public override void FrameUpdate(PipelineCamera cam, ref PipelineCommandData data) { CommandBuffer buffer = data.buffer; RenderClusterOptions options = new RenderClusterOptions { command = buffer, frustumPlanes = proper.frustumPlanes, cullingShader = data.resources.shaders.gpuFrustumCulling, terrainCompute = data.resources.shaders.terrainCompute }; FilteringSettings alphaTestFilter = new FilteringSettings { layerMask = cam.cam.cullingMask, renderingLayerMask = 1, renderQueueRange = new RenderQueueRange(2450, 2499) }; FilteringSettings opaqueFilter = new FilteringSettings { layerMask = cam.cam.cullingMask, renderingLayerMask = 1, renderQueueRange = new RenderQueueRange(2000, 2449) }; FilteringSettings mvFilter = new FilteringSettings { layerMask = cam.cam.cullingMask, renderingLayerMask = 1, renderQueueRange = RenderQueueRange.opaque }; DrawingSettings depthPrePassDrawSettings = new DrawingSettings(new ShaderTagId("Depth"), new SortingSettings(cam.cam) { criteria = SortingCriteria.QuantizedFrontToBack }) { perObjectData = UnityEngine.Rendering.PerObjectData.None, enableDynamicBatching = false, enableInstancing = false }; DrawingSettings drawSettings = new DrawingSettings(new ShaderTagId("GBuffer"), new SortingSettings(cam.cam) { criteria = SortingCriteria.CommonOpaque }) { perObjectData = UnityEngine.Rendering.PerObjectData.Lightmaps, enableDynamicBatching = false, enableInstancing = false }; DrawingSettings mvDraw = new DrawingSettings(new ShaderTagId("MotionVector"), new SortingSettings { criteria = SortingCriteria.None }) { perObjectData = UnityEngine.Rendering.PerObjectData.None, enableDynamicBatching = false, enableInstancing = false }; data.buffer.SetRenderTarget(colors: cam.targets.gbufferIdentifier, depth: ShaderIDs._DepthBufferTexture); data.buffer.ClearRenderTarget(true, true, Color.black); HizOcclusionData hizOccData; if (useHiZ) { hizOccData = IPerCameraData.GetProperty(cam, () => new HizOcclusionData()); SceneController.DrawCluster_LastFrameDepthHiZ(ref options, hizOccData, clusterMat, cam); } SceneController.RenderScene(ref data, ref opaqueFilter, ref drawSettings, ref proper.cullResults); if (useHiZ) { SceneController.DrawCluster_RecheckHiz(ref options, ref hizDepth, hizOccData, clusterMat, linearMat, cam); } data.buffer.SetRenderTarget(ShaderIDs._DepthBufferTexture); SceneController.RenderScene(ref data, ref alphaTestFilter, ref depthPrePassDrawSettings, ref proper.cullResults); data.buffer.SetRenderTarget(colors: cam.targets.gbufferIdentifier, depth: ShaderIDs._DepthBufferTexture); SortingSettings st = drawSettings.sortingSettings; st.criteria = SortingCriteria.SortingLayer | SortingCriteria.RenderQueue; drawSettings.sortingSettings = st; SceneController.RenderScene(ref data, ref alphaTestFilter, ref drawSettings, ref proper.cullResults); data.buffer.Blit(ShaderIDs._DepthBufferTexture, ShaderIDs._CameraDepthTexture); data.buffer.SetRenderTarget(color: ShaderIDs._CameraMotionVectorsTexture, depth: ShaderIDs._DepthBufferTexture); SceneController.RenderScene(ref data, ref mvFilter, ref mvDraw, ref proper.cullResults); data.buffer.DrawMesh(GraphicsUtility.mesh, Matrix4x4.identity, motionVecMat, 0, 0); decal.FrameUpdate(cam, ref data); //Generate DownSampled GBuffer if ((ao != null && ao.Enabled) || (reflection != null && reflection.Enabled && reflection.ssrEvents.enabled)) { int2 res = int2(cam.cam.pixelWidth, cam.cam.pixelHeight) / 2; data.buffer.GetTemporaryRT(ShaderIDs._DownSampledGBuffer1, res.x, res.y, 0, FilterMode.Point, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear, 1, false); data.buffer.GetTemporaryRT(ShaderIDs._DownSampledGBuffer2, res.x, res.y, 0, FilterMode.Point, RenderTextureFormat.ARGB2101010, RenderTextureReadWrite.Linear, 1, false); data.buffer.GetTemporaryRT(ShaderIDs._DownSampledDepthTexture, res.x, res.y, 0, FilterMode.Point, RenderTextureFormat.RHalf, RenderTextureReadWrite.Linear, 1, false); downSampledGBuffers[0] = ShaderIDs._DownSampledDepthTexture; downSampledGBuffers[1] = ShaderIDs._DownSampledGBuffer1; downSampledGBuffers[2] = ShaderIDs._DownSampledGBuffer2; data.buffer.SetRenderTarget(colors: downSampledGBuffers, depth: downSampledGBuffers[0]); data.buffer.DrawMesh(GraphicsUtility.mesh, Matrix4x4.identity, downSampleMat, 0, 0); RenderPipeline.ReleaseRTAfterFrame(ShaderIDs._DownSampledGBuffer1); RenderPipeline.ReleaseRTAfterFrame(ShaderIDs._DownSampledGBuffer2); RenderPipeline.ReleaseRTAfterFrame(ShaderIDs._DownSampledDepthTexture); //TODO } }
public void FrameUpdate(PipelineCamera cam, ref PipelineCommandData data) { CommandBuffer buffer = data.buffer; if (!Decal.decalDatas.isCreated) { buffer.SetGlobalInt(_EnableDecal, 0); return; } buffer.SetGlobalInt(_EnableDecal, 1); handle.Complete(); if (cullJob.count > decalBuffer.count) { int oldCount = decalBuffer.count; decalBuffer.Dispose(); decalBuffer = new ComputeBuffer((int)max(oldCount * 1.5f, cullJob.count), sizeof(DecalStrct)); } if (!minMaxBoundMat) { minMaxBoundMat = new Material(data.resources.shaders.minMaxDepthBounding); } int pixelWidth = cam.cam.pixelWidth; int pixelHeight = cam.cam.pixelHeight; decalBuffer.SetDataPtr(sortJob.sortedDecalDatas.unsafePtr, 0, cullJob.count); buffer.GetTemporaryRT(_DownSampledDepth0, pixelWidth / 2, pixelHeight / 2, 0, FilterMode.Point, RenderTextureFormat.RGHalf, RenderTextureReadWrite.Linear, 1, false, RenderTextureMemoryless.None, false); buffer.GetTemporaryRT(_DownSampledDepth1, pixelWidth / 4, pixelHeight / 4, 0, FilterMode.Point, RenderTextureFormat.RGHalf, RenderTextureReadWrite.Linear, 1, false, RenderTextureMemoryless.None, false); buffer.GetTemporaryRT(_DownSampledDepth2, pixelWidth / 8, pixelHeight / 8, 0, FilterMode.Point, RenderTextureFormat.RGHalf, RenderTextureReadWrite.Linear, 1, false, RenderTextureMemoryless.None, false); buffer.GetTemporaryRT(_DownSampledDepth3, pixelWidth / 16, pixelHeight / 16, 0, FilterMode.Point, RenderTextureFormat.RGHalf, RenderTextureReadWrite.Linear, 1, false, RenderTextureMemoryless.None, false); buffer.BlitSRT(_DownSampledDepth0, minMaxBoundMat, 0); buffer.SetGlobalTexture(ShaderIDs._TargetDepthTexture, _DownSampledDepth0); buffer.BlitSRT(_DownSampledDepth1, minMaxBoundMat, 1); buffer.SetGlobalTexture(ShaderIDs._TargetDepthTexture, _DownSampledDepth1); buffer.BlitSRT(_DownSampledDepth2, minMaxBoundMat, 1); buffer.SetGlobalTexture(ShaderIDs._TargetDepthTexture, _DownSampledDepth2); buffer.BlitSRT(_DownSampledDepth3, minMaxBoundMat, 1); int2 tileSize = int2(pixelWidth / 16, pixelHeight / 16); RenderTextureDescriptor lightTileDisc = new RenderTextureDescriptor { autoGenerateMips = false, bindMS = false, colorFormat = RenderTextureFormat.RInt, depthBufferBits = 0, dimension = TextureDimension.Tex3D, enableRandomWrite = true, width = tileSize.x, height = tileSize.y, msaaSamples = 1, volumeDepth = CBDRSharedData.MAXLIGHTPERTILE }; buffer.GetTemporaryRT(ShaderIDs._DecalTile, lightTileDisc); tileSizeArray[0] = tileSize.x; tileSizeArray[1] = tileSize.y; float3 * corners = stackalloc float3[4]; PerspCam perspCam = new PerspCam { fov = cam.cam.fieldOfView, up = cam.cam.transform.up, right = cam.cam.transform.right, forward = cam.cam.transform.forward, position = cam.cam.transform.position, aspect = cam.cam.aspect, }; PipelineFunctions.GetFrustumCorner(ref perspCam, 1, corners); for (int i = 0; i < 4; ++i) { frustumCorners[i] = float4(corners[i], 1); } buffer.SetComputeVectorArrayParam(cbdrShader, ShaderIDs._FrustumCorners, frustumCorners); buffer.SetComputeVectorParam(cbdrShader, ShaderIDs._CameraPos, cam.cam.transform.position); buffer.SetComputeIntParams(cbdrShader, ShaderIDs._TileSize, tileSizeArray); buffer.SetGlobalVector(ShaderIDs._TileSize, new Vector4(tileSize.x, tileSize.y)); buffer.SetComputeVectorParam(cbdrShader, ShaderIDs._CameraForward, cam.cam.transform.forward); buffer.SetComputeTextureParam(cbdrShader, CBDRSharedData.DecalCull, ShaderIDs._DepthBoundTexture, new RenderTargetIdentifier(_DownSampledDepth3)); buffer.SetComputeTextureParam(cbdrShader, CBDRSharedData.DecalCull, ShaderIDs._DecalTile, new RenderTargetIdentifier(ShaderIDs._DecalTile)); buffer.SetComputeBufferParam(cbdrShader, CBDRSharedData.DecalCull, ShaderIDs._AllDecals, decalBuffer); buffer.SetComputeIntParam(cbdrShader, ShaderIDs._DecalCount, cullJob.count); buffer.SetGlobalBuffer(ShaderIDs._AllDecals, decalBuffer); buffer.DispatchCompute(cbdrShader, CBDRSharedData.DecalCull, Mathf.CeilToInt(tileSize.x / 8f), Mathf.CeilToInt(tileSize.y / 8f), 1); buffer.ReleaseTemporaryRT(_DownSampledDepth0); buffer.ReleaseTemporaryRT(_DownSampledDepth1); buffer.ReleaseTemporaryRT(_DownSampledDepth2); buffer.ReleaseTemporaryRT(_DownSampledDepth3); RenderPipeline.ReleaseRTAfterFrame(ShaderIDs._DecalTile); decalCullResults.Dispose(); decalCompareResults.Dispose(); }