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131 行
5.4 KiB
131 行
5.4 KiB
using System;
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using UnityEngine.Rendering;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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// Currently PreIntegratedFGD only have GGX, if we add another case convert it to a textureArray (like LTCArea)
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public partial class PreIntegratedFGD
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{
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static PreIntegratedFGD s_Instance;
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public static PreIntegratedFGD instance
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{
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get
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{
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if (s_Instance == null)
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s_Instance = new PreIntegratedFGD();
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return s_Instance;
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}
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}
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public enum FGDIndex
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{
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FGD_GGXAndDisneyDiffuse = 0,
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FGD_CharlieAndClothLambert = 1,
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Count = 2
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}
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bool[] m_isInit = new bool[(int)FGDIndex.Count];
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int[] m_refCounting = new int[(int)FGDIndex.Count];
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Material[] m_PreIntegratedFGDMaterial = new Material[(int)FGDIndex.Count];
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RenderTexture[] m_PreIntegratedFGD = new RenderTexture[(int)FGDIndex.Count];
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PreIntegratedFGD()
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{
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for (int i = 0; i < (int)FGDIndex.Count; ++i)
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{
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m_isInit[i] = false;
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m_refCounting[i] = 0;
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}
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}
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public void Build(FGDIndex index)
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{
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Debug.Assert(index != FGDIndex.Count);
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Debug.Assert(m_refCounting[(int)index] >= 0);
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if (m_refCounting[(int)index] == 0)
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{
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var hdrp = GraphicsSettings.renderPipelineAsset as HDRenderPipelineAsset;
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switch(index)
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{
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case FGDIndex.FGD_GGXAndDisneyDiffuse:
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m_PreIntegratedFGDMaterial[(int)index] = CoreUtils.CreateEngineMaterial(hdrp.renderPipelineResources.preIntegratedFGD_GGXDisneyDiffuse);
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m_PreIntegratedFGD[(int)index] = new RenderTexture(128, 128, 0, RenderTextureFormat.ARGB2101010, RenderTextureReadWrite.Linear);
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m_PreIntegratedFGD[(int)index].hideFlags = HideFlags.HideAndDontSave;
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m_PreIntegratedFGD[(int)index].filterMode = FilterMode.Bilinear;
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m_PreIntegratedFGD[(int)index].wrapMode = TextureWrapMode.Clamp;
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m_PreIntegratedFGD[(int)index].name = CoreUtils.GetRenderTargetAutoName(128, 128, 1, RenderTextureFormat.ARGB2101010, "preIntegratedFGD_GGXDisneyDiffuse");
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m_PreIntegratedFGD[(int)index].Create();
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break;
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case FGDIndex.FGD_CharlieAndClothLambert:
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m_PreIntegratedFGDMaterial[(int)index] = CoreUtils.CreateEngineMaterial(hdrp.renderPipelineResources.preIntegratedFGD_CharlieClothLambert);
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m_PreIntegratedFGD[(int)index] = new RenderTexture(128, 128, 0, RenderTextureFormat.ARGB2101010, RenderTextureReadWrite.Linear);
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m_PreIntegratedFGD[(int)index].hideFlags = HideFlags.HideAndDontSave;
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m_PreIntegratedFGD[(int)index].filterMode = FilterMode.Bilinear;
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m_PreIntegratedFGD[(int)index].wrapMode = TextureWrapMode.Clamp;
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m_PreIntegratedFGD[(int)index].name = CoreUtils.GetRenderTargetAutoName(128, 128, 1, RenderTextureFormat.ARGB2101010, "preIntegratedFGD_CharlieClothLambert");
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m_PreIntegratedFGD[(int)index].Create();
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break;
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default:
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break;
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}
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m_isInit[(int)index] = false;
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}
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m_refCounting[(int)index]++;
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}
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public void RenderInit(FGDIndex index, CommandBuffer cmd)
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{
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// Here we have to test IsCreated because in some circumstances (like loading RenderDoc), the texture is internally destroyed but we don't know from C# side.
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// In this case IsCreated will return false, allowing us to re-render the texture (setting the texture as current RT during DrawFullScreen will automatically re-create it internally)
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if (m_isInit[(int)index] && m_PreIntegratedFGD[(int)index].IsCreated())
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return;
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using (new ProfilingSample(cmd, "PreIntegratedFGD Material Generation"))
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{
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CoreUtils.DrawFullScreen(cmd, m_PreIntegratedFGDMaterial[(int)index], new RenderTargetIdentifier(m_PreIntegratedFGD[(int)index]));
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}
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m_isInit[(int)index] = true;
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}
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public void Cleanup(FGDIndex index)
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{
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m_refCounting[(int)index]--;
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if (m_refCounting[(int)index] == 0)
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{
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CoreUtils.Destroy(m_PreIntegratedFGDMaterial[(int)index]);
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CoreUtils.Destroy(m_PreIntegratedFGD[(int)index]);
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m_isInit[(int)index] = false;
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}
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Debug.Assert(m_refCounting[(int)index] >= 0);
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}
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public void Bind(FGDIndex index)
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{
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switch (index)
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{
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case FGDIndex.FGD_GGXAndDisneyDiffuse:
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Shader.SetGlobalTexture(HDShaderIDs._PreIntegratedFGD_GGXDisneyDiffuse, m_PreIntegratedFGD[(int)index]);
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break;
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case FGDIndex.FGD_CharlieAndClothLambert:
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Shader.SetGlobalTexture(HDShaderIDs._PreIntegratedFGD_CharlieAndCloth, m_PreIntegratedFGD[(int)index]);
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break;
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default:
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break;
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}
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}
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}
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}
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