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2227 行
114 KiB
2227 行
114 KiB
using UnityEngine.Rendering;
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using System.Collections.Generic;
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using System;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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class ShadowSetup : IDisposable
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{
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// shadow related stuff
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const int k_MaxShadowDataSlots = 64;
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const int k_MaxPayloadSlotsPerShadowData = 4;
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ShadowmapBase[] m_Shadowmaps;
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ShadowManager m_ShadowMgr;
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static ComputeBuffer s_ShadowDataBuffer;
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static ComputeBuffer s_ShadowPayloadBuffer;
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public static GPUShadowType HDShadowLightType(Light l)
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{
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// We only process light with additional data
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var ald = l.GetComponent<HDAdditionalLightData>();
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if (ald == null)
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{
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return ShadowRegistry.ShadowLightType(l);
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}
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GPUShadowType shadowType = GPUShadowType.Unknown;
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switch (ald.lightTypeExtent)
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{
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case LightTypeExtent.Punctual:
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shadowType = ShadowRegistry.ShadowLightType(l);
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break;
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// Area and projector not supported yet
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}
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return shadowType;
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}
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public ShadowSetup(ShadowInitParameters shadowInit, ShadowSettings shadowSettings, out IShadowManager shadowManager)
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{
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s_ShadowDataBuffer = new ComputeBuffer( k_MaxShadowDataSlots, System.Runtime.InteropServices.Marshal.SizeOf( typeof( ShadowData ) ) );
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s_ShadowPayloadBuffer = new ComputeBuffer( k_MaxShadowDataSlots * k_MaxPayloadSlotsPerShadowData, System.Runtime.InteropServices.Marshal.SizeOf( typeof( ShadowPayload ) ) );
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ShadowAtlas.AtlasInit atlasInit;
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atlasInit.baseInit.width = (uint)shadowInit.shadowAtlasWidth;
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atlasInit.baseInit.height = (uint)shadowInit.shadowAtlasHeight;
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atlasInit.baseInit.slices = 1;
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atlasInit.baseInit.shadowmapBits = 32;
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atlasInit.baseInit.shadowmapFormat = RenderTextureFormat.Shadowmap;
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atlasInit.baseInit.samplerState = SamplerState.Default();
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atlasInit.baseInit.comparisonSamplerState = ComparisonSamplerState.Default();
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atlasInit.baseInit.clearColor = new Vector4( 0.0f, 0.0f, 0.0f, 0.0f );
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atlasInit.baseInit.maxPayloadCount = 0;
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atlasInit.baseInit.shadowSupport = ShadowmapBase.ShadowSupport.Directional | ShadowmapBase.ShadowSupport.Point | ShadowmapBase.ShadowSupport.Spot;
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atlasInit.shaderKeyword = null;
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var varianceInit = atlasInit;
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varianceInit.baseInit.shadowmapFormat = ShadowVariance.GetFormat( false, false, true );
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var varianceInit2 = varianceInit;
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varianceInit2.baseInit.shadowmapFormat = ShadowVariance.GetFormat( true, true, false );
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var varianceInit3 = varianceInit;
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varianceInit3.baseInit.shadowmapFormat = ShadowVariance.GetFormat( true, false, true );
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m_Shadowmaps = new ShadowmapBase[] { new ShadowVariance( ref varianceInit ), new ShadowVariance( ref varianceInit2 ), new ShadowVariance( ref varianceInit3 ), new ShadowAtlas( ref atlasInit ) };
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ShadowContext.SyncDel syncer = (ShadowContext sc) =>
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{
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// update buffers
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uint offset, count;
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ShadowData[] sds;
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sc.GetShadowDatas(out sds, out offset, out count);
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Debug.Assert(offset == 0);
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s_ShadowDataBuffer.SetData(sds); // unfortunately we can't pass an offset or count to this function
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ShadowPayload[] payloads;
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sc.GetPayloads(out payloads, out offset, out count);
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Debug.Assert(offset == 0);
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s_ShadowPayloadBuffer.SetData(payloads);
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};
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// binding code. This needs to be in sync with ShadowContext.hlsl
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ShadowContext.BindDel binder = (ShadowContext sc, CommandBuffer cb, ComputeShader computeShader, int computeKernel) =>
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{
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uint offset, count;
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RenderTargetIdentifier[] tex;
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sc.GetTex2DArrays(out tex, out offset, out count);
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// bind buffers
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cb.SetGlobalBuffer(HDShaderIDs._ShadowDatasExp, s_ShadowDataBuffer);
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cb.SetGlobalBuffer(HDShaderIDs._ShadowPayloads, s_ShadowPayloadBuffer);
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// bind textures
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cb.SetGlobalTexture(HDShaderIDs._ShadowmapExp_VSM_0, tex[0]);
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cb.SetGlobalTexture(HDShaderIDs._ShadowmapExp_VSM_1, tex[1]);
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cb.SetGlobalTexture(HDShaderIDs._ShadowmapExp_VSM_2, tex[2]);
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cb.SetGlobalTexture(HDShaderIDs._ShadowmapExp_PCF, tex[3]);
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// TODO: Currently samplers are hard coded in ShadowContext.hlsl, so we can't really set them here
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};
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ShadowContext.CtxtInit scInit;
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scInit.storage.maxShadowDataSlots = k_MaxShadowDataSlots;
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scInit.storage.maxPayloadSlots = k_MaxShadowDataSlots * k_MaxPayloadSlotsPerShadowData;
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scInit.storage.maxTex2DArraySlots = 4;
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scInit.storage.maxTexCubeArraySlots = 0;
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scInit.storage.maxComparisonSamplerSlots = 1;
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scInit.storage.maxSamplerSlots = 4;
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scInit.dataSyncer = syncer;
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scInit.resourceBinder = binder;
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m_ShadowMgr = new ShadowManager(shadowSettings, ref scInit, m_Shadowmaps);
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// set global overrides - these need to match the override specified in LightLoop/Shadow.hlsl
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bool useGlobalOverrides = true;
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m_ShadowMgr.SetGlobalShadowOverride( GPUShadowType.Point , ShadowAlgorithm.PCF, ShadowVariant.V4, ShadowPrecision.High, useGlobalOverrides );
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m_ShadowMgr.SetGlobalShadowOverride( GPUShadowType.Spot , ShadowAlgorithm.PCF, ShadowVariant.V4, ShadowPrecision.High, useGlobalOverrides );
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m_ShadowMgr.SetGlobalShadowOverride( GPUShadowType.Directional , ShadowAlgorithm.PCF, ShadowVariant.V3, ShadowPrecision.High, useGlobalOverrides );
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m_ShadowMgr.SetShadowLightTypeDelegate(HDShadowLightType);
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shadowManager = m_ShadowMgr;
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}
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public void Dispose()
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{
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if (m_Shadowmaps != null)
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{
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(m_Shadowmaps[0] as ShadowAtlas).Dispose();
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(m_Shadowmaps[1] as ShadowAtlas).Dispose();
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(m_Shadowmaps[2] as ShadowAtlas).Dispose();
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(m_Shadowmaps[3] as ShadowAtlas).Dispose();
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m_Shadowmaps = null;
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}
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m_ShadowMgr = null;
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if (s_ShadowDataBuffer != null)
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s_ShadowDataBuffer.Release();
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if (s_ShadowPayloadBuffer != null)
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s_ShadowPayloadBuffer.Release();
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}
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}
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//-----------------------------------------------------------------------------
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// structure definition
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//-----------------------------------------------------------------------------
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[GenerateHLSL]
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public enum LightVolumeType
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{
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Cone,
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Sphere,
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Box,
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Count
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}
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[GenerateHLSL]
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public enum LightCategory
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{
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Punctual,
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Area,
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Env,
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Count
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}
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[GenerateHLSL]
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public enum LightFeatureFlags
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{
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// Light bit mask must match LightDefinitions.s_LightFeatureMaskFlags value
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Punctual = 1 << 12,
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Area = 1 << 13,
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Directional = 1 << 14,
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Env = 1 << 15,
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Sky = 1 << 16,
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SSRefraction = 1 << 17,
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SSReflection = 1 << 18,
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// If adding more light be sure to not overflow LightDefinitions.s_LightFeatureMaskFlags
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}
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[GenerateHLSL]
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public class LightDefinitions
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{
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public static int s_MaxNrLightsPerCamera = 1024;
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public static int s_MaxNrBigTileLightsPlusOne = 512; // may be overkill but the footprint is 2 bits per pixel using uint16.
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public static float s_ViewportScaleZ = 1.0f;
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// enable unity's original left-hand shader camera space (right-hand internally in unity).
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public static int s_UseLeftHandCameraSpace = 1;
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public static int s_TileSizeFptl = 16;
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public static int s_TileSizeClustered = 32;
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// feature variants
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public static int s_NumFeatureVariants = 27;
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// Following define the maximum number of bits use in each feature category.
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public static uint s_LightFeatureMaskFlags = 0xFFF000;
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public static uint s_LightFeatureMaskFlagsOpaque = 0xFFF000 & ~((uint)LightFeatureFlags.SSRefraction); // Opaque don't support screen space refraction
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public static uint s_LightFeatureMaskFlagsTransparent = 0xFFF000 & ~((uint)LightFeatureFlags.SSReflection); // Transparent don't support screen space reflection
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public static uint s_MaterialFeatureMaskFlags = 0x000FFF; // don't use all bits just to be safe from signed and/or float conversions :/
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}
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[GenerateHLSL]
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public struct SFiniteLightBound
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{
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public Vector3 boxAxisX;
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public Vector3 boxAxisY;
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public Vector3 boxAxisZ;
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public Vector3 center; // a center in camera space inside the bounding volume of the light source.
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public Vector2 scaleXY;
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public float radius;
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};
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[GenerateHLSL]
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public struct LightVolumeData
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{
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public Vector3 lightPos;
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public uint lightVolume;
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public Vector3 lightAxisX;
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public uint lightCategory;
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public Vector3 lightAxisY;
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public float radiusSq;
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public Vector3 lightAxisZ; // spot +Z axis
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public float cotan;
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public Vector3 boxInnerDist;
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public uint featureFlags;
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public Vector3 boxInvRange;
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public float unused2;
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};
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[Serializable]
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public class LightLoopSettings
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{
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public bool enableTileAndCluster; // For debug / test
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public bool enableComputeLightEvaluation;
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public bool enableComputeLightVariants;
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public bool enableComputeMaterialVariants;
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// Deferred opaque always use FPTL, forward opaque can use FPTL or cluster, transparent always use cluster
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// When MSAA is enabled, we only support cluster (Fptl is too slow with MSAA), and we don't support MSAA for deferred path (mean it is ok to keep fptl)
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public bool enableFptlForForwardOpaque;
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// clustered light list specific buffers and data begin
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public bool enableBigTilePrepass;
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public bool enableAsyncCompute;
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public enum TileClusterDebug : int
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{
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None,
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Tile,
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Cluster,
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FeatureVariants
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};
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public enum TileClusterCategoryDebug : int
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{
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Punctual = 1,
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Area = 2,
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AreaAndPunctual = 3,
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Environment = 4,
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EnvironmentAndPunctual = 5,
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EnvironmentAndArea = 6,
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EnvironmentAndAreaAndPunctual = 7
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};
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public LightLoopSettings()
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{
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enableTileAndCluster = true;
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enableComputeLightEvaluation = true;
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enableComputeLightVariants = true;
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enableComputeMaterialVariants = true;
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enableFptlForForwardOpaque = true;
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enableBigTilePrepass = true;
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enableAsyncCompute = false;
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}
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}
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public class LightLoop
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{
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public const int k_MaxDirectionalLightsOnScreen = 4;
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public const int k_MaxPunctualLightsOnScreen = 512;
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public const int k_MaxAreaLightsOnScreen = 64;
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public const int k_MaxLightsOnScreen = k_MaxDirectionalLightsOnScreen + k_MaxPunctualLightsOnScreen + k_MaxAreaLightsOnScreen;
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public const int k_MaxEnvLightsOnScreen = 64;
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public const int k_MaxShadowOnScreen = 16;
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public const int k_MaxCascadeCount = 4; //Should be not less than m_Settings.directionalLightCascadeCount;
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// Static keyword is required here else we get a "DestroyBuffer can only be call in main thread"
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static ComputeBuffer s_DirectionalLightDatas = null;
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static ComputeBuffer s_LightDatas = null;
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static ComputeBuffer s_EnvLightDatas = null;
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static ComputeBuffer s_shadowDatas = null;
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static Texture2DArray m_DefaultTexture2DArray;
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static Cubemap m_DefaultTextureCube;
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ReflectionProbeCache m_ReflectionProbeCache;
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int m_ReflectionProbeCacheSize = 128;
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TextureCache2D m_CookieTexArray;
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int m_CookieTexArraySize = 16;
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TextureCacheCubemap m_CubeCookieTexArray;
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int m_CubeCookieTexArraySize = 16;
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LightingSettings m_LightingSettings = new LightingSettings();
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public class LightList
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{
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public List<DirectionalLightData> directionalLights;
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public List<LightData> lights;
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public List<EnvLightData> envLights;
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public List<ShadowData> shadows;
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public Vector4[] directionalShadowSplitSphereSqr;
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public List<SFiniteLightBound> bounds;
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public List<LightVolumeData> lightVolumes;
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public void Clear()
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{
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directionalLights.Clear();
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lights.Clear();
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envLights.Clear();
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shadows.Clear();
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bounds.Clear();
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lightVolumes.Clear();
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}
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public void Allocate()
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{
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directionalLights = new List<DirectionalLightData>();
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lights = new List<LightData>();
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envLights = new List<EnvLightData>();
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shadows = new List<ShadowData>();
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directionalShadowSplitSphereSqr = new Vector4[k_MaxCascadeCount];
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bounds = new List<SFiniteLightBound>();
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lightVolumes = new List<LightVolumeData>();
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}
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}
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LightList m_lightList;
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int m_punctualLightCount = 0;
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int m_areaLightCount = 0;
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int m_lightCount = 0;
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bool m_enableBakeShadowMask = false; // Track if any light require shadow mask. In this case we will need to enable the keyword shadow mask
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float m_maxShadowDistance = 0.0f; // Save value from shadow settings
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private ComputeShader buildScreenAABBShader { get { return m_Resources.buildScreenAABBShader; } }
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private ComputeShader buildPerTileLightListShader { get { return m_Resources.buildPerTileLightListShader; } }
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private ComputeShader buildPerBigTileLightListShader { get { return m_Resources.buildPerBigTileLightListShader; } }
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private ComputeShader buildPerVoxelLightListShader { get { return m_Resources.buildPerVoxelLightListShader; } }
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private ComputeShader buildMaterialFlagsShader { get { return m_Resources.buildMaterialFlagsShader; } }
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private ComputeShader buildDispatchIndirectShader { get { return m_Resources.buildDispatchIndirectShader; } }
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private ComputeShader clearDispatchIndirectShader { get { return m_Resources.clearDispatchIndirectShader; } }
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private ComputeShader deferredComputeShader { get { return m_Resources.deferredComputeShader; } }
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private ComputeShader deferredDirectionalShadowComputeShader { get { return m_Resources.deferredDirectionalShadowComputeShader; } }
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static int s_GenAABBKernel;
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static int s_GenListPerTileKernel;
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static int s_GenListPerVoxelKernel;
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static int s_ClearVoxelAtomicKernel;
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static int s_ClearDispatchIndirectKernel;
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static int s_BuildDispatchIndirectKernel;
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static int s_BuildMaterialFlagsWriteKernel;
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static int s_BuildMaterialFlagsOrKernel;
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static int s_shadeOpaqueDirectFptlKernel;
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static int s_shadeOpaqueDirectFptlDebugDisplayKernel;
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static int s_shadeOpaqueDirectShadowMaskFptlKernel;
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static int s_shadeOpaqueDirectShadowMaskFptlDebugDisplayKernel;
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static int[] s_shadeOpaqueIndirectFptlKernels = new int[LightDefinitions.s_NumFeatureVariants];
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static int[] s_shadeOpaqueIndirectShadowMaskFptlKernels = new int[LightDefinitions.s_NumFeatureVariants];
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static int s_deferredDirectionalShadowKernel;
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static ComputeBuffer s_LightVolumeDataBuffer = null;
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static ComputeBuffer s_ConvexBoundsBuffer = null;
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static ComputeBuffer s_AABBBoundsBuffer = null;
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static ComputeBuffer s_LightList = null;
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static ComputeBuffer s_TileList = null;
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static ComputeBuffer s_TileFeatureFlags = null;
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static ComputeBuffer s_DispatchIndirectBuffer = null;
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static ComputeBuffer s_BigTileLightList = null; // used for pre-pass coarse culling on 64x64 tiles
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static int s_GenListPerBigTileKernel;
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const bool k_UseDepthBuffer = true; // only has an impact when EnableClustered is true (requires a depth-prepass)
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const bool k_UseAsyncCompute = true; // should not use on mobile
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const int k_Log2NumClusters = 6; // accepted range is from 0 to 6. NumClusters is 1<<g_iLog2NumClusters
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const float k_ClustLogBase = 1.02f; // each slice 2% bigger than the previous
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float m_ClustScale;
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static ComputeBuffer s_PerVoxelLightLists = null;
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static ComputeBuffer s_PerVoxelOffset = null;
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static ComputeBuffer s_PerTileLogBaseTweak = null;
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static ComputeBuffer s_GlobalLightListAtomic = null;
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// clustered light list specific buffers and data end
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bool m_isForwardRenderingOnly;
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bool m_isFptlEnabled;
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bool m_isFptlEnabledForForwardOpaque;
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// Following is an array of material of size eight for all combination of keyword: OUTPUT_SPLIT_LIGHTING - LIGHTLOOP_TILE_PASS - SHADOWS_SHADOWMASK - USE_FPTL_LIGHTLIST/USE_CLUSTERED_LIGHTLIST - DEBUG_DISPLAY
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Material[] m_deferredLightingMaterial;
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Material m_DebugViewTilesMaterial;
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Light m_CurrentSunLight;
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int m_CurrentSunLightShadowIndex = -1;
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public Light GetCurrentSunLight() { return m_CurrentSunLight; }
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// shadow related stuff
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FrameId m_FrameId = new FrameId();
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ShadowSetup m_ShadowSetup; // doesn't actually have to reside here, it would be enough to pass the IShadowManager in from the outside
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IShadowManager m_ShadowMgr;
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List<int> m_ShadowRequests = new List<int>();
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Dictionary<int, int> m_ShadowIndices = new Dictionary<int, int>();
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void InitShadowSystem(ShadowInitParameters initParam, ShadowSettings shadowSettings)
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{
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m_ShadowSetup = new ShadowSetup(initParam, shadowSettings, out m_ShadowMgr);
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}
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void DeinitShadowSystem()
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{
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if (m_ShadowSetup != null)
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{
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m_ShadowSetup.Dispose();
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m_ShadowSetup = null;
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m_ShadowMgr = null;
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}
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}
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int GetNumTileFtplX(Camera camera)
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{
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return (camera.pixelWidth + (LightDefinitions.s_TileSizeFptl - 1)) / LightDefinitions.s_TileSizeFptl;
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}
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int GetNumTileFtplY(Camera camera)
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{
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return (camera.pixelHeight + (LightDefinitions.s_TileSizeFptl - 1)) / LightDefinitions.s_TileSizeFptl;
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}
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int GetNumTileClusteredX(Camera camera)
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{
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return (camera.pixelWidth + (LightDefinitions.s_TileSizeClustered - 1)) / LightDefinitions.s_TileSizeClustered;
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}
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int GetNumTileClusteredY(Camera camera)
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{
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return (camera.pixelHeight + (LightDefinitions.s_TileSizeClustered - 1)) / LightDefinitions.s_TileSizeClustered;
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}
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public bool GetFeatureVariantsEnabled()
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{
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return !m_isForwardRenderingOnly && m_isFptlEnabled && m_LightLoopSettings.enableComputeLightEvaluation &&
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(m_LightLoopSettings.enableComputeLightVariants || m_LightLoopSettings.enableComputeMaterialVariants);
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}
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LightLoopSettings m_LightLoopSettings = null;
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RenderPipelineResources m_Resources = null;
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public LightLoop()
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{}
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int GetDeferredLightingMaterialIndex(int outputSplitLighting, int lightLoopTilePass, int shadowMask, int debugDisplay)
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{
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return (outputSplitLighting) | (lightLoopTilePass << 1) | (shadowMask << 2) | (debugDisplay << 3);
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}
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public void Build( RenderPipelineResources renderPipelineResources,
|
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LightLoopSettings tileSettings,
|
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GlobalTextureSettings textureSettings,
|
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ShadowInitParameters shadowInit, ShadowSettings shadowSettings, IBLFilterGGX iblFilterGGX)
|
|
{
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m_Resources = renderPipelineResources;
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m_LightLoopSettings = tileSettings;
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m_lightList = new LightList();
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m_lightList.Allocate();
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s_DirectionalLightDatas = new ComputeBuffer(k_MaxDirectionalLightsOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(DirectionalLightData)));
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s_LightDatas = new ComputeBuffer(k_MaxPunctualLightsOnScreen + k_MaxAreaLightsOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(LightData)));
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s_EnvLightDatas = new ComputeBuffer(k_MaxEnvLightsOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(EnvLightData)));
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s_shadowDatas = new ComputeBuffer(k_MaxCascadeCount + k_MaxShadowOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(ShadowData)));
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|
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m_CookieTexArray = new TextureCache2D();
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m_CookieTexArray.AllocTextureArray(m_CookieTexArraySize, textureSettings.spotCookieSize, textureSettings.spotCookieSize, TextureFormat.RGBA32, true);
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m_CubeCookieTexArray = new TextureCacheCubemap();
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m_CubeCookieTexArray.AllocTextureArray(m_CubeCookieTexArraySize, textureSettings.pointCookieSize, TextureFormat.RGBA32, true);
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TextureFormat probeCacheFormat = textureSettings.reflectionCacheCompressed ? TextureFormat.BC6H : TextureFormat.RGBAHalf;
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m_ReflectionProbeCache = new ReflectionProbeCache(iblFilterGGX, m_ReflectionProbeCacheSize, textureSettings.reflectionCubemapSize, probeCacheFormat, true);
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s_GenAABBKernel = buildScreenAABBShader.FindKernel("ScreenBoundsAABB");
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s_AABBBoundsBuffer = new ComputeBuffer(2 * k_MaxLightsOnScreen, 3 * sizeof(float));
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s_ConvexBoundsBuffer = new ComputeBuffer(k_MaxLightsOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(SFiniteLightBound)));
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s_LightVolumeDataBuffer = new ComputeBuffer(k_MaxLightsOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(LightVolumeData)));
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s_DispatchIndirectBuffer = new ComputeBuffer(LightDefinitions.s_NumFeatureVariants * 3, sizeof(uint), ComputeBufferType.IndirectArguments);
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// Cluster
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{
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var kernelName = m_LightLoopSettings.enableBigTilePrepass ? (k_UseDepthBuffer ? "TileLightListGen_DepthRT_SrcBigTile" : "TileLightListGen_NoDepthRT_SrcBigTile") : (k_UseDepthBuffer ? "TileLightListGen_DepthRT" : "TileLightListGen_NoDepthRT");
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s_GenListPerVoxelKernel = buildPerVoxelLightListShader.FindKernel(kernelName);
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s_ClearVoxelAtomicKernel = buildPerVoxelLightListShader.FindKernel("ClearAtomic");
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s_GlobalLightListAtomic = new ComputeBuffer(1, sizeof(uint));
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}
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if (m_LightLoopSettings.enableBigTilePrepass)
|
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{
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s_GenListPerBigTileKernel = buildPerBigTileLightListShader.FindKernel("BigTileLightListGen");
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}
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s_BuildDispatchIndirectKernel = buildDispatchIndirectShader.FindKernel("BuildDispatchIndirect");
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s_ClearDispatchIndirectKernel = clearDispatchIndirectShader.FindKernel("ClearDispatchIndirect");
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s_BuildMaterialFlagsOrKernel = buildMaterialFlagsShader.FindKernel("MaterialFlagsGen_Or");
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s_BuildMaterialFlagsWriteKernel = buildMaterialFlagsShader.FindKernel("MaterialFlagsGen_Write");
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s_shadeOpaqueDirectFptlKernel = deferredComputeShader.FindKernel("Deferred_Direct_Fptl");
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s_shadeOpaqueDirectFptlDebugDisplayKernel = deferredComputeShader.FindKernel("Deferred_Direct_Fptl_DebugDisplay");
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s_shadeOpaqueDirectShadowMaskFptlKernel = deferredComputeShader.FindKernel("Deferred_Direct_ShadowMask_Fptl");
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s_shadeOpaqueDirectShadowMaskFptlDebugDisplayKernel = deferredComputeShader.FindKernel("Deferred_Direct_ShadowMask_Fptl_DebugDisplay");
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|
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s_deferredDirectionalShadowKernel = deferredDirectionalShadowComputeShader.FindKernel("DeferredDirectionalShadow");
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|
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for (int variant = 0; variant < LightDefinitions.s_NumFeatureVariants; variant++)
|
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{
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s_shadeOpaqueIndirectFptlKernels[variant] = deferredComputeShader.FindKernel("Deferred_Indirect_Fptl_Variant" + variant);
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s_shadeOpaqueIndirectShadowMaskFptlKernels[variant] = deferredComputeShader.FindKernel("Deferred_Indirect_ShadowMask_Fptl_Variant" + variant);
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}
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|
|
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s_LightList = null;
|
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s_TileList = null;
|
|
s_TileFeatureFlags = null;
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|
|
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// OUTPUT_SPLIT_LIGHTING - LIGHTLOOP_TILE_PASS - SHADOWS_SHADOWMASK - DEBUG_DISPLAY
|
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m_deferredLightingMaterial = new Material[16];
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|
|
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for (int outputSplitLighting = 0; outputSplitLighting < 2; ++outputSplitLighting)
|
|
{
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|
for (int lightLoopTilePass = 0; lightLoopTilePass < 2; ++lightLoopTilePass)
|
|
{
|
|
for (int shadowMask = 0; shadowMask < 2; ++shadowMask)
|
|
{
|
|
for (int debugDisplay = 0; debugDisplay < 2; ++debugDisplay)
|
|
{
|
|
int index = GetDeferredLightingMaterialIndex(outputSplitLighting, lightLoopTilePass, shadowMask, debugDisplay);
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|
|
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m_deferredLightingMaterial[index] = CoreUtils.CreateEngineMaterial(m_Resources.deferredShader);
|
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CoreUtils.SetKeyword(m_deferredLightingMaterial[index], "OUTPUT_SPLIT_LIGHTING", outputSplitLighting == 1);
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CoreUtils.SelectKeyword(m_deferredLightingMaterial[index], "LIGHTLOOP_TILE_PASS", "LIGHTLOOP_SINGLE_PASS", lightLoopTilePass == 1);
|
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CoreUtils.SetKeyword(m_deferredLightingMaterial[index], "SHADOWS_SHADOWMASK", shadowMask == 1);
|
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CoreUtils.SetKeyword(m_deferredLightingMaterial[index], "DEBUG_DISPLAY", debugDisplay == 1);
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|
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m_deferredLightingMaterial[index].SetInt(HDShaderIDs._StencilRef, outputSplitLighting == 1 ? (int)StencilLightingUsage.SplitLighting : (int)StencilLightingUsage.RegularLighting);
|
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m_deferredLightingMaterial[index].SetInt(HDShaderIDs._StencilCmp, (int)CompareFunction.Equal);
|
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m_deferredLightingMaterial[index].SetInt(HDShaderIDs._SrcBlend, (int)BlendMode.One);
|
|
m_deferredLightingMaterial[index].SetInt(HDShaderIDs._DstBlend, (int)BlendMode.Zero);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
m_DebugViewTilesMaterial = CoreUtils.CreateEngineMaterial(m_Resources.debugViewTilesShader);
|
|
|
|
m_DefaultTexture2DArray = new Texture2DArray(1, 1, 1, TextureFormat.ARGB32, false);
|
|
m_DefaultTexture2DArray.SetPixels32(new Color32[1] { new Color32(128, 128, 128, 128) }, 0);
|
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m_DefaultTexture2DArray.Apply();
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|
|
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m_DefaultTextureCube = new Cubemap(16, TextureFormat.ARGB32, false);
|
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m_DefaultTextureCube.Apply();
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|
|
|
#if UNITY_EDITOR
|
|
UnityEditor.SceneView.onSceneGUIDelegate -= OnSceneGUI;
|
|
UnityEditor.SceneView.onSceneGUIDelegate += OnSceneGUI;
|
|
#endif
|
|
|
|
InitShadowSystem(shadowInit, shadowSettings);
|
|
}
|
|
|
|
public void Cleanup()
|
|
{
|
|
DeinitShadowSystem();
|
|
|
|
#if UNITY_EDITOR
|
|
UnityEditor.SceneView.onSceneGUIDelegate -= OnSceneGUI;
|
|
#endif
|
|
|
|
CoreUtils.SafeRelease(s_DirectionalLightDatas);
|
|
CoreUtils.SafeRelease(s_LightDatas);
|
|
CoreUtils.SafeRelease(s_EnvLightDatas);
|
|
CoreUtils.SafeRelease(s_shadowDatas);
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|
|
|
if (m_ReflectionProbeCache != null)
|
|
{
|
|
m_ReflectionProbeCache.Release();
|
|
m_ReflectionProbeCache = null;
|
|
}
|
|
if (m_CookieTexArray != null)
|
|
{
|
|
m_CookieTexArray.Release();
|
|
m_CookieTexArray = null;
|
|
}
|
|
if (m_CubeCookieTexArray != null)
|
|
{
|
|
m_CubeCookieTexArray.Release();
|
|
m_CubeCookieTexArray = null;
|
|
}
|
|
|
|
ReleaseResolutionDependentBuffers();
|
|
|
|
CoreUtils.SafeRelease(s_AABBBoundsBuffer);
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|
CoreUtils.SafeRelease(s_ConvexBoundsBuffer);
|
|
CoreUtils.SafeRelease(s_LightVolumeDataBuffer);
|
|
CoreUtils.SafeRelease(s_DispatchIndirectBuffer);
|
|
|
|
// enableClustered
|
|
CoreUtils.SafeRelease(s_GlobalLightListAtomic);
|
|
|
|
for (int outputSplitLighting = 0; outputSplitLighting < 2; ++outputSplitLighting)
|
|
{
|
|
for (int lightLoopTilePass = 0; lightLoopTilePass < 2; ++lightLoopTilePass)
|
|
{
|
|
for (int shadowMask = 0; shadowMask < 2; ++shadowMask)
|
|
{
|
|
for (int debugDisplay = 0; debugDisplay < 2; ++debugDisplay)
|
|
{
|
|
int index = GetDeferredLightingMaterialIndex(outputSplitLighting, lightLoopTilePass, shadowMask, debugDisplay);
|
|
CoreUtils.Destroy(m_deferredLightingMaterial[index]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
CoreUtils.Destroy(m_DebugViewTilesMaterial);
|
|
}
|
|
|
|
public void NewFrame()
|
|
{
|
|
m_CookieTexArray.NewFrame();
|
|
m_CubeCookieTexArray.NewFrame();
|
|
m_ReflectionProbeCache.NewFrame();
|
|
}
|
|
|
|
public bool NeedResize()
|
|
{
|
|
return s_LightList == null || s_TileList == null || s_TileFeatureFlags == null ||
|
|
(s_BigTileLightList == null && m_LightLoopSettings.enableBigTilePrepass) ||
|
|
(s_PerVoxelLightLists == null);
|
|
}
|
|
|
|
public void ReleaseResolutionDependentBuffers()
|
|
{
|
|
CoreUtils.SafeRelease(s_LightList);
|
|
CoreUtils.SafeRelease(s_TileList);
|
|
CoreUtils.SafeRelease(s_TileFeatureFlags);
|
|
|
|
// enableClustered
|
|
CoreUtils.SafeRelease(s_PerVoxelLightLists);
|
|
CoreUtils.SafeRelease(s_PerVoxelOffset);
|
|
CoreUtils.SafeRelease(s_PerTileLogBaseTweak);
|
|
|
|
// enableBigTilePrepass
|
|
CoreUtils.SafeRelease(s_BigTileLightList);
|
|
}
|
|
|
|
int NumLightIndicesPerClusteredTile()
|
|
{
|
|
return 8 * (1 << k_Log2NumClusters); // total footprint for all layers of the tile (measured in light index entries)
|
|
}
|
|
|
|
public void AllocResolutionDependentBuffers(int width, int height)
|
|
{
|
|
var nrTilesX = (width + LightDefinitions.s_TileSizeFptl - 1) / LightDefinitions.s_TileSizeFptl;
|
|
var nrTilesY = (height + LightDefinitions.s_TileSizeFptl - 1) / LightDefinitions.s_TileSizeFptl;
|
|
var nrTiles = nrTilesX * nrTilesY;
|
|
const int capacityUShortsPerTile = 32;
|
|
const int dwordsPerTile = (capacityUShortsPerTile + 1) >> 1; // room for 31 lights and a nrLights value.
|
|
|
|
s_LightList = new ComputeBuffer((int)LightCategory.Count * dwordsPerTile * nrTiles, sizeof(uint)); // enough list memory for a 4k x 4k display
|
|
s_TileList = new ComputeBuffer((int)LightDefinitions.s_NumFeatureVariants * nrTiles, sizeof(uint));
|
|
s_TileFeatureFlags = new ComputeBuffer(nrTilesX * nrTilesY, sizeof(uint));
|
|
|
|
// Cluster
|
|
{
|
|
var nrClustersX = (width + LightDefinitions.s_TileSizeClustered - 1) / LightDefinitions.s_TileSizeClustered;
|
|
var nrClustersY = (height + LightDefinitions.s_TileSizeClustered - 1) / LightDefinitions.s_TileSizeClustered;
|
|
var nrClusterTiles = nrClustersX * nrClustersY;
|
|
|
|
s_PerVoxelOffset = new ComputeBuffer((int)LightCategory.Count * (1 << k_Log2NumClusters) * nrClusterTiles, sizeof(uint));
|
|
s_PerVoxelLightLists = new ComputeBuffer(NumLightIndicesPerClusteredTile() * nrClusterTiles, sizeof(uint));
|
|
|
|
if (k_UseDepthBuffer)
|
|
{
|
|
s_PerTileLogBaseTweak = new ComputeBuffer(nrClusterTiles, sizeof(float));
|
|
}
|
|
}
|
|
|
|
if (m_LightLoopSettings.enableBigTilePrepass)
|
|
{
|
|
var nrBigTilesX = (width + 63) / 64;
|
|
var nrBigTilesY = (height + 63) / 64;
|
|
var nrBigTiles = nrBigTilesX * nrBigTilesY;
|
|
s_BigTileLightList = new ComputeBuffer(LightDefinitions.s_MaxNrBigTileLightsPlusOne * nrBigTiles, sizeof(uint));
|
|
}
|
|
}
|
|
|
|
static Matrix4x4 GetFlipMatrix()
|
|
{
|
|
Matrix4x4 flip = Matrix4x4.identity;
|
|
bool isLeftHand = ((int)LightDefinitions.s_UseLeftHandCameraSpace) != 0;
|
|
if (isLeftHand) flip.SetColumn(2, new Vector4(0.0f, 0.0f, -1.0f, 0.0f));
|
|
return flip;
|
|
}
|
|
|
|
static Matrix4x4 WorldToCamera(Camera camera)
|
|
{
|
|
return GetFlipMatrix() * camera.worldToCameraMatrix;
|
|
}
|
|
|
|
static Matrix4x4 CameraProjection(Camera camera)
|
|
{
|
|
return camera.projectionMatrix * GetFlipMatrix();
|
|
}
|
|
|
|
public Vector3 GetLightColor(VisibleLight light)
|
|
{
|
|
return new Vector3(light.finalColor.r, light.finalColor.g, light.finalColor.b);
|
|
}
|
|
|
|
public bool GetDirectionalLightData(CommandBuffer cmd, ShadowSettings shadowSettings, GPULightType gpuLightType, VisibleLight light, HDAdditionalLightData additionalData, AdditionalShadowData additionalShadowData, int lightIndex)
|
|
{
|
|
var directionalLightData = new DirectionalLightData();
|
|
|
|
float diffuseDimmer = m_LightingSettings.diffuseGlobalDimmer * additionalData.lightDimmer;
|
|
float specularDimmer = m_LightingSettings.specularGlobalDimmer * additionalData.lightDimmer;
|
|
if (diffuseDimmer <= 0.0f && specularDimmer <= 0.0f)
|
|
return false;
|
|
|
|
// Light direction for directional is opposite to the forward direction
|
|
directionalLightData.forward = light.light.transform.forward;
|
|
// Rescale for cookies and windowing.
|
|
directionalLightData.up = light.light.transform.up * 2 / additionalData.shapeWidth;
|
|
directionalLightData.right = light.light.transform.right * 2 / additionalData.shapeLength;
|
|
directionalLightData.positionWS = light.light.transform.position;
|
|
directionalLightData.color = GetLightColor(light);
|
|
directionalLightData.diffuseScale = additionalData.affectDiffuse ? diffuseDimmer : 0.0f;
|
|
directionalLightData.specularScale = additionalData.affectSpecular ? specularDimmer : 0.0f;
|
|
directionalLightData.shadowIndex = directionalLightData.cookieIndex = -1;
|
|
|
|
if (light.light.cookie != null)
|
|
{
|
|
directionalLightData.tileCookie = light.light.cookie.wrapMode == TextureWrapMode.Repeat;
|
|
directionalLightData.cookieIndex = m_CookieTexArray.FetchSlice(cmd, light.light.cookie);
|
|
}
|
|
// fix up shadow information
|
|
int shadowIdx;
|
|
if (m_ShadowIndices.TryGetValue(lightIndex, out shadowIdx))
|
|
{
|
|
directionalLightData.shadowIndex = shadowIdx;
|
|
m_CurrentSunLight = light.light;
|
|
m_CurrentSunLightShadowIndex = shadowIdx;
|
|
}
|
|
|
|
// TODO: Currently m_maxShadowDistance is based on shadow settings, but this value is define for a whole level. We should be able to change this value during gameplay
|
|
float scale;
|
|
float bias;
|
|
GetSCaleAndBiasForLinearDistanceFade(m_maxShadowDistance, out scale, out bias);
|
|
directionalLightData.fadeDistanceScaleAndBias = new Vector2(scale, bias);
|
|
directionalLightData.shadowMaskSelector = Vector4.zero;
|
|
|
|
if (IsBakedShadowMaskLight(light.light))
|
|
{
|
|
directionalLightData.shadowMaskSelector[light.light.bakingOutput.occlusionMaskChannel] = 1.0f;
|
|
// TODO: make this option per light, not global
|
|
directionalLightData.dynamicShadowCasterOnly = QualitySettings.shadowmaskMode == ShadowmaskMode.Shadowmask;
|
|
}
|
|
else
|
|
{
|
|
// use -1 to say that we don't use shadow mask
|
|
directionalLightData.shadowMaskSelector.x = -1.0f;
|
|
directionalLightData.dynamicShadowCasterOnly = false;
|
|
}
|
|
|
|
m_CurrentSunLight = m_CurrentSunLight == null ? light.light : m_CurrentSunLight;
|
|
|
|
m_lightList.directionalLights.Add(directionalLightData);
|
|
|
|
return true;
|
|
}
|
|
|
|
void GetSCaleAndBiasForLinearDistanceFade(float fadeDistance, out float scale, out float bias)
|
|
{
|
|
// Fade with distance calculation is just a linear fade from 90% of fade distance to fade distance. 90% arbitrarily chosen but should work well enough.
|
|
float distanceFadeNear = 0.9f * fadeDistance;
|
|
scale = 1.0f / (fadeDistance - distanceFadeNear);
|
|
bias = - distanceFadeNear / (fadeDistance - distanceFadeNear);
|
|
}
|
|
|
|
float ComputeLinearDistanceFade(float distanceToCamera, float fadeDistance)
|
|
{
|
|
float scale;
|
|
float bias;
|
|
GetSCaleAndBiasForLinearDistanceFade(fadeDistance, out scale, out bias);
|
|
|
|
return 1.0f - Mathf.Clamp01(distanceToCamera * scale + bias);
|
|
}
|
|
|
|
public bool GetLightData(CommandBuffer cmd, ShadowSettings shadowSettings, Camera camera, GPULightType gpuLightType, VisibleLight light, HDAdditionalLightData additionalLightData, AdditionalShadowData additionalshadowData, int lightIndex)
|
|
{
|
|
var lightData = new LightData();
|
|
|
|
lightData.lightType = gpuLightType;
|
|
|
|
lightData.positionWS = light.light.transform.position;
|
|
// Setting 0 for invSqrAttenuationRadius mean we have no range attenuation, but still have inverse square attenuation.
|
|
lightData.invSqrAttenuationRadius = additionalLightData.applyRangeAttenuation ? 1.0f / (light.range * light.range) : 0.0f;
|
|
lightData.color = GetLightColor(light);
|
|
|
|
lightData.forward = light.light.transform.forward; // Note: Light direction is oriented backward (-Z)
|
|
lightData.up = light.light.transform.up;
|
|
lightData.right = light.light.transform.right;
|
|
|
|
lightData.size = new Vector2(additionalLightData.shapeLength, additionalLightData.shapeWidth);
|
|
|
|
if (lightData.lightType == GPULightType.ProjectorBox)
|
|
{
|
|
// Rescale for cookies and windowing.
|
|
lightData.right *= 2.0f / additionalLightData.shapeLength;
|
|
lightData.up *= 2.0f / additionalLightData.shapeWidth;
|
|
}
|
|
else if (lightData.lightType == GPULightType.ProjectorPyramid)
|
|
{
|
|
// Get width and height for the current frustum
|
|
var spotAngle = light.spotAngle;
|
|
|
|
float frustumHeight;
|
|
float frustumWidth;
|
|
if (additionalLightData.aspectRatio >= 1.0f)
|
|
{
|
|
frustumHeight = 2.0f * Mathf.Tan(spotAngle * 0.5f * Mathf.Deg2Rad);
|
|
frustumWidth = frustumHeight * additionalLightData.aspectRatio;
|
|
}
|
|
else
|
|
{
|
|
frustumWidth = 2.0f * Mathf.Tan(spotAngle * 0.5f * Mathf.Deg2Rad);
|
|
frustumHeight = frustumWidth / additionalLightData.aspectRatio;
|
|
}
|
|
|
|
lightData.size = new Vector2(frustumWidth, frustumHeight);
|
|
|
|
// Rescale for cookies and windowing.
|
|
lightData.right *= 2.0f / frustumWidth;
|
|
lightData.up *= 2.0f / frustumHeight;
|
|
}
|
|
|
|
if (lightData.lightType == GPULightType.Spot)
|
|
{
|
|
var spotAngle = light.spotAngle;
|
|
|
|
var innerConePercent = additionalLightData.GetInnerSpotPercent01();
|
|
var cosSpotOuterHalfAngle = Mathf.Clamp(Mathf.Cos(spotAngle * 0.5f * Mathf.Deg2Rad), 0.0f, 1.0f);
|
|
var sinSpotOuterHalfAngle = Mathf.Sqrt(1.0f - cosSpotOuterHalfAngle * cosSpotOuterHalfAngle);
|
|
var cosSpotInnerHalfAngle = Mathf.Clamp(Mathf.Cos(spotAngle * 0.5f * innerConePercent * Mathf.Deg2Rad), 0.0f, 1.0f); // inner cone
|
|
|
|
var val = Mathf.Max(0.001f, (cosSpotInnerHalfAngle - cosSpotOuterHalfAngle));
|
|
lightData.angleScale = 1.0f / val;
|
|
lightData.angleOffset = -cosSpotOuterHalfAngle * lightData.angleScale;
|
|
|
|
// Rescale for cookies and windowing.
|
|
float cotOuterHalfAngle = cosSpotOuterHalfAngle / sinSpotOuterHalfAngle;
|
|
lightData.up *= cotOuterHalfAngle;
|
|
lightData.right *= cotOuterHalfAngle;
|
|
}
|
|
else
|
|
{
|
|
// These are the neutral values allowing GetAngleAnttenuation in shader code to return 1.0
|
|
lightData.angleScale = 0.0f;
|
|
lightData.angleOffset = 1.0f;
|
|
}
|
|
|
|
float distanceToCamera = (lightData.positionWS - camera.transform.position).magnitude;
|
|
float distanceFade = ComputeLinearDistanceFade(distanceToCamera, additionalLightData.fadeDistance);
|
|
float lightScale = additionalLightData.lightDimmer * distanceFade;
|
|
|
|
lightData.diffuseScale = additionalLightData.affectDiffuse ? lightScale * m_LightingSettings.diffuseGlobalDimmer : 0.0f;
|
|
lightData.specularScale = additionalLightData.affectSpecular ? lightScale * m_LightingSettings.specularGlobalDimmer : 0.0f;
|
|
|
|
if (lightData.diffuseScale <= 0.0f && lightData.specularScale <= 0.0f)
|
|
return false;
|
|
|
|
lightData.cookieIndex = -1;
|
|
lightData.shadowIndex = -1;
|
|
|
|
if (light.light.cookie != null)
|
|
{
|
|
// TODO: add texture atlas support for cookie textures.
|
|
switch (light.lightType)
|
|
{
|
|
case LightType.Spot:
|
|
lightData.cookieIndex = m_CookieTexArray.FetchSlice(cmd, light.light.cookie);
|
|
break;
|
|
case LightType.Point:
|
|
lightData.cookieIndex = m_CubeCookieTexArray.FetchSlice(cmd, light.light.cookie);
|
|
break;
|
|
}
|
|
}
|
|
else if (light.lightType == LightType.Spot && additionalLightData.spotLightShape != SpotLightShape.Cone)
|
|
{
|
|
// Projectors lights must always have a cookie texture.
|
|
// As long as the cache is a texture array and not an atlas, the 4x4 white texture will be rescaled to 128
|
|
lightData.cookieIndex = m_CookieTexArray.FetchSlice(cmd, Texture2D.whiteTexture);
|
|
}
|
|
|
|
if (additionalshadowData)
|
|
{
|
|
float shadowDistanceFade = ComputeLinearDistanceFade(distanceToCamera, additionalshadowData.shadowFadeDistance);
|
|
lightData.shadowDimmer = additionalshadowData.shadowDimmer * shadowDistanceFade;
|
|
}
|
|
else
|
|
{
|
|
lightData.shadowDimmer = 1.0f;
|
|
}
|
|
|
|
// fix up shadow information
|
|
int shadowIdx;
|
|
if (m_ShadowIndices.TryGetValue(lightIndex, out shadowIdx))
|
|
{
|
|
lightData.shadowIndex = shadowIdx;
|
|
}
|
|
|
|
// Value of max smoothness is from artists point of view, need to convert from perceptual smoothness to roughness
|
|
lightData.minRoughness = (1.0f - additionalLightData.maxSmoothness) * (1.0f - additionalLightData.maxSmoothness);
|
|
|
|
lightData.shadowMaskSelector = Vector4.zero;
|
|
|
|
if (IsBakedShadowMaskLight(light.light))
|
|
{
|
|
lightData.shadowMaskSelector[light.light.bakingOutput.occlusionMaskChannel] = 1.0f;
|
|
// TODO: make this option per light, not global
|
|
lightData.dynamicShadowCasterOnly = QualitySettings.shadowmaskMode == ShadowmaskMode.Shadowmask;
|
|
}
|
|
else
|
|
{
|
|
// use -1 to say that we don't use shadow mask
|
|
lightData.shadowMaskSelector.x = -1.0f;
|
|
lightData.dynamicShadowCasterOnly = false;
|
|
}
|
|
|
|
m_lightList.lights.Add(lightData);
|
|
|
|
return true;
|
|
}
|
|
|
|
// TODO: we should be able to do this calculation only with LightData without VisibleLight light, but for now pass both
|
|
public void GetLightVolumeDataAndBound(LightCategory lightCategory, GPULightType gpuLightType, LightVolumeType lightVolumeType, VisibleLight light, LightData lightData, Matrix4x4 worldToView)
|
|
{
|
|
// Then Culling side
|
|
var range = light.range;
|
|
var lightToWorld = light.localToWorld;
|
|
Vector3 positionWS = lightData.positionWS;
|
|
Vector3 positionVS = worldToView.MultiplyPoint(positionWS);
|
|
|
|
Matrix4x4 lightToView = worldToView * lightToWorld;
|
|
Vector3 xAxisVS = lightToView.GetColumn(0);
|
|
Vector3 yAxisVS = lightToView.GetColumn(1);
|
|
Vector3 zAxisVS = lightToView.GetColumn(2);
|
|
|
|
// Fill bounds
|
|
var bound = new SFiniteLightBound();
|
|
var lightVolumeData = new LightVolumeData();
|
|
|
|
lightVolumeData.lightCategory = (uint)lightCategory;
|
|
lightVolumeData.lightVolume = (uint)lightVolumeType;
|
|
|
|
if (gpuLightType == GPULightType.Spot || gpuLightType == GPULightType.ProjectorPyramid)
|
|
{
|
|
Vector3 lightDir = lightToWorld.GetColumn(2);
|
|
|
|
// represents a left hand coordinate system in world space since det(worldToView)<0
|
|
Vector3 vx = xAxisVS;
|
|
Vector3 vy = yAxisVS;
|
|
Vector3 vz = zAxisVS;
|
|
|
|
const float pi = 3.1415926535897932384626433832795f;
|
|
const float degToRad = (float)(pi / 180.0);
|
|
|
|
var sa = light.light.spotAngle;
|
|
var cs = Mathf.Cos(0.5f * sa * degToRad);
|
|
var si = Mathf.Sin(0.5f * sa * degToRad);
|
|
|
|
if (gpuLightType == GPULightType.ProjectorPyramid)
|
|
{
|
|
Vector3 lightPosToProjWindowCorner = (0.5f * lightData.size.x) * vx + (0.5f * lightData.size.y) * vy + 1.0f * vz;
|
|
cs = Vector3.Dot(vz, Vector3.Normalize(lightPosToProjWindowCorner));
|
|
si = Mathf.Sqrt(1.0f - cs * cs);
|
|
}
|
|
|
|
const float FltMax = 3.402823466e+38F;
|
|
var ta = cs > 0.0f ? (si / cs) : FltMax;
|
|
var cota = si > 0.0f ? (cs / si) : FltMax;
|
|
|
|
//const float cotasa = l.GetCotanHalfSpotAngle();
|
|
|
|
// apply nonuniform scale to OBB of spot light
|
|
var squeeze = true;//sa < 0.7f * 90.0f; // arb heuristic
|
|
var fS = squeeze ? ta : si;
|
|
bound.center = worldToView.MultiplyPoint(positionWS + ((0.5f * range) * lightDir)); // use mid point of the spot as the center of the bounding volume for building screen-space AABB for tiled lighting.
|
|
|
|
// scale axis to match box or base of pyramid
|
|
bound.boxAxisX = (fS * range) * vx;
|
|
bound.boxAxisY = (fS * range) * vy;
|
|
bound.boxAxisZ = (0.5f * range) * vz;
|
|
|
|
// generate bounding sphere radius
|
|
var fAltDx = si;
|
|
var fAltDy = cs;
|
|
fAltDy = fAltDy - 0.5f;
|
|
//if(fAltDy<0) fAltDy=-fAltDy;
|
|
|
|
fAltDx *= range; fAltDy *= range;
|
|
|
|
// Handle case of pyramid with this select (currently unused)
|
|
var altDist = Mathf.Sqrt(fAltDy * fAltDy + (true ? 1.0f : 2.0f) * fAltDx * fAltDx);
|
|
bound.radius = altDist > (0.5f * range) ? altDist : (0.5f * range); // will always pick fAltDist
|
|
bound.scaleXY = squeeze ? new Vector2(0.01f, 0.01f) : new Vector2(1.0f, 1.0f);
|
|
|
|
lightVolumeData.lightAxisX = vx;
|
|
lightVolumeData.lightAxisY = vy;
|
|
lightVolumeData.lightAxisZ = vz;
|
|
lightVolumeData.lightPos = positionVS;
|
|
lightVolumeData.radiusSq = range * range;
|
|
lightVolumeData.cotan = cota;
|
|
lightVolumeData.featureFlags = (uint)LightFeatureFlags.Punctual;
|
|
}
|
|
else if (gpuLightType == GPULightType.Point)
|
|
{
|
|
Vector3 vx = xAxisVS;
|
|
Vector3 vy = yAxisVS;
|
|
Vector3 vz = zAxisVS;
|
|
|
|
bound.center = positionVS;
|
|
bound.boxAxisX = vx * range;
|
|
bound.boxAxisY = vy * range;
|
|
bound.boxAxisZ = vz * range;
|
|
bound.scaleXY.Set(1.0f, 1.0f);
|
|
bound.radius = range;
|
|
|
|
// fill up ldata
|
|
lightVolumeData.lightAxisX = vx;
|
|
lightVolumeData.lightAxisY = vy;
|
|
lightVolumeData.lightAxisZ = vz;
|
|
lightVolumeData.lightPos = bound.center;
|
|
lightVolumeData.radiusSq = range * range;
|
|
lightVolumeData.featureFlags = (uint)LightFeatureFlags.Punctual;
|
|
}
|
|
else if (gpuLightType == GPULightType.Line)
|
|
{
|
|
Vector3 dimensions = new Vector3(lightData.size.x + 2 * range, 2 * range, 2 * range); // Omni-directional
|
|
Vector3 extents = 0.5f * dimensions;
|
|
|
|
bound.center = positionVS;
|
|
bound.boxAxisX = extents.x * xAxisVS;
|
|
bound.boxAxisY = extents.y * yAxisVS;
|
|
bound.boxAxisZ = extents.z * zAxisVS;
|
|
bound.scaleXY.Set(1.0f, 1.0f);
|
|
bound.radius = extents.magnitude;
|
|
|
|
lightVolumeData.lightPos = positionVS;
|
|
lightVolumeData.lightAxisX = xAxisVS;
|
|
lightVolumeData.lightAxisY = yAxisVS;
|
|
lightVolumeData.lightAxisZ = zAxisVS;
|
|
lightVolumeData.boxInnerDist = new Vector3(lightData.size.x, 0, 0);
|
|
lightVolumeData.boxInvRange.Set(1.0f / range, 1.0f / range, 1.0f / range);
|
|
lightVolumeData.featureFlags = (uint)LightFeatureFlags.Area;
|
|
}
|
|
else if (gpuLightType == GPULightType.Rectangle)
|
|
{
|
|
Vector3 dimensions = new Vector3(lightData.size.x + 2 * range, lightData.size.y + 2 * range, range); // One-sided
|
|
Vector3 extents = 0.5f * dimensions;
|
|
Vector3 centerVS = positionVS + extents.z * zAxisVS;
|
|
|
|
bound.center = centerVS;
|
|
bound.boxAxisX = extents.x * xAxisVS;
|
|
bound.boxAxisY = extents.y * yAxisVS;
|
|
bound.boxAxisZ = extents.z * zAxisVS;
|
|
bound.scaleXY.Set(1.0f, 1.0f);
|
|
bound.radius = extents.magnitude;
|
|
|
|
lightVolumeData.lightPos = centerVS;
|
|
lightVolumeData.lightAxisX = xAxisVS;
|
|
lightVolumeData.lightAxisY = yAxisVS;
|
|
lightVolumeData.lightAxisZ = zAxisVS;
|
|
lightVolumeData.boxInnerDist = extents;
|
|
lightVolumeData.boxInvRange.Set(Mathf.Infinity, Mathf.Infinity, Mathf.Infinity);
|
|
lightVolumeData.featureFlags = (uint)LightFeatureFlags.Area;
|
|
}
|
|
else if (gpuLightType == GPULightType.ProjectorBox)
|
|
{
|
|
Vector3 dimensions = new Vector3(lightData.size.x, lightData.size.y, range); // One-sided
|
|
Vector3 extents = 0.5f * dimensions;
|
|
Vector3 centerVS = positionVS + extents.z * zAxisVS;
|
|
|
|
bound.center = centerVS;
|
|
bound.boxAxisX = extents.x * xAxisVS;
|
|
bound.boxAxisY = extents.y * yAxisVS;
|
|
bound.boxAxisZ = extents.z * zAxisVS;
|
|
bound.radius = extents.magnitude;
|
|
bound.scaleXY.Set(1.0f, 1.0f);
|
|
|
|
lightVolumeData.lightPos = centerVS;
|
|
lightVolumeData.lightAxisX = xAxisVS;
|
|
lightVolumeData.lightAxisY = yAxisVS;
|
|
lightVolumeData.lightAxisZ = zAxisVS;
|
|
lightVolumeData.boxInnerDist = extents;
|
|
lightVolumeData.boxInvRange.Set(Mathf.Infinity, Mathf.Infinity, Mathf.Infinity);
|
|
lightVolumeData.featureFlags = (uint)LightFeatureFlags.Punctual;
|
|
}
|
|
else
|
|
{
|
|
Debug.Assert(false, "TODO: encountered an unknown GPULightType.");
|
|
}
|
|
|
|
m_lightList.bounds.Add(bound);
|
|
m_lightList.lightVolumes.Add(lightVolumeData);
|
|
}
|
|
|
|
public bool GetEnvLightData(CommandBuffer cmd, Camera camera, VisibleReflectionProbe probe)
|
|
{
|
|
// For now we won't display real time probe when rendering one.
|
|
// TODO: We may want to display last frame result but in this case we need to be careful not to update the atlas before all realtime probes are rendered (for frame coherency).
|
|
// Unfortunately we don't have this information at the moment.
|
|
if (probe.probe.mode == ReflectionProbeMode.Realtime && camera.cameraType == CameraType.Reflection)
|
|
return false;
|
|
|
|
int envIndex = m_ReflectionProbeCache.FetchSlice(cmd, probe.texture);
|
|
// -1 means that the texture is not ready yet (ie not convolved/compressed yet)
|
|
if (envIndex == -1)
|
|
return false;
|
|
|
|
var envLightData = new EnvLightData();
|
|
|
|
// CAUTION: localToWorld is the transform for the widget of the reflection probe. i.e the world position of the point use to do the cubemap capture (mean it include the local offset)
|
|
envLightData.positionWS = probe.localToWorld.GetColumn(3);
|
|
|
|
// TODO: Support sphere influence in UI
|
|
if (probe.boxProjection == 0)
|
|
{
|
|
envLightData.envShapeType = EnvShapeType.Box;
|
|
// If user request to have no projection, then setup a high number for minProjectionDistance
|
|
// this will mimic infinite shape projection
|
|
envLightData.minProjectionDistance = 65504.0f;
|
|
}
|
|
else
|
|
{
|
|
envLightData.envShapeType = EnvShapeType.Box;
|
|
envLightData.minProjectionDistance = 0.0f;
|
|
}
|
|
|
|
// remove scale from the matrix (Scale in this matrix is use to scale the widget)
|
|
envLightData.right = probe.localToWorld.GetColumn(0);
|
|
envLightData.right.Normalize();
|
|
envLightData.up = probe.localToWorld.GetColumn(1);
|
|
envLightData.up.Normalize();
|
|
envLightData.forward = probe.localToWorld.GetColumn(2);
|
|
envLightData.forward.Normalize();
|
|
|
|
// Artists prefer to have blend distance inside the volume!
|
|
// So we let the current UI but we assume blendDistance is an inside factor instead
|
|
// Blend distance can't be larger than the max radius
|
|
// probe.bounds.extents is BoxSize / 2
|
|
float maxBlendDist = Mathf.Min(probe.bounds.extents.x, Mathf.Min(probe.bounds.extents.y, probe.bounds.extents.z));
|
|
float blendDistance = Mathf.Min(maxBlendDist, probe.blendDistance);
|
|
envLightData.innerDistance = probe.bounds.extents - new Vector3(blendDistance, blendDistance, blendDistance);
|
|
envLightData.envIndex = envIndex;
|
|
envLightData.offsetLS = probe.center; // center is misnamed, it is the offset (in local space) from center of the bounding box to the cubemap capture point
|
|
envLightData.blendDistance = blendDistance;
|
|
|
|
m_lightList.envLights.Add(envLightData);
|
|
|
|
return true;
|
|
}
|
|
|
|
public void GetEnvLightVolumeDataAndBound(VisibleReflectionProbe probe, LightVolumeType lightVolumeType, Matrix4x4 worldToView)
|
|
{
|
|
var bound = new SFiniteLightBound();
|
|
var lightVolumeData = new LightVolumeData();
|
|
|
|
var bnds = probe.bounds;
|
|
var boxOffset = probe.center; // reflection volume offset relative to cube map capture point
|
|
var blendDistance = probe.blendDistance;
|
|
|
|
var mat = probe.localToWorld;
|
|
|
|
Vector3 vx = mat.GetColumn(0);
|
|
Vector3 vy = mat.GetColumn(1);
|
|
Vector3 vz = mat.GetColumn(2);
|
|
Vector3 vw = mat.GetColumn(3);
|
|
vx.Normalize(); // Scale shouldn't affect the probe or its bounds
|
|
vy.Normalize();
|
|
vz.Normalize();
|
|
|
|
// C is reflection volume center in world space (NOT same as cube map capture point)
|
|
var e = bnds.extents; // 0.5f * Vector3.Max(-boxSizes[p], boxSizes[p]);
|
|
var C = vx * boxOffset.x + vy * boxOffset.y + vz * boxOffset.z + vw;
|
|
|
|
var combinedExtent = e + new Vector3(blendDistance, blendDistance, blendDistance);
|
|
|
|
// transform to camera space (becomes a left hand coordinate frame in Unity since Determinant(worldToView)<0)
|
|
vx = worldToView.MultiplyVector(vx);
|
|
vy = worldToView.MultiplyVector(vy);
|
|
vz = worldToView.MultiplyVector(vz);
|
|
|
|
var Cw = worldToView.MultiplyPoint(C);
|
|
|
|
bound.center = Cw;
|
|
bound.boxAxisX = combinedExtent.x * vx;
|
|
bound.boxAxisY = combinedExtent.y * vy;
|
|
bound.boxAxisZ = combinedExtent.z * vz;
|
|
bound.scaleXY.Set(1.0f, 1.0f);
|
|
bound.radius = combinedExtent.magnitude;
|
|
|
|
|
|
lightVolumeData.lightCategory = (uint)LightCategory.Env;
|
|
lightVolumeData.lightVolume = (uint)lightVolumeType;
|
|
lightVolumeData.featureFlags = (uint)LightFeatureFlags.Env;
|
|
|
|
lightVolumeData.lightPos = Cw;
|
|
lightVolumeData.lightAxisX = vx;
|
|
lightVolumeData.lightAxisY = vy;
|
|
lightVolumeData.lightAxisZ = vz;
|
|
var delta = combinedExtent - e;
|
|
lightVolumeData.boxInnerDist = e;
|
|
lightVolumeData.boxInvRange.Set(1.0f / delta.x, 1.0f / delta.y, 1.0f / delta.z);
|
|
|
|
m_lightList.bounds.Add(bound);
|
|
m_lightList.lightVolumes.Add(lightVolumeData);
|
|
}
|
|
public int GetCurrentShadowCount()
|
|
{
|
|
return m_ShadowRequests.Count;
|
|
}
|
|
|
|
public int GetShadowAtlasCount()
|
|
{
|
|
return (int)m_ShadowMgr.GetShadowMapCount();
|
|
}
|
|
|
|
public void UpdateCullingParameters(ref ScriptableCullingParameters cullingParams)
|
|
{
|
|
m_ShadowMgr.UpdateCullingParameters( ref cullingParams );
|
|
}
|
|
|
|
public bool IsBakedShadowMaskLight(Light light)
|
|
{
|
|
return light.bakingOutput.lightmapBakeType == LightmapBakeType.Mixed &&
|
|
light.bakingOutput.mixedLightingMode == MixedLightingMode.Shadowmask &&
|
|
light.bakingOutput.occlusionMaskChannel != -1; // We need to have an occlusion mask channel assign, else we have no shadow mask
|
|
}
|
|
|
|
public void UpdateRenderingPathState(bool useForwardRenderingOnly)
|
|
{
|
|
// Deferred opaque are always using Fptl. Forward opaque can use Fptl or Cluster, transparent use cluster.
|
|
// When MSAA is enabled we disable Fptl as it become expensive compare to cluster
|
|
// In HD, MSAA is only supported for forward only rendering, no MSAA in deferred mode (for code complexity reasons)
|
|
|
|
// If Deferred, enable Fptl. If we are forward renderer only and not using Fptl for forward opaque, disable Fptl
|
|
m_isForwardRenderingOnly = useForwardRenderingOnly;
|
|
m_isFptlEnabled = !m_isForwardRenderingOnly || tileSettings.enableFptlForForwardOpaque; // TODO: Disable if MSAA
|
|
m_isFptlEnabledForForwardOpaque = tileSettings.enableFptlForForwardOpaque; // TODO: Disable if MSAA
|
|
|
|
if (GetFeatureVariantsEnabled())
|
|
{
|
|
s_GenListPerTileKernel = buildPerTileLightListShader.FindKernel(m_LightLoopSettings.enableBigTilePrepass ? "TileLightListGen_SrcBigTile_FeatureFlags" : "TileLightListGen_FeatureFlags");
|
|
}
|
|
else
|
|
{
|
|
s_GenListPerTileKernel = buildPerTileLightListShader.FindKernel(m_LightLoopSettings.enableBigTilePrepass ? "TileLightListGen_SrcBigTile" : "TileLightListGen");
|
|
}
|
|
}
|
|
|
|
// Return true if BakedShadowMask are enabled
|
|
public bool PrepareLightsForGPU(CommandBuffer cmd, ShadowSettings shadowSettings, CullResults cullResults, Camera camera)
|
|
{
|
|
using (new ProfilingSample(cmd, "Prepare Lights For GPU"))
|
|
{
|
|
|
|
// If any light require it, we need to enabled bake shadow mask feature
|
|
m_enableBakeShadowMask = false;
|
|
|
|
m_lightList.Clear();
|
|
|
|
Vector3 camPosWS = camera.transform.position;
|
|
|
|
// Note: Light with null intensity/Color are culled by the C++, no need to test it here
|
|
if (cullResults.visibleLights.Count != 0 || cullResults.visibleReflectionProbes.Count != 0)
|
|
{
|
|
// 0. deal with shadows
|
|
{
|
|
m_FrameId.frameCount++;
|
|
// get the indices for all lights that want to have shadows
|
|
m_ShadowRequests.Clear();
|
|
m_ShadowRequests.Capacity = cullResults.visibleLights.Count;
|
|
int lcnt = cullResults.visibleLights.Count;
|
|
for (int i = 0; i < lcnt; ++i)
|
|
{
|
|
VisibleLight vl = cullResults.visibleLights[i];
|
|
if (vl.light.shadows == LightShadows.None)
|
|
continue;
|
|
|
|
AdditionalShadowData asd = vl.light.GetComponent<AdditionalShadowData>();
|
|
if (asd != null && asd.shadowDimmer > 0.0f)
|
|
m_ShadowRequests.Add(i);
|
|
}
|
|
// pass this list to a routine that assigns shadows based on some heuristic
|
|
uint shadowRequestCount = (uint)m_ShadowRequests.Count;
|
|
//TODO: Do not call ToArray here to avoid GC, refactor API
|
|
int[] shadowRequests = m_ShadowRequests.ToArray();
|
|
int[] shadowDataIndices;
|
|
m_ShadowMgr.ProcessShadowRequests(m_FrameId, cullResults, camera, ShaderConfig.s_CameraRelativeRendering != 0, cullResults.visibleLights,
|
|
ref shadowRequestCount, shadowRequests, out shadowDataIndices);
|
|
|
|
// update the visibleLights with the shadow information
|
|
m_ShadowIndices.Clear();
|
|
for (uint i = 0; i < shadowRequestCount; i++)
|
|
{
|
|
m_ShadowIndices.Add(shadowRequests[i], shadowDataIndices[i]);
|
|
}
|
|
}
|
|
|
|
float oldSpecularGlobalDimmer = m_LightingSettings.specularGlobalDimmer;
|
|
// Change some parameters in case of "special" rendering (can be preview, reflection, etc.)
|
|
if (camera.cameraType == CameraType.Reflection)
|
|
{
|
|
m_LightingSettings.specularGlobalDimmer = 0.0f;
|
|
}
|
|
|
|
// 1. Count the number of lights and sort all lights by category, type and volume - This is required for the fptl/cluster shader code
|
|
// If we reach maximum of lights available on screen, then we discard the light.
|
|
// Lights are processed in order, so we don't discards light based on their importance but based on their ordering in visible lights list.
|
|
int directionalLightcount = 0;
|
|
int punctualLightcount = 0;
|
|
int areaLightCount = 0;
|
|
|
|
int lightCount = Math.Min(cullResults.visibleLights.Count, k_MaxLightsOnScreen);
|
|
var sortKeys = new uint[lightCount];
|
|
int sortCount = 0;
|
|
|
|
for (int lightIndex = 0, numLights = cullResults.visibleLights.Count; (lightIndex < numLights) && (sortCount < lightCount); ++lightIndex)
|
|
{
|
|
var light = cullResults.visibleLights[lightIndex];
|
|
|
|
// We only process light with additional data
|
|
var additionalData = light.light.GetComponent<HDAdditionalLightData>();
|
|
|
|
// Debug.Assert(additionalData == null, "Missing HDAdditionalData on a light - Should have been create by HDLightEditor");
|
|
|
|
if (additionalData == null)
|
|
return false;
|
|
|
|
LightCategory lightCategory = LightCategory.Count;
|
|
GPULightType gpuLightType = GPULightType.Point;
|
|
LightVolumeType lightVolumeType = LightVolumeType.Count;
|
|
|
|
if (additionalData.lightTypeExtent == LightTypeExtent.Punctual)
|
|
{
|
|
lightCategory = LightCategory.Punctual;
|
|
|
|
switch (light.lightType)
|
|
{
|
|
case LightType.Spot:
|
|
if (punctualLightcount >= k_MaxPunctualLightsOnScreen)
|
|
continue;
|
|
switch (additionalData.spotLightShape)
|
|
{
|
|
case SpotLightShape.Cone:
|
|
gpuLightType = GPULightType.Spot;
|
|
lightVolumeType = LightVolumeType.Cone;
|
|
break;
|
|
case SpotLightShape.Pyramid:
|
|
gpuLightType = GPULightType.ProjectorPyramid;
|
|
lightVolumeType = LightVolumeType.Cone;
|
|
break;
|
|
case SpotLightShape.Box:
|
|
gpuLightType = GPULightType.ProjectorBox;
|
|
lightVolumeType = LightVolumeType.Box;
|
|
break;
|
|
default:
|
|
Debug.Assert(false, "Encountered an unknown SpotLightShape.");
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case LightType.Directional:
|
|
if (directionalLightcount >= k_MaxDirectionalLightsOnScreen)
|
|
continue;
|
|
gpuLightType = GPULightType.Directional;
|
|
// No need to add volume, always visible
|
|
lightVolumeType = LightVolumeType.Count; // Count is none
|
|
break;
|
|
|
|
case LightType.Point:
|
|
if (punctualLightcount >= k_MaxPunctualLightsOnScreen)
|
|
continue;
|
|
gpuLightType = GPULightType.Point;
|
|
lightVolumeType = LightVolumeType.Sphere;
|
|
break;
|
|
|
|
default:
|
|
Debug.Assert(false, "Encountered an unknown LightType.");
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
lightCategory = LightCategory.Area;
|
|
|
|
switch (additionalData.lightTypeExtent)
|
|
{
|
|
case LightTypeExtent.Rectangle:
|
|
if (areaLightCount >= k_MaxAreaLightsOnScreen)
|
|
continue;
|
|
gpuLightType = GPULightType.Rectangle;
|
|
lightVolumeType = LightVolumeType.Box;
|
|
break;
|
|
|
|
case LightTypeExtent.Line:
|
|
if (areaLightCount >= k_MaxAreaLightsOnScreen)
|
|
continue;
|
|
gpuLightType = GPULightType.Line;
|
|
lightVolumeType = LightVolumeType.Box;
|
|
break;
|
|
|
|
default:
|
|
Debug.Assert(false, "Encountered an unknown LightType.");
|
|
break;
|
|
}
|
|
}
|
|
|
|
uint shadow = m_ShadowIndices.ContainsKey(lightIndex) ? 1u : 0;
|
|
// 5 bit (0x1F) light category, 5 bit (0x1F) GPULightType, 5 bit (0x1F) lightVolume, 1 bit for shadow casting, 16 bit index
|
|
sortKeys[sortCount++] = (uint)lightCategory << 27 | (uint)gpuLightType << 22 | (uint)lightVolumeType << 17 | shadow << 16 | (uint)lightIndex;
|
|
}
|
|
|
|
CoreUtils.QuickSort(sortKeys, 0, sortCount - 1); // Call our own quicksort instead of Array.Sort(sortKeys, 0, sortCount) so we don't allocate memory (note the SortCount-1 that is different from original call).
|
|
|
|
// TODO: Refactor shadow management
|
|
// The good way of managing shadow:
|
|
// Here we sort everyone and we decide which light is important or not (this is the responsibility of the lightloop)
|
|
// we allocate shadow slot based on maximum shadow allowed on screen and attribute slot by bigger solid angle
|
|
// THEN we ask to the ShadowRender to render the shadow, not the reverse as it is today (i.e render shadow than expect they
|
|
// will be use...)
|
|
// The lightLoop is in charge, not the shadow pass.
|
|
// For now we will still apply the maximum of shadow here but we don't apply the sorting by priority + slot allocation yet
|
|
m_CurrentSunLight = null;
|
|
m_CurrentSunLightShadowIndex = -1;
|
|
|
|
// 2. Go through all lights, convert them to GPU format.
|
|
// Create simultaneously data for culling (LigthVolumeData and rendering)
|
|
var worldToView = WorldToCamera(camera);
|
|
|
|
for (int sortIndex = 0; sortIndex < sortCount; ++sortIndex)
|
|
{
|
|
// In 1. we have already classify and sorted the light, we need to use this sorted order here
|
|
uint sortKey = sortKeys[sortIndex];
|
|
LightCategory lightCategory = (LightCategory)((sortKey >> 27) & 0x1F);
|
|
GPULightType gpuLightType = (GPULightType)((sortKey >> 22) & 0x1F);
|
|
LightVolumeType lightVolumeType = (LightVolumeType)((sortKey >> 17) & 0x1F);
|
|
int lightIndex = (int)(sortKey & 0xFFFF);
|
|
|
|
var light = cullResults.visibleLights[lightIndex];
|
|
|
|
m_enableBakeShadowMask = m_enableBakeShadowMask || IsBakedShadowMaskLight(light.light);
|
|
|
|
var additionalLightData = light.light.GetComponent<HDAdditionalLightData>();
|
|
var additionalShadowData = light.light.GetComponent<AdditionalShadowData>(); // Can be null
|
|
|
|
// Directional rendering side, it is separated as it is always visible so no volume to handle here
|
|
if (gpuLightType == GPULightType.Directional)
|
|
{
|
|
if (GetDirectionalLightData(cmd, shadowSettings, gpuLightType, light, additionalLightData, additionalShadowData, lightIndex))
|
|
{
|
|
directionalLightcount++;
|
|
|
|
// We make the light position camera-relative as late as possible in order
|
|
// to allow the preceding code to work with the absolute world space coordinates.
|
|
if (ShaderConfig.s_CameraRelativeRendering != 0)
|
|
{
|
|
// Caution: 'DirectionalLightData.positionWS' is camera-relative after this point.
|
|
int n = m_lightList.directionalLights.Count;
|
|
DirectionalLightData lightData = m_lightList.directionalLights[n - 1];
|
|
lightData.positionWS -= camPosWS;
|
|
m_lightList.directionalLights[n - 1] = lightData;
|
|
}
|
|
}
|
|
continue;
|
|
}
|
|
|
|
// Punctual, area, projector lights - the rendering side.
|
|
if (GetLightData(cmd, shadowSettings, camera, gpuLightType, light, additionalLightData, additionalShadowData, lightIndex))
|
|
{
|
|
switch (lightCategory)
|
|
{
|
|
case LightCategory.Punctual:
|
|
punctualLightcount++;
|
|
break;
|
|
case LightCategory.Area:
|
|
areaLightCount++;
|
|
break;
|
|
default:
|
|
Debug.Assert(false, "TODO: encountered an unknown LightCategory.");
|
|
break;
|
|
}
|
|
|
|
// Then culling side. Must be call in this order as we pass the created Light data to the function
|
|
GetLightVolumeDataAndBound(lightCategory, gpuLightType, lightVolumeType, light, m_lightList.lights[m_lightList.lights.Count - 1], worldToView);
|
|
|
|
// We make the light position camera-relative as late as possible in order
|
|
// to allow the preceding code to work with the absolute world space coordinates.
|
|
if (ShaderConfig.s_CameraRelativeRendering != 0)
|
|
{
|
|
// Caution: 'LightData.positionWS' is camera-relative after this point.
|
|
int n = m_lightList.lights.Count;
|
|
LightData lightData = m_lightList.lights[n - 1];
|
|
lightData.positionWS -= camPosWS;
|
|
m_lightList.lights[n - 1] = lightData;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Sanity check
|
|
Debug.Assert(m_lightList.directionalLights.Count == directionalLightcount);
|
|
Debug.Assert(m_lightList.lights.Count == areaLightCount + punctualLightcount);
|
|
|
|
m_punctualLightCount = punctualLightcount;
|
|
m_areaLightCount = areaLightCount;
|
|
|
|
// Redo everything but this time with envLights
|
|
int envLightCount = 0;
|
|
|
|
int probeCount = Math.Min(cullResults.visibleReflectionProbes.Count, k_MaxEnvLightsOnScreen);
|
|
sortKeys = new uint[probeCount];
|
|
sortCount = 0;
|
|
|
|
for (int probeIndex = 0, numProbes = cullResults.visibleReflectionProbes.Count; (probeIndex < numProbes) && (sortCount < probeCount); probeIndex++)
|
|
{
|
|
VisibleReflectionProbe probe = cullResults.visibleReflectionProbes[probeIndex];
|
|
|
|
// probe.texture can be null when we are adding a reflection probe in the editor
|
|
if (probe.texture == null || envLightCount >= k_MaxEnvLightsOnScreen)
|
|
continue;
|
|
|
|
// Work around the culling issues. TODO: fix culling in C++.
|
|
if (probe.probe == null || !probe.probe.isActiveAndEnabled)
|
|
continue;
|
|
|
|
// Work around the data issues.
|
|
if (probe.localToWorld.determinant == 0)
|
|
{
|
|
Debug.LogError("Reflection probe " + probe.probe.name + " has an invalid local frame and needs to be fixed.");
|
|
continue;
|
|
}
|
|
|
|
// TODO: Support LightVolumeType.Sphere, currently in UI there is no way to specify a sphere influence volume
|
|
LightVolumeType lightVolumeType = probe.boxProjection != 0 ? LightVolumeType.Box : LightVolumeType.Box;
|
|
++envLightCount;
|
|
|
|
float boxVolume = 8 * probe.bounds.extents.x * probe.bounds.extents.y * probe.bounds.extents.z;
|
|
float logVolume = Mathf.Clamp(256 + Mathf.Log(boxVolume, 1.1f), 0, 8191); // Allow for negative exponents
|
|
|
|
// 13 bit volume, 3 bit LightVolumeType, 16 bit index
|
|
sortKeys[sortCount++] = (uint)logVolume << 19 | (uint)lightVolumeType << 16 | ((uint)probeIndex & 0xFFFF); // Sort by volume
|
|
}
|
|
|
|
// Not necessary yet but call it for future modification with sphere influence volume
|
|
CoreUtils.QuickSort(sortKeys, 0, sortCount - 1); // Call our own quicksort instead of Array.Sort(sortKeys, 0, sortCount) so we don't allocate memory (note the SortCount-1 that is different from original call).
|
|
|
|
for (int sortIndex = 0; sortIndex < sortCount; ++sortIndex)
|
|
{
|
|
// In 1. we have already classify and sorted the light, we need to use this sorted order here
|
|
uint sortKey = sortKeys[sortIndex];
|
|
LightVolumeType lightVolumeType = (LightVolumeType)((sortKey >> 16) & 0x3);
|
|
int probeIndex = (int)(sortKey & 0xFFFF);
|
|
|
|
VisibleReflectionProbe probe = cullResults.visibleReflectionProbes[probeIndex];
|
|
|
|
if (GetEnvLightData(cmd, camera, probe))
|
|
{
|
|
GetEnvLightVolumeDataAndBound(probe, lightVolumeType, worldToView);
|
|
|
|
// We make the light position camera-relative as late as possible in order
|
|
// to allow the preceding code to work with the absolute world space coordinates.
|
|
if (ShaderConfig.s_CameraRelativeRendering != 0)
|
|
{
|
|
// Caution: 'EnvLightData.positionWS' is camera-relative after this point.
|
|
int n = m_lightList.envLights.Count;
|
|
EnvLightData envLightData = m_lightList.envLights[n - 1];
|
|
envLightData.positionWS -= camPosWS;
|
|
m_lightList.envLights[n - 1] = envLightData;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// Restore values after "special rendering"
|
|
m_LightingSettings.specularGlobalDimmer = oldSpecularGlobalDimmer;
|
|
}
|
|
|
|
m_lightCount = m_lightList.lights.Count + m_lightList.envLights.Count;
|
|
Debug.Assert(m_lightList.bounds.Count == m_lightCount);
|
|
Debug.Assert(m_lightList.lightVolumes.Count == m_lightCount);
|
|
|
|
UpdateDataBuffers();
|
|
|
|
m_maxShadowDistance = shadowSettings.maxShadowDistance;
|
|
|
|
return m_enableBakeShadowMask;
|
|
}
|
|
}
|
|
|
|
void VoxelLightListGeneration(CommandBuffer cmd, Camera camera, Matrix4x4 projscr, Matrix4x4 invProjscr, RenderTargetIdentifier cameraDepthBufferRT)
|
|
{
|
|
// clear atomic offset index
|
|
cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_ClearVoxelAtomicKernel, HDShaderIDs.g_LayeredSingleIdxBuffer, s_GlobalLightListAtomic);
|
|
cmd.DispatchCompute(buildPerVoxelLightListShader, s_ClearVoxelAtomicKernel, 1, 1, 1);
|
|
|
|
bool isOrthographic = camera.orthographic;
|
|
cmd.SetComputeIntParam(buildPerVoxelLightListShader, HDShaderIDs.g_isOrthographic, isOrthographic ? 1 : 0);
|
|
cmd.SetComputeIntParam(buildPerVoxelLightListShader, HDShaderIDs._EnvLightIndexShift, m_lightList.lights.Count);
|
|
cmd.SetComputeIntParam(buildPerVoxelLightListShader, HDShaderIDs.g_iNrVisibLights, m_lightCount);
|
|
cmd.SetComputeMatrixParam(buildPerVoxelLightListShader, HDShaderIDs.g_mScrProjection, projscr);
|
|
cmd.SetComputeMatrixParam(buildPerVoxelLightListShader, HDShaderIDs.g_mInvScrProjection, invProjscr);
|
|
|
|
cmd.SetComputeIntParam(buildPerVoxelLightListShader, HDShaderIDs.g_iLog2NumClusters, k_Log2NumClusters);
|
|
|
|
//Vector4 v2_near = invProjscr * new Vector4(0.0f, 0.0f, 0.0f, 1.0f);
|
|
//Vector4 v2_far = invProjscr * new Vector4(0.0f, 0.0f, 1.0f, 1.0f);
|
|
//float nearPlane2 = -(v2_near.z/v2_near.w);
|
|
//float farPlane2 = -(v2_far.z/v2_far.w);
|
|
var nearPlane = camera.nearClipPlane;
|
|
var farPlane = camera.farClipPlane;
|
|
cmd.SetComputeFloatParam(buildPerVoxelLightListShader, HDShaderIDs.g_fNearPlane, nearPlane);
|
|
cmd.SetComputeFloatParam(buildPerVoxelLightListShader, HDShaderIDs.g_fFarPlane, farPlane);
|
|
|
|
const float C = (float)(1 << k_Log2NumClusters);
|
|
var geomSeries = (1.0 - Mathf.Pow(k_ClustLogBase, C)) / (1 - k_ClustLogBase); // geometric series: sum_k=0^{C-1} base^k
|
|
m_ClustScale = (float)(geomSeries / (farPlane - nearPlane));
|
|
|
|
cmd.SetComputeFloatParam(buildPerVoxelLightListShader, HDShaderIDs.g_fClustScale, m_ClustScale);
|
|
cmd.SetComputeFloatParam(buildPerVoxelLightListShader, HDShaderIDs.g_fClustBase, k_ClustLogBase);
|
|
|
|
cmd.SetComputeTextureParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, HDShaderIDs.g_depth_tex, cameraDepthBufferRT);
|
|
cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, HDShaderIDs.g_vLayeredLightList, s_PerVoxelLightLists);
|
|
cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, HDShaderIDs.g_LayeredOffset, s_PerVoxelOffset);
|
|
cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, HDShaderIDs.g_LayeredSingleIdxBuffer, s_GlobalLightListAtomic);
|
|
if (m_LightLoopSettings.enableBigTilePrepass)
|
|
cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, HDShaderIDs.g_vBigTileLightList, s_BigTileLightList);
|
|
|
|
if (k_UseDepthBuffer)
|
|
{
|
|
cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, HDShaderIDs.g_logBaseBuffer, s_PerTileLogBaseTweak);
|
|
}
|
|
|
|
cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, HDShaderIDs.g_vBoundsBuffer, s_AABBBoundsBuffer);
|
|
cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, HDShaderIDs._LightVolumeData, s_LightVolumeDataBuffer);
|
|
cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, HDShaderIDs.g_data, s_ConvexBoundsBuffer);
|
|
|
|
var numTilesX = GetNumTileClusteredX(camera);
|
|
var numTilesY = GetNumTileClusteredY(camera);
|
|
cmd.DispatchCompute(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, numTilesX, numTilesY, 1);
|
|
}
|
|
|
|
public bool IsAsyncEnabled()
|
|
{
|
|
return m_LightLoopSettings.enableAsyncCompute;
|
|
}
|
|
|
|
public void BuildGPULightListsCommon(Camera camera, CommandBuffer cmd, RenderTargetIdentifier cameraDepthBufferRT, RenderTargetIdentifier stencilTextureRT)
|
|
{
|
|
cmd.BeginSample("Build Light List");
|
|
|
|
var w = camera.pixelWidth;
|
|
var h = camera.pixelHeight;
|
|
var numBigTilesX = (w + 63) / 64;
|
|
var numBigTilesY = (h + 63) / 64;
|
|
|
|
// camera to screen matrix (and it's inverse)
|
|
var proj = CameraProjection(camera);
|
|
var temp = new Matrix4x4();
|
|
temp.SetRow(0, new Vector4(0.5f * w, 0.0f, 0.0f, 0.5f * w));
|
|
temp.SetRow(1, new Vector4(0.0f, 0.5f * h, 0.0f, 0.5f * h));
|
|
temp.SetRow(2, new Vector4(0.0f, 0.0f, 0.5f, 0.5f));
|
|
temp.SetRow(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f));
|
|
var projscr = temp * proj;
|
|
var invProjscr = projscr.inverse;
|
|
bool isOrthographic = camera.orthographic;
|
|
|
|
// generate screen-space AABBs (used for both fptl and clustered).
|
|
if (m_lightCount != 0)
|
|
{
|
|
temp.SetRow(0, new Vector4(1.0f, 0.0f, 0.0f, 0.0f));
|
|
temp.SetRow(1, new Vector4(0.0f, 1.0f, 0.0f, 0.0f));
|
|
temp.SetRow(2, new Vector4(0.0f, 0.0f, 0.5f, 0.5f));
|
|
temp.SetRow(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f));
|
|
var projh = temp * proj;
|
|
var invProjh = projh.inverse;
|
|
|
|
cmd.SetComputeIntParam(buildScreenAABBShader, HDShaderIDs.g_isOrthographic, isOrthographic ? 1 : 0);
|
|
cmd.SetComputeIntParam(buildScreenAABBShader, HDShaderIDs.g_iNrVisibLights, m_lightCount);
|
|
cmd.SetComputeBufferParam(buildScreenAABBShader, s_GenAABBKernel, HDShaderIDs.g_data, s_ConvexBoundsBuffer);
|
|
|
|
cmd.SetComputeMatrixParam(buildScreenAABBShader, HDShaderIDs.g_mProjection, projh);
|
|
cmd.SetComputeMatrixParam(buildScreenAABBShader, HDShaderIDs.g_mInvProjection, invProjh);
|
|
cmd.SetComputeBufferParam(buildScreenAABBShader, s_GenAABBKernel, HDShaderIDs.g_vBoundsBuffer, s_AABBBoundsBuffer);
|
|
cmd.DispatchCompute(buildScreenAABBShader, s_GenAABBKernel, (m_lightCount + 7) / 8, 1, 1);
|
|
}
|
|
|
|
// enable coarse 2D pass on 64x64 tiles (used for both fptl and clustered).
|
|
if (m_LightLoopSettings.enableBigTilePrepass)
|
|
{
|
|
cmd.SetComputeIntParam(buildPerBigTileLightListShader, HDShaderIDs.g_isOrthographic, isOrthographic ? 1 : 0);
|
|
cmd.SetComputeIntParams(buildPerBigTileLightListShader, HDShaderIDs.g_viDimensions, w, h);
|
|
cmd.SetComputeIntParam(buildPerBigTileLightListShader, HDShaderIDs._EnvLightIndexShift, m_lightList.lights.Count);
|
|
cmd.SetComputeIntParam(buildPerBigTileLightListShader, HDShaderIDs.g_iNrVisibLights, m_lightCount);
|
|
cmd.SetComputeMatrixParam(buildPerBigTileLightListShader, HDShaderIDs.g_mScrProjection, projscr);
|
|
cmd.SetComputeMatrixParam(buildPerBigTileLightListShader, HDShaderIDs.g_mInvScrProjection, invProjscr);
|
|
cmd.SetComputeFloatParam(buildPerBigTileLightListShader, HDShaderIDs.g_fNearPlane, camera.nearClipPlane);
|
|
cmd.SetComputeFloatParam(buildPerBigTileLightListShader, HDShaderIDs.g_fFarPlane, camera.farClipPlane);
|
|
cmd.SetComputeBufferParam(buildPerBigTileLightListShader, s_GenListPerBigTileKernel, HDShaderIDs.g_vLightList, s_BigTileLightList);
|
|
cmd.SetComputeBufferParam(buildPerBigTileLightListShader, s_GenListPerBigTileKernel, HDShaderIDs.g_vBoundsBuffer, s_AABBBoundsBuffer);
|
|
cmd.SetComputeBufferParam(buildPerBigTileLightListShader, s_GenListPerBigTileKernel, HDShaderIDs._LightVolumeData, s_LightVolumeDataBuffer);
|
|
cmd.SetComputeBufferParam(buildPerBigTileLightListShader, s_GenListPerBigTileKernel, HDShaderIDs.g_data, s_ConvexBoundsBuffer);
|
|
cmd.DispatchCompute(buildPerBigTileLightListShader, s_GenListPerBigTileKernel, numBigTilesX, numBigTilesY, 1);
|
|
}
|
|
|
|
var numTilesX = GetNumTileFtplX(camera);
|
|
var numTilesY = GetNumTileFtplY(camera);
|
|
var numTiles = numTilesX * numTilesY;
|
|
bool enableFeatureVariants = GetFeatureVariantsEnabled();
|
|
|
|
// optimized for opaques only
|
|
if (m_isFptlEnabled)
|
|
{
|
|
cmd.SetComputeIntParam(buildPerTileLightListShader, HDShaderIDs.g_isOrthographic, isOrthographic ? 1 : 0);
|
|
cmd.SetComputeIntParams(buildPerTileLightListShader, HDShaderIDs.g_viDimensions, w, h);
|
|
cmd.SetComputeIntParam(buildPerTileLightListShader, HDShaderIDs._EnvLightIndexShift, m_lightList.lights.Count);
|
|
cmd.SetComputeIntParam(buildPerTileLightListShader, HDShaderIDs.g_iNrVisibLights, m_lightCount);
|
|
|
|
cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, HDShaderIDs.g_vBoundsBuffer, s_AABBBoundsBuffer);
|
|
cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, HDShaderIDs._LightVolumeData, s_LightVolumeDataBuffer);
|
|
cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, HDShaderIDs.g_data, s_ConvexBoundsBuffer);
|
|
|
|
cmd.SetComputeMatrixParam(buildPerTileLightListShader, HDShaderIDs.g_mScrProjection, projscr);
|
|
cmd.SetComputeMatrixParam(buildPerTileLightListShader, HDShaderIDs.g_mInvScrProjection, invProjscr);
|
|
cmd.SetComputeTextureParam(buildPerTileLightListShader, s_GenListPerTileKernel, HDShaderIDs.g_depth_tex, cameraDepthBufferRT);
|
|
cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, HDShaderIDs.g_vLightList, s_LightList);
|
|
if (m_LightLoopSettings.enableBigTilePrepass)
|
|
cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, HDShaderIDs.g_vBigTileLightList, s_BigTileLightList);
|
|
|
|
if (enableFeatureVariants)
|
|
{
|
|
uint baseFeatureFlags = 0;
|
|
if (m_lightList.directionalLights.Count > 0)
|
|
{
|
|
baseFeatureFlags |= (uint)LightFeatureFlags.Directional;
|
|
}
|
|
if (Shader.GetGlobalInt(HDShaderIDs._EnvLightSkyEnabled) != 0)
|
|
{
|
|
baseFeatureFlags |= (uint)LightFeatureFlags.Sky;
|
|
}
|
|
if (!m_LightLoopSettings.enableComputeMaterialVariants)
|
|
{
|
|
baseFeatureFlags |= LightDefinitions.s_MaterialFeatureMaskFlags;
|
|
}
|
|
cmd.SetComputeIntParam(buildPerTileLightListShader, HDShaderIDs.g_BaseFeatureFlags, (int)baseFeatureFlags);
|
|
cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, HDShaderIDs.g_TileFeatureFlags, s_TileFeatureFlags);
|
|
}
|
|
|
|
cmd.DispatchCompute(buildPerTileLightListShader, s_GenListPerTileKernel, numTilesX, numTilesY, 1);
|
|
}
|
|
|
|
// Cluster
|
|
VoxelLightListGeneration(cmd, camera, projscr, invProjscr, cameraDepthBufferRT);
|
|
|
|
if (enableFeatureVariants)
|
|
{
|
|
// material classification
|
|
if (m_LightLoopSettings.enableComputeMaterialVariants)
|
|
{
|
|
int buildMaterialFlagsKernel = s_BuildMaterialFlagsOrKernel;
|
|
|
|
uint baseFeatureFlags = 0;
|
|
if (!m_LightLoopSettings.enableComputeLightVariants)
|
|
{
|
|
buildMaterialFlagsKernel = s_BuildMaterialFlagsWriteKernel;
|
|
baseFeatureFlags |= LightDefinitions.s_LightFeatureMaskFlags;
|
|
}
|
|
|
|
cmd.SetComputeIntParam(buildMaterialFlagsShader, HDShaderIDs.g_BaseFeatureFlags, (int)baseFeatureFlags);
|
|
cmd.SetComputeIntParams(buildMaterialFlagsShader, HDShaderIDs.g_viDimensions, w, h);
|
|
cmd.SetComputeBufferParam(buildMaterialFlagsShader, buildMaterialFlagsKernel, HDShaderIDs.g_TileFeatureFlags, s_TileFeatureFlags);
|
|
|
|
cmd.SetComputeTextureParam(buildMaterialFlagsShader, buildMaterialFlagsKernel, HDShaderIDs._StencilTexture, stencilTextureRT);
|
|
|
|
cmd.DispatchCompute(buildMaterialFlagsShader, buildMaterialFlagsKernel, numTilesX, numTilesY, 1);
|
|
}
|
|
|
|
// clear dispatch indirect buffer
|
|
cmd.SetComputeBufferParam(clearDispatchIndirectShader, s_ClearDispatchIndirectKernel, HDShaderIDs.g_DispatchIndirectBuffer, s_DispatchIndirectBuffer);
|
|
cmd.DispatchCompute(clearDispatchIndirectShader, s_ClearDispatchIndirectKernel, 1, 1, 1);
|
|
|
|
// add tiles to indirect buffer
|
|
cmd.SetComputeBufferParam(buildDispatchIndirectShader, s_BuildDispatchIndirectKernel, HDShaderIDs.g_DispatchIndirectBuffer, s_DispatchIndirectBuffer);
|
|
cmd.SetComputeBufferParam(buildDispatchIndirectShader, s_BuildDispatchIndirectKernel, HDShaderIDs.g_TileList, s_TileList);
|
|
cmd.SetComputeBufferParam(buildDispatchIndirectShader, s_BuildDispatchIndirectKernel, HDShaderIDs.g_TileFeatureFlags, s_TileFeatureFlags);
|
|
cmd.SetComputeIntParam(buildDispatchIndirectShader, HDShaderIDs.g_NumTiles, numTiles);
|
|
cmd.SetComputeIntParam(buildDispatchIndirectShader, HDShaderIDs.g_NumTilesX, numTilesX);
|
|
cmd.DispatchCompute(buildDispatchIndirectShader, s_BuildDispatchIndirectKernel, (numTiles + 63) / 64, 1, 1);
|
|
}
|
|
|
|
cmd.EndSample("Build Light List");
|
|
}
|
|
|
|
public void BuildGPULightLists(Camera camera, CommandBuffer cmd, RenderTargetIdentifier cameraDepthBufferRT, RenderTargetIdentifier stencilTextureRT)
|
|
{
|
|
cmd.SetRenderTarget(BuiltinRenderTextureType.None);
|
|
|
|
BuildGPULightListsCommon(camera, cmd, cameraDepthBufferRT, stencilTextureRT);
|
|
PushGlobalParams(camera, cmd);
|
|
}
|
|
|
|
public GPUFence BuildGPULightListsAsyncBegin(Camera camera, ScriptableRenderContext renderContext, RenderTargetIdentifier cameraDepthBufferRT, RenderTargetIdentifier stencilTextureRT, GPUFence startFence)
|
|
{
|
|
var cmd = CommandBufferPool.Get("Build light list");
|
|
cmd.WaitOnGPUFence(startFence);
|
|
|
|
BuildGPULightListsCommon(camera, cmd, cameraDepthBufferRT, stencilTextureRT);
|
|
GPUFence completeFence = cmd.CreateGPUFence();
|
|
renderContext.ExecuteCommandBufferAsync(cmd, ComputeQueueType.Background);
|
|
CommandBufferPool.Release(cmd);
|
|
|
|
return completeFence;
|
|
}
|
|
|
|
public void BuildGPULightListAsyncEnd(Camera camera, CommandBuffer cmd, GPUFence doneFence)
|
|
{
|
|
cmd.WaitOnGPUFence(doneFence);
|
|
PushGlobalParams(camera, cmd);
|
|
}
|
|
|
|
private void UpdateDataBuffers()
|
|
{
|
|
s_DirectionalLightDatas.SetData(m_lightList.directionalLights);
|
|
s_LightDatas.SetData(m_lightList.lights);
|
|
s_EnvLightDatas.SetData(m_lightList.envLights);
|
|
s_shadowDatas.SetData(m_lightList.shadows);
|
|
|
|
// These two buffers have been set in Rebuild()
|
|
s_ConvexBoundsBuffer.SetData(m_lightList.bounds);
|
|
s_LightVolumeDataBuffer.SetData(m_lightList.lightVolumes);
|
|
}
|
|
|
|
void PushGlobalParams(Camera camera, CommandBuffer cmd)
|
|
{
|
|
using (new ProfilingSample(cmd, "Push Global Parameters", HDRenderPipeline.GetSampler(CustomSamplerId.TPPushGlobalParameters)))
|
|
{
|
|
// Shadows
|
|
m_ShadowMgr.SyncData();
|
|
m_ShadowMgr.BindResources(cmd, null, 0);
|
|
|
|
cmd.SetGlobalTexture(HDShaderIDs._CookieTextures, m_CookieTexArray.GetTexCache());
|
|
cmd.SetGlobalTexture(HDShaderIDs._CookieCubeTextures, m_CubeCookieTexArray.GetTexCache());
|
|
cmd.SetGlobalTexture(HDShaderIDs._EnvTextures, m_ReflectionProbeCache.GetTexCache());
|
|
|
|
cmd.SetGlobalBuffer(HDShaderIDs._DirectionalLightDatas, s_DirectionalLightDatas);
|
|
cmd.SetGlobalInt(HDShaderIDs._DirectionalLightCount, m_lightList.directionalLights.Count);
|
|
cmd.SetGlobalBuffer(HDShaderIDs._LightDatas, s_LightDatas);
|
|
cmd.SetGlobalInt(HDShaderIDs._PunctualLightCount, m_punctualLightCount);
|
|
cmd.SetGlobalInt(HDShaderIDs._AreaLightCount, m_areaLightCount);
|
|
cmd.SetGlobalBuffer(HDShaderIDs._EnvLightDatas, s_EnvLightDatas);
|
|
cmd.SetGlobalInt(HDShaderIDs._EnvLightCount, m_lightList.envLights.Count);
|
|
cmd.SetGlobalBuffer(HDShaderIDs._ShadowDatas, s_shadowDatas);
|
|
cmd.SetGlobalVectorArray(HDShaderIDs._DirShadowSplitSpheres, m_lightList.directionalShadowSplitSphereSqr);
|
|
|
|
cmd.SetGlobalInt(HDShaderIDs._NumTileFtplX, GetNumTileFtplX(camera));
|
|
cmd.SetGlobalInt(HDShaderIDs._NumTileFtplY, GetNumTileFtplY(camera));
|
|
|
|
cmd.SetGlobalInt(HDShaderIDs._NumTileClusteredX, GetNumTileClusteredX(camera));
|
|
cmd.SetGlobalInt(HDShaderIDs._NumTileClusteredY, GetNumTileClusteredY(camera));
|
|
|
|
if (m_LightLoopSettings.enableBigTilePrepass)
|
|
cmd.SetGlobalBuffer(HDShaderIDs.g_vBigTileLightList, s_BigTileLightList);
|
|
|
|
// Cluster
|
|
{
|
|
cmd.SetGlobalFloat(HDShaderIDs.g_fClustScale, m_ClustScale);
|
|
cmd.SetGlobalFloat(HDShaderIDs.g_fClustBase, k_ClustLogBase);
|
|
cmd.SetGlobalFloat(HDShaderIDs.g_fNearPlane, camera.nearClipPlane);
|
|
cmd.SetGlobalFloat(HDShaderIDs.g_fFarPlane, camera.farClipPlane);
|
|
cmd.SetGlobalInt(HDShaderIDs.g_iLog2NumClusters, k_Log2NumClusters);
|
|
cmd.SetGlobalInt(HDShaderIDs.g_isLogBaseBufferEnabled, k_UseDepthBuffer ? 1 : 0);
|
|
|
|
cmd.SetGlobalBuffer(HDShaderIDs.g_vLayeredOffsetsBuffer, s_PerVoxelOffset);
|
|
if (k_UseDepthBuffer)
|
|
{
|
|
cmd.SetGlobalBuffer(HDShaderIDs.g_logBaseBuffer, s_PerTileLogBaseTweak);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#if UNITY_EDITOR
|
|
private Vector2 m_mousePosition = Vector2.zero;
|
|
|
|
private void OnSceneGUI(UnityEditor.SceneView sceneview)
|
|
{
|
|
m_mousePosition = Event.current.mousePosition;
|
|
}
|
|
|
|
#endif
|
|
|
|
public void RenderShadows(ScriptableRenderContext renderContext, CommandBuffer cmd, CullResults cullResults)
|
|
{
|
|
// kick off the shadow jobs here
|
|
m_ShadowMgr.RenderShadows(m_FrameId, renderContext, cmd, cullResults, cullResults.visibleLights);
|
|
}
|
|
|
|
public struct LightingPassOptions
|
|
{
|
|
public bool outputSplitLighting;
|
|
}
|
|
|
|
public void RenderDeferredDirectionalShadow(HDCamera hdCamera, RenderTargetIdentifier deferredShadowRT, RenderTargetIdentifier depthTexture, CommandBuffer cmd)
|
|
{
|
|
if (m_CurrentSunLight == null)
|
|
return;
|
|
|
|
using (new ProfilingSample(cmd, "Deferred Directional Shadow", HDRenderPipeline.GetSampler(CustomSamplerId.TPDeferredDirectionalShadow)))
|
|
{
|
|
m_ShadowMgr.BindResources(cmd, deferredDirectionalShadowComputeShader, s_deferredDirectionalShadowKernel);
|
|
|
|
cmd.SetComputeFloatParam(deferredDirectionalShadowComputeShader, HDShaderIDs._DirectionalShadowIndex, (float)m_CurrentSunLightShadowIndex);
|
|
cmd.SetComputeTextureParam(deferredDirectionalShadowComputeShader, s_deferredDirectionalShadowKernel, HDShaderIDs._DeferredShadowTextureUAV, deferredShadowRT);
|
|
cmd.SetComputeTextureParam(deferredDirectionalShadowComputeShader, s_deferredDirectionalShadowKernel, HDShaderIDs._MainDepthTexture, depthTexture);
|
|
|
|
int deferredShadowTileSize = 16; // Must match DeferreDirectionalShadow.compute
|
|
int numTilesX = (hdCamera.camera.pixelWidth + (deferredShadowTileSize - 1)) / deferredShadowTileSize;
|
|
int numTilesY = (hdCamera.camera.pixelHeight + (deferredShadowTileSize - 1)) / deferredShadowTileSize;
|
|
|
|
cmd.DispatchCompute(deferredDirectionalShadowComputeShader, s_deferredDirectionalShadowKernel, numTilesX, numTilesY, 1);
|
|
}
|
|
}
|
|
|
|
public void RenderDeferredLighting( HDCamera hdCamera, CommandBuffer cmd,
|
|
DebugDisplaySettings debugDisplaySettings,
|
|
RenderTargetIdentifier[] colorBuffers, RenderTargetIdentifier depthStencilBuffer, RenderTargetIdentifier depthTexture,
|
|
LightingPassOptions options)
|
|
{
|
|
cmd.SetGlobalBuffer(HDShaderIDs.g_vLightListGlobal, s_LightList);
|
|
|
|
if (m_LightLoopSettings.enableTileAndCluster && m_LightLoopSettings.enableComputeLightEvaluation && options.outputSplitLighting)
|
|
{
|
|
// The CS is always in the MRT mode. Do not execute the same shader twice.
|
|
return;
|
|
}
|
|
|
|
// Predeclared to reduce GC pressure
|
|
string tilePassName = "TilePass - Deferred Lighting Pass";
|
|
string tilePassMRTName = "TilePass - Deferred Lighting Pass MRT";
|
|
string singlePassName = "SinglePass - Deferred Lighting Pass";
|
|
string SinglePassMRTName = "SinglePass - Deferred Lighting Pass MRT";
|
|
|
|
// TODO: Check if we can remove this, when I test I can't
|
|
Texture skyTexture = Shader.GetGlobalTexture(HDShaderIDs._SkyTexture);
|
|
float skyTextureMipCount = Shader.GetGlobalFloat(HDShaderIDs._SkyTextureMipCount);
|
|
|
|
string sLabel = m_LightLoopSettings.enableTileAndCluster ?
|
|
(options.outputSplitLighting ? tilePassMRTName : tilePassName) :
|
|
(options.outputSplitLighting ? SinglePassMRTName : singlePassName);
|
|
|
|
using (new ProfilingSample(cmd, sLabel, HDRenderPipeline.GetSampler(CustomSamplerId.TPRenderDeferredLighting)))
|
|
{
|
|
var camera = hdCamera.camera;
|
|
|
|
// Compute path
|
|
if (m_LightLoopSettings.enableTileAndCluster && m_LightLoopSettings.enableComputeLightEvaluation)
|
|
{
|
|
int w = camera.pixelWidth;
|
|
int h = camera.pixelHeight;
|
|
int numTilesX = (w + 15) / 16;
|
|
int numTilesY = (h + 15) / 16;
|
|
int numTiles = numTilesX * numTilesY;
|
|
|
|
bool enableFeatureVariants = GetFeatureVariantsEnabled() && !debugDisplaySettings.IsDebugDisplayEnabled();
|
|
|
|
int numVariants = 1;
|
|
if (enableFeatureVariants)
|
|
numVariants = LightDefinitions.s_NumFeatureVariants;
|
|
|
|
for (int variant = 0; variant < numVariants; variant++)
|
|
{
|
|
int kernel;
|
|
|
|
if (enableFeatureVariants)
|
|
{
|
|
if (m_enableBakeShadowMask)
|
|
kernel = s_shadeOpaqueIndirectShadowMaskFptlKernels[variant];
|
|
else
|
|
kernel = s_shadeOpaqueIndirectFptlKernels[variant];
|
|
}
|
|
else
|
|
{
|
|
if (m_enableBakeShadowMask)
|
|
{
|
|
kernel = debugDisplaySettings.IsDebugDisplayEnabled() ? s_shadeOpaqueDirectShadowMaskFptlDebugDisplayKernel : s_shadeOpaqueDirectShadowMaskFptlKernel;
|
|
}
|
|
else
|
|
{
|
|
kernel = debugDisplaySettings.IsDebugDisplayEnabled() ? s_shadeOpaqueDirectFptlDebugDisplayKernel : s_shadeOpaqueDirectFptlKernel;
|
|
}
|
|
}
|
|
|
|
cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs._MainDepthTexture, depthTexture);
|
|
|
|
// TODO: Should remove this setting but can't remove it else get error: Property (_AmbientOcclusionTexture) at kernel index (32) is not set. Check why
|
|
cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs._AmbientOcclusionTexture, HDShaderIDs._AmbientOcclusionTexture);
|
|
|
|
// TODO: Is it possible to setup this outside the loop ? Can figure out how, get this: Property (specularLightingUAV) at kernel index (21) is not set
|
|
cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs.specularLightingUAV, colorBuffers[0]);
|
|
cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs.diffuseLightingUAV, colorBuffers[1]);
|
|
|
|
// TODO: Check if we can remove this, when I test I can't
|
|
cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs._SkyTexture, skyTexture ? skyTexture : m_DefaultTextureCube);
|
|
cmd.SetComputeFloatParam(deferredComputeShader, HDShaderIDs._SkyTextureMipCount, skyTextureMipCount);
|
|
|
|
// always do deferred lighting in blocks of 16x16 (not same as tiled light size)
|
|
|
|
if (enableFeatureVariants)
|
|
{
|
|
cmd.SetComputeIntParam(deferredComputeShader, HDShaderIDs.g_TileListOffset, variant * numTiles);
|
|
cmd.SetComputeBufferParam(deferredComputeShader, kernel, HDShaderIDs.g_TileList, s_TileList);
|
|
cmd.DispatchCompute(deferredComputeShader, kernel, s_DispatchIndirectBuffer, (uint)variant * 3 * sizeof(uint));
|
|
}
|
|
else
|
|
{
|
|
cmd.DispatchCompute(deferredComputeShader, kernel, numTilesX, numTilesY, 1);
|
|
}
|
|
}
|
|
}
|
|
else // Pixel shader evaluation
|
|
{
|
|
int index = GetDeferredLightingMaterialIndex( options.outputSplitLighting ? 1 : 0,
|
|
m_LightLoopSettings.enableTileAndCluster ? 1 : 0,
|
|
m_enableBakeShadowMask ? 1 : 0,
|
|
debugDisplaySettings.IsDebugDisplayEnabled() ? 1 : 0);
|
|
|
|
Material currentLightingMaterial = m_deferredLightingMaterial[index];
|
|
|
|
if (options.outputSplitLighting)
|
|
{
|
|
CoreUtils.DrawFullScreen(cmd, currentLightingMaterial, colorBuffers, depthStencilBuffer);
|
|
}
|
|
else
|
|
{
|
|
// If SSS is disable, do lighting for both split lighting and no split lighting
|
|
// This is for debug purpose, so fine to use immediate material mode here to modify render state
|
|
if (!debugDisplaySettings.renderingDebugSettings.enableSSSAndTransmission)
|
|
{
|
|
currentLightingMaterial.SetInt(HDShaderIDs._StencilRef, (int)StencilLightingUsage.NoLighting);
|
|
currentLightingMaterial.SetInt(HDShaderIDs._StencilCmp, (int)CompareFunction.NotEqual);
|
|
}
|
|
else
|
|
{
|
|
currentLightingMaterial.SetInt(HDShaderIDs._StencilRef, (int)StencilLightingUsage.RegularLighting);
|
|
currentLightingMaterial.SetInt(HDShaderIDs._StencilCmp, (int)CompareFunction.Equal);
|
|
}
|
|
|
|
CoreUtils.DrawFullScreen(cmd, currentLightingMaterial, colorBuffers[0], depthStencilBuffer);
|
|
}
|
|
}
|
|
} // End profiling
|
|
}
|
|
|
|
public void RenderForward(Camera camera, CommandBuffer cmd, bool renderOpaque)
|
|
{
|
|
// Note: SHADOWS_SHADOWMASK keyword is enabled in HDRenderPipeline.cs ConfigureForShadowMask
|
|
|
|
// Note: if we use render opaque with deferred tiling we need to render a opaque depth pass for these opaque objects
|
|
if (!m_LightLoopSettings.enableTileAndCluster)
|
|
{
|
|
using (new ProfilingSample(cmd, "Forward pass", HDRenderPipeline.GetSampler(CustomSamplerId.TPForwardPass)))
|
|
{
|
|
cmd.EnableShaderKeyword("LIGHTLOOP_SINGLE_PASS");
|
|
cmd.DisableShaderKeyword("LIGHTLOOP_TILE_PASS");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Only opaques can use FPTL, transparent must use clustered!
|
|
bool useFptl = renderOpaque && m_isFptlEnabledForForwardOpaque;
|
|
|
|
using (new ProfilingSample(cmd, useFptl ? "Forward Tiled pass" : "Forward Clustered pass", HDRenderPipeline.GetSampler(CustomSamplerId.TPForwardTiledClusterpass)))
|
|
{
|
|
// say that we want to use tile of single loop
|
|
cmd.EnableShaderKeyword("LIGHTLOOP_TILE_PASS");
|
|
cmd.DisableShaderKeyword("LIGHTLOOP_SINGLE_PASS");
|
|
CoreUtils.SetKeyword(cmd, "USE_FPTL_LIGHTLIST", useFptl);
|
|
CoreUtils.SetKeyword(cmd, "USE_CLUSTERED_LIGHTLIST", !useFptl);
|
|
cmd.SetGlobalBuffer(HDShaderIDs.g_vLightListGlobal, useFptl ? s_LightList : s_PerVoxelLightLists);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void RenderDebugOverlay(HDCamera hdCamera, CommandBuffer cmd, DebugDisplaySettings debugDisplaySettings, ref float x, ref float y, float overlaySize, float width)
|
|
{
|
|
LightingDebugSettings lightingDebug = debugDisplaySettings.lightingDebugSettings;
|
|
|
|
using (new ProfilingSample(cmd, "Tiled/cluster Lighting Debug", HDRenderPipeline.GetSampler(CustomSamplerId.TPTiledLightingDebug)))
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{
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if (lightingDebug.tileClusterDebug != LightLoopSettings.TileClusterDebug.None)
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{
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|
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int w = hdCamera.camera.pixelWidth;
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int h = hdCamera.camera.pixelHeight;
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int numTilesX = (w + 15) / 16;
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int numTilesY = (h + 15) / 16;
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int numTiles = numTilesX * numTilesY;
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|
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Vector2 mousePixelCoord = Input.mousePosition;
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#if UNITY_EDITOR
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if (!UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode)
|
|
{
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|
mousePixelCoord = m_mousePosition;
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mousePixelCoord.y = (hdCamera.screenSize.y - 1.0f) - mousePixelCoord.y;
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}
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#endif
|
|
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|
// Debug tiles
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|
if (lightingDebug.tileClusterDebug == LightLoopSettings.TileClusterDebug.FeatureVariants)
|
|
{
|
|
if (GetFeatureVariantsEnabled())
|
|
{
|
|
// featureVariants
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|
m_DebugViewTilesMaterial.SetInt(HDShaderIDs._NumTiles, numTiles);
|
|
m_DebugViewTilesMaterial.SetInt(HDShaderIDs._ViewTilesFlags, (int)lightingDebug.tileClusterDebugByCategory);
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|
m_DebugViewTilesMaterial.SetVector(HDShaderIDs._MousePixelCoord, mousePixelCoord);
|
|
m_DebugViewTilesMaterial.SetBuffer(HDShaderIDs.g_TileList, s_TileList);
|
|
m_DebugViewTilesMaterial.SetBuffer(HDShaderIDs.g_DispatchIndirectBuffer, s_DispatchIndirectBuffer);
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|
m_DebugViewTilesMaterial.EnableKeyword("USE_FPTL_LIGHTLIST");
|
|
m_DebugViewTilesMaterial.DisableKeyword("USE_CLUSTERED_LIGHTLIST");
|
|
m_DebugViewTilesMaterial.DisableKeyword("SHOW_LIGHT_CATEGORIES");
|
|
m_DebugViewTilesMaterial.EnableKeyword("SHOW_FEATURE_VARIANTS");
|
|
cmd.DrawProcedural(Matrix4x4.identity, m_DebugViewTilesMaterial, 0, MeshTopology.Triangles, numTiles * 6);
|
|
}
|
|
}
|
|
else // tile or cluster
|
|
{
|
|
bool bUseClustered = lightingDebug.tileClusterDebug == LightLoopSettings.TileClusterDebug.Cluster;
|
|
|
|
// lightCategories
|
|
m_DebugViewTilesMaterial.SetInt(HDShaderIDs._ViewTilesFlags, (int)lightingDebug.tileClusterDebugByCategory);
|
|
m_DebugViewTilesMaterial.SetVector(HDShaderIDs._MousePixelCoord, mousePixelCoord);
|
|
m_DebugViewTilesMaterial.SetBuffer(HDShaderIDs.g_vLightListGlobal, bUseClustered ? s_PerVoxelLightLists : s_LightList);
|
|
m_DebugViewTilesMaterial.EnableKeyword(bUseClustered ? "USE_CLUSTERED_LIGHTLIST" : "USE_FPTL_LIGHTLIST");
|
|
m_DebugViewTilesMaterial.DisableKeyword(!bUseClustered ? "USE_CLUSTERED_LIGHTLIST" : "USE_FPTL_LIGHTLIST");
|
|
m_DebugViewTilesMaterial.EnableKeyword("SHOW_LIGHT_CATEGORIES");
|
|
m_DebugViewTilesMaterial.DisableKeyword("SHOW_FEATURE_VARIANTS");
|
|
|
|
CoreUtils.DrawFullScreen(cmd, m_DebugViewTilesMaterial, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
using (new ProfilingSample(cmd, "Display Shadows", HDRenderPipeline.GetSampler(CustomSamplerId.TPDisplayShadows)))
|
|
{
|
|
if (lightingDebug.shadowDebugMode == ShadowMapDebugMode.VisualizeShadowMap)
|
|
{
|
|
int index = (int)lightingDebug.shadowMapIndex;
|
|
|
|
#if UNITY_EDITOR
|
|
if(lightingDebug.shadowDebugUseSelection)
|
|
{
|
|
index = -1;
|
|
if (UnityEditor.Selection.activeObject is GameObject)
|
|
{
|
|
GameObject go = UnityEditor.Selection.activeObject as GameObject;
|
|
Light light = go.GetComponent<Light>();
|
|
if (light != null)
|
|
{
|
|
index = m_ShadowMgr.GetShadowRequestIndex(light);
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if(index != -1)
|
|
{
|
|
uint faceCount = m_ShadowMgr.GetShadowRequestFaceCount((uint)index);
|
|
for (uint i = 0; i < faceCount; ++i)
|
|
{
|
|
m_ShadowMgr.DisplayShadow(cmd, index, i, x, y, overlaySize, overlaySize, lightingDebug.shadowMinValue, lightingDebug.shadowMaxValue);
|
|
HDUtils.NextOverlayCoord(ref x, ref y, overlaySize, overlaySize, hdCamera.camera.pixelWidth);
|
|
}
|
|
}
|
|
}
|
|
else if (lightingDebug.shadowDebugMode == ShadowMapDebugMode.VisualizeAtlas)
|
|
{
|
|
m_ShadowMgr.DisplayShadowMap(cmd, lightingDebug.shadowAtlasIndex, 0, x, y, overlaySize, overlaySize, lightingDebug.shadowMinValue, lightingDebug.shadowMaxValue);
|
|
HDUtils.NextOverlayCoord(ref x, ref y, overlaySize, overlaySize, hdCamera.camera.pixelWidth);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|