您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
346 行
17 KiB
346 行
17 KiB
using System;
|
|
using System.Collections.Generic;
|
|
#if UNITY_EDITOR
|
|
using UnityEditor.Experimental.Rendering.LightweightPipeline;
|
|
#endif
|
|
using UnityEngine.Rendering;
|
|
using UnityEngine.Rendering.PostProcessing;
|
|
|
|
namespace UnityEngine.Experimental.Rendering.LightweightPipeline
|
|
{
|
|
public partial class LightweightPipeline : RenderPipeline
|
|
{
|
|
public LightweightPipelineAsset pipelineAsset { get; private set; }
|
|
|
|
CameraComparer m_CameraComparer = new CameraComparer();
|
|
|
|
LightweightForwardRenderer m_Renderer;
|
|
CullResults m_CullResults;
|
|
List<int> m_LocalLightIndices = new List<int>();
|
|
|
|
bool m_IsCameraRendering;
|
|
|
|
public LightweightPipeline(LightweightPipelineAsset asset)
|
|
{
|
|
pipelineAsset = asset;
|
|
|
|
SetSupportedRenderingFeatures();
|
|
SetPipelineCapabilities(asset);
|
|
|
|
PerFrameBuffer._GlossyEnvironmentColor = Shader.PropertyToID("_GlossyEnvironmentColor");
|
|
PerFrameBuffer._SubtractiveShadowColor = Shader.PropertyToID("_SubtractiveShadowColor");
|
|
|
|
PerCameraBuffer._ScaledScreenParams = Shader.PropertyToID("_ScaledScreenParams");
|
|
m_Renderer = new LightweightForwardRenderer(asset);
|
|
|
|
// Let engine know we have MSAA on for cases where we support MSAA backbuffer
|
|
if (QualitySettings.antiAliasing != pipelineAsset.msaaSampleCount)
|
|
QualitySettings.antiAliasing = pipelineAsset.msaaSampleCount;
|
|
|
|
Shader.globalRenderPipeline = "LightweightPipeline";
|
|
m_IsCameraRendering = false;
|
|
}
|
|
|
|
public override void Dispose()
|
|
{
|
|
base.Dispose();
|
|
Shader.globalRenderPipeline = "";
|
|
SupportedRenderingFeatures.active = new SupportedRenderingFeatures();
|
|
|
|
#if UNITY_EDITOR
|
|
SceneViewDrawMode.ResetDrawMode();
|
|
#endif
|
|
|
|
m_Renderer.Dispose();
|
|
}
|
|
|
|
public override void Render(ScriptableRenderContext context, Camera[] cameras)
|
|
{
|
|
if (m_IsCameraRendering)
|
|
{
|
|
Debug.LogWarning("Nested camera rendering is forbidden. If you are calling camera.Render inside OnWillRenderObject callback, use BeginCameraRender callback instead.");
|
|
return;
|
|
}
|
|
// Apply any changes to XRGConfig prior to this point
|
|
pipelineAsset.savedXRGraphicsConfig.SetConfig();
|
|
|
|
base.Render(context, cameras);
|
|
BeginFrameRendering(cameras);
|
|
|
|
GraphicsSettings.lightsUseLinearIntensity = true;
|
|
SetupPerFrameShaderConstants();
|
|
|
|
// Sort cameras array by camera depth
|
|
Array.Sort(cameras, m_CameraComparer);
|
|
|
|
foreach (Camera camera in cameras)
|
|
{
|
|
BeginCameraRendering(camera);
|
|
string renderCameraTag = "Render " + camera.name;
|
|
CommandBuffer cmd = CommandBufferPool.Get(renderCameraTag);
|
|
using (new ProfilingSample(cmd, renderCameraTag))
|
|
{
|
|
CameraData cameraData;
|
|
InitializeCameraData(camera, out cameraData);
|
|
SetupPerCameraShaderConstants(cameraData);
|
|
|
|
ScriptableCullingParameters cullingParameters;
|
|
if (!CullResults.GetCullingParameters(camera, cameraData.isStereoEnabled, out cullingParameters))
|
|
{
|
|
CommandBufferPool.Release(cmd);
|
|
continue;
|
|
}
|
|
|
|
cullingParameters.shadowDistance = Mathf.Min(cameraData.maxShadowDistance, camera.farClipPlane);
|
|
|
|
context.ExecuteCommandBuffer(cmd);
|
|
cmd.Clear();
|
|
|
|
#if UNITY_EDITOR
|
|
try
|
|
#endif
|
|
{
|
|
m_IsCameraRendering = true;
|
|
#if UNITY_EDITOR
|
|
// Emit scene view UI
|
|
if (cameraData.isSceneViewCamera)
|
|
ScriptableRenderContext.EmitWorldGeometryForSceneView(camera);
|
|
#endif
|
|
CullResults.Cull(ref cullingParameters, context, ref m_CullResults);
|
|
List<VisibleLight> visibleLights = m_CullResults.visibleLights;
|
|
|
|
RenderingData renderingData;
|
|
InitializeRenderingData(ref cameraData, visibleLights,
|
|
m_Renderer.maxSupportedLocalLightsPerPass, m_Renderer.maxSupportedVertexLights,
|
|
out renderingData);
|
|
m_Renderer.Setup(ref context, ref m_CullResults, ref renderingData);
|
|
m_Renderer.Execute(ref context, ref m_CullResults, ref renderingData);
|
|
}
|
|
#if UNITY_EDITOR
|
|
catch (Exception)
|
|
{
|
|
CommandBufferPool.Release(cmd);
|
|
throw;
|
|
}
|
|
finally
|
|
#endif
|
|
{
|
|
m_IsCameraRendering = false;
|
|
}
|
|
}
|
|
context.ExecuteCommandBuffer(cmd);
|
|
CommandBufferPool.Release(cmd);
|
|
context.Submit();
|
|
}
|
|
}
|
|
|
|
void SetSupportedRenderingFeatures()
|
|
{
|
|
#if UNITY_EDITOR
|
|
SupportedRenderingFeatures.active = new SupportedRenderingFeatures()
|
|
{
|
|
reflectionProbeSupportFlags = SupportedRenderingFeatures.ReflectionProbeSupportFlags.None,
|
|
defaultMixedLightingMode = SupportedRenderingFeatures.LightmapMixedBakeMode.Subtractive,
|
|
supportedMixedLightingModes = SupportedRenderingFeatures.LightmapMixedBakeMode.Subtractive,
|
|
supportedLightmapBakeTypes = LightmapBakeType.Baked | LightmapBakeType.Mixed,
|
|
supportedLightmapsModes = LightmapsMode.CombinedDirectional | LightmapsMode.NonDirectional,
|
|
rendererSupportsLightProbeProxyVolumes = false,
|
|
rendererSupportsMotionVectors = false,
|
|
rendererSupportsReceiveShadows = true,
|
|
rendererSupportsReflectionProbes = true
|
|
};
|
|
SceneViewDrawMode.SetupDrawMode();
|
|
#endif
|
|
}
|
|
|
|
void InitializeCameraData(Camera camera, out CameraData cameraData)
|
|
{
|
|
const float kRenderScaleThreshold = 0.05f;
|
|
cameraData.camera = camera;
|
|
|
|
bool msaaEnabled = camera.allowMSAA && pipelineAsset.msaaSampleCount > 1;
|
|
if (msaaEnabled)
|
|
cameraData.msaaSamples = (camera.targetTexture != null) ? camera.targetTexture.antiAliasing : pipelineAsset.msaaSampleCount;
|
|
else
|
|
cameraData.msaaSamples = 1;
|
|
|
|
cameraData.isSceneViewCamera = camera.cameraType == CameraType.SceneView;
|
|
cameraData.isOffscreenRender = camera.targetTexture != null && !cameraData.isSceneViewCamera;
|
|
cameraData.isStereoEnabled = IsStereoEnabled(camera);
|
|
|
|
// TODO: There's currently an issue in engine side that breaks MSAA with texture2DArray.
|
|
// for now we force msaa disabled when using texture2DArray. This fixes VR multiple and single pass instanced modes.
|
|
if (cameraData.isStereoEnabled && XRGraphicsConfig.eyeTextureDesc.dimension == TextureDimension.Tex2DArray)
|
|
cameraData.msaaSamples = 1;
|
|
|
|
cameraData.isHdrEnabled = camera.allowHDR && pipelineAsset.supportsHDR;
|
|
|
|
cameraData.postProcessLayer = camera.GetComponent<PostProcessLayer>();
|
|
cameraData.postProcessEnabled = cameraData.postProcessLayer != null && cameraData.postProcessLayer.isActiveAndEnabled;
|
|
|
|
Rect cameraRect = camera.rect;
|
|
cameraData.isDefaultViewport = (!(Math.Abs(cameraRect.x) > 0.0f || Math.Abs(cameraRect.y) > 0.0f ||
|
|
Math.Abs(cameraRect.width) < 1.0f || Math.Abs(cameraRect.height) < 1.0f));
|
|
|
|
// If XR is enabled, use XR renderScale.
|
|
// Discard variations lesser than kRenderScaleThreshold.
|
|
// Scale is only enabled for gameview.
|
|
float usedRenderScale = XRGraphicsConfig.enabled ? pipelineAsset.savedXRGraphicsConfig.renderScale : pipelineAsset.renderScale;
|
|
cameraData.renderScale = (Mathf.Abs(1.0f - usedRenderScale) < kRenderScaleThreshold) ? 1.0f : usedRenderScale;
|
|
cameraData.renderScale = (camera.cameraType == CameraType.Game) ? cameraData.renderScale : 1.0f;
|
|
|
|
cameraData.requiresDepthTexture = pipelineAsset.supportsCameraDepthTexture || cameraData.isSceneViewCamera;
|
|
cameraData.requiresSoftParticles = pipelineAsset.supportsSoftParticles;
|
|
cameraData.requiresOpaqueTexture = pipelineAsset.supportsCameraOpaqueTexture;
|
|
cameraData.opaqueTextureDownsampling = pipelineAsset.opaqueDownsampling;
|
|
|
|
bool anyShadowsEnabled = pipelineAsset.supportsDirectionalShadows || pipelineAsset.supportsLocalShadows;
|
|
cameraData.maxShadowDistance = (anyShadowsEnabled) ? pipelineAsset.shadowDistance : 0.0f;
|
|
|
|
LightweightAdditionalCameraData additionalCameraData = camera.gameObject.GetComponent<LightweightAdditionalCameraData>();
|
|
if (additionalCameraData != null)
|
|
{
|
|
cameraData.maxShadowDistance = (additionalCameraData.renderShadows) ? cameraData.maxShadowDistance : 0.0f;
|
|
cameraData.requiresDepthTexture &= additionalCameraData.requiresDepthTexture;
|
|
cameraData.requiresOpaqueTexture &= additionalCameraData.requiresColorTexture;
|
|
}
|
|
else if (!cameraData.isSceneViewCamera && camera.cameraType != CameraType.Reflection && camera.cameraType != CameraType.Preview)
|
|
{
|
|
cameraData.requiresDepthTexture = false;
|
|
cameraData.requiresOpaqueTexture = false;
|
|
}
|
|
|
|
cameraData.requiresDepthTexture |= cameraData.postProcessEnabled;
|
|
}
|
|
|
|
void InitializeRenderingData(ref CameraData cameraData, List<VisibleLight> visibleLights, int maxSupportedLocalLightsPerPass, int maxSupportedVertexLights, out RenderingData renderingData)
|
|
{
|
|
m_LocalLightIndices.Clear();
|
|
|
|
bool hasDirectionalShadowCastingLight = false;
|
|
bool hasLocalShadowCastingLight = false;
|
|
|
|
if (cameraData.maxShadowDistance > 0.0f)
|
|
{
|
|
for (int i = 0; i < visibleLights.Count; ++i)
|
|
{
|
|
Light light = visibleLights[i].light;
|
|
bool castShadows = light != null && light.shadows != LightShadows.None;
|
|
if (visibleLights[i].lightType == LightType.Directional)
|
|
{
|
|
hasDirectionalShadowCastingLight |= castShadows;
|
|
}
|
|
else
|
|
{
|
|
hasLocalShadowCastingLight |= castShadows;
|
|
m_LocalLightIndices.Add(i);
|
|
}
|
|
}
|
|
}
|
|
|
|
renderingData.cameraData = cameraData;
|
|
InitializeLightData(visibleLights, maxSupportedLocalLightsPerPass, maxSupportedVertexLights, out renderingData.lightData);
|
|
InitializeShadowData(hasDirectionalShadowCastingLight, hasLocalShadowCastingLight, out renderingData.shadowData);
|
|
renderingData.supportsDynamicBatching = pipelineAsset.supportsDynamicBatching;
|
|
}
|
|
|
|
void InitializeShadowData(bool hasDirectionalShadowCastingLight, bool hasLocalShadowCastingLight, out ShadowData shadowData)
|
|
{
|
|
// Until we can have keyword stripping forcing single cascade hard shadows on gles2
|
|
bool supportsScreenSpaceShadows = SystemInfo.graphicsDeviceType != GraphicsDeviceType.OpenGLES2;
|
|
|
|
shadowData.renderDirectionalShadows = pipelineAsset.supportsDirectionalShadows && hasDirectionalShadowCastingLight;
|
|
|
|
// we resolve shadows in screenspace when cascades are enabled to save ALU as computing cascade index + shadowCoord on fragment is expensive
|
|
shadowData.requiresScreenSpaceShadowResolve = shadowData.renderDirectionalShadows && supportsScreenSpaceShadows && pipelineAsset.cascadeCount > 1;
|
|
shadowData.directionalLightCascadeCount = (shadowData.requiresScreenSpaceShadowResolve) ? pipelineAsset.cascadeCount : 1;
|
|
shadowData.directionalShadowAtlasWidth = pipelineAsset.directionalShadowAtlasResolution;
|
|
shadowData.directionalShadowAtlasHeight = pipelineAsset.directionalShadowAtlasResolution;
|
|
|
|
switch (shadowData.directionalLightCascadeCount)
|
|
{
|
|
case 1:
|
|
shadowData.directionalLightCascades = new Vector3(1.0f, 0.0f, 0.0f);
|
|
break;
|
|
|
|
case 2:
|
|
shadowData.directionalLightCascades = new Vector3(pipelineAsset.cascade2Split, 1.0f, 0.0f);
|
|
break;
|
|
|
|
default:
|
|
shadowData.directionalLightCascades = pipelineAsset.cascade4Split;
|
|
break;
|
|
}
|
|
|
|
shadowData.renderLocalShadows = pipelineAsset.supportsLocalShadows && hasLocalShadowCastingLight;
|
|
shadowData.localShadowAtlasWidth = shadowData.localShadowAtlasHeight = pipelineAsset.localShadowAtlasResolution;
|
|
shadowData.supportsSoftShadows = pipelineAsset.supportsSoftShadows;
|
|
shadowData.bufferBitCount = 16;
|
|
|
|
shadowData.renderedDirectionalShadowQuality = LightShadows.None;
|
|
shadowData.renderedLocalShadowQuality = LightShadows.None;
|
|
}
|
|
|
|
void InitializeLightData(List<VisibleLight> visibleLights, int maxSupportedLocalLightsPerPass, int maxSupportedVertexLights, out LightData lightData)
|
|
{
|
|
int visibleLightsCount = Math.Min(visibleLights.Count, pipelineAsset.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, maxSupportedLocalLightsPerPass);
|
|
int vertexLightCount = (pipelineAsset.supportsVertexLight) ? Math.Min(visibleLights.Count, maxSupportedLocalLightsPerPass) - additionalPixelLightsCount : 0;
|
|
vertexLightCount = Math.Min(vertexLightCount, maxSupportedVertexLights);
|
|
|
|
lightData.pixelAdditionalLightsCount = additionalPixelLightsCount;
|
|
lightData.totalAdditionalLightsCount = additionalPixelLightsCount + vertexLightCount;
|
|
lightData.visibleLights = visibleLights;
|
|
lightData.visibleLocalLightIndices = m_LocalLightIndices;
|
|
}
|
|
|
|
// Main Light is always a directional light
|
|
int GetMainLight(List<VisibleLight> visibleLights)
|
|
{
|
|
int totalVisibleLights = visibleLights.Count;
|
|
|
|
if (totalVisibleLights == 0 || pipelineAsset.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;
|
|
}
|
|
|
|
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));
|
|
}
|
|
|
|
void SetupPerCameraShaderConstants(CameraData cameraData)
|
|
{
|
|
float cameraWidth = (float)cameraData.camera.pixelWidth * cameraData.renderScale;
|
|
float cameraHeight = (float)cameraData.camera.pixelHeight * cameraData.renderScale;
|
|
Shader.SetGlobalVector(PerCameraBuffer._ScaledScreenParams, new Vector4(cameraWidth, cameraHeight, 1.0f + 1.0f / cameraWidth, 1.0f + 1.0f / cameraHeight));
|
|
}
|
|
}
|
|
}
|