TurnBasedStrategyCourse/Library/PackageCache/com.unity.render-pipelines..../Runtime/Passes/ScreenSpaceAmbientOcclusion...

718 lines
40 KiB
C#

using System;
using UnityEngine.Experimental.Rendering.RenderGraphModule;
namespace UnityEngine.Rendering.Universal
{
// The Screen Space Ambient Occlusion (SSAO) Pass
internal class ScreenSpaceAmbientOcclusionPass : ScriptableRenderPass
{
// Properties
private bool isRendererDeferred => m_Renderer != null
&& m_Renderer is UniversalRenderer
&& ((UniversalRenderer)m_Renderer).renderingModeRequested == RenderingMode.Deferred;
// Internal Variables
internal string profilerTag;
// Private Variables
private bool m_SupportsR8RenderTextureFormat = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.R8);
private int m_BlueNoiseTextureIndex = 0;
private float m_BlurRandomOffsetX = 0f;
private float m_BlurRandomOffsetY = 0f;
private Material m_Material;
private SetupPassData m_PassData;
private Texture2D[] m_BlueNoiseTextures;
private Vector4[] m_CameraTopLeftCorner = new Vector4[2];
private Vector4[] m_CameraXExtent = new Vector4[2];
private Vector4[] m_CameraYExtent = new Vector4[2];
private Vector4[] m_CameraZExtent = new Vector4[2];
private RTHandle[] m_SSAOTextures = new RTHandle[4];
private BlurTypes m_BlurType = BlurTypes.Bilateral;
private Matrix4x4[] m_CameraViewProjections = new Matrix4x4[2];
private ProfilingSampler m_ProfilingSampler = ProfilingSampler.Get(URPProfileId.SSAO);
private ScriptableRenderer m_Renderer = null;
private RenderTextureDescriptor m_AOPassDescriptor;
private ScreenSpaceAmbientOcclusionSettings m_CurrentSettings;
// Constants
private const string k_SSAOTextureName = "_ScreenSpaceOcclusionTexture";
private const string k_SSAOAmbientOcclusionParamName = "_AmbientOcclusionParam";
// Statics
private static readonly int s_SSAOParamsID = Shader.PropertyToID("_SSAOParams");
private static readonly int s_SSAOBlueNoiseParamsID = Shader.PropertyToID("_SSAOBlueNoiseParams");
private static readonly int s_BlueNoiseTextureID = Shader.PropertyToID("_BlueNoiseTexture");
private static readonly int s_CameraViewXExtentID = Shader.PropertyToID("_CameraViewXExtent");
private static readonly int s_CameraViewYExtentID = Shader.PropertyToID("_CameraViewYExtent");
private static readonly int s_CameraViewZExtentID = Shader.PropertyToID("_CameraViewZExtent");
private static readonly int s_ProjectionParams2ID = Shader.PropertyToID("_ProjectionParams2");
private static readonly int s_CameraViewProjectionsID = Shader.PropertyToID("_CameraViewProjections");
private static readonly int s_CameraViewTopLeftCornerID = Shader.PropertyToID("_CameraViewTopLeftCorner");
private static readonly int[] m_BilateralTexturesIndices = { 0, 1, 2, 3 };
private static readonly ShaderPasses[] m_BilateralPasses = { ShaderPasses.BilateralBlurHorizontal, ShaderPasses.BilateralBlurVertical, ShaderPasses.BilateralBlurFinal };
private static readonly ShaderPasses[] m_BilateralAfterOpaquePasses = { ShaderPasses.BilateralBlurHorizontal, ShaderPasses.BilateralBlurVertical, ShaderPasses.BilateralAfterOpaque };
private static readonly int[] m_GaussianTexturesIndices = { 0, 1, 3, 3 };
private static readonly ShaderPasses[] m_GaussianPasses = { ShaderPasses.GaussianBlurHorizontal, ShaderPasses.GaussianBlurVertical };
private static readonly ShaderPasses[] m_GaussianAfterOpaquePasses = { ShaderPasses.GaussianBlurHorizontal, ShaderPasses.GaussianAfterOpaque };
private static readonly int[] m_KawaseTexturesIndices = { 0, 3 };
private static readonly ShaderPasses[] m_KawasePasses = { ShaderPasses.KawaseBlur };
private static readonly ShaderPasses[] m_KawaseAfterOpaquePasses = { ShaderPasses.KawaseAfterOpaque };
// Enums
private enum BlurTypes
{
Bilateral,
Gaussian,
Kawase,
}
private enum ShaderPasses
{
AmbientOcclusion = 0,
BilateralBlurHorizontal = 1,
BilateralBlurVertical = 2,
BilateralBlurFinal = 3,
BilateralAfterOpaque = 4,
GaussianBlurHorizontal = 5,
GaussianBlurVertical = 6,
GaussianAfterOpaque = 7,
KawaseBlur = 8,
KawaseAfterOpaque = 9,
}
internal ScreenSpaceAmbientOcclusionPass()
{
m_CurrentSettings = new ScreenSpaceAmbientOcclusionSettings();
m_PassData = new SetupPassData();
}
internal bool Setup(ref ScreenSpaceAmbientOcclusionSettings featureSettings, ref ScriptableRenderer renderer, ref Material material, ref Texture2D[] blueNoiseTextures)
{
m_BlueNoiseTextures = blueNoiseTextures;
m_Material = material;
m_Renderer = renderer;
m_CurrentSettings = featureSettings;
// RenderPass Event + Source Settings (Depth / Depth&Normals
if (isRendererDeferred)
{
renderPassEvent = m_CurrentSettings.AfterOpaque ? RenderPassEvent.AfterRenderingOpaques : RenderPassEvent.AfterRenderingGbuffer;
m_CurrentSettings.Source = ScreenSpaceAmbientOcclusionSettings.DepthSource.DepthNormals;
}
else
{
// Rendering after PrePasses is usually correct except when depth priming is in play:
// then we rely on a depth resolve taking place after the PrePasses in order to have it ready for SSAO.
// Hence we set the event to RenderPassEvent.AfterRenderingPrePasses + 1 at the earliest.
renderPassEvent = m_CurrentSettings.AfterOpaque ? RenderPassEvent.BeforeRenderingTransparents : RenderPassEvent.AfterRenderingPrePasses + 1;
}
// Ask for a Depth or Depth + Normals textures
switch (m_CurrentSettings.Source)
{
case ScreenSpaceAmbientOcclusionSettings.DepthSource.Depth:
ConfigureInput(ScriptableRenderPassInput.Depth);
break;
case ScreenSpaceAmbientOcclusionSettings.DepthSource.DepthNormals:
ConfigureInput(ScriptableRenderPassInput.Normal); // need depthNormal prepass for forward-only geometry
break;
default:
throw new ArgumentOutOfRangeException();
}
// Blur settings
switch (m_CurrentSettings.BlurQuality)
{
case ScreenSpaceAmbientOcclusionSettings.BlurQualityOptions.High:
m_BlurType = BlurTypes.Bilateral;
break;
case ScreenSpaceAmbientOcclusionSettings.BlurQualityOptions.Medium:
m_BlurType = BlurTypes.Gaussian;
break;
case ScreenSpaceAmbientOcclusionSettings.BlurQualityOptions.Low:
m_BlurType = BlurTypes.Kawase;
break;
default:
throw new ArgumentOutOfRangeException();
}
return m_Material != null
&& m_CurrentSettings.Intensity > 0.0f
&& m_CurrentSettings.Radius > 0.0f
&& m_CurrentSettings.Falloff > 0.0f;
}
private static bool IsAfterOpaquePass(ref ShaderPasses pass)
{
return pass == ShaderPasses.BilateralAfterOpaque
|| pass == ShaderPasses.GaussianAfterOpaque
|| pass == ShaderPasses.KawaseAfterOpaque;
}
private static void SetupKeywordsAndParameters(ref SetupPassData passData, ref RenderingData renderingData)
{
int downsampleDivider = passData.settings.Downsample ? 2 : 1;
#if ENABLE_VR && ENABLE_XR_MODULE
int eyeCount = renderingData.cameraData.xr.enabled && renderingData.cameraData.xr.singlePassEnabled ? 2 : 1;
#else
int eyeCount = 1;
#endif
for (int eyeIndex = 0; eyeIndex < eyeCount; eyeIndex++)
{
Matrix4x4 view = renderingData.cameraData.GetViewMatrix(eyeIndex);
Matrix4x4 proj = renderingData.cameraData.GetProjectionMatrix(eyeIndex);
passData.cameraViewProjections[eyeIndex] = proj * view;
// camera view space without translation, used by SSAO.hlsl ReconstructViewPos() to calculate view vector.
Matrix4x4 cview = view;
cview.SetColumn(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f));
Matrix4x4 cviewProj = proj * cview;
Matrix4x4 cviewProjInv = cviewProj.inverse;
Vector4 topLeftCorner = cviewProjInv.MultiplyPoint(new Vector4(-1, 1, -1, 1));
Vector4 topRightCorner = cviewProjInv.MultiplyPoint(new Vector4(1, 1, -1, 1));
Vector4 bottomLeftCorner = cviewProjInv.MultiplyPoint(new Vector4(-1, -1, -1, 1));
Vector4 farCentre = cviewProjInv.MultiplyPoint(new Vector4(0, 0, 1, 1));
passData.cameraTopLeftCorner[eyeIndex] = topLeftCorner;
passData.cameraXExtent[eyeIndex] = topRightCorner - topLeftCorner;
passData.cameraYExtent[eyeIndex] = bottomLeftCorner - topLeftCorner;
passData.cameraZExtent[eyeIndex] = farCentre;
}
passData.material.SetVector(s_ProjectionParams2ID, new Vector4(1.0f / renderingData.cameraData.camera.nearClipPlane, 0.0f, 0.0f, 0.0f));
passData.material.SetMatrixArray(s_CameraViewProjectionsID, passData.cameraViewProjections);
passData.material.SetVectorArray(s_CameraViewTopLeftCornerID, passData.cameraTopLeftCorner);
passData.material.SetVectorArray(s_CameraViewXExtentID, passData.cameraXExtent);
passData.material.SetVectorArray(s_CameraViewYExtentID, passData.cameraYExtent);
passData.material.SetVectorArray(s_CameraViewZExtentID, passData.cameraZExtent);
// Update keywords
CoreUtils.SetKeyword(passData.material, ScreenSpaceAmbientOcclusion.k_OrthographicCameraKeyword, renderingData.cameraData.camera.orthographic);
CoreUtils.SetKeyword(passData.material, ScreenSpaceAmbientOcclusion.k_AOBlueNoiseKeyword, false);
CoreUtils.SetKeyword(passData.material, ScreenSpaceAmbientOcclusion.k_AOInterleavedGradientKeyword, false);
switch (passData.settings.AOMethod)
{
case ScreenSpaceAmbientOcclusionSettings.AOMethodOptions.BlueNoise:
CoreUtils.SetKeyword(passData.material, ScreenSpaceAmbientOcclusion.k_AOBlueNoiseKeyword, true);
passData.blueNoiseTextureIndex = (passData.blueNoiseTextureIndex + 1) % passData.blueNoiseTextures.Length;
passData.blurRandomOffsetX = Random.value;
passData.blurRandomOffsetY = Random.value;
Texture2D noiseTexture = passData.blueNoiseTextures[passData.blueNoiseTextureIndex];
passData.material.SetTexture(s_BlueNoiseTextureID, noiseTexture);
passData.material.SetVector(s_SSAOParamsID, new Vector4(
passData.settings.Intensity, // Intensity
passData.settings.Radius * 1.5f, // Radius
1.0f / downsampleDivider, // Downsampling
passData.settings.Falloff // Falloff
));
passData.material.SetVector(s_SSAOBlueNoiseParamsID, new Vector4(
renderingData.cameraData.pixelWidth / (float)noiseTexture.width, // X Scale
renderingData.cameraData.pixelHeight / (float)noiseTexture.height, // Y Scale
passData.blurRandomOffsetX, // X Offset
passData.blurRandomOffsetY // Y Offset
));
break;
case ScreenSpaceAmbientOcclusionSettings.AOMethodOptions.InterleavedGradient:
CoreUtils.SetKeyword(passData.material, ScreenSpaceAmbientOcclusion.k_AOInterleavedGradientKeyword, true);
// Update SSAO parameters in the material
passData.material.SetVector(s_SSAOParamsID, new Vector4(
passData.settings.Intensity, // Intensity
passData.settings.Radius, // Radius
1.0f / downsampleDivider, // Downsampling
passData.settings.Falloff // Falloff
));
break;
default:
throw new ArgumentOutOfRangeException();
}
CoreUtils.SetKeyword(passData.material, ScreenSpaceAmbientOcclusion.k_SampleCountLowKeyword, false);
CoreUtils.SetKeyword(passData.material, ScreenSpaceAmbientOcclusion.k_SampleCountMediumKeyword, false);
CoreUtils.SetKeyword(passData.material, ScreenSpaceAmbientOcclusion.k_SampleCountHighKeyword, false);
switch (passData.settings.Samples)
{
case ScreenSpaceAmbientOcclusionSettings.AOSampleOption.High:
CoreUtils.SetKeyword(passData.material, ScreenSpaceAmbientOcclusion.k_SampleCountHighKeyword, true);
break;
case ScreenSpaceAmbientOcclusionSettings.AOSampleOption.Medium:
CoreUtils.SetKeyword(passData.material, ScreenSpaceAmbientOcclusion.k_SampleCountMediumKeyword, true);
break;
default:
CoreUtils.SetKeyword(passData.material, ScreenSpaceAmbientOcclusion.k_SampleCountLowKeyword, true);
break;
}
CoreUtils.SetKeyword(passData.material, ScreenSpaceAmbientOcclusion.k_OrthographicCameraKeyword, renderingData.cameraData.camera.orthographic);
// Set the source keywords...
if (passData.settings.Source == ScreenSpaceAmbientOcclusionSettings.DepthSource.Depth)
{
CoreUtils.SetKeyword(passData.material, ScreenSpaceAmbientOcclusion.k_SourceDepthNormalsKeyword, false);
switch (passData.settings.NormalSamples)
{
case ScreenSpaceAmbientOcclusionSettings.NormalQuality.Low:
CoreUtils.SetKeyword(passData.material, ScreenSpaceAmbientOcclusion.k_SourceDepthLowKeyword, true);
CoreUtils.SetKeyword(passData.material, ScreenSpaceAmbientOcclusion.k_SourceDepthMediumKeyword, false);
CoreUtils.SetKeyword(passData.material, ScreenSpaceAmbientOcclusion.k_SourceDepthHighKeyword, false);
break;
case ScreenSpaceAmbientOcclusionSettings.NormalQuality.Medium:
CoreUtils.SetKeyword(passData.material, ScreenSpaceAmbientOcclusion.k_SourceDepthLowKeyword, false);
CoreUtils.SetKeyword(passData.material, ScreenSpaceAmbientOcclusion.k_SourceDepthMediumKeyword, true);
CoreUtils.SetKeyword(passData.material, ScreenSpaceAmbientOcclusion.k_SourceDepthHighKeyword, false);
break;
case ScreenSpaceAmbientOcclusionSettings.NormalQuality.High:
CoreUtils.SetKeyword(passData.material, ScreenSpaceAmbientOcclusion.k_SourceDepthLowKeyword, false);
CoreUtils.SetKeyword(passData.material, ScreenSpaceAmbientOcclusion.k_SourceDepthMediumKeyword, false);
CoreUtils.SetKeyword(passData.material, ScreenSpaceAmbientOcclusion.k_SourceDepthHighKeyword, true);
break;
default:
throw new ArgumentOutOfRangeException();
}
}
else
{
CoreUtils.SetKeyword(passData.material, ScreenSpaceAmbientOcclusion.k_SourceDepthLowKeyword, false);
CoreUtils.SetKeyword(passData.material, ScreenSpaceAmbientOcclusion.k_SourceDepthMediumKeyword, false);
CoreUtils.SetKeyword(passData.material, ScreenSpaceAmbientOcclusion.k_SourceDepthHighKeyword, false);
CoreUtils.SetKeyword(passData.material, ScreenSpaceAmbientOcclusion.k_SourceDepthNormalsKeyword, true);
}
}
/*----------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------- RENDER-GRAPH --------------------------------------------------------------
----------------------------------------------------------------------------------------------------------------------------------------*/
private class SetupPassData
{
internal ScreenSpaceAmbientOcclusionSettings settings;
internal RenderingData renderingData;
internal TextureHandle cameraColor;
internal RTHandle[] ssaoTextures;
internal Texture2D[] blueNoiseTextures;
internal Material material;
internal Vector4[] cameraTopLeftCorner;
internal Vector4[] cameraXExtent;
internal Vector4[] cameraYExtent;
internal Vector4[] cameraZExtent;
internal Matrix4x4[] cameraViewProjections;
internal int blueNoiseTextureIndex;
internal float blurRandomOffsetX;
internal float blurRandomOffsetY;
}
private class PassData
{
internal int shaderPassID;
internal bool afterOpaque;
internal Material material;
internal TextureHandle source;
internal TextureHandle destination;
}
private void InitSetupPassData(ref SetupPassData data)
{
// Fill in the Pass data...
data.settings = m_CurrentSettings;
data.ssaoTextures = m_SSAOTextures;
data.blueNoiseTextures = m_BlueNoiseTextures;
data.material = m_Material;
data.cameraTopLeftCorner = m_CameraTopLeftCorner;
data.cameraXExtent = m_CameraXExtent;
data.cameraYExtent = m_CameraYExtent;
data.cameraZExtent = m_CameraZExtent;
data.cameraViewProjections = m_CameraViewProjections;
data.blueNoiseTextureIndex = m_BlueNoiseTextureIndex;
data.blurRandomOffsetX = m_BlurRandomOffsetX;
data.blurRandomOffsetY = m_BlurRandomOffsetY;
}
public override void RecordRenderGraph(RenderGraph renderGraph, FrameResources frameResources, ref RenderingData renderingData)
{
UniversalRenderer renderer = (UniversalRenderer)renderingData.cameraData.renderer;
// Create the texture handles...
CreateRenderTextureHandles(renderGraph,
ref renderer,
ref renderingData,
out TextureHandle aoTexture,
out TextureHandle blurTexture,
out TextureHandle finalTexture);
// Setup up keywords and parameters...
ExecuteSetupPass(renderGraph, frameResources, ref renderingData);
// Ambient Occlusion Pass...
ExecuteOcclusionPass(renderGraph, frameResources, in aoTexture);
// Blur & Upsample Passes...
switch (m_BlurType)
{
case BlurTypes.Bilateral:
ExecuteBilateralBlurPasses(renderGraph, in aoTexture, in blurTexture, in finalTexture);
break;
case BlurTypes.Gaussian:
ExecuteGaussianBlurPasses(renderGraph, in aoTexture, in blurTexture, in finalTexture);
break;
case BlurTypes.Kawase:
ExecuteKawaseBlurPasses(renderGraph, in aoTexture, in finalTexture);
break;
default:
throw new ArgumentOutOfRangeException();
}
// The global SSAO texture only needs to be set if After Opaque is disabled...
if (!m_CurrentSettings.AfterOpaque)
RenderGraphUtils.SetGlobalTexture(renderGraph,k_SSAOTextureName, finalTexture, "Set SSAO Texture");
}
private void ExecuteSetupPass(RenderGraph renderGraph, FrameResources frameResources, ref RenderingData renderingData)
{
using (IRasterRenderGraphBuilder builder = renderGraph.AddRasterRenderPass<SetupPassData>("SSAO_Setup", out var passData, m_ProfilingSampler))
{
// Initialize the pass data
InitSetupPassData(ref passData);
passData.renderingData = renderingData;
UniversalRenderer renderer = (UniversalRenderer)renderingData.cameraData.renderer;
passData.cameraColor = frameResources.GetTexture(UniversalResource.CameraColor);
// Shader keyword changes are considered as global state modifications
builder.AllowGlobalStateModification(true);
builder.AllowPassCulling(false);
// Set up the builder
builder.SetRenderFunc((SetupPassData data, RasterGraphContext rgContext) =>
{
if (data.cameraColor.IsValid())
PostProcessUtils.SetSourceSize(rgContext.cmd, data.cameraColor);
SetupKeywordsAndParameters(ref data, ref data.renderingData);
// We only want URP shaders to sample SSAO if After Opaque is disabled...
if (!data.settings.AfterOpaque)
CoreUtils.SetKeyword(rgContext.cmd, ShaderKeywordStrings.ScreenSpaceOcclusion, true);
});
}
}
private void CreateRenderTextureHandles(RenderGraph renderGraph, ref UniversalRenderer renderer, ref RenderingData renderingData, out TextureHandle aoTexture, out TextureHandle blurTexture, out TextureHandle finalTexture)
{
// Descriptor for the final blur pass
RenderTextureDescriptor finalTextureDescriptor = renderingData.cameraData.cameraTargetDescriptor;
finalTextureDescriptor.colorFormat = m_SupportsR8RenderTextureFormat ? RenderTextureFormat.R8 : RenderTextureFormat.ARGB32;
finalTextureDescriptor.depthBufferBits = 0;
finalTextureDescriptor.msaaSamples = 1;
// Descriptor for the AO and Blur passes
int downsampleDivider = m_CurrentSettings.Downsample ? 2 : 1;
bool useRedComponentOnly = m_SupportsR8RenderTextureFormat && m_BlurType > BlurTypes.Bilateral;
RenderTextureDescriptor aoBlurDescriptor = finalTextureDescriptor;
aoBlurDescriptor.colorFormat = useRedComponentOnly ? RenderTextureFormat.R8 : RenderTextureFormat.ARGB32;
aoBlurDescriptor.width /= downsampleDivider;
aoBlurDescriptor.height /= downsampleDivider;
// Handles
aoTexture = UniversalRenderer.CreateRenderGraphTexture(renderGraph, aoBlurDescriptor, "_SSAO_OcclusionTexture0", false, FilterMode.Bilinear);
blurTexture = UniversalRenderer.CreateRenderGraphTexture(renderGraph, aoBlurDescriptor, "_SSAO_OcclusionTexture1", false, FilterMode.Bilinear);
finalTexture = m_CurrentSettings.AfterOpaque ? renderer.activeColorTexture : UniversalRenderer.CreateRenderGraphTexture(renderGraph, finalTextureDescriptor, k_SSAOTextureName, false, FilterMode.Bilinear);
if (!m_CurrentSettings.AfterOpaque)
renderer.resources.SetTexture(UniversalResource.SSAOTexture, finalTexture);
}
private void ExecuteOcclusionPass(RenderGraph renderGraph, FrameResources frameResources, in TextureHandle aoTexture)
{
using (IRasterRenderGraphBuilder builder = renderGraph.AddRasterRenderPass<PassData>("SSAO_Occlusion", out PassData passData, m_ProfilingSampler))
{
// Initialize the pass data
passData.source = aoTexture;
passData.material = m_Material;
passData.shaderPassID = (int)ShaderPasses.AmbientOcclusion;
// Set up the builder
builder.UseTextureFragment(aoTexture, 0, IBaseRenderGraphBuilder.AccessFlags.Write);
TextureHandle cameraDepthTexture = frameResources.GetTexture(UniversalResource.CameraDepthTexture);
TextureHandle cameraNormalsTexture = frameResources.GetTexture(UniversalResource.CameraNormalsTexture);
if (cameraDepthTexture.IsValid())
builder.UseTexture(cameraDepthTexture, IBaseRenderGraphBuilder.AccessFlags.Read);
if (m_CurrentSettings.Source == ScreenSpaceAmbientOcclusionSettings.DepthSource.DepthNormals)
if (cameraNormalsTexture.IsValid())
builder.UseTexture(cameraNormalsTexture, IBaseRenderGraphBuilder.AccessFlags.Read);
builder.SetRenderFunc<PassData>((data, context) => RenderGraphRenderFunc(data, context));
}
}
private void ExecuteBilateralBlurPasses(RenderGraph renderGraph, in TextureHandle aoTexture, in TextureHandle blurTexture, in TextureHandle finalTexture)
{
using (IRasterRenderGraphBuilder builder = renderGraph.AddRasterRenderPass<PassData>("SSAO_Bilateral_HorizontalBlur", out var passData, m_ProfilingSampler))
{
// Initialize the pass data
passData.source = builder.UseTexture(aoTexture, IBaseRenderGraphBuilder.AccessFlags.Read);
passData.destination = builder.UseTextureFragment(blurTexture, 0, IBaseRenderGraphBuilder.AccessFlags.Write);
passData.material = m_Material;
passData.shaderPassID = (int) ShaderPasses.BilateralBlurHorizontal;
// Set up the builder
builder.SetRenderFunc<PassData>((data, context) => RenderGraphRenderFunc(data, context));
}
using (IRasterRenderGraphBuilder builder = renderGraph.AddRasterRenderPass<PassData>("SSAO_Bilateral_VerticalBlur", out var passData, m_ProfilingSampler))
{
// Initialize the pass data
passData.source = builder.UseTexture(blurTexture, IBaseRenderGraphBuilder.AccessFlags.Read);
passData.destination = builder.UseTextureFragment(aoTexture, 0, IBaseRenderGraphBuilder.AccessFlags.Write);
passData.material = m_Material;
passData.shaderPassID = (int) ShaderPasses.BilateralBlurVertical;
// Set up the builder
builder.SetRenderFunc<PassData>((data, context) => RenderGraphRenderFunc(data, context));
}
using (IRasterRenderGraphBuilder builder = renderGraph.AddRasterRenderPass<PassData>("SSAO_Bilateral_FinalBlur", out var passData, m_ProfilingSampler))
{
// Initialize the pass data
passData.source = builder.UseTexture(aoTexture, IBaseRenderGraphBuilder.AccessFlags.Read);
passData.destination = builder.UseTextureFragment(finalTexture, 0, IBaseRenderGraphBuilder.AccessFlags.Write);
passData.material = m_Material;
passData.afterOpaque = m_CurrentSettings.AfterOpaque;
passData.shaderPassID = (int) (passData.afterOpaque ? ShaderPasses.BilateralAfterOpaque : ShaderPasses.BilateralBlurFinal);
// Set up the builder
builder.SetRenderFunc<PassData>((data, context) => RenderGraphRenderFunc(data, context));
}
}
private void ExecuteGaussianBlurPasses(RenderGraph renderGraph, in TextureHandle aoTexture, in TextureHandle blurTexture, in TextureHandle finalTexture)
{
using (IRasterRenderGraphBuilder builder = renderGraph.AddRasterRenderPass<PassData>("SSAO_Gaussian_HorizontalBlur", out var passData, m_ProfilingSampler))
{
// Initialize the pass data
passData.source = builder.UseTexture(aoTexture, IBaseRenderGraphBuilder.AccessFlags.Read);
passData.destination = builder.UseTextureFragment(blurTexture, 0, IBaseRenderGraphBuilder.AccessFlags.Write);
passData.material = m_Material;
passData.shaderPassID = (int) ShaderPasses.GaussianBlurHorizontal;
// Set up the builder
builder.SetRenderFunc<PassData>((data, context) => RenderGraphRenderFunc(data, context));
}
using (IRasterRenderGraphBuilder builder = renderGraph.AddRasterRenderPass<PassData>("SSAO_Gaussian_VerticalBlur", out var passData, m_ProfilingSampler))
{
// Initialize the pass data
passData.source = builder.UseTexture(blurTexture, IBaseRenderGraphBuilder.AccessFlags.Read);
passData.destination = builder.UseTextureFragment(finalTexture, 0, IBaseRenderGraphBuilder.AccessFlags.Write);
passData.material = m_Material;
passData.afterOpaque = m_CurrentSettings.AfterOpaque;
passData.shaderPassID = (int) (passData.afterOpaque ? ShaderPasses.GaussianAfterOpaque : ShaderPasses.GaussianBlurVertical);
// Set up the builder
builder.SetRenderFunc<PassData>((data, context) => RenderGraphRenderFunc(data, context));
}
}
private void ExecuteKawaseBlurPasses(RenderGraph renderGraph, in TextureHandle aoTexture, in TextureHandle finalTexture)
{
using (IRasterRenderGraphBuilder builder = renderGraph.AddRasterRenderPass<PassData>("SSAO_Kawase", out var passData, m_ProfilingSampler))
{
// Initialize the pass data
passData.source = builder.UseTexture(aoTexture, IBaseRenderGraphBuilder.AccessFlags.Read);
passData.destination = builder.UseTextureFragment(finalTexture, 0, IBaseRenderGraphBuilder.AccessFlags.Write);
passData.material = m_Material;
passData.afterOpaque = m_CurrentSettings.AfterOpaque;
passData.shaderPassID = (int) (passData.afterOpaque ? ShaderPasses.KawaseAfterOpaque : ShaderPasses.KawaseBlur);
// Set up the builder
builder.SetRenderFunc<PassData>((data, context) => RenderGraphRenderFunc(data, context));
}
}
private static void RenderGraphRenderFunc(PassData data, RasterGraphContext context)
{
Blitter.BlitTexture(context.cmd, data.source, Vector2.one, data.material, data.shaderPassID);
}
/*----------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------- RENDER-GRAPH --------------------------------------------------------------
----------------------------------------------------------------------------------------------------------------------------------------*/
/// <inheritdoc/>
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
// Fill in the Pass data...
InitSetupPassData(ref m_PassData);
SetupKeywordsAndParameters(ref m_PassData, ref renderingData);
// Set up the descriptors
int downsampleDivider = m_CurrentSettings.Downsample ? 2 : 1;
RenderTextureDescriptor descriptor = renderingData.cameraData.cameraTargetDescriptor;
descriptor.msaaSamples = 1;
descriptor.depthBufferBits = 0;
// AO PAss
m_AOPassDescriptor = descriptor;
m_AOPassDescriptor.width /= downsampleDivider;
m_AOPassDescriptor.height /= downsampleDivider;
bool useRedComponentOnly = m_SupportsR8RenderTextureFormat && m_BlurType > BlurTypes.Bilateral;
m_AOPassDescriptor.colorFormat = useRedComponentOnly ? RenderTextureFormat.R8 : RenderTextureFormat.ARGB32;
// Allocate textures for the AO and blur
RenderingUtils.ReAllocateIfNeeded(ref m_PassData.ssaoTextures[0], m_AOPassDescriptor, FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_SSAO_OcclusionTexture0");
RenderingUtils.ReAllocateIfNeeded(ref m_PassData.ssaoTextures[1], m_AOPassDescriptor, FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_SSAO_OcclusionTexture1");
RenderingUtils.ReAllocateIfNeeded(ref m_PassData.ssaoTextures[2], m_AOPassDescriptor, FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_SSAO_OcclusionTexture2");
// Upsample setup
m_AOPassDescriptor.width *= downsampleDivider;
m_AOPassDescriptor.height *= downsampleDivider;
m_AOPassDescriptor.colorFormat = m_SupportsR8RenderTextureFormat ? RenderTextureFormat.R8 : RenderTextureFormat.ARGB32;
// Allocate texture for the final SSAO results
RenderingUtils.ReAllocateIfNeeded(ref m_PassData.ssaoTextures[3], m_AOPassDescriptor, FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_SSAO_OcclusionTexture");
PostProcessUtils.SetSourceSize(cmd, m_PassData.ssaoTextures[3]);
// Configure targets and clear color
ConfigureTarget(m_CurrentSettings.AfterOpaque ? m_Renderer.cameraColorTargetHandle : m_SSAOTextures[3]);
ConfigureClear(ClearFlag.None, Color.white);
}
/// <inheritdoc/>
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
if (m_Material == null)
{
Debug.LogErrorFormat(
"{0}.Execute(): Missing material. ScreenSpaceAmbientOcclusion pass will not execute. Check for missing reference in the renderer resources.",
GetType().Name);
return;
}
var cmd = renderingData.commandBuffer;
using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.SSAO)))
{
// We only want URP shaders to sample SSAO if After Opaque is off.
if (!m_CurrentSettings.AfterOpaque)
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.ScreenSpaceOcclusion, true);
cmd.SetGlobalTexture(k_SSAOTextureName, m_SSAOTextures[3]);
#if ENABLE_VR && ENABLE_XR_MODULE
bool isFoveatedEnabled = false;
if (renderingData.cameraData.xr.supportsFoveatedRendering)
{
// If we are downsampling we can't use the VRS texture
// If it's a non uniform raster foveated rendering has to be turned off because it will keep applying non uniform for the other passes.
// When calculating normals from depth, this causes artifacts that are amplified from VRS when going to say 4x4. Thus we disable foveated because of that
if (m_CurrentSettings.Downsample || SystemInfo.foveatedRenderingCaps == FoveatedRenderingCaps.NonUniformRaster ||
(SystemInfo.foveatedRenderingCaps == FoveatedRenderingCaps.FoveationImage && m_CurrentSettings.Source == ScreenSpaceAmbientOcclusionSettings.DepthSource.Depth))
{
cmd.SetFoveatedRenderingMode(FoveatedRenderingMode.Disabled);
}
// If we aren't downsampling and it's a VRS texture we can apply foveation in this case
else if (SystemInfo.foveatedRenderingCaps == FoveatedRenderingCaps.FoveationImage)
{
cmd.SetFoveatedRenderingMode(FoveatedRenderingMode.Enabled);
isFoveatedEnabled = true;
}
}
#endif
GetPassOrder(m_BlurType, m_CurrentSettings.AfterOpaque, out int[] textureIndices, out ShaderPasses[] shaderPasses);
// Execute the SSAO
RTHandle cameraDepthTargetHandle = renderingData.cameraData.renderer.cameraDepthTargetHandle;
RenderAndSetBaseMap(ref cmd, ref renderingData, ref renderingData.cameraData.renderer, ref m_Material, ref cameraDepthTargetHandle, ref m_SSAOTextures[0], ShaderPasses.AmbientOcclusion);
// Execute the Blur Passes
for (int i = 0; i < shaderPasses.Length; i++)
{
int baseMapIndex = textureIndices[i];
int targetIndex = textureIndices[i + 1];
RenderAndSetBaseMap(ref cmd, ref renderingData, ref renderingData.cameraData.renderer, ref m_Material, ref m_SSAOTextures[baseMapIndex], ref m_SSAOTextures[targetIndex], shaderPasses[i]);
}
// Set the global SSAO Params
cmd.SetGlobalVector(k_SSAOAmbientOcclusionParamName, new Vector4(0f, 0f, 0f, m_CurrentSettings.DirectLightingStrength));
#if ENABLE_VR && ENABLE_XR_MODULE
// Cleanup, making sure it doesn't stay enabled for a pass after that should not have it on
if (isFoveatedEnabled)
cmd.SetFoveatedRenderingMode(FoveatedRenderingMode.Disabled);
#endif
}
}
private static void RenderAndSetBaseMap(ref CommandBuffer cmd, ref RenderingData renderingData, ref ScriptableRenderer renderer, ref Material mat, ref RTHandle baseMap, ref RTHandle target, ShaderPasses pass)
{
if (IsAfterOpaquePass(ref pass))
Blitter.BlitCameraTexture(cmd, baseMap, renderer.cameraColorTargetHandle, RenderBufferLoadAction.Load, RenderBufferStoreAction.Store, mat, (int)pass);
else if (baseMap.rt == null)
{
// Obsolete usage of RTHandle aliasing a RenderTargetIdentifier
Vector2 viewportScale = baseMap.useScaling ? new Vector2(baseMap.rtHandleProperties.rtHandleScale.x, baseMap.rtHandleProperties.rtHandleScale.y) : Vector2.one;
// Will set the correct camera viewport as well.
CoreUtils.SetRenderTarget(cmd, target);
Blitter.BlitTexture(cmd, baseMap.nameID, viewportScale, mat, (int)pass);
}
else
Blitter.BlitCameraTexture(cmd, baseMap, target, mat, (int)pass);
}
private static void GetPassOrder(BlurTypes blurType, bool isAfterOpaque, out int[] textureIndices, out ShaderPasses[] shaderPasses)
{
switch (blurType)
{
case BlurTypes.Bilateral:
textureIndices = m_BilateralTexturesIndices;
shaderPasses = isAfterOpaque ? m_BilateralAfterOpaquePasses : m_BilateralPasses;
break;
case BlurTypes.Gaussian:
textureIndices = m_GaussianTexturesIndices;
shaderPasses = isAfterOpaque ? m_GaussianAfterOpaquePasses : m_GaussianPasses;
break;
case BlurTypes.Kawase:
textureIndices = m_KawaseTexturesIndices;
shaderPasses = isAfterOpaque ? m_KawaseAfterOpaquePasses : m_KawasePasses;
break;
default:
throw new ArgumentOutOfRangeException();
}
}
/// <inheritdoc/>
public override void OnCameraCleanup(CommandBuffer cmd)
{
if (cmd == null)
throw new ArgumentNullException("cmd");
if (!m_CurrentSettings.AfterOpaque)
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.ScreenSpaceOcclusion, false);
}
public void Dispose()
{
m_SSAOTextures[0]?.Release();
m_SSAOTextures[1]?.Release();
m_SSAOTextures[2]?.Release();
m_SSAOTextures[3]?.Release();
}
}
}