Singularity/Library/PackageCache/com.unity.render-pipelines..../Runtime/Decal/DBuffer/DBufferRenderPass.cs

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2024-05-06 14:45:45 -04:00
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));
}
}
}