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1175 行
58 KiB
1175 行
58 KiB
using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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#if UNITY_EDITOR
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using UnityEditor.Experimental.Rendering.LightweightPipeline;
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#endif
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using UnityEngine.Experimental.GlobalIllumination;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.PostProcessing;
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using UnityEngine.XR;
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namespace UnityEngine.Experimental.Rendering.LightweightPipeline
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{
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public struct LightData
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{
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public int pixelAdditionalLightsCount;
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public int totalAdditionalLightsCount;
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public int mainLightIndex;
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public List<VisibleLight> visibleLights;
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public List<int> localLightIndices;
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}
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public enum MixedLightingSetup
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{
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None = 0,
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ShadowMask,
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Subtractive,
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};
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public static class CameraRenderTargetID
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{
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// Camera color target. Not used when camera is rendering to backbuffer or camera
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// is rendering to a texture (offscreen camera)
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public static int color;
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// Camera copy color texture. In case there is a single BeforeTransparent postFX
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// we need use copyColor RT as a work RT.
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public static int copyColor;
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// Camera depth target. Only used when post processing, soft particles, or screen space shadows are enabled.
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public static int depth;
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// If soft particles are enabled and no depth prepass is performed we need to copy depth.
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public static int depthCopy;
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// Camera opaque target. Used for accessing screen contents during transparent pass.
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public static int opaque;
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}
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public partial class LightweightPipeline : RenderPipeline
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{
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private readonly LightweightPipelineAsset m_Asset;
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private LightweightShadowPass m_ShadowPass;
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// Maximum amount of visible lights the shader can process. This controls the constant global light buffer size.
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// It must match the MAX_VISIBLE_LIGHTS in LightweightInput.cginc
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private static readonly int kMaxVisibleLocalLights = 16;
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// Lights are culled per-object. In platforms that don't use StructuredBuffer
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// the engine will set 4 light indices in the following constant unity_4LightIndices0
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// Additionally the engine set unity_4LightIndices1 but LWRP doesn't use that.
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private static readonly int kMaxNonIndexedLocalLights = 4;
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private static readonly int kMaxVertexLights = 4;
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private const int kDepthStencilBufferBits = 32;
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private static readonly float kRenderScaleThreshold = 0.05f;
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private static readonly string kMSAADepthKeyword = "_MSAA_DEPTH";
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private bool m_IsOffscreenCamera;
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private Vector4 kDefaultLightPosition = new Vector4(0.0f, 0.0f, 1.0f, 0.0f);
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private Vector4 kDefaultLightColor = Color.black;
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private Vector4 kDefaultLightAttenuation = new Vector4(0.0f, 1.0f, 0.0f, 1.0f);
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private Vector4 kDefaultLightSpotDirection = new Vector4(0.0f, 0.0f, 1.0f, 0.0f);
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private Vector4 kDefaultLightSpotAttenuation = new Vector4(0.0f, 1.0f, 0.0f, 0.0f);
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private Vector4[] m_LightPositions = new Vector4[kMaxVisibleLocalLights];
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private Vector4[] m_LightColors = new Vector4[kMaxVisibleLocalLights];
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private Vector4[] m_LightDistanceAttenuations = new Vector4[kMaxVisibleLocalLights];
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private Vector4[] m_LightSpotDirections = new Vector4[kMaxVisibleLocalLights];
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private Vector4[] m_LightSpotAttenuations = new Vector4[kMaxVisibleLocalLights];
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private Camera m_CurrCamera;
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private RenderTargetIdentifier m_CurrCameraColorRT;
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private RenderTargetIdentifier m_ColorRT;
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private RenderTargetIdentifier m_CopyColorRT;
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private RenderTargetIdentifier m_DepthRT;
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private RenderTargetIdentifier m_CopyDepth;
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private RenderTargetIdentifier m_Color;
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private float[] m_OpaqueScalerValues = {1.0f, 0.5f, 0.25f, 0.25f};
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private float m_RenderScale;
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private int m_MSAASamples;
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private bool m_IntermediateTextureArray;
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private bool m_RequireDepthTexture;
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private bool m_RequireCopyColor;
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private bool m_DepthRenderBuffer;
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private MixedLightingSetup m_MixedLightingSetup;
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private ComputeBuffer m_LightIndicesBuffer;
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private List<int> m_LocalLightIndices;
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private int m_MaxLocalLightsShadedPerPass;
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private bool m_UseComputeBuffer;
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// Pipeline pass names
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private static readonly ShaderPassName m_DepthPrepass = new ShaderPassName("DepthOnly");
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private static readonly ShaderPassName m_LitPassName = new ShaderPassName("LightweightForward");
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private static readonly ShaderPassName m_UnlitPassName = new ShaderPassName("SRPDefaultUnlit"); // Renders all shaders without a lightmode tag
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// Legacy pass names
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public static readonly ShaderPassName s_AlwaysName = new ShaderPassName("Always");
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public static readonly ShaderPassName s_ForwardBaseName = new ShaderPassName("ForwardBase");
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public static readonly ShaderPassName s_PrepassBaseName = new ShaderPassName("PrepassBase");
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public static readonly ShaderPassName s_VertexName = new ShaderPassName("Vertex");
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public static readonly ShaderPassName s_VertexLMRGBMName = new ShaderPassName("VertexLMRGBM");
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public static readonly ShaderPassName s_VertexLMName = new ShaderPassName("VertexLM");
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public static readonly ShaderPassName[] s_LegacyPassNames =
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{
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s_AlwaysName, s_ForwardBaseName, s_PrepassBaseName, s_VertexName, s_VertexLMRGBMName, s_VertexLMName
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};
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private RenderTextureFormat m_ColorFormat;
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private PostProcessRenderContext m_PostProcessRenderContext;
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private PostProcessLayer m_CameraPostProcessLayer;
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private CameraComparer m_CameraComparer = new CameraComparer();
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private Material m_BlitMaterial;
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private Material m_CopyDepthMaterial;
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private Material m_ErrorMaterial;
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private Material m_SamplingMaterial;
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private int m_SampleOffset;
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private int m_SampleCount;
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private int m_BlitTexID = Shader.PropertyToID("_BlitTex");
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private CopyTextureSupport m_CopyTextureSupport;
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public LightweightPipeline(LightweightPipelineAsset asset)
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{
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m_Asset = asset;
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SetRenderingFeatures();
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SetPipelineCapabilities(asset);
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PerFrameBuffer._GlossyEnvironmentColor = Shader.PropertyToID("_GlossyEnvironmentColor");
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PerFrameBuffer._SubtractiveShadowColor = Shader.PropertyToID("_SubtractiveShadowColor");
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// Lights are culled per-camera. Therefore we need to reset light buffers on each camera render
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PerCameraBuffer._MainLightPosition = Shader.PropertyToID("_MainLightPosition");
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PerCameraBuffer._MainLightColor = Shader.PropertyToID("_MainLightColor");
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PerCameraBuffer._MainLightCookie = Shader.PropertyToID("_MainLightCookie");
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PerCameraBuffer._WorldToLight = Shader.PropertyToID("_WorldToLight");
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PerCameraBuffer._AdditionalLightCount = Shader.PropertyToID("_AdditionalLightCount");
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PerCameraBuffer._AdditionalLightPosition = Shader.PropertyToID("_AdditionalLightPosition");
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PerCameraBuffer._AdditionalLightColor = Shader.PropertyToID("_AdditionalLightColor");
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PerCameraBuffer._AdditionalLightDistanceAttenuation = Shader.PropertyToID("_AdditionalLightDistanceAttenuation");
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PerCameraBuffer._AdditionalLightSpotDir = Shader.PropertyToID("_AdditionalLightSpotDir");
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PerCameraBuffer._AdditionalLightSpotAttenuation = Shader.PropertyToID("_AdditionalLightSpotAttenuation");
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PerCameraBuffer._LightIndexBuffer = Shader.PropertyToID("_LightIndexBuffer");
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PerCameraBuffer._ScaledScreenParams = Shader.PropertyToID("_ScaledScreenParams");
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CameraRenderTargetID.color = Shader.PropertyToID("_CameraColorRT");
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CameraRenderTargetID.copyColor = Shader.PropertyToID("_CameraCopyColorRT");
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CameraRenderTargetID.depth = Shader.PropertyToID("_CameraDepthTexture");
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CameraRenderTargetID.depthCopy = Shader.PropertyToID("_CameraCopyDepthTexture");
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CameraRenderTargetID.opaque = Shader.PropertyToID("_CameraOpaqueTexture");
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m_SampleOffset = Shader.PropertyToID("_SampleOffset");
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m_SampleCount = Shader.PropertyToID("_SampleCount");
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m_ColorRT = new RenderTargetIdentifier(CameraRenderTargetID.color);
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m_CopyColorRT = new RenderTargetIdentifier(CameraRenderTargetID.copyColor);
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m_DepthRT = new RenderTargetIdentifier(CameraRenderTargetID.depth);
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m_CopyDepth = new RenderTargetIdentifier(CameraRenderTargetID.depthCopy);
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m_PostProcessRenderContext = new PostProcessRenderContext();
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m_CopyTextureSupport = SystemInfo.copyTextureSupport;
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// TODO: Profile performance of using ComputeBuffer on mobiles that support it vs
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// fixed buffer size
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if (Application.isMobilePlatform || Application.platform == RuntimePlatform.WebGLPlayer)
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m_UseComputeBuffer = false;
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else
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m_UseComputeBuffer = true;
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m_LightIndicesBuffer = null;
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m_MaxLocalLightsShadedPerPass = m_UseComputeBuffer ? kMaxVisibleLocalLights : kMaxNonIndexedLocalLights;
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m_LocalLightIndices = new List<int>(m_MaxLocalLightsShadedPerPass);
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m_ShadowPass = new LightweightShadowPass(m_Asset, m_MaxLocalLightsShadedPerPass);
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// Let engine know we have MSAA on for cases where we support MSAA backbuffer
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if (QualitySettings.antiAliasing != m_Asset.MSAASampleCount)
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QualitySettings.antiAliasing = m_Asset.MSAASampleCount;
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Shader.globalRenderPipeline = "LightweightPipeline";
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m_BlitMaterial = CoreUtils.CreateEngineMaterial(m_Asset.BlitShader);
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m_CopyDepthMaterial = CoreUtils.CreateEngineMaterial(m_Asset.CopyDepthShader);
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m_SamplingMaterial = CoreUtils.CreateEngineMaterial(m_Asset.SamplingShader);
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m_ErrorMaterial = CoreUtils.CreateEngineMaterial("Hidden/InternalErrorShader");
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}
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public override void Dispose()
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{
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base.Dispose();
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Shader.globalRenderPipeline = "";
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SupportedRenderingFeatures.active = new SupportedRenderingFeatures();
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CoreUtils.Destroy(m_ErrorMaterial);
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CoreUtils.Destroy(m_CopyDepthMaterial);
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CoreUtils.Destroy(m_BlitMaterial);
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CoreUtils.Destroy(m_SamplingMaterial);
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#if UNITY_EDITOR
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SceneViewDrawMode.ResetDrawMode();
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#endif
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if (m_LightIndicesBuffer != null)
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{
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m_LightIndicesBuffer.Release();
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m_LightIndicesBuffer = null;
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}
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}
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private void SetRenderingFeatures()
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{
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#if UNITY_EDITOR
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SupportedRenderingFeatures.active = new SupportedRenderingFeatures()
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{
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reflectionProbeSupportFlags = SupportedRenderingFeatures.ReflectionProbeSupportFlags.None,
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defaultMixedLightingMode = SupportedRenderingFeatures.LightmapMixedBakeMode.Subtractive,
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supportedMixedLightingModes = SupportedRenderingFeatures.LightmapMixedBakeMode.Subtractive,
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supportedLightmapBakeTypes = LightmapBakeType.Baked | LightmapBakeType.Mixed,
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supportedLightmapsModes = LightmapsMode.CombinedDirectional | LightmapsMode.NonDirectional,
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rendererSupportsLightProbeProxyVolumes = false,
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rendererSupportsMotionVectors = false,
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rendererSupportsReceiveShadows = true,
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rendererSupportsReflectionProbes = true
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};
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SceneViewDrawMode.SetupDrawMode();
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#endif
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}
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CullResults m_CullResults;
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public override void Render(ScriptableRenderContext context, Camera[] cameras)
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{
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base.Render(context, cameras);
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RenderPipeline.BeginFrameRendering(cameras);
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GraphicsSettings.lightsUseLinearIntensity = true;
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SetupPerFrameShaderConstants();
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// Sort cameras array by camera depth
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Array.Sort(cameras, m_CameraComparer);
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foreach (Camera camera in cameras)
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{
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m_CurrCamera = camera;
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bool sceneViewCamera = m_CurrCamera.cameraType == CameraType.SceneView;
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bool stereoEnabled = IsStereoEnabled(m_CurrCamera);
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// Disregard variations around kRenderScaleThreshold.
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m_RenderScale = (Mathf.Abs(1.0f - m_Asset.RenderScale) < kRenderScaleThreshold) ? 1.0f : m_Asset.RenderScale;
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// XR has it's own scaling mechanism.
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m_RenderScale = (m_CurrCamera.cameraType == CameraType.Game && !stereoEnabled) ? m_RenderScale : 1.0f;
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m_IsOffscreenCamera = m_CurrCamera.targetTexture != null && m_CurrCamera.cameraType != CameraType.SceneView;
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SetupPerCameraShaderConstants();
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RenderPipeline.BeginCameraRendering(m_CurrCamera);
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ScriptableCullingParameters cullingParameters;
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if (!CullResults.GetCullingParameters(m_CurrCamera, stereoEnabled, out cullingParameters))
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continue;
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var cmd = CommandBufferPool.Get("");
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cullingParameters.shadowDistance = Mathf.Min(m_ShadowPass.RenderingDistance, m_CurrCamera.farClipPlane);
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#if UNITY_EDITOR
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// Emit scene view UI
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if (sceneViewCamera)
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ScriptableRenderContext.EmitWorldGeometryForSceneView(camera);
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#endif
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CullResults.Cull(ref cullingParameters, context, ref m_CullResults);
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List<VisibleLight> visibleLights = m_CullResults.visibleLights;
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LightData lightData;
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InitializeLightData(visibleLights, out lightData);
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bool screenspaceShadows = m_ShadowPass.Execute(ref m_CullResults, ref lightData, ref context);
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FrameRenderingConfiguration frameRenderingConfiguration;
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SetupFrameRenderingConfiguration(out frameRenderingConfiguration, screenspaceShadows, stereoEnabled, sceneViewCamera);
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SetupIntermediateResources(frameRenderingConfiguration, screenspaceShadows, ref context);
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// SetupCameraProperties does the following:
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// Setup Camera RenderTarget and Viewport
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// VR Camera Setup and SINGLE_PASS_STEREO props
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// Setup camera view, proj and their inv matrices.
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// Setup properties: _WorldSpaceCameraPos, _ProjectionParams, _ScreenParams, _ZBufferParams, unity_OrthoParams
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// Setup camera world clip planes props
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// setup HDR keyword
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// Setup global time properties (_Time, _SinTime, _CosTime)
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context.SetupCameraProperties(m_CurrCamera, stereoEnabled);
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if (CoreUtils.HasFlag(frameRenderingConfiguration, FrameRenderingConfiguration.DepthPrePass))
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DepthPass(ref context, frameRenderingConfiguration);
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if (screenspaceShadows)
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m_ShadowPass.CollectShadows(m_CurrCamera, frameRenderingConfiguration, ref context);
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ForwardPass(frameRenderingConfiguration, ref lightData, ref context);
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cmd.name = "After Camera Render";
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#if UNITY_EDITOR
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if (sceneViewCamera)
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CopyTexture(cmd, CameraRenderTargetID.depth, BuiltinRenderTextureType.CameraTarget, m_CopyDepthMaterial, true);
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#endif
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context.Submit();
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cmd.ReleaseTemporaryRT(CameraRenderTargetID.depthCopy);
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cmd.ReleaseTemporaryRT(CameraRenderTargetID.depth);
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cmd.ReleaseTemporaryRT(CameraRenderTargetID.color);
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cmd.ReleaseTemporaryRT(CameraRenderTargetID.copyColor);
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cmd.ReleaseTemporaryRT(CameraRenderTargetID.opaque);
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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m_ShadowPass.Dispose(cmd);
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context.Submit();
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}
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}
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private void DepthPass(ref ScriptableRenderContext context, FrameRenderingConfiguration frameRenderingConfiguration)
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{
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CommandBuffer cmd = CommandBufferPool.Get("Depth Prepass");
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SetRenderTarget(cmd, m_DepthRT, ClearFlag.Depth);
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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var opaqueDrawSettings = new DrawRendererSettings(m_CurrCamera, m_DepthPrepass);
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opaqueDrawSettings.sorting.flags = SortFlags.CommonOpaque;
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var opaqueFilterSettings = new FilterRenderersSettings(true)
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{
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renderQueueRange = RenderQueueRange.opaque
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};
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StartStereoRendering(m_CurrCamera, ref context, frameRenderingConfiguration);
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context.DrawRenderers(m_CullResults.visibleRenderers, ref opaqueDrawSettings, opaqueFilterSettings);
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StopStereoRendering(m_CurrCamera, ref context, frameRenderingConfiguration);
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}
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private void OpaqueTexturePass(ref ScriptableRenderContext context, FrameRenderingConfiguration frameRenderingConfiguration)
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{
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var opaqueScaler = m_OpaqueScalerValues[(int)m_Asset.OpaqueDownsampling];
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RenderTextureDescriptor opaqueDesc = CreateRTDesc(frameRenderingConfiguration, opaqueScaler);
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CommandBuffer cmd = CommandBufferPool.Get("Opaque Copy");
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cmd.GetTemporaryRT(CameraRenderTargetID.opaque, opaqueDesc, m_Asset.OpaqueDownsampling == Downsampling.None ? FilterMode.Point : FilterMode.Bilinear);
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switch (m_Asset.OpaqueDownsampling)
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{
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case Downsampling.None:
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cmd.Blit(m_CurrCameraColorRT, CameraRenderTargetID.opaque);
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break;
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case Downsampling._2xBilinear:
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cmd.Blit(m_CurrCameraColorRT, CameraRenderTargetID.opaque);
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break;
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case Downsampling._4xBox:
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m_SamplingMaterial.SetFloat(m_SampleOffset, 2);
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cmd.Blit(m_CurrCameraColorRT, CameraRenderTargetID.opaque, m_SamplingMaterial, 0);
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break;
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case Downsampling._4xBilinear:
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cmd.Blit(m_CurrCameraColorRT, CameraRenderTargetID.opaque);
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break;
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}
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SetRenderTarget(cmd, m_CurrCameraColorRT, m_DepthRT);
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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}
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private void ForwardPass(FrameRenderingConfiguration frameRenderingConfiguration, ref LightData lightData, ref ScriptableRenderContext context)
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{
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SetupShaderConstants(ref lightData, ref context);
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RendererConfiguration rendererSettings = GetRendererSettings(ref lightData);
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BeginForwardRendering(ref context, frameRenderingConfiguration);
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RenderOpaques(ref context, rendererSettings);
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AfterOpaque(ref context, frameRenderingConfiguration);
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RenderTransparents(ref context, rendererSettings);
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AfterTransparent(ref context, frameRenderingConfiguration);
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EndForwardRendering(ref context, frameRenderingConfiguration);
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}
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private void RenderOpaques(ref ScriptableRenderContext context, RendererConfiguration settings)
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{
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var opaqueDrawSettings = new DrawRendererSettings(m_CurrCamera, m_LitPassName);
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opaqueDrawSettings.SetShaderPassName(1, m_UnlitPassName);
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opaqueDrawSettings.sorting.flags = SortFlags.CommonOpaque;
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opaqueDrawSettings.rendererConfiguration = settings;
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var opaqueFilterSettings = new FilterRenderersSettings(true)
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{
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renderQueueRange = RenderQueueRange.opaque
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};
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context.DrawRenderers(m_CullResults.visibleRenderers, ref opaqueDrawSettings, opaqueFilterSettings);
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// Render objects that did not match any shader pass with error shader
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RenderObjectsWithError(ref context, opaqueFilterSettings, SortFlags.None);
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if (m_CurrCamera.clearFlags == CameraClearFlags.Skybox)
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context.DrawSkybox(m_CurrCamera);
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}
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private void AfterOpaque(ref ScriptableRenderContext context, FrameRenderingConfiguration config)
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{
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if (m_RequireDepthTexture)
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{
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CommandBuffer cmd = CommandBufferPool.Get("After Opaque");
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cmd.SetGlobalTexture(CameraRenderTargetID.depth, m_DepthRT);
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bool setRenderTarget = false;
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RenderTargetIdentifier depthRT = m_DepthRT;
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// TODO: There's currently an issue in the PostFX stack that has a one frame delay when an effect is enabled/disabled
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// when an effect is disabled, HasOpaqueOnlyEffects returns true in the first frame, however inside render the effect
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// state is update, causing RenderPostProcess here to not blit to FinalColorRT. Until the next frame the RT will have garbage.
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if (CoreUtils.HasFlag(config, FrameRenderingConfiguration.BeforeTransparentPostProcess))
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{
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// When only have one effect in the stack we blit to a work RT then blit it back to active color RT.
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// This seems like an extra blit but it saves us a depth copy/blit which has some corner cases like msaa depth resolve.
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if (m_RequireCopyColor)
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{
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RenderPostProcess(cmd, m_CurrCameraColorRT, m_CopyColorRT, true);
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cmd.Blit(m_CopyColorRT, m_CurrCameraColorRT);
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}
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else
|
|
RenderPostProcess(cmd, m_CurrCameraColorRT, m_CurrCameraColorRT, true);
|
|
|
|
setRenderTarget = true;
|
|
SetRenderTarget(cmd, m_CurrCameraColorRT, m_DepthRT);
|
|
}
|
|
|
|
if (CoreUtils.HasFlag(config, FrameRenderingConfiguration.DepthCopy))
|
|
{
|
|
bool forceBlit = false;
|
|
if (m_MSAASamples > 1)
|
|
{
|
|
m_CopyDepthMaterial.SetFloat(m_SampleCount, (float)m_MSAASamples);
|
|
m_CopyDepthMaterial.EnableKeyword(kMSAADepthKeyword);
|
|
forceBlit = true;
|
|
}
|
|
else
|
|
m_CopyDepthMaterial.DisableKeyword(kMSAADepthKeyword);
|
|
|
|
CopyTexture(cmd, m_DepthRT, m_CopyDepth, m_CopyDepthMaterial, forceBlit);
|
|
depthRT = m_CopyDepth;
|
|
setRenderTarget = true;
|
|
cmd.SetGlobalTexture(CameraRenderTargetID.depth, m_CopyDepth);
|
|
}
|
|
|
|
if (setRenderTarget)
|
|
SetRenderTarget(cmd, m_CurrCameraColorRT, depthRT);
|
|
context.ExecuteCommandBuffer(cmd);
|
|
CommandBufferPool.Release(cmd);
|
|
}
|
|
|
|
if (m_Asset.RequireOpaqueTexture)
|
|
{
|
|
OpaqueTexturePass(ref context, config);
|
|
}
|
|
}
|
|
|
|
private void RenderTransparents(ref ScriptableRenderContext context, RendererConfiguration config)
|
|
{
|
|
var transparentSettings = new DrawRendererSettings(m_CurrCamera, m_LitPassName);
|
|
transparentSettings.SetShaderPassName(1, m_UnlitPassName);
|
|
transparentSettings.sorting.flags = SortFlags.CommonTransparent;
|
|
transparentSettings.rendererConfiguration = config;
|
|
|
|
var transparentFilterSettings = new FilterRenderersSettings(true)
|
|
{
|
|
renderQueueRange = RenderQueueRange.transparent
|
|
};
|
|
|
|
context.DrawRenderers(m_CullResults.visibleRenderers, ref transparentSettings, transparentFilterSettings);
|
|
|
|
// Render objects that did not match any shader pass with error shader
|
|
RenderObjectsWithError(ref context, transparentFilterSettings, SortFlags.None);
|
|
}
|
|
|
|
private void AfterTransparent(ref ScriptableRenderContext context, FrameRenderingConfiguration config)
|
|
{
|
|
if (!CoreUtils.HasFlag(config, FrameRenderingConfiguration.PostProcess))
|
|
return;
|
|
|
|
CommandBuffer cmd = CommandBufferPool.Get("After Transparent");
|
|
RenderPostProcess(cmd, m_CurrCameraColorRT, BuiltinRenderTextureType.CameraTarget, false);
|
|
context.ExecuteCommandBuffer(cmd);
|
|
CommandBufferPool.Release(cmd);
|
|
}
|
|
|
|
[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
|
|
private void RenderObjectsWithError(ref ScriptableRenderContext context, FilterRenderersSettings filterSettings, SortFlags sortFlags)
|
|
{
|
|
if (m_ErrorMaterial != null)
|
|
{
|
|
DrawRendererSettings errorSettings = new DrawRendererSettings(m_CurrCamera, s_LegacyPassNames[0]);
|
|
for (int i = 1; i < s_LegacyPassNames.Length; ++i)
|
|
errorSettings.SetShaderPassName(i, s_LegacyPassNames[i]);
|
|
|
|
errorSettings.sorting.flags = sortFlags;
|
|
errorSettings.rendererConfiguration = RendererConfiguration.None;
|
|
errorSettings.SetOverrideMaterial(m_ErrorMaterial, 0);
|
|
context.DrawRenderers(m_CullResults.visibleRenderers, ref errorSettings, filterSettings);
|
|
}
|
|
}
|
|
|
|
private void SetupFrameRenderingConfiguration(out FrameRenderingConfiguration configuration, bool screenspaceShadows, bool stereoEnabled, bool sceneViewCamera)
|
|
{
|
|
configuration = (stereoEnabled) ? FrameRenderingConfiguration.Stereo : FrameRenderingConfiguration.None;
|
|
if (stereoEnabled && XRSettings.eyeTextureDesc.dimension == TextureDimension.Tex2DArray)
|
|
m_IntermediateTextureArray = true;
|
|
else
|
|
m_IntermediateTextureArray = false;
|
|
|
|
bool hdrEnabled = m_Asset.SupportsHDR && m_CurrCamera.allowHDR;
|
|
|
|
bool defaultRenderScale = Mathf.Approximately(GetRenderScale(), 1.0f);
|
|
bool intermediateTexture = m_CurrCamera.targetTexture != null || m_CurrCamera.cameraType == CameraType.SceneView ||
|
|
!defaultRenderScale || hdrEnabled;
|
|
|
|
m_ColorFormat = hdrEnabled ? RenderTextureFormat.DefaultHDR : RenderTextureFormat.Default;
|
|
m_RequireCopyColor = false;
|
|
m_DepthRenderBuffer = false;
|
|
m_CameraPostProcessLayer = m_CurrCamera.GetComponent<PostProcessLayer>();
|
|
|
|
bool msaaEnabled = m_CurrCamera.allowMSAA && m_Asset.MSAASampleCount > 1 && (m_CurrCamera.targetTexture == null || m_CurrCamera.targetTexture.antiAliasing > 1);
|
|
|
|
// TODO: PostProcessing and SoftParticles are currently not support for VR
|
|
bool postProcessEnabled = m_CameraPostProcessLayer != null && m_CameraPostProcessLayer.enabled && !stereoEnabled;
|
|
m_RequireDepthTexture = m_Asset.RequireDepthTexture && !stereoEnabled;
|
|
bool canSkipDepthCopy = !m_RequireDepthTexture;
|
|
if (postProcessEnabled)
|
|
{
|
|
m_RequireDepthTexture = true;
|
|
intermediateTexture = true;
|
|
|
|
configuration |= FrameRenderingConfiguration.PostProcess;
|
|
if (m_CameraPostProcessLayer.HasOpaqueOnlyEffects(m_PostProcessRenderContext))
|
|
{
|
|
configuration |= FrameRenderingConfiguration.BeforeTransparentPostProcess;
|
|
if (m_CameraPostProcessLayer.sortedBundles[PostProcessEvent.BeforeTransparent].Count == 1)
|
|
m_RequireCopyColor = true;
|
|
}
|
|
}
|
|
|
|
if (sceneViewCamera)
|
|
{
|
|
m_RequireDepthTexture = true;
|
|
canSkipDepthCopy = false;
|
|
}
|
|
|
|
m_RequireDepthTexture = m_RequireDepthTexture || screenspaceShadows;
|
|
canSkipDepthCopy = canSkipDepthCopy && !screenspaceShadows;
|
|
|
|
if (msaaEnabled)
|
|
{
|
|
configuration |= FrameRenderingConfiguration.Msaa;
|
|
intermediateTexture = intermediateTexture || !PlatformSupportsMSAABackBuffer();
|
|
canSkipDepthCopy = false;
|
|
}
|
|
|
|
if (m_RequireDepthTexture)
|
|
{
|
|
bool hasTex2DMS = SystemInfo.supportsMultisampledTextures != 0;
|
|
bool copyShaderSupported = m_Asset.CopyDepthShader.isSupported && (msaaEnabled == hasTex2DMS);
|
|
bool supportsDepthCopy = m_CopyTextureSupport != CopyTextureSupport.None || copyShaderSupported;
|
|
bool requiresDepthPrepassToResolveMSAA = msaaEnabled && !hasTex2DMS;
|
|
bool requiresDepthPrepass = !supportsDepthCopy || screenspaceShadows || requiresDepthPrepassToResolveMSAA;
|
|
|
|
m_DepthRenderBuffer = !requiresDepthPrepass;
|
|
intermediateTexture = intermediateTexture || m_DepthRenderBuffer;
|
|
|
|
if (requiresDepthPrepass)
|
|
configuration |= FrameRenderingConfiguration.DepthPrePass;
|
|
else if (supportsDepthCopy && !canSkipDepthCopy)
|
|
configuration |= FrameRenderingConfiguration.DepthCopy;
|
|
}
|
|
|
|
Rect cameraRect = m_CurrCamera.rect;
|
|
if (!(Math.Abs(cameraRect.x) > 0.0f || Math.Abs(cameraRect.y) > 0.0f || Math.Abs(cameraRect.width) < 1.0f || Math.Abs(cameraRect.height) < 1.0f))
|
|
configuration |= FrameRenderingConfiguration.DefaultViewport;
|
|
else
|
|
intermediateTexture = true;
|
|
|
|
if (intermediateTexture)
|
|
configuration |= FrameRenderingConfiguration.IntermediateTexture;
|
|
}
|
|
|
|
private RenderTextureDescriptor CreateRTDesc(FrameRenderingConfiguration renderingConfig, float scaler = 1.0f)
|
|
{
|
|
RenderTextureDescriptor desc;
|
|
if (CoreUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.Stereo))
|
|
desc = XRSettings.eyeTextureDesc;
|
|
else
|
|
desc = new RenderTextureDescriptor(m_CurrCamera.pixelWidth, m_CurrCamera.pixelHeight);
|
|
|
|
float renderScale = GetRenderScale();
|
|
desc.width = (int)((float)desc.width * renderScale * scaler);
|
|
desc.height = (int)((float)desc.height * renderScale * scaler);
|
|
return desc;
|
|
}
|
|
|
|
private void SetupIntermediateResources(FrameRenderingConfiguration renderingConfig, bool shadows, ref ScriptableRenderContext context)
|
|
{
|
|
CommandBuffer cmd = CommandBufferPool.Get("Setup Intermediate Resources");
|
|
|
|
int msaaSamples = (m_IsOffscreenCamera) ? Math.Min(m_CurrCamera.targetTexture.antiAliasing, m_Asset.MSAASampleCount) : m_Asset.MSAASampleCount;
|
|
msaaSamples = (CoreUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.Msaa)) ? msaaSamples : 1;
|
|
m_MSAASamples = msaaSamples;
|
|
m_CurrCameraColorRT = BuiltinRenderTextureType.CameraTarget;
|
|
|
|
if (CoreUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.IntermediateTexture) || m_RequireDepthTexture)
|
|
SetupIntermediateRenderTextures(cmd, renderingConfig, shadows, msaaSamples);
|
|
|
|
context.ExecuteCommandBuffer(cmd);
|
|
CommandBufferPool.Release(cmd);
|
|
}
|
|
|
|
private void SetupIntermediateRenderTextures(CommandBuffer cmd, FrameRenderingConfiguration renderingConfig, bool shadows, int msaaSamples)
|
|
{
|
|
RenderTextureDescriptor baseDesc = CreateRTDesc(renderingConfig);
|
|
|
|
if (m_RequireDepthTexture)
|
|
{
|
|
var depthRTDesc = baseDesc;
|
|
depthRTDesc.colorFormat = RenderTextureFormat.Depth;
|
|
depthRTDesc.depthBufferBits = kDepthStencilBufferBits;
|
|
|
|
// This also means we don't do a depth copy
|
|
bool doesDepthPrepass = CoreUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.DepthPrePass);
|
|
if (!doesDepthPrepass)
|
|
{
|
|
depthRTDesc.bindMS = msaaSamples > 1;
|
|
depthRTDesc.msaaSamples = msaaSamples;
|
|
}
|
|
|
|
cmd.GetTemporaryRT(CameraRenderTargetID.depth, depthRTDesc, FilterMode.Point);
|
|
|
|
if (!doesDepthPrepass)
|
|
{
|
|
depthRTDesc.bindMS = false;
|
|
depthRTDesc.msaaSamples = 1;
|
|
cmd.GetTemporaryRT(CameraRenderTargetID.depthCopy, depthRTDesc, FilterMode.Point);
|
|
}
|
|
|
|
m_ShadowPass.InitializeResources(cmd, baseDesc);
|
|
}
|
|
|
|
var colorRTDesc = baseDesc;
|
|
colorRTDesc.colorFormat = m_ColorFormat;
|
|
colorRTDesc.depthBufferBits = kDepthStencilBufferBits; // TODO: does the color RT always need depth?
|
|
colorRTDesc.sRGB = true;
|
|
colorRTDesc.msaaSamples = msaaSamples;
|
|
colorRTDesc.enableRandomWrite = false;
|
|
|
|
// When offscreen camera current rendertarget is CameraTarget
|
|
if (!m_IsOffscreenCamera)
|
|
{
|
|
cmd.GetTemporaryRT(CameraRenderTargetID.color, colorRTDesc, FilterMode.Bilinear);
|
|
m_CurrCameraColorRT = m_ColorRT;
|
|
}
|
|
|
|
// When BeforeTransparent PostFX is enabled and only one effect is in the stack we need to create a temp
|
|
// color RT to blit the effect.
|
|
if (m_RequireCopyColor)
|
|
cmd.GetTemporaryRT(CameraRenderTargetID.copyColor, colorRTDesc, FilterMode.Point);
|
|
}
|
|
|
|
private void SetupShaderConstants(ref LightData lightData, ref ScriptableRenderContext context)
|
|
{
|
|
CommandBuffer cmd = CommandBufferPool.Get("SetupShaderConstants");
|
|
SetupShaderLightConstants(cmd, ref lightData);
|
|
SetShaderKeywords(cmd, ref lightData);
|
|
context.ExecuteCommandBuffer(cmd);
|
|
CommandBufferPool.Release(cmd);
|
|
}
|
|
|
|
private void InitializeLightData(List<VisibleLight> visibleLights, out LightData lightData)
|
|
{
|
|
m_LocalLightIndices.Clear();
|
|
for (int i = 0; i < visibleLights.Count; ++i)
|
|
{
|
|
if (visibleLights[i].lightType != LightType.Directional)
|
|
m_LocalLightIndices.Add(i);
|
|
|
|
if (m_LocalLightIndices.Count >= m_MaxLocalLightsShadedPerPass)
|
|
break;
|
|
}
|
|
|
|
// Clear to default all light constant data
|
|
for (int i = 0; i < kMaxVisibleLocalLights; ++i)
|
|
InitializeLightConstants(visibleLights, -1, out m_LightPositions[i],
|
|
out m_LightColors[i],
|
|
out m_LightDistanceAttenuations[i],
|
|
out m_LightSpotDirections[i],
|
|
out m_LightSpotAttenuations[i]);
|
|
|
|
int visibleLightsCount = Math.Min(visibleLights.Count, m_Asset.MaxPixelLights);
|
|
lightData.mainLightIndex = GetMainLight(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, m_MaxLocalLightsShadedPerPass);
|
|
int vertexLightCount = (m_Asset.SupportsVertexLight) ? Math.Min(visibleLights.Count, m_MaxLocalLightsShadedPerPass) - additionalPixelLightsCount : 0;
|
|
vertexLightCount = Math.Min(vertexLightCount, kMaxVertexLights);
|
|
|
|
lightData.pixelAdditionalLightsCount = additionalPixelLightsCount;
|
|
lightData.totalAdditionalLightsCount = additionalPixelLightsCount + vertexLightCount;
|
|
lightData.visibleLights = visibleLights;
|
|
lightData.localLightIndices = m_LocalLightIndices;
|
|
|
|
m_MixedLightingSetup = MixedLightingSetup.None;
|
|
|
|
if (lightData.totalAdditionalLightsCount > 0)
|
|
{
|
|
int[] perObjectLightIndexMap = m_CullResults.GetLightIndexMap();
|
|
int directionalLightCount = 0;
|
|
|
|
// Disable all directional lights from the perobject light indices
|
|
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;
|
|
}
|
|
m_CullResults.SetLightIndexMap(perObjectLightIndexMap);
|
|
|
|
// if not using a compute buffer, engine will set indices in 2 vec4 constants
|
|
// unity_4LightIndices0 and unity_4LightIndices1
|
|
if (m_UseComputeBuffer)
|
|
{
|
|
int lightIndicesCount = m_CullResults.GetLightIndicesCount();
|
|
if (lightIndicesCount > 0)
|
|
{
|
|
if (m_LightIndicesBuffer == null)
|
|
{
|
|
m_LightIndicesBuffer = new ComputeBuffer(lightIndicesCount, sizeof(int));
|
|
}
|
|
else if (m_LightIndicesBuffer.count < lightIndicesCount)
|
|
{
|
|
m_LightIndicesBuffer.Release();
|
|
m_LightIndicesBuffer = new ComputeBuffer(lightIndicesCount, sizeof(int));
|
|
}
|
|
|
|
m_CullResults.FillLightIndices(m_LightIndicesBuffer);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Main Light is always a directional light
|
|
private int GetMainLight(List<VisibleLight> visibleLights)
|
|
{
|
|
int totalVisibleLights = visibleLights.Count;
|
|
|
|
if (totalVisibleLights == 0 || m_Asset.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;
|
|
}
|
|
|
|
private void InitializeLightConstants(List<VisibleLight> lights, int lightIndex, out Vector4 lightPos, out Vector4 lightColor, out Vector4 lightDistanceAttenuation, out Vector4 lightSpotDir,
|
|
out Vector4 lightSpotAttenuation)
|
|
{
|
|
lightPos = kDefaultLightPosition;
|
|
lightColor = kDefaultLightColor;
|
|
lightDistanceAttenuation = kDefaultLightSpotAttenuation;
|
|
lightSpotDir = kDefaultLightSpotDirection;
|
|
lightSpotAttenuation = kDefaultLightAttenuation;
|
|
|
|
// When no lights are visible, main light will be set to -1.
|
|
// In this case we initialize it to default values and return
|
|
if (lightIndex < 0)
|
|
return;
|
|
|
|
VisibleLight lightData = lights[lightIndex];
|
|
if (lightData.lightType == LightType.Directional)
|
|
{
|
|
Vector4 dir = -lightData.localToWorld.GetColumn(2);
|
|
lightPos = new Vector4(dir.x, dir.y, dir.z, 0.0f);
|
|
}
|
|
else
|
|
{
|
|
Vector4 pos = lightData.localToWorld.GetColumn(3);
|
|
lightPos = new Vector4(pos.x, pos.y, pos.z, 1.0f);
|
|
}
|
|
|
|
// VisibleLight.finalColor already returns color in active color space
|
|
lightColor = lightData.finalColor;
|
|
|
|
// Directional Light attenuation is initialize so distance attenuation always be 1.0
|
|
if (lightData.lightType != LightType.Directional)
|
|
{
|
|
// Light attenuation in lightweight matches the unity vanilla one.
|
|
// attenuation = 1.0 / 1.0 + distanceToLightSqr * quadraticAttenuation
|
|
// then a smooth factor is applied to linearly fade attenuation to light range
|
|
// the attenuation smooth factor starts having effect at 80% of light range
|
|
// smoothFactor = (lightRangeSqr - distanceToLightSqr) / (lightRangeSqr - fadeStartDistanceSqr)
|
|
// We rewrite smoothFactor to be able to pre compute the constant terms below and apply the smooth factor
|
|
// with one MAD instruction
|
|
// smoothFactor = distanceSqr * (1.0 / (fadeDistanceSqr - lightRangeSqr)) + (-lightRangeSqr / (fadeDistanceSqr - lightRangeSqr)
|
|
// distanceSqr * oneOverFadeRangeSqr + lightRangeSqrOverFadeRangeSqr
|
|
float lightRangeSqr = lightData.range * lightData.range;
|
|
float fadeStartDistanceSqr = 0.8f * 0.8f * lightRangeSqr;
|
|
float fadeRangeSqr = (fadeStartDistanceSqr - lightRangeSqr);
|
|
float oneOverFadeRangeSqr = 1.0f / fadeRangeSqr;
|
|
float lightRangeSqrOverFadeRangeSqr = -lightRangeSqr / fadeRangeSqr;
|
|
float quadAtten = 25.0f / lightRangeSqr;
|
|
lightDistanceAttenuation = new Vector4(quadAtten, oneOverFadeRangeSqr, lightRangeSqrOverFadeRangeSqr, 1.0f);
|
|
}
|
|
|
|
if (lightData.lightType == LightType.Spot)
|
|
{
|
|
Vector4 dir = lightData.localToWorld.GetColumn(2);
|
|
lightSpotDir = new Vector4(-dir.x, -dir.y, -dir.z, 0.0f);
|
|
|
|
// Spot Attenuation with a linear falloff can be defined as
|
|
// (SdotL - cosOuterAngle) / (cosInnerAngle - cosOuterAngle)
|
|
// This can be rewritten as
|
|
// invAngleRange = 1.0 / (cosInnerAngle - cosOuterAngle)
|
|
// SdotL * invAngleRange + (-cosOuterAngle * invAngleRange)
|
|
// If we precompute the terms in a MAD instruction
|
|
float cosOuterAngle = Mathf.Cos(Mathf.Deg2Rad * lightData.spotAngle * 0.5f);
|
|
// We neeed to do a null check for particle lights
|
|
// This should be changed in the future
|
|
// Particle lights will use an inline function
|
|
float cosInnerAngle;
|
|
if (lightData.light != null)
|
|
cosInnerAngle = Mathf.Cos(LightmapperUtils.ExtractInnerCone(lightData.light) * 0.5f);
|
|
else
|
|
cosInnerAngle = Mathf.Cos((2.0f * Mathf.Atan(Mathf.Tan(lightData.spotAngle * 0.5f * Mathf.Deg2Rad) * (64.0f - 18.0f) / 64.0f)) * 0.5f);
|
|
float smoothAngleRange = Mathf.Max(0.001f, cosInnerAngle - cosOuterAngle);
|
|
float invAngleRange = 1.0f / smoothAngleRange;
|
|
float add = -cosOuterAngle * invAngleRange;
|
|
lightSpotAttenuation = new Vector4(invAngleRange, add, 0.0f);
|
|
}
|
|
|
|
Light light = lightData.light;
|
|
|
|
// TODO: Add support to shadow mask
|
|
if (light != null && light.bakingOutput.mixedLightingMode == MixedLightingMode.Subtractive && light.bakingOutput.lightmapBakeType == LightmapBakeType.Mixed)
|
|
{
|
|
if (m_MixedLightingSetup == MixedLightingSetup.None && lightData.light.shadows != LightShadows.None)
|
|
{
|
|
m_MixedLightingSetup = MixedLightingSetup.Subtractive;
|
|
lightDistanceAttenuation.w = 0.0f;
|
|
}
|
|
}
|
|
}
|
|
|
|
private 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));
|
|
}
|
|
|
|
private void SetupPerCameraShaderConstants()
|
|
{
|
|
float cameraWidth = GetScaledCameraWidth(m_CurrCamera);
|
|
float cameraHeight = GetScaledCameraHeight(m_CurrCamera);
|
|
Shader.SetGlobalVector(PerCameraBuffer._ScaledScreenParams, new Vector4(cameraWidth, cameraHeight, 1.0f + 1.0f / cameraWidth, 1.0f + 1.0f / cameraHeight));
|
|
}
|
|
|
|
private void SetupShaderLightConstants(CommandBuffer cmd, ref LightData lightData)
|
|
{
|
|
// Main light has an optimized shader path for main light. This will benefit games that only care about a single light.
|
|
// Lightweight pipeline also supports only a single shadow light, if available it will be the main light.
|
|
SetupMainLightConstants(cmd, ref lightData);
|
|
SetupAdditionalLightConstants(cmd, ref lightData);
|
|
}
|
|
|
|
private void SetupMainLightConstants(CommandBuffer cmd, ref LightData lightData)
|
|
{
|
|
Vector4 lightPos, lightColor, lightDistanceAttenuation, lightSpotDir, lightSpotAttenuation;
|
|
List<VisibleLight> lights = lightData.visibleLights;
|
|
InitializeLightConstants(lightData.visibleLights, lightData.mainLightIndex, out lightPos, out lightColor, out lightDistanceAttenuation, out lightSpotDir, out lightSpotAttenuation);
|
|
|
|
if (lightData.mainLightIndex >= 0)
|
|
{
|
|
VisibleLight mainLight = lights[lightData.mainLightIndex];
|
|
Light mainLightRef = mainLight.light;
|
|
|
|
if (IsSupportedCookieType(mainLight.lightType) && mainLightRef.cookie != null)
|
|
{
|
|
Matrix4x4 lightCookieMatrix;
|
|
GetLightCookieMatrix(mainLight, out lightCookieMatrix);
|
|
cmd.SetGlobalTexture(PerCameraBuffer._MainLightCookie, mainLightRef.cookie);
|
|
cmd.SetGlobalMatrix(PerCameraBuffer._WorldToLight, lightCookieMatrix);
|
|
}
|
|
}
|
|
|
|
cmd.SetGlobalVector(PerCameraBuffer._MainLightPosition, new Vector4(lightPos.x, lightPos.y, lightPos.z, lightDistanceAttenuation.w));
|
|
cmd.SetGlobalVector(PerCameraBuffer._MainLightColor, lightColor);
|
|
}
|
|
|
|
private void SetupAdditionalLightConstants(CommandBuffer cmd, ref LightData lightData)
|
|
{
|
|
List<VisibleLight> lights = lightData.visibleLights;
|
|
if (lightData.totalAdditionalLightsCount > 0)
|
|
{
|
|
int localLightsCount = 0;
|
|
for (int i = 0; i < lights.Count && localLightsCount < kMaxVisibleLocalLights; ++i)
|
|
{
|
|
VisibleLight light = lights[i];
|
|
if (light.lightType != LightType.Directional)
|
|
{
|
|
InitializeLightConstants(lights, i, out m_LightPositions[localLightsCount],
|
|
out m_LightColors[localLightsCount],
|
|
out m_LightDistanceAttenuations[localLightsCount],
|
|
out m_LightSpotDirections[localLightsCount],
|
|
out m_LightSpotAttenuations[localLightsCount]);
|
|
localLightsCount++;
|
|
}
|
|
}
|
|
|
|
cmd.SetGlobalVector(PerCameraBuffer._AdditionalLightCount, new Vector4(lightData.pixelAdditionalLightsCount,
|
|
lightData.totalAdditionalLightsCount, 0.0f, 0.0f));
|
|
|
|
// if not using a compute buffer, engine will set indices in 2 vec4 constants
|
|
// unity_4LightIndices0 and unity_4LightIndices1
|
|
if (m_UseComputeBuffer)
|
|
cmd.SetGlobalBuffer("_LightIndexBuffer", m_LightIndicesBuffer);
|
|
}
|
|
else
|
|
{
|
|
cmd.SetGlobalVector(PerCameraBuffer._AdditionalLightCount, Vector4.zero);
|
|
}
|
|
|
|
cmd.SetGlobalVectorArray(PerCameraBuffer._AdditionalLightPosition, m_LightPositions);
|
|
cmd.SetGlobalVectorArray(PerCameraBuffer._AdditionalLightColor, m_LightColors);
|
|
cmd.SetGlobalVectorArray(PerCameraBuffer._AdditionalLightDistanceAttenuation, m_LightDistanceAttenuations);
|
|
cmd.SetGlobalVectorArray(PerCameraBuffer._AdditionalLightSpotDir, m_LightSpotDirections);
|
|
cmd.SetGlobalVectorArray(PerCameraBuffer._AdditionalLightSpotAttenuation, m_LightSpotAttenuations);
|
|
}
|
|
|
|
private void SetShaderKeywords(CommandBuffer cmd, ref LightData lightData)
|
|
{
|
|
int vertexLightsCount = lightData.totalAdditionalLightsCount - lightData.pixelAdditionalLightsCount;
|
|
|
|
CoreUtils.SetKeyword(cmd, LightweightKeywords.AdditionalLightsText, lightData.totalAdditionalLightsCount > 0);
|
|
CoreUtils.SetKeyword(cmd, LightweightKeywords.MixedLightingSubtractiveText, m_MixedLightingSetup == MixedLightingSetup.Subtractive);
|
|
CoreUtils.SetKeyword(cmd, LightweightKeywords.VertexLightsText, vertexLightsCount > 0);
|
|
|
|
// TODO: We have to discuss cookie approach on LWRP.
|
|
// CoreUtils.SetKeyword(cmd, LightweightKeywords.MainLightCookieText, mainLightIndex != -1 && LightweightUtils.IsSupportedCookieType(visibleLights[mainLightIndex].lightType) && visibleLights[mainLightIndex].light.cookie != null);
|
|
|
|
bool anyShadowsEnabled = m_ShadowPass.IsDirectionalShadowsEnabled || m_ShadowPass.IsLocalShadowsEnabled;
|
|
CoreUtils.SetKeyword(cmd, LightweightKeywords.DirectionalShadowsText, m_ShadowPass.DirectionalShadowsRendered);
|
|
CoreUtils.SetKeyword(cmd, LightweightKeywords.LocalShadowsText, m_ShadowPass.LocalShadowsRendered);
|
|
CoreUtils.SetKeyword(cmd, LightweightKeywords.SoftShadowsText, m_ShadowPass.IsSoftShadowsEnabled && anyShadowsEnabled);
|
|
|
|
// TODO: Remove this. legacy particles support will be removed from Unity in 2018.3. This should be a shader_feature instead with prop exposed in the Standard particles shader.
|
|
CoreUtils.SetKeyword(cmd, "SOFTPARTICLES_ON", m_RequireDepthTexture && m_Asset.RequireSoftParticles);
|
|
}
|
|
|
|
private void BeginForwardRendering(ref ScriptableRenderContext context, FrameRenderingConfiguration renderingConfig)
|
|
{
|
|
RenderTargetIdentifier colorRT = BuiltinRenderTextureType.CameraTarget;
|
|
RenderTargetIdentifier depthRT = BuiltinRenderTextureType.None;
|
|
|
|
StartStereoRendering(m_CurrCamera, ref context, renderingConfig);
|
|
|
|
CommandBuffer cmd = CommandBufferPool.Get("SetCameraRenderTarget");
|
|
bool intermediateTexture = CoreUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.IntermediateTexture);
|
|
if (intermediateTexture)
|
|
{
|
|
if (!m_IsOffscreenCamera)
|
|
colorRT = m_CurrCameraColorRT;
|
|
|
|
if (m_DepthRenderBuffer)
|
|
depthRT = m_DepthRT;
|
|
}
|
|
|
|
ClearFlag clearFlag = ClearFlag.None;
|
|
CameraClearFlags cameraClearFlags = m_CurrCamera.clearFlags;
|
|
if (cameraClearFlags != CameraClearFlags.Nothing)
|
|
{
|
|
clearFlag |= ClearFlag.Depth;
|
|
if (cameraClearFlags == CameraClearFlags.Color || cameraClearFlags == CameraClearFlags.Skybox)
|
|
clearFlag |= ClearFlag.Color;
|
|
}
|
|
|
|
SetRenderTarget(cmd, colorRT, depthRT, clearFlag);
|
|
|
|
// If rendering to an intermediate RT we resolve viewport on blit due to offset not being supported
|
|
// while rendering to a RT.
|
|
if (!intermediateTexture && !CoreUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.DefaultViewport))
|
|
cmd.SetViewport(m_CurrCamera.pixelRect);
|
|
|
|
context.ExecuteCommandBuffer(cmd);
|
|
CommandBufferPool.Release(cmd);
|
|
}
|
|
|
|
private void EndForwardRendering(ref ScriptableRenderContext context, FrameRenderingConfiguration renderingConfig)
|
|
{
|
|
// No additional rendering needs to be done if this is an off screen rendering camera
|
|
if (m_IsOffscreenCamera)
|
|
return;
|
|
|
|
var cmd = CommandBufferPool.Get("Blit");
|
|
if (m_IntermediateTextureArray)
|
|
{
|
|
cmd.Blit(m_CurrCameraColorRT, BuiltinRenderTextureType.CameraTarget);
|
|
}
|
|
else if (CoreUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.IntermediateTexture))
|
|
{
|
|
Material blitMaterial = m_BlitMaterial;
|
|
if (CoreUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.Stereo))
|
|
blitMaterial = null;
|
|
|
|
// If PostProcessing is enabled, it is already blit to CameraTarget.
|
|
if (!CoreUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.PostProcess))
|
|
Blit(cmd, renderingConfig, m_CurrCameraColorRT, BuiltinRenderTextureType.CameraTarget, blitMaterial);
|
|
}
|
|
|
|
SetRenderTarget(cmd, BuiltinRenderTextureType.CameraTarget);
|
|
|
|
context.ExecuteCommandBuffer(cmd);
|
|
CommandBufferPool.Release(cmd);
|
|
|
|
if (CoreUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.Stereo))
|
|
{
|
|
context.StopMultiEye(m_CurrCamera);
|
|
context.StereoEndRender(m_CurrCamera);
|
|
}
|
|
}
|
|
|
|
private bool IsStereoEnabled(Camera camera)
|
|
{
|
|
bool isSceneViewCamera = camera.cameraType == CameraType.SceneView;
|
|
return XRSettings.isDeviceActive && !isSceneViewCamera && (camera.stereoTargetEye == StereoTargetEyeMask.Both);
|
|
}
|
|
|
|
private float GetRenderScale()
|
|
{
|
|
return m_RenderScale;
|
|
}
|
|
|
|
private float GetScaledCameraWidth(Camera camera)
|
|
{
|
|
return (float)camera.pixelWidth * GetRenderScale();
|
|
}
|
|
|
|
private float GetScaledCameraHeight(Camera camera)
|
|
{
|
|
return (float)camera.pixelHeight * GetRenderScale();
|
|
}
|
|
|
|
private RendererConfiguration GetRendererSettings(ref LightData lightData)
|
|
{
|
|
RendererConfiguration settings = RendererConfiguration.PerObjectReflectionProbes | RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbe;
|
|
if (lightData.totalAdditionalLightsCount > 0)
|
|
{
|
|
if (m_UseComputeBuffer)
|
|
settings |= RendererConfiguration.ProvideLightIndices;
|
|
else
|
|
settings |= RendererConfiguration.PerObjectLightIndices8;
|
|
}
|
|
return settings;
|
|
}
|
|
|
|
private void RenderPostProcess(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier dest, bool opaqueOnly)
|
|
{
|
|
m_PostProcessRenderContext.Reset();
|
|
m_PostProcessRenderContext.camera = m_CurrCamera;
|
|
m_PostProcessRenderContext.source = source;
|
|
m_PostProcessRenderContext.sourceFormat = m_ColorFormat;
|
|
m_PostProcessRenderContext.destination = dest;
|
|
m_PostProcessRenderContext.command = cmd;
|
|
m_PostProcessRenderContext.flip = m_CurrCamera.targetTexture == null;
|
|
|
|
if (opaqueOnly)
|
|
{
|
|
m_CameraPostProcessLayer.RenderOpaqueOnly(m_PostProcessRenderContext);
|
|
}
|
|
else
|
|
m_CameraPostProcessLayer.Render(m_PostProcessRenderContext);
|
|
}
|
|
|
|
private void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier colorRT, ClearFlag clearFlag = ClearFlag.None)
|
|
{
|
|
int depthSlice = (m_IntermediateTextureArray) ? -1 : 0;
|
|
CoreUtils.SetRenderTarget(cmd, colorRT, clearFlag, CoreUtils.ConvertSRGBToActiveColorSpace(m_CurrCamera.backgroundColor), 0, CubemapFace.Unknown, depthSlice);
|
|
}
|
|
|
|
private void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier colorRT, RenderTargetIdentifier depthRT, ClearFlag clearFlag = ClearFlag.None)
|
|
{
|
|
if (depthRT == BuiltinRenderTextureType.None || !m_DepthRenderBuffer)
|
|
{
|
|
SetRenderTarget(cmd, colorRT, clearFlag);
|
|
return;
|
|
}
|
|
|
|
int depthSlice = (m_IntermediateTextureArray) ? -1 : 0;
|
|
CoreUtils.SetRenderTarget(cmd, colorRT, depthRT, clearFlag, CoreUtils.ConvertSRGBToActiveColorSpace(m_CurrCamera.backgroundColor), 0, CubemapFace.Unknown, depthSlice);
|
|
}
|
|
|
|
private void Blit(CommandBuffer cmd, FrameRenderingConfiguration renderingConfig, RenderTargetIdentifier sourceRT, RenderTargetIdentifier destRT, Material material = null)
|
|
{
|
|
cmd.SetGlobalTexture(m_BlitTexID, sourceRT);
|
|
if (CoreUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.DefaultViewport))
|
|
{
|
|
cmd.Blit(sourceRT, destRT, material);
|
|
}
|
|
else
|
|
{
|
|
// Viewport doesn't work when rendering to an RT
|
|
// We have to manually blit by rendering a fullscreen quad
|
|
SetRenderTarget(cmd, destRT);
|
|
cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity);
|
|
cmd.SetViewport(m_CurrCamera.pixelRect);
|
|
DrawFullScreen(cmd, m_BlitMaterial);
|
|
}
|
|
}
|
|
|
|
private void CopyTexture(CommandBuffer cmd, RenderTargetIdentifier sourceRT, RenderTargetIdentifier destRT, Material copyMaterial, bool forceBlit = false)
|
|
{
|
|
if (m_CopyTextureSupport != CopyTextureSupport.None && !forceBlit)
|
|
cmd.CopyTexture(sourceRT, destRT);
|
|
else
|
|
cmd.Blit(sourceRT, destRT, copyMaterial);
|
|
}
|
|
}
|
|
}
|