File size: 11,591 Bytes
d883ffe | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 | using System;
using System.Collections.Generic;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering.RenderGraphModule;
namespace UnityEngine.Rendering.Universal.Internal
{
/// <summary>
/// Render all objects that have a 'DepthNormals' and/or 'DepthNormalsOnly' pass into the given depth and normal buffers.
/// </summary>
public class DepthNormalOnlyPass : ScriptableRenderPass
{
internal List<ShaderTagId> shaderTagIds { get; set; }
private RTHandle depthHandle { get; set; }
private RTHandle normalHandle { get; set; }
private RTHandle renderingLayersHandle { get; set; }
internal bool enableRenderingLayers { get; set; } = false;
internal RenderingLayerUtils.MaskSize renderingLayersMaskSize { get; set; }
private FilteringSettings m_FilteringSettings;
private PassData m_PassData;
// Statics
private static readonly List<ShaderTagId> k_DepthNormals = new List<ShaderTagId> { new ShaderTagId("DepthNormals"), new ShaderTagId("DepthNormalsOnly") };
private static readonly RTHandle[] k_ColorAttachment1 = new RTHandle[1];
private static readonly RTHandle[] k_ColorAttachment2 = new RTHandle[2];
private static readonly int s_CameraDepthTextureID = Shader.PropertyToID("_CameraDepthTexture");
private static readonly int s_CameraNormalsTextureID = Shader.PropertyToID("_CameraNormalsTexture");
private static readonly int s_CameraRenderingLayersTextureID = Shader.PropertyToID("_CameraRenderingLayersTexture");
/// <summary>
/// Creates a new <c>DepthNormalOnlyPass</c> instance.
/// </summary>
/// <param name="evt">The <c>RenderPassEvent</c> to use.</param>
/// <param name="renderQueueRange">The <c>RenderQueueRange</c> to use for creating filtering settings that control what objects get rendered.</param>
/// <param name="layerMask">The layer mask to use for creating filtering settings that control what objects get rendered.</param>
/// <seealso cref="RenderPassEvent"/>
/// <seealso cref="RenderQueueRange"/>
/// <seealso cref="LayerMask"/>
public DepthNormalOnlyPass(RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask)
{
profilingSampler = ProfilingSampler.Get(URPProfileId.DrawDepthNormalPrepass);
m_PassData = new PassData();
m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask);
renderPassEvent = evt;
useNativeRenderPass = false;
this.shaderTagIds = k_DepthNormals;
}
/// <summary>
/// Finds the format to use for the normals texture.
/// </summary>
/// <returns>The GraphicsFormat to use with the Normals texture.</returns>
public static GraphicsFormat GetGraphicsFormat()
{
if (SystemInfo.IsFormatSupported(GraphicsFormat.R8G8B8A8_SNorm, GraphicsFormatUsage.Render))
return GraphicsFormat.R8G8B8A8_SNorm; // Preferred format
else if (SystemInfo.IsFormatSupported(GraphicsFormat.R16G16B16A16_SFloat, GraphicsFormatUsage.Render))
return GraphicsFormat.R16G16B16A16_SFloat; // fallback
else
return GraphicsFormat.R32G32B32A32_SFloat; // fallback
}
/// <summary>
/// Configures the pass.
/// </summary>
/// <param name="depthHandle">The <c>RTHandle</c> used to render depth to.</param>
/// <param name="normalHandle">The <c>RTHandle</c> used to render normals.</param>
/// <seealso cref="RTHandle"/>
public void Setup(RTHandle depthHandle, RTHandle normalHandle)
{
this.depthHandle = depthHandle;
this.normalHandle = normalHandle;
enableRenderingLayers = false;
}
/// <summary>
/// Configure the pass
/// </summary>
/// <param name="depthHandle">The <c>RTHandle</c> used to render depth to.</param>
/// <param name="normalHandle">The <c>RTHandle</c> used to render normals.</param>
/// <param name="decalLayerHandle">The <c>RTHandle</c> used to render decals.</param>
public void Setup(RTHandle depthHandle, RTHandle normalHandle, RTHandle decalLayerHandle)
{
Setup(depthHandle, normalHandle);
renderingLayersHandle = decalLayerHandle;
enableRenderingLayers = true;
}
/// <inheritdoc/>
[Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)]
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
RTHandle[] colorHandles;
if (enableRenderingLayers)
{
k_ColorAttachment2[0] = normalHandle;
k_ColorAttachment2[1] = renderingLayersHandle;
colorHandles = k_ColorAttachment2;
}
else
{
k_ColorAttachment1[0] = normalHandle;
colorHandles = k_ColorAttachment1;
}
// Disable obsolete warning for internal usage
#pragma warning disable CS0618
if (renderingData.cameraData.renderer.useDepthPriming && (renderingData.cameraData.renderType == CameraRenderType.Base || renderingData.cameraData.clearDepth))
ConfigureTarget(colorHandles, renderingData.cameraData.renderer.cameraDepthTargetHandle);
else
ConfigureTarget(colorHandles, depthHandle);
ConfigureClear(ClearFlag.All, Color.black);
#pragma warning restore CS0618
}
private static void ExecutePass(RasterCommandBuffer cmd, PassData passData, RendererList rendererList)
{
// Enable Rendering Layers
if (passData.enableRenderingLayers)
cmd.SetKeyword(ShaderGlobalKeywords.WriteRenderingLayers, true);
// Draw
cmd.DrawRendererList(rendererList);
// Clean up
if (passData.enableRenderingLayers)
cmd.SetKeyword(ShaderGlobalKeywords.WriteRenderingLayers, false);
}
/// <inheritdoc/>
[Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)]
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
ContextContainer frameData = renderingData.frameData;
UniversalRenderingData universalRenderingData = frameData.Get<UniversalRenderingData>();
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
UniversalLightData lightData = frameData.Get<UniversalLightData>();
m_PassData.enableRenderingLayers = enableRenderingLayers;
var param = InitRendererListParams(universalRenderingData, cameraData,lightData);
var rendererList = context.CreateRendererList(ref param);
var cmd = CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer);
using (new ProfilingScope(cmd, profilingSampler))
{
ExecutePass(cmd, m_PassData, rendererList);
}
}
/// <inheritdoc/>
public override void OnCameraCleanup(CommandBuffer cmd)
{
if (cmd == null)
{
throw new ArgumentNullException("cmd");
}
normalHandle = null;
depthHandle = null;
renderingLayersHandle = null;
// This needs to be reset as the renderer might change this in runtime (UUM-36069)
shaderTagIds = k_DepthNormals;
}
/// <summary>
/// Shared pass data
/// </summary>
private class PassData
{
internal TextureHandle cameraDepthTexture;
internal TextureHandle cameraNormalsTexture;
internal bool enableRenderingLayers;
internal RenderingLayerUtils.MaskSize maskSize;
internal RendererListHandle rendererList;
}
private RendererListParams InitRendererListParams(UniversalRenderingData renderingData, UniversalCameraData cameraData, UniversalLightData lightData)
{
var sortFlags = cameraData.defaultOpaqueSortFlags;
var drawSettings = RenderingUtils.CreateDrawingSettings(this.shaderTagIds, renderingData, cameraData, lightData, sortFlags);
drawSettings.perObjectData = PerObjectData.None;
return new RendererListParams(renderingData.cullResults, drawSettings, m_FilteringSettings);
}
internal void Render(RenderGraph renderGraph, ContextContainer frameData, TextureHandle cameraNormalsTexture, TextureHandle cameraDepthTexture, TextureHandle renderingLayersTexture, uint batchLayerMask, bool setGlobalDepth, bool setGlobalTextures)
{
UniversalRenderingData renderingData = frameData.Get<UniversalRenderingData>();
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
UniversalLightData lightData = frameData.Get<UniversalLightData>();
using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData, profilingSampler))
{
passData.cameraNormalsTexture = cameraNormalsTexture;
builder.SetRenderAttachment(cameraNormalsTexture, 0, AccessFlags.Write);
passData.cameraDepthTexture = cameraDepthTexture;
builder.SetRenderAttachmentDepth(cameraDepthTexture, AccessFlags.Write);
passData.enableRenderingLayers = enableRenderingLayers;
if (passData.enableRenderingLayers)
{
builder.SetRenderAttachment(renderingLayersTexture, 1, AccessFlags.Write);
passData.maskSize = renderingLayersMaskSize;
}
var param = InitRendererListParams(renderingData, cameraData, lightData);
param.filteringSettings.batchLayerMask = batchLayerMask;
passData.rendererList = renderGraph.CreateRendererList(param);
builder.UseRendererList(passData.rendererList);
if (cameraData.xr.enabled)
builder.EnableFoveatedRasterization(cameraData.xr.supportsFoveatedRendering && cameraData.xrUniversal.canFoveateIntermediatePasses);
if (setGlobalTextures)
{
builder.SetGlobalTextureAfterPass(cameraNormalsTexture, s_CameraNormalsTextureID);
if (passData.enableRenderingLayers)
builder.SetGlobalTextureAfterPass(renderingLayersTexture, s_CameraRenderingLayersTextureID);
}
if (setGlobalDepth)
builder.SetGlobalTextureAfterPass(cameraDepthTexture, s_CameraDepthTextureID);
// TODO RENDERGRAPH: culling? force culling off for testing
builder.AllowPassCulling(false);
// Required here because of RenderingLayerUtils.SetupProperties
builder.AllowGlobalStateModification(true);
builder.SetRenderFunc((PassData data, RasterGraphContext context) =>
{
RenderingLayerUtils.SetupProperties(context.cmd, data.maskSize);
ExecutePass(context.cmd, data, data.rendererList);
});
}
}
}
}
|