172 lines
7.1 KiB
C#
172 lines
7.1 KiB
C#
using System;
|
|
using UnityEngine.Rendering.RenderGraphModule;
|
|
using UnityEngine.Experimental.Rendering;
|
|
using UnityEngine.Rendering.Universal.Internal;
|
|
|
|
namespace UnityEngine.Rendering.Universal
|
|
{
|
|
/// <summary>
|
|
/// Draw the skybox into the given color buffer using the given depth buffer for depth testing.
|
|
///
|
|
/// This pass renders the standard Unity skybox.
|
|
/// </summary>
|
|
public class DrawSkyboxPass : ScriptableRenderPass
|
|
{
|
|
/// <summary>
|
|
/// Creates a new <c>DrawSkyboxPass</c> instance.
|
|
/// </summary>
|
|
/// <param name="evt">The <c>RenderPassEvent</c> to use.</param>
|
|
/// <seealso cref="RenderPassEvent"/>
|
|
public DrawSkyboxPass(RenderPassEvent evt)
|
|
{
|
|
profilingSampler = ProfilingSampler.Get(URPProfileId.DrawSkybox);
|
|
renderPassEvent = evt;
|
|
}
|
|
|
|
/// <inheritdoc/>
|
|
[Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)]
|
|
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
|
|
{
|
|
UniversalCameraData cameraData = renderingData.frameData.Get<UniversalCameraData>();
|
|
var activeDebugHandler = GetActiveDebugHandler(cameraData);
|
|
if (activeDebugHandler != null)
|
|
{
|
|
// TODO: The skybox needs to work the same as the other shaders, but until it does we'll not render it
|
|
// when certain debug modes are active (e.g. wireframe/overdraw modes)
|
|
if (activeDebugHandler.IsScreenClearNeeded)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
var skyRendererList = CreateSkyboxRendererList(context, cameraData);
|
|
ExecutePass(CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer), cameraData.xr, skyRendererList);
|
|
}
|
|
|
|
// For non-RG path
|
|
private RendererList CreateSkyboxRendererList(ScriptableRenderContext context, UniversalCameraData cameraData)
|
|
{
|
|
var skyRendererList = new RendererList();
|
|
|
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
|
if (cameraData.xr.enabled)
|
|
{
|
|
// Setup Legacy XR buffer states
|
|
if (cameraData.xr.singlePassEnabled)
|
|
{
|
|
skyRendererList = context.CreateSkyboxRendererList(cameraData.camera,
|
|
cameraData.GetProjectionMatrix(0), cameraData.GetViewMatrix(0),
|
|
cameraData.GetProjectionMatrix(1), cameraData.GetViewMatrix(1));
|
|
}
|
|
else
|
|
{
|
|
skyRendererList = context.CreateSkyboxRendererList(cameraData.camera, cameraData.GetProjectionMatrix(0), cameraData.GetViewMatrix(0));
|
|
}
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
skyRendererList = context.CreateSkyboxRendererList(cameraData.camera);
|
|
}
|
|
|
|
return skyRendererList;
|
|
}
|
|
|
|
// For RG path
|
|
private RendererListHandle CreateSkyBoxRendererList(RenderGraph renderGraph, UniversalCameraData cameraData)
|
|
{
|
|
var skyRendererListHandle = new RendererListHandle();
|
|
|
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
|
if (cameraData.xr.enabled)
|
|
{
|
|
// Setup Legacy XR buffer states
|
|
if (cameraData.xr.singlePassEnabled)
|
|
{
|
|
skyRendererListHandle = renderGraph.CreateSkyboxRendererList(cameraData.camera,
|
|
cameraData.GetProjectionMatrix(0), cameraData.GetViewMatrix(0),
|
|
cameraData.GetProjectionMatrix(1), cameraData.GetViewMatrix(1));
|
|
}
|
|
else
|
|
{
|
|
skyRendererListHandle = renderGraph.CreateSkyboxRendererList(cameraData.camera, cameraData.GetProjectionMatrix(0), cameraData.GetViewMatrix(0));
|
|
}
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
skyRendererListHandle = renderGraph.CreateSkyboxRendererList(cameraData.camera);
|
|
}
|
|
|
|
return skyRendererListHandle;
|
|
}
|
|
|
|
private static void ExecutePass(RasterCommandBuffer cmd, XRPass xr, RendererList rendererList)
|
|
{
|
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
|
if (xr.enabled && xr.singlePassEnabled)
|
|
cmd.SetSinglePassStereo(SystemInfo.supportsMultiview ? SinglePassStereoMode.Multiview : SinglePassStereoMode.Instancing);
|
|
#endif
|
|
cmd.DrawRendererList(rendererList);
|
|
|
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
|
if (xr.enabled && xr.singlePassEnabled)
|
|
cmd.SetSinglePassStereo(SinglePassStereoMode.None);
|
|
#endif
|
|
}
|
|
|
|
// All the rest below is Render Graph specific
|
|
private class PassData
|
|
{
|
|
internal XRPass xr;
|
|
internal RendererListHandle skyRendererListHandle;
|
|
internal Material material;
|
|
}
|
|
|
|
private void InitPassData(ref PassData passData, in XRPass xr, in RendererListHandle handle)
|
|
{
|
|
passData.xr = xr;
|
|
passData.skyRendererListHandle = handle;
|
|
}
|
|
|
|
internal void Render(RenderGraph renderGraph, ContextContainer frameData, ScriptableRenderContext context, TextureHandle colorTarget, TextureHandle depthTarget, Material skyboxMaterial)
|
|
{
|
|
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
|
|
UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
|
|
|
|
var activeDebugHandler = GetActiveDebugHandler(cameraData);
|
|
if (activeDebugHandler != null)
|
|
{
|
|
// TODO: The skybox needs to work the same as the other shaders, but until it does we'll not render it
|
|
// when certain debug modes are active (e.g. wireframe/overdraw modes)
|
|
if (activeDebugHandler.IsScreenClearNeeded)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData, profilingSampler))
|
|
{
|
|
var skyRendererListHandle = CreateSkyBoxRendererList(renderGraph, cameraData);
|
|
InitPassData(ref passData, cameraData.xr, skyRendererListHandle);
|
|
passData.material = skyboxMaterial;
|
|
builder.UseRendererList(skyRendererListHandle);
|
|
builder.SetRenderAttachment(colorTarget, 0, AccessFlags.Write);
|
|
builder.SetRenderAttachmentDepth(depthTarget, AccessFlags.Write);
|
|
|
|
builder.AllowPassCulling(false);
|
|
if (cameraData.xr.enabled)
|
|
{
|
|
bool passSupportsFoveation = cameraData.xrUniversal.canFoveateIntermediatePasses || resourceData.isActiveTargetBackBuffer;
|
|
builder.EnableFoveatedRasterization(cameraData.xr.supportsFoveatedRendering && passSupportsFoveation);
|
|
}
|
|
|
|
builder.SetRenderFunc((PassData data, RasterGraphContext context) =>
|
|
{
|
|
ExecutePass(context.cmd, data.xr, data.skyRendererListHandle);
|
|
});
|
|
}
|
|
}
|
|
}
|
|
}
|