forked from BilalY/Rasagar
148 lines
7.4 KiB
C#
148 lines
7.4 KiB
C#
using UnityEngine.Experimental.Rendering;
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using UnityEngine.Rendering.RenderGraphModule;
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namespace UnityEngine.Rendering.Universal
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{
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internal static class StpUtils
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{
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static void CalculateJitter(int frameIndex, out Vector2 jitter, out bool allowScaling)
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{
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// NOTE: STP's jitter must be negated in URP due to y-flip
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jitter = -STP.Jit16(frameIndex);
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allowScaling = false;
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}
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// Static allocation of JitterFunc delegate to avoid GC
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internal static TemporalAA.JitterFunc s_JitterFunc = CalculateJitter;
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static void PopulateStpConfig(UniversalCameraData cameraData, TextureHandle inputColor, TextureHandle inputDepth, TextureHandle inputMotion, int debugViewIndex, TextureHandle debugView, TextureHandle destination, Texture2D noiseTexture, out STP.Config config)
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{
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cameraData.camera.TryGetComponent<UniversalAdditionalCameraData>(out var additionalCameraData);
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Debug.Assert(additionalCameraData != null);
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var motionData = additionalCameraData.motionVectorsPersistentData;
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Debug.Assert(motionData != null);
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// Dynamic scaling isn't supported
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config.enableHwDrs = false;
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// URP only uses texture arrays when XR single pass mode is enabled
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config.enableTexArray = cameraData.xr.enabled && cameraData.xr.singlePassEnabled;
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// The motion scaling feature is only active outside of test environments.
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// If we allowed it to run during automated graphics tests, the results of each test run would be dependent on system performance.
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#if LWRP_DEBUG_STATIC_POSTFX
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config.enableMotionScaling = false;
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#else
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config.enableMotionScaling = true;
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#endif
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int frameIndex = Time.frameCount;
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config.noiseTexture = noiseTexture;
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config.inputColor = inputColor;
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config.inputDepth = inputDepth;
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config.inputMotion = inputMotion;
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// TODO: Support STP Stencil Responsive Feature in URP (JIRA: GFXRT-366)
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//
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// STP is capable of treating certain pixels in the image differently if they're known to cause
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// problems when run through TAA. Normally this is handled by using a single bit in the stencil
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// buffer to mask these pixels. This feature is typically used for transparent objects like sparks
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// and it can significantly improve visual quality on some scenes when enabled.
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config.inputStencil = TextureHandle.nullHandle;
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config.stencilMask = 0;
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config.debugView = debugView;
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config.destination = destination;
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var stpHistory = cameraData.stpHistory;
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Debug.Assert(stpHistory != null);
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int eyeIndex = (cameraData.xr.enabled && !cameraData.xr.singlePassEnabled) ? cameraData.xr.multipassId : 0;
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config.historyContext = stpHistory.GetHistoryContext(eyeIndex);
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config.nearPlane = cameraData.camera.nearClipPlane;
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config.farPlane = cameraData.camera.farClipPlane;
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config.frameIndex = frameIndex;
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config.hasValidHistory = !cameraData.resetHistory;
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config.debugViewIndex = debugViewIndex;
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config.deltaTime = motionData.deltaTime;
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config.lastDeltaTime = motionData.lastDeltaTime;
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// Note: The current and prior image sizes are always identical since DRS is not currently supported.
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config.currentImageSize = new Vector2Int(cameraData.cameraTargetDescriptor.width, cameraData.cameraTargetDescriptor.height);
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config.priorImageSize = config.currentImageSize;
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config.outputImageSize = new Vector2Int(cameraData.pixelWidth, cameraData.pixelHeight);
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// The number of active views may vary over time, but it must never be more than the number of supported view configs.
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int numActiveViews = cameraData.xr.enabled ? cameraData.xr.viewCount : 1;
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Debug.Assert(numActiveViews <= STP.perViewConfigs.Length);
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for (int viewIndex = 0; viewIndex < numActiveViews; ++viewIndex)
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{
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int targetIndex = viewIndex + eyeIndex;
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STP.PerViewConfig perViewConfig;
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// STP requires non-jittered versions of the current, previous, and "previous previous" projection matrix.
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perViewConfig.currentProj = motionData.projectionStereo[targetIndex];
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perViewConfig.lastProj = motionData.previousProjectionStereo[targetIndex];
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perViewConfig.lastLastProj = motionData.previousPreviousProjectionStereo[targetIndex];
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perViewConfig.currentView = motionData.viewStereo[targetIndex];
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perViewConfig.lastView = motionData.previousViewStereo[targetIndex];
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perViewConfig.lastLastView = motionData.previousPreviousViewStereo[targetIndex];
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// NOTE: STP assumes the view matrices also contain the world space camera position so we inject the camera position directly here.
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Vector3 currentPosition = motionData.worldSpaceCameraPos;
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Vector3 lastPosition = motionData.previousWorldSpaceCameraPos;
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Vector3 lastLastPosition = motionData.previousPreviousWorldSpaceCameraPos;
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perViewConfig.currentView.SetColumn(3, new Vector4(-currentPosition.x, -currentPosition.y, -currentPosition.z, 1.0f));
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perViewConfig.lastView.SetColumn(3, new Vector4(-lastPosition.x, -lastPosition.y, -lastPosition.z, 1.0f));
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perViewConfig.lastLastView.SetColumn(3, new Vector4(-lastLastPosition.x, -lastLastPosition.y, -lastLastPosition.z, 1.0f));
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STP.perViewConfigs[viewIndex] = perViewConfig;
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}
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config.numActiveViews = numActiveViews;
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config.perViewConfigs = STP.perViewConfigs;
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}
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static internal void Execute(RenderGraph renderGraph, UniversalResourceData resourceData, UniversalCameraData cameraData, TextureHandle inputColor, TextureHandle inputDepth, TextureHandle inputMotion, TextureHandle destination, Texture2D noiseTexture)
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{
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var debugView = TextureHandle.nullHandle;
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int debugViewIndex = 0;
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DebugHandler debugHandler = ScriptableRenderPass.GetActiveDebugHandler(cameraData);
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if ((debugHandler != null) && debugHandler.TryGetFullscreenDebugMode(out var fullscreenDebugMode))
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{
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if (fullscreenDebugMode == DebugFullScreenMode.STP)
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{
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debugView = renderGraph.CreateTexture(new TextureDesc(cameraData.pixelWidth, cameraData.pixelHeight, false, (cameraData.xr.enabled && cameraData.xr.singlePassEnabled))
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{
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name = "STP Debug View",
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colorFormat = GraphicsFormat.R8G8B8A8_UNorm,
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clearBuffer = true,
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enableRandomWrite = true
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});
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debugViewIndex = debugHandler.stpDebugViewIndex;
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// Save the debug view texture so it can be displayed later
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resourceData.stpDebugView = debugView;
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}
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}
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PopulateStpConfig(cameraData, inputColor, inputDepth, inputMotion, debugViewIndex, debugView, destination, noiseTexture, out var config);
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STP.Execute(renderGraph, ref config);
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}
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}
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}
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