UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Runtime/Decal/DBuffer/DBufferDepthCopyPass.cs

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2024-10-27 10:53:47 +03:00
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering.RenderGraphModule;
using UnityEngine.Rendering.Universal.Internal;
namespace UnityEngine.Rendering.Universal
{
/// <summary>
/// Used by DBuffer to copy depth into different texture.
/// In future this should be replaced by proper depth copy logic, as current CopyDepthPass do not implement RecordRenderGraph.
/// </summary>
internal class DBufferCopyDepthPass : CopyDepthPass
{
public DBufferCopyDepthPass(RenderPassEvent evt, Shader copyDepthShader, bool shouldClear = false, bool copyToDepth = false, bool copyResolvedDepth = false)
: base(evt, copyDepthShader, shouldClear, copyToDepth, copyResolvedDepth)
{
}
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
var universalRenderer = cameraData.renderer as UniversalRenderer;
bool isDeferred = universalRenderer.renderingModeActual == RenderingMode.Deferred;
bool useDepthPriming = universalRenderer.useDepthPriming;
bool isMsaa = cameraData.cameraTargetDescriptor.msaaSamples > 1;
// We must create a temporary depth buffer for dbuffer rendering if the existing one isn't compatible.
// The deferred path always has compatible depth
// The forward path only has compatible depth when depth priming is enabled without MSAA
bool hasCompatibleDepth = isDeferred || (useDepthPriming && !isMsaa);
if (!hasCompatibleDepth)
{
var depthDesc = cameraData.cameraTargetDescriptor;
depthDesc.graphicsFormat = GraphicsFormat.None; //Depth only rendering
depthDesc.depthStencilFormat = cameraData.cameraTargetDescriptor.depthStencilFormat;
depthDesc.msaaSamples = 1;
resourceData.dBufferDepth = UniversalRenderer.CreateRenderGraphTexture(renderGraph, depthDesc, DBufferRenderPass.s_DBufferDepthName, true);
// Copy the current depth data into the new attachment
Render(renderGraph, resourceData.dBufferDepth, resourceData.cameraDepthTexture, resourceData, cameraData, false, "Copy DBuffer Depth");
}
}
}
}