141 lines
7.5 KiB
C#
141 lines
7.5 KiB
C#
using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.RenderGraphModule;
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using UnityEngine.Rendering.RenderGraphModule.Util;
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using UnityEngine.Rendering.Universal;
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// This example copies the target of the previous pass to a new texture using a custom material and framebuffer fetch. This example is for API demonstrative purposes,
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// so the new texture is not used anywhere else in the frame, you can use the frame debugger to verify its contents.
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// Framebuffer fetch: this is an advanced TBDR GPU optimization that allows subpasses to read the output of previous subpasses directly from the framebuffer,
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// greatly reducing the bandwidth usage.
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public class FrameBufferFetchRenderFeature : ScriptableRendererFeature
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{
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class FrameBufferFetchPass : ScriptableRenderPass
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{
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private Material m_BlitMaterial;
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private Material m_FBFetchMaterial;
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public FrameBufferFetchPass( Material fbFetchMaterial)
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{
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m_FBFetchMaterial = fbFetchMaterial;
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//The pass will read the current color texture. That needs to be an intermediate texture. It's not supported to use the BackBuffer as input texture.
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//By setting this property, URP will automatically create an intermediate texture. This has a performance cost so don't set this if you don't need it.
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//It's good practice to set it here and not from the RenderFeature. This way, the pass is selfcontaining and you can use it to directly enqueue the pass from a monobehaviour without a RenderFeature.
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requiresIntermediateTexture = true;
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}
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// This class stores the data needed by the pass, passed as parameter to the delegate function that executes the pass
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private class PassData
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{
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internal TextureHandle src;
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internal Material material;
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internal bool useMSAA;
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}
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// This static method is used to execute the pass and passed as the RenderFunc delegate to the RenderGraph render pass
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static void ExecuteFBFetchPass(PassData data, RasterGraphContext context)
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{
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context.cmd.DrawProcedural(Matrix4x4.identity, data.material, data.useMSAA? 1 : 0, MeshTopology.Triangles, 3, 1, null);
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}
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private void FBFetchPass(RenderGraph renderGraph, ContextContainer frameData, TextureHandle source, TextureHandle destination, bool useMSAA)
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{
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string passName = "FrameBufferFetchPass";
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// This simple pass copies the target of the previous pass to a new texture using a custom material and framebuffer fetch. This sample is for API demonstrative purposes,
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// so the new texture is not used anywhere else in the frame, you can use the frame debugger to verify its contents.
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// add a raster render pass to the render graph, specifying the name and the data type that will be passed to the ExecutePass function
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using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData))
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{
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// Fill the pass data
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passData.material = m_FBFetchMaterial;
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passData.useMSAA = useMSAA;
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// We declare the src as input attachment. This is required for Frame buffer fetch.
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builder.SetInputAttachment(source, 0, AccessFlags.Read);
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// Setup as a render target via UseTextureFragment, which is the equivalent of using the old cmd.SetRenderTarget
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builder.SetRenderAttachment(destination, 0);
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// We disable culling for this pass for the demonstrative purpose of this sample, as normally this pass would be culled,
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// since the destination texture is not used anywhere else
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builder.AllowPassCulling(false);
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// Assign the ExecutePass function to the render pass delegate, which will be called by the render graph when executing the pass
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builder.SetRenderFunc((PassData data, RasterGraphContext context) => ExecuteFBFetchPass(data, context));
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}
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}
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// This is where the renderGraph handle can be accessed.
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// Each ScriptableRenderPass can use the RenderGraph handle to add multiple render passes to the render graph
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public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
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{
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// This pass showcases how to implement framebuffer fetch: this is an advanced TBDR GPU optimization
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// that allows subpasses to read the output of previous subpasses directly from the framebuffer, reducing greatly the bandwidth usage.
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// The first pass BlitPass simply copies the Camera Color in a temporary render target, the second pass FBFetchPass copies the temporary render target
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// to another render target using framebuffer fetch.
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// As a result, the passes are merged (you can verify in the RenderGraph Visualizer) and the bandwidth usage is reduced, since we can discard the temporary render target.
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// UniversalResourceData contains all the texture handles used by the renderer, including the active color and depth textures
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// The active color and depth textures are the main color and depth buffers that the camera renders into
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var resourceData = frameData.Get<UniversalResourceData>();
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// The destination texture is created here,
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// the texture is created with the same dimensions as the active color texture
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var source = resourceData.activeColorTexture;
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var destinationDesc = renderGraph.GetTextureDesc(source);
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destinationDesc.name = "FBFetchDestTexture";
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destinationDesc.clearBuffer = false;
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if (destinationDesc.msaaSamples == MSAASamples.None || RenderGraphUtils.CanAddCopyPassMSAA())
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{
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TextureHandle fbFetchDestination = renderGraph.CreateTexture(destinationDesc);
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FBFetchPass(renderGraph, frameData, source, fbFetchDestination, destinationDesc.msaaSamples != MSAASamples.None);
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//Copy back the FBF output to the camera color to easily see the result in the game view
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//This copy pass also uses FBF under the hood. All the passes should be merged this way and the destination attachment should be memoryless (no load/store of memory).
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renderGraph.AddCopyPass(fbFetchDestination, source, passName: "Copy Back FF Destination (also using FBF)");
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}
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else
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{
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Debug.Log("Can't add the FBF pass and the copy pass due to MSAA");
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}
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}
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}
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FrameBufferFetchPass m_FbFetchPass;
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public Material m_FBFetchMaterial;
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/// <inheritdoc/>
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public override void Create()
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{
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m_FbFetchPass = new FrameBufferFetchPass(m_FBFetchMaterial);
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// Configures where the render pass should be injected.
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m_FbFetchPass.renderPassEvent = RenderPassEvent.BeforeRenderingTransparents;
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}
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// Here you can inject one or multiple render passes in the renderer.
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// This method is called when setting up the renderer once per-camera.
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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// Early exit if there are no materials.
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if (m_FBFetchMaterial == null)
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{
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Debug.LogWarning( this.name + " material is null and will be skipped.");
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return;
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}
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renderer.EnqueuePass(m_FbFetchPass);
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}
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}
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