Exemple #1
0
        private void UpdateComputeShader()
        {
            m_cachedCameraData.Set(m_mainCamera.nearClipPlane, m_mainCamera.farClipPlane,
                                   m_mainCamera.fieldOfView * Mathf.Deg2Rad, m_mainCamera.aspect);

            InstancingUtilities.GetFrustumPlanes(m_frustumPlanes, m_mainCamera);
            InstancingUtilities.UnrollFloats(m_frustumPlanes, m_frustumPlanesUnrolled);
            InstancingUtilities.UnrollFloats(m_mainCamera.transform.localToWorldMatrix, m_cameraToWorldMatrixUnrolled);

            //Used to linearize Z buffer values. x is (1 - far / near), y is (far / near), z is (x / far) and w is (y / far).
            float   farOverNear    = m_mainCamera.farClipPlane / m_mainCamera.nearClipPlane;
            Vector4 _ZBufferParams = new Vector4(1f - farOverNear, farOverNear, 1, 1);

            m_computeShader.SetTextureFromGlobal(m_cachedComputeMaxDepthKernel, "_DepthTexture", "_CameraDepthTexture");
            m_computeShader.SetVector("_ZBufferParams", _ZBufferParams);
            m_computeShader.SetFloat("maxShadowRange", m_maxShadowRange);
            m_computeShader.SetInt("yAxisDownsample", m_yAxisDownsample);

            m_computeShader.SetFloats("frustumPlanes", m_frustumPlanesUnrolled);
            m_computeShader.SetVector("camData", m_cachedCameraData);
            m_computeShader.SetFloats("cameraToWorldMatrix", m_cameraToWorldMatrixUnrolled);
            m_computeShader.SetVector("lightDir", m_directionalLight.transform.forward);
        }
Exemple #2
0
        private void UpdateComputeShader()
        {
            if (m_debugAppendCount)
            {
                m_argsBuffersArray[0][0].GetData(m_argsArray[0][0]);
                m_argsBuffersArray[1][0].GetData(m_argsArray[1][0]);
                m_argsBuffersArray[2][0].GetData(m_argsArray[2][0]);
                Debug.Log("Previous frame append count: " + m_argsArray[0][0][1].ToString("f3") + " and lod1: " + m_argsArray[1][0][1].ToString("f3")
                          + " and lod2: " + m_argsArray[2][0][1].ToString("f3"));
            }

#if UNITY_EDITOR
            if (m_dirtyPositionInstances.Count > 0 || m_dirtyRotationInstances.Count > 0 || m_dirtyScaleInstances.Count > 0)
            {
                if (m_dirtyPositionInstances.Count > 0 || m_dirtyScaleInstances.Count > 0)
                {
                    m_positionBuffer.SetData(m_instanceData.m_positions);
                    m_dirtyPositionInstances.Clear();
                    m_dirtyScaleInstances.Clear();
                }
                if (m_dirtyRotationInstances.Count > 0)
                {
                    m_rotationBuffer.SetData(m_instanceData.m_rotations);
                    m_dirtyRotationInstances.Clear();
                }
            }
#endif

            InstancingUtilities.GetFrustumPlanes(m_frustumPlanes, m_mainCamera);
            Vector4 screenSpaceLODSize = Vector4.zero;
            for (int i = 0; i < m_cachedNumLods; i++)
            {
                screenSpaceLODSize[i] = Mathf.Pow((m_LodSettings[i].screenSize * 0.5f), 2);
            }
            Vector4 frustumBoundingSphere = InstancingUtilities.GenerateFrustumBoundingSphere(m_mainCamera, m_coarseCullFarDistance);
            int[]   shadowSettingsArray   = new int[m_cachedNumLods];
            for (int i = 0; i < m_cachedNumLods; i++)
            {
                shadowSettingsArray[i] = (int)m_LodSettings[i].shadowSetting;
            }

            InstancingUtilities.UnrollFloats(m_frustumPlanes, m_frustumPlanesUnrolled);
            InstancingUtilities.UnrollFloats(m_shadowRegionPlanes, m_shadowRegionPlanesUnrolled);
            InstancingUtilities.UnrollFloats(m_mainCamera.projectionMatrix, m_cameraProjectionMatrixUnrolled);

            m_computeShader.SetVector("cameraData", m_mainCamera.transform.position);
            m_computeShader.SetFloats("cameraProjectionMatrix", m_cameraProjectionMatrixUnrolled);
            m_computeShader.SetFloats("frustumPlanes", m_frustumPlanesUnrolled);
            m_computeShader.SetFloats("shadowRegionPlanes", m_shadowRegionPlanesUnrolled);
            m_computeShader.SetVector("screenSpaceLODSize", screenSpaceLODSize);                                 //should not occur every update
            m_computeShader.SetFloat("Time", Time.time);
            m_computeShader.SetInts("castShadowsLOD", shadowSettingsArray);                                      //should not occur every update
            m_computeShader.SetVector("frustumBoundingSphere", frustumBoundingSphere);

            for (int i = 0; i < m_cachedNumLods; i++)
            {
                m_appendBuffers[i].SetCounterValue(0);
            }
            m_computeShader.Dispatch(m_cachedComputeKernel, Mathf.CeilToInt(m_instanceCount / 256f), 1, 1);

            for (int i = 0; i < m_cachedNumLods; i++)
            {
                for (int j = 0; j < m_LodSettings[i].mesh.subMeshCount; j++)
                {
                    ComputeBuffer.CopyCount(m_appendBuffers[i], m_argsBuffersArray[i][j], 1 * sizeof(uint));
                }
            }
        }