Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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using System;
using System.Diagnostics;
using System.Collections.Generic;
using Unity.Collections;
using UnityEngine.Scripting.APIUpdating;
namespace UnityEngine.Rendering.Universal
{
/// <summary>
/// Class <c>ScriptableRenderer</c> implements a rendering strategy. It describes how culling and lighting works and
/// the effects supported.
///
/// A renderer can be used for all cameras or be overridden on a per-camera basis. It will implement light culling and setup
/// and describe a list of <c>ScriptableRenderPass</c> to execute in a frame. The renderer can be extended to support more effect with additional
/// <c>ScriptableRendererFeature</c>. Resources for the renderer are serialized in <c>ScriptableRendererData</c>.
///
/// he renderer resources are serialized in <c>ScriptableRendererData</c>.
/// <seealso cref="ScriptableRendererData"/>
/// <seealso cref="ScriptableRendererFeature"/>
/// <seealso cref="ScriptableRenderPass"/>
/// </summary>
[MovedFrom("UnityEngine.Rendering.LWRP")] public abstract class ScriptableRenderer
{
void SetShaderTimeValues(float time, float deltaTime, float smoothDeltaTime, CommandBuffer cmd = null)
{
// We make these parameters to mirror those described in `https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html
float timeEights = time / 8f;
float timeFourth = time / 4f;
float timeHalf = time / 2f;
// Time values
Vector4 timeVector = time * new Vector4(1f / 20f, 1f, 2f, 3f);
Vector4 sinTimeVector = new Vector4(Mathf.Sin(timeEights), Mathf.Sin(timeFourth), Mathf.Sin(timeHalf), Mathf.Sin(time));
Vector4 cosTimeVector = new Vector4(Mathf.Cos(timeEights), Mathf.Cos(timeFourth), Mathf.Cos(timeHalf), Mathf.Cos(time));
Vector4 deltaTimeVector = new Vector4(deltaTime, 1f / deltaTime, smoothDeltaTime, 1f / smoothDeltaTime);
Vector4 timeParametersVector = new Vector4(time, Mathf.Sin(time), Mathf.Cos(time), 0.0f);
if (cmd == null)
{
Shader.SetGlobalVector(UniversalRenderPipeline.PerFrameBuffer._Time, timeVector);
Shader.SetGlobalVector(UniversalRenderPipeline.PerFrameBuffer._SinTime, sinTimeVector);
Shader.SetGlobalVector(UniversalRenderPipeline.PerFrameBuffer._CosTime, cosTimeVector);
Shader.SetGlobalVector(UniversalRenderPipeline.PerFrameBuffer.unity_DeltaTime, deltaTimeVector);
Shader.SetGlobalVector(UniversalRenderPipeline.PerFrameBuffer._TimeParameters, timeParametersVector);
}
else
{
cmd.SetGlobalVector(UniversalRenderPipeline.PerFrameBuffer._Time, timeVector);
cmd.SetGlobalVector(UniversalRenderPipeline.PerFrameBuffer._SinTime, sinTimeVector);
cmd.SetGlobalVector(UniversalRenderPipeline.PerFrameBuffer._CosTime, cosTimeVector);
cmd.SetGlobalVector(UniversalRenderPipeline.PerFrameBuffer.unity_DeltaTime, deltaTimeVector);
cmd.SetGlobalVector(UniversalRenderPipeline.PerFrameBuffer._TimeParameters, timeParametersVector);
}
}
public RenderTargetIdentifier cameraColorTarget
{
get => m_CameraColorTarget;
}
public RenderTargetIdentifier cameraDepth
{
get => m_CameraDepthTarget;
}
protected List<ScriptableRendererFeature> rendererFeatures
{
get => m_RendererFeatures;
}
protected List<ScriptableRenderPass> activeRenderPassQueue
{
get => m_ActiveRenderPassQueue;
}
static class RenderPassBlock
{
// Executes render passes that are inputs to the main rendering
// but don't depend on camera state. They all render in monoscopic mode. f.ex, shadow maps.
public static readonly int BeforeRendering = 0;
// Main bulk of render pass execution. They required camera state to be properly set
// and when enabled they will render in stereo.
public static readonly int MainRendering = 1;
// Execute after Post-processing.
public static readonly int AfterRendering = 2;
}
const int k_RenderPassBlockCount = 3;
List<ScriptableRenderPass> m_ActiveRenderPassQueue = new List<ScriptableRenderPass>(32);
List<ScriptableRendererFeature> m_RendererFeatures = new List<ScriptableRendererFeature>(10);
RenderTargetIdentifier m_CameraColorTarget;
RenderTargetIdentifier m_CameraDepthTarget;
bool m_FirstCameraRenderPassExecuted = false;
const string k_SetCameraRenderStateTag = "Clear Render State";
const string k_SetRenderTarget = "Set RenderTarget";
const string k_ReleaseResourcesTag = "Release Resources";
static RenderTargetIdentifier m_ActiveColorAttachment;
static RenderTargetIdentifier m_ActiveDepthAttachment;
static bool m_InsideStereoRenderBlock;
internal static void ConfigureActiveTarget(RenderTargetIdentifier colorAttachment,
RenderTargetIdentifier depthAttachment)
{
m_ActiveColorAttachment = colorAttachment;
m_ActiveDepthAttachment = depthAttachment;
}
public ScriptableRenderer(ScriptableRendererData data)
{
foreach (var feature in data.rendererFeatures)
{
if (feature == null)
continue;
feature.Create();
m_RendererFeatures.Add(feature);
}
Clear();
}
/// <summary>
/// Configures the camera target.
/// </summary>
/// <param name="colorTarget">Camera color target. Pass BuiltinRenderTextureType.CameraTarget if rendering to backbuffer.</param>
/// <param name="depthTarget">Camera depth target. Pass BuiltinRenderTextureType.CameraTarget if color has depth or rendering to backbuffer.</param>
public void ConfigureCameraTarget(RenderTargetIdentifier colorTarget, RenderTargetIdentifier depthTarget)
{
m_CameraColorTarget = colorTarget;
m_CameraDepthTarget = depthTarget;
}
/// <summary>
/// Configures the render passes that will execute for this renderer.
/// This method is called per-camera every frame.
/// </summary>
/// <param name="context">Use this render context to issue any draw commands during execution.</param>
/// <param name="renderingData">Current render state information.</param>
/// <seealso cref="ScriptableRenderPass"/>
/// <seealso cref="ScriptableRendererFeature"/>
public abstract void Setup(ScriptableRenderContext context, ref RenderingData renderingData);
/// <summary>
/// Override this method to implement the lighting setup for the renderer. You can use this to
/// compute and upload light CBUFFER for example.
/// </summary>
/// <param name="context">Use this render context to issue any draw commands during execution.</param>
/// <param name="renderingData">Current render state information.</param>
public virtual void SetupLights(ScriptableRenderContext context, ref RenderingData renderingData)
{
}
/// <summary>
/// Override this method to configure the culling parameters for the renderer. You can use this to configure if
/// lights should be culled per-object or the maximum shadow distance for example.
/// </summary>
/// <param name="cullingParameters">Use this to change culling parameters used by the render pipeline.</param>
/// <param name="cameraData">Current render state information.</param>
public virtual void SetupCullingParameters(ref ScriptableCullingParameters cullingParameters,
ref CameraData cameraData)
{
}
/// <summary>
/// Called upon finishing camera rendering. You can release any resources created on setup here.
/// </summary>
/// <param name="cmd"></param>
public virtual void FinishRendering(CommandBuffer cmd)
{
}
/// <summary>
/// Execute the enqueued render passes. This automatically handles editor and stereo rendering.
/// </summary>
/// <param name="context">Use this render context to issue any draw commands during execution.</param>
/// <param name="renderingData">Current render state information.</param>
public void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
Camera camera = renderingData.cameraData.camera;
SetCameraRenderState(context, ref renderingData.cameraData);
SortStable(m_ActiveRenderPassQueue);
// Cache the time for after the call to `SetupCameraProperties` and set the time variables in shader
// For now we set the time variables per camera, as we plan to remove `SetupCamearProperties`.
// Setting the time per frame would take API changes to pass the variable to each camera render.
// Once `SetupCameraProperties` is gone, the variable should be set higher in the call-stack.
#if UNITY_EDITOR
float time = Application.isPlaying ? Time.time : Time.realtimeSinceStartup;
#else
float time = Time.time;
#endif
float deltaTime = Time.deltaTime;
float smoothDeltaTime = Time.smoothDeltaTime;
SetShaderTimeValues(time, deltaTime, smoothDeltaTime);
// Upper limits for each block. Each block will contains render passes with events below the limit.
NativeArray<RenderPassEvent> blockEventLimits = new NativeArray<RenderPassEvent>(k_RenderPassBlockCount, Allocator.Temp);
blockEventLimits[RenderPassBlock.BeforeRendering] = RenderPassEvent.BeforeRenderingPrepasses;
blockEventLimits[RenderPassBlock.MainRendering] = RenderPassEvent.AfterRenderingPostProcessing;
blockEventLimits[RenderPassBlock.AfterRendering] = (RenderPassEvent)Int32.MaxValue;
NativeArray<int> blockRanges = new NativeArray<int>(blockEventLimits.Length + 1, Allocator.Temp);
FillBlockRanges(blockEventLimits, blockRanges);
blockEventLimits.Dispose();
SetupLights(context, ref renderingData);
// Before Render Block. This render blocks always execute in mono rendering.
// Camera is not setup. Lights are not setup.
// Used to render input textures like shadowmaps.
ExecuteBlock(RenderPassBlock.BeforeRendering, blockRanges, context, ref renderingData);
/// Configure shader variables and other unity properties that are required for rendering.
/// * Setup Camera RenderTarget and Viewport
/// * VR Camera Setup and SINGLE_PASS_STEREO props
/// * Setup camera view, projection and their inverse matrices.
/// * Setup properties: _WorldSpaceCameraPos, _ProjectionParams, _ScreenParams, _ZBufferParams, unity_OrthoParams
/// * Setup camera world clip planes properties
/// * Setup HDR keyword
/// * Setup global time properties (_Time, _SinTime, _CosTime)
bool stereoEnabled = renderingData.cameraData.isStereoEnabled;
context.SetupCameraProperties(camera, stereoEnabled);
// Override time values from when `SetupCameraProperties` were called.
// They might be a frame behind.
// We can remove this after removing `SetupCameraProperties` as the values should be per frame, and not per camera.
SetShaderTimeValues(time, deltaTime, smoothDeltaTime);
if (stereoEnabled)
BeginXRRendering(context, camera);
// In this block main rendering executes.
ExecuteBlock(RenderPassBlock.MainRendering, blockRanges, context, ref renderingData);
DrawGizmos(context, camera, GizmoSubset.PreImageEffects);
// In this block after rendering drawing happens, e.g, post processing, video player capture.
ExecuteBlock(RenderPassBlock.AfterRendering, blockRanges, context, ref renderingData);
if (stereoEnabled)
EndXRRendering(context, camera);
DrawGizmos(context, camera, GizmoSubset.PostImageEffects);
InternalFinishRendering(context);
blockRanges.Dispose();
}
/// <summary>
/// Enqueues a render pass for execution.
/// </summary>
/// <param name="pass">Render pass to be enqueued.</param>
public void EnqueuePass(ScriptableRenderPass pass)
{
m_ActiveRenderPassQueue.Add(pass);
}
/// <summary>
/// Returns a clear flag based on CameraClearFlags.
/// </summary>
/// <param name="cameraClearFlags">Camera clear flags.</param>
/// <returns>A clear flag that tells if color and/or depth should be cleared.</returns>
protected static ClearFlag GetCameraClearFlag(CameraClearFlags cameraClearFlags)
{
#if UNITY_EDITOR
// We need public API to tell if FrameDebugger is active and enabled. In that case
// we want to force a clear to see properly the drawcall stepping.
// For now, to fix FrameDebugger in Editor, we force a clear.
cameraClearFlags = CameraClearFlags.SolidColor;
#endif
// LWRP doesn't support CameraClearFlags.DepthOnly and CameraClearFlags.Nothing.
// CameraClearFlags.DepthOnly has the same effect of CameraClearFlags.SolidColor
// CameraClearFlags.Nothing clears Depth on PC/Desktop and in mobile it clears both
// depth and color.
// CameraClearFlags.Skybox clears depth only.
// Implementation details:
// Camera clear flags are used to initialize the attachments on the first render pass.
// ClearFlag is used together with Tile Load action to figure out how to clear the camera render target.
// In Tile Based GPUs ClearFlag.Depth + RenderBufferLoadAction.DontCare becomes DontCare load action.
// While ClearFlag.All + RenderBufferLoadAction.DontCare become Clear load action.
// In mobile we force ClearFlag.All as DontCare doesn't have noticeable perf. difference from Clear
// and this avoid tile clearing issue when not rendering all pixels in some GPUs.
// In desktop/consoles there's actually performance difference between DontCare and Clear.
// RenderBufferLoadAction.DontCare in PC/Desktop behaves as not clearing screen
// RenderBufferLoadAction.DontCare in Vulkan/Metal behaves as DontCare load action
// RenderBufferLoadAction.DontCare in GLES behaves as glInvalidateBuffer
// Always clear on first render pass in mobile as it's same perf of DontCare and avoid tile clearing issues.
if (Application.isMobilePlatform)
return ClearFlag.All;
if ((cameraClearFlags == CameraClearFlags.Skybox && RenderSettings.skybox != null) ||
cameraClearFlags == CameraClearFlags.Nothing)
return ClearFlag.Depth;
return ClearFlag.All;
}
// Initialize Camera Render State
// Place all per-camera rendering logic that is generic for all types of renderers here.
void SetCameraRenderState(ScriptableRenderContext context, ref CameraData cameraData)
{
// Reset per-camera shader keywords. They are enabled depending on which render passes are executed.
CommandBuffer cmd = CommandBufferPool.Get(k_SetCameraRenderStateTag);
cmd.DisableShaderKeyword(ShaderKeywordStrings.MainLightShadows);
cmd.DisableShaderKeyword(ShaderKeywordStrings.MainLightShadowCascades);
cmd.DisableShaderKeyword(ShaderKeywordStrings.AdditionalLightsVertex);
cmd.DisableShaderKeyword(ShaderKeywordStrings.AdditionalLightsPixel);
cmd.DisableShaderKeyword(ShaderKeywordStrings.AdditionalLightShadows);
cmd.DisableShaderKeyword(ShaderKeywordStrings.SoftShadows);
cmd.DisableShaderKeyword(ShaderKeywordStrings.MixedLightingSubtractive);
// Required by VolumeSystem / PostProcessing.
VolumeManager.instance.Update(cameraData.volumeTrigger, cameraData.volumeLayerMask);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
internal void Clear()
{
m_CameraColorTarget = BuiltinRenderTextureType.CameraTarget;
m_CameraDepthTarget = BuiltinRenderTextureType.CameraTarget;
m_ActiveColorAttachment = BuiltinRenderTextureType.CameraTarget;
m_ActiveDepthAttachment = BuiltinRenderTextureType.CameraTarget;
m_FirstCameraRenderPassExecuted = false;
m_InsideStereoRenderBlock = false;
m_ActiveRenderPassQueue.Clear();
}
void ExecuteBlock(int blockIndex, NativeArray<int> blockRanges,
ScriptableRenderContext context, ref RenderingData renderingData, bool submit = false)
{
int endIndex = blockRanges[blockIndex + 1];
for (int currIndex = blockRanges[blockIndex]; currIndex < endIndex; ++currIndex)
{
var renderPass = m_ActiveRenderPassQueue[currIndex];
ExecuteRenderPass(context, renderPass, ref renderingData);
}
if (submit)
context.Submit();
}
void ExecuteRenderPass(ScriptableRenderContext context, ScriptableRenderPass renderPass, ref RenderingData renderingData)
{
CommandBuffer cmd = CommandBufferPool.Get(k_SetRenderTarget);
renderPass.Configure(cmd, renderingData.cameraData.cameraTargetDescriptor);
RenderTargetIdentifier passColorAttachment = renderPass.colorAttachment;
RenderTargetIdentifier passDepthAttachment = renderPass.depthAttachment;
ref CameraData cameraData = ref renderingData.cameraData;
// When render pass doesn't call ConfigureTarget we assume it's expected to render to camera target
// which might be backbuffer or the framebuffer render textures.
if (!renderPass.overrideCameraTarget)
{
passColorAttachment = m_CameraColorTarget;
passDepthAttachment = m_CameraDepthTarget;
}
if (passColorAttachment == m_CameraColorTarget && !m_FirstCameraRenderPassExecuted)
{
m_FirstCameraRenderPassExecuted = true;
Camera camera = cameraData.camera;
ClearFlag clearFlag = GetCameraClearFlag(camera.clearFlags);
SetRenderTarget(cmd, m_CameraColorTarget, m_CameraDepthTarget, clearFlag,
CoreUtils.ConvertSRGBToActiveColorSpace(camera.backgroundColor));
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
if (cameraData.isStereoEnabled)
{
context.StartMultiEye(cameraData.camera);
XRUtils.DrawOcclusionMesh(cmd, cameraData.camera);
}
}
// Only setup render target if current render pass attachments are different from the active ones
else if (passColorAttachment != m_ActiveColorAttachment || passDepthAttachment != m_ActiveDepthAttachment)
SetRenderTarget(cmd, passColorAttachment, passDepthAttachment, renderPass.clearFlag, renderPass.clearColor);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
renderPass.Execute(context, ref renderingData);
}
void BeginXRRendering(ScriptableRenderContext context, Camera camera)
{
context.StartMultiEye(camera);
m_InsideStereoRenderBlock = true;
}
void EndXRRendering(ScriptableRenderContext context, Camera camera)
{
context.StopMultiEye(camera);
context.StereoEndRender(camera);
m_InsideStereoRenderBlock = false;
}
internal static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier colorAttachment, RenderTargetIdentifier depthAttachment, ClearFlag clearFlag, Color clearColor)
{
m_ActiveColorAttachment = colorAttachment;
m_ActiveDepthAttachment = depthAttachment;
RenderBufferLoadAction colorLoadAction = clearFlag != ClearFlag.None ?
RenderBufferLoadAction.DontCare : RenderBufferLoadAction.Load;
RenderBufferLoadAction depthLoadAction = ((uint)clearFlag & (uint)ClearFlag.Depth) != 0 ?
RenderBufferLoadAction.DontCare : RenderBufferLoadAction.Load;
TextureDimension dimension = (m_InsideStereoRenderBlock) ? XRGraphics.eyeTextureDesc.dimension : TextureDimension.Tex2D;
SetRenderTarget(cmd, colorAttachment, colorLoadAction, RenderBufferStoreAction.Store,
depthAttachment, depthLoadAction, RenderBufferStoreAction.Store, clearFlag, clearColor, dimension);
}
static void SetRenderTarget(
CommandBuffer cmd,
RenderTargetIdentifier colorAttachment,
RenderBufferLoadAction colorLoadAction,
RenderBufferStoreAction colorStoreAction,
ClearFlag clearFlags,
Color clearColor,
TextureDimension dimension)
{
if (dimension == TextureDimension.Tex2DArray)
CoreUtils.SetRenderTarget(cmd, colorAttachment, clearFlags, clearColor, 0, CubemapFace.Unknown, -1);
else
CoreUtils.SetRenderTarget(cmd, colorAttachment, colorLoadAction, colorStoreAction, clearFlags, clearColor);
}
static void SetRenderTarget(
CommandBuffer cmd,
RenderTargetIdentifier colorAttachment,
RenderBufferLoadAction colorLoadAction,
RenderBufferStoreAction colorStoreAction,
RenderTargetIdentifier depthAttachment,
RenderBufferLoadAction depthLoadAction,
RenderBufferStoreAction depthStoreAction,
ClearFlag clearFlags,
Color clearColor,
TextureDimension dimension)
{
if (depthAttachment == BuiltinRenderTextureType.CameraTarget)
{
SetRenderTarget(cmd, colorAttachment, colorLoadAction, colorStoreAction, clearFlags, clearColor,
dimension);
}
else
{
if (dimension == TextureDimension.Tex2DArray)
CoreUtils.SetRenderTarget(cmd, colorAttachment, depthAttachment,
clearFlags, clearColor, 0, CubemapFace.Unknown, -1);
else
CoreUtils.SetRenderTarget(cmd, colorAttachment, colorLoadAction, colorStoreAction,
depthAttachment, depthLoadAction, depthStoreAction, clearFlags, clearColor);
}
}
[Conditional("UNITY_EDITOR")]
void DrawGizmos(ScriptableRenderContext context, Camera camera, GizmoSubset gizmoSubset)
{
#if UNITY_EDITOR
if (UnityEditor.Handles.ShouldRenderGizmos())
context.DrawGizmos(camera, gizmoSubset);
#endif
}
// Fill in render pass indices for each block. End index is startIndex + 1.
void FillBlockRanges(NativeArray<RenderPassEvent> blockEventLimits, NativeArray<int> blockRanges)
{
int currRangeIndex = 0;
int currRenderPass = 0;
blockRanges[currRangeIndex++] = 0;
// For each block, it finds the first render pass index that has an event
// higher than the block limit.
for (int i = 0; i < blockEventLimits.Length - 1; ++i)
{
while (currRenderPass < m_ActiveRenderPassQueue.Count &&
m_ActiveRenderPassQueue[currRenderPass].renderPassEvent < blockEventLimits[i])
currRenderPass++;
blockRanges[currRangeIndex++] = currRenderPass;
}
blockRanges[currRangeIndex] = m_ActiveRenderPassQueue.Count;
}
void InternalFinishRendering(ScriptableRenderContext context)
{
CommandBuffer cmd = CommandBufferPool.Get(k_ReleaseResourcesTag);
for (int i = 0; i < m_ActiveRenderPassQueue.Count; ++i)
m_ActiveRenderPassQueue[i].FrameCleanup(cmd);
FinishRendering(cmd);
Clear();
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
internal static void SortStable(List<ScriptableRenderPass> list)
{
int j;
for (int i = 1; i < list.Count; ++i)
{
ScriptableRenderPass curr = list[i];
j = i - 1;
for (; j >= 0 && curr < list[j]; --j)
list[j + 1] = list[j];
list[j + 1] = curr;
}
}
}
}