void Start()
 {
     screenWidth     = Screen.width;
     screenHeight    = Screen.height;
     cameraTarget    = new RenderTexture(Screen.width, Screen.height, 0, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear);
     GBufferTextures = new RenderTexture[]
     {
         new RenderTexture(Screen.width, Screen.height, 0, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear),
         new RenderTexture(Screen.width, Screen.height, 0, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear),
         new RenderTexture(Screen.width, Screen.height, 0, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear),
         new RenderTexture(Screen.width, Screen.height, 0, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear)
     };
     depthTexture = new RenderTexture(Screen.width, Screen.height, 24, RenderTextureFormat.Depth, RenderTextureReadWrite.Linear);
     GBuffers     = new RenderBuffer[GBufferTextures.Length];
     for (int i = 0; i < GBuffers.Length; ++i)
     {
         GBuffers[i] = GBufferTextures[i].colorBuffer;
     }
     gbufferIDs = new int[]
     {
         Shader.PropertyToID("_GBuffer0"),
         Shader.PropertyToID("_GBuffer1"),
         Shader.PropertyToID("_GBuffer2"),
         Shader.PropertyToID("_GBuffer3"),
     };
     SortMesh.InitSortMesh(allRenderObjects.Length);
     CullMesh.allObjects = allRenderObjects;
     foreach (var i in allRenderObjects)
     {
         i.Init();
     }
 }
示例#2
0
 // Start is called before the first frame update
 void Start()
 {
     cameraRT        = new RenderTexture(Screen.width, Screen.height, 24);
     GBufferTextures = new RenderTexture[]
     {
         new RenderTexture(Screen.width, Screen.height, 0, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear),
         new RenderTexture(Screen.width, Screen.height, 0, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear),
         new RenderTexture(Screen.width, Screen.height, 0, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear),
         new RenderTexture(Screen.width, Screen.height, 0, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear),
     };
     //深度贴图?
     depthTexture = new RenderTexture(Screen.width, Screen.height, 24, RenderTextureFormat.Depth, RenderTextureReadWrite.Linear);
     GBuffers     = new RenderBuffer[GBufferTextures.Length];
     for (int i = 0; i < GBuffers.Length; i++)
     {
         GBuffers[i] = GBufferTextures[i].colorBuffer;
     }
     //这就是纹理id把
     GBufferIDs = new int[]
     {
         Shader.PropertyToID("_GBuffer0"),
         Shader.PropertyToID("_GBuffer1"),
         Shader.PropertyToID("_GBuffer2"),
         Shader.PropertyToID("_GBuffer3")
     };
     SortMesh.InitSortMesh(renderObjects.Length);
     CullMesh.renderObjects = renderObjects;
     foreach (var i in renderObjects)
     {
         i.Init();
     }
 }
示例#3
0
    private void OnPostRender()
    {
        Camera cam = Camera.current;

        //调整屏幕大小以满足超采样
        if (screenHeight != cam.pixelHeight * superSample || screenWidth != cam.pixelWidth * superSample)
        {
            screenHeight = (int)(cam.pixelHeight * superSample);
            screenWidth  = (int)(cam.pixelWidth * superSample);
            ReSize(cameraTarget, screenWidth, screenHeight);
            ReSize(depthTexture, screenWidth, screenHeight);
            foreach (var i in GBufferTextures)
            {
                ReSize(i, screenWidth, screenHeight);
            }

            for (int i = 0; i < GBuffers.Length; i++)
            {
                GBuffers[i] = GBufferTextures[i].colorBuffer;
            }
        }
        Shader.SetGlobalTexture(_DepthTexture, depthTexture);

        //计算每帧的投影矩阵,依靠投影矩阵计算视锥裁面
        Matrix4x4 proj  = GL.GetGPUProjectionMatrix(cam.projectionMatrix, false);
        Matrix4x4 vp    = proj * cam.worldToCameraMatrix;
        Matrix4x4 invvp = vp.inverse;

        Shader.SetGlobalMatrix(_InvVP, invvp);

        CullMesh.UpdateFrame(cam, ref invvp, transform.position);
        SortMesh.UpdateFrame();

        JobHandle cullHandle = CullMesh.Schedule();
        JobHandle sortHandle = SortMesh.Schedule(cullHandle);

        JobHandle.ScheduleBatchedJobs();//使用Job System的调用在分线程中完成剔除和排序

        for (int i = 0; i < gbufferIDs.Length; i++)
        {
            Shader.SetGlobalTexture(gbufferIDs[i], GBufferTextures[i]);
        }

        Graphics.SetRenderTarget(GBuffers, depthTexture.depthBuffer);
        GL.Clear(true, true, Color.black);
        //start draw call
        deferredMaterial.SetPass(0);
        sortHandle.Complete();
        for (int i = 0; i < SortMesh.sortObj.Length; i++)//遍历每个obj的Mesh进行输出
        {
            DrawElements(ref SortMesh.sortObj[i]);
        }
        lighting.DrawLight(GBufferTextures, gbufferIDs, cameraTarget, cam);
        skyDraw.SkyBoxDraw(cam, cameraTarget.colorBuffer, depthTexture.depthBuffer);
        //end draw call
        Graphics.Blit(cameraTarget, cam.targetTexture);
    }
    private void OnPostRender()
    {
        Camera cam = Camera.current;

        if (screenHeight != cam.pixelHeight * superSample || screenWidth != cam.pixelWidth * superSample)
        {
            screenHeight = (int)(cam.pixelHeight * superSample);
            screenWidth  = (int)(cam.pixelWidth * superSample);
            ReSize(cameraTarget, screenWidth, screenHeight);
            ReSize(depthTexture, screenWidth, screenHeight);
            foreach (var i in GBufferTextures)
            {
                ReSize(i, screenWidth, screenHeight);
            }
            for (int i = 0; i < GBuffers.Length; ++i)
            {
                GBuffers[i] = GBufferTextures[i].colorBuffer;
            }
        }
        Shader.SetGlobalTexture(_DepthTexture, depthTexture);
        Matrix4x4 proj  = GL.GetGPUProjectionMatrix(cam.projectionMatrix, false);
        Matrix4x4 vp    = proj * cam.worldToCameraMatrix;
        Matrix4x4 invvp = vp.inverse;

        Shader.SetGlobalMatrix(_InvVP, invvp);
        CullMesh.UpdateFrame(cam, ref invvp, transform.position);
        SortMesh.UpdateFrame();
        JobHandle cullhandle = CullMesh.Schedule();
        JobHandle sortHandle = SortMesh.Schedule(cullhandle);

        JobHandle.ScheduleBatchedJobs();
        for (int i = 0; i < gbufferIDs.Length; ++i)
        {
            Shader.SetGlobalTexture(gbufferIDs[i], GBufferTextures[i]);
        }
        Graphics.SetRenderTarget(GBuffers, depthTexture.depthBuffer);
        GL.Clear(true, true, Color.black);
        //Start Draw Mesh
        deferredMaterial.SetPass(0);
        sortHandle.Complete();
        for (int i = 0; i < SortMesh.sorts.Length; ++i)
        {
            DrawElements(ref SortMesh.sorts[i]);
        }
        lighting.DrawLight(GBufferTextures, gbufferIDs, cameraTarget, cam);
        //End Deferred Lighting
        skyDraw.DrawSkybox(cam, cameraTarget.colorBuffer, depthTexture.depthBuffer);
        Graphics.Blit(cameraTarget, cam.targetTexture);
    }
示例#5
0
    void Start()
    {
        screenWidth  = Screen.width;
        screenHeight = Screen.height;
        //定制了3块RT,第一块是CameraTarget,也就是光照计算后的结果
        //第二块是四个贴图,GBuffer,在Shader中输出这四个值
        //第三块是depthTexture用来处理深度问题
        cameraTarget    = new RenderTexture(Screen.width, Screen.height, 0, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear);
        GBufferTextures = new[]
        {
            new RenderTexture(Screen.width, Screen.height, 0, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear),
            new RenderTexture(Screen.width, Screen.height, 0, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear),
            new RenderTexture(Screen.width, Screen.height, 0, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear),
            new RenderTexture(Screen.width, Screen.height, 0, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear),
        };
        depthTexture = new RenderTexture(Screen.width, Screen.height, 24, RenderTextureFormat.Depth, RenderTextureReadWrite.Linear);

        GBuffers = new RenderBuffer[GBufferTextures.Length];
        for (int i = 0; i < GBuffers.Length; i++)
        {
            GBuffers[i] = GBufferTextures[i].colorBuffer;
        }
        gbufferIDs = new[]
        {
            Shader.PropertyToID("_GBuffer0"),
            Shader.PropertyToID("_GBuffer1"),
            Shader.PropertyToID("_GBuffer2"),
            Shader.PropertyToID("_GBuffer3"),
        };

        //把所有的Obj进行排序和剔除
        SortMesh.InitSortMesh(allRenderObjs.Length);
        CullMesh.allObjects = allRenderObjs;
        //单例初始化
        foreach (var i in allRenderObjs)
        {
            i.Init();
        }
    }
示例#6
0
    public static JobHandle Schedule(JobHandle cull)
    {
        SortMesh instance = new SortMesh();

        return(instance.Schedule(LayerCount, 1, cull));
    }
示例#7
0
    public static JobHandle Schedule(JobHandle cull)
    {
        SortMesh instance = new SortMesh();

        return(instance.Schedule <SortMesh>(LAYERCOUNT, 1, cull));
    }