mirror of
https://github.com/maxartz15/VolumetricLighting.git
synced 2024-11-10 01:02:55 +01:00
720 lines
21 KiB
C#
720 lines
21 KiB
C#
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using UnityEngine;
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using UnityEngine.Serialization;
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using System.Collections.Generic;
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[ExecuteInEditMode]
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[RequireComponent (typeof(Camera))]
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public class VolumetricFog : MonoBehaviour
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{
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Material m_DebugMaterial;
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[HideInInspector]
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public Shader m_DebugShader;
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[HideInInspector]
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public Shader m_ShadowmapShader;
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[HideInInspector]
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public ComputeShader m_InjectLightingAndDensity;
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[HideInInspector]
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public ComputeShader m_Scatter;
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Material m_ApplyToOpaqueMaterial;
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[HideInInspector]
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public Shader m_ApplyToOpaqueShader;
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Material m_BlurShadowmapMaterial;
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[HideInInspector]
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public Shader m_BlurShadowmapShader;
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[HideInInspector]
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public Texture2D m_Noise;
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[HideInInspector]
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public bool m_Debug = false;
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[HideInInspector]
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[Range(0.0f, 1.0f)]
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public float m_Z = 1.0f;
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[Header("Size")]
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[MinValue(0.1f)]
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public float m_NearClip = 0.1f;
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[MinValue(0.1f)]
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public float m_FarClipMax = 100.0f;
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[Header("Fog Density")]
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[FormerlySerializedAs("m_Density")]
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public float m_GlobalDensityMult = 1.0f;
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Vector3i m_InjectNumThreads = new Vector3i(16, 2, 16);
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Vector3i m_ScatterNumThreads = new Vector3i(32, 2, 1);
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RenderTexture m_VolumeInject;
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RenderTexture m_VolumeScatter;
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Vector3i m_VolumeResolution = new Vector3i(160, 90, 128);
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Camera m_Camera;
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Camera m_ShadowmapCamera;
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RenderTexture m_Shadowmap;
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RenderTexture m_ShadowmapBlurred;
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int m_ShadowmapRes = 1024;
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// Density
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public float m_ConstantFog = 0;
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public float m_HeightFogAmount = 0;
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public float m_HeightFogExponent = 0;
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public float m_HeightFogOffset = 0;
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[Tooltip("Noise multiplies with constant fog and height fog, but not with fog ellipsoids.")]
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[Range(0.0f, 1.0f)]
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public float m_NoiseFogAmount = 0;
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public float m_NoiseFogScale = 1;
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public Wind m_Wind;
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[Range(0.0f, 0.999f)]
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public float m_Anisotropy = 0.0f;
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[Header("Lights")]
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[FormerlySerializedAs("m_Intensity")]
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public float m_GlobalIntensityMult = 1.0f;
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[MinValue(0)]
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public float m_AmbientLightIntensity = 0.0f;
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public Color m_AmbientLightColor = Color.white;
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[HideInInspector]
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public bool m_BlurShadowmap = false;
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[HideInInspector]
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[Range(0, 2)]
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public int m_ShadowmapDownsample = 1;
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[HideInInspector]
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[Range(0.0f, 10.0f)]
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public float m_BlurSize = 3.0f;
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[HideInInspector]
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[Range(1, 4)]
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public int m_BlurIterations = 2;
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struct Vector3i
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{
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public int x, y, z;
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public Vector3i(int x, int y, int z)
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{
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this.x = x;
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this.y = y;
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this.z = z;
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}
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}
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struct PointLightParams
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{
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public Vector3 pos;
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public float range;
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public Vector3 color;
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float padding;
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}
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PointLightParams[] m_PointLightParams;
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ComputeBuffer m_PointLightParamsCB;
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struct TubeLightParams
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{
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public Vector3 start;
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public float range;
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public Vector3 end;
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public float radius;
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public Vector3 color;
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float padding;
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}
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TubeLightParams[] m_TubeLightParams;
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ComputeBuffer m_TubeLightParamsCB;
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struct TubeLightShadowPlaneParams
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{
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public Vector4 plane0;
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public Vector4 plane1;
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public float feather0;
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public float feather1;
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float padding0;
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float padding1;
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}
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TubeLightShadowPlaneParams[] m_TubeLightShadowPlaneParams;
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ComputeBuffer m_TubeLightShadowPlaneParamsCB;
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struct AreaLightParams
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{
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public Matrix4x4 mat;
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public Vector4 pos;
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public Vector3 color;
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public float bounded;
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}
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AreaLightParams[] m_AreaLightParams;
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ComputeBuffer m_AreaLightParamsCB;
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struct FogEllipsoidParams
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{
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public Vector3 pos;
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public float radius;
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public Vector3 axis;
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public float stretch;
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public float density;
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public float noiseAmount;
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public float noiseSpeed;
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public float noiseScale;
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public float feather;
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public float blend;
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public float padding1;
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public float padding2;
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}
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FogEllipsoidParams[] m_FogEllipsoidParams;
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ComputeBuffer m_FogEllipsoidParamsCB;
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Camera cam{ get { if (m_Camera == null) m_Camera = GetComponent<Camera>(); return m_Camera; }}
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float nearClip { get { return Mathf.Max(0, m_NearClip); } }
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float farClip { get { return Mathf.Min(cam.farClipPlane, m_FarClipMax); } }
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void ReleaseComputeBuffer(ref ComputeBuffer buffer)
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{
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if(buffer != null)
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buffer.Release();
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buffer = null;
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}
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void OnDestroy()
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{
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Cleanup();
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}
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void OnDisable()
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{
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Cleanup();
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}
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void Cleanup()
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{
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DestroyImmediate(m_VolumeInject);
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DestroyImmediate(m_VolumeScatter);
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ReleaseComputeBuffer(ref m_PointLightParamsCB);
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ReleaseComputeBuffer(ref m_TubeLightParamsCB);
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ReleaseComputeBuffer(ref m_TubeLightShadowPlaneParamsCB);
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ReleaseComputeBuffer(ref m_AreaLightParamsCB);
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ReleaseComputeBuffer(ref m_FogEllipsoidParamsCB);
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m_VolumeInject = null;
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m_VolumeScatter = null;
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}
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void SanitizeInput()
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{
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m_GlobalDensityMult = Mathf.Max(m_GlobalDensityMult, 0);
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m_ConstantFog = Mathf.Max(m_ConstantFog, 0);
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m_HeightFogAmount = Mathf.Max(m_HeightFogAmount, 0);
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}
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void SetUpPointLightBuffers(int kernel)
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{
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int count = m_PointLightParamsCB == null ? 0 : m_PointLightParamsCB.count;
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m_InjectLightingAndDensity.SetFloat("_PointLightsCount", count);
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if (count == 0)
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return;
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if (m_PointLightParams == null || m_PointLightParams.Length != count)
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m_PointLightParams = new PointLightParams[count];
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HashSet<FogLight> fogLights = LightManagerFogLights.Get();
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int j = 0;
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for (var x = fogLights.GetEnumerator(); x.MoveNext();)
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{
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var fl = x.Current;
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if (fl == null || fl.type != FogLight.Type.Point || !fl.isOn)
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continue;
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Light light = fl.light;
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m_PointLightParams[j].pos = light.transform.position;
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float range = light.range * fl.m_RangeMult;
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m_PointLightParams[j].range = 1.0f / (range * range);
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m_PointLightParams[j].color = new Vector3(light.color.r, light.color.g, light.color.b) * light.intensity * fl.m_IntensityMult;
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j++;
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}
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// TODO: try a constant buffer with setfloats instead for perf
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m_PointLightParamsCB.SetData(m_PointLightParams);
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m_InjectLightingAndDensity.SetBuffer(kernel, "_PointLights", m_PointLightParamsCB);
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}
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TubeLightShadowPlane.Params[] sppArr;
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void SetUpTubeLightBuffers(int kernel)
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{
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int count = m_TubeLightParamsCB == null ? 0 : m_TubeLightParamsCB.count;
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m_InjectLightingAndDensity.SetFloat("_TubeLightsCount", count);
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if (count == 0)
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return;
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if (m_TubeLightParams == null || m_TubeLightParams.Length != count)
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m_TubeLightParams = new TubeLightParams[count];
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if (m_TubeLightShadowPlaneParams == null || m_TubeLightShadowPlaneParams.Length != count)
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m_TubeLightShadowPlaneParams = new TubeLightShadowPlaneParams[count];
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HashSet<FogLight> fogLights = LightManagerFogLights.Get();
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int j = 0;
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for (var x = fogLights.GetEnumerator(); x.MoveNext();)
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{
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var fl = x.Current;
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if (fl == null || fl.type != FogLight.Type.Tube || !fl.isOn)
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continue;
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TubeLight light = fl.tubeLight;
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Transform t = light.transform;
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Vector3 pos = t.position;
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Vector3 halfLength = 0.5f * t.up * light.m_Length;
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// Tube lights
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m_TubeLightParams[j].start = pos + halfLength;
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m_TubeLightParams[j].end = pos - halfLength;
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float range = light.m_Range * fl.m_RangeMult;
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m_TubeLightParams[j].range = 1.0f / (range * range);
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m_TubeLightParams[j].color = new Vector3(light.m_Color.r, light.m_Color.g, light.m_Color.b) * light.m_Intensity * fl.m_IntensityMult;
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m_TubeLightParams[j].radius = light.m_Radius;
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// Tube light shadow planes
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var p = light.GetShadowPlaneParams(ref sppArr);
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m_TubeLightShadowPlaneParams[j].plane0 = p[0].plane;
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m_TubeLightShadowPlaneParams[j].plane1 = p[1].plane;
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m_TubeLightShadowPlaneParams[j].feather0 = p[0].feather;
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m_TubeLightShadowPlaneParams[j].feather1 = p[1].feather;
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j++;
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}
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m_TubeLightParamsCB.SetData(m_TubeLightParams);
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m_InjectLightingAndDensity.SetBuffer(kernel, "_TubeLights", m_TubeLightParamsCB);
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m_TubeLightShadowPlaneParamsCB.SetData(m_TubeLightShadowPlaneParams);
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m_InjectLightingAndDensity.SetBuffer(kernel, "_TubeLightShadowPlanes", m_TubeLightShadowPlaneParamsCB);
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}
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void SetUpAreaLightBuffers(int kernel)
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{
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int count = m_AreaLightParamsCB == null ? 0 : m_AreaLightParamsCB.count;
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m_InjectLightingAndDensity.SetFloat("_AreaLightsCount", count);
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if (count == 0)
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return;
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if (m_AreaLightParams == null || m_AreaLightParams.Length != count)
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m_AreaLightParams = new AreaLightParams[count];
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HashSet<FogLight> fogLights = LightManagerFogLights.Get();
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int shadowedAreaLightIndex = fogLights.Count;
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int j = 0;
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for (var x = fogLights.GetEnumerator(); x.MoveNext();)
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{
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var fl = x.Current;
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if (fl == null || fl.type != FogLight.Type.Area || !fl.isOn)
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continue;
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AreaLight light = fl.areaLight;
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m_AreaLightParams[j].mat = light.GetProjectionMatrix(true);
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m_AreaLightParams[j].pos = light.GetPosition();
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m_AreaLightParams[j].color = new Vector3(light.m_Color.r, light.m_Color.g, light.m_Color.b) * light.m_Intensity * fl.m_IntensityMult;
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m_AreaLightParams[j].bounded = fl.m_Bounded ? 1 : 0;
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if (fl.m_Shadows)
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{
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RenderTexture shadowmap = light.GetBlurredShadowmap();
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if (shadowmap != null)
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{
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m_InjectLightingAndDensity.SetTexture(kernel, "_AreaLightShadowmap", shadowmap);
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m_InjectLightingAndDensity.SetFloat("_ESMExponentAreaLight", fl.m_ESMExponent);
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shadowedAreaLightIndex = j;
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}
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}
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j++;
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}
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m_AreaLightParamsCB.SetData(m_AreaLightParams);
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m_InjectLightingAndDensity.SetBuffer(kernel, "_AreaLights", m_AreaLightParamsCB);
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m_InjectLightingAndDensity.SetFloat("_ShadowedAreaLightIndex", shadowedAreaLightIndex);
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}
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void SetUpFogEllipsoidBuffers(int kernel)
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{
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int count = 0;
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HashSet<FogEllipsoid> fogEllipsoids = LightManagerFogEllipsoids.Get();
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for (var x = fogEllipsoids.GetEnumerator(); x.MoveNext();) {
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var fe = x.Current;
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if (fe != null && fe.enabled && fe.gameObject.activeSelf)
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count++;
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}
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m_InjectLightingAndDensity.SetFloat("_FogEllipsoidsCount", count);
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if (count == 0)
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return;
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if (m_FogEllipsoidParams == null || m_FogEllipsoidParams.Length != count)
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m_FogEllipsoidParams = new FogEllipsoidParams[count];
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int j = 0;
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for (var x = fogEllipsoids.GetEnumerator(); x.MoveNext();)
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{
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var fe = x.Current;
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if (fe == null || !fe.enabled || !fe.gameObject.activeSelf)
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continue;
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Transform t = fe.transform;
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m_FogEllipsoidParams[j].pos = t.position;
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m_FogEllipsoidParams[j].radius = fe.m_Radius * fe.m_Radius;
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m_FogEllipsoidParams[j].axis = -t.up;
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m_FogEllipsoidParams[j].stretch = 1.0f/fe.m_Stretch - 1.0f;
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m_FogEllipsoidParams[j].density = fe.m_Density;
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m_FogEllipsoidParams[j].noiseAmount = fe.m_NoiseAmount;
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m_FogEllipsoidParams[j].noiseSpeed = fe.m_NoiseSpeed;
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m_FogEllipsoidParams[j].noiseScale = fe.m_NoiseScale;
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m_FogEllipsoidParams[j].feather = 1.0f - fe.m_Feather;
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m_FogEllipsoidParams[j].blend = fe.m_Blend == FogEllipsoid.Blend.Additive ? 0 : 1;
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j++;
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}
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m_FogEllipsoidParamsCB.SetData(m_FogEllipsoidParams);
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m_InjectLightingAndDensity.SetBuffer(kernel, "_FogEllipsoids", m_FogEllipsoidParamsCB);
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}
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FogLight GetDirectionalLight()
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{
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HashSet<FogLight> fogLights = LightManagerFogLights.Get();
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FogLight fogLight = null;
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for (var x = fogLights.GetEnumerator(); x.MoveNext();)
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{
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var fl = x.Current;
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if (fl == null || fl.type != FogLight.Type.Directional || !fl.isOn)
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continue;
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fogLight = fl;
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break;
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}
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return fogLight;
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}
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|
|||
|
FogLight m_DirectionalLight;
|
|||
|
|
|||
|
void OnPreRender()
|
|||
|
{
|
|||
|
m_DirectionalLight = GetDirectionalLight();
|
|||
|
|
|||
|
if (m_DirectionalLight != null)
|
|||
|
m_DirectionalLight.UpdateDirectionalShadowmap();
|
|||
|
}
|
|||
|
|
|||
|
float[] m_dirLightColor;
|
|||
|
float[] m_dirLightDir;
|
|||
|
|
|||
|
void SetUpDirectionalLight(int kernel)
|
|||
|
{
|
|||
|
if (m_dirLightColor == null || m_dirLightColor.Length != 3)
|
|||
|
m_dirLightColor = new float[3];
|
|||
|
if (m_dirLightDir == null || m_dirLightDir.Length != 3)
|
|||
|
m_dirLightDir = new float[3];
|
|||
|
|
|||
|
if (m_DirectionalLight == null)
|
|||
|
{
|
|||
|
m_dirLightColor[0] = 0;
|
|||
|
m_dirLightColor[1] = 0;
|
|||
|
m_dirLightColor[2] = 0;
|
|||
|
m_InjectLightingAndDensity.SetFloats("_DirLightColor", m_dirLightColor);
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
m_DirectionalLight.SetUpDirectionalShadowmapForSampling(m_DirectionalLight.m_Shadows, m_InjectLightingAndDensity, kernel);
|
|||
|
// TODO: if above fails, disable shadows
|
|||
|
|
|||
|
Light light = m_DirectionalLight.light;
|
|||
|
Vector4 color = light.color;
|
|||
|
color *= light.intensity * m_DirectionalLight.m_IntensityMult;
|
|||
|
m_dirLightColor[0] = color.x;
|
|||
|
m_dirLightColor[1] = color.y;
|
|||
|
m_dirLightColor[2] = color.z;
|
|||
|
m_InjectLightingAndDensity.SetFloats("_DirLightColor", m_dirLightColor);
|
|||
|
Vector3 dir = light.GetComponent<Transform>().forward;
|
|||
|
m_dirLightDir[0] = dir.x;
|
|||
|
m_dirLightDir[1] = dir.y;
|
|||
|
m_dirLightDir[2] = dir.z;
|
|||
|
m_InjectLightingAndDensity.SetFloats("_DirLightDir", m_dirLightDir);
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
float[] m_fogParams;
|
|||
|
float[] m_windDir;
|
|||
|
float[] m_ambientLight;
|
|||
|
|
|||
|
void SetUpForScatter(int kernel)
|
|||
|
{
|
|||
|
SanitizeInput();
|
|||
|
InitResources();
|
|||
|
SetFrustumRays();
|
|||
|
|
|||
|
// Compensate for more light and density being injected in per world space meter when near and far are closer.
|
|||
|
// TODO: Not quite correct yet.
|
|||
|
float depthCompensation = (farClip - nearClip) * 0.01f;
|
|||
|
m_InjectLightingAndDensity.SetFloat("_Density", m_GlobalDensityMult * 0.001f * depthCompensation);
|
|||
|
m_InjectLightingAndDensity.SetFloat("_Intensity", m_GlobalIntensityMult);
|
|||
|
m_InjectLightingAndDensity.SetFloat("_Anisotropy", m_Anisotropy);
|
|||
|
m_InjectLightingAndDensity.SetTexture(kernel, "_VolumeInject", m_VolumeInject);
|
|||
|
m_InjectLightingAndDensity.SetTexture(kernel, "_Shadowmap", m_BlurShadowmap ? m_ShadowmapBlurred : (m_Shadowmap != null ? m_Shadowmap : (Texture)Texture2D.whiteTexture));
|
|||
|
m_InjectLightingAndDensity.SetTexture(kernel, "_Noise", m_Noise);
|
|||
|
|
|||
|
if (m_fogParams == null || m_fogParams.Length != 4)
|
|||
|
m_fogParams = new float[4];
|
|||
|
if (m_windDir == null || m_windDir.Length != 3)
|
|||
|
m_windDir = new float[3];
|
|||
|
if (m_ambientLight == null || m_ambientLight.Length != 3)
|
|||
|
m_ambientLight = new float[3];
|
|||
|
m_fogParams[0] = m_ConstantFog;
|
|||
|
m_fogParams[1] = m_HeightFogExponent;
|
|||
|
m_fogParams[2] = m_HeightFogOffset;
|
|||
|
m_fogParams[3] = m_HeightFogAmount;
|
|||
|
|
|||
|
m_InjectLightingAndDensity.SetFloats("_FogParams", m_fogParams);
|
|||
|
m_InjectLightingAndDensity.SetFloat("_NoiseFogAmount", m_NoiseFogAmount);
|
|||
|
m_InjectLightingAndDensity.SetFloat("_NoiseFogScale", m_NoiseFogScale);
|
|||
|
m_InjectLightingAndDensity.SetFloat("_WindSpeed", m_Wind == null ? 0 : m_Wind.m_Speed);
|
|||
|
Vector3 windDir = m_Wind == null ? Vector3.forward : m_Wind.transform.forward;
|
|||
|
m_windDir[0] = windDir.x;
|
|||
|
m_windDir[1] = windDir.y;
|
|||
|
m_windDir[2] = windDir.z;
|
|||
|
m_InjectLightingAndDensity.SetFloats("_WindDir", m_windDir);
|
|||
|
m_InjectLightingAndDensity.SetFloat("_Time", Time.time);
|
|||
|
m_InjectLightingAndDensity.SetFloat("_NearOverFarClip", nearClip/farClip);
|
|||
|
Color ambient = m_AmbientLightColor * m_AmbientLightIntensity * 0.1f;
|
|||
|
m_ambientLight[0] = ambient.r;
|
|||
|
m_ambientLight[1] = ambient.g;
|
|||
|
m_ambientLight[2] = ambient.b;
|
|||
|
m_InjectLightingAndDensity.SetFloats("_AmbientLight", m_ambientLight);
|
|||
|
|
|||
|
SetUpPointLightBuffers(kernel);
|
|||
|
SetUpTubeLightBuffers(kernel);
|
|||
|
SetUpAreaLightBuffers(kernel);
|
|||
|
SetUpFogEllipsoidBuffers(kernel);
|
|||
|
SetUpDirectionalLight(kernel);
|
|||
|
}
|
|||
|
|
|||
|
void Scatter()
|
|||
|
{
|
|||
|
// Inject lighting and density
|
|||
|
int kernel = 0;
|
|||
|
|
|||
|
SetUpForScatter(kernel);
|
|||
|
|
|||
|
m_InjectLightingAndDensity.Dispatch(kernel, m_VolumeResolution.x/m_InjectNumThreads.x, m_VolumeResolution.y/m_InjectNumThreads.y, m_VolumeResolution.z/m_InjectNumThreads.z);
|
|||
|
|
|||
|
// Solve scattering
|
|||
|
m_Scatter.SetTexture(0, "_VolumeInject", m_VolumeInject);
|
|||
|
m_Scatter.SetTexture(0, "_VolumeScatter", m_VolumeScatter);
|
|||
|
m_Scatter.Dispatch(0, m_VolumeResolution.x/m_ScatterNumThreads.x, m_VolumeResolution.y/m_ScatterNumThreads.y, 1);
|
|||
|
|
|||
|
ReleaseTempResources();
|
|||
|
}
|
|||
|
|
|||
|
void DebugDisplay(RenderTexture src, RenderTexture dest)
|
|||
|
{
|
|||
|
InitMaterial(ref m_DebugMaterial, m_DebugShader);
|
|||
|
|
|||
|
m_DebugMaterial.SetTexture("_VolumeInject", m_VolumeInject);
|
|||
|
m_DebugMaterial.SetTexture("_VolumeScatter", m_VolumeScatter);
|
|||
|
m_DebugMaterial.SetTexture("_Shadowmap", m_Shadowmap);
|
|||
|
m_DebugMaterial.SetTexture("_ShadowmapBlurred", m_ShadowmapBlurred);
|
|||
|
m_DebugMaterial.SetFloat("_Z", m_Z);
|
|||
|
|
|||
|
m_DebugMaterial.SetTexture("_MainTex", src);
|
|||
|
|
|||
|
Graphics.Blit(src, dest, m_DebugMaterial);
|
|||
|
}
|
|||
|
|
|||
|
void SetUpGlobalFogSamplingUniforms(int width, int height)
|
|||
|
{
|
|||
|
Shader.SetGlobalTexture("_VolumeScatter", m_VolumeScatter);
|
|||
|
Shader.SetGlobalVector("_Screen_TexelSize", new Vector4(1.0f / width, 1.0f / height, width, height));
|
|||
|
Shader.SetGlobalVector("_VolumeScatter_TexelSize", new Vector4(1.0f / m_VolumeResolution.x, 1.0f / m_VolumeResolution.y, 1.0f / m_VolumeResolution.z, 0));
|
|||
|
Shader.SetGlobalFloat("_CameraFarOverMaxFar", cam.farClipPlane / farClip);
|
|||
|
Shader.SetGlobalFloat("_NearOverFarClip", nearClip / farClip);
|
|||
|
}
|
|||
|
|
|||
|
[ImageEffectOpaque]
|
|||
|
void OnRenderImage(RenderTexture src, RenderTexture dest)
|
|||
|
{
|
|||
|
if(m_Debug)
|
|||
|
{
|
|||
|
DebugDisplay(src, dest);
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
Scatter();
|
|||
|
|
|||
|
InitMaterial(ref m_ApplyToOpaqueMaterial, m_ApplyToOpaqueShader);
|
|||
|
|
|||
|
// TODO: This shouldn't be needed. Is it because the shader doesn't have the Property block?
|
|||
|
m_ApplyToOpaqueMaterial.SetTexture("_MainTex", src);
|
|||
|
|
|||
|
SetUpGlobalFogSamplingUniforms(src.width, src.height);
|
|||
|
|
|||
|
Graphics.Blit(src, dest, m_ApplyToOpaqueMaterial);
|
|||
|
|
|||
|
VolumetricFogInForward(true);
|
|||
|
}
|
|||
|
|
|||
|
void OnPostRender()
|
|||
|
{
|
|||
|
VolumetricFogInForward(false);
|
|||
|
}
|
|||
|
|
|||
|
void VolumetricFogInForward(bool enable)
|
|||
|
{
|
|||
|
if (enable)
|
|||
|
Shader.EnableKeyword("VOLUMETRIC_FOG");
|
|||
|
else
|
|||
|
Shader.DisableKeyword("VOLUMETRIC_FOG");
|
|||
|
}
|
|||
|
|
|||
|
Vector3 ViewportToLocalPoint(Camera c, Transform t, Vector3 p)
|
|||
|
{
|
|||
|
// TODO: viewporttoworldpoint inverts the clip-to-world matrix every time without caching it.
|
|||
|
return t.InverseTransformPoint(c.ViewportToWorldPoint(p));
|
|||
|
}
|
|||
|
|
|||
|
static readonly Vector2[] frustumUVs =
|
|||
|
new Vector2[] {new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1), new Vector2(0, 1)};
|
|||
|
static float[] frustumRays = new float[16];
|
|||
|
|
|||
|
void SetFrustumRays()
|
|||
|
{
|
|||
|
float far = farClip;
|
|||
|
Vector3 cameraPos = cam.transform.position;
|
|||
|
Vector2[] uvs = frustumUVs;
|
|||
|
|
|||
|
for (int i = 0; i < 4; i++)
|
|||
|
{
|
|||
|
Vector3 ray = cam.ViewportToWorldPoint(new Vector3(uvs[i].x, uvs[i].y, far)) - cameraPos;
|
|||
|
frustumRays[i*4+0] = ray.x;
|
|||
|
frustumRays[i*4+1] = ray.y;
|
|||
|
frustumRays[i*4+2] = ray.z;
|
|||
|
frustumRays[i*4+3] = 0;
|
|||
|
}
|
|||
|
|
|||
|
m_InjectLightingAndDensity.SetVector("_CameraPos", cameraPos);
|
|||
|
m_InjectLightingAndDensity.SetFloats("_FrustumRays", frustumRays);
|
|||
|
}
|
|||
|
|
|||
|
void InitVolume(ref RenderTexture volume)
|
|||
|
{
|
|||
|
if(volume)
|
|||
|
return;
|
|||
|
|
|||
|
volume = new RenderTexture (m_VolumeResolution.x, m_VolumeResolution.y, 0, RenderTextureFormat.ARGBHalf);
|
|||
|
volume.volumeDepth = m_VolumeResolution.z;
|
|||
|
volume.dimension = UnityEngine.Rendering.TextureDimension.Tex3D;
|
|||
|
volume.enableRandomWrite = true;
|
|||
|
volume.Create();
|
|||
|
}
|
|||
|
|
|||
|
void CreateBuffer(ref ComputeBuffer buffer, int count, int stride)
|
|||
|
{
|
|||
|
if (buffer != null && buffer.count == count)
|
|||
|
return;
|
|||
|
|
|||
|
if(buffer != null)
|
|||
|
{
|
|||
|
buffer.Release();
|
|||
|
buffer = null;
|
|||
|
}
|
|||
|
|
|||
|
if (count <= 0)
|
|||
|
return;
|
|||
|
|
|||
|
buffer = new ComputeBuffer(count, stride);
|
|||
|
}
|
|||
|
|
|||
|
void InitResources ()
|
|||
|
{
|
|||
|
// Shadowmap
|
|||
|
m_Shadowmap = RenderTexture.GetTemporary(m_ShadowmapRes, m_ShadowmapRes, 24, RenderTextureFormat.RFloat);
|
|||
|
m_Shadowmap.filterMode = FilterMode.Bilinear;
|
|||
|
m_Shadowmap.wrapMode = TextureWrapMode.Clamp;
|
|||
|
|
|||
|
// Volume
|
|||
|
InitVolume(ref m_VolumeInject);
|
|||
|
InitVolume(ref m_VolumeScatter);
|
|||
|
|
|||
|
|
|||
|
// Compute buffers
|
|||
|
int pointLightCount = 0, tubeLightCount = 0, areaLightCount = 0;
|
|||
|
HashSet<FogLight> fogLights = LightManagerFogLights.Get();
|
|||
|
for (var x = fogLights.GetEnumerator(); x.MoveNext();)
|
|||
|
{
|
|||
|
var fl = x.Current;
|
|||
|
if (fl == null)
|
|||
|
continue;
|
|||
|
|
|||
|
bool isOn = fl.isOn;
|
|||
|
|
|||
|
switch(fl.type)
|
|||
|
{
|
|||
|
case FogLight.Type.Point: if (isOn) pointLightCount++; break;
|
|||
|
case FogLight.Type.Tube: if (isOn) tubeLightCount++; break;
|
|||
|
case FogLight.Type.Area: if (isOn) areaLightCount++; break;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
// PointLightParams {float3 float float3 float} -> 32 bytes
|
|||
|
CreateBuffer(ref m_PointLightParamsCB, pointLightCount, 32);
|
|||
|
|
|||
|
// TubeLightParams {float3 float float3 float float3 float} -> 48 bytes
|
|||
|
CreateBuffer(ref m_TubeLightParamsCB, tubeLightCount, 48);
|
|||
|
|
|||
|
// TubeLightShadowPlaneParams {float4 float4 float float float float} -> 48 bytes
|
|||
|
CreateBuffer(ref m_TubeLightShadowPlaneParamsCB, tubeLightCount, 48);
|
|||
|
|
|||
|
// TubeLightParams {float4x4 float4 float3 float} -> 96 bytes
|
|||
|
CreateBuffer(ref m_AreaLightParamsCB, areaLightCount, 96);
|
|||
|
|
|||
|
// FogEllipsoidParams {float3 float float3 9xfloat} -> 64 bytes
|
|||
|
HashSet<FogEllipsoid> fogEllipsoids = LightManagerFogEllipsoids.Get();
|
|||
|
CreateBuffer(ref m_FogEllipsoidParamsCB, fogEllipsoids == null ? 0 : fogEllipsoids.Count, 64);
|
|||
|
}
|
|||
|
|
|||
|
void ReleaseTemporary(ref RenderTexture rt)
|
|||
|
{
|
|||
|
if (rt == null)
|
|||
|
return;
|
|||
|
|
|||
|
RenderTexture.ReleaseTemporary(rt);
|
|||
|
rt = null;
|
|||
|
}
|
|||
|
|
|||
|
void ReleaseTempResources()
|
|||
|
{
|
|||
|
ReleaseTemporary(ref m_Shadowmap);
|
|||
|
ReleaseTemporary(ref m_ShadowmapBlurred);
|
|||
|
}
|
|||
|
|
|||
|
void InitMaterial(ref Material material, Shader shader)
|
|||
|
{
|
|||
|
if (material)
|
|||
|
return;
|
|||
|
|
|||
|
if (!shader)
|
|||
|
{
|
|||
|
Debug.LogError("Missing shader");
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
material = new Material(shader);
|
|||
|
material.hideFlags = HideFlags.HideAndDontSave;
|
|||
|
}
|
|||
|
|
|||
|
void OnDrawGizmosSelected()
|
|||
|
{
|
|||
|
Gizmos.color = Color.yellow;
|
|||
|
Gizmos.matrix = transform.localToWorldMatrix;
|
|||
|
Gizmos.DrawFrustum(Vector3.zero, cam.fieldOfView, farClip, nearClip, cam.aspect);
|
|||
|
}
|
|||
|
}
|