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207 行
9.7 KiB
207 行
9.7 KiB
using System;
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using UnityEngine.Rendering;
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namespace UnityEngine.Experimental.Rendering.LightweightPipeline
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{
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public class DefaultRendererSetup : IRendererSetup
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{
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private DepthOnlyPass m_DepthOnlyPass;
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private DirectionalShadowsPass m_DirectionalShadowPass;
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private LocalShadowsPass m_LocalShadowPass;
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private SetupForwardRenderingPass m_SetupForwardRenderingPass;
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private ScreenSpaceShadowResolvePass m_ScreenSpaceShadowResovePass;
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private CreateLightweightRenderTexturesPass m_CreateLightweightRenderTexturesPass;
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private BeginXRRenderingPass m_BeginXrRenderingPass;
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private SetupLightweightConstanstPass m_SetupLightweightConstants;
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private RenderOpaqueForwardPass m_RenderOpaqueForwardPass;
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private OpaquePostProcessPass m_OpaquePostProcessPass;
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private DrawSkyboxPass m_DrawSkyboxPass;
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private CopyDepthPass m_CopyDepthPass;
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private CopyColorPass m_CopyColorPass;
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private RenderTransparentForwardPass m_RenderTransparentForwardPass;
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private TransparentPostProcessPass m_TransparentPostProcessPass;
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private FinalBlitPass m_FinalBlitPass;
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private EndXRRenderingPass m_EndXrRenderingPass;
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#if UNITY_EDITOR
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private SceneViewDepthCopyPass m_SceneViewDepthCopyPass;
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#endif
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private RenderTargetHandle Color;
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private RenderTargetHandle DepthAttachment;
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private RenderTargetHandle DepthTexture;
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private RenderTargetHandle OpaqueColor;
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private RenderTargetHandle DirectionalShadowmap;
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private RenderTargetHandle LocalShadowmap;
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private RenderTargetHandle ScreenSpaceShadowmap;
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[NonSerialized]
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private bool m_Initialized = false;
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private void Init()
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{
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if (m_Initialized)
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return;
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m_DepthOnlyPass = new DepthOnlyPass();
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m_DirectionalShadowPass = new DirectionalShadowsPass();
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m_LocalShadowPass = new LocalShadowsPass();
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m_SetupForwardRenderingPass = new SetupForwardRenderingPass();
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m_ScreenSpaceShadowResovePass = new ScreenSpaceShadowResolvePass();
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m_CreateLightweightRenderTexturesPass = new CreateLightweightRenderTexturesPass();
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m_BeginXrRenderingPass = new BeginXRRenderingPass();
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m_SetupLightweightConstants = new SetupLightweightConstanstPass();
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m_RenderOpaqueForwardPass = new RenderOpaqueForwardPass();
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m_OpaquePostProcessPass = new OpaquePostProcessPass();
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m_DrawSkyboxPass = new DrawSkyboxPass();
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m_CopyDepthPass = new CopyDepthPass();
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m_CopyColorPass = new CopyColorPass();
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m_RenderTransparentForwardPass = new RenderTransparentForwardPass();
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m_TransparentPostProcessPass = new TransparentPostProcessPass();
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m_FinalBlitPass = new FinalBlitPass();
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m_EndXrRenderingPass = new EndXRRenderingPass();
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#if UNITY_EDITOR
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m_SceneViewDepthCopyPass = new SceneViewDepthCopyPass();
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#endif
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// RenderTexture format depends on camera and pipeline (HDR, non HDR, etc)
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// Samples (MSAA) depend on camera and pipeline
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Color.Init("_CameraColorTexture");
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DepthAttachment.Init("_CameraDepthAttachment");
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DepthTexture.Init("_CameraDepthTexture");
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OpaqueColor.Init("_CameraOpaqueTexture");
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DirectionalShadowmap.Init("_DirectionalShadowmapTexture");
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LocalShadowmap.Init("_LocalShadowmapTexture");
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ScreenSpaceShadowmap.Init("_ScreenSpaceShadowMapTexture");
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m_Initialized = true;
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}
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public void Setup(LightweightForwardRenderer renderer, ref ScriptableRenderContext context,
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ref CullResults cullResults, ref RenderingData renderingData)
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{
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Init();
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renderer.Clear();
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renderer.SetupPerObjectLightIndices(ref cullResults, ref renderingData.lightData);
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RenderTextureDescriptor baseDescriptor = LightweightForwardRenderer.CreateRTDesc(ref renderingData.cameraData);
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RenderTextureDescriptor shadowDescriptor = baseDescriptor;
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shadowDescriptor.dimension = TextureDimension.Tex2D;
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bool requiresCameraDepth = renderingData.cameraData.requiresDepthTexture;
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bool requiresDepthPrepass = renderingData.shadowData.requiresScreenSpaceShadowResolve ||
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renderingData.cameraData.isSceneViewCamera ||
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(requiresCameraDepth &&
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!LightweightForwardRenderer.CanCopyDepth(ref renderingData.cameraData));
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// For now VR requires a depth prepass until we figure out how to properly resolve texture2DMS in stereo
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requiresDepthPrepass |= renderingData.cameraData.isStereoEnabled;
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if (renderingData.shadowData.renderDirectionalShadows)
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{
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m_DirectionalShadowPass.Setup(DirectionalShadowmap);
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renderer.EnqueuePass(m_DirectionalShadowPass);
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}
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if (renderingData.shadowData.renderLocalShadows)
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{
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m_LocalShadowPass.Setup(LocalShadowmap, renderer.maxVisibleLocalLights);
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renderer.EnqueuePass(m_LocalShadowPass);
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}
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renderer.EnqueuePass(m_SetupForwardRenderingPass);
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if (requiresDepthPrepass)
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{
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m_DepthOnlyPass.Setup(baseDescriptor, DepthTexture, SampleCount.One);
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renderer.EnqueuePass(m_DepthOnlyPass);
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}
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if (renderingData.shadowData.renderDirectionalShadows &&
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renderingData.shadowData.requiresScreenSpaceShadowResolve)
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{
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m_ScreenSpaceShadowResovePass.Setup(baseDescriptor, ScreenSpaceShadowmap);
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renderer.EnqueuePass(m_ScreenSpaceShadowResovePass);
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}
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bool requiresDepthAttachment = requiresCameraDepth && !requiresDepthPrepass;
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bool requiresColorAttachment =
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LightweightForwardRenderer.RequiresIntermediateColorTexture(
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ref renderingData.cameraData,
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baseDescriptor,
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requiresDepthAttachment);
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RenderTargetHandle colorHandle = (requiresColorAttachment) ? Color : RenderTargetHandle.CameraTarget;
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RenderTargetHandle depthHandle = (requiresDepthAttachment) ? DepthAttachment : RenderTargetHandle.CameraTarget;
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var sampleCount = (SampleCount) renderingData.cameraData.msaaSamples;
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m_CreateLightweightRenderTexturesPass.Setup(baseDescriptor, colorHandle, depthHandle, sampleCount);
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renderer.EnqueuePass(m_CreateLightweightRenderTexturesPass);
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if (renderingData.cameraData.isStereoEnabled)
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renderer.EnqueuePass(m_BeginXrRenderingPass);
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Camera camera = renderingData.cameraData.camera;
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bool dynamicBatching = renderingData.supportsDynamicBatching;
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RendererConfiguration rendererConfiguration = LightweightForwardRenderer.GetRendererConfiguration(renderingData.lightData.totalAdditionalLightsCount);
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m_SetupLightweightConstants.Setup(renderer.maxVisibleLocalLights, renderer.perObjectLightIndices);
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renderer.EnqueuePass(m_SetupLightweightConstants);
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m_RenderOpaqueForwardPass.Setup(baseDescriptor, colorHandle, depthHandle, LightweightForwardRenderer.GetCameraClearFlag(camera), camera.backgroundColor, rendererConfiguration,dynamicBatching);
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renderer.EnqueuePass(m_RenderOpaqueForwardPass);
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if (renderingData.cameraData.postProcessEnabled &&
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renderingData.cameraData.postProcessLayer.HasOpaqueOnlyEffects(renderer.postProcessRenderContext))
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{
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m_OpaquePostProcessPass.Setup(renderer.postProcessRenderContext, baseDescriptor, colorHandle);
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renderer.EnqueuePass(m_OpaquePostProcessPass);
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}
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if (camera.clearFlags == CameraClearFlags.Skybox)
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renderer.EnqueuePass(m_DrawSkyboxPass);
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if (depthHandle != RenderTargetHandle.CameraTarget)
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{
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m_CopyDepthPass.Setup(depthHandle, DepthTexture);
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renderer.EnqueuePass(m_CopyDepthPass);
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}
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if (renderingData.cameraData.requiresOpaqueTexture)
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{
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m_CopyColorPass.Setup(colorHandle, OpaqueColor);
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renderer.EnqueuePass(m_CopyColorPass);
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}
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m_RenderTransparentForwardPass.Setup(baseDescriptor, colorHandle, depthHandle, ClearFlag.None, camera.backgroundColor, rendererConfiguration, dynamicBatching);
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renderer.EnqueuePass(m_RenderTransparentForwardPass);
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if (renderingData.cameraData.postProcessEnabled)
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{
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m_TransparentPostProcessPass.Setup(renderer.postProcessRenderContext, baseDescriptor, colorHandle);
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renderer.EnqueuePass(m_TransparentPostProcessPass);
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}
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else if (!renderingData.cameraData.isOffscreenRender && colorHandle != RenderTargetHandle.CameraTarget)
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{
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m_FinalBlitPass.Setup(baseDescriptor, colorHandle);
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renderer.EnqueuePass(m_FinalBlitPass);
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}
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if (renderingData.cameraData.isStereoEnabled)
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{
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renderer.EnqueuePass(m_EndXrRenderingPass);
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}
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#if UNITY_EDITOR
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if (renderingData.cameraData.isSceneViewCamera)
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{
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m_SceneViewDepthCopyPass.Setup(DepthTexture);
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renderer.EnqueuePass(m_SceneViewDepthCopyPass);
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}
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#endif
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}
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}
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}
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