191 lines
8.6 KiB
C#
191 lines
8.6 KiB
C#
|
using System.Collections.Generic;
|
||
|
using UnityEngine.Experimental.Rendering;
|
||
|
using UnityEngine.Rendering.Universal.Internal;
|
||
|
|
||
|
namespace UnityEngine.Rendering.Universal
|
||
|
{
|
||
|
internal class DecalDrawDBufferSystem : DecalDrawSystem
|
||
|
{
|
||
|
public DecalDrawDBufferSystem(DecalEntityManager entityManager) : base("DecalDrawIntoDBufferSystem.Execute", entityManager) { }
|
||
|
protected override int GetPassIndex(DecalCachedChunk decalCachedChunk) => decalCachedChunk.passIndexDBuffer;
|
||
|
}
|
||
|
|
||
|
internal class DBufferRenderPass : ScriptableRenderPass
|
||
|
{
|
||
|
private static string[] s_DBufferNames = { "_DBufferTexture0", "_DBufferTexture1", "_DBufferTexture2", "_DBufferTexture3" };
|
||
|
private static string s_DBufferDepthName = "DBufferDepth";
|
||
|
|
||
|
private DecalDrawDBufferSystem m_DrawSystem;
|
||
|
private DBufferSettings m_Settings;
|
||
|
private Material m_DBufferClear;
|
||
|
|
||
|
private FilteringSettings m_FilteringSettings;
|
||
|
private List<ShaderTagId> m_ShaderTagIdList;
|
||
|
private int m_DBufferCount;
|
||
|
private ProfilingSampler m_ProfilingSampler;
|
||
|
|
||
|
internal DeferredLights deferredLights { get; set; }
|
||
|
private bool isDeferred => deferredLights != null;
|
||
|
internal RenderTargetIdentifier[] dBufferColorIndentifiers { get; private set; }
|
||
|
internal RenderTargetIdentifier dBufferDepthIndentifier { get; private set; }
|
||
|
internal RenderTargetIdentifier cameraDepthTextureIndentifier { get; private set; }
|
||
|
internal RenderTargetIdentifier cameraDepthAttachmentIndentifier { get; private set; }
|
||
|
|
||
|
public DBufferRenderPass(Material dBufferClear, DBufferSettings settings, DecalDrawDBufferSystem drawSystem)
|
||
|
{
|
||
|
renderPassEvent = RenderPassEvent.AfterRenderingPrePasses + 1;
|
||
|
ConfigureInput(ScriptableRenderPassInput.Normal); // Require depth
|
||
|
|
||
|
m_DrawSystem = drawSystem;
|
||
|
m_Settings = settings;
|
||
|
m_DBufferClear = dBufferClear;
|
||
|
m_ProfilingSampler = new ProfilingSampler("DBuffer Render");
|
||
|
m_FilteringSettings = new FilteringSettings(RenderQueueRange.opaque, -1);
|
||
|
|
||
|
m_ShaderTagIdList = new List<ShaderTagId>();
|
||
|
m_ShaderTagIdList.Add(new ShaderTagId(DecalShaderPassNames.DBufferMesh));
|
||
|
|
||
|
int dBufferCount = (int)settings.surfaceData + 1;
|
||
|
dBufferColorIndentifiers = new RenderTargetIdentifier[dBufferCount];
|
||
|
for (int dbufferIndex = 0; dbufferIndex < dBufferCount; ++dbufferIndex)
|
||
|
dBufferColorIndentifiers[dbufferIndex] = new RenderTargetIdentifier(s_DBufferNames[dbufferIndex]);
|
||
|
m_DBufferCount = dBufferCount;
|
||
|
|
||
|
dBufferDepthIndentifier = new RenderTargetIdentifier(s_DBufferDepthName);
|
||
|
cameraDepthTextureIndentifier = new RenderTargetIdentifier("_CameraDepthTexture");
|
||
|
cameraDepthAttachmentIndentifier = new RenderTargetIdentifier("_CameraDepthAttachment");
|
||
|
}
|
||
|
|
||
|
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
|
||
|
{
|
||
|
// base
|
||
|
{
|
||
|
var desc = renderingData.cameraData.cameraTargetDescriptor;
|
||
|
desc.graphicsFormat = QualitySettings.activeColorSpace == ColorSpace.Linear ? GraphicsFormat.R8G8B8A8_SRGB : GraphicsFormat.R8G8B8A8_UNorm;
|
||
|
desc.depthBufferBits = 0;
|
||
|
desc.msaaSamples = 1;
|
||
|
|
||
|
cmd.GetTemporaryRT(Shader.PropertyToID(s_DBufferNames[0]), desc);
|
||
|
}
|
||
|
|
||
|
if (m_Settings.surfaceData == DecalSurfaceData.AlbedoNormal || m_Settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS)
|
||
|
{
|
||
|
var desc = renderingData.cameraData.cameraTargetDescriptor;
|
||
|
desc.graphicsFormat = GraphicsFormat.R8G8B8A8_UNorm;
|
||
|
desc.depthBufferBits = 0;
|
||
|
desc.msaaSamples = 1;
|
||
|
|
||
|
cmd.GetTemporaryRT(Shader.PropertyToID(s_DBufferNames[1]), desc);
|
||
|
}
|
||
|
|
||
|
if (m_Settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS)
|
||
|
{
|
||
|
var desc = renderingData.cameraData.cameraTargetDescriptor;
|
||
|
desc.graphicsFormat = GraphicsFormat.R8G8B8A8_UNorm;
|
||
|
desc.depthBufferBits = 0;
|
||
|
desc.msaaSamples = 1;
|
||
|
|
||
|
cmd.GetTemporaryRT(Shader.PropertyToID(s_DBufferNames[2]), desc);
|
||
|
}
|
||
|
|
||
|
// depth
|
||
|
RenderTargetIdentifier depthIdentifier;
|
||
|
if (!isDeferred)
|
||
|
{
|
||
|
var depthDesc = renderingData.cameraData.cameraTargetDescriptor;
|
||
|
depthDesc.graphicsFormat = GraphicsFormat.None; //Depth only rendering
|
||
|
depthDesc.depthStencilFormat = renderingData.cameraData.cameraTargetDescriptor.depthStencilFormat;
|
||
|
depthDesc.msaaSamples = 1;
|
||
|
|
||
|
cmd.GetTemporaryRT(Shader.PropertyToID(s_DBufferDepthName), depthDesc);
|
||
|
depthIdentifier = dBufferDepthIndentifier;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
depthIdentifier = deferredLights.DepthAttachmentIdentifier;
|
||
|
}
|
||
|
|
||
|
ConfigureTarget(dBufferColorIndentifiers, depthIdentifier);
|
||
|
}
|
||
|
|
||
|
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
|
||
|
{
|
||
|
SortingCriteria sortingCriteria = renderingData.cameraData.defaultOpaqueSortFlags;
|
||
|
DrawingSettings drawingSettings = CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortingCriteria);
|
||
|
|
||
|
CommandBuffer cmd = CommandBufferPool.Get();
|
||
|
using (new ProfilingScope(cmd, m_ProfilingSampler))
|
||
|
{
|
||
|
context.ExecuteCommandBuffer(cmd);
|
||
|
cmd.Clear();
|
||
|
|
||
|
if (isDeferred)
|
||
|
{
|
||
|
cmd.SetGlobalTexture("_CameraNormalsTexture", deferredLights.GbufferAttachmentIdentifiers[deferredLights.GBufferNormalSmoothnessIndex]);
|
||
|
}
|
||
|
|
||
|
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DBufferMRT1, m_Settings.surfaceData == DecalSurfaceData.Albedo);
|
||
|
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DBufferMRT2, m_Settings.surfaceData == DecalSurfaceData.AlbedoNormal);
|
||
|
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DBufferMRT3, m_Settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS);
|
||
|
|
||
|
// TODO: This should be replace with mrt clear once we support it
|
||
|
// Clear render targets
|
||
|
ClearDBuffers(cmd, renderingData.cameraData);
|
||
|
|
||
|
// Split here allows clear to be executed before DrawRenderers
|
||
|
context.ExecuteCommandBuffer(cmd);
|
||
|
cmd.Clear();
|
||
|
|
||
|
m_DrawSystem.Execute(cmd);
|
||
|
|
||
|
context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref m_FilteringSettings);
|
||
|
}
|
||
|
context.ExecuteCommandBuffer(cmd);
|
||
|
CommandBufferPool.Release(cmd);
|
||
|
}
|
||
|
|
||
|
private void ClearDBuffers(CommandBuffer cmd, in CameraData cameraData)
|
||
|
{
|
||
|
// for alpha compositing, color is cleared to 0, alpha to 1
|
||
|
// https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch23.html
|
||
|
var clearSampleName = "Clear";
|
||
|
cmd.BeginSample(clearSampleName);
|
||
|
|
||
|
Vector4 scaleBias = new Vector4(1, 1, 0, 0);
|
||
|
cmd.SetGlobalVector(ShaderPropertyId.scaleBias, scaleBias);
|
||
|
if (cameraData.xr.enabled)
|
||
|
{
|
||
|
cmd.DrawProcedural(Matrix4x4.identity, m_DBufferClear, 0, MeshTopology.Quads, 4, 1, null);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity); // Prepare for manual blit
|
||
|
cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, m_DBufferClear, 0, 0);
|
||
|
cmd.SetViewProjectionMatrices(cameraData.camera.worldToCameraMatrix, cameraData.camera.projectionMatrix);
|
||
|
}
|
||
|
|
||
|
cmd.EndSample(clearSampleName);
|
||
|
}
|
||
|
|
||
|
public override void OnCameraCleanup(CommandBuffer cmd)
|
||
|
{
|
||
|
if (cmd == null)
|
||
|
{
|
||
|
throw new System.ArgumentNullException("cmd");
|
||
|
}
|
||
|
|
||
|
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DBufferMRT1, false);
|
||
|
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DBufferMRT2, false);
|
||
|
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DBufferMRT3, false);
|
||
|
|
||
|
for (int dbufferIndex = 0; dbufferIndex < m_DBufferCount; ++dbufferIndex)
|
||
|
{
|
||
|
cmd.ReleaseTemporaryRT(Shader.PropertyToID(s_DBufferNames[dbufferIndex]));
|
||
|
}
|
||
|
|
||
|
if (!isDeferred)
|
||
|
cmd.ReleaseTemporaryRT(Shader.PropertyToID(s_DBufferDepthName));
|
||
|
}
|
||
|
}
|
||
|
}
|