88 lines
3.6 KiB
C#
88 lines
3.6 KiB
C#
using UnityEngine.Experimental.GlobalIllumination;
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using UnityEngine.Profiling;
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using Unity.Collections;
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using UnityEngine.Experimental.Rendering.RenderGraphModule;
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using UnityEngine.Experimental.Rendering;
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// cleanup code
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// listMinDepth and maxDepth should be stored in a different uniform block?
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// Point lights stored as vec4
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// RelLightIndices should be stored in ushort instead of uint.
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// TODO use Unity.Mathematics
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// TODO Check if there is a bitarray structure (with dynamic size) available in Unity
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namespace UnityEngine.Rendering.Universal.Internal
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{
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// Render all tiled-based deferred lights.
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internal class DeferredPass : ScriptableRenderPass
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{
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DeferredLights m_DeferredLights;
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public DeferredPass(RenderPassEvent evt, DeferredLights deferredLights)
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{
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base.profilingSampler = new ProfilingSampler(nameof(DeferredPass));
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base.renderPassEvent = evt;
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m_DeferredLights = deferredLights;
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}
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// ScriptableRenderPass
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public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescripor)
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{
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var lightingAttachment = m_DeferredLights.GbufferAttachments[m_DeferredLights.GBufferLightingIndex];
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var depthAttachment = m_DeferredLights.DepthAttachmentHandle;
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if (m_DeferredLights.UseRenderPass)
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ConfigureInputAttachments(m_DeferredLights.DeferredInputAttachments, m_DeferredLights.DeferredInputIsTransient);
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// TODO: Cannot currently bind depth texture as read-only!
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ConfigureTarget(lightingAttachment, depthAttachment);
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}
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// ScriptableRenderPass
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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m_DeferredLights.ExecuteDeferredPass(CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer), ref renderingData);
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}
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private class PassData
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{
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internal TextureHandle color;
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internal TextureHandle depth;
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internal RenderingData renderingData;
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internal DeferredLights deferredLights;
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}
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internal void Render(RenderGraph renderGraph, TextureHandle color, TextureHandle depth, TextureHandle[] gbuffer, ref RenderingData renderingData)
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{
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using (var builder = renderGraph.AddRasterRenderPass<PassData>("Deferred Lighting Pass", out var passData,
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base.profilingSampler))
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{
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passData.color = builder.UseTextureFragment(color, 0, IBaseRenderGraphBuilder.AccessFlags.Write);
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passData.depth = builder.UseTextureFragmentDepth(depth, IBaseRenderGraphBuilder.AccessFlags.Write);
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passData.deferredLights = m_DeferredLights;
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passData.renderingData = renderingData;
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for (int i = 0; i < gbuffer.Length; ++i)
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{
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if (i != m_DeferredLights.GBufferLightingIndex)
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builder.UseTexture(gbuffer[i], IBaseRenderGraphBuilder.AccessFlags.Read);
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}
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builder.AllowPassCulling(false);
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builder.AllowGlobalStateModification(true);
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builder.SetRenderFunc((PassData data, RasterGraphContext context) =>
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{
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data.deferredLights.ExecuteDeferredPass(context.cmd, ref data.renderingData);
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});
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}
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}
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// ScriptableRenderPass
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public override void OnCameraCleanup(CommandBuffer cmd)
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{
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m_DeferredLights.OnCameraCleanup(cmd);
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}
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}
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}
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