UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Runtime/Passes/DrawObjectsPass.cs

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2024-10-27 10:53:47 +03:00
using System;
using System.Collections.Generic;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering.RenderGraphModule;
using UnityEngine.Profiling;
namespace UnityEngine.Rendering.Universal.Internal
{
/// <summary>
/// Draw objects into the given color and depth target
///
/// You can use this pass to render objects that have a material and/or shader
/// with the pass names UniversalForward or SRPDefaultUnlit.
/// </summary>
public class DrawObjectsPass : ScriptableRenderPass
{
FilteringSettings m_FilteringSettings;
RenderStateBlock m_RenderStateBlock;
List<ShaderTagId> m_ShaderTagIdList = new List<ShaderTagId>();
bool m_IsOpaque;
/// <summary>
/// Used to indicate if the active target of the pass is the back buffer
/// </summary>
public bool m_IsActiveTargetBackBuffer; // TODO: Remove this when we remove non-RG path
/// <summary>
/// Used to indicate whether transparent objects should receive shadows or not.
/// </summary>
public bool m_ShouldTransparentsReceiveShadows;
PassData m_PassData;
static readonly int s_DrawObjectPassDataPropID = Shader.PropertyToID("_DrawObjectPassData");
/// <summary>
/// Creates a new <c>DrawObjectsPass</c> instance.
/// </summary>
/// <param name="profilerTag">The profiler tag used with the pass.</param>
/// <param name="shaderTagIds"></param>
/// <param name="opaque">Marks whether the objects are opaque or transparent.</param>
/// <param name="evt">The <c>RenderPassEvent</c> to use.</param>
/// <param name="renderQueueRange">The <c>RenderQueueRange</c> to use for creating filtering settings that control what objects get rendered.</param>
/// <param name="layerMask">The layer mask to use for creating filtering settings that control what objects get rendered.</param>
/// <param name="stencilState">The stencil settings to use with this poss.</param>
/// <param name="stencilReference">The stencil reference value to use with this pass.</param>
/// <seealso cref="ShaderTagId"/>
/// <seealso cref="RenderPassEvent"/>
/// <seealso cref="RenderQueueRange"/>
/// <seealso cref="LayerMask"/>
/// <seealso cref="StencilState"/>
public DrawObjectsPass(string profilerTag, ShaderTagId[] shaderTagIds, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference)
{
Init(opaque, evt, renderQueueRange, layerMask, stencilState, stencilReference, shaderTagIds);
profilingSampler = new ProfilingSampler(profilerTag);
}
/// <summary>
/// Creates a new <c>DrawObjectsPass</c> instance.
/// </summary>
/// <param name="profilerTag">The profiler tag used with the pass.</param>
/// <param name="opaque">Marks whether the objects are opaque or transparent.</param>
/// <param name="evt">The <c>RenderPassEvent</c> to use.</param>
/// <param name="renderQueueRange">The <c>RenderQueueRange</c> to use for creating filtering settings that control what objects get rendered.</param>
/// <param name="layerMask">The layer mask to use for creating filtering settings that control what objects get rendered.</param>
/// <param name="stencilState">The stencil settings to use with this poss.</param>
/// <param name="stencilReference">The stencil reference value to use with this pass.</param>
/// <seealso cref="RenderPassEvent"/>
/// <seealso cref="RenderQueueRange"/>
/// <seealso cref="LayerMask"/>
/// <seealso cref="StencilState"/>
public DrawObjectsPass(string profilerTag, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference)
: this(profilerTag, null, opaque, evt, renderQueueRange, layerMask, stencilState, stencilReference)
{ }
internal DrawObjectsPass(URPProfileId profileId, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference)
{
Init(opaque, evt, renderQueueRange, layerMask, stencilState, stencilReference);
profilingSampler = ProfilingSampler.Get(profileId);
}
internal void Init(bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference, ShaderTagId[] shaderTagIds = null)
{
if (shaderTagIds == null)
shaderTagIds = new ShaderTagId[] { new ShaderTagId("SRPDefaultUnlit"), new ShaderTagId("UniversalForward"), new ShaderTagId("UniversalForwardOnly") };
m_PassData = new PassData();
foreach (ShaderTagId sid in shaderTagIds)
m_ShaderTagIdList.Add(sid);
renderPassEvent = evt;
m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask);
m_RenderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
m_IsOpaque = opaque;
m_ShouldTransparentsReceiveShadows = false;
m_IsActiveTargetBackBuffer = false;
if (stencilState.enabled)
{
m_RenderStateBlock.stencilReference = stencilReference;
m_RenderStateBlock.mask = RenderStateMask.Stencil;
m_RenderStateBlock.stencilState = stencilState;
}
}
/// <inheritdoc/>
[Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)]
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
ContextContainer frameData = renderingData.frameData;
UniversalRenderingData universalRenderingData = frameData.Get<UniversalRenderingData>();
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
UniversalLightData lightData = frameData.Get<UniversalLightData>();
InitPassData(cameraData, ref m_PassData, uint.MaxValue, m_IsActiveTargetBackBuffer);
InitRendererLists(universalRenderingData, cameraData, lightData, ref m_PassData, context, default(RenderGraph), false);
using (new ProfilingScope(renderingData.commandBuffer, profilingSampler))
{
ExecutePass(CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer), m_PassData, m_PassData.rendererList, m_PassData.objectsWithErrorRendererList, m_PassData.cameraData.IsCameraProjectionMatrixFlipped());
}
}
internal static void ExecutePass(RasterCommandBuffer cmd, PassData data, RendererList rendererList, RendererList objectsWithErrorRendererList, bool yFlip)
{
// Global render pass data containing various settings.
// x,y,z are currently unused
// w is used for knowing whether the object is opaque(1) or alpha blended(0)
Vector4 drawObjectPassData = new Vector4(0.0f, 0.0f, 0.0f, (data.isOpaque) ? 1.0f : 0.0f);
cmd.SetGlobalVector(s_DrawObjectPassDataPropID, drawObjectPassData);
if (data.cameraData.xr.enabled && data.isActiveTargetBackBuffer)
{
cmd.SetViewport(data.cameraData.xr.GetViewport());
}
// scaleBias.x = flipSign
// scaleBias.y = scale
// scaleBias.z = bias
// scaleBias.w = unused
float flipSign = yFlip ? -1.0f : 1.0f;
Vector4 scaleBias = (flipSign < 0.0f)
? new Vector4(flipSign, 1.0f, -1.0f, 1.0f)
: new Vector4(flipSign, 0.0f, 1.0f, 1.0f);
cmd.SetGlobalVector(ShaderPropertyId.scaleBiasRt, scaleBias);
// Set a value that can be used by shaders to identify when AlphaToMask functionality may be active
// The material shader alpha clipping logic requires this value in order to function correctly in all cases.
float alphaToMaskAvailable = ((data.cameraData.cameraTargetDescriptor.msaaSamples > 1) && data.isOpaque) ? 1.0f : 0.0f;
cmd.SetGlobalFloat(ShaderPropertyId.alphaToMaskAvailable, alphaToMaskAvailable);
var activeDebugHandler = GetActiveDebugHandler(data.cameraData);
if (activeDebugHandler != null)
{
data.debugRendererLists.DrawWithRendererList(cmd);
}
else
{
cmd.DrawRendererList(rendererList);
// Render objects that did not match any shader pass with error shader
RenderingUtils.DrawRendererListObjectsWithError(cmd, ref objectsWithErrorRendererList);
}
}
/// <summary>
/// Shared pass data
/// </summary>
internal class PassData
{
internal TextureHandle albedoHdl;
internal TextureHandle depthHdl;
internal UniversalCameraData cameraData;
internal bool isOpaque;
internal bool shouldTransparentsReceiveShadows;
internal uint batchLayerMask;
internal bool isActiveTargetBackBuffer;
internal RendererListHandle rendererListHdl;
internal RendererListHandle objectsWithErrorRendererListHdl;
internal DebugRendererLists debugRendererLists;
// Required for code sharing purpose between RG and non-RG.
internal RendererList rendererList;
internal RendererList objectsWithErrorRendererList;
}
/// <summary>
/// Initialize the shared pass data.
/// </summary>
/// <param name="passData"></param>
internal void InitPassData(UniversalCameraData cameraData, ref PassData passData, uint batchLayerMask, bool isActiveTargetBackBuffer = false)
{
passData.cameraData = cameraData;
passData.isOpaque = m_IsOpaque;
passData.shouldTransparentsReceiveShadows = m_ShouldTransparentsReceiveShadows;
passData.batchLayerMask = batchLayerMask;
passData.isActiveTargetBackBuffer = isActiveTargetBackBuffer;
}
internal void InitRendererLists(UniversalRenderingData renderingData, UniversalCameraData cameraData, UniversalLightData lightData, ref PassData passData, ScriptableRenderContext context, RenderGraph renderGraph, bool useRenderGraph)
{
ref Camera camera = ref cameraData.camera;
var sortFlags = (m_IsOpaque) ? cameraData.defaultOpaqueSortFlags : SortingCriteria.CommonTransparent;
if (cameraData.renderer.useDepthPriming && m_IsOpaque && (cameraData.renderType == CameraRenderType.Base || cameraData.clearDepth))
sortFlags = SortingCriteria.SortingLayer | SortingCriteria.RenderQueue | SortingCriteria.OptimizeStateChanges | SortingCriteria.CanvasOrder;
var filterSettings = m_FilteringSettings;
filterSettings.batchLayerMask = passData.batchLayerMask;
#if UNITY_EDITOR
// When rendering the preview camera, we want the layer mask to be forced to Everything
if (cameraData.isPreviewCamera)
{
filterSettings.layerMask = -1;
}
#endif
DrawingSettings drawSettings = RenderingUtils.CreateDrawingSettings(m_ShaderTagIdList, renderingData, cameraData, lightData, sortFlags);
if (cameraData.renderer.useDepthPriming && m_IsOpaque && (cameraData.renderType == CameraRenderType.Base || cameraData.clearDepth))
{
m_RenderStateBlock.depthState = new DepthState(false, CompareFunction.Equal);
m_RenderStateBlock.mask |= RenderStateMask.Depth;
}
else if (m_RenderStateBlock.depthState.compareFunction == CompareFunction.Equal)
{
m_RenderStateBlock.depthState = new DepthState(true, CompareFunction.LessEqual);
m_RenderStateBlock.mask |= RenderStateMask.Depth;
}
var activeDebugHandler = GetActiveDebugHandler(cameraData);
if (useRenderGraph)
{
if (activeDebugHandler != null)
{
passData.debugRendererLists = activeDebugHandler.CreateRendererListsWithDebugRenderState(renderGraph, ref renderingData.cullResults, ref drawSettings, ref filterSettings, ref m_RenderStateBlock);
}
else
{
RenderingUtils.CreateRendererListWithRenderStateBlock(renderGraph, ref renderingData.cullResults, drawSettings, filterSettings, m_RenderStateBlock, ref passData.rendererListHdl);
RenderingUtils.CreateRendererListObjectsWithError(renderGraph, ref renderingData.cullResults, camera, filterSettings, sortFlags, ref passData.objectsWithErrorRendererListHdl);
}
}
else
{
if (activeDebugHandler != null)
{
passData.debugRendererLists = activeDebugHandler.CreateRendererListsWithDebugRenderState(context, ref renderingData.cullResults, ref drawSettings, ref filterSettings, ref m_RenderStateBlock);
}
else
{
RenderingUtils.CreateRendererListWithRenderStateBlock(context, ref renderingData.cullResults, drawSettings, filterSettings, m_RenderStateBlock, ref passData.rendererList);
RenderingUtils.CreateRendererListObjectsWithError(context, ref renderingData.cullResults, camera, filterSettings, sortFlags, ref passData.objectsWithErrorRendererList);
}
}
}
internal void Render(RenderGraph renderGraph, ContextContainer frameData, TextureHandle colorTarget, TextureHandle depthTarget, TextureHandle mainShadowsTexture, TextureHandle additionalShadowsTexture, uint batchLayerMask = uint.MaxValue)
{
UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
UniversalRenderingData renderingData = frameData.Get<UniversalRenderingData>();
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
UniversalLightData lightData = frameData.Get<UniversalLightData>();
using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData, profilingSampler))
{
builder.UseAllGlobalTextures(true);
InitPassData(cameraData, ref passData, batchLayerMask, resourceData.isActiveTargetBackBuffer);
if (colorTarget.IsValid())
{
passData.albedoHdl = colorTarget;
builder.SetRenderAttachment(colorTarget, 0, AccessFlags.Write);
}
if (depthTarget.IsValid())
{
passData.depthHdl = depthTarget;
builder.SetRenderAttachmentDepth(depthTarget, AccessFlags.Write);
}
if (mainShadowsTexture.IsValid())
builder.UseTexture(mainShadowsTexture, AccessFlags.Read);
if (additionalShadowsTexture.IsValid())
builder.UseTexture(additionalShadowsTexture, AccessFlags.Read);
TextureHandle ssaoTexture = resourceData.ssaoTexture;
if (ssaoTexture.IsValid())
builder.UseTexture(ssaoTexture, AccessFlags.Read);
RenderGraphUtils.UseDBufferIfValid(builder, resourceData);
InitRendererLists(renderingData, cameraData, lightData, ref passData, default(ScriptableRenderContext), renderGraph, true);
var activeDebugHandler = GetActiveDebugHandler(cameraData);
if (activeDebugHandler != null)
{
passData.debugRendererLists.PrepareRendererListForRasterPass(builder);
}
else
{
builder.UseRendererList(passData.rendererListHdl);
builder.UseRendererList(passData.objectsWithErrorRendererListHdl);
}
builder.AllowPassCulling(false);
builder.AllowGlobalStateModification(true);
if (cameraData.xr.enabled)
{
bool passSupportsFoveation = cameraData.xrUniversal.canFoveateIntermediatePasses || resourceData.isActiveTargetBackBuffer;
builder.EnableFoveatedRasterization(cameraData.xr.supportsFoveatedRendering && passSupportsFoveation);
}
builder.SetRenderFunc((PassData data, RasterGraphContext context) =>
{
// Currently we only need to call this additional pass when the user
// doesn't want transparent objects to receive shadows
if (!data.isOpaque && !data.shouldTransparentsReceiveShadows)
TransparentSettingsPass.ExecutePass(context.cmd, data.shouldTransparentsReceiveShadows);
bool yFlip = data.cameraData.IsRenderTargetProjectionMatrixFlipped(data.albedoHdl, data.depthHdl);
ExecutePass(context.cmd, data, data.rendererListHdl, data.objectsWithErrorRendererListHdl, yFlip);
});
}
}
}
/// <summary>
/// Extension of DrawObjectPass that also output Rendering Layers Texture as second render target.
/// </summary>
internal class DrawObjectsWithRenderingLayersPass : DrawObjectsPass
{
RTHandle[] m_ColorTargetIndentifiers;
RTHandle m_DepthTargetIndentifiers;
/// <summary>
/// Creates a new <c>DrawObjectsWithRenderingLayersPass</c> instance.
/// </summary>
/// <param name="profilerTag">The profiler tag used with the pass.</param>
/// <param name="opaque">Marks whether the objects are opaque or transparent.</param>
/// <param name="evt">The <c>RenderPassEvent</c> to use.</param>
/// <param name="renderQueueRange">The <c>RenderQueueRange</c> to use for creating filtering settings that control what objects get rendered.</param>
/// <param name="layerMask">The layer mask to use for creating filtering settings that control what objects get rendered.</param>
/// <param name="stencilState">The stencil settings to use with this poss.</param>
/// <param name="stencilReference">The stencil reference value to use with this pass.</param>
public DrawObjectsWithRenderingLayersPass(URPProfileId profilerTag, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference) :
base(profilerTag, opaque, evt, renderQueueRange, layerMask, stencilState, stencilReference)
{
m_ColorTargetIndentifiers = new RTHandle[2];
}
/// <summary>
/// Sets up the pass.
/// </summary>
/// <param name="colorAttachment">Color attachment handle.</param>
/// <param name="renderingLayersTexture">Texture used with rendering layers.</param>
/// <param name="depthAttachment">Depth attachment handle.</param>
/// <exception cref="ArgumentException"></exception>
public void Setup(RTHandle colorAttachment, RTHandle renderingLayersTexture, RTHandle depthAttachment)
{
if (colorAttachment == null)
throw new ArgumentException("Color attachment can not be null", "colorAttachment");
if (renderingLayersTexture == null)
throw new ArgumentException("Rendering layers attachment can not be null", "renderingLayersTexture");
if (depthAttachment == null)
throw new ArgumentException("Depth attachment can not be null", "depthAttachment");
m_ColorTargetIndentifiers[0] = colorAttachment;
m_ColorTargetIndentifiers[1] = renderingLayersTexture;
m_DepthTargetIndentifiers = depthAttachment;
}
/// <inheritdoc/>
[Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)]
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
// Disable obsolete warning for internal usage
#pragma warning disable CS0618
ConfigureTarget(m_ColorTargetIndentifiers, m_DepthTargetIndentifiers);
#pragma warning restore CS0618
}
/// <inheritdoc/>
[Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)]
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
CommandBuffer cmd = renderingData.commandBuffer;
// Enable Rendering Layers
cmd.SetKeyword(ShaderGlobalKeywords.WriteRenderingLayers, true);
// Execute
base.Execute(context, ref renderingData);
// Clean up
cmd.SetKeyword(ShaderGlobalKeywords.WriteRenderingLayers, false);
}
private class RenderingLayersPassData
{
internal PassData basePassData;
internal RenderingLayerUtils.MaskSize maskSize;
public RenderingLayersPassData()
{
basePassData = new PassData();
}
}
internal void Render(RenderGraph renderGraph, ContextContainer frameData, TextureHandle colorTarget, TextureHandle renderingLayersTexture, TextureHandle depthTarget, TextureHandle mainShadowsTexture, TextureHandle additionalShadowsTexture, RenderingLayerUtils.MaskSize maskSize, uint batchLayerMask = uint.MaxValue)
{
using (var builder = renderGraph.AddRasterRenderPass<RenderingLayersPassData>(passName, out var passData, profilingSampler))
{
UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
UniversalRenderingData renderingData = frameData.Get<UniversalRenderingData>();
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
UniversalLightData lightData = frameData.Get<UniversalLightData>();
InitPassData(cameraData, ref passData.basePassData, batchLayerMask);
passData.maskSize = maskSize;
passData.basePassData.albedoHdl = colorTarget;
builder.SetRenderAttachment(colorTarget, 0, AccessFlags.Write);
builder.SetRenderAttachment(renderingLayersTexture, 1, AccessFlags.Write);
passData.basePassData.depthHdl = depthTarget;
builder.SetRenderAttachmentDepth(depthTarget, AccessFlags.Write);
if (mainShadowsTexture.IsValid())
builder.UseTexture(mainShadowsTexture, AccessFlags.Read);
if (additionalShadowsTexture.IsValid())
builder.UseTexture(additionalShadowsTexture, AccessFlags.Read);
UniversalRenderer renderer = cameraData.renderer as UniversalRenderer;
if (renderer != null)
{
TextureHandle ssaoTexture = resourceData.ssaoTexture;
if (ssaoTexture.IsValid())
builder.UseTexture(ssaoTexture, AccessFlags.Read);
RenderGraphUtils.UseDBufferIfValid(builder, resourceData);
}
InitRendererLists(renderingData, cameraData, lightData, ref passData.basePassData, default(ScriptableRenderContext), renderGraph, true);
var activeDebugHandler = GetActiveDebugHandler(cameraData);
if (activeDebugHandler != null)
{
passData.basePassData.debugRendererLists.PrepareRendererListForRasterPass(builder);
}
else
{
builder.UseRendererList(passData.basePassData.rendererListHdl);
builder.UseRendererList(passData.basePassData.objectsWithErrorRendererListHdl);
}
builder.AllowPassCulling(false);
// Required here because of RenderingLayerUtils.SetupProperties
builder.AllowGlobalStateModification(true);
if (cameraData.xr.enabled)
{
bool passSupportsFoveation = cameraData.xrUniversal.canFoveateIntermediatePasses || resourceData.isActiveTargetBackBuffer;
builder.EnableFoveatedRasterization(cameraData.xr.supportsFoveatedRendering && passSupportsFoveation);
}
builder.SetRenderFunc((RenderingLayersPassData data, RasterGraphContext context) =>
{
// Enable Rendering Layers
context.cmd.SetKeyword(ShaderGlobalKeywords.WriteRenderingLayers, true);
RenderingLayerUtils.SetupProperties(context.cmd, data.maskSize);
// Currently we only need to call this additional pass when the user
// doesn't want transparent objects to receive shadows
if (!data.basePassData.isOpaque && !data.basePassData.shouldTransparentsReceiveShadows)
TransparentSettingsPass.ExecutePass(context.cmd, data.basePassData.shouldTransparentsReceiveShadows);
bool yFlip = data.basePassData.cameraData.IsRenderTargetProjectionMatrixFlipped(data.basePassData.albedoHdl, data.basePassData.depthHdl);
// Execute
ExecutePass(context.cmd, data.basePassData, data.basePassData.rendererListHdl, data.basePassData.objectsWithErrorRendererListHdl, yFlip);
// Clean up
context.cmd.SetKeyword(ShaderGlobalKeywords.WriteRenderingLayers, false);
});
}
}
}
}