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

216 lines
9.9 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.RenderGraphModule;
namespace UnityEngine.Rendering.Universal.Internal
{
/// <summary>
/// Render all objects that have a 'DepthNormals' and/or 'DepthNormalsOnly' pass into the given depth and normal buffers.
/// </summary>
public class DepthNormalOnlyPass : ScriptableRenderPass
{
internal List<ShaderTagId> shaderTagIds { get; set; }
private RTHandle depthHandle { get; set; }
private RTHandle normalHandle { get; set; }
private RTHandle renderingLayersHandle { get; set; }
internal bool enableRenderingLayers { get; set; } = false;
internal RenderingLayerUtils.MaskSize renderingLayersMaskSize { get; set; }
private FilteringSettings m_FilteringSettings;
private PassData m_PassData;
// Constants
private static readonly List<ShaderTagId> k_DepthNormals = new List<ShaderTagId> { new ShaderTagId("DepthNormals"), new ShaderTagId("DepthNormalsOnly") };
private static readonly RTHandle[] k_ColorAttachment1 = new RTHandle[1];
private static readonly RTHandle[] k_ColorAttachment2 = new RTHandle[2];
/// <summary>
/// Creates a new <c>DepthNormalOnlyPass</c> instance.
/// </summary>
/// <param name="evt">The <c>RenderPassEvent</c> to use.</param>
/// <param name="renderQueueRange">The <c>RenderQueueRange</c> to use for creating filtering settings that control what objects get rendered.</param>
/// <param name="layerMask">The layer mask to use for creating filtering settings that control what objects get rendered.</param>
/// <seealso cref="RenderPassEvent"/>
/// <seealso cref="RenderQueueRange"/>
/// <seealso cref="LayerMask"/>
public DepthNormalOnlyPass(RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask)
{
base.profilingSampler = new ProfilingSampler(nameof(DepthNormalOnlyPass));
m_PassData = new PassData();
m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask);
renderPassEvent = evt;
useNativeRenderPass = false;
this.shaderTagIds = k_DepthNormals;
}
/// <summary>
/// Finds the format to use for the normals texture.
/// </summary>
/// <returns>The GraphicsFormat to use with the Normals texture.</returns>
public static GraphicsFormat GetGraphicsFormat()
{
if (SystemInfo.IsFormatSupported(GraphicsFormat.R8G8B8A8_SNorm, GraphicsFormatUsage.Render))
return GraphicsFormat.R8G8B8A8_SNorm; // Preferred format
else if (SystemInfo.IsFormatSupported(GraphicsFormat.R16G16B16A16_SFloat, GraphicsFormatUsage.Render))
return GraphicsFormat.R16G16B16A16_SFloat; // fallback
else
return GraphicsFormat.R32G32B32A32_SFloat; // fallback
}
/// <summary>
/// Configures the pass.
/// </summary>
/// <param name="depthHandle">The <c>RTHandle</c> used to render depth to.</param>
/// <param name="normalHandle">The <c>RTHandle</c> used to render normals.</param>
/// <seealso cref="RTHandle"/>
public void Setup(RTHandle depthHandle, RTHandle normalHandle)
{
this.depthHandle = depthHandle;
this.normalHandle = normalHandle;
enableRenderingLayers = false;
}
/// <summary>
/// Configure the pass
/// </summary>
/// <param name="depthHandle">The <c>RTHandle</c> used to render depth to.</param>
/// <param name="normalHandle">The <c>RTHandle</c> used to render normals.</param>
/// <param name="decalLayerHandle">The <c>RTHandle</c> used to render decals.</param>
public void Setup(RTHandle depthHandle, RTHandle normalHandle, RTHandle decalLayerHandle)
{
Setup(depthHandle, normalHandle);
renderingLayersHandle = decalLayerHandle;
enableRenderingLayers = true;
}
/// <inheritdoc/>
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
RTHandle[] colorHandles;
if (enableRenderingLayers)
{
k_ColorAttachment2[0] = normalHandle;
k_ColorAttachment2[1] = renderingLayersHandle;
colorHandles = k_ColorAttachment2;
}
else
{
k_ColorAttachment1[0] = normalHandle;
colorHandles = k_ColorAttachment1;
}
if (renderingData.cameraData.renderer.useDepthPriming && (renderingData.cameraData.renderType == CameraRenderType.Base || renderingData.cameraData.clearDepth))
ConfigureTarget(colorHandles, renderingData.cameraData.renderer.cameraDepthTargetHandle);
else
ConfigureTarget(colorHandles, depthHandle);
ConfigureClear(ClearFlag.All, Color.black);
}
private static void ExecutePass(RasterCommandBuffer cmd, PassData passData, RendererList rendererList, ref RenderingData renderingData)
{
using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.DepthNormalPrepass)))
{
// Enable Rendering Layers
if (passData.enableRenderingLayers)
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.WriteRenderingLayers, true);
// Draw
cmd.DrawRendererList(rendererList);
// Clean up
if (passData.enableRenderingLayers)
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.WriteRenderingLayers, false);
}
}
/// <inheritdoc/>
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
InitPassData(ref renderingData, ref m_PassData);
var param = InitRendererListParams(ref renderingData);
var rendererList = context.CreateRendererList(ref param);
ExecutePass(CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer), m_PassData, rendererList, ref renderingData);
}
/// <inheritdoc/>
public override void OnCameraCleanup(CommandBuffer cmd)
{
if (cmd == null)
{
throw new ArgumentNullException("cmd");
}
normalHandle = null;
depthHandle = null;
renderingLayersHandle = null;
}
/// <summary>
/// Shared pass data
/// </summary>
private class PassData
{
internal TextureHandle cameraDepthTexture;
internal TextureHandle cameraNormalsTexture;
internal RenderingData renderingData;
internal bool enableRenderingLayers;
internal RenderingLayerUtils.MaskSize maskSize;
internal RendererListHandle rendererList;
}
/// <summary>
/// Initialize the shared pass data.
/// </summary>
/// <param name="passData"></param>
private void InitPassData(ref RenderingData renderingData, ref PassData passData)
{
passData.enableRenderingLayers = enableRenderingLayers;
passData.renderingData = renderingData;
}
private RendererListParams InitRendererListParams(ref RenderingData renderingData)
{
var sortFlags = renderingData.cameraData.defaultOpaqueSortFlags;
var drawSettings = RenderingUtils.CreateDrawingSettings(this.shaderTagIds, ref renderingData, sortFlags);
drawSettings.perObjectData = PerObjectData.None;
return new RendererListParams(renderingData.cullResults, drawSettings, m_FilteringSettings);
}
internal void Render(RenderGraph renderGraph, TextureHandle cameraNormalsTexture, TextureHandle cameraDepthTexture, TextureHandle renderingLayersTexture, ref RenderingData renderingData)
{
using (var builder = renderGraph.AddRasterRenderPass<PassData>("DepthNormals Prepass", out var passData, base.profilingSampler))
{
passData.cameraNormalsTexture = builder.UseTextureFragment(cameraNormalsTexture, 0, IBaseRenderGraphBuilder.AccessFlags.Write);
passData.cameraDepthTexture = builder.UseTextureFragmentDepth(cameraDepthTexture, IBaseRenderGraphBuilder.AccessFlags.Write);
InitPassData(ref renderingData, ref passData);
if (passData.enableRenderingLayers)
{
builder.UseTextureFragment(renderingLayersTexture, 1, IBaseRenderGraphBuilder.AccessFlags.Write);
passData.maskSize = renderingLayersMaskSize;
}
var param = InitRendererListParams(ref renderingData);
passData.rendererList = renderGraph.CreateRendererList(param);
builder.UseRendererList(passData.rendererList);
// TODO RENDERGRAPH: culling? force culling off for testing
builder.AllowPassCulling(false);
// Required here because of RenderingLayerUtils.SetupProperties
builder.AllowGlobalStateModification(true);
builder.SetRenderFunc((PassData data, RasterGraphContext context) =>
{
RenderingLayerUtils.SetupProperties(context.cmd, data.maskSize);
ExecutePass(context.cmd, data, data.rendererList, ref data.renderingData);
});
}
RenderGraphUtils.SetGlobalTexture(renderGraph, "_CameraNormalsTexture", cameraNormalsTexture, "Set Camera Normals Texture");
RenderGraphUtils.SetGlobalTexture(renderGraph,"_CameraDepthTexture", cameraDepthTexture, "Set Global CameraDepthTexture");
}
}
}