269 lines
13 KiB
C#
269 lines
13 KiB
C#
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#if ENABLE_VR && ENABLE_XR_MODULE
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using System;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Rendering.RenderGraphModule;
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namespace UnityEngine.Rendering.Universal
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{
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/// <summary>
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/// Render all objects that have a 'XRMotionVectors' pass into the given depth buffer and motionvec buffer.
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/// </summary>
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public class XRDepthMotionPass : ScriptableRenderPass
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{
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private static readonly ShaderTagId k_MotionOnlyShaderTagId = new ShaderTagId("XRMotionVectors");
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private PassData m_PassData;
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private RTHandle m_XRMotionVectorColor;
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private TextureHandle xrMotionVectorColor;
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private RTHandle m_XRMotionVectorDepth;
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private TextureHandle xrMotionVectorDepth;
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/// <summary>
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/// Creates a new <c>XRDepthMotionPass</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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/// <param name="xrMotionVector">The Shader used for rendering XR camera motion vector.</param>
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/// <seealso cref="RenderPassEvent"/>
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public XRDepthMotionPass(RenderPassEvent evt, Shader xrMotionVector)
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{
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base.profilingSampler = new ProfilingSampler(nameof(XRDepthMotionPass));
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m_PassData = new PassData();
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renderPassEvent = evt;
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ResetMotionData();
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m_XRMotionVectorMaterial = CoreUtils.CreateEngineMaterial(xrMotionVector);
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xrMotionVectorColor = TextureHandle.nullHandle;
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m_XRMotionVectorColor = null;
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xrMotionVectorDepth = TextureHandle.nullHandle;
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m_XRMotionVectorDepth = null;
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}
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private class PassData
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{
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internal RendererListHandle objMotionRendererList;
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internal Matrix4x4[] previousViewProjectionStereo = new Matrix4x4[k_XRViewCount];
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internal Matrix4x4[] viewProjectionStereo = new Matrix4x4[k_XRViewCount];
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internal Material xrMotionVector;
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}
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/// View projection data
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private const int k_XRViewCount = 2;
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private Matrix4x4[] m_ViewProjection = new Matrix4x4[k_XRViewCount];
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private Matrix4x4[] m_PreviousViewProjection = new Matrix4x4[k_XRViewCount];
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private int m_LastFrameIndex;
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// Motion Vector
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private Material m_XRMotionVectorMaterial;
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private static DrawingSettings GetObjectMotionDrawingSettings(Camera camera)
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{
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var sortingSettings = new SortingSettings(camera) { criteria = SortingCriteria.CommonOpaque };
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// Notes: Usually, PerObjectData.MotionVectors will filter the renderer nodes to only draw moving objects.
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// In our case, we use forceAllMotionVectorObjects in the filteringSettings to draw idle objects as well to populate depth.
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var drawingSettings = new DrawingSettings(k_MotionOnlyShaderTagId, sortingSettings)
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{
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perObjectData = PerObjectData.MotionVectors,
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enableDynamicBatching = false,
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enableInstancing = true,
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};
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drawingSettings.SetShaderPassName(0, k_MotionOnlyShaderTagId);
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return drawingSettings;
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}
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private void InitObjectMotionRendererLists(ref PassData passData, ref CullingResults cullResults, RenderGraph renderGraph, Camera camera)
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{
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var objectMotionDrawingSettings = GetObjectMotionDrawingSettings(camera);
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// XRTODO: Extend RenderQueueRange.all to support transparent objects?
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// URP current' doesn't support this, missing motion override for transparent materials.
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var filteringSettings = new FilteringSettings(RenderQueueRange.opaque, camera.cullingMask);
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// Also render game objects that are not moved since last frame to save depth prepass requirement for camera motion.
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filteringSettings.forceAllMotionVectorObjects = true;
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var renderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
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RenderingUtils.CreateRendererListWithRenderStateBlock(renderGraph, ref cullResults, objectMotionDrawingSettings, filteringSettings, renderStateBlock, ref passData.objMotionRendererList);
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}
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/// <summary>
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/// Initialize the RenderGraph pass data.
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/// </summary>
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/// <param name="passData"></param>
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private void InitPassData(ref PassData passData, UniversalCameraData cameraData)
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{
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// XRTODO: Use XRSystem prevViewMatrix that is compatible with late latching. Currently blocked due to late latching engine side issue.
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//var gpuP0 = GL.GetGPUProjectionMatrix(cameraData.xr.GetProjMatrix(0), false);
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//var gpuP1 = GL.GetGPUProjectionMatrix(cameraData.xr.GetProjMatrix(1), false);
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//passData.viewProjectionStereo[0] = gpuP0 * cameraData.xr.GetViewMatrix(0);
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//passData.viewProjectionStereo[1] = gpuP1 * cameraData.xr.GetViewMatrix(1);
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//passData.previousViewProjectionStereo[0] = gpuP0 * cameraData.xr.GetPrevViewMatrix(0);
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//passData.previousViewProjectionStereo[1] = gpuP0 * cameraData.xr.GetPrevViewMatrix(1);
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// Setup matrices and shader
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passData.previousViewProjectionStereo = m_PreviousViewProjection;
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passData.viewProjectionStereo = m_ViewProjection;
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// Setup camera motion material
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passData.xrMotionVector = m_XRMotionVectorMaterial;
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}
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/// <summary>
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/// Import the XR motion color and depth targets into the RenderGraph.
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/// </summary>
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/// <param name="cameraData"> UniversalCameraData that holds XR pass data. </param>
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private void ImportXRMotionColorAndDepth(RenderGraph renderGraph, UniversalCameraData cameraData)
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{
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var rtMotionId = cameraData.xr.motionVectorRenderTarget;
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if (m_XRMotionVectorColor == null)
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{
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m_XRMotionVectorColor = RTHandles.Alloc(rtMotionId);
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}
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else if (m_XRMotionVectorColor.nameID != rtMotionId)
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{
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RTHandleStaticHelpers.SetRTHandleUserManagedWrapper(ref m_XRMotionVectorColor, rtMotionId);
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}
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// ID is the same since a RenderTexture encapsulates all the attachments, including both color+depth.
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var depthId = cameraData.xr.motionVectorRenderTarget;
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if (m_XRMotionVectorDepth == null)
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{
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m_XRMotionVectorDepth = RTHandles.Alloc(depthId);
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}
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else if (m_XRMotionVectorDepth.nameID != depthId)
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{
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RTHandleStaticHelpers.SetRTHandleUserManagedWrapper(ref m_XRMotionVectorDepth, depthId);
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}
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// Import motion color and depth into the render graph.
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RenderTargetInfo importInfo = new RenderTargetInfo();
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importInfo.width = cameraData.xr.motionVectorRenderTargetDesc.width;
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importInfo.height = cameraData.xr.motionVectorRenderTargetDesc.height;
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importInfo.volumeDepth = cameraData.xr.motionVectorRenderTargetDesc.volumeDepth;
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importInfo.msaaSamples = cameraData.xr.motionVectorRenderTargetDesc.msaaSamples;
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importInfo.format = cameraData.xr.motionVectorRenderTargetDesc.graphicsFormat;
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RenderTargetInfo importInfoDepth = new RenderTargetInfo();
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importInfoDepth = importInfo;
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importInfoDepth.format = cameraData.xr.motionVectorRenderTargetDesc.depthStencilFormat;
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ImportResourceParams importMotionColorParams = new ImportResourceParams();
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importMotionColorParams.clearOnFirstUse = true;
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importMotionColorParams.clearColor = Color.black;
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importMotionColorParams.discardOnLastUse = false;
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ImportResourceParams importMotionDepthParams = new ImportResourceParams();
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importMotionDepthParams.clearOnFirstUse = true;
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importMotionDepthParams.clearColor = Color.black;
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importMotionDepthParams.discardOnLastUse = false;
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xrMotionVectorColor = renderGraph.ImportTexture(m_XRMotionVectorColor, importInfo, importMotionColorParams);
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xrMotionVectorDepth = renderGraph.ImportTexture(m_XRMotionVectorDepth, importInfoDepth, importMotionDepthParams);
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}
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#region Recording
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internal void Render(RenderGraph renderGraph, ContextContainer frameData)
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{
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UniversalRenderingData renderingData = frameData.Get<UniversalRenderingData>();
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UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
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// XR should be enabled and single pass should be enabled.
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if (!cameraData.xr.enabled || !cameraData.xr.singlePassEnabled)
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{
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Debug.LogWarning("XRDepthMotionPass::Render is skipped because either XR is not enabled or singlepass rendering is not enabled.");
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return;
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}
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// XR motion vector pass should be enabled.
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if (!cameraData.xr.hasMotionVectorPass)
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{
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Debug.LogWarning("XRDepthMotionPass::Render is skipped because XR motion vector is not enabled for the current XRPass.");
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return;
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}
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// First, import XR motion color and depth targets into the RenderGraph
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ImportXRMotionColorAndDepth(renderGraph, cameraData);
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// These flags are still required in SRP or the engine won't compute previous model matrices...
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// If the flag hasn't been set yet on this camera, motion vectors will skip a frame.
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cameraData.camera.depthTextureMode |= DepthTextureMode.MotionVectors | DepthTextureMode.Depth;
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// Start recording the pass
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using (var builder = renderGraph.AddRasterRenderPass<PassData>("XR Motion Pass", out var passData, base.profilingSampler))
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{
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builder.EnableFoveatedRasterization(cameraData.xr.supportsFoveatedRendering);
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// Setup Color and Depth attachments
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builder.SetRenderAttachment(xrMotionVectorColor, 0, AccessFlags.Write);
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builder.SetRenderAttachmentDepth(xrMotionVectorDepth, AccessFlags.Write);
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// Setup RendererList
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InitObjectMotionRendererLists(ref passData, ref renderingData.cullResults, renderGraph, cameraData.camera);
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builder.UseRendererList(passData.objMotionRendererList);
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// Allow setting up global matrix array
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builder.AllowGlobalStateModification(true);
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// Setup rest of the passData
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InitPassData(ref passData, cameraData);
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builder.SetRenderFunc((PassData data, RasterGraphContext context) =>
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{
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// Setup camera stereo buffer
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context.cmd.SetGlobalMatrixArray(ShaderPropertyId.previousViewProjectionNoJitterStereo, data.previousViewProjectionStereo);
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context.cmd.SetGlobalMatrixArray(ShaderPropertyId.viewProjectionNoJitterStereo, data.viewProjectionStereo);
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// Object Motion for both static and dynamic objects, fill stencil for mv filled pixels.
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context.cmd.DrawRendererList(passData.objMotionRendererList);
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// Fill mv texturew with camera motion for pixels that don't have mv stencil bit.
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context.cmd.DrawProcedural(Matrix4x4.identity, data.xrMotionVector, 0, MeshTopology.Triangles, 3, 1);
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});
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}
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}
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#endregion
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private void ResetMotionData()
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{
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for (int i = 0; i < k_XRViewCount; i++)
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{
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m_ViewProjection[i] = Matrix4x4.identity;
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m_PreviousViewProjection[i] = Matrix4x4.identity;
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}
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m_LastFrameIndex = -1;
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}
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/// <summary>
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/// Update XRDepthMotionPass to use camera's view and projection matrix for motion vector calculation.
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/// </summary>
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/// <param name="cameraData"> The cameraData used for rendering to XR moition textures. </param>
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public void Update(ref UniversalCameraData cameraData)
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{
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if (!cameraData.xr.enabled || !cameraData.xr.singlePassEnabled)
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{
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Debug.LogWarning("XRDepthMotionPass::Update is skipped because either XR is not enabled or singlepass rendering is not enabled.");
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return;
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}
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if (m_LastFrameIndex != Time.frameCount)
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{
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{
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var gpuVP0 = GL.GetGPUProjectionMatrix(cameraData.GetProjectionMatrixNoJitter(0), renderIntoTexture: false) * cameraData.GetViewMatrix(0);
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var gpuVP1 = GL.GetGPUProjectionMatrix(cameraData.GetProjectionMatrixNoJitter(1), renderIntoTexture: false) * cameraData.GetViewMatrix(1);
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m_PreviousViewProjection[0] = m_ViewProjection[0];
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m_PreviousViewProjection[1] = m_ViewProjection[1];
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m_ViewProjection[0] = gpuVP0;
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m_ViewProjection[1] = gpuVP1;
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}
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m_LastFrameIndex = Time.frameCount;
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}
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}
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/// <summary>
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/// Cleans up resources used by the pass.
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/// </summary>
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public void Dispose()
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{
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m_XRMotionVectorColor?.Release();
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m_XRMotionVectorDepth?.Release();
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CoreUtils.Destroy(m_XRMotionVectorMaterial);
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}
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}
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}
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#endif
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