489 lines
26 KiB
C#
489 lines
26 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Rendering.RenderGraphModule;
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using UnityEngine.Profiling;
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namespace UnityEngine.Rendering.Universal.Internal
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{
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/// <summary>
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/// Draw objects into the given color and depth target
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///
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/// You can use this pass to render objects that have a material and/or shader
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/// with the pass names UniversalForward or SRPDefaultUnlit.
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/// </summary>
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public class DrawObjectsPass : ScriptableRenderPass
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{
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FilteringSettings m_FilteringSettings;
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RenderStateBlock m_RenderStateBlock;
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List<ShaderTagId> m_ShaderTagIdList = new List<ShaderTagId>();
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bool m_IsOpaque;
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/// <summary>
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/// Used to indicate if the active target of the pass is the back buffer
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/// </summary>
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public bool m_IsActiveTargetBackBuffer; // TODO: Remove this when we remove non-RG path
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/// <summary>
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/// Used to indicate whether transparent objects should receive shadows or not.
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/// </summary>
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public bool m_ShouldTransparentsReceiveShadows;
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PassData m_PassData;
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static readonly int s_DrawObjectPassDataPropID = Shader.PropertyToID("_DrawObjectPassData");
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/// <summary>
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/// Creates a new <c>DrawObjectsPass</c> instance.
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/// </summary>
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/// <param name="profilerTag">The profiler tag used with the pass.</param>
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/// <param name="shaderTagIds"></param>
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/// <param name="opaque">Marks whether the objects are opaque or transparent.</param>
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/// <param name="evt">The <c>RenderPassEvent</c> to use.</param>
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/// <param name="renderQueueRange">The <c>RenderQueueRange</c> to use for creating filtering settings that control what objects get rendered.</param>
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/// <param name="layerMask">The layer mask to use for creating filtering settings that control what objects get rendered.</param>
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/// <param name="stencilState">The stencil settings to use with this poss.</param>
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/// <param name="stencilReference">The stencil reference value to use with this pass.</param>
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/// <seealso cref="ShaderTagId"/>
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/// <seealso cref="RenderPassEvent"/>
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/// <seealso cref="RenderQueueRange"/>
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/// <seealso cref="LayerMask"/>
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/// <seealso cref="StencilState"/>
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public DrawObjectsPass(string profilerTag, ShaderTagId[] shaderTagIds, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference)
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{
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Init(opaque, evt, renderQueueRange, layerMask, stencilState, stencilReference, shaderTagIds);
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profilingSampler = new ProfilingSampler(profilerTag);
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}
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/// <summary>
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/// Creates a new <c>DrawObjectsPass</c> instance.
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/// </summary>
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/// <param name="profilerTag">The profiler tag used with the pass.</param>
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/// <param name="opaque">Marks whether the objects are opaque or transparent.</param>
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/// <param name="evt">The <c>RenderPassEvent</c> to use.</param>
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/// <param name="renderQueueRange">The <c>RenderQueueRange</c> to use for creating filtering settings that control what objects get rendered.</param>
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/// <param name="layerMask">The layer mask to use for creating filtering settings that control what objects get rendered.</param>
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/// <param name="stencilState">The stencil settings to use with this poss.</param>
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/// <param name="stencilReference">The stencil reference value to use with this pass.</param>
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/// <seealso cref="RenderPassEvent"/>
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/// <seealso cref="RenderQueueRange"/>
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/// <seealso cref="LayerMask"/>
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/// <seealso cref="StencilState"/>
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public DrawObjectsPass(string profilerTag, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference)
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: this(profilerTag, null, opaque, evt, renderQueueRange, layerMask, stencilState, stencilReference)
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{ }
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internal DrawObjectsPass(URPProfileId profileId, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference)
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{
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Init(opaque, evt, renderQueueRange, layerMask, stencilState, stencilReference);
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profilingSampler = ProfilingSampler.Get(profileId);
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}
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internal void Init(bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference, ShaderTagId[] shaderTagIds = null)
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{
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if (shaderTagIds == null)
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shaderTagIds = new ShaderTagId[] { new ShaderTagId("SRPDefaultUnlit"), new ShaderTagId("UniversalForward"), new ShaderTagId("UniversalForwardOnly") };
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m_PassData = new PassData();
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foreach (ShaderTagId sid in shaderTagIds)
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m_ShaderTagIdList.Add(sid);
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renderPassEvent = evt;
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m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask);
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m_RenderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
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m_IsOpaque = opaque;
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m_ShouldTransparentsReceiveShadows = false;
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m_IsActiveTargetBackBuffer = false;
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if (stencilState.enabled)
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{
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m_RenderStateBlock.stencilReference = stencilReference;
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m_RenderStateBlock.mask = RenderStateMask.Stencil;
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m_RenderStateBlock.stencilState = stencilState;
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}
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}
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/// <inheritdoc/>
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[Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)]
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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ContextContainer frameData = renderingData.frameData;
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UniversalRenderingData universalRenderingData = frameData.Get<UniversalRenderingData>();
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UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
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UniversalLightData lightData = frameData.Get<UniversalLightData>();
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InitPassData(cameraData, ref m_PassData, uint.MaxValue, m_IsActiveTargetBackBuffer);
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InitRendererLists(universalRenderingData, cameraData, lightData, ref m_PassData, context, default(RenderGraph), false);
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using (new ProfilingScope(renderingData.commandBuffer, profilingSampler))
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{
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ExecutePass(CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer), m_PassData, m_PassData.rendererList, m_PassData.objectsWithErrorRendererList, m_PassData.cameraData.IsCameraProjectionMatrixFlipped());
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}
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}
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internal static void ExecutePass(RasterCommandBuffer cmd, PassData data, RendererList rendererList, RendererList objectsWithErrorRendererList, bool yFlip)
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{
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// Global render pass data containing various settings.
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// x,y,z are currently unused
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// w is used for knowing whether the object is opaque(1) or alpha blended(0)
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Vector4 drawObjectPassData = new Vector4(0.0f, 0.0f, 0.0f, (data.isOpaque) ? 1.0f : 0.0f);
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cmd.SetGlobalVector(s_DrawObjectPassDataPropID, drawObjectPassData);
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if (data.cameraData.xr.enabled && data.isActiveTargetBackBuffer)
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{
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cmd.SetViewport(data.cameraData.xr.GetViewport());
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}
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// scaleBias.x = flipSign
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// scaleBias.y = scale
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// scaleBias.z = bias
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// scaleBias.w = unused
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float flipSign = yFlip ? -1.0f : 1.0f;
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Vector4 scaleBias = (flipSign < 0.0f)
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? new Vector4(flipSign, 1.0f, -1.0f, 1.0f)
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: new Vector4(flipSign, 0.0f, 1.0f, 1.0f);
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cmd.SetGlobalVector(ShaderPropertyId.scaleBiasRt, scaleBias);
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// Set a value that can be used by shaders to identify when AlphaToMask functionality may be active
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// The material shader alpha clipping logic requires this value in order to function correctly in all cases.
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float alphaToMaskAvailable = ((data.cameraData.cameraTargetDescriptor.msaaSamples > 1) && data.isOpaque) ? 1.0f : 0.0f;
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cmd.SetGlobalFloat(ShaderPropertyId.alphaToMaskAvailable, alphaToMaskAvailable);
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var activeDebugHandler = GetActiveDebugHandler(data.cameraData);
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if (activeDebugHandler != null)
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{
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data.debugRendererLists.DrawWithRendererList(cmd);
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}
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else
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{
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cmd.DrawRendererList(rendererList);
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// Render objects that did not match any shader pass with error shader
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RenderingUtils.DrawRendererListObjectsWithError(cmd, ref objectsWithErrorRendererList);
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}
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}
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/// <summary>
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/// Shared pass data
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/// </summary>
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internal class PassData
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{
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internal TextureHandle albedoHdl;
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internal TextureHandle depthHdl;
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internal UniversalCameraData cameraData;
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internal bool isOpaque;
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internal bool shouldTransparentsReceiveShadows;
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internal uint batchLayerMask;
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internal bool isActiveTargetBackBuffer;
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internal RendererListHandle rendererListHdl;
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internal RendererListHandle objectsWithErrorRendererListHdl;
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internal DebugRendererLists debugRendererLists;
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// Required for code sharing purpose between RG and non-RG.
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internal RendererList rendererList;
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internal RendererList objectsWithErrorRendererList;
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}
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/// <summary>
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/// Initialize the shared pass data.
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/// </summary>
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/// <param name="passData"></param>
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internal void InitPassData(UniversalCameraData cameraData, ref PassData passData, uint batchLayerMask, bool isActiveTargetBackBuffer = false)
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{
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passData.cameraData = cameraData;
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passData.isOpaque = m_IsOpaque;
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passData.shouldTransparentsReceiveShadows = m_ShouldTransparentsReceiveShadows;
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passData.batchLayerMask = batchLayerMask;
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passData.isActiveTargetBackBuffer = isActiveTargetBackBuffer;
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}
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internal void InitRendererLists(UniversalRenderingData renderingData, UniversalCameraData cameraData, UniversalLightData lightData, ref PassData passData, ScriptableRenderContext context, RenderGraph renderGraph, bool useRenderGraph)
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{
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ref Camera camera = ref cameraData.camera;
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var sortFlags = (m_IsOpaque) ? cameraData.defaultOpaqueSortFlags : SortingCriteria.CommonTransparent;
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if (cameraData.renderer.useDepthPriming && m_IsOpaque && (cameraData.renderType == CameraRenderType.Base || cameraData.clearDepth))
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sortFlags = SortingCriteria.SortingLayer | SortingCriteria.RenderQueue | SortingCriteria.OptimizeStateChanges | SortingCriteria.CanvasOrder;
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var filterSettings = m_FilteringSettings;
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filterSettings.batchLayerMask = passData.batchLayerMask;
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#if UNITY_EDITOR
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// When rendering the preview camera, we want the layer mask to be forced to Everything
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if (cameraData.isPreviewCamera)
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{
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filterSettings.layerMask = -1;
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}
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#endif
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DrawingSettings drawSettings = RenderingUtils.CreateDrawingSettings(m_ShaderTagIdList, renderingData, cameraData, lightData, sortFlags);
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if (cameraData.renderer.useDepthPriming && m_IsOpaque && (cameraData.renderType == CameraRenderType.Base || cameraData.clearDepth))
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{
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m_RenderStateBlock.depthState = new DepthState(false, CompareFunction.Equal);
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m_RenderStateBlock.mask |= RenderStateMask.Depth;
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}
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else if (m_RenderStateBlock.depthState.compareFunction == CompareFunction.Equal)
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{
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m_RenderStateBlock.depthState = new DepthState(true, CompareFunction.LessEqual);
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m_RenderStateBlock.mask |= RenderStateMask.Depth;
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}
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var activeDebugHandler = GetActiveDebugHandler(cameraData);
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if (useRenderGraph)
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{
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if (activeDebugHandler != null)
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{
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passData.debugRendererLists = activeDebugHandler.CreateRendererListsWithDebugRenderState(renderGraph, ref renderingData.cullResults, ref drawSettings, ref filterSettings, ref m_RenderStateBlock);
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}
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else
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{
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RenderingUtils.CreateRendererListWithRenderStateBlock(renderGraph, ref renderingData.cullResults, drawSettings, filterSettings, m_RenderStateBlock, ref passData.rendererListHdl);
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RenderingUtils.CreateRendererListObjectsWithError(renderGraph, ref renderingData.cullResults, camera, filterSettings, sortFlags, ref passData.objectsWithErrorRendererListHdl);
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}
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}
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else
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{
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if (activeDebugHandler != null)
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{
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passData.debugRendererLists = activeDebugHandler.CreateRendererListsWithDebugRenderState(context, ref renderingData.cullResults, ref drawSettings, ref filterSettings, ref m_RenderStateBlock);
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}
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else
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{
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RenderingUtils.CreateRendererListWithRenderStateBlock(context, ref renderingData.cullResults, drawSettings, filterSettings, m_RenderStateBlock, ref passData.rendererList);
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RenderingUtils.CreateRendererListObjectsWithError(context, ref renderingData.cullResults, camera, filterSettings, sortFlags, ref passData.objectsWithErrorRendererList);
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}
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}
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}
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internal void Render(RenderGraph renderGraph, ContextContainer frameData, TextureHandle colorTarget, TextureHandle depthTarget, TextureHandle mainShadowsTexture, TextureHandle additionalShadowsTexture, uint batchLayerMask = uint.MaxValue)
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{
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UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
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UniversalRenderingData renderingData = frameData.Get<UniversalRenderingData>();
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UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
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UniversalLightData lightData = frameData.Get<UniversalLightData>();
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using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData, profilingSampler))
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{
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builder.UseAllGlobalTextures(true);
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InitPassData(cameraData, ref passData, batchLayerMask, resourceData.isActiveTargetBackBuffer);
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if (colorTarget.IsValid())
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{
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passData.albedoHdl = colorTarget;
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builder.SetRenderAttachment(colorTarget, 0, AccessFlags.Write);
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}
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if (depthTarget.IsValid())
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{
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passData.depthHdl = depthTarget;
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builder.SetRenderAttachmentDepth(depthTarget, AccessFlags.Write);
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}
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if (mainShadowsTexture.IsValid())
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builder.UseTexture(mainShadowsTexture, AccessFlags.Read);
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if (additionalShadowsTexture.IsValid())
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builder.UseTexture(additionalShadowsTexture, AccessFlags.Read);
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TextureHandle ssaoTexture = resourceData.ssaoTexture;
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if (ssaoTexture.IsValid())
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builder.UseTexture(ssaoTexture, AccessFlags.Read);
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RenderGraphUtils.UseDBufferIfValid(builder, resourceData);
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InitRendererLists(renderingData, cameraData, lightData, ref passData, default(ScriptableRenderContext), renderGraph, true);
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var activeDebugHandler = GetActiveDebugHandler(cameraData);
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if (activeDebugHandler != null)
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{
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passData.debugRendererLists.PrepareRendererListForRasterPass(builder);
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}
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else
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{
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builder.UseRendererList(passData.rendererListHdl);
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builder.UseRendererList(passData.objectsWithErrorRendererListHdl);
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}
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builder.AllowPassCulling(false);
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builder.AllowGlobalStateModification(true);
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if (cameraData.xr.enabled)
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{
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bool passSupportsFoveation = cameraData.xrUniversal.canFoveateIntermediatePasses || resourceData.isActiveTargetBackBuffer;
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builder.EnableFoveatedRasterization(cameraData.xr.supportsFoveatedRendering && passSupportsFoveation);
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}
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builder.SetRenderFunc((PassData data, RasterGraphContext context) =>
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{
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// Currently we only need to call this additional pass when the user
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// doesn't want transparent objects to receive shadows
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if (!data.isOpaque && !data.shouldTransparentsReceiveShadows)
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TransparentSettingsPass.ExecutePass(context.cmd, data.shouldTransparentsReceiveShadows);
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bool yFlip = data.cameraData.IsRenderTargetProjectionMatrixFlipped(data.albedoHdl, data.depthHdl);
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ExecutePass(context.cmd, data, data.rendererListHdl, data.objectsWithErrorRendererListHdl, yFlip);
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});
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}
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}
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}
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/// <summary>
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/// Extension of DrawObjectPass that also output Rendering Layers Texture as second render target.
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/// </summary>
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internal class DrawObjectsWithRenderingLayersPass : DrawObjectsPass
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{
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RTHandle[] m_ColorTargetIndentifiers;
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RTHandle m_DepthTargetIndentifiers;
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/// <summary>
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/// Creates a new <c>DrawObjectsWithRenderingLayersPass</c> instance.
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/// </summary>
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/// <param name="profilerTag">The profiler tag used with the pass.</param>
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/// <param name="opaque">Marks whether the objects are opaque or transparent.</param>
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/// <param name="evt">The <c>RenderPassEvent</c> to use.</param>
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/// <param name="renderQueueRange">The <c>RenderQueueRange</c> to use for creating filtering settings that control what objects get rendered.</param>
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/// <param name="layerMask">The layer mask to use for creating filtering settings that control what objects get rendered.</param>
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/// <param name="stencilState">The stencil settings to use with this poss.</param>
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/// <param name="stencilReference">The stencil reference value to use with this pass.</param>
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public DrawObjectsWithRenderingLayersPass(URPProfileId profilerTag, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference) :
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base(profilerTag, opaque, evt, renderQueueRange, layerMask, stencilState, stencilReference)
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{
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m_ColorTargetIndentifiers = new RTHandle[2];
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}
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/// <summary>
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/// Sets up the pass.
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/// </summary>
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/// <param name="colorAttachment">Color attachment handle.</param>
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/// <param name="renderingLayersTexture">Texture used with rendering layers.</param>
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/// <param name="depthAttachment">Depth attachment handle.</param>
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/// <exception cref="ArgumentException"></exception>
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public void Setup(RTHandle colorAttachment, RTHandle renderingLayersTexture, RTHandle depthAttachment)
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{
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if (colorAttachment == null)
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throw new ArgumentException("Color attachment can not be null", "colorAttachment");
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if (renderingLayersTexture == null)
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throw new ArgumentException("Rendering layers attachment can not be null", "renderingLayersTexture");
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if (depthAttachment == null)
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throw new ArgumentException("Depth attachment can not be null", "depthAttachment");
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m_ColorTargetIndentifiers[0] = colorAttachment;
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m_ColorTargetIndentifiers[1] = renderingLayersTexture;
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m_DepthTargetIndentifiers = depthAttachment;
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}
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/// <inheritdoc/>
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[Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)]
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public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
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{
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// Disable obsolete warning for internal usage
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#pragma warning disable CS0618
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ConfigureTarget(m_ColorTargetIndentifiers, m_DepthTargetIndentifiers);
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#pragma warning restore CS0618
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}
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/// <inheritdoc/>
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[Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)]
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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CommandBuffer cmd = renderingData.commandBuffer;
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// Enable Rendering Layers
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cmd.SetKeyword(ShaderGlobalKeywords.WriteRenderingLayers, true);
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// Execute
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base.Execute(context, ref renderingData);
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// Clean up
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cmd.SetKeyword(ShaderGlobalKeywords.WriteRenderingLayers, false);
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}
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private class RenderingLayersPassData
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{
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internal PassData basePassData;
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internal RenderingLayerUtils.MaskSize maskSize;
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public RenderingLayersPassData()
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{
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basePassData = new PassData();
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}
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}
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internal void Render(RenderGraph renderGraph, ContextContainer frameData, TextureHandle colorTarget, TextureHandle renderingLayersTexture, TextureHandle depthTarget, TextureHandle mainShadowsTexture, TextureHandle additionalShadowsTexture, RenderingLayerUtils.MaskSize maskSize, uint batchLayerMask = uint.MaxValue)
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{
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using (var builder = renderGraph.AddRasterRenderPass<RenderingLayersPassData>(passName, out var passData, profilingSampler))
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{
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UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
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UniversalRenderingData renderingData = frameData.Get<UniversalRenderingData>();
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UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
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UniversalLightData lightData = frameData.Get<UniversalLightData>();
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InitPassData(cameraData, ref passData.basePassData, batchLayerMask);
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passData.maskSize = maskSize;
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passData.basePassData.albedoHdl = colorTarget;
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builder.SetRenderAttachment(colorTarget, 0, AccessFlags.Write);
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builder.SetRenderAttachment(renderingLayersTexture, 1, AccessFlags.Write);
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passData.basePassData.depthHdl = depthTarget;
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builder.SetRenderAttachmentDepth(depthTarget, AccessFlags.Write);
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if (mainShadowsTexture.IsValid())
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builder.UseTexture(mainShadowsTexture, AccessFlags.Read);
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if (additionalShadowsTexture.IsValid())
|
|
builder.UseTexture(additionalShadowsTexture, AccessFlags.Read);
|
|
|
|
UniversalRenderer renderer = cameraData.renderer as UniversalRenderer;
|
|
if (renderer != null)
|
|
{
|
|
TextureHandle ssaoTexture = resourceData.ssaoTexture;
|
|
if (ssaoTexture.IsValid())
|
|
builder.UseTexture(ssaoTexture, AccessFlags.Read);
|
|
|
|
RenderGraphUtils.UseDBufferIfValid(builder, resourceData);
|
|
}
|
|
|
|
InitRendererLists(renderingData, cameraData, lightData, ref passData.basePassData, default(ScriptableRenderContext), renderGraph, true);
|
|
var activeDebugHandler = GetActiveDebugHandler(cameraData);
|
|
if (activeDebugHandler != null)
|
|
{
|
|
passData.basePassData.debugRendererLists.PrepareRendererListForRasterPass(builder);
|
|
}
|
|
else
|
|
{
|
|
builder.UseRendererList(passData.basePassData.rendererListHdl);
|
|
builder.UseRendererList(passData.basePassData.objectsWithErrorRendererListHdl);
|
|
}
|
|
|
|
builder.AllowPassCulling(false);
|
|
// Required here because of RenderingLayerUtils.SetupProperties
|
|
builder.AllowGlobalStateModification(true);
|
|
|
|
if (cameraData.xr.enabled)
|
|
{
|
|
bool passSupportsFoveation = cameraData.xrUniversal.canFoveateIntermediatePasses || resourceData.isActiveTargetBackBuffer;
|
|
builder.EnableFoveatedRasterization(cameraData.xr.supportsFoveatedRendering && passSupportsFoveation);
|
|
}
|
|
|
|
builder.SetRenderFunc((RenderingLayersPassData data, RasterGraphContext context) =>
|
|
{
|
|
// Enable Rendering Layers
|
|
context.cmd.SetKeyword(ShaderGlobalKeywords.WriteRenderingLayers, true);
|
|
|
|
RenderingLayerUtils.SetupProperties(context.cmd, data.maskSize);
|
|
|
|
// Currently we only need to call this additional pass when the user
|
|
// doesn't want transparent objects to receive shadows
|
|
if (!data.basePassData.isOpaque && !data.basePassData.shouldTransparentsReceiveShadows)
|
|
TransparentSettingsPass.ExecutePass(context.cmd, data.basePassData.shouldTransparentsReceiveShadows);
|
|
|
|
bool yFlip = data.basePassData.cameraData.IsRenderTargetProjectionMatrixFlipped(data.basePassData.albedoHdl, data.basePassData.depthHdl);
|
|
|
|
// Execute
|
|
ExecutePass(context.cmd, data.basePassData, data.basePassData.rendererListHdl, data.basePassData.objectsWithErrorRendererListHdl, yFlip);
|
|
|
|
// Clean up
|
|
context.cmd.SetKeyword(ShaderGlobalKeywords.WriteRenderingLayers, false);
|
|
});
|
|
}
|
|
}
|
|
}
|
|
}
|