Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Runtime /Passes /MotionVectorRenderPass.cs
| using System; | |
| using Unity.Collections; | |
| using UnityEngine.Experimental.Rendering; | |
| using UnityEngine.Rendering.RenderGraphModule; | |
| namespace UnityEngine.Rendering.Universal | |
| { | |
| sealed class MotionVectorRenderPass : ScriptableRenderPass | |
| { | |
| internal const string k_MotionVectorTextureName = "_MotionVectorTexture"; | |
| internal const string k_MotionVectorDepthTextureName = "_MotionVectorDepthTexture"; | |
| internal const GraphicsFormat k_TargetFormat = GraphicsFormat.R16G16_SFloat; | |
| public const string k_MotionVectorsLightModeTag = "MotionVectors"; | |
| static readonly string[] s_ShaderTags = new string[] { k_MotionVectorsLightModeTag }; | |
| static readonly int s_CameraDepthTextureID = Shader.PropertyToID("_CameraDepthTexture"); | |
| static readonly ProfilingSampler s_SetMotionMatrixProfilingSampler = new ProfilingSampler("Set Motion Vector Global Matrices"); | |
| RTHandle m_Color; | |
| RTHandle m_Depth; | |
| readonly Material m_CameraMaterial; | |
| readonly FilteringSettings m_FilteringSettings; | |
| private PassData m_PassData; | |
| internal MotionVectorRenderPass(RenderPassEvent evt, Material cameraMaterial, LayerMask opaqueLayerMask) | |
| { | |
| profilingSampler = ProfilingSampler.Get(URPProfileId.DrawMotionVectors); | |
| renderPassEvent = evt; | |
| m_CameraMaterial = cameraMaterial; | |
| m_FilteringSettings = new FilteringSettings(RenderQueueRange.opaque,opaqueLayerMask); | |
| m_PassData = new PassData(); | |
| ConfigureInput(ScriptableRenderPassInput.Depth); | |
| } | |
| internal void Setup(RTHandle color, RTHandle depth) | |
| { | |
| m_Color = color; | |
| m_Depth = depth; | |
| } | |
| [] | |
| public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) | |
| { | |
| cmd.SetGlobalTexture(m_Color.name, m_Color.nameID); | |
| cmd.SetGlobalTexture(m_Depth.name, m_Depth.nameID); | |
| // Disable obsolete warning for internal usage | |
| ConfigureTarget(m_Color, m_Depth); | |
| ConfigureClear(ClearFlag.Color | ClearFlag.Depth, Color.black); | |
| // Can become a Store based on 'StoreActionsOptimization.Auto' and/or if a user RendererFeature is added. | |
| // We need to keep the MotionVecDepth in case of a user wants to extend the motion vectors | |
| // using a custom RendererFeature. | |
| ConfigureDepthStoreAction(RenderBufferStoreAction.DontCare); | |
| } | |
| private static void ExecutePass(RasterCommandBuffer cmd, PassData passData, RendererList rendererList) | |
| { | |
| var cameraMaterial = passData.cameraMaterial; | |
| if (cameraMaterial == null) | |
| return; | |
| // Get data | |
| Camera camera = passData.camera; | |
| // Never draw in Preview | |
| if (camera.cameraType == CameraType.Preview) | |
| return; | |
| // These flags are still required in SRP or the engine won't compute previous model matrices... | |
| // If the flag hasn't been set yet on this camera, motion vectors will skip a frame. | |
| camera.depthTextureMode |= DepthTextureMode.MotionVectors | DepthTextureMode.Depth; | |
| // TODO: add option to only draw either one? | |
| DrawCameraMotionVectors(cmd, passData.xr, cameraMaterial); | |
| DrawObjectMotionVectors(cmd, passData.xr, ref rendererList); | |
| } | |
| [] | |
| public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) | |
| { | |
| ContextContainer frameData = renderingData.frameData; | |
| UniversalRenderingData universalRenderingData = frameData.Get<UniversalRenderingData>(); | |
| UniversalCameraData cameraData = frameData.Get<UniversalCameraData>(); | |
| var cmd = CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer); | |
| // Profiling command | |
| using (new ProfilingScope(cmd,profilingSampler)) | |
| { | |
| InitPassData(ref m_PassData, cameraData); | |
| InitRendererLists(ref m_PassData, ref universalRenderingData.cullResults, universalRenderingData.supportsDynamicBatching, | |
| context, default(RenderGraph), false); | |
| ExecutePass(cmd, m_PassData, m_PassData.rendererList); | |
| } | |
| } | |
| private static DrawingSettings GetDrawingSettings(Camera camera, bool supportsDynamicBatching) | |
| { | |
| var sortingSettings = new SortingSettings(camera) { criteria = SortingCriteria.CommonOpaque }; | |
| var drawingSettings = new DrawingSettings(ShaderTagId.none, sortingSettings) | |
| { | |
| perObjectData = PerObjectData.MotionVectors, | |
| enableDynamicBatching = supportsDynamicBatching, | |
| enableInstancing = true, | |
| }; | |
| for (int i = 0; i < s_ShaderTags.Length; ++i) | |
| { | |
| drawingSettings.SetShaderPassName(i, new ShaderTagId(s_ShaderTags[i])); | |
| } | |
| return drawingSettings; | |
| } | |
| // NOTE: depends on camera depth to reconstruct static geometry positions | |
| private static void DrawCameraMotionVectors(RasterCommandBuffer cmd, XRPass xr, Material cameraMaterial) | |
| { | |
| bool foveatedRendering = xr.supportsFoveatedRendering; | |
| bool nonUniformFoveatedRendering = foveatedRendering && XRSystem.foveatedRenderingCaps.HasFlag(FoveatedRenderingCaps.NonUniformRaster); | |
| if (foveatedRendering) | |
| { | |
| if (nonUniformFoveatedRendering) | |
| // This is a screen-space pass, make sure foveated rendering is disabled for non-uniform renders | |
| cmd.SetFoveatedRenderingMode(FoveatedRenderingMode.Disabled); | |
| else | |
| cmd.SetFoveatedRenderingMode(FoveatedRenderingMode.Enabled); | |
| } | |
| // Draw fullscreen quad | |
| cmd.DrawProcedural(Matrix4x4.identity, cameraMaterial, 0, MeshTopology.Triangles, 3, 1); | |
| if (foveatedRendering && !nonUniformFoveatedRendering) | |
| cmd.SetFoveatedRenderingMode(FoveatedRenderingMode.Disabled); | |
| } | |
| private static void DrawObjectMotionVectors(RasterCommandBuffer cmd, XRPass xr, ref RendererList rendererList) | |
| { | |
| bool foveatedRendering = xr.supportsFoveatedRendering; | |
| if (foveatedRendering) | |
| // This is a geometry pass, enable foveated rendering (we need to disable it after) | |
| cmd.SetFoveatedRenderingMode(FoveatedRenderingMode.Enabled); | |
| cmd.DrawRendererList(rendererList); | |
| if (foveatedRendering) | |
| cmd.SetFoveatedRenderingMode(FoveatedRenderingMode.Disabled); | |
| } | |
| /// <summary> | |
| /// Shared pass data | |
| /// </summary> | |
| private class PassData | |
| { | |
| internal Camera camera; | |
| internal XRPass xr; | |
| internal TextureHandle motionVectorColor; | |
| internal TextureHandle motionVectorDepth; | |
| internal TextureHandle cameraDepth; | |
| internal Material cameraMaterial; | |
| internal RendererListHandle rendererListHdl; | |
| // Required for code sharing purpose between RG and non-RG. | |
| internal RendererList rendererList; | |
| } | |
| /// <summary> | |
| /// Initialize the shared pass data. | |
| /// </summary> | |
| /// <param name="passData"></param> | |
| private void InitPassData(ref PassData passData, UniversalCameraData cameraData) | |
| { | |
| passData.camera = cameraData.camera; | |
| passData.xr = cameraData.xr; | |
| passData.cameraMaterial = m_CameraMaterial; | |
| } | |
| private void InitRendererLists(ref PassData passData, ref CullingResults cullResults, bool supportsDynamicBatching, ScriptableRenderContext context, RenderGraph renderGraph, bool useRenderGraph) | |
| { | |
| var drawingSettings = GetDrawingSettings(passData.camera, supportsDynamicBatching); | |
| var renderStateBlock = new RenderStateBlock(RenderStateMask.Nothing); | |
| if (useRenderGraph) | |
| RenderingUtils.CreateRendererListWithRenderStateBlock(renderGraph, ref cullResults, drawingSettings, m_FilteringSettings, renderStateBlock, ref passData.rendererListHdl); | |
| else | |
| RenderingUtils.CreateRendererListWithRenderStateBlock(context, ref cullResults, drawingSettings, m_FilteringSettings, renderStateBlock, ref passData.rendererList); | |
| } | |
| internal void Render(RenderGraph renderGraph, ContextContainer frameData, TextureHandle cameraDepthTexture, TextureHandle motionVectorColor, TextureHandle motionVectorDepth) | |
| { | |
| UniversalRenderingData renderingData = frameData.Get<UniversalRenderingData>(); | |
| UniversalCameraData cameraData = frameData.Get<UniversalCameraData>(); | |
| using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData, profilingSampler)) | |
| { | |
| builder.UseAllGlobalTextures(true); | |
| // TODO RENDERGRAPH: culling? force culling off for testing | |
| builder.AllowPassCulling(false); | |
| builder.AllowGlobalStateModification(true); | |
| if (cameraData.xr.enabled) | |
| builder.EnableFoveatedRasterization(cameraData.xr.supportsFoveatedRendering && cameraData.xrUniversal.canFoveateIntermediatePasses); | |
| passData.motionVectorColor = motionVectorColor; | |
| builder.SetRenderAttachment(motionVectorColor, 0, AccessFlags.Write); | |
| passData.motionVectorDepth = motionVectorDepth; | |
| builder.SetRenderAttachmentDepth(motionVectorDepth, AccessFlags.Write); | |
| InitPassData(ref passData, cameraData); | |
| passData.cameraDepth = cameraDepthTexture; | |
| builder.UseTexture(cameraDepthTexture, AccessFlags.Read); | |
| InitRendererLists(ref passData, ref renderingData.cullResults, renderingData.supportsDynamicBatching, | |
| default(ScriptableRenderContext), renderGraph, true); | |
| builder.UseRendererList(passData.rendererListHdl); | |
| if (motionVectorColor.IsValid()) | |
| builder.SetGlobalTextureAfterPass(motionVectorColor, Shader.PropertyToID(k_MotionVectorTextureName)); | |
| if (motionVectorDepth.IsValid()) | |
| builder.SetGlobalTextureAfterPass(motionVectorDepth, Shader.PropertyToID(k_MotionVectorDepthTextureName)); | |
| builder.SetRenderFunc((PassData data, RasterGraphContext context) => | |
| { | |
| if (data.cameraMaterial != null) | |
| data.cameraMaterial.SetTexture(s_CameraDepthTextureID, data.cameraDepth); | |
| ExecutePass(context.cmd, data, data.rendererListHdl); | |
| }); | |
| } | |
| } | |
| // Global motion vector matrix setup pass. | |
| // Used for MotionVector passes and also read in VFX early compute shader | |
| public class MotionMatrixPassData | |
| { | |
| public MotionVectorsPersistentData motionData; | |
| public XRPass xr; | |
| }; | |
| internal static void SetMotionVectorGlobalMatrices(CommandBuffer cmd, UniversalCameraData cameraData) | |
| { | |
| if (cameraData.camera.TryGetComponent<UniversalAdditionalCameraData>(out var additionalCameraData)) | |
| { | |
| additionalCameraData.motionVectorsPersistentData?.SetGlobalMotionMatrices(CommandBufferHelpers.GetRasterCommandBuffer(cmd), cameraData.xr); | |
| } | |
| } | |
| internal static void SetRenderGraphMotionVectorGlobalMatrices(RenderGraph renderGraph, UniversalCameraData cameraData) | |
| { | |
| if (cameraData.camera.TryGetComponent<UniversalAdditionalCameraData>(out var additionalCameraData)) | |
| { | |
| using (var builder = renderGraph.AddRasterRenderPass<MotionMatrixPassData>(s_SetMotionMatrixProfilingSampler.name, out var passData, s_SetMotionMatrixProfilingSampler)) | |
| { | |
| passData.motionData = additionalCameraData.motionVectorsPersistentData; | |
| passData.xr = cameraData.xr; | |
| builder.AllowPassCulling(false); | |
| builder.AllowGlobalStateModification(true); | |
| builder.SetRenderFunc(static (MotionMatrixPassData data, RasterGraphContext context) => | |
| { | |
| data.motionData.SetGlobalMotionMatrices(context.cmd, data.xr); | |
| }); | |
| } | |
| } | |
| } | |
| } | |
| } | |