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

294 lines
13 KiB
C#

using System;
using Unity.Collections;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering.RenderGraphModule;
namespace UnityEngine.Rendering.Universal
{
sealed class MotionVectorRenderPass : ScriptableRenderPass
{
#region Fields
internal const string k_MotionVectorTextureName = "_MotionVectorTexture";
internal const string k_MotionVectorDepthTextureName = "_MotionVectorDepthTexture";
internal const GraphicsFormat k_TargetFormat = GraphicsFormat.R16G16_SFloat;
public const string k_MotionVectorsLightModeTag = "MotionVectors";
static readonly string[] s_ShaderTags = new string[] { k_MotionVectorsLightModeTag };
static readonly int s_CameraDepthTextureID = Shader.PropertyToID("_CameraDepthTexture");
static readonly ProfilingSampler s_SetMotionMatrixProfilingSampler = new ProfilingSampler("Set Motion Vector Global Matrices");
RTHandle m_Color;
RTHandle m_Depth;
readonly Material m_CameraMaterial;
readonly FilteringSettings m_FilteringSettings;
private PassData m_PassData;
#endregion
#region Constructors
internal MotionVectorRenderPass(RenderPassEvent evt, Material cameraMaterial, LayerMask opaqueLayerMask)
{
profilingSampler = ProfilingSampler.Get(URPProfileId.DrawMotionVectors);
renderPassEvent = evt;
m_CameraMaterial = cameraMaterial;
m_FilteringSettings = new FilteringSettings(RenderQueueRange.opaque,opaqueLayerMask);
m_PassData = new PassData();
ConfigureInput(ScriptableRenderPassInput.Depth);
}
#endregion
#region State
internal void Setup(RTHandle color, RTHandle depth)
{
m_Color = color;
m_Depth = depth;
}
[Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)]
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
cmd.SetGlobalTexture(m_Color.name, m_Color.nameID);
cmd.SetGlobalTexture(m_Depth.name, m_Depth.nameID);
// Disable obsolete warning for internal usage
#pragma warning disable CS0618
ConfigureTarget(m_Color, m_Depth);
ConfigureClear(ClearFlag.Color | ClearFlag.Depth, Color.black);
// Can become a Store based on 'StoreActionsOptimization.Auto' and/or if a user RendererFeature is added.
// We need to keep the MotionVecDepth in case of a user wants to extend the motion vectors
// using a custom RendererFeature.
ConfigureDepthStoreAction(RenderBufferStoreAction.DontCare);
#pragma warning restore CS0618
}
#endregion
#region Execution
private static void ExecutePass(RasterCommandBuffer cmd, PassData passData, RendererList rendererList)
{
var cameraMaterial = passData.cameraMaterial;
if (cameraMaterial == null)
return;
// Get data
Camera camera = passData.camera;
// Never draw in Preview
if (camera.cameraType == CameraType.Preview)
return;
// These flags are still required in SRP or the engine won't compute previous model matrices...
// If the flag hasn't been set yet on this camera, motion vectors will skip a frame.
camera.depthTextureMode |= DepthTextureMode.MotionVectors | DepthTextureMode.Depth;
// TODO: add option to only draw either one?
DrawCameraMotionVectors(cmd, passData.xr, cameraMaterial);
DrawObjectMotionVectors(cmd, passData.xr, ref rendererList);
}
[Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)]
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
ContextContainer frameData = renderingData.frameData;
UniversalRenderingData universalRenderingData = frameData.Get<UniversalRenderingData>();
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
var cmd = CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer);
// Profiling command
using (new ProfilingScope(cmd,profilingSampler))
{
InitPassData(ref m_PassData, cameraData);
InitRendererLists(ref m_PassData, ref universalRenderingData.cullResults, universalRenderingData.supportsDynamicBatching,
context, default(RenderGraph), false);
ExecutePass(cmd, m_PassData, m_PassData.rendererList);
}
}
private static DrawingSettings GetDrawingSettings(Camera camera, bool supportsDynamicBatching)
{
var sortingSettings = new SortingSettings(camera) { criteria = SortingCriteria.CommonOpaque };
var drawingSettings = new DrawingSettings(ShaderTagId.none, sortingSettings)
{
perObjectData = PerObjectData.MotionVectors,
enableDynamicBatching = supportsDynamicBatching,
enableInstancing = true,
};
for (int i = 0; i < s_ShaderTags.Length; ++i)
{
drawingSettings.SetShaderPassName(i, new ShaderTagId(s_ShaderTags[i]));
}
return drawingSettings;
}
// NOTE: depends on camera depth to reconstruct static geometry positions
private static void DrawCameraMotionVectors(RasterCommandBuffer cmd, XRPass xr, Material cameraMaterial)
{
#if ENABLE_VR && ENABLE_XR_MODULE
bool foveatedRendering = xr.supportsFoveatedRendering;
bool nonUniformFoveatedRendering = foveatedRendering && XRSystem.foveatedRenderingCaps.HasFlag(FoveatedRenderingCaps.NonUniformRaster);
if (foveatedRendering)
{
if (nonUniformFoveatedRendering)
// This is a screen-space pass, make sure foveated rendering is disabled for non-uniform renders
cmd.SetFoveatedRenderingMode(FoveatedRenderingMode.Disabled);
else
cmd.SetFoveatedRenderingMode(FoveatedRenderingMode.Enabled);
}
#endif
// Draw fullscreen quad
cmd.DrawProcedural(Matrix4x4.identity, cameraMaterial, 0, MeshTopology.Triangles, 3, 1);
#if ENABLE_VR && ENABLE_XR_MODULE
if (foveatedRendering && !nonUniformFoveatedRendering)
cmd.SetFoveatedRenderingMode(FoveatedRenderingMode.Disabled);
#endif
}
private static void DrawObjectMotionVectors(RasterCommandBuffer cmd, XRPass xr, ref RendererList rendererList)
{
#if ENABLE_VR && ENABLE_XR_MODULE
bool foveatedRendering = xr.supportsFoveatedRendering;
if (foveatedRendering)
// This is a geometry pass, enable foveated rendering (we need to disable it after)
cmd.SetFoveatedRenderingMode(FoveatedRenderingMode.Enabled);
#endif
cmd.DrawRendererList(rendererList);
#if ENABLE_VR && ENABLE_XR_MODULE
if (foveatedRendering)
cmd.SetFoveatedRenderingMode(FoveatedRenderingMode.Disabled);
#endif
}
#endregion
/// <summary>
/// Shared pass data
/// </summary>
private class PassData
{
internal Camera camera;
internal XRPass xr;
internal TextureHandle motionVectorColor;
internal TextureHandle motionVectorDepth;
internal TextureHandle cameraDepth;
internal Material cameraMaterial;
internal RendererListHandle rendererListHdl;
// Required for code sharing purpose between RG and non-RG.
internal RendererList rendererList;
}
/// <summary>
/// Initialize the shared pass data.
/// </summary>
/// <param name="passData"></param>
private void InitPassData(ref PassData passData, UniversalCameraData cameraData)
{
passData.camera = cameraData.camera;
passData.xr = cameraData.xr;
passData.cameraMaterial = m_CameraMaterial;
}
private void InitRendererLists(ref PassData passData, ref CullingResults cullResults, bool supportsDynamicBatching, ScriptableRenderContext context, RenderGraph renderGraph, bool useRenderGraph)
{
var drawingSettings = GetDrawingSettings(passData.camera, supportsDynamicBatching);
var renderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
if (useRenderGraph)
RenderingUtils.CreateRendererListWithRenderStateBlock(renderGraph, ref cullResults, drawingSettings, m_FilteringSettings, renderStateBlock, ref passData.rendererListHdl);
else
RenderingUtils.CreateRendererListWithRenderStateBlock(context, ref cullResults, drawingSettings, m_FilteringSettings, renderStateBlock, ref passData.rendererList);
}
internal void Render(RenderGraph renderGraph, ContextContainer frameData, TextureHandle cameraDepthTexture, TextureHandle motionVectorColor, TextureHandle motionVectorDepth)
{
UniversalRenderingData renderingData = frameData.Get<UniversalRenderingData>();
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData, profilingSampler))
{
builder.UseAllGlobalTextures(true);
// TODO RENDERGRAPH: culling? force culling off for testing
builder.AllowPassCulling(false);
builder.AllowGlobalStateModification(true);
if (cameraData.xr.enabled)
builder.EnableFoveatedRasterization(cameraData.xr.supportsFoveatedRendering && cameraData.xrUniversal.canFoveateIntermediatePasses);
passData.motionVectorColor = motionVectorColor;
builder.SetRenderAttachment(motionVectorColor, 0, AccessFlags.Write);
passData.motionVectorDepth = motionVectorDepth;
builder.SetRenderAttachmentDepth(motionVectorDepth, AccessFlags.Write);
InitPassData(ref passData, cameraData);
passData.cameraDepth = cameraDepthTexture;
builder.UseTexture(cameraDepthTexture, AccessFlags.Read);
InitRendererLists(ref passData, ref renderingData.cullResults, renderingData.supportsDynamicBatching,
default(ScriptableRenderContext), renderGraph, true);
builder.UseRendererList(passData.rendererListHdl);
if (motionVectorColor.IsValid())
builder.SetGlobalTextureAfterPass(motionVectorColor, Shader.PropertyToID(k_MotionVectorTextureName));
if (motionVectorDepth.IsValid())
builder.SetGlobalTextureAfterPass(motionVectorDepth, Shader.PropertyToID(k_MotionVectorDepthTextureName));
builder.SetRenderFunc((PassData data, RasterGraphContext context) =>
{
if (data.cameraMaterial != null)
data.cameraMaterial.SetTexture(s_CameraDepthTextureID, data.cameraDepth);
ExecutePass(context.cmd, data, data.rendererListHdl);
});
}
}
// Global motion vector matrix setup pass.
// Used for MotionVector passes and also read in VFX early compute shader
public class MotionMatrixPassData
{
public MotionVectorsPersistentData motionData;
public XRPass xr;
};
internal static void SetMotionVectorGlobalMatrices(CommandBuffer cmd, UniversalCameraData cameraData)
{
if (cameraData.camera.TryGetComponent<UniversalAdditionalCameraData>(out var additionalCameraData))
{
additionalCameraData.motionVectorsPersistentData?.SetGlobalMotionMatrices(CommandBufferHelpers.GetRasterCommandBuffer(cmd), cameraData.xr);
}
}
internal static void SetRenderGraphMotionVectorGlobalMatrices(RenderGraph renderGraph, UniversalCameraData cameraData)
{
if (cameraData.camera.TryGetComponent<UniversalAdditionalCameraData>(out var additionalCameraData))
{
using (var builder = renderGraph.AddRasterRenderPass<MotionMatrixPassData>(s_SetMotionMatrixProfilingSampler.name, out var passData, s_SetMotionMatrixProfilingSampler))
{
passData.motionData = additionalCameraData.motionVectorsPersistentData;
passData.xr = cameraData.xr;
builder.AllowPassCulling(false);
builder.AllowGlobalStateModification(true);
builder.SetRenderFunc(static (MotionMatrixPassData data, RasterGraphContext context) =>
{
data.motionData.SetGlobalMotionMatrices(context.cmd, data.xr);
});
}
}
}
}
}