351 lines
18 KiB
C#
351 lines
18 KiB
C#
using System;
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using UnityEngine.Rendering.RenderGraphModule;
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using UnityEngine.Experimental.Rendering;
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namespace UnityEngine.Rendering.Universal.Internal
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{
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/// <summary>
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/// Copy the given color target to the current camera target
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///
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/// You can use this pass to copy the result of rendering to
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/// the camera target. The pass takes the screen viewport into
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/// consideration.
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/// </summary>
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public class FinalBlitPass : ScriptableRenderPass
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{
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RTHandle m_Source;
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private PassData m_PassData;
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static readonly int s_CameraDepthTextureID = Shader.PropertyToID("_CameraDepthTexture");
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// Use specialed URP fragment shader pass for debug draw support and color space conversion/encoding support.
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// See CoreBlit.shader and BlitHDROverlay.shader
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static class BlitPassNames
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{
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public const string NearestSampler = "NearestDebugDraw";
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public const string BilinearSampler = "BilinearDebugDraw";
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}
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enum BlitType
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{
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Core = 0, // Core blit
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HDR = 1, // Blit with HDR encoding and overlay UI compositing
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Count = 2
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}
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struct BlitMaterialData
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{
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public Material material;
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public int nearestSamplerPass;
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public int bilinearSamplerPass;
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}
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BlitMaterialData[] m_BlitMaterialData;
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/// <summary>
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/// Creates a new <c>FinalBlitPass</c> instance.
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/// </summary>
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/// <param name="evt">The <c>RenderPassEvent</c> to use.</param>
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/// <param name="blitMaterial">The <c>Material</c> to use for copying the executing the final blit.</param>
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/// <param name="blitHDRMaterial">The <c>Material</c> to use for copying the executing the final blit when HDR output is active.</param>
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/// <seealso cref="RenderPassEvent"/>
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public FinalBlitPass(RenderPassEvent evt, Material blitMaterial, Material blitHDRMaterial)
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{
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profilingSampler = ProfilingSampler.Get(URPProfileId.BlitFinalToBackBuffer);
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base.useNativeRenderPass = false;
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m_PassData = new PassData();
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renderPassEvent = evt;
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// Find sampler passes by name
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const int blitTypeCount = (int)BlitType.Count;
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m_BlitMaterialData = new BlitMaterialData[blitTypeCount];
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for (int i = 0; i < blitTypeCount; ++i)
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{
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m_BlitMaterialData[i].material = i == (int)BlitType.Core ? blitMaterial : blitHDRMaterial;
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m_BlitMaterialData[i].nearestSamplerPass = m_BlitMaterialData[i].material?.FindPass(BlitPassNames.NearestSampler) ?? -1;
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m_BlitMaterialData[i].bilinearSamplerPass = m_BlitMaterialData[i].material?.FindPass(BlitPassNames.BilinearSampler) ?? -1;
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}
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}
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/// <summary>
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/// Cleans up resources used by the pass.
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/// </summary>
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public void Dispose()
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{
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}
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/// <summary>
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/// Configure the pass
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/// </summary>
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/// <param name="baseDescriptor"></param>
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/// <param name="colorHandle"></param>
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[Obsolete("Use RTHandles for colorHandle", true)]
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public void Setup(RenderTextureDescriptor baseDescriptor, RenderTargetHandle colorHandle)
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{
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throw new NotSupportedException("Setup with RenderTargetHandle has been deprecated. Use it with RTHandles instead.");
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}
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/// <summary>
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/// Configure the pass
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/// </summary>
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/// <param name="baseDescriptor"></param>
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/// <param name="colorHandle"></param>
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public void Setup(RenderTextureDescriptor baseDescriptor, RTHandle colorHandle)
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{
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m_Source = colorHandle;
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}
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static void SetupHDROutput(ColorGamut hdrDisplayColorGamut, Material material, HDROutputUtils.Operation hdrOperation, Vector4 hdrOutputParameters, bool rendersOverlayUI)
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{
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material.SetVector(ShaderPropertyId.hdrOutputLuminanceParams, hdrOutputParameters);
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HDROutputUtils.ConfigureHDROutput(material, hdrDisplayColorGamut, hdrOperation);
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CoreUtils.SetKeyword(material, ShaderKeywordStrings.HDROverlay, rendersOverlayUI);
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}
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/// <inheritdoc/>
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[Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)]
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public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
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{
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UniversalCameraData cameraData = renderingData.frameData.Get<UniversalCameraData>();
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DebugHandler debugHandler = GetActiveDebugHandler(cameraData);
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bool resolveToDebugScreen = debugHandler != null && debugHandler.WriteToDebugScreenTexture(cameraData.resolveFinalTarget);
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if (resolveToDebugScreen)
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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(debugHandler.DebugScreenColorHandle, debugHandler.DebugScreenDepthHandle);
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#pragma warning restore CS0618
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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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UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
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bool outputsToHDR = renderingData.cameraData.isHDROutputActive;
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bool outputsAlpha = false;
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InitPassData(cameraData, ref m_PassData, outputsToHDR ? BlitType.HDR : BlitType.Core, outputsAlpha);
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if (m_PassData.blitMaterialData.material == null)
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{
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Debug.LogErrorFormat("Missing {0}. {1} render pass will not execute. Check for missing reference in the renderer resources.", m_PassData.blitMaterialData, GetType().Name);
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return;
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}
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var cameraTarget = RenderingUtils.GetCameraTargetIdentifier(ref renderingData);
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DebugHandler debugHandler = GetActiveDebugHandler(cameraData);
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bool resolveToDebugScreen = debugHandler != null && debugHandler.WriteToDebugScreenTexture(cameraData.resolveFinalTarget);
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// Get RTHandle alias to use RTHandle apis
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RTHandleStaticHelpers.SetRTHandleStaticWrapper(cameraTarget);
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var cameraTargetHandle = RTHandleStaticHelpers.s_RTHandleWrapper;
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var cmd = renderingData.commandBuffer;
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if (m_Source == cameraData.renderer.GetCameraColorFrontBuffer(cmd))
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{
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m_Source = renderingData.cameraData.renderer.cameraColorTargetHandle;
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}
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using (new ProfilingScope(cmd, profilingSampler))
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{
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m_PassData.blitMaterialData.material.enabledKeywords = null;
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debugHandler?.UpdateShaderGlobalPropertiesForFinalValidationPass(cmd, cameraData, !resolveToDebugScreen);
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cmd.SetKeyword(ShaderGlobalKeywords.LinearToSRGBConversion,
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cameraData.requireSrgbConversion);
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if (outputsToHDR)
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{
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VolumeStack stack = VolumeManager.instance.stack;
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Tonemapping tonemapping = stack.GetComponent<Tonemapping>();
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Vector4 hdrOutputLuminanceParams;
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UniversalRenderPipeline.GetHDROutputLuminanceParameters(cameraData.hdrDisplayInformation, cameraData.hdrDisplayColorGamut, tonemapping, out hdrOutputLuminanceParams);
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HDROutputUtils.Operation hdrOperation = HDROutputUtils.Operation.None;
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// If the HDRDebugView is on, we don't want the encoding
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if (debugHandler == null || !debugHandler.HDRDebugViewIsActive(cameraData.resolveFinalTarget))
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hdrOperation |= HDROutputUtils.Operation.ColorEncoding;
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// Color conversion may have happened in the Uber post process through color grading, so we don't want to reapply it
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if (!cameraData.postProcessEnabled)
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hdrOperation |= HDROutputUtils.Operation.ColorConversion;
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SetupHDROutput(cameraData.hdrDisplayColorGamut, m_PassData.blitMaterialData.material, hdrOperation, hdrOutputLuminanceParams, cameraData.rendersOverlayUI);
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}
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if (resolveToDebugScreen)
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{
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// Blit to the debugger texture instead of the camera target
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int shaderPassIndex = m_Source.rt?.filterMode == FilterMode.Bilinear ? m_PassData.blitMaterialData.bilinearSamplerPass : m_PassData.blitMaterialData.nearestSamplerPass;
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Vector2 viewportScale = m_Source.useScaling ? new Vector2(m_Source.rtHandleProperties.rtHandleScale.x, m_Source.rtHandleProperties.rtHandleScale.y) : Vector2.one;
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Blitter.BlitTexture(cmd, m_Source, viewportScale, m_PassData.blitMaterialData.material, shaderPassIndex);
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cameraData.renderer.ConfigureCameraTarget(debugHandler.DebugScreenColorHandle, debugHandler.DebugScreenDepthHandle);
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}
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// TODO RENDERGRAPH: See https://jira.unity3d.com/projects/URP/issues/URP-1737
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// This branch of the if statement must be removed for render graph and the new command list with a novel way of using Blitter with fill mode
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else if (GL.wireframe && cameraData.isSceneViewCamera)
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{
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// This set render target is necessary so we change the LOAD state to DontCare.
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cmd.SetRenderTarget(BuiltinRenderTextureType.CameraTarget,
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RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, // color
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RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare); // depth
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cmd.Blit(m_Source.nameID, cameraTargetHandle.nameID);
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}
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else
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{
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// TODO: Final blit pass should always blit to backbuffer. The first time we do we don't need to Load contents to tile.
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// We need to keep in the pipeline of first render pass to each render target to properly set load/store actions.
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// meanwhile we set to load so split screen case works.
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var loadAction = RenderBufferLoadAction.DontCare;
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if (!cameraData.isSceneViewCamera && !cameraData.isDefaultViewport)
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loadAction = RenderBufferLoadAction.Load;
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#if ENABLE_VR && ENABLE_XR_MODULE
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if (cameraData.xr.enabled)
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loadAction = RenderBufferLoadAction.Load;
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#endif
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CoreUtils.SetRenderTarget(renderingData.commandBuffer, cameraTargetHandle, loadAction, RenderBufferStoreAction.Store, ClearFlag.None, Color.clear);
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ExecutePass(CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer), m_PassData, m_Source, cameraTargetHandle, cameraData);
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cameraData.renderer.ConfigureCameraTarget(cameraTargetHandle, cameraTargetHandle);
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}
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}
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}
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private static void ExecutePass(RasterCommandBuffer cmd, PassData data, RTHandle source, RTHandle destination, UniversalCameraData cameraData)
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{
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bool isRenderToBackBufferTarget = !cameraData.isSceneViewCamera;
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#if ENABLE_VR && ENABLE_XR_MODULE
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if (cameraData.xr.enabled)
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isRenderToBackBufferTarget = new RenderTargetIdentifier(destination.nameID, 0, CubemapFace.Unknown, -1) == new RenderTargetIdentifier(cameraData.xr.renderTarget, 0, CubemapFace.Unknown, -1);
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#endif
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Vector4 scaleBias = RenderingUtils.GetFinalBlitScaleBias(source, destination, cameraData);
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if (isRenderToBackBufferTarget)
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cmd.SetViewport(cameraData.pixelRect);
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// turn off any global wireframe & "scene view wireframe shader hijack" settings for doing blits:
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// we never want them to show up as wireframe
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cmd.SetWireframe(false);
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CoreUtils.SetKeyword(data.blitMaterialData.material, ShaderKeywordStrings._ENABLE_ALPHA_OUTPUT, data.enableAlphaOutput);
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int shaderPassIndex = source.rt?.filterMode == FilterMode.Bilinear ? data.blitMaterialData.bilinearSamplerPass : data.blitMaterialData.nearestSamplerPass;
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Blitter.BlitTexture(cmd, source, scaleBias, data.blitMaterialData.material, shaderPassIndex);
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}
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private class PassData
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{
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internal TextureHandle source;
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internal TextureHandle destination;
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internal int sourceID;
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internal Vector4 hdrOutputLuminanceParams;
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internal bool requireSrgbConversion;
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internal bool enableAlphaOutput;
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internal BlitMaterialData blitMaterialData;
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internal UniversalCameraData cameraData;
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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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private void InitPassData(UniversalCameraData cameraData, ref PassData passData, BlitType blitType, bool enableAlphaOutput)
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{
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passData.cameraData = cameraData;
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passData.requireSrgbConversion = cameraData.requireSrgbConversion;
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passData.enableAlphaOutput = enableAlphaOutput;
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passData.blitMaterialData = m_BlitMaterialData[(int)blitType];
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}
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internal void Render(RenderGraph renderGraph, ContextContainer frameData, UniversalCameraData cameraData, in TextureHandle src, in TextureHandle dest, TextureHandle overlayUITexture)
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{
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using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData, profilingSampler))
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{
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UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
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// Only the UniversalRenderer guarantees that global textures will be available at this point
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bool isUniversalRenderer = (cameraData.renderer as UniversalRenderer) != null;
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if (cameraData.requiresDepthTexture && isUniversalRenderer)
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builder.UseGlobalTexture(s_CameraDepthTextureID);
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bool outputsToHDR = cameraData.isHDROutputActive;
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bool outputsAlpha = cameraData.isAlphaOutputEnabled;
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InitPassData(cameraData, ref passData, outputsToHDR ? BlitType.HDR : BlitType.Core, outputsAlpha);
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passData.sourceID = ShaderPropertyId.sourceTex;
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passData.source = src;
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builder.UseTexture(src, AccessFlags.Read);
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passData.destination = dest;
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builder.SetRenderAttachment(dest, 0, AccessFlags.Write);
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#if ENABLE_VR && ENABLE_XR_MODULE
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// This is a screen-space pass, make sure foveated rendering is disabled for non-uniform renders
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bool passSupportsFoveation = !XRSystem.foveatedRenderingCaps.HasFlag(FoveatedRenderingCaps.NonUniformRaster);
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builder.EnableFoveatedRasterization(cameraData.xr.supportsFoveatedRendering && passSupportsFoveation);
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#endif
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if (outputsToHDR && overlayUITexture.IsValid())
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{
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VolumeStack stack = VolumeManager.instance.stack;
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Tonemapping tonemapping = stack.GetComponent<Tonemapping>();
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UniversalRenderPipeline.GetHDROutputLuminanceParameters(passData.cameraData.hdrDisplayInformation, passData.cameraData.hdrDisplayColorGamut, tonemapping, out passData.hdrOutputLuminanceParams);
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builder.UseTexture(overlayUITexture, AccessFlags.Read);
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}
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else
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{
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passData.hdrOutputLuminanceParams = new Vector4(-1.0f, -1.0f, -1.0f, -1.0f);
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}
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builder.AllowGlobalStateModification(true);
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builder.SetRenderFunc((PassData data, RasterGraphContext context) =>
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{
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data.blitMaterialData.material.enabledKeywords = null;
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context.cmd.SetKeyword(ShaderGlobalKeywords.LinearToSRGBConversion, data.requireSrgbConversion);
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data.blitMaterialData.material.SetTexture(data.sourceID, data.source);
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DebugHandler debugHandler = GetActiveDebugHandler(data.cameraData);
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bool resolveToDebugScreen = debugHandler != null && debugHandler.WriteToDebugScreenTexture(data.cameraData.resolveFinalTarget);
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// TODO RENDERGRAPH: this should ideally be shared in ExecutePass to avoid code duplication
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if (data.hdrOutputLuminanceParams.w >= 0)
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{
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HDROutputUtils.Operation hdrOperation = HDROutputUtils.Operation.None;
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// If the HDRDebugView is on, we don't want the encoding
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if (debugHandler == null || !debugHandler.HDRDebugViewIsActive(data.cameraData.resolveFinalTarget))
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hdrOperation |= HDROutputUtils.Operation.ColorEncoding;
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// Color conversion may have happened in the Uber post process through color grading, so we don't want to reapply it
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if (!data.cameraData.postProcessEnabled)
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hdrOperation |= HDROutputUtils.Operation.ColorConversion;
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SetupHDROutput(data.cameraData.hdrDisplayColorGamut, data.blitMaterialData.material, hdrOperation, data.hdrOutputLuminanceParams, data.cameraData.rendersOverlayUI);
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}
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if (resolveToDebugScreen)
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{
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RTHandle sourceTex = data.source;
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Vector2 viewportScale = sourceTex.useScaling ? new Vector2(sourceTex.rtHandleProperties.rtHandleScale.x, sourceTex.rtHandleProperties.rtHandleScale.y) : Vector2.one;
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int shaderPassIndex = sourceTex.rt?.filterMode == FilterMode.Bilinear ? data.blitMaterialData.bilinearSamplerPass : data.blitMaterialData.nearestSamplerPass;
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Blitter.BlitTexture(context.cmd, sourceTex, viewportScale, data.blitMaterialData.material, shaderPassIndex);
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}
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else
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ExecutePass(context.cmd, data, data.source, data.destination, data.cameraData);
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});
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}
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}
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}
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}
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