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- using System;
- using System.Collections.Generic;
- using UnityEngine.Experimental.Rendering;
- using UnityEngine.Rendering.RenderGraphModule;
- using UnityEngine.Scripting.APIUpdating;
-
- namespace UnityEngine.Rendering.Universal
- {
- /// <summary>
- /// The scriptable render pass used with the render objects renderer feature.
- /// </summary>
- [MovedFrom(true, "UnityEngine.Experimental.Rendering.Universal")]
- public class RenderObjectsPass : ScriptableRenderPass
- {
- RenderQueueType renderQueueType;
- FilteringSettings m_FilteringSettings;
- RenderObjects.CustomCameraSettings m_CameraSettings;
-
-
- /// <summary>
- /// The override material to use.
- /// </summary>
- public Material overrideMaterial { get; set; }
-
- /// <summary>
- /// The pass index to use with the override material.
- /// </summary>
- public int overrideMaterialPassIndex { get; set; }
-
- /// <summary>
- /// The override shader to use.
- /// </summary>
- public Shader overrideShader { get; set; }
-
- /// <summary>
- /// The pass index to use with the override shader.
- /// </summary>
- public int overrideShaderPassIndex { get; set; }
-
- List<ShaderTagId> m_ShaderTagIdList = new List<ShaderTagId>();
- private PassData m_PassData;
-
- /// <summary>
- /// Sets the write and comparison function for depth.
- /// </summary>
- /// <param name="writeEnabled">Sets whether it should write to depth or not.</param>
- /// <param name="function">The depth comparison function to use.</param>
- [Obsolete("Use SetDepthState instead", true)]
- public void SetDetphState(bool writeEnabled, CompareFunction function = CompareFunction.Less)
- {
- SetDepthState(writeEnabled, function);
- }
-
- /// <summary>
- /// Sets the write and comparison function for depth.
- /// </summary>
- /// <param name="writeEnabled">Sets whether it should write to depth or not.</param>
- /// <param name="function">The depth comparison function to use.</param>
- public void SetDepthState(bool writeEnabled, CompareFunction function = CompareFunction.Less)
- {
- m_RenderStateBlock.mask |= RenderStateMask.Depth;
- m_RenderStateBlock.depthState = new DepthState(writeEnabled, function);
- }
-
- /// <summary>
- /// Sets up the stencil settings for the pass.
- /// </summary>
- /// <param name="reference">The stencil reference value.</param>
- /// <param name="compareFunction">The comparison function to use.</param>
- /// <param name="passOp">The stencil operation to use when the stencil test passes.</param>
- /// <param name="failOp">The stencil operation to use when the stencil test fails.</param>
- /// <param name="zFailOp">The stencil operation to use when the stencil test fails because of depth.</param>
- public void SetStencilState(int reference, CompareFunction compareFunction, StencilOp passOp, StencilOp failOp, StencilOp zFailOp)
- {
- StencilState stencilState = StencilState.defaultValue;
- stencilState.enabled = true;
- stencilState.SetCompareFunction(compareFunction);
- stencilState.SetPassOperation(passOp);
- stencilState.SetFailOperation(failOp);
- stencilState.SetZFailOperation(zFailOp);
-
- m_RenderStateBlock.mask |= RenderStateMask.Stencil;
- m_RenderStateBlock.stencilReference = reference;
- m_RenderStateBlock.stencilState = stencilState;
- }
-
- RenderStateBlock m_RenderStateBlock;
-
- /// <summary>
- /// The constructor for render objects pass.
- /// </summary>
- /// <param name="profilerTag">The profiler tag used with the pass.</param>
- /// <param name="renderPassEvent">Controls when the render pass executes.</param>
- /// <param name="shaderTags">List of shader tags to render with.</param>
- /// <param name="renderQueueType">The queue type for the objects to render.</param>
- /// <param name="layerMask">The layer mask to use for creating filtering settings that control what objects get rendered.</param>
- /// <param name="cameraSettings">The settings for custom cameras values.</param>
- public RenderObjectsPass(string profilerTag, RenderPassEvent renderPassEvent, string[] shaderTags, RenderQueueType renderQueueType, int layerMask, RenderObjects.CustomCameraSettings cameraSettings)
- {
- base.profilingSampler = new ProfilingSampler(profilerTag);
-
- m_PassData = new PassData();
-
- this.renderPassEvent = renderPassEvent;
- this.renderQueueType = renderQueueType;
- this.overrideMaterial = null;
- this.overrideMaterialPassIndex = 0;
- this.overrideShader = null;
- this.overrideShaderPassIndex = 0;
- RenderQueueRange renderQueueRange = (renderQueueType == RenderQueueType.Transparent)
- ? RenderQueueRange.transparent
- : RenderQueueRange.opaque;
- m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask);
-
- if (shaderTags != null && shaderTags.Length > 0)
- {
- foreach (var passName in shaderTags)
- m_ShaderTagIdList.Add(new ShaderTagId(passName));
- }
- else
- {
- m_ShaderTagIdList.Add(new ShaderTagId("SRPDefaultUnlit"));
- m_ShaderTagIdList.Add(new ShaderTagId("UniversalForward"));
- m_ShaderTagIdList.Add(new ShaderTagId("UniversalForwardOnly"));
- }
-
- m_RenderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
- m_CameraSettings = cameraSettings;
- }
-
- internal RenderObjectsPass(URPProfileId profileId, RenderPassEvent renderPassEvent, string[] shaderTags, RenderQueueType renderQueueType, int layerMask, RenderObjects.CustomCameraSettings cameraSettings)
- : this(profileId.GetType().Name, renderPassEvent, shaderTags, renderQueueType, layerMask, cameraSettings)
- {
- base.profilingSampler = ProfilingSampler.Get(profileId);
- }
-
- /// <inheritdoc/>
- [Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)]
- public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
- {
- UniversalRenderingData universalRenderingData = renderingData.frameData.Get<UniversalRenderingData>();
- UniversalCameraData cameraData = renderingData.frameData.Get<UniversalCameraData>();
- UniversalLightData lightData = renderingData.frameData.Get<UniversalLightData>();
-
- var cmd = CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer);
-
- using (new ProfilingScope(cmd, profilingSampler))
- {
- InitPassData(cameraData, ref m_PassData);
- InitRendererLists(universalRenderingData, lightData, ref m_PassData, context, default(RenderGraph), false);
-
- ExecutePass(m_PassData, cmd , m_PassData.rendererList, renderingData.cameraData.IsCameraProjectionMatrixFlipped());
- }
- }
-
- private static void ExecutePass(PassData passData, RasterCommandBuffer cmd, RendererList rendererList, bool isYFlipped)
- {
- Camera camera = passData.cameraData.camera;
-
- // In case of camera stacking we need to take the viewport rect from base camera
- Rect pixelRect = passData.cameraData.pixelRect;
- float cameraAspect = (float)pixelRect.width / (float)pixelRect.height;
-
- if (passData.cameraSettings.overrideCamera)
- {
- if (passData.cameraData.xr.enabled)
- {
- Debug.LogWarning("RenderObjects pass is configured to override camera matrices. While rendering in stereo camera matrices cannot be overridden.");
- }
- else
- {
- Matrix4x4 projectionMatrix = Matrix4x4.Perspective(passData.cameraSettings.cameraFieldOfView, cameraAspect,
- camera.nearClipPlane, camera.farClipPlane);
- projectionMatrix = GL.GetGPUProjectionMatrix(projectionMatrix, isYFlipped);
-
- Matrix4x4 viewMatrix = passData.cameraData.GetViewMatrix();
- Vector4 cameraTranslation = viewMatrix.GetColumn(3);
- viewMatrix.SetColumn(3, cameraTranslation + passData.cameraSettings.offset);
-
- RenderingUtils.SetViewAndProjectionMatrices(cmd, viewMatrix, projectionMatrix, false);
- }
- }
-
- var activeDebugHandler = GetActiveDebugHandler(passData.cameraData);
- if (activeDebugHandler != null)
- {
- passData.debugRendererLists.DrawWithRendererList(cmd);
- }
- else
- {
- cmd.DrawRendererList(rendererList);
- }
-
- if (passData.cameraSettings.overrideCamera && passData.cameraSettings.restoreCamera && !passData.cameraData.xr.enabled)
- {
- RenderingUtils.SetViewAndProjectionMatrices(cmd, passData.cameraData.GetViewMatrix(), GL.GetGPUProjectionMatrix(passData.cameraData.GetProjectionMatrix(0), isYFlipped), false);
- }
- }
-
- private class PassData
- {
- internal RenderObjects.CustomCameraSettings cameraSettings;
- internal RenderPassEvent renderPassEvent;
-
- internal TextureHandle color;
- internal RendererListHandle rendererListHdl;
- internal DebugRendererLists debugRendererLists;
-
- internal UniversalCameraData cameraData;
-
- // Required for code sharing purpose between RG and non-RG.
- internal RendererList rendererList;
- }
-
- private void InitPassData(UniversalCameraData cameraData, ref PassData passData)
- {
- passData.cameraSettings = m_CameraSettings;
- passData.renderPassEvent = renderPassEvent;
- passData.cameraData = cameraData;
- }
-
- private void InitRendererLists(UniversalRenderingData renderingData, UniversalLightData lightData,
- ref PassData passData, ScriptableRenderContext context, RenderGraph renderGraph, bool useRenderGraph)
- {
- SortingCriteria sortingCriteria = (renderQueueType == RenderQueueType.Transparent)
- ? SortingCriteria.CommonTransparent
- : passData.cameraData.defaultOpaqueSortFlags;
- DrawingSettings drawingSettings = RenderingUtils.CreateDrawingSettings(m_ShaderTagIdList, renderingData,
- passData.cameraData, lightData, sortingCriteria);
- drawingSettings.overrideMaterial = overrideMaterial;
- drawingSettings.overrideMaterialPassIndex = overrideMaterialPassIndex;
- drawingSettings.overrideShader = overrideShader;
- drawingSettings.overrideShaderPassIndex = overrideShaderPassIndex;
-
- var activeDebugHandler = GetActiveDebugHandler(passData.cameraData);
- var filterSettings = m_FilteringSettings;
- if (useRenderGraph)
- {
- if (activeDebugHandler != null)
- {
- passData.debugRendererLists = activeDebugHandler.CreateRendererListsWithDebugRenderState(renderGraph,
- ref renderingData.cullResults, ref drawingSettings, ref m_FilteringSettings, ref m_RenderStateBlock);
- }
- else
- {
- RenderingUtils.CreateRendererListWithRenderStateBlock(renderGraph, ref renderingData.cullResults, drawingSettings,
- m_FilteringSettings, m_RenderStateBlock, ref passData.rendererListHdl);
- }
- }
- else
- {
- if (activeDebugHandler != null)
- {
- passData.debugRendererLists = activeDebugHandler.CreateRendererListsWithDebugRenderState(context, ref renderingData.cullResults, ref drawingSettings, ref m_FilteringSettings, ref m_RenderStateBlock);
- }
- else
- {
- RenderingUtils.CreateRendererListWithRenderStateBlock(context, ref renderingData.cullResults, drawingSettings, m_FilteringSettings, m_RenderStateBlock, ref passData.rendererList);
- }
- }
- }
-
- /// <inheritdoc />
- public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
- {
- UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
- UniversalRenderingData renderingData = frameData.Get<UniversalRenderingData>();
- UniversalLightData lightData = frameData.Get<UniversalLightData>();
-
- using (var builder = renderGraph.AddRasterRenderPass<PassData>(profilingSampler == null ? "" : profilingSampler.name, out var passData, profilingSampler))
- {
- UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
-
- InitPassData(cameraData, ref passData);
-
- passData.color = resourceData.activeColorTexture;
- builder.SetRenderAttachment(resourceData.activeColorTexture, 0, AccessFlags.Write);
- builder.SetRenderAttachmentDepth(resourceData.activeDepthTexture, AccessFlags.Write);
-
- TextureHandle mainShadowsTexture = resourceData.mainShadowsTexture;
- TextureHandle additionalShadowsTexture = resourceData.additionalShadowsTexture;
-
- if (mainShadowsTexture.IsValid())
- builder.UseTexture(mainShadowsTexture, AccessFlags.Read);
-
- if (additionalShadowsTexture.IsValid())
- builder.UseTexture(additionalShadowsTexture, AccessFlags.Read);
-
- TextureHandle[] dBufferHandles = resourceData.dBuffer;
- for (int i = 0; i < dBufferHandles.Length; ++i)
- {
- TextureHandle dBuffer = dBufferHandles[i];
- if (dBuffer.IsValid())
- builder.UseTexture(dBuffer, AccessFlags.Read);
- }
-
- TextureHandle ssaoTexture = resourceData.ssaoTexture;
- if (ssaoTexture.IsValid())
- builder.UseTexture(ssaoTexture, AccessFlags.Read);
-
- InitRendererLists(renderingData, lightData, ref passData, default(ScriptableRenderContext), renderGraph, true);
- var activeDebugHandler = GetActiveDebugHandler(passData.cameraData);
- if (activeDebugHandler != null)
- {
- passData.debugRendererLists.PrepareRendererListForRasterPass(builder);
- }
- else
- {
- builder.UseRendererList(passData.rendererListHdl);
- }
-
- builder.AllowPassCulling(false);
- builder.AllowGlobalStateModification(true);
- if (cameraData.xr.enabled)
- builder.EnableFoveatedRasterization(cameraData.xr.supportsFoveatedRendering && cameraData.xrUniversal.canFoveateIntermediatePasses);
-
- builder.SetRenderFunc((PassData data, RasterGraphContext rgContext) =>
- {
- var isYFlipped = data.cameraData.IsRenderTargetProjectionMatrixFlipped(data.color);
- ExecutePass(data, rgContext.cmd, data.rendererListHdl, isYFlipped);
- });
- }
- }
- }
- }
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