Exemplo n.º 1
0
        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 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 depthAlphaTestDrawSettings = new DrawingSettings(new ShaderTagId("Depth"),
                                                                             new SortingSettings(cam.cam)
            {
                criteria = SortingCriteria.QuantizedFrontToBack | SortingCriteria.OptimizeStateChanges
            })
            {
                perObjectData         = UnityEngine.Rendering.PerObjectData.None,
                enableDynamicBatching = false,
                enableInstancing      = false
            };
            DrawingSettings depthOpaqueDrawSettings = new DrawingSettings(new ShaderTagId("Depth"),
                                                                          new SortingSettings(cam.cam)
            {
                criteria = SortingCriteria.QuantizedFrontToBack
            })
            {
                perObjectData             = UnityEngine.Rendering.PerObjectData.None,
                enableDynamicBatching     = false,
                enableInstancing          = false,
                overrideMaterial          = proper.overrideOpaqueMaterial,
                overrideMaterialPassIndex = 1
            };

            DrawingSettings drawSettings = new DrawingSettings(new ShaderTagId("GBuffer"), new SortingSettings(cam.cam)
            {
                criteria = SortingCriteria.RenderQueue | SortingCriteria.OptimizeStateChanges
            })
            {
                perObjectData         = UnityEngine.Rendering.PerObjectData.Lightmaps,
                enableDynamicBatching = false,
                enableInstancing      = false
            };
            DrawingSettings mvDraw = new DrawingSettings(new ShaderTagId("MotionVector"), new SortingSettings {
                criteria = SortingCriteria.OptimizeStateChanges
            })
            {
                perObjectData         = UnityEngine.Rendering.PerObjectData.None,
                enableDynamicBatching = false,
                enableInstancing      = false
            };

            //Draw Depth Prepass
            data.buffer.SetRenderTarget(ShaderIDs._DepthBufferTexture);
            data.buffer.ClearRenderTarget(true, false, Color.black);
            cullHandle.Complete();
            var lst = CustomDrawRequest.allEvents;

            foreach (var i in gbufferCullResults)
            {
                lst[i].DrawDepthPrepass(buffer);
            }
            SceneController.RenderScene(ref data, ref opaqueFilter, ref depthOpaqueDrawSettings, ref proper.cullResults);
            data.context.DrawRenderers(proper.cullResults, ref depthAlphaTestDrawSettings, ref alphaTestFilter);
            decalEvt.FrameUpdate(cam, ref data);
            //Draw GBuffer
            data.buffer.SetRenderTarget(colors: cam.targets.gbufferIdentifier, depth: ShaderIDs._DepthBufferTexture);
            data.buffer.ClearRenderTarget(false, true, Color.black);
            HizOcclusionData hizOccData;

            if (useHiZ)
            {
                hizOccData = IPerCameraData.GetProperty(cam, () => new HizOcclusionData());
                SceneController.DrawCluster_LastFrameDepthHiZ(ref options, hizOccData, clusterMat, cam, proper.frustumMinPoint, proper.frustumMaxPoint);
            }

            foreach (var i in gbufferCullResults)
            {
                lst[i].DrawGBuffer(buffer);
            }
            SceneController.RenderScene(ref data, ref opaqueFilter, ref drawSettings, ref proper.cullResults);
            if (useHiZ)
            {
                SceneController.DrawCluster_RecheckHiz(ref options, ref hizDepth, hizOccData, clusterMat, linearMat, cam);
            }
            if (MTerrain.current)
            {
                MTerrain.current.DrawTerrain(buffer, 0, proper.frustumPlanes);
            }
            //Draw AlphaTest

            /* SortingSettings st = drawSettings.sortingSettings;
             * st.criteria = SortingCriteria.SortingLayer | SortingCriteria.RenderQueue | SortingCriteria.OptimizeStateChanges;
             * drawSettings.sortingSettings = st;*/
            SceneController.RenderScene(ref data, ref alphaTestFilter, ref drawSettings, ref proper.cullResults);
            //Draw Depth
            data.buffer.Blit(ShaderIDs._DepthBufferTexture, ShaderIDs._CameraDepthTexture);
            //Draw Motion Vector
            data.buffer.SetRenderTarget(color: ShaderIDs._CameraMotionVectorsTexture, depth: ShaderIDs._DepthBufferTexture);
            foreach (var i in gbufferCullResults)
            {
                lst[i].DrawMotionVector(buffer);
            }
            SceneController.RenderScene(ref data, ref mvFilter, ref mvDraw, ref proper.cullResults);
            //Draw Static Global Motion Vector
            data.buffer.DrawMesh(GraphicsUtility.mesh, Matrix4x4.identity, motionVecMat, 0, 0);
        }