using System; using System.Collections.Generic; #if UNITY_EDITOR using UnityEditor; using UnityEditor.Experimental.Rendering.LightweightPipeline; #endif using UnityEngine.Rendering; using UnityEngine.Rendering.PostProcessing; namespace UnityEngine.Experimental.Rendering.LightweightPipeline { public partial class LightweightPipeline : RenderPipeline { static class PerFrameBuffer { public static int _GlossyEnvironmentColor; public static int _SubtractiveShadowColor; } static class PerCameraBuffer { // TODO: This needs to account for stereo rendering public static int _InvCameraViewProj; public static int _ScaledScreenParams; } public LightweightPipelineAsset pipelineAsset { get; private set; } private static IRendererSetup m_DefaultRendererSetup; private static IRendererSetup defaultRendererSetup { get { if (m_DefaultRendererSetup == null) m_DefaultRendererSetup = new DefaultRendererSetup(); return m_DefaultRendererSetup; } } CameraComparer m_CameraComparer = new CameraComparer(); ScriptableRenderer m_Renderer; CullResults m_CullResults; private PipelineSettings m_PipelineSettings; public struct PipelineSettings { public int msaaSampleCount { get; private set; } public bool supportsHDR { get; private set; } public XRGraphicsConfig savedXRGraphicsConfig { get; private set; } public float renderScale { get; private set; } public bool supportsCameraDepthTexture { get; private set; } public Downsampling opaqueDownsampling { get; private set; } public bool supportsCameraOpaqueTexture { get; private set; } public bool supportsDynamicBatching { get; private set; } public int maxPixelLights { get; private set; } public bool supportsDirectionalShadows { get; private set; } public bool supportsSoftParticles { get; private set; } public bool supportsLocalShadows { get; private set; } public float shadowDistance { get; private set; } public int cascadeCount { get; private set; } public int directionalShadowAtlasResolution { get; private set; } public float cascade2Split { get; private set; } public Vector3 cascade4Split { get; private set; } public bool supportsVertexLight { get; private set; } public int localShadowAtlasResolution { get; private set; } public bool supportsSoftShadows { get; private set; } public static PipelineSettings Create(LightweightPipelineAsset asset) { var cache = new PipelineSettings(); cache.msaaSampleCount = asset.msaaSampleCount; cache.supportsHDR = asset.supportsHDR; cache.savedXRGraphicsConfig = asset.savedXRGraphicsConfig; cache.renderScale = asset.renderScale; cache.supportsCameraDepthTexture = asset.supportsCameraDepthTexture; cache.opaqueDownsampling = asset.opaqueDownsampling; cache.supportsCameraOpaqueTexture = asset.supportsCameraOpaqueTexture; cache.supportsDynamicBatching = asset.supportsDynamicBatching; cache.maxPixelLights = asset.maxPixelLights; cache.supportsDirectionalShadows = asset.supportsDirectionalShadows; cache.supportsSoftParticles = asset.supportsSoftParticles; cache.supportsLocalShadows = asset.supportsLocalShadows; cache.shadowDistance = asset.shadowDistance; cache.cascadeCount = asset.cascadeCount; cache.directionalShadowAtlasResolution = asset.directionalShadowAtlasResolution; cache.cascade2Split = asset.cascade2Split; cache.cascade4Split = asset.cascade4Split; cache.supportsVertexLight = asset.supportsVertexLight; cache.localShadowAtlasResolution = asset.localShadowAtlasResolution; cache.supportsSoftShadows = asset.supportsSoftShadows; return cache; } } public LightweightPipeline(LightweightPipelineAsset asset) { m_PipelineSettings = PipelineSettings.Create(asset); SetSupportedRenderingFeatures(); SetPipelineCapabilities(asset); PerFrameBuffer._GlossyEnvironmentColor = Shader.PropertyToID("_GlossyEnvironmentColor"); PerFrameBuffer._SubtractiveShadowColor = Shader.PropertyToID("_SubtractiveShadowColor"); PerCameraBuffer._InvCameraViewProj = Shader.PropertyToID("_InvCameraViewProj"); PerCameraBuffer._ScaledScreenParams = Shader.PropertyToID("_ScaledScreenParams"); m_Renderer = new ScriptableRenderer(asset); // Let engine know we have MSAA on for cases where we support MSAA backbuffer if (QualitySettings.antiAliasing != m_PipelineSettings.msaaSampleCount) QualitySettings.antiAliasing = m_PipelineSettings.msaaSampleCount; Shader.globalRenderPipeline = "LightweightPipeline"; } public override void Dispose() { base.Dispose(); Shader.globalRenderPipeline = ""; SupportedRenderingFeatures.active = new SupportedRenderingFeatures(); #if UNITY_EDITOR SceneViewDrawMode.ResetDrawMode(); #endif m_Renderer.Dispose(); } public interface IBeforeCameraRender { void ExecuteBeforeCameraRender(ScriptableRenderContext context, Camera camera, PipelineSettings pipelineSettings, ScriptableRenderer renderer); } public override void Render(ScriptableRenderContext context, Camera[] cameras) { m_PipelineSettings.savedXRGraphicsConfig.renderScale = m_PipelineSettings.renderScale; m_PipelineSettings.savedXRGraphicsConfig.viewportScale = 1.0f; // Placeholder until viewportScale is all hooked up // Apply any changes to XRGConfig prior to this point m_PipelineSettings.savedXRGraphicsConfig.SetConfig(); base.Render(context, cameras); BeginFrameRendering(cameras); GraphicsSettings.lightsUseLinearIntensity = true; SetupPerFrameShaderConstants(); // Sort cameras array by camera depth Array.Sort(cameras, m_CameraComparer); foreach (Camera camera in cameras) { BeginCameraRendering(camera); foreach (var beforeCamera in camera.GetComponents()) beforeCamera.ExecuteBeforeCameraRender(context, camera, m_PipelineSettings, m_Renderer); RenderSingleCamera(context, m_PipelineSettings, camera, ref m_CullResults, camera.GetComponent(), m_Renderer); } } public static void RenderSingleCamera(ScriptableRenderContext context, PipelineSettings settings, Camera camera, ref CullResults cullResults, IRendererSetup setup, ScriptableRenderer renderer) { string renderCameraTag = camera.name; CommandBuffer cmd = CommandBufferPool.Get(renderCameraTag); using (new ProfilingSample(cmd, renderCameraTag)) { CameraData cameraData; InitializeCameraData(settings, camera, out cameraData); SetupPerCameraShaderConstants(cameraData); ScriptableCullingParameters cullingParameters; if (!CullResults.GetCullingParameters(camera, cameraData.isStereoEnabled, out cullingParameters)) { CommandBufferPool.Release(cmd); return; } cullingParameters.shadowDistance = Mathf.Min(cameraData.maxShadowDistance, camera.farClipPlane); context.ExecuteCommandBuffer(cmd); cmd.Clear(); #if UNITY_EDITOR // Emit scene view UI if (cameraData.isSceneViewCamera) ScriptableRenderContext.EmitWorldGeometryForSceneView(camera); #endif CullResults.Cull(ref cullingParameters, context, ref cullResults); List visibleLights = cullResults.visibleLights; RenderingData renderingData; InitializeRenderingData(settings, ref cameraData, visibleLights, renderer.maxSupportedLocalLightsPerPass, renderer.maxSupportedVertexLights, out renderingData); var setupToUse = setup; if (setupToUse == null) setupToUse = defaultRendererSetup; setupToUse.Setup(renderer, ref context, ref cullResults, ref renderingData); renderer.Execute(ref context, ref cullResults, ref renderingData); context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); context.Submit(); #if UNITY_EDITOR Handles.DrawGizmos(camera); #endif } } static void SetSupportedRenderingFeatures() { #if UNITY_EDITOR SupportedRenderingFeatures.active = new SupportedRenderingFeatures() { reflectionProbeSupportFlags = SupportedRenderingFeatures.ReflectionProbeSupportFlags.None, defaultMixedLightingMode = SupportedRenderingFeatures.LightmapMixedBakeMode.Subtractive, supportedMixedLightingModes = SupportedRenderingFeatures.LightmapMixedBakeMode.Subtractive, supportedLightmapBakeTypes = LightmapBakeType.Baked | LightmapBakeType.Mixed, supportedLightmapsModes = LightmapsMode.CombinedDirectional | LightmapsMode.NonDirectional, rendererSupportsLightProbeProxyVolumes = false, rendererSupportsMotionVectors = false, rendererSupportsReceiveShadows = false, rendererSupportsReflectionProbes = true }; SceneViewDrawMode.SetupDrawMode(); #endif } static void InitializeCameraData(PipelineSettings settings, Camera camera, out CameraData cameraData) { const float kRenderScaleThreshold = 0.05f; cameraData.camera = camera; bool msaaEnabled = camera.allowMSAA && settings.msaaSampleCount > 1; if (msaaEnabled) cameraData.msaaSamples = (camera.targetTexture != null) ? camera.targetTexture.antiAliasing : settings.msaaSampleCount; else cameraData.msaaSamples = 1; cameraData.isSceneViewCamera = camera.cameraType == CameraType.SceneView; cameraData.isOffscreenRender = camera.targetTexture != null && !cameraData.isSceneViewCamera; cameraData.isStereoEnabled = IsStereoEnabled(camera); // TODO: There's currently an issue in engine side that breaks MSAA with texture2DArray. // for now we force msaa disabled when using texture2DArray. This fixes VR multiple and single pass instanced modes. if (cameraData.isStereoEnabled && XRGraphicsConfig.eyeTextureDesc.dimension == TextureDimension.Tex2DArray) cameraData.msaaSamples = 1; cameraData.isHdrEnabled = camera.allowHDR && settings.supportsHDR; cameraData.postProcessLayer = camera.GetComponent(); cameraData.postProcessEnabled = cameraData.postProcessLayer != null && cameraData.postProcessLayer.isActiveAndEnabled; Rect cameraRect = camera.rect; cameraData.isDefaultViewport = (!(Math.Abs(cameraRect.x) > 0.0f || Math.Abs(cameraRect.y) > 0.0f || Math.Abs(cameraRect.width) < 1.0f || Math.Abs(cameraRect.height) < 1.0f)); // If XR is enabled, use XR renderScale. // Discard variations lesser than kRenderScaleThreshold. // Scale is only enabled for gameview. float usedRenderScale = XRGraphicsConfig.enabled ? settings.savedXRGraphicsConfig.renderScale : settings.renderScale; cameraData.renderScale = (Mathf.Abs(1.0f - usedRenderScale) < kRenderScaleThreshold) ? 1.0f : usedRenderScale; cameraData.renderScale = (camera.cameraType == CameraType.Game) ? cameraData.renderScale : 1.0f; cameraData.requiresDepthTexture = settings.supportsCameraDepthTexture || cameraData.isSceneViewCamera; cameraData.requiresSoftParticles = settings.supportsSoftParticles; cameraData.requiresOpaqueTexture = settings.supportsCameraOpaqueTexture; cameraData.opaqueTextureDownsampling = settings.opaqueDownsampling; bool anyShadowsEnabled = settings.supportsDirectionalShadows || settings.supportsLocalShadows; cameraData.maxShadowDistance = (anyShadowsEnabled) ? settings.shadowDistance : 0.0f; LightweightAdditionalCameraData additionalCameraData = camera.gameObject.GetComponent(); if (additionalCameraData != null) { cameraData.maxShadowDistance = (additionalCameraData.renderShadows) ? cameraData.maxShadowDistance : 0.0f; cameraData.requiresDepthTexture &= additionalCameraData.requiresDepthTexture; cameraData.requiresOpaqueTexture &= additionalCameraData.requiresColorTexture; } else if (!cameraData.isSceneViewCamera && camera.cameraType != CameraType.Reflection && camera.cameraType != CameraType.Preview) { cameraData.requiresDepthTexture = false; cameraData.requiresOpaqueTexture = false; } cameraData.requiresDepthTexture |= cameraData.postProcessEnabled; } static void InitializeRenderingData(PipelineSettings settings, ref CameraData cameraData, List visibleLights, int maxSupportedLocalLightsPerPass, int maxSupportedVertexLights, out RenderingData renderingData) { List localLightIndices = new List(); bool hasDirectionalShadowCastingLight = false; bool hasLocalShadowCastingLight = false; if (cameraData.maxShadowDistance > 0.0f) { for (int i = 0; i < visibleLights.Count; ++i) { Light light = visibleLights[i].light; bool castShadows = light != null && light.shadows != LightShadows.None; if (visibleLights[i].lightType == LightType.Directional) { hasDirectionalShadowCastingLight |= castShadows; } else { hasLocalShadowCastingLight |= castShadows; localLightIndices.Add(i); } } } renderingData.cameraData = cameraData; InitializeLightData(settings, visibleLights, maxSupportedLocalLightsPerPass, maxSupportedVertexLights, localLightIndices, out renderingData.lightData); InitializeShadowData(settings, hasDirectionalShadowCastingLight, hasLocalShadowCastingLight, out renderingData.shadowData); renderingData.supportsDynamicBatching = settings.supportsDynamicBatching; } static void InitializeShadowData(PipelineSettings settings, bool hasDirectionalShadowCastingLight, bool hasLocalShadowCastingLight, out ShadowData shadowData) { // Until we can have keyword stripping forcing single cascade hard shadows on gles2 bool supportsScreenSpaceShadows = SystemInfo.graphicsDeviceType != GraphicsDeviceType.OpenGLES2; shadowData.renderDirectionalShadows = settings.supportsDirectionalShadows && hasDirectionalShadowCastingLight; // we resolve shadows in screenspace when cascades are enabled to save ALU as computing cascade index + shadowCoord on fragment is expensive shadowData.requiresScreenSpaceShadowResolve = shadowData.renderDirectionalShadows && supportsScreenSpaceShadows && settings.cascadeCount > 1; shadowData.directionalLightCascadeCount = (shadowData.requiresScreenSpaceShadowResolve) ? settings.cascadeCount : 1; shadowData.directionalShadowAtlasWidth = settings.directionalShadowAtlasResolution; shadowData.directionalShadowAtlasHeight = settings.directionalShadowAtlasResolution; switch (shadowData.directionalLightCascadeCount) { case 1: shadowData.directionalLightCascades = new Vector3(1.0f, 0.0f, 0.0f); break; case 2: shadowData.directionalLightCascades = new Vector3(settings.cascade2Split, 1.0f, 0.0f); break; default: shadowData.directionalLightCascades = settings.cascade4Split; break; } shadowData.renderLocalShadows = settings.supportsLocalShadows && hasLocalShadowCastingLight; shadowData.localShadowAtlasWidth = shadowData.localShadowAtlasHeight = settings.localShadowAtlasResolution; shadowData.supportsSoftShadows = settings.supportsSoftShadows; shadowData.bufferBitCount = 16; shadowData.renderedDirectionalShadowQuality = LightShadows.None; shadowData.renderedLocalShadowQuality = LightShadows.None; } static void InitializeLightData(PipelineSettings settings, List visibleLights, int maxSupportedLocalLightsPerPass, int maxSupportedVertexLights, List localLightIndices, out LightData lightData) { int visibleLightsCount = Math.Min(visibleLights.Count, settings.maxPixelLights); lightData.mainLightIndex = GetMainLight(settings, visibleLights); // If we have a main light we don't shade it in the per-object light loop. We also remove it from the per-object cull list int mainLightPresent = (lightData.mainLightIndex >= 0) ? 1 : 0; int additionalPixelLightsCount = Math.Min(visibleLightsCount - mainLightPresent, maxSupportedLocalLightsPerPass); int vertexLightCount = (settings.supportsVertexLight) ? Math.Min(visibleLights.Count, maxSupportedLocalLightsPerPass) - additionalPixelLightsCount : 0; vertexLightCount = Math.Min(vertexLightCount, maxSupportedVertexLights); lightData.pixelAdditionalLightsCount = additionalPixelLightsCount; lightData.totalAdditionalLightsCount = additionalPixelLightsCount + vertexLightCount; lightData.visibleLights = visibleLights; lightData.visibleLocalLightIndices = localLightIndices; } // Main Light is always a directional light static int GetMainLight(PipelineSettings settings, List visibleLights) { int totalVisibleLights = visibleLights.Count; if (totalVisibleLights == 0 || settings.maxPixelLights == 0) return -1; for (int i = 0; i < totalVisibleLights; ++i) { VisibleLight currLight = visibleLights[i]; // Particle system lights have the light property as null. We sort lights so all particles lights // come last. Therefore, if first light is particle light then all lights are particle lights. // In this case we either have no main light or already found it. if (currLight.light == null) break; // In case no shadow light is present we will return the brightest directional light if (currLight.lightType == LightType.Directional) return i; } return -1; } static void SetupPerFrameShaderConstants() { // When glossy reflections are OFF in the shader we set a constant color to use as indirect specular SphericalHarmonicsL2 ambientSH = RenderSettings.ambientProbe; Color linearGlossyEnvColor = new Color(ambientSH[0, 0], ambientSH[1, 0], ambientSH[2, 0]) * RenderSettings.reflectionIntensity; Color glossyEnvColor = CoreUtils.ConvertLinearToActiveColorSpace(linearGlossyEnvColor); Shader.SetGlobalVector(PerFrameBuffer._GlossyEnvironmentColor, glossyEnvColor); // Used when subtractive mode is selected Shader.SetGlobalVector(PerFrameBuffer._SubtractiveShadowColor, CoreUtils.ConvertSRGBToActiveColorSpace(RenderSettings.subtractiveShadowColor)); } static void SetupPerCameraShaderConstants(CameraData cameraData) { Camera camera = cameraData.camera; float cameraWidth = (float)cameraData.camera.pixelWidth * cameraData.renderScale; float cameraHeight = (float)cameraData.camera.pixelHeight * cameraData.renderScale; Shader.SetGlobalVector(PerCameraBuffer._ScaledScreenParams, new Vector4(cameraWidth, cameraHeight, 1.0f + 1.0f / cameraWidth, 1.0f + 1.0f / cameraHeight)); Matrix4x4 projMatrix = GL.GetGPUProjectionMatrix(camera.projectionMatrix, false); Matrix4x4 viewMatrix = camera.worldToCameraMatrix; Matrix4x4 viewProjMatrix = projMatrix * viewMatrix; Matrix4x4 invViewProjMatrix = Matrix4x4.Inverse(viewProjMatrix); Shader.SetGlobalMatrix(PerCameraBuffer._InvCameraViewProj, invViewProjMatrix); } } }