using System; using System.Collections.Generic; using UnityEngine.Profiling; using UnityEngine.Experimental.Rendering; namespace UnityEngine.Rendering.Universal { internal class Render2DLightingPass : ScriptableRenderPass, IRenderPass2D { private static readonly int k_HDREmulationScaleID = Shader.PropertyToID("_HDREmulationScale"); private static readonly int k_InverseHDREmulationScaleID = Shader.PropertyToID("_InverseHDREmulationScale"); private static readonly int k_RendererColorID = Shader.PropertyToID("_RendererColor"); private static readonly int k_LightLookupID = Shader.PropertyToID("_LightLookup"); private static readonly int k_FalloffLookupID = Shader.PropertyToID("_FalloffLookup"); private static readonly int[] k_ShapeLightTextureIDs = { Shader.PropertyToID("_ShapeLightTexture0"), Shader.PropertyToID("_ShapeLightTexture1"), Shader.PropertyToID("_ShapeLightTexture2"), Shader.PropertyToID("_ShapeLightTexture3") }; private static readonly ShaderTagId k_CombinedRenderingPassName = new ShaderTagId("Universal2D"); private static readonly ShaderTagId k_NormalsRenderingPassName = new ShaderTagId("NormalsRendering"); private static readonly ShaderTagId k_LegacyPassName = new ShaderTagId("SRPDefaultUnlit"); private static readonly List k_ShaderTags = new List() { k_LegacyPassName, k_CombinedRenderingPassName }; private static readonly ProfilingSampler m_ProfilingDrawLights = new ProfilingSampler("Draw 2D Lights"); private static readonly ProfilingSampler m_ProfilingDrawLightTextures = new ProfilingSampler("Draw 2D Lights Textures"); private static readonly ProfilingSampler m_ProfilingDrawRenderers = new ProfilingSampler("Draw All Renderers"); private static readonly ProfilingSampler m_ProfilingDrawLayerBatch = new ProfilingSampler("Draw Layer Batch"); private static readonly ProfilingSampler m_ProfilingSamplerUnlit = new ProfilingSampler("Render Unlit"); Material m_BlitMaterial; Material m_SamplingMaterial; private readonly Renderer2DData m_Renderer2DData; private readonly Texture2D m_FallOffLookup; private bool m_NeedsDepth; private short m_CameraSortingLayerBoundsIndex; public Render2DLightingPass(Renderer2DData rendererData, Material blitMaterial, Material samplingMaterial, Texture2D fallOffLookup) { m_Renderer2DData = rendererData; m_BlitMaterial = blitMaterial; m_SamplingMaterial = samplingMaterial; m_FallOffLookup = fallOffLookup; m_CameraSortingLayerBoundsIndex = GetCameraSortingLayerBoundsIndex(m_Renderer2DData); } internal void Setup(bool useDepth) { m_NeedsDepth = useDepth; } private void CopyCameraSortingLayerRenderTexture(ScriptableRenderContext context, RenderingData renderingData, RenderBufferStoreAction mainTargetStoreAction) { var cmd = renderingData.commandBuffer; this.CreateCameraSortingLayerRenderTexture(renderingData, cmd, m_Renderer2DData.cameraSortingLayerDownsamplingMethod); Material copyMaterial = m_SamplingMaterial; int passIndex = 0; if (m_Renderer2DData.cameraSortingLayerDownsamplingMethod != Downsampling._4xBox) { copyMaterial = m_BlitMaterial; passIndex = colorAttachmentHandle.rt.filterMode == FilterMode.Bilinear ? 1 : 0; } Blitter.BlitCameraTexture(cmd, colorAttachmentHandle, m_Renderer2DData.cameraSortingLayerRenderTarget, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, copyMaterial, passIndex); CoreUtils.SetRenderTarget(cmd, colorAttachmentHandle, RenderBufferLoadAction.Load, mainTargetStoreAction, depthAttachmentHandle, RenderBufferLoadAction.Load, mainTargetStoreAction, ClearFlag.None, Color.clear); cmd.SetGlobalTexture(m_Renderer2DData.cameraSortingLayerRenderTarget.name, m_Renderer2DData.cameraSortingLayerRenderTarget.nameID); context.ExecuteCommandBuffer(cmd); cmd.Clear(); } public static short GetCameraSortingLayerBoundsIndex(Renderer2DData rendererData) { SortingLayer[] sortingLayers = Light2DManager.GetCachedSortingLayer(); for (short i = 0; i < sortingLayers.Length; i++) { if (sortingLayers[i].id == rendererData.cameraSortingLayerTextureBound) return (short)sortingLayers[i].value; } return short.MinValue; } private void DetermineWhenToResolve(int startIndex, int batchesDrawn, int batchCount, LayerBatch[] layerBatches, out int resolveDuringBatch, out bool resolveIsAfterCopy) { bool anyLightWithVolumetricShadows = false; var lights = m_Renderer2DData.lightCullResult.visibleLights; for (int i = 0; i < lights.Count; i++) { anyLightWithVolumetricShadows = lights[i].renderVolumetricShadows; if (anyLightWithVolumetricShadows) break; } var lastVolumetricLightBatch = -1; if (anyLightWithVolumetricShadows) { for (int i = startIndex + batchesDrawn - 1; i >= startIndex; i--) { if (layerBatches[i].lightStats.totalVolumetricUsage > 0) { lastVolumetricLightBatch = i; break; } } } if (m_Renderer2DData.useCameraSortingLayerTexture) { var cameraSortingLayerBoundsIndex = GetCameraSortingLayerBoundsIndex(m_Renderer2DData); var copyBatch = -1; for (int i = startIndex; i < startIndex + batchesDrawn; i++) { var layerBatch = layerBatches[i]; if (cameraSortingLayerBoundsIndex >= layerBatch.layerRange.lowerBound && cameraSortingLayerBoundsIndex <= layerBatch.layerRange.upperBound) { copyBatch = i; break; } } resolveIsAfterCopy = copyBatch > lastVolumetricLightBatch; resolveDuringBatch = resolveIsAfterCopy ? copyBatch : lastVolumetricLightBatch; } else { resolveDuringBatch = lastVolumetricLightBatch; resolveIsAfterCopy = false; } } private void Render(ScriptableRenderContext context, CommandBuffer cmd, ref RenderingData renderingData, ref FilteringSettings filterSettings, DrawingSettings drawSettings) { UniversalCameraData cameraData = renderingData.frameData.Get(); var activeDebugHandler = GetActiveDebugHandler(cameraData); if (activeDebugHandler != null) { UniversalRenderingData universalRenderingData = renderingData.universalRenderingData; RenderStateBlock renderStateBlock = new RenderStateBlock(); var debugRendererLists = activeDebugHandler.CreateRendererListsWithDebugRenderState(context, ref universalRenderingData.cullResults, ref drawSettings, ref filterSettings, ref renderStateBlock); debugRendererLists.DrawWithRendererList(CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer)); } else { var param = new RendererListParams(renderingData.cullResults, drawSettings, filterSettings); var rl = context.CreateRendererList(ref param); cmd.DrawRendererList(rl); } } private int DrawLayerBatches( LayerBatch[] layerBatches, int batchCount, int startIndex, CommandBuffer cmd, ScriptableRenderContext context, ref RenderingData renderingData, ref FilteringSettings filterSettings, ref DrawingSettings normalsDrawSettings, ref DrawingSettings drawSettings, ref RenderTextureDescriptor desc) { UniversalCameraData cameraData = renderingData.frameData.Get(); var debugHandler = GetActiveDebugHandler(cameraData); bool drawLights = debugHandler?.IsLightingActive ?? true; var batchesDrawn = 0; var rtCount = 0U; // Account for Sprite Mask and normal map usage where the first and last layer has to render the stencil pass bool normalsFirstClear = true; // Draw lights using (new ProfilingScope(cmd, m_ProfilingDrawLights)) { for (var i = startIndex; i < batchCount; ++i) { ref var layerBatch = ref layerBatches[i]; var blendStyleMask = layerBatch.lightStats.blendStylesUsed; var blendStyleCount = 0U; while (blendStyleMask > 0) { blendStyleCount += blendStyleMask & 1; blendStyleMask >>= 1; } rtCount += blendStyleCount; if (rtCount > LayerUtility.maxTextureCount) break; batchesDrawn++; if (layerBatch.lightStats.totalNormalMapUsage > 0) { filterSettings.sortingLayerRange = layerBatch.layerRange; var depthTarget = m_NeedsDepth ? depthAttachmentHandle : null; this.RenderNormals(context, renderingData, normalsDrawSettings, filterSettings, depthTarget, ref normalsFirstClear); } using (new ProfilingScope(cmd, m_ProfilingDrawLightTextures)) { this.RenderLights(renderingData, cmd, ref layerBatch, ref desc); } } } // Determine when to resolve in case we use MSAA var msaaEnabled = renderingData.cameraData.cameraTargetDescriptor.msaaSamples > 1; var isFinalBatchSet = startIndex + batchesDrawn >= batchCount; var resolveDuringBatch = -1; var resolveIsAfterCopy = false; if (msaaEnabled && isFinalBatchSet) DetermineWhenToResolve(startIndex, batchesDrawn, batchCount, layerBatches, out resolveDuringBatch, out resolveIsAfterCopy); // Draw renderers var blendStylesCount = m_Renderer2DData.lightBlendStyles.Length; using (new ProfilingScope(cmd, m_ProfilingDrawRenderers)) { RenderBufferStoreAction initialStoreAction; if (msaaEnabled) initialStoreAction = resolveDuringBatch < startIndex ? RenderBufferStoreAction.Resolve : RenderBufferStoreAction.StoreAndResolve; else initialStoreAction = RenderBufferStoreAction.Store; CoreUtils.SetRenderTarget(cmd, colorAttachmentHandle, RenderBufferLoadAction.Load, initialStoreAction, depthAttachmentHandle, RenderBufferLoadAction.Load, initialStoreAction, ClearFlag.None, Color.clear); for (var i = startIndex; i < startIndex + batchesDrawn; i++) { using (new ProfilingScope(cmd, m_ProfilingDrawLayerBatch)) { // This is a local copy of the array element (it's a struct). Remember to add a ref here if you need to modify the real thing. var layerBatch = layerBatches[i]; if (layerBatch.lightStats.useAnyLights) { for (var blendStyleIndex = 0; blendStyleIndex < blendStylesCount; blendStyleIndex++) { var blendStyleMask = (uint)(1 << blendStyleIndex); var blendStyleUsed = (layerBatch.lightStats.blendStylesUsed & blendStyleMask) > 0; if (blendStyleUsed) { var identifier = layerBatch.GetRTId(cmd, desc, blendStyleIndex); cmd.SetGlobalTexture(k_ShapeLightTextureIDs[blendStyleIndex], identifier); } RendererLighting.EnableBlendStyle(CommandBufferHelpers.GetRasterCommandBuffer(cmd), blendStyleIndex, blendStyleUsed); } } else { for (var blendStyleIndex = 0; blendStyleIndex < k_ShapeLightTextureIDs.Length; blendStyleIndex++) { cmd.SetGlobalTexture(k_ShapeLightTextureIDs[blendStyleIndex], Texture2D.blackTexture); RendererLighting.EnableBlendStyle(CommandBufferHelpers.GetRasterCommandBuffer(cmd), blendStyleIndex, blendStyleIndex == 0); } } context.ExecuteCommandBuffer(cmd); cmd.Clear(); short cameraSortingLayerBoundsIndex = GetCameraSortingLayerBoundsIndex(m_Renderer2DData); RenderBufferStoreAction copyStoreAction; if (msaaEnabled) copyStoreAction = resolveDuringBatch == i && resolveIsAfterCopy ? RenderBufferStoreAction.Resolve : RenderBufferStoreAction.StoreAndResolve; else copyStoreAction = RenderBufferStoreAction.Store; // If our camera sorting layer texture bound is inside our batch we need to break up the DrawRenderers into two batches if (cameraSortingLayerBoundsIndex >= layerBatch.layerRange.lowerBound && cameraSortingLayerBoundsIndex < layerBatch.layerRange.upperBound && m_Renderer2DData.useCameraSortingLayerTexture) { filterSettings.sortingLayerRange = new SortingLayerRange(layerBatch.layerRange.lowerBound, cameraSortingLayerBoundsIndex); Render(context, cmd, ref renderingData, ref filterSettings, drawSettings); CopyCameraSortingLayerRenderTexture(context, renderingData, copyStoreAction); filterSettings.sortingLayerRange = new SortingLayerRange((short)(cameraSortingLayerBoundsIndex + 1), layerBatch.layerRange.upperBound); Render(context, cmd, ref renderingData, ref filterSettings, drawSettings); } else { filterSettings.sortingLayerRange = new SortingLayerRange(layerBatch.layerRange.lowerBound, layerBatch.layerRange.upperBound); Render(context, cmd, ref renderingData, ref filterSettings, drawSettings); if (cameraSortingLayerBoundsIndex == layerBatch.layerRange.upperBound && m_Renderer2DData.useCameraSortingLayerTexture) CopyCameraSortingLayerRenderTexture(context, renderingData, copyStoreAction); } // Draw light volumes if (drawLights && (layerBatch.lightStats.totalVolumetricUsage > 0)) { var sampleName = "Render 2D Light Volumes"; cmd.BeginSample(sampleName); RenderBufferStoreAction storeAction; if (msaaEnabled) storeAction = resolveDuringBatch == i && !resolveIsAfterCopy ? RenderBufferStoreAction.Resolve : RenderBufferStoreAction.StoreAndResolve; else storeAction = RenderBufferStoreAction.Store; this.RenderLightVolumes(renderingData, cmd, ref layerBatch, colorAttachmentHandle.nameID, depthAttachmentHandle.nameID, RenderBufferStoreAction.Store, storeAction, false, m_Renderer2DData.lightCullResult.visibleLights); cmd.EndSample(sampleName); } } } } for (var i = startIndex; i < startIndex + batchesDrawn; ++i) { ref var layerBatch = ref layerBatches[i]; layerBatch.ReleaseRT(cmd); } return batchesDrawn; } [Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)] public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { var isLitView = true; #if UNITY_EDITOR if (renderingData.cameraData.isSceneViewCamera) isLitView = UnityEditor.SceneView.currentDrawingSceneView.sceneLighting; if (renderingData.cameraData.camera.cameraType == CameraType.Preview) isLitView = false; #endif var camera = renderingData.cameraData.camera; var filterSettings = FilteringSettings.defaultValue; filterSettings.renderQueueRange = RenderQueueRange.all; filterSettings.layerMask = -1; filterSettings.renderingLayerMask = 0xFFFFFFFF; filterSettings.sortingLayerRange = SortingLayerRange.all; LayerUtility.InitializeBudget(m_Renderer2DData.lightRenderTextureMemoryBudget); ShadowRendering.InitializeBudget(m_Renderer2DData.shadowRenderTextureMemoryBudget); RendererLighting.lightBatch.Reset(); var isSceneLit = m_Renderer2DData.lightCullResult.IsSceneLit(); if (isSceneLit && isLitView) { var combinedDrawSettings = CreateDrawingSettings(k_ShaderTags, ref renderingData, SortingCriteria.CommonTransparent); var normalsDrawSettings = CreateDrawingSettings(k_NormalsRenderingPassName, ref renderingData, SortingCriteria.CommonTransparent); var sortSettings = combinedDrawSettings.sortingSettings; RendererLighting.GetTransparencySortingMode(m_Renderer2DData, camera, ref sortSettings); combinedDrawSettings.sortingSettings = sortSettings; normalsDrawSettings.sortingSettings = sortSettings; var cmd = renderingData.commandBuffer; cmd.SetGlobalFloat(k_HDREmulationScaleID, m_Renderer2DData.hdrEmulationScale); cmd.SetGlobalFloat(k_InverseHDREmulationScaleID, 1.0f / m_Renderer2DData.hdrEmulationScale); cmd.SetGlobalColor(k_RendererColorID, Color.white); cmd.SetGlobalTexture(k_FalloffLookupID, m_FallOffLookup); cmd.SetGlobalTexture(k_LightLookupID, Light2DLookupTexture.GetLightLookupTexture()); RendererLighting.SetLightShaderGlobals(m_Renderer2DData, CommandBufferHelpers.GetRasterCommandBuffer(cmd)); var desc = this.GetBlendStyleRenderTextureDesc(renderingData); ShadowRendering.CallOnBeforeRender(renderingData.cameraData.camera, m_Renderer2DData.lightCullResult); var layerBatches = LayerUtility.CalculateBatches(m_Renderer2DData.lightCullResult, out var batchCount); var batchesDrawn = 0; for (var i = 0; i < batchCount; i += batchesDrawn) batchesDrawn = DrawLayerBatches(layerBatches, batchCount, i, cmd, context, ref renderingData, ref filterSettings, ref normalsDrawSettings, ref combinedDrawSettings, ref desc); RendererLighting.DisableAllKeywords(CommandBufferHelpers.GetRasterCommandBuffer(cmd)); context.ExecuteCommandBuffer(cmd); cmd.Clear(); } else { var unlitDrawSettings = CreateDrawingSettings(k_ShaderTags, ref renderingData, SortingCriteria.CommonTransparent); var msaaEnabled = renderingData.cameraData.cameraTargetDescriptor.msaaSamples > 1; var storeAction = msaaEnabled ? RenderBufferStoreAction.Resolve : RenderBufferStoreAction.Store; var sortSettings = unlitDrawSettings.sortingSettings; RendererLighting.GetTransparencySortingMode(m_Renderer2DData, camera, ref sortSettings); unlitDrawSettings.sortingSettings = sortSettings; var cmd = renderingData.commandBuffer; using (new ProfilingScope(cmd, m_ProfilingSamplerUnlit)) { CoreUtils.SetRenderTarget(cmd, colorAttachmentHandle, RenderBufferLoadAction.Load, storeAction, depthAttachmentHandle, RenderBufferLoadAction.Load, storeAction, ClearFlag.None, Color.clear); cmd.SetGlobalColor(k_RendererColorID, Color.white); for (var blendStyleIndex = 0; blendStyleIndex < k_ShapeLightTextureIDs.Length; blendStyleIndex++) { if (blendStyleIndex == 0) cmd.SetGlobalTexture(k_ShapeLightTextureIDs[blendStyleIndex], Texture2D.blackTexture); RendererLighting.EnableBlendStyle(CommandBufferHelpers.GetRasterCommandBuffer(cmd), blendStyleIndex, blendStyleIndex == 0); } } RendererLighting.DisableAllKeywords(CommandBufferHelpers.GetRasterCommandBuffer(cmd)); context.ExecuteCommandBuffer(cmd); cmd.Clear(); Profiler.BeginSample("Render Sprites Unlit"); if (m_Renderer2DData.useCameraSortingLayerTexture) { filterSettings.sortingLayerRange = new SortingLayerRange(short.MinValue, m_CameraSortingLayerBoundsIndex); Render(context, cmd, ref renderingData, ref filterSettings, unlitDrawSettings); CopyCameraSortingLayerRenderTexture(context, renderingData, storeAction); filterSettings.sortingLayerRange = new SortingLayerRange((short)(m_CameraSortingLayerBoundsIndex + 1), short.MaxValue); Render(context, cmd, ref renderingData, ref filterSettings, unlitDrawSettings); } else { Render(context, cmd, ref renderingData, ref filterSettings, unlitDrawSettings); } Profiler.EndSample(); } filterSettings.sortingLayerRange = SortingLayerRange.all; RendererList objectsWithErrorRendererList = RendererList.nullRendererList; RenderingUtils.CreateRendererListObjectsWithError(context, ref renderingData.cullResults, camera, filterSettings, SortingCriteria.None, ref objectsWithErrorRendererList); RenderingUtils.DrawRendererListObjectsWithError(CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer), ref objectsWithErrorRendererList); } Renderer2DData IRenderPass2D.rendererData { get { return m_Renderer2DData; } } public void Dispose() { m_Renderer2DData.normalsRenderTarget?.Release(); m_Renderer2DData.normalsRenderTarget = null; m_Renderer2DData.cameraSortingLayerRenderTarget?.Release(); m_Renderer2DData.cameraSortingLayerRenderTarget = null; } } }