442 lines
22 KiB
C#
442 lines
22 KiB
C#
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using System;
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#if UNITY_EDITOR
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using ShaderKeywordFilter = UnityEditor.ShaderKeywordFilter;
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#endif
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namespace UnityEngine.Rendering.Universal
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{
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[Serializable]
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internal class ScreenSpaceAmbientOcclusionSettings
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{
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// Parameters
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[SerializeField] internal bool Downsample = false;
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#if UNITY_EDITOR
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// AfterOpaque requires also the "off variant" to be included
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[ShaderKeywordFilter.SelectIf(true, overridePriority: true, keywordNames: new string[] {"", ShaderKeywordStrings.ScreenSpaceOcclusion})]
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#endif
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[SerializeField] internal bool AfterOpaque = false;
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[SerializeField] internal DepthSource Source = DepthSource.DepthNormals;
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[SerializeField] internal NormalQuality NormalSamples = NormalQuality.Medium;
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[SerializeField] internal float Intensity = 3.0f;
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[SerializeField] internal float DirectLightingStrength = 0.25f;
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[SerializeField] internal float Radius = 0.035f;
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[SerializeField] internal int SampleCount = 4;
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// Enums
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internal enum DepthSource
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{
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Depth = 0,
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DepthNormals = 1
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}
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internal enum NormalQuality
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{
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Low,
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Medium,
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High
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}
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}
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[DisallowMultipleRendererFeature]
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[Tooltip("The Ambient Occlusion effect darkens creases, holes, intersections and surfaces that are close to each other.")]
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internal class ScreenSpaceAmbientOcclusion : ScriptableRendererFeature
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{
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#if UNITY_EDITOR
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[ShaderKeywordFilter.SelectIf(true, overridePriority: true, keywordNames: ShaderKeywordStrings.ScreenSpaceOcclusion)]
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private const bool k_RequiresScreenSpaceOcclusion = true;
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#endif
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// Serialized Fields
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[SerializeField, HideInInspector] private Shader m_Shader = null;
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[SerializeField] private ScreenSpaceAmbientOcclusionSettings m_Settings = new ScreenSpaceAmbientOcclusionSettings();
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// Private Fields
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private Material m_Material;
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private ScreenSpaceAmbientOcclusionPass m_SSAOPass = null;
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// Constants
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private const string k_ShaderName = "Hidden/Universal Render Pipeline/ScreenSpaceAmbientOcclusion";
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private const string k_OrthographicCameraKeyword = "_ORTHOGRAPHIC";
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private const string k_NormalReconstructionLowKeyword = "_RECONSTRUCT_NORMAL_LOW";
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private const string k_NormalReconstructionMediumKeyword = "_RECONSTRUCT_NORMAL_MEDIUM";
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private const string k_NormalReconstructionHighKeyword = "_RECONSTRUCT_NORMAL_HIGH";
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private const string k_SourceDepthKeyword = "_SOURCE_DEPTH";
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private const string k_SourceDepthNormalsKeyword = "_SOURCE_DEPTH_NORMALS";
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internal bool afterOpaque => m_Settings.AfterOpaque;
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/// <inheritdoc/>
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public override void Create()
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{
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// Create the pass...
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if (m_SSAOPass == null)
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{
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m_SSAOPass = new ScreenSpaceAmbientOcclusionPass();
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}
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GetMaterial();
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}
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/// <inheritdoc/>
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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if (!GetMaterial())
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{
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Debug.LogErrorFormat(
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"{0}.AddRenderPasses(): Missing material. {1} render pass will not be added. Check for missing reference in the renderer resources.",
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GetType().Name, name);
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return;
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}
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bool shouldAdd = m_SSAOPass.Setup(m_Settings, renderer, m_Material);
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if (shouldAdd)
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{
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renderer.EnqueuePass(m_SSAOPass);
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}
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}
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/// <inheritdoc/>
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protected override void Dispose(bool disposing)
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{
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CoreUtils.Destroy(m_Material);
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}
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private bool GetMaterial()
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{
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if (m_Material != null)
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{
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return true;
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}
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if (m_Shader == null)
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{
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m_Shader = Shader.Find(k_ShaderName);
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if (m_Shader == null)
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{
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return false;
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}
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}
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m_Material = CoreUtils.CreateEngineMaterial(m_Shader);
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return m_Material != null;
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}
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// The SSAO Pass
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private class ScreenSpaceAmbientOcclusionPass : ScriptableRenderPass
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{
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// Properties
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private bool isRendererDeferred => m_Renderer != null && m_Renderer is UniversalRenderer && ((UniversalRenderer)m_Renderer).renderingMode == RenderingMode.Deferred;
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// Private Variables
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private bool m_SupportsR8RenderTextureFormat = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.R8);
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private Material m_Material;
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private Vector4[] m_CameraTopLeftCorner = new Vector4[2];
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private Vector4[] m_CameraXExtent = new Vector4[2];
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private Vector4[] m_CameraYExtent = new Vector4[2];
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private Vector4[] m_CameraZExtent = new Vector4[2];
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private Matrix4x4[] m_CameraViewProjections = new Matrix4x4[2];
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private ProfilingSampler m_ProfilingSampler = ProfilingSampler.Get(URPProfileId.SSAO);
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private ScriptableRenderer m_Renderer = null;
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private RenderTargetIdentifier m_SSAOTexture1Target = new RenderTargetIdentifier(s_SSAOTexture1ID, 0, CubemapFace.Unknown, -1);
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private RenderTargetIdentifier m_SSAOTexture2Target = new RenderTargetIdentifier(s_SSAOTexture2ID, 0, CubemapFace.Unknown, -1);
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private RenderTargetIdentifier m_SSAOTexture3Target = new RenderTargetIdentifier(s_SSAOTexture3ID, 0, CubemapFace.Unknown, -1);
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private RenderTargetIdentifier m_SSAOTextureFinalTarget = new RenderTargetIdentifier(s_SSAOTextureFinalID, 0, CubemapFace.Unknown, -1);
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private RenderTextureDescriptor m_AOPassDescriptor;
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private RenderTextureDescriptor m_BlurPassesDescriptor;
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private RenderTextureDescriptor m_FinalDescriptor;
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private ScreenSpaceAmbientOcclusionSettings m_CurrentSettings;
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// Constants
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private const string k_SSAOTextureName = "_ScreenSpaceOcclusionTexture";
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private const string k_SSAOAmbientOcclusionParamName = "_AmbientOcclusionParam";
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// Statics
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private static readonly int s_BaseMapID = Shader.PropertyToID("_BaseMap");
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private static readonly int s_SSAOParamsID = Shader.PropertyToID("_SSAOParams");
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private static readonly int s_SSAOTexture1ID = Shader.PropertyToID("_SSAO_OcclusionTexture1");
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private static readonly int s_SSAOTexture2ID = Shader.PropertyToID("_SSAO_OcclusionTexture2");
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private static readonly int s_SSAOTexture3ID = Shader.PropertyToID("_SSAO_OcclusionTexture3");
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private static readonly int s_SSAOTextureFinalID = Shader.PropertyToID("_SSAO_OcclusionTexture");
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private static readonly int s_CameraViewXExtentID = Shader.PropertyToID("_CameraViewXExtent");
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private static readonly int s_CameraViewYExtentID = Shader.PropertyToID("_CameraViewYExtent");
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private static readonly int s_CameraViewZExtentID = Shader.PropertyToID("_CameraViewZExtent");
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private static readonly int s_ProjectionParams2ID = Shader.PropertyToID("_ProjectionParams2");
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private static readonly int s_CameraViewProjectionsID = Shader.PropertyToID("_CameraViewProjections");
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private static readonly int s_CameraViewTopLeftCornerID = Shader.PropertyToID("_CameraViewTopLeftCorner");
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private enum ShaderPasses
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{
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AO = 0,
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BlurHorizontal = 1,
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BlurVertical = 2,
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BlurFinal = 3,
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AfterOpaque = 4
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}
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internal ScreenSpaceAmbientOcclusionPass()
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{
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m_CurrentSettings = new ScreenSpaceAmbientOcclusionSettings();
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}
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internal bool Setup(ScreenSpaceAmbientOcclusionSettings featureSettings, ScriptableRenderer renderer, Material material)
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{
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m_Material = material;
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m_Renderer = renderer;
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m_CurrentSettings = featureSettings;
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ScreenSpaceAmbientOcclusionSettings.DepthSource source;
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if (isRendererDeferred)
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{
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renderPassEvent = featureSettings.AfterOpaque ? RenderPassEvent.AfterRenderingOpaques : RenderPassEvent.AfterRenderingGbuffer;
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source = ScreenSpaceAmbientOcclusionSettings.DepthSource.DepthNormals;
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}
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else
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{
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// Rendering after PrePasses is usually correct except when depth priming is in play:
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// then we rely on a depth resolve taking place after the PrePasses in order to have it ready for SSAO.
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// Hence we set the event to RenderPassEvent.AfterRenderingPrePasses + 1 at the earliest.
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renderPassEvent = featureSettings.AfterOpaque ? RenderPassEvent.AfterRenderingOpaques : RenderPassEvent.AfterRenderingPrePasses + 1;
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source = m_CurrentSettings.Source;
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}
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switch (source)
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{
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case ScreenSpaceAmbientOcclusionSettings.DepthSource.Depth:
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ConfigureInput(ScriptableRenderPassInput.Depth);
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break;
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case ScreenSpaceAmbientOcclusionSettings.DepthSource.DepthNormals:
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ConfigureInput(ScriptableRenderPassInput.Normal);// need depthNormal prepass for forward-only geometry
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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return m_Material != null
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&& m_CurrentSettings.Intensity > 0.0f
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&& m_CurrentSettings.Radius > 0.0f
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&& m_CurrentSettings.SampleCount > 0;
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}
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/// <inheritdoc/>
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public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
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{
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RenderTextureDescriptor cameraTargetDescriptor = renderingData.cameraData.cameraTargetDescriptor;
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int downsampleDivider = m_CurrentSettings.Downsample ? 2 : 1;
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// Update SSAO parameters in the material
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Vector4 ssaoParams = new Vector4(
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m_CurrentSettings.Intensity, // Intensity
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m_CurrentSettings.Radius, // Radius
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1.0f / downsampleDivider, // Downsampling
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m_CurrentSettings.SampleCount // Sample count
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);
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m_Material.SetVector(s_SSAOParamsID, ssaoParams);
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#if ENABLE_VR && ENABLE_XR_MODULE
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int eyeCount = renderingData.cameraData.xr.enabled && renderingData.cameraData.xr.singlePassEnabled ? 2 : 1;
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#else
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int eyeCount = 1;
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#endif
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for (int eyeIndex = 0; eyeIndex < eyeCount; eyeIndex++)
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{
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Matrix4x4 view = renderingData.cameraData.GetViewMatrix(eyeIndex);
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Matrix4x4 proj = renderingData.cameraData.GetProjectionMatrix(eyeIndex);
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m_CameraViewProjections[eyeIndex] = proj * view;
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// camera view space without translation, used by SSAO.hlsl ReconstructViewPos() to calculate view vector.
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Matrix4x4 cview = view;
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cview.SetColumn(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f));
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Matrix4x4 cviewProj = proj * cview;
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Matrix4x4 cviewProjInv = cviewProj.inverse;
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Vector4 topLeftCorner = cviewProjInv.MultiplyPoint(new Vector4(-1, 1, -1, 1));
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Vector4 topRightCorner = cviewProjInv.MultiplyPoint(new Vector4(1, 1, -1, 1));
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Vector4 bottomLeftCorner = cviewProjInv.MultiplyPoint(new Vector4(-1, -1, -1, 1));
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Vector4 farCentre = cviewProjInv.MultiplyPoint(new Vector4(0, 0, 1, 1));
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m_CameraTopLeftCorner[eyeIndex] = topLeftCorner;
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m_CameraXExtent[eyeIndex] = topRightCorner - topLeftCorner;
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m_CameraYExtent[eyeIndex] = bottomLeftCorner - topLeftCorner;
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m_CameraZExtent[eyeIndex] = farCentre;
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}
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m_Material.SetVector(s_ProjectionParams2ID, new Vector4(1.0f / renderingData.cameraData.camera.nearClipPlane, 0.0f, 0.0f, 0.0f));
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m_Material.SetMatrixArray(s_CameraViewProjectionsID, m_CameraViewProjections);
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m_Material.SetVectorArray(s_CameraViewTopLeftCornerID, m_CameraTopLeftCorner);
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m_Material.SetVectorArray(s_CameraViewXExtentID, m_CameraXExtent);
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m_Material.SetVectorArray(s_CameraViewYExtentID, m_CameraYExtent);
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m_Material.SetVectorArray(s_CameraViewZExtentID, m_CameraZExtent);
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// Update keywords
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CoreUtils.SetKeyword(m_Material, k_OrthographicCameraKeyword, renderingData.cameraData.camera.orthographic);
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ScreenSpaceAmbientOcclusionSettings.DepthSource source = this.isRendererDeferred
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? ScreenSpaceAmbientOcclusionSettings.DepthSource.DepthNormals
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: m_CurrentSettings.Source;
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if (source == ScreenSpaceAmbientOcclusionSettings.DepthSource.Depth)
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{
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switch (m_CurrentSettings.NormalSamples)
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{
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case ScreenSpaceAmbientOcclusionSettings.NormalQuality.Low:
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CoreUtils.SetKeyword(m_Material, k_NormalReconstructionLowKeyword, true);
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CoreUtils.SetKeyword(m_Material, k_NormalReconstructionMediumKeyword, false);
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CoreUtils.SetKeyword(m_Material, k_NormalReconstructionHighKeyword, false);
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break;
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case ScreenSpaceAmbientOcclusionSettings.NormalQuality.Medium:
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CoreUtils.SetKeyword(m_Material, k_NormalReconstructionLowKeyword, false);
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CoreUtils.SetKeyword(m_Material, k_NormalReconstructionMediumKeyword, true);
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CoreUtils.SetKeyword(m_Material, k_NormalReconstructionHighKeyword, false);
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break;
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case ScreenSpaceAmbientOcclusionSettings.NormalQuality.High:
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CoreUtils.SetKeyword(m_Material, k_NormalReconstructionLowKeyword, false);
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CoreUtils.SetKeyword(m_Material, k_NormalReconstructionMediumKeyword, false);
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CoreUtils.SetKeyword(m_Material, k_NormalReconstructionHighKeyword, true);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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switch (source)
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{
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case ScreenSpaceAmbientOcclusionSettings.DepthSource.DepthNormals:
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CoreUtils.SetKeyword(m_Material, k_SourceDepthKeyword, false);
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CoreUtils.SetKeyword(m_Material, k_SourceDepthNormalsKeyword, true);
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break;
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default:
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CoreUtils.SetKeyword(m_Material, k_SourceDepthKeyword, true);
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CoreUtils.SetKeyword(m_Material, k_SourceDepthNormalsKeyword, false);
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break;
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}
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// Set up the descriptors
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RenderTextureDescriptor descriptor = cameraTargetDescriptor;
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descriptor.msaaSamples = 1;
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descriptor.depthBufferBits = 0;
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m_AOPassDescriptor = descriptor;
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m_AOPassDescriptor.width /= downsampleDivider;
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m_AOPassDescriptor.height /= downsampleDivider;
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m_AOPassDescriptor.colorFormat = RenderTextureFormat.ARGB32;
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m_BlurPassesDescriptor = descriptor;
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m_BlurPassesDescriptor.colorFormat = RenderTextureFormat.ARGB32;
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m_FinalDescriptor = descriptor;
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m_FinalDescriptor.colorFormat = m_SupportsR8RenderTextureFormat ? RenderTextureFormat.R8 : RenderTextureFormat.ARGB32;
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// Get temporary render textures
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cmd.GetTemporaryRT(s_SSAOTexture1ID, m_AOPassDescriptor, FilterMode.Bilinear);
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cmd.GetTemporaryRT(s_SSAOTexture2ID, m_BlurPassesDescriptor, FilterMode.Bilinear);
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cmd.GetTemporaryRT(s_SSAOTexture3ID, m_BlurPassesDescriptor, FilterMode.Bilinear);
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cmd.GetTemporaryRT(s_SSAOTextureFinalID, m_FinalDescriptor, FilterMode.Bilinear);
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// Configure targets and clear color
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ConfigureTarget(m_CurrentSettings.AfterOpaque ? m_Renderer.cameraColorTarget : s_SSAOTexture2ID);
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ConfigureClear(ClearFlag.None, Color.white);
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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_Material == null)
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{
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Debug.LogErrorFormat("{0}.Execute(): Missing material. ScreenSpaceAmbientOcclusion pass will not execute. Check for missing reference in the renderer resources.", GetType().Name);
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return;
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}
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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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if (!m_CurrentSettings.AfterOpaque)
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{
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CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.ScreenSpaceOcclusion, true);
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}
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PostProcessUtils.SetSourceSize(cmd, m_AOPassDescriptor);
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Vector4 scaleBiasRt = new Vector4(-1, 1.0f, -1.0f, 1.0f);
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cmd.SetGlobalVector(Shader.PropertyToID("_ScaleBiasRt"), scaleBiasRt);
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// Execute the SSAO
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Render(cmd, m_SSAOTexture1Target, ShaderPasses.AO);
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// Execute the Blur Passes
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RenderAndSetBaseMap(cmd, m_SSAOTexture1Target, m_SSAOTexture2Target, ShaderPasses.BlurHorizontal);
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PostProcessUtils.SetSourceSize(cmd, m_BlurPassesDescriptor);
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RenderAndSetBaseMap(cmd, m_SSAOTexture2Target, m_SSAOTexture3Target, ShaderPasses.BlurVertical);
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RenderAndSetBaseMap(cmd, m_SSAOTexture3Target, m_SSAOTextureFinalTarget, ShaderPasses.BlurFinal);
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// Set the global SSAO texture and AO Params
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cmd.SetGlobalTexture(k_SSAOTextureName, m_SSAOTextureFinalTarget);
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cmd.SetGlobalVector(k_SSAOAmbientOcclusionParamName, new Vector4(0f, 0f, 0f, m_CurrentSettings.DirectLightingStrength));
|
||
|
|
||
|
// If true, SSAO pass is inserted after opaque pass and is expected to modulate lighting result now.
|
||
|
if (m_CurrentSettings.AfterOpaque)
|
||
|
{
|
||
|
// SetRenderTarget has logic to flip projection matrix when rendering to render texture. Flip the uv to account for that case.
|
||
|
CameraData cameraData = renderingData.cameraData;
|
||
|
bool isCameraColorFinalTarget = (cameraData.cameraType == CameraType.Game && m_Renderer.cameraColorTarget == BuiltinRenderTextureType.CameraTarget && cameraData.camera.targetTexture == null);
|
||
|
bool yflip = !isCameraColorFinalTarget;
|
||
|
float flipSign = yflip ? -1.0f : 1.0f;
|
||
|
scaleBiasRt = (flipSign < 0.0f)
|
||
|
? new Vector4(flipSign, 1.0f, -1.0f, 1.0f)
|
||
|
: new Vector4(flipSign, 0.0f, 1.0f, 1.0f);
|
||
|
cmd.SetGlobalVector(Shader.PropertyToID("_ScaleBiasRt"), scaleBiasRt);
|
||
|
|
||
|
// This implicitly also bind depth attachment. Explicitly binding m_Renderer.cameraDepthTarget does not work.
|
||
|
cmd.SetRenderTarget(
|
||
|
m_Renderer.cameraColorTarget,
|
||
|
RenderBufferLoadAction.Load,
|
||
|
RenderBufferStoreAction.Store
|
||
|
);
|
||
|
cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, m_Material, 0, (int)ShaderPasses.AfterOpaque);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
context.ExecuteCommandBuffer(cmd);
|
||
|
CommandBufferPool.Release(cmd);
|
||
|
}
|
||
|
|
||
|
private void Render(CommandBuffer cmd, RenderTargetIdentifier target, ShaderPasses pass)
|
||
|
{
|
||
|
cmd.SetRenderTarget(
|
||
|
target,
|
||
|
RenderBufferLoadAction.DontCare,
|
||
|
RenderBufferStoreAction.Store,
|
||
|
target,
|
||
|
RenderBufferLoadAction.DontCare,
|
||
|
RenderBufferStoreAction.DontCare
|
||
|
);
|
||
|
cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, m_Material, 0, (int)pass);
|
||
|
}
|
||
|
|
||
|
private void RenderAndSetBaseMap(CommandBuffer cmd, RenderTargetIdentifier baseMap, RenderTargetIdentifier target, ShaderPasses pass)
|
||
|
{
|
||
|
cmd.SetGlobalTexture(s_BaseMapID, baseMap);
|
||
|
Render(cmd, target, pass);
|
||
|
}
|
||
|
|
||
|
/// <inheritdoc/>
|
||
|
public override void OnCameraCleanup(CommandBuffer cmd)
|
||
|
{
|
||
|
if (cmd == null)
|
||
|
{
|
||
|
throw new ArgumentNullException("cmd");
|
||
|
}
|
||
|
|
||
|
if (!m_CurrentSettings.AfterOpaque)
|
||
|
{
|
||
|
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.ScreenSpaceOcclusion, false);
|
||
|
}
|
||
|
|
||
|
cmd.ReleaseTemporaryRT(s_SSAOTexture1ID);
|
||
|
cmd.ReleaseTemporaryRT(s_SSAOTexture2ID);
|
||
|
cmd.ReleaseTemporaryRT(s_SSAOTexture3ID);
|
||
|
cmd.ReleaseTemporaryRT(s_SSAOTextureFinalID);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|