Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Runtime /Passes /PostProcessPassRenderGraph.cs
| using UnityEngine.Experimental.Rendering; | |
| using UnityEngine.Rendering.RenderGraphModule; | |
| using System; | |
| using UnityEngine.Rendering.Universal.Internal; | |
| namespace UnityEngine.Rendering.Universal | |
| { | |
| internal partial class PostProcessPass : ScriptableRenderPass | |
| { | |
| static readonly int s_CameraDepthTextureID = Shader.PropertyToID("_CameraDepthTexture"); | |
| private class UpdateCameraResolutionPassData | |
| { | |
| internal Vector2Int newCameraTargetSize; | |
| } | |
| // Updates render target descriptors and shader constants to reflect a new render size | |
| // This should be called immediately after the resolution changes mid-frame (typically after an upscaling operation). | |
| void UpdateCameraResolution(RenderGraph renderGraph, UniversalCameraData cameraData, Vector2Int newCameraTargetSize) | |
| { | |
| // Update the local descriptor and the camera data descriptor to reflect post-upscaled sizes | |
| m_Descriptor.width = newCameraTargetSize.x; | |
| m_Descriptor.height = newCameraTargetSize.y; | |
| cameraData.cameraTargetDescriptor.width = newCameraTargetSize.x; | |
| cameraData.cameraTargetDescriptor.height = newCameraTargetSize.y; | |
| // Update the shader constants to reflect the new camera resolution | |
| using (var builder = renderGraph.AddUnsafePass<UpdateCameraResolutionPassData>("Update Camera Resolution", out var passData)) | |
| { | |
| passData.newCameraTargetSize = newCameraTargetSize; | |
| // This pass only modifies shader constants so we need to set some special flags to ensure it isn't culled or optimized away | |
| builder.AllowGlobalStateModification(true); | |
| builder.AllowPassCulling(false); | |
| builder.SetRenderFunc(static (UpdateCameraResolutionPassData data, UnsafeGraphContext ctx) => | |
| { | |
| ctx.cmd.SetGlobalVector( | |
| ShaderPropertyId.screenSize, | |
| new Vector4( | |
| data.newCameraTargetSize.x, | |
| data.newCameraTargetSize.y, | |
| 1.0f / data.newCameraTargetSize.x, | |
| 1.0f / data.newCameraTargetSize.y | |
| ) | |
| ); | |
| }); | |
| } | |
| } | |
| private class StopNaNsPassData | |
| { | |
| internal TextureHandle stopNaNTarget; | |
| internal TextureHandle sourceTexture; | |
| internal Material stopNaN; | |
| } | |
| public void RenderStopNaN(RenderGraph renderGraph, RenderTextureDescriptor cameraTargetDescriptor, in TextureHandle activeCameraColor, out TextureHandle stopNaNTarget) | |
| { | |
| var desc = PostProcessPass.GetCompatibleDescriptor(cameraTargetDescriptor, | |
| cameraTargetDescriptor.width, | |
| cameraTargetDescriptor.height, | |
| cameraTargetDescriptor.graphicsFormat, | |
| GraphicsFormat.None); | |
| stopNaNTarget = UniversalRenderer.CreateRenderGraphTexture(renderGraph, desc, "_StopNaNsTarget", true, FilterMode.Bilinear); | |
| using (var builder = renderGraph.AddRasterRenderPass<StopNaNsPassData>("Stop NaNs", out var passData, | |
| ProfilingSampler.Get(URPProfileId.RG_StopNaNs))) | |
| { | |
| passData.stopNaNTarget = stopNaNTarget; | |
| builder.SetRenderAttachment(stopNaNTarget, 0, AccessFlags.ReadWrite); | |
| passData.sourceTexture = activeCameraColor; | |
| builder.UseTexture(activeCameraColor, AccessFlags.Read); | |
| passData.stopNaN = m_Materials.stopNaN; | |
| builder.SetRenderFunc(static (StopNaNsPassData data, RasterGraphContext context) => | |
| { | |
| var cmd = context.cmd; | |
| RTHandle sourceTextureHdl = data.sourceTexture; | |
| Vector2 viewportScale = sourceTextureHdl.useScaling? new Vector2(sourceTextureHdl.rtHandleProperties.rtHandleScale.x, sourceTextureHdl.rtHandleProperties.rtHandleScale.y) : Vector2.one; | |
| Blitter.BlitTexture(cmd, sourceTextureHdl, viewportScale, data.stopNaN, 0); | |
| }); | |
| } | |
| } | |
| private class SMAASetupPassData | |
| { | |
| internal Vector4 metrics; | |
| internal Texture2D areaTexture; | |
| internal Texture2D searchTexture; | |
| internal float stencilRef; | |
| internal float stencilMask; | |
| internal AntialiasingQuality antialiasingQuality; | |
| internal Material material; | |
| } | |
| private class SMAAPassData | |
| { | |
| internal TextureHandle destinationTexture; | |
| internal TextureHandle sourceTexture; | |
| internal TextureHandle depthStencilTexture; | |
| internal TextureHandle blendTexture; | |
| internal Material material; | |
| } | |
| public void RenderSMAA(RenderGraph renderGraph, UniversalResourceData resourceData, AntialiasingQuality antialiasingQuality, in TextureHandle source, out TextureHandle SMAATarget) | |
| { | |
| var desc = PostProcessPass.GetCompatibleDescriptor(m_Descriptor, | |
| m_Descriptor.width, | |
| m_Descriptor.height, | |
| m_Descriptor.graphicsFormat, | |
| GraphicsFormat.None); | |
| SMAATarget = UniversalRenderer.CreateRenderGraphTexture(renderGraph, desc, "_SMAATarget", true, FilterMode.Bilinear); | |
| var edgeTextureDesc = PostProcessPass.GetCompatibleDescriptor(m_Descriptor, | |
| m_Descriptor.width, | |
| m_Descriptor.height, | |
| m_SMAAEdgeFormat, | |
| GraphicsFormat.None); | |
| var edgeTexture = UniversalRenderer.CreateRenderGraphTexture(renderGraph, edgeTextureDesc, "_EdgeStencilTexture", true, FilterMode.Bilinear); | |
| var edgeTextureStencilDesc = PostProcessPass.GetCompatibleDescriptor(m_Descriptor, | |
| m_Descriptor.width, | |
| m_Descriptor.height, | |
| GraphicsFormat.None, | |
| GraphicsFormatUtility.GetDepthStencilFormat(24)); | |
| var edgeTextureStencil = UniversalRenderer.CreateRenderGraphTexture(renderGraph, edgeTextureStencilDesc, "_EdgeTexture", true, FilterMode.Bilinear); | |
| var blendTextureDesc = PostProcessPass.GetCompatibleDescriptor(m_Descriptor, | |
| m_Descriptor.width, | |
| m_Descriptor.height, | |
| GraphicsFormat.R8G8B8A8_UNorm, | |
| GraphicsFormat.None); | |
| var blendTexture = UniversalRenderer.CreateRenderGraphTexture(renderGraph, blendTextureDesc, "_BlendTexture", true, FilterMode.Point); | |
| // Anti-aliasing | |
| var material = m_Materials.subpixelMorphologicalAntialiasing; | |
| using (var builder = renderGraph.AddRasterRenderPass<SMAASetupPassData>("SMAA Material Setup", out var passData, ProfilingSampler.Get(URPProfileId.RG_SMAAMaterialSetup))) | |
| { | |
| const int kStencilBit = 64; | |
| // TODO RENDERGRAPH: handle dynamic scaling | |
| passData.metrics = new Vector4(1f / m_Descriptor.width, 1f / m_Descriptor.height, m_Descriptor.width, m_Descriptor.height); | |
| passData.areaTexture = m_Data.textures.smaaAreaTex; | |
| passData.searchTexture = m_Data.textures.smaaSearchTex; | |
| passData.stencilRef = (float)kStencilBit; | |
| passData.stencilMask = (float)kStencilBit; | |
| passData.antialiasingQuality = antialiasingQuality; | |
| passData.material = material; | |
| builder.AllowPassCulling(false); | |
| builder.SetRenderFunc(static (SMAASetupPassData data, RasterGraphContext context) => | |
| { | |
| // Globals | |
| data.material.SetVector(ShaderConstants._Metrics, data.metrics); | |
| data.material.SetTexture(ShaderConstants._AreaTexture, data.areaTexture); | |
| data.material.SetTexture(ShaderConstants._SearchTexture, data.searchTexture); | |
| data.material.SetFloat(ShaderConstants._StencilRef, data.stencilRef); | |
| data.material.SetFloat(ShaderConstants._StencilMask, data.stencilMask); | |
| // Quality presets | |
| data.material.shaderKeywords = null; | |
| switch (data.antialiasingQuality) | |
| { | |
| case AntialiasingQuality.Low: | |
| data.material.EnableKeyword(ShaderKeywordStrings.SmaaLow); | |
| break; | |
| case AntialiasingQuality.Medium: | |
| data.material.EnableKeyword(ShaderKeywordStrings.SmaaMedium); | |
| break; | |
| case AntialiasingQuality.High: | |
| data.material.EnableKeyword(ShaderKeywordStrings.SmaaHigh); | |
| break; | |
| } | |
| }); | |
| } | |
| using (var builder = renderGraph.AddRasterRenderPass<SMAAPassData>("SMAA Edge Detection", out var passData, ProfilingSampler.Get(URPProfileId.RG_SMAAEdgeDetection))) | |
| { | |
| passData.destinationTexture = edgeTexture; | |
| builder.SetRenderAttachment(edgeTexture, 0, AccessFlags.Write); | |
| passData.depthStencilTexture = edgeTextureStencil; | |
| builder.SetRenderAttachmentDepth(edgeTextureStencil, AccessFlags.Write); | |
| passData.sourceTexture = source; | |
| builder.UseTexture(source, AccessFlags.Read); | |
| builder.UseTexture(resourceData.cameraDepth ,AccessFlags.Read); | |
| passData.material = material; | |
| builder.SetRenderFunc(static (SMAAPassData data, RasterGraphContext context) => | |
| { | |
| var SMAAMaterial = data.material; | |
| var cmd = context.cmd; | |
| RTHandle sourceTextureHdl = data.sourceTexture; | |
| // Pass 1: Edge detection | |
| Vector2 viewportScale = sourceTextureHdl.useScaling ? new Vector2(sourceTextureHdl.rtHandleProperties.rtHandleScale.x, sourceTextureHdl.rtHandleProperties.rtHandleScale.y) : Vector2.one; | |
| Blitter.BlitTexture(cmd, sourceTextureHdl, viewportScale, SMAAMaterial, 0); | |
| }); | |
| } | |
| using (var builder = renderGraph.AddRasterRenderPass<SMAAPassData>("SMAA Blend weights", out var passData, ProfilingSampler.Get(URPProfileId.RG_SMAABlendWeight))) | |
| { | |
| passData.destinationTexture = blendTexture; | |
| builder.SetRenderAttachment(blendTexture, 0, AccessFlags.Write); | |
| passData.depthStencilTexture = edgeTextureStencil; | |
| builder.SetRenderAttachmentDepth(edgeTextureStencil, AccessFlags.Read); | |
| passData.sourceTexture = edgeTexture; | |
| builder.UseTexture(edgeTexture, AccessFlags.Read); | |
| passData.material = material; | |
| builder.SetRenderFunc(static (SMAAPassData data, RasterGraphContext context) => | |
| { | |
| var SMAAMaterial = data.material; | |
| var cmd = context.cmd; | |
| RTHandle sourceTextureHdl = data.sourceTexture; | |
| // Pass 2: Blend weights | |
| Vector2 viewportScale = sourceTextureHdl.useScaling ? new Vector2(sourceTextureHdl.rtHandleProperties.rtHandleScale.x, sourceTextureHdl.rtHandleProperties.rtHandleScale.y) : Vector2.one; | |
| Blitter.BlitTexture(cmd, sourceTextureHdl, viewportScale, SMAAMaterial, 1); | |
| }); | |
| } | |
| using (var builder = renderGraph.AddRasterRenderPass<SMAAPassData>("SMAA Neighborhood blending", out var passData, ProfilingSampler.Get(URPProfileId.RG_SMAANeighborhoodBlend))) | |
| { | |
| builder.AllowGlobalStateModification(true); | |
| passData.destinationTexture = SMAATarget; | |
| builder.SetRenderAttachment(SMAATarget, 0, AccessFlags.Write); | |
| passData.sourceTexture = source; | |
| builder.UseTexture(source, AccessFlags.Read); | |
| passData.blendTexture = blendTexture; | |
| builder.UseTexture(blendTexture, AccessFlags.Read); | |
| passData.material = material; | |
| builder.SetRenderFunc(static (SMAAPassData data, RasterGraphContext context) => | |
| { | |
| var SMAAMaterial = data.material; | |
| var cmd = context.cmd; | |
| RTHandle sourceTextureHdl = data.sourceTexture; | |
| // Pass 3: Neighborhood blending | |
| SMAAMaterial.SetTexture(ShaderConstants._BlendTexture, data.blendTexture); | |
| Vector2 viewportScale = sourceTextureHdl.useScaling ? new Vector2(sourceTextureHdl.rtHandleProperties.rtHandleScale.x, sourceTextureHdl.rtHandleProperties.rtHandleScale.y) : Vector2.one; | |
| Blitter.BlitTexture(cmd, sourceTextureHdl, viewportScale, SMAAMaterial, 2); | |
| }); | |
| } | |
| } | |
| private class UberSetupBloomPassData | |
| { | |
| internal Vector4 bloomParams; | |
| internal Vector4 dirtScaleOffset; | |
| internal float dirtIntensity; | |
| internal Texture dirtTexture; | |
| internal bool highQualityFilteringValue; | |
| internal TextureHandle bloomTexture; | |
| internal Material uberMaterial; | |
| } | |
| public void UberPostSetupBloomPass(RenderGraph rendergraph, in TextureHandle bloomTexture, Material uberMaterial) | |
| { | |
| using (var builder = rendergraph.AddRasterRenderPass<UberSetupBloomPassData>("Setup Bloom Post Processing", out var passData, ProfilingSampler.Get(URPProfileId.RG_UberPostSetupBloomPass))) | |
| { | |
| // Setup bloom on uber | |
| var tint = m_Bloom.tint.value.linear; | |
| var luma = ColorUtils.Luminance(tint); | |
| tint = luma > 0f ? tint * (1f / luma) : Color.white; | |
| var bloomParams = new Vector4(m_Bloom.intensity.value, tint.r, tint.g, tint.b); | |
| // Setup lens dirtiness on uber | |
| // Keep the aspect ratio correct & center the dirt texture, we don't want it to be | |
| // stretched or squashed | |
| var dirtTexture = m_Bloom.dirtTexture.value == null ? Texture2D.blackTexture : m_Bloom.dirtTexture.value; | |
| float dirtRatio = dirtTexture.width / (float)dirtTexture.height; | |
| float screenRatio = m_Descriptor.width / (float)m_Descriptor.height; | |
| var dirtScaleOffset = new Vector4(1f, 1f, 0f, 0f); | |
| float dirtIntensity = m_Bloom.dirtIntensity.value; | |
| if (dirtRatio > screenRatio) | |
| { | |
| dirtScaleOffset.x = screenRatio / dirtRatio; | |
| dirtScaleOffset.z = (1f - dirtScaleOffset.x) * 0.5f; | |
| } | |
| else if (screenRatio > dirtRatio) | |
| { | |
| dirtScaleOffset.y = dirtRatio / screenRatio; | |
| dirtScaleOffset.w = (1f - dirtScaleOffset.y) * 0.5f; | |
| } | |
| passData.bloomParams = bloomParams; | |
| passData.dirtScaleOffset = dirtScaleOffset; | |
| passData.dirtIntensity = dirtIntensity; | |
| passData.dirtTexture = dirtTexture; | |
| passData.highQualityFilteringValue = m_Bloom.highQualityFiltering.value; | |
| passData.bloomTexture = bloomTexture; | |
| builder.UseTexture(bloomTexture, AccessFlags.Read); | |
| passData.uberMaterial = uberMaterial; | |
| // TODO RENDERGRAPH: properly setup dependencies between passes | |
| builder.AllowPassCulling(false); | |
| builder.SetRenderFunc(static (UberSetupBloomPassData data, RasterGraphContext context) => | |
| { | |
| var uberMaterial = data.uberMaterial; | |
| uberMaterial.SetVector(ShaderConstants._Bloom_Params, data.bloomParams); | |
| uberMaterial.SetVector(ShaderConstants._LensDirt_Params, data.dirtScaleOffset); | |
| uberMaterial.SetFloat(ShaderConstants._LensDirt_Intensity, data.dirtIntensity); | |
| uberMaterial.SetTexture(ShaderConstants._LensDirt_Texture, data.dirtTexture); | |
| // Keyword setup - a bit convoluted as we're trying to save some variants in Uber... | |
| if (data.highQualityFilteringValue) | |
| uberMaterial.EnableKeyword(data.dirtIntensity > 0f ? ShaderKeywordStrings.BloomHQDirt : ShaderKeywordStrings.BloomHQ); | |
| else | |
| uberMaterial.EnableKeyword(data.dirtIntensity > 0f ? ShaderKeywordStrings.BloomLQDirt : ShaderKeywordStrings.BloomLQ); | |
| uberMaterial.SetTexture(ShaderConstants._Bloom_Texture, data.bloomTexture); | |
| }); | |
| } | |
| } | |
| private class BloomPassData | |
| { | |
| internal int mipCount; | |
| internal Material material; | |
| internal Material[] upsampleMaterials; | |
| internal TextureHandle sourceTexture; | |
| internal TextureHandle[] bloomMipUp; | |
| internal TextureHandle[] bloomMipDown; | |
| } | |
| internal struct BloomMaterialParams | |
| { | |
| internal Vector4 parameters; | |
| internal bool highQualityFiltering; | |
| internal bool enableAlphaOutput; | |
| internal bool Equals(ref BloomMaterialParams other) | |
| { | |
| return parameters == other.parameters && | |
| highQualityFiltering == other.highQualityFiltering && | |
| enableAlphaOutput == other.enableAlphaOutput; | |
| } | |
| } | |
| public void RenderBloomTexture(RenderGraph renderGraph, in TextureHandle source, out TextureHandle destination, bool enableAlphaOutput) | |
| { | |
| // Start at half-res | |
| int downres = 1; | |
| switch (m_Bloom.downscale.value) | |
| { | |
| case BloomDownscaleMode.Half: | |
| downres = 1; | |
| break; | |
| case BloomDownscaleMode.Quarter: | |
| downres = 2; | |
| break; | |
| default: | |
| throw new ArgumentOutOfRangeException(); | |
| } | |
| //We should set the limit the downres result to ensure we dont turn 1x1 textures, which should technically be valid | |
| //into 0x0 textures which will be invalid | |
| int tw = Mathf.Max(1, m_Descriptor.width >> downres); | |
| int th = Mathf.Max(1, m_Descriptor.height >> downres); | |
| // Determine the iteration count | |
| int maxSize = Mathf.Max(tw, th); | |
| int iterations = Mathf.FloorToInt(Mathf.Log(maxSize, 2f) - 1); | |
| int mipCount = Mathf.Clamp(iterations, 1, m_Bloom.maxIterations.value); | |
| // Setup | |
| using(new ProfilingScope(ProfilingSampler.Get(URPProfileId.RG_BloomSetup))) | |
| { | |
| // Pre-filtering parameters | |
| float clamp = m_Bloom.clamp.value; | |
| float threshold = Mathf.GammaToLinearSpace(m_Bloom.threshold.value); | |
| float thresholdKnee = threshold * 0.5f; // Hardcoded soft knee | |
| // Material setup | |
| float scatter = Mathf.Lerp(0.05f, 0.95f, m_Bloom.scatter.value); | |
| BloomMaterialParams bloomParams = new BloomMaterialParams(); | |
| bloomParams.parameters = new Vector4(scatter, clamp, threshold, thresholdKnee); | |
| bloomParams.highQualityFiltering = m_Bloom.highQualityFiltering.value; | |
| bloomParams.enableAlphaOutput = enableAlphaOutput; | |
| // Setting keywords can be somewhat expensive on low-end platforms. | |
| // Previous params are cached to avoid setting the same keywords every frame. | |
| var material = m_Materials.bloom; | |
| bool bloomParamsDirty = !m_BloomParamsPrev.Equals(ref bloomParams); | |
| bool isParamsPropertySet = material.HasProperty(ShaderConstants._Params); | |
| if (bloomParamsDirty || !isParamsPropertySet) | |
| { | |
| material.SetVector(ShaderConstants._Params, bloomParams.parameters); | |
| CoreUtils.SetKeyword(material, ShaderKeywordStrings.BloomHQ, bloomParams.highQualityFiltering); | |
| CoreUtils.SetKeyword(material, ShaderKeywordStrings._ENABLE_ALPHA_OUTPUT, bloomParams.enableAlphaOutput); | |
| // These materials are duplicate just to allow different bloom blits to use different textures. | |
| for (uint i = 0; i < k_MaxPyramidSize; ++i) | |
| { | |
| var materialPyramid = m_Materials.bloomUpsample[i]; | |
| materialPyramid.SetVector(ShaderConstants._Params, bloomParams.parameters); | |
| CoreUtils.SetKeyword(materialPyramid, ShaderKeywordStrings.BloomHQ, bloomParams.highQualityFiltering); | |
| CoreUtils.SetKeyword(materialPyramid, ShaderKeywordStrings._ENABLE_ALPHA_OUTPUT, bloomParams.enableAlphaOutput); | |
| } | |
| m_BloomParamsPrev = bloomParams; | |
| } | |
| // Create bloom mip pyramid textures | |
| { | |
| var desc = GetCompatibleDescriptor(tw, th, m_DefaultColorFormat); | |
| _BloomMipDown[0] = UniversalRenderer.CreateRenderGraphTexture(renderGraph, desc, m_BloomMipDown[0].name, false, FilterMode.Bilinear); | |
| _BloomMipUp[0] = UniversalRenderer.CreateRenderGraphTexture(renderGraph, desc, m_BloomMipUp[0].name, false, FilterMode.Bilinear); | |
| for (int i = 1; i < mipCount; i++) | |
| { | |
| tw = Mathf.Max(1, tw >> 1); | |
| th = Mathf.Max(1, th >> 1); | |
| ref TextureHandle mipDown = ref _BloomMipDown[i]; | |
| ref TextureHandle mipUp = ref _BloomMipUp[i]; | |
| desc.width = tw; | |
| desc.height = th; | |
| // NOTE: Reuse RTHandle names for TextureHandles | |
| mipDown = UniversalRenderer.CreateRenderGraphTexture(renderGraph, desc, m_BloomMipDown[i].name, false, FilterMode.Bilinear); | |
| mipUp = UniversalRenderer.CreateRenderGraphTexture(renderGraph, desc, m_BloomMipUp[i].name, false, FilterMode.Bilinear); | |
| } | |
| } | |
| } | |
| using (var builder = renderGraph.AddUnsafePass<BloomPassData>("Blit Bloom Mipmaps", out var passData, ProfilingSampler.Get(URPProfileId.Bloom))) | |
| { | |
| passData.mipCount = mipCount; | |
| passData.material = m_Materials.bloom; | |
| passData.upsampleMaterials = m_Materials.bloomUpsample; | |
| passData.sourceTexture = source; | |
| passData.bloomMipDown = _BloomMipDown; | |
| passData.bloomMipUp = _BloomMipUp; | |
| // TODO RENDERGRAPH: properly setup dependencies between passes | |
| builder.AllowPassCulling(false); | |
| builder.UseTexture(source, AccessFlags.Read); | |
| for (int i = 0; i < mipCount; i++) | |
| { | |
| builder.UseTexture(_BloomMipDown[i], AccessFlags.ReadWrite); | |
| builder.UseTexture(_BloomMipUp[i], AccessFlags.ReadWrite); | |
| } | |
| builder.SetRenderFunc(static (BloomPassData data, UnsafeGraphContext context) => | |
| { | |
| // TODO: can't call BlitTexture with unsafe command buffer | |
| var cmd = CommandBufferHelpers.GetNativeCommandBuffer(context.cmd); | |
| var material = data.material; | |
| int mipCount = data.mipCount; | |
| var loadAction = RenderBufferLoadAction.DontCare; // Blit - always write all pixels | |
| var storeAction = RenderBufferStoreAction.Store; // Blit - always read by then next Blit | |
| // Prefilter | |
| using(new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.RG_BloomPrefilter))) | |
| { | |
| Blitter.BlitCameraTexture(cmd, data.sourceTexture, data.bloomMipDown[0], loadAction, storeAction, material, 0); | |
| } | |
| // Downsample - gaussian pyramid | |
| // Classic two pass gaussian blur - use mipUp as a temporary target | |
| // First pass does 2x downsampling + 9-tap gaussian | |
| // Second pass does 9-tap gaussian using a 5-tap filter + bilinear filtering | |
| using(new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.RG_BloomDownsample))) | |
| { | |
| TextureHandle lastDown = data.bloomMipDown[0]; | |
| for (int i = 1; i < mipCount; i++) | |
| { | |
| TextureHandle mipDown = data.bloomMipDown[i]; | |
| TextureHandle mipUp = data.bloomMipUp[i]; | |
| Blitter.BlitCameraTexture(cmd, lastDown, mipUp, loadAction, storeAction, material, 1); | |
| Blitter.BlitCameraTexture(cmd, mipUp, mipDown, loadAction, storeAction, material, 2); | |
| lastDown = mipDown; | |
| } | |
| } | |
| using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.RG_BloomUpsample))) | |
| { | |
| // Upsample (bilinear by default, HQ filtering does bicubic instead | |
| for (int i = mipCount - 2; i >= 0; i--) | |
| { | |
| TextureHandle lowMip = (i == mipCount - 2) ? data.bloomMipDown[i + 1] : data.bloomMipUp[i + 1]; | |
| TextureHandle highMip = data.bloomMipDown[i]; | |
| TextureHandle dst = data.bloomMipUp[i]; | |
| // We need a separate material for each upsample pass because setting the low texture mip source | |
| // gets overriden by the time the render func is executed. | |
| // Material is a reference, so all the blits would share the same material state in the cmdbuf. | |
| // NOTE: another option would be to use cmd.SetGlobalTexture(). | |
| var upMaterial = data.upsampleMaterials[i]; | |
| upMaterial.SetTexture(ShaderConstants._SourceTexLowMip, lowMip); | |
| Blitter.BlitCameraTexture(cmd, highMip, dst, loadAction, storeAction, upMaterial, 3); | |
| } | |
| } | |
| }); | |
| destination = passData.bloomMipUp[0]; | |
| } | |
| } | |
| public void RenderDoF(RenderGraph renderGraph, UniversalResourceData resourceData, UniversalCameraData cameraData, in TextureHandle source, out TextureHandle destination) | |
| { | |
| var dofMaterial = m_DepthOfField.mode.value == DepthOfFieldMode.Gaussian ? m_Materials.gaussianDepthOfField : m_Materials.bokehDepthOfField; | |
| var desc = PostProcessPass.GetCompatibleDescriptor(m_Descriptor, | |
| m_Descriptor.width, | |
| m_Descriptor.height, | |
| m_Descriptor.graphicsFormat, | |
| GraphicsFormat.None); | |
| destination = UniversalRenderer.CreateRenderGraphTexture(renderGraph, desc, "_DoFTarget", true, FilterMode.Bilinear); | |
| CoreUtils.SetKeyword(dofMaterial, ShaderKeywordStrings._ENABLE_ALPHA_OUTPUT, cameraData.isAlphaOutputEnabled); | |
| if (m_DepthOfField.mode.value == DepthOfFieldMode.Gaussian) | |
| { | |
| RenderDoFGaussian(renderGraph, resourceData, cameraData, source, destination, ref dofMaterial); | |
| } | |
| else if (m_DepthOfField.mode.value == DepthOfFieldMode.Bokeh) | |
| { | |
| RenderDoFBokeh(renderGraph, resourceData, cameraData, source, destination, ref dofMaterial); | |
| } | |
| } | |
| private class DoFGaussianPassData | |
| { | |
| // Setup | |
| internal int downsample; | |
| internal RenderingData renderingData; | |
| internal Vector3 cocParams; | |
| internal bool highQualitySamplingValue; | |
| // Inputs | |
| internal TextureHandle sourceTexture; | |
| internal TextureHandle depthTexture; | |
| internal Material material; | |
| internal Material materialCoC; | |
| // Pass textures | |
| internal TextureHandle halfCoCTexture; | |
| internal TextureHandle fullCoCTexture; | |
| internal TextureHandle pingTexture; | |
| internal TextureHandle pongTexture; | |
| internal RenderTargetIdentifier[] multipleRenderTargets = new RenderTargetIdentifier[2]; | |
| // Output textures | |
| internal TextureHandle destination; | |
| }; | |
| public void RenderDoFGaussian(RenderGraph renderGraph, UniversalResourceData resourceData, UniversalCameraData cameraData, in TextureHandle source, TextureHandle destination, ref Material dofMaterial) | |
| { | |
| var material = dofMaterial; | |
| int downSample = 2; | |
| int wh = m_Descriptor.width / downSample; | |
| int hh = m_Descriptor.height / downSample; | |
| // Pass Textures | |
| var fullCoCTextureDesc = PostProcessPass.GetCompatibleDescriptor(m_Descriptor, m_Descriptor.width, m_Descriptor.height, m_GaussianCoCFormat); | |
| var fullCoCTexture = UniversalRenderer.CreateRenderGraphTexture(renderGraph, fullCoCTextureDesc, "_FullCoCTexture", true, FilterMode.Bilinear); | |
| var halfCoCTextureDesc = PostProcessPass.GetCompatibleDescriptor(m_Descriptor, wh, hh, m_GaussianCoCFormat); | |
| var halfCoCTexture = UniversalRenderer.CreateRenderGraphTexture(renderGraph, halfCoCTextureDesc, "_HalfCoCTexture", true, FilterMode.Bilinear); | |
| var pingTextureDesc = PostProcessPass.GetCompatibleDescriptor(m_Descriptor, wh, hh, m_DefaultColorFormat); | |
| var pingTexture = UniversalRenderer.CreateRenderGraphTexture(renderGraph, pingTextureDesc, "_PingTexture", true, FilterMode.Bilinear); | |
| var pongTextureDesc = PostProcessPass.GetCompatibleDescriptor(m_Descriptor, wh, hh, m_DefaultColorFormat); | |
| var pongTexture = UniversalRenderer.CreateRenderGraphTexture(renderGraph, pongTextureDesc, "_PongTexture", true, FilterMode.Bilinear); | |
| using (var builder = renderGraph.AddUnsafePass<DoFGaussianPassData>("Depth of Field - Gaussian", out var passData)) | |
| { | |
| // Setup | |
| float farStart = m_DepthOfField.gaussianStart.value; | |
| float farEnd = Mathf.Max(farStart, m_DepthOfField.gaussianEnd.value); | |
| // Assumes a radius of 1 is 1 at 1080p | |
| // Past a certain radius our gaussian kernel will look very bad so we'll clamp it for | |
| // very high resolutions (4K+). | |
| float maxRadius = m_DepthOfField.gaussianMaxRadius.value * (wh / 1080f); | |
| maxRadius = Mathf.Min(maxRadius, 2f); | |
| passData.downsample = downSample; | |
| passData.cocParams = new Vector3(farStart, farEnd, maxRadius); | |
| passData.highQualitySamplingValue = m_DepthOfField.highQualitySampling.value; | |
| passData.material = material; | |
| passData.materialCoC = m_Materials.gaussianDepthOfFieldCoC; | |
| // Inputs | |
| passData.sourceTexture = source; | |
| builder.UseTexture(source, AccessFlags.Read); | |
| passData.depthTexture = resourceData.cameraDepthTexture; | |
| builder.UseTexture(resourceData.cameraDepthTexture, AccessFlags.Read); | |
| // Pass Textures | |
| passData.fullCoCTexture = fullCoCTexture; | |
| builder.UseTexture(fullCoCTexture, AccessFlags.ReadWrite); | |
| passData.halfCoCTexture = halfCoCTexture; | |
| builder.UseTexture(halfCoCTexture, AccessFlags.ReadWrite); | |
| passData.pingTexture = pingTexture; | |
| builder.UseTexture(pingTexture, AccessFlags.ReadWrite); | |
| passData.pongTexture = pongTexture; | |
| builder.UseTexture(pongTexture, AccessFlags.ReadWrite); | |
| // Outputs | |
| passData.destination = destination; | |
| builder.UseTexture(destination, AccessFlags.Write); | |
| builder.SetRenderFunc(static (DoFGaussianPassData data, UnsafeGraphContext context) => | |
| { | |
| var dofMat = data.material; | |
| var dofMaterialCoC = data.materialCoC; | |
| var cmd = CommandBufferHelpers.GetNativeCommandBuffer(context.cmd); | |
| RTHandle sourceTextureHdl = data.sourceTexture; | |
| RTHandle dstHdl = data.destination; | |
| // Setup | |
| using (new ProfilingScope(ProfilingSampler.Get(URPProfileId.RG_SetupDoF))) | |
| { | |
| dofMat.SetVector(ShaderConstants._CoCParams, data.cocParams); | |
| CoreUtils.SetKeyword(dofMat, ShaderKeywordStrings.HighQualitySampling, | |
| data.highQualitySamplingValue); | |
| dofMaterialCoC.SetVector(ShaderConstants._CoCParams, data.cocParams); | |
| CoreUtils.SetKeyword(dofMaterialCoC, ShaderKeywordStrings.HighQualitySampling, | |
| data.highQualitySamplingValue); | |
| PostProcessUtils.SetSourceSize(cmd, data.sourceTexture); | |
| dofMat.SetVector(ShaderConstants._DownSampleScaleFactor, | |
| new Vector4(1.0f / data.downsample, 1.0f / data.downsample, data.downsample, | |
| data.downsample)); | |
| } | |
| // Compute CoC | |
| using (new ProfilingScope(ProfilingSampler.Get(URPProfileId.RG_DOFComputeCOC))) | |
| { | |
| dofMat.SetTexture(s_CameraDepthTextureID, data.depthTexture); | |
| Blitter.BlitCameraTexture(cmd, data.sourceTexture, data.fullCoCTexture, data.materialCoC, k_GaussianDoFPassComputeCoc); | |
| } | |
| // Downscale & prefilter color + CoC | |
| using (new ProfilingScope(ProfilingSampler.Get(URPProfileId.RG_DOFDownscalePrefilter))) | |
| { | |
| dofMat.SetTexture(ShaderConstants._FullCoCTexture, data.fullCoCTexture); | |
| // Handle packed shader output | |
| data.multipleRenderTargets[0] = data.halfCoCTexture; | |
| data.multipleRenderTargets[1] = data.pingTexture; | |
| CoreUtils.SetRenderTarget(cmd, data.multipleRenderTargets, data.halfCoCTexture); | |
| Vector2 viewportScale = sourceTextureHdl.useScaling ? new Vector2(sourceTextureHdl.rtHandleProperties.rtHandleScale.x, sourceTextureHdl.rtHandleProperties.rtHandleScale.y) : Vector2.one; | |
| Blitter.BlitTexture(cmd, data.sourceTexture, viewportScale, dofMat, k_GaussianDoFPassDownscalePrefilter); | |
| } | |
| // Blur H | |
| using (new ProfilingScope(ProfilingSampler.Get(URPProfileId.RG_DOFBlurH))) | |
| { | |
| dofMat.SetTexture(ShaderConstants._HalfCoCTexture, data.halfCoCTexture); | |
| Blitter.BlitCameraTexture(cmd, data.pingTexture, data.pongTexture, dofMat, k_GaussianDoFPassBlurH); | |
| } | |
| // Blur V | |
| using (new ProfilingScope(ProfilingSampler.Get(URPProfileId.RG_DOFBlurV))) | |
| { | |
| Blitter.BlitCameraTexture(cmd, data.pongTexture, data.pingTexture, dofMat, k_GaussianDoFPassBlurV); | |
| } | |
| // Composite | |
| using (new ProfilingScope(ProfilingSampler.Get(URPProfileId.RG_DOFComposite))) | |
| { | |
| dofMat.SetTexture(ShaderConstants._ColorTexture, data.pingTexture); | |
| dofMat.SetTexture(ShaderConstants._FullCoCTexture, data.fullCoCTexture); | |
| Blitter.BlitCameraTexture(cmd, sourceTextureHdl, dstHdl, dofMat, k_GaussianDoFPassComposite); | |
| } | |
| }); | |
| } | |
| } | |
| private class DoFBokehPassData | |
| { | |
| // Setup | |
| internal Vector4[] bokehKernel; | |
| internal int downSample; | |
| internal float uvMargin; | |
| internal Vector4 cocParams; | |
| internal bool useFastSRGBLinearConversion; | |
| // Inputs | |
| internal TextureHandle sourceTexture; | |
| internal TextureHandle depthTexture; | |
| internal Material material; | |
| internal Material materialCoC; | |
| // Pass textures | |
| internal TextureHandle halfCoCTexture; | |
| internal TextureHandle fullCoCTexture; | |
| internal TextureHandle pingTexture; | |
| internal TextureHandle pongTexture; | |
| // Output texture | |
| internal TextureHandle destination; | |
| }; | |
| public void RenderDoFBokeh(RenderGraph renderGraph, UniversalResourceData resourceData, UniversalCameraData cameraData, in TextureHandle source, in TextureHandle destination, ref Material dofMaterial) | |
| { | |
| int downSample = 2; | |
| var material = dofMaterial; | |
| int wh = m_Descriptor.width / downSample; | |
| int hh = m_Descriptor.height / downSample; | |
| // Pass Textures | |
| var fullCoCTextureDesc = PostProcessPass.GetCompatibleDescriptor(m_Descriptor, m_Descriptor.width, m_Descriptor.height, GraphicsFormat.R8_UNorm); | |
| var fullCoCTexture = UniversalRenderer.CreateRenderGraphTexture(renderGraph, fullCoCTextureDesc, "_FullCoCTexture", true, FilterMode.Bilinear); | |
| var pingTextureDesc = PostProcessPass.GetCompatibleDescriptor(m_Descriptor, wh, hh, GraphicsFormat.R16G16B16A16_SFloat); | |
| var pingTexture = UniversalRenderer.CreateRenderGraphTexture(renderGraph, pingTextureDesc, "_PingTexture", true, FilterMode.Bilinear); | |
| var pongTextureDesc = PostProcessPass.GetCompatibleDescriptor(m_Descriptor, wh, hh, GraphicsFormat.R16G16B16A16_SFloat); | |
| var pongTexture = UniversalRenderer.CreateRenderGraphTexture(renderGraph, pongTextureDesc, "_PongTexture", true, FilterMode.Bilinear); | |
| using (var builder = renderGraph.AddUnsafePass<DoFBokehPassData>("Depth of Field - Bokeh", out var passData)) | |
| { | |
| // Setup | |
| // "A Lens and Aperture Camera Model for Synthetic Image Generation" [Potmesil81] | |
| float F = m_DepthOfField.focalLength.value / 1000f; | |
| float A = m_DepthOfField.focalLength.value / m_DepthOfField.aperture.value; | |
| float P = m_DepthOfField.focusDistance.value; | |
| float maxCoC = (A * F) / (P - F); | |
| float maxRadius = GetMaxBokehRadiusInPixels(m_Descriptor.height); | |
| float rcpAspect = 1f / (wh / (float)hh); | |
| // Prepare the bokeh kernel constant buffer | |
| int hash = m_DepthOfField.GetHashCode(); | |
| if (hash != m_BokehHash || maxRadius != m_BokehMaxRadius || rcpAspect != m_BokehRCPAspect) | |
| { | |
| m_BokehHash = hash; | |
| m_BokehMaxRadius = maxRadius; | |
| m_BokehRCPAspect = rcpAspect; | |
| PrepareBokehKernel(maxRadius, rcpAspect); | |
| } | |
| float uvMargin = (1.0f / m_Descriptor.height) * downSample; | |
| passData.bokehKernel = m_BokehKernel; | |
| passData.downSample = downSample; | |
| passData.uvMargin = uvMargin; | |
| passData.cocParams = new Vector4(P, maxCoC, maxRadius, rcpAspect); | |
| passData.useFastSRGBLinearConversion = m_UseFastSRGBLinearConversion; | |
| // Inputs | |
| passData.sourceTexture = source; | |
| builder.UseTexture(source, AccessFlags.Read); | |
| passData.depthTexture = resourceData.cameraDepthTexture; | |
| builder.UseTexture(resourceData.cameraDepthTexture, AccessFlags.Read); | |
| passData.material = material; | |
| passData.materialCoC = m_Materials.bokehDepthOfFieldCoC; | |
| // Pass Textures | |
| passData.fullCoCTexture = fullCoCTexture; | |
| builder.UseTexture(fullCoCTexture, AccessFlags.ReadWrite); | |
| passData.pingTexture = pingTexture; | |
| builder.UseTexture(pingTexture, AccessFlags.ReadWrite); | |
| passData.pongTexture = pongTexture; | |
| builder.UseTexture(pongTexture, AccessFlags.ReadWrite); | |
| // Outputs | |
| passData.destination = destination; | |
| builder.UseTexture(destination, AccessFlags.Write); | |
| // TODO RENDERGRAPH: properly setup dependencies between passes | |
| builder.SetRenderFunc(static (DoFBokehPassData data, UnsafeGraphContext context) => | |
| { | |
| var dofMat = data.material; | |
| var dofMaterialCoC = data.materialCoC; | |
| var cmd = CommandBufferHelpers.GetNativeCommandBuffer(context.cmd); | |
| RTHandle sourceTextureHdl = data.sourceTexture; | |
| RTHandle dst = data.destination; | |
| // Setup | |
| using (new ProfilingScope(ProfilingSampler.Get(URPProfileId.RG_SetupDoF))) | |
| { | |
| CoreUtils.SetKeyword(dofMat, ShaderKeywordStrings.UseFastSRGBLinearConversion, | |
| data.useFastSRGBLinearConversion); | |
| CoreUtils.SetKeyword(dofMaterialCoC, ShaderKeywordStrings.UseFastSRGBLinearConversion, | |
| data.useFastSRGBLinearConversion); | |
| dofMat.SetVector(ShaderConstants._CoCParams, data.cocParams); | |
| dofMat.SetVectorArray(ShaderConstants._BokehKernel, data.bokehKernel); | |
| dofMat.SetVector(ShaderConstants._DownSampleScaleFactor, | |
| new Vector4(1.0f / data.downSample, 1.0f / data.downSample, data.downSample, | |
| data.downSample)); | |
| dofMat.SetVector(ShaderConstants._BokehConstants, | |
| new Vector4(data.uvMargin, data.uvMargin * 2.0f)); | |
| PostProcessUtils.SetSourceSize(cmd, data.sourceTexture); | |
| } | |
| // Compute CoC | |
| using (new ProfilingScope(ProfilingSampler.Get(URPProfileId.RG_DOFComputeCOC))) | |
| { | |
| dofMat.SetTexture(s_CameraDepthTextureID, data.depthTexture); | |
| Blitter.BlitCameraTexture(cmd, sourceTextureHdl, data.fullCoCTexture, dofMat, k_BokehDoFPassComputeCoc); | |
| } | |
| // Downscale and Prefilter Color + CoC | |
| using (new ProfilingScope(ProfilingSampler.Get(URPProfileId.RG_DOFDownscalePrefilter))) | |
| { | |
| dofMat.SetTexture(ShaderConstants._FullCoCTexture, data.fullCoCTexture); | |
| Blitter.BlitCameraTexture(cmd, sourceTextureHdl, data.pingTexture, dofMat, k_BokehDoFPassDownscalePrefilter); | |
| } | |
| // Blur | |
| using (new ProfilingScope(ProfilingSampler.Get(URPProfileId.RG_DOFBlurBokeh))) | |
| { | |
| Blitter.BlitCameraTexture(cmd, data.pingTexture, data.pongTexture, dofMat, k_BokehDoFPassBlur); | |
| } | |
| // Post Filtering | |
| using (new ProfilingScope(ProfilingSampler.Get(URPProfileId.RG_DOFPostFilter))) | |
| { | |
| Blitter.BlitCameraTexture(cmd, data.pongTexture, data.pingTexture, dofMat, k_BokehDoFPassPostFilter); | |
| } | |
| // Composite | |
| using (new ProfilingScope(ProfilingSampler.Get(URPProfileId.RG_DOFComposite))) | |
| { | |
| dofMat.SetTexture(ShaderConstants._DofTexture, data.pingTexture); | |
| Blitter.BlitCameraTexture(cmd, sourceTextureHdl, dst, dofMat, k_BokehDoFPassComposite); | |
| } | |
| }); | |
| } | |
| } | |
| private class PaniniProjectionPassData | |
| { | |
| internal TextureHandle destinationTexture; | |
| internal TextureHandle sourceTexture; | |
| internal RenderTextureDescriptor sourceTextureDesc; | |
| internal Material material; | |
| internal Vector4 paniniParams; | |
| internal bool isPaniniGeneric; | |
| } | |
| public void RenderPaniniProjection(RenderGraph renderGraph, Camera camera, in TextureHandle source, out TextureHandle destination) | |
| { | |
| var desc = PostProcessPass.GetCompatibleDescriptor(m_Descriptor, | |
| m_Descriptor.width, | |
| m_Descriptor.height, | |
| m_Descriptor.graphicsFormat, | |
| GraphicsFormat.None); | |
| destination = UniversalRenderer.CreateRenderGraphTexture(renderGraph, desc, "_PaniniProjectionTarget", true, FilterMode.Bilinear); | |
| float distance = m_PaniniProjection.distance.value; | |
| var viewExtents = CalcViewExtents(camera); | |
| var cropExtents = CalcCropExtents(camera, distance); | |
| float scaleX = cropExtents.x / viewExtents.x; | |
| float scaleY = cropExtents.y / viewExtents.y; | |
| float scaleF = Mathf.Min(scaleX, scaleY); | |
| float paniniD = distance; | |
| float paniniS = Mathf.Lerp(1f, Mathf.Clamp01(scaleF), m_PaniniProjection.cropToFit.value); | |
| using (var builder = renderGraph.AddRasterRenderPass<PaniniProjectionPassData>("Panini Projection", out var passData, ProfilingSampler.Get(URPProfileId.PaniniProjection))) | |
| { | |
| builder.AllowGlobalStateModification(true); | |
| passData.destinationTexture = destination; | |
| builder.SetRenderAttachment(destination, 0, AccessFlags.Write); | |
| passData.sourceTexture = source; | |
| builder.UseTexture(source, AccessFlags.Read); | |
| passData.material = m_Materials.paniniProjection; | |
| passData.paniniParams = new Vector4(viewExtents.x, viewExtents.y, paniniD, paniniS); | |
| passData.isPaniniGeneric = 1f - Mathf.Abs(paniniD) > float.Epsilon; | |
| passData.sourceTextureDesc = m_Descriptor; | |
| builder.SetRenderFunc(static (PaniniProjectionPassData data, RasterGraphContext context) => | |
| { | |
| var cmd = context.cmd; | |
| RTHandle sourceTextureHdl = data.sourceTexture; | |
| cmd.SetGlobalVector(ShaderConstants._Params, data.paniniParams); | |
| data.material.EnableKeyword(data.isPaniniGeneric ? ShaderKeywordStrings.PaniniGeneric : ShaderKeywordStrings.PaniniUnitDistance); | |
| Vector2 viewportScale = sourceTextureHdl.useScaling ? new Vector2(sourceTextureHdl.rtHandleProperties.rtHandleScale.x, sourceTextureHdl.rtHandleProperties.rtHandleScale.y) : Vector2.one; | |
| Blitter.BlitTexture(cmd, sourceTextureHdl, viewportScale, data.material, 0); | |
| }); | |
| return; | |
| } | |
| } | |
| private const string _TemporalAATargetName = "_TemporalAATarget"; | |
| private void RenderTemporalAA(RenderGraph renderGraph, UniversalResourceData resourceData, UniversalCameraData cameraData, ref TextureHandle source, out TextureHandle destination) | |
| { | |
| var desc = PostProcessPass.GetCompatibleDescriptor(m_Descriptor, | |
| m_Descriptor.width, | |
| m_Descriptor.height, | |
| m_Descriptor.graphicsFormat, | |
| GraphicsFormat.None); | |
| destination = UniversalRenderer.CreateRenderGraphTexture(renderGraph, desc, _TemporalAATargetName, false, FilterMode.Bilinear); | |
| TextureHandle cameraDepth = resourceData.cameraDepth; | |
| TextureHandle motionVectors = resourceData.motionVectorColor; | |
| Debug.Assert(motionVectors.IsValid(), "MotionVectors are invalid. TAA requires a motion vector texture."); | |
| TemporalAA.Render(renderGraph, m_Materials.temporalAntialiasing, cameraData, ref source, ref cameraDepth, ref motionVectors, ref destination); | |
| } | |
| private const string _UpscaledColorTargetName = "_CameraColorUpscaledSTP"; | |
| private void RenderSTP(RenderGraph renderGraph, UniversalResourceData resourceData, UniversalCameraData cameraData, ref TextureHandle source, out TextureHandle destination) | |
| { | |
| TextureHandle cameraDepth = resourceData.cameraDepthTexture; | |
| TextureHandle motionVectors = resourceData.motionVectorColor; | |
| Debug.Assert(motionVectors.IsValid(), "MotionVectors are invalid. STP requires a motion vector texture."); | |
| var desc = GetCompatibleDescriptor(cameraData.cameraTargetDescriptor, | |
| cameraData.pixelWidth, | |
| cameraData.pixelHeight, | |
| cameraData.cameraTargetDescriptor.graphicsFormat); | |
| // STP uses compute shaders so all render textures must enable random writes | |
| desc.enableRandomWrite = true; | |
| // Avoid enabling sRGB because STP works with compute shaders which can't output sRGB automatically. | |
| desc.sRGB = false; | |
| destination = UniversalRenderer.CreateRenderGraphTexture(renderGraph, desc, _UpscaledColorTargetName, false, FilterMode.Bilinear); | |
| int frameIndex = Time.frameCount; | |
| var noiseTexture = m_Data.textures.blueNoise16LTex[frameIndex & (m_Data.textures.blueNoise16LTex.Length - 1)]; | |
| StpUtils.Execute(renderGraph, resourceData, cameraData, source, cameraDepth, motionVectors, destination, noiseTexture); | |
| // Update the camera resolution to reflect the upscaled size | |
| UpdateCameraResolution(renderGraph, cameraData, new Vector2Int(desc.width, desc.height)); | |
| } | |
| private class MotionBlurPassData | |
| { | |
| internal TextureHandle destinationTexture; | |
| internal TextureHandle sourceTexture; | |
| internal TextureHandle motionVectors; | |
| internal Material material; | |
| internal int passIndex; | |
| internal Camera camera; | |
| internal XRPass xr; | |
| internal float intensity; | |
| internal float clamp; | |
| internal bool enableAlphaOutput; | |
| } | |
| public void RenderMotionBlur(RenderGraph renderGraph, UniversalResourceData resourceData, UniversalCameraData cameraData, in TextureHandle source, out TextureHandle destination) | |
| { | |
| var material = m_Materials.cameraMotionBlur; | |
| var desc = PostProcessPass.GetCompatibleDescriptor(m_Descriptor, | |
| m_Descriptor.width, | |
| m_Descriptor.height, | |
| m_Descriptor.graphicsFormat, | |
| GraphicsFormat.None); | |
| destination = UniversalRenderer.CreateRenderGraphTexture(renderGraph, desc, "_MotionBlurTarget", true, FilterMode.Bilinear); | |
| TextureHandle motionVectorColor = resourceData.motionVectorColor; | |
| TextureHandle cameraDepthTexture = resourceData.cameraDepthTexture; | |
| var mode = m_MotionBlur.mode.value; | |
| int passIndex = (int)m_MotionBlur.quality.value; | |
| passIndex += (mode == MotionBlurMode.CameraAndObjects) ? 3 : 0; | |
| using (var builder = renderGraph.AddRasterRenderPass<MotionBlurPassData>("Motion Blur", out var passData, ProfilingSampler.Get(URPProfileId.RG_MotionBlur))) | |
| { | |
| builder.AllowGlobalStateModification(true); | |
| passData.destinationTexture = destination; | |
| builder.SetRenderAttachment(destination, 0, AccessFlags.Write); | |
| passData.sourceTexture = source; | |
| builder.UseTexture(source, AccessFlags.Read); | |
| if (mode == MotionBlurMode.CameraAndObjects) | |
| { | |
| Debug.Assert(ScriptableRenderer.current.SupportsMotionVectors(), "Current renderer does not support motion vectors."); | |
| Debug.Assert(motionVectorColor.IsValid(), "Motion vectors are invalid. Per-object motion blur requires a motion vector texture."); | |
| passData.motionVectors = motionVectorColor; | |
| builder.UseTexture(motionVectorColor, AccessFlags.Read); | |
| } | |
| else | |
| { | |
| passData.motionVectors = TextureHandle.nullHandle; | |
| } | |
| Debug.Assert(cameraDepthTexture.IsValid(), "Camera depth texture is invalid. Per-camera motion blur requires a depth texture."); | |
| builder.UseTexture(cameraDepthTexture, AccessFlags.Read); | |
| passData.material = material; | |
| passData.passIndex = passIndex; | |
| passData.camera = cameraData.camera; | |
| passData.xr = cameraData.xr; | |
| passData.enableAlphaOutput = cameraData.isAlphaOutputEnabled; | |
| passData.intensity = m_MotionBlur.intensity.value; | |
| passData.clamp = m_MotionBlur.clamp.value; | |
| builder.SetRenderFunc(static (MotionBlurPassData data, RasterGraphContext context) => | |
| { | |
| var cmd = context.cmd; | |
| RTHandle sourceTextureHdl = data.sourceTexture; | |
| UpdateMotionBlurMatrices(ref data.material, data.camera, data.xr); | |
| data.material.SetFloat("_Intensity", data.intensity); | |
| data.material.SetFloat("_Clamp", data.clamp); | |
| CoreUtils.SetKeyword(data.material, ShaderKeywordStrings._ENABLE_ALPHA_OUTPUT, data.enableAlphaOutput); | |
| PostProcessUtils.SetSourceSize(cmd, data.sourceTexture); | |
| Vector2 viewportScale = sourceTextureHdl.useScaling ? new Vector2(sourceTextureHdl.rtHandleProperties.rtHandleScale.x, sourceTextureHdl.rtHandleProperties.rtHandleScale.y) : Vector2.one; | |
| Blitter.BlitTexture(cmd, sourceTextureHdl, viewportScale, data.material, data.passIndex); | |
| }); | |
| return; | |
| } | |
| } | |
| private class LensFlarePassData | |
| { | |
| internal TextureHandle destinationTexture; | |
| internal RenderTextureDescriptor sourceDescriptor; | |
| internal UniversalCameraData cameraData; | |
| internal Material material; | |
| internal Rect viewport; | |
| internal float paniniDistance; | |
| internal float paniniCropToFit; | |
| internal float width; | |
| internal float height; | |
| internal bool usePanini; | |
| } | |
| void LensFlareDataDrivenComputeOcclusion(RenderGraph renderGraph, UniversalResourceData resourceData, UniversalCameraData cameraData) | |
| { | |
| if (!LensFlareCommonSRP.IsOcclusionRTCompatible()) | |
| return; | |
| using (var builder = renderGraph.AddUnsafePass<LensFlarePassData>("Lens Flare Compute Occlusion", out var passData, ProfilingSampler.Get(URPProfileId.LensFlareDataDrivenComputeOcclusion))) | |
| { | |
| RTHandle occH = LensFlareCommonSRP.occlusionRT; | |
| TextureHandle occlusionHandle = renderGraph.ImportTexture(LensFlareCommonSRP.occlusionRT); | |
| passData.destinationTexture = occlusionHandle; | |
| builder.UseTexture(occlusionHandle, AccessFlags.Write); | |
| passData.cameraData = cameraData; | |
| passData.viewport = cameraData.pixelRect; | |
| passData.material = m_Materials.lensFlareDataDriven; | |
| passData.width = (float)m_Descriptor.width; | |
| passData.height = (float)m_Descriptor.height; | |
| if (m_PaniniProjection.IsActive()) | |
| { | |
| passData.usePanini = true; | |
| passData.paniniDistance = m_PaniniProjection.distance.value; | |
| passData.paniniCropToFit = m_PaniniProjection.cropToFit.value; | |
| } | |
| else | |
| { | |
| passData.usePanini = false; | |
| passData.paniniDistance = 1.0f; | |
| passData.paniniCropToFit = 1.0f; | |
| } | |
| builder.UseTexture(resourceData.cameraDepthTexture, AccessFlags.Read); | |
| builder.SetRenderFunc( | |
| static (LensFlarePassData data, UnsafeGraphContext ctx) => | |
| { | |
| Camera camera = data.cameraData.camera; | |
| XRPass xr = data.cameraData.xr; | |
| Matrix4x4 nonJitteredViewProjMatrix0; | |
| int xrId0; | |
| // Not VR or Multi-Pass | |
| if (xr.enabled) | |
| { | |
| if (xr.singlePassEnabled) | |
| { | |
| nonJitteredViewProjMatrix0 = GL.GetGPUProjectionMatrix(data.cameraData.GetProjectionMatrixNoJitter(0), true) * data.cameraData.GetViewMatrix(0); | |
| xrId0 = 0; | |
| } | |
| else | |
| { | |
| var gpuNonJitteredProj = GL.GetGPUProjectionMatrix(camera.projectionMatrix, true); | |
| nonJitteredViewProjMatrix0 = gpuNonJitteredProj * camera.worldToCameraMatrix; | |
| xrId0 = data.cameraData.xr.multipassId; | |
| } | |
| } | |
| else | |
| { | |
| nonJitteredViewProjMatrix0 = GL.GetGPUProjectionMatrix(data.cameraData.GetProjectionMatrixNoJitter(0), true) * data.cameraData.GetViewMatrix(0); | |
| xrId0 = 0; | |
| } | |
| var gpuNonJitteredProj = GL.GetGPUProjectionMatrix(camera.projectionMatrix, true); | |
| nonJitteredViewProjMatrix0 = gpuNonJitteredProj * camera.worldToCameraMatrix; | |
| xrId0 = xr.multipassId; | |
| LensFlareCommonSRP.ComputeOcclusion( | |
| data.material, camera, xr, xr.multipassId, | |
| data.width, data.height, | |
| data.usePanini, data.paniniDistance, data.paniniCropToFit, true, | |
| camera.transform.position, | |
| nonJitteredViewProjMatrix0, | |
| ctx.cmd, | |
| false, false, null, null); | |
| if (xr.enabled && xr.singlePassEnabled) | |
| { | |
| //ctx.cmd.SetGlobalTexture(m_Depth.name, m_Depth.nameID); | |
| for (int xrIdx = 1; xrIdx < xr.viewCount; ++xrIdx) | |
| { | |
| Matrix4x4 gpuVPXR = GL.GetGPUProjectionMatrix(data.cameraData.GetProjectionMatrixNoJitter(xrIdx), true) * data.cameraData.GetViewMatrix(xrIdx); | |
| // Bypass single pass version | |
| LensFlareCommonSRP.ComputeOcclusion( | |
| data.material, camera, xr, xrIdx, | |
| data.width, data.height, | |
| data.usePanini, data.paniniDistance, data.paniniCropToFit, true, | |
| camera.transform.position, | |
| gpuVPXR, | |
| ctx.cmd, | |
| false, false, null, null); | |
| } | |
| } | |
| }); | |
| } | |
| } | |
| public void RenderLensFlareDataDriven(RenderGraph renderGraph, UniversalResourceData resourceData, UniversalCameraData cameraData, in TextureHandle destination) | |
| { | |
| using (var builder = renderGraph.AddUnsafePass<LensFlarePassData>("Lens Flare Data Driven Pass", out var passData, ProfilingSampler.Get(URPProfileId.LensFlareDataDriven))) | |
| { | |
| // Use WriteTexture here because DoLensFlareDataDrivenCommon will call SetRenderTarget internally. | |
| // TODO RENDERGRAPH: convert SRP core lens flare to be rendergraph friendly | |
| passData.destinationTexture = destination; | |
| builder.UseTexture(destination, AccessFlags.Write); | |
| passData.sourceDescriptor = m_Descriptor; | |
| passData.cameraData = cameraData; | |
| passData.material = m_Materials.lensFlareDataDriven; | |
| passData.width = (float)m_Descriptor.width; | |
| passData.height = (float)m_Descriptor.height; | |
| passData.viewport.x = 0.0f; | |
| passData.viewport.y = 0.0f; | |
| passData.viewport.width = (float)m_Descriptor.width; | |
| passData.viewport.height = (float)m_Descriptor.height; | |
| if (m_PaniniProjection.IsActive()) | |
| { | |
| passData.usePanini = true; | |
| passData.paniniDistance = m_PaniniProjection.distance.value; | |
| passData.paniniCropToFit = m_PaniniProjection.cropToFit.value; | |
| } | |
| else | |
| { | |
| passData.usePanini = false; | |
| passData.paniniDistance = 1.0f; | |
| passData.paniniCropToFit = 1.0f; | |
| } | |
| if (LensFlareCommonSRP.IsOcclusionRTCompatible()) | |
| { | |
| TextureHandle occlusionHandle = renderGraph.ImportTexture(LensFlareCommonSRP.occlusionRT); | |
| builder.UseTexture(occlusionHandle, AccessFlags.Read); | |
| } | |
| else | |
| { | |
| builder.UseTexture(resourceData.cameraDepthTexture, AccessFlags.Read); | |
| } | |
| builder.SetRenderFunc(static (LensFlarePassData data, UnsafeGraphContext ctx) => | |
| { | |
| Camera camera = data.cameraData.camera; | |
| XRPass xr = data.cameraData.xr; | |
| // Not VR or Multi-Pass | |
| if (!xr.enabled || | |
| (xr.enabled && !xr.singlePassEnabled)) | |
| { | |
| var gpuNonJitteredProj = GL.GetGPUProjectionMatrix(camera.projectionMatrix, true); | |
| Matrix4x4 nonJitteredViewProjMatrix0 = gpuNonJitteredProj * camera.worldToCameraMatrix; | |
| LensFlareCommonSRP.DoLensFlareDataDrivenCommon( | |
| data.material, data.cameraData.camera, data.viewport, xr, data.cameraData.xr.multipassId, | |
| data.width, data.height, | |
| data.usePanini, data.paniniDistance, data.paniniCropToFit, | |
| true, | |
| camera.transform.position, | |
| nonJitteredViewProjMatrix0, | |
| ctx.cmd, | |
| false, false, null, null, | |
| data.destinationTexture, | |
| (Light light, Camera cam, Vector3 wo) => { return GetLensFlareLightAttenuation(light, cam, wo); }, | |
| false); | |
| } | |
| else | |
| { | |
| for (int xrIdx = 0; xrIdx < xr.viewCount; ++xrIdx) | |
| { | |
| Matrix4x4 nonJitteredViewProjMatrix_k = GL.GetGPUProjectionMatrix(data.cameraData.GetProjectionMatrixNoJitter(xrIdx), true) * data.cameraData.GetViewMatrix(xrIdx); | |
| LensFlareCommonSRP.DoLensFlareDataDrivenCommon( | |
| data.material, data.cameraData.camera, data.viewport, xr, data.cameraData.xr.multipassId, | |
| data.width, data.height, | |
| data.usePanini, data.paniniDistance, data.paniniCropToFit, | |
| true, | |
| camera.transform.position, | |
| nonJitteredViewProjMatrix_k, | |
| ctx.cmd, | |
| false, false, null, null, | |
| data.destinationTexture, | |
| (Light light, Camera cam, Vector3 wo) => { return GetLensFlareLightAttenuation(light, cam, wo); }, | |
| false); | |
| } | |
| } | |
| }); | |
| } | |
| } | |
| private class LensFlareScreenSpacePassData | |
| { | |
| internal TextureHandle destinationTexture; | |
| internal TextureHandle streakTmpTexture; | |
| internal TextureHandle streakTmpTexture2; | |
| internal TextureHandle originalBloomTexture; | |
| internal TextureHandle screenSpaceLensFlareBloomMipTexture; | |
| internal TextureHandle result; | |
| internal RenderTextureDescriptor sourceDescriptor; | |
| internal Camera camera; | |
| internal Material material; | |
| internal ScreenSpaceLensFlare lensFlareScreenSpace; | |
| internal int downsample; | |
| } | |
| public TextureHandle RenderLensFlareScreenSpace(RenderGraph renderGraph, Camera camera, in TextureHandle destination, TextureHandle originalBloomTexture, TextureHandle screenSpaceLensFlareBloomMipTexture, bool enableXR, bool sameInputOutputTex) | |
| { | |
| var downsample = (int) m_LensFlareScreenSpace.resolution.value; | |
| int width = Math.Max(m_Descriptor.width / downsample, 1); | |
| int height = Math.Max(m_Descriptor.height / downsample, 1); | |
| var streakTextureDesc = GetCompatibleDescriptor(m_Descriptor, width, height, m_DefaultColorFormat); | |
| var streakTmpTexture = UniversalRenderer.CreateRenderGraphTexture(renderGraph, streakTextureDesc, "_StreakTmpTexture", true, FilterMode.Bilinear); | |
| var streakTmpTexture2 = UniversalRenderer.CreateRenderGraphTexture(renderGraph, streakTextureDesc, "_StreakTmpTexture2", true, FilterMode.Bilinear); | |
| var resultTexture = UniversalRenderer.CreateRenderGraphTexture(renderGraph, streakTextureDesc, "Lens Flare Screen Space Result", true, FilterMode.Bilinear); | |
| using (var builder = renderGraph.AddUnsafePass<LensFlareScreenSpacePassData>("Lens Flare Screen Space Pass", out var passData, ProfilingSampler.Get(URPProfileId.LensFlareScreenSpace))) | |
| { | |
| // Use WriteTexture here because DoLensFlareScreenSpaceCommon will call SetRenderTarget internally. | |
| // TODO RENDERGRAPH: convert SRP core lensflare to be rendergraph friendly | |
| passData.destinationTexture = destination; | |
| builder.UseTexture(destination, AccessFlags.Write); | |
| passData.streakTmpTexture = streakTmpTexture; | |
| builder.UseTexture(streakTmpTexture, AccessFlags.ReadWrite); | |
| passData.streakTmpTexture2 = streakTmpTexture2; | |
| builder.UseTexture(streakTmpTexture2, AccessFlags.ReadWrite); | |
| passData.screenSpaceLensFlareBloomMipTexture = screenSpaceLensFlareBloomMipTexture; | |
| builder.UseTexture(screenSpaceLensFlareBloomMipTexture, AccessFlags.ReadWrite); | |
| passData.originalBloomTexture = originalBloomTexture; | |
| if(!sameInputOutputTex) | |
| builder.UseTexture(originalBloomTexture, AccessFlags.ReadWrite); | |
| passData.sourceDescriptor = m_Descriptor; | |
| passData.camera = camera; | |
| passData.material = m_Materials.lensFlareScreenSpace; | |
| passData.lensFlareScreenSpace = m_LensFlareScreenSpace; // NOTE: reference, assumed constant until executed. | |
| passData.downsample = downsample; | |
| passData.result = resultTexture; | |
| builder.UseTexture(resultTexture, AccessFlags.Write); | |
| builder.SetRenderFunc(static (LensFlareScreenSpacePassData data, UnsafeGraphContext context) => | |
| { | |
| var cmd = context.cmd; | |
| var camera = data.camera; | |
| var lensFlareScreenSpace = data.lensFlareScreenSpace; | |
| LensFlareCommonSRP.DoLensFlareScreenSpaceCommon( | |
| data.material, | |
| camera, | |
| (float)data.sourceDescriptor.width, | |
| (float)data.sourceDescriptor.height, | |
| data.lensFlareScreenSpace.tintColor.value, | |
| data.originalBloomTexture, | |
| data.screenSpaceLensFlareBloomMipTexture, | |
| null, // We don't have any spectral LUT in URP | |
| data.streakTmpTexture, | |
| data.streakTmpTexture2, | |
| new Vector4( | |
| lensFlareScreenSpace.intensity.value, | |
| lensFlareScreenSpace.firstFlareIntensity.value, | |
| lensFlareScreenSpace.secondaryFlareIntensity.value, | |
| lensFlareScreenSpace.warpedFlareIntensity.value), | |
| new Vector4( | |
| lensFlareScreenSpace.vignetteEffect.value, | |
| lensFlareScreenSpace.startingPosition.value, | |
| lensFlareScreenSpace.scale.value, | |
| 0), // Free slot, not used | |
| new Vector4( | |
| lensFlareScreenSpace.samples.value, | |
| lensFlareScreenSpace.sampleDimmer.value, | |
| lensFlareScreenSpace.chromaticAbberationIntensity.value, | |
| 0), // No need to pass a chromatic aberration sample count, hardcoded at 3 in shader | |
| new Vector4( | |
| lensFlareScreenSpace.streaksIntensity.value, | |
| lensFlareScreenSpace.streaksLength.value, | |
| lensFlareScreenSpace.streaksOrientation.value, | |
| lensFlareScreenSpace.streaksThreshold.value), | |
| new Vector4( | |
| data.downsample, | |
| lensFlareScreenSpace.warpedFlareScale.value.x, | |
| lensFlareScreenSpace.warpedFlareScale.value.y, | |
| 0), // Free slot, not used | |
| cmd, | |
| data.result, | |
| false); | |
| }); | |
| return passData.originalBloomTexture; | |
| } | |
| } | |
| static private void ScaleViewportAndBlit(RasterCommandBuffer cmd, RTHandle sourceTextureHdl, RTHandle dest, UniversalCameraData cameraData, Material material, bool hasFinalPass) | |
| { | |
| Vector4 scaleBias = RenderingUtils.GetFinalBlitScaleBias(sourceTextureHdl, dest, cameraData); | |
| RenderTargetIdentifier cameraTarget = BuiltinRenderTextureType.CameraTarget; | |
| if (cameraData.xr.enabled) | |
| cameraTarget = cameraData.xr.renderTarget; | |
| if (dest.nameID == cameraTarget || cameraData.targetTexture != null) | |
| { | |
| if (hasFinalPass || !cameraData.resolveFinalTarget) | |
| { | |
| // Inside the camera stack the target is the shared intermediate target, which can be scaled with render scale. | |
| // camera.pixelRect is the viewport of the final target in pixels, so it cannot be used for the intermediate target. | |
| // On intermediate target allocation the viewport size is baked into the target size. | |
| // Which means the intermediate target does not have a viewport rect. Its offset is always 0 and its size matches viewport size. | |
| // The overlay cameras inherit the base viewport, so they cannot have a different viewport, | |
| // a necessary limitation since the target covers only the base viewport area. | |
| // The offsetting is finally done by the final output viewport-rect to the final target. | |
| // Note: effectively this is setting a fullscreen viewport for the intermediate target. | |
| var targetWidth = cameraData.cameraTargetDescriptor.width; | |
| var targetHeight = cameraData.cameraTargetDescriptor.height; | |
| var targetViewportInPixels = new Rect( | |
| 0, | |
| 0, | |
| targetWidth, | |
| targetHeight); | |
| cmd.SetViewport(targetViewportInPixels); | |
| } | |
| else | |
| cmd.SetViewport(cameraData.pixelRect); | |
| } | |
| Blitter.BlitTexture(cmd, sourceTextureHdl, scaleBias, material, 0); | |
| } | |
| private class PostProcessingFinalSetupPassData | |
| { | |
| internal TextureHandle destinationTexture; | |
| internal TextureHandle sourceTexture; | |
| internal Material material; | |
| internal UniversalCameraData cameraData; | |
| } | |
| public void RenderFinalSetup(RenderGraph renderGraph, UniversalCameraData cameraData, in TextureHandle source, in TextureHandle destination, ref FinalBlitSettings settings) | |
| { | |
| // Scaled FXAA | |
| using (var builder = renderGraph.AddRasterRenderPass<PostProcessingFinalSetupPassData>("Postprocessing Final Setup Pass", out var passData, ProfilingSampler.Get(URPProfileId.RG_FinalSetup))) | |
| { | |
| Material material = m_Materials.scalingSetup; | |
| material.shaderKeywords = null; | |
| if (settings.isFxaaEnabled) | |
| material.EnableKeyword(ShaderKeywordStrings.Fxaa); | |
| if (settings.isFsrEnabled) | |
| material.EnableKeyword(settings.hdrOperations.HasFlag(HDROutputUtils.Operation.ColorEncoding) ? ShaderKeywordStrings.Gamma20AndHDRInput : ShaderKeywordStrings.Gamma20); | |
| if (settings.hdrOperations.HasFlag(HDROutputUtils.Operation.ColorEncoding)) | |
| SetupHDROutput(cameraData.hdrDisplayInformation, cameraData.hdrDisplayColorGamut, material, settings.hdrOperations, cameraData.rendersOverlayUI); | |
| if (settings.isAlphaOutputEnabled) | |
| CoreUtils.SetKeyword(material, ShaderKeywordStrings._ENABLE_ALPHA_OUTPUT, settings.isAlphaOutputEnabled); | |
| builder.AllowGlobalStateModification(true); | |
| passData.destinationTexture = destination; | |
| builder.SetRenderAttachment(destination, 0, AccessFlags.Write); | |
| passData.sourceTexture = source; | |
| builder.UseTexture(source, AccessFlags.Read); | |
| passData.cameraData = cameraData; | |
| passData.material = material; | |
| builder.SetRenderFunc(static (PostProcessingFinalSetupPassData data, RasterGraphContext context) => | |
| { | |
| var cmd = context.cmd; | |
| RTHandle sourceTextureHdl = data.sourceTexture; | |
| PostProcessUtils.SetSourceSize(cmd, sourceTextureHdl); | |
| bool hasFinalPass = true; // This is a pass just before final pass. Viewport must match intermediate target. | |
| ScaleViewportAndBlit(context.cmd, sourceTextureHdl, data.destinationTexture, data.cameraData, data.material, hasFinalPass); | |
| }); | |
| return; | |
| } | |
| } | |
| private class PostProcessingFinalFSRScalePassData | |
| { | |
| internal TextureHandle destinationTexture; | |
| internal TextureHandle sourceTexture; | |
| internal Material material; | |
| internal bool enableAlphaOutput; | |
| } | |
| public void RenderFinalFSRScale(RenderGraph renderGraph, in TextureHandle source, in TextureHandle destination, bool enableAlphaOutput) | |
| { | |
| // FSR upscale | |
| m_Materials.easu.shaderKeywords = null; | |
| using (var builder = renderGraph.AddRasterRenderPass<PostProcessingFinalFSRScalePassData>("Postprocessing Final FSR Scale Pass", out var passData, ProfilingSampler.Get(URPProfileId.RG_FinalFSRScale))) | |
| { | |
| builder.AllowGlobalStateModification(true); | |
| passData.destinationTexture = destination; | |
| builder.SetRenderAttachment(destination, 0, AccessFlags.Write); | |
| passData.sourceTexture = source; | |
| builder.UseTexture(source, AccessFlags.Read); | |
| passData.material = m_Materials.easu; | |
| passData.enableAlphaOutput = enableAlphaOutput; | |
| builder.SetRenderFunc(static (PostProcessingFinalFSRScalePassData data, RasterGraphContext context) => | |
| { | |
| var cmd = context.cmd; | |
| var sourceTex = data.sourceTexture; | |
| var destTex = data.destinationTexture; | |
| var material = data.material; | |
| var enableAlphaOutput = data.enableAlphaOutput; | |
| RTHandle sourceHdl = (RTHandle)sourceTex; | |
| RTHandle destHdl = (RTHandle)destTex; | |
| var fsrInputSize = new Vector2(sourceHdl.referenceSize.x, sourceHdl.referenceSize.y); | |
| var fsrOutputSize = new Vector2(destHdl.referenceSize.x, destHdl.referenceSize.y); | |
| FSRUtils.SetEasuConstants(cmd, fsrInputSize, fsrInputSize, fsrOutputSize); | |
| CoreUtils.SetKeyword(material, ShaderKeywordStrings._ENABLE_ALPHA_OUTPUT, enableAlphaOutput); | |
| Vector2 viewportScale = sourceHdl.useScaling ? new Vector2(sourceHdl.rtHandleProperties.rtHandleScale.x, sourceHdl.rtHandleProperties.rtHandleScale.y) : Vector2.one; | |
| Blitter.BlitTexture(cmd, sourceHdl, viewportScale, material, 0); | |
| }); | |
| return; | |
| } | |
| } | |
| private class PostProcessingFinalBlitPassData | |
| { | |
| internal TextureHandle destinationTexture; | |
| internal TextureHandle sourceTexture; | |
| internal Material material; | |
| internal UniversalCameraData cameraData; | |
| internal FinalBlitSettings settings; | |
| } | |
| /// <summary> | |
| /// Final blit settings. | |
| /// </summary> | |
| public struct FinalBlitSettings | |
| { | |
| /// <summary>Is FXAA enabled</summary> | |
| public bool isFxaaEnabled; | |
| /// <summary>Is FSR Enabled.</summary> | |
| public bool isFsrEnabled; | |
| /// <summary>Is TAA sharpening enabled.</summary> | |
| public bool isTaaSharpeningEnabled; | |
| /// <summary>True if final blit requires HDR output.</summary> | |
| public bool requireHDROutput; | |
| /// <summary>True if final blit needs to resolve to debug screen.</summary> | |
| public bool resolveToDebugScreen; | |
| /// <summary>True if final blit needs to output alpha channel.</summary> | |
| public bool isAlphaOutputEnabled; | |
| /// <summary>HDR Operations</summary> | |
| public HDROutputUtils.Operation hdrOperations; | |
| /// <summary> | |
| /// Create FinalBlitSettings | |
| /// </summary> | |
| /// <returns>New FinalBlitSettings</returns> | |
| public static FinalBlitSettings Create() | |
| { | |
| FinalBlitSettings s = new FinalBlitSettings(); | |
| s.isFxaaEnabled = false; | |
| s.isFsrEnabled = false; | |
| s.isTaaSharpeningEnabled = false; | |
| s.requireHDROutput = false; | |
| s.resolveToDebugScreen = false; | |
| s.isAlphaOutputEnabled = false; | |
| s.hdrOperations = HDROutputUtils.Operation.None; | |
| return s; | |
| } | |
| }; | |
| public void RenderFinalBlit(RenderGraph renderGraph, UniversalCameraData cameraData, in TextureHandle source, in TextureHandle overlayUITexture, in TextureHandle postProcessingTarget, ref FinalBlitSettings settings) | |
| { | |
| using (var builder = renderGraph.AddRasterRenderPass<PostProcessingFinalBlitPassData>("Postprocessing Final Blit Pass", out var passData, ProfilingSampler.Get(URPProfileId.RG_FinalBlit))) | |
| { | |
| builder.AllowGlobalStateModification(true); | |
| passData.destinationTexture = postProcessingTarget; | |
| builder.SetRenderAttachment(postProcessingTarget, 0, AccessFlags.Write); | |
| passData.sourceTexture = source; | |
| builder.UseTexture(source, AccessFlags.Read); | |
| passData.cameraData = cameraData; | |
| passData.material = m_Materials.finalPass; | |
| passData.settings = settings; | |
| if (settings.requireHDROutput && m_EnableColorEncodingIfNeeded && cameraData.rendersOverlayUI) | |
| builder.UseTexture(overlayUITexture, AccessFlags.Read); | |
| if (cameraData.xr.enabled) | |
| { | |
| // This is a screen-space pass, make sure foveated rendering is disabled for non-uniform renders | |
| bool passSupportsFoveation = !XRSystem.foveatedRenderingCaps.HasFlag(FoveatedRenderingCaps.NonUniformRaster); | |
| builder.EnableFoveatedRasterization(cameraData.xr.supportsFoveatedRendering && passSupportsFoveation); | |
| } | |
| builder.SetRenderFunc(static (PostProcessingFinalBlitPassData data, RasterGraphContext context) => | |
| { | |
| var cmd = context.cmd; | |
| var material = data.material; | |
| var isFxaaEnabled = data.settings.isFxaaEnabled; | |
| var isFsrEnabled = data.settings.isFsrEnabled; | |
| var isRcasEnabled = data.settings.isTaaSharpeningEnabled; | |
| var requireHDROutput = data.settings.requireHDROutput; | |
| var resolveToDebugScreen = data.settings.resolveToDebugScreen; | |
| var isAlphaOutputEnabled = data.settings.isAlphaOutputEnabled; | |
| RTHandle sourceTextureHdl = data.sourceTexture; | |
| RTHandle destinationTextureHdl = data.destinationTexture; | |
| PostProcessUtils.SetSourceSize(cmd, data.sourceTexture); | |
| if (isFxaaEnabled) | |
| material.EnableKeyword(ShaderKeywordStrings.Fxaa); | |
| if (isFsrEnabled) | |
| { | |
| // RCAS | |
| // Use the override value if it's available, otherwise use the default. | |
| float sharpness = data.cameraData.fsrOverrideSharpness ? data.cameraData.fsrSharpness : FSRUtils.kDefaultSharpnessLinear; | |
| // Set up the parameters for the RCAS pass unless the sharpness value indicates that it wont have any effect. | |
| if (data.cameraData.fsrSharpness > 0.0f) | |
| { | |
| // RCAS is performed during the final post blit, but we set up the parameters here for better logical grouping. | |
| material.EnableKeyword(requireHDROutput ? ShaderKeywordStrings.EasuRcasAndHDRInput : ShaderKeywordStrings.Rcas); | |
| FSRUtils.SetRcasConstantsLinear(cmd, sharpness); | |
| } | |
| } | |
| else if (isRcasEnabled) // RCAS only | |
| { | |
| // Reuse RCAS as a standalone sharpening filter for TAA. | |
| // If FSR is enabled then it overrides the sharpening/TAA setting and we skip it. | |
| material.EnableKeyword(ShaderKeywordStrings.Rcas); | |
| FSRUtils.SetRcasConstantsLinear(cmd, data.cameraData.taaSettings.contrastAdaptiveSharpening); | |
| } | |
| if (isAlphaOutputEnabled) | |
| CoreUtils.SetKeyword(material, ShaderKeywordStrings._ENABLE_ALPHA_OUTPUT, isAlphaOutputEnabled); | |
| bool isRenderToBackBufferTarget = !data.cameraData.isSceneViewCamera; | |
| if (data.cameraData.xr.enabled) | |
| isRenderToBackBufferTarget = destinationTextureHdl == data.cameraData.xr.renderTarget; | |
| // HDR debug views force-renders to DebugScreenTexture. | |
| isRenderToBackBufferTarget &= !resolveToDebugScreen; | |
| Vector2 viewportScale = sourceTextureHdl.useScaling ? new Vector2(sourceTextureHdl.rtHandleProperties.rtHandleScale.x, sourceTextureHdl.rtHandleProperties.rtHandleScale.y) : Vector2.one; | |
| // We y-flip if | |
| // 1) we are blitting from render texture to back buffer(UV starts at bottom) and | |
| // 2) renderTexture starts UV at top | |
| bool yflip = isRenderToBackBufferTarget && data.cameraData.targetTexture == null && SystemInfo.graphicsUVStartsAtTop; | |
| Vector4 scaleBias = yflip ? new Vector4(viewportScale.x, -viewportScale.y, 0, viewportScale.y) : new Vector4(viewportScale.x, viewportScale.y, 0, 0); | |
| cmd.SetViewport(data.cameraData.pixelRect); | |
| Blitter.BlitTexture(cmd, sourceTextureHdl, scaleBias, material, 0); | |
| }); | |
| return; | |
| } | |
| } | |
| public void RenderFinalPassRenderGraph(RenderGraph renderGraph, ContextContainer frameData, in TextureHandle source, in TextureHandle overlayUITexture, in TextureHandle postProcessingTarget, bool enableColorEncodingIfNeeded) | |
| { | |
| var stack = VolumeManager.instance.stack; | |
| m_Tonemapping = stack.GetComponent<Tonemapping>(); | |
| m_FilmGrain = stack.GetComponent<FilmGrain>(); | |
| m_Tonemapping = stack.GetComponent<Tonemapping>(); | |
| UniversalCameraData cameraData = frameData.Get<UniversalCameraData>(); | |
| var material = m_Materials.finalPass; | |
| material.shaderKeywords = null; | |
| FinalBlitSettings settings = FinalBlitSettings.Create(); | |
| // TODO RENDERGRAPH: when we remove the old path we should review the naming of these variables... | |
| // m_HasFinalPass is used to let FX passes know when they are not being called by the actual final pass, so they can skip any "final work" | |
| m_HasFinalPass = false; | |
| // m_IsFinalPass is used by effects called by RenderFinalPassRenderGraph, so we let them know that we are in a final PP pass | |
| m_IsFinalPass = true; | |
| m_EnableColorEncodingIfNeeded = enableColorEncodingIfNeeded; | |
| if (m_FilmGrain.IsActive()) | |
| { | |
| material.EnableKeyword(ShaderKeywordStrings.FilmGrain); | |
| PostProcessUtils.ConfigureFilmGrain( | |
| m_Data, | |
| m_FilmGrain, | |
| cameraData.pixelWidth, cameraData.pixelHeight, | |
| material | |
| ); | |
| } | |
| if (cameraData.isDitheringEnabled) | |
| { | |
| material.EnableKeyword(ShaderKeywordStrings.Dithering); | |
| m_DitheringTextureIndex = PostProcessUtils.ConfigureDithering( | |
| m_Data, | |
| m_DitheringTextureIndex, | |
| cameraData.pixelWidth, cameraData.pixelHeight, | |
| material | |
| ); | |
| } | |
| if (RequireSRGBConversionBlitToBackBuffer(cameraData.requireSrgbConversion)) | |
| material.EnableKeyword(ShaderKeywordStrings.LinearToSRGBConversion); | |
| settings.hdrOperations = HDROutputUtils.Operation.None; | |
| settings.requireHDROutput = RequireHDROutput(cameraData); | |
| if (settings.requireHDROutput) | |
| { | |
| // If there is a final post process pass, it's always the final pass so do color encoding | |
| settings.hdrOperations = m_EnableColorEncodingIfNeeded ? HDROutputUtils.Operation.ColorEncoding : HDROutputUtils.Operation.None; | |
| // If the color space conversion wasn't applied by the uber pass, do it here | |
| if (!cameraData.postProcessEnabled) | |
| settings.hdrOperations |= HDROutputUtils.Operation.ColorConversion; | |
| SetupHDROutput(cameraData.hdrDisplayInformation, cameraData.hdrDisplayColorGamut, material, settings.hdrOperations, cameraData.rendersOverlayUI); | |
| } | |
| DebugHandler debugHandler = GetActiveDebugHandler(cameraData); | |
| bool resolveToDebugScreen = debugHandler != null && debugHandler.WriteToDebugScreenTexture(cameraData.resolveFinalTarget); | |
| debugHandler?.UpdateShaderGlobalPropertiesForFinalValidationPass(renderGraph, cameraData, !m_HasFinalPass && !resolveToDebugScreen); | |
| settings.resolveToDebugScreen = resolveToDebugScreen; | |
| settings.isAlphaOutputEnabled = cameraData.isAlphaOutputEnabled; | |
| settings.isFxaaEnabled = (cameraData.antialiasing == AntialiasingMode.FastApproximateAntialiasing); | |
| settings.isFsrEnabled = ((cameraData.imageScalingMode == ImageScalingMode.Upscaling) && (cameraData.upscalingFilter == ImageUpscalingFilter.FSR)); | |
| // Reuse RCAS pass as an optional standalone post sharpening pass for TAA. | |
| // This avoids the cost of EASU and is available for other upscaling options. | |
| // If FSR is enabled then FSR settings override the TAA settings and we perform RCAS only once. | |
| // If STP is enabled, then TAA sharpening has already been performed inside STP. | |
| settings.isTaaSharpeningEnabled = (cameraData.IsTemporalAAEnabled() && cameraData.taaSettings.contrastAdaptiveSharpening > 0.0f) && !settings.isFsrEnabled && !cameraData.IsSTPEnabled(); | |
| var tempRtDesc = cameraData.cameraTargetDescriptor; | |
| tempRtDesc.msaaSamples = 1; | |
| tempRtDesc.depthStencilFormat = GraphicsFormat.None; | |
| // Select a UNORM format since we've already performed tonemapping. (Values are in 0-1 range) | |
| // This improves precision and is required if we want to avoid excessive banding when FSR is in use. | |
| if (!settings.requireHDROutput) | |
| tempRtDesc.graphicsFormat = UniversalRenderPipeline.MakeUnormRenderTextureGraphicsFormat(); | |
| var scalingSetupTarget = UniversalRenderer.CreateRenderGraphTexture(renderGraph, tempRtDesc, "scalingSetupTarget", true, FilterMode.Point); | |
| var upscaleRtDesc = cameraData.cameraTargetDescriptor; | |
| upscaleRtDesc.msaaSamples = 1; | |
| upscaleRtDesc.depthStencilFormat = GraphicsFormat.None; | |
| upscaleRtDesc.width = cameraData.pixelWidth; | |
| upscaleRtDesc.height = cameraData.pixelHeight; | |
| var upScaleTarget = UniversalRenderer.CreateRenderGraphTexture(renderGraph, upscaleRtDesc, "_UpscaledTexture", true, FilterMode.Point); | |
| var currentSource = source; | |
| if (cameraData.imageScalingMode != ImageScalingMode.None) | |
| { | |
| // When FXAA is enabled in scaled renders, we execute it in a separate blit since it's not designed to be used in | |
| // situations where the input and output resolutions do not match. | |
| // When FSR is active, we always need an additional pass since it has a very particular color encoding requirement. | |
| // NOTE: An ideal implementation could inline this color conversion logic into the UberPost pass, but the current code structure would make | |
| // this process very complex. Specifically, we'd need to guarantee that the uber post output is always written to a UNORM format render | |
| // target in order to preserve the precision of specially encoded color data. | |
| bool isSetupRequired = (settings.isFxaaEnabled || settings.isFsrEnabled); | |
| // When FXAA is needed while scaling is active, we must perform it before the scaling takes place. | |
| if (isSetupRequired) | |
| { | |
| RenderFinalSetup(renderGraph, cameraData, in currentSource, in scalingSetupTarget, ref settings); | |
| currentSource = scalingSetupTarget; | |
| // Indicate that we no longer need to perform FXAA in the final pass since it was already perfomed here. | |
| settings.isFxaaEnabled = false; | |
| } | |
| switch (cameraData.imageScalingMode) | |
| { | |
| case ImageScalingMode.Upscaling: | |
| { | |
| switch (cameraData.upscalingFilter) | |
| { | |
| case ImageUpscalingFilter.Point: | |
| { | |
| // TAA post sharpening is an RCAS pass, avoid overriding it with point sampling. | |
| if (!settings.isTaaSharpeningEnabled) | |
| material.EnableKeyword(ShaderKeywordStrings.PointSampling); | |
| break; | |
| } | |
| case ImageUpscalingFilter.Linear: | |
| { | |
| break; | |
| } | |
| case ImageUpscalingFilter.FSR: | |
| { | |
| RenderFinalFSRScale(renderGraph, in currentSource, in upScaleTarget, settings.isAlphaOutputEnabled); | |
| currentSource = upScaleTarget; | |
| break; | |
| } | |
| } | |
| break; | |
| } | |
| case ImageScalingMode.Downscaling: | |
| { | |
| // In the downscaling case, we don't perform any sort of filter override logic since we always want linear filtering | |
| // and it's already the default option in the shader. | |
| // Also disable TAA post sharpening pass when downscaling. | |
| settings.isTaaSharpeningEnabled = false; | |
| break; | |
| } | |
| } | |
| } | |
| else if (settings.isFxaaEnabled) | |
| { | |
| // In unscaled renders, FXAA can be safely performed in the FinalPost shader | |
| material.EnableKeyword(ShaderKeywordStrings.Fxaa); | |
| } | |
| RenderFinalBlit(renderGraph, cameraData, in currentSource, in overlayUITexture, in postProcessingTarget, ref settings); | |
| } | |
| private class UberPostPassData | |
| { | |
| internal TextureHandle destinationTexture; | |
| internal TextureHandle sourceTexture; | |
| internal TextureHandle lutTexture; | |
| internal Vector4 lutParams; | |
| internal TextureHandle userLutTexture; | |
| internal Vector4 userLutParams; | |
| internal Material material; | |
| internal UniversalCameraData cameraData; | |
| internal TonemappingMode toneMappingMode; | |
| internal bool isHdrGrading; | |
| internal bool isBackbuffer; | |
| internal bool enableAlphaOutput; | |
| internal bool hasFinalPass; | |
| } | |
| TextureHandle TryGetCachedUserLutTextureHandle(RenderGraph renderGraph) | |
| { | |
| if (m_ColorLookup.texture.value == null) | |
| { | |
| if (m_UserLut != null) | |
| { | |
| m_UserLut.Release(); | |
| m_UserLut = null; | |
| } | |
| } | |
| else | |
| { | |
| if (m_UserLut == null || m_UserLut.externalTexture != m_ColorLookup.texture.value) | |
| { | |
| m_UserLut?.Release(); | |
| m_UserLut = RTHandles.Alloc(m_ColorLookup.texture.value); | |
| } | |
| } | |
| return m_UserLut != null ? renderGraph.ImportTexture(m_UserLut) : TextureHandle.nullHandle; | |
| } | |
| public void RenderUberPost(RenderGraph renderGraph, ContextContainer frameData, UniversalCameraData cameraData, UniversalPostProcessingData postProcessingData, in TextureHandle sourceTexture, in TextureHandle destTexture, in TextureHandle lutTexture, in TextureHandle overlayUITexture, bool requireHDROutput, bool enableAlphaOutput, bool resolveToDebugScreen, bool hasFinalPass) | |
| { | |
| var material = m_Materials.uber; | |
| bool hdrGrading = postProcessingData.gradingMode == ColorGradingMode.HighDynamicRange; | |
| int lutHeight = postProcessingData.lutSize; | |
| int lutWidth = lutHeight * lutHeight; | |
| // Source material setup | |
| float postExposureLinear = Mathf.Pow(2f, m_ColorAdjustments.postExposure.value); | |
| Vector4 lutParams = new Vector4(1f / lutWidth, 1f / lutHeight, lutHeight - 1f, postExposureLinear); | |
| TextureHandle userLutTexture = TryGetCachedUserLutTextureHandle(renderGraph); | |
| Vector4 userLutParams = !m_ColorLookup.IsActive() | |
| ? Vector4.zero | |
| : new Vector4(1f / m_ColorLookup.texture.value.width, | |
| 1f / m_ColorLookup.texture.value.height, | |
| m_ColorLookup.texture.value.height - 1f, | |
| m_ColorLookup.contribution.value); | |
| using (var builder = renderGraph.AddRasterRenderPass<UberPostPassData>("Blit Post Processing", out var passData, ProfilingSampler.Get(URPProfileId.RG_UberPost))) | |
| { | |
| UniversalResourceData resourceData = frameData.Get<UniversalResourceData>(); | |
| if (cameraData.xr.enabled) | |
| { | |
| bool passSupportsFoveation = cameraData.xrUniversal.canFoveateIntermediatePasses || resourceData.isActiveTargetBackBuffer; | |
| // This is a screen-space pass, make sure foveated rendering is disabled for non-uniform renders | |
| passSupportsFoveation &= !XRSystem.foveatedRenderingCaps.HasFlag(FoveatedRenderingCaps.NonUniformRaster); | |
| builder.EnableFoveatedRasterization(cameraData.xr.supportsFoveatedRendering && passSupportsFoveation); | |
| } | |
| builder.AllowGlobalStateModification(true); | |
| passData.destinationTexture = destTexture; | |
| builder.SetRenderAttachment(destTexture, 0, AccessFlags.Write); | |
| passData.sourceTexture = sourceTexture; | |
| builder.UseTexture(sourceTexture, AccessFlags.Read); | |
| passData.lutTexture = lutTexture; | |
| builder.UseTexture(lutTexture, AccessFlags.Read); | |
| passData.lutParams = lutParams; | |
| passData.userLutTexture = userLutTexture; // This can be null if ColorLookup is not active. | |
| if (userLutTexture.IsValid()) | |
| builder.UseTexture(userLutTexture, AccessFlags.Read); | |
| if (m_Bloom.IsActive()) | |
| builder.UseTexture(_BloomMipUp[0], AccessFlags.Read); | |
| if (requireHDROutput && m_EnableColorEncodingIfNeeded && overlayUITexture.IsValid()) | |
| builder.UseTexture(overlayUITexture, AccessFlags.Read); | |
| passData.userLutParams = userLutParams; | |
| passData.cameraData = cameraData; | |
| passData.material = material; | |
| passData.toneMappingMode = m_Tonemapping.mode.value; | |
| passData.isHdrGrading = hdrGrading; | |
| passData.enableAlphaOutput = enableAlphaOutput; | |
| passData.hasFinalPass = hasFinalPass; | |
| builder.SetRenderFunc(static (UberPostPassData data, RasterGraphContext context) => | |
| { | |
| var cmd = context.cmd; | |
| var camera = data.cameraData.camera; | |
| var material = data.material; | |
| RTHandle sourceTextureHdl = data.sourceTexture; | |
| material.SetTexture(ShaderConstants._InternalLut, data.lutTexture); | |
| material.SetVector(ShaderConstants._Lut_Params, data.lutParams); | |
| material.SetTexture(ShaderConstants._UserLut, data.userLutTexture); | |
| material.SetVector(ShaderConstants._UserLut_Params, data.userLutParams); | |
| if (data.isHdrGrading) | |
| { | |
| material.EnableKeyword(ShaderKeywordStrings.HDRGrading); | |
| } | |
| else | |
| { | |
| switch (data.toneMappingMode) | |
| { | |
| case TonemappingMode.Neutral: material.EnableKeyword(ShaderKeywordStrings.TonemapNeutral); break; | |
| case TonemappingMode.ACES: material.EnableKeyword(ShaderKeywordStrings.TonemapACES); break; | |
| default: break; // None | |
| } | |
| } | |
| CoreUtils.SetKeyword(material, ShaderKeywordStrings._ENABLE_ALPHA_OUTPUT, data.enableAlphaOutput); | |
| // Done with Uber, blit it | |
| ScaleViewportAndBlit(cmd, sourceTextureHdl, data.destinationTexture, data.cameraData, material, data.hasFinalPass); | |
| }); | |
| return; | |
| } | |
| } | |
| private class PostFXSetupPassData { } | |
| public void RenderPostProcessingRenderGraph(RenderGraph renderGraph, ContextContainer frameData, in TextureHandle activeCameraColorTexture, in TextureHandle lutTexture, in TextureHandle overlayUITexture, in TextureHandle postProcessingTarget, bool hasFinalPass, bool resolveToDebugScreen, bool enableColorEndingIfNeeded) | |
| { | |
| UniversalResourceData resourceData = frameData.Get<UniversalResourceData>(); | |
| UniversalRenderingData renderingData = frameData.Get<UniversalRenderingData>(); | |
| UniversalCameraData cameraData = frameData.Get<UniversalCameraData>(); | |
| UniversalPostProcessingData postProcessingData = frameData.Get<UniversalPostProcessingData>(); | |
| var stack = VolumeManager.instance.stack; | |
| m_DepthOfField = stack.GetComponent<DepthOfField>(); | |
| m_MotionBlur = stack.GetComponent<MotionBlur>(); | |
| m_PaniniProjection = stack.GetComponent<PaniniProjection>(); | |
| m_Bloom = stack.GetComponent<Bloom>(); | |
| m_LensFlareScreenSpace = stack.GetComponent<ScreenSpaceLensFlare>(); | |
| m_LensDistortion = stack.GetComponent<LensDistortion>(); | |
| m_ChromaticAberration = stack.GetComponent<ChromaticAberration>(); | |
| m_Vignette = stack.GetComponent<Vignette>(); | |
| m_ColorLookup = stack.GetComponent<ColorLookup>(); | |
| m_ColorAdjustments = stack.GetComponent<ColorAdjustments>(); | |
| m_Tonemapping = stack.GetComponent<Tonemapping>(); | |
| m_FilmGrain = stack.GetComponent<FilmGrain>(); | |
| m_UseFastSRGBLinearConversion = postProcessingData.useFastSRGBLinearConversion; | |
| m_SupportDataDrivenLensFlare = postProcessingData.supportDataDrivenLensFlare; | |
| m_SupportScreenSpaceLensFlare = postProcessingData.supportScreenSpaceLensFlare; | |
| m_Descriptor = cameraData.cameraTargetDescriptor; | |
| m_Descriptor.useMipMap = false; | |
| m_Descriptor.autoGenerateMips = false; | |
| m_HasFinalPass = hasFinalPass; | |
| m_EnableColorEncodingIfNeeded = enableColorEndingIfNeeded; | |
| ref ScriptableRenderer renderer = ref cameraData.renderer; | |
| bool isSceneViewCamera = cameraData.isSceneViewCamera; | |
| //We blit back and forth without msaa untill the last blit. | |
| bool useStopNan = cameraData.isStopNaNEnabled && m_Materials.stopNaN != null; | |
| bool useSubPixelMorpAA = cameraData.antialiasing == AntialiasingMode.SubpixelMorphologicalAntiAliasing; | |
| var dofMaterial = m_DepthOfField.mode.value == DepthOfFieldMode.Gaussian ? m_Materials.gaussianDepthOfField : m_Materials.bokehDepthOfField; | |
| bool useDepthOfField = m_DepthOfField.IsActive() && !isSceneViewCamera && dofMaterial != null; | |
| bool useLensFlare = !LensFlareCommonSRP.Instance.IsEmpty() && m_SupportDataDrivenLensFlare; | |
| bool useLensFlareScreenSpace = m_LensFlareScreenSpace.IsActive() && m_SupportScreenSpaceLensFlare; | |
| bool useMotionBlur = m_MotionBlur.IsActive() && !isSceneViewCamera; | |
| bool usePaniniProjection = m_PaniniProjection.IsActive() && !isSceneViewCamera; | |
| bool isFsrEnabled = ((cameraData.imageScalingMode == ImageScalingMode.Upscaling) && (cameraData.upscalingFilter == ImageUpscalingFilter.FSR)); | |
| // Disable MotionBlur in EditMode, so that editing remains clear and readable. | |
| // NOTE: HDRP does the same via CoreUtils::AreAnimatedMaterialsEnabled(). | |
| // Disable MotionBlurMode.CameraAndObjects on renderers that do not support motion vectors | |
| useMotionBlur = useMotionBlur && Application.isPlaying; | |
| if (useMotionBlur && m_MotionBlur.mode.value == MotionBlurMode.CameraAndObjects) | |
| { | |
| useMotionBlur &= renderer.SupportsMotionVectors(); | |
| if (!useMotionBlur) | |
| { | |
| var warning = "Disabling Motion Blur for Camera And Objects because the renderer does not implement motion vectors."; | |
| const int warningThrottleFrames = 60 * 1; // 60 FPS * 1 sec | |
| if (Time.frameCount % warningThrottleFrames == 0) | |
| Debug.LogWarning(warning); | |
| } | |
| } | |
| // Note that enabling jitters uses the same CameraData::IsTemporalAAEnabled(). So if we add any other kind of overrides (like | |
| // disable useTemporalAA if another feature is disabled) then we need to put it in CameraData::IsTemporalAAEnabled() as opposed | |
| // to tweaking the value here. | |
| bool useTemporalAA = cameraData.IsTemporalAAEnabled(); | |
| // STP is only enabled when TAA is enabled and all of its runtime requirements are met. | |
| // Using IsSTPRequested() vs IsSTPEnabled() for perf reason here, as we already know TAA status | |
| bool isSTPRequested = cameraData.IsSTPRequested(); | |
| bool useSTP = useTemporalAA && isSTPRequested; | |
| // Warn users if TAA and STP are disabled despite being requested | |
| if (!useTemporalAA && cameraData.IsTemporalAARequested()) | |
| TemporalAA.ValidateAndWarn(cameraData, isSTPRequested); | |
| using (var builder = renderGraph.AddRasterRenderPass<PostFXSetupPassData>("Setup PostFX passes", out var passData, | |
| ProfilingSampler.Get(URPProfileId.RG_SetupPostFX))) | |
| { | |
| // TODO RENDERGRAPH: properly setup dependencies between passes | |
| builder.AllowPassCulling(false); | |
| builder.AllowGlobalStateModification(true); | |
| builder.SetRenderFunc(static (PostFXSetupPassData data, RasterGraphContext context) => | |
| { | |
| // Setup projection matrix for cmd.DrawMesh() | |
| context.cmd.SetGlobalMatrix(ShaderConstants._FullscreenProjMat, GL.GetGPUProjectionMatrix(Matrix4x4.identity, true)); | |
| }); | |
| } | |
| TextureHandle currentSource = activeCameraColorTexture; | |
| // Optional NaN killer before post-processing kicks in | |
| // stopNaN may be null on Adreno 3xx. It doesn't support full shader level 3.5, but SystemInfo.graphicsShaderLevel is 35. | |
| if (useStopNan) | |
| { | |
| RenderStopNaN(renderGraph, cameraData.cameraTargetDescriptor, in currentSource, out var stopNaNTarget); | |
| currentSource = stopNaNTarget; | |
| } | |
| if(useSubPixelMorpAA) | |
| { | |
| RenderSMAA(renderGraph, resourceData, cameraData.antialiasingQuality, in currentSource, out var SMAATarget); | |
| currentSource = SMAATarget; | |
| } | |
| // Depth of Field | |
| // Adreno 3xx SystemInfo.graphicsShaderLevel is 35, but instancing support is disabled due to buggy drivers. | |
| // DOF shader uses #pragma target 3.5 which adds requirement for instancing support, thus marking the shader unsupported on those devices. | |
| if (useDepthOfField) | |
| { | |
| RenderDoF(renderGraph, resourceData, cameraData, in currentSource, out var DoFTarget); | |
| currentSource = DoFTarget; | |
| } | |
| // Temporal Anti Aliasing | |
| if (useTemporalAA) | |
| { | |
| if (useSTP) | |
| { | |
| RenderSTP(renderGraph, resourceData, cameraData, ref currentSource, out var StpTarget); | |
| currentSource = StpTarget; | |
| } | |
| else | |
| { | |
| RenderTemporalAA(renderGraph, resourceData, cameraData, ref currentSource, out var TemporalAATarget); | |
| currentSource = TemporalAATarget; | |
| } | |
| } | |
| if(useMotionBlur) | |
| { | |
| RenderMotionBlur(renderGraph, resourceData, cameraData, in currentSource, out var MotionBlurTarget); | |
| currentSource = MotionBlurTarget; | |
| } | |
| if(usePaniniProjection) | |
| { | |
| RenderPaniniProjection(renderGraph, cameraData.camera, in currentSource, out var PaniniTarget); | |
| currentSource = PaniniTarget; | |
| } | |
| // Uberpost | |
| { | |
| // Reset uber keywords | |
| m_Materials.uber.shaderKeywords = null; | |
| // Bloom goes first | |
| bool bloomActive = m_Bloom.IsActive(); | |
| //Even if bloom is not active we need the texture if the lensFlareScreenSpace pass is active. | |
| if (bloomActive || useLensFlareScreenSpace) | |
| { | |
| RenderBloomTexture(renderGraph, currentSource, out var BloomTexture, cameraData.isAlphaOutputEnabled); | |
| if (useLensFlareScreenSpace) | |
| { | |
| int maxBloomMip = Mathf.Clamp(m_LensFlareScreenSpace.bloomMip.value, 0, m_Bloom.maxIterations.value/2); | |
| bool sameInputOutputTex = maxBloomMip == 0; | |
| BloomTexture = RenderLensFlareScreenSpace(renderGraph, cameraData.camera, in currentSource, _BloomMipUp[0], _BloomMipUp[maxBloomMip], cameraData.xr.enabled, sameInputOutputTex); | |
| } | |
| UberPostSetupBloomPass(renderGraph, in BloomTexture, m_Materials.uber); | |
| } | |
| if (useLensFlare) | |
| { | |
| LensFlareDataDrivenComputeOcclusion(renderGraph, resourceData, cameraData); | |
| RenderLensFlareDataDriven(renderGraph, resourceData, cameraData, in currentSource); | |
| } | |
| // TODO RENDERGRAPH: Once we started removing the non-RG code pass in URP, we should move functions below to renderfunc so that material setup happens at | |
| // the same timeline of executing the rendergraph. Keep them here for now so we cound reuse non-RG code to reduce maintainance cost. | |
| SetupLensDistortion(m_Materials.uber, isSceneViewCamera); | |
| SetupChromaticAberration(m_Materials.uber); | |
| SetupVignette(m_Materials.uber, cameraData.xr); | |
| SetupGrain(cameraData, m_Materials.uber); | |
| SetupDithering(cameraData, m_Materials.uber); | |
| if (RequireSRGBConversionBlitToBackBuffer(cameraData.requireSrgbConversion)) | |
| m_Materials.uber.EnableKeyword(ShaderKeywordStrings.LinearToSRGBConversion); | |
| if (m_UseFastSRGBLinearConversion) | |
| { | |
| m_Materials.uber.EnableKeyword(ShaderKeywordStrings.UseFastSRGBLinearConversion); | |
| } | |
| bool requireHDROutput = RequireHDROutput(cameraData); | |
| if (requireHDROutput) | |
| { | |
| // Color space conversion is already applied through color grading, do encoding if uber post is the last pass | |
| // Otherwise encoding will happen in the final post process pass or the final blit pass | |
| HDROutputUtils.Operation hdrOperations = !m_HasFinalPass && m_EnableColorEncodingIfNeeded ? HDROutputUtils.Operation.ColorEncoding : HDROutputUtils.Operation.None; | |
| SetupHDROutput(cameraData.hdrDisplayInformation, cameraData.hdrDisplayColorGamut, m_Materials.uber, hdrOperations, cameraData.rendersOverlayUI); | |
| } | |
| bool enableAlphaOutput = cameraData.isAlphaOutputEnabled; | |
| DebugHandler debugHandler = GetActiveDebugHandler(cameraData); | |
| debugHandler?.UpdateShaderGlobalPropertiesForFinalValidationPass(renderGraph, cameraData, !m_HasFinalPass && !resolveToDebugScreen); | |
| RenderUberPost(renderGraph, frameData, cameraData, postProcessingData, in currentSource, in postProcessingTarget, in lutTexture, in overlayUITexture, requireHDROutput, enableAlphaOutput, resolveToDebugScreen, hasFinalPass); | |
| } | |
| } | |
| } | |
| } | |