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623 行
25 KiB
623 行
25 KiB
using System;
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using System.Collections.Generic;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Rendering;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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public class DecalSystem
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{
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public const int kInvalidIndex = -1;
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public class DecalHandle
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{
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public DecalHandle(int index, int materialID)
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{
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m_MaterialID = materialID;
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m_Index = index;
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}
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public static bool IsValid(DecalHandle handle)
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{
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if (handle == null)
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return false;
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if (handle.m_Index == kInvalidIndex)
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return false;
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return true;
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}
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public int m_MaterialID; // identifies decal set
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public int m_Index; // identifies decal within the set
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}
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static DecalSystem m_Instance;
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static public DecalSystem instance
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{
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get
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{
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if (m_Instance == null)
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m_Instance = new DecalSystem();
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return m_Instance;
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}
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}
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private const int kDefaultDrawDistance = 1000;
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public int DrawDistance
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{
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get
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{
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HDRenderPipelineAsset hdrp = GraphicsSettings.renderPipelineAsset as HDRenderPipelineAsset;
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if (hdrp != null)
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{
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return hdrp.renderPipelineSettings.decalSettings.drawDistance;
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}
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return kDefaultDrawDistance;
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}
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}
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public Camera CurrentCamera
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{
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get
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{
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return m_Camera;
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}
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set
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{
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m_Camera = value;
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}
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}
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private static MaterialPropertyBlock m_PropertyBlock = new MaterialPropertyBlock();
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private const int kDecalBlockSize = 128;
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// to work on Vulkan Mobile?
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// Core\CoreRP\ShaderLibrary\UnityInstancing.hlsl
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// #if defined(SHADER_API_VULKAN) && defined(SHADER_API_MOBILE)
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// #define UNITY_INSTANCED_ARRAY_SIZE 250
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private const int kDrawIndexedBatchSize = 250;
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// cube mesh bounds for decal
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static Vector4 kMin = new Vector4(-0.5f, -1.0f, -0.5f, 1.0f);
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static Vector4 kMax = new Vector4( 0.5f, 0.0f, 0.5f, 1.0f);
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static public Mesh m_DecalMesh = null;
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// clustered draw data
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static public DecalData[] m_DecalDatas = new DecalData[kDecalBlockSize];
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static public SFiniteLightBound[] m_Bounds = new SFiniteLightBound[kDecalBlockSize];
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static public LightVolumeData[] m_LightVolumes = new LightVolumeData[kDecalBlockSize];
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static public int m_DecalDatasCount = 0;
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static public float[] m_BoundingDistances = new float[1];
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private Dictionary<int, DecalSet> m_DecalSets = new Dictionary<int, DecalSet>();
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// current camera
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private Camera m_Camera;
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static public int m_DecalsVisibleThisFrame = 0;
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private Texture2DAtlas m_Atlas = null;
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public bool m_AllocationSuccess = true;
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public Texture2DAtlas Atlas
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{
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get
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{
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if (m_Atlas == null)
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{
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m_Atlas = new Texture2DAtlas(HDUtils.hdrpSettings.decalSettings.atlasWidth, HDUtils.hdrpSettings.decalSettings.atlasHeight, RenderTextureFormat.ARGB32);
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}
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return m_Atlas;
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}
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}
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public class TextureScaleBias : IComparable
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{
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public Texture m_Texture = null;
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public Vector4 m_ScaleBias = Vector4.zero;
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public int CompareTo(object obj)
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{
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TextureScaleBias other = obj as TextureScaleBias;
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int size = m_Texture.width * m_Texture.height;
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int otherSize = other.m_Texture.width * other.m_Texture.height;
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if(size > otherSize)
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{
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return -1;
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}
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else if( size < otherSize)
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{
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return 1;
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}
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else
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{
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return 0;
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}
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}
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}
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private List<TextureScaleBias> m_TextureList = new List<TextureScaleBias>();
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private class DecalSet
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{
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public void InitializeMaterialValues()
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{
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m_Diffuse.m_Texture = m_Material.GetTexture("_BaseColorMap");
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m_Normal.m_Texture = m_Material.GetTexture("_NormalMap");
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m_Mask.m_Texture = m_Material.GetTexture("_MaskMap");
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m_Blend = m_Material.GetFloat("_DecalBlend");
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}
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public DecalSet(Material material)
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{
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m_Material = material;
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InitializeMaterialValues();
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}
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private BoundingSphere GetDecalProjectBoundingSphere(Matrix4x4 decalToWorld)
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{
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Vector4 min = new Vector4();
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Vector4 max = new Vector4();
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min = decalToWorld * kMin;
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max = decalToWorld * kMax;
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BoundingSphere res = new BoundingSphere();
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res.position = (max + min) / 2;
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res.radius = ((Vector3) (max - min)).magnitude / 2;
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return res;
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}
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public void UpdateCachedData(Transform transform, float drawDistance, float fadeScale, DecalHandle handle)
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{
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int index = handle.m_Index;
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m_CachedDecalToWorld[index] = transform.localToWorldMatrix;
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Matrix4x4 decalRotation = Matrix4x4.Rotate(transform.rotation);
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// z/y axis swap for normal to decal space, Unity is column major
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float y0 = decalRotation.m01;
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float y1 = decalRotation.m11;
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float y2 = decalRotation.m21;
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decalRotation.m01 = decalRotation.m02;
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decalRotation.m11 = decalRotation.m12;
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decalRotation.m21 = decalRotation.m22;
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decalRotation.m02 = y0;
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decalRotation.m12 = y1;
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decalRotation.m22 = y2;
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m_CachedNormalToWorld[index] = decalRotation;
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// draw distance can't be more than global draw distance
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m_CachedDrawDistances[index].x = drawDistance < instance.DrawDistance
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? drawDistance
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: instance.DrawDistance;
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m_CachedDrawDistances[index].y = fadeScale;
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m_BoundingSpheres[index] = GetDecalProjectBoundingSphere(m_CachedDecalToWorld[index]);
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}
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public DecalHandle AddDecal(Transform transform, float drawDistance, float fadeScale, int materialID)
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{
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// increase array size if no space left
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if (m_DecalsCount == m_Handles.Length)
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{
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DecalHandle[] newHandles = new DecalHandle[m_DecalsCount + kDecalBlockSize];
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BoundingSphere[] newSpheres = new BoundingSphere[m_DecalsCount + kDecalBlockSize];
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Matrix4x4[] newCachedTransforms = new Matrix4x4[m_DecalsCount + kDecalBlockSize];
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Matrix4x4[] newCachedNormalToWorld = new Matrix4x4[m_DecalsCount + kDecalBlockSize];
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Vector2[] newCachedDrawDistances = new Vector2[m_DecalsCount + kDecalBlockSize];
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m_ResultIndices = new int[m_DecalsCount + kDecalBlockSize];
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m_Handles.CopyTo(newHandles, 0);
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m_BoundingSpheres.CopyTo(newSpheres, 0);
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m_CachedDecalToWorld.CopyTo(newCachedTransforms, 0);
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m_CachedNormalToWorld.CopyTo(newCachedNormalToWorld, 0);
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m_CachedDrawDistances.CopyTo(newCachedDrawDistances, 0);
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m_Handles = newHandles;
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m_BoundingSpheres = newSpheres;
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m_CachedDecalToWorld = newCachedTransforms;
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m_CachedNormalToWorld = newCachedNormalToWorld;
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m_CachedDrawDistances = newCachedDrawDistances;
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}
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DecalHandle decalHandle = new DecalHandle(m_DecalsCount, materialID);
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m_Handles[m_DecalsCount] = decalHandle;
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UpdateCachedData(transform, drawDistance, fadeScale, decalHandle);
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m_DecalsCount++;
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return decalHandle;
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}
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public void RemoveDecal(DecalHandle handle)
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{
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int removeAtIndex = handle.m_Index;
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// replace with last decal in the list and update index
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m_Handles[removeAtIndex] = m_Handles[m_DecalsCount - 1]; // move the last decal in list
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m_Handles[removeAtIndex].m_Index = removeAtIndex;
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m_Handles[m_DecalsCount - 1] = null;
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// update cached data
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m_BoundingSpheres[removeAtIndex] = m_BoundingSpheres[m_DecalsCount - 1];
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m_CachedDecalToWorld[removeAtIndex] = m_CachedDecalToWorld[m_DecalsCount - 1];
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m_CachedNormalToWorld[removeAtIndex] = m_CachedNormalToWorld[m_DecalsCount - 1];
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m_CachedDrawDistances[removeAtIndex] = m_CachedDrawDistances[m_DecalsCount - 1];
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m_DecalsCount--;
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handle.m_Index = kInvalidIndex;
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}
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public void BeginCull()
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{
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if (m_CullingGroup != null)
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{
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Debug.LogError("Begin/EndCull() called out of sequence for decal projectors.");
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}
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// let the culling group code do some of the heavy lifting for global draw distance
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m_BoundingDistances[0] = DecalSystem.instance.DrawDistance;
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m_NumResults = 0;
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m_CullingGroup = new CullingGroup();
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m_CullingGroup.targetCamera = instance.CurrentCamera;
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m_CullingGroup.SetDistanceReferencePoint( m_CullingGroup.targetCamera.transform.position);
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m_CullingGroup.SetBoundingDistances(m_BoundingDistances);
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m_CullingGroup.SetBoundingSpheres(m_BoundingSpheres);
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m_CullingGroup.SetBoundingSphereCount(m_DecalsCount);
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}
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public int QueryCullResults()
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{
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m_NumResults = m_CullingGroup.QueryIndices(true, m_ResultIndices, 0);
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return m_NumResults;
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}
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private void GetDecalVolumeDataAndBound(Matrix4x4 decalToWorld, Matrix4x4 worldToView)
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{
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var influenceX = decalToWorld.GetColumn(0) * 0.5f;
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var influenceY = decalToWorld.GetColumn(1) * 0.5f;
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var influenceZ = decalToWorld.GetColumn(2) * 0.5f;
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var pos = decalToWorld.GetColumn(3) - influenceY; // decal cube mesh pivot is at 0,0,0, with bottom face at -1 on the y plane
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Vector3 influenceExtents = new Vector3();
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influenceExtents.x = influenceX.magnitude;
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influenceExtents.y = influenceY.magnitude;
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influenceExtents.z = influenceZ.magnitude;
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// transform to camera space (becomes a left hand coordinate frame in Unity since Determinant(worldToView)<0)
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var influenceRightVS = worldToView.MultiplyVector(influenceX / influenceExtents.x);
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var influenceUpVS = worldToView.MultiplyVector(influenceY / influenceExtents.y);
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var influenceForwardVS = worldToView.MultiplyVector(influenceZ / influenceExtents.z);
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var influencePositionVS = worldToView.MultiplyPoint(pos); // place the mesh pivot in the center
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m_Bounds[m_DecalDatasCount].center = influencePositionVS;
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m_Bounds[m_DecalDatasCount].boxAxisX = influenceRightVS * influenceExtents.x;
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m_Bounds[m_DecalDatasCount].boxAxisY = influenceUpVS * influenceExtents.y;
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m_Bounds[m_DecalDatasCount].boxAxisZ = influenceForwardVS * influenceExtents.z;
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m_Bounds[m_DecalDatasCount].scaleXY.Set(1.0f, 1.0f);
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m_Bounds[m_DecalDatasCount].radius = influenceExtents.magnitude;
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// The culling system culls pixels that are further
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// than a threshold to the box influence extents.
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// So we use an arbitrary threshold here (k_BoxCullingExtentOffset)
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m_LightVolumes[m_DecalDatasCount].lightCategory = (uint)LightCategory.Decal;
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m_LightVolumes[m_DecalDatasCount].lightVolume = (uint)LightVolumeType.Box;
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m_LightVolumes[m_DecalDatasCount].featureFlags = (uint)LightFeatureFlags.Env;
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m_LightVolumes[m_DecalDatasCount].lightPos = influencePositionVS;
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m_LightVolumes[m_DecalDatasCount].lightAxisX = influenceRightVS;
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m_LightVolumes[m_DecalDatasCount].lightAxisY = influenceUpVS;
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m_LightVolumes[m_DecalDatasCount].lightAxisZ = influenceForwardVS;
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m_LightVolumes[m_DecalDatasCount].boxInnerDist = influenceExtents - LightLoop.k_BoxCullingExtentThreshold;
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m_LightVolumes[m_DecalDatasCount].boxInvRange.Set(1.0f / LightLoop.k_BoxCullingExtentThreshold.x, 1.0f /LightLoop. k_BoxCullingExtentThreshold.y, 1.0f / LightLoop.k_BoxCullingExtentThreshold.z);
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}
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private void AssignCurrentBatches(ref Matrix4x4[] decalToWorldBatch, ref Matrix4x4[] normalToWorldBatch, int batchCount)
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{
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if (m_DecalToWorld.Count == batchCount)
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{
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decalToWorldBatch = new Matrix4x4[kDrawIndexedBatchSize];
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m_DecalToWorld.Add(decalToWorldBatch);
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normalToWorldBatch = new Matrix4x4[kDrawIndexedBatchSize];
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m_NormalToWorld.Add(normalToWorldBatch);
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}
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else
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{
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decalToWorldBatch = m_DecalToWorld[batchCount];
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normalToWorldBatch = m_NormalToWorld[batchCount];
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}
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}
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public void CreateDrawData()
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{
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if (m_NumResults == 0)
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return;
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int instanceCount = 0;
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int batchCount = 0;
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Matrix4x4[] decalToWorldBatch = null;
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Matrix4x4[] normalToWorldBatch = null;
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AssignCurrentBatches(ref decalToWorldBatch, ref normalToWorldBatch, batchCount);
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Vector3 cameraPos = instance.CurrentCamera.transform.position;
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Matrix4x4 worldToView = LightLoop.WorldToCamera(instance.CurrentCamera);
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for (int resultIndex = 0; resultIndex < m_NumResults; resultIndex++)
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{
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int decalIndex = m_ResultIndices[resultIndex];
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// do additional culling based on individual decal draw distances
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float distanceToDecal = (cameraPos - m_BoundingSpheres[decalIndex].position).magnitude;
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float cullDistance = m_CachedDrawDistances[decalIndex].x + m_BoundingSpheres[decalIndex].radius;
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if (distanceToDecal < cullDistance)
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{
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// d-buffer data
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decalToWorldBatch[instanceCount] = m_CachedDecalToWorld[decalIndex];
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normalToWorldBatch[instanceCount] = m_CachedNormalToWorld[decalIndex];
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float fadeFactor = Mathf.Clamp((cullDistance - distanceToDecal) / (cullDistance * (1.0f - m_CachedDrawDistances[decalIndex].y)), 0.0f, 1.0f);
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normalToWorldBatch[instanceCount].m03 = fadeFactor * m_Blend; // vector3 rotation matrix so bottom row and last column can be used for other data to save space
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// clustered forward data
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m_DecalDatas[m_DecalDatasCount].worldToDecal = decalToWorldBatch[instanceCount].inverse;
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m_DecalDatas[m_DecalDatasCount].normalToWorld = normalToWorldBatch[instanceCount];
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m_DecalDatas[m_DecalDatasCount].diffuseScaleBias = m_Diffuse.m_ScaleBias;
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m_DecalDatas[m_DecalDatasCount].normalScaleBias = m_Normal.m_ScaleBias;
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m_DecalDatas[m_DecalDatasCount].maskScaleBias = m_Mask.m_ScaleBias;
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GetDecalVolumeDataAndBound(decalToWorldBatch[instanceCount], worldToView);
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m_DecalDatasCount++;
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instanceCount++;
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if (instanceCount == kDrawIndexedBatchSize)
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{
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instanceCount = 0;
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batchCount++;
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AssignCurrentBatches(ref decalToWorldBatch, ref normalToWorldBatch, batchCount);
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}
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}
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}
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}
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public void EndCull()
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{
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if (m_CullingGroup == null)
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{
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Debug.LogError("Begin/EndCull() called out of sequence for decal projectors.");
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}
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else
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{
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m_CullingGroup.Dispose();
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m_CullingGroup = null;
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}
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}
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public void AddToTextureList(ref List<TextureScaleBias> textureList)
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{
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if(m_Diffuse.m_Texture != null)
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{
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textureList.Add(m_Diffuse);
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}
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if (m_Normal.m_Texture != null)
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{
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textureList.Add(m_Normal);
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}
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if (m_Mask.m_Texture != null)
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{
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textureList.Add(m_Mask);
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}
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}
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public void RenderIntoDBuffer(CommandBuffer cmd)
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{
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if(m_NumResults == 0)
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return;
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int batchIndex = 0;
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int totalToDraw = m_NumResults;
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for (; batchIndex < m_NumResults / kDrawIndexedBatchSize; batchIndex++)
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{
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m_PropertyBlock.SetMatrixArray(HDShaderIDs._NormalToWorldID, m_NormalToWorld[batchIndex]);
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cmd.DrawMeshInstanced(m_DecalMesh, 0, KeyMaterial, 0, m_DecalToWorld[batchIndex], kDrawIndexedBatchSize, m_PropertyBlock);
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totalToDraw -= kDrawIndexedBatchSize;
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}
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if(totalToDraw > 0)
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{
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m_PropertyBlock.SetMatrixArray(HDShaderIDs._NormalToWorldID, m_NormalToWorld[batchIndex]);
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cmd.DrawMeshInstanced(m_DecalMesh, 0, KeyMaterial, 0, m_DecalToWorld[batchIndex], totalToDraw, m_PropertyBlock);
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}
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}
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public Material KeyMaterial
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{
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get
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{
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return this.m_Material;
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}
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}
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public int Count
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{
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get
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{
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return this.m_DecalsCount;
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}
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}
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private List<Matrix4x4[]> m_DecalToWorld = new List<Matrix4x4[]>();
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private List<Matrix4x4[]> m_NormalToWorld = new List<Matrix4x4[]>();
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private CullingGroup m_CullingGroup = null;
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private BoundingSphere[] m_BoundingSpheres = new BoundingSphere[kDecalBlockSize];
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private DecalHandle[] m_Handles = new DecalHandle[kDecalBlockSize];
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private int[] m_ResultIndices = new int[kDecalBlockSize];
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private int m_NumResults = 0;
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private int m_DecalsCount = 0;
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private Matrix4x4[] m_CachedDecalToWorld = new Matrix4x4[kDecalBlockSize];
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private Matrix4x4[] m_CachedNormalToWorld = new Matrix4x4[kDecalBlockSize];
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private Vector2[] m_CachedDrawDistances = new Vector2[kDecalBlockSize]; // x - draw distance, y - fade scale
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private Material m_Material;
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private float m_Blend = 0;
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TextureScaleBias m_Diffuse = new TextureScaleBias();
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TextureScaleBias m_Normal = new TextureScaleBias();
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TextureScaleBias m_Mask = new TextureScaleBias();
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}
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public DecalHandle AddDecal(Transform transform, float drawDistance, float fadeScale, Material material)
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{
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DecalSet decalSet = null;
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int key = material.GetInstanceID();
|
|
if (!m_DecalSets.TryGetValue(key, out decalSet))
|
|
{
|
|
decalSet = new DecalSet(material);
|
|
m_DecalSets.Add(key, decalSet);
|
|
}
|
|
return decalSet.AddDecal(transform, drawDistance, fadeScale, key);
|
|
}
|
|
|
|
public void RemoveDecal(DecalHandle handle)
|
|
{
|
|
if (!DecalHandle.IsValid(handle))
|
|
return;
|
|
|
|
DecalSet decalSet = null;
|
|
int key = handle.m_MaterialID;
|
|
if (m_DecalSets.TryGetValue(key, out decalSet))
|
|
{
|
|
decalSet.RemoveDecal(handle);
|
|
if (decalSet.Count == 0)
|
|
{
|
|
m_DecalSets.Remove(key);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void UpdateCachedData(Transform transform, float drawDistance, float fadeScale, DecalHandle handle)
|
|
{
|
|
if(!DecalHandle.IsValid(handle))
|
|
return;
|
|
|
|
DecalSet decalSet = null;
|
|
int key = handle.m_MaterialID;
|
|
if (m_DecalSets.TryGetValue(key, out decalSet))
|
|
{
|
|
decalSet.UpdateCachedData(transform, drawDistance, fadeScale, handle);
|
|
}
|
|
}
|
|
|
|
public void BeginCull()
|
|
{
|
|
foreach (var pair in m_DecalSets)
|
|
{
|
|
pair.Value.BeginCull();
|
|
}
|
|
}
|
|
|
|
private int QueryCullResults()
|
|
{
|
|
int totalVisibleDecals = 0;
|
|
foreach (var pair in m_DecalSets)
|
|
{
|
|
totalVisibleDecals += pair.Value.QueryCullResults();
|
|
}
|
|
return totalVisibleDecals;
|
|
}
|
|
|
|
public void EndCull()
|
|
{
|
|
m_DecalsVisibleThisFrame = QueryCullResults();
|
|
foreach (var pair in m_DecalSets)
|
|
{
|
|
pair.Value.EndCull();
|
|
}
|
|
}
|
|
|
|
public void RenderIntoDBuffer(CommandBuffer cmd)
|
|
{
|
|
if (m_DecalMesh == null)
|
|
m_DecalMesh = CoreUtils.CreateCubeMesh(kMin, kMax);
|
|
|
|
foreach (var pair in m_DecalSets)
|
|
{
|
|
pair.Value.RenderIntoDBuffer(cmd);
|
|
}
|
|
}
|
|
|
|
public void SetAtlas(CommandBuffer cmd)
|
|
{
|
|
cmd.SetGlobalTexture(HDShaderIDs._DecalAtlas2DID, Atlas.AtlasTexture);
|
|
}
|
|
|
|
public void AddTexture(CommandBuffer cmd, TextureScaleBias textureScaleBias)
|
|
{
|
|
if (textureScaleBias.m_Texture != null)
|
|
{
|
|
if (!Atlas.AddTexture(cmd, ref textureScaleBias.m_ScaleBias,textureScaleBias.m_Texture))
|
|
{
|
|
m_AllocationSuccess = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
textureScaleBias.m_ScaleBias = Vector4.zero;
|
|
}
|
|
}
|
|
|
|
// updates textures, texture atlas indices and blend value
|
|
public void UpdateCachedMaterialData()
|
|
{
|
|
//instance.m_AllocationSuccess = true;
|
|
m_TextureList.Clear();
|
|
foreach (var pair in m_DecalSets)
|
|
{
|
|
pair.Value.InitializeMaterialValues();
|
|
pair.Value.AddToTextureList(ref m_TextureList);
|
|
}
|
|
}
|
|
|
|
public void UpdateTextureAtlas(CommandBuffer cmd)
|
|
{
|
|
m_AllocationSuccess = true;
|
|
foreach (TextureScaleBias textureScaleBias in m_TextureList)
|
|
{
|
|
AddTexture(cmd, textureScaleBias);
|
|
}
|
|
|
|
if (!m_AllocationSuccess) // texture failed to find space in the atlas
|
|
{
|
|
m_TextureList.Sort(); // sort the texture list largest to smallest for better packing
|
|
Atlas.ResetAllocator(); // clear all allocations
|
|
// try again
|
|
m_AllocationSuccess = true;
|
|
foreach (TextureScaleBias textureScaleBias in m_TextureList)
|
|
{
|
|
AddTexture(cmd, textureScaleBias);
|
|
}
|
|
|
|
if(!m_AllocationSuccess) // still failed to allocate, decal atlas size needs to increase
|
|
{
|
|
Debug.LogWarning("Decal texture atlas out of space, decals on transparent geometry might not render correctly, atlas size can be changed in HDRenderPipelineAsset");
|
|
}
|
|
}
|
|
}
|
|
|
|
public void CreateDrawData()
|
|
{
|
|
m_DecalDatasCount = 0;
|
|
// reallocate if needed
|
|
if (m_DecalsVisibleThisFrame > m_DecalDatas.Length)
|
|
{
|
|
int newDecalDatasSize = ((m_DecalsVisibleThisFrame + kDecalBlockSize - 1) / kDecalBlockSize) * kDecalBlockSize;
|
|
m_DecalDatas = new DecalData[newDecalDatasSize];
|
|
m_Bounds = new SFiniteLightBound[newDecalDatasSize];
|
|
m_LightVolumes = new LightVolumeData[newDecalDatasSize];
|
|
}
|
|
foreach (var pair in m_DecalSets)
|
|
{
|
|
pair.Value.CreateDrawData();
|
|
}
|
|
}
|
|
|
|
public void Cleanup()
|
|
{
|
|
if (m_Atlas != null)
|
|
m_Atlas.Release();
|
|
CoreUtils.Destroy(m_DecalMesh);
|
|
// set to null so that they get recreated
|
|
m_DecalMesh = null;
|
|
m_Atlas = null;
|
|
}
|
|
}
|
|
}
|