295 lines
14 KiB
C#
295 lines
14 KiB
C#
|
using UnityEngine.Experimental.Rendering.Universal;
|
||
|
using UnityEngine.Rendering.Universal.Internal;
|
||
|
|
||
|
namespace UnityEngine.Rendering.Universal
|
||
|
{
|
||
|
internal class Renderer2D : ScriptableRenderer
|
||
|
{
|
||
|
// Constants
|
||
|
#if UNITY_SWITCH
|
||
|
internal const int k_DepthBufferBits = 24;
|
||
|
#else
|
||
|
internal const int k_DepthBufferBits = 32;
|
||
|
#endif
|
||
|
|
||
|
Render2DLightingPass m_Render2DLightingPass;
|
||
|
PixelPerfectBackgroundPass m_PixelPerfectBackgroundPass;
|
||
|
FinalBlitPass m_FinalBlitPass;
|
||
|
Light2DCullResult m_LightCullResult;
|
||
|
|
||
|
private static readonly ProfilingSampler m_ProfilingSampler = new ProfilingSampler("Create Camera Textures");
|
||
|
|
||
|
bool m_UseDepthStencilBuffer = true;
|
||
|
bool m_CreateColorTexture;
|
||
|
bool m_CreateDepthTexture;
|
||
|
|
||
|
readonly RenderTargetHandle k_ColorTextureHandle;
|
||
|
readonly RenderTargetHandle k_DepthTextureHandle;
|
||
|
|
||
|
Material m_BlitMaterial;
|
||
|
Material m_SamplingMaterial;
|
||
|
|
||
|
Renderer2DData m_Renderer2DData;
|
||
|
|
||
|
internal bool createColorTexture => m_CreateColorTexture;
|
||
|
internal bool createDepthTexture => m_CreateDepthTexture;
|
||
|
|
||
|
PostProcessPasses m_PostProcessPasses;
|
||
|
internal ColorGradingLutPass colorGradingLutPass { get => m_PostProcessPasses.colorGradingLutPass; }
|
||
|
internal PostProcessPass postProcessPass { get => m_PostProcessPasses.postProcessPass; }
|
||
|
internal PostProcessPass finalPostProcessPass { get => m_PostProcessPasses.finalPostProcessPass; }
|
||
|
internal RenderTargetHandle afterPostProcessColorHandle { get => m_PostProcessPasses.afterPostProcessColor; }
|
||
|
internal RenderTargetHandle colorGradingLutHandle { get => m_PostProcessPasses.colorGradingLut; }
|
||
|
|
||
|
/// <inheritdoc/>
|
||
|
public override int SupportedCameraStackingTypes()
|
||
|
{
|
||
|
return 1 << (int)CameraRenderType.Base | 1 << (int)CameraRenderType.Overlay;
|
||
|
}
|
||
|
|
||
|
public Renderer2D(Renderer2DData data) : base(data)
|
||
|
{
|
||
|
m_BlitMaterial = CoreUtils.CreateEngineMaterial(data.blitShader);
|
||
|
m_SamplingMaterial = CoreUtils.CreateEngineMaterial(data.samplingShader);
|
||
|
|
||
|
m_Render2DLightingPass = new Render2DLightingPass(data, m_BlitMaterial, m_SamplingMaterial);
|
||
|
// we should determine why clearing the camera target is set so late in the events... sounds like it could be earlier
|
||
|
m_PixelPerfectBackgroundPass = new PixelPerfectBackgroundPass(RenderPassEvent.AfterRenderingTransparents);
|
||
|
m_FinalBlitPass = new FinalBlitPass(RenderPassEvent.AfterRendering + 1, m_BlitMaterial);
|
||
|
|
||
|
|
||
|
m_PostProcessPasses = new PostProcessPasses(data.postProcessData, m_BlitMaterial);
|
||
|
|
||
|
m_UseDepthStencilBuffer = data.useDepthStencilBuffer;
|
||
|
|
||
|
// We probably should declare these names in the base class,
|
||
|
// as they must be the same across all ScriptableRenderer types for camera stacking to work.
|
||
|
k_ColorTextureHandle.Init("_CameraColorTexture");
|
||
|
k_DepthTextureHandle.Init("_CameraDepthAttachment");
|
||
|
|
||
|
m_Renderer2DData = data;
|
||
|
|
||
|
supportedRenderingFeatures = new RenderingFeatures();
|
||
|
|
||
|
m_LightCullResult = new Light2DCullResult();
|
||
|
m_Renderer2DData.lightCullResult = m_LightCullResult;
|
||
|
}
|
||
|
|
||
|
protected override void Dispose(bool disposing)
|
||
|
{
|
||
|
m_PostProcessPasses.Dispose();
|
||
|
}
|
||
|
|
||
|
public Renderer2DData GetRenderer2DData()
|
||
|
{
|
||
|
return m_Renderer2DData;
|
||
|
}
|
||
|
|
||
|
void CreateRenderTextures(
|
||
|
ref CameraData cameraData,
|
||
|
bool forceCreateColorTexture,
|
||
|
FilterMode colorTextureFilterMode,
|
||
|
CommandBuffer cmd,
|
||
|
out RenderTargetHandle colorTargetHandle,
|
||
|
out RenderTargetHandle depthTargetHandle)
|
||
|
{
|
||
|
ref var cameraTargetDescriptor = ref cameraData.cameraTargetDescriptor;
|
||
|
|
||
|
if (cameraData.renderType == CameraRenderType.Base)
|
||
|
{
|
||
|
m_CreateColorTexture = forceCreateColorTexture
|
||
|
|| cameraData.postProcessEnabled
|
||
|
|| cameraData.isHdrEnabled
|
||
|
|| cameraData.isSceneViewCamera
|
||
|
|| !cameraData.isDefaultViewport
|
||
|
|| cameraData.requireSrgbConversion
|
||
|
|| !cameraData.resolveFinalTarget
|
||
|
|| m_Renderer2DData.useCameraSortingLayerTexture
|
||
|
|| !Mathf.Approximately(cameraData.renderScale, 1.0f);
|
||
|
|
||
|
m_CreateDepthTexture = !cameraData.resolveFinalTarget && m_UseDepthStencilBuffer;
|
||
|
|
||
|
colorTargetHandle = m_CreateColorTexture ? k_ColorTextureHandle : RenderTargetHandle.CameraTarget;
|
||
|
depthTargetHandle = m_CreateDepthTexture ? k_DepthTextureHandle : colorTargetHandle;
|
||
|
|
||
|
if (m_CreateColorTexture)
|
||
|
{
|
||
|
var colorDescriptor = cameraTargetDescriptor;
|
||
|
colorDescriptor.depthBufferBits = m_CreateDepthTexture || !m_UseDepthStencilBuffer ? 0 : k_DepthBufferBits;
|
||
|
cmd.GetTemporaryRT(k_ColorTextureHandle.id, colorDescriptor, colorTextureFilterMode);
|
||
|
}
|
||
|
|
||
|
if (m_CreateDepthTexture)
|
||
|
{
|
||
|
var depthDescriptor = cameraTargetDescriptor;
|
||
|
depthDescriptor.colorFormat = RenderTextureFormat.Depth;
|
||
|
depthDescriptor.depthBufferBits = k_DepthBufferBits;
|
||
|
depthDescriptor.bindMS = depthDescriptor.msaaSamples > 1 && !SystemInfo.supportsMultisampleAutoResolve && (SystemInfo.supportsMultisampledTextures != 0);
|
||
|
cmd.GetTemporaryRT(k_DepthTextureHandle.id, depthDescriptor, FilterMode.Point);
|
||
|
}
|
||
|
}
|
||
|
else // Overlay camera
|
||
|
{
|
||
|
// These render textures are created by the base camera, but it's the responsibility of the last overlay camera's ScriptableRenderer
|
||
|
// to release the textures in its FinishRendering().
|
||
|
m_CreateColorTexture = true;
|
||
|
m_CreateDepthTexture = true;
|
||
|
|
||
|
colorTargetHandle = k_ColorTextureHandle;
|
||
|
depthTargetHandle = k_DepthTextureHandle;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public override void Setup(ScriptableRenderContext context, ref RenderingData renderingData)
|
||
|
{
|
||
|
ref CameraData cameraData = ref renderingData.cameraData;
|
||
|
ref var cameraTargetDescriptor = ref cameraData.cameraTargetDescriptor;
|
||
|
bool stackHasPostProcess = renderingData.postProcessingEnabled;
|
||
|
bool lastCameraInStack = cameraData.resolveFinalTarget;
|
||
|
var colorTextureFilterMode = FilterMode.Bilinear;
|
||
|
|
||
|
PixelPerfectCamera ppc = null;
|
||
|
bool ppcUsesOffscreenRT = false;
|
||
|
bool ppcUpscaleRT = false;
|
||
|
|
||
|
bool savedIsOrthographic = renderingData.cameraData.camera.orthographic;
|
||
|
float savedOrthographicSize = renderingData.cameraData.camera.orthographicSize;
|
||
|
|
||
|
if (DebugHandler != null)
|
||
|
{
|
||
|
#if UNITY_EDITOR
|
||
|
UnityEditorInternal.SpriteMaskUtility.EnableDebugMode(DebugHandler.DebugDisplaySettings.MaterialSettings.DebugMaterialModeData == DebugMaterialMode.SpriteMask);
|
||
|
#endif
|
||
|
if (DebugHandler.AreAnySettingsActive)
|
||
|
{
|
||
|
stackHasPostProcess = stackHasPostProcess && DebugHandler.IsPostProcessingAllowed;
|
||
|
}
|
||
|
DebugHandler.Setup(context, ref cameraData);
|
||
|
}
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
// The scene view camera cannot be uninitialized or skybox when using the 2D renderer.
|
||
|
if (cameraData.cameraType == CameraType.SceneView)
|
||
|
{
|
||
|
renderingData.cameraData.camera.clearFlags = CameraClearFlags.SolidColor;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
// Pixel Perfect Camera doesn't support camera stacking.
|
||
|
if (cameraData.renderType == CameraRenderType.Base && lastCameraInStack)
|
||
|
{
|
||
|
cameraData.camera.TryGetComponent(out ppc);
|
||
|
if (ppc != null && ppc.enabled)
|
||
|
{
|
||
|
if (ppc.offscreenRTSize != Vector2Int.zero)
|
||
|
{
|
||
|
ppcUsesOffscreenRT = true;
|
||
|
|
||
|
// Pixel Perfect Camera may request a different RT size than camera VP size.
|
||
|
// In that case we need to modify cameraTargetDescriptor here so that all the passes would use the same size.
|
||
|
cameraTargetDescriptor.width = ppc.offscreenRTSize.x;
|
||
|
cameraTargetDescriptor.height = ppc.offscreenRTSize.y;
|
||
|
}
|
||
|
|
||
|
renderingData.cameraData.camera.orthographic = true;
|
||
|
renderingData.cameraData.camera.orthographicSize = ppc.orthographicSize;
|
||
|
|
||
|
colorTextureFilterMode = ppc.finalBlitFilterMode;
|
||
|
ppcUpscaleRT = ppc.gridSnapping == PixelPerfectCamera.GridSnapping.UpscaleRenderTexture;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
RenderTargetHandle colorTargetHandle;
|
||
|
RenderTargetHandle depthTargetHandle;
|
||
|
|
||
|
CommandBuffer cmd = CommandBufferPool.Get();
|
||
|
using (new ProfilingScope(cmd, m_ProfilingSampler))
|
||
|
{
|
||
|
CreateRenderTextures(ref cameraData, ppcUsesOffscreenRT, colorTextureFilterMode, cmd,
|
||
|
out colorTargetHandle, out depthTargetHandle);
|
||
|
}
|
||
|
context.ExecuteCommandBuffer(cmd);
|
||
|
CommandBufferPool.Release(cmd);
|
||
|
|
||
|
ConfigureCameraTarget(colorTargetHandle.Identifier(), depthTargetHandle.Identifier());
|
||
|
|
||
|
// Add passes from Renderer Features. - NOTE: This should be reexamined in the future. Please see feedback from this PR https://github.com/Unity-Technologies/Graphics/pull/3147/files
|
||
|
isCameraColorTargetValid = true; // This is to make it possible to call ScriptableRenderer.cameraColorTarget in the custom passes.
|
||
|
AddRenderPasses(ref renderingData);
|
||
|
isCameraColorTargetValid = false;
|
||
|
|
||
|
// We generate color LUT in the base camera only. This allows us to not break render pass execution for overlay cameras.
|
||
|
if (stackHasPostProcess && cameraData.renderType == CameraRenderType.Base && m_PostProcessPasses.isCreated)
|
||
|
{
|
||
|
colorGradingLutPass.Setup(colorGradingLutHandle);
|
||
|
EnqueuePass(colorGradingLutPass);
|
||
|
}
|
||
|
|
||
|
var needsDepth = m_CreateDepthTexture || (!m_CreateColorTexture && m_UseDepthStencilBuffer);
|
||
|
m_Render2DLightingPass.Setup(needsDepth);
|
||
|
m_Render2DLightingPass.ConfigureTarget(colorTargetHandle.Identifier(), depthTargetHandle.Identifier());
|
||
|
EnqueuePass(m_Render2DLightingPass);
|
||
|
|
||
|
// When using Upscale Render Texture on a Pixel Perfect Camera, we want all post-processing effects done with a low-res RT,
|
||
|
// and only upscale the low-res RT to fullscreen when blitting it to camera target. Also, final post processing pass is not run in this case,
|
||
|
// so FXAA is not supported (you don't want to apply FXAA when everything is intentionally pixelated).
|
||
|
bool requireFinalPostProcessPass =
|
||
|
lastCameraInStack && !ppcUpscaleRT && stackHasPostProcess && cameraData.antialiasing == AntialiasingMode.FastApproximateAntialiasing;
|
||
|
|
||
|
bool hasPassesAfterPostProcessing = activeRenderPassQueue.Find(x => x.renderPassEvent == RenderPassEvent.AfterRenderingPostProcessing) != null;
|
||
|
|
||
|
if (stackHasPostProcess && m_PostProcessPasses.isCreated)
|
||
|
{
|
||
|
RenderTargetHandle postProcessDestHandle =
|
||
|
lastCameraInStack && !ppcUpscaleRT && !requireFinalPostProcessPass ? RenderTargetHandle.CameraTarget : afterPostProcessColorHandle;
|
||
|
|
||
|
postProcessPass.Setup(
|
||
|
cameraTargetDescriptor,
|
||
|
colorTargetHandle,
|
||
|
postProcessDestHandle,
|
||
|
depthTargetHandle,
|
||
|
colorGradingLutHandle,
|
||
|
requireFinalPostProcessPass,
|
||
|
postProcessDestHandle == RenderTargetHandle.CameraTarget);
|
||
|
|
||
|
EnqueuePass(postProcessPass);
|
||
|
colorTargetHandle = postProcessDestHandle;
|
||
|
}
|
||
|
|
||
|
if (ppc != null && ppc.enabled && (ppc.cropFrame == PixelPerfectCamera.CropFrame.Pillarbox || ppc.cropFrame == PixelPerfectCamera.CropFrame.Letterbox || ppc.cropFrame == PixelPerfectCamera.CropFrame.Windowbox || ppc.cropFrame == PixelPerfectCamera.CropFrame.StretchFill))
|
||
|
{
|
||
|
m_PixelPerfectBackgroundPass.Setup(savedIsOrthographic, savedOrthographicSize);
|
||
|
EnqueuePass(m_PixelPerfectBackgroundPass);
|
||
|
}
|
||
|
|
||
|
if (requireFinalPostProcessPass && m_PostProcessPasses.isCreated)
|
||
|
{
|
||
|
finalPostProcessPass.SetupFinalPass(colorTargetHandle, hasPassesAfterPostProcessing);
|
||
|
EnqueuePass(finalPostProcessPass);
|
||
|
}
|
||
|
else if (lastCameraInStack && colorTargetHandle != RenderTargetHandle.CameraTarget)
|
||
|
{
|
||
|
m_FinalBlitPass.Setup(cameraTargetDescriptor, colorTargetHandle);
|
||
|
EnqueuePass(m_FinalBlitPass);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public override void SetupCullingParameters(ref ScriptableCullingParameters cullingParameters, ref CameraData cameraData)
|
||
|
{
|
||
|
cullingParameters.cullingOptions = CullingOptions.None;
|
||
|
cullingParameters.isOrthographic = cameraData.camera.orthographic;
|
||
|
cullingParameters.shadowDistance = 0.0f;
|
||
|
m_LightCullResult.SetupCulling(ref cullingParameters, cameraData.camera);
|
||
|
}
|
||
|
|
||
|
public override void FinishRendering(CommandBuffer cmd)
|
||
|
{
|
||
|
if (m_CreateColorTexture)
|
||
|
cmd.ReleaseTemporaryRT(k_ColorTextureHandle.id);
|
||
|
|
||
|
if (m_CreateDepthTexture)
|
||
|
cmd.ReleaseTemporaryRT(k_DepthTextureHandle.id);
|
||
|
}
|
||
|
}
|
||
|
}
|