2025-05-10 23:29:11 +09:00

1565 lines
91 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering;
#if UNITY_2023_3_OR_NEWER
using UnityEngine.Rendering.RenderGraphModule;
#endif
using UnityEngine.Rendering.Universal;
#if ENABLE_VR_MODULE && ENABLE_VR
using XRSettings = UnityEngine.XR.XRSettings;
#endif
namespace HorizonBasedAmbientOcclusion.Universal
{
public class HBAORendererFeature : ScriptableRendererFeature
{
private class HBAORenderPass : ScriptableRenderPass
{
public HBAO hbao;
#if UNITY_2023_3_OR_NEWER
// Holds the data needed for the render pass.
private class PassData
{
public Material Material { get; set; }
public RenderTextureDescriptor TargetDescriptor { get; set; }
public RenderTextureDescriptor AOTextureDescriptor { get; set; }
public TextureHandle CameraDepthTexture { get; set; }
public TextureHandle SourceTexture { get; set; }
public TextureHandle AOTexture { get; set; }
public TextureHandle TempTexture { get; set; }
public TextureHandle DestinationTexture { get; set; }
public CameraHistoryBuffers HistoryBuffers { get; set; }
public RenderTargetIdentifier[] TemporalFilterRenderTargets { get; set; }
public Mesh FullscreenTriangle { get; set; }
public MaterialPropertyBlock MaterialProperties { get; set; }
public bool UseLitAO { get; set; }
public bool UseColorBleeding { get; set; }
public bool UseBlur { get; set; }
public bool UseTemporalFilter { get; set; }
public float DirectLightingStrength { get; set; }
public bool ShowDebug { get; set; }
public bool ShowViewNormals { get; set; }
public bool RenderingInSceneView { get; set; }
}
#endif
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;
public static int cameraDepthTexture;
public static int screenSpaceOcclusionTexture;
public static int screenSpaceOcclusionParam;
#if UNITY_2023_3_OR_NEWER
public static GlobalKeyword screenSpaceOcclusionKeyword;
#endif
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");
cameraDepthTexture = Shader.PropertyToID("_CameraDepthTexture");
screenSpaceOcclusionTexture = Shader.PropertyToID("_ScreenSpaceOcclusionTexture");
screenSpaceOcclusionParam = Shader.PropertyToID("_AmbientOcclusionParam");
#if UNITY_2023_3_OR_NEWER
screenSpaceOcclusionKeyword = GlobalKeyword.Create(ShaderKeywordStrings.ScreenSpaceOcclusion);
#endif
}
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 Camera camera { 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 RenderTextureDescriptor ssaoDesc { get; set; }
private RenderTextureFormat colorFormat { get; set; }
private RenderTextureFormat ssaoFormat { get; set; }
private GraphicsFormat graphicsColorFormat { get; set; }
private GraphicsFormat graphicsDepthFormat { get; set; }
private GraphicsFormat graphicsNormalsFormat { get; set; }
private RenderTextureFormat depthFormat { get; set; }
private RenderTextureFormat normalsFormat { get; set; }
private bool motionVectorsSupported { get; set; }
private Texture2D noiseTex { get; set; }
private static bool isLinearColorSpace { get { return QualitySettings.activeColorSpace == ColorSpace.Linear; } }
private bool renderingInSceneView { get { return cameraData.camera.cameraType == CameraType.SceneView; } }
private Mesh fullscreenTriangle
{
get
{
if (m_FullscreenTriangle != null)
return m_FullscreenTriangle;
m_FullscreenTriangle = new Mesh { name = "Fullscreen Triangle" };
// Because we have to support older platforms (GLES2/3, DX9 etc) we can't do all of
// this directly in the vertex shader using vertex ids :(
m_FullscreenTriangle.SetVertices(new List<Vector3>
{
new Vector3(-1f, -1f, 0f),
new Vector3(-1f, 3f, 0f),
new Vector3( 3f, -1f, 0f)
});
m_FullscreenTriangle.SetIndices(new[] { 0, 1, 2 }, MeshTopology.Triangles, 0, false);
m_FullscreenTriangle.UploadMeshData(false);
return m_FullscreenTriangle;
}
}
private MaterialPropertyBlock materialPropertyBlock
{
get
{
if (m_MaterialPropertyBlock != null)
return m_MaterialPropertyBlock;
m_MaterialPropertyBlock = new MaterialPropertyBlock();
return m_MaterialPropertyBlock;
}
}
private Mesh m_FullscreenTriangle;
private MaterialPropertyBlock m_MaterialPropertyBlock;
private HBAO.Resolution? m_PreviousResolution;
private HBAO.NoiseType? m_PreviousNoiseType;
private bool m_PreviousColorBleedingEnabled;
#if ENABLE_VR_MODULE && ENABLE_VR
private XRSettings.StereoRenderingMode m_PrevStereoRenderingMode;
#endif
private string[] m_ShaderKeywords;
private RenderTargetIdentifier[] m_RtsDepth = new RenderTargetIdentifier[4];
private RenderTargetIdentifier[] m_RtsNormals = new RenderTargetIdentifier[4];
private RenderTargetIdentifier[] m_RtsTemporalFilter = new RenderTargetIdentifier[2];
private List<CameraHistoryBuffers> m_CameraHistoryBuffers = new List<CameraHistoryBuffers>();
private Vector4[] m_UVToViewPerEye = new Vector4[2];
private float[] m_RadiusPerEye = new float[2];
private ProfilingSampler m_ProfilingSampler = new ProfilingSampler("HBAO");
public void FillSupportedRenderTextureFormats()
{
colorFormat = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf) ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.Default;
ssaoFormat = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.R8) ? RenderTextureFormat.R8 : RenderTextureFormat.ARGB32;
graphicsColorFormat = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf) ? GraphicsFormat.R16G16B16A16_SFloat : GraphicsFormat.R8G8B8A8_SRGB;
graphicsDepthFormat = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.RFloat) ? GraphicsFormat.R32_SFloat : GraphicsFormat.R16_SFloat;
graphicsNormalsFormat = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGB2101010) ? GraphicsFormat.A2R10G10B10_UNormPack32 : 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);
//---
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
#if !UNITY_2023_3_OR_NEWER
ConfigureColorStoreAction(RenderBufferStoreAction.DontCare);
#endif
// Configures where the render pass should be injected.
// Rendering after PrePasses is usually correct except when depth priming is in play:
// then we rely on a depth resolve taking place after the PrePasses in order to have it ready for SSAO.
// Hence we set the event to RenderPassEvent.AfterRenderingPrePasses + 1 at the earliest.
renderPassEvent = hbao.debugMode.value == HBAO.DebugMode.Disabled ?
hbao.mode.value == HBAO.Mode.LitAO ?
hbao.renderingPath.value == HBAO.RenderingPath.Deferred ? RenderPassEvent.AfterRenderingGbuffer : RenderPassEvent.AfterRenderingPrePasses + 1 :
RenderPassEvent.BeforeRenderingTransparents : RenderPassEvent.AfterRenderingTransparents;
#else
// Configures where the render pass should be injected.
// Rendering after PrePasses is usually correct except when depth priming is in play:
// then we rely on a depth resolve taking place after the PrePasses in order to have it ready for SSAO.
// Hence we set the event to RenderPassEvent.AfterRenderingPrePasses + 1 at the earliest.
renderPassEvent = hbao.debugMode.value == HBAO.DebugMode.Disabled ?
hbao.mode.value == HBAO.Mode.LitAO ? RenderPassEvent.AfterRenderingPrePasses + 1 : RenderPassEvent.BeforeRenderingTransparents :
RenderPassEvent.AfterRenderingTransparents;
#endif
}
#if UNITY_2023_3_OR_NEWER
[System.Obsolete]
#endif
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
//source = new RenderTargetIdentifier("_CameraColorTexture");
#if UNITY_2022_1_OR_NEWER
source = renderingData.cameraData.renderer.cameraColorTargetHandle;
#else
source = renderingData.cameraData.renderer.cameraColorTarget;
#endif
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);
// Configures where the render pass should be injected.
// Rendering after PrePasses is usually correct except when depth priming is in play:
// then we rely on a depth resolve taking place after the PrePasses in order to have it ready for SSAO.
// Hence we set the event to RenderPassEvent.AfterRenderingPrePasses + 1 at the earliest.
renderPassEvent = hbao.debugMode.value == HBAO.DebugMode.Disabled ?
hbao.mode.value == HBAO.Mode.LitAO ?
hbao.renderingPath.value == HBAO.RenderingPath.Deferred ? RenderPassEvent.AfterRenderingGbuffer : RenderPassEvent.AfterRenderingPrePasses + 1 :
RenderPassEvent.BeforeRenderingTransparents : RenderPassEvent.AfterRenderingTransparents;
#else
// Configures where the render pass should be injected.
// Rendering after PrePasses is usually correct except when depth priming is in play:
// then we rely on a depth resolve taking place after the PrePasses in order to have it ready for SSAO.
// Hence we set the event to RenderPassEvent.AfterRenderingPrePasses + 1 at the earliest.
renderPassEvent = hbao.debugMode.value == HBAO.DebugMode.Disabled ?
hbao.mode.value == HBAO.Mode.LitAO ? RenderPassEvent.AfterRenderingPrePasses + 1 : RenderPassEvent.BeforeRenderingTransparents :
RenderPassEvent.AfterRenderingTransparents;
#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.
#if UNITY_2023_3_OR_NEWER
[System.Obsolete]
#endif
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.
#if UNITY_2023_3_OR_NEWER
[System.Obsolete]
#endif
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)
{
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.ScreenSpaceOcclusion, true);
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);
}
#if UNITY_2023_3_OR_NEWER
// The RecordRenderGraph function will define the Setup and Rendering functions for our render pass.
// In the Setup we will configure resources such as which textures it reads from and what render textures
// it writes to. The Rendering delegate will contain the rendering code that will execute in the render
// graph execution step.
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
if (material == null || !hbao.IsActive()) return;
UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
UniversalCameraData universalCameraData = frameData.Get<UniversalCameraData>();
FetchRenderParameters(universalCameraData.cameraTargetDescriptor);
CheckParameters();
UpdateMaterialPropertiesRG(universalCameraData);
UpdateShaderKeywordsRG(universalCameraData);
var historyBuffers = GetCurrentCameraHistoryBuffersRG(universalCameraData);
historyBuffers?.historyRTSystem.SwapAndSetReferenceSize(aoDesc.width, aoDesc.height);
using (var builder = renderGraph.AddUnsafePass<PassData>("HBAO Pass", out var passData, m_ProfilingSampler))
{
// Shader keyword changes are considered as global state modifications
builder.AllowGlobalStateModification(true);
builder.AllowPassCulling(false);
TextureHandle cameraDepthTexture = hbao.renderingPath.value == HBAO.RenderingPath.Deferred ? resourceData.activeDepthTexture : resourceData.cameraDepthTexture;
TextureHandle cameraNormalsTexture = resourceData.cameraNormalsTexture;
TextureHandle motionVectorsTexture = resourceData.motionVectorColor;
// source texture is the active color buffer
TextureHandle sourceTexture = resourceData.activeColorTexture;
// descriptor that match the size and format of the pipeline color buffer.
RenderTextureDescriptor targetDesc = universalCameraData.cameraTargetDescriptor;
targetDesc.depthBufferBits = 0; // we don't need the depth buffer
targetDesc.msaaSamples = 1;
bool passUsesCameraNormals = hbao.perPixelNormals.value == HBAO.PerPixelNormals.Camera;
bool passUsesMotionVectors = hbao.temporalFilterEnabled.value;
bool passUsesLitAO = hbao.mode.value == HBAO.Mode.LitAO;
bool passUsesBlur = hbao.blurType.value != HBAO.BlurType.None;
bool passUsesTemporalFilter = hbao.temporalFilterEnabled.value;
bool passUsesColorBleeding = hbao.colorBleedingEnabled.value;
bool passShowDebug = hbao.debugMode.value != HBAO.DebugMode.Disabled;
// fill up the passData with the data needed by the pass
passData.Material = material;
passData.TargetDescriptor = targetDesc;
passData.AOTextureDescriptor = aoDesc;
passData.CameraDepthTexture = cameraDepthTexture;
passData.SourceTexture = sourceTexture;
passData.AOTexture = UniversalRenderer.CreateRenderGraphTexture(renderGraph, aoDesc, "_HBAO_AOTexture0", false, FilterMode.Bilinear);
passData.TempTexture = passUsesBlur ? UniversalRenderer.CreateRenderGraphTexture(renderGraph, aoDesc, "_HBAO_AOTexture1", false, FilterMode.Bilinear) : TextureHandle.nullHandle;
passData.DestinationTexture = passUsesLitAO && !passShowDebug ?
UniversalRenderer.CreateRenderGraphTexture(renderGraph, ssaoDesc, "_ScreenSpaceOcclusionTexture", false, FilterMode.Bilinear) :
UniversalRenderer.CreateRenderGraphTexture(renderGraph, targetDesc, "_ScreenSpaceOcclusionTexture", false, FilterMode.Bilinear);
passData.HistoryBuffers = historyBuffers;
passData.TemporalFilterRenderTargets = m_RtsTemporalFilter;
passData.FullscreenTriangle = fullscreenTriangle;
passData.MaterialProperties = materialPropertyBlock;
passData.UseLitAO = passUsesLitAO;
passData.UseColorBleeding = passUsesColorBleeding;
passData.UseBlur = passUsesBlur;
passData.UseTemporalFilter = passUsesTemporalFilter;
passData.DirectLightingStrength = hbao.directLightingStrength.value;
passData.ShowDebug = passShowDebug;
passData.ShowViewNormals = hbao.debugMode.value == HBAO.DebugMode.ViewNormals;
passData.RenderingInSceneView = universalCameraData.camera.cameraType == CameraType.SceneView;
// declare the textures used in this pass
builder.UseTexture(cameraDepthTexture, AccessFlags.Read);
if (passUsesCameraNormals)
builder.UseTexture(cameraNormalsTexture, AccessFlags.Read);
if (passUsesMotionVectors)
builder.UseTexture(motionVectorsTexture, AccessFlags.Read);
builder.UseTexture(passData.SourceTexture, passUsesLitAO && !passShowDebug ? AccessFlags.Read : AccessFlags.ReadWrite);
builder.UseTexture(passData.AOTexture, AccessFlags.ReadWrite);
if (passData.TempTexture.IsValid())
builder.UseTexture(passData.TempTexture, AccessFlags.ReadWrite);
builder.UseTexture(passData.DestinationTexture, passUsesLitAO && !passShowDebug ? AccessFlags.Write : AccessFlags.ReadWrite);
// for litAO make SSAO texture global after this pass
if (passUsesLitAO && !passShowDebug)
{
//resourceData.ssaoTexture = passData.DestinationTexture;
builder.SetGlobalTextureAfterPass(passData.DestinationTexture, ShaderProperties.screenSpaceOcclusionTexture);
}
builder.SetRenderFunc((PassData data, UnsafeGraphContext context) => ExecutePass(data, context));
}
}
// ExecutePass is the render function for each of the blit render graph recordings. This is good
// practice to avoid using variables outside of the lambda it is called from.
// It is static to avoid using member variables which could cause unintended behaviour.
private static void ExecutePass(PassData data, UnsafeGraphContext rgContext)
{
var cmd = CommandBufferHelpers.GetNativeCommandBuffer(rgContext.cmd);
//var mpb = rgContext.renderGraphPool.GetTempMaterialPropertyBlock(); // allocate GC, replaced by custom solution below
var mpb = data.MaterialProperties;
mpb.SetTexture(ShaderProperties.cameraDepthTexture, data.CameraDepthTexture); // is it really required?
if (!data.UseLitAO || data.ShowDebug)
BlitFullscreenTriangle(cmd, data.SourceTexture, data.DestinationTexture, data.Material, data.FullscreenTriangle, Pass.Copy, mpb);
// AO
mpb.SetVector(ShaderProperties.temporalParams, data.HistoryBuffers != null ? new Vector2(s_temporalRotations[data.HistoryBuffers.frameCount % 6] / 360.0f, s_temporalOffsets[data.HistoryBuffers.frameCount % 4]) : Vector2.zero);
BlitFullscreenTriangleWithClear(cmd, data.SourceTexture, data.AOTexture, data.Material, new Color(0, 0, 0, 1), data.FullscreenTriangle, Pass.AO, mpb);
// blur
if (data.UseBlur)
{
float width = data.AOTextureDescriptor.width;
float height = data.AOTextureDescriptor.height;
if (data.TargetDescriptor.useDynamicScale)
{
width *= ScalableBufferManager.widthScaleFactor;
height *= ScalableBufferManager.heightScaleFactor;
}
mpb.SetVector(ShaderProperties.blurDeltaUV, new Vector2(1f / width, 0));
BlitFullscreenTriangle(cmd, data.AOTexture, data.TempTexture, data.Material, data.FullscreenTriangle, Pass.Blur, mpb);
mpb.SetVector(ShaderProperties.blurDeltaUV, new Vector2(0, 1f / height));
BlitFullscreenTriangle(cmd, data.TempTexture, data.AOTexture, data.Material, data.FullscreenTriangle, Pass.Blur, mpb);
}
mpb.SetTexture(ShaderProperties.hbaoTex, data.AOTexture);
// temporal filter
if (data.UseTemporalFilter && !data.RenderingInSceneView && data.HistoryBuffers != null)
{
mpb.SetVector(ShaderProperties.historyBufferRTHandleScale, data.HistoryBuffers.historyRTSystem.rtHandleProperties.rtHandleScale);
if (data.HistoryBuffers.frameCount == 0)
{
// buffers were just allocated this frame, clear them (previous frame RT)
RenderTargetIdentifier aoRenderTargetIdentifier = new RenderTargetIdentifier(data.HistoryBuffers.historyRTSystem.GetFrameRT((int)HistoryBufferType.AmbientOcclusion, 1), 0, CubemapFace.Unknown, RenderTargetIdentifier.AllDepthSlices);
cmd.SetRenderTarget(aoRenderTargetIdentifier, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store);
cmd.ClearRenderTarget(false, true, Color.white);
if (data.UseColorBleeding)
{
RenderTargetIdentifier cbRenderTargetIdentifier = new RenderTargetIdentifier(data.HistoryBuffers.historyRTSystem.GetFrameRT((int)HistoryBufferType.ColorBleeding, 1), 0, CubemapFace.Unknown, RenderTargetIdentifier.AllDepthSlices);
cmd.SetRenderTarget(cbRenderTargetIdentifier, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store);
cmd.ClearRenderTarget(false, true, new Color(0, 0, 0, 1));
}
}
var viewportRect = new Rect(Vector2.zero, data.HistoryBuffers.historyRTSystem.rtHandleProperties.currentViewportSize);
if (data.UseColorBleeding)
{
// 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 = data.HistoryBuffers.historyRTSystem.GetFrameRT((int)HistoryBufferType.AmbientOcclusion, 0);
var currentFrameCBRT = data.HistoryBuffers.historyRTSystem.GetFrameRT((int)HistoryBufferType.ColorBleeding, 0);
var previousFrameAORT = data.HistoryBuffers.historyRTSystem.GetFrameRT((int)HistoryBufferType.AmbientOcclusion, 1);
var previousFrameCBRT = data.HistoryBuffers.historyRTSystem.GetFrameRT((int)HistoryBufferType.ColorBleeding, 1);
data.TemporalFilterRenderTargets[0] = currentFrameAORT;
data.TemporalFilterRenderTargets[1] = currentFrameCBRT;
//cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity);
mpb.SetTexture(ShaderProperties.tempTex, previousFrameCBRT);
BlitFullscreenTriangle(cmd, previousFrameAORT, data.TemporalFilterRenderTargets, viewportRect, data.Material, data.FullscreenTriangle, Pass.Temporal_Filter, mpb);
//cmd.SetViewProjectionMatrices(cameraData.camera.worldToCameraMatrix, cameraData.camera.projectionMatrix);
mpb.SetTexture(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 = data.HistoryBuffers.historyRTSystem.GetFrameRT((int)HistoryBufferType.AmbientOcclusion, 0);
var previousFrameRT = data.HistoryBuffers.historyRTSystem.GetFrameRT((int)HistoryBufferType.AmbientOcclusion, 1);
BlitFullscreenTriangle(cmd, previousFrameRT, currentFrameRT, viewportRect, data.Material, data.FullscreenTriangle, Pass.Temporal_Filter, mpb);
mpb.SetTexture(ShaderProperties.hbaoTex, currentFrameRT);
}
// increment buffers frameCount for next frame, track last buffer use
data.HistoryBuffers.frameCount++;
data.HistoryBuffers.lastRenderedFrame = Time.frameCount;
}
else
mpb.SetVector(ShaderProperties.historyBufferRTHandleScale, Vector4.one);
// composite
if (data.UseLitAO && !data.ShowDebug)
{
BlitFullscreenTriangle(cmd, data.SourceTexture, data.DestinationTexture, data.Material, data.FullscreenTriangle, Pass.Composite, mpb);
// set global ambient occlusion keyword and param so that it is used by lit shaders
cmd.SetKeyword(ShaderProperties.screenSpaceOcclusionKeyword, true);
cmd.SetGlobalVector(ShaderProperties.screenSpaceOcclusionParam, new Vector4(1f, 0f, 0f, data.DirectLightingStrength));
}
else
BlitFullscreenTriangle(cmd, data.DestinationTexture, data.SourceTexture, data.Material, data.FullscreenTriangle, data.ShowViewNormals ? Pass.Debug_ViewNormals : Pass.Composite, mpb);
}
#endif
/// 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); // TODO: should not be called with RenderGraph rendering
#if UNITY_2023_3_OR_NEWER
cmd.SetKeyword(ShaderProperties.screenSpaceOcclusionKeyword, false);
#else
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);
ssaoDesc = GetStereoCompatibleDescriptor(width, height, format: ssaoFormat, 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);
}
}
private RTHandle HistoryBufferAllocator(RTHandleSystem rtHandleSystem, int frameIndex)
{
var texDimension = TextureDimension.Tex2D;
var sliceCount = 1;
#if ENABLE_VR_MODULE && ENABLE_VR
if (XRSettings.enabled && XRSettings.stereoRenderingMode == XRSettings.StereoRenderingMode.SinglePassInstanced)
{
texDimension = TextureDimension.Tex2DArray;
sliceCount = 2;
}
#endif
return rtHandleSystem.Alloc(Vector2.one, colorFormat: graphicsColorFormat, useDynamicScale: true, name: "HBAO_HistoryBuffer_" + frameIndex, dimension: texDimension, slices: sliceCount);
//return rtHandleSystem.Alloc(scaleFactor: Vector2.one, slices: TextureXR.slices, colorFormat: graphicsColorFormat, dimension: TextureXR.dimension, useDynamicScale: true, name: "HBAO_HistoryBuffer_" + frameIndex);
}
private void AllocCameraHistoryBuffers(ref CameraHistoryBuffers buffers)
{
buffers = new CameraHistoryBuffers();
buffers.camera = cameraData.camera;
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);
}
#if UNITY_2023_3_OR_NEWER
private void AllocCameraHistoryBuffersRG(UniversalCameraData cameraData, ref CameraHistoryBuffers buffers)
{
buffers = new CameraHistoryBuffers();
buffers.camera = cameraData.camera;
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);
}
#endif
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].camera == cameraData.camera)
{
buffers = m_CameraHistoryBuffers[i];
break;
}
}
if ((m_PreviousColorBleedingEnabled != hbao.colorBleedingEnabled.value ||
#if ENABLE_VR_MODULE && ENABLE_VR
m_PrevStereoRenderingMode != XRSettings.stereoRenderingMode ||
#endif
m_PreviousResolution != hbao.resolution.value)
&& buffers != null)
{
ReleaseCameraHistoryBuffers(ref buffers);
m_PreviousColorBleedingEnabled = hbao.colorBleedingEnabled.value;
m_PreviousResolution = hbao.resolution.value;
#if ENABLE_VR_MODULE && ENABLE_VR
m_PrevStereoRenderingMode = XRSettings.stereoRenderingMode;
#endif
}
if (buffers == null)
AllocCameraHistoryBuffers(ref buffers);
}
return buffers;
}
#if UNITY_2023_3_OR_NEWER
private CameraHistoryBuffers GetCurrentCameraHistoryBuffersRG(UniversalCameraData cameraData)
{
CameraHistoryBuffers buffers = null;
if (hbao.temporalFilterEnabled.value && !(cameraData.cameraType == CameraType.SceneView))
{
for (var i = 0; i < m_CameraHistoryBuffers.Count; i++)
{
if (m_CameraHistoryBuffers[i].camera == cameraData.camera)
{
buffers = m_CameraHistoryBuffers[i];
break;
}
}
if ((m_PreviousColorBleedingEnabled != hbao.colorBleedingEnabled.value ||
#if ENABLE_VR_MODULE && ENABLE_VR
m_PrevStereoRenderingMode != XRSettings.stereoRenderingMode ||
#endif
m_PreviousResolution != hbao.resolution.value)
&& buffers != null)
{
ReleaseCameraHistoryBuffers(ref buffers);
m_PreviousColorBleedingEnabled = hbao.colorBleedingEnabled.value;
m_PreviousResolution = hbao.resolution.value;
#if ENABLE_VR_MODULE && ENABLE_VR
m_PrevStereoRenderingMode = XRSettings.stereoRenderingMode;
#endif
}
if (buffers == null)
AllocCameraHistoryBuffersRG(cameraData, ref buffers);
}
return buffers;
}
#endif
private void CopySource(CommandBuffer cmd)
{
BlitFullscreenTriangle(cmd, source, ShaderProperties.inputTex, material, fullscreenTriangle, Pass.Copy);
}
private void AO(CommandBuffer cmd)
{
BlitFullscreenTriangleWithClear(cmd, hbao.mode.value == HBAO.Mode.LitAO ? source : ShaderProperties.inputTex, ShaderProperties.hbaoTex, material, new Color(0, 0, 0, 1), fullscreenTriangle, 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);
}
BlitFullscreenTriangle(cmd, BuiltinRenderTextureType.CameraTarget, m_RtsDepth, material, fullscreenTriangle, Pass.Deinterleave_Depth); // outputs 4 render textures
BlitFullscreenTriangle(cmd, BuiltinRenderTextureType.CameraTarget, m_RtsNormals, material, fullscreenTriangle, 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);
BlitFullscreenTriangleWithClear(cmd, hbao.mode.value == HBAO.Mode.LitAO ? source : ShaderProperties.inputTex, ShaderProperties.aoSliceTex[i], material, new Color(0, 0, 0, 1), fullscreenTriangle, 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));
BlitFullscreenTriangle(cmd, ShaderProperties.aoSliceTex[i], ShaderProperties.tempTex, material, fullscreenTriangle, Pass.Atlas_AO_Deinterleaved); // atlassing
cmd.ReleaseTemporaryRT(ShaderProperties.aoSliceTex[i]);
}
// Reinterleave AO
BlitFullscreenTriangle(cmd, ShaderProperties.tempTex, ShaderProperties.hbaoTex, material, fullscreenTriangle, Pass.Reinterleave_AO); // reinterleave
cmd.ReleaseTemporaryRT(ShaderProperties.tempTex);
}
private void Blur(CommandBuffer cmd)
{
if (hbao.blurType.value != HBAO.BlurType.None)
{
float width = aoDesc.width;
float height = aoDesc.height;
if (sourceDesc.useDynamicScale)
{
width *= ScalableBufferManager.widthScaleFactor;
height *= ScalableBufferManager.heightScaleFactor;
}
cmd.GetTemporaryRT(ShaderProperties.tempTex, aoDesc, FilterMode.Bilinear);
cmd.SetGlobalVector(ShaderProperties.blurDeltaUV, new Vector2(1f / width, 0));
BlitFullscreenTriangle(cmd, ShaderProperties.hbaoTex, ShaderProperties.tempTex, material, fullscreenTriangle, Pass.Blur);
cmd.SetGlobalVector(ShaderProperties.blurDeltaUV, new Vector2(0, 1f / height));
BlitFullscreenTriangle(cmd, ShaderProperties.tempTex, ShaderProperties.hbaoTex, material, fullscreenTriangle, Pass.Blur);
cmd.ReleaseTemporaryRT(ShaderProperties.tempTex);
}
}
private void TemporalFilter(CommandBuffer cmd, CameraHistoryBuffers buffers)
{
if (hbao.temporalFilterEnabled.value && !renderingInSceneView && buffers != null)
{
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), 0, CubemapFace.Unknown, -1);
cmd.ClearRenderTarget(false, true, Color.white);
if (hbao.colorBleedingEnabled.value)
{
cmd.SetRenderTarget(buffers.historyRTSystem.GetFrameRT((int)HistoryBufferType.ColorBleeding, 1), 0, CubemapFace.Unknown, -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);
BlitFullscreenTriangle(cmd, previousFrameAORT, rts, viewportRect, material, fullscreenTriangle, 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);
BlitFullscreenTriangle(cmd, previousFrameRT, currentFrameRT, viewportRect, material, fullscreenTriangle, 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)
{
BlitFullscreenTriangle(cmd,
hbao.mode.value == HBAO.Mode.LitAO ? source : ShaderProperties.inputTex,
hbao.mode.value == HBAO.Mode.LitAO && hbao.debugMode.value == HBAO.DebugMode.Disabled ? ShaderProperties.ssaoTex : source,
material, fullscreenTriangle,
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(1f, 0f, 0f, hbao.directLightingStrength.value));
}
}
private void UpdateMaterialProperties()
{
var sourceWidth = cameraData.cameraTargetDescriptor.width;
var sourceHeight = cameraData.cameraTargetDescriptor.height;
#if ENABLE_VR_MODULE && ENABLE_VR
int eyeCount = XRSettings.enabled && XRSettings.stereoRenderingMode == XRSettings.StereoRenderingMode.SinglePassInstanced && !renderingInSceneView ? 2 : 1;
#else
int eyeCount = 1;
#endif
for (int viewIndex = 0; viewIndex < eyeCount; viewIndex++)
{
var projMatrix = cameraData.GetProjectionMatrix(viewIndex);
float invTanHalfFOVxAR = projMatrix.m00; // m00 => 1.0f / (tanHalfFOV * aspectRatio)
float invTanHalfFOV = projMatrix.m11; // m11 => 1.0f / tanHalfFOV
m_UVToViewPerEye[viewIndex] = new Vector4(2.0f / invTanHalfFOVxAR, -2.0f / invTanHalfFOV, -1.0f / invTanHalfFOVxAR, 1.0f / invTanHalfFOV);
m_RadiusPerEye[viewIndex] = hbao.radius.value * 0.5f * (sourceHeight / (hbao.deinterleaving.value == HBAO.Deinterleaving.x4 ? 4 : 1) / (2.0f / invTanHalfFOV));
}
//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 maxRadInPixels = Mathf.Max(16, hbao.maxRadiusPixels.value * Mathf.Sqrt(sourceWidth * 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));
if (sourceDesc.useDynamicScale)
material.SetVector(ShaderProperties.aoTexelSize, new Vector4(1f / (aoDesc.width * ScalableBufferManager.widthScaleFactor), 1f / (aoDesc.height * ScalableBufferManager.heightScaleFactor), aoDesc.width * ScalableBufferManager.widthScaleFactor, aoDesc.height * ScalableBufferManager.heightScaleFactor));
else
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.SetVectorArray(ShaderProperties.uvToView, m_UVToViewPerEye);
//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.SetFloatArray(ShaderProperties.radius, m_RadiusPerEye);
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))));
}
#if UNITY_2023_3_OR_NEWER
private void UpdateMaterialPropertiesRG(UniversalCameraData cameraData)
{
var sourceWidth = cameraData.cameraTargetDescriptor.width;
var sourceHeight = cameraData.cameraTargetDescriptor.height;
#if ENABLE_VR_MODULE && ENABLE_VR
int eyeCount = XRSettings.enabled && XRSettings.stereoRenderingMode == XRSettings.StereoRenderingMode.SinglePassInstanced && !(cameraData.cameraType == CameraType.SceneView) ? 2 : 1;
#else
int eyeCount = 1;
#endif
for (int viewIndex = 0; viewIndex < eyeCount; viewIndex++)
{
var projMatrix = cameraData.GetProjectionMatrix(viewIndex);
float invTanHalfFOVxAR = projMatrix.m00; // m00 => 1.0f / (tanHalfFOV * aspectRatio)
float invTanHalfFOV = projMatrix.m11; // m11 => 1.0f / tanHalfFOV
m_UVToViewPerEye[viewIndex] = new Vector4(2.0f / invTanHalfFOVxAR, -2.0f / invTanHalfFOV, -1.0f / invTanHalfFOVxAR, 1.0f / invTanHalfFOV);
m_RadiusPerEye[viewIndex] = hbao.radius.value * 0.5f * (sourceHeight / (hbao.deinterleaving.value == HBAO.Deinterleaving.x4 ? 4 : 1) / (2.0f / invTanHalfFOV));
}
//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 maxRadInPixels = Mathf.Max(16, hbao.maxRadiusPixels.value * Mathf.Sqrt(sourceWidth * 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));
if (sourceDesc.useDynamicScale)
material.SetVector(ShaderProperties.aoTexelSize, new Vector4(1f / (aoDesc.width * ScalableBufferManager.widthScaleFactor), 1f / (aoDesc.height * ScalableBufferManager.heightScaleFactor), aoDesc.width * ScalableBufferManager.widthScaleFactor, aoDesc.height * ScalableBufferManager.heightScaleFactor));
else
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.SetVectorArray(ShaderProperties.uvToView, m_UVToViewPerEye);
//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.SetFloatArray(ShaderProperties.radius, m_RadiusPerEye);
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))));
}
#endif
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;
}
#if UNITY_2023_3_OR_NEWER
private void UpdateShaderKeywordsRG(UniversalCameraData cameraData)
{
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;
}
#endif
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;
}
private static void BlitFullscreenTriangle(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, Material material, Mesh fullscreenTriangle, int passIndex = 0)
{
cmd.SetGlobalTexture(ShaderProperties.mainTex, source);
cmd.SetRenderTarget(destination, 0, CubemapFace.Unknown, RenderTargetIdentifier.AllDepthSlices);
cmd.DrawMesh(fullscreenTriangle, Matrix4x4.identity, material, 0, passIndex);
}
private static void BlitFullscreenTriangle(CommandBuffer cmd, RenderTexture source, RenderTargetIdentifier destination, Material material, Mesh fullscreenTriangle, int passIndex, MaterialPropertyBlock properties)
{
properties.SetTexture(ShaderProperties.mainTex, source);
cmd.SetRenderTarget(new RenderTargetIdentifier(destination, 0, CubemapFace.Unknown, RenderTargetIdentifier.AllDepthSlices), RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store);
cmd.DrawMesh(fullscreenTriangle, Matrix4x4.identity, material, 0, passIndex, properties);
}
private static void BlitFullscreenTriangle(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, Rect viewportRect, Material material, Mesh fullscreenTriangle, int passIndex = 0)
{
cmd.SetGlobalTexture(ShaderProperties.mainTex, source);
cmd.SetRenderTarget(destination, 0, CubemapFace.Unknown, RenderTargetIdentifier.AllDepthSlices);
cmd.SetViewport(viewportRect);
cmd.DrawMesh(fullscreenTriangle, Matrix4x4.identity, material, 0, passIndex);
}
private static void BlitFullscreenTriangle(CommandBuffer cmd, RenderTexture source, RenderTargetIdentifier destination, Rect viewportRect, Material material, Mesh fullscreenTriangle, int passIndex, MaterialPropertyBlock properties)
{
properties.SetTexture(ShaderProperties.mainTex, source);
cmd.SetRenderTarget(new RenderTargetIdentifier(destination, 0, CubemapFace.Unknown, RenderTargetIdentifier.AllDepthSlices), RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store);
cmd.SetViewport(viewportRect);
cmd.DrawMesh(fullscreenTriangle, Matrix4x4.identity, material, 0, passIndex, properties);
}
private static void BlitFullscreenTriangle(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier[] destinations, Material material, Mesh fullscreenTriangle, int passIndex = 0)
{
cmd.SetGlobalTexture(ShaderProperties.mainTex, source);
cmd.SetRenderTarget(destinations, destinations[0], 0, CubemapFace.Unknown, RenderTargetIdentifier.AllDepthSlices);
cmd.DrawMesh(fullscreenTriangle, Matrix4x4.identity, material, 0, passIndex);
}
private static void BlitFullscreenTriangle(CommandBuffer cmd, RenderTexture source, RenderTargetIdentifier[] destinations, Material material, Mesh fullscreenTriangle, int passIndex, MaterialPropertyBlock properties)
{
properties.SetTexture(ShaderProperties.mainTex, source);
cmd.SetRenderTarget(destinations, destinations[0], 0, CubemapFace.Unknown, RenderTargetIdentifier.AllDepthSlices);
cmd.DrawMesh(fullscreenTriangle, Matrix4x4.identity, material, 0, passIndex, properties);
}
private static void BlitFullscreenTriangle(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier[] destinations, Rect viewportRect, Material material, Mesh fullscreenTriangle, int passIndex = 0)
{
cmd.SetGlobalTexture(ShaderProperties.mainTex, source);
cmd.SetRenderTarget(destinations, destinations[0], 0, CubemapFace.Unknown, RenderTargetIdentifier.AllDepthSlices);
cmd.SetViewport(viewportRect);
cmd.DrawMesh(fullscreenTriangle, Matrix4x4.identity, material, 0, passIndex);
}
private static void BlitFullscreenTriangle(CommandBuffer cmd, RenderTexture source, RenderTargetIdentifier[] destinations, Rect viewportRect, Material material, Mesh fullscreenTriangle, int passIndex, MaterialPropertyBlock properties)
{
properties.SetTexture(ShaderProperties.mainTex, source);
cmd.SetRenderTarget(destinations, destinations[0], 0, CubemapFace.Unknown, RenderTargetIdentifier.AllDepthSlices);
cmd.SetViewport(viewportRect);
cmd.DrawMesh(fullscreenTriangle, Matrix4x4.identity, material, 0, passIndex, properties);
}
private static void BlitFullscreenTriangleWithClear(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, Material material, Color clearColor, Mesh fullscreenTriangle, int passIndex = 0)
{
cmd.SetGlobalTexture(ShaderProperties.mainTex, source);
cmd.SetRenderTarget(destination, 0, CubemapFace.Unknown, RenderTargetIdentifier.AllDepthSlices);
cmd.ClearRenderTarget(false, true, clearColor);
cmd.DrawMesh(fullscreenTriangle, Matrix4x4.identity, material, 0, passIndex);
}
private static void BlitFullscreenTriangleWithClear(CommandBuffer cmd, RenderTexture source, RenderTargetIdentifier destination, Material material, Color clearColor, Mesh fullscreenTriangle, int passIndex, MaterialPropertyBlock properties)
{
properties.SetTexture(ShaderProperties.mainTex, source);
cmd.SetRenderTarget(new RenderTargetIdentifier(destination, 0, CubemapFace.Unknown, RenderTargetIdentifier.AllDepthSlices), RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store);
cmd.ClearRenderTarget(false, true, clearColor);
cmd.DrawMesh(fullscreenTriangle, Matrix4x4.identity, material, 0, passIndex, properties);
}
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();
}
protected override void Dispose(bool disposing)
{
m_HBAORenderPass?.Cleanup();
m_HBAORenderPass = null;
}
// 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);
}
}
}
}