Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Runtime /Passes /RenderObjectsPass.cs
| using System; | |
| using System.Collections.Generic; | |
| using UnityEngine.Experimental.Rendering; | |
| using UnityEngine.Rendering.RenderGraphModule; | |
| using UnityEngine.Scripting.APIUpdating; | |
| namespace UnityEngine.Rendering.Universal | |
| { | |
| /// <summary> | |
| /// The scriptable render pass used with the render objects renderer feature. | |
| /// </summary> | |
| [] | |
| public class RenderObjectsPass : ScriptableRenderPass | |
| { | |
| RenderQueueType renderQueueType; | |
| FilteringSettings m_FilteringSettings; | |
| RenderObjects.CustomCameraSettings m_CameraSettings; | |
| /// <summary> | |
| /// The override material to use. | |
| /// </summary> | |
| public Material overrideMaterial { get; set; } | |
| /// <summary> | |
| /// The pass index to use with the override material. | |
| /// </summary> | |
| public int overrideMaterialPassIndex { get; set; } | |
| /// <summary> | |
| /// The override shader to use. | |
| /// </summary> | |
| public Shader overrideShader { get; set; } | |
| /// <summary> | |
| /// The pass index to use with the override shader. | |
| /// </summary> | |
| public int overrideShaderPassIndex { get; set; } | |
| List<ShaderTagId> m_ShaderTagIdList = new List<ShaderTagId>(); | |
| private PassData m_PassData; | |
| /// <summary> | |
| /// Sets the write and comparison function for depth. | |
| /// </summary> | |
| /// <param name="writeEnabled">Sets whether it should write to depth or not.</param> | |
| /// <param name="function">The depth comparison function to use.</param> | |
| [] | |
| public void SetDetphState(bool writeEnabled, CompareFunction function = CompareFunction.Less) | |
| { | |
| SetDepthState(writeEnabled, function); | |
| } | |
| /// <summary> | |
| /// Sets the write and comparison function for depth. | |
| /// </summary> | |
| /// <param name="writeEnabled">Sets whether it should write to depth or not.</param> | |
| /// <param name="function">The depth comparison function to use.</param> | |
| public void SetDepthState(bool writeEnabled, CompareFunction function = CompareFunction.Less) | |
| { | |
| m_RenderStateBlock.mask |= RenderStateMask.Depth; | |
| m_RenderStateBlock.depthState = new DepthState(writeEnabled, function); | |
| } | |
| /// <summary> | |
| /// Sets up the stencil settings for the pass. | |
| /// </summary> | |
| /// <param name="reference">The stencil reference value.</param> | |
| /// <param name="compareFunction">The comparison function to use.</param> | |
| /// <param name="passOp">The stencil operation to use when the stencil test passes.</param> | |
| /// <param name="failOp">The stencil operation to use when the stencil test fails.</param> | |
| /// <param name="zFailOp">The stencil operation to use when the stencil test fails because of depth.</param> | |
| public void SetStencilState(int reference, CompareFunction compareFunction, StencilOp passOp, StencilOp failOp, StencilOp zFailOp) | |
| { | |
| StencilState stencilState = StencilState.defaultValue; | |
| stencilState.enabled = true; | |
| stencilState.SetCompareFunction(compareFunction); | |
| stencilState.SetPassOperation(passOp); | |
| stencilState.SetFailOperation(failOp); | |
| stencilState.SetZFailOperation(zFailOp); | |
| m_RenderStateBlock.mask |= RenderStateMask.Stencil; | |
| m_RenderStateBlock.stencilReference = reference; | |
| m_RenderStateBlock.stencilState = stencilState; | |
| } | |
| RenderStateBlock m_RenderStateBlock; | |
| /// <summary> | |
| /// The constructor for render objects pass. | |
| /// </summary> | |
| /// <param name="profilerTag">The profiler tag used with the pass.</param> | |
| /// <param name="renderPassEvent">Controls when the render pass executes.</param> | |
| /// <param name="shaderTags">List of shader tags to render with.</param> | |
| /// <param name="renderQueueType">The queue type for the objects to render.</param> | |
| /// <param name="layerMask">The layer mask to use for creating filtering settings that control what objects get rendered.</param> | |
| /// <param name="cameraSettings">The settings for custom cameras values.</param> | |
| public RenderObjectsPass(string profilerTag, RenderPassEvent renderPassEvent, string[] shaderTags, RenderQueueType renderQueueType, int layerMask, RenderObjects.CustomCameraSettings cameraSettings) | |
| { | |
| profilingSampler = new ProfilingSampler(profilerTag); | |
| Init(renderPassEvent, shaderTags, renderQueueType, layerMask, cameraSettings); | |
| } | |
| internal RenderObjectsPass(URPProfileId profileId, RenderPassEvent renderPassEvent, string[] shaderTags, RenderQueueType renderQueueType, int layerMask, RenderObjects.CustomCameraSettings cameraSettings) | |
| { | |
| profilingSampler = ProfilingSampler.Get(profileId); | |
| Init(renderPassEvent, shaderTags, renderQueueType, layerMask, cameraSettings); | |
| } | |
| internal void Init(RenderPassEvent renderPassEvent, string[] shaderTags, RenderQueueType renderQueueType, int layerMask, RenderObjects.CustomCameraSettings cameraSettings) | |
| { | |
| m_PassData = new PassData(); | |
| this.renderPassEvent = renderPassEvent; | |
| this.renderQueueType = renderQueueType; | |
| this.overrideMaterial = null; | |
| this.overrideMaterialPassIndex = 0; | |
| this.overrideShader = null; | |
| this.overrideShaderPassIndex = 0; | |
| RenderQueueRange renderQueueRange = (renderQueueType == RenderQueueType.Transparent) | |
| ? RenderQueueRange.transparent | |
| : RenderQueueRange.opaque; | |
| m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask); | |
| if (shaderTags != null && shaderTags.Length > 0) | |
| { | |
| foreach (var tag in shaderTags) | |
| m_ShaderTagIdList.Add(new ShaderTagId(tag)); | |
| } | |
| else | |
| { | |
| m_ShaderTagIdList.Add(new ShaderTagId("SRPDefaultUnlit")); | |
| m_ShaderTagIdList.Add(new ShaderTagId("UniversalForward")); | |
| m_ShaderTagIdList.Add(new ShaderTagId("UniversalForwardOnly")); | |
| } | |
| m_RenderStateBlock = new RenderStateBlock(RenderStateMask.Nothing); | |
| m_CameraSettings = cameraSettings; | |
| } | |
| /// <inheritdoc/> | |
| [] | |
| public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) | |
| { | |
| UniversalRenderingData universalRenderingData = renderingData.frameData.Get<UniversalRenderingData>(); | |
| UniversalCameraData cameraData = renderingData.frameData.Get<UniversalCameraData>(); | |
| UniversalLightData lightData = renderingData.frameData.Get<UniversalLightData>(); | |
| var cmd = CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer); | |
| using (new ProfilingScope(cmd, profilingSampler)) | |
| { | |
| InitPassData(cameraData, ref m_PassData); | |
| InitRendererLists(universalRenderingData, lightData, ref m_PassData, context, default(RenderGraph), false); | |
| ExecutePass(m_PassData, cmd , m_PassData.rendererList, renderingData.cameraData.IsCameraProjectionMatrixFlipped()); | |
| } | |
| } | |
| private static void ExecutePass(PassData passData, RasterCommandBuffer cmd, RendererList rendererList, bool isYFlipped) | |
| { | |
| Camera camera = passData.cameraData.camera; | |
| // In case of camera stacking we need to take the viewport rect from base camera | |
| Rect pixelRect = passData.cameraData.pixelRect; | |
| float cameraAspect = (float)pixelRect.width / (float)pixelRect.height; | |
| if (passData.cameraSettings.overrideCamera) | |
| { | |
| if (passData.cameraData.xr.enabled) | |
| { | |
| Debug.LogWarning("RenderObjects pass is configured to override camera matrices. While rendering in stereo camera matrices cannot be overridden."); | |
| } | |
| else | |
| { | |
| Matrix4x4 projectionMatrix = Matrix4x4.Perspective(passData.cameraSettings.cameraFieldOfView, cameraAspect, | |
| camera.nearClipPlane, camera.farClipPlane); | |
| projectionMatrix = GL.GetGPUProjectionMatrix(projectionMatrix, isYFlipped); | |
| Matrix4x4 viewMatrix = passData.cameraData.GetViewMatrix(); | |
| Vector4 cameraTranslation = viewMatrix.GetColumn(3); | |
| viewMatrix.SetColumn(3, cameraTranslation + passData.cameraSettings.offset); | |
| RenderingUtils.SetViewAndProjectionMatrices(cmd, viewMatrix, projectionMatrix, false); | |
| } | |
| } | |
| var activeDebugHandler = GetActiveDebugHandler(passData.cameraData); | |
| if (activeDebugHandler != null) | |
| { | |
| passData.debugRendererLists.DrawWithRendererList(cmd); | |
| } | |
| else | |
| { | |
| cmd.DrawRendererList(rendererList); | |
| } | |
| if (passData.cameraSettings.overrideCamera && passData.cameraSettings.restoreCamera && !passData.cameraData.xr.enabled) | |
| { | |
| RenderingUtils.SetViewAndProjectionMatrices(cmd, passData.cameraData.GetViewMatrix(), GL.GetGPUProjectionMatrix(passData.cameraData.GetProjectionMatrix(0), isYFlipped), false); | |
| } | |
| } | |
| private class PassData | |
| { | |
| internal RenderObjects.CustomCameraSettings cameraSettings; | |
| internal RenderPassEvent renderPassEvent; | |
| internal TextureHandle color; | |
| internal RendererListHandle rendererListHdl; | |
| internal DebugRendererLists debugRendererLists; | |
| internal UniversalCameraData cameraData; | |
| // Required for code sharing purpose between RG and non-RG. | |
| internal RendererList rendererList; | |
| } | |
| private void InitPassData(UniversalCameraData cameraData, ref PassData passData) | |
| { | |
| passData.cameraSettings = m_CameraSettings; | |
| passData.renderPassEvent = renderPassEvent; | |
| passData.cameraData = cameraData; | |
| } | |
| private void InitRendererLists(UniversalRenderingData renderingData, UniversalLightData lightData, | |
| ref PassData passData, ScriptableRenderContext context, RenderGraph renderGraph, bool useRenderGraph) | |
| { | |
| SortingCriteria sortingCriteria = (renderQueueType == RenderQueueType.Transparent) | |
| ? SortingCriteria.CommonTransparent | |
| : passData.cameraData.defaultOpaqueSortFlags; | |
| DrawingSettings drawingSettings = RenderingUtils.CreateDrawingSettings(m_ShaderTagIdList, renderingData, | |
| passData.cameraData, lightData, sortingCriteria); | |
| drawingSettings.overrideMaterial = overrideMaterial; | |
| drawingSettings.overrideMaterialPassIndex = overrideMaterialPassIndex; | |
| drawingSettings.overrideShader = overrideShader; | |
| drawingSettings.overrideShaderPassIndex = overrideShaderPassIndex; | |
| var activeDebugHandler = GetActiveDebugHandler(passData.cameraData); | |
| var filterSettings = m_FilteringSettings; | |
| if (useRenderGraph) | |
| { | |
| if (activeDebugHandler != null) | |
| { | |
| passData.debugRendererLists = activeDebugHandler.CreateRendererListsWithDebugRenderState(renderGraph, | |
| ref renderingData.cullResults, ref drawingSettings, ref m_FilteringSettings, ref m_RenderStateBlock); | |
| } | |
| else | |
| { | |
| RenderingUtils.CreateRendererListWithRenderStateBlock(renderGraph, ref renderingData.cullResults, drawingSettings, | |
| m_FilteringSettings, m_RenderStateBlock, ref passData.rendererListHdl); | |
| } | |
| } | |
| else | |
| { | |
| if (activeDebugHandler != null) | |
| { | |
| passData.debugRendererLists = activeDebugHandler.CreateRendererListsWithDebugRenderState(context, ref renderingData.cullResults, ref drawingSettings, ref m_FilteringSettings, ref m_RenderStateBlock); | |
| } | |
| else | |
| { | |
| RenderingUtils.CreateRendererListWithRenderStateBlock(context, ref renderingData.cullResults, drawingSettings, m_FilteringSettings, m_RenderStateBlock, ref passData.rendererList); | |
| } | |
| } | |
| } | |
| /// <inheritdoc /> | |
| public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData) | |
| { | |
| UniversalCameraData cameraData = frameData.Get<UniversalCameraData>(); | |
| UniversalRenderingData renderingData = frameData.Get<UniversalRenderingData>(); | |
| UniversalLightData lightData = frameData.Get<UniversalLightData>(); | |
| using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData, profilingSampler)) | |
| { | |
| UniversalResourceData resourceData = frameData.Get<UniversalResourceData>(); | |
| InitPassData(cameraData, ref passData); | |
| passData.color = resourceData.activeColorTexture; | |
| builder.SetRenderAttachment(resourceData.activeColorTexture, 0, AccessFlags.Write); | |
| if (cameraData.imageScalingMode != ImageScalingMode.Upscaling || passData.renderPassEvent != RenderPassEvent.AfterRenderingPostProcessing) | |
| builder.SetRenderAttachmentDepth(resourceData.activeDepthTexture, AccessFlags.Write); | |
| TextureHandle mainShadowsTexture = resourceData.mainShadowsTexture; | |
| TextureHandle additionalShadowsTexture = resourceData.additionalShadowsTexture; | |
| if (mainShadowsTexture.IsValid()) | |
| builder.UseTexture(mainShadowsTexture, AccessFlags.Read); | |
| if (additionalShadowsTexture.IsValid()) | |
| builder.UseTexture(additionalShadowsTexture, AccessFlags.Read); | |
| TextureHandle[] dBufferHandles = resourceData.dBuffer; | |
| for (int i = 0; i < dBufferHandles.Length; ++i) | |
| { | |
| TextureHandle dBuffer = dBufferHandles[i]; | |
| if (dBuffer.IsValid()) | |
| builder.UseTexture(dBuffer, AccessFlags.Read); | |
| } | |
| TextureHandle ssaoTexture = resourceData.ssaoTexture; | |
| if (ssaoTexture.IsValid()) | |
| builder.UseTexture(ssaoTexture, AccessFlags.Read); | |
| InitRendererLists(renderingData, lightData, ref passData, default(ScriptableRenderContext), renderGraph, true); | |
| var activeDebugHandler = GetActiveDebugHandler(passData.cameraData); | |
| if (activeDebugHandler != null) | |
| { | |
| passData.debugRendererLists.PrepareRendererListForRasterPass(builder); | |
| } | |
| else | |
| { | |
| builder.UseRendererList(passData.rendererListHdl); | |
| } | |
| builder.AllowPassCulling(false); | |
| builder.AllowGlobalStateModification(true); | |
| if (cameraData.xr.enabled) | |
| builder.EnableFoveatedRasterization(cameraData.xr.supportsFoveatedRendering && cameraData.xrUniversal.canFoveateIntermediatePasses); | |
| builder.SetRenderFunc((PassData data, RasterGraphContext rgContext) => | |
| { | |
| var isYFlipped = data.cameraData.IsRenderTargetProjectionMatrixFlipped(data.color); | |
| ExecutePass(data, rgContext.cmd, data.rendererListHdl, isYFlipped); | |
| }); | |
| } | |
| } | |
| } | |
| } | |