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150 lines
7.3 KiB
150 lines
7.3 KiB
using System.Collections.Generic; |
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using UnityEngine.Rendering.Universal; |
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using UnityEngine.Rendering; |
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using UnityEngine.Scripting.APIUpdating; |
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namespace UnityEngine.Experimental.Rendering.Universal |
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{ |
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public class RenderObjectsPass : ScriptableRenderPass |
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{ |
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RenderQueueType renderQueueType; |
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FilteringSettings m_FilteringSettings; |
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RenderObjects.CustomCameraSettings m_CameraSettings; |
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string m_ProfilerTag; |
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ProfilingSampler m_ProfilingSampler; |
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public Material overrideMaterial { get; set; } |
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public int overrideMaterialPassIndex { get; set; } |
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List<ShaderTagId> m_ShaderTagIdList = new List<ShaderTagId>(); |
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public void SetDetphState(bool writeEnabled, CompareFunction function = CompareFunction.Less) |
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{ |
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m_RenderStateBlock.mask |= RenderStateMask.Depth; |
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m_RenderStateBlock.depthState = new DepthState(writeEnabled, function); |
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} |
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public void SetStencilState(int reference, CompareFunction compareFunction, StencilOp passOp, StencilOp failOp, StencilOp zFailOp) |
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{ |
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StencilState stencilState = StencilState.defaultValue; |
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stencilState.enabled = true; |
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stencilState.SetCompareFunction(compareFunction); |
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stencilState.SetPassOperation(passOp); |
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stencilState.SetFailOperation(failOp); |
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stencilState.SetZFailOperation(zFailOp); |
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m_RenderStateBlock.mask |= RenderStateMask.Stencil; |
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m_RenderStateBlock.stencilReference = reference; |
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m_RenderStateBlock.stencilState = stencilState; |
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} |
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RenderStateBlock m_RenderStateBlock; |
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public RenderObjectsPass(string profilerTag, RenderPassEvent renderPassEvent, string[] shaderTags, RenderQueueType renderQueueType, int layerMask, RenderObjects.CustomCameraSettings cameraSettings) |
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{ |
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base.profilingSampler = new ProfilingSampler(nameof(RenderObjectsPass)); |
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m_ProfilerTag = profilerTag; |
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m_ProfilingSampler = new ProfilingSampler(profilerTag); |
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this.renderPassEvent = renderPassEvent; |
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this.renderQueueType = renderQueueType; |
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this.overrideMaterial = null; |
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this.overrideMaterialPassIndex = 0; |
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RenderQueueRange renderQueueRange = (renderQueueType == RenderQueueType.Transparent) |
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? RenderQueueRange.transparent |
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: RenderQueueRange.opaque; |
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m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask); |
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if (shaderTags != null && shaderTags.Length > 0) |
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{ |
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foreach (var passName in shaderTags) |
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m_ShaderTagIdList.Add(new ShaderTagId(passName)); |
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} |
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else |
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{ |
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m_ShaderTagIdList.Add(new ShaderTagId("SRPDefaultUnlit")); |
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m_ShaderTagIdList.Add(new ShaderTagId("UniversalForward")); |
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m_ShaderTagIdList.Add(new ShaderTagId("UniversalForwardOnly")); |
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} |
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m_RenderStateBlock = new RenderStateBlock(RenderStateMask.Nothing); |
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m_CameraSettings = cameraSettings; |
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} |
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internal RenderObjectsPass(URPProfileId profileId, RenderPassEvent renderPassEvent, string[] shaderTags, RenderQueueType renderQueueType, int layerMask, RenderObjects.CustomCameraSettings cameraSettings) |
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: this(profileId.GetType().Name, renderPassEvent, shaderTags, renderQueueType, layerMask, cameraSettings) |
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{ |
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m_ProfilingSampler = ProfilingSampler.Get(profileId); |
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} |
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) |
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{ |
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SortingCriteria sortingCriteria = (renderQueueType == RenderQueueType.Transparent) |
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? SortingCriteria.CommonTransparent |
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: renderingData.cameraData.defaultOpaqueSortFlags; |
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DrawingSettings drawingSettings = CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortingCriteria); |
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drawingSettings.overrideMaterial = overrideMaterial; |
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drawingSettings.overrideMaterialPassIndex = overrideMaterialPassIndex; |
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ref CameraData cameraData = ref renderingData.cameraData; |
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Camera camera = cameraData.camera; |
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// In case of camera stacking we need to take the viewport rect from base camera |
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Rect pixelRect = renderingData.cameraData.pixelRect; |
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float cameraAspect = (float)pixelRect.width / (float)pixelRect.height; |
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// NOTE: Do NOT mix ProfilingScope with named CommandBuffers i.e. CommandBufferPool.Get("name"). |
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// Currently there's an issue which results in mismatched markers. |
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CommandBuffer cmd = CommandBufferPool.Get(); |
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using (new ProfilingScope(cmd, m_ProfilingSampler)) |
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{ |
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if (m_CameraSettings.overrideCamera) |
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{ |
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if (cameraData.xr.enabled) |
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{ |
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Debug.LogWarning("RenderObjects pass is configured to override camera matrices. While rendering in stereo camera matrices cannot be overridden."); |
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} |
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else |
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{ |
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Matrix4x4 projectionMatrix = Matrix4x4.Perspective(m_CameraSettings.cameraFieldOfView, cameraAspect, |
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camera.nearClipPlane, camera.farClipPlane); |
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projectionMatrix = GL.GetGPUProjectionMatrix(projectionMatrix, cameraData.IsCameraProjectionMatrixFlipped()); |
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Matrix4x4 viewMatrix = cameraData.GetViewMatrix(); |
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Vector4 cameraTranslation = viewMatrix.GetColumn(3); |
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viewMatrix.SetColumn(3, cameraTranslation + m_CameraSettings.offset); |
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RenderingUtils.SetViewAndProjectionMatrices(cmd, viewMatrix, projectionMatrix, false); |
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} |
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} |
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var activeDebugHandler = GetActiveDebugHandler(renderingData); |
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if (activeDebugHandler != null) |
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{ |
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activeDebugHandler.DrawWithDebugRenderState(context, cmd, ref renderingData, ref drawingSettings, ref m_FilteringSettings, ref m_RenderStateBlock, |
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(ScriptableRenderContext ctx, ref RenderingData data, ref DrawingSettings ds, ref FilteringSettings fs, ref RenderStateBlock rsb) => |
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{ |
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ctx.DrawRenderers(data.cullResults, ref ds, ref fs, ref rsb); |
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}); |
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} |
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else |
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{ |
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// Ensure we flush our command-buffer before we render... |
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context.ExecuteCommandBuffer(cmd); |
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cmd.Clear(); |
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// Render the objects... |
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context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref m_FilteringSettings, ref m_RenderStateBlock); |
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} |
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if (m_CameraSettings.overrideCamera && m_CameraSettings.restoreCamera && !cameraData.xr.enabled) |
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{ |
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RenderingUtils.SetViewAndProjectionMatrices(cmd, cameraData.GetViewMatrix(), cameraData.GetGPUProjectionMatrix(), false); |
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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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