コード例 #1
0
 public static void DrawFullScreen(CommandBuffer commandBuffer, RTHandleProperties rtHandleProperties, Material material,
                                   RenderTargetIdentifier colorBuffer,
                                   MaterialPropertyBlock properties = null, int shaderPassId = 0)
 {
     CoreUtils.SetRenderTarget(commandBuffer, colorBuffer);
     commandBuffer.SetGlobalVector(HDShaderIDs._RTHandleScale, rtHandleProperties.rtHandleScale);
     commandBuffer.DrawProcedural(Matrix4x4.identity, material, shaderPassId, MeshTopology.Triangles, 3, 1, properties);
 }
コード例 #2
0
        RenderAOParameters PrepareRenderAOParameters(HDCamera camera, RTHandleProperties rtHandleProperties, Vector2 historySize, int frameCount)
        {
            var parameters = new RenderAOParameters();

            // Grab current settings
            var settings = camera.volumeStack.GetComponent <AmbientOcclusion>();

            parameters.fullResolution = settings.fullResolution;

            if (parameters.fullResolution)
            {
                parameters.runningRes   = new Vector2(camera.actualWidth, camera.actualHeight);
                parameters.aoBufferInfo = new Vector4(camera.actualWidth, camera.actualHeight, 1.0f / camera.actualWidth, 1.0f / camera.actualHeight);
            }
            else
            {
                parameters.runningRes   = new Vector2(camera.actualWidth, camera.actualHeight) * 0.5f;
                parameters.aoBufferInfo = new Vector4(camera.actualWidth * 0.5f, camera.actualHeight * 0.5f, 2.0f / camera.actualWidth, 2.0f / camera.actualHeight);
            }

            float invHalfTanFOV = -camera.mainViewConstants.projMatrix[1, 1];
            float aspectRatio   = parameters.runningRes.y / parameters.runningRes.x;

            parameters.aoParams0 = new Vector4(
                parameters.fullResolution ? 0.0f : 1.0f,
                parameters.runningRes.y * invHalfTanFOV * 0.25f,
                settings.radius.value,
                settings.stepCount
                );

            parameters.aoParams1 = new Vector4(
                settings.intensity.value,
                1.0f / (settings.radius.value * settings.radius.value),
                (frameCount / 6) % 4,
                (frameCount % 6)
                );


            // We start from screen space position, so we bake in this factor the 1 / resolution as well.
            parameters.toViewSpaceProj = new Vector4(
                2.0f / (invHalfTanFOV * aspectRatio * parameters.runningRes.x),
                2.0f / (invHalfTanFOV * parameters.runningRes.y),
                1.0f / (invHalfTanFOV * aspectRatio),
                1.0f / invHalfTanFOV
                );

            float scaleFactor = (parameters.runningRes.x * parameters.runningRes.y) / (540.0f * 960.0f);
            float radInPixels = Mathf.Max(16, settings.maximumRadiusInPixels * Mathf.Sqrt(scaleFactor));



            parameters.aoParams2 = new Vector4(
                historySize.x,
                historySize.y,
                1.0f / (settings.stepCount + 1.0f),
                radInPixels
                );

            float stepSize = m_RunningFullRes ? 1 : 0.5f;

            float blurTolerance    = 1.0f - settings.blurSharpness.value;
            float maxBlurTolerance = 0.25f;
            float minBlurTolerance = -2.5f;

            blurTolerance = minBlurTolerance + (blurTolerance * (maxBlurTolerance - minBlurTolerance));

            float bTolerance = 1f - Mathf.Pow(10f, blurTolerance) * stepSize;

            bTolerance *= bTolerance;
            const float upsampleTolerance = -7.0f; // TODO: Expose?
            float       uTolerance        = Mathf.Pow(10f, upsampleTolerance);
            float       noiseFilterWeight = 1f / (Mathf.Pow(10f, 0.0f) + uTolerance);

            parameters.aoParams3 = new Vector4(
                bTolerance,
                uTolerance,
                noiseFilterWeight,
                stepSize
                );

            float       upperNudgeFactor   = 1.0f - settings.ghostingReduction.value;
            const float maxUpperNudgeLimit = 5.0f;
            const float minUpperNudgeLimit = 0.25f;

            upperNudgeFactor     = minUpperNudgeLimit + (upperNudgeFactor * (maxUpperNudgeLimit - minUpperNudgeLimit));
            parameters.aoParams4 = new Vector4(
                settings.directionCount,
                upperNudgeFactor,
                minUpperNudgeLimit,
                0
                );

            var hdrp         = (RenderPipelineManager.currentPipeline as HDRenderPipeline);
            var depthMipInfo = hdrp.sharedRTManager.GetDepthBufferMipChainInfo();

            parameters.firstAndSecondMipOffsets = new Vector4(depthMipInfo.mipLevelOffsets[1].x, depthMipInfo.mipLevelOffsets[1].y, depthMipInfo.mipLevelOffsets[2].x, depthMipInfo.mipLevelOffsets[2].y);

            parameters.bilateralUpsample    = settings.bilateralUpsample;
            parameters.gtaoCS               = m_Resources.shaders.GTAOCS;
            parameters.temporalAccumulation = settings.temporalAccumulation.value;

            if (parameters.temporalAccumulation)
            {
                if (parameters.fullResolution)
                {
                    parameters.gtaoKernel = parameters.gtaoCS.FindKernel("GTAOMain_FullRes_Temporal");
                }
                else
                {
                    parameters.gtaoKernel = parameters.gtaoCS.FindKernel("GTAOMain_HalfRes_Temporal");
                }
            }
            else
            {
                if (parameters.fullResolution)
                {
                    parameters.gtaoKernel = parameters.gtaoCS.FindKernel("GTAOMain_FullRes");
                }
                else
                {
                    parameters.gtaoKernel = parameters.gtaoCS.FindKernel("GTAOMain_HalfRes");
                }
            }

            parameters.upsampleAndBlurAOCS = m_Resources.shaders.GTAOBlurAndUpsample;

            parameters.denoiseAOCS          = m_Resources.shaders.GTAODenoiseCS;
            parameters.denoiseKernelSpatial = parameters.denoiseAOCS.FindKernel(parameters.temporalAccumulation ? "GTAODenoise_Spatial_To_Temporal" : "GTAODenoise_Spatial");

            parameters.denoiseKernelTemporal    = parameters.denoiseAOCS.FindKernel(parameters.fullResolution ? "GTAODenoise_Temporal_FullRes" : "GTAODenoise_Temporal");
            parameters.denoiseKernelCopyHistory = parameters.denoiseAOCS.FindKernel("GTAODenoise_CopyHistory");

            parameters.upsampleAndBlurKernel = parameters.upsampleAndBlurAOCS.FindKernel("BlurUpsample");
            parameters.upsampleAOKernel      = parameters.upsampleAndBlurAOCS.FindKernel(settings.bilateralUpsample ? "BilateralUpsampling" : "BoxUpsampling");

            parameters.outputWidth  = camera.actualWidth;
            parameters.outputHeight = camera.actualHeight;

            parameters.viewCount    = camera.viewCount;
            parameters.historyReady = m_HistoryReady;
            m_HistoryReady          = true; // assumes that if this is called, then render is done as well.

            parameters.runAsync             = camera.frameSettings.SSAORunsAsync();
            parameters.motionVectorDisabled = !camera.frameSettings.IsEnabled(FrameSettingsField.MotionVectors);

            return(parameters);
        }
コード例 #3
0
        RenderAOParameters PrepareRenderAOParameters(HDCamera camera, RTHandleProperties rtHandleProperties, int frameCount)
        {
            var parameters = new RenderAOParameters();

            // Grab current settings
            var settings = VolumeManager.instance.stack.GetComponent <AmbientOcclusion>();

            parameters.fullResolution = settings.fullResolution.value;

            if (parameters.fullResolution)
            {
                parameters.runningRes   = new Vector2(camera.actualWidth, camera.actualHeight);
                parameters.aoBufferInfo = new Vector4(camera.actualWidth, camera.actualHeight, 1.0f / camera.actualWidth, 1.0f / camera.actualHeight);
            }
            else
            {
                parameters.runningRes   = new Vector2(camera.actualWidth, camera.actualHeight) * 0.5f;
                parameters.aoBufferInfo = new Vector4(camera.actualWidth * 0.5f, camera.actualHeight * 0.5f, 2.0f / camera.actualWidth, 2.0f / camera.actualHeight);
            }

            float invHalfTanFOV = -camera.mainViewConstants.projMatrix[1, 1];
            float aspectRatio   = parameters.runningRes.y / parameters.runningRes.x;

            parameters.aoParams0 = new Vector4(
                parameters.fullResolution ? 0.0f : 1.0f,
                parameters.runningRes.y * invHalfTanFOV * 0.25f,
                settings.radius.value,
                settings.stepCount.value
                );


            parameters.aoParams1 = new Vector4(
                settings.intensity.value,
                1.0f / (settings.radius.value * settings.radius.value),
                (frameCount / 6) % 4,
                (frameCount % 6)
                );


            // We start from screen space position, so we bake in this factor the 1 / resolution as well.
            parameters.toViewSpaceProj = new Vector4(
                2.0f / (invHalfTanFOV * aspectRatio * parameters.runningRes.x),
                2.0f / (invHalfTanFOV * parameters.runningRes.y),
                1.0f / (invHalfTanFOV * aspectRatio),
                1.0f / invHalfTanFOV
                );

            float radInPixels = Mathf.Max(16, settings.maximumRadiusInPixels.value * ((parameters.runningRes.x * parameters.runningRes.y) / (540.0f * 960.0f)));

            parameters.aoParams2 = new Vector4(
                rtHandleProperties.currentRenderTargetSize.x,
                rtHandleProperties.currentRenderTargetSize.y,
                1.0f / (settings.stepCount.value + 1.0f),
                radInPixels
                );

            parameters.gtaoCS     = m_Resources.shaders.GTAOCS;
            parameters.gtaoKernel = parameters.gtaoCS.FindKernel("GTAOMain_HalfRes");
            if (parameters.fullResolution)
            {
                parameters.gtaoKernel = parameters.gtaoCS.FindKernel("GTAOMain_FullRes");
            }

            parameters.denoiseAOCS              = m_Resources.shaders.GTAODenoiseCS;
            parameters.denoiseKernelSpatial     = parameters.denoiseAOCS.FindKernel("GTAODenoise_Spatial");
            parameters.denoiseKernelTemporal    = parameters.denoiseAOCS.FindKernel(parameters.fullResolution ? "GTAODenoise_Temporal_FullRes" : "GTAODenoise_Temporal");
            parameters.denoiseKernelCopyHistory = parameters.denoiseAOCS.FindKernel("GTAODenoise_CopyHistory");

            parameters.upsampleAOCS     = m_Resources.shaders.GTAOUpsampleCS;
            parameters.upsampleAOKernel = parameters.upsampleAOCS.FindKernel("AOUpsample");
            parameters.outputWidth      = camera.actualWidth;
            parameters.outputHeight     = camera.actualHeight;

            parameters.viewCount    = camera.viewCount;
            parameters.historyReady = m_HistoryReady;
            m_HistoryReady          = true; // assumes that if this is called, then render is done as well.

            parameters.runAsync = camera.frameSettings.SSAORunsAsync();

            return(parameters);
        }
コード例 #4
0
ファイル: AmbientOcclusion.cs プロジェクト: stramit/Graphics
        RenderAOParameters PrepareRenderAOParameters(HDCamera camera, RTHandleProperties rtHandleProperties, Vector2 historySize, int frameCount)
        {
            var parameters = new RenderAOParameters();

            ref var cb = ref parameters.cb;