forked from BilalY/Rasagar
364 lines
19 KiB
C#
364 lines
19 KiB
C#
using System;
|
|
using UnityEngine.Rendering.RenderGraphModule;
|
|
using UnityEngine.Experimental.Rendering;
|
|
|
|
namespace UnityEngine.Rendering.Universal.Internal
|
|
{
|
|
/// <summary>
|
|
/// Copy the given color target to the current camera target
|
|
///
|
|
/// You can use this pass to copy the result of rendering to
|
|
/// the camera target. The pass takes the screen viewport into
|
|
/// consideration.
|
|
/// </summary>
|
|
public class FinalBlitPass : ScriptableRenderPass
|
|
{
|
|
RTHandle m_Source;
|
|
private PassData m_PassData;
|
|
|
|
static readonly int s_CameraDepthTextureID = Shader.PropertyToID("_CameraDepthTexture");
|
|
|
|
// Use specialed URP fragment shader pass for debug draw support and color space conversion/encoding support.
|
|
// See CoreBlit.shader and BlitHDROverlay.shader
|
|
static class BlitPassNames
|
|
{
|
|
public const string NearestSampler = "NearestDebugDraw";
|
|
public const string BilinearSampler = "BilinearDebugDraw";
|
|
}
|
|
|
|
enum BlitType
|
|
{
|
|
Core = 0, // Core blit
|
|
HDR = 1, // Blit with HDR encoding and overlay UI compositing
|
|
Count = 2
|
|
}
|
|
|
|
struct BlitMaterialData
|
|
{
|
|
public Material material;
|
|
public int nearestSamplerPass;
|
|
public int bilinearSamplerPass;
|
|
}
|
|
|
|
BlitMaterialData[] m_BlitMaterialData;
|
|
|
|
/// <summary>
|
|
/// Creates a new <c>FinalBlitPass</c> instance.
|
|
/// </summary>
|
|
/// <param name="evt">The <c>RenderPassEvent</c> to use.</param>
|
|
/// <param name="blitMaterial">The <c>Material</c> to use for copying the executing the final blit.</param>
|
|
/// <param name="blitHDRMaterial">The <c>Material</c> to use for copying the executing the final blit when HDR output is active.</param>
|
|
/// <seealso cref="RenderPassEvent"/>
|
|
public FinalBlitPass(RenderPassEvent evt, Material blitMaterial, Material blitHDRMaterial)
|
|
{
|
|
profilingSampler = ProfilingSampler.Get(URPProfileId.BlitFinalToBackBuffer);
|
|
base.useNativeRenderPass = false;
|
|
m_PassData = new PassData();
|
|
renderPassEvent = evt;
|
|
|
|
// Find sampler passes by name
|
|
const int blitTypeCount = (int)BlitType.Count;
|
|
m_BlitMaterialData = new BlitMaterialData[blitTypeCount];
|
|
for (int i = 0; i < blitTypeCount; ++i)
|
|
{
|
|
m_BlitMaterialData[i].material = i == (int)BlitType.Core ? blitMaterial : blitHDRMaterial;
|
|
m_BlitMaterialData[i].nearestSamplerPass = m_BlitMaterialData[i].material?.FindPass(BlitPassNames.NearestSampler) ?? -1;
|
|
m_BlitMaterialData[i].bilinearSamplerPass = m_BlitMaterialData[i].material?.FindPass(BlitPassNames.BilinearSampler) ?? -1;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Cleans up resources used by the pass.
|
|
/// </summary>
|
|
public void Dispose()
|
|
{
|
|
|
|
}
|
|
|
|
/// <summary>
|
|
/// Configure the pass
|
|
/// </summary>
|
|
/// <param name="baseDescriptor"></param>
|
|
/// <param name="colorHandle"></param>
|
|
[Obsolete("Use RTHandles for colorHandle", true)]
|
|
public void Setup(RenderTextureDescriptor baseDescriptor, RenderTargetHandle colorHandle)
|
|
{
|
|
throw new NotSupportedException("Setup with RenderTargetHandle has been deprecated. Use it with RTHandles instead.");
|
|
}
|
|
|
|
/// <summary>
|
|
/// Configure the pass
|
|
/// </summary>
|
|
/// <param name="baseDescriptor"></param>
|
|
/// <param name="colorHandle"></param>
|
|
public void Setup(RenderTextureDescriptor baseDescriptor, RTHandle colorHandle)
|
|
{
|
|
m_Source = colorHandle;
|
|
}
|
|
|
|
static void SetupHDROutput(ColorGamut hdrDisplayColorGamut, Material material, HDROutputUtils.Operation hdrOperation, Vector4 hdrOutputParameters)
|
|
{
|
|
material.SetVector(ShaderPropertyId.hdrOutputLuminanceParams, hdrOutputParameters);
|
|
HDROutputUtils.ConfigureHDROutput(material, hdrDisplayColorGamut, hdrOperation);
|
|
}
|
|
|
|
/// <inheritdoc/>
|
|
[Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)]
|
|
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
|
|
{
|
|
UniversalCameraData cameraData = renderingData.frameData.Get<UniversalCameraData>();
|
|
DebugHandler debugHandler = GetActiveDebugHandler(cameraData);
|
|
bool resolveToDebugScreen = debugHandler != null && debugHandler.WriteToDebugScreenTexture(cameraData.resolveFinalTarget);
|
|
|
|
if (resolveToDebugScreen)
|
|
{
|
|
// Disable obsolete warning for internal usage
|
|
#pragma warning disable CS0618
|
|
ConfigureTarget(debugHandler.DebugScreenColorHandle, debugHandler.DebugScreenDepthHandle);
|
|
#pragma warning restore CS0618
|
|
}
|
|
}
|
|
|
|
/// <inheritdoc/>
|
|
[Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)]
|
|
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
|
|
{
|
|
ContextContainer frameData = renderingData.frameData;
|
|
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
|
|
|
|
bool outputsToHDR = renderingData.cameraData.isHDROutputActive;
|
|
bool outputsAlpha = false;
|
|
InitPassData(cameraData, ref m_PassData, outputsToHDR ? BlitType.HDR : BlitType.Core, outputsAlpha);
|
|
|
|
if (m_PassData.blitMaterialData.material == null)
|
|
{
|
|
Debug.LogErrorFormat("Missing {0}. {1} render pass will not execute. Check for missing reference in the renderer resources.", m_PassData.blitMaterialData, GetType().Name);
|
|
return;
|
|
}
|
|
|
|
var cameraTarget = RenderingUtils.GetCameraTargetIdentifier(ref renderingData);
|
|
DebugHandler debugHandler = GetActiveDebugHandler(cameraData);
|
|
bool resolveToDebugScreen = debugHandler != null && debugHandler.WriteToDebugScreenTexture(cameraData.resolveFinalTarget);
|
|
|
|
// Get RTHandle alias to use RTHandle apis
|
|
RTHandleStaticHelpers.SetRTHandleStaticWrapper(cameraTarget);
|
|
var cameraTargetHandle = RTHandleStaticHelpers.s_RTHandleWrapper;
|
|
|
|
var cmd = renderingData.commandBuffer;
|
|
|
|
if (m_Source == cameraData.renderer.GetCameraColorFrontBuffer(cmd))
|
|
{
|
|
m_Source = renderingData.cameraData.renderer.cameraColorTargetHandle;
|
|
}
|
|
|
|
using (new ProfilingScope(cmd, profilingSampler))
|
|
{
|
|
m_PassData.blitMaterialData.material.enabledKeywords = null;
|
|
|
|
debugHandler?.UpdateShaderGlobalPropertiesForFinalValidationPass(cmd, cameraData, !resolveToDebugScreen);
|
|
|
|
cmd.SetKeyword(ShaderGlobalKeywords.LinearToSRGBConversion,
|
|
cameraData.requireSrgbConversion);
|
|
|
|
if (outputsToHDR)
|
|
{
|
|
VolumeStack stack = VolumeManager.instance.stack;
|
|
Tonemapping tonemapping = stack.GetComponent<Tonemapping>();
|
|
|
|
Vector4 hdrOutputLuminanceParams;
|
|
UniversalRenderPipeline.GetHDROutputLuminanceParameters(cameraData.hdrDisplayInformation, cameraData.hdrDisplayColorGamut, tonemapping, out hdrOutputLuminanceParams);
|
|
|
|
HDROutputUtils.Operation hdrOperation = HDROutputUtils.Operation.None;
|
|
// If the HDRDebugView is on, we don't want the encoding
|
|
if (debugHandler == null || !debugHandler.HDRDebugViewIsActive(cameraData.resolveFinalTarget))
|
|
hdrOperation |= HDROutputUtils.Operation.ColorEncoding;
|
|
// Color conversion may have happened in the Uber post process through color grading, so we don't want to reapply it
|
|
if (!cameraData.postProcessEnabled)
|
|
hdrOperation |= HDROutputUtils.Operation.ColorConversion;
|
|
|
|
SetupHDROutput(cameraData.hdrDisplayColorGamut, m_PassData.blitMaterialData.material, hdrOperation, hdrOutputLuminanceParams);
|
|
}
|
|
|
|
if (resolveToDebugScreen)
|
|
{
|
|
// Blit to the debugger texture instead of the camera target
|
|
int shaderPassIndex = m_Source.rt?.filterMode == FilterMode.Bilinear ? m_PassData.blitMaterialData.bilinearSamplerPass : m_PassData.blitMaterialData.nearestSamplerPass;
|
|
Vector2 viewportScale = m_Source.useScaling ? new Vector2(m_Source.rtHandleProperties.rtHandleScale.x, m_Source.rtHandleProperties.rtHandleScale.y) : Vector2.one;
|
|
Blitter.BlitTexture(cmd, m_Source, viewportScale, m_PassData.blitMaterialData.material, shaderPassIndex);
|
|
|
|
cameraData.renderer.ConfigureCameraTarget(debugHandler.DebugScreenColorHandle, debugHandler.DebugScreenDepthHandle);
|
|
}
|
|
// TODO RENDERGRAPH: See https://jira.unity3d.com/projects/URP/issues/URP-1737
|
|
// This branch of the if statement must be removed for render graph and the new command list with a novel way of using Blitter with fill mode
|
|
else if (GL.wireframe && cameraData.isSceneViewCamera)
|
|
{
|
|
// This set render target is necessary so we change the LOAD state to DontCare.
|
|
cmd.SetRenderTarget(BuiltinRenderTextureType.CameraTarget,
|
|
RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, // color
|
|
RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare); // depth
|
|
cmd.Blit(m_Source.nameID, cameraTargetHandle.nameID);
|
|
}
|
|
else
|
|
{
|
|
// TODO: Final blit pass should always blit to backbuffer. The first time we do we don't need to Load contents to tile.
|
|
// We need to keep in the pipeline of first render pass to each render target to properly set load/store actions.
|
|
// meanwhile we set to load so split screen case works.
|
|
var loadAction = RenderBufferLoadAction.DontCare;
|
|
if (!cameraData.isSceneViewCamera && !cameraData.isDefaultViewport)
|
|
loadAction = RenderBufferLoadAction.Load;
|
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
|
if (cameraData.xr.enabled)
|
|
loadAction = RenderBufferLoadAction.Load;
|
|
#endif
|
|
|
|
CoreUtils.SetRenderTarget(renderingData.commandBuffer, cameraTargetHandle, loadAction, RenderBufferStoreAction.Store, ClearFlag.None, Color.clear);
|
|
ExecutePass(CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer), m_PassData, m_Source, cameraTargetHandle, cameraData);
|
|
cameraData.renderer.ConfigureCameraTarget(cameraTargetHandle, cameraTargetHandle);
|
|
}
|
|
}
|
|
}
|
|
|
|
private static void ExecutePass(RasterCommandBuffer cmd, PassData data, RTHandle source, RTHandle destination, UniversalCameraData cameraData)
|
|
{
|
|
bool isRenderToBackBufferTarget = !cameraData.isSceneViewCamera;
|
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
|
if (cameraData.xr.enabled)
|
|
isRenderToBackBufferTarget = new RenderTargetIdentifier(destination.nameID, 0, CubemapFace.Unknown, -1) == new RenderTargetIdentifier(cameraData.xr.renderTarget, 0, CubemapFace.Unknown, -1);
|
|
#endif
|
|
Vector4 scaleBias = RenderingUtils.GetFinalBlitScaleBias(source, destination, cameraData);
|
|
if (isRenderToBackBufferTarget)
|
|
cmd.SetViewport(cameraData.pixelRect);
|
|
|
|
// turn off any global wireframe & "scene view wireframe shader hijack" settings for doing blits:
|
|
// we never want them to show up as wireframe
|
|
cmd.SetWireframe(false);
|
|
|
|
CoreUtils.SetKeyword(data.blitMaterialData.material, ShaderKeywordStrings._ENABLE_ALPHA_OUTPUT, data.enableAlphaOutput);
|
|
|
|
int shaderPassIndex = source.rt?.filterMode == FilterMode.Bilinear ? data.blitMaterialData.bilinearSamplerPass : data.blitMaterialData.nearestSamplerPass;
|
|
Blitter.BlitTexture(cmd, source, scaleBias, data.blitMaterialData.material, shaderPassIndex);
|
|
}
|
|
|
|
private class PassData
|
|
{
|
|
internal TextureHandle source;
|
|
internal TextureHandle destination;
|
|
internal TextureHandle depthTexture;
|
|
internal int sourceID;
|
|
internal Vector4 hdrOutputLuminanceParams;
|
|
internal bool requireSrgbConversion;
|
|
internal bool enableAlphaOutput;
|
|
internal BlitMaterialData blitMaterialData;
|
|
internal UniversalCameraData cameraData;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Initialize the shared pass data.
|
|
/// </summary>
|
|
/// <param name="passData"></param>
|
|
private void InitPassData(UniversalCameraData cameraData, ref PassData passData, BlitType blitType, bool enableAlphaOutput)
|
|
{
|
|
passData.cameraData = cameraData;
|
|
passData.requireSrgbConversion = cameraData.requireSrgbConversion;
|
|
passData.enableAlphaOutput = enableAlphaOutput;
|
|
|
|
passData.blitMaterialData = m_BlitMaterialData[(int)blitType];
|
|
}
|
|
|
|
internal void Render(RenderGraph renderGraph, ContextContainer frameData, UniversalCameraData cameraData, in TextureHandle src, in TextureHandle dest, TextureHandle overlayUITexture)
|
|
{
|
|
using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData, profilingSampler))
|
|
{
|
|
UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
|
|
UniversalRenderer renderer = cameraData.renderer as UniversalRenderer;
|
|
|
|
if (cameraData.requiresDepthTexture && renderer != null)
|
|
{
|
|
if (renderer.renderingModeActual != RenderingMode.Deferred)
|
|
{
|
|
builder.UseGlobalTexture(s_CameraDepthTextureID);
|
|
passData.depthTexture = resourceData.activeDepthTexture;
|
|
}
|
|
|
|
else if (renderer.deferredLights.GbufferDepthIndex != -1)
|
|
{
|
|
builder.UseTexture(resourceData.gBuffer[renderer.deferredLights.GbufferDepthIndex]);
|
|
passData.depthTexture = resourceData.gBuffer[renderer.deferredLights.GbufferDepthIndex];
|
|
}
|
|
}
|
|
|
|
bool outputsToHDR = cameraData.isHDROutputActive;
|
|
bool outputsAlpha = cameraData.isAlphaOutputEnabled;
|
|
InitPassData(cameraData, ref passData, outputsToHDR ? BlitType.HDR : BlitType.Core, outputsAlpha);
|
|
|
|
passData.sourceID = ShaderPropertyId.sourceTex;
|
|
passData.source = src;
|
|
builder.UseTexture(src, AccessFlags.Read);
|
|
passData.destination = dest;
|
|
builder.SetRenderAttachment(dest, 0, AccessFlags.Write);
|
|
|
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
|
// This is a screen-space pass, make sure foveated rendering is disabled for non-uniform renders
|
|
bool passSupportsFoveation = !XRSystem.foveatedRenderingCaps.HasFlag(FoveatedRenderingCaps.NonUniformRaster);
|
|
builder.EnableFoveatedRasterization(cameraData.xr.supportsFoveatedRendering && passSupportsFoveation);
|
|
#endif
|
|
|
|
if (outputsToHDR && overlayUITexture.IsValid())
|
|
{
|
|
VolumeStack stack = VolumeManager.instance.stack;
|
|
Tonemapping tonemapping = stack.GetComponent<Tonemapping>();
|
|
UniversalRenderPipeline.GetHDROutputLuminanceParameters(passData.cameraData.hdrDisplayInformation, passData.cameraData.hdrDisplayColorGamut, tonemapping, out passData.hdrOutputLuminanceParams);
|
|
|
|
builder.UseTexture(overlayUITexture, AccessFlags.Read);
|
|
}
|
|
else
|
|
{
|
|
passData.hdrOutputLuminanceParams = new Vector4(-1.0f, -1.0f, -1.0f, -1.0f);
|
|
}
|
|
|
|
builder.AllowGlobalStateModification(true);
|
|
|
|
builder.SetRenderFunc((PassData data, RasterGraphContext context) =>
|
|
{
|
|
data.blitMaterialData.material.enabledKeywords = null;
|
|
|
|
context.cmd.SetKeyword(ShaderGlobalKeywords.LinearToSRGBConversion, data.requireSrgbConversion);
|
|
data.blitMaterialData.material.SetTexture(data.sourceID, data.source);
|
|
|
|
if(data.depthTexture.IsValid())
|
|
data.blitMaterialData.material.SetTexture(s_CameraDepthTextureID, data.depthTexture);
|
|
|
|
DebugHandler debugHandler = GetActiveDebugHandler(data.cameraData);
|
|
bool resolveToDebugScreen = debugHandler != null && debugHandler.WriteToDebugScreenTexture(data.cameraData.resolveFinalTarget);
|
|
|
|
// TODO RENDERGRAPH: this should ideally be shared in ExecutePass to avoid code duplication
|
|
if (data.hdrOutputLuminanceParams.w >= 0)
|
|
{
|
|
HDROutputUtils.Operation hdrOperation = HDROutputUtils.Operation.None;
|
|
// If the HDRDebugView is on, we don't want the encoding
|
|
if (debugHandler == null || !debugHandler.HDRDebugViewIsActive(data.cameraData.resolveFinalTarget))
|
|
hdrOperation |= HDROutputUtils.Operation.ColorEncoding;
|
|
|
|
// Color conversion may have happened in the Uber post process through color grading, so we don't want to reapply it
|
|
if (!data.cameraData.postProcessEnabled)
|
|
hdrOperation |= HDROutputUtils.Operation.ColorConversion;
|
|
|
|
SetupHDROutput(data.cameraData.hdrDisplayColorGamut, data.blitMaterialData.material, hdrOperation, data.hdrOutputLuminanceParams);
|
|
}
|
|
|
|
if (resolveToDebugScreen)
|
|
{
|
|
RTHandle sourceTex = data.source;
|
|
Vector2 viewportScale = sourceTex.useScaling ? new Vector2(sourceTex.rtHandleProperties.rtHandleScale.x, sourceTex.rtHandleProperties.rtHandleScale.y) : Vector2.one;
|
|
|
|
int shaderPassIndex = sourceTex.rt?.filterMode == FilterMode.Bilinear ? data.blitMaterialData.bilinearSamplerPass : data.blitMaterialData.nearestSamplerPass;
|
|
Blitter.BlitTexture(context.cmd, sourceTex, viewportScale, data.blitMaterialData.material, shaderPassIndex);
|
|
}
|
|
else
|
|
ExecutePass(context.cmd, data, data.source, data.destination, data.cameraData);
|
|
});
|
|
}
|
|
}
|
|
}
|
|
}
|