forked from BilalY/Rasagar
1937 lines
109 KiB
C#
1937 lines
109 KiB
C#
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using System;
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using System.Collections.Generic;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Rendering.Universal.Internal;
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namespace UnityEngine.Rendering.Universal
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{
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/// <summary>
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/// Rendering modes for Universal renderer.
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/// </summary>
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public enum RenderingMode
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{
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/// <summary>Render all objects and lighting in one pass, with a hard limit on the number of lights that can be applied on an object.</summary>
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Forward = 0,
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/// <summary>Render all objects and lighting in one pass using a clustered data structure to access lighting data.</summary>
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[InspectorName("Forward+")]
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ForwardPlus = 2,
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/// <summary>Render all objects first in a g-buffer pass, then apply all lighting in a separate pass using deferred shading.</summary>
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Deferred = 1
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};
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/// <summary>
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/// When the Universal Renderer should use Depth Priming in Forward mode.
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/// </summary>
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public enum DepthPrimingMode
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{
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/// <summary>Depth Priming will never be used.</summary>
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Disabled,
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/// <summary>Depth Priming will only be used if there is a depth prepass needed by any of the render passes.</summary>
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Auto,
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/// <summary>A depth prepass will be explicitly requested so Depth Priming can be used.</summary>
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Forced,
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}
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/// <summary>
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/// Default renderer for Universal RP.
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/// This renderer is supported on all Universal RP supported platforms.
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/// It uses a classic forward rendering strategy with per-object light culling.
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/// </summary>
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public sealed partial class UniversalRenderer : ScriptableRenderer
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{
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#if UNITY_SWITCH || UNITY_ANDROID || UNITY_EMBEDDED_LINUX || UNITY_QNX
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const GraphicsFormat k_DepthStencilFormat = GraphicsFormat.D24_UNorm_S8_UInt;
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const int k_DepthBufferBits = 24;
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#else
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const GraphicsFormat k_DepthStencilFormat = GraphicsFormat.D32_SFloat_S8_UInt;
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const int k_DepthBufferBits = 32;
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#endif
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const int k_FinalBlitPassQueueOffset = 1;
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const int k_AfterFinalBlitPassQueueOffset = k_FinalBlitPassQueueOffset + 1;
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static readonly List<ShaderTagId> k_DepthNormalsOnly = new List<ShaderTagId> { new ShaderTagId("DepthNormalsOnly") };
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private static class Profiling
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{
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private const string k_Name = nameof(UniversalRenderer);
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public static readonly ProfilingSampler createCameraRenderTarget = new ProfilingSampler($"{k_Name}.{nameof(CreateCameraRenderTarget)}");
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}
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/// <inheritdoc/>
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public override int SupportedCameraStackingTypes()
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{
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switch (m_RenderingMode)
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{
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case RenderingMode.Forward:
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case RenderingMode.ForwardPlus:
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return 1 << (int)CameraRenderType.Base | 1 << (int)CameraRenderType.Overlay;
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case RenderingMode.Deferred:
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return 1 << (int)CameraRenderType.Base;
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default:
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return 0;
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}
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}
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/// <inheritdoc/>
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protected internal override bool SupportsMotionVectors()
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{
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// Motion vector pass for TAA and per-object motion blur (etc.) is available.
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return true;
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}
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// Rendering mode setup from UI. The final rendering mode used can be different. See renderingModeActual.
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internal RenderingMode renderingModeRequested => m_RenderingMode;
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// Actual rendering mode, which may be different (ex: wireframe rendering, hardware not capable of deferred rendering).
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internal RenderingMode renderingModeActual => renderingModeRequested == RenderingMode.Deferred && (GL.wireframe || (DebugHandler != null && DebugHandler.IsActiveModeUnsupportedForDeferred) || m_DeferredLights == null || !m_DeferredLights.IsRuntimeSupportedThisFrame() || m_DeferredLights.IsOverlay)
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? RenderingMode.Forward
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: this.renderingModeRequested;
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bool m_Clustering;
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internal bool accurateGbufferNormals => m_DeferredLights != null ? m_DeferredLights.AccurateGbufferNormals : false;
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#if ADAPTIVE_PERFORMANCE_2_1_0_OR_NEWER
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internal bool needTransparencyPass { get { return !UniversalRenderPipeline.asset.useAdaptivePerformance || !AdaptivePerformance.AdaptivePerformanceRenderSettings.SkipTransparentObjects;; } }
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#endif
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/// <summary>Property to control the depth priming behavior of the forward rendering path.</summary>
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public DepthPrimingMode depthPrimingMode { get { return m_DepthPrimingMode; } set { m_DepthPrimingMode = value; } }
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DepthOnlyPass m_DepthPrepass;
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DepthNormalOnlyPass m_DepthNormalPrepass;
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CopyDepthPass m_PrimedDepthCopyPass;
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MotionVectorRenderPass m_MotionVectorPass;
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MainLightShadowCasterPass m_MainLightShadowCasterPass;
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AdditionalLightsShadowCasterPass m_AdditionalLightsShadowCasterPass;
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GBufferPass m_GBufferPass;
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CopyDepthPass m_GBufferCopyDepthPass;
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DeferredPass m_DeferredPass;
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DrawObjectsPass m_RenderOpaqueForwardOnlyPass;
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DrawObjectsPass m_RenderOpaqueForwardPass;
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DrawObjectsWithRenderingLayersPass m_RenderOpaqueForwardWithRenderingLayersPass;
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DrawSkyboxPass m_DrawSkyboxPass;
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CopyDepthPass m_CopyDepthPass;
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CopyColorPass m_CopyColorPass;
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TransparentSettingsPass m_TransparentSettingsPass;
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DrawObjectsPass m_RenderTransparentForwardPass;
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InvokeOnRenderObjectCallbackPass m_OnRenderObjectCallbackPass;
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FinalBlitPass m_FinalBlitPass;
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CapturePass m_CapturePass;
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#if ENABLE_VR && ENABLE_XR_MODULE
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XROcclusionMeshPass m_XROcclusionMeshPass;
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CopyDepthPass m_XRCopyDepthPass;
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XRDepthMotionPass m_XRDepthMotionPass;
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#endif
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#if UNITY_EDITOR
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CopyDepthPass m_FinalDepthCopyPass;
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ProbeVolumeDebugPass m_ProbeVolumeDebugPass;
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#endif
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DrawScreenSpaceUIPass m_DrawOffscreenUIPass;
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DrawScreenSpaceUIPass m_DrawOverlayUIPass;
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CopyColorPass m_HistoryRawColorCopyPass;
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CopyDepthPass m_HistoryRawDepthCopyPass;
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internal RenderTargetBufferSystem m_ColorBufferSystem;
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internal RTHandle m_ActiveCameraColorAttachment;
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RTHandle m_ColorFrontBuffer;
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internal RTHandle m_ActiveCameraDepthAttachment;
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internal RTHandle m_CameraDepthAttachment;
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RTHandle m_TargetColorHandle;
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RTHandle m_TargetDepthHandle;
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internal RTHandle m_DepthTexture;
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RTHandle m_NormalsTexture;
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RTHandle m_DecalLayersTexture;
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RTHandle m_OpaqueColor;
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RTHandle m_MotionVectorColor;
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RTHandle m_MotionVectorDepth;
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ForwardLights m_ForwardLights;
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DeferredLights m_DeferredLights;
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RenderingMode m_RenderingMode;
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DepthPrimingMode m_DepthPrimingMode;
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CopyDepthMode m_CopyDepthMode;
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DepthFormat m_CameraDepthAttachmentFormat;
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DepthFormat m_CameraDepthTextureFormat;
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bool m_DepthPrimingRecommended;
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StencilState m_DefaultStencilState;
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LightCookieManager m_LightCookieManager;
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IntermediateTextureMode m_IntermediateTextureMode;
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bool m_VulkanEnablePreTransform;
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// Materials used in URP Scriptable Render Passes
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Material m_BlitMaterial = null;
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Material m_BlitHDRMaterial = null;
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Material m_SamplingMaterial = null;
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Material m_StencilDeferredMaterial = null;
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Material m_CameraMotionVecMaterial = null;
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PostProcessPasses m_PostProcessPasses;
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internal ColorGradingLutPass colorGradingLutPass { get => m_PostProcessPasses.colorGradingLutPass; }
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internal PostProcessPass postProcessPass { get => m_PostProcessPasses.postProcessPass; }
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internal PostProcessPass finalPostProcessPass { get => m_PostProcessPasses.finalPostProcessPass; }
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internal RTHandle colorGradingLut { get => m_PostProcessPasses.colorGradingLut; }
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internal DeferredLights deferredLights { get => m_DeferredLights; }
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internal LayerMask opaqueLayerMask { get; set; }
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internal LayerMask transparentLayerMask { get; set; }
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/// <summary>
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/// Constructor for the Universal Renderer.
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/// </summary>
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/// <param name="data">The settings to create the renderer with.</param>
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public UniversalRenderer(UniversalRendererData data) : base(data)
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{
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// Query and cache runtime platform info first before setting up URP.
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PlatformAutoDetect.Initialize();
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#if ENABLE_VR && ENABLE_XR_MODULE
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if (GraphicsSettings.TryGetRenderPipelineSettings<UniversalRenderPipelineRuntimeXRResources>(out var xrResources))
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{
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Experimental.Rendering.XRSystem.Initialize(XRPassUniversal.Create, xrResources.xrOcclusionMeshPS, xrResources.xrMirrorViewPS);
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m_XRDepthMotionPass = new XRDepthMotionPass(RenderPassEvent.BeforeRenderingPrePasses, xrResources.xrMotionVector);
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}
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#endif
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if (GraphicsSettings.TryGetRenderPipelineSettings<UniversalRenderPipelineRuntimeShaders>(
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out var shadersResources))
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{
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m_BlitMaterial = CoreUtils.CreateEngineMaterial(shadersResources.coreBlitPS);
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m_BlitHDRMaterial = CoreUtils.CreateEngineMaterial(shadersResources.blitHDROverlay);
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m_SamplingMaterial = CoreUtils.CreateEngineMaterial(shadersResources.samplingPS);
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}
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Shader copyDephPS = null;
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if (GraphicsSettings.TryGetRenderPipelineSettings<UniversalRendererResources>(
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out var universalRendererShaders))
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{
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copyDephPS = universalRendererShaders.copyDepthPS;
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m_StencilDeferredMaterial = CoreUtils.CreateEngineMaterial(universalRendererShaders.stencilDeferredPS);
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m_CameraMotionVecMaterial = CoreUtils.CreateEngineMaterial(universalRendererShaders.cameraMotionVector);
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}
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StencilStateData stencilData = data.defaultStencilState;
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m_DefaultStencilState = StencilState.defaultValue;
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m_DefaultStencilState.enabled = stencilData.overrideStencilState;
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m_DefaultStencilState.SetCompareFunction(stencilData.stencilCompareFunction);
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m_DefaultStencilState.SetPassOperation(stencilData.passOperation);
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m_DefaultStencilState.SetFailOperation(stencilData.failOperation);
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m_DefaultStencilState.SetZFailOperation(stencilData.zFailOperation);
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m_IntermediateTextureMode = data.intermediateTextureMode;
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opaqueLayerMask = data.opaqueLayerMask;
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transparentLayerMask = data.transparentLayerMask;
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if (UniversalRenderPipeline.asset?.supportsLightCookies ?? false)
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{
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var settings = LightCookieManager.Settings.Create();
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var asset = UniversalRenderPipeline.asset;
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if (asset)
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{
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settings.atlas.format = asset.additionalLightsCookieFormat;
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settings.atlas.resolution = asset.additionalLightsCookieResolution;
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}
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m_LightCookieManager = new LightCookieManager(ref settings);
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}
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this.stripShadowsOffVariants = true;
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this.stripAdditionalLightOffVariants = true;
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#if ENABLE_VR && ENABLE_VR_MODULE
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#if PLATFORM_WINRT || PLATFORM_ANDROID
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// AdditionalLightOff variant is available on HL&Quest platform due to performance consideration.
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this.stripAdditionalLightOffVariants = !PlatformAutoDetect.isXRMobile;
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#endif
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#endif
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ForwardLights.InitParams forwardInitParams;
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forwardInitParams.lightCookieManager = m_LightCookieManager;
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forwardInitParams.forwardPlus = data.renderingMode == RenderingMode.ForwardPlus;
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m_Clustering = data.renderingMode == RenderingMode.ForwardPlus;
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m_ForwardLights = new ForwardLights(forwardInitParams);
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//m_DeferredLights.LightCulling = data.lightCulling;
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this.m_RenderingMode = data.renderingMode;
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this.m_DepthPrimingMode = data.depthPrimingMode;
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this.m_CopyDepthMode = data.copyDepthMode;
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this.m_CameraDepthAttachmentFormat = data.depthAttachmentFormat;
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this.m_CameraDepthTextureFormat = data.depthTextureFormat;
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useRenderPassEnabled = data.useNativeRenderPass;
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#if UNITY_ANDROID || UNITY_IOS || UNITY_TVOS || UNITY_EMBEDDED_LINUX
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this.m_DepthPrimingRecommended = false;
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#else
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this.m_DepthPrimingRecommended = true;
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#endif
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// Note: Since all custom render passes inject first and we have stable sort,
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// we inject the builtin passes in the before events.
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m_MainLightShadowCasterPass = new MainLightShadowCasterPass(RenderPassEvent.BeforeRenderingShadows);
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m_AdditionalLightsShadowCasterPass = new AdditionalLightsShadowCasterPass(RenderPassEvent.BeforeRenderingShadows);
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#if ENABLE_VR && ENABLE_XR_MODULE
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m_XROcclusionMeshPass = new XROcclusionMeshPass(RenderPassEvent.BeforeRenderingOpaques);
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// Schedule XR copydepth right after m_FinalBlitPass
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m_XRCopyDepthPass = new CopyDepthPass(RenderPassEvent.AfterRendering + k_AfterFinalBlitPassQueueOffset, copyDephPS);
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#endif
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m_DepthPrepass = new DepthOnlyPass(RenderPassEvent.BeforeRenderingPrePasses, RenderQueueRange.opaque, data.opaqueLayerMask);
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m_DepthNormalPrepass = new DepthNormalOnlyPass(RenderPassEvent.BeforeRenderingPrePasses, RenderQueueRange.opaque, data.opaqueLayerMask);
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if (renderingModeRequested == RenderingMode.Forward || renderingModeRequested == RenderingMode.ForwardPlus)
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{
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m_PrimedDepthCopyPass = new CopyDepthPass(RenderPassEvent.AfterRenderingPrePasses, copyDephPS, true, true);
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}
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if (this.renderingModeRequested == RenderingMode.Deferred)
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{
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var deferredInitParams = new DeferredLights.InitParams();
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deferredInitParams.stencilDeferredMaterial = m_StencilDeferredMaterial;
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deferredInitParams.lightCookieManager = m_LightCookieManager;
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m_DeferredLights = new DeferredLights(deferredInitParams, useRenderPassEnabled);
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m_DeferredLights.AccurateGbufferNormals = data.accurateGbufferNormals;
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m_GBufferPass = new GBufferPass(RenderPassEvent.BeforeRenderingGbuffer, RenderQueueRange.opaque, data.opaqueLayerMask, m_DefaultStencilState, stencilData.stencilReference, m_DeferredLights);
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// Forward-only pass only runs if deferred renderer is enabled.
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// It allows specific materials to be rendered in a forward-like pass.
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// We render both gbuffer pass and forward-only pass before the deferred lighting pass so we can minimize copies of depth buffer and
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// benefits from some depth rejection.
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// - If a material can be rendered either forward or deferred, then it should declare a UniversalForward and a UniversalGBuffer pass.
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// - If a material cannot be lit in deferred (unlit, bakedLit, special material such as hair, skin shader), then it should declare UniversalForwardOnly pass
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// - Legacy materials have unamed pass, which is implicitely renamed as SRPDefaultUnlit. In that case, they are considered forward-only too.
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// TO declare a material with unnamed pass and UniversalForward/UniversalForwardOnly pass is an ERROR, as the material will be rendered twice.
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StencilState forwardOnlyStencilState = DeferredLights.OverwriteStencil(m_DefaultStencilState, (int)StencilUsage.MaterialMask);
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ShaderTagId[] forwardOnlyShaderTagIds = new ShaderTagId[]
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{
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new ShaderTagId("UniversalForwardOnly"),
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new ShaderTagId("SRPDefaultUnlit"), // Legacy shaders (do not have a gbuffer pass) are considered forward-only for backward compatibility
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new ShaderTagId("LightweightForward") // Legacy shaders (do not have a gbuffer pass) are considered forward-only for backward compatibility
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};
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int forwardOnlyStencilRef = stencilData.stencilReference | (int)StencilUsage.MaterialUnlit;
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m_GBufferCopyDepthPass = new CopyDepthPass(RenderPassEvent.BeforeRenderingGbuffer + 1, copyDephPS, true, customPassName: "Copy GBuffer Depth");
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m_DeferredPass = new DeferredPass(RenderPassEvent.BeforeRenderingDeferredLights, m_DeferredLights);
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m_RenderOpaqueForwardOnlyPass = new DrawObjectsPass("Draw Opaques Forward Only", forwardOnlyShaderTagIds, true, RenderPassEvent.BeforeRenderingOpaques, RenderQueueRange.opaque, data.opaqueLayerMask, forwardOnlyStencilState, forwardOnlyStencilRef);
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}
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// Always create this pass even in deferred because we use it for wireframe rendering in the Editor or offscreen depth texture rendering.
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m_RenderOpaqueForwardPass = new DrawObjectsPass(URPProfileId.DrawOpaqueObjects, true, RenderPassEvent.BeforeRenderingOpaques, RenderQueueRange.opaque, data.opaqueLayerMask, m_DefaultStencilState, stencilData.stencilReference);
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m_RenderOpaqueForwardWithRenderingLayersPass = new DrawObjectsWithRenderingLayersPass(URPProfileId.DrawOpaqueObjects, true, RenderPassEvent.BeforeRenderingOpaques, RenderQueueRange.opaque, data.opaqueLayerMask, m_DefaultStencilState, stencilData.stencilReference);
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bool copyDepthAfterTransparents = m_CopyDepthMode == CopyDepthMode.AfterTransparents;
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RenderPassEvent copyDepthEvent = copyDepthAfterTransparents ? RenderPassEvent.AfterRenderingTransparents : RenderPassEvent.AfterRenderingSkybox;
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m_CopyDepthPass = new CopyDepthPass(
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copyDepthEvent,
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copyDephPS,
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shouldClear: true,
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copyResolvedDepth: RenderingUtils.MultisampleDepthResolveSupported() && copyDepthAfterTransparents);
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// Motion vectors depend on the (copy) depth texture. Depth is reprojected to calculate motion vectors.
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m_MotionVectorPass = new MotionVectorRenderPass(copyDepthEvent + 1, m_CameraMotionVecMaterial, data.opaqueLayerMask);
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m_DrawSkyboxPass = new DrawSkyboxPass(RenderPassEvent.BeforeRenderingSkybox);
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m_CopyColorPass = new CopyColorPass(RenderPassEvent.AfterRenderingSkybox, m_SamplingMaterial, m_BlitMaterial);
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#if ADAPTIVE_PERFORMANCE_2_1_0_OR_NEWER
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if (needTransparencyPass)
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#endif
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{
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m_TransparentSettingsPass = new TransparentSettingsPass(RenderPassEvent.BeforeRenderingTransparents, data.shadowTransparentReceive);
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m_RenderTransparentForwardPass = new DrawObjectsPass(URPProfileId.DrawTransparentObjects, false, RenderPassEvent.BeforeRenderingTransparents, RenderQueueRange.transparent, data.transparentLayerMask, m_DefaultStencilState, stencilData.stencilReference);
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}
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m_OnRenderObjectCallbackPass = new InvokeOnRenderObjectCallbackPass(RenderPassEvent.BeforeRenderingPostProcessing);
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// History generation passes for "raw color/depth". These execute only if explicitly requested by users.
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// VFX system particles uses these. See RawColorHistory.cs.
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m_HistoryRawColorCopyPass = new CopyColorPass(RenderPassEvent.BeforeRenderingPostProcessing, m_SamplingMaterial, m_BlitMaterial, customPassName: "Copy Color Raw History");
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|
m_HistoryRawDepthCopyPass = new CopyDepthPass(RenderPassEvent.BeforeRenderingPostProcessing, copyDephPS, false, RenderingUtils.MultisampleDepthResolveSupported(), customPassName: "Copy Depth Raw History");
|
||
|
|
||
|
m_DrawOffscreenUIPass = new DrawScreenSpaceUIPass(RenderPassEvent.BeforeRenderingPostProcessing, true);
|
||
|
m_DrawOverlayUIPass = new DrawScreenSpaceUIPass(RenderPassEvent.AfterRendering + k_AfterFinalBlitPassQueueOffset, false); // after m_FinalBlitPass
|
||
|
|
||
|
{
|
||
|
// URP post-processing format follows the back-buffer format.
|
||
|
var postProcessParams = PostProcessParams.Create();
|
||
|
postProcessParams.blitMaterial = m_BlitMaterial;
|
||
|
postProcessParams.requestColorFormat = GraphicsFormat.B10G11R11_UFloatPack32;
|
||
|
var asset = UniversalRenderPipeline.asset;
|
||
|
if (asset)
|
||
|
postProcessParams.requestColorFormat = UniversalRenderPipeline.MakeRenderTextureGraphicsFormat(asset.supportsHDR, asset.hdrColorBufferPrecision, false);
|
||
|
|
||
|
m_PostProcessPasses = new PostProcessPasses(data.postProcessData, ref postProcessParams);
|
||
|
}
|
||
|
|
||
|
m_CapturePass = new CapturePass(RenderPassEvent.AfterRendering);
|
||
|
m_FinalBlitPass = new FinalBlitPass(RenderPassEvent.AfterRendering + k_FinalBlitPassQueueOffset, m_BlitMaterial, m_BlitHDRMaterial);
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
m_FinalDepthCopyPass = new CopyDepthPass(RenderPassEvent.AfterRendering + 9, copyDephPS, false, true, customPassName: "Copy Final Depth");
|
||
|
if (GraphicsSettings.TryGetRenderPipelineSettings<UniversalRenderPipelineDebugShaders>(out var debugShaders))
|
||
|
m_ProbeVolumeDebugPass = new ProbeVolumeDebugPass(RenderPassEvent.BeforeRenderingTransparents, debugShaders.probeVolumeSamplingDebugComputeShader);
|
||
|
#endif
|
||
|
|
||
|
// RenderTexture format depends on camera and pipeline (HDR, non HDR, etc)
|
||
|
// Samples (MSAA) depend on camera and pipeline
|
||
|
m_ColorBufferSystem = new RenderTargetBufferSystem("_CameraColorAttachment");
|
||
|
|
||
|
supportedRenderingFeatures = new RenderingFeatures();
|
||
|
|
||
|
if (this.renderingModeRequested == RenderingMode.Deferred)
|
||
|
{
|
||
|
// Deferred rendering does not support MSAA.
|
||
|
this.supportedRenderingFeatures.msaa = false;
|
||
|
|
||
|
// Avoid legacy platforms: use vulkan instead.
|
||
|
unsupportedGraphicsDeviceTypes = new GraphicsDeviceType[]
|
||
|
{
|
||
|
GraphicsDeviceType.OpenGLCore,
|
||
|
GraphicsDeviceType.OpenGLES3
|
||
|
};
|
||
|
}
|
||
|
|
||
|
LensFlareCommonSRP.mergeNeeded = 0;
|
||
|
LensFlareCommonSRP.maxLensFlareWithOcclusionTemporalSample = 1;
|
||
|
LensFlareCommonSRP.Initialize();
|
||
|
|
||
|
m_VulkanEnablePreTransform = GraphicsSettings.HasShaderDefine(BuiltinShaderDefine.UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION);
|
||
|
}
|
||
|
|
||
|
/// <inheritdoc />
|
||
|
protected override void Dispose(bool disposing)
|
||
|
{
|
||
|
m_ForwardLights.Cleanup();
|
||
|
m_GBufferPass?.Dispose();
|
||
|
m_PostProcessPasses.Dispose();
|
||
|
|
||
|
m_FinalBlitPass?.Dispose();
|
||
|
m_DrawOffscreenUIPass?.Dispose();
|
||
|
m_DrawOverlayUIPass?.Dispose();
|
||
|
|
||
|
m_CopyDepthPass?.Dispose();
|
||
|
m_PrimedDepthCopyPass?.Dispose();
|
||
|
m_GBufferCopyDepthPass?.Dispose();
|
||
|
#if UNITY_EDITOR
|
||
|
m_FinalDepthCopyPass?.Dispose();
|
||
|
#endif
|
||
|
m_HistoryRawDepthCopyPass?.Dispose();
|
||
|
|
||
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
||
|
m_XRCopyDepthPass?.Dispose();
|
||
|
m_XRDepthMotionPass?.Dispose();
|
||
|
#endif
|
||
|
|
||
|
m_TargetColorHandle?.Release();
|
||
|
m_TargetDepthHandle?.Release();
|
||
|
ReleaseRenderTargets();
|
||
|
|
||
|
base.Dispose(disposing);
|
||
|
CoreUtils.Destroy(m_BlitMaterial);
|
||
|
CoreUtils.Destroy(m_BlitHDRMaterial);
|
||
|
CoreUtils.Destroy(m_SamplingMaterial);
|
||
|
CoreUtils.Destroy(m_StencilDeferredMaterial);
|
||
|
CoreUtils.Destroy(m_CameraMotionVecMaterial);
|
||
|
|
||
|
CleanupRenderGraphResources();
|
||
|
|
||
|
LensFlareCommonSRP.Dispose();
|
||
|
|
||
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
||
|
Experimental.Rendering.XRSystem.Dispose();
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
internal override void ReleaseRenderTargets()
|
||
|
{
|
||
|
m_ColorBufferSystem.Dispose();
|
||
|
if (m_DeferredLights != null && !m_DeferredLights.UseFramebufferFetch)
|
||
|
m_GBufferPass?.Dispose();
|
||
|
|
||
|
m_PostProcessPasses.ReleaseRenderTargets();
|
||
|
m_MainLightShadowCasterPass?.Dispose();
|
||
|
m_AdditionalLightsShadowCasterPass?.Dispose();
|
||
|
|
||
|
m_CameraDepthAttachment?.Release();
|
||
|
m_DepthTexture?.Release();
|
||
|
m_NormalsTexture?.Release();
|
||
|
m_DecalLayersTexture?.Release();
|
||
|
m_OpaqueColor?.Release();
|
||
|
m_MotionVectorColor?.Release();
|
||
|
m_MotionVectorDepth?.Release();
|
||
|
hasReleasedRTs = true;
|
||
|
}
|
||
|
|
||
|
private void SetupFinalPassDebug(UniversalCameraData cameraData)
|
||
|
{
|
||
|
//NOTE: See SetupRenderGraphFinalPassDebug for RG.
|
||
|
|
||
|
if ((DebugHandler != null) && DebugHandler.IsActiveForCamera(cameraData.isPreviewCamera))
|
||
|
{
|
||
|
if (DebugHandler.TryGetFullscreenDebugMode(out DebugFullScreenMode fullScreenDebugMode, out int textureHeightPercent) &&
|
||
|
(fullScreenDebugMode != DebugFullScreenMode.ReflectionProbeAtlas || m_Clustering))
|
||
|
{
|
||
|
Camera camera = cameraData.camera;
|
||
|
float screenWidth = camera.pixelWidth;
|
||
|
float screenHeight = camera.pixelHeight;
|
||
|
|
||
|
var relativeSize = Mathf.Clamp01(textureHeightPercent / 100f);
|
||
|
var height = relativeSize * screenHeight;
|
||
|
var width = relativeSize * screenWidth;
|
||
|
|
||
|
RenderTexture tex = null;
|
||
|
if (fullScreenDebugMode == DebugFullScreenMode.ReflectionProbeAtlas)
|
||
|
{
|
||
|
tex = m_ForwardLights.reflectionProbeManager.atlasRT;
|
||
|
}
|
||
|
else if (fullScreenDebugMode == DebugFullScreenMode.MainLightShadowMap)
|
||
|
{
|
||
|
tex = m_MainLightShadowCasterPass.m_MainLightShadowmapTexture.rt;
|
||
|
}
|
||
|
else if (fullScreenDebugMode == DebugFullScreenMode.AdditionalLightsShadowMap)
|
||
|
{
|
||
|
tex = m_AdditionalLightsShadowCasterPass.m_AdditionalLightsShadowmapHandle.rt;
|
||
|
}
|
||
|
else if (fullScreenDebugMode == DebugFullScreenMode.AdditionalLightsCookieAtlas && m_LightCookieManager != null)
|
||
|
{
|
||
|
tex = m_LightCookieManager?.AdditionalLightsCookieAtlasTexture?.rt;
|
||
|
}
|
||
|
|
||
|
if(tex != null) CorrectForTextureAspectRatio(ref width, ref height, tex.width, tex.height);
|
||
|
|
||
|
float normalizedSizeX = width / screenWidth;
|
||
|
float normalizedSizeY = height / screenHeight;
|
||
|
|
||
|
Rect normalizedRect = new Rect(1 - normalizedSizeX, 1 - normalizedSizeY, normalizedSizeX, normalizedSizeY);
|
||
|
Vector4 dataRangeRemap = Vector4.zero; // zero = off, .x = old min, .y = old max, .z = new min, .w = new max
|
||
|
|
||
|
switch (fullScreenDebugMode)
|
||
|
{
|
||
|
case DebugFullScreenMode.Depth:
|
||
|
{
|
||
|
DebugHandler.SetDebugRenderTarget(m_DepthTexture, normalizedRect, true, dataRangeRemap);
|
||
|
break;
|
||
|
}
|
||
|
case DebugFullScreenMode.MotionVector:
|
||
|
{
|
||
|
// Motion vectors are in signed UV space, zoom in for visualization. (note: another option is to use (dir.xy, mag) visualization)
|
||
|
const float zoom = 0.01f;
|
||
|
dataRangeRemap.x = -zoom;
|
||
|
dataRangeRemap.y = zoom;
|
||
|
dataRangeRemap.z = 0;
|
||
|
dataRangeRemap.w = 1.0f;
|
||
|
DebugHandler.SetDebugRenderTarget(m_MotionVectorColor, normalizedRect, true, dataRangeRemap);
|
||
|
break;
|
||
|
}
|
||
|
case DebugFullScreenMode.AdditionalLightsShadowMap:
|
||
|
{
|
||
|
DebugHandler.SetDebugRenderTarget(m_AdditionalLightsShadowCasterPass.m_AdditionalLightsShadowmapHandle, normalizedRect, false, dataRangeRemap);
|
||
|
break;
|
||
|
}
|
||
|
case DebugFullScreenMode.MainLightShadowMap:
|
||
|
{
|
||
|
DebugHandler.SetDebugRenderTarget(m_MainLightShadowCasterPass.m_MainLightShadowmapTexture, normalizedRect, false, dataRangeRemap);
|
||
|
break;
|
||
|
}
|
||
|
case DebugFullScreenMode.AdditionalLightsCookieAtlas:
|
||
|
{
|
||
|
DebugHandler.SetDebugRenderTarget(m_LightCookieManager?.AdditionalLightsCookieAtlasTexture, normalizedRect, false, dataRangeRemap);
|
||
|
break;
|
||
|
}
|
||
|
case DebugFullScreenMode.ReflectionProbeAtlas:
|
||
|
{
|
||
|
DebugHandler.SetDebugRenderTarget(m_ForwardLights.reflectionProbeManager.atlasRTHandle, normalizedRect, false, dataRangeRemap);
|
||
|
break;
|
||
|
}
|
||
|
default:
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
DebugHandler.ResetDebugRenderTarget();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns if the camera renders to a offscreen depth texture.
|
||
|
/// </summary>
|
||
|
/// <param name="cameraData">The camera data for the camera being rendered.</param>
|
||
|
/// <returns>Returns true if the camera renders to depth without any color buffer. It will return false otherwise.</returns>
|
||
|
public static bool IsOffscreenDepthTexture(ref CameraData cameraData) => IsOffscreenDepthTexture(cameraData.universalCameraData);
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns if the camera renders to a offscreen depth texture.
|
||
|
/// </summary>
|
||
|
/// <param name="cameraData">The camera data for the camera being rendered.</param>
|
||
|
/// <returns>Returns true if the camera renders to depth without any color buffer. It will return false otherwise.</returns>
|
||
|
public static bool IsOffscreenDepthTexture(UniversalCameraData cameraData) => cameraData.targetTexture != null && cameraData.targetTexture.format == RenderTextureFormat.Depth;
|
||
|
|
||
|
bool IsDepthPrimingEnabled(UniversalCameraData cameraData)
|
||
|
{
|
||
|
// depth priming requires an extra depth copy, disable it on platforms not supporting it (like GLES when MSAA is on)
|
||
|
if (!CanCopyDepth(cameraData))
|
||
|
return false;
|
||
|
|
||
|
// Depth Priming causes rendering errors with WebGL and WebGPU on Apple Arm64 GPUs.
|
||
|
bool isNotWebGL = !IsWebGL();
|
||
|
bool depthPrimingRequested = (m_DepthPrimingRecommended && m_DepthPrimingMode == DepthPrimingMode.Auto) || m_DepthPrimingMode == DepthPrimingMode.Forced;
|
||
|
bool isForwardRenderingMode = m_RenderingMode == RenderingMode.Forward || m_RenderingMode == RenderingMode.ForwardPlus;
|
||
|
bool isFirstCameraToWriteDepth = cameraData.renderType == CameraRenderType.Base || cameraData.clearDepth;
|
||
|
// Enabled Depth priming when baking Reflection Probes causes artefacts (UUM-12397)
|
||
|
bool isNotReflectionCamera = cameraData.cameraType != CameraType.Reflection;
|
||
|
// Depth is not rendered in a depth-only camera setup with depth priming (UUM-38158)
|
||
|
bool isNotOffscreenDepthTexture = !IsOffscreenDepthTexture(cameraData);
|
||
|
|
||
|
return depthPrimingRequested && isForwardRenderingMode && isFirstCameraToWriteDepth && isNotReflectionCamera && isNotOffscreenDepthTexture && isNotWebGL;
|
||
|
}
|
||
|
|
||
|
bool IsWebGL()
|
||
|
{
|
||
|
// Both WebGL and WebGPU have issues with depth priming on Apple Arm64
|
||
|
#if PLATFORM_WEBGL
|
||
|
return true;
|
||
|
#else
|
||
|
return false;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
bool IsGLESDevice()
|
||
|
{
|
||
|
return SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLES3;
|
||
|
}
|
||
|
|
||
|
bool IsGLDevice()
|
||
|
{
|
||
|
return IsGLESDevice() || SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLCore;
|
||
|
}
|
||
|
|
||
|
internal bool HasActiveRenderFeatures()
|
||
|
{
|
||
|
if (rendererFeatures.Count == 0)
|
||
|
return false;
|
||
|
|
||
|
foreach (var rf in rendererFeatures)
|
||
|
{
|
||
|
if (rf.isActive)
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
internal bool HasPassesRequiringIntermediateTexture()
|
||
|
{
|
||
|
if (activeRenderPassQueue.Count == 0)
|
||
|
return false;
|
||
|
|
||
|
foreach (var pass in activeRenderPassQueue)
|
||
|
{
|
||
|
if (pass.requiresIntermediateTexture)
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/// <inheritdoc />
|
||
|
[Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)]
|
||
|
public override void Setup(ScriptableRenderContext context, ref RenderingData renderingData)
|
||
|
{
|
||
|
UniversalRenderingData universalRenderingData = frameData.Get<UniversalRenderingData>();
|
||
|
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
|
||
|
UniversalLightData lightData = frameData.Get<UniversalLightData>();
|
||
|
UniversalShadowData shadowData = frameData.Get<UniversalShadowData>();
|
||
|
UniversalPostProcessingData postProcessingData = frameData.Get<UniversalPostProcessingData>();
|
||
|
|
||
|
m_ForwardLights.PreSetup(universalRenderingData, cameraData, lightData);
|
||
|
|
||
|
Camera camera = cameraData.camera;
|
||
|
RenderTextureDescriptor cameraTargetDescriptor = cameraData.cameraTargetDescriptor;
|
||
|
|
||
|
var cmd = universalRenderingData.commandBuffer;
|
||
|
if (DebugHandler != null)
|
||
|
{
|
||
|
DebugHandler.Setup(universalRenderingData.commandBuffer, cameraData.isPreviewCamera);
|
||
|
|
||
|
if (DebugHandler.IsActiveForCamera(cameraData.isPreviewCamera))
|
||
|
{
|
||
|
if (DebugHandler.WriteToDebugScreenTexture(cameraData.resolveFinalTarget))
|
||
|
{
|
||
|
RenderTextureDescriptor colorDesc = cameraData.cameraTargetDescriptor;
|
||
|
DebugHandler.ConfigureColorDescriptorForDebugScreen(ref colorDesc, cameraData.pixelWidth, cameraData.pixelHeight);
|
||
|
RenderingUtils.ReAllocateHandleIfNeeded(ref DebugHandler.DebugScreenColorHandle, colorDesc, 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 (cameraData.cameraType != CameraType.Game)
|
||
|
useRenderPassEnabled = false;
|
||
|
|
||
|
// Because of the shortcutting done by depth only offscreen cameras, useDepthPriming must be computed early
|
||
|
useDepthPriming = IsDepthPrimingEnabled(cameraData);
|
||
|
|
||
|
// Special path for depth only offscreen cameras. Only write opaques + transparents.
|
||
|
if (IsOffscreenDepthTexture(cameraData))
|
||
|
{
|
||
|
ConfigureCameraTarget(k_CameraTarget, k_CameraTarget);
|
||
|
EnqueuePass(m_RenderOpaqueForwardPass);
|
||
|
|
||
|
// TODO: Transparents might have force Z write option in the future.
|
||
|
#if ADAPTIVE_PERFORMANCE_2_1_0_OR_NEWER
|
||
|
if (!needTransparencyPass)
|
||
|
return;
|
||
|
#endif
|
||
|
EnqueuePass(m_RenderTransparentForwardPass);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Assign the camera color target early in case it is needed during AddRenderPasses.
|
||
|
bool isPreviewCamera = cameraData.isPreviewCamera;
|
||
|
var createColorTexture = ((HasActiveRenderFeatures() && m_IntermediateTextureMode == IntermediateTextureMode.Always) && !isPreviewCamera) ||
|
||
|
(Application.isEditor && m_Clustering);
|
||
|
createColorTexture |= HasPassesRequiringIntermediateTexture();
|
||
|
|
||
|
// Gather render pass history requests and update history textures.
|
||
|
UpdateCameraHistory(cameraData);
|
||
|
|
||
|
// Gather render pass input requirements
|
||
|
RenderPassInputSummary renderPassInputs = GetRenderPassInputs(cameraData.IsTemporalAAEnabled(), postProcessingData.isEnabled);
|
||
|
|
||
|
// Gather render pass require rendering layers event and mask size
|
||
|
bool requiresRenderingLayer = RenderingLayerUtils.RequireRenderingLayers(this, rendererFeatures,
|
||
|
cameraTargetDescriptor.msaaSamples,
|
||
|
out var renderingLayersEvent, out var renderingLayerMaskSize);
|
||
|
|
||
|
// All passes that use write to rendering layers are excluded from gl
|
||
|
// So we disable it to avoid setting multiple render targets
|
||
|
if (IsGLDevice())
|
||
|
requiresRenderingLayer = false;
|
||
|
|
||
|
bool renderingLayerProvidesByDepthNormalPass = false;
|
||
|
bool renderingLayerProvidesRenderObjectPass = false;
|
||
|
if (requiresRenderingLayer && renderingModeActual != RenderingMode.Deferred)
|
||
|
{
|
||
|
switch (renderingLayersEvent)
|
||
|
{
|
||
|
case RenderingLayerUtils.Event.DepthNormalPrePass:
|
||
|
renderingLayerProvidesByDepthNormalPass = true;
|
||
|
break;
|
||
|
case RenderingLayerUtils.Event.Opaque:
|
||
|
renderingLayerProvidesRenderObjectPass = true;
|
||
|
break;
|
||
|
default:
|
||
|
throw new ArgumentOutOfRangeException();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Enable depth normal prepass
|
||
|
if (renderingLayerProvidesByDepthNormalPass)
|
||
|
renderPassInputs.requiresNormalsTexture = true;
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
if (ProbeReferenceVolume.instance.IsProbeSamplingDebugEnabled())
|
||
|
renderPassInputs.requiresNormalsTexture = true;
|
||
|
#endif
|
||
|
|
||
|
// TODO: investigate the order of call, had to change because of requiresRenderingLayer
|
||
|
if (m_DeferredLights != null)
|
||
|
{
|
||
|
m_DeferredLights.RenderingLayerMaskSize = renderingLayerMaskSize;
|
||
|
m_DeferredLights.UseDecalLayers = requiresRenderingLayer;
|
||
|
|
||
|
// TODO: This needs to be setup early, otherwise gbuffer attachments will be allocated with wrong size
|
||
|
m_DeferredLights.HasNormalPrepass = renderPassInputs.requiresNormalsTexture;
|
||
|
|
||
|
m_DeferredLights.ResolveMixedLightingMode(lightData);
|
||
|
m_DeferredLights.IsOverlay = cameraData.renderType == CameraRenderType.Overlay;
|
||
|
if (m_DeferredLights.UseFramebufferFetch)
|
||
|
{
|
||
|
// At this point we only have injected renderer features in the queue and can do assumptions on whether we'll need Framebuffer Fetch
|
||
|
foreach (var pass in activeRenderPassQueue)
|
||
|
{
|
||
|
if (pass.renderPassEvent >= RenderPassEvent.AfterRenderingGbuffer &&
|
||
|
pass.renderPassEvent <= RenderPassEvent.BeforeRenderingDeferredLights)
|
||
|
{
|
||
|
m_DeferredLights.DisableFramebufferFetchInput();
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Should apply post-processing after rendering this camera?
|
||
|
bool applyPostProcessing = cameraData.postProcessEnabled && m_PostProcessPasses.isCreated;
|
||
|
|
||
|
// There's at least a camera in the camera stack that applies post-processing
|
||
|
bool anyPostProcessing = postProcessingData.isEnabled && m_PostProcessPasses.isCreated;
|
||
|
|
||
|
// If Camera's PostProcessing is enabled and if there any enabled PostProcessing requires depth texture as shader read resource (Motion Blur/DoF)
|
||
|
bool cameraHasPostProcessingWithDepth = applyPostProcessing && cameraData.postProcessingRequiresDepthTexture;
|
||
|
|
||
|
// TODO: We could cache and generate the LUT before rendering the stack
|
||
|
bool generateColorGradingLUT = cameraData.postProcessEnabled && m_PostProcessPasses.isCreated;
|
||
|
bool isSceneViewOrPreviewCamera = cameraData.isSceneViewCamera || cameraData.isPreviewCamera;
|
||
|
// This indicates whether the renderer will output a depth texture.
|
||
|
bool requiresDepthTexture = cameraData.requiresDepthTexture || renderPassInputs.requiresDepthTexture || useDepthPriming;
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
bool isGizmosEnabled = UnityEditor.Handles.ShouldRenderGizmos();
|
||
|
#else
|
||
|
bool isGizmosEnabled = false;
|
||
|
#endif
|
||
|
|
||
|
bool mainLightShadows = m_MainLightShadowCasterPass.Setup(universalRenderingData, cameraData, lightData, shadowData);
|
||
|
bool additionalLightShadows = m_AdditionalLightsShadowCasterPass.Setup(universalRenderingData, cameraData, lightData, shadowData);
|
||
|
bool transparentsNeedSettingsPass = m_TransparentSettingsPass.Setup();
|
||
|
|
||
|
bool forcePrepass = (m_CopyDepthMode == CopyDepthMode.ForcePrepass);
|
||
|
|
||
|
// Depth prepass is generated in the following cases:
|
||
|
// - If game or offscreen camera requires it we check if we can copy the depth from the rendering opaques pass and use that instead.
|
||
|
// - Scene or preview cameras always require a depth texture. We do a depth pre-pass to simplify it and it shouldn't matter much for editor.
|
||
|
// - Render passes require it
|
||
|
bool requiresDepthPrepass = (requiresDepthTexture || cameraHasPostProcessingWithDepth) && (!CanCopyDepth(cameraData) || forcePrepass);
|
||
|
requiresDepthPrepass |= isSceneViewOrPreviewCamera;
|
||
|
requiresDepthPrepass |= isGizmosEnabled;
|
||
|
requiresDepthPrepass |= isPreviewCamera;
|
||
|
requiresDepthPrepass |= renderPassInputs.requiresDepthPrepass;
|
||
|
requiresDepthPrepass |= renderPassInputs.requiresNormalsTexture;
|
||
|
|
||
|
// Current aim of depth prepass is to generate a copy of depth buffer, it is NOT to prime depth buffer and reduce overdraw on non-mobile platforms.
|
||
|
// When deferred renderer is enabled, depth buffer is already accessible so depth prepass is not needed.
|
||
|
// The only exception is for generating depth-normal textures: SSAO pass needs it and it must run before forward-only geometry.
|
||
|
// DepthNormal prepass will render:
|
||
|
// - forward-only geometry when deferred renderer is enabled
|
||
|
// - all geometry when forward renderer is enabled
|
||
|
if (requiresDepthPrepass && this.renderingModeActual == RenderingMode.Deferred && !renderPassInputs.requiresNormalsTexture)
|
||
|
requiresDepthPrepass = false;
|
||
|
|
||
|
requiresDepthPrepass |= useDepthPriming;
|
||
|
|
||
|
// If possible try to merge the opaque and skybox passes instead of splitting them when "Depth Texture" is required.
|
||
|
// The copying of depth should normally happen after rendering opaques.
|
||
|
// But if we only require it for post processing or the scene camera then we do it after rendering transparent objects
|
||
|
// Aim to have the most optimized render pass event for Depth Copy (The aim is to minimize the number of render passes)
|
||
|
if (requiresDepthTexture)
|
||
|
{
|
||
|
bool copyDepthAfterTransparents = m_CopyDepthMode == CopyDepthMode.AfterTransparents;
|
||
|
|
||
|
RenderPassEvent copyDepthPassEvent = copyDepthAfterTransparents ? RenderPassEvent.AfterRenderingTransparents : RenderPassEvent.AfterRenderingOpaques;
|
||
|
// RenderPassInputs's requiresDepthTexture is configured through ScriptableRenderPass's ConfigureInput function
|
||
|
if (renderPassInputs.requiresDepthTexture)
|
||
|
{
|
||
|
// Do depth copy before the render pass that requires depth texture as shader read resource
|
||
|
copyDepthPassEvent = (RenderPassEvent)Mathf.Min((int)RenderPassEvent.AfterRenderingTransparents, ((int)renderPassInputs.requiresDepthTextureEarliestEvent) - 1);
|
||
|
}
|
||
|
m_CopyDepthPass.renderPassEvent = copyDepthPassEvent;
|
||
|
|
||
|
// In case we are making the copy depth pass earlier, we need to force set these variables to disable
|
||
|
// depth resolve as the render pass event itself has been moved earlier and it's not possible anymore
|
||
|
if (copyDepthPassEvent < RenderPassEvent.AfterRenderingTransparents)
|
||
|
{
|
||
|
m_CopyDepthPass.m_CopyResolvedDepth = false;
|
||
|
m_CopyDepthMode = CopyDepthMode.AfterOpaques;
|
||
|
}
|
||
|
}
|
||
|
else if (cameraHasPostProcessingWithDepth || isSceneViewOrPreviewCamera || isGizmosEnabled)
|
||
|
{
|
||
|
// If only post process requires depth texture, we can re-use depth buffer from main geometry pass instead of enqueuing a depth copy pass, but no proper API to do that for now, so resort to depth copy pass for now
|
||
|
m_CopyDepthPass.renderPassEvent = RenderPassEvent.AfterRenderingTransparents;
|
||
|
}
|
||
|
|
||
|
|
||
|
createColorTexture |= RequiresIntermediateColorTexture(cameraData, ref renderPassInputs);
|
||
|
createColorTexture &= !isPreviewCamera;
|
||
|
|
||
|
// If camera requires depth and there's no depth pre-pass we create a depth texture that can be read later by effect requiring it.
|
||
|
// When deferred renderer is enabled, we must always create a depth texture and CANNOT use BuiltinRenderTextureType.CameraTarget. This is to get
|
||
|
// around a bug where during gbuffer pass (MRT pass), the camera depth attachment is correctly bound, but during
|
||
|
// deferred pass ("camera color" + "camera depth"), the implicit depth surface of "camera color" is used instead of "camera depth",
|
||
|
// because BuiltinRenderTextureType.CameraTarget for depth means there is no explicit depth attachment...
|
||
|
bool createDepthTexture = (requiresDepthTexture || cameraHasPostProcessingWithDepth) && !requiresDepthPrepass;
|
||
|
createDepthTexture |= !cameraData.resolveFinalTarget;
|
||
|
// Deferred renderer always need to access depth buffer.
|
||
|
createDepthTexture |= (this.renderingModeActual == RenderingMode.Deferred && !useRenderPassEnabled);
|
||
|
// Some render cases (e.g. Material previews) have shown we need to create a depth texture when we're forcing a prepass.
|
||
|
createDepthTexture |= useDepthPriming;
|
||
|
// Todo seems like with mrt depth is not taken from first target
|
||
|
createDepthTexture |= (renderingLayerProvidesRenderObjectPass);
|
||
|
|
||
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
||
|
// URP can't handle msaa/size mismatch between depth RT and color RT(for now we create intermediate textures to ensure they match)
|
||
|
if (cameraData.xr.enabled)
|
||
|
createColorTexture |= createDepthTexture;
|
||
|
#endif
|
||
|
#if UNITY_ANDROID || UNITY_WEBGL || UNITY_EMBEDDED_LINUX
|
||
|
// GLES can not use render texture's depth buffer with the color buffer of the backbuffer
|
||
|
// in such case we create a color texture for it too.
|
||
|
// If Vulkan PreTransform is enabled we can't mix backbuffer and intermediate render target due to screen orientation mismatch
|
||
|
if (SystemInfo.graphicsDeviceType != GraphicsDeviceType.Vulkan || m_VulkanEnablePreTransform)
|
||
|
createColorTexture |= createDepthTexture;
|
||
|
#endif
|
||
|
|
||
|
// If there is any scaling, the color and depth need to be the same resolution and the target texture
|
||
|
// will not be the proper size in this case. Same happens with GameView.
|
||
|
// This introduces the final blit pass.
|
||
|
if (RTHandles.rtHandleProperties.rtHandleScale.x != 1.0f || RTHandles.rtHandleProperties.rtHandleScale.y != 1.0f)
|
||
|
createColorTexture |= createDepthTexture;
|
||
|
|
||
|
if (useRenderPassEnabled || useDepthPriming)
|
||
|
createColorTexture |= createDepthTexture;
|
||
|
|
||
|
// If gfxAPI yflips intermediate texture, we can't mix-use backbuffer(not flipped) and render texture(flipped) due to different flip state/clipspace y.
|
||
|
// This introduces the final blit pass.
|
||
|
if(SystemInfo.graphicsUVStartsAtTop)
|
||
|
createColorTexture |= createDepthTexture;
|
||
|
|
||
|
//Set rt descriptors so preview camera's have access should it be needed
|
||
|
var colorDescriptor = cameraTargetDescriptor;
|
||
|
colorDescriptor.useMipMap = false;
|
||
|
colorDescriptor.autoGenerateMips = false;
|
||
|
colorDescriptor.depthBufferBits = (int)DepthBits.None;
|
||
|
m_ColorBufferSystem.SetCameraSettings(colorDescriptor, FilterMode.Bilinear);
|
||
|
|
||
|
// Configure all settings require to start a new camera stack (base camera only)
|
||
|
if (cameraData.renderType == CameraRenderType.Base)
|
||
|
{
|
||
|
// Scene filtering redraws the objects on top of the resulting frame. It has to draw directly to the sceneview buffer.
|
||
|
bool sceneViewFilterEnabled = camera.sceneViewFilterMode == Camera.SceneViewFilterMode.ShowFiltered;
|
||
|
bool intermediateRenderTexture = (createColorTexture || createDepthTexture) && !sceneViewFilterEnabled;
|
||
|
|
||
|
// RTHandles do not support combining color and depth in the same texture so we create them separately
|
||
|
// Should be independent from filtered scene view
|
||
|
createDepthTexture |= createColorTexture;
|
||
|
|
||
|
RenderTargetIdentifier targetId = BuiltinRenderTextureType.CameraTarget;
|
||
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
||
|
if (cameraData.xr.enabled)
|
||
|
targetId = cameraData.xr.renderTarget;
|
||
|
#endif
|
||
|
|
||
|
if (m_TargetColorHandle == null)
|
||
|
{
|
||
|
m_TargetColorHandle = RTHandles.Alloc(targetId);
|
||
|
}
|
||
|
else if (m_TargetColorHandle.nameID != targetId)
|
||
|
{
|
||
|
RTHandleStaticHelpers.SetRTHandleUserManagedWrapper(ref m_TargetColorHandle, targetId);
|
||
|
}
|
||
|
|
||
|
if (m_TargetDepthHandle == null)
|
||
|
{
|
||
|
m_TargetDepthHandle = RTHandles.Alloc(targetId);
|
||
|
}
|
||
|
else if (m_TargetDepthHandle.nameID != targetId)
|
||
|
{
|
||
|
RTHandleStaticHelpers.SetRTHandleUserManagedWrapper(ref m_TargetDepthHandle, targetId);
|
||
|
}
|
||
|
|
||
|
// Doesn't create texture for Overlay cameras as they are already overlaying on top of created textures.
|
||
|
if (intermediateRenderTexture)
|
||
|
CreateCameraRenderTarget(context, ref cameraTargetDescriptor, cmd, cameraData);
|
||
|
|
||
|
m_RenderOpaqueForwardPass.m_IsActiveTargetBackBuffer = !intermediateRenderTexture;
|
||
|
m_RenderTransparentForwardPass.m_IsActiveTargetBackBuffer = !intermediateRenderTexture;
|
||
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
||
|
m_XROcclusionMeshPass.m_IsActiveTargetBackBuffer = !intermediateRenderTexture;
|
||
|
#endif
|
||
|
|
||
|
m_ActiveCameraColorAttachment = createColorTexture ? m_ColorBufferSystem.PeekBackBuffer() : m_TargetColorHandle;
|
||
|
m_ActiveCameraDepthAttachment = createDepthTexture ? m_CameraDepthAttachment : m_TargetDepthHandle;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
cameraData.baseCamera.TryGetComponent<UniversalAdditionalCameraData>(out var baseCameraData);
|
||
|
var baseRenderer = (UniversalRenderer)baseCameraData.scriptableRenderer;
|
||
|
if (m_ColorBufferSystem != baseRenderer.m_ColorBufferSystem)
|
||
|
{
|
||
|
m_ColorBufferSystem.Dispose();
|
||
|
m_ColorBufferSystem = baseRenderer.m_ColorBufferSystem;
|
||
|
}
|
||
|
m_ActiveCameraColorAttachment = m_ColorBufferSystem.PeekBackBuffer();
|
||
|
m_ActiveCameraDepthAttachment = baseRenderer.m_ActiveCameraDepthAttachment;
|
||
|
m_TargetColorHandle = baseRenderer.m_TargetColorHandle;
|
||
|
m_TargetDepthHandle = baseRenderer.m_TargetDepthHandle;
|
||
|
}
|
||
|
|
||
|
if (rendererFeatures.Count != 0 && !isPreviewCamera)
|
||
|
ConfigureCameraColorTarget(m_ColorBufferSystem.PeekBackBuffer());
|
||
|
|
||
|
bool copyColorPass = cameraData.requiresOpaqueTexture || renderPassInputs.requiresColorTexture;
|
||
|
// Check the createColorTexture logic above: intermediate color texture is not available for preview cameras.
|
||
|
// Because intermediate color is not available and copyColor pass requires it, we disable CopyColor pass here.
|
||
|
copyColorPass &= !isPreviewCamera;
|
||
|
|
||
|
// Assign camera targets (color and depth)
|
||
|
ConfigureCameraTarget(m_ActiveCameraColorAttachment, m_ActiveCameraDepthAttachment);
|
||
|
|
||
|
bool hasPassesAfterPostProcessing = activeRenderPassQueue.Find(x => x.renderPassEvent == RenderPassEvent.AfterRenderingPostProcessing) != null;
|
||
|
|
||
|
if (mainLightShadows)
|
||
|
EnqueuePass(m_MainLightShadowCasterPass);
|
||
|
|
||
|
if (additionalLightShadows)
|
||
|
EnqueuePass(m_AdditionalLightsShadowCasterPass);
|
||
|
|
||
|
bool requiresDepthCopyPass = !requiresDepthPrepass
|
||
|
&& (cameraData.requiresDepthTexture || cameraHasPostProcessingWithDepth || renderPassInputs.requiresDepthTexture)
|
||
|
&& createDepthTexture;
|
||
|
|
||
|
if ((DebugHandler != null) && DebugHandler.IsActiveForCamera(cameraData.isPreviewCamera))
|
||
|
{
|
||
|
DebugHandler.TryGetFullscreenDebugMode(out var fullScreenMode);
|
||
|
if (fullScreenMode == DebugFullScreenMode.Depth)
|
||
|
{
|
||
|
requiresDepthPrepass = true;
|
||
|
}
|
||
|
|
||
|
if (!DebugHandler.IsLightingActive)
|
||
|
{
|
||
|
mainLightShadows = false;
|
||
|
additionalLightShadows = false;
|
||
|
|
||
|
if (!isSceneViewOrPreviewCamera)
|
||
|
{
|
||
|
requiresDepthPrepass = false;
|
||
|
useDepthPriming = false;
|
||
|
generateColorGradingLUT = false;
|
||
|
copyColorPass = false;
|
||
|
requiresDepthCopyPass = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (useRenderPassEnabled)
|
||
|
useRenderPassEnabled = DebugHandler.IsRenderPassSupported;
|
||
|
}
|
||
|
|
||
|
cameraData.renderer.useDepthPriming = useDepthPriming;
|
||
|
|
||
|
if (this.renderingModeActual == RenderingMode.Deferred)
|
||
|
{
|
||
|
if (m_DeferredLights.UseFramebufferFetch && (RenderPassEvent.AfterRenderingGbuffer == renderPassInputs.requiresDepthNormalAtEvent || !useRenderPassEnabled))
|
||
|
m_DeferredLights.DisableFramebufferFetchInput();
|
||
|
}
|
||
|
|
||
|
// Allocate m_DepthTexture if used
|
||
|
if ((this.renderingModeActual == RenderingMode.Deferred && !this.useRenderPassEnabled) || requiresDepthPrepass || requiresDepthCopyPass)
|
||
|
{
|
||
|
var depthDescriptor = cameraTargetDescriptor;
|
||
|
if (requiresDepthPrepass && this.renderingModeActual != RenderingMode.Deferred)
|
||
|
{
|
||
|
depthDescriptor.graphicsFormat = GraphicsFormat.None;
|
||
|
depthDescriptor.depthStencilFormat = (m_CameraDepthTextureFormat != DepthFormat.Default) ? (GraphicsFormat)m_CameraDepthTextureFormat : k_DepthStencilFormat;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
depthDescriptor.graphicsFormat = GraphicsFormat.R32_SFloat;
|
||
|
depthDescriptor.depthStencilFormat = GraphicsFormat.None;
|
||
|
}
|
||
|
|
||
|
depthDescriptor.msaaSamples = 1;// Depth-Only pass don't use MSAA
|
||
|
RenderingUtils.ReAllocateHandleIfNeeded(ref m_DepthTexture, depthDescriptor, FilterMode.Point, wrapMode: TextureWrapMode.Clamp, name: "_CameraDepthTexture");
|
||
|
|
||
|
cmd.SetGlobalTexture(m_DepthTexture.name, m_DepthTexture.nameID);
|
||
|
context.ExecuteCommandBuffer(cmd);
|
||
|
cmd.Clear();
|
||
|
}
|
||
|
|
||
|
if (requiresRenderingLayer || (renderingModeActual == RenderingMode.Deferred && m_DeferredLights.UseRenderingLayers))
|
||
|
{
|
||
|
ref var renderingLayersTexture = ref m_DecalLayersTexture;
|
||
|
string renderingLayersTextureName = "_CameraRenderingLayersTexture";
|
||
|
|
||
|
if (renderingModeActual == RenderingMode.Deferred && m_DeferredLights.UseRenderingLayers)
|
||
|
{
|
||
|
renderingLayersTexture = ref m_DeferredLights.GbufferAttachments[(int)m_DeferredLights.GBufferRenderingLayers];
|
||
|
renderingLayersTextureName = renderingLayersTexture.name;
|
||
|
}
|
||
|
|
||
|
var renderingLayersDescriptor = cameraTargetDescriptor;
|
||
|
renderingLayersDescriptor.depthBufferBits = 0;
|
||
|
// Never have MSAA on this depth texture. When doing MSAA depth priming this is the texture that is resolved to and used for post-processing.
|
||
|
if (!renderingLayerProvidesRenderObjectPass)
|
||
|
renderingLayersDescriptor.msaaSamples = 1;// Depth-Only pass don't use MSAA
|
||
|
// Find compatible render-target format for storing normals.
|
||
|
// Shader code outputs normals in signed format to be compatible with deferred gbuffer layout.
|
||
|
// Deferred gbuffer format is signed so that normals can be blended for terrain geometry.
|
||
|
if (renderingModeActual == RenderingMode.Deferred && m_DeferredLights.UseRenderingLayers)
|
||
|
renderingLayersDescriptor.graphicsFormat = m_DeferredLights.GetGBufferFormat(m_DeferredLights.GBufferRenderingLayers); // the one used by the gbuffer.
|
||
|
else
|
||
|
renderingLayersDescriptor.graphicsFormat = RenderingLayerUtils.GetFormat(renderingLayerMaskSize);
|
||
|
|
||
|
if (renderingModeActual == RenderingMode.Deferred && m_DeferredLights.UseRenderingLayers)
|
||
|
{
|
||
|
m_DeferredLights.ReAllocateGBufferIfNeeded(renderingLayersDescriptor, (int)m_DeferredLights.GBufferRenderingLayers);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
RenderingUtils.ReAllocateHandleIfNeeded(ref renderingLayersTexture, renderingLayersDescriptor, FilterMode.Point, TextureWrapMode.Clamp, name: renderingLayersTextureName);
|
||
|
}
|
||
|
|
||
|
cmd.SetGlobalTexture(renderingLayersTexture.name, renderingLayersTexture.nameID);
|
||
|
RenderingLayerUtils.SetupProperties(CommandBufferHelpers.GetRasterCommandBuffer(cmd), renderingLayerMaskSize);
|
||
|
if (renderingModeActual == RenderingMode.Deferred) // As this is requested by render pass we still want to set it
|
||
|
cmd.SetGlobalTexture("_CameraRenderingLayersTexture", renderingLayersTexture.nameID);
|
||
|
context.ExecuteCommandBuffer(cmd);
|
||
|
cmd.Clear();
|
||
|
}
|
||
|
|
||
|
// Allocate normal texture if used
|
||
|
if (requiresDepthPrepass && renderPassInputs.requiresNormalsTexture)
|
||
|
{
|
||
|
ref var normalsTexture = ref m_NormalsTexture;
|
||
|
string normalsTextureName = "_CameraNormalsTexture";
|
||
|
|
||
|
if (this.renderingModeActual == RenderingMode.Deferred)
|
||
|
{
|
||
|
normalsTexture = ref m_DeferredLights.GbufferAttachments[(int)m_DeferredLights.GBufferNormalSmoothnessIndex];
|
||
|
normalsTextureName = normalsTexture.name;
|
||
|
}
|
||
|
|
||
|
var normalDescriptor = cameraTargetDescriptor;
|
||
|
normalDescriptor.depthBufferBits = 0;
|
||
|
// Never have MSAA on this depth texture. When doing MSAA depth priming this is the texture that is resolved to and used for post-processing.
|
||
|
normalDescriptor.msaaSamples = useDepthPriming ? cameraTargetDescriptor.msaaSamples : 1;// Depth-Only passes don't use MSAA, unless depth priming is enabled
|
||
|
// Find compatible render-target format for storing normals.
|
||
|
// Shader code outputs normals in signed format to be compatible with deferred gbuffer layout.
|
||
|
// Deferred gbuffer format is signed so that normals can be blended for terrain geometry.
|
||
|
if (this.renderingModeActual == RenderingMode.Deferred)
|
||
|
normalDescriptor.graphicsFormat = m_DeferredLights.GetGBufferFormat(m_DeferredLights.GBufferNormalSmoothnessIndex); // the one used by the gbuffer.
|
||
|
else
|
||
|
normalDescriptor.graphicsFormat = DepthNormalOnlyPass.GetGraphicsFormat();
|
||
|
|
||
|
if (this.renderingModeActual == RenderingMode.Deferred)
|
||
|
{
|
||
|
m_DeferredLights.ReAllocateGBufferIfNeeded(normalDescriptor, (int)m_DeferredLights.GBufferNormalSmoothnessIndex);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
RenderingUtils.ReAllocateHandleIfNeeded(ref normalsTexture, normalDescriptor, FilterMode.Point, TextureWrapMode.Clamp, name: normalsTextureName);
|
||
|
}
|
||
|
|
||
|
cmd.SetGlobalTexture(normalsTexture.name, normalsTexture.nameID);
|
||
|
if (this.renderingModeActual == RenderingMode.Deferred) // As this is requested by render pass we still want to set it
|
||
|
cmd.SetGlobalTexture("_CameraNormalsTexture", normalsTexture.nameID);
|
||
|
context.ExecuteCommandBuffer(cmd);
|
||
|
cmd.Clear();
|
||
|
}
|
||
|
|
||
|
if (requiresDepthPrepass)
|
||
|
{
|
||
|
if (renderPassInputs.requiresNormalsTexture)
|
||
|
{
|
||
|
if (this.renderingModeActual == RenderingMode.Deferred)
|
||
|
{
|
||
|
// In deferred mode, depth-normal prepass does really primes the depth and normal buffers, instead of creating a copy.
|
||
|
// It is necessary because we need to render depth&normal for forward-only geometry and it is the only way
|
||
|
// to get them before the SSAO pass.
|
||
|
|
||
|
int gbufferNormalIndex = m_DeferredLights.GBufferNormalSmoothnessIndex;
|
||
|
if (m_DeferredLights.UseRenderingLayers)
|
||
|
m_DepthNormalPrepass.Setup(m_ActiveCameraDepthAttachment, m_DeferredLights.GbufferAttachments[gbufferNormalIndex], m_DeferredLights.GbufferAttachments[m_DeferredLights.GBufferRenderingLayers]);
|
||
|
else if (renderingLayerProvidesByDepthNormalPass)
|
||
|
m_DepthNormalPrepass.Setup(m_ActiveCameraDepthAttachment, m_DeferredLights.GbufferAttachments[gbufferNormalIndex], m_DecalLayersTexture);
|
||
|
else
|
||
|
m_DepthNormalPrepass.Setup(m_ActiveCameraDepthAttachment, m_DeferredLights.GbufferAttachments[gbufferNormalIndex]);
|
||
|
|
||
|
// Only render forward-only geometry, as standard geometry will be rendered as normal into the gbuffer.
|
||
|
if (RenderPassEvent.AfterRenderingGbuffer <= renderPassInputs.requiresDepthNormalAtEvent &&
|
||
|
renderPassInputs.requiresDepthNormalAtEvent <= RenderPassEvent.BeforeRenderingOpaques)
|
||
|
m_DepthNormalPrepass.shaderTagIds = k_DepthNormalsOnly;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (renderingLayerProvidesByDepthNormalPass)
|
||
|
m_DepthNormalPrepass.Setup(m_DepthTexture, m_NormalsTexture, m_DecalLayersTexture);
|
||
|
else
|
||
|
m_DepthNormalPrepass.Setup(m_DepthTexture, m_NormalsTexture);
|
||
|
}
|
||
|
|
||
|
EnqueuePass(m_DepthNormalPrepass);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Deferred renderer does not require a depth-prepass to generate samplable depth texture.
|
||
|
if (this.renderingModeActual != RenderingMode.Deferred)
|
||
|
{
|
||
|
m_DepthPrepass.Setup(cameraTargetDescriptor, m_DepthTexture);
|
||
|
EnqueuePass(m_DepthPrepass);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// depth priming still needs to copy depth because the prepass doesn't target anymore CameraDepthTexture
|
||
|
// TODO: this is unoptimal, investigate optimizations
|
||
|
if (useDepthPriming)
|
||
|
{
|
||
|
m_PrimedDepthCopyPass.Setup(m_ActiveCameraDepthAttachment, m_DepthTexture);
|
||
|
EnqueuePass(m_PrimedDepthCopyPass);
|
||
|
}
|
||
|
|
||
|
if (generateColorGradingLUT)
|
||
|
{
|
||
|
colorGradingLutPass.ConfigureDescriptor(in postProcessingData, out var desc, out var filterMode);
|
||
|
RenderingUtils.ReAllocateHandleIfNeeded(ref m_PostProcessPasses.m_ColorGradingLut, desc, filterMode, TextureWrapMode.Clamp, anisoLevel: 0, name: "_InternalGradingLut");
|
||
|
colorGradingLutPass.Setup(colorGradingLut);
|
||
|
EnqueuePass(colorGradingLutPass);
|
||
|
}
|
||
|
|
||
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
||
|
if (cameraData.xr.hasValidOcclusionMesh)
|
||
|
EnqueuePass(m_XROcclusionMeshPass);
|
||
|
#endif
|
||
|
|
||
|
bool lastCameraInTheStack = cameraData.resolveFinalTarget;
|
||
|
|
||
|
if (this.renderingModeActual == RenderingMode.Deferred)
|
||
|
{
|
||
|
if (m_DeferredLights.UseFramebufferFetch && (RenderPassEvent.AfterRenderingGbuffer == renderPassInputs.requiresDepthNormalAtEvent || !useRenderPassEnabled))
|
||
|
m_DeferredLights.DisableFramebufferFetchInput();
|
||
|
|
||
|
EnqueueDeferred(cameraData.cameraTargetDescriptor, requiresDepthPrepass, renderPassInputs.requiresNormalsTexture, renderingLayerProvidesByDepthNormalPass, mainLightShadows, additionalLightShadows);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Optimized store actions are very important on tile based GPUs and have a great impact on performance.
|
||
|
// if MSAA is enabled and any of the following passes need a copy of the color or depth target, make sure the MSAA'd surface is stored
|
||
|
// if following passes won't use it then just resolve (the Resolve action will still store the resolved surface, but discard the MSAA'd surface, which is very expensive to store).
|
||
|
RenderBufferStoreAction opaquePassColorStoreAction = RenderBufferStoreAction.Store;
|
||
|
if (cameraTargetDescriptor.msaaSamples > 1)
|
||
|
opaquePassColorStoreAction = copyColorPass ? RenderBufferStoreAction.StoreAndResolve : RenderBufferStoreAction.Store;
|
||
|
|
||
|
|
||
|
// make sure we store the depth only if following passes need it.
|
||
|
RenderBufferStoreAction opaquePassDepthStoreAction = (copyColorPass || requiresDepthCopyPass || !lastCameraInTheStack) ? RenderBufferStoreAction.Store : RenderBufferStoreAction.DontCare;
|
||
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
||
|
if (cameraData.xr.enabled && cameraData.xr.copyDepth)
|
||
|
{
|
||
|
opaquePassDepthStoreAction = RenderBufferStoreAction.Store;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
// handle multisample depth resolve by setting the appropriate store actions if supported
|
||
|
if (requiresDepthCopyPass && cameraTargetDescriptor.msaaSamples > 1 && RenderingUtils.MultisampleDepthResolveSupported())
|
||
|
{
|
||
|
bool isCopyDepthAfterTransparent = m_CopyDepthPass.renderPassEvent == RenderPassEvent.AfterRenderingTransparents;
|
||
|
|
||
|
// we could StoreAndResolve when the depth copy is after opaque, but performance wise doing StoreAndResolve of depth targets is more expensive than a simple Store + following depth copy pass on Apple GPUs,
|
||
|
// because of the extra resolve step. So, unless we are copying the depth after the transparent pass, just Store the depth target.
|
||
|
if (isCopyDepthAfterTransparent && !copyColorPass)
|
||
|
{
|
||
|
if (opaquePassDepthStoreAction == RenderBufferStoreAction.Store)
|
||
|
opaquePassDepthStoreAction = RenderBufferStoreAction.StoreAndResolve;
|
||
|
else if (opaquePassDepthStoreAction == RenderBufferStoreAction.DontCare)
|
||
|
opaquePassDepthStoreAction = RenderBufferStoreAction.Resolve;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
DrawObjectsPass renderOpaqueForwardPass = null;
|
||
|
if (renderingLayerProvidesRenderObjectPass)
|
||
|
{
|
||
|
renderOpaqueForwardPass = m_RenderOpaqueForwardWithRenderingLayersPass;
|
||
|
m_RenderOpaqueForwardWithRenderingLayersPass.Setup(m_ActiveCameraColorAttachment, m_DecalLayersTexture, m_ActiveCameraDepthAttachment);
|
||
|
}
|
||
|
else
|
||
|
renderOpaqueForwardPass = m_RenderOpaqueForwardPass;
|
||
|
|
||
|
// Disable obsolete warning for internal usage
|
||
|
#pragma warning disable CS0618
|
||
|
renderOpaqueForwardPass.ConfigureColorStoreAction(opaquePassColorStoreAction);
|
||
|
renderOpaqueForwardPass.ConfigureDepthStoreAction(opaquePassDepthStoreAction);
|
||
|
#pragma warning restore CS0618
|
||
|
|
||
|
// If there is any custom render pass renders to opaque pass' target before opaque pass,
|
||
|
// we can't clear color as it contains the valid rendering output.
|
||
|
bool hasPassesBeforeOpaque = activeRenderPassQueue.Find(x => (x.renderPassEvent <= RenderPassEvent.BeforeRenderingOpaques) && !x.overrideCameraTarget) != null;
|
||
|
ClearFlag opaqueForwardPassClearFlag = (hasPassesBeforeOpaque || cameraData.renderType != CameraRenderType.Base || camera.clearFlags == CameraClearFlags.Nothing)
|
||
|
? ClearFlag.None
|
||
|
: ClearFlag.Color;
|
||
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
||
|
// workaround for DX11 and DX12 XR test failures.
|
||
|
// XRTODO: investigate DX XR clear issues.
|
||
|
if (SystemInfo.usesLoadStoreActions)
|
||
|
#endif
|
||
|
{
|
||
|
// Disable obsolete warning for internal usage
|
||
|
#pragma warning disable CS0618
|
||
|
renderOpaqueForwardPass.ConfigureClear(opaqueForwardPassClearFlag, Color.black);
|
||
|
#pragma warning restore CS0618
|
||
|
}
|
||
|
|
||
|
EnqueuePass(renderOpaqueForwardPass);
|
||
|
}
|
||
|
|
||
|
if (camera.clearFlags == CameraClearFlags.Skybox && cameraData.renderType != CameraRenderType.Overlay)
|
||
|
{
|
||
|
if (RenderSettings.skybox != null || (camera.TryGetComponent(out Skybox cameraSkybox) && cameraSkybox.material != null))
|
||
|
EnqueuePass(m_DrawSkyboxPass);
|
||
|
}
|
||
|
|
||
|
// If a depth texture was created we necessarily need to copy it, otherwise we could have render it to a renderbuffer.
|
||
|
// Also skip if Deferred+RenderPass as CameraDepthTexture is used and filled by the GBufferPass
|
||
|
// however we might need the depth texture with Forward-only pass rendered to it, so enable the copy depth in that case
|
||
|
if (requiresDepthCopyPass && !(this.renderingModeActual == RenderingMode.Deferred && useRenderPassEnabled && !renderPassInputs.requiresDepthTexture))
|
||
|
{
|
||
|
m_CopyDepthPass.Setup(m_ActiveCameraDepthAttachment, m_DepthTexture);
|
||
|
EnqueuePass(m_CopyDepthPass);
|
||
|
}
|
||
|
|
||
|
// Set the depth texture to the far Z if we do not have a depth prepass or copy depth
|
||
|
// Don't do this for Overlay cameras to not lose depth data in between cameras (as Base is guaranteed to be first)
|
||
|
if (cameraData.renderType == CameraRenderType.Base && !requiresDepthPrepass && !requiresDepthCopyPass)
|
||
|
Shader.SetGlobalTexture("_CameraDepthTexture", SystemInfo.usesReversedZBuffer ? Texture2D.blackTexture : Texture2D.whiteTexture);
|
||
|
|
||
|
if (copyColorPass)
|
||
|
{
|
||
|
// TODO: Downsampling method should be stored in the renderer instead of in the asset.
|
||
|
// We need to migrate this data to renderer. For now, we query the method in the active asset.
|
||
|
Downsampling downsamplingMethod = UniversalRenderPipeline.asset.opaqueDownsampling;
|
||
|
var descriptor = cameraTargetDescriptor;
|
||
|
CopyColorPass.ConfigureDescriptor(downsamplingMethod, ref descriptor, out var filterMode);
|
||
|
|
||
|
RenderingUtils.ReAllocateHandleIfNeeded(ref m_OpaqueColor, descriptor, filterMode, TextureWrapMode.Clamp, name: "_CameraOpaqueTexture");
|
||
|
m_CopyColorPass.Setup(m_ActiveCameraColorAttachment, m_OpaqueColor, downsamplingMethod);
|
||
|
EnqueuePass(m_CopyColorPass);
|
||
|
}
|
||
|
|
||
|
// Motion vectors
|
||
|
if (renderPassInputs.requiresMotionVectors)
|
||
|
{
|
||
|
var colorDesc = cameraTargetDescriptor;
|
||
|
colorDesc.graphicsFormat = MotionVectorRenderPass.k_TargetFormat;
|
||
|
colorDesc.depthBufferBits = (int)DepthBits.None;
|
||
|
colorDesc.msaaSamples = 1; // Disable MSAA, consider a pixel resolve for half left velocity and half right velocity --> no velocity, which is untrue.
|
||
|
RenderingUtils.ReAllocateHandleIfNeeded(ref m_MotionVectorColor, colorDesc, FilterMode.Point, TextureWrapMode.Clamp, name: MotionVectorRenderPass.k_MotionVectorTextureName);
|
||
|
|
||
|
var depthDescriptor = cameraTargetDescriptor;
|
||
|
depthDescriptor.graphicsFormat = GraphicsFormat.None;
|
||
|
depthDescriptor.depthBufferBits = cameraTargetDescriptor.depthBufferBits;
|
||
|
depthDescriptor.msaaSamples = 1;
|
||
|
RenderingUtils.ReAllocateHandleIfNeeded(ref m_MotionVectorDepth, depthDescriptor, FilterMode.Point, TextureWrapMode.Clamp, name: MotionVectorRenderPass.k_MotionVectorDepthTextureName);
|
||
|
|
||
|
MotionVectorRenderPass.SetMotionVectorGlobalMatrices(cmd, cameraData);
|
||
|
|
||
|
m_MotionVectorPass.Setup(m_MotionVectorColor, m_MotionVectorDepth);
|
||
|
EnqueuePass(m_MotionVectorPass);
|
||
|
}
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
// this needs to be before transparency
|
||
|
m_ProbeVolumeDebugPass.Setup(m_DepthTexture, m_NormalsTexture);
|
||
|
EnqueuePass(m_ProbeVolumeDebugPass);
|
||
|
#endif
|
||
|
#if ADAPTIVE_PERFORMANCE_2_1_0_OR_NEWER
|
||
|
if (needTransparencyPass)
|
||
|
#endif
|
||
|
{
|
||
|
if (transparentsNeedSettingsPass)
|
||
|
{
|
||
|
EnqueuePass(m_TransparentSettingsPass);
|
||
|
}
|
||
|
|
||
|
// if this is not lastCameraInTheStack we still need to Store, since the MSAA buffer might be needed by the Overlay cameras
|
||
|
RenderBufferStoreAction transparentPassColorStoreAction = cameraTargetDescriptor.msaaSamples > 1 && lastCameraInTheStack && !isPreviewCamera ? RenderBufferStoreAction.Resolve : RenderBufferStoreAction.Store;
|
||
|
RenderBufferStoreAction transparentPassDepthStoreAction = lastCameraInTheStack ? RenderBufferStoreAction.DontCare : RenderBufferStoreAction.Store;
|
||
|
|
||
|
// If CopyDepthPass pass event is scheduled on or after AfterRenderingTransparent, we will need to store the depth buffer or resolve (store for now until latest trunk has depth resolve support) it for MSAA case
|
||
|
if (requiresDepthCopyPass && m_CopyDepthPass.renderPassEvent >= RenderPassEvent.AfterRenderingTransparents)
|
||
|
{
|
||
|
transparentPassDepthStoreAction = RenderBufferStoreAction.Store;
|
||
|
|
||
|
// handle depth resolve on platforms supporting it
|
||
|
if (cameraTargetDescriptor.msaaSamples > 1 && RenderingUtils.MultisampleDepthResolveSupported())
|
||
|
transparentPassDepthStoreAction = RenderBufferStoreAction.Resolve;
|
||
|
}
|
||
|
|
||
|
// Disable obsolete warning for internal usage
|
||
|
#pragma warning disable CS0618
|
||
|
m_RenderTransparentForwardPass.ConfigureColorStoreAction(transparentPassColorStoreAction);
|
||
|
m_RenderTransparentForwardPass.ConfigureDepthStoreAction(transparentPassDepthStoreAction);
|
||
|
#pragma warning restore CS0618
|
||
|
EnqueuePass(m_RenderTransparentForwardPass);
|
||
|
}
|
||
|
EnqueuePass(m_OnRenderObjectCallbackPass);
|
||
|
|
||
|
#if VISUAL_EFFECT_GRAPH_0_0_1_OR_NEWER
|
||
|
// SetupVFXCameraBuffer will interrogate VFXManager to automatically enable RequestAccess on RawColor and/or RawDepth. This must be done before SetupRawColorDepthHistory.
|
||
|
// SetupVFXCameraBuffer will also provide the GetCurrentTexture from history manager to the VFXManager which can be sampled during the next VFX.Update for the following frame.
|
||
|
SetupVFXCameraBuffer(cameraData);
|
||
|
#endif
|
||
|
|
||
|
// "Raw render" color/depth history.
|
||
|
// Should include opaque and transparent geometry before TAA or any post-processing effects. No UI overlays etc.
|
||
|
SetupRawColorDepthHistory(cameraData, ref cameraTargetDescriptor);
|
||
|
|
||
|
bool shouldRenderUI = cameraData.rendersOverlayUI;
|
||
|
bool outputToHDR = cameraData.isHDROutputActive;
|
||
|
if (shouldRenderUI && outputToHDR)
|
||
|
{
|
||
|
m_DrawOffscreenUIPass.Setup(cameraData, k_DepthStencilFormat);
|
||
|
EnqueuePass(m_DrawOffscreenUIPass);
|
||
|
}
|
||
|
|
||
|
bool hasCaptureActions = cameraData.captureActions != null && lastCameraInTheStack;
|
||
|
|
||
|
// When FXAA or scaling is active, we must perform an additional pass at the end of the frame for the following reasons:
|
||
|
// 1. FXAA expects to be the last shader running on the image before it's presented to the screen. Since users are allowed
|
||
|
// to add additional render passes after post processing occurs, we can't run FXAA until all of those passes complete as well.
|
||
|
// The FinalPost pass is guaranteed to execute after user authored passes so FXAA is always run inside of it.
|
||
|
// 2. UberPost can only handle upscaling with linear filtering. All other filtering methods require the FinalPost pass.
|
||
|
// 3. TAA sharpening using standalone RCAS pass is required. (When upscaling is not enabled).
|
||
|
bool applyFinalPostProcessing = anyPostProcessing && lastCameraInTheStack &&
|
||
|
((cameraData.antialiasing == AntialiasingMode.FastApproximateAntialiasing) ||
|
||
|
((cameraData.imageScalingMode == ImageScalingMode.Upscaling) && (cameraData.upscalingFilter != ImageUpscalingFilter.Linear)) ||
|
||
|
(cameraData.IsTemporalAAEnabled() && cameraData.taaSettings.contrastAdaptiveSharpening > 0.0f)) &&
|
||
|
(DebugHandler == null || (DebugHandler != null && DebugHandler.IsPostProcessingAllowed));
|
||
|
|
||
|
// When post-processing is enabled we can use the stack to resolve rendering to camera target (screen or RT).
|
||
|
// However when there are render passes executing after post we avoid resolving to screen so rendering continues (before sRGBConversion etc)
|
||
|
bool resolvePostProcessingToCameraTarget = !hasCaptureActions && !hasPassesAfterPostProcessing && !applyFinalPostProcessing;
|
||
|
bool needsColorEncoding = DebugHandler == null || !DebugHandler.HDRDebugViewIsActive(cameraData.resolveFinalTarget);
|
||
|
|
||
|
if (applyPostProcessing)
|
||
|
{
|
||
|
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");
|
||
|
}
|
||
|
|
||
|
if (lastCameraInTheStack)
|
||
|
{
|
||
|
SetupFinalPassDebug(cameraData);
|
||
|
|
||
|
// Post-processing will resolve to final target. No need for final blit pass.
|
||
|
if (applyPostProcessing)
|
||
|
{
|
||
|
// if resolving to screen we need to be able to perform sRGBConversion in post-processing if necessary
|
||
|
bool doSRGBEncoding = resolvePostProcessingToCameraTarget && needsColorEncoding;
|
||
|
postProcessPass.Setup(cameraTargetDescriptor, m_ActiveCameraColorAttachment, resolvePostProcessingToCameraTarget, m_ActiveCameraDepthAttachment, colorGradingLut, m_MotionVectorColor, applyFinalPostProcessing, doSRGBEncoding);
|
||
|
EnqueuePass(postProcessPass);
|
||
|
}
|
||
|
|
||
|
var sourceForFinalPass = m_ActiveCameraColorAttachment;
|
||
|
|
||
|
// Do FXAA or any other final post-processing effect that might need to run after AA.
|
||
|
if (applyFinalPostProcessing)
|
||
|
{
|
||
|
finalPostProcessPass.SetupFinalPass(sourceForFinalPass, true, needsColorEncoding);
|
||
|
EnqueuePass(finalPostProcessPass);
|
||
|
}
|
||
|
|
||
|
if (cameraData.captureActions != null)
|
||
|
{
|
||
|
EnqueuePass(m_CapturePass);
|
||
|
}
|
||
|
|
||
|
// if post-processing then we already resolved to camera target while doing post.
|
||
|
// Also only do final blit if camera is not rendering to RT.
|
||
|
bool cameraTargetResolved =
|
||
|
// final PP always blit to camera target
|
||
|
applyFinalPostProcessing ||
|
||
|
// no final PP but we have PP stack. In that case it blit unless there are render pass after PP
|
||
|
(applyPostProcessing && !hasPassesAfterPostProcessing && !hasCaptureActions) ||
|
||
|
// offscreen camera rendering to a texture, we don't need a blit pass to resolve to screen
|
||
|
m_ActiveCameraColorAttachment.nameID == m_TargetColorHandle.nameID;
|
||
|
|
||
|
// We need final blit to resolve to screen
|
||
|
if (!cameraTargetResolved)
|
||
|
{
|
||
|
m_FinalBlitPass.Setup(cameraTargetDescriptor, sourceForFinalPass);
|
||
|
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);
|
||
|
}
|
||
|
|
||
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
||
|
if (cameraData.xr.enabled)
|
||
|
{
|
||
|
// active depth is depth target, we don't need a blit pass to resolve
|
||
|
bool depthTargetResolved = m_ActiveCameraDepthAttachment.nameID == cameraData.xr.renderTarget;
|
||
|
|
||
|
if (!depthTargetResolved && cameraData.xr.copyDepth)
|
||
|
{
|
||
|
m_XRCopyDepthPass.Setup(m_ActiveCameraDepthAttachment, m_TargetDepthHandle);
|
||
|
m_XRCopyDepthPass.CopyToDepth = true;
|
||
|
EnqueuePass(m_XRCopyDepthPass);
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
// stay in RT so we resume rendering on stack after post-processing
|
||
|
else if (applyPostProcessing)
|
||
|
{
|
||
|
postProcessPass.Setup(cameraTargetDescriptor, m_ActiveCameraColorAttachment, false, m_ActiveCameraDepthAttachment, colorGradingLut, m_MotionVectorColor, false, false);
|
||
|
EnqueuePass(postProcessPass);
|
||
|
}
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
if (isSceneViewOrPreviewCamera || (isGizmosEnabled && lastCameraInTheStack))
|
||
|
{
|
||
|
// Scene view camera should always resolve target (not stacked)
|
||
|
m_FinalDepthCopyPass.Setup(m_DepthTexture, k_CameraTarget);
|
||
|
m_FinalDepthCopyPass.MssaSamples = 0;
|
||
|
// Turning off unnecessary NRP in Editor because of MSAA mistmatch between CameraTargetDescriptor vs camera backbuffer
|
||
|
// NRP layer considers this being a pass with MSAA samples by checking CameraTargetDescriptor taken from RP asset
|
||
|
// while the camera backbuffer has a single sample
|
||
|
m_FinalDepthCopyPass.useNativeRenderPass = false;
|
||
|
EnqueuePass(m_FinalDepthCopyPass);
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
private void SetupVFXCameraBuffer(UniversalCameraData cameraData)
|
||
|
{
|
||
|
if (cameraData != null && cameraData.historyManager != null)
|
||
|
{
|
||
|
var vfxBufferNeeded = VFX.VFXManager.IsCameraBufferNeeded(cameraData.camera);
|
||
|
if (vfxBufferNeeded.HasFlag(VFX.VFXCameraBufferTypes.Color))
|
||
|
{
|
||
|
cameraData.historyManager.RequestAccess<RawColorHistory>();
|
||
|
|
||
|
var handle = cameraData.historyManager.GetHistoryForRead<RawColorHistory>()?.GetCurrentTexture();
|
||
|
VFX.VFXManager.SetCameraBuffer(cameraData.camera, VFX.VFXCameraBufferTypes.Color, handle, 0, 0,
|
||
|
(int)(cameraData.pixelWidth * cameraData.renderScale), (int)(cameraData.pixelHeight * cameraData.renderScale));
|
||
|
}
|
||
|
|
||
|
if (vfxBufferNeeded.HasFlag(VFX.VFXCameraBufferTypes.Depth))
|
||
|
{
|
||
|
cameraData.historyManager.RequestAccess<RawDepthHistory>();
|
||
|
|
||
|
var handle = cameraData.historyManager.GetHistoryForRead<RawDepthHistory>()?.GetCurrentTexture();
|
||
|
VFX.VFXManager.SetCameraBuffer(cameraData.camera, VFX.VFXCameraBufferTypes.Depth, handle, 0, 0,
|
||
|
(int)(cameraData.pixelWidth * cameraData.renderScale), (int)(cameraData.pixelHeight * cameraData.renderScale));
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// "Raw render" color/depth history.
|
||
|
// Should include opaque and transparent geometry before TAA or any post-processing effects. No UI overlays etc.
|
||
|
private void SetupRawColorDepthHistory(UniversalCameraData cameraData, ref RenderTextureDescriptor cameraTargetDescriptor)
|
||
|
{
|
||
|
if (cameraData != null && cameraData.historyManager != null)
|
||
|
{
|
||
|
var history = cameraData.historyManager;
|
||
|
|
||
|
bool xrMultipassEnabled = false;
|
||
|
int multipassId = 0;
|
||
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
||
|
xrMultipassEnabled = cameraData.xr.enabled && !cameraData.xr.singlePassEnabled;
|
||
|
multipassId = cameraData.xr.multipassId;
|
||
|
#endif
|
||
|
|
||
|
// m_ActiveCameraColorAttachment will be used as source and cast to a Texture.
|
||
|
// Casting empty handle to Texture asserts, so it can't be used for checking null.
|
||
|
// RTHandle could also be set from an external Texture. However it can't be null checked without casting.
|
||
|
// It is assumed that checking the RenderTexture for active color attachment is enough.
|
||
|
if (history.IsAccessRequested<RawColorHistory>() && m_ActiveCameraColorAttachment?.rt != null)
|
||
|
{
|
||
|
var colorHistory = history.GetHistoryForWrite<RawColorHistory>();
|
||
|
if (colorHistory != null)
|
||
|
{
|
||
|
colorHistory.Update(ref cameraTargetDescriptor, xrMultipassEnabled);
|
||
|
if (colorHistory.GetCurrentTexture(multipassId) != null)
|
||
|
{
|
||
|
m_HistoryRawColorCopyPass.Setup(m_ActiveCameraColorAttachment, colorHistory.GetCurrentTexture(multipassId), Downsampling.None);
|
||
|
// See pass creation for actual execution order.
|
||
|
EnqueuePass(m_HistoryRawColorCopyPass);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (history.IsAccessRequested<RawDepthHistory>() && m_ActiveCameraDepthAttachment?.rt != null)
|
||
|
{
|
||
|
var depthHistory = history.GetHistoryForWrite<RawDepthHistory>();
|
||
|
if (depthHistory != null)
|
||
|
{
|
||
|
if (m_HistoryRawDepthCopyPass.CopyToDepth == false)
|
||
|
{
|
||
|
// Fall back to R32_Float if depth copy is disabled.
|
||
|
var tempColorDepthDesc = cameraTargetDescriptor;
|
||
|
tempColorDepthDesc.colorFormat = RenderTextureFormat.RFloat;
|
||
|
tempColorDepthDesc.graphicsFormat = GraphicsFormat.R32_SFloat;
|
||
|
tempColorDepthDesc.depthBufferBits = 0;
|
||
|
depthHistory.Update(ref tempColorDepthDesc, xrMultipassEnabled);
|
||
|
}
|
||
|
else
|
||
|
depthHistory.Update(ref cameraTargetDescriptor, xrMultipassEnabled);
|
||
|
|
||
|
if (depthHistory.GetCurrentTexture(multipassId) != null)
|
||
|
{
|
||
|
m_HistoryRawDepthCopyPass.Setup(m_ActiveCameraDepthAttachment, depthHistory.GetCurrentTexture(multipassId));
|
||
|
// See pass creation for actual execution order.
|
||
|
EnqueuePass(m_HistoryRawDepthCopyPass);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <inheritdoc />
|
||
|
[Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)]
|
||
|
public override void SetupLights(ScriptableRenderContext context, ref RenderingData renderingData)
|
||
|
{
|
||
|
UniversalRenderingData universalRenderingData = frameData.Get<UniversalRenderingData>();
|
||
|
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
|
||
|
UniversalLightData lightData = frameData.Get<UniversalLightData>();
|
||
|
|
||
|
m_ForwardLights.SetupLights(CommandBufferHelpers.GetUnsafeCommandBuffer(renderingData.commandBuffer),
|
||
|
universalRenderingData, cameraData, lightData);
|
||
|
|
||
|
if (this.renderingModeActual == RenderingMode.Deferred)
|
||
|
m_DeferredLights.SetupLights(renderingData.commandBuffer, cameraData, new Vector2Int(cameraData.cameraTargetDescriptor.width, cameraData.cameraTargetDescriptor.height), lightData);
|
||
|
}
|
||
|
|
||
|
/// <inheritdoc />
|
||
|
public override void SetupCullingParameters(ref ScriptableCullingParameters cullingParameters,
|
||
|
ref CameraData cameraData)
|
||
|
{
|
||
|
// TODO: PerObjectCulling also affect reflection probes. Enabling it for now.
|
||
|
// if (asset.additionalLightsRenderingMode == LightRenderingMode.Disabled ||
|
||
|
// asset.maxAdditionalLightsCount == 0)
|
||
|
if (renderingModeActual == RenderingMode.ForwardPlus)
|
||
|
{
|
||
|
cullingParameters.cullingOptions |= CullingOptions.DisablePerObjectCulling;
|
||
|
}
|
||
|
|
||
|
// We disable shadow casters if both shadow casting modes are turned off
|
||
|
// or the shadow distance has been turned down to zero
|
||
|
bool isShadowCastingDisabled = !UniversalRenderPipeline.asset.supportsMainLightShadows && !UniversalRenderPipeline.asset.supportsAdditionalLightShadows;
|
||
|
bool isShadowDistanceZero = Mathf.Approximately(cameraData.maxShadowDistance, 0.0f);
|
||
|
if (isShadowCastingDisabled || isShadowDistanceZero)
|
||
|
{
|
||
|
cullingParameters.cullingOptions &= ~CullingOptions.ShadowCasters;
|
||
|
}
|
||
|
|
||
|
if (this.renderingModeActual == RenderingMode.Deferred)
|
||
|
cullingParameters.maximumVisibleLights = 0xFFFF;
|
||
|
else if (this.renderingModeActual == RenderingMode.ForwardPlus)
|
||
|
{
|
||
|
// We don't add one to the maximum light because mainlight is treated as any other light.
|
||
|
cullingParameters.maximumVisibleLights = UniversalRenderPipeline.maxVisibleAdditionalLights;
|
||
|
// Do not sort reflection probe from engine it will come in reverse order from what we need.
|
||
|
cullingParameters.reflectionProbeSortingCriteria = ReflectionProbeSortingCriteria.None;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// We set the number of maximum visible lights allowed and we add one for the mainlight...
|
||
|
//
|
||
|
// Note: However ScriptableRenderContext.Cull() does not differentiate between light types.
|
||
|
// If there is no active main light in the scene, ScriptableRenderContext.Cull() might return ( cullingParameters.maximumVisibleLights ) visible additional lights.
|
||
|
// i.e ScriptableRenderContext.Cull() might return ( UniversalRenderPipeline.maxVisibleAdditionalLights + 1 ) visible additional lights !
|
||
|
cullingParameters.maximumVisibleLights = UniversalRenderPipeline.maxVisibleAdditionalLights + 1;
|
||
|
}
|
||
|
cullingParameters.shadowDistance = cameraData.maxShadowDistance;
|
||
|
|
||
|
cullingParameters.conservativeEnclosingSphere = UniversalRenderPipeline.asset.conservativeEnclosingSphere;
|
||
|
|
||
|
cullingParameters.numIterationsEnclosingSphere = UniversalRenderPipeline.asset.numIterationsEnclosingSphere;
|
||
|
}
|
||
|
|
||
|
/// <inheritdoc />
|
||
|
public override void FinishRendering(CommandBuffer cmd)
|
||
|
{
|
||
|
m_ColorBufferSystem.Clear();
|
||
|
m_ActiveCameraColorAttachment = null;
|
||
|
m_ActiveCameraDepthAttachment = null;
|
||
|
}
|
||
|
|
||
|
void EnqueueDeferred(RenderTextureDescriptor cameraTargetDescriptor, bool hasDepthPrepass, bool hasNormalPrepass, bool hasRenderingLayerPrepass, bool applyMainShadow, bool applyAdditionalShadow)
|
||
|
{
|
||
|
m_DeferredLights.Setup(
|
||
|
applyAdditionalShadow ? m_AdditionalLightsShadowCasterPass : null,
|
||
|
hasDepthPrepass,
|
||
|
hasNormalPrepass,
|
||
|
hasRenderingLayerPrepass,
|
||
|
m_DepthTexture,
|
||
|
m_ActiveCameraDepthAttachment,
|
||
|
m_ActiveCameraColorAttachment
|
||
|
);
|
||
|
// Need to call Configure for both of these passes to setup input attachments as first frame otherwise will raise errors
|
||
|
if (useRenderPassEnabled && m_DeferredLights.UseFramebufferFetch)
|
||
|
{
|
||
|
// Disable obsolete warning for internal usage
|
||
|
#pragma warning disable CS0618
|
||
|
m_GBufferPass.Configure(null, cameraTargetDescriptor);
|
||
|
m_DeferredPass.Configure(null, cameraTargetDescriptor);
|
||
|
#pragma warning restore CS0618
|
||
|
}
|
||
|
|
||
|
EnqueuePass(m_GBufferPass);
|
||
|
|
||
|
//Must copy depth for deferred shading: TODO wait for API fix to bind depth texture as read-only resource.
|
||
|
if (!useRenderPassEnabled || !m_DeferredLights.UseFramebufferFetch)
|
||
|
{
|
||
|
m_GBufferCopyDepthPass.Setup(m_CameraDepthAttachment, m_DepthTexture);
|
||
|
EnqueuePass(m_GBufferCopyDepthPass);
|
||
|
}
|
||
|
|
||
|
EnqueuePass(m_DeferredPass);
|
||
|
|
||
|
EnqueuePass(m_RenderOpaqueForwardOnlyPass);
|
||
|
}
|
||
|
|
||
|
private struct RenderPassInputSummary
|
||
|
{
|
||
|
internal bool requiresDepthTexture;
|
||
|
internal bool requiresDepthPrepass;
|
||
|
internal bool requiresNormalsTexture;
|
||
|
internal bool requiresColorTexture;
|
||
|
internal bool requiresColorTextureCreated;
|
||
|
internal bool requiresMotionVectors;
|
||
|
internal RenderPassEvent requiresDepthNormalAtEvent;
|
||
|
internal RenderPassEvent requiresDepthTextureEarliestEvent;
|
||
|
}
|
||
|
|
||
|
private RenderPassInputSummary GetRenderPassInputs(bool isTemporalAAEnabled, bool postProcessingEnabled)
|
||
|
{
|
||
|
RenderPassEvent beforeMainRenderingEvent = m_RenderingMode == RenderingMode.Deferred ? RenderPassEvent.BeforeRenderingGbuffer : RenderPassEvent.BeforeRenderingOpaques;
|
||
|
|
||
|
RenderPassInputSummary inputSummary = new RenderPassInputSummary();
|
||
|
inputSummary.requiresDepthNormalAtEvent = RenderPassEvent.BeforeRenderingOpaques;
|
||
|
inputSummary.requiresDepthTextureEarliestEvent = RenderPassEvent.BeforeRenderingPostProcessing;
|
||
|
for (int i = 0; i < activeRenderPassQueue.Count; ++i)
|
||
|
{
|
||
|
ScriptableRenderPass pass = activeRenderPassQueue[i];
|
||
|
bool needsDepth = (pass.input & ScriptableRenderPassInput.Depth) != ScriptableRenderPassInput.None;
|
||
|
bool needsNormals = (pass.input & ScriptableRenderPassInput.Normal) != ScriptableRenderPassInput.None;
|
||
|
bool needsColor = (pass.input & ScriptableRenderPassInput.Color) != ScriptableRenderPassInput.None;
|
||
|
bool needsMotion = (pass.input & ScriptableRenderPassInput.Motion) != ScriptableRenderPassInput.None;
|
||
|
bool eventBeforeMainRendering = pass.renderPassEvent <= beforeMainRenderingEvent;
|
||
|
|
||
|
// TODO: Need a better way to handle this, probably worth to recheck after render graph
|
||
|
// DBuffer requires color texture created as it does not handle y flip correctly
|
||
|
if (pass is DBufferRenderPass dBufferRenderPass)
|
||
|
{
|
||
|
inputSummary.requiresColorTextureCreated = true;
|
||
|
}
|
||
|
|
||
|
inputSummary.requiresDepthTexture |= needsDepth;
|
||
|
inputSummary.requiresDepthPrepass |= needsNormals || needsDepth && eventBeforeMainRendering;
|
||
|
inputSummary.requiresNormalsTexture |= needsNormals;
|
||
|
inputSummary.requiresColorTexture |= needsColor;
|
||
|
inputSummary.requiresMotionVectors |= needsMotion;
|
||
|
if (needsDepth)
|
||
|
inputSummary.requiresDepthTextureEarliestEvent = (RenderPassEvent)Mathf.Min((int)pass.renderPassEvent, (int)inputSummary.requiresDepthTextureEarliestEvent);
|
||
|
if (needsNormals || needsDepth)
|
||
|
inputSummary.requiresDepthNormalAtEvent = (RenderPassEvent)Mathf.Min((int)pass.renderPassEvent, (int)inputSummary.requiresDepthNormalAtEvent);
|
||
|
}
|
||
|
|
||
|
// TAA in postprocess requires it to function.
|
||
|
if (isTemporalAAEnabled)
|
||
|
inputSummary.requiresMotionVectors = true;
|
||
|
|
||
|
// Object motion blur requires motion vectors.
|
||
|
if (postProcessingEnabled)
|
||
|
{
|
||
|
var motionBlur = VolumeManager.instance.stack.GetComponent<MotionBlur>();
|
||
|
if(motionBlur != null && motionBlur.IsActive() && motionBlur.mode.value == MotionBlurMode.CameraAndObjects)
|
||
|
inputSummary.requiresMotionVectors = true;
|
||
|
}
|
||
|
|
||
|
// Motion vectors imply depth
|
||
|
if (inputSummary.requiresMotionVectors)
|
||
|
{
|
||
|
inputSummary.requiresDepthTexture = true;
|
||
|
inputSummary.requiresDepthTextureEarliestEvent = (RenderPassEvent)Mathf.Min((int)m_MotionVectorPass.renderPassEvent, (int)inputSummary.requiresDepthTextureEarliestEvent);
|
||
|
}
|
||
|
|
||
|
|
||
|
return inputSummary;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
void CreateCameraRenderTarget(ScriptableRenderContext context, ref RenderTextureDescriptor descriptor, CommandBuffer cmd, UniversalCameraData cameraData)
|
||
|
{
|
||
|
using (new ProfilingScope(Profiling.createCameraRenderTarget))
|
||
|
{
|
||
|
if (m_ColorBufferSystem.PeekBackBuffer() == null || m_ColorBufferSystem.PeekBackBuffer().nameID != BuiltinRenderTextureType.CameraTarget)
|
||
|
{
|
||
|
// Disable obsolete warning for internal usage
|
||
|
#pragma warning disable CS0618
|
||
|
m_ActiveCameraColorAttachment = m_ColorBufferSystem.GetBackBuffer(cmd);
|
||
|
ConfigureCameraColorTarget(m_ActiveCameraColorAttachment);
|
||
|
#pragma warning restore CS0618
|
||
|
|
||
|
cmd.SetGlobalTexture("_CameraColorTexture", m_ActiveCameraColorAttachment.nameID);
|
||
|
//Set _AfterPostProcessTexture, users might still rely on this although it is now always the cameratarget due to swapbuffer
|
||
|
cmd.SetGlobalTexture("_AfterPostProcessTexture", m_ActiveCameraColorAttachment.nameID);
|
||
|
}
|
||
|
|
||
|
if (m_CameraDepthAttachment == null || m_CameraDepthAttachment.nameID != BuiltinRenderTextureType.CameraTarget)
|
||
|
{
|
||
|
var depthDescriptor = descriptor;
|
||
|
depthDescriptor.useMipMap = false;
|
||
|
depthDescriptor.autoGenerateMips = false;
|
||
|
depthDescriptor.bindMS = false;
|
||
|
|
||
|
bool hasMSAA = depthDescriptor.msaaSamples > 1 && (SystemInfo.supportsMultisampledTextures != 0);
|
||
|
|
||
|
// if MSAA is enabled and we are not resolving depth, which we only do if the CopyDepthPass is AfterTransparents,
|
||
|
// then we want to bind the multisampled surface.
|
||
|
if (hasMSAA)
|
||
|
{
|
||
|
// if depth priming is enabled the copy depth primed pass is meant to do the MSAA resolve, so we want to bind the MS surface
|
||
|
if (IsDepthPrimingEnabled(cameraData))
|
||
|
depthDescriptor.bindMS = true;
|
||
|
else
|
||
|
depthDescriptor.bindMS = !(RenderingUtils.MultisampleDepthResolveSupported() && m_CopyDepthMode == CopyDepthMode.AfterTransparents);
|
||
|
}
|
||
|
|
||
|
// binding MS surfaces is not supported by the GLES backend, and it won't be fixed after investigating
|
||
|
// the high performance impact of potential fixes, which would make it more expensive than depth prepass (fogbugz 1339401 for more info)
|
||
|
if (IsGLESDevice())
|
||
|
depthDescriptor.bindMS = false;
|
||
|
|
||
|
depthDescriptor.graphicsFormat = GraphicsFormat.None;
|
||
|
depthDescriptor.depthStencilFormat = (m_CameraDepthAttachmentFormat != DepthFormat.Default) ? (GraphicsFormat)m_CameraDepthAttachmentFormat : k_DepthStencilFormat;
|
||
|
RenderingUtils.ReAllocateHandleIfNeeded(ref m_CameraDepthAttachment, depthDescriptor, FilterMode.Point, TextureWrapMode.Clamp, name: "_CameraDepthAttachment");
|
||
|
cmd.SetGlobalTexture(m_CameraDepthAttachment.name, m_CameraDepthAttachment.nameID);
|
||
|
|
||
|
// update the descriptor to match the depth attachment
|
||
|
descriptor.depthStencilFormat = depthDescriptor.depthStencilFormat;
|
||
|
descriptor.depthBufferBits = depthDescriptor.depthBufferBits;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
context.ExecuteCommandBuffer(cmd);
|
||
|
cmd.Clear();
|
||
|
}
|
||
|
|
||
|
bool PlatformRequiresExplicitMsaaResolve()
|
||
|
{
|
||
|
#if UNITY_EDITOR
|
||
|
// In the editor play-mode we use a Game View Render Texture, with
|
||
|
// samples count forced to 1 so we always need to do an explicit MSAA resolve.
|
||
|
return true;
|
||
|
#else
|
||
|
// On Metal/iOS the MSAA resolve is done implicitly as part of the renderpass, so we do not need an extra intermediate pass for the explicit autoresolve.
|
||
|
// Note: On Vulkan Standalone, despite SystemInfo.supportsMultisampleAutoResolve being true, the backbuffer has only 1 sample, so we still require
|
||
|
// the explicit resolve on non-mobile platforms with supportsMultisampleAutoResolve.
|
||
|
return !(SystemInfo.supportsMultisampleAutoResolve && Application.isMobilePlatform)
|
||
|
&& SystemInfo.graphicsDeviceType != GraphicsDeviceType.Metal;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
/// <summary>
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/// Checks if the pipeline needs to create a intermediate render texture.
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/// </summary>
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/// <param name="cameraData">CameraData contains all relevant render target information for the camera.</param>
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/// <seealso cref="CameraData"/>
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/// <returns>Return true if pipeline needs to render to a intermediate render texture.</returns>
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bool RequiresIntermediateColorTexture(UniversalCameraData cameraData, ref RenderPassInputSummary renderPassInputs)
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{
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// When rendering a camera stack we always create an intermediate render texture to composite camera results.
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// We create it upon rendering the Base camera.
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if (cameraData.renderType == CameraRenderType.Base && !cameraData.resolveFinalTarget)
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return true;
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// Always force rendering into intermediate color texture if deferred rendering mode is selected.
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// Reason: without intermediate color texture, the target camera texture is y-flipped.
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// However, the target camera texture is bound during gbuffer pass and deferred pass.
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// Gbuffer pass will not be y-flipped because it is MRT (see ScriptableRenderContext implementation),
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// while deferred pass will be y-flipped, which breaks rendering.
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// This incurs an extra blit into at the end of rendering.
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if (this.renderingModeActual == RenderingMode.Deferred)
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return true;
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bool isSceneViewCamera = cameraData.isSceneViewCamera;
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var cameraTargetDescriptor = cameraData.cameraTargetDescriptor;
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int msaaSamples = cameraTargetDescriptor.msaaSamples;
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bool isScaledRender = cameraData.imageScalingMode != ImageScalingMode.None;
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bool isCompatibleBackbufferTextureDimension = cameraTargetDescriptor.dimension == TextureDimension.Tex2D;
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bool requiresExplicitMsaaResolve = msaaSamples > 1 && PlatformRequiresExplicitMsaaResolve();
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bool isOffscreenRender = cameraData.targetTexture != null && !isSceneViewCamera;
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bool isCapturing = cameraData.captureActions != null;
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#if ENABLE_VR && ENABLE_XR_MODULE
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if (cameraData.xr.enabled)
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{
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isScaledRender = false;
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isCompatibleBackbufferTextureDimension = cameraData.xr.renderTargetDesc.dimension == cameraTargetDescriptor.dimension;
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}
|
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#endif
|
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bool postProcessEnabled = cameraData.postProcessEnabled && m_PostProcessPasses.isCreated;
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bool requiresBlitForOffscreenCamera = postProcessEnabled || cameraData.requiresOpaqueTexture || requiresExplicitMsaaResolve || !cameraData.isDefaultViewport;
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|
if (isOffscreenRender)
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return requiresBlitForOffscreenCamera;
|
||
|
|
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|
return requiresBlitForOffscreenCamera || isSceneViewCamera || isScaledRender || cameraData.isHdrEnabled ||
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!isCompatibleBackbufferTextureDimension || isCapturing || cameraData.requireSrgbConversion ||
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|
renderPassInputs.requiresColorTexture || renderPassInputs.requiresColorTextureCreated;
|
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|
}
|
||
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|
||
|
bool CanCopyDepth(UniversalCameraData cameraData)
|
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|
{
|
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|
bool msaaEnabledForCamera = cameraData.cameraTargetDescriptor.msaaSamples > 1;
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|
bool supportsTextureCopy = SystemInfo.copyTextureSupport != CopyTextureSupport.None;
|
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bool supportsDepthTarget = RenderingUtils.SupportsRenderTextureFormat(RenderTextureFormat.Depth);
|
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|
bool supportsDepthCopy = !msaaEnabledForCamera && (supportsDepthTarget || supportsTextureCopy);
|
||
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|
||
|
bool msaaDepthResolve = msaaEnabledForCamera && SystemInfo.supportsMultisampledTextures != 0;
|
||
|
|
||
|
// copying MSAA depth on GLES3 is giving invalid results. This won't be fixed by the driver team because it would introduce performance issues (more info in the Fogbugz issue 1339401 comments)
|
||
|
if (IsGLESDevice() && msaaDepthResolve)
|
||
|
return false;
|
||
|
|
||
|
return supportsDepthCopy || msaaDepthResolve;
|
||
|
}
|
||
|
|
||
|
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_ActiveCameraDepthAttachment.nameID != BuiltinRenderTextureType.CameraTarget)
|
||
|
ConfigureCameraTarget(m_ColorBufferSystem.GetBackBuffer(cmd), m_ActiveCameraDepthAttachment);
|
||
|
else
|
||
|
ConfigureCameraColorTarget(m_ColorBufferSystem.GetBackBuffer(cmd));
|
||
|
#pragma warning restore CS0618
|
||
|
|
||
|
m_ActiveCameraColorAttachment = m_ColorBufferSystem.GetBackBuffer(cmd);
|
||
|
cmd.SetGlobalTexture("_CameraColorTexture", m_ActiveCameraColorAttachment.nameID);
|
||
|
//Set _AfterPostProcessTexture, users might still rely on this although it is now always the cameratarget due to swapbuffer
|
||
|
cmd.SetGlobalTexture("_AfterPostProcessTexture", m_ActiveCameraColorAttachment.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 override bool supportsNativeRenderPassRendergraphCompiler
|
||
|
{
|
||
|
get => SystemInfo.graphicsDeviceType != GraphicsDeviceType.OpenGLES3 // GLES doesn't support backbuffer MSAA resolve with the NRP API
|
||
|
&& SystemInfo.graphicsDeviceType != GraphicsDeviceType.OpenGLCore
|
||
|
;
|
||
|
}
|
||
|
}
|
||
|
}
|