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499 行
19 KiB
499 行
19 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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[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 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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}
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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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}
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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 partial class HDRenderPipeline : RenderPipeline
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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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VolumetricLightingPreset m_VolumetricLightingPreset
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{ get { return (VolumetricLightingPreset)Math.Min(ShaderConfig.s_VolumetricLightingPreset, (int)VolumetricLightingPreset.Count); } }
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ComputeShader m_VolumetricLightingCS { get { return m_Asset.renderPipelineResources.volumetricLightingCS; } }
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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 int k_VBufferCount = 3; // 0 and 1 - history (prev) and feedback (next), 2 - integral (curr)
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RenderTexture[] m_VBufferLighting = null;
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RenderTargetIdentifier[] m_VBufferLightingRT = null;
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int m_ViewCount = 0;
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int[] m_ViewIdArray = new int[8];
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int ViewOffsetFromViewId(int viewId)
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{
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int viewOffset = -1;
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Debug.Assert(m_ViewCount == 0 || m_ViewIdArray != null);
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for (int i = 0; i < m_ViewCount; i++)
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{
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if (m_ViewIdArray[i] == viewId)
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{
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viewOffset = i;
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}
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}
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return viewOffset;
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}
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public 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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public 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 128;
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case VolumetricLightingPreset.Ultra:
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return 256;
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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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Vector2 ComputeVBufferResolutionAndScale(float screenWidth, float 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(m_VolumetricLightingPreset);
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// Ceil(ScreenSize / TileSize).
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w = ((int)screenWidth + t - 1) / t;
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h = ((int)screenHeight + t - 1) / t;
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d = ComputeVBufferSliceCount(m_VolumetricLightingPreset);
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return new Vector2(screenWidth / (w * t), screenHeight / (h * t));
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}
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void ResizeVBuffer(int viewId, int screenWidth, int screenHeight)
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{
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int viewOffset = ViewOffsetFromViewId(viewId);
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if (viewOffset >= 0)
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{
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// Found, check resolution.
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int w = 0, h = 0, d = 0;
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ComputeVBufferResolutionAndScale(screenWidth, screenHeight, ref w, ref h, ref d);
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Debug.Assert(m_VBufferLighting != null);
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Debug.Assert(m_VBufferLighting.Length >= (viewOffset + 1) * k_VBufferCount);
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Debug.Assert(m_VBufferLighting[viewOffset * k_VBufferCount] != null);
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if (w == m_VBufferLighting[viewOffset * k_VBufferCount].width &&
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h == m_VBufferLighting[viewOffset * k_VBufferCount].height &&
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d == m_VBufferLighting[viewOffset * k_VBufferCount].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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// Otherwise, we have to recreate the VBuffer.
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CreateVBuffer(viewId, screenWidth, screenHeight);
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}
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void CreateVBuffer(int viewId, int screenWidth, int screenHeight)
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{
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// Clean up first.
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DestroyVBuffer(viewId);
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int viewOffset = ViewOffsetFromViewId(viewId);
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if (viewOffset < 0)
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{
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// Not found. Push back.
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viewOffset = m_ViewCount++;
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Debug.Assert(viewOffset < 8);
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m_ViewIdArray[viewOffset] = viewId;
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if (m_VBufferLighting == null)
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{
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// Lazy initialize.
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m_VBufferLighting = new RenderTexture[k_VBufferCount];
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m_VBufferLightingRT = new RenderTargetIdentifier[k_VBufferCount];
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}
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else if (m_VBufferLighting.Length < m_ViewCount * k_VBufferCount)
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{
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// Grow by reallocation and copy.
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RenderTexture[] newArray = new RenderTexture[m_ViewCount * k_VBufferCount];
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RenderTargetIdentifier[] newArrayRT = new RenderTargetIdentifier[m_ViewCount * k_VBufferCount];
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for (int i = 0, n = m_VBufferLighting.Length; i < n; i++)
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{
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newArray[i] = m_VBufferLighting[i];
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newArrayRT[i] = m_VBufferLightingRT[i];
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}
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// Reassign and release memory.
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m_VBufferLighting = newArray;
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m_VBufferLightingRT = newArrayRT;
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}
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}
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Debug.Assert(m_VBufferLighting != null);
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int w = 0, h = 0, d = 0;
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ComputeVBufferResolutionAndScale(screenWidth, screenHeight, ref w, ref h, ref d);
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for (int i = viewOffset * k_VBufferCount,
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n = viewOffset * k_VBufferCount + k_VBufferCount; i < n; i++)
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{
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m_VBufferLighting[i] = new RenderTexture(w, h, 0, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear);
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m_VBufferLighting[i].filterMode = FilterMode.Trilinear; // Custom
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m_VBufferLighting[i].dimension = TextureDimension.Tex3D; // TODO: request the thick 3D tiling layout
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m_VBufferLighting[i].volumeDepth = d;
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m_VBufferLighting[i].enableRandomWrite = true;
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m_VBufferLighting[i].Create();
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m_VBufferLightingRT[i] = new RenderTargetIdentifier(m_VBufferLighting[i]);
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}
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}
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void DestroyVBuffer(int viewId)
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{
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int viewOffset = ViewOffsetFromViewId(viewId);
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if (viewOffset < 0)
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{
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// Not found.
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return;
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}
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int lastOffset = m_ViewCount - 1;
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Debug.Assert(lastOffset >= 0);
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if (m_VBufferLighting != null)
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{
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Debug.Assert(m_VBufferLighting.Length >= m_ViewCount * k_VBufferCount);
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for (int i = 0; i < k_VBufferCount; i++)
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{
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int viewBuffer = viewOffset * k_VBufferCount + i;
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int lastBuffer = lastOffset * k_VBufferCount + i;
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// Release the memory.
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if (m_VBufferLighting[viewBuffer] != null)
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{
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m_VBufferLighting[viewBuffer].Release();
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}
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// Swap with the last element.
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m_VBufferLighting[viewBuffer] = m_VBufferLighting[lastBuffer];
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m_VBufferLightingRT[viewBuffer] = m_VBufferLightingRT[lastBuffer];
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}
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}
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// Swap with the last element and shrink the array.
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m_ViewIdArray[viewOffset] = m_ViewIdArray[lastOffset];
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m_ViewCount--;
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}
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// Uses a logarithmic depth encoding.
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// Near plane: depth = 0; far plane: depth = 1.
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// x = n, y = log2(f/n), z = 1/n, w = 1/log2(f/n).
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public static Vector4 ComputeLogarithmicDepthEncodingParams(float nearPlane, float farPlane)
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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 = n;
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depthParams.y = Mathf.Log(f / n, 2);
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depthParams.z = 1.0f / depthParams.x;
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depthParams.w = 1.0f / depthParams.y;
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return depthParams;
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}
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// Returns NULL if a global fog component does not exist, or is not enabled.
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public static HomogeneousFog GetGlobalFogComponent()
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{
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HomogeneousFog globalFogComponent = null;
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HomogeneousFog[] fogComponents = Object.FindObjectsOfType(typeof(HomogeneousFog)) as HomogeneousFog[];
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foreach (HomogeneousFog fogComponent in fogComponents)
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{
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if (fogComponent.enabled && fogComponent.volumeParameters.IsVolumeUnbounded())
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{
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globalFogComponent = fogComponent;
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break;
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}
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}
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return globalFogComponent;
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}
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RenderTargetIdentifier GetVBufferLightingHistory(int viewOffset) // From the previous frame
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{
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return m_VBufferLightingRT[viewOffset * k_VBufferCount + ((Time.renderedFrameCount + 0) & 1)]; // Does not work in the Scene view
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}
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RenderTargetIdentifier GetVBufferLightingFeedback(int viewOffset) // For the next frame
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{
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return m_VBufferLightingRT[viewOffset * k_VBufferCount + ((Time.renderedFrameCount + 1) & 1)]; // Does not work in the Scene view
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}
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RenderTargetIdentifier GetVBufferLightingIntegral(int viewOffset) // Of the current frame
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{
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return m_VBufferLightingRT[viewOffset * k_VBufferCount + 2];
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}
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public void SetVolumetricLightingData(HDCamera camera, CommandBuffer cmd)
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{
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HomogeneousFog globalFogComponent = 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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cmd.SetGlobalVector(HDShaderIDs._GlobalFog_Scattering, globalFogProperties.scattering);
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cmd.SetGlobalFloat( HDShaderIDs._GlobalFog_Extinction, globalFogProperties.extinction);
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int w = 0, h = 0, d = 0;
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Vector2 scale = ComputeVBufferResolutionAndScale(camera.screenSize.x, camera.screenSize.y, ref w, ref h, ref d);
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int viewId = camera.camera.GetInstanceID();
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int viewOffset = ViewOffsetFromViewId(viewId);
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Debug.Assert(viewOffset >= 0 && viewOffset < 8);
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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));
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cmd.SetGlobalTexture(HDShaderIDs._VBufferLighting, GetVBufferLightingIntegral(viewOffset));
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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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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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void VolumetricLightingPass(HDCamera camera, CommandBuffer cmd)
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{
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if (m_VolumetricLightingPreset == VolumetricLightingPreset.Off) return;
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using (new ProfilingSample(cmd, "Volumetric Lighting"))
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{
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int viewId = camera.camera.GetInstanceID(); // Warning: different views can use the same camera
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int viewOffset = ViewOffsetFromViewId(viewId);
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Debug.Assert(viewOffset >= 0 && viewOffset < 8);
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if (GetGlobalFogComponent() == 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 = m_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(camera.screenSize.x, 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.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._VBufferLightingHistory, GetVBufferLightingHistory(viewOffset)); // Read
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cmd.SetComputeTextureParam(m_VolumetricLightingCS, kernel, HDShaderIDs._VBufferLightingFeedback, GetVBufferLightingFeedback(viewOffset)); // Write
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cmd.SetComputeTextureParam(m_VolumetricLightingCS, kernel, HDShaderIDs._VBufferLightingIntegral, GetVBufferLightingIntegral(viewOffset)); // Write
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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 HDRenderPipeline
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} // namespace UnityEngine.Experimental.Rendering.HDPipeline
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