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@@ -1,5 +1,6 @@
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using Misaki.AoVolume;
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using System.Buffers;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using Unity.Collections;
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using UnityEngine;
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@@ -23,10 +24,13 @@ internal class AoVolumePass : CustomPass
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[ResourcePath("Packages/com.misaki.ao-volume/Runtime/Shader/AoVolume.compute")]
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public ComputeShader renderingShader;
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private void ClearVisibleVolumeCounter()
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[Range(16, 256)]
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public int maxVolumeOnScreen = 64;
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private void ClearCounterBuffer()
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{
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var zeroBuffer = new NativeArray<uint>(1, Allocator.Temp);
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zeroBuffer[0] = 0;
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zeroBuffer[0] = 0u;
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_visibleVolumeCountBuffer.SetData(zeroBuffer);
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zeroBuffer.Dispose();
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}
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@@ -37,48 +41,24 @@ internal class AoVolumePass : CustomPass
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// The render pipeline will ensure target setup and clearing happens in an performance manner.
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protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
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{
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_volumeBounds = new NativeArray<OrientedBoundingBox>(64, Allocator.Persistent);
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_volumeBoundsBuffer = new ComputeBuffer(64, Marshal.SizeOf<OrientedBoundingBox>());
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_visibleIndicesBuffer = new ComputeBuffer(64, Marshal.SizeOf<uint>(), ComputeBufferType.Raw);
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_volumeBounds = new NativeArray<OrientedBoundingBox>(maxVolumeOnScreen, Allocator.Persistent);
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_volumeBoundsBuffer = new ComputeBuffer(maxVolumeOnScreen, Marshal.SizeOf<OrientedBoundingBox>());
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_visibleIndicesBuffer = new ComputeBuffer(maxVolumeOnScreen, Marshal.SizeOf<uint>(), ComputeBufferType.Raw);
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_visibleVolumeCountBuffer = new ComputeBuffer(1, Marshal.SizeOf<uint>(), ComputeBufferType.Counter);
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_volumeDataBuffer = new ComputeBuffer(64, Marshal.SizeOf<VolumeData>());
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_volumeDataBuffer = new ComputeBuffer(maxVolumeOnScreen, Marshal.SizeOf<VolumeData>());
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_volumeBuffer = RTHandles.Alloc(Vector2.one, useDynamicScale: true, dimension: TextureXR.dimension, enableRandomWrite: true, format: GraphicsFormat.R8_UNorm, name: "AO Volume Buffer");
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ClearVisibleVolumeCounter();
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ClearCounterBuffer();
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static int GetDepthPyramidMaxMipLevel(HDCamera hDCamera)
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{
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return Mathf.FloorToInt(Mathf.Log(Mathf.Min(hDCamera.actualWidth, hDCamera.actualHeight), 2)) - 1;
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}
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protected override void Execute(CustomPassContext ctx)
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{
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if (cullingShader == null || renderingShader == null)
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{
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return;
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}
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// Worth it to allocate a new buffer?
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//if (Shader.GetGlobalTexture("_AmbientOcclusionTexture") is not RenderTexture gtaoBuffer)
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//{
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// return;
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//}
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var volumeCount = VolumeDatabase.Instance.EntityCount;
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if (volumeCount <= 0)
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{
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return;
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}
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HierarchicalZCulling(ctx, volumeCount);
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RenderVisibleVolumes(ctx);
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//DebugVisibleVolumes();
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ClearVisibleVolumeCounter();
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}
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private void HierarchicalZCulling(CustomPassContext ctx, int volumeCount)
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{
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for (var i = 0; i < volumeCount; i++)
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@@ -141,6 +121,31 @@ internal class AoVolumePass : CustomPass
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ArrayPool<uint>.Shared.Return(visibleVolumeIndices);
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}
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protected override void Execute(CustomPassContext ctx)
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{
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if (cullingShader == null || renderingShader == null)
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{
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return;
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}
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// Worth it to allocate a new buffer?
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//if (Shader.GetGlobalTexture("_AmbientOcclusionTexture") is not RenderTexture gtaoBuffer)
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//{
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// return;
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//}
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var volumeCount = VolumeDatabase.Instance.EntityCount;
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if (volumeCount <= 0)
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{
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return;
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}
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HierarchicalZCulling(ctx, volumeCount);
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RenderVisibleVolumes(ctx);
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//DebugVisibleVolumes();
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ClearCounterBuffer();
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}
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protected override void Cleanup()
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{
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_volumeBounds.Dispose();
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@@ -4,6 +4,7 @@
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
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#include "Packages/com.misaki.ao-volume/Runtime/Shader/Includes/GeometryData.cs.hlsl"
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#include "Packages/com.misaki.ao-volume/Runtime/Shader/Includes/Common.hlsl"
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#define _FLT_MIN 1.175494351e-38 // Minimum representable positive floating-point number
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#define _FLT_MAX 3.402823466e+38 // Maximum representable floating-point number
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@@ -19,16 +20,6 @@ StructuredBuffer<int2> _DepthPyramidMipLevelOffsets;
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RWByteAddressBuffer _VisibleVolumeCount : register(u0);
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RWByteAddressBuffer _VisibleVolumeIndices : register(u1);
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RW_TEXTURE2D_X(float, _DebugTexture);
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float4 ComputeScreenPos(float4 pos, float projectionSign)
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{
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float4 o = pos * 0.5f;
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o.xy = float2(o.x, o.y * projectionSign) + o.w;
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o.zw = pos.zw;
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return o;
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}
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float SampleDepthLod(int2 uv, int lod)
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{
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int2 mipCoord = uv >> lod;
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@@ -80,13 +71,13 @@ void CSMain(uint3 dispatchThreadId : SV_DispatchThreadID)
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float4 positionCS = TransformWorldToHClip(cornerRWS);
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positionCS /= positionCS.w;
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float2 screenPos = ComputeScreenPos(positionCS, _ProjectionParams.x).xy;
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float2 positionNDC = ComputePositionNDC(positionCS, _ProjectionParams.x).xy;
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screenMin = min(screenMin, screenPos);
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screenMax = max(screenMax, screenPos);
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screenMin = min(screenMin, positionNDC);
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screenMax = max(screenMax, positionNDC);
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boxMaxDepth = max(boxMaxDepth, positionCS.z);
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cornerPositionSS[i] = screenPos * _ScreenSize.xy;
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cornerPositionSS[i] = positionNDC * _ScreenSize.xy;
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}
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float rectWidth = (screenMax.x - screenMin.x);
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31
Runtime/Shader/Includes/Common.hlsl
Normal file
31
Runtime/Shader/Includes/Common.hlsl
Normal file
@@ -0,0 +1,31 @@
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#ifndef VOLUME_COMMON
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#define VOLUME_COMMON
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#define _MAX_CLUSTER_COUNT 16
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#define _DEPTH_STEP (1.0 / _MAX_CLUSTER_COUNT)
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float4 ComputePositionNDC(float4 positionCS, float projectionSign)
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{
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float4 positionNDC = positionCS * 0.5f;
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positionNDC.xy = float2(positionNDC.x, positionNDC.y * projectionSign) + positionNDC.w;
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positionNDC.zw = positionCS.zw;
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return positionNDC;
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}
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uint GetClusterIndex(float linearDepth)
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{
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return (uint)clamp(floor(linearDepth / _DEPTH_STEP), 0.0, (float)_MAX_CLUSTER_COUNT - 1.0);
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}
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void GetClusterVolumeCount(uint clusterIndex, out uint count)
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{
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// TODO
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}
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uint FetchVolumeIndex(uint clusterIndex, uint offset)
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{
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// TODO
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return 0;
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}
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#endif
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@@ -1,8 +1,7 @@
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fileFormatVersion: 2
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guid: 3231123e01a82c04797c5cd8cb634e31
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NativeFormatImporter:
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guid: 9733756ad1176ce4983ca1a172f79e15
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ShaderIncludeImporter:
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externalObjects: {}
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mainObjectFileID: 8400000
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,39 +0,0 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!84 &8400000
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RenderTexture:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: New Render Texture
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m_ImageContentsHash:
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serializedVersion: 2
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Hash: 00000000000000000000000000000000
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m_IsAlphaChannelOptional: 0
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serializedVersion: 6
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m_Width: 256
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m_Height: 256
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m_AntiAliasing: 1
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m_MipCount: -1
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m_DepthStencilFormat: 94
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m_ColorFormat: 0
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m_MipMap: 0
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m_GenerateMips: 1
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m_SRGB: 0
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m_UseDynamicScale: 0
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m_UseDynamicScaleExplicit: 0
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m_BindMS: 0
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m_EnableCompatibleFormat: 1
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m_EnableRandomWrite: 0
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m_TextureSettings:
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serializedVersion: 2
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m_FilterMode: 1
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m_Aniso: 0
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m_MipBias: 0
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m_WrapU: 1
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m_WrapV: 1
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m_WrapW: 1
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m_Dimension: 2
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m_VolumeDepth: 1
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m_ShadowSamplingMode: 2
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@@ -1,14 +1,19 @@
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// Each #kernel tells which function to compile; you can have many kernels
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#pragma kernel CSMain
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// Create a RenderTexture with enableRandomWrite flag and set it
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// with cs.SetTexture
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RWTexture2D<float4> Result;
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#include "Packages/com.misaki.ao-volume/Runtime/Shader/Includes/GeometryData.cs.hlsl"
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[numthreads(8,8,1)]
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void CSMain (uint3 id : SV_DispatchThreadID)
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StructuredBuffer<OrientedBoundingBox> _VolumeBounds;
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ByteAddressBuffer _VisibleVolumeCount;
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ByteAddressBuffer _VisibleVolumeIndices;
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// For the volume list buffer, we allocate a buffer with the size of "cluster count" * "max volume count on screen" / 4.
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// The first slot of each cluster group is always reserved for the count of volumes in the cluster.
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// The rest of the slots are used for the indices of the volumes in the cluster, each slot are packed with 2 16 bits indices.
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// To total number of indices in each cluster is "max volume count on screen" / 4 - 1.
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RWByteAddressBuffer _VolumeListCluster : register(u0);
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[numthreads(64,1,1)]
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void CSMain(uint3 dispatchThreadId : SV_DispatchThreadID)
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{
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// TODO: insert actual code here!
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Result[id.xy] = float4(id.x & id.y, (id.x & 15)/15.0, (id.y & 15)/15.0, 0.0);
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}
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