Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Runtime /Passes /DepthNormalOnlyPass.cs
| 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/> | |
| [] | |
| 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 | |
| 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); | |
| } | |
| 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/> | |
| [] | |
| 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); | |
| }); | |
| } | |
| } | |
| } | |
| } | |