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

88 lines
3.6 KiB
C#

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