コード例 #1
0
        public void RenderLightVolumes(CommandBuffer cmd, HDCamera hdCamera, CullingResults cullResults, LightingDebugSettings lightDebugSettings, RTHandleSystem.RTHandle finalRT)
        {
            using (new ProfilingSample(cmd, "Display Light Volumes"))
            {
                // Clear the buffers
                HDUtils.SetRenderTarget(cmd, m_ColorAccumulationBuffer, ClearFlag.Color, Color.black);
                HDUtils.SetRenderTarget(cmd, m_LightCountBuffer, ClearFlag.Color, Color.black);
                HDUtils.SetRenderTarget(cmd, m_DebugLightVolumesTexture, ClearFlag.Color, Color.black);

                // Set the render target array
                HDUtils.SetRenderTarget(cmd, m_RTIDs, m_DepthBuffer);

                // First of all let's do the regions for the light sources (we only support Punctual and Area)
                int numLights = cullResults.visibleLights.Length;
                for (int lightIdx = 0; lightIdx < numLights; ++lightIdx)
                {
                    // Let's build the light's bounding sphere matrix
                    Light currentLegacyLight = cullResults.visibleLights[lightIdx].light;
                    if (currentLegacyLight == null)
                    {
                        continue;
                    }
                    HDAdditionalLightData currentHDRLight = currentLegacyLight.GetComponent <HDAdditionalLightData>();
                    if (currentHDRLight == null)
                    {
                        continue;
                    }

                    Matrix4x4 positionMat = Matrix4x4.Translate(currentLegacyLight.transform.position);

                    if (currentLegacyLight.type == LightType.Point || currentLegacyLight.type == LightType.Area)
                    {
                        m_MaterialProperty.SetVector(_RangeShaderID, new Vector3(currentLegacyLight.range, currentLegacyLight.range, currentLegacyLight.range));
                        switch (currentHDRLight.lightTypeExtent)
                        {
                        case LightTypeExtent.Punctual:
                        {
                            m_MaterialProperty.SetColor(_ColorShaderID, new Color(0.0f, 0.5f, 0.0f, 1.0f));
                            m_MaterialProperty.SetVector(_OffsetShaderID, new Vector3(0, 0, 0));
                            cmd.DrawMesh(DebugShapes.instance.RequestSphereMesh(), positionMat, m_DebugLightVolumeMaterial, 0, 0, m_MaterialProperty);
                        }
                        break;

                        case LightTypeExtent.Rectangle:
                        {
                            m_MaterialProperty.SetColor(_ColorShaderID, new Color(0.0f, 1.0f, 1.0f, 1.0f));
                            m_MaterialProperty.SetVector(_OffsetShaderID, new Vector3(0, 0, 0));
                            cmd.DrawMesh(DebugShapes.instance.RequestSphereMesh(), positionMat, m_DebugLightVolumeMaterial, 0, 0, m_MaterialProperty);
                        }
                        break;

                        case LightTypeExtent.Tube:
                        {
                            m_MaterialProperty.SetColor(_ColorShaderID, new Color(1.0f, 0.0f, 0.5f, 1.0f));
                            m_MaterialProperty.SetVector(_OffsetShaderID, new Vector3(0, 0, 0));
                            cmd.DrawMesh(DebugShapes.instance.RequestSphereMesh(), positionMat, m_DebugLightVolumeMaterial, 0, 0, m_MaterialProperty);
                        }
                        break;

                        default:
                            break;
                        }
                    }
                    else if (currentLegacyLight.type == LightType.Spot)
                    {
                        if (currentHDRLight.spotLightShape == SpotLightShape.Cone)
                        {
                            float bottomRadius = Mathf.Tan(currentLegacyLight.spotAngle * Mathf.PI / 360.0f) * currentLegacyLight.range;
                            m_MaterialProperty.SetColor(_ColorShaderID, new Color(1.0f, 0.5f, 0.0f, 1.0f));
                            m_MaterialProperty.SetVector(_RangeShaderID, new Vector3(bottomRadius, bottomRadius, currentLegacyLight.range));
                            m_MaterialProperty.SetVector(_OffsetShaderID, new Vector3(0, 0, 0));
                            cmd.DrawMesh(DebugShapes.instance.RequestConeMesh(), currentLegacyLight.gameObject.transform.localToWorldMatrix, m_DebugLightVolumeMaterial, 0, 0, m_MaterialProperty);
                        }
                        else if (currentHDRLight.spotLightShape == SpotLightShape.Box)
                        {
                            m_MaterialProperty.SetColor(_ColorShaderID, new Color(1.0f, 0.5f, 0.0f, 1.0f));
                            m_MaterialProperty.SetVector(_RangeShaderID, new Vector3(currentHDRLight.shapeWidth, currentHDRLight.shapeHeight, currentLegacyLight.range));
                            m_MaterialProperty.SetVector(_OffsetShaderID, new Vector3(0, 0, currentLegacyLight.range / 2.0f));
                            cmd.DrawMesh(DebugShapes.instance.RequestBoxMesh(), currentLegacyLight.gameObject.transform.localToWorldMatrix, m_DebugLightVolumeMaterial, 0, 0, m_MaterialProperty);
                        }
                        else if (currentHDRLight.spotLightShape == SpotLightShape.Pyramid)
                        {
                            float bottomWidth = Mathf.Tan(currentLegacyLight.spotAngle * Mathf.PI / 360.0f) * currentLegacyLight.range;
                            m_MaterialProperty.SetColor(_ColorShaderID, new Color(1.0f, 0.5f, 0.0f, 1.0f));
                            m_MaterialProperty.SetVector(_RangeShaderID, new Vector3(currentHDRLight.aspectRatio * bottomWidth * 2, bottomWidth * 2, currentLegacyLight.range));
                            m_MaterialProperty.SetVector(_OffsetShaderID, new Vector3(0, 0, 0));
                            cmd.DrawMesh(DebugShapes.instance.RequestPyramidMesh(), currentLegacyLight.gameObject.transform.localToWorldMatrix, m_DebugLightVolumeMaterial, 0, 0, m_MaterialProperty);
                        }
                    }
                }

                // Now let's do the same but for reflection probes
                int numProbes = cullResults.visibleReflectionProbes.Length;
                for (int probeIdx = 0; probeIdx < numProbes; ++probeIdx)
                {
                    // Let's build the light's bounding sphere matrix
                    ReflectionProbe            currentLegacyProbe = cullResults.visibleReflectionProbes[probeIdx].reflectionProbe;
                    HDAdditionalReflectionData currentHDProbe     = currentLegacyProbe.GetComponent <HDAdditionalReflectionData>();

                    if (!currentHDProbe)
                    {
                        continue;
                    }

                    MaterialPropertyBlock m_MaterialProperty = new MaterialPropertyBlock();
                    Mesh targetMesh = null;
                    if (currentHDProbe.influenceVolume.shape == InfluenceShape.Sphere)
                    {
                        m_MaterialProperty.SetVector(_RangeShaderID, new Vector3(currentHDProbe.influenceVolume.sphereRadius, currentHDProbe.influenceVolume.sphereRadius, currentHDProbe.influenceVolume.sphereRadius));
                        targetMesh = DebugShapes.instance.RequestSphereMesh();
                    }
                    else
                    {
                        m_MaterialProperty.SetVector(_RangeShaderID, new Vector3(currentHDProbe.influenceVolume.boxSize.x, currentHDProbe.influenceVolume.boxSize.y, currentHDProbe.influenceVolume.boxSize.z));
                        targetMesh = DebugShapes.instance.RequestBoxMesh();
                    }

                    m_MaterialProperty.SetColor(_ColorShaderID, new Color(1.0f, 1.0f, 0.0f, 1.0f));
                    m_MaterialProperty.SetVector(_OffsetShaderID, new Vector3(0, 0, 0));
                    Matrix4x4 positionMat = Matrix4x4.Translate(currentLegacyProbe.transform.position);
                    cmd.DrawMesh(targetMesh, positionMat, m_DebugLightVolumeMaterial, 0, 0, m_MaterialProperty);
                }

                // Define which kernel to use based on the lightloop options
                int targetKernel = lightDebugSettings.lightVolumeDebugByCategory == LightVolumeDebug.ColorAndEdge ? m_DebugLightVolumeColorsKernel : m_DebugLightVolumeGradientKernel;

                // Set the input params for the compute
                cmd.SetComputeTextureParam(m_DebugLightVolumeCompute, targetKernel, _DebugLightCountBufferShaderID, m_LightCountBuffer);
                cmd.SetComputeTextureParam(m_DebugLightVolumeCompute, targetKernel, _DebugColorAccumulationBufferShaderID, m_ColorAccumulationBuffer);
                cmd.SetComputeTextureParam(m_DebugLightVolumeCompute, targetKernel, _DebugLightVolumesTextureShaderID, m_DebugLightVolumesTexture);
                cmd.SetComputeTextureParam(m_DebugLightVolumeCompute, targetKernel, _ColorGradientTextureShaderID, m_ColorGradientTexture);
                cmd.SetComputeIntParam(m_DebugLightVolumeCompute, _MaxDebugLightCountShaderID, (int)lightDebugSettings.maxDebugLightCount);

                // Texture dimensions
                int texWidth  = hdCamera.actualWidth;  // m_ColorAccumulationBuffer.rt.width;
                int texHeight = hdCamera.actualHeight; // m_ColorAccumulationBuffer.rt.width;


                // Dispatch the compute
                int lightVolumesTileSize = 8;
                int numTilesX            = (texWidth + (lightVolumesTileSize - 1)) / lightVolumesTileSize;
                int numTilesY            = (texHeight + (lightVolumesTileSize - 1)) / lightVolumesTileSize;
                cmd.DispatchCompute(m_DebugLightVolumeCompute, targetKernel, numTilesX, numTilesY, hdCamera.viewCount);

                // Blit this into the camera target
                HDUtils.SetRenderTarget(cmd, finalRT);
                m_MaterialProperty.SetTexture(HDShaderIDs._BlitTexture, m_DebugLightVolumesTexture);
                cmd.DrawProcedural(Matrix4x4.identity, m_DebugLightVolumeMaterial, 1, MeshTopology.Triangles, 3, 1, m_MaterialProperty);
            }
        }
コード例 #2
0
 public virtual void RenderDeferredLighting(HDCamera hdCamera, ScriptableRenderContext renderContext,
                                            LightingDebugSettings lightDebugParameters,
                                            RenderTargetIdentifier[] colorBuffers, RenderTargetIdentifier stencilBuffer,
                                            bool outputSplitLightingForSSS, bool enableSSS)
 {
 }
コード例 #3
0
ファイル: HDShadowAtlas.cs プロジェクト: harlowja/simulator-1
 public void UpdateDebugSettings(LightingDebugSettings lightingDebugSettings)
 {
     m_LightingDebugSettings = lightingDebugSettings;
 }