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using UnityEngine.Experimental.Rendering;
namespace UnityEngine.Rendering.HighDefinition
{
partial class PreIntegratedFGD
{
[GenerateHLSL]
public enum FGDTexture
{
Resolution = 64
}
static PreIntegratedFGD s_Instance;
public static PreIntegratedFGD instance
{
get
{
if (s_Instance == null)
s_Instance = new PreIntegratedFGD();
return s_Instance;
}
}
public enum FGDIndex
{
FGD_GGXAndDisneyDiffuse = 0,
FGD_CharlieAndFabricLambert = 1,
FGD_Marschner = 2,
Count = 3
}
bool[] m_isInit = new bool[(int)FGDIndex.Count];
int[] m_refCounting = new int[(int)FGDIndex.Count];
Material[] m_PreIntegratedFGDMaterial = new Material[(int)FGDIndex.Count];
RenderTexture[] m_PreIntegratedFGD = new RenderTexture[(int)FGDIndex.Count];
PreIntegratedFGD()
{
for (int i = 0; i < (int)FGDIndex.Count; ++i)
{
m_isInit[i] = false;
m_refCounting[i] = 0;
}
}
private Shader GetShaderForIndex(FGDIndex index)
{
if (HDRenderPipelineGlobalSettings.instance == null)
{
Debug.LogError($"Invalid resources to get shader for {index}.");
return null;
}
var shaders = GraphicsSettings.GetRenderPipelineSettings<HDRenderPipelineRuntimeShaders>();
switch (index)
{
case FGDIndex.FGD_GGXAndDisneyDiffuse: return shaders.preIntegratedFGD_GGXDisneyDiffusePS;
case FGDIndex.FGD_CharlieAndFabricLambert: return shaders.preIntegratedFGD_CharlieFabricLambertPS;
case FGDIndex.FGD_Marschner: return shaders.preIntegratedFGD_MarschnerPS;
default: Debug.LogError($"Unable to get shader for index: {index}."); break;
}
return null;
}
public void Build(FGDIndex index)
{
Debug.Assert(index != FGDIndex.Count);
Debug.Assert(m_refCounting[(int)index] >= 0);
if (m_refCounting[(int)index] == 0)
{
Shader pixelShader = GetShaderForIndex(index);
int res = (int)FGDTexture.Resolution;
m_PreIntegratedFGDMaterial[(int)index] = CoreUtils.CreateEngineMaterial(pixelShader);
m_PreIntegratedFGD[(int)index] = new RenderTexture(res, res, 0, GraphicsFormat.A2B10G10R10_UNormPack32)
{
hideFlags = HideFlags.HideAndDontSave,
filterMode = FilterMode.Bilinear,
wrapMode = TextureWrapMode.Clamp,
name = CoreUtils.GetRenderTargetAutoName(res, res, 1, GraphicsFormat.A2B10G10R10_UNormPack32, $"preIntegrated{index}")
};
m_PreIntegratedFGD[(int)index].Create();
m_isInit[(int)index] = false;
}
m_refCounting[(int)index]++;
}
public void RenderInit(FGDIndex index, CommandBuffer cmd)
{
// Here we have to test IsCreated because in some circumstances (like loading RenderDoc), the texture is internally destroyed but we don't know from C# side.
// In this case IsCreated will return false, allowing us to re-render the texture (setting the texture as current RT during DrawFullScreen will automatically re-create it internally)
if (m_isInit[(int)index] && m_PreIntegratedFGD[(int)index].IsCreated())
return;
// If we are in wireframe mode, the drawfullscreen will not work as expected, but we don't need the LUT anyway
// So create the texture to avoid errors, it will be initialized by the first render without wireframe
if (GL.wireframe)
{
m_PreIntegratedFGD[(int)index].Create();
return;
}
CoreUtils.DrawFullScreen(cmd, m_PreIntegratedFGDMaterial[(int)index], new RenderTargetIdentifier(m_PreIntegratedFGD[(int)index]));
m_isInit[(int)index] = true;
}
public void Cleanup(FGDIndex index)
{
m_refCounting[(int)index]--;
if (m_refCounting[(int)index] == 0)
{
CoreUtils.Destroy(m_PreIntegratedFGDMaterial[(int)index]);
CoreUtils.Destroy(m_PreIntegratedFGD[(int)index]);
m_isInit[(int)index] = false;
}
Debug.Assert(m_refCounting[(int)index] >= 0);
}
public void Bind(CommandBuffer cmd, FGDIndex index)
{
switch (index)
{
case FGDIndex.FGD_GGXAndDisneyDiffuse:
cmd.SetGlobalTexture(HDShaderIDs._PreIntegratedFGD_GGXDisneyDiffuse, m_PreIntegratedFGD[(int)index]);
break;
case FGDIndex.FGD_CharlieAndFabricLambert:
cmd.SetGlobalTexture(HDShaderIDs._PreIntegratedFGD_CharlieAndFabric, m_PreIntegratedFGD[(int)index]);
break;
case FGDIndex.FGD_Marschner:
cmd.SetGlobalTexture(HDShaderIDs._PreIntegratedFGD_CharlieAndFabric, m_PreIntegratedFGD[(int)index]);
break;
default:
break;
}
}
}
}