566 lines
28 KiB
C#
566 lines
28 KiB
C#
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using System;
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namespace UnityEngine.Rendering.PostProcessing
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{
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// Multi-scale volumetric obscurance
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// TODO: Fix VR support
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[UnityEngine.Scripting.Preserve]
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[Serializable]
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internal sealed class MultiScaleVO : IAmbientOcclusionMethod
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{
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internal enum MipLevel { Original, L1, L2, L3, L4, L5, L6 }
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enum Pass
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{
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DepthCopy,
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CompositionDeferred,
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CompositionForward,
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DebugOverlay
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}
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// The arrays below are reused between frames to reduce GC allocation.
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readonly float[] m_SampleThickness =
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{
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Mathf.Sqrt(1f - 0.2f * 0.2f),
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Mathf.Sqrt(1f - 0.4f * 0.4f),
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Mathf.Sqrt(1f - 0.6f * 0.6f),
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Mathf.Sqrt(1f - 0.8f * 0.8f),
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Mathf.Sqrt(1f - 0.2f * 0.2f - 0.2f * 0.2f),
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Mathf.Sqrt(1f - 0.2f * 0.2f - 0.4f * 0.4f),
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Mathf.Sqrt(1f - 0.2f * 0.2f - 0.6f * 0.6f),
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Mathf.Sqrt(1f - 0.2f * 0.2f - 0.8f * 0.8f),
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Mathf.Sqrt(1f - 0.4f * 0.4f - 0.4f * 0.4f),
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Mathf.Sqrt(1f - 0.4f * 0.4f - 0.6f * 0.6f),
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Mathf.Sqrt(1f - 0.4f * 0.4f - 0.8f * 0.8f),
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Mathf.Sqrt(1f - 0.6f * 0.6f - 0.6f * 0.6f)
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};
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readonly float[] m_InvThicknessTable = new float[12];
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readonly float[] m_SampleWeightTable = new float[12];
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readonly int[] m_Widths = new int[7];
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readonly int[] m_Heights = new int[7];
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// Scaled dimensions used with dynamic resolution
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readonly int[] m_ScaledWidths = new int[7];
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readonly int[] m_ScaledHeights = new int[7];
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AmbientOcclusion m_Settings;
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PropertySheet m_PropertySheet;
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PostProcessResources m_Resources;
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// Can't use a temporary because we need to share it between cmdbuffers - also fixes a weird
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// command buffer warning
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RenderTexture m_AmbientOnlyAO;
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readonly RenderTargetIdentifier[] m_MRT =
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{
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BuiltinRenderTextureType.GBuffer0, // Albedo, Occ
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BuiltinRenderTextureType.CameraTarget // Ambient
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};
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public MultiScaleVO(AmbientOcclusion settings)
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{
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m_Settings = settings;
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}
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public DepthTextureMode GetCameraFlags()
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{
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return DepthTextureMode.Depth;
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}
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// Special case for AO [because SRPs], please don't do this in other effects, it's bad
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// practice in this framework
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public void SetResources(PostProcessResources resources)
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{
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m_Resources = resources;
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}
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void Alloc(CommandBuffer cmd, int id, MipLevel size, RenderTextureFormat format, bool uav, bool dynamicScale)
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{
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int sizeId = (int)size;
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cmd.GetTemporaryRT(id, new RenderTextureDescriptor
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{
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#if UNITY_2019_4_OR_NEWER
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width = m_Widths[sizeId],
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height = m_Heights[sizeId],
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#else
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width = m_ScaledWidths[sizeId],
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height = m_ScaledHeights[sizeId],
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#endif
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colorFormat = format,
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depthBufferBits = 0,
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volumeDepth = 1,
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autoGenerateMips = false,
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msaaSamples = 1,
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#if UNITY_2019_2_OR_NEWER
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mipCount = 1,
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#endif
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#if UNITY_2019_4_OR_NEWER
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useDynamicScale = dynamicScale,
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#endif
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enableRandomWrite = uav,
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dimension = TextureDimension.Tex2D,
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sRGB = false
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}, FilterMode.Point);
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}
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void AllocArray(CommandBuffer cmd, int id, MipLevel size, RenderTextureFormat format, bool uav, bool dynamicScale)
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{
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int sizeId = (int)size;
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cmd.GetTemporaryRT(id, new RenderTextureDescriptor
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{
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#if UNITY_2019_4_OR_NEWER
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width = m_Widths[sizeId],
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height = m_Heights[sizeId],
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#else
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width = m_ScaledWidths[sizeId],
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height = m_ScaledHeights[sizeId],
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#endif
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colorFormat = format,
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depthBufferBits = 0,
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volumeDepth = 16,
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autoGenerateMips = false,
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msaaSamples = 1,
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#if UNITY_2019_2_OR_NEWER
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mipCount = 1,
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#endif
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#if UNITY_2019_4_OR_NEWER
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useDynamicScale = dynamicScale,
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#endif
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enableRandomWrite = uav,
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dimension = TextureDimension.Tex2DArray,
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sRGB = false
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}, FilterMode.Point);
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}
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void Release(CommandBuffer cmd, int id)
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{
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cmd.ReleaseTemporaryRT(id);
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}
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// Calculate values in _ZBuferParams (built-in shader variable)
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// We can't use _ZBufferParams in compute shaders, so this function is
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// used to give the values in it to compute shaders.
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Vector4 CalculateZBufferParams(Camera camera)
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{
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float fpn = camera.farClipPlane / camera.nearClipPlane;
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if (SystemInfo.usesReversedZBuffer)
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return new Vector4(fpn - 1f, 1f, 0f, 0f);
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return new Vector4(1f - fpn, fpn, 0f, 0f);
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}
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float CalculateTanHalfFovHeight(Camera camera)
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{
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return 1f / camera.projectionMatrix[0, 0];
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}
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Vector2 GetSize(MipLevel mip)
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{
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return new Vector2(m_ScaledWidths[(int)mip], m_ScaledHeights[(int)mip]);
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}
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Vector3 GetSizeArray(MipLevel mip)
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{
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return new Vector3(m_ScaledWidths[(int)mip], m_ScaledHeights[(int)mip], 16);
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}
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public void GenerateAOMap(CommandBuffer cmd, Camera camera, RenderTargetIdentifier destination, RenderTargetIdentifier? depthMap, bool invert, bool isMSAA)
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{
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// Base size
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m_Widths[0] = m_ScaledWidths[0] = camera.pixelWidth * (RuntimeUtilities.isSinglePassStereoEnabled ? 2 : 1);
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m_Heights[0] = m_ScaledHeights[0] = camera.pixelHeight;
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#if UNITY_2017_3_OR_NEWER
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m_ScaledWidths[0] = camera.scaledPixelWidth * (RuntimeUtilities.isSinglePassStereoEnabled ? 2 : 1);
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m_ScaledHeights[0] = camera.scaledPixelHeight;
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#endif
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float widthScalingFactor = ScalableBufferManager.widthScaleFactor;
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float heightScalingFactor = ScalableBufferManager.heightScaleFactor;
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// L1 -> L6 sizes
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for (int i = 1; i < 7; i++)
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{
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int div = 1 << i;
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m_Widths[i] = (m_Widths[0] + (div - 1)) / div;
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m_Heights[i] = (m_Heights[0] + (div - 1)) / div;
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m_ScaledWidths[i] = Mathf.CeilToInt(m_Widths[i] * widthScalingFactor);
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m_ScaledHeights[i] = Mathf.CeilToInt(m_Heights[i] * heightScalingFactor);
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}
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// Allocate temporary textures
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PushAllocCommands(cmd, isMSAA, camera);
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// Render logic
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PushDownsampleCommands(cmd, camera, depthMap, isMSAA);
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float tanHalfFovH = CalculateTanHalfFovHeight(camera);
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PushRenderCommands(cmd, ShaderIDs.TiledDepth1, ShaderIDs.Occlusion1, GetSizeArray(MipLevel.L3), tanHalfFovH, isMSAA);
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PushRenderCommands(cmd, ShaderIDs.TiledDepth2, ShaderIDs.Occlusion2, GetSizeArray(MipLevel.L4), tanHalfFovH, isMSAA);
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PushRenderCommands(cmd, ShaderIDs.TiledDepth3, ShaderIDs.Occlusion3, GetSizeArray(MipLevel.L5), tanHalfFovH, isMSAA);
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PushRenderCommands(cmd, ShaderIDs.TiledDepth4, ShaderIDs.Occlusion4, GetSizeArray(MipLevel.L6), tanHalfFovH, isMSAA);
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PushUpsampleCommands(cmd, ShaderIDs.LowDepth4, ShaderIDs.Occlusion4, ShaderIDs.LowDepth3, ShaderIDs.Occlusion3, ShaderIDs.Combined3, GetSize(MipLevel.L4), GetSize(MipLevel.L3), isMSAA);
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PushUpsampleCommands(cmd, ShaderIDs.LowDepth3, ShaderIDs.Combined3, ShaderIDs.LowDepth2, ShaderIDs.Occlusion2, ShaderIDs.Combined2, GetSize(MipLevel.L3), GetSize(MipLevel.L2), isMSAA);
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PushUpsampleCommands(cmd, ShaderIDs.LowDepth2, ShaderIDs.Combined2, ShaderIDs.LowDepth1, ShaderIDs.Occlusion1, ShaderIDs.Combined1, GetSize(MipLevel.L2), GetSize(MipLevel.L1), isMSAA);
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PushUpsampleCommands(cmd, ShaderIDs.LowDepth1, ShaderIDs.Combined1, ShaderIDs.LinearDepth, null, destination, GetSize(MipLevel.L1), GetSize(MipLevel.Original), isMSAA, invert);
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// Cleanup
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PushReleaseCommands(cmd);
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}
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void PushAllocCommands(CommandBuffer cmd, bool isMSAA, Camera camera)
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{
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if (isMSAA)
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{
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Alloc(cmd, ShaderIDs.LinearDepth, MipLevel.Original, RenderTextureFormat.RGHalf, true, camera.allowDynamicResolution);
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Alloc(cmd, ShaderIDs.LowDepth1, MipLevel.L1, RenderTextureFormat.RGFloat, true, camera.allowDynamicResolution);
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Alloc(cmd, ShaderIDs.LowDepth2, MipLevel.L2, RenderTextureFormat.RGFloat, true, camera.allowDynamicResolution);
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Alloc(cmd, ShaderIDs.LowDepth3, MipLevel.L3, RenderTextureFormat.RGFloat, true, camera.allowDynamicResolution);
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Alloc(cmd, ShaderIDs.LowDepth4, MipLevel.L4, RenderTextureFormat.RGFloat, true, camera.allowDynamicResolution);
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AllocArray(cmd, ShaderIDs.TiledDepth1, MipLevel.L3, RenderTextureFormat.RGHalf, true, camera.allowDynamicResolution);
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AllocArray(cmd, ShaderIDs.TiledDepth2, MipLevel.L4, RenderTextureFormat.RGHalf, true, camera.allowDynamicResolution);
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AllocArray(cmd, ShaderIDs.TiledDepth3, MipLevel.L5, RenderTextureFormat.RGHalf, true, camera.allowDynamicResolution);
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AllocArray(cmd, ShaderIDs.TiledDepth4, MipLevel.L6, RenderTextureFormat.RGHalf, true, camera.allowDynamicResolution);
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Alloc(cmd, ShaderIDs.Occlusion1, MipLevel.L1, RenderTextureFormat.RG16, true, camera.allowDynamicResolution);
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Alloc(cmd, ShaderIDs.Occlusion2, MipLevel.L2, RenderTextureFormat.RG16, true, camera.allowDynamicResolution);
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Alloc(cmd, ShaderIDs.Occlusion3, MipLevel.L3, RenderTextureFormat.RG16, true, camera.allowDynamicResolution);
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Alloc(cmd, ShaderIDs.Occlusion4, MipLevel.L4, RenderTextureFormat.RG16, true, camera.allowDynamicResolution);
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Alloc(cmd, ShaderIDs.Combined1, MipLevel.L1, RenderTextureFormat.RG16, true, camera.allowDynamicResolution);
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Alloc(cmd, ShaderIDs.Combined2, MipLevel.L2, RenderTextureFormat.RG16, true, camera.allowDynamicResolution);
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Alloc(cmd, ShaderIDs.Combined3, MipLevel.L3, RenderTextureFormat.RG16, true, camera.allowDynamicResolution);
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}
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else
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{
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Alloc(cmd, ShaderIDs.LinearDepth, MipLevel.Original, RenderTextureFormat.RHalf, true, camera.allowDynamicResolution);
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Alloc(cmd, ShaderIDs.LowDepth1, MipLevel.L1, RenderTextureFormat.RFloat, true, camera.allowDynamicResolution);
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Alloc(cmd, ShaderIDs.LowDepth2, MipLevel.L2, RenderTextureFormat.RFloat, true, camera.allowDynamicResolution);
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Alloc(cmd, ShaderIDs.LowDepth3, MipLevel.L3, RenderTextureFormat.RFloat, true, camera.allowDynamicResolution);
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Alloc(cmd, ShaderIDs.LowDepth4, MipLevel.L4, RenderTextureFormat.RFloat, true, camera.allowDynamicResolution);
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AllocArray(cmd, ShaderIDs.TiledDepth1, MipLevel.L3, RenderTextureFormat.RHalf, true, camera.allowDynamicResolution);
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AllocArray(cmd, ShaderIDs.TiledDepth2, MipLevel.L4, RenderTextureFormat.RHalf, true, camera.allowDynamicResolution);
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AllocArray(cmd, ShaderIDs.TiledDepth3, MipLevel.L5, RenderTextureFormat.RHalf, true, camera.allowDynamicResolution);
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AllocArray(cmd, ShaderIDs.TiledDepth4, MipLevel.L6, RenderTextureFormat.RHalf, true, camera.allowDynamicResolution);
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Alloc(cmd, ShaderIDs.Occlusion1, MipLevel.L1, RenderTextureFormat.R8, true, camera.allowDynamicResolution);
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Alloc(cmd, ShaderIDs.Occlusion2, MipLevel.L2, RenderTextureFormat.R8, true, camera.allowDynamicResolution);
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Alloc(cmd, ShaderIDs.Occlusion3, MipLevel.L3, RenderTextureFormat.R8, true, camera.allowDynamicResolution);
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Alloc(cmd, ShaderIDs.Occlusion4, MipLevel.L4, RenderTextureFormat.R8, true, camera.allowDynamicResolution);
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Alloc(cmd, ShaderIDs.Combined1, MipLevel.L1, RenderTextureFormat.R8, true, camera.allowDynamicResolution);
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Alloc(cmd, ShaderIDs.Combined2, MipLevel.L2, RenderTextureFormat.R8, true, camera.allowDynamicResolution);
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Alloc(cmd, ShaderIDs.Combined3, MipLevel.L3, RenderTextureFormat.R8, true, camera.allowDynamicResolution);
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}
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}
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void PushDownsampleCommands(CommandBuffer cmd, Camera camera, RenderTargetIdentifier? depthMap, bool isMSAA)
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{
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RenderTargetIdentifier depthMapId;
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bool needDepthMapRelease = false;
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if (depthMap != null)
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{
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depthMapId = depthMap.Value;
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}
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else
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{
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// Make a copy of the depth texture, or reuse the resolved depth
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// buffer (it's only available in some specific situations).
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if (!RuntimeUtilities.IsResolvedDepthAvailable(camera))
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{
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Alloc(cmd, ShaderIDs.DepthCopy, MipLevel.Original, RenderTextureFormat.RFloat, false, camera.allowDynamicResolution);
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depthMapId = new RenderTargetIdentifier(ShaderIDs.DepthCopy);
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cmd.BlitFullscreenTriangle(BuiltinRenderTextureType.None, depthMapId, m_PropertySheet, (int)Pass.DepthCopy);
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needDepthMapRelease = true;
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}
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else
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{
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depthMapId = BuiltinRenderTextureType.ResolvedDepth;
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}
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}
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// 1st downsampling pass.
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var cs = m_Resources.computeShaders.multiScaleAODownsample1;
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int kernel = cs.FindKernel(isMSAA ? "MultiScaleVODownsample1_MSAA" : "MultiScaleVODownsample1");
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cmd.SetComputeTextureParam(cs, kernel, "LinearZ", ShaderIDs.LinearDepth);
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cmd.SetComputeTextureParam(cs, kernel, "DS2x", ShaderIDs.LowDepth1);
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cmd.SetComputeTextureParam(cs, kernel, "DS4x", ShaderIDs.LowDepth2);
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cmd.SetComputeTextureParam(cs, kernel, "DS2xAtlas", ShaderIDs.TiledDepth1);
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cmd.SetComputeTextureParam(cs, kernel, "DS4xAtlas", ShaderIDs.TiledDepth2);
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cmd.SetComputeVectorParam(cs, "ZBufferParams", CalculateZBufferParams(camera));
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cmd.SetComputeTextureParam(cs, kernel, "Depth", depthMapId);
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cmd.DispatchCompute(cs, kernel, m_ScaledWidths[(int)MipLevel.L4], m_ScaledHeights[(int)MipLevel.L4], 1);
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if (needDepthMapRelease)
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Release(cmd, ShaderIDs.DepthCopy);
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// 2nd downsampling pass.
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cs = m_Resources.computeShaders.multiScaleAODownsample2;
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kernel = isMSAA ? cs.FindKernel("MultiScaleVODownsample2_MSAA") : cs.FindKernel("MultiScaleVODownsample2");
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cmd.SetComputeTextureParam(cs, kernel, "DS4x", ShaderIDs.LowDepth2);
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cmd.SetComputeTextureParam(cs, kernel, "DS8x", ShaderIDs.LowDepth3);
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cmd.SetComputeTextureParam(cs, kernel, "DS16x", ShaderIDs.LowDepth4);
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cmd.SetComputeTextureParam(cs, kernel, "DS8xAtlas", ShaderIDs.TiledDepth3);
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cmd.SetComputeTextureParam(cs, kernel, "DS16xAtlas", ShaderIDs.TiledDepth4);
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cmd.DispatchCompute(cs, kernel, m_ScaledWidths[(int)MipLevel.L6], m_ScaledHeights[(int)MipLevel.L6], 1);
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}
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void PushRenderCommands(CommandBuffer cmd, int source, int destination, Vector3 sourceSize, float tanHalfFovH, bool isMSAA)
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{
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// Here we compute multipliers that convert the center depth value into (the reciprocal
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// of) sphere thicknesses at each sample location. This assumes a maximum sample radius
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// of 5 units, but since a sphere has no thickness at its extent, we don't need to
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// sample that far out. Only samples whole integer offsets with distance less than 25
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// are used. This means that there is no sample at (3, 4) because its distance is
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// exactly 25 (and has a thickness of 0.)
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// The shaders are set up to sample a circular region within a 5-pixel radius.
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const float kScreenspaceDiameter = 10f;
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// SphereDiameter = CenterDepth * ThicknessMultiplier. This will compute the thickness
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// of a sphere centered at a specific depth. The ellipsoid scale can stretch a sphere
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// into an ellipsoid, which changes the characteristics of the AO.
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// TanHalfFovH: Radius of sphere in depth units if its center lies at Z = 1
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// ScreenspaceDiameter: Diameter of sample sphere in pixel units
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// ScreenspaceDiameter / BufferWidth: Ratio of the screen width that the sphere actually covers
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float thicknessMultiplier = 2f * tanHalfFovH * kScreenspaceDiameter / sourceSize.x;
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if (RuntimeUtilities.isSinglePassStereoEnabled)
|
||
|
thicknessMultiplier *= 2f;
|
||
|
|
||
|
// This will transform a depth value from [0, thickness] to [0, 1].
|
||
|
float inverseRangeFactor = 1f / thicknessMultiplier;
|
||
|
|
||
|
// The thicknesses are smaller for all off-center samples of the sphere. Compute
|
||
|
// thicknesses relative to the center sample.
|
||
|
for (int i = 0; i < 12; i++)
|
||
|
m_InvThicknessTable[i] = inverseRangeFactor / m_SampleThickness[i];
|
||
|
|
||
|
// These are the weights that are multiplied against the samples because not all samples
|
||
|
// are equally important. The farther the sample is from the center location, the less
|
||
|
// they matter. We use the thickness of the sphere to determine the weight. The scalars
|
||
|
// in front are the number of samples with this weight because we sum the samples
|
||
|
// together before multiplying by the weight, so as an aggregate all of those samples
|
||
|
// matter more. After generating this table, the weights are normalized.
|
||
|
m_SampleWeightTable[0] = 4 * m_SampleThickness[0]; // Axial
|
||
|
m_SampleWeightTable[1] = 4 * m_SampleThickness[1]; // Axial
|
||
|
m_SampleWeightTable[2] = 4 * m_SampleThickness[2]; // Axial
|
||
|
m_SampleWeightTable[3] = 4 * m_SampleThickness[3]; // Axial
|
||
|
m_SampleWeightTable[4] = 4 * m_SampleThickness[4]; // Diagonal
|
||
|
m_SampleWeightTable[5] = 8 * m_SampleThickness[5]; // L-shaped
|
||
|
m_SampleWeightTable[6] = 8 * m_SampleThickness[6]; // L-shaped
|
||
|
m_SampleWeightTable[7] = 8 * m_SampleThickness[7]; // L-shaped
|
||
|
m_SampleWeightTable[8] = 4 * m_SampleThickness[8]; // Diagonal
|
||
|
m_SampleWeightTable[9] = 8 * m_SampleThickness[9]; // L-shaped
|
||
|
m_SampleWeightTable[10] = 8 * m_SampleThickness[10]; // L-shaped
|
||
|
m_SampleWeightTable[11] = 4 * m_SampleThickness[11]; // Diagonal
|
||
|
|
||
|
// Zero out the unused samples.
|
||
|
// FIXME: should we support SAMPLE_EXHAUSTIVELY mode?
|
||
|
m_SampleWeightTable[0] = 0;
|
||
|
m_SampleWeightTable[2] = 0;
|
||
|
m_SampleWeightTable[5] = 0;
|
||
|
m_SampleWeightTable[7] = 0;
|
||
|
m_SampleWeightTable[9] = 0;
|
||
|
|
||
|
// Normalize the weights by dividing by the sum of all weights
|
||
|
var totalWeight = 0f;
|
||
|
|
||
|
foreach (float w in m_SampleWeightTable)
|
||
|
totalWeight += w;
|
||
|
|
||
|
for (int i = 0; i < m_SampleWeightTable.Length; i++)
|
||
|
m_SampleWeightTable[i] /= totalWeight;
|
||
|
|
||
|
// Set the arguments for the render kernel.
|
||
|
var cs = m_Resources.computeShaders.multiScaleAORender;
|
||
|
int kernel = isMSAA ? cs.FindKernel("MultiScaleVORender_MSAA_interleaved") : cs.FindKernel("MultiScaleVORender_interleaved");
|
||
|
|
||
|
cmd.SetComputeFloatParams(cs, "gInvThicknessTable", m_InvThicknessTable);
|
||
|
cmd.SetComputeFloatParams(cs, "gSampleWeightTable", m_SampleWeightTable);
|
||
|
cmd.SetComputeVectorParam(cs, "gInvSliceDimension", new Vector2(1f / sourceSize.x, 1f / sourceSize.y));
|
||
|
cmd.SetComputeVectorParam(cs, "AdditionalParams", new Vector2(-1f / m_Settings.thicknessModifier.value, m_Settings.intensity.value));
|
||
|
cmd.SetComputeTextureParam(cs, kernel, "DepthTex", source);
|
||
|
cmd.SetComputeTextureParam(cs, kernel, "Occlusion", destination);
|
||
|
|
||
|
// Calculate the thread group count and add a dispatch command with them.
|
||
|
uint xsize, ysize, zsize;
|
||
|
cs.GetKernelThreadGroupSizes(kernel, out xsize, out ysize, out zsize);
|
||
|
|
||
|
cmd.DispatchCompute(
|
||
|
cs, kernel,
|
||
|
((int)sourceSize.x + (int)xsize - 1) / (int)xsize,
|
||
|
((int)sourceSize.y + (int)ysize - 1) / (int)ysize,
|
||
|
((int)sourceSize.z + (int)zsize - 1) / (int)zsize
|
||
|
);
|
||
|
}
|
||
|
|
||
|
void PushUpsampleCommands(CommandBuffer cmd, int lowResDepth, int interleavedAO, int highResDepth, int? highResAO, RenderTargetIdentifier dest, Vector3 lowResDepthSize, Vector2 highResDepthSize, bool isMSAA, bool invert = false)
|
||
|
{
|
||
|
var cs = m_Resources.computeShaders.multiScaleAOUpsample;
|
||
|
int kernel = 0;
|
||
|
if (!isMSAA)
|
||
|
{
|
||
|
kernel = cs.FindKernel(highResAO == null ? invert
|
||
|
? "MultiScaleVOUpSample_invert"
|
||
|
: "MultiScaleVOUpSample"
|
||
|
: "MultiScaleVOUpSample_blendout");
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
kernel = cs.FindKernel(highResAO == null ? invert
|
||
|
? "MultiScaleVOUpSample_MSAA_invert"
|
||
|
: "MultiScaleVOUpSample_MSAA"
|
||
|
: "MultiScaleVOUpSample_MSAA_blendout");
|
||
|
}
|
||
|
|
||
|
|
||
|
float stepSize = 1920f / lowResDepthSize.x;
|
||
|
float bTolerance = 1f - Mathf.Pow(10f, m_Settings.blurTolerance.value) * stepSize;
|
||
|
bTolerance *= bTolerance;
|
||
|
float uTolerance = Mathf.Pow(10f, m_Settings.upsampleTolerance.value);
|
||
|
float noiseFilterWeight = 1f / (Mathf.Pow(10f, m_Settings.noiseFilterTolerance.value) + uTolerance);
|
||
|
|
||
|
cmd.SetComputeVectorParam(cs, "InvLowResolution", new Vector2(1f / lowResDepthSize.x, 1f / lowResDepthSize.y));
|
||
|
cmd.SetComputeVectorParam(cs, "InvHighResolution", new Vector2(1f / highResDepthSize.x, 1f / highResDepthSize.y));
|
||
|
cmd.SetComputeVectorParam(cs, "AdditionalParams", new Vector4(noiseFilterWeight, stepSize, bTolerance, uTolerance));
|
||
|
|
||
|
cmd.SetComputeTextureParam(cs, kernel, "LoResDB", lowResDepth);
|
||
|
cmd.SetComputeTextureParam(cs, kernel, "HiResDB", highResDepth);
|
||
|
cmd.SetComputeTextureParam(cs, kernel, "LoResAO1", interleavedAO);
|
||
|
|
||
|
if (highResAO != null)
|
||
|
cmd.SetComputeTextureParam(cs, kernel, "HiResAO", highResAO.Value);
|
||
|
|
||
|
cmd.SetComputeTextureParam(cs, kernel, "AoResult", dest);
|
||
|
|
||
|
int xcount = ((int)highResDepthSize.x + 17) / 16;
|
||
|
int ycount = ((int)highResDepthSize.y + 17) / 16;
|
||
|
cmd.DispatchCompute(cs, kernel, xcount, ycount, 1);
|
||
|
}
|
||
|
|
||
|
void PushReleaseCommands(CommandBuffer cmd)
|
||
|
{
|
||
|
Release(cmd, ShaderIDs.LinearDepth);
|
||
|
|
||
|
Release(cmd, ShaderIDs.LowDepth1);
|
||
|
Release(cmd, ShaderIDs.LowDepth2);
|
||
|
Release(cmd, ShaderIDs.LowDepth3);
|
||
|
Release(cmd, ShaderIDs.LowDepth4);
|
||
|
|
||
|
Release(cmd, ShaderIDs.TiledDepth1);
|
||
|
Release(cmd, ShaderIDs.TiledDepth2);
|
||
|
Release(cmd, ShaderIDs.TiledDepth3);
|
||
|
Release(cmd, ShaderIDs.TiledDepth4);
|
||
|
|
||
|
Release(cmd, ShaderIDs.Occlusion1);
|
||
|
Release(cmd, ShaderIDs.Occlusion2);
|
||
|
Release(cmd, ShaderIDs.Occlusion3);
|
||
|
Release(cmd, ShaderIDs.Occlusion4);
|
||
|
|
||
|
Release(cmd, ShaderIDs.Combined1);
|
||
|
Release(cmd, ShaderIDs.Combined2);
|
||
|
Release(cmd, ShaderIDs.Combined3);
|
||
|
}
|
||
|
|
||
|
void PreparePropertySheet(PostProcessRenderContext context)
|
||
|
{
|
||
|
var sheet = context.propertySheets.Get(m_Resources.shaders.multiScaleAO);
|
||
|
sheet.ClearKeywords();
|
||
|
sheet.properties.SetVector(ShaderIDs.AOColor, Color.white - m_Settings.color.value);
|
||
|
m_PropertySheet = sheet;
|
||
|
}
|
||
|
|
||
|
void CheckAOTexture(PostProcessRenderContext context)
|
||
|
{
|
||
|
bool AOUpdateNeeded = m_AmbientOnlyAO == null || !m_AmbientOnlyAO.IsCreated() || m_AmbientOnlyAO.width != context.width || m_AmbientOnlyAO.height != context.height;
|
||
|
#if UNITY_2017_3_OR_NEWER
|
||
|
AOUpdateNeeded = AOUpdateNeeded || m_AmbientOnlyAO.useDynamicScale != context.camera.allowDynamicResolution;
|
||
|
#endif
|
||
|
if (AOUpdateNeeded)
|
||
|
{
|
||
|
RuntimeUtilities.Destroy(m_AmbientOnlyAO);
|
||
|
|
||
|
m_AmbientOnlyAO = new RenderTexture(context.width, context.height, 0, RenderTextureFormat.R8, RenderTextureReadWrite.Linear)
|
||
|
{
|
||
|
hideFlags = HideFlags.DontSave,
|
||
|
filterMode = FilterMode.Point,
|
||
|
enableRandomWrite = true,
|
||
|
#if UNITY_2017_3_OR_NEWER
|
||
|
useDynamicScale = context.camera.allowDynamicResolution
|
||
|
#endif
|
||
|
};
|
||
|
m_AmbientOnlyAO.Create();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void PushDebug(PostProcessRenderContext context)
|
||
|
{
|
||
|
if (context.IsDebugOverlayEnabled(DebugOverlay.AmbientOcclusion))
|
||
|
context.PushDebugOverlay(context.command, m_AmbientOnlyAO, m_PropertySheet, (int)Pass.DebugOverlay);
|
||
|
}
|
||
|
|
||
|
public void RenderAfterOpaque(PostProcessRenderContext context)
|
||
|
{
|
||
|
var cmd = context.command;
|
||
|
cmd.BeginSample("Ambient Occlusion");
|
||
|
SetResources(context.resources);
|
||
|
PreparePropertySheet(context);
|
||
|
CheckAOTexture(context);
|
||
|
|
||
|
// In Forward mode, fog is applied at the object level in the grometry pass so we need
|
||
|
// to apply it to AO as well or it'll drawn on top of the fog effect.
|
||
|
if (context.camera.actualRenderingPath == RenderingPath.Forward && RenderSettings.fog)
|
||
|
{
|
||
|
m_PropertySheet.EnableKeyword("APPLY_FORWARD_FOG");
|
||
|
m_PropertySheet.properties.SetVector(
|
||
|
ShaderIDs.FogParams,
|
||
|
new Vector3(RenderSettings.fogDensity, RenderSettings.fogStartDistance, RenderSettings.fogEndDistance)
|
||
|
);
|
||
|
}
|
||
|
|
||
|
GenerateAOMap(cmd, context.camera, m_AmbientOnlyAO, null, false, false);
|
||
|
PushDebug(context);
|
||
|
cmd.SetGlobalTexture(ShaderIDs.MSVOcclusionTexture, m_AmbientOnlyAO);
|
||
|
cmd.BlitFullscreenTriangle(BuiltinRenderTextureType.None, BuiltinRenderTextureType.CameraTarget, m_PropertySheet, (int)Pass.CompositionForward, RenderBufferLoadAction.Load);
|
||
|
cmd.EndSample("Ambient Occlusion");
|
||
|
}
|
||
|
|
||
|
public void RenderAmbientOnly(PostProcessRenderContext context)
|
||
|
{
|
||
|
var cmd = context.command;
|
||
|
cmd.BeginSample("Ambient Occlusion Render");
|
||
|
SetResources(context.resources);
|
||
|
PreparePropertySheet(context);
|
||
|
CheckAOTexture(context);
|
||
|
GenerateAOMap(cmd, context.camera, m_AmbientOnlyAO, null, false, false);
|
||
|
PushDebug(context);
|
||
|
cmd.EndSample("Ambient Occlusion Render");
|
||
|
}
|
||
|
|
||
|
public void CompositeAmbientOnly(PostProcessRenderContext context)
|
||
|
{
|
||
|
var cmd = context.command;
|
||
|
cmd.BeginSample("Ambient Occlusion Composite");
|
||
|
cmd.SetGlobalTexture(ShaderIDs.MSVOcclusionTexture, m_AmbientOnlyAO);
|
||
|
cmd.BlitFullscreenTriangle(BuiltinRenderTextureType.None, m_MRT, BuiltinRenderTextureType.CameraTarget, m_PropertySheet, (int)Pass.CompositionDeferred);
|
||
|
cmd.EndSample("Ambient Occlusion Composite");
|
||
|
}
|
||
|
|
||
|
public void Release()
|
||
|
{
|
||
|
RuntimeUtilities.Destroy(m_AmbientOnlyAO);
|
||
|
m_AmbientOnlyAO = null;
|
||
|
}
|
||
|
}
|
||
|
}
|