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713 行
30 KiB
713 行
30 KiB
using UnityEngine.Rendering;
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using UnityEngine.Experimental.Rendering;
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using System.Collections.Generic;
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using System;
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namespace UnityEngine.Experimental.ScriptableRenderLoop
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{
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[ExecuteInEditMode]
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// This HDRenderLoop assume linear lighting. Don't work with gamma.
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public partial class HDRenderLoop : RenderPipeline
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{
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const string k_HDRenderLoopPath = "Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.asset";
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#if UNITY_EDITOR
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[UnityEditor.MenuItem("Renderloop/CreateHDRenderLoop")]
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static void CreateHDRenderLoop()
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{
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var instance = ScriptableObject.CreateInstance<HDRenderLoop>();
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UnityEditor.AssetDatabase.CreateAsset(instance, k_HDRenderLoopPath);
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}
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[UnityEditor.MenuItem("HDRenderLoop/Add \"Additional Light Data\" (if not present)")]
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static void AddAdditionalLightData()
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{
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Light[] lights = FindObjectsOfType(typeof(Light)) as Light[];
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foreach (Light light in lights)
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{
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// Do not add a component if there already is one.
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if (light.GetComponent<AdditionalLightData>() == null)
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{
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light.gameObject.AddComponent<AdditionalLightData>();
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}
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}
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}
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#endif
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SkyRenderer m_SkyRenderer = null;
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[SerializeField]
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SkyParameters m_SkyParameters = new SkyParameters();
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public SkyParameters skyParameters
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{
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get { return m_SkyParameters; }
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}
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public class DebugParameters
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{
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// Material Debugging
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public int debugViewMaterial = 0;
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// Rendering debugging
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public bool displayOpaqueObjects = true;
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public bool displayTransparentObjects = true;
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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.
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public bool useDepthPrepass = false;
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public bool enableTonemap = true;
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public float exposure = 0;
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}
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DebugParameters m_DebugParameters = new DebugParameters();
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public DebugParameters debugParameters
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{
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get { return m_DebugParameters; }
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}
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public class GBufferManager
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{
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public const int MaxGbuffer = 8;
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public void SetBufferDescription(int index, string stringId, RenderTextureFormat inFormat, RenderTextureReadWrite inSRGBWrite)
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{
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IDs[index] = Shader.PropertyToID(stringId);
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RTIDs[index] = new RenderTargetIdentifier(IDs[index]);
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formats[index] = inFormat;
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sRGBWrites[index] = inSRGBWrite;
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}
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public void InitGBuffers(int width, int height, CommandBuffer cmd)
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{
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for (int index = 0; index < gbufferCount; index++)
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{
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/* RTs[index] = */ cmd.GetTemporaryRT(IDs[index], width, height, 0, FilterMode.Point, formats[index], sRGBWrites[index]);
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}
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}
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public RenderTargetIdentifier[] GetGBuffers()
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{
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var colorMRTs = new RenderTargetIdentifier[gbufferCount];
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for (int index = 0; index < gbufferCount; index++)
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{
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colorMRTs[index] = RTIDs[index];
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}
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return colorMRTs;
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}
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/*
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public void BindBuffers(Material mat)
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{
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for (int index = 0; index < gbufferCount; index++)
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{
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mat.SetTexture(IDs[index], RTs[index]);
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}
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}
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*/
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public int gbufferCount { get; set; }
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int[] IDs = new int[MaxGbuffer];
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RenderTargetIdentifier[] RTIDs = new RenderTargetIdentifier[MaxGbuffer];
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RenderTextureFormat[] formats = new RenderTextureFormat[MaxGbuffer];
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RenderTextureReadWrite[] sRGBWrites = new RenderTextureReadWrite[MaxGbuffer];
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}
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GBufferManager m_gbufferManager = new GBufferManager();
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[SerializeField]
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ShadowSettings m_ShadowSettings = ShadowSettings.Default;
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public ShadowSettings shadowSettings
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{
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get { return m_ShadowSettings; }
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}
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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 TextureSettings textureSettings
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{
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get { return m_TextureSettings; }
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}
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// Various set of material use in render loop
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Material m_FinalPassMaterial;
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Material m_DebugViewMaterialGBuffer;
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// Various buffer
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int m_CameraColorBuffer;
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int m_CameraDepthBuffer;
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int m_VelocityBuffer;
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int m_DistortionBuffer;
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public bool m_Dirty = false;
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RenderTargetIdentifier m_CameraColorBufferRT;
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RenderTargetIdentifier m_CameraDepthBufferRT;
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RenderTargetIdentifier m_VelocityBufferRT;
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RenderTargetIdentifier m_DistortionBufferRT;
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// Detect when windows size is changing
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int m_WidthOnRecord;
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int m_HeightOnRecord;
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// This must be allocate outside of Rebuild() else the option in the class can't be set in the inspector (as it will in this case recreate the class with default value)
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BaseLightLoop m_lightLoop = new TilePass.LightLoop();
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public BaseLightLoop lightLoop
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{
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get { return m_lightLoop; }
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}
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// TODO: Find a way to automatically create/iterate through deferred material
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// 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 ?
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Lit.RenderLoop m_LitRenderLoop = new Lit.RenderLoop();
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public void OnValidate()
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{
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// Calling direction Rebuild() here cause this warning:
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// "SendMessage cannot be called during Awake, CheckConsistency, or OnValidate UnityEngine.Experimental.ScriptableRenderLoop.HDRenderLoop:OnValidate()"
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// Workaround is to declare this dirty flag and call REbuild in Render()
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m_Dirty = true;
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}
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public override void Rebuild()
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{
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// We call Cleanup() here because Rebuild() can be call by OnValidate(), i.e when inspector is touch
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// Note that module don't need to do the same as the call here is propagated correctly
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Cleanup();
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m_CameraColorBuffer = Shader.PropertyToID("_CameraColorTexture");
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m_CameraDepthBuffer = Shader.PropertyToID("_CameraDepthTexture");
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m_CameraColorBufferRT = new RenderTargetIdentifier(m_CameraColorBuffer);
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m_CameraDepthBufferRT = new RenderTargetIdentifier(m_CameraDepthBuffer);
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m_SkyRenderer = new SkyRenderer();
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m_SkyRenderer.Rebuild();
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m_FinalPassMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderLoop/FinalPass");
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m_DebugViewMaterialGBuffer = Utilities.CreateEngineMaterial("Hidden/HDRenderLoop/DebugViewMaterialGBuffer");
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m_ShadowPass = new ShadowRenderPass(m_ShadowSettings);
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// Init Gbuffer description
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m_gbufferManager.gbufferCount = m_LitRenderLoop.GetMaterialGBufferCount();
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RenderTextureFormat[] RTFormat; RenderTextureReadWrite[] RTReadWrite;
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m_LitRenderLoop.GetMaterialGBufferDescription(out RTFormat, out RTReadWrite);
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for (int gbufferIndex = 0; gbufferIndex < m_gbufferManager.gbufferCount; ++gbufferIndex)
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{
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m_gbufferManager.SetBufferDescription(gbufferIndex, "_GBufferTexture" + gbufferIndex, RTFormat[gbufferIndex], RTReadWrite[gbufferIndex]);
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}
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#pragma warning disable 162 // warning CS0162: Unreachable code detected
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m_VelocityBuffer = Shader.PropertyToID("_VelocityTexture");
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if (ShaderConfig.VelocityInGbuffer == 1)
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{
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// If velocity is in GBuffer then it is in the last RT. Assign a different name to it.
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m_gbufferManager.SetBufferDescription(m_gbufferManager.gbufferCount, "_VelocityTexture", Builtin.RenderLoop.GetVelocityBufferFormat(), Builtin.RenderLoop.GetVelocityBufferReadWrite());
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m_gbufferManager.gbufferCount++;
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}
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m_VelocityBufferRT = new RenderTargetIdentifier(m_VelocityBuffer);
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#pragma warning restore 162
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m_DistortionBuffer = Shader.PropertyToID("_DistortionTexture");
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m_DistortionBufferRT = new RenderTargetIdentifier(m_DistortionBuffer);
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m_LitRenderLoop.Rebuild();
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m_lightLoop.Rebuild(m_TextureSettings);
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m_Dirty = false;
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}
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public override void Initialize()
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{
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#if UNITY_EDITOR
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UnityEditor.SupportedRenderingFeatures.active = new UnityEditor.SupportedRenderingFeatures
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{
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reflectionProbe = UnityEditor.SupportedRenderingFeatures.ReflectionProbe.Rotation
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};
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#endif
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Rebuild();
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}
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public override void Cleanup()
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{
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m_LitRenderLoop.Cleanup();
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m_lightLoop.Cleanup();
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Utilities.Destroy(m_FinalPassMaterial);
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Utilities.Destroy(m_DebugViewMaterialGBuffer);
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if (m_SkyRenderer != null)
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{
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m_SkyRenderer.Cleanup();
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}
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#if UNITY_EDITOR
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UnityEditor.SupportedRenderingFeatures.active = UnityEditor.SupportedRenderingFeatures.Default;
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#endif
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}
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void InitAndClearBuffer(Camera camera, RenderLoop renderLoop)
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{
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using (new Utilities.ProfilingSample("InitAndClearBuffer", renderLoop))
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{
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// We clear only the depth buffer, no need to clear the various color buffer as we overwrite them.
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// Clear depth/stencil and init buffers
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using (new Utilities.ProfilingSample("InitGBuffers and clear Depth/Stencil", renderLoop))
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{
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var cmd = new CommandBuffer();
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cmd.name = "";
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// Init buffer
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// 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).
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// Also we manage ourself the HDR format, here allocating fp16 directly.
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// With scriptable render loop we can allocate temporary RT in a command buffer, they will not be release with ExecuteCommandBuffer
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// These temporary surface are release automatically at the end of the scriptable renderloop if not release explicitly
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int w = camera.pixelWidth;
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int h = camera.pixelHeight;
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cmd.GetTemporaryRT(m_CameraColorBuffer, w, h, 0, FilterMode.Point, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear);
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cmd.GetTemporaryRT(m_CameraDepthBuffer, w, h, 24, FilterMode.Point, RenderTextureFormat.Depth);
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if (!debugParameters.useForwardRenderingOnly)
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{
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m_gbufferManager.InitGBuffers(w, h, cmd);
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}
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renderLoop.ExecuteCommandBuffer(cmd);
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cmd.Dispose();
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Utilities.SetRenderTarget(renderLoop, m_CameraColorBufferRT, m_CameraDepthBufferRT, ClearFlag.ClearDepth);
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}
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// 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.
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// Clear HDR target
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using (new Utilities.ProfilingSample("Clear HDR target", renderLoop))
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{
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Utilities.SetRenderTarget(renderLoop, m_CameraColorBufferRT, m_CameraDepthBufferRT, ClearFlag.ClearColor, Color.black);
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}
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// Clear GBuffers
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using (new Utilities.ProfilingSample("Clear GBuffer", renderLoop))
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{
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Utilities.SetRenderTarget(renderLoop, m_gbufferManager.GetGBuffers(), m_CameraDepthBufferRT, ClearFlag.ClearColor, Color.black);
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}
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// END TEMP
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}
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}
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void RenderOpaqueRenderList(CullResults cull, Camera camera, RenderLoop renderLoop, string passName, RendererConfiguration rendererConfiguration = 0)
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{
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if (!debugParameters.displayOpaqueObjects)
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return;
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var settings = new DrawRendererSettings(cull, camera, new ShaderPassName(passName))
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{
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rendererConfiguration = rendererConfiguration,
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sorting = { sortOptions = SortOptions.SortByMaterialThenMesh }
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};
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settings.inputFilter.SetQueuesOpaque();
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renderLoop.DrawRenderers(ref settings);
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}
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void RenderTransparentRenderList(CullResults cull, Camera camera, RenderLoop renderLoop, string passName, RendererConfiguration rendererConfiguration = 0)
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{
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if (!debugParameters.displayTransparentObjects)
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return;
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var settings = new DrawRendererSettings(cull, camera, new ShaderPassName(passName))
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{
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rendererConfiguration = rendererConfiguration,
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sorting = { sortOptions = SortOptions.BackToFront }
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};
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settings.inputFilter.SetQueuesTransparent();
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renderLoop.DrawRenderers(ref settings);
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}
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void RenderDepthPrepass(CullResults cull, Camera camera, RenderLoop renderLoop)
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{
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// If we are forward only we will do a depth prepass
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// TODO: Depth prepass should be enabled based on light loop settings. LightLoop define if they need a depth prepass + forward only...
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if (!debugParameters.useDepthPrepass)
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return;
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using (new Utilities.ProfilingSample("Depth Prepass", renderLoop))
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{
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// TODO: Must do opaque then alpha masked for performance!
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// TODO: front to back for opaque and by materal for opaque tested when we split in two
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Utilities.SetRenderTarget(renderLoop, m_CameraDepthBufferRT);
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RenderOpaqueRenderList(cull, camera, renderLoop, "DepthOnly");
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}
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}
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void RenderGBuffer(CullResults cull, Camera camera, RenderLoop renderLoop)
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{
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if (debugParameters.useForwardRenderingOnly)
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{
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return ;
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}
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using (new Utilities.ProfilingSample("GBuffer Pass", renderLoop))
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{
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// setup GBuffer for rendering
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Utilities.SetRenderTarget(renderLoop, m_gbufferManager.GetGBuffers(), m_CameraDepthBufferRT);
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// render opaque objects into GBuffer
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RenderOpaqueRenderList(cull, camera, renderLoop, "GBuffer", Utilities.kRendererConfigurationBakedLighting);
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}
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}
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// This pass is use in case of forward opaque and deferred rendering. We need to render forward objects before tile lighting pass
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void RenderForwardOpaqueDepth(CullResults cull, Camera camera, RenderLoop renderLoop)
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{
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// If we have render a depth prepass, no need for this pass
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if (debugParameters.useDepthPrepass)
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return;
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using (new Utilities.ProfilingSample("Forward opaque depth", renderLoop))
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{
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// TODO: Use the render queue index to only send the forward opaque!
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// or use the new MAterial.SetPassEnable ?
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Utilities.SetRenderTarget(renderLoop, m_CameraDepthBufferRT);
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RenderOpaqueRenderList(cull, camera, renderLoop, "DepthOnly");
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}
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}
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void RenderDebugViewMaterial(CullResults cull, Camera camera, RenderLoop renderLoop)
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{
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using (new Utilities.ProfilingSample("DebugView Material Mode Pass", renderLoop))
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// Render Opaque forward
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{
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Utilities.SetRenderTarget(renderLoop, m_CameraColorBufferRT, m_CameraDepthBufferRT, Utilities.kClearAll, Color.black);
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Shader.SetGlobalInt("_DebugViewMaterial", (int)debugParameters.debugViewMaterial);
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RenderOpaqueRenderList(cull, camera, renderLoop, "DebugViewMaterial");
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}
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// Render GBuffer opaque
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if (!debugParameters.useForwardRenderingOnly)
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{
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Vector4 screenSize = Utilities.ComputeScreenSize(camera);
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m_DebugViewMaterialGBuffer.SetVector("_ScreenSize", screenSize);
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m_DebugViewMaterialGBuffer.SetFloat("_DebugViewMaterial", (float)debugParameters.debugViewMaterial);
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// m_gbufferManager.BindBuffers(m_DebugViewMaterialGBuffer);
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// TODO: Bind depth textures
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var cmd = new CommandBuffer { name = "GBuffer Debug Pass" };
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cmd.Blit(null, m_CameraColorBufferRT, m_DebugViewMaterialGBuffer, 0);
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renderLoop.ExecuteCommandBuffer(cmd);
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cmd.Dispose();
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}
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// Render forward transparent
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{
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RenderTransparentRenderList(cull, camera, renderLoop, "DebugViewMaterial");
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}
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// Last blit
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{
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var cmd = new CommandBuffer { name = "Blit DebugView Material Debug" };
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cmd.Blit(m_CameraColorBufferRT, BuiltinRenderTextureType.CameraTarget);
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renderLoop.ExecuteCommandBuffer(cmd);
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cmd.Dispose();
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}
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}
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void RenderDeferredLighting(Camera camera, RenderLoop renderLoop)
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{
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if (debugParameters.useForwardRenderingOnly)
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{
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return ;
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}
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// Bind material data
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m_LitRenderLoop.Bind();
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m_lightLoop.RenderDeferredLighting(camera, renderLoop, m_CameraColorBuffer);
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}
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void RenderSky(Camera camera, RenderLoop renderLoop)
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{
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m_SkyRenderer.RenderSky(camera, m_SkyParameters, m_CameraColorBufferRT, m_CameraDepthBufferRT, renderLoop);
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}
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void RenderForward(CullResults cullResults, Camera camera, RenderLoop renderLoop, bool renderOpaque)
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{
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// TODO: Currently we can't render opaque object forward when deferred is enabled
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// miss option
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if (!debugParameters.useForwardRenderingOnly && renderOpaque)
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return;
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using (new Utilities.ProfilingSample("Forward Pass", renderLoop))
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{
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// Bind material data
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m_LitRenderLoop.Bind();
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Utilities.SetRenderTarget(renderLoop, m_CameraColorBufferRT, m_CameraDepthBufferRT);
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m_lightLoop.RenderForward(camera, renderLoop, renderOpaque);
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if (renderOpaque)
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{
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RenderOpaqueRenderList(cullResults, camera, renderLoop, "Forward");
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}
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else
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{
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RenderTransparentRenderList(cullResults, camera, renderLoop, "Forward", Utilities.kRendererConfigurationBakedLighting);
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}
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}
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}
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void RenderForwardUnlit(CullResults cullResults, Camera camera, RenderLoop renderLoop)
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{
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using (new Utilities.ProfilingSample("Forward Unlit Pass", renderLoop))
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{
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// Bind material data
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m_LitRenderLoop.Bind();
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Utilities.SetRenderTarget(renderLoop, m_CameraColorBufferRT, m_CameraDepthBufferRT);
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RenderOpaqueRenderList(cullResults, camera, renderLoop, "ForwardUnlit");
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RenderTransparentRenderList(cullResults, camera, renderLoop, "ForwardUnlit");
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}
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}
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void RenderVelocity(CullResults cullResults, Camera camera, RenderLoop renderLoop)
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{
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using (new Utilities.ProfilingSample("Velocity Pass", renderLoop))
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{
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// warning CS0162: Unreachable code detected // warning CS0429: Unreachable expression code detected
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#pragma warning disable 162, 429
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// If opaque velocity have been render during GBuffer no need to render it here
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if ((ShaderConfig.VelocityInGbuffer == 0) || debugParameters.useForwardRenderingOnly)
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return ;
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int w = camera.pixelWidth;
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int h = camera.pixelHeight;
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var cmd = new CommandBuffer { name = "" };
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cmd.GetTemporaryRT(m_VelocityBuffer, w, h, 0, FilterMode.Point, Builtin.RenderLoop.GetVelocityBufferFormat(), Builtin.RenderLoop.GetVelocityBufferReadWrite());
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cmd.SetRenderTarget(m_VelocityBufferRT, m_CameraDepthBufferRT);
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renderLoop.ExecuteCommandBuffer(cmd);
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cmd.Dispose();
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RenderOpaqueRenderList(cullResults, camera, renderLoop, "MotionVectors");
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#pragma warning restore 162, 429
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}
|
|
}
|
|
|
|
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)
|
|
{
|
|
// build per tile light lists
|
|
m_lightLoop.PrepareLightsForGPU(cullResults, camera, ref shadowOutput);
|
|
}
|
|
|
|
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 || m_lightLoop.NeedResize())
|
|
{
|
|
if (m_WidthOnRecord > 0 && m_HeightOnRecord > 0)
|
|
{
|
|
m_lightLoop.ReleaseResolutionDependentBuffers();
|
|
}
|
|
|
|
m_lightLoop.AllocResolutionDependentBuffers(camera.pixelWidth, camera.pixelHeight);
|
|
|
|
// update recorded window resolution
|
|
m_WidthOnRecord = camera.pixelWidth;
|
|
m_HeightOnRecord = camera.pixelHeight;
|
|
}
|
|
}
|
|
|
|
public void PushGlobalParams(Camera camera, RenderLoop renderLoop)
|
|
{
|
|
if (m_SkyRenderer.IsSkyValid(m_SkyParameters))
|
|
{
|
|
m_SkyRenderer.SetGlobalSkyTexture();
|
|
Shader.SetGlobalInt("_EnvLightSkyEnabled", 1);
|
|
}
|
|
else
|
|
{
|
|
Shader.SetGlobalInt("_EnvLightSkyEnabled", 0);
|
|
}
|
|
|
|
m_lightLoop.PushGlobalParams(camera, renderLoop);
|
|
}
|
|
|
|
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.
|
|
m_lightLoop.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);
|
|
|
|
// Forward opaque with deferred tile require that we fill the depth buffer
|
|
// correctly to build the light list.
|
|
// TODO: avoid double lighting by tagging stencil or gbuffer that we must not lit.
|
|
// TODO: ask Morten why this pass is not before GBuffer ? Will make more sense and avoid
|
|
// to do gbuffer pass on unseen mesh.
|
|
// TODO: how do we select only the object that must be render forward ?
|
|
// this is all object with gbuffer pass disabled ?
|
|
//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))
|
|
{
|
|
m_lightLoop.PrepareLightsForGPU(cullResults, camera, ref shadows);
|
|
m_lightLoop.BuildGPULightLists(camera, renderLoop, m_CameraDepthBufferRT);
|
|
|
|
PushGlobalParams(camera, renderLoop);
|
|
}
|
|
RenderDeferredLighting(camera, renderLoop);
|
|
|
|
RenderForward(cullResults, camera, renderLoop, true);
|
|
|
|
RenderSky(camera, renderLoop);
|
|
|
|
RenderForward(cullResults, camera, renderLoop, false);
|
|
|
|
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
|
|
}
|
|
}
|
|
}
|