1004 lines
53 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using UnityEngine.XR;
namespace HorizonBasedAmbientOcclusion.Universal
{
public class HBAORendererFeature : ScriptableRendererFeature
{
private class HBAORenderPass : ScriptableRenderPass
{
public HBAO hbao;
private static class Pass
{
public const int AO = 0;
public const int AO_Deinterleaved = 1;
public const int Deinterleave_Depth = 2;
public const int Deinterleave_Normals = 3;
public const int Atlas_AO_Deinterleaved = 4;
public const int Reinterleave_AO = 5;
public const int Blur = 6;
public const int Temporal_Filter = 7;
public const int Copy = 8;
public const int Composite = 9;
public const int Debug_ViewNormals = 10;
}
private static class ShaderProperties
{
public static int mainTex;
public static int inputTex;
public static int hbaoTex;
public static int tempTex;
public static int tempTex2;
public static int noiseTex;
public static int depthTex;
public static int normalsTex;
public static int ssaoTex;
public static int[] depthSliceTex;
public static int[] normalsSliceTex;
public static int[] aoSliceTex;
public static int[] deinterleaveOffset;
public static int atlasOffset;
public static int jitter;
public static int uvTransform;
public static int inputTexelSize;
public static int aoTexelSize;
public static int deinterleavedAOTexelSize;
public static int reinterleavedAOTexelSize;
public static int uvToView;
public static int worldToCameraMatrix;
public static int targetScale;
public static int radius;
public static int maxRadiusPixels;
public static int negInvRadius2;
public static int angleBias;
public static int aoMultiplier;
public static int intensity;
public static int multiBounceInfluence;
public static int offscreenSamplesContrib;
public static int maxDistance;
public static int distanceFalloff;
public static int baseColor;
public static int colorBleedSaturation;
public static int albedoMultiplier;
public static int colorBleedBrightnessMask;
public static int colorBleedBrightnessMaskRange;
public static int blurDeltaUV;
public static int blurSharpness;
public static int temporalParams;
public static int historyBufferRTHandleScale;
static ShaderProperties()
{
mainTex = Shader.PropertyToID("_MainTex");
inputTex = Shader.PropertyToID("_InputTex");
hbaoTex = Shader.PropertyToID("_HBAOTex");
tempTex = Shader.PropertyToID("_TempTex");
tempTex2 = Shader.PropertyToID("_TempTex2");
noiseTex = Shader.PropertyToID("_NoiseTex");
depthTex = Shader.PropertyToID("_DepthTex");
normalsTex = Shader.PropertyToID("_NormalsTex");
ssaoTex = Shader.PropertyToID("_SSAOTex");
depthSliceTex = new int[4 * 4];
normalsSliceTex = new int[4 * 4];
aoSliceTex = new int[4 * 4];
for (int i = 0; i < 4 * 4; i++)
{
depthSliceTex[i] = Shader.PropertyToID("_DepthSliceTex" + i);
normalsSliceTex[i] = Shader.PropertyToID("_NormalsSliceTex" + i);
aoSliceTex[i] = Shader.PropertyToID("_AOSliceTex" + i);
}
deinterleaveOffset = new int[] {
Shader.PropertyToID("_Deinterleave_Offset00"),
Shader.PropertyToID("_Deinterleave_Offset10"),
Shader.PropertyToID("_Deinterleave_Offset01"),
Shader.PropertyToID("_Deinterleave_Offset11")
};
atlasOffset = Shader.PropertyToID("_AtlasOffset");
jitter = Shader.PropertyToID("_Jitter");
uvTransform = Shader.PropertyToID("_UVTransform");
inputTexelSize = Shader.PropertyToID("_Input_TexelSize");
aoTexelSize = Shader.PropertyToID("_AO_TexelSize");
deinterleavedAOTexelSize = Shader.PropertyToID("_DeinterleavedAO_TexelSize");
reinterleavedAOTexelSize = Shader.PropertyToID("_ReinterleavedAO_TexelSize");
uvToView = Shader.PropertyToID("_UVToView");
worldToCameraMatrix = Shader.PropertyToID("_WorldToCameraMatrix");
targetScale = Shader.PropertyToID("_TargetScale");
radius = Shader.PropertyToID("_Radius");
maxRadiusPixels = Shader.PropertyToID("_MaxRadiusPixels");
negInvRadius2 = Shader.PropertyToID("_NegInvRadius2");
angleBias = Shader.PropertyToID("_AngleBias");
aoMultiplier = Shader.PropertyToID("_AOmultiplier");
intensity = Shader.PropertyToID("_Intensity");
multiBounceInfluence = Shader.PropertyToID("_MultiBounceInfluence");
offscreenSamplesContrib = Shader.PropertyToID("_OffscreenSamplesContrib");
maxDistance = Shader.PropertyToID("_MaxDistance");
distanceFalloff = Shader.PropertyToID("_DistanceFalloff");
baseColor = Shader.PropertyToID("_BaseColor");
colorBleedSaturation = Shader.PropertyToID("_ColorBleedSaturation");
albedoMultiplier = Shader.PropertyToID("_AlbedoMultiplier");
colorBleedBrightnessMask = Shader.PropertyToID("_ColorBleedBrightnessMask");
colorBleedBrightnessMaskRange = Shader.PropertyToID("_ColorBleedBrightnessMaskRange");
blurDeltaUV = Shader.PropertyToID("_BlurDeltaUV");
blurSharpness = Shader.PropertyToID("_BlurSharpness");
temporalParams = Shader.PropertyToID("_TemporalParams");
historyBufferRTHandleScale = Shader.PropertyToID("_HistoryBuffer_RTHandleScale");
}
public static string GetOrthographicProjectionKeyword(bool orthographic)
{
return orthographic ? "ORTHOGRAPHIC_PROJECTION" : "__";
}
public static string GetQualityKeyword(HBAO.Quality quality)
{
switch (quality)
{
case HBAO.Quality.Lowest:
return "QUALITY_LOWEST";
case HBAO.Quality.Low:
return "QUALITY_LOW";
case HBAO.Quality.Medium:
return "QUALITY_MEDIUM";
case HBAO.Quality.High:
return "QUALITY_HIGH";
case HBAO.Quality.Highest:
return "QUALITY_HIGHEST";
default:
return "QUALITY_MEDIUM";
}
}
public static string GetNoiseKeyword(HBAO.NoiseType noiseType)
{
switch (noiseType)
{
case HBAO.NoiseType.InterleavedGradientNoise:
return "INTERLEAVED_GRADIENT_NOISE";
case HBAO.NoiseType.Dither:
case HBAO.NoiseType.SpatialDistribution:
default:
return "__";
}
}
public static string GetDeinterleavingKeyword(HBAO.Deinterleaving deinterleaving)
{
switch (deinterleaving)
{
case HBAO.Deinterleaving.x4:
return "DEINTERLEAVED";
case HBAO.Deinterleaving.Disabled:
default:
return "__";
}
}
public static string GetDebugKeyword(HBAO.DebugMode debugMode)
{
switch (debugMode)
{
case HBAO.DebugMode.AOOnly:
return "DEBUG_AO";
case HBAO.DebugMode.ColorBleedingOnly:
return "DEBUG_COLORBLEEDING";
case HBAO.DebugMode.SplitWithoutAOAndWithAO:
return "DEBUG_NOAO_AO";
case HBAO.DebugMode.SplitWithAOAndAOOnly:
return "DEBUG_AO_AOONLY";
case HBAO.DebugMode.SplitWithoutAOAndAOOnly:
return "DEBUG_NOAO_AOONLY";
case HBAO.DebugMode.Disabled:
default:
return "__";
}
}
public static string GetMultibounceKeyword(bool useMultiBounce, bool litAoModeEnabled)
{
return useMultiBounce && !litAoModeEnabled ? "MULTIBOUNCE" : "__";
}
public static string GetOffscreenSamplesContributionKeyword(float offscreenSamplesContribution)
{
return offscreenSamplesContribution > 0 ? "OFFSCREEN_SAMPLES_CONTRIBUTION" : "__";
}
public static string GetPerPixelNormalsKeyword(HBAO.PerPixelNormals perPixelNormals)
{
switch (perPixelNormals)
{
case HBAO.PerPixelNormals.Reconstruct4Samples:
return "NORMALS_RECONSTRUCT4";
case HBAO.PerPixelNormals.Reconstruct2Samples:
return "NORMALS_RECONSTRUCT2";
case HBAO.PerPixelNormals.Camera:
default:
return "__";
}
}
public static string GetBlurRadiusKeyword(HBAO.BlurType blurType)
{
switch (blurType)
{
case HBAO.BlurType.Narrow:
return "BLUR_RADIUS_2";
case HBAO.BlurType.Medium:
return "BLUR_RADIUS_3";
case HBAO.BlurType.Wide:
return "BLUR_RADIUS_4";
case HBAO.BlurType.ExtraWide:
return "BLUR_RADIUS_5";
case HBAO.BlurType.None:
default:
return "BLUR_RADIUS_3";
}
}
public static string GetVarianceClippingKeyword(HBAO.VarianceClipping varianceClipping)
{
switch (varianceClipping)
{
case HBAO.VarianceClipping._4Tap:
return "VARIANCE_CLIPPING_4TAP";
case HBAO.VarianceClipping._8Tap:
return "VARIANCE_CLIPPING_8TAP";
case HBAO.VarianceClipping.Disabled:
default:
return "__";
}
}
public static string GetColorBleedingKeyword(bool colorBleedingEnabled, bool litAoModeEnabled)
{
return colorBleedingEnabled && !litAoModeEnabled ? "COLOR_BLEEDING" : "__";
}
public static string GetModeKeyword(HBAO.Mode mode)
{
return mode == HBAO.Mode.LitAO ? "LIT_AO" : "__";
}
}
private static class MersenneTwister
{
// Mersenne-Twister random numbers in [0,1).
public static float[] Numbers = new float[] {
//0.463937f,0.340042f,0.223035f,0.468465f,0.322224f,0.979269f,0.031798f,0.973392f,0.778313f,0.456168f,0.258593f,0.330083f,0.387332f,0.380117f,0.179842f,0.910755f,
//0.511623f,0.092933f,0.180794f,0.620153f,0.101348f,0.556342f,0.642479f,0.442008f,0.215115f,0.475218f,0.157357f,0.568868f,0.501241f,0.629229f,0.699218f,0.707733f
0.556725f,0.005520f,0.708315f,0.583199f,0.236644f,0.992380f,0.981091f,0.119804f,0.510866f,0.560499f,0.961497f,0.557862f,0.539955f,0.332871f,0.417807f,0.920779f,
0.730747f,0.076690f,0.008562f,0.660104f,0.428921f,0.511342f,0.587871f,0.906406f,0.437980f,0.620309f,0.062196f,0.119485f,0.235646f,0.795892f,0.044437f,0.617311f
};
}
private class CameraHistoryBuffers
{
public CameraData cameraData { get; set; }
public BufferedRTHandleSystem historyRTSystem { get; set; }
public int frameCount { get; set; }
public int lastRenderedFrame { get; set; }
}
private enum HistoryBufferType
{
AmbientOcclusion,
ColorBleeding
}
private static readonly Vector2[] s_jitter = new Vector2[4 * 4];
private static readonly float[] s_temporalRotations = { 60.0f, 300.0f, 180.0f, 240.0f, 120.0f, 0.0f };
private static readonly float[] s_temporalOffsets = { 0.0f, 0.5f, 0.25f, 0.75f };
private Material material { get; set; }
private RenderTargetIdentifier source { get; set; }
private CameraData cameraData { get; set; }
private RenderTextureDescriptor sourceDesc { get; set; }
private RenderTextureDescriptor aoDesc { get; set; }
private RenderTextureDescriptor deinterleavedDepthDesc { get; set; }
private RenderTextureDescriptor deinterleavedNormalsDesc { get; set; }
private RenderTextureDescriptor deinterleavedAoDesc { get; set; }
private RenderTextureDescriptor reinterleavedAoDesc { get; set; }
private RenderTextureFormat colorFormat { get; set; }
private GraphicsFormat graphicsColorFormat { get; set; }
private RenderTextureFormat depthFormat { get; set; }
private RenderTextureFormat normalsFormat { get; set; }
private bool motionVectorsSupported { get; set; }
private Texture2D noiseTex { get; set; }
private int numberOfEyes { get; set; }
private static bool isLinearColorSpace { get { return QualitySettings.activeColorSpace == ColorSpace.Linear; } }
private bool renderingInSceneView { get { return cameraData.camera.cameraType == CameraType.SceneView; } }
private HBAO.Resolution? m_PreviousResolution;
private HBAO.NoiseType? m_PreviousNoiseType;
private bool m_PreviousColorBleedingEnabled;
private string[] m_ShaderKeywords;
private RenderTargetIdentifier[] m_RtsDepth = new RenderTargetIdentifier[4];
private RenderTargetIdentifier[] m_RtsNormals = new RenderTargetIdentifier[4];
private List<CameraHistoryBuffers> m_CameraHistoryBuffers = new List<CameraHistoryBuffers>();
public void FillSupportedRenderTextureFormats()
{
colorFormat = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf) ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.Default;
graphicsColorFormat = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf) ? GraphicsFormat.R16G16B16A16_SFloat : GraphicsFormat.R8G8B8A8_SRGB;
depthFormat = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.RFloat) ? RenderTextureFormat.RFloat : RenderTextureFormat.RHalf;
normalsFormat = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGB2101010) ? RenderTextureFormat.ARGB2101010 : RenderTextureFormat.Default;
motionVectorsSupported = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.RGHalf);
}
public void Setup(Shader shader, ScriptableRenderer renderer, RenderingData renderingData)
{
if (material == null) material = CoreUtils.CreateEngineMaterial(shader);
#if !URP_10_0_0_OR_NEWER
source = renderer.cameraColorTarget;
cameraData = renderingData.cameraData;
// Configures where the render pass should be injected.
FetchVolumeComponent();
renderPassEvent = hbao.debugMode.value == HBAO.DebugMode.Disabled ?
RenderPassEvent.BeforeRenderingTransparents :
RenderPassEvent.AfterRenderingTransparents;
#endif
}
#if URP_10_0_0_OR_NEWER
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
source = renderingData.cameraData.renderer.cameraColorTargetHandle;
cameraData = renderingData.cameraData;
FetchVolumeComponent();
var passInput = ScriptableRenderPassInput.Depth;
if (hbao.perPixelNormals.value == HBAO.PerPixelNormals.Camera)
passInput |= ScriptableRenderPassInput.Normal;
#if UNITY_2021_2_OR_NEWER
if (hbao.temporalFilterEnabled.value)
passInput |= ScriptableRenderPassInput.Motion;
#endif
ConfigureInput(passInput);
#if UNITY_2021_2_OR_NEWER
ConfigureColorStoreAction(RenderBufferStoreAction.DontCare);
// 렌더링 순서를 투명 오브젝트 이후로 변경
renderPassEvent = hbao.debugMode.value == HBAO.DebugMode.Disabled ?
hbao.mode.value == HBAO.Mode.LitAO ?
hbao.renderingPath.value == HBAO.RenderingPath.Deferred ? RenderPassEvent.AfterRenderingGbuffer : RenderPassEvent.AfterRenderingTransparents + 1 :
RenderPassEvent.AfterRenderingTransparents + 1 : RenderPassEvent.AfterRenderingTransparents;
#else
// 렌더링 순서를 투명 오브젝트 이후로 변경
renderPassEvent = hbao.debugMode.value == HBAO.DebugMode.Disabled ?
hbao.mode.value == HBAO.Mode.LitAO ? RenderPassEvent.AfterRenderingTransparents + 1 : RenderPassEvent.AfterRenderingTransparents + 1 :
RenderPassEvent.AfterRenderingTransparents;
#endif
}
#endif
// This method is called before executing the render pass.
// It can be used to configure render targets and their clear state. Also to create temporary render target textures.
// When empty this render pass will render to the active camera render target.
// You should never call CommandBuffer.SetRenderTarget. Instead call <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
// The render pipeline will ensure target setup and clearing happens in an performance manner.
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
if (material == null) return;
FetchVolumeComponent();
if (!hbao.IsActive()) return;
FetchRenderParameters(cameraTextureDescriptor);
CheckParameters();
UpdateMaterialProperties();
UpdateShaderKeywords();
}
// Here you can implement the rendering logic.
// Use <c>ScriptableRenderContext</c> to issue drawing commands or execute command buffers
// https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html
// You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline.
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
if (material == null)
{
Debug.LogError("HBAO material has not been correctly initialized...");
return;
}
if (!hbao.IsActive()) return;
#if UNITY_2021_2_OR_NEWER
var historyBuffers = GetCurrentCameraHistoryBuffers();
historyBuffers?.historyRTSystem.SwapAndSetReferenceSize(aoDesc.width, aoDesc.height);
#else
var historyBuffers = null as CameraHistoryBuffers;
#endif
var cmd = CommandBufferPool.Get("HBAO");
if (hbao.mode.value == HBAO.Mode.LitAO)
{
#if URP_10_0_0_OR_NEWER
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.ScreenSpaceOcclusion, true);
#endif
cmd.GetTemporaryRT(ShaderProperties.ssaoTex, aoDesc, FilterMode.Bilinear);
}
else
{
cmd.GetTemporaryRT(ShaderProperties.inputTex, sourceDesc, FilterMode.Point);
// Source copy
CopySource(cmd);
}
// AO
cmd.SetGlobalVector(ShaderProperties.temporalParams, historyBuffers != null ? new Vector2(s_temporalRotations[historyBuffers.frameCount % 6] / 360.0f, s_temporalOffsets[historyBuffers.frameCount % 4]) : Vector2.zero);
if (hbao.deinterleaving.value == HBAO.Deinterleaving.Disabled)
{
cmd.GetTemporaryRT(ShaderProperties.hbaoTex, aoDesc, FilterMode.Bilinear);
AO(cmd);
}
else
{
cmd.GetTemporaryRT(ShaderProperties.hbaoTex, reinterleavedAoDesc, FilterMode.Bilinear);
DeinterleavedAO(cmd);
}
// Blur
Blur(cmd);
// Temporal Filter
TemporalFilter(cmd, historyBuffers);
// Composite
Composite(cmd);
cmd.ReleaseTemporaryRT(ShaderProperties.hbaoTex);
if (hbao.mode.value != HBAO.Mode.LitAO) cmd.ReleaseTemporaryRT(ShaderProperties.inputTex);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
/// Cleanup any allocated resources that were created during the execution of this render pass.
public override void FrameCleanup(CommandBuffer cmd)
{
if (hbao.mode.value == HBAO.Mode.LitAO)
{
cmd.ReleaseTemporaryRT(ShaderProperties.ssaoTex);
#if URP_10_0_0_OR_NEWER
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.ScreenSpaceOcclusion, false);
#endif
}
// we release any camera history buffers that has not rendered for more than 1 frames
for (var i = m_CameraHistoryBuffers.Count - 1; i >= 0; i--)
{
var buffers = m_CameraHistoryBuffers[i];
if (Time.frameCount - buffers.lastRenderedFrame > 1)
ReleaseCameraHistoryBuffers(ref buffers);
}
}
public void Cleanup()
{
for (var i = m_CameraHistoryBuffers.Count - 1; i >= 0; i--)
{
var buffers = m_CameraHistoryBuffers[i];
ReleaseCameraHistoryBuffers(ref buffers);
}
CoreUtils.Destroy(material);
CoreUtils.Destroy(noiseTex);
}
private void FetchVolumeComponent()
{
if (hbao == null)
hbao = VolumeManager.instance.stack.GetComponent<HBAO>();
}
private void FetchRenderParameters(RenderTextureDescriptor cameraTextureDesc)
{
cameraTextureDesc.msaaSamples = 1;
cameraTextureDesc.depthBufferBits = 0;
sourceDesc = cameraTextureDesc;
var width = cameraTextureDesc.width;
var height = cameraTextureDesc.height;
var downsamplingFactor = hbao.resolution.value == HBAO.Resolution.Full ? 1 : hbao.deinterleaving.value == HBAO.Deinterleaving.Disabled ? 2 : 1;
if (downsamplingFactor > 1)
{
width = (width + width % 2) / downsamplingFactor;
height = (height + height % 2) / downsamplingFactor;
}
aoDesc = GetStereoCompatibleDescriptor(width, height, format: colorFormat, readWrite: RenderTextureReadWrite.Linear);
if (hbao.deinterleaving.value != HBAO.Deinterleaving.Disabled)
{
var reinterleavedWidth = cameraTextureDesc.width + (cameraTextureDesc.width % 4 == 0 ? 0 : 4 - (cameraTextureDesc.width % 4));
var reinterleavedHeight = cameraTextureDesc.height + (cameraTextureDesc.height % 4 == 0 ? 0 : 4 - (cameraTextureDesc.height % 4));
var deinterleavedWidth = reinterleavedWidth / 4;
var deinterleavedHeight = reinterleavedHeight / 4;
deinterleavedDepthDesc = GetStereoCompatibleDescriptor(deinterleavedWidth, deinterleavedHeight, format: depthFormat, readWrite: RenderTextureReadWrite.Linear);
deinterleavedNormalsDesc = GetStereoCompatibleDescriptor(deinterleavedWidth, deinterleavedHeight, format: normalsFormat, readWrite: RenderTextureReadWrite.Linear);
deinterleavedAoDesc = GetStereoCompatibleDescriptor(deinterleavedWidth, deinterleavedHeight, format: colorFormat, readWrite: RenderTextureReadWrite.Linear);
reinterleavedAoDesc = GetStereoCompatibleDescriptor(reinterleavedWidth, reinterleavedHeight, format: colorFormat, readWrite: RenderTextureReadWrite.Linear);
}
numberOfEyes = 1;
#if ENABLE_VR
if (XRSettings.enabled)
numberOfEyes = 2;
#endif
}
private RTHandle HistoryBufferAllocator(RTHandleSystem rtHandleSystem, int frameIndex)
{
return rtHandleSystem.Alloc(Vector2.one, colorFormat: graphicsColorFormat, useDynamicScale: true, name: "HBAO_HistoryBuffer_" + frameIndex);
}
private void AllocCameraHistoryBuffers(ref CameraHistoryBuffers buffers)
{
buffers = new CameraHistoryBuffers();
buffers.cameraData = cameraData;
buffers.frameCount = 0;
buffers.historyRTSystem = new BufferedRTHandleSystem(); // https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@12.0/manual/rthandle-system-using.html
buffers.historyRTSystem.AllocBuffer((int)HistoryBufferType.AmbientOcclusion, HistoryBufferAllocator, 2);
if (hbao.colorBleedingEnabled.value)
buffers.historyRTSystem.AllocBuffer((int)HistoryBufferType.ColorBleeding, HistoryBufferAllocator, 2);
m_CameraHistoryBuffers.Add(buffers);
}
private void ReleaseCameraHistoryBuffers(ref CameraHistoryBuffers buffers)
{
buffers.historyRTSystem.ReleaseAll();
buffers.historyRTSystem.Dispose();
m_CameraHistoryBuffers.Remove(buffers);
buffers = null;
}
private CameraHistoryBuffers GetCurrentCameraHistoryBuffers()
{
CameraHistoryBuffers buffers = null;
if (hbao.temporalFilterEnabled.value && !renderingInSceneView)
{
for (var i = 0; i < m_CameraHistoryBuffers.Count; i++)
{
if (m_CameraHistoryBuffers[i].cameraData.camera == cameraData.camera)
{
buffers = m_CameraHistoryBuffers[i];
break;
}
}
if ((m_PreviousColorBleedingEnabled != hbao.colorBleedingEnabled.value ||
m_PreviousResolution != hbao.resolution.value)
&& buffers != null)
{
ReleaseCameraHistoryBuffers(ref buffers);
m_PreviousColorBleedingEnabled = hbao.colorBleedingEnabled.value;
m_PreviousResolution = hbao.resolution.value;
}
if (buffers == null)
AllocCameraHistoryBuffers(ref buffers);
}
return buffers;
}
private void CopySource(CommandBuffer cmd)
{
BlitFullscreenMesh(cmd, source, ShaderProperties.inputTex, material, Pass.Copy);
}
private void AO(CommandBuffer cmd)
{
BlitFullscreenMeshWithClear(cmd, hbao.mode.value == HBAO.Mode.LitAO ? source : ShaderProperties.inputTex, ShaderProperties.hbaoTex, material, new Color(0, 0, 0, 1), Pass.AO);
}
private void DeinterleavedAO(CommandBuffer cmd)
{
// Deinterleave depth & normals (4x4)
cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity);
for (int i = 0; i < 4; i++)
{
m_RtsDepth[0] = ShaderProperties.depthSliceTex[(i << 2) + 0];
m_RtsDepth[1] = ShaderProperties.depthSliceTex[(i << 2) + 1];
m_RtsDepth[2] = ShaderProperties.depthSliceTex[(i << 2) + 2];
m_RtsDepth[3] = ShaderProperties.depthSliceTex[(i << 2) + 3];
m_RtsNormals[0] = ShaderProperties.normalsSliceTex[(i << 2) + 0];
m_RtsNormals[1] = ShaderProperties.normalsSliceTex[(i << 2) + 1];
m_RtsNormals[2] = ShaderProperties.normalsSliceTex[(i << 2) + 2];
m_RtsNormals[3] = ShaderProperties.normalsSliceTex[(i << 2) + 3];
int offsetX = (i & 1) << 1; int offsetY = (i >> 1) << 1;
cmd.SetGlobalVector(ShaderProperties.deinterleaveOffset[0], new Vector2(offsetX + 0, offsetY + 0));
cmd.SetGlobalVector(ShaderProperties.deinterleaveOffset[1], new Vector2(offsetX + 1, offsetY + 0));
cmd.SetGlobalVector(ShaderProperties.deinterleaveOffset[2], new Vector2(offsetX + 0, offsetY + 1));
cmd.SetGlobalVector(ShaderProperties.deinterleaveOffset[3], new Vector2(offsetX + 1, offsetY + 1));
for (int j = 0; j < 4; j++)
{
cmd.GetTemporaryRT(ShaderProperties.depthSliceTex[j + 4 * i], deinterleavedDepthDesc, FilterMode.Point);
cmd.GetTemporaryRT(ShaderProperties.normalsSliceTex[j + 4 * i], deinterleavedNormalsDesc, FilterMode.Point);
}
BlitFullscreenMesh(cmd, BuiltinRenderTextureType.CameraTarget, m_RtsDepth, material, Pass.Deinterleave_Depth); // outputs 4 render textures
BlitFullscreenMesh(cmd, BuiltinRenderTextureType.CameraTarget, m_RtsNormals, material, Pass.Deinterleave_Normals); // outputs 4 render textures
}
cmd.SetViewProjectionMatrices(cameraData.camera.worldToCameraMatrix, cameraData.camera.projectionMatrix);
// AO on each layer
for (int i = 0; i < 4 * 4; i++)
{
cmd.SetGlobalTexture(ShaderProperties.depthTex, ShaderProperties.depthSliceTex[i]);
cmd.SetGlobalTexture(ShaderProperties.normalsTex, ShaderProperties.normalsSliceTex[i]);
cmd.SetGlobalVector(ShaderProperties.jitter, s_jitter[i]);
cmd.GetTemporaryRT(ShaderProperties.aoSliceTex[i], deinterleavedAoDesc, FilterMode.Point);
BlitFullscreenMeshWithClear(cmd, hbao.mode.value == HBAO.Mode.LitAO ? source : ShaderProperties.inputTex, ShaderProperties.aoSliceTex[i], material, new Color(0, 0, 0, 1), Pass.AO_Deinterleaved); // ao
cmd.ReleaseTemporaryRT(ShaderProperties.depthSliceTex[i]);
cmd.ReleaseTemporaryRT(ShaderProperties.normalsSliceTex[i]);
}
// Atlas Deinterleaved AO, 4x4
cmd.GetTemporaryRT(ShaderProperties.tempTex, reinterleavedAoDesc, FilterMode.Point);
for (int i = 0; i < 4 * 4; i++)
{
cmd.SetGlobalVector(ShaderProperties.atlasOffset, new Vector2(((i & 1) + (((i & 7) >> 2) << 1)) * deinterleavedAoDesc.width, (((i & 3) >> 1) + ((i >> 3) << 1)) * deinterleavedAoDesc.height));
BlitFullscreenMesh(cmd, ShaderProperties.aoSliceTex[i], ShaderProperties.tempTex, material, Pass.Atlas_AO_Deinterleaved); // atlassing
cmd.ReleaseTemporaryRT(ShaderProperties.aoSliceTex[i]);
}
// Reinterleave AO
BlitFullscreenMesh(cmd, ShaderProperties.tempTex, ShaderProperties.hbaoTex, material, Pass.Reinterleave_AO); // reinterleave
cmd.ReleaseTemporaryRT(ShaderProperties.tempTex);
}
private void Blur(CommandBuffer cmd)
{
if (hbao.blurType.value != HBAO.BlurType.None)
{
cmd.GetTemporaryRT(ShaderProperties.tempTex, aoDesc, FilterMode.Bilinear);
cmd.SetGlobalVector(ShaderProperties.blurDeltaUV, new Vector2(1f / sourceDesc.width, 0));
BlitFullscreenMesh(cmd, ShaderProperties.hbaoTex, ShaderProperties.tempTex, material, Pass.Blur);
cmd.SetGlobalVector(ShaderProperties.blurDeltaUV, new Vector2(0, 1f / sourceDesc.height));
BlitFullscreenMesh(cmd, ShaderProperties.tempTex, ShaderProperties.hbaoTex, material, Pass.Blur);
cmd.ReleaseTemporaryRT(ShaderProperties.tempTex);
}
}
private void TemporalFilter(CommandBuffer cmd, CameraHistoryBuffers buffers)
{
if (hbao.temporalFilterEnabled.value && !renderingInSceneView)
{
cmd.SetGlobalVector(ShaderProperties.historyBufferRTHandleScale, buffers.historyRTSystem.rtHandleProperties.rtHandleScale);
if (buffers.frameCount == 0)
{
// buffers were just allocated this frame, clear them (previous frame RT)
cmd.SetRenderTarget(buffers.historyRTSystem.GetFrameRT((int)HistoryBufferType.AmbientOcclusion, 1));
cmd.ClearRenderTarget(false, true, Color.white);
if (hbao.colorBleedingEnabled.value)
{
cmd.SetRenderTarget(buffers.historyRTSystem.GetFrameRT((int)HistoryBufferType.ColorBleeding, 1));
cmd.ClearRenderTarget(false, true, new Color(0, 0, 0, 1));
}
}
var viewportRect = new Rect(Vector2.zero, buffers.historyRTSystem.rtHandleProperties.currentViewportSize);
if (hbao.colorBleedingEnabled.value)
{
// For Color Bleeding we have 2 history buffers to fill so there are 2 render targets.
// AO is still contained in Color Bleeding history buffer (alpha channel) so that we
// can use it as a render texture for the composite pass.
var currentFrameAORT = buffers.historyRTSystem.GetFrameRT((int)HistoryBufferType.AmbientOcclusion, 0);
var currentFrameCBRT = buffers.historyRTSystem.GetFrameRT((int)HistoryBufferType.ColorBleeding, 0);
var previousFrameAORT = buffers.historyRTSystem.GetFrameRT((int)HistoryBufferType.AmbientOcclusion, 1);
var previousFrameCBRT = buffers.historyRTSystem.GetFrameRT((int)HistoryBufferType.ColorBleeding, 1);
var rts = new RenderTargetIdentifier[] {
currentFrameAORT,
currentFrameCBRT
};
cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity);
cmd.SetGlobalTexture(ShaderProperties.tempTex, previousFrameCBRT);
BlitFullscreenMesh(cmd, previousFrameAORT, rts, viewportRect, material, Pass.Temporal_Filter);
cmd.SetViewProjectionMatrices(cameraData.camera.worldToCameraMatrix, cameraData.camera.projectionMatrix);
cmd.SetGlobalTexture(ShaderProperties.hbaoTex, currentFrameCBRT);
}
else
{
// AO history buffer contains ao in aplha channel so we can just use history as
// a render texture for the composite pass.
var currentFrameRT = buffers.historyRTSystem.GetFrameRT((int)HistoryBufferType.AmbientOcclusion, 0);
var previousFrameRT = buffers.historyRTSystem.GetFrameRT((int)HistoryBufferType.AmbientOcclusion, 1);
BlitFullscreenMesh(cmd, previousFrameRT, currentFrameRT, viewportRect, material, Pass.Temporal_Filter);
cmd.SetGlobalTexture(ShaderProperties.hbaoTex, currentFrameRT);
}
// increment buffers frameCount for next frame, track last buffer use
buffers.frameCount++;
buffers.lastRenderedFrame = Time.frameCount;
}
else
cmd.SetGlobalVector(ShaderProperties.historyBufferRTHandleScale, Vector4.one);
}
private void Composite(CommandBuffer cmd)
{
// AO 결과를 메인 렌더 타겟에 합성
BlitFullscreenMesh(cmd,
hbao.mode.value == HBAO.Mode.LitAO ? source : ShaderProperties.inputTex,
source,
material,
hbao.debugMode.value == HBAO.DebugMode.ViewNormals ? Pass.Debug_ViewNormals : Pass.Composite
);
if (hbao.mode.value == HBAO.Mode.LitAO)
{
cmd.SetGlobalTexture("_ScreenSpaceOcclusionTexture", ShaderProperties.ssaoTex);
cmd.SetGlobalVector("_AmbientOcclusionParam", new Vector4(0f, 0f, 0f, hbao.directLightingStrength.value));
}
}
private void UpdateMaterialProperties()
{
var sourceWidth = cameraData.cameraTargetDescriptor.width;
var sourceHeight = cameraData.cameraTargetDescriptor.height;
//float tanHalfFovY = Mathf.Tan(0.5f * cameraData.camera.fieldOfView * Mathf.Deg2Rad);
//float invFocalLenX = 1.0f / (1.0f / tanHalfFovY * (sourceHeight / (float)sourceWidth));
//float invFocalLenY = 1.0f / (1.0f / tanHalfFovY);
float invFocalLenX = 1.0f / cameraData.camera.projectionMatrix.m00;
float invFocalLenY = 1.0f / cameraData.camera.projectionMatrix.m11;
float maxRadInPixels = Mathf.Max(16, hbao.maxRadiusPixels.value * Mathf.Sqrt((sourceWidth * numberOfEyes * sourceHeight) / (1080.0f * 1920.0f)));
maxRadInPixels /= (hbao.deinterleaving.value == HBAO.Deinterleaving.x4 ? 4 : 1);
var targetScale = hbao.deinterleaving.value == HBAO.Deinterleaving.x4 ?
new Vector4(reinterleavedAoDesc.width / (float)sourceWidth, reinterleavedAoDesc.height / (float)sourceHeight, 1.0f / (reinterleavedAoDesc.width / (float)sourceWidth), 1.0f / (reinterleavedAoDesc.height / (float)sourceHeight)) :
hbao.resolution.value == HBAO.Resolution.Half /*&& (settings.perPixelNormals.value == HBAO.PerPixelNormals.Reconstruct2Samples || settings.perPixelNormals.value == HBAO.PerPixelNormals.Reconstruct4Samples)*/ ?
new Vector4((sourceWidth + 0.5f) / sourceWidth, (sourceHeight + 0.5f) / sourceHeight, 1f, 1f) :
Vector4.one;
material.SetTexture(ShaderProperties.noiseTex, noiseTex);
material.SetVector(ShaderProperties.inputTexelSize, new Vector4(1f / sourceWidth, 1f / sourceHeight, sourceWidth, sourceHeight));
material.SetVector(ShaderProperties.aoTexelSize, new Vector4(1f / aoDesc.width, 1f / aoDesc.height, aoDesc.width, aoDesc.height));
material.SetVector(ShaderProperties.deinterleavedAOTexelSize, new Vector4(1.0f / deinterleavedAoDesc.width, 1.0f / deinterleavedAoDesc.height, deinterleavedAoDesc.width, deinterleavedAoDesc.height));
material.SetVector(ShaderProperties.reinterleavedAOTexelSize, new Vector4(1f / reinterleavedAoDesc.width, 1f / reinterleavedAoDesc.height, reinterleavedAoDesc.width, reinterleavedAoDesc.height));
material.SetVector(ShaderProperties.targetScale, targetScale);
material.SetVector(ShaderProperties.uvToView, new Vector4(2.0f * invFocalLenX, -2.0f * invFocalLenY, -1.0f * invFocalLenX, 1.0f * invFocalLenY));
material.SetMatrix(ShaderProperties.worldToCameraMatrix, cameraData.camera.worldToCameraMatrix);
//material.SetFloat(ShaderProperties.radius, hbao.radius.value * 0.5f * ((sourceHeight / (hbao.deinterleaving.value == HBAO.Deinterleaving.x4 ? 4 : 1)) / (tanHalfFovY * 2.0f)));
material.SetFloat(ShaderProperties.radius, hbao.radius.value * 0.5f * ((sourceHeight / (hbao.deinterleaving.value == HBAO.Deinterleaving.x4 ? 4 : 1)) / (invFocalLenY * 2.0f)));
material.SetFloat(ShaderProperties.maxRadiusPixels, maxRadInPixels);
material.SetFloat(ShaderProperties.negInvRadius2, -1.0f / (hbao.radius.value * hbao.radius.value));
material.SetFloat(ShaderProperties.angleBias, hbao.bias.value);
material.SetFloat(ShaderProperties.aoMultiplier, 2.0f * (1.0f / (1.0f - hbao.bias.value)));
material.SetFloat(ShaderProperties.intensity, isLinearColorSpace ? hbao.intensity.value : hbao.intensity.value * 0.454545454545455f);
material.SetFloat(ShaderProperties.multiBounceInfluence, hbao.multiBounceInfluence.value);
material.SetFloat(ShaderProperties.offscreenSamplesContrib, hbao.offscreenSamplesContribution.value);
material.SetFloat(ShaderProperties.maxDistance, hbao.maxDistance.value);
material.SetFloat(ShaderProperties.distanceFalloff, hbao.distanceFalloff.value);
material.SetColor(ShaderProperties.baseColor, hbao.baseColor.value);
material.SetFloat(ShaderProperties.blurSharpness, hbao.sharpness.value);
material.SetFloat(ShaderProperties.colorBleedSaturation, hbao.saturation.value);
material.SetFloat(ShaderProperties.colorBleedBrightnessMask, hbao.brightnessMask.value);
material.SetVector(ShaderProperties.colorBleedBrightnessMaskRange, AdjustBrightnessMaskToGammaSpace(new Vector2(Mathf.Pow(hbao.brightnessMaskRange.value.x, 3), Mathf.Pow(hbao.brightnessMaskRange.value.y, 3))));
}
private void UpdateShaderKeywords()
{
if (m_ShaderKeywords == null || m_ShaderKeywords.Length != 12) m_ShaderKeywords = new string[12];
m_ShaderKeywords[0] = ShaderProperties.GetOrthographicProjectionKeyword(cameraData.camera.orthographic);
m_ShaderKeywords[1] = ShaderProperties.GetQualityKeyword(hbao.quality.value);
m_ShaderKeywords[2] = ShaderProperties.GetNoiseKeyword(hbao.noiseType.value);
m_ShaderKeywords[3] = ShaderProperties.GetDeinterleavingKeyword(hbao.deinterleaving.value);
m_ShaderKeywords[4] = ShaderProperties.GetDebugKeyword(hbao.debugMode.value);
m_ShaderKeywords[5] = ShaderProperties.GetMultibounceKeyword(hbao.useMultiBounce.value, hbao.mode.value == HBAO.Mode.LitAO);
m_ShaderKeywords[6] = ShaderProperties.GetOffscreenSamplesContributionKeyword(hbao.offscreenSamplesContribution.value);
m_ShaderKeywords[7] = ShaderProperties.GetPerPixelNormalsKeyword(hbao.perPixelNormals.value);
m_ShaderKeywords[8] = ShaderProperties.GetBlurRadiusKeyword(hbao.blurType.value);
m_ShaderKeywords[9] = ShaderProperties.GetVarianceClippingKeyword(hbao.varianceClipping.value);
m_ShaderKeywords[10] = ShaderProperties.GetColorBleedingKeyword(hbao.colorBleedingEnabled.value, hbao.mode.value == HBAO.Mode.LitAO);
m_ShaderKeywords[11] = ShaderProperties.GetModeKeyword(hbao.mode.value);
material.shaderKeywords = m_ShaderKeywords;
}
private void CheckParameters()
{
if (hbao.deinterleaving.value != HBAO.Deinterleaving.Disabled && SystemInfo.supportedRenderTargetCount < 4)
hbao.SetDeinterleaving(HBAO.Deinterleaving.Disabled);
if (hbao.temporalFilterEnabled.value && !motionVectorsSupported)
hbao.EnableTemporalFilter(false);
if (hbao.colorBleedingEnabled.value && hbao.temporalFilterEnabled.value && SystemInfo.supportedRenderTargetCount < 2)
hbao.EnableTemporalFilter(false);
if (hbao.colorBleedingEnabled.value && hbao.mode.value == HBAO.Mode.LitAO)
hbao.EnableColorBleeding(false);
// Noise texture
if (noiseTex == null || m_PreviousNoiseType != hbao.noiseType.value)
{
CoreUtils.Destroy(noiseTex);
CreateNoiseTexture();
m_PreviousNoiseType = hbao.noiseType.value;
}
}
private RenderTextureDescriptor GetStereoCompatibleDescriptor(int width, int height, RenderTextureFormat format = RenderTextureFormat.Default, int depthBufferBits = 0, RenderTextureReadWrite readWrite = RenderTextureReadWrite.Default)
{
// Inherit the VR setup from the camera descriptor
var desc = sourceDesc;
desc.depthBufferBits = depthBufferBits;
desc.msaaSamples = 1;
desc.width = width;
desc.height = height;
desc.colorFormat = format;
if (readWrite == RenderTextureReadWrite.sRGB)
desc.sRGB = true;
else if (readWrite == RenderTextureReadWrite.Linear)
desc.sRGB = false;
else if (readWrite == RenderTextureReadWrite.Default)
desc.sRGB = isLinearColorSpace;
return desc;
}
public void BlitFullscreenMesh(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, Material material, int passIndex = 0)
{
cmd.SetGlobalTexture(ShaderProperties.mainTex, source);
cmd.SetRenderTarget(destination, 0, CubemapFace.Unknown, -1);
cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, material, 0, passIndex);
}
public void BlitFullscreenMesh(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, Rect viewportRect, Material material, int passIndex = 0)
{
cmd.SetGlobalTexture(ShaderProperties.mainTex, source);
cmd.SetRenderTarget(destination, 0, CubemapFace.Unknown, -1);
cmd.SetViewport(viewportRect);
cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, material, 0, passIndex);
}
public void BlitFullscreenMesh(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier[] destinations, Material material, int passIndex = 0)
{
cmd.SetGlobalTexture(ShaderProperties.mainTex, source);
cmd.SetRenderTarget(destinations, destinations[0], 0, CubemapFace.Unknown, -1);
cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, material, 0, passIndex);
}
public void BlitFullscreenMesh(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier[] destinations, Rect viewportRect, Material material, int passIndex = 0)
{
cmd.SetGlobalTexture(ShaderProperties.mainTex, source);
cmd.SetRenderTarget(destinations, destinations[0], 0, CubemapFace.Unknown, -1);
cmd.SetViewport(viewportRect);
cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, material, 0, passIndex);
}
public void BlitFullscreenMeshWithClear(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, Material material, Color clearColor, int passIndex = 0)
{
cmd.SetGlobalTexture(ShaderProperties.mainTex, source);
cmd.SetRenderTarget(destination, 0, CubemapFace.Unknown, -1);
cmd.ClearRenderTarget(false, true, clearColor);
cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, material, 0, passIndex);
}
private Vector2 AdjustBrightnessMaskToGammaSpace(Vector2 v)
{
return isLinearColorSpace ? v : ToGammaSpace(v);
}
private float ToGammaSpace(float v)
{
return Mathf.Pow(v, 0.454545454545455f);
}
private Vector2 ToGammaSpace(Vector2 v)
{
return new Vector2(ToGammaSpace(v.x), ToGammaSpace(v.y));
}
private void CreateNoiseTexture()
{
noiseTex = new Texture2D(4, 4, SystemInfo.SupportsTextureFormat(TextureFormat.RGHalf) ? TextureFormat.RGHalf : TextureFormat.RGB24, false, true);
noiseTex.filterMode = FilterMode.Point;
noiseTex.wrapMode = TextureWrapMode.Repeat;
int z = 0;
for (int x = 0; x < 4; ++x)
{
for (int y = 0; y < 4; ++y)
{
float r1 = hbao.noiseType.value != HBAO.NoiseType.Dither ? 0.25f * (0.0625f * ((x + y & 3) << 2) + (x & 3)) : MersenneTwister.Numbers[z++];
float r2 = hbao.noiseType.value != HBAO.NoiseType.Dither ? 0.25f * ((y - x) & 3) : MersenneTwister.Numbers[z++];
Color color = new Color(r1, r2, 0);
noiseTex.SetPixel(x, y, color);
}
}
noiseTex.Apply();
for (int i = 0, j = 0; i < s_jitter.Length; ++i)
{
float r1 = MersenneTwister.Numbers[j++];
float r2 = MersenneTwister.Numbers[j++];
s_jitter[i] = new Vector2(r1, r2);
}
}
}
[SerializeField, HideInInspector]
private Shader shader;
private HBAORenderPass m_HBAORenderPass;
void OnDisable()
{
m_HBAORenderPass?.Cleanup();
}
public override void Create()
{
if (!isActive)
{
m_HBAORenderPass?.Cleanup();
m_HBAORenderPass = null;
return;
}
name = "HBAO";
m_HBAORenderPass = new HBAORenderPass();
m_HBAORenderPass.FillSupportedRenderTextureFormats();
}
#if URP_10_0_0_OR_NEWER
protected override void Dispose(bool disposing)
{
m_HBAORenderPass?.Cleanup();
m_HBAORenderPass = null;
}
#endif
// Here you can inject one or multiple render passes in the renderer.
// This method is called when setting up the renderer once per-camera.
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
shader = Shader.Find("Hidden/Universal Render Pipeline/HBAO");
if (shader == null)
{
Debug.LogWarning("HBAO shader was not found. Please ensure it compiles correctly");
return;
}
if (renderingData.cameraData.postProcessEnabled)
{
m_HBAORenderPass.Setup(shader, renderer, renderingData);
renderer.EnqueuePass(m_HBAORenderPass);
}
}
}
}