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576 行
25 KiB
576 行
25 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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using UnityEngine.XR;
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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 worldSpaceCameraPos;
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public float detViewMatrix;
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public Vector4 screenSize;
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public Frustum frustum;
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public Vector4[] frustumPlaneEquations;
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public Camera camera;
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public uint taaFrameIndex;
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public Vector2 taaFrameRotation;
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public Vector4 zBufferParams;
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public Vector4 unity_OrthoParams;
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public Vector4 projectionParams;
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public Vector4 screenParams;
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public VolumetricLightingSystem.VBufferParameters[] vBufferParams; // Double-buffered
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public PostProcessRenderContext postprocessRenderContext;
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public Matrix4x4[] viewMatrixStereo;
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public Matrix4x4[] projMatrixStereo;
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public Vector4 centerEyeTranslationOffset;
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// Non oblique projection matrix (RHS)
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public Matrix4x4 nonObliqueProjMatrix
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{
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get
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{
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return m_AdditionalCameraData != null
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? m_AdditionalCameraData.GetNonObliqueProjection(camera)
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: GeometryUtils.CalculateProjectionMatrix(camera);
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}
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}
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// This is the size actually used for this camera (as it can be altered by VR for example)
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int m_ActualWidth;
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int m_ActualHeight;
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// This is the scale of the camera viewport compared to the reference size of our Render Targets (RTHandle.maxSize)
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Vector2 m_ViewportScaleCurrentFrame;
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Vector2 m_ViewportScalePreviousFrame;
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// Current mssa sample
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MSAASamples m_msaaSamples;
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FrameSettings m_frameSettings;
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public int actualWidth { get { return m_ActualWidth; } }
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public int actualHeight { get { return m_ActualHeight; } }
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public Vector2 viewportScale { get { return m_ViewportScaleCurrentFrame; } }
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public Vector4 doubleBufferedViewportScale { get { return new Vector4(m_ViewportScaleCurrentFrame.x, m_ViewportScaleCurrentFrame.y, m_ViewportScalePreviousFrame.x, m_ViewportScalePreviousFrame.y); } }
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public MSAASamples msaaSamples { get { return m_msaaSamples; } }
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public FrameSettings frameSettings { get { return m_frameSettings; } }
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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 Matrix4x4 GetViewProjMatrixStereo(uint eyeIndex)
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{
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return (projMatrixStereo[eyeIndex] * viewMatrixStereo[eyeIndex]);
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}
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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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public bool isFirstFrame { get; private set; }
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// Ref: An Efficient Depth Linearization Method for Oblique View Frustums, Eq. 6.
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// TODO: pass this as "_ZBufferParams" if the projection matrix is oblique.
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public Vector4 invProjParam
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{
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get
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{
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var p = projMatrix;
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return new Vector4(
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p.m20 / (p.m00 * p.m23),
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p.m21 / (p.m11 * p.m23),
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-1f / p.m23,
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(-p.m22 + p.m20 * p.m02 / p.m00 + p.m21 * p.m12 / p.m11) / p.m23
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);
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}
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}
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// View-projection matrix from the previous frame (non-jittered).
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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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public bool clearDepth
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{
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get { return m_AdditionalCameraData != null ? m_AdditionalCameraData.clearDepth : camera.clearFlags != CameraClearFlags.Nothing; }
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}
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public HDAdditionalCameraData.ClearColorMode clearColorMode
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{
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get
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{
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if (m_AdditionalCameraData != null)
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{
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return m_AdditionalCameraData.clearColorMode;
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}
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if (camera.clearFlags == CameraClearFlags.Skybox)
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return HDAdditionalCameraData.ClearColorMode.Sky;
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else if (camera.clearFlags == CameraClearFlags.SolidColor)
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return HDAdditionalCameraData.ClearColorMode.BackgroundColor;
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else // None
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return HDAdditionalCameraData.ClearColorMode.None;
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}
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}
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public Color backgroundColorHDR
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{
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get
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{
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if (m_AdditionalCameraData != null)
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{
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return m_AdditionalCameraData.backgroundColorHDR;
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}
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// The scene view has no additional data so this will correctly pick the editor preference backround color here.
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return camera.backgroundColor.linear;
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}
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}
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static Dictionary<Camera, HDCamera> s_Cameras = new Dictionary<Camera, HDCamera>();
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static List<Camera> s_Cleanup = new List<Camera>(); // Recycled to reduce GC pressure
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HDAdditionalCameraData m_AdditionalCameraData;
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BufferedRTHandleSystem m_HistoryRTSystem = new BufferedRTHandleSystem();
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public HDCamera(Camera cam)
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{
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camera = cam;
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frustum = new Frustum();
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frustumPlaneEquations = new Vector4[6];
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viewMatrixStereo = new Matrix4x4[2];
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projMatrixStereo = new Matrix4x4[2];
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postprocessRenderContext = new PostProcessRenderContext();
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m_AdditionalCameraData = null; // Init in Update
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Reset();
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}
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// Pass all the systems that may want to update per-camera data here.
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// That way you will never update an HDCamera and forget to update the dependent system.
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public void Update(FrameSettings currentFrameSettings, PostProcessLayer postProcessLayer, VolumetricLightingSystem vlSys)
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{
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// store a shortcut on HDAdditionalCameraData (done here and not in the constructor as
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// we do'nt create HDCamera at every frame and user can change the HDAdditionalData later (Like when they create a new scene).
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m_AdditionalCameraData = camera.GetComponent<HDAdditionalCameraData>();
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m_frameSettings = currentFrameSettings;
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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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m_frameSettings.enablePostprocess;
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var nonJitteredCameraProj = camera.projectionMatrix;
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var 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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var gpuProj = GL.GetGPUProjectionMatrix(cameraProj, true); // Had to change this from 'false'
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var gpuView = camera.worldToCameraMatrix;
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var gpuNonJitteredProj = GL.GetGPUProjectionMatrix(nonJitteredCameraProj, true);
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// In stereo, this corresponds to the center eye position
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var pos = camera.transform.position;
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worldSpaceCameraPos = pos;
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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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var 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 (isFirstFrame)
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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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isFirstFrame = false;
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}
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taaFrameIndex = taaEnabled ? (uint)postProcessLayer.temporalAntialiasing.sampleIndex : 0;
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taaFrameRotation = new Vector2(Mathf.Sin(taaFrameIndex * (0.5f * Mathf.PI)),
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Mathf.Cos(taaFrameIndex * (0.5f * Mathf.PI)));
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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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detViewMatrix = viewMatrix.determinant;
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if (ShaderConfig.s_CameraRelativeRendering != 0)
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{
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Matrix4x4 cameraDisplacement = Matrix4x4.Translate(cameraPos - prevCameraPos); // Non-camera-relative positions
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prevViewProjMatrix *= cameraDisplacement; // Now prevViewProjMatrix correctly transforms this frame's camera-relative positionWS
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}
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float n = camera.nearClipPlane;
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float f = camera.farClipPlane;
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// Analyze the projection matrix.
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// p[2][3] = (reverseZ ? 1 : -1) * (depth_0_1 ? 1 : 2) * (f * n) / (f - n)
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float scale = projMatrix[2, 3] / (f * n) * (f - n);
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bool depth_0_1 = Mathf.Abs(scale) < 1.5f;
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bool reverseZ = scale > 0;
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bool flipProj = projMatrix.inverse.MultiplyPoint(new Vector3(0, 1, 0)).y < 0;
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// http://www.humus.name/temp/Linearize%20depth.txt
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if (reverseZ)
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{
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zBufferParams = new Vector4(-1 + f / n, 1, -1 / f + 1 / n, 1 / f);
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}
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else
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{
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zBufferParams = new Vector4(1 - f / n, f / n, 1 / f - 1 / n, 1 / n);
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}
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projectionParams = new Vector4(flipProj ? -1 : 1, n, f, 1.0f / f);
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float orthoHeight = camera.orthographic ? 2 * camera.orthographicSize : 0;
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float orthoWidth = orthoHeight * camera.aspect;
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unity_OrthoParams = new Vector4(orthoWidth, orthoHeight, 0, camera.orthographic ? 1 : 0);
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frustum = Frustum.Create(viewProjMatrix, depth_0_1, reverseZ);
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// Left, right, top, bottom, near, far.
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for (int i = 0; i < 6; i++)
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{
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frustumPlaneEquations[i] = new Vector4(frustum.planes[i].normal.x, frustum.planes[i].normal.y, frustum.planes[i].normal.z, frustum.planes[i].distance);
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}
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m_LastFrameActive = Time.frameCount;
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m_ActualWidth = camera.pixelWidth;
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m_ActualHeight = camera.pixelHeight;
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var screenWidth = m_ActualWidth;
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var screenHeight = m_ActualHeight;
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#if !UNITY_SWITCH
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if (m_frameSettings.enableStereo)
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{
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screenWidth = XRSettings.eyeTextureWidth;
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screenHeight = XRSettings.eyeTextureHeight;
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var xrDesc = XRSettings.eyeTextureDesc;
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m_ActualWidth = xrDesc.width;
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m_ActualHeight = xrDesc.height;
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ConfigureStereoMatrices();
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}
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#endif
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// Unfortunately sometime (like in the HDCameraEditor) HDUtils.hdrpSettings can be null because of scripts that change the current pipeline...
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m_msaaSamples = HDUtils.hdrpSettings != null ? HDUtils.hdrpSettings.msaaSampleCount : MSAASamples.None;
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RTHandles.SetReferenceSize(m_ActualWidth, m_ActualHeight, m_frameSettings.enableMSAA, m_msaaSamples);
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m_HistoryRTSystem.SetReferenceSize(m_ActualWidth, m_ActualHeight, m_frameSettings.enableMSAA, m_msaaSamples);
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m_HistoryRTSystem.Swap();
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int maxWidth = RTHandles.maxWidth;
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int maxHeight = RTHandles.maxHeight;
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m_ViewportScalePreviousFrame = m_ViewportScaleCurrentFrame; // Double-buffer
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m_ViewportScaleCurrentFrame.x = (float)m_ActualWidth / maxWidth;
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m_ViewportScaleCurrentFrame.y = (float)m_ActualHeight / maxHeight;
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screenSize = new Vector4(screenWidth, screenHeight, 1.0f / screenWidth, 1.0f / screenHeight);
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screenParams = new Vector4(screenSize.x, screenSize.y, 1 + screenSize.z, 1 + screenSize.w);
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if (vlSys != null)
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{
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vlSys.UpdatePerCameraData(this);
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}
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}
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// Stopgap method used to extract stereo combined matrix state.
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public void UpdateStereoDependentState(ref ScriptableCullingParameters cullingParams)
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{
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if (!m_frameSettings.enableStereo)
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return;
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// What constants in UnityPerPass need updating for stereo considerations?
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// _ViewProjMatrix - It is used directly for generating tesselation factors. This should be the same
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// across both eyes for consistency, and to keep shadow-generation eye-independent
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// _DetViewMatrix - Used for isFrontFace determination, should be the same for both eyes. There is the scenario
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// where there might be multi-eye sets that are divergent enough where this assumption is not valid,
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// but that's a future problem
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// _InvProjParam - Intention was for generating linear depths, but not currently used. Will need to be stereo-ized if
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// actually needed.
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// _FrustumPlanes - Also used for generating tesselation factors. Should be fine to use the combined stereo VP
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// to calculate frustum planes.
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// TODO: Would it be worth calculating my own combined view/proj matrix in Update?
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// In engine, we modify the view and proj matrices accordingly in order to generate the single cull
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// * Get the center eye view matrix, and pull it back to cover both eyes
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// * Generated an expanded projection matrix (one method - max bound of left/right proj matrices)
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// and move near/far planes to match near/far locations of proj matrices located at eyes.
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// I think using the cull matrices is valid, as long as I only use them for tess factors in shader.
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// Using them for other calculations (like light list generation) could be problematic.
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var stereoCombinedViewMatrix = cullingParams.cullStereoView;
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if (ShaderConfig.s_CameraRelativeRendering != 0)
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{
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// This is pulled back from the center eye, so set the offset
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var translation = stereoCombinedViewMatrix.GetColumn(3);
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translation += centerEyeTranslationOffset;
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stereoCombinedViewMatrix.SetColumn(3, translation);
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}
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viewMatrix = stereoCombinedViewMatrix;
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var stereoCombinedProjMatrix = cullingParams.cullStereoProj;
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projMatrix = GL.GetGPUProjectionMatrix(stereoCombinedProjMatrix, true);
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detViewMatrix = viewMatrix.determinant;
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frustum = Frustum.Create(viewProjMatrix, true, true);
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// Left, right, top, bottom, near, far.
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for (int i = 0; i < 6; i++)
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{
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frustumPlaneEquations[i] = new Vector4(frustum.planes[i].normal.x, frustum.planes[i].normal.y, frustum.planes[i].normal.z, frustum.planes[i].distance);
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}
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}
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void ConfigureStereoMatrices()
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{
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for (uint eyeIndex = 0; eyeIndex < 2; eyeIndex++)
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{
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viewMatrixStereo[eyeIndex] = camera.GetStereoViewMatrix((Camera.StereoscopicEye)eyeIndex);
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projMatrixStereo[eyeIndex] = camera.GetStereoProjectionMatrix((Camera.StereoscopicEye)eyeIndex);
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projMatrixStereo[eyeIndex] = GL.GetGPUProjectionMatrix(projMatrixStereo[eyeIndex], true);
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}
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if (ShaderConfig.s_CameraRelativeRendering != 0)
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{
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var leftTranslation = viewMatrixStereo[0].GetColumn(3);
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var rightTranslation = viewMatrixStereo[1].GetColumn(3);
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var centerTranslation = (leftTranslation + rightTranslation) / 2;
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var centerOffset = -centerTranslation;
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centerOffset.w = 0;
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// TODO: Grabbing the CenterEye transform would be preferable, but XRNode.CenterEye
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// doesn't always seem to be valid.
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for (uint eyeIndex = 0; eyeIndex < 2; eyeIndex++)
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{
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var translation = viewMatrixStereo[eyeIndex].GetColumn(3);
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translation += centerOffset;
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viewMatrixStereo[eyeIndex].SetColumn(3, translation);
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}
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centerEyeTranslationOffset = centerOffset;
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}
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// TODO: Fetch the single cull matrix stuff
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}
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// Warning: different views can use the same camera!
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public long GetViewID()
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{
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long viewID = camera.GetInstanceID();
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// Make it positive.
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viewID += (-(long)int.MinValue) + 1;
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return viewID;
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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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isFirstFrame = true;
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}
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// Will return NULL if the camera does not exist.
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public static HDCamera Get(Camera camera)
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{
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HDCamera hdCamera;
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if (!s_Cameras.TryGetValue(camera, out hdCamera))
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{
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hdCamera = null;
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}
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return hdCamera;
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}
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// Pass all the systems that may want to initialize per-camera data here.
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// That way you will never create an HDCamera and forget to initialize the data.
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public static HDCamera Create(Camera camera, VolumetricLightingSystem vlSys)
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{
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HDCamera hdCamera = new HDCamera(camera);
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s_Cameras.Add(camera, hdCamera);
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if (vlSys != null)
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{
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// Have to perform a NULL check here because the Reflection System internally allocates HDCameras.
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vlSys.InitializePerCameraData(hdCamera);
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}
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return hdCamera;
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}
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public static void ClearAll()
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{
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foreach (var cam in s_Cameras)
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cam.Value.ReleaseHistoryBuffer();
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s_Cameras.Clear();
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s_Cleanup.Clear();
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}
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// Look for any camera that hasn't been used in the last frame and remove them from 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 s_Cameras)
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{
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if (kvp.Value.m_LastFrameActive < frameCheck)
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s_Cleanup.Add(kvp.Key);
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}
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foreach (var cam in s_Cleanup)
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{
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var hdCam = s_Cameras[cam];
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if (hdCam.m_HistoryRTSystem != null)
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{
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hdCam.m_HistoryRTSystem.Dispose();
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hdCam.m_HistoryRTSystem = null;
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}
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s_Cameras.Remove(cam);
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}
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s_Cleanup.Clear();
|
|
}
|
|
|
|
// Set up UnityPerView CBuffer.
|
|
public void SetupGlobalParams(CommandBuffer cmd, float time, float lastTime, uint frameCount)
|
|
{
|
|
cmd.SetGlobalMatrix(HDShaderIDs._ViewMatrix, viewMatrix);
|
|
cmd.SetGlobalMatrix(HDShaderIDs._InvViewMatrix, viewMatrix.inverse);
|
|
cmd.SetGlobalMatrix(HDShaderIDs._ProjMatrix, projMatrix);
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|
cmd.SetGlobalMatrix(HDShaderIDs._InvProjMatrix, projMatrix.inverse);
|
|
cmd.SetGlobalMatrix(HDShaderIDs._ViewProjMatrix, viewProjMatrix);
|
|
cmd.SetGlobalMatrix(HDShaderIDs._InvViewProjMatrix, viewProjMatrix.inverse);
|
|
cmd.SetGlobalMatrix(HDShaderIDs._NonJitteredViewProjMatrix, nonJitteredViewProjMatrix);
|
|
cmd.SetGlobalMatrix(HDShaderIDs._PrevViewProjMatrix, prevViewProjMatrix);
|
|
cmd.SetGlobalVector(HDShaderIDs._WorldSpaceCameraPos, worldSpaceCameraPos);
|
|
cmd.SetGlobalFloat(HDShaderIDs._DetViewMatrix, detViewMatrix);
|
|
cmd.SetGlobalVector(HDShaderIDs._ScreenSize, screenSize);
|
|
cmd.SetGlobalVector(HDShaderIDs._ScreenToTargetScale, doubleBufferedViewportScale);
|
|
cmd.SetGlobalVector(HDShaderIDs._ZBufferParams, zBufferParams);
|
|
cmd.SetGlobalVector(HDShaderIDs._ProjectionParams, projectionParams);
|
|
cmd.SetGlobalVector(HDShaderIDs.unity_OrthoParams, unity_OrthoParams);
|
|
cmd.SetGlobalVector(HDShaderIDs._ScreenParams, screenParams);
|
|
cmd.SetGlobalVector(HDShaderIDs._TaaFrameRotation, taaFrameRotation);
|
|
cmd.SetGlobalVectorArray(HDShaderIDs._FrustumPlanes, frustumPlaneEquations);
|
|
|
|
// Time is also a part of the UnityPerView CBuffer.
|
|
// Different views can have different values of the "Animated Materials" setting.
|
|
bool animateMaterials = CoreUtils.AreAnimatedMaterialsEnabled(camera);
|
|
|
|
float ct = animateMaterials ? time : 0;
|
|
float pt = animateMaterials ? lastTime : 0;
|
|
float dt = Time.deltaTime;
|
|
float sdt = Time.smoothDeltaTime;
|
|
|
|
cmd.SetGlobalVector(HDShaderIDs._Time, new Vector4(ct * 0.05f, ct, ct * 2.0f, ct * 3.0f));
|
|
cmd.SetGlobalVector(HDShaderIDs._LastTime, new Vector4(pt * 0.05f, pt, pt * 2.0f, pt * 3.0f));
|
|
cmd.SetGlobalVector(HDShaderIDs.unity_DeltaTime, new Vector4(dt, 1.0f / dt, sdt, 1.0f / sdt));
|
|
cmd.SetGlobalVector(HDShaderIDs._SinTime, new Vector4(Mathf.Sin(ct * 0.125f), Mathf.Sin(ct * 0.25f), Mathf.Sin(ct * 0.5f), Mathf.Sin(ct)));
|
|
cmd.SetGlobalVector(HDShaderIDs._CosTime, new Vector4(Mathf.Cos(ct * 0.125f), Mathf.Cos(ct * 0.25f), Mathf.Cos(ct * 0.5f), Mathf.Cos(ct)));
|
|
cmd.SetGlobalInt(HDShaderIDs._FrameCount, (int)frameCount);
|
|
}
|
|
|
|
public void SetupGlobalStereoParams(CommandBuffer cmd)
|
|
{
|
|
var viewProjStereo = new Matrix4x4[2];
|
|
var invViewStereo = new Matrix4x4[2];
|
|
var invProjStereo = new Matrix4x4[2];
|
|
var invViewProjStereo = new Matrix4x4[2];
|
|
|
|
for (uint eyeIndex = 0; eyeIndex < 2; eyeIndex++)
|
|
{
|
|
var proj = projMatrixStereo[eyeIndex];
|
|
invProjStereo[eyeIndex] = proj.inverse;
|
|
|
|
var view = viewMatrixStereo[eyeIndex];
|
|
invViewStereo[eyeIndex] = view.inverse;
|
|
|
|
viewProjStereo[eyeIndex] = proj * view;
|
|
invViewProjStereo[eyeIndex] = viewProjStereo[eyeIndex].inverse;
|
|
}
|
|
|
|
// corresponds to UnityPerPassStereo
|
|
// TODO: Migrate the other stereo matrices to HDRP-managed UnityPerPassStereo?
|
|
cmd.SetGlobalMatrixArray(HDShaderIDs._ViewMatrixStereo, viewMatrixStereo);
|
|
cmd.SetGlobalMatrixArray(HDShaderIDs._ViewProjMatrixStereo, viewProjStereo);
|
|
cmd.SetGlobalMatrixArray(HDShaderIDs._InvViewMatrixStereo, invViewStereo);
|
|
cmd.SetGlobalMatrixArray(HDShaderIDs._InvProjMatrixStereo, invProjStereo);
|
|
cmd.SetGlobalMatrixArray(HDShaderIDs._InvViewProjMatrixStereo, invViewProjStereo);
|
|
}
|
|
|
|
public RTHandleSystem.RTHandle GetPreviousFrameRT(int id)
|
|
{
|
|
return m_HistoryRTSystem.GetFrameRT(id, 1);
|
|
}
|
|
|
|
public RTHandleSystem.RTHandle GetCurrentFrameRT(int id)
|
|
{
|
|
return m_HistoryRTSystem.GetFrameRT(id, 0);
|
|
}
|
|
|
|
// Allocate buffers frames and return current frame
|
|
public RTHandleSystem.RTHandle AllocHistoryFrameRT(int id, Func<string, int, RTHandleSystem, RTHandleSystem.RTHandle> allocator)
|
|
{
|
|
const int bufferCount = 2; // Hard-coded for now. Will have to see if this is enough...
|
|
m_HistoryRTSystem.AllocBuffer(id, (rts, i) => allocator(camera.name, i, rts), bufferCount);
|
|
return m_HistoryRTSystem.GetFrameRT(id, 0);
|
|
}
|
|
|
|
void ReleaseHistoryBuffer()
|
|
{
|
|
m_HistoryRTSystem.ReleaseAll();
|
|
}
|
|
}
|
|
}
|