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DBufferRenderPass.cs 15KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using UnityEngine.Experimental.Rendering;
  4. using UnityEngine.Rendering.RenderGraphModule;
  5. using UnityEngine.Rendering.Universal.Internal;
  6. namespace UnityEngine.Rendering.Universal
  7. {
  8. internal class DecalDrawDBufferSystem : DecalDrawSystem
  9. {
  10. public DecalDrawDBufferSystem(DecalEntityManager entityManager) : base("DecalDrawIntoDBufferSystem.Execute", entityManager) { }
  11. protected override int GetPassIndex(DecalCachedChunk decalCachedChunk) => decalCachedChunk.passIndexDBuffer;
  12. }
  13. internal class DBufferRenderPass : ScriptableRenderPass
  14. {
  15. internal static string[] s_DBufferNames = { "_DBufferTexture0", "_DBufferTexture1", "_DBufferTexture2", "_DBufferTexture3" };
  16. internal static string s_DBufferDepthName = "DBufferDepth";
  17. static readonly int s_SSAOTextureID = Shader.PropertyToID("_ScreenSpaceOcclusionTexture");
  18. private DecalDrawDBufferSystem m_DrawSystem;
  19. private DBufferSettings m_Settings;
  20. private Material m_DBufferClear;
  21. private FilteringSettings m_FilteringSettings;
  22. private List<ShaderTagId> m_ShaderTagIdList;
  23. private ProfilingSampler m_DBufferClearSampler;
  24. private bool m_DecalLayers;
  25. private RTHandle m_DBufferDepth;
  26. private PassData m_PassData;
  27. internal RTHandle[] dBufferColorHandles { get; private set; }
  28. internal RTHandle depthHandle { get; private set; }
  29. internal RTHandle dBufferDepth { get => m_DBufferDepth; }
  30. private TextureHandle[] dbufferHandles;
  31. public DBufferRenderPass(Material dBufferClear, DBufferSettings settings, DecalDrawDBufferSystem drawSystem, bool decalLayers)
  32. {
  33. renderPassEvent = RenderPassEvent.AfterRenderingPrePasses + 1;
  34. var scriptableRenderPassInput = ScriptableRenderPassInput.Normal;
  35. ConfigureInput(scriptableRenderPassInput);
  36. m_DrawSystem = drawSystem;
  37. m_Settings = settings;
  38. m_DBufferClear = dBufferClear;
  39. profilingSampler = new ProfilingSampler("Draw DBuffer");
  40. m_DBufferClearSampler = new ProfilingSampler("Clear");
  41. m_FilteringSettings = new FilteringSettings(RenderQueueRange.opaque, -1);
  42. m_DecalLayers = decalLayers;
  43. m_ShaderTagIdList = new List<ShaderTagId>();
  44. m_ShaderTagIdList.Add(new ShaderTagId(DecalShaderPassNames.DBufferMesh));
  45. m_ShaderTagIdList.Add(new ShaderTagId(DecalShaderPassNames.DBufferProjectorVFX));
  46. int dBufferCount = (int)settings.surfaceData + 1;
  47. dBufferColorHandles = new RTHandle[dBufferCount];
  48. m_PassData = new PassData();
  49. }
  50. public void Dispose()
  51. {
  52. m_DBufferDepth?.Release();
  53. foreach (var handle in dBufferColorHandles)
  54. handle?.Release();
  55. }
  56. public void Setup(in CameraData cameraData)
  57. {
  58. var depthDesc = cameraData.cameraTargetDescriptor;
  59. depthDesc.graphicsFormat = GraphicsFormat.None; //Depth only rendering
  60. depthDesc.depthStencilFormat = cameraData.cameraTargetDescriptor.depthStencilFormat;
  61. depthDesc.msaaSamples = 1;
  62. RenderingUtils.ReAllocateHandleIfNeeded(ref m_DBufferDepth, depthDesc, name: s_DBufferDepthName);
  63. Setup(cameraData, m_DBufferDepth);
  64. }
  65. public void Setup(in CameraData cameraData, RTHandle depthTextureHandle)
  66. {
  67. // base
  68. {
  69. var desc = cameraData.cameraTargetDescriptor;
  70. desc.graphicsFormat = QualitySettings.activeColorSpace == ColorSpace.Linear ? GraphicsFormat.R8G8B8A8_SRGB : GraphicsFormat.R8G8B8A8_UNorm;
  71. desc.depthBufferBits = 0;
  72. desc.msaaSamples = 1;
  73. RenderingUtils.ReAllocateHandleIfNeeded(ref dBufferColorHandles[0], desc, name: s_DBufferNames[0]);
  74. }
  75. if (m_Settings.surfaceData == DecalSurfaceData.AlbedoNormal || m_Settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS)
  76. {
  77. var desc = cameraData.cameraTargetDescriptor;
  78. desc.graphicsFormat = GraphicsFormat.R8G8B8A8_UNorm;
  79. desc.depthBufferBits = 0;
  80. desc.msaaSamples = 1;
  81. RenderingUtils.ReAllocateHandleIfNeeded(ref dBufferColorHandles[1], desc, name: s_DBufferNames[1]);
  82. }
  83. if (m_Settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS)
  84. {
  85. var desc = cameraData.cameraTargetDescriptor;
  86. desc.graphicsFormat = GraphicsFormat.R8G8B8A8_UNorm;
  87. desc.depthBufferBits = 0;
  88. desc.msaaSamples = 1;
  89. RenderingUtils.ReAllocateHandleIfNeeded(ref dBufferColorHandles[2], desc, name: s_DBufferNames[2]);
  90. }
  91. // depth
  92. depthHandle = depthTextureHandle;
  93. }
  94. [Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)]
  95. public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
  96. {
  97. // Disable obsolete warning for internal usage
  98. #pragma warning disable CS0618
  99. ConfigureTarget(dBufferColorHandles, depthHandle);
  100. #pragma warning restore CS0618
  101. }
  102. [Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)]
  103. public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
  104. {
  105. InitPassData(ref m_PassData);
  106. var cmd = renderingData.commandBuffer;
  107. var passData = m_PassData;
  108. using (new ProfilingScope(cmd, profilingSampler))
  109. {
  110. context.ExecuteCommandBuffer(cmd);
  111. cmd.Clear();
  112. SetGlobalTextures(renderingData.commandBuffer, m_PassData);
  113. SetKeywords(CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer), m_PassData);
  114. Clear(renderingData.commandBuffer, m_PassData);
  115. UniversalRenderingData universalRenderingData = renderingData.frameData.Get<UniversalRenderingData>();
  116. UniversalCameraData cameraData = renderingData.frameData.Get<UniversalCameraData>();
  117. UniversalLightData lightData = renderingData.frameData.Get<UniversalLightData>();
  118. var param = InitRendererListParams(universalRenderingData, cameraData, lightData);
  119. var rendererList = context.CreateRendererList(ref param);
  120. ExecutePass(CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer), m_PassData, rendererList, false);
  121. }
  122. }
  123. private static void ExecutePass(RasterCommandBuffer cmd, PassData passData, RendererList rendererList, bool renderGraph)
  124. {
  125. passData.drawSystem.Execute(cmd);
  126. cmd.DrawRendererList(rendererList);
  127. }
  128. private static void SetGlobalTextures(CommandBuffer cmd, PassData passData)
  129. {
  130. var dBufferColorHandles = passData.dBufferColorHandles;
  131. cmd.SetGlobalTexture(dBufferColorHandles[0].name, dBufferColorHandles[0].nameID);
  132. if (passData.settings.surfaceData == DecalSurfaceData.AlbedoNormal || passData.settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS)
  133. cmd.SetGlobalTexture(dBufferColorHandles[1].name, dBufferColorHandles[1].nameID);
  134. if (passData.settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS)
  135. cmd.SetGlobalTexture(dBufferColorHandles[2].name, dBufferColorHandles[2].nameID);
  136. }
  137. private static void SetKeywords(RasterCommandBuffer cmd, PassData passData)
  138. {
  139. cmd.SetKeyword(ShaderGlobalKeywords.DBufferMRT1, passData.settings.surfaceData == DecalSurfaceData.Albedo);
  140. cmd.SetKeyword(ShaderGlobalKeywords.DBufferMRT2, passData.settings.surfaceData == DecalSurfaceData.AlbedoNormal);
  141. cmd.SetKeyword(ShaderGlobalKeywords.DBufferMRT3, passData.settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS);
  142. cmd.SetKeyword(ShaderGlobalKeywords.DecalLayers, passData.decalLayers);
  143. }
  144. private static void Clear(CommandBuffer cmd, PassData passData)
  145. {
  146. // TODO: This should be replace with mrt clear once we support it
  147. // Clear render targets
  148. using (new ProfilingScope(cmd, passData.dBufferClearSampler))
  149. {
  150. // for alpha compositing, color is cleared to 0, alpha to 1
  151. // https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch23.html
  152. Blitter.BlitTexture(cmd, passData.dBufferColorHandles[0], new Vector4(1, 1, 0, 0), passData.dBufferClear, 0);
  153. }
  154. }
  155. private class PassData
  156. {
  157. internal DecalDrawDBufferSystem drawSystem;
  158. internal DBufferSettings settings;
  159. internal Material dBufferClear;
  160. internal ProfilingSampler dBufferClearSampler;
  161. internal bool decalLayers;
  162. internal RTHandle dBufferDepth;
  163. internal RTHandle[] dBufferColorHandles;
  164. internal RendererListHandle rendererList;
  165. }
  166. private void InitPassData(ref PassData passData)
  167. {
  168. passData.drawSystem = m_DrawSystem;
  169. passData.settings = m_Settings;
  170. passData.dBufferClear = m_DBufferClear;
  171. passData.dBufferClearSampler = m_DBufferClearSampler;
  172. passData.decalLayers = m_DecalLayers;
  173. passData.dBufferDepth = m_DBufferDepth;
  174. passData.dBufferColorHandles = dBufferColorHandles;
  175. }
  176. private RendererListParams InitRendererListParams(UniversalRenderingData renderingData, UniversalCameraData cameraData, UniversalLightData lightData)
  177. {
  178. SortingCriteria sortingCriteria = cameraData.defaultOpaqueSortFlags;
  179. DrawingSettings drawingSettings = RenderingUtils.CreateDrawingSettings(m_ShaderTagIdList, renderingData, cameraData, lightData, sortingCriteria);
  180. return new RendererListParams(renderingData.cullResults, drawingSettings, m_FilteringSettings);
  181. }
  182. public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
  183. {
  184. UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
  185. UniversalRenderingData renderingData = frameData.Get<UniversalRenderingData>();
  186. UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
  187. UniversalLightData lightData = frameData.Get<UniversalLightData>();
  188. UniversalRenderer renderer = (UniversalRenderer)cameraData.renderer;
  189. TextureHandle cameraDepthTexture = resourceData.cameraDepthTexture;
  190. TextureHandle cameraNormalsTexture = resourceData.cameraNormalsTexture;
  191. TextureHandle depthTarget = renderer.renderingModeActual == RenderingMode.Deferred ? resourceData.activeDepthTexture :
  192. (cameraData.cameraTargetDescriptor.msaaSamples > 1 ? resourceData.dBufferDepth : resourceData.activeDepthTexture);
  193. using (var builder = renderGraph.AddRasterRenderPass<PassData>(profilingSampler.name, out var passData, profilingSampler))
  194. {
  195. InitPassData(ref passData);
  196. if (dbufferHandles == null)
  197. dbufferHandles = new TextureHandle[RenderGraphUtils.DBufferSize];
  198. // base
  199. {
  200. var desc = cameraData.cameraTargetDescriptor;
  201. desc.graphicsFormat = QualitySettings.activeColorSpace == ColorSpace.Linear ? GraphicsFormat.R8G8B8A8_SRGB : GraphicsFormat.R8G8B8A8_UNorm;
  202. desc.depthBufferBits = 0;
  203. desc.msaaSamples = 1;
  204. dbufferHandles[0] = UniversalRenderer.CreateRenderGraphTexture(renderGraph, desc, s_DBufferNames[0], true, new Color(0, 0, 0, 1));
  205. builder.SetRenderAttachment(dbufferHandles[0], 0, AccessFlags.Write);
  206. }
  207. if (m_Settings.surfaceData == DecalSurfaceData.AlbedoNormal || m_Settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS)
  208. {
  209. var desc = cameraData.cameraTargetDescriptor;
  210. desc.graphicsFormat = GraphicsFormat.R8G8B8A8_UNorm;
  211. desc.depthBufferBits = 0;
  212. desc.msaaSamples = 1;
  213. dbufferHandles[1] = UniversalRenderer.CreateRenderGraphTexture(renderGraph, desc, s_DBufferNames[1], true, new Color(0.5f, 0.5f, 0.5f, 1));
  214. builder.SetRenderAttachment(dbufferHandles[1], 1, AccessFlags.Write);
  215. }
  216. if (m_Settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS)
  217. {
  218. var desc = cameraData.cameraTargetDescriptor;
  219. desc.graphicsFormat = GraphicsFormat.R8G8B8A8_UNorm;
  220. desc.depthBufferBits = 0;
  221. desc.msaaSamples = 1;
  222. dbufferHandles[2] = UniversalRenderer.CreateRenderGraphTexture(renderGraph, desc, s_DBufferNames[2], true, new Color(0, 0, 0, 1));
  223. builder.SetRenderAttachment(dbufferHandles[2], 2, AccessFlags.Write);
  224. }
  225. builder.SetRenderAttachmentDepth(depthTarget, AccessFlags.Write);
  226. if (cameraData.cameraTargetDescriptor.msaaSamples > 1)
  227. builder.SetGlobalTextureAfterPass(depthTarget, Shader.PropertyToID("_CameraDepthTexture"));
  228. if (cameraDepthTexture.IsValid())
  229. builder.UseTexture(cameraDepthTexture, AccessFlags.Read);
  230. if (cameraNormalsTexture.IsValid())
  231. builder.UseTexture(cameraNormalsTexture, AccessFlags.Read);
  232. if (resourceData.ssaoTexture.IsValid())
  233. builder.UseGlobalTexture(s_SSAOTextureID);
  234. var param = InitRendererListParams(renderingData, cameraData, lightData);
  235. passData.rendererList = renderGraph.CreateRendererList(param);
  236. builder.UseRendererList(passData.rendererList);
  237. for (int i = 0; i < RenderGraphUtils.DBufferSize; ++i)
  238. {
  239. if (dbufferHandles[i].IsValid())
  240. builder.SetGlobalTextureAfterPass(dbufferHandles[i], Shader.PropertyToID(s_DBufferNames[i]));
  241. }
  242. builder.AllowPassCulling(false);
  243. builder.AllowGlobalStateModification(true);
  244. builder.SetRenderFunc((PassData data, RasterGraphContext rgContext) =>
  245. {
  246. SetKeywords(rgContext.cmd, data);
  247. ExecutePass(rgContext.cmd, data, data.rendererList, true);
  248. });
  249. }
  250. resourceData.dBuffer = dbufferHandles;
  251. }
  252. public override void OnCameraCleanup(CommandBuffer cmd)
  253. {
  254. if (cmd == null)
  255. {
  256. throw new System.ArgumentNullException("cmd");
  257. }
  258. cmd.SetKeyword(ShaderGlobalKeywords.DBufferMRT1, false);
  259. cmd.SetKeyword(ShaderGlobalKeywords.DBufferMRT2, false);
  260. cmd.SetKeyword(ShaderGlobalKeywords.DBufferMRT3, false);
  261. cmd.SetKeyword(ShaderGlobalKeywords.DecalLayers, false);
  262. }
  263. }
  264. }