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using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering.RenderGraphModule;
namespace UnityEngine.Rendering.HighDefinition
{
public partial class HDRenderPipeline
{
struct VolumetricCloudsParameters_LowResolution
{
// Resolution parameters
public int traceWidth;
public int traceHeight;
public int intermediateWidth;
public int intermediateHeight;
public int finalWidth;
public int finalHeight;
public int viewCount;
// Used kernels
public int depthDownscaleKernel;
public int preUpscaleKernel;
public int upscaleKernel;
// Data common to all volumetric cloud passes
public VolumetricCloudCommonData commonData;
}
VolumetricCloudsParameters_LowResolution PrepareVolumetricCloudsParameters_LowResolution(HDCamera hdCamera, int width, int height, int viewCount, bool exposureControl, VolumetricClouds settings, TVolumetricCloudsCameraType cameraType)
{
VolumetricCloudsParameters_LowResolution parameters = new VolumetricCloudsParameters_LowResolution();
// Compute the cloud model data
CloudModelData cloudModelData = GetCloudModelData(settings);
// Fill the common data
FillVolumetricCloudsCommonData(hdCamera, exposureControl, settings, cameraType, in cloudModelData, ref parameters.commonData);
// 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 = width;
parameters.finalHeight = height;
// Intermediate resolution at which the effect is accumulated
parameters.intermediateWidth = Mathf.RoundToInt(0.5f * width);
parameters.intermediateHeight = Mathf.RoundToInt(0.5f * height);
// Resolution at which the effect is traced
parameters.traceWidth = Mathf.RoundToInt(0.25f * width);
parameters.traceHeight = Mathf.RoundToInt(0.25f * height);
parameters.viewCount = viewCount;
// Compute shader and kernels
parameters.depthDownscaleKernel = m_CloudDownscaleDepthKernel;
parameters.preUpscaleKernel = m_PreUpscaleCloudsKernel;
parameters.upscaleKernel = hdCamera.msaaEnabled ? m_UpscaleCloudsKernel : m_UpscaleCloudsPerceptualKernel;
// 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 = false;
UpdateShaderVariablesClouds(ref parameters.commonData.cloudsCB, hdCamera, settings, cameraData, cloudModelData, false);
return parameters;
}
static void TraceVolumetricClouds_LowResolution(CommandBuffer cmd, VolumetricCloudsParameters_LowResolution parameters, GraphicsBuffer ambientProbeBuffer,
RTHandle colorBuffer, RTHandle depthPyramid, RTHandle volumetricLightingTexture,
RTHandle intermediateCloudsLighting, RTHandle intermediateLightingBuffer1, RTHandle intermediateLightingBuffer2,
RTHandle halfResDepthBuffer, RTHandle intermediateCloudsDepth,
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);
// Bind the constant buffer
ConstantBuffer.UpdateData(cmd, parameters.commonData.cloudsCB);
ConstantBuffer.Set<ShaderVariablesClouds>(parameters.commonData.volumetricCloudsCS, HDShaderIDs._ShaderVariablesClouds);
ConstantBuffer.Set<ShaderVariablesClouds>(parameters.commonData.volumetricCloudsTraceCS, HDShaderIDs._ShaderVariablesClouds);
// Depth downscale
DoVolumetricCloudsDepthDownscale(cmd, parameters.depthDownscaleKernel, intermediateTX, intermediateTY, parameters.viewCount, in parameters.commonData,
depthPyramid, halfResDepthBuffer);
// Ray-march the clouds for this frame
DoVolumetricCloudsTrace(cmd, traceTX, traceTY, parameters.viewCount, in parameters.commonData,
volumetricLightingTexture, halfResDepthBuffer, ambientProbeBuffer,
intermediateCloudsLighting, intermediateCloudsDepth);
// We only reproject for realtime clouds
DoVolumetricCloudsReproject(cmd, parameters.preUpscaleKernel, intermediateTX, intermediateTY, parameters.viewCount, in parameters.commonData,
intermediateCloudsLighting, intermediateCloudsDepth, halfResDepthBuffer,
false, false, null, null, // no history reprojection
intermediateLightingBuffer1, intermediateLightingBuffer2);
DoVolumetricCloudsUpscale(cmd, parameters.upscaleKernel, finalTX, finalTY, parameters.viewCount, in parameters.commonData,
intermediateLightingBuffer1, intermediateLightingBuffer2, colorBuffer, depthPyramid,
cloudsLighting, cloudsDepth);
}
class VolumetricCloudsLowResolutionData
{
public VolumetricCloudsParameters_LowResolution parameters;
// Input Buffers
public TextureHandle colorBuffer;
public TextureHandle depthPyramid;
public TextureHandle maxZMask;
public BufferHandle ambientProbeBuffer;
public TextureHandle volumetricLighting;
// Intermediate buffers
public TextureHandle halfResCloudsLighting;
public TextureHandle intermediateLightingBuffer1;
public TextureHandle intermediateLightingBuffer2;
public TextureHandle halfResDepthBuffer;
public TextureHandle halfResCloudsDepth;
// Output buffer
public TextureHandle cloudsLighting;
public TextureHandle cloudsDepth;
}
VolumetricCloudsOutput RenderVolumetricClouds_LowResolution(RenderGraph renderGraph, HDCamera hdCamera, TVolumetricCloudsCameraType cameraType, TextureHandle colorBuffer, TextureHandle depthPyramid, TextureHandle volumetricLighting)
{
using (var builder = renderGraph.AddRenderPass<VolumetricCloudsLowResolutionData>("Volumetric Clouds Low Resolution", out var passData, ProfilingSampler.Get(HDProfileId.VolumetricClouds)))
{
builder.EnableAsyncCompute(false);
VolumetricClouds settings = hdCamera.volumeStack.GetComponent<VolumetricClouds>();
// Parameters
passData.parameters = PrepareVolumetricCloudsParameters_LowResolution(hdCamera, hdCamera.actualWidth, hdCamera.actualHeight, hdCamera.viewCount, hdCamera.exposureControlFS, settings, cameraType);
// 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);
// Intermediate buffers
passData.halfResCloudsLighting = builder.CreateTransientTexture(new TextureDesc(Vector2.one * 0.5f, true, true)
{ colorFormat = GraphicsFormat.R16G16B16A16_SFloat, enableRandomWrite = true, name = "Half Res Clouds Lighting" });
passData.intermediateLightingBuffer1 = builder.CreateTransientTexture(new TextureDesc(Vector2.one * 0.5f, true, true)
{ colorFormat = GraphicsFormat.R16G16B16A16_SFloat, enableRandomWrite = true, name = "Temporary Clouds Lighting Buffer 1" });
passData.intermediateLightingBuffer2 = builder.CreateTransientTexture(new TextureDesc(Vector2.one * 0.5f, true, true)
{ colorFormat = GraphicsFormat.R16G16B16A16_SFloat, enableRandomWrite = true, name = "Temporary Clouds Lighting Buffer 2" });
passData.halfResDepthBuffer = builder.CreateTransientTexture(new TextureDesc(Vector2.one * 0.5f, true, true)
{ colorFormat = GraphicsFormat.R32_SFloat, enableRandomWrite = true, name = "Half Res Scene Depth" });
passData.halfResCloudsDepth = builder.CreateTransientTexture(new TextureDesc(Vector2.one * 0.5f, true, true)
{ colorFormat = GraphicsFormat.R32_SFloat, enableRandomWrite = true, name = "Half Res 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(
(VolumetricCloudsLowResolutionData data, RenderGraphContext ctx) =>
{
TraceVolumetricClouds_LowResolution(ctx.cmd, data.parameters, data.ambientProbeBuffer,
data.colorBuffer, data.depthPyramid, data.volumetricLighting,
data.halfResCloudsLighting, data.intermediateLightingBuffer1, data.intermediateLightingBuffer2, data.halfResDepthBuffer, data.halfResCloudsDepth,
data.cloudsLighting, data.cloudsDepth);
});
// Pack and return
VolumetricCloudsOutput cloudsData = new VolumetricCloudsOutput();
cloudsData.lightingBuffer = passData.cloudsLighting;
cloudsData.depthBuffer = passData.cloudsDepth;
cloudsData.valid = true;
return cloudsData;
}
}
}
}