230 lines
10 KiB
C#
230 lines
10 KiB
C#
using System;
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using Unity.Collections;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Experimental.Rendering.RenderGraphModule;
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namespace UnityEngine.Rendering.Universal
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{
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sealed class MotionVectorRenderPass : ScriptableRenderPass
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{
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#region Fields
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internal const string k_MotionVectorTextureName = "_MotionVectorTexture";
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internal const string k_MotionVectorDepthTextureName = "_MotionVectorDepthTexture";
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internal const GraphicsFormat k_TargetFormat = GraphicsFormat.R16G16_SFloat;
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public const string k_MotionVectorsLightModeTag = "MotionVectors";
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static readonly string[] s_ShaderTags = new string[] { k_MotionVectorsLightModeTag };
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RTHandle m_Color;
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RTHandle m_Depth;
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readonly Material m_CameraMaterial;
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readonly Material m_ObjectMaterial;
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private PassData m_PassData;
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#endregion
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#region Constructors
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internal MotionVectorRenderPass(Material cameraMaterial, Material objectMaterial)
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{
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renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing;
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m_CameraMaterial = cameraMaterial;
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m_ObjectMaterial = objectMaterial;
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m_PassData = new PassData();
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base.profilingSampler = ProfilingSampler.Get(URPProfileId.MotionVectors);
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ConfigureInput(ScriptableRenderPassInput.Depth);
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}
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#endregion
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#region State
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internal void Setup(RTHandle color, RTHandle depth)
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{
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m_Color = color;
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m_Depth = depth;
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}
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public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
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{
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cmd.SetGlobalTexture(m_Color.name, m_Color.nameID);
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cmd.SetGlobalTexture(m_Depth.name, m_Depth.nameID);
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ConfigureTarget(m_Color, m_Depth);
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ConfigureClear(ClearFlag.Color | ClearFlag.Depth, Color.black);
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// Can become a Store based on 'StoreActionsOptimization.Auto' and/or if a user RendererFeature is added.
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// We need to keep the MotionVecDepth in case of a user wants to extend the motion vectors
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// using a custom RendererFeature.
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ConfigureDepthStoreAction(RenderBufferStoreAction.DontCare);
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}
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#endregion
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#region Execution
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private static void ExecutePass(RasterCommandBuffer cmd, PassData passData, RendererList rendererList, ref RenderingData renderingData)
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{
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var cameraMaterial = passData.cameraMaterial;
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var objectMaterial = passData.objectMaterial;
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if (cameraMaterial == null || objectMaterial == null)
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return;
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// Get data
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ref var cameraData = ref renderingData.cameraData;
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Camera camera = cameraData.camera;
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// Never draw in Preview
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if (camera.cameraType == CameraType.Preview)
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return;
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// Profiling command
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using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.MotionVectors)))
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{
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// These flags are still required in SRP or the engine won't compute previous model matrices...
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// If the flag hasn't been set yet on this camera, motion vectors will skip a frame.
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camera.depthTextureMode |= DepthTextureMode.MotionVectors | DepthTextureMode.Depth;
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// TODO: add option to only draw either one?
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DrawCameraMotionVectors(cmd, ref renderingData, cameraMaterial);
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DrawObjectMotionVectors(cmd, ref renderingData, ref rendererList);
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}
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}
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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InitPassData(ref renderingData, ref m_PassData);
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InitRendererLists(ref renderingData, ref m_PassData, context, default(RenderGraph), false);
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ExecutePass(CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer), m_PassData, m_PassData.rendererList, ref renderingData);
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}
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private static DrawingSettings GetDrawingSettings(ref RenderingData renderingData, Material objectMaterial)
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{
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var camera = renderingData.cameraData.camera;
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var sortingSettings = new SortingSettings(camera) { criteria = SortingCriteria.CommonOpaque };
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var drawingSettings = new DrawingSettings(ShaderTagId.none, sortingSettings)
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{
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perObjectData = PerObjectData.MotionVectors,
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enableDynamicBatching = renderingData.supportsDynamicBatching,
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enableInstancing = true,
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};
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for (int i = 0; i < s_ShaderTags.Length; ++i)
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{
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drawingSettings.SetShaderPassName(i, new ShaderTagId(s_ShaderTags[i]));
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}
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// Material that will be used if shader tags cannot be found
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drawingSettings.fallbackMaterial = objectMaterial;
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return drawingSettings;
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}
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// NOTE: depends on camera depth to reconstruct static geometry positions
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private static void DrawCameraMotionVectors(RasterCommandBuffer cmd, ref RenderingData renderingData, Material cameraMaterial)
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{
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#if ENABLE_VR && ENABLE_XR_MODULE
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bool foveatedRendering = renderingData.cameraData.xr.supportsFoveatedRendering;
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bool nonUniformFoveatedRendering = foveatedRendering && XRSystem.foveatedRenderingCaps.HasFlag(FoveatedRenderingCaps.NonUniformRaster);
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if (foveatedRendering)
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{
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if (nonUniformFoveatedRendering)
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// This is a screen-space pass, make sure foveated rendering is disabled for non-uniform renders
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cmd.SetFoveatedRenderingMode(FoveatedRenderingMode.Disabled);
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else
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cmd.SetFoveatedRenderingMode(FoveatedRenderingMode.Enabled);
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}
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#endif
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// Draw fullscreen quad
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cmd.DrawProcedural(Matrix4x4.identity, cameraMaterial, 0, MeshTopology.Triangles, 3, 1);
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#if ENABLE_VR && ENABLE_XR_MODULE
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if (foveatedRendering && !nonUniformFoveatedRendering)
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cmd.SetFoveatedRenderingMode(FoveatedRenderingMode.Disabled);
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#endif
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}
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private static void DrawObjectMotionVectors(RasterCommandBuffer cmd, ref RenderingData renderingData, ref RendererList rendererList)
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{
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#if ENABLE_VR && ENABLE_XR_MODULE
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bool foveatedRendering = renderingData.cameraData.xr.supportsFoveatedRendering;
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if (foveatedRendering)
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// This is a geometry pass, enable foveated rendering (we need to disable it after)
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cmd.SetFoveatedRenderingMode(FoveatedRenderingMode.Enabled);
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#endif
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cmd.DrawRendererList(rendererList);
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#if ENABLE_VR && ENABLE_XR_MODULE
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if (foveatedRendering)
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cmd.SetFoveatedRenderingMode(FoveatedRenderingMode.Disabled);
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#endif
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}
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#endregion
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/// <summary>
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/// Shared pass data
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/// </summary>
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private class PassData
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{
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internal TextureHandle motionVectorColor;
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internal TextureHandle motionVectorDepth;
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internal TextureHandle cameraDepth;
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internal RenderingData renderingData;
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internal Material cameraMaterial;
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internal Material objectMaterial;
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internal RendererListHandle rendererListHdl;
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// Required for code sharing purpose between RG and non-RG.
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internal RendererList rendererList;
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}
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/// <summary>
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/// Initialize the shared pass data.
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/// </summary>
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/// <param name="passData"></param>
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private void InitPassData(ref RenderingData renderingData, ref PassData passData)
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{
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passData.cameraMaterial = m_CameraMaterial;
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passData.objectMaterial = m_ObjectMaterial;
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}
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private void InitRendererLists(ref RenderingData renderingData, ref PassData passData, ScriptableRenderContext context, RenderGraph renderGraph, bool useRenderGraph)
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{
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var camera = renderingData.cameraData.camera;
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var drawingSettings = GetDrawingSettings(ref renderingData, m_ObjectMaterial);
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var filteringSettings = new FilteringSettings(RenderQueueRange.opaque, camera.cullingMask);
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var renderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
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if(useRenderGraph)
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RenderingUtils.CreateRendererListWithRenderStateBlock(renderGraph, renderingData, drawingSettings, filteringSettings, renderStateBlock, ref passData.rendererListHdl);
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else
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RenderingUtils.CreateRendererListWithRenderStateBlock(context, renderingData, drawingSettings, filteringSettings, renderStateBlock, ref passData.rendererList);
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}
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internal void Render(RenderGraph renderGraph, TextureHandle cameraDepthTexture, TextureHandle motionVectorColor, TextureHandle motionVectorDepth, ref RenderingData renderingData)
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{
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using (var builder = renderGraph.AddRasterRenderPass<PassData>("Motion Vector Pass", out var passData, base.profilingSampler))
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{
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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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passData.motionVectorColor = builder.UseTextureFragment(motionVectorColor, 0, IBaseRenderGraphBuilder.AccessFlags.Write);
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passData.motionVectorDepth = builder.UseTextureFragmentDepth(motionVectorDepth, IBaseRenderGraphBuilder.AccessFlags.Write);
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InitPassData(ref renderingData, ref passData);
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passData.cameraDepth = builder.UseTexture(cameraDepthTexture, IBaseRenderGraphBuilder.AccessFlags.Read);
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passData.renderingData = renderingData;
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InitRendererLists(ref renderingData, ref passData, default(ScriptableRenderContext), renderGraph, true);
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builder.UseRendererList(passData.rendererListHdl);
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builder.SetRenderFunc((PassData data, RasterGraphContext context) =>
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{
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ExecutePass(context.cmd, data, data.rendererListHdl, ref data.renderingData);
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});
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}
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RenderGraphUtils.SetGlobalTexture(renderGraph,k_MotionVectorTextureName, motionVectorColor, "Set Motion Vector Color Texture");
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RenderGraphUtils.SetGlobalTexture(renderGraph,k_MotionVectorDepthTextureName, motionVectorDepth, "Set Motion Vector Depth Texture");
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}
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}
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}
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