using UnityEngine.Rendering; using UnityEngine.Rendering.PostProcessing; namespace UnityEngine.Experimental.Rendering.HDPipeline { public class GBufferManager : MRTBufferManager { int m_GBufferCount = 0; bool m_SupportShadowMask = false; RenderPipelineMaterial m_DeferredMaterial; protected RenderTargetIdentifier[] m_RTIDsNoShadowMask; public GBufferManager(RenderPipelineMaterial deferredMaterial, bool enableBakeShadowMask) : base(deferredMaterial.GetMaterialGBufferCount() + (enableBakeShadowMask ? 1 : 0)) { Debug.Assert(m_BufferCount <= 8); m_DeferredMaterial = deferredMaterial; m_GBufferCount = deferredMaterial.GetMaterialGBufferCount(); m_SupportShadowMask = enableBakeShadowMask; m_RTIDsNoShadowMask = new RenderTargetIdentifier[m_GBufferCount]; } public override void CreateBuffers() { RenderTextureFormat[] rtFormat; bool[] sRGBFlags; m_DeferredMaterial.GetMaterialGBufferDescription(out rtFormat, out sRGBFlags); for (int gbufferIndex = 0; gbufferIndex < m_GBufferCount; ++gbufferIndex) { m_RTs[gbufferIndex] = RTHandles.Alloc(Vector2.one, colorFormat: rtFormat[gbufferIndex], sRGB: sRGBFlags[gbufferIndex], filterMode: FilterMode.Point, name: string.Format("GBuffer{0}", gbufferIndex)); m_RTIDs[gbufferIndex] = m_RTs[gbufferIndex].nameID; m_TextureShaderIDs[gbufferIndex] = HDShaderIDs._GBufferTexture[gbufferIndex]; m_RTIDsNoShadowMask[gbufferIndex] = HDShaderIDs._GBufferTexture[gbufferIndex]; } if (m_SupportShadowMask) { m_RTs[m_GBufferCount] = RTHandles.Alloc(Vector2.one, colorFormat: Builtin.GetShadowMaskBufferFormat(), sRGB: Builtin.GetShadowMaskSRGBFlag(), filterMode: FilterMode.Point, name: "GBufferShadowMask"); m_RTIDs[m_GBufferCount] = new RenderTargetIdentifier(m_RTs[m_GBufferCount]); m_TextureShaderIDs[m_GBufferCount] = HDShaderIDs._ShadowMaskTexture; } } public override void BindBufferAsTextures(CommandBuffer cmd) { for (int i = 0; i < m_BufferCount; ++i) { cmd.SetGlobalTexture(m_TextureShaderIDs[i], m_RTs[i]); } // When shadow mask are disabled (i.e we haven't created shadow mask texture, bind a white texture). if (!m_SupportShadowMask) { cmd.SetGlobalTexture(HDShaderIDs._ShadowMaskTexture, RuntimeUtilities.whiteTexture); } } public RenderTargetIdentifier[] GetBuffersRTI(bool enableShadowMask) { if(!enableShadowMask) { // nameID can change from one frame to another depending on the msaa flag so so we need to update this array to be sure it's up to date. // Moreover, if we don't have shadow masks we only need to bind the first GBuffers // This is important because in the shader the shadowmask buffer gets optimized out so anything bound after (like the DBuffer HTile) has a different bind point. for (int i = 0; i < m_GBufferCount; ++i) { m_RTIDsNoShadowMask[i] = m_RTs[i].nameID; } return m_RTIDsNoShadowMask; } else { return GetBuffersRTI(); } } public int GetBufferCount(bool enableShadowMask) { return enableShadowMask ? m_BufferCount : m_GBufferCount; } } }