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

298 lines
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C#
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2024-10-27 10:53:47 +03:00
using System;
using UnityEngine.Experimental.GlobalIllumination;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Profiling;
using Unity.Collections;
using UnityEngine.Rendering.RenderGraphModule;
namespace UnityEngine.Rendering.Universal.Internal
{
// Render all tiled-based deferred lights.
internal class GBufferPass : ScriptableRenderPass
{
// Statics
private static readonly int s_CameraNormalsTextureID = Shader.PropertyToID("_CameraNormalsTexture");
private static readonly int s_CameraRenderingLayersTextureID = Shader.PropertyToID("_CameraRenderingLayersTexture");
private static readonly ShaderTagId s_ShaderTagLit = new ShaderTagId("Lit");
private static readonly ShaderTagId s_ShaderTagSimpleLit = new ShaderTagId("SimpleLit");
private static readonly ShaderTagId s_ShaderTagUnlit = new ShaderTagId("Unlit");
private static readonly ShaderTagId s_ShaderTagComplexLit = new ShaderTagId("ComplexLit");
private static readonly ShaderTagId s_ShaderTagUniversalGBuffer = new ShaderTagId("UniversalGBuffer");
private static readonly ShaderTagId s_ShaderTagUniversalMaterialType = new ShaderTagId("UniversalMaterialType");
DeferredLights m_DeferredLights;
static ShaderTagId[] s_ShaderTagValues;
static RenderStateBlock[] s_RenderStateBlocks;
FilteringSettings m_FilteringSettings;
RenderStateBlock m_RenderStateBlock;
private PassData m_PassData;
public GBufferPass(RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference, DeferredLights deferredLights)
{
base.profilingSampler = new ProfilingSampler("Draw GBuffer");
base.renderPassEvent = evt;
m_PassData = new PassData();
m_DeferredLights = deferredLights;
m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask);
m_RenderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
m_RenderStateBlock.stencilState = stencilState;
m_RenderStateBlock.stencilReference = stencilReference;
m_RenderStateBlock.mask = RenderStateMask.Stencil;
if (s_ShaderTagValues == null)
{
s_ShaderTagValues = new ShaderTagId[5];
s_ShaderTagValues[0] = s_ShaderTagLit;
s_ShaderTagValues[1] = s_ShaderTagSimpleLit;
s_ShaderTagValues[2] = s_ShaderTagUnlit;
s_ShaderTagValues[3] = s_ShaderTagComplexLit;
s_ShaderTagValues[4] = new ShaderTagId(); // Special catch all case for materials where UniversalMaterialType is not defined or the tag value doesn't match anything we know.
}
if (s_RenderStateBlocks == null)
{
s_RenderStateBlocks = new RenderStateBlock[5];
s_RenderStateBlocks[0] = DeferredLights.OverwriteStencil(m_RenderStateBlock, (int)StencilUsage.MaterialMask, (int)StencilUsage.MaterialLit);
s_RenderStateBlocks[1] = DeferredLights.OverwriteStencil(m_RenderStateBlock, (int)StencilUsage.MaterialMask, (int)StencilUsage.MaterialSimpleLit);
s_RenderStateBlocks[2] = DeferredLights.OverwriteStencil(m_RenderStateBlock, (int)StencilUsage.MaterialMask, (int)StencilUsage.MaterialUnlit);
s_RenderStateBlocks[3] = DeferredLights.OverwriteStencil(m_RenderStateBlock, (int)StencilUsage.MaterialMask, (int)StencilUsage.MaterialUnlit); // Fill GBuffer, but skip lighting pass for ComplexLit
s_RenderStateBlocks[4] = s_RenderStateBlocks[0];
}
}
public void Dispose()
{
m_DeferredLights?.ReleaseGbufferResources();
}
[Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)]
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
RTHandle[] gbufferAttachments = m_DeferredLights.GbufferAttachments;
if (cmd != null)
{
var allocateGbufferDepth = true;
if (m_DeferredLights.UseFramebufferFetch && (m_DeferredLights.DepthCopyTexture != null && m_DeferredLights.DepthCopyTexture.rt != null))
{
m_DeferredLights.GbufferAttachments[m_DeferredLights.GbufferDepthIndex] = m_DeferredLights.DepthCopyTexture;
allocateGbufferDepth = false;
}
// Create and declare the render targets used in the pass
for (int i = 0; i < gbufferAttachments.Length; ++i)
{
// Lighting buffer has already been declared with line ConfigureCameraTarget(m_ActiveCameraColorAttachment.Identifier(), ...) in DeferredRenderer.Setup
if (i == m_DeferredLights.GBufferLightingIndex)
continue;
// Normal buffer may have already been created if there was a depthNormal prepass before.
// DepthNormal prepass is needed for forward-only materials when SSAO is generated between gbuffer and deferred lighting pass.
if (i == m_DeferredLights.GBufferNormalSmoothnessIndex && m_DeferredLights.HasNormalPrepass)
continue;
if (i == m_DeferredLights.GbufferDepthIndex && !allocateGbufferDepth)
continue;
// No need to setup temporaryRTs if we are using input attachments as they will be Memoryless
if (m_DeferredLights.UseFramebufferFetch && (i != m_DeferredLights.GbufferDepthIndex && !m_DeferredLights.HasDepthPrepass))
continue;
m_DeferredLights.ReAllocateGBufferIfNeeded(cameraTextureDescriptor, i);
cmd.SetGlobalTexture(m_DeferredLights.GbufferAttachments[i].name, m_DeferredLights.GbufferAttachments[i].nameID);
}
}
if (m_DeferredLights.UseFramebufferFetch)
m_DeferredLights.UpdateDeferredInputAttachments();
// Disable obsolete warning for internal usage
#pragma warning disable CS0618
ConfigureTarget(m_DeferredLights.GbufferAttachments, m_DeferredLights.DepthAttachment, m_DeferredLights.GbufferFormats);
// We must explicitly specify we don't want any clear to avoid unwanted side-effects.
// ScriptableRenderer will implicitly force a clear the first time the camera color/depth targets are bound.
ConfigureClear(ClearFlag.None, Color.black);
#pragma warning restore CS0618
}
[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>();
m_PassData.deferredLights = m_DeferredLights;
InitRendererLists(ref m_PassData, context, default(RenderGraph), universalRenderingData, cameraData, lightData, false);
var cmd = renderingData.commandBuffer;
using (new ProfilingScope(cmd, profilingSampler))
{
#if UNITY_EDITOR
// Need to clear the bounded targets to get scene-view filtering working.
if (CoreUtils.IsSceneFilteringEnabled() && cameraData.camera.sceneViewFilterMode == Camera.SceneViewFilterMode.ShowFiltered)
cmd.ClearRenderTarget(RTClearFlags.Color, Color.clear);
#endif
ExecutePass(CommandBufferHelpers.GetRasterCommandBuffer(cmd), m_PassData, m_PassData.rendererList, m_PassData.objectsWithErrorRendererList);
// If any sub-system needs camera normal texture, make it available.
// Input attachments will only be used when this is not needed so safe to skip in that case
if (!m_DeferredLights.UseFramebufferFetch)
renderingData.commandBuffer.SetGlobalTexture(s_CameraNormalsTextureID, m_DeferredLights.GbufferAttachments[m_DeferredLights.GBufferNormalSmoothnessIndex]);
}
}
static void ExecutePass(RasterCommandBuffer cmd, PassData data, RendererList rendererList, RendererList errorRendererList)
{
bool usesRenderingLayers = data.deferredLights.UseRenderingLayers && !data.deferredLights.HasRenderingLayerPrepass;
if (usesRenderingLayers)
cmd.SetKeyword(ShaderGlobalKeywords.WriteRenderingLayers, true);
if (data.deferredLights.IsOverlay)
data.deferredLights.ClearStencilPartial(cmd);
cmd.DrawRendererList(rendererList);
// Render objects that did not match any shader pass with error shader
RenderingUtils.DrawRendererListObjectsWithError(cmd, ref errorRendererList);
// Clean up
if (usesRenderingLayers)
cmd.SetKeyword(ShaderGlobalKeywords.WriteRenderingLayers, false);
}
/// <summary>
/// Shared pass data
/// </summary>
private class PassData
{
internal TextureHandle[] gbuffer;
internal TextureHandle depth;
internal DeferredLights deferredLights;
internal RendererListHandle rendererListHdl;
internal RendererListHandle objectsWithErrorRendererListHdl;
// Required for code sharing purpose between RG and non-RG.
internal RendererList rendererList;
internal RendererList objectsWithErrorRendererList;
}
private void InitRendererLists( ref PassData passData, ScriptableRenderContext context, RenderGraph renderGraph, UniversalRenderingData renderingData, UniversalCameraData cameraData, UniversalLightData lightData, bool useRenderGraph)
{
// User can stack several scriptable renderers during rendering but deferred renderer should only lit pixels added by this gbuffer pass.
// If we detect we are in such case (camera is in overlay mode), we clear the highest bits of stencil we have control of and use them to
// mark what pixel to shade during deferred pass. Gbuffer will always mark pixels using their material types.
ShaderTagId lightModeTag = s_ShaderTagUniversalGBuffer;
var drawingSettings = CreateDrawingSettings(lightModeTag, renderingData, cameraData, lightData, cameraData.defaultOpaqueSortFlags);
var filterSettings = m_FilteringSettings;
NativeArray<ShaderTagId> tagValues = new NativeArray<ShaderTagId>(s_ShaderTagValues, Allocator.Temp);
NativeArray<RenderStateBlock> stateBlocks = new NativeArray<RenderStateBlock>(s_RenderStateBlocks, Allocator.Temp);
var param = new RendererListParams(renderingData.cullResults, drawingSettings, filterSettings)
{
tagValues = tagValues,
stateBlocks = stateBlocks,
tagName = s_ShaderTagUniversalMaterialType,
isPassTagName = false
};
if (useRenderGraph)
{
passData.rendererListHdl = renderGraph.CreateRendererList(param);
}
else
{
passData.rendererList = context.CreateRendererList(ref param);
}
tagValues.Dispose();
stateBlocks.Dispose();
if (useRenderGraph)
{
RenderingUtils.CreateRendererListObjectsWithError(renderGraph, ref renderingData.cullResults, cameraData.camera, filterSettings, SortingCriteria.None, ref passData.objectsWithErrorRendererListHdl);
}
else
{
RenderingUtils.CreateRendererListObjectsWithError(context, ref renderingData.cullResults, cameraData.camera, filterSettings, SortingCriteria.None, ref passData.objectsWithErrorRendererList);
}
}
internal void Render(RenderGraph renderGraph, ContextContainer frameData, TextureHandle cameraColor, TextureHandle cameraDepth, bool setGlobalTextures)
{
UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
UniversalRenderingData renderingData = frameData.Get<UniversalRenderingData>();
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
UniversalLightData lightData = frameData.Get<UniversalLightData>();
TextureHandle[] gbuffer;
bool useCameraRenderingLayersTexture = m_DeferredLights.UseRenderingLayers && !m_DeferredLights.UseLightLayers;
using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData, profilingSampler))
{
// Note: This code is pretty confusing as passData.gbuffer[i] and gbuffer[i] actually point to the same array but seem to be mixed in this code.
passData.gbuffer = gbuffer = m_DeferredLights.GbufferTextureHandles;
for (int i = 0; i < m_DeferredLights.GBufferSliceCount; i++)
{
var gbufferSlice = cameraData.cameraTargetDescriptor;
gbufferSlice.depthStencilFormat = GraphicsFormat.None; // make sure no depth surface is actually created
gbufferSlice.stencilFormat = GraphicsFormat.None;
if (i == m_DeferredLights.GBufferNormalSmoothnessIndex && m_DeferredLights.HasNormalPrepass)
gbuffer[i] = resourceData.cameraNormalsTexture;
else if (i == m_DeferredLights.GBufferRenderingLayers && useCameraRenderingLayersTexture)
gbuffer[i] = resourceData.renderingLayersTexture;
else if (i != m_DeferredLights.GBufferLightingIndex)
{
gbufferSlice.graphicsFormat = m_DeferredLights.GetGBufferFormat(i);
gbuffer[i] = UniversalRenderer.CreateRenderGraphTexture(renderGraph, gbufferSlice, DeferredLights.k_GBufferNames[i], true);
}
else
gbuffer[i] = cameraColor;
// Note: We don't store the returned handle here it is a versioned handle.
// In general it should be fine to use unversioned handles anyway especially unversioned resources
// should be registered in the frame data
builder.SetRenderAttachment(gbuffer[i], i, AccessFlags.Write);
}
RenderGraphUtils.UseDBufferIfValid(builder, resourceData);
resourceData.gBuffer = gbuffer;
passData.depth = cameraDepth;
builder.SetRenderAttachmentDepth(cameraDepth, AccessFlags.Write);
passData.deferredLights = m_DeferredLights;
InitRendererLists(ref passData, default(ScriptableRenderContext), renderGraph, renderingData, cameraData, lightData, true);
builder.UseRendererList(passData.rendererListHdl);
builder.UseRendererList(passData.objectsWithErrorRendererListHdl);
if (setGlobalTextures)
{
builder.SetGlobalTextureAfterPass(resourceData.cameraNormalsTexture, s_CameraNormalsTextureID);
if (useCameraRenderingLayersTexture)
builder.SetGlobalTextureAfterPass(resourceData.renderingLayersTexture, s_CameraRenderingLayersTextureID);
}
builder.AllowPassCulling(false);
builder.AllowGlobalStateModification(true);
builder.SetRenderFunc((PassData data, RasterGraphContext context) =>
{
ExecutePass(context.cmd, data, data.rendererListHdl, data.objectsWithErrorRendererListHdl);
});
}
}
}
}