Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Runtime /RendererFeatures /FullScreenPassRendererFeature.cs
| using System; | |
| using UnityEngine.Rendering.RenderGraphModule; | |
| using UnityEngine.Experimental.Rendering; | |
| namespace UnityEngine.Rendering.Universal | |
| { | |
| /// <summary> | |
| /// This renderer feature lets you create single-pass full screen post processing effects without needing to write code. | |
| /// </summary> | |
| [] | |
| public partial class FullScreenPassRendererFeature : ScriptableRendererFeature | |
| { | |
| /// <summary> | |
| /// An injection point for the full screen pass. This is similar to the RenderPassEvent enum but limited to only supported events. | |
| /// </summary> | |
| public enum InjectionPoint | |
| { | |
| /// <summary> | |
| /// Inject a full screen pass before transparents are rendered. | |
| /// </summary> | |
| BeforeRenderingTransparents = RenderPassEvent.BeforeRenderingTransparents, | |
| /// <summary> | |
| /// Inject a full screen pass before post processing is rendered. | |
| /// </summary> | |
| BeforeRenderingPostProcessing = RenderPassEvent.BeforeRenderingPostProcessing, | |
| /// <summary> | |
| /// Inject a full screen pass after post processing is rendered. | |
| /// </summary> | |
| AfterRenderingPostProcessing = RenderPassEvent.AfterRenderingPostProcessing | |
| } | |
| /// <summary> | |
| /// Specifies at which injection point the pass will be rendered. | |
| /// </summary> | |
| public InjectionPoint injectionPoint = InjectionPoint.AfterRenderingPostProcessing; | |
| /// <summary> | |
| /// Specifies whether the assigned material will need to use the current screen contents as an input texture. | |
| /// Disable this to optimize away an extra color copy pass when you know that the assigned material will only need | |
| /// to write on top of or hardware blend with the contents of the active color target. | |
| /// </summary> | |
| public bool fetchColorBuffer = true; | |
| /// <summary> | |
| /// A mask of URP textures that the assigned material will need access to. Requesting unused requirements can degrade | |
| /// performance unnecessarily as URP might need to run additional rendering passes to generate them. | |
| /// </summary> | |
| public ScriptableRenderPassInput requirements = ScriptableRenderPassInput.None; | |
| /// <summary> | |
| /// The material used to render the full screen pass (typically based on the Fullscreen Shader Graph target). | |
| /// </summary> | |
| public Material passMaterial; | |
| /// <summary> | |
| /// The shader pass index that should be used when rendering the assigned material. | |
| /// </summary> | |
| public int passIndex = 0; | |
| /// <summary> | |
| /// Specifies if the active camera's depth-stencil buffer should be bound when rendering the full screen pass. | |
| /// Disabling this will ensure that the material's depth and stencil commands will have no effect (this could also have a slight performance benefit). | |
| /// </summary> | |
| public bool bindDepthStencilAttachment = false; | |
| private FullScreenRenderPass m_FullScreenPass; | |
| /// <inheritdoc/> | |
| public override void Create() | |
| { | |
| m_FullScreenPass = new FullScreenRenderPass(name); | |
| } | |
| internal override bool RequireRenderingLayers(bool isDeferred, bool needsGBufferAccurateNormals, out RenderingLayerUtils.Event atEvent, out RenderingLayerUtils.MaskSize maskSize) | |
| { | |
| atEvent = RenderingLayerUtils.Event.Opaque; | |
| maskSize = RenderingLayerUtils.MaskSize.Bits8; | |
| return false; | |
| } | |
| /// <inheritdoc/> | |
| public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) | |
| { | |
| if (renderingData.cameraData.cameraType == CameraType.Preview | |
| || renderingData.cameraData.cameraType == CameraType.Reflection | |
| || UniversalRenderer.IsOffscreenDepthTexture(ref renderingData.cameraData)) | |
| return; | |
| if (passMaterial == null) | |
| { | |
| Debug.LogWarningFormat("The full screen feature \"{0}\" will not execute - no material is assigned. Please make sure a material is assigned for this feature on the renderer asset.", name); | |
| return; | |
| } | |
| if (passIndex < 0 || passIndex >= passMaterial.passCount) | |
| { | |
| Debug.LogWarningFormat("The full screen feature \"{0}\" will not execute - the pass index is out of bounds for the material.", name); | |
| return; | |
| } | |
| m_FullScreenPass.renderPassEvent = (RenderPassEvent)injectionPoint; | |
| m_FullScreenPass.ConfigureInput(requirements); | |
| m_FullScreenPass.SetupMembers(passMaterial, passIndex, fetchColorBuffer, bindDepthStencilAttachment); | |
| m_FullScreenPass.requiresIntermediateTexture = fetchColorBuffer; | |
| renderer.EnqueuePass(m_FullScreenPass); | |
| } | |
| /// <inheritdoc/> | |
| protected override void Dispose(bool disposing) | |
| { | |
| m_FullScreenPass.Dispose(); | |
| } | |
| internal class FullScreenRenderPass : ScriptableRenderPass | |
| { | |
| private Material m_Material; | |
| private int m_PassIndex; | |
| private bool m_FetchActiveColor; | |
| private bool m_BindDepthStencilAttachment; | |
| private RTHandle m_CopiedColor; | |
| private static MaterialPropertyBlock s_SharedPropertyBlock = new MaterialPropertyBlock(); | |
| public FullScreenRenderPass(string passName) | |
| { | |
| profilingSampler = new ProfilingSampler(passName); | |
| } | |
| public void SetupMembers(Material material, int passIndex, bool fetchActiveColor, bool bindDepthStencilAttachment) | |
| { | |
| m_Material = material; | |
| m_PassIndex = passIndex; | |
| m_FetchActiveColor = fetchActiveColor; | |
| m_BindDepthStencilAttachment = bindDepthStencilAttachment; | |
| } | |
| [] | |
| public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) | |
| { | |
| // Disable obsolete warning for internal usage | |
| // FullScreenPass manages its own RenderTarget. | |
| // ResetTarget here so that ScriptableRenderer's active attachement can be invalidated when processing this ScriptableRenderPass. | |
| ResetTarget(); | |
| if (m_FetchActiveColor) | |
| ReAllocate(renderingData.cameraData.cameraTargetDescriptor); | |
| } | |
| internal void ReAllocate(RenderTextureDescriptor desc) | |
| { | |
| desc.msaaSamples = 1; | |
| desc.depthStencilFormat = GraphicsFormat.None; | |
| RenderingUtils.ReAllocateHandleIfNeeded(ref m_CopiedColor, desc, name: "_FullscreenPassColorCopy"); | |
| } | |
| public void Dispose() | |
| { | |
| m_CopiedColor?.Release(); | |
| } | |
| private static void ExecuteCopyColorPass(RasterCommandBuffer cmd, RTHandle sourceTexture) | |
| { | |
| Blitter.BlitTexture(cmd, sourceTexture, new Vector4(1, 1, 0, 0), 0.0f, false); | |
| } | |
| private static void ExecuteMainPass(RasterCommandBuffer cmd, RTHandle sourceTexture, Material material, int passIndex) | |
| { | |
| s_SharedPropertyBlock.Clear(); | |
| if (sourceTexture != null) | |
| s_SharedPropertyBlock.SetTexture(ShaderPropertyId.blitTexture, sourceTexture); | |
| // We need to set the "_BlitScaleBias" uniform for user materials with shaders relying on core Blit.hlsl to work | |
| s_SharedPropertyBlock.SetVector(ShaderPropertyId.blitScaleBias, new Vector4(1, 1, 0, 0)); | |
| cmd.DrawProcedural(Matrix4x4.identity, material, passIndex, MeshTopology.Triangles, 3, 1, s_SharedPropertyBlock); | |
| } | |
| [] | |
| public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) | |
| { | |
| ref var cameraData = ref renderingData.cameraData; | |
| var cmd = renderingData.commandBuffer; | |
| using (new ProfilingScope(cmd, profilingSampler)) | |
| { | |
| RasterCommandBuffer rasterCmd = CommandBufferHelpers.GetRasterCommandBuffer(cmd); | |
| if (m_FetchActiveColor) | |
| { | |
| CoreUtils.SetRenderTarget(cmd, m_CopiedColor); | |
| ExecuteCopyColorPass(rasterCmd, cameraData.renderer.cameraColorTargetHandle); | |
| } | |
| if (m_BindDepthStencilAttachment) | |
| CoreUtils.SetRenderTarget(cmd, cameraData.renderer.cameraColorTargetHandle, cameraData.renderer.cameraDepthTargetHandle); | |
| else | |
| CoreUtils.SetRenderTarget(cmd, cameraData.renderer.cameraColorTargetHandle); | |
| ExecuteMainPass(rasterCmd, m_FetchActiveColor ? m_CopiedColor : null, m_Material, m_PassIndex); | |
| } | |
| } | |
| public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData) | |
| { | |
| UniversalResourceData resourcesData = frameData.Get<UniversalResourceData>(); | |
| UniversalCameraData cameraData = frameData.Get<UniversalCameraData>(); | |
| TextureHandle source, destination; | |
| Debug.Assert(resourcesData.cameraColor.IsValid()); | |
| if (m_FetchActiveColor) | |
| { | |
| var targetDesc = renderGraph.GetTextureDesc(resourcesData.cameraColor); | |
| targetDesc.name = "_CameraColorFullScreenPass"; | |
| targetDesc.clearBuffer = false; | |
| source = resourcesData.activeColorTexture; | |
| destination = renderGraph.CreateTexture(targetDesc); | |
| using (var builder = renderGraph.AddRasterRenderPass<CopyPassData>("Copy Color Full Screen", out var passData, profilingSampler)) | |
| { | |
| passData.inputTexture = source; | |
| builder.UseTexture(passData.inputTexture, AccessFlags.Read); | |
| builder.SetRenderAttachment(destination, 0, AccessFlags.Write); | |
| builder.SetRenderFunc((CopyPassData data, RasterGraphContext rgContext) => | |
| { | |
| ExecuteCopyColorPass(rgContext.cmd, data.inputTexture); | |
| }); | |
| } | |
| //Swap for next pass; | |
| source = destination; | |
| } | |
| else | |
| { | |
| source = TextureHandle.nullHandle; | |
| } | |
| destination = resourcesData.activeColorTexture; | |
| using (var builder = renderGraph.AddRasterRenderPass<MainPassData>(passName, out var passData, profilingSampler)) | |
| { | |
| passData.material = m_Material; | |
| passData.passIndex = m_PassIndex; | |
| passData.inputTexture = source; | |
| if(passData.inputTexture.IsValid()) | |
| builder.UseTexture(passData.inputTexture, AccessFlags.Read); | |
| bool needsColor = (input & ScriptableRenderPassInput.Color) != ScriptableRenderPassInput.None; | |
| bool needsDepth = (input & ScriptableRenderPassInput.Depth) != ScriptableRenderPassInput.None; | |
| bool needsMotion = (input & ScriptableRenderPassInput.Motion) != ScriptableRenderPassInput.None; | |
| bool needsNormal = (input & ScriptableRenderPassInput.Normal) != ScriptableRenderPassInput.None; | |
| if (needsColor && cameraData.renderer.SupportsCameraOpaque()) | |
| { | |
| Debug.Assert(resourcesData.cameraOpaqueTexture.IsValid()); | |
| builder.UseTexture(resourcesData.cameraOpaqueTexture); | |
| } | |
| if (needsDepth) | |
| { | |
| Debug.Assert(resourcesData.cameraDepthTexture.IsValid()); | |
| builder.UseTexture(resourcesData.cameraDepthTexture); | |
| } | |
| if (needsMotion) | |
| { | |
| Debug.Assert(cameraData.renderer.SupportsMotionVectors(), "Current renderer does not support motion vectors."); | |
| if (cameraData.renderer.SupportsMotionVectors()) | |
| { | |
| Debug.Assert(resourcesData.motionVectorColor.IsValid()); | |
| builder.UseTexture(resourcesData.motionVectorColor); | |
| Debug.Assert(resourcesData.motionVectorDepth.IsValid()); | |
| builder.UseTexture(resourcesData.motionVectorDepth); | |
| } | |
| } | |
| if (needsNormal && cameraData.renderer.SupportsCameraNormals()) | |
| { | |
| Debug.Assert(resourcesData.cameraNormalsTexture.IsValid()); | |
| builder.UseTexture(resourcesData.cameraNormalsTexture); | |
| } | |
| builder.SetRenderAttachment(destination, 0, AccessFlags.Write); | |
| if (m_BindDepthStencilAttachment) | |
| builder.SetRenderAttachmentDepth(resourcesData.activeDepthTexture, AccessFlags.Write); | |
| builder.SetRenderFunc((MainPassData data, RasterGraphContext rgContext) => | |
| { | |
| ExecuteMainPass(rgContext.cmd, data.inputTexture, data.material, data.passIndex); | |
| }); | |
| } | |
| } | |
| private class CopyPassData | |
| { | |
| internal TextureHandle inputTexture; | |
| } | |
| private class MainPassData | |
| { | |
| internal Material material; | |
| internal int passIndex; | |
| internal TextureHandle inputTexture; | |
| } | |
| } | |
| } | |
| } | |