123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154 |
- using UnityEngine.Experimental.GlobalIllumination;
- using UnityEngine.Experimental.Rendering;
- using UnityEngine.Profiling;
- using Unity.Collections;
- namespace UnityEngine.Rendering.Universal.Internal
- {
- // Render all tiled-based deferred lights.
- internal class GBufferPass : ScriptableRenderPass
- {
- static readonly int s_CameraNormalsTextureID = Shader.PropertyToID("_CameraNormalsTexture");
- static ShaderTagId s_ShaderTagLit = new ShaderTagId("Lit");
- static ShaderTagId s_ShaderTagSimpleLit = new ShaderTagId("SimpleLit");
- static ShaderTagId s_ShaderTagUnlit = new ShaderTagId("Unlit");
- static ShaderTagId s_ShaderTagUniversalGBuffer = new ShaderTagId("UniversalGBuffer");
- static ShaderTagId s_ShaderTagUniversalMaterialType = new ShaderTagId("UniversalMaterialType");
- ProfilingSampler m_ProfilingSampler = new ProfilingSampler("Render GBuffer");
- DeferredLights m_DeferredLights;
- ShaderTagId[] m_ShaderTagValues;
- RenderStateBlock[] m_RenderStateBlocks;
- FilteringSettings m_FilteringSettings;
- RenderStateBlock m_RenderStateBlock;
- public GBufferPass(RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference, DeferredLights deferredLights)
- {
- base.profilingSampler = new ProfilingSampler(nameof(GBufferPass));
- base.renderPassEvent = evt;
- m_DeferredLights = deferredLights;
- m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask);
- m_RenderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
- m_RenderStateBlock.stencilState = stencilState;
- m_RenderStateBlock.stencilReference = stencilReference;
- m_RenderStateBlock.mask = RenderStateMask.Stencil;
- m_ShaderTagValues = new ShaderTagId[4];
- m_ShaderTagValues[0] = s_ShaderTagLit;
- m_ShaderTagValues[1] = s_ShaderTagSimpleLit;
- m_ShaderTagValues[2] = s_ShaderTagUnlit;
- m_ShaderTagValues[3] = new ShaderTagId(); // Special catch all case for materials where UniversalMaterialType is not defined or the tag value doesn't match anything we know.
- m_RenderStateBlocks = new RenderStateBlock[4];
- m_RenderStateBlocks[0] = DeferredLights.OverwriteStencil(m_RenderStateBlock, (int)StencilUsage.MaterialMask, (int)StencilUsage.MaterialLit);
- m_RenderStateBlocks[1] = DeferredLights.OverwriteStencil(m_RenderStateBlock, (int)StencilUsage.MaterialMask, (int)StencilUsage.MaterialSimpleLit);
- m_RenderStateBlocks[2] = DeferredLights.OverwriteStencil(m_RenderStateBlock, (int)StencilUsage.MaterialMask, (int)StencilUsage.MaterialUnlit);
- m_RenderStateBlocks[3] = m_RenderStateBlocks[0];
- }
- public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
- {
- RenderTargetHandle[] gbufferAttachments = m_DeferredLights.GbufferAttachments;
- if (cmd != null)
- {
- // Create and declare the render targets used in the pass
- for (int i = 0; i < gbufferAttachments.Length; ++i)
- {
- // Lighting buffer has already been declared with line ConfigureCameraTarget(m_ActiveCameraColorAttachment.Identifier(), ...) in DeferredRenderer.Setup
- if (i == m_DeferredLights.GBufferLightingIndex)
- continue;
- // Normal buffer may have already been created if there was a depthNormal prepass before.
- // DepthNormal prepass is needed for forward-only materials when SSAO is generated between gbuffer and deferred lighting pass.
- if (i == m_DeferredLights.GBufferNormalSmoothnessIndex && m_DeferredLights.HasNormalPrepass)
- {
- if (m_DeferredLights.UseRenderPass)
- m_DeferredLights.DeferredInputIsTransient[i] = false;
- continue;
- }
- // No need to setup temporaryRTs if we are using input attachments as they will be Memoryless
- if (m_DeferredLights.UseRenderPass && i != m_DeferredLights.GBufferShadowMask && i != m_DeferredLights.GBufferRenderingLayers && (i != m_DeferredLights.GbufferDepthIndex && !m_DeferredLights.HasDepthPrepass))
- continue;
- RenderTextureDescriptor gbufferSlice = cameraTextureDescriptor;
- gbufferSlice.depthBufferBits = 0; // make sure no depth surface is actually created
- gbufferSlice.stencilFormat = GraphicsFormat.None;
- gbufferSlice.graphicsFormat = m_DeferredLights.GetGBufferFormat(i);
- cmd.GetTemporaryRT(m_DeferredLights.GbufferAttachments[i].id, gbufferSlice);
- }
- }
- ConfigureTarget(m_DeferredLights.GbufferAttachmentIdentifiers, m_DeferredLights.DepthAttachmentIdentifier, m_DeferredLights.GbufferFormats);
- // We must explicitely specify we don't want any clear to avoid unwanted side-effects.
- // ScriptableRenderer will implicitely force a clear the first time the camera color/depth targets are bound.
- ConfigureClear(ClearFlag.None, Color.black);
- }
- public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
- {
- CommandBuffer gbufferCommands = CommandBufferPool.Get();
- using (new ProfilingScope(gbufferCommands, m_ProfilingSampler))
- {
- context.ExecuteCommandBuffer(gbufferCommands);
- gbufferCommands.Clear();
- // User can stack several scriptable renderers during rendering but deferred renderer should only lit pixels added by this gbuffer pass.
- // If we detect we are in such case (camera is in overlay mode), we clear the highest bits of stencil we have control of and use them to
- // mark what pixel to shade during deferred pass. Gbuffer will always mark pixels using their material types.
- if (m_DeferredLights.IsOverlay)
- {
- m_DeferredLights.ClearStencilPartial(gbufferCommands);
- context.ExecuteCommandBuffer(gbufferCommands);
- gbufferCommands.Clear();
- }
- ref CameraData cameraData = ref renderingData.cameraData;
- Camera camera = cameraData.camera;
- ShaderTagId lightModeTag = s_ShaderTagUniversalGBuffer;
- DrawingSettings drawingSettings = CreateDrawingSettings(lightModeTag, ref renderingData, renderingData.cameraData.defaultOpaqueSortFlags);
- ShaderTagId universalMaterialTypeTag = s_ShaderTagUniversalMaterialType;
- NativeArray<ShaderTagId> tagValues = new NativeArray<ShaderTagId>(m_ShaderTagValues, Allocator.Temp);
- NativeArray<RenderStateBlock> stateBlocks = new NativeArray<RenderStateBlock>(m_RenderStateBlocks, Allocator.Temp);
- context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref m_FilteringSettings, universalMaterialTypeTag, false, tagValues, stateBlocks);
- tagValues.Dispose();
- stateBlocks.Dispose();
- // Render objects that did not match any shader pass with error shader
- RenderingUtils.RenderObjectsWithError(context, ref renderingData.cullResults, camera, m_FilteringSettings, SortingCriteria.None);
- // If any sub-system needs camera normal texture, make it available.
- gbufferCommands.SetGlobalTexture(s_CameraNormalsTextureID, m_DeferredLights.GbufferAttachmentIdentifiers[m_DeferredLights.GBufferNormalSmoothnessIndex]);
- }
- context.ExecuteCommandBuffer(gbufferCommands);
- CommandBufferPool.Release(gbufferCommands);
- }
- public override void OnCameraCleanup(CommandBuffer cmd)
- {
- RenderTargetHandle[] gbufferAttachments = m_DeferredLights.GbufferAttachments;
- for (int i = 0; i < gbufferAttachments.Length; ++i)
- {
- if (i == m_DeferredLights.GBufferLightingIndex)
- continue;
- if (i == m_DeferredLights.GBufferNormalSmoothnessIndex && m_DeferredLights.HasNormalPrepass)
- continue;
- cmd.ReleaseTemporaryRT(gbufferAttachments[i].id);
- }
- }
- }
- }
|