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4.6 KiB

using System;
using System.Collections.Generic;
using System.Linq;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
public class HDUtils
{
public const RendererConfiguration k_RendererConfigurationBakedLighting = RendererConfiguration.PerObjectLightProbe | RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbeProxyVolume;
public const RendererConfiguration k_RendererConfigurationBakedLightingWithShadowMask = k_RendererConfigurationBakedLighting | RendererConfiguration.PerObjectOcclusionProbe | RendererConfiguration.PerObjectOcclusionProbeProxyVolume | RendererConfiguration.PerObjectShadowMask;
public static List<RenderPipelineMaterial> GetRenderPipelineMaterialList()
{
var baseType = typeof(RenderPipelineMaterial);
var assembly = baseType.Assembly;
var types = assembly.GetTypes()
.Where(t => t.IsSubclassOf(baseType))
.Select(Activator.CreateInstance)
.Cast<RenderPipelineMaterial>()
.ToList();
// Note: If there is a need for an optimization in the future of this function, user can
// simply fill the materialList manually by commenting the code abode and returning a
// custom list of materials they use in their game.
//
// return new List<RenderPipelineMaterial>
// {
// new Lit(),
// new Unlit(),
// ...
// };
return types;
}
public static Matrix4x4 GetViewProjectionMatrix(Matrix4x4 worldToViewMatrix, Matrix4x4 projectionMatrix)
{
// 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(projectionMatrix, false);
var gpuVP = gpuProj * worldToViewMatrix * Matrix4x4.Scale(new Vector3(1.0f, 1.0f, -1.0f)); // Need to scale -1.0 on Z to match what is being done in the camera.wolrdToCameraMatrix API.
return gpuVP;
}
// Helper to help to display debug info on screen
static float s_OverlayLineHeight = -1.0f;
public static void NextOverlayCoord(ref float x, ref float y, float overlayWidth, float overlayHeight, float width)
{
x += overlayWidth;
s_OverlayLineHeight = Mathf.Max(overlayHeight, s_OverlayLineHeight);
// Go to next line if it goes outside the screen.
if (x + overlayWidth > width)
{
x = 0;
y -= s_OverlayLineHeight;
s_OverlayLineHeight = -1.0f;
}
}
public static Matrix4x4 ComputePixelCoordToWorldSpaceViewDirectionMatrix(float verticalFoV, Vector4 screenSize, Matrix4x4 worldToViewMatrix, bool renderToCubemap)
{
// Compose the view space version first.
// V = -(X, Y, Z), s.t. Z = 1,
// X = (2x / resX - 1) * tan(vFoV / 2) * ar = x * [(2 / resX) * tan(vFoV / 2) * ar] + [-tan(vFoV / 2) * ar] = x * [-m00] + [-m20]
// Y = (2y / resY - 1) * tan(vFoV / 2) = y * [(2 / resY) * tan(vFoV / 2)] + [-tan(vFoV / 2)] = y * [-m11] + [-m21]
float tanHalfVertFoV = Mathf.Tan(0.5f * verticalFoV);
float aspectRatio = screenSize.x * screenSize.w;
// Compose the matrix.
float m21 = tanHalfVertFoV;
float m20 = tanHalfVertFoV * aspectRatio;
float m00 = -2.0f * screenSize.z * m20;
float m11 = -2.0f * screenSize.w * m21;
float m33 = -1.0f;
if (renderToCubemap)
{
// Flip Y.
m11 = -m11;
m21 = -m21;
}
var viewSpaceRasterTransform = new Matrix4x4(new Vector4(m00, 0.0f, 0.0f, 0.0f),
new Vector4(0.0f, m11, 0.0f, 0.0f),
new Vector4(m20, m21, m33, 0.0f),
new Vector4(0.0f, 0.0f, 0.0f, 1.0f));
// Remove the translation component.
var homogeneousZero = new Vector4(0, 0, 0, 1);
worldToViewMatrix.SetColumn(3, homogeneousZero);
// Flip the Z to make the coordinate system left-handed.
worldToViewMatrix.SetRow(2, -worldToViewMatrix.GetRow(2));
// Transpose for HLSL.
return Matrix4x4.Transpose(worldToViewMatrix.transpose * viewSpaceRasterTransform);
}
}
}