Esempio n. 1
0
        void PushVolumetricLightingGlobalParams(HDCamera hdCamera, CommandBuffer cmd, int frameIndex)
        {
            if (!Fog.IsVolumetricLightingEnabled(hdCamera))
            {
                cmd.SetGlobalTexture(HDShaderIDs._VBufferLighting, HDUtils.clearTexture3D);
                return;
            }

            // Get the interpolated anisotropy value.
            var fog = VolumeManager.instance.stack.GetComponent <Fog>();

            SetPreconvolvedAmbientLightProbe(cmd, fog.globalLightProbeDimmer.value, fog.anisotropy.value);

            var currFrameParams = hdCamera.vBufferParams[0];
            var prevFrameParams = hdCamera.vBufferParams[1];

            // The lighting & density buffers are shared by all cameras.
            // The history & feedback buffers are specific to the camera.
            // These 2 types of buffers can have different sizes.
            // Additionally, history buffers can have different sizes, since they are not resized at the same time
            // (every frame, we swap the buffers, and resize the feedback buffer but not the history buffer).
            // The viewport size is the same for all of these buffers.
            // All of these buffers may have sub-native-resolution viewports.
            // The 3rd dimension (number of slices) is the same for all of these buffers.
            Vector2Int sharedBufferSize = new Vector2Int(m_LightingBufferHandle.rt.width, m_LightingBufferHandle.rt.height);

            Debug.Assert(m_LightingBufferHandle.rt.width == m_DensityBufferHandle.rt.width);
            Debug.Assert(m_LightingBufferHandle.rt.height == m_DensityBufferHandle.rt.height);

            Vector2Int historyBufferSize = Vector2Int.zero;

            if (hdCamera.IsVolumetricReprojectionEnabled())
            {
                var historyRT = hdCamera.GetPreviousFrameRT((int)HDCameraFrameHistoryType.VolumetricLighting);

                historyBufferSize = new Vector2Int(historyRT.rt.width, historyRT.rt.height);
            }

            var cvp = currFrameParams.viewportSize;
            var pvp = prevFrameParams.viewportSize;

            // Adjust slices for XR rendering: VBuffer is shared for all single-pass views
            int sliceCount = cvp.z / hdCamera.viewCount;

            cmd.SetGlobalVector(HDShaderIDs._VBufferViewportSize, new Vector4(cvp.x, cvp.y, 1.0f / cvp.x, 1.0f / cvp.y));
            cmd.SetGlobalInt(HDShaderIDs._VBufferSliceCount, sliceCount);
            cmd.SetGlobalFloat(HDShaderIDs._VBufferRcpSliceCount, 1.0f / sliceCount);
            cmd.SetGlobalVector(HDShaderIDs._VBufferSharedUvScaleAndLimit, currFrameParams.ComputeUvScaleAndLimit(sharedBufferSize));
            cmd.SetGlobalVector(HDShaderIDs._VBufferDistanceEncodingParams, currFrameParams.depthEncodingParams);
            cmd.SetGlobalVector(HDShaderIDs._VBufferDistanceDecodingParams, currFrameParams.depthDecodingParams);
            cmd.SetGlobalFloat(HDShaderIDs._VBufferLastSliceDist, currFrameParams.ComputeLastSliceDistance(sliceCount));
            cmd.SetGlobalFloat(HDShaderIDs._VBufferRcpInstancedViewCount, 1.0f / hdCamera.viewCount);

            cmd.SetGlobalVector(HDShaderIDs._VBufferPrevViewportSize, new Vector4(pvp.x, pvp.y, 1.0f / pvp.x, 1.0f / pvp.y));
            cmd.SetGlobalVector(HDShaderIDs._VBufferHistoryPrevUvScaleAndLimit, prevFrameParams.ComputeUvScaleAndLimit(historyBufferSize));
            cmd.SetGlobalVector(HDShaderIDs._VBufferPrevDepthEncodingParams, prevFrameParams.depthEncodingParams);
            cmd.SetGlobalVector(HDShaderIDs._VBufferPrevDepthDecodingParams, prevFrameParams.depthDecodingParams);

            cmd.SetGlobalTexture(HDShaderIDs._VBufferLighting, m_LightingBufferHandle);
        }
Esempio n. 2
0
        // Must be called AFTER UpdateVolumetricBufferParams.
        static internal void ResizeVolumetricHistoryBuffers(HDCamera hdCamera, int frameIndex)
        {
            if (!hdCamera.IsVolumetricReprojectionEnabled())
            {
                return;
            }

            Debug.Assert(hdCamera.vBufferParams != null);
            Debug.Assert(hdCamera.vBufferParams.Length == 2);
            Debug.Assert(hdCamera.volumetricHistoryBuffers != null);

            var currIdx = (frameIndex + 0) & 1;
            var prevIdx = (frameIndex + 1) & 1;

            var currentParams = hdCamera.vBufferParams[currIdx];

            // Render texture contents can become "lost" on certain events, like loading a new level,
            // system going to a screensaver mode, in and out of fullscreen and so on.
            // https://docs.unity3d.com/ScriptReference/RenderTexture.html
            if (hdCamera.volumetricHistoryBuffers[0] == null || hdCamera.volumetricHistoryBuffers[1] == null)
            {
                DestroyVolumetricHistoryBuffers(hdCamera);
                CreateVolumetricHistoryBuffers(hdCamera, hdCamera.vBufferParams.Length); // Basically, assume it's 2
            }

            string[] names = new string[2] {
                "VBufferHistory0", "VBufferHistory1"
            };

            // We only resize the feedback buffer (#0), not the history buffer (#1).
            // We must NOT resize the buffer from the previous frame (#1), as that would invalidate its contents.
            ResizeVolumetricBuffer(ref hdCamera.volumetricHistoryBuffers[currIdx], names[currIdx], currentParams.viewportSize.x,
                                   currentParams.viewportSize.y,
                                   currentParams.viewportSize.z);
        }