155 lines
8.5 KiB
C#
155 lines
8.5 KiB
C#
using UnityEngine.Experimental.GlobalIllumination;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Profiling;
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using Unity.Collections;
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namespace UnityEngine.Rendering.Universal.Internal
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{
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// Render all tiled-based deferred lights.
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internal class GBufferPass : ScriptableRenderPass
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{
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static readonly int s_CameraNormalsTextureID = Shader.PropertyToID("_CameraNormalsTexture");
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static ShaderTagId s_ShaderTagLit = new ShaderTagId("Lit");
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static ShaderTagId s_ShaderTagSimpleLit = new ShaderTagId("SimpleLit");
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static ShaderTagId s_ShaderTagUnlit = new ShaderTagId("Unlit");
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static ShaderTagId s_ShaderTagUniversalGBuffer = new ShaderTagId("UniversalGBuffer");
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static ShaderTagId s_ShaderTagUniversalMaterialType = new ShaderTagId("UniversalMaterialType");
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ProfilingSampler m_ProfilingSampler = new ProfilingSampler("Render GBuffer");
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DeferredLights m_DeferredLights;
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ShaderTagId[] m_ShaderTagValues;
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RenderStateBlock[] m_RenderStateBlocks;
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FilteringSettings m_FilteringSettings;
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RenderStateBlock m_RenderStateBlock;
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public GBufferPass(RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference, DeferredLights deferredLights)
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{
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base.profilingSampler = new ProfilingSampler(nameof(GBufferPass));
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base.renderPassEvent = evt;
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m_DeferredLights = deferredLights;
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m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask);
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m_RenderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
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m_RenderStateBlock.stencilState = stencilState;
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m_RenderStateBlock.stencilReference = stencilReference;
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m_RenderStateBlock.mask = RenderStateMask.Stencil;
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m_ShaderTagValues = new ShaderTagId[4];
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m_ShaderTagValues[0] = s_ShaderTagLit;
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m_ShaderTagValues[1] = s_ShaderTagSimpleLit;
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m_ShaderTagValues[2] = s_ShaderTagUnlit;
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m_ShaderTagValues[3] = new ShaderTagId(); // Special catch all case for materials where UniversalMaterialType is not defined or the tag value doesn't match anything we know.
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m_RenderStateBlocks = new RenderStateBlock[4];
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m_RenderStateBlocks[0] = DeferredLights.OverwriteStencil(m_RenderStateBlock, (int)StencilUsage.MaterialMask, (int)StencilUsage.MaterialLit);
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m_RenderStateBlocks[1] = DeferredLights.OverwriteStencil(m_RenderStateBlock, (int)StencilUsage.MaterialMask, (int)StencilUsage.MaterialSimpleLit);
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m_RenderStateBlocks[2] = DeferredLights.OverwriteStencil(m_RenderStateBlock, (int)StencilUsage.MaterialMask, (int)StencilUsage.MaterialUnlit);
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m_RenderStateBlocks[3] = m_RenderStateBlocks[0];
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}
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public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
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{
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RenderTargetHandle[] gbufferAttachments = m_DeferredLights.GbufferAttachments;
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if (cmd != null)
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{
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// Create and declare the render targets used in the pass
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for (int i = 0; i < gbufferAttachments.Length; ++i)
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{
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// Lighting buffer has already been declared with line ConfigureCameraTarget(m_ActiveCameraColorAttachment.Identifier(), ...) in DeferredRenderer.Setup
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if (i == m_DeferredLights.GBufferLightingIndex)
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continue;
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// Normal buffer may have already been created if there was a depthNormal prepass before.
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// DepthNormal prepass is needed for forward-only materials when SSAO is generated between gbuffer and deferred lighting pass.
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if (i == m_DeferredLights.GBufferNormalSmoothnessIndex && m_DeferredLights.HasNormalPrepass)
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{
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if (m_DeferredLights.UseRenderPass)
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m_DeferredLights.DeferredInputIsTransient[i] = false;
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continue;
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}
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// No need to setup temporaryRTs if we are using input attachments as they will be Memoryless
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if (m_DeferredLights.UseRenderPass && i != m_DeferredLights.GBufferShadowMask && i != m_DeferredLights.GBufferRenderingLayers && (i != m_DeferredLights.GbufferDepthIndex && !m_DeferredLights.HasDepthPrepass))
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continue;
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RenderTextureDescriptor gbufferSlice = cameraTextureDescriptor;
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gbufferSlice.depthBufferBits = 0; // make sure no depth surface is actually created
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gbufferSlice.stencilFormat = GraphicsFormat.None;
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gbufferSlice.graphicsFormat = m_DeferredLights.GetGBufferFormat(i);
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cmd.GetTemporaryRT(m_DeferredLights.GbufferAttachments[i].id, gbufferSlice);
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}
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}
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ConfigureTarget(m_DeferredLights.GbufferAttachmentIdentifiers, m_DeferredLights.DepthAttachmentIdentifier, m_DeferredLights.GbufferFormats);
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// We must explicitely specify we don't want any clear to avoid unwanted side-effects.
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// ScriptableRenderer will implicitely force a clear the first time the camera color/depth targets are bound.
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ConfigureClear(ClearFlag.None, Color.black);
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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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CommandBuffer gbufferCommands = CommandBufferPool.Get();
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using (new ProfilingScope(gbufferCommands, m_ProfilingSampler))
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{
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context.ExecuteCommandBuffer(gbufferCommands);
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gbufferCommands.Clear();
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// User can stack several scriptable renderers during rendering but deferred renderer should only lit pixels added by this gbuffer pass.
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// If we detect we are in such case (camera is in overlay mode), we clear the highest bits of stencil we have control of and use them to
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// mark what pixel to shade during deferred pass. Gbuffer will always mark pixels using their material types.
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if (m_DeferredLights.IsOverlay)
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{
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m_DeferredLights.ClearStencilPartial(gbufferCommands);
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context.ExecuteCommandBuffer(gbufferCommands);
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gbufferCommands.Clear();
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}
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ref CameraData cameraData = ref renderingData.cameraData;
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Camera camera = cameraData.camera;
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ShaderTagId lightModeTag = s_ShaderTagUniversalGBuffer;
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DrawingSettings drawingSettings = CreateDrawingSettings(lightModeTag, ref renderingData, renderingData.cameraData.defaultOpaqueSortFlags);
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ShaderTagId universalMaterialTypeTag = s_ShaderTagUniversalMaterialType;
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NativeArray<ShaderTagId> tagValues = new NativeArray<ShaderTagId>(m_ShaderTagValues, Allocator.Temp);
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NativeArray<RenderStateBlock> stateBlocks = new NativeArray<RenderStateBlock>(m_RenderStateBlocks, Allocator.Temp);
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context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref m_FilteringSettings, universalMaterialTypeTag, false, tagValues, stateBlocks);
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tagValues.Dispose();
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stateBlocks.Dispose();
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// Render objects that did not match any shader pass with error shader
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RenderingUtils.RenderObjectsWithError(context, ref renderingData.cullResults, camera, m_FilteringSettings, SortingCriteria.None);
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// If any sub-system needs camera normal texture, make it available.
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gbufferCommands.SetGlobalTexture(s_CameraNormalsTextureID, m_DeferredLights.GbufferAttachmentIdentifiers[m_DeferredLights.GBufferNormalSmoothnessIndex]);
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}
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context.ExecuteCommandBuffer(gbufferCommands);
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CommandBufferPool.Release(gbufferCommands);
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}
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public override void OnCameraCleanup(CommandBuffer cmd)
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{
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RenderTargetHandle[] gbufferAttachments = m_DeferredLights.GbufferAttachments;
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for (int i = 0; i < gbufferAttachments.Length; ++i)
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{
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if (i == m_DeferredLights.GBufferLightingIndex)
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continue;
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if (i == m_DeferredLights.GBufferNormalSmoothnessIndex && m_DeferredLights.HasNormalPrepass)
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continue;
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cmd.ReleaseTemporaryRT(gbufferAttachments[i].id);
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}
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}
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}
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}
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