using System.Collections.Generic; using UnityEngine.Experimental.Rendering; using UnityEngine.Experimental.Rendering.RenderGraphModule; using UnityEngine.Rendering.Universal.Internal; namespace UnityEngine.Rendering.Universal { internal class DecalDrawGBufferSystem : DecalDrawSystem { public DecalDrawGBufferSystem(DecalEntityManager entityManager) : base("DecalDrawGBufferSystem.Execute", entityManager) { } protected override int GetPassIndex(DecalCachedChunk decalCachedChunk) => decalCachedChunk.passIndexGBuffer; } internal class DecalGBufferRenderPass : ScriptableRenderPass { private FilteringSettings m_FilteringSettings; private ProfilingSampler m_ProfilingSampler; private List m_ShaderTagIdList; private DecalDrawGBufferSystem m_DrawSystem; private DecalScreenSpaceSettings m_Settings; private DeferredLights m_DeferredLights; private RTHandle[] m_GbufferAttachments; private bool m_DecalLayers; private PassData m_PassData; public DecalGBufferRenderPass(DecalScreenSpaceSettings settings, DecalDrawGBufferSystem drawSystem, bool decalLayers) { renderPassEvent = RenderPassEvent.AfterRenderingGbuffer; m_DrawSystem = drawSystem; m_Settings = settings; m_ProfilingSampler = new ProfilingSampler("Decal GBuffer Render"); m_FilteringSettings = new FilteringSettings(RenderQueueRange.opaque, -1); m_DecalLayers = decalLayers; m_ShaderTagIdList = new List(); if (drawSystem == null) m_ShaderTagIdList.Add(new ShaderTagId(DecalShaderPassNames.DecalGBufferProjector)); else m_ShaderTagIdList.Add(new ShaderTagId(DecalShaderPassNames.DecalGBufferMesh)); m_PassData = new PassData(); } internal void Setup(DeferredLights deferredLights) { m_DeferredLights = deferredLights; } public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) { if (m_DeferredLights.UseRenderPass) { m_GbufferAttachments = new RTHandle[] { m_DeferredLights.GbufferAttachments[0], m_DeferredLights.GbufferAttachments[1], m_DeferredLights.GbufferAttachments[2], m_DeferredLights.GbufferAttachments[3] }; if (m_DecalLayers) { var deferredInputAttachments = new RTHandle[] { m_DeferredLights.GbufferAttachments[m_DeferredLights.GbufferDepthIndex], m_DeferredLights.GbufferAttachments[m_DeferredLights.GBufferRenderingLayers], }; var deferredInputIsTransient = new bool[] { true, false, // TODO: Make rendering layers transient }; ConfigureInputAttachments(deferredInputAttachments, deferredInputIsTransient); } else { var deferredInputAttachments = new RTHandle[] { m_DeferredLights.GbufferAttachments[m_DeferredLights.GbufferDepthIndex], }; var deferredInputIsTransient = new bool[] { true, }; ConfigureInputAttachments(deferredInputAttachments, deferredInputIsTransient); } } else { m_GbufferAttachments = new RTHandle[] { m_DeferredLights.GbufferAttachments[0], m_DeferredLights.GbufferAttachments[1], m_DeferredLights.GbufferAttachments[2], m_DeferredLights.GbufferAttachments[3] }; } ConfigureTarget(m_GbufferAttachments, m_DeferredLights.DepthAttachmentHandle); } public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { InitPassData(ref m_PassData); SortingCriteria sortingCriteria = renderingData.cameraData.defaultOpaqueSortFlags; DrawingSettings drawingSettings = RenderingUtils.CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortingCriteria); var param = new RendererListParams(renderingData.cullResults, drawingSettings, m_FilteringSettings); var rendererList = context.CreateRendererList(ref param); using (new ProfilingScope(renderingData.commandBuffer, m_ProfilingSampler)) { ExecutePass(CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer), m_PassData, rendererList, ref renderingData); } } private class PassData { internal DecalDrawGBufferSystem drawSystem; internal DecalScreenSpaceSettings settings; internal bool decalLayers; internal RenderingData renderingData; internal RendererListHandle rendererList; } private void InitPassData(ref PassData passData) { passData.drawSystem = m_DrawSystem; passData.settings = m_Settings; passData.decalLayers = m_DecalLayers; } private static void ExecutePass(RasterCommandBuffer cmd, PassData passData, RendererList rendererList, ref RenderingData renderingData) { NormalReconstruction.SetupProperties(cmd, renderingData.cameraData); CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DecalNormalBlendLow, passData.settings.normalBlend == DecalNormalBlend.Low); CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DecalNormalBlendMedium, passData.settings.normalBlend == DecalNormalBlend.Medium); CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DecalNormalBlendHigh, passData.settings.normalBlend == DecalNormalBlend.High); CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DecalLayers, passData.decalLayers); passData.drawSystem?.Execute(cmd); cmd.DrawRendererList(rendererList); } public override void RecordRenderGraph(RenderGraph renderGraph, FrameResources frameResources, ref RenderingData renderingData) { UniversalRenderer renderer = (UniversalRenderer)renderingData.cameraData.renderer; TextureHandle cameraDepthTexture = frameResources.GetTexture(UniversalResource.CameraDepthTexture); RenderGraphUtils.SetGlobalTexture(renderGraph, Shader.PropertyToID("_CameraDepthTexture"), cameraDepthTexture); using (var builder = renderGraph.AddRasterRenderPass("Decal GBuffer Pass", out var passData, m_ProfilingSampler)) { InitPassData(ref passData); passData.renderingData = renderingData; builder.UseTextureFragment(frameResources.GetTexture(UniversalResource.GBuffer0), 0, IBaseRenderGraphBuilder.AccessFlags.Write); builder.UseTextureFragment(frameResources.GetTexture(UniversalResource.GBuffer1), 1, IBaseRenderGraphBuilder.AccessFlags.Write); builder.UseTextureFragment(frameResources.GetTexture(UniversalResource.GBuffer2), 2, IBaseRenderGraphBuilder.AccessFlags.Write); builder.UseTextureFragment(frameResources.GetTexture(UniversalResource.GBuffer3), 3, IBaseRenderGraphBuilder.AccessFlags.Write); builder.UseTextureFragmentDepth(renderer.activeDepthTexture, IBaseRenderGraphBuilder.AccessFlags.Read); if (cameraDepthTexture.IsValid()) builder.UseTexture(cameraDepthTexture, IBaseRenderGraphBuilder.AccessFlags.Read); SortingCriteria sortingCriteria = renderingData.cameraData.defaultOpaqueSortFlags; DrawingSettings drawingSettings = RenderingUtils.CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortingCriteria); var param = new RendererListParams(renderingData.cullResults, drawingSettings, m_FilteringSettings); passData.rendererList = renderGraph.CreateRendererList(param); builder.UseRendererList(passData.rendererList); builder.AllowGlobalStateModification(true); builder.SetRenderFunc((PassData data, RasterGraphContext rgContext) => { ExecutePass(rgContext.cmd, data, data.rendererList, ref data.renderingData); }); } } public override void OnCameraCleanup(CommandBuffer cmd) { if (cmd == null) { throw new System.ArgumentNullException("cmd"); } CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DecalNormalBlendLow, false); CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DecalNormalBlendMedium, false); CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DecalNormalBlendHigh, false); CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DecalLayers, false); } } }