您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
203 行
6.2 KiB
203 行
6.2 KiB
using UnityEngine;
|
|
using UnityEngine.Profiling;
|
|
using UnityEngine.Rendering;
|
|
using UnityEngine.Rendering.HighDefinition;
|
|
using UnityEngine.Experimental.Rendering;
|
|
|
|
// basic procedure:
|
|
//
|
|
// 1. allocate temp
|
|
// a. custom stencil
|
|
// b. custom color (R8)
|
|
// c. custom normal (ARGBHalf)
|
|
//
|
|
// 2. clear
|
|
// a. write 0 -> custom stencil
|
|
// b. write 1 -> custom color
|
|
//
|
|
// 3. copy depth
|
|
// a. write camera depth -> custom depth
|
|
//
|
|
// 4. render decals
|
|
// a. write 1 -> custom stencil
|
|
// b. write 0 -> custom color
|
|
//
|
|
// 5. enable stencil
|
|
//
|
|
// 6. render fullscreen
|
|
// a. write decoded normal -> custom normal
|
|
//
|
|
// 7. render fullscreen
|
|
// a. write blurred decoded normal -> normal
|
|
//
|
|
// 8. free temp
|
|
|
|
public class NormalBufferBlurPass : CustomPass
|
|
{
|
|
[HideInInspector] public RenderQueueType queue = RenderQueueType.AllOpaque;
|
|
[HideInInspector] public LayerMask layerMask = 0;// default to 'None'
|
|
|
|
static readonly int idInputDepth = Shader.PropertyToID("_InputDepth");
|
|
static readonly int rtStencil = Shader.PropertyToID("_NormalBufferBlur_Stencil");
|
|
static readonly int rtRegions = Shader.PropertyToID("_NormalBufferBlur_Regions");
|
|
static readonly int rtDecoded = Shader.PropertyToID("_NormalBufferBlur_Decoded");
|
|
|
|
const string NAME_SHADER = "Hidden/DigitalHuman/NormalBufferBlur";
|
|
|
|
static readonly string[] NAME_PASS_REPLACE = new string[]
|
|
{
|
|
"Forward",// HDShaderPassNames.s_ForwardStr
|
|
"ForwardOnly",// HDShaderPassNames.s_ForwardOnlyStr
|
|
"SRPDefaultUnlit", // HDShaderPassNames.s_SRPDefaultUnlitStr
|
|
"DBufferMesh_3RT",// HDShaderPassNames.s_MeshDecalsMStr
|
|
};
|
|
static ShaderTagId[] NAME_PASS_REPLACE_TAG = null;
|
|
|
|
const int PASS_COPY_DEPTH = 0;
|
|
const int PASS_MARK = 1;
|
|
const int PASS_DECODE = 2;
|
|
const int PASS_BLUR_AND_ENCODE = 3;
|
|
|
|
Material passMaterial;
|
|
|
|
static Material CreateMaterial(string shaderName)
|
|
{
|
|
var material = null as Material;
|
|
{
|
|
var shader = Shader.Find(shaderName);
|
|
if (shader != null)
|
|
{
|
|
material = new Material(shader);
|
|
material.hideFlags = HideFlags.HideAndDontSave;
|
|
}
|
|
|
|
//if (material != null)
|
|
// Debug.Log("created material for " + shaderName);
|
|
//else
|
|
// Debug.LogError("FAILED to create material for " + shaderName);
|
|
}
|
|
return material;
|
|
}
|
|
|
|
static bool EnsureMaterial(ref Material material, string shaderName)
|
|
{
|
|
if (material != null && material.shader == null)
|
|
material = null;
|
|
|
|
if (material == null)
|
|
material = CreateMaterial(shaderName);
|
|
|
|
return (material != null);
|
|
}
|
|
|
|
protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
|
|
{
|
|
base.Setup(renderContext, cmd);
|
|
|
|
EnsureMaterial(ref passMaterial, NAME_SHADER);
|
|
|
|
if (NAME_PASS_REPLACE_TAG == null)
|
|
{
|
|
NAME_PASS_REPLACE_TAG = new ShaderTagId[NAME_PASS_REPLACE.Length];
|
|
for (int i = 0; i != NAME_PASS_REPLACE_TAG.Length; i++)
|
|
{
|
|
NAME_PASS_REPLACE_TAG[i] = new ShaderTagId(NAME_PASS_REPLACE[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
protected override void Execute(ScriptableRenderContext renderContext, CommandBuffer cmd, HDCamera hdCamera, CullingResults cullingResults)
|
|
{
|
|
Profiler.BeginSample("NormalBufferBlur");
|
|
ExecuteNormalBufferBlur(renderContext, cmd, hdCamera, cullingResults);
|
|
Profiler.EndSample();
|
|
}
|
|
|
|
void ExecuteNormalBufferBlur(ScriptableRenderContext renderContext, CommandBuffer cmd, HDCamera hdCamera, CullingResults cullingResults)
|
|
{
|
|
if (!EnsureMaterial(ref passMaterial, NAME_SHADER))
|
|
return;
|
|
|
|
if (layerMask == 0)
|
|
return;
|
|
|
|
if (!hdCamera.frameSettings.IsEnabled(FrameSettingsField.Decals))
|
|
return;
|
|
|
|
int viewportW = hdCamera.actualWidth;
|
|
int viewportH = hdCamera.actualHeight;
|
|
|
|
//Debug.Log("custom blur pass, w = " + viewportW + ", h = " + viewportH);
|
|
|
|
RTHandle cameraColor;
|
|
RTHandle cameraDepth;
|
|
GetCameraBuffers(out cameraColor, out cameraDepth);
|
|
|
|
// allocate temporary buffers
|
|
cmd.GetTemporaryRT(rtStencil, viewportW, viewportH, (int)DepthBits.Depth24, FilterMode.Point, RenderTextureFormat.Depth);
|
|
cmd.GetTemporaryRT(rtRegions, viewportW, viewportH, (int)DepthBits.None, FilterMode.Point, RenderTextureFormat.R8, RenderTextureReadWrite.Linear, 1, false);
|
|
cmd.GetTemporaryRT(rtDecoded, viewportW, viewportH, (int)DepthBits.None, FilterMode.Point, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear, 1, false);
|
|
|
|
// copy depth from camera depth
|
|
CoreUtils.SetRenderTarget(cmd,
|
|
rtRegions, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store,
|
|
rtStencil, RenderBufferLoadAction.Load, RenderBufferStoreAction.DontCare,
|
|
ClearFlag.All, Color.white
|
|
);
|
|
|
|
cmd.SetGlobalTexture(idInputDepth, cameraDepth);
|
|
cmd.DrawProcedural(Matrix4x4.identity, passMaterial, PASS_COPY_DEPTH, MeshTopology.Triangles, 3, 1);
|
|
|
|
// render decals to mark blur regions
|
|
var renderListDesc = new RendererListDesc(NAME_PASS_REPLACE_TAG, cullingResults, hdCamera.camera)
|
|
{
|
|
rendererConfiguration = PerObjectData.None,
|
|
renderQueueRange = GetRenderQueueRange(queue),
|
|
|
|
sortingCriteria = SortingCriteria.None,
|
|
|
|
layerMask = layerMask,
|
|
overrideMaterial = passMaterial,
|
|
overrideMaterialPassIndex = PASS_MARK,
|
|
|
|
stateBlock = null,
|
|
excludeObjectMotionVectors = false,
|
|
};
|
|
|
|
HDUtils.DrawRendererList(renderContext, cmd, RendererList.Create(renderListDesc));
|
|
|
|
// decode normal buffer in marked regions
|
|
CoreUtils.SetRenderTarget(cmd,
|
|
rtDecoded, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store,
|
|
rtStencil, RenderBufferLoadAction.Load, RenderBufferStoreAction.DontCare,
|
|
ClearFlag.None
|
|
);
|
|
|
|
cmd.SetRandomWriteTarget(1, GetNormalBuffer());
|
|
cmd.DrawProcedural(Matrix4x4.identity, passMaterial, PASS_DECODE, MeshTopology.Triangles, 3, 1);
|
|
cmd.ClearRandomWriteTargets();
|
|
|
|
// blur and re-encode normals in marked regions
|
|
CoreUtils.SetRenderTarget(cmd,
|
|
rtStencil, RenderBufferLoadAction.Load, RenderBufferStoreAction.DontCare,
|
|
ClearFlag.None
|
|
);
|
|
|
|
cmd.SetGlobalTexture(rtRegions, rtRegions);
|
|
cmd.SetGlobalTexture(rtDecoded, rtDecoded);
|
|
|
|
cmd.SetRandomWriteTarget(1, GetNormalBuffer());
|
|
cmd.DrawProcedural(Matrix4x4.identity, passMaterial, PASS_BLUR_AND_ENCODE, MeshTopology.Triangles, 3, 1);
|
|
cmd.ClearRandomWriteTargets();
|
|
|
|
// free temporary buffers
|
|
cmd.ReleaseTemporaryRT(rtStencil);
|
|
cmd.ReleaseTemporaryRT(rtRegions);
|
|
cmd.ReleaseTemporaryRT(rtDecoded);
|
|
}
|
|
|
|
protected override void Cleanup()
|
|
{
|
|
base.Cleanup();
|
|
}
|
|
}
|