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

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2024-10-27 10:53:47 +03:00
#if ENABLE_VR && ENABLE_XR_MODULE
using System;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering.RenderGraphModule;
namespace UnityEngine.Rendering.Universal
{
/// <summary>
/// Render all objects that have a 'XRMotionVectors' pass into the given depth buffer and motionvec buffer.
/// </summary>
public class XRDepthMotionPass : ScriptableRenderPass
{
private static readonly ShaderTagId k_MotionOnlyShaderTagId = new ShaderTagId("XRMotionVectors");
private PassData m_PassData;
private RTHandle m_XRMotionVectorColor;
private TextureHandle xrMotionVectorColor;
private RTHandle m_XRMotionVectorDepth;
private TextureHandle xrMotionVectorDepth;
/// <summary>
/// Creates a new <c>XRDepthMotionPass</c> instance.
/// </summary>
/// <param name="evt">The <c>RenderPassEvent</c> to use.</param>
/// <param name="xrMotionVector">The Shader used for rendering XR camera motion vector.</param>
/// <seealso cref="RenderPassEvent"/>
public XRDepthMotionPass(RenderPassEvent evt, Shader xrMotionVector)
{
base.profilingSampler = new ProfilingSampler(nameof(XRDepthMotionPass));
m_PassData = new PassData();
renderPassEvent = evt;
ResetMotionData();
m_XRMotionVectorMaterial = CoreUtils.CreateEngineMaterial(xrMotionVector);
xrMotionVectorColor = TextureHandle.nullHandle;
m_XRMotionVectorColor = null;
xrMotionVectorDepth = TextureHandle.nullHandle;
m_XRMotionVectorDepth = null;
}
private class PassData
{
internal RendererListHandle objMotionRendererList;
internal Matrix4x4[] previousViewProjectionStereo = new Matrix4x4[k_XRViewCount];
internal Matrix4x4[] viewProjectionStereo = new Matrix4x4[k_XRViewCount];
internal Material xrMotionVector;
}
/// View projection data
private const int k_XRViewCount = 2;
private Matrix4x4[] m_ViewProjection = new Matrix4x4[k_XRViewCount];
private Matrix4x4[] m_PreviousViewProjection = new Matrix4x4[k_XRViewCount];
private int m_LastFrameIndex;
// Motion Vector
private Material m_XRMotionVectorMaterial;
private static DrawingSettings GetObjectMotionDrawingSettings(Camera camera)
{
var sortingSettings = new SortingSettings(camera) { criteria = SortingCriteria.CommonOpaque };
// Notes: Usually, PerObjectData.MotionVectors will filter the renderer nodes to only draw moving objects.
// In our case, we use forceAllMotionVectorObjects in the filteringSettings to draw idle objects as well to populate depth.
var drawingSettings = new DrawingSettings(k_MotionOnlyShaderTagId, sortingSettings)
{
perObjectData = PerObjectData.MotionVectors,
enableDynamicBatching = false,
enableInstancing = true,
};
drawingSettings.SetShaderPassName(0, k_MotionOnlyShaderTagId);
return drawingSettings;
}
private void InitObjectMotionRendererLists(ref PassData passData, ref CullingResults cullResults, RenderGraph renderGraph, Camera camera)
{
var objectMotionDrawingSettings = GetObjectMotionDrawingSettings(camera);
// XRTODO: Extend RenderQueueRange.all to support transparent objects?
// URP current' doesn't support this, missing motion override for transparent materials.
var filteringSettings = new FilteringSettings(RenderQueueRange.opaque, camera.cullingMask);
// Also render game objects that are not moved since last frame to save depth prepass requirement for camera motion.
filteringSettings.forceAllMotionVectorObjects = true;
var renderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
RenderingUtils.CreateRendererListWithRenderStateBlock(renderGraph, ref cullResults, objectMotionDrawingSettings, filteringSettings, renderStateBlock, ref passData.objMotionRendererList);
}
/// <summary>
/// Initialize the RenderGraph pass data.
/// </summary>
/// <param name="passData"></param>
private void InitPassData(ref PassData passData, UniversalCameraData cameraData)
{
// XRTODO: Use XRSystem prevViewMatrix that is compatible with late latching. Currently blocked due to late latching engine side issue.
//var gpuP0 = GL.GetGPUProjectionMatrix(cameraData.xr.GetProjMatrix(0), false);
//var gpuP1 = GL.GetGPUProjectionMatrix(cameraData.xr.GetProjMatrix(1), false);
//passData.viewProjectionStereo[0] = gpuP0 * cameraData.xr.GetViewMatrix(0);
//passData.viewProjectionStereo[1] = gpuP1 * cameraData.xr.GetViewMatrix(1);
//passData.previousViewProjectionStereo[0] = gpuP0 * cameraData.xr.GetPrevViewMatrix(0);
//passData.previousViewProjectionStereo[1] = gpuP0 * cameraData.xr.GetPrevViewMatrix(1);
// Setup matrices and shader
passData.previousViewProjectionStereo = m_PreviousViewProjection;
passData.viewProjectionStereo = m_ViewProjection;
// Setup camera motion material
passData.xrMotionVector = m_XRMotionVectorMaterial;
}
/// <summary>
/// Import the XR motion color and depth targets into the RenderGraph.
/// </summary>
/// <param name="cameraData"> UniversalCameraData that holds XR pass data. </param>
private void ImportXRMotionColorAndDepth(RenderGraph renderGraph, UniversalCameraData cameraData)
{
var rtMotionId = cameraData.xr.motionVectorRenderTarget;
if (m_XRMotionVectorColor == null)
{
m_XRMotionVectorColor = RTHandles.Alloc(rtMotionId);
}
else if (m_XRMotionVectorColor.nameID != rtMotionId)
{
RTHandleStaticHelpers.SetRTHandleUserManagedWrapper(ref m_XRMotionVectorColor, rtMotionId);
}
// ID is the same since a RenderTexture encapsulates all the attachments, including both color+depth.
var depthId = cameraData.xr.motionVectorRenderTarget;
if (m_XRMotionVectorDepth == null)
{
m_XRMotionVectorDepth = RTHandles.Alloc(depthId);
}
else if (m_XRMotionVectorDepth.nameID != depthId)
{
RTHandleStaticHelpers.SetRTHandleUserManagedWrapper(ref m_XRMotionVectorDepth, depthId);
}
// Import motion color and depth into the render graph.
RenderTargetInfo importInfo = new RenderTargetInfo();
importInfo.width = cameraData.xr.motionVectorRenderTargetDesc.width;
importInfo.height = cameraData.xr.motionVectorRenderTargetDesc.height;
importInfo.volumeDepth = cameraData.xr.motionVectorRenderTargetDesc.volumeDepth;
importInfo.msaaSamples = cameraData.xr.motionVectorRenderTargetDesc.msaaSamples;
importInfo.format = cameraData.xr.motionVectorRenderTargetDesc.graphicsFormat;
RenderTargetInfo importInfoDepth = new RenderTargetInfo();
importInfoDepth = importInfo;
importInfoDepth.format = cameraData.xr.motionVectorRenderTargetDesc.depthStencilFormat;
ImportResourceParams importMotionColorParams = new ImportResourceParams();
importMotionColorParams.clearOnFirstUse = true;
importMotionColorParams.clearColor = Color.black;
importMotionColorParams.discardOnLastUse = false;
ImportResourceParams importMotionDepthParams = new ImportResourceParams();
importMotionDepthParams.clearOnFirstUse = true;
importMotionDepthParams.clearColor = Color.black;
importMotionDepthParams.discardOnLastUse = false;
xrMotionVectorColor = renderGraph.ImportTexture(m_XRMotionVectorColor, importInfo, importMotionColorParams);
xrMotionVectorDepth = renderGraph.ImportTexture(m_XRMotionVectorDepth, importInfoDepth, importMotionDepthParams);
}
#region Recording
internal void Render(RenderGraph renderGraph, ContextContainer frameData)
{
UniversalRenderingData renderingData = frameData.Get<UniversalRenderingData>();
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
// XR should be enabled and single pass should be enabled.
if (!cameraData.xr.enabled || !cameraData.xr.singlePassEnabled)
{
Debug.LogWarning("XRDepthMotionPass::Render is skipped because either XR is not enabled or singlepass rendering is not enabled.");
return;
}
// XR motion vector pass should be enabled.
if (!cameraData.xr.hasMotionVectorPass)
{
Debug.LogWarning("XRDepthMotionPass::Render is skipped because XR motion vector is not enabled for the current XRPass.");
return;
}
// First, import XR motion color and depth targets into the RenderGraph
ImportXRMotionColorAndDepth(renderGraph, cameraData);
// These flags are still required in SRP or the engine won't compute previous model matrices...
// If the flag hasn't been set yet on this camera, motion vectors will skip a frame.
cameraData.camera.depthTextureMode |= DepthTextureMode.MotionVectors | DepthTextureMode.Depth;
// Start recording the pass
using (var builder = renderGraph.AddRasterRenderPass<PassData>("XR Motion Pass", out var passData, base.profilingSampler))
{
builder.EnableFoveatedRasterization(cameraData.xr.supportsFoveatedRendering);
// Setup Color and Depth attachments
builder.SetRenderAttachment(xrMotionVectorColor, 0, AccessFlags.Write);
builder.SetRenderAttachmentDepth(xrMotionVectorDepth, AccessFlags.Write);
// Setup RendererList
InitObjectMotionRendererLists(ref passData, ref renderingData.cullResults, renderGraph, cameraData.camera);
builder.UseRendererList(passData.objMotionRendererList);
// Allow setting up global matrix array
builder.AllowGlobalStateModification(true);
// Setup rest of the passData
InitPassData(ref passData, cameraData);
builder.SetRenderFunc((PassData data, RasterGraphContext context) =>
{
// Setup camera stereo buffer
context.cmd.SetGlobalMatrixArray(ShaderPropertyId.previousViewProjectionNoJitterStereo, data.previousViewProjectionStereo);
context.cmd.SetGlobalMatrixArray(ShaderPropertyId.viewProjectionNoJitterStereo, data.viewProjectionStereo);
// Object Motion for both static and dynamic objects, fill stencil for mv filled pixels.
context.cmd.DrawRendererList(passData.objMotionRendererList);
// Fill mv texturew with camera motion for pixels that don't have mv stencil bit.
context.cmd.DrawProcedural(Matrix4x4.identity, data.xrMotionVector, 0, MeshTopology.Triangles, 3, 1);
});
}
}
#endregion
private void ResetMotionData()
{
for (int i = 0; i < k_XRViewCount; i++)
{
m_ViewProjection[i] = Matrix4x4.identity;
m_PreviousViewProjection[i] = Matrix4x4.identity;
}
m_LastFrameIndex = -1;
}
/// <summary>
/// Update XRDepthMotionPass to use camera's view and projection matrix for motion vector calculation.
/// </summary>
/// <param name="cameraData"> The cameraData used for rendering to XR moition textures. </param>
public void Update(ref UniversalCameraData cameraData)
{
if (!cameraData.xr.enabled || !cameraData.xr.singlePassEnabled)
{
Debug.LogWarning("XRDepthMotionPass::Update is skipped because either XR is not enabled or singlepass rendering is not enabled.");
return;
}
if (m_LastFrameIndex != Time.frameCount)
{
{
var gpuVP0 = GL.GetGPUProjectionMatrix(cameraData.GetProjectionMatrixNoJitter(0), renderIntoTexture: false) * cameraData.GetViewMatrix(0);
var gpuVP1 = GL.GetGPUProjectionMatrix(cameraData.GetProjectionMatrixNoJitter(1), renderIntoTexture: false) * cameraData.GetViewMatrix(1);
m_PreviousViewProjection[0] = m_ViewProjection[0];
m_PreviousViewProjection[1] = m_ViewProjection[1];
m_ViewProjection[0] = gpuVP0;
m_ViewProjection[1] = gpuVP1;
}
m_LastFrameIndex = Time.frameCount;
}
}
/// <summary>
/// Cleans up resources used by the pass.
/// </summary>
public void Dispose()
{
m_XRMotionVectorColor?.Release();
m_XRMotionVectorDepth?.Release();
CoreUtils.Destroy(m_XRMotionVectorMaterial);
}
}
}
#endif