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518 行
20 KiB
518 行
20 KiB
using System;
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using UnityEngine.Rendering;
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using System.Collections.Generic;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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[GenerateHLSL]
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public struct VolumeProperties
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{
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public Vector3 scattering; // [0, 1], prefer sRGB
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public float extinction; // [0, 1], prefer sRGB
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public static VolumeProperties GetNeutralVolumeProperties()
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{
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VolumeProperties properties = new VolumeProperties();
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properties.scattering = Vector3.zero;
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properties.extinction = 0;
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return properties;
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}
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} // struct VolumeProperties
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[Serializable]
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public class VolumeParameters
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{
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public Bounds bounds; // Position and dimensions in meters
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public Color albedo; // Single scattering albedo [0, 1]
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public float meanFreePath; // In meters [1, inf]. Should be chromatic - this is an optimization!
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public float asymmetry; // Single global parameter for all volumes. TODO: UX
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public VolumeParameters()
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{
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bounds = new Bounds(Vector3.zero, Vector3.positiveInfinity);
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albedo = new Color(0.5f, 0.5f, 0.5f);
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meanFreePath = 10.0f;
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asymmetry = 0.0f;
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}
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public bool IsVolumeUnbounded()
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{
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return bounds.size.x == float.PositiveInfinity &&
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bounds.size.y == float.PositiveInfinity &&
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bounds.size.z == float.PositiveInfinity;
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}
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public Vector3 GetAbsorptionCoefficient()
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{
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float extinction = GetExtinctionCoefficient();
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Vector3 scattering = GetScatteringCoefficient();
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return Vector3.Max(new Vector3(extinction, extinction, extinction) - scattering, Vector3.zero);
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}
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public Vector3 GetScatteringCoefficient()
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{
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float extinction = GetExtinctionCoefficient();
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return new Vector3(albedo.r * extinction, albedo.g * extinction, albedo.b * extinction);
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}
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public float GetExtinctionCoefficient()
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{
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return 1.0f / meanFreePath;
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}
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public void Constrain()
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{
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bounds.size = Vector3.Max(bounds.size, Vector3.zero);
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albedo.r = Mathf.Clamp01(albedo.r);
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albedo.g = Mathf.Clamp01(albedo.g);
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albedo.b = Mathf.Clamp01(albedo.b);
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meanFreePath = Mathf.Max(meanFreePath, 1.0f);
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asymmetry = Mathf.Clamp(asymmetry, -1.0f, 1.0f);
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}
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public VolumeProperties GetProperties()
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{
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VolumeProperties properties = new VolumeProperties();
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properties.scattering = GetScatteringCoefficient();
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properties.extinction = GetExtinctionCoefficient();
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return properties;
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}
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} // class VolumeParameters
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public class VolumetricLightingModule
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{
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public enum VolumetricLightingPreset
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{
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Off,
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Normal,
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Ultra,
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Count
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}
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class VBuffer
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{
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public long viewID = -1; // -1 is invalid; positive for Game Views, 0 otherwise
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public RenderTexture[] lightingRTEX = null;
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public RenderTargetIdentifier[] lightingRTID = null;
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public RenderTargetIdentifier GetLightingIntegralBuffer() // Of the current frame
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{
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Debug.Assert(viewID >= 0);
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return lightingRTID[0];
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}
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public RenderTargetIdentifier GetLightingHistoryBuffer() // From the previous frame
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{
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Debug.Assert(viewID > 0); // Game View only
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return lightingRTID[1 + ((Time.renderedFrameCount + 0) & 1)];
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}
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public RenderTargetIdentifier GetLightingFeedbackBuffer() // For the next frame
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{
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Debug.Assert(viewID > 0); // Game View only
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return lightingRTID[1 + ((Time.renderedFrameCount + 1) & 1)];
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}
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public void Create(long viewID, int w, int h, int d)
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{
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Debug.Assert(viewID >= 0);
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Debug.Assert(w > 0 && h > 0 && d > 0);
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// Clean up first.
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Destroy();
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// The required number of buffers depends on the view type.
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bool isGameView = viewID > 0;
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int n = isGameView ? 3 : 1;
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this.viewID = viewID;
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this.lightingRTEX = new RenderTexture[n];
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this.lightingRTID = new RenderTargetIdentifier[n];
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for (int i = 0; i < n; i++)
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{
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this.lightingRTEX[i] = new RenderTexture(w, h, 0, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear);
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this.lightingRTEX[i].hideFlags = HideFlags.HideAndDontSave;
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this.lightingRTEX[i].filterMode = FilterMode.Trilinear; // Custom
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this.lightingRTEX[i].dimension = TextureDimension.Tex3D; // TODO: request the thick 3D tiling layout
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this.lightingRTEX[i].volumeDepth = d;
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this.lightingRTEX[i].enableRandomWrite = true;
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this.lightingRTEX[i].name = CoreUtils.GetRenderTargetAutoName(w, h, RenderTextureFormat.ARGBHalf, String.Format("Volumetric{0}", i));
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this.lightingRTEX[i].Create();
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this.lightingRTID[i] = new RenderTargetIdentifier(this.lightingRTEX[i]);
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}
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}
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public void Destroy()
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{
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if (this.lightingRTEX != null)
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{
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for (int i = 0, n = this.lightingRTEX.Length; i < n; i++)
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{
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if (this.lightingRTEX[i] != null)
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{
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this.lightingRTEX[i].Release();
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}
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}
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}
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this.viewID = -1;
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this.lightingRTEX = null;
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this.lightingRTID = null;
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}
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} // class VBuffer
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public VolumetricLightingPreset preset { get { return (VolumetricLightingPreset)Math.Min(ShaderConfig.s_VolumetricLightingPreset, (int)VolumetricLightingPreset.Count); } }
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ComputeShader m_VolumetricLightingCS = null;
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List<VBuffer> m_VBuffers = null;
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float m_VBufferNearPlane = 0.5f; // Distance in meters; dynamic modifications not handled by reprojection
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float m_VBufferFarPlane = 64.0f; // Distance in meters; dynamic modifications not handled by reprojection
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const float k_LogScale = 0.5f;
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public void Build(HDRenderPipelineAsset asset)
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{
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if (preset == VolumetricLightingPreset.Off) return;
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m_VolumetricLightingCS = asset.renderPipelineResources.volumetricLightingCS;
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m_VBuffers = new List<VBuffer>(0);
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}
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public void Cleanup()
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{
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if (preset == VolumetricLightingPreset.Off) return;
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m_VolumetricLightingCS = null;
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for (int i = 0, n = m_VBuffers.Count; i < n; i++)
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{
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m_VBuffers[i].Destroy();
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}
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m_VBuffers = null;
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}
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public void ResizeVBuffer(HDCamera camera, int screenWidth, int screenHeight)
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{
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if (preset == VolumetricLightingPreset.Off) return;
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long viewID = camera.GetViewID();
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Debug.Assert(viewID >= 0);
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int w = 0, h = 0, d = 0;
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ComputeVBufferResolutionAndScale(preset, screenWidth, screenHeight, ref w, ref h, ref d);
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VBuffer vBuffer = FindVBuffer(viewID);
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if (vBuffer != null)
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{
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Debug.Assert(vBuffer.lightingRTEX != null);
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Debug.Assert(vBuffer.lightingRTEX[0] != null);
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Debug.Assert(vBuffer.lightingRTID != null);
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// Found, check resolution.
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if (w == vBuffer.lightingRTEX[0].width &&
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h == vBuffer.lightingRTEX[0].height &&
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d == vBuffer.lightingRTEX[0].volumeDepth)
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{
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// Everything matches, nothing to do here.
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return;
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}
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}
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else
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{
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// Not found - grow the array.
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vBuffer = new VBuffer();
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m_VBuffers.Add(vBuffer);
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}
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vBuffer.Create(viewID, w, h, d);
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}
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VBuffer FindVBuffer(long viewID)
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{
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Debug.Assert(viewID >= 0);
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VBuffer vBuffer = null;
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if (m_VBuffers != null)
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{
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int n = m_VBuffers.Count;
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for (int i = 0; i < n; i++)
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{
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// Check whether domain reload killed it...
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if (viewID == m_VBuffers[i].viewID && m_VBuffers[i].lightingRTEX != null && m_VBuffers[i].lightingRTEX[0] != null)
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{
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vBuffer = m_VBuffers[i];
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}
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}
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}
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return vBuffer;
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}
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static int ComputeVBufferTileSize(VolumetricLightingPreset preset)
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{
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switch (preset)
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{
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case VolumetricLightingPreset.Normal:
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return 8;
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case VolumetricLightingPreset.Ultra:
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return 4;
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case VolumetricLightingPreset.Off:
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return 0;
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default:
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Debug.Assert(false, "Encountered an unexpected VolumetricLightingPreset.");
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return 0;
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}
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}
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static int ComputeVBufferSliceCount(VolumetricLightingPreset preset)
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{
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switch (preset)
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{
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case VolumetricLightingPreset.Normal:
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return 64;
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case VolumetricLightingPreset.Ultra:
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return 128;
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case VolumetricLightingPreset.Off:
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return 0;
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default:
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Debug.Assert(false, "Encountered an unexpected VolumetricLightingPreset.");
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return 0;
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}
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}
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// Since a single voxel corresponds to a tile (e.g. 8x8) of pixels,
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// the VBuffer can potentially extend past the boundaries of the viewport.
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// The function returns the fraction of the {width, height} of the VBuffer visible on screen.
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static Vector2 ComputeVBufferResolutionAndScale(VolumetricLightingPreset preset,
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int screenWidth, int screenHeight,
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ref int w, ref int h, ref int d)
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{
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int t = ComputeVBufferTileSize(preset);
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// Ceil(ScreenSize / TileSize).
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w = (screenWidth + t - 1) / t;
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h = (screenHeight + t - 1) / t;
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d = ComputeVBufferSliceCount(preset);
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return new Vector2((float)screenWidth / (float)(w * t), (float)screenHeight / (float)(h * t));
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}
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// See EncodeLogarithmicDepthGeneralized().
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static Vector4 ComputeLogarithmicDepthEncodingParams(float nearPlane, float farPlane, float c)
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{
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Vector4 depthParams = new Vector4();
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float n = nearPlane;
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float f = farPlane;
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depthParams.x = Mathf.Log(c, 2) * (1.0f / Mathf.Log(c * (f - n) + 1, 2));
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depthParams.y = 1.0f / Mathf.Log(c * (f - n) + 1, 2);
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depthParams.z = n - 1.0f / c; // Same
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depthParams.w = 0.0f;
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return depthParams;
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}
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// See DecodeLogarithmicDepthGeneralized().
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static Vector4 ComputeLogarithmicDepthDecodingParams(float nearPlane, float farPlane, float c)
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{
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Vector4 depthParams = new Vector4();
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float n = nearPlane;
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float f = farPlane;
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depthParams.x = 1.0f / c;
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depthParams.y = c * (f - n) + 1;
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depthParams.z = n - 1.0f / c; // Same
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depthParams.w = 0.0f;
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return depthParams;
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}
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void SetPreconvolvedAmbientLightProbe(CommandBuffer cmd, float asymmetry)
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{
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SphericalHarmonicsL2 probeSH = SphericalHarmonicMath.UndoCosineRescaling(RenderSettings.ambientProbe);
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ZonalHarmonicsL2 phaseZH = ZonalHarmonicsL2.GetCornetteShanksPhaseFunction(asymmetry);
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SphericalHarmonicsL2 finalSH = SphericalHarmonicMath.PremultiplyCoefficients(SphericalHarmonicMath.Convolve(probeSH, phaseZH));
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cmd.SetGlobalVectorArray(HDShaderIDs._AmbientProbeCoeffs, SphericalHarmonicMath.PackCoefficients(finalSH));
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}
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float CornetteShanksPhasePartConstant(float asymmetry)
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{
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float g = asymmetry;
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return (1.0f / (4.0f * Mathf.PI)) * 1.5f * (1.0f - g * g) / (2.0f + g * g);
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}
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public void PushGlobalParams(HDCamera camera, CommandBuffer cmd)
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{
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if (preset == VolumetricLightingPreset.Off) return;
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HomogeneousFog globalFogComponent = HomogeneousFog.GetGlobalFogComponent();
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// TODO: may want to cache these results somewhere.
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VolumeProperties globalFogProperties = (globalFogComponent != null) ? globalFogComponent.volumeParameters.GetProperties()
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: VolumeProperties.GetNeutralVolumeProperties();
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float asymmetry = globalFogComponent != null ? globalFogComponent.volumeParameters.asymmetry : 0;
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cmd.SetGlobalVector(HDShaderIDs._GlobalFog_Scattering, globalFogProperties.scattering);
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cmd.SetGlobalFloat( HDShaderIDs._GlobalFog_Extinction, globalFogProperties.extinction);
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cmd.SetGlobalFloat( HDShaderIDs._GlobalFog_Asymmetry, asymmetry);
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int w = 0, h = 0, d = 0;
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Vector2 scale = ComputeVBufferResolutionAndScale(preset, (int)camera.screenSize.x, (int)camera.screenSize.y, ref w, ref h, ref d);
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VBuffer vBuffer = FindVBuffer(camera.GetViewID());
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Debug.Assert(vBuffer != null);
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SetPreconvolvedAmbientLightProbe(cmd, asymmetry);
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cmd.SetGlobalVector( HDShaderIDs._VBufferResolution, new Vector4(w, h, 1.0f / w, 1.0f / h));
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cmd.SetGlobalVector( HDShaderIDs._VBufferScaleAndSliceCount, new Vector4(scale.x, scale.y, d, 1.0f / d));
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cmd.SetGlobalVector( HDShaderIDs._VBufferDepthEncodingParams, ComputeLogarithmicDepthEncodingParams(m_VBufferNearPlane, m_VBufferFarPlane, k_LogScale));
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cmd.SetGlobalVector( HDShaderIDs._VBufferDepthDecodingParams, ComputeLogarithmicDepthDecodingParams(m_VBufferNearPlane, m_VBufferFarPlane, k_LogScale));
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cmd.SetGlobalTexture(HDShaderIDs._VBufferLighting, vBuffer.GetLightingIntegralBuffer());
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}
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// Ref: https://en.wikipedia.org/wiki/Close-packing_of_equal_spheres
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// The returned {x, y} coordinates (and all spheres) are all within the (-0.5, 0.5)^2 range.
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// The pattern has been rotated by 15 degrees to maximize the resolution along X and Y:
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// https://www.desmos.com/calculator/kcpfvltz7c
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static Vector2[] GetHexagonalClosePackedSpheres7()
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{
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Vector2[] coords = new Vector2[7];
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float r = 0.17054068870105443882f;
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float d = 2 * r;
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float s = r * Mathf.Sqrt(3);
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// Try to keep the weighted average as close to the center (0.5) as possible.
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// (7)(5) ( )( ) ( )( ) ( )( ) ( )( ) ( )(o) ( )(x) (o)(x) (x)(x)
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// (2)(1)(3) ( )(o)( ) (o)(x)( ) (x)(x)(o) (x)(x)(x) (x)(x)(x) (x)(x)(x) (x)(x)(x) (x)(x)(x)
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// (4)(6) ( )( ) ( )( ) ( )( ) (o)( ) (x)( ) (x)(o) (x)(x) (x)(x)
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coords[0] = new Vector2( 0, 0);
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coords[1] = new Vector2(-d, 0);
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coords[2] = new Vector2( d, 0);
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coords[3] = new Vector2(-r, -s);
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coords[4] = new Vector2( r, s);
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coords[5] = new Vector2( r, -s);
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coords[6] = new Vector2(-r, s);
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// Rotate the sampling pattern by 15 degrees.
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const float cos15 = 0.96592582628906828675f;
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const float sin15 = 0.25881904510252076235f;
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for (int i = 0; i < 7; i++)
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{
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Vector2 coord = coords[i];
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coords[i].x = coord.x * cos15 - coord.y * sin15;
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coords[i].y = coord.x * sin15 + coord.y * cos15;
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}
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return coords;
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}
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public void VolumetricLightingPass(HDCamera camera, CommandBuffer cmd, FrameSettings frameSettings)
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{
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if (preset == VolumetricLightingPreset.Off) return;
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using (new ProfilingSample(cmd, "Volumetric Lighting"))
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{
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VBuffer vBuffer = FindVBuffer(camera.GetViewID());
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Debug.Assert(vBuffer != null);
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HomogeneousFog globalFogComponent = HomogeneousFog.GetGlobalFogComponent();
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float asymmetry = globalFogComponent != null ? globalFogComponent.volumeParameters.asymmetry : 0;
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if (globalFogComponent == null)
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{
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// Clear the render target instead of running the shader.
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// CoreUtils.SetRenderTarget(cmd, GetVBufferLightingIntegral(viewOffset), ClearFlag.Color, CoreUtils.clearColorAllBlack);
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// return;
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// Clearing 3D textures does not seem to work!
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// Use the workaround by running the full shader with no volume.
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}
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bool enableClustered = frameSettings.lightLoopSettings.enableTileAndCluster;
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bool enableReprojection = Application.isPlaying && camera.camera.cameraType == CameraType.Game;
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int kernel;
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if (enableReprojection)
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{
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// Only available in the Play Mode because all the frame counters in the Edit Mode are broken.
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kernel = m_VolumetricLightingCS.FindKernel(enableClustered ? "VolumetricLightingClusteredReproj"
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: "VolumetricLightingAllLightsReproj");
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}
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else
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{
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kernel = m_VolumetricLightingCS.FindKernel(enableClustered ? "VolumetricLightingClustered"
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: "VolumetricLightingAllLights");
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}
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int w = 0, h = 0, d = 0;
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Vector2 scale = ComputeVBufferResolutionAndScale(preset, (int)camera.screenSize.x, (int)camera.screenSize.y, ref w, ref h, ref d);
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float vFoV = camera.camera.fieldOfView * Mathf.Deg2Rad;
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// Compose the matrix which allows us to compute the world space view direction.
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// Compute it using the scaled resolution to account for the visible area of the VBuffer.
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Vector4 scaledRes = new Vector4(w * scale.x, h * scale.y, 1.0f / (w * scale.x), 1.0f / (h * scale.y));
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Matrix4x4 transform = HDUtils.ComputePixelCoordToWorldSpaceViewDirectionMatrix(vFoV, scaledRes, camera.viewMatrix, false);
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camera.SetupComputeShader(m_VolumetricLightingCS, cmd);
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Vector2[] xySeq = GetHexagonalClosePackedSpheres7();
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// This is a sequence of 7 equidistant numbers from 1/14 to 13/14.
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// Each of them is the centroid of the interval of length 2/14.
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// They've been rearranged in a sequence of pairs {small, large}, s.t. (small + large) = 1.
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// That way, the running average position is close to 0.5.
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// | 6 | 2 | 4 | 1 | 5 | 3 | 7 |
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// | | | | o | | | |
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// | | o | | x | | | |
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// | | x | | x | | o | |
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// | | x | o | x | | x | |
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// | | x | x | x | o | x | |
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// | o | x | x | x | x | x | |
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// | x | x | x | x | x | x | o |
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// | x | x | x | x | x | x | x |
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float[] zSeq = {7.0f/14.0f, 3.0f/14.0f, 11.0f/14.0f, 5.0f/14.0f, 9.0f/14.0f, 1.0f/14.0f, 13.0f/14.0f};
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int rfc = Time.renderedFrameCount;
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int sampleIndex = rfc % 7;
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Vector4 offset = new Vector4(xySeq[sampleIndex].x, xySeq[sampleIndex].y, zSeq[sampleIndex], rfc);
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// TODO: set 'm_VolumetricLightingPreset'.
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cmd.SetComputeFloatParam( m_VolumetricLightingCS, HDShaderIDs._CornetteShanksConstant, CornetteShanksPhasePartConstant(asymmetry));
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cmd.SetComputeVectorParam( m_VolumetricLightingCS, HDShaderIDs._VBufferSampleOffset, offset);
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cmd.SetComputeMatrixParam( m_VolumetricLightingCS, HDShaderIDs._VBufferCoordToViewDirWS, transform);
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cmd.SetComputeTextureParam(m_VolumetricLightingCS, kernel, HDShaderIDs._VBufferLightingIntegral, vBuffer.GetLightingIntegralBuffer()); // Write
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if (enableReprojection)
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{
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cmd.SetComputeTextureParam(m_VolumetricLightingCS, kernel, HDShaderIDs._VBufferLightingFeedback, vBuffer.GetLightingFeedbackBuffer()); // Write
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cmd.SetComputeTextureParam(m_VolumetricLightingCS, kernel, HDShaderIDs._VBufferLightingHistory, vBuffer.GetLightingHistoryBuffer()); // Read
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}
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// The shader defines GROUP_SIZE_1D = 16.
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cmd.DispatchCompute(m_VolumetricLightingCS, kernel, (w + 15) / 16, (h + 15) / 16, 1);
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}
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}
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} // class VolumetricLightingModule
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} // namespace UnityEngine.Experimental.Rendering.HDPipeline
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