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HDRenderLoop: Remove camera from sky and use new Matrix4x4.LookAt instead
1 parent 5a01382 commit a7dc31a

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2 files changed

+24
-32
lines changed

2 files changed

+24
-32
lines changed

Assets/ScriptableRenderLoop/HDRenderLoop/Sky/SkyRenderer.cs

Lines changed: 16 additions & 28 deletions
Original file line numberDiff line numberDiff line change
@@ -42,10 +42,10 @@ public class SkyRenderer
4242

4343
MaterialPropertyBlock m_RenderSkyPropertyBlock = null;
4444

45-
GameObject[] m_CubemapFaceCamera = new GameObject[6];
45+
Matrix4x4[] m_faceCameraInvViewProjectionMatrix = new Matrix4x4[6];
4646
Mesh[] m_CubemapFaceMesh = new Mesh[6];
4747

48-
Mesh BuildSkyMesh(Camera camera, bool forceUVBottom)
48+
Mesh BuildSkyMesh(Vector3 cameraPosition, Matrix4x4 cameraInvViewProjectionMatrix, bool forceUVBottom)
4949
{
5050
Vector4 vertData0 = new Vector4(-1.0f, -1.0f, 1.0f, 1.0f);
5151
Vector4 vertData1 = new Vector4(1.0f, -1.0f, 1.0f, 1.0f);
@@ -61,20 +61,19 @@ Mesh BuildSkyMesh(Camera camera, bool forceUVBottom)
6161
// Get view vector based on the frustum, i.e (invert transform frustum get position etc...)
6262
Vector3[] eyeVectorData = new Vector3[4];
6363

64-
Matrix4x4 transformMatrix = camera.cameraToWorldMatrix * camera.projectionMatrix.inverse;
64+
Matrix4x4 transformMatrix = cameraInvViewProjectionMatrix;
6565

6666
Vector4 posWorldSpace0 = transformMatrix * vertData0;
6767
Vector4 posWorldSpace1 = transformMatrix * vertData1;
6868
Vector4 posWorldSpace2 = transformMatrix * vertData2;
6969
Vector4 posWorldSpace3 = transformMatrix * vertData3;
7070

71-
Vector3 temp = camera.GetComponent<Transform>().position;
72-
Vector4 cameraPosition = new Vector4(temp.x, temp.y, temp.z, 0.0f);
71+
Vector4 cameraPos = new Vector4(cameraPosition.x, cameraPosition.y, cameraPosition.z, 0.0f);
7372

74-
Vector4 direction0 = (posWorldSpace0 / posWorldSpace0.w - cameraPosition);
75-
Vector4 direction1 = (posWorldSpace1 / posWorldSpace1.w - cameraPosition);
76-
Vector4 direction2 = (posWorldSpace2 / posWorldSpace2.w - cameraPosition);
77-
Vector4 direction3 = (posWorldSpace3 / posWorldSpace3.w - cameraPosition);
73+
Vector4 direction0 = (posWorldSpace0 / posWorldSpace0.w - cameraPos);
74+
Vector4 direction1 = (posWorldSpace1 / posWorldSpace1.w - cameraPos);
75+
Vector4 direction2 = (posWorldSpace2 / posWorldSpace2.w - cameraPos);
76+
Vector4 direction3 = (posWorldSpace3 / posWorldSpace3.w - cameraPos);
7877

7978
if (SystemInfo.graphicsUVStartsAtTop && !forceUVBottom)
8079
{
@@ -173,16 +172,11 @@ public void Rebuild()
173172

174173
for (int i = 0; i < 6; ++i)
175174
{
176-
m_CubemapFaceCamera[i] = new GameObject();
177-
m_CubemapFaceCamera[i].hideFlags = HideFlags.HideAndDontSave;
178-
179-
Camera camera = m_CubemapFaceCamera[i].AddComponent<Camera>();
180-
camera.projectionMatrix = cubeProj;
181-
Transform transform = camera.GetComponent<Transform>();
182-
transform.LookAt(lookAtList[i], UpVectorList[i]);
175+
Matrix4x4 lookAt = Matrix4x4.LookAt(Vector3.zero, lookAtList[i], UpVectorList[i]);
176+
m_faceCameraInvViewProjectionMatrix[i] = Utilities.GetViewProjectionMatrix(lookAt, cubeProj).inverse;
183177

184178
// When rendering into a texture the render will be flip (due to legacy unity openGL behavior), so we need to flip UV here...
185-
m_CubemapFaceMesh[i] = BuildSkyMesh(camera, true);
179+
m_CubemapFaceMesh[i] = BuildSkyMesh(Vector3.zero, m_faceCameraInvViewProjectionMatrix[i], true);
186180
}
187181
}
188182

@@ -193,12 +187,6 @@ public void Cleanup()
193187
Utilities.Destroy(m_GGXConvolveMaterial);
194188
Utilities.Destroy(m_SkyboxCubemapRT);
195189
Utilities.Destroy(m_SkyboxGGXCubemapRT);
196-
197-
for(int i = 0 ; i < 6 ; ++i)
198-
{
199-
Utilities.Destroy(m_CubemapFaceCamera[i]);
200-
}
201-
202190
}
203191

204192
public bool IsSkyValid(SkyParameters parameters)
@@ -207,13 +195,13 @@ public bool IsSkyValid(SkyParameters parameters)
207195
return parameters.skyHDRI != null;
208196
}
209197

210-
private void RenderSky(Camera camera, SkyParameters skyParameters, Mesh skyMesh, RenderLoop renderLoop)
198+
private void RenderSky(Matrix4x4 invViewProjectionMatrix, SkyParameters skyParameters, Mesh skyMesh, RenderLoop renderLoop)
211199
{
212200
Shader.EnableKeyword("PERFORM_SKY_OCCLUSION_TEST");
213201

214202
m_RenderSkyPropertyBlock.SetTexture("_Cubemap", skyParameters.skyHDRI);
215203
m_RenderSkyPropertyBlock.SetVector("_SkyParam", new Vector4(skyParameters.exposure, skyParameters.multiplier, skyParameters.rotation, 0.0f));
216-
m_RenderSkyPropertyBlock.SetMatrix("_InvViewProjMatrix", Utilities.GetViewProjectionMatrix(camera).inverse);
204+
m_RenderSkyPropertyBlock.SetMatrix("_InvViewProjMatrix", invViewProjectionMatrix);
217205

218206
var cmd = new CommandBuffer { name = "" };
219207
cmd.DrawMesh(skyMesh, Matrix4x4.identity, m_SkyHDRIMaterial, 0, 0, m_RenderSkyPropertyBlock);
@@ -228,8 +216,7 @@ private void RenderSkyToCubemap(SkyParameters skyParameters, RenderTexture targe
228216
for (int i = 0; i < 6; ++i)
229217
{
230218
Utilities.SetRenderTarget(renderLoop, target, 0, (CubemapFace)i);
231-
Camera faceCamera = m_CubemapFaceCamera[i].GetComponent<Camera>();
232-
RenderSky(faceCamera, skyParameters, m_CubemapFaceMesh[i], renderLoop);
219+
RenderSky(m_faceCameraInvViewProjectionMatrix[i], skyParameters, m_CubemapFaceMesh[i], renderLoop);
233220
}
234221
}
235222

@@ -328,7 +315,8 @@ public void RenderSky(Camera camera, SkyParameters skyParameters, RenderTargetId
328315

329316
// Render the sky itself
330317
Utilities.SetRenderTarget(renderLoop, colorBuffer, depthBuffer);
331-
RenderSky(camera, skyParameters, BuildSkyMesh(camera, false), renderLoop);
318+
Matrix4x4 invViewProjectionMatrix = Utilities.GetViewProjectionMatrix(camera).inverse;
319+
RenderSky(invViewProjectionMatrix, skyParameters, BuildSkyMesh(camera.GetComponent<Transform>().position, invViewProjectionMatrix, false), renderLoop);
332320
}
333321
}
334322
}

Assets/ScriptableRenderLoop/HDRenderLoop/Utilities.cs

Lines changed: 8 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -160,17 +160,21 @@ protected virtual void Dispose(bool disposing)
160160
disposed = true;
161161
}
162162
}
163-
164-
public static Matrix4x4 GetViewProjectionMatrix(Camera camera)
163+
public static Matrix4x4 GetViewProjectionMatrix(Matrix4x4 worldToViewMatrix, Matrix4x4 projectionMatrix)
165164
{
166165
// The actual projection matrix used in shaders is actually massaged a bit to work across all platforms
167166
// (different Z value ranges etc.)
168-
var gpuProj = GL.GetGPUProjectionMatrix(camera.projectionMatrix, false);
169-
var gpuVP = gpuProj * camera.worldToCameraMatrix;
167+
var gpuProj = GL.GetGPUProjectionMatrix(projectionMatrix, false);
168+
var gpuVP = gpuProj * worldToViewMatrix;
170169

171170
return gpuVP;
172171
}
173172

173+
public static Matrix4x4 GetViewProjectionMatrix(Camera camera)
174+
{
175+
return GetViewProjectionMatrix(camera.worldToCameraMatrix, camera.projectionMatrix);
176+
}
177+
174178
public static Vector4 ComputeScreenSize(Camera camera)
175179
{
176180
return new Vector4(camera.pixelWidth, camera.pixelHeight, 1.0f / camera.pixelWidth, 1.0f / camera.pixelHeight);

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