b486678290
Library -Artifacts
139 lines
7.0 KiB
C#
139 lines
7.0 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine.Profiling;
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namespace UnityEngine.Rendering.Universal.Internal
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{
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/// <summary>
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/// Draw objects into the given color and depth target
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///
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/// You can use this pass to render objects that have a material and/or shader
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/// with the pass names UniversalForward or SRPDefaultUnlit.
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/// </summary>
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public class DrawObjectsPass : ScriptableRenderPass
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{
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FilteringSettings m_FilteringSettings;
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RenderStateBlock m_RenderStateBlock;
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List<ShaderTagId> m_ShaderTagIdList = new List<ShaderTagId>();
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string m_ProfilerTag;
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ProfilingSampler m_ProfilingSampler;
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bool m_IsOpaque;
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bool m_UseDepthPriming;
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static readonly int s_DrawObjectPassDataPropID = Shader.PropertyToID("_DrawObjectPassData");
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public DrawObjectsPass(string profilerTag, ShaderTagId[] shaderTagIds, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference)
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{
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base.profilingSampler = new ProfilingSampler(nameof(DrawObjectsPass));
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m_ProfilerTag = profilerTag;
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m_ProfilingSampler = new ProfilingSampler(profilerTag);
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foreach (ShaderTagId sid in shaderTagIds)
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m_ShaderTagIdList.Add(sid);
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renderPassEvent = evt;
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m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask);
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m_RenderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
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m_IsOpaque = opaque;
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if (stencilState.enabled)
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{
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m_RenderStateBlock.stencilReference = stencilReference;
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m_RenderStateBlock.mask = RenderStateMask.Stencil;
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m_RenderStateBlock.stencilState = stencilState;
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}
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}
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public DrawObjectsPass(string profilerTag, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference)
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: this(profilerTag,
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new ShaderTagId[] { new ShaderTagId("SRPDefaultUnlit"), new ShaderTagId("UniversalForward"), new ShaderTagId("UniversalForwardOnly") },
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opaque, evt, renderQueueRange, layerMask, stencilState, stencilReference)
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{ }
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internal DrawObjectsPass(URPProfileId profileId, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference)
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: this(profileId.GetType().Name, opaque, evt, renderQueueRange, layerMask, stencilState, stencilReference)
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{
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m_ProfilingSampler = ProfilingSampler.Get(profileId);
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}
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public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
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{
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if (renderingData.cameraData.renderer.useDepthPriming && m_IsOpaque && (renderingData.cameraData.renderType == CameraRenderType.Base || renderingData.cameraData.clearDepth))
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{
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m_RenderStateBlock.depthState = new DepthState(false, CompareFunction.Equal);
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m_RenderStateBlock.mask |= RenderStateMask.Depth;
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}
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else if (m_RenderStateBlock.depthState.compareFunction == CompareFunction.Equal)
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{
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m_RenderStateBlock.depthState = new DepthState(true, CompareFunction.LessEqual);
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m_RenderStateBlock.mask |= RenderStateMask.Depth;
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}
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}
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/// <inheritdoc/>
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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// NOTE: Do NOT mix ProfilingScope with named CommandBuffers i.e. CommandBufferPool.Get("name").
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// Currently there's an issue which results in mismatched markers.
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CommandBuffer cmd = CommandBufferPool.Get();
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using (new ProfilingScope(cmd, m_ProfilingSampler))
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{
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// Global render pass data containing various settings.
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// x,y,z are currently unused
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// w is used for knowing whether the object is opaque(1) or alpha blended(0)
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Vector4 drawObjectPassData = new Vector4(0.0f, 0.0f, 0.0f, (m_IsOpaque) ? 1.0f : 0.0f);
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cmd.SetGlobalVector(s_DrawObjectPassDataPropID, drawObjectPassData);
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// scaleBias.x = flipSign
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// scaleBias.y = scale
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// scaleBias.z = bias
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// scaleBias.w = unused
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float flipSign = (renderingData.cameraData.IsCameraProjectionMatrixFlipped()) ? -1.0f : 1.0f;
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Vector4 scaleBias = (flipSign < 0.0f)
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? new Vector4(flipSign, 1.0f, -1.0f, 1.0f)
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: new Vector4(flipSign, 0.0f, 1.0f, 1.0f);
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cmd.SetGlobalVector(ShaderPropertyId.scaleBiasRt, scaleBias);
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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Camera camera = renderingData.cameraData.camera;
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var sortFlags = (m_IsOpaque) ? renderingData.cameraData.defaultOpaqueSortFlags : SortingCriteria.CommonTransparent;
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if (renderingData.cameraData.renderer.useDepthPriming && m_IsOpaque && (renderingData.cameraData.renderType == CameraRenderType.Base || renderingData.cameraData.clearDepth))
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sortFlags = SortingCriteria.SortingLayer | SortingCriteria.RenderQueue | SortingCriteria.OptimizeStateChanges | SortingCriteria.CanvasOrder;
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var filterSettings = m_FilteringSettings;
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#if UNITY_EDITOR
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// When rendering the preview camera, we want the layer mask to be forced to Everything
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if (renderingData.cameraData.isPreviewCamera)
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{
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filterSettings.layerMask = -1;
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}
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#endif
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DrawingSettings drawSettings = CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortFlags);
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var activeDebugHandler = GetActiveDebugHandler(renderingData);
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if (activeDebugHandler != null)
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{
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activeDebugHandler.DrawWithDebugRenderState(context, cmd, ref renderingData, ref drawSettings, ref filterSettings, ref m_RenderStateBlock,
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(ScriptableRenderContext ctx, ref RenderingData data, ref DrawingSettings ds, ref FilteringSettings fs, ref RenderStateBlock rsb) =>
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{
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ctx.DrawRenderers(data.cullResults, ref ds, ref fs, ref rsb);
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});
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}
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else
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{
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context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filterSettings, ref m_RenderStateBlock);
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// Render objects that did not match any shader pass with error shader
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RenderingUtils.RenderObjectsWithError(context, ref renderingData.cullResults, camera, filterSettings, SortingCriteria.None);
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}
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}
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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}
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}
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}
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