132 lines
5.3 KiB
C#
132 lines
5.3 KiB
C#
using UnityEngine.Experimental.Rendering.RenderGraphModule;
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using UnityEngine.Experimental.Rendering;
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namespace UnityEngine.Rendering.Universal
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{
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/// <summary>
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/// Draw the skybox into the given color buffer using the given depth buffer for depth testing.
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///
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/// This pass renders the standard Unity skybox.
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/// </summary>
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public class DrawSkyboxPass : ScriptableRenderPass
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{
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private PassData m_PassData;
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private RendererList m_SkyRendererList;
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/// <summary>
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/// Creates a new <c>DrawSkyboxPass</c> instance.
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/// </summary>
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/// <param name="evt">The <c>RenderPassEvent</c> to use.</param>
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/// <seealso cref="RenderPassEvent"/>
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public DrawSkyboxPass(RenderPassEvent evt)
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{
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base.profilingSampler = new ProfilingSampler(nameof(DrawSkyboxPass));
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renderPassEvent = evt;
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m_PassData = new PassData();
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}
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/// <inheritdoc/>
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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var activeDebugHandler = GetActiveDebugHandler(ref renderingData);
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if (activeDebugHandler != null)
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{
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// TODO: The skybox needs to work the same as the other shaders, but until it does we'll not render it
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// when certain debug modes are active (e.g. wireframe/overdraw modes)
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if (activeDebugHandler.IsScreenClearNeeded)
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{
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return;
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}
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}
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InitSkyboxRendererList(context, ref renderingData);
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InitPassData(ref renderingData, ref m_PassData);
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ExecutePass(CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer), m_PassData.skyRendererList, ref renderingData);
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}
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private static void ExecutePass(RasterCommandBuffer cmd, RendererList rendererList, ref RenderingData renderingData)
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{
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ref CameraData cameraData = ref renderingData.cameraData;
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#if ENABLE_VR && ENABLE_XR_MODULE
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if (cameraData.xr.enabled && cameraData.xr.singlePassEnabled)
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cmd.SetSinglePassStereo(SystemInfo.supportsMultiview ? SinglePassStereoMode.Multiview : SinglePassStereoMode.Instancing);
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#endif
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cmd.DrawRendererList(rendererList);
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#if ENABLE_VR && ENABLE_XR_MODULE
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if (cameraData.xr.enabled && cameraData.xr.singlePassEnabled)
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cmd.SetSinglePassStereo(SinglePassStereoMode.None);
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#endif
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}
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private class PassData
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{
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internal RenderingData renderingData;
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internal RendererList skyRendererList;
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}
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private void InitPassData(ref RenderingData renderingData, ref PassData passData)
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{
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passData.renderingData = renderingData;
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passData.skyRendererList = m_SkyRendererList;
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}
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private void InitSkyboxRendererList(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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ref CameraData cameraData = ref renderingData.cameraData;
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#if ENABLE_VR && ENABLE_XR_MODULE
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if (cameraData.xr.enabled)
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{
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// Setup Legacy XR buffer states
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if (cameraData.xr.singlePassEnabled)
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{
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m_SkyRendererList = context.CreateSkyboxRendererList(cameraData.camera,
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cameraData.GetProjectionMatrix(0), cameraData.GetViewMatrix(0),
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cameraData.GetProjectionMatrix(1), cameraData.GetViewMatrix(1));
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}
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else
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{
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m_SkyRendererList = context.CreateSkyboxRendererList(cameraData.camera, cameraData.GetProjectionMatrix(0), cameraData.GetViewMatrix(0));
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}
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}
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else
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#endif
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{
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m_SkyRendererList = context.CreateSkyboxRendererList(cameraData.camera);
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}
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}
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internal void Render(RenderGraph renderGraph, ScriptableRenderContext context, TextureHandle colorTarget, TextureHandle depthTarget, ref RenderingData renderingData)
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{
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var activeDebugHandler = GetActiveDebugHandler(ref renderingData);
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if (activeDebugHandler != null)
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{
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// TODO: The skybox needs to work the same as the other shaders, but until it does we'll not render it
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// when certain debug modes are active (e.g. wireframe/overdraw modes)
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if (activeDebugHandler.IsScreenClearNeeded)
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{
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return;
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}
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}
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using (var builder = renderGraph.AddRasterRenderPass<PassData>("Draw Skybox Pass", out var passData,
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base.profilingSampler))
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{
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InitSkyboxRendererList(context, ref renderingData);
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InitPassData(ref renderingData, ref passData);
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builder.UseTextureFragment(colorTarget, 0, IBaseRenderGraphBuilder.AccessFlags.Write);
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builder.UseTextureFragmentDepth(depthTarget, IBaseRenderGraphBuilder.AccessFlags.Write);
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builder.AllowPassCulling(false);
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builder.SetRenderFunc((PassData data, RasterGraphContext context) =>
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{
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ExecutePass(context.cmd, data.skyRendererList, ref data.renderingData);
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});
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}
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}
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}
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}
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