/// <summary> /// Clears the content of the volumetric data buffer (containing the lighting (RGB) and the density (A)) to 0 (Black) /// </summary> public void ClearVolumetricFogTexture() { FogVolumeTexture.Clear(Color.black); }
/// <summary> /// Computes the volumetric data /// </summary> public void ComputeData() { #region Shaders Keywords if (_frustumSettings.QualitySettings.displayVolumetricLightingBuffer) { Shader.EnableKeyword("AURA_DISPLAY_VOLUMETRIC_LIGHTING_ONLY"); } else { Shader.DisableKeyword("AURA_DISPLAY_VOLUMETRIC_LIGHTING_ONLY"); } if (_frustumSettings.QualitySettings.enableDithering) { Shader.EnableKeyword("AURA_USE_DITHERING"); } else { Shader.DisableKeyword("AURA_USE_DITHERING"); } if (_frustumSettings.QualitySettings.texture3DFiltering == Texture3DFiltering.Cubic) { Shader.EnableKeyword("AURA_USE_CUBIC_FILTERING"); } else { Shader.DisableKeyword("AURA_USE_CUBIC_FILTERING"); } #endregion #region Variables _computeMaximumDepthComputeShader.SetVector("Aura_BufferResolution", BufferResolutionVector); _computeDataComputeShader.SetVector("Aura_BufferResolution", BufferResolutionVector); _computeAccumulationComputeShader.SetVector("Aura_BufferResolution", BufferResolutionVector); Shader.SetGlobalVector("Aura_BufferResolution", BufferResolutionVector); _computeMaximumDepthComputeShader.SetVector("Aura_BufferTexelSize", BufferTexelSizeVector); _computeDataComputeShader.SetVector("Aura_BufferTexelSize", BufferTexelSizeVector); _computeAccumulationComputeShader.SetVector("Aura_BufferTexelSize", BufferTexelSizeVector); Shader.SetGlobalVector("Aura_BufferTexelSize", BufferTexelSizeVector); Shader.SetGlobalTexture("Aura_VolumetricLightingTexture", FogVolumeTexture); float depthBiasCoefficient = Mathf.Max(0.001f, _frustumSettings.QualitySettings.depthBiasCoefficient); float depthBiasReciproqualCoefficient = 1.0f / depthBiasCoefficient; _computeDataComputeShader.SetFloat("Aura_DepthBiasCoefficient", depthBiasCoefficient); _computeDataComputeShader.SetFloat("Aura_DepthBiasReciproqualCoefficient", depthBiasReciproqualCoefficient); _computeAccumulationComputeShader.SetFloat("Aura_DepthBiasCoefficient", depthBiasCoefficient); Shader.SetGlobalFloat("Aura_DepthBiasCoefficient", depthBiasCoefficient); Shader.SetGlobalFloat("Aura_DepthBiasReciproqualCoefficient", depthBiasReciproqualCoefficient); _cameraRanges.x = 0.0000000000000001f /*Set close to 0 but need non-zero for stereo projection matrices*/; _cameraRanges.y = Mathf.Min(_cameraComponent.farClipPlane, _frustumSettings.QualitySettings.farClipPlaneDistance); Shader.SetGlobalVector("Aura_FrustumRanges", _cameraRanges); _zParameters.x = -1.0f + _cameraComponent.farClipPlane / _cameraComponent.nearClipPlane; _zParameters.y = 1.0f; _zParameters.z = _zParameters.x / _cameraComponent.farClipPlane; _zParameters.w = _zParameters.y / _cameraComponent.farClipPlane; int currentKernelIndex = _frustumSettingsToId.GetKernelId(_cameraComponent); #endregion Graphics.ClearRandomWriteTargets(); _frustumSettingsToId.ComputeFlags(); ComputeDispatchSize(); #region Occlusion culling if (_frustumSettingsToId.HasFlags(FrustumParameters.EnableOcclusionCulling)) { Profiler.BeginSample("Aura 2 : Compute occlusion culling data"); _computeMaximumDepthComputeShader.SetTextureFromGlobal((int)_frustumSettings.QualitySettings.occlusionCullingAccuracy, "depthTexture", "_CameraDepthTexture"); _computeMaximumDepthComputeShader.SetVector("cameraRanges", _cameraRanges); _computeMaximumDepthComputeShader.SetVector("zParameters", _zParameters); _computeMaximumDepthComputeShader.SetTexture((int)_frustumSettings.QualitySettings.occlusionCullingAccuracy, "occlusionTexture", OcclusionTexture.WriteBuffer); _computeMaximumDepthComputeShader.Dispatch((int)_frustumSettings.QualitySettings.occlusionCullingAccuracy, OcclusionTexture.WriteBuffer.width, OcclusionTexture.WriteBuffer.height /*_frustumSettings.QualitySettings.frustumGridResolution.x, _frustumSettings.QualitySettings.frustumGridResolution.y*/, 1); // TODO : Use parallel reduction (http://diaryofagraphicsprogrammer.blogspot.com/2014/03/compute-shader-optimizations-for-amd.html && https://developer.download.nvidia.com/compute/cuda/1.1-Beta/x86_website/projects/reduction/doc/reduction.pdf) to get as close as the target size then resize to perfect size OcclusionTexture.Swap(); if (_processOcclusionMapMaterial == null) { _processOcclusionMapMaterial = new Material(_processOcclusionMapShader); } _processOcclusionMapMaterial.SetVector("bufferResolution", BufferResolutionVector); Graphics.Blit(OcclusionTexture.ReadBuffer, OcclusionTexture.WriteBuffer, _processOcclusionMapMaterial); OcclusionTexture.Swap(); _computeDataComputeShader.SetBool("useOcclusion", true); _computeDataComputeShader.SetTexture(currentKernelIndex, "occlusionTexture", OcclusionTexture.ReadBuffer); _computeAccumulationComputeShader.SetBool("useOcclusion", true); _computeAccumulationComputeShader.SetTexture(_cameraComponent.GetCameraStereoMode() == StereoMode.SinglePass ? 1 : 0 /*Make more elegant*/, "occlusionTexture", OcclusionTexture.ReadBuffer); Profiler.EndSample(); } else { if (_previousOcclusionCullingState) { WorkingBuffers.ReleaseOcclusionTextureBuffer(); } _computeDataComputeShader.SetBool("useOcclusion", false); _computeDataComputeShader.SetTexture(currentKernelIndex, "occlusionTexture", Aura.ResourcesCollection.dummyTexture); _computeAccumulationComputeShader.SetBool("useOcclusion", false); _computeAccumulationComputeShader.SetTexture(_cameraComponent.GetCameraStereoMode() == StereoMode.SinglePass ? 1 : 0 /*Make more elegant*/, "occlusionTexture", Aura.ResourcesCollection.dummyTexture); } #endregion #region Compute contributions Profiler.BeginSample("Aura 2 : Compute volumetric lighting and density"); DataVolumeTexture.Swap(); DataVolumeTexture.WriteBuffer.Clear(Vector4.zero); FogVolumeTexture.Clear(Vector4.zero); _computeDataComputeShader.SetTexture(currentKernelIndex, "textureBuffer", DataVolumeTexture.WriteBuffer); _computeDataComputeShader.SetTexture(currentKernelIndex, "previousFrameLightingVolumeTexture", DataVolumeTexture.ReadBuffer); _computeDataComputeShader.SetFloat("time", AuraCamera.Time); _computeDataComputeShader.SetVector("cameraPosition", _cameraComponent.transform.position.AsVector4(1.0f)); _computeDataComputeShader.SetVector("cameraRanges", _cameraRanges); _computeDataComputeShader.SetFloat("baseDensity", _frustumSettings.BaseSettings.useDensity ? _frustumSettings.BaseSettings.density : 0.0f); _computeDataComputeShader.SetFloat("baseScattering", _frustumSettings.BaseSettings.useScattering ? (1.0f - _frustumSettings.BaseSettings.scattering) : 0.0f); _computeDataComputeShader.SetVector("baseColor", _frustumSettings.BaseSettings.useColor ? (_frustumSettings.BaseSettings.color * _frustumSettings.BaseSettings.colorStrength) : Color.black); #region Frustum Corners if (_cameraComponent.GetCameraStereoMode() == StereoMode.SinglePass) { _cameraComponent.GetFrustumCorners(Camera.MonoOrStereoscopicEye.Left, _cameraRanges.x, _cameraRanges.y, ref _frustumCornersWorldPositionArray); _cameraComponent.GetFrustumCorners(Camera.MonoOrStereoscopicEye.Right, _cameraRanges.x, _cameraRanges.y, ref _secondaryFrustumCornersWorldPositionArray); } else { _cameraComponent.GetFrustumCorners(Camera.MonoOrStereoscopicEye.Mono, _cameraRanges.x, _cameraRanges.y, ref _frustumCornersWorldPositionArray); } _computeDataComputeShader.SetFloats("frustumCornersWorldPositionArray", _frustumCornersWorldPositionArray); _computeDataComputeShader.SetFloats("secondaryFrustumCornersWorldPositionArray", _secondaryFrustumCornersWorldPositionArray); _computeAccumulationComputeShader.SetFloats("frustumCornersWorldPositionArray", _frustumCornersWorldPositionArray); _computeAccumulationComputeShader.SetFloats("secondaryFrustumCornersWorldPositionArray", _secondaryFrustumCornersWorldPositionArray); #endregion #region Temporal Reprojection _computeDataComputeShader.SetBool("useReprojection", _frustumSettingsToId.HasFlags(FrustumParameters.EnableTemporalReprojection)); _computeDataComputeShader.SetFloat("temporalReprojectionFactor", _frustumSettings.QualitySettings.temporalReprojectionFactor); _computeDataComputeShader.SetFloats("previousFrameWorldToClipMatrix", _previousWorldToClipMatrixFloats); _computeDataComputeShader.SetFloats("previousFrameSecondaryWorldToClipMatrix", _previousSecondaryWorldToClipMatrixFloats); _computeDataComputeShader.SetVector("cameraRanges", _cameraRanges); _computeDataComputeShader.SetInt("_frameID", _auraComponent.FrameId); #endregion #region Volumes Injection if (_frustumSettingsToId.HasFlags(FrustumParameters.EnableVolumes)) { _computeDataComputeShader.SetBool("useVolumes", true); _computeDataComputeShader.SetInt("volumeCount", _volumesManager.Buffer.count); _computeDataComputeShader.SetBuffer(currentKernelIndex, "volumeDataBuffer", _volumesManager.Buffer); } else { _computeDataComputeShader.SetBool("useVolumes", false); _computeDataComputeShader.SetInt("volumeCount", 0); _computeDataComputeShader.SetBuffer(currentKernelIndex, "volumeDataBuffer", _volumesManager.EmptyBuffer); } if (_frustumSettingsToId.HasFlags(FrustumParameters.EnableVolumesTexture2DMask)) { _computeDataComputeShader.SetBool("useTexture2DMasks", true); _computeDataComputeShader.SetTexture(currentKernelIndex, "texture2DMaskAtlasTexture", AuraCamera.CommonDataManager.VolumesCommonDataManager.Texture2DMasksAtlas); } else { _computeDataComputeShader.SetBool("useTexture2DMasks", false); _computeDataComputeShader.SetTexture(currentKernelIndex, "texture2DMaskAtlasTexture", Aura.ResourcesCollection.dummyTextureArray); } if (_frustumSettingsToId.HasFlags(FrustumParameters.EnableVolumesTexture3DMask)) { _computeDataComputeShader.SetBool("useTexture3DMasks", true); _computeDataComputeShader.SetVector("texture3DMaskAtlasTextureSize", AuraCamera.CommonDataManager.VolumesCommonDataManager.Texture3DMasksAtlas.GetSize().AsVector4(0.0f)); _computeDataComputeShader.SetTexture(currentKernelIndex, "texture3DMaskAtlasTexture", AuraCamera.CommonDataManager.VolumesCommonDataManager.Texture3DMasksAtlas); } else { _computeDataComputeShader.SetBool("useTexture3DMasks", false); _computeDataComputeShader.SetVector("texture3DMaskAtlasTextureSize", Vector4.zero); _computeDataComputeShader.SetTexture(currentKernelIndex, "texture3DMaskAtlasTexture", Aura.ResourcesCollection.dummyTexture3D); } _computeDataComputeShader.SetBool("useVolumesNoise", _frustumSettingsToId.HasFlags(FrustumParameters.EnableVolumesNoiseMask)); #endregion #region Ambient Lighting _computeDataComputeShader.SetBool("useAmbientLighting", _frustumSettingsToId.HasFlags(FrustumParameters.EnableAmbientLighting)); _computeDataComputeShader.SetInt("ambientMode", (int)RenderSettings.ambientMode); _computeDataComputeShader.SetVector("ambientColorBottom", RenderSettings.ambientGroundColor); _computeDataComputeShader.SetVector("ambientColorHorizon", RenderSettings.ambientMode == UnityEngine.Rendering.AmbientMode.Trilight ? RenderSettings.ambientEquatorColor : RenderSettings.ambientLight); _computeDataComputeShader.SetVector("ambientColorTop", RenderSettings.ambientSkyColor); _computeDataComputeShader.SetVector("ambientShAr", AuraCamera.CommonDataManager.AmbientLightingCommonDataManager.Coefficients.firstBandCoefficients.shAr); _computeDataComputeShader.SetVector("ambientShAb", AuraCamera.CommonDataManager.AmbientLightingCommonDataManager.Coefficients.firstBandCoefficients.shAb); _computeDataComputeShader.SetVector("ambientShAg", AuraCamera.CommonDataManager.AmbientLightingCommonDataManager.Coefficients.firstBandCoefficients.shAg); _computeDataComputeShader.SetVector("ambientShBr", AuraCamera.CommonDataManager.AmbientLightingCommonDataManager.Coefficients.shBr); _computeDataComputeShader.SetVector("ambientShBg", AuraCamera.CommonDataManager.AmbientLightingCommonDataManager.Coefficients.shBg); _computeDataComputeShader.SetVector("ambientShBb", AuraCamera.CommonDataManager.AmbientLightingCommonDataManager.Coefficients.shBb); _computeDataComputeShader.SetVector("ambientShC", AuraCamera.CommonDataManager.AmbientLightingCommonDataManager.Coefficients.shC); _computeDataComputeShader.SetFloat("ambientLightingFactor", _frustumSettings.BaseSettings.ambientLightingStrength * AmbientLightingCommonDataManager.GlobalStrength); #endregion #region Light Probes if (_frustumSettingsToId.HasFlags(FrustumParameters.EnableLightProbes)) { Profiler.BeginSample("Aura 2 : Light Probes"); _lightProbesCoefficientsTextureSizeVector = ((Vector3)WorkingBuffers.LightProbesCoefficientsTextureResolution).AsVector4(1.0f); _lightProbesCoefficientsTextureHalfTexelSize = _lightProbesCoefficientsTextureSizeVector.GetReciproqual() * 0.5f; // Would be more efficient to be able to call LightProbes.GetInterpolatedProbe()-like function directly on GPU // Would be worth also to test about stealing the LightProxyVolumes' generated Texture3D, store them in an atlas and sample after in the compute shader, but will be expensive as well and requires LightProxyVolumes for (int i = 0; i < WorkingBuffers.LightProbesCoefficientsTextureResolution.x; ++i) { float xRatio = (float)i / (_lightProbesCoefficientsTextureSizeVector.x - 1.0f); for (int j = 0; j < WorkingBuffers.LightProbesCoefficientsTextureResolution.y; ++j) { float yRatio = (float)j / (_lightProbesCoefficientsTextureSizeVector.y - 1.0f); for (int k = 0; k < WorkingBuffers.LightProbesCoefficientsTextureResolution.z; ++k) { float zRatio = (float)(k + 1.0f) / _lightProbesCoefficientsTextureSizeVector.z; zRatio = 1.0f - Mathf.Pow(1.0f - zRatio, _frustumSettings.QualitySettings.depthBiasCoefficient); int index = k * WorkingBuffers.LightProbesCoefficientsTextureResolution.x * WorkingBuffers.LightProbesCoefficientsTextureResolution.y + j * WorkingBuffers.LightProbesCoefficientsTextureResolution.x + i; SphericalHarmonicsL2 sphericalHarmonics; Vector3 probeWorldPosition = _cameraComponent.ViewportToWorldPoint(new Vector3(xRatio, yRatio, zRatio * _frustumSettings.QualitySettings.farClipPlaneDistance)); bool sampleProbe = false; for (int l = 0; l < AuraCamera.CommonDataManager.VolumesCommonDataManager.RegisteredLightProbesProxyVolumesList.Count; ++l) { if (!Mathf.Approximately(AuraCamera.CommonDataManager.VolumesCommonDataManager.RegisteredLightProbesProxyVolumesList[l].lightProbesMultiplier, 0.0f) && AuraCamera.CommonDataManager.VolumesCommonDataManager.RegisteredLightProbesProxyVolumesList[l].Bounds.Contains(probeWorldPosition)) { sampleProbe = true; break; } } if (sampleProbe) { LightProbes.GetInterpolatedProbe(probeWorldPosition, null, out sphericalHarmonics); WorkingBuffers.LightProbesCoefficients[index] = sphericalHarmonics.RepackFirstBandForShaders(); } } } } WorkingBuffers.LightProbesCoefficientsComputeBuffer.SetData(WorkingBuffers.LightProbesCoefficients); _renderLightProbesTextureComputeShader.SetTexture(0, "lightProbesCoefficientsTexture", WorkingBuffers.LightProbesCoefficientsTexture); _renderLightProbesTextureComputeShader.SetVector("lightProbesCoefficientsTextureSize", _lightProbesCoefficientsTextureSizeVector); _renderLightProbesTextureComputeShader.SetBuffer(0, "lightProbesCoefficientsBuffer", WorkingBuffers.LightProbesCoefficientsComputeBuffer); // Directly generate light probes color in the small texture buffer instead for massive performance improvement, will lose the local light phasing but it's too subtle anyway _renderLightProbesTextureComputeShader.Dispatch(0, WorkingBuffers.LightProbesCoefficientsTextureResolution.x, WorkingBuffers.LightProbesCoefficientsTextureResolution.y, WorkingBuffers.LightProbesCoefficientsTextureResolution.z); //////////////////////////////////////////////// DIRECTEMENT GENERER UNE TEXTURE AVEC LES COULEURS???????? _computeDataComputeShader.SetBool("useLightProbes", true); _computeDataComputeShader.SetTexture(currentKernelIndex, "lightProbesCoefficientsTexture", WorkingBuffers.LightProbesCoefficientsTexture); _computeDataComputeShader.SetVector("lightProbesCoefficientsTextureHalfTexelSize", _lightProbesCoefficientsTextureHalfTexelSize); Profiler.EndSample(); } else { if (_previousLightProbesState) { WorkingBuffers.ReleaseAllLightProbesBuffers(); } _computeDataComputeShader.SetBool("useLightProbes", false); _computeDataComputeShader.SetTexture(currentKernelIndex, "lightProbesCoefficientsTexture", Aura.ResourcesCollection.dummyTexture3D); _computeDataComputeShader.SetVector("lightProbesCoefficientsTextureHalfTexelSize", Vector4.one); } #endregion _computeDataComputeShader.SetBool("useLightsCookies", _frustumSettingsToId.HasFlags(FrustumParameters.EnableLightsCookies)); #region Directional lights if (_frustumSettingsToId.HasFlags(FrustumParameters.EnableDirectionalLights)) { _computeDataComputeShader.SetBool("useDirectionalLights", true); _computeDataComputeShader.SetInt("directionalLightCount", AuraCamera.CommonDataManager.LightsCommonDataManager.DirectionalLightsManager.DataBuffer.count); _computeDataComputeShader.SetBuffer(currentKernelIndex, "directionalLightDataBuffer", AuraCamera.CommonDataManager.LightsCommonDataManager.DirectionalLightsManager.DataBuffer); } else { _computeDataComputeShader.SetBool("useDirectionalLights", false); _computeDataComputeShader.SetInt("directionalLightCount", 0); _computeDataComputeShader.SetBuffer(currentKernelIndex, "directionalLightDataBuffer", AuraCamera.CommonDataManager.LightsCommonDataManager.DirectionalLightsManager.EmptyBuffer); } if (_frustumSettingsToId.HasFlags(FrustumParameters.EnableDirectionalLightsShadows)) { _computeDataComputeShader.SetBool("useDirectionalLightsShadows", true); _computeDataComputeShader.SetTexture(currentKernelIndex, "directionalShadowMapsArray", AuraCamera.CommonDataManager.LightsCommonDataManager.DirectionalShadowMapsArray); _computeDataComputeShader.SetTexture(currentKernelIndex, "directionalShadowDataArray", AuraCamera.CommonDataManager.LightsCommonDataManager.DirectionalShadowDataArray); } else { _computeDataComputeShader.SetBool("useDirectionalLightsShadows", false); _computeDataComputeShader.SetTexture(currentKernelIndex, "directionalShadowMapsArray", Aura.ResourcesCollection.dummyTextureArray); _computeDataComputeShader.SetTexture(currentKernelIndex, "directionalShadowDataArray", Aura.ResourcesCollection.dummyTextureArray); } if (_frustumSettingsToId.HasFlags(FrustumParameters.EnableLightsCookies) && AuraCamera.CommonDataManager.LightsCommonDataManager.HasDirectionalCookieCasters) { _computeDataComputeShader.SetTexture(currentKernelIndex, "directionalCookieMapsArray", AuraCamera.CommonDataManager.LightsCommonDataManager.DirectionalCookieMapsArray); } else { _computeDataComputeShader.SetTexture(currentKernelIndex, "directionalCookieMapsArray", Aura.ResourcesCollection.dummyTextureArray); } #endregion #region Spot lights if (_frustumSettingsToId.HasFlags(FrustumParameters.EnableSpotLights)) { _computeDataComputeShader.SetBool("useSpotLights", true); _computeDataComputeShader.SetInt("spotLightCount", _spotLightsManager.Buffer.count); _computeDataComputeShader.SetBuffer(currentKernelIndex, "spotLightDataBuffer", _spotLightsManager.Buffer); } else { _computeDataComputeShader.SetBool("useSpotLights", false); _computeDataComputeShader.SetInt("spotLightCount", 0); _computeDataComputeShader.SetBuffer(currentKernelIndex, "spotLightDataBuffer", _spotLightsManager.EmptyBuffer); } if (_frustumSettingsToId.HasFlags(FrustumParameters.EnableSpotLightsShadows)) { _computeDataComputeShader.SetBool("useSpotLightsShadows", true); _computeDataComputeShader.SetTexture(currentKernelIndex, "spotShadowMapsArray", AuraCamera.CommonDataManager.LightsCommonDataManager.SpotShadowMapsArray); } else { _computeDataComputeShader.SetBool("useSpotLightsShadows", false); _computeDataComputeShader.SetTexture(currentKernelIndex, "spotShadowMapsArray", Aura.ResourcesCollection.dummyTextureArray); } if (_frustumSettingsToId.HasFlags(FrustumParameters.EnableLightsCookies) && AuraCamera.CommonDataManager.LightsCommonDataManager.HasSpotCookieCasters) { _computeDataComputeShader.SetTexture(currentKernelIndex, "spotCookieMapsArray", AuraCamera.CommonDataManager.LightsCommonDataManager.SpotCookieMapsArray); } else { _computeDataComputeShader.SetTexture(currentKernelIndex, "spotCookieMapsArray", Aura.ResourcesCollection.dummyTextureArray); } #endregion #region Point lights if (_frustumSettingsToId.HasFlags(FrustumParameters.EnablePointLights)) { _computeDataComputeShader.SetBool("usePointLights", true); _computeDataComputeShader.SetInt("pointLightCount", _pointLightsManager.Buffer.count); _computeDataComputeShader.SetBuffer(currentKernelIndex, "pointLightDataBuffer", _pointLightsManager.Buffer); } else { _computeDataComputeShader.SetBool("usePointLights", false); _computeDataComputeShader.SetInt("pointLightCount", 0); _computeDataComputeShader.SetBuffer(currentKernelIndex, "pointLightDataBuffer", _pointLightsManager.EmptyBuffer); } if (_frustumSettingsToId.HasFlags(FrustumParameters.EnablePointLightsShadows)) { _computeDataComputeShader.SetBool("usePointLightsShadows", true); _computeDataComputeShader.SetTexture(currentKernelIndex, "pointShadowMapsArray", AuraCamera.CommonDataManager.LightsCommonDataManager.PointShadowMapsArray); } else { _computeDataComputeShader.SetBool("usePointLightsShadows", false); _computeDataComputeShader.SetTexture(currentKernelIndex, "pointShadowMapsArray", Aura.ResourcesCollection.dummyTextureArray); } if (_frustumSettingsToId.HasFlags(FrustumParameters.EnableLightsCookies) && AuraCamera.CommonDataManager.LightsCommonDataManager.HasPointCookieCasters) { _computeDataComputeShader.SetTexture(currentKernelIndex, "pointCookieMapsArray", AuraCamera.CommonDataManager.LightsCommonDataManager.PointCookieMapsArray); } else { _computeDataComputeShader.SetTexture(currentKernelIndex, "pointCookieMapsArray", Aura.ResourcesCollection.dummyTextureArray); } #endregion #region Compute _computeDataComputeShader.SetFloat("densityFactor", 1.0f / 16.0f); // make human scale _computeDataComputeShader.Dispatch(currentKernelIndex, _computeShaderDispatchSize.x, _computeShaderDispatchSize.y, _computeShaderDispatchSize.z); Profiler.EndSample(); #endregion #region Denoising Filter if (_frustumSettingsToId.HasFlags(FrustumParameters.EnableDenoisingFilter)) { Profiler.BeginSample("Aura 2 : Apply 3D Denoising Filter"); DataVolumeTexture.Swap(); _applyMedianFilterComputeShader.SetVector("Aura_BufferResolution", BufferResolutionVector); _applyMedianFilterComputeShader.SetTexture((int)_frustumSettings.QualitySettings.denoisingFilterRange, "sourceTexture", DataVolumeTexture.ReadBuffer); _applyMedianFilterComputeShader.SetTexture((int)_frustumSettings.QualitySettings.denoisingFilterRange, "destinationTexture", DataVolumeTexture.WriteBuffer); _applyMedianFilterComputeShader.Dispatch((int)_frustumSettings.QualitySettings.denoisingFilterRange, _computeShaderDispatchSize.x, _computeShaderDispatchSize.y, _computeShaderDispatchSize.z); Profiler.EndSample(); } #endregion Shader.SetGlobalTexture("Aura_VolumetricDataTexture", DataVolumeTexture.WriteBuffer); #endregion #region Accumulate fog texture Profiler.BeginSample("Aura 2 : Compute accumulated contributions"); currentKernelIndex = _cameraComponent.GetCameraStereoMode() == StereoMode.SinglePass ? 1 : 0; _computeAccumulationComputeShader.SetVector("cameraPosition", _cameraComponent.transform.position); _computeAccumulationComputeShader.SetTexture(currentKernelIndex, "textureBuffer", DataVolumeTexture.WriteBuffer); _computeAccumulationComputeShader.SetFloat("extinction", _frustumSettings.BaseSettings.useExtinction ? _frustumSettings.BaseSettings.extinction : 1.0f); _computeAccumulationComputeShader.SetTexture(currentKernelIndex, "fogVolumeTexture", FogVolumeTexture); _computeAccumulationComputeShader.Dispatch(currentKernelIndex, _computeShaderDispatchSize.x, _computeShaderDispatchSize.y, _computeShaderDispatchSize.z); Profiler.EndSample(); #endregion #region Storing Previous Data For Next Frame if (_frustumSettingsToId.HasFlags(FrustumParameters.EnableTemporalReprojection)) { if (_cameraComponent.GetCameraStereoMode() == StereoMode.SinglePass) { _cameraComponent.ResetStereoProjectionMatrices(); _cameraComponent.GetWorldToClipMatrix(Camera.MonoOrStereoscopicEye.Left, _cameraRanges.x, _cameraRanges.y, ref _previousWorldToClipMatrix); _cameraComponent.GetWorldToClipMatrix(Camera.MonoOrStereoscopicEye.Right, _cameraRanges.x, _cameraRanges.y, ref _previousSecondaryWorldToClipMatrix); _previousSecondaryWorldToClipMatrix.ToFloatArray(ref _previousSecondaryWorldToClipMatrixFloats); } else { _cameraComponent.GetWorldToClipMatrix(Camera.MonoOrStereoscopicEye.Mono, _cameraRanges.x, _cameraRanges.y, ref _previousWorldToClipMatrix); } _previousWorldToClipMatrix.ToFloatArray(ref _previousWorldToClipMatrixFloats); } _previousOcclusionCullingState = _frustumSettingsToId.HasFlags(FrustumParameters.EnableOcclusionCulling); _previousLightProbesState = _frustumSettingsToId.HasFlags(FrustumParameters.EnableLightProbes); #endregion }