704 lines
38 KiB
C#
704 lines
38 KiB
C#
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Rendering.RenderGraphModule;
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using static UnityEngine.Rendering.Universal.UniversalResourceDataBase;
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using CommonResourceData = UnityEngine.Rendering.Universal.UniversalResourceData;
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namespace UnityEngine.Rendering.Universal
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{
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internal sealed partial class Renderer2D : ScriptableRenderer
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{
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// TODO RENDERGRAPH: Once all cameras will run in a single RenderGraph we should remove all RTHandles and use per frame RG textures.
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// We use 2 camera color handles so we can handle the edge case when a pass might want to read and write the same target.
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// This is not allowed so we just swap the current target, this keeps camera stacking working and avoids an extra blit pass.
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static int m_CurrentColorHandle = 0;
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RTHandle[] m_RenderGraphCameraColorHandles = new RTHandle[]
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{
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null, null
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};
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RTHandle m_RenderGraphCameraDepthHandle;
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RTHandle m_RenderGraphBackbufferColorHandle;
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RTHandle m_RenderGraphBackbufferDepthHandle;
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RTHandle m_CameraSortingLayerHandle;
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DrawNormal2DPass m_NormalPass = new DrawNormal2DPass();
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DrawLight2DPass m_LightPass = new DrawLight2DPass();
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DrawShadow2DPass m_ShadowPass = new DrawShadow2DPass();
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DrawRenderer2DPass m_RendererPass = new DrawRenderer2DPass();
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LayerBatch[] m_LayerBatches;
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int m_BatchCount;
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bool ppcUpscaleRT = false;
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private struct ImportResourceSummary
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{
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internal RenderTargetInfo importInfo;
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internal RenderTargetInfo importInfoDepth;
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internal ImportResourceParams cameraColorParams;
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internal ImportResourceParams cameraDepthParams;
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internal ImportResourceParams backBufferColorParams;
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internal ImportResourceParams backBufferDepthParams;
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}
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private RTHandle currentRenderGraphCameraColorHandle
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{
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get
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{
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return m_RenderGraphCameraColorHandles[m_CurrentColorHandle];
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}
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}
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// get the next m_RenderGraphCameraColorHandles and make it the new current for future accesses
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private RTHandle nextRenderGraphCameraColorHandle
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{
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get
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{
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m_CurrentColorHandle = (m_CurrentColorHandle + 1) % 2;
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return currentRenderGraphCameraColorHandle;
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}
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}
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ImportResourceSummary GetImportResourceSummary(RenderGraph renderGraph, UniversalCameraData cameraData)
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{
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ImportResourceSummary output = new ImportResourceSummary();
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bool clearColor = cameraData.renderType == CameraRenderType.Base;
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bool clearDepth = cameraData.renderType == CameraRenderType.Base || cameraData.clearDepth;
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bool clearBackbufferOnFirstUse = (cameraData.renderType == CameraRenderType.Base) && !m_CreateColorTexture;
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// if the camera background type is "uninitialized" clear using a yellow color, so users can clearly understand the underlying behaviour
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Color cameraBackgroundColor = (cameraData.camera.clearFlags == CameraClearFlags.Nothing) ? Color.yellow : cameraData.backgroundColor;
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if (IsSceneFilteringEnabled(cameraData.camera))
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{
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cameraBackgroundColor.a = 0;
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clearDepth = false;
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}
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// Certain debug modes (e.g. wireframe/overdraw modes) require that we override clear flags and clear everything.
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var debugHandler = cameraData.renderer.DebugHandler;
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if (debugHandler != null && debugHandler.IsActiveForCamera(cameraData.isPreviewCamera) && debugHandler.IsScreenClearNeeded)
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{
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clearColor = true;
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clearDepth = true;
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}
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output.cameraColorParams.clearOnFirstUse = clearColor;
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output.cameraColorParams.clearColor = cameraBackgroundColor;
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output.cameraColorParams.discardOnLastUse = false;
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output.cameraDepthParams.clearOnFirstUse = clearDepth;
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output.cameraDepthParams.clearColor = cameraBackgroundColor;
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output.cameraDepthParams.discardOnLastUse = false;
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output.backBufferColorParams.clearOnFirstUse = clearBackbufferOnFirstUse;
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output.backBufferColorParams.clearColor = cameraBackgroundColor;
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output.backBufferColorParams.discardOnLastUse = false;
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output.backBufferDepthParams.clearOnFirstUse = clearBackbufferOnFirstUse;
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output.backBufferDepthParams.clearColor = cameraBackgroundColor;
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output.backBufferDepthParams.discardOnLastUse = true;
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if (cameraData.targetTexture != null)
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{
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output.importInfo.width = cameraData.targetTexture.width;
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output.importInfo.height = cameraData.targetTexture.height;
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output.importInfo.volumeDepth = cameraData.targetTexture.volumeDepth;
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output.importInfo.msaaSamples = cameraData.targetTexture.antiAliasing;
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output.importInfo.format = cameraData.targetTexture.graphicsFormat;
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output.importInfoDepth = output.importInfo;
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output.importInfoDepth.format = cameraData.targetTexture.depthStencilFormat;
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// We let users know that a depth format is required for correct usage, but we fallback to the old default depth format behaviour to avoid regressions
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if (output.importInfoDepth.format == GraphicsFormat.None)
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{
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output.importInfoDepth.format = SystemInfo.GetGraphicsFormat(DefaultFormat.DepthStencil);
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Debug.LogWarning("In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.");
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}
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}
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else
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{
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// Backbuffer is the final render target, we obtain its number of MSAA samples through Screen API
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// in some cases we disable multisampling for optimization purpose
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int numSamples = AdjustAndGetScreenMSAASamples(renderGraph, m_CreateColorTexture);
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//NOTE: Careful what you use here as many of the properties bake-in the camera rect so for example
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//cameraData.cameraTargetDescriptor.width is the width of the rectangle but not the actual render target
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//same with cameraData.camera.pixelWidth
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output.importInfo.width = Screen.width;
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output.importInfo.height = Screen.height;
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output.importInfo.volumeDepth = 1;
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output.importInfo.msaaSamples = numSamples;
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output.importInfo.format = UniversalRenderPipeline.MakeRenderTextureGraphicsFormat(cameraData.isHdrEnabled, cameraData.hdrColorBufferPrecision, Graphics.preserveFramebufferAlpha);
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output.importInfoDepth = output.importInfo;
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output.importInfoDepth.format = SystemInfo.GetGraphicsFormat(DefaultFormat.DepthStencil);
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}
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return output;
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}
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void InitializeLayerBatches()
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{
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Universal2DResourceData resourceData = frameData.Get<Universal2DResourceData>();
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m_LayerBatches = LayerUtility.CalculateBatches(m_Renderer2DData.lightCullResult, out m_BatchCount);
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// Initialize textures dependent on batch size
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if (resourceData.normalsTexture.Length != m_BatchCount)
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resourceData.normalsTexture = new TextureHandle[m_BatchCount];
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if (resourceData.lightTextures.Length != m_BatchCount)
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resourceData.lightTextures = new TextureHandle[m_BatchCount][];
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// Initialize light textures based on active blend styles to save on resources
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for (int i = 0; i < resourceData.lightTextures.Length; ++i)
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{
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if (resourceData.lightTextures[i] == null || resourceData.lightTextures[i].Length != m_LayerBatches[i].activeBlendStylesIndices.Length)
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resourceData.lightTextures[i] = new TextureHandle[m_LayerBatches[i].activeBlendStylesIndices.Length];
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}
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}
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void CreateResources(RenderGraph renderGraph)
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{
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Universal2DResourceData universal2DResourceData = frameData.Get<Universal2DResourceData>();
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CommonResourceData commonResourceData = frameData.Get<CommonResourceData>();
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UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
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ref var cameraTargetDescriptor = ref cameraData.cameraTargetDescriptor;
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var cameraTargetFilterMode = FilterMode.Bilinear;
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bool lastCameraInTheStack = cameraData.resolveFinalTarget;
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#if UNITY_EDITOR
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// The scene view camera cannot be uninitialized or skybox when using the 2D renderer.
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if (cameraData.cameraType == CameraType.SceneView)
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{
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cameraData.camera.clearFlags = CameraClearFlags.SolidColor;
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}
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#endif
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bool forceCreateColorTexture = false;
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// Pixel Perfect Camera doesn't support camera stacking.
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if (cameraData.renderType == CameraRenderType.Base && lastCameraInTheStack)
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{
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cameraData.camera.TryGetComponent<PixelPerfectCamera>(out var ppc);
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if (ppc != null && ppc.enabled)
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{
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if (ppc.offscreenRTSize != Vector2Int.zero)
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{
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forceCreateColorTexture = true;
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// Pixel Perfect Camera may request a different RT size than camera VP size.
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// In that case we need to modify cameraTargetDescriptor here so that all the passes would use the same size.
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cameraTargetDescriptor.width = ppc.offscreenRTSize.x;
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cameraTargetDescriptor.height = ppc.offscreenRTSize.y;
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}
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cameraTargetFilterMode = FilterMode.Point;
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ppcUpscaleRT = ppc.gridSnapping == PixelPerfectCamera.GridSnapping.UpscaleRenderTexture || ppc.requiresUpscalePass;
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if (ppc.requiresUpscalePass)
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{
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var upscaleDescriptor = cameraTargetDescriptor;
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upscaleDescriptor.width = ppc.refResolutionX * ppc.pixelRatio;
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upscaleDescriptor.height = ppc.refResolutionY * ppc.pixelRatio;
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upscaleDescriptor.depthStencilFormat = GraphicsFormat.None;
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universal2DResourceData.upscaleTexture = UniversalRenderer.CreateRenderGraphTexture(renderGraph, upscaleDescriptor, "_UpscaleTexture", true, ppc.finalBlitFilterMode);
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}
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}
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}
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var renderTextureScale = m_Renderer2DData.lightRenderTextureScale;
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var width = (int)Mathf.Max(1, cameraData.cameraTargetDescriptor.width * renderTextureScale);
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var height = (int)Mathf.Max(1, cameraData.cameraTargetDescriptor.height * renderTextureScale);
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// Intermediate depth desc (size of renderTextureScale)
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{
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var depthDescriptor = new RenderTextureDescriptor(width, height);
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depthDescriptor.colorFormat = RenderTextureFormat.Depth;
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depthDescriptor.depthStencilFormat = k_DepthStencilFormat;
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depthDescriptor.width = width;
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depthDescriptor.height = height;
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universal2DResourceData.intermediateDepth = UniversalRenderer.CreateRenderGraphTexture(renderGraph, depthDescriptor, "DepthTexture", true);
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}
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// Normal and Light desc
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{
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var desc = new RenderTextureDescriptor(width, height);
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desc.graphicsFormat = RendererLighting.GetRenderTextureFormat();
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desc.autoGenerateMips = false;
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desc.depthStencilFormat = GraphicsFormat.None;
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for (int i = 0; i < universal2DResourceData.normalsTexture.Length; ++i)
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universal2DResourceData.normalsTexture[i] = UniversalRenderer.CreateRenderGraphTexture(renderGraph, desc, "_NormalMap", true, RendererLighting.k_NormalClearColor);
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for (int i = 0; i < universal2DResourceData.lightTextures.Length; ++i)
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{
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for (var j = 0; j < m_LayerBatches[i].activeBlendStylesIndices.Length; ++j)
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{
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var index = m_LayerBatches[i].activeBlendStylesIndices[j];
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if (!Light2DManager.GetGlobalColor(m_LayerBatches[i].startLayerID, index, out var clearColor))
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clearColor = Color.black;
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universal2DResourceData.lightTextures[i][j] = UniversalRenderer.CreateRenderGraphTexture(renderGraph, desc, RendererLighting.k_ShapeLightTextureIDs[index], true, clearColor, FilterMode.Bilinear);
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}
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}
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}
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// Shadow desc
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{
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var desc = new RenderTextureDescriptor(width, height);
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desc.graphicsFormat = GraphicsFormat.B10G11R11_UFloatPack32;
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desc.autoGenerateMips = false;
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desc.depthStencilFormat = GraphicsFormat.None;
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universal2DResourceData.shadowsTexture = UniversalRenderer.CreateRenderGraphTexture(renderGraph, desc, "_ShadowTex", false, FilterMode.Bilinear);
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}
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// Shadow depth desc
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{
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var desc = new RenderTextureDescriptor(width, height);
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desc.graphicsFormat = GraphicsFormat.None;
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desc.autoGenerateMips = false;
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desc.depthStencilFormat = k_DepthStencilFormat;
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universal2DResourceData.shadowsDepth = UniversalRenderer.CreateRenderGraphTexture(renderGraph, desc, "_ShadowDepth", false, FilterMode.Bilinear);
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}
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// Camera Sorting Layer desc
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if (m_Renderer2DData.useCameraSortingLayerTexture)
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{
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var descriptor = cameraTargetDescriptor;
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descriptor.msaaSamples = 1;
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CopyCameraSortingLayerPass.ConfigureDescriptor(m_Renderer2DData.cameraSortingLayerDownsamplingMethod, ref descriptor, out var filterMode);
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RenderingUtils.ReAllocateHandleIfNeeded(ref m_CameraSortingLayerHandle, descriptor, filterMode, TextureWrapMode.Clamp, name: CopyCameraSortingLayerPass.k_CameraSortingLayerTexture);
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universal2DResourceData.cameraSortingLayerTexture = renderGraph.ImportTexture(m_CameraSortingLayerHandle);
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}
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// now create the attachments
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if (cameraData.renderType == CameraRenderType.Base) // require intermediate textures
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{
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RenderPassInputSummary renderPassInputs = GetRenderPassInputs(cameraData);
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m_CreateColorTexture = renderPassInputs.requiresColorTexture;
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m_CreateDepthTexture = renderPassInputs.requiresDepthTexture;
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m_CreateColorTexture |= forceCreateColorTexture;
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// RTHandles do not support combining color and depth in the same texture so we create them separately
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m_CreateDepthTexture |= createColorTexture;
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// Camera Target Color
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if (createColorTexture)
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{
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cameraTargetDescriptor.useMipMap = false;
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cameraTargetDescriptor.autoGenerateMips = false;
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cameraTargetDescriptor.depthStencilFormat = GraphicsFormat.None;
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RenderingUtils.ReAllocateHandleIfNeeded(ref m_RenderGraphCameraColorHandles[0], cameraTargetDescriptor, cameraTargetFilterMode, TextureWrapMode.Clamp, name: "_CameraTargetAttachmentA");
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RenderingUtils.ReAllocateHandleIfNeeded(ref m_RenderGraphCameraColorHandles[1], cameraTargetDescriptor, cameraTargetFilterMode, TextureWrapMode.Clamp, name: "_CameraTargetAttachmentB");
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commonResourceData.activeColorID = ActiveID.Camera;
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}
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else
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commonResourceData.activeColorID = ActiveID.BackBuffer;
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// Camera Target Depth
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if (createDepthTexture)
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{
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var depthDescriptor = cameraData.cameraTargetDescriptor;
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depthDescriptor.useMipMap = false;
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depthDescriptor.autoGenerateMips = false;
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depthDescriptor.bindMS = false;
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bool hasMSAA = depthDescriptor.msaaSamples > 1 && (SystemInfo.supportsMultisampledTextures != 0);
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bool resolveDepth = RenderingUtils.MultisampleDepthResolveSupported() && renderGraph.nativeRenderPassesEnabled;
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if (m_CopyDepthPass != null)
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m_CopyDepthPass.m_CopyResolvedDepth = resolveDepth;
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if (hasMSAA)
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depthDescriptor.bindMS = !resolveDepth;
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depthDescriptor.graphicsFormat = GraphicsFormat.None;
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depthDescriptor.depthStencilFormat = k_DepthStencilFormat;
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RenderingUtils.ReAllocateHandleIfNeeded(ref m_RenderGraphCameraDepthHandle, depthDescriptor, FilterMode.Point, TextureWrapMode.Clamp, name: "_CameraDepthAttachment");
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commonResourceData.activeDepthID = ActiveID.Camera;
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}
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else
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commonResourceData.activeDepthID = ActiveID.BackBuffer;
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}
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else // Overlay camera
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{
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cameraData.baseCamera.TryGetComponent<UniversalAdditionalCameraData>(out var baseCameraData);
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var baseRenderer = (Renderer2D)baseCameraData.scriptableRenderer;
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m_RenderGraphCameraColorHandles = baseRenderer.m_RenderGraphCameraColorHandles;
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m_RenderGraphCameraDepthHandle = baseRenderer.m_RenderGraphCameraDepthHandle;
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m_RenderGraphBackbufferColorHandle = baseRenderer.m_RenderGraphBackbufferColorHandle;
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m_RenderGraphBackbufferDepthHandle = baseRenderer.m_RenderGraphBackbufferDepthHandle;
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m_CreateColorTexture = baseRenderer.m_CreateColorTexture;
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m_CreateDepthTexture = baseRenderer.m_CreateDepthTexture;
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}
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ImportResourceSummary importSummary = GetImportResourceSummary(renderGraph, cameraData);
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if (m_CreateColorTexture)
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{
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importSummary.cameraColorParams.discardOnLastUse = lastCameraInTheStack;
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importSummary.cameraDepthParams.discardOnLastUse = lastCameraInTheStack;
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commonResourceData.cameraColor = renderGraph.ImportTexture(currentRenderGraphCameraColorHandle, importSummary.cameraColorParams);
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commonResourceData.cameraDepth = renderGraph.ImportTexture(m_RenderGraphCameraDepthHandle, importSummary.cameraDepthParams);
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}
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RenderTargetIdentifier targetColorId = cameraData.targetTexture != null ? new RenderTargetIdentifier(cameraData.targetTexture) : BuiltinRenderTextureType.CameraTarget;
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RenderTargetIdentifier targetDepthId = cameraData.targetTexture != null ? new RenderTargetIdentifier(cameraData.targetTexture) : BuiltinRenderTextureType.Depth;
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if (m_RenderGraphBackbufferColorHandle == null)
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{
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m_RenderGraphBackbufferColorHandle = RTHandles.Alloc(targetColorId, "Backbuffer color");
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}
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else if (m_RenderGraphBackbufferColorHandle.nameID != targetColorId)
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{
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RTHandleStaticHelpers.SetRTHandleUserManagedWrapper(ref m_RenderGraphBackbufferColorHandle, targetColorId);
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}
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if (m_RenderGraphBackbufferDepthHandle == null)
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{
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m_RenderGraphBackbufferDepthHandle = RTHandles.Alloc(targetDepthId, "Backbuffer depth");
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}
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else if (m_RenderGraphBackbufferDepthHandle.nameID != targetDepthId)
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{
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RTHandleStaticHelpers.SetRTHandleUserManagedWrapper(ref m_RenderGraphBackbufferDepthHandle, targetDepthId);
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}
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commonResourceData.backBufferColor = renderGraph.ImportTexture(m_RenderGraphBackbufferColorHandle, importSummary.importInfo, importSummary.backBufferColorParams);
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commonResourceData.backBufferDepth = renderGraph.ImportTexture(m_RenderGraphBackbufferDepthHandle, importSummary.importInfoDepth, importSummary.backBufferDepthParams);
|
||
|
|
||
|
var postProcessDesc = PostProcessPass.GetCompatibleDescriptor(cameraTargetDescriptor, cameraTargetDescriptor.width, cameraTargetDescriptor.height, cameraTargetDescriptor.graphicsFormat);
|
||
|
commonResourceData.afterPostProcessColor = UniversalRenderer.CreateRenderGraphTexture(renderGraph, postProcessDesc, "_AfterPostProcessTexture", true);
|
||
|
|
||
|
if (RequiresDepthCopyPass(cameraData))
|
||
|
CreateCameraDepthCopyTexture(renderGraph, cameraTargetDescriptor);
|
||
|
}
|
||
|
|
||
|
bool RequiresDepthCopyPass(UniversalCameraData cameraData)
|
||
|
{
|
||
|
var renderPassInputs = GetRenderPassInputs(cameraData);
|
||
|
bool cameraHasPostProcessingWithDepth = cameraData.postProcessEnabled && m_PostProcessPasses.isCreated && cameraData.postProcessingRequiresDepthTexture;
|
||
|
bool requiresDepthCopyPass = (cameraHasPostProcessingWithDepth || renderPassInputs.requiresDepthTexture) && m_CreateDepthTexture;
|
||
|
|
||
|
return requiresDepthCopyPass;
|
||
|
}
|
||
|
|
||
|
void CreateCameraDepthCopyTexture(RenderGraph renderGraph, RenderTextureDescriptor descriptor)
|
||
|
{
|
||
|
CommonResourceData resourceData = frameData.Get<CommonResourceData>();
|
||
|
|
||
|
var depthDescriptor = descriptor;
|
||
|
depthDescriptor.msaaSamples = 1;// Depth-Only pass don't use MSAA
|
||
|
depthDescriptor.graphicsFormat = GraphicsFormat.R32_SFloat;
|
||
|
depthDescriptor.depthStencilFormat = GraphicsFormat.None;
|
||
|
|
||
|
resourceData.cameraDepthTexture = UniversalRenderer.CreateRenderGraphTexture(renderGraph, depthDescriptor, "_CameraDepthTexture", true);
|
||
|
}
|
||
|
|
||
|
public override void OnBeginRenderGraphFrame()
|
||
|
{
|
||
|
Universal2DResourceData universal2DResourceData = frameData.Create<Universal2DResourceData>();
|
||
|
CommonResourceData commonResourceData = frameData.GetOrCreate<CommonResourceData>();
|
||
|
universal2DResourceData.InitFrame();
|
||
|
commonResourceData.InitFrame();
|
||
|
}
|
||
|
|
||
|
internal void RecordCustomRenderGraphPasses(RenderGraph renderGraph, RenderPassEvent2D activeRPEvent)
|
||
|
{
|
||
|
foreach (ScriptableRenderPass pass in activeRenderPassQueue)
|
||
|
{
|
||
|
pass.GetInjectionPoint2D(out RenderPassEvent2D rpEvent, out int rpLayer);
|
||
|
|
||
|
if (rpEvent == activeRPEvent)
|
||
|
pass.RecordRenderGraph(renderGraph, frameData);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
internal override void OnRecordRenderGraph(RenderGraph renderGraph, ScriptableRenderContext context)
|
||
|
{
|
||
|
CommonResourceData commonResourceData = frameData.GetOrCreate<CommonResourceData>();
|
||
|
|
||
|
InitializeLayerBatches();
|
||
|
|
||
|
CreateResources(renderGraph);
|
||
|
|
||
|
SetupRenderGraphCameraProperties(renderGraph, commonResourceData.isActiveTargetBackBuffer);
|
||
|
|
||
|
#if VISUAL_EFFECT_GRAPH_0_0_1_OR_NEWER
|
||
|
ProcessVFXCameraCommand(renderGraph);
|
||
|
#endif
|
||
|
|
||
|
OnBeforeRendering(renderGraph);
|
||
|
|
||
|
RecordCustomRenderGraphPasses(renderGraph, RenderPassEvent2D.BeforeRendering);
|
||
|
OnMainRendering(renderGraph);
|
||
|
|
||
|
RecordCustomRenderGraphPasses(renderGraph, RenderPassEvent2D.BeforeRenderingPostProcessing);
|
||
|
OnAfterRendering(renderGraph);
|
||
|
|
||
|
}
|
||
|
|
||
|
public override void OnEndRenderGraphFrame()
|
||
|
{
|
||
|
Universal2DResourceData universal2DResourceData = frameData.Get<Universal2DResourceData>();
|
||
|
CommonResourceData commonResourceData = frameData.Get<CommonResourceData>();
|
||
|
universal2DResourceData.EndFrame();
|
||
|
commonResourceData.EndFrame();
|
||
|
}
|
||
|
|
||
|
internal override void OnFinishRenderGraphRendering(CommandBuffer cmd)
|
||
|
{
|
||
|
m_CopyDepthPass?.OnCameraCleanup(cmd);
|
||
|
}
|
||
|
|
||
|
private void OnBeforeRendering(RenderGraph renderGraph)
|
||
|
{
|
||
|
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
|
||
|
|
||
|
m_LightPass.Setup(renderGraph, ref m_Renderer2DData);
|
||
|
|
||
|
// Before rendering the lights cache some values that are expensive to get/calculate
|
||
|
var culledLights = m_Renderer2DData.lightCullResult.visibleLights;
|
||
|
for (var i = 0; i < culledLights.Count; i++)
|
||
|
{
|
||
|
culledLights[i].CacheValues();
|
||
|
}
|
||
|
|
||
|
ShadowCasterGroup2DManager.CacheValues();
|
||
|
ShadowRendering.CallOnBeforeRender(cameraData.camera, m_Renderer2DData.lightCullResult);
|
||
|
|
||
|
RendererLighting.lightBatch.Reset();
|
||
|
}
|
||
|
|
||
|
private void OnMainRendering(RenderGraph renderGraph)
|
||
|
{
|
||
|
Universal2DResourceData universal2DResourceData = frameData.Get<Universal2DResourceData>();
|
||
|
CommonResourceData commonResourceData = frameData.Get<CommonResourceData>();
|
||
|
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
|
||
|
|
||
|
// Color Grading LUT
|
||
|
bool requiredColorGradingLutPass = cameraData.postProcessEnabled && m_PostProcessPasses.isCreated;
|
||
|
|
||
|
if (requiredColorGradingLutPass)
|
||
|
{
|
||
|
TextureHandle internalColorLut;
|
||
|
m_PostProcessPasses.colorGradingLutPass.Render(renderGraph, frameData, out internalColorLut);
|
||
|
commonResourceData.internalColorLut = internalColorLut;
|
||
|
}
|
||
|
|
||
|
var cameraSortingLayerBoundsIndex = Render2DLightingPass.GetCameraSortingLayerBoundsIndex(m_Renderer2DData);
|
||
|
|
||
|
// Set Global Properties and Textures
|
||
|
GlobalPropertiesPass.Setup(renderGraph, cameraData);
|
||
|
|
||
|
// Main render passes
|
||
|
|
||
|
// Normal Pass
|
||
|
for (var i = 0; i < m_BatchCount; i++)
|
||
|
m_NormalPass.Render(renderGraph, frameData, m_Renderer2DData, ref m_LayerBatches[i], i);
|
||
|
|
||
|
// Shadow Pass (TODO: Optimize RT swapping between shadow and light textures)
|
||
|
for (var i = 0; i < m_BatchCount; i++)
|
||
|
m_ShadowPass.Render(renderGraph, frameData, m_Renderer2DData, ref m_LayerBatches[i], i);
|
||
|
|
||
|
// Light Pass
|
||
|
for (var i = 0; i < m_BatchCount; i++)
|
||
|
m_LightPass.Render(renderGraph, frameData, m_Renderer2DData, ref m_LayerBatches[i], i);
|
||
|
|
||
|
// Default Render Pass
|
||
|
for (var i = 0; i < m_BatchCount; i++)
|
||
|
{
|
||
|
if (!renderGraph.nativeRenderPassesEnabled && i == 0)
|
||
|
{
|
||
|
RTClearFlags clearFlags = (RTClearFlags)GetCameraClearFlag(cameraData);
|
||
|
if (clearFlags != RTClearFlags.None)
|
||
|
ClearTargetsPass.Render(renderGraph, commonResourceData.activeColorTexture, commonResourceData.activeDepthTexture, clearFlags, cameraData.backgroundColor);
|
||
|
}
|
||
|
|
||
|
ref var layerBatch = ref m_LayerBatches[i];
|
||
|
|
||
|
LayerUtility.GetFilterSettings(m_Renderer2DData, ref m_LayerBatches[i], cameraSortingLayerBoundsIndex, out var filterSettings);
|
||
|
m_RendererPass.Render(renderGraph, frameData, m_Renderer2DData, ref m_LayerBatches, i, ref filterSettings);
|
||
|
|
||
|
// Shadow Volumetric Pass
|
||
|
m_ShadowPass.Render(renderGraph, frameData, m_Renderer2DData, ref m_LayerBatches[i], i, true);
|
||
|
|
||
|
// Light Volumetric Pass
|
||
|
m_LightPass.Render(renderGraph, frameData, m_Renderer2DData, ref m_LayerBatches[i], i, true);
|
||
|
|
||
|
// Camera Sorting Layer Pass
|
||
|
if (m_Renderer2DData.useCameraSortingLayerTexture)
|
||
|
{
|
||
|
// Split Render Pass if CameraSortingLayer is in the middle of a batch
|
||
|
if (cameraSortingLayerBoundsIndex >= layerBatch.layerRange.lowerBound && cameraSortingLayerBoundsIndex < layerBatch.layerRange.upperBound)
|
||
|
{
|
||
|
m_CopyCameraSortingLayerPass.Render(renderGraph, commonResourceData.activeColorTexture, universal2DResourceData.cameraSortingLayerTexture);
|
||
|
|
||
|
filterSettings.sortingLayerRange = new SortingLayerRange((short)(cameraSortingLayerBoundsIndex + 1), layerBatch.layerRange.upperBound);
|
||
|
m_RendererPass.Render(renderGraph, frameData, m_Renderer2DData, ref m_LayerBatches, i, ref filterSettings);
|
||
|
}
|
||
|
else if (cameraSortingLayerBoundsIndex == layerBatch.layerRange.upperBound)
|
||
|
{
|
||
|
m_CopyCameraSortingLayerPass.Render(renderGraph, commonResourceData.activeColorTexture, universal2DResourceData.cameraSortingLayerTexture);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (RequiresDepthCopyPass(cameraData))
|
||
|
m_CopyDepthPass?.Render(renderGraph, frameData, commonResourceData.cameraDepthTexture, commonResourceData.activeDepthTexture, true);
|
||
|
|
||
|
bool shouldRenderUI = cameraData.rendersOverlayUI;
|
||
|
bool outputToHDR = cameraData.isHDROutputActive;
|
||
|
if (shouldRenderUI && outputToHDR)
|
||
|
{
|
||
|
TextureHandle overlayUI;
|
||
|
m_DrawOffscreenUIPass.RenderOffscreen(renderGraph, frameData, k_DepthStencilFormat, out overlayUI);
|
||
|
commonResourceData.overlayUITexture = overlayUI;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private void OnAfterRendering(RenderGraph renderGraph)
|
||
|
{
|
||
|
Universal2DResourceData universal2DResourceData = frameData.Get<Universal2DResourceData>();
|
||
|
CommonResourceData commonResourceData = frameData.Get<CommonResourceData>();
|
||
|
UniversalRenderingData renderingData = frameData.Get<UniversalRenderingData>();
|
||
|
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
|
||
|
UniversalPostProcessingData postProcessingData = frameData.Get<UniversalPostProcessingData>();
|
||
|
|
||
|
bool drawGizmos = UniversalRenderPipelineDebugDisplaySettings.Instance.renderingSettings.sceneOverrideMode == DebugSceneOverrideMode.None;
|
||
|
|
||
|
if (drawGizmos)
|
||
|
DrawRenderGraphGizmos(renderGraph, frameData, commonResourceData.activeColorTexture, commonResourceData.activeDepthTexture, GizmoSubset.PreImageEffects);
|
||
|
|
||
|
DebugHandler debugHandler = ScriptableRenderPass.GetActiveDebugHandler(cameraData);
|
||
|
bool resolveToDebugScreen = debugHandler != null && debugHandler.WriteToDebugScreenTexture(cameraData.resolveFinalTarget);
|
||
|
// Allocate debug screen texture if the debug mode needs it.
|
||
|
if (resolveToDebugScreen)
|
||
|
{
|
||
|
RenderTextureDescriptor colorDesc = cameraData.cameraTargetDescriptor;
|
||
|
DebugHandler.ConfigureColorDescriptorForDebugScreen(ref colorDesc, cameraData.pixelWidth, cameraData.pixelHeight);
|
||
|
commonResourceData.debugScreenColor = UniversalRenderer.CreateRenderGraphTexture(renderGraph, colorDesc, "_DebugScreenColor", false);
|
||
|
|
||
|
RenderTextureDescriptor depthDesc = cameraData.cameraTargetDescriptor;
|
||
|
DebugHandler.ConfigureDepthDescriptorForDebugScreen(ref depthDesc, k_DepthStencilFormat, cameraData.pixelWidth, cameraData.pixelHeight);
|
||
|
commonResourceData.debugScreenDepth = UniversalRenderer.CreateRenderGraphTexture(renderGraph, depthDesc, "_DebugScreenDepth", false);
|
||
|
}
|
||
|
|
||
|
bool applyPostProcessing = cameraData.postProcessEnabled && m_PostProcessPasses.isCreated;
|
||
|
bool anyPostProcessing = postProcessingData.isEnabled && m_PostProcessPasses.isCreated;
|
||
|
|
||
|
cameraData.camera.TryGetComponent<PixelPerfectCamera>(out var ppc);
|
||
|
bool isPixelPerfectCameraEnabled = ppc != null && ppc.enabled && ppc.cropFrame != PixelPerfectCamera.CropFrame.None;
|
||
|
bool requirePixelPerfectUpscale = isPixelPerfectCameraEnabled && ppc.requiresUpscalePass;
|
||
|
|
||
|
// When using Upscale Render Texture on a Pixel Perfect Camera, we want all post-processing effects done with a low-res RT,
|
||
|
// and only upscale the low-res RT to fullscreen when blitting it to camera target. Also, final post processing pass is not run in this case,
|
||
|
// so FXAA is not supported (you don't want to apply FXAA when everything is intentionally pixelated).
|
||
|
bool applyFinalPostProcessing = cameraData.resolveFinalTarget && !ppcUpscaleRT && anyPostProcessing && cameraData.antialiasing == AntialiasingMode.FastApproximateAntialiasing;
|
||
|
|
||
|
bool hasPassesAfterPostProcessing = activeRenderPassQueue.Find(x => x.renderPassEvent == RenderPassEvent.AfterRenderingPostProcessing) != null;
|
||
|
bool needsColorEncoding = DebugHandler == null || !DebugHandler.HDRDebugViewIsActive(cameraData.resolveFinalTarget);
|
||
|
|
||
|
if (applyPostProcessing)
|
||
|
{
|
||
|
TextureHandle activeColor = commonResourceData.activeColorTexture;
|
||
|
|
||
|
// if the postprocessing pass is trying to read and write to the same CameraColor target, we need to swap so it writes to a different target,
|
||
|
// since reading a pass attachment is not possible. Normally this would be possible using temporary RenderGraph managed textures.
|
||
|
// The reason why in this case we need to use "external" RTHandles is to preserve the results for camera stacking.
|
||
|
// TODO RENDERGRAPH: Once all cameras will run in a single RenderGraph we can just use temporary RenderGraph textures as intermediate buffer.
|
||
|
ImportResourceParams importColorParams = new ImportResourceParams();
|
||
|
importColorParams.clearOnFirstUse = true;
|
||
|
importColorParams.clearColor = Color.black;
|
||
|
importColorParams.discardOnLastUse = cameraData.resolveFinalTarget; // check if last camera in the stack
|
||
|
|
||
|
commonResourceData.cameraColor = renderGraph.ImportTexture(nextRenderGraphCameraColorHandle, importColorParams);
|
||
|
|
||
|
postProcessPass.RenderPostProcessingRenderGraph(
|
||
|
renderGraph,
|
||
|
frameData,
|
||
|
activeColor,
|
||
|
commonResourceData.internalColorLut,
|
||
|
commonResourceData.overlayUITexture,
|
||
|
commonResourceData.activeColorTexture,
|
||
|
applyFinalPostProcessing,
|
||
|
resolveToDebugScreen,
|
||
|
needsColorEncoding);
|
||
|
}
|
||
|
|
||
|
var finalColorHandle = commonResourceData.activeColorTexture;
|
||
|
|
||
|
RecordCustomRenderGraphPasses(renderGraph, RenderPassEvent2D.AfterRenderingPostProcessing);
|
||
|
// Do PixelPerfect upscaling when using the Stretch Fill option
|
||
|
if (requirePixelPerfectUpscale)
|
||
|
{
|
||
|
m_UpscalePass.Render(renderGraph, cameraData.camera, in finalColorHandle, universal2DResourceData.upscaleTexture);
|
||
|
finalColorHandle = universal2DResourceData.upscaleTexture;
|
||
|
}
|
||
|
|
||
|
// We need to switch the "final" blit target to debugScreenColor if HDR debug views are enabled.
|
||
|
var finalBlitTarget = resolveToDebugScreen ? commonResourceData.debugScreenColor : commonResourceData.backBufferColor;
|
||
|
var finalDepthHandle = resolveToDebugScreen ? commonResourceData.debugScreenDepth : commonResourceData.backBufferDepth;
|
||
|
|
||
|
if (createColorTexture)
|
||
|
{
|
||
|
if (applyFinalPostProcessing)
|
||
|
postProcessPass.RenderFinalPassRenderGraph(renderGraph, frameData, in finalColorHandle, commonResourceData.overlayUITexture, in finalBlitTarget, needsColorEncoding);
|
||
|
else if (cameraData.resolveFinalTarget)
|
||
|
m_FinalBlitPass.Render(renderGraph, frameData, cameraData, finalColorHandle, finalBlitTarget, commonResourceData.overlayUITexture);
|
||
|
|
||
|
finalColorHandle = finalBlitTarget;
|
||
|
|
||
|
if (cameraData.resolveFinalTarget)
|
||
|
{
|
||
|
commonResourceData.activeColorID = ActiveID.BackBuffer;
|
||
|
commonResourceData.activeDepthID = ActiveID.BackBuffer;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// We can explicitly render the overlay UI from URP when HDR output is not enabled.
|
||
|
// SupportedRenderingFeatures.active.rendersUIOverlay should also be set to true.
|
||
|
bool shouldRenderUI = cameraData.rendersOverlayUI;
|
||
|
bool outputToHDR = cameraData.isHDROutputActive;
|
||
|
if (shouldRenderUI && !outputToHDR)
|
||
|
m_DrawOverlayUIPass.RenderOverlay(renderGraph, frameData, in finalColorHandle, in finalDepthHandle);
|
||
|
|
||
|
|
||
|
// If HDR debug views are enabled, DebugHandler will perform the blit from debugScreenColor (== finalColorHandle) to backBufferColor.
|
||
|
DebugHandler?.Setup(renderGraph, cameraData.isPreviewCamera);
|
||
|
DebugHandler?.Render(renderGraph, cameraData, finalColorHandle, commonResourceData.overlayUITexture, commonResourceData.backBufferColor);
|
||
|
|
||
|
if (cameraData.isSceneViewCamera)
|
||
|
DrawRenderGraphWireOverlay(renderGraph, frameData, commonResourceData.backBufferColor);
|
||
|
|
||
|
if (drawGizmos)
|
||
|
DrawRenderGraphGizmos(renderGraph, frameData, commonResourceData.activeColorTexture, commonResourceData.activeDepthTexture, GizmoSubset.PostImageEffects);
|
||
|
}
|
||
|
|
||
|
private void CleanupRenderGraphResources()
|
||
|
{
|
||
|
m_RenderGraphCameraColorHandles[0]?.Release();
|
||
|
m_RenderGraphCameraColorHandles[1]?.Release();
|
||
|
m_RenderGraphCameraDepthHandle?.Release();
|
||
|
m_RenderGraphBackbufferColorHandle?.Release();
|
||
|
m_RenderGraphBackbufferDepthHandle?.Release();
|
||
|
m_CameraSortingLayerHandle?.Release();
|
||
|
Light2DLookupTexture.Release();
|
||
|
}
|
||
|
}
|
||
|
}
|