using System; using System.Collections.Generic; using UnityEngine.Rendering.RenderGraphModule; using CommonResourceData = UnityEngine.Rendering.Universal.UniversalResourceData; namespace UnityEngine.Rendering.Universal { internal class DrawRenderer2DPass : ScriptableRenderPass { static readonly string k_RenderPass = "Renderer2D Pass"; static readonly string k_SetLightBlendTexture = "SetLightBlendTextures"; private static readonly ProfilingSampler m_ProfilingSampler = new ProfilingSampler(k_RenderPass); private static readonly ProfilingSampler m_SetLightBlendTextureProfilingSampler = new ProfilingSampler(k_SetLightBlendTexture); private static readonly ShaderTagId k_CombinedRenderingPassName = new ShaderTagId("Universal2D"); private static readonly ShaderTagId k_LegacyPassName = new ShaderTagId("SRPDefaultUnlit"); private static readonly List k_ShaderTags = new List() {k_LegacyPassName, k_CombinedRenderingPassName}; private static readonly int k_HDREmulationScaleID = Shader.PropertyToID("_HDREmulationScale"); private static readonly int k_RendererColorID = Shader.PropertyToID("_RendererColor"); [Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)] public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { throw new NotImplementedException(); } private static void Execute(RasterGraphContext context, PassData passData) { var cmd = context.cmd; var blendStylesCount = passData.blendStyleIndices.Length; cmd.SetGlobalFloat(k_HDREmulationScaleID, passData.hdrEmulationScale); cmd.SetGlobalColor(k_RendererColorID, Color.white); RendererLighting.SetLightShaderGlobals(cmd, passData.lightBlendStyles, passData.blendStyleIndices); #if UNITY_EDITOR if (passData.isLitView) #endif { if (passData.layerUseLights) { for (var i = 0; i < blendStylesCount; i++) { var blendStyleIndex = passData.blendStyleIndices[i]; RendererLighting.EnableBlendStyle(cmd, blendStyleIndex, true); } } else if (passData.isSceneLit) { RendererLighting.EnableBlendStyle(cmd, 0, true); } } // Draw all renderers in layer batch cmd.DrawRendererList(passData.rendererList); RendererLighting.DisableAllKeywords(cmd); } class SetGlobalPassData { internal TextureHandle[] lightTextures; } class PassData { internal Light2DBlendStyle[] lightBlendStyles; internal int[] blendStyleIndices; internal float hdrEmulationScale; internal bool isSceneLit; internal bool layerUseLights; internal TextureHandle[] lightTextures; internal RendererListHandle rendererList; #if UNITY_EDITOR internal bool isLitView; // Required for prefab view and preview camera #endif } public void Render(RenderGraph graph, ContextContainer frameData, Renderer2DData rendererData, ref LayerBatch[] layerBatches, int batchIndex, ref FilteringSettings filterSettings) { UniversalRenderingData renderingData = frameData.Get(); UniversalCameraData cameraData = frameData.Get(); UniversalLightData lightData = frameData.Get(); Universal2DResourceData universal2DResourceData = frameData.Get(); CommonResourceData commonResourceData = frameData.Get(); var layerBatch = layerBatches[batchIndex]; // Preset global light textures for first batch if (batchIndex == 0) { using (var builder = graph.AddRasterRenderPass(k_SetLightBlendTexture, out var passData, m_SetLightBlendTextureProfilingSampler)) { if (layerBatch.lightStats.useAnyLights) { passData.lightTextures = universal2DResourceData.lightTextures[batchIndex]; for (var i = 0; i < passData.lightTextures.Length; i++) builder.UseTexture(passData.lightTextures[i]); } SetGlobalLightTextures(graph, builder, passData.lightTextures, cameraData, ref layerBatch, rendererData); builder.AllowPassCulling(false); builder.AllowGlobalStateModification(true); builder.SetRenderFunc((SetGlobalPassData data, RasterGraphContext context) => { }); } } // Renderer Pass using (var builder = graph.AddRasterRenderPass(k_RenderPass, out var passData, m_ProfilingSampler)) { passData.lightBlendStyles = rendererData.lightBlendStyles; passData.blendStyleIndices = layerBatch.activeBlendStylesIndices; passData.hdrEmulationScale = rendererData.hdrEmulationScale; passData.isSceneLit = rendererData.lightCullResult.IsSceneLit(); passData.layerUseLights = layerBatch.lightStats.useAnyLights; #if UNITY_EDITOR passData.isLitView = true; // Early out for prefabs if (cameraData.isSceneViewCamera && !UnityEditor.SceneView.currentDrawingSceneView.sceneLighting) passData.isLitView = false; // Early out for preview camera if (cameraData.cameraType == CameraType.Preview) passData.isLitView = false; #endif var drawSettings = CreateDrawingSettings(k_ShaderTags, renderingData, cameraData, lightData, SortingCriteria.CommonTransparent); var sortSettings = drawSettings.sortingSettings; RendererLighting.GetTransparencySortingMode(rendererData, cameraData.camera, ref sortSettings); drawSettings.sortingSettings = sortSettings; var param = new RendererListParams(renderingData.cullResults, drawSettings, filterSettings); passData.rendererList = graph.CreateRendererList(param); builder.UseRendererList(passData.rendererList); if (passData.layerUseLights) { passData.lightTextures = universal2DResourceData.lightTextures[batchIndex]; for (var i = 0; i < passData.lightTextures.Length; i++) builder.UseTexture(passData.lightTextures[i]); } builder.SetRenderAttachment(commonResourceData.activeColorTexture, 0); builder.SetRenderAttachmentDepth(commonResourceData.activeDepthTexture); builder.AllowPassCulling(false); builder.AllowGlobalStateModification(true); builder.UseAllGlobalTextures(true); // Post set global light textures for next renderer pass var nextBatch = batchIndex + 1; if (nextBatch < universal2DResourceData.lightTextures.Length) SetGlobalLightTextures(graph, builder, universal2DResourceData.lightTextures[nextBatch], cameraData, ref layerBatches[nextBatch], rendererData); builder.SetRenderFunc((PassData data, RasterGraphContext context) => { Execute(context, data); }); } } void SetGlobalLightTextures(RenderGraph graph, IRasterRenderGraphBuilder builder, TextureHandle[] lightTextures, UniversalCameraData cameraData, ref LayerBatch layerBatch, Renderer2DData rendererData) { #if UNITY_EDITOR bool isLitView = true; // Early out for prefabs if (cameraData.isSceneViewCamera && !UnityEditor.SceneView.currentDrawingSceneView.sceneLighting) isLitView = false; // Early out for preview camera if (cameraData.cameraType == CameraType.Preview) isLitView = false; if (isLitView) #endif { if (layerBatch.lightStats.useAnyLights) { for (var i = 0; i < lightTextures.Length; i++) { var blendStyleIndex = layerBatch.activeBlendStylesIndices[i]; builder.SetGlobalTextureAfterPass(lightTextures[i], Shader.PropertyToID(RendererLighting.k_ShapeLightTextureIDs[blendStyleIndex])); } } else if (rendererData.lightCullResult.IsSceneLit()) { builder.SetGlobalTextureAfterPass(graph.defaultResources.blackTexture, Shader.PropertyToID(RendererLighting.k_ShapeLightTextureIDs[0])); } } } } }