172 lines
7.1 KiB
C#
172 lines
7.1 KiB
C#
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using System;
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using UnityEngine.Rendering.RenderGraphModule;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Rendering.Universal.Internal;
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namespace UnityEngine.Rendering.Universal
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{
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/// <summary>
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/// Draw the skybox into the given color buffer using the given depth buffer for depth testing.
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///
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/// This pass renders the standard Unity skybox.
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/// </summary>
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public class DrawSkyboxPass : ScriptableRenderPass
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{
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/// <summary>
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/// Creates a new <c>DrawSkyboxPass</c> instance.
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/// </summary>
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/// <param name="evt">The <c>RenderPassEvent</c> to use.</param>
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/// <seealso cref="RenderPassEvent"/>
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public DrawSkyboxPass(RenderPassEvent evt)
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{
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profilingSampler = ProfilingSampler.Get(URPProfileId.DrawSkybox);
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renderPassEvent = evt;
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}
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/// <inheritdoc/>
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[Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)]
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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UniversalCameraData cameraData = renderingData.frameData.Get<UniversalCameraData>();
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var activeDebugHandler = GetActiveDebugHandler(cameraData);
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if (activeDebugHandler != null)
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{
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// TODO: The skybox needs to work the same as the other shaders, but until it does we'll not render it
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// when certain debug modes are active (e.g. wireframe/overdraw modes)
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if (activeDebugHandler.IsScreenClearNeeded)
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{
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return;
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}
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}
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var skyRendererList = CreateSkyboxRendererList(context, cameraData);
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ExecutePass(CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer), cameraData.xr, skyRendererList);
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}
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// For non-RG path
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private RendererList CreateSkyboxRendererList(ScriptableRenderContext context, UniversalCameraData cameraData)
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{
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var skyRendererList = new RendererList();
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#if ENABLE_VR && ENABLE_XR_MODULE
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if (cameraData.xr.enabled)
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{
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// Setup Legacy XR buffer states
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if (cameraData.xr.singlePassEnabled)
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{
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skyRendererList = context.CreateSkyboxRendererList(cameraData.camera,
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cameraData.GetProjectionMatrix(0), cameraData.GetViewMatrix(0),
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cameraData.GetProjectionMatrix(1), cameraData.GetViewMatrix(1));
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}
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else
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{
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skyRendererList = context.CreateSkyboxRendererList(cameraData.camera, cameraData.GetProjectionMatrix(0), cameraData.GetViewMatrix(0));
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}
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}
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else
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#endif
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{
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skyRendererList = context.CreateSkyboxRendererList(cameraData.camera);
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}
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return skyRendererList;
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}
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// For RG path
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private RendererListHandle CreateSkyBoxRendererList(RenderGraph renderGraph, UniversalCameraData cameraData)
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{
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var skyRendererListHandle = new RendererListHandle();
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#if ENABLE_VR && ENABLE_XR_MODULE
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if (cameraData.xr.enabled)
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{
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// Setup Legacy XR buffer states
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if (cameraData.xr.singlePassEnabled)
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{
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skyRendererListHandle = renderGraph.CreateSkyboxRendererList(cameraData.camera,
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cameraData.GetProjectionMatrix(0), cameraData.GetViewMatrix(0),
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cameraData.GetProjectionMatrix(1), cameraData.GetViewMatrix(1));
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}
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else
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{
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skyRendererListHandle = renderGraph.CreateSkyboxRendererList(cameraData.camera, cameraData.GetProjectionMatrix(0), cameraData.GetViewMatrix(0));
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}
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}
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else
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#endif
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{
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skyRendererListHandle = renderGraph.CreateSkyboxRendererList(cameraData.camera);
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}
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return skyRendererListHandle;
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}
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private static void ExecutePass(RasterCommandBuffer cmd, XRPass xr, RendererList rendererList)
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{
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#if ENABLE_VR && ENABLE_XR_MODULE
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if (xr.enabled && xr.singlePassEnabled)
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cmd.SetSinglePassStereo(SystemInfo.supportsMultiview ? SinglePassStereoMode.Multiview : SinglePassStereoMode.Instancing);
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#endif
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cmd.DrawRendererList(rendererList);
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#if ENABLE_VR && ENABLE_XR_MODULE
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if (xr.enabled && xr.singlePassEnabled)
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cmd.SetSinglePassStereo(SinglePassStereoMode.None);
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#endif
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}
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// All the rest below is Render Graph specific
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private class PassData
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{
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internal XRPass xr;
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internal RendererListHandle skyRendererListHandle;
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internal Material material;
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}
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private void InitPassData(ref PassData passData, in XRPass xr, in RendererListHandle handle)
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{
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passData.xr = xr;
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passData.skyRendererListHandle = handle;
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}
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internal void Render(RenderGraph renderGraph, ContextContainer frameData, ScriptableRenderContext context, TextureHandle colorTarget, TextureHandle depthTarget, Material skyboxMaterial)
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{
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UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
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UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
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var activeDebugHandler = GetActiveDebugHandler(cameraData);
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if (activeDebugHandler != null)
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{
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// TODO: The skybox needs to work the same as the other shaders, but until it does we'll not render it
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// when certain debug modes are active (e.g. wireframe/overdraw modes)
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if (activeDebugHandler.IsScreenClearNeeded)
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{
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return;
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}
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}
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using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData, profilingSampler))
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{
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var skyRendererListHandle = CreateSkyBoxRendererList(renderGraph, cameraData);
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InitPassData(ref passData, cameraData.xr, skyRendererListHandle);
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passData.material = skyboxMaterial;
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builder.UseRendererList(skyRendererListHandle);
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builder.SetRenderAttachment(colorTarget, 0, AccessFlags.Write);
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builder.SetRenderAttachmentDepth(depthTarget, AccessFlags.Write);
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builder.AllowPassCulling(false);
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if (cameraData.xr.enabled)
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{
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bool passSupportsFoveation = cameraData.xrUniversal.canFoveateIntermediatePasses || resourceData.isActiveTargetBackBuffer;
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builder.EnableFoveatedRasterization(cameraData.xr.supportsFoveatedRendering && passSupportsFoveation);
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}
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builder.SetRenderFunc((PassData data, RasterGraphContext context) =>
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{
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ExecutePass(context.cmd, data.xr, data.skyRendererListHandle);
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});
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}
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}
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}
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}
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