UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Runtime/Decal/DBuffer/DBufferRenderPass.cs
2024-10-27 10:53:47 +03:00

324 lines
15 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering.RenderGraphModule;
using UnityEngine.Rendering.Universal.Internal;
namespace UnityEngine.Rendering.Universal
{
internal class DecalDrawDBufferSystem : DecalDrawSystem
{
public DecalDrawDBufferSystem(DecalEntityManager entityManager) : base("DecalDrawIntoDBufferSystem.Execute", entityManager) { }
protected override int GetPassIndex(DecalCachedChunk decalCachedChunk) => decalCachedChunk.passIndexDBuffer;
}
internal class DBufferRenderPass : ScriptableRenderPass
{
internal static string[] s_DBufferNames = { "_DBufferTexture0", "_DBufferTexture1", "_DBufferTexture2", "_DBufferTexture3" };
internal static string s_DBufferDepthName = "DBufferDepth";
static readonly int s_SSAOTextureID = Shader.PropertyToID("_ScreenSpaceOcclusionTexture");
private DecalDrawDBufferSystem m_DrawSystem;
private DBufferSettings m_Settings;
private Material m_DBufferClear;
private FilteringSettings m_FilteringSettings;
private List<ShaderTagId> m_ShaderTagIdList;
private ProfilingSampler m_DBufferClearSampler;
private bool m_DecalLayers;
private RTHandle m_DBufferDepth;
private PassData m_PassData;
internal RTHandle[] dBufferColorHandles { get; private set; }
internal RTHandle depthHandle { get; private set; }
internal RTHandle dBufferDepth { get => m_DBufferDepth; }
private TextureHandle[] dbufferHandles;
public DBufferRenderPass(Material dBufferClear, DBufferSettings settings, DecalDrawDBufferSystem drawSystem, bool decalLayers)
{
renderPassEvent = RenderPassEvent.AfterRenderingPrePasses + 1;
var scriptableRenderPassInput = ScriptableRenderPassInput.Depth | ScriptableRenderPassInput.Normal;
ConfigureInput(scriptableRenderPassInput);
m_DrawSystem = drawSystem;
m_Settings = settings;
m_DBufferClear = dBufferClear;
profilingSampler = new ProfilingSampler("Draw DBuffer");
m_DBufferClearSampler = new ProfilingSampler("Clear");
m_FilteringSettings = new FilteringSettings(RenderQueueRange.opaque, -1);
m_DecalLayers = decalLayers;
m_ShaderTagIdList = new List<ShaderTagId>();
m_ShaderTagIdList.Add(new ShaderTagId(DecalShaderPassNames.DBufferMesh));
m_ShaderTagIdList.Add(new ShaderTagId(DecalShaderPassNames.DBufferProjectorVFX));
int dBufferCount = (int)settings.surfaceData + 1;
dBufferColorHandles = new RTHandle[dBufferCount];
m_PassData = new PassData();
}
public void Dispose()
{
m_DBufferDepth?.Release();
foreach (var handle in dBufferColorHandles)
handle?.Release();
}
public void Setup(in CameraData cameraData)
{
var depthDesc = cameraData.cameraTargetDescriptor;
depthDesc.graphicsFormat = GraphicsFormat.None; //Depth only rendering
depthDesc.depthStencilFormat = cameraData.cameraTargetDescriptor.depthStencilFormat;
depthDesc.msaaSamples = 1;
RenderingUtils.ReAllocateHandleIfNeeded(ref m_DBufferDepth, depthDesc, name: s_DBufferDepthName);
Setup(cameraData, m_DBufferDepth);
}
public void Setup(in CameraData cameraData, RTHandle depthTextureHandle)
{
// base
{
var desc = cameraData.cameraTargetDescriptor;
desc.graphicsFormat = QualitySettings.activeColorSpace == ColorSpace.Linear ? GraphicsFormat.R8G8B8A8_SRGB : GraphicsFormat.R8G8B8A8_UNorm;
desc.depthStencilFormat = GraphicsFormat.None;
desc.msaaSamples = 1;
RenderingUtils.ReAllocateHandleIfNeeded(ref dBufferColorHandles[0], desc, name: s_DBufferNames[0]);
}
if (m_Settings.surfaceData == DecalSurfaceData.AlbedoNormal || m_Settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS)
{
var desc = cameraData.cameraTargetDescriptor;
desc.graphicsFormat = GraphicsFormat.R8G8B8A8_UNorm;
desc.depthStencilFormat = GraphicsFormat.None;
desc.msaaSamples = 1;
RenderingUtils.ReAllocateHandleIfNeeded(ref dBufferColorHandles[1], desc, name: s_DBufferNames[1]);
}
if (m_Settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS)
{
var desc = cameraData.cameraTargetDescriptor;
desc.graphicsFormat = GraphicsFormat.R8G8B8A8_UNorm;
desc.depthStencilFormat = GraphicsFormat.None;
desc.msaaSamples = 1;
RenderingUtils.ReAllocateHandleIfNeeded(ref dBufferColorHandles[2], desc, name: s_DBufferNames[2]);
}
// depth
depthHandle = depthTextureHandle;
}
[Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)]
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
// Disable obsolete warning for internal usage
#pragma warning disable CS0618
ConfigureTarget(dBufferColorHandles, depthHandle);
#pragma warning restore CS0618
}
[Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)]
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
InitPassData(ref m_PassData);
var cmd = renderingData.commandBuffer;
var passData = m_PassData;
using (new ProfilingScope(cmd, profilingSampler))
{
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
SetGlobalTextures(renderingData.commandBuffer, m_PassData);
SetKeywords(CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer), m_PassData);
Clear(renderingData.commandBuffer, m_PassData);
UniversalRenderingData universalRenderingData = renderingData.frameData.Get<UniversalRenderingData>();
UniversalCameraData cameraData = renderingData.frameData.Get<UniversalCameraData>();
UniversalLightData lightData = renderingData.frameData.Get<UniversalLightData>();
var param = InitRendererListParams(universalRenderingData, cameraData, lightData);
var rendererList = context.CreateRendererList(ref param);
ExecutePass(CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer), m_PassData, rendererList, false);
}
}
private static void ExecutePass(RasterCommandBuffer cmd, PassData passData, RendererList rendererList, bool renderGraph)
{
passData.drawSystem.Execute(cmd);
cmd.DrawRendererList(rendererList);
}
private static void SetGlobalTextures(CommandBuffer cmd, PassData passData)
{
var dBufferColorHandles = passData.dBufferColorHandles;
cmd.SetGlobalTexture(dBufferColorHandles[0].name, dBufferColorHandles[0].nameID);
if (passData.settings.surfaceData == DecalSurfaceData.AlbedoNormal || passData.settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS)
cmd.SetGlobalTexture(dBufferColorHandles[1].name, dBufferColorHandles[1].nameID);
if (passData.settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS)
cmd.SetGlobalTexture(dBufferColorHandles[2].name, dBufferColorHandles[2].nameID);
}
private static void SetKeywords(RasterCommandBuffer cmd, PassData passData)
{
cmd.SetKeyword(ShaderGlobalKeywords.DBufferMRT1, passData.settings.surfaceData == DecalSurfaceData.Albedo);
cmd.SetKeyword(ShaderGlobalKeywords.DBufferMRT2, passData.settings.surfaceData == DecalSurfaceData.AlbedoNormal);
cmd.SetKeyword(ShaderGlobalKeywords.DBufferMRT3, passData.settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS);
cmd.SetKeyword(ShaderGlobalKeywords.DecalLayers, passData.decalLayers);
}
private static void Clear(CommandBuffer cmd, PassData passData)
{
// TODO: This should be replace with mrt clear once we support it
// Clear render targets
using (new ProfilingScope(cmd, passData.dBufferClearSampler))
{
// for alpha compositing, color is cleared to 0, alpha to 1
// https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch23.html
Blitter.BlitTexture(cmd, passData.dBufferColorHandles[0], new Vector4(1, 1, 0, 0), passData.dBufferClear, 0);
}
}
private class PassData
{
internal DecalDrawDBufferSystem drawSystem;
internal DBufferSettings settings;
internal Material dBufferClear;
internal ProfilingSampler dBufferClearSampler;
internal bool decalLayers;
internal RTHandle dBufferDepth;
internal RTHandle[] dBufferColorHandles;
internal RendererListHandle rendererList;
}
private void InitPassData(ref PassData passData)
{
passData.drawSystem = m_DrawSystem;
passData.settings = m_Settings;
passData.dBufferClear = m_DBufferClear;
passData.dBufferClearSampler = m_DBufferClearSampler;
passData.decalLayers = m_DecalLayers;
passData.dBufferDepth = m_DBufferDepth;
passData.dBufferColorHandles = dBufferColorHandles;
}
private RendererListParams InitRendererListParams(UniversalRenderingData renderingData, UniversalCameraData cameraData, UniversalLightData lightData)
{
SortingCriteria sortingCriteria = cameraData.defaultOpaqueSortFlags;
DrawingSettings drawingSettings = RenderingUtils.CreateDrawingSettings(m_ShaderTagIdList, renderingData, cameraData, lightData, sortingCriteria);
return new RendererListParams(renderingData.cullResults, drawingSettings, m_FilteringSettings);
}
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
UniversalRenderingData renderingData = frameData.Get<UniversalRenderingData>();
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
UniversalLightData lightData = frameData.Get<UniversalLightData>();
TextureHandle cameraDepthTexture = resourceData.cameraDepthTexture;
TextureHandle cameraNormalsTexture = resourceData.cameraNormalsTexture;
TextureHandle depthTarget = resourceData.dBufferDepth.IsValid() ? resourceData.dBufferDepth : resourceData.activeDepthTexture;
using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData, profilingSampler))
{
InitPassData(ref passData);
if (dbufferHandles == null)
dbufferHandles = new TextureHandle[RenderGraphUtils.DBufferSize];
// base
{
var desc = cameraData.cameraTargetDescriptor;
desc.graphicsFormat = QualitySettings.activeColorSpace == ColorSpace.Linear ? GraphicsFormat.R8G8B8A8_SRGB : GraphicsFormat.R8G8B8A8_UNorm;
desc.depthStencilFormat = GraphicsFormat.None;
desc.msaaSamples = 1;
dbufferHandles[0] = UniversalRenderer.CreateRenderGraphTexture(renderGraph, desc, s_DBufferNames[0], true, new Color(0, 0, 0, 1));
builder.SetRenderAttachment(dbufferHandles[0], 0, AccessFlags.Write);
}
if (m_Settings.surfaceData == DecalSurfaceData.AlbedoNormal || m_Settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS)
{
var desc = cameraData.cameraTargetDescriptor;
desc.graphicsFormat = GraphicsFormat.R8G8B8A8_UNorm;
desc.depthStencilFormat = GraphicsFormat.None;
desc.msaaSamples = 1;
dbufferHandles[1] = UniversalRenderer.CreateRenderGraphTexture(renderGraph, desc, s_DBufferNames[1], true, new Color(0.5f, 0.5f, 0.5f, 1));
builder.SetRenderAttachment(dbufferHandles[1], 1, AccessFlags.Write);
}
if (m_Settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS)
{
var desc = cameraData.cameraTargetDescriptor;
desc.graphicsFormat = GraphicsFormat.R8G8B8A8_UNorm;
desc.depthStencilFormat = GraphicsFormat.None;
desc.msaaSamples = 1;
dbufferHandles[2] = UniversalRenderer.CreateRenderGraphTexture(renderGraph, desc, s_DBufferNames[2], true, new Color(0, 0, 0, 1));
builder.SetRenderAttachment(dbufferHandles[2], 2, AccessFlags.Write);
}
builder.SetRenderAttachmentDepth(depthTarget, AccessFlags.Read);
if (cameraDepthTexture.IsValid())
builder.UseTexture(cameraDepthTexture, AccessFlags.Read);
if (cameraNormalsTexture.IsValid())
builder.UseTexture(cameraNormalsTexture, AccessFlags.Read);
if (passData.decalLayers)
builder.UseTexture(resourceData.renderingLayersTexture, AccessFlags.Read);
if (resourceData.ssaoTexture.IsValid())
builder.UseGlobalTexture(s_SSAOTextureID);
var param = InitRendererListParams(renderingData, cameraData, lightData);
passData.rendererList = renderGraph.CreateRendererList(param);
builder.UseRendererList(passData.rendererList);
for (int i = 0; i < RenderGraphUtils.DBufferSize; ++i)
{
if (dbufferHandles[i].IsValid())
builder.SetGlobalTextureAfterPass(dbufferHandles[i], Shader.PropertyToID(s_DBufferNames[i]));
}
builder.AllowPassCulling(false);
builder.AllowGlobalStateModification(true);
builder.SetRenderFunc((PassData data, RasterGraphContext rgContext) =>
{
SetKeywords(rgContext.cmd, data);
ExecutePass(rgContext.cmd, data, data.rendererList, true);
});
}
resourceData.dBuffer = dbufferHandles;
}
public override void OnCameraCleanup(CommandBuffer cmd)
{
if (cmd == null)
{
throw new System.ArgumentNullException("cmd");
}
cmd.SetKeyword(ShaderGlobalKeywords.DBufferMRT1, false);
cmd.SetKeyword(ShaderGlobalKeywords.DBufferMRT2, false);
cmd.SetKeyword(ShaderGlobalKeywords.DBufferMRT3, false);
cmd.SetKeyword(ShaderGlobalKeywords.DecalLayers, false);
}
}
}