using System; using System.Collections.Generic; using UnityEngine.Rendering; using UnityEngine.Rendering.PostProcessing; using UnityEngine.XR; namespace UnityEngine.Experimental.Rendering.LightweightPipeline { public enum RenderPassHandles { DepthPrepass, DirectionalShadows, LocalShadows, ScreenSpaceShadowResolve, ForwardLit, Count, } public enum MaterialHandles { Error, DepthCopy, Sampling, Blit, ScrenSpaceShadow, Count, } public static class RenderTargetHandles { public static int Color; public static int DepthAttachment; public static int DepthTexture; public static int OpaqueColor; public static int DirectionalShadowmap; public static int LocalShadowmap; public static int ScreenSpaceShadowmap; } public class LightweightForwardRenderer { // Lights are culled per-object. In platforms that don't use StructuredBuffer // the engine will set 4 light indices in the following constant unity_4LightIndices0 // Additionally the engine set unity_4LightIndices1 but LWRP doesn't use that. const int k_MaxConstantLocalLights = 4; // LWRP uses a fixed constant buffer to hold light data. This must match the value of // MAX_VISIBLE_LIGHTS 16 in Input.hlsl const int k_MaxVisibleLocalLights = 16; const int k_MaxVertexLights = 4; public int maxSupportedLocalLightsPerPass { get { return useComputeBufferForPerObjectLightIndices ? k_MaxVisibleLocalLights : k_MaxConstantLocalLights; } } // TODO: Profile performance of using ComputeBuffer on mobiles that support it public bool useComputeBufferForPerObjectLightIndices { get { return SystemInfo.supportsComputeShaders && !Application.isMobilePlatform && Application.platform != RuntimePlatform.WebGLPlayer; } } public int maxVisibleLocalLights { get { return k_MaxVisibleLocalLights; } } public int maxSupportedVertexLights { get { return k_MaxVertexLights; } } public PostProcessRenderContext postProcessRenderContext { get; private set; } public ComputeBuffer perObjectLightIndices { get; private set; } public FilterRenderersSettings opaqueFilterSettings { get; private set; } public FilterRenderersSettings transparentFilterSettings { get; private set; } Dictionary m_ResourceMap = new Dictionary(); List m_ActiveShadowQueue = new List(); List m_ActiveRenderPassQueue = new List(); Material[] m_Materials; ScriptableRenderPass[] m_RenderPassSet = new ScriptableRenderPass[(int)RenderPassHandles.Count]; public LightweightForwardRenderer(LightweightPipelineAsset pipelineAsset) { // RenderTexture format depends on camera and pipeline (HDR, non HDR, etc) // Samples (MSAA) depend on camera and pipeline RegisterSurface("_CameraColorTexture", out RenderTargetHandles.Color); RegisterSurface("_CameraDepthAttachment", out RenderTargetHandles.DepthAttachment); RegisterSurface("_CameraDepthTexture", out RenderTargetHandles.DepthTexture); RegisterSurface("_CameraOpaqueTexture", out RenderTargetHandles.OpaqueColor); RegisterSurface("_DirectionalShadowmapTexture", out RenderTargetHandles.DirectionalShadowmap); RegisterSurface("_LocalShadowmapTexture", out RenderTargetHandles.LocalShadowmap); RegisterSurface("_ScreenSpaceShadowMapTexture", out RenderTargetHandles.ScreenSpaceShadowmap); m_Materials = new Material[(int)MaterialHandles.Count] { CoreUtils.CreateEngineMaterial("Hidden/InternalErrorShader"), CoreUtils.CreateEngineMaterial(pipelineAsset.copyDepthShader), CoreUtils.CreateEngineMaterial(pipelineAsset.samplingShader), CoreUtils.CreateEngineMaterial(pipelineAsset.blitShader), CoreUtils.CreateEngineMaterial(pipelineAsset.screenSpaceShadowShader), }; m_RenderPassSet = new ScriptableRenderPass[(int)RenderPassHandles.Count] { new DepthOnlyPass(this), new DirectionalShadowsPass(this), new LocalShadowsPass(this), new ScreenSpaceShadowResolvePass(this), new ForwardLitPass(this), }; postProcessRenderContext = new PostProcessRenderContext(); opaqueFilterSettings = new FilterRenderersSettings(true) { renderQueueRange = RenderQueueRange.opaque, }; transparentFilterSettings = new FilterRenderersSettings(true) { renderQueueRange = RenderQueueRange.transparent, }; } public void Dispose() { if (perObjectLightIndices != null) { perObjectLightIndices.Release(); perObjectLightIndices = null; } for (int i = 0; i < m_Materials.Length; ++i) CoreUtils.Destroy(m_Materials[i]); } public RenderTextureDescriptor CreateRTDesc(ref CameraData cameraData, float scaler = 1.0f) { Camera camera = cameraData.camera; RenderTextureDescriptor desc; if (cameraData.isStereoEnabled) desc = XRSettings.eyeTextureDesc; else desc = new RenderTextureDescriptor(camera.pixelWidth, camera.pixelHeight); float renderScale = cameraData.renderScale; desc.colorFormat = cameraData.isHdrEnabled ? RenderTextureFormat.DefaultHDR : RenderTextureFormat.Default; desc.enableRandomWrite = false; desc.width = (int)((float)desc.width * renderScale * scaler); desc.height = (int)((float)desc.height * renderScale * scaler); return desc; } public void Setup(ref ScriptableRenderContext context, ref CullResults cullResults, ref RenderingData renderingData) { Clear(); SetupPerObjectLightIndices(ref cullResults, ref renderingData.lightData); RenderTextureDescriptor baseDescriptor = CreateRTDesc(ref renderingData.cameraData); bool requiresCameraDepth = renderingData.cameraData.requiresDepthTexture; bool requiresDepthPrepass = renderingData.shadowData.requiresScreenSpaceShadowResolve || renderingData.cameraData.isSceneViewCamera || (requiresCameraDepth && !CanCopyDepth(ref renderingData.cameraData)); // For now VR requires a depth prepass until we figure out how to properly resolve texture2DMS in stereo requiresDepthPrepass |= renderingData.cameraData.isStereoEnabled; CommandBuffer cmd = CommandBufferPool.Get("Setup Rendering"); if (requiresDepthPrepass) EnqueuePass(cmd, RenderPassHandles.DepthPrepass, baseDescriptor, null, RenderTargetHandles.DepthTexture); if (renderingData.shadowData.renderDirectionalShadows) { EnqueuePass(cmd, RenderPassHandles.DirectionalShadows, baseDescriptor); if (renderingData.shadowData.requiresScreenSpaceShadowResolve) EnqueuePass(cmd, RenderPassHandles.ScreenSpaceShadowResolve, baseDescriptor, new[] {RenderTargetHandles.ScreenSpaceShadowmap}); } if (renderingData.shadowData.renderLocalShadows) EnqueuePass(cmd, RenderPassHandles.LocalShadows, baseDescriptor); bool requiresDepthAttachment = requiresCameraDepth && !requiresDepthPrepass; bool requiresColorAttachment = RequiresColorAttachment(ref renderingData.cameraData, baseDescriptor) || requiresDepthAttachment; int[] colorHandles = (requiresColorAttachment) ? new[] {RenderTargetHandles.Color} : null; int depthHandle = (requiresColorAttachment) ? RenderTargetHandles.DepthAttachment : -1; EnqueuePass(cmd, RenderPassHandles.ForwardLit, baseDescriptor, colorHandles, depthHandle, renderingData.cameraData.msaaSamples); context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); } public void Execute(ref ScriptableRenderContext context, ref CullResults cullResults, ref RenderingData renderingData) { // TODO: The reason we have to separate passes into two queues is because shadows require different camera // context. We need to take a look at approaches to effectively share shadow between cameras, then we // can move this out for (int i = 0; i < m_ActiveShadowQueue.Count; ++i) m_ActiveShadowQueue[i].Execute(ref context, ref cullResults, ref renderingData); // SetupCameraProperties does the following: // Setup Camera RenderTarget and Viewport // VR Camera Setup and SINGLE_PASS_STEREO props // Setup camera view, proj and their inv matrices. // Setup properties: _WorldSpaceCameraPos, _ProjectionParams, _ScreenParams, _ZBufferParams, unity_OrthoParams // Setup camera world clip planes props // setup HDR keyword // Setup global time properties (_Time, _SinTime, _CosTime) context.SetupCameraProperties(renderingData.cameraData.camera, renderingData.cameraData.isStereoEnabled); for (int i = 0; i < m_ActiveRenderPassQueue.Count; ++i) m_ActiveRenderPassQueue[i].Execute(ref context, ref cullResults, ref renderingData); #if UNITY_EDITOR if (renderingData.cameraData.isSceneViewCamera) { // Restore Render target for additional editor rendering. // Note: Scene view camera always perform depth prepass CommandBuffer cmd = CommandBufferPool.Get("Copy Depth to Camera"); CoreUtils.SetRenderTarget(cmd, BuiltinRenderTextureType.CameraTarget); cmd.EnableShaderKeyword(LightweightKeywords.DepthNoMsaa); cmd.DisableShaderKeyword(LightweightKeywords.DepthMsaa2); cmd.DisableShaderKeyword(LightweightKeywords.DepthMsaa4); cmd.Blit(GetSurface(RenderTargetHandles.DepthTexture), BuiltinRenderTextureType.CameraTarget, GetMaterial(MaterialHandles.DepthCopy)); context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); } #endif DisposePasses(ref context); } public RenderTargetIdentifier GetSurface(int handle) { RenderTargetIdentifier renderTargetID; if (handle < 0 || !m_ResourceMap.TryGetValue(handle, out renderTargetID)) { Debug.LogError(string.Format("Handle {0} has not any surface registered to it.", handle)); return new RenderTargetIdentifier(); } return renderTargetID; } public Material GetMaterial(MaterialHandles handle) { int handleID = (int)handle; if (handleID >= m_Materials.Length) { Debug.LogError(string.Format("Material {0} is not registered.", Enum.GetName(typeof(MaterialHandles), handleID))); return null; } return m_Materials[handleID]; } ScriptableRenderPass GetPass(RenderPassHandles handle) { int handleID = (int)handle; if (handleID >= m_RenderPassSet.Length) { Debug.LogError(string.Format("Render Pass {0} is not registered.", Enum.GetName(typeof(RenderPassHandles), handleID))); return null; } return m_RenderPassSet[handleID]; } void Clear() { m_ActiveShadowQueue.Clear(); m_ActiveRenderPassQueue.Clear(); } void RegisterSurface(string shaderProperty, out int handle) { handle = Shader.PropertyToID(shaderProperty); m_ResourceMap.Add(handle, new RenderTargetIdentifier(handle)); } void EnqueuePass(CommandBuffer cmd, RenderPassHandles passHandle, RenderTextureDescriptor baseDescriptor, int[] colorAttachmentHandles = null, int depthAttachmentHandle = -1, int samples = 1) { ScriptableRenderPass pass = GetPass(passHandle); pass.Setup(cmd, baseDescriptor, colorAttachmentHandles, depthAttachmentHandle, samples); if (passHandle == RenderPassHandles.DirectionalShadows || passHandle == RenderPassHandles.LocalShadows) m_ActiveShadowQueue.Add(pass); else m_ActiveRenderPassQueue.Add(pass); } bool RequiresColorAttachment(ref CameraData cameraData, RenderTextureDescriptor baseDescriptor) { bool isScaledRender = !Mathf.Approximately(cameraData.renderScale, 1.0f); bool isTargetTexture2DArray = baseDescriptor.dimension == TextureDimension.Tex2DArray; return cameraData.isSceneViewCamera || isScaledRender || cameraData.isHdrEnabled || cameraData.postProcessEnabled || cameraData.requiresOpaqueTexture || isTargetTexture2DArray; } bool CanCopyDepth(ref CameraData cameraData) { bool msaaEnabledForCamera = cameraData.msaaSamples > 1; bool supportsTextureCopy = SystemInfo.copyTextureSupport != CopyTextureSupport.None; bool supportsDepthTarget = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth); bool supportsDepthCopy = !msaaEnabledForCamera && (supportsDepthTarget || supportsTextureCopy); // TODO: We don't have support to highp Texture2DMS currently and this breaks depth precision. // currently disabling it until shader changes kick in. //bool msaaDepthResolve = msaaEnabledForCamera && SystemInfo.supportsMultisampledTextures != 0; bool msaaDepthResolve = false; return supportsDepthCopy || msaaDepthResolve; } void DisposePasses(ref ScriptableRenderContext context) { CommandBuffer cmd = CommandBufferPool.Get("Release Resources"); for (int i = 0; i < m_ActiveShadowQueue.Count; ++i) m_ActiveShadowQueue[i].Dispose(cmd); for (int i = 0; i < m_ActiveRenderPassQueue.Count; ++i) m_ActiveRenderPassQueue[i].Dispose(cmd); context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); } void SetupPerObjectLightIndices(ref CullResults cullResults, ref LightData lightData) { if (lightData.totalAdditionalLightsCount == 0) return; List visibleLights = lightData.visibleLights; int[] perObjectLightIndexMap = cullResults.GetLightIndexMap(); int directionalLightCount = 0; // Disable all directional lights from the perobject light indices // Pipeline handles them globally for (int i = 0; i < visibleLights.Count; ++i) { VisibleLight light = visibleLights[i]; if (light.lightType == LightType.Directional) { perObjectLightIndexMap[i] = -1; ++directionalLightCount; } else perObjectLightIndexMap[i] -= directionalLightCount; } cullResults.SetLightIndexMap(perObjectLightIndexMap); // if not using a compute buffer, engine will set indices in 2 vec4 constants // unity_4LightIndices0 and unity_4LightIndices1 if (useComputeBufferForPerObjectLightIndices) { int lightIndicesCount = cullResults.GetLightIndicesCount(); if (lightIndicesCount > 0) { if (perObjectLightIndices == null) { perObjectLightIndices = new ComputeBuffer(lightIndicesCount, sizeof(int)); } else if (perObjectLightIndices.count < lightIndicesCount) { perObjectLightIndices.Release(); perObjectLightIndices = new ComputeBuffer(lightIndicesCount, sizeof(int)); } cullResults.FillLightIndices(perObjectLightIndices); } } } } }