TurnBasedStrategyCourse/Library/PackageCache/com.unity.render-pipelines..../Runtime/UniversalRenderPipelineCore.cs

1760 lines
77 KiB
C#

using System;
using System.Collections.Generic;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine.Assertions;
using UnityEngine.Experimental.GlobalIllumination;
using UnityEngine.Experimental.Rendering;
using Lightmapping = UnityEngine.Experimental.GlobalIllumination.Lightmapping;
namespace UnityEngine.Rendering.Universal
{
static class NativeArrayExtensions
{
/// <summary>
/// IMPORTANT: Make sure you do not write to the value! There are no checks for this!
/// </summary>
public static unsafe ref T UnsafeElementAt<T>(this NativeArray<T> array, int index) where T : struct
{
return ref UnsafeUtility.ArrayElementAsRef<T>(array.GetUnsafeReadOnlyPtr(), index);
}
public static unsafe ref T UnsafeElementAtMutable<T>(this NativeArray<T> array, int index) where T : struct
{
return ref UnsafeUtility.ArrayElementAsRef<T>(array.GetUnsafePtr(), index);
}
}
/// <summary>
/// Options for mixed lighting setup.
/// </summary>
public enum MixedLightingSetup
{
/// <summary>
/// Use this to disable mixed lighting.
/// </summary>
None,
/// <summary>
/// Use this to select shadow mask.
/// </summary>
ShadowMask,
/// <summary>
/// Use this to select subtractive.
/// </summary>
Subtractive,
};
/// <summary>
/// Enumeration that indicates what kind of image scaling is occurring if any
/// </summary>
internal enum ImageScalingMode
{
/// No scaling
None,
/// Upscaling to a larger image
Upscaling,
/// Downscaling to a smaller image
Downscaling
}
/// <summary>
/// Enumeration that indicates what kind of upscaling filter is being used
/// </summary>
internal enum ImageUpscalingFilter
{
/// Bilinear filtering
Linear,
/// Nearest-Neighbor filtering
Point,
/// FidelityFX Super Resolution
FSR
}
/// <summary>
/// Struct that flattens several rendering settings used to render a camera stack.
/// URP builds the <c>RenderingData</c> settings from several places, including the pipeline asset, camera and light settings.
/// The settings also might vary on different platforms and depending on if Adaptive Performance is used.
/// </summary>
public struct RenderingData
{
internal NativeArray<URPLightShadowCullingInfos> visibleLightsShadowCullingInfos;
internal AdditionalLightsShadowAtlasLayout shadowAtlasLayout;
internal CommandBuffer commandBuffer;
/// <summary>
/// Returns culling results that exposes handles to visible objects, lights and probes.
/// You can use this to draw objects with <c>ScriptableRenderContext.DrawRenderers</c>
/// <see cref="CullingResults"/>
/// <seealso cref="ScriptableRenderContext"/>
/// </summary>
public CullingResults cullResults;
/// <summary>
/// Holds several rendering settings related to camera.
/// <see cref="CameraData"/>
/// </summary>
public CameraData cameraData;
/// <summary>
/// Holds several rendering settings related to lights.
/// <see cref="LightData"/>
/// </summary>
public LightData lightData;
/// <summary>
/// Holds several rendering settings related to shadows.
/// <see cref="ShadowData"/>
/// </summary>
public ShadowData shadowData;
/// <summary>
/// Holds several rendering settings and resources related to the integrated post-processing stack.
/// <see cref="PostProcessData"/>
/// </summary>
public PostProcessingData postProcessingData;
/// <summary>
/// True if the pipeline supports dynamic batching.
/// This settings doesn't apply when drawing shadow casters. Dynamic batching is always disabled when drawing shadow casters.
/// </summary>
public bool supportsDynamicBatching;
/// <summary>
/// Holds per-object data that are requested when drawing
/// <see cref="PerObjectData"/>
/// </summary>
public PerObjectData perObjectData;
/// <summary>
/// True if post-processing effect is enabled while rendering the camera stack.
/// </summary>
public bool postProcessingEnabled;
}
/// <summary>
/// Struct that holds settings related to lights.
/// </summary>
public struct LightData
{
/// <summary>
/// Holds the main light index from the <c>VisibleLight</c> list returned by culling. If there's no main light in the scene, <c>mainLightIndex</c> is set to -1.
/// The main light is the directional light assigned as Sun source in light settings or the brightest directional light.
/// <seealso cref="CullingResults"/>
/// </summary>
public int mainLightIndex;
/// <summary>
/// The number of additional lights visible by the camera.
/// </summary>
public int additionalLightsCount;
/// <summary>
/// Maximum amount of lights that can be shaded per-object. This value only affects forward rendering.
/// </summary>
public int maxPerObjectAdditionalLightsCount;
/// <summary>
/// List of visible lights returned by culling.
/// </summary>
public NativeArray<VisibleLight> visibleLights;
/// <summary>
/// True if additional lights should be shaded in vertex shader, otherwise additional lights will be shaded per pixel.
/// </summary>
public bool shadeAdditionalLightsPerVertex;
/// <summary>
/// True if mixed lighting is supported.
/// </summary>
public bool supportsMixedLighting;
/// <summary>
/// True if box projection is enabled for reflection probes.
/// </summary>
public bool reflectionProbeBoxProjection;
/// <summary>
/// True if blending is enabled for reflection probes.
/// </summary>
public bool reflectionProbeBlending;
/// <summary>
/// True if light layers are enabled.
/// </summary>
public bool supportsLightLayers;
/// <summary>
/// True if additional lights enabled.
/// </summary>
public bool supportsAdditionalLights;
}
/// <summary>
/// Struct that holds settings related to camera.
/// </summary>
public struct CameraData
{
// Internal camera data as we are not yet sure how to expose View in stereo context.
// We might change this API soon.
Matrix4x4 m_ViewMatrix;
Matrix4x4 m_ProjectionMatrix;
Matrix4x4 m_JitterMatrix;
internal void SetViewAndProjectionMatrix(Matrix4x4 viewMatrix, Matrix4x4 projectionMatrix)
{
m_ViewMatrix = viewMatrix;
m_ProjectionMatrix = projectionMatrix;
m_JitterMatrix = Matrix4x4.identity;
}
internal void SetViewProjectionAndJitterMatrix(Matrix4x4 viewMatrix, Matrix4x4 projectionMatrix, Matrix4x4 jitterMatrix)
{
m_ViewMatrix = viewMatrix;
m_ProjectionMatrix = projectionMatrix;
m_JitterMatrix = jitterMatrix;
}
// Helper function to populate builtin stereo matricies as well as URP stereo matricies
internal void PushBuiltinShaderConstantsXR(RasterCommandBuffer cmd, bool renderIntoTexture)
{
#if ENABLE_VR && ENABLE_XR_MODULE
if (xr.enabled)
{
cmd.SetViewProjectionMatrices(GetViewMatrix(), GetProjectionMatrix());
if (xr.singlePassEnabled)
{
for (int viewId = 0; viewId < xr.viewCount; viewId++)
{
XRBuiltinShaderConstants.UpdateBuiltinShaderConstants(GetViewMatrix(viewId), GetProjectionMatrix(viewId), renderIntoTexture, viewId);
}
XRBuiltinShaderConstants.SetBuiltinShaderConstants(cmd);
}
else
{
// Update multipass worldSpace camera pos
Vector3 worldSpaceCameraPos = Matrix4x4.Inverse(GetViewMatrix(0)).GetColumn(3);
cmd.SetGlobalVector(ShaderPropertyId.worldSpaceCameraPos, worldSpaceCameraPos);
}
}
#endif
}
/// <summary>
/// Returns the camera view matrix.
/// </summary>
/// <param name="viewIndex"> View index in case of stereo rendering. By default <c>viewIndex</c> is set to 0. </param>
/// <returns> The camera view matrix. </returns>
public Matrix4x4 GetViewMatrix(int viewIndex = 0)
{
#if ENABLE_VR && ENABLE_XR_MODULE
if (xr.enabled)
return xr.GetViewMatrix(viewIndex);
#endif
return m_ViewMatrix;
}
/// <summary>
/// Returns the camera projection matrix. Might be jittered for temporal features.
/// </summary>
/// <param name="viewIndex"> View index in case of stereo rendering. By default <c>viewIndex</c> is set to 0. </param>
/// <returns> The camera projection matrix. </returns>
public Matrix4x4 GetProjectionMatrix(int viewIndex = 0)
{
#if ENABLE_VR && ENABLE_XR_MODULE
if (xr.enabled)
return m_JitterMatrix * xr.GetProjMatrix(viewIndex);
#endif
return m_JitterMatrix * m_ProjectionMatrix;
}
internal Matrix4x4 GetProjectionMatrixNoJitter(int viewIndex = 0)
{
#if ENABLE_VR && ENABLE_XR_MODULE
if (xr.enabled)
return xr.GetProjMatrix(viewIndex);
#endif
return m_ProjectionMatrix;
}
/// <summary>
/// Returns the camera GPU projection matrix. This contains platform specific changes to handle y-flip and reverse z. Includes camera jitter if required by active features.
/// Similar to <c>GL.GetGPUProjectionMatrix</c> but queries URP internal state to know if the pipeline is rendering to render texture.
/// For more info on platform differences regarding camera projection check: https://docs.unity3d.com/Manual/SL-PlatformDifferences.html
/// </summary>
/// <param name="viewIndex"> View index in case of stereo rendering. By default <c>viewIndex</c> is set to 0. </param>
/// <seealso cref="GL.GetGPUProjectionMatrix(Matrix4x4, bool)"/>
/// <returns></returns>
public Matrix4x4 GetGPUProjectionMatrix(int viewIndex = 0)
{
// GetGPUProjectionMatrix takes a projection matrix and returns a GfxAPI adjusted version, does not set or get any state.
return m_JitterMatrix * GL.GetGPUProjectionMatrix(GetProjectionMatrixNoJitter(viewIndex), IsCameraProjectionMatrixFlipped());
}
/// <summary>
/// Returns the camera GPU projection matrix. This contains platform specific changes to handle y-flip and reverse z. Does not include any camera jitter.
/// Similar to <c>GL.GetGPUProjectionMatrix</c> but queries URP internal state to know if the pipeline is rendering to render texture.
/// For more info on platform differences regarding camera projection check: https://docs.unity3d.com/Manual/SL-PlatformDifferences.html
/// </summary>
/// <param name="viewIndex"> View index in case of stereo rendering. By default <c>viewIndex</c> is set to 0. </param>
/// <seealso cref="GL.GetGPUProjectionMatrix(Matrix4x4, bool)"/>
/// <returns></returns>
public Matrix4x4 GetGPUProjectionMatrixNoJitter(int viewIndex = 0)
{
// GetGPUProjectionMatrix takes a projection matrix and returns a GfxAPI adjusted version, does not set or get any state.
return GL.GetGPUProjectionMatrix(GetProjectionMatrixNoJitter(viewIndex), IsCameraProjectionMatrixFlipped());
}
internal Matrix4x4 GetGPUProjectionMatrix(bool renderIntoTexture, int viewIndex = 0)
{
return m_JitterMatrix * GL.GetGPUProjectionMatrix(GetProjectionMatrix(viewIndex), renderIntoTexture);
}
/// <summary>
/// The camera component.
/// </summary>
public Camera camera;
/// <summary>
/// The camera render type used for camera stacking.
/// <see cref="CameraRenderType"/>
/// </summary>
public CameraRenderType renderType;
/// <summary>
/// Controls the final target texture for a camera. If null camera will resolve rendering to screen.
/// </summary>
public RenderTexture targetTexture;
/// <summary>
/// Render texture settings used to create intermediate camera textures for rendering.
/// </summary>
public RenderTextureDescriptor cameraTargetDescriptor;
internal Rect pixelRect;
internal bool useScreenCoordOverride;
internal Vector4 screenSizeOverride;
internal Vector4 screenCoordScaleBias;
internal int pixelWidth;
internal int pixelHeight;
internal float aspectRatio;
/// <summary>
/// Render scale to apply when creating camera textures. Scaled extents are rounded down to integers.
/// </summary>
public float renderScale;
internal ImageScalingMode imageScalingMode;
internal ImageUpscalingFilter upscalingFilter;
internal bool fsrOverrideSharpness;
internal float fsrSharpness;
internal HDRColorBufferPrecision hdrColorBufferPrecision;
/// <summary>
/// True if this camera should clear depth buffer. This setting only applies to cameras of type <c>CameraRenderType.Overlay</c>
/// <seealso cref="CameraRenderType"/>
/// </summary>
public bool clearDepth;
/// <summary>
/// The camera type.
/// <seealso cref="UnityEngine.CameraType"/>
/// </summary>
public CameraType cameraType;
/// <summary>
/// True if this camera is drawing to a viewport that maps to the entire screen.
/// </summary>
public bool isDefaultViewport;
/// <summary>
/// True if this camera should render to high dynamic range color targets.
/// </summary>
public bool isHdrEnabled;
/// <summary>
/// True if this camera allow color conversion and encoding for high dynamic range displays.
/// </summary>
public bool allowHDROutput;
/// <summary>
/// True if this camera requires to write _CameraDepthTexture.
/// </summary>
public bool requiresDepthTexture;
/// <summary>
/// True if this camera requires to copy camera color texture to _CameraOpaqueTexture.
/// </summary>
public bool requiresOpaqueTexture;
/// <summary>
/// Returns true if post processing passes require depth texture.
/// </summary>
public bool postProcessingRequiresDepthTexture;
/// <summary>
/// Returns true if XR rendering is enabled.
/// </summary>
public bool xrRendering;
internal bool requireSrgbConversion
{
get
{
#if ENABLE_VR && ENABLE_XR_MODULE
if (xr.enabled)
return !xr.renderTargetDesc.sRGB && (QualitySettings.activeColorSpace == ColorSpace.Linear);
#endif
return targetTexture == null && Display.main.requiresSrgbBlitToBackbuffer;
}
}
/// <summary>
/// True if the camera rendering is for the scene window in the editor.
/// </summary>
public bool isSceneViewCamera => cameraType == CameraType.SceneView;
/// <summary>
/// True if the camera rendering is for the preview window in the editor.
/// </summary>
public bool isPreviewCamera => cameraType == CameraType.Preview;
internal bool isRenderPassSupportedCamera => (cameraType == CameraType.Game || cameraType == CameraType.Reflection);
internal bool resolveToScreen => targetTexture == null && resolveFinalTarget && (cameraType == CameraType.Game || camera.cameraType == CameraType.VR);
/// <summary>
/// True if the Camera should output to an HDR display.
/// </summary>
public bool isHDROutputActive => UniversalRenderPipeline.HDROutputIsActive() && allowHDROutput && resolveToScreen;
/// <summary>
/// True if the Camera should render overlay UI.
/// </summary>
public bool rendersOverlayUI => SupportedRenderingFeatures.active.rendersUIOverlay && resolveToScreen;
/// <summary>
/// True is the handle has its content flipped on the y axis.
/// This happens only with certain rendering APIs.
/// On those platforms, any handle will have its content flipped unless rendering to a backbuffer, however,
/// the scene view will always be flipped.
/// When transitioning from a flipped space to a non-flipped space - or vice-versa - the content must be flipped
/// in the shader:
/// shouldPerformYFlip = IsHandleYFlipped(source) != IsHandleYFlipped(target)
/// </summary>
/// <param name="handle">Handle to check the flipped status on.</param>
/// <returns>True is the content is flipped in y.</returns>
public bool IsHandleYFlipped(RTHandle handle)
{
if (!SystemInfo.graphicsUVStartsAtTop)
return false;
if (cameraType == CameraType.SceneView || cameraType == CameraType.Preview)
return true;
var handleID = new RenderTargetIdentifier(handle.nameID, 0, CubemapFace.Unknown, 0);
bool isBackbuffer = handleID == BuiltinRenderTextureType.CameraTarget;
#if ENABLE_VR && ENABLE_XR_MODULE
if (xr.enabled)
isBackbuffer |= handleID == new RenderTargetIdentifier(xr.renderTarget, 0, CubemapFace.Unknown, 0);
#endif
return !isBackbuffer;
}
/// <summary>
/// True if the camera device projection matrix is flipped. This happens when the pipeline is rendering
/// to a render texture in non OpenGL platforms. If you are doing a custom Blit pass to copy camera textures
/// (_CameraColorTexture, _CameraDepthAttachment) you need to check this flag to know if you should flip the
/// matrix when rendering with for cmd.Draw* and reading from camera textures.
/// </summary>
/// <returns> True if the camera device projection matrix is flipped. </returns>
public bool IsCameraProjectionMatrixFlipped()
{
if (!SystemInfo.graphicsUVStartsAtTop)
return false;
// Users only have access to CameraData on URP rendering scope. The current renderer should never be null.
var renderer = ScriptableRenderer.current;
Debug.Assert(renderer != null, "IsCameraProjectionMatrixFlipped is being called outside camera rendering scope.");
if (renderer != null)
return IsHandleYFlipped(renderer.cameraColorTargetHandle) || targetTexture != null;
return true;
}
/// <summary>
/// True if the render target's projection matrix is flipped. This happens when the pipeline is rendering
/// to a render texture in non OpenGL platforms. If you are doing a custom Blit pass to copy camera textures
/// (_CameraColorTexture, _CameraDepthAttachment) you need to check this flag to know if you should flip the
/// matrix when rendering with for cmd.Draw* and reading from camera textures.
/// </summary>
/// <param name="color">Color render target to check whether the matrix is flipped.</param>
/// <param name="depth">Depth render target which is used if color is null. By default <c>depth</c> is set to null.</param>
/// <returns> True if the render target's projection matrix is flipped. </returns>
public bool IsRenderTargetProjectionMatrixFlipped(RTHandle color, RTHandle depth = null)
{
if (!SystemInfo.graphicsUVStartsAtTop)
return false;
return targetTexture != null || IsHandleYFlipped(color ?? depth);
}
internal bool IsTemporalAAEnabled()
{
UniversalAdditionalCameraData additionalCameraData;
camera.TryGetComponent(out additionalCameraData);
return (antialiasing == AntialiasingMode.TemporalAntiAliasing) // Enabled
&& (taaPersistentData != null) // Initialized
&& (cameraTargetDescriptor.msaaSamples == 1) // No MSAA
&& !(additionalCameraData?.renderType == CameraRenderType.Overlay || additionalCameraData?.cameraStack.Count > 0) // No Camera stack
&& !camera.allowDynamicResolution // No Dynamic Resolution
&& postProcessEnabled; // No Postprocessing
}
/// <summary>
/// The sorting criteria used when drawing opaque objects by the internal URP render passes.
/// When a GPU supports hidden surface removal, URP will rely on that information to avoid sorting opaque objects front to back and
/// benefit for more optimal static batching.
/// </summary>
/// <seealso cref="SortingCriteria"/>
public SortingCriteria defaultOpaqueSortFlags;
/// <summary>
/// XRPass holds the render target information and a list of XRView.
/// XRView contains the parameters required to render (projection and view matrices, viewport, etc)
/// </summary>
public XRPass xr { get; internal set; }
internal XRPassUniversal xrUniversal => xr as XRPassUniversal;
/// <summary>
/// Maximum shadow distance visible to the camera. When set to zero shadows will be disable for that camera.
/// </summary>
public float maxShadowDistance;
/// <summary>
/// True if post-processing is enabled for this camera.
/// </summary>
public bool postProcessEnabled;
/// <summary>
/// Provides set actions to the renderer to be triggered at the end of the render loop for camera capture.
/// </summary>
public IEnumerator<Action<RenderTargetIdentifier, CommandBuffer>> captureActions;
/// <summary>
/// The camera volume layer mask.
/// </summary>
public LayerMask volumeLayerMask;
/// <summary>
/// The camera volume trigger.
/// </summary>
public Transform volumeTrigger;
/// <summary>
/// If set to true, the integrated post-processing stack will replace any NaNs generated by render passes prior to post-processing with black/zero.
/// Enabling this option will cause a noticeable performance impact. It should be used while in development mode to identify NaN issues.
/// </summary>
public bool isStopNaNEnabled;
/// <summary>
/// If set to true a final post-processing pass will be applied to apply dithering.
/// This can be combined with post-processing antialiasing.
/// <seealso cref="antialiasing"/>
/// </summary>
public bool isDitheringEnabled;
/// <summary>
/// Controls the anti-alising mode used by the integrated post-processing stack.
/// When any other value other than <c>AntialiasingMode.None</c> is chosen, a final post-processing pass will be applied to apply anti-aliasing.
/// This pass can be combined with dithering.
/// <see cref="AntialiasingMode"/>
/// <seealso cref="isDitheringEnabled"/>
/// </summary>
public AntialiasingMode antialiasing;
/// <summary>
/// Controls the anti-alising quality of the anti-aliasing mode.
/// <see cref="antialiasingQuality"/>
/// <seealso cref="AntialiasingMode"/>
/// </summary>
public AntialiasingQuality antialiasingQuality;
/// <summary>
/// Returns the current renderer used by this camera.
/// <see cref="ScriptableRenderer"/>
/// </summary>
public ScriptableRenderer renderer;
/// <summary>
/// True if this camera is resolving rendering to the final camera render target.
/// When rendering a stack of cameras only the last camera in the stack will resolve to camera target.
/// </summary>
public bool resolveFinalTarget;
/// <summary>
/// Camera position in world space.
/// </summary>
public Vector3 worldSpaceCameraPos;
/// <summary>
/// Final background color in the active color space.
/// </summary>
public Color backgroundColor;
/// <summary>
/// Persistent TAA data, primarily for the accumulation texture.
/// </summary>
internal TaaPersistentData taaPersistentData;
// TAA settings.
internal TemporalAA.Settings taaSettings;
// Post-process history reset has been triggered for this camera.
internal bool resetHistory
{
get => taaSettings.resetHistoryFrames != 0;
}
/// <summary>
/// Camera at the top of the overlay camera stack
/// </summary>
public Camera baseCamera;
}
/// <summary>
/// Container struct for various data used for shadows in URP.
/// </summary>
public struct ShadowData
{
/// <summary>
/// True if main light shadows are enabled.
/// </summary>
public bool supportsMainLightShadows;
/// <summary>
/// The width of the main light shadow map.
/// </summary>
public int mainLightShadowmapWidth;
/// <summary>
/// The height of the main light shadow map.
/// </summary>
public int mainLightShadowmapHeight;
/// <summary>
/// The number of shadow cascades.
/// </summary>
public int mainLightShadowCascadesCount;
/// <summary>
/// The split between cascades.
/// </summary>
public Vector3 mainLightShadowCascadesSplit;
/// <summary>
/// Main light last cascade shadow fade border.
/// Value represents the width of shadow fade that ranges from 0 to 1.
/// Where value 0 is used for no shadow fade.
/// </summary>
public float mainLightShadowCascadeBorder;
/// <summary>
/// True if additional lights shadows are enabled.
/// </summary>
public bool supportsAdditionalLightShadows;
/// <summary>
/// The width of the additional light shadow map.
/// </summary>
public int additionalLightsShadowmapWidth;
/// <summary>
/// The height of the additional light shadow map.
/// </summary>
public int additionalLightsShadowmapHeight;
/// <summary>
/// True if soft shadows are enabled.
/// </summary>
public bool supportsSoftShadows;
/// <summary>
/// The number of bits used.
/// </summary>
public int shadowmapDepthBufferBits;
/// <summary>
/// A list of shadow bias.
/// </summary>
public List<Vector4> bias;
/// <summary>
/// A list of resolution for the shadow maps.
/// </summary>
public List<int> resolution;
internal bool isKeywordAdditionalLightShadowsEnabled;
internal bool isKeywordSoftShadowsEnabled;
internal int mainLightShadowResolution;
internal int mainLightRenderTargetWidth;
internal int mainLightRenderTargetHeight;
}
/// <summary>
/// Precomputed tile data.
/// Tile left, right, bottom and top plane equations in view space.
/// Normals are pointing out.
/// </summary>
public struct PreTile
{
/// <summary>
/// The left plane.
/// </summary>
public Unity.Mathematics.float4 planeLeft;
/// <summary>
/// The right plane.
/// </summary>
public Unity.Mathematics.float4 planeRight;
/// <summary>
/// The bottom plane.
/// </summary>
public Unity.Mathematics.float4 planeBottom;
/// <summary>
/// The top plane.
/// </summary>
public Unity.Mathematics.float4 planeTop;
}
/// <summary>
/// The tile data passed to the deferred shaders.
/// </summary>
public struct TileData
{
/// <summary>
/// The tile ID.
/// </summary>
public uint tileID; // 2x 16 bits
/// <summary>
/// The list bit mask.
/// </summary>
public uint listBitMask; // 32 bits
/// <summary>
/// The relative light offset.
/// </summary>
public uint relLightOffset; // 16 bits is enough
/// <summary>
/// Unused variable.
/// </summary>
public uint unused;
}
/// <summary>
/// The point/spot light data passed to the deferred shaders.
/// </summary>
public struct PunctualLightData
{
/// <summary>
/// The world position.
/// </summary>
public Vector3 wsPos;
/// <summary>
/// The radius of the light.
/// </summary>
public float radius; // TODO remove? included in attenuation
/// <summary>
/// The color of the light.
/// </summary>
public Vector4 color;
/// <summary>
/// The attenuation of the light.
/// </summary>
public Vector4 attenuation; // .xy are used by DistanceAttenuation - .zw are used by AngleAttenuation (for SpotLights)
/// <summary>
/// The direction for spot lights.
/// </summary>
public Vector3 spotDirection; // for spotLights
/// <summary>
/// The flags used.
/// </summary>
public int flags;
/// <summary>
/// The occlusion probe info.
/// </summary>
public Vector4 occlusionProbeInfo;
/// <summary>
/// The layer mask used.
/// </summary>
public uint layerMask;
}
internal static class ShaderPropertyId
{
public static readonly int glossyEnvironmentColor = Shader.PropertyToID("_GlossyEnvironmentColor");
public static readonly int subtractiveShadowColor = Shader.PropertyToID("_SubtractiveShadowColor");
public static readonly int glossyEnvironmentCubeMap = Shader.PropertyToID("_GlossyEnvironmentCubeMap");
public static readonly int glossyEnvironmentCubeMapHDR = Shader.PropertyToID("_GlossyEnvironmentCubeMap_HDR");
public static readonly int ambientSkyColor = Shader.PropertyToID("unity_AmbientSky");
public static readonly int ambientEquatorColor = Shader.PropertyToID("unity_AmbientEquator");
public static readonly int ambientGroundColor = Shader.PropertyToID("unity_AmbientGround");
public static readonly int time = Shader.PropertyToID("_Time");
public static readonly int sinTime = Shader.PropertyToID("_SinTime");
public static readonly int cosTime = Shader.PropertyToID("_CosTime");
public static readonly int deltaTime = Shader.PropertyToID("unity_DeltaTime");
public static readonly int timeParameters = Shader.PropertyToID("_TimeParameters");
public static readonly int lastTimeParameters = Shader.PropertyToID("_LastTimeParameters");
public static readonly int scaledScreenParams = Shader.PropertyToID("_ScaledScreenParams");
public static readonly int worldSpaceCameraPos = Shader.PropertyToID("_WorldSpaceCameraPos");
public static readonly int screenParams = Shader.PropertyToID("_ScreenParams");
public static readonly int alphaToMaskAvailable = Shader.PropertyToID("_AlphaToMaskAvailable");
public static readonly int projectionParams = Shader.PropertyToID("_ProjectionParams");
public static readonly int zBufferParams = Shader.PropertyToID("_ZBufferParams");
public static readonly int orthoParams = Shader.PropertyToID("unity_OrthoParams");
public static readonly int globalMipBias = Shader.PropertyToID("_GlobalMipBias");
public static readonly int screenSize = Shader.PropertyToID("_ScreenSize");
public static readonly int screenCoordScaleBias = Shader.PropertyToID("_ScreenCoordScaleBias");
public static readonly int screenSizeOverride = Shader.PropertyToID("_ScreenSizeOverride");
public static readonly int viewMatrix = Shader.PropertyToID("unity_MatrixV");
public static readonly int projectionMatrix = Shader.PropertyToID("glstate_matrix_projection");
public static readonly int viewAndProjectionMatrix = Shader.PropertyToID("unity_MatrixVP");
public static readonly int inverseViewMatrix = Shader.PropertyToID("unity_MatrixInvV");
public static readonly int inverseProjectionMatrix = Shader.PropertyToID("unity_MatrixInvP");
public static readonly int inverseViewAndProjectionMatrix = Shader.PropertyToID("unity_MatrixInvVP");
public static readonly int cameraProjectionMatrix = Shader.PropertyToID("unity_CameraProjection");
public static readonly int inverseCameraProjectionMatrix = Shader.PropertyToID("unity_CameraInvProjection");
public static readonly int worldToCameraMatrix = Shader.PropertyToID("unity_WorldToCamera");
public static readonly int cameraToWorldMatrix = Shader.PropertyToID("unity_CameraToWorld");
public static readonly int cameraWorldClipPlanes = Shader.PropertyToID("unity_CameraWorldClipPlanes");
public static readonly int billboardNormal = Shader.PropertyToID("unity_BillboardNormal");
public static readonly int billboardTangent = Shader.PropertyToID("unity_BillboardTangent");
public static readonly int billboardCameraParams = Shader.PropertyToID("unity_BillboardCameraParams");
public static readonly int previousViewProjectionNoJitter = Shader.PropertyToID("_PrevViewProjMatrix");
public static readonly int viewProjectionNoJitter = Shader.PropertyToID("_NonJitteredViewProjMatrix");
#if ENABLE_VR && ENABLE_XR_MODULE
public static readonly int previousViewProjectionNoJitterStereo = Shader.PropertyToID("_PrevViewProjMatrixStereo");
public static readonly int viewProjectionNoJitterStereo = Shader.PropertyToID("_NonJitteredViewProjMatrixStereo");
#endif
public static readonly int blitTexture = Shader.PropertyToID("_BlitTexture");
public static readonly int blitScaleBias = Shader.PropertyToID("_BlitScaleBias");
public static readonly int sourceTex = Shader.PropertyToID("_SourceTex");
public static readonly int scaleBias = Shader.PropertyToID("_ScaleBias");
public static readonly int scaleBiasRt = Shader.PropertyToID("_ScaleBiasRt");
// This uniform is specific to the RTHandle system
public static readonly int rtHandleScale = Shader.PropertyToID("_RTHandleScale");
// Required for 2D Unlit Shadergraph master node as it doesn't currently support hidden properties.
public static readonly int rendererColor = Shader.PropertyToID("_RendererColor");
public static readonly int ditheringTexture = Shader.PropertyToID("_DitheringTexture");
public static readonly int ditheringTextureInvSize = Shader.PropertyToID("_DitheringTextureInvSize");
public static readonly int renderingLayerMaxInt = Shader.PropertyToID("_RenderingLayerMaxInt");
public static readonly int renderingLayerRcpMaxInt = Shader.PropertyToID("_RenderingLayerRcpMaxInt");
public static readonly int overlayUITexture = Shader.PropertyToID("_OverlayUITexture");
public static readonly int hdrOutputLuminanceParams = Shader.PropertyToID("_HDROutputLuminanceParams");
public static readonly int hdrOutputGradingParams = Shader.PropertyToID("_HDROutputGradingParams");
}
/// <summary>
/// Settings used for Post Processing.
/// </summary>
public struct PostProcessingData
{
/// <summary>
/// The <c>ColorGradingMode</c> to use.
/// </summary>
/// <seealso cref="ColorGradingMode"/>
public ColorGradingMode gradingMode;
/// <summary>
/// The size of the Look Up Table (LUT)
/// </summary>
public int lutSize;
/// <summary>
/// True if fast approximation functions are used when converting between the sRGB and Linear color spaces, false otherwise.
/// </summary>
public bool useFastSRGBLinearConversion;
}
/// <summary>
/// Container class for keywords used in URP shaders.
/// </summary>
public static class ShaderKeywordStrings
{
/// <summary> Keyword used for shadows without cascades. </summary>
public const string MainLightShadows = "_MAIN_LIGHT_SHADOWS";
/// <summary> Keyword used for shadows with cascades. </summary>
public const string MainLightShadowCascades = "_MAIN_LIGHT_SHADOWS_CASCADE";
/// <summary> Keyword used for screen space shadows. </summary>
public const string MainLightShadowScreen = "_MAIN_LIGHT_SHADOWS_SCREEN";
/// <summary> Keyword used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias. </summary>
public const string CastingPunctualLightShadow = "_CASTING_PUNCTUAL_LIGHT_SHADOW";
/// <summary> Keyword used for per vertex additional lights. </summary>
public const string AdditionalLightsVertex = "_ADDITIONAL_LIGHTS_VERTEX";
/// <summary> Keyword used for per pixel additional lights. </summary>
public const string AdditionalLightsPixel = "_ADDITIONAL_LIGHTS";
/// <summary> Keyword used for Forward+. </summary>
internal const string ForwardPlus = "_FORWARD_PLUS";
/// <summary> Keyword used for shadows on additional lights. </summary>
public const string AdditionalLightShadows = "_ADDITIONAL_LIGHT_SHADOWS";
/// <summary> Keyword used for Box Projection with Reflection Probes. </summary>
public const string ReflectionProbeBoxProjection = "_REFLECTION_PROBE_BOX_PROJECTION";
/// <summary> Keyword used for Reflection probe blending. </summary>
public const string ReflectionProbeBlending = "_REFLECTION_PROBE_BLENDING";
/// <summary> Keyword used for soft shadows. </summary>
public const string SoftShadows = "_SHADOWS_SOFT";
/// <summary> Keyword used for Mixed Lights in Subtractive lighting mode. </summary>
public const string MixedLightingSubtractive = "_MIXED_LIGHTING_SUBTRACTIVE"; // Backward compatibility
/// <summary> Keyword used for mixing lightmap shadows. </summary>
public const string LightmapShadowMixing = "LIGHTMAP_SHADOW_MIXING";
/// <summary> Keyword used for Shadowmask. </summary>
public const string ShadowsShadowMask = "SHADOWS_SHADOWMASK";
/// <summary> Keyword used for Light Layers. </summary>
public const string LightLayers = "_LIGHT_LAYERS";
/// <summary> Keyword used for RenderPass. </summary>
public const string RenderPassEnabled = "_RENDER_PASS_ENABLED";
/// <summary> Keyword used for Billboard cameras. </summary>
public const string BillboardFaceCameraPos = "BILLBOARD_FACE_CAMERA_POS";
/// <summary> Keyword used for Light Cookies. </summary>
public const string LightCookies = "_LIGHT_COOKIES";
/// <summary> Keyword used for no Multi Sampling Anti-Aliasing (MSAA). </summary>
public const string DepthNoMsaa = "_DEPTH_NO_MSAA";
/// <summary> Keyword used for Multi Sampling Anti-Aliasing (MSAA) with 2 per pixel sample count. </summary>
public const string DepthMsaa2 = "_DEPTH_MSAA_2";
/// <summary> Keyword used for Multi Sampling Anti-Aliasing (MSAA) with 4 per pixel sample count. </summary>
public const string DepthMsaa4 = "_DEPTH_MSAA_4";
/// <summary> Keyword used for Multi Sampling Anti-Aliasing (MSAA) with 8 per pixel sample count. </summary>
public const string DepthMsaa8 = "_DEPTH_MSAA_8";
/// <summary> Keyword used for Linear to SRGB conversions. </summary>
public const string LinearToSRGBConversion = "_LINEAR_TO_SRGB_CONVERSION";
/// <summary> Keyword used for less expensive Linear to SRGB conversions. </summary>
internal const string UseFastSRGBLinearConversion = "_USE_FAST_SRGB_LINEAR_CONVERSION";
/// <summary> Keyword used for first target in the DBuffer. </summary>
public const string DBufferMRT1 = "_DBUFFER_MRT1";
/// <summary> Keyword used for second target in the DBuffer. </summary>
public const string DBufferMRT2 = "_DBUFFER_MRT2";
/// <summary> Keyword used for third target in the DBuffer. </summary>
public const string DBufferMRT3 = "_DBUFFER_MRT3";
/// <summary> Keyword used for low quality normal reconstruction in Decals. </summary>
public const string DecalNormalBlendLow = "_DECAL_NORMAL_BLEND_LOW";
/// <summary> Keyword used for medium quality normal reconstruction in Decals. </summary>
public const string DecalNormalBlendMedium = "_DECAL_NORMAL_BLEND_MEDIUM";
/// <summary> Keyword used for high quality normal reconstruction in Decals. </summary>
public const string DecalNormalBlendHigh = "_DECAL_NORMAL_BLEND_HIGH";
/// <summary> Keyword used for Decal Layers. </summary>
public const string DecalLayers = "_DECAL_LAYERS";
/// <summary> Keyword used for writing Rendering Layers. </summary>
public const string WriteRenderingLayers = "_WRITE_RENDERING_LAYERS";
/// <summary> Keyword used for low quality Subpixel Morphological Anti-aliasing (SMAA). </summary>
public const string SmaaLow = "_SMAA_PRESET_LOW";
/// <summary> Keyword used for medium quality Subpixel Morphological Anti-aliasing (SMAA). </summary>
public const string SmaaMedium = "_SMAA_PRESET_MEDIUM";
/// <summary> Keyword used for high quality Subpixel Morphological Anti-aliasing (SMAA). </summary>
public const string SmaaHigh = "_SMAA_PRESET_HIGH";
/// <summary> Keyword used for generic Panini Projection. </summary>
public const string PaniniGeneric = "_GENERIC";
/// <summary> Keyword used for unit distance Panini Projection. </summary>
public const string PaniniUnitDistance = "_UNIT_DISTANCE";
/// <summary> Keyword used for low quality Bloom. </summary>
public const string BloomLQ = "_BLOOM_LQ";
/// <summary> Keyword used for high quality Bloom. </summary>
public const string BloomHQ = "_BLOOM_HQ";
/// <summary> Keyword used for low quality Bloom dirt. </summary>
public const string BloomLQDirt = "_BLOOM_LQ_DIRT";
/// <summary> Keyword used for high quality Bloom dirt. </summary>
public const string BloomHQDirt = "_BLOOM_HQ_DIRT";
/// <summary> Keyword used for RGBM format for Bloom. </summary>
public const string UseRGBM = "_USE_RGBM";
/// <summary> Keyword used for Distortion. </summary>
public const string Distortion = "_DISTORTION";
/// <summary> Keyword used for Chromatic Aberration. </summary>
public const string ChromaticAberration = "_CHROMATIC_ABERRATION";
/// <summary> Keyword used for HDR Color Grading. </summary>
public const string HDRGrading = "_HDR_GRADING";
/// <summary> Keyword used for ACES Tonemapping. </summary>
public const string TonemapACES = "_TONEMAP_ACES";
/// <summary> Keyword used for Neutral Tonemapping. </summary>
public const string TonemapNeutral = "_TONEMAP_NEUTRAL";
/// <summary> Keyword used for Film Grain. </summary>
public const string FilmGrain = "_FILM_GRAIN";
/// <summary> Keyword used for Fast Approximate Anti-aliasing (FXAA). </summary>
public const string Fxaa = "_FXAA";
/// <summary> Keyword used for Dithering. </summary>
public const string Dithering = "_DITHERING";
/// <summary> Keyword used for Screen Space Occlusion, such as Screen Space Ambient Occlusion (SSAO). </summary>
public const string ScreenSpaceOcclusion = "_SCREEN_SPACE_OCCLUSION";
/// <summary> Keyword used for Point sampling when doing upsampling. </summary>
public const string PointSampling = "_POINT_SAMPLING";
/// <summary> Keyword used for Robust Contrast-Adaptive Sharpening (RCAS) when doing upsampling. </summary>
public const string Rcas = "_RCAS";
/// <summary> Keyword used for Robust Contrast-Adaptive Sharpening (RCAS) when doing upsampling, after EASU has ran and with HDR Dsiplay output. </summary>
public const string EasuRcasAndHDRInput = "_EASU_RCAS_AND_HDR_INPUT";
/// <summary> Keyword used for Gamma 2.0. </summary>
public const string Gamma20 = "_GAMMA_20";
/// <summary> Keyword used for Gamma 2.0 with HDR_INPUT. </summary>
public const string Gamma20AndHDRInput = "_GAMMA_20_AND_HDR_INPUT";
/// <summary> Keyword used for high quality sampling for Depth Of Field. </summary>
public const string HighQualitySampling = "_HIGH_QUALITY_SAMPLING";
/// <summary> Keyword used for Spot lights. </summary>
public const string _SPOT = "_SPOT";
/// <summary> Keyword used for Directional lights. </summary>
public const string _DIRECTIONAL = "_DIRECTIONAL";
/// <summary> Keyword used for Point lights. </summary>
public const string _POINT = "_POINT";
/// <summary> Keyword used for stencils when rendering with the Deferred rendering path. </summary>
public const string _DEFERRED_STENCIL = "_DEFERRED_STENCIL";
/// <summary> Keyword used for the first light when rendering with the Deferred rendering path. </summary>
public const string _DEFERRED_FIRST_LIGHT = "_DEFERRED_FIRST_LIGHT";
/// <summary> Keyword used for the main light when rendering with the Deferred rendering path. </summary>
public const string _DEFERRED_MAIN_LIGHT = "_DEFERRED_MAIN_LIGHT";
/// <summary> Keyword used for Accurate G-buffer normals when rendering with the Deferred rendering path. </summary>
public const string _GBUFFER_NORMALS_OCT = "_GBUFFER_NORMALS_OCT";
/// <summary> Keyword used for Mixed Lighting when rendering with the Deferred rendering path. </summary>
public const string _DEFERRED_MIXED_LIGHTING = "_DEFERRED_MIXED_LIGHTING";
/// <summary> Keyword used for Lightmaps. </summary>
public const string LIGHTMAP_ON = "LIGHTMAP_ON";
/// <summary> Keyword used for dynamic Lightmaps. </summary>
public const string DYNAMICLIGHTMAP_ON = "DYNAMICLIGHTMAP_ON";
/// <summary> Keyword used for Alpha testing. </summary>
public const string _ALPHATEST_ON = "_ALPHATEST_ON";
/// <summary> Keyword used for combined directional Lightmaps. </summary>
public const string DIRLIGHTMAP_COMBINED = "DIRLIGHTMAP_COMBINED";
/// <summary> Keyword used for 2x detail mapping. </summary>
public const string _DETAIL_MULX2 = "_DETAIL_MULX2";
/// <summary> Keyword used for scaled detail mapping. </summary>
public const string _DETAIL_SCALED = "_DETAIL_SCALED";
/// <summary> Keyword used for Clear Coat. </summary>
public const string _CLEARCOAT = "_CLEARCOAT";
/// <summary> Keyword used for Clear Coat maps. </summary>
public const string _CLEARCOATMAP = "_CLEARCOATMAP";
/// <summary> Keyword used for Debug Display. </summary>
public const string DEBUG_DISPLAY = "DEBUG_DISPLAY";
/// <summary> Keyword used for LOD Crossfade. </summary>
public const string LOD_FADE_CROSSFADE = "LOD_FADE_CROSSFADE";
/// <summary> Keyword used for LOD Crossfade with ShaderGraph shaders. </summary>
public const string USE_UNITY_CROSSFADE = "USE_UNITY_CROSSFADE";
/// <summary> Keyword used for Emission. </summary>
public const string _EMISSION = "_EMISSION";
/// <summary> Keyword used for receiving shadows. </summary>
public const string _RECEIVE_SHADOWS_OFF = "_RECEIVE_SHADOWS_OFF";
/// <summary> Keyword used for opaque or transparent surface types. </summary>
public const string _SURFACE_TYPE_TRANSPARENT = "_SURFACE_TYPE_TRANSPARENT";
/// <summary> Keyword used for Alpha premultiply. </summary>
public const string _ALPHAPREMULTIPLY_ON = "_ALPHAPREMULTIPLY_ON";
/// <summary> Keyword used for Alpha modulate. </summary>
public const string _ALPHAMODULATE_ON = "_ALPHAMODULATE_ON";
/// <summary> Keyword used for Normal maps. </summary>
public const string _NORMALMAP = "_NORMALMAP";
/// <summary> Keyword used for Alembic precomputed velocity. </summary>
public const string _ADD_PRECOMPUTED_VELOCITY = "_ADD_PRECOMPUTED_VELOCITY";
/// <summary> Keyword used for editor visualization. </summary>
public const string EDITOR_VISUALIZATION = "EDITOR_VISUALIZATION";
/// <summary> Keyword used for foveated rendering. </summary>
public const string FoveatedRenderingNonUniformRaster = "_FOVEATED_RENDERING_NON_UNIFORM_RASTER";
/// <summary> Keyword used for disabling Texture 2D Arrays. </summary>
public const string DisableTexture2DXArray = "DISABLE_TEXTURE2D_X_ARRAY";
/// <summary> Keyword used for Single Slice Blits. </summary>
public const string BlitSingleSlice = "BLIT_SINGLE_SLICE";
/// <summary> Keyword used for rendering a combined mesh for XR. </summary>
public const string XROcclusionMeshCombined = "XR_OCCLUSION_MESH_COMBINED";
/// <summary> Keyword used for applying scale and bias. </summary>
public const string SCREEN_COORD_OVERRIDE = "SCREEN_COORD_OVERRIDE";
/// <summary> Keyword used for half size downsampling. </summary>
public const string DOWNSAMPLING_SIZE_2 = "DOWNSAMPLING_SIZE_2";
/// <summary> Keyword used for quarter size downsampling. </summary>
public const string DOWNSAMPLING_SIZE_4 = "DOWNSAMPLING_SIZE_4";
/// <summary> Keyword used for eighth size downsampling. </summary>
public const string DOWNSAMPLING_SIZE_8 = "DOWNSAMPLING_SIZE_8";
/// <summary> Keyword used for sixteenth size downsampling. </summary>
public const string DOWNSAMPLING_SIZE_16 = "DOWNSAMPLING_SIZE_16";
/// <summary> Keyword used for mixed Spherical Harmonic (SH) evaluation in URP Lit shaders.</summary>
public const string EVALUATE_SH_MIXED = "EVALUATE_SH_MIXED";
/// <summary> Keyword used for vertex Spherical Harmonic (SH) evaluation in URP Lit shaders.</summary>
public const string EVALUATE_SH_VERTEX = "EVALUATE_SH_VERTEX";
/// <summary> Keyword used for APV with SH L1 </summary>
public const string ProbeVolumeL1 = "PROBE_VOLUMES_L1";
/// <summary> Keyword used for APV with SH L2 </summary>
public const string ProbeVolumeL2 = "PROBE_VOLUMES_L2";
}
public sealed partial class UniversalRenderPipeline
{
// Holds light direction for directional lights or position for punctual lights.
// When w is set to 1.0, it means it's a punctual light.
static Vector4 k_DefaultLightPosition = new Vector4(0.0f, 0.0f, 1.0f, 0.0f);
static Vector4 k_DefaultLightColor = Color.black;
// Default light attenuation is setup in a particular way that it causes
// directional lights to return 1.0 for both distance and angle attenuation
static Vector4 k_DefaultLightAttenuation = new Vector4(0.0f, 1.0f, 0.0f, 1.0f);
static Vector4 k_DefaultLightSpotDirection = new Vector4(0.0f, 0.0f, 1.0f, 0.0f);
static Vector4 k_DefaultLightsProbeChannel = new Vector4(0.0f, 0.0f, 0.0f, 0.0f);
static List<Vector4> m_ShadowBiasData = new List<Vector4>();
static List<int> m_ShadowResolutionData = new List<int>();
/// <summary>
/// Checks if a camera is a game camera.
/// </summary>
/// <param name="camera">Camera to check state from.</param>
/// <returns>true if given camera is a game camera, false otherwise.</returns>
public static bool IsGameCamera(Camera camera)
{
if (camera == null)
throw new ArgumentNullException("camera");
return camera.cameraType == CameraType.Game || camera.cameraType == CameraType.VR;
}
/// <summary>
/// Returns the current render pipeline asset for the current quality setting.
/// If no render pipeline asset is assigned in QualitySettings, then returns the one assigned in GraphicsSettings.
/// </summary>
public static UniversalRenderPipelineAsset asset
{
get => GraphicsSettings.currentRenderPipeline as UniversalRenderPipelineAsset;
}
Comparison<Camera> cameraComparison = (camera1, camera2) => { return (int)camera1.depth - (int)camera2.depth; };
#if UNITY_2021_1_OR_NEWER
void SortCameras(List<Camera> cameras)
{
if (cameras.Count > 1)
cameras.Sort(cameraComparison);
}
#else
void SortCameras(Camera[] cameras)
{
if (cameras.Length > 1)
Array.Sort(cameras, cameraComparison);
}
#endif
internal static GraphicsFormat MakeRenderTextureGraphicsFormat(bool isHdrEnabled, HDRColorBufferPrecision requestHDRColorBufferPrecision, bool needsAlpha)
{
if (isHdrEnabled)
{
// TODO: we need a proper format scoring system. Score formats, sort, pick first or pick first supported (if not in score).
if (!needsAlpha && requestHDRColorBufferPrecision != HDRColorBufferPrecision._64Bits && RenderingUtils.SupportsGraphicsFormat(GraphicsFormat.B10G11R11_UFloatPack32, FormatUsage.Linear | FormatUsage.Render))
return GraphicsFormat.B10G11R11_UFloatPack32;
if (RenderingUtils.SupportsGraphicsFormat(GraphicsFormat.R16G16B16A16_SFloat, FormatUsage.Linear | FormatUsage.Render))
return GraphicsFormat.R16G16B16A16_SFloat;
return SystemInfo.GetGraphicsFormat(DefaultFormat.HDR); // This might actually be a LDR format on old devices.
}
return SystemInfo.GetGraphicsFormat(DefaultFormat.LDR);
}
// Returns a UNORM based render texture format
// When supported by the device, this function will prefer formats with higher precision, but the same bit-depth
// NOTE: This function does not guarantee that the returned format will contain an alpha channel.
internal static GraphicsFormat MakeUnormRenderTextureGraphicsFormat()
{
if (RenderingUtils.SupportsGraphicsFormat(GraphicsFormat.A2B10G10R10_UNormPack32, FormatUsage.Linear | FormatUsage.Render))
return GraphicsFormat.A2B10G10R10_UNormPack32;
else
return GraphicsFormat.R8G8B8A8_UNorm;
}
static RenderTextureDescriptor CreateRenderTextureDescriptor(Camera camera, float renderScale,
bool isHdrEnabled, HDRColorBufferPrecision requestHDRColorBufferPrecision, int msaaSamples, bool needsAlpha, bool requiresOpaqueTexture)
{
int scaledWidth = (int)((float)camera.pixelWidth * renderScale);
int scaledHeight = (int)((float)camera.pixelHeight * renderScale);
RenderTextureDescriptor desc;
if (camera.targetTexture == null)
{
desc = new RenderTextureDescriptor(camera.pixelWidth, camera.pixelHeight);
desc.width = scaledWidth;
desc.height = scaledHeight;
desc.graphicsFormat = MakeRenderTextureGraphicsFormat(isHdrEnabled, requestHDRColorBufferPrecision, needsAlpha);
desc.depthBufferBits = 32;
desc.msaaSamples = msaaSamples;
desc.sRGB = (QualitySettings.activeColorSpace == ColorSpace.Linear);
}
else
{
desc = camera.targetTexture.descriptor;
desc.msaaSamples = msaaSamples;
desc.width = scaledWidth;
desc.height = scaledHeight;
if (camera.cameraType == CameraType.SceneView && !isHdrEnabled)
{
desc.graphicsFormat = SystemInfo.GetGraphicsFormat(DefaultFormat.LDR);
}
// SystemInfo.SupportsRenderTextureFormat(camera.targetTexture.descriptor.colorFormat)
// will assert on R8_SINT since it isn't a valid value of RenderTextureFormat.
// If this is fixed then we can implement debug statement to the user explaining why some
// RenderTextureFormats available resolves in a black render texture when no warning or error
// is given.
}
// Make sure dimension is non zero
desc.width = Mathf.Max(1, desc.width);
desc.height = Mathf.Max(1, desc.height);
desc.enableRandomWrite = false;
desc.bindMS = false;
desc.useDynamicScale = camera.allowDynamicResolution;
// The way RenderTextures handle MSAA fallback when an unsupported sample count of 2 is requested (falling back to numSamples = 1), differs fom the way
// the fallback is handled when setting up the Vulkan swapchain (rounding up numSamples to 4, if supported). This caused an issue on Mali GPUs which don't support
// 2x MSAA.
// The following code makes sure that on Vulkan the MSAA unsupported fallback behaviour is consistent between RenderTextures and Swapchain.
// TODO: we should review how all backends handle MSAA fallbacks and move these implementation details in engine code.
if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Vulkan)
{
// if the requested number of samples is 2, and the supported value is 1x, it means that 2x is unsupported on this GPU.
// Then we bump up the requested value to 4.
if (desc.msaaSamples == 2 && SystemInfo.GetRenderTextureSupportedMSAASampleCount(desc) == 1)
desc.msaaSamples = 4;
}
// check that the requested MSAA samples count is supported by the current platform. If it's not supported,
// replace the requested desc.msaaSamples value with the actual value the engine falls back to
desc.msaaSamples = SystemInfo.GetRenderTextureSupportedMSAASampleCount(desc);
// if the target platform doesn't support storing multisampled RTs and we are doing any offscreen passes, using a Load load action on the subsequent passes
// will result in loading Resolved data, which on some platforms is discarded, resulting in losing the results of the previous passes.
// As a workaround we disable MSAA to make sure that the results of previous passes are stored. (fix for Case 1247423).
if (!SystemInfo.supportsStoreAndResolveAction)
desc.msaaSamples = 1;
return desc;
}
private static Lightmapping.RequestLightsDelegate lightsDelegate = (Light[] requests, NativeArray<LightDataGI> lightsOutput) =>
{
LightDataGI lightData = new LightDataGI();
#if UNITY_EDITOR
// Always extract lights in the Editor.
for (int i = 0; i < requests.Length; i++)
{
Light light = requests[i];
var additionalLightData = light.GetUniversalAdditionalLightData();
LightmapperUtils.Extract(light, out Cookie cookie);
switch (light.type)
{
case LightType.Directional:
DirectionalLight directionalLight = new DirectionalLight();
LightmapperUtils.Extract(light, ref directionalLight);
if (light.cookie != null)
{
// Size == 1 / Scale
cookie.sizes = additionalLightData.lightCookieSize;
// Offset, Map cookie UV offset to light position on along local axes.
if (additionalLightData.lightCookieOffset != Vector2.zero)
{
var r = light.transform.right * additionalLightData.lightCookieOffset.x;
var u = light.transform.up * additionalLightData.lightCookieOffset.y;
var offset = r + u;
directionalLight.position += offset;
}
}
lightData.Init(ref directionalLight, ref cookie);
break;
case LightType.Point:
PointLight pointLight = new PointLight();
LightmapperUtils.Extract(light, ref pointLight);
lightData.Init(ref pointLight, ref cookie);
break;
case LightType.Spot:
SpotLight spotLight = new SpotLight();
LightmapperUtils.Extract(light, ref spotLight);
spotLight.innerConeAngle = light.innerSpotAngle * Mathf.Deg2Rad;
spotLight.angularFalloff = AngularFalloffType.AnalyticAndInnerAngle;
lightData.Init(ref spotLight, ref cookie);
break;
case LightType.Rectangle:
RectangleLight rectangleLight = new RectangleLight();
LightmapperUtils.Extract(light, ref rectangleLight);
rectangleLight.mode = LightMode.Baked;
lightData.Init(ref rectangleLight);
break;
case LightType.Disc:
DiscLight discLight = new DiscLight();
LightmapperUtils.Extract(light, ref discLight);
discLight.mode = LightMode.Baked;
lightData.Init(ref discLight);
break;
default:
lightData.InitNoBake(light.GetInstanceID());
break;
}
lightData.falloff = FalloffType.InverseSquared;
lightsOutput[i] = lightData;
}
#else
// If Enlighten realtime GI isn't active, we don't extract lights.
if (SupportedRenderingFeatures.active.enlighten == false || ((int)SupportedRenderingFeatures.active.lightmapBakeTypes | (int)LightmapBakeType.Realtime) == 0)
{
for (int i = 0; i < requests.Length; i++)
{
Light light = requests[i];
lightData.InitNoBake(light.GetInstanceID());
lightsOutput[i] = lightData;
}
}
else
{
for (int i = 0; i < requests.Length; i++)
{
Light light = requests[i];
switch (light.type)
{
case LightType.Directional:
DirectionalLight directionalLight = new DirectionalLight();
LightmapperUtils.Extract(light, ref directionalLight);
lightData.Init(ref directionalLight);
break;
case LightType.Point:
PointLight pointLight = new PointLight();
LightmapperUtils.Extract(light, ref pointLight);
lightData.Init(ref pointLight);
break;
case LightType.Spot:
SpotLight spotLight = new SpotLight();
LightmapperUtils.Extract(light, ref spotLight);
spotLight.innerConeAngle = light.innerSpotAngle * Mathf.Deg2Rad;
spotLight.angularFalloff = AngularFalloffType.AnalyticAndInnerAngle;
lightData.Init(ref spotLight);
break;
case LightType.Rectangle:
// Rect area light is baked only in URP.
lightData.InitNoBake(light.GetInstanceID());
break;
case LightType.Disc:
// Disc light is baked only.
lightData.InitNoBake(light.GetInstanceID());
break;
default:
lightData.InitNoBake(light.GetInstanceID());
break;
}
lightData.falloff = FalloffType.InverseSquared;
lightsOutput[i] = lightData;
}
}
#endif
};
// Called from DeferredLights.cs too
/// <summary>
/// Calculates the attenuation for a given light and also direction for spot lights.
/// </summary>
/// <param name="lightType">The type of light.</param>
/// <param name="lightRange">The range of the light.</param>
/// <param name="lightLocalToWorldMatrix">The local to world light matrix.</param>
/// <param name="spotAngle">The spotlight angle.</param>
/// <param name="innerSpotAngle">The spotlight inner angle.</param>
/// <param name="lightAttenuation">The light attenuation.</param>
/// <param name="lightSpotDir">The spot light direction.</param>
public static void GetLightAttenuationAndSpotDirection(
LightType lightType, float lightRange, Matrix4x4 lightLocalToWorldMatrix,
float spotAngle, float? innerSpotAngle,
out Vector4 lightAttenuation, out Vector4 lightSpotDir)
{
// Default is directional
lightAttenuation = k_DefaultLightAttenuation;
lightSpotDir = k_DefaultLightSpotDirection;
if (lightType != LightType.Directional)
{
GetPunctualLightDistanceAttenuation(lightRange, ref lightAttenuation);
if (lightType == LightType.Spot)
{
GetSpotDirection(ref lightLocalToWorldMatrix, out lightSpotDir);
GetSpotAngleAttenuation(spotAngle, innerSpotAngle, ref lightAttenuation);
}
}
}
internal static void GetPunctualLightDistanceAttenuation(float lightRange, ref Vector4 lightAttenuation)
{
// Light attenuation in universal matches the unity vanilla one (HINT_NICE_QUALITY).
// attenuation = 1.0 / distanceToLightSqr
// The smoothing factor makes sure that the light intensity is zero at the light range limit.
// (We used to offer two different smoothing factors.)
// The current smoothing factor matches the one used in the Unity lightmapper.
// smoothFactor = (1.0 - saturate((distanceSqr * 1.0 / lightRangeSqr)^2))^2
float lightRangeSqr = lightRange * lightRange;
float fadeStartDistanceSqr = 0.8f * 0.8f * lightRangeSqr;
float fadeRangeSqr = (fadeStartDistanceSqr - lightRangeSqr);
float lightRangeSqrOverFadeRangeSqr = -lightRangeSqr / fadeRangeSqr;
float oneOverLightRangeSqr = 1.0f / Mathf.Max(0.0001f, lightRangeSqr);
// On all devices: Use the smoothing factor that matches the GI.
lightAttenuation.x = oneOverLightRangeSqr;
lightAttenuation.y = lightRangeSqrOverFadeRangeSqr;
}
internal static void GetSpotAngleAttenuation(
float spotAngle, float? innerSpotAngle,
ref Vector4 lightAttenuation)
{
// Spot Attenuation with a linear falloff can be defined as
// (SdotL - cosOuterAngle) / (cosInnerAngle - cosOuterAngle)
// This can be rewritten as
// invAngleRange = 1.0 / (cosInnerAngle - cosOuterAngle)
// SdotL * invAngleRange + (-cosOuterAngle * invAngleRange)
// If we precompute the terms in a MAD instruction
float cosOuterAngle = Mathf.Cos(Mathf.Deg2Rad * spotAngle * 0.5f);
// We need to do a null check for particle lights
// This should be changed in the future
// Particle lights will use an inline function
float cosInnerAngle;
if (innerSpotAngle.HasValue)
cosInnerAngle = Mathf.Cos(innerSpotAngle.Value * Mathf.Deg2Rad * 0.5f);
else
cosInnerAngle = Mathf.Cos((2.0f * Mathf.Atan(Mathf.Tan(spotAngle * 0.5f * Mathf.Deg2Rad) * (64.0f - 18.0f) / 64.0f)) * 0.5f);
float smoothAngleRange = Mathf.Max(0.001f, cosInnerAngle - cosOuterAngle);
float invAngleRange = 1.0f / smoothAngleRange;
float add = -cosOuterAngle * invAngleRange;
lightAttenuation.z = invAngleRange;
lightAttenuation.w = add;
}
internal static void GetSpotDirection(ref Matrix4x4 lightLocalToWorldMatrix, out Vector4 lightSpotDir)
{
Vector4 dir = lightLocalToWorldMatrix.GetColumn(2);
lightSpotDir = new Vector4(-dir.x, -dir.y, -dir.z, 0.0f);
}
/// <summary>
/// Initializes common light constants.
/// </summary>
/// <param name="lights">List of lights to iterate.</param>
/// <param name="lightIndex">The index of the light.</param>
/// <param name="lightPos">The position of the light.</param>
/// <param name="lightColor">The color of the light.</param>
/// <param name="lightAttenuation">The attenuation of the light.</param>
/// <param name="lightSpotDir">The direction of the light.</param>
/// <param name="lightOcclusionProbeChannel">The occlusion probe channel for the light.</param>
public static void InitializeLightConstants_Common(NativeArray<VisibleLight> lights, int lightIndex, out Vector4 lightPos, out Vector4 lightColor, out Vector4 lightAttenuation, out Vector4 lightSpotDir, out Vector4 lightOcclusionProbeChannel)
{
lightPos = k_DefaultLightPosition;
lightColor = k_DefaultLightColor;
lightOcclusionProbeChannel = k_DefaultLightsProbeChannel;
lightAttenuation = k_DefaultLightAttenuation; // Directional by default.
lightSpotDir = k_DefaultLightSpotDirection;
// When no lights are visible, main light will be set to -1.
// In this case we initialize it to default values and return
if (lightIndex < 0)
return;
// Avoid memcpys. Pass by ref and locals for multiple uses.
ref VisibleLight lightData = ref lights.UnsafeElementAtMutable(lightIndex);
var light = lightData.light;
var lightLocalToWorld = lightData.localToWorldMatrix;
var lightType = lightData.lightType;
if (lightType == LightType.Directional)
{
Vector4 dir = -lightLocalToWorld.GetColumn(2);
lightPos = new Vector4(dir.x, dir.y, dir.z, 0.0f);
}
else
{
Vector4 pos = lightLocalToWorld.GetColumn(3);
lightPos = new Vector4(pos.x, pos.y, pos.z, 1.0f);
GetPunctualLightDistanceAttenuation(lightData.range, ref lightAttenuation);
if (lightType == LightType.Spot)
{
GetSpotAngleAttenuation(lightData.spotAngle, light?.innerSpotAngle, ref lightAttenuation);
GetSpotDirection(ref lightLocalToWorld, out lightSpotDir);
}
}
// VisibleLight.finalColor already returns color in active color space
lightColor = lightData.finalColor;
if (light != null && light.bakingOutput.lightmapBakeType == LightmapBakeType.Mixed &&
0 <= light.bakingOutput.occlusionMaskChannel &&
light.bakingOutput.occlusionMaskChannel < 4)
{
lightOcclusionProbeChannel[light.bakingOutput.occlusionMaskChannel] = 1.0f;
}
}
}
// URP Profile Id
// - Scopes using this enum are automatically picked up by the performance testing framework.
// - You can use [HideInDebugUI] attribute to hide a given id from the Detailed Stats section of Rendering Debugger.
internal enum URPProfileId
{
// CPU
UniversalRenderTotal,
UpdateVolumeFramework,
RenderCameraStack,
// GPU
AdditionalLightsShadow,
ColorGradingLUT,
CopyColor,
CopyDepth,
DepthNormalPrepass,
DepthPrepass,
UpdateReflectionProbeAtlas,
// DrawObjectsPass
DrawOpaqueObjects,
DrawTransparentObjects,
DrawScreenSpaceUI,
// RenderObjectsPass
//RenderObjects,
LightCookies,
MainLightShadow,
ResolveShadows,
SSAO,
// PostProcessPass
StopNaNs,
SMAA,
GaussianDepthOfField,
BokehDepthOfField,
TemporalAA,
MotionBlur,
PaniniProjection,
UberPostProcess,
Bloom,
LensFlareDataDrivenComputeOcclusion,
LensFlareDataDriven,
LensFlareScreenSpace,
MotionVectors,
DrawFullscreen,
// PostProcessPass RenderGraph
[HideInDebugUI] RG_SetupPostFX,
[HideInDebugUI] RG_StopNaNs,
[HideInDebugUI] RG_SMAAMaterialSetup,
[HideInDebugUI] RG_SMAAEdgeDetection,
[HideInDebugUI] RG_SMAABlendWeight,
[HideInDebugUI] RG_SMAANeighborhoodBlend,
[HideInDebugUI] RG_SetupDoF,
[HideInDebugUI] RG_DOFComputeCOC,
[HideInDebugUI] RG_DOFDownscalePrefilter,
[HideInDebugUI] RG_DOFBlurH,
[HideInDebugUI] RG_DOFBlurV,
[HideInDebugUI] RG_DOFBlurBokeh,
[HideInDebugUI] RG_DOFPostFilter,
[HideInDebugUI] RG_DOFComposite,
[HideInDebugUI] RG_TAA,
[HideInDebugUI] RG_TAACopyHistory,
[HideInDebugUI] RG_MotionBlur,
[HideInDebugUI] RG_BloomSetupPass,
[HideInDebugUI] RG_BloomPrefilter,
[HideInDebugUI] RG_BloomFirstPass,
[HideInDebugUI] RG_BloomSecondPass,
[HideInDebugUI] RG_BloomUpsample,
[HideInDebugUI] RG_UberPostSetupBloomPass,
[HideInDebugUI] RG_UberPost,
[HideInDebugUI] RG_FinalSetup,
[HideInDebugUI] RG_FinalFSRScale,
[HideInDebugUI] RG_FinalBlit,
FinalBlit
}
// Internal class to detect and cache runtime platform information.
// TODO: refine the logic to provide platform abstraction. Eg, we should devide platforms based on capabilities and perf budget.
// TODO: isXRMobile is a bad catagory. Alignment and refactor needed.
// TODO: Compress all the query data into "isXRMobile" style bools and enums.
internal static class PlatformAutoDetect
{
/// <summary>
/// Detect and cache runtime platform information. This function should only be called once when creating the URP.
/// </summary>
internal static void Initialize()
{
bool isRunningMobile = false;
#if ENABLE_VR && ENABLE_VR_MODULE
#if PLATFORM_WINRT || PLATFORM_ANDROID
isRunningMobile = IsRunningXRMobile();
#endif
#endif
isXRMobile = isRunningMobile;
}
#if ENABLE_VR && ENABLE_VR_MODULE
#if PLATFORM_WINRT || PLATFORM_ANDROID
// XR mobile platforms are not treated as dedicated mobile platforms in Core. Handle them specially here. (Quest and HL).
private static List<XR.XRDisplaySubsystem> displaySubsystemList = new List<XR.XRDisplaySubsystem>();
private static bool IsRunningXRMobile()
{
var platform = Application.platform;
if (platform == RuntimePlatform.WSAPlayerX86 || platform == RuntimePlatform.WSAPlayerARM || platform == RuntimePlatform.WSAPlayerX64 || platform == RuntimePlatform.Android)
{
XR.XRDisplaySubsystem display = null;
SubsystemManager.GetInstances(displaySubsystemList);
if (displaySubsystemList.Count > 0)
display = displaySubsystemList[0];
if (display != null)
return true;
}
return false;
}
#endif
#endif
/// <summary>
/// If true, the runtime platform is an XR mobile platform.
/// </summary>
static internal bool isXRMobile { get; private set; } = false;
}
}