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