您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
131 行
5.4 KiB
131 行
5.4 KiB
using System;
|
|
using UnityEngine.Rendering;
|
|
|
|
namespace UnityEngine.Experimental.Rendering.HDPipeline
|
|
{
|
|
// Currently PreIntegratedFGD only have GGX, if we add another case convert it to a textureArray (like LTCArea)
|
|
public partial class PreIntegratedFGD
|
|
{
|
|
static PreIntegratedFGD s_Instance;
|
|
|
|
public static PreIntegratedFGD instance
|
|
{
|
|
get
|
|
{
|
|
if (s_Instance == null)
|
|
s_Instance = new PreIntegratedFGD();
|
|
|
|
return s_Instance;
|
|
}
|
|
}
|
|
|
|
public enum FGDIndex
|
|
{
|
|
FGD_GGXAndDisneyDiffuse = 0,
|
|
FGD_CharlieAndFabricLambert = 1,
|
|
Count = 2
|
|
}
|
|
|
|
bool[] m_isInit = new bool[(int)FGDIndex.Count];
|
|
int[] m_refCounting = new int[(int)FGDIndex.Count];
|
|
|
|
Material[] m_PreIntegratedFGDMaterial = new Material[(int)FGDIndex.Count];
|
|
RenderTexture[] m_PreIntegratedFGD = new RenderTexture[(int)FGDIndex.Count];
|
|
|
|
PreIntegratedFGD()
|
|
{
|
|
for (int i = 0; i < (int)FGDIndex.Count; ++i)
|
|
{
|
|
m_isInit[i] = false;
|
|
m_refCounting[i] = 0;
|
|
}
|
|
}
|
|
|
|
public void Build(FGDIndex index)
|
|
{
|
|
Debug.Assert(index != FGDIndex.Count);
|
|
Debug.Assert(m_refCounting[(int)index] >= 0);
|
|
|
|
if (m_refCounting[(int)index] == 0)
|
|
{
|
|
var hdrp = GraphicsSettings.renderPipelineAsset as HDRenderPipelineAsset;
|
|
switch(index)
|
|
{
|
|
case FGDIndex.FGD_GGXAndDisneyDiffuse:
|
|
m_PreIntegratedFGDMaterial[(int)index] = CoreUtils.CreateEngineMaterial(hdrp.renderPipelineResources.preIntegratedFGD_GGXDisneyDiffuse);
|
|
m_PreIntegratedFGD[(int)index] = new RenderTexture(128, 128, 0, RenderTextureFormat.ARGB2101010, RenderTextureReadWrite.Linear);
|
|
m_PreIntegratedFGD[(int)index].hideFlags = HideFlags.HideAndDontSave;
|
|
m_PreIntegratedFGD[(int)index].filterMode = FilterMode.Bilinear;
|
|
m_PreIntegratedFGD[(int)index].wrapMode = TextureWrapMode.Clamp;
|
|
m_PreIntegratedFGD[(int)index].name = CoreUtils.GetRenderTargetAutoName(128, 128, 1, RenderTextureFormat.ARGB2101010, "preIntegratedFGD_GGXDisneyDiffuse");
|
|
m_PreIntegratedFGD[(int)index].Create();
|
|
break;
|
|
|
|
case FGDIndex.FGD_CharlieAndFabricLambert:
|
|
m_PreIntegratedFGDMaterial[(int)index] = CoreUtils.CreateEngineMaterial(hdrp.renderPipelineResources.preIntegratedFGD_CharlieFabricLambert);
|
|
m_PreIntegratedFGD[(int)index] = new RenderTexture(128, 128, 0, RenderTextureFormat.ARGB2101010, RenderTextureReadWrite.Linear);
|
|
m_PreIntegratedFGD[(int)index].hideFlags = HideFlags.HideAndDontSave;
|
|
m_PreIntegratedFGD[(int)index].filterMode = FilterMode.Bilinear;
|
|
m_PreIntegratedFGD[(int)index].wrapMode = TextureWrapMode.Clamp;
|
|
m_PreIntegratedFGD[(int)index].name = CoreUtils.GetRenderTargetAutoName(128, 128, 1, RenderTextureFormat.ARGB2101010, "preIntegratedFGD_CharlieFabricLambert");
|
|
m_PreIntegratedFGD[(int)index].Create();
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
m_isInit[(int)index] = false;
|
|
}
|
|
|
|
m_refCounting[(int)index]++;
|
|
}
|
|
|
|
public void RenderInit(FGDIndex index, CommandBuffer cmd)
|
|
{
|
|
// 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.
|
|
// 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)
|
|
if (m_isInit[(int)index] && m_PreIntegratedFGD[(int)index].IsCreated())
|
|
return;
|
|
|
|
using (new ProfilingSample(cmd, "PreIntegratedFGD Material Generation"))
|
|
{
|
|
CoreUtils.DrawFullScreen(cmd, m_PreIntegratedFGDMaterial[(int)index], new RenderTargetIdentifier(m_PreIntegratedFGD[(int)index]));
|
|
}
|
|
|
|
m_isInit[(int)index] = true;
|
|
}
|
|
|
|
public void Cleanup(FGDIndex index)
|
|
{
|
|
m_refCounting[(int)index]--;
|
|
|
|
if (m_refCounting[(int)index] == 0)
|
|
{
|
|
CoreUtils.Destroy(m_PreIntegratedFGDMaterial[(int)index]);
|
|
CoreUtils.Destroy(m_PreIntegratedFGD[(int)index]);
|
|
|
|
m_isInit[(int)index] = false;
|
|
}
|
|
|
|
Debug.Assert(m_refCounting[(int)index] >= 0);
|
|
}
|
|
|
|
public void Bind(FGDIndex index)
|
|
{
|
|
switch (index)
|
|
{
|
|
case FGDIndex.FGD_GGXAndDisneyDiffuse:
|
|
Shader.SetGlobalTexture(HDShaderIDs._PreIntegratedFGD_GGXDisneyDiffuse, m_PreIntegratedFGD[(int)index]);
|
|
break;
|
|
|
|
case FGDIndex.FGD_CharlieAndFabricLambert:
|
|
Shader.SetGlobalTexture(HDShaderIDs._PreIntegratedFGD_CharlieAndFabric, m_PreIntegratedFGD[(int)index]);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|