Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Runtime /Passes /HDRDebugViewPass.cs
| using System; | |
| using UnityEngine.Experimental.Rendering; | |
| using UnityEngine.Rendering.RenderGraphModule; | |
| namespace UnityEngine.Rendering.Universal | |
| { | |
| /// <summary> | |
| /// Generate HDR debug data into the given color target | |
| /// </summary> | |
| internal class HDRDebugViewPass : ScriptableRenderPass | |
| { | |
| private enum HDRDebugPassId | |
| { | |
| CIExyPrepass = 0, | |
| DebugViewPass = 1 | |
| } | |
| PassDataCIExy m_PassDataCIExy; | |
| PassDataDebugView m_PassDataDebugView; | |
| RTHandle m_CIExyTarget; // xyBuffer; | |
| RTHandle m_PassthroughRT; | |
| Material m_material; | |
| /// <summary> | |
| /// Creates a new <c>HDRDebugViewPass</c> instance. | |
| /// </summary> | |
| /// <param name="mat">The <c>Material</c> to use.</param> | |
| /// <seealso cref="RenderPassEvent"/> | |
| public HDRDebugViewPass(Material mat) | |
| { | |
| profilingSampler = new ProfilingSampler("Blit HDR Debug Data"); | |
| renderPassEvent = RenderPassEvent.AfterRendering + 3; | |
| m_PassDataCIExy = new PassDataCIExy() { material = mat }; | |
| m_PassDataDebugView = new PassDataDebugView() { material = mat }; | |
| m_material = mat; | |
| // Disabling native render passes (for non-RG) because it renders to 2 different render targets | |
| useNativeRenderPass = false; | |
| } | |
| // Common to RenderGraph and non-RenderGraph paths | |
| private class PassDataCIExy | |
| { | |
| internal Material material; | |
| internal Vector4 luminanceParameters; | |
| internal TextureHandle srcColor; | |
| internal TextureHandle xyBuffer; | |
| internal TextureHandle passThrough; | |
| } | |
| private class PassDataDebugView | |
| { | |
| internal Material material; | |
| internal HDRDebugMode hdrDebugMode; | |
| internal UniversalCameraData cameraData; | |
| internal Vector4 luminanceParameters; | |
| internal TextureHandle overlayUITexture; | |
| internal TextureHandle xyBuffer; | |
| internal TextureHandle srcColor; | |
| internal TextureHandle dstColor; | |
| } | |
| public static void ConfigureDescriptorForCIEPrepass(ref RenderTextureDescriptor descriptor) | |
| { | |
| descriptor.graphicsFormat = GraphicsFormat.R32_SFloat; | |
| descriptor.width = descriptor.height = ShaderConstants._SizeOfHDRXYMapping; | |
| descriptor.useMipMap = false; | |
| descriptor.autoGenerateMips = false; | |
| descriptor.useDynamicScale = true; | |
| descriptor.depthStencilFormat = GraphicsFormat.None; | |
| descriptor.enableRandomWrite = true; | |
| descriptor.msaaSamples = 1; | |
| descriptor.dimension = TextureDimension.Tex2D; | |
| descriptor.vrUsage = VRTextureUsage.None; // We only need one for both eyes in VR | |
| } | |
| internal static Vector4 GetLuminanceParameters(UniversalCameraData cameraData) | |
| { | |
| var luminanceParams = Vector4.zero; | |
| if (cameraData.isHDROutputActive) | |
| { | |
| Tonemapping tonemapping = VolumeManager.instance.stack.GetComponent<Tonemapping>(); | |
| UniversalRenderPipeline.GetHDROutputLuminanceParameters(cameraData.hdrDisplayInformation, cameraData.hdrDisplayColorGamut, tonemapping, out luminanceParams); | |
| } | |
| else | |
| { | |
| luminanceParams.z = 1.0f; | |
| } | |
| return luminanceParams; | |
| } | |
| private static void ExecuteCIExyPrepass(CommandBuffer cmd, PassDataCIExy data, RTHandle sourceTexture, RTHandle xyTarget, RTHandle destTexture) | |
| { | |
| CoreUtils.SetRenderTarget(cmd, destTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare, ClearFlag.None, Color.clear); | |
| Vector4 debugParameters = new Vector4(ShaderConstants._SizeOfHDRXYMapping, ShaderConstants._SizeOfHDRXYMapping, 0, 0); | |
| cmd.SetRandomWriteTarget(ShaderConstants._CIExyUAVIndex, xyTarget); | |
| data.material.SetVector(ShaderConstants._HDRDebugParamsId, debugParameters); | |
| data.material.SetVector(ShaderPropertyId.hdrOutputLuminanceParams, data.luminanceParameters); | |
| Vector2 viewportScale = sourceTexture.useScaling ? new Vector2(sourceTexture.rtHandleProperties.rtHandleScale.x, sourceTexture.rtHandleProperties.rtHandleScale.y) : Vector2.one; | |
| Blitter.BlitTexture(cmd, sourceTexture, viewportScale, data.material, 0); | |
| cmd.ClearRandomWriteTargets(); | |
| } | |
| private static void ExecuteHDRDebugViewFinalPass(RasterCommandBuffer cmd, PassDataDebugView data, RTHandle sourceTexture, RTHandle destination, RTHandle xyTarget) | |
| { | |
| if (data.cameraData.isHDROutputActive) | |
| { | |
| HDROutputUtils.ConfigureHDROutput(data.material, data.cameraData.hdrDisplayColorGamut, HDROutputUtils.Operation.ColorEncoding); | |
| CoreUtils.SetKeyword(data.material, ShaderKeywordStrings.HDROverlay, data.cameraData.rendersOverlayUI); | |
| } | |
| data.material.SetTexture(ShaderConstants._xyTextureId, xyTarget); | |
| Vector4 debugParameters = new Vector4(ShaderConstants._SizeOfHDRXYMapping, ShaderConstants._SizeOfHDRXYMapping, 0, 0); | |
| data.material.SetVector(ShaderConstants._HDRDebugParamsId, debugParameters); | |
| data.material.SetVector(ShaderPropertyId.hdrOutputLuminanceParams, data.luminanceParameters); | |
| data.material.SetInteger(ShaderConstants._DebugHDRModeId, (int)data.hdrDebugMode); | |
| Vector4 scaleBias = RenderingUtils.GetFinalBlitScaleBias(sourceTexture, destination, data.cameraData); | |
| RenderTargetIdentifier cameraTarget = BuiltinRenderTextureType.CameraTarget; | |
| if (data.cameraData.xr.enabled) | |
| cameraTarget = data.cameraData.xr.renderTarget; | |
| if (destination.nameID == cameraTarget || data.cameraData.targetTexture != null) | |
| cmd.SetViewport(data.cameraData.pixelRect); | |
| Blitter.BlitTexture(cmd, sourceTexture, scaleBias, data.material, 1); | |
| } | |
| // Non-RenderGraph path | |
| public void Dispose() | |
| { | |
| m_CIExyTarget?.Release(); | |
| m_PassthroughRT?.Release(); | |
| } | |
| /// <summary> | |
| /// Configure the pass | |
| /// </summary> | |
| /// <param name="cameraData">Descriptor for the color buffer.</param> | |
| /// <param name="hdrdebugMode">Active DebugMode for HDR.</param> | |
| public void Setup(UniversalCameraData cameraData, HDRDebugMode hdrdebugMode) | |
| { | |
| m_PassDataDebugView.hdrDebugMode = hdrdebugMode; | |
| RenderTextureDescriptor descriptor = cameraData.cameraTargetDescriptor; | |
| DebugHandler.ConfigureColorDescriptorForDebugScreen(ref descriptor, cameraData.pixelWidth, cameraData.pixelHeight); | |
| RenderingUtils.ReAllocateHandleIfNeeded(ref m_PassthroughRT, descriptor, name: "_HDRDebugDummyRT"); | |
| RenderTextureDescriptor descriptorCIE = cameraData.cameraTargetDescriptor; | |
| HDRDebugViewPass.ConfigureDescriptorForCIEPrepass(ref descriptorCIE); | |
| RenderingUtils.ReAllocateHandleIfNeeded(ref m_CIExyTarget, descriptorCIE, name: "_xyBuffer"); | |
| } | |
| /// <inheritdoc/> | |
| [] | |
| public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) | |
| { | |
| UniversalCameraData cameraData = renderingData.frameData.Get<UniversalCameraData>(); | |
| var cmd = renderingData.commandBuffer; | |
| m_PassDataCIExy.luminanceParameters = m_PassDataDebugView.luminanceParameters = GetLuminanceParameters(cameraData); | |
| m_PassDataDebugView.cameraData = cameraData; | |
| var sourceTexture = renderingData.cameraData.renderer.cameraColorTargetHandle; | |
| var cameraTarget = RenderingUtils.GetCameraTargetIdentifier(ref renderingData); | |
| // Get RTHandle alias to use RTHandle apis | |
| RTHandleStaticHelpers.SetRTHandleStaticWrapper(cameraTarget); | |
| var cameraTargetHandle = RTHandleStaticHelpers.s_RTHandleWrapper; | |
| m_material.enabledKeywords = null; | |
| GetActiveDebugHandler(cameraData)?.UpdateShaderGlobalPropertiesForFinalValidationPass(cmd, cameraData, true); | |
| CoreUtils.SetRenderTarget(cmd, m_CIExyTarget, ClearFlag.Color, Color.clear); | |
| ExecutePass(cmd, m_PassDataCIExy, m_PassDataDebugView, sourceTexture, m_CIExyTarget, cameraTargetHandle); | |
| } | |
| private void ExecutePass(CommandBuffer cmd, PassDataCIExy dataCIExy, PassDataDebugView dataDebugView, RTHandle sourceTexture, RTHandle xyTarget, RTHandle destTexture) | |
| { | |
| RasterCommandBuffer rasterCmd = CommandBufferHelpers.GetRasterCommandBuffer(cmd); | |
| //CIExyPrepass | |
| bool requiresCIExyData = dataDebugView.hdrDebugMode != HDRDebugMode.ValuesAbovePaperWhite; | |
| if (requiresCIExyData) | |
| { | |
| using (new ProfilingScope(cmd, profilingSampler)) | |
| { | |
| ExecuteCIExyPrepass(cmd, dataCIExy, sourceTexture, xyTarget, m_PassthroughRT); | |
| } | |
| } | |
| //HDR DebugView - should always be the last stack of the camera | |
| CoreUtils.SetRenderTarget(cmd, destTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, ClearFlag.None, Color.clear); | |
| using (new ProfilingScope(cmd, profilingSampler)) | |
| { | |
| ExecuteHDRDebugViewFinalPass(rasterCmd, dataDebugView, sourceTexture, destTexture, xyTarget); | |
| } | |
| // Disable obsolete warning for internal usage | |
| dataDebugView.cameraData.renderer.ConfigureCameraTarget(destTexture, destTexture); | |
| } | |
| //RenderGraph path | |
| internal void RenderHDRDebug(RenderGraph renderGraph, UniversalCameraData cameraData, TextureHandle srcColor, TextureHandle overlayUITexture, TextureHandle dstColor, HDRDebugMode hdrDebugMode) | |
| { | |
| bool requiresCIExyData = hdrDebugMode != HDRDebugMode.ValuesAbovePaperWhite; | |
| Vector4 luminanceParameters = GetLuminanceParameters(cameraData); | |
| TextureHandle intermediateRT = srcColor; | |
| TextureHandle xyBuffer = TextureHandle.nullHandle; | |
| if (requiresCIExyData) | |
| { | |
| RenderTextureDescriptor descriptor = cameraData.cameraTargetDescriptor; | |
| DebugHandler.ConfigureColorDescriptorForDebugScreen(ref descriptor, cameraData.pixelWidth, cameraData.pixelHeight); | |
| intermediateRT = UniversalRenderer.CreateRenderGraphTexture(renderGraph, descriptor, "_HDRDebugDummyRT", false); | |
| ConfigureDescriptorForCIEPrepass(ref descriptor); | |
| xyBuffer = UniversalRenderer.CreateRenderGraphTexture(renderGraph, descriptor, "_xyBuffer", true); | |
| // Using low level pass because of random UAV support, and since this is a debug view, we don't care much about merging passes or optimizing for TBDR. | |
| // This could be a compute pass (like in HDRP) but doing it in pixel is compatible with devices that might support HDR output but not compute shaders. | |
| using (var builder = renderGraph.AddUnsafePass<PassDataCIExy>("Blit HDR DebugView CIExy", out var passData, profilingSampler)) | |
| { | |
| passData.material = m_material; | |
| passData.luminanceParameters = luminanceParameters; | |
| passData.srcColor = srcColor; | |
| builder.UseTexture(srcColor); | |
| passData.xyBuffer = xyBuffer; | |
| builder.UseTexture(xyBuffer, AccessFlags.Write); | |
| passData.passThrough = intermediateRT; | |
| builder.UseTexture(intermediateRT, AccessFlags.Write); | |
| builder.SetRenderFunc((PassDataCIExy data, UnsafeGraphContext context) => | |
| { | |
| ExecuteCIExyPrepass(CommandBufferHelpers.GetNativeCommandBuffer(context.cmd), data, data.srcColor, data.xyBuffer, data.passThrough); | |
| }); | |
| } | |
| } | |
| using (var builder = renderGraph.AddRasterRenderPass<PassDataDebugView>("Blit HDR DebugView", out var passData, profilingSampler)) | |
| { | |
| passData.material = m_material; | |
| passData.hdrDebugMode = hdrDebugMode; | |
| passData.luminanceParameters = luminanceParameters; | |
| passData.cameraData = cameraData; | |
| if (requiresCIExyData) | |
| { | |
| passData.xyBuffer = xyBuffer; | |
| builder.UseTexture(xyBuffer); | |
| } | |
| passData.srcColor = srcColor; | |
| builder.UseTexture(srcColor); | |
| passData.dstColor = dstColor; | |
| builder.SetRenderAttachment(dstColor, 0, AccessFlags.WriteAll); | |
| if (overlayUITexture.IsValid()) | |
| { | |
| passData.overlayUITexture = overlayUITexture; | |
| builder.UseTexture(overlayUITexture); | |
| } | |
| builder.SetRenderFunc((PassDataDebugView data, RasterGraphContext context) => | |
| { | |
| data.material.enabledKeywords = null; | |
| ExecuteHDRDebugViewFinalPass(context.cmd, data, data.srcColor, data.dstColor, data.xyBuffer); | |
| }); | |
| } | |
| } | |
| internal class ShaderConstants | |
| { | |
| public static readonly int _DebugHDRModeId = Shader.PropertyToID("_DebugHDRMode"); | |
| public static readonly int _HDRDebugParamsId = Shader.PropertyToID("_HDRDebugParams"); | |
| public static readonly int _xyTextureId = Shader.PropertyToID("_xyBuffer"); | |
| public static readonly int _SizeOfHDRXYMapping = 512; | |
| public static readonly int _CIExyUAVIndex = 1; | |
| } | |
| } | |
| } | |