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221 行
10 KiB
221 行
10 KiB
using System;
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using System.Collections.Generic;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.PostProcessing;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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// This holds all the matrix data we need for rendering, including data from the previous frame
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// (which is the main reason why we need to keep them around for a minimum of one frame).
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// HDCameras are automatically created & updated from a source camera and will be destroyed if
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// not used during a frame.
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public class HDCamera
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{
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public Matrix4x4 viewMatrix;
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public Matrix4x4 projMatrix;
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public Matrix4x4 nonJitteredProjMatrix;
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public Vector4 screenSize;
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public Vector4[] frustumPlaneEquations;
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public Camera camera;
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public Matrix4x4 viewProjMatrix
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{
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get { return projMatrix * viewMatrix; }
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}
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public Matrix4x4 nonJitteredViewProjMatrix
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{
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get { return nonJitteredProjMatrix * viewMatrix; }
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}
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public bool isFirstFrame
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{
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get { return m_FirstFrame; }
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}
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public Vector4 invProjParam
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{
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// Ref: An Efficient Depth Linearization Method for Oblique View Frustums, Eq. 6.
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get { var p = projMatrix; return new Vector4(p.m20 / (p.m00 * p.m23), p.m21 / (p.m11 * p.m23), -1.0f / p.m23, (-p.m22 + p.m20 * p.m02 / p.m00 + p.m21 * p.m12 / p.m11) / p.m23); }
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}
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// View-projection matrix from the previous frame.
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public Matrix4x4 prevViewProjMatrix;
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// We need to keep track of these when camera relative rendering is enabled so we can take
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// camera translation into account when generating camera motion vectors
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public Vector3 cameraPos;
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public Vector3 prevCameraPos;
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// The only way to reliably keep track of a frame change right now is to compare the frame
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// count Unity gives us. We need this as a single camera could be rendered several times per
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// frame and some matrices only have to be computed once. Realistically this shouldn't
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// happen, but you never know...
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int m_LastFrameActive;
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// Always true for cameras that just got added to the pool - needed for previous matrices to
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// avoid one-frame jumps/hiccups with temporal effects (motion blur, TAA...)
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bool m_FirstFrame;
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public HDCamera(Camera cam)
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{
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camera = cam;
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frustumPlaneEquations = new Vector4[6];
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Reset();
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}
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public void Update(PostProcessLayer postProcessLayer)
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{
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// If TAA is enabled projMatrix will hold a jittered projection matrix. The original,
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// non-jittered projection matrix can be accessed via nonJitteredProjMatrix.
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bool taaEnabled = camera.cameraType == CameraType.Game
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&& CoreUtils.IsTemporalAntialiasingActive(postProcessLayer);
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Matrix4x4 nonJitteredCameraProj = camera.projectionMatrix;
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Matrix4x4 cameraProj = taaEnabled
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? postProcessLayer.temporalAntialiasing.GetJitteredProjectionMatrix(camera)
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: nonJitteredCameraProj;
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// The actual projection matrix used in shaders is actually massaged a bit to work across all platforms
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// (different Z value ranges etc.)
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Matrix4x4 gpuProj = GL.GetGPUProjectionMatrix(cameraProj, true); // Had to change this from 'false'
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Matrix4x4 gpuView = camera.worldToCameraMatrix;
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Matrix4x4 gpuNonJitteredProj = GL.GetGPUProjectionMatrix(nonJitteredCameraProj, true);
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Vector3 pos = camera.transform.position;
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if (ShaderConfig.s_CameraRelativeRendering != 0)
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{
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// Zero out the translation component.
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gpuView.SetColumn(3, new Vector4(0, 0, 0, 1));
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}
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Matrix4x4 gpuVP = gpuNonJitteredProj * gpuView;
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// A camera could be rendered multiple times per frame, only updates the previous view proj & pos if needed
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if (m_LastFrameActive != Time.frameCount)
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{
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if (m_FirstFrame)
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{
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prevCameraPos = pos;
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prevViewProjMatrix = gpuVP;
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}
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else
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{
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prevCameraPos = cameraPos;
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prevViewProjMatrix = nonJitteredViewProjMatrix;
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}
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m_FirstFrame = false;
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}
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viewMatrix = gpuView;
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projMatrix = gpuProj;
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nonJitteredProjMatrix = gpuNonJitteredProj;
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cameraPos = pos;
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screenSize = new Vector4(camera.pixelWidth, camera.pixelHeight, 1.0f / camera.pixelWidth, 1.0f / camera.pixelHeight);
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Plane[] planes = GeometryUtility.CalculateFrustumPlanes(viewProjMatrix);
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for (int i = 0; i < 6; i++)
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{
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frustumPlaneEquations[i] = new Vector4(planes[i].normal.x, planes[i].normal.y, planes[i].normal.z, planes[i].distance);
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}
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m_LastFrameActive = Time.frameCount;
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}
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public void Reset()
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{
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m_LastFrameActive = -1;
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m_FirstFrame = true;
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}
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static Dictionary<Camera, HDCamera> m_Cameras = new Dictionary<Camera, HDCamera>();
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static List<Camera> m_Cleanup = new List<Camera>(); // Recycled to reduce GC pressure
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// Grab the HDCamera tied to a given Camera and update it.
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public static HDCamera Get(Camera camera, PostProcessLayer postProcessLayer)
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{
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HDCamera hdcam;
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if (!m_Cameras.TryGetValue(camera, out hdcam))
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{
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hdcam = new HDCamera(camera);
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m_Cameras.Add(camera, hdcam);
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}
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hdcam.Update(postProcessLayer);
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return hdcam;
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}
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// Look for any camera that hasn't been used in the last frame and remove them for the pool.
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public static void CleanUnused()
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{
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int frameCheck = Time.frameCount - 1;
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foreach (var kvp in m_Cameras)
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{
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if (kvp.Value.m_LastFrameActive != frameCheck)
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m_Cleanup.Add(kvp.Key);
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}
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foreach (var cam in m_Cleanup)
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m_Cameras.Remove(cam);
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m_Cleanup.Clear();
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}
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public void SetupGlobalParams(CommandBuffer cmd)
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{
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cmd.SetGlobalMatrix(HDShaderIDs._ViewMatrix, viewMatrix);
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cmd.SetGlobalMatrix(HDShaderIDs._InvViewMatrix, viewMatrix.inverse);
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cmd.SetGlobalMatrix(HDShaderIDs._ProjMatrix, projMatrix);
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cmd.SetGlobalMatrix(HDShaderIDs._InvProjMatrix, projMatrix.inverse);
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cmd.SetGlobalMatrix(HDShaderIDs._NonJitteredViewProjMatrix, nonJitteredViewProjMatrix);
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cmd.SetGlobalMatrix(HDShaderIDs._ViewProjMatrix, viewProjMatrix);
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cmd.SetGlobalMatrix(HDShaderIDs._InvViewProjMatrix, viewProjMatrix.inverse);
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cmd.SetGlobalVector(HDShaderIDs._InvProjParam, invProjParam);
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cmd.SetGlobalVector(HDShaderIDs._ScreenSize, screenSize);
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cmd.SetGlobalMatrix(HDShaderIDs._PrevViewProjMatrix, prevViewProjMatrix);
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cmd.SetGlobalVectorArray(HDShaderIDs._FrustumPlanes, frustumPlaneEquations);
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}
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// Does not modify global settings. Used for shadows, low res. rendering, etc.
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public void OverrideGlobalParams(Material material)
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{
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material.SetMatrix(HDShaderIDs._ViewMatrix, viewMatrix);
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material.SetMatrix(HDShaderIDs._InvViewMatrix, viewMatrix.inverse);
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material.SetMatrix(HDShaderIDs._ProjMatrix, projMatrix);
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material.SetMatrix(HDShaderIDs._InvProjMatrix, projMatrix.inverse);
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material.SetMatrix(HDShaderIDs._NonJitteredViewProjMatrix, nonJitteredViewProjMatrix);
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material.SetMatrix(HDShaderIDs._ViewProjMatrix, viewProjMatrix);
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material.SetMatrix(HDShaderIDs._InvViewProjMatrix, viewProjMatrix.inverse);
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material.SetVector(HDShaderIDs._InvProjParam, invProjParam);
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material.SetVector(HDShaderIDs._ScreenSize, screenSize);
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material.SetMatrix(HDShaderIDs._PrevViewProjMatrix, prevViewProjMatrix);
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material.SetVectorArray(HDShaderIDs._FrustumPlanes, frustumPlaneEquations);
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}
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public void SetupComputeShader(ComputeShader cs, CommandBuffer cmd)
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{
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cmd.SetComputeMatrixParam(cs, HDShaderIDs._ViewMatrix, viewMatrix);
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cmd.SetComputeMatrixParam(cs, HDShaderIDs._InvViewMatrix, viewMatrix.inverse);
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cmd.SetComputeMatrixParam(cs, HDShaderIDs._ProjMatrix, projMatrix);
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cmd.SetComputeMatrixParam(cs, HDShaderIDs._InvProjMatrix, projMatrix.inverse);
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cmd.SetComputeMatrixParam(cs, HDShaderIDs._NonJitteredViewProjMatrix, nonJitteredViewProjMatrix);
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cmd.SetComputeMatrixParam(cs, HDShaderIDs._ViewProjMatrix, viewProjMatrix);
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cmd.SetComputeMatrixParam(cs, HDShaderIDs._InvViewProjMatrix, viewProjMatrix.inverse);
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cmd.SetComputeVectorParam(cs, HDShaderIDs._InvProjParam, invProjParam);
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cmd.SetComputeVectorParam(cs, HDShaderIDs._ScreenSize, screenSize);
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cmd.SetComputeMatrixParam(cs, HDShaderIDs._PrevViewProjMatrix, prevViewProjMatrix);
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cmd.SetComputeVectorArrayParam(cs, HDShaderIDs._FrustumPlanes, frustumPlaneEquations);
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// Copy values set by Unity which are not configured in scripts.
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cmd.SetComputeVectorParam(cs, HDShaderIDs.unity_OrthoParams, Shader.GetGlobalVector(HDShaderIDs.unity_OrthoParams));
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cmd.SetComputeVectorParam(cs, HDShaderIDs._ProjectionParams, Shader.GetGlobalVector(HDShaderIDs._ProjectionParams));
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cmd.SetComputeVectorParam(cs, HDShaderIDs._ScreenParams, Shader.GetGlobalVector(HDShaderIDs._ScreenParams));
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cmd.SetComputeVectorParam(cs, HDShaderIDs._ZBufferParams, Shader.GetGlobalVector(HDShaderIDs._ZBufferParams));
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cmd.SetComputeVectorParam(cs, HDShaderIDs._WorldSpaceCameraPos, Shader.GetGlobalVector(HDShaderIDs._WorldSpaceCameraPos));
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}
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}
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}
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