示例#1
0
        public void InitSSSBuffers(GBufferManager gbufferManager, RenderPipelineSettings settings)
        {
            // Reset the msaa flag
            m_MSAASupport = settings.supportMSAA;

            if (settings.supportedLitShaderMode == RenderPipelineSettings.SupportedLitShaderMode.ForwardOnly) //forward only
            {
                // In case of full forward we must allocate the render target for forward SSS (or reuse one already existing)
                // TODO: Provide a way to reuse a render target
                m_ColorMRTs[0]           = RTHandles.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.ARGB32, sRGB: true, name: "SSSBuffer");
                m_ReuseGBufferMemory [0] = false;
            }

            // We need to allocate the texture if we are in forward or both in case one of the cameras is in enable forward only mode
            if (m_MSAASupport)
            {
                m_ColorMSAAMRTs[0] = RTHandles.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.ARGB32, enableMSAA: true, bindTextureMS: true, sRGB: true, name: "SSSBufferMSAA");
            }

            if ((settings.supportedLitShaderMode & RenderPipelineSettings.SupportedLitShaderMode.DeferredOnly) != 0) //deferred or both
            {
                // In case of deferred, we must be in sync with SubsurfaceScattering.hlsl and lit.hlsl files and setup the correct buffers
                m_ColorMRTs[0]           = gbufferManager.GetSubsurfaceScatteringBuffer(0); // Note: This buffer must be sRGB (which is the case with Lit.shader)
                m_ReuseGBufferMemory [0] = true;
            }

            if (NeedTemporarySubsurfaceBuffer() || settings.supportMSAA)
            {
                // Caution: must be same format as m_CameraSssDiffuseLightingBuffer
                m_CameraFilteringBuffer = RTHandles.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.RGB111110Float, sRGB: false, enableRandomWrite: true, name: "SSSCameraFiltering"); // Enable UAV
            }

            // We use 8x8 tiles in order to match the native GCN HTile as closely as possible.
            m_HTile = RTHandles.Alloc(size => new Vector2Int((size.x + 7) / 8, (size.y + 7) / 8), filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.R8, sRGB: false, enableRandomWrite: true, name: "SSSHtile"); // Enable UAV
        }
示例#2
0
        public void InitSSSBuffers(GBufferManager gbufferManager, RenderPipelineSettings settings)
        {
            // TODO: For MSAA, at least initially, we can only support Jimenez, because we can't create MSAA + UAV render targets.
            if (settings.supportOnlyForward)
            {
                // In case of full forward we must allocate the render target for forward SSS (or reuse one already existing)
                // TODO: Provide a way to reuse a render target
                m_ColorMRTs[0]      = RTHandles.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.ARGB32, sRGB: true, name: "SSSBuffer");
                m_ExternalBuffer[0] = false;
            }
            else
            {
                // In case of deferred, we must be in sync with SubsurfaceScattering.hlsl and lit.hlsl files and setup the correct buffers
                m_ColorMRTs[0]      = gbufferManager.GetSubsurfaceScatteringBuffer(0); // Note: This buffer must be sRGB (which is the case with Lit.shader)
                m_ExternalBuffer[0] = true;
            }

            if (NeedTemporarySubsurfaceBuffer())
            {
                // Caution: must be same format as m_CameraSssDiffuseLightingBuffer
                m_CameraFilteringBuffer = RTHandles.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.RGB111110Float, sRGB: false, enableRandomWrite: true, enableMSAA: true, name: "SSSCameraFiltering"); // Enable UAV
            }

            // We use 8x8 tiles in order to match the native GCN HTile as closely as possible.
            m_HTile = RTHandles.Alloc(size => new Vector2Int((size.x + 7) / 8, (size.y + 7) / 8), filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.R8, sRGB: false, enableRandomWrite: true, name: "SSSHtile"); // Enable UAV
        }
示例#3
0
        public void InitSSSBuffers(GBufferManager gbufferManager, RenderPipelineSettings settings)
        {
            // Reset the msaa flag
            m_MSAASupport = settings.supportMSAA;

            if (settings.supportedLitShaderMode == RenderPipelineSettings.SupportedLitShaderMode.ForwardOnly) //forward only
            {
                // In case of full forward we must allocate the render target for forward SSS (or reuse one already existing)
                // TODO: Provide a way to reuse a render target
                m_ColorMRTs[0]           = RTHandles.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline.OverrideRTGraphicsFormat(GraphicsFormat.R8G8B8A8_SRGB), xrInstancing: true, useDynamicScale: true, name: "SSSBuffer");
                m_ReuseGBufferMemory [0] = false;
            }

            // We need to allocate the texture if we are in forward or both in case one of the cameras is in enable forward only mode
            if (m_MSAASupport)
            {
                m_ColorMSAAMRTs[0] = RTHandles.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline.OverrideRTGraphicsFormat(GraphicsFormat.R8G8B8A8_SRGB), enableMSAA: true, bindTextureMS: true, xrInstancing: true, useDynamicScale: true, name: "SSSBufferMSAA");
            }

            if ((settings.supportedLitShaderMode & RenderPipelineSettings.SupportedLitShaderMode.DeferredOnly) != 0) //deferred or both
            {
                // In case of deferred, we must be in sync with SubsurfaceScattering.hlsl and lit.hlsl files and setup the correct buffers
                m_ColorMRTs[0]           = gbufferManager.GetSubsurfaceScatteringBuffer(0); // Note: This buffer must be sRGB (which is the case with Lit.shader)
                m_ReuseGBufferMemory [0] = true;
            }

            if (NeedTemporarySubsurfaceBuffer() || settings.supportMSAA)
            {
                // Caution: must be same format as m_CameraSssDiffuseLightingBuffer
                m_CameraFilteringBuffer = RTHandles.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline.OverrideRTGraphicsFormat(GraphicsFormat.B10G11R11_UFloatPack32), enableRandomWrite: true, xrInstancing: true, useDynamicScale: true, name: "SSSCameraFiltering"); // Enable UAV
            }

            // We use 8x8 tiles in order to match the native GCN HTile as closely as possible.
            m_HTile = RTHandles.Alloc(size => new Vector2Int((size.x + 7) / 8, (size.y + 7) / 8), filterMode: FilterMode.Point, colorFormat: UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline.OverrideRTGraphicsFormat(GraphicsFormat.R8_UNorm), enableRandomWrite: true, xrInstancing: true, useDynamicScale: true, name: "SSSHtile"); // Enable UAV

            // fill the list with the max number of diffusion profile so we dont have
            // the error: exceeds previous array size (5 vs 3). Cap to previous size.
            thicknessRemaps = new Vector4[DiffusionProfileConstants.DIFFUSION_PROFILE_COUNT];
            shapeParams     = new Vector4[DiffusionProfileConstants.DIFFUSION_PROFILE_COUNT];
            transmissionTintsAndFresnel0         = new Vector4[DiffusionProfileConstants.DIFFUSION_PROFILE_COUNT];
            disabledTransmissionTintsAndFresnel0 = new Vector4[DiffusionProfileConstants.DIFFUSION_PROFILE_COUNT];
            worldScales            = new Vector4[DiffusionProfileConstants.DIFFUSION_PROFILE_COUNT];
            filterKernels          = new Vector4[DiffusionProfileConstants.DIFFUSION_PROFILE_COUNT * DiffusionProfileConstants.SSS_N_SAMPLES_NEAR_FIELD];
            diffusionProfileHashes = new float[DiffusionProfileConstants.DIFFUSION_PROFILE_COUNT];
            diffusionProfileUpdate = new int[DiffusionProfileConstants.DIFFUSION_PROFILE_COUNT];
            setDiffusionProfiles   = new DiffusionProfileSettings[DiffusionProfileConstants.DIFFUSION_PROFILE_COUNT];
        }