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