151 lines
7.3 KiB
C#
151 lines
7.3 KiB
C#
using System.Collections.Generic;
|
|
using UnityEngine.Rendering.Universal;
|
|
using UnityEngine.Rendering;
|
|
using UnityEngine.Scripting.APIUpdating;
|
|
|
|
namespace UnityEngine.Experimental.Rendering.Universal
|
|
{
|
|
public class RenderObjectsPass : ScriptableRenderPass
|
|
{
|
|
RenderQueueType renderQueueType;
|
|
FilteringSettings m_FilteringSettings;
|
|
RenderObjects.CustomCameraSettings m_CameraSettings;
|
|
string m_ProfilerTag;
|
|
ProfilingSampler m_ProfilingSampler;
|
|
|
|
public Material overrideMaterial { get; set; }
|
|
public int overrideMaterialPassIndex { get; set; }
|
|
|
|
List<ShaderTagId> m_ShaderTagIdList = new List<ShaderTagId>();
|
|
|
|
public void SetDetphState(bool writeEnabled, CompareFunction function = CompareFunction.Less)
|
|
{
|
|
m_RenderStateBlock.mask |= RenderStateMask.Depth;
|
|
m_RenderStateBlock.depthState = new DepthState(writeEnabled, function);
|
|
}
|
|
|
|
public void SetStencilState(int reference, CompareFunction compareFunction, StencilOp passOp, StencilOp failOp, StencilOp zFailOp)
|
|
{
|
|
StencilState stencilState = StencilState.defaultValue;
|
|
stencilState.enabled = true;
|
|
stencilState.SetCompareFunction(compareFunction);
|
|
stencilState.SetPassOperation(passOp);
|
|
stencilState.SetFailOperation(failOp);
|
|
stencilState.SetZFailOperation(zFailOp);
|
|
|
|
m_RenderStateBlock.mask |= RenderStateMask.Stencil;
|
|
m_RenderStateBlock.stencilReference = reference;
|
|
m_RenderStateBlock.stencilState = stencilState;
|
|
}
|
|
|
|
RenderStateBlock m_RenderStateBlock;
|
|
|
|
public RenderObjectsPass(string profilerTag, RenderPassEvent renderPassEvent, string[] shaderTags, RenderQueueType renderQueueType, int layerMask, RenderObjects.CustomCameraSettings cameraSettings)
|
|
{
|
|
base.profilingSampler = new ProfilingSampler(nameof(RenderObjectsPass));
|
|
|
|
m_ProfilerTag = profilerTag;
|
|
m_ProfilingSampler = new ProfilingSampler(profilerTag);
|
|
this.renderPassEvent = renderPassEvent;
|
|
this.renderQueueType = renderQueueType;
|
|
this.overrideMaterial = null;
|
|
this.overrideMaterialPassIndex = 0;
|
|
RenderQueueRange renderQueueRange = (renderQueueType == RenderQueueType.Transparent)
|
|
? RenderQueueRange.transparent
|
|
: RenderQueueRange.opaque;
|
|
m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask);
|
|
|
|
if (shaderTags != null && shaderTags.Length > 0)
|
|
{
|
|
foreach (var passName in shaderTags)
|
|
m_ShaderTagIdList.Add(new ShaderTagId(passName));
|
|
}
|
|
else
|
|
{
|
|
m_ShaderTagIdList.Add(new ShaderTagId("SRPDefaultUnlit"));
|
|
m_ShaderTagIdList.Add(new ShaderTagId("UniversalForward"));
|
|
m_ShaderTagIdList.Add(new ShaderTagId("UniversalForwardOnly"));
|
|
}
|
|
|
|
m_RenderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
|
|
m_CameraSettings = cameraSettings;
|
|
}
|
|
|
|
internal RenderObjectsPass(URPProfileId profileId, RenderPassEvent renderPassEvent, string[] shaderTags, RenderQueueType renderQueueType, int layerMask, RenderObjects.CustomCameraSettings cameraSettings)
|
|
: this(profileId.GetType().Name, renderPassEvent, shaderTags, renderQueueType, layerMask, cameraSettings)
|
|
{
|
|
m_ProfilingSampler = ProfilingSampler.Get(profileId);
|
|
}
|
|
|
|
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
|
|
{
|
|
SortingCriteria sortingCriteria = (renderQueueType == RenderQueueType.Transparent)
|
|
? SortingCriteria.CommonTransparent
|
|
: renderingData.cameraData.defaultOpaqueSortFlags;
|
|
|
|
DrawingSettings drawingSettings = CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortingCriteria);
|
|
drawingSettings.overrideMaterial = overrideMaterial;
|
|
drawingSettings.overrideMaterialPassIndex = overrideMaterialPassIndex;
|
|
|
|
ref CameraData cameraData = ref renderingData.cameraData;
|
|
Camera camera = cameraData.camera;
|
|
|
|
// In case of camera stacking we need to take the viewport rect from base camera
|
|
Rect pixelRect = renderingData.cameraData.pixelRect;
|
|
float cameraAspect = (float)pixelRect.width / (float)pixelRect.height;
|
|
|
|
// NOTE: Do NOT mix ProfilingScope with named CommandBuffers i.e. CommandBufferPool.Get("name").
|
|
// Currently there's an issue which results in mismatched markers.
|
|
CommandBuffer cmd = CommandBufferPool.Get();
|
|
using (new ProfilingScope(cmd, m_ProfilingSampler))
|
|
{
|
|
if (m_CameraSettings.overrideCamera)
|
|
{
|
|
if (cameraData.xr.enabled)
|
|
{
|
|
Debug.LogWarning("RenderObjects pass is configured to override camera matrices. While rendering in stereo camera matrices cannot be overridden.");
|
|
}
|
|
else
|
|
{
|
|
Matrix4x4 projectionMatrix = Matrix4x4.Perspective(m_CameraSettings.cameraFieldOfView, cameraAspect,
|
|
camera.nearClipPlane, camera.farClipPlane);
|
|
projectionMatrix = GL.GetGPUProjectionMatrix(projectionMatrix, cameraData.IsCameraProjectionMatrixFlipped());
|
|
|
|
Matrix4x4 viewMatrix = cameraData.GetViewMatrix();
|
|
Vector4 cameraTranslation = viewMatrix.GetColumn(3);
|
|
viewMatrix.SetColumn(3, cameraTranslation + m_CameraSettings.offset);
|
|
|
|
RenderingUtils.SetViewAndProjectionMatrices(cmd, viewMatrix, projectionMatrix, false);
|
|
}
|
|
}
|
|
|
|
var activeDebugHandler = GetActiveDebugHandler(renderingData);
|
|
if (activeDebugHandler != null)
|
|
{
|
|
activeDebugHandler.DrawWithDebugRenderState(context, cmd, ref renderingData, ref drawingSettings, ref m_FilteringSettings, ref m_RenderStateBlock,
|
|
(ScriptableRenderContext ctx, ref RenderingData data, ref DrawingSettings ds, ref FilteringSettings fs, ref RenderStateBlock rsb) =>
|
|
{
|
|
ctx.DrawRenderers(data.cullResults, ref ds, ref fs, ref rsb);
|
|
});
|
|
}
|
|
else
|
|
{
|
|
// Ensure we flush our command-buffer before we render...
|
|
context.ExecuteCommandBuffer(cmd);
|
|
cmd.Clear();
|
|
|
|
// Render the objects...
|
|
context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref m_FilteringSettings, ref m_RenderStateBlock);
|
|
}
|
|
|
|
if (m_CameraSettings.overrideCamera && m_CameraSettings.restoreCamera && !cameraData.xr.enabled)
|
|
{
|
|
RenderingUtils.SetViewAndProjectionMatrices(cmd, cameraData.GetViewMatrix(), cameraData.GetGPUProjectionMatrix(), false);
|
|
}
|
|
}
|
|
context.ExecuteCommandBuffer(cmd);
|
|
CommandBufferPool.Release(cmd);
|
|
}
|
|
}
|
|
}
|