using System; using UnityEngine.Experimental.Rendering; namespace UnityEngine.Rendering.Universal.Internal { /// /// Copy the given depth buffer into the given destination depth buffer. /// /// You can use this pass to copy a depth buffer to a destination, /// so you can use it later in rendering. If the source texture has MSAA /// enabled, the pass uses a custom MSAA resolve. If the source texture /// does not have MSAA enabled, the pass uses a Blit or a Copy Texture /// operation, depending on what the current platform supports. /// public class CopyDepthPass : ScriptableRenderPass { private RenderTargetHandle source { get; set; } private RenderTargetHandle destination { get; set; } internal bool AllocateRT { get; set; } internal int MssaSamples { get; set; } Material m_CopyDepthMaterial; public CopyDepthPass(RenderPassEvent evt, Material copyDepthMaterial) { base.profilingSampler = new ProfilingSampler(nameof(CopyDepthPass)); AllocateRT = true; m_CopyDepthMaterial = copyDepthMaterial; renderPassEvent = evt; } /// /// Configure the pass with the source and destination to execute on. /// /// Source Render Target /// Destination Render Targt public void Setup(RenderTargetHandle source, RenderTargetHandle destination) { this.source = source; this.destination = destination; this.AllocateRT = !destination.HasInternalRenderTargetId(); this.MssaSamples = -1; } public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) { var descriptor = renderingData.cameraData.cameraTargetDescriptor; descriptor.colorFormat = RenderTextureFormat.Depth; descriptor.depthBufferBits = 32; //TODO: do we really need this. double check; descriptor.msaaSamples = 1; if (this.AllocateRT) cmd.GetTemporaryRT(destination.id, descriptor, FilterMode.Point); // On Metal iOS, prevent camera attachments to be bound and cleared during this pass. ConfigureTarget(new RenderTargetIdentifier(destination.Identifier(), 0, CubemapFace.Unknown, -1), descriptor.depthStencilFormat, descriptor.width, descriptor.height, descriptor.msaaSamples, true); ConfigureClear(ClearFlag.None, Color.black); } /// public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { if (m_CopyDepthMaterial == null) { Debug.LogErrorFormat("Missing {0}. {1} render pass will not execute. Check for missing reference in the renderer resources.", m_CopyDepthMaterial, GetType().Name); return; } CommandBuffer cmd = CommandBufferPool.Get(); using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.CopyDepth))) { int cameraSamples = 0; if (MssaSamples == -1) { RenderTextureDescriptor descriptor = renderingData.cameraData.cameraTargetDescriptor; cameraSamples = descriptor.msaaSamples; } else cameraSamples = MssaSamples; // When auto resolve is supported or multisampled texture is not supported, set camera samples to 1 if (SystemInfo.supportsMultisampleAutoResolve || SystemInfo.supportsMultisampledTextures == 0) cameraSamples = 1; CameraData cameraData = renderingData.cameraData; switch (cameraSamples) { case 8: cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa2); cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa4); cmd.EnableShaderKeyword(ShaderKeywordStrings.DepthMsaa8); break; case 4: cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa2); cmd.EnableShaderKeyword(ShaderKeywordStrings.DepthMsaa4); cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa8); break; case 2: cmd.EnableShaderKeyword(ShaderKeywordStrings.DepthMsaa2); cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa4); cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa8); break; // MSAA disabled, auto resolve supported or ms textures not supported default: cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa2); cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa4); cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa8); break; } cmd.SetGlobalTexture("_CameraDepthAttachment", source.Identifier()); #if ENABLE_VR && ENABLE_XR_MODULE // XR uses procedural draw instead of cmd.blit or cmd.DrawFullScreenMesh if (renderingData.cameraData.xr.enabled) { // XR flip logic is not the same as non-XR case because XR uses draw procedure // and draw procedure does not need to take projection matrix yflip into account // We y-flip if // 1) we are bliting from render texture to back buffer and // 2) renderTexture starts UV at top // XRTODO: handle scalebias and scalebiasRt for src and dst separately bool isRenderToBackBufferTarget = destination.Identifier() == cameraData.xr.renderTarget && !cameraData.xr.renderTargetIsRenderTexture; bool yflip = isRenderToBackBufferTarget && SystemInfo.graphicsUVStartsAtTop; float flipSign = (yflip) ? -1.0f : 1.0f; Vector4 scaleBiasRt = (flipSign < 0.0f) ? new Vector4(flipSign, 1.0f, -1.0f, 1.0f) : new Vector4(flipSign, 0.0f, 1.0f, 1.0f); cmd.SetGlobalVector(ShaderPropertyId.scaleBiasRt, scaleBiasRt); cmd.DrawProcedural(Matrix4x4.identity, m_CopyDepthMaterial, 0, MeshTopology.Quads, 4); } else #endif { // Blit has logic to flip projection matrix when rendering to render texture. // Currently the y-flip is handled in CopyDepthPass.hlsl by checking _ProjectionParams.x // If you replace this Blit with a Draw* that sets projection matrix double check // to also update shader. // scaleBias.x = flipSign // scaleBias.y = scale // scaleBias.z = bias // scaleBias.w = unused // In game view final target acts as back buffer were target is not flipped bool isGameViewFinalTarget = (cameraData.cameraType == CameraType.Game && destination == RenderTargetHandle.CameraTarget); bool yflip = (cameraData.IsCameraProjectionMatrixFlipped()) && !isGameViewFinalTarget; float flipSign = yflip ? -1.0f : 1.0f; Vector4 scaleBiasRt = (flipSign < 0.0f) ? new Vector4(flipSign, 1.0f, -1.0f, 1.0f) : new Vector4(flipSign, 0.0f, 1.0f, 1.0f); cmd.SetGlobalVector(ShaderPropertyId.scaleBiasRt, scaleBiasRt); cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, m_CopyDepthMaterial); } } context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); } /// public override void OnCameraCleanup(CommandBuffer cmd) { if (cmd == null) throw new ArgumentNullException("cmd"); if (this.AllocateRT) cmd.ReleaseTemporaryRT(destination.id); destination = RenderTargetHandle.CameraTarget; } } }