#if UNITY_EDITOR using UnityEditor; #endif namespace UnityEngine.Rendering.HighDefinition { class HDRISkyRenderer : SkyRenderer { Material m_SkyHDRIMaterial; // Renders a cubemap into a render texture (can be cube or 2D) MaterialPropertyBlock m_PropertyBlock = new MaterialPropertyBlock(); float scrollFactor = 0.0f, lastTime = 0.0f; private static int m_RenderCubemapID = 0; // FragBaking private static int m_RenderFullscreenSkyID = 1; // FragRender private static int m_RenderFullscreenSkyWithBackplateID = 2; // FragRenderBackplate private static int m_RenderDepthOnlyFullscreenSkyWithBackplateID = 3; // FragRenderBackplateDepth public HDRISkyRenderer() { SupportDynamicSunLight = false; } public override void Build() { var hdrp = HDRenderPipeline.defaultAsset; m_SkyHDRIMaterial = CoreUtils.CreateEngineMaterial(hdrp.renderPipelineResources.shaders.hdriSkyPS); } public override void Cleanup() { CoreUtils.Destroy(m_SkyHDRIMaterial); } private void GetParameters(out float intensity, out float phi, out float backplatePhi, BuiltinSkyParameters builtinParams, HDRISky hdriSky) { intensity = GetSkyIntensity(hdriSky, builtinParams.debugSettings); phi = -Mathf.Deg2Rad * hdriSky.rotation.value; // -rotation to match Legacy... backplatePhi = phi - Mathf.Deg2Rad * hdriSky.plateRotation.value; } private Vector4 GetBackplateParameters0(HDRISky hdriSky) { // xy: scale, z: groundLevel, w: projectionDistance float scaleX = Mathf.Abs(hdriSky.scale.value.x); float scaleY = Mathf.Abs(hdriSky.scale.value.y); if (hdriSky.backplateType.value == BackplateType.Disc) { scaleY = scaleX; } return new Vector4(scaleX, scaleY, hdriSky.groundLevel.value, hdriSky.projectionDistance.value); } private Vector4 GetBackplateParameters1(float backplatePhi, HDRISky hdriSky) { // x: BackplateType, y: BlendAmount, zw: backplate rotation (cosPhi_plate, sinPhi_plate) float type = 3.0f; float blendAmount = hdriSky.blendAmount.value / 100.0f; switch (hdriSky.backplateType.value) { case BackplateType.Disc: type = 0.0f; break; case BackplateType.Rectangle: type = 1.0f; break; case BackplateType.Ellipse: type = 2.0f; break; case BackplateType.Infinite: type = 3.0f; blendAmount = 0.0f; break; } return new Vector4(type, blendAmount, Mathf.Cos(backplatePhi), Mathf.Sin(backplatePhi)); } private Vector4 GetBackplateParameters2(HDRISky hdriSky) { // xy: BackplateTextureRotation (cos/sin), zw: Backplate Texture Offset float localPhi = -Mathf.Deg2Rad * hdriSky.plateTexRotation.value; return new Vector4(Mathf.Cos(localPhi), Mathf.Sin(localPhi), hdriSky.plateTexOffset.value.x, hdriSky.plateTexOffset.value.y); } public override bool RequiresPreRenderSky(BuiltinSkyParameters builtinParams) { var hdriSky = builtinParams.skySettings as HDRISky; return hdriSky.enableBackplate.value; } public override void PreRenderSky(BuiltinSkyParameters builtinParams) { var hdriSky = builtinParams.skySettings as HDRISky; if (hdriSky.enableBackplate.value == false) { return; } float intensity, phi, backplatePhi; GetParameters(out intensity, out phi, out backplatePhi, builtinParams, hdriSky); using (new ProfilingScope(builtinParams.commandBuffer, ProfilingSampler.Get(HDProfileId.PreRenderSky))) { m_SkyHDRIMaterial.SetTexture(HDShaderIDs._Cubemap, hdriSky.hdriSky.value); m_SkyHDRIMaterial.SetVector(HDShaderIDs._SkyParam, new Vector4(intensity, 0.0f, Mathf.Cos(phi), Mathf.Sin(phi))); m_SkyHDRIMaterial.SetVector(HDShaderIDs._BackplateParameters0, GetBackplateParameters0(hdriSky)); m_PropertyBlock.SetMatrix(HDShaderIDs._PixelCoordToViewDirWS, builtinParams.pixelCoordToViewDirMatrix); CoreUtils.DrawFullScreen(builtinParams.commandBuffer, m_SkyHDRIMaterial, m_PropertyBlock, m_RenderDepthOnlyFullscreenSkyWithBackplateID); } } public override void RenderSky(BuiltinSkyParameters builtinParams, bool renderForCubemap, bool renderSunDisk) { var hdriSky = builtinParams.skySettings as HDRISky; float intensity, phi, backplatePhi; GetParameters(out intensity, out phi, out backplatePhi, builtinParams, hdriSky); int passID; if (renderForCubemap) { passID = m_RenderCubemapID; } else { if (hdriSky.enableBackplate.value == false) { passID = m_RenderFullscreenSkyID; } else { passID = m_RenderFullscreenSkyWithBackplateID; } } if (hdriSky.enableDistortion.value == true) { m_SkyHDRIMaterial.EnableKeyword("SKY_MOTION"); if (hdriSky.procedural.value == false) { m_SkyHDRIMaterial.EnableKeyword("USE_FLOWMAP"); m_SkyHDRIMaterial.SetTexture(HDShaderIDs._Flowmap, hdriSky.flowmap.value); } else m_SkyHDRIMaterial.DisableKeyword("USE_FLOWMAP"); var hdCamera = builtinParams.hdCamera; float rot = -Mathf.Deg2Rad * hdriSky.scrollDirection.value; bool upperHemisphereOnly = hdriSky.upperHemisphereOnly.value || hdriSky.procedural.value; Vector4 flowmapParam = new Vector4(upperHemisphereOnly ? 1.0f : 0.0f, scrollFactor, Mathf.Cos(rot), Mathf.Sin(rot)); m_SkyHDRIMaterial.SetVector(HDShaderIDs._FlowmapParam, flowmapParam); scrollFactor += hdCamera.animateMaterials ? hdriSky.scrollSpeed.value * (hdCamera.time - lastTime) * 0.01f : 0.0f; lastTime = hdCamera.time; } else m_SkyHDRIMaterial.DisableKeyword("SKY_MOTION"); m_SkyHDRIMaterial.SetTexture(HDShaderIDs._Cubemap, hdriSky.hdriSky.value); m_SkyHDRIMaterial.SetVector(HDShaderIDs._SkyParam, new Vector4(intensity, 0.0f, Mathf.Cos(phi), Mathf.Sin(phi))); m_SkyHDRIMaterial.SetVector(HDShaderIDs._BackplateParameters0, GetBackplateParameters0(hdriSky)); m_SkyHDRIMaterial.SetVector(HDShaderIDs._BackplateParameters1, GetBackplateParameters1(backplatePhi, hdriSky)); m_SkyHDRIMaterial.SetVector(HDShaderIDs._BackplateParameters2, GetBackplateParameters2(hdriSky)); m_SkyHDRIMaterial.SetColor(HDShaderIDs._BackplateShadowTint, hdriSky.shadowTint.value); uint shadowFilter = 0u; if (hdriSky.pointLightShadow.value) shadowFilter |= unchecked((uint)LightFeatureFlags.Punctual); if (hdriSky.dirLightShadow.value) shadowFilter |= unchecked((uint)LightFeatureFlags.Directional); if (hdriSky.rectLightShadow.value) shadowFilter |= unchecked((uint)LightFeatureFlags.Area); m_SkyHDRIMaterial.SetInt(HDShaderIDs._BackplateShadowFilter, unchecked((int)shadowFilter)); // This matrix needs to be updated at the draw call frequency. m_PropertyBlock.SetMatrix(HDShaderIDs._PixelCoordToViewDirWS, builtinParams.pixelCoordToViewDirMatrix); CoreUtils.DrawFullScreen(builtinParams.commandBuffer, m_SkyHDRIMaterial, m_PropertyBlock, passID); } } }