b486678290
Library -Artifacts
470 lines
21 KiB
C#
470 lines
21 KiB
C#
using System.Collections.Generic;
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using System.Diagnostics;
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using UnityEngine.Experimental.Rendering;
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namespace UnityEngine.Rendering.Universal
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{
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/// <summary>
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/// Contains properties and helper functions that you can use when rendering.
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/// </summary>
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public static class RenderingUtils
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{
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static List<ShaderTagId> m_LegacyShaderPassNames = new List<ShaderTagId>
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{
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new ShaderTagId("Always"),
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new ShaderTagId("ForwardBase"),
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new ShaderTagId("PrepassBase"),
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new ShaderTagId("Vertex"),
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new ShaderTagId("VertexLMRGBM"),
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new ShaderTagId("VertexLM"),
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};
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static AttachmentDescriptor s_EmptyAttachment = new AttachmentDescriptor(GraphicsFormat.None);
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internal static AttachmentDescriptor emptyAttachment
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{
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get
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{
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return s_EmptyAttachment;
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}
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}
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static Mesh s_FullscreenMesh = null;
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/// <summary>
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/// Returns a mesh that you can use with <see cref="CommandBuffer.DrawMesh(Mesh, Matrix4x4, Material)"/> to render full-screen effects.
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/// </summary>
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public static Mesh fullscreenMesh
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{
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get
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{
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if (s_FullscreenMesh != null)
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return s_FullscreenMesh;
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float topV = 1.0f;
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float bottomV = 0.0f;
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s_FullscreenMesh = new Mesh { name = "Fullscreen Quad" };
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s_FullscreenMesh.SetVertices(new List<Vector3>
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{
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new Vector3(-1.0f, -1.0f, 0.0f),
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new Vector3(-1.0f, 1.0f, 0.0f),
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new Vector3(1.0f, -1.0f, 0.0f),
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new Vector3(1.0f, 1.0f, 0.0f)
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});
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s_FullscreenMesh.SetUVs(0, new List<Vector2>
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{
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new Vector2(0.0f, bottomV),
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new Vector2(0.0f, topV),
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new Vector2(1.0f, bottomV),
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new Vector2(1.0f, topV)
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});
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s_FullscreenMesh.SetIndices(new[] { 0, 1, 2, 2, 1, 3 }, MeshTopology.Triangles, 0, false);
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s_FullscreenMesh.UploadMeshData(true);
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return s_FullscreenMesh;
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}
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}
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internal static bool useStructuredBuffer
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{
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// There are some performance issues with StructuredBuffers in some platforms.
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// We fallback to UBO in those cases.
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get
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{
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// TODO: For now disabling SSBO until figure out Vulkan binding issues.
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// When enabling this also enable USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA in shader side in Input.hlsl
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return false;
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// We don't use SSBO in D3D because we can't figure out without adding shader variants if platforms is D3D10.
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//GraphicsDeviceType deviceType = SystemInfo.graphicsDeviceType;
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//return !Application.isMobilePlatform &&
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// (deviceType == GraphicsDeviceType.Metal || deviceType == GraphicsDeviceType.Vulkan ||
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// deviceType == GraphicsDeviceType.PlayStation4 || deviceType == GraphicsDeviceType.PlayStation5 || deviceType == GraphicsDeviceType.XboxOne);
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}
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}
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internal static bool SupportsLightLayers(GraphicsDeviceType type)
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{
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// GLES2 does not support bitwise operations.
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return type != GraphicsDeviceType.OpenGLES2;
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}
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static Material s_ErrorMaterial;
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static Material errorMaterial
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{
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get
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{
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if (s_ErrorMaterial == null)
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{
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// TODO: When importing project, AssetPreviewUpdater::CreatePreviewForAsset will be called multiple times.
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// This might be in a point that some resources required for the pipeline are not finished importing yet.
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// Proper fix is to add a fence on asset import.
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try
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{
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s_ErrorMaterial = new Material(Shader.Find("Hidden/Universal Render Pipeline/FallbackError"));
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}
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catch { }
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}
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return s_ErrorMaterial;
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}
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}
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/// <summary>
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/// Set view and projection matrices.
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/// This function will set <c>UNITY_MATRIX_V</c>, <c>UNITY_MATRIX_P</c>, <c>UNITY_MATRIX_VP</c> to given view and projection matrices.
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/// If <c>setInverseMatrices</c> is set to true this function will also set <c>UNITY_MATRIX_I_V</c> and <c>UNITY_MATRIX_I_VP</c>.
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/// </summary>
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/// <param name="cmd">CommandBuffer to submit data to GPU.</param>
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/// <param name="viewMatrix">View matrix to be set.</param>
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/// <param name="projectionMatrix">Projection matrix to be set.</param>
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/// <param name="setInverseMatrices">Set this to true if you also need to set inverse camera matrices.</param>
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public static void SetViewAndProjectionMatrices(CommandBuffer cmd, Matrix4x4 viewMatrix, Matrix4x4 projectionMatrix, bool setInverseMatrices)
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{
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Matrix4x4 viewAndProjectionMatrix = projectionMatrix * viewMatrix;
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cmd.SetGlobalMatrix(ShaderPropertyId.viewMatrix, viewMatrix);
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cmd.SetGlobalMatrix(ShaderPropertyId.projectionMatrix, projectionMatrix);
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cmd.SetGlobalMatrix(ShaderPropertyId.viewAndProjectionMatrix, viewAndProjectionMatrix);
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if (setInverseMatrices)
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{
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Matrix4x4 inverseViewMatrix = Matrix4x4.Inverse(viewMatrix);
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Matrix4x4 inverseProjectionMatrix = Matrix4x4.Inverse(projectionMatrix);
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Matrix4x4 inverseViewProjection = inverseViewMatrix * inverseProjectionMatrix;
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cmd.SetGlobalMatrix(ShaderPropertyId.inverseViewMatrix, inverseViewMatrix);
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cmd.SetGlobalMatrix(ShaderPropertyId.inverseProjectionMatrix, inverseProjectionMatrix);
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cmd.SetGlobalMatrix(ShaderPropertyId.inverseViewAndProjectionMatrix, inverseViewProjection);
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}
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}
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#if ENABLE_VR && ENABLE_XR_MODULE
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internal static readonly int UNITY_STEREO_MATRIX_V = Shader.PropertyToID("unity_StereoMatrixV");
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internal static readonly int UNITY_STEREO_MATRIX_IV = Shader.PropertyToID("unity_StereoMatrixInvV");
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internal static readonly int UNITY_STEREO_MATRIX_P = Shader.PropertyToID("unity_StereoMatrixP");
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internal static readonly int UNITY_STEREO_MATRIX_IP = Shader.PropertyToID("unity_StereoMatrixInvP");
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internal static readonly int UNITY_STEREO_MATRIX_VP = Shader.PropertyToID("unity_StereoMatrixVP");
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internal static readonly int UNITY_STEREO_MATRIX_IVP = Shader.PropertyToID("unity_StereoMatrixInvVP");
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internal static readonly int UNITY_STEREO_CAMERA_PROJECTION = Shader.PropertyToID("unity_StereoCameraProjection");
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internal static readonly int UNITY_STEREO_CAMERA_INV_PROJECTION = Shader.PropertyToID("unity_StereoCameraInvProjection");
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internal static readonly int UNITY_STEREO_VECTOR_CAMPOS = Shader.PropertyToID("unity_StereoWorldSpaceCameraPos");
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// Hold the stereo matrices in this class to avoid allocating arrays every frame
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internal class StereoConstants
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{
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public Matrix4x4[] viewProjMatrix = new Matrix4x4[2];
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public Matrix4x4[] invViewMatrix = new Matrix4x4[2];
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public Matrix4x4[] invProjMatrix = new Matrix4x4[2];
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public Matrix4x4[] invViewProjMatrix = new Matrix4x4[2];
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public Matrix4x4[] invCameraProjMatrix = new Matrix4x4[2];
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public Vector4[] worldSpaceCameraPos = new Vector4[2];
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};
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static readonly StereoConstants stereoConstants = new StereoConstants();
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/// <summary>
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/// Helper function to set all view and projection related matrices
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/// Should be called before draw call and after cmd.SetRenderTarget
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/// Internal usage only, function name and signature may be subject to change
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/// </summary>
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/// <param name="cmd">CommandBuffer to submit data to GPU.</param>
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/// <param name="viewMatrix">View matrix to be set. Array size is 2.</param>
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/// <param name="projectionMatrix">Projection matrix to be set.Array size is 2.</param>
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/// <param name="cameraProjectionMatrix">Camera projection matrix to be set.Array size is 2. Does not include platform specific transformations such as depth-reverse, depth range in post-projective space and y-flip. </param>
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/// <param name="setInverseMatrices">Set this to true if you also need to set inverse camera matrices.</param>
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/// <returns>Void</c></returns>
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internal static void SetStereoViewAndProjectionMatrices(CommandBuffer cmd, Matrix4x4[] viewMatrix, Matrix4x4[] projMatrix, Matrix4x4[] cameraProjMatrix, bool setInverseMatrices)
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{
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for (int i = 0; i < 2; i++)
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{
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stereoConstants.viewProjMatrix[i] = projMatrix[i] * viewMatrix[i];
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stereoConstants.invViewMatrix[i] = Matrix4x4.Inverse(viewMatrix[i]);
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stereoConstants.invProjMatrix[i] = Matrix4x4.Inverse(projMatrix[i]);
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stereoConstants.invViewProjMatrix[i] = Matrix4x4.Inverse(stereoConstants.viewProjMatrix[i]);
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stereoConstants.invCameraProjMatrix[i] = Matrix4x4.Inverse(cameraProjMatrix[i]);
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stereoConstants.worldSpaceCameraPos[i] = stereoConstants.invViewMatrix[i].GetColumn(3);
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}
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cmd.SetGlobalMatrixArray(UNITY_STEREO_MATRIX_V, viewMatrix);
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cmd.SetGlobalMatrixArray(UNITY_STEREO_MATRIX_P, projMatrix);
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cmd.SetGlobalMatrixArray(UNITY_STEREO_MATRIX_VP, stereoConstants.viewProjMatrix);
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cmd.SetGlobalMatrixArray(UNITY_STEREO_CAMERA_PROJECTION, cameraProjMatrix);
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if (setInverseMatrices)
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{
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cmd.SetGlobalMatrixArray(UNITY_STEREO_MATRIX_IV, stereoConstants.invViewMatrix);
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cmd.SetGlobalMatrixArray(UNITY_STEREO_MATRIX_IP, stereoConstants.invProjMatrix);
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cmd.SetGlobalMatrixArray(UNITY_STEREO_MATRIX_IVP, stereoConstants.invViewProjMatrix);
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cmd.SetGlobalMatrixArray(UNITY_STEREO_CAMERA_INV_PROJECTION, stereoConstants.invCameraProjMatrix);
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}
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cmd.SetGlobalVectorArray(UNITY_STEREO_VECTOR_CAMPOS, stereoConstants.worldSpaceCameraPos);
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}
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#endif
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internal static void SetScaleBiasRt(CommandBuffer cmd, in RenderingData renderingData)
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{
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var renderer = renderingData.cameraData.renderer;
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// SetRenderTarget has logic to flip projection matrix when rendering to render texture. Flip the uv to account for that case.
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CameraData cameraData = renderingData.cameraData;
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bool isCameraColorFinalTarget = (cameraData.cameraType == CameraType.Game && renderer.cameraColorTarget == BuiltinRenderTextureType.CameraTarget && cameraData.camera.targetTexture == null);
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bool yflip = !isCameraColorFinalTarget;
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float flipSign = yflip ? -1.0f : 1.0f;
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Vector4 scaleBiasRt = (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(Shader.PropertyToID("_ScaleBiasRt"), scaleBiasRt);
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}
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internal static void Blit(CommandBuffer cmd,
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RenderTargetIdentifier source,
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RenderTargetIdentifier destination,
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Material material,
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int passIndex = 0,
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bool useDrawProcedural = false,
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RenderBufferLoadAction colorLoadAction = RenderBufferLoadAction.Load,
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RenderBufferStoreAction colorStoreAction = RenderBufferStoreAction.Store,
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RenderBufferLoadAction depthLoadAction = RenderBufferLoadAction.Load,
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RenderBufferStoreAction depthStoreAction = RenderBufferStoreAction.Store)
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{
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cmd.SetGlobalTexture(ShaderPropertyId.sourceTex, source);
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if (useDrawProcedural)
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{
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Vector4 scaleBias = new Vector4(1, 1, 0, 0);
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Vector4 scaleBiasRt = new Vector4(1, 1, 0, 0);
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cmd.SetGlobalVector(ShaderPropertyId.scaleBias, scaleBias);
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cmd.SetGlobalVector(ShaderPropertyId.scaleBiasRt, scaleBiasRt);
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cmd.SetRenderTarget(new RenderTargetIdentifier(destination, 0, CubemapFace.Unknown, -1),
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colorLoadAction, colorStoreAction, depthLoadAction, depthStoreAction);
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cmd.DrawProcedural(Matrix4x4.identity, material, passIndex, MeshTopology.Quads, 4, 1, null);
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}
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else
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{
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cmd.SetRenderTarget(destination, colorLoadAction, colorStoreAction, depthLoadAction, depthStoreAction);
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cmd.Blit(source, BuiltinRenderTextureType.CurrentActive, material, passIndex);
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}
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}
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// This is used to render materials that contain built-in shader passes not compatible with URP.
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// It will render those legacy passes with error/pink shader.
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[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
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internal static void RenderObjectsWithError(ScriptableRenderContext context, ref CullingResults cullResults, Camera camera, FilteringSettings filterSettings, SortingCriteria sortFlags)
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{
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// TODO: When importing project, AssetPreviewUpdater::CreatePreviewForAsset will be called multiple times.
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// This might be in a point that some resources required for the pipeline are not finished importing yet.
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// Proper fix is to add a fence on asset import.
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if (errorMaterial == null)
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return;
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SortingSettings sortingSettings = new SortingSettings(camera) { criteria = sortFlags };
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DrawingSettings errorSettings = new DrawingSettings(m_LegacyShaderPassNames[0], sortingSettings)
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{
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perObjectData = PerObjectData.None,
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overrideMaterial = errorMaterial,
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overrideMaterialPassIndex = 0
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};
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for (int i = 1; i < m_LegacyShaderPassNames.Count; ++i)
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errorSettings.SetShaderPassName(i, m_LegacyShaderPassNames[i]);
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context.DrawRenderers(cullResults, ref errorSettings, ref filterSettings);
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}
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// Caches render texture format support. SystemInfo.SupportsRenderTextureFormat and IsFormatSupported allocate memory due to boxing.
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static Dictionary<RenderTextureFormat, bool> m_RenderTextureFormatSupport = new Dictionary<RenderTextureFormat, bool>();
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static Dictionary<GraphicsFormat, Dictionary<FormatUsage, bool>> m_GraphicsFormatSupport = new Dictionary<GraphicsFormat, Dictionary<FormatUsage, bool>>();
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internal static void ClearSystemInfoCache()
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{
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m_RenderTextureFormatSupport.Clear();
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m_GraphicsFormatSupport.Clear();
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}
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/// <summary>
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/// Checks if a render texture format is supported by the run-time system.
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/// Similar to <see cref="SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat)"/>, but doesn't allocate memory.
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/// </summary>
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/// <param name="format">The format to look up.</param>
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/// <returns>Returns true if the graphics card supports the given <c>RenderTextureFormat</c></returns>
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public static bool SupportsRenderTextureFormat(RenderTextureFormat format)
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{
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if (!m_RenderTextureFormatSupport.TryGetValue(format, out var support))
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{
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support = SystemInfo.SupportsRenderTextureFormat(format);
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m_RenderTextureFormatSupport.Add(format, support);
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}
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return support;
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}
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/// <summary>
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/// Checks if a texture format is supported by the run-time system.
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/// Similar to <see cref="SystemInfo.IsFormatSupported"/>, but doesn't allocate memory.
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/// </summary>
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/// <param name="format">The format to look up.</param>
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/// <param name="usage">The format usage to look up.</param>
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/// <returns>Returns true if the graphics card supports the given <c>GraphicsFormat</c></returns>
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public static bool SupportsGraphicsFormat(GraphicsFormat format, FormatUsage usage)
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{
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bool support = false;
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if (!m_GraphicsFormatSupport.TryGetValue(format, out var uses))
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{
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uses = new Dictionary<FormatUsage, bool>();
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support = SystemInfo.IsFormatSupported(format, usage);
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uses.Add(usage, support);
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m_GraphicsFormatSupport.Add(format, uses);
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}
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else
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{
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if (!uses.TryGetValue(usage, out support))
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{
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support = SystemInfo.IsFormatSupported(format, usage);
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uses.Add(usage, support);
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}
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}
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return support;
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}
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/// <summary>
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/// Return the last colorBuffer index actually referring to an existing RenderTarget
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/// </summary>
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/// <param name="colorBuffers"></param>
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/// <returns></returns>
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internal static int GetLastValidColorBufferIndex(RenderTargetIdentifier[] colorBuffers)
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{
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int i = colorBuffers.Length - 1;
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for (; i >= 0; --i)
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{
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if (colorBuffers[i] != 0)
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break;
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}
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return i;
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}
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/// <summary>
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/// Return the number of items in colorBuffers actually referring to an existing RenderTarget
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/// </summary>
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/// <param name="colorBuffers"></param>
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/// <returns></returns>
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internal static uint GetValidColorBufferCount(RenderTargetIdentifier[] colorBuffers)
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{
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uint nonNullColorBuffers = 0;
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if (colorBuffers != null)
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{
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foreach (var identifier in colorBuffers)
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{
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if (identifier != 0)
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++nonNullColorBuffers;
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}
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}
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return nonNullColorBuffers;
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}
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/// <summary>
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/// Return true if colorBuffers is an actual MRT setup
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/// </summary>
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/// <param name="colorBuffers"></param>
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/// <returns></returns>
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internal static bool IsMRT(RenderTargetIdentifier[] colorBuffers)
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{
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return GetValidColorBufferCount(colorBuffers) > 1;
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}
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/// <summary>
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/// Return true if value can be found in source (without recurring to Linq)
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/// </summary>
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/// <param name="source"></param>
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/// <param name="value"></param>
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/// <returns></returns>
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internal static bool Contains(RenderTargetIdentifier[] source, RenderTargetIdentifier value)
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{
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foreach (var identifier in source)
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{
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if (identifier == value)
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return true;
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}
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return false;
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}
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/// <summary>
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/// Return the index where value was found source. Otherwise, return -1. (without recurring to Linq)
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/// </summary>
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/// <param name="source"></param>
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/// <param name="value"></param>
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/// <returns></returns>
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internal static int IndexOf(RenderTargetIdentifier[] source, RenderTargetIdentifier value)
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{
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for (int i = 0; i < source.Length; ++i)
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{
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if (source[i] == value)
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return i;
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}
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return -1;
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}
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/// <summary>
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/// Return the number of RenderTargetIdentifiers in "source" that are valid (not 0) and different from "value" (without recurring to Linq)
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/// </summary>
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/// <param name="source"></param>
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/// <param name="value"></param>
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/// <returns></returns>
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internal static uint CountDistinct(RenderTargetIdentifier[] source, RenderTargetIdentifier value)
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{
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uint count = 0;
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for (int i = 0; i < source.Length; ++i)
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{
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if (source[i] != value && source[i] != 0)
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++count;
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}
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return count;
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}
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/// <summary>
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/// Return the index of last valid (i.e different from 0) RenderTargetIdentifiers in "source" (without recurring to Linq)
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/// </summary>
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/// <param name="source"></param>
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/// <returns></returns>
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internal static int LastValid(RenderTargetIdentifier[] source)
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{
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for (int i = source.Length - 1; i >= 0; --i)
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{
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if (source[i] != 0)
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return i;
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}
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return -1;
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}
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/// <summary>
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/// Return true if ClearFlag a contains ClearFlag b
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/// </summary>
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/// <param name="a"></param>
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/// <param name="b"></param>
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/// <returns></returns>
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internal static bool Contains(ClearFlag a, ClearFlag b)
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{
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return (a & b) == b;
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}
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/// <summary>
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/// Return true if "left" and "right" are the same (without recurring to Linq)
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/// </summary>
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/// <param name="left"></param>
|
|
/// <param name="right"></param>
|
|
/// <returns></returns>
|
|
internal static bool SequenceEqual(RenderTargetIdentifier[] left, RenderTargetIdentifier[] right)
|
|
{
|
|
if (left.Length != right.Length)
|
|
return false;
|
|
|
|
for (int i = 0; i < left.Length; ++i)
|
|
if (left[i] != right[i])
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
}
|
|
}
|