134 lines
6.7 KiB
C#
134 lines
6.7 KiB
C#
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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using UnityEngine.Rendering.RenderGraphModule;
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// This example feature sets the gBuffer components as globals (it renders nothing itself). By adding this
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// feature to the scriptable renderer, other passes after it can access the gBuffers as globals.
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// Make sure to set the rendering path to Deferred for it to work.
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// Setting the gBuffers as globals may lead to reduced performance and memory use. Ideally, it's better to manage the
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// textures yourself and do builder.UseTexture only for the textures you actually need.
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public class GlobalGbuffersRendererFeature : ScriptableRendererFeature
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{
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class GlobalGBuffersRenderPass : ScriptableRenderPass
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{
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Material m_Material;
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string m_PassName = "Make gBuffer Components Global";
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private static readonly int GBufferNormalSmoothnessIndex = 2;
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private static readonly int GbufferLightingIndex = 3;
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private static readonly int GBufferRenderingLayersIndex = 5;
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// The pipeline already sets the gBuffer depth component to be global in a few places, so uncomment this code as needed
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// private static readonly int GbufferDepthIndex = 4;
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// Components marked as optional are only present when the pipeline requests it.
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// If for example there is no rendering layers texture, _GBuffer5 will contain the ShadowMask texture
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private static readonly int[] s_GBufferShaderPropertyIDs = new int[]
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{
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// Contains Albedo Texture
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Shader.PropertyToID("_GBuffer0"),
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// Contains Specular Metallic Texture
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Shader.PropertyToID("_GBuffer1"),
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// Contains Normals and Smoothness, referenced as _CameraNormalsTexture in other shaders
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Shader.PropertyToID("_GBuffer2"),
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// Contains Lighting texture
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Shader.PropertyToID("_GBuffer3"),
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// Contains Depth texture, referenced as _CameraDepthTexture in other shaders (optional)
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Shader.PropertyToID("_GBuffer4"),
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// Contains Rendering Layers Texture, referenced as _CameraRenderingLayersTexture in other shaders (optional)
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Shader.PropertyToID("_GBuffer5"),
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// Contains ShadowMask texture (optional)
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Shader.PropertyToID("_GBuffer6")
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};
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private class PassData
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{
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}
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// This sets the gBuffer components as global after the current pass. After the pass, the gBuffers components made global
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// will be made accessible using 'builder.UseAllGlobalTextures(true)' instead of 'builder.UseTexture(gBuffer[i])
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// Shaders that use global texture will be able to fetch them without the need to call 'material.SetTexture()'
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// like we do in the ExecutePass function of this pass.
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private void SetGlobalGBufferTextures(IRasterRenderGraphBuilder builder, TextureHandle[] gBuffer)
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{
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// This loop will make the gBuffers accessible by all shaders using _GBufferX texture shader IDs
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for (int i = 0; i < gBuffer.Length; i++)
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{
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if (i != GbufferLightingIndex && gBuffer[i].IsValid())
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builder.SetGlobalTextureAfterPass(gBuffer[i], s_GBufferShaderPropertyIDs[i]);
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}
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// Some global textures are accessed using specific shader IDs that are internal to URP. To use the gBuffer in these places, we
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// need to set the ID to point to the corresponding gBuffer component.
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if (gBuffer[GBufferNormalSmoothnessIndex].IsValid())
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{
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// After this pass, shaders that use the _CameraNormalsTexture will get the gBuffer's NormalsSmoothnessTexture component
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builder.SetGlobalTextureAfterPass(gBuffer[GBufferNormalSmoothnessIndex],
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Shader.PropertyToID("_CameraNormalsTexture"));
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}
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// The pipeline already sets the gBuffer depth component to be global in a few places, so uncomment this code as needed
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// if (GbufferDepthIndex < gBuffer.Length && gBuffer[GbufferDepthIndex].IsValid())
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// {
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// // After this pass, shaders that use the _CameraDepthTexture will get the gBuffer's Depth component (note that it is also set global by the copy depth pass)
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// builder.SetGlobalTextureAfterPass(gBuffer[GbufferDepthIndex],
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// Shader.PropertyToID("_CameraDepthTexture"));
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// }
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if (GBufferRenderingLayersIndex < gBuffer.Length && gBuffer[GBufferRenderingLayersIndex].IsValid())
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{
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// After this pass, shaders that use the _CameraRenderingLayersTexture will get the gBuffer's RenderingLayersTexture component
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builder.SetGlobalTextureAfterPass(gBuffer[GBufferRenderingLayersIndex],
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Shader.PropertyToID("_CameraRenderingLayersTexture"));
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}
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}
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// RecordRenderGraph is where the RenderGraph handle can be accessed, through which render passes can be added to the graph.
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// FrameData is a context container through which URP resources can be accessed and managed.
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public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
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{
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UniversalRenderingData universalRenderingData = frameData.Get<UniversalRenderingData>();
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// The gBuffer components are only used in deferred mode
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if (universalRenderingData.renderingMode != RenderingMode.Deferred)
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return;
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// Get the gBuffer texture handles are stored in the resourceData
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UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
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TextureHandle[] gBuffer = resourceData.gBuffer;
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using (var builder = renderGraph.AddRasterRenderPass<PassData>(m_PassName, out var passData))
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{
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builder.AllowPassCulling(false);
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// Set the gBuffers to be global after the pass
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SetGlobalGBufferTextures(builder, gBuffer);
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builder.SetRenderFunc((PassData data, RasterGraphContext context) => { /* nothing to be rendered */ });
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}
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}
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}
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GlobalGBuffersRenderPass m_GlobalGbuffersRenderPass;
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/// <inheritdoc/>
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public override void Create()
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{
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m_GlobalGbuffersRenderPass = new GlobalGBuffersRenderPass
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{
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// This pass must be injected after rendering the deferred lights or later.
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renderPassEvent = RenderPassEvent.AfterRenderingDeferredLights
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};
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}
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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renderer.EnqueuePass(m_GlobalGbuffersRenderPass);
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}
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}
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