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]); } } }