public virtual void InitAtlas(RenderPipelineResources renderPipelineResources, int width, int height, int atlasShaderID, Material clearMaterial, int maxShadowRequests, HDShadowInitParameters initParams, BlurAlgorithm blurAlgorithm = BlurAlgorithm.None, FilterMode filterMode = FilterMode.Bilinear, DepthBits depthBufferBits = DepthBits.Depth16, RenderTextureFormat format = RenderTextureFormat.Shadowmap, string name = "") { this.width = width; this.height = height; m_FilterMode = filterMode; m_DepthBufferBits = depthBufferBits; m_Format = format; m_Name = name; m_AtlasShaderID = atlasShaderID; m_ClearMaterial = clearMaterial; m_BlurAlgorithm = blurAlgorithm; m_RenderPipelineResources = renderPipelineResources; AllocateRenderTexture(); }
public HDShadowAtlas(RenderPipelineResources renderPipelineResources, int width, int height, int atlasShaderID, int atlasSizeShaderID, Material clearMaterial, BlurAlgorithm blurAlgorithm = BlurAlgorithm.None, FilterMode filterMode = FilterMode.Bilinear, DepthBits depthBufferBits = DepthBits.Depth16, RenderTextureFormat format = RenderTextureFormat.Shadowmap, string name = "", int momentAtlasShaderID = 0) { this.width = width; this.height = height; m_FilterMode = filterMode; m_DepthBufferBits = depthBufferBits; m_Format = format; m_Name = name; m_AtlasShaderID = atlasShaderID; m_MomentAtlasShaderID = momentAtlasShaderID; m_AtlasSizeShaderID = atlasSizeShaderID; m_ClearMaterial = clearMaterial; m_BlurAlgorithm = blurAlgorithm; m_RenderPipelineResources = renderPipelineResources; AllocateRenderTexture(); }
internal HDShadowAtlasInitParameters(RenderPipelineResources renderPipelineResources, int width, int height, int atlasShaderID, Material clearMaterial, int maxShadowRequests, HDShadowInitParameters initParams, ConstantBuffer <ShaderVariablesGlobal> cb) { this.renderPipelineResources = renderPipelineResources; this.width = width; this.height = height; this.atlasShaderID = atlasShaderID; this.clearMaterial = clearMaterial; this.maxShadowRequests = maxShadowRequests; this.initParams = initParams; this.blurAlgorithm = BlurAlgorithm.None; this.filterMode = FilterMode.Bilinear; this.depthBufferBits = DepthBits.Depth16; this.format = RenderTextureFormat.Shadowmap; this.name = ""; this.cb = cb; }
public virtual void InitAtlas(RenderPipelineResources renderPipelineResources, int width, int height, int atlasShaderID, Material clearMaterial, int maxShadowRequests, HDShadowInitParameters initParams, BlurAlgorithm blurAlgorithm = BlurAlgorithm.None, FilterMode filterMode = FilterMode.Bilinear, DepthBits depthBufferBits = DepthBits.Depth16, RenderTextureFormat format = RenderTextureFormat.Shadowmap, string name = "") { this.width = width; this.height = height; m_FilterMode = filterMode; m_DepthBufferBits = depthBufferBits; m_Format = format; m_Name = name; // With render graph, textures are "allocated" every frame so we need to prepare strings beforehand. m_MomentName = m_Name + "Moment"; m_MomentCopyName = m_Name + "MomentCopy"; m_IntermediateSummedAreaName = m_Name + "IntermediateSummedArea"; m_SummedAreaName = m_Name + "SummedAreaFinal"; m_AtlasShaderID = atlasShaderID; m_ClearMaterial = clearMaterial; m_BlurAlgorithm = blurAlgorithm; m_RenderPipelineResources = renderPipelineResources; m_IsACacheForShadows = false; }
public virtual void InitAtlas(HDShadowAtlasInitParameters initParams) { this.width = initParams.width; this.height = initParams.height; m_FilterMode = initParams.filterMode; m_DepthBufferBits = initParams.depthBufferBits; m_Format = initParams.format; m_Name = initParams.name; m_GlobalConstantBuffer = initParams.cb; // With render graph, textures are "allocated" every frame so we need to prepare strings beforehand. m_MomentName = m_Name + "Moment"; m_MomentCopyName = m_Name + "MomentCopy"; m_IntermediateSummedAreaName = m_Name + "IntermediateSummedArea"; m_SummedAreaName = m_Name + "SummedAreaFinal"; m_AtlasShaderID = initParams.atlasShaderID; m_ClearMaterial = initParams.clearMaterial; m_BlurAlgorithm = initParams.blurAlgorithm; m_RenderPipelineResources = initParams.renderPipelineResources; m_IsACacheForShadows = false; }
public HDShadowAtlas(RenderPipelineResources renderPipelineResources, int width, int height, int atlasShaderID, Material clearMaterial, int maxShadowRequests, BlurAlgorithm blurAlgorithm = BlurAlgorithm.None, FilterMode filterMode = FilterMode.Bilinear, DepthBits depthBufferBits = DepthBits.Depth16, RenderTextureFormat format = RenderTextureFormat.Shadowmap, string name = "") { this.width = width; this.height = height; m_FilterMode = filterMode; m_DepthBufferBits = depthBufferBits; m_Format = format; m_Name = name; m_AtlasShaderID = atlasShaderID; m_ClearMaterial = clearMaterial; m_BlurAlgorithm = blurAlgorithm; m_RenderPipelineResources = renderPipelineResources; m_SortedRequestsCache = new HDShadowResolutionRequest[Mathf.CeilToInt(maxShadowRequests * 1.5f)]; m_CachedResolutionRequests = new HDShadowResolutionRequest[maxShadowRequests]; for (int i = 0; i < maxShadowRequests; ++i) { m_CachedResolutionRequests[i] = new HDShadowResolutionRequest(); } AllocateRenderTexture(); }
public HDShadowAtlas(RenderPipelineResources renderPipelineResources, int width, int height, int atlasShaderID, Material clearMaterial, int maxShadowRequests, HDShadowInitParameters initParams, BlurAlgorithm blurAlgorithm = BlurAlgorithm.None, FilterMode filterMode = FilterMode.Bilinear, DepthBits depthBufferBits = DepthBits.Depth16, RenderTextureFormat format = RenderTextureFormat.Shadowmap, string name = "") { InitAtlas(renderPipelineResources, width, height, atlasShaderID, clearMaterial, maxShadowRequests, initParams, blurAlgorithm, filterMode, depthBufferBits, format, name); }
public HDDynamicShadowAtlas(RenderPipelineResources renderPipelineResources, RenderGraph renderGraph, bool useSharedTexture, int width, int height, int atlasShaderID, Material clearMaterial, int maxShadowRequests, HDShadowInitParameters initParams, BlurAlgorithm blurAlgorithm = BlurAlgorithm.None, FilterMode filterMode = FilterMode.Bilinear, DepthBits depthBufferBits = DepthBits.Depth16, RenderTextureFormat format = RenderTextureFormat.Shadowmap, string name = "") : base(renderPipelineResources, renderGraph, useSharedTexture, width, height, atlasShaderID, clearMaterial, maxShadowRequests, initParams, blurAlgorithm, filterMode, depthBufferBits, format, name) { m_SortedRequestsCache = new HDShadowResolutionRequest[Mathf.CeilToInt(maxShadowRequests)]; }
public override void InitAtlas(RenderPipelineResources renderPipelineResources, int width, int height, int atlasShaderID, Material clearMaterial, int maxShadowRequests, HDShadowInitParameters initParams, BlurAlgorithm blurAlgorithm = BlurAlgorithm.None, FilterMode filterMode = FilterMode.Bilinear, DepthBits depthBufferBits = DepthBits.Depth16, RenderTextureFormat format = RenderTextureFormat.Shadowmap, string name = "") { base.InitAtlas(renderPipelineResources, width, height, atlasShaderID, clearMaterial, maxShadowRequests, initParams, blurAlgorithm, filterMode, depthBufferBits, format, name); m_AtlasResolutionInSlots = HDUtils.DivRoundUp(width, m_MinSlotSize); m_AtlasSlots = new List <bool>(m_AtlasResolutionInSlots * m_AtlasResolutionInSlots); for (int i = 0; i < m_AtlasResolutionInSlots * m_AtlasResolutionInSlots; ++i) { m_AtlasSlots.Add(false); } // Note: If changing the characteristics of the atlas via HDRP asset, the lights OnEnable will not be called again so we are missing them, however we can explicitly // put them back up for placement. If this is the first Init of the atlas, the lines below do nothing. DefragmentAtlasAndReRender(initParams); m_CanTryPlacement = true; m_NeedOptimalPacking = true; }
public BlurAlgorithmDescription(BlurAlgorithm blurAlgorithm, string description) { BlurAlgorithm = blurAlgorithm; Description = description; }