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1032 行
45 KiB
1032 行
45 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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public bool useSinglePassLightLoop = true;
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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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public const int k_MaxDirectionalLightsOnSCreen = 2;
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public const int k_MaxPunctualLightsOnSCreen = 512;
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public const int k_MaxAreaLightsOnSCreen = 128;
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public const int k_MaxEnvLightsOnSCreen = 64;
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public const int k_MaxShadowOnScreen = 16;
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public const int k_MaxCascadeCount = 4; //Should be not less than m_Settings.directionalLightCascadeCount;
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[SerializeField]
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TextureSettings m_TextureSettings = TextureSettings.Default;
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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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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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public class LightList
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{
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public List<DirectionalLightData> directionalLights;
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public List<DirectionalShadowData> directionalShadows;
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public List<LightData> punctualLights;
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public List<PunctualShadowData> punctualShadows;
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public List<LightData> areaLights;
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public List<EnvLightData> envLights;
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public Vector4[] directionalShadowSplitSphereSqr;
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// Index mapping list to go from GPU lights (above) to CPU light (in cullResult)
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public List<int> directionalCullIndices;
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public List<int> punctualCullIndices;
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public List<int> areaCullIndices;
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public List<int> envCullIndices;
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public void Clear()
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{
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directionalLights.Clear();
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directionalShadows.Clear();
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punctualLights.Clear();
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punctualShadows.Clear();
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areaLights.Clear();
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envLights.Clear();
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directionalCullIndices.Clear();
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punctualCullIndices.Clear();
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areaCullIndices.Clear();
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envCullIndices.Clear();
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}
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public void Allocate()
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{
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directionalLights = new List<DirectionalLightData>();
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punctualLights = new List<LightData>();
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areaLights = new List<LightData>();
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envLights = new List<EnvLightData>();
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punctualShadows = new List<PunctualShadowData>();
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directionalShadows = new List<DirectionalShadowData>();
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directionalShadowSplitSphereSqr = new Vector4[k_MaxCascadeCount];
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directionalCullIndices = new List<int>();
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punctualCullIndices = new List<int>();
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areaCullIndices = new List<int>();
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envCullIndices = new List<int>();
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}
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}
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LightList m_lightList;
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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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// TODO: Find a way to automatically create/iterate through lightloop
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SinglePass.LightLoop m_SinglePassLightLoop;
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TilePass.LightLoop m_TilePassLightLoop = null;
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public TilePass.LightLoop tilePassLightLoop
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{
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get { return m_TilePassLightLoop; }
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}
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// TODO: Find a way to automatically create/iterate through deferred material
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Lit.RenderLoop m_LitRenderLoop;
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TextureCacheCubemap m_CubeReflTexArray;
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TextureCache2D m_CookieTexArray;
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TextureCacheCubemap m_CubeCookieTexArray;
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private void OnValidate()
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{
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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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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_LitRenderLoop = new Lit.RenderLoop(); // Our object can be garbage collected, so need to be allocate here
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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_CookieTexArray = new TextureCache2D();
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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 = new TextureCacheCubemap();
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m_CubeCookieTexArray.AllocTextureArray(4, (int)m_TextureSettings.pointCookieSize, TextureFormat.RGBA32, true);
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m_CubeReflTexArray = new TextureCacheCubemap();
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m_CubeReflTexArray.AllocTextureArray(32, (int)m_TextureSettings.reflectionCubemapSize, TextureFormat.BC6H, true);
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// Init various light loop
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m_SinglePassLightLoop = new SinglePass.LightLoop();
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m_SinglePassLightLoop.Rebuild();
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m_TilePassLightLoop = new TilePass.LightLoop();
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tilePassLightLoop.Rebuild();
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m_lightList = new LightList();
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m_lightList.Allocate();
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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.OnDisable();
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m_SinglePassLightLoop.OnDisable();
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tilePassLightLoop.OnDisable();
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Utilities.Destroy(m_FinalPassMaterial);
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Utilities.Destroy(m_DebugViewMaterialGBuffer);
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m_CubeReflTexArray.Release();
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m_CookieTexArray.Release();
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m_CubeCookieTexArray.Release();
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m_SkyRenderer.OnDisable();
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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 NewFrame()
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{
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m_CookieTexArray.NewFrame();
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m_CubeCookieTexArray.NewFrame();
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m_CubeReflTexArray.NewFrame();
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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("Depth Prepass", 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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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)
|
|
{
|
|
return ;
|
|
}
|
|
|
|
// Bind material data
|
|
m_LitRenderLoop.Bind();
|
|
if (debugParameters.useSinglePassLightLoop)
|
|
{
|
|
m_SinglePassLightLoop.RenderDeferredLighting(camera, renderLoop, m_CameraColorBuffer);
|
|
}
|
|
else
|
|
{
|
|
tilePassLightLoop.RenderDeferredLighting(camera, renderLoop, m_CameraColorBufferRT);
|
|
}
|
|
}
|
|
|
|
void RenderSky(Camera camera, RenderLoop renderLoop)
|
|
{
|
|
m_SkyRenderer.RenderSky(camera, m_SkyParameters, m_CameraColorBufferRT, m_CameraDepthBufferRT, renderLoop);
|
|
}
|
|
|
|
void RenderForward(CullResults cullResults, Camera camera, RenderLoop renderLoop)
|
|
{
|
|
using (new Utilities.ProfilingSample("Forward Pass", renderLoop))
|
|
{
|
|
// Bind material data
|
|
m_LitRenderLoop.Bind();
|
|
|
|
Utilities.SetRenderTarget(renderLoop, m_CameraColorBufferRT, m_CameraDepthBufferRT);
|
|
|
|
if (debugParameters.useForwardRenderingOnly)
|
|
{
|
|
RenderOpaqueRenderList(cullResults, camera, renderLoop, "Forward");
|
|
}
|
|
|
|
RenderTransparentRenderList(cullResults, camera, renderLoop, "Forward", Utilities.kRendererConfigurationBakedLighting);
|
|
}
|
|
}
|
|
|
|
void RenderForwardUnlit(CullResults cullResults, Camera camera, RenderLoop renderLoop)
|
|
{
|
|
using (new Utilities.ProfilingSample("Forward Unlit Pass", renderLoop))
|
|
{
|
|
// Bind material data
|
|
m_LitRenderLoop.Bind();
|
|
|
|
Utilities.SetRenderTarget(renderLoop, m_CameraColorBufferRT, m_CameraDepthBufferRT);
|
|
RenderOpaqueRenderList(cullResults, camera, renderLoop, "ForwardUnlit");
|
|
RenderTransparentRenderList(cullResults, camera, renderLoop, "ForwardUnlit");
|
|
}
|
|
}
|
|
|
|
void RenderVelocity(CullResults cullResults, Camera camera, RenderLoop renderLoop)
|
|
{
|
|
using (new Utilities.ProfilingSample("Velocity Pass", renderLoop))
|
|
{
|
|
// warning CS0162: Unreachable code detected // warning CS0429: Unreachable expression code detected
|
|
#pragma warning disable 162, 429
|
|
// If opaque velocity have been render during GBuffer no need to render it here
|
|
if ((ShaderConfig.VelocityInGbuffer == 0) || debugParameters.useForwardRenderingOnly)
|
|
return ;
|
|
|
|
int w = camera.pixelWidth;
|
|
int h = camera.pixelHeight;
|
|
|
|
var cmd = new CommandBuffer { name = "" };
|
|
cmd.GetTemporaryRT(m_VelocityBuffer, w, h, 0, FilterMode.Point, Builtin.RenderLoop.GetVelocityBufferFormat(), Builtin.RenderLoop.GetVelocityBufferReadWrite());
|
|
cmd.SetRenderTarget(m_VelocityBufferRT, m_CameraDepthBufferRT);
|
|
renderLoop.ExecuteCommandBuffer(cmd);
|
|
cmd.Dispose();
|
|
|
|
RenderOpaqueRenderList(cullResults, camera, renderLoop, "MotionVectors");
|
|
#pragma warning restore 162, 429
|
|
}
|
|
}
|
|
|
|
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, ref LightList lightList)
|
|
{
|
|
lightList.Clear();
|
|
|
|
for (int lightIndex = 0, numLights = cullResults.visibleLights.Length; lightIndex < numLights; ++lightIndex)
|
|
{
|
|
var light = cullResults.visibleLights[lightIndex];
|
|
|
|
// We only process light with additional data
|
|
var additionalData = light.light.GetComponent<AdditionalLightData>();
|
|
|
|
if (additionalData == null)
|
|
{
|
|
Debug.LogWarning("Light entity detected without additional data, will not be taken into account " + light.light.name);
|
|
continue;
|
|
}
|
|
|
|
// Linear intensity calculation (different Unity 5.5)
|
|
var lightColorR = light.light.intensity * Mathf.GammaToLinearSpace(light.light.color.r);
|
|
var lightColorG = light.light.intensity * Mathf.GammaToLinearSpace(light.light.color.g);
|
|
var lightColorB = light.light.intensity * Mathf.GammaToLinearSpace(light.light.color.b);
|
|
|
|
if (light.lightType == LightType.Directional)
|
|
{
|
|
if (lightList.directionalLights.Count >= k_MaxDirectionalLightsOnSCreen)
|
|
continue;
|
|
|
|
var directionalLightData = new DirectionalLightData();
|
|
// Light direction for directional and is opposite to the forward direction
|
|
directionalLightData.direction = -light.light.transform.forward;
|
|
directionalLightData.color = new Vector3(lightColorR, lightColorG, lightColorB);
|
|
directionalLightData.diffuseScale = additionalData.affectDiffuse ? 1.0f : 0.0f;
|
|
directionalLightData.specularScale = additionalData.affectSpecular ? 1.0f : 0.0f;
|
|
directionalLightData.cosAngle = 0.0f;
|
|
directionalLightData.sinAngle = 0.0f;
|
|
directionalLightData.shadowIndex = -1;
|
|
|
|
bool hasDirectionalShadows = light.light.shadows != LightShadows.None && shadowOutput.GetShadowSliceCountLightIndex(lightIndex) != 0;
|
|
bool hasDirectionalNotReachMaxLimit = lightList.directionalShadows.Count == 0; // Only one cascade shadow allowed
|
|
|
|
if (hasDirectionalShadows && hasDirectionalNotReachMaxLimit) // Note < MaxShadows should be check at shadowOutput creation
|
|
{
|
|
// When we have a point light, we assumed that there is 6 consecutive PunctualShadowData
|
|
directionalLightData.shadowIndex = 0;
|
|
|
|
for (int sliceIndex = 0; sliceIndex < shadowOutput.GetShadowSliceCountLightIndex(lightIndex); ++sliceIndex)
|
|
{
|
|
DirectionalShadowData directionalShadowData = new DirectionalShadowData();
|
|
|
|
int shadowSliceIndex = shadowOutput.GetShadowSliceIndex(lightIndex, sliceIndex);
|
|
directionalShadowData.worldToShadow = shadowOutput.shadowSlices[shadowSliceIndex].shadowTransform.transpose; // Transpose for hlsl reading ?
|
|
|
|
directionalShadowData.bias = light.light.shadowBias;
|
|
|
|
lightList.directionalShadows.Add(directionalShadowData);
|
|
}
|
|
|
|
// Fill split information for shaders
|
|
for (int s = 0; s < k_MaxCascadeCount; ++s)
|
|
{
|
|
lightList.directionalShadowSplitSphereSqr[s] = shadowOutput.directionalShadowSplitSphereSqr[s];
|
|
}
|
|
}
|
|
|
|
lightList.directionalLights.Add(directionalLightData);
|
|
lightList.directionalCullIndices.Add(lightIndex);
|
|
|
|
continue;
|
|
}
|
|
|
|
// Note: LightType.Area is offline only, use for baking, no need to test it
|
|
var lightData = new LightData();
|
|
|
|
// Test whether we should treat this punctual light as an area light.
|
|
// It's a temporary hack until the proper UI support is added.
|
|
if (additionalData.archetype != LightArchetype.Punctual)
|
|
{
|
|
// Early out if we reach the maximum
|
|
if (lightList.areaLights.Count >= k_MaxAreaLightsOnSCreen)
|
|
continue;
|
|
|
|
if (additionalData.archetype == LightArchetype.Rectangle)
|
|
{
|
|
lightData.lightType = GPULightType.Rectangle;
|
|
}
|
|
else
|
|
{
|
|
lightData.lightType = GPULightType.Line;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (lightList.punctualLights.Count >= k_MaxPunctualLightsOnSCreen)
|
|
continue;
|
|
|
|
switch (light.lightType)
|
|
{
|
|
case LightType.Directional: lightData.lightType = GPULightType.Directional; break;
|
|
case LightType.Spot: lightData.lightType = GPULightType.Spot; break;
|
|
case LightType.Point: lightData.lightType = GPULightType.Point; break;
|
|
}
|
|
}
|
|
|
|
lightData.positionWS = light.light.transform.position;
|
|
lightData.invSqrAttenuationRadius = 1.0f / (light.range * light.range);
|
|
|
|
lightData.color = new Vector3(lightColorR, lightColorG, lightColorB);
|
|
|
|
lightData.forward = light.light.transform.forward; // Note: Light direction is oriented backward (-Z)
|
|
lightData.up = light.light.transform.up;
|
|
lightData.right = light.light.transform.right;
|
|
|
|
if (lightData.lightType == GPULightType.Spot)
|
|
{
|
|
var spotAngle = light.spotAngle;
|
|
|
|
var innerConePercent = additionalData.GetInnerSpotPercent01();
|
|
var cosSpotOuterHalfAngle = Mathf.Clamp(Mathf.Cos(spotAngle * 0.5f * Mathf.Deg2Rad), 0.0f, 1.0f);
|
|
var cosSpotInnerHalfAngle = Mathf.Clamp(Mathf.Cos(spotAngle * 0.5f * innerConePercent * Mathf.Deg2Rad), 0.0f, 1.0f); // inner cone
|
|
|
|
var val = Mathf.Max(0.001f, (cosSpotInnerHalfAngle - cosSpotOuterHalfAngle));
|
|
lightData.angleScale = 1.0f / val;
|
|
lightData.angleOffset = -cosSpotOuterHalfAngle * lightData.angleScale;
|
|
}
|
|
else
|
|
{
|
|
// 1.0f, 2.0f are neutral value allowing GetAngleAnttenuation in shader code to return 1.0
|
|
lightData.angleScale = 1.0f;
|
|
lightData.angleOffset = 2.0f;
|
|
}
|
|
|
|
lightData.diffuseScale = additionalData.affectDiffuse ? 1.0f : 0.0f;
|
|
lightData.specularScale = additionalData.affectSpecular ? 1.0f : 0.0f;
|
|
lightData.shadowDimmer = additionalData.shadowDimmer;
|
|
|
|
lightData.IESIndex = -1;
|
|
lightData.cookieIndex = -1;
|
|
lightData.shadowIndex = -1;
|
|
|
|
bool hasCookie = light.light.cookie != null;
|
|
if (hasCookie)
|
|
{
|
|
if (light.lightType == LightType.Point)
|
|
{
|
|
lightData.cookieIndex = m_CubeCookieTexArray.FetchSlice(light.light.cookie);
|
|
}
|
|
else if (light.lightType == LightType.Spot)
|
|
{
|
|
lightData.cookieIndex = m_CookieTexArray.FetchSlice(light.light.cookie);
|
|
}
|
|
}
|
|
|
|
// Setup shadow data arrays
|
|
bool hasShadows = light.light.shadows != LightShadows.None && shadowOutput.GetShadowSliceCountLightIndex(lightIndex) != 0;
|
|
bool hasNotReachMaxLimit = lightList.punctualShadows.Count + (lightData.lightType == GPULightType.Point ? 6 : 1) <= k_MaxShadowOnScreen;
|
|
|
|
if (hasShadows && hasNotReachMaxLimit) // Note < MaxShadows should be check at shadowOutput creation
|
|
{
|
|
// When we have a point light, we assumed that there is 6 consecutive PunctualShadowData
|
|
lightData.shadowIndex = lightList.punctualShadows.Count;
|
|
|
|
for (int sliceIndex = 0; sliceIndex < shadowOutput.GetShadowSliceCountLightIndex(lightIndex); ++sliceIndex)
|
|
{
|
|
PunctualShadowData punctualShadowData = new PunctualShadowData();
|
|
|
|
int shadowSliceIndex = shadowOutput.GetShadowSliceIndex(lightIndex, sliceIndex);
|
|
punctualShadowData.worldToShadow = shadowOutput.shadowSlices[shadowSliceIndex].shadowTransform.transpose; // Transpose for hlsl reading ?
|
|
punctualShadowData.lightType = lightData.lightType;
|
|
|
|
punctualShadowData.bias = light.light.shadowBias;
|
|
|
|
lightList.punctualShadows.Add(punctualShadowData);
|
|
}
|
|
}
|
|
|
|
lightData.size = new Vector2(additionalData.areaLightLength, additionalData.areaLightWidth);
|
|
lightData.twoSided = additionalData.isDoubleSided;
|
|
|
|
if (additionalData.archetype == LightArchetype.Punctual)
|
|
{
|
|
lightList.punctualLights.Add(lightData);
|
|
lightList.punctualCullIndices.Add(lightIndex);
|
|
}
|
|
else
|
|
{
|
|
// Area and line lights are both currently stored as area lights on the GPU.
|
|
lightList.areaLights.Add(lightData);
|
|
lightList.areaCullIndices.Add(lightIndex);
|
|
}
|
|
}
|
|
|
|
for (int probeIndex = 0, numProbes = cullResults.visibleReflectionProbes.Length; probeIndex < numProbes; probeIndex++)
|
|
{
|
|
var probe = cullResults.visibleReflectionProbes[probeIndex];
|
|
|
|
// If probe have not been rendered discard
|
|
if (probe.texture == null)
|
|
continue;
|
|
|
|
if (lightList.envLights.Count >= k_MaxEnvLightsOnSCreen)
|
|
continue;
|
|
|
|
var envLightData = new EnvLightData();
|
|
|
|
// CAUTION: localToWorld is the transform for the widget of the reflection probe. i.e the world position of the point use to do the cubemap capture (mean it include the local offset)
|
|
envLightData.positionWS = probe.localToWorld.GetColumn(3);
|
|
|
|
envLightData.envShapeType = EnvShapeType.None;
|
|
|
|
// TODO: Support sphere in the interface
|
|
if (probe.boxProjection != 0)
|
|
{
|
|
envLightData.envShapeType = EnvShapeType.Box;
|
|
}
|
|
|
|
// remove scale from the matrix (Scale in this matrix is use to scale the widget)
|
|
envLightData.right = probe.localToWorld.GetColumn(0);
|
|
envLightData.right.Normalize();
|
|
envLightData.up = probe.localToWorld.GetColumn(1);
|
|
envLightData.up.Normalize();
|
|
envLightData.forward = probe.localToWorld.GetColumn(2);
|
|
envLightData.forward.Normalize();
|
|
|
|
// Artists prefer to have blend distance inside the volume!
|
|
// So we let the current UI but we assume blendDistance is an inside factor instead
|
|
// Blend distance can't be larger than the max radius
|
|
// probe.bounds.extents is BoxSize / 2
|
|
float maxBlendDist = Mathf.Min(probe.bounds.extents.x, Mathf.Min(probe.bounds.extents.y, probe.bounds.extents.z));
|
|
float blendDistance = Mathf.Min(maxBlendDist, probe.blendDistance);
|
|
envLightData.innerDistance = probe.bounds.extents - new Vector3(blendDistance, blendDistance, blendDistance);
|
|
|
|
envLightData.envIndex = m_CubeReflTexArray.FetchSlice(probe.texture);
|
|
|
|
envLightData.offsetLS = probe.center; // center is misnamed, it is the offset (in local space) from center of the bounding box to the cubemap capture point
|
|
envLightData.blendDistance = blendDistance;
|
|
lightList.envLights.Add(envLightData);
|
|
lightList.envCullIndices.Add(probeIndex);
|
|
}
|
|
|
|
// build per tile light lists
|
|
if (debugParameters.useSinglePassLightLoop)
|
|
{
|
|
m_SinglePassLightLoop.PrepareLightsForGPU(cullResults, camera, m_lightList);
|
|
}
|
|
else
|
|
{
|
|
tilePassLightLoop.PrepareLightsForGPU(cullResults, camera, m_lightList);
|
|
}
|
|
}
|
|
|
|
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 || tilePassLightLoop.NeedResize())
|
|
{
|
|
if (m_WidthOnRecord > 0 && m_HeightOnRecord > 0)
|
|
{
|
|
tilePassLightLoop.ReleaseResolutionDependentBuffers();
|
|
}
|
|
|
|
tilePassLightLoop.AllocResolutionDependentBuffers(camera.pixelWidth, camera.pixelHeight);
|
|
|
|
// update recorded window resolution
|
|
m_WidthOnRecord = camera.pixelWidth;
|
|
m_HeightOnRecord = camera.pixelHeight;
|
|
}
|
|
}
|
|
|
|
public void PushGlobalParams(Camera camera, RenderLoop renderLoop, HDRenderLoop.LightList lightList)
|
|
{
|
|
//Shader.SetGlobalTexture("_CookieTextures", m_CookieTexArray.GetTexCache());
|
|
//Shader.SetGlobalTexture("_CubeCookieTextures", m_CubeCookieTexArray.GetTexCache());
|
|
Shader.SetGlobalTexture("_EnvTextures", m_CubeReflTexArray.GetTexCache());
|
|
|
|
if (m_SkyRenderer.IsSkyValid(m_SkyParameters))
|
|
{
|
|
m_SkyRenderer.SetGlobalSkyTexture();
|
|
Shader.SetGlobalInt("_EnvLightSkyEnabled", 1);
|
|
}
|
|
else
|
|
{
|
|
Shader.SetGlobalInt("_EnvLightSkyEnabled", 0);
|
|
}
|
|
|
|
if (debugParameters.useSinglePassLightLoop)
|
|
{
|
|
m_SinglePassLightLoop.PushGlobalParams(camera, renderLoop, lightList);
|
|
}
|
|
else
|
|
{
|
|
tilePassLightLoop.PushGlobalParams(camera, renderLoop, lightList);
|
|
}
|
|
}
|
|
|
|
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.
|
|
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);
|
|
|
|
// For tile lighting with forward opaque
|
|
//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))
|
|
{
|
|
PrepareLightsForGPU(cullResults, camera, ref shadows, ref m_lightList);
|
|
if (!debugParameters.useSinglePassLightLoop)
|
|
tilePassLightLoop.BuildGPULightLists(camera, renderLoop, m_lightList, m_CameraDepthBufferRT);
|
|
|
|
PushGlobalParams(camera, renderLoop, m_lightList);
|
|
}
|
|
RenderDeferredLighting(camera, renderLoop);
|
|
|
|
RenderSky(camera, renderLoop);
|
|
|
|
RenderForward(cullResults, camera, renderLoop); // Note: We want to render forward opaque before RenderSky, then RenderTransparent - can only do that once we have material.SetPass feature...
|
|
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
|
|
}
|
|
}
|
|
}
|