using System; using UnityEngine.Rendering; namespace UnityEngine.Experimental.Rendering.LightweightPipeline { public class DefaultRendererSetup : IRendererSetup { private DepthOnlyPass m_DepthOnlyPass; private DirectionalShadowsPass m_DirectionalShadowPass; private LocalShadowsPass m_LocalShadowPass; private SetupForwardRenderingPass m_SetupForwardRenderingPass; private ScreenSpaceShadowResolvePass m_ScreenSpaceShadowResovePass; private CreateLightweightRenderTexturesPass m_CreateLightweightRenderTexturesPass; private BeginXRRenderingPass m_BeginXrRenderingPass; private SetupLightweightConstanstPass m_SetupLightweightConstants; private RenderOpaqueForwardPass m_RenderOpaqueForwardPass; private OpaquePostProcessPass m_OpaquePostProcessPass; private DrawSkyboxPass m_DrawSkyboxPass; private CopyDepthPass m_CopyDepthPass; private CopyColorPass m_CopyColorPass; private RenderTransparentForwardPass m_RenderTransparentForwardPass; private TransparentPostProcessPass m_TransparentPostProcessPass; private FinalBlitPass m_FinalBlitPass; private EndXRRenderingPass m_EndXrRenderingPass; #if UNITY_EDITOR private SceneViewDepthCopyPass m_SceneViewDepthCopyPass; #endif private RenderTargetHandle Color; private RenderTargetHandle DepthAttachment; private RenderTargetHandle DepthTexture; private RenderTargetHandle OpaqueColor; private RenderTargetHandle DirectionalShadowmap; private RenderTargetHandle LocalShadowmap; private RenderTargetHandle ScreenSpaceShadowmap; [NonSerialized] private bool m_Initialized = false; private void Init(LightweightForwardRenderer renderer) { if (m_Initialized) return; m_DepthOnlyPass = new DepthOnlyPass(renderer); m_DirectionalShadowPass = new DirectionalShadowsPass(renderer); m_LocalShadowPass = new LocalShadowsPass(renderer); m_SetupForwardRenderingPass = new SetupForwardRenderingPass(renderer); m_ScreenSpaceShadowResovePass = new ScreenSpaceShadowResolvePass(renderer); m_CreateLightweightRenderTexturesPass = new CreateLightweightRenderTexturesPass(renderer); m_BeginXrRenderingPass = new BeginXRRenderingPass(renderer); m_SetupLightweightConstants = new SetupLightweightConstanstPass(renderer); m_RenderOpaqueForwardPass = new RenderOpaqueForwardPass(renderer); m_OpaquePostProcessPass = new OpaquePostProcessPass(renderer); m_DrawSkyboxPass = new DrawSkyboxPass(renderer); m_CopyDepthPass = new CopyDepthPass(renderer); m_CopyColorPass = new CopyColorPass(renderer); m_RenderTransparentForwardPass = new RenderTransparentForwardPass(renderer); m_TransparentPostProcessPass = new TransparentPostProcessPass(renderer); m_FinalBlitPass = new FinalBlitPass(renderer); m_EndXrRenderingPass = new EndXRRenderingPass(renderer); #if UNITY_EDITOR m_SceneViewDepthCopyPass = new SceneViewDepthCopyPass(renderer); #endif // RenderTexture format depends on camera and pipeline (HDR, non HDR, etc) // Samples (MSAA) depend on camera and pipeline Color.Init("_CameraColorTexture"); DepthAttachment.Init("_CameraDepthAttachment"); DepthTexture.Init("_CameraDepthTexture"); OpaqueColor.Init("_CameraOpaqueTexture"); DirectionalShadowmap.Init("_DirectionalShadowmapTexture"); LocalShadowmap.Init("_LocalShadowmapTexture"); ScreenSpaceShadowmap.Init("_ScreenSpaceShadowMapTexture"); m_Initialized = true; } public void Setup(LightweightForwardRenderer renderer, ref ScriptableRenderContext context, ref CullResults cullResults, ref RenderingData renderingData) { Init(renderer); renderer.Clear(); renderer.SetupPerObjectLightIndices(ref cullResults, ref renderingData.lightData); RenderTextureDescriptor baseDescriptor = renderer.CreateRTDesc(ref renderingData.cameraData); RenderTextureDescriptor shadowDescriptor = baseDescriptor; shadowDescriptor.dimension = TextureDimension.Tex2D; bool requiresCameraDepth = renderingData.cameraData.requiresDepthTexture; bool requiresDepthPrepass = renderingData.shadowData.requiresScreenSpaceShadowResolve || renderingData.cameraData.isSceneViewCamera || (requiresCameraDepth && !LightweightForwardRenderer.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; if (renderingData.shadowData.renderDirectionalShadows) { m_DirectionalShadowPass.Setup(DirectionalShadowmap); renderer.EnqueuePass(m_DirectionalShadowPass); } if (renderingData.shadowData.renderLocalShadows) { m_LocalShadowPass.Setup(LocalShadowmap); renderer.EnqueuePass(m_LocalShadowPass); } renderer.EnqueuePass(m_SetupForwardRenderingPass); if (requiresDepthPrepass) { m_DepthOnlyPass.Setup(baseDescriptor, DepthTexture, SampleCount.One); renderer.EnqueuePass(m_DepthOnlyPass); } if (renderingData.shadowData.renderDirectionalShadows && renderingData.shadowData.requiresScreenSpaceShadowResolve) { m_ScreenSpaceShadowResovePass.Setup(baseDescriptor, ScreenSpaceShadowmap); renderer.EnqueuePass(m_ScreenSpaceShadowResovePass); } bool requiresDepthAttachment = requiresCameraDepth && !requiresDepthPrepass; bool requiresColorAttachment = LightweightForwardRenderer.RequiresIntermediateColorTexture( ref renderingData.cameraData, baseDescriptor, requiresDepthAttachment); RenderTargetHandle colorHandle = (requiresColorAttachment) ? Color : RenderTargetHandle.CameraTarget; RenderTargetHandle depthHandle = (requiresDepthAttachment) ? DepthAttachment : RenderTargetHandle.CameraTarget; var sampleCount = (SampleCount) renderingData.cameraData.msaaSamples; m_CreateLightweightRenderTexturesPass.Setup(baseDescriptor, colorHandle, depthHandle, sampleCount); renderer.EnqueuePass(m_CreateLightweightRenderTexturesPass); if (renderingData.cameraData.isStereoEnabled) renderer.EnqueuePass(m_BeginXrRenderingPass); Camera camera = renderingData.cameraData.camera; bool dynamicBatching = renderingData.supportsDynamicBatching; RendererConfiguration rendererConfiguration = LightweightForwardRenderer.GetRendererConfiguration(renderingData.lightData.totalAdditionalLightsCount); renderer.EnqueuePass(m_SetupLightweightConstants); m_RenderOpaqueForwardPass.Setup(baseDescriptor, colorHandle, depthHandle, LightweightForwardRenderer.GetCameraClearFlag(camera), camera.backgroundColor, rendererConfiguration,dynamicBatching); renderer.EnqueuePass(m_RenderOpaqueForwardPass); if (renderingData.cameraData.postProcessEnabled && renderingData.cameraData.postProcessLayer.HasOpaqueOnlyEffects(renderer.postProcessRenderContext)) { m_OpaquePostProcessPass.Setup(baseDescriptor, colorHandle); renderer.EnqueuePass(m_OpaquePostProcessPass); } if (camera.clearFlags == CameraClearFlags.Skybox) renderer.EnqueuePass(m_DrawSkyboxPass); if (depthHandle != RenderTargetHandle.CameraTarget) { m_CopyDepthPass.Setup(depthHandle, DepthTexture); renderer.EnqueuePass(m_CopyDepthPass); } if (renderingData.cameraData.requiresOpaqueTexture) { m_CopyColorPass.Setup(colorHandle, OpaqueColor); renderer.EnqueuePass(m_CopyColorPass); } m_RenderTransparentForwardPass.Setup(baseDescriptor, colorHandle, depthHandle, ClearFlag.None, camera.backgroundColor, rendererConfiguration, dynamicBatching); renderer.EnqueuePass(m_RenderTransparentForwardPass); if (renderingData.cameraData.postProcessEnabled) { m_TransparentPostProcessPass.Setup(baseDescriptor, colorHandle); renderer.EnqueuePass(m_TransparentPostProcessPass); } else if (!renderingData.cameraData.isOffscreenRender && colorHandle != RenderTargetHandle.CameraTarget) { m_FinalBlitPass.Setup(baseDescriptor, colorHandle); renderer.EnqueuePass(m_FinalBlitPass); } if (renderingData.cameraData.isStereoEnabled) { renderer.EnqueuePass(m_EndXrRenderingPass); } #if UNITY_EDITOR if (renderingData.cameraData.isSceneViewCamera) { m_SceneViewDepthCopyPass.Setup(DepthTexture); renderer.EnqueuePass(m_SceneViewDepthCopyPass); } #endif } } }