b486678290
Library -Artifacts
129 lines
5.9 KiB
C#
129 lines
5.9 KiB
C#
namespace UnityEngine.Rendering.Universal.Internal
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{
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/// <summary>
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/// Copy the given color target to the current camera target
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///
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/// You can use this pass to copy the result of rendering to
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/// the camera target. The pass takes the screen viewport into
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/// consideration.
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/// </summary>
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public class FinalBlitPass : ScriptableRenderPass
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{
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RenderTargetIdentifier m_Source;
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Material m_BlitMaterial;
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public FinalBlitPass(RenderPassEvent evt, Material blitMaterial)
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{
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base.profilingSampler = new ProfilingSampler(nameof(FinalBlitPass));
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base.useNativeRenderPass = false;
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m_BlitMaterial = blitMaterial;
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renderPassEvent = evt;
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}
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/// <summary>
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/// Configure the pass
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/// </summary>
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/// <param name="baseDescriptor"></param>
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/// <param name="colorHandle"></param>
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public void Setup(RenderTextureDescriptor baseDescriptor, RenderTargetHandle colorHandle)
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{
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m_Source = colorHandle.id;
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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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if (m_BlitMaterial == null)
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{
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Debug.LogErrorFormat("Missing {0}. {1} render pass will not execute. Check for missing reference in the renderer resources.", m_BlitMaterial, GetType().Name);
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return;
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}
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// Note: We need to get the cameraData.targetTexture as this will get the targetTexture of the camera stack.
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// Overlay cameras need to output to the target described in the base camera while doing camera stack.
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ref CameraData cameraData = ref renderingData.cameraData;
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RenderTargetIdentifier cameraTarget = (cameraData.targetTexture != null) ? new RenderTargetIdentifier(cameraData.targetTexture) : BuiltinRenderTextureType.CameraTarget;
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bool isSceneViewCamera = cameraData.isSceneViewCamera;
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CommandBuffer cmd = CommandBufferPool.Get();
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if (m_Source == cameraData.renderer.GetCameraColorFrontBuffer(cmd))
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{
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m_Source = renderingData.cameraData.renderer.cameraColorTarget;
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}
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using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.FinalBlit)))
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{
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GetActiveDebugHandler(renderingData)?.UpdateShaderGlobalPropertiesForFinalValidationPass(cmd, ref cameraData, true);
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CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.LinearToSRGBConversion,
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cameraData.requireSrgbConversion);
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cmd.SetGlobalTexture(ShaderPropertyId.sourceTex, m_Source);
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#if ENABLE_VR && ENABLE_XR_MODULE
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if (cameraData.xr.enabled)
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{
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int depthSlice = cameraData.xr.singlePassEnabled ? -1 : cameraData.xr.GetTextureArraySlice();
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cameraTarget =
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new RenderTargetIdentifier(cameraData.xr.renderTarget, 0, CubemapFace.Unknown, depthSlice);
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CoreUtils.SetRenderTarget(
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cmd,
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cameraTarget,
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RenderBufferLoadAction.Load,
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RenderBufferStoreAction.Store,
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ClearFlag.None,
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Color.black);
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cmd.SetViewport(cameraData.pixelRect);
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// We y-flip if
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// 1) we are bliting from render texture to back buffer(UV starts at bottom) and
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// 2) renderTexture starts UV at top
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bool yflip = !cameraData.xr.renderTargetIsRenderTexture && SystemInfo.graphicsUVStartsAtTop;
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Vector4 scaleBias = yflip ? new Vector4(1, -1, 0, 1) : new Vector4(1, 1, 0, 0);
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cmd.SetGlobalVector(ShaderPropertyId.scaleBias, scaleBias);
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cmd.DrawProcedural(Matrix4x4.identity, m_BlitMaterial, 0, MeshTopology.Quads, 4);
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}
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else
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#endif
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if (isSceneViewCamera || cameraData.isDefaultViewport)
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{
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// This set render target is necessary so we change the LOAD state to DontCare.
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cmd.SetRenderTarget(BuiltinRenderTextureType.CameraTarget,
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RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, // color
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RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare); // depth
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cmd.Blit(m_Source, cameraTarget, m_BlitMaterial);
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cameraData.renderer.ConfigureCameraTarget(cameraTarget, cameraTarget);
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}
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else
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{
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// TODO: Final blit pass should always blit to backbuffer. The first time we do we don't need to Load contents to tile.
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// We need to keep in the pipeline of first render pass to each render target to properly set load/store actions.
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// meanwhile we set to load so split screen case works.
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CoreUtils.SetRenderTarget(
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cmd,
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cameraTarget,
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RenderBufferLoadAction.Load,
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RenderBufferStoreAction.Store,
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ClearFlag.None,
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Color.black);
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Camera camera = cameraData.camera;
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cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity);
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cmd.SetViewport(cameraData.pixelRect);
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cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, m_BlitMaterial);
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cmd.SetViewProjectionMatrices(camera.worldToCameraMatrix, camera.projectionMatrix);
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cameraData.renderer.ConfigureCameraTarget(cameraTarget, cameraTarget);
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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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