176 lines
8.5 KiB
C#
176 lines
8.5 KiB
C#
using System;
|
|
using UnityEngine.Experimental.Rendering;
|
|
|
|
namespace UnityEngine.Rendering.Universal.Internal
|
|
{
|
|
/// <summary>
|
|
/// Copy the given depth buffer into the given destination depth buffer.
|
|
///
|
|
/// You can use this pass to copy a depth buffer to a destination,
|
|
/// so you can use it later in rendering. If the source texture has MSAA
|
|
/// enabled, the pass uses a custom MSAA resolve. If the source texture
|
|
/// does not have MSAA enabled, the pass uses a Blit or a Copy Texture
|
|
/// operation, depending on what the current platform supports.
|
|
/// </summary>
|
|
public class CopyDepthPass : ScriptableRenderPass
|
|
{
|
|
private RenderTargetHandle source { get; set; }
|
|
private RenderTargetHandle destination { get; set; }
|
|
internal bool AllocateRT { get; set; }
|
|
internal int MssaSamples { get; set; }
|
|
Material m_CopyDepthMaterial;
|
|
public CopyDepthPass(RenderPassEvent evt, Material copyDepthMaterial)
|
|
{
|
|
base.profilingSampler = new ProfilingSampler(nameof(CopyDepthPass));
|
|
AllocateRT = true;
|
|
m_CopyDepthMaterial = copyDepthMaterial;
|
|
renderPassEvent = evt;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Configure the pass with the source and destination to execute on.
|
|
/// </summary>
|
|
/// <param name="source">Source Render Target</param>
|
|
/// <param name="destination">Destination Render Targt</param>
|
|
public void Setup(RenderTargetHandle source, RenderTargetHandle destination)
|
|
{
|
|
this.source = source;
|
|
this.destination = destination;
|
|
this.AllocateRT = !destination.HasInternalRenderTargetId();
|
|
this.MssaSamples = -1;
|
|
}
|
|
|
|
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
|
|
{
|
|
var descriptor = renderingData.cameraData.cameraTargetDescriptor;
|
|
descriptor.colorFormat = RenderTextureFormat.Depth;
|
|
descriptor.depthBufferBits = UniversalRenderer.k_DepthStencilBufferBits;
|
|
descriptor.msaaSamples = 1;
|
|
if (this.AllocateRT)
|
|
cmd.GetTemporaryRT(destination.id, descriptor, FilterMode.Point);
|
|
|
|
// On Metal iOS, prevent camera attachments to be bound and cleared during this pass.
|
|
ConfigureTarget(new RenderTargetIdentifier(destination.Identifier(), 0, CubemapFace.Unknown, -1), descriptor.depthStencilFormat, descriptor.width, descriptor.height, descriptor.msaaSamples, true);
|
|
ConfigureClear(ClearFlag.None, Color.black);
|
|
}
|
|
|
|
/// <inheritdoc/>
|
|
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
|
|
{
|
|
if (m_CopyDepthMaterial == null)
|
|
{
|
|
Debug.LogErrorFormat("Missing {0}. {1} render pass will not execute. Check for missing reference in the renderer resources.", m_CopyDepthMaterial, GetType().Name);
|
|
return;
|
|
}
|
|
|
|
CommandBuffer cmd = CommandBufferPool.Get();
|
|
using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.CopyDepth)))
|
|
{
|
|
int cameraSamples = 0;
|
|
if (MssaSamples == -1)
|
|
{
|
|
RenderTextureDescriptor descriptor = renderingData.cameraData.cameraTargetDescriptor;
|
|
cameraSamples = descriptor.msaaSamples;
|
|
}
|
|
else
|
|
cameraSamples = MssaSamples;
|
|
|
|
// When auto resolve is supported or multisampled texture is not supported, set camera samples to 1
|
|
if (SystemInfo.supportsMultisampledTextures == 0)
|
|
cameraSamples = 1;
|
|
|
|
CameraData cameraData = renderingData.cameraData;
|
|
|
|
switch (cameraSamples)
|
|
{
|
|
case 8:
|
|
cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa2);
|
|
cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa4);
|
|
cmd.EnableShaderKeyword(ShaderKeywordStrings.DepthMsaa8);
|
|
break;
|
|
|
|
case 4:
|
|
cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa2);
|
|
cmd.EnableShaderKeyword(ShaderKeywordStrings.DepthMsaa4);
|
|
cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa8);
|
|
break;
|
|
|
|
case 2:
|
|
cmd.EnableShaderKeyword(ShaderKeywordStrings.DepthMsaa2);
|
|
cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa4);
|
|
cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa8);
|
|
break;
|
|
|
|
// MSAA disabled, auto resolve supported or ms textures not supported
|
|
default:
|
|
cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa2);
|
|
cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa4);
|
|
cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa8);
|
|
break;
|
|
}
|
|
|
|
cmd.SetGlobalTexture("_CameraDepthAttachment", source.Identifier());
|
|
|
|
|
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
|
// XR uses procedural draw instead of cmd.blit or cmd.DrawFullScreenMesh
|
|
if (renderingData.cameraData.xr.enabled)
|
|
{
|
|
// XR flip logic is not the same as non-XR case because XR uses draw procedure
|
|
// and draw procedure does not need to take projection matrix yflip into account
|
|
// We y-flip if
|
|
// 1) we are bliting from render texture to back buffer and
|
|
// 2) renderTexture starts UV at top
|
|
// XRTODO: handle scalebias and scalebiasRt for src and dst separately
|
|
bool isRenderToBackBufferTarget = destination.Identifier() == cameraData.xr.renderTarget && !cameraData.xr.renderTargetIsRenderTexture;
|
|
bool yflip = isRenderToBackBufferTarget && SystemInfo.graphicsUVStartsAtTop;
|
|
float flipSign = (yflip) ? -1.0f : 1.0f;
|
|
Vector4 scaleBiasRt = (flipSign < 0.0f)
|
|
? new Vector4(flipSign, 1.0f, -1.0f, 1.0f)
|
|
: new Vector4(flipSign, 0.0f, 1.0f, 1.0f);
|
|
cmd.SetGlobalVector(ShaderPropertyId.scaleBiasRt, scaleBiasRt);
|
|
|
|
cmd.DrawProcedural(Matrix4x4.identity, m_CopyDepthMaterial, 0, MeshTopology.Quads, 4);
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
// Blit has logic to flip projection matrix when rendering to render texture.
|
|
// Currently the y-flip is handled in CopyDepthPass.hlsl by checking _ProjectionParams.x
|
|
// If you replace this Blit with a Draw* that sets projection matrix double check
|
|
// to also update shader.
|
|
// scaleBias.x = flipSign
|
|
// scaleBias.y = scale
|
|
// scaleBias.z = bias
|
|
// scaleBias.w = unused
|
|
// In game view final target acts as back buffer were target is not flipped
|
|
bool isGameViewFinalTarget = (cameraData.cameraType == CameraType.Game && destination == RenderTargetHandle.CameraTarget);
|
|
bool yflip = (cameraData.IsCameraProjectionMatrixFlipped()) && !isGameViewFinalTarget;
|
|
float flipSign = yflip ? -1.0f : 1.0f;
|
|
Vector4 scaleBiasRt = (flipSign < 0.0f)
|
|
? new Vector4(flipSign, 1.0f, -1.0f, 1.0f)
|
|
: new Vector4(flipSign, 0.0f, 1.0f, 1.0f);
|
|
cmd.SetGlobalVector(ShaderPropertyId.scaleBiasRt, scaleBiasRt);
|
|
if (isGameViewFinalTarget)
|
|
cmd.SetViewport(cameraData.pixelRect);
|
|
cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, m_CopyDepthMaterial);
|
|
}
|
|
}
|
|
|
|
context.ExecuteCommandBuffer(cmd);
|
|
CommandBufferPool.Release(cmd);
|
|
}
|
|
|
|
/// <inheritdoc/>
|
|
public override void OnCameraCleanup(CommandBuffer cmd)
|
|
{
|
|
if (cmd == null)
|
|
throw new ArgumentNullException("cmd");
|
|
|
|
if (this.AllocateRT)
|
|
cmd.ReleaseTemporaryRT(destination.id);
|
|
destination = RenderTargetHandle.CameraTarget;
|
|
}
|
|
}
|
|
}
|