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13 KiB

using UnityEngine.Rendering;
using System;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
internal class SkyRenderingContext
{
IBLFilterGGX m_IBLFilterGGX;
SkySettings m_SkySettings;
SkyRenderer m_Renderer;
RenderTexture m_SkyboxCubemapRT;
RenderTexture m_SkyboxGGXCubemapRT;
RenderTexture m_SkyboxMarginalRowCdfRT;
RenderTexture m_SkyboxConditionalCdfRT;
Vector4 m_CubemapScreenSize;
Matrix4x4[] m_facePixelCoordToViewDirMatrices = new Matrix4x4[6];
Matrix4x4[] m_faceCameraInvViewProjectionMatrix = new Matrix4x4[6];
BuiltinSkyParameters m_BuiltinParameters = new BuiltinSkyParameters();
int m_SkyParametersHash = -1;
float m_CurrentUpdateTime = 0.0f;
int m_UpdatedFramesRequired = 1; // The first frame after the scene load is currently not rendered correctly
bool m_SupportsConvolution = false;
public RenderTexture cubemapRT { get { return m_SkyboxCubemapRT; } }
public Texture reflectionTexture { get { return m_SkyboxGGXCubemapRT; } }
public SkySettings skySettings
{
get { return m_SkySettings; }
set
{
if (m_SkySettings == value)
return;
if (m_Renderer != null)
{
m_Renderer.Cleanup();
m_Renderer = null;
}
m_SkyParametersHash = -1;
m_SkySettings = value;
m_UpdatedFramesRequired = 1;
if (value != null)
{
m_Renderer = value.GetRenderer();
m_Renderer.Build();
}
}
}
public SkyRenderer renderer { get { return m_Renderer; } }
public SkyRenderingContext(bool supportsConvolution, IBLFilterGGX filterGGX)
{
m_SupportsConvolution = supportsConvolution;
m_IBLFilterGGX = filterGGX;
}
public void RebuildTextures()
{
int resolution = 256;
bool useMIS = false;
// Parameters not set yet. We need them for the resolution.
if (skySettings != null)
{
resolution = (int)skySettings.resolution.value;
useMIS = skySettings.useMIS;
}
bool updateNeeded = m_SkyboxCubemapRT == null || (m_SkyboxCubemapRT.width != resolution);
// Cleanup first if needed
if(updateNeeded)
{
CoreUtils.Destroy(m_SkyboxCubemapRT);
CoreUtils.Destroy(m_SkyboxGGXCubemapRT);
m_SkyboxCubemapRT = null;
m_SkyboxGGXCubemapRT = null;
}
if (!useMIS && (m_SkyboxConditionalCdfRT != null))
{
CoreUtils.Destroy(m_SkyboxConditionalCdfRT);
CoreUtils.Destroy(m_SkyboxMarginalRowCdfRT);
m_SkyboxConditionalCdfRT = null;
m_SkyboxMarginalRowCdfRT = null;
}
// Reallocate everything
if (m_SkyboxCubemapRT == null)
{
m_SkyboxCubemapRT = new RenderTexture(resolution, resolution, 0, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear)
{
dimension = TextureDimension.Cube,
useMipMap = true,
autoGenerateMips = false, // We will generate regular mipmap for filtered importance sampling manually
filterMode = FilterMode.Trilinear
};
m_SkyboxCubemapRT.Create();
}
if (m_SkyboxGGXCubemapRT == null && m_SupportsConvolution)
{
m_SkyboxGGXCubemapRT = new RenderTexture(resolution, resolution, 0, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear)
{
dimension = TextureDimension.Cube,
useMipMap = true,
autoGenerateMips = false,
filterMode = FilterMode.Trilinear
};
m_SkyboxGGXCubemapRT.Create();
}
if (useMIS && (m_SkyboxConditionalCdfRT == null))
{
// Temporary, it should be dependent on the sky resolution
int width = (int)LightSamplingParameters.TextureWidth;
int height = (int)LightSamplingParameters.TextureHeight;
// + 1 because we store the value of the integral of the cubemap at the end of the texture.
m_SkyboxMarginalRowCdfRT = new RenderTexture(height + 1, 1, 0, RenderTextureFormat.RFloat, RenderTextureReadWrite.Linear)
{
useMipMap = false,
autoGenerateMips = false,
enableRandomWrite = true,
filterMode = FilterMode.Point
};
m_SkyboxMarginalRowCdfRT.Create();
// TODO: switch the format to R16 (once it's available) to save some bandwidth.
m_SkyboxConditionalCdfRT = new RenderTexture(width, height, 0, RenderTextureFormat.RFloat, RenderTextureReadWrite.Linear)
{
useMipMap = false,
autoGenerateMips = false,
enableRandomWrite = true,
filterMode = FilterMode.Point
};
m_SkyboxConditionalCdfRT.Create();
}
m_CubemapScreenSize = new Vector4((float)resolution, (float)resolution, 1.0f / (float)resolution, 1.0f / (float)resolution);
if(updateNeeded)
{
m_UpdatedFramesRequired = 1; // Special case. Even if update mode is set to OnDemand, we need to regenerate the environment after destroying the texture.
RebuildSkyMatrices(resolution);
}
}
public void RebuildSkyMatrices(int resolution)
{
var cubeProj = Matrix4x4.Perspective(90.0f, 1.0f, 0.01f, 1.0f);
for (int i = 0; i < 6; ++i)
{
var lookAt = Matrix4x4.LookAt(Vector3.zero, CoreUtils.lookAtList[i], CoreUtils.upVectorList[i]);
var worldToView = lookAt * Matrix4x4.Scale(new Vector3(1.0f, 1.0f, -1.0f)); // Need to scale -1.0 on Z to match what is being done in the camera.wolrdToCameraMatrix API. ...
m_facePixelCoordToViewDirMatrices[i] = HDUtils.ComputePixelCoordToWorldSpaceViewDirectionMatrix(0.5f * Mathf.PI, m_CubemapScreenSize, worldToView, true);
m_faceCameraInvViewProjectionMatrix[i] = HDUtils.GetViewProjectionMatrix(lookAt, cubeProj).inverse;
}
}
public bool IsValid()
{
return m_Renderer != null && m_Renderer.IsValid();
}
public void Cleanup()
{
CoreUtils.Destroy(m_SkyboxCubemapRT);
CoreUtils.Destroy(m_SkyboxGGXCubemapRT);
CoreUtils.Destroy(m_SkyboxMarginalRowCdfRT);
CoreUtils.Destroy(m_SkyboxConditionalCdfRT);
if (m_Renderer != null)
m_Renderer.Cleanup();
}
void RenderSkyToCubemap()
{
for (int i = 0; i < 6; ++i)
{
m_BuiltinParameters.pixelCoordToViewDirMatrix = m_facePixelCoordToViewDirMatrices[i];
m_BuiltinParameters.invViewProjMatrix = m_faceCameraInvViewProjectionMatrix[i];
m_BuiltinParameters.colorBuffer = m_SkyboxCubemapRT;
m_BuiltinParameters.depthBuffer = BuiltinSkyParameters.nullRT;
CoreUtils.SetRenderTarget(m_BuiltinParameters.commandBuffer, m_SkyboxCubemapRT, ClearFlag.None, 0, (CubemapFace)i);
m_Renderer.RenderSky(m_BuiltinParameters, true);
}
// Generate mipmap for our cubemap
Debug.Assert(m_SkyboxCubemapRT.autoGenerateMips == false);
m_BuiltinParameters.commandBuffer.GenerateMips(m_SkyboxCubemapRT);
}
void RenderCubemapGGXConvolution()
{
using (new ProfilingSample(m_BuiltinParameters.commandBuffer, "Update Env: GGX Convolution"))
{
if (skySettings.useMIS)
m_IBLFilterGGX.FilterCubemapMIS(m_BuiltinParameters.commandBuffer, m_SkyboxCubemapRT, m_SkyboxGGXCubemapRT, m_SkyboxConditionalCdfRT, m_SkyboxMarginalRowCdfRT);
else
m_IBLFilterGGX.FilterCubemap(m_BuiltinParameters.commandBuffer, m_SkyboxCubemapRT, m_SkyboxGGXCubemapRT);
}
}
public bool UpdateEnvironment(HDCamera camera, Light sunLight, bool updateRequired, CommandBuffer cmd)
{
bool result = false;
if (IsValid())
{
m_CurrentUpdateTime += Time.deltaTime;
m_BuiltinParameters.commandBuffer = cmd;
m_BuiltinParameters.sunLight = sunLight;
m_BuiltinParameters.screenSize = m_CubemapScreenSize;
m_BuiltinParameters.cameraPosWS = camera.camera.transform.position;
int sunHash = 0;
if (sunLight != null)
sunHash = (sunLight.GetHashCode() * 23 + sunLight.transform.position.GetHashCode()) * 23 + sunLight.transform.rotation.GetHashCode();
int skyHash = sunHash * 23 + m_SkySettings.GetHashCode();
bool forceUpdate = (updateRequired || m_UpdatedFramesRequired > 0);
if (forceUpdate ||
(m_SkySettings.updateMode == EnvironementUpdateMode.OnChanged && skyHash != m_SkyParametersHash) ||
(m_SkySettings.updateMode == EnvironementUpdateMode.Realtime && m_CurrentUpdateTime > m_SkySettings.updatePeriod))
{
using (new ProfilingSample(cmd, "Sky Environment Pass"))
{
using (new ProfilingSample(cmd, "Update Env: Generate Lighting Cubemap"))
{
RenderSkyToCubemap();
}
if(m_SupportsConvolution)
{
using (new ProfilingSample(cmd, "Update Env: Convolve Lighting Cubemap"))
{
RenderCubemapGGXConvolution();
}
}
result = true;
m_SkyParametersHash = skyHash;
m_CurrentUpdateTime = 0.0f;
m_UpdatedFramesRequired--;
#if UNITY_EDITOR
// In the editor when we change the sky we want to make the GI dirty so when baking again the new sky is taken into account.
// Changing the hash of the rendertarget allow to say that GI is dirty
m_SkyboxCubemapRT.imageContentsHash = new Hash128((uint)m_SkySettings.GetHashCode(), 0, 0, 0);
#endif
}
}
}
else
{
if (m_SkyParametersHash != 0)
{
if(m_SupportsConvolution)
{
CoreUtils.ClearCubemap(cmd, m_SkyboxGGXCubemapRT, Color.black, true);
}
m_SkyParametersHash = 0;
result = true;
}
}
return result;
}
public void RenderSky(HDCamera camera, Light sunLight, RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthBuffer, CommandBuffer cmd)
{
if (IsValid())
{
using (new ProfilingSample(cmd, "Sky Pass"))
{
m_BuiltinParameters.commandBuffer = cmd;
m_BuiltinParameters.sunLight = sunLight;
m_BuiltinParameters.pixelCoordToViewDirMatrix = HDUtils.ComputePixelCoordToWorldSpaceViewDirectionMatrix(camera.camera.fieldOfView * Mathf.Deg2Rad, camera.screenSize, camera.viewMatrix, false);
m_BuiltinParameters.invViewProjMatrix = camera.viewProjMatrix.inverse;
m_BuiltinParameters.screenSize = camera.screenSize;
m_BuiltinParameters.cameraPosWS = camera.camera.transform.position;
m_BuiltinParameters.colorBuffer = colorBuffer;
m_BuiltinParameters.depthBuffer = depthBuffer;
m_Renderer.SetRenderTargets(m_BuiltinParameters);
m_Renderer.RenderSky(m_BuiltinParameters, false);
}
}
}
}
}