using System.Collections.Generic; using UnityEngine.Experimental.Rendering; using UnityEngine.Experimental.Rendering.RenderGraphModule; using UnityEngine.Rendering.Universal.Internal; namespace UnityEngine.Rendering.Universal { internal class DecalDrawDBufferSystem : DecalDrawSystem { public DecalDrawDBufferSystem(DecalEntityManager entityManager) : base("DecalDrawIntoDBufferSystem.Execute", entityManager) { } protected override int GetPassIndex(DecalCachedChunk decalCachedChunk) => decalCachedChunk.passIndexDBuffer; } internal class DBufferRenderPass : ScriptableRenderPass { internal static string[] s_DBufferNames = { "_DBufferTexture0", "_DBufferTexture1", "_DBufferTexture2", "_DBufferTexture3" }; internal static string s_DBufferDepthName = "DBufferDepth"; private DecalDrawDBufferSystem m_DrawSystem; private DBufferSettings m_Settings; private Material m_DBufferClear; private FilteringSettings m_FilteringSettings; private List m_ShaderTagIdList; private ProfilingSampler m_ProfilingSampler; private ProfilingSampler m_DBufferClearSampler; private bool m_DecalLayers; private RTHandle m_DBufferDepth; private PassData m_PassData; internal RTHandle[] dBufferColorHandles { get; private set; } internal RTHandle depthHandle { get; private set; } internal RTHandle dBufferDepth { get => m_DBufferDepth; } private TextureHandle[] dbufferHandles; public DBufferRenderPass(Material dBufferClear, DBufferSettings settings, DecalDrawDBufferSystem drawSystem, bool decalLayers) { renderPassEvent = RenderPassEvent.AfterRenderingPrePasses + 1; var scriptableRenderPassInput = ScriptableRenderPassInput.Normal; ConfigureInput(scriptableRenderPassInput); m_DrawSystem = drawSystem; m_Settings = settings; m_DBufferClear = dBufferClear; m_ProfilingSampler = new ProfilingSampler("DBuffer Render"); m_DBufferClearSampler = new ProfilingSampler("Clear"); m_FilteringSettings = new FilteringSettings(RenderQueueRange.opaque, -1); m_DecalLayers = decalLayers; m_ShaderTagIdList = new List(); m_ShaderTagIdList.Add(new ShaderTagId(DecalShaderPassNames.DBufferMesh)); m_ShaderTagIdList.Add(new ShaderTagId(DecalShaderPassNames.DBufferProjectorVFX)); int dBufferCount = (int)settings.surfaceData + 1; dBufferColorHandles = new RTHandle[dBufferCount]; m_PassData = new PassData(); } public void Dispose() { m_DBufferDepth?.Release(); foreach (var handle in dBufferColorHandles) handle?.Release(); } public void Setup(in CameraData cameraData) { var depthDesc = cameraData.cameraTargetDescriptor; depthDesc.graphicsFormat = GraphicsFormat.None; //Depth only rendering depthDesc.depthStencilFormat = cameraData.cameraTargetDescriptor.depthStencilFormat; depthDesc.msaaSamples = 1; RenderingUtils.ReAllocateIfNeeded(ref m_DBufferDepth, depthDesc, name: s_DBufferDepthName); Setup(cameraData, m_DBufferDepth); } public void Setup(in CameraData cameraData, RTHandle depthTextureHandle) { // base { var desc = cameraData.cameraTargetDescriptor; desc.graphicsFormat = QualitySettings.activeColorSpace == ColorSpace.Linear ? GraphicsFormat.R8G8B8A8_SRGB : GraphicsFormat.R8G8B8A8_UNorm; desc.depthBufferBits = 0; desc.msaaSamples = 1; RenderingUtils.ReAllocateIfNeeded(ref dBufferColorHandles[0], desc, name: s_DBufferNames[0]); } if (m_Settings.surfaceData == DecalSurfaceData.AlbedoNormal || m_Settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS) { var desc = cameraData.cameraTargetDescriptor; desc.graphicsFormat = GraphicsFormat.R8G8B8A8_UNorm; desc.depthBufferBits = 0; desc.msaaSamples = 1; RenderingUtils.ReAllocateIfNeeded(ref dBufferColorHandles[1], desc, name: s_DBufferNames[1]); } if (m_Settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS) { var desc = cameraData.cameraTargetDescriptor; desc.graphicsFormat = GraphicsFormat.R8G8B8A8_UNorm; desc.depthBufferBits = 0; desc.msaaSamples = 1; RenderingUtils.ReAllocateIfNeeded(ref dBufferColorHandles[2], desc, name: s_DBufferNames[2]); } // depth depthHandle = depthTextureHandle; } public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) { ConfigureTarget(dBufferColorHandles, depthHandle); } public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { InitPassData(ref m_PassData); var cmd = renderingData.commandBuffer; var passData = m_PassData; using (new ProfilingScope(cmd, m_ProfilingSampler)) { context.ExecuteCommandBuffer(cmd); cmd.Clear(); SetGlobalTextures(renderingData.commandBuffer, m_PassData); SetKeywords(CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer), m_PassData); Clear(renderingData.commandBuffer, m_PassData); var param = InitRendererListParams(ref renderingData); var rendererList = context.CreateRendererList(ref param); ExecutePass(CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer), m_PassData, rendererList, ref renderingData, false); } } private static void ExecutePass(RasterCommandBuffer cmd, PassData passData, RendererList rendererList, ref RenderingData renderingData, bool renderGraph) { passData.drawSystem.Execute(cmd); cmd.DrawRendererList(rendererList); } private static void SetGlobalTextures(CommandBuffer cmd, PassData passData) { var dBufferColorHandles = passData.dBufferColorHandles; cmd.SetGlobalTexture(dBufferColorHandles[0].name, dBufferColorHandles[0].nameID); if (passData.settings.surfaceData == DecalSurfaceData.AlbedoNormal || passData.settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS) cmd.SetGlobalTexture(dBufferColorHandles[1].name, dBufferColorHandles[1].nameID); if (passData.settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS) cmd.SetGlobalTexture(dBufferColorHandles[2].name, dBufferColorHandles[2].nameID); } private static void SetKeywords(RasterCommandBuffer cmd, PassData passData) { CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DBufferMRT1, passData.settings.surfaceData == DecalSurfaceData.Albedo); CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DBufferMRT2, passData.settings.surfaceData == DecalSurfaceData.AlbedoNormal); CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DBufferMRT3, passData.settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS); CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DecalLayers, passData.decalLayers); } private static void Clear(CommandBuffer cmd, PassData passData) { // TODO: This should be replace with mrt clear once we support it // Clear render targets using (new ProfilingScope(cmd, passData.dBufferClearSampler)) { // for alpha compositing, color is cleared to 0, alpha to 1 // https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch23.html Blitter.BlitTexture(cmd, passData.dBufferColorHandles[0], new Vector4(1, 1, 0, 0), passData.dBufferClear, 0); } } private class PassData { internal DecalDrawDBufferSystem drawSystem; internal DBufferSettings settings; internal Material dBufferClear; internal ProfilingSampler dBufferClearSampler; internal bool decalLayers; internal RTHandle dBufferDepth; internal RTHandle[] dBufferColorHandles; internal RenderingData renderingData; internal RendererListHandle rendererList; } private void InitPassData(ref PassData passData) { passData.drawSystem = m_DrawSystem; passData.settings = m_Settings; passData.dBufferClear = m_DBufferClear; passData.dBufferClearSampler = m_DBufferClearSampler; passData.decalLayers = m_DecalLayers; passData.dBufferDepth = m_DBufferDepth; passData.dBufferColorHandles = dBufferColorHandles; } private RendererListParams InitRendererListParams(ref RenderingData renderingData) { SortingCriteria sortingCriteria = renderingData.cameraData.defaultOpaqueSortFlags; DrawingSettings drawingSettings = RenderingUtils.CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortingCriteria); return new RendererListParams(renderingData.cullResults, drawingSettings, m_FilteringSettings); } public override void RecordRenderGraph(RenderGraph renderGraph, FrameResources frameResources, ref RenderingData renderingData) { UniversalRenderer renderer = (UniversalRenderer)renderingData.cameraData.renderer; TextureHandle cameraDepthTexture = frameResources.GetTexture(UniversalResource.CameraDepthTexture); TextureHandle cameraNormalsTexture = frameResources.GetTexture(UniversalResource.CameraNormalsTexture); TextureHandle depthSrc = (renderer.renderingModeActual == RenderingMode.Deferred)? renderer.activeDepthTexture : cameraDepthTexture; TextureHandle depthTarget = frameResources.GetTexture(UniversalResource.DBufferDepth); RenderGraphUtils.SetGlobalTexture(renderGraph, Shader.PropertyToID("_CameraDepthTexture"), depthSrc); RenderGraphUtils.SetGlobalTexture(renderGraph, Shader.PropertyToID("_CameraNormalsTexture"), cameraNormalsTexture); using (var builder = renderGraph.AddRasterRenderPass("DBuffer Pass", out var passData, m_ProfilingSampler)) { InitPassData(ref passData); passData.renderingData = renderingData; if (dbufferHandles == null) dbufferHandles = new TextureHandle[RenderGraphUtils.DBufferSize]; // base { var desc = renderingData.cameraData.cameraTargetDescriptor; desc.graphicsFormat = QualitySettings.activeColorSpace == ColorSpace.Linear ? GraphicsFormat.R8G8B8A8_SRGB : GraphicsFormat.R8G8B8A8_UNorm; desc.depthBufferBits = 0; desc.msaaSamples = 1; dbufferHandles[0] = UniversalRenderer.CreateRenderGraphTexture(renderGraph, desc, s_DBufferNames[0], true, new Color(0, 0, 0, 1)); builder.UseTextureFragment(dbufferHandles[0], 0, IBaseRenderGraphBuilder.AccessFlags.Write); } if (m_Settings.surfaceData == DecalSurfaceData.AlbedoNormal || m_Settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS) { var desc = renderingData.cameraData.cameraTargetDescriptor; desc.graphicsFormat = GraphicsFormat.R8G8B8A8_UNorm; desc.depthBufferBits = 0; desc.msaaSamples = 1; dbufferHandles[1] = UniversalRenderer.CreateRenderGraphTexture(renderGraph, desc, s_DBufferNames[1], true, new Color(0.5f, 0.5f, 0.5f, 1)); builder.UseTextureFragment(dbufferHandles[1], 1, IBaseRenderGraphBuilder.AccessFlags.Write); } if (m_Settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS) { var desc = renderingData.cameraData.cameraTargetDescriptor; desc.graphicsFormat = GraphicsFormat.R8G8B8A8_UNorm; desc.depthBufferBits = 0; desc.msaaSamples = 1; dbufferHandles[2] = UniversalRenderer.CreateRenderGraphTexture(renderGraph, desc, s_DBufferNames[2], true, new Color(0, 0, 0, 1)); builder.UseTextureFragment(dbufferHandles[2], 2, IBaseRenderGraphBuilder.AccessFlags.Write); } builder.UseTextureFragmentDepth(depthTarget, IBaseRenderGraphBuilder.AccessFlags.Read); if (cameraDepthTexture.IsValid()) builder.UseTexture(depthSrc, IBaseRenderGraphBuilder.AccessFlags.Read); if (cameraNormalsTexture.IsValid()) builder.UseTexture(cameraNormalsTexture, IBaseRenderGraphBuilder.AccessFlags.Read); var param = InitRendererListParams(ref renderingData); passData.rendererList = renderGraph.CreateRendererList(param); builder.UseRendererList(passData.rendererList); builder.AllowPassCulling(false); builder.AllowGlobalStateModification(true); builder.SetRenderFunc((PassData data, RasterGraphContext rgContext) => { var cmd = rgContext.cmd; SetKeywords(rgContext.cmd, data); ExecutePass(rgContext.cmd, data, data.rendererList, ref data.renderingData, true); }); } for (int i = 0; i < RenderGraphUtils.DBufferSize; ++i) { if (dbufferHandles[i].IsValid()) RenderGraphUtils.SetGlobalTexture(renderGraph, Shader.PropertyToID(s_DBufferNames[i]), dbufferHandles[i]); frameResources.SetTexture((UniversalResource) (UniversalResource.DBuffer0 + i), dbufferHandles[i]); } } public override void OnCameraCleanup(CommandBuffer cmd) { if (cmd == null) { throw new System.ArgumentNullException("cmd"); } CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DBufferMRT1, false); CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DBufferMRT2, false); CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DBufferMRT3, false); CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DecalLayers, false); } } }