Singularity/Library/PackageCache/com.unity.render-pipelines..../Runtime/Passes/FinalBlitPass.cs

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2024-05-06 14:45:45 -04:00
namespace UnityEngine.Rendering.Universal.Internal
{
/// <summary>
/// Copy the given color target to the current camera target
///
/// You can use this pass to copy the result of rendering to
/// the camera target. The pass takes the screen viewport into
/// consideration.
/// </summary>
public class FinalBlitPass : ScriptableRenderPass
{
RenderTargetIdentifier m_Source;
Material m_BlitMaterial;
public FinalBlitPass(RenderPassEvent evt, Material blitMaterial)
{
base.profilingSampler = new ProfilingSampler(nameof(FinalBlitPass));
base.useNativeRenderPass = false;
m_BlitMaterial = blitMaterial;
renderPassEvent = evt;
}
/// <summary>
/// Configure the pass
/// </summary>
/// <param name="baseDescriptor"></param>
/// <param name="colorHandle"></param>
public void Setup(RenderTextureDescriptor baseDescriptor, RenderTargetHandle colorHandle)
{
m_Source = colorHandle.id;
}
/// <inheritdoc/>
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
if (m_BlitMaterial == null)
{
Debug.LogErrorFormat("Missing {0}. {1} render pass will not execute. Check for missing reference in the renderer resources.", m_BlitMaterial, GetType().Name);
return;
}
// Note: We need to get the cameraData.targetTexture as this will get the targetTexture of the camera stack.
// Overlay cameras need to output to the target described in the base camera while doing camera stack.
ref CameraData cameraData = ref renderingData.cameraData;
RenderTargetIdentifier cameraTarget = (cameraData.targetTexture != null) ? new RenderTargetIdentifier(cameraData.targetTexture) : BuiltinRenderTextureType.CameraTarget;
bool isSceneViewCamera = cameraData.isSceneViewCamera;
CommandBuffer cmd = CommandBufferPool.Get();
if (m_Source == cameraData.renderer.GetCameraColorFrontBuffer(cmd))
{
m_Source = renderingData.cameraData.renderer.cameraColorTarget;
}
using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.FinalBlit)))
{
GetActiveDebugHandler(renderingData)?.UpdateShaderGlobalPropertiesForFinalValidationPass(cmd, ref cameraData, true);
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.LinearToSRGBConversion,
cameraData.requireSrgbConversion);
cmd.SetGlobalTexture(ShaderPropertyId.sourceTex, m_Source);
#if ENABLE_VR && ENABLE_XR_MODULE
if (cameraData.xr.enabled)
{
int depthSlice = cameraData.xr.singlePassEnabled ? -1 : cameraData.xr.GetTextureArraySlice();
cameraTarget =
new RenderTargetIdentifier(cameraData.xr.renderTarget, 0, CubemapFace.Unknown, depthSlice);
CoreUtils.SetRenderTarget(
cmd,
cameraTarget,
RenderBufferLoadAction.Load,
RenderBufferStoreAction.Store,
ClearFlag.None,
Color.black);
cmd.SetViewport(cameraData.pixelRect);
// We y-flip if
// 1) we are bliting from render texture to back buffer(UV starts at bottom) and
// 2) renderTexture starts UV at top
bool yflip = !cameraData.xr.renderTargetIsRenderTexture && SystemInfo.graphicsUVStartsAtTop;
Vector4 scaleBias = yflip ? new Vector4(1, -1, 0, 1) : new Vector4(1, 1, 0, 0);
cmd.SetGlobalVector(ShaderPropertyId.scaleBias, scaleBias);
cmd.DrawProcedural(Matrix4x4.identity, m_BlitMaterial, 0, MeshTopology.Quads, 4);
}
else
#endif
if (isSceneViewCamera || cameraData.isDefaultViewport)
{
// This set render target is necessary so we change the LOAD state to DontCare.
cmd.SetRenderTarget(BuiltinRenderTextureType.CameraTarget,
RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, // color
RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare); // depth
cmd.Blit(m_Source, cameraTarget, m_BlitMaterial);
cameraData.renderer.ConfigureCameraTarget(cameraTarget, cameraTarget);
}
else
{
// TODO: Final blit pass should always blit to backbuffer. The first time we do we don't need to Load contents to tile.
// We need to keep in the pipeline of first render pass to each render target to properly set load/store actions.
// meanwhile we set to load so split screen case works.
CoreUtils.SetRenderTarget(
cmd,
cameraTarget,
RenderBufferLoadAction.Load,
RenderBufferStoreAction.Store,
ClearFlag.None,
Color.black);
Camera camera = cameraData.camera;
cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity);
cmd.SetViewport(cameraData.pixelRect);
cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, m_BlitMaterial);
cmd.SetViewProjectionMatrices(camera.worldToCameraMatrix, camera.projectionMatrix);
cameraData.renderer.ConfigureCameraTarget(cameraTarget, cameraTarget);
}
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
}
}