Rasagar/Library/PackageCache/com.unity.render-pipelines.universal/Runtime/Decal/ScreenSpace/DecalScreenSpaceRenderPass.cs

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7.3 KiB
C#
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2024-08-26 13:07:20 -07:00
using System;
using System.Collections.Generic;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering.RenderGraphModule;
using UnityEngine.Rendering.Universal.Internal;
namespace UnityEngine.Rendering.Universal
{
internal class DecalDrawScreenSpaceSystem : DecalDrawSystem
{
public DecalDrawScreenSpaceSystem(DecalEntityManager entityManager) : base("DecalDrawScreenSpaceSystem.Execute", entityManager) { }
protected override int GetPassIndex(DecalCachedChunk decalCachedChunk) => decalCachedChunk.passIndexScreenSpace;
}
internal class DecalScreenSpaceRenderPass : ScriptableRenderPass
{
private FilteringSettings m_FilteringSettings;
private List<ShaderTagId> m_ShaderTagIdList;
private DecalDrawScreenSpaceSystem m_DrawSystem;
private DecalScreenSpaceSettings m_Settings;
private bool m_DecalLayers;
private PassData m_PassData;
public DecalScreenSpaceRenderPass(DecalScreenSpaceSettings settings, DecalDrawScreenSpaceSystem drawSystem, bool decalLayers)
{
renderPassEvent = RenderPassEvent.AfterRenderingSkybox;
var scriptableRenderPassInput = ScriptableRenderPassInput.Depth; // Require depth
ConfigureInput(scriptableRenderPassInput);
m_DrawSystem = drawSystem;
m_Settings = settings;
profilingSampler = new ProfilingSampler("Draw Decal Screen Space");
m_FilteringSettings = new FilteringSettings(RenderQueueRange.opaque, -1);
m_DecalLayers = decalLayers;
m_ShaderTagIdList = new List<ShaderTagId>();
if (m_DrawSystem == null)
m_ShaderTagIdList.Add(new ShaderTagId(DecalShaderPassNames.DecalScreenSpaceProjector));
else
m_ShaderTagIdList.Add(new ShaderTagId(DecalShaderPassNames.DecalScreenSpaceMesh));
m_PassData = new PassData();
}
private RendererListParams CreateRenderListParams(UniversalRenderingData renderingData, UniversalCameraData cameraData, UniversalLightData lightData)
{
SortingCriteria sortingCriteria = SortingCriteria.None;
DrawingSettings drawingSettings = RenderingUtils.CreateDrawingSettings(m_ShaderTagIdList, renderingData, cameraData, lightData, sortingCriteria);
return new RendererListParams(renderingData.cullResults, drawingSettings, m_FilteringSettings);
}
[Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)]
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
UniversalCameraData cameraData = renderingData.frameData.Get<UniversalCameraData>();
InitPassData(cameraData, ref m_PassData);
RenderingUtils.SetScaleBiasRt(CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer), in renderingData);
UniversalRenderingData universalRenderingData = renderingData.frameData.Get<UniversalRenderingData>();
UniversalLightData lightData = renderingData.frameData.Get<UniversalLightData>();
var param = CreateRenderListParams(universalRenderingData, cameraData, lightData);
var rendererList = context.CreateRendererList(ref param);
using (new ProfilingScope(renderingData.commandBuffer, profilingSampler))
{
ExecutePass(CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer), m_PassData, rendererList);
}
}
private class PassData
{
internal DecalDrawScreenSpaceSystem drawSystem;
internal DecalScreenSpaceSettings settings;
internal bool decalLayers;
internal bool isGLDevice;
internal TextureHandle colorTarget;
internal UniversalCameraData cameraData;
internal RendererListHandle rendererList;
}
private void InitPassData(UniversalCameraData cameraData, ref PassData passData)
{
passData.drawSystem = m_DrawSystem;
passData.settings = m_Settings;
passData.decalLayers = m_DecalLayers;
passData.isGLDevice = DecalRendererFeature.isGLDevice;
passData.cameraData = cameraData;
}
private static void ExecutePass(RasterCommandBuffer cmd, PassData passData, RendererList rendererList)
{
NormalReconstruction.SetupProperties(cmd, passData.cameraData);
cmd.SetKeyword(ShaderGlobalKeywords.DecalNormalBlendLow, passData.settings.normalBlend == DecalNormalBlend.Low);
cmd.SetKeyword(ShaderGlobalKeywords.DecalNormalBlendMedium, passData.settings.normalBlend == DecalNormalBlend.Medium);
cmd.SetKeyword(ShaderGlobalKeywords.DecalNormalBlendHigh, passData.settings.normalBlend == DecalNormalBlend.High);
if (!passData.isGLDevice)
cmd.SetKeyword(ShaderGlobalKeywords.DecalLayers, passData.decalLayers);
passData.drawSystem?.Execute(cmd);
cmd.DrawRendererList(rendererList);
}
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
TextureHandle cameraDepthTexture = resourceData.cameraDepthTexture;
using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData, profilingSampler))
{
UniversalRenderingData renderingData = frameData.Get<UniversalRenderingData>();
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
UniversalLightData lightData = frameData.Get<UniversalLightData>();
InitPassData(cameraData, ref passData);
passData.colorTarget = resourceData.cameraColor;
builder.SetRenderAttachment(resourceData.activeColorTexture, 0, AccessFlags.Write);
builder.SetRenderAttachmentDepth(resourceData.activeDepthTexture, AccessFlags.Read);
var param = CreateRenderListParams(renderingData, passData.cameraData, lightData);
passData.rendererList = renderGraph.CreateRendererList(param);
builder.UseRendererList(passData.rendererList);
if (cameraDepthTexture.IsValid())
builder.UseTexture(cameraDepthTexture, AccessFlags.Read);
builder.AllowGlobalStateModification(true);
builder.SetRenderFunc((PassData data, RasterGraphContext rgContext) =>
{
RenderingUtils.SetScaleBiasRt(rgContext.cmd, in data.cameraData, data.colorTarget);
ExecutePass(rgContext.cmd, data, data.rendererList);
});
}
}
public override void OnCameraCleanup(CommandBuffer cmd)
{
if (cmd == null)
{
throw new System.ArgumentNullException("cmd");
}
cmd.SetKeyword(ShaderGlobalKeywords.DecalNormalBlendLow, false);
cmd.SetKeyword(ShaderGlobalKeywords.DecalNormalBlendMedium, false);
cmd.SetKeyword(ShaderGlobalKeywords.DecalNormalBlendHigh, false);
cmd.SetKeyword(ShaderGlobalKeywords.DecalLayers, false);
}
}
}