示例#1
0
        ProbeVolumeList PrepareVisibleProbeVolumeList(ScriptableRenderContext renderContext, HDCamera hdCamera, CommandBuffer cmd)
        {
            ProbeVolumeList probeVolumes = new ProbeVolumeList();

            if (ShaderConfig.s_ProbeVolumesEvaluationMode == ProbeVolumesEvaluationModes.Disabled)
            {
                return(probeVolumes);
            }

            if (!hdCamera.frameSettings.IsEnabled(FrameSettingsField.ProbeVolume))
            {
                return(probeVolumes);
            }

            var  settings = hdCamera.volumeStack.GetComponent <ProbeVolumeController>();
            bool octahedralDepthOcclusionFilterIsEnabled = settings.leakMitigationMode.value == LeakMitigationMode.OctahedralDepthOcclusionFilter;

            using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.PrepareProbeVolumeList)))
            {
                ClearProbeVolumeAtlasIfRequested(cmd);

                Vector3 camPosition = hdCamera.camera.transform.position;
                Vector3 camOffset   = Vector3.zero;// World-origin-relative

                if (ShaderConfig.s_CameraRelativeRendering != 0)
                {
                    camOffset = camPosition; // Camera-relative
                }

                m_VisibleProbeVolumeBounds.Clear();
                m_VisibleProbeVolumeData.Clear();

                // Collect all visible finite volume data, and upload it to the GPU.
                List <ProbeVolume> volumes = ProbeVolumeManager.manager.volumes;

                int probeVolumesCount = Math.Min(volumes.Count, k_MaxVisibleProbeVolumeCount);
                int sortCount         = 0;

                // Sort probe volumes smallest from smallest to largest volume.
                // Same as is done with reflection probes.
                // See LightLoop.cs::PrepareLightsForGPU() for original example of this.
                for (int probeVolumesIndex = 0; (probeVolumesIndex < volumes.Count) && (sortCount < probeVolumesCount); probeVolumesIndex++)
                {
                    ProbeVolume volume = volumes[probeVolumesIndex];

#if UNITY_EDITOR
                    if (!volume.IsAssetCompatible())
                    {
                        continue;
                    }
#endif

                    if (ShaderConfig.s_ProbeVolumesAdditiveBlending == 0 && volume.parameters.volumeBlendMode != VolumeBlendMode.Normal)
                    {
                        // Non-normal blend mode volumes are not supported. Skip.
                        continue;
                    }

                    float probeVolumeDepthFromCameraWS = Vector3.Dot(hdCamera.camera.transform.forward, volume.transform.position - camPosition);
                    if (probeVolumeDepthFromCameraWS >= volume.parameters.distanceFadeEnd)
                    {
                        // Probe volume is completely faded out from distance fade optimization.
                        // Do not bother adding it to the list, it would evaluate to zero weight.
                        continue;
                    }

                    // TODO: cache these?
                    var obb = new OrientedBBox(Matrix4x4.TRS(volume.transform.position, volume.transform.rotation, volume.parameters.size));

                    // Handle camera-relative rendering.
                    obb.center -= camOffset;

                    // Frustum cull on the CPU for now. TODO: do it on the GPU.
                    if (GeometryUtils.Overlap(obb, hdCamera.frustum, hdCamera.frustum.planes.Length, hdCamera.frustum.corners.Length))
                    {
                        var logVolume = CalculateProbeVolumeLogVolume(volume.parameters.size);

                        m_ProbeVolumeSortKeys[sortCount++] = PackProbeVolumeSortKey(volume.parameters.volumeBlendMode, logVolume, probeVolumesIndex);
                    }
                }

                CoreUnsafeUtils.QuickSort(m_ProbeVolumeSortKeys, 0, sortCount - 1); // Call our own quicksort instead of Array.Sort(sortKeys, 0, sortCount) so we don't allocate memory (note the SortCount-1 that is different from original call).

                for (int sortIndex = 0; sortIndex < sortCount; ++sortIndex)
                {
                    // In 1. we have already classify and sorted the probe volume, we need to use this sorted order here
                    uint sortKey = m_ProbeVolumeSortKeys[sortIndex];
                    int  probeVolumesIndex;
                    UnpackProbeVolumeSortKey(sortKey, out probeVolumesIndex);

                    ProbeVolume volume = volumes[probeVolumesIndex];

                    // TODO: cache these?
                    var obb = new OrientedBBox(Matrix4x4.TRS(volume.transform.position, volume.transform.rotation, volume.parameters.size));

                    // Handle camera-relative rendering.
                    obb.center -= camOffset;

                    // TODO: cache these?
                    var data = volume.parameters.ConvertToEngineData();

                    // Note: The system is not aware of slice packing in Z.
                    // Need to modify scale and bias terms just before uploading to GPU.
                    // TODO: Should we make it aware earlier up the chain?
                    data.scale.z = data.scale.z / (float)m_ProbeVolumeAtlasSHRTDepthSliceCount;
                    data.bias.z  = data.bias.z / (float)m_ProbeVolumeAtlasSHRTDepthSliceCount;

                    m_VisibleProbeVolumeBounds.Add(obb);
                    m_VisibleProbeVolumeData.Add(data);
                }

                s_VisibleProbeVolumeBoundsBuffer.SetData(m_VisibleProbeVolumeBounds);
                s_VisibleProbeVolumeDataBuffer.SetData(m_VisibleProbeVolumeData);

                // Fill the struct with pointers in order to share the data with the light loop.
                probeVolumes.bounds = m_VisibleProbeVolumeBounds;
                probeVolumes.data   = m_VisibleProbeVolumeData;

                // For now, only upload one volume per frame.
                // This is done:
                // 1) To timeslice upload cost across N frames for N volumes.
                // 2) To avoid creating a sync point between compute buffer upload and each volume upload.
                const int volumeUploadedToAtlasSHCapacity = 1;
                int       volumeUploadedToAtlasOctahedralDepthCapacity = octahedralDepthOcclusionFilterIsEnabled ? 1 : 0;
                int       volumeUploadedToAtlasSHCount = 0;
                int       volumeUploadedToAtlasOctahedralDepthCount = 0;

                for (int sortIndex = 0; sortIndex < sortCount; ++sortIndex)
                {
                    uint sortKey = m_ProbeVolumeSortKeys[sortIndex];
                    int  probeVolumesIndex;
                    UnpackProbeVolumeSortKey(sortKey, out probeVolumesIndex);

                    ProbeVolume volume = volumes[probeVolumesIndex];

                    if (volumeUploadedToAtlasSHCount < volumeUploadedToAtlasSHCapacity)
                    {
                        bool volumeWasUploaded = EnsureProbeVolumeInAtlas(renderContext, cmd, volume);
                        if (volumeWasUploaded)
                        {
                            ++volumeUploadedToAtlasSHCount;
                        }
                    }

                    if (volumeUploadedToAtlasOctahedralDepthCount < volumeUploadedToAtlasOctahedralDepthCapacity)
                    {
                        bool volumeWasUploaded = EnsureProbeVolumeInAtlasOctahedralDepth(renderContext, cmd, volume);
                        if (volumeWasUploaded)
                        {
                            ++volumeUploadedToAtlasOctahedralDepthCount;
                        }
                    }

                    if (volumeUploadedToAtlasSHCount == volumeUploadedToAtlasSHCapacity &&
                        volumeUploadedToAtlasOctahedralDepthCount == volumeUploadedToAtlasOctahedralDepthCapacity)
                    {
                        // Met our capacity this frame. Early out.
                        break;
                    }
                }

                return(probeVolumes);
            }
        }
示例#2
0
 /// <summary>Compute the worldToCameraMatrix to use during rendering.</summary>
 /// <returns>The worldToCameraMatrix.</returns>
 public Matrix4x4 ComputeWorldToCameraMatrix()
 {
     return(GeometryUtils.CalculateWorldToCameraMatrixRHS(position, rotation));
 }
        DensityVolumeList PrepareVisibleDensityVolumeList(HDCamera hdCamera, CommandBuffer cmd, float time)
        {
            DensityVolumeList densityVolumes = new DensityVolumeList();

            if (!hdCamera.frameSettings.IsEnabled(FrameSettingsField.Volumetrics))
            {
                return(densityVolumes);
            }

            var visualEnvironment = VolumeManager.instance.stack.GetComponent <VisualEnvironment>();

            if (visualEnvironment.fogType.value != FogType.Volumetric)
            {
                return(densityVolumes);
            }

            using (new ProfilingSample(cmd, "Prepare Visible Density Volume List"))
            {
                Vector3 camPosition = hdCamera.camera.transform.position;
                Vector3 camOffset   = Vector3.zero;// World-origin-relative

                if (ShaderConfig.s_CameraRelativeRendering != 0)
                {
                    camOffset = camPosition; // Camera-relative
                }

                m_VisibleVolumeBounds.Clear();
                m_VisibleVolumeData.Clear();

                // Collect all visible finite volume data, and upload it to the GPU.
                var volumes = DensityVolumeManager.manager.PrepareDensityVolumeData(cmd, hdCamera.camera, time);

                for (int i = 0; i < Math.Min(volumes.Count, k_MaxVisibleVolumeCount); i++)
                {
                    DensityVolume volume = volumes[i];

                    // TODO: cache these?
                    var obb = new OrientedBBox(Matrix4x4.TRS(volume.transform.position, volume.transform.rotation, volume.parameters.size));

                    // Handle camera-relative rendering.
                    obb.center -= camOffset;

                    // Frustum cull on the CPU for now. TODO: do it on the GPU.
                    // TODO: account for custom near and far planes of the V-Buffer's frustum.
                    // It's typically much shorter (along the Z axis) than the camera's frustum.
                    if (GeometryUtils.Overlap(obb, hdCamera.frustum, 6, 8))
                    {
                        // TODO: cache these?
                        var data = volume.parameters.ConvertToEngineData();

                        m_VisibleVolumeBounds.Add(obb);
                        m_VisibleVolumeData.Add(data);
                    }
                }

                m_VisibleVolumeBoundsBuffer.SetData(m_VisibleVolumeBounds);
                m_VisibleVolumeDataBuffer.SetData(m_VisibleVolumeData);

                // Fill the struct with pointers in order to share the data with the light loop.
                densityVolumes.bounds  = m_VisibleVolumeBounds;
                densityVolumes.density = m_VisibleVolumeData;

                return(densityVolumes);
            }
        }