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336 行
16 KiB
336 行
16 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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[Serializable]
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public enum SkyResolution
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{
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SkyResolution128 = 128,
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SkyResolution256 = 256,
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SkyResolution512 = 512,
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SkyResolution1024 = 1024,
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// TODO: Anything above 1024 cause a crash in Unity...
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//SkyResolution2048 = 2048,
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//SkyResolution4096 = 4096
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}
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[Serializable]
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public class SkyParameters
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{
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public Texture skyHDRI;
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public float rotation = 0.0f;
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public float exposure = 0.0f;
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public float multiplier = 1.0f;
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public SkyResolution skyResolution = SkyResolution.SkyResolution256;
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}
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public class SkyRenderer
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{
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RenderTexture m_SkyboxCubemapRT = null;
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RenderTexture m_SkyboxGGXCubemapRT = null;
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Material m_StandardSkyboxMaterial = null; // This is the Unity standard skybox material. Used to pass the correct cubemap to Enlighten.
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Material m_SkyHDRIMaterial = null; // Renders a cubemap into a render texture (can be cube or 2D)
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Material m_GGXConvolveMaterial = null; // Apply GGX convolution to cubemap
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SkyParameters m_bakedSkyParameters = new SkyParameters(); // This is the SkyParam used when baking and convolving the sky.
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MaterialPropertyBlock m_RenderSkyPropertyBlock = null;
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GameObject[] m_CubemapFaceCamera = new GameObject[6];
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Mesh[] m_CubemapFaceMesh = new Mesh[6];
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Mesh BuildSkyMesh(Camera camera, bool forceUVBottom)
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{
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Vector4 vertData0 = new Vector4(-1.0f, -1.0f, 1.0f, 1.0f);
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Vector4 vertData1 = new Vector4(1.0f, -1.0f, 1.0f, 1.0f);
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Vector4 vertData2 = new Vector4(1.0f, 1.0f, 1.0f, 1.0f);
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Vector4 vertData3 = new Vector4(-1.0f, 1.0f, 1.0f, 1.0f);
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Vector3[] vertData = new Vector3[4];
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vertData[0] = new Vector3(vertData0.x, vertData0.y, vertData0.z);
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vertData[1] = new Vector3(vertData1.x, vertData1.y, vertData1.z);
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vertData[2] = new Vector3(vertData2.x, vertData2.y, vertData2.z);
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vertData[3] = new Vector3(vertData3.x, vertData3.y, vertData3.z);
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// Get view vector based on the frustum, i.e (invert transform frustum get position etc...)
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Vector3[] eyeVectorData = new Vector3[4];
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Matrix4x4 transformMatrix = camera.cameraToWorldMatrix * camera.projectionMatrix.inverse;
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Vector4 posWorldSpace0 = transformMatrix * vertData0;
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Vector4 posWorldSpace1 = transformMatrix * vertData1;
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Vector4 posWorldSpace2 = transformMatrix * vertData2;
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Vector4 posWorldSpace3 = transformMatrix * vertData3;
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Vector3 temp = camera.GetComponent<Transform>().position;
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Vector4 cameraPosition = new Vector4(temp.x, temp.y, temp.z, 0.0f);
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Vector4 direction0 = (posWorldSpace0 / posWorldSpace0.w - cameraPosition);
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Vector4 direction1 = (posWorldSpace1 / posWorldSpace1.w - cameraPosition);
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Vector4 direction2 = (posWorldSpace2 / posWorldSpace2.w - cameraPosition);
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Vector4 direction3 = (posWorldSpace3 / posWorldSpace3.w - cameraPosition);
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if (SystemInfo.graphicsUVStartsAtTop && !forceUVBottom)
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{
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eyeVectorData[3] = new Vector3(direction0.x, direction0.y, direction0.z).normalized;
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eyeVectorData[2] = new Vector3(direction1.x, direction1.y, direction1.z).normalized;
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eyeVectorData[1] = new Vector3(direction2.x, direction2.y, direction2.z).normalized;
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eyeVectorData[0] = new Vector3(direction3.x, direction3.y, direction3.z).normalized;
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}
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else
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{
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eyeVectorData[0] = new Vector3(direction0.x, direction0.y, direction0.z).normalized;
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eyeVectorData[1] = new Vector3(direction1.x, direction1.y, direction1.z).normalized;
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eyeVectorData[2] = new Vector3(direction2.x, direction2.y, direction2.z).normalized;
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eyeVectorData[3] = new Vector3(direction3.x, direction3.y, direction3.z).normalized;
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}
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// Write out the mesh
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var triangles = new int[6] { 0, 1, 2, 2, 3, 0 };
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return new Mesh
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{
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vertices = vertData,
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normals = eyeVectorData,
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triangles = triangles
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};
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}
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void RebuildTextures(SkyParameters skyParameters)
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{
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if ((m_SkyboxCubemapRT != null) && (m_SkyboxCubemapRT.width != (int)skyParameters.skyResolution))
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{
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Utilities.Destroy(m_SkyboxCubemapRT);
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Utilities.Destroy(m_SkyboxGGXCubemapRT);
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}
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if (m_SkyboxCubemapRT == null)
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{
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m_SkyboxCubemapRT = new RenderTexture((int)skyParameters.skyResolution, (int)skyParameters.skyResolution, 1, RenderTextureFormat.ARGBHalf);
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m_SkyboxCubemapRT.dimension = TextureDimension.Cube;
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m_SkyboxCubemapRT.useMipMap = true;
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m_SkyboxCubemapRT.autoGenerateMips = true; // Generate regular mipmap for filtered importance sampling
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m_SkyboxCubemapRT.filterMode = FilterMode.Trilinear;
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m_SkyboxCubemapRT.Create();
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m_SkyboxGGXCubemapRT = new RenderTexture((int)skyParameters.skyResolution, (int)skyParameters.skyResolution, 1, RenderTextureFormat.ARGBHalf);
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m_SkyboxGGXCubemapRT.dimension = TextureDimension.Cube;
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m_SkyboxGGXCubemapRT.useMipMap = true;
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m_SkyboxGGXCubemapRT.autoGenerateMips = false;
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m_SkyboxGGXCubemapRT.filterMode = FilterMode.Trilinear;
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m_SkyboxGGXCubemapRT.Create();
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}
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}
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// Sets the global MIP-mapped cubemap '_SkyTexture' in the shader.
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// The texture being set is the sky (environment) map pre-convolved with GGX.
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public void SetGlobalSkyTexture()
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{
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Shader.SetGlobalTexture("_SkyTexture", m_SkyboxGGXCubemapRT);
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}
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public void Resize(SkyParameters skyParameters)
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{
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// When loading RenderDoc, RenderTextures will go null
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RebuildTextures(skyParameters);
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}
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public void Rebuild()
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{
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// TODO: We need to have an API to send our sky information to Enlighten. For now use a workaround through skybox/cubemap material...
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m_StandardSkyboxMaterial = Utilities.CreateEngineMaterial("Skybox/Cubemap");
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m_SkyHDRIMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderLoop/SkyHDRI");
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m_GGXConvolveMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderLoop/GGXConvolve");
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m_RenderSkyPropertyBlock = new MaterialPropertyBlock();
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Matrix4x4 cubeProj = Matrix4x4.Perspective(90.0f, 1.0f, 0.1f, 1.0f);
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Vector3[] lookAtList = {
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new Vector3(1.0f, 0.0f, 0.0f),
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new Vector3(-1.0f, 0.0f, 0.0f),
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new Vector3(0.0f, 1.0f, 0.0f),
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new Vector3(0.0f, -1.0f, 0.0f),
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new Vector3(0.0f, 0.0f, 1.0f),
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new Vector3(0.0f, 0.0f, -1.0f),
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};
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Vector3[] UpVectorList = {
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new Vector3(0.0f, 1.0f, 0.0f),
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new Vector3(0.0f, 1.0f, 0.0f),
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new Vector3(0.0f, 0.0f, -1.0f),
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new Vector3(0.0f, 0.0f, 1.0f),
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new Vector3(0.0f, 1.0f, 0.0f),
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new Vector3(0.0f, 1.0f, 0.0f),
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};
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for (int i = 0; i < 6; ++i)
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{
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m_CubemapFaceCamera[i] = new GameObject();
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m_CubemapFaceCamera[i].hideFlags = HideFlags.HideAndDontSave;
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Camera camera = m_CubemapFaceCamera[i].AddComponent<Camera>();
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camera.projectionMatrix = cubeProj;
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Transform transform = camera.GetComponent<Transform>();
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transform.LookAt(lookAtList[i], UpVectorList[i]);
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// When rendering into a texture the render will be flip (due to legacy unity openGL behavior), so we need to flip UV here...
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m_CubemapFaceMesh[i] = BuildSkyMesh(camera, true);
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}
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}
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public void Cleanup()
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{
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Utilities.Destroy(m_StandardSkyboxMaterial);
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Utilities.Destroy(m_SkyHDRIMaterial);
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Utilities.Destroy(m_GGXConvolveMaterial);
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Utilities.Destroy(m_SkyboxCubemapRT);
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Utilities.Destroy(m_SkyboxGGXCubemapRT);
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for(int i = 0 ; i < 6 ; ++i)
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{
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Utilities.Destroy(m_CubemapFaceCamera[i]);
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}
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}
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public bool IsSkyValid(SkyParameters parameters)
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{
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// Later we will also test shader for procedural skies.
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return parameters.skyHDRI != null;
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}
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private void RenderSky(Camera camera, SkyParameters skyParameters, Mesh skyMesh, RenderLoop renderLoop)
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{
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Shader.EnableKeyword("PERFORM_SKY_OCCLUSION_TEST");
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m_RenderSkyPropertyBlock.SetTexture("_Cubemap", skyParameters.skyHDRI);
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m_RenderSkyPropertyBlock.SetVector("_SkyParam", new Vector4(skyParameters.exposure, skyParameters.multiplier, skyParameters.rotation, 0.0f));
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m_RenderSkyPropertyBlock.SetMatrix("_InvViewProjMatrix", Utilities.GetViewProjectionMatrix(camera).inverse);
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var cmd = new CommandBuffer { name = "" };
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cmd.DrawMesh(skyMesh, Matrix4x4.identity, m_SkyHDRIMaterial, 0, 0, m_RenderSkyPropertyBlock);
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renderLoop.ExecuteCommandBuffer(cmd);
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cmd.Dispose();
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}
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private void RenderSkyToCubemap(SkyParameters skyParameters, RenderTexture target, RenderLoop renderLoop)
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{
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Shader.DisableKeyword("PERFORM_SKY_OCCLUSION_TEST");
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for (int i = 0; i < 6; ++i)
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{
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Utilities.SetRenderTarget(renderLoop, target, 0, (CubemapFace)i);
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Camera faceCamera = m_CubemapFaceCamera[i].GetComponent<Camera>();
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RenderSky(faceCamera, skyParameters, m_CubemapFaceMesh[i], renderLoop);
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}
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}
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private void RenderCubemapGGXConvolution(Texture input, RenderTexture target, RenderLoop renderLoop)
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{
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using (new Utilities.ProfilingSample("Sky Pass: GGX Convolution", renderLoop))
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{
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int mipCount = 1 + (int)Mathf.Log(input.width, 2.0f);
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if (mipCount < ((int)EnvConstants.SpecCubeLodStep + 1))
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{
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Debug.LogWarning("RenderCubemapGGXConvolution: Cubemap size is too small for GGX convolution, needs at least " + ((int)EnvConstants.SpecCubeLodStep + 1) + " mip levels");
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return;
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}
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// Copy the first mip.
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// TEMP code until CopyTexture is implemented for command buffer
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// All parameters are neutral because exposure/multiplier have already been applied in the first copy.
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SkyParameters skyParams = new SkyParameters();
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skyParams.exposure = 0.0f;
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skyParams.multiplier = 1.0f;
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skyParams.rotation = 0.0f;
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skyParams.skyHDRI = input;
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RenderSkyToCubemap(skyParams, target, renderLoop);
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// End temp
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//
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//for (int f = 0; f < 6; f++)
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// Graphics.CopyTexture(input, f, 0, target, f, 0);
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// Do the convolution on remaining mipmaps
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float invOmegaP = (6.0f * input.width * input.width) / (4.0f * Mathf.PI); // Solid angle associated to a pixel of the cubemap;
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m_GGXConvolveMaterial.SetTexture("_MainTex", input);
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m_GGXConvolveMaterial.SetFloat("_MipMapCount", mipCount);
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m_GGXConvolveMaterial.SetFloat("_InvOmegaP", invOmegaP);
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for (int mip = 1; mip < ((int)EnvConstants.SpecCubeLodStep + 1); ++mip)
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{
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MaterialPropertyBlock propertyBlock = new MaterialPropertyBlock();
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propertyBlock.SetFloat("_Level", mip);
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for (int face = 0; face < 6; ++face)
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{
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Utilities.SetRenderTarget(renderLoop, target, mip, (CubemapFace)face);
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var cmd = new CommandBuffer { name = "" };
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cmd.DrawMesh(m_CubemapFaceMesh[face], Matrix4x4.identity, m_GGXConvolveMaterial, 0, 0, propertyBlock);
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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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}
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}
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public void RenderSky(Camera camera, SkyParameters skyParameters, RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthBuffer, RenderLoop renderLoop)
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{
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using (new Utilities.ProfilingSample("Sky Pass", renderLoop))
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{
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if (IsSkyValid(skyParameters))
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{
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// Trigger a rebuild of cubemap / convolution
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// TODO: can we have some kind of hash value here ? +> use or override GetHashCode() + include a refresh rate value in parameters
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// TODO: we could apply multiplier/exposure and rotation on the final result (i.e on the sky ibl and on lightprobe / lightmap, but can be tricky as Unity seems to merge sky information with
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// other lighting into SH / lightmap.
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if (skyParameters.skyResolution != m_bakedSkyParameters.skyResolution ||
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skyParameters.exposure != m_bakedSkyParameters.exposure ||
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skyParameters.rotation != m_bakedSkyParameters.rotation ||
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skyParameters.multiplier != m_bakedSkyParameters.multiplier)
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{
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using (new Utilities.ProfilingSample("Sky Pass: Render Cubemap", renderLoop))
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{
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// Render sky into a cubemap - doesn't happen every frame, can be controlled
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RenderSkyToCubemap(skyParameters, m_SkyboxCubemapRT, renderLoop);
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// Convolve downsampled cubemap
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RenderCubemapGGXConvolution(m_SkyboxCubemapRT, m_SkyboxGGXCubemapRT, renderLoop);
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// TODO: Properly send the cubemap to Enlighten. Currently workaround is to set the cubemap in a Skybox/cubemap material
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m_StandardSkyboxMaterial.SetTexture("_Tex", m_SkyboxCubemapRT);
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RenderSettings.skybox = m_StandardSkyboxMaterial; // Setup this material as the default to be use in RenderSettings
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RenderSettings.ambientIntensity = 1.0f; // fix this to 1, this parameter should not exist!
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RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Skybox; // Force skybox for our HDRI
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RenderSettings.reflectionIntensity = 1.0f;
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RenderSettings.customReflection = null;
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DynamicGI.UpdateEnvironment();
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}
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// Cleanup all this...
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m_bakedSkyParameters.skyResolution = skyParameters.skyResolution;
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m_bakedSkyParameters.exposure = skyParameters.exposure;
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m_bakedSkyParameters.rotation = skyParameters.rotation;
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m_bakedSkyParameters.multiplier = skyParameters.multiplier;
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}
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// Render the sky itself
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Utilities.SetRenderTarget(renderLoop, colorBuffer, depthBuffer);
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RenderSky(camera, skyParameters, BuildSkyMesh(camera, false), renderLoop);
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}
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}
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}
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}
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}
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