void UpdateAntialiasing() { // Handle post-process AA // - If post-processing is disabled all together, no AA // - In scene view, only enable TAA if animated materials are enabled // - Else just use the currently set AA mode on the camera { if (!m_frameSettings.IsEnabled(FrameSettingsField.Postprocess) || !CoreUtils.ArePostProcessesEnabled(camera)) { antialiasing = AntialiasingMode.None; } #if UNITY_EDITOR else if (camera.cameraType == CameraType.SceneView) { var mode = HDRenderPipelinePreferences.sceneViewAntialiasing; if (mode == AntialiasingMode.TemporalAntialiasing && !CoreUtils.AreAnimatedMaterialsEnabled(camera)) { antialiasing = AntialiasingMode.None; } else { antialiasing = mode; } } #endif else if (m_AdditionalCameraData != null) { antialiasing = m_AdditionalCameraData.antialiasing; if (antialiasing == AntialiasingMode.SubpixelMorphologicalAntiAliasing) { SMAAQuality = m_AdditionalCameraData.SMAAQuality; } } else { antialiasing = AntialiasingMode.None; } } if (antialiasing != AntialiasingMode.TemporalAntialiasing) { taaFrameIndex = 0; taaJitter = Vector4.zero; } // TODO: is this used? { float t = taaFrameIndex * (0.5f * Mathf.PI); taaFrameRotation = new Vector2(Mathf.Sin(t), Mathf.Cos(t)); } }
// Set up UnityPerView CBuffer. public void SetupGlobalParams(CommandBuffer cmd, float time, float lastTime, uint frameCount) { bool taaEnabled = m_frameSettings.IsEnabled(FrameSettingsField.Postprocess) && antialiasing == AntialiasingMode.TemporalAntialiasing && camera.cameraType == CameraType.Game; cmd.SetGlobalMatrix(HDShaderIDs._ViewMatrix, viewMatrix); cmd.SetGlobalMatrix(HDShaderIDs._InvViewMatrix, viewMatrix.inverse); cmd.SetGlobalMatrix(HDShaderIDs._ProjMatrix, projMatrix); cmd.SetGlobalMatrix(HDShaderIDs._InvProjMatrix, projMatrix.inverse); cmd.SetGlobalMatrix(HDShaderIDs._ViewProjMatrix, viewProjMatrix); cmd.SetGlobalMatrix(HDShaderIDs._InvViewProjMatrix, viewProjMatrix.inverse); cmd.SetGlobalMatrix(HDShaderIDs._NonJitteredViewProjMatrix, nonJitteredViewProjMatrix); cmd.SetGlobalMatrix(HDShaderIDs._PrevViewProjMatrix, prevViewProjMatrix); cmd.SetGlobalMatrix(HDShaderIDs._CameraViewProjMatrix, viewProjMatrix); cmd.SetGlobalVector(HDShaderIDs._WorldSpaceCameraPos, worldSpaceCameraPos); cmd.SetGlobalVector(HDShaderIDs._PrevCamPosRWS, prevWorldSpaceCameraPos); cmd.SetGlobalVector(HDShaderIDs._ScreenSize, screenSize); cmd.SetGlobalVector(HDShaderIDs._ScreenToTargetScale, doubleBufferedViewportScale); cmd.SetGlobalVector(HDShaderIDs._ScreenToTargetScaleHistory, doubleBufferedViewportScaleHistory); cmd.SetGlobalVector(HDShaderIDs._ZBufferParams, zBufferParams); cmd.SetGlobalVector(HDShaderIDs._ProjectionParams, projectionParams); cmd.SetGlobalVector(HDShaderIDs.unity_OrthoParams, unity_OrthoParams); cmd.SetGlobalVector(HDShaderIDs._ScreenParams, screenParams); cmd.SetGlobalVector(HDShaderIDs._TaaFrameInfo, new Vector4(taaFrameRotation.x, taaFrameRotation.y, taaFrameIndex, taaEnabled ? 1 : 0)); cmd.SetGlobalVector(HDShaderIDs._TaaJitterStrength, taaJitter); cmd.SetGlobalVectorArray(HDShaderIDs._FrustumPlanes, frustumPlaneEquations); // Time is also a part of the UnityPerView CBuffer. // Different views can have different values of the "Animated Materials" setting. bool animateMaterials = CoreUtils.AreAnimatedMaterialsEnabled(camera); float ct = animateMaterials ? time : 0; float pt = animateMaterials ? lastTime : 0; float dt = Time.deltaTime; float sdt = Time.smoothDeltaTime; cmd.SetGlobalVector(HDShaderIDs._Time, new Vector4(ct * 0.05f, ct, ct * 2.0f, ct * 3.0f)); cmd.SetGlobalVector(HDShaderIDs._LastTime, new Vector4(pt * 0.05f, pt, pt * 2.0f, pt * 3.0f)); cmd.SetGlobalVector(HDShaderIDs.unity_DeltaTime, new Vector4(dt, 1.0f / dt, sdt, 1.0f / sdt)); cmd.SetGlobalVector(HDShaderIDs._SinTime, new Vector4(Mathf.Sin(ct * 0.125f), Mathf.Sin(ct * 0.25f), Mathf.Sin(ct * 0.5f), Mathf.Sin(ct))); cmd.SetGlobalVector(HDShaderIDs._CosTime, new Vector4(Mathf.Cos(ct * 0.125f), Mathf.Cos(ct * 0.25f), Mathf.Cos(ct * 0.5f), Mathf.Cos(ct))); cmd.SetGlobalInt(HDShaderIDs._FrameCount, (int)frameCount); // TODO VR: Current solution for compute shaders grabs matrices from // stereo matrices even when not rendering stereo in order to reduce shader variants. // After native fix for compute shader keywords is completed, qualify this with stereoEnabled. SetupGlobalStereoParams(cmd); }
// Set up UnityPerView CBuffer. public void SetupGlobalParams(CommandBuffer cmd, float time, float lastTime, uint frameCount) { bool taaEnabled = m_frameSettings.IsEnabled(FrameSettingsField.Postprocess) && antialiasing == AntialiasingMode.TemporalAntialiasing && camera.cameraType == CameraType.Game; cmd.SetGlobalMatrix(HDShaderIDs._ViewMatrix, mainViewConstants.viewMatrix); cmd.SetGlobalMatrix(HDShaderIDs._InvViewMatrix, mainViewConstants.invViewMatrix); cmd.SetGlobalMatrix(HDShaderIDs._ProjMatrix, mainViewConstants.projMatrix); cmd.SetGlobalMatrix(HDShaderIDs._InvProjMatrix, mainViewConstants.invProjMatrix); cmd.SetGlobalMatrix(HDShaderIDs._ViewProjMatrix, mainViewConstants.viewProjMatrix); cmd.SetGlobalMatrix(HDShaderIDs._InvViewProjMatrix, mainViewConstants.invViewProjMatrix); cmd.SetGlobalMatrix(HDShaderIDs._NonJitteredViewProjMatrix, mainViewConstants.nonJitteredViewProjMatrix); cmd.SetGlobalMatrix(HDShaderIDs._PrevViewProjMatrix, mainViewConstants.prevViewProjMatrix); cmd.SetGlobalMatrix(HDShaderIDs._CameraViewProjMatrix, mainViewConstants.viewProjMatrix); cmd.SetGlobalVector(HDShaderIDs._WorldSpaceCameraPos, mainViewConstants.worldSpaceCameraPos); cmd.SetGlobalVector(HDShaderIDs._PrevCamPosRWS, mainViewConstants.prevWorldSpaceCameraPos); cmd.SetGlobalVector(HDShaderIDs._ScreenSize, screenSize); cmd.SetGlobalVector(HDShaderIDs._ScreenToTargetScale, doubleBufferedViewportScale); cmd.SetGlobalVector(HDShaderIDs._ScreenToTargetScaleHistory, doubleBufferedViewportScaleHistory); cmd.SetGlobalVector(HDShaderIDs._ZBufferParams, zBufferParams); cmd.SetGlobalVector(HDShaderIDs._ProjectionParams, projectionParams); cmd.SetGlobalVector(HDShaderIDs.unity_OrthoParams, unity_OrthoParams); cmd.SetGlobalVector(HDShaderIDs._ScreenParams, screenParams); cmd.SetGlobalVector(HDShaderIDs._TaaFrameInfo, new Vector4(taaFrameRotation.x, taaFrameRotation.y, taaFrameIndex, taaEnabled ? 1 : 0)); cmd.SetGlobalVector(HDShaderIDs._TaaJitterStrength, taaJitter); cmd.SetGlobalVectorArray(HDShaderIDs._FrustumPlanes, frustumPlaneEquations); // Time is also a part of the UnityPerView CBuffer. // Different views can have different values of the "Animated Materials" setting. bool animateMaterials = CoreUtils.AreAnimatedMaterialsEnabled(camera); float ct = animateMaterials ? time : 0; float pt = animateMaterials ? lastTime : 0; float dt = Time.deltaTime; float sdt = Time.smoothDeltaTime; cmd.SetGlobalVector(HDShaderIDs._Time, new Vector4(ct * 0.05f, ct, ct * 2.0f, ct * 3.0f)); cmd.SetGlobalVector(HDShaderIDs._LastTime, new Vector4(pt * 0.05f, pt, pt * 2.0f, pt * 3.0f)); cmd.SetGlobalVector(HDShaderIDs.unity_DeltaTime, new Vector4(dt, 1.0f / dt, sdt, 1.0f / sdt)); cmd.SetGlobalVector(HDShaderIDs._SinTime, new Vector4(Mathf.Sin(ct * 0.125f), Mathf.Sin(ct * 0.25f), Mathf.Sin(ct * 0.5f), Mathf.Sin(ct))); cmd.SetGlobalVector(HDShaderIDs._CosTime, new Vector4(Mathf.Cos(ct * 0.125f), Mathf.Cos(ct * 0.25f), Mathf.Cos(ct * 0.5f), Mathf.Cos(ct))); cmd.SetGlobalInt(HDShaderIDs._FrameCount, (int)frameCount); // TODO: qualify this code with xrInstancingEnabled when compute shaders can use keywords cmd.SetGlobalBuffer(HDShaderIDs._XRViewConstants, xrViewConstantsGpu); // XRTODO: double-wide cleanup cmd.SetGlobalVector(HDShaderIDs._TextureWidthScaling, textureWidthScaling); }
public void SetupGlobalParams(CommandBuffer cmd, float time, float lastTime) { cmd.SetGlobalMatrix(ClusterShaderIDs._ViewMatrix, viewMatrix); cmd.SetGlobalMatrix(ClusterShaderIDs._InvViewMatrix, viewMatrix.inverse); cmd.SetGlobalMatrix(ClusterShaderIDs._ProjMatrix, projMatrix); cmd.SetGlobalMatrix(ClusterShaderIDs._InvProjMatrix, projMatrix.inverse); cmd.SetGlobalMatrix(ClusterShaderIDs._ViewProjMatrix, viewProjMatrix); cmd.SetGlobalMatrix(ClusterShaderIDs._InvViewProjMatrix, viewProjMatrix.inverse); cmd.SetGlobalMatrix(ClusterShaderIDs._NonJitteredViewProjMatrix, nonJitteredViewProjMatrix); cmd.SetGlobalMatrix(ClusterShaderIDs._PrevViewProjMatrix, prevViewProjMatrix); cmd.SetGlobalVector(ClusterShaderIDs._WorldSpaceCameraPos, worldSpaceCameraPos); cmd.SetGlobalFloat(ClusterShaderIDs._DetViewMatrix, detViewMatrix); cmd.SetGlobalVector(ClusterShaderIDs._ScreenSize, screenSize); cmd.SetGlobalVector(ClusterShaderIDs._ScreenToTargetScale, doubleBufferedViewportScale); cmd.SetGlobalVector(ClusterShaderIDs._ZBufferParams, zBufferParams); cmd.SetGlobalVector(ClusterShaderIDs._ProjectionParams, projectionParams); cmd.SetGlobalVector(ClusterShaderIDs.unity_OrthoParams, unity_OrthoParams); cmd.SetGlobalVector(ClusterShaderIDs._ScreenParams, screenParam); cmd.SetGlobalVector(ClusterShaderIDs._TaaFrameRotation, taaFrameRotation); //cmd.SetGlobalVectorArray(ClusterShaderIDs._FrustumPlanes, frustumPlaneEquations); // Time is also a part of the UnityPerView CBuffer. // Different views can have different values of the "Animated Materials" setting. bool animateMaterials = CoreUtils.AreAnimatedMaterialsEnabled(camera); float ct = animateMaterials ? time : 0; float pt = animateMaterials ? lastTime : 0; float dt = Time.deltaTime; float sdt = Time.smoothDeltaTime; Vector4 timeVector = new Vector4((float)ct * 0.05f, ct, ct * 2.0f, ct * 3.0f); cmd.SetGlobalVector(ClusterShaderIDs._Time, timeVector); cmd.SetGlobalVector(ClusterShaderIDs._LastTime, new Vector4(pt * 0.05f, pt, pt * 2.0f, pt * 3.0f)); cmd.SetGlobalVector(ClusterShaderIDs.unity_DeltaTime, new Vector4(dt, 1.0f / dt, sdt, 1.0f / sdt)); cmd.SetGlobalVector(ClusterShaderIDs._SinTime, new Vector4(Mathf.Sin(ct * 0.125f), Mathf.Sin(ct * 0.25f), Mathf.Sin(ct * 0.5f), Mathf.Sin(ct))); cmd.SetGlobalVector(ClusterShaderIDs._CosTime, new Vector4(Mathf.Cos(ct * 0.125f), Mathf.Cos(ct * 0.25f), Mathf.Cos(ct * 0.5f), Mathf.Cos(ct))); cmd.SetGlobalMatrix("Cluster_Matrix_LinearZ", MVPMatrixLinearZ); cmd.SetGlobalMatrix("matrix_MVPInv", MVPMatrix.inverse); cmd.SetGlobalVector("ClusterProjParams", new Vector4(NearClipPlane, FarClipPlane, 0, 0)); cmd.SetGlobalVector("ClusterScreenParams", new Vector4(ClusterFrustumWidth, ClusterFrustumHeight, 0, 0)); cmd.SetGlobalVectorArray("CameraBottomLeft", cameraBottomLeftCorner); cmd.SetGlobalVector("CameraUpDirLength", cameraUpDir); cmd.SetGlobalVector("CameraRightDirLength", cameraRightDir); cmd.SetGlobalVector("ClusterBottomLeft", clusterBottomLeftCorner); cmd.SetGlobalVector("ClusterUpDirLength", clusterUpDir); cmd.SetGlobalVector("ClusterRightDirLength", clusterRightDir); }
public DensityVolume[] PrepareDensityVolumeData(CommandBuffer cmd, Camera currentCam, float time) { //Update volumes bool animate = CoreUtils.AreAnimatedMaterialsEnabled(currentCam); foreach (DensityVolume volume in volumes) { volume.PrepareParameters(animate, time); } if (atlasNeedsRefresh) { atlasNeedsRefresh = false; VolumeAtlasRefresh(); } volumeAtlas.GenerateVolumeAtlas(cmd); return(volumes.ToArray()); }
// Set up UnityPerView CBuffer. public void SetupGlobalParams(CommandBuffer cmd, float time, float lastTime, uint frameCount) { cmd.SetGlobalMatrix(HDShaderIDs._ViewMatrix, viewMatrix); cmd.SetGlobalMatrix(HDShaderIDs._InvViewMatrix, viewMatrix.inverse); cmd.SetGlobalMatrix(HDShaderIDs._ProjMatrix, projMatrix); cmd.SetGlobalMatrix(HDShaderIDs._InvProjMatrix, projMatrix.inverse); cmd.SetGlobalMatrix(HDShaderIDs._ViewProjMatrix, viewProjMatrix); cmd.SetGlobalMatrix(HDShaderIDs._InvViewProjMatrix, viewProjMatrix.inverse); cmd.SetGlobalMatrix(HDShaderIDs._NonJitteredViewProjMatrix, nonJitteredViewProjMatrix); cmd.SetGlobalMatrix(HDShaderIDs._PrevViewProjMatrix, prevViewProjMatrix); cmd.SetGlobalVector(HDShaderIDs._WorldSpaceCameraPos, worldSpaceCameraPos); cmd.SetGlobalFloat(HDShaderIDs._DetViewMatrix, detViewMatrix); cmd.SetGlobalVector(HDShaderIDs._ScreenSize, screenSize); cmd.SetGlobalVector(HDShaderIDs._ScreenToTargetScale, doubleBufferedViewportScale); cmd.SetGlobalVector(HDShaderIDs._ZBufferParams, zBufferParams); cmd.SetGlobalVector(HDShaderIDs._ProjectionParams, projectionParams); cmd.SetGlobalVector(HDShaderIDs.unity_OrthoParams, unity_OrthoParams); cmd.SetGlobalVector(HDShaderIDs._ScreenParams, screenParams); cmd.SetGlobalVector(HDShaderIDs._TaaFrameRotation, taaFrameRotation); cmd.SetGlobalVectorArray(HDShaderIDs._FrustumPlanes, frustumPlaneEquations); // Time is also a part of the UnityPerView CBuffer. // Different views can have different values of the "Animated Materials" setting. bool animateMaterials = CoreUtils.AreAnimatedMaterialsEnabled(camera); float ct = animateMaterials ? time : 0; float pt = animateMaterials ? lastTime : 0; float dt = Time.deltaTime; float sdt = Time.smoothDeltaTime; cmd.SetGlobalVector(HDShaderIDs._Time, new Vector4(ct * 0.05f, ct, ct * 2.0f, ct * 3.0f)); cmd.SetGlobalVector(HDShaderIDs._LastTime, new Vector4(pt * 0.05f, pt, pt * 2.0f, pt * 3.0f)); cmd.SetGlobalVector(HDShaderIDs.unity_DeltaTime, new Vector4(dt, 1.0f / dt, sdt, 1.0f / sdt)); cmd.SetGlobalVector(HDShaderIDs._SinTime, new Vector4(Mathf.Sin(ct * 0.125f), Mathf.Sin(ct * 0.25f), Mathf.Sin(ct * 0.5f), Mathf.Sin(ct))); cmd.SetGlobalVector(HDShaderIDs._CosTime, new Vector4(Mathf.Cos(ct * 0.125f), Mathf.Cos(ct * 0.25f), Mathf.Cos(ct * 0.5f), Mathf.Cos(ct))); cmd.SetGlobalInt(HDShaderIDs._FrameCount, (int)frameCount); }
PrepassOutput RenderPrepass(RenderGraph renderGraph, RenderGraphMutableResource sssBuffer, CullingResults cullingResults, HDCamera hdCamera) { m_IsDepthBufferCopyValid = false; var result = new PrepassOutput(); result.gbuffer = m_GBufferOutput; result.dbuffer = m_DBufferOutput; bool msaa = hdCamera.frameSettings.IsEnabled(FrameSettingsField.MSAA); bool clearMotionVectors = hdCamera.camera.cameraType == CameraType.SceneView && !CoreUtils.AreAnimatedMaterialsEnabled(hdCamera.camera); // TODO: See how to clean this. Some buffers are created outside, some inside functions... result.motionVectorsBuffer = CreateMotionVectorBuffer(renderGraph, msaa, clearMotionVectors); result.depthBuffer = CreateDepthBuffer(renderGraph, msaa); RenderXROcclusionMeshes(renderGraph, hdCamera, result.depthBuffer); using (new XRSinglePassScope(renderGraph, hdCamera)) { // TODO RENDERGRAPH //// Bind the custom color/depth before the first custom pass //if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.CustomPass)) //{ // if (m_CustomPassColorBuffer.IsValueCreated) // cmd.SetGlobalTexture(HDShaderIDs._CustomColorTexture, m_CustomPassColorBuffer.Value); // if (m_CustomPassDepthBuffer.IsValueCreated) // cmd.SetGlobalTexture(HDShaderIDs._CustomDepthTexture, m_CustomPassDepthBuffer.Value); //} //RenderCustomPass(renderContext, cmd, hdCamera, customPassCullingResults, CustomPassInjectionPoint.BeforeRendering); bool renderMotionVectorAfterGBuffer = RenderDepthPrepass(renderGraph, cullingResults, hdCamera, ref result); if (!renderMotionVectorAfterGBuffer) { // If objects motion vectors are enabled, this will render the objects with motion vector into the target buffers (in addition to the depth) // Note: An object with motion vector must not be render in the prepass otherwise we can have motion vector write that should have been rejected RenderObjectsMotionVectors(renderGraph, cullingResults, hdCamera, result); } // TODO RENDERGRAPH //PreRenderSky(hdCamera, cmd); // At this point in forward all objects have been rendered to the prepass (depth/normal/motion vectors) so we can resolve them ResolvePrepassBuffers(renderGraph, hdCamera, ref result); RenderDecals(renderGraph, hdCamera, ref result, cullingResults); RenderGBuffer(renderGraph, sssBuffer, ref result, cullingResults, hdCamera); // TODO RENDERGRAPH //// After Depth and Normals/roughness including decals //RenderCustomPass(renderContext, cmd, hdCamera, customPassCullingResults, CustomPassInjectionPoint.AfterOpaqueDepthAndNormal); // In both forward and deferred, everything opaque should have been rendered at this point so we can safely copy the depth buffer for later processing. GenerateDepthPyramid(renderGraph, hdCamera, ref result); // TODO RENDERGRAPH //// Send all the geometry graphics buffer to client systems if required (must be done after the pyramid and before the transparent depth pre-pass) //SendGeometryGraphicsBuffers(cmd, hdCamera); if (renderMotionVectorAfterGBuffer) { // See the call RenderObjectsMotionVectors() above and comment RenderObjectsMotionVectors(renderGraph, cullingResults, hdCamera, result); } RenderCameraMotionVectors(renderGraph, hdCamera, result.depthPyramidTexture, result.resolvedMotionVectorsBuffer); // TODO RENDERGRAPH //RenderTransparencyOverdraw(cullingResults, hdCamera, renderContext, cmd); ResolveStencilBufferIfNeeded(renderGraph, hdCamera, ref result); } return(result); }
// Pass all the systems that may want to update per-camera data here. // That way you will never update an HDCamera and forget to update the dependent system. public void Update(FrameSettings currentFrameSettings, VolumetricLightingSystem vlSys, MSAASamples msaaSamples) { // store a shortcut on HDAdditionalCameraData (done here and not in the constructor as // we don't create HDCamera at every frame and user can change the HDAdditionalData later (Like when they create a new scene). m_AdditionalCameraData = camera.GetComponent <HDAdditionalCameraData>(); m_frameSettings = currentFrameSettings; // Handle post-process AA // - If post-processing is disabled all together, no AA // - In scene view, only enable TAA if animated materials are enabled // - Else just use the currently set AA mode on the camera { if (!m_frameSettings.IsEnabled(FrameSettingsField.Postprocess) || !CoreUtils.ArePostProcessesEnabled(camera)) { antialiasing = AntialiasingMode.None; } #if UNITY_EDITOR else if (camera.cameraType == CameraType.SceneView) { var mode = HDRenderPipelinePreferences.sceneViewAntialiasing; if (mode == AntialiasingMode.TemporalAntialiasing && !CoreUtils.AreAnimatedMaterialsEnabled(camera)) { antialiasing = AntialiasingMode.None; } else { antialiasing = mode; } } #endif else if (m_AdditionalCameraData != null) { antialiasing = m_AdditionalCameraData.antialiasing; } else { antialiasing = AntialiasingMode.None; } } // Handle memory allocation. { bool isColorPyramidHistoryRequired = m_frameSettings.IsEnabled(FrameSettingsField.SSR); // TODO: TAA as well bool isVolumetricHistoryRequired = m_frameSettings.IsEnabled(FrameSettingsField.Volumetrics) && m_frameSettings.IsEnabled(FrameSettingsField.ReprojectionForVolumetrics); int numColorPyramidBuffersRequired = isColorPyramidHistoryRequired ? 2 : 1; // TODO: 1 -> 0 int numVolumetricBuffersRequired = isVolumetricHistoryRequired ? 2 : 0; // History + feedback if ((numColorPyramidBuffersAllocated != numColorPyramidBuffersRequired) || (numVolumetricBuffersAllocated != numVolumetricBuffersRequired)) { // Reinit the system. colorPyramidHistoryIsValid = false; vlSys.DeinitializePerCameraData(this); // The history system only supports the "nuke all" option. m_HistoryRTSystem.Dispose(); m_HistoryRTSystem = new BufferedRTHandleSystem(); if (numColorPyramidBuffersRequired != 0) { AllocHistoryFrameRT((int)HDCameraFrameHistoryType.ColorBufferMipChain, HistoryBufferAllocatorFunction, numColorPyramidBuffersRequired); colorPyramidHistoryIsValid = false; } vlSys.InitializePerCameraData(this, numVolumetricBuffersRequired); // Mark as init. numColorPyramidBuffersAllocated = numColorPyramidBuffersRequired; numVolumetricBuffersAllocated = numVolumetricBuffersRequired; } } // If TAA is enabled projMatrix will hold a jittered projection matrix. The original, // non-jittered projection matrix can be accessed via nonJitteredProjMatrix. bool taaEnabled = antialiasing == AntialiasingMode.TemporalAntialiasing; if (!taaEnabled) { taaFrameIndex = 0; taaJitter = Vector4.zero; } var nonJitteredCameraProj = camera.projectionMatrix; var cameraProj = taaEnabled ? GetJitteredProjectionMatrix(nonJitteredCameraProj) : nonJitteredCameraProj; // The actual projection matrix used in shaders is actually massaged a bit to work across all platforms // (different Z value ranges etc.) var gpuProj = GL.GetGPUProjectionMatrix(cameraProj, true); // Had to change this from 'false' var gpuView = camera.worldToCameraMatrix; var gpuNonJitteredProj = GL.GetGPUProjectionMatrix(nonJitteredCameraProj, true); // Update viewport sizes. m_ViewportSizePrevFrame = new Vector2Int(m_ActualWidth, m_ActualHeight); m_ActualWidth = Math.Max(camera.pixelWidth, 1); m_ActualHeight = Math.Max(camera.pixelHeight, 1); Vector2Int nonScaledSize = new Vector2Int(m_ActualWidth, m_ActualHeight); if (isMainGameView) { Vector2Int scaledSize = HDDynamicResolutionHandler.instance.GetRTHandleScale(new Vector2Int(camera.pixelWidth, camera.pixelHeight)); nonScaledSize = HDDynamicResolutionHandler.instance.cachedOriginalSize; m_ActualWidth = scaledSize.x; m_ActualHeight = scaledSize.y; } var screenWidth = m_ActualWidth; var screenHeight = m_ActualHeight; textureWidthScaling = new Vector4(1.0f, 1.0f, 0.0f, 0.0f); numEyes = camera.stereoEnabled ? (uint)2 : (uint)1; // TODO VR: Generalize this when support for >2 eyes comes out with XR SDK if (camera.stereoEnabled) { if (XRGraphics.stereoRenderingMode == XRGraphics.StereoRenderingMode.SinglePass) { textureWidthScaling = new Vector4(2.0f, 0.5f, 0.0f, 0.0f); } for (uint eyeIndex = 0; eyeIndex < 2; eyeIndex++) { // For VR, TAA proj matrices don't need to be jittered var currProjStereo = camera.GetStereoProjectionMatrix((Camera.StereoscopicEye)eyeIndex); var gpuCurrProjStereo = GL.GetGPUProjectionMatrix(currProjStereo, true); var gpuCurrViewStereo = camera.GetStereoViewMatrix((Camera.StereoscopicEye)eyeIndex); if (ShaderConfig.s_CameraRelativeRendering != 0) { // Zero out the translation component. gpuCurrViewStereo.SetColumn(3, new Vector4(0, 0, 0, 1)); } var gpuCurrVPStereo = gpuCurrProjStereo * gpuCurrViewStereo; // A camera could be rendered multiple times per frame, only updates the previous view proj & pos if needed if (m_LastFrameActive != Time.frameCount) { if (isFirstFrame) { prevWorldSpaceCameraPosStereo[eyeIndex] = gpuCurrViewStereo.inverse.GetColumn(3); prevViewProjMatrixStereo[eyeIndex] = gpuCurrVPStereo; } else { prevWorldSpaceCameraPosStereo[eyeIndex] = worldSpaceCameraPosStereo[eyeIndex]; prevViewProjMatrixStereo[eyeIndex] = GetViewProjMatrixStereo(eyeIndex); // Grabbing this before ConfigureStereoMatrices updates view/proj } isFirstFrame = false; } } // XRTODO: fix this isFirstFrame = true; // So that mono vars can still update when stereo active // XRTODO: remove once SPI is working if (XRGraphics.stereoRenderingMode == XRGraphics.StereoRenderingMode.SinglePass) { Debug.Assert(HDDynamicResolutionHandler.instance.SoftwareDynamicResIsEnabled() == false); var xrDesc = XRGraphics.eyeTextureDesc; nonScaledSize.x = screenWidth = m_ActualWidth = xrDesc.width; nonScaledSize.y = screenHeight = m_ActualHeight = xrDesc.height; } } if (ShaderConfig.s_CameraRelativeRendering != 0) { // Zero out the translation component. gpuView.SetColumn(3, new Vector4(0, 0, 0, 1)); } var gpuVP = gpuNonJitteredProj * gpuView; // A camera could be rendered multiple times per frame, only updates the previous view proj & pos if needed // Note: if your first rendered view during the frame is not the Game view, everything breaks. if (m_LastFrameActive != Time.frameCount) { if (isFirstFrame) { prevWorldSpaceCameraPos = camera.transform.position; prevViewProjMatrix = gpuVP; } else { prevWorldSpaceCameraPos = worldSpaceCameraPos; prevViewProjMatrix = nonJitteredViewProjMatrix; prevViewProjMatrixNoCameraTrans = prevViewProjMatrix; } isFirstFrame = false; } // In stereo, this corresponds to the center eye position worldSpaceCameraPos = camera.transform.position; taaFrameRotation = new Vector2(Mathf.Sin(taaFrameIndex * (0.5f * Mathf.PI)), Mathf.Cos(taaFrameIndex * (0.5f * Mathf.PI))); viewMatrix = gpuView; projMatrix = gpuProj; nonJitteredProjMatrix = gpuNonJitteredProj; ConfigureStereoMatrices(); if (ShaderConfig.s_CameraRelativeRendering != 0) { prevWorldSpaceCameraPos = worldSpaceCameraPos - prevWorldSpaceCameraPos; // This fixes issue with cameraDisplacement stacking in prevViewProjMatrix when same camera renders multiple times each logical frame // causing glitchy motion blur when editor paused. if (m_LastFrameActive != Time.frameCount) { Matrix4x4 cameraDisplacement = Matrix4x4.Translate(prevWorldSpaceCameraPos); prevViewProjMatrix *= cameraDisplacement; // Now prevViewProjMatrix correctly transforms this frame's camera-relative positionWS } } else { Matrix4x4 noTransViewMatrix = camera.worldToCameraMatrix; noTransViewMatrix.SetColumn(3, new Vector4(0, 0, 0, 1)); prevViewProjMatrixNoCameraTrans = nonJitteredProjMatrix * noTransViewMatrix; } float n = camera.nearClipPlane; float f = camera.farClipPlane; // Analyze the projection matrix. // p[2][3] = (reverseZ ? 1 : -1) * (depth_0_1 ? 1 : 2) * (f * n) / (f - n) float scale = projMatrix[2, 3] / (f * n) * (f - n); bool depth_0_1 = Mathf.Abs(scale) < 1.5f; bool reverseZ = scale > 0; bool flipProj = projMatrix.inverse.MultiplyPoint(new Vector3(0, 1, 0)).y < 0; // http://www.humus.name/temp/Linearize%20depth.txt if (reverseZ) { zBufferParams = new Vector4(-1 + f / n, 1, -1 / f + 1 / n, 1 / f); } else { zBufferParams = new Vector4(1 - f / n, f / n, 1 / f - 1 / n, 1 / n); } projectionParams = new Vector4(flipProj ? -1 : 1, n, f, 1.0f / f); float orthoHeight = camera.orthographic ? 2 * camera.orthographicSize : 0; float orthoWidth = orthoHeight * camera.aspect; unity_OrthoParams = new Vector4(orthoWidth, orthoHeight, 0, camera.orthographic ? 1 : 0); Frustum.Create(frustum, viewProjMatrix, depth_0_1, reverseZ); // Left, right, top, bottom, near, far. for (int i = 0; i < 6; i++) { frustumPlaneEquations[i] = new Vector4(frustum.planes[i].normal.x, frustum.planes[i].normal.y, frustum.planes[i].normal.z, frustum.planes[i].distance); } m_LastFrameActive = Time.frameCount; // TODO: cache this, or make the history system spill the beans... Vector2Int prevColorPyramidBufferSize = Vector2Int.zero; if (numColorPyramidBuffersAllocated > 0) { var rt = GetCurrentFrameRT((int)HDCameraFrameHistoryType.ColorBufferMipChain).rt; prevColorPyramidBufferSize.x = rt.width; prevColorPyramidBufferSize.y = rt.height; } // TODO: cache this, or make the history system spill the beans... Vector3Int prevVolumetricBufferSize = Vector3Int.zero; if (numVolumetricBuffersAllocated != 0) { var rt = GetCurrentFrameRT((int)HDCameraFrameHistoryType.VolumetricLighting).rt; prevVolumetricBufferSize.x = rt.width; prevVolumetricBufferSize.y = rt.height; prevVolumetricBufferSize.z = rt.volumeDepth; } m_msaaSamples = msaaSamples; // Here we use the non scaled resolution for the RTHandleSystem ref size because we assume that at some point we will need full resolution anyway. // This is also useful because we have some RT after final up-rez that will need the full size. RTHandles.SetReferenceSize(nonScaledSize.x, nonScaledSize.y, m_msaaSamples); m_HistoryRTSystem.SetReferenceSize(nonScaledSize.x, nonScaledSize.y, m_msaaSamples); m_HistoryRTSystem.Swap(); Vector3Int currColorPyramidBufferSize = Vector3Int.zero; if (numColorPyramidBuffersAllocated != 0) { var rt = GetCurrentFrameRT((int)HDCameraFrameHistoryType.ColorBufferMipChain).rt; currColorPyramidBufferSize.x = rt.width; currColorPyramidBufferSize.y = rt.height; if ((currColorPyramidBufferSize.x != prevColorPyramidBufferSize.x) || (currColorPyramidBufferSize.y != prevColorPyramidBufferSize.y)) { // A reallocation has happened, so the new texture likely contains garbage. colorPyramidHistoryIsValid = false; } } Vector3Int currVolumetricBufferSize = Vector3Int.zero; if (numVolumetricBuffersAllocated != 0) { var rt = GetCurrentFrameRT((int)HDCameraFrameHistoryType.VolumetricLighting).rt; currVolumetricBufferSize.x = rt.width; currVolumetricBufferSize.y = rt.height; currVolumetricBufferSize.z = rt.volumeDepth; if ((currVolumetricBufferSize.x != prevVolumetricBufferSize.x) || (currVolumetricBufferSize.y != prevVolumetricBufferSize.y) || (currVolumetricBufferSize.z != prevVolumetricBufferSize.z)) { // A reallocation has happened, so the new texture likely contains garbage. volumetricHistoryIsValid = false; } } int maxWidth = RTHandles.maxWidth; int maxHeight = RTHandles.maxHeight; Vector2 rcpTextureSize = Vector2.one / new Vector2(maxWidth, maxHeight); m_ViewportScalePreviousFrame = m_ViewportSizePrevFrame * rcpTextureSize; m_ViewportScaleCurrentFrame = new Vector2Int(m_ActualWidth, m_ActualHeight) * rcpTextureSize; screenSize = new Vector4(screenWidth, screenHeight, 1.0f / screenWidth, 1.0f / screenHeight); screenParams = new Vector4(screenSize.x, screenSize.y, 1 + screenSize.z, 1 + screenSize.w); finalViewport = new Rect(camera.pixelRect.x, camera.pixelRect.y, nonScaledSize.x, nonScaledSize.y); if (vlSys != null) { vlSys.UpdatePerCameraData(this); } UpdateVolumeParameters(); }
PrepassOutput RenderPrepass(RenderGraph renderGraph, RenderGraphMutableResource sssBuffer, CullingResults cullingResults, HDCamera hdCamera) { m_IsDepthBufferCopyValid = false; var result = new PrepassOutput(); result.gbuffer = m_GBufferOutput; result.dbuffer = m_DBufferOutput; bool msaa = hdCamera.frameSettings.IsEnabled(FrameSettingsField.MSAA); bool clearMotionVectors = hdCamera.camera.cameraType == CameraType.SceneView && !CoreUtils.AreAnimatedMaterialsEnabled(hdCamera.camera); // TODO: See how to clean this. Some buffers are created outside, some inside functions... result.motionVectorsBuffer = CreateMotionVectorBuffer(renderGraph, msaa, clearMotionVectors); result.depthBuffer = CreateDepthBuffer(renderGraph, msaa); RenderOcclusionMeshes(renderGraph, hdCamera, result.depthBuffer); StartSinglePass(renderGraph, hdCamera); bool renderMotionVectorAfterGBuffer = RenderDepthPrepass(renderGraph, cullingResults, hdCamera, ref result); if (!renderMotionVectorAfterGBuffer) { // If objects motion vectors are enabled, this will render the objects with motion vector into the target buffers (in addition to the depth) // Note: An object with motion vector must not be render in the prepass otherwise we can have motion vector write that should have been rejected RenderObjectsMotionVectors(renderGraph, cullingResults, hdCamera, result); } // At this point in forward all objects have been rendered to the prepass (depth/normal/motion vectors) so we can resolve them ResolvePrepassBuffers(renderGraph, hdCamera, ref result); RenderDecals(renderGraph, hdCamera, ref result, cullingResults); RenderGBuffer(renderGraph, sssBuffer, ref result, cullingResults, hdCamera); // In both forward and deferred, everything opaque should have been rendered at this point so we can safely copy the depth buffer for later processing. GenerateDepthPyramid(renderGraph, hdCamera, ref result); if (renderMotionVectorAfterGBuffer) { // See the call RenderObjectsMotionVectors() above and comment RenderObjectsMotionVectors(renderGraph, cullingResults, hdCamera, result); } RenderCameraMotionVectors(renderGraph, hdCamera, result.depthPyramidTexture, result.resolvedMotionVectorsBuffer); result.stencilBufferCopy = CopyStencilBufferIfNeeded(m_RenderGraph, hdCamera, result.depthBuffer, m_CopyStencil, m_CopyStencilForSSR); StopSinglePass(renderGraph, hdCamera); return(result); }