146 lines
6.4 KiB
C#
146 lines
6.4 KiB
C#
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using System;
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using System.Collections.Generic;
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using UnityEngine.Experimental.Rendering;
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namespace UnityEngine.Rendering.Universal.Internal
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{
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public class DepthNormalOnlyPass : ScriptableRenderPass
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{
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internal RenderTextureDescriptor normalDescriptor { get; set; }
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internal RenderTextureDescriptor depthDescriptor { get; set; }
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internal bool allocateDepth { get; set; } = true;
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internal bool allocateNormal { get; set; } = true;
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internal List<ShaderTagId> shaderTagIds { get; set; }
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private RenderTargetHandle depthHandle { get; set; }
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private RenderTargetHandle normalHandle { get; set; }
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private FilteringSettings m_FilteringSettings;
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private int m_RendererMSAASamples = 1;
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// Constants
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private static readonly List<ShaderTagId> k_DepthNormals = new List<ShaderTagId> { new ShaderTagId("DepthNormals"), new ShaderTagId("DepthNormalsOnly") };
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/// <summary>
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/// Create the DepthNormalOnlyPass
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/// </summary>
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public DepthNormalOnlyPass(RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask)
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{
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base.profilingSampler = new ProfilingSampler(nameof(DepthNormalOnlyPass));
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m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask);
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renderPassEvent = evt;
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useNativeRenderPass = false;
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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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public void Setup(RenderTextureDescriptor baseDescriptor, RenderTargetHandle depthHandle, RenderTargetHandle normalHandle)
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{
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// Find compatible render-target format for storing normals.
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// Shader code outputs normals in signed format to be compatible with deferred gbuffer layout.
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// Deferred gbuffer format is signed so that normals can be blended for terrain geometry.
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GraphicsFormat normalsFormat;
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if (RenderingUtils.SupportsGraphicsFormat(GraphicsFormat.R8G8B8A8_SNorm, FormatUsage.Render))
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normalsFormat = GraphicsFormat.R8G8B8A8_SNorm; // Preferred format
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else if (RenderingUtils.SupportsGraphicsFormat(GraphicsFormat.R16G16B16A16_SFloat, FormatUsage.Render))
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normalsFormat = GraphicsFormat.R16G16B16A16_SFloat; // fallback
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else
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normalsFormat = GraphicsFormat.R32G32B32A32_SFloat; // fallback
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this.depthHandle = depthHandle;
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m_RendererMSAASamples = baseDescriptor.msaaSamples;
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baseDescriptor.colorFormat = RenderTextureFormat.Depth;
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baseDescriptor.depthBufferBits = UniversalRenderer.k_DepthStencilBufferBits;
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// Never have MSAA on this depth texture. When doing MSAA depth priming this is the texture that is resolved to and used for post-processing.
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baseDescriptor.msaaSamples = 1;// Depth-Only pass don't use MSAA
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depthDescriptor = baseDescriptor;
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this.normalHandle = normalHandle;
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baseDescriptor.graphicsFormat = normalsFormat;
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baseDescriptor.depthBufferBits = 0;
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normalDescriptor = baseDescriptor;
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this.allocateDepth = true;
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this.allocateNormal = true;
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this.shaderTagIds = k_DepthNormals;
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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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if (this.allocateNormal)
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{
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RenderTextureDescriptor desc = normalDescriptor;
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desc.msaaSamples = renderingData.cameraData.renderer.useDepthPriming ? m_RendererMSAASamples : 1;
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cmd.GetTemporaryRT(normalHandle.id, desc, FilterMode.Point);
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}
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if (this.allocateDepth)
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cmd.GetTemporaryRT(depthHandle.id, depthDescriptor, FilterMode.Point);
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if (renderingData.cameraData.renderer.useDepthPriming && (renderingData.cameraData.renderType == CameraRenderType.Base || renderingData.cameraData.clearDepth))
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{
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ConfigureTarget(
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new RenderTargetIdentifier(normalHandle.Identifier(), 0, CubemapFace.Unknown, -1),
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new RenderTargetIdentifier(renderingData.cameraData.renderer.cameraDepthTarget, 0, CubemapFace.Unknown, -1)
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);
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}
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else
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{
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ConfigureTarget(
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new RenderTargetIdentifier(normalHandle.Identifier(), 0, CubemapFace.Unknown, -1),
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new RenderTargetIdentifier(depthHandle.Identifier(), 0, CubemapFace.Unknown, -1)
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);
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}
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ConfigureClear(ClearFlag.All, Color.black);
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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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// NOTE: Do NOT mix ProfilingScope with named CommandBuffers i.e. CommandBufferPool.Get("name").
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// Currently there's an issue which results in mismatched markers.
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CommandBuffer cmd = CommandBufferPool.Get();
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using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.DepthNormalPrepass)))
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{
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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var sortFlags = renderingData.cameraData.defaultOpaqueSortFlags;
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var drawSettings = CreateDrawingSettings(this.shaderTagIds, ref renderingData, sortFlags);
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drawSettings.perObjectData = PerObjectData.None;
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ref CameraData cameraData = ref renderingData.cameraData;
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Camera camera = cameraData.camera;
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context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref m_FilteringSettings);
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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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/// <inheritdoc/>
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public override void OnCameraCleanup(CommandBuffer cmd)
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{
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if (cmd == null)
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{
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throw new ArgumentNullException("cmd");
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}
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if (depthHandle != RenderTargetHandle.CameraTarget)
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{
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if (this.allocateNormal)
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cmd.ReleaseTemporaryRT(normalHandle.id);
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if (this.allocateDepth)
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cmd.ReleaseTemporaryRT(depthHandle.id);
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normalHandle = RenderTargetHandle.CameraTarget;
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depthHandle = RenderTargetHandle.CameraTarget;
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}
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}
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}
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}
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