public Material GetBlitMaterial ( ) { return m_Blit ; }
FrameSettings m_FrameSettings ; // Init every frame
ComputeBuffer m_DebugScreenSpaceTracingData = null ;
ScreenSpaceTracingDebug [ ] m_DebugScreenSpaceTracingDataArray = new ScreenSpaceTracingDebug [ 1 ] ;
if ( m_CurrentWidth > 0 & & m_CurrentHeight > 0 )
m_LightLoop . ReleaseResolutionDependentBuffers ( ) ;
m_LightLoop . AllocResolutionDependentBuffers ( ( int ) hdCamera . screenSize . x , ( int ) hdCamera . screenSize . y , m_F rameSettings. enableStereo ) ;
m_LightLoop . AllocResolutionDependentBuffers ( ( int ) hdCamera . screenSize . x , ( int ) hdCamera . screenSize . y , hdCamera . f rameSettings. enableStereo ) ;
}
// update recorded window resolution
using ( new ProfilingSample ( cmd , "Push Global Parameters" , CustomSamplerId . PushGlobalParameters . GetSampler ( ) ) )
{
// Set up UnityPerFrame CBuffer.
m_SSSBufferManager . PushGlobalParams ( cmd , sssParameters , m_FrameSetting s ) ;
m_SSSBufferManager . PushGlobalParams ( hdCamera , cmd , sssParameters ) ;
m_DbufferManager . PushGlobalParams ( cmd , m_FrameSettings ) ;
m_DbufferManager . PushGlobalParams ( hdCamera , cmd ) ;
m_VolumetricLightingSystem . PushGlobalParams ( hdCamera , cmd , m_FrameCount ) ;
// Set up UnityPerView CBuffer.
hdCamera . SetupGlobalParams ( cmd , m_Time , m_LastTime ) ;
if ( m_FrameSettings . enableStereo ) hdCamera . SetupGlobalStereoParams ( cmd ) ;
if ( hdCamera . frameSettings . enableStereo )
hdCamera . SetupGlobalStereoParams ( cmd ) ;
var previousDepthPyramidRT = hdCamera . GetPreviousFrameRT ( ( int ) HDCameraFrameHistoryType . DepthPyramid ) ;
if ( previousDepthPyramidRT ! = null )
}
}
public void UpdateShadowSettings ( )
public void UpdateShadowSettings ( HDCamera hdCamera )
{
var shadowSettings = VolumeManager . instance . stack . GetComponent < HDShadowSettings > ( ) ;
m_ShadowSettings . enabled = m_FrameSettings . enableShadow ;
m_ShadowSettings . enabled = hdCamera . frameSettings . enableShadow ;
}
public void ConfigureForShadowMask ( bool enableBakeShadowMask , CommandBuffer cmd )
{
srcFrameSettings = m_Asset . GetFrameSettings ( ) ;
}
FrameSettings currentFrameSettings = new FrameSettings ( ) ;
FrameSettings . InitializeFrameSettings ( camera , m_Asset . GetRenderPipelineSettings ( ) , srcFrameSettings , ref m_FrameSettings ) ;
FrameSettings . InitializeFrameSettings ( camera , m_Asset . GetRenderPipelineSettings ( ) , srcFrameSettings , ref currentFrameSettings ) ;
// This is the main command buffer used for the frame.
var cmd = CommandBufferPool . Get ( "" ) ;
using ( new ProfilingSample ( cmd , "HDRenderPipeline::Render" , CustomSamplerId . HDRenderPipelineRender . GetSampler ( ) ) )
{
// Do anything we need to do upon a new frame.
m_LightLoop . NewFrame ( m_ FrameSettings) ;
m_LightLoop . NewFrame ( current FrameSettings) ;
// If we render a reflection view or a preview we should not display any debug information
// This need to be call before ApplyDebugDisplaySettings()
// Disable post process if we enable debug mode or if the post process layer is disabled
if ( m_CurrentDebugDisplaySettings . IsDebugDisplayRemovePostprocess ( ) | | ! CoreUtils . IsPostProcessingActive ( postProcessLayer ) )
{
m_ FrameSettings. enablePostprocess = false ;
current FrameSettings. enablePostprocess = false ;
}
var hdCamera = HDCamera . Get ( camera ) ;
hdCamera = HDCamera . Create ( camera , m_VolumetricLightingSystem ) ;
}
hdCamera . Update ( postProcessLayer , m_FrameSettings , m_VolumetricLightingSystem ) ;
// From this point, we should only use frame settings from the camera
hdCamera . Update ( currentFrameSettings , postProcessLayer , m_VolumetricLightingSystem ) ;
UpdateShadowSettings ( ) ;
UpdateShadowSettings ( hdCamera ) ;
if ( ! CullResults . GetCullingParameters ( camera , m_FrameSettings . enableStereo , out cullingParams ) )
if ( ! CullResults . GetCullingParameters ( camera , hdCamera . frameSettings . enableStereo , out cullingParams ) )
{
renderContext . Submit ( ) ;
continue ;
hdCamera . UpdateStereoDependentState ( m_FrameSettings , ref cullingParams ) ;
hdCamera . UpdateStereoDependentState ( ref cullingParams ) ;
#if UNITY_EDITOR
// emit scene view UI
}
#endif
if ( m_F rameSettings. enableDBuffer )
if ( hdCamera . f rameSettings. enableDBuffer )
{
// decal system needs to be updated with current camera, it needs it to set up culling and light list generation parameters
DecalSystem . instance . CurrentCamera = camera ;
m_DbufferManager . vsibleDecalCount = 0 ;
using ( new ProfilingSample ( cmd , "DBufferPrepareDrawData" , CustomSamplerId . DBufferPrepareDrawData . GetSampler ( ) ) )
{
if ( m_F rameSettings. enableDBuffer )
if ( hdCamera . f rameSettings. enableDBuffer )
{
DecalSystem . instance . EndCull ( ) ;
m_DbufferManager . vsibleDecalCount = DecalSystem . m_DecalsVisibleThisFrame ;
}
}
renderContext . SetupCameraProperties ( camera , m_F rameSettings. enableStereo ) ;
renderContext . SetupCameraProperties ( camera , hdCamera . f rameSettings. enableStereo ) ;
PushGlobalParams ( hdCamera , cmd , diffusionProfileSettings ) ;
bool enableBakeShadowMask ;
using ( new ProfilingSample ( cmd , "TP_PrepareLightsForGPU" , CustomSamplerId . TPPrepareLightsForGPU . GetSampler ( ) ) )
{
enableBakeShadowMask = m_LightLoop . PrepareLightsForGPU ( cmd , camera , m_ShadowSettings , m_CullResults , m_ReflectionProbeCullResults , densityVolumes ) & & m_F rameSettings. enableShadowMask ;
enableBakeShadowMask = m_LightLoop . PrepareLightsForGPU ( cmd , camera , m_ShadowSettings , m_CullResults , m_ReflectionProbeCullResults , densityVolumes ) & & hdCamera . f rameSettings. enableShadowMask ;
StartStereoRendering ( renderContext , hdCamera . camera ) ;
StartStereoRendering ( renderContext , hdCamera ) ;
ClearBuffers ( hdCamera , cmd ) ;
RenderDepthPyramid ( hdCamera , cmd , renderContext , FullScreenDebugMode . DepthPyramid ) ;
StopStereoRendering ( renderContext , hdCamera . camera ) ;
StopStereoRendering ( renderContext , hdCamera ) ;
if ( m_CurrentDebugDisplaySettings . IsDebugMaterialDisplayEnabled ( ) )
{
}
else
{
StartStereoRendering ( renderContext , hdCamera . camera ) ;
StartStereoRendering ( renderContext , hdCamera ) ;
using ( new ProfilingSample ( cmd , "Render SSAO" , CustomSamplerId . RenderSSAO . GetSampler ( ) ) )
{
}
}
StopStereoRendering ( renderContext , hdCamera . camera ) ;
StopStereoRendering ( renderContext , hdCamera ) ;
if ( m_F rameSettings. enableAsyncCompute )
if ( hdCamera . f rameSettings. enableAsyncCompute )
{
GPUFence startFence = cmd . CreateGPUFence ( ) ;
renderContext . ExecuteCommandBuffer ( cmd ) ;
m_LightLoop . RenderShadows ( renderContext , cmd , m_CullResults ) ;
// Overwrite camera properties set during the shadow pass with the original camera properties.
renderContext . SetupCameraProperties ( camera , m_FrameSettings . enableStereo ) ;
renderContext . SetupCameraProperties ( camera , hdCamera . frameSettings . enableStereo ) ;
if ( m_FrameSettings . enableStereo ) hdCamera . SetupGlobalStereoParams ( cmd ) ;
if ( hdCamera . frameSettings . enableStereo )
hdCamera . SetupGlobalStereoParams ( cmd ) ;
}
using ( new ProfilingSample ( cmd , "Deferred directional shadows" , CustomSamplerId . RenderDeferredDirectionalShadow . GetSampler ( ) ) )
}
m_LightLoop . RenderDeferredDirectionalShadow ( hdCamera , m_DeferredShadowBuffer , GetDepthTexture ( ) , cmd ) ;
PushFullScreenDebugTexture ( cmd , m_DeferredShadowBuffer , hdCamera , FullScreenDebugMode . DeferredShadows ) ;
PushFullScreenDebugTexture ( hdCamera , cmd , m_DeferredShadowBuffer , FullScreenDebugMode . DeferredShadows ) ;
if ( m_F rameSettings. enableAsyncCompute )
if ( hdCamera . f rameSettings. enableAsyncCompute )
{
m_LightLoop . BuildGPULightListAsyncEnd ( hdCamera , cmd , buildGPULightListsCompleteFence ) ;
}
{
// Set fog parameters for volumetric lighting.
var visualEnv = VolumeManager . instance . stack . GetComponent < VisualEnvironment > ( ) ;
visualEnv . PushFogShaderParameters ( cmd , m_FrameSettings ) ;
visualEnv . PushFogShaderParameters ( hdCamera , cmd ) ;
m_VolumetricLightingSystem . VolumeVoxelizationPass ( densityVolumes , hdCamera , cmd , m_FrameSettings , m_FrameCount ) ;
m_VolumetricLightingSystem . VolumeVoxelizationPass ( hdCamera , cmd , m_FrameCount , densityVolumes ) ;
m_VolumetricLightingSystem . VolumetricLightingPass ( hdCamera , cmd , m_FrameSettings , m_Frame Count ) ;
m_VolumetricLightingSystem . VolumetricLightingPass ( hdCamera , cmd , m_FrameCount ) ;
StartStereoRendering ( renderContext , hdCamera . camera ) ;
StartStereoRendering ( renderContext , hdCamera ) ;
m_SSSBufferManager . SubsurfaceScatteringPass ( hdCamera , cmd , diffusionProfileSettings , m_FrameSettings ,
m_SSSBufferManager . SubsurfaceScatteringPass ( hdCamera , cmd , diffusionProfileSettings ,
m_CameraColorBuffer , m_CameraSssDiffuseLightingBuffer , m_CameraDepthStencilBuffer , GetDepthTexture ( ) ) ;
RenderSky ( hdCamera , cmd ) ;
RenderColorPyramid ( hdCamera , cmd , renderContext , false ) ;
AccumulateDistortion ( m_CullResults , hdCamera , renderContext , cmd ) ;
RenderDistortion ( cmd , m_Asset . renderPipelineResources , hdCamera ) ;
RenderDistortion ( hdCamera , cmd , m_Asset . renderPipelineResources ) ;
StopStereoRendering ( renderContext , hdCamera . camera ) ;
StopStereoRendering ( renderContext , hdCamera ) ;
PushFullScreenDebugTexture ( cmd , m_CameraColorBuffer , hdCamera , FullScreenDebugMode . NanTracker ) ;
PushColorPickerDebugTexture ( cmd , m_CameraColorBuffer , hdCamera ) ;
PushFullScreenDebugTexture ( hdCamera , cmd , m_CameraColorBuffer , FullScreenDebugMode . NanTracker ) ;
PushColorPickerDebugTexture ( hdCamera , cmd , m_CameraColorBuffer ) ;
StartStereoRendering ( renderContext , hdCamera . camera ) ;
StartStereoRendering ( renderContext , hdCamera ) ;
if ( m_F rameSettings. enablePostprocess )
if ( hdCamera . f rameSettings. enablePostprocess )
{
RenderPostProcess ( hdCamera , cmd , postProcessLayer ) ;
}
}
}
StopStereoRendering ( renderContext , hdCamera . camera ) ;
StopStereoRendering ( renderContext , hdCamera ) ;
if ( m_F rameSettings. enableStereo )
if ( hdCamera . f rameSettings. enableStereo )
renderContext . StereoEndRender ( hdCamera . camera ) ;
}
}
}
#endif
PushFullScreenDebugTexture ( cmd , m_CameraColorBuffer , hdCamera , FullScreenDebugMode . ScreenSpaceTracing ) ;
PushFullScreenDebugTexture ( hdCamera , cmd , m_CameraColorBuffer , FullScreenDebugMode . ScreenSpaceTracing ) ;
// Caution: RenderDebug need to take into account that we have flip the screen (so anything capture before the flip will be flipped)
RenderDebug ( hdCamera , cmd ) ;
}
void RenderOpaqueRenderList ( CullResults cull ,
Camera c amera,
HDCamera hdC amera,
ScriptableRenderContext renderContext ,
CommandBuffer cmd ,
ShaderPassName passName ,
Material overrideMaterial = null )
{
m_SinglePassName [ 0 ] = passName ;
RenderOpaqueRenderList ( cull , c amera, renderContext , cmd , m_SinglePassName , rendererConfiguration , inRenderQueueRange , stateBlock , overrideMaterial ) ;
RenderOpaqueRenderList ( cull , hdC amera, renderContext , cmd , m_SinglePassName , rendererConfiguration , inRenderQueueRange , stateBlock , overrideMaterial ) ;
Camera c amera,
HDCamera hdC amera,
ScriptableRenderContext renderContext ,
CommandBuffer cmd ,
ShaderPassName [ ] passNames ,
Material overrideMaterial = null )
{
if ( ! m_F rameSettings. enableOpaqueObjects )
if ( ! hdCamera . f rameSettings. enableOpaqueObjects )
return ;
// This is done here because DrawRenderers API lives outside command buffers so we need to make call this before doing any DrawRenders
var drawSettings = new DrawRendererSettings ( camera , HDShaderPassNames . s_EmptyName )
var drawSettings = new DrawRendererSettings ( hdCamera . camera , HDShaderPassNames . s_EmptyName )
{
rendererConfiguration = rendererConfiguration ,
sorting = { flags = SortFlags . CommonOpaque }
}
void RenderTransparentRenderList ( CullResults cull ,
Camera c amera,
HDCamera hdC amera,
ScriptableRenderContext renderContext ,
CommandBuffer cmd ,
ShaderPassName passName ,
Material overrideMaterial = null )
{
m_SinglePassName [ 0 ] = passName ;
RenderTransparentRenderList ( cull , c amera, renderContext , cmd , m_SinglePassName ,
RenderTransparentRenderList ( cull , hdC amera, renderContext , cmd , m_SinglePassName ,
Camera c amera,
HDCamera hdC amera,
ScriptableRenderContext renderContext ,
CommandBuffer cmd ,
ShaderPassName [ ] passNames ,
Material overrideMaterial = null
)
{
if ( ! m_F rameSettings. enableTransparentObjects )
if ( ! hdCamera . f rameSettings. enableTransparentObjects )
return ;
// This is done here because DrawRenderers API lives outside command buffers so we need to make call this before doing any DrawRenders
var drawSettings = new DrawRendererSettings ( camera , HDShaderPassNames . s_EmptyName )
var drawSettings = new DrawRendererSettings ( hdCamera . camera , HDShaderPassNames . s_EmptyName )
{
rendererConfiguration = rendererConfiguration ,
sorting = { flags = SortFlags . CommonTransparent }
void AccumulateDistortion ( CullResults cullResults , HDCamera hdCamera , ScriptableRenderContext renderContext , CommandBuffer cmd )
{
if ( ! m_F rameSettings. enableDistortion )
if ( ! hdCamera . f rameSettings. enableDistortion )
return ;
using ( new ProfilingSample ( cmd , "Distortion" , CustomSamplerId . Distortion . GetSampler ( ) ) )
// Only transparent object can render distortion vectors
RenderTransparentRenderList ( cullResults , hdCamera . camera , renderContext , cmd , HDShaderPassNames . s_DistortionVectorsName ) ;
RenderTransparentRenderList ( cullResults , hdCamera , renderContext , cmd , HDShaderPassNames . s_DistortionVectorsName ) ;
void RenderDistortion ( CommandBuffer cmd , RenderPipelineResources resources , HDCamera hdCamera )
void RenderDistortion ( HDCamera hdCamera , CommandBuffer cmd , RenderPipelineResources resources )
if ( ! m_F rameSettings. enableDistortion )
if ( ! hdCamera . f rameSettings. enableDistortion )
return ;
using ( new ProfilingSample ( cmd , "ApplyDistortion" , CustomSamplerId . ApplyDistortion . GetSampler ( ) ) )
// by using the pass "ForwardOnly". In this case the .shader should not have "Forward" but only a "ForwardOnly" pass.
// It must also have a "DepthForwardOnly" and no "DepthOnly" pass as forward material (either deferred or forward only rendering) have always a depth pass.
// If a forward material have no depth prepass, then lighting can be incorrect (deferred sahdowing, SSAO), this may be acceptable depends on usage
bool addFullDepthPrepass = forcePrepass | | m_FrameSettings . enableForwardRenderingOnly | | m_FrameSettings . enableDepthPrepassWithDeferredRendering ;
var camera = hdCamera . camera ;
bool addFullDepthPrepass = forcePrepass | | hdCamera . frameSettings . enableForwardRenderingOnly | | hdCamera . frameSettings . enableDepthPrepassWithDeferredRendering ;
using ( new ProfilingSample ( cmd , ! addFullDepthPrepass ? "Depth Prepass alpha test" : "Depth Prepass" , CustomSamplerId . DepthPrepass . GetSampler ( ) ) )
{
// We render first the opaque object as opaque alpha tested are more costly to render and could be reject by early-z (but not Hi-z as it is disable with clip instruction)
// This is handled automatically with the RenderQueue value (OpaqueAlphaTested have a different value and thus are sorted after Opaque)
RenderOpaqueRenderList ( cull , c amera, renderContext , cmd , m_DepthOnlyAndDepthForwardOnlyPassNames , 0 , HDRenderQueue . k_RenderQueue_AllOpaque ) ;
RenderOpaqueRenderList ( cull , hdC amera, renderContext , cmd , m_DepthOnlyAndDepthForwardOnlyPassNames , 0 , HDRenderQueue . k_RenderQueue_AllOpaque ) ;
RenderOpaqueRenderList ( cull , c amera, renderContext , cmd , m_DepthForwardOnlyPassNames , 0 , HDRenderQueue . k_RenderQueue_AllOpaque ) ;
RenderOpaqueRenderList ( cull , hdC amera, renderContext , cmd , m_DepthForwardOnlyPassNames , 0 , HDRenderQueue . k_RenderQueue_AllOpaque ) ;
RenderOpaqueRenderList ( cull , c amera, renderContext , cmd , m_DepthOnlyPassNames , 0 , renderQueueRange ) ;
RenderOpaqueRenderList ( cull , hdC amera, renderContext , cmd , m_DepthOnlyPassNames , 0 , renderQueueRange ) ;
if ( m_F rameSettings. enableTransparentPrepass )
if ( hdCamera . f rameSettings. enableTransparentPrepass )
RenderTransparentRenderList ( cull , c amera, renderContext , cmd , m_TransparentDepthPrepassNames ) ;
RenderTransparentRenderList ( cull , hdC amera, renderContext , cmd , m_TransparentDepthPrepassNames ) ;
}
}
}
void RenderGBuffer ( CullResults cull , HDCamera hdCamera , bool enableShadowMask , ScriptableRenderContext renderContext , CommandBuffer cmd )
{
if ( m_FrameSettings . enableForwardRenderingOnly )
if ( hdCamera . frameSettings . enableForwardRenderingOnly )
var camera = hdCamera . camera ;
RenderOpaqueRenderList ( cull , camera , renderContext , cmd , HDShaderPassNames . s_GBufferName , m_currentRendererConfigurationBakedLighting , HDRenderQueue . k_RenderQueue_AllOpaque ) ;
RenderOpaqueRenderList ( cull , hdCamera , renderContext , cmd , HDShaderPassNames . s_GBufferName , m_currentRendererConfigurationBakedLighting , HDRenderQueue . k_RenderQueue_AllOpaque ) ;
void RenderDBuffer ( HDCamera camera , CommandBuffer cmd )
void RenderDBuffer ( HDCamera hdCamera , CommandBuffer cmd )
if ( ! m_FrameSettings . enableDBuffer )
if ( ! hdCamera . frameSettings . enableDBuffer )
return ;
using ( new ProfilingSample ( cmd , "DBufferRender" , CustomSamplerId . DBufferRender . GetSampler ( ) ) )
// Depth texture is now ready, bind it.
cmd . SetGlobalTexture ( HDShaderIDs . _CameraDepthTexture , GetDepthTexture ( ) ) ;
m_DbufferManager . ClearTargets ( cmd , c amera) ;
HDUtils . SetRenderTarget ( cmd , c amera, m_DbufferManager . GetBuffersRTI ( ) , m_CameraDepthStencilBuffer ) ; // do not clear anymore
m_DbufferManager . ClearTargets ( cmd , hdC amera) ;
HDUtils . SetRenderTarget ( cmd , hdC amera, m_DbufferManager . GetBuffersRTI ( ) , m_CameraDepthStencilBuffer ) ; // do not clear anymore
m_DbufferManager . SetHTile ( m_DbufferManager . bufferCount , cmd ) ;
DecalSystem . instance . RenderIntoDBuffer ( cmd ) ;
m_DbufferManager . UnSetHTile ( cmd ) ;
{
using ( new ProfilingSample ( cmd , "DisplayDebug ViewMaterial" , CustomSamplerId . DisplayDebugViewMaterial . GetSampler ( ) ) )
{
if ( m_CurrentDebugDisplaySettings . materialDebugSettings . IsDebugGBufferEnabled ( ) & & ! m_F rameSettings. enableForwardRenderingOnly )
if ( m_CurrentDebugDisplaySettings . materialDebugSettings . IsDebugGBufferEnabled ( ) & & ! hdCamera . f rameSettings. enableForwardRenderingOnly )
{
using ( new ProfilingSample ( cmd , "DebugViewMaterialGBuffer" , CustomSamplerId . DebugViewMaterialGBuffer . GetSampler ( ) ) )
{
HDUtils . SetRenderTarget ( cmd , hdCamera , m_CameraColorBuffer , m_CameraDepthStencilBuffer , ClearFlag . All , CoreUtils . clearColorAllBlack ) ;
// Render Opaque forward
RenderOpaqueRenderList ( cull , hdCamera . camera , renderContext , cmd , m_AllForwardOpaquePassNames , m_currentRendererConfigurationBakedLighting , stateBlock : m_DepthStateOpaque ) ;
RenderOpaqueRenderList ( cull , hdCamera , renderContext , cmd , m_AllForwardOpaquePassNames , m_currentRendererConfigurationBakedLighting , stateBlock : m_DepthStateOpaque ) ;
RenderTransparentRenderList ( cull , hdCamera . camera , renderContext , cmd , m_AllTransparentPassNames , m_currentRendererConfigurationBakedLighting , stateBlock : m_DepthStateOpaque ) ;
RenderTransparentRenderList ( cull , hdCamera , renderContext , cmd , m_AllTransparentPassNames , m_currentRendererConfigurationBakedLighting , stateBlock : m_DepthStateOpaque ) ;
}
}
var camera = hdCamera . camera ;
// Apply SSAO from PostProcessLayer
if ( m_F rameSettings. enableSSAO & & postProcessLayer ! = null & & postProcessLayer . enabled )
if ( hdCamera . f rameSettings. enableSSAO & & postProcessLayer ! = null & & postProcessLayer . enabled )
{
var settings = postProcessLayer . GetSettings < AmbientOcclusion > ( ) ;
cmd . SetGlobalTexture ( HDShaderIDs . _AmbientOcclusionTexture , m_AmbientOcclusionBuffer ) ;
cmd . SetGlobalVector ( HDShaderIDs . _AmbientOcclusionParam , new Vector4 ( settings . color . value . r , settings . color . value . g , settings . color . value . b , settings . directLightingStrength . value ) ) ;
PushFullScreenDebugTexture ( cmd , m_AmbientOcclusionBuffer , hdCamera , FullScreenDebugMode . SSAO ) ;
PushFullScreenDebugTexture ( hdCamera , cmd , m_AmbientOcclusionBuffer , FullScreenDebugMode . SSAO ) ;
return ;
}
}
void RenderDeferredLighting ( HDCamera hdCamera , CommandBuffer cmd )
{
if ( m_F rameSettings. enableForwardRenderingOnly )
if ( hdCamera . f rameSettings. enableForwardRenderingOnly )
return ;
m_MRTCache2 [ 0 ] = m_CameraColorBuffer ;
var options = new LightLoop . LightingPassOptions ( ) ;
if ( m_F rameSettings. enableSubsurfaceScattering )
if ( hdCamera . f rameSettings. enableSubsurfaceScattering )
{
// Output split lighting for materials asking for it (masked in the stencil buffer)
options . outputSplitLighting = true ;
if ( pass = = ForwardPass . Opaque )
{
// In case of forward SSS we will bind all the required target. It is up to the shader to write into it or not.
if ( m_F rameSettings. enableSubsurfaceScattering )
if ( hdCamera . f rameSettings. enableSubsurfaceScattering )
{
RenderTargetIdentifier [ ] m_MRTWithSSS =
new RenderTargetIdentifier [ 2 + m_SSSBufferManager . sssBufferCount ] ;
HDShaderPassNames . s_ForwardOnlyName ;
m_ForwardAndForwardOnlyPassNames [ 1 ] = HDShaderPassNames . s_ForwardName ;
var passNames = m_F rameSettings. enableForwardRenderingOnly
var passNames = hdCamera . f rameSettings. enableForwardRenderingOnly
? m_ForwardAndForwardOnlyPassNames
: m_ForwardOnlyPassNames ;
var debugSSTThisPass = debugScreenSpaceTracing & & ( m_CurrentDebugDisplaySettings . lightingDebugSettings . debugLightingMode = = DebugLightingMode . ScreenSpaceTracingReflection ) ;
cmd . SetRandomWriteTarget ( 7 , m_DebugScreenSpaceTracingData ) ;
}
RenderOpaqueRenderList ( cullResults , c amera, renderContext , cmd , passNames , m_currentRendererConfigurationBakedLighting ) ;
RenderOpaqueRenderList ( cullResults , hdC amera, renderContext , cmd , passNames , m_currentRendererConfigurationBakedLighting ) ;
if ( debugSSTThisPass )
cmd . ClearRandomWriteTargets ( ) ;
}
if ( ( m_FrameSettings . enableDBuffer ) & & ( DecalSystem . m_DecalsVisibleThisFrame > 0 ) ) // enable d-buffer flag value is being interpreted more like enable decals in general now that we have clustered
if ( ( hdCamera . frameSettings . enableDBuffer ) & & ( DecalSystem . m_DecalsVisibleThisFrame > 0 ) ) // enable d-buffer flag value is being interpreted more like enable decals in general now that we have clustered
{
DecalSystem . instance . SetAtlas ( cmd ) ; // for clustered decals
}
cmd . SetGlobalBuffer ( HDShaderIDs . _DebugScreenSpaceTracingData , m_DebugScreenSpaceTracingData ) ;
cmd . SetRandomWriteTarget ( 7 , m_DebugScreenSpaceTracingData ) ;
}
RenderTransparentRenderList ( cullResults , c amera, renderContext , cmd , m_AllTransparentPassNames , m_currentRendererConfigurationBakedLighting , pass = = ForwardPass . PreRefraction ? HDRenderQueue . k_RenderQueue_PreRefraction : HDRenderQueue . k_RenderQueue_Transparent ) ;
RenderTransparentRenderList ( cullResults , hdC amera, renderContext , cmd , m_AllTransparentPassNames , m_currentRendererConfigurationBakedLighting , pass = = ForwardPass . PreRefraction ? HDRenderQueue . k_RenderQueue_PreRefraction : HDRenderQueue . k_RenderQueue_Transparent ) ;
if ( debugSSTThisPass )
cmd . ClearRandomWriteTargets ( ) ;
}
if ( pass = = ForwardPass . Opaque )
{
RenderOpaqueRenderList ( cullResults , hdCamera . camera , renderContext , cmd , m_ForwardErrorPassNames , 0 , null , null , m_ErrorMaterial ) ;
RenderOpaqueRenderList ( cullResults , hdCamera , renderContext , cmd , m_ForwardErrorPassNames , 0 , null , null , m_ErrorMaterial ) ;
RenderTransparentRenderList ( cullResults , hdCamera . camera , renderContext , cmd , m_ForwardErrorPassNames , 0 , pass = = ForwardPass . PreRefraction ? HDRenderQueue . k_RenderQueue_PreRefraction : HDRenderQueue . k_RenderQueue_Transparent , null , m_ErrorMaterial ) ;
RenderTransparentRenderList ( cullResults , hdCamera , renderContext , cmd , m_ForwardErrorPassNames , 0 , pass = = ForwardPass . PreRefraction ? HDRenderQueue . k_RenderQueue_PreRefraction : HDRenderQueue . k_RenderQueue_Transparent , null , m_ErrorMaterial ) ;
}
}
}
if ( ! m_FrameSettings . enableTransparentPostpass )
if ( ! hdCamera . frameSettings . enableTransparentPostpass )
RenderTransparentRenderList ( cullResults , hdCamera . camera , renderContext , cmd , m_TransparentDepthPostpassNames ) ;
RenderTransparentRenderList ( cullResults , hdCamera , renderContext , cmd , m_TransparentDepthPostpassNames ) ;
void RenderObjectsVelocity ( CullResults cullResults , HDCamera hdcamera , ScriptableRenderContext renderContext , CommandBuffer cmd )
void RenderObjectsVelocity ( CullResults cullResults , HDCamera hdCamera , ScriptableRenderContext renderContext , CommandBuffer cmd )
if ( ! m_FrameSettings . enableMotionVectors | | ! m_FrameSettings . enableObjectMotionVectors )
if ( ! hdCamera . frameSettings . enableMotionVectors | | ! hdCamera . frameSettings . enableObjectMotionVectors )
return ;
using ( new ProfilingSample ( cmd , "Objects Velocity" , CustomSamplerId . ObjectsVelocity . GetSampler ( ) ) )
hdcamera . camera . depthTextureMode | = DepthTextureMode . MotionVectors | DepthTextureMode . Depth ;
hdCamera . camera . depthTextureMode | = DepthTextureMode . MotionVectors | DepthTextureMode . Depth ;
HDUtils . SetRenderTarget ( cmd , hdcamera , m_VelocityBuffer , m_CameraDepthStencilBuffer ) ;
RenderOpaqueRenderList ( cullResults , hdcamera . camera , renderContext , cmd , HDShaderPassNames . s_MotionVectorsName , RendererConfiguration . PerObjectMotionVectors ) ;
HDUtils . SetRenderTarget ( cmd , hdCamera , m_VelocityBuffer , m_CameraDepthStencilBuffer ) ;
RenderOpaqueRenderList ( cullResults , hdCamera , renderContext , cmd , HDShaderPassNames . s_MotionVectorsName , RendererConfiguration . PerObjectMotionVectors ) ;
void RenderCameraVelocity ( CullResults cullResults , HDCamera hdcamera , ScriptableRenderContext renderContext , CommandBuffer cmd )
void RenderCameraVelocity ( CullResults cullResults , HDCamera hdCamera , ScriptableRenderContext renderContext , CommandBuffer cmd )
if ( ! m_FrameSettings . enableMotionVectors )
if ( ! hdCamera . frameSettings . enableMotionVectors )
return ;
using ( new ProfilingSample ( cmd , "Camera Velocity" , CustomSamplerId . CameraVelocity . GetSampler ( ) ) )
hdcamera . camera . depthTextureMode | = DepthTextureMode . MotionVectors | DepthTextureMode . Depth ;
hdCamera . camera . depthTextureMode | = DepthTextureMode . MotionVectors | DepthTextureMode . Depth ;
HDUtils . DrawFullScreen ( cmd , hdcamera , m_CameraMotionVectorsMaterial , m_VelocityBuffer , m_CameraDepthStencilBuffer , null , 0 ) ;
PushFullScreenDebugTexture ( cmd , m_VelocityBuffer , hdcamera , FullScreenDebugMode . MotionVectors ) ;
HDUtils . DrawFullScreen ( cmd , hdCamera , m_CameraMotionVectorsMaterial , m_VelocityBuffer , m_CameraDepthStencilBuffer , null , 0 ) ;
PushFullScreenDebugTexture ( hdCamera , cmd , m_VelocityBuffer , FullScreenDebugMode . MotionVectors ) ;
}
}
{
if ( ! m_F rameSettings. enableRoughRefraction )
if ( ! hdCamera . f rameSettings. enableRoughRefraction )
if ( ! m_F rameSettings. enableDistortion & & ! m_F rameSettings. enablePostprocess & & ! m_F rameSettings. enableSSR )
if ( ! hdCamera . f rameSettings. enableDistortion & & ! hdCamera . f rameSettings. enablePostprocess & & ! hdCamera . f rameSettings. enableSSR )
return ;
}
m_BufferPyramid . RenderColorPyramid ( hdCamera , cmd , renderContext , m_CameraColorBuffer , cameraRT ) ;
Vector2 pyramidScale = m_BufferPyramid . GetPyramidToScreenScale ( hdCamera , cameraRT ) ;
PushFullScreenDebugTextureMip ( cmd , cameraRT , m_BufferPyramid . GetPyramidLodCount ( new Vector2Int ( hdCamera . actualWidth , hdCamera . actualHeight ) ) , new Vector4 ( pyramidScale . x , pyramidScale . y , 0.0f , 0.0f ) , hdCamera , isPreRefraction ? FullScreenDebugMode . PreRefractionColorPyramid : FullScreenDebugMode . FinalColorPyramid ) ;
PushFullScreenDebugTextureMip ( hdCamera , cmd , cameraRT , m_BufferPyramid . GetPyramidLodCount ( new Vector2Int ( hdCamera . actualWidth , hdCamera . actualHeight ) ) , new Vector4 ( pyramidScale . x , pyramidScale . y , 0.0f , 0.0f ) , isPreRefraction ? FullScreenDebugMode . PreRefractionColorPyramid : FullScreenDebugMode . FinalColorPyramid ) ;
if ( ! m_F rameSettings. enableRoughRefraction )
if ( ! hdCamera . f rameSettings. enableRoughRefraction )
return ;
var cameraRT = hdCamera . GetCurrentFrameRT ( ( int ) HDCameraFrameHistoryType . DepthPyramid )
m_BufferPyramid . RenderDepthPyramid ( hdCamera , cmd , renderContext , GetDepthTexture ( ) , cameraRT ) ;
Vector2 pyramidScale = m_BufferPyramid . GetPyramidToScreenScale ( hdCamera , cameraRT ) ;
PushFullScreenDebugTextureMip ( cmd , cameraRT , m_BufferPyramid . GetPyramidLodCount ( new Vector2Int ( hdCamera . actualWidth , hdCamera . actualHeight ) ) , new Vector4 ( pyramidScale . x , pyramidScale . y , 0.0f , 0.0f ) , hdCamera , debugMode ) ;
PushFullScreenDebugTextureMip ( hdCamera , cmd , cameraRT , m_BufferPyramid . GetPyramidLodCount ( new Vector2Int ( hdCamera . actualWidth , hdCamera . actualHeight ) ) , new Vector4 ( pyramidScale . x , pyramidScale . y , 0.0f , 0.0f ) , debugMode ) ;
}
void RenderPostProcess ( HDCamera hdcamera , CommandBuffer cmd , PostProcessLayer layer )
}
// TODO TEMP: Not sure I want to keep this special case. Gotta see how to get rid of it (not sure it will work correctly for non-full viewports.
public void PushColorPickerDebugTexture ( CommandBuffer cmd , RenderTargetIdentifier textureID , HDCamera hdCamera )
public void PushColorPickerDebugTexture ( HDCamera hdCamera , CommandBuffer cmd , RenderTargetIdentifier textureID )
{
if ( m_CurrentDebugDisplaySettings . colorPickerDebugSettings . colorPickerMode ! = ColorPickerDebugMode . None )
{
}
}
public void PushFullScreenDebugTexture ( CommandBuffer cmd , RTHandleSystem . RTHandle textureID , HDCamera hdCamera , FullScreenDebugMode debugMode )
public void PushFullScreenDebugTexture ( HDCamera hdCamera , CommandBuffer cmd , RTHandleSystem . RTHandle textureID , FullScreenDebugMode debugMode )
{
if ( debugMode = = m_CurrentDebugDisplaySettings . fullScreenDebugMode )
{
}
void PushFullScreenDebugTextureMip ( CommandBuffer cmd , RTHandleSystem . RTHandle texture , int lodCount , Vector4 scaleBias , HDCamera hdCamera , FullScreenDebugMode debugMode )
void PushFullScreenDebugTextureMip ( HDCamera hdCamera , CommandBuffer cmd , RTHandleSystem . RTHandle texture , int lodCount , Vector4 scaleBias , FullScreenDebugMode debugMode )
{
if ( debugMode = = m_CurrentDebugDisplaySettings . fullScreenDebugMode )
{
m_DebugFullScreen . SetTexture ( HDShaderIDs . _DepthPyramidTexture , hdCamera . GetPreviousFrameRT ( ( int ) HDCameraFrameHistoryType . DepthPyramid ) ) ;
HDUtils . DrawFullScreen ( cmd , hdCamera , m_DebugFullScreen , ( RenderTargetIdentifier ) BuiltinRenderTextureType . CameraTarget ) ;
PushColorPickerDebugTexture ( cmd , ( RenderTargetIdentifier ) BuiltinRenderTextureType . CameraTarget , hdCamera ) ;
PushColorPickerDebugTexture ( hdCamera , cmd , ( RenderTargetIdentifier ) BuiltinRenderTextureType . CameraTarget ) ;
}
// Then overlays
// TODO: As we are in development and have not all the setup pass we still clear the color in emissive buffer and gbuffer, but this will be removed later.
// Clear GBuffers
if ( ! m_F rameSettings. enableForwardRenderingOnly )
if ( ! hdCamera . f rameSettings. enableForwardRenderingOnly )
{
using ( new ProfilingSample ( cmd , "Clear GBuffer" , CustomSamplerId . ClearGBuffer . GetSampler ( ) ) )
{
}
}
void StartStereoRendering ( ScriptableRenderContext renderContext , Camera cam )
void StartStereoRendering ( ScriptableRenderContext renderContext , HDCamera hdCamera )
if ( m_F rameSettings. enableStereo )
renderContext . StartMultiEye ( cam ) ;
if ( hdCamera . f rameSettings. enableStereo )
renderContext . StartMultiEye ( hdCamera . camera ) ;
void StopStereoRendering ( ScriptableRenderContext renderContext , Camera cam )
void StopStereoRendering ( ScriptableRenderContext renderContext , HDCamera hdCamera )
if ( m_F rameSettings. enableStereo )
renderContext . StopMultiEye ( cam ) ;
if ( hdCamera . f rameSettings. enableStereo )
renderContext . StopMultiEye ( hdCamera . camera ) ;
}
}
}