Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Runtime /FrameData /UniversalResourceData.cs
| using System; | |
| using UnityEngine.Rendering.RenderGraphModule; | |
| namespace UnityEngine.Rendering.Universal | |
| { | |
| /// <summary> | |
| /// Class that holds settings related to texture resources. | |
| /// </summary> | |
| public class UniversalResourceData : UniversalResourceDataBase | |
| { | |
| /// <summary> | |
| /// The active color target ID. | |
| /// </summary> | |
| internal ActiveID activeColorID { get; set; } | |
| /// <summary> | |
| /// Returns the current active color target texture. To be referenced at RenderGraph pass recording time, not in passes render functions. | |
| /// </summary> | |
| /// <value>Returns the active color texture between the front and back buffer.</value> | |
| public TextureHandle activeColorTexture | |
| { | |
| get | |
| { | |
| if (!CheckAndWarnAboutAccessibility()) | |
| return TextureHandle.nullHandle; | |
| switch (activeColorID) | |
| { | |
| case ActiveID.Camera: | |
| return cameraColor; | |
| case ActiveID.BackBuffer: | |
| return backBufferColor; | |
| default: | |
| throw new ArgumentOutOfRangeException(); | |
| } | |
| } | |
| } | |
| /// <summary> | |
| /// The active depth target ID. | |
| /// </summary> | |
| internal ActiveID activeDepthID { get; set; } | |
| /// <summary> | |
| /// Returns the current active color target texture. To be referenced at RenderGraph pass recording time, not in passes render functions. | |
| /// </summary> | |
| /// <value>TextureHandle</value> | |
| public TextureHandle activeDepthTexture | |
| { | |
| get | |
| { | |
| if (!CheckAndWarnAboutAccessibility()) | |
| return TextureHandle.nullHandle; | |
| switch (activeDepthID) | |
| { | |
| case ActiveID.Camera: | |
| return cameraDepth; | |
| case ActiveID.BackBuffer: | |
| return backBufferDepth; | |
| default: | |
| throw new ArgumentOutOfRangeException(); | |
| } | |
| } | |
| } | |
| /// <summary> | |
| /// True if the current active target is the backbuffer. To be referenced at RenderGraph pass recording time, not in passes render functions. | |
| /// </summary> | |
| /// <value>Returns true if the backbuffer is currently in use and false otherwise.</value> | |
| public bool isActiveTargetBackBuffer | |
| { | |
| get | |
| { | |
| if (!isAccessible) | |
| { | |
| Debug.LogError("Trying to access frameData outside of the current frame setup."); | |
| return false; | |
| } | |
| return activeColorID == UniversalResourceData.ActiveID.BackBuffer; | |
| } | |
| } | |
| /// <summary> | |
| /// The backbuffer color used to render directly to screen. All passes can write to it depending on frame setup. | |
| /// </summary> | |
| public TextureHandle backBufferColor | |
| { | |
| get => CheckAndGetTextureHandle(ref _backBufferColor); | |
| internal set => CheckAndSetTextureHandle(ref _backBufferColor, value); | |
| } | |
| private TextureHandle _backBufferColor; | |
| /// <summary> | |
| /// The backbuffer depth used to render directly to screen. All passes can write to it depending on frame setup. | |
| /// </summary> | |
| public TextureHandle backBufferDepth | |
| { | |
| get => CheckAndGetTextureHandle(ref _backBufferDepth); | |
| internal set => CheckAndSetTextureHandle(ref _backBufferDepth, value); | |
| } | |
| private TextureHandle _backBufferDepth; | |
| // intermediate camera targets | |
| /// <summary> | |
| /// Main offscreen camera color target. All passes can write to it depending on frame setup. | |
| /// Can hold multiple samples if MSAA is enabled. | |
| /// </summary> | |
| public TextureHandle cameraColor | |
| { | |
| get => CheckAndGetTextureHandle(ref _cameraColor); | |
| set => CheckAndSetTextureHandle(ref _cameraColor, value); | |
| } | |
| private TextureHandle _cameraColor; | |
| /// <summary> | |
| /// Main offscreen camera depth target. All passes can write to it depending on frame setup. | |
| /// Can hold multiple samples if MSAA is enabled. | |
| /// </summary> | |
| public TextureHandle cameraDepth | |
| { | |
| get => CheckAndGetTextureHandle(ref _cameraDepth); | |
| set => CheckAndSetTextureHandle(ref _cameraDepth, value); | |
| } | |
| private TextureHandle _cameraDepth; | |
| // shadows | |
| /// <summary> | |
| /// Main shadow map. | |
| /// </summary> | |
| public TextureHandle mainShadowsTexture | |
| { | |
| get => CheckAndGetTextureHandle(ref _mainShadowsTexture); | |
| set => CheckAndSetTextureHandle(ref _mainShadowsTexture, value); | |
| } | |
| private TextureHandle _mainShadowsTexture; | |
| /// <summary> | |
| /// Additional shadow map. | |
| /// </summary> | |
| public TextureHandle additionalShadowsTexture | |
| { | |
| get => CheckAndGetTextureHandle(ref _additionalShadowsTexture); | |
| set => CheckAndSetTextureHandle(ref _additionalShadowsTexture, value); | |
| } | |
| private TextureHandle _additionalShadowsTexture; | |
| // GBuffer targets | |
| /// <summary> | |
| /// GBuffer. Written to by the GBuffer pass. | |
| /// </summary> | |
| public TextureHandle[] gBuffer | |
| { | |
| get => CheckAndGetTextureHandle(ref _gBuffer); | |
| set => CheckAndSetTextureHandle(ref _gBuffer, value); | |
| } | |
| private TextureHandle[] _gBuffer = new TextureHandle[RenderGraphUtils.GBufferSize]; | |
| // camera opaque/depth/normal | |
| /// <summary> | |
| /// Camera opaque texture. Contains a copy of CameraColor if the CopyColor pass is executed. | |
| /// </summary> | |
| public TextureHandle cameraOpaqueTexture | |
| { | |
| get => CheckAndGetTextureHandle(ref _cameraOpaqueTexture); | |
| internal set => CheckAndSetTextureHandle(ref _cameraOpaqueTexture, value); | |
| } | |
| private TextureHandle _cameraOpaqueTexture; | |
| /// <summary> | |
| /// Camera depth texture. Contains the scene depth if the CopyDepth or Depth Prepass passes are executed. | |
| /// </summary> | |
| public TextureHandle cameraDepthTexture | |
| { | |
| get => CheckAndGetTextureHandle(ref _cameraDepthTexture); | |
| internal set => CheckAndSetTextureHandle(ref _cameraDepthTexture, value); | |
| } | |
| private TextureHandle _cameraDepthTexture; | |
| /// <summary> | |
| /// Camera normals texture. Contains the scene depth if the DepthNormals Prepass pass is executed. | |
| /// </summary> | |
| public TextureHandle cameraNormalsTexture | |
| { | |
| get => CheckAndGetTextureHandle(ref _cameraNormalsTexture); | |
| internal set => CheckAndSetTextureHandle(ref _cameraNormalsTexture, value); | |
| } | |
| private TextureHandle _cameraNormalsTexture; | |
| // motion vector | |
| /// <summary> | |
| /// Motion Vector Color. Written to by the Motion Vector passes. | |
| /// </summary> | |
| public TextureHandle motionVectorColor | |
| { | |
| get => CheckAndGetTextureHandle(ref _motionVectorColor); | |
| set => CheckAndSetTextureHandle(ref _motionVectorColor, value); | |
| } | |
| private TextureHandle _motionVectorColor; | |
| /// <summary> | |
| /// Motion Vector Depth. Written to by the Motion Vector passes. | |
| /// </summary> | |
| public TextureHandle motionVectorDepth | |
| { | |
| get => CheckAndGetTextureHandle(ref _motionVectorDepth); | |
| set => CheckAndSetTextureHandle(ref _motionVectorDepth, value); | |
| } | |
| private TextureHandle _motionVectorDepth; | |
| // postFx | |
| /// <summary> | |
| /// Internal Color LUT. Written to by the InternalLUT pass. | |
| /// </summary> | |
| public TextureHandle internalColorLut | |
| { | |
| get => CheckAndGetTextureHandle(ref _internalColorLut); | |
| set => CheckAndSetTextureHandle(ref _internalColorLut, value); | |
| } | |
| private TextureHandle _internalColorLut; | |
| /// <summary> | |
| /// Color output of post-process passes (uberPost and finalPost) when HDR debug views are enabled. It replaces | |
| /// the backbuffer color as standard output because the later cannot be sampled back (or may not be in HDR format). | |
| /// If used, DebugHandler will perform the blit from DebugScreenTexture to BackBufferColor. | |
| /// </summary> | |
| internal TextureHandle debugScreenColor | |
| { | |
| get => CheckAndGetTextureHandle(ref _debugScreenColor); | |
| set => CheckAndSetTextureHandle(ref _debugScreenColor, value); | |
| } | |
| internal TextureHandle _debugScreenColor; | |
| /// <summary> | |
| /// Depth output of post-process passes (uberPost and finalPost) when HDR debug views are enabled. It replaces | |
| /// the backbuffer depth as standard output because the later cannot be sampled back. | |
| /// </summary> | |
| internal TextureHandle debugScreenDepth | |
| { | |
| get => CheckAndGetTextureHandle(ref _debugScreenDepth); | |
| set => CheckAndSetTextureHandle(ref _debugScreenDepth, value); | |
| } | |
| internal TextureHandle _debugScreenDepth; | |
| /// <summary> | |
| /// After Post Process Color. Stores the contents of the main color target after the post processing passes. | |
| /// </summary> | |
| public TextureHandle afterPostProcessColor | |
| { | |
| get => CheckAndGetTextureHandle(ref _afterPostProcessColor); | |
| internal set => CheckAndSetTextureHandle(ref _afterPostProcessColor, value); | |
| } | |
| private TextureHandle _afterPostProcessColor; | |
| /// <summary> | |
| /// Overlay UI Texture. The DrawScreenSpaceUI pass writes to this texture when rendering off-screen. | |
| /// </summary> | |
| public TextureHandle overlayUITexture | |
| { | |
| get => CheckAndGetTextureHandle(ref _overlayUITexture); | |
| internal set => CheckAndSetTextureHandle(ref _overlayUITexture, value); | |
| } | |
| private TextureHandle _overlayUITexture; | |
| // rendering layers | |
| /// <summary> | |
| /// Rendering Layers Texture. Can be written to by the DrawOpaques pass or DepthNormals prepass based on settings. | |
| /// </summary> | |
| public TextureHandle renderingLayersTexture | |
| { | |
| get => CheckAndGetTextureHandle(ref _renderingLayersTexture); | |
| internal set => CheckAndSetTextureHandle(ref _renderingLayersTexture, value); | |
| } | |
| private TextureHandle _renderingLayersTexture; | |
| // decals | |
| /// <summary> | |
| /// DBuffer. Written to by the Decals pass. | |
| /// </summary> | |
| public TextureHandle[] dBuffer | |
| { | |
| get => CheckAndGetTextureHandle(ref _dBuffer); | |
| set => CheckAndSetTextureHandle(ref _dBuffer, value); | |
| } | |
| private TextureHandle[] _dBuffer = new TextureHandle[RenderGraphUtils.DBufferSize]; | |
| /// <summary> | |
| /// DBufferDepth. Written to by the Decals pass. | |
| /// </summary> | |
| public TextureHandle dBufferDepth | |
| { | |
| get => CheckAndGetTextureHandle(ref _dBufferDepth); | |
| set => CheckAndSetTextureHandle(ref _dBufferDepth, value); | |
| } | |
| private TextureHandle _dBufferDepth; | |
| /// <summary> | |
| /// Screen Space Ambient Occlusion texture. Written to by the SSAO pass. | |
| /// </summary> | |
| public TextureHandle ssaoTexture | |
| { | |
| get => CheckAndGetTextureHandle(ref _ssaoTexture); | |
| internal set => CheckAndSetTextureHandle(ref _ssaoTexture, value); | |
| } | |
| private TextureHandle _ssaoTexture; | |
| /// <summary> | |
| /// STP debug visualization written to by the STP upscaler. | |
| /// </summary> | |
| internal TextureHandle stpDebugView | |
| { | |
| get => CheckAndGetTextureHandle(ref _stpDebugView); | |
| set => CheckAndSetTextureHandle(ref _stpDebugView, value); | |
| } | |
| private TextureHandle _stpDebugView; | |
| /// <inheritdoc /> | |
| public override void Reset() | |
| { | |
| _backBufferColor = TextureHandle.nullHandle; | |
| _backBufferDepth = TextureHandle.nullHandle; | |
| _cameraColor = TextureHandle.nullHandle; | |
| _cameraDepth = TextureHandle.nullHandle; | |
| _mainShadowsTexture = TextureHandle.nullHandle; | |
| _additionalShadowsTexture = TextureHandle.nullHandle; | |
| _cameraOpaqueTexture = TextureHandle.nullHandle; | |
| _cameraDepthTexture = TextureHandle.nullHandle; | |
| _cameraNormalsTexture = TextureHandle.nullHandle; | |
| _motionVectorColor = TextureHandle.nullHandle; | |
| _motionVectorDepth = TextureHandle.nullHandle; | |
| _internalColorLut = TextureHandle.nullHandle; | |
| _debugScreenColor = TextureHandle.nullHandle; | |
| _debugScreenDepth = TextureHandle.nullHandle; | |
| _afterPostProcessColor = TextureHandle.nullHandle; | |
| _overlayUITexture = TextureHandle.nullHandle; | |
| _renderingLayersTexture = TextureHandle.nullHandle; | |
| _dBufferDepth = TextureHandle.nullHandle; | |
| _ssaoTexture = TextureHandle.nullHandle; | |
| _stpDebugView = TextureHandle.nullHandle; | |
| for (int i = 0; i < _gBuffer.Length; i++) | |
| _gBuffer[i] = TextureHandle.nullHandle; | |
| for (int i = 0; i < _dBuffer.Length; i++) | |
| _dBuffer[i] = TextureHandle.nullHandle; | |
| } | |
| } | |
| } | |