519 lines
25 KiB
C#
519 lines
25 KiB
C#
|
using System;
|
||
|
using UnityEngine.Experimental.Rendering;
|
||
|
using UnityEngine.Rendering.Universal.Internal;
|
||
|
|
||
|
namespace UnityEngine.Rendering.Universal
|
||
|
{
|
||
|
internal sealed partial class Renderer2D : ScriptableRenderer
|
||
|
{
|
||
|
#if UNITY_SWITCH || UNITY_EMBEDDED_LINUX || UNITY_QNX
|
||
|
const GraphicsFormat k_DepthStencilFormat = GraphicsFormat.D24_UNorm_S8_UInt;
|
||
|
internal const int k_DepthBufferBits = 24;
|
||
|
#else
|
||
|
const GraphicsFormat k_DepthStencilFormat = GraphicsFormat.D32_SFloat_S8_UInt;
|
||
|
internal const int k_DepthBufferBits = 32;
|
||
|
#endif
|
||
|
|
||
|
const int k_FinalBlitPassQueueOffset = 1;
|
||
|
const int k_AfterFinalBlitPassQueueOffset = k_FinalBlitPassQueueOffset + 1;
|
||
|
|
||
|
Render2DLightingPass m_Render2DLightingPass;
|
||
|
PixelPerfectBackgroundPass m_PixelPerfectBackgroundPass;
|
||
|
UpscalePass m_UpscalePass;
|
||
|
CopyDepthPass m_CopyDepthPass;
|
||
|
CopyCameraSortingLayerPass m_CopyCameraSortingLayerPass;
|
||
|
FinalBlitPass m_FinalBlitPass;
|
||
|
DrawScreenSpaceUIPass m_DrawOffscreenUIPass;
|
||
|
DrawScreenSpaceUIPass m_DrawOverlayUIPass; // from HDRP code
|
||
|
|
||
|
internal RenderTargetBufferSystem m_ColorBufferSystem;
|
||
|
|
||
|
private static readonly ProfilingSampler m_ProfilingSampler = new ProfilingSampler("Create Camera Textures");
|
||
|
|
||
|
bool m_UseDepthStencilBuffer = true;
|
||
|
bool m_CreateColorTexture;
|
||
|
bool m_CreateDepthTexture;
|
||
|
|
||
|
// We probably should declare these names in the base class,
|
||
|
// as they must be the same across all ScriptableRenderer types for camera stacking to work.
|
||
|
internal RTHandle m_ColorTextureHandle;
|
||
|
internal RTHandle m_DepthTextureHandle;
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
internal RTHandle m_DefaultWhiteTextureHandle;
|
||
|
#endif
|
||
|
|
||
|
Material m_BlitMaterial;
|
||
|
Material m_BlitHDRMaterial;
|
||
|
Material m_SamplingMaterial;
|
||
|
|
||
|
Renderer2DData m_Renderer2DData;
|
||
|
|
||
|
internal bool createColorTexture => m_CreateColorTexture;
|
||
|
internal bool createDepthTexture => m_CreateDepthTexture;
|
||
|
|
||
|
PostProcessPasses m_PostProcessPasses;
|
||
|
internal ColorGradingLutPass colorGradingLutPass { get => m_PostProcessPasses.colorGradingLutPass; }
|
||
|
internal PostProcessPass postProcessPass { get => m_PostProcessPasses.postProcessPass; }
|
||
|
internal PostProcessPass finalPostProcessPass { get => m_PostProcessPasses.finalPostProcessPass; }
|
||
|
internal RTHandle afterPostProcessColorHandle { get => m_PostProcessPasses.afterPostProcessColor; }
|
||
|
internal RTHandle colorGradingLutHandle { get => m_PostProcessPasses.colorGradingLut; }
|
||
|
|
||
|
/// <inheritdoc/>
|
||
|
public override int SupportedCameraStackingTypes()
|
||
|
{
|
||
|
return 1 << (int)CameraRenderType.Base | 1 << (int)CameraRenderType.Overlay;
|
||
|
}
|
||
|
|
||
|
public Renderer2D(Renderer2DData data) : base(data)
|
||
|
{
|
||
|
if (GraphicsSettings.TryGetRenderPipelineSettings<UniversalRenderPipelineRuntimeShaders>(
|
||
|
out var shadersResources))
|
||
|
{
|
||
|
m_BlitMaterial = CoreUtils.CreateEngineMaterial(shadersResources.coreBlitPS);
|
||
|
m_BlitHDRMaterial = CoreUtils.CreateEngineMaterial(shadersResources.blitHDROverlay);
|
||
|
m_SamplingMaterial = CoreUtils.CreateEngineMaterial(shadersResources.samplingPS);
|
||
|
}
|
||
|
|
||
|
if (GraphicsSettings.TryGetRenderPipelineSettings<Renderer2DResources>(out var renderer2DResources))
|
||
|
{
|
||
|
m_Render2DLightingPass = new Render2DLightingPass(data, m_BlitMaterial, m_SamplingMaterial, renderer2DResources.fallOffLookup);
|
||
|
|
||
|
m_CopyDepthPass = new CopyDepthPass(
|
||
|
RenderPassEvent.AfterRenderingTransparents,
|
||
|
renderer2DResources.copyDepthPS,
|
||
|
shouldClear: true,
|
||
|
copyResolvedDepth: RenderingUtils.MultisampleDepthResolveSupported());
|
||
|
}
|
||
|
|
||
|
// we should determine why clearing the camera target is set so late in the events... sounds like it could be earlier
|
||
|
m_PixelPerfectBackgroundPass = new PixelPerfectBackgroundPass(RenderPassEvent.AfterRenderingTransparents);
|
||
|
m_UpscalePass = new UpscalePass(RenderPassEvent.AfterRenderingPostProcessing, m_BlitMaterial);
|
||
|
m_CopyCameraSortingLayerPass = new CopyCameraSortingLayerPass(m_BlitMaterial);
|
||
|
m_FinalBlitPass = new FinalBlitPass(RenderPassEvent.AfterRendering + k_FinalBlitPassQueueOffset, m_BlitMaterial, m_BlitHDRMaterial);
|
||
|
|
||
|
m_DrawOffscreenUIPass = new DrawScreenSpaceUIPass(RenderPassEvent.BeforeRenderingPostProcessing, true);
|
||
|
m_DrawOverlayUIPass = new DrawScreenSpaceUIPass(RenderPassEvent.AfterRendering + k_AfterFinalBlitPassQueueOffset, false); // after m_FinalBlitPass
|
||
|
|
||
|
// RenderTexture format depends on camera and pipeline (HDR, non HDR, etc)
|
||
|
// Samples (MSAA) depend on camera and pipeline
|
||
|
m_ColorBufferSystem = new RenderTargetBufferSystem("_CameraColorAttachment");
|
||
|
|
||
|
var ppParams = PostProcessParams.Create();
|
||
|
ppParams.blitMaterial = m_BlitMaterial;
|
||
|
ppParams.requestColorFormat = GraphicsFormat.B10G11R11_UFloatPack32;
|
||
|
m_PostProcessPasses = new PostProcessPasses(data.postProcessData, ref ppParams);
|
||
|
|
||
|
m_UseDepthStencilBuffer = data.useDepthStencilBuffer;
|
||
|
|
||
|
m_Renderer2DData = data;
|
||
|
|
||
|
supportedRenderingFeatures = new RenderingFeatures();
|
||
|
|
||
|
m_Renderer2DData.lightCullResult = new Light2DCullResult();
|
||
|
|
||
|
LensFlareCommonSRP.mergeNeeded = 0;
|
||
|
LensFlareCommonSRP.maxLensFlareWithOcclusionTemporalSample = 1;
|
||
|
LensFlareCommonSRP.Initialize();
|
||
|
}
|
||
|
|
||
|
protected override void Dispose(bool disposing)
|
||
|
{
|
||
|
m_Renderer2DData.Dispose();
|
||
|
m_Render2DLightingPass?.Dispose();
|
||
|
m_PostProcessPasses.Dispose();
|
||
|
m_ColorTextureHandle?.Release();
|
||
|
m_DepthTextureHandle?.Release();
|
||
|
ReleaseRenderTargets();
|
||
|
m_UpscalePass.Dispose();
|
||
|
m_CopyDepthPass?.Dispose();
|
||
|
m_FinalBlitPass?.Dispose();
|
||
|
m_DrawOffscreenUIPass?.Dispose();
|
||
|
m_DrawOverlayUIPass?.Dispose();
|
||
|
|
||
|
CoreUtils.Destroy(m_BlitMaterial);
|
||
|
CoreUtils.Destroy(m_BlitHDRMaterial);
|
||
|
CoreUtils.Destroy(m_SamplingMaterial);
|
||
|
|
||
|
CleanupRenderGraphResources();
|
||
|
|
||
|
base.Dispose(disposing);
|
||
|
}
|
||
|
|
||
|
internal override void ReleaseRenderTargets()
|
||
|
{
|
||
|
m_ColorBufferSystem.Dispose();
|
||
|
m_PostProcessPasses.ReleaseRenderTargets();
|
||
|
}
|
||
|
|
||
|
public Renderer2DData GetRenderer2DData()
|
||
|
{
|
||
|
return m_Renderer2DData;
|
||
|
}
|
||
|
|
||
|
private struct RenderPassInputSummary
|
||
|
{
|
||
|
internal bool requiresDepthTexture;
|
||
|
internal bool requiresColorTexture;
|
||
|
}
|
||
|
|
||
|
private RenderPassInputSummary GetRenderPassInputs(UniversalCameraData cameraData)
|
||
|
{
|
||
|
RenderPassInputSummary inputSummary = new RenderPassInputSummary();
|
||
|
|
||
|
for (int i = 0; i < activeRenderPassQueue.Count; ++i)
|
||
|
{
|
||
|
ScriptableRenderPass pass = activeRenderPassQueue[i];
|
||
|
bool needsDepth = (pass.input & ScriptableRenderPassInput.Depth) != ScriptableRenderPassInput.None;
|
||
|
bool needsColor = (pass.input & ScriptableRenderPassInput.Color) != ScriptableRenderPassInput.None;
|
||
|
|
||
|
inputSummary.requiresDepthTexture |= needsDepth;
|
||
|
inputSummary.requiresColorTexture |= needsColor;
|
||
|
}
|
||
|
|
||
|
inputSummary.requiresColorTexture |= cameraData.postProcessEnabled
|
||
|
|| cameraData.isHdrEnabled
|
||
|
|| cameraData.isSceneViewCamera
|
||
|
|| !cameraData.isDefaultViewport
|
||
|
|| cameraData.requireSrgbConversion
|
||
|
|| !cameraData.resolveFinalTarget
|
||
|
|| m_Renderer2DData.useCameraSortingLayerTexture
|
||
|
|| !Mathf.Approximately(cameraData.renderScale, 1.0f)
|
||
|
|| (DebugHandler != null && DebugHandler.WriteToDebugScreenTexture(cameraData.resolveFinalTarget));
|
||
|
|
||
|
inputSummary.requiresDepthTexture |= (!cameraData.resolveFinalTarget && m_UseDepthStencilBuffer);
|
||
|
|
||
|
return inputSummary;
|
||
|
}
|
||
|
|
||
|
void CreateRenderTextures(
|
||
|
ref RenderPassInputSummary renderPassInputs,
|
||
|
CommandBuffer cmd,
|
||
|
UniversalCameraData cameraData,
|
||
|
bool forceCreateColorTexture,
|
||
|
FilterMode colorTextureFilterMode,
|
||
|
out RTHandle colorTargetHandle,
|
||
|
out RTHandle depthTargetHandle)
|
||
|
{
|
||
|
ref var cameraTargetDescriptor = ref cameraData.cameraTargetDescriptor;
|
||
|
|
||
|
var colorDescriptor = cameraTargetDescriptor;
|
||
|
colorDescriptor.depthBufferBits = (int)DepthBits.None;
|
||
|
m_ColorBufferSystem.SetCameraSettings(colorDescriptor, colorTextureFilterMode);
|
||
|
|
||
|
if (cameraData.renderType == CameraRenderType.Base)
|
||
|
{
|
||
|
m_CreateColorTexture = renderPassInputs.requiresColorTexture;
|
||
|
m_CreateDepthTexture = renderPassInputs.requiresDepthTexture;
|
||
|
m_CreateColorTexture |= forceCreateColorTexture;
|
||
|
|
||
|
// RTHandles do not support combining color and depth in the same texture so we create them separately
|
||
|
m_CreateDepthTexture |= createColorTexture;
|
||
|
|
||
|
if (createColorTexture)
|
||
|
{
|
||
|
if (m_ColorBufferSystem.PeekBackBuffer() == null || m_ColorBufferSystem.PeekBackBuffer().nameID != BuiltinRenderTextureType.CameraTarget)
|
||
|
{
|
||
|
m_ColorTextureHandle = m_ColorBufferSystem.GetBackBuffer(cmd);
|
||
|
cmd.SetGlobalTexture("_CameraColorTexture", m_ColorTextureHandle.nameID);
|
||
|
//Set _AfterPostProcessTexture, users might still rely on this although it is now always the cameratarget due to swapbuffer
|
||
|
cmd.SetGlobalTexture("_AfterPostProcessTexture", m_ColorTextureHandle.nameID);
|
||
|
}
|
||
|
|
||
|
m_ColorTextureHandle = m_ColorBufferSystem.PeekBackBuffer();
|
||
|
}
|
||
|
|
||
|
if (createDepthTexture)
|
||
|
{
|
||
|
var depthDescriptor = cameraTargetDescriptor;
|
||
|
depthDescriptor.colorFormat = RenderTextureFormat.Depth;
|
||
|
depthDescriptor.depthBufferBits = k_DepthBufferBits;
|
||
|
if (!cameraData.resolveFinalTarget && m_UseDepthStencilBuffer)
|
||
|
depthDescriptor.bindMS = depthDescriptor.msaaSamples > 1 && !SystemInfo.supportsMultisampleAutoResolve && (SystemInfo.supportsMultisampledTextures != 0);
|
||
|
RenderingUtils.ReAllocateHandleIfNeeded(ref m_DepthTextureHandle, depthDescriptor, FilterMode.Point, wrapMode: TextureWrapMode.Clamp, name: "_CameraDepthAttachment");
|
||
|
}
|
||
|
|
||
|
colorTargetHandle = createColorTexture ? m_ColorTextureHandle : k_CameraTarget;
|
||
|
depthTargetHandle = createDepthTexture ? m_DepthTextureHandle : k_CameraTarget;
|
||
|
}
|
||
|
else // Overlay camera
|
||
|
{
|
||
|
cameraData.baseCamera.TryGetComponent<UniversalAdditionalCameraData>(out var baseCameraData);
|
||
|
var baseRenderer = (Renderer2D)baseCameraData.scriptableRenderer;
|
||
|
|
||
|
if (m_ColorBufferSystem != baseRenderer.m_ColorBufferSystem)
|
||
|
{
|
||
|
m_ColorBufferSystem.Dispose();
|
||
|
m_ColorBufferSystem = baseRenderer.m_ColorBufferSystem;
|
||
|
}
|
||
|
|
||
|
// These render textures are created by the base camera, but it's the responsibility of the last overlay camera's ScriptableRenderer
|
||
|
// to release the textures in its FinishRendering().
|
||
|
m_CreateColorTexture = true;
|
||
|
m_CreateDepthTexture = true;
|
||
|
|
||
|
m_ColorTextureHandle = baseRenderer.m_ColorTextureHandle;
|
||
|
m_DepthTextureHandle = baseRenderer.m_DepthTextureHandle;
|
||
|
|
||
|
colorTargetHandle = m_ColorTextureHandle;
|
||
|
depthTargetHandle = m_DepthTextureHandle;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)]
|
||
|
public override void Setup(ScriptableRenderContext context, ref RenderingData renderingData)
|
||
|
{
|
||
|
UniversalRenderingData universalRenderingData = frameData.Get<UniversalRenderingData>();
|
||
|
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
|
||
|
UniversalPostProcessingData postProcessingData = frameData.Get<UniversalPostProcessingData>();
|
||
|
|
||
|
ref var cameraTargetDescriptor = ref cameraData.cameraTargetDescriptor;
|
||
|
bool stackHasPostProcess = postProcessingData.isEnabled && m_PostProcessPasses.isCreated;
|
||
|
bool hasPostProcess = cameraData.postProcessEnabled && m_PostProcessPasses.isCreated;
|
||
|
bool lastCameraInStack = cameraData.resolveFinalTarget;
|
||
|
var colorTextureFilterMode = FilterMode.Bilinear;
|
||
|
|
||
|
PixelPerfectCamera ppc = null;
|
||
|
bool ppcUsesOffscreenRT = false;
|
||
|
bool ppcUpscaleRT = false;
|
||
|
|
||
|
if (DebugHandler != null)
|
||
|
{
|
||
|
#if UNITY_EDITOR
|
||
|
UnityEditorInternal.SpriteMaskUtility.EnableDebugMode(DebugHandler.DebugDisplaySettings.materialSettings.materialDebugMode == DebugMaterialMode.SpriteMask);
|
||
|
#endif
|
||
|
if (DebugHandler.AreAnySettingsActive)
|
||
|
{
|
||
|
stackHasPostProcess = stackHasPostProcess && DebugHandler.IsPostProcessingAllowed;
|
||
|
hasPostProcess = hasPostProcess && DebugHandler.IsPostProcessingAllowed;
|
||
|
}
|
||
|
DebugHandler.Setup(universalRenderingData.commandBuffer, cameraData.isPreviewCamera);
|
||
|
|
||
|
if (DebugHandler.IsActiveForCamera(cameraData.isPreviewCamera))
|
||
|
{
|
||
|
if (DebugHandler.WriteToDebugScreenTexture(cameraData.resolveFinalTarget))
|
||
|
{
|
||
|
RenderTextureDescriptor descriptor = cameraData.cameraTargetDescriptor;
|
||
|
DebugHandler.ConfigureColorDescriptorForDebugScreen(ref descriptor, cameraData.pixelWidth, cameraData.pixelHeight);
|
||
|
RenderingUtils.ReAllocateHandleIfNeeded(ref DebugHandler.DebugScreenColorHandle, descriptor, name: "_DebugScreenColor");
|
||
|
|
||
|
RenderTextureDescriptor depthDesc = cameraData.cameraTargetDescriptor;
|
||
|
DebugHandler.ConfigureDepthDescriptorForDebugScreen(ref depthDesc, k_DepthStencilFormat, cameraData.pixelWidth, cameraData.pixelHeight);
|
||
|
RenderingUtils.ReAllocateHandleIfNeeded(ref DebugHandler.DebugScreenDepthHandle, depthDesc, name: "_DebugScreenDepth");
|
||
|
}
|
||
|
|
||
|
if (DebugHandler.HDRDebugViewIsActive(cameraData.resolveFinalTarget))
|
||
|
{
|
||
|
DebugHandler.hdrDebugViewPass.Setup(cameraData, DebugHandler.DebugDisplaySettings.lightingSettings.hdrDebugMode);
|
||
|
EnqueuePass(DebugHandler.hdrDebugViewPass);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
// The scene view camera cannot be uninitialized or skybox when using the 2D renderer.
|
||
|
if (cameraData.cameraType == CameraType.SceneView)
|
||
|
{
|
||
|
cameraData.camera.clearFlags = CameraClearFlags.SolidColor;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
// Pixel Perfect Camera doesn't support camera stacking.
|
||
|
if (cameraData.renderType == CameraRenderType.Base && lastCameraInStack)
|
||
|
{
|
||
|
cameraData.camera.TryGetComponent(out ppc);
|
||
|
if (ppc != null && ppc.enabled)
|
||
|
{
|
||
|
if (ppc.offscreenRTSize != Vector2Int.zero)
|
||
|
{
|
||
|
ppcUsesOffscreenRT = true;
|
||
|
|
||
|
// Pixel Perfect Camera may request a different RT size than camera VP size.
|
||
|
// In that case we need to modify cameraTargetDescriptor here so that all the passes would use the same size.
|
||
|
cameraTargetDescriptor.width = ppc.offscreenRTSize.x;
|
||
|
cameraTargetDescriptor.height = ppc.offscreenRTSize.y;
|
||
|
|
||
|
// If using FullScreenRenderPass with Pixel Perfect, we need to reallocate the size of the RT used
|
||
|
var fullScreenRenderPass = activeRenderPassQueue.Find(x => x is FullScreenPassRendererFeature.FullScreenRenderPass) as FullScreenPassRendererFeature.FullScreenRenderPass;
|
||
|
fullScreenRenderPass?.ReAllocate(cameraTargetDescriptor);
|
||
|
}
|
||
|
|
||
|
colorTextureFilterMode = FilterMode.Point;
|
||
|
ppcUpscaleRT = ppc.gridSnapping == PixelPerfectCamera.GridSnapping.UpscaleRenderTexture || ppc.requiresUpscalePass;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
RenderPassInputSummary renderPassInputs = GetRenderPassInputs(cameraData);
|
||
|
|
||
|
RTHandle colorTargetHandle;
|
||
|
RTHandle depthTargetHandle;
|
||
|
|
||
|
var cmd = universalRenderingData.commandBuffer;
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
if(m_DefaultWhiteTextureHandle == null)
|
||
|
m_DefaultWhiteTextureHandle = RTHandles.Alloc(Texture2D.whiteTexture, "_DefaultWhiteTex");
|
||
|
|
||
|
cmd.SetGlobalTexture(m_DefaultWhiteTextureHandle.name, m_DefaultWhiteTextureHandle.nameID);
|
||
|
#endif
|
||
|
|
||
|
using (new ProfilingScope(cmd, m_ProfilingSampler))
|
||
|
{
|
||
|
CreateRenderTextures(ref renderPassInputs, cmd, cameraData, ppcUsesOffscreenRT, colorTextureFilterMode,
|
||
|
out colorTargetHandle, out depthTargetHandle);
|
||
|
}
|
||
|
context.ExecuteCommandBuffer(cmd);
|
||
|
cmd.Clear();
|
||
|
|
||
|
ConfigureCameraTarget(colorTargetHandle, depthTargetHandle);
|
||
|
|
||
|
if (hasPostProcess)
|
||
|
{
|
||
|
colorGradingLutPass.ConfigureDescriptor(in postProcessingData, out var desc, out var filterMode);
|
||
|
RenderingUtils.ReAllocateHandleIfNeeded(ref m_PostProcessPasses.m_ColorGradingLut, desc, filterMode, TextureWrapMode.Clamp, name: "_InternalGradingLut");
|
||
|
colorGradingLutPass.Setup(colorGradingLutHandle);
|
||
|
EnqueuePass(colorGradingLutPass);
|
||
|
}
|
||
|
|
||
|
m_Render2DLightingPass.Setup(renderPassInputs.requiresDepthTexture || m_UseDepthStencilBuffer);
|
||
|
// Disable obsolete warning for internal usage
|
||
|
#pragma warning disable CS0618
|
||
|
m_Render2DLightingPass.ConfigureTarget(colorTargetHandle, depthTargetHandle);
|
||
|
#pragma warning restore CS0618
|
||
|
EnqueuePass(m_Render2DLightingPass);
|
||
|
|
||
|
bool shouldRenderUI = cameraData.rendersOverlayUI;
|
||
|
bool outputToHDR = cameraData.isHDROutputActive;
|
||
|
if (shouldRenderUI && outputToHDR)
|
||
|
{
|
||
|
m_DrawOffscreenUIPass.Setup(cameraData, k_DepthStencilFormat);
|
||
|
EnqueuePass(m_DrawOffscreenUIPass);
|
||
|
}
|
||
|
|
||
|
// TODO: Investigate how to make FXAA work with HDR output.
|
||
|
bool isFXAAEnabled = cameraData.antialiasing == AntialiasingMode.FastApproximateAntialiasing && !outputToHDR;
|
||
|
|
||
|
// When using Upscale Render Texture on a Pixel Perfect Camera, we want all post-processing effects done with a low-res RT,
|
||
|
// and only upscale the low-res RT to fullscreen when blitting it to camera target. Also, final post processing pass is not run in this case,
|
||
|
// so FXAA is not supported (you don't want to apply FXAA when everything is intentionally pixelated).
|
||
|
bool requireFinalPostProcessPass =
|
||
|
lastCameraInStack && !ppcUpscaleRT && stackHasPostProcess && isFXAAEnabled;
|
||
|
|
||
|
bool hasPassesAfterPostProcessing = activeRenderPassQueue.Find(x => x.renderPassEvent == RenderPassEvent.AfterRenderingPostProcessing) != null;
|
||
|
bool needsColorEncoding = DebugHandler == null || !DebugHandler.HDRDebugViewIsActive(cameraData.resolveFinalTarget);
|
||
|
|
||
|
if (hasPostProcess)
|
||
|
{
|
||
|
var desc = PostProcessPass.GetCompatibleDescriptor(cameraTargetDescriptor, cameraTargetDescriptor.width, cameraTargetDescriptor.height, cameraTargetDescriptor.graphicsFormat, DepthBits.None);
|
||
|
RenderingUtils.ReAllocateHandleIfNeeded(ref m_PostProcessPasses.m_AfterPostProcessColor, desc, FilterMode.Point, TextureWrapMode.Clamp, name: "_AfterPostProcessTexture");
|
||
|
|
||
|
postProcessPass.Setup(
|
||
|
cameraTargetDescriptor,
|
||
|
colorTargetHandle,
|
||
|
afterPostProcessColorHandle,
|
||
|
depthTargetHandle,
|
||
|
colorGradingLutHandle,
|
||
|
requireFinalPostProcessPass,
|
||
|
afterPostProcessColorHandle.nameID == k_CameraTarget.nameID && needsColorEncoding);
|
||
|
|
||
|
EnqueuePass(postProcessPass);
|
||
|
}
|
||
|
|
||
|
RTHandle finalTargetHandle = colorTargetHandle;
|
||
|
|
||
|
if (ppc != null && ppc.enabled && ppc.cropFrame != PixelPerfectCamera.CropFrame.None)
|
||
|
{
|
||
|
EnqueuePass(m_PixelPerfectBackgroundPass);
|
||
|
|
||
|
// Queue PixelPerfect UpscalePass. Only used when using the Stretch Fill option
|
||
|
if (ppc.requiresUpscalePass)
|
||
|
{
|
||
|
int upscaleWidth = ppc.refResolutionX * ppc.pixelRatio;
|
||
|
int upscaleHeight = ppc.refResolutionY * ppc.pixelRatio;
|
||
|
|
||
|
m_UpscalePass.Setup(colorTargetHandle, upscaleWidth, upscaleHeight, ppc.finalBlitFilterMode, cameraData.cameraTargetDescriptor, out finalTargetHandle);
|
||
|
EnqueuePass(m_UpscalePass);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (requireFinalPostProcessPass)
|
||
|
{
|
||
|
finalPostProcessPass.SetupFinalPass(finalTargetHandle, hasPassesAfterPostProcessing, needsColorEncoding);
|
||
|
EnqueuePass(finalPostProcessPass);
|
||
|
}
|
||
|
else if (lastCameraInStack && finalTargetHandle != k_CameraTarget)
|
||
|
{
|
||
|
m_FinalBlitPass.Setup(cameraTargetDescriptor, finalTargetHandle);
|
||
|
EnqueuePass(m_FinalBlitPass);
|
||
|
}
|
||
|
|
||
|
// We can explicitely render the overlay UI from URP when HDR output is not enabled.
|
||
|
// SupportedRenderingFeatures.active.rendersUIOverlay should also be set to true.
|
||
|
if (shouldRenderUI && !outputToHDR)
|
||
|
{
|
||
|
EnqueuePass(m_DrawOverlayUIPass);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public override void SetupCullingParameters(ref ScriptableCullingParameters cullingParameters, ref CameraData cameraData)
|
||
|
{
|
||
|
cullingParameters.cullingOptions = CullingOptions.None;
|
||
|
cullingParameters.isOrthographic = cameraData.camera.orthographic;
|
||
|
cullingParameters.shadowDistance = 0.0f;
|
||
|
var cullResult = m_Renderer2DData.lightCullResult as Light2DCullResult;
|
||
|
cullResult.SetupCulling(ref cullingParameters, cameraData.camera);
|
||
|
}
|
||
|
|
||
|
internal override void SwapColorBuffer(CommandBuffer cmd)
|
||
|
{
|
||
|
m_ColorBufferSystem.Swap();
|
||
|
|
||
|
// Disable obsolete warning for internal usage
|
||
|
#pragma warning disable CS0618
|
||
|
//Check if we are using the depth that is attached to color buffer
|
||
|
if (m_DepthTextureHandle.nameID != BuiltinRenderTextureType.CameraTarget)
|
||
|
ConfigureCameraTarget(m_ColorBufferSystem.GetBackBuffer(cmd), m_DepthTextureHandle);
|
||
|
else
|
||
|
ConfigureCameraColorTarget(m_ColorBufferSystem.GetBackBuffer(cmd));
|
||
|
#pragma warning restore CS0618
|
||
|
|
||
|
m_ColorTextureHandle = m_ColorBufferSystem.GetBackBuffer(cmd);
|
||
|
cmd.SetGlobalTexture("_CameraColorTexture", m_ColorTextureHandle.nameID);
|
||
|
//Set _AfterPostProcessTexture, users might still rely on this although it is now always the cameratarget due to swapbuffer
|
||
|
cmd.SetGlobalTexture("_AfterPostProcessTexture", m_ColorTextureHandle.nameID);
|
||
|
}
|
||
|
|
||
|
[Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)]
|
||
|
internal override RTHandle GetCameraColorFrontBuffer(CommandBuffer cmd)
|
||
|
{
|
||
|
return m_ColorBufferSystem.GetFrontBuffer(cmd);
|
||
|
}
|
||
|
|
||
|
[Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)]
|
||
|
internal override RTHandle GetCameraColorBackBuffer(CommandBuffer cmd)
|
||
|
{
|
||
|
return m_ColorBufferSystem.GetBackBuffer(cmd);
|
||
|
}
|
||
|
|
||
|
internal override void EnableSwapBufferMSAA(bool enable)
|
||
|
{
|
||
|
m_ColorBufferSystem.EnableMSAA(enable);
|
||
|
}
|
||
|
|
||
|
internal static bool IsGLDevice()
|
||
|
{
|
||
|
return SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLES3 || SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLCore;
|
||
|
}
|
||
|
|
||
|
internal static bool supportsMRT
|
||
|
{
|
||
|
get => !IsGLDevice();
|
||
|
}
|
||
|
|
||
|
internal override bool supportsNativeRenderPassRendergraphCompiler
|
||
|
{
|
||
|
get => !IsGLDevice(); // GLES and doesn't support MSAA resolve with the NRP API
|
||
|
}
|
||
|
}
|
||
|
}
|