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RenderObjectsPass.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.Scripting.APIUpdating;
  6. namespace UnityEngine.Rendering.Universal
  7. {
  8. /// <summary>
  9. /// The scriptable render pass used with the render objects renderer feature.
  10. /// </summary>
  11. [MovedFrom(true, "UnityEngine.Experimental.Rendering.Universal")]
  12. public class RenderObjectsPass : ScriptableRenderPass
  13. {
  14. RenderQueueType renderQueueType;
  15. FilteringSettings m_FilteringSettings;
  16. RenderObjects.CustomCameraSettings m_CameraSettings;
  17. /// <summary>
  18. /// The override material to use.
  19. /// </summary>
  20. public Material overrideMaterial { get; set; }
  21. /// <summary>
  22. /// The pass index to use with the override material.
  23. /// </summary>
  24. public int overrideMaterialPassIndex { get; set; }
  25. /// <summary>
  26. /// The override shader to use.
  27. /// </summary>
  28. public Shader overrideShader { get; set; }
  29. /// <summary>
  30. /// The pass index to use with the override shader.
  31. /// </summary>
  32. public int overrideShaderPassIndex { get; set; }
  33. List<ShaderTagId> m_ShaderTagIdList = new List<ShaderTagId>();
  34. private PassData m_PassData;
  35. /// <summary>
  36. /// Sets the write and comparison function for depth.
  37. /// </summary>
  38. /// <param name="writeEnabled">Sets whether it should write to depth or not.</param>
  39. /// <param name="function">The depth comparison function to use.</param>
  40. [Obsolete("Use SetDepthState instead", true)]
  41. public void SetDetphState(bool writeEnabled, CompareFunction function = CompareFunction.Less)
  42. {
  43. SetDepthState(writeEnabled, function);
  44. }
  45. /// <summary>
  46. /// Sets the write and comparison function for depth.
  47. /// </summary>
  48. /// <param name="writeEnabled">Sets whether it should write to depth or not.</param>
  49. /// <param name="function">The depth comparison function to use.</param>
  50. public void SetDepthState(bool writeEnabled, CompareFunction function = CompareFunction.Less)
  51. {
  52. m_RenderStateBlock.mask |= RenderStateMask.Depth;
  53. m_RenderStateBlock.depthState = new DepthState(writeEnabled, function);
  54. }
  55. /// <summary>
  56. /// Sets up the stencil settings for the pass.
  57. /// </summary>
  58. /// <param name="reference">The stencil reference value.</param>
  59. /// <param name="compareFunction">The comparison function to use.</param>
  60. /// <param name="passOp">The stencil operation to use when the stencil test passes.</param>
  61. /// <param name="failOp">The stencil operation to use when the stencil test fails.</param>
  62. /// <param name="zFailOp">The stencil operation to use when the stencil test fails because of depth.</param>
  63. public void SetStencilState(int reference, CompareFunction compareFunction, StencilOp passOp, StencilOp failOp, StencilOp zFailOp)
  64. {
  65. StencilState stencilState = StencilState.defaultValue;
  66. stencilState.enabled = true;
  67. stencilState.SetCompareFunction(compareFunction);
  68. stencilState.SetPassOperation(passOp);
  69. stencilState.SetFailOperation(failOp);
  70. stencilState.SetZFailOperation(zFailOp);
  71. m_RenderStateBlock.mask |= RenderStateMask.Stencil;
  72. m_RenderStateBlock.stencilReference = reference;
  73. m_RenderStateBlock.stencilState = stencilState;
  74. }
  75. RenderStateBlock m_RenderStateBlock;
  76. /// <summary>
  77. /// The constructor for render objects pass.
  78. /// </summary>
  79. /// <param name="profilerTag">The profiler tag used with the pass.</param>
  80. /// <param name="renderPassEvent">Controls when the render pass executes.</param>
  81. /// <param name="shaderTags">List of shader tags to render with.</param>
  82. /// <param name="renderQueueType">The queue type for the objects to render.</param>
  83. /// <param name="layerMask">The layer mask to use for creating filtering settings that control what objects get rendered.</param>
  84. /// <param name="cameraSettings">The settings for custom cameras values.</param>
  85. public RenderObjectsPass(string profilerTag, RenderPassEvent renderPassEvent, string[] shaderTags, RenderQueueType renderQueueType, int layerMask, RenderObjects.CustomCameraSettings cameraSettings)
  86. {
  87. base.profilingSampler = new ProfilingSampler(profilerTag);
  88. m_PassData = new PassData();
  89. this.renderPassEvent = renderPassEvent;
  90. this.renderQueueType = renderQueueType;
  91. this.overrideMaterial = null;
  92. this.overrideMaterialPassIndex = 0;
  93. this.overrideShader = null;
  94. this.overrideShaderPassIndex = 0;
  95. RenderQueueRange renderQueueRange = (renderQueueType == RenderQueueType.Transparent)
  96. ? RenderQueueRange.transparent
  97. : RenderQueueRange.opaque;
  98. m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask);
  99. if (shaderTags != null && shaderTags.Length > 0)
  100. {
  101. foreach (var passName in shaderTags)
  102. m_ShaderTagIdList.Add(new ShaderTagId(passName));
  103. }
  104. else
  105. {
  106. m_ShaderTagIdList.Add(new ShaderTagId("SRPDefaultUnlit"));
  107. m_ShaderTagIdList.Add(new ShaderTagId("UniversalForward"));
  108. m_ShaderTagIdList.Add(new ShaderTagId("UniversalForwardOnly"));
  109. }
  110. m_RenderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
  111. m_CameraSettings = cameraSettings;
  112. }
  113. internal RenderObjectsPass(URPProfileId profileId, RenderPassEvent renderPassEvent, string[] shaderTags, RenderQueueType renderQueueType, int layerMask, RenderObjects.CustomCameraSettings cameraSettings)
  114. : this(profileId.GetType().Name, renderPassEvent, shaderTags, renderQueueType, layerMask, cameraSettings)
  115. {
  116. base.profilingSampler = ProfilingSampler.Get(profileId);
  117. }
  118. /// <inheritdoc/>
  119. [Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)]
  120. public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
  121. {
  122. UniversalRenderingData universalRenderingData = renderingData.frameData.Get<UniversalRenderingData>();
  123. UniversalCameraData cameraData = renderingData.frameData.Get<UniversalCameraData>();
  124. UniversalLightData lightData = renderingData.frameData.Get<UniversalLightData>();
  125. var cmd = CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer);
  126. using (new ProfilingScope(cmd, profilingSampler))
  127. {
  128. InitPassData(cameraData, ref m_PassData);
  129. InitRendererLists(universalRenderingData, lightData, ref m_PassData, context, default(RenderGraph), false);
  130. ExecutePass(m_PassData, cmd , m_PassData.rendererList, renderingData.cameraData.IsCameraProjectionMatrixFlipped());
  131. }
  132. }
  133. private static void ExecutePass(PassData passData, RasterCommandBuffer cmd, RendererList rendererList, bool isYFlipped)
  134. {
  135. Camera camera = passData.cameraData.camera;
  136. // In case of camera stacking we need to take the viewport rect from base camera
  137. Rect pixelRect = passData.cameraData.pixelRect;
  138. float cameraAspect = (float)pixelRect.width / (float)pixelRect.height;
  139. if (passData.cameraSettings.overrideCamera)
  140. {
  141. if (passData.cameraData.xr.enabled)
  142. {
  143. Debug.LogWarning("RenderObjects pass is configured to override camera matrices. While rendering in stereo camera matrices cannot be overridden.");
  144. }
  145. else
  146. {
  147. Matrix4x4 projectionMatrix = Matrix4x4.Perspective(passData.cameraSettings.cameraFieldOfView, cameraAspect,
  148. camera.nearClipPlane, camera.farClipPlane);
  149. projectionMatrix = GL.GetGPUProjectionMatrix(projectionMatrix, isYFlipped);
  150. Matrix4x4 viewMatrix = passData.cameraData.GetViewMatrix();
  151. Vector4 cameraTranslation = viewMatrix.GetColumn(3);
  152. viewMatrix.SetColumn(3, cameraTranslation + passData.cameraSettings.offset);
  153. RenderingUtils.SetViewAndProjectionMatrices(cmd, viewMatrix, projectionMatrix, false);
  154. }
  155. }
  156. var activeDebugHandler = GetActiveDebugHandler(passData.cameraData);
  157. if (activeDebugHandler != null)
  158. {
  159. passData.debugRendererLists.DrawWithRendererList(cmd);
  160. }
  161. else
  162. {
  163. cmd.DrawRendererList(rendererList);
  164. }
  165. if (passData.cameraSettings.overrideCamera && passData.cameraSettings.restoreCamera && !passData.cameraData.xr.enabled)
  166. {
  167. RenderingUtils.SetViewAndProjectionMatrices(cmd, passData.cameraData.GetViewMatrix(), GL.GetGPUProjectionMatrix(passData.cameraData.GetProjectionMatrix(0), isYFlipped), false);
  168. }
  169. }
  170. private class PassData
  171. {
  172. internal RenderObjects.CustomCameraSettings cameraSettings;
  173. internal RenderPassEvent renderPassEvent;
  174. internal TextureHandle color;
  175. internal RendererListHandle rendererListHdl;
  176. internal DebugRendererLists debugRendererLists;
  177. internal UniversalCameraData cameraData;
  178. // Required for code sharing purpose between RG and non-RG.
  179. internal RendererList rendererList;
  180. }
  181. private void InitPassData(UniversalCameraData cameraData, ref PassData passData)
  182. {
  183. passData.cameraSettings = m_CameraSettings;
  184. passData.renderPassEvent = renderPassEvent;
  185. passData.cameraData = cameraData;
  186. }
  187. private void InitRendererLists(UniversalRenderingData renderingData, UniversalLightData lightData,
  188. ref PassData passData, ScriptableRenderContext context, RenderGraph renderGraph, bool useRenderGraph)
  189. {
  190. SortingCriteria sortingCriteria = (renderQueueType == RenderQueueType.Transparent)
  191. ? SortingCriteria.CommonTransparent
  192. : passData.cameraData.defaultOpaqueSortFlags;
  193. DrawingSettings drawingSettings = RenderingUtils.CreateDrawingSettings(m_ShaderTagIdList, renderingData,
  194. passData.cameraData, lightData, sortingCriteria);
  195. drawingSettings.overrideMaterial = overrideMaterial;
  196. drawingSettings.overrideMaterialPassIndex = overrideMaterialPassIndex;
  197. drawingSettings.overrideShader = overrideShader;
  198. drawingSettings.overrideShaderPassIndex = overrideShaderPassIndex;
  199. var activeDebugHandler = GetActiveDebugHandler(passData.cameraData);
  200. var filterSettings = m_FilteringSettings;
  201. if (useRenderGraph)
  202. {
  203. if (activeDebugHandler != null)
  204. {
  205. passData.debugRendererLists = activeDebugHandler.CreateRendererListsWithDebugRenderState(renderGraph,
  206. ref renderingData.cullResults, ref drawingSettings, ref m_FilteringSettings, ref m_RenderStateBlock);
  207. }
  208. else
  209. {
  210. RenderingUtils.CreateRendererListWithRenderStateBlock(renderGraph, ref renderingData.cullResults, drawingSettings,
  211. m_FilteringSettings, m_RenderStateBlock, ref passData.rendererListHdl);
  212. }
  213. }
  214. else
  215. {
  216. if (activeDebugHandler != null)
  217. {
  218. passData.debugRendererLists = activeDebugHandler.CreateRendererListsWithDebugRenderState(context, ref renderingData.cullResults, ref drawingSettings, ref m_FilteringSettings, ref m_RenderStateBlock);
  219. }
  220. else
  221. {
  222. RenderingUtils.CreateRendererListWithRenderStateBlock(context, ref renderingData.cullResults, drawingSettings, m_FilteringSettings, m_RenderStateBlock, ref passData.rendererList);
  223. }
  224. }
  225. }
  226. /// <inheritdoc />
  227. public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
  228. {
  229. UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
  230. UniversalRenderingData renderingData = frameData.Get<UniversalRenderingData>();
  231. UniversalLightData lightData = frameData.Get<UniversalLightData>();
  232. using (var builder = renderGraph.AddRasterRenderPass<PassData>(profilingSampler == null ? "" : profilingSampler.name, out var passData, profilingSampler))
  233. {
  234. UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
  235. InitPassData(cameraData, ref passData);
  236. passData.color = resourceData.activeColorTexture;
  237. builder.SetRenderAttachment(resourceData.activeColorTexture, 0, AccessFlags.Write);
  238. builder.SetRenderAttachmentDepth(resourceData.activeDepthTexture, AccessFlags.Write);
  239. TextureHandle mainShadowsTexture = resourceData.mainShadowsTexture;
  240. TextureHandle additionalShadowsTexture = resourceData.additionalShadowsTexture;
  241. if (mainShadowsTexture.IsValid())
  242. builder.UseTexture(mainShadowsTexture, AccessFlags.Read);
  243. if (additionalShadowsTexture.IsValid())
  244. builder.UseTexture(additionalShadowsTexture, AccessFlags.Read);
  245. TextureHandle[] dBufferHandles = resourceData.dBuffer;
  246. for (int i = 0; i < dBufferHandles.Length; ++i)
  247. {
  248. TextureHandle dBuffer = dBufferHandles[i];
  249. if (dBuffer.IsValid())
  250. builder.UseTexture(dBuffer, AccessFlags.Read);
  251. }
  252. TextureHandle ssaoTexture = resourceData.ssaoTexture;
  253. if (ssaoTexture.IsValid())
  254. builder.UseTexture(ssaoTexture, AccessFlags.Read);
  255. InitRendererLists(renderingData, lightData, ref passData, default(ScriptableRenderContext), renderGraph, true);
  256. var activeDebugHandler = GetActiveDebugHandler(passData.cameraData);
  257. if (activeDebugHandler != null)
  258. {
  259. passData.debugRendererLists.PrepareRendererListForRasterPass(builder);
  260. }
  261. else
  262. {
  263. builder.UseRendererList(passData.rendererListHdl);
  264. }
  265. builder.AllowPassCulling(false);
  266. builder.AllowGlobalStateModification(true);
  267. if (cameraData.xr.enabled)
  268. builder.EnableFoveatedRasterization(cameraData.xr.supportsFoveatedRendering && cameraData.xrUniversal.canFoveateIntermediatePasses);
  269. builder.SetRenderFunc((PassData data, RasterGraphContext rgContext) =>
  270. {
  271. var isYFlipped = data.cameraData.IsRenderTargetProjectionMatrixFlipped(data.color);
  272. ExecutePass(data, rgContext.cmd, data.rendererListHdl, isYFlipped);
  273. });
  274. }
  275. }
  276. }
  277. }