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128 lines
5.9 KiB
128 lines
5.9 KiB
namespace UnityEngine.Rendering.Universal.Internal |
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{ |
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/// <summary> |
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/// Copy the given color target to the current camera target |
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/// |
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/// You can use this pass to copy the result of rendering to |
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/// the camera target. The pass takes the screen viewport into |
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/// consideration. |
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/// </summary> |
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public class FinalBlitPass : ScriptableRenderPass |
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{ |
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RenderTargetIdentifier m_Source; |
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Material m_BlitMaterial; |
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public FinalBlitPass(RenderPassEvent evt, Material blitMaterial) |
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{ |
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base.profilingSampler = new ProfilingSampler(nameof(FinalBlitPass)); |
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base.useNativeRenderPass = false; |
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m_BlitMaterial = blitMaterial; |
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renderPassEvent = evt; |
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} |
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/// <summary> |
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/// Configure the pass |
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/// </summary> |
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/// <param name="baseDescriptor"></param> |
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/// <param name="colorHandle"></param> |
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public void Setup(RenderTextureDescriptor baseDescriptor, RenderTargetHandle colorHandle) |
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{ |
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m_Source = colorHandle.id; |
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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_BlitMaterial == 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_BlitMaterial, GetType().Name); |
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return; |
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} |
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// Note: We need to get the cameraData.targetTexture as this will get the targetTexture of the camera stack. |
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// Overlay cameras need to output to the target described in the base camera while doing camera stack. |
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ref CameraData cameraData = ref renderingData.cameraData; |
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RenderTargetIdentifier cameraTarget = (cameraData.targetTexture != null) ? new RenderTargetIdentifier(cameraData.targetTexture) : BuiltinRenderTextureType.CameraTarget; |
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bool isSceneViewCamera = cameraData.isSceneViewCamera; |
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CommandBuffer cmd = CommandBufferPool.Get(); |
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if (m_Source == cameraData.renderer.GetCameraColorFrontBuffer(cmd)) |
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{ |
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m_Source = renderingData.cameraData.renderer.cameraColorTarget; |
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} |
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using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.FinalBlit))) |
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{ |
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GetActiveDebugHandler(renderingData)?.UpdateShaderGlobalPropertiesForFinalValidationPass(cmd, ref cameraData, true); |
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CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.LinearToSRGBConversion, |
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cameraData.requireSrgbConversion); |
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cmd.SetGlobalTexture(ShaderPropertyId.sourceTex, m_Source); |
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#if ENABLE_VR && ENABLE_XR_MODULE |
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if (cameraData.xr.enabled) |
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{ |
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int depthSlice = cameraData.xr.singlePassEnabled ? -1 : cameraData.xr.GetTextureArraySlice(); |
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cameraTarget = |
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new RenderTargetIdentifier(cameraData.xr.renderTarget, 0, CubemapFace.Unknown, depthSlice); |
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CoreUtils.SetRenderTarget( |
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cmd, |
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cameraTarget, |
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RenderBufferLoadAction.Load, |
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RenderBufferStoreAction.Store, |
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ClearFlag.None, |
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Color.black); |
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cmd.SetViewport(cameraData.pixelRect); |
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// We y-flip if |
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// 1) we are bliting from render texture to back buffer(UV starts at bottom) and |
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// 2) renderTexture starts UV at top |
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bool yflip = !cameraData.xr.renderTargetIsRenderTexture && SystemInfo.graphicsUVStartsAtTop; |
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Vector4 scaleBias = yflip ? new Vector4(1, -1, 0, 1) : new Vector4(1, 1, 0, 0); |
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cmd.SetGlobalVector(ShaderPropertyId.scaleBias, scaleBias); |
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cmd.DrawProcedural(Matrix4x4.identity, m_BlitMaterial, 0, MeshTopology.Quads, 4); |
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} |
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else |
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#endif |
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if (isSceneViewCamera || cameraData.isDefaultViewport) |
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{ |
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// This set render target is necessary so we change the LOAD state to DontCare. |
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cmd.SetRenderTarget(BuiltinRenderTextureType.CameraTarget, |
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RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, // color |
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RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare); // depth |
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cmd.Blit(m_Source, cameraTarget, m_BlitMaterial); |
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cameraData.renderer.ConfigureCameraTarget(cameraTarget, cameraTarget); |
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} |
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else |
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{ |
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// TODO: Final blit pass should always blit to backbuffer. The first time we do we don't need to Load contents to tile. |
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// We need to keep in the pipeline of first render pass to each render target to properly set load/store actions. |
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// meanwhile we set to load so split screen case works. |
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CoreUtils.SetRenderTarget( |
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cmd, |
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cameraTarget, |
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RenderBufferLoadAction.Load, |
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RenderBufferStoreAction.Store, |
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ClearFlag.None, |
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Color.black); |
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Camera camera = cameraData.camera; |
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cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity); |
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cmd.SetViewport(cameraData.pixelRect); |
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cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, m_BlitMaterial); |
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cmd.SetViewProjectionMatrices(camera.worldToCameraMatrix, camera.projectionMatrix); |
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cameraData.renderer.ConfigureCameraTarget(cameraTarget, cameraTarget); |
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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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} |
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}
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