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using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering.RenderGraphModule;
namespace UnityEngine.Rendering.HighDefinition
{
public partial class HDRenderPipeline
{
static RTHandle VolumetricCloudsHistoryBufferAllocatorFunction(HDCameraFrameHistoryType type, string viewName, int frameIndex, RTHandleSystem rtHandleSystem, bool fullscale)
{
int index = type == HDCameraFrameHistoryType.VolumetricClouds0 ? 0 : 1;
return rtHandleSystem.Alloc(Vector2.one * (fullscale ? 1.0f : 0.5f), TextureXR.slices, colorFormat: GraphicsFormat.R16G16B16A16_SFloat, dimension: TextureXR.dimension,
enableRandomWrite: true, useMipMap: false, autoGenerateMips: false,
name: string.Format("{0}_CloudsHistory{1}Buffer{2}", viewName, index, frameIndex));
}
static RTHandle VolumetricClouds0HistoryBufferAllocatorFunctionDownscaled(string viewName, int frameIndex, RTHandleSystem rtHandleSystem)
=> VolumetricCloudsHistoryBufferAllocatorFunction(HDCameraFrameHistoryType.VolumetricClouds0, viewName, frameIndex, rtHandleSystem, false);
static RTHandle VolumetricClouds0HistoryBufferAllocatorFunction(string viewName, int frameIndex, RTHandleSystem rtHandleSystem)
=> VolumetricCloudsHistoryBufferAllocatorFunction(HDCameraFrameHistoryType.VolumetricClouds0, viewName, frameIndex, rtHandleSystem, true);
static RTHandle VolumetricClouds1HistoryBufferAllocatorFunctionDownscaled(string viewName, int frameIndex, RTHandleSystem rtHandleSystem)
=> VolumetricCloudsHistoryBufferAllocatorFunction(HDCameraFrameHistoryType.VolumetricClouds1, viewName, frameIndex, rtHandleSystem, false);
static RTHandle VolumetricClouds1HistoryBufferAllocatorFunction(string viewName, int frameIndex, RTHandleSystem rtHandleSystem)
=> VolumetricCloudsHistoryBufferAllocatorFunction(HDCameraFrameHistoryType.VolumetricClouds1, viewName, frameIndex, rtHandleSystem, true);
static RTHandle RequestVolumetricCloudsHistoryTexture(HDCamera hdCamera, bool current, HDCameraFrameHistoryType type, bool fullscale)
{
RTHandle texture = current ? hdCamera.GetCurrentFrameRT((int)type) : hdCamera.GetPreviousFrameRT((int)type);
if (texture != null)
return texture;
// Do that to avoid GC.alloc
System.Func<string, int, RTHandleSystem, RTHandle> allocator = type == HDCameraFrameHistoryType.VolumetricClouds0 ?
(fullscale ? VolumetricClouds0HistoryBufferAllocatorFunction : VolumetricClouds0HistoryBufferAllocatorFunctionDownscaled) :
(fullscale ? VolumetricClouds1HistoryBufferAllocatorFunction : VolumetricClouds1HistoryBufferAllocatorFunctionDownscaled);
return hdCamera.AllocHistoryFrameRT((int)type, allocator, 2);
}
private int CombineVolumetricCloudsHistoryStateToMask(HDCamera hdCamera)
{
// Combine the flags to define the current history validity mask
return (hdCamera.planet.renderingSpace == RenderingSpace.World ? (int)HDCamera.HistoryEffectFlags.CustomBit0 : 0);
}
private bool EvaluateVolumetricCloudsHistoryValidity(HDCamera hdCamera)
{
// Evaluate the history validity
int flagMask = CombineVolumetricCloudsHistoryStateToMask(hdCamera);
return hdCamera.EffectHistoryValidity(HDCamera.HistoryEffectSlot.VolumetricClouds, flagMask);
}
private void PropagateVolumetricCloudsHistoryValidity(HDCamera hdCamera)
{
int flagMask = CombineVolumetricCloudsHistoryStateToMask(hdCamera);
hdCamera.PropagateEffectHistoryValidity(HDCamera.HistoryEffectSlot.VolumetricClouds, flagMask);
}
struct VolumetricCloudsParameters_Accumulation
{
// Resolution parameters
public int traceWidth;
public int traceHeight;
public int intermediateWidth;
public int intermediateHeight;
public int finalWidth;
public int finalHeight;
public int viewCount;
public bool downscaleDepth;
public bool historyValidity;
public Vector2Int previousViewportSize;
// Compute shader and kernels
public int depthDownscaleKernel;
public int reprojectKernel;
public int upscaleClouds;
// Data common to all volumetric cloud passes
public VolumetricCloudCommonData commonData;
}
VolumetricCloudsParameters_Accumulation PrepareVolumetricCloudsParameters_Accumulation(HDCamera hdCamera, VolumetricClouds settings, TVolumetricCloudsCameraType cameraType,
bool historyValidity, float downscaling)
{
VolumetricCloudsParameters_Accumulation parameters = new VolumetricCloudsParameters_Accumulation();
// Compute the cloud model data
CloudModelData cloudModelData = GetCloudModelData(settings);
// Fill the common data
FillVolumetricCloudsCommonData(hdCamera, hdCamera.exposureControlFS, settings, cameraType, in cloudModelData, ref parameters.commonData);
// Flag for the perceptual blending
float perceptualBlending = settings.perceptualBlending.value;
// We need to make sure that the allocated size of the history buffers and the dispatch size are perfectly equal.
// The ideal approach would be to have a function for that returns the converted size from a viewport and texture size.
// but for now we do it like this.
// Final resolution at which the effect should be exported
parameters.finalWidth = hdCamera.actualWidth;
parameters.finalHeight = hdCamera.actualHeight;
// Intermediate resolution at which the effect is accumulated
parameters.intermediateWidth = Mathf.RoundToInt(downscaling * hdCamera.actualWidth);
parameters.intermediateHeight = Mathf.RoundToInt(downscaling * hdCamera.actualHeight);
// Resolution at which the effect is traced
parameters.traceWidth = Mathf.RoundToInt(0.5f * downscaling * hdCamera.actualWidth);
parameters.traceHeight = Mathf.RoundToInt(0.5f * downscaling * hdCamera.actualHeight);
parameters.viewCount = hdCamera.viewCount;
parameters.historyValidity = historyValidity;
parameters.downscaleDepth = downscaling == 0.5f;
float historyScale = hdCamera.intermediateDownscaling * (hdCamera.volumetricCloudsFullscaleHistory ? 1.0f : 2.0f);
parameters.previousViewportSize = new Vector2Int(
x: Mathf.RoundToInt(historyScale * hdCamera.historyRTHandleProperties.previousViewportSize.x),
y: Mathf.RoundToInt(historyScale * hdCamera.historyRTHandleProperties.previousViewportSize.y)
);
// Compute shader and kernels
parameters.depthDownscaleKernel = m_CloudDownscaleDepthKernel;
parameters.reprojectKernel = settings.ghostingReduction.value ? m_ReprojectCloudsRejectionKernel : m_ReprojectCloudsKernel;
if (downscaling == 0.5f)
parameters.upscaleClouds = hdCamera.msaaEnabled ? m_UpscaleCloudsKernel : m_UpscaleCloudsPerceptualKernel;
else
parameters.upscaleClouds = hdCamera.msaaEnabled ? m_CombineCloudsKernel : m_CombineCloudsPerceptualKernel;
// Update the constant buffer
VolumetricCloudsCameraData cameraData;
cameraData.cameraType = parameters.commonData.cameraType;
cameraData.traceWidth = parameters.traceWidth;
cameraData.traceHeight = parameters.traceHeight;
cameraData.intermediateWidth = parameters.intermediateWidth;
cameraData.intermediateHeight = parameters.intermediateHeight;
cameraData.finalWidth = parameters.finalWidth;
cameraData.finalHeight = parameters.finalHeight;
cameraData.enableExposureControl = parameters.commonData.enableExposureControl;
cameraData.lowResolution = true;
cameraData.enableIntegration = true;
UpdateShaderVariablesClouds(ref parameters.commonData.cloudsCB, hdCamera, settings, cameraData, cloudModelData, false);
// If this is a default camera, we want the improved blending, otherwise we don't (in the case of a planar)
parameters.commonData.cloudsCB._ImprovedTransmittanceBlend = parameters.commonData.cameraType == TVolumetricCloudsCameraType.Default ? perceptualBlending : 0.0f;
parameters.commonData.cloudsCB._CubicTransmittance = parameters.commonData.cameraType == TVolumetricCloudsCameraType.Default && hdCamera.msaaEnabled ? perceptualBlending : 0;
return parameters;
}
static void TraceVolumetricClouds_Accumulation(CommandBuffer cmd, VolumetricCloudsParameters_Accumulation parameters, GraphicsBuffer ambientProbe,
RTHandle colorBuffer, RTHandle depthPyramid, RTHandle halfResDepthBuffer, RTHandle volumetricLightingTexture,
RTHandle intermediateCloudsLighting, RTHandle intermediateCloudsDepth,
RTHandle currentHistory0Buffer, RTHandle previousHistory0Buffer,
RTHandle currentHistory1Buffer, RTHandle previousHistory1Buffer,
RTHandle cloudsLighting, RTHandle cloudsDepth)
{
// Compute the number of tiles to evaluate
int traceTX = HDUtils.DivRoundUp(parameters.traceWidth, 8);
int traceTY = HDUtils.DivRoundUp(parameters.traceHeight, 8);
// Compute the number of tiles to evaluate
int intermediateTX = HDUtils.DivRoundUp(parameters.intermediateWidth, 8);
int intermediateTY = HDUtils.DivRoundUp(parameters.intermediateHeight, 8);
// Compute the number of tiles to evaluate
int finalTX = HDUtils.DivRoundUp(parameters.finalWidth, 8);
int finalTY = HDUtils.DivRoundUp(parameters.finalHeight, 8);
// Bind the sampling textures
BlueNoise.BindDitheredTextureSet(cmd, parameters.commonData.ditheredTextureSet);
// We only need to handle history buffers if this is not a reflection probe
// We need to make sure that the allocated size of the history buffers and the dispatch size are perfectly equal.
// The ideal approach would be to have a function for that returns the converted size from a viewport and texture size.
// but for now we do it like this.
Vector2Int previousViewportSize = previousHistory0Buffer.GetScaledSize(parameters.previousViewportSize);
parameters.commonData.cloudsCB._HistoryViewportSize = new Vector2(previousViewportSize.x, previousViewportSize.y);
parameters.commonData.cloudsCB._HistoryBufferSize = new Vector2(previousHistory0Buffer.rt.width, previousHistory0Buffer.rt.height);
// Bind the constant buffer (global as we need it for the .shader as well)
ConstantBuffer.PushGlobal(cmd, parameters.commonData.cloudsCB, HDShaderIDs._ShaderVariablesClouds);
ConstantBuffer.Set<ShaderVariablesClouds>(parameters.commonData.volumetricCloudsCS, HDShaderIDs._ShaderVariablesClouds);
// Depth downscale
if (parameters.downscaleDepth)
{
DoVolumetricCloudsDepthDownscale(cmd, parameters.depthDownscaleKernel, intermediateTX, intermediateTY, parameters.viewCount, in parameters.commonData,
depthPyramid, halfResDepthBuffer);
}
else
halfResDepthBuffer = depthPyramid;
// Ray-march the clouds for this frame
DoVolumetricCloudsTrace(cmd, traceTX, traceTY, parameters.viewCount, in parameters.commonData,
volumetricLightingTexture, halfResDepthBuffer, ambientProbe,
intermediateCloudsLighting, intermediateCloudsDepth);
// We only reproject for realtime clouds
DoVolumetricCloudsReproject(cmd, parameters.reprojectKernel, intermediateTX, intermediateTY, parameters.viewCount, in parameters.commonData,
intermediateCloudsLighting, intermediateCloudsDepth, halfResDepthBuffer,
true, !parameters.historyValidity, previousHistory0Buffer, previousHistory1Buffer,
currentHistory0Buffer, currentHistory1Buffer);
DoVolumetricCloudsUpscale(cmd, parameters.upscaleClouds, finalTX, finalTY, parameters.viewCount, in parameters.commonData,
currentHistory0Buffer, currentHistory1Buffer, colorBuffer, depthPyramid,
cloudsLighting, cloudsDepth);
}
class VolumetricCloudsAccumulationData
{
public VolumetricCloudsParameters_Accumulation parameters;
// Inputs
public TextureHandle colorBuffer;
public TextureHandle depthPyramid;
public TextureHandle motionVectors;
public BufferHandle ambientProbeBuffer;
public TextureHandle volumetricLighting;
// History and history output
public TextureHandle previousHistoryBuffer0;
public TextureHandle currentHistoryBuffer0;
public TextureHandle previousHistoryBuffer1;
public TextureHandle currentHistoryBuffer1;
// Intermediate buffers
public TextureHandle intermediateCloudsLighting;
public TextureHandle halfResDepthBuffer;
public TextureHandle intermediateCloudsDepth;
// Cloud pass output
public TextureHandle cloudsLighting;
public TextureHandle cloudsDepth;
}
VolumetricCloudsOutput RenderVolumetricClouds_Accumulation(RenderGraph renderGraph, HDCamera hdCamera, TVolumetricCloudsCameraType cameraType,
TextureHandle colorBuffer, TextureHandle depthPyramid, TextureHandle volumetricLighting)
{
using (var builder = renderGraph.AddRenderPass<VolumetricCloudsAccumulationData>("Volumetric Clouds", out var passData, ProfilingSampler.Get(HDProfileId.VolumetricClouds)))
{
builder.EnableAsyncCompute(false);
VolumetricClouds settings = hdCamera.volumeStack.GetComponent<VolumetricClouds>();
// When DRS scale is lower than threshold, trace in half res instead of quarter res
bool halfRes = DynamicResolutionHandler.instance.GetCurrentScale() * 100.0f < currentPlatformRenderPipelineSettings.dynamicResolutionSettings.lowResVolumetricCloudsMinimumThreshold;
float downscaling = halfRes ? 1.0f : 0.5f;
bool fullscaleHistory = DynamicResolutionHandler.instance.DynamicResolutionEnabled() ? true : false;
if (fullscaleHistory != hdCamera.volumetricCloudsFullscaleHistory)
{
// If history size is invalid, release it
hdCamera.ReleaseHistoryFrameRT((int)HDCameraFrameHistoryType.VolumetricClouds0);
hdCamera.ReleaseHistoryFrameRT((int)HDCameraFrameHistoryType.VolumetricClouds1);
hdCamera.volumetricCloudsFullscaleHistory = fullscaleHistory;
}
// If history buffers are null, it means they were not allocated yet so they will potentially contain garbage at first frame.
var historyValidity = EvaluateVolumetricCloudsHistoryValidity(hdCamera) && hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.VolumetricClouds0) != null;
// Parameters
passData.parameters = PrepareVolumetricCloudsParameters_Accumulation(hdCamera, settings, cameraType, historyValidity, downscaling);
// Input buffers
passData.colorBuffer = builder.ReadTexture(colorBuffer);
passData.depthPyramid = builder.ReadTexture(depthPyramid);
passData.ambientProbeBuffer = builder.ReadBuffer(renderGraph.ImportBuffer(m_CloudsDynamicProbeBuffer));
passData.volumetricLighting = builder.ReadTexture(volumetricLighting);
// History and pass output
hdCamera.intermediateDownscaling = downscaling;
passData.currentHistoryBuffer0 = renderGraph.ImportTexture(RequestVolumetricCloudsHistoryTexture(hdCamera, true, HDCameraFrameHistoryType.VolumetricClouds0, fullscaleHistory));
passData.previousHistoryBuffer0 = renderGraph.ImportTexture(RequestVolumetricCloudsHistoryTexture(hdCamera, false, HDCameraFrameHistoryType.VolumetricClouds0, fullscaleHistory));
passData.currentHistoryBuffer1 = renderGraph.ImportTexture(RequestVolumetricCloudsHistoryTexture(hdCamera, true, HDCameraFrameHistoryType.VolumetricClouds1, fullscaleHistory));
passData.previousHistoryBuffer1 = renderGraph.ImportTexture(RequestVolumetricCloudsHistoryTexture(hdCamera, false, HDCameraFrameHistoryType.VolumetricClouds1, fullscaleHistory));
if (passData.parameters.downscaleDepth)
passData.halfResDepthBuffer = builder.CreateTransientTexture(new TextureDesc(Vector2.one * downscaling, true, true)
{ colorFormat = GraphicsFormat.R32_SFloat, enableRandomWrite = true, name = "Half Res Scene Depth" });
// Intermediate textures
passData.intermediateCloudsLighting = builder.CreateTransientTexture(new TextureDesc(Vector2.one * downscaling * 0.5f, true, true)
{ colorFormat = GraphicsFormat.R16G16B16A16_SFloat, enableRandomWrite = true, name = "Intermediate Clouds Lighting" });
passData.intermediateCloudsDepth = builder.CreateTransientTexture(new TextureDesc(Vector2.one * downscaling * 0.5f, true, true)
{ colorFormat = GraphicsFormat.R32_SFloat, enableRandomWrite = true, name = "Intermediate Clouds Depth" });
// Output of the clouds
passData.cloudsLighting = builder.WriteTexture(renderGraph.CreateTexture(new TextureDesc(Vector2.one, true, true)
{ colorFormat = GraphicsFormat.R16G16B16A16_SFloat, enableRandomWrite = true, name = "Volumetric Clouds Lighting Texture" }));
passData.cloudsDepth = builder.WriteTexture(renderGraph.CreateTexture(new TextureDesc(Vector2.one, true, true)
{ colorFormat = GraphicsFormat.R32_SFloat, enableRandomWrite = true, name = "Volumetric Clouds Depth Texture" }));
builder.SetRenderFunc(
(VolumetricCloudsAccumulationData data, RenderGraphContext ctx) =>
{
TraceVolumetricClouds_Accumulation(ctx.cmd, data.parameters, data.ambientProbeBuffer,
data.colorBuffer, data.depthPyramid, data.halfResDepthBuffer, data.volumetricLighting,
data.intermediateCloudsLighting, data.intermediateCloudsDepth,
data.currentHistoryBuffer0, data.previousHistoryBuffer0,
data.currentHistoryBuffer1, data.previousHistoryBuffer1,
data.cloudsLighting, data.cloudsDepth);
});
// Make sure to mark the history frame index validity.
PropagateVolumetricCloudsHistoryValidity(hdCamera);
// Gather and return the buffers
VolumetricCloudsOutput cloudsData = new VolumetricCloudsOutput();
cloudsData.lightingBuffer = passData.cloudsLighting;
cloudsData.depthBuffer = passData.cloudsDepth;
cloudsData.valid = true;
return cloudsData;
}
}
}
}