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819 行
31 KiB
819 行
31 KiB
using UnityEngine;
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using UnityEngine.Rendering;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEditor;
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namespace UnityEngine.ScriptableRenderLoop
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{
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//[ExecuteInEditMode]
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public class FptlLighting : ScriptableRenderLoop
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{
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[MenuItem("Renderloop/CreateRenderLoopFPTL")]
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static void CreateRenderLoopFPTL()
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{
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var instance = ScriptableObject.CreateInstance<FptlLighting>();
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AssetDatabase.CreateAsset(instance, "Assets/renderloopfptl.asset");
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//AssetDatabase.CreateAsset(instance, "Assets/ScriptableRenderLoop/fptl/renderloopfptl.asset");
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}
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[SerializeField]
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ShadowSettings m_ShadowSettings = ShadowSettings.Default;
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ShadowRenderPass m_ShadowPass;
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[SerializeField]
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TextureSettings m_TextureSettings = TextureSettings.Default;
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public Shader m_DeferredShader;
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public Shader m_DeferredReflectionShader;
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public ComputeShader m_BuildScreenAABBShader;
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public ComputeShader m_BuildPerTileLightListShader;
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private Material m_DeferredMaterial;
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private Material m_DeferredReflectionMaterial;
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static private int kGBufferAlbedo;
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static private int kGBufferSpecRough;
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static private int kGBufferNormal;
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static private int kGBufferEmission;
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static private int kGBufferZ;
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static private int kCameraTarget;
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static private int kCameraDepthTexture;
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static private int kGenAABBKernel;
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static private int kGenListPerTileKernel;
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static private ComputeBuffer m_lightDataBuffer;
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static private ComputeBuffer m_convexBoundsBuffer;
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static private ComputeBuffer m_aabbBoundsBuffer;
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static private ComputeBuffer lightList;
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static private ComputeBuffer m_dirLightList;
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Matrix4x4[] g_matWorldToShadow = new Matrix4x4[MAX_LIGHTS * MAX_SHADOWMAP_PER_LIGHTS];
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Vector4[] g_vDirShadowSplitSpheres = new Vector4[MAX_DIRECTIONAL_SPLIT];
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Vector4[] g_vShadow3x3PCFTerms = new Vector4[4];
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public const int gMaxNumLights = 1024;
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public const int gMaxNumDirLights = 2;
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public const float gFltMax = 3.402823466e+38F;
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const int MAX_LIGHTS = 10;
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const int MAX_SHADOWMAP_PER_LIGHTS = 6;
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const int MAX_DIRECTIONAL_SPLIT = 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 DIRECTIONAL_LIGHT_PULLBACK_DISTANCE = 10000.0f;
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[NonSerialized]
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private int m_nWarnedTooManyLights = 0;
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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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void OnEnable()
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{
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Rebuild();
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}
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void OnValidate()
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{
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Rebuild();
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}
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void ClearComputeBuffers()
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{
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if (m_aabbBoundsBuffer != null)
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m_aabbBoundsBuffer.Release();
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if (m_convexBoundsBuffer != null)
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m_convexBoundsBuffer.Release();
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if (m_lightDataBuffer != null)
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m_lightDataBuffer.Release();
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if (lightList != null)
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lightList.Release();
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if (m_dirLightList != null)
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m_dirLightList.Release();
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}
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void Rebuild()
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{
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ClearComputeBuffers();
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kGBufferAlbedo = Shader.PropertyToID("_CameraGBufferTexture0");
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kGBufferSpecRough = Shader.PropertyToID("_CameraGBufferTexture1");
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kGBufferNormal = Shader.PropertyToID("_CameraGBufferTexture2");
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kGBufferEmission = Shader.PropertyToID("_CameraGBufferTexture3");
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kGBufferZ = Shader.PropertyToID("_CameraGBufferZ"); // used while rendering into G-buffer+
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kCameraDepthTexture = Shader.PropertyToID("_CameraDepthTexture"); // copy of that for later sampling in shaders
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kCameraTarget = Shader.PropertyToID("_CameraTarget");
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// RenderLoop.renderLoopDelegate += ExecuteRenderLoop;
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//var deferredShader = GraphicsSettings.GetCustomShader (BuiltinShaderType.DeferredShading);
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var deferredShader = m_DeferredShader;
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var deferredReflectionShader = m_DeferredReflectionShader;
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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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kGenAABBKernel = m_BuildScreenAABBShader.FindKernel("ScreenBoundsAABB");
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kGenListPerTileKernel = m_BuildPerTileLightListShader.FindKernel("TileLightListGen");
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m_aabbBoundsBuffer = new ComputeBuffer(2 * gMaxNumLights, 3 * sizeof(float));
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m_convexBoundsBuffer = new ComputeBuffer(gMaxNumLights, System.Runtime.InteropServices.Marshal.SizeOf(typeof(SFiniteLightBound)));
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m_lightDataBuffer = new ComputeBuffer(gMaxNumLights, System.Runtime.InteropServices.Marshal.SizeOf(typeof(SFiniteLightData)));
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m_dirLightList = new ComputeBuffer(gMaxNumDirLights, System.Runtime.InteropServices.Marshal.SizeOf(typeof(DirectionalLight)));
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lightList = new ComputeBuffer(LightDefinitions.NR_LIGHT_MODELS * 1024 * 1024, sizeof(uint)); // enough list memory for a 4k x 4k display
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m_BuildScreenAABBShader.SetBuffer(kGenAABBKernel, "g_data", m_convexBoundsBuffer);
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//m_BuildScreenAABBShader.SetBuffer(kGenAABBKernel, "g_vBoundsBuffer", m_aabbBoundsBuffer);
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m_DeferredMaterial.SetBuffer("g_vLightData", m_lightDataBuffer);
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m_DeferredMaterial.SetBuffer("g_dirLightData", m_dirLightList);
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m_DeferredReflectionMaterial.SetBuffer("g_vLightData", m_lightDataBuffer);
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m_BuildPerTileLightListShader.SetBuffer(kGenListPerTileKernel, "g_vBoundsBuffer", m_aabbBoundsBuffer);
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m_BuildPerTileLightListShader.SetBuffer(kGenListPerTileKernel, "g_vLightData", m_lightDataBuffer);
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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, (int)m_TextureSettings.spotCookieSize, (int)m_TextureSettings.spotCookieSize, TextureFormat.RGBA32, true);
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m_cubeCookieTexArray.AllocTextureArray(4, (int)m_TextureSettings.pointCookieSize, TextureFormat.RGBA32, true);
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m_cubeReflTexArray.AllocTextureArray(64, (int)m_TextureSettings.reflectionCubemapSize, TextureFormat.BC6H, 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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g_matWorldToShadow = new Matrix4x4[MAX_LIGHTS * MAX_SHADOWMAP_PER_LIGHTS];
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g_vDirShadowSplitSpheres = new Vector4[MAX_DIRECTIONAL_SPLIT];
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g_vShadow3x3PCFTerms = new Vector4[4];
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m_ShadowPass = new ShadowRenderPass(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(Shader.Find("Hidden/FinalPass"));
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m_blitMaterial.hideFlags = HideFlags.HideAndDontSave;
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}
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void OnDisable()
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{
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// RenderLoop.renderLoopDelegate -= ExecuteRenderLoop;
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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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m_cookieTexArray.Release();
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m_cubeCookieTexArray.Release();
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m_cubeReflTexArray.Release();
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m_aabbBoundsBuffer.Release();
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m_convexBoundsBuffer.Release();
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m_lightDataBuffer.Release();
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lightList.Release();
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m_dirLightList.Release();
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}
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static void SetupGBuffer(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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//@TODO: GetGraphicsCaps().buggyMRTSRGBWriteFlag
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cmd.GetTemporaryRT(kGBufferAlbedo, -1, -1, 0, FilterMode.Point, RenderTextureFormat.DefaultHDR, RenderTextureReadWrite.Default);
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cmd.GetTemporaryRT(kGBufferSpecRough, -1, -1, 0, FilterMode.Point, RenderTextureFormat.DefaultHDR, RenderTextureReadWrite.Default);
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cmd.GetTemporaryRT(kGBufferNormal, -1, -1, 0, FilterMode.Point, format10, RenderTextureReadWrite.Linear);
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cmd.GetTemporaryRT(kGBufferEmission, -1, -1, 0, FilterMode.Point, format10, RenderTextureReadWrite.Linear); //@TODO: HDR
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cmd.GetTemporaryRT(kGBufferZ, -1, -1, 24, FilterMode.Point, RenderTextureFormat.Depth);
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cmd.GetTemporaryRT(kCameraDepthTexture, -1, -1, 24, FilterMode.Point, RenderTextureFormat.Depth);
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cmd.GetTemporaryRT(kCameraTarget, -1, -1, 0, FilterMode.Point, RenderTextureFormat.DefaultHDR, RenderTextureReadWrite.Default);
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var colorMRTs = new RenderTargetIdentifier[4] { kGBufferAlbedo, kGBufferSpecRough, kGBufferNormal, kGBufferEmission };
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cmd.SetRenderTarget(colorMRTs, new RenderTargetIdentifier(kGBufferZ));
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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, RenderLoop loop)
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{
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// setup GBuffer for rendering
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var cmd = new CommandBuffer();
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cmd.name = "Create G-Buffer";
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SetupGBuffer(cmd);
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loop.ExecuteCommandBuffer(cmd);
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cmd.Dispose();
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// render opaque objects using Deferred pass
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DrawRendererSettings settings = new DrawRendererSettings(cull, camera, new ShaderPassName("Deferred"));
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settings.sorting.sortOptions = SortOptions.SortByMaterialThenMesh;
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settings.inputCullingOptions.SetQueuesOpaque();
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loop.DrawRenderers(ref settings);
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}
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static void CopyDepthAfterGBuffer(RenderLoop loop)
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{
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var cmd = new CommandBuffer();
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cmd.name = "Copy depth";
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cmd.CopyTexture(new RenderTargetIdentifier(kGBufferZ), new RenderTargetIdentifier(kCameraDepthTexture));
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loop.ExecuteCommandBuffer(cmd);
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cmd.Dispose();
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}
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void DoTiledDeferredLighting(Camera camera, RenderLoop loop, Matrix4x4 viewToWorld, Matrix4x4 scrProj, Matrix4x4 incScrProj, ComputeBuffer lightList)
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{
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m_DeferredMaterial.SetBuffer("g_vLightList", lightList);
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m_DeferredReflectionMaterial.SetBuffer("g_vLightList", lightList);
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m_DeferredMaterial.SetBuffer("g_vLightData", m_lightDataBuffer);
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m_DeferredReflectionMaterial.SetBuffer("g_vLightData", m_lightDataBuffer);
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m_DeferredMaterial.SetBuffer("g_dirLightData", m_dirLightList);
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var cmd = new CommandBuffer();
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cmd.name = "DoTiledDeferredLighting";
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//cmd.SetRenderTarget(new RenderTargetIdentifier(kGBufferEmission), new RenderTargetIdentifier(kGBufferZ));
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cmd.SetGlobalMatrix("g_mViewToWorld", viewToWorld);
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cmd.SetGlobalMatrix("g_mWorldToView", viewToWorld.inverse);
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cmd.SetGlobalMatrix("g_mScrProjection", scrProj);
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cmd.SetGlobalMatrix("g_mInvScrProjection", incScrProj);
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// Shadow constants
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cmd.SetGlobalMatrixArray("g_matWorldToShadow", g_matWorldToShadow);
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cmd.SetGlobalVectorArray("g_vDirShadowSplitSpheres", g_vDirShadowSplitSpheres);
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cmd.SetGlobalVector("g_vShadow3x3PCFTerms0", g_vShadow3x3PCFTerms[0]);
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cmd.SetGlobalVector("g_vShadow3x3PCFTerms1", g_vShadow3x3PCFTerms[1]);
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cmd.SetGlobalVector("g_vShadow3x3PCFTerms2", g_vShadow3x3PCFTerms[2]);
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cmd.SetGlobalVector("g_vShadow3x3PCFTerms3", g_vShadow3x3PCFTerms[3]);
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//cmd.Blit (kGBufferNormal, (RenderTexture)null); // debug: display normals
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cmd.Blit(kGBufferEmission, kCameraTarget, m_DeferredMaterial, 0);
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cmd.Blit(kGBufferEmission, kCameraTarget, m_DeferredReflectionMaterial, 0);
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// Set the intermediate target for compositing (skybox, etc)
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cmd.SetRenderTarget(new RenderTargetIdentifier(kCameraTarget), new RenderTargetIdentifier(kCameraDepthTexture));
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loop.ExecuteCommandBuffer(cmd);
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cmd.Dispose();
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}
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void SetMatrixCS(CommandBuffer cmd, ComputeShader shadercs, string name, Matrix4x4 mat)
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{
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float[] data = new float[16];
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for (int c = 0; c < 4; c++)
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for (int r = 0; r < 4; r++)
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data[4 * c + r] = mat[r, c];
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cmd.SetComputeFloatParams(shadercs, name, data);
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}
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void UpdateDirectionalLights(Camera camera, ActiveLight[] activeLights)
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{
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int dirLightCount = 0;
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List<DirectionalLight> lights = new List<DirectionalLight>();
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Matrix4x4 worldToView = camera.worldToCameraMatrix;
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for (int nLight = 0; nLight < activeLights.Length; nLight++)
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{
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ActiveLight light = activeLights[nLight];
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if (light.lightType == LightType.Directional)
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{
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Debug.Assert(dirLightCount < gMaxNumDirLights, "Too many directional lights.");
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DirectionalLight l = new DirectionalLight();
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Matrix4x4 lightToWorld = light.localToWorld;
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Vector3 lightDir = lightToWorld.GetColumn(2); // Z axis in world space
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// represents a left hand coordinate system in world space
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Vector3 vx = lightToWorld.GetColumn(0); // X axis in world space
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Vector3 vy = lightToWorld.GetColumn(1); // Y axis in world space
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Vector3 vz = lightDir; // Z axis in world space
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vx = worldToView.MultiplyVector(vx);
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vy = worldToView.MultiplyVector(vy);
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vz = worldToView.MultiplyVector(vz);
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l.uShadowLightIndex = (light.light.shadows != LightShadows.None) ? (uint)nLight : 0xffffffff;
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l.vLaxisX = vx;
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l.vLaxisY = vy;
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l.vLaxisZ = vz;
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l.vCol = new Vec3(light.finalColor.r, light.finalColor.g, light.finalColor.b);
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l.fLightIntensity = light.light.intensity;
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lights.Add(l);
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dirLightCount++;
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}
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}
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m_dirLightList.SetData(lights.ToArray());
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m_DeferredMaterial.SetInt("g_nDirLights", dirLightCount);
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}
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void UpdateShadowConstants(ActiveLight[] activeLights, ref ShadowOutput shadow)
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{
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int nNumLightsIncludingTooMany = 0;
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int g_nNumLights = 0;
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Vector4[] g_vLightShadowIndex_vLightParams = new Vector4[MAX_LIGHTS];
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Vector4[] g_vLightFalloffParams = new Vector4[MAX_LIGHTS];
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for (int nLight = 0; nLight < activeLights.Length; nLight++)
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{
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nNumLightsIncludingTooMany++;
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if (nNumLightsIncludingTooMany > MAX_LIGHTS)
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continue;
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ActiveLight light = activeLights[nLight];
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LightType lightType = light.lightType;
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Vector3 position = light.light.transform.position;
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Vector3 lightDir = light.light.transform.forward.normalized;
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// Setup shadow data arrays
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bool hasShadows = shadow.GetShadowSliceCountLightIndex(nLight) != 0;
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if (lightType == LightType.Directional)
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{
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g_vLightShadowIndex_vLightParams[g_nNumLights] = new Vector4(0, 0, 1, 1);
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g_vLightFalloffParams[g_nNumLights] = new Vector4(0.0f, 0.0f, float.MaxValue, (float)lightType);
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if (hasShadows)
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{
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for (int s = 0; s < MAX_DIRECTIONAL_SPLIT; ++s)
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{
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g_vDirShadowSplitSpheres[s] = shadow.directionalShadowSplitSphereSqr[s];
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}
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}
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}
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else if (lightType == LightType.Point)
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{
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g_vLightShadowIndex_vLightParams[g_nNumLights] = new Vector4(0, 0, 1, 1);
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g_vLightFalloffParams[g_nNumLights] = new Vector4(1.0f, 0.0f, light.range * light.range, (float)lightType);
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}
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else if (lightType == LightType.Spot)
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{
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g_vLightShadowIndex_vLightParams[g_nNumLights] = new Vector4(0, 0, 1, 1);
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g_vLightFalloffParams[g_nNumLights] = new Vector4(1.0f, 0.0f, light.range * light.range, (float)lightType);
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}
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if (hasShadows)
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{
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// Enable shadows
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g_vLightShadowIndex_vLightParams[g_nNumLights].x = 1;
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for (int s = 0; s < shadow.GetShadowSliceCountLightIndex(nLight); ++s)
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{
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int shadowSliceIndex = shadow.GetShadowSliceIndex(nLight, s);
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g_matWorldToShadow[g_nNumLights * MAX_SHADOWMAP_PER_LIGHTS + s] = shadow.shadowSlices[shadowSliceIndex].shadowTransform.transpose;
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}
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}
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g_nNumLights++;
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}
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// Warn if too many lights found
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if (nNumLightsIncludingTooMany > MAX_LIGHTS)
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{
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if (nNumLightsIncludingTooMany > m_nWarnedTooManyLights)
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{
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Debug.LogError("ERROR! Found " + nNumLightsIncludingTooMany + " runtime lights! Valve renderer supports up to " + MAX_LIGHTS +
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" active runtime lights at a time!\nDisabling " + (nNumLightsIncludingTooMany - MAX_LIGHTS) + " runtime light" +
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((nNumLightsIncludingTooMany - MAX_LIGHTS) > 1 ? "s" : "") + "!\n");
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}
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m_nWarnedTooManyLights = nNumLightsIncludingTooMany;
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}
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else
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{
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if (m_nWarnedTooManyLights > 0)
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{
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m_nWarnedTooManyLights = 0;
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Debug.Log("SUCCESS! Found " + nNumLightsIncludingTooMany + " runtime lights which is within the supported number of lights, " + MAX_LIGHTS + ".\n\n");
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}
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}
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// PCF 3x3 Shadows
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float flTexelEpsilonX = 1.0f / m_ShadowSettings.shadowAtlasWidth;
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float flTexelEpsilonY = 1.0f / m_ShadowSettings.shadowAtlasHeight;
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g_vShadow3x3PCFTerms[0] = new Vector4(20.0f / 267.0f, 33.0f / 267.0f, 55.0f / 267.0f, 0.0f);
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g_vShadow3x3PCFTerms[1] = new Vector4(flTexelEpsilonX, flTexelEpsilonY, -flTexelEpsilonX, -flTexelEpsilonY);
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g_vShadow3x3PCFTerms[2] = new Vector4(flTexelEpsilonX, flTexelEpsilonY, 0.0f, 0.0f);
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g_vShadow3x3PCFTerms[3] = new Vector4(-flTexelEpsilonX, -flTexelEpsilonY, 0.0f, 0.0f);
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}
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int GenerateSourceLightBuffers(Camera camera, CullResults inputs)
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{
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ReflectionProbe[] probes = Object.FindObjectsOfType<ReflectionProbe>();
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int numLights = inputs.culledLights.Length;
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int numProbes = probes.Length;
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int numVolumes = numLights + numProbes;
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SFiniteLightData[] lightData = new SFiniteLightData[numVolumes];
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SFiniteLightBound[] boundData = new SFiniteLightBound[numVolumes];
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Matrix4x4 worldToView = camera.worldToCameraMatrix;
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int i = 0;
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uint shadowLightIndex = 0;
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foreach (var cl in inputs.culledLights)
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{
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float range = cl.range;
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Matrix4x4 lightToWorld = cl.localToWorld;
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//Matrix4x4 worldToLight = l.worldToLocal;
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Vector3 lightPos = lightToWorld.GetColumn(3);
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boundData[i].vBoxAxisX = new Vec3(1, 0, 0);
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boundData[i].vBoxAxisY = new Vec3(0, 1, 0);
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boundData[i].vBoxAxisZ = new Vec3(0, 0, 1);
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boundData[i].vScaleXY = new Vec2(1.0f, 1.0f);
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boundData[i].fRadius = range;
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lightData[i].flags = 0;
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lightData[i].fRecipRange = 1.0f / range;
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lightData[i].vCol = new Vec3(cl.finalColor.r, cl.finalColor.g, cl.finalColor.b);
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lightData[i].iSliceIndex = 0;
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lightData[i].uLightModel = (uint)LightDefinitions.DIRECT_LIGHT;
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lightData[i].uShadowLightIndex = shadowLightIndex;
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shadowLightIndex++;
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bool bHasCookie = cl.light.cookie != null;
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bool bHasShadow = cl.light.shadows != LightShadows.None;
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if (cl.lightType == LightType.Spot)
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{
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bool bIsCircularSpot = !bHasCookie;
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if (!bIsCircularSpot) // square spots always have cookie
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{
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lightData[i].iSliceIndex = m_cookieTexArray.FetchSlice(cl.light.cookie);
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}
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Vector3 lightDir = lightToWorld.GetColumn(2); // Z axis in world space
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// represents a left hand coordinate system in world space
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Vector3 vx = lightToWorld.GetColumn(0); // X axis in world space
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Vector3 vy = lightToWorld.GetColumn(1); // Y axis in world space
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Vector3 vz = lightDir; // Z axis in world space
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// transform to camera space (becomes a left hand coordinate frame in Unity since Determinant(worldToView)<0)
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vx = worldToView.MultiplyVector(vx);
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vy = worldToView.MultiplyVector(vy);
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vz = worldToView.MultiplyVector(vz);
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const float pi = 3.1415926535897932384626433832795f;
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const float degToRad = (float)(pi / 180.0);
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const float radToDeg = (float)(180.0 / pi);
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//float sa = cl.GetSpotAngle(); // total field of view from left to right side
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float sa = radToDeg * (2 * Mathf.Acos(1.0f / cl.invCosHalfSpotAngle)); // spot angle doesn't exist in the structure so reversing it for now.
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float cs = Mathf.Cos(0.5f * sa * degToRad);
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float si = Mathf.Sin(0.5f * sa * degToRad);
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float ta = cs > 0.0f ? (si / cs) : gFltMax;
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float cota = si > 0.0f ? (cs / si) : gFltMax;
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//const float cotasa = l.GetCotanHalfSpotAngle();
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// apply nonuniform scale to OBB of spot light
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bool bSqueeze = sa < 0.7f * 90.0f; // arb heuristic
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float fS = bSqueeze ? ta : si;
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boundData[i].vCen = 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.
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lightData[i].vLaxisX = vx;
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lightData[i].vLaxisY = vy;
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lightData[i].vLaxisZ = vz;
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// scale axis to match box or base of pyramid
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boundData[i].vBoxAxisX = (fS * range) * vx;
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boundData[i].vBoxAxisY = (fS * range) * vy;
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boundData[i].vBoxAxisZ = (0.5f * range) * vz;
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|
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// generate bounding sphere radius
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float fAltDx = si;
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float fAltDy = cs;
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fAltDy = fAltDy - 0.5f;
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//if(fAltDy<0) fAltDy=-fAltDy;
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fAltDx *= range; fAltDy *= range;
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|
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|
float fAltDist = Mathf.Sqrt(fAltDy * fAltDy + (bIsCircularSpot ? 1.0f : 2.0f) * fAltDx * fAltDx);
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boundData[i].fRadius = fAltDist > (0.5f * range) ? fAltDist : (0.5f * range); // will always pick fAltDist
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|
boundData[i].vScaleXY = bSqueeze ? new Vec2(0.01f, 0.01f) : new Vec2(1.0f, 1.0f);
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|
|
|
// fill up ldata
|
|
lightData[i].uLightType = (uint)LightDefinitions.SPOT_LIGHT;
|
|
lightData[i].vLpos = worldToView.MultiplyPoint(lightPos);
|
|
lightData[i].fSphRadiusSq = range * range;
|
|
lightData[i].fPenumbra = cs;
|
|
lightData[i].cotan = cota;
|
|
lightData[i].flags |= (bIsCircularSpot ? LightDefinitions.IS_CIRCULAR_SPOT_SHAPE : 0);
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|
|
|
lightData[i].flags |= (bHasCookie ? LightDefinitions.HAS_COOKIE_TEXTURE : 0);
|
|
lightData[i].flags |= (bHasShadow ? LightDefinitions.HAS_SHADOW : 0);
|
|
}
|
|
else if (cl.lightType == LightType.Point)
|
|
{
|
|
if (bHasCookie)
|
|
{
|
|
lightData[i].iSliceIndex = m_cubeCookieTexArray.FetchSlice(cl.light.cookie);
|
|
}
|
|
|
|
boundData[i].vCen = worldToView.MultiplyPoint(lightPos);
|
|
boundData[i].vBoxAxisX = new Vec3(range, 0, 0);
|
|
boundData[i].vBoxAxisY = new Vec3(0, range, 0);
|
|
boundData[i].vBoxAxisZ = new Vec3(0, 0, -range); // transform to camera space (becomes a left hand coordinate frame in Unity since Determinant(worldToView)<0)
|
|
boundData[i].vScaleXY = new Vec2(1.0f, 1.0f);
|
|
boundData[i].fRadius = range;
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|
|
|
// represents a left hand coordinate system in world space since det(worldToView)<0
|
|
Matrix4x4 lightToView = worldToView * lightToWorld;
|
|
Vector3 vx = lightToView.GetColumn(0);
|
|
Vector3 vy = lightToView.GetColumn(1);
|
|
Vector3 vz = lightToView.GetColumn(2);
|
|
|
|
// fill up ldata
|
|
lightData[i].uLightType = (uint)LightDefinitions.SPHERE_LIGHT;
|
|
lightData[i].vLpos = boundData[i].vCen;
|
|
lightData[i].fSphRadiusSq = range * range;
|
|
|
|
lightData[i].vLaxisX = vx;
|
|
lightData[i].vLaxisY = vy;
|
|
lightData[i].vLaxisZ = vz;
|
|
|
|
lightData[i].flags |= (bHasCookie ? LightDefinitions.HAS_COOKIE_TEXTURE : 0);
|
|
lightData[i].flags |= (bHasShadow ? LightDefinitions.HAS_SHADOW : 0);
|
|
}
|
|
else
|
|
{
|
|
//Assert(false);
|
|
}
|
|
|
|
// next light
|
|
if (cl.lightType == LightType.Spot || cl.lightType == LightType.Point)
|
|
++i;
|
|
}
|
|
|
|
|
|
// 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)
|
|
|
|
int numProbesOut = 0;
|
|
foreach (var rl in probes)
|
|
{
|
|
Texture cubemap = rl.mode == ReflectionProbeMode.Custom ? rl.customBakedTexture : rl.bakedTexture;
|
|
if (cubemap != null) // always a box for now
|
|
{
|
|
i = numProbesOut + numLights;
|
|
|
|
lightData[i].flags = 0;
|
|
|
|
Bounds bnds = rl.bounds;
|
|
Vector3 boxOffset = rl.center; // reflection volume offset relative to cube map capture point
|
|
float blendDistance = rl.blendDistance;
|
|
float imp = rl.importance;
|
|
|
|
Matrix4x4 mat = rl.transform.localToWorldMatrix;
|
|
Vector3 cubeCapturePos = mat.GetColumn(3); // cube map capture position in world space
|
|
|
|
|
|
// implicit in CalculateHDRDecodeValues() --> float ints = rl.intensity;
|
|
bool boxProj = rl.boxProjection;
|
|
Vector4 decodeVals = rl.CalculateHDRDecodeValues();
|
|
|
|
// C is reflection volume center in world space (NOT same as cube map capture point)
|
|
Vector3 e = bnds.extents; // 0.5f * Vector3.Max(-boxSizes[p], boxSizes[p]);
|
|
//Vector3 C = bnds.center; // P + boxOffset;
|
|
Vector3 C = mat.MultiplyPoint(boxOffset); // same as commented out line above when rot is identity
|
|
|
|
//Vector3 posForShaderParam = bnds.center - boxOffset; // gives same as rl.GetComponent<Transform>().position;
|
|
Vector3 posForShaderParam = cubeCapturePos; // same as commented out line above when rot is identity
|
|
Vector3 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);
|
|
|
|
Vector3 Cw = worldToView.MultiplyPoint(C);
|
|
|
|
if (boxProj) lightData[i].flags |= LightDefinitions.IS_BOX_PROJECTED;
|
|
|
|
lightData[i].vLpos = Cw;
|
|
lightData[i].vLaxisX = vx;
|
|
lightData[i].vLaxisY = vy;
|
|
lightData[i].vLaxisZ = vz;
|
|
lightData[i].vLocalCubeCapturePoint = -boxOffset;
|
|
lightData[i].fProbeBlendDistance = blendDistance;
|
|
|
|
lightData[i].fLightIntensity = decodeVals.x;
|
|
lightData[i].fDecodeExp = decodeVals.y;
|
|
|
|
lightData[i].iSliceIndex = m_cubeReflTexArray.FetchSlice(cubemap);
|
|
|
|
Vector3 delta = combinedExtent - e;
|
|
lightData[i].vBoxInnerDist = e;
|
|
lightData[i].vBoxInvRange = new Vec3(1.0f / delta.x, 1.0f / delta.y, 1.0f / delta.z);
|
|
|
|
boundData[i].vCen = Cw;
|
|
boundData[i].vBoxAxisX = combinedExtent.x * vx;
|
|
boundData[i].vBoxAxisY = combinedExtent.y * vy;
|
|
boundData[i].vBoxAxisZ = combinedExtent.z * vz;
|
|
boundData[i].vScaleXY = new Vec2(1.0f, 1.0f);
|
|
boundData[i].fRadius = combinedExtent.magnitude;
|
|
|
|
// fill up ldata
|
|
lightData[i].uLightType = (uint)LightDefinitions.BOX_LIGHT;
|
|
lightData[i].uLightModel = (uint)LightDefinitions.REFLECTION_LIGHT;
|
|
|
|
++numProbesOut;
|
|
}
|
|
}
|
|
|
|
|
|
m_convexBoundsBuffer.SetData(boundData);
|
|
m_lightDataBuffer.SetData(lightData);
|
|
|
|
|
|
return numLights + numProbesOut;
|
|
}
|
|
|
|
/* public override void Render(Camera[] cameras, RenderLoop renderLoop)
|
|
{
|
|
foreach (var camera in cameras)
|
|
{
|
|
CullResults cullResults;
|
|
CullingParameters cullingParams;
|
|
if (!CullResults.GetCullingParameters(camera, out cullingParams))
|
|
continue;
|
|
|
|
m_ShadowPass.UpdateCullingParameters(ref cullingParams);
|
|
|
|
cullResults = CullResults.Cull(ref cullingParams, renderLoop);
|
|
|
|
ShadowOutput shadows;
|
|
m_ShadowPass.Render(renderLoop, cullResults, out shadows);
|
|
|
|
renderLoop.SetupCameraProperties(camera);
|
|
|
|
UpdateLightConstants(cullResults.culledLights, ref shadows);
|
|
|
|
DrawRendererSettings settings = new DrawRendererSettings(cullResults, camera, new ShaderPassName("ForwardBase"));
|
|
settings.rendererConfiguration = RendererConfiguration.ConfigureOneLightProbePerRenderer | RendererConfiguration.ConfigureReflectionProbesProbePerRenderer;
|
|
settings.sorting.sortOptions = SortOptions.SortByMaterialThenMesh;
|
|
|
|
renderLoop.DrawRenderers(ref settings);
|
|
renderLoop.Submit();
|
|
}
|
|
|
|
// Post effects
|
|
}*/
|
|
|
|
public override void Render(Camera[] cameras, RenderLoop renderLoop)
|
|
{
|
|
foreach (var camera in cameras)
|
|
{
|
|
CullResults cullResults;
|
|
CullingParameters cullingParams;
|
|
if (!CullResults.GetCullingParameters(camera, out cullingParams))
|
|
continue;
|
|
|
|
m_ShadowPass.UpdateCullingParameters(ref cullingParams);
|
|
|
|
cullResults = CullResults.Cull(ref cullingParams, renderLoop);
|
|
ExecuteRenderLoop(camera, cullResults, renderLoop);
|
|
}
|
|
|
|
renderLoop.Submit();
|
|
}
|
|
|
|
void FinalPass(RenderLoop loop)
|
|
{
|
|
CommandBuffer cmd = new CommandBuffer();
|
|
cmd.name = "FinalPass";
|
|
cmd.Blit(kCameraTarget, BuiltinRenderTextureType.CameraTarget, m_blitMaterial, 0);
|
|
loop.ExecuteCommandBuffer(cmd);
|
|
cmd.Dispose();
|
|
}
|
|
|
|
void ExecuteRenderLoop(Camera camera, CullResults cullResults, RenderLoop loop)
|
|
{
|
|
// do anything we need to do upon a new frame.
|
|
NewFrame();
|
|
|
|
ShadowOutput shadows;
|
|
m_ShadowPass.Render(loop, cullResults, out shadows);
|
|
|
|
//m_DeferredMaterial.SetInt("_SrcBlend", camera.hdr ? (int)BlendMode.One : (int)BlendMode.DstColor);
|
|
//m_DeferredMaterial.SetInt("_DstBlend", camera.hdr ? (int)BlendMode.One : (int)BlendMode.Zero);
|
|
//m_DeferredReflectionMaterial.SetInt("_SrcBlend", camera.hdr ? (int)BlendMode.One : (int)BlendMode.DstColor);
|
|
//m_DeferredReflectionMaterial.SetInt("_DstBlend", camera.hdr ? (int)BlendMode.One : (int)BlendMode.Zero);
|
|
loop.SetupCameraProperties(camera);
|
|
|
|
UpdateShadowConstants(cullResults.culledLights, ref shadows);
|
|
|
|
RenderGBuffer(cullResults, camera, loop);
|
|
|
|
//@TODO: render forward-only objects into depth buffer
|
|
CopyDepthAfterGBuffer(loop);
|
|
//@TODO: render reflection probes
|
|
|
|
//RenderLighting(camera, inputs, loop);
|
|
|
|
//
|
|
Matrix4x4 proj = camera.projectionMatrix;
|
|
Matrix4x4 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));
|
|
Matrix4x4 projh = temp * proj;
|
|
Matrix4x4 invProjh = projh.inverse;
|
|
|
|
int iW = camera.pixelWidth;
|
|
int iH = camera.pixelHeight;
|
|
|
|
temp.SetRow(0, new Vector4(0.5f * iW, 0.0f, 0.0f, 0.5f * iW));
|
|
temp.SetRow(1, new Vector4(0.0f, 0.5f * iH, 0.0f, 0.5f * iH));
|
|
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));
|
|
Matrix4x4 projscr = temp * proj;
|
|
Matrix4x4 invProjscr = projscr.inverse;
|
|
|
|
|
|
int numLights = GenerateSourceLightBuffers(camera, cullResults);
|
|
|
|
|
|
int nrTilesX = (iW + 15) / 16;
|
|
int nrTilesY = (iH + 15) / 16;
|
|
//ComputeBuffer lightList = new ComputeBuffer(nrTilesX * nrTilesY * (32 / 2), sizeof(uint));
|
|
|
|
|
|
var cmd = new CommandBuffer();
|
|
|
|
cmd.name = "Build light list";
|
|
cmd.SetComputeIntParam(m_BuildScreenAABBShader, "g_iNrVisibLights", numLights);
|
|
SetMatrixCS(cmd, m_BuildScreenAABBShader, "g_mProjection", projh);
|
|
SetMatrixCS(cmd, m_BuildScreenAABBShader, "g_mInvProjection", invProjh);
|
|
cmd.SetComputeBufferParam(m_BuildScreenAABBShader, kGenAABBKernel, "g_vBoundsBuffer", m_aabbBoundsBuffer);
|
|
cmd.ComputeDispatch(m_BuildScreenAABBShader, kGenAABBKernel, (numLights + 7) / 8, 1, 1);
|
|
|
|
cmd.SetComputeIntParam(m_BuildPerTileLightListShader, "g_iNrVisibLights", numLights);
|
|
SetMatrixCS(cmd, m_BuildPerTileLightListShader, "g_mScrProjection", projscr);
|
|
SetMatrixCS(cmd, m_BuildPerTileLightListShader, "g_mInvScrProjection", invProjscr);
|
|
cmd.SetComputeTextureParam(m_BuildPerTileLightListShader, kGenListPerTileKernel, "g_depth_tex", new RenderTargetIdentifier(kCameraDepthTexture));
|
|
cmd.SetComputeBufferParam(m_BuildPerTileLightListShader, kGenListPerTileKernel, "g_vLightList", lightList);
|
|
cmd.ComputeDispatch(m_BuildPerTileLightListShader, kGenListPerTileKernel, nrTilesX, nrTilesY, 1);
|
|
|
|
loop.ExecuteCommandBuffer(cmd);
|
|
cmd.Dispose();
|
|
|
|
UpdateDirectionalLights(camera, cullResults.culledLights);
|
|
|
|
DoTiledDeferredLighting(camera, loop, camera.cameraToWorldMatrix, projscr, invProjscr, lightList);
|
|
|
|
m_skyboxHelper.Draw(loop, camera);
|
|
|
|
FinalPass(loop);
|
|
}
|
|
|
|
void NewFrame()
|
|
{
|
|
// update texture caches
|
|
m_cookieTexArray.NewFrame();
|
|
m_cubeCookieTexArray.NewFrame();
|
|
m_cubeReflTexArray.NewFrame();
|
|
|
|
m_DeferredMaterial.SetTexture("_spotCookieTextures", m_cookieTexArray.GetTexCache());
|
|
m_DeferredMaterial.SetTexture("_pointCookieTextures", m_cubeCookieTexArray.GetTexCache());
|
|
m_DeferredReflectionMaterial.SetTexture("_reflCubeTextures", m_cubeReflTexArray.GetTexCache());
|
|
}
|
|
}
|
|
}
|