-
Notifications
You must be signed in to change notification settings - Fork 866
Expand file tree
/
Copy pathDrawObjectsPass.cs
More file actions
403 lines (338 loc) · 20.1 KB
/
DrawObjectsPass.cs
File metadata and controls
403 lines (338 loc) · 20.1 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
using System;
using System.Collections.Generic;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.RenderGraphModule;
using UnityEngine.Profiling;
namespace UnityEngine.Rendering.Universal.Internal
{
/// <summary>
/// Draw objects into the given color and depth target
///
/// You can use this pass to render objects that have a material and/or shader
/// with the pass names UniversalForward or SRPDefaultUnlit.
/// </summary>
public class DrawObjectsPass : ScriptableRenderPass
{
FilteringSettings m_FilteringSettings;
RenderStateBlock m_RenderStateBlock;
List<ShaderTagId> m_ShaderTagIdList = new List<ShaderTagId>();
string m_ProfilerTag;
/// <summary>
/// Profiling sampler
/// </summary>
protected ProfilingSampler m_ProfilingSampler;
bool m_IsOpaque;
/// <summary>
/// Used to indicate whether transparent objects should receive shadows or not.
/// </summary>
public bool m_ShouldTransparentsReceiveShadows;
PassData m_PassData;
static readonly int s_DrawObjectPassDataPropID = Shader.PropertyToID("_DrawObjectPassData");
/// <summary>
/// Creates a new <c>DrawObjectsPass</c> instance.
/// </summary>
/// <param name="profilerTag">The profiler tag used with the pass.</param>
/// <param name="shaderTagIds"></param>
/// <param name="opaque">Marks whether the objects are opaque or transparent.</param>
/// <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>
/// <param name="stencilState">The stencil settings to use with this poss.</param>
/// <param name="stencilReference">The stencil reference value to use with this pass.</param>
/// <seealso cref="ShaderTagId"/>
/// <seealso cref="RenderPassEvent"/>
/// <seealso cref="RenderQueueRange"/>
/// <seealso cref="LayerMask"/>
/// <seealso cref="StencilState"/>
public DrawObjectsPass(string profilerTag, ShaderTagId[] shaderTagIds, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference)
{
base.profilingSampler = new ProfilingSampler(nameof(DrawObjectsPass));
m_PassData = new PassData();
m_ProfilerTag = profilerTag;
m_ProfilingSampler = new ProfilingSampler(profilerTag);
m_ShaderTagIdList.AddRange(shaderTagIds);
renderPassEvent = evt;
m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask);
m_RenderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
m_IsOpaque = opaque;
m_ShouldTransparentsReceiveShadows = false;
if (stencilState.enabled)
{
m_RenderStateBlock.stencilReference = stencilReference;
m_RenderStateBlock.mask = RenderStateMask.Stencil;
m_RenderStateBlock.stencilState = stencilState;
}
}
/// <summary>
/// Creates a new <c>DrawObjectsPass</c> instance.
/// </summary>
/// <param name="profilerTag">The profiler tag used with the pass.</param>
/// <param name="opaque">Marks whether the objects are opaque or transparent.</param>
/// <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>
/// <param name="stencilState">The stencil settings to use with this poss.</param>
/// <param name="stencilReference">The stencil reference value to use with this pass.</param>
/// <seealso cref="RenderPassEvent"/>
/// <seealso cref="RenderQueueRange"/>
/// <seealso cref="LayerMask"/>
/// <seealso cref="StencilState"/>
public DrawObjectsPass(string profilerTag, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference)
: this(profilerTag,
new ShaderTagId[] { new ShaderTagId("SRPDefaultUnlit"), new ShaderTagId("UniversalForward"), new ShaderTagId("UniversalForwardOnly") },
opaque, evt, renderQueueRange, layerMask, stencilState, stencilReference)
{ }
internal DrawObjectsPass(URPProfileId profileId, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference)
: this(profileId.GetType().Name, opaque, evt, renderQueueRange, layerMask, stencilState, stencilReference)
{
m_ProfilingSampler = ProfilingSampler.Get(profileId);
}
/// <inheritdoc />
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
m_PassData.m_IsOpaque = m_IsOpaque;
m_PassData.m_RenderStateBlock = m_RenderStateBlock;
m_PassData.m_FilteringSettings = m_FilteringSettings;
m_PassData.m_ShaderTagIdList = m_ShaderTagIdList;
m_PassData.m_ProfilingSampler = m_ProfilingSampler;
CameraSetup(cmd, m_PassData, ref renderingData);
}
/// <inheritdoc/>
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
InitPassData(ref m_PassData);
ExecutePass(context, m_PassData, ref renderingData, renderingData.cameraData.IsCameraProjectionMatrixFlipped());
}
private static void CameraSetup(CommandBuffer cmd, PassData data, ref RenderingData renderingData)
{
if (renderingData.cameraData.renderer.useDepthPriming && data.m_IsOpaque && (renderingData.cameraData.renderType == CameraRenderType.Base || renderingData.cameraData.clearDepth))
{
data.m_RenderStateBlock.depthState = new DepthState(false, CompareFunction.Equal);
data.m_RenderStateBlock.mask |= RenderStateMask.Depth;
}
else if (data.m_RenderStateBlock.depthState.compareFunction == CompareFunction.Equal)
{
data.m_RenderStateBlock.depthState = new DepthState(true, CompareFunction.LessEqual);
data.m_RenderStateBlock.mask |= RenderStateMask.Depth;
}
}
private static void ExecutePass(ScriptableRenderContext context, PassData data, ref RenderingData renderingData, bool yFlip)
{
var cmd = renderingData.commandBuffer;
using (new ProfilingScope(cmd, data.m_ProfilingSampler))
{
// Global render pass data containing various settings.
// x,y,z are currently unused
// w is used for knowing whether the object is opaque(1) or alpha blended(0)
Vector4 drawObjectPassData = new Vector4(0.0f, 0.0f, 0.0f, (data.m_IsOpaque) ? 1.0f : 0.0f);
cmd.SetGlobalVector(s_DrawObjectPassDataPropID, drawObjectPassData);
// scaleBias.x = flipSign
// scaleBias.y = scale
// scaleBias.z = bias
// scaleBias.w = unused
float flipSign = yFlip ? -1.0f : 1.0f;
Vector4 scaleBias = (flipSign < 0.0f)
? new Vector4(flipSign, 1.0f, -1.0f, 1.0f)
: new Vector4(flipSign, 0.0f, 1.0f, 1.0f);
cmd.SetGlobalVector(ShaderPropertyId.scaleBiasRt, scaleBias);
// Set a value that can be used by shaders to identify when AlphaToMask functionality may be active
// The material shader alpha clipping logic requires this value in order to function correctly in all cases.
float alphaToMaskAvailable = ((renderingData.cameraData.cameraTargetDescriptor.msaaSamples > 1) && data.m_IsOpaque) ? 1.0f : 0.0f;
cmd.SetGlobalFloat(ShaderPropertyId.alphaToMaskAvailable, alphaToMaskAvailable);
// TODO RENDERGRAPH: once RenderLists land we should be able to remove these 2 lines
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
Camera camera = renderingData.cameraData.camera;
var sortFlags = (data.m_IsOpaque) ? renderingData.cameraData.defaultOpaqueSortFlags : SortingCriteria.CommonTransparent;
if (renderingData.cameraData.renderer.useDepthPriming && data.m_IsOpaque && (renderingData.cameraData.renderType == CameraRenderType.Base || renderingData.cameraData.clearDepth))
sortFlags = SortingCriteria.SortingLayer | SortingCriteria.RenderQueue | SortingCriteria.OptimizeStateChanges | SortingCriteria.CanvasOrder;
var filterSettings = data.m_FilteringSettings;
#if UNITY_EDITOR
// When rendering the preview camera, we want the layer mask to be forced to Everything
if (renderingData.cameraData.isPreviewCamera)
{
filterSettings.layerMask = -1;
}
#endif
DrawingSettings drawSettings = RenderingUtils.CreateDrawingSettings(data.m_ShaderTagIdList, ref renderingData, sortFlags);
var activeDebugHandler = GetActiveDebugHandler(ref renderingData);
if (activeDebugHandler != null)
{
activeDebugHandler.DrawWithDebugRenderState(context, cmd, ref renderingData, ref drawSettings, ref filterSettings, ref data.m_RenderStateBlock,
(ScriptableRenderContext ctx, CommandBuffer cmd, ref RenderingData data, ref DrawingSettings ds, ref FilteringSettings fs, ref RenderStateBlock rsb) =>
{
RenderingUtils.DrawRendererListWithRenderStateBlock(ctx, cmd, data, ds, fs, rsb);
});
}
else
{
RenderingUtils.DrawRendererListWithRenderStateBlock(context, cmd, renderingData, drawSettings, filterSettings, data.m_RenderStateBlock);
// Render objects that did not match any shader pass with error shader
RenderingUtils.RenderObjectsWithError(context, ref renderingData.cullResults, camera, filterSettings, SortingCriteria.None, cmd);
}
}
}
/// <summary>
/// Shared pass data
/// </summary>
protected class PassData
{
internal TextureHandle m_Albedo;
internal TextureHandle m_Depth;
internal RenderingData m_RenderingData;
internal bool m_IsOpaque;
internal RenderStateBlock m_RenderStateBlock;
internal FilteringSettings m_FilteringSettings;
internal List<ShaderTagId> m_ShaderTagIdList;
internal ProfilingSampler m_ProfilingSampler;
internal bool m_ShouldTransparentsReceiveShadows;
}
internal void Render(RenderGraph renderGraph, TextureHandle colorTarget, TextureHandle depthTarget, TextureHandle mainShadowsTexture, TextureHandle additionalShadowsTexture, ref RenderingData renderingData)
{
using (var builder = renderGraph.AddRenderPass<PassData>("Draw Objects Pass", out var passData,
m_ProfilingSampler))
{
passData.m_Albedo = builder.UseColorBuffer(colorTarget, 0);
passData.m_Depth = builder.UseDepthBuffer(depthTarget, DepthAccess.Write);
if (mainShadowsTexture.IsValid())
builder.ReadTexture(mainShadowsTexture);
if (additionalShadowsTexture.IsValid())
builder.ReadTexture(additionalShadowsTexture);
passData.m_RenderingData = renderingData;
builder.AllowPassCulling(false);
InitPassData(ref passData);
passData.m_ShouldTransparentsReceiveShadows = m_ShouldTransparentsReceiveShadows;
builder.SetRenderFunc((PassData data, RenderGraphContext context) =>
{
RenderGraphRenderFunc(data, context, false);
});
}
}
/// <summary>
/// Initialize the shared pass data.
/// </summary>
/// <param name="passData"></param>
protected void InitPassData(ref PassData passData)
{
passData.m_IsOpaque = m_IsOpaque;
passData.m_RenderStateBlock = m_RenderStateBlock;
passData.m_FilteringSettings = m_FilteringSettings;
passData.m_ShaderTagIdList = m_ShaderTagIdList;
passData.m_ProfilingSampler = m_ProfilingSampler;
}
/// <summary>
/// Shared DrawObject RenderGraph render function
/// </summary>
/// <param name="data"></param>
/// <param name="context"></param>
/// <param name="isRenderingLayersPass"></param>
protected static void RenderGraphRenderFunc(PassData data, RenderGraphContext context, bool isRenderingLayersPass)
{
ref var renderingData = ref data.m_RenderingData;
// TODO RENDERGRAPH figure out where to put XR proj flip logic so that it can be auto handled in render graph
#if ENABLE_VR && ENABLE_XR_MODULE
if (renderingData.cameraData.xr.enabled)
{
// SetRenderTarget might alter the internal device state(winding order).
// Non-stereo buffer is already updated internally when switching render target. We update stereo buffers here to keep the consistency.
bool renderIntoTexture = data.m_Albedo != renderingData.cameraData.xr.renderTarget;
renderingData.cameraData.PushBuiltinShaderConstantsXR(renderingData.commandBuffer, renderIntoTexture);
XRSystemUniversal.MarkShaderProperties(renderingData.commandBuffer, renderingData.cameraData.xrUniversal, renderIntoTexture);
}
#endif
// Currently we only need to call this additional pass when the user
// doesn't want transparent objects to receive shadows
if (!data.m_IsOpaque && !data.m_ShouldTransparentsReceiveShadows)
TransparentSettingsPass.ExecutePass(context.cmd, data.m_ShouldTransparentsReceiveShadows);
bool yFlip = renderingData.cameraData.IsRenderTargetProjectionMatrixFlipped(data.m_Albedo, data.m_Depth);
CameraSetup(context.cmd, data, ref renderingData);
if (isRenderingLayersPass)
CoreUtils.SetKeyword(context.cmd, ShaderKeywordStrings.WriteRenderingLayers, true);
ExecutePass(context.renderContext, data, ref renderingData, yFlip);
}
}
/// <summary>
/// Extension of DrawObjectPass that also output Rendering Layers Texture as second render target.
/// </summary>
internal class DrawObjectsWithRenderingLayersPass : DrawObjectsPass
{
RTHandle[] m_ColorTargetIndentifiers;
RTHandle m_DepthTargetIndentifiers;
/// <summary>
/// Creates a new <c>DrawObjectsWithRenderingLayersPass</c> instance.
/// </summary>
/// <param name="profilerTag">The profiler tag used with the pass.</param>
/// <param name="opaque">Marks whether the objects are opaque or transparent.</param>
/// <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>
/// <param name="stencilState">The stencil settings to use with this poss.</param>
/// <param name="stencilReference">The stencil reference value to use with this pass.</param>
public DrawObjectsWithRenderingLayersPass(URPProfileId profilerTag, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference) :
base(profilerTag, opaque, evt, renderQueueRange, layerMask, stencilState, stencilReference)
{
m_ColorTargetIndentifiers = new RTHandle[2];
}
/// <summary>
/// Sets up the pass.
/// </summary>
/// <param name="colorAttachment">Color attachment handle.</param>
/// <param name="renderingLayersTexture">Texture used with rendering layers.</param>
/// <param name="depthAttachment">Depth attachment handle.</param>
/// <exception cref="ArgumentException"></exception>
public void Setup(RTHandle colorAttachment, RTHandle renderingLayersTexture, RTHandle depthAttachment)
{
if (colorAttachment == null)
throw new ArgumentException("Color attachment can not be null", "colorAttachment");
if (renderingLayersTexture == null)
throw new ArgumentException("Rendering layers attachment can not be null", "renderingLayersTexture");
if (depthAttachment == null)
throw new ArgumentException("Depth attachment can not be null", "depthAttachment");
m_ColorTargetIndentifiers[0] = colorAttachment;
m_ColorTargetIndentifiers[1] = renderingLayersTexture;
m_DepthTargetIndentifiers = depthAttachment;
}
/// <inheritdoc/>
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
ConfigureTarget(m_ColorTargetIndentifiers, m_DepthTargetIndentifiers);
}
/// <inheritdoc/>
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
CommandBuffer cmd = renderingData.commandBuffer;
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.WriteRenderingLayers, true);
base.Execute(context, ref renderingData);
}
private class RenderingLayersPassData
{
internal PassData basePassData;
internal RenderingLayerUtils.MaskSize maskSize;
}
internal void Render(RenderGraph renderGraph, TextureHandle colorTarget, TextureHandle renderingLayersTexture, TextureHandle depthTarget, TextureHandle mainShadowsTexture, TextureHandle additionalShadowsTexture, RenderingLayerUtils.MaskSize maskSize, ref RenderingData renderingData)
{
using (var builder = renderGraph.AddRenderPass<RenderingLayersPassData>("Draw Objects With Rendering Layers Pass", out var passData,
m_ProfilingSampler))
{
passData.basePassData.m_Albedo = builder.UseColorBuffer(colorTarget, 0);
builder.UseColorBuffer(renderingLayersTexture, 1);
passData.basePassData.m_Depth = builder.UseDepthBuffer(depthTarget, DepthAccess.Write);
if (mainShadowsTexture.IsValid())
builder.ReadTexture(mainShadowsTexture);
if (additionalShadowsTexture.IsValid())
builder.ReadTexture(additionalShadowsTexture);
passData.basePassData.m_RenderingData = renderingData;
builder.AllowPassCulling(false);
InitPassData(ref passData.basePassData);
passData.basePassData.m_ShouldTransparentsReceiveShadows = m_ShouldTransparentsReceiveShadows;
passData.maskSize = maskSize;
builder.SetRenderFunc((RenderingLayersPassData data, RenderGraphContext context) =>
{
CoreUtils.SetKeyword(context.cmd, ShaderKeywordStrings.WriteRenderingLayers, true);
RenderingLayerUtils.SetupProperties(context.cmd, data.maskSize);
RenderGraphRenderFunc(data.basePassData, context, false);
});
}
}
}
}