139 lines
7.0 KiB
C#
139 lines
7.0 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using UnityEngine.Profiling;
|
|
|
|
namespace UnityEngine.Rendering.Universal.Internal
|
|
{
|
|
/// <summary>
|
|
/// Draw objects into the given color and depth target
|
|
///
|
|
/// You can use this pass to render objects that have a material and/or shader
|
|
/// with the pass names UniversalForward or SRPDefaultUnlit.
|
|
/// </summary>
|
|
public class DrawObjectsPass : ScriptableRenderPass
|
|
{
|
|
FilteringSettings m_FilteringSettings;
|
|
RenderStateBlock m_RenderStateBlock;
|
|
List<ShaderTagId> m_ShaderTagIdList = new List<ShaderTagId>();
|
|
string m_ProfilerTag;
|
|
ProfilingSampler m_ProfilingSampler;
|
|
bool m_IsOpaque;
|
|
|
|
bool m_UseDepthPriming;
|
|
|
|
static readonly int s_DrawObjectPassDataPropID = Shader.PropertyToID("_DrawObjectPassData");
|
|
|
|
public DrawObjectsPass(string profilerTag, ShaderTagId[] shaderTagIds, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference)
|
|
{
|
|
base.profilingSampler = new ProfilingSampler(nameof(DrawObjectsPass));
|
|
|
|
m_ProfilerTag = profilerTag;
|
|
m_ProfilingSampler = new ProfilingSampler(profilerTag);
|
|
foreach (ShaderTagId sid in shaderTagIds)
|
|
m_ShaderTagIdList.Add(sid);
|
|
renderPassEvent = evt;
|
|
m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask);
|
|
m_RenderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
|
|
m_IsOpaque = opaque;
|
|
|
|
if (stencilState.enabled)
|
|
{
|
|
m_RenderStateBlock.stencilReference = stencilReference;
|
|
m_RenderStateBlock.mask = RenderStateMask.Stencil;
|
|
m_RenderStateBlock.stencilState = stencilState;
|
|
}
|
|
}
|
|
|
|
public DrawObjectsPass(string profilerTag, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference)
|
|
: this(profilerTag,
|
|
new ShaderTagId[] { new ShaderTagId("SRPDefaultUnlit"), new ShaderTagId("UniversalForward"), new ShaderTagId("UniversalForwardOnly") },
|
|
opaque, evt, renderQueueRange, layerMask, stencilState, stencilReference)
|
|
{ }
|
|
|
|
internal DrawObjectsPass(URPProfileId profileId, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference)
|
|
: this(profileId.GetType().Name, opaque, evt, renderQueueRange, layerMask, stencilState, stencilReference)
|
|
{
|
|
m_ProfilingSampler = ProfilingSampler.Get(profileId);
|
|
}
|
|
|
|
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
|
|
{
|
|
if (renderingData.cameraData.renderer.useDepthPriming && m_IsOpaque && (renderingData.cameraData.renderType == CameraRenderType.Base || renderingData.cameraData.clearDepth))
|
|
{
|
|
m_RenderStateBlock.depthState = new DepthState(false, CompareFunction.Equal);
|
|
m_RenderStateBlock.mask |= RenderStateMask.Depth;
|
|
}
|
|
else if (m_RenderStateBlock.depthState.compareFunction == CompareFunction.Equal)
|
|
{
|
|
m_RenderStateBlock.depthState = new DepthState(true, CompareFunction.LessEqual);
|
|
m_RenderStateBlock.mask |= RenderStateMask.Depth;
|
|
}
|
|
}
|
|
|
|
/// <inheritdoc/>
|
|
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
|
|
{
|
|
// 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))
|
|
{
|
|
// Global render pass data containing various settings.
|
|
// x,y,z are currently unused
|
|
// w is used for knowing whether the object is opaque(1) or alpha blended(0)
|
|
Vector4 drawObjectPassData = new Vector4(0.0f, 0.0f, 0.0f, (m_IsOpaque) ? 1.0f : 0.0f);
|
|
cmd.SetGlobalVector(s_DrawObjectPassDataPropID, drawObjectPassData);
|
|
|
|
// scaleBias.x = flipSign
|
|
// scaleBias.y = scale
|
|
// scaleBias.z = bias
|
|
// scaleBias.w = unused
|
|
float flipSign = (renderingData.cameraData.IsCameraProjectionMatrixFlipped()) ? -1.0f : 1.0f;
|
|
Vector4 scaleBias = (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, scaleBias);
|
|
|
|
context.ExecuteCommandBuffer(cmd);
|
|
cmd.Clear();
|
|
|
|
Camera camera = renderingData.cameraData.camera;
|
|
var sortFlags = (m_IsOpaque) ? renderingData.cameraData.defaultOpaqueSortFlags : SortingCriteria.CommonTransparent;
|
|
if (renderingData.cameraData.renderer.useDepthPriming && m_IsOpaque && (renderingData.cameraData.renderType == CameraRenderType.Base || renderingData.cameraData.clearDepth))
|
|
sortFlags = SortingCriteria.SortingLayer | SortingCriteria.RenderQueue | SortingCriteria.OptimizeStateChanges | SortingCriteria.CanvasOrder;
|
|
|
|
var filterSettings = m_FilteringSettings;
|
|
|
|
#if UNITY_EDITOR
|
|
// When rendering the preview camera, we want the layer mask to be forced to Everything
|
|
if (renderingData.cameraData.isPreviewCamera)
|
|
{
|
|
filterSettings.layerMask = -1;
|
|
}
|
|
#endif
|
|
|
|
DrawingSettings drawSettings = CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortFlags);
|
|
|
|
var activeDebugHandler = GetActiveDebugHandler(renderingData);
|
|
if (activeDebugHandler != null)
|
|
{
|
|
activeDebugHandler.DrawWithDebugRenderState(context, cmd, ref renderingData, ref drawSettings, ref filterSettings, 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
|
|
{
|
|
context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filterSettings, ref m_RenderStateBlock);
|
|
|
|
// Render objects that did not match any shader pass with error shader
|
|
RenderingUtils.RenderObjectsWithError(context, ref renderingData.cullResults, camera, filterSettings, SortingCriteria.None);
|
|
}
|
|
}
|
|
context.ExecuteCommandBuffer(cmd);
|
|
CommandBufferPool.Release(cmd);
|
|
}
|
|
}
|
|
}
|