Rasagar/Library/PackageCache/com.unity.render-pipelines.universal/Runtime/Passes/ScreenSpaceAmbientOcclusionPass.cs

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2024-08-26 13:07:20 -07:00
using System;
using UnityEngine.Rendering.RenderGraphModule;
namespace UnityEngine.Rendering.Universal
{
// The Screen Space Ambient Occlusion (SSAO) Pass
internal class ScreenSpaceAmbientOcclusionPass : ScriptableRenderPass
{
// Properties
private bool isRendererDeferred => m_Renderer != null
&& m_Renderer is UniversalRenderer
&& ((UniversalRenderer)m_Renderer).renderingModeActual == RenderingMode.Deferred;
// Private Variables
private readonly bool m_SupportsR8RenderTextureFormat = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.R8);
private int m_BlueNoiseTextureIndex = 0;
private Material m_Material;
private SSAOPassData m_PassData;
private Texture2D[] m_BlueNoiseTextures;
private Vector4[] m_CameraTopLeftCorner = new Vector4[2];
private Vector4[] m_CameraXExtent = new Vector4[2];
private Vector4[] m_CameraYExtent = new Vector4[2];
private Vector4[] m_CameraZExtent = new Vector4[2];
private RTHandle[] m_SSAOTextures = new RTHandle[4];
private BlurTypes m_BlurType = BlurTypes.Bilateral;
private Matrix4x4[] m_CameraViewProjections = new Matrix4x4[2];
private ProfilingSampler m_ProfilingSampler = ProfilingSampler.Get(URPProfileId.SSAO);
private ScriptableRenderer m_Renderer = null;
private RenderTextureDescriptor m_AOPassDescriptor;
private ScreenSpaceAmbientOcclusionSettings m_CurrentSettings;
// Constants
private const string k_SSAOTextureName = "_ScreenSpaceOcclusionTexture";
private const string k_AmbientOcclusionParamName = "_AmbientOcclusionParam";
// Statics
internal static readonly int s_AmbientOcclusionParamID = Shader.PropertyToID(k_AmbientOcclusionParamName);
private static readonly int s_SSAOParamsID = Shader.PropertyToID("_SSAOParams");
private static readonly int s_SSAOBlueNoiseParamsID = Shader.PropertyToID("_SSAOBlueNoiseParams");
private static readonly int s_BlueNoiseTextureID = Shader.PropertyToID("_BlueNoiseTexture");
private static readonly int s_SSAOFinalTextureID = Shader.PropertyToID(k_SSAOTextureName);
private static readonly int s_CameraViewXExtentID = Shader.PropertyToID("_CameraViewXExtent");
private static readonly int s_CameraViewYExtentID = Shader.PropertyToID("_CameraViewYExtent");
private static readonly int s_CameraViewZExtentID = Shader.PropertyToID("_CameraViewZExtent");
private static readonly int s_ProjectionParams2ID = Shader.PropertyToID("_ProjectionParams2");
private static readonly int s_CameraViewProjectionsID = Shader.PropertyToID("_CameraViewProjections");
private static readonly int s_CameraViewTopLeftCornerID = Shader.PropertyToID("_CameraViewTopLeftCorner");
private static readonly int s_CameraDepthTextureID = Shader.PropertyToID("_CameraDepthTexture");
private static readonly int s_CameraNormalsTextureID = Shader.PropertyToID("_CameraNormalsTexture");
private static readonly int[] m_BilateralTexturesIndices = { 0, 1, 2, 3 };
private static readonly ShaderPasses[] m_BilateralPasses = { ShaderPasses.BilateralBlurHorizontal, ShaderPasses.BilateralBlurVertical, ShaderPasses.BilateralBlurFinal };
private static readonly ShaderPasses[] m_BilateralAfterOpaquePasses = { ShaderPasses.BilateralBlurHorizontal, ShaderPasses.BilateralBlurVertical, ShaderPasses.BilateralAfterOpaque };
private static readonly int[] m_GaussianTexturesIndices = { 0, 1, 3, 3 };
private static readonly ShaderPasses[] m_GaussianPasses = { ShaderPasses.GaussianBlurHorizontal, ShaderPasses.GaussianBlurVertical };
private static readonly ShaderPasses[] m_GaussianAfterOpaquePasses = { ShaderPasses.GaussianBlurHorizontal, ShaderPasses.GaussianAfterOpaque };
private static readonly int[] m_KawaseTexturesIndices = { 0, 3 };
private static readonly ShaderPasses[] m_KawasePasses = { ShaderPasses.KawaseBlur };
private static readonly ShaderPasses[] m_KawaseAfterOpaquePasses = { ShaderPasses.KawaseAfterOpaque };
// Enums
private enum BlurTypes
{
Bilateral,
Gaussian,
Kawase,
}
private enum ShaderPasses
{
AmbientOcclusion = 0,
BilateralBlurHorizontal = 1,
BilateralBlurVertical = 2,
BilateralBlurFinal = 3,
BilateralAfterOpaque = 4,
GaussianBlurHorizontal = 5,
GaussianBlurVertical = 6,
GaussianAfterOpaque = 7,
KawaseBlur = 8,
KawaseAfterOpaque = 9,
}
// Structs
private struct SSAOMaterialParams
{
internal bool orthographicCamera;
internal bool aoBlueNoise;
internal bool aoInterleavedGradient;
internal bool sampleCountHigh;
internal bool sampleCountMedium;
internal bool sampleCountLow;
internal bool sourceDepthNormals;
internal bool sourceDepthHigh;
internal bool sourceDepthMedium;
internal bool sourceDepthLow;
internal Vector4 ssaoParams;
internal SSAOMaterialParams(ref ScreenSpaceAmbientOcclusionSettings settings, bool isOrthographic)
{
bool isUsingDepthNormals = settings.Source == ScreenSpaceAmbientOcclusionSettings.DepthSource.DepthNormals;
float radiusMultiplier = settings.AOMethod == ScreenSpaceAmbientOcclusionSettings.AOMethodOptions.BlueNoise ? 1.5f : 1;
orthographicCamera = isOrthographic;
aoBlueNoise = settings.AOMethod == ScreenSpaceAmbientOcclusionSettings.AOMethodOptions.BlueNoise;
aoInterleavedGradient = settings.AOMethod == ScreenSpaceAmbientOcclusionSettings.AOMethodOptions.InterleavedGradient;
sampleCountHigh = settings.Samples == ScreenSpaceAmbientOcclusionSettings.AOSampleOption.High;
sampleCountMedium = settings.Samples == ScreenSpaceAmbientOcclusionSettings.AOSampleOption.Medium;
sampleCountLow = settings.Samples == ScreenSpaceAmbientOcclusionSettings.AOSampleOption.Low;
sourceDepthNormals = settings.Source == ScreenSpaceAmbientOcclusionSettings.DepthSource.DepthNormals;
sourceDepthHigh = !isUsingDepthNormals && settings.NormalSamples == ScreenSpaceAmbientOcclusionSettings.NormalQuality.High;
sourceDepthMedium = !isUsingDepthNormals && settings.NormalSamples == ScreenSpaceAmbientOcclusionSettings.NormalQuality.Medium;
sourceDepthLow = !isUsingDepthNormals && settings.NormalSamples == ScreenSpaceAmbientOcclusionSettings.NormalQuality.Low;
ssaoParams = new Vector4(
settings.Intensity, // Intensity
settings.Radius * radiusMultiplier, // Radius
1.0f / (settings.Downsample ? 2 : 1), // Downsampling
settings.Falloff // Falloff
);
}
internal bool Equals(ref SSAOMaterialParams other)
{
return orthographicCamera == other.orthographicCamera
&& aoBlueNoise == other.aoBlueNoise
&& aoInterleavedGradient == other.aoInterleavedGradient
&& sampleCountHigh == other.sampleCountHigh
&& sampleCountMedium == other.sampleCountMedium
&& sampleCountLow == other.sampleCountLow
&& sourceDepthNormals == other.sourceDepthNormals
&& sourceDepthHigh == other.sourceDepthHigh
&& sourceDepthMedium == other.sourceDepthMedium
&& sourceDepthLow == other.sourceDepthLow
&& ssaoParams == other.ssaoParams
;
}
}
private SSAOMaterialParams m_SSAOParamsPrev = new SSAOMaterialParams();
internal ScreenSpaceAmbientOcclusionPass()
{
m_CurrentSettings = new ScreenSpaceAmbientOcclusionSettings();
m_PassData = new SSAOPassData();
}
internal bool Setup(ref ScreenSpaceAmbientOcclusionSettings featureSettings, ref ScriptableRenderer renderer, ref Material material, ref Texture2D[] blueNoiseTextures)
{
m_BlueNoiseTextures = blueNoiseTextures;
m_Material = material;
m_Renderer = renderer;
m_CurrentSettings = featureSettings;
// RenderPass Event + Source Settings (Depth / Depth&Normals
if (isRendererDeferred)
{
renderPassEvent = m_CurrentSettings.AfterOpaque ? RenderPassEvent.AfterRenderingOpaques : RenderPassEvent.AfterRenderingGbuffer;
if (renderPassEvent == RenderPassEvent.AfterRenderingGbuffer)
breakGBufferAndDeferredRenderPass = true;
m_CurrentSettings.Source = ScreenSpaceAmbientOcclusionSettings.DepthSource.DepthNormals;
}
else
{
// Rendering after PrePasses is usually correct except when depth priming is in play:
// then we rely on a depth resolve taking place after the PrePasses in order to have it ready for SSAO.
// Hence we set the event to RenderPassEvent.AfterRenderingPrePasses + 1 at the earliest.
renderPassEvent = m_CurrentSettings.AfterOpaque ? RenderPassEvent.BeforeRenderingTransparents : RenderPassEvent.AfterRenderingPrePasses + 1;
}
// Ask for a Depth or Depth + Normals textures
switch (m_CurrentSettings.Source)
{
case ScreenSpaceAmbientOcclusionSettings.DepthSource.Depth:
ConfigureInput(ScriptableRenderPassInput.Depth);
break;
case ScreenSpaceAmbientOcclusionSettings.DepthSource.DepthNormals:
ConfigureInput(ScriptableRenderPassInput.Normal); // need depthNormal prepass for forward-only geometry
break;
default:
throw new ArgumentOutOfRangeException();
}
// Blur settings
switch (m_CurrentSettings.BlurQuality)
{
case ScreenSpaceAmbientOcclusionSettings.BlurQualityOptions.High:
m_BlurType = BlurTypes.Bilateral;
break;
case ScreenSpaceAmbientOcclusionSettings.BlurQualityOptions.Medium:
m_BlurType = BlurTypes.Gaussian;
break;
case ScreenSpaceAmbientOcclusionSettings.BlurQualityOptions.Low:
m_BlurType = BlurTypes.Kawase;
break;
default:
throw new ArgumentOutOfRangeException();
}
return m_Material != null
&& m_CurrentSettings.Intensity > 0.0f
&& m_CurrentSettings.Radius > 0.0f
&& m_CurrentSettings.Falloff > 0.0f;
}
private static bool IsAfterOpaquePass(ref ShaderPasses pass)
{
return pass == ShaderPasses.BilateralAfterOpaque
|| pass == ShaderPasses.GaussianAfterOpaque
|| pass == ShaderPasses.KawaseAfterOpaque;
}
private void SetupKeywordsAndParameters(ref ScreenSpaceAmbientOcclusionSettings settings, ref UniversalCameraData cameraData)
{
#if ENABLE_VR && ENABLE_XR_MODULE
int eyeCount = cameraData.xr.enabled && cameraData.xr.singlePassEnabled ? 2 : 1;
#else
int eyeCount = 1;
#endif
for (int eyeIndex = 0; eyeIndex < eyeCount; eyeIndex++)
{
Matrix4x4 view = cameraData.GetViewMatrix(eyeIndex);
Matrix4x4 proj = cameraData.GetProjectionMatrix(eyeIndex);
m_CameraViewProjections[eyeIndex] = proj * view;
// camera view space without translation, used by SSAO.hlsl ReconstructViewPos() to calculate view vector.
Matrix4x4 cview = view;
cview.SetColumn(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f));
Matrix4x4 cviewProj = proj * cview;
Matrix4x4 cviewProjInv = cviewProj.inverse;
Vector4 topLeftCorner = cviewProjInv.MultiplyPoint(new Vector4(-1, 1, -1, 1));
Vector4 topRightCorner = cviewProjInv.MultiplyPoint(new Vector4(1, 1, -1, 1));
Vector4 bottomLeftCorner = cviewProjInv.MultiplyPoint(new Vector4(-1, -1, -1, 1));
Vector4 farCentre = cviewProjInv.MultiplyPoint(new Vector4(0, 0, 1, 1));
m_CameraTopLeftCorner[eyeIndex] = topLeftCorner;
m_CameraXExtent[eyeIndex] = topRightCorner - topLeftCorner;
m_CameraYExtent[eyeIndex] = bottomLeftCorner - topLeftCorner;
m_CameraZExtent[eyeIndex] = farCentre;
}
m_Material.SetVector(s_ProjectionParams2ID, new Vector4(1.0f / cameraData.camera.nearClipPlane, 0.0f, 0.0f, 0.0f));
m_Material.SetMatrixArray(s_CameraViewProjectionsID, m_CameraViewProjections);
m_Material.SetVectorArray(s_CameraViewTopLeftCornerID, m_CameraTopLeftCorner);
m_Material.SetVectorArray(s_CameraViewXExtentID, m_CameraXExtent);
m_Material.SetVectorArray(s_CameraViewYExtentID, m_CameraYExtent);
m_Material.SetVectorArray(s_CameraViewZExtentID, m_CameraZExtent);
if (settings.AOMethod == ScreenSpaceAmbientOcclusionSettings.AOMethodOptions.BlueNoise)
{
m_BlueNoiseTextureIndex = (m_BlueNoiseTextureIndex + 1) % m_BlueNoiseTextures.Length;
Texture2D noiseTexture = m_BlueNoiseTextures[m_BlueNoiseTextureIndex];
Vector4 blueNoiseParams = new Vector4(
cameraData.pixelWidth / (float)m_BlueNoiseTextures[m_BlueNoiseTextureIndex].width, // X Scale
cameraData.pixelHeight / (float)m_BlueNoiseTextures[m_BlueNoiseTextureIndex].height, // Y Scale
Random.value, // X Offset
Random.value // Y Offset
);
// For testing we use a single blue noise texture and a single set of blue noise params.
#if UNITY_INCLUDE_TESTS
noiseTexture = m_BlueNoiseTextures[0];
blueNoiseParams.z = 1;
blueNoiseParams.w = 1;
#endif
m_Material.SetTexture(s_BlueNoiseTextureID, noiseTexture);
m_Material.SetVector(s_SSAOBlueNoiseParamsID, blueNoiseParams);
}
// Setting keywords can be somewhat expensive on low-end platforms.
// Previous params are cached to avoid setting the same keywords every frame.
SSAOMaterialParams matParams = new SSAOMaterialParams(ref settings, cameraData.camera.orthographic);
bool ssaoParamsDirty = !m_SSAOParamsPrev.Equals(ref matParams); // Checks if the parameters have changed.
bool isParamsPropertySet = m_Material.HasProperty(s_SSAOParamsID); // Checks if the parameters have been set on the material.
if (!ssaoParamsDirty && isParamsPropertySet)
return;
m_SSAOParamsPrev = matParams;
CoreUtils.SetKeyword(m_Material, ScreenSpaceAmbientOcclusion.k_OrthographicCameraKeyword, matParams.orthographicCamera);
CoreUtils.SetKeyword(m_Material, ScreenSpaceAmbientOcclusion.k_AOBlueNoiseKeyword, matParams.aoBlueNoise);
CoreUtils.SetKeyword(m_Material, ScreenSpaceAmbientOcclusion.k_AOInterleavedGradientKeyword, matParams.aoInterleavedGradient);
CoreUtils.SetKeyword(m_Material, ScreenSpaceAmbientOcclusion.k_SampleCountHighKeyword, matParams.sampleCountHigh);
CoreUtils.SetKeyword(m_Material, ScreenSpaceAmbientOcclusion.k_SampleCountMediumKeyword, matParams.sampleCountMedium);
CoreUtils.SetKeyword(m_Material, ScreenSpaceAmbientOcclusion.k_SampleCountLowKeyword, matParams.sampleCountLow);
CoreUtils.SetKeyword(m_Material, ScreenSpaceAmbientOcclusion.k_SourceDepthNormalsKeyword, matParams.sourceDepthNormals);
CoreUtils.SetKeyword(m_Material, ScreenSpaceAmbientOcclusion.k_SourceDepthHighKeyword, matParams.sourceDepthHigh);
CoreUtils.SetKeyword(m_Material, ScreenSpaceAmbientOcclusion.k_SourceDepthMediumKeyword, matParams.sourceDepthMedium);
CoreUtils.SetKeyword(m_Material, ScreenSpaceAmbientOcclusion.k_SourceDepthLowKeyword, matParams.sourceDepthLow);
m_Material.SetVector(s_SSAOParamsID, matParams.ssaoParams);
}
/*----------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------- RENDER-GRAPH --------------------------------------------------------------
----------------------------------------------------------------------------------------------------------------------------------------*/
private class SSAOPassData
{
internal bool afterOpaque;
internal ScreenSpaceAmbientOcclusionSettings.BlurQualityOptions BlurQuality;
internal Material material;
internal float directLightingStrength;
internal TextureHandle cameraColor;
internal TextureHandle AOTexture;
internal TextureHandle finalTexture;
internal TextureHandle blurTexture;
internal TextureHandle cameraDepthTexture;
internal TextureHandle cameraNormalsTexture;
}
private void InitSSAOPassData(ref SSAOPassData data)
{
data.material = m_Material;
data.BlurQuality = m_CurrentSettings.BlurQuality;
data.afterOpaque = m_CurrentSettings.AfterOpaque;
data.directLightingStrength = m_CurrentSettings.DirectLightingStrength;
}
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
// Create the texture handles...
CreateRenderTextureHandles(renderGraph,
resourceData,
cameraData,
out TextureHandle aoTexture,
out TextureHandle blurTexture,
out TextureHandle finalTexture);
// Get the resources
UniversalRenderer universalRenderer = cameraData.renderer as UniversalRenderer;
bool isDeferred = universalRenderer != null && universalRenderer.renderingModeActual == RenderingMode.Deferred;
TextureHandle cameraDepthTexture = isDeferred ? resourceData.activeDepthTexture : resourceData.cameraDepthTexture;
TextureHandle cameraNormalsTexture = resourceData.cameraNormalsTexture;
// Update keywords and other shader params
SetupKeywordsAndParameters(ref m_CurrentSettings, ref cameraData);
using (IUnsafeRenderGraphBuilder builder = renderGraph.AddUnsafePass<SSAOPassData>("Blit SSAO", out var passData, m_ProfilingSampler))
{
// Shader keyword changes are considered as global state modifications
builder.AllowGlobalStateModification(true);
builder.AllowPassCulling(false);
// Fill in the Pass data...
InitSSAOPassData(ref passData);
passData.cameraColor = resourceData.cameraColor;
passData.AOTexture = aoTexture;
passData.finalTexture = finalTexture;
passData.blurTexture = blurTexture;
passData.cameraDepthTexture = isDeferred ? cameraDepthTexture : TextureHandle.nullHandle;
// Declare input textures
builder.UseTexture(passData.AOTexture, AccessFlags.ReadWrite);
if (passData.BlurQuality != ScreenSpaceAmbientOcclusionSettings.BlurQualityOptions.Low)
builder.UseTexture(passData.blurTexture, AccessFlags.ReadWrite);
if (cameraDepthTexture.IsValid())
builder.UseTexture(cameraDepthTexture, AccessFlags.Read);
if (m_CurrentSettings.Source == ScreenSpaceAmbientOcclusionSettings.DepthSource.DepthNormals && cameraNormalsTexture.IsValid())
{
builder.UseTexture(cameraNormalsTexture, AccessFlags.Read);
passData.cameraNormalsTexture = cameraNormalsTexture;
}
// The global SSAO texture only needs to be set if After Opaque is disabled...
if (!passData.afterOpaque && finalTexture.IsValid())
{
builder.UseTexture(passData.finalTexture, AccessFlags.ReadWrite);
builder.SetGlobalTextureAfterPass(finalTexture, s_SSAOFinalTextureID);
}
builder.SetRenderFunc((SSAOPassData data, UnsafeGraphContext rgContext) =>
{
if (data.cameraDepthTexture.IsValid())
data.material.SetTexture(s_CameraDepthTextureID, data.cameraDepthTexture);
CommandBuffer cmd = CommandBufferHelpers.GetNativeCommandBuffer(rgContext.cmd);
RenderBufferLoadAction finalLoadAction = data.afterOpaque ? RenderBufferLoadAction.Load : RenderBufferLoadAction.DontCare;
// Setup
if (data.cameraColor.IsValid())
PostProcessUtils.SetSourceSize(cmd, data.cameraColor);
if (data.cameraDepthTexture.IsValid())
data.material.SetTexture(s_CameraDepthTextureID, data.cameraDepthTexture);
if (data.cameraNormalsTexture.IsValid())
data.material.SetTexture(s_CameraNormalsTextureID, data.cameraNormalsTexture);
// AO Pass
Blitter.BlitCameraTexture(cmd, data.AOTexture, data.AOTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, data.material, (int) ShaderPasses.AmbientOcclusion);
// Blur passes
switch (data.BlurQuality)
{
// Bilateral
case ScreenSpaceAmbientOcclusionSettings.BlurQualityOptions.High:
Blitter.BlitCameraTexture(cmd, data.AOTexture, data.blurTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, data.material, (int) ShaderPasses.BilateralBlurHorizontal);
Blitter.BlitCameraTexture(cmd, data.blurTexture, data.AOTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, data.material, (int) ShaderPasses.BilateralBlurVertical);
Blitter.BlitCameraTexture(cmd, data.AOTexture, data.finalTexture, finalLoadAction, RenderBufferStoreAction.Store, data.material, (int) (data.afterOpaque ? ShaderPasses.BilateralAfterOpaque : ShaderPasses.BilateralBlurFinal));
break;
// Gaussian
case ScreenSpaceAmbientOcclusionSettings.BlurQualityOptions.Medium:
Blitter.BlitCameraTexture(cmd, data.AOTexture, data.blurTexture, RenderBufferLoadAction.Load, RenderBufferStoreAction.Store, data.material, (int) ShaderPasses.GaussianBlurHorizontal);
Blitter.BlitCameraTexture(cmd, data.blurTexture, data.finalTexture, finalLoadAction, RenderBufferStoreAction.Store, data.material, (int) (data.afterOpaque ? ShaderPasses.GaussianAfterOpaque : ShaderPasses.GaussianBlurVertical));
break;
// Kawase
case ScreenSpaceAmbientOcclusionSettings.BlurQualityOptions.Low:
Blitter.BlitCameraTexture(cmd, data.AOTexture, data.finalTexture, finalLoadAction, RenderBufferStoreAction.Store, data.material, (int) (data.afterOpaque ? ShaderPasses.KawaseAfterOpaque : ShaderPasses.KawaseBlur));
break;
default:
throw new ArgumentOutOfRangeException();
}
// We only want URP shaders to sample SSAO if After Opaque is disabled...
if (!data.afterOpaque)
{
rgContext.cmd.SetKeyword(ShaderGlobalKeywords.ScreenSpaceOcclusion, true);
rgContext.cmd.SetGlobalVector(s_AmbientOcclusionParamID, new Vector4(1f, 0f, 0f, data.directLightingStrength));
}
});
}
}
private void CreateRenderTextureHandles(RenderGraph renderGraph, UniversalResourceData resourceData,
UniversalCameraData cameraData, out TextureHandle aoTexture, out TextureHandle blurTexture, out TextureHandle finalTexture)
{
// Descriptor for the final blur pass
RenderTextureDescriptor finalTextureDescriptor = cameraData.cameraTargetDescriptor;
finalTextureDescriptor.colorFormat = m_SupportsR8RenderTextureFormat ? RenderTextureFormat.R8 : RenderTextureFormat.ARGB32;
finalTextureDescriptor.depthBufferBits = 0;
finalTextureDescriptor.msaaSamples = 1;
// Descriptor for the AO and Blur passes
int downsampleDivider = m_CurrentSettings.Downsample ? 2 : 1;
bool useRedComponentOnly = m_SupportsR8RenderTextureFormat && m_BlurType > BlurTypes.Bilateral;
RenderTextureDescriptor aoBlurDescriptor = finalTextureDescriptor;
aoBlurDescriptor.colorFormat = useRedComponentOnly ? RenderTextureFormat.R8 : RenderTextureFormat.ARGB32;
aoBlurDescriptor.width /= downsampleDivider;
aoBlurDescriptor.height /= downsampleDivider;
// Handles
aoTexture = UniversalRenderer.CreateRenderGraphTexture(renderGraph, aoBlurDescriptor, "_SSAO_OcclusionTexture0", false, FilterMode.Bilinear);
finalTexture = m_CurrentSettings.AfterOpaque ? resourceData.activeColorTexture : UniversalRenderer.CreateRenderGraphTexture(renderGraph, finalTextureDescriptor, k_SSAOTextureName, false, FilterMode.Bilinear);
if (m_CurrentSettings.BlurQuality != ScreenSpaceAmbientOcclusionSettings.BlurQualityOptions.Low)
blurTexture = UniversalRenderer.CreateRenderGraphTexture(renderGraph, aoBlurDescriptor, "_SSAO_OcclusionTexture1", false, FilterMode.Bilinear);
else
blurTexture = TextureHandle.nullHandle;
if (!m_CurrentSettings.AfterOpaque)
resourceData.ssaoTexture = finalTexture;
}
/*----------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------- RENDER-GRAPH --------------------------------------------------------------
----------------------------------------------------------------------------------------------------------------------------------------*/
/// <inheritdoc/>
[Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)]
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
ContextContainer frameData = renderingData.frameData;
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
// Fill in the Pass data...
InitSSAOPassData(ref m_PassData);
// Update keywords and other shader params
SetupKeywordsAndParameters(ref m_CurrentSettings, ref cameraData);
// Set up the descriptors
int downsampleDivider = m_CurrentSettings.Downsample ? 2 : 1;
RenderTextureDescriptor descriptor = renderingData.cameraData.cameraTargetDescriptor;
descriptor.msaaSamples = 1;
descriptor.depthBufferBits = 0;
// AO PAss
m_AOPassDescriptor = descriptor;
m_AOPassDescriptor.width /= downsampleDivider;
m_AOPassDescriptor.height /= downsampleDivider;
bool useRedComponentOnly = m_SupportsR8RenderTextureFormat && m_BlurType > BlurTypes.Bilateral;
m_AOPassDescriptor.colorFormat = useRedComponentOnly ? RenderTextureFormat.R8 : RenderTextureFormat.ARGB32;
// Allocate textures for the AO and blur
RenderingUtils.ReAllocateHandleIfNeeded(ref m_SSAOTextures[0], m_AOPassDescriptor, FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_SSAO_OcclusionTexture0");
RenderingUtils.ReAllocateHandleIfNeeded(ref m_SSAOTextures[1], m_AOPassDescriptor, FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_SSAO_OcclusionTexture1");
RenderingUtils.ReAllocateHandleIfNeeded(ref m_SSAOTextures[2], m_AOPassDescriptor, FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_SSAO_OcclusionTexture2");
// Upsample setup
m_AOPassDescriptor.width *= downsampleDivider;
m_AOPassDescriptor.height *= downsampleDivider;
m_AOPassDescriptor.colorFormat = m_SupportsR8RenderTextureFormat ? RenderTextureFormat.R8 : RenderTextureFormat.ARGB32;
// Allocate texture for the final SSAO results
RenderingUtils.ReAllocateHandleIfNeeded(ref m_SSAOTextures[3], m_AOPassDescriptor, FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_SSAO_OcclusionTexture");
PostProcessUtils.SetSourceSize(cmd, m_SSAOTextures[3]);
// Disable obsolete warning for internal usage
#pragma warning disable CS0618
// Configure targets and clear color
ConfigureTarget(m_CurrentSettings.AfterOpaque ? m_Renderer.cameraColorTargetHandle : m_SSAOTextures[3]);
ConfigureClear(ClearFlag.None, Color.white);
#pragma warning restore CS0618
}
/// <inheritdoc/>
[Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)]
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
if (m_Material == null)
{
Debug.LogErrorFormat(
"{0}.Execute(): Missing material. ScreenSpaceAmbientOcclusion pass will not execute. Check for missing reference in the renderer resources.",
GetType().Name);
return;
}
var cmd = renderingData.commandBuffer;
using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.SSAO)))
{
// We only want URP shaders to sample SSAO if After Opaque is off.
if (!m_CurrentSettings.AfterOpaque)
cmd.SetKeyword(ShaderGlobalKeywords.ScreenSpaceOcclusion, true);
cmd.SetGlobalTexture(k_SSAOTextureName, m_SSAOTextures[3]);
#if ENABLE_VR && ENABLE_XR_MODULE
bool isFoveatedEnabled = false;
if (renderingData.cameraData.xr.supportsFoveatedRendering)
{
// If we are downsampling we can't use the VRS texture
// If it's a non uniform raster foveated rendering has to be turned off because it will keep applying non uniform for the other passes.
// When calculating normals from depth, this causes artifacts that are amplified from VRS when going to say 4x4. Thus we disable foveated because of that
if (m_CurrentSettings.Downsample || SystemInfo.foveatedRenderingCaps.HasFlag(FoveatedRenderingCaps.NonUniformRaster) ||
(SystemInfo.foveatedRenderingCaps.HasFlag(FoveatedRenderingCaps.FoveationImage) && m_CurrentSettings.Source == ScreenSpaceAmbientOcclusionSettings.DepthSource.Depth))
{
cmd.SetFoveatedRenderingMode(FoveatedRenderingMode.Disabled);
}
// If we aren't downsampling and it's a VRS texture we can apply foveation in this case
else if (SystemInfo.foveatedRenderingCaps.HasFlag(FoveatedRenderingCaps.FoveationImage))
{
cmd.SetFoveatedRenderingMode(FoveatedRenderingMode.Enabled);
isFoveatedEnabled = true;
}
}
#endif
GetPassOrder(m_BlurType, m_CurrentSettings.AfterOpaque, out int[] textureIndices, out ShaderPasses[] shaderPasses);
// Execute the SSAO Occlusion pass
RTHandle cameraDepthTargetHandle = renderingData.cameraData.renderer.cameraDepthTargetHandle;
RenderAndSetBaseMap(ref cmd, ref renderingData, ref renderingData.cameraData.renderer, ref m_Material, ref cameraDepthTargetHandle, ref m_SSAOTextures[0], ShaderPasses.AmbientOcclusion);
// Execute the Blur Passes
for (int i = 0; i < shaderPasses.Length; i++)
{
int baseMapIndex = textureIndices[i];
int targetIndex = textureIndices[i + 1];
RenderAndSetBaseMap(ref cmd, ref renderingData, ref renderingData.cameraData.renderer, ref m_Material, ref m_SSAOTextures[baseMapIndex], ref m_SSAOTextures[targetIndex], shaderPasses[i]);
}
// Set the global SSAO Params
cmd.SetGlobalVector(s_AmbientOcclusionParamID, new Vector4(1f, 0f, 0f, m_CurrentSettings.DirectLightingStrength));
#if ENABLE_VR && ENABLE_XR_MODULE
// Cleanup, making sure it doesn't stay enabled for a pass after that should not have it on
if (isFoveatedEnabled)
cmd.SetFoveatedRenderingMode(FoveatedRenderingMode.Disabled);
#endif
}
}
private static void RenderAndSetBaseMap(ref CommandBuffer cmd, ref RenderingData renderingData, ref ScriptableRenderer renderer, ref Material mat, ref RTHandle baseMap, ref RTHandle target, ShaderPasses pass)
{
if (IsAfterOpaquePass(ref pass))
{
// Disable obsolete warning for internal usage
#pragma warning disable CS0618
Blitter.BlitCameraTexture(cmd, baseMap, renderer.cameraColorTargetHandle, RenderBufferLoadAction.Load, RenderBufferStoreAction.Store, mat, (int)pass);
#pragma warning restore CS0618
}
else if (baseMap.rt == null)
{
// Obsolete usage of RTHandle aliasing a RenderTargetIdentifier
Vector2 viewportScale = baseMap.useScaling ? new Vector2(baseMap.rtHandleProperties.rtHandleScale.x, baseMap.rtHandleProperties.rtHandleScale.y) : Vector2.one;
// Will set the correct camera viewport as well.
CoreUtils.SetRenderTarget(cmd, target);
Blitter.BlitTexture(cmd, baseMap.nameID, viewportScale, mat, (int)pass);
}
else
Blitter.BlitCameraTexture(cmd, baseMap, target, mat, (int)pass);
}
private static void GetPassOrder(BlurTypes blurType, bool isAfterOpaque, out int[] textureIndices, out ShaderPasses[] shaderPasses)
{
switch (blurType)
{
case BlurTypes.Bilateral:
textureIndices = m_BilateralTexturesIndices;
shaderPasses = isAfterOpaque ? m_BilateralAfterOpaquePasses : m_BilateralPasses;
break;
case BlurTypes.Gaussian:
textureIndices = m_GaussianTexturesIndices;
shaderPasses = isAfterOpaque ? m_GaussianAfterOpaquePasses : m_GaussianPasses;
break;
case BlurTypes.Kawase:
textureIndices = m_KawaseTexturesIndices;
shaderPasses = isAfterOpaque ? m_KawaseAfterOpaquePasses : m_KawasePasses;
break;
default:
throw new ArgumentOutOfRangeException();
}
}
/// <inheritdoc/>
public override void OnCameraCleanup(CommandBuffer cmd)
{
if (cmd == null)
throw new ArgumentNullException("cmd");
if (!m_CurrentSettings.AfterOpaque)
cmd.SetKeyword(ShaderGlobalKeywords.ScreenSpaceOcclusion, false);
}
public void Dispose()
{
m_SSAOTextures[0]?.Release();
m_SSAOTextures[1]?.Release();
m_SSAOTextures[2]?.Release();
m_SSAOTextures[3]?.Release();
m_SSAOParamsPrev = default;
}
}
}