92 lines
3.6 KiB
C#
92 lines
3.6 KiB
C#
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
||
|
using System;
|
||
|
using UnityEngine.Rendering.RenderGraphModule;
|
||
|
using UnityEngine.Experimental.Rendering;
|
||
|
|
||
|
namespace UnityEngine.Rendering.Universal
|
||
|
{
|
||
|
/// <summary>
|
||
|
/// Draw the XR occlusion mesh into the current depth buffer when XR is enabled.
|
||
|
/// </summary>
|
||
|
public class XROcclusionMeshPass : ScriptableRenderPass
|
||
|
{
|
||
|
PassData m_PassData;
|
||
|
|
||
|
/// <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
|
||
|
|
||
|
public XROcclusionMeshPass(RenderPassEvent evt)
|
||
|
{
|
||
|
profilingSampler = new ProfilingSampler("Draw XR Occlusion Mesh");
|
||
|
renderPassEvent = evt;
|
||
|
m_PassData = new PassData();
|
||
|
m_IsActiveTargetBackBuffer = false;
|
||
|
}
|
||
|
|
||
|
private static void ExecutePass(RasterCommandBuffer cmd, PassData data)
|
||
|
{
|
||
|
if (data.xr.hasValidOcclusionMesh)
|
||
|
{
|
||
|
if (data.isActiveTargetBackBuffer)
|
||
|
cmd.SetViewport(data.xr.GetViewport());
|
||
|
|
||
|
data.xr.RenderOcclusionMesh(cmd, renderIntoTexture: !data.isActiveTargetBackBuffer);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <inheritdoc/>
|
||
|
[Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)]
|
||
|
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
|
||
|
{
|
||
|
m_PassData.xr = renderingData.cameraData.xr;
|
||
|
m_PassData.isActiveTargetBackBuffer = m_IsActiveTargetBackBuffer;
|
||
|
ExecutePass(CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer), m_PassData);
|
||
|
}
|
||
|
|
||
|
private class PassData
|
||
|
{
|
||
|
internal XRPass xr;
|
||
|
internal TextureHandle cameraColorAttachment;
|
||
|
internal TextureHandle cameraDepthAttachment;
|
||
|
internal bool isActiveTargetBackBuffer;
|
||
|
}
|
||
|
|
||
|
internal void Render(RenderGraph renderGraph, ContextContainer frameData, in TextureHandle cameraColorAttachment, in TextureHandle cameraDepthAttachment)
|
||
|
{
|
||
|
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
|
||
|
UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
|
||
|
|
||
|
using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData, profilingSampler))
|
||
|
{
|
||
|
passData.xr = cameraData.xr;
|
||
|
passData.cameraColorAttachment = cameraColorAttachment;
|
||
|
builder.SetRenderAttachment(cameraColorAttachment, 0);
|
||
|
passData.cameraDepthAttachment = cameraDepthAttachment;
|
||
|
builder.SetRenderAttachmentDepth(cameraDepthAttachment, AccessFlags.Write);
|
||
|
|
||
|
passData.isActiveTargetBackBuffer = resourceData.isActiveTargetBackBuffer;
|
||
|
|
||
|
// TODO RENDERGRAPH: culling? force culling off for testing
|
||
|
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) =>
|
||
|
{
|
||
|
ExecutePass(context.cmd, data);
|
||
|
});
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endif
|