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298 行
12 KiB

using UnityEngine.Rendering;
using System;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
[Serializable]
public enum SkyResolution
{
SkyResolution128 = 128,
SkyResolution256 = 256,
SkyResolution512 = 512,
SkyResolution1024 = 1024,
// TODO: Anything above 1024 cause a crash in Unity...
//SkyResolution2048 = 2048,
//SkyResolution4096 = 4096
}
public enum EnvironementUpdateMode
{
OnChanged = 0,
OnDemand,
Realtime
}
public class BuiltinSkyParameters
{
public Matrix4x4 pixelCoordToViewDirMatrix;
public Matrix4x4 invViewProjMatrix;
public Vector3 cameraPosWS;
public Vector4 screenSize;
public CommandBuffer commandBuffer;
public Light sunLight;
public RenderTargetIdentifier colorBuffer;
public RenderTargetIdentifier depthBuffer;
public static RenderTargetIdentifier nullRT = -1;
}
public class SkyManager
{
Material m_StandardSkyboxMaterial; // This is the Unity standard skybox material. Used to pass the correct cubemap to Enlighten.
Material m_BlitCubemapMaterial;
Material m_OpaqueAtmScatteringMaterial;
int m_LastFrameUpdated = -1;
bool m_UpdateRequired =false;
bool m_NeedUpdateRealtimeEnv = false;
bool m_NeedUpdateBakingSky = false;
// This is the sky used for rendering in the main view. It will also be used for lighting if no lighting override sky is setup.
// Ambient Probe: Only for real time GI (otherwise we use the baked one)
// Reflection Probe : Always used and updated depending on the OnChanged/Realtime flags.
SkyRenderingContext m_VisualSky;
// This is optional and is used only to compute ambient probe and sky reflection for
// Ambient Probe: Only for real time GI (otherwise we use the baked one)
// Reflection Probe : Always used and updated depending on the OnChanged/Realtime flags.
SkyRenderingContext m_LightingOverrideSky;
// This is mandatory when using baked GI. This sky is used to setup the global Skybox material used by the GI system to bake sky GI.
SkyRenderingContext m_BakingSky;
public Texture skyReflection
{
get
{
if (m_LightingOverrideSky.skySettings != null)
return m_LightingOverrideSky.reflectionTexture;
else
return m_VisualSky.reflectionTexture;
}
}
void UpdateCurrentSkySettings()
{
SkySettings newSkySettings = null;
var visualEnv = VolumeManager.instance.GetComponent<VisualEnvironment>();
switch(visualEnv.skyType.value)
{
case SkyType.HDRISky:
{
newSkySettings = VolumeManager.instance.GetComponent<HDRISky>();
break;
}
case SkyType.ProceduralSky:
{
newSkySettings = VolumeManager.instance.GetComponent<ProceduralSky>();
break;
}
}
m_VisualSky.skySettings = newSkySettings;
m_BakingSky.skySettings = SkySettings.GetBakingSkySettings();
m_LightingOverrideSky.skySettings = null;
UpdateRenderData();
}
// Sets the global MIP-mapped cubemap '_SkyTexture' in the shader.
// The texture being set is the sky (environment) map pre-convolved with GGX.
public void SetGlobalSkyTexture(CommandBuffer cmd)
{
cmd.SetGlobalTexture(HDShaderIDs._SkyTexture, skyReflection);
float mipCount = Mathf.Clamp(Mathf.Log((float)skyReflection.width, 2.0f) + 1, 0.0f, 6.0f);
cmd.SetGlobalFloat(HDShaderIDs._SkyTextureMipCount, mipCount);
}
public void UpdateRenderData()
{
m_BakingSky.RebuildTextures();
m_VisualSky.RebuildTextures();
m_LightingOverrideSky.RebuildTextures();
m_LastFrameUpdated = -1;
}
public void Build(RenderPipelineResources renderPipelineResources, IBLFilterGGX iblFilterGGX)
{
// For now, both these rendering context will allocate render textures
// In theory, when we have a lighting override we don't need any cubemaps from the visual sky so we could avoid allocating them
m_VisualSky = new SkyRenderingContext(true, iblFilterGGX);
m_LightingOverrideSky = new SkyRenderingContext(true, iblFilterGGX);
// Here we don't need convolution supports because this sky will never need to generate it (only sky cubemap for GI system)
m_BakingSky = new SkyRenderingContext(false, iblFilterGGX);
m_StandardSkyboxMaterial = CoreUtils.CreateEngineMaterial(renderPipelineResources.skyboxCubemap);
m_BlitCubemapMaterial = CoreUtils.CreateEngineMaterial(renderPipelineResources.blitCubemap);
m_OpaqueAtmScatteringMaterial = CoreUtils.CreateEngineMaterial(renderPipelineResources.opaqueAtmosphericScattering);
m_CurrentUpdateTime = 0.0f;
}
public void Cleanup()
{
CoreUtils.Destroy(m_StandardSkyboxMaterial);
m_BakingSky.Cleanup();
m_VisualSky.Cleanup();
m_LightingOverrideSky.Cleanup();
}
public bool IsSkyValid()
{
return m_VisualSky.IsValid();
}
void BlitCubemap(CommandBuffer cmd, Cubemap source, RenderTexture dest)
{
var propertyBlock = new MaterialPropertyBlock();
for (int i = 0; i < 6; ++i)
{
CoreUtils.SetRenderTarget(cmd, dest, ClearFlag.None, 0, (CubemapFace)i);
propertyBlock.SetTexture("_MainTex", source);
propertyBlock.SetFloat("_faceIndex", (float)i);
cmd.DrawProcedural(Matrix4x4.identity, m_BlitCubemapMaterial, 0, MeshTopology.Triangles, 3, 1, propertyBlock);
}
// Generate mipmap for our cubemap
Debug.Assert(dest.autoGenerateMips == false);
cmd.GenerateMips(dest);
}
public void RequestEnvironmentUpdate()
{
m_UpdateRequired = true;
}
public void UpdateEnvironment(HDCamera camera, Light sunLight, CommandBuffer cmd)
{
// WORKAROUND for building the player.
// When building the player, for some reason we end up in a state where frameCount is not updated but all currently setup shader texture are reset to null
// resulting in a rendering error (compute shader property not bound) that makes the player building fails...
// So we just check if the texture is bound here so that we can setup a pink one to avoid the error without breaking half the world.
if(Shader.GetGlobalTexture(HDShaderIDs._SkyTexture) == null)
cmd.SetGlobalTexture(HDShaderIDs._SkyTexture, CoreUtils.magentaCubeTexture);
if (m_LastFrameUpdated == Time.frameCount)
return;
// This is done here because we need to wait for one frame that the command buffer is executed before using the resulting textures.
if (m_NeedUpdateBakingSky)
{
// Here we update the global SkyMaterial so that it uses our baking sky cubemap. This way, next time the GI is baked, the right sky will be present.
float intensity = m_BakingSky.IsValid() ? 1.0f : 0.0f; // Eliminate all diffuse if we don't have a skybox (meaning for now the background is black in HDRP)
m_StandardSkyboxMaterial.SetTexture("_Tex", m_BakingSky.cubemapRT);
RenderSettings.skybox = m_StandardSkyboxMaterial; // Setup this material as the default to be use in RenderSettings
RenderSettings.ambientIntensity = intensity;
RenderSettings.ambientMode = AmbientMode.Skybox; // Force skybox for our HDRI
RenderSettings.reflectionIntensity = intensity;
RenderSettings.customReflection = null;
// Strictly speaking, this should not be necessary, but it helps avoiding inconsistent behavior in the editor
// where the GI system sometimes update the ambient probe and sometime does not...
DynamicGI.UpdateEnvironment();
m_NeedUpdateBakingSky = false;
}
if(m_NeedUpdateRealtimeEnv)
{
// TODO: Here we need to do that in case we are using real time GI. Unfortunately we don't have a way to check that atm.
//DynamicGI.SetEnvironmentData();
m_NeedUpdateRealtimeEnv = false;
}
UpdateCurrentSkySettings();
m_NeedUpdateBakingSky = m_BakingSky.UpdateEnvironment(camera, sunLight, m_UpdateRequired, cmd);
if(m_LightingOverrideSky.IsValid())
{
m_NeedUpdateRealtimeEnv = m_LightingOverrideSky.UpdateEnvironment(camera, sunLight, m_UpdateRequired, cmd);
}
else
{
m_NeedUpdateRealtimeEnv = m_VisualSky.UpdateEnvironment(camera, sunLight, m_UpdateRequired, cmd);
}
m_UpdateRequired = false;
m_LastFrameUpdated = Time.frameCount;
SetGlobalSkyTexture(cmd);
if (IsSkyValid())
{
cmd.SetGlobalInt(HDShaderIDs._EnvLightSkyEnabled, 1);
}
else
{
cmd.SetGlobalInt(HDShaderIDs._EnvLightSkyEnabled, 0);
}
}
public void RenderSky(HDCamera camera, Light sunLight, RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthBuffer, CommandBuffer cmd)
{
m_VisualSky.RenderSky(camera, sunLight, colorBuffer, depthBuffer, cmd);
}
public void RenderOpaqueAtmosphericScattering(CommandBuffer cmd)
{
using (new ProfilingSample(cmd, "Opaque Atmospheric Scattering"))
{
CoreUtils.DrawFullScreen(cmd, m_OpaqueAtmScatteringMaterial);
}
}
public Texture2D ExportSkyToTexture()
{
if(!m_VisualSky.IsValid())
{
Debug.LogError("Cannot export sky to a texture, no Sky is setup.");
return null;
}
int resolution = (int)m_VisualSky.skySettings.resolution.value;
var tempRT = new RenderTexture(resolution * 6, resolution, 0, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear)
{
dimension = TextureDimension.Tex2D,
useMipMap = false,
autoGenerateMips = false,
filterMode = FilterMode.Trilinear
};
tempRT.Create();
var temp = new Texture2D(resolution * 6, resolution, TextureFormat.RGBAFloat, false);
var result = new Texture2D(resolution * 6, resolution, TextureFormat.RGBAFloat, false);
// Note: We need to invert in Y the cubemap faces because the current sky cubemap is inverted (because it's a RT)
// So to invert it again so that it's a proper cubemap image we need to do it in several steps because ReadPixels does not have scale parameters:
// - Convert the cubemap into a 2D texture
// - Blit and invert it to a temporary target.
// - Read this target again into the result texture.
int offset = 0;
for (int i = 0; i < 6; ++i)
{
UnityEngine.Graphics.SetRenderTarget(m_VisualSky.cubemapRT, 0, (CubemapFace)i);
temp.ReadPixels(new Rect(0, 0, resolution, resolution), offset, 0);
temp.Apply();
offset += resolution;
}
// Flip texture.
UnityEngine.Graphics.Blit(temp, tempRT, new Vector2(1.0f, -1.0f), new Vector2(0.0f, 0.0f));
result.ReadPixels(new Rect(0, 0, resolution * 6, resolution), 0, 0);
result.Apply();
UnityEngine.Graphics.SetRenderTarget(null);
Object.DestroyImmediate(temp);
Object.DestroyImmediate(tempRT);
return result;
}
}
}