Firstborn/Library/PackageCache/com.unity.render-pipelines..../Runtime/UniversalRenderPipeline.cs

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2023-03-28 13:24:16 -04:00
using System;
using Unity.Collections;
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.Rendering.Universal;
#endif
using UnityEngine.Scripting.APIUpdating;
using Lightmapping = UnityEngine.Experimental.GlobalIllumination.Lightmapping;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Profiling;
namespace UnityEngine.Rendering.Universal
{
public sealed partial class UniversalRenderPipeline : RenderPipeline
{
public const string k_ShaderTagName = "UniversalPipeline";
private static class Profiling
{
private static Dictionary<int, ProfilingSampler> s_HashSamplerCache = new Dictionary<int, ProfilingSampler>();
public static readonly ProfilingSampler unknownSampler = new ProfilingSampler("Unknown");
// Specialization for camera loop to avoid allocations.
public static ProfilingSampler TryGetOrAddCameraSampler(Camera camera)
{
#if UNIVERSAL_PROFILING_NO_ALLOC
return unknownSampler;
#else
ProfilingSampler ps = null;
int cameraId = camera.GetHashCode();
bool exists = s_HashSamplerCache.TryGetValue(cameraId, out ps);
if (!exists)
{
// NOTE: camera.name allocates!
ps = new ProfilingSampler($"{nameof(UniversalRenderPipeline)}.{nameof(RenderSingleCamera)}: {camera.name}");
s_HashSamplerCache.Add(cameraId, ps);
}
return ps;
#endif
}
public static class Pipeline
{
// TODO: Would be better to add Profiling name hooks into RenderPipeline.cs, requires changes outside of Universal.
#if UNITY_2021_1_OR_NEWER
public static readonly ProfilingSampler beginContextRendering = new ProfilingSampler($"{nameof(RenderPipeline)}.{nameof(BeginContextRendering)}");
public static readonly ProfilingSampler endContextRendering = new ProfilingSampler($"{nameof(RenderPipeline)}.{nameof(EndContextRendering)}");
#else
public static readonly ProfilingSampler beginFrameRendering = new ProfilingSampler($"{nameof(RenderPipeline)}.{nameof(BeginFrameRendering)}");
public static readonly ProfilingSampler endFrameRendering = new ProfilingSampler($"{nameof(RenderPipeline)}.{nameof(EndFrameRendering)}");
#endif
public static readonly ProfilingSampler beginCameraRendering = new ProfilingSampler($"{nameof(RenderPipeline)}.{nameof(BeginCameraRendering)}");
public static readonly ProfilingSampler endCameraRendering = new ProfilingSampler($"{nameof(RenderPipeline)}.{nameof(EndCameraRendering)}");
const string k_Name = nameof(UniversalRenderPipeline);
public static readonly ProfilingSampler initializeCameraData = new ProfilingSampler($"{k_Name}.{nameof(InitializeCameraData)}");
public static readonly ProfilingSampler initializeStackedCameraData = new ProfilingSampler($"{k_Name}.{nameof(InitializeStackedCameraData)}");
public static readonly ProfilingSampler initializeAdditionalCameraData = new ProfilingSampler($"{k_Name}.{nameof(InitializeAdditionalCameraData)}");
public static readonly ProfilingSampler initializeRenderingData = new ProfilingSampler($"{k_Name}.{nameof(InitializeRenderingData)}");
public static readonly ProfilingSampler initializeShadowData = new ProfilingSampler($"{k_Name}.{nameof(InitializeShadowData)}");
public static readonly ProfilingSampler initializeLightData = new ProfilingSampler($"{k_Name}.{nameof(InitializeLightData)}");
public static readonly ProfilingSampler getPerObjectLightFlags = new ProfilingSampler($"{k_Name}.{nameof(GetPerObjectLightFlags)}");
public static readonly ProfilingSampler getMainLightIndex = new ProfilingSampler($"{k_Name}.{nameof(GetMainLightIndex)}");
public static readonly ProfilingSampler setupPerFrameShaderConstants = new ProfilingSampler($"{k_Name}.{nameof(SetupPerFrameShaderConstants)}");
public static class Renderer
{
const string k_Name = nameof(ScriptableRenderer);
public static readonly ProfilingSampler setupCullingParameters = new ProfilingSampler($"{k_Name}.{nameof(ScriptableRenderer.SetupCullingParameters)}");
public static readonly ProfilingSampler setup = new ProfilingSampler($"{k_Name}.{nameof(ScriptableRenderer.Setup)}");
};
public static class Context
{
const string k_Name = nameof(ScriptableRenderContext);
public static readonly ProfilingSampler submit = new ProfilingSampler($"{k_Name}.{nameof(ScriptableRenderContext.Submit)}");
};
public static class XR
{
public static readonly ProfilingSampler mirrorView = new ProfilingSampler("XR Mirror View");
};
};
}
#if ENABLE_VR && ENABLE_XR_MODULE
internal static XRSystem m_XRSystem = new XRSystem();
#endif
public static float maxShadowBias
{
get => 10.0f;
}
public static float minRenderScale
{
get => 0.1f;
}
public static float maxRenderScale
{
get => 2.0f;
}
// Amount of Lights that can be shaded per object (in the for loop in the shader)
public static int maxPerObjectLights
{
// No support to bitfield mask and int[] in gles2. Can't index fast more than 4 lights.
// Check Lighting.hlsl for more details.
get => (SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLES2) ? 4 : 8;
}
// These limits have to match same limits in Input.hlsl
internal const int k_MaxVisibleAdditionalLightsMobileShaderLevelLessThan45 = 16;
internal const int k_MaxVisibleAdditionalLightsMobile = 32;
internal const int k_MaxVisibleAdditionalLightsNonMobile = 256;
public static int maxVisibleAdditionalLights
{
get
{
// Must match: Input.hlsl, MAX_VISIBLE_LIGHTS
bool isMobile = GraphicsSettings.HasShaderDefine(BuiltinShaderDefine.SHADER_API_MOBILE);
if (isMobile && (SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLES2 || (SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLES3 && Graphics.minOpenGLESVersion <= OpenGLESVersion.OpenGLES30)))
return k_MaxVisibleAdditionalLightsMobileShaderLevelLessThan45;
// GLES can be selected as platform on Windows (not a mobile platform) but uniform buffer size so we must use a low light count.
return (isMobile || SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLCore || SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLES2 || SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLES3)
? k_MaxVisibleAdditionalLightsMobile : k_MaxVisibleAdditionalLightsNonMobile;
}
}
// Match with values in Input.hlsl
internal static int lightsPerTile => ((maxVisibleAdditionalLights + 31) / 32) * 32;
internal static int maxZBins => 1024 * 4;
internal static int maxTileVec4s => 4096;
internal const int k_DefaultRenderingLayerMask = 0x00000001;
private readonly DebugDisplaySettingsUI m_DebugDisplaySettingsUI = new DebugDisplaySettingsUI();
private UniversalRenderPipelineGlobalSettings m_GlobalSettings;
public override RenderPipelineGlobalSettings defaultSettings => m_GlobalSettings;
// Reference to the asset associated with the pipeline.
// When a pipeline asset is switched in `GraphicsSettings`, the `UniversalRenderPipelineCore.asset` member
// becomes unreliable for the purpose of pipeline and renderer clean-up in the `Dispose` call from
// `RenderPipelineManager.CleanupRenderPipeline`.
// This field provides the correct reference for the purpose of cleaning up the renderers on this pipeline
// asset.
private readonly UniversalRenderPipelineAsset pipelineAsset;
/// <inheritdoc/>
public override string ToString() => pipelineAsset?.ToString();
public UniversalRenderPipeline(UniversalRenderPipelineAsset asset)
{
pipelineAsset = asset;
#if UNITY_EDITOR
m_GlobalSettings = UniversalRenderPipelineGlobalSettings.Ensure();
#else
m_GlobalSettings = UniversalRenderPipelineGlobalSettings.instance;
#endif
SetSupportedRenderingFeatures();
// In QualitySettings.antiAliasing disabled state uses value 0, where in URP 1
int qualitySettingsMsaaSampleCount = QualitySettings.antiAliasing > 0 ? QualitySettings.antiAliasing : 1;
bool msaaSampleCountNeedsUpdate = qualitySettingsMsaaSampleCount != asset.msaaSampleCount;
// Let engine know we have MSAA on for cases where we support MSAA backbuffer
if (msaaSampleCountNeedsUpdate)
{
QualitySettings.antiAliasing = asset.msaaSampleCount;
#if ENABLE_VR && ENABLE_XR_MODULE
XRSystem.UpdateMSAALevel(asset.msaaSampleCount);
#endif
}
#if ENABLE_VR && ENABLE_XR_MODULE
XRSystem.UpdateRenderScale(asset.renderScale);
#endif
Shader.globalRenderPipeline = "UniversalPipeline";
Lightmapping.SetDelegate(lightsDelegate);
CameraCaptureBridge.enabled = true;
RenderingUtils.ClearSystemInfoCache();
DecalProjector.defaultMaterial = asset.decalMaterial;
DebugManager.instance.RefreshEditor();
m_DebugDisplaySettingsUI.RegisterDebug(DebugDisplaySettings.Instance);
}
protected override void Dispose(bool disposing)
{
m_DebugDisplaySettingsUI.UnregisterDebug();
base.Dispose(disposing);
pipelineAsset.DestroyRenderers();
Shader.globalRenderPipeline = "";
SupportedRenderingFeatures.active = new SupportedRenderingFeatures();
ShaderData.instance.Dispose();
DeferredShaderData.instance.Dispose();
#if ENABLE_VR && ENABLE_XR_MODULE
m_XRSystem?.Dispose();
#endif
#if UNITY_EDITOR
SceneViewDrawMode.ResetDrawMode();
#endif
Lightmapping.ResetDelegate();
CameraCaptureBridge.enabled = false;
}
#if UNITY_2021_1_OR_NEWER
protected override void Render(ScriptableRenderContext renderContext, Camera[] cameras)
{
Render(renderContext, new List<Camera>(cameras));
}
#endif
#if UNITY_2021_1_OR_NEWER
protected override void Render(ScriptableRenderContext renderContext, List<Camera> cameras)
#else
protected override void Render(ScriptableRenderContext renderContext, Camera[] cameras)
#endif
{
// TODO: Would be better to add Profiling name hooks into RenderPipelineManager.
// C#8 feature, only in >= 2020.2
using var profScope = new ProfilingScope(null, ProfilingSampler.Get(URPProfileId.UniversalRenderTotal));
#if UNITY_2021_1_OR_NEWER
using (new ProfilingScope(null, Profiling.Pipeline.beginContextRendering))
{
BeginContextRendering(renderContext, cameras);
}
#else
using (new ProfilingScope(null, Profiling.Pipeline.beginFrameRendering))
{
BeginFrameRendering(renderContext, cameras);
}
#endif
GraphicsSettings.lightsUseLinearIntensity = (QualitySettings.activeColorSpace == ColorSpace.Linear);
GraphicsSettings.lightsUseColorTemperature = true;
GraphicsSettings.useScriptableRenderPipelineBatching = asset.useSRPBatcher;
GraphicsSettings.defaultRenderingLayerMask = k_DefaultRenderingLayerMask;
SetupPerFrameShaderConstants();
#if ENABLE_VR && ENABLE_XR_MODULE
// Update XR MSAA level per frame.
XRSystem.UpdateMSAALevel(asset.msaaSampleCount);
#endif
#if UNITY_EDITOR
// We do not want to start rendering if URP global settings are not ready (m_globalSettings is null)
// or been deleted/moved (m_globalSettings is not necessarily null)
if (m_GlobalSettings == null || UniversalRenderPipelineGlobalSettings.instance == null)
{
m_GlobalSettings = UniversalRenderPipelineGlobalSettings.Ensure();
if(m_GlobalSettings == null) return;
}
#endif
SortCameras(cameras);
#if UNITY_2021_1_OR_NEWER
for (int i = 0; i < cameras.Count; ++i)
#else
for (int i = 0; i < cameras.Length; ++i)
#endif
{
var camera = cameras[i];
if (IsGameCamera(camera))
{
RenderCameraStack(renderContext, camera);
}
else
{
using (new ProfilingScope(null, Profiling.Pipeline.beginCameraRendering))
{
BeginCameraRendering(renderContext, camera);
}
#if VISUAL_EFFECT_GRAPH_0_0_1_OR_NEWER
//It should be called before culling to prepare material. When there isn't any VisualEffect component, this method has no effect.
VFX.VFXManager.PrepareCamera(camera);
#endif
UpdateVolumeFramework(camera, null);
RenderSingleCamera(renderContext, camera);
using (new ProfilingScope(null, Profiling.Pipeline.endCameraRendering))
{
EndCameraRendering(renderContext, camera);
}
}
}
#if UNITY_2021_1_OR_NEWER
using (new ProfilingScope(null, Profiling.Pipeline.endContextRendering))
{
EndContextRendering(renderContext, cameras);
}
#else
using (new ProfilingScope(null, Profiling.Pipeline.endFrameRendering))
{
EndFrameRendering(renderContext, cameras);
}
#endif
}
/// <summary>
/// Standalone camera rendering. Use this to render procedural cameras.
/// This method doesn't call <c>BeginCameraRendering</c> and <c>EndCameraRendering</c> callbacks.
/// </summary>
/// <param name="context">Render context used to record commands during execution.</param>
/// <param name="camera">Camera to render.</param>
/// <seealso cref="ScriptableRenderContext"/>
public static void RenderSingleCamera(ScriptableRenderContext context, Camera camera)
{
UniversalAdditionalCameraData additionalCameraData = null;
if (IsGameCamera(camera))
camera.gameObject.TryGetComponent(out additionalCameraData);
if (additionalCameraData != null && additionalCameraData.renderType != CameraRenderType.Base)
{
Debug.LogWarning("Only Base cameras can be rendered with standalone RenderSingleCamera. Camera will be skipped.");
return;
}
InitializeCameraData(camera, additionalCameraData, true, out var cameraData);
#if ADAPTIVE_PERFORMANCE_2_0_0_OR_NEWER
if (asset.useAdaptivePerformance)
ApplyAdaptivePerformance(ref cameraData);
#endif
RenderSingleCamera(context, cameraData, cameraData.postProcessEnabled);
}
static bool TryGetCullingParameters(CameraData cameraData, out ScriptableCullingParameters cullingParams)
{
#if ENABLE_VR && ENABLE_XR_MODULE
if (cameraData.xr.enabled)
{
cullingParams = cameraData.xr.cullingParams;
// Sync the FOV on the camera to match the projection from the XR device
if (!cameraData.camera.usePhysicalProperties && !XRGraphicsAutomatedTests.enabled)
cameraData.camera.fieldOfView = Mathf.Rad2Deg * Mathf.Atan(1.0f / cullingParams.stereoProjectionMatrix.m11) * 2.0f;
return true;
}
#endif
return cameraData.camera.TryGetCullingParameters(false, out cullingParams);
}
/// <summary>
/// Renders a single camera. This method will do culling, setup and execution of the renderer.
/// </summary>
/// <param name="context">Render context used to record commands during execution.</param>
/// <param name="cameraData">Camera rendering data. This might contain data inherited from a base camera.</param>
/// <param name="anyPostProcessingEnabled">True if at least one camera has post-processing enabled in the stack, false otherwise.</param>
static void RenderSingleCamera(ScriptableRenderContext context, CameraData cameraData, bool anyPostProcessingEnabled)
{
Camera camera = cameraData.camera;
var renderer = cameraData.renderer;
if (renderer == null)
{
Debug.LogWarning(string.Format("Trying to render {0} with an invalid renderer. Camera rendering will be skipped.", camera.name));
return;
}
if (!TryGetCullingParameters(cameraData, out var cullingParameters))
return;
ScriptableRenderer.current = renderer;
bool isSceneViewCamera = cameraData.isSceneViewCamera;
// NOTE: Do NOT mix ProfilingScope with named CommandBuffers i.e. CommandBufferPool.Get("name").
// Currently there's an issue which results in mismatched markers.
// The named CommandBuffer will close its "profiling scope" on execution.
// That will orphan ProfilingScope markers as the named CommandBuffer markers are their parents.
// Resulting in following pattern:
// exec(cmd.start, scope.start, cmd.end) and exec(cmd.start, scope.end, cmd.end)
CommandBuffer cmd = CommandBufferPool.Get();
// TODO: move skybox code from C++ to URP in order to remove the call to context.Submit() inside DrawSkyboxPass
// Until then, we can't use nested profiling scopes with XR multipass
CommandBuffer cmdScope = cameraData.xr.enabled ? null : cmd;
ProfilingSampler sampler = Profiling.TryGetOrAddCameraSampler(camera);
using (new ProfilingScope(cmdScope, sampler)) // Enqueues a "BeginSample" command into the CommandBuffer cmd
{
renderer.Clear(cameraData.renderType);
using (new ProfilingScope(null, Profiling.Pipeline.Renderer.setupCullingParameters))
{
renderer.OnPreCullRenderPasses(in cameraData);
renderer.SetupCullingParameters(ref cullingParameters, ref cameraData);
}
context.ExecuteCommandBuffer(cmd); // Send all the commands enqueued so far in the CommandBuffer cmd, to the ScriptableRenderContext context
cmd.Clear();
#if UNITY_EDITOR
// Emit scene view UI
if (isSceneViewCamera)
{
ScriptableRenderContext.EmitWorldGeometryForSceneView(camera);
}
#endif
var cullResults = context.Cull(ref cullingParameters);
InitializeRenderingData(asset, ref cameraData, ref cullResults, anyPostProcessingEnabled, out var renderingData);
#if ADAPTIVE_PERFORMANCE_2_0_0_OR_NEWER
if (asset.useAdaptivePerformance)
ApplyAdaptivePerformance(ref renderingData);
#endif
using (new ProfilingScope(null, Profiling.Pipeline.Renderer.setup))
{
renderer.Setup(context, ref renderingData);
}
// Timing scope inside
renderer.Execute(context, ref renderingData);
CleanupLightData(ref renderingData.lightData);
} // When ProfilingSample goes out of scope, an "EndSample" command is enqueued into CommandBuffer cmd
cameraData.xr.EndCamera(cmd, cameraData);
context.ExecuteCommandBuffer(cmd); // Sends to ScriptableRenderContext all the commands enqueued since cmd.Clear, i.e the "EndSample" command
CommandBufferPool.Release(cmd);
using (new ProfilingScope(null, Profiling.Pipeline.Context.submit))
{
if (renderer.useRenderPassEnabled && !context.SubmitForRenderPassValidation())
{
renderer.useRenderPassEnabled = false;
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.RenderPassEnabled, false);
Debug.LogWarning("Rendering command not supported inside a native RenderPass found. Falling back to non-RenderPass rendering path");
}
context.Submit(); // Actually execute the commands that we previously sent to the ScriptableRenderContext context
}
ScriptableRenderer.current = null;
}
/// <summary>
/// Renders a camera stack. This method calls RenderSingleCamera for each valid camera in the stack.
/// The last camera resolves the final target to screen.
/// </summary>
/// <param name="context">Render context used to record commands during execution.</param>
/// <param name="camera">Camera to render.</param>
static void RenderCameraStack(ScriptableRenderContext context, Camera baseCamera)
{
using var profScope = new ProfilingScope(null, ProfilingSampler.Get(URPProfileId.RenderCameraStack));
baseCamera.TryGetComponent<UniversalAdditionalCameraData>(out var baseCameraAdditionalData);
// Overlay cameras will be rendered stacked while rendering base cameras
if (baseCameraAdditionalData != null && baseCameraAdditionalData.renderType == CameraRenderType.Overlay)
return;
// Renderer contains a stack if it has additional data and the renderer supports stacking
// The renderer is checked if it supports Base camera. Since Base is the only relevant type at this moment.
var renderer = baseCameraAdditionalData?.scriptableRenderer;
bool supportsCameraStacking = renderer != null && renderer.SupportsCameraStackingType(CameraRenderType.Base);
List<Camera> cameraStack = (supportsCameraStacking) ? baseCameraAdditionalData?.cameraStack : null;
bool anyPostProcessingEnabled = baseCameraAdditionalData != null && baseCameraAdditionalData.renderPostProcessing;
// We need to know the last active camera in the stack to be able to resolve
// rendering to screen when rendering it. The last camera in the stack is not
// necessarily the last active one as it users might disable it.
int lastActiveOverlayCameraIndex = -1;
if (cameraStack != null)
{
var baseCameraRendererType = baseCameraAdditionalData?.scriptableRenderer.GetType();
bool shouldUpdateCameraStack = false;
for (int i = 0; i < cameraStack.Count; ++i)
{
Camera currCamera = cameraStack[i];
if (currCamera == null)
{
shouldUpdateCameraStack = true;
continue;
}
if (currCamera.isActiveAndEnabled)
{
currCamera.TryGetComponent<UniversalAdditionalCameraData>(out var data);
// Checking if the base and the overlay camera is of the same renderer type.
var currCameraRendererType = data?.scriptableRenderer.GetType();
if (currCameraRendererType != baseCameraRendererType)
{
Debug.LogWarning("Only cameras with compatible renderer types can be stacked. " +
$"The camera: {currCamera.name} are using the renderer {currCameraRendererType.Name}, " +
$"but the base camera: {baseCamera.name} are using {baseCameraRendererType.Name}. Will skip rendering");
continue;
}
var overlayRenderer = data.scriptableRenderer;
// Checking if they are the same renderer type but just not supporting Overlay
if ((overlayRenderer.SupportedCameraStackingTypes() & 1 << (int)CameraRenderType.Overlay) == 0)
{
Debug.LogWarning($"The camera: {currCamera.name} is using a renderer of type {renderer.GetType().Name} which does not support Overlay cameras in it's current state.");
continue;
}
if (data == null || data.renderType != CameraRenderType.Overlay)
{
Debug.LogWarning($"Stack can only contain Overlay cameras. The camera: {currCamera.name} " +
$"has a type {data.renderType} that is not supported. Will skip rendering.");
continue;
}
anyPostProcessingEnabled |= data.renderPostProcessing;
lastActiveOverlayCameraIndex = i;
}
}
if (shouldUpdateCameraStack)
{
baseCameraAdditionalData.UpdateCameraStack();
}
}
// Post-processing not supported in GLES2.
anyPostProcessingEnabled &= SystemInfo.graphicsDeviceType != GraphicsDeviceType.OpenGLES2;
bool isStackedRendering = lastActiveOverlayCameraIndex != -1;
#if ENABLE_VR && ENABLE_XR_MODULE
var xrActive = false;
var xrRendering = true;
if (baseCameraAdditionalData != null)
xrRendering = baseCameraAdditionalData.allowXRRendering;
var xrPasses = m_XRSystem.SetupFrame(baseCamera, xrRendering);
foreach (XRPass xrPass in xrPasses)
{
if (xrPass.enabled)
{
xrActive = true;
UpdateCameraStereoMatrices(baseCamera, xrPass);
}
#endif
using (new ProfilingScope(null, Profiling.Pipeline.beginCameraRendering))
{
BeginCameraRendering(context, baseCamera);
}
// Update volumeframework before initializing additional camera data
UpdateVolumeFramework(baseCamera, baseCameraAdditionalData);
InitializeCameraData(baseCamera, baseCameraAdditionalData, !isStackedRendering, out var baseCameraData);
RenderTextureDescriptor originalTargetDesc = baseCameraData.cameraTargetDescriptor;
#if ENABLE_VR && ENABLE_XR_MODULE
if (xrPass.enabled)
{
baseCameraData.xr = xrPass;
// XRTODO: remove isStereoEnabled in 2021.x
#pragma warning disable 0618
baseCameraData.isStereoEnabled = xrPass.enabled;
#pragma warning restore 0618
// Helper function for updating cameraData with xrPass Data
m_XRSystem.UpdateCameraData(ref baseCameraData, baseCameraData.xr);
// Need to update XRSystem using baseCameraData to handle the case where camera position is modified in BeginCameraRendering
m_XRSystem.UpdateFromCamera(ref baseCameraData.xr, baseCameraData);
m_XRSystem.BeginLateLatching(baseCamera, xrPass);
}
#endif
#if VISUAL_EFFECT_GRAPH_0_0_1_OR_NEWER
//It should be called before culling to prepare material. When there isn't any VisualEffect component, this method has no effect.
VFX.VFXManager.PrepareCamera(baseCamera);
#endif
#if ADAPTIVE_PERFORMANCE_2_0_0_OR_NEWER
if (asset.useAdaptivePerformance)
ApplyAdaptivePerformance(ref baseCameraData);
#endif
RenderSingleCamera(context, baseCameraData, anyPostProcessingEnabled);
using (new ProfilingScope(null, Profiling.Pipeline.endCameraRendering))
{
EndCameraRendering(context, baseCamera);
}
#if ENABLE_VR && ENABLE_XR_MODULE
m_XRSystem.EndLateLatching(baseCamera, xrPass);
#endif
if (isStackedRendering)
{
for (int i = 0; i < cameraStack.Count; ++i)
{
var currCamera = cameraStack[i];
if (!currCamera.isActiveAndEnabled)
continue;
currCamera.TryGetComponent<UniversalAdditionalCameraData>(out var currCameraData);
// Camera is overlay and enabled
if (currCameraData != null)
{
// Copy base settings from base camera data and initialize initialize remaining specific settings for this camera type.
CameraData overlayCameraData = baseCameraData;
bool lastCamera = i == lastActiveOverlayCameraIndex;
#if ENABLE_VR && ENABLE_XR_MODULE
UpdateCameraStereoMatrices(currCameraData.camera, xrPass);
#endif
using (new ProfilingScope(null, Profiling.Pipeline.beginCameraRendering))
{
BeginCameraRendering(context, currCamera);
}
#if VISUAL_EFFECT_GRAPH_0_0_1_OR_NEWER
//It should be called before culling to prepare material. When there isn't any VisualEffect component, this method has no effect.
VFX.VFXManager.PrepareCamera(currCamera);
#endif
UpdateVolumeFramework(currCamera, currCameraData);
InitializeAdditionalCameraData(currCamera, currCameraData, lastCamera, ref overlayCameraData);
#if ENABLE_VR && ENABLE_XR_MODULE
if (baseCameraData.xr.enabled)
m_XRSystem.UpdateFromCamera(ref overlayCameraData.xr, overlayCameraData);
#endif
RenderSingleCamera(context, overlayCameraData, anyPostProcessingEnabled);
using (new ProfilingScope(null, Profiling.Pipeline.endCameraRendering))
{
EndCameraRendering(context, currCamera);
}
}
}
}
#if ENABLE_VR && ENABLE_XR_MODULE
if (baseCameraData.xr.enabled)
baseCameraData.cameraTargetDescriptor = originalTargetDesc;
}
if (xrActive)
{
CommandBuffer cmd = CommandBufferPool.Get();
using (new ProfilingScope(cmd, Profiling.Pipeline.XR.mirrorView))
{
m_XRSystem.RenderMirrorView(cmd, baseCamera);
}
context.ExecuteCommandBuffer(cmd);
context.Submit();
CommandBufferPool.Release(cmd);
}
m_XRSystem.ReleaseFrame();
#endif
}
static void UpdateVolumeFramework(Camera camera, UniversalAdditionalCameraData additionalCameraData)
{
using var profScope = new ProfilingScope(null, ProfilingSampler.Get(URPProfileId.UpdateVolumeFramework));
// We update the volume framework for:
// * All cameras in the editor when not in playmode
// * scene cameras
// * cameras with update mode set to EveryFrame
// * cameras with update mode set to UsePipelineSettings and the URP Asset set to EveryFrame
bool shouldUpdate = camera.cameraType == CameraType.SceneView;
shouldUpdate |= additionalCameraData != null && additionalCameraData.requiresVolumeFrameworkUpdate;
#if UNITY_EDITOR
shouldUpdate |= Application.isPlaying == false;
#endif
// When we have volume updates per-frame disabled...
if (!shouldUpdate && additionalCameraData)
{
// Create a local volume stack and cache the state if it's null
if (additionalCameraData.volumeStack == null)
{
camera.UpdateVolumeStack(additionalCameraData);
}
VolumeManager.instance.stack = additionalCameraData.volumeStack;
return;
}
// When we want to update the volumes every frame...
// We destroy the volumeStack in the additional camera data, if present, to make sure
// it gets recreated and initialized if the update mode gets later changed to ViaScripting...
if (additionalCameraData && additionalCameraData.volumeStack != null)
{
camera.DestroyVolumeStack(additionalCameraData);
}
// Get the mask + trigger and update the stack
camera.GetVolumeLayerMaskAndTrigger(additionalCameraData, out LayerMask layerMask, out Transform trigger);
VolumeManager.instance.ResetMainStack();
VolumeManager.instance.Update(trigger, layerMask);
}
static bool CheckPostProcessForDepth(in CameraData cameraData)
{
if (!cameraData.postProcessEnabled)
return false;
if (cameraData.antialiasing == AntialiasingMode.SubpixelMorphologicalAntiAliasing)
return true;
var stack = VolumeManager.instance.stack;
if (stack.GetComponent<DepthOfField>().IsActive())
return true;
if (stack.GetComponent<MotionBlur>().IsActive())
return true;
return false;
}
static void SetSupportedRenderingFeatures()
{
#if UNITY_EDITOR
SupportedRenderingFeatures.active = new SupportedRenderingFeatures()
{
reflectionProbeModes = SupportedRenderingFeatures.ReflectionProbeModes.None,
defaultMixedLightingModes = SupportedRenderingFeatures.LightmapMixedBakeModes.Subtractive,
mixedLightingModes = SupportedRenderingFeatures.LightmapMixedBakeModes.Subtractive | SupportedRenderingFeatures.LightmapMixedBakeModes.IndirectOnly | SupportedRenderingFeatures.LightmapMixedBakeModes.Shadowmask,
lightmapBakeTypes = LightmapBakeType.Baked | LightmapBakeType.Mixed | LightmapBakeType.Realtime,
lightmapsModes = LightmapsMode.CombinedDirectional | LightmapsMode.NonDirectional,
lightProbeProxyVolumes = false,
motionVectors = false,
receiveShadows = false,
reflectionProbes = false,
reflectionProbesBlendDistance = true,
particleSystemInstancing = true
};
SceneViewDrawMode.SetupDrawMode();
#endif
}
static void InitializeCameraData(Camera camera, UniversalAdditionalCameraData additionalCameraData, bool resolveFinalTarget, out CameraData cameraData)
{
using var profScope = new ProfilingScope(null, Profiling.Pipeline.initializeCameraData);
cameraData = new CameraData();
InitializeStackedCameraData(camera, additionalCameraData, ref cameraData);
InitializeAdditionalCameraData(camera, additionalCameraData, resolveFinalTarget, ref cameraData);
///////////////////////////////////////////////////////////////////
// Descriptor settings /
///////////////////////////////////////////////////////////////////
var renderer = additionalCameraData?.scriptableRenderer;
bool rendererSupportsMSAA = renderer != null && renderer.supportedRenderingFeatures.msaa;
int msaaSamples = 1;
if (camera.allowMSAA && asset.msaaSampleCount > 1 && rendererSupportsMSAA)
msaaSamples = (camera.targetTexture != null) ? camera.targetTexture.antiAliasing : asset.msaaSampleCount;
#if ENABLE_VR && ENABLE_XR_MODULE
// Use XR's MSAA if camera is XR camera. XR MSAA needs special handle here because it is not per Camera.
// Multiple cameras could render into the same XR display and they should share the same MSAA level.
if (cameraData.xrRendering && rendererSupportsMSAA)
msaaSamples = XRSystem.GetMSAALevel();
#endif
bool needsAlphaChannel = Graphics.preserveFramebufferAlpha;
cameraData.cameraTargetDescriptor = CreateRenderTextureDescriptor(camera, cameraData.renderScale,
cameraData.isHdrEnabled, msaaSamples, needsAlphaChannel, cameraData.requiresOpaqueTexture);
}
/// <summary>
/// Initialize camera data settings common for all cameras in the stack. Overlay cameras will inherit
/// settings from base camera.
/// </summary>
/// <param name="baseCamera">Base camera to inherit settings from.</param>
/// <param name="baseAdditionalCameraData">Component that contains additional base camera data.</param>
/// <param name="cameraData">Camera data to initialize setttings.</param>
static void InitializeStackedCameraData(Camera baseCamera, UniversalAdditionalCameraData baseAdditionalCameraData, ref CameraData cameraData)
{
using var profScope = new ProfilingScope(null, Profiling.Pipeline.initializeStackedCameraData);
var settings = asset;
cameraData.targetTexture = baseCamera.targetTexture;
cameraData.cameraType = baseCamera.cameraType;
bool isSceneViewCamera = cameraData.isSceneViewCamera;
///////////////////////////////////////////////////////////////////
// Environment and Post-processing settings /
///////////////////////////////////////////////////////////////////
if (isSceneViewCamera)
{
cameraData.volumeLayerMask = 1; // "Default"
cameraData.volumeTrigger = null;
cameraData.isStopNaNEnabled = false;
cameraData.isDitheringEnabled = false;
cameraData.antialiasing = AntialiasingMode.None;
cameraData.antialiasingQuality = AntialiasingQuality.High;
#if ENABLE_VR && ENABLE_XR_MODULE
cameraData.xrRendering = false;
#endif
}
else if (baseAdditionalCameraData != null)
{
cameraData.volumeLayerMask = baseAdditionalCameraData.volumeLayerMask;
cameraData.volumeTrigger = baseAdditionalCameraData.volumeTrigger == null ? baseCamera.transform : baseAdditionalCameraData.volumeTrigger;
cameraData.isStopNaNEnabled = baseAdditionalCameraData.stopNaN && SystemInfo.graphicsShaderLevel >= 35;
cameraData.isDitheringEnabled = baseAdditionalCameraData.dithering;
cameraData.antialiasing = baseAdditionalCameraData.antialiasing;
cameraData.antialiasingQuality = baseAdditionalCameraData.antialiasingQuality;
#if ENABLE_VR && ENABLE_XR_MODULE
cameraData.xrRendering = baseAdditionalCameraData.allowXRRendering && m_XRSystem.RefreshXrSdk();
#endif
}
else
{
cameraData.volumeLayerMask = 1; // "Default"
cameraData.volumeTrigger = null;
cameraData.isStopNaNEnabled = false;
cameraData.isDitheringEnabled = false;
cameraData.antialiasing = AntialiasingMode.None;
cameraData.antialiasingQuality = AntialiasingQuality.High;
#if ENABLE_VR && ENABLE_XR_MODULE
cameraData.xrRendering = m_XRSystem.RefreshXrSdk();
#endif
}
///////////////////////////////////////////////////////////////////
// Settings that control output of the camera /
///////////////////////////////////////////////////////////////////
cameraData.isHdrEnabled = baseCamera.allowHDR && settings.supportsHDR;
Rect cameraRect = baseCamera.rect;
cameraData.pixelRect = baseCamera.pixelRect;
cameraData.pixelWidth = baseCamera.pixelWidth;
cameraData.pixelHeight = baseCamera.pixelHeight;
cameraData.aspectRatio = (float)cameraData.pixelWidth / (float)cameraData.pixelHeight;
cameraData.isDefaultViewport = (!(Math.Abs(cameraRect.x) > 0.0f || Math.Abs(cameraRect.y) > 0.0f ||
Math.Abs(cameraRect.width) < 1.0f || Math.Abs(cameraRect.height) < 1.0f));
// Discard variations lesser than kRenderScaleThreshold.
// Scale is only enabled for gameview.
const float kRenderScaleThreshold = 0.05f;
cameraData.renderScale = (Mathf.Abs(1.0f - settings.renderScale) < kRenderScaleThreshold) ? 1.0f : settings.renderScale;
// Convert the upscaling filter selection from the pipeline asset into an image upscaling filter
cameraData.upscalingFilter = ResolveUpscalingFilterSelection(new Vector2(cameraData.pixelWidth, cameraData.pixelHeight), cameraData.renderScale, settings.upscalingFilter);
if (cameraData.renderScale > 1.0f)
{
cameraData.imageScalingMode = ImageScalingMode.Downscaling;
}
else if ((cameraData.renderScale < 1.0f) || (cameraData.upscalingFilter == ImageUpscalingFilter.FSR))
{
// When FSR is enabled, we still consider 100% render scale an upscaling operation.
// This allows us to run the FSR shader passes all the time since they improve visual quality even at 100% scale.
cameraData.imageScalingMode = ImageScalingMode.Upscaling;
}
else
{
cameraData.imageScalingMode = ImageScalingMode.None;
}
cameraData.fsrOverrideSharpness = settings.fsrOverrideSharpness;
cameraData.fsrSharpness = settings.fsrSharpness;
#if ENABLE_VR && ENABLE_XR_MODULE
cameraData.xr = m_XRSystem.emptyPass;
XRSystem.UpdateRenderScale(cameraData.renderScale);
#else
cameraData.xr = XRPass.emptyPass;
#endif
var commonOpaqueFlags = SortingCriteria.CommonOpaque;
var noFrontToBackOpaqueFlags = SortingCriteria.SortingLayer | SortingCriteria.RenderQueue | SortingCriteria.OptimizeStateChanges | SortingCriteria.CanvasOrder;
bool hasHSRGPU = SystemInfo.hasHiddenSurfaceRemovalOnGPU;
bool canSkipFrontToBackSorting = (baseCamera.opaqueSortMode == OpaqueSortMode.Default && hasHSRGPU) || baseCamera.opaqueSortMode == OpaqueSortMode.NoDistanceSort;
cameraData.defaultOpaqueSortFlags = canSkipFrontToBackSorting ? noFrontToBackOpaqueFlags : commonOpaqueFlags;
cameraData.captureActions = CameraCaptureBridge.GetCaptureActions(baseCamera);
}
/// <summary>
/// Initialize settings that can be different for each camera in the stack.
/// </summary>
/// <param name="camera">Camera to initialize settings from.</param>
/// <param name="additionalCameraData">Additional camera data component to initialize settings from.</param>
/// <param name="resolveFinalTarget">True if this is the last camera in the stack and rendering should resolve to camera target.</param>
/// <param name="cameraData">Settings to be initilized.</param>
static void InitializeAdditionalCameraData(Camera camera, UniversalAdditionalCameraData additionalCameraData, bool resolveFinalTarget, ref CameraData cameraData)
{
using var profScope = new ProfilingScope(null, Profiling.Pipeline.initializeAdditionalCameraData);
var settings = asset;
cameraData.camera = camera;
bool anyShadowsEnabled = settings.supportsMainLightShadows || settings.supportsAdditionalLightShadows;
cameraData.maxShadowDistance = Mathf.Min(settings.shadowDistance, camera.farClipPlane);
cameraData.maxShadowDistance = (anyShadowsEnabled && cameraData.maxShadowDistance >= camera.nearClipPlane) ? cameraData.maxShadowDistance : 0.0f;
// Getting the background color from preferences to add to the preview camera
#if UNITY_EDITOR
if (cameraData.camera.cameraType == CameraType.Preview)
{
camera.backgroundColor = CoreRenderPipelinePreferences.previewBackgroundColor;
}
#endif
bool isSceneViewCamera = cameraData.isSceneViewCamera;
if (isSceneViewCamera)
{
cameraData.renderType = CameraRenderType.Base;
cameraData.clearDepth = true;
cameraData.postProcessEnabled = CoreUtils.ArePostProcessesEnabled(camera);
cameraData.requiresDepthTexture = settings.supportsCameraDepthTexture;
cameraData.requiresOpaqueTexture = settings.supportsCameraOpaqueTexture;
cameraData.renderer = asset.scriptableRenderer;
}
else if (additionalCameraData != null)
{
cameraData.renderType = additionalCameraData.renderType;
cameraData.clearDepth = (additionalCameraData.renderType != CameraRenderType.Base) ? additionalCameraData.clearDepth : true;
cameraData.postProcessEnabled = additionalCameraData.renderPostProcessing;
cameraData.maxShadowDistance = (additionalCameraData.renderShadows) ? cameraData.maxShadowDistance : 0.0f;
cameraData.requiresDepthTexture = additionalCameraData.requiresDepthTexture;
cameraData.requiresOpaqueTexture = additionalCameraData.requiresColorTexture;
cameraData.renderer = additionalCameraData.scriptableRenderer;
}
else
{
cameraData.renderType = CameraRenderType.Base;
cameraData.clearDepth = true;
cameraData.postProcessEnabled = false;
cameraData.requiresDepthTexture = settings.supportsCameraDepthTexture;
cameraData.requiresOpaqueTexture = settings.supportsCameraOpaqueTexture;
cameraData.renderer = asset.scriptableRenderer;
}
// Disables post if GLes2
cameraData.postProcessEnabled &= SystemInfo.graphicsDeviceType != GraphicsDeviceType.OpenGLES2;
cameraData.requiresDepthTexture |= isSceneViewCamera;
cameraData.postProcessingRequiresDepthTexture |= CheckPostProcessForDepth(cameraData);
cameraData.resolveFinalTarget = resolveFinalTarget;
// Disable depth and color copy. We should add it in the renderer instead to avoid performance pitfalls
// of camera stacking breaking render pass execution implicitly.
bool isOverlayCamera = (cameraData.renderType == CameraRenderType.Overlay);
if (isOverlayCamera)
{
cameraData.requiresDepthTexture = false;
cameraData.requiresOpaqueTexture = false;
cameraData.postProcessingRequiresDepthTexture = false;
}
Matrix4x4 projectionMatrix = camera.projectionMatrix;
// Overlay cameras inherit viewport from base.
// If the viewport is different between them we might need to patch the projection to adjust aspect ratio
// matrix to prevent squishing when rendering objects in overlay cameras.
if (isOverlayCamera && !camera.orthographic && cameraData.pixelRect != camera.pixelRect)
{
// m00 = (cotangent / aspect), therefore m00 * aspect gives us cotangent.
float cotangent = camera.projectionMatrix.m00 * camera.aspect;
// Get new m00 by dividing by base camera aspectRatio.
float newCotangent = cotangent / cameraData.aspectRatio;
projectionMatrix.m00 = newCotangent;
}
cameraData.SetViewAndProjectionMatrix(camera.worldToCameraMatrix, projectionMatrix);
cameraData.worldSpaceCameraPos = camera.transform.position;
}
static void InitializeRenderingData(UniversalRenderPipelineAsset settings, ref CameraData cameraData, ref CullingResults cullResults,
bool anyPostProcessingEnabled, out RenderingData renderingData)
{
using var profScope = new ProfilingScope(null, Profiling.Pipeline.initializeRenderingData);
var visibleLights = cullResults.visibleLights;
int mainLightIndex = GetMainLightIndex(settings, visibleLights);
bool mainLightCastShadows = false;
bool additionalLightsCastShadows = false;
if (cameraData.maxShadowDistance > 0.0f)
{
mainLightCastShadows = (mainLightIndex != -1 && visibleLights[mainLightIndex].light != null &&
visibleLights[mainLightIndex].light.shadows != LightShadows.None);
// If additional lights are shaded per-pixel they cannot cast shadows
if (settings.additionalLightsRenderingMode == LightRenderingMode.PerPixel)
{
for (int i = 0; i < visibleLights.Length; ++i)
{
if (i == mainLightIndex)
continue;
Light light = visibleLights[i].light;
// UniversalRP doesn't support additional directional light shadows yet
if ((visibleLights[i].lightType == LightType.Spot || visibleLights[i].lightType == LightType.Point) && light != null && light.shadows != LightShadows.None)
{
additionalLightsCastShadows = true;
break;
}
}
}
}
renderingData.cullResults = cullResults;
renderingData.cameraData = cameraData;
InitializeLightData(settings, visibleLights, mainLightIndex, out renderingData.lightData);
InitializeShadowData(settings, visibleLights, mainLightCastShadows, additionalLightsCastShadows && !renderingData.lightData.shadeAdditionalLightsPerVertex, out renderingData.shadowData);
InitializePostProcessingData(settings, out renderingData.postProcessingData);
renderingData.supportsDynamicBatching = settings.supportsDynamicBatching;
renderingData.perObjectData = GetPerObjectLightFlags(renderingData.lightData.additionalLightsCount);
renderingData.postProcessingEnabled = anyPostProcessingEnabled;
CheckAndApplyDebugSettings(ref renderingData);
}
static void InitializeShadowData(UniversalRenderPipelineAsset settings, NativeArray<VisibleLight> visibleLights, bool mainLightCastShadows, bool additionalLightsCastShadows, out ShadowData shadowData)
{
using var profScope = new ProfilingScope(null, Profiling.Pipeline.initializeShadowData);
m_ShadowBiasData.Clear();
m_ShadowResolutionData.Clear();
for (int i = 0; i < visibleLights.Length; ++i)
{
Light light = visibleLights[i].light;
UniversalAdditionalLightData data = null;
if (light != null)
{
light.gameObject.TryGetComponent(out data);
}
if (data && !data.usePipelineSettings)
m_ShadowBiasData.Add(new Vector4(light.shadowBias, light.shadowNormalBias, 0.0f, 0.0f));
else
m_ShadowBiasData.Add(new Vector4(settings.shadowDepthBias, settings.shadowNormalBias, 0.0f, 0.0f));
if (data && (data.additionalLightsShadowResolutionTier == UniversalAdditionalLightData.AdditionalLightsShadowResolutionTierCustom))
{
m_ShadowResolutionData.Add((int)light.shadowResolution); // native code does not clamp light.shadowResolution between -1 and 3
}
else if (data && (data.additionalLightsShadowResolutionTier != UniversalAdditionalLightData.AdditionalLightsShadowResolutionTierCustom))
{
int resolutionTier = Mathf.Clamp(data.additionalLightsShadowResolutionTier, UniversalAdditionalLightData.AdditionalLightsShadowResolutionTierLow, UniversalAdditionalLightData.AdditionalLightsShadowResolutionTierHigh);
m_ShadowResolutionData.Add(settings.GetAdditionalLightsShadowResolution(resolutionTier));
}
else
{
m_ShadowResolutionData.Add(settings.GetAdditionalLightsShadowResolution(UniversalAdditionalLightData.AdditionalLightsShadowDefaultResolutionTier));
}
}
shadowData.bias = m_ShadowBiasData;
shadowData.resolution = m_ShadowResolutionData;
shadowData.supportsMainLightShadows = SystemInfo.supportsShadows && settings.supportsMainLightShadows && mainLightCastShadows;
// We no longer use screen space shadows in URP.
// This change allows us to have particles & transparent objects receive shadows.
#pragma warning disable 0618
shadowData.requiresScreenSpaceShadowResolve = false;
#pragma warning restore 0618
shadowData.mainLightShadowCascadesCount = settings.shadowCascadeCount;
shadowData.mainLightShadowmapWidth = settings.mainLightShadowmapResolution;
shadowData.mainLightShadowmapHeight = settings.mainLightShadowmapResolution;
switch (shadowData.mainLightShadowCascadesCount)
{
case 1:
shadowData.mainLightShadowCascadesSplit = new Vector3(1.0f, 0.0f, 0.0f);
break;
case 2:
shadowData.mainLightShadowCascadesSplit = new Vector3(settings.cascade2Split, 1.0f, 0.0f);
break;
case 3:
shadowData.mainLightShadowCascadesSplit = new Vector3(settings.cascade3Split.x, settings.cascade3Split.y, 0.0f);
break;
default:
shadowData.mainLightShadowCascadesSplit = settings.cascade4Split;
break;
}
shadowData.mainLightShadowCascadeBorder = settings.cascadeBorder;
shadowData.supportsAdditionalLightShadows = SystemInfo.supportsShadows && settings.supportsAdditionalLightShadows && additionalLightsCastShadows;
shadowData.additionalLightsShadowmapWidth = shadowData.additionalLightsShadowmapHeight = settings.additionalLightsShadowmapResolution;
shadowData.supportsSoftShadows = settings.supportsSoftShadows && (shadowData.supportsMainLightShadows || shadowData.supportsAdditionalLightShadows);
shadowData.shadowmapDepthBufferBits = 16;
// This will be setup in AdditionalLightsShadowCasterPass.
shadowData.isKeywordAdditionalLightShadowsEnabled = false;
shadowData.isKeywordSoftShadowsEnabled = false;
}
static void InitializePostProcessingData(UniversalRenderPipelineAsset settings, out PostProcessingData postProcessingData)
{
postProcessingData.gradingMode = settings.supportsHDR
? settings.colorGradingMode
: ColorGradingMode.LowDynamicRange;
postProcessingData.lutSize = settings.colorGradingLutSize;
postProcessingData.useFastSRGBLinearConversion = settings.useFastSRGBLinearConversion;
}
static void InitializeLightData(UniversalRenderPipelineAsset settings, NativeArray<VisibleLight> visibleLights, int mainLightIndex, out LightData lightData)
{
using var profScope = new ProfilingScope(null, Profiling.Pipeline.initializeLightData);
int maxPerObjectAdditionalLights = UniversalRenderPipeline.maxPerObjectLights;
int maxVisibleAdditionalLights = UniversalRenderPipeline.maxVisibleAdditionalLights;
lightData.mainLightIndex = mainLightIndex;
if (settings.additionalLightsRenderingMode != LightRenderingMode.Disabled)
{
lightData.additionalLightsCount =
Math.Min((mainLightIndex != -1) ? visibleLights.Length - 1 : visibleLights.Length,
maxVisibleAdditionalLights);
lightData.maxPerObjectAdditionalLightsCount = Math.Min(settings.maxAdditionalLightsCount, maxPerObjectAdditionalLights);
}
else
{
lightData.additionalLightsCount = 0;
lightData.maxPerObjectAdditionalLightsCount = 0;
}
lightData.supportsAdditionalLights = settings.additionalLightsRenderingMode != LightRenderingMode.Disabled;
lightData.shadeAdditionalLightsPerVertex = settings.additionalLightsRenderingMode == LightRenderingMode.PerVertex;
lightData.visibleLights = visibleLights;
lightData.supportsMixedLighting = settings.supportsMixedLighting;
lightData.reflectionProbeBlending = settings.reflectionProbeBlending;
lightData.reflectionProbeBoxProjection = settings.reflectionProbeBoxProjection;
lightData.supportsLightLayers = RenderingUtils.SupportsLightLayers(SystemInfo.graphicsDeviceType) && settings.supportsLightLayers;
lightData.originalIndices = new NativeArray<int>(visibleLights.Length, Allocator.Temp);
for (var i = 0; i < lightData.originalIndices.Length; i++)
{
lightData.originalIndices[i] = i;
}
}
static void CleanupLightData(ref LightData lightData)
{
lightData.originalIndices.Dispose();
}
static void UpdateCameraStereoMatrices(Camera camera, XRPass xr)
{
#if ENABLE_VR && ENABLE_XR_MODULE
if (xr.enabled)
{
if (xr.singlePassEnabled)
{
for (int i = 0; i < Mathf.Min(2, xr.viewCount); i++)
{
camera.SetStereoProjectionMatrix((Camera.StereoscopicEye)i, xr.GetProjMatrix(i));
camera.SetStereoViewMatrix((Camera.StereoscopicEye)i, xr.GetViewMatrix(i));
}
}
else
{
camera.SetStereoProjectionMatrix((Camera.StereoscopicEye)xr.multipassId, xr.GetProjMatrix(0));
camera.SetStereoViewMatrix((Camera.StereoscopicEye)xr.multipassId, xr.GetViewMatrix(0));
}
}
#endif
}
static PerObjectData GetPerObjectLightFlags(int additionalLightsCount)
{
using var profScope = new ProfilingScope(null, Profiling.Pipeline.getPerObjectLightFlags);
var configuration = PerObjectData.ReflectionProbes | PerObjectData.Lightmaps | PerObjectData.LightProbe | PerObjectData.LightData | PerObjectData.OcclusionProbe | PerObjectData.ShadowMask;
if (additionalLightsCount > 0)
{
configuration |= PerObjectData.LightData;
// In this case we also need per-object indices (unity_LightIndices)
if (!RenderingUtils.useStructuredBuffer)
configuration |= PerObjectData.LightIndices;
}
return configuration;
}
// Main Light is always a directional light
static int GetMainLightIndex(UniversalRenderPipelineAsset settings, NativeArray<VisibleLight> visibleLights)
{
using var profScope = new ProfilingScope(null, Profiling.Pipeline.getMainLightIndex);
int totalVisibleLights = visibleLights.Length;
if (totalVisibleLights == 0 || settings.mainLightRenderingMode != LightRenderingMode.PerPixel)
return -1;
Light sunLight = RenderSettings.sun;
int brightestDirectionalLightIndex = -1;
float brightestLightIntensity = 0.0f;
for (int i = 0; i < totalVisibleLights; ++i)
{
VisibleLight currVisibleLight = visibleLights[i];
Light currLight = currVisibleLight.light;
// Particle system lights have the light property as null. We sort lights so all particles lights
// come last. Therefore, if first light is particle light then all lights are particle lights.
// In this case we either have no main light or already found it.
if (currLight == null)
break;
if (currVisibleLight.lightType == LightType.Directional)
{
// Sun source needs be a directional light
if (currLight == sunLight)
return i;
// In case no sun light is present we will return the brightest directional light
if (currLight.intensity > brightestLightIntensity)
{
brightestLightIntensity = currLight.intensity;
brightestDirectionalLightIndex = i;
}
}
}
return brightestDirectionalLightIndex;
}
static void SetupPerFrameShaderConstants()
{
using var profScope = new ProfilingScope(null, Profiling.Pipeline.setupPerFrameShaderConstants);
// When glossy reflections are OFF in the shader we set a constant color to use as indirect specular
SphericalHarmonicsL2 ambientSH = RenderSettings.ambientProbe;
Color linearGlossyEnvColor = new Color(ambientSH[0, 0], ambientSH[1, 0], ambientSH[2, 0]) * RenderSettings.reflectionIntensity;
Color glossyEnvColor = CoreUtils.ConvertLinearToActiveColorSpace(linearGlossyEnvColor);
Shader.SetGlobalVector(ShaderPropertyId.glossyEnvironmentColor, glossyEnvColor);
// Used as fallback cubemap for reflections
Shader.SetGlobalVector(ShaderPropertyId.glossyEnvironmentCubeMapHDR, ReflectionProbe.defaultTextureHDRDecodeValues);
Shader.SetGlobalTexture(ShaderPropertyId.glossyEnvironmentCubeMap, ReflectionProbe.defaultTexture);
// Ambient
Shader.SetGlobalVector(ShaderPropertyId.ambientSkyColor, CoreUtils.ConvertSRGBToActiveColorSpace(RenderSettings.ambientSkyColor));
Shader.SetGlobalVector(ShaderPropertyId.ambientEquatorColor, CoreUtils.ConvertSRGBToActiveColorSpace(RenderSettings.ambientEquatorColor));
Shader.SetGlobalVector(ShaderPropertyId.ambientGroundColor, CoreUtils.ConvertSRGBToActiveColorSpace(RenderSettings.ambientGroundColor));
// Used when subtractive mode is selected
Shader.SetGlobalVector(ShaderPropertyId.subtractiveShadowColor, CoreUtils.ConvertSRGBToActiveColorSpace(RenderSettings.subtractiveShadowColor));
// Required for 2D Unlit Shadergraph master node as it doesn't currently support hidden properties.
Shader.SetGlobalColor(ShaderPropertyId.rendererColor, Color.white);
}
static void CheckAndApplyDebugSettings(ref RenderingData renderingData)
{
DebugDisplaySettings debugDisplaySettings = DebugDisplaySettings.Instance;
ref CameraData cameraData = ref renderingData.cameraData;
if (debugDisplaySettings.AreAnySettingsActive && !cameraData.isPreviewCamera)
{
DebugDisplaySettingsRendering renderingSettings = debugDisplaySettings.RenderingSettings;
int msaaSamples = cameraData.cameraTargetDescriptor.msaaSamples;
if (!renderingSettings.enableMsaa)
msaaSamples = 1;
if (!renderingSettings.enableHDR)
cameraData.isHdrEnabled = false;
if (!debugDisplaySettings.IsPostProcessingAllowed)
cameraData.postProcessEnabled = false;
cameraData.cameraTargetDescriptor.graphicsFormat = MakeRenderTextureGraphicsFormat(cameraData.isHdrEnabled, true);
cameraData.cameraTargetDescriptor.msaaSamples = msaaSamples;
}
}
/// <summary>
/// Returns the best supported image upscaling filter based on the provided upscaling filter selection
/// </summary>
/// <param name="imageSize">Size of the final image</param>
/// <param name="renderScale">Scale being applied to the final image size</param>
/// <param name="selection">Upscaling filter selected by the user</param>
/// <returns>Either the original filter provided, or the best replacement available</returns>
static ImageUpscalingFilter ResolveUpscalingFilterSelection(Vector2 imageSize, float renderScale, UpscalingFilterSelection selection)
{
// By default we just use linear filtering since it's the most compatible choice
ImageUpscalingFilter filter = ImageUpscalingFilter.Linear;
// Fall back to the automatic filter if FSR was selected, but isn't supported on the current platform
if ((selection == UpscalingFilterSelection.FSR) && !FSRUtils.IsSupported())
{
selection = UpscalingFilterSelection.Auto;
}
switch (selection)
{
case UpscalingFilterSelection.Auto:
{
// The user selected "auto" for their upscaling filter so we should attempt to choose the best filter
// for the current situation. When the current resolution and render scale are compatible with integer
// scaling we use the point sampling filter. Otherwise we just use the default filter (linear).
float pixelScale = (1.0f / renderScale);
bool isIntegerScale = Mathf.Approximately((pixelScale - Mathf.Floor(pixelScale)), 0.0f);
if (isIntegerScale)
{
float widthScale = (imageSize.x / pixelScale);
float heightScale = (imageSize.y / pixelScale);
bool isImageCompatible = (Mathf.Approximately((widthScale - Mathf.Floor(widthScale)), 0.0f) &&
Mathf.Approximately((heightScale - Mathf.Floor(heightScale)), 0.0f));
if (isImageCompatible)
{
filter = ImageUpscalingFilter.Point;
}
}
break;
}
case UpscalingFilterSelection.Linear:
{
// Do nothing since linear is already the default
break;
}
case UpscalingFilterSelection.Point:
{
filter = ImageUpscalingFilter.Point;
break;
}
case UpscalingFilterSelection.FSR:
{
filter = ImageUpscalingFilter.FSR;
break;
}
}
return filter;
}
#if ADAPTIVE_PERFORMANCE_2_0_0_OR_NEWER
static void ApplyAdaptivePerformance(ref CameraData cameraData)
{
var noFrontToBackOpaqueFlags = SortingCriteria.SortingLayer | SortingCriteria.RenderQueue | SortingCriteria.OptimizeStateChanges | SortingCriteria.CanvasOrder;
if (AdaptivePerformance.AdaptivePerformanceRenderSettings.SkipFrontToBackSorting)
cameraData.defaultOpaqueSortFlags = noFrontToBackOpaqueFlags;
var MaxShadowDistanceMultiplier = AdaptivePerformance.AdaptivePerformanceRenderSettings.MaxShadowDistanceMultiplier;
cameraData.maxShadowDistance *= MaxShadowDistanceMultiplier;
var RenderScaleMultiplier = AdaptivePerformance.AdaptivePerformanceRenderSettings.RenderScaleMultiplier;
cameraData.renderScale *= RenderScaleMultiplier;
// TODO
if (!cameraData.xr.enabled)
{
cameraData.cameraTargetDescriptor.width = (int)(cameraData.camera.pixelWidth * cameraData.renderScale);
cameraData.cameraTargetDescriptor.height = (int)(cameraData.camera.pixelHeight * cameraData.renderScale);
}
var antialiasingQualityIndex = (int)cameraData.antialiasingQuality - AdaptivePerformance.AdaptivePerformanceRenderSettings.AntiAliasingQualityBias;
if (antialiasingQualityIndex < 0)
cameraData.antialiasing = AntialiasingMode.None;
cameraData.antialiasingQuality = (AntialiasingQuality)Mathf.Clamp(antialiasingQualityIndex, (int)AntialiasingQuality.Low, (int)AntialiasingQuality.High);
}
static void ApplyAdaptivePerformance(ref RenderingData renderingData)
{
if (AdaptivePerformance.AdaptivePerformanceRenderSettings.SkipDynamicBatching)
renderingData.supportsDynamicBatching = false;
var MainLightShadowmapResolutionMultiplier = AdaptivePerformance.AdaptivePerformanceRenderSettings.MainLightShadowmapResolutionMultiplier;
renderingData.shadowData.mainLightShadowmapWidth = (int)(renderingData.shadowData.mainLightShadowmapWidth * MainLightShadowmapResolutionMultiplier);
renderingData.shadowData.mainLightShadowmapHeight = (int)(renderingData.shadowData.mainLightShadowmapHeight * MainLightShadowmapResolutionMultiplier);
var MainLightShadowCascadesCountBias = AdaptivePerformance.AdaptivePerformanceRenderSettings.MainLightShadowCascadesCountBias;
renderingData.shadowData.mainLightShadowCascadesCount = Mathf.Clamp(renderingData.shadowData.mainLightShadowCascadesCount - MainLightShadowCascadesCountBias, 0, 4);
var shadowQualityIndex = AdaptivePerformance.AdaptivePerformanceRenderSettings.ShadowQualityBias;
for (int i = 0; i < shadowQualityIndex; i++)
{
if (renderingData.shadowData.supportsSoftShadows)
{
renderingData.shadowData.supportsSoftShadows = false;
continue;
}
if (renderingData.shadowData.supportsAdditionalLightShadows)
{
renderingData.shadowData.supportsAdditionalLightShadows = false;
continue;
}
if (renderingData.shadowData.supportsMainLightShadows)
{
renderingData.shadowData.supportsMainLightShadows = false;
continue;
}
break;
}
if (AdaptivePerformance.AdaptivePerformanceRenderSettings.LutBias >= 1 && renderingData.postProcessingData.lutSize == 32)
renderingData.postProcessingData.lutSize = 16;
}
#endif
}
}