Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Runtime /Passes /DeferredPass.cs
| using System; | |
| using UnityEngine.Experimental.GlobalIllumination; | |
| using UnityEngine.Profiling; | |
| using Unity.Collections; | |
| using UnityEngine.Rendering.RenderGraphModule; | |
| using UnityEngine.Experimental.Rendering; | |
| // cleanup code | |
| // listMinDepth and maxDepth should be stored in a different uniform block? | |
| // Point lights stored as vec4 | |
| // RelLightIndices should be stored in ushort instead of uint. | |
| // TODO use Unity.Mathematics | |
| // TODO Check if there is a bitarray structure (with dynamic size) available in Unity | |
| namespace UnityEngine.Rendering.Universal.Internal | |
| { | |
| // Render all tiled-based deferred lights. | |
| internal class DeferredPass : ScriptableRenderPass | |
| { | |
| DeferredLights m_DeferredLights; | |
| public DeferredPass(RenderPassEvent evt, DeferredLights deferredLights) | |
| { | |
| profilingSampler = new ProfilingSampler("Render Deferred Lighting"); | |
| base.renderPassEvent = evt; | |
| m_DeferredLights = deferredLights; | |
| } | |
| // ScriptableRenderPass | |
| [] | |
| public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescripor) | |
| { | |
| var lightingAttachment = m_DeferredLights.GbufferAttachments[m_DeferredLights.GBufferLightingIndex]; | |
| var depthAttachment = m_DeferredLights.DepthAttachmentHandle; | |
| if (m_DeferredLights.UseFramebufferFetch) | |
| { | |
| // Disable obsolete warning for internal usage | |
| ConfigureInputAttachments(m_DeferredLights.DeferredInputAttachments, m_DeferredLights.DeferredInputIsTransient); | |
| } | |
| // Disable obsolete warning for internal usage | |
| // TODO: Cannot currently bind depth texture as read-only! | |
| ConfigureTarget(lightingAttachment, depthAttachment); | |
| } | |
| // ScriptableRenderPass | |
| [] | |
| public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) | |
| { | |
| ContextContainer frameData = renderingData.frameData; | |
| UniversalCameraData cameraData = frameData.Get<UniversalCameraData>(); | |
| UniversalLightData lightData = frameData.Get<UniversalLightData>(); | |
| UniversalShadowData shadowData = frameData.Get<UniversalShadowData>(); | |
| m_DeferredLights.ExecuteDeferredPass(CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer), cameraData, lightData, shadowData); | |
| } | |
| private class PassData | |
| { | |
| internal UniversalCameraData cameraData; | |
| internal UniversalLightData lightData; | |
| internal UniversalShadowData shadowData; | |
| internal TextureHandle color; | |
| internal TextureHandle depth; | |
| internal TextureHandle[] gbuffer; | |
| internal DeferredLights deferredLights; | |
| } | |
| internal void Render(RenderGraph renderGraph, ContextContainer frameData, TextureHandle color, TextureHandle depth, TextureHandle[] gbuffer) | |
| { | |
| UniversalResourceData resourceData = frameData.Get<UniversalResourceData>(); | |
| UniversalCameraData cameraData = frameData.Get<UniversalCameraData>(); | |
| UniversalLightData lightData = frameData.Get<UniversalLightData>(); | |
| UniversalShadowData shadowData = frameData.Get<UniversalShadowData>(); | |
| using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData, profilingSampler)) | |
| { | |
| passData.cameraData = cameraData; | |
| passData.lightData = lightData; | |
| passData.shadowData = shadowData; | |
| passData.color = color; | |
| builder.SetRenderAttachment(color, 0, AccessFlags.Write); | |
| passData.depth = depth; | |
| builder.SetRenderAttachmentDepth(depth, AccessFlags.Write); | |
| passData.deferredLights = m_DeferredLights; | |
| if (!m_DeferredLights.UseFramebufferFetch) | |
| { | |
| for (int i = 0; i < gbuffer.Length; ++i) | |
| { | |
| if (i != m_DeferredLights.GBufferLightingIndex) | |
| builder.UseTexture(gbuffer[i], AccessFlags.Read); | |
| } | |
| } | |
| else | |
| { | |
| var idx = 0; | |
| for (int i = 0; i < gbuffer.Length; ++i) | |
| { | |
| if (i != m_DeferredLights.GBufferLightingIndex) | |
| { | |
| builder.SetInputAttachment(gbuffer[i], idx, AccessFlags.Read); | |
| idx++; | |
| } | |
| } | |
| } | |
| builder.AllowPassCulling(false); | |
| builder.AllowGlobalStateModification(true); | |
| builder.SetRenderFunc((PassData data, RasterGraphContext context) => | |
| { | |
| data.deferredLights.ExecuteDeferredPass(context.cmd, data.cameraData, data.lightData, data.shadowData); | |
| }); | |
| } | |
| } | |
| // ScriptableRenderPass | |
| public override void OnCameraCleanup(CommandBuffer cmd) | |
| { | |
| m_DeferredLights.OnCameraCleanup(cmd); | |
| } | |
| } | |
| } | |