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277 行
8.4 KiB
277 行
8.4 KiB
using UnityEngine;
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using UnityEngine.Profiling;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.HighDefinition;
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using UnityEngine.Experimental.Rendering;
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using System.Reflection;
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namespace Unity.DemoTeam.DigitalHuman
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{
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// basic procedure:
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//
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// 1. alloc temp
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// b. custom color (R8)
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// c. custom normal (ARGBHalf)
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//
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// 2. clear
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// b. write 1 -> custom color
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//
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// 3. mark decals
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// a. write 0 -> custom color
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// b. write 1 -> custom stencil
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//
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// 4. enable stencil
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//
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// 5. render fullscreen
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// a. write decoded normal -> custom normal
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//
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// 6. render fullscreen
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// a. write blurred decoded normal -> normal
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//
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// 7. free temp
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public class NormalBufferBlurPass : CustomPass
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{
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[HideInInspector] public RenderQueueType queue = RenderQueueType.AllOpaque;
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[HideInInspector] public LayerMask layerMask = 0;// default to 'None'
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static readonly int rtRegions = Shader.PropertyToID("_NormalBufferBlur_Regions");
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static readonly int rtDecoded = Shader.PropertyToID("_NormalBufferBlur_Decoded");
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const string NAME_SHADER = "Hidden/DigitalHuman/NormalBufferBlurPass";
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static readonly string[] NAME_PASS_REPLACE = new string[]
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{
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"Forward",// HDShaderPassNames.s_ForwardStr
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"ForwardOnly",// HDShaderPassNames.s_ForwardOnlyStr
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"SRPDefaultUnlit", // HDShaderPassNames.s_SRPDefaultUnlitStr
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"DBufferMesh_3RT",// HDShaderPassNames.s_MeshDecalsMStr
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};
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static ShaderTagId[] NAME_PASS_REPLACE_TAG = null;
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const int PASS_MARK = 0;
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const int PASS_DECODE = 1;
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const int PASS_BLUR_AND_ENCODE = 2;
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const int PASS_BLUR_AND_ENCODE_AND_DECAL = 3;
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Material passMaterial;
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const int DBUFFER_NORMALS = 1;
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const int DBUFFER_MASK = 2;
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private RTHandle[] dbufferRTs;
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private RenderTargetIdentifier[] dbufferRTIDs;
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private RenderTargetIdentifier[] dbufferNormalMaskRTIDs;
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private void FindDbufferRTs(HDRenderPipeline hdPipeline)
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{
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dbufferRTIDs = null;
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var fieldInfo_m_DbufferManager = typeof(HDRenderPipeline).GetField("m_DbufferManager", BindingFlags.NonPublic | BindingFlags.Instance);
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if (fieldInfo_m_DbufferManager != null)
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{
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//Debug.Log("FindDbufferRTs : " + fieldInfo_m_DbufferManager);
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var m_DbufferManager = fieldInfo_m_DbufferManager.GetValue(hdPipeline);
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if (m_DbufferManager != null)
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{
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var fieldInfo_m_RTs = m_DbufferManager.GetType().GetField("m_RTs", BindingFlags.NonPublic | BindingFlags.Instance);
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if (fieldInfo_m_RTs != null)
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{
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//Debug.Log("FindDbufferRTs : " + fieldInfo_m_RTs);
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dbufferRTs = fieldInfo_m_RTs.GetValue(m_DbufferManager) as RTHandle[];
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}
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var fieldInfo_m_RTIDs = m_DbufferManager.GetType().GetField("m_RTIDs", BindingFlags.NonPublic | BindingFlags.Instance);
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if (fieldInfo_m_RTIDs != null)
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{
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//Debug.Log("FindDbufferRTIDs : " + fieldInfo_m_RTIDs);
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dbufferRTIDs = fieldInfo_m_RTIDs.GetValue(m_DbufferManager) as RenderTargetIdentifier[];
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}
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}
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}
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}
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private RenderTargetIdentifier[] GetDbufferNormalMaskRTIDs()
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{
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if (dbufferRTs != null)
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{
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if (dbufferRTs[DBUFFER_NORMALS] == null || dbufferRTs[DBUFFER_MASK] == null)
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{
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return null;
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}
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}
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if (dbufferRTIDs != null)
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{
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if (dbufferNormalMaskRTIDs == null)
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dbufferNormalMaskRTIDs = new RenderTargetIdentifier[2];
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dbufferNormalMaskRTIDs[0] = dbufferRTIDs[DBUFFER_NORMALS];
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dbufferNormalMaskRTIDs[1] = dbufferRTIDs[DBUFFER_MASK];
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}
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return dbufferNormalMaskRTIDs;
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}
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static bool EnsureMaterial(ref Material material, string shaderName)
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{
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if (material != null && material.shader == null)
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material = null;
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if (material == null)
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material = CoreUtils.CreateEngineMaterial(shaderName);
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return (material != null);
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}
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protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
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{
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base.Setup(renderContext, cmd);
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base.name = "NormalBufferBlurPass";
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FindDbufferRTs(RenderPipelineManager.currentPipeline as HDRenderPipeline);
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EnsureMaterial(ref passMaterial, NAME_SHADER);
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if (passMaterial != null)
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{
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passMaterial.SetInt("_StencilBit", (int)UserStencilUsage.UserBit0);
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}
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if (NAME_PASS_REPLACE_TAG == null)
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{
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NAME_PASS_REPLACE_TAG = new ShaderTagId[NAME_PASS_REPLACE.Length];
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for (int i = 0; i != NAME_PASS_REPLACE_TAG.Length; i++)
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{
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NAME_PASS_REPLACE_TAG[i] = new ShaderTagId(NAME_PASS_REPLACE[i]);
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}
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}
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}
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#if UNITY_2020_2_OR_NEWER
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protected override void Execute(CustomPassContext ctx)
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{
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Profiler.BeginSample("NormalBufferBlurPass");
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ExecuteNormalBufferBlur(
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ctx.renderContext,
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ctx.cmd,
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ctx.hdCamera,
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ctx.cameraColorBuffer,
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ctx.cameraDepthBuffer,
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ctx.cameraNormalBuffer,
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ctx.cullingResults
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);
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Profiler.EndSample();
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}
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#else
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protected override void Execute(ScriptableRenderContext renderContext, CommandBuffer cmd, HDCamera hdCamera, CullingResults cullingResults)
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{
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RTHandle cameraColor;
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RTHandle cameraDepth;
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GetCameraBuffers(out cameraColor, out cameraDepth);
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Profiler.BeginSample("NormalBufferBlurPass");
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ExecuteNormalBufferBlur(
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renderContext,
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cmd,
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hdCamera,
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cameraColor,
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cameraDepth,
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GetNormalBuffer(),
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cullingResults
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);
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Profiler.EndSample();
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}
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#endif
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void ExecuteNormalBufferBlur(ScriptableRenderContext renderContext, CommandBuffer cmd, HDCamera hdCamera, RTHandle cameraColor, RTHandle cameraDepth, RTHandle cameraNormal, CullingResults cullingResults)
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{
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if (!EnsureMaterial(ref passMaterial, NAME_SHADER))
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return;
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if (layerMask == 0)
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return;
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if (!hdCamera.frameSettings.IsEnabled(FrameSettingsField.Decals))
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return;
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int bufferW = cameraColor.rt.width;
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int bufferH = cameraColor.rt.height;
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// allocate temporary buffers
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cmd.GetTemporaryRT(rtRegions, bufferW, bufferH, (int)DepthBits.None, FilterMode.Point, RenderTextureFormat.R8, RenderTextureReadWrite.Linear, 1, false);
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cmd.GetTemporaryRT(rtDecoded, bufferW, bufferH, (int)DepthBits.None, FilterMode.Point, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear, 1, false);
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// render decals to mark blur regions
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CoreUtils.SetRenderTarget(cmd,
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rtRegions, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store,
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cameraDepth, RenderBufferLoadAction.Load, RenderBufferStoreAction.Store,
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ClearFlag.Color, Color.white
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);
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CoreUtils.SetViewport(cmd, cameraDepth);
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RendererListDesc renderListDesc = new RendererListDesc(NAME_PASS_REPLACE_TAG, cullingResults, hdCamera.camera)
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{
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rendererConfiguration = PerObjectData.None,
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renderQueueRange = GetRenderQueueRange(queue),
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sortingCriteria = SortingCriteria.None,
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layerMask = layerMask,
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overrideMaterial = passMaterial,
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overrideMaterialPassIndex = PASS_MARK,
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stateBlock = null,
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excludeObjectMotionVectors = false,
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};
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HDUtils.DrawRendererList(renderContext, cmd, RendererList.Create(renderListDesc));
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// decode normal buffer in marked regions
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CoreUtils.SetRenderTarget(cmd,
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rtDecoded, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store,
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cameraDepth, RenderBufferLoadAction.Load, RenderBufferStoreAction.DontCare,
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ClearFlag.None
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);
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CoreUtils.SetViewport(cmd, cameraDepth);
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cmd.SetRandomWriteTarget(2, cameraNormal);
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cmd.DrawProcedural(Matrix4x4.identity, passMaterial, PASS_DECODE, MeshTopology.Triangles, 3, 1);
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cmd.ClearRandomWriteTargets();
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// blur and re-encode normals in marked regions
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cmd.SetGlobalTexture(rtRegions, rtRegions);
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cmd.SetGlobalTexture(rtDecoded, rtDecoded);
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if (GetDbufferNormalMaskRTIDs() != null)
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{
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CoreUtils.SetRenderTarget(cmd,
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GetDbufferNormalMaskRTIDs(),
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cameraDepth,
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ClearFlag.None);
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CoreUtils.SetViewport(cmd, cameraDepth);
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cmd.SetRandomWriteTarget(2, cameraNormal);
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cmd.DrawProcedural(Matrix4x4.identity, passMaterial, PASS_BLUR_AND_ENCODE_AND_DECAL, MeshTopology.Triangles, 3, 1);
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cmd.ClearRandomWriteTargets();
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}
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else
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{
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CoreUtils.SetRenderTarget(cmd,
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cameraDepth, RenderBufferLoadAction.Load, RenderBufferStoreAction.Store,
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ClearFlag.None
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);
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CoreUtils.SetViewport(cmd, cameraDepth);
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cmd.SetRandomWriteTarget(2, cameraNormal);
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cmd.DrawProcedural(Matrix4x4.identity, passMaterial, PASS_BLUR_AND_ENCODE, MeshTopology.Triangles, 3, 1);
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cmd.ClearRandomWriteTargets();
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}
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// free temporary buffers
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cmd.ReleaseTemporaryRT(rtRegions);
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cmd.ReleaseTemporaryRT(rtDecoded);
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}
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protected override void Cleanup()
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{
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base.Cleanup();
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}
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}
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}
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