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262 行
12 KiB
262 行
12 KiB
using System;
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using System.Collections.Generic;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.PostProcessing;
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using UnityEngine.XR;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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// This holds all the matrix data we need for rendering, including data from the previous frame
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// (which is the main reason why we need to keep them around for a minimum of one frame).
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// HDCameras are automatically created & updated from a source camera and will be destroyed if
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// not used during a frame.
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public class HDCamera
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{
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public Matrix4x4 viewMatrix;
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public Matrix4x4 projMatrix;
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public Matrix4x4 nonJitteredProjMatrix;
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public Vector4 screenSize;
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public Plane[] frustumPlanes;
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public Vector4[] frustumPlaneEquations;
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public Camera camera;
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public uint taaFrameIndex;
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public Vector2 taaFrameRotation;
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public Vector4 viewParam;
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public PostProcessRenderContext postprocessRenderContext;
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// Non oblique projection matrix (RHS)
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public Matrix4x4 nonObliqueProjMatrix { get { return m_AdditionalCameraData.GetNonObliqueProjection(camera); } }
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public Matrix4x4 viewProjMatrix
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{
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get { return projMatrix * viewMatrix; }
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}
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public Matrix4x4 nonJitteredViewProjMatrix
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{
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get { return nonJitteredProjMatrix * viewMatrix; }
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}
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public RenderTextureDescriptor renderTextureDesc { get; private set; }
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// Always true for cameras that just got added to the pool - needed for previous matrices to
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// avoid one-frame jumps/hiccups with temporal effects (motion blur, TAA...)
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public bool isFirstFrame { get; private set; }
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public Vector4 invProjParam
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{
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// Ref: An Efficient Depth Linearization Method for Oblique View Frustums, Eq. 6.
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get
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{
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var p = projMatrix;
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return new Vector4(
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p.m20 / (p.m00 * p.m23),
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p.m21 / (p.m11 * p.m23),
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-1f / p.m23,
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(-p.m22 + p.m20 * p.m02 / p.m00 + p.m21 * p.m12 / p.m11) / p.m23
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);
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}
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}
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// View-projection matrix from the previous frame (non-jittered).
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public Matrix4x4 prevViewProjMatrix;
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// We need to keep track of these when camera relative rendering is enabled so we can take
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// camera translation into account when generating camera motion vectors
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public Vector3 cameraPos;
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public Vector3 prevCameraPos;
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// The only way to reliably keep track of a frame change right now is to compare the frame
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// count Unity gives us. We need this as a single camera could be rendered several times per
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// frame and some matrices only have to be computed once. Realistically this shouldn't
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// happen, but you never know...
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int m_LastFrameActive;
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static Dictionary<Camera, HDCamera> s_Cameras = new Dictionary<Camera, HDCamera>();
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static List<Camera> s_Cleanup = new List<Camera>(); // Recycled to reduce GC pressure
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HDAdditionalCameraData m_AdditionalCameraData;
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public HDCamera(Camera cam)
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{
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camera = cam;
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frustumPlanes = new Plane[6];
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frustumPlaneEquations = new Vector4[6];
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postprocessRenderContext = new PostProcessRenderContext();
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m_AdditionalCameraData = cam.GetComponent<HDAdditionalCameraData>() ?? ComponentSingleton<HDAdditionalCameraData>.instance;
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Reset();
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}
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public void Update(PostProcessLayer postProcessLayer, FrameSettings frameSettings)
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{
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// If TAA is enabled projMatrix will hold a jittered projection matrix. The original,
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// non-jittered projection matrix can be accessed via nonJitteredProjMatrix.
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bool taaEnabled = Application.isPlaying && camera.cameraType == CameraType.Game &&
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CoreUtils.IsTemporalAntialiasingActive(postProcessLayer);
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var nonJitteredCameraProj = camera.projectionMatrix;
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var cameraProj = taaEnabled
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? postProcessLayer.temporalAntialiasing.GetJitteredProjectionMatrix(camera)
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: nonJitteredCameraProj;
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// The actual projection matrix used in shaders is actually massaged a bit to work across all platforms
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// (different Z value ranges etc.)
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var gpuProj = GL.GetGPUProjectionMatrix(cameraProj, true); // Had to change this from 'false'
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var gpuView = camera.worldToCameraMatrix;
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var gpuNonJitteredProj = GL.GetGPUProjectionMatrix(nonJitteredCameraProj, true);
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var pos = camera.transform.position;
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var relPos = pos; // World-origin-relative
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if (ShaderConfig.s_CameraRelativeRendering != 0)
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{
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// Zero out the translation component.
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gpuView.SetColumn(3, new Vector4(0, 0, 0, 1));
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relPos = Vector3.zero; // Camera-relative
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}
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var gpuVP = gpuNonJitteredProj * gpuView;
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// A camera could be rendered multiple times per frame, only updates the previous view proj & pos if needed
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if (m_LastFrameActive != Time.frameCount)
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{
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if (isFirstFrame)
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{
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prevCameraPos = pos;
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prevViewProjMatrix = gpuVP;
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}
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else
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{
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prevCameraPos = cameraPos;
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prevViewProjMatrix = nonJitteredViewProjMatrix;
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}
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isFirstFrame = false;
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}
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const uint taaFrameCount = 8;
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taaFrameIndex = taaEnabled ? (uint)Time.renderedFrameCount % taaFrameCount : 0;
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taaFrameRotation = new Vector2(Mathf.Sin(taaFrameIndex * (0.5f * Mathf.PI)),
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Mathf.Cos(taaFrameIndex * (0.5f * Mathf.PI)));
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viewMatrix = gpuView;
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projMatrix = gpuProj;
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nonJitteredProjMatrix = gpuNonJitteredProj;
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cameraPos = pos;
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viewParam = new Vector4(viewMatrix.determinant, 0.0f, 0.0f, 0.0f);
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if (ShaderConfig.s_CameraRelativeRendering != 0)
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{
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Matrix4x4 cameraDisplacement = Matrix4x4.Translate(cameraPos - prevCameraPos); // Non-camera-relative positions
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prevViewProjMatrix *= cameraDisplacement; // Now prevViewProjMatrix correctly transforms this frame's camera-relative positionWS
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}
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// Warning: near and far planes appear to be broken.
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GeometryUtility.CalculateFrustumPlanes(viewProjMatrix, frustumPlanes);
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for (int i = 0; i < 4; i++)
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{
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// Left, right, top, bottom.
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frustumPlaneEquations[i] = new Vector4(frustumPlanes[i].normal.x, frustumPlanes[i].normal.y, frustumPlanes[i].normal.z, frustumPlanes[i].distance);
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}
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// Near, far.
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// We need to switch forward direction based on handness (Reminder: Regular camera have a negative determinant in Unity and reflection probe follow DX convention and have a positive determinant)
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Vector3 forward = viewParam.x < 0.0f ? camera.transform.forward : -camera.transform.forward;
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frustumPlaneEquations[4] = new Vector4( forward.x, forward.y, forward.z, -Vector3.Dot(forward, relPos) - camera.nearClipPlane);
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frustumPlaneEquations[5] = new Vector4(-forward.x, -forward.y, -forward.z, Vector3.Dot(forward, relPos) + camera.farClipPlane);
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m_LastFrameActive = Time.frameCount;
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RenderTextureDescriptor tempDesc;
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if (frameSettings.enableStereo)
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{
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screenSize = new Vector4(XRSettings.eyeTextureWidth, XRSettings.eyeTextureHeight, 1.0f / XRSettings.eyeTextureWidth, 1.0f / XRSettings.eyeTextureHeight);
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tempDesc = XRSettings.eyeTextureDesc;
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}
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else
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{
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screenSize = new Vector4(camera.pixelWidth, camera.pixelHeight, 1.0f / camera.pixelWidth, 1.0f / camera.pixelHeight);
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tempDesc = new RenderTextureDescriptor(camera.pixelWidth, camera.pixelHeight);
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}
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tempDesc.msaaSamples = 1; // will be updated later, deferred will always set to 1
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tempDesc.depthBufferBits = 0;
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tempDesc.autoGenerateMips = false;
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tempDesc.useMipMap = false;
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tempDesc.enableRandomWrite = false;
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tempDesc.memoryless = RenderTextureMemoryless.None;
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renderTextureDesc = tempDesc;
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}
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public void Reset()
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{
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m_LastFrameActive = -1;
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isFirstFrame = true;
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}
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// Grab the HDCamera tied to a given Camera and update it.
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public static HDCamera Get(Camera camera, PostProcessLayer postProcessLayer, FrameSettings frameSettings)
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{
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HDCamera hdcam;
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if (!s_Cameras.TryGetValue(camera, out hdcam))
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{
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hdcam = new HDCamera(camera);
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s_Cameras.Add(camera, hdcam);
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}
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hdcam.Update(postProcessLayer, frameSettings);
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return hdcam;
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}
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// Look for any camera that hasn't been used in the last frame and remove them for the pool.
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public static void CleanUnused()
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{
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int frameCheck = Time.frameCount - 1;
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foreach (var kvp in s_Cameras)
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{
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if (kvp.Value.m_LastFrameActive != frameCheck)
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s_Cleanup.Add(kvp.Key);
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}
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foreach (var cam in s_Cleanup)
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s_Cameras.Remove(cam);
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s_Cleanup.Clear();
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}
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public void SetupGlobalParams(CommandBuffer cmd)
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{
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cmd.SetGlobalMatrix(HDShaderIDs._ViewMatrix, viewMatrix);
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cmd.SetGlobalMatrix(HDShaderIDs._InvViewMatrix, viewMatrix.inverse);
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cmd.SetGlobalMatrix(HDShaderIDs._ProjMatrix, projMatrix);
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cmd.SetGlobalMatrix(HDShaderIDs._InvProjMatrix, projMatrix.inverse);
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cmd.SetGlobalMatrix(HDShaderIDs._NonJitteredViewProjMatrix, nonJitteredViewProjMatrix);
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cmd.SetGlobalMatrix(HDShaderIDs._ViewProjMatrix, viewProjMatrix);
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cmd.SetGlobalMatrix(HDShaderIDs._InvViewProjMatrix, viewProjMatrix.inverse);
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cmd.SetGlobalVector(HDShaderIDs._ViewParam, viewParam);
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cmd.SetGlobalVector(HDShaderIDs._InvProjParam, invProjParam);
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cmd.SetGlobalVector(HDShaderIDs._ScreenSize, screenSize);
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cmd.SetGlobalMatrix(HDShaderIDs._PrevViewProjMatrix, prevViewProjMatrix);
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cmd.SetGlobalVectorArray(HDShaderIDs._FrustumPlanes, frustumPlaneEquations);
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cmd.SetGlobalInt(HDShaderIDs._TaaFrameIndex, (int)taaFrameIndex);
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cmd.SetGlobalVector(HDShaderIDs._TaaFrameRotation, taaFrameRotation);
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}
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// TODO: We should set all the value below globally and not let it under the control of Unity,
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// Need to test that because we are not sure in which order these value are setup, but we need to have control on them, or rename them in our shader.
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// For now, apply it for all our compute shader to make it work
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public void SetupComputeShader(ComputeShader cs, CommandBuffer cmd)
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{
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// Copy values set by Unity which are not configured in scripts.
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cmd.SetComputeVectorParam(cs, HDShaderIDs.unity_OrthoParams, Shader.GetGlobalVector(HDShaderIDs.unity_OrthoParams));
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cmd.SetComputeVectorParam(cs, HDShaderIDs._ProjectionParams, Shader.GetGlobalVector(HDShaderIDs._ProjectionParams));
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cmd.SetComputeVectorParam(cs, HDShaderIDs._ScreenParams, Shader.GetGlobalVector(HDShaderIDs._ScreenParams));
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cmd.SetComputeVectorParam(cs, HDShaderIDs._ZBufferParams, Shader.GetGlobalVector(HDShaderIDs._ZBufferParams));
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cmd.SetComputeVectorParam(cs, HDShaderIDs._WorldSpaceCameraPos, Shader.GetGlobalVector(HDShaderIDs._WorldSpaceCameraPos));
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}
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}
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}
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