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- using UnityEngine;
- using UnityEngine.Rendering;
- using UnityEngine.Rendering.Universal;
- using UnityEngine.Rendering.RenderGraphModule;
-
- // This example feature sets the gBuffer components as globals (it renders nothing itself). By adding this
- // feature to the scriptable renderer, other passes after it can access the gBuffers as globals.
- // Make sure to set the rendering path to Deferred for it to work.
-
- // Setting the gBuffers as globals may lead to reduced performance and memory use. Ideally, it's better to manage the
- // textures yourself and do builder.UseTexture only for the textures you actually need.
- public class GlobalGbuffersRendererFeature : ScriptableRendererFeature
- {
- class GlobalGBuffersRenderPass : ScriptableRenderPass
- {
- Material m_Material;
- string m_PassName = "Make gBuffer Components Global";
-
- private static readonly int GBufferNormalSmoothnessIndex = 2;
- private static readonly int GbufferLightingIndex = 3;
- private static readonly int GBufferRenderingLayersIndex = 5;
-
- // The pipeline already sets the gBuffer depth component to be global in a few places, so uncomment this code as needed
- // private static readonly int GbufferDepthIndex = 4;
-
- // Components marked as optional are only present when the pipeline requests it.
- // If for example there is no rendering layers texture, _GBuffer5 will contain the ShadowMask texture
- private static readonly int[] s_GBufferShaderPropertyIDs = new int[]
- {
- // Contains Albedo Texture
- Shader.PropertyToID("_GBuffer0"),
-
- // Contains Specular Metallic Texture
- Shader.PropertyToID("_GBuffer1"),
-
- // Contains Normals and Smoothness, referenced as _CameraNormalsTexture in other shaders
- Shader.PropertyToID("_GBuffer2"),
-
- // Contains Lighting texture
- Shader.PropertyToID("_GBuffer3"),
-
- // Contains Depth texture, referenced as _CameraDepthTexture in other shaders (optional)
- Shader.PropertyToID("_GBuffer4"),
-
- // Contains Rendering Layers Texture, referenced as _CameraRenderingLayersTexture in other shaders (optional)
- Shader.PropertyToID("_GBuffer5"),
-
- // Contains ShadowMask texture (optional)
- Shader.PropertyToID("_GBuffer6")
- };
-
- private class PassData
- {
- }
-
- // This sets the gBuffer components as global after the current pass. After the pass, the gBuffers components made global
- // will be made accessible using 'builder.UseAllGlobalTextures(true)' instead of 'builder.UseTexture(gBuffer[i])
- // Shaders that use global texture will be able to fetch them without the need to call 'material.SetTexture()'
- // like we do in the ExecutePass function of this pass.
- private void SetGlobalGBufferTextures(IRasterRenderGraphBuilder builder, TextureHandle[] gBuffer)
- {
- // This loop will make the gBuffers accessible by all shaders using _GBufferX texture shader IDs
- for (int i = 0; i < gBuffer.Length; i++)
- {
- if (i != GbufferLightingIndex && gBuffer[i].IsValid())
- builder.SetGlobalTextureAfterPass(gBuffer[i], s_GBufferShaderPropertyIDs[i]);
- }
-
- // Some global textures are accessed using specific shader IDs that are internal to URP. To use the gBuffer in these places, we
- // need to set the ID to point to the corresponding gBuffer component.
- if (gBuffer[GBufferNormalSmoothnessIndex].IsValid())
- {
- // After this pass, shaders that use the _CameraNormalsTexture will get the gBuffer's NormalsSmoothnessTexture component
- builder.SetGlobalTextureAfterPass(gBuffer[GBufferNormalSmoothnessIndex],
- Shader.PropertyToID("_CameraNormalsTexture"));
- }
-
- // The pipeline already sets the gBuffer depth component to be global in a few places, so uncomment this code as needed
- // if (GbufferDepthIndex < gBuffer.Length && gBuffer[GbufferDepthIndex].IsValid())
- // {
- // // After this pass, shaders that use the _CameraDepthTexture will get the gBuffer's Depth component (note that it is also set global by the copy depth pass)
- // builder.SetGlobalTextureAfterPass(gBuffer[GbufferDepthIndex],
- // Shader.PropertyToID("_CameraDepthTexture"));
- // }
-
- if (GBufferRenderingLayersIndex < gBuffer.Length && gBuffer[GBufferRenderingLayersIndex].IsValid())
- {
- // After this pass, shaders that use the _CameraRenderingLayersTexture will get the gBuffer's RenderingLayersTexture component
- builder.SetGlobalTextureAfterPass(gBuffer[GBufferRenderingLayersIndex],
- Shader.PropertyToID("_CameraRenderingLayersTexture"));
- }
- }
-
- // RecordRenderGraph is where the RenderGraph handle can be accessed, through which render passes can be added to the graph.
- // FrameData is a context container through which URP resources can be accessed and managed.
- public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
- {
- UniversalRenderingData universalRenderingData = frameData.Get<UniversalRenderingData>();
- // The gBuffer components are only used in deferred mode
- if (universalRenderingData.renderingMode != RenderingMode.Deferred)
- return;
-
- // Get the gBuffer texture handles are stored in the resourceData
- UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
- TextureHandle[] gBuffer = resourceData.gBuffer;
-
- using (var builder = renderGraph.AddRasterRenderPass<PassData>(m_PassName, out var passData))
- {
- builder.AllowPassCulling(false);
- // Set the gBuffers to be global after the pass
- SetGlobalGBufferTextures(builder, gBuffer);
- builder.SetRenderFunc((PassData data, RasterGraphContext context) => { /* nothing to be rendered */ });
- }
- }
- }
-
- GlobalGBuffersRenderPass m_GlobalGbuffersRenderPass;
-
- /// <inheritdoc/>
- public override void Create()
- {
- m_GlobalGbuffersRenderPass = new GlobalGBuffersRenderPass
- {
- // This pass must be injected after rendering the deferred lights or later.
- renderPassEvent = RenderPassEvent.AfterRenderingDeferredLights
- };
- }
-
- public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
- {
- renderer.EnqueuePass(m_GlobalGbuffersRenderPass);
- }
- }
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