317 lines
16 KiB
C#
317 lines
16 KiB
C#
using System;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Rendering.RenderGraphModule;
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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 depth buffer into the given destination depth buffer.
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///
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/// You can use this pass to copy a depth buffer to a destination,
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/// so you can use it later in rendering. If the source texture has MSAA
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/// enabled, the pass uses a custom MSAA resolve. If the source texture
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/// does not have MSAA enabled, the pass uses a Blit or a Copy Texture
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/// operation, depending on what the current platform supports.
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/// </summary>
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public class CopyDepthPass : ScriptableRenderPass
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{
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private RTHandle source { get; set; }
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private RTHandle destination { get; set; }
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internal int MssaSamples { get; set; }
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// In some cases (Scene view, XR and etc.) we actually want to output to depth buffer
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// So this variable needs to be set to true to enable the correct copy shader semantic
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internal bool CopyToDepth { get; set; }
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// In XR CopyDepth, we need a special workaround to handle dummy color issue in RenderGraph.
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internal bool CopyToDepthXR { get; set; }
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// We need to know if we're copying to the backbuffer in order to handle y-flip correctly
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internal bool CopyToBackbuffer { get; set; }
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Material m_CopyDepthMaterial;
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internal bool m_CopyResolvedDepth;
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internal bool m_ShouldClear;
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private PassData m_PassData;
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/// <summary>
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/// Shader resource ids used to communicate with the shader implementation
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/// </summary>
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static class ShaderConstants
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{
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public static readonly int _CameraDepthAttachment = Shader.PropertyToID("_CameraDepthAttachment");
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public static readonly int _CameraDepthTexture = Shader.PropertyToID("_CameraDepthTexture");
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public static readonly int _ZWriteShaderHandle = Shader.PropertyToID("_ZWrite");
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}
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/// <summary>
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/// Creates a new <c>CopyDepthPass</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="copyDepthShader">The <c>Shader</c> to use for copying the depth.</param>
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/// <param name="shouldClear">Controls whether it should do a clear before copying the depth.</param>
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/// <param name="copyToDepth">Controls whether it should do a copy to a depth format target.</param>
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/// <param name="copyResolvedDepth">Set to true if the source depth is MSAA resolved.</param>
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/// <param name="customPassName">An optional custom profiling name to disambiguate multiple copy passes.</param>
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/// <seealso cref="RenderPassEvent"/>
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public CopyDepthPass(RenderPassEvent evt, Shader copyDepthShader, bool shouldClear = false, bool copyToDepth = false, bool copyResolvedDepth = false, string customPassName = null)
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{
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profilingSampler = customPassName != null ? new ProfilingSampler(customPassName) : ProfilingSampler.Get(URPProfileId.CopyDepth);
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m_PassData = new PassData();
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CopyToDepth = copyToDepth;
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m_CopyDepthMaterial = copyDepthShader != null ? CoreUtils.CreateEngineMaterial(copyDepthShader) : null;
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renderPassEvent = evt;
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m_CopyResolvedDepth = copyResolvedDepth;
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m_ShouldClear = shouldClear;
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CopyToDepthXR = false;
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CopyToBackbuffer = false;
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}
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/// <summary>
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/// Configure the pass with the source and destination to execute on.
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/// </summary>
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/// <param name="source">Source Render Target</param>
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/// <param name="destination">Destination Render Target</param>
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public void Setup(RTHandle source, RTHandle destination)
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{
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this.source = source;
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this.destination = destination;
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this.MssaSamples = -1;
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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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CoreUtils.Destroy(m_CopyDepthMaterial);
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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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// Disable obsolete warning for internal usage
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#pragma warning disable CS0618
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#if UNITY_EDITOR
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// This is a temporary workaround for Editor as not setting any depth here
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// would lead to overwriting depth in certain scenarios (reproducable while running DX11 tests)
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if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D11)
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ConfigureTarget(destination, destination);
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else
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#endif
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ConfigureTarget(destination);
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if (m_ShouldClear)
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ConfigureClear(ClearFlag.All, Color.black);
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#pragma warning restore CS0618
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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 UniversalCameraData cameraData;
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internal Material copyDepthMaterial;
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internal int msaaSamples;
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internal bool copyResolvedDepth;
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internal bool copyToDepth;
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internal bool isDstBackbuffer;
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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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var cameraData = renderingData.frameData.Get<UniversalCameraData>();
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m_PassData.copyDepthMaterial = m_CopyDepthMaterial;
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m_PassData.msaaSamples = MssaSamples;
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m_PassData.copyResolvedDepth = m_CopyResolvedDepth;
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m_PassData.copyToDepth = CopyToDepth || CopyToDepthXR;
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m_PassData.isDstBackbuffer = CopyToBackbuffer || CopyToDepthXR;
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m_PassData.cameraData = cameraData;
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var cmd = renderingData.commandBuffer;
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cmd.SetGlobalTexture(ShaderConstants._CameraDepthAttachment, source.nameID);
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#if ENABLE_VR && ENABLE_XR_MODULE
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if (m_PassData.cameraData.xr.enabled)
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{
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if (m_PassData.cameraData.xr.supportsFoveatedRendering)
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cmd.SetFoveatedRenderingMode(FoveatedRenderingMode.Disabled);
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}
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#endif
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ExecutePass(CommandBufferHelpers.GetRasterCommandBuffer(cmd), m_PassData, this.source);
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}
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private static void ExecutePass(RasterCommandBuffer cmd, PassData passData, RTHandle source)
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{
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var copyDepthMaterial = passData.copyDepthMaterial;
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var msaaSamples = passData.msaaSamples;
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var copyResolvedDepth = passData.copyResolvedDepth;
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var copyToDepth = passData.copyToDepth;
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if (copyDepthMaterial == null)
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{
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Debug.LogErrorFormat("Missing {0}. Copy Depth render pass will not execute. Check for missing reference in the renderer resources.", copyDepthMaterial);
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return;
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}
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using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.CopyDepth)))
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{
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int cameraSamples = 0;
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if (msaaSamples == -1)
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{
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RTHandle sourceTex = source;
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cameraSamples = sourceTex.rt.antiAliasing;
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}
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else
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cameraSamples = msaaSamples;
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// When depth resolve is supported or multisampled texture is not supported, set camera samples to 1
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if (SystemInfo.supportsMultisampledTextures == 0 || copyResolvedDepth)
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cameraSamples = 1;
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switch (cameraSamples)
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{
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case 8:
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cmd.SetKeyword(ShaderGlobalKeywords.DepthMsaa2, false);
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cmd.SetKeyword(ShaderGlobalKeywords.DepthMsaa4, false);
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cmd.SetKeyword(ShaderGlobalKeywords.DepthMsaa8, true);
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break;
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case 4:
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cmd.SetKeyword(ShaderGlobalKeywords.DepthMsaa2, false);
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cmd.SetKeyword(ShaderGlobalKeywords.DepthMsaa4, true);
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cmd.SetKeyword(ShaderGlobalKeywords.DepthMsaa8, false);
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break;
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case 2:
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cmd.SetKeyword(ShaderGlobalKeywords.DepthMsaa2, true);
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cmd.SetKeyword(ShaderGlobalKeywords.DepthMsaa4, false);
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cmd.SetKeyword(ShaderGlobalKeywords.DepthMsaa8, false);
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break;
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// MSAA disabled, auto resolve supported or ms textures not supported
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default:
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cmd.SetKeyword(ShaderGlobalKeywords.DepthMsaa2, false);
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cmd.SetKeyword(ShaderGlobalKeywords.DepthMsaa4, false);
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cmd.SetKeyword(ShaderGlobalKeywords.DepthMsaa8, false);
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break;
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}
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cmd.SetKeyword(ShaderGlobalKeywords._OUTPUT_DEPTH, copyToDepth);
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// We must perform a yflip if we're rendering into the backbuffer and we have a flipped source texture.
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bool yflip = passData.cameraData.IsHandleYFlipped(source) && passData.isDstBackbuffer;
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Vector2 viewportScale = source.useScaling ? new Vector2(source.rtHandleProperties.rtHandleScale.x, source.rtHandleProperties.rtHandleScale.y) : Vector2.one;
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Vector4 scaleBias = yflip ? new Vector4(viewportScale.x, -viewportScale.y, 0, viewportScale.y) : new Vector4(viewportScale.x, viewportScale.y, 0, 0);
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// When we render to the backbuffer, we update the viewport to cover the entire screen just in case it hasn't been updated already.
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if (passData.isDstBackbuffer)
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cmd.SetViewport(passData.cameraData.pixelRect);
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copyDepthMaterial.SetTexture(ShaderConstants._CameraDepthAttachment, source);
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copyDepthMaterial.SetFloat(ShaderConstants._ZWriteShaderHandle, copyToDepth ? 1.0f : 0.0f);
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Blitter.BlitTexture(cmd, source, scaleBias, copyDepthMaterial, 0);
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}
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}
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/// <inheritdoc/>
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public override void OnCameraCleanup(CommandBuffer cmd)
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{
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if (cmd == null)
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throw new ArgumentNullException("cmd");
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// Disable obsolete warning for internal usage
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#pragma warning disable CS0618
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destination = k_CameraTarget;
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#pragma warning restore CS0618
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}
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/// <summary>
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/// Sets up the Copy Depth pass for RenderGraph execution
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/// </summary>
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/// <param name="renderGraph">The current RenderGraph used for recording and execution of a frame.</param>
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/// <param name="frameData">The renderer settings containing rendering data of the current frame.</param>
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/// <param name="destination"><c>TextureHandle</c> of the destination it will copy to.</param>
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/// <param name="source"><c>TextureHandle</c> of the source it will copy from.</param>
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/// <param name="bindAsCameraDepth">If this is true, the destination texture is bound as _CameraDepthTexture after the copy pass</param>
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/// <param name="passName">The pass name used for debug and identifying the pass.</param>
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public void Render(RenderGraph renderGraph, ContextContainer frameData, TextureHandle destination, TextureHandle source, bool bindAsCameraDepth = false, string passName = "Copy Depth")
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{
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UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
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UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
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Render(renderGraph, destination, source, resourceData, cameraData, bindAsCameraDepth, passName);
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}
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/// <summary>
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/// Sets up the Copy Depth pass for RenderGraph execution
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/// </summary>
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/// <param name="renderGraph">The current RenderGraph used for recording and execution of a frame.</param>
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/// <param name="destination"><c>TextureHandle</c> of the destination it will copy to.</param>
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/// <param name="source"><c>TextureHandle</c> of the source it will copy from.</param>
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/// <param name="resourceData">URP texture handles for the current frame.</param>
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/// <param name="cameraData">Camera settings for the current frame.</param>
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/// <param name="bindAsCameraDepth">If this is true, the destination texture is bound as _CameraDepthTexture after the copy pass</param>
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/// <param name="passName">The pass name used for debug and identifying the pass.</param>
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public void Render(RenderGraph renderGraph, TextureHandle destination, TextureHandle source, UniversalResourceData resourceData, UniversalCameraData cameraData, bool bindAsCameraDepth = false, string passName = "Copy Depth")
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{
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// TODO RENDERGRAPH: should call the equivalent of Setup() to initialise everything correctly
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MssaSamples = -1;
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//Having a different pass name than profilingSampler.name is bad practice but this method was public before we cleaned up this naming
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using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData, profilingSampler))
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{
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passData.copyDepthMaterial = m_CopyDepthMaterial;
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passData.msaaSamples = MssaSamples;
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passData.cameraData = cameraData;
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passData.copyResolvedDepth = m_CopyResolvedDepth;
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passData.copyToDepth = CopyToDepth || CopyToDepthXR;
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passData.isDstBackbuffer = CopyToBackbuffer || CopyToDepthXR;
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if (CopyToDepth)
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{
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// Writes depth using custom depth output
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builder.SetRenderAttachmentDepth(destination, AccessFlags.WriteAll);
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#if UNITY_EDITOR
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// binding a dummy color target as a workaround to an OSX issue in Editor scene view (UUM-47698).
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// Also required for preview camera rendering for grid drawn with builtin RP (UUM-55171).
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if (cameraData.isSceneViewCamera || cameraData.isPreviewCamera)
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builder.SetRenderAttachment(resourceData.activeColorTexture, 0);
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#endif
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}
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else if (CopyToDepthXR)
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{
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// Writes depth using custom depth output
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builder.SetRenderAttachmentDepth(destination, AccessFlags.WriteAll);
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#if ENABLE_VR && ENABLE_XR_MODULE
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// binding a dummy color target as a workaround to NRP depth only rendering limitation:
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// "Attempting to render to a depth only surface with no dummy color attachment"
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if (cameraData.xr.enabled && cameraData.xr.copyDepth)
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builder.SetRenderAttachment(resourceData.backBufferColor, 0);
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#endif
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}
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else
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{
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// Writes depth as "grayscale color" output
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builder.SetRenderAttachment(destination, 0, AccessFlags.WriteAll);
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}
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passData.source = source;
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builder.UseTexture(source, AccessFlags.Read);
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if (bindAsCameraDepth && destination.IsValid())
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builder.SetGlobalTextureAfterPass(destination, ShaderConstants._CameraDepthTexture);
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// TODO RENDERGRAPH: culling? force culling off for testing
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builder.AllowPassCulling(false);
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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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ExecutePass(context.cmd, data, data.source);
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});
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}
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}
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}
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}
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