using System;
using System.Collections.Generic;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Assertions;
using System.Text.RegularExpressions;
using UnityEngine.Rendering.RenderGraphModule.Util;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace UnityEngine.Rendering
{
///
/// Various blit (texture copy) utilities for the Scriptable Render Pipelines.
///
public static class Blitter
{
static Material s_Copy;
static Material s_Blit;
static Material s_BlitTexArray;
static Material s_BlitTexArraySingleSlice;
static Material s_BlitColorAndDepth;
static MaterialPropertyBlock s_PropertyBlock = new MaterialPropertyBlock();
static Mesh s_TriangleMesh;
static Mesh s_QuadMesh;
static LocalKeyword s_DecodeHdrKeyword;
static class BlitShaderIDs
{
public static readonly int _BlitTexture = Shader.PropertyToID("_BlitTexture");
public static readonly int _BlitCubeTexture = Shader.PropertyToID("_BlitCubeTexture");
public static readonly int _BlitScaleBias = Shader.PropertyToID("_BlitScaleBias");
public static readonly int _BlitScaleBiasRt = Shader.PropertyToID("_BlitScaleBiasRt");
public static readonly int _BlitMipLevel = Shader.PropertyToID("_BlitMipLevel");
public static readonly int _BlitTexArraySlice = Shader.PropertyToID("_BlitTexArraySlice");
public static readonly int _BlitTextureSize = Shader.PropertyToID("_BlitTextureSize");
public static readonly int _BlitPaddingSize = Shader.PropertyToID("_BlitPaddingSize");
public static readonly int _BlitDecodeInstructions = Shader.PropertyToID("_BlitDecodeInstructions");
public static readonly int _InputDepth = Shader.PropertyToID("_InputDepthTexture");
}
// This enum needs to be in sync with the shader pass names and indices of the Blit.shader in every pipeline.
enum BlitShaderPassNames
{
Nearest = 0,
Bilinear = 1,
NearestQuad = 2,
BilinearQuad = 3,
NearestQuadPadding = 4,
BilinearQuadPadding = 5,
NearestQuadPaddingRepeat = 6,
BilinearQuadPaddingRepeat = 7,
BilinearQuadPaddingOctahedral = 8,
NearestQuadPaddingAlphaBlend = 9,
BilinearQuadPaddingAlphaBlend = 10,
NearestQuadPaddingAlphaBlendRepeat = 11,
BilinearQuadPaddingAlphaBlendRepeat = 12,
BilinearQuadPaddingAlphaBlendOctahedral = 13,
CubeToOctahedral = 14,
CubeToOctahedralLuminance = 15,
CubeToOctahedralAlpha = 16,
CubeToOctahedralRed = 17,
BilinearQuadLuminance = 18,
BilinearQuadAlpha = 19,
BilinearQuadRed = 20,
NearestCubeToOctahedralPadding = 21,
BilinearCubeToOctahedralPadding = 22,
}
enum BlitColorAndDepthPassNames
{
ColorOnly = 0,
ColorAndDepth = 1,
}
// This maps the requested shader indices to actual existing shader indices. When running in a build, it's possible
// that some shader pass are stripped or removed, causing a shift in all shader pass index. In this case, hardcoded
// shader passes become invalid. This array prevent this error from happening.
static int[] s_BlitShaderPassIndicesMap;
static int[] s_BlitColorAndDepthShaderPassIndicesMap;
///
/// Initialize Blitter resources. Must be called once before any use
///
/// Blit shader
/// Blit shader
public static void Initialize(Shader blitPS, Shader blitColorAndDepthPS)
{
if (s_Blit != null)
{
throw new Exception("Blitter is already initialized. Please only initialize the blitter once or you will leak engine resources. If you need to re-initialize the blitter with different shaders destroy & recreate it.");
}
// NOTE NOTE NOTE NOTE NOTE NOTE
// If you create something here you must also destroy it in Cleanup()
// or it will leak during enter/leave play mode cycles
// NOTE NOTE NOTE NOTE NOTE NOTE
s_Copy = CoreUtils.CreateEngineMaterial(GraphicsSettings.GetRenderPipelineSettings().coreCopyPS);
s_Blit = CoreUtils.CreateEngineMaterial(blitPS);
s_BlitColorAndDepth = CoreUtils.CreateEngineMaterial(blitColorAndDepthPS);
s_DecodeHdrKeyword = new LocalKeyword(blitPS, "BLIT_DECODE_HDR");
// With texture array enabled, we still need the normal blit version for other systems like atlas
if (TextureXR.useTexArray)
{
s_Blit.EnableKeyword("DISABLE_TEXTURE2D_X_ARRAY");
s_BlitTexArray = CoreUtils.CreateEngineMaterial(blitPS);
s_BlitTexArraySingleSlice = CoreUtils.CreateEngineMaterial(blitPS);
s_BlitTexArraySingleSlice.EnableKeyword("BLIT_SINGLE_SLICE");
}
/*UNITY_NEAR_CLIP_VALUE*/
float nearClipZ = -1;
if (SystemInfo.usesReversedZBuffer)
nearClipZ = 1;
if (SystemInfo.graphicsShaderLevel < 30)
{
if (!s_TriangleMesh)
{
s_TriangleMesh = new Mesh();
s_TriangleMesh.vertices = GetFullScreenTriangleVertexPosition(nearClipZ);
s_TriangleMesh.uv = GetFullScreenTriangleTexCoord();
s_TriangleMesh.triangles = new int[3] { 0, 1, 2 };
}
}
if (!s_QuadMesh)
{
s_QuadMesh = new Mesh();
s_QuadMesh.vertices = GetQuadVertexPosition(nearClipZ);
s_QuadMesh.uv = GetQuadTexCoord();
s_QuadMesh.triangles = new int[6] { 0, 1, 2, 0, 2, 3 };
}
// Should match Common.hlsl
static Vector3[] GetFullScreenTriangleVertexPosition(float z /*= UNITY_NEAR_CLIP_VALUE*/)
{
var r = new Vector3[3];
for (int i = 0; i < 3; i++)
{
Vector2 uv = new Vector2((i << 1) & 2, i & 2);
r[i] = new Vector3(uv.x * 2.0f - 1.0f, uv.y * 2.0f - 1.0f, z);
}
return r;
}
// Should match Common.hlsl
static Vector2[] GetFullScreenTriangleTexCoord()
{
var r = new Vector2[3];
for (int i = 0; i < 3; i++)
{
if (SystemInfo.graphicsUVStartsAtTop)
r[i] = new Vector2((i << 1) & 2, 1.0f - (i & 2));
else
r[i] = new Vector2((i << 1) & 2, i & 2);
}
return r;
}
// Should match Common.hlsl
static Vector3[] GetQuadVertexPosition(float z /*= UNITY_NEAR_CLIP_VALUE*/)
{
var r = new Vector3[4];
for (uint i = 0; i < 4; i++)
{
uint topBit = i >> 1;
uint botBit = (i & 1);
float x = topBit;
float y = 1 - (topBit + botBit) & 1; // produces 1 for indices 0,3 and 0 for 1,2
r[i] = new Vector3(x, y, z);
}
return r;
}
// Should match Common.hlsl
static Vector2[] GetQuadTexCoord()
{
var r = new Vector2[4];
for (uint i = 0; i < 4; i++)
{
uint topBit = i >> 1;
uint botBit = (i & 1);
float u = topBit;
float v = (topBit + botBit) & 1; // produces 0 for indices 0,3 and 1 for 1,2
if (SystemInfo.graphicsUVStartsAtTop)
v = 1.0f - v;
r[i] = new Vector2(u, v);
}
return r;
}
// Build shader pass map:
var passNames = Enum.GetNames(typeof(BlitShaderPassNames));
s_BlitShaderPassIndicesMap = new int[passNames.Length];
for (int i = 0; i < passNames.Length; i++)
s_BlitShaderPassIndicesMap[i] = s_Blit.FindPass(passNames[i]);
passNames = Enum.GetNames(typeof(BlitColorAndDepthPassNames));
s_BlitColorAndDepthShaderPassIndicesMap = new int[passNames.Length];
for (int i = 0; i < passNames.Length; i++)
s_BlitColorAndDepthShaderPassIndicesMap[i] = s_BlitColorAndDepth.FindPass(passNames[i]);
}
///
/// Release Blitter resources.
///
public static void Cleanup()
{
CoreUtils.Destroy(s_Copy);
s_Copy = null;
CoreUtils.Destroy(s_Blit);
s_Blit = null;
CoreUtils.Destroy(s_BlitColorAndDepth);
s_BlitColorAndDepth = null;
CoreUtils.Destroy(s_BlitTexArray);
s_BlitTexArray = null;
CoreUtils.Destroy(s_BlitTexArraySingleSlice);
s_BlitTexArraySingleSlice = null;
CoreUtils.Destroy(s_TriangleMesh);
s_TriangleMesh = null;
CoreUtils.Destroy(s_QuadMesh);
s_QuadMesh = null;
}
///
/// Returns the default blit material.
///
/// Dimension of the texture to blit, either 2D or 2D Array.
/// Blit only a single slice of the array if applicable.
/// The default blit material for specified arguments.
static public Material GetBlitMaterial(TextureDimension dimension, bool singleSlice = false)
{
var material = (dimension == TextureDimension.Tex2DArray)
? (singleSlice ? s_BlitTexArraySingleSlice : s_BlitTexArray)
: null;
return material == null ? s_Blit : material;
}
static internal void DrawTriangle(RasterCommandBuffer cmd, Material material, int shaderPass)
{
DrawTriangle(cmd.m_WrappedCommandBuffer, material, shaderPass);
}
static internal void DrawTriangle(CommandBuffer cmd, Material material, int shaderPass)
{
DrawTriangle(cmd, material, shaderPass, s_PropertyBlock);
s_PropertyBlock.Clear();
}
static internal void DrawTriangle(CommandBuffer cmd, Material material, int shaderPass, MaterialPropertyBlock propertyBlock)
{
if (SystemInfo.graphicsShaderLevel < 30)
cmd.DrawMesh(s_TriangleMesh, Matrix4x4.identity, material, 0, shaderPass, propertyBlock);
else
cmd.DrawProcedural(Matrix4x4.identity, material, shaderPass, MeshTopology.Triangles, 3, 1, propertyBlock);
}
static internal void DrawQuadMesh(CommandBuffer cmd, Material material, int shaderPass, MaterialPropertyBlock propertyBlock)
{
cmd.DrawMesh(s_QuadMesh, Matrix4x4.identity, material, 0, shaderPass, propertyBlock);
}
static internal void DrawQuad(RasterCommandBuffer cmd, Material material, int shaderPass, MaterialPropertyBlock propertyBlock)
{
DrawQuad(cmd.m_WrappedCommandBuffer, material, shaderPass, propertyBlock);
}
static internal void DrawQuad(CommandBuffer cmd, Material material, int shaderPass)
{
DrawQuad(cmd, material, shaderPass, s_PropertyBlock);
s_PropertyBlock.Clear();
}
static internal void DrawQuad(CommandBuffer cmd, Material material, int shaderPass, MaterialPropertyBlock propertyBlock)
{
if (SystemInfo.graphicsShaderLevel < 30)
cmd.DrawMesh(s_QuadMesh, Matrix4x4.identity, material, 0, shaderPass, propertyBlock);
else
cmd.DrawProcedural(Matrix4x4.identity, material, shaderPass, MeshTopology.Quads, 4, 1, propertyBlock);
}
internal static bool CanCopyMSAA()
{
return s_Copy.passCount == 2;
}
///
/// Copy a texture to another texture using framebuffer fetch.
///
/// Command Buffer used for rendering.
internal static void CopyTexture(RasterCommandBuffer cmd, bool isMSAA)
{
DrawTriangle(cmd, s_Copy, isMSAA ? 1 : 0);
}
///
/// Blit a RTHandle texture.
///
/// Command Buffer used for rendering.
/// Source RTHandle.
/// Scale and bias for sampling the input texture.
/// Mip level to blit from source.
/// Source texture slice index.
/// Enable bilinear filtering.
internal static void BlitTexture(CommandBuffer cmd, RTHandle source, Vector4 scaleBias, float sourceMipLevel, int sourceDepthSlice, bool bilinear)
{
BlitTexture(cmd, source, scaleBias, GetBlitMaterial(TextureDimension.Tex2D), s_BlitShaderPassIndicesMap[bilinear ? 1 : 0], sourceMipLevel, sourceDepthSlice);
}
///
/// Blit a RTHandle texture.
///
/// Command Buffer used for rendering.
/// Source RTHandle.
/// Scale and bias for sampling the input texture.
/// Mip level to blit from source.
/// Source texture slice index.
internal static void BlitTexture(CommandBuffer cmd, RTHandle source, Vector4 scaleBias, Material material, int pass, float sourceMipLevel, int sourceDepthSlice)
{
s_PropertyBlock.SetFloat(BlitShaderIDs._BlitMipLevel, sourceMipLevel);
s_PropertyBlock.SetInt(BlitShaderIDs._BlitTexArraySlice, sourceDepthSlice);
BlitTexture(cmd, source, scaleBias, material, pass);
}
///
/// Blit a RTHandle texture.
///
/// Command Buffer used for rendering.
/// Source RTHandle.
/// Scale and bias for sampling the input texture.
/// Mip level to blit.
/// Enable bilinear filtering.
public static void BlitTexture(RasterCommandBuffer cmd, RTHandle source, Vector4 scaleBias, float mipLevel, bool bilinear)
{
BlitTexture(cmd.m_WrappedCommandBuffer, source, scaleBias, mipLevel, bilinear);
}
///
/// Blit a RTHandle texture.
///
/// Command Buffer used for rendering.
/// Source RTHandle.
/// Scale and bias for sampling the input texture.
/// Mip level to blit.
/// Enable bilinear filtering.
public static void BlitTexture(CommandBuffer cmd, RTHandle source, Vector4 scaleBias, float mipLevel, bool bilinear)
{
s_PropertyBlock.SetFloat(BlitShaderIDs._BlitMipLevel, mipLevel);
BlitTexture(cmd, source, scaleBias, GetBlitMaterial(TextureXR.dimension), s_BlitShaderPassIndicesMap[bilinear ? 1 : 0]);
}
///
/// Blit a RTHandle texture 2D.
///
/// Command Buffer used for rendering.
/// Source RTHandle.
/// Scale and bias for sampling the input texture.
/// Mip level to blit.
/// Enable bilinear filtering.
public static void BlitTexture2D(RasterCommandBuffer cmd, RTHandle source, Vector4 scaleBias, float mipLevel, bool bilinear)
{
BlitTexture2D(cmd.m_WrappedCommandBuffer, source, scaleBias, mipLevel, bilinear);
}
///
/// Blit a RTHandle texture 2D.
///
/// Command Buffer used for rendering.
/// Source RTHandle.
/// Scale and bias for sampling the input texture.
/// Mip level to blit.
/// Enable bilinear filtering.
public static void BlitTexture2D(CommandBuffer cmd, RTHandle source, Vector4 scaleBias, float mipLevel, bool bilinear)
{
s_PropertyBlock.SetFloat(BlitShaderIDs._BlitMipLevel, mipLevel);
BlitTexture(cmd, source, scaleBias, GetBlitMaterial(TextureDimension.Tex2D), s_BlitShaderPassIndicesMap[bilinear ? 1 : 0]);
}
///
/// Blit a 2D texture and depth buffer.
///
/// Command Buffer used for rendering.
/// Source Texture for color.
/// Source RenderTexture for depth.
/// Scale and bias for sampling the input texture.
/// Mip level to blit.
/// Enable depth blit.
public static void BlitColorAndDepth(RasterCommandBuffer cmd, Texture sourceColor, RenderTexture sourceDepth, Vector4 scaleBias, float mipLevel, bool blitDepth)
{
BlitColorAndDepth(cmd.m_WrappedCommandBuffer, sourceColor, sourceDepth, scaleBias, mipLevel, blitDepth);
}
///
/// Blit a 2D texture and depth buffer.
///
/// Command Buffer used for rendering.
/// Source Texture for color.
/// Source RenderTexture for depth.
/// Scale and bias for sampling the input texture.
/// Mip level to blit.
/// Enable depth blit.
public static void BlitColorAndDepth(CommandBuffer cmd, Texture sourceColor, RenderTexture sourceDepth, Vector4 scaleBias, float mipLevel, bool blitDepth)
{
s_PropertyBlock.SetFloat(BlitShaderIDs._BlitMipLevel, mipLevel);
s_PropertyBlock.SetVector(BlitShaderIDs._BlitScaleBias, scaleBias);
s_PropertyBlock.SetTexture(BlitShaderIDs._BlitTexture, sourceColor);
if (blitDepth)
s_PropertyBlock.SetTexture(BlitShaderIDs._InputDepth, sourceDepth, RenderTextureSubElement.Depth);
DrawTriangle(cmd, s_BlitColorAndDepth, s_BlitColorAndDepthShaderPassIndicesMap[blitDepth ? 1 : 0]);
}
///
/// Blit a RTHandle texture
///
/// Command Buffer used for rendering.
/// Source RTHandle.
/// Scale and bias for sampling the input texture.
/// Material to invoke when blitting.
/// Pass idx within the material to invoke.
public static void BlitTexture(RasterCommandBuffer cmd, RTHandle source, Vector4 scaleBias, Material material, int pass)
{
BlitTexture(cmd.m_WrappedCommandBuffer, source, scaleBias, material, pass);
}
///
/// Blit a RTHandle texture
///
/// Command Buffer used for rendering.
/// Source RTHandle.
/// Scale and bias for sampling the input texture.
/// Material to invoke when blitting.
/// Pass idx within the material to invoke.
public static void BlitTexture(CommandBuffer cmd, RTHandle source, Vector4 scaleBias, Material material, int pass)
{
s_PropertyBlock.SetVector(BlitShaderIDs._BlitScaleBias, scaleBias);
s_PropertyBlock.SetTexture(BlitShaderIDs._BlitTexture, source);
DrawTriangle(cmd, material, pass);
}
///
/// Blit a RTHandle texture
///
/// Command Buffer used for rendering.
/// Source render target.
/// Scale and bias for sampling the input texture.
/// Material to invoke when blitting.
/// Pass idx within the material to invoke.
public static void BlitTexture(RasterCommandBuffer cmd, RenderTargetIdentifier source, Vector4 scaleBias, Material material, int pass)
{
BlitTexture(cmd.m_WrappedCommandBuffer, source, scaleBias, material, pass);
}
///
/// Blit a RTHandle texture
///
/// Command Buffer used for rendering.
/// Source render target.
/// Scale and bias for sampling the input texture.
/// Material to invoke when blitting.
/// Pass idx within the material to invoke.
public static void BlitTexture(CommandBuffer cmd, RenderTargetIdentifier source, Vector4 scaleBias, Material material, int pass)
{
s_PropertyBlock.Clear();
s_PropertyBlock.SetVector(BlitShaderIDs._BlitScaleBias, scaleBias);
// Unfortunately there is no function bind a RenderTargetIdentifier with a property block so we have to bind it globally.
cmd.SetGlobalTexture(BlitShaderIDs._BlitTexture, source);
DrawTriangle(cmd, material, pass);
}
///
/// Blit a Texture with a specified material. The reference name "_BlitTexture" will be used to bind the input texture.
///
/// Command Buffer used for rendering.
/// Source render target.
/// Destination render target.
/// Material to invoke when blitting.
/// Pass idx within the material to invoke.
public static void BlitTexture(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, Material material, int pass)
{
s_PropertyBlock.Clear();
s_PropertyBlock.SetVector(BlitShaderIDs._BlitScaleBias, Vector2.one);
// Unfortunately there is no function bind a RenderTargetIdentifier with a property block so we have to bind it globally.
cmd.SetGlobalTexture(BlitShaderIDs._BlitTexture, source);
cmd.SetRenderTarget(destination);
DrawTriangle(cmd, material, pass);
}
///
/// Blit a Texture with a specified material. The reference name "_BlitTexture" will be used to bind the input texture.
///
/// Command Buffer used for rendering.
/// Source render target.
/// Destination render target.
/// Load action.
/// Store action.
/// Material to invoke when blitting.
/// Pass idx within the material to invoke.
public static void BlitTexture(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, RenderBufferLoadAction loadAction, RenderBufferStoreAction storeAction, Material material, int pass)
{
s_PropertyBlock.Clear();
s_PropertyBlock.SetVector(BlitShaderIDs._BlitScaleBias, Vector2.one);
// Unfortunately there is no function bind a RenderTargetIdentifier with a property block so we have to bind it globally.
cmd.SetGlobalTexture(BlitShaderIDs._BlitTexture, source);
cmd.SetRenderTarget(destination, loadAction, storeAction);
DrawTriangle(cmd, material, pass);
}
///
/// Blit a quad with a given Material. Set the destination parameter before using this method.
///
/// Command Buffer used for rendering.
/// Scale and bias values for sampling the input texture.
/// Material to invoke when blitting.
/// Pass index within the Material to invoke.
public static void BlitTexture(CommandBuffer cmd, Vector4 scaleBias, Material material, int pass)
{
s_PropertyBlock.SetVector(BlitShaderIDs._BlitScaleBias, scaleBias);
DrawTriangle(cmd, material, pass);
}
///
/// Blit a quad with a given Material. Set the destination parameter before using this method.
///
/// Command Buffer used for rendering.
/// Scale and bias values for sampling the input texture.
/// Material to invoke when blitting.
/// Pass index within the Material to invoke.
public static void BlitTexture(RasterCommandBuffer cmd, Vector4 scaleBias, Material material, int pass)
{
s_PropertyBlock.SetVector(BlitShaderIDs._BlitScaleBias, scaleBias);
DrawTriangle(cmd, material, pass);
}
///
/// Blit a RTHandle to another RTHandle.
/// This will properly account for partial usage (in term of resolution) of the texture for the current viewport.
///
/// Command Buffer used for rendering.
/// Source RTHandle.
/// Destination RTHandle.
/// Mip level to blit.
/// Enable bilinear filtering.
public static void BlitCameraTexture(CommandBuffer cmd, RTHandle source, RTHandle destination, float mipLevel = 0.0f, bool bilinear = false)
{
Vector2 viewportScale = source.useScaling ? new Vector2(source.rtHandleProperties.rtHandleScale.x, source.rtHandleProperties.rtHandleScale.y) : Vector2.one;
// Will set the correct camera viewport as well.
CoreUtils.SetRenderTarget(cmd, destination);
BlitTexture(cmd, source, viewportScale, mipLevel, bilinear);
}
///
/// Blit a RThandle Texture2D RTHandle to another RTHandle.
/// This will properly account for partial usage (in term of resolution) of the texture for the current viewport.
///
/// Command Buffer used for rendering.
/// Source RTHandle.
/// Destination RTHandle.
/// Mip level to blit.
/// Enable bilinear filtering.
public static void BlitCameraTexture2D(CommandBuffer cmd, RTHandle source, RTHandle destination, float mipLevel = 0.0f, bool bilinear = false)
{
Vector2 viewportScale = source.useScaling ? new Vector2(source.rtHandleProperties.rtHandleScale.x, source.rtHandleProperties.rtHandleScale.y) : Vector2.one;
// Will set the correct camera viewport as well.
CoreUtils.SetRenderTarget(cmd, destination);
BlitTexture2D(cmd, source, viewportScale, mipLevel, bilinear);
}
///
/// Blit a RTHandle to another RTHandle.
/// This will properly account for partial usage (in term of resolution) of the texture for the current viewport.
/// This overloads allows the user to override the default blit shader
///
/// Command Buffer used for rendering.
/// Source RTHandle.
/// Destination RTHandle.
/// The material to use when blitting
/// pass to use of the provided material
public static void BlitCameraTexture(CommandBuffer cmd, RTHandle source, RTHandle destination, Material material, int pass)
{
Vector2 viewportScale = source.useScaling ? new Vector2(source.rtHandleProperties.rtHandleScale.x, source.rtHandleProperties.rtHandleScale.y) : Vector2.one;
// Will set the correct camera viewport as well.
CoreUtils.SetRenderTarget(cmd, destination);
BlitTexture(cmd, source, viewportScale, material, pass);
}
///
/// Blit a RTHandle to another RTHandle.
/// This will properly account for partial usage (in term of resolution) of the texture for the current viewport.
/// This overloads allows the user to override the default blit shader
///
/// Command Buffer used for rendering.
/// Source RTHandle.
/// Destination RTHandle.
/// Load action.
/// Store action.
/// The material to use when blitting
/// pass to use of the provided material
public static void BlitCameraTexture(CommandBuffer cmd, RTHandle source, RTHandle destination, RenderBufferLoadAction loadAction, RenderBufferStoreAction storeAction, Material material, int pass)
{
Vector2 viewportScale = source.useScaling ? new Vector2(source.rtHandleProperties.rtHandleScale.x, source.rtHandleProperties.rtHandleScale.y) : Vector2.one;
// Will set the correct camera viewport as well.
CoreUtils.SetRenderTarget(cmd, destination, loadAction, storeAction, ClearFlag.None, Color.clear);
BlitTexture(cmd, source, viewportScale, material, pass);
}
///
/// Blit a RTHandle to another RTHandle.
/// This will properly account for partial usage (in term of resolution) of the texture for the current viewport.
/// This overload allows user to override the scale and bias used when sampling the input RTHandle.
///
/// Command Buffer used for rendering.
/// Source RTHandle.
/// Destination RTHandle.
/// Scale and bias used to sample the input RTHandle.
/// Mip level to blit.
/// Enable bilinear filtering.
public static void BlitCameraTexture(CommandBuffer cmd, RTHandle source, RTHandle destination, Vector4 scaleBias, float mipLevel = 0.0f, bool bilinear = false)
{
// Will set the correct camera viewport as well.
CoreUtils.SetRenderTarget(cmd, destination);
BlitTexture(cmd, source, scaleBias, mipLevel, bilinear);
}
///
/// Blit a RTHandle to another RTHandle.
/// This will properly account for partial usage (in term of resolution) of the texture for the current viewport.
/// This overload allows user to override the viewport of the destination RTHandle.
///
/// Command Buffer used for rendering.
/// Source RTHandle.
/// Destination RTHandle.
/// Viewport of the destination RTHandle.
/// Mip level to blit.
/// Enable bilinear filtering.
public static void BlitCameraTexture(CommandBuffer cmd, RTHandle source, RTHandle destination, Rect destViewport, float mipLevel = 0.0f, bool bilinear = false)
{
Vector2 viewportScale = source.useScaling ? new Vector2(source.rtHandleProperties.rtHandleScale.x, source.rtHandleProperties.rtHandleScale.y) : Vector2.one;
CoreUtils.SetRenderTarget(cmd, destination);
cmd.SetViewport(destViewport);
BlitTexture(cmd, source, viewportScale, mipLevel, bilinear);
}
///
/// Blit a texture using a quad in the current render target.
///
/// Command buffer used for rendering.
/// Source texture.
/// Scale and bias for the input texture.
/// Scale and bias for the output texture.
/// Mip level to blit.
/// Enable bilinear filtering.
public static void BlitQuad(CommandBuffer cmd, Texture source, Vector4 scaleBiasTex, Vector4 scaleBiasRT, int mipLevelTex, bool bilinear)
{
s_PropertyBlock.SetTexture(BlitShaderIDs._BlitTexture, source);
s_PropertyBlock.SetVector(BlitShaderIDs._BlitScaleBias, scaleBiasTex);
s_PropertyBlock.SetVector(BlitShaderIDs._BlitScaleBiasRt, scaleBiasRT);
s_PropertyBlock.SetFloat(BlitShaderIDs._BlitMipLevel, mipLevelTex);
DrawQuad(cmd, GetBlitMaterial(source.dimension), s_BlitShaderPassIndicesMap[bilinear ? 3 : 2]);
}
///
/// Blit a texture using a quad in the current render target.
///
/// Command buffer used for rendering.
/// Source texture.
/// Source texture size.
/// Scale and bias for sampling the input texture.
/// Scale and bias for the output texture.
/// Mip level to blit.
/// Enable bilinear filtering.
/// Padding in pixels.
public static void BlitQuadWithPadding(CommandBuffer cmd, Texture source, Vector2 textureSize, Vector4 scaleBiasTex, Vector4 scaleBiasRT, int mipLevelTex, bool bilinear, int paddingInPixels)
{
s_PropertyBlock.SetTexture(BlitShaderIDs._BlitTexture, source);
s_PropertyBlock.SetVector(BlitShaderIDs._BlitScaleBias, scaleBiasTex);
s_PropertyBlock.SetVector(BlitShaderIDs._BlitScaleBiasRt, scaleBiasRT);
s_PropertyBlock.SetFloat(BlitShaderIDs._BlitMipLevel, mipLevelTex);
s_PropertyBlock.SetVector(BlitShaderIDs._BlitTextureSize, textureSize);
s_PropertyBlock.SetInt(BlitShaderIDs._BlitPaddingSize, paddingInPixels);
if (source.wrapMode == TextureWrapMode.Repeat)
DrawQuad(cmd, GetBlitMaterial(source.dimension), s_BlitShaderPassIndicesMap[bilinear ? 7 : 6]);
else
DrawQuad(cmd, GetBlitMaterial(source.dimension), s_BlitShaderPassIndicesMap[bilinear ? 5 : 4]);
}
///
/// Blit a texture using a quad in the current render target, by performing an alpha blend with the existing content on the render target.
///
/// Command buffer used for rendering.
/// Source texture.
/// Source texture size.
/// Scale and bias for sampling the input texture.
/// Scale and bias for the output texture.
/// Mip level to blit.
/// Enable bilinear filtering.
/// Padding in pixels.
public static void BlitQuadWithPaddingMultiply(CommandBuffer cmd, Texture source, Vector2 textureSize, Vector4 scaleBiasTex, Vector4 scaleBiasRT, int mipLevelTex, bool bilinear, int paddingInPixels)
{
s_PropertyBlock.SetTexture(BlitShaderIDs._BlitTexture, source);
s_PropertyBlock.SetVector(BlitShaderIDs._BlitScaleBias, scaleBiasTex);
s_PropertyBlock.SetVector(BlitShaderIDs._BlitScaleBiasRt, scaleBiasRT);
s_PropertyBlock.SetFloat(BlitShaderIDs._BlitMipLevel, mipLevelTex);
s_PropertyBlock.SetVector(BlitShaderIDs._BlitTextureSize, textureSize);
s_PropertyBlock.SetInt(BlitShaderIDs._BlitPaddingSize, paddingInPixels);
if (source.wrapMode == TextureWrapMode.Repeat)
DrawQuad(cmd, GetBlitMaterial(source.dimension), s_BlitShaderPassIndicesMap[bilinear ? 12 : 11]);
else
DrawQuad(cmd, GetBlitMaterial(source.dimension), s_BlitShaderPassIndicesMap[bilinear ? 10 : 9]);
}
///
/// Blit a texture (which is a Octahedral projection) using a quad in the current render target.
///
/// Command buffer used for rendering.
/// Source texture.
/// Source texture size.
/// Scale and bias for sampling the input texture.
/// Scale and bias for the output texture.
/// Mip level to blit.
/// Enable bilinear filtering.
/// Padding in pixels.
public static void BlitOctahedralWithPadding(CommandBuffer cmd, Texture source, Vector2 textureSize, Vector4 scaleBiasTex, Vector4 scaleBiasRT, int mipLevelTex, bool bilinear, int paddingInPixels)
{
s_PropertyBlock.SetTexture(BlitShaderIDs._BlitTexture, source);
s_PropertyBlock.SetVector(BlitShaderIDs._BlitScaleBias, scaleBiasTex);
s_PropertyBlock.SetVector(BlitShaderIDs._BlitScaleBiasRt, scaleBiasRT);
s_PropertyBlock.SetFloat(BlitShaderIDs._BlitMipLevel, mipLevelTex);
s_PropertyBlock.SetVector(BlitShaderIDs._BlitTextureSize, textureSize);
s_PropertyBlock.SetInt(BlitShaderIDs._BlitPaddingSize, paddingInPixels);
DrawQuad(cmd, GetBlitMaterial(source.dimension), s_BlitShaderPassIndicesMap[8]);
}
///
/// Blit a texture (which is a Octahedral projection) using a quad in the current render target, by performing an alpha blend with the existing content on the render target.
///
/// Command buffer used for rendering.
/// Source texture.
/// Source texture size.
/// Scale and bias for sampling the input texture.
/// Scale and bias for the output texture.
/// Mip level to blit.
/// Enable bilinear filtering.
/// Padding in pixels.
public static void BlitOctahedralWithPaddingMultiply(CommandBuffer cmd, Texture source, Vector2 textureSize, Vector4 scaleBiasTex, Vector4 scaleBiasRT, int mipLevelTex, bool bilinear, int paddingInPixels)
{
s_PropertyBlock.SetTexture(BlitShaderIDs._BlitTexture, source);
s_PropertyBlock.SetVector(BlitShaderIDs._BlitScaleBias, scaleBiasTex);
s_PropertyBlock.SetVector(BlitShaderIDs._BlitScaleBiasRt, scaleBiasRT);
s_PropertyBlock.SetFloat(BlitShaderIDs._BlitMipLevel, mipLevelTex);
s_PropertyBlock.SetVector(BlitShaderIDs._BlitTextureSize, textureSize);
s_PropertyBlock.SetInt(BlitShaderIDs._BlitPaddingSize, paddingInPixels);
DrawQuad(cmd, GetBlitMaterial(source.dimension), s_BlitShaderPassIndicesMap[13]);
}
///
/// Blit a cube texture into 2d texture as octahedral quad. (projection)
///
/// Command buffer used for rendering.
/// Source cube texture.
/// Mip level to sample.
/// Scale and bias for the output texture.
public static void BlitCubeToOctahedral2DQuad(CommandBuffer cmd, Texture source, Vector4 scaleBiasRT, int mipLevelTex)
{
s_PropertyBlock.SetTexture(BlitShaderIDs._BlitCubeTexture, source);
s_PropertyBlock.SetFloat(BlitShaderIDs._BlitMipLevel, mipLevelTex);
s_PropertyBlock.SetVector(BlitShaderIDs._BlitScaleBias, new Vector4(1, 1, 0, 0));
s_PropertyBlock.SetVector(BlitShaderIDs._BlitScaleBiasRt, scaleBiasRT);
DrawQuad(cmd, GetBlitMaterial(source.dimension), s_BlitShaderPassIndicesMap[14]);
}
///
/// Blit a cube texture into 2d texture as octahedral quad with padding. (projection)
///
/// Command buffer used for rendering.
/// Source cube texture.
/// Source texture size.
/// Mip level to sample.
/// Scale and bias for the output texture.
/// Enable bilinear filtering.
/// Padding in pixels.
/// The purpose of this parameter is to blit HDR-encoded values to a non HDR texture. Use values from API that produce HDR-encoded values, for example . If this parameter is null, HDR decoding is disabled.
public static void BlitCubeToOctahedral2DQuadWithPadding(CommandBuffer cmd, Texture source, Vector2 textureSize, Vector4 scaleBiasRT, int mipLevelTex, bool bilinear, int paddingInPixels, Vector4? decodeInstructions = null)
{
var material = GetBlitMaterial(source.dimension);
s_PropertyBlock.SetTexture(BlitShaderIDs._BlitCubeTexture, source);
s_PropertyBlock.SetFloat(BlitShaderIDs._BlitMipLevel, mipLevelTex);
s_PropertyBlock.SetVector(BlitShaderIDs._BlitScaleBias, new Vector4(1, 1, 0, 0));
s_PropertyBlock.SetVector(BlitShaderIDs._BlitScaleBiasRt, scaleBiasRT);
s_PropertyBlock.SetVector(BlitShaderIDs._BlitTextureSize, textureSize);
s_PropertyBlock.SetInt(BlitShaderIDs._BlitPaddingSize, paddingInPixels);
cmd.SetKeyword(material, s_DecodeHdrKeyword, decodeInstructions.HasValue);
if (decodeInstructions.HasValue)
{
s_PropertyBlock.SetVector(BlitShaderIDs._BlitDecodeInstructions, decodeInstructions.Value);
}
DrawQuad(cmd, material, s_BlitShaderPassIndicesMap[bilinear ? 22 : 21]);
cmd.SetKeyword(material, s_DecodeHdrKeyword, false);
}
///
/// Blit a cube texture into 2d texture as octahedral quad. (projection)
/// Conversion between single and multi channel formats.
/// RGB(A) to YYYY (luminance).
/// R to RRRR.
/// A to AAAA.
///
/// Command buffer used for rendering.
/// Source texture.
/// Scale and bias for the output texture.
/// Mip level to blit.
public static void BlitCubeToOctahedral2DQuadSingleChannel(CommandBuffer cmd, Texture source, Vector4 scaleBiasRT, int mipLevelTex)
{
int pass = 15;
uint sourceChnCount = GraphicsFormatUtility.GetComponentCount(source.graphicsFormat);
if (sourceChnCount == 1)
{
if (GraphicsFormatUtility.IsAlphaOnlyFormat(source.graphicsFormat))
pass = 16;
if (GraphicsFormatUtility.GetSwizzleR(source.graphicsFormat) == FormatSwizzle.FormatSwizzleR)
pass = 17;
}
s_PropertyBlock.SetTexture(BlitShaderIDs._BlitCubeTexture, source);
s_PropertyBlock.SetFloat(BlitShaderIDs._BlitMipLevel, mipLevelTex);
s_PropertyBlock.SetVector(BlitShaderIDs._BlitScaleBias, new Vector4(1, 1, 0, 0));
s_PropertyBlock.SetVector(BlitShaderIDs._BlitScaleBiasRt, scaleBiasRT);
DrawQuad(cmd, GetBlitMaterial(source.dimension), s_BlitShaderPassIndicesMap[pass]);
}
///
/// Bilinear Blit a texture using a quad in the current render target.
/// Conversion between single and multi channel formats.
/// RGB(A) to YYYY (luminance).
/// R to RRRR.
/// A to AAAA.
///
/// Command buffer used for rendering.
/// Source texture.
/// Scale and bias for the input texture.
/// Scale and bias for the output texture.
/// Mip level to blit.
public static void BlitQuadSingleChannel(CommandBuffer cmd, Texture source, Vector4 scaleBiasTex, Vector4 scaleBiasRT, int mipLevelTex)
{
int pass = 18;
uint sourceChnCount = GraphicsFormatUtility.GetComponentCount(source.graphicsFormat);
if (sourceChnCount == 1)
{
if (GraphicsFormatUtility.IsAlphaOnlyFormat(source.graphicsFormat))
pass = 19;
if (GraphicsFormatUtility.GetSwizzleR(source.graphicsFormat) == FormatSwizzle.FormatSwizzleR)
pass = 20;
}
s_PropertyBlock.SetTexture(BlitShaderIDs._BlitTexture, source);
s_PropertyBlock.SetVector(BlitShaderIDs._BlitScaleBias, scaleBiasTex);
s_PropertyBlock.SetVector(BlitShaderIDs._BlitScaleBiasRt, scaleBiasRT);
s_PropertyBlock.SetFloat(BlitShaderIDs._BlitMipLevel, mipLevelTex);
DrawQuad(cmd, GetBlitMaterial(source.dimension), s_BlitShaderPassIndicesMap[pass]);
}
}
}