Esempio n. 1
0
        private static void CalculateCubemapMatrix(float3 position, float farClipPlane, float nearClipPlane, out NativeList <float4x4> viewMatrices, out NativeList <float4x4> projMatrices)
        {
            viewMatrices = new NativeList <float4x4>(6, 6, Allocator.Temp);
            projMatrices = new NativeList <float4x4>(6, 6, Allocator.Temp);
            PerspCam cam = new PerspCam();

            cam.aspect        = 1;
            cam.farClipPlane  = farClipPlane;
            cam.nearClipPlane = nearClipPlane;
            cam.position      = position;
            cam.fov           = 90f;
            //Forward
            cam.right   = float3(1, 0, 0);
            cam.up      = float3(0, 1, 0);
            cam.forward = float3(0, 0, 1);
            cam.UpdateTRSMatrix();
            cam.UpdateProjectionMatrix();
            for (int i = 0; i < 6; ++i)
            {
                projMatrices[i] = cam.projectionMatrix;
            }
            viewMatrices[5] = cam.worldToCameraMatrix;
            //Back
            cam.right   = float3(-1, 0, 0);
            cam.up      = float3(0, 1, 0);
            cam.forward = float3(0, 0, -1);
            cam.UpdateTRSMatrix();

            viewMatrices[4] = cam.worldToCameraMatrix;
            //Up
            cam.right   = float3(-1, 0, 0);
            cam.up      = float3(0, 0, 1);
            cam.forward = float3(0, 1, 0);
            cam.UpdateTRSMatrix();
            viewMatrices[3] = cam.worldToCameraMatrix;
            //Down
            cam.right   = float3(-1, 0, 0);
            cam.up      = float3(0, 0, -1);
            cam.forward = float3(0, -1, 0);
            cam.UpdateTRSMatrix();
            viewMatrices[2] = cam.worldToCameraMatrix;
            //Right
            cam.up      = float3(0, 1, 0);
            cam.right   = float3(0, 0, -1);
            cam.forward = float3(1, 0, 0);
            cam.UpdateTRSMatrix();
            viewMatrices[1] = cam.worldToCameraMatrix;
            //Left
            cam.up      = float3(0, 1, 0);
            cam.right   = float3(0, 0, 1);
            cam.forward = float3(-1, 0, 0);
            cam.UpdateTRSMatrix();
            viewMatrices[0] = cam.worldToCameraMatrix;
        }
        private void BakeCubemap()
        {
            PerspCam persp = new PerspCam();

            persp.aspect        = 1;
            persp.farClipPlane  = considerRange;
            persp.nearClipPlane = 0.1f;
            persp.fov           = 90f;
            NativeList <float4x4> worldToCameras = new NativeList <float4x4>(6, 6, Allocator.TempJob);
            NativeList <float4x4> projection     = new NativeList <float4x4>(6, 6, Allocator.TempJob);

            GetMatrix(worldToCameras.unsafePtr, ref persp, transform.position);
            persp.UpdateProjectionMatrix();
            for (int i = 0; i < 6; ++i)
            {
                projection[i] = persp.projectionMatrix;
            }
            RenderTexture rt = new RenderTexture(new RenderTextureDescriptor
            {
                autoGenerateMips  = false,
                bindMS            = false,
                colorFormat       = RenderTextureFormat.ARGBHalf,
                depthBufferBits   = 16,
                dimension         = TextureDimension.Tex2DArray,
                enableRandomWrite = false,
                height            = 128,
                width             = 128,
                volumeDepth       = 6,
                msaaSamples       = 1,
                useMipMap         = true
            });

            rt.filterMode = FilterMode.Trilinear;
            rt.Create();
            RenderTexture tempRT = new RenderTexture(new RenderTextureDescriptor
            {
                autoGenerateMips  = false,
                bindMS            = false,
                colorFormat       = RenderTextureFormat.ARGBHalf,
                depthBufferBits   = 16,
                dimension         = TextureDimension.Tex2D,
                enableRandomWrite = false,
                height            = 128,
                width             = 128,
                volumeDepth       = 1,
                msaaSamples       = 1
            });

            cbuffer.Clear();
            cbuffer.SetGlobalTexture("_Cubemap", rt);
            cbuffer.GenerateMips(rt);
            RenderPipeline.AddRenderingMissionInEditor(worldToCameras, projection, targetCamera, rt, tempRT, cbuffer);
        }
        private void BakeMap(int3 index, RenderTexture texArray, RenderTexture tempTex)
        {
            float3   left     = transform.position - transform.lossyScale * 0.5f;
            float3   right    = transform.position + transform.lossyScale * 0.5f;
            float3   position = lerp(left, right, ((float3)index + 0.5f) / probeCount);
            PerspCam persp    = new PerspCam();

            persp.aspect        = 1;
            persp.farClipPlane  = considerRange;
            persp.nearClipPlane = 0.1f;
            persp.fov           = 90f;
            NativeList <float4x4> worldToCameras = new NativeList <float4x4>(6, 6, Allocator.TempJob);
            NativeList <float4x4> projection     = new NativeList <float4x4>(6, 6, Allocator.TempJob);

            GetMatrix(worldToCameras.unsafePtr, ref persp, position);
            persp.UpdateProjectionMatrix();
            for (int i = 0; i < 6; ++i)
            {
                projection[i] = persp.projectionMatrix;
            }
            RenderPipeline.AddRenderingMissionInEditor(worldToCameras, projection, targetCamera, texArray, tempTex, cbuffer);
        }
        public override void DrawCubeMap(MPointLight lit, ref RenderClusterOptions opts, ref CubeCullingBuffer buffer, int offset)
        {
            CommandBuffer cb            = opts.command;
            ComputeShader shader        = opts.cullingShader;
            Material      depthMaterial = opts.proceduralMaterial;

            cb.SetComputeIntParam(shader, ShaderIDs._LightOffset, offset);
            ComputeShaderUtility.Dispatch(shader, cb, CubeFunction.RunFrustumCull, baseBuffer.clusterCount, 256);
            PerspCam cam = new PerspCam();

            cam.aspect        = 1;
            cam.farClipPlane  = lit.range;
            cam.nearClipPlane = 0.3f;
            cam.position      = lit.position;
            cam.fov           = 90f;
            Matrix4x4 vpMatrix;

            cb.SetGlobalVector(ShaderIDs._LightPos, new Vector4(lit.position.x, lit.position.y, lit.position.z, lit.range));
            cb.SetGlobalBuffer(ShaderIDs.verticesBuffer, baseBuffer.verticesBuffer);
            cb.SetGlobalBuffer(ShaderIDs.resultBuffer, baseBuffer.resultBuffer);
            //Forward
            cam.forward  = Vector3.forward;
            cam.up       = Vector3.down;
            cam.right    = Vector3.left;
            cam.position = lit.position;
            cam.UpdateTRSMatrix();
            cam.UpdateProjectionMatrix();
            vpMatrix = GL.GetGPUProjectionMatrix(cam.projectionMatrix, true) * cam.worldToCameraMatrix;
            cb.SetRenderTarget(lit.shadowmapTexture, 0, CubemapFace.NegativeZ);
            cb.ClearRenderTarget(true, true, Color.white);
            cb.SetGlobalMatrix(ShaderIDs._VP, vpMatrix);
            offset = offset * 20;
            cb.DrawProceduralIndirect(Matrix4x4.identity, depthMaterial, 0, MeshTopology.Triangles, buffer.indirectDrawBuffer, offset);
            //Back
            cam.forward = Vector3.back;
            cam.up      = Vector3.down;
            cam.right   = Vector3.right;
            cam.UpdateTRSMatrix();
            cam.UpdateProjectionMatrix();
            vpMatrix = GL.GetGPUProjectionMatrix(cam.projectionMatrix, true) * cam.worldToCameraMatrix;
            cb.SetRenderTarget(lit.shadowmapTexture, 0, CubemapFace.PositiveZ);
            cb.ClearRenderTarget(true, true, Color.white);
            cb.SetGlobalMatrix(ShaderIDs._VP, vpMatrix);
            cb.DrawProceduralIndirect(Matrix4x4.identity, depthMaterial, 0, MeshTopology.Triangles, buffer.indirectDrawBuffer, offset);
            //Up
            cam.forward = Vector3.up;
            cam.up      = Vector3.back;
            cam.right   = Vector3.right;
            cam.UpdateTRSMatrix();
            cam.UpdateProjectionMatrix();
            vpMatrix = GL.GetGPUProjectionMatrix(cam.projectionMatrix, true) * cam.worldToCameraMatrix;
            cb.SetRenderTarget(lit.shadowmapTexture, 0, CubemapFace.PositiveY);
            cb.ClearRenderTarget(true, true, Color.white);
            cb.SetGlobalMatrix(ShaderIDs._VP, vpMatrix);
            cb.DrawProceduralIndirect(Matrix4x4.identity, depthMaterial, 0, MeshTopology.Triangles, buffer.indirectDrawBuffer, offset);
            //Down
            cam.forward = Vector3.down;
            cam.up      = Vector3.forward;
            cam.right   = Vector3.right;
            cam.UpdateTRSMatrix();
            cam.UpdateProjectionMatrix();
            vpMatrix = GL.GetGPUProjectionMatrix(cam.projectionMatrix, true) * cam.worldToCameraMatrix;
            cb.SetRenderTarget(lit.shadowmapTexture, 0, CubemapFace.NegativeY);
            cb.ClearRenderTarget(true, true, Color.white);
            cb.SetGlobalMatrix(ShaderIDs._VP, vpMatrix);
            cb.DrawProceduralIndirect(Matrix4x4.identity, depthMaterial, 0, MeshTopology.Triangles, buffer.indirectDrawBuffer, offset);
            //Right
            cam.forward = Vector3.right;
            cam.up      = Vector3.down;
            cam.right   = Vector3.forward;
            cam.UpdateTRSMatrix();
            cam.UpdateProjectionMatrix();
            vpMatrix = GL.GetGPUProjectionMatrix(cam.projectionMatrix, true) * cam.worldToCameraMatrix;
            cb.SetRenderTarget(lit.shadowmapTexture, 0, CubemapFace.PositiveX);
            cb.ClearRenderTarget(true, true, Color.white);
            cb.SetGlobalMatrix(ShaderIDs._VP, vpMatrix);
            cb.DrawProceduralIndirect(Matrix4x4.identity, depthMaterial, 0, MeshTopology.Triangles, buffer.indirectDrawBuffer, offset);
            //Left
            cam.forward = Vector3.left;
            cam.up      = Vector3.down;
            cam.right   = Vector3.back;
            cam.UpdateTRSMatrix();
            cam.UpdateProjectionMatrix();
            vpMatrix = GL.GetGPUProjectionMatrix(cam.projectionMatrix, true) * cam.worldToCameraMatrix;
            cb.SetRenderTarget(lit.shadowmapTexture, 0, CubemapFace.NegativeX);
            cb.ClearRenderTarget(true, true, Color.white);
            cb.SetGlobalMatrix(ShaderIDs._VP, vpMatrix);
            cb.DrawProceduralIndirect(Matrix4x4.identity, depthMaterial, 0, MeshTopology.Triangles, buffer.indirectDrawBuffer, offset);
        }
        public static void DrawShadow(MPointLight lit, CommandBuffer cb, MaterialPropertyBlock block, ref CubeCullingBuffer buffer, ref PipelineBaseBuffer baseBuffer, ComputeShader shader, int offset, Material depthMaterial)
        {
            cb.SetComputeIntParam(shader, ShaderIDs._LightOffset, offset);
            ComputeShaderUtility.Dispatch(shader, cb, RunFrustumCull, baseBuffer.clusterCount, 64);
            PerspCam cam = new PerspCam();

            cam.aspect        = 1;
            cam.farClipPlane  = lit.range;
            cam.nearClipPlane = 0.3f;
            cam.position      = lit.position;
            cam.fov           = 90f;
            Matrix4x4 vpMatrix;

            block.SetVector(ShaderIDs._LightPos, new Vector4(lit.position.x, lit.position.y, lit.position.z, lit.range));
            PipelineFunctions.SetShaderBuffer(ref baseBuffer, block);
            //Forward
            cam.forward  = Vector3.forward;
            cam.up       = Vector3.down;
            cam.right    = Vector3.left;
            cam.position = lit.position;
            cam.UpdateTRSMatrix();
            cam.UpdateProjectionMatrix();
            vpMatrix = GL.GetGPUProjectionMatrix(cam.projectionMatrix, true) * cam.worldToCameraMatrix;
            cb.SetRenderTarget(lit.shadowmapTexture, 0, CubemapFace.NegativeZ);
            cb.ClearRenderTarget(true, true, Color.white);
            block.SetMatrix(ShaderIDs._VP, vpMatrix);
            offset = offset * 20;
            cb.DrawProceduralIndirect(Matrix4x4.identity, depthMaterial, 0, MeshTopology.Triangles, buffer.indirectDrawBuffer, offset, block);
            //Back
            cam.forward = Vector3.back;
            cam.up      = Vector3.down;
            cam.right   = Vector3.right;
            cam.UpdateTRSMatrix();
            cam.UpdateProjectionMatrix();
            vpMatrix = GL.GetGPUProjectionMatrix(cam.projectionMatrix, true) * cam.worldToCameraMatrix;
            cb.SetRenderTarget(lit.shadowmapTexture, 0, CubemapFace.PositiveZ);
            cb.ClearRenderTarget(true, true, Color.white);
            block.SetMatrix(ShaderIDs._VP, vpMatrix);
            cb.DrawProceduralIndirect(Matrix4x4.identity, depthMaterial, 0, MeshTopology.Triangles, buffer.indirectDrawBuffer, offset, block);
            //Up
            cam.forward = Vector3.up;
            cam.up      = Vector3.back;
            cam.right   = Vector3.right;
            cam.UpdateTRSMatrix();
            cam.UpdateProjectionMatrix();
            vpMatrix = GL.GetGPUProjectionMatrix(cam.projectionMatrix, true) * cam.worldToCameraMatrix;
            cb.SetRenderTarget(lit.shadowmapTexture, 0, CubemapFace.PositiveY);
            cb.ClearRenderTarget(true, true, Color.white);
            block.SetMatrix(ShaderIDs._VP, vpMatrix);
            cb.DrawProceduralIndirect(Matrix4x4.identity, depthMaterial, 0, MeshTopology.Triangles, buffer.indirectDrawBuffer, offset, block);
            //Down
            cam.forward = Vector3.down;
            cam.up      = Vector3.forward;
            cam.right   = Vector3.right;
            cam.UpdateTRSMatrix();
            cam.UpdateProjectionMatrix();
            vpMatrix = GL.GetGPUProjectionMatrix(cam.projectionMatrix, true) * cam.worldToCameraMatrix;
            cb.SetRenderTarget(lit.shadowmapTexture, 0, CubemapFace.NegativeY);
            cb.ClearRenderTarget(true, true, Color.white);
            block.SetMatrix(ShaderIDs._VP, vpMatrix);
            cb.DrawProceduralIndirect(Matrix4x4.identity, depthMaterial, 0, MeshTopology.Triangles, buffer.indirectDrawBuffer, offset, block);
            //Right
            cam.forward = Vector3.right;
            cam.up      = Vector3.down;
            cam.right   = Vector3.forward;
            cam.UpdateTRSMatrix();
            cam.UpdateProjectionMatrix();
            vpMatrix = GL.GetGPUProjectionMatrix(cam.projectionMatrix, true) * cam.worldToCameraMatrix;
            cb.SetRenderTarget(lit.shadowmapTexture, 0, CubemapFace.PositiveX);
            cb.ClearRenderTarget(true, true, Color.white);
            block.SetMatrix(ShaderIDs._VP, vpMatrix);
            cb.DrawProceduralIndirect(Matrix4x4.identity, depthMaterial, 0, MeshTopology.Triangles, buffer.indirectDrawBuffer, offset, block);
            //Left
            cam.forward = Vector3.left;
            cam.up      = Vector3.down;
            cam.right   = Vector3.back;
            cam.UpdateTRSMatrix();
            cam.UpdateProjectionMatrix();
            vpMatrix = GL.GetGPUProjectionMatrix(cam.projectionMatrix, true) * cam.worldToCameraMatrix;
            cb.SetRenderTarget(lit.shadowmapTexture, 0, CubemapFace.NegativeX);
            cb.ClearRenderTarget(true, true, Color.white);
            block.SetMatrix(ShaderIDs._VP, vpMatrix);
            cb.DrawProceduralIndirect(Matrix4x4.identity, depthMaterial, 0, MeshTopology.Triangles, buffer.indirectDrawBuffer, offset, block);
        }