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DrawRenderer2DPass.cs 9.3KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using UnityEngine.Rendering.RenderGraphModule;
  4. using CommonResourceData = UnityEngine.Rendering.Universal.UniversalResourceData;
  5. namespace UnityEngine.Rendering.Universal
  6. {
  7. internal class DrawRenderer2DPass : ScriptableRenderPass
  8. {
  9. static readonly string k_RenderPass = "Renderer2D Pass";
  10. static readonly string k_SetLightGlobalPass = "SetLightGlobals Pass";
  11. private static readonly ProfilingSampler m_ProfilingSampler = new ProfilingSampler(k_RenderPass);
  12. private static readonly ProfilingSampler m_SetLightGlobalProfilingSampler = new ProfilingSampler(k_SetLightGlobalPass);
  13. private static readonly ShaderTagId k_CombinedRenderingPassName = new ShaderTagId("Universal2D");
  14. private static readonly ShaderTagId k_LegacyPassName = new ShaderTagId("SRPDefaultUnlit");
  15. #if UNITY_EDITOR
  16. private static readonly int k_DefaultWhiteTextureID = Shader.PropertyToID("_DefaultWhiteTex");
  17. #endif
  18. private static readonly List<ShaderTagId> k_ShaderTags =
  19. new List<ShaderTagId>() {k_LegacyPassName, k_CombinedRenderingPassName};
  20. private static readonly int k_HDREmulationScaleID = Shader.PropertyToID("_HDREmulationScale");
  21. private static readonly int k_RendererColorID = Shader.PropertyToID("_RendererColor");
  22. [Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)]
  23. public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
  24. {
  25. throw new NotImplementedException();
  26. }
  27. private static void Execute(RasterGraphContext context, PassData passData)
  28. {
  29. var cmd = context.cmd;
  30. var blendStylesCount = passData.blendStyleIndices.Length;
  31. cmd.SetGlobalFloat(k_HDREmulationScaleID, passData.hdrEmulationScale);
  32. cmd.SetGlobalColor(k_RendererColorID, Color.white);
  33. RendererLighting.SetLightShaderGlobals(cmd, passData.lightBlendStyles, passData.blendStyleIndices);
  34. #if UNITY_EDITOR
  35. if (passData.isLitView)
  36. #endif
  37. {
  38. if (passData.layerUseLights)
  39. {
  40. for (var i = 0; i < blendStylesCount; i++)
  41. {
  42. var blendStyleIndex = passData.blendStyleIndices[i];
  43. RendererLighting.EnableBlendStyle(cmd, blendStyleIndex, true);
  44. }
  45. }
  46. else if (passData.isSceneLit)
  47. {
  48. RendererLighting.EnableBlendStyle(cmd, 0, true);
  49. }
  50. }
  51. // Draw all renderers in layer batch
  52. cmd.DrawRendererList(passData.rendererList);
  53. RendererLighting.DisableAllKeywords(cmd);
  54. }
  55. class SetGlobalPassData
  56. {
  57. internal TextureHandle[] lightTextures;
  58. }
  59. class PassData
  60. {
  61. internal Light2DBlendStyle[] lightBlendStyles;
  62. internal int[] blendStyleIndices;
  63. internal float hdrEmulationScale;
  64. internal bool isSceneLit;
  65. internal bool layerUseLights;
  66. internal TextureHandle[] lightTextures;
  67. internal RendererListHandle rendererList;
  68. #if UNITY_EDITOR
  69. internal bool isLitView; // Required for prefab view and preview camera
  70. #endif
  71. }
  72. public void Render(RenderGraph graph, ContextContainer frameData, Renderer2DData rendererData, ref LayerBatch[] layerBatches, int batchIndex, ref FilteringSettings filterSettings)
  73. {
  74. UniversalRenderingData renderingData = frameData.Get<UniversalRenderingData>();
  75. UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
  76. UniversalLightData lightData = frameData.Get<UniversalLightData>();
  77. Universal2DResourceData universal2DResourceData = frameData.Get<Universal2DResourceData>();
  78. CommonResourceData commonResourceData = frameData.Get<CommonResourceData>();
  79. var layerBatch = layerBatches[batchIndex];
  80. // Preset global light textures for first batch
  81. if (batchIndex == 0)
  82. {
  83. using (var builder = graph.AddRasterRenderPass<SetGlobalPassData>(k_SetLightGlobalPass, out var passData, m_SetLightGlobalProfilingSampler))
  84. {
  85. if (layerBatch.lightStats.useAnyLights)
  86. {
  87. passData.lightTextures = universal2DResourceData.lightTextures[batchIndex];
  88. for (var i = 0; i < passData.lightTextures.Length; i++)
  89. builder.UseTexture(passData.lightTextures[i]);
  90. }
  91. SetGlobalLightTextures(graph, builder, passData.lightTextures, cameraData, ref layerBatch, rendererData);
  92. builder.AllowPassCulling(false);
  93. builder.AllowGlobalStateModification(true);
  94. builder.SetRenderFunc((SetGlobalPassData data, RasterGraphContext context) =>
  95. {
  96. });
  97. }
  98. }
  99. // Renderer Pass
  100. using (var builder = graph.AddRasterRenderPass<PassData>(k_RenderPass, out var passData, m_ProfilingSampler))
  101. {
  102. passData.lightBlendStyles = rendererData.lightBlendStyles;
  103. passData.blendStyleIndices = layerBatch.activeBlendStylesIndices;
  104. passData.hdrEmulationScale = rendererData.hdrEmulationScale;
  105. passData.isSceneLit = rendererData.lightCullResult.IsSceneLit();
  106. passData.layerUseLights = layerBatch.lightStats.useAnyLights;
  107. #if UNITY_EDITOR
  108. passData.isLitView = true;
  109. // Early out for prefabs
  110. if (cameraData.isSceneViewCamera && !UnityEditor.SceneView.currentDrawingSceneView.sceneLighting)
  111. passData.isLitView = false;
  112. // Early out for preview camera
  113. if (cameraData.cameraType == CameraType.Preview)
  114. passData.isLitView = false;
  115. #endif
  116. var drawSettings = CreateDrawingSettings(k_ShaderTags, renderingData, cameraData, lightData, SortingCriteria.CommonTransparent);
  117. var sortSettings = drawSettings.sortingSettings;
  118. RendererLighting.GetTransparencySortingMode(rendererData, cameraData.camera, ref sortSettings);
  119. drawSettings.sortingSettings = sortSettings;
  120. var param = new RendererListParams(renderingData.cullResults, drawSettings, filterSettings);
  121. passData.rendererList = graph.CreateRendererList(param);
  122. builder.UseRendererList(passData.rendererList);
  123. if (passData.layerUseLights)
  124. {
  125. passData.lightTextures = universal2DResourceData.lightTextures[batchIndex];
  126. for (var i = 0; i < passData.lightTextures.Length; i++)
  127. builder.UseTexture(passData.lightTextures[i]);
  128. }
  129. builder.SetRenderAttachment(commonResourceData.activeColorTexture, 0);
  130. builder.SetRenderAttachmentDepth(commonResourceData.activeDepthTexture);
  131. builder.AllowPassCulling(false);
  132. builder.AllowGlobalStateModification(true);
  133. builder.UseAllGlobalTextures(true);
  134. // Post set global light textures for next renderer pass
  135. var nextBatch = batchIndex + 1;
  136. if (nextBatch < universal2DResourceData.lightTextures.Length)
  137. SetGlobalLightTextures(graph, builder, universal2DResourceData.lightTextures[nextBatch], cameraData, ref layerBatches[nextBatch], rendererData);
  138. builder.SetRenderFunc((PassData data, RasterGraphContext context) =>
  139. {
  140. Execute(context, data);
  141. });
  142. }
  143. }
  144. void SetGlobalLightTextures(RenderGraph graph, IRasterRenderGraphBuilder builder, TextureHandle[] lightTextures, UniversalCameraData cameraData, ref LayerBatch layerBatch, Renderer2DData rendererData)
  145. {
  146. #if UNITY_EDITOR
  147. bool isLitView = true;
  148. // Early out for prefabs
  149. if (cameraData.isSceneViewCamera && !UnityEditor.SceneView.currentDrawingSceneView.sceneLighting)
  150. isLitView = false;
  151. // Early out for preview camera
  152. if (cameraData.cameraType == CameraType.Preview)
  153. isLitView = false;
  154. builder.SetGlobalTextureAfterPass(graph.defaultResources.whiteTexture, k_DefaultWhiteTextureID);
  155. if (isLitView)
  156. #endif
  157. {
  158. if (layerBatch.lightStats.useAnyLights)
  159. {
  160. for (var i = 0; i < lightTextures.Length; i++)
  161. {
  162. var blendStyleIndex = layerBatch.activeBlendStylesIndices[i];
  163. builder.SetGlobalTextureAfterPass(lightTextures[i], Shader.PropertyToID(RendererLighting.k_ShapeLightTextureIDs[blendStyleIndex]));
  164. }
  165. }
  166. else if (rendererData.lightCullResult.IsSceneLit())
  167. {
  168. builder.SetGlobalTextureAfterPass(graph.defaultResources.blackTexture, Shader.PropertyToID(RendererLighting.k_ShapeLightTextureIDs[0]));
  169. }
  170. }
  171. }
  172. }
  173. }