public DensityVolumeList PrepareVisibleDensityVolumeList(HDCamera hdCamera, CommandBuffer cmd, float time) { DensityVolumeList densityVolumes = new DensityVolumeList(); if (!hdCamera.frameSettings.enableVolumetrics) { return(densityVolumes); } var visualEnvironment = VolumeManager.instance.stack.GetComponent <VisualEnvironment>(); if (visualEnvironment.fogType.value != FogType.Volumetric) { return(densityVolumes); } using (new ProfilingSample(cmd, "Prepare Visible Density Volume List")) { Vector3 camPosition = hdCamera.camera.transform.position; Vector3 camOffset = Vector3.zero;// World-origin-relative if (ShaderConfig.s_CameraRelativeRendering != 0) { camOffset = camPosition; // Camera-relative } m_VisibleVolumeBounds.Clear(); m_VisibleVolumeData.Clear(); // Collect all visible finite volume data, and upload it to the GPU. DensityVolume[] volumes = DensityVolumeManager.manager.PrepareDensityVolumeData(cmd, hdCamera.camera, time); for (int i = 0; i < Math.Min(volumes.Length, k_MaxVisibleVolumeCount); i++) { DensityVolume volume = volumes[i]; // TODO: cache these? var obb = new OrientedBBox(Matrix4x4.TRS(volume.transform.position, volume.transform.rotation, volume.parameters.size)); // Handle camera-relative rendering. obb.center -= camOffset; // Frustum cull on the CPU for now. TODO: do it on the GPU. // TODO: account for custom near and far planes of the V-Buffer's frustum. // It's typically much shorter (along the Z axis) than the camera's frustum. if (GeometryUtils.Overlap(obb, hdCamera.frustum, 6, 8)) { // TODO: cache these? var data = volume.parameters.ConvertToEngineData(); m_VisibleVolumeBounds.Add(obb); m_VisibleVolumeData.Add(data); } } s_VisibleVolumeBoundsBuffer.SetData(m_VisibleVolumeBounds); s_VisibleVolumeDataBuffer.SetData(m_VisibleVolumeData); // Fill the struct with pointers in order to share the data with the light loop. densityVolumes.bounds = m_VisibleVolumeBounds; densityVolumes.density = m_VisibleVolumeData; return(densityVolumes); } }
public DensityVolumeList PrepareVisibleDensityVolumeList(HDCamera camera, CommandBuffer cmd) { DensityVolumeList densityVolumes = new DensityVolumeList(); if (preset == VolumetricLightingPreset.Off) { return(densityVolumes); } var visualEnvironment = VolumeManager.instance.stack.GetComponent <VisualEnvironment>(); if (visualEnvironment.fogType != FogType.Volumetric) { return(densityVolumes); } VBuffer vBuffer = FindVBuffer(camera.GetViewID()); if (vBuffer == null) { return(densityVolumes); } using (new ProfilingSample(cmd, "Prepare Visible Density Volume List")) { Vector3 camPosition = camera.camera.transform.position; Vector3 camOffset = Vector3.zero; // World-origin-relative if (ShaderConfig.s_CameraRelativeRendering != 0) { camOffset = camPosition; // Camera-relative } m_VisibleVolumeBounds.Clear(); m_VisibleVolumeData.Clear(); // Collect all visible finite volume data, and upload it to the GPU. DensityVolume[] volumes = DensityVolumeManager.manager.PrepareDensityVolumeData(cmd); for (int i = 0; i < Math.Min(volumes.Length, k_MaxVisibleVolumeCount); i++) { DensityVolume volume = volumes[i]; // TODO: cache these? var obb = OrientedBBox.Create(volume.transform); // Handle camera-relative rendering. obb.center -= camOffset; // Frustum cull on the CPU for now. TODO: do it on the GPU. if (GeometryUtils.Overlap(obb, camera.frustum, 6, 8)) { // TODO: cache these? var data = volume.parameters.GetData(); m_VisibleVolumeBounds.Add(obb); m_VisibleVolumeData.Add(data); } } s_VisibleVolumeBoundsBuffer.SetData(m_VisibleVolumeBounds); s_VisibleVolumeDataBuffer.SetData(m_VisibleVolumeData); // Fill the struct with pointers in order to share the data with the light loop. densityVolumes.bounds = m_VisibleVolumeBounds; densityVolumes.density = m_VisibleVolumeData; return(densityVolumes); } }