191 lines
8.6 KiB
C#
191 lines
8.6 KiB
C#
using System.Collections.Generic;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Rendering.Universal.Internal;
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namespace UnityEngine.Rendering.Universal
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{
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internal class DecalDrawDBufferSystem : DecalDrawSystem
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{
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public DecalDrawDBufferSystem(DecalEntityManager entityManager) : base("DecalDrawIntoDBufferSystem.Execute", entityManager) { }
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protected override int GetPassIndex(DecalCachedChunk decalCachedChunk) => decalCachedChunk.passIndexDBuffer;
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}
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internal class DBufferRenderPass : ScriptableRenderPass
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{
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private static string[] s_DBufferNames = { "_DBufferTexture0", "_DBufferTexture1", "_DBufferTexture2", "_DBufferTexture3" };
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private static string s_DBufferDepthName = "DBufferDepth";
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private DecalDrawDBufferSystem m_DrawSystem;
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private DBufferSettings m_Settings;
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private Material m_DBufferClear;
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private FilteringSettings m_FilteringSettings;
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private List<ShaderTagId> m_ShaderTagIdList;
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private int m_DBufferCount;
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private ProfilingSampler m_ProfilingSampler;
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internal DeferredLights deferredLights { get; set; }
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private bool isDeferred => deferredLights != null;
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internal RenderTargetIdentifier[] dBufferColorIndentifiers { get; private set; }
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internal RenderTargetIdentifier dBufferDepthIndentifier { get; private set; }
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internal RenderTargetIdentifier cameraDepthTextureIndentifier { get; private set; }
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internal RenderTargetIdentifier cameraDepthAttachmentIndentifier { get; private set; }
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public DBufferRenderPass(Material dBufferClear, DBufferSettings settings, DecalDrawDBufferSystem drawSystem)
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{
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renderPassEvent = RenderPassEvent.AfterRenderingPrePasses + 1;
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ConfigureInput(ScriptableRenderPassInput.Normal); // Require depth
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m_DrawSystem = drawSystem;
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m_Settings = settings;
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m_DBufferClear = dBufferClear;
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m_ProfilingSampler = new ProfilingSampler("DBuffer Render");
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m_FilteringSettings = new FilteringSettings(RenderQueueRange.opaque, -1);
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m_ShaderTagIdList = new List<ShaderTagId>();
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m_ShaderTagIdList.Add(new ShaderTagId(DecalShaderPassNames.DBufferMesh));
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int dBufferCount = (int)settings.surfaceData + 1;
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dBufferColorIndentifiers = new RenderTargetIdentifier[dBufferCount];
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for (int dbufferIndex = 0; dbufferIndex < dBufferCount; ++dbufferIndex)
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dBufferColorIndentifiers[dbufferIndex] = new RenderTargetIdentifier(s_DBufferNames[dbufferIndex]);
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m_DBufferCount = dBufferCount;
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dBufferDepthIndentifier = new RenderTargetIdentifier(s_DBufferDepthName);
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cameraDepthTextureIndentifier = new RenderTargetIdentifier("_CameraDepthTexture");
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cameraDepthAttachmentIndentifier = new RenderTargetIdentifier("_CameraDepthAttachment");
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}
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public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
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{
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// base
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{
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var desc = renderingData.cameraData.cameraTargetDescriptor;
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desc.graphicsFormat = QualitySettings.activeColorSpace == ColorSpace.Linear ? GraphicsFormat.R8G8B8A8_SRGB : GraphicsFormat.R8G8B8A8_UNorm;
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desc.depthBufferBits = 0;
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desc.msaaSamples = 1;
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cmd.GetTemporaryRT(Shader.PropertyToID(s_DBufferNames[0]), desc);
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}
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if (m_Settings.surfaceData == DecalSurfaceData.AlbedoNormal || m_Settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS)
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{
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var desc = renderingData.cameraData.cameraTargetDescriptor;
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desc.graphicsFormat = GraphicsFormat.R8G8B8A8_UNorm;
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desc.depthBufferBits = 0;
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desc.msaaSamples = 1;
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cmd.GetTemporaryRT(Shader.PropertyToID(s_DBufferNames[1]), desc);
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}
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if (m_Settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS)
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{
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var desc = renderingData.cameraData.cameraTargetDescriptor;
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desc.graphicsFormat = GraphicsFormat.R8G8B8A8_UNorm;
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desc.depthBufferBits = 0;
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desc.msaaSamples = 1;
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cmd.GetTemporaryRT(Shader.PropertyToID(s_DBufferNames[2]), desc);
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}
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// depth
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RenderTargetIdentifier depthIdentifier;
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if (!isDeferred)
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{
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var depthDesc = renderingData.cameraData.cameraTargetDescriptor;
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depthDesc.graphicsFormat = GraphicsFormat.None; //Depth only rendering
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depthDesc.depthStencilFormat = renderingData.cameraData.cameraTargetDescriptor.depthStencilFormat;
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depthDesc.msaaSamples = 1;
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cmd.GetTemporaryRT(Shader.PropertyToID(s_DBufferDepthName), depthDesc);
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depthIdentifier = dBufferDepthIndentifier;
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}
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else
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{
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depthIdentifier = deferredLights.DepthAttachmentIdentifier;
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}
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ConfigureTarget(dBufferColorIndentifiers, depthIdentifier);
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}
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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SortingCriteria sortingCriteria = renderingData.cameraData.defaultOpaqueSortFlags;
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DrawingSettings drawingSettings = CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortingCriteria);
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CommandBuffer cmd = CommandBufferPool.Get();
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using (new ProfilingScope(cmd, m_ProfilingSampler))
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{
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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if (isDeferred)
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{
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cmd.SetGlobalTexture("_CameraNormalsTexture", deferredLights.GbufferAttachmentIdentifiers[deferredLights.GBufferNormalSmoothnessIndex]);
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}
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CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DBufferMRT1, m_Settings.surfaceData == DecalSurfaceData.Albedo);
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CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DBufferMRT2, m_Settings.surfaceData == DecalSurfaceData.AlbedoNormal);
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CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DBufferMRT3, m_Settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS);
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// TODO: This should be replace with mrt clear once we support it
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// Clear render targets
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ClearDBuffers(cmd, renderingData.cameraData);
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// Split here allows clear to be executed before DrawRenderers
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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m_DrawSystem.Execute(cmd);
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context.DrawRenderers(renderingData.cullResults, ref drawingSettings, 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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private void ClearDBuffers(CommandBuffer cmd, in CameraData cameraData)
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{
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// for alpha compositing, color is cleared to 0, alpha to 1
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// https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch23.html
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var clearSampleName = "Clear";
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cmd.BeginSample(clearSampleName);
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Vector4 scaleBias = new Vector4(1, 1, 0, 0);
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cmd.SetGlobalVector(ShaderPropertyId.scaleBias, scaleBias);
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if (cameraData.xr.enabled)
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{
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cmd.DrawProcedural(Matrix4x4.identity, m_DBufferClear, 0, MeshTopology.Quads, 4, 1, null);
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}
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else
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{
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cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity); // Prepare for manual blit
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cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, m_DBufferClear, 0, 0);
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cmd.SetViewProjectionMatrices(cameraData.camera.worldToCameraMatrix, cameraData.camera.projectionMatrix);
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}
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cmd.EndSample(clearSampleName);
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}
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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 System.ArgumentNullException("cmd");
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}
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CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DBufferMRT1, false);
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CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DBufferMRT2, false);
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CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DBufferMRT3, false);
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for (int dbufferIndex = 0; dbufferIndex < m_DBufferCount; ++dbufferIndex)
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{
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cmd.ReleaseTemporaryRT(Shader.PropertyToID(s_DBufferNames[dbufferIndex]));
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}
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if (!isDeferred)
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cmd.ReleaseTemporaryRT(Shader.PropertyToID(s_DBufferDepthName));
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}
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}
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}
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