reimport + custom depth buffer update
clean reimport on 2020.1 (get rid of previous trial+error), use handle to access custom depth buffer
This commit is contained in:
Родитель
1c41f4b3d5
Коммит
604d01a269
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@ -1,6 +1,7 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Profiling;
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using UnityEngine.Rendering;
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[ExecuteInEditMode]
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@ -33,6 +34,8 @@ public class CustomDepthBuffer : MonoBehaviour
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RenderTexture m_ColorBuffer;
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CommandBuffer m_CmdBuffer;
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CustomSampler m_Sampler;
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int m_ActiveHandles = 0;
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struct InstancedDrawArgs
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{
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@ -44,31 +47,42 @@ public class CustomDepthBuffer : MonoBehaviour
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static List<CustomDepthBuffer> s_Instances = new List<CustomDepthBuffer>();
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static CustomDepthBuffer GetInstance(string name)
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public class Handle
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{
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CustomDepthBuffer m_Buffer;
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public Handle(CustomDepthBuffer buffer)
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{
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m_Buffer = buffer;
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m_Buffer.m_ActiveHandles++;
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}
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public void Release()
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{
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m_Buffer.m_ActiveHandles--;
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m_Buffer = null;
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}
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public RenderTexture target
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{
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get { return m_Buffer.target; }
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}
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public Vector4 zBufferParams
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{
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get { return m_Buffer.zBufferParams; }
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}
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}
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public static Handle GetHandle(string name)
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{
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// we expect a very limited number of instances, optimize otherwise
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foreach (var instance in s_Instances)
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{
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if (instance.id == name)
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return instance;
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return new Handle(instance);
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}
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return null;
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}
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public static RenderTexture GetTarget(string name)
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{
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var instance = GetInstance(name);
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if (instance == null)
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return null;
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return instance.target;
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}
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public static Vector4 GetZBufferParams(string name)
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{
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var instance = GetInstance(name);
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if (instance == null)
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return Vector4.zero;
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return instance.zBufferParams;
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throw new InvalidOperationException($"No CustomDepthBuffer named [{name}], Handle could not be instanciated.");
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}
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class InstancingDataGenerationVisitor
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@ -142,6 +156,9 @@ public class CustomDepthBuffer : MonoBehaviour
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void OnEnable()
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{
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if (m_Sampler == null)
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m_Sampler = CustomSampler.Create("Update Custom Depth Buffer");
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var shader = Shader.Find("HDRP/Unlit");
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m_Material = new Material(shader);
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m_Material.enableInstancing = true;
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@ -184,37 +201,41 @@ public class CustomDepthBuffer : MonoBehaviour
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m_DepthBuffer.Release();
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if (m_ColorBuffer != null)
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m_ColorBuffer.Release();
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m_DepthBuffer = new RenderTexture(m_RenderTargetSize.x, m_RenderTargetSize.y, 0, RenderTextureFormat.Depth);
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m_ColorBuffer = new RenderTexture(m_RenderTargetSize.x, m_RenderTargetSize.y, 0, RenderTextureFormat.Default);
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}
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m_CmdBuffer.Clear();
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m_CmdBuffer.SetRenderTarget(m_ColorBuffer.colorBuffer, m_DepthBuffer.colorBuffer);
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m_CmdBuffer.ClearRenderTarget(true, true, Color.black);
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var projectionMatrix = GL.GetGPUProjectionMatrix(camera.projectionMatrix, true);
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m_ZBufferParams = GetZBufferParams(camera, projectionMatrix);
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var viewMatrix = camera.worldToCameraMatrix;
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var viewProjectionMatrix = projectionMatrix * viewMatrix;
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// as we use HDRP we cannot rely on CommandBuffer.SetViewProjectionMatrices(...);
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// we need to manually update uniforms
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m_CmdBuffer.SetGlobalMatrix("_ViewMatrix", viewMatrix);
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m_CmdBuffer.SetGlobalMatrix("_InvViewMatrix", viewMatrix.inverse);
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m_CmdBuffer.SetGlobalMatrix("_ProjMatrix", projectionMatrix);
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m_CmdBuffer.SetGlobalMatrix("_InvProjMatrix", projectionMatrix.inverse);
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m_CmdBuffer.SetGlobalMatrix("_ViewProjMatrix", viewProjectionMatrix);
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m_CmdBuffer.SetGlobalMatrix("_InvViewProjMatrix", viewProjectionMatrix.inverse);
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m_CmdBuffer.SetGlobalMatrix("_CameraViewProjMatrix", viewProjectionMatrix);
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m_CmdBuffer.SetGlobalVector("_WorldSpaceCameraPos", Vector3.zero);
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foreach (var args in m_RenderingData)
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using (new ProfilingSample(m_CmdBuffer, "Render Custom Depth Buffer"))
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{
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for (var i = 0; i != args.mesh.subMeshCount; ++i)
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m_CmdBuffer.DrawMeshInstanced(args.mesh, i, m_Material, 0, args.transforms.ToArray());
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m_CmdBuffer.SetRenderTarget(m_ColorBuffer.colorBuffer, m_DepthBuffer.colorBuffer);
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m_CmdBuffer.ClearRenderTarget(true, true, Color.black);
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var projectionMatrix = GL.GetGPUProjectionMatrix(camera.projectionMatrix, true);
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m_ZBufferParams = GetZBufferParams(camera, projectionMatrix);
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var viewMatrix = camera.worldToCameraMatrix;
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var viewProjectionMatrix = projectionMatrix * viewMatrix;
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// as we use HDRP we cannot rely on CommandBuffer.SetViewProjectionMatrices(...);
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// we need to manually update uniforms
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m_CmdBuffer.SetGlobalMatrix("_ViewMatrix", viewMatrix);
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m_CmdBuffer.SetGlobalMatrix("_InvViewMatrix", viewMatrix.inverse);
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m_CmdBuffer.SetGlobalMatrix("_ProjMatrix", projectionMatrix);
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m_CmdBuffer.SetGlobalMatrix("_InvProjMatrix", projectionMatrix.inverse);
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m_CmdBuffer.SetGlobalMatrix("_ViewProjMatrix", viewProjectionMatrix);
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m_CmdBuffer.SetGlobalMatrix("_InvViewProjMatrix", viewProjectionMatrix.inverse);
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m_CmdBuffer.SetGlobalMatrix("_CameraViewProjMatrix", viewProjectionMatrix);
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m_CmdBuffer.SetGlobalVector("_WorldSpaceCameraPos", Vector3.zero);
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foreach (var args in m_RenderingData)
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{
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for (var i = 0; i != args.mesh.subMeshCount; ++i)
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m_CmdBuffer.DrawMeshInstanced(args.mesh, i, m_Material, 0, args.transforms.ToArray());
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}
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}
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}
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@ -233,12 +254,18 @@ public class CustomDepthBuffer : MonoBehaviour
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void Update()
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{
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// No need to update if there are no handles to this this buffer.
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if (m_ActiveHandles == 0)
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return;
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m_Sampler.Begin();
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var camera = Camera.main;
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if (camera != null && camera.cameraType == CameraType.Game)
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{
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UpdateCommandBuffer(camera);
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Graphics.ExecuteCommandBuffer(m_CmdBuffer);
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}
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m_Sampler.End();
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}
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[ContextMenu("Update Rendering Data")]
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@ -0,0 +1,11 @@
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