite;
m_LitRenderLoop.GetMaterialGBufferDescription(out RTFormat, out RTReadWrite);
for (int gbufferIndex = 0; gbufferIndex < m_gbufferManager.gbufferCount; ++gbufferIndex)
{
m_gbufferManager.SetBufferDescription(gbufferIndex, "_GBufferTexture" + gbufferIndex, RTFormat[gbufferIndex], RTReadWrite[gbufferIndex]);
}
#pragma warning disable 162 // warning CS0162: Unreachable code detected
m_VelocityBuffer = Shader.PropertyToID("_VelocityTexture");
if (ShaderConfig.VelocityInGbuffer == 1)
{
// If velocity is in GBuffer then it is in the last RT. Assign a different name to it.
m_gbufferManager.SetBufferDescription(m_gbufferManager.gbufferCount, "_VelocityTexture", Builtin.RenderLoop.GetVelocityBufferFormat(), Builtin.RenderLoop.GetVelocityBufferReadWrite());
m_gbufferManager.gbufferCount++;
}
m_VelocityBufferRT = new RenderTargetIdentifier(m_VelocityBuffer);
#pragma warning restore 162
m_DistortionBuffer = Shader.PropertyToID("_DistortionTexture");
m_DistortionBufferRT = new RenderTargetIdentifier(m_DistortionBuffer);
m_LitRenderLoop.Rebuild();
m_CookieTexArray = new TextureCache2D();
m_CookieTexArray.AllocTextureArray(8, m_TextureSettings.spotCookieSize, m_TextureSettings.spotCookieSize, TextureFormat.RGBA32, true);
m_CubeCookieTexArray = new TextureCacheCubemap();
m_CubeCookieTexArray.AllocTextureArray(4, m_TextureSettings.pointCookieSize, TextureFormat.RGBA32, true);
m_CubeReflTexArray = new TextureCacheCubemap();
m_CubeReflTexArray.AllocTextureArray(32, m_TextureSettings.reflectionCubemapSize, TextureFormat.BC6H, true);
// Init various light loop
m_SinglePassLightLoop.Rebuild();
tilePassLightLoop.Rebuild();
m_lightList = new LightList();
m_lightList.Allocate();
m_Dirty = false;
}
public override void Initialize()
{
#if UNITY_EDITOR
UnityEditor.SupportedRenderingFeatures.active = new UnityEditor.SupportedRenderingFeatures
{
reflectionProbe = UnityEditor.SupportedRenderingFeatures.ReflectionProbe.Rotation
};
#endif
Rebuild();
}
public override void Cleanup()
{
m_LitRenderLoop.Cleanup();
m_SinglePassLightLoop.Cleanup();
m_TilePassLightLoop.Cleanup();
Utilities.Destroy(m_FinalPassMaterial);
Utilities.Destroy(m_DebugViewMaterialGBuffer);
if (m_CubeReflTexArray != null)
{
m_CubeReflTexArray.Release();
m_CubeReflTexArray = null;
}
if (m_CookieTexArray != null)
{
m_CookieTexArray.Release();
m_CookieTexArray = null;
}
if (m_CubeCookieTexArray != null)
{
m_CubeCookieTexArray.Release();
m_CubeCookieTexArray = null;
}
if (m_SkyRenderer != null)
{
m_SkyRenderer.Cleanup();
}
#if UNITY_EDITOR
UnityEditor.SupportedRenderingFeatures.active = UnityEditor.SupportedRenderingFeatures.Default;
#endif
}
void NewFrame()
{
m_CookieTexArray.NewFrame();
m_CubeCookieTexArray.NewFrame();
m_CubeReflTexArray.NewFrame();
}
void InitAndClearBuffer(Camera camera, RenderLoop renderLoop)
{
using (new Utilities.ProfilingSample("InitAndClearBuffer", 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
using (new Utilities.ProfilingSample("InitGBuffers and clear Depth/Stencil", renderLoop))
{
var cmd = new CommandBuffer();
cmd.name = "";
// 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
int w = camera.pixelWidth;
int h = camera.pixelHeight;
cmd.GetTemporaryRT(m_CameraColorBuffer, w, h, 0, FilterMode.Point, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear);
cmd.GetTemporaryRT(m_CameraDepthBuffer, w, h, 24, FilterMode.Point, RenderTextureFormat.Depth);
if (!debugParameters.useForwardRenderingOnly)
{
m_gbufferManager.InitGBuffers(w, h, cmd);
}
renderLoop.ExecuteCommandBuffer(cmd);
cmd.Dispose();
Utilities.SetRenderTarget(renderLoop, m_CameraColorBufferRT, m_CameraDepthBufferRT, ClearFlag.ClearDepth);
}
// 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
using (new Utilities.ProfilingSample("Clear HDR target", renderLoop))
{
Utilities.SetRenderTarget(renderLoop, m_CameraColorBufferRT, m_CameraDepthBufferRT, ClearFlag.ClearColor, Color.black);
}
// Clear GBuffers
using (new Utilities.ProfilingSample("Clear GBuffer", renderLoop))
{
Utilities.SetRenderTarget(renderLoop, m_gbufferManager.GetGBuffers(), m_CameraDepthBufferRT, ClearFlag.ClearColor, Color.black);
}
// END TEMP
}
}
void RenderOpaqueRenderList(CullResults cull, Camera camera, RenderLoop renderLoop, string passName, RendererConfiguration rendererConfiguration = 0)
{
if (!debugParameters.displayOpaqueObjects)
return;
var settings = new DrawRendererSettings(cull, camera, new ShaderPassName(passName))
{
rendererConfiguration = rendererConfiguration,
sorting = { sortOptions = SortOptions.SortByMaterialThenMesh }
};
settings.inputFilter.SetQueuesOpaque();
renderLoop.DrawRenderers(ref settings);
}
void RenderTransparentRenderList(CullResults cull, Camera camera, RenderLoop renderLoop, string passName, RendererConfiguration rendererConfiguration = 0)
{
if (!debugParameters.displayTransparentObjects)
return;
var settings = new DrawRendererSettings(cull, camera, new ShaderPassName(passName))
{
rendererConfiguration = rendererConfiguration,
sorting = { sortOptions = SortOptions.BackToFront }
};
settings.inputFilter.SetQueuesTransparent();
renderLoop.DrawRenderers(ref settings);
}
void RenderDepthPrepass(CullResults cull, Camera camera, RenderLoop renderLoop)
{
// If we are forward only we will do a depth prepass
// TODO: Depth prepass should be enabled based on light loop settings. LightLoop define if they need a depth prepass + forward only...
if (!debugParameters.useDepthPrepass)
return;
using (new Utilities.ProfilingSample("Depth Prepass", renderLoop))
{
// TODO: Must do opaque then alpha masked for performance!
// TODO: front to back for opaque and by materal for opaque tested when we split in two
Utilities.SetRenderTarget(renderLoop, m_CameraDepthBufferRT);
RenderOpaqueRenderList(cull, camera, renderLoop, "DepthOnly");
}
}
void RenderGBuffer(CullResults cull, Camera camera, RenderLoop renderLoop)
{
if (debugParameters.useForwardRenderingOnly)
{
return ;
}
using (new Utilities.ProfilingSample("GBuffer Pass", renderLoop))
{
// setup GBuffer for rendering
Utilities.SetRenderTarget(renderLoop, m_gbufferManager.GetGBuffers(), m_CameraDepthBufferRT);
// render opaque objects into GBuffer
RenderOpaqueRenderList(cull, camera, renderLoop, "GBuffer", Utilities.kRendererConfigurationBakedLighting);
}
}
// This pass is use in case of forward opaque and deferred rendering. We need to render forward objects before tile lighting pass
void RenderForwardOpaqueDepth(CullResults cull, Camera camera, RenderLoop renderLoop)
{
// If we have render a depth prepass, no need for this pass
if (debugParameters.useDepthPrepass)
return;
using (new Utilities.ProfilingSample("Depth Prepass", renderLoop))
{
// TODO: Use the render queue index to only send the forward opaque!
Utilities.SetRenderTarget(renderLoop, m_CameraDepthBufferRT);
RenderOpaqueRenderList(cull, camera, renderLoop, "DepthOnly");
}
}
void RenderDebugViewMaterial(CullResults cull, Camera camera, RenderLoop renderLoop)
{
using (new Utilities.ProfilingSample("DebugView Material Mode Pass", renderLoop))
// Render Opaque forward
{
Utilities.SetRenderTarget(renderLoop, m_CameraColorBufferRT, m_CameraDepthBufferRT, Utilities.kClearAll, Color.black);
Shader.SetGlobalInt("_DebugViewMaterial", (int)debugParameters.debugViewMaterial);
RenderOpaqueRenderList(cull, camera, renderLoop, "DebugViewMaterial");
}
// Render GBuffer opaque
if (!debugParameters.useForwardRenderingOnly)
{
Vector4 screenSize = Utilities.ComputeScreenSize(camera);
m_DebugViewMaterialGBuffer.SetVector("_ScreenSize", screenSize);
m_DebugViewMaterialGBuffer.SetFloat("_DebugViewMaterial", (float)debugParameters.debugViewMaterial);
// m_gbufferManager.BindBuffers(m_DebugViewMaterialGBuffer);
// TODO: Bind depth textures
var cmd = new CommandBuffer { name = "GBuffer Debug Pass" };
cmd.Blit(null, m_CameraColorBufferRT, m_DebugViewMaterialGBuffer, 0);
renderLoop.ExecuteCommandBuffer(cmd);
cmd.Dispose();
}
// Render forward transparent
{
RenderTransparentRenderList(cull, camera, renderLoop, "DebugViewMaterial");
}
// Last blit
{
var cmd = new CommandBuffer { name = "Blit DebugView Material Debug" };
cmd.Blit(m_CameraColorBufferRT, BuiltinRenderTextureType.CameraTarget);
renderLoop.ExecuteCommandBuffer(cmd);
cmd.Dispose();
}
}
void RenderDeferredLighting(Camera camera, RenderLoop renderLoop)
{
if (debugParameters.useForwardRenderingOnly)
{
return ;
}
// Bind material data
m_LitRenderLoop.Bind();
if (debugParameters.useSinglePassLightLoop)
{
m_SinglePassLightLoop.RenderDeferredLighting(camera, renderLoop, m_CameraColorBuffer);
}
else
{
tilePassLightLoop.RenderDeferredLighting(camera, renderLoop, m_CameraColorBufferRT);
}
}
void RenderSky(Camera camera, RenderLoop renderLoop)
{
m_SkyRenderer.RenderSky(camera, m_SkyParameters, m_CameraColorBufferRT, m_CameraDepthBufferRT, renderLoop);
}
void RenderForward(CullResults cullResults, Camera camera, RenderLoop renderLoop)
{
using (new Utilities.ProfilingSample("Forward Pass", renderLoop))
{
// Bind material data
m_LitRenderLoop.Bind();
Utilities.SetRenderTarget(renderLoop, m_CameraColorBufferRT, m_CameraDepthBufferRT);
if (debugParameters.useForwardRenderingOnly)
{
RenderOpaqueRenderList(cullResults, camera, renderLoop, "Forward");
}
RenderTransparentRenderList(cullResults, camera, renderLoop, "Forward", Utilities.kRendererConfigurationBakedLighting);
}
}
void RenderForwardUnlit(CullResults cullResults, Camera camera, RenderLoop renderLoop)
{
using (new Utilities.ProfilingSample("Forward Unlit Pass", renderLoop))
{
// Bind material data
m_LitRenderLoop.Bind();
Utilities.SetRenderTarget(renderLoop, m_CameraColorBufferRT, m_CameraDepthBufferRT);
RenderOpaqueRenderList(cullResults, camera, renderLoop, "ForwardUnlit");
RenderTransparentRenderList(cullResults, camera, renderLoop, "ForwardUnlit");
}
}
void RenderVelocity(CullResults cullResults, Camera camera, RenderLoop renderLoop)
{
using (new Utilities.ProfilingSample("Velocity Pass", renderLoop))
{
// warning CS0162: Unreachable code detected // warning CS0429: Unreachable expression code detected
#pragma warning disable 162, 429
// If opaque velocity have been render during GBuffer no need to render it here
if ((ShaderConfig.VelocityInGbuffer == 0) || debugParameters.useForwardRenderingOnly)
return ;
int w = camera.pixelWidth;
int h = camera.pixelHeight;
var cmd = new CommandBuffer { name = "" };
cmd.GetTemporaryRT(m_VelocityBuffer, w, h, 0, FilterMode.Point, Builtin.RenderLoop.GetVelocityBufferFormat(), Builtin.RenderLoop.GetVelocityBufferReadWrite());
cmd.SetRenderTarget(m_VelocityBufferRT, m_CameraDepthBufferRT);
renderLoop.ExecuteCommandBuffer(cmd);
cmd.Dispose();
RenderOpaqueRenderList(cullResults, camera, renderLoop, "MotionVectors");
#pragma warning restore 162, 429
}
}
void RenderDistortion(CullResults cullResults, Camera camera, RenderLoop renderLoop)
{
using (new Utilities.ProfilingSample("Distortion Pass", renderLoop))
{
int w = camera.pixelWidth;
int h = camera.pixelHeight;
var cmd = new CommandBuffer { name = "" };
cmd.GetTemporaryRT(m_DistortionBuffer, w, h, 0, FilterMode.Point, Builtin.RenderLoop.GetDistortionBufferFormat(), Builtin.RenderLoop.GetDistortionBufferReadWrite());
cmd.SetRenderTarget(m_DistortionBufferRT, m_CameraDepthBufferRT);
renderLoop.ExecuteCommandBuffer(cmd);
cmd.Dispose();
// Only transparent object can render distortion vectors
RenderTransparentRenderList(cullResults, camera, renderLoop, "DistortionVectors");
}
}
#if UNITY_EDITOR
public override void RenderSceneView(Camera camera, RenderLoop renderLoop)
{
base.RenderSceneView(camera, renderLoop);
renderLoop.PrepareForEditorRendering(camera, m_CameraDepthBufferRT);
renderLoop.Submit();
}
#endif
void FinalPass(RenderLoop renderLoop)
{
using (new Utilities.ProfilingSample("Final Pass", renderLoop))
{
// Those could be tweakable for the neutral tonemapper, but in the case of the LookDev we don't need that
const float blackIn = 0.02f;
const float whiteIn = 10.0f;
const float blackOut = 0.0f;
const float whiteOut = 10.0f;
const float whiteLevel = 5.3f;
const float whiteClip = 10.0f;
const float dialUnits = 20.0f;
const float halfDialUnits = dialUnits * 0.5f;
// converting from artist dial units to easy shader-lerps (0-1)
var tonemapCoeff1 = new Vector4((blackIn * dialUnits) + 1.0f, (blackOut * halfDialUnits) + 1.0f, (whiteIn / dialUnits), (1.0f - (whiteOut / dialUnits)));
var tonemapCoeff2 = new Vector4(0.0f, 0.0f, whiteLevel, whiteClip / halfDialUnits);
m_FinalPassMaterial.SetVector("_ToneMapCoeffs1", tonemapCoeff1);
m_FinalPassMaterial.SetVector("_ToneMapCoeffs2", tonemapCoeff2);
m_FinalPassMaterial.SetFloat("_EnableToneMap", debugParameters.enableTonemap ? 1.0f : 0.0f);
m_FinalPassMaterial.SetFloat("_Exposure", debugParameters.exposure);
var cmd = new CommandBuffer { name = "" };
// Resolve our HDR texture to CameraTarget.
cmd.Blit(m_CameraColorBufferRT, BuiltinRenderTextureType.CameraTarget, m_FinalPassMaterial, 0);
renderLoop.ExecuteCommandBuffer(cmd);
cmd.Dispose();
}
}
// Function to prepare light structure for GPU lighting
void PrepareLightsForGPU(CullResults cullResults, Camera camera, ref ShadowOutput shadowOutput, ref LightList lightList)
{
lightList.Clear();
for (int lightIndex = 0, numLights = cullResults.visibleLights.Length; lightIndex < numLights; ++lightIndex)
{
var light = cullResults.visibleLights[lightIndex];
// We only process light with additional data
var additionalData = light.light.GetComponent<AdditionalLightData>();
if (additionalData == null)
{
Debug.LogWarning("Light entity detected without additional data, will not be taken into account " + light.light.name);
continue;
}
// Linear intensity calculation (different Unity 5.5)
var lightColorR = light.light.intensity * Mathf.GammaToLinearSpace(light.light.color.r);
var lightColorG = light.light.intensity * Mathf.GammaToLinearSpace(light.light.color.g);
var lightColorB = light.light.intensity * Mathf.GammaToLinearSpace(light.light.color.b);
if (light.lightType == LightType.Directional)
{
if (lightList.directionalLights.Count >= k_MaxDirectionalLightsOnSCreen)
continue;
var directionalLightData = new DirectionalLightData();
// Light direction for directional and is opposite to the forward direction
directionalLightData.direction = -light.light.transform.forward;
directionalLightData.up = light.light.transform.up;
directionalLightData.right = light.light.transform.right;
directionalLightData.positionWS = light.light.transform.position;
directionalLightData.color = new Vector3(lightColorR, lightColorG, lightColorB);
directionalLightData.diffuseScale = additionalData.affectDiffuse ? 1.0f : 0.0f;
directionalLightData.specularScale = additionalData.affectSpecular ? 1.0f : 0.0f;
directionalLightData.invScaleX = 1.0f / light.light.transform.localScale.x;
directionalLightData.invScaleY = 1.0f / light.light.transform.localScale.y;
directionalLightData.cosAngle = 0.0f;
directionalLightData.sinAngle = 0.0f;
directionalLightData.shadowIndex = -1;
directionalLightData.cookieIndex = -1;
if (light.light.cookie != null)
{
directionalLightData.tileCookie = (light.light.cookie.wrapMode == TextureWrapMode.Repeat);
directionalLightData.cookieIndex = m_CookieTexArray.FetchSlice(light.light.cookie);
}
bool hasDirectionalShadows = light.light.shadows != LightShadows.None && shadowOutput.GetShadowSliceCountLightIndex(lightIndex) != 0;
bool hasDirectionalNotReachMaxLimit = lightList.directionalShadows.Count == 0; // Only one cascade shadow allowed
if (hasDirectionalShadows && hasDirectionalNotReachMaxLimit) // Note < MaxShadows should be check at shadowOutput creation
{
// When we have a point light, we assumed that there is 6 consecutive PunctualShadowData
directionalLightData.shadowIndex = 0;
for (int sliceIndex = 0; sliceIndex < shadowOutput.GetShadowSliceCountLightIndex(lightIndex); ++sliceIndex)
{
DirectionalShadowData directionalShadowData = new DirectionalShadowData();
int shadowSliceIndex = shadowOutput.GetShadowSliceIndex(lightIndex, sliceIndex);
directionalShadowData.worldToShadow = shadowOutput.shadowSlices[shadowSliceIndex].shadowTransform.transpose; // Transpose for hlsl reading ?
directionalShadowData.bias = light.light.shadowBias;
lightList.directionalShadows.Add(directionalShadowData);
}
// Fill split information for shaders
for (int s = 0; s < k_MaxCascadeCount; ++s)
{
lightList.directionalShadowSplitSphereSqr[s] = shadowOutput.directionalShadowSplitSphereSqr[s];
}
}
lightList.directionalLights.Add(directionalLightData);
lightList.directionalCullIndices.Add(lightIndex);
continue;
}
// Note: LightType.Area is offline only, use for baking, no need to test it
var lightData = new LightData();
// Test whether we should treat this punctual light as an area light.
// It's a temporary hack until the proper UI support is added.
if (additionalData.archetype != LightArchetype.Punctual)
{
// Early out if we reach the maximum
if (lightList.areaLights.Count >= k_MaxAreaLightsOnSCreen)
continue;
if (additionalData.archetype == LightArchetype.Rectangle)
{
lightData.lightType = GPULightType.Rectangle;
}
else
{
lightData.lightType = GPULightType.Line;
}
}
else
{
if (lightList.punctualLights.Count >= k_MaxPunctualLightsOnSCreen)
continue;
switch (light.lightType)
{
case LightType.Directional: lightData.lightType = GPULightType.Directional; break;
case LightType.Spot: lightData.lightType = GPULightType.Spot; break;
case LightType.Point: lightData.lightType = GPULightType.Point; break;
}
}
lightData.positionWS = light.light.transform.position;
lightData.invSqrAttenuationRadius = 1.0f / (light.range * light.range);
lightData.color = new Vector3(lightColorR, lightColorG, lightColorB);
lightData.forward = light.light.transform.forward; // Note: Light direction is oriented backward (-Z)
lightData.up = light.light.transform.up;
lightData.right = light.light.transform.right;
if (lightData.lightType == GPULightType.Spot)
{
var spotAngle = light.spotAngle;
var innerConePercent = additionalData.GetInnerSpotPercent01();
var cosSpotOuterHalfAngle = Mathf.Clamp(Mathf.Cos(spotAngle * 0.5f * Mathf.Deg2Rad), 0.0f, 1.0f);
var sinSpotOuterHalfAngle = Mathf.Sqrt(1.0f - cosSpotOuterHalfAngle * cosSpotOuterHalfAngle);
var cosSpotInnerHalfAngle = Mathf.Clamp(Mathf.Cos(spotAngle * 0.5f * innerConePercent * Mathf.Deg2Rad), 0.0f, 1.0f); // inner cone
var val = Mathf.Max(0.001f, (cosSpotInnerHalfAngle - cosSpotOuterHalfAngle));
lightData.angleScale = 1.0f / val;
lightData.angleOffset = -cosSpotOuterHalfAngle * lightData.angleScale;
// TODO: find a proper place to store the cotangent.
lightData.size.x = cosSpotOuterHalfAngle / sinSpotOuterHalfAngle;
}
else
{
// 1.0f, 2.0f are neutral value allowing GetAngleAnttenuation in shader code to return 1.0
lightData.angleScale = 1.0f;
lightData.angleOffset = 2.0f;
}
lightData.diffuseScale = additionalData.affectDiffuse ? 1.0f : 0.0f;
lightData.specularScale = additionalData.affectSpecular ? 1.0f : 0.0f;
lightData.shadowDimmer = additionalData.shadowDimmer;
lightData.IESIndex = -1;
lightData.cookieIndex = -1;
lightData.shadowIndex = -1;
if (light.light.cookie != null)
{
// TODO: add texture atlas support for cookie textures.
switch (light.lightType)
{
case LightType.Spot:
lightData.cookieIndex = m_CookieTexArray.FetchSlice(light.light.cookie);
break;
case LightType.Point:
lightData.cookieIndex = m_CubeCookieTexArray.FetchSlice(light.light.cookie);
break;
}
}
// Setup shadow data arrays
bool hasShadows = light.light.shadows != LightShadows.None && shadowOutput.GetShadowSliceCountLightIndex(lightIndex) != 0;
bool hasNotReachMaxLimit = lightList.punctualShadows.Count + (lightData.lightType == GPULightType.Point ? 6 : 1) <= k_MaxShadowOnScreen;
if (hasShadows && hasNotReachMaxLimit) // Note < MaxShadows should be check at shadowOutput creation
{
// When we have a point light, we assumed that there is 6 consecutive PunctualShadowData
lightData.shadowIndex = lightList.punctualShadows.Count;
for (int sliceIndex = 0; sliceIndex < shadowOutput.GetShadowSliceCountLightIndex(lightIndex); ++sliceIndex)
{
PunctualShadowData punctualShadowData = new PunctualShadowData();
int shadowSliceIndex = shadowOutput.GetShadowSliceIndex(lightIndex, sliceIndex);
punctualShadowData.worldToShadow = shadowOutput.shadowSlices[shadowSliceIndex].shadowTransform.transpose; // Transpose for hlsl reading ?
punctualShadowData.lightType = lightData.lightType;
punctualShadowData.bias = light.light.shadowBias;
lightList.punctualShadows.Add(punctualShadowData);
}
}
if (additionalData.archetype == LightArchetype.Punctual)
{
lightList.punctualLights.Add(lightData);
lightList.punctualCullIndices.Add(lightIndex);
}
else
{
lightData.twoSided = additionalData.isDoubleSided;
lightData.size = new Vector2(additionalData.areaLightLength,
additionalData.areaLightWidth);
// Area and line lights are both currently stored as area lights on the GPU.
lightList.areaLights.Add(lightData);
lightList.areaCullIndices.Add(lightIndex);
}
}
for (int probeIndex = 0, numProbes = cullResults.visibleReflectionProbes.Length; probeIndex < numProbes; probeIndex++)
{
var probe = cullResults.visibleReflectionProbes[probeIndex];
// If probe have not been rendered discard
if (probe.texture == null)
continue;
if (lightList.envLights.Count >= k_MaxEnvLightsOnSCreen)
continue;
var envLightData = new EnvLightData();
// CAUTION: localToWorld is the transform for the widget of the reflection probe. i.e the world position of the point use to do the cubemap capture (mean it include the local offset)
envLightData.positionWS = probe.localToWorld.GetColumn(3);
envLightData.envShapeType = EnvShapeType.None;
// TODO: Support sphere in the interface
if (probe.boxProjection != 0)
{
envLightData.envShapeType = EnvShapeType.Box;
}
// remove scale from the matrix (Scale in this matrix is use to scale the widget)
envLightData.right = probe.localToWorld.GetColumn(0);
envLightData.right.Normalize();
envLightData.up = probe.localToWorld.GetColumn(1);
envLightData.up.Normalize();
envLightData.forward = probe.localToWorld.GetColumn(2);
envLightData.forward.Normalize();
// Artists prefer to have blend distance inside the volume!
// So we let the current UI but we assume blendDistance is an inside factor instead
// Blend distance can't be larger than the max radius
// probe.bounds.extents is BoxSize / 2
float maxBlendDist = Mathf.Min(probe.bounds.extents.x, Mathf.Min(probe.bounds.extents.y, probe.bounds.extents.z));
float blendDistance = Mathf.Min(maxBlendDist, probe.blendDistance);
envLightData.innerDistance = probe.bounds.extents - new Vector3(blendDistance, blendDistance, blendDistance);
envLightData.envIndex = m_CubeReflTexArray.FetchSlice(probe.texture);
envLightData.offsetLS = probe.center; // center is misnamed, it is the offset (in local space) from center of the bounding box to the cubemap capture point
envLightData.blendDistance = blendDistance;
lightList.envLights.Add(envLightData);
lightList.envCullIndices.Add(probeIndex);
}
// build per tile light lists
if (debugParameters.useSinglePassLightLoop)
{
m_SinglePassLightLoop.PrepareLightsForGPU(cullResults, camera, m_lightList);
}
else
{
tilePassLightLoop.PrepareLightsForGPU(cullResults, camera, m_lightList);
}
}
void Resize(Camera camera)
{
// TODO: Detect if renderdoc just load and force a resize in this case, as often renderdoc require to realloc resource.
// TODO: This is the wrong way to handle resize/allocation. We can have several different camera here, mean that the loop on camera will allocate and deallocate
// the below buffer which is bad. Best is to have a set of buffer for each camera that is persistent and reallocate resource if need
// For now consider we have only one camera that go to this code, the main one.
m_SkyRenderer.Resize(m_SkyParameters); // TODO: Also a bad naming, here we just want to realloc texture if skyparameters change (usefull for lookdev)
if (camera.pixelWidth != m_WidthOnRecord || camera.pixelHeight != m_HeightOnRecord || tilePassLightLoop.NeedResize())
{
if (m_WidthOnRecord > 0 && m_HeightOnRecord > 0)
{
tilePassLightLoop.ReleaseResolutionDependentBuffers();
}
tilePassLightLoop.AllocResolutionDependentBuffers(camera.pixelWidth, camera.pixelHeight);
// update recorded window resolution
m_WidthOnRecord = camera.pixelWidth;
m_HeightOnRecord = camera.pixelHeight;
}
}
public void PushGlobalParams(Camera camera, RenderLoop renderLoop, HDRenderLoop.LightList lightList)
{
Shader.SetGlobalTexture("_CookieTextures", m_CookieTexArray.GetTexCache());
Shader.SetGlobalTexture("_CookieCubeTextures", m_CubeCookieTexArray.GetTexCache());
Shader.SetGlobalTexture("_EnvTextures", m_CubeReflTexArray.GetTexCache());
if (m_SkyRenderer.IsSkyValid(m_SkyParameters))
{
m_SkyRenderer.SetGlobalSkyTexture();
Shader.SetGlobalInt("_EnvLightSkyEnabled", 1);
}
else
{
Shader.SetGlobalInt("_EnvLightSkyEnabled", 0);
}
if (debugParameters.useSinglePassLightLoop)
{
m_SinglePassLightLoop.PushGlobalParams(camera, renderLoop, lightList);
}
else
{
tilePassLightLoop.PushGlobalParams(camera, renderLoop, lightList);
}
}
public override void Render(Camera[] cameras, RenderLoop renderLoop)
{
if (m_Dirty)
{
Rebuild();
}
if (!m_LitRenderLoop.isInit)
{
m_LitRenderLoop.RenderInit(renderLoop);
}
// Do anything we need to do upon a new frame.
NewFrame();
// Set Frame constant buffer
// TODO...
foreach (var camera in cameras)
{
// Set camera constant buffer
// TODO...
CullingParameters cullingParams;
if (!CullResults.GetCullingParameters(camera, out cullingParams))
continue;
m_ShadowPass.UpdateCullingParameters(ref cullingParams);
var cullResults = CullResults.Cull(ref cullingParams, renderLoop);
Resize(camera);
renderLoop.SetupCameraProperties(camera);
InitAndClearBuffer(camera, renderLoop);
RenderDepthPrepass(cullResults, camera, renderLoop);
RenderGBuffer(cullResults, camera, renderLoop);
// For tile lighting with forward opaque
//RenderForwardOpaqueDepth(cullResults, camera, renderLoop);
if (debugParameters.debugViewMaterial != 0)
{
RenderDebugViewMaterial(cullResults, camera, renderLoop);
}
else
{
ShadowOutput shadows;
using (new Utilities.ProfilingSample("Shadow Pass", renderLoop))
{
m_ShadowPass.Render(renderLoop, cullResults, out shadows);
}
renderLoop.SetupCameraProperties(camera); // Need to recall SetupCameraProperties after m_ShadowPass.Render
using (new Utilities.ProfilingSample("Build Light list", renderLoop))
{
PrepareLightsForGPU(cullResults, camera, ref shadows, ref m_lightList);
if (!debugParameters.useSinglePassLightLoop)
tilePassLightLoop.BuildGPULightLists(camera, renderLoop, m_lightList, m_CameraDepthBufferRT);
PushGlobalParams(camera, renderLoop, m_lightList);
}
RenderDeferredLighting(camera, renderLoop);
RenderSky(camera, renderLoop);
RenderForward(cullResults, camera, renderLoop); // Note: We want to render forward opaque before RenderSky, then RenderTransparent - can only do that once we have material.SetPass feature...
RenderForwardUnlit(cullResults, camera, renderLoop);
RenderVelocity(cullResults, camera, renderLoop); // Note we may have to render velocity earlier if we do temporalAO, temporal volumetric etc... Mean we will not take into account forward opaque in case of deferred rendering ?
// TODO: Check with VFX team.
// Rendering distortion here have off course lot of artifact.
// But resolving at each objects that write in distortion is not possible (need to sort transparent, render those that do not distort, then resolve, then etc...)
// Instead we chose to apply distortion at the end after we cumulate distortion vector and desired blurriness. This
// RenderDistortion(cullResults, camera, renderLoop);
FinalPass(renderLoop);
}
renderLoop.Submit();
}
// Post effects
}
}
}