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286 行
13 KiB

using System;
using System.Collections.Generic;
using UnityEngine.Rendering;
using UnityEngine.Rendering.PostProcessing;
using UnityEngine.XR;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
// This holds all the matrix data we need for rendering, including data from the previous frame
// (which is the main reason why we need to keep them around for a minimum of one frame).
// HDCameras are automatically created & updated from a source camera and will be destroyed if
// not used during a frame.
public class HDCamera
{
public Matrix4x4 viewMatrix;
public Matrix4x4 projMatrix;
public Matrix4x4 nonJitteredProjMatrix;
public Vector4 screenSize;
public Plane[] frustumPlanes;
public Vector4[] frustumPlaneEquations;
public Camera camera;
public uint taaFrameIndex;
public Vector2 taaFrameRotation;
public Vector4 viewParam;
public PostProcessRenderContext postprocessRenderContext;
// Non oblique projection matrix (RHS)
public Matrix4x4 nonObliqueProjMatrix
{
get
{
return m_AdditionalCameraData != null
? m_AdditionalCameraData.GetNonObliqueProjection(camera)
: GeometryUtils.CalculateProjectionMatrix(camera);
}
}
public Matrix4x4 viewProjMatrix
{
get { return projMatrix * viewMatrix; }
}
public Matrix4x4 nonJitteredViewProjMatrix
{
get { return nonJitteredProjMatrix * viewMatrix; }
}
public RenderTextureDescriptor renderTextureDesc { get; private set; }
// Always true for cameras that just got added to the pool - needed for previous matrices to
// avoid one-frame jumps/hiccups with temporal effects (motion blur, TAA...)
public bool isFirstFrame { get; private set; }
public Vector4 invProjParam
{
// Ref: An Efficient Depth Linearization Method for Oblique View Frustums, Eq. 6.
get
{
var p = projMatrix;
return new Vector4(
p.m20 / (p.m00 * p.m23),
p.m21 / (p.m11 * p.m23),
-1f / p.m23,
(-p.m22 + p.m20 * p.m02 / p.m00 + p.m21 * p.m12 / p.m11) / p.m23
);
}
}
// View-projection matrix from the previous frame (non-jittered).
public Matrix4x4 prevViewProjMatrix;
// We need to keep track of these when camera relative rendering is enabled so we can take
// camera translation into account when generating camera motion vectors
public Vector3 cameraPos;
public Vector3 prevCameraPos;
// The only way to reliably keep track of a frame change right now is to compare the frame
// count Unity gives us. We need this as a single camera could be rendered several times per
// frame and some matrices only have to be computed once. Realistically this shouldn't
// happen, but you never know...
int m_LastFrameActive;
static Dictionary<Camera, HDCamera> s_Cameras = new Dictionary<Camera, HDCamera>();
static List<Camera> s_Cleanup = new List<Camera>(); // Recycled to reduce GC pressure
HDAdditionalCameraData m_AdditionalCameraData;
public HDCamera(Camera cam)
{
camera = cam;
frustumPlanes = new Plane[6];
frustumPlaneEquations = new Vector4[6];
postprocessRenderContext = new PostProcessRenderContext();
m_AdditionalCameraData = cam.GetComponent<HDAdditionalCameraData>();
Reset();
}
public void Update(PostProcessLayer postProcessLayer, FrameSettings frameSettings)
{
// If TAA is enabled projMatrix will hold a jittered projection matrix. The original,
// non-jittered projection matrix can be accessed via nonJitteredProjMatrix.
bool taaEnabled = Application.isPlaying && camera.cameraType == CameraType.Game &&
CoreUtils.IsTemporalAntialiasingActive(postProcessLayer);
var nonJitteredCameraProj = camera.projectionMatrix;
var cameraProj = taaEnabled
? postProcessLayer.temporalAntialiasing.GetJitteredProjectionMatrix(camera)
: nonJitteredCameraProj;
// The actual projection matrix used in shaders is actually massaged a bit to work across all platforms
// (different Z value ranges etc.)
var gpuProj = GL.GetGPUProjectionMatrix(cameraProj, true); // Had to change this from 'false'
var gpuView = camera.worldToCameraMatrix;
var gpuNonJitteredProj = GL.GetGPUProjectionMatrix(nonJitteredCameraProj, true);
var pos = camera.transform.position;
var relPos = pos; // World-origin-relative
if (ShaderConfig.s_CameraRelativeRendering != 0)
{
// Zero out the translation component.
gpuView.SetColumn(3, new Vector4(0, 0, 0, 1));
relPos = Vector3.zero; // Camera-relative
}
var gpuVP = gpuNonJitteredProj * gpuView;
// A camera could be rendered multiple times per frame, only updates the previous view proj & pos if needed
if (m_LastFrameActive != Time.frameCount)
{
if (isFirstFrame)
{
prevCameraPos = pos;
prevViewProjMatrix = gpuVP;
}
else
{
prevCameraPos = cameraPos;
prevViewProjMatrix = nonJitteredViewProjMatrix;
}
isFirstFrame = false;
}
const uint taaFrameCount = 8;
taaFrameIndex = taaEnabled ? (uint)Time.renderedFrameCount % taaFrameCount : 0;
taaFrameRotation = new Vector2(Mathf.Sin(taaFrameIndex * (0.5f * Mathf.PI)),
Mathf.Cos(taaFrameIndex * (0.5f * Mathf.PI)));
viewMatrix = gpuView;
projMatrix = gpuProj;
nonJitteredProjMatrix = gpuNonJitteredProj;
cameraPos = pos;
viewParam = new Vector4(viewMatrix.determinant, 0.0f, 0.0f, 0.0f);
if (ShaderConfig.s_CameraRelativeRendering != 0)
{
Matrix4x4 cameraDisplacement = Matrix4x4.Translate(cameraPos - prevCameraPos); // Non-camera-relative positions
prevViewProjMatrix *= cameraDisplacement; // Now prevViewProjMatrix correctly transforms this frame's camera-relative positionWS
}
// Warning: near and far planes appear to be broken (or rather far plane seems broken)
GeometryUtility.CalculateFrustumPlanes(viewProjMatrix, frustumPlanes);
for (int i = 0; i < 4; i++)
{
// Left, right, top, bottom.
frustumPlaneEquations[i] = new Vector4(frustumPlanes[i].normal.x, frustumPlanes[i].normal.y, frustumPlanes[i].normal.z, frustumPlanes[i].distance);
}
// Near, far.
Vector4 forward = (camera.cameraType == CameraType.Reflection) ? camera.worldToCameraMatrix.GetRow(2) : new Vector4(camera.transform.forward.x, camera.transform.forward.y, camera.transform.forward.z, 0.0f);
// We need to switch forward direction based on handness (Reminder: Regular camera have a negative determinant in Unity and reflection probe follow DX convention and have a positive determinant)
forward = viewParam.x < 0.0f ? forward : -forward;
frustumPlaneEquations[4] = new Vector4( forward.x, forward.y, forward.z, -Vector3.Dot(forward, relPos) - camera.nearClipPlane);
frustumPlaneEquations[5] = new Vector4(-forward.x, -forward.y, -forward.z, Vector3.Dot(forward, relPos) + camera.farClipPlane);
m_LastFrameActive = Time.frameCount;
RenderTextureDescriptor tempDesc;
if (frameSettings.enableStereo)
{
screenSize = new Vector4(XRSettings.eyeTextureWidth, XRSettings.eyeTextureHeight, 1.0f / XRSettings.eyeTextureWidth, 1.0f / XRSettings.eyeTextureHeight);
tempDesc = XRSettings.eyeTextureDesc;
}
else
{
screenSize = new Vector4(camera.pixelWidth, camera.pixelHeight, 1.0f / camera.pixelWidth, 1.0f / camera.pixelHeight);
tempDesc = new RenderTextureDescriptor(camera.pixelWidth, camera.pixelHeight);
}
tempDesc.msaaSamples = 1; // will be updated later, deferred will always set to 1
tempDesc.depthBufferBits = 0;
tempDesc.autoGenerateMips = false;
tempDesc.useMipMap = false;
tempDesc.enableRandomWrite = false;
tempDesc.memoryless = RenderTextureMemoryless.None;
renderTextureDesc = tempDesc;
}
// Warning: different views can use the same camera!
public int GetViewID()
{
if (camera.cameraType == CameraType.Game)
{
int viewID = camera.GetInstanceID();
Debug.Assert(viewID > 0);
return viewID;
}
else
{
return 0;
}
}
public void Reset()
{
m_LastFrameActive = -1;
isFirstFrame = true;
}
// Grab the HDCamera tied to a given Camera and update it.
public static HDCamera Get(Camera camera, PostProcessLayer postProcessLayer, FrameSettings frameSettings)
{
HDCamera hdcam;
if (!s_Cameras.TryGetValue(camera, out hdcam))
{
hdcam = new HDCamera(camera);
s_Cameras.Add(camera, hdcam);
}
hdcam.Update(postProcessLayer, frameSettings);
return hdcam;
}
// Look for any camera that hasn't been used in the last frame and remove them for the pool.
public static void CleanUnused()
{
int frameCheck = Time.frameCount - 1;
foreach (var kvp in s_Cameras)
{
if (kvp.Value.m_LastFrameActive != frameCheck)
s_Cleanup.Add(kvp.Key);
}
foreach (var cam in s_Cleanup)
s_Cameras.Remove(cam);
s_Cleanup.Clear();
}
public void SetupGlobalParams(CommandBuffer cmd)
{
cmd.SetGlobalMatrix(HDShaderIDs._ViewMatrix, viewMatrix);
cmd.SetGlobalMatrix(HDShaderIDs._InvViewMatrix, viewMatrix.inverse);
cmd.SetGlobalMatrix(HDShaderIDs._ProjMatrix, projMatrix);
cmd.SetGlobalMatrix(HDShaderIDs._InvProjMatrix, projMatrix.inverse);
cmd.SetGlobalMatrix(HDShaderIDs._NonJitteredViewProjMatrix, nonJitteredViewProjMatrix);
cmd.SetGlobalMatrix(HDShaderIDs._ViewProjMatrix, viewProjMatrix);
cmd.SetGlobalMatrix(HDShaderIDs._InvViewProjMatrix, viewProjMatrix.inverse);
cmd.SetGlobalVector(HDShaderIDs._ViewParam, viewParam);
cmd.SetGlobalVector(HDShaderIDs._InvProjParam, invProjParam);
cmd.SetGlobalVector(HDShaderIDs._ScreenSize, screenSize);
cmd.SetGlobalMatrix(HDShaderIDs._PrevViewProjMatrix, prevViewProjMatrix);
cmd.SetGlobalVectorArray(HDShaderIDs._FrustumPlanes, frustumPlaneEquations);
cmd.SetGlobalInt(HDShaderIDs._TaaFrameIndex, (int)taaFrameIndex);
cmd.SetGlobalVector(HDShaderIDs._TaaFrameRotation, taaFrameRotation);
}
// TODO: We should set all the value below globally and not let it under the control of Unity,
// Need to test that because we are not sure in which order these value are setup, but we need to have control on them, or rename them in our shader.
// For now, apply it for all our compute shader to make it work
public void SetupComputeShader(ComputeShader cs, CommandBuffer cmd)
{
// Copy values set by Unity which are not configured in scripts.
cmd.SetComputeVectorParam(cs, HDShaderIDs.unity_OrthoParams, Shader.GetGlobalVector(HDShaderIDs.unity_OrthoParams));
cmd.SetComputeVectorParam(cs, HDShaderIDs._ProjectionParams, Shader.GetGlobalVector(HDShaderIDs._ProjectionParams));
cmd.SetComputeVectorParam(cs, HDShaderIDs._ScreenParams, Shader.GetGlobalVector(HDShaderIDs._ScreenParams));
cmd.SetComputeVectorParam(cs, HDShaderIDs._ZBufferParams, Shader.GetGlobalVector(HDShaderIDs._ZBufferParams));
cmd.SetComputeVectorParam(cs, HDShaderIDs._WorldSpaceCameraPos, Shader.GetGlobalVector(HDShaderIDs._WorldSpaceCameraPos));
}
}
}