public DataForDilation(ProbeReferenceVolume.Cell cell) { int probeCount = cell.probePositions.Length; validityBuffer = new ComputeBuffer(probeCount, sizeof(float)); positionBuffer = new ComputeBuffer(probeCount, System.Runtime.InteropServices.Marshal.SizeOf <Vector3>()); outputProbes = new ComputeBuffer(probeCount, System.Runtime.InteropServices.Marshal.SizeOf <DilatedProbe>()); // Init with pre-dilated SH so we don't need to re-fill from sampled data from texture (that might be less precise). DilatedProbe[] dilatedProbes = new DilatedProbe[probeCount]; for (int i = 0; i < probeCount; ++i) { dilatedProbes[i].FromSphericalHarmonicsL2(cell.sh[i]); } outputProbes.SetData(dilatedProbes); validityBuffer.SetData(cell.validity); positionBuffer.SetData(cell.probePositions); }
static void PerformDilation(ProbeReferenceVolume.Cell cell, ProbeDilationSettings settings) { InitDilationShaders(); DataForDilation data = new DataForDilation(cell); var cmd = CommandBufferPool.Get("Cell Dilation"); cmd.SetComputeBufferParam(dilationShader, dilationKernel, _ValidityBuffer, data.validityBuffer); cmd.SetComputeBufferParam(dilationShader, dilationKernel, _ProbePositionsBuffer, data.positionBuffer); cmd.SetComputeBufferParam(dilationShader, dilationKernel, _OutputProbes, data.outputProbes); int probeCount = cell.probePositions.Length; cmd.SetComputeVectorParam(dilationShader, _DilationParameters, new Vector4(probeCount, settings.dilationValidityThreshold, settings.dilationDistance, settings.brickSize)); cmd.SetComputeVectorParam(dilationShader, _DilationParameters2, new Vector4(settings.squaredDistWeighting ? 1 : 0, 0, 0, 0)); var refVolume = ProbeReferenceVolume.instance; ProbeReferenceVolume.RuntimeResources rr = refVolume.GetRuntimeResources(); bool validResources = rr.index != null && rr.L0_L1rx != null && rr.L1_G_ry != null && rr.L1_B_rz != null; if (validResources) { cmd.SetGlobalBuffer(_APVResIndex, rr.index); cmd.SetGlobalTexture(_APVResL0_L1Rx, rr.L0_L1rx); cmd.SetGlobalTexture(_APVResL1G_L1Ry, rr.L1_G_ry); cmd.SetGlobalTexture(_APVResL1B_L1Rz, rr.L1_B_rz); cmd.SetGlobalTexture(_APVResL2_0, rr.L2_0); cmd.SetGlobalTexture(_APVResL2_1, rr.L2_1); cmd.SetGlobalTexture(_APVResL2_2, rr.L2_2); cmd.SetGlobalTexture(_APVResL2_3, rr.L2_3); } ProbeVolumeShadingParameters parameters; parameters.normalBias = 0; parameters.viewBias = 0; parameters.scaleBiasByMinDistanceBetweenProbes = false; parameters.samplingNoise = 0; ProbeReferenceVolume.instance.UpdateConstantBuffer(cmd, parameters); int groupCount = (probeCount + 63) / 64; cmd.DispatchCompute(dilationShader, dilationKernel, groupCount, 1, 1); cmd.WaitAllAsyncReadbackRequests(); Graphics.ExecuteCommandBuffer(cmd); DilatedProbe[] dilatedProbes = new DilatedProbe[probeCount]; data.outputProbes.GetData(dilatedProbes); for (int i = 0; i < probeCount; ++i) { cell.sh[i] = dilatedProbes[i].ToSphericalHarmonicsL2(); } data.Dispose(); }