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- using System;
- using System.Collections.Generic;
- using UnityEngine.Profiling;
- namespace UnityEngine.Rendering.Universal.Internal
- {
- /// <summary>
- /// Draw objects into the given color and depth target
- ///
- /// You can use this pass to render objects that have a material and/or shader
- /// with the pass names UniversalForward or SRPDefaultUnlit.
- /// </summary>
- public class DrawObjectsPass : ScriptableRenderPass
- {
- FilteringSettings m_FilteringSettings;
- RenderStateBlock m_RenderStateBlock;
- List<ShaderTagId> m_ShaderTagIdList = new List<ShaderTagId>();
- string m_ProfilerTag;
- ProfilingSampler m_ProfilingSampler;
- bool m_IsOpaque;
- bool m_UseDepthPriming;
- static readonly int s_DrawObjectPassDataPropID = Shader.PropertyToID("_DrawObjectPassData");
- public DrawObjectsPass(string profilerTag, ShaderTagId[] shaderTagIds, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference)
- {
- base.profilingSampler = new ProfilingSampler(nameof(DrawObjectsPass));
- m_ProfilerTag = profilerTag;
- m_ProfilingSampler = new ProfilingSampler(profilerTag);
- foreach (ShaderTagId sid in shaderTagIds)
- m_ShaderTagIdList.Add(sid);
- renderPassEvent = evt;
- m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask);
- m_RenderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
- m_IsOpaque = opaque;
- if (stencilState.enabled)
- {
- m_RenderStateBlock.stencilReference = stencilReference;
- m_RenderStateBlock.mask = RenderStateMask.Stencil;
- m_RenderStateBlock.stencilState = stencilState;
- }
- }
- public DrawObjectsPass(string profilerTag, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference)
- : this(profilerTag,
- new ShaderTagId[] { new ShaderTagId("SRPDefaultUnlit"), new ShaderTagId("UniversalForward"), new ShaderTagId("UniversalForwardOnly") },
- opaque, evt, renderQueueRange, layerMask, stencilState, stencilReference)
- { }
- internal DrawObjectsPass(URPProfileId profileId, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference)
- : this(profileId.GetType().Name, opaque, evt, renderQueueRange, layerMask, stencilState, stencilReference)
- {
- m_ProfilingSampler = ProfilingSampler.Get(profileId);
- }
- public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
- {
- if (renderingData.cameraData.renderer.useDepthPriming && m_IsOpaque && (renderingData.cameraData.renderType == CameraRenderType.Base || renderingData.cameraData.clearDepth))
- {
- m_RenderStateBlock.depthState = new DepthState(false, CompareFunction.Equal);
- m_RenderStateBlock.mask |= RenderStateMask.Depth;
- }
- else if (m_RenderStateBlock.depthState.compareFunction == CompareFunction.Equal)
- {
- m_RenderStateBlock.depthState = new DepthState(true, CompareFunction.LessEqual);
- m_RenderStateBlock.mask |= RenderStateMask.Depth;
- }
- }
- /// <inheritdoc/>
- public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
- {
- // NOTE: Do NOT mix ProfilingScope with named CommandBuffers i.e. CommandBufferPool.Get("name").
- // Currently there's an issue which results in mismatched markers.
- CommandBuffer cmd = CommandBufferPool.Get();
- using (new ProfilingScope(cmd, m_ProfilingSampler))
- {
- // Global render pass data containing various settings.
- // x,y,z are currently unused
- // w is used for knowing whether the object is opaque(1) or alpha blended(0)
- Vector4 drawObjectPassData = new Vector4(0.0f, 0.0f, 0.0f, (m_IsOpaque) ? 1.0f : 0.0f);
- cmd.SetGlobalVector(s_DrawObjectPassDataPropID, drawObjectPassData);
- // scaleBias.x = flipSign
- // scaleBias.y = scale
- // scaleBias.z = bias
- // scaleBias.w = unused
- float flipSign = (renderingData.cameraData.IsCameraProjectionMatrixFlipped()) ? -1.0f : 1.0f;
- Vector4 scaleBias = (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, scaleBias);
- context.ExecuteCommandBuffer(cmd);
- cmd.Clear();
- Camera camera = renderingData.cameraData.camera;
- var sortFlags = (m_IsOpaque) ? renderingData.cameraData.defaultOpaqueSortFlags : SortingCriteria.CommonTransparent;
- if (renderingData.cameraData.renderer.useDepthPriming && m_IsOpaque && (renderingData.cameraData.renderType == CameraRenderType.Base || renderingData.cameraData.clearDepth))
- sortFlags = SortingCriteria.SortingLayer | SortingCriteria.RenderQueue | SortingCriteria.OptimizeStateChanges | SortingCriteria.CanvasOrder;
- var filterSettings = m_FilteringSettings;
- #if UNITY_EDITOR
- // When rendering the preview camera, we want the layer mask to be forced to Everything
- if (renderingData.cameraData.isPreviewCamera)
- {
- filterSettings.layerMask = -1;
- }
- #endif
- DrawingSettings drawSettings = CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortFlags);
- var activeDebugHandler = GetActiveDebugHandler(renderingData);
- if (activeDebugHandler != null)
- {
- activeDebugHandler.DrawWithDebugRenderState(context, cmd, ref renderingData, ref drawSettings, ref filterSettings, ref m_RenderStateBlock,
- (ScriptableRenderContext ctx, ref RenderingData data, ref DrawingSettings ds, ref FilteringSettings fs, ref RenderStateBlock rsb) =>
- {
- ctx.DrawRenderers(data.cullResults, ref ds, ref fs, ref rsb);
- });
- }
- else
- {
- context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filterSettings, ref m_RenderStateBlock);
- // Render objects that did not match any shader pass with error shader
- RenderingUtils.RenderObjectsWithError(context, ref renderingData.cullResults, camera, filterSettings, SortingCriteria.None);
- }
- }
- context.ExecuteCommandBuffer(cmd);
- CommandBufferPool.Release(cmd);
- }
- }
- }
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