您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
188 行
8.1 KiB
188 行
8.1 KiB
using UnityEngine;
|
|
using UnityEngine.Rendering;
|
|
using UnityEngine.Experimental.Rendering;
|
|
|
|
// Very basic scriptable rendering loop example:
|
|
// - Use with BasicRenderLoopShader.shader (the loop expects "BasicPass" pass type to exist)
|
|
// - Supports up to 8 enabled lights in the scene (directional, point or spot)
|
|
// - Does the same physically based BRDF as the Standard shader
|
|
// - No shadows
|
|
// - This loop also does not setup lightmaps, light probes, reflection probes or light cookies
|
|
|
|
[ExecuteInEditMode]
|
|
public class BasicRenderLoop : RenderPipeline
|
|
{
|
|
|
|
#if UNITY_EDITOR
|
|
[UnityEditor.MenuItem("Renderloop/Create BasicRenderLoop")]
|
|
static void CreateBasicRenderLoop()
|
|
{
|
|
var instance = ScriptableObject.CreateInstance<BasicRenderLoop>();
|
|
UnityEditor.AssetDatabase.CreateAsset(instance, "Assets/BasicRenderLoopTutorial/BasicRenderLoop.asset");
|
|
}
|
|
#endif
|
|
|
|
private ShaderPassName shaderPassBasic;
|
|
|
|
public override void Build()
|
|
{
|
|
}
|
|
|
|
public override void Cleanup()
|
|
{
|
|
}
|
|
|
|
// Main entry point for our scriptable render loop
|
|
public override void Render(Camera[] cameras, RenderLoop loop)
|
|
{
|
|
foreach (var camera in cameras)
|
|
{
|
|
// Culling
|
|
CullingParameters cullingParams;
|
|
if (!CullResults.GetCullingParameters (camera, out cullingParams))
|
|
continue;
|
|
CullResults cull = CullResults.Cull (ref cullingParams, loop);
|
|
|
|
// Setup camera for rendering (sets render target, view/projection matrices and other
|
|
// per-camera built-in shader variables).
|
|
loop.SetupCameraProperties (camera);
|
|
|
|
// clear depth buffer
|
|
var cmd = new CommandBuffer();
|
|
cmd.ClearRenderTarget(true, false, Color.black);
|
|
loop.ExecuteCommandBuffer(cmd);
|
|
cmd.Release();
|
|
|
|
// Setup global lighting shader variables
|
|
SetupLightShaderVariables (cull.visibleLights, loop);
|
|
|
|
// Draw opaque objects using BasicPass shader pass
|
|
var settings = new DrawRendererSettings (cull, camera, new ShaderPassName("BasicPass"));
|
|
settings.sorting.flags = SortFlags.CommonOpaque;
|
|
settings.inputFilter.SetQueuesOpaque ();
|
|
loop.DrawRenderers (ref settings);
|
|
|
|
// Draw skybox
|
|
loop.DrawSkybox (camera);
|
|
|
|
// Draw transparent objects using BasicPass shader pass
|
|
settings.sorting.flags = SortFlags.CommonTransparent;
|
|
settings.inputFilter.SetQueuesTransparent ();
|
|
loop.DrawRenderers (ref settings);
|
|
|
|
loop.Submit ();
|
|
}
|
|
}
|
|
|
|
|
|
// Setup lighting variables for shader to use
|
|
static void SetupLightShaderVariables (VisibleLight[] lights, RenderLoop loop)
|
|
{
|
|
// We only support up to 8 visible lights here. More complex approaches would
|
|
// be doing some sort of per-object light setups, but here we go for simplest possible
|
|
// approach.
|
|
const int kMaxLights = 8;
|
|
// Just take first 8 lights. Possible improvements: sort lights by intensity or distance
|
|
// to the viewer, so that "most important" lights in the scene are picked, and not the 8
|
|
// that happened to be first.
|
|
int lightCount = Mathf.Min (lights.Length, kMaxLights);
|
|
|
|
// Prepare light data
|
|
Vector4[] lightColors = new Vector4[kMaxLights];
|
|
Vector4[] lightPositions = new Vector4[kMaxLights];
|
|
Vector4[] lightSpotDirections = new Vector4[kMaxLights];
|
|
Vector4[] lightAtten = new Vector4[kMaxLights];
|
|
for (var i = 0; i < lightCount; ++i)
|
|
{
|
|
VisibleLight light = lights[i];
|
|
lightColors[i] = light.finalColor;
|
|
if (light.lightType == LightType.Directional)
|
|
{
|
|
// light position for directional lights is: (-direction, 0)
|
|
var dir = light.localToWorld.GetColumn (2);
|
|
lightPositions[i] = new Vector4 (-dir.x, -dir.y, -dir.z, 0);
|
|
}
|
|
else
|
|
{
|
|
// light position for point/spot lights is: (position, 1)
|
|
var pos = light.localToWorld.GetColumn (3);
|
|
lightPositions[i] = new Vector4 (pos.x, pos.y, pos.z, 1);
|
|
}
|
|
// attenuation set in a way where distance attenuation can be computed:
|
|
// float lengthSq = dot(toLight, toLight);
|
|
// float atten = 1.0 / (1.0 + lengthSq * LightAtten[i].z);
|
|
// and spot cone attenuation:
|
|
// float rho = max (0, dot(normalize(toLight), SpotDirection[i].xyz));
|
|
// float spotAtt = (rho - LightAtten[i].x) * LightAtten[i].y;
|
|
// spotAtt = saturate(spotAtt);
|
|
// and the above works for all light types, i.e. spot light code works out
|
|
// to correct math for point & directional lights as well.
|
|
|
|
float rangeSq = light.range * light.range;
|
|
|
|
float quadAtten = (light.lightType == LightType.Directional) ? 0.0f : 25.0f / rangeSq;
|
|
|
|
// spot direction & attenuation
|
|
if (light.lightType == LightType.Spot)
|
|
{
|
|
var dir = light.localToWorld.GetColumn (2);
|
|
lightSpotDirections[i] = new Vector4 (-dir.x, -dir.y, -dir.z, 0);
|
|
|
|
float radAngle = Mathf.Deg2Rad * light.spotAngle;
|
|
float cosTheta = Mathf.Cos (radAngle * 0.25f);
|
|
float cosPhi = Mathf.Cos (radAngle * 0.5f);
|
|
float cosDiff = cosTheta - cosPhi;
|
|
lightAtten[i] = new Vector4 (cosPhi, (cosDiff != 0.0f) ? 1.0f / cosDiff : 1.0f, quadAtten, rangeSq);
|
|
}
|
|
else
|
|
{
|
|
// non-spot light
|
|
lightSpotDirections[i] = new Vector4 (0, 0, 1, 0);
|
|
lightAtten[i] = new Vector4 (-1, 1, quadAtten, rangeSq);
|
|
}
|
|
}
|
|
|
|
// ambient lighting spherical harmonics values
|
|
const int kSHCoefficients = 7;
|
|
Vector4[] shConstants = new Vector4[kSHCoefficients];
|
|
SphericalHarmonicsL2 ambientSH = RenderSettings.ambientProbe * RenderSettings.ambientIntensity;
|
|
GetShaderConstantsFromNormalizedSH (ref ambientSH, shConstants);
|
|
|
|
// setup global shader variables to contain all the data computed above
|
|
CommandBuffer cmd = new CommandBuffer();
|
|
cmd.SetGlobalVectorArray ("globalLightColor", lightColors);
|
|
cmd.SetGlobalVectorArray ("globalLightPos", lightPositions);
|
|
cmd.SetGlobalVectorArray ("globalLightSpotDir", lightSpotDirections);
|
|
cmd.SetGlobalVectorArray ("globalLightAtten", lightAtten);
|
|
cmd.SetGlobalVector ("globalLightCount", new Vector4 (lightCount, 0, 0, 0));
|
|
cmd.SetGlobalVectorArray ("globalSH", shConstants);
|
|
loop.ExecuteCommandBuffer (cmd);
|
|
cmd.Dispose ();
|
|
}
|
|
|
|
|
|
// Prepare L2 spherical harmonics values for efficient evaluation in a shader
|
|
static void GetShaderConstantsFromNormalizedSH (ref SphericalHarmonicsL2 ambientProbe, Vector4[] outCoefficients)
|
|
{
|
|
for (int channelIdx = 0; channelIdx < 3; ++channelIdx)
|
|
{
|
|
// Constant + Linear
|
|
// In the shader we multiply the normal is not swizzled, so it's normal.xyz.
|
|
// Swizzle the coefficients to be in { x, y, z, DC } order.
|
|
outCoefficients[channelIdx].x = ambientProbe[channelIdx, 3];
|
|
outCoefficients[channelIdx].y = ambientProbe[channelIdx, 1];
|
|
outCoefficients[channelIdx].z = ambientProbe[channelIdx, 2];
|
|
outCoefficients[channelIdx].w = ambientProbe[channelIdx, 0] - ambientProbe[channelIdx, 6];
|
|
// Quadratic polynomials
|
|
outCoefficients[channelIdx + 3].x = ambientProbe[channelIdx, 4];
|
|
outCoefficients[channelIdx + 3].y = ambientProbe[channelIdx, 5];
|
|
outCoefficients[channelIdx + 3].z = ambientProbe[channelIdx, 6] * 3.0f;
|
|
outCoefficients[channelIdx + 3].w = ambientProbe[channelIdx, 7];
|
|
}
|
|
// Final quadratic polynomial
|
|
outCoefficients[6].x = ambientProbe[0, 8];
|
|
outCoefficients[6].y = ambientProbe[1, 8];
|
|
outCoefficients[6].z = ambientProbe[2, 8];
|
|
outCoefficients[6].w = 1.0f;
|
|
}
|
|
}
|